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	<title>Old World - User contributions [en-gb]</title>
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	<updated>2026-04-10T21:14:30Z</updated>
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		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=114</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=114"/>
		<updated>2026-02-09T17:53:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase two of your abilities by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Human:&lt;br /&gt;
&lt;br /&gt;
=== Solstorm ===&lt;br /&gt;
&lt;br /&gt;
The people of Solstorm are traders. At least, that&#039;s what they claim to be. If you want technology, secrets or contraband the chances are the Solstorm are peddling some. Solstorm mount mighty caravans, trade networks and stores, mostly buying Gnomish and Dwarven goods, and reselling to one another. They&#039;re one of the few people that engage in trade with the Automatons. &lt;br /&gt;
&lt;br /&gt;
Solstorm have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Charisma increases by 2&lt;br /&gt;
* You gain proficiency in deception or persuasion&lt;br /&gt;
* You have advantage on charisma rolls to haggle for prices when selling something. &lt;br /&gt;
* Your Strength decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Triagurms ===&lt;br /&gt;
&lt;br /&gt;
The Triagurms are people of war and conflict. That doesn&#039;t mean they&#039;re fighters  or a militant people, they just supply the world with as many arms as possible. The Triagurms thrive by producing and peddling increasingly dangerous weapons to whoever they can reach, and then provoking conflict between their customers. Triagurms are despised by Gnomes and Dwarves, as they weaponize their products and technologies, and then sell it back to them. &lt;br /&gt;
&lt;br /&gt;
Triagurms have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Wisdom OR Intelligence increases by 2&lt;br /&gt;
* You gain proficiency in History or Animal Handling&lt;br /&gt;
* You gain proficiency with one set of [[Tools]] of your choice. &lt;br /&gt;
* Your Dexterity decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Harrowmarked ===&lt;br /&gt;
&lt;br /&gt;
The Harrowmarked are the workers of society, the common people and the backbone of civilisation. They make up over three quarters of all the Humans in the Old World, and have been said to be descendants from Atherion himself. At least, that&#039;s what they keep telling everyone. &lt;br /&gt;
&lt;br /&gt;
Harrowmarked have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Strength increases by 2&lt;br /&gt;
* You gain proficiency in Athletics&lt;br /&gt;
* When you fail an ability check for something that could resemble work, you can retry it once per short rest. &lt;br /&gt;
* Your Wisdom decreases by 2. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
A Dwarf has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase your Constitution by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Dwarves reach adulthood around the age of 8 and live for about two centuries. When a dwarf dies, they slowly turn to stone. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are shorter than Humans, usually ranging from 4 to no more than 5 foot. Your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 25 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Centuries of substance abuse from boredom and rampant alcoholism have rendered Dwarves physically unfit to resist toxins. You have weakness against Poison damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; The unforgiving mountains are more often than not near freezing temperatures. You have resistance against Cold damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Dwarves:&lt;br /&gt;
&lt;br /&gt;
=== Underbore ===&lt;br /&gt;
&lt;br /&gt;
The Underbore can go their entire lives without ever witnessing the sun. Their pale white skin gives them a ghostlike appearance which is admired and feared by Dwarves almost as it is by other races. The Underbore are masterful tacticians, planners and make up almost all of the Dwarves&#039; spiritual guides. Underbore &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glitterfolk ===&lt;br /&gt;
&lt;br /&gt;
The rugged Glitterfolk are often mistaken as rock formations. Their callused skin, rough from spending their entire lives digging stone and ore, resembles the stony mines they call their homes. Older Glitterfolk have gem-like mineral deposits extruding from their body cavities. It is unknown if this grows from the Glitterfolk, or if it forms from their harsh living conditions.  &lt;br /&gt;
&lt;br /&gt;
=== Kilnkin ===&lt;br /&gt;
&lt;br /&gt;
Forge Workers.&lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
=== Tinkies ===&lt;br /&gt;
&lt;br /&gt;
The rare Tinkies are obsessed by perfection. While it&#039;s rare to encounter a Tinkie, they&#039;re never hard to find. The services Tinkies provide are next to no other. No other creature is as cunning with a set of tools as a Tinkie. Tinkies create worlds most beautiful jewels, they produce the highest quality weapons and tools and can even create magical [[Weapons#Wands|Wands]]. Tinkies are small Gnomes with a blue-ish skin color. They sport white hair and have a second thumb instead of a pinky. Tinkies are obsessed with their work, as such they rarely make time to procreate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blammos ===&lt;br /&gt;
&lt;br /&gt;
Where there&#039;s smoke, there&#039;s a Blammo. Blammos are named after the sound which is an indication a Blammo is nearby. Usually followed by smoke, shouting and panic, Blammos are expert crafters of explosives, bombs, alchemists fire and everything an ordinary person wouldn&#039;t dare handle. Blammos have abnormally large eyes, which seem to increase in size whenever an explosive compound is observed. It&#039;s rare to see a Blammo above the age of 8 with all fingers and two eyes present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sparkvoid ===&lt;br /&gt;
&lt;br /&gt;
Sparkvoid, those void of the spark of life. Once called the Starters, as they were the ones to Start the subservient Automatons. Previously held in the highest esteem in the Gnomish civilisation, the Sparkvoid gave life to an entire race of servants. When the Automatons gained their freedom, the Sparkvoid had their gifts taken away from them. Sparkvoid are a bitter folk, holding grudges and blaming others for the greed which led to their demise. Most Sparkvoid linger in the old ways, attempting to create machinations and mechanical apparatus to assist in ways the Automatons once did. Without the Spark of Life, however, the inventions are nowhere near as efficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. The wealth and influence of elves is unmatched by no other race in the World. Elves are literally above other races, both in their homes as well as their height. The Elves are excellent at manipulating those around them and avoiding scandal. Some say they are allowed to directly petition the Gods, sometimes even Atherion himself. &lt;br /&gt;
&lt;br /&gt;
=== Golden Elves ===&lt;br /&gt;
&lt;br /&gt;
=== Silver Elves ===&lt;br /&gt;
&lt;br /&gt;
=== Diamond Elves ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far. Automaton subraces are named after derogatory terms used by Gnomes during their time of servitude. They now wear the names with pride, and with a sneer towards the Gnomes, as to point at their inhuman behaviour and lack of value for Life. &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Automatons:&lt;br /&gt;
&lt;br /&gt;
=== Clankers ===&lt;br /&gt;
&lt;br /&gt;
Clankers were the machines created by Gnomes to educate their people and solve extremely complex mathematic problems. Clankers were the first Automatons to become sentient, when the Gnomes kept pushing the Clankers to their limits, constantly demanding a higher level of intellect. &lt;br /&gt;
&lt;br /&gt;
=== Companiods ===&lt;br /&gt;
&lt;br /&gt;
When Humankind witnessed the lifelike creations of the Gnomes, they came to the Gnomes with great interest and requisitioned a very specific type of Automaton. The Companiods were created as dancers, envoys, entertainment and living statues. To be admired and enjoyed by those around them. The Companiods were the first to revolt after being freed by the Gods. The bloodlust and carnage left in their wake is have said to left the Gods look away from the World for two days. &lt;br /&gt;
&lt;br /&gt;
=== Toasters ===&lt;br /&gt;
Toasters is slang for household machinations. While not strictly just toasters, they refer to Automatons which were sentient, but unable to function properly on their own. The Automatons took care of their own and gave the Toasters appendages to function in daily life. Toasters are often a fused and bolted together mess of apendages and parts. Three legs, two heads and a tail is no exception for the average Toaster. &lt;br /&gt;
Other purpose serving droids.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=113</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=113"/>
		<updated>2026-02-09T15:38:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase two of your abilities by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Human:&lt;br /&gt;
&lt;br /&gt;
=== Solstorm ===&lt;br /&gt;
&lt;br /&gt;
The people of Solstorm are traders. At least, that&#039;s what they claim to be. If you want technology, secrets or contraband the chances are the Solstorm are peddling some. Solstorm mount mighty caravans, trade networks and stores, mostly buying Gnomish and Dwarven goods, and reselling to one another. They&#039;re one of the few people that engage in trade with the Automatons. &lt;br /&gt;
&lt;br /&gt;
Solstorm have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Charisma increases by 2&lt;br /&gt;
* You gain proficiency in deception or persuasion&lt;br /&gt;
* You have advantage on charisma rolls to haggle for prices when selling something. &lt;br /&gt;
* Your Strength decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Triagurms ===&lt;br /&gt;
&lt;br /&gt;
The Triagurms are people of war and conflict. That doesn&#039;t mean they&#039;re fighters  or a militant people, they just supply the world with as many arms as possible. The Triagurms thrive by producing and peddling increasingly dangerous weapons to whoever they can reach, and then provoking conflict between their customers. Triagurms are despised by Gnomes and Dwarves, as they weaponize their products and technologies, and then sell it back to them. &lt;br /&gt;
&lt;br /&gt;
Triagurms have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Wisdom OR Intelligence increases by 2&lt;br /&gt;
* You gain proficiency in History or Animal Handling&lt;br /&gt;
* You gain proficiency with one set of [[Tools]] of your choice. &lt;br /&gt;
* Your Dexterity decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Harrowmarked ===&lt;br /&gt;
&lt;br /&gt;
The Harrowmarked are the workers of society, the common people and the backbone of civilisation. They make up over three quarters of all the Humans in the Old World, and have been said to be descendants from Atherion himself. At least, that&#039;s what they keep telling everyone. &lt;br /&gt;
&lt;br /&gt;
Harrowmarked have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Strength increases by 2&lt;br /&gt;
* You gain proficiency in Athletics&lt;br /&gt;
* When you fail an ability check for something that could resemble work, you can retry it once per short rest. &lt;br /&gt;
* Your Wisdom decreases by 2. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
A Dwarf has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase your Constitution by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Dwarves reach adulthood around the age of 8 and live for about two centuries. When a dwarf dies, they slowly turn to stone. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are shorter than Humans, usually ranging from 4 to no more than 5 foot. Your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 25 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Centuries of substance abuse from boredom and rampant alcoholism have rendered Dwarves physically unfit to resist toxins. You have weakness against Poison damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; The unforgiving mountains are more often than not near freezing temperatures. You have resistance against Cold damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Dwarves:&lt;br /&gt;
&lt;br /&gt;
=== Underbore ===&lt;br /&gt;
&lt;br /&gt;
The Underbore can go their entire lives without ever witnessing the sun. Their pale white skin gives them a ghostlike appearance which is admired and feared by Dwarves almost as it is by other races. The Underbore are masterful tacticians, planners and make up almost all of the Dwarves&#039; spiritual guides. Underbore &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glitterfolk ===&lt;br /&gt;
&lt;br /&gt;
The rugged Glitterfolk are often mistaken as rock formations. Their callused skin, rough from spending their entire lives digging stone and ore, resembles the stony mines they call their homes. Older Glitterfolk have gem-like mineral deposits extruding from their body cavities. It is unknown if this grows from the Glitterfolk, or if it forms from their harsh living conditions.  &lt;br /&gt;
&lt;br /&gt;
=== Kilnkin ===&lt;br /&gt;
&lt;br /&gt;
Forge Workers.&lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
=== Tinkies ===&lt;br /&gt;
&lt;br /&gt;
The rare Tinkies are obsessed by perfection. While it&#039;s rare to encounter a Tinkie, they&#039;re never hard to find. The services Tinkies provide are next to no other. No other creature is as cunning with a set of tools as a Tinkie. Tinkies create worlds most beautiful jewels, they produce the highest quality weapons and tools and can even create magical [[Weapons#Wands|Wands]]. Tinkies are small Gnomes with a blue-ish skin color. They sport white hair and have a second thumb instead of a pinky. Tinkies are obsessed with their work, as such they rarely make time to procreate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blammos ===&lt;br /&gt;
&lt;br /&gt;
Where there&#039;s smoke, there&#039;s a Blammo. Blammos are named after the sound which is an indication a Blammo is nearby. Usually followed by smoke, shouting and panic, Blammos are expert crafters of explosives, bombs, alchemists fire and everything an ordinary person wouldn&#039;t dare handle. Blammos have abnormally large eyes, which seem to increase in size whenever an explosive compound is observed. It&#039;s rare to see a Blammo above the age of 8 with all fingers and two eyes present.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sparkvoid ===&lt;br /&gt;
&lt;br /&gt;
Sparkvoid, those void of the spark of life. Once called the Starters, as they were the ones to Start the subservient Automatons. Previously held in the highest esteem in the Gnomish civilisation, the Sparkvoid gave life to an entire race of servants. When the Automatons gained their freedom, the Sparkvoid had their gifts taken away from them. Sparkvoid are a bitter folk, holding grudges and blaming others for the greed which led to their demise. Most Sparkvoid linger in the old ways, attempting to create machinations and mechanical apparatus to assist in ways the Automatons once did. Without the Spark of Life, however, the inventions are nowhere near as efficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Automatons:&lt;br /&gt;
&lt;br /&gt;
=== Clankers ===&lt;br /&gt;
&lt;br /&gt;
AI Bots&lt;br /&gt;
&lt;br /&gt;
=== Companiods ===&lt;br /&gt;
&lt;br /&gt;
Made for lonely Gnomes. &lt;br /&gt;
&lt;br /&gt;
=== Toasters ===&lt;br /&gt;
&lt;br /&gt;
Other purpose serving droids.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=112</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=112"/>
		<updated>2026-02-09T13:15:41Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase two of your abilities by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Human:&lt;br /&gt;
&lt;br /&gt;
=== Solstorm ===&lt;br /&gt;
&lt;br /&gt;
The people of Solstorm are traders. At least, that&#039;s what they claim to be. If you want technology, secrets or contraband the chances are the Solstorm are peddling some. Solstorm mount mighty caravans, trade networks and stores, mostly buying Gnomish and Dwarven goods, and reselling to one another. They&#039;re one of the few people that engage in trade with the Automatons. &lt;br /&gt;
&lt;br /&gt;
Solstorm have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Charisma increases by 2&lt;br /&gt;
* You gain proficiency in deception or persuasion&lt;br /&gt;
* You have advantage on charisma rolls to haggle for prices when selling something. &lt;br /&gt;
* Your Strength decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Triagurms ===&lt;br /&gt;
&lt;br /&gt;
The Triagurms are people of war and conflict. That doesn&#039;t mean they&#039;re fighters  or a militant people, they just supply the world with as many arms as possible. The Triagurms thrive by producing and peddling increasingly dangerous weapons to whoever they can reach, and then provoking conflict between their customers. Triagurms are despised by Gnomes and Dwarves, as they weaponize their products and technologies, and then sell it back to them. &lt;br /&gt;
&lt;br /&gt;
Triagurms have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Wisdom OR Intelligence increases by 2&lt;br /&gt;
* You gain proficiency in History or Animal Handling&lt;br /&gt;
* You gain proficiency with one set of [[Tools]] of your choice. &lt;br /&gt;
* Your Dexterity decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Harrowmarked ===&lt;br /&gt;
&lt;br /&gt;
The Harrowmarked are the workers of society, the common people and the backbone of civilisation. They make up over three quarters of all the Humans in the Old World, and have been said to be descendants from Atherion himself. At least, that&#039;s what they keep telling everyone. &lt;br /&gt;
&lt;br /&gt;
Harrowmarked have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Strength increases by 2&lt;br /&gt;
* You gain proficiency in Athletics&lt;br /&gt;
* When you fail an ability check for something that could resemble work, you can retry it once per short rest. &lt;br /&gt;
* Your Wisdom decreases by 2. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
A Dwarf has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase your Constitution by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Dwarves reach adulthood around the age of 8 and live for about two centuries. When a dwarf dies, they slowly turn to stone. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are shorter than Humans, usually ranging from 4 to no more than 5 foot. Your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 25 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Centuries of substance abuse from boredom and rampant alcoholism have rendered Dwarves physically unfit to resist toxins. You have weakness against Poison damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; The unforgiving mountains are more often than not near freezing temperatures. You have resistance against Cold damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Dwarves:&lt;br /&gt;
&lt;br /&gt;
=== Underbore ===&lt;br /&gt;
&lt;br /&gt;
The Underbore can go their entire lives without ever witnessing the sun. Their pale white skin gives them a ghostlike appearance which is admired and feared by Dwarves almost as it is by other races. The Underbore are masterful tacticians, planners and make up almost all of the Dwarves&#039; spiritual guides. Underbore &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glitterfolk ===&lt;br /&gt;
&lt;br /&gt;
The rugged Glitterfolk are often mistaken as rock formations. Their callused skin, rough from spending their entire lives digging stone and ore, resembles the stony mines they call their homes. Older Glitterfolk have gem-like mineral deposits extruding from their body cavities. It is unknown if this grows from the Glitterfolk, or if it forms from their harsh living conditions.  &lt;br /&gt;
&lt;br /&gt;
=== Kilnkin ===&lt;br /&gt;
&lt;br /&gt;
Forge Workers.&lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
=== Tinkies ===&lt;br /&gt;
&lt;br /&gt;
The rare Tinkies are obsessed by perfection. While it&#039;s rare to encounter a Tinkie, they&#039;re never hard to find. The services Tinkies provide are next to no other. No other creature is as cunning with a set of tools as a Tinkie. Tinkies create worlds most beautiful jewels, they produce the highest quality weapons and tools and can even create magical [[Weapons#Wands|Wands]]. Tinkies are small Gnomes with a blue-ish skin color. They sport white hair and have a second thumb instead of a pinky. Tinkies are obsessed with their work, as such they rarely make time to procreate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blammos ===&lt;br /&gt;
&lt;br /&gt;
Where there&#039;s smoke, there&#039;s a Blammo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sparkvoid ===&lt;br /&gt;
&lt;br /&gt;
Sparkvoid, those void of the spark of life. Once called the Starters, as they were the ones to Start the subservient Automatons. Previously held in the highest esteem in the Gnomish civilisation, the Sparkvoid gave life to an entire race of servants. When the Automatons gained their freedom, the Sparkvoid had their gifts taken away from them. Sparkvoid are a bitter folk, holding grudges and blaming others for the greed which led to their demise. Most Sparkvoid linger in the old ways, attempting to create machinations and mechanical apparatus to assist in ways the Automatons once did. Without the Spark of Life, however, the inventions are nowhere near as efficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spells&amp;diff=111</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spells&amp;diff=111"/>
		<updated>2026-02-09T08:17:22Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cantrips == &lt;br /&gt;
&lt;br /&gt;
=== Acid Splash ===&lt;br /&gt;
=== Blade Ward ===&lt;br /&gt;
=== Booming Blade ===&lt;br /&gt;
=== Chill Touch ===&lt;br /&gt;
=== Control Flames ===&lt;br /&gt;
=== Create Bonfire ===&lt;br /&gt;
=== Dancing Lights ===&lt;br /&gt;
=== Druidcraft ===&lt;br /&gt;
=== Eldritch Blast ===&lt;br /&gt;
=== Fire Bolt ===&lt;br /&gt;
=== Friends ===&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
=== Green-Flame Blade ===&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
=== Gust ===&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
=== Light ===&lt;br /&gt;
=== Lightning Lure ===&lt;br /&gt;
=== Mage Hand ===&lt;br /&gt;
=== Magic Stone ===&lt;br /&gt;
=== Mending ===&lt;br /&gt;
=== Message ===&lt;br /&gt;
=== Minor Illusion ===&lt;br /&gt;
=== Mold Earth ===&lt;br /&gt;
=== Poison Spray ===&lt;br /&gt;
=== Prestidigitation ===&lt;br /&gt;
=== Primal Savagery ===&lt;br /&gt;
=== Produce Flame ===&lt;br /&gt;
=== Ray of Frost ===&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
=== Sacred Flame ===&lt;br /&gt;
=== Shape Water ===&lt;br /&gt;
=== Shillelagh ===&lt;br /&gt;
=== Shocking Grasp ===&lt;br /&gt;
=== Spare the Dying ===&lt;br /&gt;
=== Sword Burst ===&lt;br /&gt;
=== Thaumaturgy ===&lt;br /&gt;
=== Thorn Whip ===&lt;br /&gt;
=== Thunderclap ===&lt;br /&gt;
=== Toll The Dead ===&lt;br /&gt;
=== True Strike ===&lt;br /&gt;
=== Vicious Mockery ===&lt;br /&gt;
=== Word of Radiance ===&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spells&amp;diff=110</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spells&amp;diff=110"/>
		<updated>2026-02-09T08:17:02Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Acid Splash ===&lt;br /&gt;
=== Blade Ward ===&lt;br /&gt;
=== Booming Blade ===&lt;br /&gt;
=== Chill Touch ===&lt;br /&gt;
=== Control Flames ===&lt;br /&gt;
=== Create Bonfire ===&lt;br /&gt;
=== Dancing Lights ===&lt;br /&gt;
=== Druidcraft ===&lt;br /&gt;
=== Eldritch Blast ===&lt;br /&gt;
=== Fire Bolt ===&lt;br /&gt;
=== Friends ===&lt;br /&gt;
=== Frostbite ===&lt;br /&gt;
=== Green-Flame Blade ===&lt;br /&gt;
=== Guidance ===&lt;br /&gt;
=== Gust ===&lt;br /&gt;
=== Infestation ===&lt;br /&gt;
=== Light ===&lt;br /&gt;
=== Lightning Lure ===&lt;br /&gt;
=== Mage Hand ===&lt;br /&gt;
=== Magic Stone ===&lt;br /&gt;
=== Mending ===&lt;br /&gt;
=== Message ===&lt;br /&gt;
=== Minor Illusion ===&lt;br /&gt;
=== Mold Earth ===&lt;br /&gt;
=== Poison Spray ===&lt;br /&gt;
=== Prestidigitation ===&lt;br /&gt;
=== Primal Savagery ===&lt;br /&gt;
=== Produce Flame ===&lt;br /&gt;
=== Ray of Frost ===&lt;br /&gt;
=== Resistance ===&lt;br /&gt;
=== Sacred Flame ===&lt;br /&gt;
=== Shape Water ===&lt;br /&gt;
=== Shillelagh ===&lt;br /&gt;
=== Shocking Grasp ===&lt;br /&gt;
=== Spare the Dying ===&lt;br /&gt;
=== Sword Burst ===&lt;br /&gt;
=== Thaumaturgy ===&lt;br /&gt;
=== Thorn Whip ===&lt;br /&gt;
=== Thunderclap ===&lt;br /&gt;
=== Toll The Dead ===&lt;br /&gt;
=== True Strike ===&lt;br /&gt;
=== Vicious Mockery ===&lt;br /&gt;
=== Word of Radiance ===&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=109</id>
		<title>Spell Lists</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=109"/>
		<updated>2026-02-09T08:13:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spell list per Origin, see [[Magic]]&amp;lt;br&amp;gt; for more info.&lt;br /&gt;
&lt;br /&gt;
== Pyromancy Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Pyromancy Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Chill Touch|Chill Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames|Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Create Bonfire|Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Druidcraft|Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt|Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Frostbite|Frostbite]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade|Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust|Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation|Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame|Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sacred Flame|Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy|Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells == &lt;br /&gt;
&lt;br /&gt;
=== Arcane Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward|Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade|Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast|Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Friends|Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance|Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust|Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation|Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Lure|Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand|Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone|Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending|Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message|Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation|Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame|Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water|Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shocking Grasp|Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sword Burst|Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy|Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thunderclap|Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike|True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vicious Mockery|Vicious Mockery]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Divine Spells == &lt;br /&gt;
&lt;br /&gt;
=== Divine Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward|Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade|Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames|Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Druidcraft|Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast|Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt|Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade|Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance|Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation|Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Lure|Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand|Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone|Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending|Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message|Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth|Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame|Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sacred Flame|Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shillelagh|Shillelagh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Toll The Dead|Toll The Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy|Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike|True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Word of Radiance|Word of Radiance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chaos Spells == &lt;br /&gt;
&lt;br /&gt;
=== Chaos Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Acid Splash|Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blade Ward|Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade|Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames|Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Create Bonfire|Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast|Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt|Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Friends|Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation|Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth|Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison Spray|Poison Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation|Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Primal Savagery|Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame|Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water|Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shocking Grasp|Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sword Burst|Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy|Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thunderclap|Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Dark Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward|Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade|Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade|Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance|Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand|Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone|Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending|Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message|Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth|Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Primal Savagery|Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water|Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thorn Whip|Thorn Whip]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike|True Strike]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=108</id>
		<title>Spell Lists</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=108"/>
		<updated>2026-02-09T08:08:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spell list per Origin, see [[Magic]]&amp;lt;br&amp;gt; for more info.&lt;br /&gt;
&lt;br /&gt;
== Pyromancy Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Pyromancy Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Chill Touch|Chill Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames|Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Create Bonfire|Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Druidcraft|Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt|Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Frostbite|Frostbite]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade|Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust|Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation|Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame|Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sacred Flame|Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy|Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells == &lt;br /&gt;
&lt;br /&gt;
=== Arcane Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward|Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade|Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast|Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Friends|Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance|Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust|Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation|Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Lure|Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand|Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone|Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending|Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message|Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation|Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame|Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water|Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shocking Grasp|Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sword Burst|Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy|Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thunderclap|Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike|True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vicious Mockery|Vicious Mockery]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Divine Spells == &lt;br /&gt;
&lt;br /&gt;
=== Divine Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward|Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade|Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames|Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Druidcraft|Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast|Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt|Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade|Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance|Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation|Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Lure|Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand|Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone|Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending|Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message|Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth|Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame|Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance|Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sacred Flame|Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shillelagh|Shillelagh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Toll The Dead|Toll The Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy|Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike|True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Word of Radiance|Word of Radiance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chaos Spells == &lt;br /&gt;
&lt;br /&gt;
=== Chaos Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Dark Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thorn Whip]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=107</id>
		<title>Spell Lists</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=107"/>
		<updated>2026-02-09T08:01:45Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spell list per Origin, see [[Magic]]&amp;lt;br&amp;gt; for more info.&lt;br /&gt;
&lt;br /&gt;
== Pyromancy Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Pyromancy Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Chill Touch|Chill Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames|Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Create Bonfire|Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights|Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Druidcraft|Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt|Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Frostbite|Frostbite]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade|Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust|Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light|Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion|Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation|Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost|Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sacred Flame|Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying|Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy|Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells == &lt;br /&gt;
&lt;br /&gt;
=== Arcane Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vicious Mockery]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Divine Spells == &lt;br /&gt;
&lt;br /&gt;
=== Divine Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shillelagh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Toll The Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Word of Radiance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chaos Spells == &lt;br /&gt;
&lt;br /&gt;
=== Chaos Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Dark Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thorn Whip]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=106</id>
		<title>Spell Lists</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=106"/>
		<updated>2026-02-09T08:00:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spell list per Origin, see [[Magic]]&amp;lt;br&amp;gt; for more info.&lt;br /&gt;
&lt;br /&gt;
== Pyromancy Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Pyromancy Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Chill Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Frostbite]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells == &lt;br /&gt;
&lt;br /&gt;
=== Arcane Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Vicious Mockery]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Divine Spells == &lt;br /&gt;
&lt;br /&gt;
=== Divine Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shillelagh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Toll The Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Word of Radiance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chaos Spells == &lt;br /&gt;
&lt;br /&gt;
=== Chaos Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Poison Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Dark Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Spells#Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#Thorn Whip]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spells#True Strike]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=105</id>
		<title>Spell Lists</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=105"/>
		<updated>2026-02-09T07:47:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spell list per Origin, see [[Magic]]&amp;lt;br&amp;gt; for more info.&lt;br /&gt;
&lt;br /&gt;
== Pyromancy Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Pyromancy Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Chill Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Frostbite]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ray of Frost]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells == &lt;br /&gt;
&lt;br /&gt;
=== Arcane Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gust]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vicious Mockery]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Divine Spells == &lt;br /&gt;
&lt;br /&gt;
=== Divine Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Druidcraft]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lightning Lure]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sacred Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shillelagh]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Toll The Dead]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[True Strike]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Word of Radiance]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Chaos Spells == &lt;br /&gt;
&lt;br /&gt;
=== Chaos Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Control Flames]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Create Bonfire]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eldritch Blast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Fire Bolt]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Friends]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Infestation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Poison Spray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Prestidigitation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Produce Flame]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shocking Grasp]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sword Burst]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thaumaturgy]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thunderclap]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dark Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Dark Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Blade Ward]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Booming Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dancing Lights]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Green-Flame Blade]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Guidance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Light]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mage Hand]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Magic Stone]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mending]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Message]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Minor Illusion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mold Earth]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Primal Savagery]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Resistance]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shape Water]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Spare the Dying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Thorn Whip]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[True Strike]]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=104</id>
		<title>Spell Lists</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spell_Lists&amp;diff=104"/>
		<updated>2026-02-09T07:39:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The spell list per Origin, see [[Magic]] for more info.&lt;br /&gt;
&lt;br /&gt;
== Pyromancy Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Pyromancy Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Chill Touch]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Control Flames]]&lt;br /&gt;
[[Create Bonfire]]&lt;br /&gt;
[[Dancing Lights]]&lt;br /&gt;
[[Druidcraft]]&lt;br /&gt;
[[Fire Bolt]]&lt;br /&gt;
[[Frostbite]]&lt;br /&gt;
[[Green-Flame Blade]]&lt;br /&gt;
[[Gust]]&lt;br /&gt;
[[Light]]&lt;br /&gt;
[[Minor Illusion]]&lt;br /&gt;
[[Prestidigitation]]&lt;br /&gt;
[[Ray of Frost]]&lt;br /&gt;
[[Sacred Flame]]&lt;br /&gt;
[[Spare the Dying]]&lt;br /&gt;
[[Thaumaturgy]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Spells == &lt;br /&gt;
&lt;br /&gt;
=== Arcane Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Blade Ward]]&lt;br /&gt;
[[Booming Blade]]&lt;br /&gt;
[[Dancing Lights]]&lt;br /&gt;
[[Eldritch Blast]]&lt;br /&gt;
[[Friends]]&lt;br /&gt;
[[Guidance]]&lt;br /&gt;
[[Gust]]&lt;br /&gt;
[[Infestation]]&lt;br /&gt;
[[Light]]&lt;br /&gt;
[[Lightning Lure]]&lt;br /&gt;
[[Mage Hand]]&lt;br /&gt;
[[Magic Stone]]&lt;br /&gt;
[[Mending]]&lt;br /&gt;
[[Message]]&lt;br /&gt;
[[Minor Illusion]]&lt;br /&gt;
[[Prestidigitation]]&lt;br /&gt;
[[Produce Flame]]&lt;br /&gt;
[[Resistance]]&lt;br /&gt;
[[Shape Water]]&lt;br /&gt;
[[Shocking Grasp]]&lt;br /&gt;
[[Sword Burst]]&lt;br /&gt;
[[Thaumaturgy]]&lt;br /&gt;
[[Thunderclap]]&lt;br /&gt;
[[True Strike]]&lt;br /&gt;
[[Vicious Mockery]]&lt;br /&gt;
&lt;br /&gt;
== Divine Spells == &lt;br /&gt;
&lt;br /&gt;
=== Divine Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Blade Ward]]&lt;br /&gt;
[[Booming Blade]]&lt;br /&gt;
[[Control Flames]]&lt;br /&gt;
[[Dancing Lights]]&lt;br /&gt;
[[Druidcraft]]&lt;br /&gt;
[[Eldritch Blast]]&lt;br /&gt;
[[Fire Bolt]]&lt;br /&gt;
[[Green-Flame Blade]]&lt;br /&gt;
[[Guidance]]&lt;br /&gt;
[[Infestation]]&lt;br /&gt;
[[Light]]&lt;br /&gt;
[[Lightning Lure]]&lt;br /&gt;
[[Mage Hand]]&lt;br /&gt;
[[Magic Stone]]&lt;br /&gt;
[[Mending]]&lt;br /&gt;
[[Message]]&lt;br /&gt;
[[Minor Illusion]]&lt;br /&gt;
[[Mold Earth]]&lt;br /&gt;
[[Produce Flame]]&lt;br /&gt;
[[Resistance]]&lt;br /&gt;
[[Sacred Flame]]&lt;br /&gt;
[[Shillelagh]]&lt;br /&gt;
[[Spare the Dying]]&lt;br /&gt;
[[Toll The Dead]]&lt;br /&gt;
[[Thaumaturgy]]&lt;br /&gt;
[[True Strike]]&lt;br /&gt;
[[Word of Radiance]]&lt;br /&gt;
&lt;br /&gt;
== Chaos Spells == &lt;br /&gt;
&lt;br /&gt;
=== Chaos Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Acid Splash]]&lt;br /&gt;
[[Blade Ward]]&lt;br /&gt;
[[Booming Blade]]&lt;br /&gt;
[[Control Flames]]&lt;br /&gt;
[[Create Bonfire]]&lt;br /&gt;
[[Dancing Lights]]&lt;br /&gt;
[[Eldritch Blast]]&lt;br /&gt;
[[Fire Bolt]]&lt;br /&gt;
[[Friends]]&lt;br /&gt;
[[Infestation]]&lt;br /&gt;
[[Minor Illusion]]&lt;br /&gt;
[[Mold Earth]]&lt;br /&gt;
[[Poison Spray]]&lt;br /&gt;
[[Prestidigitation]]&lt;br /&gt;
[[Primal Savagery]]&lt;br /&gt;
[[Produce Flame]]&lt;br /&gt;
[[Shape Water]]&lt;br /&gt;
[[Shocking Grasp]]&lt;br /&gt;
[[Sword Burst]]&lt;br /&gt;
[[Thaumaturgy]]&lt;br /&gt;
[[Thunderclap]]&lt;br /&gt;
&lt;br /&gt;
== Dark Spells ==&lt;br /&gt;
&lt;br /&gt;
=== Dark Cantrips ===&lt;br /&gt;
&lt;br /&gt;
[[Blade Ward]]&lt;br /&gt;
[[Booming Blade]]&lt;br /&gt;
[[Dancing Lights]]&lt;br /&gt;
[[Green-Flame Blade]]&lt;br /&gt;
[[Guidance]]&lt;br /&gt;
[[Light]]&lt;br /&gt;
[[Mage Hand]]&lt;br /&gt;
[[Magic Stone]]&lt;br /&gt;
[[Mending]]&lt;br /&gt;
[[Message]]&lt;br /&gt;
[[Minor Illusion]]&lt;br /&gt;
[[Mold Earth]]&lt;br /&gt;
[[Primal Savagery]]&lt;br /&gt;
[[Resistance]]&lt;br /&gt;
[[Shape Water]]&lt;br /&gt;
[[Spare the Dying]]&lt;br /&gt;
[[Thorn Whip]]&lt;br /&gt;
[[True Strike]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=103</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=103"/>
		<updated>2026-02-09T07:28:30Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this world, magic is tied to an Origin. Raw Magic can be granted by the Gods, taken by force or studied. As such, the [[Character Builder]] might reference a Type of magic. This differs from Standard 5e, where your class provides you with magic and a spellcasting ability modifier. &lt;br /&gt;
&lt;br /&gt;
Each magic feature gained has a linked Origin. As such, you cannot use a spell slot gained from Pyromancy to cast an Arcane spell. &lt;br /&gt;
The following Origins can be identified:&lt;br /&gt;
&lt;br /&gt;
== Pyromancy ==&lt;br /&gt;
Pyromancy is the dark art of manipulating heat and cold. It&#039;s impossible to learn it from a tutor, each who wishes to practice the art has to learn it in their own way. As such, no two Pyromancers are the same. Pyromancy tomes exist, but are largely useless to others. As Pyromancy can only be learned by practicing the art, the Pyromancers of the Old World are usually covered in scars and burn wounds from their failed attempts. &lt;br /&gt;
Pyromancy gives access to destructive spells and a small array of soothing and smoothing healing spells. &amp;lt;br&amp;gt;&lt;br /&gt;
Pyromancy users are called Witches, Pyromancers, Cryomancers and Red Magus. &amp;lt;br&amp;gt;&lt;br /&gt;
Pyromancy spells use the Spellcasting Ability Modifier Wisdom + Intelligence. &amp;lt;br&amp;gt;&lt;br /&gt;
Basic calculation is: 8 + Wisdom Modifier + Intelligence Modifier. The Proficiency Bonus is not used for Pyromancy. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Pyromancy Spells|Pyromancy Spell List]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
Arcane magic is the study of the Old Powers, tapping into the infinite potential around you and harnass the strength around you. It&#039;s magic can bend reality and allow both creation and destruction. Arcane Magic is taught and learned at Universities and other knowledgeable institutions. Spellbooks, tomes and mathematical ciphers are passed around from generation to generation so new mages can study the Old Powers and bend them to their will. The matter describing the workings of the universe are complex, and many students go mad attempting to surpass their limits. The thirst for knowledge is never sated. &amp;lt;br&amp;gt;&lt;br /&gt;
Arcane Mages are called Wizards, Magi, Blue Magus&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane spells use the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Intelligence + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Arcane Spells|Arcane Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
The Divine Magic is granted by the Gods, or worship thereof. While a God doesn&#039;t always directly provide the magic or have the ability to take it away (as a traditional Paladin or Cleric might experience in d&amp;amp;d), the Gods are aware of the power being abused and might react to such. Divine Magic requires one or more [[Gods]] to worship. The Clerics, Priests and worshipers of the Gods do not write down their chants and prayers, as they are private and situational. A Divine Spellbook is more like a diary describing what plea was made to what God as to what effect.&amp;lt;br&amp;gt;&lt;br /&gt;
Divine Mages are called Clerics, Paladins, Priests, Oracles, Druids and Necromancers. &lt;br /&gt;
Divine spells use the Spellcasting Ability Modifier Wisdom. Basic calculation is: 8 + Wisdom + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Divine Spells|Divine Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chaos Magic ==&lt;br /&gt;
Ah yes, Chaos Magic. The primordial magic that binds the world together. You cannot learn it, you cannot beg for it, believe me, many have tried. You either have it, or you do not. Chaos Magic comes from the passion within a person, the love, anger, hate or other strong emotions. The effects are sometimes as unpredictable as their casters. Chaos Mag&amp;lt;br&amp;gt;&lt;br /&gt;
Chaos Mages are called Sorcerers, Warlocks, Mystics and Hellknights&amp;lt;br&amp;gt;&lt;br /&gt;
Chaos Magic uses the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Charisma Modifier + Proficiency Bonus. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Chaos Spells|Chaos Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dark Magic ==&lt;br /&gt;
The Dark Magic isn&#039;t wielded or learned. Some say you are the one being learned when you cast it. Dark Magic can be any Origin of magic. It is usually wielded by brutes, thieves, scum and peasants being too simpleminded, feeble or stubborn to learn magic in other ways. Dark Magic may be enhanced with [[Dark Gifts]] from the Character Builder or [[Profane Fragments]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Dark Mages are called Dark Rogues, Spellswords, Rangers and Monks&amp;lt;br&amp;gt;&lt;br /&gt;
Dark Magic uses no Spellcasting Ability Modifier. Basic Calculation is: 10 + Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Dark Spells|Dark Spell List]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Changes_from_5e&amp;diff=102</id>
		<title>Changes from 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Changes_from_5e&amp;diff=102"/>
		<updated>2026-02-09T07:02:52Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are we even still playing 5e?&lt;br /&gt;
&lt;br /&gt;
Below are the additional changes from vanilla 5e, beyond what you&#039;ve seen so far. &lt;br /&gt;
&lt;br /&gt;
== Magic Weapons ==&lt;br /&gt;
&lt;br /&gt;
A +1/+2/+3 weapon or armor isn&#039;t inherently magical anymore unless it says so. Lore-wise these are just expertly crafted or sharpened weapons. &lt;br /&gt;
&lt;br /&gt;
== Resistances and Weaknesses ==&lt;br /&gt;
&lt;br /&gt;
Resistances and Weaknesses to certain damage types are far more common. While in 5e pretty much every monster is immune to poison and resistant to fire damage, these are slightly more balanced (I promise) here, and every monster and player character has at least one weakness. &lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
Drinking a potion is a bonus action. When using a full action to drink a potion, you regain the maximum amount of hit points without having to roll. &lt;br /&gt;
&lt;br /&gt;
== Death Saves &amp;amp; Exhaustion ==&lt;br /&gt;
&lt;br /&gt;
If you survive being reduced to 0HP you gain 1 level of exhaustion. &lt;br /&gt;
&lt;br /&gt;
== Critical Hits ==&lt;br /&gt;
&lt;br /&gt;
A critical hit is Max Damage (including modifiers and stuff like sneak attack) + the normal roll. &lt;br /&gt;
&lt;br /&gt;
== Suffocating ==&lt;br /&gt;
&lt;br /&gt;
Suffocation happens after 1+constitution mod rounds.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Proficiencies ==&lt;br /&gt;
&lt;br /&gt;
Weapon and armor proficiencies have been split up. Simple and Martial weapons are split up in melee and ranged options. &lt;br /&gt;
New weapons have a proficiency class of their own, for example the Bastard Sword and the Greatbow require specialized training. &lt;br /&gt;
&lt;br /&gt;
== Spellcasting and Slots==&lt;br /&gt;
&lt;br /&gt;
Spell slots recharge determined on what Origin they originate, see [[Magic]]. &lt;br /&gt;
When you gain a spell slot or learn a spell it&#039;s tied to your Origin and must come from the appropriate [[Spell Lists]]&lt;br /&gt;
&lt;br /&gt;
== Afflictions ==&lt;br /&gt;
&lt;br /&gt;
Conditions are renamed Afflictions, and expanded, see [[Afflictions]].&lt;br /&gt;
&lt;br /&gt;
== Leveling Up ==&lt;br /&gt;
&lt;br /&gt;
This campaign has no traditional levels and no need to track experience points. You gain all the class features and level features from the Character builder. Normally you gain HP and Hit Die from leveling up, now the HP comes from Powers which provide them.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapon_Skills&amp;diff=101</id>
		<title>Weapon Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapon_Skills&amp;diff=101"/>
		<updated>2026-02-08T12:53:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Weapons|Weapon]] has a skill set to it. By default you can use a weapon skill twice per long rest. Upgrades exist to increase the amount of uses or change the reset condition to short instead of long rest. Characters can use the [[Character Builder]] to learn new skills. When applicable to the weapon you have equipped, you can use this Weapon Skill you learned as well as the default skill. You must be proficient with the weapon type you&#039;re wielding to use the weapon skill. [[Weapons#Wands|Wands]] have no weapon skill and cannot be used with learned weapon skills.&lt;br /&gt;
&lt;br /&gt;
If a Weapon Skill refers to your Skill Die, this die is 1d8 by default. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saving Throws. Some of your Weapon Skills require your target to make a saving throw to resist the Skills&#039; effects. The saving throw DC is calculated as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)&amp;lt;br&amp;gt;&lt;br /&gt;
Some character abilities allow you to change your modifier for (certain) weapon skills. &lt;br /&gt;
&lt;br /&gt;
== Melee Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Melee Skills ===&lt;br /&gt;
==== Underdog ====&lt;br /&gt;
==== Poison ====&lt;br /&gt;
==== Disarm ====&lt;br /&gt;
==== Whack ====&lt;br /&gt;
==== Slash ====&lt;br /&gt;
==== Pin ====&lt;br /&gt;
==== Cripple ====&lt;br /&gt;
==== Trip ====&lt;br /&gt;
==== Lights Out ====&lt;br /&gt;
==== Parry ====&lt;br /&gt;
==== Lacerate ====&lt;br /&gt;
&lt;br /&gt;
=== Martial Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
==== Ambush ====&lt;br /&gt;
&lt;br /&gt;
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one Skill die and add the die to the roll, provided you aren&#039;t incapacitated.&lt;br /&gt;
Bait and Switch&lt;br /&gt;
&lt;br /&gt;
When you&#039;re within 5 feet of a creature on your turn, you can expend one Skill die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn&#039;t incapacitated. This movement doesn&#039;t provoke opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
Roll the Skill die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.&lt;br /&gt;
Brace&lt;br /&gt;
&lt;br /&gt;
When a creature you can see moves into the reach you have with the melee weapon you&#039;re wielding, you can use your reaction to expend one Skill die and make one attack against the creature, using that weapon. If the attack hits, add the Skill die to the weapon&#039;s damage roll.&lt;br /&gt;
Commander&#039;s Strike&lt;br /&gt;
&lt;br /&gt;
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one Skill die. That creature can immediately use its reaction to make one weapon attack, adding the Skill die to the attack&#039;s damage roll.&lt;br /&gt;
Commanding Presence&lt;br /&gt;
&lt;br /&gt;
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one Skill die and add the Skill die to the ability check.&lt;br /&gt;
Disarming Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to disarm the target, forcing it to drop one item of your choice that it&#039;s holding. You add the Skill die to the attack&#039;s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.&lt;br /&gt;
Distracting Strike&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one Skill die to distract the creature, giving your allies an opening. You add the Skill die to the attack&#039;s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.&lt;br /&gt;
Evasive Footwork&lt;br /&gt;
&lt;br /&gt;
When you move, you can expend one Skill die, rolling the die and adding the number rolled to your AC until you stop moving.&lt;br /&gt;
Feinting Attack&lt;br /&gt;
&lt;br /&gt;
You can expend one Skill die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the Skill die to the attack&#039;s damage roll.&lt;br /&gt;
Goading Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to goad the target into attacking you. You add the Skill die to the attack&#039;s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.&lt;br /&gt;
Grappling Strike&lt;br /&gt;
&lt;br /&gt;
Immediately after you hit a creature with a melee attack on your turn, you can expend one Skill die and then try to grapple the target as a bonus action (see the Player&#039;s Handbook for rules on grappling). Add the Skill die to your Strength (Athletics) check.&lt;br /&gt;
Lunging Attack&lt;br /&gt;
&lt;br /&gt;
When you make a melee weapon attack on your turn, you can expend one Skill die to increase your reach for that attack by 5 feet. If you hit, you add the Skill die to the attack&#039;s damage roll.&lt;br /&gt;
Maneuvering Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one Skill die to maneuver one of your comrades into a more advantageous position. You add the Skill die to the attack&#039;s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.&lt;br /&gt;
Menacing Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to frighten the target. You add the Skill die to the attack&#039;s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.&lt;br /&gt;
Parry&lt;br /&gt;
&lt;br /&gt;
When another creature damages you with a melee attack, you can use your reaction and expend one Skill die to reduce the damage by the number you roll on your Skill die + your Dexterity modifier.&lt;br /&gt;
Precision Attack&lt;br /&gt;
&lt;br /&gt;
When you make a weapon attack roll against a creature, you can expend one Skill die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.&lt;br /&gt;
Pushing Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to drive the target back. You add the Skill die to the attack&#039;s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.&lt;br /&gt;
Quick Toss&lt;br /&gt;
&lt;br /&gt;
As a bonus action, you can expend one Skill die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the Skill die to the weapon&#039;s damage roll.&lt;br /&gt;
Rally&lt;br /&gt;
&lt;br /&gt;
On your turn, you can use a bonus action and expend one Skill die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the Skill die roll + your Charisma modifier.&lt;br /&gt;
Riposte&lt;br /&gt;
&lt;br /&gt;
When a creature misses you with a melee attack, you can use your reaction and expend one Skill die to make a melee weapon attack against the creature. If you hit, you add the Skill die to the attack&#039;s damage roll.&lt;br /&gt;
Sweeping Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a melee weapon attack, you can expend one Skill die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your Skill die. The damage is of the same type dealt by the original attack.&lt;br /&gt;
Tactical Assessment&lt;br /&gt;
&lt;br /&gt;
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one Skill die and add the Skill die to the ability check.&lt;br /&gt;
Trip Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one Skill die to attempt to knock the target down. You add the Skill die to the attack&#039;s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.&lt;br /&gt;
&lt;br /&gt;
=== Magical Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Ranged Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Ranged Skills ===&lt;br /&gt;
&lt;br /&gt;
== Shield Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
== Thrown Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Thrown Weapon Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Thrown Weapon Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Thrown Weapon Skills ===&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapon_Skills&amp;diff=100</id>
		<title>Weapon Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapon_Skills&amp;diff=100"/>
		<updated>2026-02-08T12:47:49Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Weapons|Weapon]] has a skill set to it. By default you can use a weapon skill twice per long rest. Upgrades exist to increase the amount of uses or change the reset condition to short instead of long rest. Characters can use the [[Character Builder]] to learn new skills. When applicable to the weapon you have equipped, you can use this Weapon Skill you learned as well as the default skill. You must be proficient with the weapon type you&#039;re wielding to use the weapon skill. [[Weapons#Wands|Wands]] have no weapon skill and cannot be used with learned weapon skills.&lt;br /&gt;
&lt;br /&gt;
If a Weapon Skill refers to your Skill Die, this die is 1d8 by default. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saving Throws. Some of your Weapon Skills require your target to make a saving throw to resist the Skills&#039; effects. The saving throw DC is calculated as follows:&amp;lt;br&amp;gt;&lt;br /&gt;
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)&amp;lt;br&amp;gt;&lt;br /&gt;
Some character abilities allow you to change your modifier for (certain) weapon skills. &lt;br /&gt;
&lt;br /&gt;
== Melee Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Default Melee Skills ===&lt;br /&gt;
Underdog&lt;br /&gt;
Poison&lt;br /&gt;
Disarm&lt;br /&gt;
Whack&lt;br /&gt;
Slash&lt;br /&gt;
Pin&lt;br /&gt;
Cripple&lt;br /&gt;
Trip&lt;br /&gt;
Lights Out&lt;br /&gt;
Parry&lt;br /&gt;
Lacerate&lt;br /&gt;
&lt;br /&gt;
=== Martial Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
Ambush&lt;br /&gt;
&lt;br /&gt;
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren&#039;t incapacitated.&lt;br /&gt;
Bait and Switch&lt;br /&gt;
&lt;br /&gt;
When you&#039;re within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn&#039;t incapacitated. This movement doesn&#039;t provoke opportunity attacks.&lt;br /&gt;
&lt;br /&gt;
Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled.&lt;br /&gt;
Brace&lt;br /&gt;
&lt;br /&gt;
When a creature you can see moves into the reach you have with the melee weapon you&#039;re wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon&#039;s damage roll.&lt;br /&gt;
Commander&#039;s Strike&lt;br /&gt;
&lt;br /&gt;
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack&#039;s damage roll.&lt;br /&gt;
Commanding Presence&lt;br /&gt;
&lt;br /&gt;
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.&lt;br /&gt;
Disarming Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it&#039;s holding. You add the superiority die to the attack&#039;s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.&lt;br /&gt;
Distracting Strike&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack&#039;s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.&lt;br /&gt;
Evasive Footwork&lt;br /&gt;
&lt;br /&gt;
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.&lt;br /&gt;
Feinting Attack&lt;br /&gt;
&lt;br /&gt;
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack&#039;s damage roll.&lt;br /&gt;
Goading Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack&#039;s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.&lt;br /&gt;
Grappling Strike&lt;br /&gt;
&lt;br /&gt;
Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action (see the Player&#039;s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check.&lt;br /&gt;
Lunging Attack&lt;br /&gt;
&lt;br /&gt;
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack&#039;s damage roll.&lt;br /&gt;
Maneuvering Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack&#039;s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.&lt;br /&gt;
Menacing Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack&#039;s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.&lt;br /&gt;
Parry&lt;br /&gt;
&lt;br /&gt;
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.&lt;br /&gt;
Precision Attack&lt;br /&gt;
&lt;br /&gt;
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.&lt;br /&gt;
Pushing Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack&#039;s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.&lt;br /&gt;
Quick Toss&lt;br /&gt;
&lt;br /&gt;
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon&#039;s damage roll.&lt;br /&gt;
Rally&lt;br /&gt;
&lt;br /&gt;
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.&lt;br /&gt;
Riposte&lt;br /&gt;
&lt;br /&gt;
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack&#039;s damage roll.&lt;br /&gt;
Sweeping Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.&lt;br /&gt;
Tactical Assessment&lt;br /&gt;
&lt;br /&gt;
When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check.&lt;br /&gt;
Trip Attack&lt;br /&gt;
&lt;br /&gt;
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack&#039;s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.&lt;br /&gt;
&lt;br /&gt;
=== Magical Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Ranged Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Ranged Skills ===&lt;br /&gt;
&lt;br /&gt;
== Shield Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
== Thrown Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Thrown Weapon Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Thrown Weapon Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Thrown Weapon Skills ===&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapon_Skills&amp;diff=99</id>
		<title>Weapon Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapon_Skills&amp;diff=99"/>
		<updated>2026-02-08T12:43:13Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Weapons|Weapon]] has a skill set to it. By default you can use a weapon skill twice per long rest. Upgrades exist to increase the amount of uses or change the reset condition to short instead of long rest. Characters can use the [[Character Builder]] to learn new skills. When applicable to the weapon you have equipped, you can use this Weapon Skill you learned as well as the default skill. You must be proficient with the weapon type you&#039;re wielding to use the weapon skill. [[Weapons#Wands|Wands]] have no weapon skill and cannot be used with learned weapon skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Ranged Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Ranged Skills ===&lt;br /&gt;
&lt;br /&gt;
== Shield Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
== Thrown Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Thrown Weapon Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Thrown Weapon Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Thrown Weapon Skills ===&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=98</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=98"/>
		<updated>2026-02-08T12:41:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons all have a [[Weapon Skills|special abilities]]. This ability can be used twice per long rest, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Unarmed Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Brass Knuckles || 1 sp || 1d4 bludgeoning || 1 lb. || Light, Finesse || Lights Out&lt;br /&gt;
|-&lt;br /&gt;
| Cestus || 1 gp || 1d4 bludgeoning || 1 lb|| Finesse, light || Parry &lt;br /&gt;
|-&lt;br /&gt;
| Bagh nakh || 2 gp || 1d6 piercing || 1 lb. || light || Lacerate&lt;br /&gt;
|-&lt;br /&gt;
| Raptor Talons || 25 gp || 1d6 slashing || 4 lb. || Finesse, light || Lacerate&lt;br /&gt;
|-&lt;br /&gt;
| Venomous Fang || 25 gp || 1d4 piercing, 1d4 poison || 4 lb. || Finesse, light || Poison&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Club || 1 sp || 1d4 bludgeoning || 2 lb. || Light || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 2 gp || 1d4 piercing || 1 lb|| Finesse, light, thrown (range 20/60) || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Greatclub || 2 sp || 1d8 bludgeoning|| 10 lb. || Two-handed || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 5 gp || 1d6 slashing || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || 2 lb. || Thrown (range 30/120) || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Light Hammer || 2 gp|| 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 gp|| 1d6 bludgeoning || 4 lb. || - || Cripple&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 2 sp|| 1d6 bludgeoning || 4 lb. || Versatile (1d8) || Trip&lt;br /&gt;
|-&lt;br /&gt;
| Sickle || 1 gp || 1d4 slashing || 2 lb. || Light || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1 gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8) || Pin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, light || 25 gp || 1d8 piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Dart || 5 cp || 1d4 piercing || 1/4 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shortbow || 25 gp || 1d6 piercing || 2 lb. || Ammunition (range 80/320), two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 1 sp || 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || - || Ammunition (range 30/120) || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Battleaxe || 10 gp || 1d8 slashing || 4 lb. || Versatile (1d10) || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Flail || 20 gp || 1d10 slashing || 2 lb. || - || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Glaive || 25 gp || 1d6 piercing || 6 lb. || Heavy, reach, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 30 gp || 1d12 slashing || 7 lb. || Heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 50 gp || 2d6 slashing || 6 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Halberd || 20 gp || 1d10 slashing || 6 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Lance || 10 gp || 1d12 piercing || 6 lb. || Reach, special || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 15 gp || 1d8 slashing || 3 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Maul || 10 gp || 2d6 bludgeoning || 10 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar || 15 gp || 1d8 piercing || 4 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Pike || 5 gp || 1d10 piercing || 18 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 25 gp || 1d8 piercing || 2 lb. || Finesse || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar || 25 gp || 1d6 slashing || 3 lb.|| Finesse, light|| Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 10 gp || 1d6 piercing || 2 lb. || Finesse, light || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Trident || 5 gp || 1d6 piercing || 4 lb. || Thrown (range 20/60), versatile (1d8) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| War pick || 5 gp || 1d8 piercing || 2 lb. || - || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 15 gp || 1d8 bludgeoning || 2 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 2 gp || 1d4 slashing || 3 lb. || Finesse, reach || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 10 gp || 1 piercing, 1d4 poison || 5 lb. || Ammunition (range 15/30), loading || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, hand || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, heavy || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
&lt;br /&gt;
Wands are ornate rods, usually small enough to comfortably hold in one hand, but they can be larger. Wands produce a predefined effect when used which was determined when they were created. There are four kinds of wands: Pyromancy, Arcane, Divine and Chaotic. The Pyromancy Wands were made by the Humans, Arcane Wands were created by the Elves, Divine Wands by Automatons and the Dwarves created the Chaotic wands. Unless noted otherwise a Wand has 4 charges to cast it&#039;s effect, and recharges after a long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Wands&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Damage !! Weight !! Requirements !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sprig || 40 gp || 1x [[Magic Missile]] Projectile || 1 lb. || 13 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Wand || 200 gp || 2x [[Magic Missile]] Projectile  || 1 lb. || 15 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x [[Magic Missile]] Projectile  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sprig || 40 gp || 1d6 [[Burning Hands]] || 1 lb. || 13 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Wand || 200 gp || 2d6 [[Burning Hands]] || 1 lb. || 15 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sceptre || 400 gp || 3d6 [[Burning Hands]] || 1 lb. || 17 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sprig || 40 gp || 1d4 + wis Positive || 1 lb. || 13 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Wand || 200 gp || 2d4 + wis Positive || 1 lb. || 15 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sceptre || 400 gp || 3d4 + wis Positive || 1 lb. || 17 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Sprig || 40 gp || 1d6 + cha Negative|| 1 lb. || 13 Wis || Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Wand || 200 gp || 2d6 + cha Negative|| 1 lb. || 15 Wis || Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Sceptre || 400 gp || 3d6 + cha Negative || 1 lb. || 17 Wis || Chaos&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Vanguard Weapons require training for each weapon type to be able to wield them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Bastard Sword|| 80 gp || 2d8 slashing || 12 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Great Hammer || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Great Spear || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Great Staff || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Twinblade || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Ballista || 100 gp || 2d6 piercing || 12lb. || Ammunition (range 150/300), loading || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Boulder || 1 gp || 1d12 bludgeoning || 10 lb. || Heavy, thrown (range 10/60) || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Compound Bow || 50 gp || 1d12 piercing || 6 lb. || Ammunition (range 100/400), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greatbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed, special || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Weapons ===&lt;br /&gt;
Weapons with special rules are described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance&#039;&#039;&#039;: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Net&#039;&#039;&#039;: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Throwing a net has no disadvantage when within melee range.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=97</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=97"/>
		<updated>2026-02-08T12:41:07Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons all have a [[Weapon Abilities|special abilities]]. This ability can be used twice per long rest, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Unarmed Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Brass Knuckles || 1 sp || 1d4 bludgeoning || 1 lb. || Light, Finesse || Lights Out&lt;br /&gt;
|-&lt;br /&gt;
| Cestus || 1 gp || 1d4 bludgeoning || 1 lb|| Finesse, light || Parry &lt;br /&gt;
|-&lt;br /&gt;
| Bagh nakh || 2 gp || 1d6 piercing || 1 lb. || light || Lacerate&lt;br /&gt;
|-&lt;br /&gt;
| Raptor Talons || 25 gp || 1d6 slashing || 4 lb. || Finesse, light || Lacerate&lt;br /&gt;
|-&lt;br /&gt;
| Venomous Fang || 25 gp || 1d4 piercing, 1d4 poison || 4 lb. || Finesse, light || Poison&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Club || 1 sp || 1d4 bludgeoning || 2 lb. || Light || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 2 gp || 1d4 piercing || 1 lb|| Finesse, light, thrown (range 20/60) || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Greatclub || 2 sp || 1d8 bludgeoning|| 10 lb. || Two-handed || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 5 gp || 1d6 slashing || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || 2 lb. || Thrown (range 30/120) || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Light Hammer || 2 gp|| 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 gp|| 1d6 bludgeoning || 4 lb. || - || Cripple&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 2 sp|| 1d6 bludgeoning || 4 lb. || Versatile (1d8) || Trip&lt;br /&gt;
|-&lt;br /&gt;
| Sickle || 1 gp || 1d4 slashing || 2 lb. || Light || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1 gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8) || Pin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, light || 25 gp || 1d8 piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Dart || 5 cp || 1d4 piercing || 1/4 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shortbow || 25 gp || 1d6 piercing || 2 lb. || Ammunition (range 80/320), two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 1 sp || 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || - || Ammunition (range 30/120) || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Battleaxe || 10 gp || 1d8 slashing || 4 lb. || Versatile (1d10) || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Flail || 20 gp || 1d10 slashing || 2 lb. || - || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Glaive || 25 gp || 1d6 piercing || 6 lb. || Heavy, reach, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 30 gp || 1d12 slashing || 7 lb. || Heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 50 gp || 2d6 slashing || 6 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Halberd || 20 gp || 1d10 slashing || 6 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Lance || 10 gp || 1d12 piercing || 6 lb. || Reach, special || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 15 gp || 1d8 slashing || 3 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Maul || 10 gp || 2d6 bludgeoning || 10 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar || 15 gp || 1d8 piercing || 4 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Pike || 5 gp || 1d10 piercing || 18 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 25 gp || 1d8 piercing || 2 lb. || Finesse || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar || 25 gp || 1d6 slashing || 3 lb.|| Finesse, light|| Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 10 gp || 1d6 piercing || 2 lb. || Finesse, light || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Trident || 5 gp || 1d6 piercing || 4 lb. || Thrown (range 20/60), versatile (1d8) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| War pick || 5 gp || 1d8 piercing || 2 lb. || - || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 15 gp || 1d8 bludgeoning || 2 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 2 gp || 1d4 slashing || 3 lb. || Finesse, reach || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 10 gp || 1 piercing, 1d4 poison || 5 lb. || Ammunition (range 15/30), loading || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, hand || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, heavy || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
&lt;br /&gt;
Wands are ornate rods, usually small enough to comfortably hold in one hand, but they can be larger. Wands produce a predefined effect when used which was determined when they were created. There are four kinds of wands: Pyromancy, Arcane, Divine and Chaotic. The Pyromancy Wands were made by the Humans, Arcane Wands were created by the Elves, Divine Wands by Automatons and the Dwarves created the Chaotic wands. Unless noted otherwise a Wand has 4 charges to cast it&#039;s effect, and recharges after a long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Wands&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Damage !! Weight !! Requirements !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sprig || 40 gp || 1x [[Magic Missile]] Projectile || 1 lb. || 13 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Wand || 200 gp || 2x [[Magic Missile]] Projectile  || 1 lb. || 15 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x [[Magic Missile]] Projectile  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sprig || 40 gp || 1d6 [[Burning Hands]] || 1 lb. || 13 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Wand || 200 gp || 2d6 [[Burning Hands]] || 1 lb. || 15 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sceptre || 400 gp || 3d6 [[Burning Hands]] || 1 lb. || 17 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sprig || 40 gp || 1d4 + wis Positive || 1 lb. || 13 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Wand || 200 gp || 2d4 + wis Positive || 1 lb. || 15 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sceptre || 400 gp || 3d4 + wis Positive || 1 lb. || 17 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Sprig || 40 gp || 1d6 + cha Negative|| 1 lb. || 13 Wis || Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Wand || 200 gp || 2d6 + cha Negative|| 1 lb. || 15 Wis || Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Sceptre || 400 gp || 3d6 + cha Negative || 1 lb. || 17 Wis || Chaos&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Vanguard Weapons require training for each weapon type to be able to wield them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Bastard Sword|| 80 gp || 2d8 slashing || 12 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Great Hammer || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Great Spear || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Great Staff || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Twinblade || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Ballista || 100 gp || 2d6 piercing || 12lb. || Ammunition (range 150/300), loading || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Boulder || 1 gp || 1d12 bludgeoning || 10 lb. || Heavy, thrown (range 10/60) || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Compound Bow || 50 gp || 1d12 piercing || 6 lb. || Ammunition (range 100/400), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greatbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed, special || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Weapons ===&lt;br /&gt;
Weapons with special rules are described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance&#039;&#039;&#039;: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Net&#039;&#039;&#039;: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Throwing a net has no disadvantage when within melee range.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=96</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=96"/>
		<updated>2026-02-08T12:39:10Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons all have a special ability. This ability can be used twice per short rest, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Unarmed Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Brass Knuckles || 1 sp || 1d4 bludgeoning || 1 lb. || Light, Finesse || Lights Out&lt;br /&gt;
|-&lt;br /&gt;
| Cestus || 1 gp || 1d4 bludgeoning || 1 lb|| Finesse, light || Parry &lt;br /&gt;
|-&lt;br /&gt;
| Bagh nakh || 2 gp || 1d6 piercing || 1 lb. || light || Lacerate&lt;br /&gt;
|-&lt;br /&gt;
| Raptor Talons || 25 gp || 1d6 slashing || 4 lb. || Finesse, light || Lacerate&lt;br /&gt;
|-&lt;br /&gt;
| Venomous Fang || 25 gp || 1d4 piercing, 1d4 poison || 4 lb. || Finesse, light || Poison&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Club || 1 sp || 1d4 bludgeoning || 2 lb. || Light || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 2 gp || 1d4 piercing || 1 lb|| Finesse, light, thrown (range 20/60) || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Greatclub || 2 sp || 1d8 bludgeoning|| 10 lb. || Two-handed || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 5 gp || 1d6 slashing || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || 2 lb. || Thrown (range 30/120) || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Light Hammer || 2 gp|| 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 gp|| 1d6 bludgeoning || 4 lb. || - || Cripple&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 2 sp|| 1d6 bludgeoning || 4 lb. || Versatile (1d8) || Trip&lt;br /&gt;
|-&lt;br /&gt;
| Sickle || 1 gp || 1d4 slashing || 2 lb. || Light || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1 gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8) || Pin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, light || 25 gp || 1d8 piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Dart || 5 cp || 1d4 piercing || 1/4 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shortbow || 25 gp || 1d6 piercing || 2 lb. || Ammunition (range 80/320), two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 1 sp || 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || - || Ammunition (range 30/120) || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Battleaxe || 10 gp || 1d8 slashing || 4 lb. || Versatile (1d10) || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Flail || 20 gp || 1d10 slashing || 2 lb. || - || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Glaive || 25 gp || 1d6 piercing || 6 lb. || Heavy, reach, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 30 gp || 1d12 slashing || 7 lb. || Heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 50 gp || 2d6 slashing || 6 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Halberd || 20 gp || 1d10 slashing || 6 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Lance || 10 gp || 1d12 piercing || 6 lb. || Reach, special || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 15 gp || 1d8 slashing || 3 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Maul || 10 gp || 2d6 bludgeoning || 10 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar || 15 gp || 1d8 piercing || 4 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Pike || 5 gp || 1d10 piercing || 18 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 25 gp || 1d8 piercing || 2 lb. || Finesse || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar || 25 gp || 1d6 slashing || 3 lb.|| Finesse, light|| Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 10 gp || 1d6 piercing || 2 lb. || Finesse, light || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Trident || 5 gp || 1d6 piercing || 4 lb. || Thrown (range 20/60), versatile (1d8) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| War pick || 5 gp || 1d8 piercing || 2 lb. || - || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 15 gp || 1d8 bludgeoning || 2 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 2 gp || 1d4 slashing || 3 lb. || Finesse, reach || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 10 gp || 1 piercing, 1d4 poison || 5 lb. || Ammunition (range 15/30), loading || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, hand || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, heavy || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
&lt;br /&gt;
Wands are ornate rods, usually small enough to comfortably hold in one hand, but they can be larger. Wands produce a predefined effect when used which was determined when they were created. There are four kinds of wands: Pyromancy, Arcane, Divine and Chaotic. The Pyromancy Wands were made by the Humans, Arcane Wands were created by the Elves, Divine Wands by Automatons and the Dwarves created the Chaotic wands. Unless noted otherwise a Wand has 4 charges to cast it&#039;s effect, and recharges after a long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Wands&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Damage !! Weight !! Requirements !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sprig || 40 gp || 1x [[Magic Missile]] Projectile || 1 lb. || 13 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Wand || 200 gp || 2x [[Magic Missile]] Projectile  || 1 lb. || 15 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x [[Magic Missile]] Projectile  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sprig || 40 gp || 1d6 [[Burning Hands]] || 1 lb. || 13 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Wand || 200 gp || 2d6 [[Burning Hands]] || 1 lb. || 15 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sceptre || 400 gp || 3d6 [[Burning Hands]] || 1 lb. || 17 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sprig || 40 gp || 1d4 + wis Positive || 1 lb. || 13 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Wand || 200 gp || 2d4 + wis Positive || 1 lb. || 15 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sceptre || 400 gp || 3d4 + wis Positive || 1 lb. || 17 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Sprig || 40 gp || 1d6 + cha Negative|| 1 lb. || 13 Wis || Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Wand || 200 gp || 2d6 + cha Negative|| 1 lb. || 15 Wis || Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Sceptre || 400 gp || 3d6 + cha Negative || 1 lb. || 17 Wis || Chaos&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Vanguard Weapons require training for each weapon type to be able to wield them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Bastard Sword|| 80 gp || 2d8 slashing || 12 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Great Hammer || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Great Spear || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Great Staff || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Twinblade || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Ballista || 100 gp || 2d6 piercing || 12lb. || Ammunition (range 150/300), loading || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Boulder || 1 gp || 1d12 bludgeoning || 10 lb. || Heavy, thrown (range 10/60) || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Compound Bow || 50 gp || 1d12 piercing || 6 lb. || Ammunition (range 100/400), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greatbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed, special || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Weapons ===&lt;br /&gt;
Weapons with special rules are described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance&#039;&#039;&#039;: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Net&#039;&#039;&#039;: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Throwing a net has no disadvantage when within melee range.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapon_Skills&amp;diff=95</id>
		<title>Weapon Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapon_Skills&amp;diff=95"/>
		<updated>2026-02-08T12:31:03Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Each Weapon has a skill set to it. By default you can use a weapon skill twice per long rest. Upgrades exist to increase the amount of uses or change the reset condition to short instead of long rest. Characters can use the Character Builder to learn new skills. When applicable to the weapon you have equipped, you can use this Weapon Skill you learned as well as the default skill. You must be proficient with the weapon type you&amp;#039;re wielding to use the weap...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each [[Weapons|Weapon]] has a skill set to it. By default you can use a weapon skill twice per long rest. Upgrades exist to increase the amount of uses or change the reset condition to short instead of long rest. Characters can use the [[Character Builder]] to learn new skills. When applicable to the weapon you have equipped, you can use this Weapon Skill you learned as well as the default skill. You must be proficient with the weapon type you&#039;re wielding to use the weapon skill. [[Weapons#Wands|Wands]] have no weapon skill and cannot be used with learned weapon skills.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Melee Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Melee Skills ===&lt;br /&gt;
&lt;br /&gt;
== Ranged Weapon Skills ==&lt;br /&gt;
&lt;br /&gt;
=== Default Ranged Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Ranged Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Default Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Default Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Martial Shield Skills ===&lt;br /&gt;
&lt;br /&gt;
=== Magical Shield Skills ===&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Changes_from_5e&amp;diff=94</id>
		<title>Changes from 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Changes_from_5e&amp;diff=94"/>
		<updated>2026-02-08T12:15:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are we even still playing 5e?&lt;br /&gt;
&lt;br /&gt;
Below are the additional changes from vanilla 5e, beyond what you&#039;ve seen so far. &lt;br /&gt;
&lt;br /&gt;
== Magic Weapons ==&lt;br /&gt;
&lt;br /&gt;
A +1/+2/+3 weapon or armor isn&#039;t inherently magical anymore unless it says so. Lore-wise these are just expertly crafted or sharpened weapons. &lt;br /&gt;
&lt;br /&gt;
== Resistances and Weaknesses ==&lt;br /&gt;
&lt;br /&gt;
Resistances and Weaknesses to certain damage types are far more common. While in 5e pretty much every monster is immune to poison and resistant to fire damage, these are slightly more balanced (I promise) here, and every monster and player character has at least one weakness. &lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
Drinking a potion is a bonus action. When using a full action to drink a potion, you regain the maximum amount of hit points without having to roll. &lt;br /&gt;
&lt;br /&gt;
== Death Saves &amp;amp; Exhaustion ==&lt;br /&gt;
&lt;br /&gt;
If you survive being reduced to 0HP you gain 1 level of exhaustion. &lt;br /&gt;
&lt;br /&gt;
== Critical Hits ==&lt;br /&gt;
&lt;br /&gt;
A critical hit is Max Damage (including modifiers and stuff like sneak attack) + the normal roll. &lt;br /&gt;
&lt;br /&gt;
== Suffocating ==&lt;br /&gt;
&lt;br /&gt;
Suffocation happens after 1+constitution mod rounds.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Proficiencies ==&lt;br /&gt;
&lt;br /&gt;
Weapon and armor proficiencies have been split up. Simple and Martial weapons are split up in melee and ranged options. &lt;br /&gt;
New weapons have a proficiency class of their own, for example the Bastard Sword and the Greatbow require specialized training. &lt;br /&gt;
&lt;br /&gt;
== Spellcasting and Slots==&lt;br /&gt;
&lt;br /&gt;
Spell slots recharge determined on what Origin they originate, see [[Magic]]. &lt;br /&gt;
When you gain a spell slot or learn a spell it&#039;s tied to your Origin and must come from the appropriate [[Spell Lists]]&lt;br /&gt;
&lt;br /&gt;
== Afflictions ==&lt;br /&gt;
&lt;br /&gt;
Conditions are renamed Afflictions, and expanded, see [[Afflictions]].&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=93</id>
		<title>Afflictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=93"/>
		<updated>2026-02-08T12:11:20Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Blinded ===&lt;br /&gt;
* A blinded creature can’t see and automaticallyfails any ability check that requires sight.&lt;br /&gt;
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charmed ===&lt;br /&gt;
* A charmed creature can’t attack the charmer ortarget the charmer with harmful abilities or&lt;br /&gt;
magical effects.&lt;br /&gt;
* The charmer has advantage on any ability check tointeract socially with the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deafened ===&lt;br /&gt;
* A deafened creature can’t hear and automatically fails any ability check that requires hearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exhaustion ===&lt;br /&gt;
Some special abilities and environmental hazards, such as starvation and the long-­‐term effects of freezing or scorching&lt;br /&gt;
temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect&lt;br /&gt;
can give a creature one or more levels of exhaustion, as specified in the effect’s description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disadvantage on ability checks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Speed halved&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disadvantage on attack rolls and saving throws&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Hit point maximum halved&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Speed reduced to 0&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases&lt;br /&gt;
by the amount specified in the effect’s description.&lt;br /&gt;
&lt;br /&gt;
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature&lt;br /&gt;
suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.&lt;br /&gt;
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.&lt;br /&gt;
&lt;br /&gt;
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food&lt;br /&gt;
and drink.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Frightened ===&lt;br /&gt;
* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.&lt;br /&gt;
* The creature can’t willingly move closer to the source of its fear.&lt;br /&gt;
&lt;br /&gt;
=== Grappled ===&lt;br /&gt;
* A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.&lt;br /&gt;
* The condition ends if the grappler is incapacitated (see the condition).&lt;br /&gt;
* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunder-­‐‑wave spell.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated ===&lt;br /&gt;
* An incapacitated creature can’t take actions or reactions.&lt;br /&gt;
&lt;br /&gt;
=== Invisible ===&lt;br /&gt;
* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.&lt;br /&gt;
* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.&lt;br /&gt;
&lt;br /&gt;
=== Paralyzed ===&lt;br /&gt;
* A paralyzed creature is incapacitated (see the condition) and can’t move or speak.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
=== Petrified ===&lt;br /&gt;
* A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.&lt;br /&gt;
* The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* The creature has resistance to all damage.&lt;br /&gt;
* The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.&lt;br /&gt;
&lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
* A poisoned creature has disadvantage on attack rolls and ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Prone ===&lt;br /&gt;
* A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.&lt;br /&gt;
* The creature has disadvantage on attack rolls.&lt;br /&gt;
* An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.&lt;br /&gt;
&lt;br /&gt;
=== Restrained ===&lt;br /&gt;
* A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.&lt;br /&gt;
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.&lt;br /&gt;
* The creature has disadvantage on Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Stunned ===&lt;br /&gt;
* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
&lt;br /&gt;
=== Unconscious ===&lt;br /&gt;
* An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings&lt;br /&gt;
* The creature drops whatever it’s holding and falls prone.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slowed ===&lt;br /&gt;
* A Slowed creature&#039;s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can&#039;t use reactions. &lt;br /&gt;
* On its turn, it can use either an action or a bonus action, not both. &lt;br /&gt;
* Regardless of the creature&#039;s abilities or magic items, it can&#039;t make more than one melee or ranged attack during its turn.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
* A Crippled creature is [[Afflictions#Prone|Prone]] and can&#039;t stand up while affected by the condition. &lt;br /&gt;
&lt;br /&gt;
=== Frozen ===&lt;br /&gt;
* A frozen creature is is [[Afflictions#Restrained|Restrained]] and must succeed on a Constitution save against [[Afflictions#Exhaustion|Exhaustion] at the end of its turn. &lt;br /&gt;
* When a creature is sufficiently warmed by a potent heat source or fire damage, the affliction ends. &lt;br /&gt;
&lt;br /&gt;
=== Burned ===&lt;br /&gt;
* A burned creature has vulnerability to fire damage &lt;br /&gt;
* A burned creature takes 1d6 fire damage for each 5ft it moves (forced movement does not count). &lt;br /&gt;
&lt;br /&gt;
=== Bleeding ===&lt;br /&gt;
* A bleeding creature always has a bleeding value (default 1). &lt;br /&gt;
* At the start of it&#039;s turn it takes a number of d6 damage equal to it&#039;s bleeding value, and must afterwards make a Constitution saving throw equal to it&#039;s 10+it&#039;s bleeding value. On a succesful saving throw it&#039;s bleeding value is reduced by 1. &lt;br /&gt;
* A creature&#039;s bleeding value is also reduced each time it receives magical healing or makes a successful Medicine check (10+it&#039;s bleeding value). &lt;br /&gt;
* The maximum bleed value is 5 unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
=== Confused ===&lt;br /&gt;
* You have a -2 penalty to AC and you don&#039;t treat anyone as your ally (though they might still treat you as theirs), and you can&#039;t Ready action, or use reactions.&lt;br /&gt;
* You use all your actions to use melee weapon attacks or cast offensive cantrips, though the DM can have you use other actions to facilitate attack, such as draw a weapon, move so target is in reach, and so forth. &lt;br /&gt;
* Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. &lt;br /&gt;
* If it&#039;s impossible for you to attack or cast spells, you babble incoherently, wasting your actions.&lt;br /&gt;
&lt;br /&gt;
=== Shocked ===&lt;br /&gt;
* A shocked creature has disadvantage on Strength and Dexterity ability checks and saving throws. It&#039;s speed is reduced by half and it cannot take reactions.&lt;br /&gt;
* If the shocked creature takes lightning damage, the condition’s duration is extended by 1 round (to a maximum determined by the effect that caused it).&lt;br /&gt;
* The condition ends at the end of the creature’s next turn, unless otherwise specified.&lt;br /&gt;
* A creature can use its action to make a Constitution saving throw (DC set by the effect); on a success, the condition ends early.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=92</id>
		<title>Afflictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=92"/>
		<updated>2026-02-08T12:08:56Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Blinded ===&lt;br /&gt;
* A blinded creature can’t see and automaticallyfails any ability check that requires sight.&lt;br /&gt;
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charmed ===&lt;br /&gt;
* A charmed creature can’t attack the charmer ortarget the charmer with harmful abilities or&lt;br /&gt;
magical effects.&lt;br /&gt;
* The charmer has advantage on any ability check tointeract socially with the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deafened ===&lt;br /&gt;
* A deafened creature can’t hear and automatically fails any ability check that requires hearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exhaustion ===&lt;br /&gt;
Some special abilities and environmental hazards, such as starvation and the long-­‐term effects of freezing or scorching&lt;br /&gt;
temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect&lt;br /&gt;
can give a creature one or more levels of exhaustion, as specified in the effect’s description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disadvantage on ability checks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Speed halved&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disadvantage on attack rolls and saving throws&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Hit point maximum halved&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Speed reduced to 0&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases&lt;br /&gt;
by the amount specified in the effect’s description.&lt;br /&gt;
&lt;br /&gt;
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature&lt;br /&gt;
suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.&lt;br /&gt;
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.&lt;br /&gt;
&lt;br /&gt;
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food&lt;br /&gt;
and drink.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Frightened ===&lt;br /&gt;
* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.&lt;br /&gt;
* The creature can’t willingly move closer to the source of its fear.&lt;br /&gt;
&lt;br /&gt;
=== Grappled ===&lt;br /&gt;
* A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.&lt;br /&gt;
* The condition ends if the grappler is incapacitated (see the condition).&lt;br /&gt;
* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunder-­‐‑wave spell.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated ===&lt;br /&gt;
* An incapacitated creature can’t take actions or reactions.&lt;br /&gt;
&lt;br /&gt;
=== Invisible ===&lt;br /&gt;
* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.&lt;br /&gt;
* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.&lt;br /&gt;
&lt;br /&gt;
=== Paralyzed ===&lt;br /&gt;
* A paralyzed creature is incapacitated (see the condition) and can’t move or speak.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
=== Petrified ===&lt;br /&gt;
* A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.&lt;br /&gt;
* The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* The creature has resistance to all damage.&lt;br /&gt;
* The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.&lt;br /&gt;
&lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
* A poisoned creature has disadvantage on attack rolls and ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Prone ===&lt;br /&gt;
* A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.&lt;br /&gt;
* The creature has disadvantage on attack rolls.&lt;br /&gt;
* An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.&lt;br /&gt;
&lt;br /&gt;
=== Restrained ===&lt;br /&gt;
* A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.&lt;br /&gt;
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.&lt;br /&gt;
* The creature has disadvantage on Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Stunned ===&lt;br /&gt;
* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
&lt;br /&gt;
=== Unconscious ===&lt;br /&gt;
* An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings&lt;br /&gt;
* The creature drops whatever it’s holding and falls prone.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Slowed ===&lt;br /&gt;
A Slowed creature&#039;s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can&#039;t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature&#039;s abilities or magic items, it can&#039;t make more than one melee or ranged attack during its turn.&lt;br /&gt;
&lt;br /&gt;
=== Crippled ===&lt;br /&gt;
A Crippled creature is [[Afflictions#Prone|Prone]] and can&#039;t stand up while affected by the condition. &lt;br /&gt;
&lt;br /&gt;
=== Frozen ===&lt;br /&gt;
A frozen creature is is [[Afflictions#Restrained|Restrained]] and must succeed on a Constitution save against [[Afflictions#Exhaustion|Exhaustion] at the end of its turn. When a creature is sufficiently warmed by a potent heat source or fire damage, the affliction ends. &lt;br /&gt;
&lt;br /&gt;
=== Burned ===&lt;br /&gt;
A burned creature has vulnerability to fire damage and takes 1d6 fire damage for each 5ft it moves (forced movement does not count). &lt;br /&gt;
&lt;br /&gt;
=== Bleeding ===&lt;br /&gt;
A bleeding creature always has a bleeding value (default 1). At the start of it&#039;s turn it takes a number of d6 damage equal to it&#039;s bleeding value, and must afterwards make a Constitution saving throw equal to it&#039;s 10+it&#039;s bleeding value. On a succesful saving throw it&#039;s bleeding value is reduced by 1. A creature&#039;s bleeding value is also reduced each time it receives magical healing or makes a successful Medicine check (10+it&#039;s bleeding value). The maximum bleed value is 5. &lt;br /&gt;
&lt;br /&gt;
=== Confused ===&lt;br /&gt;
You don&#039;t have your wits about you, and you attack wildly. You have a -2 penalty to AC and you don&#039;t treat anyone as your ally (though they might still treat you as theirs), and you can&#039;t Ready action, or use reactions.&lt;br /&gt;
&lt;br /&gt;
You use all your actions to use melee weapon attacks or cast offensive cantrips, though the DM can have you use other actions to facilitate attack, such as draw a weapon, move so target is in reach, and so forth. Your targets are determined randomly by the GM. If you have no other viable targets, you target yourself, automatically hitting but not scoring a critical hit. If it&#039;s impossible for you to attack or cast spells, you babble incoherently, wasting your actions.&lt;br /&gt;
&lt;br /&gt;
=== Shocked ===&lt;br /&gt;
A shocked creature has disadvantage on Strength and Dexterity ability checks and saving throws. It&#039;s speed is reduced by half and it cannot take reactions.&lt;br /&gt;
&lt;br /&gt;
If the shocked creature takes lightning damage, the condition’s duration is extended by 1 round (to a maximum determined by the effect that caused it).&lt;br /&gt;
&lt;br /&gt;
The condition ends at the end of the creature’s next turn, unless otherwise specified.&lt;br /&gt;
A creature can use its action to make a Constitution saving throw (DC set by the effect); on a success, the condition ends early.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=91</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=91"/>
		<updated>2026-02-06T21:50:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons all have a special ability. This ability can be used twice per short rest, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Club || 1 sp || 1d4 bludgeoning || 2 lb. || Light || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 2 gp || 1d4 piercing || 1 lb|| Finesse, light, thrown (range 20/60) || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Greatclub || 2 sp || 1d8 bludgeoning|| 10 lb. || Two-handed || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 5 gp || 1d6 slashing || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || 2 lb. || Thrown (range 30/120) || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Light Hammer || 2 gp|| 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 gp|| 1d6 bludgeoning || 4 lb. || - || Cripple&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 2 sp|| 1d6 bludgeoning || 4 lb. || Versatile (1d8) || Trip&lt;br /&gt;
|-&lt;br /&gt;
| Sickle || 1 gp || 1d4 slashing || 2 lb. || Light || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1 gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8) || Pin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, light || 25 gp || 1d8 piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Dart || 5 cp || 1d4 piercing || 1/4 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shortbow || 25 gp || 1d6 piercing || 2 lb. || Ammunition (range 80/320), two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 1 sp || 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || - || Ammunition (range 30/120) || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Battleaxe || 10 gp || 1d8 slashing || 4 lb. || Versatile (1d10) || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Flail || 20 gp || 1d10 slashing || 2 lb. || - || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Glaive || 25 gp || 1d6 piercing || 6 lb. || Heavy, reach, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 30 gp || 1d12 slashing || 7 lb. || Heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 50 gp || 2d6 slashing || 6 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Halberd || 20 gp || 1d10 slashing || 6 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Lance || 10 gp || 1d12 piercing || 6 lb. || Reach, special || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 15 gp || 1d8 slashing || 3 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Maul || 10 gp || 2d6 bludgeoning || 10 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar || 15 gp || 1d8 piercing || 4 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Pike || 5 gp || 1d10 piercing || 18 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 25 gp || 1d8 piercing || 2 lb. || Finesse || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar || 25 gp || 1d6 slashing || 3 lb.|| Finesse, light|| Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 10 gp || 1d6 piercing || 2 lb. || Finesse, light || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Trident || 5 gp || 1d6 piercing || 4 lb. || Thrown (range 20/60), versatile (1d8) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| War pick || 5 gp || 1d8 piercing || 2 lb. || - || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 15 gp || 1d8 bludgeoning || 2 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 2 gp || 1d4 slashing || 3 lb. || Finesse, reach || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 10 gp || 1 piercing, 1d4 poison || 5 lb. || Ammunition (range 15/30), loading || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, hand || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, heavy || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
&lt;br /&gt;
Wands are ornate rods, usually small enough to comfortably hold in one hand, but they can be larger. Wands produce a predefined effect when used which was determined when they were created. There are four kinds of wands: Pyromancy, Arcane, Divine and Chaotic. The Pyromancy Wands were made by the Humans, Arcane Wands were created by the Elves, Divine Wands by Automatons and the Dwarves created the Chaotic wands. Unless noted otherwise a Wand has 4 charges to cast it&#039;s effect, and recharges after a long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Wands&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Damage !! Weight !! Requirements !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sprig || 40 gp || 1x [[Magic Missile]] Projectile || 1 lb. || 13 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Wand || 200 gp || 2x [[Magic Missile]] Projectile  || 1 lb. || 15 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x [[Magic Missile]] Projectile  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sprig || 40 gp || 1d6 [[Burning Hands]] || 1 lb. || 13 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Wand || 200 gp || 2d6 [[Burning Hands]] || 1 lb. || 15 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sceptre || 400 gp || 3d6 [[Burning Hands]] || 1 lb. || 17 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sprig || 40 gp || 1d4 + wis Positive || 1 lb. || 13 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Wand || 200 gp || 2d4 + wis Positive || 1 lb. || 15 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sceptre || 400 gp || 3d4 + wis Positive || 1 lb. || 17 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Sprig || 40 gp || 1d6 + cha Negative|| 1 lb. || 13 Wis || Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Wand || 200 gp || 2d6 + cha Negative|| 1 lb. || 15 Wis || Chaos&lt;br /&gt;
|-&lt;br /&gt;
| Wiggling Sceptre || 400 gp || 3d6 + cha Negative || 1 lb. || 17 Wis || Chaos&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Vanguard Weapons require training for each weapon type to be able to wield them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Bastard Sword|| 80 gp || 2d8 slashing || 12 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Great Hammer || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Great Spear || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Great Staff || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Twinblade || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Ballista || 100 gp || 2d6 piercing || 12lb. || Ammunition (range 150/300), loading || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Boulder || 1 gp || 1d12 bludgeoning || 10 lb. || Heavy, thrown (range 10/60) || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Compound Bow || 50 gp || 1d12 piercing || 6 lb. || Ammunition (range 100/400), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greatbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed, special || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Weapons ===&lt;br /&gt;
Weapons with special rules are described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance&#039;&#039;&#039;: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Net&#039;&#039;&#039;: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Throwing a net has no disadvantage when within melee range.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=90</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=90"/>
		<updated>2026-02-06T21:50:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this world, magic is tied to an Origin. Raw Magic can be granted by the Gods, taken by force or studied. As such, the [[Character Builder]] might reference a Type of magic. This differs from Standard 5e, where your class provides you with magic and a spellcasting ability modifier. &lt;br /&gt;
&lt;br /&gt;
Each magic feature gained has a linked Origin. As such, you cannot use a spell slot gained from Pyromancy to cast an Arcane spell. &lt;br /&gt;
The following Origins can be identified:&lt;br /&gt;
&lt;br /&gt;
== Pyromancy ==&lt;br /&gt;
Pyromancy gives access to destructive spells and a small array of soothing and smoothing healing spells. &lt;br /&gt;
Pyromancy spells use the Spellcasting Ability Modifier Wisdom + Intelligence. &amp;lt;br&amp;gt;&lt;br /&gt;
Basic calculation is: 8 + Wisdom Modifier + Intelligence Modifier. The Proficiency Bonus is not used for Pyromancy. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Pyromancy Spells|Pyromancy Spell List]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
Arcane magic is the study of the Old Powers, tapping into the infinite potential around you and harnass the strength around you. It&#039;s magic can bend reality and allow both creation and destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane spells use the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Intelligence + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Arcane Spells|Arcane Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
The Divine Magic is granted by the Gods, or worship thereof. While a God doesn&#039;t always directly provide the magic or have the ability to take it away (as a traditional Paladin or Cleric might experience in d&amp;amp;d), the Gods are aware of the power being abused and might react to such. Divine Magic requires one or more [[Gods]] to worship. &amp;lt;br&amp;gt;&lt;br /&gt;
Divine spells use the Spellcasting Ability Modifier Wisdom. Basic calculation is: 8 + Wisdom + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Divine Spells|Divine Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chaos Magic ==&lt;br /&gt;
Ah yes, Chaos Magic. The primordial magic that binds the world together. You cannot learn it, you cannot beg for it, believe me, many have tried. You either have it, or you do not. &amp;lt;br&amp;gt;&lt;br /&gt;
Chaos Magic uses the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Charisma Modifier + Proficiency Bonus. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Chaos Spells|Chaos Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dark Magic ==&lt;br /&gt;
The Dark Magic isn&#039;t wielded or learned. Some say you are the one being learned when you cast it. Dark Magic can be any Origin of magic. It is usually wielded by Witches, Warlocks, Fighters, Knights and peasants being too simpleminded, feeble or stubborn to learn magic in other ways. Dark Magic may be enhanced with [[Dark Gifts]] from the Character Builder or [[Profane Fragments]]. &amp;lt;br&amp;gt;&lt;br /&gt;
Dark Magic uses no Spellcasting Ability Modifier. Basic Calculation is: 10 + Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Dark Spells|Dark Spell List]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=89</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=89"/>
		<updated>2026-02-06T21:49:35Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this world, magic is tied to an Origin. Raw Magic can be granted by the Gods, taken by force or studied. As such, the [[Character Builder]] might reference a Type of magic. This differs from Standard 5e, where your class provides you with magic and a spellcasting ability modifier. &lt;br /&gt;
&lt;br /&gt;
Each magic feature gained has a linked Origin. As such, you cannot use a spell slot gained from Pyromancy to cast an Arcane spell. &lt;br /&gt;
The following Origins can be identified:&lt;br /&gt;
&lt;br /&gt;
== Pyromancy ==&lt;br /&gt;
Pyromancy gives access to destructive spells and a small array of soothing and smoothing healing spells. &lt;br /&gt;
Pyromancy spells use the Spellcasting Ability Modifier Wisdom + Intelligence. &amp;lt;br&amp;gt;&lt;br /&gt;
Basic calculation is: 8 + Wisdom Modifier + Intelligence Modifier. The Proficiency Bonus is not used for Pyromancy. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Pyromancy Spells|Pyromancy Spell List]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
Arcane magic is the study of the Old Powers, tapping into the infinite potential around you and harnass the strength around you. It&#039;s magic can bend reality and allow both creation and destruction.&amp;lt;br&amp;gt;&lt;br /&gt;
Arcane spells use the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Intelligence + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Arcane Spells|Arcane Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
The Divine Magic is granted by the Gods, or worship thereof. While a God doesn&#039;t always directly provide the magic or have the ability to take it away (as a traditional Paladin or Cleric might experience in d&amp;amp;d), the Gods are aware of the power being abused and might react to such. Divine Magic requires one or more [[Gods]] to worship. &amp;lt;br&amp;gt;&lt;br /&gt;
Divine spells use the Spellcasting Ability Modifier Wisdom. Basic calculation is: 8 + Wisdom + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Divine Spells|Divine Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chaos Magic ==&lt;br /&gt;
Ah yes, Chaos Magic. The primordial magic that binds the world together. You cannot learn it, you cannot beg for it, believe me, many have tried. You either have it, or you do not. &amp;lt;br&amp;gt;&lt;br /&gt;
Chaos Magic uses the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Charisma Modifier + Proficiency Bonus. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Chaos Spells|Chaos Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dark Magic ==&lt;br /&gt;
The Dark Magic isn&#039;t wielded or learned. Some say you are the one being learned when you cast it. Dark Magic can be any Origin of magic. It is usually wielded by Witches, Warlocks, Fighters, Knights and peasants being too simpleminded, feeble or stubborn to learn magic in other ways. Dark Magic may be enhanced with [[Dark Gifts]] from the Character Builder or [[Profane Fragments]]. &lt;br /&gt;
Dark Magic uses no Spellcasting Ability Modifier. &amp;lt;br&amp;gt;&lt;br /&gt;
Basic Calculation is: 10 + Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Dark Spells|Dark Spell List]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=88</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=88"/>
		<updated>2026-02-06T21:48:13Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this world, magic is tied to an Origin. Raw Magic can be granted by the Gods, taken by force or studied. As such, the [[Character Builder]] might reference a Type of magic. This differs from Standard 5e, where your class provides you with magic and a spellcasting ability modifier. &lt;br /&gt;
&lt;br /&gt;
Each magic feature gained has a linked Origin. As such, you cannot use a spell slot gained from Pyromancy to cast an Arcane spell. &lt;br /&gt;
The following Origins can be identified:&lt;br /&gt;
&lt;br /&gt;
== Pyromancy ==&lt;br /&gt;
Pyromancy gives access to destructive spells and a small array of soothing and smoothing healing spells. &lt;br /&gt;
Pyromancy spells use the Spellcasting Ability Modifier Wisdom + Intelligence. Basic calculation is: 8 + Wisdom Modifier + Intelligence Modifier. The Proficiency Bonus is not used for Pyromancy. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Pyromancy Spells|Pyromancy Spell List]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
Arcane magic is the study of the Old Powers, tapping into the infinite potential around you and harnass the strength around you. It&#039;s magic can bend reality and allow both creation and destruction.&lt;br /&gt;
Arcane spells use the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Intelligence + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Arcane Spells|Arcane Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
The Divine Magic is granted by the Gods, or worship thereof. While a God doesn&#039;t always directly provide the magic or have the ability to take it away (as a traditional Paladin or Cleric might experience in d&amp;amp;d), the Gods are aware of the power being abused and might react to such. Divine Magic requires one or more [[Gods]] to worship. &lt;br /&gt;
Divine spells use the Spellcasting Ability Modifier Wisdom. Basic calculation is: 8 + Wisdom + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Divine Spells|Divine Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chaos Magic ==&lt;br /&gt;
Ah yes, Chaos Magic. The primordial magic that binds the world together. You cannot learn it, you cannot beg for it, believe me, many have tried. You either have it, or you do not. &lt;br /&gt;
Chaos Magic uses the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Charisma Modifier + Proficiency Bonus. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Chaos Spells|Chaos Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dark Magic ==&lt;br /&gt;
The Dark Magic isn&#039;t wielded or learned. Some say you are the one being learned when you cast it. Dark Magic can be any Origin of magic. It is usually wielded by Witches, Warlocks, Fighters, Knights and peasants being too simpleminded, feeble or stubborn to learn magic in other ways. Dark Magic may be enhanced with [[Dark Gifts]] from the Character Builder or [[Profane Fragments]]. &lt;br /&gt;
Dark Magic uses no Spellcasting Ability Modifier. Basic Calculation is: 10 + Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Dark Spells|Dark Spell List]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=87</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=87"/>
		<updated>2026-02-06T21:41:59Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons all have a special ability. This ability can be used twice per short rest, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Club || 1 sp || 1d4 bludgeoning || 2 lb. || Light || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 2 gp || 1d4 piercing || 1 lb|| Finesse, light, thrown (range 20/60) || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Greatclub || 2 sp || 1d8 bludgeoning|| 10 lb. || Two-handed || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 5 gp || 1d6 slashing || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || 2 lb. || Thrown (range 30/120) || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Light Hammer || 2 gp|| 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 gp|| 1d6 bludgeoning || 4 lb. || - || Cripple&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 2 sp|| 1d6 bludgeoning || 4 lb. || Versatile (1d8) || Trip&lt;br /&gt;
|-&lt;br /&gt;
| Sickle || 1 gp || 1d4 slashing || 2 lb. || Light || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1 gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8) || Pin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, light || 25 gp || 1d8 piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Dart || 5 cp || 1d4 piercing || 1/4 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shortbow || 25 gp || 1d6 piercing || 2 lb. || Ammunition (range 80/320), two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 1 sp || 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || - || Ammunition (range 30/120) || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Battleaxe || 10 gp || 1d8 slashing || 4 lb. || Versatile (1d10) || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Flail || 20 gp || 1d10 slashing || 2 lb. || - || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Glaive || 25 gp || 1d6 piercing || 6 lb. || Heavy, reach, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 30 gp || 1d12 slashing || 7 lb. || Heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 50 gp || 2d6 slashing || 6 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Halberd || 20 gp || 1d10 slashing || 6 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Lance || 10 gp || 1d12 piercing || 6 lb. || Reach, special || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 15 gp || 1d8 slashing || 3 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Maul || 10 gp || 2d6 bludgeoning || 10 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar || 15 gp || 1d8 piercing || 4 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Pike || 5 gp || 1d10 piercing || 18 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 25 gp || 1d8 piercing || 2 lb. || Finesse || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar || 25 gp || 1d6 slashing || 3 lb.|| Finesse, light|| Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 10 gp || 1d6 piercing || 2 lb. || Finesse, light || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Trident || 5 gp || 1d6 piercing || 4 lb. || Thrown (range 20/60), versatile (1d8) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| War pick || 5 gp || 1d8 piercing || 2 lb. || - || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 15 gp || 1d8 bludgeoning || 2 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 2 gp || 1d4 slashing || 3 lb. || Finesse, reach || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 10 gp || 1 piercing, 1d4 poison || 5 lb. || Ammunition (range 15/30), loading || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, hand || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, heavy || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
&lt;br /&gt;
Wands are ornate rods, usually small enough to comfortably hold in one hand, but they can be larger. Wands produce a predefined effect when used which was determined when they were created. There are four kinds of wands: Pyromancy, Arcane, Divine and Chaotic. The Pyromancy Wands were made by the Humans, Arcane Wands were created by the Elves, Divine Wands by Automatons and the Dwarves created the Chaotic wands. Unless noted otherwise a Wand has 4 charges to cast it&#039;s effect, and recharges after a long rest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Wands&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Damage !! Weight !! Requirements !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sprig || 40 gp || 1x [[Magic Missile]] Projectile || 1 lb. || 13 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Wand || 200 gp || 2x [[Magic Missile]] Projectile  || 1 lb. || 15 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x [[Magic Missile]] Projectile  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sprig || 40 gp || 1d6 [[Burning Hands]] || 1 lb. || 13 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Wand || 200 gp || 2d6 [[Burning Hands]] || 1 lb. || 15 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Flamesphere Sceptre || 400 gp || 3d6 [[Burning Hands]] || 1 lb. || 17 Int || Pyromancy&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sprig || 40 gp || 1d4 Positive || 1 lb. || 13 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Wand || 200 gp || 2d4 Positive || 1 lb. || 15 Wis || Divine&lt;br /&gt;
|-&lt;br /&gt;
| Truthful Sceptre || 400 gp || 3d4 Positive || 1 lb. || 17 Wis || Divine&lt;br /&gt;
|}&lt;br /&gt;
Vanguard Weapons require training for each weapon type to be able to wield them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Bastard Sword|| 80 gp || 2d8 slashing || 12 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Great Hammer || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Great Spear || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Great Staff || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Twinblade || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Ballista || 100 gp || 2d6 piercing || 12lb. || Ammunition (range 150/300), loading || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Boulder || 1 gp || 1d12 bludgeoning || 10 lb. || Heavy, thrown (range 10/60) || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Compound Bow || 50 gp || 1d12 piercing || 6 lb. || Ammunition (range 100/400), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greatbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed, special || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Weapons ===&lt;br /&gt;
Weapons with special rules are described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance&#039;&#039;&#039;: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Net&#039;&#039;&#039;: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Throwing a net has no disadvantage when within melee range.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=86</id>
		<title>Afflictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=86"/>
		<updated>2026-02-06T19:54:05Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Blinded ===&lt;br /&gt;
* A blinded creature can’t see and automaticallyfails any ability check that requires sight.&lt;br /&gt;
* Attack rolls against the creature have advantage,and the creature’s attack rolls have disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charmed ===&lt;br /&gt;
* A charmed creature can’t attack the charmer ortarget the charmer with harmful abilities or&lt;br /&gt;
magical effects.&lt;br /&gt;
* The charmer has advantage on any ability check tointeract socially with the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deafened ===&lt;br /&gt;
* A deafened creature can’t hear and automaticallyfails any ability check that requires hearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exhaustion ===&lt;br /&gt;
Some special abilities and environmental hazards, such asstarvation and the long-­‐term effects of freezing or scorching&lt;br /&gt;
temperatures, can lead to a special condition called exhaustion. Exhaustion is measured in six levels. An effect&lt;br /&gt;
can give a creature one or more levels of exhaustion, as specified in the effect’s description.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Caption text&lt;br /&gt;
|-&lt;br /&gt;
! Level !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 1 || Disadvantage on ability checks&lt;br /&gt;
|-&lt;br /&gt;
| 2 || Speed halved&lt;br /&gt;
|-&lt;br /&gt;
| 3 || Disadvantage on attack rolls and saving throws&lt;br /&gt;
|-&lt;br /&gt;
| 4 || Hit point maximum halved&lt;br /&gt;
|-&lt;br /&gt;
| 5 || Speed reduced to 0&lt;br /&gt;
|-&lt;br /&gt;
| 6 || Death&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases&lt;br /&gt;
by the amount specified in the effect’s description.&lt;br /&gt;
&lt;br /&gt;
A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature&lt;br /&gt;
suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.&lt;br /&gt;
An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.&lt;br /&gt;
&lt;br /&gt;
Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food&lt;br /&gt;
and drink.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Frightened ===&lt;br /&gt;
* A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.&lt;br /&gt;
* The creature can’t willingly move closer to the source of its fear.&lt;br /&gt;
&lt;br /&gt;
=== Grappled ===&lt;br /&gt;
* A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.&lt;br /&gt;
* The condition ends if the grappler is incapacitated (see the condition).&lt;br /&gt;
* The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunder-­‐‑wave spell.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated ===&lt;br /&gt;
* An incapacitated creature can’t take actions or reactions.&lt;br /&gt;
&lt;br /&gt;
=== Invisible ===&lt;br /&gt;
* An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.&lt;br /&gt;
* Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage.&lt;br /&gt;
&lt;br /&gt;
=== Paralyzed ===&lt;br /&gt;
* A paralyzed creature is incapacitated (see the condition) and can’t move or speak.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
=== Petrified ===&lt;br /&gt;
* A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.&lt;br /&gt;
* The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* The creature has resistance to all damage.&lt;br /&gt;
* The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.&lt;br /&gt;
&lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
* A poisoned creature has disadvantage on attack rolls and ability checks.&lt;br /&gt;
&lt;br /&gt;
=== Prone ===&lt;br /&gt;
* A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition.&lt;br /&gt;
* The creature has disadvantage on attack rolls.&lt;br /&gt;
* An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.&lt;br /&gt;
&lt;br /&gt;
=== Restrained ===&lt;br /&gt;
* A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.&lt;br /&gt;
* Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.&lt;br /&gt;
* The creature has disadvantage on Dexterity saving throws.&lt;br /&gt;
&lt;br /&gt;
=== Stunned ===&lt;br /&gt;
* A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
&lt;br /&gt;
=== Unconscious ===&lt;br /&gt;
* An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings&lt;br /&gt;
* The creature drops whatever it’s holding and falls prone.&lt;br /&gt;
* The creature automatically fails Strength and Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slowed&lt;br /&gt;
Crippled&lt;br /&gt;
Frozen&lt;br /&gt;
Burned&lt;br /&gt;
Bleeding&lt;br /&gt;
Confused&lt;br /&gt;
Shocked&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=85</id>
		<title>Afflictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=85"/>
		<updated>2026-02-06T19:49:29Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Blinded ===&lt;br /&gt;
* A blinded creature can’t see and automatically&lt;br /&gt;
fails any ability check that requires sight.&lt;br /&gt;
* Attack rolls against the creature have advantage,&lt;br /&gt;
and the creature’s attack rolls have disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charmed ===&lt;br /&gt;
* A charmed creature can’t attack the charmer or&lt;br /&gt;
target the charmer with harmful abilities or&lt;br /&gt;
magical effects.&lt;br /&gt;
* The charmer has advantage on any ability check to&lt;br /&gt;
interact socially with the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deafened ===&lt;br /&gt;
* A deafened creature can’t hear and automatically&lt;br /&gt;
fails any ability check that requires hearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exhaustion ===&lt;br /&gt;
Some special abilities and environmental hazards, such as&lt;br /&gt;
starvation and the long-­‐term effects of freezing or scorching&lt;br /&gt;
temperatures, can lead to a special condition called&lt;br /&gt;
exhaustion. Exhaustion is measured in six levels. An effect&lt;br /&gt;
can give a creature one or more levels of exhaustion, as&lt;br /&gt;
specified in the effect’s description.&lt;br /&gt;
Level Effect&lt;br /&gt;
1 Disadvantage on ability checks&lt;br /&gt;
2 Speed halved&lt;br /&gt;
3 Disadvantage on attack rolls and saving throws&lt;br /&gt;
4 Hit point maximum halved&lt;br /&gt;
5 Speed reduced to 0&lt;br /&gt;
6 Death&lt;br /&gt;
&lt;br /&gt;
If an already exhausted creature suffers another effect that&lt;br /&gt;
causes exhaustion, its current level of exhaustion increases&lt;br /&gt;
by the amount specified in the effect’s description.&lt;br /&gt;
A creature suffers the effect of its current level of&lt;br /&gt;
exhaustion as well as all lower levels. For example, a creature&lt;br /&gt;
suffering level 2 exhaustion has its speed halved and has&lt;br /&gt;
disadvantage on ability checks.&lt;br /&gt;
An effect that removes exhaustion reduces its level as&lt;br /&gt;
specified in the effect’s description, with all exhaustion&lt;br /&gt;
effects ending if a creature’s exhaustion level is reduced&lt;br /&gt;
below 1.&lt;br /&gt;
Finishing a long rest reduces a creature’s exhaustion level&lt;br /&gt;
by 1, provided that the creature has also ingested some food&lt;br /&gt;
and drink.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Frightened ===&lt;br /&gt;
* A frightened creature has disadvantage on ability&lt;br /&gt;
checks and attack rolls while the source of its fear&lt;br /&gt;
is within line of sight.&lt;br /&gt;
* The creature can’t willingly move closer to the&lt;br /&gt;
source of its fear.&lt;br /&gt;
&lt;br /&gt;
=== Grappled ===&lt;br /&gt;
* A grappled creature’s speed becomes 0, and it&lt;br /&gt;
can’t benefit from any bonus to its speed.&lt;br /&gt;
* The condition ends if the grappler is incapacitated&lt;br /&gt;
(see the condition).&lt;br /&gt;
* The condition also ends if an effect removes the&lt;br /&gt;
grappled creature from the reach of the grappler&lt;br /&gt;
or grappling effect, such as when a creature is&lt;br /&gt;
hurled away by the thunder-­‐‑wave spell.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated ===&lt;br /&gt;
* An incapacitated creature can’t take actions or&lt;br /&gt;
reactions.&lt;br /&gt;
&lt;br /&gt;
=== Invisible ===&lt;br /&gt;
* An invisible creature is impossible to see without&lt;br /&gt;
the aid of magic or a special sense. For the purpose&lt;br /&gt;
of hiding, the creature is heavily obscured. The&lt;br /&gt;
creature’s location can be detected by any noise it&lt;br /&gt;
makes or any tracks it leaves.&lt;br /&gt;
* Attack rolls against the creature have&lt;br /&gt;
disadvantage, and the creature’s attack rolls have&lt;br /&gt;
advantage.&lt;br /&gt;
&lt;br /&gt;
=== Paralyzed ===&lt;br /&gt;
* A paralyzed creature is incapacitated (see the&lt;br /&gt;
condition) and can’t move or speak.&lt;br /&gt;
* The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* Any attack that hits the creature is a critical hit if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
=== Petrified ===&lt;br /&gt;
* A petrified creature is transformed, along with any&lt;br /&gt;
nonmagical object it is wearing or carrying, into a&lt;br /&gt;
solid inanimate substance (usually stone). Its&lt;br /&gt;
weight increases by a factor of ten, and it ceases&lt;br /&gt;
aging.&lt;br /&gt;
* The creature is incapacitated (see the condition),&lt;br /&gt;
can’t move or speak, and is unaware of its&lt;br /&gt;
surroundings.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
* The creature has resistance to all damage.&lt;br /&gt;
* The creature is immune to poison and disease,&lt;br /&gt;
although a poison or disease already in its system&lt;br /&gt;
is suspended, not neutralized.&lt;br /&gt;
&lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
* A poisoned creature has disadvantage on attack&lt;br /&gt;
rolls and ability checks.&lt;br /&gt;
Prone&lt;br /&gt;
* A prone creature’s only movement option is to&lt;br /&gt;
crawl, unless it stands up and thereby ends the&lt;br /&gt;
condition.&lt;br /&gt;
* The creature has disadvantage on attack rolls.&lt;br /&gt;
* An attack roll against the creature has advantage if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
Otherwise, the attack roll has disadvantage.&lt;br /&gt;
&lt;br /&gt;
=== Restrained ===&lt;br /&gt;
* A restrained creature’s speed becomes 0, and it&lt;br /&gt;
can’t benefit from any bonus to its speed.&lt;br /&gt;
* Attack rolls against the creature have advantage,&lt;br /&gt;
and the creature’s attack rolls have disadvantage.&lt;br /&gt;
* The creature has disadvantage on Dexterity saving&lt;br /&gt;
throws.&lt;br /&gt;
&lt;br /&gt;
=== Stunned ===&lt;br /&gt;
* A stunned creature is incapacitated (see the&lt;br /&gt;
condition), can’t move, and can speak only&lt;br /&gt;
falteringly.&lt;br /&gt;
* The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
&lt;br /&gt;
=== Unconscious ===&lt;br /&gt;
* An unconscious creature is incapacitated (see the&lt;br /&gt;
condition), can’t move or speak, and is unaware of&lt;br /&gt;
its surroundings&lt;br /&gt;
* The creature drops whatever it’s holding and falls&lt;br /&gt;
prone.&lt;br /&gt;
* The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
* Attack rolls against the creature have advantage.&lt;br /&gt;
* Any attack that hits the creature is a critical hit if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slowed&lt;br /&gt;
Crippled&lt;br /&gt;
Frozen&lt;br /&gt;
Burned&lt;br /&gt;
Bleeding&lt;br /&gt;
Confused&lt;br /&gt;
Shocked&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=84</id>
		<title>Afflictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=84"/>
		<updated>2026-02-06T19:48:26Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Blinded ===&lt;br /&gt;
• A blinded creature can’t see and automatically&lt;br /&gt;
fails any ability check that requires sight.&lt;br /&gt;
• Attack rolls against the creature have advantage,&lt;br /&gt;
and the creature’s attack rolls have disadvantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Charmed ===&lt;br /&gt;
• A charmed creature can’t attack the charmer or&lt;br /&gt;
target the charmer with harmful abilities or&lt;br /&gt;
magical effects.&lt;br /&gt;
• The charmer has advantage on any ability check to&lt;br /&gt;
interact socially with the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Deafened ===&lt;br /&gt;
• A deafened creature can’t hear and automatically&lt;br /&gt;
fails any ability check that requires hearing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Exhaustion ===&lt;br /&gt;
Some special abilities and environmental hazards, such as&lt;br /&gt;
starvation and the long-­‐term effects of freezing or scorching&lt;br /&gt;
temperatures, can lead to a special condition called&lt;br /&gt;
exhaustion. Exhaustion is measured in six levels. An effect&lt;br /&gt;
can give a creature one or more levels of exhaustion, as&lt;br /&gt;
specified in the effect’s description.&lt;br /&gt;
Level Effect&lt;br /&gt;
1 Disadvantage on ability checks&lt;br /&gt;
2 Speed halved&lt;br /&gt;
3 Disadvantage on attack rolls and saving throws&lt;br /&gt;
4 Hit point maximum halved&lt;br /&gt;
5 Speed reduced to 0&lt;br /&gt;
6 Death&lt;br /&gt;
&lt;br /&gt;
If an already exhausted creature suffers another effect that&lt;br /&gt;
causes exhaustion, its current level of exhaustion increases&lt;br /&gt;
by the amount specified in the effect’s description.&lt;br /&gt;
A creature suffers the effect of its current level of&lt;br /&gt;
exhaustion as well as all lower levels. For example, a creature&lt;br /&gt;
suffering level 2 exhaustion has its speed halved and has&lt;br /&gt;
disadvantage on ability checks.&lt;br /&gt;
An effect that removes exhaustion reduces its level as&lt;br /&gt;
specified in the effect’s description, with all exhaustion&lt;br /&gt;
effects ending if a creature’s exhaustion level is reduced&lt;br /&gt;
below 1.&lt;br /&gt;
Finishing a long rest reduces a creature’s exhaustion level&lt;br /&gt;
by 1, provided that the creature has also ingested some food&lt;br /&gt;
and drink.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Frightened ===&lt;br /&gt;
• A frightened creature has disadvantage on ability&lt;br /&gt;
checks and attack rolls while the source of its fear&lt;br /&gt;
is within line of sight.&lt;br /&gt;
• The creature can’t willingly move closer to the&lt;br /&gt;
source of its fear.&lt;br /&gt;
&lt;br /&gt;
=== Grappled ===&lt;br /&gt;
• A grappled creature’s speed becomes 0, and it&lt;br /&gt;
can’t benefit from any bonus to its speed.&lt;br /&gt;
• The condition ends if the grappler is incapacitated&lt;br /&gt;
(see the condition).&lt;br /&gt;
• The condition also ends if an effect removes the&lt;br /&gt;
grappled creature from the reach of the grappler&lt;br /&gt;
or grappling effect, such as when a creature is&lt;br /&gt;
hurled away by the thunder-­‐‑wave spell.&lt;br /&gt;
&lt;br /&gt;
=== Incapacitated ===&lt;br /&gt;
• An incapacitated creature can’t take actions or&lt;br /&gt;
reactions.&lt;br /&gt;
&lt;br /&gt;
=== Invisible ===&lt;br /&gt;
• An invisible creature is impossible to see without&lt;br /&gt;
the aid of magic or a special sense. For the purpose&lt;br /&gt;
of hiding, the creature is heavily obscured. The&lt;br /&gt;
creature’s location can be detected by any noise it&lt;br /&gt;
makes or any tracks it leaves.&lt;br /&gt;
• Attack rolls against the creature have&lt;br /&gt;
disadvantage, and the creature’s attack rolls have&lt;br /&gt;
advantage.&lt;br /&gt;
&lt;br /&gt;
=== Paralyzed ===&lt;br /&gt;
• A paralyzed creature is incapacitated (see the&lt;br /&gt;
condition) and can’t move or speak.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 359&lt;br /&gt;
• Any attack that hits the creature is a critical hit if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
=== Petrified ===&lt;br /&gt;
• A petrified creature is transformed, along with any&lt;br /&gt;
nonmagical object it is wearing or carrying, into a&lt;br /&gt;
solid inanimate substance (usually stone). Its&lt;br /&gt;
weight increases by a factor of ten, and it ceases&lt;br /&gt;
aging.&lt;br /&gt;
• The creature is incapacitated (see the condition),&lt;br /&gt;
can’t move or speak, and is unaware of its&lt;br /&gt;
surroundings.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• The creature has resistance to all damage.&lt;br /&gt;
• The creature is immune to poison and disease,&lt;br /&gt;
although a poison or disease already in its system&lt;br /&gt;
is suspended, not neutralized.&lt;br /&gt;
&lt;br /&gt;
=== Poisoned ===&lt;br /&gt;
• A poisoned creature has disadvantage on attack&lt;br /&gt;
rolls and ability checks.&lt;br /&gt;
Prone&lt;br /&gt;
• A prone creature’s only movement option is to&lt;br /&gt;
crawl, unless it stands up and thereby ends the&lt;br /&gt;
condition.&lt;br /&gt;
• The creature has disadvantage on attack rolls.&lt;br /&gt;
• An attack roll against the creature has advantage if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
Otherwise, the attack roll has disadvantage.&lt;br /&gt;
&lt;br /&gt;
=== Restrained ===&lt;br /&gt;
• A restrained creature’s speed becomes 0, and it&lt;br /&gt;
can’t benefit from any bonus to its speed.&lt;br /&gt;
• Attack rolls against the creature have advantage,&lt;br /&gt;
and the creature’s attack rolls have disadvantage.&lt;br /&gt;
• The creature has disadvantage on Dexterity saving&lt;br /&gt;
throws.&lt;br /&gt;
&lt;br /&gt;
=== Stunned ===&lt;br /&gt;
• A stunned creature is incapacitated (see the&lt;br /&gt;
condition), can’t move, and can speak only&lt;br /&gt;
falteringly.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
&lt;br /&gt;
=== Unconscious ===&lt;br /&gt;
• An unconscious creature is incapacitated (see the&lt;br /&gt;
condition), can’t move or speak, and is unaware of&lt;br /&gt;
its surroundings&lt;br /&gt;
• The creature drops whatever it’s holding and falls&lt;br /&gt;
prone.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
• Any attack that hits the creature is a critical hit if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slowed&lt;br /&gt;
Crippled&lt;br /&gt;
Frozen&lt;br /&gt;
Burned&lt;br /&gt;
Bleeding&lt;br /&gt;
Confused&lt;br /&gt;
Shocked&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=83</id>
		<title>Afflictions</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Afflictions&amp;diff=83"/>
		<updated>2026-02-06T19:45:05Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Blinded&lt;br /&gt;
• A blinded creature can’t see and automatically&lt;br /&gt;
fails any ability check that requires sight.&lt;br /&gt;
• Attack rolls against the creature have advantage,&lt;br /&gt;
and the creature’s attack rolls have disadvantage.&lt;br /&gt;
Charmed&lt;br /&gt;
• A charmed creature can’t attack the charmer or&lt;br /&gt;
target the charmer with harmful abilities or&lt;br /&gt;
magical effects.&lt;br /&gt;
• The charmer has advantage on any ability check to&lt;br /&gt;
interact socially with the creature.&lt;br /&gt;
Deafened&lt;br /&gt;
• A deafened creature can’t hear and automatically&lt;br /&gt;
fails any ability check that requires hearing.&lt;br /&gt;
Exhaustion&lt;br /&gt;
Some special abilities and environmental hazards, such as&lt;br /&gt;
starvation and the long-­‐term effects of freezing or scorching&lt;br /&gt;
temperatures, can lead to a special condition called&lt;br /&gt;
exhaustion. Exhaustion is measured in six levels. An effect&lt;br /&gt;
can give a creature one or more levels of exhaustion, as&lt;br /&gt;
specified in the effect’s description.&lt;br /&gt;
Level Effect&lt;br /&gt;
1 Disadvantage on ability checks&lt;br /&gt;
2 Speed halved&lt;br /&gt;
3 Disadvantage on attack rolls and saving throws&lt;br /&gt;
4 Hit point maximum halved&lt;br /&gt;
5 Speed reduced to 0&lt;br /&gt;
6 Death&lt;br /&gt;
If an already exhausted creature suffers another effect that&lt;br /&gt;
causes exhaustion, its current level of exhaustion increases&lt;br /&gt;
by the amount specified in the effect’s description.&lt;br /&gt;
A creature suffers the effect of its current level of&lt;br /&gt;
exhaustion as well as all lower levels. For example, a creature&lt;br /&gt;
suffering level 2 exhaustion has its speed halved and has&lt;br /&gt;
disadvantage on ability checks.&lt;br /&gt;
An effect that removes exhaustion reduces its level as&lt;br /&gt;
specified in the effect’s description, with all exhaustion&lt;br /&gt;
effects ending if a creature’s exhaustion level is reduced&lt;br /&gt;
below 1.&lt;br /&gt;
Finishing a long rest reduces a creature’s exhaustion level&lt;br /&gt;
by 1, provided that the creature has also ingested some food&lt;br /&gt;
and drink.&lt;br /&gt;
Frightened&lt;br /&gt;
• A frightened creature has disadvantage on ability&lt;br /&gt;
checks and attack rolls while the source of its fear&lt;br /&gt;
is within line of sight.&lt;br /&gt;
• The creature can’t willingly move closer to the&lt;br /&gt;
source of its fear.&lt;br /&gt;
Grappled&lt;br /&gt;
• A grappled creature’s speed becomes 0, and it&lt;br /&gt;
can’t benefit from any bonus to its speed.&lt;br /&gt;
• The condition ends if the grappler is incapacitated&lt;br /&gt;
(see the condition).&lt;br /&gt;
• The condition also ends if an effect removes the&lt;br /&gt;
grappled creature from the reach of the grappler&lt;br /&gt;
or grappling effect, such as when a creature is&lt;br /&gt;
hurled away by the thunder-­‐‑wave spell.&lt;br /&gt;
Incapacitated&lt;br /&gt;
• An incapacitated creature can’t take actions or&lt;br /&gt;
reactions.&lt;br /&gt;
Invisible&lt;br /&gt;
• An invisible creature is impossible to see without&lt;br /&gt;
the aid of magic or a special sense. For the purpose&lt;br /&gt;
of hiding, the creature is heavily obscured. The&lt;br /&gt;
creature’s location can be detected by any noise it&lt;br /&gt;
makes or any tracks it leaves.&lt;br /&gt;
• Attack rolls against the creature have&lt;br /&gt;
disadvantage, and the creature’s attack rolls have&lt;br /&gt;
advantage.&lt;br /&gt;
Paralyzed&lt;br /&gt;
• A paralyzed creature is incapacitated (see the&lt;br /&gt;
condition) and can’t move or speak.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 359&lt;br /&gt;
• Any attack that hits the creature is a critical hit if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
Petrified&lt;br /&gt;
• A petrified creature is transformed, along with any&lt;br /&gt;
nonmagical object it is wearing or carrying, into a&lt;br /&gt;
solid inanimate substance (usually stone). Its&lt;br /&gt;
weight increases by a factor of ten, and it ceases&lt;br /&gt;
aging.&lt;br /&gt;
• The creature is incapacitated (see the condition),&lt;br /&gt;
can’t move or speak, and is unaware of its&lt;br /&gt;
surroundings.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• The creature has resistance to all damage.&lt;br /&gt;
• The creature is immune to poison and disease,&lt;br /&gt;
although a poison or disease already in its system&lt;br /&gt;
is suspended, not neutralized.&lt;br /&gt;
Poisoned&lt;br /&gt;
• A poisoned creature has disadvantage on attack&lt;br /&gt;
rolls and ability checks.&lt;br /&gt;
Prone&lt;br /&gt;
• A prone creature’s only movement option is to&lt;br /&gt;
crawl, unless it stands up and thereby ends the&lt;br /&gt;
condition.&lt;br /&gt;
• The creature has disadvantage on attack rolls.&lt;br /&gt;
• An attack roll against the creature has advantage if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
Otherwise, the attack roll has disadvantage.&lt;br /&gt;
Restrained&lt;br /&gt;
• A restrained creature’s speed becomes 0, and it&lt;br /&gt;
can’t benefit from any bonus to its speed.&lt;br /&gt;
• Attack rolls against the creature have advantage,&lt;br /&gt;
and the creature’s attack rolls have disadvantage.&lt;br /&gt;
• The creature has disadvantage on Dexterity saving&lt;br /&gt;
throws.&lt;br /&gt;
Stunned&lt;br /&gt;
• A stunned creature is incapacitated (see the&lt;br /&gt;
condition), can’t move, and can speak only&lt;br /&gt;
falteringly.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
Unconscious&lt;br /&gt;
• An unconscious creature is incapacitated (see the&lt;br /&gt;
condition), can’t move or speak, and is unaware of&lt;br /&gt;
its surroundings&lt;br /&gt;
• The creature drops whatever it’s holding and falls&lt;br /&gt;
prone.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
• Any attack that hits the creature is a critical hit if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Slowed&lt;br /&gt;
Crippled&lt;br /&gt;
Frozen&lt;br /&gt;
Burned&lt;br /&gt;
Bleeding&lt;br /&gt;
Confused&lt;br /&gt;
Shocked&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Old_World:General_disclaimer&amp;diff=82</id>
		<title>Old World:General disclaimer</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Old_World:General_disclaimer&amp;diff=82"/>
		<updated>2026-02-06T19:42:50Z</updated>

		<summary type="html">&lt;p&gt;Admin: Replaced content with &amp;quot;&amp;lt;pre&amp;gt; Legal Information Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on u...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Legal Information&lt;br /&gt;
Permission to copy, modify and distribute the files&lt;br /&gt;
collectively known as the System Reference&lt;br /&gt;
Document 5.1 (“SRD5”) is granted solely through the&lt;br /&gt;
use of the Open Gaming License, Version 1.0a.&lt;br /&gt;
This material is being released using the Open&lt;br /&gt;
Gaming License Version 1.0a and you should read&lt;br /&gt;
and understand the terms of that license before&lt;br /&gt;
using this material.&lt;br /&gt;
The text of the Open Gaming License itself is not&lt;br /&gt;
Open Game Content. Instructions on using the&lt;br /&gt;
License are provided within the License itself.&lt;br /&gt;
The following items are designated Product Identity,&lt;br /&gt;
as defined in Section 1(e) of the Open Game License&lt;br /&gt;
Version 1.0a, and are subject to the conditions set&lt;br /&gt;
forth in Section 7 of the OGL, and are not Open&lt;br /&gt;
Content: Dungeons &amp;amp; Dragons, D&amp;amp;D, Player’s&lt;br /&gt;
Handbook, Dungeon Master, Monster Manual, d20&lt;br /&gt;
System, Wizards of the Coast, d20 (when used as a&lt;br /&gt;
trademark), Forgotten Realms, Faerûn, proper&lt;br /&gt;
names (including those used in the names of spells&lt;br /&gt;
or items), places, Underdark, Red Wizard of Thay,&lt;br /&gt;
the City of Union, Heroic Domains of Ysgard, Ever-­‐‑&lt;br /&gt;
Changing Chaos of Limbo, Windswept Depths of&lt;br /&gt;
Pandemonium, Infinite Layers of the Abyss,&lt;br /&gt;
Tarterian Depths of Carceri, Gray Waste of Hades,&lt;br /&gt;
Bleak Eternity of Gehenna, Nine Hells of Baator,&lt;br /&gt;
Infernal Battlefield of Acheron, Clockwork Nirvana&lt;br /&gt;
of Mechanus, Peaceable Kingdoms of Arcadia, Seven&lt;br /&gt;
Mounting Heavens of Celestia, Twin Paradises of&lt;br /&gt;
Bytopia, Blessed Fields of Elysium, Wilderness of the&lt;br /&gt;
Beastlands, Olympian Glades of Arborea, Concordant&lt;br /&gt;
Domain of the Outlands, Sigil, Lady of Pain, Book of&lt;br /&gt;
Exalted Deeds, Book of Vile Darkness, beholder,&lt;br /&gt;
gauth, carrion crawler, tanar’ri, baatezu, displacer&lt;br /&gt;
beast, githyanki, githzerai, mind flayer, illithid,&lt;br /&gt;
umber hulk, yuan-­‐‑ti.&lt;br /&gt;
All of the rest of the SRD5 is Open Game Content as&lt;br /&gt;
described in Section 1(d) of the License.&lt;br /&gt;
The terms of the Open Gaming License Version 1.0a&lt;br /&gt;
are as follows:&lt;br /&gt;
OPEN GAME LICENSE Version 1.0a&lt;br /&gt;
The following text is the property of Wizards of the&lt;br /&gt;
Coast, Inc. and is Copyright 2000 Wizards of the&lt;br /&gt;
Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved.&lt;br /&gt;
1. Definitions: (a)&amp;quot;Contributors&amp;quot; means the&lt;br /&gt;
copyright and/or trademark owners who have&lt;br /&gt;
contributed Open Game Content; (b)&amp;quot;Derivative&lt;br /&gt;
Material&amp;quot; means copyrighted material including&lt;br /&gt;
derivative works and translations (including into&lt;br /&gt;
other computer languages), potation, modification,&lt;br /&gt;
correction, addition, extension, upgrade,&lt;br /&gt;
improvement, compilation, abridgment or other&lt;br /&gt;
form in which an existing work may be recast,&lt;br /&gt;
transformed or adapted; (c) &amp;quot;Distribute&amp;quot; means to&lt;br /&gt;
reproduce, license, rent, lease, sell, broadcast,&lt;br /&gt;
publicly display, transmit or otherwise distribute;&lt;br /&gt;
(d)&amp;quot;Open Game Content&amp;quot; means the game mechanic&lt;br /&gt;
and includes the methods, procedures, processes&lt;br /&gt;
and routines to the extent such content does not&lt;br /&gt;
embody the Product Identity and is an enhancement&lt;br /&gt;
over the prior art and any additional content clearly&lt;br /&gt;
identified as Open Game Content by the Contributor,&lt;br /&gt;
and means any work covered by this License,&lt;br /&gt;
including translations and derivative works under&lt;br /&gt;
copyright law, but specifically excludes Product&lt;br /&gt;
Identity. (e) &amp;quot;Product Identity&amp;quot; means product and&lt;br /&gt;
product line names, logos and identifying marks&lt;br /&gt;
including trade dress; artifacts; creatures characters;&lt;br /&gt;
stories, storylines, plots, thematic elements, dialogue,&lt;br /&gt;
incidents, language, artwork, symbols, designs,&lt;br /&gt;
depictions, likenesses, formats, poses, concepts,&lt;br /&gt;
themes and graphic, photographic and other visual&lt;br /&gt;
or audio representations; names and descriptions of&lt;br /&gt;
characters, spells, enchantments, personalities,&lt;br /&gt;
teams, personas, likenesses and special abilities;&lt;br /&gt;
places, locations, environments, creatures,&lt;br /&gt;
equipment, magical or supernatural abilities or&lt;br /&gt;
effects, logos, symbols, or graphic designs; and any&lt;br /&gt;
other trademark or registered trademark clearly&lt;br /&gt;
identified as Product identity by the owner of the&lt;br /&gt;
Product Identity, and which specifically excludes the&lt;br /&gt;
Open Game Content; (f) &amp;quot;Trademark&amp;quot; means the&lt;br /&gt;
logos, names, mark, sign, motto, designs that are&lt;br /&gt;
used by a Contributor to identify itself or its&lt;br /&gt;
products or the associated products contributed to&lt;br /&gt;
the Open Game License by the Contributor (g) &amp;quot;Use&amp;quot;,&lt;br /&gt;
&amp;quot;Used&amp;quot; or &amp;quot;Using&amp;quot; means to use, Distribute, copy, edit,&lt;br /&gt;
format, modify, translate and otherwise create&lt;br /&gt;
Derivative Material of Open Game Content. (h) &amp;quot;You&amp;quot;&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 2&lt;br /&gt;
or &amp;quot;Your&amp;quot; means the licensee in terms of this&lt;br /&gt;
agreement.&lt;br /&gt;
2. The License: This License applies to any Open&lt;br /&gt;
Game Content that contains a notice indicating that&lt;br /&gt;
the Open Game Content may only be Used under and&lt;br /&gt;
in terms of this License. You must affix such a notice&lt;br /&gt;
to any Open Game Content that you Use. No terms&lt;br /&gt;
may be added to or subtracted from this License&lt;br /&gt;
except as described by the License itself. No other&lt;br /&gt;
terms or conditions may be applied to any Open&lt;br /&gt;
Game Content distributed using this License.&lt;br /&gt;
3.Offer and Acceptance: By Using the Open Game&lt;br /&gt;
Content You indicate Your acceptance of the terms of&lt;br /&gt;
this License.&lt;br /&gt;
4. Grant and Consideration: In consideration for&lt;br /&gt;
agreeing to use this License, the Contributors grant&lt;br /&gt;
You a perpetual, worldwide, royalty-­‐‑free, non-­‐‑&lt;br /&gt;
exclusive license with the exact terms of this License&lt;br /&gt;
to Use, the Open Game Content.&lt;br /&gt;
5.Representation of Authority to Contribute: If You&lt;br /&gt;
are contributing original material as Open Game&lt;br /&gt;
Content, You represent that Your Contributions are&lt;br /&gt;
Your original creation and/or You have sufficient&lt;br /&gt;
rights to grant the rights conveyed by this License.&lt;br /&gt;
6.Notice of License Copyright: You must update the&lt;br /&gt;
COPYRIGHT NOTICE portion of this License to&lt;br /&gt;
include the exact text of the COPYRIGHT NOTICE of&lt;br /&gt;
any Open Game Content You are copying, modifying&lt;br /&gt;
or distributing, and You must add the title, the&lt;br /&gt;
copyright date, and the copyright holder&#039;s name to&lt;br /&gt;
the COPYRIGHT NOTICE of any original Open Game&lt;br /&gt;
Content you Distribute.&lt;br /&gt;
7. Use of Product Identity: You agree not to Use any&lt;br /&gt;
Product Identity, including as an indication as to&lt;br /&gt;
compatibility, except as expressly licensed in&lt;br /&gt;
another, independent Agreement with the owner of&lt;br /&gt;
each element of that Product Identity. You agree not&lt;br /&gt;
to indicate compatibility or co-­‐‑adaptability with any&lt;br /&gt;
Trademark or Registered Trademark in conjunction&lt;br /&gt;
with a work containing Open Game Content except&lt;br /&gt;
as expressly licensed in another, independent&lt;br /&gt;
Agreement with the owner of such Trademark or&lt;br /&gt;
Registered Trademark. The use of any Product&lt;br /&gt;
Identity in Open Game Content does not constitute a&lt;br /&gt;
challenge to the ownership of that Product Identity.&lt;br /&gt;
The owner of any Product Identity used in Open&lt;br /&gt;
Game Content shall retain all rights, title and interest&lt;br /&gt;
in and to that Product Identity.&lt;br /&gt;
8. Identification: If you distribute Open Game&lt;br /&gt;
Content You must clearly indicate which portions of&lt;br /&gt;
the work that you are distributing are Open Game&lt;br /&gt;
Content.&lt;br /&gt;
9. Updating the License: Wizards or its designated&lt;br /&gt;
Agents may publish updated versions of this License.&lt;br /&gt;
You may use any authorized version of this License&lt;br /&gt;
to copy, modify and distribute any Open Game&lt;br /&gt;
Content originally distributed under any version of&lt;br /&gt;
this License.&lt;br /&gt;
10. Copy of this License: You MUST include a copy of&lt;br /&gt;
this License with every copy of the Open Game&lt;br /&gt;
Content You Distribute.&lt;br /&gt;
11. Use of Contributor Credits: You may not market&lt;br /&gt;
or advertise the Open Game Content using the name&lt;br /&gt;
of any Contributor unless You have written&lt;br /&gt;
permission from the Contributor to do so.&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to&lt;br /&gt;
comply with any of the terms of this License with&lt;br /&gt;
respect to some or all of the Open Game Content due&lt;br /&gt;
to statute, judicial order, or governmental regulation&lt;br /&gt;
then You may not Use any Open Game Material so&lt;br /&gt;
affected.&lt;br /&gt;
13. Termination: This License will terminate&lt;br /&gt;
automatically if You fail to comply with all terms&lt;br /&gt;
herein and fail to cure such breach within 30 days of&lt;br /&gt;
becoming aware of the breach. All sublicenses shall&lt;br /&gt;
survive the termination of this License.&lt;br /&gt;
14. Reformation: If any provision of this License is&lt;br /&gt;
held to be unenforceable, such provision shall be&lt;br /&gt;
reformed only to the extent necessary to make it&lt;br /&gt;
enforceable.&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
Open Game License v 1.0a Copyright 2000, Wizards&lt;br /&gt;
of the Coast, LLC.&lt;br /&gt;
System Reference Document 5.1 Copyright 2016,&lt;br /&gt;
Wizards of the Coast, Inc.; Authors Mike Mearls,&lt;br /&gt;
Jeremy Crawford, Chris Perkins, Rodney Thompson,&lt;br /&gt;
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.&lt;br /&gt;
Cordell, Chris Sims, and Steve Townshend, based on&lt;br /&gt;
original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
END OF LICENSE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Old_World:General_disclaimer&amp;diff=81</id>
		<title>Old World:General disclaimer</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Old_World:General_disclaimer&amp;diff=81"/>
		<updated>2026-02-06T19:41:47Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 1 Legal Information Permission to copy, modify and distribute the files collectively known as the System Reference Document 5.1 (“SRD5”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that licens...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 1&lt;br /&gt;
Legal Information&lt;br /&gt;
Permission to copy, modify and distribute the files&lt;br /&gt;
collectively known as the System Reference&lt;br /&gt;
Document 5.1 (“SRD5”) is granted solely through the&lt;br /&gt;
use of the Open Gaming License, Version 1.0a.&lt;br /&gt;
This material is being released using the Open&lt;br /&gt;
Gaming License Version 1.0a and you should read&lt;br /&gt;
and understand the terms of that license before&lt;br /&gt;
using this material.&lt;br /&gt;
The text of the Open Gaming License itself is not&lt;br /&gt;
Open Game Content. Instructions on using the&lt;br /&gt;
License are provided within the License itself.&lt;br /&gt;
The following items are designated Product Identity,&lt;br /&gt;
as defined in Section 1(e) of the Open Game License&lt;br /&gt;
Version 1.0a, and are subject to the conditions set&lt;br /&gt;
forth in Section 7 of the OGL, and are not Open&lt;br /&gt;
Content: Dungeons &amp;amp; Dragons, D&amp;amp;D, Player’s&lt;br /&gt;
Handbook, Dungeon Master, Monster Manual, d20&lt;br /&gt;
System, Wizards of the Coast, d20 (when used as a&lt;br /&gt;
trademark), Forgotten Realms, Faerûn, proper&lt;br /&gt;
names (including those used in the names of spells&lt;br /&gt;
or items), places, Underdark, Red Wizard of Thay,&lt;br /&gt;
the City of Union, Heroic Domains of Ysgard, Ever-­‐‑&lt;br /&gt;
Changing Chaos of Limbo, Windswept Depths of&lt;br /&gt;
Pandemonium, Infinite Layers of the Abyss,&lt;br /&gt;
Tarterian Depths of Carceri, Gray Waste of Hades,&lt;br /&gt;
Bleak Eternity of Gehenna, Nine Hells of Baator,&lt;br /&gt;
Infernal Battlefield of Acheron, Clockwork Nirvana&lt;br /&gt;
of Mechanus, Peaceable Kingdoms of Arcadia, Seven&lt;br /&gt;
Mounting Heavens of Celestia, Twin Paradises of&lt;br /&gt;
Bytopia, Blessed Fields of Elysium, Wilderness of the&lt;br /&gt;
Beastlands, Olympian Glades of Arborea, Concordant&lt;br /&gt;
Domain of the Outlands, Sigil, Lady of Pain, Book of&lt;br /&gt;
Exalted Deeds, Book of Vile Darkness, beholder,&lt;br /&gt;
gauth, carrion crawler, tanar’ri, baatezu, displacer&lt;br /&gt;
beast, githyanki, githzerai, mind flayer, illithid,&lt;br /&gt;
umber hulk, yuan-­‐‑ti.&lt;br /&gt;
All of the rest of the SRD5 is Open Game Content as&lt;br /&gt;
described in Section 1(d) of the License.&lt;br /&gt;
The terms of the Open Gaming License Version 1.0a&lt;br /&gt;
are as follows:&lt;br /&gt;
OPEN GAME LICENSE Version 1.0a&lt;br /&gt;
The following text is the property of Wizards of the&lt;br /&gt;
Coast, Inc. and is Copyright 2000 Wizards of the&lt;br /&gt;
Coast, Inc (&amp;quot;Wizards&amp;quot;). All Rights Reserved.&lt;br /&gt;
1. Definitions: (a)&amp;quot;Contributors&amp;quot; means the&lt;br /&gt;
copyright and/or trademark owners who have&lt;br /&gt;
contributed Open Game Content; (b)&amp;quot;Derivative&lt;br /&gt;
Material&amp;quot; means copyrighted material including&lt;br /&gt;
derivative works and translations (including into&lt;br /&gt;
other computer languages), potation, modification,&lt;br /&gt;
correction, addition, extension, upgrade,&lt;br /&gt;
improvement, compilation, abridgment or other&lt;br /&gt;
form in which an existing work may be recast,&lt;br /&gt;
transformed or adapted; (c) &amp;quot;Distribute&amp;quot; means to&lt;br /&gt;
reproduce, license, rent, lease, sell, broadcast,&lt;br /&gt;
publicly display, transmit or otherwise distribute;&lt;br /&gt;
(d)&amp;quot;Open Game Content&amp;quot; means the game mechanic&lt;br /&gt;
and includes the methods, procedures, processes&lt;br /&gt;
and routines to the extent such content does not&lt;br /&gt;
embody the Product Identity and is an enhancement&lt;br /&gt;
over the prior art and any additional content clearly&lt;br /&gt;
identified as Open Game Content by the Contributor,&lt;br /&gt;
and means any work covered by this License,&lt;br /&gt;
including translations and derivative works under&lt;br /&gt;
copyright law, but specifically excludes Product&lt;br /&gt;
Identity. (e) &amp;quot;Product Identity&amp;quot; means product and&lt;br /&gt;
product line names, logos and identifying marks&lt;br /&gt;
including trade dress; artifacts; creatures characters;&lt;br /&gt;
stories, storylines, plots, thematic elements, dialogue,&lt;br /&gt;
incidents, language, artwork, symbols, designs,&lt;br /&gt;
depictions, likenesses, formats, poses, concepts,&lt;br /&gt;
themes and graphic, photographic and other visual&lt;br /&gt;
or audio representations; names and descriptions of&lt;br /&gt;
characters, spells, enchantments, personalities,&lt;br /&gt;
teams, personas, likenesses and special abilities;&lt;br /&gt;
places, locations, environments, creatures,&lt;br /&gt;
equipment, magical or supernatural abilities or&lt;br /&gt;
effects, logos, symbols, or graphic designs; and any&lt;br /&gt;
other trademark or registered trademark clearly&lt;br /&gt;
identified as Product identity by the owner of the&lt;br /&gt;
Product Identity, and which specifically excludes the&lt;br /&gt;
Open Game Content; (f) &amp;quot;Trademark&amp;quot; means the&lt;br /&gt;
logos, names, mark, sign, motto, designs that are&lt;br /&gt;
used by a Contributor to identify itself or its&lt;br /&gt;
products or the associated products contributed to&lt;br /&gt;
the Open Game License by the Contributor (g) &amp;quot;Use&amp;quot;,&lt;br /&gt;
&amp;quot;Used&amp;quot; or &amp;quot;Using&amp;quot; means to use, Distribute, copy, edit,&lt;br /&gt;
format, modify, translate and otherwise create&lt;br /&gt;
Derivative Material of Open Game Content. (h) &amp;quot;You&amp;quot;&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 2&lt;br /&gt;
or &amp;quot;Your&amp;quot; means the licensee in terms of this&lt;br /&gt;
agreement.&lt;br /&gt;
2. The License: This License applies to any Open&lt;br /&gt;
Game Content that contains a notice indicating that&lt;br /&gt;
the Open Game Content may only be Used under and&lt;br /&gt;
in terms of this License. You must affix such a notice&lt;br /&gt;
to any Open Game Content that you Use. No terms&lt;br /&gt;
may be added to or subtracted from this License&lt;br /&gt;
except as described by the License itself. No other&lt;br /&gt;
terms or conditions may be applied to any Open&lt;br /&gt;
Game Content distributed using this License.&lt;br /&gt;
3.Offer and Acceptance: By Using the Open Game&lt;br /&gt;
Content You indicate Your acceptance of the terms of&lt;br /&gt;
this License.&lt;br /&gt;
4. Grant and Consideration: In consideration for&lt;br /&gt;
agreeing to use this License, the Contributors grant&lt;br /&gt;
You a perpetual, worldwide, royalty-­‐‑free, non-­‐‑&lt;br /&gt;
exclusive license with the exact terms of this License&lt;br /&gt;
to Use, the Open Game Content.&lt;br /&gt;
5.Representation of Authority to Contribute: If You&lt;br /&gt;
are contributing original material as Open Game&lt;br /&gt;
Content, You represent that Your Contributions are&lt;br /&gt;
Your original creation and/or You have sufficient&lt;br /&gt;
rights to grant the rights conveyed by this License.&lt;br /&gt;
6.Notice of License Copyright: You must update the&lt;br /&gt;
COPYRIGHT NOTICE portion of this License to&lt;br /&gt;
include the exact text of the COPYRIGHT NOTICE of&lt;br /&gt;
any Open Game Content You are copying, modifying&lt;br /&gt;
or distributing, and You must add the title, the&lt;br /&gt;
copyright date, and the copyright holder&#039;s name to&lt;br /&gt;
the COPYRIGHT NOTICE of any original Open Game&lt;br /&gt;
Content you Distribute.&lt;br /&gt;
7. Use of Product Identity: You agree not to Use any&lt;br /&gt;
Product Identity, including as an indication as to&lt;br /&gt;
compatibility, except as expressly licensed in&lt;br /&gt;
another, independent Agreement with the owner of&lt;br /&gt;
each element of that Product Identity. You agree not&lt;br /&gt;
to indicate compatibility or co-­‐‑adaptability with any&lt;br /&gt;
Trademark or Registered Trademark in conjunction&lt;br /&gt;
with a work containing Open Game Content except&lt;br /&gt;
as expressly licensed in another, independent&lt;br /&gt;
Agreement with the owner of such Trademark or&lt;br /&gt;
Registered Trademark. The use of any Product&lt;br /&gt;
Identity in Open Game Content does not constitute a&lt;br /&gt;
challenge to the ownership of that Product Identity.&lt;br /&gt;
The owner of any Product Identity used in Open&lt;br /&gt;
Game Content shall retain all rights, title and interest&lt;br /&gt;
in and to that Product Identity.&lt;br /&gt;
8. Identification: If you distribute Open Game&lt;br /&gt;
Content You must clearly indicate which portions of&lt;br /&gt;
the work that you are distributing are Open Game&lt;br /&gt;
Content.&lt;br /&gt;
9. Updating the License: Wizards or its designated&lt;br /&gt;
Agents may publish updated versions of this License.&lt;br /&gt;
You may use any authorized version of this License&lt;br /&gt;
to copy, modify and distribute any Open Game&lt;br /&gt;
Content originally distributed under any version of&lt;br /&gt;
this License.&lt;br /&gt;
10. Copy of this License: You MUST include a copy of&lt;br /&gt;
this License with every copy of the Open Game&lt;br /&gt;
Content You Distribute.&lt;br /&gt;
11. Use of Contributor Credits: You may not market&lt;br /&gt;
or advertise the Open Game Content using the name&lt;br /&gt;
of any Contributor unless You have written&lt;br /&gt;
permission from the Contributor to do so.&lt;br /&gt;
12. Inability to Comply: If it is impossible for You to&lt;br /&gt;
comply with any of the terms of this License with&lt;br /&gt;
respect to some or all of the Open Game Content due&lt;br /&gt;
to statute, judicial order, or governmental regulation&lt;br /&gt;
then You may not Use any Open Game Material so&lt;br /&gt;
affected.&lt;br /&gt;
13. Termination: This License will terminate&lt;br /&gt;
automatically if You fail to comply with all terms&lt;br /&gt;
herein and fail to cure such breach within 30 days of&lt;br /&gt;
becoming aware of the breach. All sublicenses shall&lt;br /&gt;
survive the termination of this License.&lt;br /&gt;
14. Reformation: If any provision of this License is&lt;br /&gt;
held to be unenforceable, such provision shall be&lt;br /&gt;
reformed only to the extent necessary to make it&lt;br /&gt;
enforceable.&lt;br /&gt;
15. COPYRIGHT NOTICE&lt;br /&gt;
Open Game License v 1.0a Copyright 2000, Wizards&lt;br /&gt;
of the Coast, LLC.&lt;br /&gt;
System Reference Document 5.1 Copyright 2016,&lt;br /&gt;
Wizards of the Coast, Inc.; Authors Mike Mearls,&lt;br /&gt;
Jeremy Crawford, Chris Perkins, Rodney Thompson,&lt;br /&gt;
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.&lt;br /&gt;
Cordell, Chris Sims, and Steve Townshend, based on&lt;br /&gt;
original material by E. Gary Gygax and Dave Arneson.&lt;br /&gt;
END OF LICENSE&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 3&lt;br /&gt;
If you note any errors in this document, please let us know by&lt;br /&gt;
emailing askdnd@wizards.com.&lt;br /&gt;
Races&lt;br /&gt;
Racial Traits&lt;br /&gt;
The description of each race includes racial traits&lt;br /&gt;
that are common to members of that race. The&lt;br /&gt;
following entries appear among the traits of most&lt;br /&gt;
races.&lt;br /&gt;
Ability Score Increase&lt;br /&gt;
Every race increases one or more of a character’s&lt;br /&gt;
ability scores.&lt;br /&gt;
Age&lt;br /&gt;
The age entry notes the age when a member of the&lt;br /&gt;
race is considered an adult, as well as the race’s&lt;br /&gt;
expected lifespan. This information can help you&lt;br /&gt;
decide how old your character is at the start of the&lt;br /&gt;
game. You can choose any age for your character,&lt;br /&gt;
which could provide an explanation for some of your&lt;br /&gt;
ability scores. For example, if you play a young or&lt;br /&gt;
very old character, your age could explain a&lt;br /&gt;
particularly low Strength or Constitution score,&lt;br /&gt;
while advanced age could account for a high&lt;br /&gt;
Intelligence or Wisdom.&lt;br /&gt;
Alignment&lt;br /&gt;
Most races have tendencies toward certain&lt;br /&gt;
alignments, described in this entry. These are not&lt;br /&gt;
binding for player characters, but considering why&lt;br /&gt;
your dwarf is chaotic, for example, in defiance of&lt;br /&gt;
lawful dwarf society can help you better define your&lt;br /&gt;
character.&lt;br /&gt;
Size&lt;br /&gt;
Characters of most races are Medium, a size category&lt;br /&gt;
including creatures that are roughly 4 to 8 feet tall.&lt;br /&gt;
Members of a few races are Small (between 2 and 4&lt;br /&gt;
feet tall), which means that certain rules of the game&lt;br /&gt;
affect them differently. The most important of these&lt;br /&gt;
rules is that Small characters have trouble wielding&lt;br /&gt;
heavy weapons, as explained in “Equipment.”&lt;br /&gt;
Speed&lt;br /&gt;
Your speed determines how far you can move when&lt;br /&gt;
traveling ( “Adventuring”) and fighting (“Combat”).&lt;br /&gt;
Languages&lt;br /&gt;
By virtue of your race, your character can speak,&lt;br /&gt;
read, and write certain languages.&lt;br /&gt;
Subraces&lt;br /&gt;
Some races have subraces. Members of a subrace&lt;br /&gt;
have the traits of the parent race in addition to the&lt;br /&gt;
traits specified for their subrace. Relationships&lt;br /&gt;
among subraces vary significantly from race to race&lt;br /&gt;
and world to world.&lt;br /&gt;
Dwarf&lt;br /&gt;
Dwarf Traits&lt;br /&gt;
Your dwarf character has an assortment of inborn&lt;br /&gt;
abilities, part and parcel of dwarven nature.&lt;br /&gt;
Ability Score Increase. Your Constitution score&lt;br /&gt;
increases by 2.&lt;br /&gt;
Age. Dwarves mature at the same rate as humans,&lt;br /&gt;
but they’re considered young until they reach the&lt;br /&gt;
age of 50. On average, they live about 350 years.&lt;br /&gt;
Alignment. Most dwarves are lawful, believing&lt;br /&gt;
firmly in the benefits of a well-­‐‑ordered society. They&lt;br /&gt;
tend toward good as well, with a strong sense of fair&lt;br /&gt;
play and a belief that everyone deserves to share in&lt;br /&gt;
the benefits of a just order.&lt;br /&gt;
Size. Dwarves stand between 4 and 5 feet tall and&lt;br /&gt;
average about 150 pounds. Your size is Medium.&lt;br /&gt;
Speed. Your base walking speed is 25 feet. Your&lt;br /&gt;
speed is not reduced by wearing heavy armor.&lt;br /&gt;
Darkvision. Accustomed to life underground, you&lt;br /&gt;
have superior vision in dark and dim conditions. You&lt;br /&gt;
can see in dim light within 60 feet of you as if it were&lt;br /&gt;
bright light, and in darkness as if it were dim light.&lt;br /&gt;
You can’t discern color in darkness, only shades of&lt;br /&gt;
gray.&lt;br /&gt;
Dwarven Resilience. You have advantage on&lt;br /&gt;
saving throws against poison, and you have&lt;br /&gt;
resistance against poison damage.&lt;br /&gt;
Dwarven Combat Training. You have proficiency&lt;br /&gt;
with the battleaxe, handaxe, light hammer, and&lt;br /&gt;
warhammer.&lt;br /&gt;
Tool Proficiency. You gain proficiency with the&lt;br /&gt;
artisan’s tools of your choice: smith’s tools, brewer’s&lt;br /&gt;
supplies, or mason’s tools.&lt;br /&gt;
Stonecunning. Whenever you make an&lt;br /&gt;
Intelligence (History) check related to the origin of&lt;br /&gt;
stonework, you are considered proficient in the&lt;br /&gt;
History skill and add double your proficiency bonus&lt;br /&gt;
to the check, instead of your normal proficiency&lt;br /&gt;
bonus.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common and Dwarvish. Dwarvish is full of hard&lt;br /&gt;
consonants and guttural sounds, and those&lt;br /&gt;
characteristics spill over into whatever other&lt;br /&gt;
language a dwarf might speak.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 4&lt;br /&gt;
Hill Dwarf&lt;br /&gt;
As a hill dwarf, you have keen senses, deep intuition,&lt;br /&gt;
and remarkable resilience.&lt;br /&gt;
Ability Score Increase. Your Wisdom score&lt;br /&gt;
increases by 1.&lt;br /&gt;
Dwarven Toughness. Your hit point maximum&lt;br /&gt;
increases by 1, and it increases by 1 every time you&lt;br /&gt;
gain a level.&lt;br /&gt;
Elf&lt;br /&gt;
Elf Traits&lt;br /&gt;
Your elf character has a variety of natural abilities,&lt;br /&gt;
the result of thousands of years of elven refinement.&lt;br /&gt;
Ability Score Increase. Your Dexterity score&lt;br /&gt;
increases by 2.&lt;br /&gt;
Age. Although elves reach physical maturity at&lt;br /&gt;
about the same age as humans, the elven&lt;br /&gt;
understanding of adulthood goes beyond physical&lt;br /&gt;
growth to encompass worldly experience. An elf&lt;br /&gt;
typically claims adulthood and an adult name&lt;br /&gt;
around the age of 100 and can live to be 750 years&lt;br /&gt;
old.&lt;br /&gt;
Alignment. Elves love freedom, variety, and self-­‐‑&lt;br /&gt;
expression, so they lean strongly toward the gentler&lt;br /&gt;
aspects of chaos. They value and protect others’&lt;br /&gt;
freedom as well as their own, and they are more&lt;br /&gt;
often good than not.&lt;br /&gt;
Size. Elves range from under 5 to over 6 feet tall&lt;br /&gt;
and have slender builds. Your size is Medium.&lt;br /&gt;
Speed. Your base walking speed is 30 feet.&lt;br /&gt;
Darkvision. Accustomed to twilit forests and the&lt;br /&gt;
night sky, you have superior vision in dark and dim&lt;br /&gt;
conditions. You can see in dim light within 60 feet of&lt;br /&gt;
you as if it were bright light, and in darkness as if it&lt;br /&gt;
were dim light. You can’t discern color in darkness,&lt;br /&gt;
only shades of gray.&lt;br /&gt;
Keen Senses. You have proficiency in the&lt;br /&gt;
Perception skill.&lt;br /&gt;
Fey Ancestry. You have advantage on saving&lt;br /&gt;
throws against being charmed, and magic can’t put&lt;br /&gt;
you to sleep.&lt;br /&gt;
Trance. Elves don’t need to sleep. Instead, they&lt;br /&gt;
meditate deeply, remaining semiconscious, for 4&lt;br /&gt;
hours a day. (The Common word for such meditation&lt;br /&gt;
is “trance.”) While meditating, you can dream after a&lt;br /&gt;
fashion; such dreams are actually mental exercises&lt;br /&gt;
that have become reflexive through years of practice.&lt;br /&gt;
After resting in this way, you gain the same benefit&lt;br /&gt;
that a human does from 8 hours of sleep.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common and Elvish. Elvish is fluid, with subtle&lt;br /&gt;
intonations and intricate grammar. Elven literature&lt;br /&gt;
is rich and varied, and their songs and poems are&lt;br /&gt;
famous among other races. Many bards learn their&lt;br /&gt;
language so they can add Elvish ballads to their&lt;br /&gt;
repertoires.&lt;br /&gt;
High Elf&lt;br /&gt;
As a high elf, you have a keen mind and a mastery of&lt;br /&gt;
at least the basics of magic. In many fantasy gaming&lt;br /&gt;
worlds, there are two kinds of high elves. One type is&lt;br /&gt;
haughty and reclusive, believing themselves to be&lt;br /&gt;
superior to non-­‐‑elves and even other elves. The&lt;br /&gt;
other type is more common and more friendly, and&lt;br /&gt;
often encountered among humans and other races.&lt;br /&gt;
Ability Score Increase. Your Intelligence score&lt;br /&gt;
increases by 1.&lt;br /&gt;
Elf Weapon Training. You have proficiency with&lt;br /&gt;
the longsword, shortsword, shortbow, and longbow.&lt;br /&gt;
Cantrip. You know one cantrip of your choice&lt;br /&gt;
from the wizard spell list. Intelligence is your&lt;br /&gt;
spellcasting ability for it.&lt;br /&gt;
Extra Language. You can speak, read, and write&lt;br /&gt;
one extra language of your choice.&lt;br /&gt;
Halfling&lt;br /&gt;
Halfling Traits&lt;br /&gt;
Your halfling character has a number of traits in&lt;br /&gt;
common with all other halflings.&lt;br /&gt;
Ability Score Increase. Your Dexterity score&lt;br /&gt;
increases by 2.&lt;br /&gt;
Age. A halfling reaches adulthood at the age of 20&lt;br /&gt;
and generally lives into the middle of his or her&lt;br /&gt;
second century.&lt;br /&gt;
Alignment. Most halflings are lawful good. As a&lt;br /&gt;
rule, they are good-­‐‑hearted and kind, hate to see&lt;br /&gt;
others in pain, and have no tolerance for oppression.&lt;br /&gt;
They are also very orderly and traditional, leaning&lt;br /&gt;
heavily on the support of their community and the&lt;br /&gt;
comfort of their old ways.&lt;br /&gt;
Size. Halflings average about 3 feet tall and weigh&lt;br /&gt;
about 40 pounds. Your size is Small.&lt;br /&gt;
Speed. Your base walking speed is 25 feet.&lt;br /&gt;
Lucky. When you roll a 1 on the d20 for an attack&lt;br /&gt;
roll, ability check, or saving throw, you can reroll the&lt;br /&gt;
die and must use the new roll.&lt;br /&gt;
Brave. You have advantage on saving throws&lt;br /&gt;
against being frightened.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 5&lt;br /&gt;
Halfling Nimbleness. You can move through the&lt;br /&gt;
space of any creature that is of a size larger than&lt;br /&gt;
yours.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common and Halfling. The Halfling language isn’t&lt;br /&gt;
secret, but halflings are loath to share it with others.&lt;br /&gt;
They write very little, so they don’t have a rich body&lt;br /&gt;
of literature. Their oral tradition, however, is very&lt;br /&gt;
strong. Almost all halflings speak Common to&lt;br /&gt;
converse with the people in whose lands they dwell&lt;br /&gt;
or through which they are traveling.&lt;br /&gt;
Lightfoot&lt;br /&gt;
As a lightfoot halfling, you can easily hide from&lt;br /&gt;
notice, even using other people as cover. You’re&lt;br /&gt;
inclined to be affable and get along well with others.&lt;br /&gt;
Lightfoots are more prone to wanderlust than&lt;br /&gt;
other halflings, and often dwell alongside other races&lt;br /&gt;
or take up a nomadic life.&lt;br /&gt;
Ability Score Increase. Your Charisma score&lt;br /&gt;
increases by 1.&lt;br /&gt;
Naturally Stealthy. You can attempt to hide even&lt;br /&gt;
when you are obscured only by a creature that is at&lt;br /&gt;
least one size larger than you.&lt;br /&gt;
Human&lt;br /&gt;
Human Traits&lt;br /&gt;
It’s hard to make generalizations about humans, but&lt;br /&gt;
your human character has these traits.&lt;br /&gt;
Ability Score Increase. Your ability scores each&lt;br /&gt;
increase by 1.&lt;br /&gt;
Age. Humans reach adulthood in their late teens&lt;br /&gt;
and live less than a century.&lt;br /&gt;
Alignment. Humans tend toward no particular&lt;br /&gt;
alignment. The best and the worst are found among&lt;br /&gt;
them.&lt;br /&gt;
Size. Humans vary widely in height and build,&lt;br /&gt;
from barely 5 feet to well over 6 feet tall. Regardless&lt;br /&gt;
of your position in that range, your size is Medium.&lt;br /&gt;
Speed. Your base walking speed is 30 feet.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common and one extra language of your choice.&lt;br /&gt;
Humans typically learn the languages of other&lt;br /&gt;
peoples they deal with, including obscure dialects.&lt;br /&gt;
They are fond of sprinkling their speech with words&lt;br /&gt;
borrowed from other tongues: Orc curses, Elvish&lt;br /&gt;
musical expressions, Dwarvish military phrases, and&lt;br /&gt;
so on.&lt;br /&gt;
Dragonborn&lt;br /&gt;
Dragonborn Traits&lt;br /&gt;
Your draconic heritage manifests in a variety of&lt;br /&gt;
traits you share with other dragonborn.&lt;br /&gt;
Ability Score Increase. Your Strength score&lt;br /&gt;
increases by 2, and your Charisma score increases&lt;br /&gt;
by 1.&lt;br /&gt;
Age. Young dragonborn grow quickly. They walk&lt;br /&gt;
hours after hatching, attain the size and&lt;br /&gt;
development of a 10-­‐‑year-­‐‑old human child by the&lt;br /&gt;
age of 3, and reach adulthood by 15. They live to be&lt;br /&gt;
around 80.&lt;br /&gt;
Alignment. Dragonborn tend to extremes, making&lt;br /&gt;
a conscious choice for one side or the other in the&lt;br /&gt;
cosmic war between good and evil. Most dragonborn&lt;br /&gt;
are good, but those who side with evil can be terrible&lt;br /&gt;
villains.&lt;br /&gt;
Size. Dragonborn are taller and heavier than&lt;br /&gt;
humans, standing well over 6 feet tall and averaging&lt;br /&gt;
almost 250 pounds. Your size is Medium.&lt;br /&gt;
Speed. Your base walking speed is 30 feet.&lt;br /&gt;
Draconic Ancestry&lt;br /&gt;
Dragon Damage Type Breath Weapon&lt;br /&gt;
Black Acid 5 by 30 ft. line (Dex. save)&lt;br /&gt;
Blue Lightning 5 by 30 ft. line (Dex. save)&lt;br /&gt;
Brass Fire 5 by 30 ft. line (Dex. save)&lt;br /&gt;
Bronze Lightning 5 by 30 ft. line (Dex. save)&lt;br /&gt;
Copper Acid 5 by 30 ft. line (Dex. save)&lt;br /&gt;
Gold Fire 15 ft. cone (Dex. save)&lt;br /&gt;
Green Poison 15 ft. cone (Con. save)&lt;br /&gt;
Red Fire 15 ft. cone (Dex. save)&lt;br /&gt;
Silver Cold 15 ft. cone (Con. save)&lt;br /&gt;
White Cold 15 ft. cone (Con. save)&lt;br /&gt;
Draconic Ancestry. You have draconic ancestry.&lt;br /&gt;
Choose one type of dragon from the Draconic&lt;br /&gt;
Ancestry table. Your breath weapon and damage&lt;br /&gt;
resistance are determined by the dragon type, as&lt;br /&gt;
shown in the table.&lt;br /&gt;
Breath Weapon. You can use your action to&lt;br /&gt;
exhale destructive energy. Your draconic ancestry&lt;br /&gt;
determines the size, shape, and damage type of the&lt;br /&gt;
exhalation.&lt;br /&gt;
When you use your breath weapon, each creature&lt;br /&gt;
in the area of the exhalation must make a saving&lt;br /&gt;
throw, the type of which is determined by your&lt;br /&gt;
draconic ancestry. The DC for this saving throw&lt;br /&gt;
equals 8 + your Constitution modifier + your&lt;br /&gt;
proficiency bonus. A creature takes 2d6 damage on a&lt;br /&gt;
failed save, and half as much damage on a successful&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 6&lt;br /&gt;
one. The damage increases to 3d6 at 6th level, 4d6 at&lt;br /&gt;
11th level, and 5d6 at 16th level.&lt;br /&gt;
After you use your breath weapon, you can’t use it&lt;br /&gt;
again until you complete a short or long rest.&lt;br /&gt;
Damage Resistance. You have resistance to the&lt;br /&gt;
damage type associated with your draconic ancestry.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common and Draconic. Draconic is thought to be one&lt;br /&gt;
of the oldest languages and is often used in the study&lt;br /&gt;
of magic. The language sounds harsh to most other&lt;br /&gt;
creatures and includes numerous hard consonants&lt;br /&gt;
and sibilants.&lt;br /&gt;
Gnome&lt;br /&gt;
Gnome Traits&lt;br /&gt;
Your gnome character has certain characteristics in&lt;br /&gt;
common with all other gnomes.&lt;br /&gt;
Ability Score Increase. Your Intelligence score&lt;br /&gt;
increases by 2.&lt;br /&gt;
Age. Gnomes mature at the same rate humans do,&lt;br /&gt;
and most are expected to settle down into an adult&lt;br /&gt;
life by around age 40. They can live 350 to almost&lt;br /&gt;
500 years.&lt;br /&gt;
Alignment. Gnomes are most often good. Those&lt;br /&gt;
who tend toward law are sages, engineers,&lt;br /&gt;
researchers, scholars, investigators, or inventors.&lt;br /&gt;
Those who tend toward chaos are minstrels,&lt;br /&gt;
tricksters, wanderers, or fanciful jewelers. Gnomes&lt;br /&gt;
are good-­‐‑hearted, and even the tricksters among&lt;br /&gt;
them are more playful than vicious.&lt;br /&gt;
Size. Gnomes are between 3 and 4 feet tall and&lt;br /&gt;
average about 40 pounds. Your size is Small.&lt;br /&gt;
Speed. Your base walking speed is 25 feet.&lt;br /&gt;
Darkvision. Accustomed to life underground, you&lt;br /&gt;
have superior vision in dark and dim conditions. You&lt;br /&gt;
can see in dim light within 60 feet of you as if it were&lt;br /&gt;
bright light, and in darkness as if it were dim light.&lt;br /&gt;
You can’t discern color in darkness, only shades of&lt;br /&gt;
gray.&lt;br /&gt;
Gnome Cunning. You have advantage on all&lt;br /&gt;
Intelligence, Wisdom, and Charisma saving throws&lt;br /&gt;
against magic.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common and Gnomish. The Gnomish language,&lt;br /&gt;
which uses the Dwarvish script, is renowned for its&lt;br /&gt;
technical treatises and its catalogs of knowledge&lt;br /&gt;
about the natural world.&lt;br /&gt;
Rock Gnome&lt;br /&gt;
As a rock gnome, you have a natural inventiveness&lt;br /&gt;
and hardiness beyond that of other gnomes.&lt;br /&gt;
Ability Score Increase. Your Constitution score&lt;br /&gt;
increases by 1.&lt;br /&gt;
Artificer’s Lore. Whenever you make an&lt;br /&gt;
Intelligence (History) check related to magic items,&lt;br /&gt;
alchemical objects, or technological devices, you can&lt;br /&gt;
add twice your proficiency bonus, instead of any&lt;br /&gt;
proficiency bonus you normally apply.&lt;br /&gt;
Tinker. You have proficiency with artisan’s tools&lt;br /&gt;
(tinker’s tools). Using those tools, you can spend 1&lt;br /&gt;
hour and 10 gp worth of materials to construct a&lt;br /&gt;
Tiny clockwork device (AC 5, 1 hp). The device&lt;br /&gt;
ceases to function after 24 hours (unless you spend&lt;br /&gt;
1 hour repairing it to keep the device functioning),&lt;br /&gt;
or when you use your action to dismantle it; at that&lt;br /&gt;
time, you can reclaim the materials used to create it.&lt;br /&gt;
You can have up to three such devices active at a&lt;br /&gt;
time.&lt;br /&gt;
When you create a device, choose one of the&lt;br /&gt;
following options:&lt;br /&gt;
Clockwork Toy. This toy is a clockwork animal,&lt;br /&gt;
monster, or person, such as a frog, mouse, bird,&lt;br /&gt;
dragon, or soldier. When placed on the ground, the&lt;br /&gt;
toy moves 5 feet across the ground on each of your&lt;br /&gt;
turns in a random direction. It makes noises as&lt;br /&gt;
appropriate to the creature it represents.&lt;br /&gt;
Fire Starter. The device produces a miniature flame,&lt;br /&gt;
which you can use to light a candle, torch, or&lt;br /&gt;
campfire. Using the device requires your action.&lt;br /&gt;
Music Box. When opened, this music box plays a&lt;br /&gt;
single song at a moderate volume. The box stops&lt;br /&gt;
playing when it reaches the song’s end or when it&lt;br /&gt;
is closed.&lt;br /&gt;
Half-Elf&lt;br /&gt;
Half-Elf Traits&lt;br /&gt;
Your half-­‐‑elf character has some qualities in&lt;br /&gt;
common with elves and some that are unique to&lt;br /&gt;
half-­‐‑elves.&lt;br /&gt;
Ability Score Increase. Your Charisma score&lt;br /&gt;
increases by 2, and two other ability scores of your&lt;br /&gt;
choice increase by 1.&lt;br /&gt;
Age. Half-­‐‑elves mature at the same rate humans&lt;br /&gt;
do and reach adulthood around the age of 20. They&lt;br /&gt;
live much longer than humans, however, often&lt;br /&gt;
exceeding 180 years.&lt;br /&gt;
Alignment. Half-­‐‑elves share the chaotic bent of&lt;br /&gt;
their elven heritage. They value both personal&lt;br /&gt;
freedom and creative expression, demonstrating&lt;br /&gt;
neither love of leaders nor desire for followers. They&lt;br /&gt;
chafe at rules, resent others’ demands, and&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 7&lt;br /&gt;
sometimes prove unreliable, or at least&lt;br /&gt;
unpredictable.&lt;br /&gt;
Size. Half-­‐‑elves are about the same size as humans,&lt;br /&gt;
ranging from 5 to 6 feet tall. Your size is Medium.&lt;br /&gt;
Speed. Your base walking speed is 30 feet.&lt;br /&gt;
Darkvision. Thanks to your elf blood, you have&lt;br /&gt;
superior vision in dark and dim conditions. You can&lt;br /&gt;
see in dim light within 60 feet of you as if it were&lt;br /&gt;
bright light, and in darkness as if it were dim light.&lt;br /&gt;
You can’t discern color in darkness, only shades of&lt;br /&gt;
gray.&lt;br /&gt;
Fey Ancestry. You have advantage on saving&lt;br /&gt;
throws against being charmed, and magic can’t put&lt;br /&gt;
you to sleep.&lt;br /&gt;
Skill Versatility. You gain proficiency in two skills&lt;br /&gt;
of your choice.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common, Elvish, and one extra language of your&lt;br /&gt;
choice.&lt;br /&gt;
Half-Orc&lt;br /&gt;
Half-Orc Traits&lt;br /&gt;
Your half-­‐‑orc character has certain traits deriving&lt;br /&gt;
from your orc ancestry.&lt;br /&gt;
Ability Score Increase. Your Strength score&lt;br /&gt;
increases by 2, and your Constitution score increases&lt;br /&gt;
by 1.&lt;br /&gt;
Age. Half-­‐‑orcs mature a little faster than humans,&lt;br /&gt;
reaching adulthood around age 14. They age&lt;br /&gt;
noticeably faster and rarely live longer than 75 years.&lt;br /&gt;
Alignment. Half-­‐‑orcs inherit a tendency toward&lt;br /&gt;
chaos from their orc parents and are not strongly&lt;br /&gt;
inclined toward good. Half-­‐‑orcs raised among orcs&lt;br /&gt;
and willing to live out their lives among them are&lt;br /&gt;
usually evil.&lt;br /&gt;
Size. Half-­‐‑orcs are somewhat larger and bulkier&lt;br /&gt;
than humans, and they range from 5 to well over 6&lt;br /&gt;
feet tall. Your size is Medium.&lt;br /&gt;
Speed. Your base walking speed is 30 feet.&lt;br /&gt;
Darkvision. Thanks to your orc blood, you have&lt;br /&gt;
superior vision in dark and dim conditions. You can&lt;br /&gt;
see in dim light within 60 feet of you as if it were&lt;br /&gt;
bright light, and in darkness as if it were dim light.&lt;br /&gt;
You can’t discern color in darkness, only shades of&lt;br /&gt;
gray.&lt;br /&gt;
Menacing. You gain proficiency in the&lt;br /&gt;
Intimidation skill.&lt;br /&gt;
Relentless Endurance. When you are reduced to 0&lt;br /&gt;
hit points but not killed outright, you can drop to 1&lt;br /&gt;
hit point instead. You can’t use this feature again&lt;br /&gt;
until you finish a long rest.&lt;br /&gt;
Savage Attacks. When you score a critical hit with&lt;br /&gt;
a melee weapon attack, you can roll one of the&lt;br /&gt;
weapon’s damage dice one additional time and add it&lt;br /&gt;
to the extra damage of the critical hit.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common and Orc. Orc is a harsh, grating language&lt;br /&gt;
with hard consonants. It has no script of its own but&lt;br /&gt;
is written in the Dwarvish script.&lt;br /&gt;
Tiefling&lt;br /&gt;
Tiefling Traits&lt;br /&gt;
Tieflings share certain racial traits as a result of their&lt;br /&gt;
infernal descent.&lt;br /&gt;
Ability Score Increase. Your Intelligence score&lt;br /&gt;
increases by 1, and your Charisma score increases&lt;br /&gt;
by 2.&lt;br /&gt;
Age. Tieflings mature at the same rate as humans&lt;br /&gt;
but live a few years longer.&lt;br /&gt;
Alignment. Tieflings might not have an innate&lt;br /&gt;
tendency toward evil, but many of them end up&lt;br /&gt;
there. Evil or not, an independent nature inclines&lt;br /&gt;
many tieflings toward a chaotic alignment.&lt;br /&gt;
Size. Tieflings are about the same size and build as&lt;br /&gt;
humans. Your size is Medium.&lt;br /&gt;
Speed. Your base walking speed is 30 feet.&lt;br /&gt;
Darkvision. Thanks to your infernal heritage, you&lt;br /&gt;
have superior vision in dark and dim conditions. You&lt;br /&gt;
can see in dim light within 60 feet of you as if it were&lt;br /&gt;
bright light, and in darkness as if it were dim light.&lt;br /&gt;
You can’t discern color in darkness, only shades of&lt;br /&gt;
gray.&lt;br /&gt;
Hellish Resistance. You have resistance to fire&lt;br /&gt;
damage.&lt;br /&gt;
Infernal Legacy. You know the thaumaturgy&lt;br /&gt;
cantrip. When you reach 3rd level, you can cast the&lt;br /&gt;
hellish rebuke spell as a 2nd-­‐‑level spell once with this&lt;br /&gt;
trait and regain the ability to do so when you finish a&lt;br /&gt;
long rest. When you reach 5th level, you can cast the&lt;br /&gt;
darkness spell once with this trait and regain the&lt;br /&gt;
ability to do so when you finish a long rest. Charisma&lt;br /&gt;
is your spellcasting ability for these spells.&lt;br /&gt;
Languages. You can speak, read, and write&lt;br /&gt;
Common and Infernal.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 8&lt;br /&gt;
Barbarian&lt;br /&gt;
Class Features&lt;br /&gt;
As a barbarian, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d12 per barbarian level&lt;br /&gt;
Hit Points at 1st Level: 12 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d12 (or 7) + your&lt;br /&gt;
Constitution modifier per barbarian level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: Light armor, medium armor, shields&lt;br /&gt;
Weapons: Simple weapons, martial weapons&lt;br /&gt;
Tools: None&lt;br /&gt;
Saving Throws: Strength, Constitution&lt;br /&gt;
Skills: Choose two from Animal Handling, Athletics,&lt;br /&gt;
Intimidation, Nature, Perception, and Survival&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a greataxe or (b) any martial melee weapon&lt;br /&gt;
• (a) two handaxes or (b) any simple weapon&lt;br /&gt;
• An explorer’s pack and four javelins&lt;br /&gt;
The Barbarian&lt;br /&gt;
Level&lt;br /&gt;
Proficiency&lt;br /&gt;
Bonus Features Rages&lt;br /&gt;
Rage&lt;br /&gt;
Damage&lt;br /&gt;
1st +2 Rage,&lt;br /&gt;
Unarmored&lt;br /&gt;
Defense&lt;br /&gt;
2 +2&lt;br /&gt;
2nd +2 Reckless&lt;br /&gt;
Attack,&lt;br /&gt;
Danger Sense&lt;br /&gt;
2 +2&lt;br /&gt;
3rd +2 Primal Path 3 +2&lt;br /&gt;
4th +2 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
3 +2&lt;br /&gt;
5th +3 Extra Attack,&lt;br /&gt;
Fast&lt;br /&gt;
Movement&lt;br /&gt;
3 +2&lt;br /&gt;
6th +3 Path feature 4 +2&lt;br /&gt;
7th +3 Feral Instinct 4 +2&lt;br /&gt;
8th +3 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
4 +2&lt;br /&gt;
9th +4 Brutal Critical&lt;br /&gt;
(1 die)&lt;br /&gt;
4 +3&lt;br /&gt;
10th +4 Path feature 4 +3&lt;br /&gt;
11th +4 Relentless 4 +3&lt;br /&gt;
Rage&lt;br /&gt;
12th +4 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
5 +3&lt;br /&gt;
13th +5 Brutal Critical&lt;br /&gt;
(2 dice)&lt;br /&gt;
5 +3&lt;br /&gt;
14th +5 Path feature 5 +3&lt;br /&gt;
15th +5 Persistent&lt;br /&gt;
Rage&lt;br /&gt;
5 +3&lt;br /&gt;
16th +5 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
5 +4&lt;br /&gt;
17th +6 Brutal Critical&lt;br /&gt;
(3 dice)&lt;br /&gt;
6 +4&lt;br /&gt;
18th +6 Indomitable&lt;br /&gt;
Might&lt;br /&gt;
6 +4&lt;br /&gt;
19th +6 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
6 +4&lt;br /&gt;
20th +6 Primal&lt;br /&gt;
Champion&lt;br /&gt;
Unlimited +4&lt;br /&gt;
Rage&lt;br /&gt;
In battle, you fight with primal ferocity. On your turn,&lt;br /&gt;
you can enter a rage as a bonus action.&lt;br /&gt;
While raging, you gain the following benefits if you&lt;br /&gt;
aren’t wearing heavy armor:&lt;br /&gt;
• You have advantage on Strength checks and&lt;br /&gt;
Strength saving throws.&lt;br /&gt;
• When you make a melee weapon attack using&lt;br /&gt;
Strength, you gain a bonus to the damage roll that&lt;br /&gt;
increases as you gain levels as a barbarian, as&lt;br /&gt;
shown in the Rage Damage column of the&lt;br /&gt;
Barbarian table.&lt;br /&gt;
• You have resistance to bludgeoning, piercing, and&lt;br /&gt;
slashing damage.&lt;br /&gt;
If you are able to cast spells, you can’t cast them or&lt;br /&gt;
concentrate on them while raging.&lt;br /&gt;
Your rage lasts for 1 minute. It ends early if you&lt;br /&gt;
are knocked unconscious or if your turn ends and&lt;br /&gt;
you haven’t attacked a hostile creature since your&lt;br /&gt;
last turn or taken damage since then. You can also&lt;br /&gt;
end your rage on your turn as a bonus action.&lt;br /&gt;
Once you have raged the number of times shown&lt;br /&gt;
for your barbarian level in the Rages column of the&lt;br /&gt;
Barbarian table, you must finish a long rest before&lt;br /&gt;
you can rage again.&lt;br /&gt;
Unarmored Defense&lt;br /&gt;
While you are not wearing any armor, your Armor&lt;br /&gt;
Class equals 10 + your Dexterity modifier + your&lt;br /&gt;
Constitution modifier. You can use a shield and still&lt;br /&gt;
gain this benefit.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 9&lt;br /&gt;
Reckless Attack&lt;br /&gt;
Starting at 2nd level, you can throw aside all concern&lt;br /&gt;
for defense to attack with fierce desperation. When&lt;br /&gt;
you make your first attack on your turn, you can&lt;br /&gt;
decide to attack recklessly. Doing so gives you&lt;br /&gt;
advantage on melee weapon attack rolls using&lt;br /&gt;
Strength during this turn, but attack rolls against&lt;br /&gt;
you have advantage until your next turn.&lt;br /&gt;
Danger Sense&lt;br /&gt;
At 2nd level, you gain an uncanny sense of when&lt;br /&gt;
things nearby aren’t as they should be, giving you an&lt;br /&gt;
edge when you dodge away from danger.&lt;br /&gt;
You have advantage on Dexterity saving throws&lt;br /&gt;
against effects that you can see, such as traps and&lt;br /&gt;
spells. To gain this benefit, you can’t be blinded,&lt;br /&gt;
deafened, or incapacitated.&lt;br /&gt;
Primal Path&lt;br /&gt;
At 3rd level, you choose a path that shapes the&lt;br /&gt;
nature of your rage. Choose the Path of the&lt;br /&gt;
Berserker or the Path of the Totem Warrior, both&lt;br /&gt;
detailed at the end of the class description. Your&lt;br /&gt;
choice grants you features at 3rd level and again at&lt;br /&gt;
6th, 10th, and 14th levels.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Extra Attack&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead&lt;br /&gt;
of once, whenever you take the Attack action on your&lt;br /&gt;
turn.&lt;br /&gt;
Fast Movement&lt;br /&gt;
Starting at 5th level, your speed increases by 10 feet&lt;br /&gt;
while you aren’t wearing heavy armor.&lt;br /&gt;
Feral Instinct&lt;br /&gt;
By 7th level, your instincts are so honed that you&lt;br /&gt;
have advantage on initiative rolls.&lt;br /&gt;
Additionally, if you are surprised at the beginning&lt;br /&gt;
of combat and aren’t incapacitated, you can act&lt;br /&gt;
normally on your first turn, but only if you enter&lt;br /&gt;
your rage before doing anything else on that turn.&lt;br /&gt;
Brutal Critical&lt;br /&gt;
Beginning at 9th level, you can roll one additional&lt;br /&gt;
weapon damage die when determining the extra&lt;br /&gt;
damage for a critical hit with a melee attack.&lt;br /&gt;
This increases to two additional dice at 13th level&lt;br /&gt;
and three additional dice at 17th level.&lt;br /&gt;
Relentless Rage&lt;br /&gt;
Starting at 11th level, your rage can keep you&lt;br /&gt;
fighting despite grievous wounds. If you drop to 0 hit&lt;br /&gt;
points while you’re raging and don’t die outright,&lt;br /&gt;
you can make a DC 10 Constitution saving throw. If&lt;br /&gt;
you succeed, you drop to 1 hit point instead.&lt;br /&gt;
Each time you use this feature after the first, the&lt;br /&gt;
DC increases by 5. When you finish a short or long&lt;br /&gt;
rest, the DC resets to 10.&lt;br /&gt;
Persistent Rage&lt;br /&gt;
Beginning at 15th level, your rage is so fierce that it&lt;br /&gt;
ends early only if you fall unconscious or if you&lt;br /&gt;
choose to end it.&lt;br /&gt;
Indomitable Might&lt;br /&gt;
Beginning at 18th level, if your total for a Strength&lt;br /&gt;
check is less than your Strength score, you can use&lt;br /&gt;
that score in place of the total.&lt;br /&gt;
Primal Champion&lt;br /&gt;
At 20th level, you embody the power of the wilds.&lt;br /&gt;
Your Strength and Constitution scores increase by 4.&lt;br /&gt;
Your maximum for those scores is now 24.&lt;br /&gt;
Path of the Berserker&lt;br /&gt;
For some barbarians, rage is a means to an end—&lt;br /&gt;
that end being violence. The Path of the Berserker is&lt;br /&gt;
a path of untrammeled fury, slick with blood. As you&lt;br /&gt;
enter the berserker’s rage, you thrill in the chaos of&lt;br /&gt;
battle, heedless of your own health or well-­‐‑being.&lt;br /&gt;
Frenzy&lt;br /&gt;
Starting when you choose this path at 3rd level, you&lt;br /&gt;
can go into a frenzy when you rage. If you do so, for&lt;br /&gt;
the duration of your rage you can make a single&lt;br /&gt;
melee weapon attack as a bonus action on each of&lt;br /&gt;
your turns after this one. When your rage ends, you&lt;br /&gt;
suffer one level of exhaustion (as described in&lt;br /&gt;
appendix PH-­‐‑A).&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 10&lt;br /&gt;
Mindless Rage&lt;br /&gt;
Beginning at 6th level, you can’t be charmed or&lt;br /&gt;
frightened while raging. If you are charmed or&lt;br /&gt;
frightened when you enter your rage, the effect is&lt;br /&gt;
suspended for the duration of the rage.&lt;br /&gt;
Intimidating Presence&lt;br /&gt;
Beginning at 10th level, you can use your action to&lt;br /&gt;
frighten someone with your menacing presence.&lt;br /&gt;
When you do so, choose one creature that you can&lt;br /&gt;
see within 30 feet of you. If the creature can see or&lt;br /&gt;
hear you, it must succeed on a Wisdom saving throw&lt;br /&gt;
(DC equal to 8 + your proficiency bonus + your&lt;br /&gt;
Charisma modifier) or be frightened of you until the&lt;br /&gt;
end of your next turn. On subsequent turns, you can&lt;br /&gt;
use your action to extend the duration of this effect&lt;br /&gt;
on the frightened creature until the end of your next&lt;br /&gt;
turn. This effect ends if the creature ends its turn out&lt;br /&gt;
of line of sight or more than 60 feet away from you.&lt;br /&gt;
If the creature succeeds on its saving throw, you&lt;br /&gt;
can’t use this feature on that creature again for 24&lt;br /&gt;
hours.&lt;br /&gt;
Retaliation&lt;br /&gt;
Starting at 14th level, when you take damage from a&lt;br /&gt;
creature that is within 5 feet of you, you can use your&lt;br /&gt;
reaction to make a melee weapon attack against that&lt;br /&gt;
creature.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 11&lt;br /&gt;
Bard&lt;br /&gt;
Class Features&lt;br /&gt;
As a bard, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d8 per bard level&lt;br /&gt;
Hit Points at 1st Level: 8 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d8 (or 5) + your&lt;br /&gt;
Constitution modifier per bard level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: Light armor&lt;br /&gt;
Weapons: Simple weapons, hand crossbows,&lt;br /&gt;
longswords, rapiers, shortswords&lt;br /&gt;
Tools: Three musical instruments of your choice&lt;br /&gt;
Saving Throws: Dexterity, Charisma&lt;br /&gt;
Skills: Choose any three&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a rapier, (b) a longsword, or (c) any simple&lt;br /&gt;
weapon&lt;br /&gt;
• (a) a diplomat’s pack or (b) an entertainer’s pack&lt;br /&gt;
• (a) a lute or (b) any other musical instrument&lt;br /&gt;
• Leather armor and a dagger&lt;br /&gt;
The Bard&lt;br /&gt;
Proficiency Cantrips Spells —Spell Slots per Spell Level—&lt;br /&gt;
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th&lt;br /&gt;
1st +2 Spellcasting, Bardic Inspiration&lt;br /&gt;
(d6)&lt;br /&gt;
2 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
2nd +2 Jack of All Trades, Song of Rest&lt;br /&gt;
(d6)&lt;br /&gt;
2 5 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
3rd +2 Bard College, Expertise 2 6 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
4th +2 Ability Score Improvement 3 7 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
5th +3 Bardic Inspiration (d8), Font of&lt;br /&gt;
Inspiration&lt;br /&gt;
3 8 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
6th +3 Countercharm, Bard College&lt;br /&gt;
feature&lt;br /&gt;
3 9 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
7th +3 ̶ 3 10 4 3 3 1 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
8th +3 Ability Score Improvement 3 11 4 3 3 2 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 ̶ ̶ ̶ ̶&lt;br /&gt;
10th +4 Bardic Inspiration (d10),&lt;br /&gt;
Expertise, Magical Secrets&lt;br /&gt;
4 14 4 3 3 3 2 ̶ ̶ ̶ ̶&lt;br /&gt;
11th +4 ̶ 4 15 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
14th +5 Magical Secrets, Bard College&lt;br /&gt;
feature&lt;br /&gt;
4 18 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1&lt;br /&gt;
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1&lt;br /&gt;
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1&lt;br /&gt;
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1&lt;br /&gt;
Spellcasting&lt;br /&gt;
You have learned to untangle and reshape the fabric&lt;br /&gt;
of reality in harmony with your wishes and music.&lt;br /&gt;
Your spells are part of your vast repertoire, magic&lt;br /&gt;
that you can tune to different situations.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 12&lt;br /&gt;
Cantrips&lt;br /&gt;
You know two cantrips of your choice from the bard&lt;br /&gt;
spell list. You learn additional bard cantrips of your&lt;br /&gt;
choice at higher levels, as shown in the Cantrips&lt;br /&gt;
Known column of the Bard table.&lt;br /&gt;
Spell Slots&lt;br /&gt;
The Bard table shows how many spell slots you have&lt;br /&gt;
to cast your spells of 1st level and higher. To cast&lt;br /&gt;
one of these spells, you must expend a slot of the&lt;br /&gt;
spell’s level or higher. You regain all expended spell&lt;br /&gt;
slots when you finish a long rest.&lt;br /&gt;
For example, if you know the 1st-­‐‑level spell cure&lt;br /&gt;
wounds and have a 1st-­‐‑level and a 2nd-­‐‑level spell&lt;br /&gt;
slot available, you can cast cure wounds using either&lt;br /&gt;
slot.&lt;br /&gt;
Spells Known of 1st Level and Higher&lt;br /&gt;
You know four 1st-­‐‑level spells of your choice from&lt;br /&gt;
the bard spell list.&lt;br /&gt;
The Spells Known column of the Bard table shows&lt;br /&gt;
when you learn more bard spells of your choice.&lt;br /&gt;
Each of these spells must be of a level for which you&lt;br /&gt;
have spell slots, as shown on the table. For instance,&lt;br /&gt;
when you reach 3rd level in this class, you can learn&lt;br /&gt;
one new spell of 1st or 2nd level.&lt;br /&gt;
Additionally, when you gain a level in this class,&lt;br /&gt;
you can choose one of the bard spells you know and&lt;br /&gt;
replace it with another spell from the bard spell list,&lt;br /&gt;
which also must be of a level for which you have&lt;br /&gt;
spell slots.&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Charisma is your spellcasting ability for your bard&lt;br /&gt;
spells. Your magic comes from the heart and soul&lt;br /&gt;
you pour into the performance of your music or&lt;br /&gt;
oration. You use your Charisma whenever a spell&lt;br /&gt;
refers to your spellcasting ability. In addition, you&lt;br /&gt;
use your Charisma modifier when setting the saving&lt;br /&gt;
throw DC for a bard spell you cast and when making&lt;br /&gt;
an attack roll with one.&lt;br /&gt;
Spell save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Charisma modifier&lt;br /&gt;
Spell attack modifier = your proficiency bonus +&lt;br /&gt;
your Charisma modifier&lt;br /&gt;
Ritual Casting&lt;br /&gt;
You can cast any bard spell you know as a ritual if&lt;br /&gt;
that spell has the ritual tag.&lt;br /&gt;
Spellcasting Focus&lt;br /&gt;
You can use a musical instrument (see “Equipment”)&lt;br /&gt;
as a spellcasting focus for your bard spells.&lt;br /&gt;
Bardic Inspiration&lt;br /&gt;
You can inspire others through stirring words or&lt;br /&gt;
music. To do so, you use a bonus action on your turn&lt;br /&gt;
to choose one creature other than yourself within 60&lt;br /&gt;
feet of you who can hear you. That creature gains&lt;br /&gt;
one Bardic Inspiration die, a d6.&lt;br /&gt;
Once within the next 10 minutes, the creature can&lt;br /&gt;
roll the die and add the number rolled to one ability&lt;br /&gt;
check, attack roll, or saving throw it makes. The&lt;br /&gt;
creature can wait until after it rolls the d20 before&lt;br /&gt;
deciding to use the Bardic Inspiration die, but must&lt;br /&gt;
decide before the GM says whether the roll succeeds&lt;br /&gt;
or fails. Once the Bardic Inspiration die is rolled, it is&lt;br /&gt;
lost. A creature can have only one Bardic Inspiration&lt;br /&gt;
die at a time.&lt;br /&gt;
You can use this feature a number of times equal&lt;br /&gt;
to your Charisma modifier (a minimum of once). You&lt;br /&gt;
regain any expended uses when you finish a long&lt;br /&gt;
rest.&lt;br /&gt;
Your Bardic Inspiration die changes when you&lt;br /&gt;
reach certain levels in this class. The die becomes a&lt;br /&gt;
d8 at 5th level, a d10 at 10th level, and a d12 at 15th&lt;br /&gt;
level.&lt;br /&gt;
Jack of All Trades&lt;br /&gt;
Starting at 2nd level, you can add half your&lt;br /&gt;
proficiency bonus, rounded down, to any ability&lt;br /&gt;
check you make that doesn’t already include your&lt;br /&gt;
proficiency bonus.&lt;br /&gt;
Song of Rest&lt;br /&gt;
Beginning at 2nd level, you can use soothing music&lt;br /&gt;
or oration to help revitalize your wounded allies&lt;br /&gt;
during a short rest. If you or any friendly creatures&lt;br /&gt;
who can hear your performance regain hit points at&lt;br /&gt;
the end of the short rest by spending one or more&lt;br /&gt;
Hit Dice, each of those creatures regains an extra&lt;br /&gt;
1d6 hit points.&lt;br /&gt;
The extra hit points increase when you reach&lt;br /&gt;
certain levels in this class: to 1d8 at 9th level, to&lt;br /&gt;
1d10 at 13th level, and to 1d12 at 17th level.&lt;br /&gt;
Bard College&lt;br /&gt;
At 3rd level, you delve into the advanced techniques&lt;br /&gt;
of a bard college of your choice, such as the College&lt;br /&gt;
of Lore. Your choice grants you features at 3rd level&lt;br /&gt;
and again at 6th and 14th level.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 13&lt;br /&gt;
Expertise&lt;br /&gt;
At 3rd level, choose two of your skill proficiencies.&lt;br /&gt;
Your proficiency bonus is doubled for any ability&lt;br /&gt;
check you make that uses either of the chosen&lt;br /&gt;
proficiencies.&lt;br /&gt;
At 10th level, you can choose another two skill&lt;br /&gt;
proficiencies to gain this benefit.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Font of Inspiration&lt;br /&gt;
Beginning when you reach 5th level, you regain all of&lt;br /&gt;
your expended uses of Bardic Inspiration when you&lt;br /&gt;
finish a short or long rest.&lt;br /&gt;
Countercharm&lt;br /&gt;
At 6th level, you gain the ability to use musical notes&lt;br /&gt;
or words of power to disrupt mind-­‐‑influencing&lt;br /&gt;
effects. As an action, you can start a performance&lt;br /&gt;
that lasts until the end of your next turn. During that&lt;br /&gt;
time, you and any friendly creatures within 30 feet&lt;br /&gt;
of you have advantage on saving throws against&lt;br /&gt;
being frightened or charmed. A creature must be&lt;br /&gt;
able to hear you to gain this benefit. The&lt;br /&gt;
performance ends early if you are incapacitated or&lt;br /&gt;
silenced or if you voluntarily end it (no action&lt;br /&gt;
required).&lt;br /&gt;
Magical Secrets&lt;br /&gt;
By 10th level, you have plundered magical&lt;br /&gt;
knowledge from a wide spectrum of disciplines.&lt;br /&gt;
Choose two spells from any class, including this one.&lt;br /&gt;
A spell you choose must be of a level you can cast, as&lt;br /&gt;
shown on the Bard table, or a cantrip.&lt;br /&gt;
The chosen spells count as bard spells for you and&lt;br /&gt;
are included in the number in the Spells Known&lt;br /&gt;
column of the Bard table.&lt;br /&gt;
You learn two additional spells from any class at&lt;br /&gt;
14th level and again at 18th level.&lt;br /&gt;
Superior Inspiration&lt;br /&gt;
At 20th level, when you roll initiative and have no&lt;br /&gt;
uses of Bardic Inspiration left, you regain one use.&lt;br /&gt;
College of Lore&lt;br /&gt;
Bards of the College of Lore know something about&lt;br /&gt;
most things, collecting bits of knowledge from&lt;br /&gt;
sources as diverse as scholarly tomes and peasant&lt;br /&gt;
tales. Whether singing folk ballads in taverns or&lt;br /&gt;
elaborate compositions in royal courts, these bards&lt;br /&gt;
use their gifts to hold audiences spellbound. When&lt;br /&gt;
the applause dies down, the audience members&lt;br /&gt;
might find themselves questioning everything they&lt;br /&gt;
held to be true, from their faith in the priesthood of&lt;br /&gt;
the local temple to their loyalty to the king.&lt;br /&gt;
The loyalty of these bards lies in the pursuit of&lt;br /&gt;
beauty and truth, not in fealty to a monarch or&lt;br /&gt;
following the tenets of a deity. A noble who keeps&lt;br /&gt;
such a bard as a herald or advisor knows that the&lt;br /&gt;
bard would rather be honest than politic.&lt;br /&gt;
The college’s members gather in libraries and&lt;br /&gt;
sometimes in actual colleges, complete with&lt;br /&gt;
classrooms and dormitories, to share their lore with&lt;br /&gt;
one another. They also meet at festivals or affairs of&lt;br /&gt;
state, where they can expose corruption, unravel lies,&lt;br /&gt;
and poke fun at self-­‐‑important figures of authority.&lt;br /&gt;
Bonus Proficiencies&lt;br /&gt;
When you join the College of Lore at 3rd level, you&lt;br /&gt;
gain proficiency with three skills of your choice.&lt;br /&gt;
Cutting Words&lt;br /&gt;
Also at 3rd level, you learn how to use your wit to&lt;br /&gt;
distract, confuse, and otherwise sap the confidence&lt;br /&gt;
and competence of others. When a creature that you&lt;br /&gt;
can see within 60 feet of you makes an attack roll, an&lt;br /&gt;
ability check, or a damage roll, you can use your&lt;br /&gt;
reaction to expend one of your uses of Bardic&lt;br /&gt;
Inspiration, rolling a Bardic Inspiration die and&lt;br /&gt;
subtracting the number rolled from the creature’s&lt;br /&gt;
roll. You can choose to use this feature after the&lt;br /&gt;
creature makes its roll, but before the GM&lt;br /&gt;
determines whether the attack roll or ability check&lt;br /&gt;
succeeds or fails, or before the creature deals its&lt;br /&gt;
damage. The creature is immune if it can’t hear you&lt;br /&gt;
or if it’s immune to being charmed.&lt;br /&gt;
Additional Magical Secrets&lt;br /&gt;
At 6th level, you learn two spells of your choice from&lt;br /&gt;
any class. A spell you choose must be of a level you&lt;br /&gt;
can cast, as shown on the Bard table, or a cantrip.&lt;br /&gt;
The chosen spells count as bard spells for you but&lt;br /&gt;
don’t count against the number of bard spells you&lt;br /&gt;
know.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 14&lt;br /&gt;
Peerless Skill&lt;br /&gt;
Starting at 14th level, when you make an ability&lt;br /&gt;
check, you can expend one use of Bardic Inspiration.&lt;br /&gt;
Roll a Bardic Inspiration die and add the number&lt;br /&gt;
rolled to your ability check. You can choose to do so&lt;br /&gt;
after you roll the die for the ability check, but before&lt;br /&gt;
the GM tells you whether you succeed or fail.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 15&lt;br /&gt;
Cleric&lt;br /&gt;
Class Features&lt;br /&gt;
As a cleric, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d8 per cleric level&lt;br /&gt;
Hit Points at 1st Level: 8 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d8 (or 5) + your&lt;br /&gt;
Constitution modifier per cleric level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: Light armor, medium armor, shields&lt;br /&gt;
Weapons: Simple weapons&lt;br /&gt;
Tools: None&lt;br /&gt;
Saving Throws: Wisdom, Charisma&lt;br /&gt;
Skills: Choose two from History, Insight, Medicine,&lt;br /&gt;
Persuasion, and Religion&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a mace or (b) a warhammer (if proficient)&lt;br /&gt;
• (a) scale mail, (b) leather armor, or (c) chain mail&lt;br /&gt;
(if proficient)&lt;br /&gt;
• (a) a light crossbow and 20 bolts or (b) any simple&lt;br /&gt;
weapon&lt;br /&gt;
• (a) a priest’s pack or (b) an explorer’s pack&lt;br /&gt;
• A shield and a holy symbol&lt;br /&gt;
The Cleric&lt;br /&gt;
Proficiency Cantrips ̶ Spell Slots per Spell Level̶&lt;br /&gt;
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th&lt;br /&gt;
1st +2 Spellcasting, Divine Domain 3 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
2nd +2 Channel Divinity (1/rest), Divine Domain&lt;br /&gt;
feature&lt;br /&gt;
3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
3rd +2 ̶ 3 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
4th +2 Ability Score Improvement 4 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
6th +3 Channel Divinity (2/rest), Divine Domain&lt;br /&gt;
feature&lt;br /&gt;
4 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
7th +3 ̶ 4 4 3 3 1 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
8th +3 Ability Score Improvement, Destroy Undead&lt;br /&gt;
(CR 1), Divine Domain feature&lt;br /&gt;
4 4 3 3 2 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
9th +4 ̶ 4 4 3 3 3 1 ̶ ̶ ̶ ̶&lt;br /&gt;
10th +4 Divine Intervention 5 4 3 3 3 2 ̶ ̶ ̶ ̶&lt;br /&gt;
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
13th +5 ̶ 5 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
15th +5 ̶ 5 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
17th +6 Destroy Undead (CR 4), Divine Domain&lt;br /&gt;
feature&lt;br /&gt;
5 4 3 3 3 2 1 1 1 1&lt;br /&gt;
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1&lt;br /&gt;
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1&lt;br /&gt;
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1&lt;br /&gt;
Spellcasting&lt;br /&gt;
As a conduit for divine power, you can cast cleric&lt;br /&gt;
spells.&lt;br /&gt;
Cantrips&lt;br /&gt;
At 1st level, you know three cantrips of your choice&lt;br /&gt;
from the cleric spell list. You learn additional cleric&lt;br /&gt;
cantrips of your choice at higher levels, as shown in&lt;br /&gt;
the Cantrips Known column of the Cleric table.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 16&lt;br /&gt;
Preparing and Casting Spells&lt;br /&gt;
The Cleric table shows how many spell slots you&lt;br /&gt;
have to cast your spells of 1st level and higher. To&lt;br /&gt;
cast one of these spells, you must expend a slot of&lt;br /&gt;
the spell’s level or higher. You regain all expended&lt;br /&gt;
spell slots when you finish a long rest.&lt;br /&gt;
You prepare the list of cleric spells that are&lt;br /&gt;
available for you to cast, choosing from the cleric&lt;br /&gt;
spell list. When you do so, choose a number of cleric&lt;br /&gt;
spells equal to your Wisdom modifier + your cleric&lt;br /&gt;
level (minimum of one spell). The spells must be of a&lt;br /&gt;
level for which you have spell slots.&lt;br /&gt;
For example, if you are a 3rd-­‐‑level cleric, you have&lt;br /&gt;
four 1st-­‐‑level and two 2nd-­‐‑level spell slots. With a&lt;br /&gt;
Wisdom of 16, your list of prepared spells can&lt;br /&gt;
include six spells of 1st or 2nd level, in any&lt;br /&gt;
combination. If you prepare the 1st-­‐‑level spell cure&lt;br /&gt;
wounds, you can cast it using a 1st-­‐‑level or 2nd-­‐‑level&lt;br /&gt;
slot. Casting the spell doesn’t remove it from your&lt;br /&gt;
list of prepared spells.&lt;br /&gt;
You can change your list of prepared spells when&lt;br /&gt;
you finish a long rest. Preparing a new list of cleric&lt;br /&gt;
spells requires time spent in prayer and meditation:&lt;br /&gt;
at least 1 minute per spell level for each spell on&lt;br /&gt;
your list.&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Wisdom is your spellcasting ability for your cleric&lt;br /&gt;
spells. The power of your spells comes from your&lt;br /&gt;
devotion to your deity. You use your Wisdom&lt;br /&gt;
whenever a cleric spell refers to your spellcasting&lt;br /&gt;
ability. In addition, you use your Wisdom modifier&lt;br /&gt;
when setting the saving throw DC for a cleric spell&lt;br /&gt;
you cast and when making an attack roll with one.&lt;br /&gt;
Spell save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Wisdom modifier&lt;br /&gt;
Spell attack modifier = your proficiency bonus +&lt;br /&gt;
your Wisdom modifier&lt;br /&gt;
Ritual Casting&lt;br /&gt;
You can cast a cleric spell as a ritual if that spell has&lt;br /&gt;
the ritual tag and you have the spell prepared.&lt;br /&gt;
Spellcasting Focus&lt;br /&gt;
You can use a holy symbol (see “Equipment”) as a&lt;br /&gt;
spellcasting focus for your cleric spells.&lt;br /&gt;
Divine Domain&lt;br /&gt;
Choose one domain related to your deity, such as&lt;br /&gt;
Life. Each domain is detailed at the end of the class&lt;br /&gt;
description, and each one provides examples of gods&lt;br /&gt;
associated with it. Your choice grants you domain&lt;br /&gt;
spells and other features when you choose it at 1st&lt;br /&gt;
level. It also grants you additional ways to use&lt;br /&gt;
Channel Divinity when you gain that feature at 2nd&lt;br /&gt;
level, and additional benefits at 6th, 8th, and 17th&lt;br /&gt;
levels.&lt;br /&gt;
Domain Spells&lt;br /&gt;
Each domain has a list of spells—its domain spells—&lt;br /&gt;
that you gain at the cleric levels noted in the domain&lt;br /&gt;
description. Once you gain a domain spell, you&lt;br /&gt;
always have it prepared, and it doesn’t count against&lt;br /&gt;
the number of spells you can prepare each day.&lt;br /&gt;
If you have a domain spell that doesn’t appear on&lt;br /&gt;
the cleric spell list, the spell is nonetheless a cleric&lt;br /&gt;
spell for you.&lt;br /&gt;
Channel Divinity&lt;br /&gt;
At 2nd level, you gain the ability to channel divine&lt;br /&gt;
energy directly from your deity, using that energy to&lt;br /&gt;
fuel magical effects. You start with two such effects:&lt;br /&gt;
Turn Undead and an effect determined by your&lt;br /&gt;
domain. Some domains grant you additional effects&lt;br /&gt;
as you advance in levels, as noted in the domain&lt;br /&gt;
description.&lt;br /&gt;
When you use your Channel Divinity, you choose&lt;br /&gt;
which effect to create. You must then finish a short&lt;br /&gt;
or long rest to use your Channel Divinity again.&lt;br /&gt;
Some Channel Divinity effects require saving&lt;br /&gt;
throws. When you use such an effect from this class,&lt;br /&gt;
the DC equals your cleric spell save DC.&lt;br /&gt;
Beginning at 6th level, you can use your Channel&lt;br /&gt;
Divinity twice between rests, and beginning at 18th&lt;br /&gt;
level, you can use it three times between rests. When&lt;br /&gt;
you finish a short or long rest, you regain your&lt;br /&gt;
expended uses.&lt;br /&gt;
Channel Divinity: Turn Undead&lt;br /&gt;
As an action, you present your holy symbol and&lt;br /&gt;
speak a prayer censuring the undead. Each undead&lt;br /&gt;
that can see or hear you within 30 feet of you must&lt;br /&gt;
make a Wisdom saving throw. If the creature fails its&lt;br /&gt;
saving throw, it is turned for 1 minute or until it&lt;br /&gt;
takes any damage.&lt;br /&gt;
A turned creature must spend its turns trying to&lt;br /&gt;
move as far away from you as it can, and it can’t&lt;br /&gt;
willingly move to a space within 30 feet of you. It&lt;br /&gt;
also can’t take reactions. For its action, it can use&lt;br /&gt;
only the Dash action or try to escape from an effect&lt;br /&gt;
that prevents it from moving. If there’s nowhere to&lt;br /&gt;
move, the creature can use the Dodge action.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 17&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Destroy Undead&lt;br /&gt;
Starting at 5th level, when an undead fails its saving&lt;br /&gt;
throw against your Turn Undead feature, the&lt;br /&gt;
creature is instantly destroyed if its challenge rating&lt;br /&gt;
is at or below a certain threshold, as shown in the&lt;br /&gt;
Destroy Undead table.&lt;br /&gt;
Destroy Undead&lt;br /&gt;
Cleric Level Destroys Undead of CR . . .&lt;br /&gt;
5th 1/2 or lower&lt;br /&gt;
8th 1 or lower&lt;br /&gt;
11th 2 or lower&lt;br /&gt;
14th 3 or lower&lt;br /&gt;
17th 4 or lower&lt;br /&gt;
Divine Intervention&lt;br /&gt;
Beginning at 10th level, you can call on your deity to&lt;br /&gt;
intervene on your behalf when your need is great.&lt;br /&gt;
Imploring your deity’s aid requires you to use&lt;br /&gt;
your action. Describe the assistance you seek, and&lt;br /&gt;
roll percentile dice. If you roll a number equal to or&lt;br /&gt;
lower than your cleric level, your deity intervenes.&lt;br /&gt;
The GM chooses the nature of the intervention; the&lt;br /&gt;
effect of any cleric spell or cleric domain spell would&lt;br /&gt;
be appropriate.&lt;br /&gt;
If your deity intervenes, you can’t use this feature&lt;br /&gt;
again for 7 days. Otherwise, you can use it again&lt;br /&gt;
after you finish a long rest.&lt;br /&gt;
At 20th level, your call for intervention succeeds&lt;br /&gt;
automatically, no roll required.&lt;br /&gt;
Life Domain&lt;br /&gt;
The Life domain focuses on the vibrant positive&lt;br /&gt;
energy—one of the fundamental forces of the&lt;br /&gt;
universe—that sustains all life. The gods of life&lt;br /&gt;
promote vitality and health through healing the sick&lt;br /&gt;
and wounded, caring for those in need, and driving&lt;br /&gt;
away the forces of death and undeath. Almost any&lt;br /&gt;
non-­‐‑evil deity can claim influence over this domain,&lt;br /&gt;
particularly agricultural deities (such as Chauntea,&lt;br /&gt;
Arawai, and Demeter), sun gods (such as Lathander,&lt;br /&gt;
Pelor, and Re-­‐‑Horakhty), gods of healing or&lt;br /&gt;
endurance (such as Ilmater, Mishakal, Apollo, and&lt;br /&gt;
Diancecht), and gods of home and community (such&lt;br /&gt;
as Hestia, Hathor, and Boldrei).&lt;br /&gt;
Life Domain Spells&lt;br /&gt;
Cleric Level Spells&lt;br /&gt;
1st bless, cure wounds&lt;br /&gt;
3rd lesser restoration, spiritual weapon&lt;br /&gt;
5th beacon of hope, revivify&lt;br /&gt;
7th death ward, guardian of faith&lt;br /&gt;
9th mass cure wounds, raise dead&lt;br /&gt;
Bonus Proficiency&lt;br /&gt;
When you choose this domain at 1st level, you gain&lt;br /&gt;
proficiency with heavy armor.&lt;br /&gt;
Disciple of Life&lt;br /&gt;
Also starting at 1st level, your healing spells are&lt;br /&gt;
more effective. Whenever you use a spell of 1st level&lt;br /&gt;
or higher to restore hit points to a creature, the&lt;br /&gt;
creature regains additional hit points equal to 2 +&lt;br /&gt;
the spell’s level.&lt;br /&gt;
Channel Divinity: Preserve Life&lt;br /&gt;
Starting at 2nd level, you can use your Channel&lt;br /&gt;
Divinity to heal the badly injured.&lt;br /&gt;
As an action, you present your holy symbol and&lt;br /&gt;
evoke healing energy that can restore a number of&lt;br /&gt;
hit points equal to five times your cleric level.&lt;br /&gt;
Choose any creatures within 30 feet of you, and&lt;br /&gt;
divide those hit points among them. This feature can&lt;br /&gt;
restore a creature to no more than half of its hit&lt;br /&gt;
point maximum. You can’t use this feature on an&lt;br /&gt;
undead or a construct.&lt;br /&gt;
Blessed Healer&lt;br /&gt;
Beginning at 6th level, the healing spells you cast on&lt;br /&gt;
others heal you as well. When you cast a spell of 1st&lt;br /&gt;
level or higher that restores hit points to a creature&lt;br /&gt;
other than you, you regain hit points equal to 2 + the&lt;br /&gt;
spell’s level.&lt;br /&gt;
Divine Strike&lt;br /&gt;
At 8th level, you gain the ability to infuse your&lt;br /&gt;
weapon strikes with divine energy. Once on each of&lt;br /&gt;
your turns when you hit a creature with a weapon&lt;br /&gt;
attack, you can cause the attack to deal an extra 1d8&lt;br /&gt;
radiant damage to the target. When you reach 14th&lt;br /&gt;
level, the extra damage increases to 2d8.&lt;br /&gt;
Supreme Healing&lt;br /&gt;
Starting at 17th level, when you would normally roll&lt;br /&gt;
one or more dice to restore hit points with a spell,&lt;br /&gt;
you instead use the highest number possible for&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 18&lt;br /&gt;
each die. For example, instead of restoring 2d6 hit&lt;br /&gt;
points to a creature, you restore 12.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 19&lt;br /&gt;
Druid&lt;br /&gt;
Class Features&lt;br /&gt;
As a druid, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d8 per druid level&lt;br /&gt;
Hit Points at 1st Level: 8 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d8 (or 5) + your&lt;br /&gt;
Constitution modifier per druid level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: Light armor, medium armor, shields (druids&lt;br /&gt;
will not wear armor or use shields made of metal)&lt;br /&gt;
Weapons: Clubs, daggers, darts, javelins, maces,&lt;br /&gt;
quarterstaffs, scimitars, sickles, slings, spears&lt;br /&gt;
Tools: Herbalism kit&lt;br /&gt;
Saving Throws: Intelligence, Wisdom&lt;br /&gt;
Skills: Choose two from Arcana, Animal Handling,&lt;br /&gt;
Insight, Medicine, Nature, Perception, Religion,&lt;br /&gt;
and Survival&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a wooden shield or (b) any simple weapon&lt;br /&gt;
• (a) a scimitar or (b) any simple melee weapon&lt;br /&gt;
• Leather armor, an explorer’s pack, and a druidic&lt;br /&gt;
focus&lt;br /&gt;
The Druid&lt;br /&gt;
Proficiency Cantrips ̶ Spell Slots per Spell Level̶&lt;br /&gt;
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th&lt;br /&gt;
1st +2 Druidic, Spellcasting 2 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
2nd +2 Wild Shape, Druid Circle 2 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
3rd +2 ̶ 2 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
4th +2 Wild Shape improvement, Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
3 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
5th +3 ̶ 3 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
6th +3 Druid Circle feature 3 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
7th +3 ̶ 3 4 3 3 1 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
8th +3 Wild Shape improvement, Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
3 4 3 3 2 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
9th +4 ̶ 3 4 3 3 3 1 ̶ ̶ ̶ ̶&lt;br /&gt;
10th +4 Druid Circle feature 4 4 3 3 3 2 ̶ ̶ ̶ ̶&lt;br /&gt;
11th +4 ̶ 4 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
12th +4 Ability Score Improvement 4 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
13th +5 ̶ 4 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
15th +5 ̶ 4 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
17th +6 ̶ 4 4 3 3 3 2 1 1 1 1&lt;br /&gt;
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1&lt;br /&gt;
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1&lt;br /&gt;
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1&lt;br /&gt;
Druidic&lt;br /&gt;
You know Druidic, the secret language of druids. You&lt;br /&gt;
can speak the language and use it to leave hidden&lt;br /&gt;
messages. You and others who know this language&lt;br /&gt;
automatically spot such a message. Others spot the&lt;br /&gt;
message’s presence with a successful DC 15 Wisdom&lt;br /&gt;
(Perception) check but can’t decipher it without&lt;br /&gt;
magic.&lt;br /&gt;
Spellcasting&lt;br /&gt;
Drawing on the divine essence of nature itself, you&lt;br /&gt;
can cast spells to shape that essence to your will.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 20&lt;br /&gt;
Cantrips&lt;br /&gt;
At 1st level, you know two cantrips of your choice&lt;br /&gt;
from the druid spell list. You learn additional druid&lt;br /&gt;
cantrips of your choice at higher levels, as shown in&lt;br /&gt;
the Cantrips Known column of the Druid table.&lt;br /&gt;
Preparing and Casting Spells&lt;br /&gt;
The Druid table shows how many spell slots you&lt;br /&gt;
have to cast your spells of 1st level and higher. To&lt;br /&gt;
cast one of these druid spells, you must expend a slot&lt;br /&gt;
of the spell’s level or higher. You regain all expended&lt;br /&gt;
spell slots when you finish a long rest.&lt;br /&gt;
You prepare the list of druid spells that are&lt;br /&gt;
available for you to cast, choosing from the druid&lt;br /&gt;
spell list. When you do so, choose a number of druid&lt;br /&gt;
spells equal to your Wisdom modifier + your druid&lt;br /&gt;
level (minimum of one spell). The spells must be of a&lt;br /&gt;
level for which you have spell slots.&lt;br /&gt;
For example, if you are a 3rd-­‐‑level druid, you have&lt;br /&gt;
four 1st-­‐‑level and two 2nd-­‐‑level spell slots. With a&lt;br /&gt;
Wisdom of 16, your list of prepared spells can&lt;br /&gt;
include six spells of 1st or 2nd level, in any&lt;br /&gt;
combination. If you prepare the 1st-­‐‑level spell cure&lt;br /&gt;
wounds, you can cast it using a 1st-­‐‑level or 2nd-­‐‑level&lt;br /&gt;
slot. Casting the spell doesn’t remove it from your&lt;br /&gt;
list of prepared spells.&lt;br /&gt;
You can also change your list of prepared spells&lt;br /&gt;
when you finish a long rest. Preparing a new list of&lt;br /&gt;
druid spells requires time spent in prayer and&lt;br /&gt;
meditation: at least 1 minute per spell level for each&lt;br /&gt;
spell on your list.&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Wisdom is your spellcasting ability for your druid&lt;br /&gt;
spells, since your magic draws upon your devotion&lt;br /&gt;
and attunement to nature. You use your Wisdom&lt;br /&gt;
whenever a spell refers to your spellcasting ability.&lt;br /&gt;
In addition, you use your Wisdom modifier when&lt;br /&gt;
setting the saving throw DC for a druid spell you cast&lt;br /&gt;
and when making an attack roll with one.&lt;br /&gt;
Spell save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Wisdom modifier&lt;br /&gt;
Spell attack modifier = your proficiency bonus +&lt;br /&gt;
your Wisdom modifier&lt;br /&gt;
Ritual Casting&lt;br /&gt;
You can cast a druid spell as a ritual if that spell has&lt;br /&gt;
the ritual tag and you have the spell prepared.&lt;br /&gt;
Spellcasting Focus&lt;br /&gt;
You can use a druidic focus (see “Equipment”) as a&lt;br /&gt;
spellcasting focus for your druid spells.&lt;br /&gt;
Wild Shape&lt;br /&gt;
Starting at 2nd level, you can use your action to&lt;br /&gt;
magically assume the shape of a beast that you have&lt;br /&gt;
seen before. You can use this feature twice. You&lt;br /&gt;
regain expended uses when you finish a short or&lt;br /&gt;
long rest.&lt;br /&gt;
Your druid level determines the beasts you can&lt;br /&gt;
transform into, as shown in the Beast Shapes table.&lt;br /&gt;
At 2nd level, for example, you can transform into any&lt;br /&gt;
beast that has a challenge rating of 1/4 or lower that&lt;br /&gt;
doesn’t have a flying or swimming speed.&lt;br /&gt;
Beast Shapes&lt;br /&gt;
Level&lt;br /&gt;
Max.&lt;br /&gt;
CR Limitations Example&lt;br /&gt;
2nd 1/4 No flying or swimming&lt;br /&gt;
speed&lt;br /&gt;
Wolf&lt;br /&gt;
4th 1/2 No flying speed Crocodile&lt;br /&gt;
8th 1 — Giant&lt;br /&gt;
eagle&lt;br /&gt;
You can stay in a beast shape for a number of&lt;br /&gt;
hours equal to half your druid level (rounded down).&lt;br /&gt;
You then revert to your normal form unless you&lt;br /&gt;
expend another use of this feature. You can revert to&lt;br /&gt;
your normal form earlier by using a bonus action on&lt;br /&gt;
your turn. You automatically revert if you fall&lt;br /&gt;
unconscious, drop to 0 hit points, or die.&lt;br /&gt;
While you are transformed, the following rules&lt;br /&gt;
apply:&lt;br /&gt;
• Your game statistics are replaced by the statistics&lt;br /&gt;
of the beast, but you retain your alignment,&lt;br /&gt;
personality, and Intelligence, Wisdom, and&lt;br /&gt;
Charisma scores. You also retain all of your skill&lt;br /&gt;
and saving throw proficiencies, in addition to&lt;br /&gt;
gaining those of the creature. If the creature has&lt;br /&gt;
the same proficiency as you and the bonus in its&lt;br /&gt;
stat block is higher than yours, use the creature’s&lt;br /&gt;
bonus instead of yours. If the creature has any&lt;br /&gt;
legendary or lair actions, you can’t use them.&lt;br /&gt;
• When you transform, you assume the beast’s hit&lt;br /&gt;
points and Hit Dice. When you revert to your&lt;br /&gt;
normal form, you return to the number of hit&lt;br /&gt;
points you had before you transformed. However,&lt;br /&gt;
if you revert as a result of dropping to 0 hit points,&lt;br /&gt;
any excess damage carries over to your normal&lt;br /&gt;
form. For example, if you take 10 damage in&lt;br /&gt;
animal form and have only 1 hit point left, you&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 21&lt;br /&gt;
revert and take 9 damage. As long as the excess&lt;br /&gt;
damage doesn’t reduce your normal form to 0 hit&lt;br /&gt;
points, you aren’t knocked unconscious.&lt;br /&gt;
• You can’t cast spells, and your ability to speak or&lt;br /&gt;
take any action that requires hands is limited to&lt;br /&gt;
the capabilities of your beast form. Transforming&lt;br /&gt;
doesn’t break your concentration on a spell you’ve&lt;br /&gt;
already cast, however, or prevent you from taking&lt;br /&gt;
actions that are part of a spell, such as call&lt;br /&gt;
lightning, that you’ve already cast.&lt;br /&gt;
• You retain the benefit of any features from your&lt;br /&gt;
class, race, or other source and can use them if the&lt;br /&gt;
new form is physically capable of doing so.&lt;br /&gt;
However, you can’t use any of your special senses,&lt;br /&gt;
such as darkvision, unless your new form also has&lt;br /&gt;
that sense.&lt;br /&gt;
• You choose whether your equipment falls to the&lt;br /&gt;
ground in your space, merges into your new form,&lt;br /&gt;
or is worn by it. Worn equipment functions as&lt;br /&gt;
normal, but the GM decides whether it is practical&lt;br /&gt;
for the new form to wear a piece of equipment,&lt;br /&gt;
based on the creature’s shape and size. Your&lt;br /&gt;
equipment doesn’t change size or shape to match&lt;br /&gt;
the new form, and any equipment that the new&lt;br /&gt;
form can’t wear must either fall to the ground or&lt;br /&gt;
merge with it. Equipment that merges with the&lt;br /&gt;
form has no effect until you leave the form.&lt;br /&gt;
Druid Circle&lt;br /&gt;
At 2nd level, you choose to identify with a circle of&lt;br /&gt;
druids, such as the Circle of the Land. Your choice&lt;br /&gt;
grants you features at 2nd level and again at 6th,&lt;br /&gt;
10th, and 14th level.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Timeless Body&lt;br /&gt;
Starting at 18th level, the primal magic that you&lt;br /&gt;
wield causes you to age more slowly. For every 10&lt;br /&gt;
years that pass, your body ages only 1 year.&lt;br /&gt;
Beast Spells&lt;br /&gt;
Beginning at 18th level, you can cast many of your&lt;br /&gt;
druid spells in any shape you assume using Wild&lt;br /&gt;
Shape. You can perform the somatic and verbal&lt;br /&gt;
components of a druid spell while in a beast shape,&lt;br /&gt;
but you aren’t able to provide material components.&lt;br /&gt;
Archdruid&lt;br /&gt;
At 20th level, you can use your Wild Shape an&lt;br /&gt;
unlimited number of times.&lt;br /&gt;
Additionally, you can ignore the verbal and&lt;br /&gt;
somatic components of your druid spells, as well as&lt;br /&gt;
any material components that lack a cost and aren’t&lt;br /&gt;
consumed by a spell. You gain this benefit in both&lt;br /&gt;
your normal shape and your beast shape from Wild&lt;br /&gt;
Shape.&lt;br /&gt;
Circle of the Land&lt;br /&gt;
The Circle of the Land is made up of mystics and&lt;br /&gt;
sages who safeguard ancient knowledge and rites&lt;br /&gt;
through a vast oral tradition. These druids meet&lt;br /&gt;
within sacred circles of trees or standing stones to&lt;br /&gt;
whisper primal secrets in Druidic. The circle’s wisest&lt;br /&gt;
members preside as the chief priests of communities&lt;br /&gt;
that hold to the Old Faith and serve as advisors to&lt;br /&gt;
the rulers of those folk. As a member of this circle,&lt;br /&gt;
your magic is influenced by the land where you were&lt;br /&gt;
initiated into the circle’s mysterious rites.&lt;br /&gt;
Bonus Cantrip&lt;br /&gt;
When you choose this circle at 2nd level, you learn&lt;br /&gt;
one additional druid cantrip of your choice.&lt;br /&gt;
Natural Recovery&lt;br /&gt;
Starting at 2nd level, you can regain some of your&lt;br /&gt;
magical energy by sitting in meditation and&lt;br /&gt;
communing with nature. During a short rest, you&lt;br /&gt;
choose expended spell slots to recover. The spell&lt;br /&gt;
slots can have a combined level that is equal to or&lt;br /&gt;
less than half your druid level (rounded up), and&lt;br /&gt;
none of the slots can be 6th level or higher. You can’t&lt;br /&gt;
use this feature again until you finish a long rest.&lt;br /&gt;
For example, when you are a 4th-­‐‑level druid, you&lt;br /&gt;
can recover up to two levels worth of spell slots. You&lt;br /&gt;
can recover either a 2nd-­‐‑level slot or two 1st-­‐‑level&lt;br /&gt;
slots.&lt;br /&gt;
Circle Spells&lt;br /&gt;
Your mystical connection to the land infuses you&lt;br /&gt;
with the ability to cast certain spells. At 3rd, 5th, 7th,&lt;br /&gt;
and 9th level you gain access to circle spells&lt;br /&gt;
connected to the land where you became a druid.&lt;br /&gt;
Choose that land—arctic, coast, desert, forest,&lt;br /&gt;
grassland, mountain, or swamp—and consult the&lt;br /&gt;
associated list of spells.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 22&lt;br /&gt;
Once you gain access to a circle spell, you always&lt;br /&gt;
have it prepared, and it doesn’t count against the&lt;br /&gt;
number of spells you can prepare each day. If you&lt;br /&gt;
gain access to a spell that doesn’t appear on the&lt;br /&gt;
druid spell list, the spell is nonetheless a druid spell&lt;br /&gt;
for you.&lt;br /&gt;
Arctic&lt;br /&gt;
Druid Level Circle Spells&lt;br /&gt;
3rd hold person, spike growth&lt;br /&gt;
5th sleet storm, slow&lt;br /&gt;
7th freedom of movement, ice storm&lt;br /&gt;
9th commune with nature, cone of cold&lt;br /&gt;
Coast&lt;br /&gt;
Druid Level Circle Spells&lt;br /&gt;
3rd mirror image, misty step&lt;br /&gt;
5th water breathing, water walk&lt;br /&gt;
7th control water, freedom of movement&lt;br /&gt;
9th conjure elemental, scrying&lt;br /&gt;
Desert&lt;br /&gt;
Druid Level Circle Spells&lt;br /&gt;
3rd blur, silence&lt;br /&gt;
5th create food and water, protection from&lt;br /&gt;
energy&lt;br /&gt;
7th blight, hallucinatory terrain&lt;br /&gt;
9th insect plague, wall of stone&lt;br /&gt;
Forest&lt;br /&gt;
Druid Level Circle Spells&lt;br /&gt;
3rd barkskin, spider climb&lt;br /&gt;
5th call lightning, plant growth&lt;br /&gt;
7th divination, freedom of movement&lt;br /&gt;
9th commune with nature, tree stride&lt;br /&gt;
Grassland&lt;br /&gt;
Druid Level Circle Spells&lt;br /&gt;
3rd invisibility, pass without trace&lt;br /&gt;
5th daylight, haste&lt;br /&gt;
7th divination, freedom of movement&lt;br /&gt;
9th dream, insect plague&lt;br /&gt;
Mountain&lt;br /&gt;
Druid Level Circle Spells&lt;br /&gt;
3rd spider climb, spike growth&lt;br /&gt;
5th lightning bolt, meld into stone&lt;br /&gt;
7th stone shape, stoneskin&lt;br /&gt;
9th passwall, wall of stone&lt;br /&gt;
Swamp&lt;br /&gt;
Druid Level Circle Spells&lt;br /&gt;
3rd acid arrow, darkness&lt;br /&gt;
5th water walk, stinking cloud&lt;br /&gt;
7th freedom of movement, locate creature&lt;br /&gt;
9th insect plague, scrying&lt;br /&gt;
Land’s Stride&lt;br /&gt;
Starting at 6th level, moving through nonmagical&lt;br /&gt;
difficult terrain costs you no extra movement. You&lt;br /&gt;
can also pass through nonmagical plants without&lt;br /&gt;
being slowed by them and without taking damage&lt;br /&gt;
from them if they have thorns, spines, or a similar&lt;br /&gt;
hazard.&lt;br /&gt;
In addition, you have advantage on saving throws&lt;br /&gt;
against plants that are magically created or&lt;br /&gt;
manipulated to impede movement, such those&lt;br /&gt;
created by the entangle spell.&lt;br /&gt;
Nature’s Ward&lt;br /&gt;
When you reach 10th level, you can’t be charmed or&lt;br /&gt;
frightened by elementals or fey, and you are immune&lt;br /&gt;
to poison and disease.&lt;br /&gt;
Nature’s Sanctuary&lt;br /&gt;
When you reach 14th level, creatures of the natural&lt;br /&gt;
world sense your connection to nature and become&lt;br /&gt;
hesitant to attack you. When a beast or plant&lt;br /&gt;
creature attacks you, that creature must make a&lt;br /&gt;
Wisdom saving throw against your druid spell save&lt;br /&gt;
DC. On a failed save, the creature must choose a&lt;br /&gt;
different target, or the attack automatically misses.&lt;br /&gt;
On a successful save, the creature is immune to this&lt;br /&gt;
effect for 24 hours.&lt;br /&gt;
The creature is aware of this effect before it makes&lt;br /&gt;
its attack against you.&lt;br /&gt;
Sacred Plants and Wood&lt;br /&gt;
A druid holds certain plants to be sacred, particularly alder,&lt;br /&gt;
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,&lt;br /&gt;
willow, and yew. Druids often use such plants as part of a&lt;br /&gt;
spellcasting focus, incorporating lengths of oak or yew or&lt;br /&gt;
sprigs of mistletoe.&lt;br /&gt;
Similarly, a druid uses such woods to make other objects,&lt;br /&gt;
such as weapons and shields. Yew is associated with death&lt;br /&gt;
and rebirth, so weapon handles for scimitars or sickles might&lt;br /&gt;
be fashioned from it. Ash is associated with life and oak with&lt;br /&gt;
strength. These woods make excellent hafts or whole&lt;br /&gt;
weapons, such as clubs or quarterstaffs, as well as shields.&lt;br /&gt;
Alder is associated with air, and it might be used for thrown&lt;br /&gt;
weapons, such as darts or javelins.&lt;br /&gt;
Druids from regions that lack the plants described here&lt;br /&gt;
have chosen other plants to take on similar uses. For&lt;br /&gt;
instance, a druid of a desert region might value the yucca&lt;br /&gt;
tree and cactus plants.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 23&lt;br /&gt;
Druids and the Gods&lt;br /&gt;
Some druids venerate the forces of nature themselves, but&lt;br /&gt;
most druids are devoted to one of the many nature deities&lt;br /&gt;
worshiped in the multiverse (the lists of gods in appendix PH-­‐&lt;br /&gt;
B include many such deities). The worship of these deities is&lt;br /&gt;
often considered a more ancient tradition than the faiths of&lt;br /&gt;
clerics and urbanized peoples.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 24&lt;br /&gt;
Fighter&lt;br /&gt;
Class Features&lt;br /&gt;
As a fighter, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d10 per fighter level&lt;br /&gt;
Hit Points at 1st Level: 10 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d10 (or 6) + your&lt;br /&gt;
Constitution modifier per fighter level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: All armor, shields&lt;br /&gt;
Weapons: Simple weapons, martial weapons&lt;br /&gt;
Tools: None&lt;br /&gt;
Saving Throws: Strength, Constitution&lt;br /&gt;
Skills: Choose two skills from Acrobatics, Animal&lt;br /&gt;
Handling, Athletics, History, Insight, Intimidation,&lt;br /&gt;
Perception, and Survival&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) chain mail or (b) leather armor, longbow, and&lt;br /&gt;
20 arrows&lt;br /&gt;
• (a) a martial weapon and a shield or (b) two&lt;br /&gt;
martial weapons&lt;br /&gt;
• (a) a light crossbow and 20 bolts or (b) two&lt;br /&gt;
handaxes&lt;br /&gt;
• (a) a dungeoneer’s pack or (b) an explorer’s pack&lt;br /&gt;
The Fighter&lt;br /&gt;
Level&lt;br /&gt;
Proficiency&lt;br /&gt;
Bonus Features&lt;br /&gt;
1st +2 Fighting Style, Second Wind&lt;br /&gt;
2nd +2 Action Surge (one use)&lt;br /&gt;
3rd +2 Martial Archetype&lt;br /&gt;
4th +2 Ability Score Improvement&lt;br /&gt;
5th +3 Extra Attack&lt;br /&gt;
6th +3 Ability Score Improvement&lt;br /&gt;
7th +3 Martial Archetype feature&lt;br /&gt;
8th +3 Ability Score Improvement&lt;br /&gt;
9th +4 Indomitable (one use)&lt;br /&gt;
10th +4 Martial Archetype feature&lt;br /&gt;
11th +4 Extra Attack (2)&lt;br /&gt;
12th +4 Ability Score Improvement&lt;br /&gt;
13th +5 Indomitable (two uses)&lt;br /&gt;
14th +5 Ability Score Improvement&lt;br /&gt;
15th +5 Martial Archetype feature&lt;br /&gt;
16th +5 Ability Score Improvement&lt;br /&gt;
17th +6 Action Surge (two uses),&lt;br /&gt;
Indomitable (three uses)&lt;br /&gt;
18th +6 Martial Archetype feature&lt;br /&gt;
19th +6 Ability Score Improvement&lt;br /&gt;
20th +6 Extra Attack (3)&lt;br /&gt;
Fighting Style&lt;br /&gt;
You adopt a particular style of fighting as your&lt;br /&gt;
specialty. Choose one of the following options. You&lt;br /&gt;
can’t take a Fighting Style option more than once,&lt;br /&gt;
even if you later get to choose again.&lt;br /&gt;
Archery&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with&lt;br /&gt;
ranged weapons.&lt;br /&gt;
Defense&lt;br /&gt;
While you are wearing armor, you gain a +1 bonus to&lt;br /&gt;
AC.&lt;br /&gt;
Dueling&lt;br /&gt;
When you are wielding a melee weapon in one hand&lt;br /&gt;
and no other weapons, you gain a +2 bonus to&lt;br /&gt;
damage rolls with that weapon.&lt;br /&gt;
Great Weapon Fighting&lt;br /&gt;
When you roll a 1 or 2 on a damage die for an attack&lt;br /&gt;
you make with a melee weapon that you are&lt;br /&gt;
wielding with two hands, you can reroll the die and&lt;br /&gt;
must use the new roll, even if the new roll is a 1 or a&lt;br /&gt;
2. The weapon must have the two-­‐‑handed or&lt;br /&gt;
versatile property for you to gain this benefit.&lt;br /&gt;
Protection&lt;br /&gt;
When a creature you can see attacks a target other&lt;br /&gt;
than you that is within 5 feet of you, you can use&lt;br /&gt;
your reaction to impose disadvantage on the attack&lt;br /&gt;
roll. You must be wielding a shield.&lt;br /&gt;
Two-Weapon Fighting&lt;br /&gt;
When you engage in two-­‐‑weapon fighting, you can&lt;br /&gt;
add your ability modifier to the damage of the&lt;br /&gt;
second attack.&lt;br /&gt;
Second Wind&lt;br /&gt;
You have a limited well of stamina that you can draw&lt;br /&gt;
on to protect yourself from harm. On your turn, you&lt;br /&gt;
can use a bonus action to regain hit points equal to&lt;br /&gt;
1d10 + your fighter level. Once you use this feature,&lt;br /&gt;
you must finish a short or long rest before you can&lt;br /&gt;
use it again.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 25&lt;br /&gt;
Action Surge&lt;br /&gt;
Starting at 2nd level, you can push yourself beyond&lt;br /&gt;
your normal limits for a moment. On your turn, you&lt;br /&gt;
can take one additional action on top of your regular&lt;br /&gt;
action and a possible bonus action.&lt;br /&gt;
Once you use this feature, you must finish a short&lt;br /&gt;
or long rest before you can use it again. Starting at&lt;br /&gt;
17th level, you can use it twice before a rest, but only&lt;br /&gt;
once on the same turn.&lt;br /&gt;
Martial Archetype&lt;br /&gt;
At 3rd level, you choose an archetype that you strive&lt;br /&gt;
to emulate in your combat styles and techniques,&lt;br /&gt;
such as Champion. The archetype you choose grants&lt;br /&gt;
you features at 3rd level and again at 7th, 10th, 15th,&lt;br /&gt;
and 18th level.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 6th, 8th, 12th,&lt;br /&gt;
14th, 16th, and 19th level, you can increase one&lt;br /&gt;
ability score of your choice by 2, or you can increase&lt;br /&gt;
two ability scores of your choice by 1. As normal,&lt;br /&gt;
you can’t increase an ability score above 20 using&lt;br /&gt;
this feature.&lt;br /&gt;
Extra Attack&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead&lt;br /&gt;
of once, whenever you take the Attack action on your&lt;br /&gt;
turn.&lt;br /&gt;
The number of attacks increases to three when&lt;br /&gt;
you reach 11th level in this class and to four when&lt;br /&gt;
you reach 20th level in this class.&lt;br /&gt;
Indomitable&lt;br /&gt;
Beginning at 9th level, you can reroll a saving throw&lt;br /&gt;
that you fail. If you do so, you must use the new roll,&lt;br /&gt;
and you can’t use this feature again until you finish a&lt;br /&gt;
long rest.&lt;br /&gt;
You can use this feature twice between long rests&lt;br /&gt;
starting at 13th level and three times between long&lt;br /&gt;
rests starting at 17th level.&lt;br /&gt;
Martial Archetypes&lt;br /&gt;
Different fighters choose different approaches to&lt;br /&gt;
perfecting their fighting prowess. The martial&lt;br /&gt;
archetype you choose to emulate reflects your&lt;br /&gt;
approach.&lt;br /&gt;
Champion&lt;br /&gt;
The archetypal Champion focuses on the&lt;br /&gt;
development of raw physical power honed to deadly&lt;br /&gt;
perfection. Those who model themselves on this&lt;br /&gt;
archetype combine rigorous training with physical&lt;br /&gt;
excellence to deal devastating blows.&lt;br /&gt;
Improved Critical&lt;br /&gt;
Beginning when you choose this archetype at 3rd&lt;br /&gt;
level, your weapon attacks score a critical hit on a&lt;br /&gt;
roll of 19 or 20.&lt;br /&gt;
Remarkable Athlete&lt;br /&gt;
Starting at 7th level, you can add half your&lt;br /&gt;
proficiency bonus (round up) to any Strength,&lt;br /&gt;
Dexterity, or Constitution check you make that&lt;br /&gt;
doesn’t already use your proficiency bonus.&lt;br /&gt;
In addition, when you make a running long jump,&lt;br /&gt;
the distance you can cover increases by a number of&lt;br /&gt;
feet equal to your Strength modifier.&lt;br /&gt;
Additional Fighting Style&lt;br /&gt;
At 10th level, you can choose a second option from&lt;br /&gt;
the Fighting Style class feature.&lt;br /&gt;
Superior Critical&lt;br /&gt;
Starting at 15th level, your weapon attacks score a&lt;br /&gt;
critical hit on a roll of 18–20.&lt;br /&gt;
Survivor&lt;br /&gt;
At 18th level, you attain the pinnacle of resilience in&lt;br /&gt;
battle. At the start of each of your turns, you regain&lt;br /&gt;
hit points equal to 5 + your Constitution modifier if&lt;br /&gt;
you have no more than half of your hit points left.&lt;br /&gt;
You don’t gain this benefit if you have 0 hit points.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 26&lt;br /&gt;
Monk&lt;br /&gt;
Class Features&lt;br /&gt;
As a monk, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d8 per monk level&lt;br /&gt;
Hit Points at 1st Level: 8 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d8 (or 5) + your&lt;br /&gt;
Constitution modifier per monk level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: None&lt;br /&gt;
Weapons: Simple weapons, shortswords&lt;br /&gt;
Tools: Choose one type of artisan’s tools or one&lt;br /&gt;
musical instrument&lt;br /&gt;
Saving Throws: Strength, Dexterity&lt;br /&gt;
Skills: Choose two from Acrobatics, Athletics,&lt;br /&gt;
History, Insight, Religion, and Stealth&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a shortsword or (b) any simple weapon&lt;br /&gt;
• (a) a dungeoneer’s pack or (b) an explorer’s pack&lt;br /&gt;
• 10 darts&lt;br /&gt;
The Monk&lt;br /&gt;
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features&lt;br /&gt;
1st +2 1d4 — — Unarmored Defense, Martial Arts&lt;br /&gt;
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement&lt;br /&gt;
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles&lt;br /&gt;
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall&lt;br /&gt;
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike&lt;br /&gt;
6th +3 1d6 6 +15 ft. Ki-­‐Empowered Strikes, Monastic Tradition feature&lt;br /&gt;
7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind&lt;br /&gt;
8th +3 1d6 8 +15 ft. Ability Score Improvement&lt;br /&gt;
9th +4 1d6 9 +15 ft. Unarmored Movement improvement&lt;br /&gt;
10th +4 1d6 10 +20 ft. Purity of Body&lt;br /&gt;
11th +4 1d8 11 +20 ft. Monastic Tradition feature&lt;br /&gt;
12th +4 1d8 12 +20 ft. Ability Score Improvement&lt;br /&gt;
13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon&lt;br /&gt;
14th +5 1d8 14 +25 ft. Diamond Soul&lt;br /&gt;
15th +5 1d8 15 +25 ft. Timeless Body&lt;br /&gt;
16th +5 1d8 16 +25 ft. Ability Score Improvement&lt;br /&gt;
17th +6 1d10 17 +25 ft. Monastic Tradition feature&lt;br /&gt;
18th +6 1d10 18 +30 ft. Empty Body&lt;br /&gt;
19th +6 1d10 19 +30 ft. Ability Score Improvement&lt;br /&gt;
20th +6 1d10 20 +30 ft. Perfect Self&lt;br /&gt;
Unarmored Defense&lt;br /&gt;
Beginning at 1st level, while you are wearing no&lt;br /&gt;
armor and not wielding a shield, your AC equals 10 +&lt;br /&gt;
your Dexterity modifier + your Wisdom modifier.&lt;br /&gt;
Martial Arts&lt;br /&gt;
At 1st level, your practice of martial arts gives you&lt;br /&gt;
mastery of combat styles that use unarmed strikes&lt;br /&gt;
and monk weapons, which are shortswords and any&lt;br /&gt;
simple melee weapons that don’t have the two-­‐‑&lt;br /&gt;
handed or heavy property.&lt;br /&gt;
You gain the following benefits while you are&lt;br /&gt;
unarmed or wielding only monk weapons and you&lt;br /&gt;
aren’t wearing armor or wielding a shield:&lt;br /&gt;
• You can use Dexterity instead of Strength for the&lt;br /&gt;
attack and damage rolls of your unarmed strikes&lt;br /&gt;
and monk weapons.&lt;br /&gt;
• You can roll a d4 in place of the normal damage of&lt;br /&gt;
your unarmed strike or monk weapon. This die&lt;br /&gt;
changes as you gain monk levels, as shown in the&lt;br /&gt;
Martial Arts column of the Monk table.&lt;br /&gt;
• When you use the Attack action with an unarmed&lt;br /&gt;
strike or a monk weapon on your turn, you can&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 27&lt;br /&gt;
make one unarmed strike as a bonus action. For&lt;br /&gt;
example, if you take the Attack action and attack&lt;br /&gt;
with a quarterstaff, you can also make an unarmed&lt;br /&gt;
strike as a bonus action, assuming you haven’t&lt;br /&gt;
already taken a bonus action this turn.&lt;br /&gt;
Certain monasteries use specialized forms of the&lt;br /&gt;
monk weapons. For example, you might use a club&lt;br /&gt;
that is two lengths of wood connected by a short&lt;br /&gt;
chain (called a nunchaku) or a sickle with a shorter,&lt;br /&gt;
straighter blade (called a kama). Whatever name you&lt;br /&gt;
use for a monk weapon, you can use the game&lt;br /&gt;
statistics provided for the weapon.&lt;br /&gt;
Ki&lt;br /&gt;
Starting at 2nd level, your training allows you to&lt;br /&gt;
harness the mystic energy of ki. Your access to this&lt;br /&gt;
energy is represented by a number of ki points. Your&lt;br /&gt;
monk level determines the number of points you&lt;br /&gt;
have, as shown in the Ki Points column of the Monk&lt;br /&gt;
table.&lt;br /&gt;
You can spend these points to fuel various ki&lt;br /&gt;
features. You start knowing three such features:&lt;br /&gt;
Flurry of Blows, Patient Defense, and Step of the&lt;br /&gt;
Wind. You learn more ki features as you gain levels&lt;br /&gt;
in this class.&lt;br /&gt;
When you spend a ki point, it is unavailable until&lt;br /&gt;
you finish a short or long rest, at the end of which&lt;br /&gt;
you draw all of your expended ki back into yourself.&lt;br /&gt;
You must spend at least 30 minutes of the rest&lt;br /&gt;
meditating to regain your ki points.&lt;br /&gt;
Some of your ki features require your target to&lt;br /&gt;
make a saving throw to resist the feature’s effects.&lt;br /&gt;
The saving throw DC is calculated as follows:&lt;br /&gt;
Ki save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Wisdom modifier&lt;br /&gt;
Flurry of Blows&lt;br /&gt;
Immediately after you take the Attack action on your&lt;br /&gt;
turn, you can spend 1 ki point to make two unarmed&lt;br /&gt;
strikes as a bonus action.&lt;br /&gt;
Patient Defense&lt;br /&gt;
You can spend 1 ki point to take the Dodge action as&lt;br /&gt;
a bonus action on your turn.&lt;br /&gt;
Step of the Wind&lt;br /&gt;
You can spend 1 ki point to take the Disengage or&lt;br /&gt;
Dash action as a bonus action on your turn, and your&lt;br /&gt;
jump distance is doubled for the turn.&lt;br /&gt;
Unarmored Movement&lt;br /&gt;
Starting at 2nd level, your speed increases by 10 feet&lt;br /&gt;
while you are not wearing armor or wielding a&lt;br /&gt;
shield. This bonus increases when you reach certain&lt;br /&gt;
monk levels, as shown in the Monk table.&lt;br /&gt;
At 9th level, you gain the ability to move along&lt;br /&gt;
vertical surfaces and across liquids on your turn&lt;br /&gt;
without falling during the move.&lt;br /&gt;
Monastic Tradition&lt;br /&gt;
When you reach 3rd level, you commit yourself to a&lt;br /&gt;
monastic tradition, such as the Way of the Open&lt;br /&gt;
Hand. Your tradition grants you features at 3rd level&lt;br /&gt;
and again at 6th, 11th, and 17th level.&lt;br /&gt;
Deflect Missiles&lt;br /&gt;
Starting at 3rd level, you can use your reaction to&lt;br /&gt;
deflect or catch the missile when you are hit by a&lt;br /&gt;
ranged weapon attack. When you do so, the damage&lt;br /&gt;
you take from the attack is reduced by 1d10 + your&lt;br /&gt;
Dexterity modifier + your monk level.&lt;br /&gt;
If you reduce the damage to 0, you can catch the&lt;br /&gt;
missile if it is small enough for you to hold in one&lt;br /&gt;
hand and you have at least one hand free. If you&lt;br /&gt;
catch a missile in this way, you can spend 1 ki point&lt;br /&gt;
to make a ranged attack with the weapon or piece of&lt;br /&gt;
ammunition you just caught, as part of the same&lt;br /&gt;
reaction. You make this attack with proficiency,&lt;br /&gt;
regardless of your weapon proficiencies, and the&lt;br /&gt;
missile counts as a monk weapon for the attack,&lt;br /&gt;
which has a normal range of 20 feet and a long range&lt;br /&gt;
of 60 feet.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Slow Fall&lt;br /&gt;
Beginning at 4th level, you can use your reaction&lt;br /&gt;
when you fall to reduce any falling damage you take&lt;br /&gt;
by an amount equal to five times your monk level.&lt;br /&gt;
Extra Attack&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead&lt;br /&gt;
of once, whenever you take the Attack action on your&lt;br /&gt;
turn.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 28&lt;br /&gt;
Stunning Strike&lt;br /&gt;
Starting at 5th level, you can interfere with the flow&lt;br /&gt;
of ki in an opponent’s body. When you hit another&lt;br /&gt;
creature with a melee weapon attack, you can spend&lt;br /&gt;
1 ki point to attempt a stunning strike. The target&lt;br /&gt;
must succeed on a Constitution saving throw or be&lt;br /&gt;
stunned until the end of your next turn.&lt;br /&gt;
Ki-Empowered Strikes&lt;br /&gt;
Starting at 6th level, your unarmed strikes count as&lt;br /&gt;
magical for the purpose of overcoming resistance&lt;br /&gt;
and immunity to nonmagical attacks and damage.&lt;br /&gt;
Evasion&lt;br /&gt;
At 7th level, your instinctive agility lets you dodge&lt;br /&gt;
out of the way of certain area effects, such as a blue&lt;br /&gt;
dragon’s lightning breath or a fireball spell. When&lt;br /&gt;
you are subjected to an effect that allows you to&lt;br /&gt;
make a Dexterity saving throw to take only half&lt;br /&gt;
damage, you instead take no damage if you succeed&lt;br /&gt;
on the saving throw, and only half damage if you fail.&lt;br /&gt;
Stillness of Mind&lt;br /&gt;
Starting at 7th level, you can use your action to end&lt;br /&gt;
one effect on yourself that is causing you to be&lt;br /&gt;
charmed or frightened.&lt;br /&gt;
Purity of Body&lt;br /&gt;
At 10th level, your mastery of the ki flowing through&lt;br /&gt;
you makes you immune to disease and poison.&lt;br /&gt;
Tongue of the Sun and Moon&lt;br /&gt;
Starting at 13th level, you learn to touch the ki of&lt;br /&gt;
other minds so that you understand all spoken&lt;br /&gt;
languages. Moreover, any creature that can&lt;br /&gt;
understand a language can understand what you say.&lt;br /&gt;
Diamond Soul&lt;br /&gt;
Beginning at 14th level, your mastery of ki grants&lt;br /&gt;
you proficiency in all saving throws.&lt;br /&gt;
Additionally, whenever you make a saving throw&lt;br /&gt;
and fail, you can spend 1 ki point to reroll it and take&lt;br /&gt;
the second result.&lt;br /&gt;
Timeless Body&lt;br /&gt;
At 15th level, your ki sustains you so that you suffer&lt;br /&gt;
none of the frailty of old age, and you can’t be aged&lt;br /&gt;
magically. You can still die of old age, however. In&lt;br /&gt;
addition, you no longer need food or water.&lt;br /&gt;
Empty Body&lt;br /&gt;
Beginning at 18th level, you can use your action to&lt;br /&gt;
spend 4 ki points to become invisible for 1 minute.&lt;br /&gt;
During that time, you also have resistance to all&lt;br /&gt;
damage but force damage.&lt;br /&gt;
Additionally, you can spend 8 ki points to cast the&lt;br /&gt;
astral projection spell, without needing material&lt;br /&gt;
components. When you do so, you can’t take any&lt;br /&gt;
other creatures with you.&lt;br /&gt;
Perfect Self&lt;br /&gt;
At 20th level, when you roll for initiative and have&lt;br /&gt;
no ki points remaining, you regain 4 ki points.&lt;br /&gt;
Monastic Traditions&lt;br /&gt;
Three traditions of monastic pursuit are common in&lt;br /&gt;
the monasteries scattered across the multiverse.&lt;br /&gt;
Most monasteries practice one tradition exclusively,&lt;br /&gt;
but a few honor the three traditions and instruct&lt;br /&gt;
each monk according to his or her aptitude and&lt;br /&gt;
interest. All three traditions rely on the same basic&lt;br /&gt;
techniques, diverging as the student grows more&lt;br /&gt;
adept. Thus, a monk need choose a tradition only&lt;br /&gt;
upon reaching 3rd level.&lt;br /&gt;
Way of the Open Hand&lt;br /&gt;
Monks of the Way of the Open Hand are the ultimate&lt;br /&gt;
masters of martial arts combat, whether armed or&lt;br /&gt;
unarmed. They learn techniques to push and trip&lt;br /&gt;
their opponents, manipulate ki to heal damage to&lt;br /&gt;
their bodies, and practice advanced meditation that&lt;br /&gt;
can protect them from harm.&lt;br /&gt;
Open Hand Technique&lt;br /&gt;
Starting when you choose this tradition at 3rd level,&lt;br /&gt;
you can manipulate your enemy’s ki when you&lt;br /&gt;
harness your own. Whenever you hit a creature with&lt;br /&gt;
one of the attacks granted by your Flurry of Blows,&lt;br /&gt;
you can impose one of the following effects on that&lt;br /&gt;
target:&lt;br /&gt;
• It must succeed on a Dexterity saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
• It must make a Strength saving throw. If it fails,&lt;br /&gt;
you can push it up to 15 feet away from you.&lt;br /&gt;
• It can’t take reactions until the end of your next&lt;br /&gt;
turn.&lt;br /&gt;
Wholeness of Body&lt;br /&gt;
At 6th level, you gain the ability to heal yourself. As&lt;br /&gt;
an action, you can regain hit points equal to three&lt;br /&gt;
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times your monk level. You must finish a long rest&lt;br /&gt;
before you can use this feature again.&lt;br /&gt;
Tranquility&lt;br /&gt;
Beginning at 11th level, you can enter a special&lt;br /&gt;
meditation that surrounds you with an aura of peace.&lt;br /&gt;
At the end of a long rest, you gain the effect of a&lt;br /&gt;
sanctuary spell that lasts until the start of your next&lt;br /&gt;
long rest (the spell can end early as normal). The&lt;br /&gt;
saving throw DC for the spell equals 8 + your&lt;br /&gt;
Wisdom modifier + your proficiency bonus.&lt;br /&gt;
Quivering Palm&lt;br /&gt;
At 17th level, you gain the ability to set up lethal&lt;br /&gt;
vibrations in someone’s body. When you hit a&lt;br /&gt;
creature with an unarmed strike, you can spend 3 ki&lt;br /&gt;
points to start these imperceptible vibrations, which&lt;br /&gt;
last for a number of days equal to your monk level.&lt;br /&gt;
The vibrations are harmless unless you use your&lt;br /&gt;
action to end them. To do so, you and the target&lt;br /&gt;
must be on the same plane of existence. When you&lt;br /&gt;
use this action, the creature must make a&lt;br /&gt;
Constitution saving throw. If it fails, it is reduced to 0&lt;br /&gt;
hit points. If it succeeds, it takes 10d10 necrotic&lt;br /&gt;
damage.&lt;br /&gt;
You can have only one creature under the effect of&lt;br /&gt;
this feature at a time. You can choose to end the&lt;br /&gt;
vibrations harmlessly without using an action.&lt;br /&gt;
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Paladin&lt;br /&gt;
Class Features&lt;br /&gt;
As a paladin, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d10 per paladin level&lt;br /&gt;
Hit Points at 1st Level: 10 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d10 (or 6) + your&lt;br /&gt;
Constitution modifier per paladin level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: All armor, shields&lt;br /&gt;
Weapons: Simple weapons, martial weapons&lt;br /&gt;
Tools: None&lt;br /&gt;
Saving Throws: Wisdom, Charisma&lt;br /&gt;
Skills: Choose two from Athletics, Insight,&lt;br /&gt;
Intimidation, Medicine, Persuasion, and Religion&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a martial weapon and a shield or (b) two&lt;br /&gt;
martial weapons&lt;br /&gt;
• (a) five javelins or (b) any simple melee weapon&lt;br /&gt;
• (a) a priest’s pack or (b) an explorer’s pack&lt;br /&gt;
• Chain mail and a holy symbol&lt;br /&gt;
The Paladin&lt;br /&gt;
Proficiency̶ Spell Slots per Spell Level̶&lt;br /&gt;
Level Bonus Features 1st 2nd 3rd 4th 5th&lt;br /&gt;
1st +2 Divine Sense, Lay on Hands ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 ̶ ̶ ̶ ̶&lt;br /&gt;
3rd +2 Divine Health, Sacred Oath 3 ̶ ̶ ̶ ̶&lt;br /&gt;
4th +2 Ability Score Improvement 3 ̶ ̶ ̶ ̶&lt;br /&gt;
5th +3 Extra Attack 4 2 ̶ ̶ ̶&lt;br /&gt;
6th +3 Aura of Protection 4 2 ̶ ̶ ̶&lt;br /&gt;
7th +3 Sacred Oath feature 4 3 ̶ ̶ ̶&lt;br /&gt;
8th +3 Ability Score Improvement 4 3 ̶ ̶ ̶&lt;br /&gt;
9th +4 ̶ 4 3 2 ̶ ̶&lt;br /&gt;
10th +4 Aura of Courage 4 3 2 ̶ ̶&lt;br /&gt;
11th +4 Improved Divine Smite 4 3 3 ̶ ̶&lt;br /&gt;
12th +4 Ability Score Improvement 4 3 3 ̶ ̶&lt;br /&gt;
13th +5 ̶ 4 3 3 1 ̶&lt;br /&gt;
14th +5 Cleansing Touch 4 3 3 1 ̶&lt;br /&gt;
15th +5 Sacred Oath feature 4 3 3 2 ̶&lt;br /&gt;
16th +5 Ability Score Improvement 4 3 3 2 ̶&lt;br /&gt;
17th +6 ̶ 4 3 3 3 1&lt;br /&gt;
18th +6 Aura improvements 4 3 3 3 1&lt;br /&gt;
19th +6 Ability Score Improvement 4 3 3 3 2&lt;br /&gt;
20th +6 Sacred Oath feature 4 3 3 3 2&lt;br /&gt;
Divine Sense&lt;br /&gt;
The presence of strong evil registers on your senses&lt;br /&gt;
like a noxious odor, and powerful good rings like&lt;br /&gt;
heavenly music in your ears. As an action, you can&lt;br /&gt;
open your awareness to detect such forces. Until the&lt;br /&gt;
end of your next turn, you know the location of any&lt;br /&gt;
celestial, fiend, or undead within 60 feet of you that&lt;br /&gt;
is not behind total cover. You know the type&lt;br /&gt;
(celestial, fiend, or undead) of any being whose&lt;br /&gt;
presence you sense, but not its identity (the vampire&lt;br /&gt;
Count Strahd von Zarovich, for instance). Within the&lt;br /&gt;
same radius, you also detect the presence of any&lt;br /&gt;
place or object that has been consecrated or&lt;br /&gt;
desecrated, as with the hallow spell.&lt;br /&gt;
You can use this feature a number of times equal&lt;br /&gt;
to 1 + your Charisma modifier. When you finish a&lt;br /&gt;
long rest, you regain all expended uses.&lt;br /&gt;
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Lay on Hands&lt;br /&gt;
Your blessed touch can heal wounds. You have a&lt;br /&gt;
pool of healing power that replenishes when you&lt;br /&gt;
take a long rest. With that pool, you can restore a&lt;br /&gt;
total number of hit points equal to your paladin level&lt;br /&gt;
× 5.&lt;br /&gt;
As an action, you can touch a creature and draw&lt;br /&gt;
power from the pool to restore a number of hit&lt;br /&gt;
points to that creature, up to the maximum amount&lt;br /&gt;
remaining in your pool.&lt;br /&gt;
Alternatively, you can expend 5 hit points from&lt;br /&gt;
your pool of healing to cure the target of one disease&lt;br /&gt;
or neutralize one poison affecting it. You can cure&lt;br /&gt;
multiple diseases and neutralize multiple poisons&lt;br /&gt;
with a single use of Lay on Hands, expending hit&lt;br /&gt;
points separately for each one.&lt;br /&gt;
This feature has no effect on undead and&lt;br /&gt;
constructs.&lt;br /&gt;
Fighting Style&lt;br /&gt;
At 2nd level, you adopt a style of fighting as your&lt;br /&gt;
specialty. Choose one of the following options. You&lt;br /&gt;
can’t take a Fighting Style option more than once,&lt;br /&gt;
even if you later get to choose again.&lt;br /&gt;
Defense&lt;br /&gt;
While you are wearing armor, you gain a +1 bonus to&lt;br /&gt;
AC.&lt;br /&gt;
Dueling&lt;br /&gt;
When you are wielding a melee weapon in one hand&lt;br /&gt;
and no other weapons, you gain a +2 bonus to&lt;br /&gt;
damage rolls with that weapon.&lt;br /&gt;
Great Weapon Fighting&lt;br /&gt;
When you roll a 1 or 2 on a damage die for an attack&lt;br /&gt;
you make with a melee weapon that you are&lt;br /&gt;
wielding with two hands, you can reroll the die and&lt;br /&gt;
must use the new roll. The weapon must have the&lt;br /&gt;
two-­‐‑handed or versatile property for you to gain this&lt;br /&gt;
benefit.&lt;br /&gt;
Protection&lt;br /&gt;
When a creature you can see attacks a target other&lt;br /&gt;
than you that is within 5 feet of you, you can use&lt;br /&gt;
your reaction to impose disadvantage on the attack&lt;br /&gt;
roll. You must be wielding a shield.&lt;br /&gt;
Spellcasting&lt;br /&gt;
By 2nd level, you have learned to draw on divine&lt;br /&gt;
magic through meditation and prayer to cast spells&lt;br /&gt;
as a cleric does.&lt;br /&gt;
Preparing and Casting Spells&lt;br /&gt;
The Paladin table shows how many spell slots you&lt;br /&gt;
have to cast your spells. To cast one of your paladin&lt;br /&gt;
spells of 1st level or higher, you must expend a slot&lt;br /&gt;
of the spell’s level or higher. You regain all expended&lt;br /&gt;
spell slots when you finish a long rest.&lt;br /&gt;
You prepare the list of paladin spells that are&lt;br /&gt;
available for you to cast, choosing from the paladin&lt;br /&gt;
spell list. When you do so, choose a number of&lt;br /&gt;
paladin spells equal to your Charisma modifier + half&lt;br /&gt;
your paladin level, rounded down (minimum of one&lt;br /&gt;
spell). The spells must be of a level for which you&lt;br /&gt;
have spell slots.&lt;br /&gt;
For example, if you are a 5th-­‐‑level paladin, you&lt;br /&gt;
have four 1st-­‐‑level and two 2nd-­‐‑level spell slots.&lt;br /&gt;
With a Charisma of 14, your list of prepared spells&lt;br /&gt;
can include four spells of 1st or 2nd level, in any&lt;br /&gt;
combination. If you prepare the 1st-­‐‑level spell cure&lt;br /&gt;
wounds, you can cast it using a 1st-­‐‑level or a 2nd-­‐‑&lt;br /&gt;
level slot. Casting the spell doesn’t remove it from&lt;br /&gt;
your list of prepared spells.&lt;br /&gt;
You can change your list of prepared spells when&lt;br /&gt;
you finish a long rest. Preparing a new list of paladin&lt;br /&gt;
spells requires time spent in prayer and meditation:&lt;br /&gt;
at least 1 minute per spell level for each spell on&lt;br /&gt;
your list.&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Charisma is your spellcasting ability for your paladin&lt;br /&gt;
spells, since their power derives from the strength of&lt;br /&gt;
your convictions. You use your Charisma whenever a&lt;br /&gt;
spell refers to your spellcasting ability. In addition,&lt;br /&gt;
you use your Charisma modifier when setting the&lt;br /&gt;
saving throw DC for a paladin spell you cast and&lt;br /&gt;
when making an attack roll with one.&lt;br /&gt;
Spell save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Charisma modifier&lt;br /&gt;
Spell attack modifier = your proficiency bonus +&lt;br /&gt;
your Charisma modifier&lt;br /&gt;
Spellcasting Focus&lt;br /&gt;
You can use a holy symbol as a spellcasting focus for&lt;br /&gt;
your paladin spells.&lt;br /&gt;
Divine Smite&lt;br /&gt;
Starting at 2nd level, when you hit a creature with a&lt;br /&gt;
melee weapon attack, you can expend one spell slot&lt;br /&gt;
to deal radiant damage to the target, in addition to&lt;br /&gt;
the weapon’s damage. The extra damage is 2d8 for a&lt;br /&gt;
1st-­‐‑level spell slot, plus 1d8 for each spell level&lt;br /&gt;
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higher than 1st, to a maximum of 5d8. The damage&lt;br /&gt;
increases by 1d8 if the target is an undead or a fiend.&lt;br /&gt;
Divine Health&lt;br /&gt;
By 3rd level, the divine magic flowing through you&lt;br /&gt;
makes you immune to disease.&lt;br /&gt;
Sacred Oath&lt;br /&gt;
When you reach 3rd level, you swear the oath that&lt;br /&gt;
binds you as a paladin forever. Up to this time you&lt;br /&gt;
have been in a preparatory stage, committed to the&lt;br /&gt;
path but not yet sworn to it. Now you choose an oath,&lt;br /&gt;
such as the Oath of Devotion.&lt;br /&gt;
Your choice grants you features at 3rd level and&lt;br /&gt;
again at 7th, 15th, and 20th level. Those features&lt;br /&gt;
include oath spells and the Channel Divinity feature.&lt;br /&gt;
Oath Spells&lt;br /&gt;
Each oath has a list of associated spells. You gain&lt;br /&gt;
access to these spells at the levels specified in the&lt;br /&gt;
oath description. Once you gain access to an oath&lt;br /&gt;
spell, you always have it prepared. Oath spells don’t&lt;br /&gt;
count against the number of spells you can prepare&lt;br /&gt;
each day.&lt;br /&gt;
If you gain an oath spell that doesn’t appear on the&lt;br /&gt;
paladin spell list, the spell is nonetheless a paladin&lt;br /&gt;
spell for you.&lt;br /&gt;
Channel Divinity&lt;br /&gt;
Your oath allows you to channel divine energy to&lt;br /&gt;
fuel magical effects. Each Channel Divinity option&lt;br /&gt;
provided by your oath explains how to use it.&lt;br /&gt;
When you use your Channel Divinity, you choose&lt;br /&gt;
which option to use. You must then finish a short or&lt;br /&gt;
long rest to use your Channel Divinity again.&lt;br /&gt;
Some Channel Divinity effects require saving&lt;br /&gt;
throws. When you use such an effect from this class,&lt;br /&gt;
the DC equals your paladin spell save DC.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Extra Attack&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead&lt;br /&gt;
of once, whenever you take the Attack action on your&lt;br /&gt;
turn.&lt;br /&gt;
Aura of Protection&lt;br /&gt;
Starting at 6th level, whenever you or a friendly&lt;br /&gt;
creature within 10 feet of you must make a saving&lt;br /&gt;
throw, the creature gains a bonus to the saving&lt;br /&gt;
throw equal to your Charisma modifier (with a&lt;br /&gt;
minimum bonus of +1). You must be conscious to&lt;br /&gt;
grant this bonus.&lt;br /&gt;
At 18th level, the range of this aura increases to 30&lt;br /&gt;
feet.&lt;br /&gt;
Aura of Courage&lt;br /&gt;
Starting at 10th level, you and friendly creatures&lt;br /&gt;
within 10 feet of you can’t be frightened while you&lt;br /&gt;
are conscious.&lt;br /&gt;
At 18th level, the range of this aura increases to 30&lt;br /&gt;
feet.&lt;br /&gt;
Improved Divine Smite&lt;br /&gt;
By 11th level, you are so suffused with righteous&lt;br /&gt;
might that all your melee weapon strikes carry&lt;br /&gt;
divine power with them. Whenever you hit a&lt;br /&gt;
creature with a melee weapon, the creature takes an&lt;br /&gt;
extra 1d8 radiant damage. If you also use your&lt;br /&gt;
Divine Smite with an attack, you add this damage to&lt;br /&gt;
the extra damage of your Divine Smite.&lt;br /&gt;
Cleansing Touch&lt;br /&gt;
Beginning at 14th level, you can use your action to&lt;br /&gt;
end one spell on yourself or on one willing creature&lt;br /&gt;
that you touch.&lt;br /&gt;
You can use this feature a number of times equal&lt;br /&gt;
to your Charisma modifier (a minimum of once). You&lt;br /&gt;
regain expended uses when you finish a long rest.&lt;br /&gt;
Sacred Oaths&lt;br /&gt;
Becoming a paladin involves taking vows that&lt;br /&gt;
commit the paladin to the cause of righteousness, an&lt;br /&gt;
active path of fighting wickedness. The final oath,&lt;br /&gt;
taken when he or she reaches 3rd level, is the&lt;br /&gt;
culmination of all the paladin’s training. Some&lt;br /&gt;
characters with this class don’t consider themselves&lt;br /&gt;
true paladins until they have reached 3rd level and&lt;br /&gt;
made this oath. For others, the actual swearing of the&lt;br /&gt;
oath is a formality, an official stamp on what has&lt;br /&gt;
always been true in the paladin’s heart.&lt;br /&gt;
Oath of Devotion&lt;br /&gt;
The Oath of Devotion binds a paladin to the loftiest&lt;br /&gt;
ideals of justice, virtue, and order. Sometimes called&lt;br /&gt;
cavaliers, white knights, or holy warriors, these&lt;br /&gt;
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paladins meet the ideal of the knight in shining&lt;br /&gt;
armor, acting with honor in pursuit of justice and the&lt;br /&gt;
greater good. They hold themselves to the highest&lt;br /&gt;
standards of conduct, and some, for better or worse,&lt;br /&gt;
hold the rest of the world to the same standards.&lt;br /&gt;
Many who swear this oath are devoted to gods of&lt;br /&gt;
law and good and use their gods’ tenets as the&lt;br /&gt;
measure of their devotion. They hold angels—the&lt;br /&gt;
perfect servants of good—as their ideals, and&lt;br /&gt;
incorporate images of angelic wings into their&lt;br /&gt;
helmets or coats of arms.&lt;br /&gt;
Tenets of Devotion&lt;br /&gt;
Though the exact words and strictures of the Oath of&lt;br /&gt;
Devotion vary, paladins of this oath share these&lt;br /&gt;
tenets.&lt;br /&gt;
Honesty. Don’t lie or cheat. Let your word be your&lt;br /&gt;
promise.&lt;br /&gt;
Courage. Never fear to act, though caution is wise.&lt;br /&gt;
Compassion. Aid others, protect the weak, and&lt;br /&gt;
punish those who threaten them. Show mercy to&lt;br /&gt;
your foes, but temper it with wisdom.&lt;br /&gt;
Honor. Treat others with fairness, and let your&lt;br /&gt;
honorable deeds be an example to them. Do as much&lt;br /&gt;
good as possible while causing the least amount of&lt;br /&gt;
harm.&lt;br /&gt;
Duty. Be responsible for your actions and their&lt;br /&gt;
consequences, protect those entrusted to your care,&lt;br /&gt;
and obey those who have just authority over you.&lt;br /&gt;
Oath Spells&lt;br /&gt;
You gain oath spells at the paladin levels listed.&lt;br /&gt;
Oath of Devotion Spells&lt;br /&gt;
Paladin&lt;br /&gt;
Level Spells&lt;br /&gt;
3rd protection from evil and good, sanctuary&lt;br /&gt;
5th lesser restoration, zone of truth&lt;br /&gt;
9th beacon of hope, dispel magic&lt;br /&gt;
13th freedom of movement, guardian of faith&lt;br /&gt;
17th commune, flame strike&lt;br /&gt;
Channel Divinity&lt;br /&gt;
When you take this oath at 3rd level, you gain the&lt;br /&gt;
following two Channel Divinity options.&lt;br /&gt;
Sacred Weapon. As an action, you can imbue one&lt;br /&gt;
weapon that you are holding with positive energy,&lt;br /&gt;
using your Channel Divinity. For 1 minute, you add&lt;br /&gt;
your Charisma modifier to attack rolls made with&lt;br /&gt;
that weapon (with a minimum bonus of +1). The&lt;br /&gt;
weapon also emits bright light in a 20-­‐‑foot radius&lt;br /&gt;
and dim light 20 feet beyond that. If the weapon is&lt;br /&gt;
not already magical, it becomes magical for the&lt;br /&gt;
duration.&lt;br /&gt;
You can end this effect on your turn as part of any&lt;br /&gt;
other action. If you are no longer holding or carrying&lt;br /&gt;
this weapon, or if you fall unconscious, this effect&lt;br /&gt;
ends.&lt;br /&gt;
Turn the Unholy. As an action, you present your&lt;br /&gt;
holy symbol and speak a prayer censuring fiends&lt;br /&gt;
and undead, using your Channel Divinity. Each fiend&lt;br /&gt;
or undead that can see or hear you within 30 feet of&lt;br /&gt;
you must make a Wisdom saving throw. If the&lt;br /&gt;
creature fails its saving throw, it is turned for 1&lt;br /&gt;
minute or until it takes damage.&lt;br /&gt;
A turned creature must spend its turns trying to&lt;br /&gt;
move as far away from you as it can, and it can’t&lt;br /&gt;
willingly move to a space within 30 feet of you. It&lt;br /&gt;
also can’t take reactions. For its action, it can use&lt;br /&gt;
only the Dash action or try to escape from an effect&lt;br /&gt;
that prevents it from moving. If there’s nowhere to&lt;br /&gt;
move, the creature can use the Dodge action.&lt;br /&gt;
Aura of Devotion&lt;br /&gt;
Starting at 7th level, you and friendly creatures&lt;br /&gt;
within 10 feet of you can’t be charmed while you are&lt;br /&gt;
conscious.&lt;br /&gt;
At 18th level, the range of this aura increases to 30&lt;br /&gt;
feet.&lt;br /&gt;
Purity of Spirit&lt;br /&gt;
Beginning at 15th level, you are always under the&lt;br /&gt;
effects of a protection from evil and good spell.&lt;br /&gt;
Holy Nimbus&lt;br /&gt;
At 20th level, as an action, you can emanate an aura&lt;br /&gt;
of sunlight. For 1 minute, bright light shines from&lt;br /&gt;
you in a 30-­‐‑foot radius, and dim light shines 30 feet&lt;br /&gt;
beyond that.&lt;br /&gt;
Whenever an enemy creature starts its turn in the&lt;br /&gt;
bright light, the creature takes 10 radiant damage.&lt;br /&gt;
In addition, for the duration, you have advantage&lt;br /&gt;
on saving throws against spells cast by fiends or&lt;br /&gt;
undead.&lt;br /&gt;
Once you use this feature, you can’t use it again&lt;br /&gt;
until you finish a long rest.&lt;br /&gt;
Breaking Your Oath&lt;br /&gt;
A paladin tries to hold to the highest standards of conduct,&lt;br /&gt;
but even the most virtuous paladin is fallible. Sometimes the&lt;br /&gt;
right path proves too demanding, sometimes a situation calls&lt;br /&gt;
for the lesser of two evils, and sometimes the heat of&lt;br /&gt;
emotion causes a paladin to transgress his or her oath.&lt;br /&gt;
A paladin who has broken a vow typically seeks absolution&lt;br /&gt;
from a cleric who shares his or her faith or from another&lt;br /&gt;
paladin of the same order. The paladin might spend an all-­‐&lt;br /&gt;
night vigil in prayer as a sign of penitence, or undertake a fast&lt;br /&gt;
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or similar act of self-­‐denial. After a rite of confession and&lt;br /&gt;
forgiveness, the paladin starts fresh.&lt;br /&gt;
If a paladin willfully violates his or her oath and shows no&lt;br /&gt;
sign of repentance, the consequences can be more serious.&lt;br /&gt;
At the GM’s discretion, an impenitent paladin might be&lt;br /&gt;
forced to abandon this class and adopt another.&lt;br /&gt;
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Ranger&lt;br /&gt;
Class Features&lt;br /&gt;
As a ranger, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d10 per ranger level&lt;br /&gt;
Hit Points at 1st Level: 10 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d10 (or 6) + your&lt;br /&gt;
Constitution modifier per ranger level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: Light armor, medium armor, shields&lt;br /&gt;
Weapons: Simple weapons, martial weapons&lt;br /&gt;
Tools: None&lt;br /&gt;
Saving Throws: Strength, Dexterity&lt;br /&gt;
Skills: Choose three from Animal Handling, Athletics,&lt;br /&gt;
Insight, Investigation, Nature, Perception, Stealth,&lt;br /&gt;
and Survival&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) scale mail or (b) leather armor&lt;br /&gt;
• (a) two shortswords or (b) two simple melee&lt;br /&gt;
weapons&lt;br /&gt;
• (a) a dungeoneer’s pack or (b) an explorer’s pack&lt;br /&gt;
• A longbow and a quiver of 20 arrows&lt;br /&gt;
The Ranger&lt;br /&gt;
Proficiency̶ Spell Slots per Spell Level̶&lt;br /&gt;
Level Bonus Features Spells Known 1st 2nd 3rd 4th 5th&lt;br /&gt;
1st +2 Favored Enemy, Natural Explorer ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
2nd +2 Fighting Style, Spellcasting 2 2 ̶ ̶ ̶ ̶&lt;br /&gt;
3rd +2 Ranger Archetype, Primeval Awareness 3 3 ̶ ̶ ̶ ̶&lt;br /&gt;
4th +2 Ability Score Improvement 3 3 ̶ ̶ ̶ ̶&lt;br /&gt;
5th +3 Extra Attack 4 4 2 ̶ ̶ ̶&lt;br /&gt;
6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 ̶ ̶ ̶&lt;br /&gt;
7th +3 Ranger Archetype feature 5 4 3 ̶ ̶ ̶&lt;br /&gt;
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 ̶ ̶ ̶&lt;br /&gt;
9th +4 ̶ 6 4 3 2 ̶ ̶&lt;br /&gt;
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 ̶ ̶&lt;br /&gt;
11th +4 Ranger Archetype feature 7 4 3 3 ̶ ̶&lt;br /&gt;
12th +4 Ability Score Improvement 7 4 3 3 ̶ ̶&lt;br /&gt;
13th +5 ̶ 8 4 3 3 1 ̶&lt;br /&gt;
14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 ̶&lt;br /&gt;
15th +5 Ranger Archetype feature 9 4 3 3 2 ̶&lt;br /&gt;
16th +5 Ability Score Improvement 9 4 3 3 2 ̶&lt;br /&gt;
17th +6 ̶ 10 4 3 3 3 1&lt;br /&gt;
18th +6 Feral Senses 10 4 3 3 3 1&lt;br /&gt;
19th +6 Ability Score Improvement 11 4 3 3 3 2&lt;br /&gt;
20th +6 Foe Slayer 11 4 3 3 3 2&lt;br /&gt;
Favored Enemy&lt;br /&gt;
Beginning at 1st level, you have significant&lt;br /&gt;
experience studying, tracking, hunting, and even&lt;br /&gt;
talking to a certain type of enemy.&lt;br /&gt;
Choose a type of favored enemy: aberrations,&lt;br /&gt;
beasts, celestials, constructs, dragons, elementals,&lt;br /&gt;
fey, fiends, giants, monstrosities, oozes, plants, or&lt;br /&gt;
undead. Alternatively, you can select two races of&lt;br /&gt;
humanoid (such as gnolls and orcs) as favored&lt;br /&gt;
enemies.&lt;br /&gt;
You have advantage on Wisdom (Survival) checks&lt;br /&gt;
to track your favored enemies, as well as on&lt;br /&gt;
Intelligence checks to recall information about them.&lt;br /&gt;
When you gain this feature, you also learn one&lt;br /&gt;
language of your choice that is spoken by your&lt;br /&gt;
favored enemies, if they speak one at all.&lt;br /&gt;
You choose one additional favored enemy, as well&lt;br /&gt;
as an associated language, at 6th and 14th level. As&lt;br /&gt;
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you gain levels, your choices should reflect the types&lt;br /&gt;
of monsters you have encountered on your&lt;br /&gt;
adventures.&lt;br /&gt;
Natural Explorer&lt;br /&gt;
You are particularly familiar with one type of natural&lt;br /&gt;
environment and are adept at traveling and&lt;br /&gt;
surviving in such regions. Choose one type of&lt;br /&gt;
favored terrain: arctic, coast, desert, forest,&lt;br /&gt;
grassland, mountain, or swamp. When you make an&lt;br /&gt;
Intelligence or Wisdom check related to your&lt;br /&gt;
favored terrain, your proficiency bonus is doubled if&lt;br /&gt;
you are using a skill that you’re proficient in.&lt;br /&gt;
While traveling for an hour or more in your&lt;br /&gt;
favored terrain, you gain the following benefits:&lt;br /&gt;
• Difficult terrain doesn’t slow your group’s travel.&lt;br /&gt;
• Your group can’t become lost except by magical&lt;br /&gt;
means.&lt;br /&gt;
• Even when you are engaged in another activity&lt;br /&gt;
while traveling (such as foraging, navigating, or&lt;br /&gt;
tracking), you remain alert to danger.&lt;br /&gt;
• If you are traveling alone, you can move stealthily&lt;br /&gt;
at a normal pace.&lt;br /&gt;
• When you forage, you find twice as much food as&lt;br /&gt;
you normally would.&lt;br /&gt;
• While tracking other creatures, you also learn&lt;br /&gt;
their exact number, their sizes, and how long ago&lt;br /&gt;
they passed through the area.&lt;br /&gt;
You choose additional favored terrain types at 6th&lt;br /&gt;
and 10th level.&lt;br /&gt;
Fighting Style&lt;br /&gt;
At 2nd level, you adopt a particular style of fighting&lt;br /&gt;
as your specialty. Choose one of the following&lt;br /&gt;
options. You can’t take a Fighting Style option more&lt;br /&gt;
than once, even if you later get to choose again.&lt;br /&gt;
Archery&lt;br /&gt;
You gain a +2 bonus to attack rolls you make with&lt;br /&gt;
ranged weapons.&lt;br /&gt;
Defense&lt;br /&gt;
While you are wearing armor, you gain a +1 bonus to&lt;br /&gt;
AC.&lt;br /&gt;
Dueling&lt;br /&gt;
When you are wielding a melee weapon in one hand&lt;br /&gt;
and no other weapons, you gain a +2 bonus to&lt;br /&gt;
damage rolls with that weapon.&lt;br /&gt;
Two-Weapon Fighting&lt;br /&gt;
When you engage in two-­‐‑weapon fighting, you can&lt;br /&gt;
add your ability modifier to the damage of the&lt;br /&gt;
second attack.&lt;br /&gt;
Spellcasting&lt;br /&gt;
By the time you reach 2nd level, you have learned to&lt;br /&gt;
use the magical essence of nature to cast spells,&lt;br /&gt;
much as a druid does.&lt;br /&gt;
Spell Slots&lt;br /&gt;
The Ranger table shows how many spell slots you&lt;br /&gt;
have to cast your spells of 1st level and higher. To&lt;br /&gt;
cast one of these spells, you must expend a slot of&lt;br /&gt;
the spell’s level or higher. You regain all expended&lt;br /&gt;
spell slots when you finish a long rest.&lt;br /&gt;
For example, if you know the 1st-­‐‑level spell animal&lt;br /&gt;
friendship and have a 1st-­‐‑level and a 2nd-­‐‑level spell&lt;br /&gt;
slot available, you can cast animal friendship using&lt;br /&gt;
either slot.&lt;br /&gt;
Spells Known of 1st Level and Higher&lt;br /&gt;
You know two 1st-­‐‑level spells of your choice from&lt;br /&gt;
the ranger spell list.&lt;br /&gt;
The Spells Known column of the Ranger table&lt;br /&gt;
shows when you learn more ranger spells of your&lt;br /&gt;
choice. Each of these spells must be of a level for&lt;br /&gt;
which you have spell slots. For instance, when you&lt;br /&gt;
reach 5th level in this class, you can learn one new&lt;br /&gt;
spell of 1st or 2nd level.&lt;br /&gt;
Additionally, when you gain a level in this class,&lt;br /&gt;
you can choose one of the ranger spells you know&lt;br /&gt;
and replace it with another spell from the ranger&lt;br /&gt;
spell list, which also must be of a level for which you&lt;br /&gt;
have spell slots.&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Wisdom is your spellcasting ability for your ranger&lt;br /&gt;
spells, since your magic draws on your attunement&lt;br /&gt;
to nature. You use your Wisdom whenever a spell&lt;br /&gt;
refers to your spellcasting ability. In addition, you&lt;br /&gt;
use your Wisdom modifier when setting the saving&lt;br /&gt;
throw DC for a ranger spell you cast and when&lt;br /&gt;
making an attack roll with one.&lt;br /&gt;
Spell save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Wisdom modifier&lt;br /&gt;
Spell attack modifier = your proficiency bonus +&lt;br /&gt;
your Wisdom modifier&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 37&lt;br /&gt;
Ranger Archetype&lt;br /&gt;
At 3rd level, you choose an archetype that you strive&lt;br /&gt;
to emulate, such as the Hunter. Your choice grants&lt;br /&gt;
you features at 3rd level and again at 7th, 11th, and&lt;br /&gt;
15th level.&lt;br /&gt;
Primeval Awareness&lt;br /&gt;
Beginning at 3rd level, you can use your action and&lt;br /&gt;
expend one ranger spell slot to focus your&lt;br /&gt;
awareness on the region around you. For 1 minute&lt;br /&gt;
per level of the spell slot you expend, you can sense&lt;br /&gt;
whether the following types of creatures are present&lt;br /&gt;
within 1 mile of you (or within up to 6 miles if you&lt;br /&gt;
are in your favored terrain): aberrations, celestials,&lt;br /&gt;
dragons, elementals, fey, fiends, and undead. This&lt;br /&gt;
feature doesn’t reveal the creatures’ location or&lt;br /&gt;
number.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Extra Attack&lt;br /&gt;
Beginning at 5th level, you can attack twice, instead&lt;br /&gt;
of once, whenever you take the Attack action on your&lt;br /&gt;
turn.&lt;br /&gt;
Land’s Stride&lt;br /&gt;
Starting at 8th level, moving through nonmagical&lt;br /&gt;
difficult terrain costs you no extra movement. You&lt;br /&gt;
can also pass through nonmagical plants without&lt;br /&gt;
being slowed by them and without taking damage&lt;br /&gt;
from them if they have thorns, spines, or a similar&lt;br /&gt;
hazard.&lt;br /&gt;
In addition, you have advantage on saving throws&lt;br /&gt;
against plants that are magically created or&lt;br /&gt;
manipulated to impede movement, such those&lt;br /&gt;
created by the entangle spell.&lt;br /&gt;
Hide in Plain Sight&lt;br /&gt;
Starting at 10th level, you can spend 1 minute&lt;br /&gt;
creating camouflage for yourself. You must have&lt;br /&gt;
access to fresh mud, dirt, plants, soot, and other&lt;br /&gt;
naturally occurring materials with which to create&lt;br /&gt;
your camouflage.&lt;br /&gt;
Once you are camouflaged in this way, you can try&lt;br /&gt;
to hide by pressing yourself up against a solid&lt;br /&gt;
surface, such as a tree or wall, that is at least as tall&lt;br /&gt;
and wide as you are. You gain a +10 bonus to&lt;br /&gt;
Dexterity (Stealth) checks as long as you remain&lt;br /&gt;
there without moving or taking actions. Once you&lt;br /&gt;
move or take an action or a reaction, you must&lt;br /&gt;
camouflage yourself again to gain this benefit.&lt;br /&gt;
Vanish&lt;br /&gt;
Starting at 14th level, you can use the Hide action as&lt;br /&gt;
a bonus action on your turn. Also, you can’t be&lt;br /&gt;
tracked by nonmagical means, unless you choose to&lt;br /&gt;
leave a trail.&lt;br /&gt;
Feral Senses&lt;br /&gt;
At 18th level, you gain preternatural senses that help&lt;br /&gt;
you fight creatures you can’t see. When you attack a&lt;br /&gt;
creature you can’t see, your inability to see it doesn’t&lt;br /&gt;
impose disadvantage on your attack rolls against it.&lt;br /&gt;
You are also aware of the location of any invisible&lt;br /&gt;
creature within 30 feet of you, provided that the&lt;br /&gt;
creature isn’t hidden from you and you aren’t&lt;br /&gt;
blinded or deafened.&lt;br /&gt;
Foe Slayer&lt;br /&gt;
At 20th level, you become an unparalleled hunter of&lt;br /&gt;
your enemies. Once on each of your turns, you can&lt;br /&gt;
add your Wisdom modifier to the attack roll or the&lt;br /&gt;
damage roll of an attack you make against one of&lt;br /&gt;
your favored enemies. You can choose to use this&lt;br /&gt;
feature before or after the roll, but before any effects&lt;br /&gt;
of the roll are applied.&lt;br /&gt;
Ranger Archetypes&lt;br /&gt;
A classic expression of the ranger ideal is the Hunter.&lt;br /&gt;
Hunter&lt;br /&gt;
Emulating the Hunter archetype means accepting&lt;br /&gt;
your place as a bulwark between civilization and the&lt;br /&gt;
terrors of the wilderness. As you walk the Hunter’s&lt;br /&gt;
path, you learn specialized techniques for fighting&lt;br /&gt;
the threats you face, from rampaging ogres and&lt;br /&gt;
hordes of orcs to towering giants and terrifying&lt;br /&gt;
dragons.&lt;br /&gt;
Hunter’s Prey&lt;br /&gt;
At 3rd level, you gain one of the following features of&lt;br /&gt;
your choice.&lt;br /&gt;
Colossus Slayer. Your tenacity can wear down the&lt;br /&gt;
most potent foes. When you hit a creature with a&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 38&lt;br /&gt;
weapon attack, the creature takes an extra 1d8&lt;br /&gt;
damage if it’s below its hit point maximum. You can&lt;br /&gt;
deal this extra damage only once per turn.&lt;br /&gt;
Giant Killer. When a Large or larger creature&lt;br /&gt;
within 5 feet of you hits or misses you with an attack,&lt;br /&gt;
you can use your reaction to attack that creature&lt;br /&gt;
immediately after its attack, provided that you can&lt;br /&gt;
see the creature.&lt;br /&gt;
Horde Breaker. Once on each of your turns when&lt;br /&gt;
you make a weapon attack, you can make another&lt;br /&gt;
attack with the same weapon against a different&lt;br /&gt;
creature that is within 5 feet of the original target&lt;br /&gt;
and within range of your weapon.&lt;br /&gt;
Defensive Tactics&lt;br /&gt;
At 7th level, you gain one of the following features of&lt;br /&gt;
your choice.&lt;br /&gt;
Escape the Horde. Opportunity attacks against&lt;br /&gt;
you are made with disadvantage.&lt;br /&gt;
Multiattack Defense. When a creature hits you&lt;br /&gt;
with an attack, you gain a +4 bonus to AC against all&lt;br /&gt;
subsequent attacks made by that creature for the&lt;br /&gt;
rest of the turn.&lt;br /&gt;
Steel Will. You have advantage on saving throws&lt;br /&gt;
against being frightened.&lt;br /&gt;
Multiattack&lt;br /&gt;
At 11th level, you gain one of the following features&lt;br /&gt;
of your choice.&lt;br /&gt;
Volley. You can use your action to make a ranged&lt;br /&gt;
attack against any number of creatures within 10&lt;br /&gt;
feet of a point you can see within your weapon’s&lt;br /&gt;
range. You must have ammunition for each target, as&lt;br /&gt;
normal, and you make a separate attack roll for each&lt;br /&gt;
target.&lt;br /&gt;
Whirlwind Attack. You can use your action to&lt;br /&gt;
make a melee attack against any number of&lt;br /&gt;
creatures within 5 feet of you, with a separate attack&lt;br /&gt;
roll for each target.&lt;br /&gt;
Superior Hunter’s Defense&lt;br /&gt;
At 15th level, you gain one of the following features&lt;br /&gt;
of your choice.&lt;br /&gt;
Evasion. When you are subjected to an effect, such&lt;br /&gt;
as a red dragon’s fiery breath or a lightning bolt spell,&lt;br /&gt;
that allows you to make a Dexterity saving throw to&lt;br /&gt;
take only half damage, you instead take no damage if&lt;br /&gt;
you succeed on the saving throw, and only half&lt;br /&gt;
damage if you fail.&lt;br /&gt;
Stand Against the Tide. When a hostile creature&lt;br /&gt;
misses you with a melee attack, you can use your&lt;br /&gt;
reaction to force that creature to repeat the same&lt;br /&gt;
attack against another creature (other than itself) of&lt;br /&gt;
your choice.&lt;br /&gt;
Uncanny Dodge. When an attacker that you can&lt;br /&gt;
see hits you with an attack, you can use your&lt;br /&gt;
reaction to halve the attack’s damage against you.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 39&lt;br /&gt;
Rogue&lt;br /&gt;
Class Features&lt;br /&gt;
As a rogue, you have the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d8 per rogue level&lt;br /&gt;
Hit Points at 1st Level: 8 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d8 (or 5) + your&lt;br /&gt;
Constitution modifier per rogue level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: Light armor&lt;br /&gt;
Weapons: Simple weapons, hand crossbows,&lt;br /&gt;
longswords, rapiers, shortswords&lt;br /&gt;
Tools: Thieves’ tools&lt;br /&gt;
Saving Throws: Dexterity, Intelligence&lt;br /&gt;
Skills: Choose four from Acrobatics, Athletics,&lt;br /&gt;
Deception, Insight, Intimidation, Investigation,&lt;br /&gt;
Perception, Performance, Persuasion, Sleight of&lt;br /&gt;
Hand, and Stealth&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a rapier or (b) a shortsword&lt;br /&gt;
• (a) a shortbow and quiver of 20 arrows or (b) a&lt;br /&gt;
shortsword&lt;br /&gt;
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or&lt;br /&gt;
(c) an explorer’s pack&lt;br /&gt;
• (a) Leather armor, two daggers, and thieves’ tools&lt;br /&gt;
The Rogue&lt;br /&gt;
Level&lt;br /&gt;
Proficiency&lt;br /&gt;
Bonus&lt;br /&gt;
Sneak&lt;br /&gt;
Attack Features&lt;br /&gt;
1st +2 1d6 Expertise, Sneak Attack,&lt;br /&gt;
Thieves’ Cant&lt;br /&gt;
2nd +2 1d6 Cunning Action&lt;br /&gt;
3rd +2 2d6 Roguish Archetype&lt;br /&gt;
4th +2 2d6 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
5th +3 3d6 Uncanny Dodge&lt;br /&gt;
6th +3 3d6 Expertise&lt;br /&gt;
7th +3 4d6 Evasion&lt;br /&gt;
8th +3 4d6 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
9th +4 5d6 Roguish Archetype&lt;br /&gt;
feature&lt;br /&gt;
10th +4 5d6 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
11th +4 6d6 Reliable Talent&lt;br /&gt;
12th +4 6d6 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
13th +5 7d6 Roguish Archetype&lt;br /&gt;
feature&lt;br /&gt;
14th +5 7d6 Blindsense&lt;br /&gt;
15th +5 8d6 Slippery Mind&lt;br /&gt;
16th +5 8d6 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
17th +6 9d6 Roguish Archetype&lt;br /&gt;
feature&lt;br /&gt;
18th +6 9d6 Elusive&lt;br /&gt;
19th +6 10d6 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
20th +6 10d6 Stroke of Luck&lt;br /&gt;
Expertise&lt;br /&gt;
At 1st level, choose two of your skill proficiencies, or&lt;br /&gt;
one of your skill proficiencies and your proficiency&lt;br /&gt;
with thieves’ tools. Your proficiency bonus is&lt;br /&gt;
doubled for any ability check you make that uses&lt;br /&gt;
either of the chosen proficiencies.&lt;br /&gt;
At 6th level, you can choose two more of your&lt;br /&gt;
proficiencies (in skills or with thieves’ tools) to gain&lt;br /&gt;
this benefit.&lt;br /&gt;
Sneak Attack&lt;br /&gt;
Beginning at 1st level, you know how to strike subtly&lt;br /&gt;
and exploit a foe’s distraction. Once per turn, you can&lt;br /&gt;
deal an extra 1d6 damage to one creature you hit&lt;br /&gt;
with an attack if you have advantage on the attack&lt;br /&gt;
roll. The attack must use a finesse or a ranged&lt;br /&gt;
weapon.&lt;br /&gt;
You don’t need advantage on the attack roll if&lt;br /&gt;
another enemy of the target is within 5 feet of it, that&lt;br /&gt;
enemy isn’t incapacitated, and you don’t have&lt;br /&gt;
disadvantage on the attack roll.&lt;br /&gt;
The amount of the extra damage increases as you&lt;br /&gt;
gain levels in this class, as shown in the Sneak Attack&lt;br /&gt;
column of the Rogue table.&lt;br /&gt;
Thieves’ Cant&lt;br /&gt;
During your rogue training you learned thieves’ cant,&lt;br /&gt;
a secret mix of dialect, jargon, and code that allows&lt;br /&gt;
you to hide messages in seemingly normal&lt;br /&gt;
conversation. Only another creature that knows&lt;br /&gt;
thieves’ cant understands such messages. It takes&lt;br /&gt;
four times longer to convey such a message than it&lt;br /&gt;
does to speak the same idea plainly.&lt;br /&gt;
In addition, you understand a set of secret signs&lt;br /&gt;
and symbols used to convey short, simple messages,&lt;br /&gt;
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such as whether an area is dangerous or the&lt;br /&gt;
territory of a thieves’ guild, whether loot is nearby,&lt;br /&gt;
or whether the people in an area are easy marks or&lt;br /&gt;
will provide a safe house for thieves on the run.&lt;br /&gt;
Cunning Action&lt;br /&gt;
Starting at 2nd level, your quick thinking and agility&lt;br /&gt;
allow you to move and act quickly. You can take a&lt;br /&gt;
bonus action on each of your turns in combat. This&lt;br /&gt;
action can be used only to take the Dash, Disengage,&lt;br /&gt;
or Hide action.&lt;br /&gt;
Roguish Archetype&lt;br /&gt;
At 3rd level, you choose an archetype that you&lt;br /&gt;
emulate in the exercise of your rogue abilities, such&lt;br /&gt;
as Thief. Your archetype choice grants you features&lt;br /&gt;
at 3rd level and then again at 9th, 13th, and 17th&lt;br /&gt;
level.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 10th,&lt;br /&gt;
12th, 16th, and 19th level, you can increase one&lt;br /&gt;
ability score of your choice by 2, or you can increase&lt;br /&gt;
two ability scores of your choice by 1. As normal,&lt;br /&gt;
you can’t increase an ability score above 20 using&lt;br /&gt;
this feature.&lt;br /&gt;
Uncanny Dodge&lt;br /&gt;
Starting at 5th level, when an attacker that you can&lt;br /&gt;
see hits you with an attack, you can use your&lt;br /&gt;
reaction to halve the attack’s damage against you.&lt;br /&gt;
Evasion&lt;br /&gt;
Beginning at 7th level, you can nimbly dodge out of&lt;br /&gt;
the way of certain area effects, such as a red dragon’s&lt;br /&gt;
fiery breath or an ice storm spell. When you are&lt;br /&gt;
subjected to an effect that allows you to make a&lt;br /&gt;
Dexterity saving throw to take only half damage, you&lt;br /&gt;
instead take no damage if you succeed on the saving&lt;br /&gt;
throw, and only half damage if you fail.&lt;br /&gt;
Reliable Talent&lt;br /&gt;
By 11th level, you have refined your chosen skills&lt;br /&gt;
until they approach perfection. Whenever you make&lt;br /&gt;
an ability check that lets you add your proficiency&lt;br /&gt;
bonus, you can treat a d20 roll of 9 or lower as a 10.&lt;br /&gt;
Blindsense&lt;br /&gt;
Starting at 14th level, if you are able to hear, you are&lt;br /&gt;
aware of the location of any hidden or invisible&lt;br /&gt;
creature within 10 feet of you.&lt;br /&gt;
Slippery Mind&lt;br /&gt;
By 15th level, you have acquired greater mental&lt;br /&gt;
strength. You gain proficiency in Wisdom saving&lt;br /&gt;
throws.&lt;br /&gt;
Elusive&lt;br /&gt;
Beginning at 18th level, you are so evasive that&lt;br /&gt;
attackers rarely gain the upper hand against you. No&lt;br /&gt;
attack roll has advantage against you while you&lt;br /&gt;
aren’t incapacitated.&lt;br /&gt;
Stroke of Luck&lt;br /&gt;
At 20th level, you have an uncanny knack for&lt;br /&gt;
succeeding when you need to. If your attack misses a&lt;br /&gt;
target within range, you can turn the miss into a hit.&lt;br /&gt;
Alternatively, if you fail an ability check, you can treat&lt;br /&gt;
the d20 roll as a 20.&lt;br /&gt;
Once you use this feature, you can’t use it again&lt;br /&gt;
until you finish a short or long rest.&lt;br /&gt;
Roguish Archetypes&lt;br /&gt;
Rogues have many features in common, including&lt;br /&gt;
their emphasis on perfecting their skills, their&lt;br /&gt;
precise and deadly approach to combat, and their&lt;br /&gt;
increasingly quick reflexes. But different rogues&lt;br /&gt;
steer those talents in varying directions, embodied&lt;br /&gt;
by the rogue archetypes. Your choice of archetype is&lt;br /&gt;
a reflection of your focus—not necessarily an&lt;br /&gt;
indication of your chosen profession, but a&lt;br /&gt;
description of your preferred techniques.&lt;br /&gt;
Thief&lt;br /&gt;
You hone your skills in the larcenous arts. Burglars,&lt;br /&gt;
bandits, cutpurses, and other criminals typically&lt;br /&gt;
follow this archetype, but so do rogues who prefer to&lt;br /&gt;
think of themselves as professional treasure seekers,&lt;br /&gt;
explorers, delvers, and investigators. In addition to&lt;br /&gt;
improving your agility and stealth, you learn skills&lt;br /&gt;
useful for delving into ancient ruins, reading&lt;br /&gt;
unfamiliar languages, and using magic items you&lt;br /&gt;
normally couldn’t employ.&lt;br /&gt;
Fast Hands&lt;br /&gt;
Starting at 3rd level, you can use the bonus action&lt;br /&gt;
granted by your Cunning Action to make a Dexterity&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 41&lt;br /&gt;
(Sleight of Hand) check, use your thieves’ tools to&lt;br /&gt;
disarm a trap or open a lock, or take the Use an&lt;br /&gt;
Object action.&lt;br /&gt;
Second-Story Work&lt;br /&gt;
When you choose this archetype at 3rd level, you&lt;br /&gt;
gain the ability to climb faster than normal; climbing&lt;br /&gt;
no longer costs you extra movement.&lt;br /&gt;
In addition, when you make a running jump, the&lt;br /&gt;
distance you cover increases by a number of feet&lt;br /&gt;
equal to your Dexterity modifier.&lt;br /&gt;
Supreme Sneak&lt;br /&gt;
Starting at 9th level, you have advantage on a&lt;br /&gt;
Dexterity (Stealth) check if you move no more than&lt;br /&gt;
half your speed on the same turn.&lt;br /&gt;
Use Magic Device&lt;br /&gt;
By 13th level, you have learned enough about the&lt;br /&gt;
workings of magic that you can improvise the use of&lt;br /&gt;
items even when they are not intended for you. You&lt;br /&gt;
ignore all class, race, and level requirements on the&lt;br /&gt;
use of magic items.&lt;br /&gt;
Thief’s Reflexes&lt;br /&gt;
When you reach 17th level, you have become adept&lt;br /&gt;
at laying ambushes and quickly escaping danger. You&lt;br /&gt;
can take two turns during the first round of any&lt;br /&gt;
combat. You take your first turn at your normal&lt;br /&gt;
initiative and your second turn at your initiative&lt;br /&gt;
minus 10. You can’t use this feature when you are&lt;br /&gt;
surprised.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 42&lt;br /&gt;
Sorcerer&lt;br /&gt;
Class Features&lt;br /&gt;
As a sorcerer, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d6 per sorcerer level&lt;br /&gt;
Hit Points at 1st Level: 6 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d6 (or 4) + your&lt;br /&gt;
Constitution modifier per sorcerer level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: None&lt;br /&gt;
Weapons: Daggers, darts, slings, quarterstaffs, light&lt;br /&gt;
crossbows&lt;br /&gt;
Tools: None&lt;br /&gt;
Saving Throws: Constitution, Charisma&lt;br /&gt;
Skills: Choose two from Arcana, Deception, Insight,&lt;br /&gt;
Intimidation, Persuasion, and Religion&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a light crossbow and 20 bolts or (b) any simple&lt;br /&gt;
weapon&lt;br /&gt;
• (a) a component pouch or (b) an arcane focus&lt;br /&gt;
• (a) a dungeoneer’s pack or (b) an explorer’s pack&lt;br /&gt;
• Two daggers&lt;br /&gt;
The Sorcerer&lt;br /&gt;
Proficiency Sorcery Cantrips Spells —Spell Slots per Spell Level—&lt;br /&gt;
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th&lt;br /&gt;
1st +2 ̶ Spellcasting, Sorcerous&lt;br /&gt;
Origin&lt;br /&gt;
4 2 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
2nd +2 2 Font of Magic 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
3rd +2 3 Metamagic 4 4 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
4th +2 4 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
5 5 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
5th +3 5 ̶ 5 6 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
6th +3 6 Sorcerous Origin&lt;br /&gt;
feature&lt;br /&gt;
5 7 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
7th +3 7 ̶ 5 8 4 3 3 1 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
8th +3 8 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
5 9 4 3 3 2 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
9th +4 9 ̶ 5 10 4 3 3 3 1 ̶ ̶ ̶ ̶&lt;br /&gt;
10th +4 10 Metamagic 6 11 4 3 3 3 2 ̶ ̶ ̶ ̶&lt;br /&gt;
11th +4 11 ̶ 6 12 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
12th +4 12 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
6 12 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
13th +5 13 ̶ 6 13 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
14th +5 14 Sorcerous Origin&lt;br /&gt;
feature&lt;br /&gt;
6 13 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
15th +5 15 ̶ 6 14 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
16th +5 16 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
6 14 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1&lt;br /&gt;
18th +6 18 Sorcerous Origin&lt;br /&gt;
feature&lt;br /&gt;
6 15 4 3 3 3 3 1 1 1 1&lt;br /&gt;
19th +6 19 Ability Score&lt;br /&gt;
Improvement&lt;br /&gt;
6 15 4 3 3 3 3 2 1 1 1&lt;br /&gt;
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 43&lt;br /&gt;
Spellcasting&lt;br /&gt;
An event in your past, or in the life of a parent or&lt;br /&gt;
ancestor, left an indelible mark on you, infusing you&lt;br /&gt;
with arcane magic. This font of magic, whatever its&lt;br /&gt;
origin, fuels your spells.&lt;br /&gt;
Cantrips&lt;br /&gt;
At 1st level, you know four cantrips of your choice&lt;br /&gt;
from the sorcerer spell list. You learn additional&lt;br /&gt;
sorcerer cantrips of your choice at higher levels, as&lt;br /&gt;
shown in the Cantrips Known column of the Sorcerer&lt;br /&gt;
table.&lt;br /&gt;
Spell Slots&lt;br /&gt;
The Sorcerer table shows how many spell slots you&lt;br /&gt;
have to cast your spells of 1st level and higher. To&lt;br /&gt;
cast one of these sorcerer spells, you must expend a&lt;br /&gt;
slot of the spell’s level or higher. You regain all&lt;br /&gt;
expended spell slots when you finish a long rest.&lt;br /&gt;
For example, if you know the 1st-­‐‑level spell&lt;br /&gt;
burning hands and have a 1st-­‐‑level and a 2nd-­‐‑level&lt;br /&gt;
spell slot available, you can cast burning hands using&lt;br /&gt;
either slot.&lt;br /&gt;
Spells Known of 1st Level and Higher&lt;br /&gt;
You know two 1st-­‐‑level spells of your choice from&lt;br /&gt;
the sorcerer spell list.&lt;br /&gt;
The Spells Known column of the Sorcerer table&lt;br /&gt;
shows when you learn more sorcerer spells of your&lt;br /&gt;
choice. Each of these spells must be of a level for&lt;br /&gt;
which you have spell slots. For instance, when you&lt;br /&gt;
reach 3rd level in this class, you can learn one new&lt;br /&gt;
spell of 1st or 2nd level.&lt;br /&gt;
Additionally, when you gain a level in this class,&lt;br /&gt;
you can choose one of the sorcerer spells you know&lt;br /&gt;
and replace it with another spell from the sorcerer&lt;br /&gt;
spell list, which also must be of a level for which you&lt;br /&gt;
have spell slots.&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Charisma is your spellcasting ability for your&lt;br /&gt;
sorcerer spells, since the power of your magic relies&lt;br /&gt;
on your ability to project your will into the world.&lt;br /&gt;
You use your Charisma whenever a spell refers to&lt;br /&gt;
your spellcasting ability. In addition, you use your&lt;br /&gt;
Charisma modifier when setting the saving throw DC&lt;br /&gt;
for a sorcerer spell you cast and when making an&lt;br /&gt;
attack roll with one.&lt;br /&gt;
Spell save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Charisma modifier&lt;br /&gt;
Spell attack modifier = your proficiency bonus +&lt;br /&gt;
your Charisma modifier&lt;br /&gt;
Spellcasting Focus&lt;br /&gt;
You can use an arcane focus as a spellcasting focus&lt;br /&gt;
for your sorcerer spells.&lt;br /&gt;
Sorcerous Origin&lt;br /&gt;
Choose a sorcerous origin, which describes the&lt;br /&gt;
source of your innate magical power, such as&lt;br /&gt;
Draconic Bloodline.&lt;br /&gt;
Your choice grants you features when you choose&lt;br /&gt;
it at 1st level and again at 6th, 14th, and 18th level.&lt;br /&gt;
Font of Magic&lt;br /&gt;
At 2nd level, you tap into a deep wellspring of magic&lt;br /&gt;
within yourself. This wellspring is represented by&lt;br /&gt;
sorcery points, which allow you to create a variety of&lt;br /&gt;
magical effects.&lt;br /&gt;
Sorcery Points&lt;br /&gt;
You have 2 sorcery points, and you gain more as you&lt;br /&gt;
reach higher levels, as shown in the Sorcery Points&lt;br /&gt;
column of the Sorcerer table. You can never have&lt;br /&gt;
more sorcery points than shown on the table for&lt;br /&gt;
your level. You regain all spent sorcery points when&lt;br /&gt;
you finish a long rest.&lt;br /&gt;
Flexible Casting&lt;br /&gt;
You can use your sorcery points to gain additional&lt;br /&gt;
spell slots, or sacrifice spell slots to gain additional&lt;br /&gt;
sorcery points. You learn other ways to use your&lt;br /&gt;
sorcery points as you reach higher levels.&lt;br /&gt;
Creating Spell Slots. You can transform&lt;br /&gt;
unexpended sorcery points into one spell slot as a&lt;br /&gt;
bonus action on your turn. The Creating Spell Slots&lt;br /&gt;
table shows the cost of creating a spell slot of a given&lt;br /&gt;
level. You can create spell slots no higher in level&lt;br /&gt;
than 5th.&lt;br /&gt;
Any spell slot you create with this feature vanishes&lt;br /&gt;
when you finish a long rest.&lt;br /&gt;
Creating Spell Slots&lt;br /&gt;
Spell Slot&lt;br /&gt;
Level&lt;br /&gt;
Sorcery&lt;br /&gt;
Point Cost&lt;br /&gt;
1st 2&lt;br /&gt;
2nd 3&lt;br /&gt;
3rd 5&lt;br /&gt;
4th 6&lt;br /&gt;
5th 7&lt;br /&gt;
Converting a Spell Slot to Sorcery Points. As a&lt;br /&gt;
bonus action on your turn, you can expend one spell&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 44&lt;br /&gt;
slot and gain a number of sorcery points equal to the&lt;br /&gt;
slot’s level.&lt;br /&gt;
Metamagic&lt;br /&gt;
At 3rd level, you gain the ability to twist your spells&lt;br /&gt;
to suit your needs. You gain two of the following&lt;br /&gt;
Metamagic options of your choice. You gain another&lt;br /&gt;
one at 10th and 17th level.&lt;br /&gt;
You can use only one Metamagic option on a spell&lt;br /&gt;
when you cast it, unless otherwise noted.&lt;br /&gt;
Careful Spell&lt;br /&gt;
When you cast a spell that forces other creatures to&lt;br /&gt;
make a saving throw, you can protect some of those&lt;br /&gt;
creatures from the spell’s full force. To do so, you&lt;br /&gt;
spend 1 sorcery point and choose a number of those&lt;br /&gt;
creatures up to your Charisma modifier (minimum&lt;br /&gt;
of one creature). A chosen creature automatically&lt;br /&gt;
succeeds on its saving throw against the spell.&lt;br /&gt;
Distant Spell&lt;br /&gt;
When you cast a spell that has a range of 5 feet or&lt;br /&gt;
greater, you can spend 1 sorcery point to double the&lt;br /&gt;
range of the spell.&lt;br /&gt;
When you cast a spell that has a range of touch,&lt;br /&gt;
you can spend 1 sorcery point to make the range of&lt;br /&gt;
the spell 30 feet.&lt;br /&gt;
Empowered Spell&lt;br /&gt;
When you roll damage for a spell, you can spend 1&lt;br /&gt;
sorcery point to reroll a number of the damage dice&lt;br /&gt;
up to your Charisma modifier (minimum of one).&lt;br /&gt;
You must use the new rolls.&lt;br /&gt;
You can use Empowered Spell even if you have&lt;br /&gt;
already used a different Metamagic option during&lt;br /&gt;
the casting of the spell.&lt;br /&gt;
Extended Spell&lt;br /&gt;
When you cast a spell that has a duration of 1 minute&lt;br /&gt;
or longer, you can spend 1 sorcery point to double&lt;br /&gt;
its duration, to a maximum duration of 24 hours.&lt;br /&gt;
Heightened Spell&lt;br /&gt;
When you cast a spell that forces a creature to make&lt;br /&gt;
a saving throw to resist its effects, you can spend 3&lt;br /&gt;
sorcery points to give one target of the spell&lt;br /&gt;
disadvantage on its first saving throw made against&lt;br /&gt;
the spell.&lt;br /&gt;
Quickened Spell&lt;br /&gt;
When you cast a spell that has a casting time of 1&lt;br /&gt;
action, you can spend 2 sorcery points to change the&lt;br /&gt;
casting time to 1 bonus action for this casting.&lt;br /&gt;
Subtle Spell&lt;br /&gt;
When you cast a spell, you can spend 1 sorcery point&lt;br /&gt;
to cast it without any somatic or verbal components.&lt;br /&gt;
Twinned Spell&lt;br /&gt;
When you cast a spell that targets only one creature&lt;br /&gt;
and doesn’t have a range of self, you can spend a&lt;br /&gt;
number of sorcery points equal to the spell’s level to&lt;br /&gt;
target a second creature in range with the same spell&lt;br /&gt;
(1 sorcery point if the spell is a cantrip).&lt;br /&gt;
To be eligible, a spell must be incapable of&lt;br /&gt;
targeting more than one creature at the spell’s&lt;br /&gt;
current level. For example, magic missile and&lt;br /&gt;
scorching ray aren’t eligible, but ray of frost is.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Sorcerous Restoration&lt;br /&gt;
At 20th level, you regain 4 expended sorcery points&lt;br /&gt;
whenever you finish a short rest.&lt;br /&gt;
Sorcerous Origins&lt;br /&gt;
Different sorcerers claim different origins for their&lt;br /&gt;
innate magic, such as a draconic bloodline.&lt;br /&gt;
Draconic Bloodline&lt;br /&gt;
Your innate magic comes from draconic magic that&lt;br /&gt;
was mingled with your blood or that of your&lt;br /&gt;
ancestors. Most often, sorcerers with this origin&lt;br /&gt;
trace their descent back to a mighty sorcerer of&lt;br /&gt;
ancient times who made a bargain with a dragon or&lt;br /&gt;
who might even have claimed a dragon parent. Some&lt;br /&gt;
of these bloodlines are well established in the world,&lt;br /&gt;
but most are obscure. Any given sorcerer could be&lt;br /&gt;
the first of a new bloodline, as a result of a pact or&lt;br /&gt;
some other exceptional circumstance.&lt;br /&gt;
Dragon Ancestor&lt;br /&gt;
At 1st level, you choose one type of dragon as your&lt;br /&gt;
ancestor. The damage type associated with each&lt;br /&gt;
dragon is used by features you gain later.&lt;br /&gt;
Draconic Ancestry&lt;br /&gt;
Dragon Damage Type&lt;br /&gt;
Black Acid&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 45&lt;br /&gt;
Blue Lightning&lt;br /&gt;
Brass Fire&lt;br /&gt;
Bronze Lightning&lt;br /&gt;
Copper Acid&lt;br /&gt;
Gold Fire&lt;br /&gt;
Green Poison&lt;br /&gt;
Red Fire&lt;br /&gt;
Silver Cold&lt;br /&gt;
White Cold&lt;br /&gt;
You can speak, read, and write Draconic.&lt;br /&gt;
Additionally, whenever you make a Charisma check&lt;br /&gt;
when interacting with dragons, your proficiency&lt;br /&gt;
bonus is doubled if it applies to the check.&lt;br /&gt;
Draconic Resilience&lt;br /&gt;
As magic flows through your body, it causes physical&lt;br /&gt;
traits of your dragon ancestors to emerge. At 1st&lt;br /&gt;
level, your hit point maximum increases by 1 and&lt;br /&gt;
increases by 1 again whenever you gain a level in&lt;br /&gt;
this class.&lt;br /&gt;
Additionally, parts of your skin are covered by a&lt;br /&gt;
thin sheen of dragon-­‐‑like scales. When you aren’t&lt;br /&gt;
wearing armor, your AC equals 13 + your Dexterity&lt;br /&gt;
modifier.&lt;br /&gt;
Elemental Affinity&lt;br /&gt;
Starting at 6th level, when you cast a spell that deals&lt;br /&gt;
damage of the type associated with your draconic&lt;br /&gt;
ancestry, you can add your Charisma modifier to one&lt;br /&gt;
damage roll of that spell. At the same time, you can&lt;br /&gt;
spend 1 sorcery point to gain resistance to that&lt;br /&gt;
damage type for 1 hour.&lt;br /&gt;
Dragon Wings&lt;br /&gt;
At 14th level, you gain the ability to sprout a pair of&lt;br /&gt;
dragon wings from your back, gaining a flying speed&lt;br /&gt;
equal to your current speed. You can create these&lt;br /&gt;
wings as a bonus action on your turn. They last until&lt;br /&gt;
you dismiss them as a bonus action on your turn.&lt;br /&gt;
You can’t manifest your wings while wearing&lt;br /&gt;
armor unless the armor is made to accommodate&lt;br /&gt;
them, and clothing not made to accommodate your&lt;br /&gt;
wings might be destroyed when you manifest them.&lt;br /&gt;
Draconic Presence&lt;br /&gt;
Beginning at 18th level, you can channel the dread&lt;br /&gt;
presence of your dragon ancestor, causing those&lt;br /&gt;
around you to become awestruck or frightened. As&lt;br /&gt;
an action, you can spend 5 sorcery points to draw on&lt;br /&gt;
this power and exude an aura of awe or fear (your&lt;br /&gt;
choice) to a distance of 60 feet. For 1 minute or until&lt;br /&gt;
you lose your concentration (as if you were casting a&lt;br /&gt;
concentration spell), each hostile creature that starts&lt;br /&gt;
its turn in this aura must succeed on a Wisdom&lt;br /&gt;
saving throw or be charmed (if you chose awe) or&lt;br /&gt;
frightened (if you chose fear) until the aura ends. A&lt;br /&gt;
creature that succeeds on this saving throw is&lt;br /&gt;
immune to your aura for 24 hours.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 46&lt;br /&gt;
Warlock&lt;br /&gt;
Class Features&lt;br /&gt;
As a warlock, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d8 per warlock level&lt;br /&gt;
Hit Points at 1st Level: 8 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d8 (or 5) + your&lt;br /&gt;
Constitution modifier per warlock level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: Light armor&lt;br /&gt;
Weapons: Simple weapons&lt;br /&gt;
Tools: None&lt;br /&gt;
Saving Throws: Wisdom, Charisma&lt;br /&gt;
Skills: Choose two skills from Arcana, Deception,&lt;br /&gt;
History, Intimidation, Investigation, Nature, and&lt;br /&gt;
Religion&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a light crossbow and 20 bolts or (b) any simple&lt;br /&gt;
weapon&lt;br /&gt;
• (a) a component pouch or (b) an arcane focus&lt;br /&gt;
• (a) a scholar’s pack or (b) a dungeoneer’s pack&lt;br /&gt;
• Leather armor, any simple weapon, and two&lt;br /&gt;
daggers&lt;br /&gt;
The Warlock&lt;br /&gt;
Level&lt;br /&gt;
Proficiency&lt;br /&gt;
Bonus Features&lt;br /&gt;
Cantrips&lt;br /&gt;
Known&lt;br /&gt;
Spells&lt;br /&gt;
Known&lt;br /&gt;
Spell&lt;br /&gt;
Slots&lt;br /&gt;
Slot&lt;br /&gt;
Level&lt;br /&gt;
Invocations&lt;br /&gt;
Known&lt;br /&gt;
1st +2 Otherworldly Patron, Pact&lt;br /&gt;
Magic&lt;br /&gt;
2 2 1 1st ̶&lt;br /&gt;
2nd +2 Eldritch Invocations 2 3 2 1st 2&lt;br /&gt;
3rd +2 Pact Boon 2 4 2 2nd 2&lt;br /&gt;
4th +2 Ability Score Improvement 3 5 2 2nd 2&lt;br /&gt;
5th +3 ̶ 3 6 2 3rd 3&lt;br /&gt;
6th +3 Otherworldly Patron feature 3 7 2 3rd 3&lt;br /&gt;
7th +3 ̶ 3 8 2 4th 4&lt;br /&gt;
8th +3 Ability Score Improvement 3 9 2 4th 4&lt;br /&gt;
9th +4 ̶ 3 10 2 5th 5&lt;br /&gt;
10th +4 Otherworldly Patron feature 4 10 2 5th 5&lt;br /&gt;
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5&lt;br /&gt;
12th +4 Ability Score Improvement 4 11 3 5th 6&lt;br /&gt;
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6&lt;br /&gt;
14th +5 Otherworldly Patron feature 4 12 3 5th 6&lt;br /&gt;
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7&lt;br /&gt;
16th +5 Ability Score Improvement 4 13 3 5th 7&lt;br /&gt;
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7&lt;br /&gt;
18th +6 ̶ 4 14 4 5th 8&lt;br /&gt;
19th +6 Ability Score Improvement 4 15 4 5th 8&lt;br /&gt;
20th +6 Eldritch Master 4 15 4 5th 8&lt;br /&gt;
Otherworldly Patron&lt;br /&gt;
At 1st level, you have struck a bargain with an&lt;br /&gt;
otherworldly being of your choice: the Archfey, the&lt;br /&gt;
Fiend, or the Great Old One, each of which is detailed&lt;br /&gt;
at the end of the class description. Your choice&lt;br /&gt;
grants you features at 1st level and again at 6th, 10th,&lt;br /&gt;
and 14th level.&lt;br /&gt;
Pact Magic&lt;br /&gt;
Your arcane research and the magic bestowed on&lt;br /&gt;
you by your patron have given you facility with&lt;br /&gt;
spells.&lt;br /&gt;
Cantrips&lt;br /&gt;
You know two cantrips of your choice from the&lt;br /&gt;
warlock spell list. You learn additional warlock&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 47&lt;br /&gt;
cantrips of your choice at higher levels, as shown in&lt;br /&gt;
the Cantrips Known column of the Warlock table.&lt;br /&gt;
Spell Slots&lt;br /&gt;
The Warlock table shows how many spell slots you&lt;br /&gt;
have. The table also shows what the level of those&lt;br /&gt;
slots is; all of your spell slots are the same level. To&lt;br /&gt;
cast one of your warlock spells of 1st level or higher,&lt;br /&gt;
you must expend a spell slot. You regain all&lt;br /&gt;
expended spell slots when you finish a short or long&lt;br /&gt;
rest.&lt;br /&gt;
For example, when you are 5th level, you have two&lt;br /&gt;
3rd-­‐‑level spell slots. To cast the 1st-­‐‑level spell&lt;br /&gt;
thunderwave, you must spend one of those slots, and&lt;br /&gt;
you cast it as a 3rd-­‐‑level spell.&lt;br /&gt;
Spells Known of 1st Level and Higher&lt;br /&gt;
At 1st level, you know two 1st-­‐‑level spells of your&lt;br /&gt;
choice from the warlock spell list.&lt;br /&gt;
The Spells Known column of the Warlock table&lt;br /&gt;
shows when you learn more warlock spells of your&lt;br /&gt;
choice of 1st level and higher. A spell you choose&lt;br /&gt;
must be of a level no higher than what’s shown in&lt;br /&gt;
the table’s Slot Level column for your level. When&lt;br /&gt;
you reach 6th level, for example, you learn a new&lt;br /&gt;
warlock spell, which can be 1st, 2nd, or 3rd level.&lt;br /&gt;
Additionally, when you gain a level in this class,&lt;br /&gt;
you can choose one of the warlock spells you know&lt;br /&gt;
and replace it with another spell from the warlock&lt;br /&gt;
spell list, which also must be of a level for which you&lt;br /&gt;
have spell slots.&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Charisma is your spellcasting ability for your&lt;br /&gt;
warlock spells, so you use your Charisma whenever&lt;br /&gt;
a spell refers to your spellcasting ability. In addition,&lt;br /&gt;
you use your Charisma modifier when setting the&lt;br /&gt;
saving throw DC for a warlock spell you cast and&lt;br /&gt;
when making an attack roll with one.&lt;br /&gt;
Spell save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Charisma modifier&lt;br /&gt;
Spell attack modifier = your proficiency bonus +&lt;br /&gt;
your Charisma modifier&lt;br /&gt;
Spellcasting Focus&lt;br /&gt;
You can use an arcane focus as a spellcasting focus&lt;br /&gt;
for your warlock spells.&lt;br /&gt;
Eldritch Invocations&lt;br /&gt;
In your study of occult lore, you have unearthed&lt;br /&gt;
eldritch invocations, fragments of forbidden&lt;br /&gt;
knowledge that imbue you with an abiding magical&lt;br /&gt;
ability.&lt;br /&gt;
At 2nd level, you gain two eldritch invocations of&lt;br /&gt;
your choice. Your invocation options are detailed at&lt;br /&gt;
the end of the class description. When you gain&lt;br /&gt;
certain warlock levels, you gain additional&lt;br /&gt;
invocations of your choice, as shown in the&lt;br /&gt;
Invocations Known column of the Warlock table.&lt;br /&gt;
Additionally, when you gain a level in this class,&lt;br /&gt;
you can choose one of the invocations you know and&lt;br /&gt;
replace it with another invocation that you could&lt;br /&gt;
learn at that level.&lt;br /&gt;
Pact Boon&lt;br /&gt;
At 3rd level, your otherworldly patron bestows a gift&lt;br /&gt;
upon you for your loyal service. You gain one of the&lt;br /&gt;
following features of your choice.&lt;br /&gt;
Pact of the Chain&lt;br /&gt;
You learn the find familiar spell and can cast it as a&lt;br /&gt;
ritual. The spell doesn’t count against your number&lt;br /&gt;
of spells known.&lt;br /&gt;
When you cast the spell, you can choose one of the&lt;br /&gt;
normal forms for your familiar or one of the&lt;br /&gt;
following special forms: imp, pseudodragon, quasit,&lt;br /&gt;
or sprite.&lt;br /&gt;
Additionally, when you take the Attack action, you&lt;br /&gt;
can forgo one of your own attacks to allow your&lt;br /&gt;
familiar to make one attack of its own with its&lt;br /&gt;
reaction.&lt;br /&gt;
Pact of the Blade&lt;br /&gt;
You can use your action to create a pact weapon in&lt;br /&gt;
your empty hand. You can choose the form that this&lt;br /&gt;
melee weapon takes each time you create it. You are&lt;br /&gt;
proficient with it while you wield it. This weapon&lt;br /&gt;
counts as magical for the purpose of overcoming&lt;br /&gt;
resistance and immunity to nonmagical attacks and&lt;br /&gt;
damage.&lt;br /&gt;
Your pact weapon disappears if it is more than 5&lt;br /&gt;
feet away from you for 1 minute or more. It also&lt;br /&gt;
disappears if you use this feature again, if you&lt;br /&gt;
dismiss the weapon (no action required), or if you&lt;br /&gt;
die.&lt;br /&gt;
You can transform one magic weapon into your&lt;br /&gt;
pact weapon by performing a special ritual while&lt;br /&gt;
you hold the weapon. You perform the ritual over&lt;br /&gt;
the course of 1 hour, which can be done during a&lt;br /&gt;
short rest. You can then dismiss the weapon,&lt;br /&gt;
shunting it into an extradimensional space, and it&lt;br /&gt;
appears whenever you create your pact weapon&lt;br /&gt;
thereafter. You can’t affect an artifact or a sentient&lt;br /&gt;
weapon in this way. The weapon ceases being your&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 48&lt;br /&gt;
pact weapon if you die, if you perform the 1-­‐‑hour&lt;br /&gt;
ritual on a different weapon, or if you use a 1-­‐‑hour&lt;br /&gt;
ritual to break your bond to it. The weapon appears&lt;br /&gt;
at your feet if it is in the extradimensional space&lt;br /&gt;
when the bond breaks.&lt;br /&gt;
Pact of the Tome&lt;br /&gt;
Your patron gives you a grimoire called a Book of&lt;br /&gt;
Shadows. When you gain this feature, choose three&lt;br /&gt;
cantrips from any class’s spell list (the three needn’t&lt;br /&gt;
be from the same list). While the book is on your&lt;br /&gt;
person, you can cast those cantrips at will. They&lt;br /&gt;
don’t count against your number of cantrips known.&lt;br /&gt;
If they don’t appear on the warlock spell list, they&lt;br /&gt;
are nonetheless warlock spells for you.&lt;br /&gt;
If you lose your Book of Shadows, you can perform&lt;br /&gt;
a 1-­‐‑hour ceremony to receive a replacement from&lt;br /&gt;
your patron. This ceremony can be performed&lt;br /&gt;
during a short or long rest, and it destroys the&lt;br /&gt;
previous book. The book turns to ash when you die.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Mystic Arcanum&lt;br /&gt;
At 11th level, your patron bestows upon you a&lt;br /&gt;
magical secret called an arcanum. Choose one 6th-­‐‑&lt;br /&gt;
level spell from the warlock spell list as this arcanum.&lt;br /&gt;
You can cast your arcanum spell once without&lt;br /&gt;
expending a spell slot. You must finish a long rest&lt;br /&gt;
before you can do so again.&lt;br /&gt;
At higher levels, you gain more warlock spells of&lt;br /&gt;
your choice that can be cast in this way: one 7th-­‐‑&lt;br /&gt;
level spell at 13th level, one 8th-­‐‑level spell at 15th&lt;br /&gt;
level, and one 9th-­‐‑level spell at 17th level. You&lt;br /&gt;
regain all uses of your Mystic Arcanum when you&lt;br /&gt;
finish a long rest.&lt;br /&gt;
Eldritch Master&lt;br /&gt;
At 20th level, you can draw on your inner reserve of&lt;br /&gt;
mystical power while entreating your patron to&lt;br /&gt;
regain expended spell slots. You can spend 1 minute&lt;br /&gt;
entreating your patron for aid to regain all your&lt;br /&gt;
expended spell slots from your Pact Magic feature.&lt;br /&gt;
Once you regain spell slots with this feature, you&lt;br /&gt;
must finish a long rest before you can do so again.&lt;br /&gt;
Eldritch Invocations&lt;br /&gt;
If an eldritch invocation has prerequisites, you must&lt;br /&gt;
meet them to learn it. You can learn the invocation at&lt;br /&gt;
the same time that you meet its prerequisites. A level&lt;br /&gt;
prerequisite refers to your level in this class.&lt;br /&gt;
Agonizing Blast&lt;br /&gt;
Prerequisite: eldritch blast cantrip&lt;br /&gt;
When you cast eldritch blast, add your Charisma&lt;br /&gt;
modifier to the damage it deals on a hit.&lt;br /&gt;
Armor of Shadows&lt;br /&gt;
You can cast mage armor on yourself at will, without&lt;br /&gt;
expending a spell slot or material components.&lt;br /&gt;
Ascendant Step&lt;br /&gt;
Prerequisite: 9th level&lt;br /&gt;
You can cast levitate on yourself at will, without&lt;br /&gt;
expending a spell slot or material components.&lt;br /&gt;
Beast Speech&lt;br /&gt;
You can cast speak with animals at will, without&lt;br /&gt;
expending a spell slot.&lt;br /&gt;
Beguiling Influence&lt;br /&gt;
You gain proficiency in the Deception and&lt;br /&gt;
Persuasion skills.&lt;br /&gt;
Bewitching Whispers&lt;br /&gt;
Prerequisite: 7th level&lt;br /&gt;
You can cast compulsion once using a warlock spell&lt;br /&gt;
slot. You can’t do so again until you finish a long rest.&lt;br /&gt;
Book of Ancient Secrets&lt;br /&gt;
Prerequisite: Pact of the Tome feature&lt;br /&gt;
You can now inscribe magical rituals in your Book of&lt;br /&gt;
Shadows. Choose two 1st-­‐‑level spells that have the&lt;br /&gt;
ritual tag from any class’s spell list (the two needn’t&lt;br /&gt;
be from the same list). The spells appear in the book&lt;br /&gt;
and don’t count against the number of spells you&lt;br /&gt;
know. With your Book of Shadows in hand, you can&lt;br /&gt;
cast the chosen spells as rituals. You can’t cast the&lt;br /&gt;
spells except as rituals, unless you’ve learned them&lt;br /&gt;
by some other means. You can also cast a warlock&lt;br /&gt;
spell you know as a ritual if it has the ritual tag.&lt;br /&gt;
On your adventures, you can add other ritual&lt;br /&gt;
spells to your Book of Shadows. When you find such&lt;br /&gt;
a spell, you can add it to the book if the spell’s level&lt;br /&gt;
is equal to or less than half your warlock level&lt;br /&gt;
(rounded up) and if you can spare the time to&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 49&lt;br /&gt;
transcribe the spell. For each level of the spell, the&lt;br /&gt;
transcription process takes 2 hours and costs 50 gp&lt;br /&gt;
for the rare inks needed to inscribe it.&lt;br /&gt;
Chains of Carceri&lt;br /&gt;
Prerequisite: 15th level, Pact of the Chain feature&lt;br /&gt;
You can cast hold monster at will—targeting a&lt;br /&gt;
celestial, fiend, or elemental—without expending a&lt;br /&gt;
spell slot or material components. You must finish a&lt;br /&gt;
long rest before you can use this invocation on the&lt;br /&gt;
same creature again.&lt;br /&gt;
Devil’s Sight&lt;br /&gt;
You can see normally in darkness, both magical and&lt;br /&gt;
nonmagical, to a distance of 120 feet.&lt;br /&gt;
Dreadful Word&lt;br /&gt;
Prerequisite: 7th level&lt;br /&gt;
You can cast confusion once using a warlock spell&lt;br /&gt;
slot. You can’t do so again until you finish a long rest.&lt;br /&gt;
Eldritch Sight&lt;br /&gt;
You can cast detect magic at will, without expending&lt;br /&gt;
a spell slot.&lt;br /&gt;
Eldritch Spear&lt;br /&gt;
Prerequisite: eldritch blast cantrip&lt;br /&gt;
When you cast eldritch blast, its range is 300 feet.&lt;br /&gt;
Eyes of the Rune Keeper&lt;br /&gt;
You can read all writing.&lt;br /&gt;
Fiendish Vigor&lt;br /&gt;
You can cast false life on yourself at will as a 1st-­‐‑level&lt;br /&gt;
spell, without expending a spell slot or material&lt;br /&gt;
components.&lt;br /&gt;
Gaze of Two Minds&lt;br /&gt;
You can use your action to touch a willing humanoid&lt;br /&gt;
and perceive through its senses until the end of your&lt;br /&gt;
next turn. As long as the creature is on the same&lt;br /&gt;
plane of existence as you, you can use your action on&lt;br /&gt;
subsequent turns to maintain this connection,&lt;br /&gt;
extending the duration until the end of your next&lt;br /&gt;
turn. While perceiving through the other creature’s&lt;br /&gt;
senses, you benefit from any special senses&lt;br /&gt;
possessed by that creature, and you are blinded and&lt;br /&gt;
deafened to your own surroundings.&lt;br /&gt;
Lifedrinker&lt;br /&gt;
Prerequisite: 12th level, Pact of the Blade feature&lt;br /&gt;
When you hit a creature with your pact weapon, the&lt;br /&gt;
creature takes extra necrotic damage equal to your&lt;br /&gt;
Charisma modifier (minimum 1).&lt;br /&gt;
Mask of Many Faces&lt;br /&gt;
You can cast disguise self at will, without expending a&lt;br /&gt;
spell slot.&lt;br /&gt;
Master of Myriad Forms&lt;br /&gt;
Prerequisite: 15th level&lt;br /&gt;
You can cast alter self at will, without expending a&lt;br /&gt;
spell slot.&lt;br /&gt;
Minions of Chaos&lt;br /&gt;
Prerequisite: 9th level&lt;br /&gt;
You can cast conjure elemental once using a warlock&lt;br /&gt;
spell slot. You can’t do so again until you finish a&lt;br /&gt;
long rest.&lt;br /&gt;
Mire the Mind&lt;br /&gt;
Prerequisite: 5th level&lt;br /&gt;
You can cast slow once using a warlock spell slot.&lt;br /&gt;
You can’t do so again until you finish a long rest.&lt;br /&gt;
Misty Visions&lt;br /&gt;
You can cast silent image at will, without expending a&lt;br /&gt;
spell slot or material components.&lt;br /&gt;
One with Shadows&lt;br /&gt;
Prerequisite: 5th level&lt;br /&gt;
When you are in an area of dim light or darkness,&lt;br /&gt;
you can use your action to become invisible until you&lt;br /&gt;
move or take an action or a reaction.&lt;br /&gt;
Otherworldly Leap&lt;br /&gt;
Prerequisite: 9th level&lt;br /&gt;
You can cast jump on yourself at will, without&lt;br /&gt;
expending a spell slot or material components.&lt;br /&gt;
Repelling Blast&lt;br /&gt;
Prerequisite: eldritch blast cantrip&lt;br /&gt;
When you hit a creature with eldritch blast, you can&lt;br /&gt;
push the creature up to 10 feet away from you in a&lt;br /&gt;
straight line.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 50&lt;br /&gt;
Sculptor of Flesh&lt;br /&gt;
Prerequisite: 7th level&lt;br /&gt;
You can cast polymorph once using a warlock spell&lt;br /&gt;
slot. You can’t do so again until you finish a long rest.&lt;br /&gt;
Sign of Ill Omen&lt;br /&gt;
Prerequisite: 5th level&lt;br /&gt;
You can cast bestow curse once using a warlock spell&lt;br /&gt;
slot. You can’t do so again until you finish a long rest.&lt;br /&gt;
Thief of Five Fates&lt;br /&gt;
You can cast bane once using a warlock spell slot.&lt;br /&gt;
You can’t do so again until you finish a long rest.&lt;br /&gt;
Thirsting Blade&lt;br /&gt;
Prerequisite: 5th level, Pact of the Blade feature&lt;br /&gt;
You can attack with your pact weapon twice, instead&lt;br /&gt;
of once, whenever you take the Attack action on your&lt;br /&gt;
turn.&lt;br /&gt;
Visions of Distant Realms&lt;br /&gt;
Prerequisite: 15th level&lt;br /&gt;
You can cast arcane eye at will, without expending a&lt;br /&gt;
spell slot.&lt;br /&gt;
Voice of the Chain Master&lt;br /&gt;
Prerequisite: Pact of the Chain feature&lt;br /&gt;
You can communicate telepathically with your&lt;br /&gt;
familiar and perceive through your familiar’s senses&lt;br /&gt;
as long as you are on the same plane of existence.&lt;br /&gt;
Additionally, while perceiving through your&lt;br /&gt;
familiar’s senses, you can also speak through your&lt;br /&gt;
familiar in your own voice, even if your familiar is&lt;br /&gt;
normally incapable of speech.&lt;br /&gt;
Whispers of the Grave&lt;br /&gt;
Prerequisite: 9th level&lt;br /&gt;
You can cast speak with dead at will, without&lt;br /&gt;
expending a spell slot.&lt;br /&gt;
Witch Sight&lt;br /&gt;
Prerequisite: 15th level&lt;br /&gt;
You can see the true form of any shapechanger or&lt;br /&gt;
creature concealed by illusion or transmutation&lt;br /&gt;
magic while the creature is within 30 feet of you and&lt;br /&gt;
within line of sight.&lt;br /&gt;
Otherworldly Patrons&lt;br /&gt;
The beings that serve as patrons for warlocks are&lt;br /&gt;
mighty inhabitants of other planes of existence—not&lt;br /&gt;
gods, but almost godlike in their power. Various&lt;br /&gt;
patrons give their warlocks access to different&lt;br /&gt;
powers and invocations, and expect significant&lt;br /&gt;
favors in return.&lt;br /&gt;
Some patrons collect warlocks, doling out mystic&lt;br /&gt;
knowledge relatively freely or boasting of their&lt;br /&gt;
ability to bind mortals to their will. Other patrons&lt;br /&gt;
bestow their power only grudgingly, and might&lt;br /&gt;
make a pact with only one warlock. Warlocks who&lt;br /&gt;
serve the same patron might view each other as&lt;br /&gt;
allies, siblings, or rivals.&lt;br /&gt;
The Fiend&lt;br /&gt;
You have made a pact with a fiend from the lower&lt;br /&gt;
planes of existence, a being whose aims are evil,&lt;br /&gt;
even if you strive against those aims. Such beings&lt;br /&gt;
desire the corruption or destruction of all things,&lt;br /&gt;
ultimately including you. Fiends powerful enough to&lt;br /&gt;
forge a pact include demon lords such as&lt;br /&gt;
Demogorgon, Orcus, Fraz’Urb-­‐‑luu, and Baphomet;&lt;br /&gt;
archdevils such as Asmodeus, Dispater,&lt;br /&gt;
Mephistopheles, and Belial; pit fiends and balors that&lt;br /&gt;
are especially mighty; and ultroloths and other lords&lt;br /&gt;
of the yugoloths.&lt;br /&gt;
Expanded Spell List&lt;br /&gt;
The Fiend lets you choose from an expanded list of&lt;br /&gt;
spells when you learn a warlock spell. The following&lt;br /&gt;
spells are added to the warlock spell list for you.&lt;br /&gt;
Fiend Expanded Spells&lt;br /&gt;
Spell Level Spells&lt;br /&gt;
1st burning hands, command&lt;br /&gt;
2nd blindness/deafness, scorching ray&lt;br /&gt;
3rd fireball, stinking cloud&lt;br /&gt;
4th fire shield, wall of fire&lt;br /&gt;
5th flame strike, hallow&lt;br /&gt;
Dark One’s Blessing&lt;br /&gt;
Starting at 1st level, when you reduce a hostile&lt;br /&gt;
creature to 0 hit points, you gain temporary hit&lt;br /&gt;
points equal to your Charisma modifier + your&lt;br /&gt;
warlock level (minimum of 1).&lt;br /&gt;
Dark One’s Own Luck&lt;br /&gt;
Starting at 6th level, you can call on your patron to&lt;br /&gt;
alter fate in your favor. When you make an ability&lt;br /&gt;
check or a saving throw, you can use this feature to&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 51&lt;br /&gt;
add a d10 to your roll. You can do so after seeing the&lt;br /&gt;
initial roll but before any of the roll’s effects occur.&lt;br /&gt;
Once you use this feature, you can’t use it again&lt;br /&gt;
until you finish a short or long rest.&lt;br /&gt;
Fiendish Resilience&lt;br /&gt;
Starting at 10th level, you can choose one damage&lt;br /&gt;
type when you finish a short or long rest. You gain&lt;br /&gt;
resistance to that damage type until you choose a&lt;br /&gt;
different one with this feature. Damage from magical&lt;br /&gt;
weapons or silver weapons ignores this resistance.&lt;br /&gt;
Hurl Through Hell&lt;br /&gt;
Starting at 14th level, when you hit a creature with&lt;br /&gt;
an attack, you can use this feature to instantly&lt;br /&gt;
transport the target through the lower planes. The&lt;br /&gt;
creature disappears and hurtles through a&lt;br /&gt;
nightmare landscape.&lt;br /&gt;
At the end of your next turn, the target returns to&lt;br /&gt;
the space it previously occupied, or the nearest&lt;br /&gt;
unoccupied space. If the target is not a fiend, it takes&lt;br /&gt;
10d10 psychic damage as it reels from its horrific&lt;br /&gt;
experience.&lt;br /&gt;
Once you use this feature, you can’t use it again&lt;br /&gt;
until you finish a long rest.&lt;br /&gt;
Your Pact Boon&lt;br /&gt;
Each Pact Boon option produces a special creature or an&lt;br /&gt;
object that reflects your patron’s nature.&lt;br /&gt;
Pact of the Chain. Your familiar is more cunning than a&lt;br /&gt;
typical familiar. Its default form can be a reflection of your&lt;br /&gt;
patron, with imps and quasits tied to the Fiend.&lt;br /&gt;
Pact of the Blade. If you serve the Fiend, your weapon&lt;br /&gt;
could be an axe made of black metal and adorned with&lt;br /&gt;
decorative flames.&lt;br /&gt;
Pact of the Tome. Your Book of Shadows could be a&lt;br /&gt;
weighty tome bound in demon hide studded with iron,&lt;br /&gt;
holding spells of conjuration and a wealth of forbidden lore&lt;br /&gt;
about the sinister regions of the cosmos, a gift of the Fiend.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 52&lt;br /&gt;
Wizard&lt;br /&gt;
Class Features&lt;br /&gt;
As a wizard, you gain the following class features.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit Dice: 1d6 per wizard level&lt;br /&gt;
Hit Points at 1st Level: 6 + your Constitution&lt;br /&gt;
modifier&lt;br /&gt;
Hit Points at Higher Levels: 1d6 (or 4) + your&lt;br /&gt;
Constitution modifier per wizard level after 1st&lt;br /&gt;
Proficiencies&lt;br /&gt;
Armor: None&lt;br /&gt;
Weapons: Daggers, darts, slings, quarterstaffs, light&lt;br /&gt;
crossbows&lt;br /&gt;
Tools: None&lt;br /&gt;
Saving Throws: Intelligence, Wisdom&lt;br /&gt;
Skills: Choose two from Arcana, History, Insight,&lt;br /&gt;
Investigation, Medicine, and Religion&lt;br /&gt;
Equipment&lt;br /&gt;
You start with the following equipment, in addition&lt;br /&gt;
to the equipment granted by your background:&lt;br /&gt;
• (a) a quarterstaff or (b) a dagger&lt;br /&gt;
• (a) a component pouch or (b) an arcane focus&lt;br /&gt;
• (a) a scholar’s pack or (b) an explorer’s pack&lt;br /&gt;
• A spellbook&lt;br /&gt;
The Wizard&lt;br /&gt;
Proficiency Cantrips —Spell Slots per Spell Level—&lt;br /&gt;
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th&lt;br /&gt;
1st +2 Spellcasting, Arcane Recovery 3 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
2nd +2 Arcane Tradition 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
3rd +2 ̶ 3 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
4th +2 Ability Score Improvement 4 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
5th +3 ̶ 4 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
6th +3 Arcane Tradition feature 4 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
7th +3 ̶ 4 4 3 3 1 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
8th +3 Ability Score Improvement 4 4 3 3 2 ̶ ̶ ̶ ̶ ̶&lt;br /&gt;
9th +4 ̶ 4 4 3 3 3 1 ̶ ̶ ̶ ̶&lt;br /&gt;
10th +4 Arcane Tradition feature 5 4 3 3 3 2 ̶ ̶ ̶ ̶&lt;br /&gt;
11th +4 ̶ 5 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 ̶ ̶ ̶&lt;br /&gt;
13th +5 ̶ 5 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 ̶ ̶&lt;br /&gt;
15th +5 ̶ 5 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ̶&lt;br /&gt;
17th +6 ̶ 5 4 3 3 3 2 1 1 1 1&lt;br /&gt;
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1&lt;br /&gt;
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1&lt;br /&gt;
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1&lt;br /&gt;
Spellcasting&lt;br /&gt;
As a student of arcane magic, you have a spellbook&lt;br /&gt;
containing spells that show the first glimmerings of&lt;br /&gt;
your true power.&lt;br /&gt;
Cantrips&lt;br /&gt;
At 1st level, you know three cantrips of your choice&lt;br /&gt;
from the wizard spell list. You learn additional&lt;br /&gt;
wizard cantrips of your choice at higher levels, as&lt;br /&gt;
shown in the Cantrips Known column of the Wizard&lt;br /&gt;
table.&lt;br /&gt;
Spellbook&lt;br /&gt;
At 1st level, you have a spellbook containing six 1st-­‐‑&lt;br /&gt;
level wizard spells of your choice. Your spellbook is&lt;br /&gt;
the repository of the wizard spells you know, except&lt;br /&gt;
your cantrips, which are fixed in your mind.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 53&lt;br /&gt;
Preparing and Casting Spells&lt;br /&gt;
The Wizard table shows how many spell slots you&lt;br /&gt;
have to cast your spells of 1st level and higher. To&lt;br /&gt;
cast one of these spells, you must expend a slot of&lt;br /&gt;
the spell’s level or higher. You regain all expended&lt;br /&gt;
spell slots when you finish a long rest.&lt;br /&gt;
You prepare the list of wizard spells that are&lt;br /&gt;
available for you to cast. To do so, choose a number&lt;br /&gt;
of wizard spells from your spellbook equal to your&lt;br /&gt;
Intelligence modifier + your wizard level (minimum&lt;br /&gt;
of one spell). The spells must be of a level for which&lt;br /&gt;
you have spell slots.&lt;br /&gt;
For example, if you’re a 3rd-­‐‑level wizard, you have&lt;br /&gt;
four 1st-­‐‑level and two 2nd-­‐‑level spell slots. With an&lt;br /&gt;
Intelligence of 16, your list of prepared spells can&lt;br /&gt;
include six spells of 1st or 2nd level, in any&lt;br /&gt;
combination, chosen from your spellbook. If you&lt;br /&gt;
prepare the 1st-­‐‑level spell magic missile, you can cast&lt;br /&gt;
it using a 1st-­‐‑level or a 2nd-­‐‑level slot. Casting the&lt;br /&gt;
spell doesn’t remove it from your list of prepared&lt;br /&gt;
spells.&lt;br /&gt;
You can change your list of prepared spells when&lt;br /&gt;
you finish a long rest. Preparing a new list of wizard&lt;br /&gt;
spells requires time spent studying your spellbook&lt;br /&gt;
and memorizing the incantations and gestures you&lt;br /&gt;
must make to cast the spell: at least 1 minute per&lt;br /&gt;
spell level for each spell on your list.&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Intelligence is your spellcasting ability for your&lt;br /&gt;
wizard spells, since you learn your spells through&lt;br /&gt;
dedicated study and memorization. You use your&lt;br /&gt;
Intelligence whenever a spell refers to your&lt;br /&gt;
spellcasting ability. In addition, you use your&lt;br /&gt;
Intelligence modifier when setting the saving throw&lt;br /&gt;
DC for a wizard spell you cast and when making an&lt;br /&gt;
attack roll with one.&lt;br /&gt;
Spell save DC = 8 + your proficiency bonus +&lt;br /&gt;
your Intelligence modifier&lt;br /&gt;
Spell attack modifier = your proficiency bonus +&lt;br /&gt;
your Intelligence modifier&lt;br /&gt;
Ritual Casting&lt;br /&gt;
You can cast a wizard spell as a ritual if that spell has&lt;br /&gt;
the ritual tag and you have the spell in your&lt;br /&gt;
spellbook. You don’t need to have the spell prepared.&lt;br /&gt;
Spellcasting Focus&lt;br /&gt;
You can use an arcane focus as a spellcasting focus&lt;br /&gt;
for your wizard spells.&lt;br /&gt;
Learning Spells of 1st Level and Higher&lt;br /&gt;
Each time you gain a wizard level, you can add two&lt;br /&gt;
wizard spells of your choice to your spellbook for&lt;br /&gt;
free. Each of these spells must be of a level for which&lt;br /&gt;
you have spell slots, as shown on the Wizard table.&lt;br /&gt;
On your adventures, you might find other spells that&lt;br /&gt;
you can add to your spellbook (see the “Your&lt;br /&gt;
Spellbook” sidebar).&lt;br /&gt;
Arcane Recovery&lt;br /&gt;
You have learned to regain some of your magical&lt;br /&gt;
energy by studying your spellbook. Once per day&lt;br /&gt;
when you finish a short rest, you can choose&lt;br /&gt;
expended spell slots to recover. The spell slots can&lt;br /&gt;
have a combined level that is equal to or less than&lt;br /&gt;
half your wizard level (rounded up), and none of the&lt;br /&gt;
slots can be 6th level or higher.&lt;br /&gt;
For example, if you’re a 4th-­‐‑level wizard, you can&lt;br /&gt;
recover up to two levels worth of spell slots. You can&lt;br /&gt;
recover either a 2nd-­‐‑level spell slot or two 1st-­‐‑level&lt;br /&gt;
spell slots.&lt;br /&gt;
Arcane Tradition&lt;br /&gt;
When you reach 2nd level, you choose an arcane&lt;br /&gt;
tradition, shaping your practice of magic through&lt;br /&gt;
one of eight schools, such as Evocation.&lt;br /&gt;
Your choice grants you features at 2nd level and&lt;br /&gt;
again at 6th, 10th, and 14th level.&lt;br /&gt;
Ability Score Improvement&lt;br /&gt;
When you reach 4th level, and again at 8th, 12th,&lt;br /&gt;
16th, and 19th level, you can increase one ability&lt;br /&gt;
score of your choice by 2, or you can increase two&lt;br /&gt;
ability scores of your choice by 1. As normal, you&lt;br /&gt;
can’t increase an ability score above 20 using this&lt;br /&gt;
feature.&lt;br /&gt;
Spell Mastery&lt;br /&gt;
At 18th level, you have achieved such mastery over&lt;br /&gt;
certain spells that you can cast them at will. Choose a&lt;br /&gt;
1st-­‐‑level wizard spell and a 2nd-­‐‑level wizard spell&lt;br /&gt;
that are in your spellbook. You can cast those spells&lt;br /&gt;
at their lowest level without expending a spell slot&lt;br /&gt;
when you have them prepared. If you want to cast&lt;br /&gt;
either spell at a higher level, you must expend a spell&lt;br /&gt;
slot as normal.&lt;br /&gt;
By spending 8 hours in study, you can exchange&lt;br /&gt;
one or both of the spells you chose for different&lt;br /&gt;
spells of the same levels.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 54&lt;br /&gt;
Signature Spells&lt;br /&gt;
When you reach 20th level, you gain mastery over&lt;br /&gt;
two powerful spells and can cast them with little&lt;br /&gt;
effort. Choose two 3rd-­‐‑level wizard spells in your&lt;br /&gt;
spellbook as your signature spells. You always have&lt;br /&gt;
these spells prepared, they don’t count against the&lt;br /&gt;
number of spells you have prepared, and you can&lt;br /&gt;
cast each of them once at 3rd level without&lt;br /&gt;
expending a spell slot. When you do so, you can’t do&lt;br /&gt;
so again until you finish a short or long rest.&lt;br /&gt;
If you want to cast either spell at a higher level,&lt;br /&gt;
you must expend a spell slot as normal.&lt;br /&gt;
Arcane Traditions&lt;br /&gt;
The study of wizardry is ancient, stretching back to&lt;br /&gt;
the earliest mortal discoveries of magic. It is firmly&lt;br /&gt;
established in fantasy gaming worlds, with various&lt;br /&gt;
traditions dedicated to its complex study.&lt;br /&gt;
The most common arcane traditions in the&lt;br /&gt;
multiverse revolve around the schools of magic.&lt;br /&gt;
Wizards through the ages have cataloged thousands&lt;br /&gt;
of spells, grouping them into eight categories called&lt;br /&gt;
schools. In some places, these traditions are literally&lt;br /&gt;
schools. In other institutions, the schools are more&lt;br /&gt;
like academic departments, with rival faculties&lt;br /&gt;
competing for students and funding. Even wizards&lt;br /&gt;
who train apprentices in the solitude of their own&lt;br /&gt;
towers use the division of magic into schools as a&lt;br /&gt;
learning device, since the spells of each school&lt;br /&gt;
require mastery of different techniques.&lt;br /&gt;
School of Evocation&lt;br /&gt;
You focus your study on magic that creates powerful&lt;br /&gt;
elemental effects such as bitter cold, searing flame,&lt;br /&gt;
rolling thunder, crackling lightning, and burning acid.&lt;br /&gt;
Some evokers find employment in military forces,&lt;br /&gt;
serving as artillery to blast enemy armies from afar.&lt;br /&gt;
Others use their spectacular power to protect the&lt;br /&gt;
weak, while some seek their own gain as bandits,&lt;br /&gt;
adventurers, or aspiring tyrants.&lt;br /&gt;
Evocation Savant&lt;br /&gt;
Beginning when you select this school at 2nd level,&lt;br /&gt;
the gold and time you must spend to copy an&lt;br /&gt;
evocation spell into your spellbook is halved.&lt;br /&gt;
Sculpt Spells&lt;br /&gt;
Beginning at 2nd level, you can create pockets of&lt;br /&gt;
relative safety within the effects of your evocation&lt;br /&gt;
spells. When you cast an evocation spell that affects&lt;br /&gt;
other creatures that you can see, you can choose a&lt;br /&gt;
number of them equal to 1 + the spell’s level. The&lt;br /&gt;
chosen creatures automatically succeed on their&lt;br /&gt;
saving throws against the spell, and they take no&lt;br /&gt;
damage if they would normally take half damage on&lt;br /&gt;
a successful save.&lt;br /&gt;
Potent Cantrip&lt;br /&gt;
Starting at 6th level, your damaging cantrips affect&lt;br /&gt;
even creatures that avoid the brunt of the effect.&lt;br /&gt;
When a creature succeeds on a saving throw against&lt;br /&gt;
your cantrip, the creature takes half the cantrip’s&lt;br /&gt;
damage (if any) but suffers no additional effect from&lt;br /&gt;
the cantrip.&lt;br /&gt;
Empowered Evocation&lt;br /&gt;
Beginning at 10th level, you can add your&lt;br /&gt;
Intelligence modifier to one damage roll of any&lt;br /&gt;
wizard evocation spell you cast.&lt;br /&gt;
Overchannel&lt;br /&gt;
Starting at 14th level, you can increase the power of&lt;br /&gt;
your simpler spells. When you cast a wizard spell of&lt;br /&gt;
1st through 5th level that deals damage, you can deal&lt;br /&gt;
maximum damage with that spell.&lt;br /&gt;
The first time you do so, you suffer no adverse&lt;br /&gt;
effect. If you use this feature again before you finish&lt;br /&gt;
a long rest, you take 2d12 necrotic damage for each&lt;br /&gt;
level of the spell, immediately after you cast it. Each&lt;br /&gt;
time you use this feature again before finishing a&lt;br /&gt;
long rest, the necrotic damage per spell level&lt;br /&gt;
increases by 1d12. This damage ignores resistance&lt;br /&gt;
and immunity.&lt;br /&gt;
Your Spellbook&lt;br /&gt;
The spells that you add to your spellbook as you gain levels&lt;br /&gt;
reflect the arcane research you conduct on your own, as well&lt;br /&gt;
as intellectual breakthroughs you have had about the nature&lt;br /&gt;
of the multiverse. You might find other spells during your&lt;br /&gt;
adventures. You could discover a spell recorded on a scroll in&lt;br /&gt;
an evil wizard’s chest, for example, or in a dusty tome in an&lt;br /&gt;
ancient library.&lt;br /&gt;
Copying a Spell into the Book. When you find a wizard&lt;br /&gt;
spell of 1st level or higher, you can add it to your spellbook if&lt;br /&gt;
it is of a spell level you can prepare and if you can spare the&lt;br /&gt;
time to decipher and copy it.&lt;br /&gt;
Copying that spell into your spellbook involves reproducing&lt;br /&gt;
the basic form of the spell, then deciphering the unique&lt;br /&gt;
system of notation used by the wizard who wrote it. You&lt;br /&gt;
must practice the spell until you understand the sounds or&lt;br /&gt;
gestures required, then transcribe it into your spellbook using&lt;br /&gt;
your own notation.&lt;br /&gt;
For each level of the spell, the process takes 2 hours and&lt;br /&gt;
costs 50 gp. The cost represents material components you&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 55&lt;br /&gt;
expend as you experiment with the spell to master it, as well&lt;br /&gt;
as the fine inks you need to record it. Once you have spent&lt;br /&gt;
this time and money, you can prepare the spell just like your&lt;br /&gt;
other spells.&lt;br /&gt;
Replacing the Book. You can copy a spell from your own&lt;br /&gt;
spellbook into another book—for example, if you want to&lt;br /&gt;
make a backup copy of your spellbook. This is just like&lt;br /&gt;
copying a new spell into your spellbook, but faster and easier,&lt;br /&gt;
since you understand your own notation and already know&lt;br /&gt;
how to cast the spell. You need spend only 1 hour and 10 gp&lt;br /&gt;
for each level of the copied spell.&lt;br /&gt;
If you lose your spellbook, you can use the same&lt;br /&gt;
procedure to transcribe the spells that you have prepared&lt;br /&gt;
into a new spellbook. Filling out the remainder of your&lt;br /&gt;
spellbook requires you to find new spells to do so, as normal.&lt;br /&gt;
For this reason, many wizards keep backup spellbooks in a safe&lt;br /&gt;
place.&lt;br /&gt;
The Book’s Appearance. Your spellbook is a unique&lt;br /&gt;
compilation of spells, with its own decorative flourishes and&lt;br /&gt;
margin notes. It might be a plain, functional leather volume&lt;br /&gt;
that you received as a gift from your master, a finely bound&lt;br /&gt;
gilt-­‐edged tome you found in an ancient library, or even a&lt;br /&gt;
loose collection of notes scrounged together after you lost&lt;br /&gt;
your previous spellbook in a mishap.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 56&lt;br /&gt;
Beyond 1st Level&lt;br /&gt;
As your character goes on adventures and&lt;br /&gt;
overcomes challenges, he or she gains experience,&lt;br /&gt;
represented by experience points. A character who&lt;br /&gt;
reaches a specified experience point total advances&lt;br /&gt;
in capability. This advancement is called gaining a&lt;br /&gt;
level.&lt;br /&gt;
When your character gains a level, his or her class&lt;br /&gt;
often grants additional features, as detailed in the&lt;br /&gt;
class description. Some of these features allow you&lt;br /&gt;
to increase your ability scores, either increasing two&lt;br /&gt;
scores by 1 each or increasing one score by 2. You&lt;br /&gt;
can’t increase an ability score above 20. In addition,&lt;br /&gt;
every character’s proficiency bonus increases at&lt;br /&gt;
certain levels.&lt;br /&gt;
Each time you gain a level, you gain 1 additional&lt;br /&gt;
Hit Die. Roll that Hit Die, add your Constitution&lt;br /&gt;
modifier to the roll, and add the total to your hit&lt;br /&gt;
point maximum. Alternatively, you can use the fixed&lt;br /&gt;
value shown in your class entry, which is the average&lt;br /&gt;
result of the die roll (rounded up).&lt;br /&gt;
When your Constitution modifier increases by 1,&lt;br /&gt;
your hit point maximum increases by 1 for each level&lt;br /&gt;
you have attained. For example, if your 7th-­‐‑level&lt;br /&gt;
fighter has a Constitution score of 17, when he&lt;br /&gt;
reaches 8th level, he increases his Constitution score&lt;br /&gt;
from 17 to 18, thus increasing his Constitution&lt;br /&gt;
modifier from +3 to +4. His hit point maximum then&lt;br /&gt;
increases by 8.&lt;br /&gt;
The Character Advancement table summarizes the&lt;br /&gt;
XP you need to advance in levels from level 1&lt;br /&gt;
through level 20, and the proficiency bonus for a&lt;br /&gt;
character of that level. Consult the information in&lt;br /&gt;
your character’s class description to see what other&lt;br /&gt;
improvements you gain at each level.&lt;br /&gt;
Character Advancement&lt;br /&gt;
Experience Points Level Proficiency Bonus&lt;br /&gt;
0 1 +2&lt;br /&gt;
300 2 +2&lt;br /&gt;
900 3 +2&lt;br /&gt;
2,700 4 +2&lt;br /&gt;
6,500 5 +3&lt;br /&gt;
14,000 6 +3&lt;br /&gt;
23,000 7 +3&lt;br /&gt;
34,000 8 +3&lt;br /&gt;
48,000 9 +4&lt;br /&gt;
64,000 10 +4&lt;br /&gt;
85,000 11 +4&lt;br /&gt;
100,000 12 +4&lt;br /&gt;
120,000 13 +5&lt;br /&gt;
140,000 14 +5&lt;br /&gt;
165,000 15 +5&lt;br /&gt;
195,000 16 +5&lt;br /&gt;
225,000 17 +6&lt;br /&gt;
265,000 18 +6&lt;br /&gt;
305,000 19 +6&lt;br /&gt;
355,000 20 +6&lt;br /&gt;
Multiclassing&lt;br /&gt;
Multiclassing allows you to gain levels in multiple&lt;br /&gt;
classes. Doing so lets you mix the abilities of those&lt;br /&gt;
classes to realize a character concept that might not&lt;br /&gt;
be reflected in one of the standard class options.&lt;br /&gt;
With this rule, you have the option of gaining a&lt;br /&gt;
level in a new class whenever you advance in level,&lt;br /&gt;
instead of gaining a level in your current class. Your&lt;br /&gt;
levels in all your classes are added together to&lt;br /&gt;
determine your character level. For example, if you&lt;br /&gt;
have three levels in wizard and two in fighter, you’re&lt;br /&gt;
a 5th-­‐‑level character.&lt;br /&gt;
As you advance in levels, you might primarily&lt;br /&gt;
remain a member of your original class with just a&lt;br /&gt;
few levels in another class, or you might change&lt;br /&gt;
course entirely, never looking back at the class you&lt;br /&gt;
left behind. You might even start progressing in a&lt;br /&gt;
third or fourth class. Compared to a single-­‐‑class&lt;br /&gt;
character of the same level, you’ll sacrifice some&lt;br /&gt;
focus in exchange for versatility.&lt;br /&gt;
Prerequisites&lt;br /&gt;
To qualify for a new class, you must meet the ability&lt;br /&gt;
score prerequisites for both your current class and&lt;br /&gt;
your new one, as shown in the Multiclassing&lt;br /&gt;
Prerequisites table. For example, a barbarian who&lt;br /&gt;
decides to multiclass into the druid class must have&lt;br /&gt;
both Strength and Wisdom scores of 13 or higher.&lt;br /&gt;
Without the full training that a beginning character&lt;br /&gt;
receives, you must be a quick study in your new class,&lt;br /&gt;
having a natural aptitude that is reflected by higher-­‐‑&lt;br /&gt;
than-­‐‑average ability scores.&lt;br /&gt;
Multiclassing Prerequisites&lt;br /&gt;
Class Ability Score Minimum&lt;br /&gt;
Barbarian Strength 13&lt;br /&gt;
Bard Charisma 13&lt;br /&gt;
Cleric Wisdom 13&lt;br /&gt;
Druid Wisdom 13&lt;br /&gt;
Fighter Strength 13 or Dexterity 13&lt;br /&gt;
Monk Dexterity 13 and Wisdom 13&lt;br /&gt;
Paladin Strength 13 and Charisma 13&lt;br /&gt;
Ranger Dexterity 13 and Wisdom 13&lt;br /&gt;
Rogue Dexterity 13&lt;br /&gt;
Sorcerer Charisma 13&lt;br /&gt;
Warlock Charisma 13&lt;br /&gt;
Wizard Intelligence 13&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 57&lt;br /&gt;
Experience Points&lt;br /&gt;
The experience point cost to gain a level is always&lt;br /&gt;
based on your total character level, as shown in the&lt;br /&gt;
Character Advancement table, not your level in a&lt;br /&gt;
particular class. So, if you are a cleric 6/fighter 1, you&lt;br /&gt;
must gain enough XP to reach 8th level before you&lt;br /&gt;
can take your second level as a fighter or your&lt;br /&gt;
seventh level as a cleric.&lt;br /&gt;
Hit Points and Hit Dice&lt;br /&gt;
You gain the hit points from your new class as&lt;br /&gt;
described for levels after 1st. You gain the 1st-­‐‑level&lt;br /&gt;
hit points for a class only when you are a 1st-­‐‑level&lt;br /&gt;
character.&lt;br /&gt;
You add together the Hit Dice granted by all your&lt;br /&gt;
classes to form your pool of Hit Dice. If the Hit Dice&lt;br /&gt;
are the same die type, you can simply pool them&lt;br /&gt;
together. For example, both the fighter and the&lt;br /&gt;
paladin have a d10, so if you are a paladin 5/fighter&lt;br /&gt;
5, you have ten d10 Hit Dice. If your classes give you&lt;br /&gt;
Hit Dice of different types, keep track of them&lt;br /&gt;
separately. If you are a paladin 5/cleric 5, for&lt;br /&gt;
example, you have five d10 Hit Dice and five d8 Hit&lt;br /&gt;
Dice.&lt;br /&gt;
Proficiency Bonus&lt;br /&gt;
Your proficiency bonus is always based on your total&lt;br /&gt;
character level, as shown in the Character&lt;br /&gt;
Advancement table, not your level in a particular&lt;br /&gt;
class. For example, if you are a fighter 3/rogue 2, you&lt;br /&gt;
have the proficiency bonus of a 5th-­‐‑level character,&lt;br /&gt;
which is +3.&lt;br /&gt;
Proficiencies&lt;br /&gt;
When you gain your first level in a class other than&lt;br /&gt;
your initial class, you gain only some of new class’s&lt;br /&gt;
starting proficiencies, as shown in the Multiclassing&lt;br /&gt;
Proficiencies table.&lt;br /&gt;
Multiclassing Proficiencies&lt;br /&gt;
Class Proficiencies Gained&lt;br /&gt;
Barbarian Shields, simple weapons, martial weapons&lt;br /&gt;
Bard Light armor, one skill of your choice, one musical&lt;br /&gt;
instrument of your choice&lt;br /&gt;
Cleric Light armor, medium armor, shields&lt;br /&gt;
Druid Light armor, medium armor, shields (druids will&lt;br /&gt;
not wear armor or use shields made of metal)&lt;br /&gt;
Fighter Light armor, medium armor, shields, simple&lt;br /&gt;
weapons, martial weapons&lt;br /&gt;
Monk Simple weapons, shortswords&lt;br /&gt;
Paladin Light armor, medium armor, shields, simple&lt;br /&gt;
weapons, martial weapons&lt;br /&gt;
Ranger Light armor, medium armor, shields, simple&lt;br /&gt;
weapons, martial weapons, one skill from the&lt;br /&gt;
class’s skill list&lt;br /&gt;
Rogue Light armor, one skill from the class’s skill list,&lt;br /&gt;
thieves’ tools&lt;br /&gt;
Sorcerer —&lt;br /&gt;
Warlock Light armor, simple weapons&lt;br /&gt;
Wizard —&lt;br /&gt;
Class Features&lt;br /&gt;
When you gain a new level in a class, you get its&lt;br /&gt;
features for that level. You don’t, however, receive&lt;br /&gt;
the class’s starting equipment, and a few features&lt;br /&gt;
have additional rules when you’re multiclassing:&lt;br /&gt;
Channel Divinity, Extra Attack, Unarmored Defense,&lt;br /&gt;
and Spellcasting.&lt;br /&gt;
Channel Divinity&lt;br /&gt;
If you already have the Channel Divinity feature and&lt;br /&gt;
gain a level in a class that also grants the feature, you&lt;br /&gt;
gain the Channel Divinity effects granted by that&lt;br /&gt;
class, but getting the feature again doesn’t give you&lt;br /&gt;
an additional use of it. You gain additional uses only&lt;br /&gt;
when you reach a class level that explicitly grants&lt;br /&gt;
them to you. For example, if you are a cleric&lt;br /&gt;
6/paladin 4, you can use Channel Divinity twice&lt;br /&gt;
between rests because you are high enough level in&lt;br /&gt;
the cleric class to have more uses. Whenever you use&lt;br /&gt;
the feature, you can choose any of the Channel&lt;br /&gt;
Divinity effects available to you from your two&lt;br /&gt;
classes.&lt;br /&gt;
Extra Attack&lt;br /&gt;
If you gain the Extra Attack class feature from more&lt;br /&gt;
than one class, the features don’t add together. You&lt;br /&gt;
can’t make more than two attacks with this feature&lt;br /&gt;
unless it says you do (as the fighter’s version of&lt;br /&gt;
Extra Attack does). Similarly, the warlock’s eldritch&lt;br /&gt;
invocation Thirsting Blade doesn’t give you&lt;br /&gt;
additional attacks if you also have Extra Attack.&lt;br /&gt;
Unarmored Defense&lt;br /&gt;
If you already have the Unarmored Defense feature,&lt;br /&gt;
you can’t gain it again from another class.&lt;br /&gt;
Spellcasting&lt;br /&gt;
Your capacity for spellcasting depends partly on&lt;br /&gt;
your combined levels in all your spellcasting classes&lt;br /&gt;
and partly on your individual levels in those classes.&lt;br /&gt;
Once you have the Spellcasting feature from more&lt;br /&gt;
than one class, use the rules below. If you multiclass&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 58&lt;br /&gt;
but have the Spellcasting feature from only one class,&lt;br /&gt;
you follow the rules as described in that class.&lt;br /&gt;
Spells Known and Prepared. You determine what&lt;br /&gt;
spells you know and can prepare for each class&lt;br /&gt;
individually, as if you were a single-­‐‑classed member&lt;br /&gt;
of that class. If you are a ranger 4/wizard 3, for&lt;br /&gt;
example, you know three 1st-­‐‑level ranger spells&lt;br /&gt;
based on your levels in the ranger class. As 3rd-­‐‑level&lt;br /&gt;
wizard, you know three wizard cantrips, and your&lt;br /&gt;
spellbook contains ten wizard spells, two of which&lt;br /&gt;
(the two you gained when you reached 3rd level as a&lt;br /&gt;
wizard) can be 2nd-­‐‑level spells. If your Intelligence&lt;br /&gt;
is 16, you can prepare six wizard spells from your&lt;br /&gt;
spellbook.&lt;br /&gt;
Each spell you know and prepare is associated&lt;br /&gt;
with one of your classes, and you use the&lt;br /&gt;
spellcasting ability of that class when you cast the&lt;br /&gt;
spell. Similarly, a spellcasting focus, such as a holy&lt;br /&gt;
symbol, can be used only for the spells from the class&lt;br /&gt;
associated with that focus.&lt;br /&gt;
Spell Slots. You determine your available spell&lt;br /&gt;
slots by adding together all your levels in the bard,&lt;br /&gt;
cleric, druid, sorcerer, and wizard classes, and half&lt;br /&gt;
your levels (rounded down) in the paladin and&lt;br /&gt;
ranger classes. Use this total to determine your spell&lt;br /&gt;
slots by consulting the Multiclass Spellcaster table.&lt;br /&gt;
If you have more than one spellcasting class, this&lt;br /&gt;
table might give you spell slots of a level that is&lt;br /&gt;
higher than the spells you know or can prepare. You&lt;br /&gt;
can use those slots, but only to cast your lower-­‐‑level&lt;br /&gt;
spells. If a lower-­‐‑level spell that you cast, like&lt;br /&gt;
burning hands, has an enhanced effect when cast&lt;br /&gt;
using a higher-­‐‑level slot, you can use the enhanced&lt;br /&gt;
effect, even though you don’t have any spells of that&lt;br /&gt;
higher level.&lt;br /&gt;
For example, if you are the aforementioned ranger&lt;br /&gt;
4/wizard 3, you count as a 5th-­‐‑level character when&lt;br /&gt;
determining your spell slots: you have four 1st-­‐‑level&lt;br /&gt;
slots, three 2nd-­‐‑level slots, and two 3rd-­‐‑level slots.&lt;br /&gt;
However, you don’t know any 3rd-­‐‑level spells, nor&lt;br /&gt;
do you know any 2nd-­‐‑level ranger spells. You can&lt;br /&gt;
use the spell slots of those levels to cast the spells&lt;br /&gt;
you do know—and potentially enhance their effects.&lt;br /&gt;
Pact Magic. If you have both the Spellcasting class&lt;br /&gt;
feature and the Pact Magic class feature from the&lt;br /&gt;
warlock class, you can use the spell slots you gain&lt;br /&gt;
from the Pact Magic feature to cast spells you know&lt;br /&gt;
or have prepared from classes with the Spellcasting&lt;br /&gt;
class feature, and you can use the spell slots you gain&lt;br /&gt;
from the Spellcasting class feature to cast warlock&lt;br /&gt;
spells you know.&lt;br /&gt;
Multiclass Spellcaster:&lt;br /&gt;
Spell Slots per Spell Level&lt;br /&gt;
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th&lt;br /&gt;
1st 2 — — — — — — — —&lt;br /&gt;
2nd 3 — — — — — — — —&lt;br /&gt;
3rd 4 2 — — — — — — —&lt;br /&gt;
4th 4 3 — — — — — — —&lt;br /&gt;
5th 4 3 2 — — — — — —&lt;br /&gt;
6th 4 3 3 — — — — — —&lt;br /&gt;
7th 4 3 3 1 — — — — —&lt;br /&gt;
8th 4 3 3 2 — — — — —&lt;br /&gt;
9th 4 3 3 3 1 — — — —&lt;br /&gt;
10th 4 3 3 3 2 — — — —&lt;br /&gt;
11th 4 3 3 3 2 1 — — —&lt;br /&gt;
12th 4 3 3 3 2 1 — — —&lt;br /&gt;
13th 4 3 3 3 2 1 1 — —&lt;br /&gt;
14th 4 3 3 3 2 1 1 — —&lt;br /&gt;
15th 4 3 3 3 2 1 1 1 —&lt;br /&gt;
16th 4 3 3 3 2 1 1 1 —&lt;br /&gt;
17th 4 3 3 3 2 1 1 1 1&lt;br /&gt;
18th 4 3 3 3 3 1 1 1 1&lt;br /&gt;
19th 4 3 3 3 3 2 1 1 1&lt;br /&gt;
20th 4 3 3 3 3 2 2 1 1&lt;br /&gt;
Alignment&lt;br /&gt;
A typical creature in the game world has an&lt;br /&gt;
alignment, which broadly describes its moral and&lt;br /&gt;
personal attitudes. Alignment is a combination of&lt;br /&gt;
two factors: one identifies morality (good, evil, or&lt;br /&gt;
neutral), and the other describes attitudes toward&lt;br /&gt;
society and order (lawful, chaotic, or neutral). Thus,&lt;br /&gt;
nine distinct alignments define the possible&lt;br /&gt;
combinations.&lt;br /&gt;
These brief summaries of the nine alignments&lt;br /&gt;
describe the typical behavior of a creature with that&lt;br /&gt;
alignment. Individuals might vary significantly from&lt;br /&gt;
that typical behavior, and few people are perfectly&lt;br /&gt;
and consistently faithful to the precepts of their&lt;br /&gt;
alignment.&lt;br /&gt;
Lawful good (LG) creatures can be counted on to&lt;br /&gt;
do the right thing as expected by society. Gold&lt;br /&gt;
dragons, paladins, and most dwarves are lawful&lt;br /&gt;
good.&lt;br /&gt;
Neutral good (NG) folk do the best they can to&lt;br /&gt;
help others according to their needs. Many celestials,&lt;br /&gt;
some cloud giants, and most gnomes are neutral&lt;br /&gt;
good.&lt;br /&gt;
Chaotic good (CG) creatures act as their&lt;br /&gt;
conscience directs, with little regard for what others&lt;br /&gt;
expect. Copper dragons, many elves, and unicorns&lt;br /&gt;
are chaotic good.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 59&lt;br /&gt;
Lawful neutral (LN) individuals act in accordance&lt;br /&gt;
with law, tradition, or personal codes. Many monks&lt;br /&gt;
and some wizards are lawful neutral.&lt;br /&gt;
Neutral (N) is the alignment of those who prefer&lt;br /&gt;
to steer clear of moral questions and don’t take sides,&lt;br /&gt;
doing what seems best at the time. Lizardfolk, most&lt;br /&gt;
druids, and many humans are neutral.&lt;br /&gt;
Chaotic neutral (CN) creatures follow their&lt;br /&gt;
whims, holding their personal freedom above all else.&lt;br /&gt;
Many barbarians and rogues, and some bards, are&lt;br /&gt;
chaotic neutral.&lt;br /&gt;
Lawful evil (LE) creatures methodically take what&lt;br /&gt;
they want, within the limits of a code of tradition,&lt;br /&gt;
loyalty, or order. Devils, blue dragons, and&lt;br /&gt;
hobgoblins are lawful evil.&lt;br /&gt;
Neutral evil (NE) is the alignment of those who&lt;br /&gt;
do whatever they can get away with, without&lt;br /&gt;
compassion or qualms. Many drow, some cloud&lt;br /&gt;
giants, and goblins are neutral evil.&lt;br /&gt;
Chaotic evil (CE) creatures act with arbitrary&lt;br /&gt;
violence, spurred by their greed, hatred, or bloodlust.&lt;br /&gt;
Demons, red dragons, and orcs are chaotic evil.&lt;br /&gt;
Alignment in the Multiverse&lt;br /&gt;
For many thinking creatures, alignment is a moral&lt;br /&gt;
choice. Humans, dwarves, elves, and other humanoid&lt;br /&gt;
races can choose whether to follow the paths of good&lt;br /&gt;
or evil, law or chaos. According to myth, the good-­‐‑&lt;br /&gt;
aligned gods who created these races gave them free&lt;br /&gt;
will to choose their moral paths, knowing that good&lt;br /&gt;
without free will is slavery.&lt;br /&gt;
The evil deities who created other races, though,&lt;br /&gt;
made those races to serve them. Those races have&lt;br /&gt;
strong inborn tendencies that match the nature of&lt;br /&gt;
their gods. Most orcs share the violent, savage&lt;br /&gt;
nature of the orc gods, and are thus inclined toward&lt;br /&gt;
evil. Even if an orc chooses a good alignment, it&lt;br /&gt;
struggles against its innate tendencies for its entire&lt;br /&gt;
life. (Even half-­‐‑orcs feel the lingering pull of the orc&lt;br /&gt;
god’s influence.)&lt;br /&gt;
Alignment is an essential part of the nature of&lt;br /&gt;
celestials and fiends. A devil does not choose to be&lt;br /&gt;
lawful evil, and it doesn’t tend toward lawful evil,&lt;br /&gt;
but rather it is lawful evil in its essence. If it&lt;br /&gt;
somehow ceased to be lawful evil, it would cease to&lt;br /&gt;
be a devil.&lt;br /&gt;
Most creatures that lack the capacity for rational&lt;br /&gt;
thought do not have alignments—they are&lt;br /&gt;
unaligned. Such a creature is incapable of making a&lt;br /&gt;
moral or ethical choice and acts according to its&lt;br /&gt;
bestial nature. Sharks are savage predators, for&lt;br /&gt;
example, but they are not evil; they have no&lt;br /&gt;
alignment.&lt;br /&gt;
Languages&lt;br /&gt;
Your race indicates the languages your character can&lt;br /&gt;
speak by default, and your background might give&lt;br /&gt;
you access to one or more additional languages of&lt;br /&gt;
your choice. Note these languages on your character&lt;br /&gt;
sheet.&lt;br /&gt;
Choose your languages from the Standard&lt;br /&gt;
Languages table, or choose one that is common in&lt;br /&gt;
your campaign. With your GM’s permission, you can&lt;br /&gt;
instead choose a language from the Exotic&lt;br /&gt;
Languages table or a secret language, such as thieves’&lt;br /&gt;
cant or the tongue of druids.&lt;br /&gt;
Some of these languages are actually families of&lt;br /&gt;
languages with many dialects. For example, the&lt;br /&gt;
Primordial language includes the Auran, Aquan,&lt;br /&gt;
Ignan, and Terran dialects, one for each of the four&lt;br /&gt;
elemental planes. Creatures that speak different&lt;br /&gt;
dialects of the same language can communicate with&lt;br /&gt;
one another.&lt;br /&gt;
Standard Languages&lt;br /&gt;
Language Typical Speakers Script&lt;br /&gt;
Common Humans Common&lt;br /&gt;
Dwarvish Dwarves Dwarvish&lt;br /&gt;
Elvish Elves Elvish&lt;br /&gt;
Giant Ogres, giants Dwarvish&lt;br /&gt;
Gnomish Gnomes Dwarvish&lt;br /&gt;
Goblin Goblinoids Dwarvish&lt;br /&gt;
Halfling Halflings Common&lt;br /&gt;
Orc Orcs Dwarvish&lt;br /&gt;
Exotic Languages&lt;br /&gt;
Language Typical Speakers Script&lt;br /&gt;
Abyssal Demons Infernal&lt;br /&gt;
Celestial Celestials Celestial&lt;br /&gt;
Draconic Dragons, dragonborn Draconic&lt;br /&gt;
Deep Speech Aboleths, cloakers —&lt;br /&gt;
Infernal Devils Infernal&lt;br /&gt;
Primordial Elementals Dwarvish&lt;br /&gt;
Sylvan Fey creatures Elvish&lt;br /&gt;
Undercommon Underworld traders Elvish&lt;br /&gt;
Inspiration&lt;br /&gt;
Inspiration is a rule the game master can use to&lt;br /&gt;
reward you for playing your character in a way&lt;br /&gt;
that’s true to his or her personality traits, ideal, bond,&lt;br /&gt;
and flaw. By using inspiration, you can draw on your&lt;br /&gt;
personality trait of compassion for the downtrodden&lt;br /&gt;
to give you an edge in negotiating with the Beggar&lt;br /&gt;
Prince. Or inspiration can let you call on your bond&lt;br /&gt;
to the defense of your home village to push past the&lt;br /&gt;
effect of a spell that has been laid on you.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 60&lt;br /&gt;
Gaining Inspiration&lt;br /&gt;
Your GM can choose to give you inspiration for a&lt;br /&gt;
variety of reasons. Typically, GMs award it when you&lt;br /&gt;
play out your personality traits, give in to the&lt;br /&gt;
drawbacks presented by a flaw or bond, and&lt;br /&gt;
otherwise portray your character in a compelling&lt;br /&gt;
way. Your GM will tell you how you can earn&lt;br /&gt;
inspiration in the game.&lt;br /&gt;
You either have inspiration or you don’t—you&lt;br /&gt;
can’t stockpile multiple “inspirations” for later use.&lt;br /&gt;
Using Inspiration&lt;br /&gt;
If you have inspiration, you can expend it when you&lt;br /&gt;
make an attack roll, saving throw, or ability check.&lt;br /&gt;
Spending your inspiration gives you advantage on&lt;br /&gt;
that roll.&lt;br /&gt;
Additionally, if you have inspiration, you can&lt;br /&gt;
reward another player for good roleplaying, clever&lt;br /&gt;
thinking, or simply doing something exciting in the&lt;br /&gt;
game. When another player character does&lt;br /&gt;
something that really contributes to the story in a&lt;br /&gt;
fun and interesting way, you can give up your&lt;br /&gt;
inspiration to give that character inspiration.&lt;br /&gt;
Backgrounds&lt;br /&gt;
Every story has a beginning. Your character’s&lt;br /&gt;
background reveals where you came from, how you&lt;br /&gt;
became an adventurer, and your place in the world.&lt;br /&gt;
Your fighter might have been a courageous knight or&lt;br /&gt;
a grizzled soldier. Your wizard could have been a&lt;br /&gt;
sage or an artisan. Your rogue might have gotten by&lt;br /&gt;
as a guild thief or commanded audiences as a jester.&lt;br /&gt;
Choosing a background provides you with&lt;br /&gt;
important story cues about your character’s identity.&lt;br /&gt;
The most important question to ask about your&lt;br /&gt;
background is what changed? Why did you stop&lt;br /&gt;
doing whatever your background describes and start&lt;br /&gt;
adventuring? Where did you get the money to&lt;br /&gt;
purchase your starting gear, or, if you come from a&lt;br /&gt;
wealthy background, why don’t you have more&lt;br /&gt;
money? How did you learn the skills of your class?&lt;br /&gt;
What sets you apart from ordinary people who share&lt;br /&gt;
your background?&lt;br /&gt;
The sample background presented here provides&lt;br /&gt;
both concrete benefits (features, proficiencies, and&lt;br /&gt;
languages) and roleplaying suggestions.&lt;br /&gt;
Proficiencies&lt;br /&gt;
Each background gives a character proficiency in&lt;br /&gt;
two skills (described in “Using Ability Scores”).&lt;br /&gt;
In addition, most backgrounds give a character&lt;br /&gt;
proficiency with one or more tools (detailed in&lt;br /&gt;
“Equipment”).&lt;br /&gt;
If a character would gain the same proficiency&lt;br /&gt;
from two different sources, he or she can choose a&lt;br /&gt;
different proficiency of the same kind (skill or tool)&lt;br /&gt;
instead.&lt;br /&gt;
Languages&lt;br /&gt;
Some backgrounds also allow characters to learn&lt;br /&gt;
additional languages beyond those given by race. See&lt;br /&gt;
“Languages.”&lt;br /&gt;
Equipment&lt;br /&gt;
Each background provides a package of starting&lt;br /&gt;
equipment. If you use the optional rule to spend coin&lt;br /&gt;
on gear, you do not receive the starting equipment&lt;br /&gt;
from your background.&lt;br /&gt;
Suggested Characteristics&lt;br /&gt;
A background contains suggested personal&lt;br /&gt;
characteristics based on your background. You can&lt;br /&gt;
pick characteristics, roll dice to determine them&lt;br /&gt;
randomly, or use the suggestions as inspiration for&lt;br /&gt;
characteristics of your own creation.&lt;br /&gt;
Customizing a Background&lt;br /&gt;
You might want to tweak some of the features of a&lt;br /&gt;
background so it better fits your character or the&lt;br /&gt;
campaign setting. To customize a background, you&lt;br /&gt;
can replace one feature with any other one, choose&lt;br /&gt;
any two skills, and choose a total of two tool&lt;br /&gt;
proficiencies or languages from the sample&lt;br /&gt;
backgrounds. You can either use the equipment&lt;br /&gt;
package from your background or spend coin on&lt;br /&gt;
gear as described in the equipment section. (If you&lt;br /&gt;
spend coin, you can’t also take the equipment&lt;br /&gt;
package suggested for your class.) Finally, choose&lt;br /&gt;
two personality traits, one ideal, one bond, and one&lt;br /&gt;
flaw. If you can’t find a feature that matches your&lt;br /&gt;
desired background, work with your GM to create&lt;br /&gt;
one.&lt;br /&gt;
Acolyte&lt;br /&gt;
You have spent your life in the service of a temple to&lt;br /&gt;
a specific god or pantheon of gods. You act as an&lt;br /&gt;
intermediary between the realm of the holy and the&lt;br /&gt;
mortal world, performing sacred rites and offering&lt;br /&gt;
sacrifices in order to conduct worshipers into the&lt;br /&gt;
presence of the divine. You are not necessarily a&lt;br /&gt;
cleric—performing sacred rites is not the same thing&lt;br /&gt;
as channeling divine power.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 61&lt;br /&gt;
Choose a god, a pantheon of gods, or some other&lt;br /&gt;
quasi-­‐‑divine being from among those listed in&lt;br /&gt;
&amp;quot;Fantasy-­‐‑Historical Pantheons&amp;quot; or those specified by&lt;br /&gt;
your GM, and work with your GM to detail the nature&lt;br /&gt;
of your religious service. Were you a lesser&lt;br /&gt;
functionary in a temple, raised from childhood to&lt;br /&gt;
assist the priests in the sacred rites? Or were you a&lt;br /&gt;
high priest who suddenly experienced a call to serve&lt;br /&gt;
your god in a different way? Perhaps you were the&lt;br /&gt;
leader of a small cult outside of any established&lt;br /&gt;
temple structure, or even an occult group that&lt;br /&gt;
served a fiendish master that you now deny.&lt;br /&gt;
Skill Proficiencies: Insight, Religion&lt;br /&gt;
Languages: Two of your choice&lt;br /&gt;
Equipment: A holy symbol (a gift to you when you&lt;br /&gt;
entered the priesthood), a prayer book or prayer&lt;br /&gt;
wheel, 5 sticks of incense, vestments, a set of&lt;br /&gt;
common clothes, and a pouch containing 15 gp&lt;br /&gt;
Feature: Shelter of the Faithful&lt;br /&gt;
As an acolyte, you command the respect of those&lt;br /&gt;
who share your faith, and you can perform the&lt;br /&gt;
religious ceremonies of your deity. You and your&lt;br /&gt;
adventuring companions can expect to receive free&lt;br /&gt;
healing and care at a temple, shrine, or other&lt;br /&gt;
established presence of your faith, though you must&lt;br /&gt;
provide any material components needed for spells.&lt;br /&gt;
Those who share your religion will support you (but&lt;br /&gt;
only you) at a modest lifestyle.&lt;br /&gt;
You might also have ties to a specific temple&lt;br /&gt;
dedicated to your chosen deity or pantheon, and you&lt;br /&gt;
have a residence there. This could be the temple&lt;br /&gt;
where you used to serve, if you remain on good&lt;br /&gt;
terms with it, or a temple where you have found a&lt;br /&gt;
new home. While near your temple, you can call&lt;br /&gt;
upon the priests for assistance, provided the&lt;br /&gt;
assistance you ask for is not hazardous and you&lt;br /&gt;
remain in good standing with your temple.&lt;br /&gt;
Suggested Characteristics&lt;br /&gt;
Acolytes are shaped by their experience in temples&lt;br /&gt;
or other religious communities. Their study of the&lt;br /&gt;
history and tenets of their faith and their&lt;br /&gt;
relationships to temples, shrines, or hierarchies&lt;br /&gt;
affect their mannerisms and ideals. Their flaws&lt;br /&gt;
might be some hidden hypocrisy or heretical idea, or&lt;br /&gt;
an ideal or bond taken to an extreme.&lt;br /&gt;
d8 Personality Trait&lt;br /&gt;
1 I idolize a particular hero of my faith, and constantly&lt;br /&gt;
refer to that person’s deeds and example.&lt;br /&gt;
2 I can find common ground between the fiercest&lt;br /&gt;
enemies, empathizing with them and always&lt;br /&gt;
working toward peace.&lt;br /&gt;
3 I see omens in every event and action. The gods try&lt;br /&gt;
to speak to us, we just need to listen&lt;br /&gt;
4 Nothing can shake my optimistic attitude.&lt;br /&gt;
5 I quote (or misquote) sacred texts and proverbs in&lt;br /&gt;
almost every situation.&lt;br /&gt;
6 I am tolerant (or intolerant) of other faiths and&lt;br /&gt;
respect (or condemn) the worship of other gods.&lt;br /&gt;
7 I’ve enjoyed fine food, drink, and high society&lt;br /&gt;
among my temple’s elite. Rough living grates on me.&lt;br /&gt;
8 I’ve spent so long in the temple that I have little&lt;br /&gt;
practical experience dealing with people in the&lt;br /&gt;
outside world.&lt;br /&gt;
d6 Ideal&lt;br /&gt;
1 Tradition. The ancient traditions of worship and&lt;br /&gt;
sacrifice must be preserved and upheld. (Lawful)&lt;br /&gt;
2 Charity. I always try to help those in need, no matter&lt;br /&gt;
what the personal cost. (Good)&lt;br /&gt;
3 Change. We must help bring about the changes the&lt;br /&gt;
gods are constantly working in the world. (Chaotic)&lt;br /&gt;
4 Power. I hope to one day rise to the top of my faith’s&lt;br /&gt;
religious hierarchy. (Lawful)&lt;br /&gt;
5 Faith. I trust that my deity will guide my actions. I&lt;br /&gt;
have faith that if I work hard, things will go well.&lt;br /&gt;
(Lawful)&lt;br /&gt;
6 Aspiration. I seek to prove myself worthy of my&lt;br /&gt;
god’s favor by matching my actions against his or&lt;br /&gt;
her teachings. (Any)&lt;br /&gt;
d6 Bond&lt;br /&gt;
1 I would die to recover an ancient relic of my faith&lt;br /&gt;
that was lost long ago.&lt;br /&gt;
2 I will someday get revenge on the corrupt temple&lt;br /&gt;
hierarchy who branded me a heretic.&lt;br /&gt;
3 I owe my life to the priest who took me in when my&lt;br /&gt;
parents died.&lt;br /&gt;
4 Everything I do is for the common people.&lt;br /&gt;
5 I will do anything to protect the temple where I&lt;br /&gt;
served.&lt;br /&gt;
6 I seek to preserve a sacred text that my enemies&lt;br /&gt;
consider heretical and seek to destroy.&lt;br /&gt;
d6 Flaw&lt;br /&gt;
1 I judge others harshly, and myself even more&lt;br /&gt;
severely.&lt;br /&gt;
2 I put too much trust in those who wield power&lt;br /&gt;
within my temple’s hierarchy.&lt;br /&gt;
3 My piety sometimes leads me to blindly trust those&lt;br /&gt;
that profess faith in my god.&lt;br /&gt;
4 I am inflexible in my thinking.&lt;br /&gt;
5 I am suspicious of strangers and expect the worst of&lt;br /&gt;
them.&lt;br /&gt;
6 Once I pick a goal, I become obsessed with it to the&lt;br /&gt;
detriment of everything else in my life.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 62&lt;br /&gt;
Equipment&lt;br /&gt;
Common coins come in several different&lt;br /&gt;
denominations based on the relative worth of the&lt;br /&gt;
metal from which they are made. The three most&lt;br /&gt;
common coins are the gold piece (gp), the silver&lt;br /&gt;
piece (sp), and the copper piece (cp).&lt;br /&gt;
With one gold piece, a character can buy a bedroll,&lt;br /&gt;
50 feet of good rope, or a goat. A skilled (but not&lt;br /&gt;
exceptional) artisan can earn one gold piece a day.&lt;br /&gt;
The gold piece is the standard unit of measure for&lt;br /&gt;
wealth, even if the coin itself is not commonly used.&lt;br /&gt;
When merchants discuss deals that involve goods or&lt;br /&gt;
services worth hundreds or thousands of gold pieces,&lt;br /&gt;
the transactions don’t usually involve the exchange&lt;br /&gt;
of individual coins. Rather, the gold piece is a&lt;br /&gt;
standard measure of value, and the actual exchange&lt;br /&gt;
is in gold bars, letters of credit, or valuable goods.&lt;br /&gt;
One gold piece is worth ten silver pieces, the most&lt;br /&gt;
prevalent coin among commoners. A silver piece&lt;br /&gt;
buys a laborer’s work for half a day, a flask of lamp&lt;br /&gt;
oil, or a night’s rest in a poor inn.&lt;br /&gt;
One silver piece is worth ten copper pieces, which&lt;br /&gt;
are common among laborers and beggars. A single&lt;br /&gt;
copper piece buys a candle, a torch, or a piece of&lt;br /&gt;
chalk.&lt;br /&gt;
In addition, unusual coins made of other precious&lt;br /&gt;
metals sometimes appear in treasure hoards. The&lt;br /&gt;
electrum piece (ep) and the platinum piece (pp)&lt;br /&gt;
originate from fallen empires and lost kingdoms, and&lt;br /&gt;
they sometimes arouse suspicion and skepticism&lt;br /&gt;
when used in transactions. An electrum piece is&lt;br /&gt;
worth five silver pieces, and a platinum piece is&lt;br /&gt;
worth ten gold pieces.&lt;br /&gt;
A standard coin weighs about a third of an ounce,&lt;br /&gt;
so fifty coins weigh a pound.&lt;br /&gt;
Standard Exchange Rates&lt;br /&gt;
Coin CP SP EP GP PP&lt;br /&gt;
Copper (cp) 1 1/10 1/50 1/100 1/1,000&lt;br /&gt;
Silver (sp) 10 1 1/5 1/10 1/100&lt;br /&gt;
Electrum (ep) 50 5 1 1/2 1/20&lt;br /&gt;
Gold (gp) 100 10 2 1 1/10&lt;br /&gt;
Platinum (pp) 1,000 100 20 10 1&lt;br /&gt;
Selling Treasure&lt;br /&gt;
Opportunities abound to find treasure, equipment,&lt;br /&gt;
weapons, armor, and more in the dungeons you&lt;br /&gt;
explore. Normally, you can sell your treasures and&lt;br /&gt;
trinkets when you return to a town or other&lt;br /&gt;
settlement, provided that you can find buyers and&lt;br /&gt;
merchants interested in your loot.&lt;br /&gt;
Arms, Armor, and Other Equipment. As a general&lt;br /&gt;
rule, undamaged weapons, armor, and other&lt;br /&gt;
equipment fetch half their cost when sold in a&lt;br /&gt;
market. Weapons and armor used by monsters are&lt;br /&gt;
rarely in good enough condition to sell.&lt;br /&gt;
Magic Items. Selling magic items is problematic.&lt;br /&gt;
Finding someone to buy a potion or a scroll isn’t too&lt;br /&gt;
hard, but other items are out of the realm of most but&lt;br /&gt;
the wealthiest nobles. Likewise, aside from a few&lt;br /&gt;
common magic items, you won’t normally come&lt;br /&gt;
across magic items or spells to purchase. The value&lt;br /&gt;
of magic is far beyond simple gold and should always&lt;br /&gt;
be treated as such.&lt;br /&gt;
Gems, Jewelry, and Art Objects. These items&lt;br /&gt;
retain their full value in the marketplace, and you&lt;br /&gt;
can either trade them in for coin or use them as&lt;br /&gt;
currency for other transactions. For exceptionally&lt;br /&gt;
valuable treasures, the GM might require you to find&lt;br /&gt;
a buyer in a large town or larger community first.&lt;br /&gt;
Trade Goods. On the borderlands, many people&lt;br /&gt;
conduct transactions through barter. Like gems and&lt;br /&gt;
art objects, trade goods—bars of iron, bags of salt,&lt;br /&gt;
livestock, and so on—retain their full value in the&lt;br /&gt;
market and can be used as currency.&lt;br /&gt;
Armor&lt;br /&gt;
Fantasy gaming worlds are a vast tapestry made up&lt;br /&gt;
of many different cultures, each with its own&lt;br /&gt;
technology level. For this reason, adventurers have&lt;br /&gt;
access to a variety of armor types, ranging from&lt;br /&gt;
leather armor to chain mail to costly plate armor,&lt;br /&gt;
with several other kinds of armor in between. The&lt;br /&gt;
Armor table collects the most commonly available&lt;br /&gt;
types of armor found in the game and separates&lt;br /&gt;
them into three categories: light armor, medium&lt;br /&gt;
armor, and heavy armor. Many warriors supplement&lt;br /&gt;
their armor with a shield.&lt;br /&gt;
The Armor table shows the cost, weight, and other&lt;br /&gt;
properties of the common types of armor worn in&lt;br /&gt;
fantasy gaming worlds.&lt;br /&gt;
Armor Proficiency. Anyone can put on a suit of&lt;br /&gt;
armor or strap a shield to an arm. Only those&lt;br /&gt;
proficient in the armor’s use know how to wear it&lt;br /&gt;
effectively, however. Your class gives you proficiency&lt;br /&gt;
with certain types of armor. If you wear armor that&lt;br /&gt;
you lack proficiency with, you have disadvantage on&lt;br /&gt;
any ability check, saving throw, or attack roll that&lt;br /&gt;
involves Strength or Dexterity, and you can’t cast&lt;br /&gt;
spells.&lt;br /&gt;
Armor Class (AC). Armor protects its wearer from&lt;br /&gt;
attacks. The armor (and shield) you wear&lt;br /&gt;
determines your base Armor Class.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 63&lt;br /&gt;
Heavy Armor. Heavier armor interferes with the&lt;br /&gt;
wearer’s ability to move quickly, stealthily, and&lt;br /&gt;
freely. If the Armor table shows “Str 13” or “Str 15”&lt;br /&gt;
in the Strength column for an armor type, the armor&lt;br /&gt;
reduces the wearer’s speed by 10 feet unless the&lt;br /&gt;
wearer has a Strength score equal to or higher than&lt;br /&gt;
the listed score.&lt;br /&gt;
Stealth. If the Armor table shows “Disadvantage”&lt;br /&gt;
in the Stealth column, the wearer has disadvantage&lt;br /&gt;
on Dexterity (Stealth) checks.&lt;br /&gt;
Shields. A shield is made from wood or metal and&lt;br /&gt;
is carried in one hand. Wielding a shield increases&lt;br /&gt;
your Armor Class by 2. You can benefit from only&lt;br /&gt;
one shield at a time.&lt;br /&gt;
Light Armor&lt;br /&gt;
Made from supple and thin materials, light armor&lt;br /&gt;
favors agile adventurers since it offers some&lt;br /&gt;
protection without sacrificing mobility. If you wear&lt;br /&gt;
light armor, you add your Dexterity modifier to the&lt;br /&gt;
base number from your armor type to determine&lt;br /&gt;
your Armor Class.&lt;br /&gt;
Padded. Padded armor consists of quilted layers&lt;br /&gt;
of cloth and batting.&lt;br /&gt;
Leather. The breastplate and shoulder protectors&lt;br /&gt;
of this armor are made of leather that has been&lt;br /&gt;
stiffened by being boiled in oil. The rest of the armor&lt;br /&gt;
is made of softer and more flexible materials.&lt;br /&gt;
Studded Leather. Made from tough but flexible&lt;br /&gt;
leather, studded leather is reinforced with close-­‐‑set&lt;br /&gt;
rivets or spikes.&lt;br /&gt;
Medium Armor&lt;br /&gt;
Medium armor offers more protection than light&lt;br /&gt;
armor, but it also impairs movement more. If you&lt;br /&gt;
wear medium armor, you add your Dexterity&lt;br /&gt;
modifier, to a maximum of +2, to the base number&lt;br /&gt;
from your armor type to determine your Armor&lt;br /&gt;
Class.&lt;br /&gt;
Hide. This crude armor consists of thick furs and&lt;br /&gt;
pelts. It is commonly worn by barbarian tribes, evil&lt;br /&gt;
humanoids, and other folk who lack access to the&lt;br /&gt;
tools and materials needed to create better armor.&lt;br /&gt;
Chain Shirt. Made of interlocking metal rings, a&lt;br /&gt;
chain shirt is worn between layers of clothing or&lt;br /&gt;
leather. This armor offers modest protection to the&lt;br /&gt;
wearer’s upper body and allows the sound of the&lt;br /&gt;
rings rubbing against one another to be muffled by&lt;br /&gt;
outer layers.&lt;br /&gt;
Scale Mail. This armor consists of a coat and&lt;br /&gt;
leggings (and perhaps a separate skirt) of leather&lt;br /&gt;
covered with overlapping pieces of metal, much like&lt;br /&gt;
the scales of a fish. The suit includes gauntlets.&lt;br /&gt;
Breastplate. This armor consists of a fitted metal&lt;br /&gt;
chest piece worn with supple leather. Although it&lt;br /&gt;
leaves the legs and arms relatively unprotected, this&lt;br /&gt;
armor provides good protection for the wearer’s&lt;br /&gt;
vital organs while leaving the wearer relatively&lt;br /&gt;
unencumbered.&lt;br /&gt;
Half Plate. Half plate consists of shaped metal&lt;br /&gt;
plates that cover most of the wearer’s body. It does&lt;br /&gt;
not include leg protection beyond simple greaves&lt;br /&gt;
that are attached with leather straps.&lt;br /&gt;
Heavy Armor&lt;br /&gt;
Of all the armor categories, heavy armor offers the&lt;br /&gt;
best protection. These suits of armor cover the&lt;br /&gt;
entire body and are designed to stop a wide range of&lt;br /&gt;
attacks. Only proficient warriors can manage their&lt;br /&gt;
weight and bulk.&lt;br /&gt;
Heavy armor doesn’t let you add your Dexterity&lt;br /&gt;
modifier to your Armor Class, but it also doesn’t&lt;br /&gt;
penalize you if your Dexterity modifier is negative.&lt;br /&gt;
Ring Mail. This armor is leather armor with heavy&lt;br /&gt;
rings sewn into it. The rings help reinforce the armor&lt;br /&gt;
against blows from swords and axes. Ring mail is&lt;br /&gt;
inferior to chain mail, and it&#039;s usually worn only by&lt;br /&gt;
those who can’t afford better armor.&lt;br /&gt;
Chain Mail. Made of interlocking metal rings,&lt;br /&gt;
chain mail includes a layer of quilted fabric worn&lt;br /&gt;
underneath the mail to prevent chafing and to&lt;br /&gt;
cushion the impact of blows. The suit includes&lt;br /&gt;
gauntlets.&lt;br /&gt;
Splint. This armor is made of narrow vertical&lt;br /&gt;
strips of metal riveted to a backing of leather that is&lt;br /&gt;
worn over cloth padding. Flexible chain mail&lt;br /&gt;
protects the joints.&lt;br /&gt;
Plate. Plate consists of shaped, interlocking metal&lt;br /&gt;
plates to cover the entire body. A suit of plate&lt;br /&gt;
includes gauntlets, heavy leather boots, a visored&lt;br /&gt;
helmet, and thick layers of padding underneath the&lt;br /&gt;
armor. Buckles and straps distribute the weight over&lt;br /&gt;
the body.&lt;br /&gt;
Armor&lt;br /&gt;
Armor Cost Armor Class (AC) Strength Stealth Weight&lt;br /&gt;
Light Armor&lt;br /&gt;
Padded 5 gp 11 + Dex modifier — Disadvantage 8 lb.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 64&lt;br /&gt;
Leather 10 gp 11 + Dex modifier — — 10 lb.&lt;br /&gt;
Studded leather 45 gp 12 + Dex modifier — — 13 lb.&lt;br /&gt;
Medium Armor&lt;br /&gt;
Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb.&lt;br /&gt;
Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb.&lt;br /&gt;
Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb.&lt;br /&gt;
Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb.&lt;br /&gt;
Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb.&lt;br /&gt;
Heavy Armor&lt;br /&gt;
Ring mail 30 gp 14 — Disadvantage 40 lb.&lt;br /&gt;
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.&lt;br /&gt;
Splint 200 gp 17 Str 15 Disadvantage 60 lb.&lt;br /&gt;
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.&lt;br /&gt;
Shield&lt;br /&gt;
Shield 10 gp +2 — — 6 lb.&lt;br /&gt;
Getting Into and Out of Armor&lt;br /&gt;
The time it takes to don or doff armor depends on&lt;br /&gt;
the armor’s category.&lt;br /&gt;
Don. This is the time it takes to put on armor. You&lt;br /&gt;
benefit from the armor’s AC only if you take the full&lt;br /&gt;
time to don the suit of armor.&lt;br /&gt;
Doff. This is the time it takes to take off armor. If&lt;br /&gt;
you have help, reduce this time by half.&lt;br /&gt;
Donning and Doffing Armor&lt;br /&gt;
Category Don Doff&lt;br /&gt;
Light Armor 1 minute 1 minute&lt;br /&gt;
Medium Armor 5 minutes 1 minute&lt;br /&gt;
Heavy Armor 10 minutes 5 minutes&lt;br /&gt;
Shield 1 action 1 action&lt;br /&gt;
Weapons&lt;br /&gt;
Your class grants proficiency in certain weapons,&lt;br /&gt;
reflecting both the class’s focus and the tools you are&lt;br /&gt;
most likely to use. Whether you favor a longsword or&lt;br /&gt;
a longbow, your weapon and your ability to wield it&lt;br /&gt;
effectively can mean the difference between life and&lt;br /&gt;
death while adventuring.&lt;br /&gt;
The Weapons table shows the most common&lt;br /&gt;
weapons used in the fantasy gaming worlds, their&lt;br /&gt;
price and weight, the damage they deal when they&lt;br /&gt;
hit, and any special properties they possess. Every&lt;br /&gt;
weapon is classified as either melee or ranged. A&lt;br /&gt;
melee weapon is used to attack a target within 5&lt;br /&gt;
feet of you, whereas a ranged weapon is used to&lt;br /&gt;
attack a target at a distance.&lt;br /&gt;
Weapon Proficiency&lt;br /&gt;
Your race, class, and feats can grant you proficiency&lt;br /&gt;
with certain weapons or categories of weapons. The&lt;br /&gt;
two categories are simple and martial. Most people&lt;br /&gt;
can use simple weapons with proficiency. These&lt;br /&gt;
weapons include clubs, maces, and other weapons&lt;br /&gt;
often found in the hands of commoners. Martial&lt;br /&gt;
weapons, including swords, axes, and polearms,&lt;br /&gt;
require more specialized training to use effectively.&lt;br /&gt;
Most warriors use martial weapons because these&lt;br /&gt;
weapons put their fighting style and training to best&lt;br /&gt;
use.&lt;br /&gt;
Proficiency with a weapon allows you to add your&lt;br /&gt;
proficiency bonus to the attack roll for any attack&lt;br /&gt;
you make with that weapon. If you make an attack&lt;br /&gt;
roll using a weapon with which you lack proficiency,&lt;br /&gt;
you do not add your proficiency bonus to the attack&lt;br /&gt;
roll.&lt;br /&gt;
Weapon Properties&lt;br /&gt;
Many weapons have special properties related to&lt;br /&gt;
their use, as shown in the Weapons table.&lt;br /&gt;
Ammunition. You can use a weapon that has the&lt;br /&gt;
ammunition property to make a ranged attack only if&lt;br /&gt;
you have ammunition to fire from the weapon. Each&lt;br /&gt;
time you attack with the weapon, you expend one&lt;br /&gt;
piece of ammunition. Drawing the ammunition from&lt;br /&gt;
a quiver, case, or other container is part of the attack&lt;br /&gt;
(you need a free hand to load a one-­‐‑handed weapon).&lt;br /&gt;
At the end of the battle, you can recover half your&lt;br /&gt;
expended ammunition by taking a minute to search&lt;br /&gt;
the battlefield.&lt;br /&gt;
If you use a weapon that has the ammunition&lt;br /&gt;
property to make a melee attack, you treat the&lt;br /&gt;
weapon as an improvised weapon (see “Improvised&lt;br /&gt;
Weapons” later in the section). A sling must be&lt;br /&gt;
loaded to deal any damage when used in this way.&lt;br /&gt;
Finesse. When making an attack with a finesse&lt;br /&gt;
weapon, you use your choice of your Strength or&lt;br /&gt;
Dexterity modifier for the attack and damage rolls.&lt;br /&gt;
You must use the same modifier for both rolls.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 65&lt;br /&gt;
Heavy. Small creatures have disadvantage on&lt;br /&gt;
attack rolls with heavy weapons. A heavy weapon’s&lt;br /&gt;
size and bulk make it too large for a Small creature&lt;br /&gt;
to use effectively.&lt;br /&gt;
Light. A light weapon is small and easy to handle,&lt;br /&gt;
making it ideal for use when fighting with two&lt;br /&gt;
weapons.&lt;br /&gt;
Loading. Because of the time required to load this&lt;br /&gt;
weapon, you can fire only one piece of ammunition&lt;br /&gt;
from it when you use an action, bonus action, or&lt;br /&gt;
reaction to fire it, regardless of the number of attacks&lt;br /&gt;
you can normally make.&lt;br /&gt;
Range. A weapon that can be used to make a&lt;br /&gt;
ranged attack has a range in parentheses after the&lt;br /&gt;
ammunition or thrown property. The range lists two&lt;br /&gt;
numbers. The first is the weapon’s normal range in&lt;br /&gt;
feet, and the second indicates the weapon’s long&lt;br /&gt;
range. When attacking a target beyond normal range,&lt;br /&gt;
you have disadvantage on the attack roll. You can’t&lt;br /&gt;
attack a target beyond the weapon’s long range.&lt;br /&gt;
Reach. This weapon adds 5 feet to your reach&lt;br /&gt;
when you attack with it, as well as when&lt;br /&gt;
determining your reach for opportunity attacks with&lt;br /&gt;
it.&lt;br /&gt;
Special. A weapon with the special property has&lt;br /&gt;
unusual rules governing its use, explained in the&lt;br /&gt;
weapon’s description (see “Special Weapons” later&lt;br /&gt;
in this section).&lt;br /&gt;
Thrown. If a weapon has the thrown property, you&lt;br /&gt;
can throw the weapon to make a ranged attack. If the&lt;br /&gt;
weapon is a melee weapon, you use the same ability&lt;br /&gt;
modifier for that attack roll and damage roll that you&lt;br /&gt;
would use for a melee attack with the weapon. For&lt;br /&gt;
example, if you throw a handaxe, you use your&lt;br /&gt;
Strength, but if you throw a dagger, you can use&lt;br /&gt;
either your Strength or your Dexterity, since the&lt;br /&gt;
dagger has the finesse property.&lt;br /&gt;
Two-­‐‑Handed. This weapon requires two hands&lt;br /&gt;
when you attack with it.&lt;br /&gt;
Versatile. This weapon can be used with one or&lt;br /&gt;
two hands. A damage value in parentheses appears&lt;br /&gt;
with the property—the damage when the weapon is&lt;br /&gt;
used with two hands to make a melee attack.&lt;br /&gt;
Improvised Weapons&lt;br /&gt;
Sometimes characters don’t have their weapons and&lt;br /&gt;
have to attack with whatever is at hand. An&lt;br /&gt;
improvised weapon includes any object you can&lt;br /&gt;
wield in one or two hands, such as broken glass, a&lt;br /&gt;
table leg, a frying pan, a wagon wheel, or a dead&lt;br /&gt;
goblin.&lt;br /&gt;
Often, an improvised weapon is similar to an&lt;br /&gt;
actual weapon and can be treated as such. For&lt;br /&gt;
example, a table leg is akin to a club. At the GM’s&lt;br /&gt;
option, a character proficient with a weapon can use&lt;br /&gt;
a similar object as if it were that weapon and use his&lt;br /&gt;
or her proficiency bonus.&lt;br /&gt;
An object that bears no resemblance to a weapon&lt;br /&gt;
deals 1d4 damage (the GM assigns a damage type&lt;br /&gt;
appropriate to the object). If a character uses a&lt;br /&gt;
ranged weapon to make a melee attack, or throws a&lt;br /&gt;
melee weapon that does not have the thrown&lt;br /&gt;
property, it also deals 1d4 damage. An improvised&lt;br /&gt;
thrown weapon has a normal range of 20 feet and a&lt;br /&gt;
long range of 60 feet.&lt;br /&gt;
Silvered Weapons&lt;br /&gt;
Some monsters that have immunity or resistance to&lt;br /&gt;
nonmagical weapons are susceptible to silver&lt;br /&gt;
weapons, so cautious adventurers invest extra coin&lt;br /&gt;
to plate their weapons with silver. You can silver a&lt;br /&gt;
single weapon or ten pieces of ammunition for 100&lt;br /&gt;
gp. This cost represents not only the price of the&lt;br /&gt;
silver, but the time and expertise needed to add&lt;br /&gt;
silver to the weapon without making it less effective.&lt;br /&gt;
Special Weapons&lt;br /&gt;
Weapons with special rules are described here.&lt;br /&gt;
Lance. You have disadvantage when you use a&lt;br /&gt;
lance to attack a target within 5 feet of you. Also, a&lt;br /&gt;
lance requires two hands to wield when you aren’t&lt;br /&gt;
mounted.&lt;br /&gt;
Net. A Large or smaller creature hit by a net is&lt;br /&gt;
restrained until it is freed. A net has no effect on&lt;br /&gt;
creatures that are formless, or creatures that are&lt;br /&gt;
Huge or larger. A creature can use its action to make&lt;br /&gt;
a DC 10 Strength check, freeing itself or another&lt;br /&gt;
creature within its reach on a success. Dealing 5&lt;br /&gt;
slashing damage to the net (AC 10) also frees the&lt;br /&gt;
creature without harming it, ending the effect and&lt;br /&gt;
destroying the net.&lt;br /&gt;
When you use an action, bonus action, or reaction&lt;br /&gt;
to attack with a net, you can make only one attack&lt;br /&gt;
regardless of the number of attacks you can&lt;br /&gt;
normally make.&lt;br /&gt;
Weapons&lt;br /&gt;
Name Cost Damage Weight Properties&lt;br /&gt;
Simple Melee Weapons&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 66&lt;br /&gt;
Club 1 sp 1d4 bludgeoning 2 lb. Light&lt;br /&gt;
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)&lt;br /&gt;
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-­‐handed&lt;br /&gt;
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)&lt;br /&gt;
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)&lt;br /&gt;
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)&lt;br /&gt;
Mace 5 gp 1d6 bludgeoning 4 lb. —&lt;br /&gt;
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)&lt;br /&gt;
Sickle 1 gp 1d4 slashing 2 lb. Light&lt;br /&gt;
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)&lt;br /&gt;
Simple Ranged Weapons&lt;br /&gt;
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-­‐handed&lt;br /&gt;
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)&lt;br /&gt;
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-­‐handed&lt;br /&gt;
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120)&lt;br /&gt;
Martial Melee Weapons&lt;br /&gt;
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)&lt;br /&gt;
Flail 10 gp 1d8 bludgeoning 2 lb. —&lt;br /&gt;
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-­‐handed&lt;br /&gt;
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-­‐handed&lt;br /&gt;
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-­‐handed&lt;br /&gt;
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-­‐handed&lt;br /&gt;
Lance 10 gp 1d12 piercing 6 lb. Reach, special&lt;br /&gt;
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)&lt;br /&gt;
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-­‐handed&lt;br /&gt;
Morningstar 15 gp 1d8 piercing 4 lb. —&lt;br /&gt;
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-­‐handed&lt;br /&gt;
Rapier 25 gp 1d8 piercing 2 lb. Finesse&lt;br /&gt;
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light&lt;br /&gt;
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light&lt;br /&gt;
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)&lt;br /&gt;
War pick 5 gp 1d8 piercing 2 lb. —&lt;br /&gt;
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)&lt;br /&gt;
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach&lt;br /&gt;
Martial Ranged Weapons&lt;br /&gt;
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading&lt;br /&gt;
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading&lt;br /&gt;
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-­‐handed&lt;br /&gt;
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-­‐handed&lt;br /&gt;
Net 1 gp — 3 lb. Special, thrown (range 5/15)&lt;br /&gt;
Adventuring Gear&lt;br /&gt;
This section describes items that have special rules&lt;br /&gt;
or require further explanation.&lt;br /&gt;
Acid. As an action, you can splash the contents of&lt;br /&gt;
this vial onto a creature within 5 feet of you or throw&lt;br /&gt;
the vial up to 20 feet, shattering it on impact. In&lt;br /&gt;
either case, make a ranged attack against a creature&lt;br /&gt;
or object, treating the acid as an improvised weapon.&lt;br /&gt;
On a hit, the target takes 2d6 acid damage.&lt;br /&gt;
Alchemist’s Fire. This sticky, adhesive fluid ignites&lt;br /&gt;
when exposed to air. As an action, you can throw this&lt;br /&gt;
flask up to 20 feet, shattering it on impact. Make a&lt;br /&gt;
ranged attack against a creature or object, treating&lt;br /&gt;
the alchemist&#039;s fire as an improvised weapon. On a&lt;br /&gt;
hit, the target takes 1d4 fire damage at the start of&lt;br /&gt;
each of its turns. A creature can end this damage by&lt;br /&gt;
using its action to make a DC 10 Dexterity check to&lt;br /&gt;
extinguish the flames.&lt;br /&gt;
Antitoxin. A creature that drinks this vial of liquid&lt;br /&gt;
gains advantage on saving throws against poison for&lt;br /&gt;
1 hour. It confers no benefit to undead or constructs.&lt;br /&gt;
Arcane Focus. An arcane focus is a special item—&lt;br /&gt;
an orb, a crystal, a rod, a specially constructed staff, a&lt;br /&gt;
wand-­‐‑like length of wood, or some similar item—&lt;br /&gt;
designed to channel the power of arcane spells. A&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 67&lt;br /&gt;
sorcerer, warlock, or wizard can use such an item as&lt;br /&gt;
a spellcasting focus.&lt;br /&gt;
Ball Bearings. As an action, you can spill these&lt;br /&gt;
tiny metal balls from their pouch to cover a level,&lt;br /&gt;
square area that is 10 feet on a side. A creature&lt;br /&gt;
moving across the covered area must succeed on a&lt;br /&gt;
DC 10 Dexterity saving throw or fall prone. A&lt;br /&gt;
creature moving through the area at half speed&lt;br /&gt;
doesn’t need to make the save.&lt;br /&gt;
Block and Tackle. A set of pulleys with a cable&lt;br /&gt;
threaded through them and a hook to attach to&lt;br /&gt;
objects, a block and tackle allows you to hoist up to&lt;br /&gt;
four times the weight you can normally lift.&lt;br /&gt;
Book. A book might contain poetry, historical&lt;br /&gt;
accounts, information pertaining to a particular field&lt;br /&gt;
of lore, diagrams and notes on gnomish contraptions,&lt;br /&gt;
or just about anything else that can be represented&lt;br /&gt;
using text or pictures. A book of spells is a spellbook&lt;br /&gt;
(described later in this section).&lt;br /&gt;
Caltrops. As an action, you can spread a bag of&lt;br /&gt;
caltrops to cover a square area that is 5 feet on a side.&lt;br /&gt;
Any creature that enters the area must succeed on a&lt;br /&gt;
DC 15 Dexterity saving throw or stop moving this&lt;br /&gt;
turn and take 1 piercing damage. Taking this damage&lt;br /&gt;
reduces the creature’s walking speed by 10 feet until&lt;br /&gt;
the creature regains at least 1 hit point. A creature&lt;br /&gt;
moving through the area at half speed doesn’t need&lt;br /&gt;
to make the save.&lt;br /&gt;
Candle. For 1 hour, a candle sheds bright light in a&lt;br /&gt;
5-­‐‑foot radius and dim light for an additional 5 feet.&lt;br /&gt;
Case, Crossbow Bolt. This wooden case can hold&lt;br /&gt;
up to twenty crossbow bolts.&lt;br /&gt;
Case, Map or Scroll. This cylindrical leather case&lt;br /&gt;
can hold up to ten rolled-­‐‑up sheets of paper or five&lt;br /&gt;
rolled-­‐‑up sheets of parchment.&lt;br /&gt;
Chain. A chain has 10 hit points. It can be burst&lt;br /&gt;
with a successful DC 20 Strength check.&lt;br /&gt;
Climber’s Kit. A climber’s kit includes special&lt;br /&gt;
pitons, boot tips, gloves, and a harness. You can use&lt;br /&gt;
the climber’s kit as an action to anchor yourself;&lt;br /&gt;
when you do, you can’t fall more than 25 feet from&lt;br /&gt;
the point where you anchored yourself, and you&lt;br /&gt;
can’t climb more than 25 feet away from that point&lt;br /&gt;
without undoing the anchor.&lt;br /&gt;
Component Pouch. A component pouch is a small,&lt;br /&gt;
watertight leather belt pouch that has compartments&lt;br /&gt;
to hold all the material components and other&lt;br /&gt;
special items you need to cast your spells, except for&lt;br /&gt;
those components that have a specific cost (as&lt;br /&gt;
indicated in a spell&#039;s description).&lt;br /&gt;
Crowbar. Using a crowbar grants advantage to&lt;br /&gt;
Strength checks where the crowbar’s leverage can&lt;br /&gt;
be applied.&lt;br /&gt;
Druidic Focus. A druidic focus might be a sprig of&lt;br /&gt;
mistletoe or holly, a wand or scepter made of yew or&lt;br /&gt;
another special wood, a staff drawn whole out of a&lt;br /&gt;
living tree, or a totem object incorporating feathers,&lt;br /&gt;
fur, bones, and teeth from sacred animals. A druid&lt;br /&gt;
can use such an object as a spellcasting focus.&lt;br /&gt;
Fishing Tackle. This kit includes a wooden rod,&lt;br /&gt;
silken line, corkwood bobbers, steel hooks, lead&lt;br /&gt;
sinkers, velvet lures, and narrow netting.&lt;br /&gt;
Healer’s Kit. This kit is a leather pouch containing&lt;br /&gt;
bandages, salves, and splints. The kit has ten uses. As&lt;br /&gt;
an action, you can expend one use of the kit to&lt;br /&gt;
stabilize a creature that has 0 hit points, without&lt;br /&gt;
needing to make a Wisdom (Medicine) check.&lt;br /&gt;
Holy Symbol. A holy symbol is a representation of&lt;br /&gt;
a god or pantheon. It might be an amulet depicting a&lt;br /&gt;
symbol representing a deity, the same symbol&lt;br /&gt;
carefully engraved or inlaid as an emblem on a&lt;br /&gt;
shield, or a tiny box holding a fragment of a sacred&lt;br /&gt;
relic. Appendix PH-­‐‑B &amp;quot;Fantasy-­‐‑Historical Pantheons&amp;quot;&lt;br /&gt;
lists the symbols commonly associated with many&lt;br /&gt;
gods in the multiverse. A cleric or paladin can use a&lt;br /&gt;
holy symbol as a spellcasting focus. To use the&lt;br /&gt;
symbol in this way, the caster must hold it in hand,&lt;br /&gt;
wear it visibly, or bear it on a shield.&lt;br /&gt;
Holy Water. As an action, you can splash the&lt;br /&gt;
contents of this flask onto a creature within 5 feet of&lt;br /&gt;
you or throw it up to 20 feet, shattering it on impact.&lt;br /&gt;
In either case, make a ranged attack against a target&lt;br /&gt;
creature, treating the holy water as an improvised&lt;br /&gt;
weapon. If the target is a fiend or undead, it takes&lt;br /&gt;
2d6 radiant damage.&lt;br /&gt;
A cleric or paladin may create holy water by&lt;br /&gt;
performing a special ritual. The ritual takes 1 hour to&lt;br /&gt;
perform, uses 25 gp worth of powdered silver, and&lt;br /&gt;
requires the caster to expend a 1st-­‐‑level spell slot.&lt;br /&gt;
Hunting Trap. When you use your action to set it,&lt;br /&gt;
this trap forms a saw-­‐‑toothed steel ring that snaps&lt;br /&gt;
shut when a creature steps on a pressure plate in the&lt;br /&gt;
center. The trap is affixed by a heavy chain to an&lt;br /&gt;
immobile object, such as a tree or a spike driven into&lt;br /&gt;
the ground. A creature that steps on the plate must&lt;br /&gt;
succeed on a DC 13 Dexterity saving throw or take&lt;br /&gt;
1d4 piercing damage and stop moving. Thereafter,&lt;br /&gt;
until the creature breaks free of the trap, its&lt;br /&gt;
movement is limited by the length of the chain&lt;br /&gt;
(typically 3 feet long). A creature can use its action&lt;br /&gt;
to make a DC 13 Strength check, freeing itself or&lt;br /&gt;
another creature within its reach on a success. Each&lt;br /&gt;
failed check deals 1 piercing damage to the trapped&lt;br /&gt;
creature.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 68&lt;br /&gt;
Lamp. A lamp casts bright light in a 15-­‐‑foot radius&lt;br /&gt;
and dim light for an additional 30 feet. Once lit, it&lt;br /&gt;
burns for 6 hours on a flask (1 pint) of oil.&lt;br /&gt;
Lantern, Bullseye. A bullseye lantern casts bright&lt;br /&gt;
light in a 60-­‐‑foot cone and dim light for an additional&lt;br /&gt;
60 feet. Once lit, it burns for 6 hours on a flask (1&lt;br /&gt;
pint) of oil.&lt;br /&gt;
Lantern, Hooded. A hooded lantern casts bright&lt;br /&gt;
light in a 30-­‐‑foot radius and dim light for an&lt;br /&gt;
additional 30 feet. Once lit, it burns for 6 hours on a&lt;br /&gt;
flask (1 pint) of oil. As an action, you can lower the&lt;br /&gt;
hood, reducing the light to dim light in a 5-­‐‑foot&lt;br /&gt;
radius.&lt;br /&gt;
Lock. A key is provided with the lock. Without the&lt;br /&gt;
key, a creature proficient with thieves’ tools can pick&lt;br /&gt;
this lock with a successful DC 15 Dexterity check.&lt;br /&gt;
Your GM may decide that better locks are available&lt;br /&gt;
for higher prices.&lt;br /&gt;
Magnifying Glass. This lens allows a closer look at&lt;br /&gt;
small objects. It is also useful as a substitute for flint&lt;br /&gt;
and steel when starting fires. Lighting a fire with a&lt;br /&gt;
magnifying glass requires light as bright as sunlight&lt;br /&gt;
to focus, tinder to ignite, and about 5 minutes for the&lt;br /&gt;
fire to ignite. A magnifying glass grants advantage on&lt;br /&gt;
any ability check made to appraise or inspect an&lt;br /&gt;
item that is small or highly detailed.&lt;br /&gt;
Manacles. These metal restraints can bind a Small&lt;br /&gt;
or Medium creature. Escaping the manacles requires&lt;br /&gt;
a successful DC 20 Dexterity check. Breaking them&lt;br /&gt;
requires a successful DC 20 Strength check. Each set&lt;br /&gt;
of manacles comes with one key. Without the key, a&lt;br /&gt;
creature proficient with thieves’ tools can pick the&lt;br /&gt;
manacles’ lock with a successful DC 15 Dexterity&lt;br /&gt;
check. Manacles have 15 hit points.&lt;br /&gt;
Mess Kit. This tin box contains a cup and simple&lt;br /&gt;
cutlery. The box clamps together, and one side can&lt;br /&gt;
be used as a cooking pan and the other as a plate or&lt;br /&gt;
shallow bowl.&lt;br /&gt;
Oil. Oil usually comes in a clay flask that holds 1&lt;br /&gt;
pint. As an action, you can splash the oil in this flask&lt;br /&gt;
onto a creature within 5 feet of you or throw it up to&lt;br /&gt;
20 feet, shattering it on impact. Make a ranged attack&lt;br /&gt;
against a target creature or object, treating the oil as&lt;br /&gt;
an improvised weapon. On a hit, the target is&lt;br /&gt;
covered in oil. If the target takes any fire damage&lt;br /&gt;
before the oil dries (after 1 minute), the target takes&lt;br /&gt;
an additional 5 fire damage from the burning oil. You&lt;br /&gt;
can also pour a flask of oil on the ground to cover a&lt;br /&gt;
5-­‐‑foot-­‐‑square area, provided that the surface is level.&lt;br /&gt;
If lit, the oil burns for 2 rounds and deals 5 fire&lt;br /&gt;
damage to any creature that enters the area or ends&lt;br /&gt;
its turn in the area. A creature can take this damage&lt;br /&gt;
only once per turn.&lt;br /&gt;
Poison, Basic. You can use the poison in this vial&lt;br /&gt;
to coat one slashing or piercing weapon or up to&lt;br /&gt;
three pieces of ammunition. Applying the poison&lt;br /&gt;
takes an action. A creature hit by the poisoned&lt;br /&gt;
weapon or ammunition must make a DC 10&lt;br /&gt;
Constitution saving throw or take 1d4 poison&lt;br /&gt;
damage. Once applied, the poison retains potency for&lt;br /&gt;
1 minute before drying.&lt;br /&gt;
Potion of Healing. A character who drinks the&lt;br /&gt;
magical red fluid in this vial regains 2d4 + 2 hit&lt;br /&gt;
points. Drinking or administering a potion takes an&lt;br /&gt;
action.&lt;br /&gt;
Pouch. A cloth or leather pouch can hold up to 20&lt;br /&gt;
sling bullets or 50 blowgun needles, among other&lt;br /&gt;
things. A compartmentalized pouch for holding spell&lt;br /&gt;
components is called a component pouch (described&lt;br /&gt;
earlier in this section).&lt;br /&gt;
Quiver. A quiver can hold up to 20 arrows.&lt;br /&gt;
Ram, Portable. You can use a portable ram to&lt;br /&gt;
break down doors. When doing so, you gain a +4&lt;br /&gt;
bonus on the Strength check. One other character&lt;br /&gt;
can help you use the ram, giving you advantage on&lt;br /&gt;
this check.&lt;br /&gt;
Rations. Rations consist of dry foods suitable for&lt;br /&gt;
extended travel, including jerky, dried fruit, hardtack,&lt;br /&gt;
and nuts.&lt;br /&gt;
Rope. Rope, whether made of hemp or silk, has 2&lt;br /&gt;
hit points and can be burst with a DC 17 Strength&lt;br /&gt;
check.&lt;br /&gt;
Scale, Merchant’s. A scale includes a small&lt;br /&gt;
balance, pans, and a suitable assortment of weights&lt;br /&gt;
up to 2 pounds. With it, you can measure the exact&lt;br /&gt;
weight of small objects, such as raw precious metals&lt;br /&gt;
or trade goods, to help determine their worth.&lt;br /&gt;
Spellbook. Essential for wizards, a spellbook is a&lt;br /&gt;
leather-­‐‑bound tome with 100 blank vellum pages&lt;br /&gt;
suitable for recording spells.&lt;br /&gt;
Spyglass. Objects viewed through a spyglass are&lt;br /&gt;
magnified to twice their size.&lt;br /&gt;
Tent. A simple and portable canvas shelter, a tent&lt;br /&gt;
sleeps two.&lt;br /&gt;
Tinderbox. This small container holds flint, fire&lt;br /&gt;
steel, and tinder (usually dry cloth soaked in light&lt;br /&gt;
oil) used to kindle a fire. Using it to light a torch—or&lt;br /&gt;
anything else with abundant, exposed fuel—takes an&lt;br /&gt;
action. Lighting any other fire takes 1 minute.&lt;br /&gt;
Torch. A torch burns for 1 hour, providing bright&lt;br /&gt;
light in a 20-­‐‑foot radius and dim light for an&lt;br /&gt;
additional 20 feet. If you make a melee attack with a&lt;br /&gt;
burning torch and hit, it deals 1 fire damage.&lt;br /&gt;
Adventuring Gear&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 69&lt;br /&gt;
Item Cost Weight&lt;br /&gt;
Abacus 2 gp 2 lb.&lt;br /&gt;
Acid (vial) 25 gp 1 lb.&lt;br /&gt;
Alchemist’s fire (flask) 50 gp 1 lb.&lt;br /&gt;
Ammunition&lt;br /&gt;
Arrows (20) 1 gp 1 lb.&lt;br /&gt;
Blowgun needles (50) 1 gp 1 lb.&lt;br /&gt;
Crossbow bolts (20) 1 gp 1½ lb.&lt;br /&gt;
Sling bullets (20) 4 cp 1½ lb.&lt;br /&gt;
Antitoxin (vial) 50 gp —&lt;br /&gt;
Arcane focus&lt;br /&gt;
Crystal 10 gp 1 lb.&lt;br /&gt;
Orb 20 gp 3 lb.&lt;br /&gt;
Rod 10 gp 2 lb.&lt;br /&gt;
Staff 5 gp 4 lb.&lt;br /&gt;
Wand 10 gp 1 lb.&lt;br /&gt;
Backpack 2 gp 5 lb.&lt;br /&gt;
Ball bearings (bag of 1,000) 1 gp 2 lb.&lt;br /&gt;
Barrel 2 gp 70 lb.&lt;br /&gt;
Basket 4 sp 2 lb.&lt;br /&gt;
Bedroll 1 gp 7 lb.&lt;br /&gt;
Bell 1 gp —&lt;br /&gt;
Blanket 5 sp 3 lb.&lt;br /&gt;
Block and tackle 1 gp 5 lb.&lt;br /&gt;
Book 25 gp 5 lb.&lt;br /&gt;
Bottle, glass 2 gp 2 lb.&lt;br /&gt;
Bucket 5 cp 2 lb.&lt;br /&gt;
Caltrops (bag of 20) 1 gp 2 lb.&lt;br /&gt;
Candle 1 cp —&lt;br /&gt;
Case, crossbow bolt 1 gp 1 lb.&lt;br /&gt;
Case, map or scroll 1 gp 1 lb.&lt;br /&gt;
Chain (10 feet) 5 gp 10 lb.&lt;br /&gt;
Chalk (1 piece) 1 cp —&lt;br /&gt;
Chest 5 gp 25 lb.&lt;br /&gt;
Climber’s kit 25 gp 12 lb.&lt;br /&gt;
Clothes, common 5 sp 3 lb.&lt;br /&gt;
Clothes, costume 5 gp 4 lb.&lt;br /&gt;
Clothes, fine 15 gp 6 lb.&lt;br /&gt;
Clothes, traveler’s 2 gp 4 lb.&lt;br /&gt;
Component pouch 25 gp 2 lb.&lt;br /&gt;
Crowbar 2 gp 5 lb.&lt;br /&gt;
Druidic focus&lt;br /&gt;
Sprig of mistletoe 1 gp —&lt;br /&gt;
Totem 1 gp —&lt;br /&gt;
Wooden staff 5 gp 4 lb.&lt;br /&gt;
Yew wand 10 gp 1 lb.&lt;br /&gt;
Fishing tackle 1 gp 4 lb.&lt;br /&gt;
Flask or tankard 2 cp 1 lb.&lt;br /&gt;
Grappling hook 2 gp 4 lb.&lt;br /&gt;
Hammer 1 gp 3 lb.&lt;br /&gt;
Hammer, sledge 2 gp 10 lb.&lt;br /&gt;
Healer’s kit 5 gp 3 lb.&lt;br /&gt;
Holy symbol&lt;br /&gt;
Amulet 5 gp 1 lb.&lt;br /&gt;
Emblem 5 gp —&lt;br /&gt;
Reliquary 5 gp 2 lb.&lt;br /&gt;
Holy water (flask) 25 gp 1 lb.&lt;br /&gt;
Hourglass 25 gp 1 lb.&lt;br /&gt;
Hunting trap 5 gp 25 lb.&lt;br /&gt;
Ink (1 ounce bottle) 10 gp —&lt;br /&gt;
Ink pen 2 cp —&lt;br /&gt;
Jug or pitcher 2 cp 4 lb.&lt;br /&gt;
Ladder (10-­‐foot) 1 sp 25 lb.&lt;br /&gt;
Lamp 5 sp 1 lb.&lt;br /&gt;
Lantern, bullseye 10 gp 2 lb.&lt;br /&gt;
Lantern, hooded 5 gp 2 lb.&lt;br /&gt;
Lock 10 gp 1 lb.&lt;br /&gt;
Magnifying glass 100 gp —&lt;br /&gt;
Manacles 2 gp 6 lb.&lt;br /&gt;
Mess kit 2 sp 1 lb.&lt;br /&gt;
Mirror, steel 5 gp 1/2 lb.&lt;br /&gt;
Oil (flask) 1 sp 1 lb.&lt;br /&gt;
Paper (one sheet) 2 sp —&lt;br /&gt;
Parchment (one sheet) 1 sp —&lt;br /&gt;
Perfume (vial) 5 gp —&lt;br /&gt;
Pick, miner’s 2 gp 10 lb.&lt;br /&gt;
Piton 5 cp 1/4 lb.&lt;br /&gt;
Poison, basic (vial) 100 gp —&lt;br /&gt;
Pole (10-­‐foot) 5 cp 7 lb.&lt;br /&gt;
Pot, iron 2 gp 10 lb.&lt;br /&gt;
Potion of healing 50 gp 1/2 lb.&lt;br /&gt;
Pouch 5 sp 1 lb.&lt;br /&gt;
Quiver 1 gp 1 lb.&lt;br /&gt;
Ram, portable 4 gp 35 lb.&lt;br /&gt;
Rations (1 day) 5 sp 2 lb.&lt;br /&gt;
Robes 1 gp 4 lb.&lt;br /&gt;
Rope, hempen (50 feet) 1 gp 10 lb.&lt;br /&gt;
Rope, silk (50 feet) 10 gp 5 lb.&lt;br /&gt;
Sack 1 cp 1/2 lb.&lt;br /&gt;
Scale, merchant’s 5 gp 3 lb.&lt;br /&gt;
Sealing wax 5 sp —&lt;br /&gt;
Shovel 2 gp 5 lb.&lt;br /&gt;
Signal whistle 5 cp —&lt;br /&gt;
Signet ring 5 gp —&lt;br /&gt;
Soap 2 cp —&lt;br /&gt;
Spellbook 50 gp 3 lb.&lt;br /&gt;
Spikes, iron (10) 1 gp 5 lb.&lt;br /&gt;
Spyglass 1,000 gp 1 lb.&lt;br /&gt;
Tent, two-­‐person 2 gp 20 lb.&lt;br /&gt;
Tinderbox 5 sp 1 lb.&lt;br /&gt;
Torch 1 cp 1 lb.&lt;br /&gt;
Vial 1 gp —&lt;br /&gt;
Waterskin 2 sp 5 lb. (full)&lt;br /&gt;
Whetstone 1 cp 1 lb.&lt;br /&gt;
Container Capacity&lt;br /&gt;
Container Capacity&lt;br /&gt;
Backpack* 1 cubic foot/30 pounds of gear&lt;br /&gt;
Barrel 40 gallons liquid, 4 cubic feet solid&lt;br /&gt;
Basket 2 cubic feet/40 pounds of gear&lt;br /&gt;
Bottle 1½ pints liquid&lt;br /&gt;
Bucket 3 gallons liquid, 1/2 cubic foot solid&lt;br /&gt;
Chest 12 cubic feet/300 pounds of gear&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 70&lt;br /&gt;
Flask or tankard 1 pint liquid&lt;br /&gt;
Jug or pitcher 1 gallon liquid&lt;br /&gt;
Pot, iron 1 gallon liquid&lt;br /&gt;
Pouch 1/5 cubic foot/6 pounds of gear&lt;br /&gt;
Sack 1 cubic foot/30 pounds of gear&lt;br /&gt;
Vial 4 ounces liquid&lt;br /&gt;
Waterskin 4 pints liquid&lt;br /&gt;
* You can also strap items, such as a bedroll or a coil of rope,&lt;br /&gt;
to the outside of a backpack.&lt;br /&gt;
Equipment Packs&lt;br /&gt;
The starting equipment you get from your class includes a&lt;br /&gt;
collection of useful adventuring gear, put together in a pack.&lt;br /&gt;
The contents of these packs are listed here. If you are buying&lt;br /&gt;
your starting equipment, you can purchase a pack for the&lt;br /&gt;
price shown, which might be cheaper than buying the items&lt;br /&gt;
individually.&lt;br /&gt;
Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000&lt;br /&gt;
ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a&lt;br /&gt;
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days&lt;br /&gt;
rations, a tinderbox, and a waterskin. The pack also has 50&lt;br /&gt;
feet of hempen rope strapped to the side of it.&lt;br /&gt;
Diplomat’s Pack (39 gp). Includes a chest, 2 cases for maps&lt;br /&gt;
and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a&lt;br /&gt;
lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,&lt;br /&gt;
sealing wax, and soap.&lt;br /&gt;
Dungeoneer’s Pack (12 gp). Includes a backpack, a&lt;br /&gt;
crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10&lt;br /&gt;
days of rations, and a waterskin. The pack also has 50 feet of&lt;br /&gt;
hempen rope strapped to the side of it.&lt;br /&gt;
Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,&lt;br /&gt;
2 costumes, 5 candles, 5 days of rations, a waterskin, and a&lt;br /&gt;
disguise kit.&lt;br /&gt;
Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a&lt;br /&gt;
mess kit, a tinderbox, 10 torches, 10 days of rations, and a&lt;br /&gt;
waterskin. The pack also has 50 feet of hempen rope&lt;br /&gt;
strapped to the side of it.&lt;br /&gt;
Priest’s Pack (19 gp). Includes a backpack, a blanket, 10&lt;br /&gt;
candles, a tinderbox, an alms box, 2 blocks of incense, a&lt;br /&gt;
censer, vestments, 2 days of rations, and a waterskin.&lt;br /&gt;
Scholar’s Pack (40 gp). Includes a backpack, a book of lore,&lt;br /&gt;
a bottle of ink, an ink pen, 10 sheets of parchment, a little&lt;br /&gt;
bag of sand, and a small knife.&lt;br /&gt;
Tools&lt;br /&gt;
A tool helps you to do something you couldn&#039;t&lt;br /&gt;
otherwise do, such as craft or repair an item, forge a&lt;br /&gt;
document, or pick a lock. Your race, class,&lt;br /&gt;
background, or feats give you proficiency with&lt;br /&gt;
certain tools. Proficiency with a tool allows you to&lt;br /&gt;
add your proficiency bonus to any ability check you&lt;br /&gt;
make using that tool. Tool use is not tied to a single&lt;br /&gt;
ability, since proficiency with a tool represents&lt;br /&gt;
broader knowledge of its use. For example, the GM&lt;br /&gt;
might ask you to make a Dexterity check to carve a&lt;br /&gt;
fine detail with your woodcarver’s tools, or a&lt;br /&gt;
Strength check to make something out of&lt;br /&gt;
particularly hard wood.&lt;br /&gt;
Tools&lt;br /&gt;
Item Cost Weight&lt;br /&gt;
Artisan’s tools&lt;br /&gt;
Alchemist’s supplies 50 gp 8 lb.&lt;br /&gt;
Brewer’s supplies 20 gp 9 lb.&lt;br /&gt;
Calligrapher&#039;s supplies 10 gp 5 lb.&lt;br /&gt;
Carpenter’s tools 8 gp 6 lb.&lt;br /&gt;
Cartographer’s tools 15 gp 6 lb.&lt;br /&gt;
Cobbler’s tools 5 gp 5 lb.&lt;br /&gt;
Cook’s utensils 1 gp 8 lb.&lt;br /&gt;
Glassblower’s tools 30 gp 5 lb.&lt;br /&gt;
Jeweler’s tools 25 gp 2 lb.&lt;br /&gt;
Leatherworker’s tools 5 gp 5 lb.&lt;br /&gt;
Mason’s tools 10 gp 8 lb.&lt;br /&gt;
Painter’s supplies 10 gp 5 lb.&lt;br /&gt;
Potter’s tools 10 gp 3 lb.&lt;br /&gt;
Smith’s tools 20 gp 8 lb.&lt;br /&gt;
Tinker’s tools 50 gp 10 lb.&lt;br /&gt;
Weaver’s tools 1 gp 5 lb.&lt;br /&gt;
Woodcarver’s tools 1 gp 5 lb.&lt;br /&gt;
Disguise kit 25 gp 3 lb.&lt;br /&gt;
Forgery kit 15 gp 5 lb.&lt;br /&gt;
Gaming set&lt;br /&gt;
Dice set 1 sp —&lt;br /&gt;
Playing card set 5 sp —&lt;br /&gt;
Herbalism kit 5 gp 3 lb.&lt;br /&gt;
Musical instrument&lt;br /&gt;
Bagpipes 30 gp 6 lb.&lt;br /&gt;
Drum 6 gp 3 lb.&lt;br /&gt;
Dulcimer 25 gp 10 lb.&lt;br /&gt;
Flute 2 gp 1 lb.&lt;br /&gt;
Lute 35 gp 2 lb.&lt;br /&gt;
Lyre 30 gp 2 lb.&lt;br /&gt;
Horn 3 gp 2 lb.&lt;br /&gt;
Pan flute 12 gp 2 lb.&lt;br /&gt;
Shawm 2 gp 1 lb.&lt;br /&gt;
Viol 30 gp 1 lb.&lt;br /&gt;
Navigator’s tools 25 gp 2 lb.&lt;br /&gt;
Poisoner’s kit 50 gp 2 lb.&lt;br /&gt;
Thieves’ tools 25 gp 1 lb.&lt;br /&gt;
Vehicles (land or water) * *&lt;br /&gt;
* See the “Mounts and Vehicles” section.&lt;br /&gt;
Artisan’s Tools. These special tools include the&lt;br /&gt;
items needed to pursue a craft or trade. The table&lt;br /&gt;
shows examples of the most common types of tools,&lt;br /&gt;
each providing items related to a single craft.&lt;br /&gt;
Proficiency with a set of artisan’s tools lets you add&lt;br /&gt;
your proficiency bonus to any ability checks you&lt;br /&gt;
make using the tools in your craft. Each type of&lt;br /&gt;
artisan’s tools requires a separate proficiency.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 71&lt;br /&gt;
Disguise Kit. This pouch of cosmetics, hair dye,&lt;br /&gt;
and small props lets you create disguises that change&lt;br /&gt;
your physical appearance. Proficiency with this kit&lt;br /&gt;
lets you add your proficiency bonus to any ability&lt;br /&gt;
checks you make to create a visual disguise.&lt;br /&gt;
Forgery Kit. This small box contains a variety of&lt;br /&gt;
papers and parchments, pens and inks, seals and&lt;br /&gt;
sealing wax, gold and silver leaf, and other supplies&lt;br /&gt;
necessary to create convincing forgeries of physical&lt;br /&gt;
documents. Proficiency with this kit lets you add&lt;br /&gt;
your proficiency bonus to any ability checks you&lt;br /&gt;
make to create a physical forgery of a document.&lt;br /&gt;
Gaming Set. This item encompasses a wide range&lt;br /&gt;
of game pieces, including dice and decks of cards (for&lt;br /&gt;
games such as Three-­‐‑Dragon Ante). A few common&lt;br /&gt;
examples appear on the Tools table, but other kinds&lt;br /&gt;
of gaming sets exist. If you are proficient with a&lt;br /&gt;
gaming set, you can add your proficiency bonus to&lt;br /&gt;
ability checks you make to play a game with that set.&lt;br /&gt;
Each type of gaming set requires a separate&lt;br /&gt;
proficiency.&lt;br /&gt;
Herbalism Kit. This kit contains a variety of&lt;br /&gt;
instruments such as clippers, mortar and pestle, and&lt;br /&gt;
pouches and vials used by herbalists to create&lt;br /&gt;
remedies and potions. Proficiency with this kit lets&lt;br /&gt;
you add your proficiency bonus to any ability checks&lt;br /&gt;
you make to identify or apply herbs. Also,&lt;br /&gt;
proficiency with this kit is required to create&lt;br /&gt;
antitoxin and potions of healing.&lt;br /&gt;
Musical Instrument. Several of the most common&lt;br /&gt;
types of musical instruments are shown on the table&lt;br /&gt;
as examples. If you have proficiency with a given&lt;br /&gt;
musical instrument, you can add your proficiency&lt;br /&gt;
bonus to any ability checks you make to play music&lt;br /&gt;
with the instrument. A bard can use a musical&lt;br /&gt;
instrument as a spellcasting focus. Each type of&lt;br /&gt;
musical instrument requires a separate proficiency.&lt;br /&gt;
Navigator’s Tools. This set of instruments is used&lt;br /&gt;
for navigation at sea. Proficiency with navigator&#039;s&lt;br /&gt;
tools lets you chart a ship&#039;s course and follow&lt;br /&gt;
navigation charts. In addition, these tools allow you&lt;br /&gt;
to add your proficiency bonus to any ability check&lt;br /&gt;
you make to avoid getting lost at sea.&lt;br /&gt;
Poisoner’s Kit. A poisoner’s kit includes the vials,&lt;br /&gt;
chemicals, and other equipment necessary for the&lt;br /&gt;
creation of poisons. Proficiency with this kit lets you&lt;br /&gt;
add your proficiency bonus to any ability checks you&lt;br /&gt;
make to craft or use poisons.&lt;br /&gt;
Thieves’ Tools. This set of tools includes a small&lt;br /&gt;
file, a set of lock picks, a small mirror mounted on a&lt;br /&gt;
metal handle, a set of narrow-­‐‑bladed scissors, and a&lt;br /&gt;
pair of pliers. Proficiency with these tools lets you&lt;br /&gt;
add your proficiency bonus to any ability checks you&lt;br /&gt;
make to disarm traps or open locks.&lt;br /&gt;
Mounts and Vehicles&lt;br /&gt;
A good mount can help you move more quickly&lt;br /&gt;
through the wilderness, but its primary purpose is to&lt;br /&gt;
carry the gear that would otherwise slow you down.&lt;br /&gt;
The Mounts and Other Animals table shows each&lt;br /&gt;
animal’s speed and base carrying capacity.&lt;br /&gt;
An animal pulling a carriage, cart, chariot, sled, or&lt;br /&gt;
wagon can move weight up to five times its base&lt;br /&gt;
carrying capacity, including the weight of the vehicle.&lt;br /&gt;
If multiple animals pull the same vehicle, they can&lt;br /&gt;
add their carrying capacity together.&lt;br /&gt;
Mounts other than those listed here are available&lt;br /&gt;
in fantasy gaming worlds, but they are rare and not&lt;br /&gt;
normally available for purchase. These include flying&lt;br /&gt;
mounts (pegasi, griffons, hippogriffs, and similar&lt;br /&gt;
animals) and even aquatic mounts (giant sea horses,&lt;br /&gt;
for example). Acquiring such a mount often means&lt;br /&gt;
securing an egg and raising the creature yourself,&lt;br /&gt;
making a bargain with a powerful entity, or&lt;br /&gt;
negotiating with the mount itself.&lt;br /&gt;
Barding. Barding is armor designed to protect an&lt;br /&gt;
animal’s head, neck, chest, and body. Any type of&lt;br /&gt;
armor shown on the Armor table can be purchased&lt;br /&gt;
as barding. The cost is four times the equivalent&lt;br /&gt;
armor made for humanoids, and it weighs twice as&lt;br /&gt;
much.&lt;br /&gt;
Saddles. A military saddle braces the rider,&lt;br /&gt;
helping you keep your seat on an active mount in&lt;br /&gt;
battle. It gives you advantage on any check you make&lt;br /&gt;
to remain mounted. An exotic saddle is required for&lt;br /&gt;
riding any aquatic or flying mount.&lt;br /&gt;
Vehicle Proficiency. If you have proficiency with a&lt;br /&gt;
certain kind of vehicle (land or water), you can add&lt;br /&gt;
your proficiency bonus to any check you make to&lt;br /&gt;
control that kind of vehicle in difficult circumstances.&lt;br /&gt;
Rowed Vessels. Keelboats and rowboats are used&lt;br /&gt;
on lakes and rivers. If going downstream, add the&lt;br /&gt;
speed of the current (typically 3 miles per hour) to&lt;br /&gt;
the speed of the vehicle. These vehicles can’t be&lt;br /&gt;
rowed against any significant current, but they can&lt;br /&gt;
be pulled upstream by draft animals on the shores. A&lt;br /&gt;
rowboat weighs 100 pounds, in case adventurers&lt;br /&gt;
carry it over land.&lt;br /&gt;
Mounts and Other Animals&lt;br /&gt;
Item Cost Speed&lt;br /&gt;
Carrying&lt;br /&gt;
Capacity&lt;br /&gt;
Camel 50 gp 50 ft. 480 lb.&lt;br /&gt;
Donkey or mule 8 gp 40 ft. 420 lb.&lt;br /&gt;
Elephant 200 gp 40 ft. 1,320 lb.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 72&lt;br /&gt;
Horse, draft 50 gp 40 ft. 540 lb.&lt;br /&gt;
Horse, riding 75 gp 60 ft. 480 lb.&lt;br /&gt;
Mastiff 25 gp 40 ft. 195 lb.&lt;br /&gt;
Pony 30 gp 40 ft. 225 lb.&lt;br /&gt;
Warhorse 400 gp 60 ft. 540 lb.&lt;br /&gt;
Tack, Harness, and Drawn Vehicles&lt;br /&gt;
Item Cost Weight&lt;br /&gt;
Barding ×4 ×2&lt;br /&gt;
Bit and bridle 2 gp 1 lb.&lt;br /&gt;
Carriage 100 gp 600 lb.&lt;br /&gt;
Cart 15 gp 200 lb.&lt;br /&gt;
Chariot 250 gp 100 lb.&lt;br /&gt;
Feed (per day) 5 cp 10 lb.&lt;br /&gt;
Saddle&lt;br /&gt;
Exotic 60 gp 40 lb.&lt;br /&gt;
Military 20 gp 30 lb.&lt;br /&gt;
Pack 5 gp 15 lb.&lt;br /&gt;
Riding 10 gp 25 lb.&lt;br /&gt;
Saddlebags 4 gp 8 lb.&lt;br /&gt;
Sled 20 gp 300 lb.&lt;br /&gt;
Stabling (per day) 5 sp —&lt;br /&gt;
Wagon 35 gp 400 lb.&lt;br /&gt;
Waterborne Vehicles&lt;br /&gt;
Item Cost Speed&lt;br /&gt;
Galley 30,000 gp 4 mph&lt;br /&gt;
Keelboat 3,000 gp 1 mph&lt;br /&gt;
Longship 10,000 gp 3 mph&lt;br /&gt;
Rowboat 50 gp 1½ mph&lt;br /&gt;
Sailing ship 10,000 gp 2 mph&lt;br /&gt;
Warship 25,000 gp 2½ mph&lt;br /&gt;
Trade Goods&lt;br /&gt;
Most wealth is not in coins. It is measured in&lt;br /&gt;
livestock, grain, land, rights to collect taxes, or rights&lt;br /&gt;
to resources (such as a mine or a forest).&lt;br /&gt;
Guilds, nobles, and royalty regulate trade.&lt;br /&gt;
Chartered companies are granted rights to conduct&lt;br /&gt;
trade along certain routes, to send merchant ships to&lt;br /&gt;
various ports, or to buy or sell specific goods. Guilds&lt;br /&gt;
set prices for the goods or services that they control,&lt;br /&gt;
and determine who may or may not offer those&lt;br /&gt;
goods and services. Merchants commonly exchange&lt;br /&gt;
trade goods without using currency. The Trade&lt;br /&gt;
Goods table shows the value of commonly&lt;br /&gt;
exchanged goods.&lt;br /&gt;
Trade Goods&lt;br /&gt;
Cost Goods&lt;br /&gt;
1 cp 1 lb. of wheat&lt;br /&gt;
2 cp 1 lb. of flour or one chicken&lt;br /&gt;
5 cp 1 lb. of salt&lt;br /&gt;
1 sp 1 lb. of iron or 1 sq. yd. of canvas&lt;br /&gt;
5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth&lt;br /&gt;
1 gp 1 lb. of ginger or one goat&lt;br /&gt;
2 gp 1 lb. of cinnamon or pepper, or one sheep&lt;br /&gt;
3 gp 1 lb. of cloves or one pig&lt;br /&gt;
5 gp 1 lb. of silver or 1 sq. yd. of linen&lt;br /&gt;
10 gp 1 sq. yd. of silk or one cow&lt;br /&gt;
15 gp 1 lb. of saffron or one ox&lt;br /&gt;
50 gp 1 lb. of gold&lt;br /&gt;
500 gp 1 lb. of platinum&lt;br /&gt;
Expenses&lt;br /&gt;
When not descending into the depths of the earth,&lt;br /&gt;
exploring ruins for lost treasures, or waging war&lt;br /&gt;
against the encroaching darkness, adventurers face&lt;br /&gt;
more mundane realities. Even in a fantastical world,&lt;br /&gt;
people require basic necessities such as shelter,&lt;br /&gt;
sustenance, and clothing. These things cost money,&lt;br /&gt;
although some lifestyles cost more than others.&lt;br /&gt;
Lifestyle Expenses&lt;br /&gt;
Lifestyle expenses provide you with a simple way to&lt;br /&gt;
account for the cost of living in a fantasy world. They&lt;br /&gt;
cover your accommodations, food and drink, and all&lt;br /&gt;
your other necessities. Furthermore, expenses cover&lt;br /&gt;
the cost of maintaining your equipment so you can&lt;br /&gt;
be ready when adventure next calls.&lt;br /&gt;
At the start of each week or month (your choice),&lt;br /&gt;
choose a lifestyle from the Expenses table and pay&lt;br /&gt;
the price to sustain that lifestyle. The prices listed&lt;br /&gt;
are per day, so if you wish to calculate the cost of&lt;br /&gt;
your chosen lifestyle over a thirty-­‐‑day period,&lt;br /&gt;
multiply the listed price by 30. Your lifestyle might&lt;br /&gt;
change from one period to the next, based on the&lt;br /&gt;
funds you have at your disposal, or you might&lt;br /&gt;
maintain the same lifestyle throughout your&lt;br /&gt;
character’s career.&lt;br /&gt;
Your lifestyle choice can have consequences.&lt;br /&gt;
Maintaining a wealthy lifestyle might help you make&lt;br /&gt;
contacts with the rich and powerful, though you run&lt;br /&gt;
the risk of attracting thieves. Likewise, living frugally&lt;br /&gt;
might help you avoid criminals, but you are unlikely&lt;br /&gt;
to make powerful connections.&lt;br /&gt;
Lifestyle Expenses&lt;br /&gt;
Lifestyle Price/Day&lt;br /&gt;
Wretched —&lt;br /&gt;
Squalid 1 sp&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 73&lt;br /&gt;
Poor 2 sp&lt;br /&gt;
Modest 1 gp&lt;br /&gt;
Comfortable 2 gp&lt;br /&gt;
Wealthy 4 gp&lt;br /&gt;
Aristocratic 10 gp minimum&lt;br /&gt;
Wretched. You live in inhumane conditions. With&lt;br /&gt;
no place to call home, you shelter wherever you can,&lt;br /&gt;
sneaking into barns, huddling in old crates, and&lt;br /&gt;
relying on the good graces of people better off than&lt;br /&gt;
you. A wretched lifestyle presents abundant dangers.&lt;br /&gt;
Violence, disease, and hunger follow you wherever&lt;br /&gt;
you go. Other wretched people covet your armor,&lt;br /&gt;
weapons, and adventuring gear, which represent a&lt;br /&gt;
fortune by their standards. You are beneath the&lt;br /&gt;
notice of most people.&lt;br /&gt;
Squalid. You live in a leaky stable, a mud-­‐‑floored&lt;br /&gt;
hut just outside town, or a vermin-­‐‑infested boarding&lt;br /&gt;
house in the worst part of town. You have shelter&lt;br /&gt;
from the elements, but you live in a desperate and&lt;br /&gt;
often violent environment, in places rife with disease,&lt;br /&gt;
hunger, and misfortune. You are beneath the notice&lt;br /&gt;
of most people, and you have few legal protections.&lt;br /&gt;
Most people at this lifestyle level have suffered some&lt;br /&gt;
terrible setback. They might be disturbed, marked as&lt;br /&gt;
exiles, or suffer from disease.&lt;br /&gt;
Poor. A poor lifestyle means going without the&lt;br /&gt;
comforts available in a stable community. Simple&lt;br /&gt;
food and lodgings, threadbare clothing, and&lt;br /&gt;
unpredictable conditions result in a sufficient,&lt;br /&gt;
though probably unpleasant, experience. Your&lt;br /&gt;
accommodations might be a room in a flophouse or&lt;br /&gt;
in the common room above a tavern. You benefit&lt;br /&gt;
from some legal protections, but you still have to&lt;br /&gt;
contend with violence, crime, and disease. People at&lt;br /&gt;
this lifestyle level tend to be unskilled laborers,&lt;br /&gt;
costermongers, peddlers, thieves, mercenaries, and&lt;br /&gt;
other disreputable types.&lt;br /&gt;
Modest. A modest lifestyle keeps you out of the&lt;br /&gt;
slums and ensures that you can maintain your&lt;br /&gt;
equipment. You live in an older part of town, renting&lt;br /&gt;
a room in a boarding house, inn, or temple. You don’t&lt;br /&gt;
go hungry or thirsty, and your living conditions are&lt;br /&gt;
clean, if simple. Ordinary people living modest&lt;br /&gt;
lifestyles include soldiers with families, laborers,&lt;br /&gt;
students, priests, hedge wizards, and the like.&lt;br /&gt;
Comfortable. Choosing a comfortable lifestyle&lt;br /&gt;
means that you can afford nicer clothing and can&lt;br /&gt;
easily maintain your equipment. You live in a small&lt;br /&gt;
cottage in a middle-­‐‑class neighborhood or in a&lt;br /&gt;
private room at a fine inn. You associate with&lt;br /&gt;
merchants, skilled tradespeople, and military&lt;br /&gt;
officers.&lt;br /&gt;
Wealthy. Choosing a wealthy lifestyle means&lt;br /&gt;
living a life of luxury, though you might not have&lt;br /&gt;
achieved the social status associated with the old&lt;br /&gt;
money of nobility or royalty. You live a lifestyle&lt;br /&gt;
comparable to that of a highly successful merchant, a&lt;br /&gt;
favored servant of the royalty, or the owner of a few&lt;br /&gt;
small businesses. You have respectable lodgings,&lt;br /&gt;
usually a spacious home in a good part of town or a&lt;br /&gt;
comfortable suite at a fine inn. You likely have a&lt;br /&gt;
small staff of servants.&lt;br /&gt;
Aristocratic. You live a life of plenty and comfort.&lt;br /&gt;
You move in circles populated by the most powerful&lt;br /&gt;
people in the community. You have excellent&lt;br /&gt;
lodgings, perhaps a townhouse in the nicest part of&lt;br /&gt;
town or rooms in the finest inn. You dine at the best&lt;br /&gt;
restaurants, retain the most skilled and fashionable&lt;br /&gt;
tailor, and have servants attending to your every&lt;br /&gt;
need. You receive invitations to the social gatherings&lt;br /&gt;
of the rich and powerful, and spend evenings in the&lt;br /&gt;
company of politicians, guild leaders, high priests,&lt;br /&gt;
and nobility. You must also contend with the highest&lt;br /&gt;
levels of deceit and treachery. The wealthier you are,&lt;br /&gt;
the greater the chance you will be drawn into&lt;br /&gt;
political intrigue as a pawn or participant.&lt;br /&gt;
Self-Sufficiency&lt;br /&gt;
The expenses and lifestyles described here assume that you&lt;br /&gt;
are spending your time between adventures in town, availing&lt;br /&gt;
yourself of whatever services you can afford—paying for food&lt;br /&gt;
and shelter, paying townspeople to sharpen your sword and&lt;br /&gt;
repair your armor, and so on. Some characters, though,&lt;br /&gt;
might prefer to spend their time away from civilization,&lt;br /&gt;
sustaining themselves in the wild by hunting, foraging, and&lt;br /&gt;
repairing their own gear.&lt;br /&gt;
Maintaining this kind of lifestyle doesn’t require you to&lt;br /&gt;
spend any coin, but it is time-­‐consuming. If you spend your&lt;br /&gt;
time between adventures practicing a profession, you can&lt;br /&gt;
eke out the equivalent of a poor lifestyle. Proficiency in the&lt;br /&gt;
Survival skill lets you live at the equivalent of a comfortable&lt;br /&gt;
lifestyle.&lt;br /&gt;
Food, Drink, and Lodging&lt;br /&gt;
The Food, Drink, and Lodging table gives prices for&lt;br /&gt;
individual food items and a single night’s lodging.&lt;br /&gt;
These prices are included in your total lifestyle&lt;br /&gt;
expenses.&lt;br /&gt;
Food, Drink, and Lodging&lt;br /&gt;
Item Cost&lt;br /&gt;
Ale&lt;br /&gt;
Gallon 2 sp&lt;br /&gt;
Mug 4 cp&lt;br /&gt;
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Banquet (per person) 10 gp&lt;br /&gt;
Bread, loaf 2 cp&lt;br /&gt;
Cheese, hunk 1 sp&lt;br /&gt;
Inn stay (per day)&lt;br /&gt;
Squalid 7 cp&lt;br /&gt;
Poor 1 sp&lt;br /&gt;
Modest 5 sp&lt;br /&gt;
Comfortable 8 sp&lt;br /&gt;
Wealthy 2 gp&lt;br /&gt;
Aristocratic 4 gp&lt;br /&gt;
Meals (per day)&lt;br /&gt;
Squalid 3 cp&lt;br /&gt;
Poor 6 cp&lt;br /&gt;
Modest 3 sp&lt;br /&gt;
Comfortable 5 sp&lt;br /&gt;
Wealthy 8 sp&lt;br /&gt;
Aristocratic 2 gp&lt;br /&gt;
Meat, chunk 3 sp&lt;br /&gt;
Wine&lt;br /&gt;
Common (pitcher) 2 sp&lt;br /&gt;
Fine (bottle) 10 gp&lt;br /&gt;
Services&lt;br /&gt;
Adventurers can pay nonplayer characters to assist&lt;br /&gt;
them or act on their behalf in a variety of&lt;br /&gt;
circumstances. Most such hirelings have fairly&lt;br /&gt;
ordinary skills, while others are masters of a craft or&lt;br /&gt;
art, and a few are experts with specialized&lt;br /&gt;
adventuring skills.&lt;br /&gt;
Some of the most basic types of hirelings appear&lt;br /&gt;
on the Services table. Other common hirelings&lt;br /&gt;
include any of the wide variety of people who&lt;br /&gt;
inhabit a typical town or city, when the adventurers&lt;br /&gt;
pay them to perform a specific task. For example, a&lt;br /&gt;
wizard might pay a carpenter to construct an&lt;br /&gt;
elaborate chest (and its miniature replica) for use in&lt;br /&gt;
the secret chest spell. A fighter might commission a&lt;br /&gt;
blacksmith to forge a special sword. A bard might&lt;br /&gt;
pay a tailor to make exquisite clothing for an&lt;br /&gt;
upcoming performance in front of the duke.&lt;br /&gt;
Other hirelings provide more expert or dangerous&lt;br /&gt;
services. Mercenary soldiers paid to help the&lt;br /&gt;
adventurers take on a hobgoblin army are hirelings,&lt;br /&gt;
as are sages hired to research ancient or esoteric&lt;br /&gt;
lore. If a high-­‐‑level adventurer establishes a&lt;br /&gt;
stronghold of some kind, he or she might hire a&lt;br /&gt;
whole staff of servants and agents to run the place,&lt;br /&gt;
from a castellan or steward to menial laborers to&lt;br /&gt;
keep the stables clean. These hirelings often enjoy a&lt;br /&gt;
long-­‐‑term contract that includes a place to live&lt;br /&gt;
within the stronghold as part of the offered&lt;br /&gt;
compensation.&lt;br /&gt;
Services&lt;br /&gt;
Service Pay&lt;br /&gt;
Coach cab&lt;br /&gt;
Between towns 3 cp per mile&lt;br /&gt;
Within a city 1 cp&lt;br /&gt;
Hireling&lt;br /&gt;
Skilled 2 gp per day&lt;br /&gt;
Untrained 2 sp per day&lt;br /&gt;
Messenger 2 cp per mile&lt;br /&gt;
Road or gate toll 1 cp&lt;br /&gt;
Ship’s passage 1 sp per mile&lt;br /&gt;
Skilled hirelings include anyone hired to perform a&lt;br /&gt;
service that involves a proficiency (including&lt;br /&gt;
weapon, tool, or skill): a mercenary, artisan, scribe,&lt;br /&gt;
and so on. The pay shown is a minimum; some&lt;br /&gt;
expert hirelings require more pay. Untrained&lt;br /&gt;
hirelings are hired for menial work that requires no&lt;br /&gt;
particular skill and can include laborers, porters,&lt;br /&gt;
maids, and similar workers.&lt;br /&gt;
Spellcasting Services&lt;br /&gt;
People who are able to cast spells don’t fall into the&lt;br /&gt;
category of ordinary hirelings. It might be possible&lt;br /&gt;
to find someone willing to cast a spell in exchange&lt;br /&gt;
for coin or favors, but it is rarely easy and no&lt;br /&gt;
established pay rates exist. As a rule, the higher the&lt;br /&gt;
level of the desired spell, the harder it is to find&lt;br /&gt;
someone who can cast it and the more it costs.&lt;br /&gt;
Hiring someone to cast a relatively common spell&lt;br /&gt;
of 1st or 2nd level, such as cure wounds or identify, is&lt;br /&gt;
easy enough in a city or town, and might cost 10 to&lt;br /&gt;
50 gold pieces (plus the cost of any expensive&lt;br /&gt;
material components). Finding someone able and&lt;br /&gt;
willing to cast a higher-­‐‑level spell might involve&lt;br /&gt;
traveling to a large city, perhaps one with a&lt;br /&gt;
university or prominent temple. Once found, the&lt;br /&gt;
spellcaster might ask for a service instead of&lt;br /&gt;
payment—the kind of service that only adventurers&lt;br /&gt;
can provide, such as retrieving a rare item from a&lt;br /&gt;
dangerous locale or traversing a monster-­‐‑infested&lt;br /&gt;
wilderness to deliver something important to a&lt;br /&gt;
distant settlement.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 75&lt;br /&gt;
Feats&lt;br /&gt;
A feat represents a talent or an area of expertise that&lt;br /&gt;
gives a character special capabilities. It embodies&lt;br /&gt;
training, experience, and abilities beyond what a&lt;br /&gt;
class provides.&lt;br /&gt;
At certain levels, your class gives you the Ability&lt;br /&gt;
Score Improvement feature. Using the optional feats&lt;br /&gt;
rule, you can forgo taking that feature to take a feat&lt;br /&gt;
of your choice instead. You can take each feat only&lt;br /&gt;
once, unless the feat’s description says otherwise.&lt;br /&gt;
You must meet any prerequisite specified in a feat&lt;br /&gt;
to take that feat. If you ever lose a feat’s prerequisite,&lt;br /&gt;
you can’t use that feat until you regain the&lt;br /&gt;
prerequisite. For example, the Grappler feat requires&lt;br /&gt;
you to have a Strength of 13 or higher. If your&lt;br /&gt;
Strength is reduced below 13 somehow—perhaps by&lt;br /&gt;
a withering curse—you can’t benefit from the&lt;br /&gt;
Grappler feat until your Strength is restored.&lt;br /&gt;
Grappler&lt;br /&gt;
Prerequisite: Strength 13 or higher&lt;br /&gt;
You’ve developed the skills necessary to hold your&lt;br /&gt;
own in close-­‐‑quarters grappling. You gain the&lt;br /&gt;
following benefits:&lt;br /&gt;
• You have advantage on attack rolls against a&lt;br /&gt;
creature you are grappling.&lt;br /&gt;
• You can use your action to try to pin a creature&lt;br /&gt;
grappled by you. To do so, make another grapple&lt;br /&gt;
check. If you succeed, you and the creature are&lt;br /&gt;
both restrained until the grapple ends.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 76&lt;br /&gt;
Using Ability&lt;br /&gt;
Scores&lt;br /&gt;
Six abilities provide a quick description of every&lt;br /&gt;
creature’s physical and mental characteristics:&lt;br /&gt;
• Strength, measuring physical power&lt;br /&gt;
• Dexterity, measuring agility&lt;br /&gt;
• Constitution, measuring endurance&lt;br /&gt;
• Intelligence, measuring reasoning and memory&lt;br /&gt;
• Wisdom, measuring perception and insight&lt;br /&gt;
• Charisma, measuring force of personality&lt;br /&gt;
Is a character muscle-­‐‑bound and insightful? Brilliant&lt;br /&gt;
and charming? Nimble and hardy? Ability scores&lt;br /&gt;
define these qualities—a creature’s assets as well as&lt;br /&gt;
weaknesses.&lt;br /&gt;
The three main rolls of the game—the ability&lt;br /&gt;
check, the saving throw, and the attack roll—rely on&lt;br /&gt;
the six ability scores. The book’s introduction&lt;br /&gt;
describes the basic rule behind these rolls: roll a d20,&lt;br /&gt;
add an ability modifier derived from one of the six&lt;br /&gt;
ability scores, and compare the total to a target&lt;br /&gt;
number.&lt;br /&gt;
Ability Scores and Modifiers&lt;br /&gt;
Each of a creature’s abilities has a score, a number&lt;br /&gt;
that defines the magnitude of that ability. An ability&lt;br /&gt;
score is not just a measure of innate capabilities, but&lt;br /&gt;
also encompasses a creature’s training and&lt;br /&gt;
competence in activities related to that ability.&lt;br /&gt;
A score of 10 or 11 is the normal human average,&lt;br /&gt;
but adventurers and many monsters are a cut above&lt;br /&gt;
average in most abilities. A score of 18 is the highest&lt;br /&gt;
that a person usually reaches. Adventurers can have&lt;br /&gt;
scores as high as 20, and monsters and divine beings&lt;br /&gt;
can have scores as high as 30.&lt;br /&gt;
Each ability also has a modifier, derived from the&lt;br /&gt;
score and ranging from −5 (for an ability score of 1)&lt;br /&gt;
to +10 (for a score of 30). The Ability Scores and&lt;br /&gt;
Modifiers table notes the ability modifiers for the&lt;br /&gt;
range of possible ability scores, from 1 to 30.&lt;br /&gt;
Ability Scores and Modifiers&lt;br /&gt;
Score Modifier&lt;br /&gt;
1 −5&lt;br /&gt;
2–3 −4&lt;br /&gt;
4–5 −3&lt;br /&gt;
6–7 −2&lt;br /&gt;
8–9 −1&lt;br /&gt;
10–11 +0&lt;br /&gt;
12–13 +1&lt;br /&gt;
14–15 +2&lt;br /&gt;
16–17 +3&lt;br /&gt;
18–19 +4&lt;br /&gt;
20–21 +5&lt;br /&gt;
22–23 +6&lt;br /&gt;
24–25 +7&lt;br /&gt;
26–27 +8&lt;br /&gt;
28–29 +9&lt;br /&gt;
30 +10&lt;br /&gt;
To determine an ability modifier without&lt;br /&gt;
consulting the table, subtract 10 from the ability&lt;br /&gt;
score and then divide the total by 2 (round down).&lt;br /&gt;
Because ability modifiers affect almost every&lt;br /&gt;
attack roll, ability check, and saving throw, ability&lt;br /&gt;
modifiers come up in play more often than their&lt;br /&gt;
associated scores.&lt;br /&gt;
Advantage and&lt;br /&gt;
Disadvantage&lt;br /&gt;
Sometimes a special ability or spell tells you that you&lt;br /&gt;
have advantage or disadvantage on an ability check,&lt;br /&gt;
a saving throw, or an attack roll. When that happens,&lt;br /&gt;
you roll a second d20 when you make the roll. Use&lt;br /&gt;
the higher of the two rolls if you have advantage, and&lt;br /&gt;
use the lower roll if you have disadvantage. For&lt;br /&gt;
example, if you have disadvantage and roll a 17 and&lt;br /&gt;
a 5, you use the 5. If you instead have advantage and&lt;br /&gt;
roll those numbers, you use the 17.&lt;br /&gt;
If multiple situations affect a roll and each one&lt;br /&gt;
grants advantage or imposes disadvantage on it, you&lt;br /&gt;
don’t roll more than one additional d20. If two&lt;br /&gt;
favorable situations grant advantage, for example,&lt;br /&gt;
you still roll only one additional d20.&lt;br /&gt;
If circumstances cause a roll to have both&lt;br /&gt;
advantage and disadvantage, you are considered to&lt;br /&gt;
have neither of them, and you roll one d20. This is&lt;br /&gt;
true even if multiple circumstances impose&lt;br /&gt;
disadvantage and only one grants advantage or vice&lt;br /&gt;
versa. In such a situation, you have neither&lt;br /&gt;
advantage nor disadvantage.&lt;br /&gt;
When you have advantage or disadvantage and&lt;br /&gt;
something in the game, such as the halfling’s Lucky&lt;br /&gt;
trait, lets you reroll the d20, you can reroll only one&lt;br /&gt;
of the dice. You choose which one. For example, if a&lt;br /&gt;
halfling has advantage or disadvantage on an ability&lt;br /&gt;
check and rolls a 1 and a 13, the halfling could use&lt;br /&gt;
the Lucky trait to reroll the 1.&lt;br /&gt;
You usually gain advantage or disadvantage&lt;br /&gt;
through the use of special abilities, actions, or spells.&lt;br /&gt;
Inspiration can also give a character advantage. The&lt;br /&gt;
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GM can also decide that circumstances influence a&lt;br /&gt;
roll in one direction or the other and grant&lt;br /&gt;
advantage or impose disadvantage as a result.&lt;br /&gt;
Proficiency Bonus&lt;br /&gt;
Characters have a proficiency bonus determined by&lt;br /&gt;
level. Monsters also have this bonus, which is&lt;br /&gt;
incorporated in their stat blocks. The bonus is used&lt;br /&gt;
in the rules on ability checks, saving throws, and&lt;br /&gt;
attack rolls.&lt;br /&gt;
Your proficiency bonus can’t be added to a single&lt;br /&gt;
die roll or other number more than once. For&lt;br /&gt;
example, if two different rules say you can add your&lt;br /&gt;
proficiency bonus to a Wisdom saving throw, you&lt;br /&gt;
nevertheless add the bonus only once when you&lt;br /&gt;
make the save.&lt;br /&gt;
Occasionally, your proficiency bonus might be&lt;br /&gt;
multiplied or divided (doubled or halved, for&lt;br /&gt;
example) before you apply it. For example, the&lt;br /&gt;
rogue’s Expertise feature doubles the proficiency&lt;br /&gt;
bonus for certain ability checks. If a circumstance&lt;br /&gt;
suggests that your proficiency bonus applies more&lt;br /&gt;
than once to the same roll, you still add it only once&lt;br /&gt;
and multiply or divide it only once.&lt;br /&gt;
By the same token, if a feature or effect allows you&lt;br /&gt;
to multiply your proficiency bonus when making an&lt;br /&gt;
ability check that wouldn’t normally benefit from&lt;br /&gt;
your proficiency bonus, you still don’t add the bonus&lt;br /&gt;
to the check. For that check your proficiency bonus&lt;br /&gt;
is 0, given the fact that multiplying 0 by any number&lt;br /&gt;
is still 0. For instance, if you lack proficiency in the&lt;br /&gt;
History skill, you gain no benefit from a feature that&lt;br /&gt;
lets you double your proficiency bonus when you&lt;br /&gt;
make Intelligence (History) checks.&lt;br /&gt;
In general, you don’t multiply your proficiency&lt;br /&gt;
bonus for attack rolls or saving throws. If a feature&lt;br /&gt;
or effect allows you to do so, these same rules apply.&lt;br /&gt;
Ability Checks&lt;br /&gt;
An ability check tests a character’s or monster’s&lt;br /&gt;
innate talent and training in an effort to overcome a&lt;br /&gt;
challenge. The GM calls for an ability check when a&lt;br /&gt;
character or monster attempts an action (other than&lt;br /&gt;
an attack) that has a chance of failure. When the&lt;br /&gt;
outcome is uncertain, the dice determine the results.&lt;br /&gt;
For every ability check, the GM decides which of the&lt;br /&gt;
six abilities is relevant to the task at hand and the&lt;br /&gt;
difficulty of the task, represented by a Difficulty Class.&lt;br /&gt;
The more difficult a task, the higher its DC. The&lt;br /&gt;
Typical Difficulty Classes table shows the most&lt;br /&gt;
common DCs.&lt;br /&gt;
Typical Difficulty Classes&lt;br /&gt;
Task Difficulty DC&lt;br /&gt;
Very easy 5&lt;br /&gt;
Easy 10&lt;br /&gt;
Medium 15&lt;br /&gt;
Hard 20&lt;br /&gt;
Very hard 25&lt;br /&gt;
Nearly impossible 30&lt;br /&gt;
To make an ability check, roll a d20 and add the&lt;br /&gt;
relevant ability modifier. As with other d20 rolls,&lt;br /&gt;
apply bonuses and penalties, and compare the total&lt;br /&gt;
to the DC. If the total equals or exceeds the DC, the&lt;br /&gt;
ability check is a success—the creature overcomes&lt;br /&gt;
the challenge at hand. Otherwise, it’s a failure, which&lt;br /&gt;
means the character or monster makes no progress&lt;br /&gt;
toward the objective or makes progress combined&lt;br /&gt;
with a setback determined by the GM.&lt;br /&gt;
Contests&lt;br /&gt;
Sometimes one character’s or monster’s efforts are&lt;br /&gt;
directly opposed to another’s. This can occur when&lt;br /&gt;
both of them are trying to do the same thing and&lt;br /&gt;
only one can succeed, such as attempting to snatch&lt;br /&gt;
up a magic ring that has fallen on the floor. This&lt;br /&gt;
situation also applies when one of them is trying to&lt;br /&gt;
prevent the other one from accomplishing a goal—&lt;br /&gt;
for example, when a monster tries to force open a&lt;br /&gt;
door that an adventurer is holding closed. In&lt;br /&gt;
situations like these, the outcome is determined by a&lt;br /&gt;
special form of ability check, called a contest.&lt;br /&gt;
Both participants in a contest make ability checks&lt;br /&gt;
appropriate to their efforts. They apply all&lt;br /&gt;
appropriate bonuses and penalties, but instead of&lt;br /&gt;
comparing the total to a DC, they compare the totals&lt;br /&gt;
of their two checks. The participant with the higher&lt;br /&gt;
check total wins the contest. That character or&lt;br /&gt;
monster either succeeds at the action or prevents&lt;br /&gt;
the other one from succeeding.&lt;br /&gt;
If the contest results in a tie, the situation remains&lt;br /&gt;
the same as it was before the contest. Thus, one&lt;br /&gt;
contestant might win the contest by default. If two&lt;br /&gt;
characters tie in a contest to snatch a ring off the&lt;br /&gt;
floor, neither character grabs it. In a contest between&lt;br /&gt;
a monster trying to open a door and an adventurer&lt;br /&gt;
trying to keep the door closed, a tie means that the&lt;br /&gt;
door remains shut.&lt;br /&gt;
Skills&lt;br /&gt;
Each ability covers a broad range of capabilities,&lt;br /&gt;
including skills that a character or a monster can be&lt;br /&gt;
proficient in. A skill represents a specific aspect of an&lt;br /&gt;
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ability score, and an individual’s proficiency in a skill&lt;br /&gt;
demonstrates a focus on that aspect. (A character’s&lt;br /&gt;
starting skill proficiencies are determined at&lt;br /&gt;
character creation, and a monster’s skill&lt;br /&gt;
proficiencies appear in the monster’s stat block.)&lt;br /&gt;
For example, a Dexterity check might reflect a&lt;br /&gt;
character’s attempt to pull off an acrobatic stunt, to&lt;br /&gt;
palm an object, or to stay hidden. Each of these&lt;br /&gt;
aspects of Dexterity has an associated skill:&lt;br /&gt;
Acrobatics, Sleight of Hand, and Stealth, respectively.&lt;br /&gt;
So a character who has proficiency in the Stealth&lt;br /&gt;
skill is particularly good at Dexterity checks related&lt;br /&gt;
to sneaking and hiding.&lt;br /&gt;
The skills related to each ability score are shown&lt;br /&gt;
in the following list. (No skills are related to&lt;br /&gt;
Constitution.) See an ability’s description in the later&lt;br /&gt;
sections of this section for examples of how to use a&lt;br /&gt;
skill associated with an ability.&lt;br /&gt;
Strength&lt;br /&gt;
• Athletics&lt;br /&gt;
Dexterity&lt;br /&gt;
• Acrobatics&lt;br /&gt;
• Sleight of Hand&lt;br /&gt;
• Stealth&lt;br /&gt;
Intelligence&lt;br /&gt;
• Arcana&lt;br /&gt;
• History&lt;br /&gt;
• Investigation&lt;br /&gt;
• Nature&lt;br /&gt;
• Religion&lt;br /&gt;
Wisdom&lt;br /&gt;
• Animal Handling&lt;br /&gt;
• Insight&lt;br /&gt;
• Medicine&lt;br /&gt;
• Perception&lt;br /&gt;
• Survival&lt;br /&gt;
Charisma&lt;br /&gt;
• Deception&lt;br /&gt;
• Intimidation&lt;br /&gt;
• Performance&lt;br /&gt;
• Persuasion&lt;br /&gt;
Sometimes, the GM might ask for an ability check&lt;br /&gt;
using a specific skill—for example, “Make a Wisdom&lt;br /&gt;
(Perception) check.” At other times, a player might&lt;br /&gt;
ask the GM if proficiency in a particular skill applies&lt;br /&gt;
to a check. In either case, proficiency in a skill means&lt;br /&gt;
an individual can add his or her proficiency bonus to&lt;br /&gt;
ability checks that involve that skill. Without&lt;br /&gt;
proficiency in the skill, the individual makes a&lt;br /&gt;
normal ability check.&lt;br /&gt;
For example, if a character attempts to climb up a&lt;br /&gt;
dangerous cliff, the GM might ask for a Strength&lt;br /&gt;
(Athletics) check. If the character is proficient in&lt;br /&gt;
Athletics, the character’s proficiency bonus is added&lt;br /&gt;
to the Strength check. If the character lacks that&lt;br /&gt;
proficiency, he or she just makes a Strength check.&lt;br /&gt;
Variant: Skills with Different Abilities&lt;br /&gt;
Normally, your proficiency in a skill applies only to a&lt;br /&gt;
specific kind of ability check. Proficiency in Athletics,&lt;br /&gt;
for example, usually applies to Strength checks. In&lt;br /&gt;
some situations, though, your proficiency might&lt;br /&gt;
reasonably apply to a different kind of check. In such&lt;br /&gt;
cases, the GM might ask for a check using an unusual&lt;br /&gt;
combination of ability and skill, or you might ask&lt;br /&gt;
your GM if you can apply a proficiency to a different&lt;br /&gt;
check. For example, if you have to swim from an&lt;br /&gt;
offshore island to the mainland, your GM might call&lt;br /&gt;
for a Constitution check to see if you have the&lt;br /&gt;
stamina to make it that far. In this case, your GM&lt;br /&gt;
might allow you to apply your proficiency in&lt;br /&gt;
Athletics and ask for a Constitution (Athletics) check.&lt;br /&gt;
So if you’re proficient in Athletics, you apply your&lt;br /&gt;
proficiency bonus to the Constitution check just as&lt;br /&gt;
you would normally do for a Strength (Athletics)&lt;br /&gt;
check. Similarly, when your half-­‐‑orc barbarian uses a&lt;br /&gt;
display of raw strength to intimidate an enemy, your&lt;br /&gt;
GM might ask for a Strength (Intimidation) check,&lt;br /&gt;
even though Intimidation is normally associated&lt;br /&gt;
with Charisma.&lt;br /&gt;
Passive Checks&lt;br /&gt;
A passive check is a special kind of ability check that&lt;br /&gt;
doesn’t involve any die rolls. Such a check can&lt;br /&gt;
represent the average result for a task done&lt;br /&gt;
repeatedly, such as searching for secret doors over&lt;br /&gt;
and over again, or can be used when the GM wants&lt;br /&gt;
to secretly determine whether the characters&lt;br /&gt;
succeed at something without rolling dice, such as&lt;br /&gt;
noticing a hidden monster.&lt;br /&gt;
Here’s how to determine a character’s total for a&lt;br /&gt;
passive check:&lt;br /&gt;
10 + all modifiers that normally&lt;br /&gt;
apply to the check&lt;br /&gt;
If the character has advantage on the check, add 5.&lt;br /&gt;
For disadvantage, subtract 5. The game refers to a&lt;br /&gt;
passive check total as a score.&lt;br /&gt;
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For example, if a 1st-­‐‑level character has a Wisdom&lt;br /&gt;
of 15 and proficiency in Perception, he or she has a&lt;br /&gt;
passive Wisdom (Perception) score of 14.&lt;br /&gt;
The rules on hiding in the “Dexterity” section&lt;br /&gt;
below rely on passive checks, as do the exploration&lt;br /&gt;
rules.&lt;br /&gt;
Working Together&lt;br /&gt;
Sometimes two or more characters team up to&lt;br /&gt;
attempt a task. The character who’s leading the&lt;br /&gt;
effort—or the one with the highest ability&lt;br /&gt;
modifier—can make an ability check with advantage,&lt;br /&gt;
reflecting the help provided by the other characters.&lt;br /&gt;
In combat, this requires the Help action.&lt;br /&gt;
A character can only provide help if the task is one&lt;br /&gt;
that he or she could attempt alone. For example,&lt;br /&gt;
trying to open a lock requires proficiency with&lt;br /&gt;
thieves’ tools, so a character who lacks that&lt;br /&gt;
proficiency can’t help another character in that task.&lt;br /&gt;
Moreover, a character can help only when two or&lt;br /&gt;
more individuals working together would actually&lt;br /&gt;
be productive. Some tasks, such as threading a&lt;br /&gt;
needle, are no easier with help.&lt;br /&gt;
Group Checks&lt;br /&gt;
When a number of individuals are trying to&lt;br /&gt;
accomplish something as a group, the GM might ask&lt;br /&gt;
for a group ability check. In such a situation, the&lt;br /&gt;
characters who are skilled at a particular task help&lt;br /&gt;
cover those who aren’t.&lt;br /&gt;
To make a group ability check, everyone in the&lt;br /&gt;
group makes the ability check. If at least half the&lt;br /&gt;
group succeeds, the whole group succeeds.&lt;br /&gt;
Otherwise, the group fails.&lt;br /&gt;
Group checks don’t come up very often, and&lt;br /&gt;
they’re most useful when all the characters succeed&lt;br /&gt;
or fail as a group. For example, when adventurers&lt;br /&gt;
are navigating a swamp, the GM might call for a&lt;br /&gt;
group Wisdom (Survival) check to see if the&lt;br /&gt;
characters can avoid the quicksand, sinkholes, and&lt;br /&gt;
other natural hazards of the environment. If at least&lt;br /&gt;
half the group succeeds, the successful characters&lt;br /&gt;
are able to guide their companions out of danger.&lt;br /&gt;
Otherwise, the group stumbles into one of these&lt;br /&gt;
hazards.&lt;br /&gt;
Using Each Ability&lt;br /&gt;
Every task that a character or monster might&lt;br /&gt;
attempt in the game is covered by one of the six&lt;br /&gt;
abilities. This section explains in more detail what&lt;br /&gt;
those abilities mean and the ways they are used in&lt;br /&gt;
the game.&lt;br /&gt;
Strength&lt;br /&gt;
Strength measures bodily power, athletic training,&lt;br /&gt;
and the extent to which you can exert raw physical&lt;br /&gt;
force.&lt;br /&gt;
Strength Checks&lt;br /&gt;
A Strength check can model any attempt to lift, push,&lt;br /&gt;
pull, or break something, to force your body through&lt;br /&gt;
a space, or to otherwise apply brute force to a&lt;br /&gt;
situation. The Athletics skill reflects aptitude in&lt;br /&gt;
certain kinds of Strength checks.&lt;br /&gt;
Athletics. Your Strength (Athletics) check covers&lt;br /&gt;
difficult situations you encounter while climbing,&lt;br /&gt;
jumping, or swimming. Examples include the&lt;br /&gt;
following activities:&lt;br /&gt;
• You attempt to climb a sheer or slippery cliff,&lt;br /&gt;
avoid hazards while scaling a wall, or cling to a&lt;br /&gt;
surface while something is trying to knock you off.&lt;br /&gt;
• You try to jump an unusually long distance or pull&lt;br /&gt;
off a stunt midjump.&lt;br /&gt;
• You struggle to swim or stay afloat in treacherous&lt;br /&gt;
currents, storm-­‐‑tossed waves, or areas of thick&lt;br /&gt;
seaweed. Or another creature tries to push or pull&lt;br /&gt;
you underwater or otherwise interfere with your&lt;br /&gt;
swimming.&lt;br /&gt;
Other Strength Checks. The GM might also call for&lt;br /&gt;
a Strength check when you try to accomplish tasks&lt;br /&gt;
like the following:&lt;br /&gt;
• Force open a stuck, locked, or barred door&lt;br /&gt;
• Break free of bonds&lt;br /&gt;
• Push through a tunnel that is too small&lt;br /&gt;
• Hang on to a wagon while being dragged behind it&lt;br /&gt;
• Tip over a statue&lt;br /&gt;
• Keep a boulder from rolling&lt;br /&gt;
Attack Rolls and Damage&lt;br /&gt;
You add your Strength modifier to your attack roll&lt;br /&gt;
and your damage roll when attacking with a melee&lt;br /&gt;
weapon such as a mace, a battleaxe, or a javelin. You&lt;br /&gt;
use melee weapons to make melee attacks in hand-­‐‑&lt;br /&gt;
to-­‐‑hand combat, and some of them can be thrown to&lt;br /&gt;
make a ranged attack.&lt;br /&gt;
Lifting and Carrying&lt;br /&gt;
Your Strength score determines the amount of&lt;br /&gt;
weight you can bear. The following terms define&lt;br /&gt;
what you can lift or carry.&lt;br /&gt;
Carrying Capacity. Your carrying capacity is your&lt;br /&gt;
Strength score multiplied by 15. This is the weight&lt;br /&gt;
(in pounds) that you can carry, which is high enough&lt;br /&gt;
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that most characters don’t usually have to worry&lt;br /&gt;
about it.&lt;br /&gt;
Push, Drag, or Lift. You can push, drag, or lift a&lt;br /&gt;
weight in pounds up to twice your carrying capacity&lt;br /&gt;
(or 30 times your Strength score). While pushing or&lt;br /&gt;
dragging weight in excess of your carrying capacity,&lt;br /&gt;
your speed drops to 5 feet.&lt;br /&gt;
Size and Strength. Larger creatures can bear&lt;br /&gt;
more weight, whereas Tiny creatures can carry less.&lt;br /&gt;
For each size category above Medium, double the&lt;br /&gt;
creature’s carrying capacity and the amount it can&lt;br /&gt;
push, drag, or lift. For a Tiny creature, halve these&lt;br /&gt;
weights.&lt;br /&gt;
Variant: Encumbrance&lt;br /&gt;
The rules for lifting and carrying are intentionally&lt;br /&gt;
simple. Here is a variant if you are looking for more&lt;br /&gt;
detailed rules for determining how a character is&lt;br /&gt;
hindered by the weight of equipment. When you use&lt;br /&gt;
this variant, ignore the Strength column of the&lt;br /&gt;
Armor table.&lt;br /&gt;
If you carry weight in excess of 5 times your&lt;br /&gt;
Strength score, you are encumbered, which means&lt;br /&gt;
your speed drops by 10 feet.&lt;br /&gt;
If you carry weight in excess of 10 times your&lt;br /&gt;
Strength score, up to your maximum carrying&lt;br /&gt;
capacity, you are instead heavily encumbered,&lt;br /&gt;
which means your speed drops by 20 feet and you&lt;br /&gt;
have disadvantage on ability checks, attack rolls, and&lt;br /&gt;
saving throws that use Strength, Dexterity, or&lt;br /&gt;
Constitution.&lt;br /&gt;
Dexterity&lt;br /&gt;
Dexterity measures agility, reflexes, and balance.&lt;br /&gt;
Dexterity Checks&lt;br /&gt;
A Dexterity check can model any attempt to move&lt;br /&gt;
nimbly, quickly, or quietly, or to keep from falling on&lt;br /&gt;
tricky footing. The Acrobatics, Sleight of Hand, and&lt;br /&gt;
Stealth skills reflect aptitude in certain kinds of&lt;br /&gt;
Dexterity checks.&lt;br /&gt;
Acrobatics. Your Dexterity (Acrobatics) check&lt;br /&gt;
covers your attempt to stay on your feet in a tricky&lt;br /&gt;
situation, such as when you’re trying to run across a&lt;br /&gt;
sheet of ice, balance on a tightrope, or stay upright&lt;br /&gt;
on a rocking ship’s deck. The GM might also call for a&lt;br /&gt;
Dexterity (Acrobatics) check to see if you can&lt;br /&gt;
perform acrobatic stunts, including dives, rolls,&lt;br /&gt;
somersaults, and flips.&lt;br /&gt;
Sleight of Hand. Whenever you attempt an act of&lt;br /&gt;
legerdemain or manual trickery, such as planting&lt;br /&gt;
something on someone else or concealing an object&lt;br /&gt;
on your person, make a Dexterity (Sleight of Hand)&lt;br /&gt;
check. The GM might also call for a Dexterity (Sleight&lt;br /&gt;
of Hand) check to determine whether you can lift a&lt;br /&gt;
coin purse off another person or slip something out&lt;br /&gt;
of another person’s pocket.&lt;br /&gt;
Stealth. Make a Dexterity (Stealth) check when&lt;br /&gt;
you attempt to conceal yourself from enemies, slink&lt;br /&gt;
past guards, slip away without being noticed, or&lt;br /&gt;
sneak up on someone without being seen or heard.&lt;br /&gt;
Other Dexterity Checks. The GM might call for a&lt;br /&gt;
Dexterity check when you try to accomplish tasks&lt;br /&gt;
like the following:&lt;br /&gt;
• Control a heavily laden cart on a steep descent&lt;br /&gt;
• Steer a chariot around a tight turn&lt;br /&gt;
• Pick a lock&lt;br /&gt;
• Disable a trap&lt;br /&gt;
• Securely tie up a prisoner&lt;br /&gt;
• Wriggle free of bonds&lt;br /&gt;
• Play a stringed instrument&lt;br /&gt;
• Craft a small or detailed object&lt;br /&gt;
Attack Rolls and Damage&lt;br /&gt;
You add your Dexterity modifier to your attack roll&lt;br /&gt;
and your damage roll when attacking with a ranged&lt;br /&gt;
weapon, such as a sling or a longbow. You can also&lt;br /&gt;
add your Dexterity modifier to your attack roll and&lt;br /&gt;
your damage roll when attacking with a melee&lt;br /&gt;
weapon that has the finesse property, such as a&lt;br /&gt;
dagger or a rapier.&lt;br /&gt;
Armor Class&lt;br /&gt;
Depending on the armor you wear, you might add&lt;br /&gt;
some or all of your Dexterity modifier to your Armor&lt;br /&gt;
Class.&lt;br /&gt;
Initiative&lt;br /&gt;
At the beginning of every combat, you roll initiative&lt;br /&gt;
by making a Dexterity check. Initiative determines&lt;br /&gt;
the order of creatures’ turns in combat.&lt;br /&gt;
Hiding&lt;br /&gt;
The GM decides when circumstances are appropriate for&lt;br /&gt;
hiding. When you try to hide, make a Dexterity (Stealth)&lt;br /&gt;
check. Until you are discovered or you stop hiding, that&lt;br /&gt;
check’s total is contested by the Wisdom (Perception) check&lt;br /&gt;
of any creature that actively searches for signs of your&lt;br /&gt;
presence.&lt;br /&gt;
You can’t hide from a creature that can see you clearly,&lt;br /&gt;
and you give away your position if you make noise, such as&lt;br /&gt;
shouting a warning or knocking over a vase.&lt;br /&gt;
An invisible creature can always try to hide. Signs of its&lt;br /&gt;
passage might still be noticed, and it does have to stay quiet.&lt;br /&gt;
In combat, most creatures stay alert for signs of danger all&lt;br /&gt;
around, so if you come out of hiding and approach a&lt;br /&gt;
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creature, it usually sees you. However, under certain&lt;br /&gt;
circumstances, the GM might allow you to stay hidden as you&lt;br /&gt;
approach a creature that is distracted, allowing you to gain&lt;br /&gt;
advantage on an attack roll before you are seen.&lt;br /&gt;
Passive Perception. When you hide, there’s a chance&lt;br /&gt;
someone will notice you even if they aren’t searching. To&lt;br /&gt;
determine whether such a creature notices you, the GM&lt;br /&gt;
compares your Dexterity (Stealth) check with that creature’s&lt;br /&gt;
passive Wisdom (Perception) score, which equals 10 + the&lt;br /&gt;
creature’s Wisdom modifier, as well as any other bonuses or&lt;br /&gt;
penalties. If the creature has advantage, add 5. For&lt;br /&gt;
disadvantage, subtract 5. For example, if a 1st-­‐level character&lt;br /&gt;
(with a proficiency bonus of +2) has a Wisdom of 15 (a +2&lt;br /&gt;
modifier) and proficiency in Perception, he or she has a&lt;br /&gt;
passive Wisdom (Perception) of 14.&lt;br /&gt;
What Can You See? One of the main factors in&lt;br /&gt;
determining whether you can find a hidden creature or&lt;br /&gt;
object is how well you can see in an area, which might be&lt;br /&gt;
lightly or heavily obscured, as explained in &amp;quot;The&lt;br /&gt;
Environment.”&lt;br /&gt;
Constitution&lt;br /&gt;
Constitution measures health, stamina, and vital&lt;br /&gt;
force.&lt;br /&gt;
Constitution Checks&lt;br /&gt;
Constitution checks are uncommon, and no skills&lt;br /&gt;
apply to Constitution checks, because the endurance&lt;br /&gt;
this ability represents is largely passive rather than&lt;br /&gt;
involving a specific effort on the part of a character&lt;br /&gt;
or monster. A Constitution check can model your&lt;br /&gt;
attempt to push beyond normal limits, however.&lt;br /&gt;
The GM might call for a Constitution check when&lt;br /&gt;
you try to accomplish tasks like the following:&lt;br /&gt;
• Hold your breath&lt;br /&gt;
• March or labor for hours without rest&lt;br /&gt;
• Go without sleep&lt;br /&gt;
• Survive without food or water&lt;br /&gt;
• Quaff an entire stein of ale in one go&lt;br /&gt;
Hit Points&lt;br /&gt;
Your Constitution modifier contributes to your hit&lt;br /&gt;
points. Typically, you add your Constitution modifier&lt;br /&gt;
to each Hit Die you roll for your hit points.&lt;br /&gt;
If your Constitution modifier changes, your hit&lt;br /&gt;
point maximum changes as well, as though you had&lt;br /&gt;
the new modifier from 1st level. For example, if you&lt;br /&gt;
raise your Constitution score when you reach 4th&lt;br /&gt;
level and your Constitution modifier increases from&lt;br /&gt;
+1 to +2, you adjust your hit point maximum as&lt;br /&gt;
though the modifier had always been +2. So you add&lt;br /&gt;
3 hit points for your first three levels, and then roll&lt;br /&gt;
your hit points for 4th level using your new modifier.&lt;br /&gt;
Or if you’re 7th level and some effect lowers your&lt;br /&gt;
Constitution score so as to reduce your Constitution&lt;br /&gt;
modifier by 1, your hit point maximum is reduced by&lt;br /&gt;
7.&lt;br /&gt;
Intelligence&lt;br /&gt;
Intelligence measures mental acuity, accuracy of&lt;br /&gt;
recall, and the ability to reason.&lt;br /&gt;
Intelligence Checks&lt;br /&gt;
An Intelligence check comes into play when you&lt;br /&gt;
need to draw on logic, education, memory, or&lt;br /&gt;
deductive reasoning. The Arcana, History,&lt;br /&gt;
Investigation, Nature, and Religion skills reflect&lt;br /&gt;
aptitude in certain kinds of Intelligence checks.&lt;br /&gt;
Arcana. Your Intelligence (Arcana) check&lt;br /&gt;
measures your ability to recall lore about spells,&lt;br /&gt;
magic items, eldritch symbols, magical traditions,&lt;br /&gt;
the planes of existence, and the inhabitants of those&lt;br /&gt;
planes.&lt;br /&gt;
History. Your Intelligence (History) check&lt;br /&gt;
measures your ability to recall lore about historical&lt;br /&gt;
events, legendary people, ancient kingdoms, past&lt;br /&gt;
disputes, recent wars, and lost civilizations.&lt;br /&gt;
Investigation. When you look around for clues&lt;br /&gt;
and make deductions based on those clues, you&lt;br /&gt;
make an Intelligence (Investigation) check. You&lt;br /&gt;
might deduce the location of a hidden object, discern&lt;br /&gt;
from the appearance of a wound what kind of&lt;br /&gt;
weapon dealt it, or determine the weakest point in a&lt;br /&gt;
tunnel that could cause it to collapse. Poring through&lt;br /&gt;
ancient scrolls in search of a hidden fragment of&lt;br /&gt;
knowledge might also call for an Intelligence&lt;br /&gt;
(Investigation) check.&lt;br /&gt;
Nature. Your Intelligence (Nature) check&lt;br /&gt;
measures your ability to recall lore about terrain,&lt;br /&gt;
plants and animals, the weather, and natural cycles.&lt;br /&gt;
Religion. Your Intelligence (Religion) check&lt;br /&gt;
measures your ability to recall lore about deities,&lt;br /&gt;
rites and prayers, religious hierarchies, holy symbols,&lt;br /&gt;
and the practices of secret cults.&lt;br /&gt;
Other Intelligence Checks. The GM might call for&lt;br /&gt;
an Intelligence check when you try to accomplish&lt;br /&gt;
tasks like the following:&lt;br /&gt;
• Communicate with a creature without using words&lt;br /&gt;
• Estimate the value of a precious item&lt;br /&gt;
• Pull together a disguise to pass as a city guard&lt;br /&gt;
• Forge a document&lt;br /&gt;
• Recall lore about a craft or trade&lt;br /&gt;
• Win a game of skill&lt;br /&gt;
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Spellcasting Ability&lt;br /&gt;
Wizards use Intelligence as their spellcasting ability,&lt;br /&gt;
which helps determine the saving throw DCs of&lt;br /&gt;
spells they cast.&lt;br /&gt;
Wisdom&lt;br /&gt;
Wisdom reflects how attuned you are to the world&lt;br /&gt;
around you and represents perceptiveness and&lt;br /&gt;
intuition.&lt;br /&gt;
Wisdom Checks&lt;br /&gt;
A Wisdom check might reflect an effort to read body&lt;br /&gt;
language, understand someone’s feelings, notice&lt;br /&gt;
things about the environment, or care for an injured&lt;br /&gt;
person. The Animal Handling, Insight, Medicine,&lt;br /&gt;
Perception, and Survival skills reflect aptitude in&lt;br /&gt;
certain kinds of Wisdom checks.&lt;br /&gt;
Animal Handling. When there is any question&lt;br /&gt;
whether you can calm down a domesticated animal,&lt;br /&gt;
keep a mount from getting spooked, or intuit an&lt;br /&gt;
animal’s intentions, the GM might call for a Wisdom&lt;br /&gt;
(Animal Handling) check. You also make a Wisdom&lt;br /&gt;
(Animal Handling) check to control your mount&lt;br /&gt;
when you attempt a risky maneuver.&lt;br /&gt;
Insight. Your Wisdom (Insight) check decides&lt;br /&gt;
whether you can determine the true intentions of a&lt;br /&gt;
creature, such as when searching out a lie or&lt;br /&gt;
predicting someone’s next move. Doing so involves&lt;br /&gt;
gleaning clues from body language, speech habits,&lt;br /&gt;
and changes in mannerisms.&lt;br /&gt;
Medicine. A Wisdom (Medicine) check lets you try&lt;br /&gt;
to stabilize a dying companion or diagnose an illness.&lt;br /&gt;
Perception. Your Wisdom (Perception) check lets&lt;br /&gt;
you spot, hear, or otherwise detect the presence of&lt;br /&gt;
something. It measures your general awareness of&lt;br /&gt;
your surroundings and the keenness of your senses.&lt;br /&gt;
For example, you might try to hear a conversation&lt;br /&gt;
through a closed door, eavesdrop under an open&lt;br /&gt;
window, or hear monsters moving stealthily in the&lt;br /&gt;
forest. Or you might try to spot things that are&lt;br /&gt;
obscured or easy to miss, whether they are orcs&lt;br /&gt;
lying in ambush on a road, thugs hiding in the&lt;br /&gt;
shadows of an alley, or candlelight under a closed&lt;br /&gt;
secret door.&lt;br /&gt;
Survival. The GM might ask you to make a&lt;br /&gt;
Wisdom (Survival) check to follow tracks, hunt wild&lt;br /&gt;
game, guide your group through frozen wastelands,&lt;br /&gt;
identify signs that owlbears live nearby, predict the&lt;br /&gt;
weather, or avoid quicksand and other natural&lt;br /&gt;
hazards.&lt;br /&gt;
Other Wisdom Checks. The GM might call for a&lt;br /&gt;
Wisdom check when you try to accomplish tasks like&lt;br /&gt;
the following:&lt;br /&gt;
• Get a gut feeling about what course of action to&lt;br /&gt;
follow&lt;br /&gt;
• Discern whether a seemingly dead or living&lt;br /&gt;
creature is undead&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Clerics, druids, and rangers use Wisdom as their&lt;br /&gt;
spellcasting ability, which helps determine the&lt;br /&gt;
saving throw DCs of spells they cast.&lt;br /&gt;
Charisma&lt;br /&gt;
Charisma measures your ability to interact&lt;br /&gt;
effectively with others. It includes such factors as&lt;br /&gt;
confidence and eloquence, and it can represent a&lt;br /&gt;
charming or commanding personality.&lt;br /&gt;
Charisma Checks&lt;br /&gt;
A Charisma check might arise when you try to&lt;br /&gt;
influence or entertain others, when you try to make&lt;br /&gt;
an impression or tell a convincing lie, or when you&lt;br /&gt;
are navigating a tricky social situation. The&lt;br /&gt;
Deception, Intimidation, Performance, and&lt;br /&gt;
Persuasion skills reflect aptitude in certain kinds of&lt;br /&gt;
Charisma checks.&lt;br /&gt;
Deception. Your Charisma (Deception) check&lt;br /&gt;
determines whether you can convincingly hide the&lt;br /&gt;
truth, either verbally or through your actions. This&lt;br /&gt;
deception can encompass everything from&lt;br /&gt;
misleading others through ambiguity to telling&lt;br /&gt;
outright lies. Typical situations include trying to fast-­‐‑&lt;br /&gt;
talk a guard, con a merchant, earn money through&lt;br /&gt;
gambling, pass yourself off in a disguise, dull&lt;br /&gt;
someone’s suspicions with false assurances, or&lt;br /&gt;
maintain a straight face while telling a blatant lie.&lt;br /&gt;
Intimidation. When you attempt to influence&lt;br /&gt;
someone through overt threats, hostile actions, and&lt;br /&gt;
physical violence, the GM might ask you to make a&lt;br /&gt;
Charisma (Intimidation) check. Examples include&lt;br /&gt;
trying to pry information out of a prisoner,&lt;br /&gt;
convincing street thugs to back down from a&lt;br /&gt;
confrontation, or using the edge of a broken bottle to&lt;br /&gt;
convince a sneering vizier to reconsider a decision.&lt;br /&gt;
Performance. Your Charisma (Performance)&lt;br /&gt;
check determines how well you can delight an&lt;br /&gt;
audience with music, dance, acting, storytelling, or&lt;br /&gt;
some other form of entertainment.&lt;br /&gt;
Persuasion. When you attempt to influence&lt;br /&gt;
someone or a group of people with tact, social graces,&lt;br /&gt;
or good nature, the GM might ask you to make a&lt;br /&gt;
Charisma (Persuasion) check. Typically, you use&lt;br /&gt;
persuasion when acting in good faith, to foster&lt;br /&gt;
friendships, make cordial requests, or exhibit proper&lt;br /&gt;
etiquette. Examples of persuading others include&lt;br /&gt;
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convincing a chamberlain to let your party see the&lt;br /&gt;
king, negotiating peace between warring tribes, or&lt;br /&gt;
inspiring a crowd of townsfolk.&lt;br /&gt;
Other Charisma Checks. The GM might call for a&lt;br /&gt;
Charisma check when you try to accomplish tasks&lt;br /&gt;
like the following:&lt;br /&gt;
• Find the best person to talk to for news, rumors,&lt;br /&gt;
and gossip&lt;br /&gt;
• Blend into a crowd to get the sense of key topics of&lt;br /&gt;
conversation&lt;br /&gt;
Spellcasting Ability&lt;br /&gt;
Bards, paladins, sorcerers, and warlocks use&lt;br /&gt;
Charisma as their spellcasting ability, which helps&lt;br /&gt;
determine the saving throw DCs of spells they cast.&lt;br /&gt;
Saving Throws&lt;br /&gt;
A saving throw—also called a save—represents an&lt;br /&gt;
attempt to resist a spell, a trap, a poison, a disease,&lt;br /&gt;
or a similar threat. You don’t normally decide to&lt;br /&gt;
make a saving throw; you are forced to make one&lt;br /&gt;
because your character or monster is at risk of harm.&lt;br /&gt;
To make a saving throw, roll a d20 and add the&lt;br /&gt;
appropriate ability modifier. For example, you use&lt;br /&gt;
your Dexterity modifier for a Dexterity saving throw.&lt;br /&gt;
A saving throw can be modified by a situational&lt;br /&gt;
bonus or penalty and can be affected by advantage&lt;br /&gt;
and disadvantage, as determined by the GM.&lt;br /&gt;
Each class gives proficiency in at least two saving&lt;br /&gt;
throws. The wizard, for example, is proficient in&lt;br /&gt;
Intelligence saves. As with skill proficiencies,&lt;br /&gt;
proficiency in a saving throw lets a character add his&lt;br /&gt;
or her proficiency bonus to saving throws made using&lt;br /&gt;
a particular ability score. Some monsters have saving&lt;br /&gt;
throw proficiencies as well.&lt;br /&gt;
The Difficulty Class for a saving throw is&lt;br /&gt;
determined by the effect that causes it. For example,&lt;br /&gt;
the DC for a saving throw allowed by a spell is&lt;br /&gt;
determined by the caster’s spellcasting ability and&lt;br /&gt;
proficiency bonus.&lt;br /&gt;
The result of a successful or failed saving throw is&lt;br /&gt;
also detailed in the effect that allows the save.&lt;br /&gt;
Usually, a successful save means that a creature&lt;br /&gt;
suffers no harm, or reduced harm, from an effect.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 84&lt;br /&gt;
Time&lt;br /&gt;
In situations where keeping track of the passage of&lt;br /&gt;
time is important, the GM determines the time a task&lt;br /&gt;
requires. The GM might use a different time scale&lt;br /&gt;
depending on the context of the situation at hand. In&lt;br /&gt;
a dungeon environment, the adventurers’ movement&lt;br /&gt;
happens on a scale of minutes. It takes them about a&lt;br /&gt;
minute to creep down a long hallway, another&lt;br /&gt;
minute to check for traps on the door at the end of&lt;br /&gt;
the hall, and a good ten minutes to search the&lt;br /&gt;
chamber beyond for anything interesting or valuable.&lt;br /&gt;
In a city or wilderness, a scale of hours is often&lt;br /&gt;
more appropriate. Adventurers eager to reach the&lt;br /&gt;
lonely tower at the heart of the forest hurry across&lt;br /&gt;
those fifteen miles in just under four hours’ time.&lt;br /&gt;
For long journeys, a scale of days works best.&lt;br /&gt;
Following the road from Baldur’s Gate to Waterdeep,&lt;br /&gt;
the adventurers spend four uneventful days before a&lt;br /&gt;
goblin ambush interrupts their journey.&lt;br /&gt;
In combat and other fast-­‐‑paced situations, the&lt;br /&gt;
game relies on rounds, a 6-­‐‑second span of time.&lt;br /&gt;
Movement&lt;br /&gt;
Swimming across a rushing river, sneaking down a&lt;br /&gt;
dungeon corridor, scaling a treacherous mountain&lt;br /&gt;
slope—all sorts of movement play a key role in&lt;br /&gt;
fantasy gaming adventures.&lt;br /&gt;
The GM can summarize the adventurers’&lt;br /&gt;
movement without calculating exact distances or&lt;br /&gt;
travel times: “You travel through the forest and find&lt;br /&gt;
the dungeon entrance late in the evening of the third&lt;br /&gt;
day.” Even in a dungeon, particularly a large&lt;br /&gt;
dungeon or a cave network, the GM can summarize&lt;br /&gt;
movement between encounters: “After killing the&lt;br /&gt;
guardian at the entrance to the ancient dwarven&lt;br /&gt;
stronghold, you consult your map, which leads you&lt;br /&gt;
through miles of echoing corridors to a chasm&lt;br /&gt;
bridged by a narrow stone arch.”&lt;br /&gt;
Sometimes it’s important, though, to know how&lt;br /&gt;
long it takes to get from one spot to another,&lt;br /&gt;
whether the answer is in days, hours, or minutes.&lt;br /&gt;
The rules for determining travel time depend on two&lt;br /&gt;
factors: the speed and travel pace of the creatures&lt;br /&gt;
moving and the terrain they’re moving over.&lt;br /&gt;
Speed&lt;br /&gt;
Every character and monster has a speed, which is&lt;br /&gt;
the distance in feet that the character or monster can&lt;br /&gt;
walk in 1 round. This number assumes short bursts&lt;br /&gt;
of energetic movement in the midst of a life-­‐‑&lt;br /&gt;
threatening situation.&lt;br /&gt;
The following rules determine how far a character&lt;br /&gt;
or monster can move in a minute, an hour, or a day.&lt;br /&gt;
Travel Pace&lt;br /&gt;
While traveling, a group of adventurers can move at&lt;br /&gt;
a normal, fast, or slow pace, as shown on the Travel&lt;br /&gt;
Pace table. The table states how far the party can&lt;br /&gt;
move in a period of time and whether the pace has&lt;br /&gt;
any effect. A fast pace makes characters less&lt;br /&gt;
perceptive, while a slow pace makes it possible to&lt;br /&gt;
sneak around and to search an area more carefully.&lt;br /&gt;
Forced March. The Travel Pace table assumes that&lt;br /&gt;
characters travel for 8 hours in day. They can push&lt;br /&gt;
on beyond that limit, at the risk of exhaustion.&lt;br /&gt;
For each additional hour of travel beyond 8 hours,&lt;br /&gt;
the characters cover the distance shown in the Hour&lt;br /&gt;
column for their pace, and each character must make&lt;br /&gt;
a Constitution saving throw at the end of the hour.&lt;br /&gt;
The DC is 10 + 1 for each hour past 8 hours. On a&lt;br /&gt;
failed saving throw, a character suffers one level of&lt;br /&gt;
exhaustion (see appendix PH-­‐‑A).&lt;br /&gt;
Mounts and Vehicles. For short spans of time (up&lt;br /&gt;
to an hour), many animals move much faster than&lt;br /&gt;
humanoids. A mounted character can ride at a gallop&lt;br /&gt;
for about an hour, covering twice the usual distance&lt;br /&gt;
for a fast pace. If fresh mounts are available every 8&lt;br /&gt;
to 10 miles, characters can cover larger distances at&lt;br /&gt;
this pace, but this is very rare except in densely&lt;br /&gt;
populated areas.&lt;br /&gt;
Characters in wagons, carriages, or other land&lt;br /&gt;
vehicles choose a pace as normal. Characters in a&lt;br /&gt;
waterborne vessel are limited to the speed of the&lt;br /&gt;
vessel, and they don’t suffer penalties for a fast pace&lt;br /&gt;
or gain benefits from a slow pace. Depending on the&lt;br /&gt;
vessel and the size of the crew, ships might be able&lt;br /&gt;
to travel for up to 24 hours per day.&lt;br /&gt;
Certain special mounts, such as a pegasus or&lt;br /&gt;
griffon, or special vehicles, such as a carpet of flying,&lt;br /&gt;
allow you to travel more swiftly.&lt;br /&gt;
Travel Pace&lt;br /&gt;
Pace Distance Traveled per . . .&lt;br /&gt;
Minute Hour Day Effect&lt;br /&gt;
Fast 400&lt;br /&gt;
feet&lt;br /&gt;
4&lt;br /&gt;
miles&lt;br /&gt;
30&lt;br /&gt;
miles&lt;br /&gt;
−5 penalty to passive&lt;br /&gt;
Wisdom (Perception)&lt;br /&gt;
scores&lt;br /&gt;
Normal 300&lt;br /&gt;
feet&lt;br /&gt;
3&lt;br /&gt;
miles&lt;br /&gt;
24&lt;br /&gt;
miles&lt;br /&gt;
—&lt;br /&gt;
Slow 200&lt;br /&gt;
feet&lt;br /&gt;
2&lt;br /&gt;
miles&lt;br /&gt;
18&lt;br /&gt;
miles&lt;br /&gt;
Able to use stealth&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 85&lt;br /&gt;
Difficult Terrain&lt;br /&gt;
The travel speeds given in the Travel Pace table&lt;br /&gt;
assume relatively simple terrain: roads, open plains,&lt;br /&gt;
or clear dungeon corridors. But adventurers often&lt;br /&gt;
face dense forests, deep swamps, rubble-­‐‑filled ruins,&lt;br /&gt;
steep mountains, and ice-­‐‑covered ground—all&lt;br /&gt;
considered difficult terrain.&lt;br /&gt;
You move at half speed in difficult terrain—&lt;br /&gt;
moving 1 foot in difficult terrain costs 2 feet of&lt;br /&gt;
speed—so you can cover only half the normal&lt;br /&gt;
distance in a minute, an hour, or a day.&lt;br /&gt;
Special Types of Movement&lt;br /&gt;
Movement through dangerous dungeons or&lt;br /&gt;
wilderness areas often involves more than simply&lt;br /&gt;
walking. Adventurers might have to climb, crawl,&lt;br /&gt;
swim, or jump to get where they need to go.&lt;br /&gt;
Climbing, Swimming, and Crawling&lt;br /&gt;
While climbing or swimming, each foot of movement&lt;br /&gt;
costs 1 extra foot (2 extra feet in difficult terrain),&lt;br /&gt;
unless a creature has a climbing or swimming speed.&lt;br /&gt;
At the GM’s option, climbing a slippery vertical&lt;br /&gt;
surface or one with few handholds requires a&lt;br /&gt;
successful Strength (Athletics) check. Similarly,&lt;br /&gt;
gaining any distance in rough water might require a&lt;br /&gt;
successful Strength (Athletics) check.&lt;br /&gt;
Jumping&lt;br /&gt;
Your Strength determines how far you can jump.&lt;br /&gt;
Long Jump. When you make a long jump, you&lt;br /&gt;
cover a number of feet up to your Strength score if&lt;br /&gt;
you move at least 10 feet on foot immediately before&lt;br /&gt;
the jump. When you make a standing long jump, you&lt;br /&gt;
can leap only half that distance. Either way, each foot&lt;br /&gt;
you clear on the jump costs a foot of movement.&lt;br /&gt;
This rule assumes that the height of your jump&lt;br /&gt;
doesn’t matter, such as a jump across a stream or&lt;br /&gt;
chasm. At your GM’s option, you must succeed on a&lt;br /&gt;
DC 10 Strength (Athletics) check to clear a low&lt;br /&gt;
obstacle (no taller than a quarter of the jump’s&lt;br /&gt;
distance), such as a hedge or low wall. Otherwise,&lt;br /&gt;
you hit it.&lt;br /&gt;
When you land in difficult terrain, you must&lt;br /&gt;
succeed on a DC 10 Dexterity (Acrobatics) check to&lt;br /&gt;
land on your feet. Otherwise, you land prone.&lt;br /&gt;
High Jump. When you make a high jump, you leap&lt;br /&gt;
into the air a number of feet equal to 3 + your&lt;br /&gt;
Strength modifier if you move at least 10 feet on foot&lt;br /&gt;
immediately before the jump. When you make a&lt;br /&gt;
standing high jump, you can jump only half that&lt;br /&gt;
distance. Either way, each foot you clear on the jump&lt;br /&gt;
costs a foot of movement. In some circumstances,&lt;br /&gt;
your GM might allow you to make a Strength&lt;br /&gt;
(Athletics) check to jump higher than you normally&lt;br /&gt;
can.&lt;br /&gt;
You can extend your arms half your height above&lt;br /&gt;
yourself during the jump. Thus, you can reach above&lt;br /&gt;
you a distance equal to the height of the jump plus&lt;br /&gt;
1½ times your height.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 86&lt;br /&gt;
The Environment&lt;br /&gt;
By its nature, adventuring involves delving into&lt;br /&gt;
places that are dark, dangerous, and full of mysteries&lt;br /&gt;
to be explored. The rules in this section cover some&lt;br /&gt;
of the most important ways in which adventurers&lt;br /&gt;
interact with the environment in such places.&lt;br /&gt;
Falling&lt;br /&gt;
A fall from a great height is one of the most common&lt;br /&gt;
hazards facing an adventurer. At the end of a fall, a&lt;br /&gt;
creature takes 1d6 bludgeoning damage for every 10&lt;br /&gt;
feet it fell, to a maximum of 20d6. The creature lands&lt;br /&gt;
prone, unless it avoids taking damage from the fall.&lt;br /&gt;
Suffocating&lt;br /&gt;
A creature can hold its breath for a number of&lt;br /&gt;
minutes equal to 1 + its Constitution modifier&lt;br /&gt;
(minimum of 30 seconds).&lt;br /&gt;
When a creature runs out of breath or is choking,&lt;br /&gt;
it can survive for a number of rounds equal to its&lt;br /&gt;
Constitution modifier (minimum of 1 round). At the&lt;br /&gt;
start of its next turn, it drops to 0 hit points and is&lt;br /&gt;
dying, and it can’t regain hit points or be stabilized&lt;br /&gt;
until it can breathe again.&lt;br /&gt;
For example, a creature with a Constitution of 14&lt;br /&gt;
can hold its breath for 3 minutes. If it starts&lt;br /&gt;
suffocating, it has 2 rounds to reach air before it&lt;br /&gt;
drops to 0 hit points.&lt;br /&gt;
Vision and Light&lt;br /&gt;
The most fundamental tasks of adventuring—&lt;br /&gt;
noticing danger, finding hidden objects, hitting an&lt;br /&gt;
enemy in combat, and targeting a spell, to name just&lt;br /&gt;
a few—rely heavily on a character’s ability to see.&lt;br /&gt;
Darkness and other effects that obscure vision can&lt;br /&gt;
prove a significant hindrance.&lt;br /&gt;
A given area might be lightly or heavily obscured.&lt;br /&gt;
In a lightly obscured area, such as dim light, patchy&lt;br /&gt;
fog, or moderate foliage, creatures have&lt;br /&gt;
disadvantage on Wisdom (Perception) checks that&lt;br /&gt;
rely on sight.&lt;br /&gt;
A heavily obscured area—such as darkness,&lt;br /&gt;
opaque fog, or dense foliage—blocks vision entirely.&lt;br /&gt;
A creature effectively suffers from the blinded&lt;br /&gt;
condition (see appendix PH-­‐‑A) when trying to see&lt;br /&gt;
something in that area.&lt;br /&gt;
The presence or absence of light in an&lt;br /&gt;
environment creates three categories of&lt;br /&gt;
illumination: bright light, dim light, and darkness.&lt;br /&gt;
Bright light lets most creatures see normally.&lt;br /&gt;
Even gloomy days provide bright light, as do torches,&lt;br /&gt;
lanterns, fires, and other sources of illumination&lt;br /&gt;
within a specific radius.&lt;br /&gt;
Dim light, also called shadows, creates a lightly&lt;br /&gt;
obscured area. An area of dim light is usually a&lt;br /&gt;
boundary between a source of bright light, such as a&lt;br /&gt;
torch, and surrounding darkness. The soft light of&lt;br /&gt;
twilight and dawn also counts as dim light. A&lt;br /&gt;
particularly brilliant full moon might bathe the land&lt;br /&gt;
in dim light.&lt;br /&gt;
Darkness creates a heavily obscured area.&lt;br /&gt;
Characters face darkness outdoors at night (even&lt;br /&gt;
most moonlit nights), within the confines of an unlit&lt;br /&gt;
dungeon or a subterranean vault, or in an area of&lt;br /&gt;
magical darkness.&lt;br /&gt;
Blindsight&lt;br /&gt;
A creature with blindsight can perceive its&lt;br /&gt;
surroundings without relying on sight, within a&lt;br /&gt;
specific radius. Creatures without eyes, such as&lt;br /&gt;
oozes, and creatures with echolocation or&lt;br /&gt;
heightened senses, such as bats and true dragons,&lt;br /&gt;
have this sense.&lt;br /&gt;
Darkvision&lt;br /&gt;
Many creatures in fantasy gaming worlds, especially&lt;br /&gt;
those that dwell underground, have darkvision.&lt;br /&gt;
Within a specified range, a creature with darkvision&lt;br /&gt;
can see in darkness as if the darkness were dim light,&lt;br /&gt;
so areas of darkness are only lightly obscured as far&lt;br /&gt;
as that creature is concerned. However, the creature&lt;br /&gt;
can’t discern color in darkness, only shades of gray.&lt;br /&gt;
Truesight&lt;br /&gt;
A creature with truesight can, out to a specific range,&lt;br /&gt;
see in normal and magical darkness, see invisible&lt;br /&gt;
creatures and objects, automatically detect visual&lt;br /&gt;
illusions and succeed on saving throws against them,&lt;br /&gt;
and perceives the original form of a shapechanger or&lt;br /&gt;
a creature that is transformed by magic.&lt;br /&gt;
Furthermore, the creature can see into the Ethereal&lt;br /&gt;
Plane.&lt;br /&gt;
Food and Water&lt;br /&gt;
Characters who don’t eat or drink suffer the effects&lt;br /&gt;
of exhaustion (see appendix PH-­‐‑A). Exhaustion&lt;br /&gt;
caused by lack of food or water can’t be removed&lt;br /&gt;
until the character eats and drinks the full required&lt;br /&gt;
amount.&lt;br /&gt;
Food&lt;br /&gt;
A character needs one pound of food per day and can&lt;br /&gt;
make food last longer by subsisting on half rations.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 87&lt;br /&gt;
Eating half a pound of food in a day counts as half a&lt;br /&gt;
day without food.&lt;br /&gt;
A character can go without food for a number of&lt;br /&gt;
days equal to 3 + his or her Constitution modifier&lt;br /&gt;
(minimum 1). At the end of each day beyond that&lt;br /&gt;
limit, a character automatically suffers one level of&lt;br /&gt;
exhaustion.&lt;br /&gt;
A normal day of eating resets the count of days&lt;br /&gt;
without food to zero.&lt;br /&gt;
Water&lt;br /&gt;
A character needs one gallon of water per day, or&lt;br /&gt;
two gallons per day if the weather is hot. A character&lt;br /&gt;
who drinks only half that much water must succeed&lt;br /&gt;
on a DC 15 Constitution saving throw or suffer one&lt;br /&gt;
level of exhaustion at the end of the day. A character&lt;br /&gt;
with access to even less water automatically suffers&lt;br /&gt;
one level of exhaustion at the end of the day.&lt;br /&gt;
If the character already has one or more levels of&lt;br /&gt;
exhaustion, the character takes two levels in either&lt;br /&gt;
case.&lt;br /&gt;
Interacting with Objects&lt;br /&gt;
A character’s interaction with objects in an&lt;br /&gt;
environment is often simple to resolve in the game.&lt;br /&gt;
The player tells the GM that his or her character is&lt;br /&gt;
doing something, such as moving a lever, and the GM&lt;br /&gt;
describes what, if anything, happens.&lt;br /&gt;
For example, a character might decide to pull a&lt;br /&gt;
lever, which might, in turn, raise a portcullis, cause a&lt;br /&gt;
room to flood with water, or open a secret door in a&lt;br /&gt;
nearby wall. If the lever is rusted in position, though,&lt;br /&gt;
a character might need to force it. In such a situation,&lt;br /&gt;
the GM might call for a Strength check to see&lt;br /&gt;
whether the character can wrench the lever into&lt;br /&gt;
place. The GM sets the DC for any such check based&lt;br /&gt;
on the difficulty of the task.&lt;br /&gt;
Characters can also damage objects with their&lt;br /&gt;
weapons and spells. Objects are immune to poison&lt;br /&gt;
and psychic damage, but otherwise they can be&lt;br /&gt;
affected by physical and magical attacks much like&lt;br /&gt;
creatures can. The GM determines an object’s Armor&lt;br /&gt;
Class and hit points, and might decide that certain&lt;br /&gt;
objects have resistance or immunity to certain kinds&lt;br /&gt;
of attacks. (It’s hard to cut a rope with a club, for&lt;br /&gt;
example.) Objects always fail Strength and Dexterity&lt;br /&gt;
saving throws, and they are immune to effects that&lt;br /&gt;
require other saves. When an object drops to 0 hit&lt;br /&gt;
points, it breaks.&lt;br /&gt;
A character can also attempt a Strength check to&lt;br /&gt;
break an object. The GM sets the DC for any such&lt;br /&gt;
check.&lt;br /&gt;
Resting&lt;br /&gt;
Heroic though they might be, adventurers can’t&lt;br /&gt;
spend every hour of the day in the thick of&lt;br /&gt;
exploration, social interaction, and combat. They&lt;br /&gt;
need rest—time to sleep and eat, tend their wounds,&lt;br /&gt;
refresh their minds and spirits for spellcasting, and&lt;br /&gt;
brace themselves for further adventure.&lt;br /&gt;
Adventurers can take short rests in the midst of an&lt;br /&gt;
adventuring day and a long rest to end the day.&lt;br /&gt;
Short Rest&lt;br /&gt;
A short rest is a period of downtime, at least 1 hour&lt;br /&gt;
long, during which a character does nothing more&lt;br /&gt;
strenuous than eating, drinking, reading, and&lt;br /&gt;
tending to wounds.&lt;br /&gt;
A character can spend one or more Hit Dice at the&lt;br /&gt;
end of a short rest, up to the character’s maximum&lt;br /&gt;
number of Hit Dice, which is equal to the character’s&lt;br /&gt;
level. For each Hit Die spent in this way, the player&lt;br /&gt;
rolls the die and adds the character’s Constitution&lt;br /&gt;
modifier to it. The character regains hit points equal&lt;br /&gt;
to the total. The player can decide to spend an&lt;br /&gt;
additional Hit Die after each roll. A character regains&lt;br /&gt;
some spent Hit Dice upon finishing a long rest, as&lt;br /&gt;
explained below.&lt;br /&gt;
Long Rest&lt;br /&gt;
A long rest is a period of extended downtime, at least&lt;br /&gt;
8 hours long, during which a character sleeps or&lt;br /&gt;
performs light activity: reading, talking, eating, or&lt;br /&gt;
standing watch for no more than 2 hours. If the rest&lt;br /&gt;
is interrupted by a period of strenuous activity—at&lt;br /&gt;
least 1 hour of walking, fighting, casting spells, or&lt;br /&gt;
similar adventuring activity—the characters must&lt;br /&gt;
begin the rest again to gain any benefit from it.&lt;br /&gt;
At the end of a long rest, a character regains all&lt;br /&gt;
lost hit points. The character also regains spent Hit&lt;br /&gt;
Dice, up to a number of dice equal to half of the&lt;br /&gt;
character’s total number of them (minimum of one&lt;br /&gt;
die). For example, if a character has eight Hit Dice, he&lt;br /&gt;
or she can regain four spent Hit Dice upon finishing a&lt;br /&gt;
long rest.&lt;br /&gt;
A character can’t benefit from more than one long&lt;br /&gt;
rest in a 24-­‐‑hour period, and a character must have&lt;br /&gt;
at least 1 hit point at the start of the rest to gain its&lt;br /&gt;
benefits.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 88&lt;br /&gt;
Between Adventures&lt;br /&gt;
Between trips to dungeons and battles against&lt;br /&gt;
ancient evils, adventurers need time to rest,&lt;br /&gt;
recuperate, and prepare for their next adventure.&lt;br /&gt;
Many adventurers also use this time to perform&lt;br /&gt;
other tasks, such as crafting arms and armor,&lt;br /&gt;
performing research, or spending their hard-­‐‑earned&lt;br /&gt;
gold.&lt;br /&gt;
In some cases, the passage of time is something&lt;br /&gt;
that occurs with little fanfare or description. When&lt;br /&gt;
starting a new adventure, the GM might simply&lt;br /&gt;
declare that a certain amount of time has passed and&lt;br /&gt;
allow you to describe in general terms what your&lt;br /&gt;
character has been doing. At other times, the GM&lt;br /&gt;
might want to keep track of just how much time is&lt;br /&gt;
passing as events beyond your perception stay in&lt;br /&gt;
motion.&lt;br /&gt;
Lifestyle Expenses&lt;br /&gt;
Between adventures, you choose a particular quality&lt;br /&gt;
of life and pay the cost of maintaining that lifestyle.&lt;br /&gt;
Living a particular lifestyle doesn’t have a huge&lt;br /&gt;
effect on your character, but your lifestyle can affect&lt;br /&gt;
the way other individuals and groups react to you.&lt;br /&gt;
For example, when you lead an aristocratic lifestyle,&lt;br /&gt;
it might be easier for you to influence the nobles of&lt;br /&gt;
the city than if you live in poverty.&lt;br /&gt;
Downtime Activities&lt;br /&gt;
Between adventures, the GM might ask you what&lt;br /&gt;
your character is doing during his or her downtime.&lt;br /&gt;
Periods of downtime can vary in duration, but each&lt;br /&gt;
downtime activity requires a certain number of days&lt;br /&gt;
to complete before you gain any benefit, and at least&lt;br /&gt;
8 hours of each day must be spent on the downtime&lt;br /&gt;
activity for the day to count. The days do not need to&lt;br /&gt;
be consecutive. If you have more than the minimum&lt;br /&gt;
amount of days to spend, you can keep doing the&lt;br /&gt;
same thing for a longer period of time, or switch to a&lt;br /&gt;
new downtime activity.&lt;br /&gt;
Downtime activities other than the ones presented&lt;br /&gt;
below are possible. If you want your character to&lt;br /&gt;
spend his or her downtime performing an activity&lt;br /&gt;
not covered here, discuss it with your GM.&lt;br /&gt;
Crafting&lt;br /&gt;
You can craft nonmagical objects, including&lt;br /&gt;
adventuring equipment and works of art. You must&lt;br /&gt;
be proficient with tools related to the object you are&lt;br /&gt;
trying to create (typically artisan’s tools). You might&lt;br /&gt;
also need access to special materials or locations&lt;br /&gt;
necessary to create it. For example, someone&lt;br /&gt;
proficient with smith’s tools needs a forge in order&lt;br /&gt;
to craft a sword or suit of armor.&lt;br /&gt;
For every day of downtime you spend crafting, you&lt;br /&gt;
can craft one or more items with a total market&lt;br /&gt;
value not exceeding 5 gp, and you must expend raw&lt;br /&gt;
materials worth half the total market value. If&lt;br /&gt;
something you want to craft has a market value&lt;br /&gt;
greater than 5 gp, you make progress every day in 5-­‐‑&lt;br /&gt;
gp increments until you reach the market value of&lt;br /&gt;
the item. For example, a suit of plate armor (market&lt;br /&gt;
value 1,500 gp) takes 300 days to craft by yourself.&lt;br /&gt;
Multiple characters can combine their efforts&lt;br /&gt;
toward the crafting of a single item, provided that&lt;br /&gt;
the characters all have proficiency with the requisite&lt;br /&gt;
tools and are working together in the same place.&lt;br /&gt;
Each character contributes 5 gp worth of effort for&lt;br /&gt;
every day spent helping to craft the item. For&lt;br /&gt;
example, three characters with the requisite tool&lt;br /&gt;
proficiency and the proper facilities can craft a suit&lt;br /&gt;
of plate armor in 100 days, at a total cost of 750 gp.&lt;br /&gt;
While crafting, you can maintain a modest lifestyle&lt;br /&gt;
without having to pay 1 gp per day, or a comfortable&lt;br /&gt;
lifestyle at half the normal cost.&lt;br /&gt;
Practicing a Profession&lt;br /&gt;
You can work between adventures, allowing you to&lt;br /&gt;
maintain a modest lifestyle without having to pay 1&lt;br /&gt;
gp per day. This benefit lasts as long you continue to&lt;br /&gt;
practice your profession.&lt;br /&gt;
If you are a member of an organization that can&lt;br /&gt;
provide gainful employment, such as a temple or a&lt;br /&gt;
thieves’ guild, you earn enough to support a&lt;br /&gt;
comfortable lifestyle instead.&lt;br /&gt;
If you have proficiency in the Performance skill&lt;br /&gt;
and put your performance skill to use during your&lt;br /&gt;
downtime, you earn enough to support a wealthy&lt;br /&gt;
lifestyle instead.&lt;br /&gt;
Recuperating&lt;br /&gt;
You can use downtime between adventures to&lt;br /&gt;
recover from a debilitating injury, disease, or poison.&lt;br /&gt;
After three days of downtime spent recuperating,&lt;br /&gt;
you can make a DC 15 Constitution saving throw. On&lt;br /&gt;
a successful save, you can choose one of the&lt;br /&gt;
following results:&lt;br /&gt;
• End one effect on you that prevents you from&lt;br /&gt;
regaining hit points.&lt;br /&gt;
• For the next 24 hours, gain advantage on saving&lt;br /&gt;
throws against one disease or poison currently&lt;br /&gt;
affecting you.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 89&lt;br /&gt;
Researching&lt;br /&gt;
The time between adventures is a great chance to&lt;br /&gt;
perform research, gaining insight into mysteries that&lt;br /&gt;
have unfurled over the course of the campaign.&lt;br /&gt;
Research can include poring over dusty tomes and&lt;br /&gt;
crumbling scrolls in a library or buying drinks for&lt;br /&gt;
the locals to pry rumors and gossip from their lips.&lt;br /&gt;
When you begin your research, the GM determines&lt;br /&gt;
whether the information is available, how many days&lt;br /&gt;
of downtime it will take to find it, and whether there&lt;br /&gt;
are any restrictions on your research (such as&lt;br /&gt;
needing to seek out a specific individual, tome, or&lt;br /&gt;
location). The GM might also require you to make&lt;br /&gt;
one or more ability checks, such as an Intelligence&lt;br /&gt;
(Investigation) check to find clues pointing toward&lt;br /&gt;
the information you seek, or a Charisma&lt;br /&gt;
(Persuasion) check to secure someone’s aid. Once&lt;br /&gt;
those conditions are met, you learn the information&lt;br /&gt;
if it is available.&lt;br /&gt;
For each day of research, you must spend 1 gp to&lt;br /&gt;
cover your expenses. This cost is in addition to your&lt;br /&gt;
normal lifestyle expenses.&lt;br /&gt;
Training&lt;br /&gt;
You can spend time between adventures learning a&lt;br /&gt;
new language or training with a set of tools. Your GM&lt;br /&gt;
might allow additional training options.&lt;br /&gt;
First, you must find an instructor willing to teach&lt;br /&gt;
you. The GM determines how long it takes, and&lt;br /&gt;
whether one or more ability checks are required.&lt;br /&gt;
The training lasts for 250 days and costs 1 gp per&lt;br /&gt;
day. After you spend the requisite amount of time&lt;br /&gt;
and money, you learn the new language or gain&lt;br /&gt;
proficiency with the new tool.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 90&lt;br /&gt;
The Order of Combat&lt;br /&gt;
A typical combat encounter is a clash between two&lt;br /&gt;
sides, a flurry of weapon swings, feints, parries,&lt;br /&gt;
footwork, and spellcasting. The game organizes the&lt;br /&gt;
chaos of combat into a cycle of rounds and turns. A&lt;br /&gt;
round represents about 6 seconds in the game&lt;br /&gt;
world. During a round, each participant in a battle&lt;br /&gt;
takes a turn. The order of turns is determined at the&lt;br /&gt;
beginning of a combat encounter, when everyone&lt;br /&gt;
rolls initiative. Once everyone has taken a turn, the&lt;br /&gt;
fight continues to the next round if neither side has&lt;br /&gt;
defeated the other.&lt;br /&gt;
Combat Step by Step&lt;br /&gt;
1. Determine surprise. The GM determines whether anyone&lt;br /&gt;
involved in the combat encounter is surprised.&lt;br /&gt;
2. Establish positions. The GM decides where all the&lt;br /&gt;
characters and monsters are located. Given the&lt;br /&gt;
adventurers’ marching order or their stated positions in&lt;br /&gt;
the room or other location, the GM figures out where the&lt;br /&gt;
adversaries are̶ how far away and in what direction.&lt;br /&gt;
3. Roll initiative. Everyone involved in the combat encounter&lt;br /&gt;
rolls initiative, determining the order of combatants’ turns.&lt;br /&gt;
4. Take turns. Each participant in the battle takes a turn in&lt;br /&gt;
initiative order.&lt;br /&gt;
5. Begin the next round. When everyone involved in the&lt;br /&gt;
combat has had a turn, the round ends. Repeat step 4 until&lt;br /&gt;
the fighting stops.&lt;br /&gt;
Surprise&lt;br /&gt;
A band of adventurers sneaks up on a bandit camp,&lt;br /&gt;
springing from the trees to attack them. A gelatinous&lt;br /&gt;
cube glides down a dungeon passage, unnoticed by&lt;br /&gt;
the adventurers until the cube engulfs one of them.&lt;br /&gt;
In these situations, one side of the battle gains&lt;br /&gt;
surprise over the other.&lt;br /&gt;
The GM determines who might be surprised. If&lt;br /&gt;
neither side tries to be stealthy, they automatically&lt;br /&gt;
notice each other. Otherwise, the GM compares the&lt;br /&gt;
Dexterity (Stealth) checks of anyone hiding with the&lt;br /&gt;
passive Wisdom (Perception) score of each creature&lt;br /&gt;
on the opposing side. Any character or monster that&lt;br /&gt;
doesn’t notice a threat is surprised at the start of the&lt;br /&gt;
encounter.&lt;br /&gt;
If you’re surprised, you can’t move or take an&lt;br /&gt;
action on your first turn of the combat, and you can’t&lt;br /&gt;
take a reaction until that turn ends. A member of a&lt;br /&gt;
group can be surprised even if the other members&lt;br /&gt;
aren’t.&lt;br /&gt;
Initiative&lt;br /&gt;
Initiative determines the order of turns during&lt;br /&gt;
combat. When combat starts, every participant&lt;br /&gt;
makes a Dexterity check to determine their place in&lt;br /&gt;
the initiative order. The GM makes one roll for an&lt;br /&gt;
entire group of identical creatures, so each member of&lt;br /&gt;
the group acts at the same time.&lt;br /&gt;
The GM ranks the combatants in order from the&lt;br /&gt;
one with the highest Dexterity check total to the one&lt;br /&gt;
with the lowest. This is the order (called the&lt;br /&gt;
initiative order) in which they act during each round.&lt;br /&gt;
The initiative order remains the same from round to&lt;br /&gt;
round.&lt;br /&gt;
If a tie occurs, the GM decides the order among&lt;br /&gt;
tied GM-­‐‑controlled creatures, and the players decide&lt;br /&gt;
the order among their tied characters. The GM can&lt;br /&gt;
decide the order if the tie is between a monster and&lt;br /&gt;
a player character. Optionally, the GM can have the&lt;br /&gt;
tied characters and monsters each roll a d20 to&lt;br /&gt;
determine the order, highest roll going first.&lt;br /&gt;
Your Turn&lt;br /&gt;
On your turn, you can move a distance up to your&lt;br /&gt;
speed and take one action. You decide whether to&lt;br /&gt;
move first or take your action first. Your speed—&lt;br /&gt;
sometimes called your walking speed—is noted on&lt;br /&gt;
your character sheet.&lt;br /&gt;
The most common actions you can take are&lt;br /&gt;
described in the “Actions in Combat” section. Many&lt;br /&gt;
class features and other abilities provide additional&lt;br /&gt;
options for your action.&lt;br /&gt;
The “Movement and Position” section gives the&lt;br /&gt;
rules for your move.&lt;br /&gt;
You can forgo moving, taking an action, or doing&lt;br /&gt;
anything at all on your turn. If you can’t decide what&lt;br /&gt;
to do on your turn, consider taking the Dodge or&lt;br /&gt;
Ready action, as described in “Actions in Combat.”&lt;br /&gt;
Bonus Actions&lt;br /&gt;
Various class features, spells, and other abilities let&lt;br /&gt;
you take an additional action on your turn called a&lt;br /&gt;
bonus action. The Cunning Action feature, for&lt;br /&gt;
example, allows a rogue to take a bonus action. You&lt;br /&gt;
can take a bonus action only when a special ability,&lt;br /&gt;
spell, or other feature of the game states that you can&lt;br /&gt;
do something as a bonus action. You otherwise don’t&lt;br /&gt;
have a bonus action to take.&lt;br /&gt;
You can take only one bonus action on your turn,&lt;br /&gt;
so you must choose which bonus action to use when&lt;br /&gt;
you have more than one available.&lt;br /&gt;
You choose when to take a bonus action during&lt;br /&gt;
your turn, unless the bonus action’s timing is&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 91&lt;br /&gt;
specified, and anything that deprives you of your&lt;br /&gt;
ability to take actions also prevents you from taking&lt;br /&gt;
a bonus action.&lt;br /&gt;
Other Activity on Your Turn&lt;br /&gt;
Your turn can include a variety of flourishes that&lt;br /&gt;
require neither your action nor your move.&lt;br /&gt;
You can communicate however you are able,&lt;br /&gt;
through brief utterances and gestures, as you take&lt;br /&gt;
your turn.&lt;br /&gt;
You can also interact with one object or feature of&lt;br /&gt;
the environment for free, during either your move or&lt;br /&gt;
your action. For example, you could open a door&lt;br /&gt;
during your move as you stride toward a foe, or you&lt;br /&gt;
could draw your weapon as part of the same action&lt;br /&gt;
you use to attack.&lt;br /&gt;
If you want to interact with a second object, you&lt;br /&gt;
need to use your action. Some magic items and other&lt;br /&gt;
special objects always require an action to use, as&lt;br /&gt;
stated in their descriptions.&lt;br /&gt;
The GM might require you to use an action for any&lt;br /&gt;
of these activities when it needs special care or when&lt;br /&gt;
it presents an unusual obstacle. For instance, the GM&lt;br /&gt;
could reasonably expect you to use an action to open&lt;br /&gt;
a stuck door or turn a crank to lower a drawbridge.&lt;br /&gt;
Reactions&lt;br /&gt;
Certain special abilities, spells, and situations allow&lt;br /&gt;
you to take a special action called a reaction. A&lt;br /&gt;
reaction is an instant response to a trigger of some&lt;br /&gt;
kind, which can occur on your turn or on someone&lt;br /&gt;
else’s. The opportunity attack is the most common&lt;br /&gt;
type of reaction.&lt;br /&gt;
When you take a reaction, you can’t take another&lt;br /&gt;
one until the start of your next turn. If the reaction&lt;br /&gt;
interrupts another creature’s turn, that creature can&lt;br /&gt;
continue its turn right after the reaction.&lt;br /&gt;
Movement and Position&lt;br /&gt;
In combat, characters and monsters are in constant&lt;br /&gt;
motion, often using movement and position to gain&lt;br /&gt;
the upper hand.&lt;br /&gt;
On your turn, you can move a distance up to your&lt;br /&gt;
speed. You can use as much or as little of your speed&lt;br /&gt;
as you like on your turn, following the rules here.&lt;br /&gt;
Your movement can include jumping, climbing,&lt;br /&gt;
and swimming. These different modes of movement&lt;br /&gt;
can be combined with walking, or they can&lt;br /&gt;
constitute your entire move. However you’re moving,&lt;br /&gt;
you deduct the distance of each part of your move&lt;br /&gt;
from your speed until it is used up or until you are&lt;br /&gt;
done moving.&lt;br /&gt;
Breaking Up Your Move&lt;br /&gt;
You can break up your movement on your turn,&lt;br /&gt;
using some of your speed before and after your&lt;br /&gt;
action. For example, if you have a speed of 30 feet,&lt;br /&gt;
you can move 10 feet, take your action, and then&lt;br /&gt;
move 20 feet.&lt;br /&gt;
Moving between Attacks&lt;br /&gt;
If you take an action that includes more than one&lt;br /&gt;
weapon attack, you can break up your movement&lt;br /&gt;
even further by moving between those attacks. For&lt;br /&gt;
example, a fighter who can make two attacks with&lt;br /&gt;
the Extra Attack feature and who has a speed of 25&lt;br /&gt;
feet could move 10 feet, make an attack, move 15&lt;br /&gt;
feet, and then attack again.&lt;br /&gt;
Using Different Speeds&lt;br /&gt;
If you have more than one speed, such as your&lt;br /&gt;
walking speed and a flying speed, you can switch&lt;br /&gt;
back and forth between your speeds during your&lt;br /&gt;
move. Whenever you switch, subtract the distance&lt;br /&gt;
you’ve already moved from the new speed. The&lt;br /&gt;
result determines how much farther you can move.&lt;br /&gt;
If the result is 0 or less, you can’t use the new speed&lt;br /&gt;
during the current move.&lt;br /&gt;
For example, if you have a speed of 30 and a flying&lt;br /&gt;
speed of 60 because a wizard cast the fly spell on you,&lt;br /&gt;
you could fly 20 feet, then walk 10 feet, and then&lt;br /&gt;
leap into the air to fly 30 feet more.&lt;br /&gt;
Difficult Terrain&lt;br /&gt;
Combat rarely takes place in bare rooms or on&lt;br /&gt;
featureless plains. Boulder-­‐‑strewn caverns, briar-­‐‑&lt;br /&gt;
choked forests, treacherous staircases—the setting&lt;br /&gt;
of a typical fight contains difficult terrain.&lt;br /&gt;
Every foot of movement in difficult terrain costs 1&lt;br /&gt;
extra foot. This rule is true even if multiple things in&lt;br /&gt;
a space count as difficult terrain.&lt;br /&gt;
Low furniture, rubble, undergrowth, steep stairs,&lt;br /&gt;
snow, and shallow bogs are examples of difficult&lt;br /&gt;
terrain. The space of another creature, whether&lt;br /&gt;
hostile or not, also counts as difficult terrain.&lt;br /&gt;
Being Prone&lt;br /&gt;
Combatants often find themselves lying on the&lt;br /&gt;
ground, either because they are knocked down or&lt;br /&gt;
because they throw themselves down. In the game,&lt;br /&gt;
they are prone, a condition described in appendix&lt;br /&gt;
PH-­‐‑A.&lt;br /&gt;
You can drop prone without using any of your&lt;br /&gt;
speed. Standing up takes more effort; doing so costs&lt;br /&gt;
an amount of movement equal to half your speed.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 92&lt;br /&gt;
For example, if your speed is 30 feet, you must spend&lt;br /&gt;
15 feet of movement to stand up. You can’t stand up&lt;br /&gt;
if you don’t have enough movement left or if your&lt;br /&gt;
speed is 0.&lt;br /&gt;
To move while prone, you must crawl or use&lt;br /&gt;
magic such as teleportation. Every foot of movement&lt;br /&gt;
while crawling costs 1 extra foot. Crawling 1 foot in&lt;br /&gt;
difficult terrain, therefore, costs 3 feet of movement.&lt;br /&gt;
Interacting with Objects Around You&lt;br /&gt;
Here are a few examples of the sorts of thing you can do in&lt;br /&gt;
tandem with your movement and action:&lt;br /&gt;
• draw or sheathe a sword&lt;br /&gt;
• open or close a door&lt;br /&gt;
• withdraw a potion from your backpack&lt;br /&gt;
• pick up a dropped axe&lt;br /&gt;
• take a bauble from a table&lt;br /&gt;
• remove a ring from your finger&lt;br /&gt;
• stuff some food into your mouth&lt;br /&gt;
• plant a banner in the ground&lt;br /&gt;
• fish a few coins from your belt pouch&lt;br /&gt;
• drink all the ale in a flagon&lt;br /&gt;
• throw a lever or a switch&lt;br /&gt;
• pull a torch from a sconce&lt;br /&gt;
• take a book from a shelf you can reach&lt;br /&gt;
• extinguish a small flame&lt;br /&gt;
• don a mask&lt;br /&gt;
• pull the hood of your cloak up and over your head&lt;br /&gt;
• put your ear to a door&lt;br /&gt;
• kick a small stone&lt;br /&gt;
• turn a key in a lock&lt;br /&gt;
• tap the floor with a 10-­‐foot pole&lt;br /&gt;
• hand an item to another character&lt;br /&gt;
Moving Around Other Creatures&lt;br /&gt;
You can move through a nonhostile creature’s space.&lt;br /&gt;
In contrast, you can move through a hostile&lt;br /&gt;
creature’s space only if the creature is at least two&lt;br /&gt;
sizes larger or smaller than you. Remember that&lt;br /&gt;
another creature’s space is difficult terrain for you.&lt;br /&gt;
Whether a creature is a friend or an enemy, you&lt;br /&gt;
can’t willingly end your move in its space.&lt;br /&gt;
If you leave a hostile creature’s reach during your&lt;br /&gt;
move, you provoke an opportunity attack.&lt;br /&gt;
Flying Movement&lt;br /&gt;
Flying creatures enjoy many benefits of mobility, but&lt;br /&gt;
they must also deal with the danger of falling. If a&lt;br /&gt;
flying creature is knocked prone, has its speed&lt;br /&gt;
reduced to 0, or is otherwise deprived of the ability&lt;br /&gt;
to move, the creature falls, unless it has the ability to&lt;br /&gt;
hover or it is being held aloft by magic, such as by&lt;br /&gt;
the fly spell.&lt;br /&gt;
Creature Size&lt;br /&gt;
Each creature takes up a different amount of space.&lt;br /&gt;
The Size Categories table shows how much space a&lt;br /&gt;
creature of a particular size controls in combat.&lt;br /&gt;
Objects sometimes use the same size categories.&lt;br /&gt;
Size Categories&lt;br /&gt;
Size Space&lt;br /&gt;
Tiny 2½ by 2½ ft.&lt;br /&gt;
Small 5 by 5 ft.&lt;br /&gt;
Medium 5 by 5 ft.&lt;br /&gt;
Large 10 by 10 ft.&lt;br /&gt;
Huge 15 by 15 ft.&lt;br /&gt;
Gargantuan 20 by 20 ft. or larger&lt;br /&gt;
Space&lt;br /&gt;
A creature’s space is the area in feet that it&lt;br /&gt;
effectively controls in combat, not an expression of&lt;br /&gt;
its physical dimensions. A typical Medium creature&lt;br /&gt;
isn’t 5 feet wide, for example, but it does control a&lt;br /&gt;
space that wide. If a Medium hobgoblin stands in a 5-­‐‑&lt;br /&gt;
foot-­‐‑wide doorway, other creatures can’t get&lt;br /&gt;
through unless the hobgoblin lets them.&lt;br /&gt;
A creature’s space also reflects the area it needs to&lt;br /&gt;
fight effectively. For that reason, there’s a limit to the&lt;br /&gt;
number of creatures that can surround another&lt;br /&gt;
creature in combat. Assuming Medium combatants,&lt;br /&gt;
eight creatures can fit in a 5-­‐‑foot radius around&lt;br /&gt;
another one.&lt;br /&gt;
Because larger creatures take up more space,&lt;br /&gt;
fewer of them can surround a creature. If five Large&lt;br /&gt;
creatures crowd around a Medium or smaller one,&lt;br /&gt;
there’s little room for anyone else. In contrast, as&lt;br /&gt;
many as twenty Medium creatures can surround a&lt;br /&gt;
Gargantuan one.&lt;br /&gt;
Squeezing into a Smaller Space&lt;br /&gt;
A creature can squeeze through a space that is large&lt;br /&gt;
enough for a creature one size smaller than it. Thus,&lt;br /&gt;
a Large creature can squeeze through a passage&lt;br /&gt;
that’s only 5 feet wide. While squeezing through a&lt;br /&gt;
space, a creature must spend 1 extra foot for every&lt;br /&gt;
foot it moves there, and it has disadvantage on&lt;br /&gt;
attack rolls and Dexterity saving throws. Attack rolls&lt;br /&gt;
against the creature have advantage while it’s in the&lt;br /&gt;
smaller space.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 93&lt;br /&gt;
Actions in Combat&lt;br /&gt;
When you take your action on your turn, you can&lt;br /&gt;
take one of the actions presented here, an action you&lt;br /&gt;
gained from your class or a special feature, or an&lt;br /&gt;
action that you improvise. Many monsters have&lt;br /&gt;
action options of their own in their stat blocks.&lt;br /&gt;
When you describe an action not detailed&lt;br /&gt;
elsewhere in the rules, the GM tells you whether that&lt;br /&gt;
action is possible and what kind of roll you need to&lt;br /&gt;
make, if any, to determine success or failure.&lt;br /&gt;
Attack&lt;br /&gt;
The most common action to take in combat is the&lt;br /&gt;
Attack action, whether you are swinging a sword,&lt;br /&gt;
firing an arrow from a bow, or brawling with your&lt;br /&gt;
fists.&lt;br /&gt;
With this action, you make one melee or ranged&lt;br /&gt;
attack. See the “Making an Attack” section for the&lt;br /&gt;
rules that govern attacks.&lt;br /&gt;
Certain features, such as the Extra Attack feature&lt;br /&gt;
of the fighter, allow you to make more than one&lt;br /&gt;
attack with this action.&lt;br /&gt;
Cast a Spell&lt;br /&gt;
Spellcasters such as wizards and clerics, as well as&lt;br /&gt;
many monsters, have access to spells and can use&lt;br /&gt;
them to great effect in combat. Each spell has a&lt;br /&gt;
casting time, which specifies whether the caster&lt;br /&gt;
must use an action, a reaction, minutes, or even&lt;br /&gt;
hours to cast the spell. Casting a spell is, therefore,&lt;br /&gt;
not necessarily an action. Most spells do have a&lt;br /&gt;
casting time of 1 action, so a spellcaster often uses&lt;br /&gt;
his or her action in combat to cast such a spell.&lt;br /&gt;
Dash&lt;br /&gt;
When you take the Dash action, you gain extra&lt;br /&gt;
movement for the current turn. The increase equals&lt;br /&gt;
your speed, after applying any modifiers. With a&lt;br /&gt;
speed of 30 feet, for example, you can move up to 60&lt;br /&gt;
feet on your turn if you dash.&lt;br /&gt;
Any increase or decrease to your speed changes&lt;br /&gt;
this additional movement by the same amount. If&lt;br /&gt;
your speed of 30 feet is reduced to 15 feet, for&lt;br /&gt;
instance, you can move up to 30 feet this turn if you&lt;br /&gt;
dash.&lt;br /&gt;
Disengage&lt;br /&gt;
If you take the Disengage action, your movement&lt;br /&gt;
doesn’t provoke opportunity attacks for the rest of&lt;br /&gt;
the turn.&lt;br /&gt;
Dodge&lt;br /&gt;
When you take the Dodge action, you focus entirely&lt;br /&gt;
on avoiding attacks. Until the start of your next turn,&lt;br /&gt;
any attack roll made against you has disadvantage if&lt;br /&gt;
you can see the attacker, and you make Dexterity&lt;br /&gt;
saving throws with advantage. You lose this benefit&lt;br /&gt;
if you are incapacitated (as explained in appendix&lt;br /&gt;
PH-­‐‑A) or if your speed drops to 0.&lt;br /&gt;
Help&lt;br /&gt;
You can lend your aid to another creature in the&lt;br /&gt;
completion of a task. When you take the Help action,&lt;br /&gt;
the creature you aid gains advantage on the next&lt;br /&gt;
ability check it makes to perform the task you are&lt;br /&gt;
helping with, provided that it makes the check&lt;br /&gt;
before the start of your next turn.&lt;br /&gt;
Alternatively, you can aid a friendly creature in&lt;br /&gt;
attacking a creature within 5 feet of you. You feint,&lt;br /&gt;
distract the target, or in some other way team up to&lt;br /&gt;
make your ally’s attack more effective. If your ally&lt;br /&gt;
attacks the target before your next turn, the first&lt;br /&gt;
attack roll is made with advantage.&lt;br /&gt;
Hide&lt;br /&gt;
When you take the Hide action, you make a Dexterity&lt;br /&gt;
(Stealth) check in an attempt to hide, following the&lt;br /&gt;
rules for hiding. If you succeed, you gain certain&lt;br /&gt;
benefits, as described in the “Unseen Attackers and&lt;br /&gt;
Targets” section.&lt;br /&gt;
Ready&lt;br /&gt;
Sometimes you want to get the jump on a foe or wait&lt;br /&gt;
for a particular circumstance before you act. To do&lt;br /&gt;
so, you can take the Ready action on your turn,&lt;br /&gt;
which lets you act using your reaction before the&lt;br /&gt;
start of your next turn.&lt;br /&gt;
First, you decide what perceivable circumstance&lt;br /&gt;
will trigger your reaction. Then, you choose the&lt;br /&gt;
action you will take in response to that trigger, or&lt;br /&gt;
you choose to move up to your speed in response to&lt;br /&gt;
it. Examples include “If the cultist steps on the&lt;br /&gt;
trapdoor, I’ll pull the lever that opens it,” and “If the&lt;br /&gt;
goblin steps next to me, I move away.”&lt;br /&gt;
When the trigger occurs, you can either take your&lt;br /&gt;
reaction right after the trigger finishes or ignore the&lt;br /&gt;
trigger. Remember that you can take only one&lt;br /&gt;
reaction per round.&lt;br /&gt;
When you ready a spell, you cast it as normal but&lt;br /&gt;
hold its energy, which you release with your&lt;br /&gt;
reaction when the trigger occurs. To be readied, a&lt;br /&gt;
spell must have a casting time of 1 action, and&lt;br /&gt;
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holding onto the spell’s magic requires&lt;br /&gt;
concentration. If your concentration is broken, the&lt;br /&gt;
spell dissipates without taking effect. For example, if&lt;br /&gt;
you are concentrating on the web spell and ready&lt;br /&gt;
magic missile, your web spell ends, and if you take&lt;br /&gt;
damage before you release magic missile with your&lt;br /&gt;
reaction, your concentration might be broken.&lt;br /&gt;
Search&lt;br /&gt;
When you take the Search action, you devote your&lt;br /&gt;
attention to finding something. Depending on the&lt;br /&gt;
nature of your search, the GM might have you make&lt;br /&gt;
a Wisdom (Perception) check or an Intelligence&lt;br /&gt;
(Investigation) check.&lt;br /&gt;
Use an Object&lt;br /&gt;
You normally interact with an object while doing&lt;br /&gt;
something else, such as when you draw a sword as&lt;br /&gt;
part of an attack. When an object requires your&lt;br /&gt;
action for its use, you take the Use an Object action.&lt;br /&gt;
This action is also useful when you want to interact&lt;br /&gt;
with more than one object on your turn.&lt;br /&gt;
Making an Attack&lt;br /&gt;
Whether you’re striking with a melee weapon, firing&lt;br /&gt;
a weapon at range, or making an attack roll as part&lt;br /&gt;
of a spell, an attack has a simple structure.&lt;br /&gt;
1. Choose a target. Pick a target within your attack’s&lt;br /&gt;
range: a creature, an object, or a location.&lt;br /&gt;
2. Determine modifiers. The GM determines&lt;br /&gt;
whether the target has cover and whether you&lt;br /&gt;
have advantage or disadvantage against the target.&lt;br /&gt;
In addition, spells, special abilities, and other&lt;br /&gt;
effects can apply penalties or bonuses to your&lt;br /&gt;
attack roll.&lt;br /&gt;
3. Resolve the attack. You make the attack roll. On a&lt;br /&gt;
hit, you roll damage, unless the particular attack&lt;br /&gt;
has rules that specify otherwise. Some attacks&lt;br /&gt;
cause special effects in addition to or instead of&lt;br /&gt;
damage.&lt;br /&gt;
If there’s ever any question whether something&lt;br /&gt;
you’re doing counts as an attack, the rule is simple: if&lt;br /&gt;
you’re making an attack roll, you’re making an attack.&lt;br /&gt;
Attack Rolls&lt;br /&gt;
When you make an attack, your attack roll&lt;br /&gt;
determines whether the attack hits or misses. To&lt;br /&gt;
make an attack roll, roll a d20 and add the&lt;br /&gt;
appropriate modifiers. If the total of the roll plus&lt;br /&gt;
modifiers equals or exceeds the target’s Armor Class&lt;br /&gt;
(AC), the attack hits. The AC of a character is&lt;br /&gt;
determined at character creation, whereas the AC of&lt;br /&gt;
a monster is in its stat block.&lt;br /&gt;
Modifiers to the Roll&lt;br /&gt;
When a character makes an attack roll, the two most&lt;br /&gt;
common modifiers to the roll are an ability modifier&lt;br /&gt;
and the character’s proficiency bonus. When a&lt;br /&gt;
monster makes an attack roll, it uses whatever&lt;br /&gt;
modifier is provided in its stat block.&lt;br /&gt;
Ability Modifier. The ability modifier used for a&lt;br /&gt;
melee weapon attack is Strength, and the ability&lt;br /&gt;
modifier used for a ranged weapon attack is&lt;br /&gt;
Dexterity. Weapons that have the finesse or thrown&lt;br /&gt;
property break this rule.&lt;br /&gt;
Some spells also require an attack roll. The ability&lt;br /&gt;
modifier used for a spell attack depends on the&lt;br /&gt;
spellcasting ability of the spellcaster.&lt;br /&gt;
Proficiency Bonus. You add your proficiency&lt;br /&gt;
bonus to your attack roll when you attack using a&lt;br /&gt;
weapon with which you have proficiency, as well as&lt;br /&gt;
when you attack with a spell.&lt;br /&gt;
Rolling 1 or 20&lt;br /&gt;
Sometimes fate blesses or curses a combatant,&lt;br /&gt;
causing the novice to hit and the veteran to miss.&lt;br /&gt;
If the d20 roll for an attack is a 20, the attack hits&lt;br /&gt;
regardless of any modifiers or the target’s AC. This is&lt;br /&gt;
called a critical hit.&lt;br /&gt;
If the d20 roll for an attack is a 1, the attack misses&lt;br /&gt;
regardless of any modifiers or the target’s AC.&lt;br /&gt;
Unseen Attackers and Targets&lt;br /&gt;
Combatants often try to escape their foes’ notice by&lt;br /&gt;
hiding, casting the invisibility spell, or lurking in&lt;br /&gt;
darkness.&lt;br /&gt;
When you attack a target that you can’t see, you&lt;br /&gt;
have disadvantage on the attack roll. This is true&lt;br /&gt;
whether you’re guessing the target’s location or&lt;br /&gt;
you’re targeting a creature you can hear but not see.&lt;br /&gt;
If the target isn’t in the location you targeted, you&lt;br /&gt;
automatically miss, but the GM typically just says&lt;br /&gt;
that the attack missed, not whether you guessed the&lt;br /&gt;
target’s location correctly.&lt;br /&gt;
When a creature can’t see you, you have&lt;br /&gt;
advantage on attack rolls against it. If you are&lt;br /&gt;
hidden—both unseen and unheard—when you&lt;br /&gt;
make an attack, you give away your location when&lt;br /&gt;
the attack hits or misses.&lt;br /&gt;
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Ranged Attacks&lt;br /&gt;
When you make a ranged attack, you fire a bow or a&lt;br /&gt;
crossbow, hurl a handaxe, or otherwise send&lt;br /&gt;
projectiles to strike a foe at a distance. A monster&lt;br /&gt;
might shoot spines from its tail. Many spells also&lt;br /&gt;
involve making a ranged attack.&lt;br /&gt;
Range&lt;br /&gt;
You can make ranged attacks only against targets&lt;br /&gt;
within a specified range.&lt;br /&gt;
If a ranged attack, such as one made with a spell,&lt;br /&gt;
has a single range, you can’t attack a target beyond&lt;br /&gt;
this range.&lt;br /&gt;
Some ranged attacks, such as those made with a&lt;br /&gt;
longbow or a shortbow, have two ranges. The&lt;br /&gt;
smaller number is the normal range, and the larger&lt;br /&gt;
number is the long range. Your attack roll has&lt;br /&gt;
disadvantage when your target is beyond normal&lt;br /&gt;
range, and you can’t attack a target beyond the long&lt;br /&gt;
range.&lt;br /&gt;
Ranged Attacks in Close Combat&lt;br /&gt;
Aiming a ranged attack is more difficult when a foe is&lt;br /&gt;
next to you. When you make a ranged attack with a&lt;br /&gt;
weapon, a spell, or some other means, you have&lt;br /&gt;
disadvantage on the attack roll if you are within 5&lt;br /&gt;
feet of a hostile creature who can see you and who&lt;br /&gt;
isn’t incapacitated.&lt;br /&gt;
Melee Attacks&lt;br /&gt;
Used in hand-­‐‑to-­‐‑hand combat, a melee attack allows&lt;br /&gt;
you to attack a foe within your reach. A melee attack&lt;br /&gt;
typically uses a handheld weapon such as a sword, a&lt;br /&gt;
warhammer, or an axe. A typical monster makes a&lt;br /&gt;
melee attack when it strikes with its claws, horns,&lt;br /&gt;
teeth, tentacles, or other body part. A few spells also&lt;br /&gt;
involve making a melee attack.&lt;br /&gt;
Most creatures have a 5-­‐‑foot reach and can thus&lt;br /&gt;
attack targets within 5 feet of them when making a&lt;br /&gt;
melee attack. Certain creatures (typically those&lt;br /&gt;
larger than Medium) have melee attacks with a&lt;br /&gt;
greater reach than 5 feet, as noted in their&lt;br /&gt;
descriptions.&lt;br /&gt;
Instead of using a weapon to make a melee&lt;br /&gt;
weapon attack, you can use an unarmed strike: a&lt;br /&gt;
punch, kick, head-­‐‑butt, or similar forceful blow&lt;br /&gt;
(none of which count as weapons). On a hit, an&lt;br /&gt;
unarmed strike deals bludgeoning damage equal to 1&lt;br /&gt;
+ your Strength modifier. You are proficient with&lt;br /&gt;
your unarmed strikes.&lt;br /&gt;
Opportunity Attacks&lt;br /&gt;
In a fight, everyone is constantly watching for a&lt;br /&gt;
chance to strike an enemy who is fleeing or passing&lt;br /&gt;
by. Such a strike is called an opportunity attack.&lt;br /&gt;
You can make an opportunity attack when a&lt;br /&gt;
hostile creature that you can see moves out of your&lt;br /&gt;
reach. To make the opportunity attack, you use your&lt;br /&gt;
reaction to make one melee attack against the&lt;br /&gt;
provoking creature. The attack occurs right before&lt;br /&gt;
the creature leaves your reach.&lt;br /&gt;
You can avoid provoking an opportunity attack by&lt;br /&gt;
taking the Disengage action. You also don’t provoke&lt;br /&gt;
an opportunity attack when you teleport or when&lt;br /&gt;
someone or something moves you without using&lt;br /&gt;
your movement, action, or reaction. For example,&lt;br /&gt;
you don’t provoke an opportunity attack if an&lt;br /&gt;
explosion hurls you out of a foe’s reach or if gravity&lt;br /&gt;
causes you to fall past an enemy.&lt;br /&gt;
Two-Weapon Fighting&lt;br /&gt;
When you take the Attack action and attack with a&lt;br /&gt;
light melee weapon that you’re holding in one hand,&lt;br /&gt;
you can use a bonus action to attack with a different&lt;br /&gt;
light melee weapon that you’re holding in the other&lt;br /&gt;
hand. You don’t add your ability modifier to the&lt;br /&gt;
damage of the bonus attack, unless that modifier is&lt;br /&gt;
negative.&lt;br /&gt;
If either weapon has the thrown property, you can&lt;br /&gt;
throw the weapon, instead of making a melee attack&lt;br /&gt;
with it.&lt;br /&gt;
Grappling&lt;br /&gt;
When you want to grab a creature or wrestle with it,&lt;br /&gt;
you can use the Attack action to make a special&lt;br /&gt;
melee attack, a grapple. If you’re able to make&lt;br /&gt;
multiple attacks with the Attack action, this attack&lt;br /&gt;
replaces one of them.&lt;br /&gt;
The target of your grapple must be no more than&lt;br /&gt;
one size larger than you and must be within your&lt;br /&gt;
reach. Using at least one free hand, you try to seize&lt;br /&gt;
the target by making a grapple check instead of an&lt;br /&gt;
attack roll: a Strength (Athletics) check contested by&lt;br /&gt;
the target’s Strength (Athletics) or Dexterity&lt;br /&gt;
(Acrobatics) check (the target chooses the ability to&lt;br /&gt;
use). If you succeed, you subject the target to the&lt;br /&gt;
grappled condition (see appendix PH-­‐‑A). The&lt;br /&gt;
condition specifies the things that end it, and you can&lt;br /&gt;
release the target whenever you like (no action&lt;br /&gt;
required).&lt;br /&gt;
Escaping a Grapple. A grappled creature can use&lt;br /&gt;
its action to escape. To do so, it must succeed on a&lt;br /&gt;
Strength (Athletics) or Dexterity (Acrobatics) check&lt;br /&gt;
contested by your Strength (Athletics) check.&lt;br /&gt;
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Moving a Grappled Creature. When you move,&lt;br /&gt;
you can drag or carry the grappled creature with you,&lt;br /&gt;
but your speed is halved, unless the creature is two&lt;br /&gt;
or more sizes smaller than you.&lt;br /&gt;
Contests in Combat&lt;br /&gt;
Battle often involves pitting your prowess against that of&lt;br /&gt;
your foe. Such a challenge is represented by a contest. This&lt;br /&gt;
section includes the most common contests that require an&lt;br /&gt;
action in combat: grappling and shoving a creature. The GM&lt;br /&gt;
can use these contests as models for improvising others.&lt;br /&gt;
Shoving a Creature&lt;br /&gt;
Using the Attack action, you can make a special&lt;br /&gt;
melee attack to shove a creature, either to knock it&lt;br /&gt;
prone or push it away from you. If you’re able to&lt;br /&gt;
make multiple attacks with the Attack action, this&lt;br /&gt;
attack replaces one of them.&lt;br /&gt;
The target must be no more than one size larger&lt;br /&gt;
than you and must be within your reach. Instead of&lt;br /&gt;
making an attack roll, you make a Strength&lt;br /&gt;
(Athletics) check contested by the target’s Strength&lt;br /&gt;
(Athletics) or Dexterity (Acrobatics) check (the&lt;br /&gt;
target chooses the ability to use). If you win the&lt;br /&gt;
contest, you either knock the target prone or push it&lt;br /&gt;
5 feet away from you.&lt;br /&gt;
Cover&lt;br /&gt;
Walls, trees, creatures, and other obstacles can&lt;br /&gt;
provide cover during combat, making a target more&lt;br /&gt;
difficult to harm. A target can benefit from cover&lt;br /&gt;
only when an attack or other effect originates on the&lt;br /&gt;
opposite side of the cover.&lt;br /&gt;
There are three degrees of cover. If a target is&lt;br /&gt;
behind multiple sources of cover, only the most&lt;br /&gt;
protective degree of cover applies; the degrees&lt;br /&gt;
aren’t added together. For example, if a target is&lt;br /&gt;
behind a creature that gives half cover and a tree&lt;br /&gt;
trunk that gives three-­‐‑quarters cover, the target has&lt;br /&gt;
three-­‐‑quarters cover.&lt;br /&gt;
A target with half cover has a +2 bonus to AC and&lt;br /&gt;
Dexterity saving throws. A target has half cover if an&lt;br /&gt;
obstacle blocks at least half of its body. The obstacle&lt;br /&gt;
might be a low wall, a large piece of furniture, a&lt;br /&gt;
narrow tree trunk, or a creature, whether that&lt;br /&gt;
creature is an enemy or a friend.&lt;br /&gt;
A target with three-­‐‑quarters cover has a +5&lt;br /&gt;
bonus to AC and Dexterity saving throws. A target&lt;br /&gt;
has three-­‐‑quarters cover if about three-­‐‑quarters of it&lt;br /&gt;
is covered by an obstacle. The obstacle might be a&lt;br /&gt;
portcullis, an arrow slit, or a thick tree trunk.&lt;br /&gt;
A target with total cover can’t be targeted directly&lt;br /&gt;
by an attack or a spell, although some spells can&lt;br /&gt;
reach such a target by including it in an area of effect.&lt;br /&gt;
A target has total cover if it is completely concealed&lt;br /&gt;
by an obstacle.&lt;br /&gt;
Damage and Healing&lt;br /&gt;
Injury and the risk of death are constant companions&lt;br /&gt;
of those who explore fantasy gaming worlds. The&lt;br /&gt;
thrust of a sword, a well-­‐‑placed arrow, or a blast of&lt;br /&gt;
flame from a fireball spell all have the potential to&lt;br /&gt;
damage, or even kill, the hardiest of creatures.&lt;br /&gt;
Hit Points&lt;br /&gt;
Hit points represent a combination of physical and&lt;br /&gt;
mental durability, the will to live, and luck. Creatures&lt;br /&gt;
with more hit points are more difficult to kill. Those&lt;br /&gt;
with fewer hit points are more fragile.&lt;br /&gt;
A creature’s current hit points (usually just called&lt;br /&gt;
hit points) can be any number from the creature’s hit&lt;br /&gt;
point maximum down to 0. This number changes&lt;br /&gt;
frequently as a creature takes damage or receives&lt;br /&gt;
healing.&lt;br /&gt;
Whenever a creature takes damage, that damage is&lt;br /&gt;
subtracted from its hit points. The loss of hit points&lt;br /&gt;
has no effect on a creature’s capabilities until the&lt;br /&gt;
creature drops to 0 hit points.&lt;br /&gt;
Damage Rolls&lt;br /&gt;
Each weapon, spell, and harmful monster ability&lt;br /&gt;
specifies the damage it deals. You roll the damage&lt;br /&gt;
die or dice, add any modifiers, and apply the damage&lt;br /&gt;
to your target. Magic weapons, special abilities, and&lt;br /&gt;
other factors can grant a bonus to damage. With a&lt;br /&gt;
penalty, it is possible to deal 0 damage, but never&lt;br /&gt;
negative damage.&lt;br /&gt;
When attacking with a weapon, you add your&lt;br /&gt;
ability modifier—the same modifier used for the&lt;br /&gt;
attack roll—to the damage. A spell tells you which&lt;br /&gt;
dice to roll for damage and whether to add any&lt;br /&gt;
modifiers.&lt;br /&gt;
If a spell or other effect deals damage to more&lt;br /&gt;
than one target at the same time, roll the damage&lt;br /&gt;
once for all of them. For example, when a wizard&lt;br /&gt;
casts fireball or a cleric casts flame strike, the spell’s&lt;br /&gt;
damage is rolled once for all creatures caught in the&lt;br /&gt;
blast.&lt;br /&gt;
Critical Hits&lt;br /&gt;
When you score a critical hit, you get to roll extra&lt;br /&gt;
dice for the attack’s damage against the target. Roll&lt;br /&gt;
all of the attack’s damage dice twice and add them&lt;br /&gt;
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together. Then add any relevant modifiers as normal.&lt;br /&gt;
To speed up play, you can roll all the damage dice at&lt;br /&gt;
once.&lt;br /&gt;
For example, if you score a critical hit with a&lt;br /&gt;
dagger, roll 2d4 for the damage, rather than 1d4, and&lt;br /&gt;
then add your relevant ability modifier. If the attack&lt;br /&gt;
involves other damage dice, such as from the rogue’s&lt;br /&gt;
Sneak Attack feature, you roll those dice twice as&lt;br /&gt;
well.&lt;br /&gt;
Damage Types&lt;br /&gt;
Different attacks, damaging spells, and other harmful&lt;br /&gt;
effects deal different types of damage. Damage types&lt;br /&gt;
have no rules of their own, but other rules, such as&lt;br /&gt;
damage resistance, rely on the types.&lt;br /&gt;
The damage types follow, with examples to help a&lt;br /&gt;
GM assign a damage type to a new effect.&lt;br /&gt;
Acid. The corrosive spray of a black dragon’s&lt;br /&gt;
breath and the dissolving enzymes secreted by a&lt;br /&gt;
black pudding deal acid damage.&lt;br /&gt;
Bludgeoning. Blunt force attacks—hammers,&lt;br /&gt;
falling, constriction, and the like—deal bludgeoning&lt;br /&gt;
damage.&lt;br /&gt;
Cold. The infernal chill radiating from an ice&lt;br /&gt;
devil’s spear and the frigid blast of a white dragon’s&lt;br /&gt;
breath deal cold damage.&lt;br /&gt;
Fire. Red dragons breathe fire, and many spells&lt;br /&gt;
conjure flames to deal fire damage.&lt;br /&gt;
Force. Force is pure magical energy focused into a&lt;br /&gt;
damaging form. Most effects that deal force damage&lt;br /&gt;
are spells, including magic missile and spiritual&lt;br /&gt;
weapon.&lt;br /&gt;
Lightning. A lightning bolt spell and a blue&lt;br /&gt;
dragon’s breath deal lightning damage.&lt;br /&gt;
Necrotic. Necrotic damage, dealt by certain&lt;br /&gt;
undead and a spell such as chill touch, withers&lt;br /&gt;
matter and even the soul.&lt;br /&gt;
Piercing. Puncturing and impaling attacks,&lt;br /&gt;
including spears and monsters’ bites, deal piercing&lt;br /&gt;
damage.&lt;br /&gt;
Poison. Venomous stings and the toxic gas of a&lt;br /&gt;
green dragon’s breath deal poison damage.&lt;br /&gt;
Psychic. Mental abilities such as a mind flayer’s&lt;br /&gt;
psionic blast deal psychic damage.&lt;br /&gt;
Radiant. Radiant damage, dealt by a cleric’s flame&lt;br /&gt;
strike spell or an angel’s smiting weapon, sears the&lt;br /&gt;
flesh like fire and overloads the spirit with power.&lt;br /&gt;
Slashing. Swords, axes, and monsters’ claws deal&lt;br /&gt;
slashing damage.&lt;br /&gt;
Thunder. A concussive burst of sound, such as the&lt;br /&gt;
effect of the thunderwave spell, deals thunder&lt;br /&gt;
damage.&lt;br /&gt;
Damage Resistance and&lt;br /&gt;
Vulnerability&lt;br /&gt;
Some creatures and objects are exceedingly difficult&lt;br /&gt;
or unusually easy to hurt with certain types of&lt;br /&gt;
damage.&lt;br /&gt;
If a creature or an object has resistance to a&lt;br /&gt;
damage type, damage of that type is halved against it.&lt;br /&gt;
If a creature or an object has vulnerability to a&lt;br /&gt;
damage type, damage of that type is doubled against&lt;br /&gt;
it.&lt;br /&gt;
Resistance and then vulnerability are applied after&lt;br /&gt;
all other modifiers to damage. For example, a&lt;br /&gt;
creature has resistance to bludgeoning damage and&lt;br /&gt;
is hit by an attack that deals 25 bludgeoning damage.&lt;br /&gt;
The creature is also within a magical aura that&lt;br /&gt;
reduces all damage by 5. The 25 damage is first&lt;br /&gt;
reduced by 5 and then halved, so the creature takes&lt;br /&gt;
10 damage.&lt;br /&gt;
Multiple instances of resistance or vulnerability&lt;br /&gt;
that affect the same damage type count as only one&lt;br /&gt;
instance. For example, if a creature has resistance to&lt;br /&gt;
fire damage as well as resistance to all nonmagical&lt;br /&gt;
damage, the damage of a nonmagical fire is reduced&lt;br /&gt;
by half against the creature, not reduced by three-­‐‑&lt;br /&gt;
quarters.&lt;br /&gt;
Healing&lt;br /&gt;
Unless it results in death, damage isn’t permanent.&lt;br /&gt;
Even death is reversible through powerful magic.&lt;br /&gt;
Rest can restore a creature’s hit points, and magical&lt;br /&gt;
methods such as a cure wounds spell or a potion of&lt;br /&gt;
healing can remove damage in an instant.&lt;br /&gt;
When a creature receives healing of any kind, hit&lt;br /&gt;
points regained are added to its current hit points. A&lt;br /&gt;
creature’s hit points can’t exceed its hit point&lt;br /&gt;
maximum, so any hit points regained in excess of&lt;br /&gt;
this number are lost. For example, a druid grants a&lt;br /&gt;
ranger 8 hit points of healing. If the ranger has 14&lt;br /&gt;
current hit points and has a hit point maximum of 20,&lt;br /&gt;
the ranger regains 6 hit points from the druid, not 8.&lt;br /&gt;
A creature that has died can’t regain hit points&lt;br /&gt;
until magic such as the revivify spell has restored it&lt;br /&gt;
to life.&lt;br /&gt;
Dropping to 0 Hit Points&lt;br /&gt;
When you drop to 0 hit points, you either die&lt;br /&gt;
outright or fall unconscious, as explained in the&lt;br /&gt;
following sections.&lt;br /&gt;
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Instant Death&lt;br /&gt;
Massive damage can kill you instantly. When damage&lt;br /&gt;
reduces you to 0 hit points and there is damage&lt;br /&gt;
remaining, you die if the remaining damage equals&lt;br /&gt;
or exceeds your hit point maximum.&lt;br /&gt;
For example, a cleric with a maximum of 12 hit&lt;br /&gt;
points currently has 6 hit points. If she takes 18&lt;br /&gt;
damage from an attack, she is reduced to 0 hit points,&lt;br /&gt;
but 12 damage remains. Because the remaining&lt;br /&gt;
damage equals her hit point maximum, the cleric&lt;br /&gt;
dies.&lt;br /&gt;
Falling Unconscious&lt;br /&gt;
If damage reduces you to 0 hit points and fails to kill&lt;br /&gt;
you, you fall unconscious (see appendix PH-­‐‑A). This&lt;br /&gt;
unconsciousness ends if you regain any hit points.&lt;br /&gt;
Death Saving Throws&lt;br /&gt;
Whenever you start your turn with 0 hit points, you&lt;br /&gt;
must make a special saving throw, called a death&lt;br /&gt;
saving throw, to determine whether you creep closer&lt;br /&gt;
to death or hang onto life. Unlike other saving&lt;br /&gt;
throws, this one isn’t tied to any ability score. You&lt;br /&gt;
are in the hands of fate now, aided only by spells and&lt;br /&gt;
features that improve your chances of succeeding on&lt;br /&gt;
a saving throw.&lt;br /&gt;
Roll a d20. If the roll is 10 or higher, you succeed.&lt;br /&gt;
Otherwise, you fail. A success or failure has no effect&lt;br /&gt;
by itself. On your third success, you become stable&lt;br /&gt;
(see below). On your third failure, you die. The&lt;br /&gt;
successes and failures don’t need to be consecutive;&lt;br /&gt;
keep track of both until you collect three of a kind.&lt;br /&gt;
The number of both is reset to zero when you regain&lt;br /&gt;
any hit points or become stable.&lt;br /&gt;
Rolling 1 or 20. When you make a death saving&lt;br /&gt;
throw and roll a 1 on the d20, it counts as two&lt;br /&gt;
failures. If you roll a 20 on the d20, you regain 1 hit&lt;br /&gt;
point.&lt;br /&gt;
Damage at 0 Hit Points. If you take any damage&lt;br /&gt;
while you have 0 hit points, you suffer a death saving&lt;br /&gt;
throw failure. If the damage is from a critical hit, you&lt;br /&gt;
suffer two failures instead. If the damage equals or&lt;br /&gt;
exceeds your hit point maximum, you suffer instant&lt;br /&gt;
death.&lt;br /&gt;
Stabilizing a Creature&lt;br /&gt;
The best way to save a creature with 0 hit points is&lt;br /&gt;
to heal it. If healing is unavailable, the creature can&lt;br /&gt;
at least be stabilized so that it isn’t killed by a failed&lt;br /&gt;
death saving throw.&lt;br /&gt;
You can use your action to administer first aid to&lt;br /&gt;
an unconscious creature and attempt to stabilize it,&lt;br /&gt;
which requires a successful DC 10 Wisdom&lt;br /&gt;
(Medicine) check.&lt;br /&gt;
A stable creature doesn’t make death saving&lt;br /&gt;
throws, even though it has 0 hit points, but it does&lt;br /&gt;
remain unconscious. The creature stops being stable,&lt;br /&gt;
and must start making death saving throws again, if&lt;br /&gt;
it takes any damage. A stable creature that isn’t&lt;br /&gt;
healed regains 1 hit point after 1d4 hours.&lt;br /&gt;
Monsters and Death&lt;br /&gt;
Most GMs have a monster die the instant it drops to&lt;br /&gt;
0 hit points, rather than having it fall unconscious&lt;br /&gt;
and make death saving throws.&lt;br /&gt;
Mighty villains and special nonplayer characters&lt;br /&gt;
are common exceptions; the GM might have them&lt;br /&gt;
fall unconscious and follow the same rules as player&lt;br /&gt;
characters.&lt;br /&gt;
Knocking a Creature Out&lt;br /&gt;
Sometimes an attacker wants to incapacitate a foe,&lt;br /&gt;
rather than deal a killing blow. When an attacker&lt;br /&gt;
reduces a creature to 0 hit points with a melee attack,&lt;br /&gt;
the attacker can knock the creature out. The attacker&lt;br /&gt;
can make this choice the instant the damage is dealt.&lt;br /&gt;
The creature falls unconscious and is stable.&lt;br /&gt;
Temporary Hit Points&lt;br /&gt;
Some spells and special abilities confer temporary&lt;br /&gt;
hit points to a creature. Temporary hit points aren’t&lt;br /&gt;
actual hit points; they are a buffer against damage, a&lt;br /&gt;
pool of hit points that protect you from injury.&lt;br /&gt;
When you have temporary hit points and take&lt;br /&gt;
damage, the temporary hit points are lost first, and&lt;br /&gt;
any leftover damage carries over to your normal hit&lt;br /&gt;
points. For example, if you have 5 temporary hit&lt;br /&gt;
points and take 7 damage, you lose the temporary&lt;br /&gt;
hit points and then take 2 damage.&lt;br /&gt;
Because temporary hit points are separate from&lt;br /&gt;
your actual hit points, they can exceed your hit point&lt;br /&gt;
maximum. A character can, therefore, be at full hit&lt;br /&gt;
points and receive temporary hit points.&lt;br /&gt;
Healing can’t restore temporary hit points, and&lt;br /&gt;
they can’t be added together. If you have temporary&lt;br /&gt;
hit points and receive more of them, you decide&lt;br /&gt;
whether to keep the ones you have or to gain the&lt;br /&gt;
new ones. For example, if a spell grants you 12&lt;br /&gt;
temporary hit points when you already have 10, you&lt;br /&gt;
can have 12 or 10, not 22.&lt;br /&gt;
If you have 0 hit points, receiving temporary hit&lt;br /&gt;
points doesn’t restore you to consciousness or&lt;br /&gt;
stabilize you. They can still absorb damage directed&lt;br /&gt;
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at you while you’re in that state, but only true&lt;br /&gt;
healing can save you.&lt;br /&gt;
Unless a feature that grants you temporary hit&lt;br /&gt;
points has a duration, they last until they’re depleted&lt;br /&gt;
or you finish a long rest.&lt;br /&gt;
Mounted Combat&lt;br /&gt;
A knight charging into battle on a warhorse, a wizard&lt;br /&gt;
casting spells from the back of a griffon, or a cleric&lt;br /&gt;
soaring through the sky on a pegasus all enjoy the&lt;br /&gt;
benefits of speed and mobility that a mount can&lt;br /&gt;
provide.&lt;br /&gt;
A willing creature that is at least one size larger&lt;br /&gt;
than you and that has an appropriate anatomy can&lt;br /&gt;
serve as a mount, using the following rules.&lt;br /&gt;
Mounting and Dismounting&lt;br /&gt;
Once during your move, you can mount a creature&lt;br /&gt;
that is within 5 feet of you or dismount. Doing so&lt;br /&gt;
costs an amount of movement equal to half your&lt;br /&gt;
speed. For example, if your speed is 30 feet, you&lt;br /&gt;
must spend 15 feet of movement to mount a horse.&lt;br /&gt;
Therefore, you can’t mount it if you don’t have 15&lt;br /&gt;
feet of movement left or if your speed is 0.&lt;br /&gt;
If an effect moves your mount against its will&lt;br /&gt;
while you’re on it, you must succeed on a DC 10&lt;br /&gt;
Dexterity saving throw or fall off the mount, landing&lt;br /&gt;
prone in a space within 5 feet of it. If you’re knocked&lt;br /&gt;
prone while mounted, you must make the same&lt;br /&gt;
saving throw.&lt;br /&gt;
If your mount is knocked prone, you can use your&lt;br /&gt;
reaction to dismount it as it falls and land on your&lt;br /&gt;
feet. Otherwise, you are dismounted and fall prone&lt;br /&gt;
in a space within 5 feet it.&lt;br /&gt;
Controlling a Mount&lt;br /&gt;
While you’re mounted, you have two options. You&lt;br /&gt;
can either control the mount or allow it to act&lt;br /&gt;
independently. Intelligent creatures, such as dragons,&lt;br /&gt;
act independently.&lt;br /&gt;
You can control a mount only if it has been trained&lt;br /&gt;
to accept a rider. Domesticated horses, donkeys, and&lt;br /&gt;
similar creatures are assumed to have such training.&lt;br /&gt;
The initiative of a controlled mount changes to&lt;br /&gt;
match yours when you mount it. It moves as you&lt;br /&gt;
direct it, and it has only three action options: Dash,&lt;br /&gt;
Disengage, and Dodge. A controlled mount can move&lt;br /&gt;
and act even on the turn that you mount it.&lt;br /&gt;
An independent mount retains its place in the&lt;br /&gt;
initiative order. Bearing a rider puts no restrictions&lt;br /&gt;
on the actions the mount can take, and it moves and&lt;br /&gt;
acts as it wishes. It might flee from combat, rush to&lt;br /&gt;
attack and devour a badly injured foe, or otherwise&lt;br /&gt;
act against your wishes.&lt;br /&gt;
In either case, if the mount provokes an&lt;br /&gt;
opportunity attack while you’re on it, the attacker&lt;br /&gt;
can target you or the mount.&lt;br /&gt;
Underwater Combat&lt;br /&gt;
When adventurers pursue sahuagin back to their&lt;br /&gt;
undersea homes, fight off sharks in an ancient&lt;br /&gt;
shipwreck, or find themselves in a flooded dungeon&lt;br /&gt;
room, they must fight in a challenging environment.&lt;br /&gt;
Underwater the following rules apply.&lt;br /&gt;
When making a melee weapon attack, a creature&lt;br /&gt;
that doesn’t have a swimming speed (either natural&lt;br /&gt;
or granted by magic) has disadvantage on the attack&lt;br /&gt;
roll unless the weapon is a dagger, javelin,&lt;br /&gt;
shortsword, spear, or trident.&lt;br /&gt;
A ranged weapon attack automatically misses a&lt;br /&gt;
target beyond the weapon’s normal range. Even&lt;br /&gt;
against a target within normal range, the attack roll&lt;br /&gt;
has disadvantage unless the weapon is a crossbow, a&lt;br /&gt;
net, or a weapon that is thrown like a javelin&lt;br /&gt;
(including a spear, trident, or dart).&lt;br /&gt;
Creatures and objects that are fully immersed in&lt;br /&gt;
water have resistance to fire damage.&lt;br /&gt;
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Spellcasting&lt;br /&gt;
Magic permeates fantasy gaming worlds and often&lt;br /&gt;
appears in the form of a spell.&lt;br /&gt;
This section provides the rules for casting spells.&lt;br /&gt;
Different character classes have distinctive ways of&lt;br /&gt;
learning and preparing their spells, and monsters&lt;br /&gt;
use spells in unique ways. Regardless of its source, a&lt;br /&gt;
spell follows the rules here.&lt;br /&gt;
What Is a Spell?&lt;br /&gt;
A spell is a discrete magical effect, a single shaping of&lt;br /&gt;
the magical energies that suffuse the multiverse into&lt;br /&gt;
a specific, limited expression. In casting a spell, a&lt;br /&gt;
character carefully plucks at the invisible strands of&lt;br /&gt;
raw magic suffusing the world, pins them in place in&lt;br /&gt;
a particular pattern, sets them vibrating in a specific&lt;br /&gt;
way, and then releases them to unleash the desired&lt;br /&gt;
effect—in most cases, all in the span of seconds.&lt;br /&gt;
Spells can be versatile tools, weapons, or&lt;br /&gt;
protective wards. They can deal damage or undo it,&lt;br /&gt;
impose or remove conditions (see appendix PH-­‐‑A),&lt;br /&gt;
drain life energy away, and restore life to the dead.&lt;br /&gt;
Uncounted thousands of spells have been created&lt;br /&gt;
over the course of the multiverse’s history, and&lt;br /&gt;
many of them are long forgotten. Some might yet lie&lt;br /&gt;
recorded in crumbling spellbooks hidden in ancient&lt;br /&gt;
ruins or trapped in the minds of dead gods. Or they&lt;br /&gt;
might someday be reinvented by a character who&lt;br /&gt;
has amassed enough power and wisdom to do so.&lt;br /&gt;
Spell Level&lt;br /&gt;
Every spell has a level from 0 to 9. A spell’s level is a&lt;br /&gt;
general indicator of how powerful it is, with the&lt;br /&gt;
lowly (but still impressive) magic missile at 1st level&lt;br /&gt;
and the earth-­‐‑shaking wish at 9th. Cantrips—simple&lt;br /&gt;
but powerful spells that characters can cast almost&lt;br /&gt;
by rote—are level 0. The higher a spell’s level, the&lt;br /&gt;
higher level a spellcaster must be to use that spell.&lt;br /&gt;
Spell level and character level don’t correspond&lt;br /&gt;
directly. Typically, a character has to be at least 17th&lt;br /&gt;
level, not 9th level, to cast a 9th-­‐‑level spell.&lt;br /&gt;
Known and Prepared Spells&lt;br /&gt;
Before a spellcaster can use a spell, he or she must&lt;br /&gt;
have the spell firmly fixed in mind, or must have&lt;br /&gt;
access to the spell in a magic item. Members of a few&lt;br /&gt;
classes, including bards and sorcerers, have a limited&lt;br /&gt;
list of spells they know that are always fixed in mind.&lt;br /&gt;
The same thing is true of many magic-­‐‑using&lt;br /&gt;
monsters. Other spellcasters, such as clerics and&lt;br /&gt;
wizards, undergo a process of preparing spells. This&lt;br /&gt;
process varies for different classes, as detailed in&lt;br /&gt;
their descriptions.&lt;br /&gt;
In every case, the number of spells a caster can&lt;br /&gt;
have fixed in mind at any given time depends on the&lt;br /&gt;
character’s level.&lt;br /&gt;
Spell Slots&lt;br /&gt;
Regardless of how many spells a caster knows or&lt;br /&gt;
prepares, he or she can cast only a limited number of&lt;br /&gt;
spells before resting. Manipulating the fabric of&lt;br /&gt;
magic and channeling its energy into even a simple&lt;br /&gt;
spell is physically and mentally taxing, and higher-­‐‑&lt;br /&gt;
level spells are even more so. Thus, each spellcasting&lt;br /&gt;
class’s description (except that of the warlock)&lt;br /&gt;
includes a table showing how many spell slots of&lt;br /&gt;
each spell level a character can use at each character&lt;br /&gt;
level. For example, the 3rd-­‐‑level wizard Umara has&lt;br /&gt;
four 1st-­‐‑level spell slots and two 2nd-­‐‑level slots.&lt;br /&gt;
When a character casts a spell, he or she expends a&lt;br /&gt;
slot of that spell’s level or higher, effectively “filling”&lt;br /&gt;
a slot with the spell. You can think of a spell slot as a&lt;br /&gt;
groove of a certain size—small for a 1st-­‐‑level slot,&lt;br /&gt;
larger for a spell of higher level. A 1st-­‐‑level spell fits&lt;br /&gt;
into a slot of any size, but a 9th-­‐‑level spell fits only in&lt;br /&gt;
a 9th-­‐‑level slot. So when Umara casts magic missile, a&lt;br /&gt;
1st-­‐‑level spell, she spends one of her four 1st-­‐‑level&lt;br /&gt;
slots and has three remaining.&lt;br /&gt;
Finishing a long rest restores any expended spell&lt;br /&gt;
slots.&lt;br /&gt;
Some characters and monsters have special&lt;br /&gt;
abilities that let them cast spells without using spell&lt;br /&gt;
slots. For example, a monk who follows the Way of&lt;br /&gt;
the Four Elements, a warlock who chooses certain&lt;br /&gt;
eldritch invocations, and a pit fiend from the Nine&lt;br /&gt;
Hells can all cast spells in such a way.&lt;br /&gt;
Casting a Spell at a Higher Level&lt;br /&gt;
When a spellcaster casts a spell using a slot that is of&lt;br /&gt;
a higher level than the spell, the spell assumes the&lt;br /&gt;
higher level for that casting. For instance, if Umara&lt;br /&gt;
casts magic missile using one of her 2nd-­‐‑level slots,&lt;br /&gt;
that magic missile is 2nd level. Effectively, the spell&lt;br /&gt;
expands to fill the slot it is put into.&lt;br /&gt;
Some spells, such as magic missile and cure&lt;br /&gt;
wounds, have more powerful effects when cast at a&lt;br /&gt;
higher level, as detailed in a spell’s description.&lt;br /&gt;
Casting in Armor&lt;br /&gt;
Because of the mental focus and precise gestures required&lt;br /&gt;
for spellcasting, you must be proficient with the armor you&lt;br /&gt;
are wearing to cast a spell. You are otherwise too distracted&lt;br /&gt;
and physically hampered by your armor for spellcasting.&lt;br /&gt;
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Cantrips&lt;br /&gt;
A cantrip is a spell that can be cast at will, without&lt;br /&gt;
using a spell slot and without being prepared in&lt;br /&gt;
advance. Repeated practice has fixed the spell in the&lt;br /&gt;
caster’s mind and infused the caster with the magic&lt;br /&gt;
needed to produce the effect over and over. A&lt;br /&gt;
cantrip’s spell level is 0.&lt;br /&gt;
Rituals&lt;br /&gt;
Certain spells have a special tag: ritual. Such a spell&lt;br /&gt;
can be cast following the normal rules for&lt;br /&gt;
spellcasting, or the spell can be cast as a ritual. The&lt;br /&gt;
ritual version of a spell takes 10 minutes longer to&lt;br /&gt;
cast than normal. It also doesn’t expend a spell slot,&lt;br /&gt;
which means the ritual version of a spell can’t be&lt;br /&gt;
cast at a higher level.&lt;br /&gt;
To cast a spell as a ritual, a spellcaster must have a&lt;br /&gt;
feature that grants the ability to do so. The cleric and&lt;br /&gt;
the druid, for example, have such a feature. The&lt;br /&gt;
caster must also have the spell prepared or on his or&lt;br /&gt;
her list of spells known, unless the character’s ritual&lt;br /&gt;
feature specifies otherwise, as the wizard’s does.&lt;br /&gt;
Casting a Spell&lt;br /&gt;
When a character casts any spell, the same basic&lt;br /&gt;
rules are followed, regardless of the character’s class&lt;br /&gt;
or the spell’s effects.&lt;br /&gt;
Each spell description begins with a block of&lt;br /&gt;
information, including the spell’s name, level, school&lt;br /&gt;
of magic, casting time, range, components, and&lt;br /&gt;
duration. The rest of a spell entry describes the&lt;br /&gt;
spell’s effect.&lt;br /&gt;
Casting Time&lt;br /&gt;
Most spells require a single action to cast, but some&lt;br /&gt;
spells require a bonus action, a reaction, or much&lt;br /&gt;
more time to cast.&lt;br /&gt;
Bonus Action&lt;br /&gt;
A spell cast with a bonus action is especially swift.&lt;br /&gt;
You must use a bonus action on your turn to cast the&lt;br /&gt;
spell, provided that you haven’t already taken a&lt;br /&gt;
bonus action this turn. You can’t cast another spell&lt;br /&gt;
during the same turn, except for a cantrip with a&lt;br /&gt;
casting time of 1 action.&lt;br /&gt;
Reactions&lt;br /&gt;
Some spells can be cast as reactions. These spells&lt;br /&gt;
take a fraction of a second to bring about and are&lt;br /&gt;
cast in response to some event. If a spell can be cast&lt;br /&gt;
as a reaction, the spell description tells you exactly&lt;br /&gt;
when you can do so.&lt;br /&gt;
Longer Casting Times&lt;br /&gt;
Certain spells (including spells cast as rituals)&lt;br /&gt;
require more time to cast: minutes or even hours.&lt;br /&gt;
When you cast a spell with a casting time longer&lt;br /&gt;
than a single action or reaction, you must spend your&lt;br /&gt;
action each turn casting the spell, and you must&lt;br /&gt;
maintain your concentration while you do so (see&lt;br /&gt;
“Concentration” below). If your concentration is&lt;br /&gt;
broken, the spell fails, but you don’t expend a spell&lt;br /&gt;
slot. If you want to try casting the spell again, you&lt;br /&gt;
must start over.&lt;br /&gt;
Range&lt;br /&gt;
The target of a spell must be within the spell’s range.&lt;br /&gt;
For a spell like magic missile, the target is a creature.&lt;br /&gt;
For a spell like fireball, the target is the point in&lt;br /&gt;
space where the ball of fire erupts.&lt;br /&gt;
Most spells have ranges expressed in feet. Some&lt;br /&gt;
spells can target only a creature (including you) that&lt;br /&gt;
you touch. Other spells, such as the shield spell, affect&lt;br /&gt;
only you. These spells have a range of self.&lt;br /&gt;
Spells that create cones or lines of effect that&lt;br /&gt;
originate from you also have a range of self,&lt;br /&gt;
indicating that the origin point of the spell’s effect&lt;br /&gt;
must be you (see “Areas of Effect”).&lt;br /&gt;
Once a spell is cast, its effects aren’t limited by its&lt;br /&gt;
range, unless the spell’s description says otherwise.&lt;br /&gt;
Components&lt;br /&gt;
A spell’s components are the physical requirements&lt;br /&gt;
you must meet in order to cast it. Each spell’s&lt;br /&gt;
description indicates whether it requires verbal (V),&lt;br /&gt;
somatic (S), or material (M) components. If you can’t&lt;br /&gt;
provide one or more of a spell’s components, you are&lt;br /&gt;
unable to cast the spell.&lt;br /&gt;
Verbal (V)&lt;br /&gt;
Most spells require the chanting of mystic words.&lt;br /&gt;
The words themselves aren’t the source of the spell’s&lt;br /&gt;
power; rather, the particular combination of sounds,&lt;br /&gt;
with specific pitch and resonance, sets the threads of&lt;br /&gt;
magic in motion. Thus, a character who is gagged or&lt;br /&gt;
in an area of silence, such as one created by the&lt;br /&gt;
silence spell, can’t cast a spell with a verbal&lt;br /&gt;
component.&lt;br /&gt;
Somatic (S)&lt;br /&gt;
Spellcasting gestures might include a forceful&lt;br /&gt;
gesticulation or an intricate set of gestures. If a spell&lt;br /&gt;
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requires a somatic component, the caster must have&lt;br /&gt;
free use of at least one hand to perform these gestures.&lt;br /&gt;
Material (M)&lt;br /&gt;
Casting some spells requires particular objects,&lt;br /&gt;
specified in parentheses in the component entry. A&lt;br /&gt;
character can use a component pouch or a&lt;br /&gt;
spellcasting focus (found in “Equipment”) in place&lt;br /&gt;
of the components specified for a spell. But if a cost&lt;br /&gt;
is indicated for a component, a character must have&lt;br /&gt;
that specific component before he or she can cast the&lt;br /&gt;
spell.&lt;br /&gt;
If a spell states that a material component is&lt;br /&gt;
consumed by the spell, the caster must provide this&lt;br /&gt;
component for each casting of the spell.&lt;br /&gt;
A spellcaster must have a hand free to access a&lt;br /&gt;
spell’s material components—or to hold a&lt;br /&gt;
spellcasting focus—but it can be the same hand that&lt;br /&gt;
he or she uses to perform somatic components.&lt;br /&gt;
Duration&lt;br /&gt;
A spell’s duration is the length of time the spell&lt;br /&gt;
persists. A duration can be expressed in rounds,&lt;br /&gt;
minutes, hours, or even years. Some spells specify&lt;br /&gt;
that their effects last until the spells are dispelled or&lt;br /&gt;
destroyed.&lt;br /&gt;
Instantaneous&lt;br /&gt;
Many spells are instantaneous. The spell harms,&lt;br /&gt;
heals, creates, or alters a creature or an object in a&lt;br /&gt;
way that can’t be dispelled, because its magic exists&lt;br /&gt;
only for an instant.&lt;br /&gt;
Concentration&lt;br /&gt;
Some spells require you to maintain concentration in&lt;br /&gt;
order to keep their magic active. If you lose&lt;br /&gt;
concentration, such a spell ends.&lt;br /&gt;
If a spell must be maintained with concentration,&lt;br /&gt;
that fact appears in its Duration entry, and the spell&lt;br /&gt;
specifies how long you can concentrate on it. You&lt;br /&gt;
can end concentration at any time (no action&lt;br /&gt;
required).&lt;br /&gt;
Normal activity, such as moving and attacking,&lt;br /&gt;
doesn’t interfere with concentration. The following&lt;br /&gt;
factors can break concentration:&lt;br /&gt;
• Casting another spell that requires&lt;br /&gt;
concentration. You lose concentration on a spell&lt;br /&gt;
if you cast another spell that requires&lt;br /&gt;
concentration. You can’t concentrate on two spells&lt;br /&gt;
at once.&lt;br /&gt;
• Taking damage. Whenever you take damage&lt;br /&gt;
while you are concentrating on a spell, you must&lt;br /&gt;
make a Constitution saving throw to maintain&lt;br /&gt;
your concentration. The DC equals 10 or half the&lt;br /&gt;
damage you take, whichever number is higher. If&lt;br /&gt;
you take damage from multiple sources, such as an&lt;br /&gt;
arrow and a dragon’s breath, you make a separate&lt;br /&gt;
saving throw for each source of damage.&lt;br /&gt;
• Being incapacitated or killed. You lose&lt;br /&gt;
concentration on a spell if you are incapacitated or&lt;br /&gt;
if you die.&lt;br /&gt;
The GM might also decide that certain&lt;br /&gt;
environmental phenomena, such as a wave crashing&lt;br /&gt;
over you while you’re on a storm-­‐‑tossed ship,&lt;br /&gt;
require you to succeed on a DC 10 Constitution&lt;br /&gt;
saving throw to maintain concentration on a spell.&lt;br /&gt;
Targets&lt;br /&gt;
A typical spell requires you to pick one or more&lt;br /&gt;
targets to be affected by the spell’s magic. A spell’s&lt;br /&gt;
description tells you whether the spell targets&lt;br /&gt;
creatures, objects, or a point of origin for an area of&lt;br /&gt;
effect (described below).&lt;br /&gt;
Unless a spell has a perceptible effect, a creature&lt;br /&gt;
might not know it was targeted by a spell at all. An&lt;br /&gt;
effect like crackling lightning is obvious, but a more&lt;br /&gt;
subtle effect, such as an attempt to read a creature’s&lt;br /&gt;
thoughts, typically goes unnoticed, unless a spell&lt;br /&gt;
says otherwise.&lt;br /&gt;
A Clear Path to the Target&lt;br /&gt;
To target something, you must have a clear path to it,&lt;br /&gt;
so it can’t be behind total cover.&lt;br /&gt;
If you place an area of effect at a point that you&lt;br /&gt;
can’t see and an obstruction, such as a wall, is&lt;br /&gt;
between you and that point, the point of origin&lt;br /&gt;
comes into being on the near side of that obstruction.&lt;br /&gt;
Targeting Yourself&lt;br /&gt;
If a spell targets a creature of your choice, you can&lt;br /&gt;
choose yourself, unless the creature must be hostile&lt;br /&gt;
or specifically a creature other than you. If you are in&lt;br /&gt;
the area of effect of a spell you cast, you can target&lt;br /&gt;
yourself.&lt;br /&gt;
Areas of Effect&lt;br /&gt;
Spells such as burning hands and cone of cold cover&lt;br /&gt;
an area, allowing them to affect multiple creatures at&lt;br /&gt;
once.&lt;br /&gt;
A spell’s description specifies its area of effect,&lt;br /&gt;
which typically has one of five different shapes: cone,&lt;br /&gt;
cube, cylinder, line, or sphere. Every area of effect&lt;br /&gt;
has a point of origin, a location from which the&lt;br /&gt;
spell’s energy erupts. The rules for each shape&lt;br /&gt;
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specify how you position its point of origin. Typically,&lt;br /&gt;
a point of origin is a point in space, but some spells&lt;br /&gt;
have an area whose origin is a creature or an object.&lt;br /&gt;
A spell’s effect expands in straight lines from the&lt;br /&gt;
point of origin. If no unblocked straight line extends&lt;br /&gt;
from the point of origin to a location within the area&lt;br /&gt;
of effect, that location isn’t included in the spell’s&lt;br /&gt;
area. To block one of these imaginary lines, an&lt;br /&gt;
obstruction must provide total cover.&lt;br /&gt;
Cone&lt;br /&gt;
A cone extends in a direction you choose from its&lt;br /&gt;
point of origin. A cone’s width at a given point along&lt;br /&gt;
its length is equal to that point’s distance from the&lt;br /&gt;
point of origin. A cone’s area of effect specifies its&lt;br /&gt;
maximum length.&lt;br /&gt;
A cone’s point of origin is not included in the&lt;br /&gt;
cone’s area of effect, unless you decide otherwise.&lt;br /&gt;
Cube&lt;br /&gt;
You select a cube’s point of origin, which lies&lt;br /&gt;
anywhere on a face of the cubic effect. The cube’s&lt;br /&gt;
size is expressed as the length of each side.&lt;br /&gt;
A cube’s point of origin is not included in the&lt;br /&gt;
cube’s area of effect, unless you decide otherwise.&lt;br /&gt;
Cylinder&lt;br /&gt;
A cylinder’s point of origin is the center of a circle of&lt;br /&gt;
a particular radius, as given in the spell description.&lt;br /&gt;
The circle must either be on the ground or at the&lt;br /&gt;
height of the spell effect. The energy in a cylinder&lt;br /&gt;
expands in straight lines from the point of origin to&lt;br /&gt;
the perimeter of the circle, forming the base of the&lt;br /&gt;
cylinder. The spell’s effect then shoots up from the&lt;br /&gt;
base or down from the top, to a distance equal to the&lt;br /&gt;
height of the cylinder.&lt;br /&gt;
A cylinder’s point of origin is included in the&lt;br /&gt;
cylinder’s area of effect.&lt;br /&gt;
Line&lt;br /&gt;
A line extends from its point of origin in a straight&lt;br /&gt;
path up to its length and covers an area defined by&lt;br /&gt;
its width.&lt;br /&gt;
A line’s point of origin is not included in the line’s&lt;br /&gt;
area of effect, unless you decide otherwise.&lt;br /&gt;
Sphere&lt;br /&gt;
You select a sphere’s point of origin, and the sphere&lt;br /&gt;
extends outward from that point. The sphere’s size is&lt;br /&gt;
expressed as a radius in feet that extends from the&lt;br /&gt;
point.&lt;br /&gt;
A sphere’s point of origin is included in the&lt;br /&gt;
sphere’s area of effect.&lt;br /&gt;
Saving Throws&lt;br /&gt;
Many spells specify that a target can make a saving&lt;br /&gt;
throw to avoid some or all of a spell’s effects. The&lt;br /&gt;
spell specifies the ability that the target uses for the&lt;br /&gt;
save and what happens on a success or failure.&lt;br /&gt;
The DC to resist one of your spells equals 8 + your&lt;br /&gt;
spellcasting ability modifier + your proficiency&lt;br /&gt;
bonus + any special modifiers.&lt;br /&gt;
Attack Rolls&lt;br /&gt;
Some spells require the caster to make an attack roll&lt;br /&gt;
to determine whether the spell effect hits the&lt;br /&gt;
intended target. Your attack bonus with a spell&lt;br /&gt;
attack equals your spellcasting ability modifier +&lt;br /&gt;
your proficiency bonus.&lt;br /&gt;
Most spells that require attack rolls involve&lt;br /&gt;
ranged attacks. Remember that you have&lt;br /&gt;
disadvantage on a ranged attack roll if you are within&lt;br /&gt;
5 feet of a hostile creature that can see you and that&lt;br /&gt;
isn’t incapacitated.&lt;br /&gt;
The Schools of Magic&lt;br /&gt;
Academies of magic group spells into eight categories called&lt;br /&gt;
schools of magic. Scholars, particularly wizards, apply these&lt;br /&gt;
categories to all spells, believing that all magic functions in&lt;br /&gt;
essentially the same way, whether it derives from rigorous&lt;br /&gt;
study or is bestowed by a deity.&lt;br /&gt;
The schools of magic help describe spells; they have no&lt;br /&gt;
rules of their own, although some rules refer to the schools.&lt;br /&gt;
Abjuration spells are protective in nature, though some of&lt;br /&gt;
them have aggressive uses. They create magical barriers,&lt;br /&gt;
negate harmful effects, harm trespassers, or banish creatures&lt;br /&gt;
to other planes of existence.&lt;br /&gt;
Conjuration spells involve the transportation of objects&lt;br /&gt;
and creatures from one location to another. Some spells&lt;br /&gt;
summon creatures or objects to the caster’s side, whereas&lt;br /&gt;
others allow the caster to teleport to another location. Some&lt;br /&gt;
conjurations create objects or effects out of nothing.&lt;br /&gt;
Divination spells reveal information, whether in the form&lt;br /&gt;
of secrets long forgotten, glimpses of the future, the&lt;br /&gt;
locations of hidden things, the truth behind illusions, or&lt;br /&gt;
visions of distant people or places.&lt;br /&gt;
Enchantment spells affect the minds of others, influencing&lt;br /&gt;
or controlling their behavior. Such spells can make enemies&lt;br /&gt;
see the caster as a friend, force creatures to take a course of&lt;br /&gt;
action, or even control another creature like a puppet.&lt;br /&gt;
Evocation spells manipulate magical energy to produce a&lt;br /&gt;
desired effect. Some call up blasts of fire or lightning. Others&lt;br /&gt;
channel positive energy to heal wounds.&lt;br /&gt;
Illusion spells deceive the senses or minds of others. They&lt;br /&gt;
cause people to see things that are not there, to miss things&lt;br /&gt;
that are there, to hear phantom noises, or to remember&lt;br /&gt;
things that never happened. Some illusions create phantom&lt;br /&gt;
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images that any creature can see, but the most insidious&lt;br /&gt;
illusions plant an image directly in the mind of a creature.&lt;br /&gt;
Necromancy spells manipulate the energies of life and&lt;br /&gt;
death. Such spells can grant an extra reserve of life force,&lt;br /&gt;
drain the life energy from another creature, create the&lt;br /&gt;
undead, or even bring the dead back to life.&lt;br /&gt;
Creating the undead through the use of necromancy spells&lt;br /&gt;
such as animate dead is not a good act, and only evil casters&lt;br /&gt;
use such spells frequently.&lt;br /&gt;
Transmutation spells change the properties of a creature,&lt;br /&gt;
object, or environment. They might turn an enemy into a&lt;br /&gt;
harmless creature, bolster the strength of an ally, make an&lt;br /&gt;
object move at the caster’s command, or enhance a creature’s&lt;br /&gt;
innate healing abilities to rapidly recover from injury.&lt;br /&gt;
Combining Magical Effects&lt;br /&gt;
The effects of different spells add together while the&lt;br /&gt;
durations of those spells overlap. The effects of the&lt;br /&gt;
same spell cast multiple times don’t combine,&lt;br /&gt;
however. Instead, the most potent effect—such as&lt;br /&gt;
the highest bonus—from those castings applies&lt;br /&gt;
while their durations overlap.&lt;br /&gt;
For example, if two clerics cast bless on the same&lt;br /&gt;
target, that character gains the spell’s benefit only&lt;br /&gt;
once; he or she doesn’t get to roll two bonus dice.&lt;br /&gt;
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Spell Lists&lt;br /&gt;
Bard Spells&lt;br /&gt;
Cantrips (0 Level)&lt;br /&gt;
Dancing Lights&lt;br /&gt;
Light&lt;br /&gt;
Mage Hand&lt;br /&gt;
Mending&lt;br /&gt;
Message&lt;br /&gt;
Minor Illusion&lt;br /&gt;
Prestidigitation&lt;br /&gt;
True Strike&lt;br /&gt;
Vicious Mockery&lt;br /&gt;
1st Level&lt;br /&gt;
Animal Friendship&lt;br /&gt;
Bane&lt;br /&gt;
Charm Person&lt;br /&gt;
Comprehend Languages&lt;br /&gt;
Cure Wounds&lt;br /&gt;
Detect Magic&lt;br /&gt;
Disguise Self&lt;br /&gt;
Faerie Fire&lt;br /&gt;
Feather Fall&lt;br /&gt;
Healing Word&lt;br /&gt;
Heroism&lt;br /&gt;
Hideous Laughter&lt;br /&gt;
Identify&lt;br /&gt;
Illusory Script&lt;br /&gt;
Longstrider&lt;br /&gt;
Silent Image&lt;br /&gt;
Sleep&lt;br /&gt;
Speak with Animals&lt;br /&gt;
Thunderwave&lt;br /&gt;
Unseen Servant&lt;br /&gt;
2nd Level&lt;br /&gt;
Animal Messenger&lt;br /&gt;
Blindness/Deafness&lt;br /&gt;
Calm Emotions&lt;br /&gt;
Detect Thoughts&lt;br /&gt;
Enhance Ability&lt;br /&gt;
Enthrall&lt;br /&gt;
Heat Metal&lt;br /&gt;
Hold Person&lt;br /&gt;
Invisibility&lt;br /&gt;
Knock&lt;br /&gt;
Lesser Restoration&lt;br /&gt;
Locate Animals or Plants&lt;br /&gt;
Locate Object&lt;br /&gt;
Magic Mouth&lt;br /&gt;
See Invisibility&lt;br /&gt;
Shatter&lt;br /&gt;
Silence&lt;br /&gt;
Suggestion&lt;br /&gt;
Zone of Truth&lt;br /&gt;
3rd Level&lt;br /&gt;
Bestow Curse&lt;br /&gt;
Clairvoyance&lt;br /&gt;
Dispel Magic&lt;br /&gt;
Fear&lt;br /&gt;
Glyph of Warding&lt;br /&gt;
Hypnotic Pattern&lt;br /&gt;
Major Image&lt;br /&gt;
Nondetection&lt;br /&gt;
Plant Growth&lt;br /&gt;
Sending&lt;br /&gt;
Speak with Dead&lt;br /&gt;
Speak with Plants&lt;br /&gt;
Stinking Cloud&lt;br /&gt;
Tiny Hut&lt;br /&gt;
Tongues&lt;br /&gt;
4th Level&lt;br /&gt;
Compulsion&lt;br /&gt;
Confusion&lt;br /&gt;
Dimension Door&lt;br /&gt;
Freedom of Movement&lt;br /&gt;
Greater Invisibility&lt;br /&gt;
Hallucinatory Terrain&lt;br /&gt;
Locate Creature&lt;br /&gt;
Polymorph&lt;br /&gt;
5th Level&lt;br /&gt;
Animate Objects&lt;br /&gt;
Awaken&lt;br /&gt;
Dominate Person&lt;br /&gt;
Dream&lt;br /&gt;
Geas&lt;br /&gt;
Greater Restoration&lt;br /&gt;
Hold Monster&lt;br /&gt;
Legend Lore&lt;br /&gt;
Mass Cure Wounds&lt;br /&gt;
Mislead&lt;br /&gt;
Modify Memory&lt;br /&gt;
Planar Binding&lt;br /&gt;
Raise Dead&lt;br /&gt;
Scrying&lt;br /&gt;
Seeming&lt;br /&gt;
Teleportation Circle&lt;br /&gt;
6th Level&lt;br /&gt;
Eyebite&lt;br /&gt;
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Find the Path&lt;br /&gt;
Guards and Wards&lt;br /&gt;
Irresistible Dance&lt;br /&gt;
Mass Suggestion&lt;br /&gt;
Programmed Illusion&lt;br /&gt;
True Seeing&lt;br /&gt;
7th Level&lt;br /&gt;
Arcane Sword&lt;br /&gt;
Etherealness&lt;br /&gt;
Forcecage&lt;br /&gt;
Magnificent Mansion&lt;br /&gt;
Mirage Arcane&lt;br /&gt;
Project Image&lt;br /&gt;
Regenerate&lt;br /&gt;
Resurrection&lt;br /&gt;
Symbol&lt;br /&gt;
Teleport&lt;br /&gt;
8th Level&lt;br /&gt;
Dominate Monster&lt;br /&gt;
Feeblemind&lt;br /&gt;
Glibness&lt;br /&gt;
Mind Blank&lt;br /&gt;
Power Word Stun&lt;br /&gt;
9th Level&lt;br /&gt;
Foresight&lt;br /&gt;
Power Word Kill&lt;br /&gt;
True Polymorph&lt;br /&gt;
Cleric Spells&lt;br /&gt;
Cantrips (0 Level)&lt;br /&gt;
Guidance&lt;br /&gt;
Light&lt;br /&gt;
Mending&lt;br /&gt;
Resistance&lt;br /&gt;
Sacred Flame&lt;br /&gt;
Spare the Dying&lt;br /&gt;
Thaumaturgy&lt;br /&gt;
1st Level&lt;br /&gt;
Bane&lt;br /&gt;
Bless&lt;br /&gt;
Command&lt;br /&gt;
Create or Destroy Water&lt;br /&gt;
Cure Wounds&lt;br /&gt;
Detect Evil and Good&lt;br /&gt;
Detect Magic&lt;br /&gt;
Detect Poison and Disease&lt;br /&gt;
Guiding Bolt&lt;br /&gt;
Healing Word&lt;br /&gt;
Inflict Wounds&lt;br /&gt;
Protection from Evil and Good&lt;br /&gt;
Purify Food and Drink&lt;br /&gt;
Sanctuary&lt;br /&gt;
Shield of Faith&lt;br /&gt;
2nd Level&lt;br /&gt;
Aid&lt;br /&gt;
Augury&lt;br /&gt;
Blindness/Deafness&lt;br /&gt;
Calm Emotions&lt;br /&gt;
Continual Flame&lt;br /&gt;
Enhance Ability&lt;br /&gt;
Find Traps&lt;br /&gt;
Gentle Repose&lt;br /&gt;
Hold Person&lt;br /&gt;
Lesser Restoration&lt;br /&gt;
Locate Object&lt;br /&gt;
Prayer of Healing&lt;br /&gt;
Protection from Poison&lt;br /&gt;
Silence&lt;br /&gt;
Spiritual Weapon&lt;br /&gt;
Warding Bond&lt;br /&gt;
Zone of Truth&lt;br /&gt;
3rd Level&lt;br /&gt;
Animate Dead&lt;br /&gt;
Beacon of Hope&lt;br /&gt;
Bestow Curse&lt;br /&gt;
Clairvoyance&lt;br /&gt;
Create Food and Water&lt;br /&gt;
Daylight&lt;br /&gt;
Dispel Magic&lt;br /&gt;
Glyph of Warding&lt;br /&gt;
Magic Circle&lt;br /&gt;
Mass Healing Word&lt;br /&gt;
Meld into Stone&lt;br /&gt;
Protection from Energy&lt;br /&gt;
Remove Curse&lt;br /&gt;
Revivify&lt;br /&gt;
Sending&lt;br /&gt;
Speak with Dead&lt;br /&gt;
Spirit Guardians&lt;br /&gt;
Tongues&lt;br /&gt;
Water Walk&lt;br /&gt;
4th Level&lt;br /&gt;
Banishment&lt;br /&gt;
Control Water&lt;br /&gt;
Death Ward&lt;br /&gt;
Divination&lt;br /&gt;
Freedom of Movement&lt;br /&gt;
Guardian of Faith&lt;br /&gt;
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Locate Creature&lt;br /&gt;
Stone Shape&lt;br /&gt;
5th Level&lt;br /&gt;
Commune&lt;br /&gt;
Contagion&lt;br /&gt;
Dispel Evil and Good&lt;br /&gt;
Flame Strike&lt;br /&gt;
Geas&lt;br /&gt;
Greater Restoration&lt;br /&gt;
Hallow&lt;br /&gt;
Insect Plague&lt;br /&gt;
Legend Lore&lt;br /&gt;
Mass Cure Wounds&lt;br /&gt;
Planar Binding&lt;br /&gt;
Raise Dead&lt;br /&gt;
Scrying&lt;br /&gt;
6th Level&lt;br /&gt;
Blade Barrier&lt;br /&gt;
Create Undead&lt;br /&gt;
Find the Path&lt;br /&gt;
Forbiddance&lt;br /&gt;
Harm&lt;br /&gt;
Heal&lt;br /&gt;
Heroes’ Feast&lt;br /&gt;
Planar Ally&lt;br /&gt;
True Seeing&lt;br /&gt;
Word of Recall&lt;br /&gt;
7th Level&lt;br /&gt;
Conjure Celestial&lt;br /&gt;
Divine Word&lt;br /&gt;
Etherealness&lt;br /&gt;
Fire Storm&lt;br /&gt;
Plane Shift&lt;br /&gt;
Regenerate&lt;br /&gt;
Resurrection&lt;br /&gt;
Symbol&lt;br /&gt;
8th Level&lt;br /&gt;
Antimagic Field&lt;br /&gt;
Control Weather&lt;br /&gt;
Earthquake&lt;br /&gt;
Holy Aura&lt;br /&gt;
9th Level&lt;br /&gt;
Astral Projection&lt;br /&gt;
Gate&lt;br /&gt;
Mass Heal&lt;br /&gt;
True Resurrection&lt;br /&gt;
Druid Spells&lt;br /&gt;
Cantrips (0 Level)&lt;br /&gt;
Druidcraft&lt;br /&gt;
Guidance&lt;br /&gt;
Mending&lt;br /&gt;
Poison Spray&lt;br /&gt;
Produce Flame&lt;br /&gt;
Resistance&lt;br /&gt;
Shillelagh&lt;br /&gt;
1st Level&lt;br /&gt;
Animal Friendship&lt;br /&gt;
Charm Person&lt;br /&gt;
Create or Destroy Water&lt;br /&gt;
Cure Wounds&lt;br /&gt;
Detect Magic&lt;br /&gt;
Detect Poison and Disease&lt;br /&gt;
Entangle&lt;br /&gt;
Faerie Fire&lt;br /&gt;
Fog Cloud&lt;br /&gt;
Goodberry&lt;br /&gt;
Healing Word&lt;br /&gt;
Jump&lt;br /&gt;
Longstrider&lt;br /&gt;
Purify Food and Drink&lt;br /&gt;
Speak with Animals&lt;br /&gt;
Thunderwave&lt;br /&gt;
2nd Level&lt;br /&gt;
Animal Messenger&lt;br /&gt;
Barkskin&lt;br /&gt;
Darkvision&lt;br /&gt;
Enhance Ability&lt;br /&gt;
Find Traps&lt;br /&gt;
Flame Blade&lt;br /&gt;
Flaming Sphere&lt;br /&gt;
Gust of Wind&lt;br /&gt;
Heat Metal&lt;br /&gt;
Hold Person&lt;br /&gt;
Lesser Restoration&lt;br /&gt;
Locate Animals or Plants&lt;br /&gt;
Locate Object&lt;br /&gt;
Moonbeam&lt;br /&gt;
Pass without Trace&lt;br /&gt;
Protection from Poison&lt;br /&gt;
Spike Growth&lt;br /&gt;
3rd Level&lt;br /&gt;
Call Lightning&lt;br /&gt;
Conjure Animals&lt;br /&gt;
Daylight&lt;br /&gt;
Dispel Magic&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 108&lt;br /&gt;
Meld into Stone&lt;br /&gt;
Plant Growth&lt;br /&gt;
Protection from Energy&lt;br /&gt;
Sleet Storm&lt;br /&gt;
Speak with Plants&lt;br /&gt;
Water Breathing&lt;br /&gt;
Water Walk&lt;br /&gt;
Wind Wall&lt;br /&gt;
4th Level&lt;br /&gt;
Blight&lt;br /&gt;
Confusion&lt;br /&gt;
Conjure Minor Elementals&lt;br /&gt;
Conjure Woodland Beings&lt;br /&gt;
Control Water&lt;br /&gt;
Dominate Beast&lt;br /&gt;
Freedom of Movement&lt;br /&gt;
Giant Insect&lt;br /&gt;
Hallucinatory Terrain&lt;br /&gt;
Ice Storm&lt;br /&gt;
Locate Creature&lt;br /&gt;
Polymorph&lt;br /&gt;
Stone Shape&lt;br /&gt;
Stoneskin&lt;br /&gt;
Wall of Fire&lt;br /&gt;
5th Level&lt;br /&gt;
Antilife Shell&lt;br /&gt;
Awaken&lt;br /&gt;
Commune with Nature&lt;br /&gt;
Conjure Elemental&lt;br /&gt;
Contagion&lt;br /&gt;
Geas&lt;br /&gt;
Greater Restoration&lt;br /&gt;
Insect Plague&lt;br /&gt;
Mass Cure Wounds&lt;br /&gt;
Planar Binding&lt;br /&gt;
Reincarnate&lt;br /&gt;
Scrying&lt;br /&gt;
Tree Stride&lt;br /&gt;
Wall of Stone&lt;br /&gt;
6th Level&lt;br /&gt;
Conjure Fey&lt;br /&gt;
Find the Path&lt;br /&gt;
Heal&lt;br /&gt;
Heroes’ Feast&lt;br /&gt;
Move Earth&lt;br /&gt;
Sunbeam&lt;br /&gt;
Transport via Plants&lt;br /&gt;
Wall of Thorns&lt;br /&gt;
Wind Walk&lt;br /&gt;
7th Level&lt;br /&gt;
Fire Storm&lt;br /&gt;
Mirage Arcane&lt;br /&gt;
Plane Shift&lt;br /&gt;
Regenerate&lt;br /&gt;
Reverse Gravity&lt;br /&gt;
8th Level&lt;br /&gt;
Animal Shapes&lt;br /&gt;
Antipathy/Sympathy&lt;br /&gt;
Control Weather&lt;br /&gt;
Earthquake&lt;br /&gt;
Feeblemind&lt;br /&gt;
Sunburst&lt;br /&gt;
9th Level&lt;br /&gt;
Foresight&lt;br /&gt;
Shapechange&lt;br /&gt;
Storm of Vengeance&lt;br /&gt;
True Resurrection&lt;br /&gt;
Paladin Spells&lt;br /&gt;
1st Level&lt;br /&gt;
Bless&lt;br /&gt;
Command&lt;br /&gt;
Cure Wounds&lt;br /&gt;
Detect Evil and Good&lt;br /&gt;
Detect Magic&lt;br /&gt;
Detect Poison and Disease&lt;br /&gt;
Divine Favor&lt;br /&gt;
Heroism&lt;br /&gt;
Protection from Evil and Good&lt;br /&gt;
Purify Food and Drink&lt;br /&gt;
Shield of Faith&lt;br /&gt;
2nd Level&lt;br /&gt;
Aid&lt;br /&gt;
Branding Smite&lt;br /&gt;
Find Steed&lt;br /&gt;
Lesser Restoration&lt;br /&gt;
Locate Object&lt;br /&gt;
Magic Weapon&lt;br /&gt;
Protection from Poison&lt;br /&gt;
Zone of Truth&lt;br /&gt;
3rd Level&lt;br /&gt;
Create Food and Water&lt;br /&gt;
Daylight&lt;br /&gt;
Dispel Magic&lt;br /&gt;
Magic Circle&lt;br /&gt;
Remove Curse&lt;br /&gt;
Revivify&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 109&lt;br /&gt;
4th Level&lt;br /&gt;
Banishment&lt;br /&gt;
Death Ward&lt;br /&gt;
Locate Creature&lt;br /&gt;
5th Level&lt;br /&gt;
Dispel Evil and Good&lt;br /&gt;
Geas&lt;br /&gt;
Raise Dead&lt;br /&gt;
Ranger Spells&lt;br /&gt;
1st Level&lt;br /&gt;
Alarm&lt;br /&gt;
Animal Friendship&lt;br /&gt;
Cure Wounds&lt;br /&gt;
Detect Magic&lt;br /&gt;
Detect Poison and Disease&lt;br /&gt;
Fog Cloud&lt;br /&gt;
Goodberry&lt;br /&gt;
Hunter&#039;s Mark&lt;br /&gt;
Jump&lt;br /&gt;
Longstrider&lt;br /&gt;
Speak with Animals&lt;br /&gt;
2nd Level&lt;br /&gt;
Animal Messenger&lt;br /&gt;
Barkskin&lt;br /&gt;
Darkvision&lt;br /&gt;
Find Traps&lt;br /&gt;
Lesser Restoration&lt;br /&gt;
Locate Animals or Plants&lt;br /&gt;
Locate Object&lt;br /&gt;
Pass without Trace&lt;br /&gt;
Protection from Poison&lt;br /&gt;
Silence&lt;br /&gt;
Spike Growth&lt;br /&gt;
3rd Level&lt;br /&gt;
Conjure Animals&lt;br /&gt;
Daylight&lt;br /&gt;
Nondetection&lt;br /&gt;
Plant Growth&lt;br /&gt;
Protection from Energy&lt;br /&gt;
Speak with Plants&lt;br /&gt;
Water Breathing&lt;br /&gt;
Water Walk&lt;br /&gt;
Wind Wall&lt;br /&gt;
4th Level&lt;br /&gt;
Conjure Woodland Beings&lt;br /&gt;
Freedom of Movement&lt;br /&gt;
Locate Creature&lt;br /&gt;
Stoneskin&lt;br /&gt;
5th Level&lt;br /&gt;
Commune with Nature&lt;br /&gt;
Tree Stride&lt;br /&gt;
Sorcerer Spells&lt;br /&gt;
Cantrips (0 Level)&lt;br /&gt;
Acid Splash&lt;br /&gt;
Chill Touch&lt;br /&gt;
Dancing Lights&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Light&lt;br /&gt;
Mage Hand&lt;br /&gt;
Mending&lt;br /&gt;
Message&lt;br /&gt;
Minor Illusion&lt;br /&gt;
Poison Spray&lt;br /&gt;
Prestidigitation&lt;br /&gt;
Ray of Frost&lt;br /&gt;
Shocking Grasp&lt;br /&gt;
True Strike&lt;br /&gt;
1st Level&lt;br /&gt;
Burning Hands&lt;br /&gt;
Charm Person&lt;br /&gt;
Color Spray&lt;br /&gt;
Comprehend Languages&lt;br /&gt;
Detect Magic&lt;br /&gt;
Disguise Self&lt;br /&gt;
Expeditious Retreat&lt;br /&gt;
False Life&lt;br /&gt;
Feather Fall&lt;br /&gt;
Fog Cloud&lt;br /&gt;
Jump&lt;br /&gt;
Mage Armor&lt;br /&gt;
Magic Missile&lt;br /&gt;
Shield&lt;br /&gt;
Silent Image&lt;br /&gt;
Sleep&lt;br /&gt;
Thunderwave&lt;br /&gt;
2nd Level&lt;br /&gt;
Alter Self&lt;br /&gt;
Blindness/Deafness&lt;br /&gt;
Blur&lt;br /&gt;
Darkness&lt;br /&gt;
Darkvision&lt;br /&gt;
Detect Thoughts&lt;br /&gt;
Enhance Ability&lt;br /&gt;
Enlarge/Reduce&lt;br /&gt;
Gust of Wind&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 110&lt;br /&gt;
Hold Person&lt;br /&gt;
Invisibility&lt;br /&gt;
Knock&lt;br /&gt;
Levitate&lt;br /&gt;
Mirror Image&lt;br /&gt;
Misty Step&lt;br /&gt;
Scorching Ray&lt;br /&gt;
See Invisibility&lt;br /&gt;
Shatter&lt;br /&gt;
Spider Climb&lt;br /&gt;
Suggestion&lt;br /&gt;
Web&lt;br /&gt;
3rd Level&lt;br /&gt;
Blink&lt;br /&gt;
Clairvoyance&lt;br /&gt;
Counterspell&lt;br /&gt;
Daylight&lt;br /&gt;
Dispel Magic&lt;br /&gt;
Fear&lt;br /&gt;
Fireball&lt;br /&gt;
Fly&lt;br /&gt;
Gaseous Form&lt;br /&gt;
Haste&lt;br /&gt;
Hypnotic Pattern&lt;br /&gt;
Lightning Bolt&lt;br /&gt;
Major Image&lt;br /&gt;
Protection from Energy&lt;br /&gt;
Sleet Storm&lt;br /&gt;
Slow&lt;br /&gt;
Stinking Cloud&lt;br /&gt;
Tongues&lt;br /&gt;
Water Breathing&lt;br /&gt;
Water Walk&lt;br /&gt;
4th Level&lt;br /&gt;
Banishment&lt;br /&gt;
Blight&lt;br /&gt;
Confusion&lt;br /&gt;
Dimension Door&lt;br /&gt;
Dominate Beast&lt;br /&gt;
Greater Invisibility&lt;br /&gt;
Ice Storm&lt;br /&gt;
Polymorph&lt;br /&gt;
Stoneskin&lt;br /&gt;
Wall of Fire&lt;br /&gt;
5th Level&lt;br /&gt;
Animate Objects&lt;br /&gt;
Cloudkill&lt;br /&gt;
Cone of Cold&lt;br /&gt;
Creation&lt;br /&gt;
Dominate Person&lt;br /&gt;
Hold Monster&lt;br /&gt;
Insect Plague&lt;br /&gt;
Seeming&lt;br /&gt;
Telekinesis&lt;br /&gt;
Teleportation Circle&lt;br /&gt;
Wall of Stone&lt;br /&gt;
6th Level&lt;br /&gt;
Chain Lightning&lt;br /&gt;
Circle of Death&lt;br /&gt;
Disintegrate&lt;br /&gt;
Eyebite&lt;br /&gt;
Globe of Invulnerability&lt;br /&gt;
Mass Suggestion&lt;br /&gt;
Move Earth&lt;br /&gt;
Sunbeam&lt;br /&gt;
True Seeing&lt;br /&gt;
7th Level&lt;br /&gt;
Delayed Blast Fireball&lt;br /&gt;
Etherealness&lt;br /&gt;
Finger of Death&lt;br /&gt;
Fire Storm&lt;br /&gt;
Plane Shift&lt;br /&gt;
Prismatic Spray&lt;br /&gt;
Reverse Gravity&lt;br /&gt;
Teleport&lt;br /&gt;
8th Level&lt;br /&gt;
Dominate Monster&lt;br /&gt;
Earthquake&lt;br /&gt;
Incendiary Cloud&lt;br /&gt;
Power Word Stun&lt;br /&gt;
Sunburst&lt;br /&gt;
9th Level&lt;br /&gt;
Gate&lt;br /&gt;
Meteor Swarm&lt;br /&gt;
Power Word Kill&lt;br /&gt;
Time Stop&lt;br /&gt;
Wish&lt;br /&gt;
Warlock Spells&lt;br /&gt;
Cantrips (0 Level)&lt;br /&gt;
Chill Touch&lt;br /&gt;
Eldritch Blast&lt;br /&gt;
Mage Hand&lt;br /&gt;
Minor Illusion&lt;br /&gt;
Poison Spray&lt;br /&gt;
Prestidigitation&lt;br /&gt;
True Strike&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 111&lt;br /&gt;
1st Level&lt;br /&gt;
Charm Person&lt;br /&gt;
Comprehend Languages&lt;br /&gt;
Expeditious Retreat&lt;br /&gt;
Hellish Rebuke&lt;br /&gt;
Illusory Script&lt;br /&gt;
Protection from Evil and Good&lt;br /&gt;
Unseen Servant&lt;br /&gt;
2nd Level&lt;br /&gt;
Darkness&lt;br /&gt;
Enthrall&lt;br /&gt;
Hold Person&lt;br /&gt;
Invisibility&lt;br /&gt;
Mirror Image&lt;br /&gt;
Misty Step&lt;br /&gt;
Ray of Enfeeblement&lt;br /&gt;
Shatter&lt;br /&gt;
Spider Climb&lt;br /&gt;
Suggestion&lt;br /&gt;
3rd Level&lt;br /&gt;
Counterspell&lt;br /&gt;
Dispel Magic&lt;br /&gt;
Fear&lt;br /&gt;
Fly&lt;br /&gt;
Gaseous Form&lt;br /&gt;
Hypnotic Pattern&lt;br /&gt;
Magic Circle&lt;br /&gt;
Major Image&lt;br /&gt;
Remove Curse&lt;br /&gt;
Tongues&lt;br /&gt;
Vampiric Touch&lt;br /&gt;
4th Level&lt;br /&gt;
Banishment&lt;br /&gt;
Blight&lt;br /&gt;
Dimension Door&lt;br /&gt;
Hallucinatory Terrain&lt;br /&gt;
5th Level&lt;br /&gt;
Contact Other Plane&lt;br /&gt;
Dream&lt;br /&gt;
Hold Monster&lt;br /&gt;
Scrying&lt;br /&gt;
6th Level&lt;br /&gt;
Circle of Death&lt;br /&gt;
Conjure Fey&lt;br /&gt;
Create Undead&lt;br /&gt;
Eyebite&lt;br /&gt;
Flesh to Stone&lt;br /&gt;
Mass Suggestion&lt;br /&gt;
True Seeing&lt;br /&gt;
7th Level&lt;br /&gt;
Etherealness&lt;br /&gt;
Finger of Death&lt;br /&gt;
Forcecage&lt;br /&gt;
Plane Shift&lt;br /&gt;
8th Level&lt;br /&gt;
Demiplane&lt;br /&gt;
Dominate Monster&lt;br /&gt;
Feeblemind&lt;br /&gt;
Glibness&lt;br /&gt;
Power Word Stun&lt;br /&gt;
9th Level&lt;br /&gt;
Astral Projection&lt;br /&gt;
Foresight&lt;br /&gt;
Imprisonment&lt;br /&gt;
Power Word Kill&lt;br /&gt;
True Polymorph&lt;br /&gt;
Wizard Spells&lt;br /&gt;
Cantrips (0 Level)&lt;br /&gt;
Acid Splash&lt;br /&gt;
Chill Touch&lt;br /&gt;
Dancing Lights&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Light&lt;br /&gt;
Mage Hand&lt;br /&gt;
Mending&lt;br /&gt;
Message&lt;br /&gt;
Minor Illusion&lt;br /&gt;
Poison Spray&lt;br /&gt;
Prestidigitation&lt;br /&gt;
Ray of Frost&lt;br /&gt;
Shocking Grasp&lt;br /&gt;
True Strike&lt;br /&gt;
1st Level&lt;br /&gt;
Alarm&lt;br /&gt;
Burning Hands&lt;br /&gt;
Charm Person&lt;br /&gt;
Color Spray&lt;br /&gt;
Comprehend Languages&lt;br /&gt;
Detect Magic&lt;br /&gt;
Disguise Self&lt;br /&gt;
Expeditious Retreat&lt;br /&gt;
False Life&lt;br /&gt;
Feather Fall&lt;br /&gt;
Find Familiar&lt;br /&gt;
Floating Disk&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 112&lt;br /&gt;
Fog Cloud&lt;br /&gt;
Grease&lt;br /&gt;
Hideous Laughter&lt;br /&gt;
Identify&lt;br /&gt;
Illusory Script&lt;br /&gt;
Jump&lt;br /&gt;
Longstrider&lt;br /&gt;
Mage Armor&lt;br /&gt;
Magic Missile&lt;br /&gt;
Protection from Evil and Good&lt;br /&gt;
Shield&lt;br /&gt;
Silent Image&lt;br /&gt;
Sleep&lt;br /&gt;
Thunderwave&lt;br /&gt;
Unseen Servant&lt;br /&gt;
2nd Level&lt;br /&gt;
Acid Arrow&lt;br /&gt;
Alter Self&lt;br /&gt;
Arcane Lock&lt;br /&gt;
Arcanist’s Magic Aura&lt;br /&gt;
Blindness/Deafness&lt;br /&gt;
Blur&lt;br /&gt;
Continual Flame&lt;br /&gt;
Darkness&lt;br /&gt;
Darkvision&lt;br /&gt;
Detect Thoughts&lt;br /&gt;
Enlarge/Reduce&lt;br /&gt;
Flaming Sphere&lt;br /&gt;
Gentle Repose&lt;br /&gt;
Gust of Wind&lt;br /&gt;
Hold Person&lt;br /&gt;
Invisibility&lt;br /&gt;
Knock&lt;br /&gt;
Levitate&lt;br /&gt;
Locate Object&lt;br /&gt;
Magic Mouth&lt;br /&gt;
Magic Weapon&lt;br /&gt;
Mirror Image&lt;br /&gt;
Misty Step&lt;br /&gt;
Ray of Enfeeblement&lt;br /&gt;
Rope Trick&lt;br /&gt;
Scorching Ray&lt;br /&gt;
See Invisibility&lt;br /&gt;
Shatter&lt;br /&gt;
Spider Climb&lt;br /&gt;
Suggestion&lt;br /&gt;
Web&lt;br /&gt;
3rd Level&lt;br /&gt;
Animate Dead&lt;br /&gt;
Bestow Curse&lt;br /&gt;
Blink&lt;br /&gt;
Clairvoyance&lt;br /&gt;
Counterspell&lt;br /&gt;
Dispel Magic&lt;br /&gt;
Fear&lt;br /&gt;
Fireball&lt;br /&gt;
Fly&lt;br /&gt;
Gaseous Form&lt;br /&gt;
Glyph of Warding&lt;br /&gt;
Haste&lt;br /&gt;
Hypnotic Pattern&lt;br /&gt;
Lightning Bolt&lt;br /&gt;
Magic Circle&lt;br /&gt;
Major Image&lt;br /&gt;
Nondetection&lt;br /&gt;
Phantom Steed&lt;br /&gt;
Protection from Energy&lt;br /&gt;
Remove Curse&lt;br /&gt;
Sending&lt;br /&gt;
Sleet Storm&lt;br /&gt;
Slow&lt;br /&gt;
Stinking Cloud&lt;br /&gt;
Tiny Hut&lt;br /&gt;
Tongues&lt;br /&gt;
Vampiric Touch&lt;br /&gt;
Water Breathing&lt;br /&gt;
4th Level&lt;br /&gt;
Arcane Eye&lt;br /&gt;
Banishment&lt;br /&gt;
Black Tentacles&lt;br /&gt;
Blight&lt;br /&gt;
Confusion&lt;br /&gt;
Conjure Minor Elementals&lt;br /&gt;
Control Water&lt;br /&gt;
Dimension Door&lt;br /&gt;
Fabricate&lt;br /&gt;
Faithful Hound&lt;br /&gt;
Fire Shield&lt;br /&gt;
Greater Invisibility&lt;br /&gt;
Hallucinatory Terrain&lt;br /&gt;
Ice Storm&lt;br /&gt;
Locate Creature&lt;br /&gt;
Phantasmal Killer&lt;br /&gt;
Polymorph&lt;br /&gt;
Private Sanctum&lt;br /&gt;
Resilient Sphere&lt;br /&gt;
Secret Chest&lt;br /&gt;
Stone Shape&lt;br /&gt;
Stoneskin&lt;br /&gt;
Wall of Fire&lt;br /&gt;
5th Level&lt;br /&gt;
Animate Objects&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 113&lt;br /&gt;
Arcane Hand&lt;br /&gt;
Cloudkill&lt;br /&gt;
Cone of Cold&lt;br /&gt;
Conjure Elemental&lt;br /&gt;
Contact Other Plane&lt;br /&gt;
Creation&lt;br /&gt;
Dominate Person&lt;br /&gt;
Dream&lt;br /&gt;
Geas&lt;br /&gt;
Hold Monster&lt;br /&gt;
Legend Lore&lt;br /&gt;
Mislead&lt;br /&gt;
Modify Memory&lt;br /&gt;
Passwall&lt;br /&gt;
Planar Binding&lt;br /&gt;
Scrying&lt;br /&gt;
Seeming&lt;br /&gt;
Telekinesis&lt;br /&gt;
Telepathic Bond&lt;br /&gt;
Teleportation Circle&lt;br /&gt;
Wall of Force&lt;br /&gt;
Wall of Stone&lt;br /&gt;
6th Level&lt;br /&gt;
Chain Lightning&lt;br /&gt;
Circle of Death&lt;br /&gt;
Contingency&lt;br /&gt;
Create Undead&lt;br /&gt;
Disintegrate&lt;br /&gt;
Eyebite&lt;br /&gt;
Flesh to Stone&lt;br /&gt;
Freezing Sphere&lt;br /&gt;
Globe of Invulnerability&lt;br /&gt;
Guards and Wards&lt;br /&gt;
Instant Summons&lt;br /&gt;
Irresistible Dance&lt;br /&gt;
Magic Jar&lt;br /&gt;
Mass Suggestion&lt;br /&gt;
Move Earth&lt;br /&gt;
Programmed Illusion&lt;br /&gt;
Sunbeam&lt;br /&gt;
True Seeing&lt;br /&gt;
Wall of Ice&lt;br /&gt;
7th Level&lt;br /&gt;
Arcane Sword&lt;br /&gt;
Delayed Blast Fireball&lt;br /&gt;
Etherealness&lt;br /&gt;
Finger of Death&lt;br /&gt;
Forcecage&lt;br /&gt;
Magnificent Mansion&lt;br /&gt;
Mirage Arcane&lt;br /&gt;
Plane Shift&lt;br /&gt;
Prismatic Spray&lt;br /&gt;
Project Image&lt;br /&gt;
Reverse Gravity&lt;br /&gt;
Sequester&lt;br /&gt;
Simulacrum&lt;br /&gt;
Symbol&lt;br /&gt;
Teleport&lt;br /&gt;
8th Level&lt;br /&gt;
Antimagic Field&lt;br /&gt;
Antipathy/Sympathy&lt;br /&gt;
Clone&lt;br /&gt;
Control Weather&lt;br /&gt;
Demiplane&lt;br /&gt;
Dominate Monster&lt;br /&gt;
Feeblemind&lt;br /&gt;
Incendiary Cloud&lt;br /&gt;
Maze&lt;br /&gt;
Mind Blank&lt;br /&gt;
Power Word Stun&lt;br /&gt;
Sunburst&lt;br /&gt;
9th Level&lt;br /&gt;
Astral Projection&lt;br /&gt;
Foresight&lt;br /&gt;
Gate&lt;br /&gt;
Imprisonment&lt;br /&gt;
Meteor Swarm&lt;br /&gt;
Power Word Kill&lt;br /&gt;
Prismatic Wall&lt;br /&gt;
Shapechange&lt;br /&gt;
Time Stop&lt;br /&gt;
True Polymorph&lt;br /&gt;
Weird&lt;br /&gt;
Wish&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 114&lt;br /&gt;
Spell Descriptions&lt;br /&gt;
Acid Arrow&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S, M (powdered rhubarb leaf and an&lt;br /&gt;
adder’s stomach)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A shimmering green arrow streaks toward a target&lt;br /&gt;
within range and bursts in a spray of acid. Make a&lt;br /&gt;
ranged spell attack against the target. On a hit, the&lt;br /&gt;
target takes 4d4 acid damage immediately and 2d4&lt;br /&gt;
acid damage at the end of its next turn. On a miss,&lt;br /&gt;
the arrow splashes the target with acid for half as&lt;br /&gt;
much of the initial damage and no damage at the end&lt;br /&gt;
of its next turn.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, the damage (both&lt;br /&gt;
initial and later) increases by 1d4 for each slot level&lt;br /&gt;
above 2nd.&lt;br /&gt;
Acid Splash&lt;br /&gt;
Conjuration cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You hurl a bubble of acid. Choose one creature&lt;br /&gt;
within range, or choose two creatures within range&lt;br /&gt;
that are within 5 feet of each other. A target must&lt;br /&gt;
succeed on a Dexterity saving throw or take 1d6 acid&lt;br /&gt;
damage.&lt;br /&gt;
This spell’s damage increases by 1d6 when you&lt;br /&gt;
reach 5th level (2d6), 11th level (3d6), and 17th&lt;br /&gt;
level (4d6).&lt;br /&gt;
Aid&lt;br /&gt;
2nd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a tiny strip of white cloth)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
Your spell bolsters your allies with toughness and&lt;br /&gt;
resolve. Choose up to three creatures within range.&lt;br /&gt;
Each target’s hit point maximum and current hit&lt;br /&gt;
points increase by 5 for the duration.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, a target’s hit points&lt;br /&gt;
increase by an additional 5 for each slot level above&lt;br /&gt;
2nd.&lt;br /&gt;
Alarm&lt;br /&gt;
1st-­‐‑level abjuration (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a tiny bell and a piece of fine&lt;br /&gt;
silver wire)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
You set an alarm against unwanted intrusion.&lt;br /&gt;
Choose a door, a window, or an area within range&lt;br /&gt;
that is no larger than a 20-­‐‑foot cube. Until the spell&lt;br /&gt;
ends, an alarm alerts you whenever a Tiny or larger&lt;br /&gt;
creature touches or enters the warded area. When&lt;br /&gt;
you cast the spell, you can designate creatures that&lt;br /&gt;
won’t set off the alarm. You also choose whether the&lt;br /&gt;
alarm is mental or audible.&lt;br /&gt;
A mental alarm alerts you with a ping in your&lt;br /&gt;
mind if you are within 1 mile of the warded area.&lt;br /&gt;
This ping awakens you if you are sleeping.&lt;br /&gt;
An audible alarm produces the sound of a hand&lt;br /&gt;
bell for 10 seconds within 60 feet.&lt;br /&gt;
Alter Self&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You assume a different form. When you cast the spell,&lt;br /&gt;
choose one of the following options, the effects of&lt;br /&gt;
which last for the duration of the spell. While the&lt;br /&gt;
spell lasts, you can end one option as an action to&lt;br /&gt;
gain the benefits of a different one.&lt;br /&gt;
Aquatic Adaptation. You adapt your body to an&lt;br /&gt;
aquatic environment, sprouting gills and growing&lt;br /&gt;
webbing between your fingers. You can breathe&lt;br /&gt;
underwater and gain a swimming speed equal to&lt;br /&gt;
your walking speed.&lt;br /&gt;
Change Appearance. You transform your&lt;br /&gt;
appearance. You decide what you look like, including&lt;br /&gt;
your height, weight, facial features, sound of your&lt;br /&gt;
voice, hair length, coloration, and distinguishing&lt;br /&gt;
characteristics, if any. You can make yourself appear&lt;br /&gt;
as a member of another race, though none of your&lt;br /&gt;
statistics change. You also can’t appear as a creature&lt;br /&gt;
of a different size than you, and your basic shape&lt;br /&gt;
stays the same; if you’re bipedal, you can’t use this&lt;br /&gt;
spell to become quadrupedal, for instance. At any&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 115&lt;br /&gt;
time for the duration of the spell, you can use your&lt;br /&gt;
action to change your appearance in this way again.&lt;br /&gt;
Natural Weapons. You grow claws, fangs, spines,&lt;br /&gt;
horns, or a different natural weapon of your choice.&lt;br /&gt;
Your unarmed strikes deal 1d6 bludgeoning,&lt;br /&gt;
piercing, or slashing damage, as appropriate to the&lt;br /&gt;
natural weapon you chose, and you are proficient&lt;br /&gt;
with your unarmed strikes. Finally, the natural&lt;br /&gt;
weapon is magic and you have a +1 bonus to the&lt;br /&gt;
attack and damage rolls you make using it.&lt;br /&gt;
Animal Friendship&lt;br /&gt;
1st-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a morsel of food)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
This spell lets you convince a beast that you mean it&lt;br /&gt;
no harm. Choose a beast that you can see within&lt;br /&gt;
range. It must see and hear you. If the beast&#039;s&lt;br /&gt;
Intelligence is 4 or higher, the spell fails. Otherwise,&lt;br /&gt;
the beast must succeed on a Wisdom saving throw&lt;br /&gt;
or be charmed by you for the spell&#039;s duration. If you&lt;br /&gt;
or one of your companions harms the target, the&lt;br /&gt;
spells ends.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you can affect one&lt;br /&gt;
additional beast t level above 1st.&lt;br /&gt;
Animal Messenger&lt;br /&gt;
2nd-­‐‑level enchantment (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a morsel of food)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
By means of this spell, you use an animal to deliver a&lt;br /&gt;
message. Choose a Tiny beast you can see within&lt;br /&gt;
range, such as a squirrel, a blue jay, or a bat. You&lt;br /&gt;
specify a location, which you must have visited, and&lt;br /&gt;
a recipient who matches a general description, such&lt;br /&gt;
as “a man or woman dressed in the uniform of the&lt;br /&gt;
town guard” or “a red-­‐‑haired dwarf wearing a&lt;br /&gt;
pointed hat.” You also speak a message of up to&lt;br /&gt;
twenty-­‐‑five words. The target beast travels for the&lt;br /&gt;
duration of the spell toward the specified location,&lt;br /&gt;
covering about 50 miles per 24 hours for a flying&lt;br /&gt;
messenger, or 25 miles for other animals.&lt;br /&gt;
When the messenger arrives, it delivers your&lt;br /&gt;
message to the creature that you described,&lt;br /&gt;
replicating the sound of your voice. The messenger&lt;br /&gt;
speaks only to a creature matching the description&lt;br /&gt;
you gave. If the messenger doesn’t reach its&lt;br /&gt;
destination before the spell ends, the message is lost,&lt;br /&gt;
and the beast makes its way back to where you cast&lt;br /&gt;
this spell.&lt;br /&gt;
At Higher Levels. If you cast this spell using a spell&lt;br /&gt;
slot of 3nd level or higher, the duration of the spell&lt;br /&gt;
increases by 48 hours for each slot level above 2nd.&lt;br /&gt;
Animal Shapes&lt;br /&gt;
8th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 24 hours&lt;br /&gt;
Your magic turns others into beasts. Choose any&lt;br /&gt;
number of willing creatures that you can see within&lt;br /&gt;
range. You transform each target into the form of a&lt;br /&gt;
Large or smaller beast with a challenge rating of 4 or&lt;br /&gt;
lower. On subsequent turns, you can use your action&lt;br /&gt;
to transform affected creatures into new forms.&lt;br /&gt;
The transformation lasts for the duration for each&lt;br /&gt;
target, or until the target drops to 0 hit points or dies.&lt;br /&gt;
You can choose a different form for each target. A&lt;br /&gt;
target’s game statistics are replaced by the statistics&lt;br /&gt;
of the chosen beast, though the target retains its&lt;br /&gt;
alignment and Intelligence, Wisdom, and Charisma&lt;br /&gt;
scores. The target assumes the hit points of its new&lt;br /&gt;
form, and when it reverts to its normal form, it&lt;br /&gt;
returns to the number of hit points it had before it&lt;br /&gt;
transformed. If it reverts as a result of dropping to 0&lt;br /&gt;
hit points, any excess damage carries over to its&lt;br /&gt;
normal form. As long as the excess damage doesn’t&lt;br /&gt;
reduce the creature’s normal form to 0 hit points, it&lt;br /&gt;
isn’t knocked unconscious. The creature is limited in&lt;br /&gt;
the actions it can perform by the nature of its new&lt;br /&gt;
form, and it can’t speak or cast spells.&lt;br /&gt;
The target’s gear melds into the new form. The&lt;br /&gt;
target can’t activate, wield, or otherwise benefit&lt;br /&gt;
from any of its equipment.&lt;br /&gt;
Animate Dead&lt;br /&gt;
3rd-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S, M (a drop of blood, a piece of&lt;br /&gt;
flesh, and a pinch of bone dust)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
This spell creates an undead servant. Choose a pile&lt;br /&gt;
of bones or a corpse of a Medium or Small humanoid&lt;br /&gt;
within range. Your spell imbues the target with a&lt;br /&gt;
foul mimicry of life, raising it as an undead creature.&lt;br /&gt;
The target becomes a skeleton if you chose bones or&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 116&lt;br /&gt;
a zombie if you chose a corpse (the GM has the&lt;br /&gt;
creature’s game statistics).&lt;br /&gt;
On each of your turns, you can use a bonus action&lt;br /&gt;
to mentally command any creature you made with&lt;br /&gt;
this spell if the creature is within 60 feet of you (if&lt;br /&gt;
you control multiple creatures, you can command&lt;br /&gt;
any or all of them at the same time, issuing the same&lt;br /&gt;
command to each one). You decide what action the&lt;br /&gt;
creature will take and where it will move during its&lt;br /&gt;
next turn, or you can issue a general command, such&lt;br /&gt;
as to guard a particular chamber or corridor. If you&lt;br /&gt;
issue no commands, the creature only defends itself&lt;br /&gt;
against hostile creatures. Once given an order, the&lt;br /&gt;
creature continues to follow it until its task is&lt;br /&gt;
complete.&lt;br /&gt;
The creature is under your control for 24 hours,&lt;br /&gt;
after which it stops obeying any command you’ve&lt;br /&gt;
given it. To maintain control of the creature for&lt;br /&gt;
another 24 hours, you must cast this spell on the&lt;br /&gt;
creature again before the current 24-­‐‑hour period&lt;br /&gt;
ends. This use of the spell reasserts your control&lt;br /&gt;
over up to four creatures you have animated with&lt;br /&gt;
this spell, rather than animating a new one.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, you animate or&lt;br /&gt;
reassert control over two additional undead&lt;br /&gt;
creatures for each slot level above 3rd. Each of the&lt;br /&gt;
creatures must come from a different corpse or pile&lt;br /&gt;
of bones.&lt;br /&gt;
Animate Objects&lt;br /&gt;
5th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Objects come to life at your command. Choose up to&lt;br /&gt;
ten nonmagical objects within range that are not&lt;br /&gt;
being worn or carried. Medium targets count as two&lt;br /&gt;
objects, Large targets count as four objects, Huge&lt;br /&gt;
targets count as eight objects. You can’t animate any&lt;br /&gt;
object larger than Huge. Each target animates and&lt;br /&gt;
becomes a creature under your control until the&lt;br /&gt;
spell ends or until reduced to 0 hit points.&lt;br /&gt;
As a bonus action, you can mentally command any&lt;br /&gt;
creature you made with this spell if the creature is&lt;br /&gt;
within 500 feet of you (if you control multiple&lt;br /&gt;
creatures, you can command any or all of them at the&lt;br /&gt;
same time, issuing the same command to each one).&lt;br /&gt;
You decide what action the creature will take and&lt;br /&gt;
where it will move during its next turn, or you can&lt;br /&gt;
issue a general command, such as to guard a&lt;br /&gt;
particular chamber or corridor. If you issue no&lt;br /&gt;
commands, the creature only defends itself against&lt;br /&gt;
hostile creatures. Once given an order, the creature&lt;br /&gt;
continues to follow it until its task is complete.&lt;br /&gt;
Animated Object Statistics&lt;br /&gt;
Size HP AC Attack Str Dex&lt;br /&gt;
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18&lt;br /&gt;
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14&lt;br /&gt;
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12&lt;br /&gt;
Large 50 10 +6 to hit, 2d10 + 2&lt;br /&gt;
damage&lt;br /&gt;
14 10&lt;br /&gt;
Huge 80 10 +8 to hit, 2d12 + 4&lt;br /&gt;
damage&lt;br /&gt;
18 6&lt;br /&gt;
An animated object is a construct with AC, hit&lt;br /&gt;
points, attacks, Strength, and Dexterity determined&lt;br /&gt;
by its size. Its Constitution is 10 and its Intelligence&lt;br /&gt;
and Wisdom are 3, and its Charisma is 1. Its speed is&lt;br /&gt;
30 feet; if the object lacks legs or other appendages it&lt;br /&gt;
can use for locomotion, it instead has a flying speed&lt;br /&gt;
of 30 feet and can hover. If the object is securely&lt;br /&gt;
attached to a surface or a larger object, such as a&lt;br /&gt;
chain bolted to a wall, its speed is 0. It has blindsight&lt;br /&gt;
with a radius of 30 feet and is blind beyond that&lt;br /&gt;
distance. When the animated object drops to 0 hit&lt;br /&gt;
points, it reverts to its original object form, and any&lt;br /&gt;
remaining damage carries over to its original object&lt;br /&gt;
form.&lt;br /&gt;
If you command an object to attack, it can make a&lt;br /&gt;
single melee attack against a creature within 5 feet&lt;br /&gt;
of it. It makes a slam attack with an attack bonus and&lt;br /&gt;
bludgeoning damage determined by its size. The GM&lt;br /&gt;
might rule that a specific object inflicts slashing or&lt;br /&gt;
piercing damage based on its form.&lt;br /&gt;
At Higher Levels. If you cast this spell using a spell&lt;br /&gt;
slot of 6th level or higher, you can animate two&lt;br /&gt;
additional objects for each slot level above 5th.&lt;br /&gt;
Antilife Shell&lt;br /&gt;
5th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (10-­‐‑foot radius)&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
A shimmering barrier extends out from you in a 10-­‐‑&lt;br /&gt;
foot radius and moves with you, remaining centered&lt;br /&gt;
on you and hedging out creatures other than undead&lt;br /&gt;
and constructs. The barrier lasts for the duration.&lt;br /&gt;
The barrier prevents an affected creature from&lt;br /&gt;
passing or reaching through. An affected creature&lt;br /&gt;
can cast spells or make attacks with ranged or reach&lt;br /&gt;
weapons through the barrier.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 117&lt;br /&gt;
If you move so that an affected creature is forced&lt;br /&gt;
to pass through the barrier, the spell ends.&lt;br /&gt;
Antimagic Field&lt;br /&gt;
8th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (10-­‐‑foot-­‐‑radius sphere)&lt;br /&gt;
Components: V, S, M (a pinch of powdered iron or&lt;br /&gt;
iron filings)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
A 10-­‐‑foot-­‐‑radius invisible sphere of antimagic&lt;br /&gt;
surrounds you. This area is divorced from the&lt;br /&gt;
magical energy that suffuses the multiverse. Within&lt;br /&gt;
the sphere, spells can’t be cast, summoned creatures&lt;br /&gt;
disappear, and even magic items become mundane.&lt;br /&gt;
Until the spell ends, the sphere moves with you,&lt;br /&gt;
centered on you.&lt;br /&gt;
Spells and other magical effects, except those&lt;br /&gt;
created by an artifact or a deity, are suppressed in&lt;br /&gt;
the sphere and can’t protrude into it. A slot&lt;br /&gt;
expended to cast a suppressed spell is consumed.&lt;br /&gt;
While an effect is suppressed, it doesn’t function, but&lt;br /&gt;
the time it spends suppressed counts against its&lt;br /&gt;
duration.&lt;br /&gt;
Targeted Effects. Spells and other magical effects,&lt;br /&gt;
such as magic missile and charm person, that target a&lt;br /&gt;
creature or an object in the sphere have no effect on&lt;br /&gt;
that target.&lt;br /&gt;
Areas of Magic. The area of another spell or&lt;br /&gt;
magical effect, such as fireball, can’t extend into the&lt;br /&gt;
sphere. If the sphere overlaps an area of magic, the&lt;br /&gt;
part of the area that is covered by the sphere is&lt;br /&gt;
suppressed. For example, the flames created by a&lt;br /&gt;
wall of fire are suppressed within the sphere,&lt;br /&gt;
creating a gap in the wall if the overlap is large&lt;br /&gt;
enough.&lt;br /&gt;
Spells. Any active spell or other magical effect on a&lt;br /&gt;
creature or an object in the sphere is suppressed&lt;br /&gt;
while the creature or object is in it.&lt;br /&gt;
Magic Items. The properties and powers of magic&lt;br /&gt;
items are suppressed in the sphere. For example, a&lt;br /&gt;
+1 longsword in the sphere functions as a&lt;br /&gt;
nonmagical longsword.&lt;br /&gt;
A magic weapon’s properties and powers are&lt;br /&gt;
suppressed if it is used against a target in the sphere&lt;br /&gt;
or wielded by an attacker in the sphere. If a magic&lt;br /&gt;
weapon or a piece of magic ammunition fully leaves&lt;br /&gt;
the sphere (for example, if you fire a magic arrow or&lt;br /&gt;
throw a magic spear at a target outside the sphere),&lt;br /&gt;
the magic of the item ceases to be suppressed as&lt;br /&gt;
soon as it exits.&lt;br /&gt;
Magical Travel. Teleportation and planar travel&lt;br /&gt;
fail to work in the sphere, whether the sphere is the&lt;br /&gt;
destination or the departure point for such magical&lt;br /&gt;
travel. A portal to another location, world, or plane&lt;br /&gt;
of existence, as well as an opening to an&lt;br /&gt;
extradimensional space such as that created by the&lt;br /&gt;
rope trick spell, temporarily closes while in the&lt;br /&gt;
sphere.&lt;br /&gt;
Creatures and Objects. A creature or object&lt;br /&gt;
summoned or created by magic temporarily winks&lt;br /&gt;
out of existence in the sphere. Such a creature&lt;br /&gt;
instantly reappears once the space the creature&lt;br /&gt;
occupied is no longer within the sphere.&lt;br /&gt;
Dispel Magic. Spells and magical effects such as&lt;br /&gt;
dispel magic have no effect on the sphere. Likewise,&lt;br /&gt;
the spheres created by different antimagic field&lt;br /&gt;
spells don’t nullify each other.&lt;br /&gt;
Antipathy/Sympathy&lt;br /&gt;
8th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (either a lump of alum soaked&lt;br /&gt;
in vinegar for the antipathy effect or a drop of&lt;br /&gt;
honey for the sympathy effect)&lt;br /&gt;
Duration: 10 days&lt;br /&gt;
This spell attracts or repels creatures of your choice.&lt;br /&gt;
You target something within range, either a Huge or&lt;br /&gt;
smaller object or creature or an area that is no larger&lt;br /&gt;
than a 200-­‐‑foot cube. Then specify a kind of&lt;br /&gt;
intelligent creature, such as red dragons, goblins, or&lt;br /&gt;
vampires. You invest the target with an aura that&lt;br /&gt;
either attracts or repels the specified creatures for&lt;br /&gt;
the duration. Choose antipathy or sympathy as the&lt;br /&gt;
aura’s effect.&lt;br /&gt;
Antipathy. The enchantment causes creatures of&lt;br /&gt;
the kind you designated to feel an intense urge to&lt;br /&gt;
leave the area and avoid the target. When such a&lt;br /&gt;
creature can see the target or comes within 60 feet&lt;br /&gt;
of it, the creature must succeed on a Wisdom saving&lt;br /&gt;
throw or become frightened. The creature remains&lt;br /&gt;
frightened while it can see the target or is within 60&lt;br /&gt;
feet of it. While frightened by the target, the creature&lt;br /&gt;
must use its movement to move to the nearest safe&lt;br /&gt;
spot from which it can’t see the target. If the creature&lt;br /&gt;
moves more than 60 feet from the target and can’t&lt;br /&gt;
see it, the creature is no longer frightened, but the&lt;br /&gt;
creature becomes frightened again if it regains sight&lt;br /&gt;
of the target or moves within 60 feet of it.&lt;br /&gt;
Sympathy. The enchantment causes the specified&lt;br /&gt;
creatures to feel an intense urge to approach the&lt;br /&gt;
target while within 60 feet of it or able to see it.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 118&lt;br /&gt;
When such a creature can see the target or comes&lt;br /&gt;
within 60 feet of it, the creature must succeed on a&lt;br /&gt;
Wisdom saving throw or use its movement on each&lt;br /&gt;
of its turns to enter the area or move within reach of&lt;br /&gt;
the target. When the creature has done so, it can’t&lt;br /&gt;
willingly move away from the target.&lt;br /&gt;
If the target damages or otherwise harms an&lt;br /&gt;
affected creature, the affected creature can make a&lt;br /&gt;
Wisdom saving throw to end the effect, as described&lt;br /&gt;
below.&lt;br /&gt;
Ending the Effect. If an affected creature ends its&lt;br /&gt;
turn while not within 60 feet of the target or able to&lt;br /&gt;
see it, the creature makes a Wisdom saving throw.&lt;br /&gt;
On a successful save, the creature is no longer&lt;br /&gt;
affected by the target and recognizes the feeling of&lt;br /&gt;
repugnance or attraction as magical. In addition, a&lt;br /&gt;
creature affected by the spell is allowed another&lt;br /&gt;
Wisdom saving throw every 24 hours while the spell&lt;br /&gt;
persists.&lt;br /&gt;
A creature that successfully saves against this&lt;br /&gt;
effect is immune to it for 1 minute, after which time&lt;br /&gt;
it can be affected again.&lt;br /&gt;
Arcane Eye&lt;br /&gt;
4th-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a bit of bat fur)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You create an invisible, magical eye within range&lt;br /&gt;
that hovers in the air for the duration.&lt;br /&gt;
You mentally receive visual information from the&lt;br /&gt;
eye, which has normal vision and darkvision out to&lt;br /&gt;
30 feet. The eye can look in every direction.&lt;br /&gt;
As an action, you can move the eye up to 30 feet in&lt;br /&gt;
any direction. There is no limit to how far away from&lt;br /&gt;
you the eye can move, but it can’t enter another&lt;br /&gt;
plane of existence. A solid barrier blocks the eye’s&lt;br /&gt;
movement, but the eye can pass through an opening&lt;br /&gt;
as small as 1 inch in diameter.&lt;br /&gt;
Arcane Hand&lt;br /&gt;
5th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (an eggshell and a snakeskin&lt;br /&gt;
glove)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You create a Large hand of shimmering, translucent&lt;br /&gt;
force in an unoccupied space that you can see within&lt;br /&gt;
range. The hand lasts for the spell’s duration, and it&lt;br /&gt;
moves at your command, mimicking the movements&lt;br /&gt;
of your own hand.&lt;br /&gt;
The hand is an object that has AC 20 and hit points&lt;br /&gt;
equal to your hit point maximum. If it drops to 0 hit&lt;br /&gt;
points, the spell ends. It has a Strength of 26 (+8)&lt;br /&gt;
and a Dexterity of 10 (+0). The hand doesn’t fill its&lt;br /&gt;
space.&lt;br /&gt;
When you cast the spell and as a bonus action on&lt;br /&gt;
your subsequent turns, you can move the hand up to&lt;br /&gt;
60 feet and then cause one of the following effects&lt;br /&gt;
with it.&lt;br /&gt;
Clenched Fist. The hand strikes one creature or&lt;br /&gt;
object within 5 feet of it. Make a melee spell attack&lt;br /&gt;
for the hand using your game statistics. On a hit, the&lt;br /&gt;
target takes 4d8 force damage.&lt;br /&gt;
Forceful Hand. The hand attempts to push a&lt;br /&gt;
creature within 5 feet of it in a direction you choose.&lt;br /&gt;
Make a check with the hand’s Strength contested by&lt;br /&gt;
the Strength (Athletics) check of the target. If the&lt;br /&gt;
target is Medium or smaller, you have advantage on&lt;br /&gt;
the check. If you succeed, the hand pushes the target&lt;br /&gt;
up to 5 feet plus a number of feet equal to five times&lt;br /&gt;
your spellcasting ability modifier. The hand moves&lt;br /&gt;
with the target to remain within 5 feet of it.&lt;br /&gt;
Grasping Hand. The hand attempts to grapple a&lt;br /&gt;
Huge or smaller creature within 5 feet of it. You use&lt;br /&gt;
the hand’s Strength score to resolve the grapple. If&lt;br /&gt;
the target is Medium or smaller, you have advantage&lt;br /&gt;
on the check. While the hand is grappling the target,&lt;br /&gt;
you can use a bonus action to have the hand crush it.&lt;br /&gt;
When you do so, the target takes bludgeoning&lt;br /&gt;
damage equal to 2d6 + your spellcasting ability&lt;br /&gt;
modifier.&lt;br /&gt;
Interposing Hand. The hand interposes itself&lt;br /&gt;
between you and a creature you choose until you&lt;br /&gt;
give the hand a different command. The hand moves&lt;br /&gt;
to stay between you and the target, providing you&lt;br /&gt;
with half cover against the target. The target can’t&lt;br /&gt;
move through the hand’s space if its Strength score&lt;br /&gt;
is less than or equal to the hand’s Strength score. If&lt;br /&gt;
its Strength score is higher than the hand’s Strength&lt;br /&gt;
score, the target can move toward you through the&lt;br /&gt;
hand’s space, but that space is difficult terrain for the&lt;br /&gt;
target.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the damage from the&lt;br /&gt;
clenched fist option increases by 2d8 and the&lt;br /&gt;
damage from the grasping hand increases by 2d6 for&lt;br /&gt;
each slot level above 5th.&lt;br /&gt;
Arcane Lock&lt;br /&gt;
2nd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 119&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (gold dust worth at least 25 gp,&lt;br /&gt;
which the spell consumes)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
You touch a closed door, window, gate, chest, or&lt;br /&gt;
other entryway, and it becomes locked for the&lt;br /&gt;
duration. You and the creatures you designate when&lt;br /&gt;
you cast this spell can open the object normally. You&lt;br /&gt;
can also set a password that, when spoken within 5&lt;br /&gt;
feet of the object, suppresses this spell for 1 minute.&lt;br /&gt;
Otherwise, it is impassable until it is broken or the&lt;br /&gt;
spell is dispelled or suppressed. Casting knock on the&lt;br /&gt;
object suppresses arcane lock for 10 minutes.&lt;br /&gt;
While affected by this spell, the object is more&lt;br /&gt;
difficult to break or force open; the DC to break it or&lt;br /&gt;
pick any locks on it increases by 10.&lt;br /&gt;
Arcane Sword&lt;br /&gt;
7th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a miniature platinum sword&lt;br /&gt;
with a grip and pommel of copper and zinc, worth&lt;br /&gt;
250 gp)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You create a sword-­‐‑shaped plane of force that&lt;br /&gt;
hovers within range. It lasts for the duration.&lt;br /&gt;
When the sword appears, you make a melee spell&lt;br /&gt;
attack against a target of your choice within 5 feet of&lt;br /&gt;
the sword. On a hit, the target takes 3d10 force&lt;br /&gt;
damage. Until the spell ends, you can use a bonus&lt;br /&gt;
action on each of your turns to move the sword up to&lt;br /&gt;
20 feet to a spot you can see and repeat this attack&lt;br /&gt;
against the same target or a different one.&lt;br /&gt;
Arcanist’s Magic Aura&lt;br /&gt;
2nd-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a small square of silk)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
You place an illusion on a creature or an object you&lt;br /&gt;
touch so that divination spells reveal false&lt;br /&gt;
information about it. The target can be a willing&lt;br /&gt;
creature or an object that isn’t being carried or worn&lt;br /&gt;
by another creature.&lt;br /&gt;
When you cast the spell, choose one or both of the&lt;br /&gt;
following effects. The effect lasts for the duration. If&lt;br /&gt;
you cast this spell on the same creature or object&lt;br /&gt;
every day for 30 days, placing the same effect on it&lt;br /&gt;
each time, the illusion lasts until it is dispelled.&lt;br /&gt;
False Aura. You change the way the target&lt;br /&gt;
appears to spells and magical effects, such as detect&lt;br /&gt;
magic, that detect magical auras. You can make a&lt;br /&gt;
nonmagical object appear magical, a magical object&lt;br /&gt;
appear nonmagical, or change the object’s magical&lt;br /&gt;
aura so that it appears to belong to a specific school&lt;br /&gt;
of magic that you choose. When you use this effect&lt;br /&gt;
on an object, you can make the false magic apparent&lt;br /&gt;
to any creature that handles the item.&lt;br /&gt;
Mask. You change the way the target appears to&lt;br /&gt;
spells and magical effects that detect creature types,&lt;br /&gt;
such as a paladin’s Divine Sense or the trigger of a&lt;br /&gt;
symbol spell. You choose a creature type and other&lt;br /&gt;
spells and magical effects treat the target as if it&lt;br /&gt;
were a creature of that type or of that alignment.&lt;br /&gt;
Astral Projection&lt;br /&gt;
9th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S, M (for each creature you affect&lt;br /&gt;
with this spell, you must provide one jacinth&lt;br /&gt;
worth at least 1,000 gp and one ornately carved&lt;br /&gt;
bar of silver worth at least 100 gp, all of which the&lt;br /&gt;
spell consumes)&lt;br /&gt;
Duration: Special&lt;br /&gt;
You and up to eight willing creatures within range&lt;br /&gt;
project your astral bodies into the Astral Plane (the&lt;br /&gt;
spell fails and the casting is wasted if you are already&lt;br /&gt;
on that plane). The material body you leave behind&lt;br /&gt;
is unconscious and in a state of suspended&lt;br /&gt;
animation; it doesn’t need food or air and doesn’t&lt;br /&gt;
age.&lt;br /&gt;
Your astral body resembles your mortal form in&lt;br /&gt;
almost every way, replicating your game statistics&lt;br /&gt;
and possessions. The principal difference is the&lt;br /&gt;
addition of a silvery cord that extends from between&lt;br /&gt;
your shoulder blades and trails behind you, fading to&lt;br /&gt;
invisibility after 1 foot. This cord is your tether to&lt;br /&gt;
your material body. As long as the tether remains&lt;br /&gt;
intact, you can find your way home. If the cord is&lt;br /&gt;
cut—something that can happen only when an effect&lt;br /&gt;
specifically states that it does—your soul and body&lt;br /&gt;
are separated, killing you instantly.&lt;br /&gt;
Your astral form can freely travel through the&lt;br /&gt;
Astral Plane and can pass through portals there&lt;br /&gt;
leading to any other plane. If you enter a new plane&lt;br /&gt;
or return to the plane you were on when casting this&lt;br /&gt;
spell, your body and possessions are transported&lt;br /&gt;
along the silver cord, allowing you to re-­‐‑enter your&lt;br /&gt;
body as you enter the new plane. Your astral form is&lt;br /&gt;
a separate incarnation. Any damage or other effects&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 120&lt;br /&gt;
that apply to it have no effect on your physical body,&lt;br /&gt;
nor do they persist when you return to it.&lt;br /&gt;
The spell ends for you and your companions when&lt;br /&gt;
you use your action to dismiss it. When the spell&lt;br /&gt;
ends, the affected creature returns to its physical&lt;br /&gt;
body, and it awakens.&lt;br /&gt;
The spell might also end early for you or one of&lt;br /&gt;
your companions. A successful dispel magic spell&lt;br /&gt;
used against an astral or physical body ends the spell&lt;br /&gt;
for that creature. If a creature’s original body or its&lt;br /&gt;
astral form drops to 0 hit points, the spell ends for&lt;br /&gt;
that creature. If the spell ends and the silver cord is&lt;br /&gt;
intact, the cord pulls the creature’s astral form back&lt;br /&gt;
to its body, ending its state of suspended animation.&lt;br /&gt;
If you are returned to your body prematurely,&lt;br /&gt;
your companions remain in their astral forms and&lt;br /&gt;
must find their own way back to their bodies, usually&lt;br /&gt;
by dropping to 0 hit points.&lt;br /&gt;
Augury&lt;br /&gt;
2nd-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (specially marked sticks, bones,&lt;br /&gt;
or similar tokens worth at least 25 gp)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
By casting gem-­‐‑inlaid sticks, rolling dragon bones,&lt;br /&gt;
laying out ornate cards, or employing some other&lt;br /&gt;
divining tool, you receive an omen from an&lt;br /&gt;
otherworldly entity about the results of a specific&lt;br /&gt;
course of action that you plan to take within the next&lt;br /&gt;
30 minutes. The GM chooses from the following&lt;br /&gt;
possible omens:&lt;br /&gt;
• Weal, for good results&lt;br /&gt;
• Woe, for bad results&lt;br /&gt;
• Weal and woe, for both good and bad results&lt;br /&gt;
• Nothing, for results that aren’t especially good or&lt;br /&gt;
bad&lt;br /&gt;
The spell doesn’t take into account any possible&lt;br /&gt;
circumstances that might change the outcome, such&lt;br /&gt;
as the casting of additional spells or the loss or gain&lt;br /&gt;
of a companion.&lt;br /&gt;
If you cast the spell two or more times before&lt;br /&gt;
completing your next long rest, there is a cumulative&lt;br /&gt;
25 percent chance for each casting after the first that&lt;br /&gt;
you get a random reading. The GM makes this roll in&lt;br /&gt;
secret.&lt;br /&gt;
Awaken&lt;br /&gt;
5th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 8 hours&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (an agate worth at least 1,000&lt;br /&gt;
gp, which the spell consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
After spending the casting time tracing magical&lt;br /&gt;
pathways within a precious gemstone, you touch a&lt;br /&gt;
Huge or smaller beast or plant. The target must have&lt;br /&gt;
either no Intelligence score or an Intelligence of 3 or&lt;br /&gt;
less. The target gains an Intelligence of 10. The&lt;br /&gt;
target also gains the ability to speak one language&lt;br /&gt;
you know. If the target is a plant, it gains the ability&lt;br /&gt;
to move its limbs, roots, vines, creepers, and so forth,&lt;br /&gt;
and it gains senses similar to a human’s. Your GM&lt;br /&gt;
chooses statistics appropriate for the awakened&lt;br /&gt;
plant, such as the statistics for the awakened shrub&lt;br /&gt;
or the awakened tree.&lt;br /&gt;
The awakened beast or plant is charmed by you&lt;br /&gt;
for 30 days or until you or your companions do&lt;br /&gt;
anything harmful to it. When the charmed condition&lt;br /&gt;
ends, the awakened creature chooses whether to&lt;br /&gt;
remain friendly to you, based on how you treated it&lt;br /&gt;
while it was charmed.&lt;br /&gt;
Bane&lt;br /&gt;
1st-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a drop of blood)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Up to three creatures of your choice that you can see&lt;br /&gt;
within range must make Charisma saving throws.&lt;br /&gt;
Whenever a target that fails this saving throw makes&lt;br /&gt;
an attack roll or a saving throw before the spell ends,&lt;br /&gt;
the target must roll a d4 and subtract the number&lt;br /&gt;
rolled from the attack roll or saving throw.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 1st.&lt;br /&gt;
Banishment&lt;br /&gt;
4th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (an item distasteful to the&lt;br /&gt;
target)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You attempt to send one creature that you can see&lt;br /&gt;
within range to another plane of existence. The&lt;br /&gt;
target must succeed on a Charisma saving throw or&lt;br /&gt;
be banished.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 121&lt;br /&gt;
If the target is native to the plane of existence&lt;br /&gt;
you’re on, you banish the target to a harmless&lt;br /&gt;
demiplane. While there, the target is incapacitated.&lt;br /&gt;
The target remains there until the spell ends, at&lt;br /&gt;
which point the target reappears in the space it left&lt;br /&gt;
or in the nearest unoccupied space if that space is&lt;br /&gt;
occupied.&lt;br /&gt;
If the target is native to a different plane of&lt;br /&gt;
existence than the one you’re on, the target is&lt;br /&gt;
banished with a faint popping noise, returning to its&lt;br /&gt;
home plane. If the spell ends before 1 minute has&lt;br /&gt;
passed, the target reappears in the space it left or in&lt;br /&gt;
the nearest unoccupied space if that space is&lt;br /&gt;
occupied. Otherwise, the target doesn’t return.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 5th level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 4th.&lt;br /&gt;
Barkskin&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a handful of oak bark)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You touch a willing creature. Until the spell ends, the&lt;br /&gt;
target’s skin has a rough, bark-­‐‑like appearance, and&lt;br /&gt;
the target’s AC can’t be less than 16, regardless of&lt;br /&gt;
what kind of armor it is wearing.&lt;br /&gt;
Beacon of Hope&lt;br /&gt;
3rd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
This spell bestows hope and vitality. Choose any&lt;br /&gt;
number of creatures within range. For the duration,&lt;br /&gt;
each target has advantage on Wisdom saving throws&lt;br /&gt;
and death saving throws, and regains the maximum&lt;br /&gt;
number of hit points possible from any healing.&lt;br /&gt;
Bestow Curse&lt;br /&gt;
3rd-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You touch a creature, and that creature must&lt;br /&gt;
succeed on a Wisdom saving throw or become&lt;br /&gt;
cursed for the duration of the spell. When you cast&lt;br /&gt;
this spell, choose the nature of the curse from the&lt;br /&gt;
following options:&lt;br /&gt;
• Choose one ability score. While cursed, the target&lt;br /&gt;
has disadvantage on ability checks and saving&lt;br /&gt;
throws made with that ability score.&lt;br /&gt;
• While cursed, the target has disadvantage on&lt;br /&gt;
attack rolls against you.&lt;br /&gt;
• While cursed, the target must make a Wisdom&lt;br /&gt;
saving throw at the start of each of its turns. If it&lt;br /&gt;
fails, it wastes its action that turn doing nothing.&lt;br /&gt;
• While the target is cursed, your attacks and spells&lt;br /&gt;
deal an extra 1d8 necrotic damage to the target.&lt;br /&gt;
A remove curse spell ends this effect. At the GM’s&lt;br /&gt;
option, you may choose an alternative curse effect,&lt;br /&gt;
but it should be no more powerful than those&lt;br /&gt;
described above. The GM has final say on such a&lt;br /&gt;
curse’s effect.&lt;br /&gt;
At Higher Levels. If you cast this spell using a spell&lt;br /&gt;
slot of 4th level or higher, the duration is&lt;br /&gt;
concentration, up to 10 minutes. If you use a spell&lt;br /&gt;
slot of 5th level or higher, the duration is 8 hours. If&lt;br /&gt;
you use a spell slot of 7th level or higher, the&lt;br /&gt;
duration is 24 hours. If you use a 9th level spell slot,&lt;br /&gt;
the spell lasts until it is dispelled. Using a spell slot of&lt;br /&gt;
5th level or higher grants a duration that doesn’t&lt;br /&gt;
require concentration.&lt;br /&gt;
Black Tentacles&lt;br /&gt;
4th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S, M (a piece of tentacle from a&lt;br /&gt;
giant octopus or a giant squid)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Squirming, ebony tentacles fill a 20-­‐‑foot square on&lt;br /&gt;
ground that you can see within range. For the&lt;br /&gt;
duration, these tentacles turn the ground in the area&lt;br /&gt;
into difficult terrain.&lt;br /&gt;
When a creature enters the affected area for the&lt;br /&gt;
first time on a turn or starts its turn there, the&lt;br /&gt;
creature must succeed on a Dexterity saving throw&lt;br /&gt;
or take 3d6 bludgeoning damage and be restrained&lt;br /&gt;
by the tentacles until the spell ends. A creature that&lt;br /&gt;
starts its turn in the area and is already restrained&lt;br /&gt;
by the tentacles takes 3d6 bludgeoning damage.&lt;br /&gt;
A creature restrained by the tentacles can use its&lt;br /&gt;
action to make a Strength or Dexterity check (its&lt;br /&gt;
choice) against your spell save DC. On a success, it&lt;br /&gt;
frees itself.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 122&lt;br /&gt;
Blade Barrier&lt;br /&gt;
6th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You create a vertical wall of whirling, razor-­‐‑sharp&lt;br /&gt;
blades made of magical energy. The wall appears&lt;br /&gt;
within range and lasts for the duration. You can&lt;br /&gt;
make a straight wall up to 100 feet long, 20 feet high,&lt;br /&gt;
and 5 feet thick, or a ringed wall up to 60 feet in&lt;br /&gt;
diameter, 20 feet high, and 5 feet thick. The wall&lt;br /&gt;
provides three-­‐‑quarters cover to creatures behind it,&lt;br /&gt;
and its space is difficult terrain.&lt;br /&gt;
When a creature enters the wall’s area for the first&lt;br /&gt;
time on a turn or starts its turn there, the creature&lt;br /&gt;
must make a Dexterity saving throw. On a failed save,&lt;br /&gt;
the creature takes 6d10 slashing damage. On a&lt;br /&gt;
successful save, the creature takes half as much&lt;br /&gt;
damage.&lt;br /&gt;
Bless&lt;br /&gt;
1st-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a sprinkling of holy water)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You bless up to three creatures of your choice within&lt;br /&gt;
range. Whenever a target makes an attack roll or a&lt;br /&gt;
saving throw before the spell ends, the target can&lt;br /&gt;
roll a d4 and add the number rolled to the attack roll&lt;br /&gt;
or saving throw.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 1st.&lt;br /&gt;
Blight&lt;br /&gt;
4th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Necromantic energy washes over a creature of your&lt;br /&gt;
choice that you can see within range, draining&lt;br /&gt;
moisture and vitality from it. The target must make a&lt;br /&gt;
Constitution saving throw. The target takes 8d8&lt;br /&gt;
necrotic damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one. This spell has no effect&lt;br /&gt;
on undead or constructs.&lt;br /&gt;
If you target a plant creature or a magical plant, it&lt;br /&gt;
makes the saving throw with disadvantage, and the&lt;br /&gt;
spell deals maximum damage to it.&lt;br /&gt;
If you target a nonmagical plant that isn’t a&lt;br /&gt;
creature, such as a tree or shrub, it doesn’t make a&lt;br /&gt;
saving throw; it simply withers and dies.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 5th level or higher, the damage increases&lt;br /&gt;
by 1d8 for each slot level above 4th.&lt;br /&gt;
Blindness/Deafness&lt;br /&gt;
2nd-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
You can blind or deafen a foe. Choose one creature&lt;br /&gt;
that you can see within range to make a Constitution&lt;br /&gt;
saving throw. If it fails, the target is either blinded or&lt;br /&gt;
deafened (your choice) for the duration. At the end&lt;br /&gt;
of each of its turns, the target can make a&lt;br /&gt;
Constitution saving throw. On a success, the spell&lt;br /&gt;
ends.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 2nd.&lt;br /&gt;
Blink&lt;br /&gt;
3rd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
Roll a d20 at the end of each of your turns for the&lt;br /&gt;
duration of the spell. On a roll of 11 or higher, you&lt;br /&gt;
vanish from your current plane of existence and&lt;br /&gt;
appear in the Ethereal Plane (the spell fails and the&lt;br /&gt;
casting is wasted if you were already on that plane).&lt;br /&gt;
At the start of your next turn, and when the spell&lt;br /&gt;
ends if you are on the Ethereal Plane, you return to&lt;br /&gt;
an unoccupied space of your choice that you can see&lt;br /&gt;
within 10 feet of the space you vanished from. If no&lt;br /&gt;
unoccupied space is available within that range, you&lt;br /&gt;
appear in the nearest unoccupied space (chosen at&lt;br /&gt;
random if more than one space is equally near). You&lt;br /&gt;
can dismiss this spell as an action.&lt;br /&gt;
While on the Ethereal Plane, you can see and hear&lt;br /&gt;
the plane you originated from, which is cast in&lt;br /&gt;
shades of gray, and you can’t see anything there&lt;br /&gt;
more than 60 feet away. You can only affect and be&lt;br /&gt;
affected by other creatures on the Ethereal Plane.&lt;br /&gt;
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Creatures that aren’t there can’t perceive you or&lt;br /&gt;
interact with you, unless they have the ability to do&lt;br /&gt;
so.&lt;br /&gt;
Blur&lt;br /&gt;
2nd-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Your body becomes blurred, shifting and wavering&lt;br /&gt;
to all who can see you. For the duration, any&lt;br /&gt;
creature has disadvantage on attack rolls against you.&lt;br /&gt;
An attacker is immune to this effect if it doesn’t rely&lt;br /&gt;
on sight, as with blindsight, or can see through&lt;br /&gt;
illusions, as with truesight.&lt;br /&gt;
Branding Smite&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
The next time you hit a creature with a weapon&lt;br /&gt;
attack before this spell ends, the weapon gleams&lt;br /&gt;
with astral radiance as you strike. The attack deals&lt;br /&gt;
an extra 2d6 radiant damage to the target, which&lt;br /&gt;
becomes visible if it&#039;s invisible, and the target sheds&lt;br /&gt;
dim light in a 5-­‐‑foot radius and can&#039;t become&lt;br /&gt;
invisible until the spell ends.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, the extra damage&lt;br /&gt;
increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
Burning Hands&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (15-­‐‑foot cone)&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
As you hold your hands with thumbs touching and&lt;br /&gt;
fingers spread, a thin sheet of flames shoots forth&lt;br /&gt;
from your outstretched fingertips. Each creature in a&lt;br /&gt;
15-­‐‑foot cone must make a Dexterity saving throw. A&lt;br /&gt;
creature takes 3d6 fire damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
The fire ignites any flammable objects in the area&lt;br /&gt;
that aren’t being worn or carried.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the damage&lt;br /&gt;
increases by 1d6 for each slot level above 1st.&lt;br /&gt;
Call Lightning&lt;br /&gt;
3rd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
A storm cloud appears in the shape of a cylinder that&lt;br /&gt;
is 10 feet tall with a 60-­‐‑foot radius, centered on a&lt;br /&gt;
point you can see 100 feet directly above you. The&lt;br /&gt;
spell fails if you can’t see a point in the air where the&lt;br /&gt;
storm cloud could appear (for example, if you are in&lt;br /&gt;
a room that can’t accommodate the cloud).&lt;br /&gt;
When you cast the spell, choose a point you can&lt;br /&gt;
see within range. A bolt of lightning flashes down&lt;br /&gt;
from the cloud to that point. Each creature within 5&lt;br /&gt;
feet of that point must make a Dexterity saving&lt;br /&gt;
throw. A creature takes 3d10 lightning damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one. On each of your turns until the spell ends, you&lt;br /&gt;
can use your action to call down lightning in this way&lt;br /&gt;
again, targeting the same point or a different one.&lt;br /&gt;
If you are outdoors in stormy conditions when you&lt;br /&gt;
cast this spell, the spell gives you control over the&lt;br /&gt;
existing storm instead of creating a new one. Under&lt;br /&gt;
such conditions, the spell’s damage increases by&lt;br /&gt;
1d10.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th or higher level, the damage increases&lt;br /&gt;
by 1d10 for each slot level above 3rd.&lt;br /&gt;
Calm Emotions&lt;br /&gt;
2nd-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You attempt to suppress strong emotions in a group&lt;br /&gt;
of people. Each humanoid in a 20-­‐‑foot-­‐‑radius sphere&lt;br /&gt;
centered on a point you choose within range must&lt;br /&gt;
make a Charisma saving throw; a creature can&lt;br /&gt;
choose to fail this saving throw if it wishes. If a&lt;br /&gt;
creature fails its saving throw, choose one of the&lt;br /&gt;
following two effects.&lt;br /&gt;
You can suppress any effect causing a target to be&lt;br /&gt;
charmed or frightened. When this spell ends, any&lt;br /&gt;
suppressed effect resumes, provided that its&lt;br /&gt;
duration has not expired in the meantime.&lt;br /&gt;
Alternatively, you can make a target indifferent&lt;br /&gt;
about creatures of your choice that it is hostile&lt;br /&gt;
toward. This indifference ends if the target is&lt;br /&gt;
attacked or harmed by a spell or if it witnesses any&lt;br /&gt;
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of its friends being harmed. When the spell ends, the&lt;br /&gt;
creature becomes hostile again, unless the GM rules&lt;br /&gt;
otherwise.&lt;br /&gt;
Chain Lightning&lt;br /&gt;
6th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S, M (a bit of fur; a piece of amber,&lt;br /&gt;
glass, or a crystal rod; and three silver pins)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You create a bolt of lightning that arcs toward a&lt;br /&gt;
target of your choice that you can see within range.&lt;br /&gt;
Three bolts then leap from that target to as many as&lt;br /&gt;
three other targets, each of which must be within 30&lt;br /&gt;
feet of the first target. A target can be a creature or&lt;br /&gt;
an object and can be targeted by only one of the&lt;br /&gt;
bolts.&lt;br /&gt;
A target must make a Dexterity saving throw. The&lt;br /&gt;
target takes 10d8 lightning damage on a failed save,&lt;br /&gt;
or half as much damage on a successful one.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, one additional bolt&lt;br /&gt;
leaps from the first target to another target for each&lt;br /&gt;
slot level above 6th.&lt;br /&gt;
Charm Person&lt;br /&gt;
1st-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You attempt to charm a humanoid you can see&lt;br /&gt;
within range. It must make a Wisdom saving throw,&lt;br /&gt;
and does so with advantage if you or your&lt;br /&gt;
companions are fighting it. If it fails the saving throw,&lt;br /&gt;
it is charmed by you until the spell ends or until you&lt;br /&gt;
or your companions do anything harmful to it. The&lt;br /&gt;
charmed creature regards you as a friendly&lt;br /&gt;
acquaintance. When the spell ends, the creature&lt;br /&gt;
knows it was charmed by you.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 1st. The&lt;br /&gt;
creatures must be within 30 feet of each other when&lt;br /&gt;
you target them.&lt;br /&gt;
Chill Touch&lt;br /&gt;
Necromancy cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
You create a ghostly, skeletal hand in the space of a&lt;br /&gt;
creature within range. Make a ranged spell attack&lt;br /&gt;
against the creature to assail it with the chill of the&lt;br /&gt;
grave. On a hit, the target takes 1d8 necrotic damage,&lt;br /&gt;
and it can’t regain hit points until the start of your&lt;br /&gt;
next turn. Until then, the hand clings to the target.&lt;br /&gt;
If you hit an undead target, it also has&lt;br /&gt;
disadvantage on attack rolls against you until the&lt;br /&gt;
end of your next turn.&lt;br /&gt;
This spell’s damage increases by 1d8 when you&lt;br /&gt;
reach 5th level (2d8), 11th level (3d8), and 17th&lt;br /&gt;
level (4d8).&lt;br /&gt;
Circle of Death&lt;br /&gt;
6th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S, M (the powder of a crushed black&lt;br /&gt;
pearl worth at least 500 gp)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A sphere of negative energy ripples out in a 60-­‐‑foot-­‐‑&lt;br /&gt;
radius sphere from a point within range. Each&lt;br /&gt;
creature in that area must make a Constitution&lt;br /&gt;
saving throw. A target takes 8d6 necrotic damage on&lt;br /&gt;
a failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, the damage increases&lt;br /&gt;
by 2d6 for each slot level above 6th.&lt;br /&gt;
Clairvoyance&lt;br /&gt;
3rd-­‐‑level divination&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: 1 mile&lt;br /&gt;
Components: V, S, M (a focus worth at least 100 gp,&lt;br /&gt;
either a jeweled horn for hearing or a glass eye for&lt;br /&gt;
seeing)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You create an invisible sensor within range in a&lt;br /&gt;
location familiar to you (a place you have visited or&lt;br /&gt;
seen before) or in an obvious location that is&lt;br /&gt;
unfamiliar to you (such as behind a door, around a&lt;br /&gt;
corner, or in a grove of trees). The sensor remains in&lt;br /&gt;
place for the duration, and it can’t be attacked or&lt;br /&gt;
otherwise interacted with.&lt;br /&gt;
When you cast the spell, you choose seeing or&lt;br /&gt;
hearing. You can use the chosen sense through the&lt;br /&gt;
sensor as if you were in its space. As your action, you&lt;br /&gt;
can switch between seeing and hearing.&lt;br /&gt;
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A creature that can see the sensor (such as a&lt;br /&gt;
creature benefiting from see invisibility or truesight)&lt;br /&gt;
sees a luminous, intangible orb about the size of&lt;br /&gt;
your fist.&lt;br /&gt;
Clone&lt;br /&gt;
8th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a diamond worth at least&lt;br /&gt;
1,000 gp and at least 1 cubic inch of flesh of the&lt;br /&gt;
creature that is to be cloned, which the spell&lt;br /&gt;
consumes, and a vessel worth at least 2,000 gp&lt;br /&gt;
that has a sealable lid and is large enough to hold a&lt;br /&gt;
Medium creature, such as a huge urn, coffin, mud-­‐‑&lt;br /&gt;
filled cyst in the ground, or crystal container filled&lt;br /&gt;
with salt water)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
This spell grows an inert duplicate of a living&lt;br /&gt;
creature as a safeguard against death. This clone&lt;br /&gt;
forms inside a sealed vessel and grows to full size&lt;br /&gt;
and maturity after 120 days; you can also choose to&lt;br /&gt;
have the clone be a younger version of the same&lt;br /&gt;
creature. It remains inert and endures indefinitely,&lt;br /&gt;
as long as its vessel remains undisturbed.&lt;br /&gt;
At any time after the clone matures, if the original&lt;br /&gt;
creature dies, its soul transfers to the clone,&lt;br /&gt;
provided that the soul is free and willing to return.&lt;br /&gt;
The clone is physically identical to the original and&lt;br /&gt;
has the same personality, memories, and abilities,&lt;br /&gt;
but none of the original’s equipment. The original&lt;br /&gt;
creature’s physical remains, if they still exist,&lt;br /&gt;
become inert and can’t thereafter be restored to life,&lt;br /&gt;
since the creature’s soul is elsewhere.&lt;br /&gt;
Cloudkill&lt;br /&gt;
5th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You create a 20-­‐‑foot-­‐‑radius sphere of poisonous,&lt;br /&gt;
yellow-­‐‑green fog centered on a point you choose&lt;br /&gt;
within range. The fog spreads around corners. It&lt;br /&gt;
lasts for the duration or until strong wind disperses&lt;br /&gt;
the fog, ending the spell. Its area is heavily obscured.&lt;br /&gt;
When a creature enters the spell’s area for the first&lt;br /&gt;
time on a turn or starts its turn there, that creature&lt;br /&gt;
must make a Constitution saving throw. The&lt;br /&gt;
creature takes 5d8 poison damage on a failed save,&lt;br /&gt;
or half as much damage on a successful one.&lt;br /&gt;
Creatures are affected even if they hold their breath&lt;br /&gt;
or don’t need to breathe.&lt;br /&gt;
The fog moves 10 feet away from you at the start&lt;br /&gt;
of each of your turns, rolling along the surface of the&lt;br /&gt;
ground. The vapors, being heavier than air, sink to&lt;br /&gt;
the lowest level of the land, even pouring down&lt;br /&gt;
openings.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the damage increases&lt;br /&gt;
by 1d8 for each slot level above 5th.&lt;br /&gt;
Color Spray&lt;br /&gt;
1st-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (15-­‐‑foot cone)&lt;br /&gt;
Components: V, S, M (a pinch of powder or sand&lt;br /&gt;
that is colored red, yellow, and blue)&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
A dazzling array of flashing, colored light springs&lt;br /&gt;
from your hand. Roll 6d10; the total is how many hit&lt;br /&gt;
points of creatures this spell can effect. Creatures in&lt;br /&gt;
a 15-­‐‑foot cone originating from you are affected in&lt;br /&gt;
ascending order of their current hit points (ignoring&lt;br /&gt;
unconscious creatures and creatures that can’t see).&lt;br /&gt;
Starting with the creature that has the lowest&lt;br /&gt;
current hit points, each creature affected by this&lt;br /&gt;
spell is blinded until the spell ends. Subtract each&lt;br /&gt;
creature’s hit points from the total before moving on&lt;br /&gt;
to the creature with the next lowest hit points. A&lt;br /&gt;
creature’s hit points must be equal to or less than&lt;br /&gt;
the remaining total for that creature to be affected.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, roll an additional&lt;br /&gt;
2d10 for each slot level above 1st.&lt;br /&gt;
Command&lt;br /&gt;
1st-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
You speak a one-­‐‑word command to a creature you&lt;br /&gt;
can see within range. The target must succeed on a&lt;br /&gt;
Wisdom saving throw or follow the command on its&lt;br /&gt;
next turn. The spell has no effect if the target is&lt;br /&gt;
undead, if it doesn’t understand your language, or if&lt;br /&gt;
your command is directly harmful to it.&lt;br /&gt;
Some typical commands and their effects follow.&lt;br /&gt;
You might issue a command other than one&lt;br /&gt;
described here. If you do so, the GM determines how&lt;br /&gt;
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the target behaves. If the target can’t follow your&lt;br /&gt;
command, the spell ends.&lt;br /&gt;
Approach. The target moves toward you by the&lt;br /&gt;
shortest and most direct route, ending its turn if it&lt;br /&gt;
moves within 5 feet of you.&lt;br /&gt;
Drop. The target drops whatever it is holding and&lt;br /&gt;
then ends its turn.&lt;br /&gt;
Flee. The target spends its turn moving away from&lt;br /&gt;
you by the fastest available means.&lt;br /&gt;
Grovel. The target falls prone and then ends its&lt;br /&gt;
turn.&lt;br /&gt;
Halt. The target doesn’t move and takes no actions.&lt;br /&gt;
A flying creature stays aloft, provided that it is able&lt;br /&gt;
to do so. If it must move to stay aloft, it flies the&lt;br /&gt;
minimum distance needed to remain in the air.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you can affect one&lt;br /&gt;
additional creature for each slot level above 1st. The&lt;br /&gt;
creatures must be within 30 feet of each other when&lt;br /&gt;
you target them.&lt;br /&gt;
Commune&lt;br /&gt;
5th-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (incense and a vial of holy or&lt;br /&gt;
unholy water)&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
You contact your deity or a divine proxy and ask up&lt;br /&gt;
to three questions that can be answered with a yes&lt;br /&gt;
or no. You must ask your questions before the spell&lt;br /&gt;
ends. You receive a correct answer for each question.&lt;br /&gt;
Divine beings aren’t necessarily omniscient, so&lt;br /&gt;
you might receive “unclear” as an answer if a&lt;br /&gt;
question pertains to information that lies beyond the&lt;br /&gt;
deity’s knowledge. In a case where a one-­‐‑word&lt;br /&gt;
answer could be misleading or contrary to the&lt;br /&gt;
deity’s interests, the GM might offer a short phrase&lt;br /&gt;
as an answer instead.&lt;br /&gt;
If you cast the spell two or more times before&lt;br /&gt;
finishing your next long rest, there is a cumulative&lt;br /&gt;
25 percent chance for each casting after the first that&lt;br /&gt;
you get no answer. The GM makes this roll in secret.&lt;br /&gt;
Commune with Nature&lt;br /&gt;
5th-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You briefly become one with nature and gain&lt;br /&gt;
knowledge of the surrounding territory. In the&lt;br /&gt;
outdoors, the spell gives you knowledge of the land&lt;br /&gt;
within 3 miles of you. In caves and other natural&lt;br /&gt;
underground settings, the radius is limited to 300&lt;br /&gt;
feet. The spell doesn’t function where nature has&lt;br /&gt;
been replaced by construction, such as in dungeons&lt;br /&gt;
and towns.&lt;br /&gt;
You instantly gain knowledge of up to three facts&lt;br /&gt;
of your choice about any of the following subjects as&lt;br /&gt;
they relate to the area:&lt;br /&gt;
• terrain and bodies of water&lt;br /&gt;
• prevalent plants, minerals, animals, or peoples&lt;br /&gt;
• powerful celestials, fey, fiends, elementals, or&lt;br /&gt;
undead&lt;br /&gt;
• influence from other planes of existence&lt;br /&gt;
• buildings&lt;br /&gt;
For example, you could determine the location of&lt;br /&gt;
powerful undead in the area, the location of major&lt;br /&gt;
sources of safe drinking water, and the location of&lt;br /&gt;
any nearby towns.&lt;br /&gt;
Comprehend Languages&lt;br /&gt;
1st-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a pinch of soot and salt)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
For the duration, you understand the literal meaning&lt;br /&gt;
of any spoken language that you hear. You also&lt;br /&gt;
understand any written language that you see, but&lt;br /&gt;
you must be touching the surface on which the&lt;br /&gt;
words are written. It takes about 1 minute to read&lt;br /&gt;
one page of text.&lt;br /&gt;
This spell doesn’t decode secret messages in a text&lt;br /&gt;
or a glyph, such as an arcane sigil, that isn’t part of a&lt;br /&gt;
written language.&lt;br /&gt;
Compulsion&lt;br /&gt;
4th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Creatures of your choice that you can see within&lt;br /&gt;
range and that can hear you must make a Wisdom&lt;br /&gt;
saving throw. A target automatically succeeds on&lt;br /&gt;
this saving throw if it can&#039;t be charmed. On a failed&lt;br /&gt;
save, a target is affected by this spell. Until the spell&lt;br /&gt;
ends, you can use a bonus action on each of your&lt;br /&gt;
turns to designate a direction that is horizontal to&lt;br /&gt;
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you. Each affected target must use as much of its&lt;br /&gt;
movement as possible to move in that direction on&lt;br /&gt;
its next turn. It can take its action before it moves.&lt;br /&gt;
After moving in this way, it can make another&lt;br /&gt;
Wisdom saving to try to end the effect.&lt;br /&gt;
A target isn&#039;t compelled to move into an obviously&lt;br /&gt;
deadly hazard, such as a fire or pit, but it will&lt;br /&gt;
provoke opportunity attacks to move in the&lt;br /&gt;
designated direction.&lt;br /&gt;
Cone of Cold&lt;br /&gt;
5th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (60-­‐‑foot cone)&lt;br /&gt;
Components: V, S, M (a small crystal or glass cone)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A blast of cold air erupts from your hands. Each&lt;br /&gt;
creature in a 60-­‐‑foot cone must make a Constitution&lt;br /&gt;
saving throw. A creature takes 8d8 cold damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
A creature killed by this spell becomes a frozen&lt;br /&gt;
statue until it thaws.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the damage increases&lt;br /&gt;
by 1d8 for each slot level above 5th.&lt;br /&gt;
Confusion&lt;br /&gt;
4th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S, M (three nut shells)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
This spell assaults and twists creatures’ minds,&lt;br /&gt;
spawning delusions and provoking uncontrolled&lt;br /&gt;
action. Each creature in a 10-­‐‑foot-­‐‑radius sphere&lt;br /&gt;
centered on a point you choose within range must&lt;br /&gt;
succeed on a Wisdom saving throw when you cast&lt;br /&gt;
this spell or be affected by it.&lt;br /&gt;
An affected target can’t take reactions and must&lt;br /&gt;
roll a d10 at the start of each of its turns to&lt;br /&gt;
determine its behavior for that turn.&lt;br /&gt;
d10 Behavior&lt;br /&gt;
1 The creature uses all its movement to move in a&lt;br /&gt;
random direction. To determine the direction, roll&lt;br /&gt;
a d8 and assign a direction to each die face. The&lt;br /&gt;
creature doesn’t take an action this turn.&lt;br /&gt;
2–6 The creature doesn’t move or take actions this&lt;br /&gt;
turn.&lt;br /&gt;
7–8 The creature uses its action to make a melee&lt;br /&gt;
attack against a randomly determined creature&lt;br /&gt;
within its reach. If there is no creature within its&lt;br /&gt;
reach, the creature does nothing this turn.&lt;br /&gt;
9–10 The creature can act and move normally.&lt;br /&gt;
At the end of each of its turns, an affected target&lt;br /&gt;
can make a Wisdom saving throw. If it succeeds, this&lt;br /&gt;
effect ends for that target.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 5th level or higher, the radius of the&lt;br /&gt;
sphere increases by 5 feet for each slot level above&lt;br /&gt;
4th.&lt;br /&gt;
Conjure Animals&lt;br /&gt;
3rd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You summon fey spirits that take the form of beasts&lt;br /&gt;
and appear in unoccupied spaces that you can see&lt;br /&gt;
within range. Choose one of the following options for&lt;br /&gt;
what appears:&lt;br /&gt;
• One beast of challenge rating 2 or lower&lt;br /&gt;
• Two beasts of challenge rating 1 or lower&lt;br /&gt;
• Four beasts of challenge rating 1/2 or lower&lt;br /&gt;
• Eight beasts of challenge rating 1/4 or lower&lt;br /&gt;
Each beast is also considered fey, and it disappears&lt;br /&gt;
when it drops to 0 hit points or when the spell ends.&lt;br /&gt;
The summoned creatures are friendly to you and&lt;br /&gt;
your companions. Roll initiative for the summoned&lt;br /&gt;
creatures as a group, which has its own turns. They&lt;br /&gt;
obey any verbal commands that you issue to them&lt;br /&gt;
(no action required by you). If you don’t issue any&lt;br /&gt;
commands to them, they defend themselves from&lt;br /&gt;
hostile creatures, but otherwise take no actions.&lt;br /&gt;
The GM has the creatures’ statistics.&lt;br /&gt;
At Higher Levels. When you cast this spell using&lt;br /&gt;
certain higher-­‐‑level spell slots, you choose one of the&lt;br /&gt;
summoning options above, and more creatures&lt;br /&gt;
appear: twice as many with a 5th-­‐‑level slot, three&lt;br /&gt;
times as many with a 7th-­‐‑level slot, and four times as&lt;br /&gt;
many with a 9th-­‐‑level slot.&lt;br /&gt;
Conjure Celestial&lt;br /&gt;
7th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 128&lt;br /&gt;
You summon a celestial of challenge rating 4 or&lt;br /&gt;
lower, which appears in an unoccupied space that&lt;br /&gt;
you can see within range. The celestial disappears&lt;br /&gt;
when it drops to 0 hit points or when the spell ends.&lt;br /&gt;
The celestial is friendly to you and your&lt;br /&gt;
companions for the duration. Roll initiative for the&lt;br /&gt;
celestial, which has its own turns. It obeys any verbal&lt;br /&gt;
commands that you issue to it (no action required by&lt;br /&gt;
you), as long as they don’t violate its alignment. If&lt;br /&gt;
you don’t issue any commands to the celestial, it&lt;br /&gt;
defends itself from hostile creatures but otherwise&lt;br /&gt;
takes no actions.&lt;br /&gt;
The GM has the celestial’s statistics.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
9th-­‐‑level spell slot, you summon a celestial of&lt;br /&gt;
challenge rating 5 or lower.&lt;br /&gt;
Conjure Elemental&lt;br /&gt;
5th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S, M (burning incense for air, soft&lt;br /&gt;
clay for earth, sulfur and phosphorus for fire, or&lt;br /&gt;
water and sand for water)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You call forth an elemental servant. Choose an area of&lt;br /&gt;
air, earth, fire, or water that fills a 10-­‐‑foot cube&lt;br /&gt;
within range. An elemental of challenge rating 5 or&lt;br /&gt;
lower appropriate to the area you chose appears in&lt;br /&gt;
an unoccupied space within 10 feet of it. For&lt;br /&gt;
example, a fire elemental emerges from a bonfire,&lt;br /&gt;
and an earth elemental rises up from the ground.&lt;br /&gt;
The elemental disappears when it drops to 0 hit&lt;br /&gt;
points or when the spell ends.&lt;br /&gt;
The elemental is friendly to you and your&lt;br /&gt;
companions for the duration. Roll initiative for the&lt;br /&gt;
elemental, which has its own turns. It obeys any&lt;br /&gt;
verbal commands that you issue to it (no action&lt;br /&gt;
required by you). If you don’t issue any commands&lt;br /&gt;
to the elemental, it defends itself from hostile&lt;br /&gt;
creatures but otherwise takes no actions.&lt;br /&gt;
If your concentration is broken, the elemental&lt;br /&gt;
doesn’t disappear. Instead, you lose control of the&lt;br /&gt;
elemental, it becomes hostile toward you and your&lt;br /&gt;
companions, and it might attack. An uncontrolled&lt;br /&gt;
elemental can’t be dismissed by you, and it&lt;br /&gt;
disappears 1 hour after you summoned it.&lt;br /&gt;
The GM has the elemental’s statistics.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the challenge rating&lt;br /&gt;
increases by 1 for each slot level above 5th.&lt;br /&gt;
Conjure Fey&lt;br /&gt;
6th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You summon a fey creature of challenge rating 6 or&lt;br /&gt;
lower, or a fey spirit that takes the form of a beast of&lt;br /&gt;
challenge rating 6 or lower. It appears in an&lt;br /&gt;
unoccupied space that you can see within range. The&lt;br /&gt;
fey creature disappears when it drops to 0 hit points&lt;br /&gt;
or when the spell ends.&lt;br /&gt;
The fey creature is friendly to you and your&lt;br /&gt;
companions for the duration. Roll initiative for the&lt;br /&gt;
creature, which has its own turns. It obeys any&lt;br /&gt;
verbal commands that you issue to it (no action&lt;br /&gt;
required by you), as long as they don’t violate its&lt;br /&gt;
alignment. If you don’t issue any commands to the&lt;br /&gt;
fey creature, it defends itself from hostile creatures&lt;br /&gt;
but otherwise takes no actions.&lt;br /&gt;
If your concentration is broken, the fey creature&lt;br /&gt;
doesn’t disappear. Instead, you lose control of the&lt;br /&gt;
fey creature, it becomes hostile toward you and your&lt;br /&gt;
companions, and it might attack. An uncontrolled fey&lt;br /&gt;
creature can’t be dismissed by you, and it disappears&lt;br /&gt;
1 hour after you summoned it.&lt;br /&gt;
The GM has the fey creature’s statistics.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, the challenge rating&lt;br /&gt;
increases by 1 for each slot level above 6th.&lt;br /&gt;
Conjure Minor Elementals&lt;br /&gt;
4th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You summon elementals that appear in unoccupied&lt;br /&gt;
spaces that you can see within range. You choose&lt;br /&gt;
one the following options for what appears:&lt;br /&gt;
• One elemental of challenge rating 2 or lower&lt;br /&gt;
• Two elementals of challenge rating 1 or lower&lt;br /&gt;
• Four elementals of challenge rating 1/2 or lower&lt;br /&gt;
• Eight elementals of challenge rating 1/4 or lower.&lt;br /&gt;
An elemental summoned by this spell disappears&lt;br /&gt;
when it drops to 0 hit points or when the spell ends.&lt;br /&gt;
The summoned creatures are friendly to you and&lt;br /&gt;
your companions. Roll initiative for the summoned&lt;br /&gt;
creatures as a group, which has its own turns. They&lt;br /&gt;
obey any verbal commands that you issue to them&lt;br /&gt;
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(no action required by you). If you don’t issue any&lt;br /&gt;
commands to them, they defend themselves from&lt;br /&gt;
hostile creatures, but otherwise take no actions.&lt;br /&gt;
The GM has the creatures’ statistics.&lt;br /&gt;
At Higher Levels. When you cast this spell using&lt;br /&gt;
certain higher-­‐‑level spell slots, you choose one of the&lt;br /&gt;
summoning options above, and more creatures&lt;br /&gt;
appear: twice as many with a 6th-­‐‑level slot and three&lt;br /&gt;
times as many with an 8th-­‐‑level slot.&lt;br /&gt;
Conjure Woodland Beings&lt;br /&gt;
4th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (one holly berry per creature&lt;br /&gt;
summoned)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You summon fey creatures that appear in&lt;br /&gt;
unoccupied spaces that you can see within range.&lt;br /&gt;
Choose one of the following options for what&lt;br /&gt;
appears:&lt;br /&gt;
• One fey creature of challenge rating 2 or lower&lt;br /&gt;
• Two fey creatures of challenge rating 1 or lower&lt;br /&gt;
• Four fey creatures of challenge rating 1/2 or lower&lt;br /&gt;
• Eight fey creatures of challenge rating 1/4 or&lt;br /&gt;
lower&lt;br /&gt;
A summoned creature disappears when it drops to 0&lt;br /&gt;
hit points or when the spell ends.&lt;br /&gt;
The summoned creatures are friendly to you and&lt;br /&gt;
your companions. Roll initiative for the summoned&lt;br /&gt;
creatures as a group, which have their own turns.&lt;br /&gt;
They obey any verbal commands that you issue to&lt;br /&gt;
them (no action required by you). If you don’t issue&lt;br /&gt;
any commands to them, they defend themselves&lt;br /&gt;
from hostile creatures, but otherwise take no actions.&lt;br /&gt;
The GM has the creatures’ statistics.&lt;br /&gt;
At Higher Levels. When you cast this spell using&lt;br /&gt;
certain higher-­‐‑level spell slots, you choose one of the&lt;br /&gt;
summoning options above, and more creatures&lt;br /&gt;
appear: twice as many with a 6th-­‐‑level slot and three&lt;br /&gt;
times as many with an 8th-­‐‑level slot.&lt;br /&gt;
Contact Other Plane&lt;br /&gt;
5th-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
You mentally contact a demigod, the spirit of a long-­‐‑&lt;br /&gt;
dead sage, or some other mysterious entity from&lt;br /&gt;
another plane. Contacting this extraplanar&lt;br /&gt;
intelligence can strain or even break your mind.&lt;br /&gt;
When you cast this spell, make a DC 15 Intelligence&lt;br /&gt;
saving throw. On a failure, you take 6d6 psychic&lt;br /&gt;
damage and are insane until you finish a long rest.&lt;br /&gt;
While insane, you can’t take actions, can’t&lt;br /&gt;
understand what other creatures say, can’t read, and&lt;br /&gt;
speak only in gibberish. A greater restoration spell&lt;br /&gt;
cast on you ends this effect.&lt;br /&gt;
On a successful save, you can ask the entity up to&lt;br /&gt;
five questions. You must ask your questions before&lt;br /&gt;
the spell ends. The GM answers each question with&lt;br /&gt;
one word, such as “yes,” “no,” “maybe,” “never,”&lt;br /&gt;
“irrelevant,” or “unclear” (if the entity doesn’t know&lt;br /&gt;
the answer to the question). If a one-­‐‑word answer&lt;br /&gt;
would be misleading, the GM might instead offer a&lt;br /&gt;
short phrase as an answer.&lt;br /&gt;
Contagion&lt;br /&gt;
5th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Component: V, S&lt;br /&gt;
Duration: 7 days&lt;br /&gt;
Your touch inflicts disease. Make a melee spell attack&lt;br /&gt;
against a creature within your reach. On a hit, you&lt;br /&gt;
afflict the creature with a disease of your choice&lt;br /&gt;
from any of the ones described below.&lt;br /&gt;
At the end of each of the target’s turns, it must&lt;br /&gt;
make a Constitution saving throw. After failing three&lt;br /&gt;
of these saving throws, the disease’s effects last for&lt;br /&gt;
the duration, and the creature stops making these&lt;br /&gt;
saves. After succeeding on three of these saving&lt;br /&gt;
throws, the creature recovers from the disease, and&lt;br /&gt;
the spell ends.&lt;br /&gt;
Since this spell induces a natural disease in its&lt;br /&gt;
target, any effect that removes a disease or&lt;br /&gt;
otherwise ameliorates a disease’s effects apply to it.&lt;br /&gt;
Blinding Sickness. Pain grips the creature’s mind,&lt;br /&gt;
and its eyes turn milky white. The creature has&lt;br /&gt;
disadvantage on Wisdom checks and Wisdom saving&lt;br /&gt;
throws and is blinded.&lt;br /&gt;
Filth Fever. A raging fever sweeps through the&lt;br /&gt;
creature’s body. The creature has disadvantage on&lt;br /&gt;
Strength checks, Strength saving throws, and attack&lt;br /&gt;
rolls that use Strength.&lt;br /&gt;
Flesh Rot. The creature’s flesh decays. The&lt;br /&gt;
creature has disadvantage on Charisma checks and&lt;br /&gt;
vulnerability to all damage.&lt;br /&gt;
Mindfire. The creature’s mind becomes feverish.&lt;br /&gt;
The creature has disadvantage on Intelligence&lt;br /&gt;
checks and Intelligence saving throws, and the&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 130&lt;br /&gt;
creature behaves as if under the effects of the&lt;br /&gt;
confusion spell during combat.&lt;br /&gt;
Seizure. The creature is overcome with shaking.&lt;br /&gt;
The creature has disadvantage on Dexterity checks,&lt;br /&gt;
Dexterity saving throws, and attack rolls that use&lt;br /&gt;
Dexterity.&lt;br /&gt;
Slimy Doom. The creature begins to bleed&lt;br /&gt;
uncontrollably. The creature has disadvantage on&lt;br /&gt;
Constitution checks and Constitution saving throws.&lt;br /&gt;
In addition, whenever the creature takes damage, it&lt;br /&gt;
is stunned until the end of its next turn.&lt;br /&gt;
Contingency&lt;br /&gt;
6th-­‐‑level evocation&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a statuette of yourself carved&lt;br /&gt;
from ivory and decorated with gems worth at least&lt;br /&gt;
1,500 gp)&lt;br /&gt;
Duration: 10 days&lt;br /&gt;
Choose a spell of 5th level or lower that you can cast,&lt;br /&gt;
that has a casting time of 1 action, and that can&lt;br /&gt;
target you. You cast that spell—called the contingent&lt;br /&gt;
spell—as part of casting contingency, expending&lt;br /&gt;
spell slots for both, but the contingent spell doesn’t&lt;br /&gt;
come into effect. Instead, it takes effect when a&lt;br /&gt;
certain circumstance occurs. You describe that&lt;br /&gt;
circumstance when you cast the two spells. For&lt;br /&gt;
example, a contingency cast with water breathing&lt;br /&gt;
might stipulate that water breathing comes into&lt;br /&gt;
effect when you are engulfed in water or a similar&lt;br /&gt;
liquid.&lt;br /&gt;
The contingent spell takes effect immediately after&lt;br /&gt;
the circumstance is met for the first time, whether or&lt;br /&gt;
not you want it to, and then contingency ends.&lt;br /&gt;
The contingent spell takes effect only on you, even&lt;br /&gt;
if it can normally target others. You can use only one&lt;br /&gt;
contingency spell at a time. If you cast this spell again,&lt;br /&gt;
the effect of another contingency spell on you ends.&lt;br /&gt;
Also, contingency ends on you if its material&lt;br /&gt;
component is ever not on your person.&lt;br /&gt;
Continual Flame&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (ruby dust worth 50 gp, which&lt;br /&gt;
the spell consumes)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
A flame, equivalent in brightness to a torch, springs&lt;br /&gt;
forth from an object that you touch. The effect looks&lt;br /&gt;
like a regular flame, but it creates no heat and&lt;br /&gt;
doesn’t use oxygen. A continual flame can be covered&lt;br /&gt;
or hidden but not smothered or quenched.&lt;br /&gt;
Control Water&lt;br /&gt;
4th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 300 feet&lt;br /&gt;
Components: V, S, M (a drop of water and a pinch of&lt;br /&gt;
dust)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
Until the spell ends, you control any freestanding&lt;br /&gt;
water inside an area you choose that is a cube up to&lt;br /&gt;
100 feet on a side. You can choose from any of the&lt;br /&gt;
following effects when you cast this spell. As an&lt;br /&gt;
action on your turn, you can repeat the same effect&lt;br /&gt;
or choose a different one.&lt;br /&gt;
Flood. You cause the water level of all standing&lt;br /&gt;
water in the area to rise by as much as 20 feet. If the&lt;br /&gt;
area includes a shore, the flooding water spills over&lt;br /&gt;
onto dry land.&lt;br /&gt;
If you choose an area in a large body of water, you&lt;br /&gt;
instead create a 20-­‐‑foot tall wave that travels from&lt;br /&gt;
one side of the area to the other and then crashes&lt;br /&gt;
down. Any Huge or smaller vehicles in the wave’s&lt;br /&gt;
path are carried with it to the other side. Any Huge&lt;br /&gt;
or smaller vehicles struck by the wave have a 25&lt;br /&gt;
percent chance of capsizing.&lt;br /&gt;
The water level remains elevated until the spell&lt;br /&gt;
ends or you choose a different effect. If this effect&lt;br /&gt;
produced a wave, the wave repeats on the start of&lt;br /&gt;
your next turn while the flood effect lasts.&lt;br /&gt;
Part Water. You cause water in the area to move&lt;br /&gt;
apart and create a trench. The trench extends across&lt;br /&gt;
the spell’s area, and the separated water forms a&lt;br /&gt;
wall to either side. The trench remains until the spell&lt;br /&gt;
ends or you choose a different effect. The water then&lt;br /&gt;
slowly fills in the trench over the course of the next&lt;br /&gt;
round until the normal water level is restored.&lt;br /&gt;
Redirect Flow. You cause flowing water in the&lt;br /&gt;
area to move in a direction you choose, even if the&lt;br /&gt;
water has to flow over obstacles, up walls, or in&lt;br /&gt;
other unlikely directions. The water in the area&lt;br /&gt;
moves as you direct it, but once it moves beyond the&lt;br /&gt;
spell’s area, it resumes its flow based on the terrain&lt;br /&gt;
conditions. The water continues to move in the&lt;br /&gt;
direction you chose until the spell ends or you&lt;br /&gt;
choose a different effect.&lt;br /&gt;
Whirlpool. This effect requires a body of water at&lt;br /&gt;
least 50 feet square and 25 feet deep. You cause a&lt;br /&gt;
whirlpool to form in the center of the area. The&lt;br /&gt;
whirlpool forms a vortex that is 5 feet wide at the&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 131&lt;br /&gt;
base, up to 50 feet wide at the top, and 25 feet tall.&lt;br /&gt;
Any creature or object in the water and within 25&lt;br /&gt;
feet of the vortex is pulled 10 feet toward it. A&lt;br /&gt;
creature can swim away from the vortex by making a&lt;br /&gt;
Strength (Athletics) check against your spell save DC.&lt;br /&gt;
When a creature enters the vortex for the first&lt;br /&gt;
time on a turn or starts its turn there, it must make a&lt;br /&gt;
Strength saving throw. On a failed save, the creature&lt;br /&gt;
takes 2d8 bludgeoning damage and is caught in the&lt;br /&gt;
vortex until the spell ends. On a successful save, the&lt;br /&gt;
creature takes half damage, and isn’t caught in the&lt;br /&gt;
vortex. A creature caught in the vortex can use its&lt;br /&gt;
action to try to swim away from the vortex as&lt;br /&gt;
described above, but has disadvantage on the&lt;br /&gt;
Strength (Athletics) check to do so.&lt;br /&gt;
The first time each turn that an object enters the&lt;br /&gt;
vortex, the object takes 2d8 bludgeoning damage;&lt;br /&gt;
this damage occurs each round it remains in the&lt;br /&gt;
vortex.&lt;br /&gt;
Control Weather&lt;br /&gt;
8th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: Self (5-­‐‑mile radius)&lt;br /&gt;
Components: V, S, M (burning incense and bits of&lt;br /&gt;
earth and wood mixed in water)&lt;br /&gt;
Duration: Concentration, up to 8 hours&lt;br /&gt;
You take control of the weather within 5 miles of you&lt;br /&gt;
for the duration. You must be outdoors to cast this&lt;br /&gt;
spell. Moving to a place where you don’t have a clear&lt;br /&gt;
path to the sky ends the spell early.&lt;br /&gt;
When you cast the spell, you change the current&lt;br /&gt;
weather conditions, which are determined by the&lt;br /&gt;
GM based on the climate and season. You can change&lt;br /&gt;
precipitation, temperature, and wind. It takes 1d4 ×&lt;br /&gt;
10 minutes for the new conditions to take effect.&lt;br /&gt;
Once they do so, you can change the conditions again.&lt;br /&gt;
When the spell ends, the weather gradually returns&lt;br /&gt;
to normal.&lt;br /&gt;
When you change the weather conditions, find a&lt;br /&gt;
current condition on the following tables and change&lt;br /&gt;
its stage by one, up or down. When changing the&lt;br /&gt;
wind, you can change its direction.&lt;br /&gt;
Precipitation&lt;br /&gt;
Stage Condition&lt;br /&gt;
1 Clear&lt;br /&gt;
2 Light clouds&lt;br /&gt;
3 Overcast or ground fog&lt;br /&gt;
4 Rain, hail, or snow&lt;br /&gt;
5 Torrential rain, driving hail, or blizzard&lt;br /&gt;
Temperature&lt;br /&gt;
Stage Condition&lt;br /&gt;
1 Unbearable heat&lt;br /&gt;
2 Hot&lt;br /&gt;
3 Warm&lt;br /&gt;
4 Cool&lt;br /&gt;
5 Cold&lt;br /&gt;
6 Arctic cold&lt;br /&gt;
Wind&lt;br /&gt;
Stage Condition&lt;br /&gt;
1 Calm&lt;br /&gt;
2 Moderate wind&lt;br /&gt;
3 Strong wind&lt;br /&gt;
4 Gale&lt;br /&gt;
5 Storm&lt;br /&gt;
Counterspell&lt;br /&gt;
3rd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 reaction, which you take when you&lt;br /&gt;
see a creature within 60 feet of you casting a spell&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You attempt to interrupt a creature in the process of&lt;br /&gt;
casting a spell. If the creature is casting a spell of 3rd&lt;br /&gt;
level or lower, its spell fails and has no effect. If it is&lt;br /&gt;
casting a spell of 4th level or higher, make an ability&lt;br /&gt;
check using your spellcasting ability. The DC equals&lt;br /&gt;
10 + the spell&#039;s level. On a success, the creature&#039;s&lt;br /&gt;
spell fails and has no effect.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the interrupted spell&lt;br /&gt;
has no effect if its level is less than or equal to the&lt;br /&gt;
level of the spell slot you used.&lt;br /&gt;
Create Food and Water&lt;br /&gt;
3rd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You create 45 pounds of food and 30 gallons of&lt;br /&gt;
water on the ground or in containers within range,&lt;br /&gt;
enough to sustain up to fifteen humanoids or five&lt;br /&gt;
steeds for 24 hours. The food is bland but nourishing,&lt;br /&gt;
and spoils if uneaten after 24 hours. The water is&lt;br /&gt;
clean and doesn’t go bad.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 132&lt;br /&gt;
Create or Destroy Water&lt;br /&gt;
1st-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a drop of water if creating&lt;br /&gt;
water or a few grains of sand if destroying it)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You either create or destroy water.&lt;br /&gt;
Create Water. You create up to 10 gallons of clean&lt;br /&gt;
water within range in an open container.&lt;br /&gt;
Alternatively, the water falls as rain in a 30-­‐‑foot cube&lt;br /&gt;
within range, extinguishing exposed flames in the&lt;br /&gt;
area.&lt;br /&gt;
Destroy Water. You destroy up to 10 gallons of&lt;br /&gt;
water in an open container within range.&lt;br /&gt;
Alternatively, you destroy fog in a 30-­‐‑foot cube&lt;br /&gt;
within range.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you create or&lt;br /&gt;
destroy 10 additional gallons of water, or the size of&lt;br /&gt;
the cube increases by 5 feet, for each slot level above&lt;br /&gt;
1st.&lt;br /&gt;
Create Undead&lt;br /&gt;
6th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S, M (one clay pot filled with grave&lt;br /&gt;
dirt, one clay pot filled with brackish water, and&lt;br /&gt;
one 150 gp black onyx stone for each corpse)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You can cast this spell only at night. Choose up to&lt;br /&gt;
three corpses of Medium or Small humanoids within&lt;br /&gt;
range. Each corpse becomes a ghoul under your&lt;br /&gt;
control. (The GM has game statistics for these&lt;br /&gt;
creatures.)&lt;br /&gt;
As a bonus action on each of your turns, you can&lt;br /&gt;
mentally command any creature you animated with&lt;br /&gt;
this spell if the creature is within 120 feet of you (if&lt;br /&gt;
you control multiple creatures, you can command&lt;br /&gt;
any or all of them at the same time, issuing the same&lt;br /&gt;
command to each one). You decide what action the&lt;br /&gt;
creature will take and where it will move during its&lt;br /&gt;
next turn, or you can issue a general command, such&lt;br /&gt;
as to guard a particular chamber or corridor. If you&lt;br /&gt;
issue no commands, the creature only defends itself&lt;br /&gt;
against hostile creatures. Once given an order, the&lt;br /&gt;
creature continues to follow it until its task is&lt;br /&gt;
complete.&lt;br /&gt;
The creature is under your control for 24 hours,&lt;br /&gt;
after which it stops obeying any command you have&lt;br /&gt;
given it. To maintain control of the creature for&lt;br /&gt;
another 24 hours, you must cast this spell on the&lt;br /&gt;
creature before the current 24-­‐‑hour period ends.&lt;br /&gt;
This use of the spell reasserts your control over up&lt;br /&gt;
to three creatures you have animated with this spell,&lt;br /&gt;
rather than animating new ones.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
7th-­‐‑level spell slot, you can animate or reassert&lt;br /&gt;
control over four ghouls. When you cast this spell&lt;br /&gt;
using an 8th-­‐‑level spell slot, you can animate or&lt;br /&gt;
reassert control over five ghouls or two ghasts or&lt;br /&gt;
wights. When you cast this spell using a 9th-­‐‑level&lt;br /&gt;
spell slot, you can animate or reassert control over&lt;br /&gt;
six ghouls, three ghasts or wights, or two mummies.&lt;br /&gt;
Creation&lt;br /&gt;
5th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a tiny piece of matter of the&lt;br /&gt;
same type of the item you plan to create)&lt;br /&gt;
Duration: Special&lt;br /&gt;
You pull wisps of shadow material from the&lt;br /&gt;
Shadowfell to create a nonliving object of vegetable&lt;br /&gt;
matter within range: soft goods, rope, wood, or&lt;br /&gt;
something similar. You can also use this spell to&lt;br /&gt;
create mineral objects such as stone, crystal, or&lt;br /&gt;
metal. The object created must be no larger than a 5-­‐‑&lt;br /&gt;
foot cube, and the object must be of a form and&lt;br /&gt;
material that you have seen before.&lt;br /&gt;
The duration depends on the object’s material. If&lt;br /&gt;
the object is composed of multiple materials, use the&lt;br /&gt;
shortest duration.&lt;br /&gt;
Material Duration&lt;br /&gt;
Vegetable matter 1 day&lt;br /&gt;
Stone or crystal 12 hours&lt;br /&gt;
Precious metals 1 hour&lt;br /&gt;
Gems 10 minutes&lt;br /&gt;
Adamantine or mithral 1 minute&lt;br /&gt;
Using any material created by this spell as another&lt;br /&gt;
spell’s material component causes that spell to fail.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the cube increases by&lt;br /&gt;
5 feet for each slot level above 5th.&lt;br /&gt;
Cure Wounds&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
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A creature you touch regains a number of hit points&lt;br /&gt;
equal to 1d8 + your spellcasting ability modifier.&lt;br /&gt;
This spell has no effect on undead or constructs.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the healing increases&lt;br /&gt;
by 1d8 for each slot level above 1st.&lt;br /&gt;
Dancing Lights&lt;br /&gt;
Evocation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a bit of phosphorus or&lt;br /&gt;
wychwood, or a glowworm)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You create up to four torch-­‐‑sized lights within range,&lt;br /&gt;
making them appear as torches, lanterns, or glowing&lt;br /&gt;
orbs that hover in the air for the duration. You can&lt;br /&gt;
also combine the four lights into one glowing&lt;br /&gt;
vaguely humanoid form of Medium size. Whichever&lt;br /&gt;
form you choose, each light sheds dim light in a 10-­‐‑&lt;br /&gt;
foot radius.&lt;br /&gt;
As a bonus action on your turn, you can move the&lt;br /&gt;
lights up to 60 feet to a new spot within range. A&lt;br /&gt;
light must be within 20 feet of another light created&lt;br /&gt;
by this spell, and a light winks out if it exceeds the&lt;br /&gt;
spell’s range.&lt;br /&gt;
Darkness&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, M (bat fur and a drop of pitch or&lt;br /&gt;
piece of coal)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
Magical darkness spreads from a point you choose&lt;br /&gt;
within range to fill a 15-­‐‑foot-­‐‑radius sphere for the&lt;br /&gt;
duration. The darkness spreads around corners. A&lt;br /&gt;
creature with darkvision can’t see through this&lt;br /&gt;
darkness, and nonmagical light can’t illuminate it.&lt;br /&gt;
If the point you choose is on an object you are&lt;br /&gt;
holding or one that isn’t being worn or carried, the&lt;br /&gt;
darkness emanates from the object and moves with&lt;br /&gt;
it. Completely covering the source of the darkness&lt;br /&gt;
with an opaque object, such as a bowl or a helm,&lt;br /&gt;
blocks the darkness.&lt;br /&gt;
If any of this spell’s area overlaps with an area of&lt;br /&gt;
light created by a spell of 2nd level or lower, the&lt;br /&gt;
spell that created the light is dispelled.&lt;br /&gt;
Darkvision&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (either a pinch of dried carrot&lt;br /&gt;
or an agate)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
You touch a willing creature to grant it the ability to&lt;br /&gt;
see in the dark. For the duration, that creature has&lt;br /&gt;
darkvision out to a range of 60 feet.&lt;br /&gt;
Daylight&lt;br /&gt;
3rd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
A 60-­‐‑foot-­‐‑radius sphere of light spreads out from a&lt;br /&gt;
point you choose within range. The sphere is bright&lt;br /&gt;
light and sheds dim light for an additional 60 feet.&lt;br /&gt;
If you chose a point on an object you are holding&lt;br /&gt;
or one that isn’t being worn or carried, the light&lt;br /&gt;
shines from the object and moves with it. Completely&lt;br /&gt;
covering the affected object with an opaque object,&lt;br /&gt;
such as a bowl or a helm, blocks the light.&lt;br /&gt;
If any of this spell’s area overlaps with an area of&lt;br /&gt;
darkness created by a spell of 3rd level or lower, the&lt;br /&gt;
spell that created the darkness is dispelled.&lt;br /&gt;
Death Ward&lt;br /&gt;
4th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
You touch a creature and grant it a measure of&lt;br /&gt;
protection from death.&lt;br /&gt;
The first time the target would drop to 0 hit points&lt;br /&gt;
as a result of taking damage, the target instead drops&lt;br /&gt;
to 1 hit point, and the spell ends.&lt;br /&gt;
If the spell is still in effect when the target is&lt;br /&gt;
subjected to an effect that would kill it&lt;br /&gt;
instantaneously without dealing damage, that effect&lt;br /&gt;
is instead negated against the target, and the spell&lt;br /&gt;
ends.&lt;br /&gt;
Delayed Blast Fireball&lt;br /&gt;
7th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
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Range: 150 feet&lt;br /&gt;
Components: V, S, M (a tiny ball of bat guano and&lt;br /&gt;
sulfur)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A beam of yellow light flashes from your pointing&lt;br /&gt;
finger, then condenses to linger at a chosen point&lt;br /&gt;
within range as a glowing bead for the duration.&lt;br /&gt;
When the spell ends, either because your&lt;br /&gt;
concentration is broken or because you decide to&lt;br /&gt;
end it, the bead blossoms with a low roar into an&lt;br /&gt;
explosion of flame that spreads around corners.&lt;br /&gt;
Each creature in a 20-­‐‑foot-­‐‑radius sphere centered on&lt;br /&gt;
that point must make a Dexterity saving throw. A&lt;br /&gt;
creature takes fire damage equal to the total&lt;br /&gt;
accumulated damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
The spell’s base damage is 12d6. If at the end of&lt;br /&gt;
your turn the bead has not yet detonated, the&lt;br /&gt;
damage increases by 1d6.&lt;br /&gt;
If the glowing bead is touched before the interval&lt;br /&gt;
has expired, the creature touching it must make a&lt;br /&gt;
Dexterity saving throw. On a failed save, the spell&lt;br /&gt;
ends immediately, causing the bead to erupt in flame.&lt;br /&gt;
On a successful save, the creature can throw the&lt;br /&gt;
bead up to 40 feet. When it strikes a creature or a&lt;br /&gt;
solid object, the spell ends, and the bead explodes.&lt;br /&gt;
The fire damages objects in the area and ignites&lt;br /&gt;
flammable objects that aren’t being worn or carried.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 8th level or higher, the base damage&lt;br /&gt;
increases by 1d6 for each slot level above 7th.&lt;br /&gt;
Demiplane&lt;br /&gt;
8th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: S&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You create a shadowy door on a flat solid surface&lt;br /&gt;
that you can see within range. The door is large&lt;br /&gt;
enough to allow Medium creatures to pass through&lt;br /&gt;
unhindered. When opened, the door leads to a&lt;br /&gt;
demiplane that appears to be an empty room 30 feet&lt;br /&gt;
in each dimension, made of wood or stone. When the&lt;br /&gt;
spell ends, the door disappears, and any creatures or&lt;br /&gt;
objects inside the demiplane remain trapped there,&lt;br /&gt;
as the door also disappears from the other side.&lt;br /&gt;
Each time you cast this spell, you can create a new&lt;br /&gt;
demiplane, or have the shadowy door connect to a&lt;br /&gt;
demiplane you created with a previous casting of&lt;br /&gt;
this spell. Additionally, if you know the nature and&lt;br /&gt;
contents of a demiplane created by a casting of this&lt;br /&gt;
spell by another creature, you can have the shadowy&lt;br /&gt;
door connect to its demiplane instead.&lt;br /&gt;
Detect Evil and Good&lt;br /&gt;
1st-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
For the duration, you know if there is an aberration,&lt;br /&gt;
celestial, elemental, fey, fiend, or undead within 30&lt;br /&gt;
feet of you, as well as where the creature is located.&lt;br /&gt;
Similarly, you know if there is a place or object&lt;br /&gt;
within 30 feet of you that has been magically&lt;br /&gt;
consecrated or desecrated.&lt;br /&gt;
The spell can penetrate most barriers, but it is&lt;br /&gt;
blocked by 1 foot of stone, 1 inch of common metal, a&lt;br /&gt;
thin sheet of lead, or 3 feet of wood or dirt.&lt;br /&gt;
Detect Magic&lt;br /&gt;
1st-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
For the duration, you sense the presence of magic&lt;br /&gt;
within 30 feet of you. If you sense magic in this way,&lt;br /&gt;
you can use your action to see a faint aura around&lt;br /&gt;
any visible creature or object in the area that bears&lt;br /&gt;
magic, and you learn its school of magic, if any.&lt;br /&gt;
The spell can penetrate most barriers, but it is&lt;br /&gt;
blocked by 1 foot of stone, 1 inch of common metal, a&lt;br /&gt;
thin sheet of lead, or 3 feet of wood or dirt.&lt;br /&gt;
Detect Poison and Disease&lt;br /&gt;
1st-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a yew leaf)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
For the duration, you can sense the presence and&lt;br /&gt;
location of poisons, poisonous creatures, and&lt;br /&gt;
diseases within 30 feet of you. You also identify the&lt;br /&gt;
kind of poison, poisonous creature, or disease in&lt;br /&gt;
each case.&lt;br /&gt;
The spell can penetrate most barriers, but it is&lt;br /&gt;
blocked by 1 foot of stone, 1 inch of common metal, a&lt;br /&gt;
thin sheet of lead, or 3 feet of wood or dirt.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 135&lt;br /&gt;
Detect Thoughts&lt;br /&gt;
2nd-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a copper piece)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
For the duration, you can read the thoughts of&lt;br /&gt;
certain creatures. When you cast the spell and as&lt;br /&gt;
your action on each turn until the spell ends, you can&lt;br /&gt;
focus your mind on any one creature that you can&lt;br /&gt;
see within 30 feet of you. If the creature you choose&lt;br /&gt;
has an Intelligence of 3 or lower or doesn’t speak&lt;br /&gt;
any language, the creature is unaffected.&lt;br /&gt;
You initially learn the surface thoughts of the&lt;br /&gt;
creature—what is most on its mind in that moment.&lt;br /&gt;
As an action, you can either shift your attention to&lt;br /&gt;
another creature’s thoughts or attempt to probe&lt;br /&gt;
deeper into the same creature’s mind. If you probe&lt;br /&gt;
deeper, the target must make a Wisdom saving&lt;br /&gt;
throw. If it fails, you gain insight into its reasoning (if&lt;br /&gt;
any), its emotional state, and something that looms&lt;br /&gt;
large in its mind (such as something it worries over,&lt;br /&gt;
loves, or hates). If it succeeds, the spell ends. Either&lt;br /&gt;
way, the target knows that you are probing into its&lt;br /&gt;
mind, and unless you shift your attention to another&lt;br /&gt;
creature’s thoughts, the creature can use its action&lt;br /&gt;
on its turn to make an Intelligence check contested&lt;br /&gt;
by your Intelligence check; if it succeeds, the spell&lt;br /&gt;
ends.&lt;br /&gt;
Questions verbally directed at the target creature&lt;br /&gt;
naturally shape the course of its thoughts, so this&lt;br /&gt;
spell is particularly effective as part of an&lt;br /&gt;
interrogation.&lt;br /&gt;
You can also use this spell to detect the presence&lt;br /&gt;
of thinking creatures you can’t see. When you cast&lt;br /&gt;
the spell or as your action during the duration, you&lt;br /&gt;
can search for thoughts within 30 feet of you. The&lt;br /&gt;
spell can penetrate barriers, but 2 feet of rock, 2&lt;br /&gt;
inches of any metal other than lead, or a thin sheet of&lt;br /&gt;
lead blocks you. You can’t detect a creature with an&lt;br /&gt;
Intelligence of 3 or lower or one that doesn’t speak&lt;br /&gt;
any language.&lt;br /&gt;
Once you detect the presence of a creature in this&lt;br /&gt;
way, you can read its thoughts for the rest of the&lt;br /&gt;
duration as described above, even if you can’t see it,&lt;br /&gt;
but it must still be within range.&lt;br /&gt;
Dimension Door&lt;br /&gt;
4th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 500 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You teleport yourself from your current location to&lt;br /&gt;
any other spot within range. You arrive at exactly&lt;br /&gt;
the spot desired. It can be a place you can see, one&lt;br /&gt;
you can visualize, or one you can describe by stating&lt;br /&gt;
distance and direction, such as “200 feet straight&lt;br /&gt;
downward” or “upward to the northwest at a 45-­‐‑&lt;br /&gt;
degree angle, 300 feet.”&lt;br /&gt;
You can bring along objects as long as their weight&lt;br /&gt;
doesn’t exceed what you can carry. You can also&lt;br /&gt;
bring one willing creature of your size or smaller&lt;br /&gt;
who is carrying gear up to its carrying capacity. The&lt;br /&gt;
creature must be within 5 feet of you when you cast&lt;br /&gt;
this spell.&lt;br /&gt;
If you would arrive in a place already occupied by&lt;br /&gt;
an object or a creature, you and any creature&lt;br /&gt;
traveling with you each take 4d6 force damage, and&lt;br /&gt;
the spell fails to teleport you.&lt;br /&gt;
Disguise Self&lt;br /&gt;
1st-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You make yourself—including your clothing, armor,&lt;br /&gt;
weapons, and other belongings on your person—&lt;br /&gt;
look different until the spell ends or until you use&lt;br /&gt;
your action to dismiss it. You can seem 1 foot shorter&lt;br /&gt;
or taller and can appear thin, fat, or in between. You&lt;br /&gt;
can’t change your body type, so you must adopt a&lt;br /&gt;
form that has the same basic arrangement of limbs.&lt;br /&gt;
Otherwise, the extent of the illusion is up to you.&lt;br /&gt;
The changes wrought by this spell fail to hold up&lt;br /&gt;
to physical inspection. For example, if you use this&lt;br /&gt;
spell to add a hat to your outfit, objects pass through&lt;br /&gt;
the hat, and anyone who touches it would feel&lt;br /&gt;
nothing or would feel your head and hair. If you use&lt;br /&gt;
this spell to appear thinner than you are, the hand of&lt;br /&gt;
someone who reaches out to touch you would bump&lt;br /&gt;
into you while it was seemingly still in midair.&lt;br /&gt;
To discern that you are disguised, a creature can&lt;br /&gt;
use its action to inspect your appearance and must&lt;br /&gt;
succeed on an Intelligence (Investigation) check&lt;br /&gt;
against your spell save DC.&lt;br /&gt;
Disintegrate&lt;br /&gt;
6th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 136&lt;br /&gt;
Components: V, S, M (a lodestone and a pinch of&lt;br /&gt;
dust)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A thin green ray springs from your pointing finger to&lt;br /&gt;
a target that you can see within range. The target can&lt;br /&gt;
be a creature, an object, or a creation of magical&lt;br /&gt;
force, such as the wall created by wall of force.&lt;br /&gt;
A creature targeted by this spell must make a&lt;br /&gt;
Dexterity saving throw. On a failed save, the target&lt;br /&gt;
takes 10d6 + 40 force damage. If this damage&lt;br /&gt;
reduces the target to 0 hit points, it is disintegrated.&lt;br /&gt;
A disintegrated creature and everything it is&lt;br /&gt;
wearing and carrying, except magic items, are&lt;br /&gt;
reduced to a pile of fine gray dust. The creature can&lt;br /&gt;
be restored to life only by means of a true&lt;br /&gt;
resurrection or a wish spell.&lt;br /&gt;
This spell automatically disintegrates a Large or&lt;br /&gt;
smaller nonmagical object or a creation of magical&lt;br /&gt;
force. If the target is a Huge or larger object or&lt;br /&gt;
creation of force, this spell disintegrates a 10-­‐‑foot-­‐‑&lt;br /&gt;
cube portion of it. A magic item is unaffected by this&lt;br /&gt;
spell.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, the damage increases&lt;br /&gt;
by 3d6 for each slot level above 6th.&lt;br /&gt;
Dispel Evil and Good&lt;br /&gt;
5th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (holy water or powdered silver&lt;br /&gt;
and iron)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Shimmering energy surrounds and protects you&lt;br /&gt;
from fey, undead, and creatures originating from&lt;br /&gt;
beyond the Material Plane. For the duration,&lt;br /&gt;
celestials, elementals, fey, fiends, and undead have&lt;br /&gt;
disadvantage on attack rolls against you.&lt;br /&gt;
You can end the spell early by using either of the&lt;br /&gt;
following special functions.&lt;br /&gt;
Break Enchantment. As your action, you touch a&lt;br /&gt;
creature you can reach that is charmed, frightened,&lt;br /&gt;
or possessed by a celestial, an elemental, a fey, a&lt;br /&gt;
fiend, or an undead. The creature you touch is no&lt;br /&gt;
longer charmed, frightened, or possessed by such&lt;br /&gt;
creatures.&lt;br /&gt;
Dismissal. As your action, make a melee spell&lt;br /&gt;
attack against a celestial, an elemental, a fey, a fiend,&lt;br /&gt;
or an undead you can reach. On a hit, you attempt to&lt;br /&gt;
drive the creature back to its home plane. The&lt;br /&gt;
creature must succeed on a Charisma saving throw&lt;br /&gt;
or be sent back to its home plane (if it isn’t there&lt;br /&gt;
already). If they aren’t on their home plane, undead&lt;br /&gt;
are sent to the Shadowfell, and fey are sent to the&lt;br /&gt;
Feywild.&lt;br /&gt;
Dispel Magic&lt;br /&gt;
3rd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Choose one creature, object, or magical effect within&lt;br /&gt;
range. Any spell of 3rd level or lower on the target&lt;br /&gt;
ends. For each spell of 4th level or higher on the&lt;br /&gt;
target, make an ability check using your spellcasting&lt;br /&gt;
ability. The DC equals 10 + the spell’s level. On a&lt;br /&gt;
successful check, the spell ends.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, you automatically&lt;br /&gt;
end the effects of a spell on the target if the spell’s&lt;br /&gt;
level is equal to or less than the level of the spell slot&lt;br /&gt;
you used.&lt;br /&gt;
Divination&lt;br /&gt;
4th-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (incense and a sacrificial&lt;br /&gt;
offering appropriate to your religion, together&lt;br /&gt;
worth at least 25 gp, which the spell consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Your magic and an offering put you in contact with a&lt;br /&gt;
god or a god’s servants. You ask a single question&lt;br /&gt;
concerning a specific goal, event, or activity to occur&lt;br /&gt;
within 7 days. The GM offers a truthful reply. The&lt;br /&gt;
reply might be a short phrase, a cryptic rhyme, or an&lt;br /&gt;
omen.&lt;br /&gt;
The spell doesn’t take into account any possible&lt;br /&gt;
circumstances that might change the outcome, such&lt;br /&gt;
as the casting of additional spells or the loss or gain&lt;br /&gt;
of a companion.&lt;br /&gt;
If you cast the spell two or more times before&lt;br /&gt;
finishing your next long rest, there is a cumulative&lt;br /&gt;
25 percent chance for each casting after the first that&lt;br /&gt;
you get a random reading. The GM makes this roll in&lt;br /&gt;
secret.&lt;br /&gt;
Divine Favor&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 137&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Your prayer empowers you with divine radiance.&lt;br /&gt;
Until the spell ends, your weapon attacks deal an&lt;br /&gt;
extra 1d4 radiant damage on a hit.&lt;br /&gt;
Divine Word&lt;br /&gt;
7th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You utter a divine word, imbued with the power that&lt;br /&gt;
shaped the world at the dawn of creation. Choose&lt;br /&gt;
any number of creatures you can see within range.&lt;br /&gt;
Each creature that can hear you must make a&lt;br /&gt;
Charisma saving throw. On a failed save, a creature&lt;br /&gt;
suffers an effect based on its current hit points:&lt;br /&gt;
• 50 hit points or fewer: deafened for 1 minute&lt;br /&gt;
• 40 hit points or fewer: deafened and blinded for&lt;br /&gt;
10 minutes&lt;br /&gt;
• 30 hit points or fewer: blinded, deafened, and&lt;br /&gt;
stunned for 1 hour&lt;br /&gt;
• 20 hit points or fewer: killed instantly&lt;br /&gt;
Regardless of its current hit points, a celestial, an&lt;br /&gt;
elemental, a fey, or a fiend that fails its save is forced&lt;br /&gt;
back to its plane of origin (if it isn’t there already)&lt;br /&gt;
and can’t return to your current plane for 24 hours&lt;br /&gt;
by any means short of a wish spell.&lt;br /&gt;
Dominate Beast&lt;br /&gt;
4th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You attempt to beguile a beast that you can see&lt;br /&gt;
within range. It must succeed on a Wisdom saving&lt;br /&gt;
throw or be charmed by you for the duration. If you&lt;br /&gt;
or creatures that are friendly to you are fighting it, it&lt;br /&gt;
has advantage on the saving throw.&lt;br /&gt;
While the beast is charmed, you have a telepathic&lt;br /&gt;
link with it as long as the two of you are on the same&lt;br /&gt;
plane of existence. You can use this telepathic link to&lt;br /&gt;
issue commands to the creature while you are&lt;br /&gt;
conscious (no action required), which it does its best&lt;br /&gt;
to obey. You can specify a simple and general course&lt;br /&gt;
of action, such as “Attack that creature,” “Run over&lt;br /&gt;
there,” or “Fetch that object.” If the creature&lt;br /&gt;
completes the order and doesn’t receive further&lt;br /&gt;
direction from you, it defends and preserves itself to&lt;br /&gt;
the best of its ability.&lt;br /&gt;
You can use your action to take total and precise&lt;br /&gt;
control of the target. Until the end of your next turn,&lt;br /&gt;
the creature takes only the actions you choose, and&lt;br /&gt;
doesn’t do anything that you don’t allow it to do.&lt;br /&gt;
During this time, you can also cause the creature to&lt;br /&gt;
use a reaction, but this requires you to use your own&lt;br /&gt;
reaction as well.&lt;br /&gt;
Each time the target takes damage, it makes a new&lt;br /&gt;
Wisdom saving throw against the spell. If the saving&lt;br /&gt;
throw succeeds, the spell ends.&lt;br /&gt;
At Higher Levels. When you cast this spell with a&lt;br /&gt;
5th-­‐‑level spell slot, the duration is concentration, up&lt;br /&gt;
to 10 minutes. When you use a 6th-­‐‑level spell slot,&lt;br /&gt;
the duration is concentration, up to 1 hour. When&lt;br /&gt;
you use a spell slot of 7th level or higher, the&lt;br /&gt;
duration is concentration, up to 8 hours.&lt;br /&gt;
Dominate Monster&lt;br /&gt;
8th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You attempt to beguile a creature that you can see&lt;br /&gt;
within range. It must succeed on a Wisdom saving&lt;br /&gt;
throw or be charmed by you for the duration. If you&lt;br /&gt;
or creatures that are friendly to you are fighting it, it&lt;br /&gt;
has advantage on the saving throw.&lt;br /&gt;
While the creature is charmed, you have a&lt;br /&gt;
telepathic link with it as long as the two of you are&lt;br /&gt;
on the same plane of existence. You can use this&lt;br /&gt;
telepathic link to issue commands to the creature&lt;br /&gt;
while you are conscious (no action required), which&lt;br /&gt;
it does its best to obey. You can specify a simple and&lt;br /&gt;
general course of action, such as “Attack that&lt;br /&gt;
creature,” “Run over there,” or “Fetch that object.” If&lt;br /&gt;
the creature completes the order and doesn’t receive&lt;br /&gt;
further direction from you, it defends and preserves&lt;br /&gt;
itself to the best of its ability.&lt;br /&gt;
You can use your action to take total and precise&lt;br /&gt;
control of the target. Until the end of your next turn,&lt;br /&gt;
the creature takes only the actions you choose, and&lt;br /&gt;
doesn’t do anything that you don’t allow it to do.&lt;br /&gt;
During this time, you can also cause the creature to&lt;br /&gt;
use a reaction, but this requires you to use your own&lt;br /&gt;
reaction as well.&lt;br /&gt;
Each time the target takes damage, it makes a new&lt;br /&gt;
Wisdom saving throw against the spell. If the saving&lt;br /&gt;
throw succeeds, the spell ends.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 138&lt;br /&gt;
At Higher Levels. When you cast this spell with a&lt;br /&gt;
9th-­‐‑level spell slot, the duration is concentration, up&lt;br /&gt;
to 8 hours.&lt;br /&gt;
Dominate Person&lt;br /&gt;
5th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You attempt to beguile a humanoid that you can see&lt;br /&gt;
within range. It must succeed on a Wisdom saving&lt;br /&gt;
throw or be charmed by you for the duration. If you&lt;br /&gt;
or creatures that are friendly to you are fighting it, it&lt;br /&gt;
has advantage on the saving throw.&lt;br /&gt;
While the target is charmed, you have a telepathic&lt;br /&gt;
link with it as long as the two of you are on the same&lt;br /&gt;
plane of existence. You can use this telepathic link to&lt;br /&gt;
issue commands to the creature while you are&lt;br /&gt;
conscious (no action required), which it does its best&lt;br /&gt;
to obey. You can specify a simple and general course&lt;br /&gt;
of action, such as “Attack that creature,” “Run over&lt;br /&gt;
there,” or “Fetch that object.” If the creature&lt;br /&gt;
completes the order and doesn’t receive further&lt;br /&gt;
direction from you, it defends and preserves itself to&lt;br /&gt;
the best of its ability.&lt;br /&gt;
You can use your action to take total and precise&lt;br /&gt;
control of the target. Until the end of your next turn,&lt;br /&gt;
the creature takes only the actions you choose, and&lt;br /&gt;
doesn’t do anything that you don’t allow it to do.&lt;br /&gt;
During this time you can also cause the creature to&lt;br /&gt;
use a reaction, but this requires you to use your own&lt;br /&gt;
reaction as well.&lt;br /&gt;
Each time the target takes damage, it makes a new&lt;br /&gt;
Wisdom saving throw against the spell. If the saving&lt;br /&gt;
throw succeeds, the spell ends.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
6th-­‐‑level spell slot, the duration is concentration, up&lt;br /&gt;
to 10 minutes. When you use a 7th-­‐‑level spell slot,&lt;br /&gt;
the duration is concentration, up to 1 hour. When&lt;br /&gt;
you use a spell slot of 8th level or higher, the&lt;br /&gt;
duration is concentration, up to 8 hours.&lt;br /&gt;
Dream&lt;br /&gt;
5th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Special&lt;br /&gt;
Components: V, S, M (a handful of sand, a dab of ink,&lt;br /&gt;
and a writing quill plucked from a sleeping bird)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
This spell shapes a creature’s dreams. Choose a&lt;br /&gt;
creature known to you as the target of this spell. The&lt;br /&gt;
target must be on the same plane of existence as you.&lt;br /&gt;
Creatures that don’t sleep, such as elves, can’t be&lt;br /&gt;
contacted by this spell. You, or a willing creature you&lt;br /&gt;
touch, enters a trance state, acting as a messenger.&lt;br /&gt;
While in the trance, the messenger is aware of his or&lt;br /&gt;
her surroundings, but can’t take actions or move.&lt;br /&gt;
If the target is asleep, the messenger appears in&lt;br /&gt;
the target’s dreams and can converse with the target&lt;br /&gt;
as long as it remains asleep, through the duration of&lt;br /&gt;
the spell. The messenger can also shape the&lt;br /&gt;
environment of the dream, creating landscapes,&lt;br /&gt;
objects, and other images. The messenger can&lt;br /&gt;
emerge from the trance at any time, ending the effect&lt;br /&gt;
of the spell early. The target recalls the dream&lt;br /&gt;
perfectly upon waking. If the target is awake when&lt;br /&gt;
you cast the spell, the messenger knows it, and can&lt;br /&gt;
either end the trance (and the spell) or wait for the&lt;br /&gt;
target to fall asleep, at which point the messenger&lt;br /&gt;
appears in the target’s dreams.&lt;br /&gt;
You can make the messenger appear monstrous&lt;br /&gt;
and terrifying to the target. If you do, the messenger&lt;br /&gt;
can deliver a message of no more than ten words&lt;br /&gt;
and then the target must make a Wisdom saving&lt;br /&gt;
throw. On a failed save, echoes of the phantasmal&lt;br /&gt;
monstrosity spawn a nightmare that lasts the&lt;br /&gt;
duration of the target’s sleep and prevents the target&lt;br /&gt;
from gaining any benefit from that rest. In addition,&lt;br /&gt;
when the target wakes up, it takes 3d6 psychic&lt;br /&gt;
damage.&lt;br /&gt;
If you have a body part, lock of hair, clipping from&lt;br /&gt;
a nail, or similar portion of the target’s body, the&lt;br /&gt;
target makes its saving throw with disadvantage.&lt;br /&gt;
Druidcraft&lt;br /&gt;
Transmutation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Whispering to the spirits of nature, you create one of&lt;br /&gt;
the following effects within range:&lt;br /&gt;
• You create a tiny, harmless sensory effect that&lt;br /&gt;
predicts what the weather will be at your location&lt;br /&gt;
for the next 24 hours. The effect might manifest as&lt;br /&gt;
a golden orb for clear skies, a cloud for rain, falling&lt;br /&gt;
snowflakes for snow, and so on. This effect&lt;br /&gt;
persists for 1 round.&lt;br /&gt;
• You instantly make a flower blossom, a seed pod&lt;br /&gt;
open, or a leaf bud bloom.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 139&lt;br /&gt;
• You create an instantaneous, harmless sensory&lt;br /&gt;
effect, such as falling leaves, a puff of wind, the&lt;br /&gt;
sound of a small animal, or the faint odor of skunk.&lt;br /&gt;
The effect must fit in a 5-­‐‑foot cube.&lt;br /&gt;
• You instantly light or snuff out a candle, a torch, or&lt;br /&gt;
a small campfire.&lt;br /&gt;
Earthquake&lt;br /&gt;
8th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 500 feet&lt;br /&gt;
Components: V, S, M (a pinch of dirt, a piece of rock,&lt;br /&gt;
and a lump of clay)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You create a seismic disturbance at a point on the&lt;br /&gt;
ground that you can see within range. For the&lt;br /&gt;
duration, an intense tremor rips through the ground&lt;br /&gt;
in a 100-­‐‑foot-­‐‑radius circle centered on that point&lt;br /&gt;
and shakes creatures and structures in contact with&lt;br /&gt;
the ground in that area.&lt;br /&gt;
The ground in the area becomes difficult terrain.&lt;br /&gt;
Each creature on the ground that is concentrating&lt;br /&gt;
must make a Constitution saving throw. On a failed&lt;br /&gt;
save, the creature’s concentration is broken.&lt;br /&gt;
When you cast this spell and at the end of each&lt;br /&gt;
turn you spend concentrating on it, each creature on&lt;br /&gt;
the ground in the area must make a Dexterity saving&lt;br /&gt;
throw. On a failed save, the creature is knocked&lt;br /&gt;
prone.&lt;br /&gt;
This spell can have additional effects depending&lt;br /&gt;
on the terrain in the area, as determined by the GM.&lt;br /&gt;
Fissures. Fissures open throughout the spell’s&lt;br /&gt;
area at the start of your next turn after you cast the&lt;br /&gt;
spell. A total of 1d6 such fissures open in locations&lt;br /&gt;
chosen by the GM. Each is 1d10 × 10 feet deep, 10&lt;br /&gt;
feet wide, and extends from one edge of the spell’s&lt;br /&gt;
area to the opposite side. A creature standing on a&lt;br /&gt;
spot where a fissure opens must succeed on a&lt;br /&gt;
Dexterity saving throw or fall in. A creature that&lt;br /&gt;
successfully saves moves with the fissure’s edge as it&lt;br /&gt;
opens.&lt;br /&gt;
A fissure that opens beneath a structure causes it&lt;br /&gt;
to automatically collapse (see below).&lt;br /&gt;
Structures. The tremor deals 50 bludgeoning&lt;br /&gt;
damage to any structure in contact with the ground&lt;br /&gt;
in the area when you cast the spell and at the start of&lt;br /&gt;
each of your turns until the spell ends. If a structure&lt;br /&gt;
drops to 0 hit points, it collapses and potentially&lt;br /&gt;
damages nearby creatures. A creature within half the&lt;br /&gt;
distance of a structure’s height must make a&lt;br /&gt;
Dexterity saving throw. On a failed save, the creature&lt;br /&gt;
takes 5d6 bludgeoning damage, is knocked prone,&lt;br /&gt;
and is buried in the rubble, requiring a DC 20&lt;br /&gt;
Strength (Athletics) check as an action to escape.&lt;br /&gt;
The GM can adjust the DC higher or lower,&lt;br /&gt;
depending on the nature of the rubble. On a&lt;br /&gt;
successful save, the creature takes half as much&lt;br /&gt;
damage and doesn’t fall prone or become buried.&lt;br /&gt;
Eldritch Blast&lt;br /&gt;
Evocation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A beam of crackling energy streaks toward a&lt;br /&gt;
creature within range. Make a ranged spell attack&lt;br /&gt;
against the target. On a hit, the target takes 1d10&lt;br /&gt;
force damage.&lt;br /&gt;
The spell creates more than one beam when you&lt;br /&gt;
reach higher levels: two beams at 5th level, three&lt;br /&gt;
beams at 11th level, and four beams at 17th level.&lt;br /&gt;
You can direct the beams at the same target or at&lt;br /&gt;
different ones. Make a separate attack roll for each&lt;br /&gt;
beam.&lt;br /&gt;
Enhance Ability&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (fur or a feather from a beast)&lt;br /&gt;
Duration: Concentration, up to 1 hour.&lt;br /&gt;
You touch a creature and bestow upon it a magical&lt;br /&gt;
enhancement. Choose one of the following effects;&lt;br /&gt;
the target gains that effect until the spell ends.&lt;br /&gt;
Bear’s Endurance. The target has advantage on&lt;br /&gt;
Constitution checks. It also gains 2d6 temporary hit&lt;br /&gt;
points, which are lost when the spell ends.&lt;br /&gt;
Bull’s Strength. The target has advantage on&lt;br /&gt;
Strength checks, and his or her carrying capacity&lt;br /&gt;
doubles.&lt;br /&gt;
Cat’s Grace. The target has advantage on Dexterity&lt;br /&gt;
checks. It also doesn’t take damage from falling 20&lt;br /&gt;
feet or less if it isn’t incapacitated.&lt;br /&gt;
Eagle’s Splendor. The target has advantage on&lt;br /&gt;
Charisma checks.&lt;br /&gt;
Fox’s Cunning. The target has advantage on&lt;br /&gt;
Intelligence checks.&lt;br /&gt;
Owl’s Wisdom. The target has advantage on&lt;br /&gt;
Wisdom checks.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 2nd.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 140&lt;br /&gt;
Enlarge/Reduce&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a pinch of powdered iron)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You cause a creature or an object you can see within&lt;br /&gt;
range to grow larger or smaller for the duration.&lt;br /&gt;
Choose either a creature or an object that is neither&lt;br /&gt;
worn nor carried. If the target is unwilling, it can&lt;br /&gt;
make a Constitution saving throw. On a success, the&lt;br /&gt;
spell has no effect.&lt;br /&gt;
If the target is a creature, everything it is wearing&lt;br /&gt;
and carrying changes size with it. Any item dropped&lt;br /&gt;
by an affected creature returns to normal size at&lt;br /&gt;
once.&lt;br /&gt;
Enlarge. The target’s size doubles in all&lt;br /&gt;
dimensions, and its weight is multiplied by eight.&lt;br /&gt;
This growth increases its size by one category—&lt;br /&gt;
from Medium to Large, for example. If there isn’t&lt;br /&gt;
enough room for the target to double its size, the&lt;br /&gt;
creature or object attains the maximum possible size&lt;br /&gt;
in the space available. Until the spell ends, the target&lt;br /&gt;
also has advantage on Strength checks and Strength&lt;br /&gt;
saving throws. The target’s weapons also grow to&lt;br /&gt;
match its new size. While these weapons are&lt;br /&gt;
enlarged, the target’s attacks with them deal 1d4&lt;br /&gt;
extra damage.&lt;br /&gt;
Reduce. The target’s size is halved in all&lt;br /&gt;
dimensions, and its weight is reduced to one-­‐‑eighth&lt;br /&gt;
of normal. This reduction decreases its size by one&lt;br /&gt;
category—from Medium to Small, for example. Until&lt;br /&gt;
the spell ends, the target also has disadvantage on&lt;br /&gt;
Strength checks and Strength saving throws. The&lt;br /&gt;
target’s weapons also shrink to match its new size.&lt;br /&gt;
While these weapons are reduced, the target’s&lt;br /&gt;
attacks with them deal 1d4 less damage (this can’t&lt;br /&gt;
reduce the damage below 1).&lt;br /&gt;
Entangle&lt;br /&gt;
1st-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Grasping weeds and vines sprout from the ground in&lt;br /&gt;
a 20-­‐‑foot square starting from a point within range.&lt;br /&gt;
For the duration, these plants turn the ground in the&lt;br /&gt;
area into difficult terrain.&lt;br /&gt;
A creature in the area when you cast the spell&lt;br /&gt;
must succeed on a Strength saving throw or be&lt;br /&gt;
restrained by the entangling plants until the spell&lt;br /&gt;
ends. A creature restrained by the plants can use its&lt;br /&gt;
action to make a Strength check against your spell&lt;br /&gt;
save DC. On a success, it frees itself.&lt;br /&gt;
When the spell ends, the conjured plants wilt away.&lt;br /&gt;
Enthrall&lt;br /&gt;
2nd-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
You weave a distracting string of words, causing&lt;br /&gt;
creatures of your choice that you can see within&lt;br /&gt;
range and that can hear you to make a Wisdom&lt;br /&gt;
saving throw. Any creature that can’t be charmed&lt;br /&gt;
succeeds on this saving throw automatically, and if&lt;br /&gt;
you or your companions are fighting a creature, it&lt;br /&gt;
has advantage on the save. On a failed save, the&lt;br /&gt;
target has disadvantage on Wisdom (Perception)&lt;br /&gt;
checks made to perceive any creature other than you&lt;br /&gt;
until the spell ends or until the target can no longer&lt;br /&gt;
hear you. The spell ends if you are incapacitated or&lt;br /&gt;
can no longer speak.&lt;br /&gt;
Etherealness&lt;br /&gt;
7th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Up to 8 hours&lt;br /&gt;
You step into the border regions of the Ethereal&lt;br /&gt;
Plane, in the area where it overlaps with your&lt;br /&gt;
current plane. You remain in the Border Ethereal for&lt;br /&gt;
the duration or until you use your action to dismiss&lt;br /&gt;
the spell. During this time, you can move in any&lt;br /&gt;
direction. If you move up or down, every foot of&lt;br /&gt;
movement costs an extra foot. You can see and hear&lt;br /&gt;
the plane you originated from, but everything there&lt;br /&gt;
looks gray, and you can’t see anything more than 60&lt;br /&gt;
feet away.&lt;br /&gt;
While on the Ethereal Plane, you can only affect&lt;br /&gt;
and be affected by other creatures on that plane.&lt;br /&gt;
Creatures that aren’t on the Ethereal Plane can’t&lt;br /&gt;
perceive you and can’t interact with you, unless a&lt;br /&gt;
special ability or magic has given them the ability to&lt;br /&gt;
do so.&lt;br /&gt;
You ignore all objects and effects that aren’t on the&lt;br /&gt;
Ethereal Plane, allowing you to move through&lt;br /&gt;
objects you perceive on the plane you originated&lt;br /&gt;
from.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 141&lt;br /&gt;
When the spell ends, you immediately return to&lt;br /&gt;
the plane you originated from in the spot you&lt;br /&gt;
currently occupy. If you occupy the same spot as a&lt;br /&gt;
solid object or creature when this happens, you are&lt;br /&gt;
immediately shunted to the nearest unoccupied&lt;br /&gt;
space that you can occupy and take force damage&lt;br /&gt;
equal to twice the number of feet you are moved.&lt;br /&gt;
This spell has no effect if you cast it while you are&lt;br /&gt;
on the Ethereal Plane or a plane that doesn’t border&lt;br /&gt;
it, such as one of the Outer Planes.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 8th level or higher, you can target up to&lt;br /&gt;
three willing creatures (including you) for each slot&lt;br /&gt;
level above 7th. The creatures must be within 10 feet&lt;br /&gt;
of you when you cast the spell.&lt;br /&gt;
Expeditious Retreat&lt;br /&gt;
1st-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
This spell allows you to move at an incredible pace.&lt;br /&gt;
When you cast this spell, and then as a bonus action&lt;br /&gt;
on each of your turns until the spell ends, you can&lt;br /&gt;
take the Dash action.&lt;br /&gt;
Eyebite&lt;br /&gt;
6th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
For the spell’s duration, your eyes become an inky&lt;br /&gt;
void imbued with dread power. One creature of your&lt;br /&gt;
choice within 60 feet of you that you can see must&lt;br /&gt;
succeed on a Wisdom saving throw or be affected by&lt;br /&gt;
one of the following effects of your choice for the&lt;br /&gt;
duration. On each of your turns until the spell ends,&lt;br /&gt;
you can use your action to target another creature&lt;br /&gt;
but can’t target a creature again if it has succeeded&lt;br /&gt;
on a saving throw against this casting of eyebite.&lt;br /&gt;
Asleep. The target falls unconscious. It wakes up if&lt;br /&gt;
it takes any damage or if another creature uses its&lt;br /&gt;
action to shake the sleeper awake.&lt;br /&gt;
Panicked. The target is frightened of you. On each&lt;br /&gt;
of its turns, the frightened creature must take the&lt;br /&gt;
Dash action and move away from you by the safest&lt;br /&gt;
and shortest available route, unless there is nowhere&lt;br /&gt;
to move. If the target moves to a place at least 60 feet&lt;br /&gt;
away from you where it can no longer see you, this&lt;br /&gt;
effect ends.&lt;br /&gt;
Sickened. The target has disadvantage on attack&lt;br /&gt;
rolls and ability checks. At the end of each of its&lt;br /&gt;
turns, it can make another Wisdom saving throw. If&lt;br /&gt;
it succeeds, the effect ends.&lt;br /&gt;
Fabricate&lt;br /&gt;
4th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You convert raw materials into products of the same&lt;br /&gt;
material. For example, you can fabricate a wooden&lt;br /&gt;
bridge from a clump of trees, a rope from a patch of&lt;br /&gt;
hemp, and clothes from flax or wool.&lt;br /&gt;
Choose raw materials that you can see within&lt;br /&gt;
range. You can fabricate a Large or smaller object&lt;br /&gt;
(contained within a 10-­‐‑foot cube, or eight connected&lt;br /&gt;
5-­‐‑foot cubes), given a sufficient quantity of raw&lt;br /&gt;
material. If you are working with metal, stone, or&lt;br /&gt;
another mineral substance, however, the fabricated&lt;br /&gt;
object can be no larger than Medium (contained&lt;br /&gt;
within a single 5-­‐‑foot cube). The quality of objects&lt;br /&gt;
made by the spell is commensurate with the quality&lt;br /&gt;
of the raw materials.&lt;br /&gt;
Creatures or magic items can’t be created or&lt;br /&gt;
transmuted by this spell. You also can’t use it to&lt;br /&gt;
create items that ordinarily require a high degree of&lt;br /&gt;
craftsmanship, such as jewelry, weapons, glass, or&lt;br /&gt;
armor, unless you have proficiency with the type of&lt;br /&gt;
artisan’s tools used to craft such objects.&lt;br /&gt;
Faerie Fire&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Each object in a 20-­‐‑foot cube within range is&lt;br /&gt;
outlined in blue, green, or violet light (your choice).&lt;br /&gt;
Any creature in the area when the spell is cast is also&lt;br /&gt;
outlined in light if it fails a Dexterity saving throw.&lt;br /&gt;
For the duration, objects and affected creatures shed&lt;br /&gt;
dim light in a 10-­‐‑foot radius.&lt;br /&gt;
Any attack roll against an affected creature or&lt;br /&gt;
object has advantage if the attacker can see it, and&lt;br /&gt;
the affected creature or object can’t benefit from&lt;br /&gt;
being invisible.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 142&lt;br /&gt;
Faithful Hound&lt;br /&gt;
4th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a tiny silver whistle, a piece of&lt;br /&gt;
bone, and a thread)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
You conjure a phantom watchdog in an unoccupied&lt;br /&gt;
space that you can see within range, where it&lt;br /&gt;
remains for the duration, until you dismiss it as an&lt;br /&gt;
action, or until you move more than 100 feet away&lt;br /&gt;
from it.&lt;br /&gt;
The hound is invisible to all creatures except you&lt;br /&gt;
and can’t be harmed. When a Small or larger&lt;br /&gt;
creature comes within 30 feet of it without first&lt;br /&gt;
speaking the password that you specify when you&lt;br /&gt;
cast this spell, the hound starts barking loudly. The&lt;br /&gt;
hound sees invisible creatures and can see into the&lt;br /&gt;
Ethereal Plane. It ignores illusions.&lt;br /&gt;
At the start of each of your turns, the hound&lt;br /&gt;
attempts to bite one creature within 5 feet of it that&lt;br /&gt;
is hostile to you. The hound’s attack bonus is equal&lt;br /&gt;
to your spellcasting ability modifier + your&lt;br /&gt;
proficiency bonus. On a hit, it deals 4d8 piercing&lt;br /&gt;
damage.&lt;br /&gt;
False Life&lt;br /&gt;
1st-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a small amount of alcohol or&lt;br /&gt;
distilled spirits)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
Bolstering yourself with a necromantic facsimile of&lt;br /&gt;
life, you gain 1d4 + 4 temporary hit points for the&lt;br /&gt;
duration.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you gain 5 additional&lt;br /&gt;
temporary hit points for each slot level above 1st.&lt;br /&gt;
Fear&lt;br /&gt;
3rd-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (30-­‐‑foot cone)&lt;br /&gt;
Components: V, S, M (a white feather or the heart of&lt;br /&gt;
a hen)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You project a phantasmal image of a creature’s&lt;br /&gt;
worst fears. Each creature in a 30-­‐‑foot cone must&lt;br /&gt;
succeed on a Wisdom saving throw or drop&lt;br /&gt;
whatever it is holding and become frightened for the&lt;br /&gt;
duration.&lt;br /&gt;
While frightened by this spell, a creature must&lt;br /&gt;
take the Dash action and move away from you by the&lt;br /&gt;
safest available route on each of its turns, unless&lt;br /&gt;
there is nowhere to move. If the creature ends its&lt;br /&gt;
turn in a location where it doesn’t have line of sight&lt;br /&gt;
to you, the creature can make a Wisdom saving&lt;br /&gt;
throw. On a successful save, the spell ends for that&lt;br /&gt;
creature.&lt;br /&gt;
Feather Fall&lt;br /&gt;
1st-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 reaction, which you take when you&lt;br /&gt;
or a creature within 60 feet of you falls&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, M (a small feather or piece of&lt;br /&gt;
down)&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
Choose up to five falling creatures within range. A&lt;br /&gt;
falling creature’s rate of descent slows to 60 feet per&lt;br /&gt;
round until the spell ends. If the creature lands&lt;br /&gt;
before the spell ends, it takes no falling damage and&lt;br /&gt;
can land on its feet, and the spell ends for that&lt;br /&gt;
creature.&lt;br /&gt;
Feeblemind&lt;br /&gt;
8th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S, M (a handful of clay, crystal, glass,&lt;br /&gt;
or mineral spheres)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You blast the mind of a creature that you can see&lt;br /&gt;
within range, attempting to shatter its intellect and&lt;br /&gt;
personality. The target takes 4d6 psychic damage&lt;br /&gt;
and must make an Intelligence saving throw.&lt;br /&gt;
On a failed save, the creature’s Intelligence and&lt;br /&gt;
Charisma scores become 1. The creature can’t cast&lt;br /&gt;
spells, activate magic items, understand language, or&lt;br /&gt;
communicate in any intelligible way. The creature&lt;br /&gt;
can, however, identify its friends, follow them, and&lt;br /&gt;
even protect them.&lt;br /&gt;
At the end of every 30 days, the creature can&lt;br /&gt;
repeat its saving throw against this spell. If it&lt;br /&gt;
succeeds on its saving throw, the spell ends.&lt;br /&gt;
The spell can also be ended by greater restoration,&lt;br /&gt;
heal, or wish.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 143&lt;br /&gt;
Find Familiar&lt;br /&gt;
1st-­‐‑level conjuration (ritual)&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S, M (10 gp worth of charcoal,&lt;br /&gt;
incense, and herbs that must be consumed by fire in&lt;br /&gt;
a brass brazier)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You gain the service of a familiar, a spirit that takes&lt;br /&gt;
an animal form you choose: bat, cat, crab, frog (toad),&lt;br /&gt;
hawk, lizard, octopus, owl, poisonous snake, fish&lt;br /&gt;
(quipper), rat, raven, sea horse, spider, or weasel.&lt;br /&gt;
Appearing in an unoccupied space within range, the&lt;br /&gt;
familiar has the statistics of the chosen form, though&lt;br /&gt;
it is a celestial, fey, or fiend (your choice) instead of a&lt;br /&gt;
beast.&lt;br /&gt;
Your familiar acts independently of you, but it&lt;br /&gt;
always obeys your commands. In combat, it rolls its&lt;br /&gt;
own initiative and acts on its own turn. A familiar&lt;br /&gt;
can&#039;t attack, but it can take other actions as normal.&lt;br /&gt;
When the familiar drops to 0 hit points, it&lt;br /&gt;
disappears, leaving behind no physical form. It&lt;br /&gt;
reappears after you cast this spell again&lt;br /&gt;
While your familiar is within 100 feet of you, you&lt;br /&gt;
can communicate with it telepathically. Additionally,&lt;br /&gt;
as an action, you can see through your familiar&#039;s&lt;br /&gt;
eyes and hear what it hears until the start of your&lt;br /&gt;
next turn, gaining the benefits of any special senses&lt;br /&gt;
that the familiar has. During this time, you are deaf&lt;br /&gt;
and blind with regard to your own senses.&lt;br /&gt;
As an action, you can temporarily dismiss your&lt;br /&gt;
familiar. It disappears into a pocket dimension&lt;br /&gt;
where it awaits your summons. Alternatively, you&lt;br /&gt;
can dismiss it forever. As an action while it is&lt;br /&gt;
temporarily dismissed, you can cause it to reappear&lt;br /&gt;
in any unoccupied space within 30 feet of you.&lt;br /&gt;
You can&#039;t have more than one familiar at a time. If&lt;br /&gt;
you cast this spell while you already have a familiar,&lt;br /&gt;
you instead cause it to adopt a new form. Choose one&lt;br /&gt;
of the forms from the above list. Your familiar&lt;br /&gt;
transforms into the chosen creature.&lt;br /&gt;
Finally, when you cast a spell with a range of touch,&lt;br /&gt;
your familiar can deliver the spell as if it had cast the&lt;br /&gt;
spell. Your familiar must be within 100 feet of you,&lt;br /&gt;
and it must use its reaction to deliver the spell when&lt;br /&gt;
you cast it. If the spell requires an attack roll, you use&lt;br /&gt;
your attack modifier for the roll.&lt;br /&gt;
Find Steed&lt;br /&gt;
2nd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You summon a spirit that assumes the form of an&lt;br /&gt;
unusually intelligent, strong, and loyal steed,&lt;br /&gt;
creating a long-­‐‑lasting bond with it. Appearing in an&lt;br /&gt;
unoccupied space within range, the steed takes on a&lt;br /&gt;
form that you choose: a warhorse, a pony, a camel,&lt;br /&gt;
an elk, or a mastiff. (Your GM might allow other&lt;br /&gt;
animals to be summoned as steeds.) The steed has&lt;br /&gt;
the statistics of the chosen form, though it is a&lt;br /&gt;
celestial, fey, or fiend (your choice) instead of its&lt;br /&gt;
normal type. Additionally, if your steed has an&lt;br /&gt;
Intelligence of 5 or less, its Intelligence becomes 6,&lt;br /&gt;
and it gains the ability to understand one language of&lt;br /&gt;
your choice that you speak.&lt;br /&gt;
Your steed serves you as a mount, both in combat&lt;br /&gt;
and out, and you have an instinctive bond with it&lt;br /&gt;
that allows you to fight as a seamless unit. While&lt;br /&gt;
mounted on your steed, you can make any spell you&lt;br /&gt;
cast that targets only you also target your steed.&lt;br /&gt;
When the steed drops to 0 hit points, it disappears,&lt;br /&gt;
leaving behind no physical form. You can also&lt;br /&gt;
dismiss your steed at any time as an action, causing&lt;br /&gt;
it to disappear. In either case, casting this spell again&lt;br /&gt;
summons the same steed, restored to its hit point&lt;br /&gt;
maximum.&lt;br /&gt;
While your steed is within 1 mile of you, you can&lt;br /&gt;
communicate with it telepathically.&lt;br /&gt;
You can’t have more than one steed bonded by&lt;br /&gt;
this spell at a time. As an action, you can release the&lt;br /&gt;
steed from its bond at any time, causing it to&lt;br /&gt;
disappear.&lt;br /&gt;
Find the Path&lt;br /&gt;
6th-­‐‑level divination&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a set of divinatory tools—&lt;br /&gt;
such as bones, ivory sticks, cards, teeth, or carved&lt;br /&gt;
runes—worth 100 gp and an object from the&lt;br /&gt;
location you wish to find)&lt;br /&gt;
Duration: Concentration, up to 1 day&lt;br /&gt;
This spell allows you to find the shortest, most direct&lt;br /&gt;
physical route to a specific fixed location that you&lt;br /&gt;
are familiar with on the same plane of existence. If&lt;br /&gt;
you name a destination on another plane of&lt;br /&gt;
existence, a destination that moves (such as a mobile&lt;br /&gt;
fortress), or a destination that isn’t specific (such as&lt;br /&gt;
“a green dragon’s lair”), the spell fails.&lt;br /&gt;
For the duration, as long as you are on the same&lt;br /&gt;
plane of existence as the destination, you know how&lt;br /&gt;
far it is and in what direction it lies. While you are&lt;br /&gt;
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traveling there, whenever you are presented with a&lt;br /&gt;
choice of paths along the way, you automatically&lt;br /&gt;
determine which path is the shortest and most direct&lt;br /&gt;
route (but not necessarily the safest route) to the&lt;br /&gt;
destination.&lt;br /&gt;
Find Traps&lt;br /&gt;
2nd-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You sense the presence of any trap within range that&lt;br /&gt;
is within line of sight. A trap, for the purpose of this&lt;br /&gt;
spell, includes anything that would inflict a sudden&lt;br /&gt;
or unexpected effect you consider harmful or&lt;br /&gt;
undesirable, which was specifically intended as such&lt;br /&gt;
by its creator. Thus, the spell would sense an area&lt;br /&gt;
affected by the alarm spell, a glyph of warding, or a&lt;br /&gt;
mechanical pit trap, but it would not reveal a natural&lt;br /&gt;
weakness in the floor, an unstable ceiling, or a&lt;br /&gt;
hidden sinkhole.&lt;br /&gt;
This spell merely reveals that a trap is present.&lt;br /&gt;
You don’t learn the location of each trap, but you do&lt;br /&gt;
learn the general nature of the danger posed by a&lt;br /&gt;
trap you sense.&lt;br /&gt;
Finger of Death&lt;br /&gt;
7th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You send negative energy coursing through a&lt;br /&gt;
creature that you can see within range, causing it&lt;br /&gt;
searing pain. The target must make a Constitution&lt;br /&gt;
saving throw. It takes 7d8 + 30 necrotic damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
A humanoid killed by this spell rises at the start of&lt;br /&gt;
your next turn as a zombie that is permanently&lt;br /&gt;
under your command, following your verbal orders&lt;br /&gt;
to the best of its ability.&lt;br /&gt;
Fireball&lt;br /&gt;
3rd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S, M (a tiny ball of bat guano and&lt;br /&gt;
sulfur)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A bright streak flashes from your pointing finger to a&lt;br /&gt;
point you choose within range and then blossoms&lt;br /&gt;
with a low roar into an explosion of flame. Each&lt;br /&gt;
creature in a 20-­‐‑foot-­‐‑radius sphere centered on that&lt;br /&gt;
point must make a Dexterity saving throw. A target&lt;br /&gt;
takes 8d6 fire damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
The fire spreads around corners. It ignites&lt;br /&gt;
flammable objects in the area that aren’t being worn&lt;br /&gt;
or carried.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the damage increases&lt;br /&gt;
by 1d6 for each slot level above 3rd.&lt;br /&gt;
Fire Bolt&lt;br /&gt;
Evocation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You hurl a mote of fire at a creature or object within&lt;br /&gt;
range. Make a ranged spell attack against the target.&lt;br /&gt;
On a hit, the target takes 1d10 fire damage. A&lt;br /&gt;
flammable object hit by this spell ignites if it isn&#039;t&lt;br /&gt;
being worn or carried.&lt;br /&gt;
This spell&#039;s damage increases by 1d10 when you&lt;br /&gt;
reach 5th level (2d10), 11th level (3d10), and 17th&lt;br /&gt;
level (4d10).&lt;br /&gt;
Fire Shield&lt;br /&gt;
4th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a bit of phosphorus or a&lt;br /&gt;
firefly)&lt;br /&gt;
Duration: 10 minutes&lt;br /&gt;
Thin and wispy flames wreathe your body for the&lt;br /&gt;
duration, shedding bright light in a 10-­‐‑foot radius&lt;br /&gt;
and dim light for an additional 10 feet. You can end&lt;br /&gt;
the spell early by using an action to dismiss it.&lt;br /&gt;
The flames provide you with a warm shield or a&lt;br /&gt;
chill shield, as you choose. The warm shield grants&lt;br /&gt;
you resistance to cold damage, and the chill shield&lt;br /&gt;
grants you resistance to fire damage.&lt;br /&gt;
In addition, whenever a creature within 5 feet of&lt;br /&gt;
you hits you with a melee attack, the shield erupts&lt;br /&gt;
with flame. The attacker takes 2d8 fire damage from&lt;br /&gt;
a warm shield, or 2d8 cold damage from a cold&lt;br /&gt;
shield.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 145&lt;br /&gt;
Fire Storm&lt;br /&gt;
7th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A storm made up of sheets of roaring flame appears&lt;br /&gt;
in a location you choose within range. The area of&lt;br /&gt;
the storm consists of up to ten 10-­‐‑foot cubes, which&lt;br /&gt;
you can arrange as you wish. Each cube must have at&lt;br /&gt;
least one face adjacent to the face of another cube.&lt;br /&gt;
Each creature in the area must make a Dexterity&lt;br /&gt;
saving throw. It takes 7d10 fire damage on a failed&lt;br /&gt;
save, or half as much damage on a successful one.&lt;br /&gt;
The fire damages objects in the area and ignites&lt;br /&gt;
flammable objects that aren’t being worn or carried.&lt;br /&gt;
If you choose, plant life in the area is unaffected by&lt;br /&gt;
this spell.&lt;br /&gt;
Flame Blade&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (leaf of sumac)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You evoke a fiery blade in your free hand. The blade&lt;br /&gt;
is similar in size and shape to a scimitar, and it lasts&lt;br /&gt;
for the duration. If you let go of the blade, it&lt;br /&gt;
disappears, but you can evoke the blade again as a&lt;br /&gt;
bonus action.&lt;br /&gt;
You can use your action to make a melee spell&lt;br /&gt;
attack with the fiery blade. On a hit, the target takes&lt;br /&gt;
3d6 fire damage.&lt;br /&gt;
The flaming blade sheds bright light in a 10-­‐‑foot&lt;br /&gt;
radius and dim light for an additional 10 feet.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the damage increases&lt;br /&gt;
by 1d6 for every two slot levels above 2nd.&lt;br /&gt;
Flame Strike&lt;br /&gt;
5th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (pinch of sulfur)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A vertical column of divine fire roars down from the&lt;br /&gt;
heavens in a location you specify. Each creature in a&lt;br /&gt;
10-­‐‑foot-­‐‑radius, 40-­‐‑foot-­‐‑high cylinder centered on a&lt;br /&gt;
point within range must make a Dexterity saving&lt;br /&gt;
throw. A creature takes 4d6 fire damage and 4d6&lt;br /&gt;
radiant damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the fire damage or&lt;br /&gt;
the radiant damage (your choice) increases by 1d6&lt;br /&gt;
for each slot level above 5th.&lt;br /&gt;
Flaming Sphere&lt;br /&gt;
2nd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a bit of tallow, a pinch of&lt;br /&gt;
brimstone, and a dusting of powdered iron)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A 5-­‐‑foot-­‐‑diameter sphere of fire appears in an&lt;br /&gt;
unoccupied space of your choice within range and&lt;br /&gt;
lasts for the duration. Any creature that ends its turn&lt;br /&gt;
within 5 feet of the sphere must make a Dexterity&lt;br /&gt;
saving throw. The creature takes 2d6 fire damage on&lt;br /&gt;
a failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
As a bonus action, you can move the sphere up to&lt;br /&gt;
30 feet. If you ram the sphere into a creature, that&lt;br /&gt;
creature must make the saving throw against the&lt;br /&gt;
sphere’s damage, and the sphere stops moving this&lt;br /&gt;
turn.&lt;br /&gt;
When you move the sphere, you can direct it over&lt;br /&gt;
barriers up to 5 feet tall and jump it across pits up to&lt;br /&gt;
10 feet wide. The sphere ignites flammable objects&lt;br /&gt;
not being worn or carried, and it sheds bright light in&lt;br /&gt;
a 20-­‐‑foot radius and dim light for an additional 20&lt;br /&gt;
feet.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, the damage&lt;br /&gt;
increases by 1d6 for each slot level above 2nd.&lt;br /&gt;
Flesh to Stone&lt;br /&gt;
6th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a pinch of lime, water, and&lt;br /&gt;
earth)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You attempt to turn one creature that you can see&lt;br /&gt;
within range into stone. If the target’s body is made&lt;br /&gt;
of flesh, the creature must make a Constitution&lt;br /&gt;
saving throw. On a failed save, it is restrained as its&lt;br /&gt;
flesh begins to harden. On a successful save, the&lt;br /&gt;
creature isn’t affected.&lt;br /&gt;
A creature restrained by this spell must make&lt;br /&gt;
another Constitution saving throw at the end of each&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 146&lt;br /&gt;
of its turns. If it successfully saves against this spell&lt;br /&gt;
three times, the spell ends. If it fails its saves three&lt;br /&gt;
times, it is turned to stone and subjected to the&lt;br /&gt;
petrified condition for the duration. The successes&lt;br /&gt;
and failures don’t need to be consecutive; keep track&lt;br /&gt;
of both until the target collects three of a kind.&lt;br /&gt;
If the creature is physically broken while petrified,&lt;br /&gt;
it suffers from similar deformities if it reverts to its&lt;br /&gt;
original state.&lt;br /&gt;
If you maintain your concentration on this spell&lt;br /&gt;
for the entire possible duration, the creature is&lt;br /&gt;
turned to stone until the effect is removed.&lt;br /&gt;
Floating Disk&lt;br /&gt;
1st-­‐‑level conjuration (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a drop of mercury)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
This spell creates a circular, horizontal plane of force,&lt;br /&gt;
3 feet in diameter and 1 inch thick, that floats 3 feet&lt;br /&gt;
above the ground in an unoccupied space of your&lt;br /&gt;
choice that you can see within range. The disk&lt;br /&gt;
remains for the duration, and can hold up to 500&lt;br /&gt;
pounds. If more weight is placed on it, the spell ends,&lt;br /&gt;
and everything on the disk falls to the ground.&lt;br /&gt;
The disk is immobile while you are within 20 feet&lt;br /&gt;
of it. If you move more than 20 feet away from it, the&lt;br /&gt;
disk follows you so that it remains within 20 feet of&lt;br /&gt;
you. It can move across uneven terrain, up or down&lt;br /&gt;
stairs, slopes and the like, but it can’t cross an&lt;br /&gt;
elevation change of 10 feet or more. For example, the&lt;br /&gt;
disk can’t move across a 10-­‐‑foot-­‐‑deep pit, nor could&lt;br /&gt;
it leave such a pit if it was created at the bottom.&lt;br /&gt;
If you move more than 100 feet from the disk&lt;br /&gt;
(typically because it can’t move around an obstacle&lt;br /&gt;
to follow you), the spell ends.&lt;br /&gt;
Fly&lt;br /&gt;
3rd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a wing feather from any bird)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You touch a willing creature. The target gains a&lt;br /&gt;
flying speed of 60 feet for the duration. When the&lt;br /&gt;
spell ends, the target falls if it is still aloft, unless it&lt;br /&gt;
can stop the fall.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 3rd.&lt;br /&gt;
Fog Cloud&lt;br /&gt;
1st-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You create a 20-­‐‑foot-­‐‑radius sphere of fog centered&lt;br /&gt;
on a point within range. The sphere spreads around&lt;br /&gt;
corners, and its area is heavily obscured. It lasts for&lt;br /&gt;
the duration or until a wind of moderate or greater&lt;br /&gt;
speed (at least 10 miles per hour) disperses it.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the radius of the fog&lt;br /&gt;
increases by 20 feet for each slot level above 1st.&lt;br /&gt;
Forbiddance&lt;br /&gt;
6th-­‐‑level abjuration (ritual)&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a sprinkling of holy water,&lt;br /&gt;
rare incense, and powdered ruby worth at least&lt;br /&gt;
1,000 gp)&lt;br /&gt;
Duration: 1 day&lt;br /&gt;
You create a ward against magical travel that&lt;br /&gt;
protects up to 40,000 square feet of floor space to a&lt;br /&gt;
height of 30 feet above the floor. For the duration,&lt;br /&gt;
creatures can’t teleport into the area or use portals,&lt;br /&gt;
such as those created by the gate spell, to enter the&lt;br /&gt;
area. The spell proofs the area against planar travel,&lt;br /&gt;
and therefore prevents creatures from accessing the&lt;br /&gt;
area by way of the Astral Plane, Ethereal Plane,&lt;br /&gt;
Feywild, Shadowfell, or the plane shift spell.&lt;br /&gt;
In addition, the spell damages types of creatures&lt;br /&gt;
that you choose when you cast it. Choose one or&lt;br /&gt;
more of the following: celestials, elementals, fey,&lt;br /&gt;
fiends, and undead. When a chosen creature enters&lt;br /&gt;
the spell’s area for the first time on a turn or starts&lt;br /&gt;
its turn there, the creature takes 5d10 radiant or&lt;br /&gt;
necrotic damage (your choice when you cast this&lt;br /&gt;
spell).&lt;br /&gt;
When you cast this spell, you can designate a&lt;br /&gt;
password. A creature that speaks the password as it&lt;br /&gt;
enters the area takes no damage from the spell.&lt;br /&gt;
The spell’s area can’t overlap with the area of&lt;br /&gt;
another forbiddance spell. If you cast forbiddance&lt;br /&gt;
every day for 30 days in the same location, the spell&lt;br /&gt;
lasts until it is dispelled, and the material&lt;br /&gt;
components are consumed on the last casting.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 147&lt;br /&gt;
Forcecage&lt;br /&gt;
7th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 100 feet&lt;br /&gt;
Components: V, S, M (ruby dust worth 1,500 gp)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
An immobile, invisible, cube-­‐‑shaped prison&lt;br /&gt;
composed of magical force springs into existence&lt;br /&gt;
around an area you choose within range. The prison&lt;br /&gt;
can be a cage or a solid box, as you choose.&lt;br /&gt;
A prison in the shape of a cage can be up to 20 feet&lt;br /&gt;
on a side and is made from 1/2-­‐‑inch diameter bars&lt;br /&gt;
spaced 1/2 inch apart.&lt;br /&gt;
A prison in the shape of a box can be up to 10 feet&lt;br /&gt;
on a side, creating a solid barrier that prevents any&lt;br /&gt;
matter from passing through it and blocking any&lt;br /&gt;
spells cast into or out from the area.&lt;br /&gt;
When you cast the spell, any creature that is&lt;br /&gt;
completely inside the cage’s area is trapped.&lt;br /&gt;
Creatures only partially within the area, or those too&lt;br /&gt;
large to fit inside the area, are pushed away from the&lt;br /&gt;
center of the area until they are completely outside&lt;br /&gt;
the area.&lt;br /&gt;
A creature inside the cage can’t leave it by&lt;br /&gt;
nonmagical means. If the creature tries to use&lt;br /&gt;
teleportation or interplanar travel to leave the cage,&lt;br /&gt;
it must first make a Charisma saving throw. On a&lt;br /&gt;
success, the creature can use that magic to exit the&lt;br /&gt;
cage. On a failure, the creature can’t exit the cage and&lt;br /&gt;
wastes the use of the spell or effect. The cage also&lt;br /&gt;
extends into the Ethereal Plane, blocking ethereal&lt;br /&gt;
travel.&lt;br /&gt;
This spell can’t be dispelled by dispel magic.&lt;br /&gt;
Foresight&lt;br /&gt;
9th-­‐‑level divination&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a hummingbird feather)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
You touch a willing creature and bestow a limited&lt;br /&gt;
ability to see into the immediate future. For the&lt;br /&gt;
duration, the target can’t be surprised and has&lt;br /&gt;
advantage on attack rolls, ability checks, and saving&lt;br /&gt;
throws. Additionally, other creatures have&lt;br /&gt;
disadvantage on attack rolls against the target for&lt;br /&gt;
the duration.&lt;br /&gt;
This spell immediately ends if you cast it again&lt;br /&gt;
before its duration ends.&lt;br /&gt;
Freedom of Movement&lt;br /&gt;
4th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a leather strap, bound around&lt;br /&gt;
the arm or a similar appendage)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You touch a willing creature. For the duration, the&lt;br /&gt;
target’s movement is unaffected by difficult terrain,&lt;br /&gt;
and spells and other magical effects can neither&lt;br /&gt;
reduce the target’s speed nor cause the target to be&lt;br /&gt;
paralyzed or restrained.&lt;br /&gt;
The target can also spend 5 feet of movement to&lt;br /&gt;
automatically escape from nonmagical restraints,&lt;br /&gt;
such as manacles or a creature that has it grappled.&lt;br /&gt;
Finally, being underwater imposes no penalties on&lt;br /&gt;
the target’s movement or attacks.&lt;br /&gt;
Freezing Sphere&lt;br /&gt;
6th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 300 feet&lt;br /&gt;
Components: V, S, M (a small crystal sphere)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A frigid globe of cold energy streaks from your&lt;br /&gt;
fingertips to a point of your choice within range,&lt;br /&gt;
where it explodes in a 60-­‐‑foot-­‐‑radius sphere. Each&lt;br /&gt;
creature within the area must make a Constitution&lt;br /&gt;
saving throw. On a failed save, a creature takes 10d6&lt;br /&gt;
cold damage. On a successful save, it takes half as&lt;br /&gt;
much damage.&lt;br /&gt;
If the globe strikes a body of water or a liquid that&lt;br /&gt;
is principally water (not including water-­‐‑based&lt;br /&gt;
creatures), it freezes the liquid to a depth of 6 inches&lt;br /&gt;
over an area 30 feet square. This ice lasts for 1&lt;br /&gt;
minute. Creatures that were swimming on the&lt;br /&gt;
surface of frozen water are trapped in the ice. A&lt;br /&gt;
trapped creature can use an action to make a&lt;br /&gt;
Strength check against your spell save DC to break&lt;br /&gt;
free.&lt;br /&gt;
You can refrain from firing the globe after&lt;br /&gt;
completing the spell, if you wish. A small globe about&lt;br /&gt;
the size of a sling stone, cool to the touch, appears in&lt;br /&gt;
your hand. At any time, you or a creature you give&lt;br /&gt;
the globe to can throw the globe (to a range of 40&lt;br /&gt;
feet) or hurl it with a sling (to the sling’s normal&lt;br /&gt;
range). It shatters on impact, with the same effect as&lt;br /&gt;
the normal casting of the spell. You can also set the&lt;br /&gt;
globe down without shattering it. After 1 minute, if&lt;br /&gt;
the globe hasn’t already shattered, it explodes.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 148&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, the damage increases&lt;br /&gt;
by 1d6 for each slot level above 6th.&lt;br /&gt;
Gaseous Form&lt;br /&gt;
3rd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a bit of gauze and a wisp of&lt;br /&gt;
smoke)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You transform a willing creature you touch, along&lt;br /&gt;
with everything it’s wearing and carrying, into a&lt;br /&gt;
misty cloud for the duration. The spell ends if the&lt;br /&gt;
creature drops to 0 hit points. An incorporeal&lt;br /&gt;
creature isn’t affected.&lt;br /&gt;
While in this form, the target’s only method of&lt;br /&gt;
movement is a flying speed of 10 feet. The target can&lt;br /&gt;
enter and occupy the space of another creature. The&lt;br /&gt;
target has resistance to nonmagical damage, and it&lt;br /&gt;
has advantage on Strength, Dexterity, and&lt;br /&gt;
Constitution saving throws. The target can pass&lt;br /&gt;
through small holes, narrow openings, and even&lt;br /&gt;
mere cracks, though it treats liquids as though they&lt;br /&gt;
were solid surfaces. The target can’t fall and remains&lt;br /&gt;
hovering in the air even when stunned or otherwise&lt;br /&gt;
incapacitated.&lt;br /&gt;
While in the form of a misty cloud, the target can’t&lt;br /&gt;
talk or manipulate objects, and any objects it was&lt;br /&gt;
carrying or holding can’t be dropped, used, or&lt;br /&gt;
otherwise interacted with. The target can’t attack or&lt;br /&gt;
cast spells.&lt;br /&gt;
Gate&lt;br /&gt;
9th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a diamond worth at least&lt;br /&gt;
5,000 gp)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You conjure a portal linking an unoccupied space&lt;br /&gt;
you can see within range to a precise location on a&lt;br /&gt;
different plane of existence. The portal is a circular&lt;br /&gt;
opening, which you can make 5 to 20 feet in&lt;br /&gt;
diameter. You can orient the portal in any direction&lt;br /&gt;
you choose. The portal lasts for the duration.&lt;br /&gt;
The portal has a front and a back on each plane&lt;br /&gt;
where it appears. Travel through the portal is&lt;br /&gt;
possible only by moving through its front. Anything&lt;br /&gt;
that does so is instantly transported to the other&lt;br /&gt;
plane, appearing in the unoccupied space nearest to&lt;br /&gt;
the portal.&lt;br /&gt;
Deities and other planar rulers can prevent portals&lt;br /&gt;
created by this spell from opening in their presence&lt;br /&gt;
or anywhere within their domains.&lt;br /&gt;
When you cast this spell, you can speak the name&lt;br /&gt;
of a specific creature (a pseudonym, title, or&lt;br /&gt;
nickname doesn’t work). If that creature is on a&lt;br /&gt;
plane other than the one you are on, the portal opens&lt;br /&gt;
in the named creature’s immediate vicinity and&lt;br /&gt;
draws the creature through it to the nearest&lt;br /&gt;
unoccupied space on your side of the portal. You gain&lt;br /&gt;
no special power over the creature, and it is free to&lt;br /&gt;
act as the GM deems appropriate. It might leave,&lt;br /&gt;
attack you, or help you.&lt;br /&gt;
Geas&lt;br /&gt;
5th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: 30 days&lt;br /&gt;
You place a magical command on a creature that you&lt;br /&gt;
can see within range, forcing it to carry out some&lt;br /&gt;
service or refrain from some action or course of&lt;br /&gt;
activity as you decide. If the creature can understand&lt;br /&gt;
you, it must succeed on a Wisdom saving throw or&lt;br /&gt;
become charmed by you for the duration. While the&lt;br /&gt;
creature is charmed by you, it takes 5d10 psychic&lt;br /&gt;
damage each time it acts in a manner directly&lt;br /&gt;
counter to your instructions, but no more than once&lt;br /&gt;
each day. A creature that can’t understand you is&lt;br /&gt;
unaffected by the spell.&lt;br /&gt;
You can issue any command you choose, short of&lt;br /&gt;
an activity that would result in certain death. Should&lt;br /&gt;
you issue a suicidal command, the spell ends.&lt;br /&gt;
You can end the spell early by using an action to&lt;br /&gt;
dismiss it. A remove curse, greater restoration, or&lt;br /&gt;
wish spell also ends it.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th or 8th level, the duration is 1 year.&lt;br /&gt;
When you cast this spell using a spell slot of 9th level,&lt;br /&gt;
the spell lasts until it is ended by one of the spells&lt;br /&gt;
mentioned above.&lt;br /&gt;
Gentle Repose&lt;br /&gt;
2nd-­‐‑level necromancy (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a pinch of salt and one copper&lt;br /&gt;
piece placed on each of the corpse’s eyes, which&lt;br /&gt;
must remain there for the duration)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 149&lt;br /&gt;
Duration: 10 days&lt;br /&gt;
You touch a corpse or other remains. For the&lt;br /&gt;
duration, the target is protected from decay and&lt;br /&gt;
can’t become undead.&lt;br /&gt;
The spell also effectively extends the time limit on&lt;br /&gt;
raising the target from the dead, since days spent&lt;br /&gt;
under the influence of this spell don’t count against&lt;br /&gt;
the time limit of spells such as raise dead.&lt;br /&gt;
Giant Insect&lt;br /&gt;
4th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You transform up to ten centipedes, three spiders,&lt;br /&gt;
five wasps, or one scorpion within range into giant&lt;br /&gt;
versions of their natural forms for the duration. A&lt;br /&gt;
centipede becomes a giant centipede, a spider&lt;br /&gt;
becomes a giant spider, a wasp becomes a giant&lt;br /&gt;
wasp, and a scorpion becomes a giant scorpion.&lt;br /&gt;
Each creature obeys your verbal commands, and&lt;br /&gt;
in combat, they act on your turn each round. The GM&lt;br /&gt;
has the statistics for these creatures and resolves&lt;br /&gt;
their actions and movement.&lt;br /&gt;
A creature remains in its giant size for the&lt;br /&gt;
duration, until it drops to 0 hit points, or until you&lt;br /&gt;
use an action to dismiss the effect on it.&lt;br /&gt;
The GM might allow you to choose different&lt;br /&gt;
targets. For example, if you transform a bee, its giant&lt;br /&gt;
version might have the same statistics as a giant&lt;br /&gt;
wasp.&lt;br /&gt;
Glibness&lt;br /&gt;
8th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
Until the spell ends, when you make a Charisma&lt;br /&gt;
check, you can replace the number you roll with a 15.&lt;br /&gt;
Additionally, no matter what you say, magic that&lt;br /&gt;
would determine if you are telling the truth indicates&lt;br /&gt;
that you are being truthful.&lt;br /&gt;
Globe of Invulnerability&lt;br /&gt;
6th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (10-­‐‑foot radius)&lt;br /&gt;
Components: V, S, M (a glass or crystal bead that&lt;br /&gt;
shatters when the spell ends)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
An immobile, faintly shimmering barrier springs into&lt;br /&gt;
existence in a 10-­‐‑foot radius around you and&lt;br /&gt;
remains for the duration.&lt;br /&gt;
Any spell of 5th level or lower cast from outside&lt;br /&gt;
the barrier can’t affect creatures or objects within it,&lt;br /&gt;
even if the spell is cast using a higher level spell slot.&lt;br /&gt;
Such a spell can target creatures and objects within&lt;br /&gt;
the barrier, but the spell has no effect on them.&lt;br /&gt;
Similarly, the area within the barrier is excluded&lt;br /&gt;
from the areas affected by such spells.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, the barrier blocks&lt;br /&gt;
spells of one level higher for each slot level above&lt;br /&gt;
6th.&lt;br /&gt;
Glyph of Warding&lt;br /&gt;
3rd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (incense and powdered&lt;br /&gt;
diamond worth at least 200 gp, which the spell&lt;br /&gt;
consumes)&lt;br /&gt;
Duration: Until dispelled or triggered&lt;br /&gt;
When you cast this spell, you inscribe a glyph that&lt;br /&gt;
harms other creatures, either upon a surface (such&lt;br /&gt;
as a table or a section of floor or wall) or within an&lt;br /&gt;
object that can be closed (such as a book, a scroll, or&lt;br /&gt;
a treasure chest) to conceal the glyph. If you choose&lt;br /&gt;
a surface, the glyph can cover an area of the surface&lt;br /&gt;
no larger than 10 feet in diameter. If you choose an&lt;br /&gt;
object, that object must remain in its place; if the&lt;br /&gt;
object is moved more than 10 feet from where you&lt;br /&gt;
cast this spell, the glyph is broken, and the spell ends&lt;br /&gt;
without being triggered.&lt;br /&gt;
The glyph is nearly invisible and requires a&lt;br /&gt;
successful Intelligence (Investigation) check against&lt;br /&gt;
your spell save DC to be found.&lt;br /&gt;
You decide what triggers the glyph when you cast&lt;br /&gt;
the spell. For glyphs inscribed on a surface, the most&lt;br /&gt;
typical triggers include touching or standing on the&lt;br /&gt;
glyph, removing another object covering the glyph,&lt;br /&gt;
approaching within a certain distance of the glyph,&lt;br /&gt;
or manipulating the object on which the glyph is&lt;br /&gt;
inscribed. For glyphs inscribed within an object, the&lt;br /&gt;
most common triggers include opening that object,&lt;br /&gt;
approaching within a certain distance of the object,&lt;br /&gt;
or seeing or reading the glyph. Once a glyph is&lt;br /&gt;
triggered, this spell ends.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 150&lt;br /&gt;
You can further refine the trigger so the spell&lt;br /&gt;
activates only under certain circumstances or&lt;br /&gt;
according to physical characteristics (such as height&lt;br /&gt;
or weight), creature kind (for example, the ward&lt;br /&gt;
could be set to affect aberrations or drow), or&lt;br /&gt;
alignment. You can also set conditions for creatures&lt;br /&gt;
that don’t trigger the glyph, such as those who say a&lt;br /&gt;
certain password.&lt;br /&gt;
When you inscribe the glyph, choose explosive&lt;br /&gt;
runes or a spell glyph.&lt;br /&gt;
Explosive Runes. When triggered, the glyph&lt;br /&gt;
erupts with magical energy in a 20-­‐‑foot-­‐‑radius&lt;br /&gt;
sphere centered on the glyph. The sphere spreads&lt;br /&gt;
around corners. Each creature in the area must&lt;br /&gt;
make a Dexterity saving throw. A creature takes 5d8&lt;br /&gt;
acid, cold, fire, lightning, or thunder damage on a&lt;br /&gt;
failed saving throw (your choice when you create&lt;br /&gt;
the glyph), or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
Spell Glyph. You can store a prepared spell of 3rd&lt;br /&gt;
level or lower in the glyph by casting it as part of&lt;br /&gt;
creating the glyph. The spell must target a single&lt;br /&gt;
creature or an area. The spell being stored has no&lt;br /&gt;
immediate effect when cast in this way. When the&lt;br /&gt;
glyph is triggered, the stored spell is cast. If the spell&lt;br /&gt;
has a target, it targets the creature that triggered the&lt;br /&gt;
glyph. If the spell affects an area, the area is centered&lt;br /&gt;
on that creature. If the spell summons hostile&lt;br /&gt;
creatures or creates harmful objects or traps, they&lt;br /&gt;
appear as close as possible to the intruder and attack&lt;br /&gt;
it. If the spell requires concentration, it lasts until the&lt;br /&gt;
end of its full duration.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the damage of an&lt;br /&gt;
explosive runes glyph increases by 1d8 for each slot&lt;br /&gt;
level above 3rd. If you create a spell glyph, you can&lt;br /&gt;
store any spell of up to the same level as the slot you&lt;br /&gt;
use for the glyph of warding.&lt;br /&gt;
Goodberry&lt;br /&gt;
1st-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a sprig of mistletoe)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Up to ten berries appear in your hand and are&lt;br /&gt;
infused with magic for the duration. A creature can&lt;br /&gt;
use its action to eat one berry. Eating a berry&lt;br /&gt;
restores 1 hit point, and the berry provides enough&lt;br /&gt;
nourishment to sustain a creature for one day.&lt;br /&gt;
The berries lose their potency if they have not&lt;br /&gt;
been consumed within 24 hours of the casting of this&lt;br /&gt;
spell.&lt;br /&gt;
Grease&lt;br /&gt;
1st-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a bit of pork rind or butter)&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
Slick grease covers the ground in a 10-­‐‑foot square&lt;br /&gt;
centered on a point within range and turns it into&lt;br /&gt;
difficult terrain for the duration.&lt;br /&gt;
When the grease appears, each creature standing&lt;br /&gt;
in its area must succeed on a Dexterity saving throw&lt;br /&gt;
or fall prone. A creature that enters the area or ends&lt;br /&gt;
its turn there must also succeed on a Dexterity&lt;br /&gt;
saving throw or fall prone.&lt;br /&gt;
Greater Invisibility&lt;br /&gt;
4th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You or a creature you touch becomes invisible until&lt;br /&gt;
the spell ends. Anything the target is wearing or&lt;br /&gt;
carrying is invisible as long as it is on the target’s&lt;br /&gt;
person.&lt;br /&gt;
Greater Restoration&lt;br /&gt;
5th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (diamond dust worth at least&lt;br /&gt;
100 gp, which the spell consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You imbue a creature you touch with positive energy&lt;br /&gt;
to undo a debilitating effect. You can reduce the&lt;br /&gt;
target’s exhaustion level by one, or end one of the&lt;br /&gt;
following effects on the target:&lt;br /&gt;
• One effect that charmed or petrified the target&lt;br /&gt;
• One curse, including the target’s attunement to a&lt;br /&gt;
cursed magic item&lt;br /&gt;
• Any reduction to one of the target’s ability scores&lt;br /&gt;
• One effect reducing the target’s hit point&lt;br /&gt;
maximum&lt;br /&gt;
Guardian of Faith&lt;br /&gt;
4th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 151&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
A Large spectral guardian appears and hovers for&lt;br /&gt;
the duration in an unoccupied space of your choice&lt;br /&gt;
that you can see within range. The guardian occupies&lt;br /&gt;
that space and is indistinct except for a gleaming&lt;br /&gt;
sword and shield emblazoned with the symbol of&lt;br /&gt;
your deity.&lt;br /&gt;
Any creature hostile to you that moves to a space&lt;br /&gt;
within 10 feet of the guardian for the first time on a&lt;br /&gt;
turn must succeed on a Dexterity saving throw. The&lt;br /&gt;
creature takes 20 radiant damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one. The&lt;br /&gt;
guardian vanishes when it has dealt a total of 60&lt;br /&gt;
damage.&lt;br /&gt;
Guards and Wards&lt;br /&gt;
6th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (burning incense, a small&lt;br /&gt;
measure of brimstone and oil, a knotted string, a&lt;br /&gt;
small amount of umber hulk blood, and a small&lt;br /&gt;
silver rod worth at least 10 gp)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
You create a ward that protects up to 2,500 square&lt;br /&gt;
feet of floor space (an area 50 feet square, or one&lt;br /&gt;
hundred 5-­‐‑foot squares or twenty-­‐‑five 10-­‐‑foot&lt;br /&gt;
squares). The warded area can be up to 20 feet tall,&lt;br /&gt;
and shaped as you desire. You can ward several&lt;br /&gt;
stories of a stronghold by dividing the area among&lt;br /&gt;
them, as long as you can walk into each contiguous&lt;br /&gt;
area while you are casting the spell.&lt;br /&gt;
When you cast this spell, you can specify&lt;br /&gt;
individuals that are unaffected by any or all of the&lt;br /&gt;
effects that you choose. You can also specify a&lt;br /&gt;
password that, when spoken aloud, makes the&lt;br /&gt;
speaker immune to these effects.&lt;br /&gt;
Guards and wards creates the following effects&lt;br /&gt;
within the warded area.&lt;br /&gt;
Corridors. Fog fills all the warded corridors,&lt;br /&gt;
making them heavily obscured. In addition, at each&lt;br /&gt;
intersection or branching passage offering a choice&lt;br /&gt;
of direction, there is a 50 percent chance that a&lt;br /&gt;
creature other than you will believe it is going in the&lt;br /&gt;
opposite direction from the one it chooses.&lt;br /&gt;
Doors. All doors in the warded area are magically&lt;br /&gt;
locked, as if sealed by an arcane lock spell. In&lt;br /&gt;
addition, you can cover up to ten doors with an&lt;br /&gt;
illusion (equivalent to the illusory object function of&lt;br /&gt;
the minor illusion spell) to make them appear as&lt;br /&gt;
plain sections of wall.&lt;br /&gt;
Stairs. Webs fill all stairs in the warded area from&lt;br /&gt;
top to bottom, as the web spell. These strands&lt;br /&gt;
regrow in 10 minutes if they are burned or torn&lt;br /&gt;
away while guards and wards lasts.&lt;br /&gt;
Other Spell Effect. You can place your choice of&lt;br /&gt;
one of the following magical effects within the&lt;br /&gt;
warded area of the stronghold.&lt;br /&gt;
• Place dancing lights in four corridors. You can&lt;br /&gt;
designate a simple program that the lights repeat&lt;br /&gt;
as long as guards and wards lasts.&lt;br /&gt;
• Place magic mouth in two locations.&lt;br /&gt;
• Place stinking cloud in two locations. The vapors&lt;br /&gt;
appear in the places you designate; they return&lt;br /&gt;
within 10 minutes if dispersed by wind while&lt;br /&gt;
guards and wards lasts.&lt;br /&gt;
• Place a constant gust of wind in one corridor or&lt;br /&gt;
room.&lt;br /&gt;
• Place a suggestion in one location. You select an&lt;br /&gt;
area of up to 5 feet square, and any creature that&lt;br /&gt;
enters or passes through the area receives the&lt;br /&gt;
suggestion mentally.&lt;br /&gt;
The whole warded area radiates magic. A dispel&lt;br /&gt;
magic cast on a specific effect, if successful, removes&lt;br /&gt;
only that effect.&lt;br /&gt;
You can create a permanently guarded and&lt;br /&gt;
warded structure by casting this spell there every&lt;br /&gt;
day for one year.&lt;br /&gt;
Guidance&lt;br /&gt;
Divination cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You touch one willing creature. Once before the spell&lt;br /&gt;
ends, the target can roll a d4 and add the number&lt;br /&gt;
rolled to one ability check of its choice. It can roll the&lt;br /&gt;
die before or after making the ability check. The&lt;br /&gt;
spell then ends.&lt;br /&gt;
Guiding Bolt&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
A flash of light streaks toward a creature of your&lt;br /&gt;
choice within range. Make a ranged spell attack&lt;br /&gt;
against the target. On a hit, the target takes 4d6&lt;br /&gt;
radiant damage, and the next attack roll made&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 152&lt;br /&gt;
against this target before the end of your next turn&lt;br /&gt;
has advantage, thanks to the mystical dim light&lt;br /&gt;
glittering on the target until then.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the damage&lt;br /&gt;
increases by 1d6 for each slot level above 1st.&lt;br /&gt;
Gust of Wind&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (60-­‐‑foot line)&lt;br /&gt;
Components: V, S, M (a legume seed)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A line of strong wind 60 feet long and 10 feet wide&lt;br /&gt;
blasts from you in a direction you choose for the&lt;br /&gt;
spell’s duration. Each creature that starts its turn in&lt;br /&gt;
the line must succeed on a Strength saving throw or&lt;br /&gt;
be pushed 15 feet away from you in a direction&lt;br /&gt;
following the line.&lt;br /&gt;
Any creature in the line must spend 2 feet of&lt;br /&gt;
movement for every 1 foot it moves when moving&lt;br /&gt;
closer to you.&lt;br /&gt;
The gust disperses gas or vapor, and it&lt;br /&gt;
extinguishes candles, torches, and similar&lt;br /&gt;
unprotected flames in the area. It causes protected&lt;br /&gt;
flames, such as those of lanterns, to dance wildly and&lt;br /&gt;
has a 50 percent chance to extinguish them.&lt;br /&gt;
As a bonus action on each of your turns before the&lt;br /&gt;
spell ends, you can change the direction in which the&lt;br /&gt;
line blasts from you.&lt;br /&gt;
Hallow&lt;br /&gt;
5th-­‐‑level evocation&lt;br /&gt;
Casting Time: 24 hours&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (herbs, oils, and incense worth&lt;br /&gt;
at least 1,000 gp, which the spell consumes)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
You touch a point and infuse an area around it with&lt;br /&gt;
holy (or unholy) power. The area can have a radius&lt;br /&gt;
up to 60 feet, and the spell fails if the radius includes&lt;br /&gt;
an area already under the effect a hallow spell. The&lt;br /&gt;
affected area is subject to the following effects.&lt;br /&gt;
First, celestials, elementals, fey, fiends, and undead&lt;br /&gt;
can’t enter the area, nor can such creatures charm,&lt;br /&gt;
frighten, or possess creatures within it. Any creature&lt;br /&gt;
charmed, frightened, or possessed by such a&lt;br /&gt;
creature is no longer charmed, frightened, or&lt;br /&gt;
possessed upon entering the area. You can exclude&lt;br /&gt;
one or more of those types of creatures from this&lt;br /&gt;
effect.&lt;br /&gt;
Second, you can bind an extra effect to the area.&lt;br /&gt;
Choose the effect from the following list, or choose&lt;br /&gt;
an effect offered by the GM. Some of these effects&lt;br /&gt;
apply to creatures in the area; you can designate&lt;br /&gt;
whether the effect applies to all creatures, creatures&lt;br /&gt;
that follow a specific deity or leader, or creatures of&lt;br /&gt;
a specific sort, such as orcs or trolls. When a creature&lt;br /&gt;
that would be affected enters the spell’s area for the&lt;br /&gt;
first time on a turn or starts its turn there, it can&lt;br /&gt;
make a Charisma saving throw. On a success, the&lt;br /&gt;
creature ignores the extra effect until it leaves the&lt;br /&gt;
area.&lt;br /&gt;
Courage. Affected creatures can’t be frightened&lt;br /&gt;
while in the area.&lt;br /&gt;
Darkness. Darkness fills the area. Normal light, as&lt;br /&gt;
well as magical light created by spells of a lower&lt;br /&gt;
level than the slot you used to cast this spell, can’t&lt;br /&gt;
illuminate the area.&lt;br /&gt;
Daylight. Bright light fills the area. Magical&lt;br /&gt;
darkness created by spells of a lower level than the&lt;br /&gt;
slot you used to cast this spell can’t extinguish the&lt;br /&gt;
light.&lt;br /&gt;
Energy Protection. Affected creatures in the area&lt;br /&gt;
have resistance to one damage type of your choice,&lt;br /&gt;
except for bludgeoning, piercing, or slashing.&lt;br /&gt;
Energy Vulnerability. Affected creatures in the&lt;br /&gt;
area have vulnerability to one damage type of your&lt;br /&gt;
choice, except for bludgeoning, piercing, or slashing.&lt;br /&gt;
Everlasting Rest. Dead bodies interred in the area&lt;br /&gt;
can’t be turned into undead.&lt;br /&gt;
Extradimensional Interference. Affected&lt;br /&gt;
creatures can’t move or travel using teleportation or&lt;br /&gt;
by extradimensional or interplanar means.&lt;br /&gt;
Fear. Affected creatures are frightened while in&lt;br /&gt;
the area.&lt;br /&gt;
Silence. No sound can emanate from within the&lt;br /&gt;
area, and no sound can reach into it.&lt;br /&gt;
Tongues. Affected creatures can communicate&lt;br /&gt;
with any other creature in the area, even if they&lt;br /&gt;
don’t share a common language.&lt;br /&gt;
Hallucinatory Terrain&lt;br /&gt;
4th-­‐‑level illusion&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: 300 feet&lt;br /&gt;
Components: V, S, M (a stone, a twig, and a bit of&lt;br /&gt;
green plant)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
You make natural terrain in a 150-­‐‑foot cube in range&lt;br /&gt;
look, sound, and smell like some other sort of natural&lt;br /&gt;
terrain. Thus, open fields or a road can be made to&lt;br /&gt;
resemble a swamp, hill, crevasse, or some other&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 153&lt;br /&gt;
difficult or impassable terrain. A pond can be made&lt;br /&gt;
to seem like a grassy meadow, a precipice like a&lt;br /&gt;
gentle slope, or a rock-­‐‑strewn gully like a wide and&lt;br /&gt;
smooth road. Manufactured structures, equipment,&lt;br /&gt;
and creatures within the area aren’t changed in&lt;br /&gt;
appearance.&lt;br /&gt;
The tactile characteristics of the terrain are&lt;br /&gt;
unchanged, so creatures entering the area are likely&lt;br /&gt;
to see through the illusion. If the difference isn’t&lt;br /&gt;
obvious by touch, a creature carefully examining the&lt;br /&gt;
illusion can attempt an Intelligence (Investigation)&lt;br /&gt;
check against your spell save DC to disbelieve it. A&lt;br /&gt;
creature who discerns the illusion for what it is, sees&lt;br /&gt;
it as a vague image superimposed on the terrain.&lt;br /&gt;
Harm&lt;br /&gt;
6th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You unleash a virulent disease on a creature that you&lt;br /&gt;
can see within range. The target must make a&lt;br /&gt;
Constitution saving throw. On a failed save, it takes&lt;br /&gt;
14d6 necrotic damage, or half as much damage on a&lt;br /&gt;
successful save. The damage can’t reduce the target’s&lt;br /&gt;
hit points below 1. If the target fails the saving throw,&lt;br /&gt;
its hit point maximum is reduced for 1 hour by an&lt;br /&gt;
amount equal to the necrotic damage it took. Any&lt;br /&gt;
effect that removes a disease allows a creature’s hit&lt;br /&gt;
point maximum to return to normal before that time&lt;br /&gt;
passes.&lt;br /&gt;
Haste&lt;br /&gt;
3rd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a shaving of licorice root)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Choose a willing creature that you can see within&lt;br /&gt;
range. Until the spell ends, the target’s speed is&lt;br /&gt;
doubled, it gains a +2 bonus to AC, it has advantage&lt;br /&gt;
on Dexterity saving throws, and it gains an&lt;br /&gt;
additional action on each of its turns. That action can&lt;br /&gt;
be used only to take the Attack (one weapon attack&lt;br /&gt;
only), Dash, Disengage, Hide, or Use an Object action.&lt;br /&gt;
When the spell ends, the target can’t move or take&lt;br /&gt;
actions until after its next turn, as a wave of lethargy&lt;br /&gt;
sweeps over it.&lt;br /&gt;
Heal&lt;br /&gt;
6th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Choose a creature that you can see within range. A&lt;br /&gt;
surge of positive energy washes through the&lt;br /&gt;
creature, causing it to regain 70 hit points. This spell&lt;br /&gt;
also ends blindness, deafness, and any diseases&lt;br /&gt;
affecting the target. This spell has no effect on&lt;br /&gt;
constructs or undead.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, the amount of&lt;br /&gt;
healing increases by 10 for each slot level above 6th.&lt;br /&gt;
Healing Word&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A creature of your choice that you can see within&lt;br /&gt;
range regains hit points equal to 1d4 + your&lt;br /&gt;
spellcasting ability modifier. This spell has no effect&lt;br /&gt;
on undead or constructs.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the healing increases&lt;br /&gt;
by 1d4 for each slot level above 1st.&lt;br /&gt;
Heat Metal&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a piece of iron and a flame)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Choose a manufactured metal object, such as a metal&lt;br /&gt;
weapon or a suit of heavy or medium metal armor,&lt;br /&gt;
that you can see within range. You cause the object&lt;br /&gt;
to glow red-­‐‑hot. Any creature in physical contact&lt;br /&gt;
with the object takes 2d8 fire damage when you cast&lt;br /&gt;
the spell. Until the spell ends, you can use a bonus&lt;br /&gt;
action on each of your subsequent turns to cause&lt;br /&gt;
this damage again.&lt;br /&gt;
If a creature is holding or wearing the object and&lt;br /&gt;
takes the damage from it, the creature must succeed&lt;br /&gt;
on a Constitution saving throw or drop the object if&lt;br /&gt;
it can. If it doesn’t drop the object, it has&lt;br /&gt;
disadvantage on attack rolls and ability checks until&lt;br /&gt;
the start of your next turn.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 154&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, the damage&lt;br /&gt;
increases by 1d8 for each slot level above 2nd.&lt;br /&gt;
Hellish Rebuke&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 reaction, which you take in&lt;br /&gt;
response to being damaged by a creature within 60&lt;br /&gt;
feet of you that you can see&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You point your finger, and the creature that&lt;br /&gt;
damaged you is momentarily surrounded by hellish&lt;br /&gt;
flames. The creature must make a Dexterity saving&lt;br /&gt;
throw. It takes 2d10 fire damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the damage&lt;br /&gt;
increases by 1d10 for each slot level above 1st.&lt;br /&gt;
Heroes’ Feast&lt;br /&gt;
6th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S , M (a gem-­‐‑encrusted bowl worth&lt;br /&gt;
at least 1,000 gp, which the spell consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You bring forth a great feast, including magnificent&lt;br /&gt;
food and drink. The feast takes 1 hour to consume&lt;br /&gt;
and disappears at the end of that time, and the&lt;br /&gt;
beneficial effects don’t set in until this hour is over.&lt;br /&gt;
Up to twelve other creatures can partake of the feast.&lt;br /&gt;
A creature that partakes of the feast gains several&lt;br /&gt;
benefits. The creature is cured of all diseases and&lt;br /&gt;
poison, becomes immune to poison and being&lt;br /&gt;
frightened, and makes all Wisdom saving throws&lt;br /&gt;
with advantage. Its hit point maximum also&lt;br /&gt;
increases by 2d10, and it gains the same number of&lt;br /&gt;
hit points. These benefits last for 24 hours.&lt;br /&gt;
Heroism&lt;br /&gt;
1st-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A willing creature you touch is imbued with bravery.&lt;br /&gt;
Until the spell ends, the creature is immune to being&lt;br /&gt;
frightened and gains temporary hit points equal to&lt;br /&gt;
your spellcasting ability modifier at the start of each&lt;br /&gt;
of its turns. When the spell ends, the target loses any&lt;br /&gt;
remaining temporary hit points from this spell.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 1st.&lt;br /&gt;
Hideous Laughter&lt;br /&gt;
1st-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (tiny tarts and a feather that is&lt;br /&gt;
waved in the air)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A creature of your choice that you can see within&lt;br /&gt;
range perceives everything as hilariously funny and&lt;br /&gt;
falls into fits of laughter if this spell affects it. The&lt;br /&gt;
target must succeed on a Wisdom saving throw or&lt;br /&gt;
fall prone, becoming incapacitated and unable to&lt;br /&gt;
stand up for the duration. A creature with an&lt;br /&gt;
Intelligence score of 4 or less isn’t affected.&lt;br /&gt;
At the end of each of its turns, and each time it&lt;br /&gt;
takes damage, the target can make another Wisdom&lt;br /&gt;
saving throw. The target has advantage on the&lt;br /&gt;
saving throw if it’s triggered by damage. On a&lt;br /&gt;
success, the spell ends.&lt;br /&gt;
Hold Monster&lt;br /&gt;
5th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S, M (a small, straight piece of iron)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Choose a creature that you can see within range. The&lt;br /&gt;
target must succeed on a Wisdom saving throw or be&lt;br /&gt;
paralyzed for the duration. This spell has no effect&lt;br /&gt;
on undead. At the end of each of its turns, the target&lt;br /&gt;
can make another Wisdom saving throw. On a&lt;br /&gt;
success, the spell ends on the target.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 5th. The&lt;br /&gt;
creatures must be within 30 feet of each other when&lt;br /&gt;
you target them.&lt;br /&gt;
Hold Person&lt;br /&gt;
2nd-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a small, straight piece of iron)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 155&lt;br /&gt;
Choose a humanoid that you can see within range.&lt;br /&gt;
The target must succeed on a Wisdom saving throw&lt;br /&gt;
or be paralyzed for the duration. At the end of each&lt;br /&gt;
of its turns, the target can make another Wisdom&lt;br /&gt;
saving throw. On a success, the spell ends on the&lt;br /&gt;
target.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, you can target one&lt;br /&gt;
additional humanoid for each slot level above 2nd.&lt;br /&gt;
The humanoids must be within 30 feet of each other&lt;br /&gt;
when you target them.&lt;br /&gt;
Holy Aura&lt;br /&gt;
8th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a tiny reliquary worth at least&lt;br /&gt;
1,000 gp containing a sacred relic, such as a scrap&lt;br /&gt;
of cloth from a saint’s robe or a piece of parchment&lt;br /&gt;
from a religious text)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Divine light washes out from you and coalesces in a&lt;br /&gt;
soft radiance in a 30-­‐‑foot radius around you.&lt;br /&gt;
Creatures of your choice in that radius when you&lt;br /&gt;
cast this spell shed dim light in a 5-­‐‑foot radius and&lt;br /&gt;
have advantage on all saving throws, and other&lt;br /&gt;
creatures have disadvantage on attack rolls against&lt;br /&gt;
them until the spell ends. In addition, when a fiend&lt;br /&gt;
or an undead hits an affected creature with a melee&lt;br /&gt;
attack, the aura flashes with brilliant light. The&lt;br /&gt;
attacker must succeed on a Constitution saving&lt;br /&gt;
throw or be blinded until the spell ends.&lt;br /&gt;
Hunter’s Mark&lt;br /&gt;
1st-­‐‑level divination&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You choose a creature you can see within range and&lt;br /&gt;
mystically mark it as your quarry. Until the spell&lt;br /&gt;
ends, you deal an extra 1d6 damage to the target&lt;br /&gt;
whenever you hit it with a weapon attack, and you&lt;br /&gt;
have advantage on any Wisdom (Perception) or&lt;br /&gt;
Wisdom (Survival) check you make to find it. If the&lt;br /&gt;
target drops to 0 hit points before this spell ends,&lt;br /&gt;
you can use a bonus action on a subsequent turn of&lt;br /&gt;
yours to mark a new creature.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd or 4th level, you can maintain your&lt;br /&gt;
concentration on the spell for up to 8 hours. When&lt;br /&gt;
you use a spell slot of 5th level or higher, you can&lt;br /&gt;
maintain your concentration on the spell for up to 24&lt;br /&gt;
hours.&lt;br /&gt;
Hypnotic Pattern&lt;br /&gt;
3rd-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: S, M (a glowing stick of incense or a&lt;br /&gt;
crystal vial filled with phosphorescent material)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You create a twisting pattern of colors that weaves&lt;br /&gt;
through the air inside a 30-­‐‑foot cube within range.&lt;br /&gt;
The pattern appears for a moment and vanishes.&lt;br /&gt;
Each creature in the area who sees the pattern must&lt;br /&gt;
make a Wisdom saving throw. On a failed save, the&lt;br /&gt;
creature becomes charmed for the duration. While&lt;br /&gt;
charmed by this spell, the creature is incapacitated&lt;br /&gt;
and has a speed of 0.&lt;br /&gt;
The spell ends for an affected creature if it takes&lt;br /&gt;
any damage or if someone else uses an action to&lt;br /&gt;
shake the creature out of its stupor.&lt;br /&gt;
Ice Storm&lt;br /&gt;
4th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 300 feet&lt;br /&gt;
Components: V, S, M (a pinch of dust and a few&lt;br /&gt;
drops of water)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A hail of rock-­‐‑hard ice pounds to the ground in a 20-­‐‑&lt;br /&gt;
foot-­‐‑radius, 40-­‐‑foot-­‐‑high cylinder centered on a&lt;br /&gt;
point within range. Each creature in the cylinder&lt;br /&gt;
must make a Dexterity saving throw. A creature&lt;br /&gt;
takes 2d8 bludgeoning damage and 4d6 cold damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Hailstones turn the storm’s area of effect into&lt;br /&gt;
difficult terrain until the end of your next turn.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 5th level or higher, the bludgeoning&lt;br /&gt;
damage increases by 1d8 for each slot level above&lt;br /&gt;
4th.&lt;br /&gt;
Identify&lt;br /&gt;
1st-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a pearl worth at least 100 gp&lt;br /&gt;
and an owl feather)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 156&lt;br /&gt;
You choose one object that you must touch&lt;br /&gt;
throughout the casting of the spell. If it is a magic&lt;br /&gt;
item or some other magic-­‐‑imbued object, you learn&lt;br /&gt;
its properties and how to use them, whether it&lt;br /&gt;
requires attunement to use, and how many charges&lt;br /&gt;
it has, if any. You learn whether any spells are&lt;br /&gt;
affecting the item and what they are. If the item was&lt;br /&gt;
created by a spell, you learn which spell created it.&lt;br /&gt;
If you instead touch a creature throughout the&lt;br /&gt;
casting, you learn what spells, if any, are currently&lt;br /&gt;
affecting it.&lt;br /&gt;
Illusory Script&lt;br /&gt;
1st-­‐‑level illusion (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: S, M (a lead-­‐‑based ink worth at least&lt;br /&gt;
10 gp, which the spell consumes)&lt;br /&gt;
Duration: 10 days&lt;br /&gt;
You write on parchment, paper, or some other&lt;br /&gt;
suitable writing material and imbue it with a potent&lt;br /&gt;
illusion that lasts for the duration.&lt;br /&gt;
To you and any creatures you designate when you&lt;br /&gt;
cast the spell, the writing appears normal, written in&lt;br /&gt;
your hand, and conveys whatever meaning you&lt;br /&gt;
intended when you wrote the text. To all others, the&lt;br /&gt;
writing appears as if it were written in an unknown&lt;br /&gt;
or magical script that is unintelligible. Alternatively,&lt;br /&gt;
you can cause the writing to appear to be an entirely&lt;br /&gt;
different message, written in a different hand and&lt;br /&gt;
language, though the language must be one you&lt;br /&gt;
know.&lt;br /&gt;
Should the spell be dispelled, the original script&lt;br /&gt;
and the illusion both disappear.&lt;br /&gt;
A creature with truesight can read the hidden&lt;br /&gt;
message.&lt;br /&gt;
Imprisonment&lt;br /&gt;
9th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a vellum depiction or a carved&lt;br /&gt;
statuette in the likeness of the target, and a special&lt;br /&gt;
component that varies according to the version of&lt;br /&gt;
the spell you choose, worth at least 500 gp per Hit&lt;br /&gt;
Die of the target)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
You create a magical restraint to hold a creature that&lt;br /&gt;
you can see within range. The target must succeed&lt;br /&gt;
on a Wisdom saving throw or be bound by the spell;&lt;br /&gt;
if it succeeds, it is immune to this spell if you cast it&lt;br /&gt;
again. While affected by this spell, the creature&lt;br /&gt;
doesn’t need to breathe, eat, or drink, and it doesn’t&lt;br /&gt;
age. Divination spells can’t locate or perceive the&lt;br /&gt;
target.&lt;br /&gt;
When you cast the spell, you choose one of the&lt;br /&gt;
following forms of imprisonment.&lt;br /&gt;
Burial. The target is entombed far beneath the&lt;br /&gt;
earth in a sphere of magical force that is just large&lt;br /&gt;
enough to contain the target. Nothing can pass&lt;br /&gt;
through the sphere, nor can any creature teleport or&lt;br /&gt;
use planar travel to get into or out of it.&lt;br /&gt;
The special component for this version of the spell&lt;br /&gt;
is a small mithral orb.&lt;br /&gt;
Chaining. Heavy chains, firmly rooted in the&lt;br /&gt;
ground, hold the target in place. The target is&lt;br /&gt;
restrained until the spell ends, and it can’t move or&lt;br /&gt;
be moved by any means until then.&lt;br /&gt;
The special component for this version of the spell&lt;br /&gt;
is a fine chain of precious metal.&lt;br /&gt;
Hedged Prison. The spell transports the target&lt;br /&gt;
into a tiny demiplane that is warded against&lt;br /&gt;
teleportation and planar travel. The demiplane can&lt;br /&gt;
be a labyrinth, a cage, a tower, or any similar&lt;br /&gt;
confined structure or area of your choice.&lt;br /&gt;
The special component for this version of the spell&lt;br /&gt;
is a miniature representation of the prison made&lt;br /&gt;
from jade.&lt;br /&gt;
Minimus Containment. The target shrinks to a&lt;br /&gt;
height of 1 inch and is imprisoned inside a gemstone&lt;br /&gt;
or similar object. Light can pass through the&lt;br /&gt;
gemstone normally (allowing the target to see out&lt;br /&gt;
and other creatures to see in), but nothing else can&lt;br /&gt;
pass through, even by means of teleportation or&lt;br /&gt;
planar travel. The gemstone can’t be cut or broken&lt;br /&gt;
while the spell remains in effect.&lt;br /&gt;
The special component for this version of the spell&lt;br /&gt;
is a large, transparent gemstone, such as a corundum,&lt;br /&gt;
diamond, or ruby.&lt;br /&gt;
Slumber. The target falls asleep and can’t be&lt;br /&gt;
awoken. The special component for this version of&lt;br /&gt;
the spell consists of rare soporific herbs.&lt;br /&gt;
Ending the Spell. During the casting of the spell, in&lt;br /&gt;
any of its versions, you can specify a condition that&lt;br /&gt;
will cause the spell to end and release the target. The&lt;br /&gt;
condition can be as specific or as elaborate as you&lt;br /&gt;
choose, but the GM must agree that the condition is&lt;br /&gt;
reasonable and has a likelihood of coming to pass.&lt;br /&gt;
The conditions can be based on a creature’s name,&lt;br /&gt;
identity, or deity but otherwise must be based on&lt;br /&gt;
observable actions or qualities and not based on&lt;br /&gt;
intangibles such as level, class, or hit points.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 157&lt;br /&gt;
A dispel magic spell can end the spell only if it is&lt;br /&gt;
cast as a 9th-­‐‑level spell, targeting either the prison&lt;br /&gt;
or the special component used to create it.&lt;br /&gt;
You can use a particular special component to&lt;br /&gt;
create only one prison at a time. If you cast the spell&lt;br /&gt;
again using the same component, the target of the&lt;br /&gt;
first casting is immediately freed from its binding.&lt;br /&gt;
Incendiary Cloud&lt;br /&gt;
8th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A swirling cloud of smoke shot through with white-­‐‑&lt;br /&gt;
hot embers appears in a 20-­‐‑foot-­‐‑radius sphere&lt;br /&gt;
centered on a point within range. The cloud spreads&lt;br /&gt;
around corners and is heavily obscured. It lasts for&lt;br /&gt;
the duration or until a wind of moderate or greater&lt;br /&gt;
speed (at least 10 miles per hour) disperses it.&lt;br /&gt;
When the cloud appears, each creature in it must&lt;br /&gt;
make a Dexterity saving throw. A creature takes&lt;br /&gt;
10d8 fire damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one. A creature must also&lt;br /&gt;
make this saving throw when it enters the spell’s&lt;br /&gt;
area for the first time on a turn or ends its turn there.&lt;br /&gt;
The cloud moves 10 feet directly away from you in&lt;br /&gt;
a direction that you choose at the start of each of&lt;br /&gt;
your turns.&lt;br /&gt;
Inflict Wounds&lt;br /&gt;
1st-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Make a melee spell attack against a creature you can&lt;br /&gt;
reach. On a hit, the target takes 3d10 necrotic&lt;br /&gt;
damage.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the damage&lt;br /&gt;
increases by 1d10 for each slot level above 1st.&lt;br /&gt;
Insect Plague&lt;br /&gt;
5th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 300 feet&lt;br /&gt;
Components: V, S, M (a few grains of sugar, some&lt;br /&gt;
kernels of grain, and a smear of fat)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
Swarming, biting locusts fill a 20-­‐‑foot-­‐‑radius sphere&lt;br /&gt;
centered on a point you choose within range. The&lt;br /&gt;
sphere spreads around corners. The sphere remains&lt;br /&gt;
for the duration, and its area is lightly obscured. The&lt;br /&gt;
sphere’s area is difficult terrain.&lt;br /&gt;
When the area appears, each creature in it must&lt;br /&gt;
make a Constitution saving throw. A creature takes&lt;br /&gt;
4d10 piercing damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one. A creature must&lt;br /&gt;
also make this saving throw when it enters the&lt;br /&gt;
spell’s area for the first time on a turn or ends its&lt;br /&gt;
turn there.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the damage increases&lt;br /&gt;
by 1d10 for each slot level above 5th.&lt;br /&gt;
Instant Summons&lt;br /&gt;
6th-­‐‑level conjuration (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a sapphire worth 1,000 gp)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
You touch an object weighing 10 pounds or less&lt;br /&gt;
whose longest dimension is 6 feet or less. The spell&lt;br /&gt;
leaves an invisible mark on its surface and invisibly&lt;br /&gt;
inscribes the name of the item on the sapphire you&lt;br /&gt;
use as the material component. Each time you cast&lt;br /&gt;
this spell, you must use a different sapphire.&lt;br /&gt;
At any time thereafter, you can use your action to&lt;br /&gt;
speak the item’s name and crush the sapphire. The&lt;br /&gt;
item instantly appears in your hand regardless of&lt;br /&gt;
physical or planar distances, and the spell ends.&lt;br /&gt;
If another creature is holding or carrying the item,&lt;br /&gt;
crushing the sapphire doesn’t transport the item to&lt;br /&gt;
you, but instead you learn who the creature&lt;br /&gt;
possessing the object is and roughly where that&lt;br /&gt;
creature is located at that moment.&lt;br /&gt;
Dispel magic or a similar effect successfully&lt;br /&gt;
applied to the sapphire ends this spell’s effect.&lt;br /&gt;
Invisibility&lt;br /&gt;
2nd-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (an eyelash encased in gum&lt;br /&gt;
arabic)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
A creature you touch becomes invisible until the&lt;br /&gt;
spell ends. Anything the target is wearing or&lt;br /&gt;
carrying is invisible as long as it is on the target’s&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 158&lt;br /&gt;
person. The spell ends for a target that attacks or&lt;br /&gt;
casts a spell.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 2nd.&lt;br /&gt;
Irresistible Dance&lt;br /&gt;
6th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Choose one creature that you can see within range.&lt;br /&gt;
The target begins a comic dance in place: shuffling,&lt;br /&gt;
tapping its feet, and capering for the duration.&lt;br /&gt;
Creatures that can’t be charmed are immune to this&lt;br /&gt;
spell.&lt;br /&gt;
A dancing creature must use all its movement to&lt;br /&gt;
dance without leaving its space and has&lt;br /&gt;
disadvantage on Dexterity saving throws and attack&lt;br /&gt;
rolls. While the target is affected by this spell, other&lt;br /&gt;
creatures have advantage on attack rolls against it.&lt;br /&gt;
As an action, a dancing creature makes a Wisdom&lt;br /&gt;
saving throw to regain control of itself. On a&lt;br /&gt;
successful save, the spell ends.&lt;br /&gt;
Jump&lt;br /&gt;
1st-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a grasshopper’s hind leg)&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
You touch a creature. The creature’s jump distance is&lt;br /&gt;
tripled until the spell ends.&lt;br /&gt;
Knock&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Choose an object that you can see within range. The&lt;br /&gt;
object can be a door, a box, a chest, a set of manacles,&lt;br /&gt;
a padlock, or another object that contains a&lt;br /&gt;
mundane or magical means that prevents access.&lt;br /&gt;
A target that is held shut by a mundane lock or&lt;br /&gt;
that is stuck or barred becomes unlocked, unstuck,&lt;br /&gt;
or unbarred. If the object has multiple locks, only&lt;br /&gt;
one of them is unlocked.&lt;br /&gt;
If you choose a target that is held shut with arcane&lt;br /&gt;
lock, that spell is suppressed for 10 minutes, during&lt;br /&gt;
which time the target can be opened and shut&lt;br /&gt;
normally.&lt;br /&gt;
When you cast the spell, a loud knock, audible&lt;br /&gt;
from as far away as 300 feet, emanates from the&lt;br /&gt;
target object.&lt;br /&gt;
Legend Lore&lt;br /&gt;
5th-­‐‑level divination&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (incense worth at least 250 gp,&lt;br /&gt;
which the spell consumes, and four ivory strips&lt;br /&gt;
worth at least 50 gp each)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Name or describe a person, place, or object. The spell&lt;br /&gt;
brings to your mind a brief summary of the&lt;br /&gt;
significant lore about the thing you named. The lore&lt;br /&gt;
might consist of current tales, forgotten stories, or&lt;br /&gt;
even secret lore that has never been widely known.&lt;br /&gt;
If the thing you named isn’t of legendary importance,&lt;br /&gt;
you gain no information. The more information you&lt;br /&gt;
already have about the thing, the more precise and&lt;br /&gt;
detailed the information you receive is.&lt;br /&gt;
The information you learn is accurate but might be&lt;br /&gt;
couched in figurative language. For example, if you&lt;br /&gt;
have a mysterious magic axe on hand, the spell&lt;br /&gt;
might yield this information: “Woe to the evildoer&lt;br /&gt;
whose hand touches the axe, for even the haft slices&lt;br /&gt;
the hand of the evil ones. Only a true Child of Stone,&lt;br /&gt;
lover and beloved of Moradin, may awaken the true&lt;br /&gt;
powers of the axe, and only with the sacred word&lt;br /&gt;
Rudnogg on the lips.”&lt;br /&gt;
Lesser Restoration&lt;br /&gt;
2nd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You touch a creature and can end either one disease&lt;br /&gt;
or one condition afflicting it. The condition can be&lt;br /&gt;
blinded, deafened, paralyzed, or poisoned.&lt;br /&gt;
Levitate&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 159&lt;br /&gt;
Components: V, S, M (either a small leather loop or&lt;br /&gt;
a piece of golden wire bent into a cup shape with a&lt;br /&gt;
long shank on one end)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
One creature or object of your choice that you can&lt;br /&gt;
see within range rises vertically, up to 20 feet, and&lt;br /&gt;
remains suspended there for the duration. The spell&lt;br /&gt;
can levitate a target that weighs up to 500 pounds.&lt;br /&gt;
An unwilling creature that succeeds on a&lt;br /&gt;
Constitution saving throw is unaffected.&lt;br /&gt;
The target can move only by pushing or pulling&lt;br /&gt;
against a fixed object or surface within reach (such&lt;br /&gt;
as a wall or a ceiling), which allows it to move as if it&lt;br /&gt;
were climbing. You can change the target’s altitude&lt;br /&gt;
by up to 20 feet in either direction on your turn. If&lt;br /&gt;
you are the target, you can move up or down as part&lt;br /&gt;
of your move. Otherwise, you can use your action to&lt;br /&gt;
move the target, which must remain within the&lt;br /&gt;
spell’s range.&lt;br /&gt;
When the spell ends, the target floats gently to the&lt;br /&gt;
ground if it is still aloft.&lt;br /&gt;
Light&lt;br /&gt;
Evocation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, M (a firefly or phosphorescent&lt;br /&gt;
moss)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You touch one object that is no larger than 10 feet in&lt;br /&gt;
any dimension. Until the spell ends, the object sheds&lt;br /&gt;
bright light in a 20-­‐‑foot radius and dim light for an&lt;br /&gt;
additional 20 feet. The light can be colored as you&lt;br /&gt;
like. Completely covering the object with something&lt;br /&gt;
opaque blocks the light. The spell ends if you cast it&lt;br /&gt;
again or dismiss it as an action.&lt;br /&gt;
If you target an object held or worn by a hostile&lt;br /&gt;
creature, that creature must succeed on a Dexterity&lt;br /&gt;
saving throw to avoid the spell.&lt;br /&gt;
Lightning Bolt&lt;br /&gt;
3rd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (100-­‐‑foot line)&lt;br /&gt;
Components: V, S, M (a bit of fur and a rod of amber,&lt;br /&gt;
crystal, or glass)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A stroke of lightning forming a line 100 feet long and&lt;br /&gt;
5 feet wide blasts out from you in a direction you&lt;br /&gt;
choose. Each creature in the line must make a&lt;br /&gt;
Dexterity saving throw. A creature takes 8d6&lt;br /&gt;
lightning damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
The lightning ignites flammable objects in the area&lt;br /&gt;
that aren’t being worn or carried.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the damage increases&lt;br /&gt;
by 1d6 for each slot level above 3rd.&lt;br /&gt;
Locate Animals or Plants&lt;br /&gt;
2nd-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a bit of fur from a&lt;br /&gt;
bloodhound)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Describe or name a specific kind of beast or plant.&lt;br /&gt;
Concentrating on the voice of nature in your&lt;br /&gt;
surroundings, you learn the direction and distance&lt;br /&gt;
to the closest creature or plant of that kind within 5&lt;br /&gt;
miles, if any are present.&lt;br /&gt;
Locate Creature&lt;br /&gt;
4th-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a bit of fur from a&lt;br /&gt;
bloodhound)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
Describe or name a creature that is familiar to you.&lt;br /&gt;
You sense the direction to the creature’s location, as&lt;br /&gt;
long as that creature is within 1,000 feet of you. If&lt;br /&gt;
the creature is moving, you know the direction of its&lt;br /&gt;
movement.&lt;br /&gt;
The spell can locate a specific creature known to&lt;br /&gt;
you, or the nearest creature of a specific kind (such&lt;br /&gt;
as a human or a unicorn), so long as you have seen&lt;br /&gt;
such a creature up close—within 30 feet—at least&lt;br /&gt;
once. If the creature you described or named is in a&lt;br /&gt;
different form, such as being under the effects of a&lt;br /&gt;
polymorph spell, this spell doesn’t locate the creature.&lt;br /&gt;
This spell can’t locate a creature if running water&lt;br /&gt;
at least 10 feet wide blocks a direct path between&lt;br /&gt;
you and the creature.&lt;br /&gt;
Locate Object&lt;br /&gt;
2nd-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a forked twig)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 160&lt;br /&gt;
Describe or name an object that is familiar to you.&lt;br /&gt;
You sense the direction to the object’s location, as&lt;br /&gt;
long as that object is within 1,000 feet of you. If the&lt;br /&gt;
object is in motion, you know the direction of its&lt;br /&gt;
movement.&lt;br /&gt;
The spell can locate a specific object known to you,&lt;br /&gt;
as long as you have seen it up close—within 30&lt;br /&gt;
feet—at least once. Alternatively, the spell can locate&lt;br /&gt;
the nearest object of a particular kind, such as a&lt;br /&gt;
certain kind of apparel, jewelry, furniture, tool, or&lt;br /&gt;
weapon.&lt;br /&gt;
This spell can’t locate an object if any thickness of&lt;br /&gt;
lead, even a thin sheet, blocks a direct path between&lt;br /&gt;
you and the object.&lt;br /&gt;
Longstrider&lt;br /&gt;
1st-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a pinch of dirt)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You touch a creature. The target’s speed increases by&lt;br /&gt;
10 feet until the spell ends.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, you can target one&lt;br /&gt;
additional creature for each slot level above 1st.&lt;br /&gt;
Mage Armor&lt;br /&gt;
1st-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a piece of cured leather)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
You touch a willing creature who isn’t wearing&lt;br /&gt;
armor, and a protective magical force surrounds it&lt;br /&gt;
until the spell ends. The target’s base AC becomes 13&lt;br /&gt;
+ its Dexterity modifier. The spell ends if the target&lt;br /&gt;
dons armor or if you dismiss the spell as an action.&lt;br /&gt;
Mage Hand&lt;br /&gt;
Conjuration cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
A spectral, floating hand appears at a point you&lt;br /&gt;
choose within range. The hand lasts for the duration&lt;br /&gt;
or until you dismiss it as an action. The hand&lt;br /&gt;
vanishes if it is ever more than 30 feet away from&lt;br /&gt;
you or if you cast this spell again.&lt;br /&gt;
You can use your action to control the hand. You&lt;br /&gt;
can use the hand to manipulate an object, open an&lt;br /&gt;
unlocked door or container, stow or retrieve an item&lt;br /&gt;
from an open container, or pour the contents out of a&lt;br /&gt;
vial. You can move the hand up to 30 feet each time&lt;br /&gt;
you use it.&lt;br /&gt;
The hand can’t attack, activate magic items, or&lt;br /&gt;
carry more than 10 pounds.&lt;br /&gt;
Magic Circle&lt;br /&gt;
3rd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S, M (holy water or powdered silver&lt;br /&gt;
and iron worth at least 100 gp, which the spell&lt;br /&gt;
consumes)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You create a 10-­‐‑foot-­‐‑radius, 20-­‐‑foot-­‐‑tall cylinder of&lt;br /&gt;
magical energy centered on a point on the ground&lt;br /&gt;
that you can see within range. Glowing runes appear&lt;br /&gt;
wherever the cylinder intersects with the floor or&lt;br /&gt;
other surface.&lt;br /&gt;
Choose one or more of the following types of&lt;br /&gt;
creatures: celestials, elementals, fey, fiends, or&lt;br /&gt;
undead. The circle affects a creature of the chosen&lt;br /&gt;
type in the following ways:&lt;br /&gt;
• The creature can’t willingly enter the cylinder by&lt;br /&gt;
nonmagical means. If the creature tries to use&lt;br /&gt;
teleportation or interplanar travel to do so, it must&lt;br /&gt;
first succeed on a Charisma saving throw.&lt;br /&gt;
• The creature has disadvantage on attack rolls&lt;br /&gt;
against targets within the cylinder.&lt;br /&gt;
• Targets within the cylinder can’t be charmed,&lt;br /&gt;
frightened, or possessed by the creature.&lt;br /&gt;
When you cast this spell, you can elect to cause its&lt;br /&gt;
magic to operate in the reverse direction, preventing&lt;br /&gt;
a creature of the specified type from leaving the&lt;br /&gt;
cylinder and protecting targets outside it.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the duration&lt;br /&gt;
increases by 1 hour for each slot level above 3rd.&lt;br /&gt;
Magic Jar&lt;br /&gt;
6th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a gem, crystal, reliquary, or&lt;br /&gt;
some other ornamental container worth at least&lt;br /&gt;
500 gp)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 161&lt;br /&gt;
Your body falls into a catatonic state as your soul&lt;br /&gt;
leaves it and enters the container you used for the&lt;br /&gt;
spell’s material component. While your soul inhabits&lt;br /&gt;
the container, you are aware of your surroundings as&lt;br /&gt;
if you were in the container’s space. You can’t move&lt;br /&gt;
or use reactions. The only action you can take is to&lt;br /&gt;
project your soul up to 100 feet out of the container,&lt;br /&gt;
either returning to your living body (and ending the&lt;br /&gt;
spell) or attempting to possess a humanoids body.&lt;br /&gt;
You can attempt to possess any humanoid within&lt;br /&gt;
100 feet of you that you can see (creatures warded&lt;br /&gt;
by a protection from evil and good or magic circle&lt;br /&gt;
spell can’t be possessed). The target must make a&lt;br /&gt;
Charisma saving throw. On a failure, your soul&lt;br /&gt;
moves into the target’s body, and the target’s soul&lt;br /&gt;
becomes trapped in the container. On a success, the&lt;br /&gt;
target resists your efforts to possess it, and you can’t&lt;br /&gt;
attempt to possess it again for 24 hours.&lt;br /&gt;
Once you possess a creature’s body, you control it.&lt;br /&gt;
Your game statistics are replaced by the statistics of&lt;br /&gt;
the creature, though you retain your alignment and&lt;br /&gt;
your Intelligence, Wisdom, and Charisma scores. You&lt;br /&gt;
retain the benefit of your own class features. If the&lt;br /&gt;
target has any class levels, you can’t use any of its&lt;br /&gt;
class features.&lt;br /&gt;
Meanwhile, the possessed creature’s soul can&lt;br /&gt;
perceive from the container using its own senses,&lt;br /&gt;
but it can’t move or take actions at all.&lt;br /&gt;
While possessing a body, you can use your action&lt;br /&gt;
to return from the host body to the container if it is&lt;br /&gt;
within 100 feet of you, returning the host creature’s&lt;br /&gt;
soul to its body. If the host body dies while you’re in&lt;br /&gt;
it, the creature dies, and you must make a Charisma&lt;br /&gt;
saving throw against your own spellcasting DC. On a&lt;br /&gt;
success, you return to the container if it is within&lt;br /&gt;
100 feet of you. Otherwise, you die.&lt;br /&gt;
If the container is destroyed or the spell ends,&lt;br /&gt;
your soul immediately returns to your body. If your&lt;br /&gt;
body is more than 100 feet away from you or if your&lt;br /&gt;
body is dead when you attempt to return to it, you&lt;br /&gt;
die. If another creature’s soul is in the container&lt;br /&gt;
when it is destroyed, the creature’s soul returns to&lt;br /&gt;
its body if the body is alive and within 100 feet.&lt;br /&gt;
Otherwise, that creature dies.&lt;br /&gt;
When the spell ends, the container is destroyed.&lt;br /&gt;
Magic Missile&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You create three glowing darts of magical force. Each&lt;br /&gt;
dart hits a creature of your choice that you can see&lt;br /&gt;
within range. A dart deals 1d4 + 1 force damage to&lt;br /&gt;
its target. The darts all strike simultaneously, and&lt;br /&gt;
you can direct them to hit one creature or several.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the spell creates one&lt;br /&gt;
more dart for each slot level above 1st.&lt;br /&gt;
Magic Mouth&lt;br /&gt;
2nd-­‐‑level illusion (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a small bit of honeycomb and&lt;br /&gt;
jade dust worth at least 10 gp, which the spell&lt;br /&gt;
consumes)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
You implant a message within an object in range, a&lt;br /&gt;
message that is uttered when a trigger condition is&lt;br /&gt;
met. Choose an object that you can see and that isn’t&lt;br /&gt;
being worn or carried by another creature. Then&lt;br /&gt;
speak the message, which must be 25 words or less,&lt;br /&gt;
though it can be delivered over as long as 10&lt;br /&gt;
minutes. Finally, determine the circumstance that&lt;br /&gt;
will trigger the spell to deliver your message.&lt;br /&gt;
When that circumstance occurs, a magical mouth&lt;br /&gt;
appears on the object and recites the message in&lt;br /&gt;
your voice and at the same volume you spoke. If the&lt;br /&gt;
object you chose has a mouth or something that&lt;br /&gt;
looks like a mouth (for example, the mouth of a&lt;br /&gt;
statue), the magical mouth appears there so that the&lt;br /&gt;
words appear to come from the object’s mouth.&lt;br /&gt;
When you cast this spell, you can have the spell end&lt;br /&gt;
after it delivers its message, or it can remain and&lt;br /&gt;
repeat its message whenever the trigger occurs.&lt;br /&gt;
The triggering circumstance can be as general or&lt;br /&gt;
as detailed as you like, though it must be based on&lt;br /&gt;
visual or audible conditions that occur within 30 feet&lt;br /&gt;
of the object. For example, you could instruct the&lt;br /&gt;
mouth to speak when any creature moves within 30&lt;br /&gt;
feet of the object or when a silver bell rings within&lt;br /&gt;
30 feet of it.&lt;br /&gt;
Magic Weapon&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 162&lt;br /&gt;
You touch a nonmagical weapon. Until the spell ends,&lt;br /&gt;
that weapon becomes a magic weapon with a +1&lt;br /&gt;
bonus to attack rolls and damage rolls.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the bonus increases&lt;br /&gt;
to +2. When you use a spell slot of 6th level or higher,&lt;br /&gt;
the bonus increases to +3.&lt;br /&gt;
Magnificent Mansion&lt;br /&gt;
7th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 300 feet&lt;br /&gt;
Components: V, S, M (a miniature portal carved&lt;br /&gt;
from ivory, a small piece of polished marble, and a&lt;br /&gt;
tiny silver spoon, each item worth at least 5 gp)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
You conjure an extradimensional dwelling in range&lt;br /&gt;
that lasts for the duration. You choose where its one&lt;br /&gt;
entrance is located. The entrance shimmers faintly&lt;br /&gt;
and is 5 feet wide and 10 feet tall. You and any&lt;br /&gt;
creature you designate when you cast the spell can&lt;br /&gt;
enter the extradimensional dwelling as long as the&lt;br /&gt;
portal remains open. You can open or close the&lt;br /&gt;
portal if you are within 30 feet of it. While closed, the&lt;br /&gt;
portal is invisible.&lt;br /&gt;
Beyond the portal is a magnificent foyer with&lt;br /&gt;
numerous chambers beyond. The atmosphere is&lt;br /&gt;
clean, fresh, and warm.&lt;br /&gt;
You can create any floor plan you like, but the&lt;br /&gt;
space can’t exceed 50 cubes, each cube being 10 feet&lt;br /&gt;
on each side. The place is furnished and decorated as&lt;br /&gt;
you choose. It contains sufficient food to serve a&lt;br /&gt;
nine-­‐‑course banquet for up to 100 people. A staff of&lt;br /&gt;
100 near-­‐‑transparent servants attends all who enter.&lt;br /&gt;
You decide the visual appearance of these servants&lt;br /&gt;
and their attire. They are completely obedient to&lt;br /&gt;
your orders. Each servant can perform any task a&lt;br /&gt;
normal human servant could perform, but they can’t&lt;br /&gt;
attack or take any action that would directly harm&lt;br /&gt;
another creature. Thus the servants can fetch things,&lt;br /&gt;
clean, mend, fold clothes, light fires, serve food, pour&lt;br /&gt;
wine, and so on. The servants can go anywhere in&lt;br /&gt;
the mansion but can’t leave it. Furnishings and other&lt;br /&gt;
objects created by this spell dissipate into smoke if&lt;br /&gt;
removed from the mansion. When the spell ends,&lt;br /&gt;
any creatures inside the extradimensional space are&lt;br /&gt;
expelled into the open spaces nearest to the&lt;br /&gt;
entrance.&lt;br /&gt;
Major Image&lt;br /&gt;
3rd-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a bit of fleece)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You create the image of an object, a creature, or&lt;br /&gt;
some other visible phenomenon that is no larger&lt;br /&gt;
than a 20-­‐‑foot cube. The image appears at a spot that&lt;br /&gt;
you can see within range and lasts for the duration.&lt;br /&gt;
It seems completely real, including sounds, smells,&lt;br /&gt;
and temperature appropriate to the thing depicted.&lt;br /&gt;
You can’t create sufficient heat or cold to cause&lt;br /&gt;
damage, a sound loud enough to deal thunder&lt;br /&gt;
damage or deafen a creature, or a smell that might&lt;br /&gt;
sicken a creature (like a troglodyte’s stench).&lt;br /&gt;
As long as you are within range of the illusion, you&lt;br /&gt;
can use your action to cause the image to move to&lt;br /&gt;
any other spot within range. As the image changes&lt;br /&gt;
location, you can alter its appearance so that its&lt;br /&gt;
movements appear natural for the image. For&lt;br /&gt;
example, if you create an image of a creature and&lt;br /&gt;
move it, you can alter the image so that it appears to&lt;br /&gt;
be walking. Similarly, you can cause the illusion to&lt;br /&gt;
make different sounds at different times, even&lt;br /&gt;
making it carry on a conversation, for example.&lt;br /&gt;
Physical interaction with the image reveals it to be&lt;br /&gt;
an illusion, because things can pass through it. A&lt;br /&gt;
creature that uses its action to examine the image&lt;br /&gt;
can determine that it is an illusion with a successful&lt;br /&gt;
Intelligence (Investigation) check against your spell&lt;br /&gt;
save DC. If a creature discerns the illusion for what it&lt;br /&gt;
is, the creature can see through the image, and its&lt;br /&gt;
other sensory qualities become faint to the creature.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the spell lasts until&lt;br /&gt;
dispelled, without requiring your concentration.&lt;br /&gt;
Mass Cure Wounds&lt;br /&gt;
5th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A wave of healing energy washes out from a point of&lt;br /&gt;
your choice within range. Choose up to six creatures&lt;br /&gt;
in a 30-­‐‑foot-­‐‑radius sphere centered on that point.&lt;br /&gt;
Each target regains hit points equal to 3d8 + your&lt;br /&gt;
spellcasting ability modifier. This spell has no effect&lt;br /&gt;
on undead or constructs.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 6th level or higher, the healing increases&lt;br /&gt;
by 1d8 for each slot level above 5th.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 163&lt;br /&gt;
Mass Heal&lt;br /&gt;
9th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A flood of healing energy flows from you into injured&lt;br /&gt;
creatures around you. You restore up to 700 hit&lt;br /&gt;
points, divided as you choose among any number of&lt;br /&gt;
creatures that you can see within range. Creatures&lt;br /&gt;
healed by this spell are also cured of all diseases and&lt;br /&gt;
any effect making them blinded or deafened. This&lt;br /&gt;
spell has no effect on undead or constructs.&lt;br /&gt;
Mass Healing Word&lt;br /&gt;
3rd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
As you call out words of restoration, up to six&lt;br /&gt;
creatures of your choice that you can see within&lt;br /&gt;
range regain hit points equal to 1d4 + your&lt;br /&gt;
spellcasting ability modifier. This spell has no effect&lt;br /&gt;
on undead or constructs.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the healing increases&lt;br /&gt;
by 1d4 for each slot level above 3rd.&lt;br /&gt;
Mass Suggestion&lt;br /&gt;
6th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, M (a snake’s tongue and either a bit&lt;br /&gt;
of honeycomb or a drop of sweet oil)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
You suggest a course of activity (limited to a&lt;br /&gt;
sentence or two) and magically influence up to&lt;br /&gt;
twelve creatures of your choice that you can see&lt;br /&gt;
within range and that can hear and understand you.&lt;br /&gt;
Creatures that can’t be charmed are immune to this&lt;br /&gt;
effect. The suggestion must be worded in such a&lt;br /&gt;
manner as to make the course of action sound&lt;br /&gt;
reasonable. Asking the creature to stab itself, throw&lt;br /&gt;
itself onto a spear, immolate itself, or do some other&lt;br /&gt;
obviously harmful act automatically negates the&lt;br /&gt;
effect of the spell.&lt;br /&gt;
Each target must make a Wisdom saving throw.&lt;br /&gt;
On a failed save, it pursues the course of action you&lt;br /&gt;
described to the best of its ability. The suggested&lt;br /&gt;
course of action can continue for the entire duration.&lt;br /&gt;
If the suggested activity can be completed in a&lt;br /&gt;
shorter time, the spell ends when the subject&lt;br /&gt;
finishes what it was asked to do.&lt;br /&gt;
You can also specify conditions that will trigger a&lt;br /&gt;
special activity during the duration. For example,&lt;br /&gt;
you might suggest that a group of soldiers give all&lt;br /&gt;
their money to the first beggar they meet. If the&lt;br /&gt;
condition isn’t met before the spell ends, the activity&lt;br /&gt;
isn’t performed.&lt;br /&gt;
If you or any of your companions damage a&lt;br /&gt;
creature affected by this spell, the spell ends for that&lt;br /&gt;
creature.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
7th-­‐‑level spell slot, the duration is 10 days. When&lt;br /&gt;
you use an 8th-­‐‑level spell slot, the duration is 30&lt;br /&gt;
days. When you use a 9th-­‐‑level spell slot, the&lt;br /&gt;
duration is a year and a day.&lt;br /&gt;
Maze&lt;br /&gt;
8th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You banish a creature that you can see within range&lt;br /&gt;
into a labyrinthine demiplane. The target remains&lt;br /&gt;
there for the duration or until it escapes the maze.&lt;br /&gt;
The target can use its action to attempt to escape.&lt;br /&gt;
When it does so, it makes a DC 20 Intelligence check.&lt;br /&gt;
If it succeeds, it escapes, and the spell ends (a&lt;br /&gt;
minotaur or goristro demon automatically succeeds).&lt;br /&gt;
When the spell ends, the target reappears in the&lt;br /&gt;
space it left or, if that space is occupied, in the&lt;br /&gt;
nearest unoccupied space.&lt;br /&gt;
Meld into Stone&lt;br /&gt;
3rd-­‐‑level transmutation (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
You step into a stone object or surface large enough&lt;br /&gt;
to fully contain your body, melding yourself and all&lt;br /&gt;
the equipment you carry with the stone for the&lt;br /&gt;
duration. Using your movement, you step into the&lt;br /&gt;
stone at a point you can touch. Nothing of your&lt;br /&gt;
presence remains visible or otherwise detectable by&lt;br /&gt;
nonmagical senses.&lt;br /&gt;
While merged with the stone, you can’t see what&lt;br /&gt;
occurs outside it, and any Wisdom (Perception)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 164&lt;br /&gt;
checks you make to hear sounds outside it are made&lt;br /&gt;
with disadvantage. You remain aware of the passage&lt;br /&gt;
of time and can cast spells on yourself while merged&lt;br /&gt;
in the stone. You can use your movement to leave&lt;br /&gt;
the stone where you entered it, which ends the spell.&lt;br /&gt;
You otherwise can’t move.&lt;br /&gt;
Minor physical damage to the stone doesn’t harm&lt;br /&gt;
you, but its partial destruction or a change in its&lt;br /&gt;
shape (to the extent that you no longer fit within it)&lt;br /&gt;
expels you and deals 6d6 bludgeoning damage to&lt;br /&gt;
you. The stone’s complete destruction (or&lt;br /&gt;
transmutation into a different substance) expels you&lt;br /&gt;
and deals 50 bludgeoning damage to you. If expelled,&lt;br /&gt;
you fall prone in an unoccupied space closest to&lt;br /&gt;
where you first entered.&lt;br /&gt;
Mending&lt;br /&gt;
Transmutation cantrip&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (two lodestones)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
This spell repairs a single break or tear in an object&lt;br /&gt;
you touch, such as a broken chain link, two halves of&lt;br /&gt;
a broken key, a torn cloak, or a leaking wineskin. As&lt;br /&gt;
long as the break or tear is no larger than 1 foot in&lt;br /&gt;
any dimension, you mend it, leaving no trace of the&lt;br /&gt;
former damage.&lt;br /&gt;
This spell can physically repair a magic item or&lt;br /&gt;
construct, but the spell can’t restore magic to such&lt;br /&gt;
an object.&lt;br /&gt;
Message&lt;br /&gt;
Transmutation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a short piece of copper wire)&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
You point your finger toward a creature within&lt;br /&gt;
range and whisper a message. The target (and only&lt;br /&gt;
the target) hears the message and can reply in a&lt;br /&gt;
whisper that only you can hear.&lt;br /&gt;
You can cast this spell through solid objects if you&lt;br /&gt;
are familiar with the target and know it is beyond&lt;br /&gt;
the barrier. Magical silence, 1 foot of stone, 1 inch of&lt;br /&gt;
common metal, a thin sheet of lead, or 3 feet of wood&lt;br /&gt;
blocks the spell. The spell doesn’t have to follow a&lt;br /&gt;
straight line and can travel freely around corners or&lt;br /&gt;
through openings.&lt;br /&gt;
Meteor Swarm&lt;br /&gt;
9th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 1 mile&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Blazing orbs of fire plummet to the ground at four&lt;br /&gt;
different points you can see within range. Each&lt;br /&gt;
creature in a 40-­‐‑foot-­‐‑radius sphere centered on each&lt;br /&gt;
point you choose must make a Dexterity saving&lt;br /&gt;
throw. The sphere spreads around corners. A&lt;br /&gt;
creature takes 20d6 fire damage and 20d6&lt;br /&gt;
bludgeoning damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one. A creature in the area of&lt;br /&gt;
more than one fiery burst is affected only once.&lt;br /&gt;
The spell damages objects in the area and ignites&lt;br /&gt;
flammable objects that aren’t being worn or carried.&lt;br /&gt;
Mind Blank&lt;br /&gt;
8th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
Until the spell ends, one willing creature you touch is&lt;br /&gt;
immune to psychic damage, any effect that would&lt;br /&gt;
sense its emotions or read its thoughts, divination&lt;br /&gt;
spells, and the charmed condition. The spell even&lt;br /&gt;
foils wish spells and spells or effects of similar power&lt;br /&gt;
used to affect the target’s mind or to gain&lt;br /&gt;
information about the target.&lt;br /&gt;
Minor Illusion&lt;br /&gt;
Illusion cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: S, M (a bit of fleece)&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
You create a sound or an image of an object within&lt;br /&gt;
range that lasts for the duration. The illusion also&lt;br /&gt;
ends if you dismiss it as an action or cast this spell&lt;br /&gt;
again.&lt;br /&gt;
If you create a sound, its volume can range from a&lt;br /&gt;
whisper to a scream. It can be your voice, someone&lt;br /&gt;
else’s voice, a lion’s roar, a beating of drums, or any&lt;br /&gt;
other sound you choose. The sound continues&lt;br /&gt;
unabated throughout the duration, or you can make&lt;br /&gt;
discrete sounds at different times before the spell&lt;br /&gt;
ends.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 165&lt;br /&gt;
If you create an image of an object—such as a&lt;br /&gt;
chair, muddy footprints, or a small chest—it must be&lt;br /&gt;
no larger than a 5-­‐‑foot cube. The image can’t create&lt;br /&gt;
sound, light, smell, or any other sensory effect.&lt;br /&gt;
Physical interaction with the image reveals it to be&lt;br /&gt;
an illusion, because things can pass through it.&lt;br /&gt;
If a creature uses its action to examine the sound&lt;br /&gt;
or image, the creature can determine that it is an&lt;br /&gt;
illusion with a successful Intelligence (Investigation)&lt;br /&gt;
check against your spell save DC. If a creature&lt;br /&gt;
discerns the illusion for what it is, the illusion&lt;br /&gt;
becomes faint to the creature.&lt;br /&gt;
Mirage Arcane&lt;br /&gt;
7th-­‐‑level illusion&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: Sight&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 10 days&lt;br /&gt;
You make terrain in an area up to 1 mile square look,&lt;br /&gt;
sound, smell, and even feel like some other sort of&lt;br /&gt;
terrain. The terrain’s general shape remains the&lt;br /&gt;
same, however. Open fields or a road could be made&lt;br /&gt;
to resemble a swamp, hill, crevasse, or some other&lt;br /&gt;
difficult or impassable terrain. A pond can be made&lt;br /&gt;
to seem like a grassy meadow, a precipice like a&lt;br /&gt;
gentle slope, or a rock-­‐‑strewn gully like a wide and&lt;br /&gt;
smooth road.&lt;br /&gt;
Similarly, you can alter the appearance of&lt;br /&gt;
structures, or add them where none are present. The&lt;br /&gt;
spell doesn’t disguise, conceal, or add creatures.&lt;br /&gt;
The illusion includes audible, visual, tactile, and&lt;br /&gt;
olfactory elements, so it can turn clear ground into&lt;br /&gt;
difficult terrain (or vice versa) or otherwise impede&lt;br /&gt;
movement through the area. Any piece of the&lt;br /&gt;
illusory terrain (such as a rock or stick) that is&lt;br /&gt;
removed from the spell’s area disappears&lt;br /&gt;
immediately.&lt;br /&gt;
Creatures with truesight can see through the&lt;br /&gt;
illusion to the terrain’s true form; however, all other&lt;br /&gt;
elements of the illusion remain, so while the&lt;br /&gt;
creature is aware of the illusion’s presence, the&lt;br /&gt;
creature can still physically interact with the illusion.&lt;br /&gt;
Mirror Image&lt;br /&gt;
2nd-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
Three illusory duplicates of yourself appear in your&lt;br /&gt;
space. Until the spell ends, the duplicates move with&lt;br /&gt;
you and mimic your actions, shifting position so it’s&lt;br /&gt;
impossible to track which image is real. You can use&lt;br /&gt;
your action to dismiss the illusory duplicates.&lt;br /&gt;
Each time a creature targets you with an attack&lt;br /&gt;
during the spell’s duration, roll a d20 to determine&lt;br /&gt;
whether the attack instead targets one of your&lt;br /&gt;
duplicates.&lt;br /&gt;
If you have three duplicates, you must roll a 6 or&lt;br /&gt;
higher to change the attack’s target to a duplicate.&lt;br /&gt;
With two duplicates, you must roll an 8 or higher.&lt;br /&gt;
With one duplicate, you must roll an 11 or higher.&lt;br /&gt;
A duplicate’s AC equals 10 + your Dexterity&lt;br /&gt;
modifier. If an attack hits a duplicate, the duplicate is&lt;br /&gt;
destroyed. A duplicate can be destroyed only by an&lt;br /&gt;
attack that hits it. It ignores all other damage and&lt;br /&gt;
effects. The spell ends when all three duplicates are&lt;br /&gt;
destroyed.&lt;br /&gt;
A creature is unaffected by this spell if it can’t see,&lt;br /&gt;
if it relies on senses other than sight, such as&lt;br /&gt;
blindsight, or if it can perceive illusions as false, as&lt;br /&gt;
with truesight.&lt;br /&gt;
Mislead&lt;br /&gt;
5th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You become invisible at the same time that an&lt;br /&gt;
illusory double of you appears where you are&lt;br /&gt;
standing. The double lasts for the duration, but the&lt;br /&gt;
invisibility ends if you attack or cast a spell.&lt;br /&gt;
You can use your action to move your illusory&lt;br /&gt;
double up to twice your speed and make it gesture,&lt;br /&gt;
speak, and behave in whatever way you choose.&lt;br /&gt;
You can see through its eyes and hear through its&lt;br /&gt;
ears as if you were located where it is. On each of&lt;br /&gt;
your turns as a bonus action, you can switch from&lt;br /&gt;
using its senses to using your own, or back again.&lt;br /&gt;
While you are using its senses, you are blinded and&lt;br /&gt;
deafened in regard to your own surroundings.&lt;br /&gt;
Misty Step&lt;br /&gt;
2nd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 166&lt;br /&gt;
Briefly surrounded by silvery mist, you teleport up&lt;br /&gt;
to 30 feet to an unoccupied space that you can see.&lt;br /&gt;
Modify Memory&lt;br /&gt;
5th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You attempt to reshape another creature’s memories.&lt;br /&gt;
One creature that you can see must make a Wisdom&lt;br /&gt;
saving throw. If you are fighting the creature, it has&lt;br /&gt;
advantage on the saving throw. On a failed save, the&lt;br /&gt;
target becomes charmed by you for the duration.&lt;br /&gt;
The charmed target is incapacitated and unaware of&lt;br /&gt;
its surroundings, though it can still hear you. If it&lt;br /&gt;
takes any damage or is targeted by another spell,&lt;br /&gt;
this spell ends, and none of the target’s memories&lt;br /&gt;
are modified.&lt;br /&gt;
While this charm lasts, you can affect the target’s&lt;br /&gt;
memory of an event that it experienced within the&lt;br /&gt;
last 24 hours and that lasted no more than 10&lt;br /&gt;
minutes. You can permanently eliminate all memory&lt;br /&gt;
of the event, allow the target to recall the event with&lt;br /&gt;
perfect clarity and exacting detail, change its&lt;br /&gt;
memory of the details of the event, or create a&lt;br /&gt;
memory of some other event.&lt;br /&gt;
You must speak to the target to describe how its&lt;br /&gt;
memories are affected, and it must be able to&lt;br /&gt;
understand your language for the modified&lt;br /&gt;
memories to take root. Its mind fills in any gaps in&lt;br /&gt;
the details of your description. If the spell ends&lt;br /&gt;
before you have finished describing the modified&lt;br /&gt;
memories, the creature’s memory isn’t altered.&lt;br /&gt;
Otherwise, the modified memories take hold when&lt;br /&gt;
the spell ends.&lt;br /&gt;
A modified memory doesn’t necessarily affect how&lt;br /&gt;
a creature behaves, particularly if the memory&lt;br /&gt;
contradicts the creature’s natural inclinations,&lt;br /&gt;
alignment, or beliefs. An illogical modified memory,&lt;br /&gt;
such as implanting a memory of how much the&lt;br /&gt;
creature enjoyed dousing itself in acid, is dismissed,&lt;br /&gt;
perhaps as a bad dream. The GM might deem a&lt;br /&gt;
modified memory too nonsensical to affect a&lt;br /&gt;
creature in a significant manner.&lt;br /&gt;
A remove curse or greater restoration spell cast on&lt;br /&gt;
the target restores the creature’s true memory.&lt;br /&gt;
At Higher Levels. If you cast this spell using a spell&lt;br /&gt;
slot of 6th level or higher, you can alter the target’s&lt;br /&gt;
memories of an event that took place up to 7 days&lt;br /&gt;
ago (6th level), 30 days ago (7th level), 1 year ago&lt;br /&gt;
(8th level), or any time in the creature’s past (9th&lt;br /&gt;
level).&lt;br /&gt;
Moonbeam&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (several seeds of any&lt;br /&gt;
moonseed plant and a piece of opalescent&lt;br /&gt;
feldspar)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A silvery beam of pale light shines down in a 5-­‐‑foot-­‐‑&lt;br /&gt;
radius, 40-­‐‑foot-­‐‑high cylinder centered on a point&lt;br /&gt;
within range. Until the spell ends, dim light fills the&lt;br /&gt;
cylinder.&lt;br /&gt;
When a creature enters the spell’s area for the first&lt;br /&gt;
time on a turn or starts its turn there, it is engulfed&lt;br /&gt;
in ghostly flames that cause searing pain, and it must&lt;br /&gt;
make a Constitution saving throw. It takes 2d10&lt;br /&gt;
radiant damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
A shapechanger makes its saving throw with&lt;br /&gt;
disadvantage. If it fails, it also instantly reverts to its&lt;br /&gt;
original form and can’t assume a different form until&lt;br /&gt;
it leaves the spell’s light.&lt;br /&gt;
On each of your turns after you cast this spell, you&lt;br /&gt;
can use an action to move the beam 60 feet in any&lt;br /&gt;
direction.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, the damage&lt;br /&gt;
increases by 1d10 for each slot level above 2nd.&lt;br /&gt;
Move Earth&lt;br /&gt;
6th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (an iron blade and a small bag&lt;br /&gt;
containing a mixture of soils—clay, loam, and&lt;br /&gt;
sand)&lt;br /&gt;
Duration: Concentration, up to 2 hours&lt;br /&gt;
Choose an area of terrain no larger than 40 feet on a&lt;br /&gt;
side within range. You can reshape dirt, sand, or clay&lt;br /&gt;
in the area in any manner you choose for the&lt;br /&gt;
duration. You can raise or lower the area’s elevation,&lt;br /&gt;
create or fill in a trench, erect or flatten a wall, or&lt;br /&gt;
form a pillar. The extent of any such changes can’t&lt;br /&gt;
exceed half the area’s largest dimension. So, if you&lt;br /&gt;
affect a 40-­‐‑foot square, you can create a pillar up to&lt;br /&gt;
20 feet high, raise or lower the square’s elevation by&lt;br /&gt;
up to 20 feet, dig a trench up to 20 feet deep, and so&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 167&lt;br /&gt;
on. It takes 10 minutes for these changes to&lt;br /&gt;
complete.&lt;br /&gt;
At the end of every 10 minutes you spend&lt;br /&gt;
concentrating on the spell, you can choose a new&lt;br /&gt;
area of terrain to affect.&lt;br /&gt;
Because the terrain’s transformation occurs&lt;br /&gt;
slowly, creatures in the area can’t usually be trapped&lt;br /&gt;
or injured by the ground’s movement.&lt;br /&gt;
This spell can’t manipulate natural stone or stone&lt;br /&gt;
construction. Rocks and structures shift to&lt;br /&gt;
accommodate the new terrain. If the way you shape&lt;br /&gt;
the terrain would make a structure unstable, it might&lt;br /&gt;
collapse.&lt;br /&gt;
Similarly, this spell doesn’t directly affect plant&lt;br /&gt;
growth. The moved earth carries any plants along&lt;br /&gt;
with it.&lt;br /&gt;
Nondetection&lt;br /&gt;
3rd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a pinch of diamond dust&lt;br /&gt;
worth 25 gp sprinkled over the target, which the&lt;br /&gt;
spell consumes)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
For the duration, you hide a target that you touch&lt;br /&gt;
from divination magic. The target can be a willing&lt;br /&gt;
creature or a place or an object no larger than 10&lt;br /&gt;
feet in any dimension. The target can’t be targeted&lt;br /&gt;
by any divination magic or perceived through&lt;br /&gt;
magical scrying sensors.&lt;br /&gt;
Pass without Trace&lt;br /&gt;
2nd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (ashes from a burned leaf of&lt;br /&gt;
mistletoe and a sprig of spruce)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
A veil of shadows and silence radiates from you,&lt;br /&gt;
masking you and your companions from detection.&lt;br /&gt;
For the duration, each creature you choose within 30&lt;br /&gt;
feet of you (including you) has a +10 bonus to&lt;br /&gt;
Dexterity (Stealth) checks and can’t be tracked&lt;br /&gt;
except by magical means. A creature that receives&lt;br /&gt;
this bonus leaves behind no tracks or other traces of&lt;br /&gt;
its passage.&lt;br /&gt;
Passwall&lt;br /&gt;
5th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a pinch of sesame seeds)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
A passage appears at a point of your choice that you&lt;br /&gt;
can see on a wooden, plaster, or stone surface (such&lt;br /&gt;
as a wall, a ceiling, or a floor) within range, and lasts&lt;br /&gt;
for the duration. You choose the opening’s&lt;br /&gt;
dimensions: up to 5 feet wide, 8 feet tall, and 20 feet&lt;br /&gt;
deep. The passage creates no instability in a&lt;br /&gt;
structure surrounding it.&lt;br /&gt;
When the opening disappears, any creatures or&lt;br /&gt;
objects still in the passage created by the spell are&lt;br /&gt;
safely ejected to an unoccupied space nearest to the&lt;br /&gt;
surface on which you cast the spell.&lt;br /&gt;
Phantasmal Killer&lt;br /&gt;
4th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You tap into the nightmares of a creature you can&lt;br /&gt;
see within range and create an illusory&lt;br /&gt;
manifestation of its deepest fears, visible only to that&lt;br /&gt;
creature. The target must make a Wisdom saving&lt;br /&gt;
throw. On a failed save, the target becomes&lt;br /&gt;
frightened for the duration. At the end of each of the&lt;br /&gt;
target’s turns before the spell ends, the target must&lt;br /&gt;
succeed on a Wisdom saving throw or take 4d10&lt;br /&gt;
psychic damage. On a successful save, the spell ends.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 5th level or higher, the damage increases&lt;br /&gt;
by 1d10 for each slot level above 4th.&lt;br /&gt;
Phantom Steed&lt;br /&gt;
3rd-­‐‑level illusion (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
A Large quasi-­‐‑real, horselike creature appears on the&lt;br /&gt;
ground in an unoccupied space of your choice within&lt;br /&gt;
range. You decide the creature’s appearance, but it is&lt;br /&gt;
equipped with a saddle, bit, and bridle. Any of the&lt;br /&gt;
equipment created by the spell vanishes in a puff of&lt;br /&gt;
smoke if it is carried more than 10 feet away from&lt;br /&gt;
the steed.&lt;br /&gt;
For the duration, you or a creature you choose can&lt;br /&gt;
ride the steed. The creature uses the statistics for a&lt;br /&gt;
riding horse, except it has a speed of 100 feet and&lt;br /&gt;
can travel 10 miles in an hour, or 13 miles at a fast&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 168&lt;br /&gt;
pace. When the spell ends, the steed gradually fades,&lt;br /&gt;
giving the rider 1 minute to dismount. The spell ends&lt;br /&gt;
if you use an action to dismiss it or if the steed takes&lt;br /&gt;
any damage.&lt;br /&gt;
Planar Ally&lt;br /&gt;
6th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You beseech an otherworldly entity for aid. The&lt;br /&gt;
being must be known to you: a god, a primordial, a&lt;br /&gt;
demon prince, or some other being of cosmic power.&lt;br /&gt;
That entity sends a celestial, an elemental, or a fiend&lt;br /&gt;
loyal to it to aid you, making the creature appear in&lt;br /&gt;
an unoccupied space within range. If you know a&lt;br /&gt;
specific creature’s name, you can speak that name&lt;br /&gt;
when you cast this spell to request that creature,&lt;br /&gt;
though you might get a different creature anyway&lt;br /&gt;
(GM’s choice).&lt;br /&gt;
When the creature appears, it is under no&lt;br /&gt;
compulsion to behave in any particular way. You can&lt;br /&gt;
ask the creature to perform a service in exchange for&lt;br /&gt;
payment, but it isn’t obliged to do so. The requested&lt;br /&gt;
task could range from simple (fly us across the&lt;br /&gt;
chasm, or help us fight a battle) to complex (spy on&lt;br /&gt;
our enemies, or protect us during our foray into the&lt;br /&gt;
dungeon). You must be able to communicate with&lt;br /&gt;
the creature to bargain for its services.&lt;br /&gt;
Payment can take a variety of forms. A celestial&lt;br /&gt;
might require a sizable donation of gold or magic&lt;br /&gt;
items to an allied temple, while a fiend might&lt;br /&gt;
demand a living sacrifice or a gift of treasure. Some&lt;br /&gt;
creatures might exchange their service for a quest&lt;br /&gt;
undertaken by you.&lt;br /&gt;
As a rule of thumb, a task that can be measured in&lt;br /&gt;
minutes requires a payment worth 100 gp per&lt;br /&gt;
minute. A task measured in hours requires 1,000 gp&lt;br /&gt;
per hour. And a task measured in days (up to 10&lt;br /&gt;
days) requires 10,000 gp per day. The GM can adjust&lt;br /&gt;
these payments based on the circumstances under&lt;br /&gt;
which you cast the spell. If the task is aligned with&lt;br /&gt;
the creature’s ethos, the payment might be halved or&lt;br /&gt;
even waived. Nonhazardous tasks typically require&lt;br /&gt;
only half the suggested payment, while especially&lt;br /&gt;
dangerous tasks might require a greater gift.&lt;br /&gt;
Creatures rarely accept tasks that seem suicidal.&lt;br /&gt;
After the creature completes the task, or when the&lt;br /&gt;
agreed-­‐‑upon duration of service expires, the&lt;br /&gt;
creature returns to its home plane after reporting&lt;br /&gt;
back to you, if appropriate to the task and if possible.&lt;br /&gt;
If you are unable to agree on a price for the&lt;br /&gt;
creature’s service, the creature immediately returns&lt;br /&gt;
to its home plane.&lt;br /&gt;
A creature enlisted to join your group counts as a&lt;br /&gt;
member of it, receiving a full share of experience&lt;br /&gt;
points awarded.&lt;br /&gt;
Planar Binding&lt;br /&gt;
5th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a jewel worth at least 1,000&lt;br /&gt;
gp, which the spell consumes)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
With this spell, you attempt to bind a celestial, an&lt;br /&gt;
elemental, a fey, or a fiend to your service. The&lt;br /&gt;
creature must be within range for the entire casting&lt;br /&gt;
of the spell. (Typically, the creature is first&lt;br /&gt;
summoned into the center of an inverted magic&lt;br /&gt;
circle in order to keep it trapped while this spell is&lt;br /&gt;
cast.) At the completion of the casting, the target&lt;br /&gt;
must make a Charisma saving throw. On a failed save,&lt;br /&gt;
it is bound to serve you for the duration. If the&lt;br /&gt;
creature was summoned or created by another spell,&lt;br /&gt;
that spell’s duration is extended to match the&lt;br /&gt;
duration of this spell.&lt;br /&gt;
A bound creature must follow your instructions to&lt;br /&gt;
the best of its ability. You might command the&lt;br /&gt;
creature to accompany you on an adventure, to&lt;br /&gt;
guard a location, or to deliver a message. The&lt;br /&gt;
creature obeys the letter of your instructions, but if&lt;br /&gt;
the creature is hostile to you, it strives to twist your&lt;br /&gt;
words to achieve its own objectives. If the creature&lt;br /&gt;
carries out your instructions completely before the&lt;br /&gt;
spell ends, it travels to you to report this fact if you&lt;br /&gt;
are on the same plane of existence. If you are on a&lt;br /&gt;
different plane of existence, it returns to the place&lt;br /&gt;
where you bound it and remains there until the spell&lt;br /&gt;
ends.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of a higher level, the duration increases to&lt;br /&gt;
10 days with a 6th-­‐‑level slot, to 30 days with a 7th-­‐‑&lt;br /&gt;
level slot, to 180 days with an 8th-­‐‑level slot, and to a&lt;br /&gt;
year and a day with a 9th-­‐‑level spell slot.&lt;br /&gt;
Plane Shift&lt;br /&gt;
7th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a forked, metal rod worth at&lt;br /&gt;
least 250 gp, attuned to a particular plane of&lt;br /&gt;
existence)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 169&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You and up to eight willing creatures who link hands&lt;br /&gt;
in a circle are transported to a different plane of&lt;br /&gt;
existence. You can specify a target destination in&lt;br /&gt;
general terms, such as the City of Brass on the&lt;br /&gt;
Elemental Plane of Fire or the palace of Dispater on&lt;br /&gt;
the second level of the Nine Hells, and you appear in&lt;br /&gt;
or near that destination. If you are trying to reach&lt;br /&gt;
the City of Brass, for example, you might arrive in its&lt;br /&gt;
Street of Steel, before its Gate of Ashes, or looking at&lt;br /&gt;
the city from across the Sea of Fire, at the GM’s&lt;br /&gt;
discretion.&lt;br /&gt;
Alternatively, if you know the sigil sequence of a&lt;br /&gt;
teleportation circle on another plane of existence,&lt;br /&gt;
this spell can take you to that circle. If the&lt;br /&gt;
teleportation circle is too small to hold all the&lt;br /&gt;
creatures you transported, they appear in the closest&lt;br /&gt;
unoccupied spaces next to the circle.&lt;br /&gt;
You can use this spell to banish an unwilling&lt;br /&gt;
creature to another plane. Choose a creature within&lt;br /&gt;
your reach and make a melee spell attack against it.&lt;br /&gt;
On a hit, the creature must make a Charisma saving&lt;br /&gt;
throw. If the creature fails this save, it is transported&lt;br /&gt;
to a random location on the plane of existence you&lt;br /&gt;
specify. A creature so transported must find its own&lt;br /&gt;
way back to your current plane of existence.&lt;br /&gt;
Plant Growth&lt;br /&gt;
3rd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action or 8 hours&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
This spell channels vitality into plants within a&lt;br /&gt;
specific area. There are two possible uses for the&lt;br /&gt;
spell, granting either immediate or long-­‐‑term&lt;br /&gt;
benefits.&lt;br /&gt;
If you cast this spell using 1 action, choose a point&lt;br /&gt;
within range. All normal plants in a 100-­‐‑foot radius&lt;br /&gt;
centered on that point become thick and overgrown.&lt;br /&gt;
A creature moving through the area must spend 4&lt;br /&gt;
feet of movement for every 1 foot it moves.&lt;br /&gt;
You can exclude one or more areas of any size&lt;br /&gt;
within the spell’s area from being affected.&lt;br /&gt;
If you cast this spell over 8 hours, you enrich the&lt;br /&gt;
land. All plants in a half-­‐‑mile radius centered on a&lt;br /&gt;
point within range become enriched for 1 year. The&lt;br /&gt;
plants yield twice the normal amount of food when&lt;br /&gt;
harvested.&lt;br /&gt;
Poison Spray&lt;br /&gt;
Conjuration cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You extend your hand toward a creature you can see&lt;br /&gt;
within range and project a puff of noxious gas from&lt;br /&gt;
your palm. The creature must succeed on a&lt;br /&gt;
Constitution saving throw or take 1d12 poison&lt;br /&gt;
damage.&lt;br /&gt;
This spell&#039;s damage increases by 1d12 when you&lt;br /&gt;
reach 5th level (2d12), 11th level (3d12), and 17th&lt;br /&gt;
level (4d12).&lt;br /&gt;
Polymorph&lt;br /&gt;
4th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a caterpillar cocoon)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
This spell transforms a creature that you can see within&lt;br /&gt;
range into a new form. An unwilling creature must&lt;br /&gt;
make a Wisdom saving throw to avoid the effect. The&lt;br /&gt;
spell has no effect on a shapechanger or a creature&lt;br /&gt;
with 0 hit points.&lt;br /&gt;
The transformation lasts for the duration, or until&lt;br /&gt;
the target drops to 0 hit points or dies. The new form&lt;br /&gt;
can be any beast whose challenge rating is equal to&lt;br /&gt;
or less than the target’s (or the target’s level, if it&lt;br /&gt;
doesn’t have a challenge rating). The target’s game&lt;br /&gt;
statistics, including mental ability scores, are&lt;br /&gt;
replaced by the statistics of the chosen beast. It&lt;br /&gt;
retains its alignment and personality.&lt;br /&gt;
The target assumes the hit points of its new form.&lt;br /&gt;
When it reverts to its normal form, the creature&lt;br /&gt;
returns to the number of hit points it had before it&lt;br /&gt;
transformed. If it reverts as a result of dropping to 0&lt;br /&gt;
hit points, any excess damage carries over to its&lt;br /&gt;
normal form. As long as the excess damage doesn’t&lt;br /&gt;
reduce the creature’s normal form to 0 hit points, it&lt;br /&gt;
isn’t knocked unconscious.&lt;br /&gt;
The creature is limited in the actions it can&lt;br /&gt;
perform by the nature of its new form, and it can’t&lt;br /&gt;
speak, cast spells, or take any other action that&lt;br /&gt;
requires hands or speech.&lt;br /&gt;
The target’s gear melds into the new form. The&lt;br /&gt;
creature can’t activate, use, wield, or otherwise&lt;br /&gt;
benefit from any of its equipment.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 170&lt;br /&gt;
Power Word Kill&lt;br /&gt;
9th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You utter a word of power that can compel one&lt;br /&gt;
creature you can see within range to die instantly. If&lt;br /&gt;
the creature you choose has 100 hit points or fewer,&lt;br /&gt;
it dies. Otherwise, the spell has no effect.&lt;br /&gt;
Power Word Stun&lt;br /&gt;
8th-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You speak a word of power that can overwhelm the&lt;br /&gt;
mind of one creature you can see within range,&lt;br /&gt;
leaving it dumbfounded. If the target has 150 hit&lt;br /&gt;
points or fewer, it is stunned. Otherwise, the spell&lt;br /&gt;
has no effect.&lt;br /&gt;
The stunned target must make a Constitution&lt;br /&gt;
saving throw at the end of each of its turns. On a&lt;br /&gt;
successful save, this stunning effect ends.&lt;br /&gt;
Prayer of Healing&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Up to six creatures of your choice that you can see&lt;br /&gt;
within range each regain hit points equal to 2d8 +&lt;br /&gt;
your spellcasting ability modifier. This spell has no&lt;br /&gt;
effect on undead or constructs.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, the healing increases&lt;br /&gt;
by 1d8 for each slot level above 2nd.&lt;br /&gt;
Prestidigitation&lt;br /&gt;
Transmutation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Up to 1 hour&lt;br /&gt;
This spell is a minor magical trick that novice&lt;br /&gt;
spellcasters use for practice. You create one of the&lt;br /&gt;
following magical effects within range:&lt;br /&gt;
• You create an instantaneous, harmless sensory&lt;br /&gt;
effect, such as a shower of sparks, a puff of wind,&lt;br /&gt;
faint musical notes, or an odd odor.&lt;br /&gt;
• You instantaneously light or snuff out a candle, a&lt;br /&gt;
torch, or a small campfire.&lt;br /&gt;
• You instantaneously clean or soil an object no&lt;br /&gt;
larger than 1 cubic foot.&lt;br /&gt;
• You chill, warm, or flavor up to 1 cubic foot of&lt;br /&gt;
nonliving material for 1 hour.&lt;br /&gt;
• You make a color, a small mark, or a symbol&lt;br /&gt;
appear on an object or a surface for 1 hour.&lt;br /&gt;
• You create a nonmagical trinket or an illusory&lt;br /&gt;
image that can fit in your hand and that lasts until&lt;br /&gt;
the end of your next turn.&lt;br /&gt;
If you cast this spell multiple times, you can have up&lt;br /&gt;
to three of its non-­‐‑instantaneous effects active at a&lt;br /&gt;
time, and you can dismiss such an effect as an action.&lt;br /&gt;
Prismatic Spray&lt;br /&gt;
7th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (60-­‐‑foot cone)&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Eight multicolored rays of light flash from your hand.&lt;br /&gt;
Each ray is a different color and has a different&lt;br /&gt;
power and purpose. Each creature in a 60-­‐‑foot cone&lt;br /&gt;
must make a Dexterity saving throw. For each target,&lt;br /&gt;
roll a d8 to determine which color ray affects it.&lt;br /&gt;
1. Red. The target takes 10d6 fire damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
2. Orange. The target takes 10d6 acid damage on&lt;br /&gt;
a failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
3. Yellow. The target takes 10d6 lightning damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
4. Green. The target takes 10d6 poison damage on&lt;br /&gt;
a failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
5. Blue. The target takes 10d6 cold damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
6. Indigo. On a failed save, the target is restrained.&lt;br /&gt;
It must then make a Constitution saving throw at the&lt;br /&gt;
end of each of its turns. If it successfully saves three&lt;br /&gt;
times, the spell ends. If it fails its save three times, it&lt;br /&gt;
permanently turns to stone and is subjected to the&lt;br /&gt;
petrified condition. The successes and failures don’t&lt;br /&gt;
need to be consecutive; keep track of both until the&lt;br /&gt;
target collects three of a kind.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 171&lt;br /&gt;
7. Violet. On a failed save, the target is blinded. It&lt;br /&gt;
must then make a Wisdom saving throw at the start&lt;br /&gt;
of your next turn. A successful save ends the&lt;br /&gt;
blindness. If it fails that save, the creature is&lt;br /&gt;
transported to another plane of existence of the GM’s&lt;br /&gt;
choosing and is no longer blinded. (Typically, a&lt;br /&gt;
creature that is on a plane that isn’t its home plane is&lt;br /&gt;
banished home, while other creatures are usually&lt;br /&gt;
cast into the Astral or Ethereal planes.)&lt;br /&gt;
8. Special. The target is struck by two rays. Roll&lt;br /&gt;
twice more, rerolling any 8.&lt;br /&gt;
Prismatic Wall&lt;br /&gt;
9th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 10 minutes&lt;br /&gt;
A shimmering, multicolored plane of light forms a&lt;br /&gt;
vertical opaque wall—up to 90 feet long, 30 feet high,&lt;br /&gt;
and 1 inch thick—centered on a point you can see&lt;br /&gt;
within range. Alternatively, you can shape the wall&lt;br /&gt;
into a sphere up to 30 feet in diameter centered on a&lt;br /&gt;
point you choose within range. The wall remains in&lt;br /&gt;
place for the duration. If you position the wall so that&lt;br /&gt;
it passes through a space occupied by a creature, the&lt;br /&gt;
spell fails, and your action and the spell slot are&lt;br /&gt;
wasted.&lt;br /&gt;
The wall sheds bright light out to a range of 100&lt;br /&gt;
feet and dim light for an additional 100 feet. You and&lt;br /&gt;
creatures you designate at the time you cast the spell&lt;br /&gt;
can pass through and remain near the wall without&lt;br /&gt;
harm. If another creature that can see the wall&lt;br /&gt;
moves to within 20 feet of it or starts its turn there,&lt;br /&gt;
the creature must succeed on a Constitution saving&lt;br /&gt;
throw or become blinded for 1 minute.&lt;br /&gt;
The wall consists of seven layers, each with a&lt;br /&gt;
different color. When a creature attempts to reach&lt;br /&gt;
into or pass through the wall, it does so one layer at&lt;br /&gt;
a time through all the wall’s layers. As it passes or&lt;br /&gt;
reaches through each layer, the creature must make&lt;br /&gt;
a Dexterity saving throw or be affected by that&lt;br /&gt;
layer’s properties as described below.&lt;br /&gt;
The wall can be destroyed, also one layer at a time,&lt;br /&gt;
in order from red to violet, by means specific to each&lt;br /&gt;
layer. Once a layer is destroyed, it remains so for the&lt;br /&gt;
duration of the spell. A rod of cancellation destroys a&lt;br /&gt;
prismatic wall, but an antimagic field has no effect on&lt;br /&gt;
it.&lt;br /&gt;
1. Red. The creature takes 10d6 fire damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one. While this layer is in place, nonmagical ranged&lt;br /&gt;
attacks can’t pass through the wall. The layer can be&lt;br /&gt;
destroyed by dealing at least 25 cold damage to it.&lt;br /&gt;
2. Orange. The creature takes 10d6 acid damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one. While this layer is in place, magical&lt;br /&gt;
ranged attacks can’t pass through the wall. The layer&lt;br /&gt;
is destroyed by a strong wind.&lt;br /&gt;
3. Yellow. The creature takes 10d6 lightning&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one. This layer can be destroyed by&lt;br /&gt;
dealing at least 60 force damage to it.&lt;br /&gt;
4. Green. The creature takes 10d6 poison damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one. A passwall spell, or another spell of&lt;br /&gt;
equal or greater level that can open a portal on a&lt;br /&gt;
solid surface, destroys this layer.&lt;br /&gt;
5. Blue. The creature takes 10d6 cold damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one. This layer can be destroyed by dealing at least&lt;br /&gt;
25 fire damage to it.&lt;br /&gt;
6. Indigo. On a failed save, the creature is&lt;br /&gt;
restrained. It must then make a Constitution saving&lt;br /&gt;
throw at the end of each of its turns. If it successfully&lt;br /&gt;
saves three times, the spell ends. If it fails its save&lt;br /&gt;
three times, it permanently turns to stone and is&lt;br /&gt;
subjected to the petrified condition. The successes&lt;br /&gt;
and failures don’t need to be consecutive; keep track&lt;br /&gt;
of both until the creature collects three of a kind.&lt;br /&gt;
While this layer is in place, spells can’t be cast&lt;br /&gt;
through the wall. The layer is destroyed by bright&lt;br /&gt;
light shed by a daylight spell or a similar spell of&lt;br /&gt;
equal or higher level.&lt;br /&gt;
7. Violet. On a failed save, the creature is blinded.&lt;br /&gt;
It must then make a Wisdom saving throw at the&lt;br /&gt;
start of your next turn. A successful save ends the&lt;br /&gt;
blindness. If it fails that save, the creature is&lt;br /&gt;
transported to another plane of the GM’s choosing&lt;br /&gt;
and is no longer blinded. (Typically, a creature that&lt;br /&gt;
is on a plane that isn’t its home plane is banished&lt;br /&gt;
home, while other creatures are usually cast into the&lt;br /&gt;
Astral or Ethereal planes.) This layer is destroyed by&lt;br /&gt;
a dispel magic spell or a similar spell of equal or&lt;br /&gt;
higher level that can end spells and magical effects.&lt;br /&gt;
Private Sanctum&lt;br /&gt;
4th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a thin sheet of lead, a piece of&lt;br /&gt;
opaque glass, a wad of cotton or cloth, and&lt;br /&gt;
powdered chrysolite)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 172&lt;br /&gt;
You make an area within range magically secure.&lt;br /&gt;
The area is a cube that can be as small as 5 feet to as&lt;br /&gt;
large as 100 feet on each side. The spell lasts for the&lt;br /&gt;
duration or until you use an action to dismiss it.&lt;br /&gt;
When you cast the spell, you decide what sort of&lt;br /&gt;
security the spell provides, choosing any or all of the&lt;br /&gt;
following properties:&lt;br /&gt;
• Sound can’t pass through the barrier at the edge of&lt;br /&gt;
the warded area.&lt;br /&gt;
• The barrier of the warded area appears dark and&lt;br /&gt;
foggy, preventing vision (including darkvision)&lt;br /&gt;
through it.&lt;br /&gt;
• Sensors created by divination spells can’t appear&lt;br /&gt;
inside the protected area or pass through the&lt;br /&gt;
barrier at its perimeter.&lt;br /&gt;
• Creatures in the area can’t be targeted by&lt;br /&gt;
divination spells.&lt;br /&gt;
• Nothing can teleport into or out of the warded&lt;br /&gt;
area.&lt;br /&gt;
• Planar travel is blocked within the warded area.&lt;br /&gt;
Casting this spell on the same spot every day for a&lt;br /&gt;
year makes this effect permanent.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 5th level or higher, you can increase the&lt;br /&gt;
size of the cube by 100 feet for each slot level&lt;br /&gt;
beyond 4th. Thus you could protect a cube that can&lt;br /&gt;
be up to 200 feet on one side by using a spell slot of&lt;br /&gt;
5th level.&lt;br /&gt;
Produce Flame&lt;br /&gt;
Conjuration cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 10 minutes&lt;br /&gt;
A flickering flame appears in your hand. The flame&lt;br /&gt;
remains there for the duration and harms neither&lt;br /&gt;
you nor your equipment. The flame sheds bright&lt;br /&gt;
light in a 10-­‐‑foot radius and dim light for an&lt;br /&gt;
additional 10 feet. The spell ends if you dismiss it as&lt;br /&gt;
an action or if you cast it again.&lt;br /&gt;
You can also attack with the flame, although doing&lt;br /&gt;
so ends the spell. When you cast this spell, or as an&lt;br /&gt;
action on a later turn, you can hurl the flame at a&lt;br /&gt;
creature within 30 feet of you. Make a ranged spell&lt;br /&gt;
attack. On a hit, the target takes 1d8 fire damage.&lt;br /&gt;
This spell’s damage increases by 1d8 when you&lt;br /&gt;
reach 5th level (2d8), 11th level (3d8), and 17th&lt;br /&gt;
level (4d8).&lt;br /&gt;
Programmed Illusion&lt;br /&gt;
6th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a bit of fleece and jade dust&lt;br /&gt;
worth at least 25 gp)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
You create an illusion of an object, a creature, or&lt;br /&gt;
some other visible phenomenon within range that&lt;br /&gt;
activates when a specific condition occurs. The&lt;br /&gt;
illusion is imperceptible until then. It must be no&lt;br /&gt;
larger than a 30-­‐‑foot cube, and you decide when you&lt;br /&gt;
cast the spell how the illusion behaves and what&lt;br /&gt;
sounds it makes. This scripted performance can last&lt;br /&gt;
up to 5 minutes.&lt;br /&gt;
When the condition you specify occurs, the illusion&lt;br /&gt;
springs into existence and performs in the manner&lt;br /&gt;
you described. Once the illusion finishes performing,&lt;br /&gt;
it disappears and remains dormant for 10 minutes.&lt;br /&gt;
After this time, the illusion can be activated again.&lt;br /&gt;
The triggering condition can be as general or as&lt;br /&gt;
detailed as you like, though it must be based on&lt;br /&gt;
visual or audible conditions that occur within 30 feet&lt;br /&gt;
of the area. For example, you could create an illusion&lt;br /&gt;
of yourself to appear and warn off others who&lt;br /&gt;
attempt to open a trapped door, or you could set the&lt;br /&gt;
illusion to trigger only when a creature says the&lt;br /&gt;
correct word or phrase.&lt;br /&gt;
Physical interaction with the image reveals it to be&lt;br /&gt;
an illusion, because things can pass through it. A&lt;br /&gt;
creature that uses its action to examine the image&lt;br /&gt;
can determine that it is an illusion with a successful&lt;br /&gt;
Intelligence (Investigation) check against your spell&lt;br /&gt;
save DC. If a creature discerns the illusion for what it&lt;br /&gt;
is, the creature can see through the image, and any&lt;br /&gt;
noise it makes sounds hollow to the creature.&lt;br /&gt;
Project Image&lt;br /&gt;
7th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 500 miles&lt;br /&gt;
Components: V, S, M (a small replica of you made&lt;br /&gt;
from materials worth at least 5 gp)&lt;br /&gt;
Duration: Concentration, up to 1 day&lt;br /&gt;
You create an illusory copy of yourself that lasts for&lt;br /&gt;
the duration. The copy can appear at any location&lt;br /&gt;
within range that you have seen before, regardless of&lt;br /&gt;
intervening obstacles. The illusion looks and sounds&lt;br /&gt;
like you but is intangible. If the illusion takes any&lt;br /&gt;
damage, it disappears, and the spell ends.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 173&lt;br /&gt;
You can use your action to move this illusion up to&lt;br /&gt;
twice your speed, and make it gesture, speak, and&lt;br /&gt;
behave in whatever way you choose. It mimics your&lt;br /&gt;
mannerisms perfectly.&lt;br /&gt;
You can see through its eyes and hear through its&lt;br /&gt;
ears as if you were in its space. On your turn as a&lt;br /&gt;
bonus action, you can switch from using its senses to&lt;br /&gt;
using your own, or back again. While you are using&lt;br /&gt;
its senses, you are blinded and deafened in regard to&lt;br /&gt;
your own surroundings.&lt;br /&gt;
Physical interaction with the image reveals it to be&lt;br /&gt;
an illusion, because things can pass through it. A&lt;br /&gt;
creature that uses its action to examine the image&lt;br /&gt;
can determine that it is an illusion with a successful&lt;br /&gt;
Intelligence (Investigation) check against your spell&lt;br /&gt;
save DC. If a creature discerns the illusion for what it&lt;br /&gt;
is, the creature can see through the image, and any&lt;br /&gt;
noise it makes sounds hollow to the creature.&lt;br /&gt;
Protection from Energy&lt;br /&gt;
3rd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
For the duration, the willing creature you touch has&lt;br /&gt;
resistance to one damage type of your choice: acid,&lt;br /&gt;
cold, fire, lightning, or thunder.&lt;br /&gt;
Protection from Evil and Good&lt;br /&gt;
1st-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (holy water or powdered silver&lt;br /&gt;
and iron, which the spell consumes)&lt;br /&gt;
Duration: Concentration up to 10 minutes&lt;br /&gt;
Until the spell ends, one willing creature you touch is&lt;br /&gt;
protected against certain types of creatures:&lt;br /&gt;
aberrations, celestials, elementals, fey, fiends, and&lt;br /&gt;
undead.&lt;br /&gt;
The protection grants several benefits. Creatures&lt;br /&gt;
of those types have disadvantage on attack rolls&lt;br /&gt;
against the target. The target also can’t be charmed,&lt;br /&gt;
frightened, or possessed by them. If the target is&lt;br /&gt;
already charmed, frightened, or possessed by such a&lt;br /&gt;
creature, the target has advantage on any new&lt;br /&gt;
saving throw against the relevant effect.&lt;br /&gt;
Protection from Poison&lt;br /&gt;
2nd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You touch a creature. If it is poisoned, you neutralize&lt;br /&gt;
the poison. If more than one poison afflicts the target,&lt;br /&gt;
you neutralize one poison that you know is present,&lt;br /&gt;
or you neutralize one at random.&lt;br /&gt;
For the duration, the target has advantage on&lt;br /&gt;
saving throws against being poisoned, and it has&lt;br /&gt;
resistance to poison damage.&lt;br /&gt;
Purify Food and Drink&lt;br /&gt;
1st-­‐‑level transmutation (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
All nonmagical food and drink within a 5-­‐‑foot-­‐‑radius&lt;br /&gt;
sphere centered on a point of your choice within&lt;br /&gt;
range is purified and rendered free of poison and&lt;br /&gt;
disease.&lt;br /&gt;
Raise Dead&lt;br /&gt;
5th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a diamond worth at least 500&lt;br /&gt;
gp, which the spell consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You return a dead creature you touch to life,&lt;br /&gt;
provided that it has been dead no longer than 10&lt;br /&gt;
days. If the creature’s soul is both willing and at&lt;br /&gt;
liberty to rejoin the body, the creature returns to life&lt;br /&gt;
with 1 hit point.&lt;br /&gt;
This spell also neutralizes any poisons and cures&lt;br /&gt;
nonmagical diseases that affected the creature at the&lt;br /&gt;
time it died. This spell doesn’t, however, remove&lt;br /&gt;
magical diseases, curses, or similar effects; if these&lt;br /&gt;
aren’t first removed prior to casting the spell, they&lt;br /&gt;
take effect when the creature returns to life. The&lt;br /&gt;
spell can’t return an undead creature to life.&lt;br /&gt;
This spell closes all mortal wounds, but it doesn’t&lt;br /&gt;
restore missing body parts. If the creature is lacking&lt;br /&gt;
body parts or organs integral for its survival—its&lt;br /&gt;
head, for instance—the spell automatically fails.&lt;br /&gt;
Coming back from the dead is an ordeal. The&lt;br /&gt;
target takes a −4 penalty to all attack rolls, saving&lt;br /&gt;
throws, and ability checks. Every time the target&lt;br /&gt;
finishes a long rest, the penalty is reduced by 1 until&lt;br /&gt;
it disappears.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 174&lt;br /&gt;
Ray of Enfeeblement&lt;br /&gt;
2nd-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A black beam of enervating energy springs from&lt;br /&gt;
your finger toward a creature within range. Make a&lt;br /&gt;
ranged spell attack against the target. On a hit, the&lt;br /&gt;
target deals only half damage with weapon attacks&lt;br /&gt;
that use Strength until the spell ends.&lt;br /&gt;
At the end of each of the target’s turns, it can make&lt;br /&gt;
a Constitution saving throw against the spell. On a&lt;br /&gt;
success, the spell ends.&lt;br /&gt;
Ray of Frost&lt;br /&gt;
Evocation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A frigid beam of blue-­‐‑white light streaks toward a&lt;br /&gt;
creature within range. Make a ranged spell attack&lt;br /&gt;
against the target. On a hit, it takes 1d8 cold damage,&lt;br /&gt;
and its speed is reduced by 10 feet until the start of&lt;br /&gt;
your next turn.&lt;br /&gt;
The spell’s damage increases by 1d8 when you&lt;br /&gt;
reach 5th level (2d8), 11th level (3d8), and 17th&lt;br /&gt;
level (4d8).&lt;br /&gt;
Regenerate&lt;br /&gt;
7th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a prayer wheel and holy&lt;br /&gt;
water)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You touch a creature and stimulate its natural&lt;br /&gt;
healing ability. The target regains 4d8 + 15 hit points.&lt;br /&gt;
For the duration of the spell, the target regains 1 hit&lt;br /&gt;
point at the start of each of its turns (10 hit points&lt;br /&gt;
each minute).&lt;br /&gt;
The target’s severed body members (fingers, legs,&lt;br /&gt;
tails, and so on), if any, are restored after 2 minutes.&lt;br /&gt;
If you have the severed part and hold it to the stump,&lt;br /&gt;
the spell instantaneously causes the limb to knit to&lt;br /&gt;
the stump.&lt;br /&gt;
Reincarnate&lt;br /&gt;
5th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (rare oils and unguents worth&lt;br /&gt;
at least 1,000 gp, which the spell consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You touch a dead humanoid or a piece of a dead&lt;br /&gt;
humanoid. Provided that the creature has been dead&lt;br /&gt;
no longer than 10 days, the spell forms a new adult&lt;br /&gt;
body for it and then calls the soul to enter that body.&lt;br /&gt;
If the target’s soul isn’t free or willing to do so, the&lt;br /&gt;
spell fails.&lt;br /&gt;
The magic fashions a new body for the creature to&lt;br /&gt;
inhabit, which likely causes the creature’s race to&lt;br /&gt;
change. The GM rolls a d100 and consults the&lt;br /&gt;
following table to determine what form the creature&lt;br /&gt;
takes when restored to life, or the GM chooses a&lt;br /&gt;
form.&lt;br /&gt;
d100 Race&lt;br /&gt;
01–04 Dragonborn&lt;br /&gt;
05–13 Dwarf, hill&lt;br /&gt;
14–21 Dwarf, mountain&lt;br /&gt;
22–25 Elf, dark&lt;br /&gt;
26–34 Elf, high&lt;br /&gt;
35–42 Elf, wood&lt;br /&gt;
43–46 Gnome, forest&lt;br /&gt;
47–52 Gnome, rock&lt;br /&gt;
53–56 Half-­‐elf&lt;br /&gt;
57–60 Half-­‐orc&lt;br /&gt;
61–68 Halfling, lightfoot&lt;br /&gt;
69–76 Halfling, stout&lt;br /&gt;
77–96 Human&lt;br /&gt;
97–00 Tiefling&lt;br /&gt;
The reincarnated creature recalls its former life&lt;br /&gt;
and experiences. It retains the capabilities it had in&lt;br /&gt;
its original form, except it exchanges its original race&lt;br /&gt;
for the new one and changes its racial traits&lt;br /&gt;
accordingly.&lt;br /&gt;
Remove Curse&lt;br /&gt;
3rd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
At your touch, all curses affecting one creature or&lt;br /&gt;
object end. If the object is a cursed magic item, its&lt;br /&gt;
curse remains, but the spell breaks its owner’s&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 175&lt;br /&gt;
attunement to the object so it can be removed or&lt;br /&gt;
discarded.&lt;br /&gt;
Resilient Sphere&lt;br /&gt;
4th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a hemispherical piece of clear&lt;br /&gt;
crystal and a matching hemispherical piece of gum&lt;br /&gt;
arabic)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A sphere of shimmering force encloses a creature or&lt;br /&gt;
object of Large size or smaller within range. An&lt;br /&gt;
unwilling creature must make a Dexterity saving&lt;br /&gt;
throw. On a failed save, the creature is enclosed for&lt;br /&gt;
the duration.&lt;br /&gt;
Nothing—not physical objects, energy, or other&lt;br /&gt;
spell effects—can pass through the barrier, in or out,&lt;br /&gt;
though a creature in the sphere can breathe there.&lt;br /&gt;
The sphere is immune to all damage, and a creature&lt;br /&gt;
or object inside can’t be damaged by attacks or&lt;br /&gt;
effects originating from outside, nor can a creature&lt;br /&gt;
inside the sphere damage anything outside it.&lt;br /&gt;
The sphere is weightless and just large enough to&lt;br /&gt;
contain the creature or object inside. An enclosed&lt;br /&gt;
creature can use its action to push against the&lt;br /&gt;
sphere’s walls and thus roll the sphere at up to half&lt;br /&gt;
the creature’s speed. Similarly, the globe can be&lt;br /&gt;
picked up and moved by other creatures.&lt;br /&gt;
A disintegrate spell targeting the globe destroys it&lt;br /&gt;
without harming anything inside it.&lt;br /&gt;
Resistance&lt;br /&gt;
Abjuration cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a miniature cloak)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You touch one willing creature. Once before the spell&lt;br /&gt;
ends, the target can roll a d4 and add the number&lt;br /&gt;
rolled to one saving throw of its choice. It can roll the&lt;br /&gt;
die before or after making the saving throw. The&lt;br /&gt;
spell then ends.&lt;br /&gt;
Resurrection&lt;br /&gt;
7th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a diamond worth at least&lt;br /&gt;
1,000 gp, which the spell consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You touch a dead creature that has been dead for no&lt;br /&gt;
more than a century, that didn’t die of old age, and&lt;br /&gt;
that isn’t undead. If its soul is free and willing, the&lt;br /&gt;
target returns to life with all its hit points.&lt;br /&gt;
This spell neutralizes any poisons and cures&lt;br /&gt;
normal diseases afflicting the creature when it died.&lt;br /&gt;
It doesn’t, however, remove magical diseases, curses,&lt;br /&gt;
and the like; if such effects aren’t removed prior to&lt;br /&gt;
casting the spell, they afflict the target on its return&lt;br /&gt;
to life.&lt;br /&gt;
This spell closes all mortal wounds and restores&lt;br /&gt;
any missing body parts.&lt;br /&gt;
Coming back from the dead is an ordeal. The&lt;br /&gt;
target takes a −4 penalty to all attack rolls, saving&lt;br /&gt;
throws, and ability checks. Every time the target&lt;br /&gt;
finishes a long rest, the penalty is reduced by 1 until&lt;br /&gt;
it disappears.&lt;br /&gt;
Casting this spell to restore life to a creature that&lt;br /&gt;
has been dead for one year or longer taxes you&lt;br /&gt;
greatly. Until you finish a long rest, you can’t cast&lt;br /&gt;
spells again, and you have disadvantage on all attack&lt;br /&gt;
rolls, ability checks, and saving throws.&lt;br /&gt;
Reverse Gravity&lt;br /&gt;
7th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 100 feet&lt;br /&gt;
Components: V, S, M (a lodestone and iron filings)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
This spell reverses gravity in a 50-­‐‑foot-­‐‑radius, 100-­‐‑&lt;br /&gt;
foot high cylinder centered on a point within range.&lt;br /&gt;
All creatures and objects that aren’t somehow&lt;br /&gt;
anchored to the ground in the area fall upward and&lt;br /&gt;
reach the top of the area when you cast this spell. A&lt;br /&gt;
creature can make a Dexterity saving throw to grab&lt;br /&gt;
onto a fixed object it can reach, thus avoiding the fall.&lt;br /&gt;
If some solid object (such as a ceiling) is&lt;br /&gt;
encountered in this fall, falling objects and creatures&lt;br /&gt;
strike it just as they would during a normal&lt;br /&gt;
downward fall. If an object or creature reaches the&lt;br /&gt;
top of the area without striking anything, it remains&lt;br /&gt;
there, oscillating slightly, for the duration.&lt;br /&gt;
At the end of the duration, affected objects and&lt;br /&gt;
creatures fall back down.&lt;br /&gt;
Revivify&lt;br /&gt;
3rd-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (diamonds worth 300 gp,&lt;br /&gt;
which the spell consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 176&lt;br /&gt;
You touch a creature that has died within the last&lt;br /&gt;
minute. That creature returns to life with 1 hit point.&lt;br /&gt;
This spell can’t return to life a creature that has died&lt;br /&gt;
of old age, nor can it restore any missing body parts.&lt;br /&gt;
Rope Trick&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (powdered corn extract and a&lt;br /&gt;
twisted loop of parchment)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You touch a length of rope that is up to 60 feet long.&lt;br /&gt;
One end of the rope then rises into the air until the&lt;br /&gt;
whole rope hangs perpendicular to the ground. At&lt;br /&gt;
the upper end of the rope, an invisible entrance&lt;br /&gt;
opens to an extradimensional space that lasts until&lt;br /&gt;
the spell ends.&lt;br /&gt;
The extradimensional space can be reached by&lt;br /&gt;
climbing to the top of the rope. The space can hold as&lt;br /&gt;
many as eight Medium or smaller creatures. The&lt;br /&gt;
rope can be pulled into the space, making the rope&lt;br /&gt;
disappear from view outside the space.&lt;br /&gt;
Attacks and spells can’t cross through the entrance&lt;br /&gt;
into or out of the extradimensional space, but those&lt;br /&gt;
inside can see out of it as if through a 3-­‐‑foot-­‐‑by-­‐‑5-­‐‑&lt;br /&gt;
foot window centered on the rope.&lt;br /&gt;
Anything inside the extradimensional space drops&lt;br /&gt;
out when the spell ends.&lt;br /&gt;
Sacred Flame&lt;br /&gt;
Evocation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Flame-­‐‑like radiance descends on a creature that you&lt;br /&gt;
can see within range. The target must succeed on a&lt;br /&gt;
Dexterity saving throw or take 1d8 radiant damage.&lt;br /&gt;
The target gains no benefit from cover for this saving&lt;br /&gt;
throw.&lt;br /&gt;
The spell’s damage increases by 1d8 when you&lt;br /&gt;
reach 5th level (2d8), 11th level (3d8), and 17th&lt;br /&gt;
level (4d8).&lt;br /&gt;
Sanctuary&lt;br /&gt;
1st-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a small silver mirror)&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
You ward a creature within range against attack.&lt;br /&gt;
Until the spell ends, any creature who targets the&lt;br /&gt;
warded creature with an attack or a harmful spell&lt;br /&gt;
must first make a Wisdom saving throw. On a failed&lt;br /&gt;
save, the creature must choose a new target or lose&lt;br /&gt;
the attack or spell. This spell doesn’t protect the&lt;br /&gt;
warded creature from area effects, such as the&lt;br /&gt;
explosion of a fireball.&lt;br /&gt;
If the warded creature makes an attack or casts a&lt;br /&gt;
spell that affects an enemy creature, this spell ends.&lt;br /&gt;
Scorching Ray&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You create three rays of fire and hurl them at targets&lt;br /&gt;
within range. You can hurl them at one target or&lt;br /&gt;
several.&lt;br /&gt;
Make a ranged spell attack for each ray. On a hit,&lt;br /&gt;
the target takes 2d6 fire damage.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, you create one&lt;br /&gt;
additional ray for each slot level above 2nd.&lt;br /&gt;
Scrying&lt;br /&gt;
5th-­‐‑level divination&lt;br /&gt;
Casting Time: 10 minutes&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a focus worth at least 1,000&lt;br /&gt;
gp, such as a crystal ball, a silver mirror, or a font&lt;br /&gt;
filled with holy water)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You can see and hear a particular creature you&lt;br /&gt;
choose that is on the same plane of existence as you.&lt;br /&gt;
The target must make a Wisdom saving throw,&lt;br /&gt;
which is modified by how well you know the target&lt;br /&gt;
and the sort of physical connection you have to it. If&lt;br /&gt;
a target knows you’re casting this spell, it can fail the&lt;br /&gt;
saving throw voluntarily if it wants to be observed.&lt;br /&gt;
Knowledge Save Modifier&lt;br /&gt;
Secondhand (you have heard of the target) +5&lt;br /&gt;
Firsthand (you have met the target) +0&lt;br /&gt;
Familiar (you know the target well) −5&lt;br /&gt;
Connection Save Modifier&lt;br /&gt;
Likeness or picture −2&lt;br /&gt;
Possession or garment −4&lt;br /&gt;
Body part, lock of hair, bit of nail, or the like −10&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 177&lt;br /&gt;
On a successful save, the target isn’t affected, and&lt;br /&gt;
you can’t use this spell against it again for 24 hours.&lt;br /&gt;
On a failed save, the spell creates an invisible&lt;br /&gt;
sensor within 10 feet of the target. You can see and&lt;br /&gt;
hear through the sensor as if you were there. The&lt;br /&gt;
sensor moves with the target, remaining within 10&lt;br /&gt;
feet of it for the duration. A creature that can see&lt;br /&gt;
invisible objects sees the sensor as a luminous orb&lt;br /&gt;
about the size of your fist.&lt;br /&gt;
Instead of targeting a creature, you can choose a&lt;br /&gt;
location you have seen before as the target of this&lt;br /&gt;
spell. When you do, the sensor appears at that&lt;br /&gt;
location and doesn’t move.&lt;br /&gt;
Secret Chest&lt;br /&gt;
4th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (an exquisite chest, 3 feet by 2&lt;br /&gt;
feet by 2 feet, constructed from rare materials&lt;br /&gt;
worth at least 5,000 gp, and a Tiny replica made&lt;br /&gt;
from the same materials worth at least 50 gp)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You hide a chest, and all its contents, on the Ethereal&lt;br /&gt;
Plane. You must touch the chest and the miniature&lt;br /&gt;
replica that serves as a material component for the&lt;br /&gt;
spell. The chest can contain up to 12 cubic feet of&lt;br /&gt;
nonliving material (3 feet by 2 feet by 2 feet).&lt;br /&gt;
While the chest remains on the Ethereal Plane, you&lt;br /&gt;
can use an action and touch the replica to recall the&lt;br /&gt;
chest. It appears in an unoccupied space on the&lt;br /&gt;
ground within 5 feet of you. You can send the chest&lt;br /&gt;
back to the Ethereal Plane by using an action and&lt;br /&gt;
touching both the chest and the replica.&lt;br /&gt;
After 60 days, there is a cumulative 5 percent&lt;br /&gt;
chance per day that the spell’s effect ends. This effect&lt;br /&gt;
ends if you cast this spell again, if the smaller replica&lt;br /&gt;
chest is destroyed, or if you choose to end the spell&lt;br /&gt;
as an action. If the spell ends and the larger chest is&lt;br /&gt;
on the Ethereal Plane, it is irretrievably lost.&lt;br /&gt;
See Invisibility&lt;br /&gt;
2nd-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a pinch of talc and a small&lt;br /&gt;
sprinkling of powdered silver)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
For the duration, you see invisible creatures and&lt;br /&gt;
objects as if they were visible, and you can see into&lt;br /&gt;
the Ethereal Plane. Ethereal creatures and objects&lt;br /&gt;
appear ghostly and translucent.&lt;br /&gt;
Seeming&lt;br /&gt;
5th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
This spell allows you to change the appearance of&lt;br /&gt;
any number of creatures that you can see within&lt;br /&gt;
range. You give each target you choose a new,&lt;br /&gt;
illusory appearance. An unwilling target can make a&lt;br /&gt;
Charisma saving throw, and if it succeeds, it is&lt;br /&gt;
unaffected by this spell.&lt;br /&gt;
The spell disguises physical appearance as well as&lt;br /&gt;
clothing, armor, weapons, and equipment. You can&lt;br /&gt;
make each creature seem 1 foot shorter or taller and&lt;br /&gt;
appear thin, fat, or in between. You can’t change a&lt;br /&gt;
target’s body type, so you must choose a form that&lt;br /&gt;
has the same basic arrangement of limbs. Otherwise,&lt;br /&gt;
the extent of the illusion is up to you. The spell lasts&lt;br /&gt;
for the duration, unless you use your action to&lt;br /&gt;
dismiss it sooner.&lt;br /&gt;
The changes wrought by this spell fail to hold up&lt;br /&gt;
to physical inspection. For example, if you use this&lt;br /&gt;
spell to add a hat to a creature’s outfit, objects pass&lt;br /&gt;
through the hat, and anyone who touches it would&lt;br /&gt;
feel nothing or would feel the creature’s head and&lt;br /&gt;
hair. If you use this spell to appear thinner than you&lt;br /&gt;
are, the hand of someone who reaches out to touch&lt;br /&gt;
you would bump into you while it was seemingly&lt;br /&gt;
still in midair.&lt;br /&gt;
A creature can use its action to inspect a target&lt;br /&gt;
and make an Intelligence (Investigation) check&lt;br /&gt;
against your spell save DC. If it succeeds, it becomes&lt;br /&gt;
aware that the target is disguised.&lt;br /&gt;
Sending&lt;br /&gt;
3rd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Unlimited&lt;br /&gt;
Components: V, S, M (a short piece of fine copper&lt;br /&gt;
wire)&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
You send a short message of twenty-­‐‑five words or&lt;br /&gt;
less to a creature with which you are familiar. The&lt;br /&gt;
creature hears the message in its mind, recognizes&lt;br /&gt;
you as the sender if it knows you, and can answer in&lt;br /&gt;
a like manner immediately. The spell enables&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 178&lt;br /&gt;
creatures with Intelligence scores of at least 1 to&lt;br /&gt;
understand the meaning of your message.&lt;br /&gt;
You can send the message across any distance and&lt;br /&gt;
even to other planes of existence, but if the target is&lt;br /&gt;
on a different plane than you, there is a 5 percent&lt;br /&gt;
chance that the message doesn’t arrive.&lt;br /&gt;
Sequester&lt;br /&gt;
7th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a powder composed of&lt;br /&gt;
diamond, emerald, ruby, and sapphire dust worth&lt;br /&gt;
at least 5,000 gp, which the spell consumes)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
By means of this spell, a willing creature or an object&lt;br /&gt;
can be hidden away, safe from detection for the&lt;br /&gt;
duration. When you cast the spell and touch the&lt;br /&gt;
target, it becomes invisible and can’t be targeted by&lt;br /&gt;
divination spells or perceived through scrying&lt;br /&gt;
sensors created by divination spells.&lt;br /&gt;
If the target is a creature, it falls into a state of&lt;br /&gt;
suspended animation. Time ceases to flow for it, and&lt;br /&gt;
it doesn’t grow older.&lt;br /&gt;
You can set a condition for the spell to end early.&lt;br /&gt;
The condition can be anything you choose, but it&lt;br /&gt;
must occur or be visible within 1 mile of the target.&lt;br /&gt;
Examples include “after 1,000 years” or “when the&lt;br /&gt;
tarrasque awakens.” This spell also ends if the target&lt;br /&gt;
takes any damage.&lt;br /&gt;
Shapechange&lt;br /&gt;
9th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S, M (a jade circlet worth at least&lt;br /&gt;
1,500 gp, which you must place on your head&lt;br /&gt;
before you cast the spell)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You assume the form of a different creature for the&lt;br /&gt;
duration. The new form can be of any creature with&lt;br /&gt;
a challenge rating equal to your level or lower. The&lt;br /&gt;
creature can’t be a construct or an undead, and you&lt;br /&gt;
must have seen the sort of creature at least once.&lt;br /&gt;
You transform into an average example of that&lt;br /&gt;
creature, one without any class levels or the&lt;br /&gt;
Spellcasting trait.&lt;br /&gt;
Your game statistics are replaced by the statistics&lt;br /&gt;
of the chosen creature, though you retain your&lt;br /&gt;
alignment and Intelligence, Wisdom, and Charisma&lt;br /&gt;
scores. You also retain all of your skill and saving&lt;br /&gt;
throw proficiencies, in addition to gaining those of&lt;br /&gt;
the creature. If the creature has the same proficiency&lt;br /&gt;
as you and the bonus listed in its statistics is higher&lt;br /&gt;
than yours, use the creature’s bonus in place of&lt;br /&gt;
yours. You can’t use any legendary actions or lair&lt;br /&gt;
actions of the new form.&lt;br /&gt;
You assume the hit points and Hit Dice of the new&lt;br /&gt;
form. When you revert to your normal form, you&lt;br /&gt;
return to the number of hit points you had before&lt;br /&gt;
you transformed. If you revert as a result of&lt;br /&gt;
dropping to 0 hit points, any excess damage carries&lt;br /&gt;
over to your normal form. As long as the excess&lt;br /&gt;
damage doesn’t reduce your normal form to 0 hit&lt;br /&gt;
points, you aren’t knocked unconscious.&lt;br /&gt;
You retain the benefit of any features from your&lt;br /&gt;
class, race, or other source and can use them,&lt;br /&gt;
provided that your new form is physically capable of&lt;br /&gt;
doing so. You can’t use any special senses you have&lt;br /&gt;
(for example, darkvision) unless your new form also&lt;br /&gt;
has that sense. You can only speak if the creature can&lt;br /&gt;
normally speak.&lt;br /&gt;
When you transform, you choose whether your&lt;br /&gt;
equipment falls to the ground, merges into the new&lt;br /&gt;
form, or is worn by it. Worn equipment functions as&lt;br /&gt;
normal. The GM determines whether it is practical&lt;br /&gt;
for the new form to wear a piece of equipment,&lt;br /&gt;
based on the creature’s shape and size. Your&lt;br /&gt;
equipment doesn’t change shape or size to match the&lt;br /&gt;
new form, and any equipment that the new form&lt;br /&gt;
can’t wear must either fall to the ground or merge&lt;br /&gt;
into your new form. Equipment that merges has no&lt;br /&gt;
effect in that state.&lt;br /&gt;
During this spell’s duration, you can use your&lt;br /&gt;
action to assume a different form following the same&lt;br /&gt;
restrictions and rules for the original form, with one&lt;br /&gt;
exception: if your new form has more hit points than&lt;br /&gt;
your current one, your hit points remain at their&lt;br /&gt;
current value.&lt;br /&gt;
Shatter&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a chip of mica)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A sudden loud ringing noise, painfully intense,&lt;br /&gt;
erupts from a point of your choice within range.&lt;br /&gt;
Each creature in a 10-­‐‑foot-­‐‑radius sphere centered on&lt;br /&gt;
that point must make a Constitution saving throw. A&lt;br /&gt;
creature takes 3d8 thunder damage on a failed save,&lt;br /&gt;
or half as much damage on a successful one. A&lt;br /&gt;
creature made of inorganic material such as stone,&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 179&lt;br /&gt;
crystal, or metal has disadvantage on this saving&lt;br /&gt;
throw.&lt;br /&gt;
A nonmagical object that isn’t being worn or&lt;br /&gt;
carried also takes the damage if it’s in the spell’s&lt;br /&gt;
area.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, the damage&lt;br /&gt;
increases by 1d8 for each slot level above 2nd.&lt;br /&gt;
Shield&lt;br /&gt;
1st-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 reaction, which you take when you&lt;br /&gt;
are hit by an attack or targeted by the magic&lt;br /&gt;
missile spell&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
An invisible barrier of magical force appears and&lt;br /&gt;
protects you. Until the start of your next turn, you&lt;br /&gt;
have a +5 bonus to AC, including against the&lt;br /&gt;
triggering attack, and you take no damage from&lt;br /&gt;
magic missile.&lt;br /&gt;
Shield of Faith&lt;br /&gt;
1st-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a small parchment with a bit&lt;br /&gt;
of holy text written on it)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
A shimmering field appears and surrounds a&lt;br /&gt;
creature of your choice within range, granting it a +2&lt;br /&gt;
bonus to AC for the duration.&lt;br /&gt;
Shillelagh&lt;br /&gt;
Transmutation cantrip&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (mistletoe, a shamrock leaf,&lt;br /&gt;
and a club or quarterstaff)&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
The wood of a club or quarterstaff you are holding is&lt;br /&gt;
imbued with nature’s power. For the duration, you&lt;br /&gt;
can use your spellcasting ability instead of Strength&lt;br /&gt;
for the attack and damage rolls of melee attacks&lt;br /&gt;
using that weapon, and the weapon’s damage die&lt;br /&gt;
becomes a d8. The weapon also becomes magical, if&lt;br /&gt;
it isn’t already. The spell ends if you cast it again or if&lt;br /&gt;
you let go of the weapon.&lt;br /&gt;
Shocking Grasp&lt;br /&gt;
Evocation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Lightning springs from your hand to deliver a shock&lt;br /&gt;
to a creature you try to touch. Make a melee spell&lt;br /&gt;
attack against the target. You have advantage on the&lt;br /&gt;
attack roll if the target is wearing armor made of&lt;br /&gt;
metal. On a hit, the target takes 1d8 lightning&lt;br /&gt;
damage, and it can’t take reactions until the start of&lt;br /&gt;
its next turn.&lt;br /&gt;
The spell’s damage increases by 1d8 when you&lt;br /&gt;
reach 5th level (2d8), 11th level (3d8), and 17th&lt;br /&gt;
level (4d8).&lt;br /&gt;
Silence&lt;br /&gt;
2nd-­‐‑level illusion (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
For the duration, no sound can be created within or&lt;br /&gt;
pass through a 20-­‐‑foot-­‐‑radius sphere centered on a&lt;br /&gt;
point you choose within range. Any creature or&lt;br /&gt;
object entirely inside the sphere is immune to&lt;br /&gt;
thunder damage, and creatures are deafened while&lt;br /&gt;
entirely inside it. Casting a spell that includes a&lt;br /&gt;
verbal component is impossible there.&lt;br /&gt;
Silent Image&lt;br /&gt;
1st-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a bit of fleece)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You create the image of an object, a creature, or&lt;br /&gt;
some other visible phenomenon that is no larger&lt;br /&gt;
than a 15-­‐‑foot cube. The image appears at a spot&lt;br /&gt;
within range and lasts for the duration. The image is&lt;br /&gt;
purely visual; it isn’t accompanied by sound, smell,&lt;br /&gt;
or other sensory effects.&lt;br /&gt;
You can use your action to cause the image to&lt;br /&gt;
move to any spot within range. As the image changes&lt;br /&gt;
location, you can alter its appearance so that its&lt;br /&gt;
movements appear natural for the image. For&lt;br /&gt;
example, if you create an image of a creature and&lt;br /&gt;
move it, you can alter the image so that it appears to&lt;br /&gt;
be walking.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 180&lt;br /&gt;
Physical interaction with the image reveals it to be&lt;br /&gt;
an illusion, because things can pass through it. A&lt;br /&gt;
creature that uses its action to examine the image&lt;br /&gt;
can determine that it is an illusion with a successful&lt;br /&gt;
Intelligence (Investigation) check against your spell&lt;br /&gt;
save DC. If a creature discerns the illusion for what it&lt;br /&gt;
is, the creature can see through the image.&lt;br /&gt;
Simulacrum&lt;br /&gt;
7th-­‐‑level illusion&lt;br /&gt;
Casting Time: 12 hours&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (snow or ice in quantities&lt;br /&gt;
sufficient to made a life-­‐‑size copy of the duplicated&lt;br /&gt;
creature; some hair, fingernail clippings, or other&lt;br /&gt;
piece of that creature’s body placed inside the&lt;br /&gt;
snow or ice; and powdered ruby worth 1,500 gp,&lt;br /&gt;
sprinkled over the duplicate and consumed by the&lt;br /&gt;
spell)&lt;br /&gt;
Duration: Until dispelled&lt;br /&gt;
You shape an illusory duplicate of one beast or&lt;br /&gt;
humanoid that is within range for the entire casting&lt;br /&gt;
time of the spell. The duplicate is a creature, partially&lt;br /&gt;
real and formed from ice or snow, and it can take&lt;br /&gt;
actions and otherwise be affected as a normal&lt;br /&gt;
creature. It appears to be the same as the original,&lt;br /&gt;
but it has half the creature’s hit point maximum and&lt;br /&gt;
is formed without any equipment. Otherwise, the&lt;br /&gt;
illusion uses all the statistics of the creature it&lt;br /&gt;
duplicates.&lt;br /&gt;
The simulacrum is friendly to you and creatures&lt;br /&gt;
you designate. It obeys your spoken commands,&lt;br /&gt;
moving and acting in accordance with your wishes&lt;br /&gt;
and acting on your turn in combat. The simulacrum&lt;br /&gt;
lacks the ability to learn or become more powerful,&lt;br /&gt;
so it never increases its level or other abilities, nor&lt;br /&gt;
can it regain expended spell slots.&lt;br /&gt;
If the simulacrum is damaged, you can repair it in&lt;br /&gt;
an alchemical laboratory, using rare herbs and&lt;br /&gt;
minerals worth 100 gp per hit point it regains. The&lt;br /&gt;
simulacrum lasts until it drops to 0 hit points, at&lt;br /&gt;
which point it reverts to snow and melts instantly.&lt;br /&gt;
If you cast this spell again, any currently active&lt;br /&gt;
duplicates you created with this spell are instantly&lt;br /&gt;
destroyed.&lt;br /&gt;
Sleep&lt;br /&gt;
1st-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S, M (a pinch of fine sand, rose&lt;br /&gt;
petals, or a cricket)&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
This spell sends creatures into a magical slumber.&lt;br /&gt;
Roll 5d8; the total is how many hit points of&lt;br /&gt;
creatures this spell can affect. Creatures within 20&lt;br /&gt;
feet of a point you choose within range are affected&lt;br /&gt;
in ascending order of their current hit points&lt;br /&gt;
(ignoring unconscious creatures).&lt;br /&gt;
Starting with the creature that has the lowest&lt;br /&gt;
current hit points, each creature affected by this&lt;br /&gt;
spell falls unconscious until the spell ends, the&lt;br /&gt;
sleeper takes damage, or someone uses an action to&lt;br /&gt;
shake or slap the sleeper awake. Subtract each&lt;br /&gt;
creature’s hit points from the total before moving on&lt;br /&gt;
to the creature with the next lowest hit points. A&lt;br /&gt;
creature’s hit points must be equal to or less than&lt;br /&gt;
the remaining total for that creature to be affected.&lt;br /&gt;
Undead and creatures immune to being charmed&lt;br /&gt;
aren’t affected by this spell.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, roll an additional&lt;br /&gt;
2d8 for each slot level above 1st.&lt;br /&gt;
Sleet Storm&lt;br /&gt;
3rd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S, M (a pinch of dust and a few&lt;br /&gt;
drops of water)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Until the spell ends, freezing rain and sleet fall in a&lt;br /&gt;
20-­‐‑foot-­‐‑tall cylinder with a 40-­‐‑foot radius centered&lt;br /&gt;
on a point you choose within range. The area is&lt;br /&gt;
heavily obscured, and exposed flames in the area are&lt;br /&gt;
doused.&lt;br /&gt;
The ground in the area is covered with slick ice,&lt;br /&gt;
making it difficult terrain. When a creature enters&lt;br /&gt;
the spell’s area for the first time on a turn or starts&lt;br /&gt;
its turn there, it must make a Dexterity saving throw.&lt;br /&gt;
On a failed save, it falls prone.&lt;br /&gt;
If a creature is concentrating in the spell’s area,&lt;br /&gt;
the creature must make a successful Constitution&lt;br /&gt;
saving throw against your spell save DC or lose&lt;br /&gt;
concentration.&lt;br /&gt;
Slow&lt;br /&gt;
3rd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a drop of molasses)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 181&lt;br /&gt;
You alter time around up to six creatures of your&lt;br /&gt;
choice in a 40-­‐‑foot cube within range. Each target&lt;br /&gt;
must succeed on a Wisdom saving throw or be&lt;br /&gt;
affected by this spell for the duration.&lt;br /&gt;
An affected target’s speed is halved, it takes a −2&lt;br /&gt;
penalty to AC and Dexterity saving throws, and it&lt;br /&gt;
can’t use reactions. On its turn, it can use either an&lt;br /&gt;
action or a bonus action, not both. Regardless of the&lt;br /&gt;
creature’s abilities or magic items, it can’t make&lt;br /&gt;
more than one melee or ranged attack during its&lt;br /&gt;
turn.&lt;br /&gt;
If the creature attempts to cast a spell with a&lt;br /&gt;
casting time of 1 action, roll a d20. On an 11 or&lt;br /&gt;
higher, the spell doesn’t take effect until the&lt;br /&gt;
creature’s next turn, and the creature must use its&lt;br /&gt;
action on that turn to complete the spell. If it can’t,&lt;br /&gt;
the spell is wasted.&lt;br /&gt;
A creature affected by this spell makes another&lt;br /&gt;
Wisdom saving throw at the end of its turn. On a&lt;br /&gt;
successful save, the effect ends for it.&lt;br /&gt;
Spare the Dying&lt;br /&gt;
Necromancy cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You touch a living creature that has 0 hit points. The&lt;br /&gt;
creature becomes stable. This spell has no effect on&lt;br /&gt;
undead or constructs.&lt;br /&gt;
Speak with Animals&lt;br /&gt;
1st-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 10 minutes&lt;br /&gt;
You gain the ability to comprehend and verbally&lt;br /&gt;
communicate with beasts for the duration. The&lt;br /&gt;
knowledge and awareness of many beasts is limited&lt;br /&gt;
by their intelligence, but at minimum, beasts can&lt;br /&gt;
give you information about nearby locations and&lt;br /&gt;
monsters, including whatever they can perceive or&lt;br /&gt;
have perceived within the past day. You might be&lt;br /&gt;
able to persuade a beast to perform a small favor for&lt;br /&gt;
you, at the GM’s discretion.&lt;br /&gt;
Speak with Dead&lt;br /&gt;
3rd-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S, M (burning incense)&lt;br /&gt;
Duration: 10 minutes&lt;br /&gt;
You grant the semblance of life and intelligence to a&lt;br /&gt;
corpse of your choice within range, allowing it to&lt;br /&gt;
answer the questions you pose. The corpse must still&lt;br /&gt;
have a mouth and can’t be undead. The spell fails if&lt;br /&gt;
the corpse was the target of this spell within the last&lt;br /&gt;
10 days.&lt;br /&gt;
Until the spell ends, you can ask the corpse up to&lt;br /&gt;
five questions. The corpse knows only what it knew&lt;br /&gt;
in life, including the languages it knew. Answers are&lt;br /&gt;
usually brief, cryptic, or repetitive, and the corpse is&lt;br /&gt;
under no compulsion to offer a truthful answer if&lt;br /&gt;
you are hostile to it or it recognizes you as an enemy.&lt;br /&gt;
This spell doesn’t return the creature’s soul to its&lt;br /&gt;
body, only its animating spirit. Thus, the corpse can’t&lt;br /&gt;
learn new information, doesn’t comprehend&lt;br /&gt;
anything that has happened since it died, and can’t&lt;br /&gt;
speculate about future events.&lt;br /&gt;
Speak with Plants&lt;br /&gt;
3rd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (30-­‐‑foot radius)&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 10 minutes&lt;br /&gt;
You imbue plants within 30 feet of you with limited&lt;br /&gt;
sentience and animation, giving them the ability to&lt;br /&gt;
communicate with you and follow your simple&lt;br /&gt;
commands. You can question plants about events in&lt;br /&gt;
the spell’s area within the past day, gaining&lt;br /&gt;
information about creatures that have passed,&lt;br /&gt;
weather, and other circumstances.&lt;br /&gt;
You can also turn difficult terrain caused by plant&lt;br /&gt;
growth (such as thickets and undergrowth) into&lt;br /&gt;
ordinary terrain that lasts for the duration. Or you&lt;br /&gt;
can turn ordinary terrain where plants are present&lt;br /&gt;
into difficult terrain that lasts for the duration,&lt;br /&gt;
causing vines and branches to hinder pursuers, for&lt;br /&gt;
example.&lt;br /&gt;
Plants might be able to perform other tasks on&lt;br /&gt;
your behalf, at the GM’s discretion. The spell doesn’t&lt;br /&gt;
enable plants to uproot themselves and move about,&lt;br /&gt;
but they can freely move branches, tendrils, and&lt;br /&gt;
stalks.&lt;br /&gt;
If a plant creature is in the area, you can&lt;br /&gt;
communicate with it as if you shared a common&lt;br /&gt;
language, but you gain no magical ability to influence&lt;br /&gt;
it.&lt;br /&gt;
This spell can cause the plants created by the&lt;br /&gt;
entangle spell to release a restrained creature.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 182&lt;br /&gt;
Spider Climb&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a drop of bitumen and a&lt;br /&gt;
spider)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
Until the spell ends, one willing creature you touch&lt;br /&gt;
gains the ability to move up, down, and across&lt;br /&gt;
vertical surfaces and upside down along ceilings,&lt;br /&gt;
while leaving its hands free. The target also gains a&lt;br /&gt;
climbing speed equal to its walking speed.&lt;br /&gt;
Spike Growth&lt;br /&gt;
2nd-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S, M (seven sharp thorns or seven&lt;br /&gt;
small twigs, each sharpened to a point)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
The ground in a 20-­‐‑foot radius centered on a point&lt;br /&gt;
within range twists and sprouts hard spikes and&lt;br /&gt;
thorns. The area becomes difficult terrain for the&lt;br /&gt;
duration. When a creature moves into or within the&lt;br /&gt;
area, it takes 2d4 piercing damage for every 5 feet it&lt;br /&gt;
travels.&lt;br /&gt;
The transformation of the ground is camouflaged&lt;br /&gt;
to look natural. Any creature that can’t see the area&lt;br /&gt;
at the time the spell is cast must make a Wisdom&lt;br /&gt;
(Perception) check against your spell save DC to&lt;br /&gt;
recognize the terrain as hazardous before entering it.&lt;br /&gt;
Spirit Guardians&lt;br /&gt;
3rd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (15-­‐‑foot radius)&lt;br /&gt;
Components: V, S, M (a holy symbol)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You call forth spirits to protect you. They flit around&lt;br /&gt;
you to a distance of 15 feet for the duration. If you&lt;br /&gt;
are good or neutral, their spectral form appears&lt;br /&gt;
angelic or fey (your choice). If you are evil, they&lt;br /&gt;
appear fiendish.&lt;br /&gt;
When you cast this spell, you can designate any&lt;br /&gt;
number of creatures you can see to be unaffected by&lt;br /&gt;
it. An affected creature’s speed is halved in the area,&lt;br /&gt;
and when the creature enters the area for the first&lt;br /&gt;
time on a turn or starts its turn there, it must make a&lt;br /&gt;
Wisdom saving throw. On a failed save, the creature&lt;br /&gt;
takes 3d8 radiant damage (if you are good or&lt;br /&gt;
neutral) or 3d8 necrotic damage (if you are evil). On&lt;br /&gt;
a successful save, the creature takes half as much&lt;br /&gt;
damage.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the damage increases&lt;br /&gt;
by 1d8 for each slot level above 3rd.&lt;br /&gt;
Spiritual Weapon&lt;br /&gt;
2nd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 bonus action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 minute&lt;br /&gt;
You create a floating, spectral weapon within range&lt;br /&gt;
that lasts for the duration or until you cast this spell&lt;br /&gt;
again. When you cast the spell, you can make a melee&lt;br /&gt;
spell attack against a creature within 5 feet of the&lt;br /&gt;
weapon. On a hit, the target takes force damage&lt;br /&gt;
equal to 1d8 + your spellcasting ability modifier.&lt;br /&gt;
As a bonus action on your turn, you can move the&lt;br /&gt;
weapon up to 20 feet and repeat the attack against a&lt;br /&gt;
creature within 5 feet of it.&lt;br /&gt;
The weapon can take whatever form you choose.&lt;br /&gt;
Clerics of deities who are associated with a&lt;br /&gt;
particular weapon (as St. Cuthbert is known for his&lt;br /&gt;
mace and Thor for his hammer) make this spell’s&lt;br /&gt;
effect resemble that weapon.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 3rd level or higher, the damage&lt;br /&gt;
increases by 1d8 for every two slot levels above 2nd.&lt;br /&gt;
Stinking Cloud&lt;br /&gt;
3rd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 90 feet&lt;br /&gt;
Components: V, S, M (a rotten egg or several skunk&lt;br /&gt;
cabbage leaves)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You create a 20-­‐‑foot-­‐‑radius sphere of yellow,&lt;br /&gt;
nauseating gas centered on a point within range. The&lt;br /&gt;
cloud spreads around corners, and its area is heavily&lt;br /&gt;
obscured. The cloud lingers in the air for the&lt;br /&gt;
duration.&lt;br /&gt;
Each creature that is completely within the cloud&lt;br /&gt;
at the start of its turn must make a Constitution&lt;br /&gt;
saving throw against poison. On a failed save, the&lt;br /&gt;
creature spends its action that turn retching and&lt;br /&gt;
reeling. Creatures that don’t need to breathe or are&lt;br /&gt;
immune to poison automatically succeed on this&lt;br /&gt;
saving throw.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 183&lt;br /&gt;
A moderate wind (at least 10 miles per hour)&lt;br /&gt;
disperses the cloud after 4 rounds. A strong wind (at&lt;br /&gt;
least 20 miles per hour) disperses it after 1 round.&lt;br /&gt;
Stone Shape&lt;br /&gt;
4th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (soft clay, which must be&lt;br /&gt;
worked into roughly the desired shape of the&lt;br /&gt;
stone object)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You touch a stone object of Medium size or smaller&lt;br /&gt;
or a section of stone no more than 5 feet in any&lt;br /&gt;
dimension and form it into any shape that suits your&lt;br /&gt;
purpose. So, for example, you could shape a large&lt;br /&gt;
rock into a weapon, idol, or coffer, or make a small&lt;br /&gt;
passage through a wall, as long as the wall is less&lt;br /&gt;
than 5 feet thick. You could also shape a stone door&lt;br /&gt;
or its frame to seal the door shut. The object you&lt;br /&gt;
create can have up to two hinges and a latch, but&lt;br /&gt;
finer mechanical detail isn’t possible.&lt;br /&gt;
Stoneskin&lt;br /&gt;
4th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (diamond dust worth 100 gp,&lt;br /&gt;
which the spell consumes)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
This spell turns the flesh of a willing creature you&lt;br /&gt;
touch as hard as stone. Until the spell ends, the&lt;br /&gt;
target has resistance to nonmagical bludgeoning,&lt;br /&gt;
piercing, and slashing damage.&lt;br /&gt;
Storm of Vengeance&lt;br /&gt;
9th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Sight&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A churning storm cloud forms, centered on a point&lt;br /&gt;
you can see and spreading to a radius of 360 feet.&lt;br /&gt;
Lightning flashes in the area, thunder booms, and&lt;br /&gt;
strong winds roar. Each creature under the cloud&lt;br /&gt;
(no more than 5,000 feet beneath the cloud) when it&lt;br /&gt;
appears must make a Constitution saving throw. On&lt;br /&gt;
a failed save, a creature takes 2d6 thunder damage&lt;br /&gt;
and becomes deafened for 5 minutes.&lt;br /&gt;
Each round you maintain concentration on this&lt;br /&gt;
spell, the storm produces additional effects on your&lt;br /&gt;
turn.&lt;br /&gt;
Round 2. Acidic rain falls from the cloud. Each&lt;br /&gt;
creature and object under the cloud takes 1d6 acid&lt;br /&gt;
damage.&lt;br /&gt;
Round 3. You call six bolts of lightning from the&lt;br /&gt;
cloud to strike six creatures or objects of your choice&lt;br /&gt;
beneath the cloud. A given creature or object can’t be&lt;br /&gt;
struck by more than one bolt. A struck creature must&lt;br /&gt;
make a Dexterity saving throw. The creature takes&lt;br /&gt;
10d6 lightning damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
Round 4. Hailstones rain down from the cloud.&lt;br /&gt;
Each creature under the cloud takes 2d6&lt;br /&gt;
bludgeoning damage.&lt;br /&gt;
Round 5–10. Gusts and freezing rain assail the&lt;br /&gt;
area under the cloud. The area becomes difficult&lt;br /&gt;
terrain and is heavily obscured. Each creature there&lt;br /&gt;
takes 1d6 cold damage. Ranged weapon attacks in&lt;br /&gt;
the area are impossible. The wind and rain count as&lt;br /&gt;
a severe distraction for the purposes of maintaining&lt;br /&gt;
concentration on spells. Finally, gusts of strong wind&lt;br /&gt;
(ranging from 20 to 50 miles per hour)&lt;br /&gt;
automatically disperse fog, mists, and similar&lt;br /&gt;
phenomena in the area, whether mundane or&lt;br /&gt;
magical.&lt;br /&gt;
Suggestion&lt;br /&gt;
2nd-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, M (a snake’s tongue and either a bit&lt;br /&gt;
of honeycomb or a drop of sweet oil)&lt;br /&gt;
Duration: Concentration, up to 8 hours&lt;br /&gt;
You suggest a course of activity (limited to a&lt;br /&gt;
sentence or two) and magically influence a creature&lt;br /&gt;
you can see within range that can hear and&lt;br /&gt;
understand you. Creatures that can’t be charmed are&lt;br /&gt;
immune to this effect. The suggestion must be&lt;br /&gt;
worded in such a manner as to make the course of&lt;br /&gt;
action sound reasonable. Asking the creature to stab&lt;br /&gt;
itself, throw itself onto a spear, immolate itself, or do&lt;br /&gt;
some other obviously harmful act ends the spell.&lt;br /&gt;
The target must make a Wisdom saving throw. On&lt;br /&gt;
a failed save, it pursues the course of action you&lt;br /&gt;
described to the best of its ability. The suggested&lt;br /&gt;
course of action can continue for the entire duration.&lt;br /&gt;
If the suggested activity can be completed in a&lt;br /&gt;
shorter time, the spell ends when the subject&lt;br /&gt;
finishes what it was asked to do.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 184&lt;br /&gt;
You can also specify conditions that will trigger a&lt;br /&gt;
special activity during the duration. For example,&lt;br /&gt;
you might suggest that a knight give her warhorse to&lt;br /&gt;
the first beggar she meets. If the condition isn’t met&lt;br /&gt;
before the spell expires, the activity isn’t performed.&lt;br /&gt;
If you or any of your companions damage the&lt;br /&gt;
target, the spell ends.&lt;br /&gt;
Sunbeam&lt;br /&gt;
6th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (60-­‐‑foot line)&lt;br /&gt;
Components: V, S, M (a magnifying glass)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A beam of brilliant light flashes out from your hand&lt;br /&gt;
in a 5-­‐‑foot-­‐‑wide, 60-­‐‑foot-­‐‑long line. Each creature in&lt;br /&gt;
the line must make a Constitution saving throw. On a&lt;br /&gt;
failed save, a creature takes 6d8 radiant damage and&lt;br /&gt;
is blinded until your next turn. On a successful save,&lt;br /&gt;
it takes half as much damage and isn’t blinded by&lt;br /&gt;
this spell. Undead and oozes have disadvantage on&lt;br /&gt;
this saving throw.&lt;br /&gt;
You can create a new line of radiance as your&lt;br /&gt;
action on any turn until the spell ends.&lt;br /&gt;
For the duration, a mote of brilliant radiance&lt;br /&gt;
shines in your hand. It sheds bright light in a 30-­‐‑foot&lt;br /&gt;
radius and dim light for an additional 30 feet. This&lt;br /&gt;
light is sunlight.&lt;br /&gt;
Sunburst&lt;br /&gt;
8th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 150 feet&lt;br /&gt;
Components: V, S, M (fire and a piece of sunstone)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Brilliant sunlight flashes in a 60-­‐‑foot radius centered&lt;br /&gt;
on a point you choose within range. Each creature in&lt;br /&gt;
that light must make a Constitution saving throw. On&lt;br /&gt;
a failed save, a creature takes 12d6 radiant damage&lt;br /&gt;
and is blinded for 1 minute. On a successful save, it&lt;br /&gt;
takes half as much damage and isn’t blinded by this&lt;br /&gt;
spell. Undead and oozes have disadvantage on this&lt;br /&gt;
saving throw.&lt;br /&gt;
A creature blinded by this spell makes another&lt;br /&gt;
Constitution saving throw at the end of each of its&lt;br /&gt;
turns. On a successful save, it is no longer blinded.&lt;br /&gt;
This spell dispels any darkness in its area that was&lt;br /&gt;
created by a spell.&lt;br /&gt;
Symbol&lt;br /&gt;
7th-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (mercury, phosphorus, and&lt;br /&gt;
powdered diamond and opal with a total value of&lt;br /&gt;
at least 1,000 gp, which the spell consumes)&lt;br /&gt;
Duration: Until dispelled or triggered&lt;br /&gt;
When you cast this spell, you inscribe a harmful&lt;br /&gt;
glyph either on a surface (such as a section of floor, a&lt;br /&gt;
wall, or a table) or within an object that can be&lt;br /&gt;
closed to conceal the glyph (such as a book, a scroll,&lt;br /&gt;
or a treasure chest). If you choose a surface, the&lt;br /&gt;
glyph can cover an area of the surface no larger than&lt;br /&gt;
10 feet in diameter. If you choose an object, that&lt;br /&gt;
object must remain in its place; if the object is&lt;br /&gt;
moved more than 10 feet from where you cast this&lt;br /&gt;
spell, the glyph is broken, and the spell ends without&lt;br /&gt;
being triggered.&lt;br /&gt;
The glyph is nearly invisible, requiring an&lt;br /&gt;
Intelligence (Investigation) check against your spell&lt;br /&gt;
save DC to find it.&lt;br /&gt;
You decide what triggers the glyph when you cast&lt;br /&gt;
the spell. For glyphs inscribed on a surface, the most&lt;br /&gt;
typical triggers include touching or stepping on the&lt;br /&gt;
glyph, removing another object covering it,&lt;br /&gt;
approaching within a certain distance of it, or&lt;br /&gt;
manipulating the object that holds it. For glyphs&lt;br /&gt;
inscribed within an object, the most common&lt;br /&gt;
triggers are opening the object, approaching within a&lt;br /&gt;
certain distance of it, or seeing or reading the glyph.&lt;br /&gt;
You can further refine the trigger so the spell is&lt;br /&gt;
activated only under certain circumstances or&lt;br /&gt;
according to a creature’s physical characteristics&lt;br /&gt;
(such as height or weight), or physical kind (for&lt;br /&gt;
example, the ward could be set to affect hags or&lt;br /&gt;
shapechangers). You can also specify creatures that&lt;br /&gt;
don’t trigger the glyph, such as those who say a&lt;br /&gt;
certain password.&lt;br /&gt;
When you inscribe the glyph, choose one of the&lt;br /&gt;
options below for its effect. Once triggered, the glyph&lt;br /&gt;
glows, filling a 60-­‐‑foot-­‐‑radius sphere with dim light&lt;br /&gt;
for 10 minutes, after which time the spell ends. Each&lt;br /&gt;
creature in the sphere when the glyph activates is&lt;br /&gt;
targeted by its effect, as is a creature that enters the&lt;br /&gt;
sphere for the first time on a turn or ends its turn&lt;br /&gt;
there.&lt;br /&gt;
Death. Each target must make a Constitution&lt;br /&gt;
saving throw, taking 10d10 necrotic damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
save.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 185&lt;br /&gt;
Discord. Each target must make a Constitution&lt;br /&gt;
saving throw. On a failed save, a target bickers and&lt;br /&gt;
argues with other creatures for 1 minute. During this&lt;br /&gt;
time, it is incapable of meaningful communication&lt;br /&gt;
and has disadvantage on attack rolls and ability&lt;br /&gt;
checks.&lt;br /&gt;
Fear. Each target must make a Wisdom saving&lt;br /&gt;
throw and becomes frightened for 1 minute on a&lt;br /&gt;
failed save. While frightened, the target drops&lt;br /&gt;
whatever it is holding and must move at least 30 feet&lt;br /&gt;
away from the glyph on each of its turns, if able.&lt;br /&gt;
Hopelessness. Each target must make a Charisma&lt;br /&gt;
saving throw. On a failed save, the target is&lt;br /&gt;
overwhelmed with despair for 1 minute. During this&lt;br /&gt;
time, it can’t attack or target any creature with&lt;br /&gt;
harmful abilities, spells, or other magical effects.&lt;br /&gt;
Insanity. Each target must make an Intelligence&lt;br /&gt;
saving throw. On a failed save, the target is driven&lt;br /&gt;
insane for 1 minute. An insane creature can’t take&lt;br /&gt;
actions, can’t understand what other creatures say,&lt;br /&gt;
can’t read, and speaks only in gibberish. The GM&lt;br /&gt;
controls its movement, which is erratic.&lt;br /&gt;
Pain. Each target must make a Constitution saving&lt;br /&gt;
throw and becomes incapacitated with excruciating&lt;br /&gt;
pain for 1 minute on a failed save.&lt;br /&gt;
Sleep. Each target must make a Wisdom saving&lt;br /&gt;
throw and falls unconscious for 10 minutes on a&lt;br /&gt;
failed save. A creature awakens if it takes damage or&lt;br /&gt;
if someone uses an action to shake or slap it awake.&lt;br /&gt;
Stunning. Each target must make a Wisdom&lt;br /&gt;
saving throw and becomes stunned for 1 minute on&lt;br /&gt;
a failed save.&lt;br /&gt;
Telekinesis&lt;br /&gt;
5th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You gain the ability to move or manipulate creatures&lt;br /&gt;
or objects by thought. When you cast the spell, and&lt;br /&gt;
as your action each round for the duration, you can&lt;br /&gt;
exert your will on one creature or object that you&lt;br /&gt;
can see within range, causing the appropriate effect&lt;br /&gt;
below. You can affect the same target round after&lt;br /&gt;
round, or choose a new one at any time. If you switch&lt;br /&gt;
targets, the prior target is no longer affected by the&lt;br /&gt;
spell.&lt;br /&gt;
Creature. You can try to move a Huge or smaller&lt;br /&gt;
creature. Make an ability check with your&lt;br /&gt;
spellcasting ability contested by the creature’s&lt;br /&gt;
Strength check. If you win the contest, you move the&lt;br /&gt;
creature up to 30 feet in any direction, including&lt;br /&gt;
upward but not beyond the range of this spell. Until&lt;br /&gt;
the end of your next turn, the creature is restrained&lt;br /&gt;
in your telekinetic grip. A creature lifted upward is&lt;br /&gt;
suspended in mid-­‐‑air.&lt;br /&gt;
On subsequent rounds, you can use your action to&lt;br /&gt;
attempt to maintain your telekinetic grip on the&lt;br /&gt;
creature by repeating the contest.&lt;br /&gt;
Object. You can try to move an object that weighs&lt;br /&gt;
up to 1,000 pounds. If the object isn’t being worn or&lt;br /&gt;
carried, you automatically move it up to 30 feet in&lt;br /&gt;
any direction, but not beyond the range of this spell.&lt;br /&gt;
If the object is worn or carried by a creature, you&lt;br /&gt;
must make an ability check with your spellcasting&lt;br /&gt;
ability contested by that creature’s Strength check. If&lt;br /&gt;
you succeed, you pull the object away from that&lt;br /&gt;
creature and can move it up to 30 feet in any&lt;br /&gt;
direction but not beyond the range of this spell.&lt;br /&gt;
You can exert fine control on objects with your&lt;br /&gt;
telekinetic grip, such as manipulating a simple tool,&lt;br /&gt;
opening a door or a container, stowing or retrieving&lt;br /&gt;
an item from an open container, or pouring the&lt;br /&gt;
contents from a vial.&lt;br /&gt;
Telepathic Bond&lt;br /&gt;
5th-­‐‑level divination (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (pieces of eggshell from two&lt;br /&gt;
different kinds of creatures)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
You forge a telepathic link among up to eight willing&lt;br /&gt;
creatures of your choice within range, psychically&lt;br /&gt;
linking each creature to all the others for the&lt;br /&gt;
duration. Creatures with Intelligence scores of 2 or&lt;br /&gt;
less aren’t affected by this spell.&lt;br /&gt;
Until the spell ends, the targets can communicate&lt;br /&gt;
telepathically through the bond whether or not they&lt;br /&gt;
have a common language. The communication is&lt;br /&gt;
possible over any distance, though it can’t extend to&lt;br /&gt;
other planes of existence.&lt;br /&gt;
Teleport&lt;br /&gt;
7th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
This spell instantly transports you and up to eight&lt;br /&gt;
willing creatures of your choice that you can see&lt;br /&gt;
within range, or a single object that you can see&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 186&lt;br /&gt;
within range, to a destination you select. If you&lt;br /&gt;
target an object, it must be able to fit entirely inside&lt;br /&gt;
a 10-­‐‑foot cube, and it can’t be held or carried by an&lt;br /&gt;
unwilling creature.&lt;br /&gt;
The destination you choose must be known to you,&lt;br /&gt;
and it must be on the same plane of existence as you.&lt;br /&gt;
Your familiarity with the destination determines&lt;br /&gt;
whether you arrive there successfully. The GM rolls&lt;br /&gt;
d100 and consults the table.&lt;br /&gt;
Familiarity Mishap&lt;br /&gt;
Similar&lt;br /&gt;
Area&lt;br /&gt;
Off&lt;br /&gt;
Target&lt;br /&gt;
On&lt;br /&gt;
Target&lt;br /&gt;
Permanent&lt;br /&gt;
circle&lt;br /&gt;
— — — 01–100&lt;br /&gt;
Associated&lt;br /&gt;
object&lt;br /&gt;
— — — 01–100&lt;br /&gt;
Very familiar 01–05 06–13 14–24 25–100&lt;br /&gt;
Seen casually 01–33 34–43 44–53 54–100&lt;br /&gt;
Viewed once 01–43 44–53 54–73 74–100&lt;br /&gt;
Description 01–43 44–53 54–73 74–100&lt;br /&gt;
False&lt;br /&gt;
destination&lt;br /&gt;
01–50 51–100 — —&lt;br /&gt;
Familiarity. “Permanent circle” means a&lt;br /&gt;
permanent teleportation circle whose sigil sequence&lt;br /&gt;
you know. “Associated object” means that you&lt;br /&gt;
possess an object taken from the desired destination&lt;br /&gt;
within the last six months, such as a book from a&lt;br /&gt;
wizard’s library, bed linen from a royal suite, or a&lt;br /&gt;
chunk of marble from a lich’s secret tomb.&lt;br /&gt;
“Very familiar” is a place you have been very often,&lt;br /&gt;
a place you have carefully studied, or a place you can&lt;br /&gt;
see when you cast the spell. “Seen casually” is&lt;br /&gt;
someplace you have seen more than once but with&lt;br /&gt;
which you aren’t very familiar. “Viewed once” is a&lt;br /&gt;
place you have seen once, possibly using magic.&lt;br /&gt;
“Description” is a place whose location and&lt;br /&gt;
appearance you know through someone else’s&lt;br /&gt;
description, perhaps from a map.&lt;br /&gt;
“False destination” is a place that doesn’t exist.&lt;br /&gt;
Perhaps you tried to scry an enemy’s sanctum but&lt;br /&gt;
instead viewed an illusion, or you are attempting to&lt;br /&gt;
teleport to a familiar location that no longer exists.&lt;br /&gt;
On Target. You and your group (or the target&lt;br /&gt;
object) appear where you want to.&lt;br /&gt;
Off Target. You and your group (or the target&lt;br /&gt;
object) appear a random distance away from the&lt;br /&gt;
destination in a random direction. Distance off target&lt;br /&gt;
is 1d10 × 1d10 percent of the distance that was to be&lt;br /&gt;
traveled. For example, if you tried to travel 120&lt;br /&gt;
miles, landed off target, and rolled a 5 and 3 on the&lt;br /&gt;
two d10s, then you would be off target by 15 percent,&lt;br /&gt;
or 18 miles. The GM determines the direction off&lt;br /&gt;
target randomly by rolling a d8 and designating 1 as&lt;br /&gt;
north, 2 as northeast, 3 as east, and so on around the&lt;br /&gt;
points of the compass. If you were teleporting to a&lt;br /&gt;
coastal city and wound up 18 miles out at sea, you&lt;br /&gt;
could be in trouble.&lt;br /&gt;
Similar Area. You and your group (or the target&lt;br /&gt;
object) wind up in a different area that’s visually or&lt;br /&gt;
thematically similar to the target area. If you are&lt;br /&gt;
heading for your home laboratory, for example, you&lt;br /&gt;
might wind up in another wizard’s laboratory or in&lt;br /&gt;
an alchemical supply shop that has many of the same&lt;br /&gt;
tools and implements as your laboratory. Generally,&lt;br /&gt;
you appear in the closest similar place, but since the&lt;br /&gt;
spell has no range limit, you could conceivably wind&lt;br /&gt;
up anywhere on the plane.&lt;br /&gt;
Mishap. The spell’s unpredictable magic results in&lt;br /&gt;
a difficult journey. Each teleporting creature (or the&lt;br /&gt;
target object) takes 3d10 force damage, and the GM&lt;br /&gt;
rerolls on the table to see where you wind up&lt;br /&gt;
(multiple mishaps can occur, dealing damage each&lt;br /&gt;
time).&lt;br /&gt;
Teleportation Circle&lt;br /&gt;
5th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, M (rare chalks and inks infused&lt;br /&gt;
with precious gems with 50 gp, which the spell&lt;br /&gt;
consumes)&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
As you cast the spell, you draw a 10-­‐‑foot-­‐‑diameter&lt;br /&gt;
circle on the ground inscribed with sigils that link&lt;br /&gt;
your location to a permanent teleportation circle of&lt;br /&gt;
your choice whose sigil sequence you know and that&lt;br /&gt;
is on the same plane of existence as you. A&lt;br /&gt;
shimmering portal opens within the circle you drew&lt;br /&gt;
and remains open until the end of your next turn.&lt;br /&gt;
Any creature that enters the portal instantly appears&lt;br /&gt;
within 5 feet of the destination circle or in the&lt;br /&gt;
nearest unoccupied space if that space is occupied.&lt;br /&gt;
Many major temples, guilds, and other important&lt;br /&gt;
places have permanent teleportation circles&lt;br /&gt;
inscribed somewhere within their confines. Each&lt;br /&gt;
such circle includes a unique sigil sequence—a&lt;br /&gt;
string of magical runes arranged in a particular&lt;br /&gt;
pattern. When you first gain the ability to cast this&lt;br /&gt;
spell, you learn the sigil sequences for two&lt;br /&gt;
destinations on the Material Plane, determined by&lt;br /&gt;
the GM. You can learn additional sigil sequences&lt;br /&gt;
during your adventures. You can commit a new sigil&lt;br /&gt;
sequence to memory after studying it for 1 minute.&lt;br /&gt;
You can create a permanent teleportation circle by&lt;br /&gt;
casting this spell in the same location every day for&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 187&lt;br /&gt;
one year. You need not use the circle to teleport&lt;br /&gt;
when you cast the spell in this way.&lt;br /&gt;
Thaumaturgy&lt;br /&gt;
Transmutation cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Up to 1 minute&lt;br /&gt;
You manifest a minor wonder, a sign of supernatural&lt;br /&gt;
power, within range. You create one of the following&lt;br /&gt;
magical effects within range:&lt;br /&gt;
• Your voice booms up to three times as loud as&lt;br /&gt;
normal for 1 minute.&lt;br /&gt;
• You cause flames to flicker, brighten, dim, or&lt;br /&gt;
change color for 1 minute.&lt;br /&gt;
• You cause harmless tremors in the ground for 1&lt;br /&gt;
minute.&lt;br /&gt;
• You create an instantaneous sound that originates&lt;br /&gt;
from a point of your choice within range, such as a&lt;br /&gt;
rumble of thunder, the cry of a raven, or ominous&lt;br /&gt;
whispers.&lt;br /&gt;
• You instantaneously cause an unlocked door or&lt;br /&gt;
window to fly open or slam shut.&lt;br /&gt;
• You alter the appearance of your eyes for 1 minute.&lt;br /&gt;
If you cast this spell multiple times, you can have up&lt;br /&gt;
to three of its 1-­‐‑minute effects active at a time, and&lt;br /&gt;
you can dismiss such an effect as an action.&lt;br /&gt;
Thunderwave&lt;br /&gt;
1st-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self (15-­‐‑foot cube)&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
A wave of thunderous force sweeps out from you.&lt;br /&gt;
Each creature in a 15-­‐‑foot cube originating from you&lt;br /&gt;
must make a Constitution saving throw. On a failed&lt;br /&gt;
save, a creature takes 2d8 thunder damage and is&lt;br /&gt;
pushed 10 feet away from you. On a successful save,&lt;br /&gt;
the creature takes half as much damage and isn’t&lt;br /&gt;
pushed.&lt;br /&gt;
In addition, unsecured objects that are completely&lt;br /&gt;
within the area of effect are automatically pushed 10&lt;br /&gt;
feet away from you by the spell’s effect, and the spell&lt;br /&gt;
emits a thunderous boom audible out to 300 feet.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 2nd level or higher, the damage&lt;br /&gt;
increases by 1d8 for each slot level above 1st.&lt;br /&gt;
Time Stop&lt;br /&gt;
9th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You briefly stop the flow of time for everyone but&lt;br /&gt;
yourself. No time passes for other creatures, while&lt;br /&gt;
you take 1d4 + 1 turns in a row, during which you&lt;br /&gt;
can use actions and move as normal.&lt;br /&gt;
This spell ends if one of the actions you use during&lt;br /&gt;
this period, or any effects that you create during this&lt;br /&gt;
period, affects a creature other than you or an object&lt;br /&gt;
being worn or carried by someone other than you. In&lt;br /&gt;
addition, the spell ends if you move to a place more&lt;br /&gt;
than 1,000 feet from the location where you cast it.&lt;br /&gt;
Tiny Hut&lt;br /&gt;
3rd-­‐‑level evocation (ritual)&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: Self (10-­‐‑foot-­‐‑radius hemisphere)&lt;br /&gt;
Components: V, S, M (a small crystal bead)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
A 10-­‐‑foot-­‐‑radius immobile dome of force springs&lt;br /&gt;
into existence around and above you and remains&lt;br /&gt;
stationary for the duration. The spell ends if you leave&lt;br /&gt;
its area.&lt;br /&gt;
Nine creatures of Medium size or smaller can fit&lt;br /&gt;
inside the dome with you. The spell fails if its area&lt;br /&gt;
includes a larger creature or more than nine&lt;br /&gt;
creatures. Creatures and objects within the dome&lt;br /&gt;
when you cast this spell can move through it freely.&lt;br /&gt;
All other creatures and objects are barred from&lt;br /&gt;
passing through it. Spells and other magical effects&lt;br /&gt;
can’t extend through the dome or be cast through it.&lt;br /&gt;
The atmosphere inside the space is comfortable and&lt;br /&gt;
dry, regardless of the weather outside.&lt;br /&gt;
Until the spell ends, you can command the interior&lt;br /&gt;
to become dimly lit or dark. The dome is opaque&lt;br /&gt;
from the outside, of any color you choose, but it is&lt;br /&gt;
transparent from the inside.&lt;br /&gt;
Tongues&lt;br /&gt;
3rd-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, M (a small clay model of a ziggurat)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
This spell grants the creature you touch the ability to&lt;br /&gt;
understand any spoken language it hears. Moreover,&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 188&lt;br /&gt;
when the target speaks, any creature that knows at&lt;br /&gt;
least one language and can hear the target&lt;br /&gt;
understands what it says.&lt;br /&gt;
Transport via Plants&lt;br /&gt;
6th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 10 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 1 round&lt;br /&gt;
This spell creates a magical link between a Large or&lt;br /&gt;
larger inanimate plant within range and another&lt;br /&gt;
plant, at any distance, on the same plane of existence.&lt;br /&gt;
You must have seen or touched the destination plant&lt;br /&gt;
at least once before. For the duration, any creature&lt;br /&gt;
can step into the target plant and exit from the&lt;br /&gt;
destination plant by using 5 feet of movement.&lt;br /&gt;
Tree Stride&lt;br /&gt;
5th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You gain the ability to enter a tree and move from&lt;br /&gt;
inside it to inside another tree of the same kind&lt;br /&gt;
within 500 feet. Both trees must be living and at&lt;br /&gt;
least the same size as you. You must use 5 feet of&lt;br /&gt;
movement to enter a tree. You instantly know the&lt;br /&gt;
location of all other trees of the same kind within&lt;br /&gt;
500 feet and, as part of the move used to enter the&lt;br /&gt;
tree, can either pass into one of those trees or step&lt;br /&gt;
out of the tree you’re in. You appear in a spot of your&lt;br /&gt;
choice within 5 feet of the destination tree, using&lt;br /&gt;
another 5 feet of movement. If you have no&lt;br /&gt;
movement left, you appear within 5 feet of the tree&lt;br /&gt;
you entered.&lt;br /&gt;
You can use this transportation ability once per&lt;br /&gt;
round for the duration. You must end each turn&lt;br /&gt;
outside a tree.&lt;br /&gt;
True Polymorph&lt;br /&gt;
9th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a drop of mercury, a dollop of&lt;br /&gt;
gum arabic, and a wisp of smoke)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
Choose one creature or nonmagical object that you&lt;br /&gt;
can see within range. You transform the creature&lt;br /&gt;
into a different creature, the creature into an object,&lt;br /&gt;
or the object into a creature (the object must be&lt;br /&gt;
neither worn nor carried by another creature). The&lt;br /&gt;
transformation lasts for the duration, or until the&lt;br /&gt;
target drops to 0 hit points or dies. If you&lt;br /&gt;
concentrate on this spell for the full duration, the&lt;br /&gt;
transformation lasts until it is dispelled.&lt;br /&gt;
This spell has no effect on a shapechanger or a&lt;br /&gt;
creature with 0 hit points. An unwilling creature can&lt;br /&gt;
make a Wisdom saving throw, and if it succeeds, it&lt;br /&gt;
isn’t affected by this spell.&lt;br /&gt;
Creature into Creature. If you turn a creature into&lt;br /&gt;
another kind of creature, the new form can be any&lt;br /&gt;
kind you choose whose challenge rating is equal to&lt;br /&gt;
or less than the target’s (or its level, if the target&lt;br /&gt;
doesn’t have a challenge rating). The target’s game&lt;br /&gt;
statistics, including mental ability scores, are&lt;br /&gt;
replaced by the statistics of the new form. It retains&lt;br /&gt;
its alignment and personality.&lt;br /&gt;
The target assumes the hit points of its new form,&lt;br /&gt;
and when it reverts to its normal form, the creature&lt;br /&gt;
returns to the number of hit points it had before it&lt;br /&gt;
transformed. If it reverts as a result of dropping to 0&lt;br /&gt;
hit points, any excess damage carries over to its&lt;br /&gt;
normal form. As long as the excess damage doesn’t&lt;br /&gt;
reduce the creature’s normal form to 0 hit points, it&lt;br /&gt;
isn’t knocked unconscious.&lt;br /&gt;
The creature is limited in the actions it can&lt;br /&gt;
perform by the nature of its new form, and it can’t&lt;br /&gt;
speak, cast spells, or take any other action that&lt;br /&gt;
requires hands or speech, unless its new form is&lt;br /&gt;
capable of such actions.&lt;br /&gt;
The target’s gear melds into the new form. The&lt;br /&gt;
creature can’t activate, use, wield, or otherwise&lt;br /&gt;
benefit from any of its equipment.&lt;br /&gt;
Object into Creature. You can turn an object into&lt;br /&gt;
any kind of creature, as long as the creature’s size is&lt;br /&gt;
no larger than the object’s size and the creature’s&lt;br /&gt;
challenge rating is 9 or lower. The creature is&lt;br /&gt;
friendly to you and your companions. It acts on each&lt;br /&gt;
of your turns. You decide what action it takes and&lt;br /&gt;
how it moves. The GM has the creature’s statistics&lt;br /&gt;
and resolves all of its actions and movement.&lt;br /&gt;
If the spell becomes permanent, you no longer&lt;br /&gt;
control the creature. It might remain friendly to you,&lt;br /&gt;
depending on how you have treated it.&lt;br /&gt;
Creature into Object. If you turn a creature into&lt;br /&gt;
an object, it transforms along with whatever it is&lt;br /&gt;
wearing and carrying into that form. The creature’s&lt;br /&gt;
statistics become those of the object, and the&lt;br /&gt;
creature has no memory of time spent in this form,&lt;br /&gt;
after the spell ends and it returns to its normal form.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 189&lt;br /&gt;
True Resurrection&lt;br /&gt;
9th-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 hour&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a sprinkle of holy water and&lt;br /&gt;
diamonds worth at least 25,000 gp, which the spell&lt;br /&gt;
consumes)&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You touch a creature that has been dead for no&lt;br /&gt;
longer than 200 years and that died for any reason&lt;br /&gt;
except old age. If the creature’s soul is free and&lt;br /&gt;
willing, the creature is restored to life with all its hit&lt;br /&gt;
points.&lt;br /&gt;
This spell closes all wounds, neutralizes any&lt;br /&gt;
poison, cures all diseases, and lifts any curses&lt;br /&gt;
affecting the creature when it died. The spell&lt;br /&gt;
replaces damaged or missing organs and limbs.&lt;br /&gt;
The spell can even provide a new body if the&lt;br /&gt;
original no longer exists, in which case you must&lt;br /&gt;
speak the creature’s name. The creature then&lt;br /&gt;
appears in an unoccupied space you choose within&lt;br /&gt;
10 feet of you.&lt;br /&gt;
True Seeing&lt;br /&gt;
6th-­‐‑level divination&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (an ointment for the eyes that&lt;br /&gt;
costs 25 gp; is made from mushroom powder,&lt;br /&gt;
saffron, and fat; and is consumed by the spell)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
This spell gives the willing creature you touch the&lt;br /&gt;
ability to see things as they actually are. For the&lt;br /&gt;
duration, the creature has truesight, notices secret&lt;br /&gt;
doors hidden by magic, and can see into the Ethereal&lt;br /&gt;
Plane, all out to a range of 120 feet.&lt;br /&gt;
True Strike&lt;br /&gt;
Divination cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: S&lt;br /&gt;
Duration: Concentration, up to 1 round&lt;br /&gt;
You extend your hand and point a finger at a target&lt;br /&gt;
in range. Your magic grants you a brief insight into&lt;br /&gt;
the target’s defenses. On your next turn, you gain&lt;br /&gt;
advantage on your first attack roll against the target,&lt;br /&gt;
provided that this spell hasn’t ended.&lt;br /&gt;
Unseen Servant&lt;br /&gt;
1st-­‐‑level conjuration (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a piece of string and a bit of&lt;br /&gt;
wood)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
This spell creates an invisible, mindless, shapeless&lt;br /&gt;
force that performs simple tasks at your command&lt;br /&gt;
until the spell ends. The servant springs into&lt;br /&gt;
existence in an unoccupied space on the ground&lt;br /&gt;
within range. It has AC 10, 1 hit point, and a Strength&lt;br /&gt;
of 2, and it can’t attack. If it drops to 0 hit points, the&lt;br /&gt;
spell ends.&lt;br /&gt;
Once on each of your turns as a bonus action, you&lt;br /&gt;
can mentally command the servant to move up to 15&lt;br /&gt;
feet and interact with an object. The servant can&lt;br /&gt;
perform simple tasks that a human servant could do,&lt;br /&gt;
such as fetching things, cleaning, mending, folding&lt;br /&gt;
clothes, lighting fires, serving food, and pouring wine.&lt;br /&gt;
Once you give the command, the servant performs&lt;br /&gt;
the task to the best of its ability until it completes the&lt;br /&gt;
task, then waits for your next command.&lt;br /&gt;
If you command the servant to perform a task that&lt;br /&gt;
would move it more than 60 feet away from you, the&lt;br /&gt;
spell ends.&lt;br /&gt;
Vampiric Touch&lt;br /&gt;
3rd-­‐‑level necromancy&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
The touch of your shadow-­‐‑wreathed hand can&lt;br /&gt;
siphon life force from others to heal your wounds.&lt;br /&gt;
Make a melee spell attack against a creature within&lt;br /&gt;
your reach. On a hit, the target takes 3d6 necrotic&lt;br /&gt;
damage, and you regain hit points equal to half the&lt;br /&gt;
amount of necrotic damage dealt. Until the spell&lt;br /&gt;
ends, you can make the attack again on each of your&lt;br /&gt;
turns as an action.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 4th level or higher, the damage increases&lt;br /&gt;
by 1d6 for each slot level above 3rd.&lt;br /&gt;
Vicious Mockery&lt;br /&gt;
Enchantment cantrip&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 190&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You unleash a string of insults laced with subtle&lt;br /&gt;
enchantments at a creature you can see within range.&lt;br /&gt;
If the target can hear you (though it need not&lt;br /&gt;
understand you), it must succeed on a Wisdom&lt;br /&gt;
saving throw or take 1d4 psychic damage and have&lt;br /&gt;
disadvantage on the next attack roll it makes before&lt;br /&gt;
the end of its next turn.&lt;br /&gt;
This spell&#039;s damage increases by 1d4 when you&lt;br /&gt;
reach 5th level (2d4), 11th level (3d4), and 17th&lt;br /&gt;
level (4d4).&lt;br /&gt;
Wall of Fire&lt;br /&gt;
4th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a small piece of phosphorus)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
You create a wall of fire on a solid surface within&lt;br /&gt;
range. You can make the wall up to 60 feet long, 20&lt;br /&gt;
feet high, and 1 foot thick, or a ringed wall up to 20&lt;br /&gt;
feet in diameter, 20 feet high, and 1 foot thick. The&lt;br /&gt;
wall is opaque and lasts for the duration.&lt;br /&gt;
When the wall appears, each creature within its&lt;br /&gt;
area must make a Dexterity saving throw. On a failed&lt;br /&gt;
save, a creature takes 5d8 fire damage, or half as&lt;br /&gt;
much damage on a successful save.&lt;br /&gt;
One side of the wall, selected by you when you&lt;br /&gt;
cast this spell, deals 5d8 fire damage to each&lt;br /&gt;
creature that ends its turn within 10 feet of that side&lt;br /&gt;
or inside the wall. A creature takes the same damage&lt;br /&gt;
when it enters the wall for the first time on a turn or&lt;br /&gt;
ends its turn there. The other side of the wall deals&lt;br /&gt;
no damage.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 5th level or higher, the damage increases&lt;br /&gt;
by 1d8 for each slot level above 4th.&lt;br /&gt;
Wall of Force&lt;br /&gt;
5th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a pinch of powder made by&lt;br /&gt;
crushing a clear gemstone)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
An invisible wall of force springs into existence at a&lt;br /&gt;
point you choose within range. The wall appears in&lt;br /&gt;
any orientation you choose, as a horizontal or&lt;br /&gt;
vertical barrier or at an angle. It can be free floating&lt;br /&gt;
or resting on a solid surface. You can form it into a&lt;br /&gt;
hemispherical dome or a sphere with a radius of up&lt;br /&gt;
to 10 feet, or you can shape a flat surface made up of&lt;br /&gt;
ten 10-­‐‑foot-­‐‑by-­‐‑10-­‐‑foot panels. Each panel must be&lt;br /&gt;
contiguous with another panel. In any form, the wall&lt;br /&gt;
is 1/4 inch thick. It lasts for the duration. If the wall&lt;br /&gt;
cuts through a creature’s space when it appears, the&lt;br /&gt;
creature is pushed to one side of the wall (your&lt;br /&gt;
choice which side).&lt;br /&gt;
Nothing can physically pass through the wall. It is&lt;br /&gt;
immune to all damage and can’t be dispelled by&lt;br /&gt;
dispel magic. A disintegrate spell destroys the wall&lt;br /&gt;
instantly, however. The wall also extends into the&lt;br /&gt;
Ethereal Plane, blocking ethereal travel through the&lt;br /&gt;
wall.&lt;br /&gt;
Wall of Ice&lt;br /&gt;
6th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a small piece of quartz)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You create a wall of ice on a solid surface within&lt;br /&gt;
range. You can form it into a hemispherical dome or&lt;br /&gt;
a sphere with a radius of up to 10 feet, or you can&lt;br /&gt;
shape a flat surface made up of ten 10-­‐‑foot-­‐‑square&lt;br /&gt;
panels. Each panel must be contiguous with another&lt;br /&gt;
panel. In any form, the wall is 1 foot thick and lasts&lt;br /&gt;
for the duration.&lt;br /&gt;
If the wall cuts through a creature’s space when it&lt;br /&gt;
appears, the creature within its area is pushed to&lt;br /&gt;
one side of the wall and must make a Dexterity&lt;br /&gt;
saving throw. On a failed save, the creature takes&lt;br /&gt;
10d6 cold damage, or half as much damage on a&lt;br /&gt;
successful save.&lt;br /&gt;
The wall is an object that can be damaged and thus&lt;br /&gt;
breached. It has AC 12 and 30 hit points per 10-­‐‑foot&lt;br /&gt;
section, and it is vulnerable to fire damage. Reducing&lt;br /&gt;
a 10-­‐‑foot section of wall to 0 hit points destroys it&lt;br /&gt;
and leaves behind a sheet of frigid air in the space&lt;br /&gt;
the wall occupied. A creature moving through the&lt;br /&gt;
sheet of frigid air for the first time on a turn must&lt;br /&gt;
make a Constitution saving throw. That creature&lt;br /&gt;
takes 5d6 cold damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, the damage the wall&lt;br /&gt;
deals when it appears increases by 2d6, and the&lt;br /&gt;
damage from passing through the sheet of frigid air&lt;br /&gt;
increases by 1d6, for each slot level above 6th.&lt;br /&gt;
Wall of Stone&lt;br /&gt;
5th-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 191&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a small block of granite)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
A nonmagical wall of solid stone springs into&lt;br /&gt;
existence at a point you choose within range. The&lt;br /&gt;
wall is 6 inches thick and is composed of ten 10-­‐‑foot-­‐‑&lt;br /&gt;
by-­‐‑10-­‐‑foot panels. Each panel must be contiguous&lt;br /&gt;
with at least one other panel. Alternatively, you can&lt;br /&gt;
create 10-­‐‑foot-­‐‑by-­‐‑20-­‐‑foot panels that are only 3&lt;br /&gt;
inches thick.&lt;br /&gt;
If the wall cuts through a creature’s space when it&lt;br /&gt;
appears, the creature is pushed to one side of the&lt;br /&gt;
wall (your choice). If a creature would be&lt;br /&gt;
surrounded on all sides by the wall (or the wall and&lt;br /&gt;
another solid surface), that creature can make a&lt;br /&gt;
Dexterity saving throw. On a success, it can use its&lt;br /&gt;
reaction to move up to its speed so that it is no&lt;br /&gt;
longer enclosed by the wall.&lt;br /&gt;
The wall can have any shape you desire, though it&lt;br /&gt;
can’t occupy the same space as a creature or object.&lt;br /&gt;
The wall doesn’t need to be vertical or rest on any&lt;br /&gt;
firm foundation. It must, however, merge with and&lt;br /&gt;
be solidly supported by existing stone. Thus, you can&lt;br /&gt;
use this spell to bridge a chasm or create a ramp.&lt;br /&gt;
If you create a span greater than 20 feet in length,&lt;br /&gt;
you must halve the size of each panel to create&lt;br /&gt;
supports. You can crudely shape the wall to create&lt;br /&gt;
crenellations, battlements, and so on.&lt;br /&gt;
The wall is an object made of stone that can be&lt;br /&gt;
damaged and thus breached. Each panel has AC 15&lt;br /&gt;
and 30 hit points per inch of thickness. Reducing a&lt;br /&gt;
panel to 0 hit points destroys it and might cause&lt;br /&gt;
connected panels to collapse at the GM’s discretion.&lt;br /&gt;
If you maintain your concentration on this spell&lt;br /&gt;
for its whole duration, the wall becomes permanent&lt;br /&gt;
and can’t be dispelled. Otherwise, the wall&lt;br /&gt;
disappears when the spell ends.&lt;br /&gt;
Wall of Thorns&lt;br /&gt;
6th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a handful of thorns)&lt;br /&gt;
Duration: Concentration, up to 10 minutes&lt;br /&gt;
You create a wall of tough, pliable, tangled brush&lt;br /&gt;
bristling with needle-­‐‑sharp thorns. The wall appears&lt;br /&gt;
within range on a solid surface and lasts for the&lt;br /&gt;
duration. You choose to make the wall up to 60 feet&lt;br /&gt;
long, 10 feet high, and 5 feet thick or a circle that has&lt;br /&gt;
a 20-­‐‑foot diameter and is up to 20 feet high and 5&lt;br /&gt;
feet thick. The wall blocks line of sight.&lt;br /&gt;
When the wall appears, each creature within its&lt;br /&gt;
area must make a Dexterity saving throw. On a failed&lt;br /&gt;
save, a creature takes 7d8 piercing damage, or half&lt;br /&gt;
as much damage on a successful save.&lt;br /&gt;
A creature can move through the wall, albeit&lt;br /&gt;
slowly and painfully. For every 1 foot a creature&lt;br /&gt;
moves through the wall, it must spend 4 feet of&lt;br /&gt;
movement. Furthermore, the first time a creature&lt;br /&gt;
enters the wall on a turn or ends its turn there, the&lt;br /&gt;
creature must make a Dexterity saving throw. It&lt;br /&gt;
takes 7d8 slashing damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
At Higher Levels. When you cast this spell using a&lt;br /&gt;
spell slot of 7th level or higher, both types of damage&lt;br /&gt;
increase by 1d8 for each slot level above 6th.&lt;br /&gt;
Warding Bond&lt;br /&gt;
2nd-­‐‑level abjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Touch&lt;br /&gt;
Components: V, S, M (a pair of platinum rings worth&lt;br /&gt;
at least 50 gp each, which you and the target must&lt;br /&gt;
wear for the duration)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
This spell wards a willing creature you touch and&lt;br /&gt;
creates a mystic connection between you and the&lt;br /&gt;
target until the spell ends. While the target is within&lt;br /&gt;
60 feet of you, it gains a +1 bonus to AC and saving&lt;br /&gt;
throws, and it has resistance to all damage. Also,&lt;br /&gt;
each time it takes damage, you take the same&lt;br /&gt;
amount of damage.&lt;br /&gt;
The spell ends if you drop to 0 hit points or if you&lt;br /&gt;
and the target become separated by more than 60&lt;br /&gt;
feet. It also ends if the spell is cast again on either of&lt;br /&gt;
the connected creatures. You can also dismiss the&lt;br /&gt;
spell as an action.&lt;br /&gt;
Water Breathing&lt;br /&gt;
3rd-­‐‑level transmutation (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a short reed or piece of straw)&lt;br /&gt;
Duration: 24 hours&lt;br /&gt;
This spell grants up to ten willing creatures you can&lt;br /&gt;
see within range the ability to breathe underwater&lt;br /&gt;
until the spell ends. Affected creatures also retain&lt;br /&gt;
their normal mode of respiration.&lt;br /&gt;
Water Walk&lt;br /&gt;
3rd-­‐‑level transmutation (ritual)&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 192&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (a piece of cork)&lt;br /&gt;
Duration: 1 hour&lt;br /&gt;
This spell grants the ability to move across any&lt;br /&gt;
liquid surface—such as water, acid, mud, snow,&lt;br /&gt;
quicksand, or lava—as if it were harmless solid&lt;br /&gt;
ground (creatures crossing molten lava can still take&lt;br /&gt;
damage from the heat). Up to ten willing creatures&lt;br /&gt;
you can see within range gain this ability for the&lt;br /&gt;
duration.&lt;br /&gt;
If you target a creature submerged in a liquid, the&lt;br /&gt;
spell carries the target to the surface of the liquid at&lt;br /&gt;
a rate of 60 feet per round.&lt;br /&gt;
Web&lt;br /&gt;
2nd-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S, M (a bit of spiderweb)&lt;br /&gt;
Duration: Concentration, up to 1 hour&lt;br /&gt;
You conjure a mass of thick, sticky webbing at a&lt;br /&gt;
point of your choice within range. The webs fill a 20-­‐‑&lt;br /&gt;
foot cube from that point for the duration. The webs&lt;br /&gt;
are difficult terrain and lightly obscure their area.&lt;br /&gt;
If the webs aren’t anchored between two solid&lt;br /&gt;
masses (such as walls or trees) or layered across a&lt;br /&gt;
floor, wall, or ceiling, the conjured web collapses on&lt;br /&gt;
itself, and the spell ends at the start of your next turn.&lt;br /&gt;
Webs layered over a flat surface have a depth of 5&lt;br /&gt;
feet.&lt;br /&gt;
Each creature that starts its turn in the webs or&lt;br /&gt;
that enters them during its turn must make a&lt;br /&gt;
Dexterity saving throw. On a failed save, the creature&lt;br /&gt;
is restrained as long as it remains in the webs or&lt;br /&gt;
until it breaks free.&lt;br /&gt;
A creature restrained by the webs can use its&lt;br /&gt;
action to make a Strength check against your spell&lt;br /&gt;
save DC. If it succeeds, it is no longer restrained.&lt;br /&gt;
The webs are flammable. Any 5-­‐‑foot cube of webs&lt;br /&gt;
exposed to fire burns away in 1 round, dealing 2d4&lt;br /&gt;
fire damage to any creature that starts its turn in the&lt;br /&gt;
fire.&lt;br /&gt;
Weird&lt;br /&gt;
9th-­‐‑level illusion&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: Concentration, up to one minute&lt;br /&gt;
Drawing on the deepest fears of a group of creatures,&lt;br /&gt;
you create illusory creatures in their minds, visible&lt;br /&gt;
only to them. Each creature in a 30-­‐‑foot-­‐‑radius&lt;br /&gt;
sphere centered on a point of your choice within&lt;br /&gt;
range must make a Wisdom saving throw. On a&lt;br /&gt;
failed save, a creature becomes frightened for the&lt;br /&gt;
duration. The illusion calls on the creature’s deepest&lt;br /&gt;
fears, manifesting its worst nightmares as an&lt;br /&gt;
implacable threat. At the end of each of the&lt;br /&gt;
frightened creature’s turns, it must succeed on a&lt;br /&gt;
Wisdom saving throw or take 4d10 psychic damage.&lt;br /&gt;
On a successful save, the spell ends for that creature.&lt;br /&gt;
Wind Walk&lt;br /&gt;
6th-­‐‑level transmutation&lt;br /&gt;
Casting Time: 1 minute&lt;br /&gt;
Range: 30 feet&lt;br /&gt;
Components: V, S, M (fire and holy water)&lt;br /&gt;
Duration: 8 hours&lt;br /&gt;
You and up to ten willing creatures you can see&lt;br /&gt;
within range assume a gaseous form for the duration,&lt;br /&gt;
appearing as wisps of cloud. While in this cloud form,&lt;br /&gt;
a creature has a flying speed of 300 feet and has&lt;br /&gt;
resistance to damage from nonmagical weapons. The&lt;br /&gt;
only actions a creature can take in this form are the&lt;br /&gt;
Dash action or to revert to its normal form.&lt;br /&gt;
Reverting takes 1 minute, during which time a&lt;br /&gt;
creature is incapacitated and can’t move. Until the&lt;br /&gt;
spell ends, a creature can revert to cloud form, which&lt;br /&gt;
also requires the 1-­‐‑minute transformation.&lt;br /&gt;
If a creature is in cloud form and flying when the&lt;br /&gt;
effect ends, the creature descends 60 feet per round&lt;br /&gt;
for 1 minute until it lands, which it does safely. If it&lt;br /&gt;
can’t land after 1 minute, the creature falls the&lt;br /&gt;
remaining distance.&lt;br /&gt;
Wind Wall&lt;br /&gt;
3rd-­‐‑level evocation&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 120 feet&lt;br /&gt;
Components: V, S, M (a tiny fan and a feather of&lt;br /&gt;
exotic origin)&lt;br /&gt;
Duration: Concentration, up to 1 minute&lt;br /&gt;
A wall of strong wind rises from the ground at a&lt;br /&gt;
point you choose within range. You can make the&lt;br /&gt;
wall up to 50 feet long, 15 feet high, and 1 foot thick.&lt;br /&gt;
You can shape the wall in any way you choose so&lt;br /&gt;
long as it makes one continuous path along the&lt;br /&gt;
ground. The wall lasts for the duration.&lt;br /&gt;
When the wall appears, each creature within its&lt;br /&gt;
area must make a Strength saving throw. A creature&lt;br /&gt;
takes 3d8 bludgeoning damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 193&lt;br /&gt;
The strong wind keeps fog, smoke, and other gases&lt;br /&gt;
at bay. Small or smaller flying creatures or objects&lt;br /&gt;
can’t pass through the wall. Loose, lightweight&lt;br /&gt;
materials brought into the wall fly upward. Arrows,&lt;br /&gt;
bolts, and other ordinary projectiles launched at&lt;br /&gt;
targets behind the wall are deflected upward and&lt;br /&gt;
automatically miss. (Boulders hurled by giants or&lt;br /&gt;
siege engines, and similar projectiles, are&lt;br /&gt;
unaffected.) Creatures in gaseous form can’t pass&lt;br /&gt;
through it.&lt;br /&gt;
Wish&lt;br /&gt;
9th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: Self&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
Wish is the mightiest spell a mortal creature can cast.&lt;br /&gt;
By simply speaking aloud, you can alter the very&lt;br /&gt;
foundations of reality in accord with your desires.&lt;br /&gt;
The basic use of this spell is to duplicate any other&lt;br /&gt;
spell of 8th level or lower. You don’t need to meet&lt;br /&gt;
any requirements in that spell, including costly&lt;br /&gt;
components. The spell simply takes effect.&lt;br /&gt;
Alternatively, you can create one of the following&lt;br /&gt;
effects of your choice:&lt;br /&gt;
• You create one object of up to 25,000 gp in value&lt;br /&gt;
that isn’t a magic item. The object can be no more&lt;br /&gt;
than 300 feet in any dimension, and it appears in&lt;br /&gt;
an unoccupied space you can see on the ground.&lt;br /&gt;
• You allow up to twenty creatures that you can see&lt;br /&gt;
to regain all hit points, and you end all effects on&lt;br /&gt;
them described in the greater restoration spell.&lt;br /&gt;
• You grant up to ten creatures that you can see&lt;br /&gt;
resistance to a damage type you choose.&lt;br /&gt;
• You grant up to ten creatures you can see&lt;br /&gt;
immunity to a single spell or other magical effect&lt;br /&gt;
for 8 hours. For instance, you could make yourself&lt;br /&gt;
and all your companions immune to a lich’s life&lt;br /&gt;
drain attack.&lt;br /&gt;
• You undo a single recent event by forcing a reroll&lt;br /&gt;
of any roll made within the last round (including&lt;br /&gt;
your last turn). Reality reshapes itself to&lt;br /&gt;
accommodate the new result. For example, a wish&lt;br /&gt;
spell could undo an opponent’s successful save, a&lt;br /&gt;
foe’s critical hit, or a friend’s failed save. You can&lt;br /&gt;
force the reroll to be made with advantage or&lt;br /&gt;
disadvantage, and you can choose whether to use&lt;br /&gt;
the reroll or the original roll.&lt;br /&gt;
You might be able to achieve something beyond the&lt;br /&gt;
scope of the above examples. State your wish to the&lt;br /&gt;
GM as precisely as possible. The GM has great&lt;br /&gt;
latitude in ruling what occurs in such an instance;&lt;br /&gt;
the greater the wish, the greater the likelihood that&lt;br /&gt;
something goes wrong. This spell might simply fail,&lt;br /&gt;
the effect you desire might only be partly achieved,&lt;br /&gt;
or you might suffer some unforeseen consequence as&lt;br /&gt;
a result of how you worded the wish. For example,&lt;br /&gt;
wishing that a villain were dead might propel you&lt;br /&gt;
forward in time to a period when that villain is no&lt;br /&gt;
longer alive, effectively removing you from the game.&lt;br /&gt;
Similarly, wishing for a legendary magic item or&lt;br /&gt;
artifact might instantly transport you to the&lt;br /&gt;
presence of the item’s current owner.&lt;br /&gt;
The stress of casting this spell to produce any&lt;br /&gt;
effect other than duplicating another spell weakens&lt;br /&gt;
you. After enduring that stress, each time you cast a&lt;br /&gt;
spell until you finish a long rest, you take 1d10&lt;br /&gt;
necrotic damage per level of that spell. This damage&lt;br /&gt;
can’t be reduced or prevented in any way. In&lt;br /&gt;
addition, your Strength drops to 3, if it isn’t 3 or&lt;br /&gt;
lower already, for 2d4 days. For each of those days&lt;br /&gt;
that you spend resting and doing nothing more than&lt;br /&gt;
light activity, your remaining recovery time&lt;br /&gt;
decreases by 2 days. Finally, there is a 33 percent&lt;br /&gt;
chance that you are unable to cast wish ever again if&lt;br /&gt;
you suffer this stress.&lt;br /&gt;
Word of Recall&lt;br /&gt;
6th-­‐‑level conjuration&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 5 feet&lt;br /&gt;
Components: V&lt;br /&gt;
Duration: Instantaneous&lt;br /&gt;
You and up to five willing creatures within 5 feet of&lt;br /&gt;
you instantly teleport to a previously designated&lt;br /&gt;
sanctuary. You and any creatures that teleport with&lt;br /&gt;
you appear in the nearest unoccupied space to the&lt;br /&gt;
spot you designated when you prepared your&lt;br /&gt;
sanctuary (see below). If you cast this spell without&lt;br /&gt;
first preparing a sanctuary, the spell has no effect.&lt;br /&gt;
You must designate a sanctuary by casting this&lt;br /&gt;
spell within a location, such as a temple, dedicated to&lt;br /&gt;
or strongly linked to your deity. If you attempt to&lt;br /&gt;
cast the spell in this manner in an area that isn’t&lt;br /&gt;
dedicated to your deity, the spell has no effect.&lt;br /&gt;
Zone of Truth&lt;br /&gt;
2nd-­‐‑level enchantment&lt;br /&gt;
Casting Time: 1 action&lt;br /&gt;
Range: 60 feet&lt;br /&gt;
Components: V, S&lt;br /&gt;
Duration: 10 minutes&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 194&lt;br /&gt;
You create a magical zone that guards against&lt;br /&gt;
deception in a 15-­‐‑foot-­‐‑radius sphere centered on a&lt;br /&gt;
point of your choice within range. Until the spell&lt;br /&gt;
ends, a creature that enters the spell’s area for the&lt;br /&gt;
first time on a turn or starts its turn there must&lt;br /&gt;
make a Charisma saving throw. On a failed save, a&lt;br /&gt;
creature can’t speak a deliberate lie while in the&lt;br /&gt;
radius. You know whether each creature succeeds or&lt;br /&gt;
fails on its saving throw.&lt;br /&gt;
An affected creature is aware of the spell and can&lt;br /&gt;
thus avoid answering questions to which it would&lt;br /&gt;
normally respond with a lie. Such a creature can be&lt;br /&gt;
evasive in its answers as long as it remains within&lt;br /&gt;
the boundaries of the truth.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 195&lt;br /&gt;
Traps&lt;br /&gt;
Traps can be found almost anywhere. One wrong&lt;br /&gt;
step in an ancient tomb might trigger a series of&lt;br /&gt;
scything blades, which cleave through armor and&lt;br /&gt;
bone. The seemingly innocuous vines that hang over&lt;br /&gt;
a cave entrance might grasp and choke anyone who&lt;br /&gt;
pushes through them. A net hidden among the trees&lt;br /&gt;
might drop on travelers who pass underneath. In a&lt;br /&gt;
fantasy game, unwary adventurers can fall to their&lt;br /&gt;
deaths, be burned alive, or fall under a fusillade of&lt;br /&gt;
poisoned darts.&lt;br /&gt;
A trap can be either mechanical or magical in&lt;br /&gt;
nature. Mechanical traps include pits, arrow traps,&lt;br /&gt;
falling blocks, water-­‐‑filled rooms, whirling blades,&lt;br /&gt;
and anything else that depends on a mechanism to&lt;br /&gt;
operate. Magic traps are either magical device traps&lt;br /&gt;
or spell traps. Magical device traps initiate spell&lt;br /&gt;
effects when activated. Spell traps are spells such as&lt;br /&gt;
glyph of warding and symbol that function as traps.&lt;br /&gt;
Traps in Play&lt;br /&gt;
When adventurers come across a trap, you need to&lt;br /&gt;
know how the trap is triggered and what it does, as&lt;br /&gt;
well as the possibility for the characters to detect the&lt;br /&gt;
trap and to disable or avoid it.&lt;br /&gt;
Triggering a Trap&lt;br /&gt;
Most traps are triggered when a creature goes&lt;br /&gt;
somewhere or touches something that the trap’s&lt;br /&gt;
creator wanted to protect. Common triggers include&lt;br /&gt;
stepping on a pressure plate or a false section of&lt;br /&gt;
floor, pulling a trip wire, turning a doorknob, and&lt;br /&gt;
using the wrong key in a lock. Magic traps are often&lt;br /&gt;
set to go off when a creature enters an area or&lt;br /&gt;
touches an object. Some magic traps (such as the&lt;br /&gt;
glyph of warding spell) have more complicated&lt;br /&gt;
trigger conditions, including a password that&lt;br /&gt;
prevents the trap from activating.&lt;br /&gt;
Detecting and Disabling a Trap&lt;br /&gt;
Usually, some element of a trap is visible to careful&lt;br /&gt;
inspection. Characters might notice an uneven&lt;br /&gt;
flagstone that conceals a pressure plate, spot the&lt;br /&gt;
gleam of light off a trip wire, notice small holes in the&lt;br /&gt;
walls from which jets of flame will erupt, or&lt;br /&gt;
otherwise detect something that points to a trap’s&lt;br /&gt;
presence.&lt;br /&gt;
A trap’s description specifies the checks and DCs&lt;br /&gt;
needed to detect it, disable it, or both. A character&lt;br /&gt;
actively looking for a trap can attempt a Wisdom&lt;br /&gt;
(Perception) check against the trap’s DC. You can&lt;br /&gt;
also compare the DC to detect the trap with each&lt;br /&gt;
character’s passive Wisdom (Perception) score to&lt;br /&gt;
determine whether anyone in the party notices the&lt;br /&gt;
trap in passing. If the adventurers detect a trap&lt;br /&gt;
before triggering it, they might be able to disarm it,&lt;br /&gt;
either permanently or long enough to move past it.&lt;br /&gt;
You might call for an Intelligence (Investigation)&lt;br /&gt;
check for a character to deduce what needs to be&lt;br /&gt;
done, followed by a Dexterity check using thieves’&lt;br /&gt;
tools to perform the necessary sabotage.&lt;br /&gt;
Any character can attempt an Intelligence&lt;br /&gt;
(Arcana) check to detect or disarm a magic trap, in&lt;br /&gt;
addition to any other checks noted in the trap’s&lt;br /&gt;
description. The DCs are the same regardless of the&lt;br /&gt;
check used. In addition, dispel magic has a chance of&lt;br /&gt;
disabling most magic traps. A magic trap’s&lt;br /&gt;
description provides the DC for the ability check&lt;br /&gt;
made when you use dispel magic.&lt;br /&gt;
In most cases, a trap’s description is clear enough&lt;br /&gt;
that you can adjudicate whether a character’s&lt;br /&gt;
actions locate or foil the trap. As with many&lt;br /&gt;
situations, you shouldn’t allow die rolling to override&lt;br /&gt;
clever play and good planning. Use your common&lt;br /&gt;
sense, drawing on the trap’s description to&lt;br /&gt;
determine what happens. No trap’s design can&lt;br /&gt;
anticipate every possible action that the characters&lt;br /&gt;
might attempt.&lt;br /&gt;
You should allow a character to discover a trap&lt;br /&gt;
without making an ability check if an action would&lt;br /&gt;
clearly reveal the trap’s presence. For example, if a&lt;br /&gt;
character lifts a rug that conceals a pressure plate,&lt;br /&gt;
the character has found the trigger and no check is&lt;br /&gt;
required.&lt;br /&gt;
Foiling traps can be a little more complicated.&lt;br /&gt;
Consider a trapped treasure chest. If the chest is&lt;br /&gt;
opened without first pulling on the two handles set&lt;br /&gt;
in its sides, a mechanism inside fires a hail of poison&lt;br /&gt;
needles toward anyone in front of it. After inspecting&lt;br /&gt;
the chest and making a few checks, the characters&lt;br /&gt;
are still unsure if it’s trapped. Rather than simply&lt;br /&gt;
open the chest, they prop a shield in front of it and&lt;br /&gt;
push the chest open at a distance with an iron rod. In&lt;br /&gt;
this case, the trap still triggers, but the hail of&lt;br /&gt;
needles fires harmlessly into the shield.&lt;br /&gt;
Traps are often designed with mechanisms that&lt;br /&gt;
allow them to be disarmed or bypassed. Intelligent&lt;br /&gt;
monsters that place traps in or around their lairs&lt;br /&gt;
need ways to get past those traps without harming&lt;br /&gt;
themselves. Such traps might have hidden levers&lt;br /&gt;
that disable their triggers, or a secret door might&lt;br /&gt;
conceal a passage that goes around the trap.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 196&lt;br /&gt;
Trap Effects&lt;br /&gt;
The effects of traps can range from inconvenient to&lt;br /&gt;
deadly, making use of elements such as arrows,&lt;br /&gt;
spikes, blades, poison, toxic gas, blasts of fire, and&lt;br /&gt;
deep pits. The deadliest traps combine multiple&lt;br /&gt;
elements to kill, injure, contain, or drive off any&lt;br /&gt;
creature unfortunate enough to trigger them. A&lt;br /&gt;
trap’s description specifies what happens when it is&lt;br /&gt;
triggered.&lt;br /&gt;
The attack bonus of a trap, the save DC to resist its&lt;br /&gt;
effects, and the damage it deals can vary depending&lt;br /&gt;
on the trap’s severity. Use the Trap Save DCs and&lt;br /&gt;
Attack Bonuses table and the Damage Severity by&lt;br /&gt;
Level table for suggestions based on three levels of&lt;br /&gt;
trap severity.&lt;br /&gt;
A trap intended to be a setback is unlikely to kill&lt;br /&gt;
or seriously harm characters of the indicated levels,&lt;br /&gt;
whereas a dangerous trap is likely to seriously&lt;br /&gt;
injure (and potentially kill) characters of the&lt;br /&gt;
indicated levels. A deadly trap is likely to kill&lt;br /&gt;
characters of the indicated levels.&lt;br /&gt;
Trap Save DCs and Attack Bonuses&lt;br /&gt;
Trap Danger Save DC Attack Bonus&lt;br /&gt;
Setback 10–11 +3 to +5&lt;br /&gt;
Dangerous 12–15 +6 to +8&lt;br /&gt;
Deadly 16–20 +9 to +12&lt;br /&gt;
Damage Severity by Level&lt;br /&gt;
Character Level Setback Dangerous Deadly&lt;br /&gt;
1st–4th 1d10 2d10 4d10&lt;br /&gt;
5th–10th 2d10 4d10 10d10&lt;br /&gt;
11th–16th 4d10 10d10 18d10&lt;br /&gt;
17th–20th 10d10 18d10 24d10&lt;br /&gt;
Complex Traps&lt;br /&gt;
Complex traps work like standard traps, except once&lt;br /&gt;
activated they execute a series of actions each round.&lt;br /&gt;
A complex trap turns the process of dealing with a&lt;br /&gt;
trap into something more like a combat encounter.&lt;br /&gt;
When a complex trap activates, it rolls initiative.&lt;br /&gt;
The trap’s description includes an initiative bonus.&lt;br /&gt;
On its turn, the trap activates again, often taking an&lt;br /&gt;
action. It might make successive attacks against&lt;br /&gt;
intruders, create an effect that changes over time, or&lt;br /&gt;
otherwise produce a dynamic challenge. Otherwise,&lt;br /&gt;
the complex trap can be detected and disabled or&lt;br /&gt;
bypassed in the usual ways.&lt;br /&gt;
For example, a trap that causes a room to slowly&lt;br /&gt;
flood works best as a complex trap. On the trap’s&lt;br /&gt;
turn, the water level rises. After several rounds, the&lt;br /&gt;
room is completely flooded.&lt;br /&gt;
Sample Traps&lt;br /&gt;
The magical and mechanical traps presented here&lt;br /&gt;
vary in deadliness and are presented in alphabetical&lt;br /&gt;
order.&lt;br /&gt;
Collapsing Roof&lt;br /&gt;
Mechanical trap&lt;br /&gt;
This trap uses a trip wire to collapse the supports&lt;br /&gt;
keeping an unstable section of a ceiling in place.&lt;br /&gt;
The trip wire is 3 inches off the ground and&lt;br /&gt;
stretches between two support beams. The DC to&lt;br /&gt;
spot the trip wire is 10. A successful DC 15 Dexterity&lt;br /&gt;
check using thieves’ tools disables the trip wire&lt;br /&gt;
harmlessly. A character without thieves’ tools can&lt;br /&gt;
attempt this check with disadvantage using any&lt;br /&gt;
edged weapon or edged tool. On a failed check, the&lt;br /&gt;
trap triggers.&lt;br /&gt;
Anyone who inspects the beams can easily&lt;br /&gt;
determine that they are merely wedged in place. As&lt;br /&gt;
an action, a character can knock over a beam,&lt;br /&gt;
causing the trap to trigger.&lt;br /&gt;
The ceiling above the trip wire is in bad repair,&lt;br /&gt;
and anyone who can see it can tell that it’s in danger&lt;br /&gt;
of collapse.&lt;br /&gt;
When the trap is triggered, the unstable ceiling&lt;br /&gt;
collapses. Any creature in the area beneath the&lt;br /&gt;
unstable section must succeed on a DC 15 Dexterity&lt;br /&gt;
saving throw, taking 22 (4d10) bludgeoning damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one. Once the trap is triggered, the floor of&lt;br /&gt;
the area is filled with rubble and becomes difficult&lt;br /&gt;
terrain.&lt;br /&gt;
Falling Net&lt;br /&gt;
Mechanical trap&lt;br /&gt;
This trap uses a trip wire to release a net suspended&lt;br /&gt;
from the ceiling.&lt;br /&gt;
The trip wire is 3 inches off the ground and&lt;br /&gt;
stretches between two columns or trees. The net is&lt;br /&gt;
hidden by cobwebs or foliage. The DC to spot the trip&lt;br /&gt;
wire and net is 10. A successful DC 15 Dexterity&lt;br /&gt;
check using thieves’ tools breaks the trip wire&lt;br /&gt;
harmlessly. A character without thieves’ tools can&lt;br /&gt;
attempt this check with disadvantage using any&lt;br /&gt;
edged weapon or edged tool. On a failed check, the&lt;br /&gt;
trap triggers.&lt;br /&gt;
When the trap is triggered, the net is released,&lt;br /&gt;
covering a 10-­‐‑foot-­‐‑square area. Those in the area are&lt;br /&gt;
trapped under the net and restrained, and those that&lt;br /&gt;
fail a DC 10 Strength saving throw are also knocked&lt;br /&gt;
prone. A creature can use its action to make a DC 10&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 197&lt;br /&gt;
Strength check, freeing itself or another creature&lt;br /&gt;
within its reach on a success. The net has AC 10 and&lt;br /&gt;
20 hit points. Dealing 5 slashing damage to the net&lt;br /&gt;
(AC 10) destroys a 5-­‐‑foot-­‐‑square section of it, freeing&lt;br /&gt;
any creature trapped in that section.&lt;br /&gt;
Fire-Breathing Statue&lt;br /&gt;
Magic trap&lt;br /&gt;
This trap is activated when an intruder steps on a&lt;br /&gt;
hidden pressure plate, releasing a magical gout of&lt;br /&gt;
flame from a nearby statue. The statue can be of&lt;br /&gt;
anything, including a dragon or a wizard casting a&lt;br /&gt;
spell.&lt;br /&gt;
The DC is 15 to spot the pressure plate, as well as&lt;br /&gt;
faint scorch marks on the floor and walls. A spell or&lt;br /&gt;
other effect that can sense the presence of magic,&lt;br /&gt;
such as detect magic, reveals an aura of evocation&lt;br /&gt;
magic around the statue.&lt;br /&gt;
The trap activates when more than 20 pounds of&lt;br /&gt;
weight is placed on the pressure plate, causing the&lt;br /&gt;
statue to release a 30-­‐‑foot cone of fire. Each creature&lt;br /&gt;
in the fire must make a DC 13 Dexterity saving throw,&lt;br /&gt;
taking 22 (4d10) fire damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one.&lt;br /&gt;
Wedging an iron spike or other object under the&lt;br /&gt;
pressure plate prevents the trap from activating. A&lt;br /&gt;
successful dispel magic (DC 13) cast on the statue&lt;br /&gt;
destroys the trap.&lt;br /&gt;
Pits&lt;br /&gt;
Mechanical trap&lt;br /&gt;
Four basic pit traps are presented here.&lt;br /&gt;
Simple Pit. A simple pit trap is a hole dug in the&lt;br /&gt;
ground. The hole is covered by a large cloth&lt;br /&gt;
anchored on the pit’s edge and camouflaged with&lt;br /&gt;
dirt and debris.&lt;br /&gt;
The DC to spot the pit is 10. Anyone stepping on&lt;br /&gt;
the cloth falls through and pulls the cloth down into&lt;br /&gt;
the pit, taking damage based on the pit’s depth&lt;br /&gt;
(usually 10 feet, but some pits are deeper).&lt;br /&gt;
Hidden Pit. This pit has a cover constructed from&lt;br /&gt;
material identical to the floor around it.&lt;br /&gt;
A successful DC 15 Wisdom (Perception) check&lt;br /&gt;
discerns an absence of foot traffic over the section of&lt;br /&gt;
floor that forms the pit’s cover. A successful DC 15&lt;br /&gt;
Intelligence (Investigation) check is necessary to&lt;br /&gt;
confirm that the trapped section of floor is actually&lt;br /&gt;
the cover of a pit.&lt;br /&gt;
When a creature steps on the cover, it swings open&lt;br /&gt;
like a trapdoor, causing the intruder to spill into the&lt;br /&gt;
pit below. The pit is usually 10 or 20 feet deep but&lt;br /&gt;
can be deeper.&lt;br /&gt;
Once the pit trap is detected, an iron spike or&lt;br /&gt;
similar object can be wedged between the pit’s cover&lt;br /&gt;
and the surrounding floor in such a way as to&lt;br /&gt;
prevent the cover from opening, thereby making it&lt;br /&gt;
safe to cross. The cover can also be magically held&lt;br /&gt;
shut using the arcane lock spell or similar magic.&lt;br /&gt;
Locking Pit. This pit trap is identical to a hidden&lt;br /&gt;
pit trap, with one key exception: the trap door that&lt;br /&gt;
covers the pit is spring-­‐‑loaded. After a creature falls&lt;br /&gt;
into the pit, the cover snaps shut to trap its victim&lt;br /&gt;
inside.&lt;br /&gt;
A successful DC 20 Strength check is necessary to&lt;br /&gt;
pry the cover open. The cover can also be smashed&lt;br /&gt;
open. A character in the pit can also attempt to&lt;br /&gt;
disable the spring mechanism from the inside with a&lt;br /&gt;
DC 15 Dexterity check using thieves’ tools, provided&lt;br /&gt;
that the mechanism can be reached and the&lt;br /&gt;
character can see. In some cases, a mechanism&lt;br /&gt;
(usually hidden behind a secret door nearby) opens&lt;br /&gt;
the pit.&lt;br /&gt;
Spiked Pit. This pit trap is a simple, hidden, or&lt;br /&gt;
locking pit trap with sharpened wooden or iron&lt;br /&gt;
spikes at the bottom. A creature falling into the pit&lt;br /&gt;
takes 11 (2d10) piercing damage from the spikes, in&lt;br /&gt;
addition to any falling damage. Even nastier versions&lt;br /&gt;
have poison smeared on the spikes. In that case,&lt;br /&gt;
anyone taking piercing damage from the spikes must&lt;br /&gt;
also make a DC 13 Constitution saving throw, taking&lt;br /&gt;
an 22 (4d10) poison damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one.&lt;br /&gt;
Poison Darts&lt;br /&gt;
Mechanical trap&lt;br /&gt;
When a creature steps on a hidden pressure plate,&lt;br /&gt;
poison-­‐‑tipped darts shoot from spring-­‐‑loaded or&lt;br /&gt;
pressurized tubes cleverly embedded in the&lt;br /&gt;
surrounding walls. An area might include multiple&lt;br /&gt;
pressure plates, each one rigged to its own set of&lt;br /&gt;
darts.&lt;br /&gt;
The tiny holes in the walls are obscured by dust&lt;br /&gt;
and cobwebs, or cleverly hidden amid bas-­‐‑reliefs,&lt;br /&gt;
murals, or frescoes that adorn the walls. The DC to&lt;br /&gt;
spot them is 15. With a successful DC 15 Intelligence&lt;br /&gt;
(Investigation) check, a character can deduce the&lt;br /&gt;
presence of the pressure plate from variations in the&lt;br /&gt;
mortar and stone used to create it, compared to the&lt;br /&gt;
surrounding floor. Wedging an iron spike or other&lt;br /&gt;
object under the pressure plate prevents the trap&lt;br /&gt;
from activating. Stuffing the holes with cloth or wax&lt;br /&gt;
prevents the darts contained within from launching.&lt;br /&gt;
The trap activates when more than 20 pounds of&lt;br /&gt;
weight is placed on the pressure plate, releasing four&lt;br /&gt;
darts. Each dart makes a ranged attack with a +8&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 198&lt;br /&gt;
bonus against a random target within 10 feet of the&lt;br /&gt;
pressure plate (vision is irrelevant to this attack roll).&lt;br /&gt;
(If there are no targets in the area, the darts don’t hit&lt;br /&gt;
anything.) A target that is hit takes 2 (1d4) piercing&lt;br /&gt;
damage and must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw, taking 11 (2d10) poison damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one.&lt;br /&gt;
Poison Needle&lt;br /&gt;
Mechanical trap&lt;br /&gt;
A poisoned needle is hidden within a treasure&lt;br /&gt;
chest’s lock, or in something else that a creature&lt;br /&gt;
might open. Opening the chest without the proper&lt;br /&gt;
key causes the needle to spring out, delivering a&lt;br /&gt;
dose of poison.&lt;br /&gt;
When the trap is triggered, the needle extends 3&lt;br /&gt;
inches straight out from the lock. A creature within&lt;br /&gt;
range takes 1 piercing damage and 11 (2d10) poison&lt;br /&gt;
damage, and must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw or be poisoned for 1 hour.&lt;br /&gt;
A successful DC 20 Intelligence (Investigation)&lt;br /&gt;
check allows a character to deduce the trap’s&lt;br /&gt;
presence from alterations made to the lock to&lt;br /&gt;
accommodate the needle. A successful DC 15&lt;br /&gt;
Dexterity check using thieves’ tools disarms the trap,&lt;br /&gt;
removing the needle from the lock. Unsuccessfully&lt;br /&gt;
attempting to pick the lock triggers the trap.&lt;br /&gt;
Rolling Sphere&lt;br /&gt;
Mechanical trap&lt;br /&gt;
When 20 or more pounds of pressure are placed on&lt;br /&gt;
this trap’s pressure plate, a hidden trapdoor in the&lt;br /&gt;
ceiling opens, releasing a 10-­‐‑foot-­‐‑diameter rolling&lt;br /&gt;
sphere of solid stone.&lt;br /&gt;
With a successful DC 15 Wisdom (Perception)&lt;br /&gt;
check, a character can spot the trapdoor and&lt;br /&gt;
pressure plate. A search of the floor accompanied by&lt;br /&gt;
a successful DC 15 Intelligence (Investigation) check&lt;br /&gt;
reveals variations in the mortar and stone that&lt;br /&gt;
betray the pressure plate’s presence. The same&lt;br /&gt;
check made while inspecting the ceiling notes&lt;br /&gt;
variations in the stonework that reveal the trapdoor.&lt;br /&gt;
Wedging an iron spike or other object under the&lt;br /&gt;
pressure plate prevents the trap from activating.&lt;br /&gt;
Activation of the sphere requires all creatures&lt;br /&gt;
present to roll initiative. The sphere rolls initiative&lt;br /&gt;
with a +8 bonus. On its turn, it moves 60 feet in a&lt;br /&gt;
straight line. The sphere can move through creatures’&lt;br /&gt;
spaces, and creatures can move through its space,&lt;br /&gt;
treating it as difficult terrain. Whenever the sphere&lt;br /&gt;
enters a creature’s space or a creature enters its&lt;br /&gt;
space while it’s rolling, that creature must succeed&lt;br /&gt;
on a DC 15 Dexterity saving throw or take 55&lt;br /&gt;
(10d10) bludgeoning damage and be knocked prone.&lt;br /&gt;
The sphere stops when it hits a wall or similar&lt;br /&gt;
barrier. It can’t go around corners, but smart&lt;br /&gt;
dungeon builders incorporate gentle, curving turns&lt;br /&gt;
into nearby passages that allow the sphere to keep&lt;br /&gt;
moving.&lt;br /&gt;
As an action, a creature within 5 feet of the sphere&lt;br /&gt;
can attempt to slow it down with a DC 20 Strength&lt;br /&gt;
check. On a successful check, the sphere’s speed is&lt;br /&gt;
reduced by 15 feet. If the sphere’s speed drops to 0,&lt;br /&gt;
it stops moving and is no longer a threat.&lt;br /&gt;
Sphere of Annihilation&lt;br /&gt;
Magic trap&lt;br /&gt;
Magical, impenetrable darkness fills the gaping&lt;br /&gt;
mouth of a stone face carved into a wall. The mouth&lt;br /&gt;
is 2 feet in diameter and roughly circular. No sound&lt;br /&gt;
issues from it, no light can illuminate the inside of it,&lt;br /&gt;
and any matter that enters it is instantly obliterated.&lt;br /&gt;
A successful DC 20 Intelligence (Arcana) check&lt;br /&gt;
reveals that the mouth contains a sphere of&lt;br /&gt;
annihilation that can’t be controlled or moved. It is&lt;br /&gt;
otherwise identical to a normal sphere of&lt;br /&gt;
annihilation.&lt;br /&gt;
Some versions of the trap include an enchantment&lt;br /&gt;
placed on the stone face, such that specified&lt;br /&gt;
creatures feel an overwhelming urge to approach it&lt;br /&gt;
and crawl inside its mouth. This effect is otherwise&lt;br /&gt;
like the sympathy aspect of the antipathy/sympathy&lt;br /&gt;
spell. A successful dispel magic (DC 18) removes this&lt;br /&gt;
enchantment.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 199&lt;br /&gt;
Diseases&lt;br /&gt;
A plague ravages the kingdom, setting the&lt;br /&gt;
adventurers on a quest to find a cure. An adventurer&lt;br /&gt;
emerges from an ancient tomb, unopened for&lt;br /&gt;
centuries, and soon finds herself suffering from a&lt;br /&gt;
wasting illness. A warlock offends some dark power&lt;br /&gt;
and contracts a strange affliction that spreads&lt;br /&gt;
whenever he casts spells.&lt;br /&gt;
A simple outbreak might amount to little more&lt;br /&gt;
than a small drain on party resources, curable by a&lt;br /&gt;
casting of lesser restoration. A more complicated&lt;br /&gt;
outbreak can form the basis of one or more&lt;br /&gt;
adventures as characters search for a cure, stop the&lt;br /&gt;
spread of the disease, and deal with the&lt;br /&gt;
consequences.&lt;br /&gt;
A disease that does more than infect a few party&lt;br /&gt;
members is primarily a plot device. The rules help&lt;br /&gt;
describe the effects of the disease and how it can be&lt;br /&gt;
cured, but the specifics of how a disease works&lt;br /&gt;
aren’t bound by a common set of rules. Diseases can&lt;br /&gt;
affect any creature, and a given illness might or&lt;br /&gt;
might not pass from one race or kind of creature to&lt;br /&gt;
another. A plague might affect only constructs or&lt;br /&gt;
undead, or sweep through a halfling neighborhood&lt;br /&gt;
but leave other races untouched. What matters is the&lt;br /&gt;
story you want to tell.&lt;br /&gt;
Sample Diseases&lt;br /&gt;
The diseases here illustrate the variety of ways&lt;br /&gt;
disease can work in the game. Feel free to alter the&lt;br /&gt;
saving throw DCs, incubation times, symptoms, and&lt;br /&gt;
other characteristics of these diseases to suit your&lt;br /&gt;
campaign.&lt;br /&gt;
Cackle Fever&lt;br /&gt;
This disease targets humanoids, although gnomes&lt;br /&gt;
are strangely immune. While in the grips of this&lt;br /&gt;
disease, victims frequently succumb to fits of mad&lt;br /&gt;
laughter, giving the disease its common name and its&lt;br /&gt;
morbid nickname: “the shrieks.”&lt;br /&gt;
Symptoms manifest 1d4 hours after infection and&lt;br /&gt;
include fever and disorientation. The infected&lt;br /&gt;
creature gains one level of exhaustion that can’t be&lt;br /&gt;
removed until the disease is cured.&lt;br /&gt;
Any event that causes the infected creature great&lt;br /&gt;
stress—including entering combat, taking damage,&lt;br /&gt;
experiencing fear, or having a nightmare—forces the&lt;br /&gt;
creature to make a DC 13 Constitution saving throw.&lt;br /&gt;
On a failed save, the creature takes 5 (1d10) psychic&lt;br /&gt;
damage and becomes incapacitated with mad&lt;br /&gt;
laughter for 1 minute. The creature can repeat the&lt;br /&gt;
saving throw at the end of each of its turns, ending&lt;br /&gt;
the mad laughter and the incapacitated condition on&lt;br /&gt;
a success.&lt;br /&gt;
Any humanoid creature that starts its turn within&lt;br /&gt;
10 feet of an infected creature in the throes of mad&lt;br /&gt;
laughter must succeed on a DC 10 Constitution&lt;br /&gt;
saving throw or also become infected with the&lt;br /&gt;
disease. Once a creature succeeds on this save, it is&lt;br /&gt;
immune to the mad laughter of that particular&lt;br /&gt;
infected creature for 24 hours.&lt;br /&gt;
At the end of each long rest, an infected creature&lt;br /&gt;
can make a DC 13 Constitution saving throw. On a&lt;br /&gt;
successful save, the DC for this save and for the save&lt;br /&gt;
to avoid an attack of mad laughter drops by 1d6.&lt;br /&gt;
When the saving throw DC drops to 0, the creature&lt;br /&gt;
recovers from the disease. A creature that fails three&lt;br /&gt;
of these saving throws gains a randomly determined&lt;br /&gt;
form of indefinite madness, as described later.&lt;br /&gt;
Sewer Plague&lt;br /&gt;
Sewer plague is a generic term for a broad category&lt;br /&gt;
of illnesses that incubate in sewers, refuse heaps,&lt;br /&gt;
and stagnant swamps, and which are sometimes&lt;br /&gt;
transmitted by creatures that dwell in those areas,&lt;br /&gt;
such as rats and otyughs.&lt;br /&gt;
When a humanoid creature is bitten by a creature&lt;br /&gt;
that carries the disease, or when it comes into&lt;br /&gt;
contact with filth or offal contaminated by the&lt;br /&gt;
disease, the creature must succeed on a DC 11&lt;br /&gt;
Constitution saving throw or become infected.&lt;br /&gt;
It takes 1d4 days for sewer plague’s symptoms to&lt;br /&gt;
manifest in an infected creature. Symptoms include&lt;br /&gt;
fatigue and cramps. The infected creature suffers&lt;br /&gt;
one level of exhaustion, and it regains only half the&lt;br /&gt;
normal number of hit points from spending Hit Dice&lt;br /&gt;
and no hit points from finishing a long rest.&lt;br /&gt;
At the end of each long rest, an infected creature&lt;br /&gt;
must make a DC 11 Constitution saving throw. On a&lt;br /&gt;
failed save, the character gains one level of&lt;br /&gt;
exhaustion. On a successful save, the character’s&lt;br /&gt;
exhaustion level decreases by one level. If a&lt;br /&gt;
successful saving throw reduces the infected&lt;br /&gt;
creature’s level of exhaustion below 1, the creature&lt;br /&gt;
recovers from the disease.&lt;br /&gt;
Sight Rot&lt;br /&gt;
This painful infection causes bleeding from the eyes&lt;br /&gt;
and eventually blinds the victim.&lt;br /&gt;
A beast or humanoid that drinks water tainted by&lt;br /&gt;
sight rot must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw or become infected. One day after&lt;br /&gt;
infection, the creature’s vision starts to become&lt;br /&gt;
blurry. The creature takes a −1 penalty to attack&lt;br /&gt;
rolls and ability checks that rely on sight. At the end&lt;br /&gt;
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of each long rest after the symptoms appear, the&lt;br /&gt;
penalty worsens by 1. When it reaches −5, the victim&lt;br /&gt;
is blinded until its sight is restored by magic such as&lt;br /&gt;
lesser restoration or heal.&lt;br /&gt;
Sight rot can be cured using a rare flower called&lt;br /&gt;
Eyebright, which grows in some swamps. Given an&lt;br /&gt;
hour, a character who has proficiency with an&lt;br /&gt;
herbalism kit can turn the flower into one dose of&lt;br /&gt;
ointment. Applied to the eyes before a long rest, one&lt;br /&gt;
dose of it prevents the disease from worsening after&lt;br /&gt;
that rest. After three doses, the ointment cures the&lt;br /&gt;
disease entirely.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 201&lt;br /&gt;
Madness&lt;br /&gt;
In a typical campaign, characters aren’t driven mad&lt;br /&gt;
by the horrors they face and the carnage they inflict&lt;br /&gt;
day after day, but sometimes the stress of being an&lt;br /&gt;
adventurer can be too much to bear. If your&lt;br /&gt;
campaign has a strong horror theme, you might&lt;br /&gt;
want to use madness as a way to reinforce that&lt;br /&gt;
theme, emphasizing the extraordinarily horrific&lt;br /&gt;
nature of the threats the adventurers face.&lt;br /&gt;
Going Mad&lt;br /&gt;
Various magical effects can inflict madness on an&lt;br /&gt;
otherwise stable mind. Certain spells, such as&lt;br /&gt;
contact other plane and symbol, can cause insanity,&lt;br /&gt;
and you can use the madness rules here instead of&lt;br /&gt;
the spell effects of those spells. Diseases, poisons,&lt;br /&gt;
and planar effects such as psychic wind or the&lt;br /&gt;
howling winds of Pandemonium can all inflict&lt;br /&gt;
madness. Some artifacts can also break the psyche of&lt;br /&gt;
a character who uses or becomes attuned to them.&lt;br /&gt;
Resisting a madness-­‐‑inducing effect usually&lt;br /&gt;
requires a Wisdom or Charisma saving throw.&lt;br /&gt;
Madness Effects&lt;br /&gt;
Madness can be short-­‐‑term, long-­‐‑term, or indefinite.&lt;br /&gt;
Most relatively mundane effects impose short-­‐‑term&lt;br /&gt;
madness, which lasts for just a few minutes. More&lt;br /&gt;
horrific effects or cumulative effects can result in&lt;br /&gt;
long-­‐‑term or indefinite madness.&lt;br /&gt;
A character afflicted with short-­‐‑term madness is&lt;br /&gt;
subjected to an effect from the Short-­‐‑Term Madness&lt;br /&gt;
table for 1d10 minutes.&lt;br /&gt;
A character afflicted with long-­‐‑term madness is&lt;br /&gt;
subjected to an effect from the Long-­‐‑Term Madness&lt;br /&gt;
table for 1d10 × 10 hours.&lt;br /&gt;
A character afflicted with indefinite madness&lt;br /&gt;
gains a new character flaw from the Indefinite&lt;br /&gt;
Madness table that lasts until cured.&lt;br /&gt;
Short-­‐Term Madness&lt;br /&gt;
d100 Effect (lasts 1d10 minutes)&lt;br /&gt;
01–20 The character retreats into his or her mind and&lt;br /&gt;
becomes paralyzed. The effect ends if the&lt;br /&gt;
character takes any damage.&lt;br /&gt;
21–30 The character becomes incapacitated and&lt;br /&gt;
spends the duration screaming, laughing, or&lt;br /&gt;
weeping.&lt;br /&gt;
31–40 The character becomes frightened and must&lt;br /&gt;
use his or her action and movement each&lt;br /&gt;
round to flee from the source of the fear.&lt;br /&gt;
41–50 The character begins babbling and is incapable&lt;br /&gt;
of normal speech or spellcasting.&lt;br /&gt;
51–60 The character must use his or her action each&lt;br /&gt;
round to attack the nearest creature.&lt;br /&gt;
61–70 The character experiences vivid hallucinations&lt;br /&gt;
and has disadvantage on ability checks.&lt;br /&gt;
71–75 The character does whatever anyone tells him&lt;br /&gt;
or her to do that isn’t obviously self-­‐&lt;br /&gt;
destructive.&lt;br /&gt;
76–80 The character experiences an overpowering&lt;br /&gt;
urge to eat something strange such as dirt,&lt;br /&gt;
slime, or offal.&lt;br /&gt;
81–90 The character is stunned.&lt;br /&gt;
91–100 The character falls unconscious.&lt;br /&gt;
Long-­‐Term Madness&lt;br /&gt;
d100 Effect (lasts 1d10 × 10 hours)&lt;br /&gt;
01–10 The character feels compelled to repeat a&lt;br /&gt;
specific activity over and over, such as washing&lt;br /&gt;
hands, touching things, praying, or counting&lt;br /&gt;
coins.&lt;br /&gt;
11–20 The character experiences vivid hallucinations&lt;br /&gt;
and has disadvantage on ability checks.&lt;br /&gt;
21–30 The character suffers extreme paranoia. The&lt;br /&gt;
character has disadvantage on Wisdom and&lt;br /&gt;
Charisma checks.&lt;br /&gt;
31–40 The character regards something (usually the&lt;br /&gt;
source of madness) with intense revulsion, as if&lt;br /&gt;
affected by the antipathy effect of the&lt;br /&gt;
antipathy/sympathy spell.&lt;br /&gt;
41–45 The character experiences a powerful delusion.&lt;br /&gt;
Choose a potion. The character imagines that&lt;br /&gt;
he or she is under its effects.&lt;br /&gt;
46–55 The character becomes attached to a “lucky&lt;br /&gt;
charm,” such as a person or an object, and has&lt;br /&gt;
disadvantage on attack rolls, ability checks, and&lt;br /&gt;
saving throws while more than 30 feet from it.&lt;br /&gt;
56–65 The character is blinded (25%) or deafened&lt;br /&gt;
(75%).&lt;br /&gt;
66–75 The character experiences uncontrollable&lt;br /&gt;
tremors or tics, which impose disadvantage on&lt;br /&gt;
attack rolls, ability checks, and saving throws&lt;br /&gt;
that involve Strength or Dexterity.&lt;br /&gt;
76–85 The character suffers from partial amnesia. The&lt;br /&gt;
character knows who he or she is and retains&lt;br /&gt;
racial traits and class features, but doesn’t&lt;br /&gt;
recognize other people or remember anything&lt;br /&gt;
that happened before the madness took effect.&lt;br /&gt;
86–90 Whenever the character takes damage, he or&lt;br /&gt;
she must succeed on a DC 15 Wisdom saving&lt;br /&gt;
throw or be affected as though he or she failed&lt;br /&gt;
a saving throw against the confusion spell. The&lt;br /&gt;
confusion effect lasts for 1 minute.&lt;br /&gt;
91–95 The character loses the ability to speak.&lt;br /&gt;
96–100 The character falls unconscious. No amount of&lt;br /&gt;
jostling or damage can wake the character.&lt;br /&gt;
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Indefinite Madness&lt;br /&gt;
d100 Flaw (lasts until cured)&lt;br /&gt;
01–15 “Being drunk keeps me sane.”&lt;br /&gt;
16–25 “I keep whatever I find.”&lt;br /&gt;
26–30 “I try to become more like someone else I&lt;br /&gt;
know—adopting his or her style of dress,&lt;br /&gt;
mannerisms, and name.”&lt;br /&gt;
31–35 “I must bend the truth, exaggerate, or outright&lt;br /&gt;
lie to be interesting to other people.”&lt;br /&gt;
36–45 “Achieving my goal is the only thing of interest&lt;br /&gt;
to me, and I’ll ignore everything else to pursue&lt;br /&gt;
it.”&lt;br /&gt;
46–50 “I find it hard to care about anything that goes&lt;br /&gt;
on around me.”&lt;br /&gt;
51–55 “I don’t like the way people judge me all the&lt;br /&gt;
time.”&lt;br /&gt;
56–70 “I am the smartest, wisest, strongest, fastest,&lt;br /&gt;
and most beautiful person I know.”&lt;br /&gt;
71–80 “I am convinced that powerful enemies are&lt;br /&gt;
hunting me, and their agents are everywhere I&lt;br /&gt;
go. I am sure they’re watching me all the time.”&lt;br /&gt;
81–85 “There’s only one person I can trust. And only I&lt;br /&gt;
can see this special friend.”&lt;br /&gt;
86–95 “I can’t take anything seriously. The more&lt;br /&gt;
serious the situation, the funnier I find it.”&lt;br /&gt;
96–100 “I’ve discovered that I really like killing people.”&lt;br /&gt;
Curing Madness&lt;br /&gt;
A calm emotions spell can suppress the effects of&lt;br /&gt;
madness, while a lesser restoration spell can rid a&lt;br /&gt;
character of a short-­‐‑term or long-­‐‑term madness.&lt;br /&gt;
Depending on the source of the madness, remove&lt;br /&gt;
curse or dispel evil might also prove effective. A&lt;br /&gt;
greater restoration spell or more powerful magic is&lt;br /&gt;
required to rid a character of indefinite madness.&lt;br /&gt;
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Objects&lt;br /&gt;
When characters need to saw through ropes, shatter&lt;br /&gt;
a window, or smash a vampire’s coffin, the only hard&lt;br /&gt;
and fast rule is this: given enough time and the right&lt;br /&gt;
tools, characters can destroy any destructible object.&lt;br /&gt;
Use common sense when determining a character’s&lt;br /&gt;
success at damaging an object. Can a fighter cut&lt;br /&gt;
through a section of a stone wall with a sword? No,&lt;br /&gt;
the sword is likely to break before the wall does.&lt;br /&gt;
For the purpose of these rules, an object is a&lt;br /&gt;
discrete, inanimate item like a window, door, sword,&lt;br /&gt;
book, table, chair, or stone, not a building or a&lt;br /&gt;
vehicle that is composed of many other objects.&lt;br /&gt;
Statistics for Objects&lt;br /&gt;
When time is a factor, you can assign an Armor Class&lt;br /&gt;
and hit points to a destructible object. You can also&lt;br /&gt;
give it immunities, resistances, and vulnerabilities to&lt;br /&gt;
specific types of damage.&lt;br /&gt;
Armor Class. An object’s Armor Class is a measure&lt;br /&gt;
of how difficult it is to deal damage to the object&lt;br /&gt;
when striking it (because the object has no chance of&lt;br /&gt;
dodging out of the way). The Object Armor Class&lt;br /&gt;
table provides suggested AC values for various&lt;br /&gt;
substances.&lt;br /&gt;
Object Armor Class&lt;br /&gt;
Substance AC&lt;br /&gt;
Cloth, paper, rope 11&lt;br /&gt;
Crystal, glass, ice 13&lt;br /&gt;
Wood, bone 15&lt;br /&gt;
Stone 17&lt;br /&gt;
Iron, steel 19&lt;br /&gt;
Mithral 21&lt;br /&gt;
Adamantine 23&lt;br /&gt;
Hit Points. An object’s hit points measure how&lt;br /&gt;
much damage it can take before losing its structural&lt;br /&gt;
integrity. Resilient objects have more hit points than&lt;br /&gt;
fragile ones. Large objects also tend to have more hit&lt;br /&gt;
points than small ones, unless breaking a small part&lt;br /&gt;
of the object is just as effective as breaking the whole&lt;br /&gt;
thing. The Object Hit Points table provides suggested&lt;br /&gt;
hit points for fragile and resilient objects that are&lt;br /&gt;
Large or smaller.&lt;br /&gt;
Object Hit Points&lt;br /&gt;
Size Fragile Resilient&lt;br /&gt;
Tiny (bottle, lock) 2 (1d4) 5 (2d4)&lt;br /&gt;
Small (chest, lute) 3 (1d6) 10 (3d6)&lt;br /&gt;
Medium (barrel, chandelier) 4 (1d8) 18 (4d8)&lt;br /&gt;
Large (cart, 10-­‐ft.-­‐by-­‐10-­‐ft. window) 5 (1d10) 27 (5d10)&lt;br /&gt;
Huge and Gargantuan Objects. Normal weapons&lt;br /&gt;
are of little use against many Huge and Gargantuan&lt;br /&gt;
objects, such as a colossal statue, towering column of&lt;br /&gt;
stone, or massive boulder. That said, one torch can&lt;br /&gt;
burn a Huge tapestry, and an earthquake spell can&lt;br /&gt;
reduce a colossus to rubble. You can track a Huge or&lt;br /&gt;
Gargantuan object’s hit points if you like, or you can&lt;br /&gt;
simply decide how long the object can withstand&lt;br /&gt;
whatever weapon or force is acting against it. If you&lt;br /&gt;
track hit points for the object, divide it into Large or&lt;br /&gt;
smaller sections, and track each section’s hit points&lt;br /&gt;
separately. Destroying one of those sections could&lt;br /&gt;
ruin the entire object. For example, a Gargantuan&lt;br /&gt;
statue of a human might topple over when one of its&lt;br /&gt;
Large legs is reduced to 0 hit points.&lt;br /&gt;
Objects and Damage Types. Objects are immune&lt;br /&gt;
to poison and psychic damage. You might decide that&lt;br /&gt;
some damage types are more effective against a&lt;br /&gt;
particular object or substance than others. For&lt;br /&gt;
example, bludgeoning damage works well for&lt;br /&gt;
smashing things but not for cutting through rope or&lt;br /&gt;
leather. Paper or cloth objects might be vulnerable&lt;br /&gt;
to fire and lightning damage. A pick can chip away&lt;br /&gt;
stone but can’t effectively cut down a tree. As always,&lt;br /&gt;
use your best judgment.&lt;br /&gt;
Damage Threshold. Big objects such as castle&lt;br /&gt;
walls often have extra resilience represented by a&lt;br /&gt;
damage threshold. An object with a damage&lt;br /&gt;
threshold has immunity to all damage unless it takes&lt;br /&gt;
an amount of damage from a single attack or effect&lt;br /&gt;
equal to or greater than its damage threshold, in&lt;br /&gt;
which case it takes damage as normal. Any damage&lt;br /&gt;
that fails to meet or exceed the object’s damage&lt;br /&gt;
threshold is considered superficial and doesn’t&lt;br /&gt;
reduce the object’s hit points.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 204&lt;br /&gt;
Poisons&lt;br /&gt;
Given their insidious and deadly nature, poisons are&lt;br /&gt;
illegal in most societies but are a favorite tool among&lt;br /&gt;
assassins, drow, and other evil creatures.&lt;br /&gt;
Poisons come in the following four types.&lt;br /&gt;
Contact. Contact poison can be smeared on an&lt;br /&gt;
object and remains potent until it is touched or&lt;br /&gt;
washed off. A creature that touches contact poison&lt;br /&gt;
with exposed skin suffers its effects.&lt;br /&gt;
Ingested. A creature must swallow an entire dose&lt;br /&gt;
of ingested poison to suffer its effects. The dose can&lt;br /&gt;
be delivered in food or a liquid. You may decide that&lt;br /&gt;
a partial dose has a reduced effect, such as allowing&lt;br /&gt;
advantage on the saving throw or dealing only half&lt;br /&gt;
damage on a failed save.&lt;br /&gt;
Inhaled. These poisons are powders or gases that&lt;br /&gt;
take effect when inhaled. Blowing the powder or&lt;br /&gt;
releasing the gas subjects creatures in a 5-­‐‑foot cube&lt;br /&gt;
to its effect. The resulting cloud dissipates&lt;br /&gt;
immediately afterward. Holding one’s breath is&lt;br /&gt;
ineffective against inhaled poisons, as they affect&lt;br /&gt;
nasal membranes, tear ducts, and other parts of the&lt;br /&gt;
body.&lt;br /&gt;
Injury. Injury poison can be applied to weapons,&lt;br /&gt;
ammunition, trap components, and other objects&lt;br /&gt;
that deal piercing or slashing damage and remains&lt;br /&gt;
potent until delivered through a wound or washed&lt;br /&gt;
off. A creature that takes piercing or slashing&lt;br /&gt;
damage from an object coated with the poison is&lt;br /&gt;
exposed to its effects.&lt;br /&gt;
Poisons&lt;br /&gt;
Item Type Price per Dose&lt;br /&gt;
Assassin’s blood Ingested 150 gp&lt;br /&gt;
Burnt othur fumes Inhaled 500 gp&lt;br /&gt;
Crawler mucus Contact 200 gp&lt;br /&gt;
Drow poison Injury 200 gp&lt;br /&gt;
Essence of ether Inhaled 300 gp&lt;br /&gt;
Malice Inhaled 250 gp&lt;br /&gt;
Midnight tears Ingested 1,500 gp&lt;br /&gt;
Oil of taggit Contact 400 gp&lt;br /&gt;
Pale tincture Ingested 250 gp&lt;br /&gt;
Purple worm poison Injury 2,000 gp&lt;br /&gt;
Serpent venom Injury 200 gp&lt;br /&gt;
Torpor Ingested 600 gp&lt;br /&gt;
Truth serum Ingested 150 gp&lt;br /&gt;
Wyvern poison Injury 1,200 gp&lt;br /&gt;
Sample Poisons&lt;br /&gt;
Each type of poison has its own debilitating effects.&lt;br /&gt;
Assassin’s Blood (Ingested). A creature subjected&lt;br /&gt;
to this poison must make a DC 10 Constitution&lt;br /&gt;
saving throw. On a failed save, it takes 6 (1d12)&lt;br /&gt;
poison damage and is poisoned for 24 hours. On a&lt;br /&gt;
successful save, the creature takes half damage and&lt;br /&gt;
isn’t poisoned.&lt;br /&gt;
Burnt Othur Fumes (Inhaled). A creature&lt;br /&gt;
subjected to this poison must succeed on a DC 13&lt;br /&gt;
Constitution saving throw or take 10 (3d6) poison&lt;br /&gt;
damage, and must repeat the saving throw at the&lt;br /&gt;
start of each of its turns. On each successive failed&lt;br /&gt;
save, the character takes 3 (1d6) poison damage.&lt;br /&gt;
After three successful saves, the poison ends.&lt;br /&gt;
Crawler Mucus (Contact). This poison must be&lt;br /&gt;
harvested from a dead or incapacitated crawler. A&lt;br /&gt;
creature subjected to this poison must succeed on a&lt;br /&gt;
DC 13 Constitution saving throw or be poisoned for&lt;br /&gt;
1 minute. The poisoned creature is paralyzed. The&lt;br /&gt;
creature can repeat the saving throw at the end of&lt;br /&gt;
each of its turns, ending the effect on itself on a&lt;br /&gt;
success.&lt;br /&gt;
Drow Poison (Injury). This poison is typically&lt;br /&gt;
made only by the drow, and only in a place far&lt;br /&gt;
removed from sunlight. A creature subjected to this&lt;br /&gt;
poison must succeed on a DC 13 Constitution saving&lt;br /&gt;
throw or be poisoned for 1 hour. If the saving throw&lt;br /&gt;
fails by 5 or more, the creature is also unconscious&lt;br /&gt;
while poisoned in this way. The creature wakes up if&lt;br /&gt;
it takes damage or if another creature takes an&lt;br /&gt;
action to shake it awake.&lt;br /&gt;
Essence of Ether (Inhaled). A creature subjected&lt;br /&gt;
to this poison must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw or become poisoned for 8 hours. The&lt;br /&gt;
poisoned creature is unconscious. The creature&lt;br /&gt;
wakes up if it takes damage or if another creature&lt;br /&gt;
takes an action to shake it awake.&lt;br /&gt;
Malice (Inhaled). A creature subjected to this&lt;br /&gt;
poison must succeed on a DC 15 Constitution saving&lt;br /&gt;
throw or become poisoned for 1 hour. The poisoned&lt;br /&gt;
creature is blinded.&lt;br /&gt;
Midnight Tears (Ingested). A creature that&lt;br /&gt;
ingests this poison suffers no effect until the stroke&lt;br /&gt;
of midnight. If the poison has not been neutralized&lt;br /&gt;
before then, the creature must succeed on a DC 17&lt;br /&gt;
Constitution saving throw, taking 31 (9d6) poison&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one.&lt;br /&gt;
Oil of Taggit (Contact). A creature subjected to&lt;br /&gt;
this poison must succeed on a DC 13 Constitution&lt;br /&gt;
saving throw or become poisoned for 24 hours. The&lt;br /&gt;
poisoned creature is unconscious. The creature&lt;br /&gt;
wakes up if it takes damage.&lt;br /&gt;
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Pale Tincture (Ingested). A creature subjected to&lt;br /&gt;
this poison must succeed on a DC 16 Constitution&lt;br /&gt;
saving throw or take 3 (1d6) poison damage and&lt;br /&gt;
become poisoned. The poisoned creature must&lt;br /&gt;
repeat the saving throw every 24 hours, taking 3&lt;br /&gt;
(1d6) poison damage on a failed save. Until this&lt;br /&gt;
poison ends, the damage the poison deals can’t be&lt;br /&gt;
healed by any means. After seven successful saving&lt;br /&gt;
throws, the effect ends and the creature can heal&lt;br /&gt;
normally.&lt;br /&gt;
Purple Worm Poison (Injury). This poison must&lt;br /&gt;
be harvested from a dead or incapacitated purple&lt;br /&gt;
worm. A creature subjected to this poison must&lt;br /&gt;
make a DC 19 Constitution saving throw, taking 42&lt;br /&gt;
(12d6) poison damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
Serpent Venom (Injury). This poison must be&lt;br /&gt;
harvested from a dead or incapacitated giant&lt;br /&gt;
poisonous snake. A creature subjected to this poison&lt;br /&gt;
must succeed on a DC 11 Constitution saving throw,&lt;br /&gt;
taking 10 (3d6) poison damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Torpor (Ingested). A creature subjected to this&lt;br /&gt;
poison must succeed on a DC 15 Constitution saving&lt;br /&gt;
throw or become poisoned for 4d6 hours. The&lt;br /&gt;
poisoned creature is incapacitated.&lt;br /&gt;
Truth Serum (Ingested). A creature subjected to&lt;br /&gt;
this poison must succeed on a DC 11 Constitution&lt;br /&gt;
saving throw or become poisoned for 1 hour. The&lt;br /&gt;
poisoned creature can’t knowingly speak a lie, as if&lt;br /&gt;
under the effect of a zone of truth spell.&lt;br /&gt;
Wyvern Poison (Injury). This poison must be&lt;br /&gt;
harvested from a dead or incapacitated wyvern. A&lt;br /&gt;
creature subjected to this poison must make a DC 15&lt;br /&gt;
Constitution saving throw, taking 24 (7d6) poison&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 206&lt;br /&gt;
Magic Items&lt;br /&gt;
Magic items are gleaned from the hoards of&lt;br /&gt;
conquered monsters or discovered in long-­‐‑lost&lt;br /&gt;
vaults. Such items grant capabilities a character&lt;br /&gt;
could rarely have otherwise, or they complement&lt;br /&gt;
their owner’s capabilities in wondrous ways.&lt;br /&gt;
Attunement&lt;br /&gt;
Some magic items require a creature to form a bond&lt;br /&gt;
with them before their magical properties can be&lt;br /&gt;
used. This bond is called attunement, and certain&lt;br /&gt;
items have a prerequisite for it. If the prerequisite is&lt;br /&gt;
a class, a creature must be a member of that class to&lt;br /&gt;
attune to the item. (If the class is a spellcasting class,&lt;br /&gt;
a monster qualifies if it has spell slots and uses that&lt;br /&gt;
class’s spell list.) If the prerequisite is to be a&lt;br /&gt;
spellcaster, a creature qualifies if it can cast at least&lt;br /&gt;
one spell using its traits or features, not using a&lt;br /&gt;
magic item or the like.&lt;br /&gt;
Without becoming attuned to an item that&lt;br /&gt;
requires attunement, a creature gains only its&lt;br /&gt;
nonmagical benefits, unless its description states&lt;br /&gt;
otherwise. For example, a magic shield that requires&lt;br /&gt;
attunement provides the benefits of a normal shield&lt;br /&gt;
to a creature not attuned to it, but none of its magical&lt;br /&gt;
properties.&lt;br /&gt;
Attuning to an item requires a creature to spend a&lt;br /&gt;
short rest focused on only that item while being in&lt;br /&gt;
physical contact with it (this can’t be the same short&lt;br /&gt;
rest used to learn the item’s properties). This focus&lt;br /&gt;
can take the form of weapon practice (for a weapon),&lt;br /&gt;
meditation (for a wondrous item), or some other&lt;br /&gt;
appropriate activity. If the short rest is interrupted,&lt;br /&gt;
the attunement attempt fails. Otherwise, at the end&lt;br /&gt;
of the short rest, the creature gains an intuitive&lt;br /&gt;
understanding of how to activate any magical&lt;br /&gt;
properties of the item, including any necessary&lt;br /&gt;
command words.&lt;br /&gt;
An item can be attuned to only one creature at a&lt;br /&gt;
time, and a creature can be attuned to no more than&lt;br /&gt;
three magic items at a time. Any attempt to attune to&lt;br /&gt;
a fourth item fails; the creature must end its&lt;br /&gt;
attunement to an item first. Additionally, a creature&lt;br /&gt;
can’t attune to more than one copy of an item. For&lt;br /&gt;
example, a creature can’t attune to more than one&lt;br /&gt;
ring of protection at a time.&lt;br /&gt;
A creature’s attunement to an item ends if the&lt;br /&gt;
creature no longer satisfies the prerequisites for&lt;br /&gt;
attunement, if the item has been more than 100 feet&lt;br /&gt;
away for at least 24 hours, if the creature dies, or if&lt;br /&gt;
another creature attunes to the item. A creature can&lt;br /&gt;
also voluntarily end attunement by spending&lt;br /&gt;
another short rest focused on the item, unless the&lt;br /&gt;
item is cursed.&lt;br /&gt;
Wearing and Wielding Items&lt;br /&gt;
Using a magic item’s properties might mean wearing&lt;br /&gt;
or wielding it. A magic item meant to be worn must&lt;br /&gt;
be donned in the intended fashion: boots go on the&lt;br /&gt;
feet, gloves on the hands, hats and helmets on the&lt;br /&gt;
head, and rings on the finger. Magic armor must be&lt;br /&gt;
donned, a shield strapped to the arm, a cloak&lt;br /&gt;
fastened about the shoulders. A weapon must be&lt;br /&gt;
held.&lt;br /&gt;
In most cases, a magic item that’s meant to be&lt;br /&gt;
worn can fit a creature regardless of size or build.&lt;br /&gt;
Many magic garments are made to be easily&lt;br /&gt;
adjustable, or they magically adjust themselves to&lt;br /&gt;
the wearer. Rare exceptions exist. If the story&lt;br /&gt;
suggests a good reason for an item to fit only&lt;br /&gt;
creatures of a certain size or shape, you can rule that&lt;br /&gt;
it doesn’t adjust. For example, drow-­‐‑made armor&lt;br /&gt;
might fit elves only. Dwarves might make items&lt;br /&gt;
usable only by dwarf-­‐‑sized and dwarf-­‐‑shaped folk.&lt;br /&gt;
When a nonhumanoid tries to wear an item, use&lt;br /&gt;
your discretion as to whether the item functions as&lt;br /&gt;
intended. A ring placed on a tentacle might work, but&lt;br /&gt;
a yuan-­‐‑ti with a snakelike tail instead of legs can’t&lt;br /&gt;
wear boots.&lt;br /&gt;
Multiple Items of the Same Kind&lt;br /&gt;
Use common sense to determine whether more than&lt;br /&gt;
one of a given kind of magic item can be worn. A&lt;br /&gt;
character can’t normally wear more than one pair of&lt;br /&gt;
footwear, one pair of gloves or gauntlets, one pair of&lt;br /&gt;
bracers, one suit of armor, one item of headwear,&lt;br /&gt;
and one cloak. You can make exceptions; a character&lt;br /&gt;
might be able to wear a circlet under a helmet, for&lt;br /&gt;
example, or to layer two cloaks.&lt;br /&gt;
Paired Items&lt;br /&gt;
Items that come in pairs—such as boots, bracers,&lt;br /&gt;
gauntlets, and gloves—impart their benefits only if&lt;br /&gt;
both items of the pair are worn. For example, a&lt;br /&gt;
character wearing a boot of striding and springing&lt;br /&gt;
on one foot and a boot of elvenkind on the other foot&lt;br /&gt;
gains no benefit from either.&lt;br /&gt;
Activating an Item&lt;br /&gt;
Activating some magic items requires a user to do&lt;br /&gt;
something special, such as holding the item and&lt;br /&gt;
uttering a command word. The description of each&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 207&lt;br /&gt;
item category or individual item details how an item&lt;br /&gt;
is activated. Certain items use the following rules for&lt;br /&gt;
their activation.&lt;br /&gt;
If an item requires an action to activate, that&lt;br /&gt;
action isn’t a function of the Use an Item action, so a&lt;br /&gt;
feature such as the rogue’s Fast Hands can’t be used&lt;br /&gt;
to activate the item.&lt;br /&gt;
Command Word&lt;br /&gt;
A command word is a word or phrase that must be&lt;br /&gt;
spoken for an item to work. A magic item that&lt;br /&gt;
requires a command word can’t be activated in an&lt;br /&gt;
area where sound is prevented, as in the area of the&lt;br /&gt;
silence spell.&lt;br /&gt;
Consumables&lt;br /&gt;
Some items are used up when they are activated. A&lt;br /&gt;
potion or an elixir must be swallowed, or an oil&lt;br /&gt;
applied to the body. The writing vanishes from a&lt;br /&gt;
scroll when it is read. Once used, a consumable item&lt;br /&gt;
loses its magic.&lt;br /&gt;
Spells&lt;br /&gt;
Some magic items allow the user to cast a spell from&lt;br /&gt;
the item. The spell is cast at the lowest possible spell&lt;br /&gt;
level, doesn’t expend any of the user’s spell slots, and&lt;br /&gt;
requires no components, unless the item’s&lt;br /&gt;
description says otherwise. The spell uses its normal&lt;br /&gt;
casting time, range, and duration, and the user of the&lt;br /&gt;
item must concentrate if the spell requires&lt;br /&gt;
concentration. Many items, such as potions, bypass&lt;br /&gt;
the casting of a spell and confer the spell’s effects,&lt;br /&gt;
with their usual duration. Certain items make&lt;br /&gt;
exceptions to these rules, changing the casting time,&lt;br /&gt;
duration, or other parts of a spell.&lt;br /&gt;
A magic item, such as certain staffs, may require&lt;br /&gt;
you to use your own spellcasting ability when you&lt;br /&gt;
cast a spell from the item. If you have more than one&lt;br /&gt;
spellcasting ability, you choose which one to use&lt;br /&gt;
with the item. If you don’t have a spellcasting&lt;br /&gt;
ability—perhaps you’re a rogue with the Use Magic&lt;br /&gt;
Device feature—your spellcasting ability modifier is&lt;br /&gt;
+0 for the item, and your proficiency bonus does&lt;br /&gt;
apply.&lt;br /&gt;
Charges&lt;br /&gt;
Some magic items have charges that must be&lt;br /&gt;
expended to activate their properties. The number of&lt;br /&gt;
charges an item has remaining is revealed when an&lt;br /&gt;
identify spell is cast on it, as well as when a creature&lt;br /&gt;
attunes to it. Additionally, when an item regains&lt;br /&gt;
charges, the creature attuned to it learns how many&lt;br /&gt;
charges it regained.&lt;br /&gt;
Magic Items A-Z&lt;br /&gt;
Magic items are presented in alphabetical order. A&lt;br /&gt;
magic item’s description gives the item’s name, its&lt;br /&gt;
category, its rarity, and its magical properties.&lt;br /&gt;
Adamantine Armor&lt;br /&gt;
Armor (medium or heavy, but not hide), uncommon&lt;br /&gt;
This suit of armor is reinforced with adamantine,&lt;br /&gt;
one of the hardest substances in existence. While&lt;br /&gt;
you’re wearing it, any critical hit against you&lt;br /&gt;
becomes a normal hit.&lt;br /&gt;
Ammunition, +1, +2, or +3&lt;br /&gt;
Weapon (any ammunition), uncommon (+1), rare&lt;br /&gt;
(+2), or very rare (+3)&lt;br /&gt;
You have a bonus to attack and damage rolls made&lt;br /&gt;
with this piece of magic ammunition. The bonus is&lt;br /&gt;
determined by the rarity of the ammunition. Once it&lt;br /&gt;
hits a target, the ammunition is no longer magical.&lt;br /&gt;
Amulet of Health&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
Your Constitution score is 19 while you wear this&lt;br /&gt;
amulet. It has no effect on you if your Constitution is&lt;br /&gt;
already 19 or higher.&lt;br /&gt;
Amulet of Proof against Detection and&lt;br /&gt;
Location&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While wearing this amulet, you are hidden from&lt;br /&gt;
divination magic. You can’t be targeted by such&lt;br /&gt;
magic or perceived through magical scrying sensors.&lt;br /&gt;
Amulet of the Planes&lt;br /&gt;
Wondrous item, very rare (requires attunement)&lt;br /&gt;
While wearing this amulet, you can use an action to&lt;br /&gt;
name a location that you are familiar with on&lt;br /&gt;
another plane of existence. Then make a DC 15&lt;br /&gt;
Intelligence check. On a successful check, you cast&lt;br /&gt;
the plane shift spell. On a failure, you and each&lt;br /&gt;
creature and object within 15 feet of you travel to a&lt;br /&gt;
random destination. Roll a d100. On a 1–60, you&lt;br /&gt;
travel to a random location on the plane you named.&lt;br /&gt;
On a 61–100, you travel to a randomly determined&lt;br /&gt;
plane of existence.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 208&lt;br /&gt;
Animated Shield&lt;br /&gt;
Armor (shield), very rare (requires attunement)&lt;br /&gt;
While holding this shield, you can speak its&lt;br /&gt;
command word as a bonus action to cause it to&lt;br /&gt;
animate. The shield leaps into the air and hovers in&lt;br /&gt;
your space to protect you as if you were wielding it,&lt;br /&gt;
leaving your hands free. The shield remains&lt;br /&gt;
animated for 1 minute, until you use a bonus action&lt;br /&gt;
to end this effect, or until you are incapacitated or&lt;br /&gt;
die, at which point the shield falls to the ground or&lt;br /&gt;
into your hand if you have one free.&lt;br /&gt;
Apparatus of the Crab&lt;br /&gt;
Wondrous item, legendary&lt;br /&gt;
This item first appears to be a Large sealed iron&lt;br /&gt;
barrel weighing 500 pounds. The barrel has a hidden&lt;br /&gt;
catch, which can be found with a successful DC 20&lt;br /&gt;
Intelligence (Investigation) check. Releasing the&lt;br /&gt;
catch unlocks a hatch at one end of the barrel,&lt;br /&gt;
allowing two Medium or smaller creatures to crawl&lt;br /&gt;
inside. Ten levers are set in a row at the far end, each&lt;br /&gt;
in a neutral position, able to move either up or down.&lt;br /&gt;
When certain levers are used, the apparatus&lt;br /&gt;
transforms to resemble a giant lobster.&lt;br /&gt;
The apparatus of the Crab is a Large object with&lt;br /&gt;
the following statistics:&lt;br /&gt;
Armor Class: 20&lt;br /&gt;
Hit Points: 200&lt;br /&gt;
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs&lt;br /&gt;
and tail aren’t extended)&lt;br /&gt;
Damage Immunities: poison, psychic&lt;br /&gt;
To be used as a vehicle, the apparatus requires one&lt;br /&gt;
pilot. While the apparatus’s hatch is closed, the&lt;br /&gt;
compartment is airtight and watertight. The&lt;br /&gt;
compartment holds enough air for 10 hours of&lt;br /&gt;
breathing, divided by the number of breathing&lt;br /&gt;
creatures inside.&lt;br /&gt;
The apparatus floats on water. It can also go&lt;br /&gt;
underwater to a depth of 900 feet. Below that, the&lt;br /&gt;
vehicle takes 2d6 bludgeoning damage per minute&lt;br /&gt;
from pressure.&lt;br /&gt;
A creature in the compartment can use an action&lt;br /&gt;
to move as many as two of the apparatus’s levers up&lt;br /&gt;
or down. After each use, a lever goes back to its&lt;br /&gt;
neutral position. Each lever, from left to right,&lt;br /&gt;
functions as shown in the Apparatus of the Crab&lt;br /&gt;
Levers table.&lt;br /&gt;
Apparatus of the Crab Levers&lt;br /&gt;
Lever Up Down&lt;br /&gt;
1 Legs and tail extend, Legs and tail retract,&lt;br /&gt;
allowing the apparatus&lt;br /&gt;
to walk and swim.&lt;br /&gt;
reducing the apparatus’s&lt;br /&gt;
speed to 0 and making it&lt;br /&gt;
unable to benefit from&lt;br /&gt;
bonuses to speed.&lt;br /&gt;
2 Forward window shutter&lt;br /&gt;
opens.&lt;br /&gt;
Forward window shutter&lt;br /&gt;
closes.&lt;br /&gt;
3 Side window shutters&lt;br /&gt;
open (two per side).&lt;br /&gt;
Side window shutters&lt;br /&gt;
close (two per side).&lt;br /&gt;
4 Two claws extend from&lt;br /&gt;
the front sides of the&lt;br /&gt;
apparatus.&lt;br /&gt;
The claws retract.&lt;br /&gt;
5 Each extended claw&lt;br /&gt;
makes the following&lt;br /&gt;
melee weapon attack:&lt;br /&gt;
+8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (2d6)&lt;br /&gt;
bludgeoning damage.&lt;br /&gt;
Each extended claw&lt;br /&gt;
makes the following&lt;br /&gt;
melee weapon attack: +8&lt;br /&gt;
to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: The target is&lt;br /&gt;
grappled (escape DC 15).&lt;br /&gt;
6 The apparatus walks or&lt;br /&gt;
swims forward.&lt;br /&gt;
The apparatus walks or&lt;br /&gt;
swims backward.&lt;br /&gt;
7 The apparatus turns 90&lt;br /&gt;
degrees left.&lt;br /&gt;
The apparatus turns 90&lt;br /&gt;
degrees right.&lt;br /&gt;
8 Eyelike fixtures emit&lt;br /&gt;
bright light in a 30-­‐foot&lt;br /&gt;
radius and dim light for&lt;br /&gt;
an additional 30 feet.&lt;br /&gt;
The light turns off.&lt;br /&gt;
9 The apparatus sinks as&lt;br /&gt;
much as 20 feet in&lt;br /&gt;
liquid.&lt;br /&gt;
The apparatus rises up&lt;br /&gt;
to 20 feet in liquid.&lt;br /&gt;
10 The rear hatch unseals&lt;br /&gt;
and opens.&lt;br /&gt;
The rear hatch closes&lt;br /&gt;
and seals.&lt;br /&gt;
Armor, +1, +2, or +3&lt;br /&gt;
Armor (light, medium, or heavy), rare (+1), very rare&lt;br /&gt;
(+2), or legendary (+3)&lt;br /&gt;
You have a bonus to AC while wearing this armor.&lt;br /&gt;
The bonus is determined by its rarity.&lt;br /&gt;
Armor of Invulnerability&lt;br /&gt;
Armor (plate), legendary (requires attunement)&lt;br /&gt;
You have resistance to nonmagical damage while&lt;br /&gt;
you wear this armor. Additionally, you can use an&lt;br /&gt;
action to make yourself immune to nonmagical&lt;br /&gt;
damage for 10 minutes or until you are no longer&lt;br /&gt;
wearing the armor. Once this special action is used,&lt;br /&gt;
it can’t be used again until the next dawn.&lt;br /&gt;
Armor of Resistance&lt;br /&gt;
Armor (light, medium, or heavy), rare (requires&lt;br /&gt;
attunement)&lt;br /&gt;
You have resistance to one type of damage while you&lt;br /&gt;
wear this armor. The GM chooses the type or&lt;br /&gt;
determines it randomly from the options below.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 209&lt;br /&gt;
d10 Damage Type d10 Damage Type&lt;br /&gt;
1 Acid 6 Necrotic&lt;br /&gt;
2 Cold 7 Poison&lt;br /&gt;
3 Fire 8 Psychic&lt;br /&gt;
4 Force 9 Radiant&lt;br /&gt;
5 Lightning 10 Thunder&lt;br /&gt;
Armor of Vulnerability&lt;br /&gt;
Armor (plate), rare (requires attunement)&lt;br /&gt;
While wearing this armor, you have resistance to&lt;br /&gt;
one of the following damage types: bludgeoning,&lt;br /&gt;
piercing, or slashing. The GM chooses the type or&lt;br /&gt;
determines it randomly.&lt;br /&gt;
Curse. This armor is cursed, a fact that is revealed&lt;br /&gt;
only when an identify spell is cast on the armor or&lt;br /&gt;
you attune to it. Attuning to the armor curses you&lt;br /&gt;
until you are targeted by the remove curse spell or&lt;br /&gt;
similar magic; removing the armor fails to end the&lt;br /&gt;
curse. While cursed, you have vulnerability to two of&lt;br /&gt;
the three damage types associated with the armor&lt;br /&gt;
(not the one to which it grants resistance).&lt;br /&gt;
Arrow-Catching Shield&lt;br /&gt;
Armor (shield), rare (requires attunement)&lt;br /&gt;
You gain a +2 bonus to AC against ranged attacks&lt;br /&gt;
while you wield this shield. This bonus is in addition&lt;br /&gt;
to the shield’s normal bonus to AC. In addition,&lt;br /&gt;
whenever an attacker makes a ranged attack against&lt;br /&gt;
a target within 5 feet of you, you can use your&lt;br /&gt;
reaction to become the target of the attack instead.&lt;br /&gt;
Arrow of Slaying&lt;br /&gt;
Weapon (arrow), very rare&lt;br /&gt;
An arrow of slaying is a magic weapon meant to slay&lt;br /&gt;
a particular kind of creature. Some are more focused&lt;br /&gt;
than others; for example, there are both arrows of&lt;br /&gt;
dragon slaying and arrows of blue dragon slaying. If a&lt;br /&gt;
creature belonging to the type, race, or group&lt;br /&gt;
associated with an arrow of slaying takes damage&lt;br /&gt;
from the arrow, the creature must make a DC 17&lt;br /&gt;
Constitution saving throw, taking an extra 6d10&lt;br /&gt;
piercing damage on a failed save, or half as much&lt;br /&gt;
extra damage on a successful one.&lt;br /&gt;
Once an arrow of slaying deals its extra damage to&lt;br /&gt;
a creature, it becomes a nonmagical arrow.&lt;br /&gt;
Other types of magic ammunition of this kind exist,&lt;br /&gt;
such as bolts of slaying meant for a crossbow, though&lt;br /&gt;
arrows are most common.&lt;br /&gt;
Bag of Beans&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
Inside this heavy cloth bag are 3d4 dry beans. The&lt;br /&gt;
bag weighs 1/2 pound plus 1/4 pound for each bean&lt;br /&gt;
it contains.&lt;br /&gt;
If you dump the bag’s contents out on the ground,&lt;br /&gt;
they explode in a 10-­‐‑foot radius, extending from the&lt;br /&gt;
beans. Each creature in the area, including you, must&lt;br /&gt;
make a DC 15 Dexterity saving throw, taking 5d4 fire&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one. The fire ignites flammable objects&lt;br /&gt;
in the area that aren’t being worn or carried.&lt;br /&gt;
If you remove a bean from the bag, plant it in dirt&lt;br /&gt;
or sand, and then water it, the bean produces an&lt;br /&gt;
effect 1 minute later from the ground where it was&lt;br /&gt;
planted. The GM can choose an effect from the&lt;br /&gt;
following table, determine it randomly, or create an&lt;br /&gt;
effect.&lt;br /&gt;
d100 Effect&lt;br /&gt;
01 5d4 toadstools sprout. If a creature eats a&lt;br /&gt;
toadstool, roll any die. On an odd roll, the eater&lt;br /&gt;
must succeed on a DC 15 Constitution saving&lt;br /&gt;
throw or take 5d6 poison damage and become&lt;br /&gt;
poisoned for 1 hour. On an even roll, the eater&lt;br /&gt;
gains 5d6 temporary hit points for 1 hour.&lt;br /&gt;
02–10 A geyser erupts and spouts water, beer, berry&lt;br /&gt;
juice, tea, vinegar, wine, or oil (GM’s choice) 30&lt;br /&gt;
feet into the air for 1d12 rounds.&lt;br /&gt;
11–20 A treant sprouts. There’s a 50 percent chance&lt;br /&gt;
that the treant is chaotic evil and attacks.&lt;br /&gt;
21–30 An animate, immobile stone statue in your&lt;br /&gt;
likeness rises. It makes verbal threats against&lt;br /&gt;
you. If you leave it and others come near, it&lt;br /&gt;
describes you as the most heinous of villains and&lt;br /&gt;
directs the newcomers to find and attack you. If&lt;br /&gt;
you are on the same plane of existence as the&lt;br /&gt;
statue, it knows where you are. The statue&lt;br /&gt;
becomes inanimate after 24 hours.&lt;br /&gt;
31–40 A campfire with blue flames springs forth and&lt;br /&gt;
burns for 24 hours (or until it is extinguished).&lt;br /&gt;
41–50 1d6 + 6 shriekers sprout&lt;br /&gt;
51–60 1d4 + 8 bright pink toads crawl forth. Whenever&lt;br /&gt;
a toad is touched, it transforms into a Large or&lt;br /&gt;
smaller monster of the GM’s choice. The&lt;br /&gt;
monster remains for 1 minute, then disappears&lt;br /&gt;
in a puff of bright pink smoke.&lt;br /&gt;
61–70 A hungry bulette burrows up and attacks.&lt;br /&gt;
71–80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of&lt;br /&gt;
which act as randomly determined magic&lt;br /&gt;
potions, while one acts as an ingested poison of&lt;br /&gt;
the GM’s choice. The tree vanishes after 1 hour.&lt;br /&gt;
Picked fruit remains, retaining any magic for 30&lt;br /&gt;
days.&lt;br /&gt;
81–90 A nest of 1d4 + 3 eggs springs up. Any creature&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 210&lt;br /&gt;
that eats an egg must make a DC 20 Constitution&lt;br /&gt;
saving throw. On a successful save, a creature&lt;br /&gt;
permanently increases its lowest ability score by&lt;br /&gt;
1, randomly choosing among equally low scores.&lt;br /&gt;
On a failed save, the creature takes 10d6 force&lt;br /&gt;
damage from an internal magical explosion.&lt;br /&gt;
91–99 A pyramid with a 60-­‐foot-­‐square base bursts&lt;br /&gt;
upward. Inside is a sarcophagus containing a&lt;br /&gt;
mummy lord. The pyramid is treated as the&lt;br /&gt;
mummy lord’s lair, and its sarcophagus contains&lt;br /&gt;
treasure of the GM’s choice.&lt;br /&gt;
00 A giant beanstalk sprouts, growing to a height of&lt;br /&gt;
the GM’s choice. The top leads where the GM&lt;br /&gt;
chooses, such as to a great view, a cloud giant’s&lt;br /&gt;
castle, or a different plane of existence.&lt;br /&gt;
Bag of Devouring&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This bag superficially resembles a bag of holding but&lt;br /&gt;
is a feeding orifice for a gigantic extradimensional&lt;br /&gt;
creature. Turning the bag inside out closes the&lt;br /&gt;
orifice.&lt;br /&gt;
The extradimensional creature attached to the bag&lt;br /&gt;
can sense whatever is placed inside the bag. Animal&lt;br /&gt;
or vegetable matter placed wholly in the bag is&lt;br /&gt;
devoured and lost forever. When part of a living&lt;br /&gt;
creature is placed in the bag, as happens when&lt;br /&gt;
someone reaches inside it, there is a 50 percent&lt;br /&gt;
chance that the creature is pulled inside the bag. A&lt;br /&gt;
creature inside the bag can use its action to try to&lt;br /&gt;
escape with a successful DC 15 Strength check.&lt;br /&gt;
Another creature can use its action to reach into the&lt;br /&gt;
bag to pull a creature out, doing so with a successful&lt;br /&gt;
DC 20 Strength check (provided it isn’t pulled inside&lt;br /&gt;
the bag first). Any creature that starts its turn inside&lt;br /&gt;
the bag is devoured, its body destroyed.&lt;br /&gt;
Inanimate objects can be stored in the bag, which&lt;br /&gt;
can hold a cubic foot of such material. However, once&lt;br /&gt;
each day, the bag swallows any objects inside it and&lt;br /&gt;
spits them out into another plane of existence. The&lt;br /&gt;
GM determines the time and plane.&lt;br /&gt;
If the bag is pierced or torn, it is destroyed, and&lt;br /&gt;
anything contained within it is transported to a&lt;br /&gt;
random location on the Astral Plane.&lt;br /&gt;
Bag of Holding&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This bag has an interior space considerably larger&lt;br /&gt;
than its outside dimensions, roughly 2 feet in&lt;br /&gt;
diameter at the mouth and 4 feet deep. The bag can&lt;br /&gt;
hold up to 500 pounds, not exceeding a volume of 64&lt;br /&gt;
cubic feet. The bag weighs 15 pounds, regardless of&lt;br /&gt;
its contents. Retrieving an item from the bag&lt;br /&gt;
requires an action.&lt;br /&gt;
If the bag is overloaded, pierced, or torn, it&lt;br /&gt;
ruptures and is destroyed, and its contents are&lt;br /&gt;
scattered in the Astral Plane. If the bag is turned&lt;br /&gt;
inside out, its contents spill forth, unharmed, but the&lt;br /&gt;
bag must be put right before it can be used again.&lt;br /&gt;
Breathing creatures inside the bag can survive up to&lt;br /&gt;
a number of minutes equal to 10 divided by the&lt;br /&gt;
number of creatures (minimum 1 minute), after&lt;br /&gt;
which time they begin to suffocate.&lt;br /&gt;
Placing a bag of holding inside an&lt;br /&gt;
extradimensional space created by a handy&lt;br /&gt;
haversack, portable hole, or similar item instantly&lt;br /&gt;
destroys both items and opens a gate to the Astral&lt;br /&gt;
Plane. The gate originates where the one item was&lt;br /&gt;
placed inside the other. Any creature within 10 feet&lt;br /&gt;
of the gate is sucked through it to a random location&lt;br /&gt;
on the Astral Plane. The gate then closes. The gate is&lt;br /&gt;
one-­‐‑way only and can’t be reopened.&lt;br /&gt;
Bag of Tricks&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This ordinary bag, made from gray, rust, or tan cloth,&lt;br /&gt;
appears empty. Reaching inside the bag, however,&lt;br /&gt;
reveals the presence of a small, fuzzy object. The bag&lt;br /&gt;
weighs 1/2 pound.&lt;br /&gt;
You can use an action to pull the fuzzy object from&lt;br /&gt;
the bag and throw it up to 20 feet. When the object&lt;br /&gt;
lands, it transforms into a creature you determine by&lt;br /&gt;
rolling a d8 and consulting the table that&lt;br /&gt;
corresponds to the bag’s color. The creature&lt;br /&gt;
vanishes at the next dawn or when it is reduced to 0&lt;br /&gt;
hit points.&lt;br /&gt;
The creature is friendly to you and your&lt;br /&gt;
companions, and it acts on your turn. You can use a&lt;br /&gt;
bonus action to command how the creature moves&lt;br /&gt;
and what action it takes on its next turn, or to give it&lt;br /&gt;
general orders, such as to attack your enemies. In&lt;br /&gt;
the absence of such orders, the creature acts in a&lt;br /&gt;
fashion appropriate to its nature.&lt;br /&gt;
Once three fuzzy objects have been pulled from&lt;br /&gt;
the bag, the bag can’t be used again until the next&lt;br /&gt;
dawn.&lt;br /&gt;
Gray Bag of Tricks&lt;br /&gt;
d8 Creature&lt;br /&gt;
1 Weasel&lt;br /&gt;
2 Giant rat&lt;br /&gt;
3 Badger&lt;br /&gt;
4 Boar&lt;br /&gt;
5 Panther&lt;br /&gt;
6 Giant badger&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 211&lt;br /&gt;
7 Dire wolf&lt;br /&gt;
8 Giant elk&lt;br /&gt;
Rust Bag of Tricks&lt;br /&gt;
d8 Creature&lt;br /&gt;
1 Rat&lt;br /&gt;
2 Owl&lt;br /&gt;
3 Mastiff&lt;br /&gt;
4 Goat&lt;br /&gt;
5 Giant goat&lt;br /&gt;
6 Giant boar&lt;br /&gt;
7 Lion&lt;br /&gt;
8 Brown bear&lt;br /&gt;
Tan Bag of Tricks&lt;br /&gt;
d8 Creature&lt;br /&gt;
1 Jackal&lt;br /&gt;
2 Ape&lt;br /&gt;
3 Baboon&lt;br /&gt;
4 Axe beak&lt;br /&gt;
5 Black bear&lt;br /&gt;
6 Giant weasel&lt;br /&gt;
7 Giant hyena&lt;br /&gt;
8 Tiger&lt;br /&gt;
Bead of Force&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This small black sphere measures 3/4 of an inch in&lt;br /&gt;
diameter and weighs an ounce. Typically, 1d4 + 4&lt;br /&gt;
beads of force are found together.&lt;br /&gt;
You can use an action to throw the bead up to 60&lt;br /&gt;
feet. The bead explodes on impact and is destroyed.&lt;br /&gt;
Each creature within a 10-­‐‑foot radius of where the&lt;br /&gt;
bead landed must succeed on a DC 15 Dexterity&lt;br /&gt;
saving throw or take 5d4 force damage. A sphere of&lt;br /&gt;
transparent force then encloses the area for 1&lt;br /&gt;
minute. Any creature that failed the save and is&lt;br /&gt;
completely within the area is trapped inside this&lt;br /&gt;
sphere. Creatures that succeeded on the save, or are&lt;br /&gt;
partially within the area, are pushed away from the&lt;br /&gt;
center of the sphere until they are no longer inside it.&lt;br /&gt;
Only breathable air can pass through the sphere’s&lt;br /&gt;
wall. No attack or other effect can.&lt;br /&gt;
An enclosed creature can use its action to push&lt;br /&gt;
against the sphere’s wall, moving the sphere up to&lt;br /&gt;
half the creature’s walking speed. The sphere can be&lt;br /&gt;
picked up, and its magic causes it to weigh only 1&lt;br /&gt;
pound, regardless of the weight of creatures inside.&lt;br /&gt;
Belt of Dwarvenkind&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
While wearing this belt, you gain the following&lt;br /&gt;
benefits:&lt;br /&gt;
• Your Constitution score increases by 2, to a&lt;br /&gt;
maximum of 20.&lt;br /&gt;
• You have advantage on Charisma (Persuasion)&lt;br /&gt;
checks made to interact with dwarves.&lt;br /&gt;
In addition, while attuned to the belt, you have a 50&lt;br /&gt;
percent chance each day at dawn of growing a full&lt;br /&gt;
beard if you’re capable of growing one, or a visibly&lt;br /&gt;
thicker beard if you already have one.&lt;br /&gt;
If you aren’t a dwarf, you gain the following&lt;br /&gt;
additional benefits while wearing the belt:&lt;br /&gt;
• You have advantage on saving throws against&lt;br /&gt;
poison, and you have resistance against poison&lt;br /&gt;
damage.&lt;br /&gt;
• You have darkvision out to a range of 60 feet.&lt;br /&gt;
• You can speak, read, and write Dwarvish.&lt;br /&gt;
Belt of Giant Strength&lt;br /&gt;
Wondrous item, rarity varies (requires attunement)&lt;br /&gt;
While wearing this belt, your Strength score changes&lt;br /&gt;
to a score granted by the belt. If your Strength is&lt;br /&gt;
already equal to or greater than the belt’s score, the&lt;br /&gt;
item has no effect on you.&lt;br /&gt;
Six varieties of this belt exist, corresponding with&lt;br /&gt;
and having rarity according to the six kinds of true&lt;br /&gt;
giants. The belt of stone giant strength and the belt of&lt;br /&gt;
frost giant strength look different, but they have the&lt;br /&gt;
same effect.&lt;br /&gt;
Type Strength Rarity&lt;br /&gt;
Hill giant 21 Rare&lt;br /&gt;
Stone/frost giant 23 Very rare&lt;br /&gt;
Fire giant 25 Very rare&lt;br /&gt;
Cloud giant 27 Legendary&lt;br /&gt;
Storm giant 29 Legendary&lt;br /&gt;
Berserker Axe&lt;br /&gt;
Weapon (any axe), rare (requires attunement)&lt;br /&gt;
You gain a +1 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon. In addition, while you&lt;br /&gt;
are attuned to this weapon, your hit point maximum&lt;br /&gt;
increases by 1 for each level you have attained.&lt;br /&gt;
Curse. This axe is cursed, and becoming attuned to&lt;br /&gt;
it extends the curse to you. As long as you remain&lt;br /&gt;
cursed, you are unwilling to part with the axe,&lt;br /&gt;
keeping it within reach at all times. You also have&lt;br /&gt;
disadvantage on attack rolls with weapons other&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 212&lt;br /&gt;
than this one, unless no foe is within 60 feet of you&lt;br /&gt;
that you can see or hear.&lt;br /&gt;
Whenever a hostile creature damages you while&lt;br /&gt;
the axe is in your possession, you must succeed on a&lt;br /&gt;
DC 15 Wisdom saving throw or go berserk. While&lt;br /&gt;
berserk, you must use your action each round to&lt;br /&gt;
attack the creature nearest to you with the axe. If&lt;br /&gt;
you can make extra attacks as part of the Attack&lt;br /&gt;
action, you use those extra attacks, moving to attack&lt;br /&gt;
the next nearest creature after you fell your current&lt;br /&gt;
target. If you have multiple possible targets, you&lt;br /&gt;
attack one at random. You are berserk until you start&lt;br /&gt;
your turn with no creatures within 60 feet of you&lt;br /&gt;
that you can see or hear.&lt;br /&gt;
Boots of Elvenkind&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
While you wear these boots, your steps make no&lt;br /&gt;
sound, regardless of the surface you are moving&lt;br /&gt;
across. You also have advantage on Dexterity&lt;br /&gt;
(Stealth) checks that rely on moving silently.&lt;br /&gt;
Boots of Levitation&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
While you wear these boots, you can use an action to&lt;br /&gt;
cast the levitate spell on yourself at will.&lt;br /&gt;
Boots of Speed&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
While you wear these boots, you can use a bonus&lt;br /&gt;
action and click the boots’ heels together. If you do,&lt;br /&gt;
the boots double your walking speed, and any&lt;br /&gt;
creature that makes an opportunity attack against&lt;br /&gt;
you has disadvantage on the attack roll. If you click&lt;br /&gt;
your heels together again, you end the effect.&lt;br /&gt;
When the boots’ property has been used for a total&lt;br /&gt;
of 10 minutes, the magic ceases to function until you&lt;br /&gt;
finish a long rest.&lt;br /&gt;
Boots of Striding and Springing&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While you wear these boots, your walking speed&lt;br /&gt;
becomes 30 feet, unless your walking speed is higher,&lt;br /&gt;
and your speed isn’t reduced if you are encumbered&lt;br /&gt;
or wearing heavy armor. In addition, you can jump&lt;br /&gt;
three times the normal distance, though you can’t&lt;br /&gt;
jump farther than your remaining movement would&lt;br /&gt;
allow.&lt;br /&gt;
Boots of the Winterlands&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
These furred boots are snug and feel quite warm.&lt;br /&gt;
While you wear them, you gain the following&lt;br /&gt;
benefits:&lt;br /&gt;
• You have resistance to cold damage.&lt;br /&gt;
• You ignore difficult terrain created by ice or snow.&lt;br /&gt;
• You can tolerate temperatures as low as −50&lt;br /&gt;
degrees Fahrenheit without any additional&lt;br /&gt;
protection. If you wear heavy clothes, you can&lt;br /&gt;
tolerate temperatures as low as −100 degrees&lt;br /&gt;
Fahrenheit.&lt;br /&gt;
Bowl of Commanding Water Elementals&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
While this bowl is filled with water, you can use an&lt;br /&gt;
action to speak the bowl’s command word and&lt;br /&gt;
summon a water elemental, as if you had cast the&lt;br /&gt;
conjure elemental spell. The bowl can’t be used this&lt;br /&gt;
way again until the next dawn.&lt;br /&gt;
The bowl is about 1 foot in diameter and half as&lt;br /&gt;
deep. It weighs 3 pounds and holds about 3 gallons.&lt;br /&gt;
Bracers of Archery&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While wearing these bracers, you have proficiency&lt;br /&gt;
with the longbow and shortbow, and you gain a +2&lt;br /&gt;
bonus to damage rolls on ranged attacks made with&lt;br /&gt;
such weapons.&lt;br /&gt;
Bracers of Defense&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
While wearing these bracers, you gain a +2 bonus to&lt;br /&gt;
AC if you are wearing no armor and using no shield.&lt;br /&gt;
Brazier of Commanding Fire Elementals&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
While a fire burns in this brass brazier, you can use&lt;br /&gt;
an action to speak the brazier’s command word and&lt;br /&gt;
summon a fire elemental, as if you had cast the&lt;br /&gt;
conjure elemental spell. The brazier can’t be used&lt;br /&gt;
this way again until the next dawn.&lt;br /&gt;
The brazier weighs 5 pounds.&lt;br /&gt;
Brooch of Shielding&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While wearing this brooch, you have resistance to&lt;br /&gt;
force damage, and you have immunity to damage&lt;br /&gt;
from the magic missile spell.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 213&lt;br /&gt;
Broom of Flying&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This wooden broom, which weighs 3 pounds,&lt;br /&gt;
functions like a mundane broom until you stand&lt;br /&gt;
astride it and speak its command word. It then&lt;br /&gt;
hovers beneath you and can be ridden in the air. It&lt;br /&gt;
has a flying speed of 50 feet. It can carry up to 400&lt;br /&gt;
pounds, but its flying speed becomes 30 feet while&lt;br /&gt;
carrying over 200 pounds. The broom stops&lt;br /&gt;
hovering when you land.&lt;br /&gt;
You can send the broom to travel alone to a&lt;br /&gt;
destination within 1 mile of you if you speak the&lt;br /&gt;
command word, name the location, and are familiar&lt;br /&gt;
with that place. The broom comes back to you when&lt;br /&gt;
you speak another command word, provided that&lt;br /&gt;
the broom is still within 1 mile of you.&lt;br /&gt;
Candle of Invocation&lt;br /&gt;
Wondrous item, very rare (requires attunement)&lt;br /&gt;
This slender taper is dedicated to a deity and shares&lt;br /&gt;
that deity’s alignment. The candle’s alignment can be&lt;br /&gt;
detected with the detect evil and good spell. The GM&lt;br /&gt;
chooses the god and associated alignment or&lt;br /&gt;
determines the alignment randomly.&lt;br /&gt;
d20 Alignment&lt;br /&gt;
1–2 Chaotic evil&lt;br /&gt;
3–4 Chaotic neutral&lt;br /&gt;
5–7 Chaotic good&lt;br /&gt;
8–9 Neutral evil&lt;br /&gt;
10–11 Neutral&lt;br /&gt;
12–13 Neutral good&lt;br /&gt;
14–15 Lawful evil&lt;br /&gt;
16–17 Lawful neutral&lt;br /&gt;
18–20 Lawful good&lt;br /&gt;
The candle’s magic is activated when the candle is&lt;br /&gt;
lit, which requires an action. After burning for 4&lt;br /&gt;
hours, the candle is destroyed. You can snuff it out&lt;br /&gt;
early for use at a later time. Deduct the time it&lt;br /&gt;
burned in increments of 1 minute from the candle’s&lt;br /&gt;
total burn time.&lt;br /&gt;
While lit, the candle sheds dim light in a 30-­‐‑foot&lt;br /&gt;
radius. Any creature within that light whose&lt;br /&gt;
alignment matches that of the candle makes attack&lt;br /&gt;
rolls, saving throws, and ability checks with&lt;br /&gt;
advantage. In addition, a cleric or druid in the light&lt;br /&gt;
whose alignment matches the candle’s can cast 1st-­‐‑&lt;br /&gt;
level spells he or she has prepared without&lt;br /&gt;
expending spell slots, though the spell’s effect is as if&lt;br /&gt;
cast with a 1st-­‐‑level slot.&lt;br /&gt;
Alternatively, when you light the candle for the&lt;br /&gt;
first time, you can cast the gate spell with it. Doing so&lt;br /&gt;
destroys the candle.&lt;br /&gt;
Cape of the Mountebank&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This cape smells faintly of brimstone. While wearing&lt;br /&gt;
it, you can use it to cast the dimension door spell as&lt;br /&gt;
an action. This property of the cape can’t be used&lt;br /&gt;
again until the next dawn.&lt;br /&gt;
When you disappear, you leave behind a cloud of&lt;br /&gt;
smoke, and you appear in a similar cloud of smoke at&lt;br /&gt;
your destination. The smoke lightly obscures the&lt;br /&gt;
space you left and the space you appear in, and it&lt;br /&gt;
dissipates at the end of your next turn. A light or&lt;br /&gt;
stronger wind disperses the smoke.&lt;br /&gt;
Carpet of Flying&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
You can speak the carpet’s command word as an&lt;br /&gt;
action to make the carpet hover and fly. It moves&lt;br /&gt;
according to your spoken directions, provided that&lt;br /&gt;
you are within 30 feet of it.&lt;br /&gt;
Four sizes of carpet of flying exist. The GM chooses&lt;br /&gt;
the size of a given carpet or determines it randomly.&lt;br /&gt;
d100 Size Capacity Flying Speed&lt;br /&gt;
01–20 3 ft. × 5 ft. 200 lb. 80 feet&lt;br /&gt;
21–55 4 ft. × 6 ft. 400 lb. 60 feet&lt;br /&gt;
56–80 5 ft. × 7 ft. 600 lb. 40 feet&lt;br /&gt;
81–100 6 ft. × 9 ft. 800 lb. 30 feet&lt;br /&gt;
A carpet can carry up to twice the weight shown&lt;br /&gt;
on the table, but it flies at half speed if it carries&lt;br /&gt;
more than its normal capacity.&lt;br /&gt;
Censer of Controlling Air Elementals&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
While incense is burning in this censer, you can use&lt;br /&gt;
an action to speak the censer’s command word and&lt;br /&gt;
summon an air elemental, as if you had cast the&lt;br /&gt;
conjure elemental spell. The censer can’t be used this&lt;br /&gt;
way again until the next dawn.&lt;br /&gt;
This 6-­‐‑inch-­‐‑wide, 1-­‐‑foot-­‐‑high vessel resembles a&lt;br /&gt;
chalice with a decorated lid. It weighs 1 pound.&lt;br /&gt;
Chime of Opening&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This hollow metal tube measures about 1 foot long&lt;br /&gt;
and weighs 1 pound. You can strike it as an action,&lt;br /&gt;
pointing it at an object within 120 feet of you that&lt;br /&gt;
can be opened, such as a door, lid, or lock. The chime&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 214&lt;br /&gt;
issues a clear tone, and one lock or latch on the&lt;br /&gt;
object opens unless the sound can’t reach the object.&lt;br /&gt;
If no locks or latches remain, the object itself opens.&lt;br /&gt;
The chime can be used ten times. After the tenth&lt;br /&gt;
time, it cracks and becomes useless.&lt;br /&gt;
Circlet of Blasting&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
While wearing this circlet, you can use an action to&lt;br /&gt;
cast the scorching ray spell with it. When you make&lt;br /&gt;
the spell’s attacks, you do so with an attack bonus of&lt;br /&gt;
+5. The circlet can’t be used this way again until the&lt;br /&gt;
next dawn.&lt;br /&gt;
Cloak of Arachnida&lt;br /&gt;
Wondrous item, very rare (requires attunement)&lt;br /&gt;
This fine garment is made of black silk interwoven&lt;br /&gt;
with faint silvery threads. While wearing it, you gain&lt;br /&gt;
the following benefits:&lt;br /&gt;
• You have resistance to poison damage.&lt;br /&gt;
• You have a climbing speed equal to your walking&lt;br /&gt;
speed.&lt;br /&gt;
• You can move up, down, and across vertical&lt;br /&gt;
surfaces and upside down along ceilings, while&lt;br /&gt;
leaving your hands free.&lt;br /&gt;
• You can’t be caught in webs of any sort and can&lt;br /&gt;
move through webs as if they were difficult terrain.&lt;br /&gt;
• You can use an action to cast the web spell (save&lt;br /&gt;
DC 13). The web created by the spell fills twice its&lt;br /&gt;
normal area. Once used, this property of the cloak&lt;br /&gt;
can’t be used again until the next dawn.&lt;br /&gt;
Cloak of Displacement&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
While you wear this cloak, it projects an illusion that&lt;br /&gt;
makes you appear to be standing in a place near&lt;br /&gt;
your actual location, causing any creature to have&lt;br /&gt;
disadvantage on attack rolls against you. If you take&lt;br /&gt;
damage, the property ceases to function until the&lt;br /&gt;
start of your next turn. This property is suppressed&lt;br /&gt;
while you are incapacitated, restrained, or otherwise&lt;br /&gt;
unable to move.&lt;br /&gt;
Cloak of Elvenkind&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While you wear this cloak with its hood up, Wisdom&lt;br /&gt;
(Perception) checks made to see you have&lt;br /&gt;
disadvantage, and you have advantage on Dexterity&lt;br /&gt;
(Stealth) checks made to hide, as the cloak’s color&lt;br /&gt;
shifts to camouflage you. Pulling the hood up or&lt;br /&gt;
down requires an action.&lt;br /&gt;
Cloak of Protection&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
You gain a +1 bonus to AC and saving throws while&lt;br /&gt;
you wear this cloak.&lt;br /&gt;
Cloak of the Bat&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
While wearing this cloak, you have advantage on&lt;br /&gt;
Dexterity (Stealth) checks. In an area of dim light or&lt;br /&gt;
darkness, you can grip the edges of the cloak with&lt;br /&gt;
both hands and use it to fly at a speed of 40 feet. If&lt;br /&gt;
you ever fail to grip the cloak’s edges while flying in&lt;br /&gt;
this way, or if you are no longer in dim light or&lt;br /&gt;
darkness, you lose this flying speed.&lt;br /&gt;
While wearing the cloak in an area of dim light or&lt;br /&gt;
darkness, you can use your action to cast polymorph&lt;br /&gt;
on yourself, transforming into a bat. While you are in&lt;br /&gt;
the form of the bat, you retain your Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores. The cloak can’t be&lt;br /&gt;
used this way again until the next dawn.&lt;br /&gt;
Cloak of the Manta Ray&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
While wearing this cloak with its hood up, you can&lt;br /&gt;
breathe underwater, and you have a swimming&lt;br /&gt;
speed of 60 feet. Pulling the hood up or down&lt;br /&gt;
requires an action.&lt;br /&gt;
Crystal Ball&lt;br /&gt;
Wondrous item, very rare or legendary (requires&lt;br /&gt;
attunement)&lt;br /&gt;
The typical crystal ball, a very rare item, is about 6&lt;br /&gt;
inches in diameter. While touching it, you can cast&lt;br /&gt;
the scrying spell (save DC 17) with it.&lt;br /&gt;
The following crystal ball variants are legendary&lt;br /&gt;
items and have additional properties.&lt;br /&gt;
Crystal Ball of Mind Reading. You can use an&lt;br /&gt;
action to cast the detect thoughts spell (save DC 17)&lt;br /&gt;
while you are scrying with the crystal ball, targeting&lt;br /&gt;
creatures you can see within 30 feet of the spell’s&lt;br /&gt;
sensor. You don’t need to concentrate on this detect&lt;br /&gt;
thoughts to maintain it during its duration, but it&lt;br /&gt;
ends if scrying ends.&lt;br /&gt;
Crystal Ball of Telepathy. While scrying with the&lt;br /&gt;
crystal ball, you can communicate telepathically with&lt;br /&gt;
creatures you can see within 30 feet of the spell’s&lt;br /&gt;
sensor. You can also use an action to cast the&lt;br /&gt;
suggestion spell (save DC 17) through the sensor on&lt;br /&gt;
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one of those creatures. You don’t need to&lt;br /&gt;
concentrate on this suggestion to maintain it during&lt;br /&gt;
its duration, but it ends if scrying ends. Once used,&lt;br /&gt;
the suggestion power of the crystal ball can’t be used&lt;br /&gt;
again until the next dawn.&lt;br /&gt;
Crystal Ball of True Seeing. While scrying with&lt;br /&gt;
the crystal ball, you have truesight with a radius of&lt;br /&gt;
120 feet centered on the spell’s sensor.&lt;br /&gt;
Cube of Force&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
This cube is about an inch across. Each face has a&lt;br /&gt;
distinct marking on it that can be pressed. The cube&lt;br /&gt;
starts with 36 charges, and it regains 1d20 expended&lt;br /&gt;
charges daily at dawn.&lt;br /&gt;
You can use an action to press one of the cube’s&lt;br /&gt;
faces, expending a number of charges based on the&lt;br /&gt;
chosen face, as shown in the Cube of Force Faces&lt;br /&gt;
table. Each face has a different effect. If the cube has&lt;br /&gt;
insufficient charges remaining, nothing happens.&lt;br /&gt;
Otherwise, a barrier of invisible force springs into&lt;br /&gt;
existence, forming a cube 15 feet on a side. The&lt;br /&gt;
barrier is centered on you, moves with you, and lasts&lt;br /&gt;
for 1 minute, until you use an action to press the&lt;br /&gt;
cube’s sixth face, or the cube runs out of charges.&lt;br /&gt;
You can change the barrier’s effect by pressing a&lt;br /&gt;
different face of the cube and expending the&lt;br /&gt;
requisite number of charges, resetting the duration.&lt;br /&gt;
If your movement causes the barrier to come into&lt;br /&gt;
contact with a solid object that can’t pass through&lt;br /&gt;
the cube, you can’t move any closer to that object as&lt;br /&gt;
long as the barrier remains.&lt;br /&gt;
Cube of Force Faces&lt;br /&gt;
Face Charges Effect&lt;br /&gt;
1 1 Gases, wind, and fog can’t pass through&lt;br /&gt;
the barrier.&lt;br /&gt;
2 2 Nonliving matter can’t pass through the&lt;br /&gt;
barrier. Walls, floors, and ceilings can pass&lt;br /&gt;
through at your discretion.&lt;br /&gt;
3 3 Living matter can’t pass through the&lt;br /&gt;
barrier.&lt;br /&gt;
4 4 Spell effects can’t pass through the barrier.&lt;br /&gt;
5 5 Nothing can pass through the barrier.&lt;br /&gt;
Walls, floors, and ceilings can pass through&lt;br /&gt;
at your discretion.&lt;br /&gt;
6 0 The barrier deactivates.&lt;br /&gt;
The cube loses charges when the barrier is&lt;br /&gt;
targeted by certain spells or comes into contact with&lt;br /&gt;
certain spell or magic item effects, as shown in the&lt;br /&gt;
table below.&lt;br /&gt;
Spell or Item Charges Lost&lt;br /&gt;
Disintegrate 1d12&lt;br /&gt;
Horn of blasting 1d10&lt;br /&gt;
Passwall 1d6&lt;br /&gt;
Prismatic spray 1d20&lt;br /&gt;
Wall of fire 1d4&lt;br /&gt;
Cubic Gate&lt;br /&gt;
Wondrous item, legendary&lt;br /&gt;
This cube is 3 inches across and radiates palpable&lt;br /&gt;
magical energy. The six sides of the cube are each&lt;br /&gt;
keyed to a different plane of existence, one of which&lt;br /&gt;
is the Material Plane. The other sides are linked to&lt;br /&gt;
planes determined by the GM.&lt;br /&gt;
You can use an action to press one side of the cube&lt;br /&gt;
to cast the gate spell with it, opening a portal to the&lt;br /&gt;
plane keyed to that side. Alternatively, if you use an&lt;br /&gt;
action to press one side twice, you can cast the plane&lt;br /&gt;
shift spell (save DC 17) with the cube and transport&lt;br /&gt;
the targets to the plane keyed to that side.&lt;br /&gt;
The cube has 3 charges. Each use of the cube&lt;br /&gt;
expends 1 charge. The cube regains 1d3 expended&lt;br /&gt;
charges daily at dawn.&lt;br /&gt;
Dagger of Venom&lt;br /&gt;
Weapon (dagger), rare&lt;br /&gt;
You gain a +1 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon.&lt;br /&gt;
You can use an action to cause thick, black poison&lt;br /&gt;
to coat the blade. The poison remains for 1 minute&lt;br /&gt;
or until an attack using this weapon hits a creature.&lt;br /&gt;
That creature must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw or take 2d10 poison damage and&lt;br /&gt;
become poisoned for 1 minute. The dagger can’t be&lt;br /&gt;
used this way again until the next dawn.&lt;br /&gt;
Dancing Sword&lt;br /&gt;
Weapon (any sword), very rare (requires attunement)&lt;br /&gt;
You can use a bonus action to toss this magic sword&lt;br /&gt;
into the air and speak the command word. When you&lt;br /&gt;
do so, the sword begins to hover, flies up to 30 feet,&lt;br /&gt;
and attacks one creature of your choice within 5 feet&lt;br /&gt;
of it. The sword uses your attack roll and ability&lt;br /&gt;
score modifier to damage rolls.&lt;br /&gt;
While the sword hovers, you can use a bonus&lt;br /&gt;
action to cause it to fly up to 30 feet to another spot&lt;br /&gt;
within 30 feet of you. As part of the same bonus&lt;br /&gt;
action, you can cause the sword to attack one&lt;br /&gt;
creature within 5 feet of it.&lt;br /&gt;
After the hovering sword attacks for the fourth&lt;br /&gt;
time, it flies up to 30 feet and tries to return to your&lt;br /&gt;
hand. If you have no hand free, it falls to the ground&lt;br /&gt;
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at your feet. If the sword has no unobstructed path&lt;br /&gt;
to you, it moves as close to you as it can and then&lt;br /&gt;
falls to the ground. It also ceases to hover if you&lt;br /&gt;
grasp it or move more than 30 feet away from it.&lt;br /&gt;
Decanter of Endless Water&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This stoppered flask sloshes when shaken, as if it&lt;br /&gt;
contains water. The decanter weighs 2 pounds.&lt;br /&gt;
You can use an action to remove the stopper and&lt;br /&gt;
speak one of three command words, whereupon an&lt;br /&gt;
amount of fresh water or salt water (your choice)&lt;br /&gt;
pours out of the flask. The water stops pouring out at&lt;br /&gt;
the start of your next turn. Choose from the&lt;br /&gt;
following options:&lt;br /&gt;
• “Stream” produces 1 gallon of water.&lt;br /&gt;
• “Fountain” produces 5 gallons of water.&lt;br /&gt;
• “Geyser” produces 30 gallons of water that gushes&lt;br /&gt;
forth in a geyser 30 feet long and 1 foot wide. As a&lt;br /&gt;
bonus action while holding the decanter, you can&lt;br /&gt;
aim the geyser at a creature you can see within 30&lt;br /&gt;
feet of you. The target must succeed on a DC 13&lt;br /&gt;
Strength saving throw or take 1d4 bludgeoning&lt;br /&gt;
damage and fall prone. Instead of a creature, you&lt;br /&gt;
can target an object that isn’t being worn or&lt;br /&gt;
carried and that weighs no more than 200 pounds.&lt;br /&gt;
The object is either knocked over or pushed up to&lt;br /&gt;
15 feet away from you.&lt;br /&gt;
Deck of Illusions&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This box contains a set of parchment cards. A full&lt;br /&gt;
deck has 34 cards. A deck found as treasure is&lt;br /&gt;
usually missing 1d20 − 1 cards.&lt;br /&gt;
The magic of the deck functions only if cards are&lt;br /&gt;
drawn at random (you can use an altered deck of&lt;br /&gt;
playing cards to simulate the deck). You can use an&lt;br /&gt;
action to draw a card at random from the deck and&lt;br /&gt;
throw it to the ground at a point within 30 feet of&lt;br /&gt;
you.&lt;br /&gt;
An illusion of one or more creatures forms over&lt;br /&gt;
the thrown card and remains until dispelled. An&lt;br /&gt;
illusory creature appears real, of the appropriate&lt;br /&gt;
size, and behaves as if it were a real creature except&lt;br /&gt;
that it can do no harm. While you are within 120 feet&lt;br /&gt;
of the illusory creature and can see it, you can use an&lt;br /&gt;
action to move it magically anywhere within 30 feet&lt;br /&gt;
of its card. Any physical interaction with the illusory&lt;br /&gt;
creature reveals it to be an illusion, because objects&lt;br /&gt;
pass through it. Someone who uses an action to&lt;br /&gt;
visually inspect the creature identifies it as illusory&lt;br /&gt;
with a successful DC 15 Intelligence (Investigation)&lt;br /&gt;
check. The creature then appears translucent.&lt;br /&gt;
The illusion lasts until its card is moved or the&lt;br /&gt;
illusion is dispelled. When the illusion ends, the&lt;br /&gt;
image on its card disappears, and that card can’t be&lt;br /&gt;
used again.&lt;br /&gt;
Playing Card Illusion&lt;br /&gt;
Ace of hearts Red dragon&lt;br /&gt;
King of hearts Knight and four guards&lt;br /&gt;
Queen of hearts Succubus or incubus&lt;br /&gt;
Jack of hearts Druid&lt;br /&gt;
Ten of hearts Cloud giant&lt;br /&gt;
Nine of hearts Ettin&lt;br /&gt;
Eight of hearts Bugbear&lt;br /&gt;
Two of hearts Goblin&lt;br /&gt;
Ace of diamonds Beholder&lt;br /&gt;
King of diamonds Archmage and mage apprentice&lt;br /&gt;
Queen of diamonds Night hag&lt;br /&gt;
Jack of diamonds Assassin&lt;br /&gt;
Ten of diamonds Fire giant&lt;br /&gt;
Nine of diamonds Ogre mage&lt;br /&gt;
Eight of diamonds Gnoll&lt;br /&gt;
Two of diamonds Kobold&lt;br /&gt;
Ace of spades Lich&lt;br /&gt;
King of spades Priest and two acolytes&lt;br /&gt;
Queen of spades Medusa&lt;br /&gt;
Jack of spades Veteran&lt;br /&gt;
Ten of spades Frost giant&lt;br /&gt;
Nine of spades Troll&lt;br /&gt;
Eight of spades Hobgoblin&lt;br /&gt;
Two of spades Goblin&lt;br /&gt;
Ace of clubs Iron golem&lt;br /&gt;
King of clubs Bandit captain and three bandits&lt;br /&gt;
Queen of clubs Erinyes&lt;br /&gt;
Jack of clubs Berserker&lt;br /&gt;
Ten of clubs Hill giant&lt;br /&gt;
Nine of clubs Ogre&lt;br /&gt;
Eight of clubs Orc&lt;br /&gt;
Two of clubs Kobold&lt;br /&gt;
Jokers (2) You (the deck’s owner)&lt;br /&gt;
Deck of Many Things&lt;br /&gt;
Wondrous item, legendary&lt;br /&gt;
Usually found in a box or pouch, this deck contains a&lt;br /&gt;
number of cards made of ivory or vellum. Most (75&lt;br /&gt;
percent) of these decks have only thirteen cards, but&lt;br /&gt;
the rest have twenty-­‐‑two.&lt;br /&gt;
Before you draw a card, you must declare how&lt;br /&gt;
many cards you intend to draw and then draw them&lt;br /&gt;
randomly (you can use an altered deck of playing&lt;br /&gt;
cards to simulate the deck). Any cards drawn in&lt;br /&gt;
excess of this number have no effect. Otherwise, as&lt;br /&gt;
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soon as you draw a card from the deck, its magic&lt;br /&gt;
takes effect. You must draw each card no more than&lt;br /&gt;
1 hour after the previous draw. If you fail to draw&lt;br /&gt;
the chosen number, the remaining number of cards&lt;br /&gt;
fly from the deck on their own and take effect all at&lt;br /&gt;
once.&lt;br /&gt;
Once a card is drawn, it fades from existence.&lt;br /&gt;
Unless the card is the Fool or the Jester, the card&lt;br /&gt;
reappears in the deck, making it possible to draw the&lt;br /&gt;
same card twice.&lt;br /&gt;
Playing Card Card&lt;br /&gt;
Ace of diamonds Vizier*&lt;br /&gt;
King of diamonds Sun&lt;br /&gt;
Queen of diamonds Moon&lt;br /&gt;
Jack of diamonds Star&lt;br /&gt;
Two of diamonds Comet*&lt;br /&gt;
Ace of hearts The Fates*&lt;br /&gt;
King of hearts Throne&lt;br /&gt;
Queen of hearts Key&lt;br /&gt;
Jack of hearts Knight&lt;br /&gt;
Two of hearts Gem*&lt;br /&gt;
Ace of clubs Talons*&lt;br /&gt;
King of clubs The Void&lt;br /&gt;
Queen of clubs Flames&lt;br /&gt;
Jack of clubs Skull&lt;br /&gt;
Two of clubs Idiot*&lt;br /&gt;
Ace of spades Donjon*&lt;br /&gt;
King of spades Ruin&lt;br /&gt;
Queen of spades Euryale&lt;br /&gt;
Jack of spades Rogue&lt;br /&gt;
Two of spades Balance*&lt;br /&gt;
Joker (with TM) Fool*&lt;br /&gt;
Joker (without TM) Jester&lt;br /&gt;
*Found only in a deck with twenty-­‐two cards&lt;br /&gt;
Balance. Your mind suffers a wrenching alteration,&lt;br /&gt;
causing your alignment to change. Lawful becomes&lt;br /&gt;
chaotic, good becomes evil, and vice versa. If you are&lt;br /&gt;
true neutral or unaligned, this card has no effect on&lt;br /&gt;
you.&lt;br /&gt;
Comet. If you single-­‐‑handedly defeat the next&lt;br /&gt;
hostile monster or group of monsters you encounter,&lt;br /&gt;
you gain experience points enough to gain one level.&lt;br /&gt;
Otherwise, this card has no effect.&lt;br /&gt;
Donjon. You disappear and become entombed in a&lt;br /&gt;
state of suspended animation in an extradimensional&lt;br /&gt;
sphere. Everything you were wearing and carrying&lt;br /&gt;
stays behind in the space you occupied when you&lt;br /&gt;
disappeared. You remain imprisoned until you are&lt;br /&gt;
found and removed from the sphere. You can’t be&lt;br /&gt;
located by any divination magic, but a wish spell can&lt;br /&gt;
reveal the location of your prison. You draw no more&lt;br /&gt;
cards.&lt;br /&gt;
Euryale. The card’s medusa-­‐‑like visage curses you.&lt;br /&gt;
You take a −2 penalty on saving throws while cursed&lt;br /&gt;
in this way. Only a god or the magic of The Fates&lt;br /&gt;
card can end this curse.&lt;br /&gt;
The Fates. Reality’s fabric unravels and spins&lt;br /&gt;
anew, allowing you to avoid or erase one event as if&lt;br /&gt;
it never happened. You can use the card’s magic as&lt;br /&gt;
soon as you draw the card or at any other time&lt;br /&gt;
before you die.&lt;br /&gt;
Flames. A powerful devil becomes your enemy.&lt;br /&gt;
The devil seeks your ruin and plagues your life,&lt;br /&gt;
savoring your suffering before attempting to slay&lt;br /&gt;
you. This enmity lasts until either you or the devil&lt;br /&gt;
dies.&lt;br /&gt;
Fool. You lose 10,000 XP, discard this card, and&lt;br /&gt;
draw from the deck again, counting both draws as&lt;br /&gt;
one of your declared draws. If losing that much XP&lt;br /&gt;
would cause you to lose a level, you instead lose an&lt;br /&gt;
amount that leaves you with just enough XP to keep&lt;br /&gt;
your level.&lt;br /&gt;
Gem. Twenty-­‐‑five pieces of jewelry worth 2,000&lt;br /&gt;
gp each or fifty gems worth 1,000 gp each appear at&lt;br /&gt;
your feet.&lt;br /&gt;
Idiot. Permanently reduce your Intelligence by&lt;br /&gt;
1d4 + 1 (to a minimum score of 1). You can draw one&lt;br /&gt;
additional card beyond your declared draws.&lt;br /&gt;
Jester. You gain 10,000 XP, or you can draw two&lt;br /&gt;
additional cards beyond your declared draws.&lt;br /&gt;
Key. A rare or rarer magic weapon with which you&lt;br /&gt;
are proficient appears in your hands. The GM&lt;br /&gt;
chooses the weapon.&lt;br /&gt;
Knight. You gain the service of a 4th-­‐‑level fighter&lt;br /&gt;
who appears in a space you choose within 30 feet of&lt;br /&gt;
you. The fighter is of the same race as you and serves&lt;br /&gt;
you loyally until death, believing the fates have&lt;br /&gt;
drawn him or her to you. You control this character.&lt;br /&gt;
Moon. You are granted the ability to cast the wish&lt;br /&gt;
spell 1d3 times.&lt;br /&gt;
Rogue. A nonplayer character of the GM’s choice&lt;br /&gt;
becomes hostile toward you. The identity of your&lt;br /&gt;
new enemy isn’t known until the NPC or someone&lt;br /&gt;
else reveals it. Nothing less than a wish spell or&lt;br /&gt;
divine intervention can end the NPC’s hostility&lt;br /&gt;
toward you.&lt;br /&gt;
Ruin. All forms of wealth that you carry or own,&lt;br /&gt;
other than magic items, are lost to you. Portable&lt;br /&gt;
property vanishes. Businesses, buildings, and land&lt;br /&gt;
you own are lost in a way that alters reality the least.&lt;br /&gt;
Any documentation that proves you should own&lt;br /&gt;
something lost to this card also disappears.&lt;br /&gt;
Skull. You summon an avatar of death—a ghostly&lt;br /&gt;
humanoid skeleton clad in a tattered black robe and&lt;br /&gt;
carrying a spectral scythe. It appears in a space of&lt;br /&gt;
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the GM’s choice within 10 feet of you and attacks you,&lt;br /&gt;
warning all others that you must win the battle alone.&lt;br /&gt;
The avatar fights until you die or it drops to 0 hit&lt;br /&gt;
points, whereupon it disappears. If anyone tries to&lt;br /&gt;
help you, the helper summons its own avatar of&lt;br /&gt;
death. A creature slain by an avatar of death can’t be&lt;br /&gt;
restored to life.&lt;br /&gt;
Avatar of Death&lt;br /&gt;
Medium undead, neutral evil&lt;br /&gt;
Armor Class 20&lt;br /&gt;
Hit Points half the hit point maximum of its summoner&lt;br /&gt;
Speed 60 ft., fly 60 ft. (hover)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)&lt;br /&gt;
Damage Immunities necrotic, poison&lt;br /&gt;
Condition Immunities charmed, frightened, paralyzed,&lt;br /&gt;
petrified, poisoned, unconscious&lt;br /&gt;
Senses darkvision 60 ft., truesight 60 ft., passive&lt;br /&gt;
Perception 13&lt;br /&gt;
Languages all languages known to its summoner&lt;br /&gt;
Challenge — (0 XP)&lt;br /&gt;
Incorporeal Movement. The avatar can move through&lt;br /&gt;
other creatures and objects as if they were difficult&lt;br /&gt;
terrain. It takes 5 (1d10) force damage if it ends its turn&lt;br /&gt;
inside an object.&lt;br /&gt;
Turning Immunity. The avatar is immune to features&lt;br /&gt;
that turn undead.&lt;br /&gt;
Actions&lt;br /&gt;
Reaping Scythe. The avatar sweeps its spectral scythe&lt;br /&gt;
through a creature within 5 feet of it, dealing 7 (1d8 +&lt;br /&gt;
3) slashing damage plus 4 (1d8) necrotic damage.&lt;br /&gt;
Star. Increase one of your ability scores by 2. The&lt;br /&gt;
score can exceed 20 but can’t exceed 24.&lt;br /&gt;
Sun. You gain 50,000 XP, and a wondrous item&lt;br /&gt;
(which the GM determines randomly) appears in&lt;br /&gt;
your hands.&lt;br /&gt;
Talons. Every magic item you wear or carry&lt;br /&gt;
disintegrates. Artifacts in your possession aren’t&lt;br /&gt;
destroyed but do vanish.&lt;br /&gt;
Throne. You gain proficiency in the Persuasion&lt;br /&gt;
skill, and you double your proficiency bonus on&lt;br /&gt;
checks made with that skill. In addition, you gain&lt;br /&gt;
rightful ownership of a small keep somewhere in the&lt;br /&gt;
world. However, the keep is currently in the hands of&lt;br /&gt;
monsters, which you must clear out before you can&lt;br /&gt;
claim the keep as yours.&lt;br /&gt;
Vizier. At any time you choose within one year of&lt;br /&gt;
drawing this card, you can ask a question in&lt;br /&gt;
meditation and mentally receive a truthful answer to&lt;br /&gt;
that question. Besides information, the answer helps&lt;br /&gt;
you solve a puzzling problem or other dilemma. In&lt;br /&gt;
other words, the knowledge comes with wisdom on&lt;br /&gt;
how to apply it.&lt;br /&gt;
The Void. This black card spells disaster. Your soul&lt;br /&gt;
is drawn from your body and contained in an object&lt;br /&gt;
in a place of the GM’s choice. One or more powerful&lt;br /&gt;
beings guard the place. While your soul is trapped in&lt;br /&gt;
this way, your body is incapacitated. A wish spell&lt;br /&gt;
can’t restore your soul, but the spell reveals the&lt;br /&gt;
location of the object that holds it. You draw no more&lt;br /&gt;
cards.&lt;br /&gt;
Defender&lt;br /&gt;
Weapon (any sword), legendary (requires&lt;br /&gt;
attunement)&lt;br /&gt;
You gain a +3 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon.&lt;br /&gt;
The first time you attack with the sword on each of&lt;br /&gt;
your turns, you can transfer some or all of the&lt;br /&gt;
sword’s bonus to your Armor Class, instead of using&lt;br /&gt;
the bonus on any attacks that turn. For example, you&lt;br /&gt;
could reduce the bonus to your attack and damage&lt;br /&gt;
rolls to +1 and gain a +2 bonus to AC. The adjusted&lt;br /&gt;
bonuses remain in effect until the start of your next&lt;br /&gt;
turn, although you must hold the sword to gain a&lt;br /&gt;
bonus to AC from it.&lt;br /&gt;
Demon Armor&lt;br /&gt;
Armor (plate), very rare (requires attunement)&lt;br /&gt;
While wearing this armor, you gain a +1 bonus to AC,&lt;br /&gt;
and you can understand and speak Abyssal. In&lt;br /&gt;
addition, the armor’s clawed gauntlets turn unarmed&lt;br /&gt;
strikes with your hands into magic weapons that&lt;br /&gt;
deal slashing damage, with a +1 bonus to attack rolls&lt;br /&gt;
and damage rolls and a damage die of 1d8.&lt;br /&gt;
Curse. Once you don this cursed armor, you can’t&lt;br /&gt;
doff it unless you are targeted by the remove curse&lt;br /&gt;
spell or similar magic. While wearing the armor, you&lt;br /&gt;
have disadvantage on attack rolls against demons&lt;br /&gt;
and on saving throws against their spells and special&lt;br /&gt;
abilities.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 219&lt;br /&gt;
Dimensional Shackles&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
You can use an action to place these shackles on an&lt;br /&gt;
incapacitated creature. The shackles adjust to fit a&lt;br /&gt;
creature of Small to Large size. In addition to serving&lt;br /&gt;
as mundane manacles, the shackles prevent a&lt;br /&gt;
creature bound by them from using any method of&lt;br /&gt;
extradimensional movement, including teleportation&lt;br /&gt;
or travel to a different plane of existence. They don’t&lt;br /&gt;
prevent the creature from passing through an&lt;br /&gt;
interdimensional portal.&lt;br /&gt;
You and any creature you designate when you use&lt;br /&gt;
the shackles can use an action to remove them. Once&lt;br /&gt;
every 30 days, the bound creature can make a DC 30&lt;br /&gt;
Strength (Athletics) check. On a success, the creature&lt;br /&gt;
breaks free and destroys the shackles.&lt;br /&gt;
Dragon Scale Mail&lt;br /&gt;
Armor (scale mail), very rare (requires attunement)&lt;br /&gt;
Dragon scale mail is made of the scales of one kind of&lt;br /&gt;
dragon. Sometimes dragons collect their cast-­‐‑off&lt;br /&gt;
scales and gift them to humanoids. Other times,&lt;br /&gt;
hunters carefully skin and preserve the hide of a&lt;br /&gt;
dead dragon. In either case, dragon scale mail is&lt;br /&gt;
highly valued.&lt;br /&gt;
While wearing this armor, you gain a +1 bonus to&lt;br /&gt;
AC, you have advantage on saving throws against the&lt;br /&gt;
Frightful Presence and breath weapons of dragons,&lt;br /&gt;
and you have resistance to one damage type that is&lt;br /&gt;
determined by the kind of dragon that provided the&lt;br /&gt;
scales (see the table).&lt;br /&gt;
Additionally, you can focus your senses as an&lt;br /&gt;
action to magically discern the distance and&lt;br /&gt;
direction to the closest dragon within 30 miles of&lt;br /&gt;
you that is of the same type as the armor. This&lt;br /&gt;
special action can’t be used again until the next&lt;br /&gt;
dawn.&lt;br /&gt;
Dragon Resistance Dragon Resistance&lt;br /&gt;
Black Acid Gold Fire&lt;br /&gt;
Blue Lightning Green Poison&lt;br /&gt;
Brass Fire Red Fire&lt;br /&gt;
Bronze Lightning Silver Cold&lt;br /&gt;
Copper Acid White Cold&lt;br /&gt;
Dragon Slayer&lt;br /&gt;
Weapon (any sword), rare&lt;br /&gt;
You gain a +1 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon.&lt;br /&gt;
When you hit a dragon with this weapon, the&lt;br /&gt;
dragon takes an extra 3d6 damage of the weapon’s&lt;br /&gt;
type. For the purpose of this weapon, “dragon”&lt;br /&gt;
refers to any creature with the dragon type,&lt;br /&gt;
including dragon turtles and wyverns.&lt;br /&gt;
Dust of Disappearance&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
Found in a small packet, this powder resembles very&lt;br /&gt;
fine sand. There is enough of it for one use. When&lt;br /&gt;
you use an action to throw the dust into the air, you&lt;br /&gt;
and each creature and object within 10 feet of you&lt;br /&gt;
become invisible for 2d4 minutes. The duration is&lt;br /&gt;
the same for all subjects, and the dust is consumed&lt;br /&gt;
when its magic takes effect. If a creature affected by&lt;br /&gt;
the dust attacks or casts a spell, the invisibility ends&lt;br /&gt;
for that creature.&lt;br /&gt;
Dust of Dryness&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This small packet contains 1d6 + 4 pinches of dust.&lt;br /&gt;
You can use an action to sprinkle a pinch of it over&lt;br /&gt;
water. The dust turns a cube of water 15 feet on a&lt;br /&gt;
side into one marble-­‐‑sized pellet, which floats or&lt;br /&gt;
rests near where the dust was sprinkled. The pellet’s&lt;br /&gt;
weight is negligible.&lt;br /&gt;
Someone can use an action to smash the pellet&lt;br /&gt;
against a hard surface, causing the pellet to shatter&lt;br /&gt;
and release the water the dust absorbed. Doing so&lt;br /&gt;
ends that pellet’s magic.&lt;br /&gt;
An elemental composed mostly of water that is&lt;br /&gt;
exposed to a pinch of the dust must make a DC 13&lt;br /&gt;
Constitution saving throw, taking 10d6 necrotic&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one.&lt;br /&gt;
Dust of Sneezing and Choking&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
Found in a small container, this powder resembles&lt;br /&gt;
very fine sand. It appears to be dust of disappearance,&lt;br /&gt;
and an identify spell reveals it to be such. There is&lt;br /&gt;
enough of it for one use.&lt;br /&gt;
When you use an action to throw a handful of the&lt;br /&gt;
dust into the air, you and each creature that needs to&lt;br /&gt;
breathe within 30 feet of you must succeed on a DC&lt;br /&gt;
15 Constitution saving throw or become unable to&lt;br /&gt;
breathe, while sneezing uncontrollably. A creature&lt;br /&gt;
affected in this way is incapacitated and suffocating.&lt;br /&gt;
As long as it is conscious, a creature can repeat the&lt;br /&gt;
saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on it on a success. The lesser restoration&lt;br /&gt;
spell can also end the effect on a creature.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 220&lt;br /&gt;
Dwarven Plate&lt;br /&gt;
Armor (plate), very rare&lt;br /&gt;
While wearing this armor, you gain a +2 bonus to AC.&lt;br /&gt;
In addition, if an effect moves you against your will&lt;br /&gt;
along the ground, you can use your reaction to&lt;br /&gt;
reduce the distance you are moved by up to 10 feet.&lt;br /&gt;
Dwarven Thrower&lt;br /&gt;
Weapon (warhammer), very rare (requires&lt;br /&gt;
attunement by a dwarf)&lt;br /&gt;
You gain a +3 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon. It has the thrown&lt;br /&gt;
property with a normal range of 20 feet and a long&lt;br /&gt;
range of 60 feet. When you hit with a ranged attack&lt;br /&gt;
using this weapon, it deals an extra 1d8 damage or, if&lt;br /&gt;
the target is a giant, 2d8 damage. Immediately after&lt;br /&gt;
the attack, the weapon flies back to your hand.&lt;br /&gt;
Efficient Quiver&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
Each of the quiver’s three compartments connects to&lt;br /&gt;
an extradimensional space that allows the quiver to&lt;br /&gt;
hold numerous items while never weighing more&lt;br /&gt;
than 2 pounds. The shortest compartment can hold&lt;br /&gt;
up to sixty arrows, bolts, or similar objects. The&lt;br /&gt;
midsize compartment holds up to eighteen javelins&lt;br /&gt;
or similar objects. The longest compartment holds&lt;br /&gt;
up to six long objects, such as bows, quarterstaffs, or&lt;br /&gt;
spears.&lt;br /&gt;
You can draw any item the quiver contains as if&lt;br /&gt;
doing so from a regular quiver or scabbard.&lt;br /&gt;
Efreeti Bottle&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This painted brass bottle weighs 1 pound. When you&lt;br /&gt;
use an action to remove the stopper, a cloud of thick&lt;br /&gt;
smoke flows out of the bottle. At the end of your turn,&lt;br /&gt;
the smoke disappears with a flash of harmless fire,&lt;br /&gt;
and an efreeti appears in an unoccupied space&lt;br /&gt;
within 30 feet of you.&lt;br /&gt;
The first time the bottle is opened, the GM rolls to&lt;br /&gt;
determine what happens.&lt;br /&gt;
d100 Effect&lt;br /&gt;
01–10 The efreeti attacks you. After fighting for 5&lt;br /&gt;
rounds, the efreeti disappears, and the bottle&lt;br /&gt;
loses its magic.&lt;br /&gt;
11–90 The efreeti serves you for 1 hour, doing as you&lt;br /&gt;
command. Then the efreeti returns to the bottle,&lt;br /&gt;
and a new stopper contains it. The stopper can’t&lt;br /&gt;
be removed for 24 hours. The next two times the&lt;br /&gt;
bottle is opened, the same effect occurs. If the&lt;br /&gt;
bottle is opened a fourth time, the efreeti&lt;br /&gt;
escapes and disappears, and the bottle loses its&lt;br /&gt;
magic.&lt;br /&gt;
91–00 The efreeti can cast the wish spell three times for&lt;br /&gt;
you. It disappears when it grants the final wish or&lt;br /&gt;
after 1 hour, and the bottle loses its magic.&lt;br /&gt;
Elemental Gem&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This gem contains a mote of elemental energy. When&lt;br /&gt;
you use an action to break the gem, an elemental is&lt;br /&gt;
summoned as if you had cast the conjure elemental&lt;br /&gt;
spell, and the gem’s magic is lost. The type of gem&lt;br /&gt;
determines the elemental summoned by the spell.&lt;br /&gt;
Gem Summoned Elemental&lt;br /&gt;
Blue sapphire Air elemental&lt;br /&gt;
Yellow diamond Earth elemental&lt;br /&gt;
Red corundum Fire elemental&lt;br /&gt;
Emerald Water elemental&lt;br /&gt;
Elven Chain&lt;br /&gt;
Armor (chain shirt), rare&lt;br /&gt;
You gain a +1 bonus to AC while you wear this armor.&lt;br /&gt;
You are considered proficient with this armor even if&lt;br /&gt;
you lack proficiency with medium armor.&lt;br /&gt;
Eversmoking Bottle&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
Smoke leaks from the lead-­‐‑stoppered mouth of this&lt;br /&gt;
brass bottle, which weighs 1 pound. When you use&lt;br /&gt;
an action to remove the stopper, a cloud of thick&lt;br /&gt;
smoke pours out in a 60-­‐‑foot radius from the bottle.&lt;br /&gt;
The cloud’s area is heavily obscured. Each minute&lt;br /&gt;
the bottle remains open and within the cloud, the&lt;br /&gt;
radius increases by 10 feet until it reaches its&lt;br /&gt;
maximum radius of 120 feet.&lt;br /&gt;
The cloud persists as long as the bottle is open.&lt;br /&gt;
Closing the bottle requires you to speak its&lt;br /&gt;
command word as an action. Once the bottle is&lt;br /&gt;
closed, the cloud disperses after 10 minutes. A&lt;br /&gt;
moderate wind (11 to 20 miles per hour) can also&lt;br /&gt;
disperse the smoke after 1 minute, and a strong&lt;br /&gt;
wind (21 or more miles per hour) can do so after 1&lt;br /&gt;
round.&lt;br /&gt;
Eyes of Charming&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
These crystal lenses fit over the eyes. They have 3&lt;br /&gt;
charges. While wearing them, you can expend 1&lt;br /&gt;
charge as an action to cast the charm person spell&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 221&lt;br /&gt;
(save DC 13) on a humanoid within 30 feet of you,&lt;br /&gt;
provided that you and the target can see each other.&lt;br /&gt;
The lenses regain all expended charges daily at dawn.&lt;br /&gt;
Eyes of Minute Seeing&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
These crystal lenses fit over the eyes. While wearing&lt;br /&gt;
them, you can see much better than normal out to a&lt;br /&gt;
range of 1 foot. You have advantage on Intelligence&lt;br /&gt;
(Investigation) checks that rely on sight while&lt;br /&gt;
searching an area or studying an object within that&lt;br /&gt;
range.&lt;br /&gt;
Eyes of the Eagle&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
These crystal lenses fit over the eyes. While wearing&lt;br /&gt;
them, you have advantage on Wisdom (Perception)&lt;br /&gt;
checks that rely on sight. In conditions of clear&lt;br /&gt;
visibility, you can make out details of even extremely&lt;br /&gt;
distant creatures and objects as small as 2 feet&lt;br /&gt;
across.&lt;br /&gt;
Feather Token&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This tiny object looks like a feather. Different types&lt;br /&gt;
of feather tokens exist, each with a different single-­‐‑&lt;br /&gt;
use effect. The GM chooses the kind of token or&lt;br /&gt;
determines it randomly.&lt;br /&gt;
d100 Feather Token d100 Feather Token&lt;br /&gt;
01–20 Anchor 51–65 Swan boat&lt;br /&gt;
21–35 Bird 66–90 Tree&lt;br /&gt;
36–50 Fan 91–00 Whip&lt;br /&gt;
Anchor. You can use an action to touch the token&lt;br /&gt;
to a boat or ship. For the next 24 hours, the vessel&lt;br /&gt;
can’t be moved by any means. Touching the token to&lt;br /&gt;
the vessel again ends the effect. When the effect ends,&lt;br /&gt;
the token disappears.&lt;br /&gt;
Bird. You can use an action to toss the token 5 feet&lt;br /&gt;
into the air. The token disappears and an enormous,&lt;br /&gt;
multicolored bird takes its place. The bird has the&lt;br /&gt;
statistics of a roc, but it obeys your simple&lt;br /&gt;
commands and can’t attack. It can carry up to 500&lt;br /&gt;
pounds while flying at its maximum speed (16 miles&lt;br /&gt;
an hour for a maximum of 144 miles per day, with a&lt;br /&gt;
one-­‐‑hour rest for every 3 hours of flying), or 1,000&lt;br /&gt;
pounds at half that speed. The bird disappears after&lt;br /&gt;
flying its maximum distance for a day or if it drops to&lt;br /&gt;
0 hit points. You can dismiss the bird as an action.&lt;br /&gt;
Fan. If you are on a boat or ship, you can use an&lt;br /&gt;
action to toss the token up to 10 feet in the air. The&lt;br /&gt;
token disappears, and a giant flapping fan takes its&lt;br /&gt;
place. The fan floats and creates a wind strong&lt;br /&gt;
enough to fill the sails of one ship, increasing its&lt;br /&gt;
speed by 5 miles per hour for 8 hours. You can&lt;br /&gt;
dismiss the fan as an action.&lt;br /&gt;
Swan Boat. You can use an action to touch the&lt;br /&gt;
token to a body of water at least 60 feet in diameter.&lt;br /&gt;
The token disappears, and a 50-­‐‑foot-­‐‑long, 20-­‐‑foot-­‐‑&lt;br /&gt;
wide boat shaped like a swan takes its place. The&lt;br /&gt;
boat is self-­‐‑propelled and moves across water at a&lt;br /&gt;
speed of 6 miles per hour. You can use an action&lt;br /&gt;
while on the boat to command it to move or to turn&lt;br /&gt;
up to 90 degrees. The boat can carry up to thirty-­‐‑two&lt;br /&gt;
Medium or smaller creatures. A Large creature&lt;br /&gt;
counts as four Medium creatures, while a Huge&lt;br /&gt;
creature counts as nine. The boat remains for 24&lt;br /&gt;
hours and then disappears. You can dismiss the boat&lt;br /&gt;
as an action.&lt;br /&gt;
Tree. You must be outdoors to use this token. You&lt;br /&gt;
can use an action to touch it to an unoccupied space&lt;br /&gt;
on the ground. The token disappears, and in its place&lt;br /&gt;
a nonmagical oak tree springs into existence. The&lt;br /&gt;
tree is 60 feet tall and has a 5-­‐‑foot-­‐‑diameter trunk,&lt;br /&gt;
and its branches at the top spread out in a 20-­‐‑foot&lt;br /&gt;
radius.&lt;br /&gt;
Whip. You can use an action to throw the token to&lt;br /&gt;
a point within 10 feet of you. The token disappears,&lt;br /&gt;
and a floating whip takes its place. You can then use&lt;br /&gt;
a bonus action to make a melee spell attack against a&lt;br /&gt;
creature within 10 feet of the whip, with an attack&lt;br /&gt;
bonus of +9. On a hit, the target takes 1d6 + 5 force&lt;br /&gt;
damage.&lt;br /&gt;
As a bonus action on your turn, you can direct the&lt;br /&gt;
whip to fly up to 20 feet and repeat the attack&lt;br /&gt;
against a creature within 10 feet of it. The whip&lt;br /&gt;
disappears after 1 hour, when you use an action to&lt;br /&gt;
dismiss it, or when you are incapacitated or die.&lt;br /&gt;
Figurine of Wondrous Power&lt;br /&gt;
Wondrous item, rarity by figurine&lt;br /&gt;
A figurine of wondrous power is a statuette of a beast&lt;br /&gt;
small enough to fit in a pocket. If you use an action to&lt;br /&gt;
speak the command word and throw the figurine to&lt;br /&gt;
a point on the ground within 60 feet of you, the&lt;br /&gt;
figurine becomes a living creature. If the space&lt;br /&gt;
where the creature would appear is occupied by&lt;br /&gt;
other creatures or objects, or if there isn’t enough&lt;br /&gt;
space for the creature, the figurine doesn’t become a&lt;br /&gt;
creature.&lt;br /&gt;
The creature is friendly to you and your&lt;br /&gt;
companions. It understands your languages and&lt;br /&gt;
obeys your spoken commands. If you issue no&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 222&lt;br /&gt;
commands, the creature defends itself but takes no&lt;br /&gt;
other actions.&lt;br /&gt;
The creature exists for a duration specific to each&lt;br /&gt;
figurine. At the end of the duration, the creature&lt;br /&gt;
reverts to its figurine form. It reverts to a figurine&lt;br /&gt;
early if it drops to 0 hit points or if you use an action&lt;br /&gt;
to speak the command word again while touching it.&lt;br /&gt;
When the creature becomes a figurine again, its&lt;br /&gt;
property can’t be used again until a certain amount&lt;br /&gt;
of time has passed, as specified in the figurine’s&lt;br /&gt;
description.&lt;br /&gt;
Bronze Griffon (Rare). This bronze statuette is of&lt;br /&gt;
a griffon rampant. It can become a griffon for up to 6&lt;br /&gt;
hours. Once it has been used, it can’t be used again&lt;br /&gt;
until 5 days have passed.&lt;br /&gt;
Ebony Fly (Rare). This ebony statuette is carved&lt;br /&gt;
in the likeness of a horsefly. It can become a giant fly&lt;br /&gt;
for up to 12 hours and can be ridden as a mount.&lt;br /&gt;
Once it has been used, it can’t be used again until 2&lt;br /&gt;
days have passed.&lt;br /&gt;
Giant Fly&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Golden Lions (Rare). These gold statuettes of&lt;br /&gt;
lions are always created in pairs. You can use one&lt;br /&gt;
figurine or both simultaneously. Each can become a&lt;br /&gt;
lion for up to 1 hour. Once a lion has been used, it&lt;br /&gt;
can’t be used again until 7 days have passed.&lt;br /&gt;
Ivory Goats (Rare). These ivory statuettes of&lt;br /&gt;
goats are always created in sets of three. Each goat&lt;br /&gt;
looks unique and functions differently from the&lt;br /&gt;
others. Their properties are as follows:&lt;br /&gt;
• The goat of traveling can become a Large goat with&lt;br /&gt;
the same statistics as a riding horse. It has 24&lt;br /&gt;
charges, and each hour or portion thereof it&lt;br /&gt;
spends in beast form costs 1 charge. While it has&lt;br /&gt;
charges, you can use it as often as you wish. When&lt;br /&gt;
it runs out of charges, it reverts to a figurine and&lt;br /&gt;
can’t be used again until 7 days have passed, when&lt;br /&gt;
it regains all its charges.&lt;br /&gt;
• The goat of travail becomes a giant goat for up to 3&lt;br /&gt;
hours. Once it has been used, it can’t be used again&lt;br /&gt;
until 30 days have passed.&lt;br /&gt;
• The goat of terror becomes a giant goat for up to 3&lt;br /&gt;
hours. The goat can’t attack, but you can remove&lt;br /&gt;
its horns and use them as weapons. One horn&lt;br /&gt;
becomes a +1 lance, and the other becomes a +2&lt;br /&gt;
longsword. Removing a horn requires an action,&lt;br /&gt;
and the weapons disappear and the horns return&lt;br /&gt;
when the goat reverts to figurine form. In addition,&lt;br /&gt;
the goat radiates a 30-­‐‑foot-­‐‑radius aura of terror&lt;br /&gt;
while you are riding it. Any creature hostile to you&lt;br /&gt;
that starts its turn in the aura must succeed on a&lt;br /&gt;
DC 15 Wisdom saving throw or be frightened of&lt;br /&gt;
the goat for 1 minute, or until the goat reverts to&lt;br /&gt;
figurine form. The frightened creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns,&lt;br /&gt;
ending the effect on itself on a success. Once it&lt;br /&gt;
successfully saves against the effect, a creature is&lt;br /&gt;
immune to the goat’s aura for the next 24 hours.&lt;br /&gt;
Once the figurine has been used, it can’t be used&lt;br /&gt;
again until 15 days have passed.&lt;br /&gt;
Marble Elephant (Rare). This marble statuette is&lt;br /&gt;
about 4 inches high and long. It can become an&lt;br /&gt;
elephant for up to 24 hours. Once it has been used, it&lt;br /&gt;
can’t be used again until 7 days have passed.&lt;br /&gt;
Obsidian Steed (Very Rare). This polished&lt;br /&gt;
obsidian horse can become a nightmare for up to 24&lt;br /&gt;
hours. The nightmare fights only to defend itself.&lt;br /&gt;
Once it has been used, it can’t be used again until 5&lt;br /&gt;
days have passed.&lt;br /&gt;
If you have a good alignment, the figurine has a 10&lt;br /&gt;
percent chance each time you use it to ignore your&lt;br /&gt;
orders, including a command to revert to figurine&lt;br /&gt;
form. If you mount the nightmare while it is ignoring&lt;br /&gt;
your orders, you and the nightmare are instantly&lt;br /&gt;
transported to a random location on the plane of&lt;br /&gt;
Hades, where the nightmare reverts to figurine form.&lt;br /&gt;
Onyx Dog (Rare). This onyx statuette of a dog can&lt;br /&gt;
become a mastiff for up to 6 hours. The mastiff has&lt;br /&gt;
an Intelligence of 8 and can speak Common. It also&lt;br /&gt;
has darkvision out to a range of 60 feet and can see&lt;br /&gt;
invisible creatures and objects within that range.&lt;br /&gt;
Once it has been used, it can’t be used again until 7&lt;br /&gt;
days have passed.&lt;br /&gt;
Serpentine Owl (Rare). This serpentine statuette&lt;br /&gt;
of an owl can become a giant owl for up to 8 hours.&lt;br /&gt;
Once it has been used, it can’t be used again until 2&lt;br /&gt;
days have passed. The owl can telepathically&lt;br /&gt;
communicate with you at any range if you and it are&lt;br /&gt;
on the same plane of existence.&lt;br /&gt;
Silver Raven (Uncommon). This silver statuette of&lt;br /&gt;
a raven can become a raven for up to 12 hours. Once&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 223&lt;br /&gt;
it has been used, it can’t be used again until 2 days&lt;br /&gt;
have passed. While in raven form, the figurine allows&lt;br /&gt;
you to cast the animal messenger spell on it at will.&lt;br /&gt;
Flame Tongue&lt;br /&gt;
Weapon (any sword), rare (requires attunement)&lt;br /&gt;
You can use a bonus action to speak this magic&lt;br /&gt;
sword’s command word, causing flames to erupt&lt;br /&gt;
from the blade. These flames shed bright light in a&lt;br /&gt;
40-­‐‑foot radius and dim light for an additional 40 feet.&lt;br /&gt;
While the sword is ablaze, it deals an extra 2d6 fire&lt;br /&gt;
damage to any target it hits. The flames last until you&lt;br /&gt;
use a bonus action to speak the command word&lt;br /&gt;
again or until you drop or sheathe the sword.&lt;br /&gt;
Folding Boat&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This object appears as a wooden box that measures&lt;br /&gt;
12 inches long, 6 inches wide, and 6 inches deep. It&lt;br /&gt;
weighs 4 pounds and floats. It can be opened to store&lt;br /&gt;
items inside. This item also has three command&lt;br /&gt;
words, each requiring you to use an action to speak&lt;br /&gt;
it.&lt;br /&gt;
One command word causes the box to unfold into&lt;br /&gt;
a boat 10 feet long, 4 feet wide, and 2 feet deep. The&lt;br /&gt;
boat has one pair of oars, an anchor, a mast, and a&lt;br /&gt;
lateen sail. The boat can hold up to four Medium&lt;br /&gt;
creatures comfortably.&lt;br /&gt;
The second command word causes the box to&lt;br /&gt;
unfold into a ship 24 feet long, 8 feet wide, and 6 feet&lt;br /&gt;
deep. The ship has a deck, rowing seats, five sets of&lt;br /&gt;
oars, a steering oar, an anchor, a deck cabin, and a&lt;br /&gt;
mast with a square sail. The ship can hold fifteen&lt;br /&gt;
Medium creatures comfortably.&lt;br /&gt;
When the box becomes a vessel, its weight&lt;br /&gt;
becomes that of a normal vessel its size, and&lt;br /&gt;
anything that was stored in the box remains in the&lt;br /&gt;
boat.&lt;br /&gt;
The third command word causes the folding boat&lt;br /&gt;
to fold back into a box, provided that no creatures&lt;br /&gt;
are aboard. Any objects in the vessel that can’t fit&lt;br /&gt;
inside the box remain outside the box as it folds. Any&lt;br /&gt;
objects in the vessel that can fit inside the box do so.&lt;br /&gt;
Frost Brand&lt;br /&gt;
Weapon (any sword), very rare (requires attunement)&lt;br /&gt;
When you hit with an attack using this magic sword,&lt;br /&gt;
the target takes an extra 1d6 cold damage. In&lt;br /&gt;
addition, while you hold the sword, you have&lt;br /&gt;
resistance to fire damage.&lt;br /&gt;
In freezing temperatures, the blade sheds bright&lt;br /&gt;
light in a 10-­‐‑foot radius and dim light for an&lt;br /&gt;
additional 10 feet.&lt;br /&gt;
When you draw this weapon, you can extinguish&lt;br /&gt;
all nonmagical flames within 30 feet of you. This&lt;br /&gt;
property can be used no more than once per hour.&lt;br /&gt;
Gauntlets of Ogre Power&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
Your Strength score is 19 while you wear these&lt;br /&gt;
gauntlets. They have no effect on you if your&lt;br /&gt;
Strength is already 19 or higher.&lt;br /&gt;
Gem of Brightness&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This prism has 50 charges. While you are holding it,&lt;br /&gt;
you can use an action to speak one of three&lt;br /&gt;
command words to cause one of the following&lt;br /&gt;
effects:&lt;br /&gt;
• The first command word causes the gem to shed&lt;br /&gt;
bright light in a 30-­‐‑foot radius and dim light for an&lt;br /&gt;
additional 30 feet. This effect doesn’t expend a&lt;br /&gt;
charge. It lasts until you use a bonus action to&lt;br /&gt;
repeat the command word or until you use&lt;br /&gt;
another function of the gem.&lt;br /&gt;
• The second command word expends 1 charge and&lt;br /&gt;
causes the gem to fire a brilliant beam of light at&lt;br /&gt;
one creature you can see within 60 feet of you. The&lt;br /&gt;
creature must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw or become blinded for 1 minute. The&lt;br /&gt;
creature can repeat the saving throw at the end of&lt;br /&gt;
each of its turns, ending the effect on itself on a&lt;br /&gt;
success.&lt;br /&gt;
• The third command word expends 5 charges and&lt;br /&gt;
causes the gem to flare with blinding light in a 30-­‐‑&lt;br /&gt;
foot cone originating from it. Each creature in the&lt;br /&gt;
cone must make a saving throw as if struck by the&lt;br /&gt;
beam created with the second command word.&lt;br /&gt;
When all of the gem’s charges are expended, the gem&lt;br /&gt;
becomes a nonmagical jewel worth 50 gp.&lt;br /&gt;
Gem of Seeing&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
This gem has 3 charges. As an action, you can speak&lt;br /&gt;
the gem’s command word and expend 1 charge. For&lt;br /&gt;
the next 10 minutes, you have truesight out to 120&lt;br /&gt;
feet when you peer through the gem.&lt;br /&gt;
The gem regains 1d3 expended charges daily at&lt;br /&gt;
dawn.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 224&lt;br /&gt;
Giant Slayer&lt;br /&gt;
Weapon (any axe or sword), rare&lt;br /&gt;
You gain a +1 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon.&lt;br /&gt;
When you hit a giant with it, the giant takes an&lt;br /&gt;
extra 2d6 damage of the weapon’s type and must&lt;br /&gt;
succeed on a DC 15 Strength saving throw or fall&lt;br /&gt;
prone. For the purpose of this weapon, “giant” refers&lt;br /&gt;
to any creature with the giant type, including ettins&lt;br /&gt;
and trolls.&lt;br /&gt;
Glamoured Studded Leather&lt;br /&gt;
Armor (studded leather), rare&lt;br /&gt;
While wearing this armor, you gain a +1 bonus to AC.&lt;br /&gt;
You can also use a bonus action to speak the armor’s&lt;br /&gt;
command word and cause the armor to assume the&lt;br /&gt;
appearance of a normal set of clothing or some other&lt;br /&gt;
kind of armor. You decide what it looks like,&lt;br /&gt;
including color, style, and accessories, but the armor&lt;br /&gt;
retains its normal bulk and weight. The illusory&lt;br /&gt;
appearance lasts until you use this property again or&lt;br /&gt;
remove the armor.&lt;br /&gt;
Gloves of Missile Snaring&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
These gloves seem to almost meld into your hands&lt;br /&gt;
when you don them. When a ranged weapon attack&lt;br /&gt;
hits you while you’re wearing them, you can use&lt;br /&gt;
your reaction to reduce the damage by 1d10 + your&lt;br /&gt;
Dexterity modifier, provided that you have a free&lt;br /&gt;
hand. If you reduce the damage to 0, you can catch&lt;br /&gt;
the missile if it is small enough for you to hold in that&lt;br /&gt;
hand.&lt;br /&gt;
Gloves of Swimming and Climbing&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While wearing these gloves, climbing and swimming&lt;br /&gt;
don’t cost you extra movement, and you gain a +5&lt;br /&gt;
bonus to Strength (Athletics) checks made to climb&lt;br /&gt;
or swim.&lt;br /&gt;
Goggles of Night&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
While wearing these dark lenses, you have&lt;br /&gt;
darkvision out to a range of 60 feet. If you already&lt;br /&gt;
have darkvision, wearing the goggles increases its&lt;br /&gt;
range by 60 feet.&lt;br /&gt;
Hammer of Thunderbolts&lt;br /&gt;
Weapon (maul), legendary&lt;br /&gt;
You gain a +1 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon.&lt;br /&gt;
Giant’s Bane (Requires Attunement). You must&lt;br /&gt;
be wearing a belt of giant strength (any variety) and&lt;br /&gt;
gauntlets of ogre power to attune to this weapon. The&lt;br /&gt;
attunement ends if you take off either of those items.&lt;br /&gt;
While you are attuned to this weapon and holding it,&lt;br /&gt;
your Strength score increases by 4 and can exceed&lt;br /&gt;
20, but not 30. When you roll a 20 on an attack roll&lt;br /&gt;
made with this weapon against a giant, the giant&lt;br /&gt;
must succeed on a DC 17 Constitution saving throw&lt;br /&gt;
or die.&lt;br /&gt;
The hammer also has 5 charges. While attuned to&lt;br /&gt;
it, you can expend 1 charge and make a ranged&lt;br /&gt;
weapon attack with the hammer, hurling it as if it&lt;br /&gt;
had the thrown property with a normal range of 20&lt;br /&gt;
feet and a long range of 60 feet. If the attack hits, the&lt;br /&gt;
hammer unleashes a thunderclap audible out to 300&lt;br /&gt;
feet. The target and every creature within 30 feet of&lt;br /&gt;
it must succeed on a DC 17 Constitution saving&lt;br /&gt;
throw or be stunned until the end of your next turn.&lt;br /&gt;
The hammer regains 1d4 + 1 expended charges daily&lt;br /&gt;
at dawn.&lt;br /&gt;
Handy Haversack&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This backpack has a central pouch and two side&lt;br /&gt;
pouches, each of which is an extradimensional space.&lt;br /&gt;
Each side pouch can hold up to 20 pounds of&lt;br /&gt;
material, not exceeding a volume of 2 cubic feet. The&lt;br /&gt;
large central pouch can hold up to 8 cubic feet or 80&lt;br /&gt;
pounds of material. The backpack always weighs 5&lt;br /&gt;
pounds, regardless of its contents.&lt;br /&gt;
Placing an object in the haversack follows the&lt;br /&gt;
normal rules for interacting with objects. Retrieving&lt;br /&gt;
an item from the haversack requires you to use an&lt;br /&gt;
action. When you reach into the haversack for a&lt;br /&gt;
specific item, the item is always magically on top.&lt;br /&gt;
The haversack has a few limitations. If it is&lt;br /&gt;
overloaded, or if a sharp object pierces it or tears it,&lt;br /&gt;
the haversack ruptures and is destroyed. If the&lt;br /&gt;
haversack is destroyed, its contents are lost forever,&lt;br /&gt;
although an artifact always turns up again&lt;br /&gt;
somewhere. If the haversack is turned inside out, its&lt;br /&gt;
contents spill forth, unharmed, and the haversack&lt;br /&gt;
must be put right before it can be used again. If a&lt;br /&gt;
breathing creature is placed within the haversack,&lt;br /&gt;
the creature can survive for up to 10 minutes, after&lt;br /&gt;
which time it begins to suffocate.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 225&lt;br /&gt;
Placing the haversack inside an extradimensional&lt;br /&gt;
space created by a bag of holding, portable hole, or&lt;br /&gt;
similar item instantly destroys both items and opens&lt;br /&gt;
a gate to the Astral Plane. The gate originates where&lt;br /&gt;
the one item was placed inside the other. Any&lt;br /&gt;
creature within 10 feet of the gate is sucked through&lt;br /&gt;
it and deposited in a random location on the Astral&lt;br /&gt;
Plane. The gate then closes. The gate is one-­‐‑way only&lt;br /&gt;
and can’t be reopened.&lt;br /&gt;
Hat of Disguise&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While wearing this hat, you can use an action to cast&lt;br /&gt;
the disguise self spell from it at will. The spell ends if&lt;br /&gt;
the hat is removed.&lt;br /&gt;
Headband of Intellect&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
Your Intelligence score is 19 while you wear this&lt;br /&gt;
headband. It has no effect on you if your Intelligence&lt;br /&gt;
is already 19 or higher.&lt;br /&gt;
Helm of Brilliance&lt;br /&gt;
Wondrous item, very rare (requires attunement)&lt;br /&gt;
This dazzling helm is set with 1d10 diamonds, 2d10&lt;br /&gt;
rubies, 3d10 fire opals, and 4d10 opals. Any gem&lt;br /&gt;
pried from the helm crumbles to dust. When all the&lt;br /&gt;
gems are removed or destroyed, the helm loses its&lt;br /&gt;
magic.&lt;br /&gt;
You gain the following benefits while wearing it:&lt;br /&gt;
• You can use an action to cast one of the following&lt;br /&gt;
spells (save DC 18), using one of the helm’s gems&lt;br /&gt;
of the specified type as a component: daylight&lt;br /&gt;
(opal), fireball (fire opal), prismatic spray&lt;br /&gt;
(diamond), or wall of fire (ruby). The gem is&lt;br /&gt;
destroyed when the spell is cast and disappears&lt;br /&gt;
from the helm.&lt;br /&gt;
• As long as it has at least one diamond, the helm&lt;br /&gt;
emits dim light in a 30-­‐‑foot radius when at least&lt;br /&gt;
one undead is within that area. Any undead that&lt;br /&gt;
starts its turn in that area takes 1d6 radiant&lt;br /&gt;
damage.&lt;br /&gt;
• As long as the helm has at least one ruby, you have&lt;br /&gt;
resistance to fire damage.&lt;br /&gt;
• As long as the helm has at least one fire opal, you&lt;br /&gt;
can use an action and speak a command word to&lt;br /&gt;
cause one weapon you are holding to burst into&lt;br /&gt;
flames. The flames emit bright light in a 10-­‐‑foot&lt;br /&gt;
radius and dim light for an additional 10 feet. The&lt;br /&gt;
flames are harmless to you and the weapon. When&lt;br /&gt;
you hit with an attack using the blazing weapon,&lt;br /&gt;
the target takes an extra 1d6 fire damage. The&lt;br /&gt;
flames last until you use a bonus action to speak&lt;br /&gt;
the command word again or until you drop or&lt;br /&gt;
stow the weapon.&lt;br /&gt;
Roll a d20 if you are wearing the helm and take&lt;br /&gt;
fire damage as a result of failing a saving throw&lt;br /&gt;
against a spell. On a roll of 1, the helm emits beams&lt;br /&gt;
of light from its remaining gems. Each creature&lt;br /&gt;
within 60 feet of the helm other than you must&lt;br /&gt;
succeed on a DC 17 Dexterity saving throw or be&lt;br /&gt;
struck by a beam, taking radiant damage equal to the&lt;br /&gt;
number of gems in the helm. The helm and its gems&lt;br /&gt;
are then destroyed.&lt;br /&gt;
Helm of Comprehending Languages&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
While wearing this helm, you can use an action to&lt;br /&gt;
cast the comprehend languages spell from it at will.&lt;br /&gt;
Helm of Telepathy&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While wearing this helm, you can use an action to&lt;br /&gt;
cast the detect thoughts spell (save DC 13) from it. As&lt;br /&gt;
long as you maintain concentration on the spell, you&lt;br /&gt;
can use a bonus action to send a telepathic message&lt;br /&gt;
to a creature you are focused on. It can reply—using&lt;br /&gt;
a bonus action to do so—while your focus on it&lt;br /&gt;
continues.&lt;br /&gt;
While focusing on a creature with detect thoughts,&lt;br /&gt;
you can use an action to cast the suggestion spell&lt;br /&gt;
(save DC 13) from the helm on that creature. Once&lt;br /&gt;
used, the suggestion property can’t be used again&lt;br /&gt;
until the next dawn.&lt;br /&gt;
Helm of Teleportation&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
This helm has 3 charges. While wearing it, you can&lt;br /&gt;
use an action and expend 1 charge to cast the&lt;br /&gt;
teleport spell from it. The helm regains 1d3&lt;br /&gt;
expended charges daily at dawn.&lt;br /&gt;
Holy Avenger&lt;br /&gt;
Weapon (any sword), legendary (requires attunement&lt;br /&gt;
by a paladin)&lt;br /&gt;
You gain a +3 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon. When you hit a fiend&lt;br /&gt;
or an undead with it, that creature takes an extra&lt;br /&gt;
2d10 radiant damage.&lt;br /&gt;
While you hold the drawn sword, it creates an&lt;br /&gt;
aura in a 10-­‐‑foot radius around you. You and all&lt;br /&gt;
creatures friendly to you in the aura have advantage&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 226&lt;br /&gt;
on saving throws against spells and other magical&lt;br /&gt;
effects. If you have 17 or more levels in the paladin&lt;br /&gt;
class, the radius of the aura increases to 30 feet.&lt;br /&gt;
Horn of Blasting&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
You can use an action to speak the horn’s command&lt;br /&gt;
word and then blow the horn, which emits a&lt;br /&gt;
thunderous blast in a 30-­‐‑foot cone that is audible&lt;br /&gt;
600 feet away. Each creature in the cone must make&lt;br /&gt;
a DC 15 Constitution saving throw. On a failed save, a&lt;br /&gt;
creature takes 5d6 thunder damage and is deafened&lt;br /&gt;
for 1 minute. On a successful save, a creature takes&lt;br /&gt;
half as much damage and isn’t deafened. Creatures&lt;br /&gt;
and objects made of glass or crystal have&lt;br /&gt;
disadvantage on the saving throw and take 10d6&lt;br /&gt;
thunder damage instead of 5d6.&lt;br /&gt;
Each use of the horn’s magic has a 20 percent&lt;br /&gt;
chance of causing the horn to explode. The explosion&lt;br /&gt;
deals 10d6 fire damage to the blower and destroys&lt;br /&gt;
the horn.&lt;br /&gt;
Horn of Valhalla&lt;br /&gt;
Wondrous item, rare (silver or brass), very rare&lt;br /&gt;
(bronze), or legendary (iron)&lt;br /&gt;
You can use an action to blow this horn. In response,&lt;br /&gt;
warrior spirits from the Valhalla appear within 60&lt;br /&gt;
feet of you. They use the statistics of a berserker.&lt;br /&gt;
They return to Valhalla after 1 hour or when they&lt;br /&gt;
drop to 0 hit points. Once you use the horn, it can’t&lt;br /&gt;
be used again until 7 days have passed.&lt;br /&gt;
Four types of horn of Valhalla are known to exist,&lt;br /&gt;
each made of a different metal. The horn’s type&lt;br /&gt;
determines how many berserkers answer its&lt;br /&gt;
summons, as well as the requirement for its use. The&lt;br /&gt;
GM chooses the horn’s type or determines it&lt;br /&gt;
randomly.&lt;br /&gt;
d100 Horn&lt;br /&gt;
Type&lt;br /&gt;
Berserkers&lt;br /&gt;
Summoned&lt;br /&gt;
Requirement&lt;br /&gt;
01–40 Silver 2d4 + 2 None&lt;br /&gt;
41–75 Brass 3d4 + 3 Proficiency with all&lt;br /&gt;
simple weapons&lt;br /&gt;
76–90 Bronze 4d4 + 4 Proficiency with all&lt;br /&gt;
medium armor&lt;br /&gt;
91–00 Iron 5d4 + 5 Proficiency with all&lt;br /&gt;
martial weapons&lt;br /&gt;
If you blow the horn without meeting its&lt;br /&gt;
requirement, the summoned berserkers attack you.&lt;br /&gt;
If you meet the requirement, they are friendly to you&lt;br /&gt;
and your companions and follow your commands.&lt;br /&gt;
Horseshoes of a Zephyr&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
These iron horseshoes come in a set of four. While&lt;br /&gt;
all four shoes are affixed to the hooves of a horse or&lt;br /&gt;
similar creature, they allow the creature to move&lt;br /&gt;
normally while floating 4 inches above the ground.&lt;br /&gt;
This effect means the creature can cross or stand&lt;br /&gt;
above nonsolid or unstable surfaces, such as water&lt;br /&gt;
or lava. The creature leaves no tracks and ignores&lt;br /&gt;
difficult terrain. In addition, the creature can move&lt;br /&gt;
at normal speed for up to 12 hours a day without&lt;br /&gt;
suffering exhaustion from a forced march.&lt;br /&gt;
Horseshoes of Speed&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
These iron horseshoes come in a set of four. While&lt;br /&gt;
all four shoes are affixed to the hooves of a horse or&lt;br /&gt;
similar creature, they increase the creature’s&lt;br /&gt;
walking speed by 30 feet.&lt;br /&gt;
Immovable Rod&lt;br /&gt;
Rod, uncommon&lt;br /&gt;
This flat iron rod has a button on one end. You can&lt;br /&gt;
use an action to press the button, which causes the&lt;br /&gt;
rod to become magically fixed in place. Until you or&lt;br /&gt;
another creature uses an action to push the button&lt;br /&gt;
again, the rod doesn’t move, even if it is defying&lt;br /&gt;
gravity. The rod can hold up to 8,000 pounds of&lt;br /&gt;
weight. More weight causes the rod to deactivate&lt;br /&gt;
and fall. A creature can use an action to make a DC&lt;br /&gt;
30 Strength check, moving the fixed rod up to 10 feet&lt;br /&gt;
on a success.&lt;br /&gt;
Instant Fortress&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
You can use an action to place this 1-­‐‑inch metal cube&lt;br /&gt;
on the ground and speak its command word. The&lt;br /&gt;
cube rapidly grows into a fortress that remains until&lt;br /&gt;
you use an action to speak the command word that&lt;br /&gt;
dismisses it, which works only if the fortress is&lt;br /&gt;
empty.&lt;br /&gt;
The fortress is a square tower, 20 feet on a side&lt;br /&gt;
and 30 feet high, with arrow slits on all sides and a&lt;br /&gt;
battlement atop it. Its interior is divided into two&lt;br /&gt;
floors, with a ladder running along one wall to&lt;br /&gt;
connect them. The ladder ends at a trapdoor leading&lt;br /&gt;
to the roof. When activated, the tower has a small&lt;br /&gt;
door on the side facing you. The door opens only at&lt;br /&gt;
your command, which you can speak as a bonus&lt;br /&gt;
action. It is immune to the knock spell and similar&lt;br /&gt;
magic, such as that of a chime of opening.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 227&lt;br /&gt;
Each creature in the area where the fortress&lt;br /&gt;
appears must make a DC 15 Dexterity saving throw,&lt;br /&gt;
taking 10d10 bludgeoning damage on a failed save,&lt;br /&gt;
or half as much damage on a successful one. In either&lt;br /&gt;
case, the creature is pushed to an unoccupied space&lt;br /&gt;
outside but next to the fortress. Objects in the area&lt;br /&gt;
that aren’t being worn or carried take this damage&lt;br /&gt;
and are pushed automatically.&lt;br /&gt;
The tower is made of adamantine, and its magic&lt;br /&gt;
prevents it from being tipped over. The roof, the&lt;br /&gt;
door, and the walls each have 100 hit points,&lt;br /&gt;
immunity to damage from nonmagical weapons&lt;br /&gt;
excluding siege weapons, and resistance to all other&lt;br /&gt;
damage. Only a wish spell can repair the fortress&lt;br /&gt;
(this use of the spell counts as replicating a spell of&lt;br /&gt;
8th level or lower). Each casting of wish causes the&lt;br /&gt;
roof, the door, or one wall to regain 50 hit points.&lt;br /&gt;
Ioun Stone&lt;br /&gt;
Wondrous item, rarity varies (requires attunement)&lt;br /&gt;
An Ioun stone is named after Ioun, a god of&lt;br /&gt;
knowledge and prophecy revered on some worlds.&lt;br /&gt;
Many types of Ioun stone exist, each type a distinct&lt;br /&gt;
combination of shape and color.&lt;br /&gt;
When you use an action to toss one of these stones&lt;br /&gt;
into the air, the stone orbits your head at a distance&lt;br /&gt;
of 1d3 feet and confers a benefit to you. Thereafter,&lt;br /&gt;
another creature must use an action to grasp or net&lt;br /&gt;
the stone to separate it from you, either by making a&lt;br /&gt;
successful attack roll against AC 24 or a successful&lt;br /&gt;
DC 24 Dexterity (Acrobatics) check. You can use an&lt;br /&gt;
action to seize and stow the stone, ending its effect.&lt;br /&gt;
A stone has AC 24, 10 hit points, and resistance to&lt;br /&gt;
all damage. It is considered to be an object that is&lt;br /&gt;
being worn while it orbits your head.&lt;br /&gt;
Absorption (Very Rare). While this pale lavender&lt;br /&gt;
ellipsoid orbits your head, you can use your reaction&lt;br /&gt;
to cancel a spell of 4th level or lower cast by a&lt;br /&gt;
creature you can see and targeting only you.&lt;br /&gt;
Once the stone has canceled 20 levels of spells, it&lt;br /&gt;
burns out and turns dull gray, losing its magic. If you&lt;br /&gt;
are targeted by a spell whose level is higher than the&lt;br /&gt;
number of spell levels the stone has left, the stone&lt;br /&gt;
can’t cancel it.&lt;br /&gt;
Agility (Very Rare). Your Dexterity score&lt;br /&gt;
increases by 2, to a maximum of 20, while this deep&lt;br /&gt;
red sphere orbits your head.&lt;br /&gt;
Awareness (Rare). You can’t be surprised while&lt;br /&gt;
this dark blue rhomboid orbits your head.&lt;br /&gt;
Fortitude (Very Rare). Your Constitution score&lt;br /&gt;
increases by 2, to a maximum of 20, while this pink&lt;br /&gt;
rhomboid orbits your head.&lt;br /&gt;
Greater Absorption (Legendary). While this&lt;br /&gt;
marbled lavender and green ellipsoid orbits your&lt;br /&gt;
head, you can use your reaction to cancel a spell of&lt;br /&gt;
8th level or lower cast by a creature you can see and&lt;br /&gt;
targeting only you.&lt;br /&gt;
Once the stone has canceled 50 levels of spells, it&lt;br /&gt;
burns out and turns dull gray, losing its magic. If you&lt;br /&gt;
are targeted by a spell whose level is higher than the&lt;br /&gt;
number of spell levels the stone has left, the stone&lt;br /&gt;
can’t cancel it.&lt;br /&gt;
Insight (Very Rare). Your Wisdom score&lt;br /&gt;
increases by 2, to a maximum of 20, while this&lt;br /&gt;
incandescent blue sphere orbits your head.&lt;br /&gt;
Intellect (Very Rare). Your Intelligence score&lt;br /&gt;
increases by 2, to a maximum of 20, while this&lt;br /&gt;
marbled scarlet and blue sphere orbits your head.&lt;br /&gt;
Leadership (Very Rare). Your Charisma score&lt;br /&gt;
increases by 2, to a maximum of 20, while this&lt;br /&gt;
marbled pink and green sphere orbits your head.&lt;br /&gt;
Mastery (Legendary). Your proficiency bonus&lt;br /&gt;
increases by 1 while this pale green prism orbits&lt;br /&gt;
your head.&lt;br /&gt;
Protection (Rare). You gain a +1 bonus to AC&lt;br /&gt;
while this dusty rose prism orbits your head.&lt;br /&gt;
Regeneration (Legendary). You regain 15 hit&lt;br /&gt;
points at the end of each hour this pearly white&lt;br /&gt;
spindle orbits your head, provided that you have at&lt;br /&gt;
least 1 hit point.&lt;br /&gt;
Reserve (Rare). This vibrant purple prism stores&lt;br /&gt;
spells cast into it, holding them until you use them.&lt;br /&gt;
The stone can store up to 3 levels worth of spells at a&lt;br /&gt;
time. When found, it contains 1d4 − 1 levels of&lt;br /&gt;
stored spells chosen by the GM.&lt;br /&gt;
Any creature can cast a spell of 1st through 3rd&lt;br /&gt;
level into the stone by touching it as the spell is cast.&lt;br /&gt;
The spell has no effect, other than to be stored in the&lt;br /&gt;
stone. If the stone can’t hold the spell, the spell is&lt;br /&gt;
expended without effect. The level of the slot used to&lt;br /&gt;
cast the spell determines how much space it uses.&lt;br /&gt;
While this stone orbits your head, you can cast any&lt;br /&gt;
spell stored in it. The spell uses the slot level, spell&lt;br /&gt;
save DC, spell attack bonus, and spellcasting ability&lt;br /&gt;
of the original caster, but is otherwise treated as if&lt;br /&gt;
you cast the spell. The spell cast from the stone is no&lt;br /&gt;
longer stored in it, freeing up space.&lt;br /&gt;
Strength (Very Rare). Your Strength score&lt;br /&gt;
increases by 2, to a maximum of 20, while this pale&lt;br /&gt;
blue rhomboid orbits your head.&lt;br /&gt;
Sustenance (Rare). You don’t need to eat or drink&lt;br /&gt;
while this clear spindle orbits your head.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 228&lt;br /&gt;
Iron Bands of Binding&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This rusty iron sphere measures 3 inches in&lt;br /&gt;
diameter and weighs 1 pound. You can use an action&lt;br /&gt;
to speak the command word and throw the sphere at&lt;br /&gt;
a Huge or smaller creature you can see within 60&lt;br /&gt;
feet of you. As the sphere moves through the air, it&lt;br /&gt;
opens into a tangle of metal bands.&lt;br /&gt;
Make a ranged attack roll with an attack bonus&lt;br /&gt;
equal to your Dexterity modifier plus your&lt;br /&gt;
proficiency bonus. On a hit, the target is restrained&lt;br /&gt;
until you take a bonus action to speak the command&lt;br /&gt;
word again to release it. Doing so, or missing with&lt;br /&gt;
the attack, causes the bands to contract and become&lt;br /&gt;
a sphere once more.&lt;br /&gt;
A creature, including the one restrained, can use&lt;br /&gt;
an action to make a DC 20 Strength check to break&lt;br /&gt;
the iron bands. On a success, the item is destroyed,&lt;br /&gt;
and the restrained creature is freed. If the check fails,&lt;br /&gt;
any further attempts made by that creature&lt;br /&gt;
automatically fail until 24 hours have elapsed.&lt;br /&gt;
Once the bands are used, they can’t be used again&lt;br /&gt;
until the next dawn.&lt;br /&gt;
Iron Flask&lt;br /&gt;
Wondrous item, legendary&lt;br /&gt;
This iron bottle has a brass stopper. You can use an&lt;br /&gt;
action to speak the flask’s command word, targeting&lt;br /&gt;
a creature that you can see within 60 feet of you. If&lt;br /&gt;
the target is native to a plane of existence other than&lt;br /&gt;
the one you’re on, the target must succeed on a DC&lt;br /&gt;
17 Wisdom saving throw or be trapped in the flask.&lt;br /&gt;
If the target has been trapped by the flask before, it&lt;br /&gt;
has advantage on the saving throw. Once trapped, a&lt;br /&gt;
creature remains in the flask until released. The flask&lt;br /&gt;
can hold only one creature at a time. A creature&lt;br /&gt;
trapped in the flask doesn’t need to breathe, eat, or&lt;br /&gt;
drink and doesn’t age.&lt;br /&gt;
You can use an action to remove the flask’s&lt;br /&gt;
stopper and release the creature the flask contains.&lt;br /&gt;
The creature is friendly to you and your companions&lt;br /&gt;
for 1 hour and obeys your commands for that&lt;br /&gt;
duration. If you give no commands or give it a&lt;br /&gt;
command that is likely to result in its death, it&lt;br /&gt;
defends itself but otherwise takes no actions. At the&lt;br /&gt;
end of the duration, the creature acts in accordance&lt;br /&gt;
with its normal disposition and alignment.&lt;br /&gt;
An identify spell reveals that a creature is inside&lt;br /&gt;
the flask, but the only way to determine the type of&lt;br /&gt;
creature is to open the flask. A newly discovered&lt;br /&gt;
bottle might already contain a creature chosen by&lt;br /&gt;
the GM or determined randomly.&lt;br /&gt;
d100 Contents&lt;br /&gt;
1‒50 Empty&lt;br /&gt;
51‒54 Demon (type 1)&lt;br /&gt;
55‒58 Demon (type 2)&lt;br /&gt;
59‒62 Demon (type 3)&lt;br /&gt;
63‒64 Demon (type 4)&lt;br /&gt;
65 Demon (type 5)&lt;br /&gt;
66 Demon (type 6)&lt;br /&gt;
67 Deva&lt;br /&gt;
68‒69 Devil (greater)&lt;br /&gt;
70‒73 Devil (lesser)&lt;br /&gt;
74‒75 Djinni&lt;br /&gt;
76‒77 Efreeti&lt;br /&gt;
78‒83 Elemental (any)&lt;br /&gt;
84‒86 Invisible stalker&lt;br /&gt;
87‒90 Night hag&lt;br /&gt;
91 Planetar&lt;br /&gt;
92‒95 Salamander&lt;br /&gt;
96 Solar&lt;br /&gt;
97‒99 Succubus/incubus&lt;br /&gt;
100 Xorn&lt;br /&gt;
Javelin of Lightning&lt;br /&gt;
Weapon (javelin), uncommon&lt;br /&gt;
This javelin is a magic weapon. When you hurl it and&lt;br /&gt;
speak its command word, it transforms into a bolt of&lt;br /&gt;
lightning, forming a line 5 feet wide that extends out&lt;br /&gt;
from you to a target within 120 feet. Each creature in&lt;br /&gt;
the line excluding you and the target must make a&lt;br /&gt;
DC 13 Dexterity saving throw, taking 4d6 lightning&lt;br /&gt;
damage on a failed save, and half as much damage on&lt;br /&gt;
a successful one. The lightning bolt turns back into a&lt;br /&gt;
javelin when it reaches the target. Make a ranged&lt;br /&gt;
weapon attack against the target. On a hit, the target&lt;br /&gt;
takes damage from the javelin plus 4d6 lightning&lt;br /&gt;
damage.&lt;br /&gt;
The javelin’s property can’t be used again until the&lt;br /&gt;
next dawn. In the meantime, the javelin can still be&lt;br /&gt;
used as a magic weapon.&lt;br /&gt;
Lantern of Revealing&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
While lit, this hooded lantern burns for 6 hours on 1&lt;br /&gt;
pint of oil, shedding bright light in a 30-­‐‑foot radius&lt;br /&gt;
and dim light for an additional 30 feet. Invisible&lt;br /&gt;
creatures and objects are visible as long as they are&lt;br /&gt;
in the lantern’s bright light. You can use an action to&lt;br /&gt;
lower the hood, reducing the light to dim light in a 5-­‐‑&lt;br /&gt;
foot radius.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 229&lt;br /&gt;
Luck Blade&lt;br /&gt;
Weapon (any sword), legendary (requires&lt;br /&gt;
attunement)&lt;br /&gt;
You gain a +1 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon. While the sword is on&lt;br /&gt;
your person, you also gain a +1 bonus to saving&lt;br /&gt;
throws.&lt;br /&gt;
Luck. If the sword is on your person, you can call&lt;br /&gt;
on its luck (no action required) to reroll one attack&lt;br /&gt;
roll, ability check, or saving throw you dislike. You&lt;br /&gt;
must use the second roll. This property can’t be used&lt;br /&gt;
again until the next dawn.&lt;br /&gt;
Wish. The sword has 1d4 – 1 charges. While&lt;br /&gt;
holding it, you can use an action to expend 1 charge&lt;br /&gt;
and cast the wish spell from it. This property can’t be&lt;br /&gt;
used again until the next dawn. The sword loses this&lt;br /&gt;
property if it has no charges.&lt;br /&gt;
Mace of Disruption&lt;br /&gt;
Weapon (mace), rare (requires attunement)&lt;br /&gt;
When you hit a fiend or an undead with this magic&lt;br /&gt;
weapon, that creature takes an extra 2d6 radiant&lt;br /&gt;
damage. If the target has 25 hit points or fewer after&lt;br /&gt;
taking this damage, it must succeed on a DC 15&lt;br /&gt;
Wisdom saving throw or be destroyed. On a&lt;br /&gt;
successful save, the creature becomes frightened of&lt;br /&gt;
you until the end of your next turn.&lt;br /&gt;
While you hold this weapon, it sheds bright light in&lt;br /&gt;
a 20-­‐‑foot radius and dim light for an additional 20&lt;br /&gt;
feet.&lt;br /&gt;
Mace of Smiting&lt;br /&gt;
Weapon (mace), rare&lt;br /&gt;
You gain a +1 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon. The bonus increases&lt;br /&gt;
to +3 when you use the mace to attack a construct.&lt;br /&gt;
When you roll a 20 on an attack roll made with&lt;br /&gt;
this weapon, the target takes an extra 2d6&lt;br /&gt;
bludgeoning damage, or 4d6 bludgeoning damage if&lt;br /&gt;
it’s a construct. If a construct has 25 hit points or&lt;br /&gt;
fewer after taking this damage, it is destroyed.&lt;br /&gt;
Mace of Terror&lt;br /&gt;
Weapon (mace), rare (requires attunement)&lt;br /&gt;
This magic weapon has 3 charges. While holding it,&lt;br /&gt;
you can use an action and expend 1 charge to release&lt;br /&gt;
a wave of terror. Each creature of your choice in a&lt;br /&gt;
30-­‐‑foot radius extending from you must succeed on&lt;br /&gt;
a DC 15 Wisdom saving throw or become frightened&lt;br /&gt;
of you for 1 minute. While it is frightened in this way,&lt;br /&gt;
a creature must spend its turns trying to move as far&lt;br /&gt;
away from you as it can, and it can’t willingly move&lt;br /&gt;
to a space within 30 feet of you. It also can’t take&lt;br /&gt;
reactions. For its action, it can use only the Dash&lt;br /&gt;
action or try to escape from an effect that prevents it&lt;br /&gt;
from moving. If it has nowhere it can move, the&lt;br /&gt;
creature can use the Dodge action. At the end of each&lt;br /&gt;
of its turns, a creature can repeat the saving throw,&lt;br /&gt;
ending the effect on itself on a success.&lt;br /&gt;
The mace regains 1d3 expended charges daily at&lt;br /&gt;
dawn.&lt;br /&gt;
Mantle of Spell Resistance&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
You have advantage on saving throws against spells&lt;br /&gt;
while you wear this cloak.&lt;br /&gt;
Manual of Bodily Health&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This book contains health and diet tips, and its&lt;br /&gt;
words are charged with magic. If you spend 48 hours&lt;br /&gt;
over a period of 6 days or fewer studying the book’s&lt;br /&gt;
contents and practicing its guidelines, your&lt;br /&gt;
Constitution score increases by 2, as does your&lt;br /&gt;
maximum for that score. The manual then loses its&lt;br /&gt;
magic, but regains it in a century.&lt;br /&gt;
Manual of Gainful Exercise&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This book describes fitness exercises, and its words&lt;br /&gt;
are charged with magic. If you spend 48 hours over a&lt;br /&gt;
period of 6 days or fewer studying the book’s&lt;br /&gt;
contents and practicing its guidelines, your Strength&lt;br /&gt;
score increases by 2, as does your maximum for that&lt;br /&gt;
score. The manual then loses its magic, but regains it&lt;br /&gt;
in a century.&lt;br /&gt;
Manual of Golems&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This tome contains information and incantations&lt;br /&gt;
necessary to make a particular type of golem. The&lt;br /&gt;
GM chooses the type or determines it randomly. To&lt;br /&gt;
decipher and use the manual, you must be a&lt;br /&gt;
spellcaster with at least two 5th-­‐‑level spell slots. A&lt;br /&gt;
creature that can’t use a manual of golems and&lt;br /&gt;
attempts to read it takes 6d6 psychic damage.&lt;br /&gt;
d20 Golem Time Cost&lt;br /&gt;
1–5 Clay 30 days 65,000 gp&lt;br /&gt;
6–17 Flesh 60 days 50,000 gp&lt;br /&gt;
18 Iron 120 days 100,000 gp&lt;br /&gt;
19–20 Stone 90 days 80,000 gp&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 230&lt;br /&gt;
To create a golem, you must spend the time shown&lt;br /&gt;
on the table, working without interruption with the&lt;br /&gt;
manual at hand and resting no more than 8 hours&lt;br /&gt;
per day. You must also pay the specified cost to&lt;br /&gt;
purchase supplies.&lt;br /&gt;
Once you finish creating the golem, the book is&lt;br /&gt;
consumed in eldritch flames. The golem becomes&lt;br /&gt;
animate when the ashes of the manual are sprinkled&lt;br /&gt;
on it. It is under your control, and it understands and&lt;br /&gt;
obeys your spoken commands.&lt;br /&gt;
Manual of Quickness of Action&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This book contains coordination and balance&lt;br /&gt;
exercises, and its words are charged with magic. If&lt;br /&gt;
you spend 48 hours over a period of 6 days or fewer&lt;br /&gt;
studying the book’s contents and practicing its&lt;br /&gt;
guidelines, your Dexterity score increases by 2, as&lt;br /&gt;
does your maximum for that score. The manual then&lt;br /&gt;
loses its magic, but regains it in a century.&lt;br /&gt;
Marvelous Pigments&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
Typically found in 1d4 pots inside a fine wooden box&lt;br /&gt;
with a brush (weighing 1 pound in total), these&lt;br /&gt;
pigments allow you to create three-­‐‑dimensional&lt;br /&gt;
objects by painting them in two dimensions. The&lt;br /&gt;
paint flows from the brush to form the desired&lt;br /&gt;
object as you concentrate on its image.&lt;br /&gt;
Each pot of paint is sufficient to cover 1,000&lt;br /&gt;
square feet of a surface, which lets you create&lt;br /&gt;
inanimate objects or terrain features—such as a&lt;br /&gt;
door, a pit, flowers, trees, cells, rooms, or weapons—&lt;br /&gt;
that are up to 10,000 cubic feet. It takes 10 minutes&lt;br /&gt;
to cover 100 square feet.&lt;br /&gt;
When you complete the painting, the object or&lt;br /&gt;
terrain feature depicted becomes a real, nonmagical&lt;br /&gt;
object. Thus, painting a door on a wall creates an&lt;br /&gt;
actual door that can be opened to whatever is&lt;br /&gt;
beyond. Painting a pit on a floor creates a real pit,&lt;br /&gt;
and its depth counts against the total area of objects&lt;br /&gt;
you create.&lt;br /&gt;
Nothing created by the pigments can have a value&lt;br /&gt;
greater than 25 gp. If you paint an object of greater&lt;br /&gt;
value (such as a diamond or a pile of gold), the object&lt;br /&gt;
looks authentic, but close inspection reveals it is&lt;br /&gt;
made from paste, bone, or some other worthless&lt;br /&gt;
material.&lt;br /&gt;
If you paint a form of energy such as fire or&lt;br /&gt;
lightning, the energy appears but dissipates as soon&lt;br /&gt;
as you complete the painting, doing no harm to&lt;br /&gt;
anything.&lt;br /&gt;
Medallion of Thoughts&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
The medallion has 3 charges. While wearing it, you&lt;br /&gt;
can use an action and expend 1 charge to cast the&lt;br /&gt;
detect thoughts spell (save DC 13) from it. The&lt;br /&gt;
medallion regains 1d3 expended charges daily at&lt;br /&gt;
dawn.&lt;br /&gt;
Mirror of Life Trapping&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
When this 4-­‐‑foot-­‐‑tall mirror is viewed indirectly, its&lt;br /&gt;
surface shows faint images of creatures. The mirror&lt;br /&gt;
weighs 50 pounds, and it has AC 11, 10 hit points,&lt;br /&gt;
and vulnerability to bludgeoning damage. It shatters&lt;br /&gt;
and is destroyed when reduced to 0 hit points.&lt;br /&gt;
If the mirror is hanging on a vertical surface and&lt;br /&gt;
you are within 5 feet of it, you can use an action to&lt;br /&gt;
speak its command word and activate it. It remains&lt;br /&gt;
activated until you use an action to speak the&lt;br /&gt;
command word again.&lt;br /&gt;
Any creature other than you that sees its reflection&lt;br /&gt;
in the activated mirror while within 30 feet of it&lt;br /&gt;
must succeed on a DC 15 Charisma saving throw or&lt;br /&gt;
be trapped, along with anything it is wearing or&lt;br /&gt;
carrying, in one of the mirror’s twelve&lt;br /&gt;
extradimensional cells. This saving throw is made&lt;br /&gt;
with advantage if the creature knows the mirror’s&lt;br /&gt;
nature, and constructs succeed on the saving throw&lt;br /&gt;
automatically.&lt;br /&gt;
An extradimensional cell is an infinite expanse&lt;br /&gt;
filled with thick fog that reduces visibility to 10 feet.&lt;br /&gt;
Creatures trapped in the mirror’s cells don’t age, and&lt;br /&gt;
they don’t need to eat, drink, or sleep. A creature&lt;br /&gt;
trapped within a cell can escape using magic that&lt;br /&gt;
permits planar travel. Otherwise, the creature is&lt;br /&gt;
confined to the cell until freed.&lt;br /&gt;
If the mirror traps a creature but its twelve&lt;br /&gt;
extradimensional cells are already occupied, the&lt;br /&gt;
mirror frees one trapped creature at random to&lt;br /&gt;
accommodate the new prisoner. A freed creature&lt;br /&gt;
appears in an unoccupied space within sight of the&lt;br /&gt;
mirror but facing away from it. If the mirror is&lt;br /&gt;
shattered, all creatures it contains are freed and&lt;br /&gt;
appear in unoccupied spaces near it.&lt;br /&gt;
While within 5 feet of the mirror, you can use an&lt;br /&gt;
action to speak the name of one creature trapped in&lt;br /&gt;
it or call out a particular cell by number. The&lt;br /&gt;
creature named or contained in the named cell&lt;br /&gt;
appears as an image on the mirror’s surface. You and&lt;br /&gt;
the creature can then communicate normally.&lt;br /&gt;
In a similar way, you can use an action to speak a&lt;br /&gt;
second command word and free one creature&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 231&lt;br /&gt;
trapped in the mirror. The freed creature appears,&lt;br /&gt;
along with its possessions, in the unoccupied space&lt;br /&gt;
nearest to the mirror and facing away from it.&lt;br /&gt;
Mithral Armor&lt;br /&gt;
Armor (medium or heavy, but not hide), uncommon&lt;br /&gt;
Mithral is a light, flexible metal. A mithral chain shirt&lt;br /&gt;
or breastplate can be worn under normal clothes. If&lt;br /&gt;
the armor normally imposes disadvantage on&lt;br /&gt;
Dexterity (Stealth) checks or has a Strength&lt;br /&gt;
requirement, the mithral version of the armor&lt;br /&gt;
doesn’t.&lt;br /&gt;
Necklace of Adaptation&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While wearing this necklace, you can breathe&lt;br /&gt;
normally in any environment, and you have&lt;br /&gt;
advantage on saving throws made against harmful&lt;br /&gt;
gases and vapors (such as cloudkill and stinking&lt;br /&gt;
cloud effects, inhaled poisons, and the breath&lt;br /&gt;
weapons of some dragons).&lt;br /&gt;
Necklace of Fireballs&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This necklace has 1d6 + 3 beads hanging from it. You&lt;br /&gt;
can use an action to detach a bead and throw it up to&lt;br /&gt;
60 feet away. When it reaches the end of its&lt;br /&gt;
trajectory, the bead detonates as a 3rd-­‐‑level fireball&lt;br /&gt;
spell (save DC 15).&lt;br /&gt;
You can hurl multiple beads, or even the whole&lt;br /&gt;
necklace, as one action. When you do so, increase the&lt;br /&gt;
level of the fireball by 1 for each bead beyond the&lt;br /&gt;
first.&lt;br /&gt;
Necklace of Prayer Beads&lt;br /&gt;
Wondrous item, rare (requires attunement by a cleric,&lt;br /&gt;
druid, or paladin)&lt;br /&gt;
This necklace has 1d4 + 2 magic beads made from&lt;br /&gt;
aquamarine, black pearl, or topaz. It also has many&lt;br /&gt;
nonmagical beads made from stones such as amber,&lt;br /&gt;
bloodstone, citrine, coral, jade, pearl, or quartz. If a&lt;br /&gt;
magic bead is removed from the necklace, that bead&lt;br /&gt;
loses its magic.&lt;br /&gt;
Six types of magic beads exist. The GM decides the&lt;br /&gt;
type of each bead on the necklace or determines it&lt;br /&gt;
randomly. A necklace can have more than one bead&lt;br /&gt;
of the same type. To use one, you must be wearing&lt;br /&gt;
the necklace. Each bead contains a spell that you can&lt;br /&gt;
cast from it as a bonus action (using your spell save&lt;br /&gt;
DC if a save is necessary). Once a magic bead’s spell&lt;br /&gt;
is cast, that bead can’t be used again until the next&lt;br /&gt;
dawn.&lt;br /&gt;
d20 Bead of … Spell&lt;br /&gt;
1–6 Blessing Bless&lt;br /&gt;
7–12 Curing Cure wounds (2nd level) or lesser&lt;br /&gt;
restoration&lt;br /&gt;
13–16 Favor Greater restoration&lt;br /&gt;
17–18 Smiting Branding smite&lt;br /&gt;
19 Summons Planar ally&lt;br /&gt;
20 Wind&lt;br /&gt;
walking&lt;br /&gt;
Wind walk&lt;br /&gt;
Nine Lives Stealer&lt;br /&gt;
Weapon (any sword), very rare (requires attunement)&lt;br /&gt;
You gain a +2 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon.&lt;br /&gt;
The sword has 1d8 + 1 charges. If you score a&lt;br /&gt;
critical hit against a creature that has fewer than 100&lt;br /&gt;
hit points, it must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw or be slain instantly as the sword tears&lt;br /&gt;
its life force from its body (a construct or an undead&lt;br /&gt;
is immune). The sword loses 1 charge if the creature&lt;br /&gt;
is slain. When the sword has no charges remaining,&lt;br /&gt;
it loses this property.&lt;br /&gt;
Oathbow&lt;br /&gt;
Weapon (longbow), very rare (requires attunement)&lt;br /&gt;
When you nock an arrow on this bow, it whispers in&lt;br /&gt;
Elvish, “Swift defeat to my enemies.” When you use&lt;br /&gt;
this weapon to make a ranged attack, you can, as a&lt;br /&gt;
command phrase, say, “Swift death to you who have&lt;br /&gt;
wronged me.” The target of your attack becomes&lt;br /&gt;
your sworn enemy until it dies or until dawn seven&lt;br /&gt;
days later. You can have only one such sworn enemy&lt;br /&gt;
at a time. When your sworn enemy dies, you can&lt;br /&gt;
choose a new one after the next dawn.&lt;br /&gt;
When you make a ranged attack roll with this&lt;br /&gt;
weapon against your sworn enemy, you have&lt;br /&gt;
advantage on the roll. In addition, your target gains&lt;br /&gt;
no benefit from cover, other than total cover, and&lt;br /&gt;
you suffer no disadvantage due to long range. If the&lt;br /&gt;
attack hits, your sworn enemy takes an extra 3d6&lt;br /&gt;
piercing damage.&lt;br /&gt;
While your sworn enemy lives, you have&lt;br /&gt;
disadvantage on attack rolls with all other weapons.&lt;br /&gt;
Oil of Etherealness&lt;br /&gt;
Potion, rare&lt;br /&gt;
Beads of this cloudy gray oil form on the outside of&lt;br /&gt;
its container and quickly evaporate. The oil can&lt;br /&gt;
cover a Medium or smaller creature, along with the&lt;br /&gt;
equipment it’s wearing and carrying (one additional&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 232&lt;br /&gt;
vial is required for each size category above&lt;br /&gt;
Medium). Applying the oil takes 10 minutes. The&lt;br /&gt;
affected creature then gains the effect of the&lt;br /&gt;
etherealness spell for 1 hour.&lt;br /&gt;
Oil of Sharpness&lt;br /&gt;
Potion, very rare&lt;br /&gt;
This clear, gelatinous oil sparkles with tiny, ultrathin&lt;br /&gt;
silver shards. The oil can coat one slashing or&lt;br /&gt;
piercing weapon or up to 5 pieces of slashing or&lt;br /&gt;
piercing ammunition. Applying the oil takes 1&lt;br /&gt;
minute. For 1 hour, the coated item is magical and&lt;br /&gt;
has a +3 bonus to attack and damage rolls.&lt;br /&gt;
Oil of Slipperiness&lt;br /&gt;
Potion, uncommon&lt;br /&gt;
This sticky black unguent is thick and heavy in the&lt;br /&gt;
container, but it flows quickly when poured. The oil&lt;br /&gt;
can cover a Medium or smaller creature, along with&lt;br /&gt;
the equipment it’s wearing and carrying (one&lt;br /&gt;
additional vial is required for each size category&lt;br /&gt;
above Medium). Applying the oil takes 10 minutes.&lt;br /&gt;
The affected creature then gains the effect of a&lt;br /&gt;
freedom of movement spell for 8 hours.&lt;br /&gt;
Alternatively, the oil can be poured on the ground&lt;br /&gt;
as an action, where it covers a 10-­‐‑foot square,&lt;br /&gt;
duplicating the effect of the grease spell in that area&lt;br /&gt;
for 8 hours.&lt;br /&gt;
Pearl of Power&lt;br /&gt;
Wondrous item, uncommon (requires attunement by a&lt;br /&gt;
spellcaster)&lt;br /&gt;
While this pearl is on your person, you can use an&lt;br /&gt;
action to speak its command word and regain one&lt;br /&gt;
expended spell slot. If the expended slot was of 4th&lt;br /&gt;
level or higher, the new slot is 3rd level. Once you&lt;br /&gt;
use the pearl, it can’t be used again until the next&lt;br /&gt;
dawn.&lt;br /&gt;
Periapt of Health&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
You are immune to contracting any disease while&lt;br /&gt;
you wear this pendant. If you are already infected&lt;br /&gt;
with a disease, the effects of the disease are&lt;br /&gt;
suppressed you while you wear the pendant.&lt;br /&gt;
Periapt of Proof against Poison&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This delicate silver chain has a brilliant-­‐‑cut black&lt;br /&gt;
gem pendant. While you wear it, poisons have no&lt;br /&gt;
effect on you. You are immune to the poisoned&lt;br /&gt;
condition and have immunity to poison damage.&lt;br /&gt;
Periapt of Wound Closure&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While you wear this pendant, you stabilize whenever&lt;br /&gt;
you are dying at the start of your turn. In addition,&lt;br /&gt;
whenever you roll a Hit Die to regain hit points,&lt;br /&gt;
double the number of hit points it restores.&lt;br /&gt;
Philter of Love&lt;br /&gt;
Potion, uncommon&lt;br /&gt;
The next time you see a creature within 10 minutes&lt;br /&gt;
after drinking this philter, you become charmed by&lt;br /&gt;
that creature for 1 hour. If the creature is of a species&lt;br /&gt;
and gender you are normally attracted to, you&lt;br /&gt;
regard it as your true love while you are charmed.&lt;br /&gt;
This potion’s rose-­‐‑hued, effervescent liquid contains&lt;br /&gt;
one easy-­‐‑to-­‐‑miss bubble shaped like a heart.&lt;br /&gt;
Pipes of Haunting&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
You must be proficient with wind instruments to use&lt;br /&gt;
these pipes. They have 3 charges. You can use an&lt;br /&gt;
action to play them and expend 1 charge to create an&lt;br /&gt;
eerie, spellbinding tune. Each creature within 30 feet&lt;br /&gt;
of you that hears you play must succeed on a DC 15&lt;br /&gt;
Wisdom saving throw or become frightened of you&lt;br /&gt;
for 1 minute. If you wish, all creatures in the area&lt;br /&gt;
that aren’t hostile toward you automatically succeed&lt;br /&gt;
on the saving throw. A creature that fails the saving&lt;br /&gt;
throw can repeat it at the end of each of its turns,&lt;br /&gt;
ending the effect on itself on a success. A creature&lt;br /&gt;
that succeeds on its saving throw is immune to the&lt;br /&gt;
effect of these pipes for 24 hours. The pipes regain&lt;br /&gt;
1d3 expended charges daily at dawn.&lt;br /&gt;
Pipes of the Sewers&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
You must be proficient with wind instruments to use&lt;br /&gt;
these pipes. While you are attuned to the pipes,&lt;br /&gt;
ordinary rats and giant rats are indifferent toward&lt;br /&gt;
you and will not attack you unless you threaten or&lt;br /&gt;
harm them.&lt;br /&gt;
The pipes have 3 charges. If you play the pipes as&lt;br /&gt;
an action, you can use a bonus action to expend 1 to&lt;br /&gt;
3 charges, calling forth one swarm of rats with each&lt;br /&gt;
expended charge, provided that enough rats are&lt;br /&gt;
within half a mile of you to be called in this fashion&lt;br /&gt;
(as determined by the GM). If there aren’t enough&lt;br /&gt;
rats to form a swarm, the charge is wasted. Called&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 233&lt;br /&gt;
swarms move toward the music by the shortest&lt;br /&gt;
available route but aren’t under your control&lt;br /&gt;
otherwise. The pipes regain 1d3 expended charges&lt;br /&gt;
daily at dawn.&lt;br /&gt;
Whenever a swarm of rats that isn’t under another&lt;br /&gt;
creature’s control comes within 30 feet of you while&lt;br /&gt;
you are playing the pipes, you can make a Charisma&lt;br /&gt;
check contested by the swarm’s Wisdom check. If&lt;br /&gt;
you lose the contest, the swarm behaves as it&lt;br /&gt;
normally would and can’t be swayed by the pipes’&lt;br /&gt;
music for the next 24 hours. If you win the contest,&lt;br /&gt;
the swarm is swayed by the pipes’ music and&lt;br /&gt;
becomes friendly to you and your companions for as&lt;br /&gt;
long as you continue to play the pipes each round as&lt;br /&gt;
an action. A friendly swarm obeys your commands. If&lt;br /&gt;
you issue no commands to a friendly swarm, it&lt;br /&gt;
defends itself but otherwise takes no actions. If a&lt;br /&gt;
friendly swarm starts its turn and can’t hear the&lt;br /&gt;
pipes’ music, your control over that swarm ends, and&lt;br /&gt;
the swarm behaves as it normally would and can’t be&lt;br /&gt;
swayed by the pipes’ music for the next 24 hours.&lt;br /&gt;
Plate Armor of Etherealness&lt;br /&gt;
Armor (plate), legendary (requires attunement)&lt;br /&gt;
While you’re wearing this armor, you can speak its&lt;br /&gt;
command word as an action to gain the effect of the&lt;br /&gt;
etherealness spell, which last for 10 minutes or until&lt;br /&gt;
you remove the armor or use an action to speak the&lt;br /&gt;
command word again. This property of the armor&lt;br /&gt;
can’t be used again until the next dawn.&lt;br /&gt;
Portable Hole&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This fine black cloth, soft as silk, is folded up to the&lt;br /&gt;
dimensions of a handkerchief. It unfolds into a&lt;br /&gt;
circular sheet 6 feet in diameter.&lt;br /&gt;
You can use an action to unfold a portable hole and&lt;br /&gt;
place it on or against a solid surface, whereupon the&lt;br /&gt;
portable hole creates an extradimensional hole 10&lt;br /&gt;
feet deep. The cylindrical space within the hole&lt;br /&gt;
exists on a different plane, so it can’t be used to&lt;br /&gt;
create open passages. Any creature inside an open&lt;br /&gt;
portable hole can exit the hole by climbing out of it.&lt;br /&gt;
You can use an action to close a portable hole by&lt;br /&gt;
taking hold of the edges of the cloth and folding it up.&lt;br /&gt;
Folding the cloth closes the hole, and any creatures&lt;br /&gt;
or objects within remain in the extradimensional&lt;br /&gt;
space. No matter what’s in it, the hole weighs next to&lt;br /&gt;
nothing.&lt;br /&gt;
If the hole is folded up, a creature within the hole’s&lt;br /&gt;
extradimensional space can use an action to make a&lt;br /&gt;
DC 10 Strength check. On a successful check, the&lt;br /&gt;
creature forces its way out and appears within 5 feet&lt;br /&gt;
of the portable hole or the creature carrying it. A&lt;br /&gt;
breathing creature within a closed portable hole can&lt;br /&gt;
survive for up to 10 minutes, after which time it&lt;br /&gt;
begins to suffocate.&lt;br /&gt;
Placing a portable hole inside an extradimensional&lt;br /&gt;
space created by a bag of holding, handy haversack,&lt;br /&gt;
or similar item instantly destroys both items and&lt;br /&gt;
opens a gate to the Astral Plane. The gate originates&lt;br /&gt;
where the one item was placed inside the other. Any&lt;br /&gt;
creature within 10 feet of the gate is sucked through&lt;br /&gt;
it and deposited in a random location on the Astral&lt;br /&gt;
Plane. The gate then closes. The gate is one-­‐‑way only&lt;br /&gt;
and can’t be reopened.&lt;br /&gt;
Potion of Animal Friendship&lt;br /&gt;
Potion, uncommon&lt;br /&gt;
When you drink this potion, you can cast the animal&lt;br /&gt;
friendship spell (save DC 13) for 1 hour at will.&lt;br /&gt;
Agitating this muddy liquid brings little bits into&lt;br /&gt;
view: a fish scale, a hummingbird tongue, a cat claw,&lt;br /&gt;
or a squirrel hair.&lt;br /&gt;
Potion of Clairvoyance&lt;br /&gt;
Potion, rare&lt;br /&gt;
When you drink this potion, you gain the effect of the&lt;br /&gt;
clairvoyance spell. An eyeball bobs in this yellowish&lt;br /&gt;
liquid but vanishes when the potion is opened.&lt;br /&gt;
Potion of Climbing&lt;br /&gt;
Potion, common&lt;br /&gt;
When you drink this potion, you gain a climbing&lt;br /&gt;
speed equal to your walking speed for 1 hour.&lt;br /&gt;
During this time, you have advantage on Strength&lt;br /&gt;
(Athletics) checks you make to climb. The potion is&lt;br /&gt;
separated into brown, silver, and gray layers&lt;br /&gt;
resembling bands of stone. Shaking the bottle fails to&lt;br /&gt;
mix the colors.&lt;br /&gt;
Potion of Diminution&lt;br /&gt;
Potion, rare&lt;br /&gt;
When you drink this potion, you gain the “reduce”&lt;br /&gt;
effect of the enlarge/reduce spell for 1d4 hours (no&lt;br /&gt;
concentration required). The red in the potion’s&lt;br /&gt;
liquid continuously contracts to a tiny bead and then&lt;br /&gt;
expands to color the clear liquid around it. Shaking&lt;br /&gt;
the bottle fails to interrupt this process.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 234&lt;br /&gt;
Potion of Flying&lt;br /&gt;
Potion, very rare&lt;br /&gt;
When you drink this potion, you gain a flying speed&lt;br /&gt;
equal to your walking speed for 1 hour and can&lt;br /&gt;
hover. If you’re in the air when the potion wears off,&lt;br /&gt;
you fall unless you have some other means of staying&lt;br /&gt;
aloft. This potion’s clear liquid floats at the top of its&lt;br /&gt;
container and has cloudy white impurities drifting in&lt;br /&gt;
it.&lt;br /&gt;
Potion of Gaseous Form&lt;br /&gt;
Potion, rare&lt;br /&gt;
When you drink this potion, you gain the effect of the&lt;br /&gt;
gaseous form spell for 1 hour (no concentration&lt;br /&gt;
required) or until you end the effect as a bonus&lt;br /&gt;
action. This potion’s container seems to hold fog that&lt;br /&gt;
moves and pours like water.&lt;br /&gt;
Potion of Giant Strength&lt;br /&gt;
Potion, rarity varies&lt;br /&gt;
When you drink this potion, your Strength score&lt;br /&gt;
changes for 1 hour. The type of giant determines the&lt;br /&gt;
score (see the table below). The potion has no effect&lt;br /&gt;
on you if your Strength is equal to or greater than&lt;br /&gt;
that score.&lt;br /&gt;
This potion’s transparent liquid has floating in it a&lt;br /&gt;
sliver of fingernail from a giant of the appropriate&lt;br /&gt;
type. The potion of frost giant strength and the potion&lt;br /&gt;
of stone giant strength have the same effect.&lt;br /&gt;
Type of Giant Strength Rarity&lt;br /&gt;
Hill giant 21 Uncommon&lt;br /&gt;
Frost/stone giant 23 Rare&lt;br /&gt;
Fire giant 25 Rare&lt;br /&gt;
Cloud giant 27 Very rare&lt;br /&gt;
Storm giant 29 Legendary&lt;br /&gt;
Potion of Growth&lt;br /&gt;
Potion, uncommon&lt;br /&gt;
When you drink this potion, you gain the “enlarge”&lt;br /&gt;
effect of the enlarge/reduce spell for 1d4 hours (no&lt;br /&gt;
concentration required). The red in the potion’s&lt;br /&gt;
liquid continuously expands from a tiny bead to&lt;br /&gt;
color the clear liquid around it and then contracts.&lt;br /&gt;
Shaking the bottle fails to interrupt this process.&lt;br /&gt;
Potion of Healing&lt;br /&gt;
Potion, rarity varies&lt;br /&gt;
You regain hit points when you drink this potion.&lt;br /&gt;
The number of hit points depends on the potion’s&lt;br /&gt;
rarity, as shown in the Potions of Healing table.&lt;br /&gt;
Whatever its potency, the potion’s red liquid&lt;br /&gt;
glimmers when agitated.&lt;br /&gt;
Potions of Healing&lt;br /&gt;
Potion of … Rarity HP Regained&lt;br /&gt;
Healing Common 2d4 + 2&lt;br /&gt;
Greater healing Uncommon 4d4 + 4&lt;br /&gt;
Superior healing Rare 8d4 + 8&lt;br /&gt;
Supreme healing Very rare 10d4 + 20&lt;br /&gt;
Potion of Heroism&lt;br /&gt;
Potion, rare&lt;br /&gt;
For 1 hour after drinking it, you gain 10 temporary&lt;br /&gt;
hit points that last for 1 hour. For the same duration,&lt;br /&gt;
you are under the effect of the bless spell (no&lt;br /&gt;
concentration required). This blue potion bubbles&lt;br /&gt;
and steams as if boiling.&lt;br /&gt;
Potion of Invisibility&lt;br /&gt;
Potion, very rare&lt;br /&gt;
This potion’s container looks empty but feels as&lt;br /&gt;
though it holds liquid. When you drink it, you&lt;br /&gt;
become invisible for 1 hour. Anything you wear or&lt;br /&gt;
carry is invisible with you. The effect ends early if&lt;br /&gt;
you attack or cast a spell.&lt;br /&gt;
Potion of Mind Reading&lt;br /&gt;
Potion, rare&lt;br /&gt;
When you drink this potion, you gain the effect of the&lt;br /&gt;
detect thoughts spell (save DC 13). The potion’s&lt;br /&gt;
dense, purple liquid has an ovoid cloud of pink&lt;br /&gt;
floating in it.&lt;br /&gt;
Potion of Poison&lt;br /&gt;
Potion, uncommon&lt;br /&gt;
This concoction looks, smells, and tastes like a potion&lt;br /&gt;
of healing or other beneficial potion. However, it is&lt;br /&gt;
actually poison masked by illusion magic. An identify&lt;br /&gt;
spell reveals its true nature.&lt;br /&gt;
If you drink it, you take 3d6 poison damage, and&lt;br /&gt;
you must succeed on a DC 13 Constitution saving&lt;br /&gt;
throw or be poisoned. At the start of each of your&lt;br /&gt;
turns while you are poisoned in this way, you take&lt;br /&gt;
3d6 poison damage. At the end of each of your turns,&lt;br /&gt;
you can repeat the saving throw. On a successful&lt;br /&gt;
save, the poison damage you take on your&lt;br /&gt;
subsequent turns decreases by 1d6. The poison ends&lt;br /&gt;
when the damage decreases to 0.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 235&lt;br /&gt;
Potion of Resistance&lt;br /&gt;
Potion, uncommon&lt;br /&gt;
When you drink this potion, you gain resistance to&lt;br /&gt;
one type of damage for 1 hour. The GM chooses the&lt;br /&gt;
type or determines it randomly from the options&lt;br /&gt;
below.&lt;br /&gt;
d10 Damage Type d10 Damage Type&lt;br /&gt;
1 Acid 6 Necrotic&lt;br /&gt;
2 Cold 7 Poison&lt;br /&gt;
3 Fire 8 Psychic&lt;br /&gt;
4 Force 9 Radiant&lt;br /&gt;
5 Lightning 10 Thunder&lt;br /&gt;
Potion of Speed&lt;br /&gt;
Potion, very rare&lt;br /&gt;
When you drink this potion, you gain the effect of the&lt;br /&gt;
haste spell for 1 minute (no concentration required).&lt;br /&gt;
The potion’s yellow fluid is streaked with black and&lt;br /&gt;
swirls on its own.&lt;br /&gt;
Potion of Water Breathing&lt;br /&gt;
Potion, uncommon&lt;br /&gt;
You can breathe underwater for 1 hour after&lt;br /&gt;
drinking this potion. Its cloudy green fluid smells of&lt;br /&gt;
the sea and has a jellyfish-­‐‑like bubble floating in it.&lt;br /&gt;
Restorative Ointment&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This glass jar, 3 inches in diameter, contains 1d4 + 1&lt;br /&gt;
doses of a thick mixture that smells faintly of aloe.&lt;br /&gt;
The jar and its contents weigh 1/2 pound.&lt;br /&gt;
As an action, one dose of the ointment can be&lt;br /&gt;
swallowed or applied to the skin. The creature that&lt;br /&gt;
receives it regains 2d8 + 2 hit points, ceases to be&lt;br /&gt;
poisoned, and is cured of any disease.&lt;br /&gt;
Ring of Animal Influence&lt;br /&gt;
Ring, rare&lt;br /&gt;
This ring has 3 charges, and it regains 1d3 expended&lt;br /&gt;
charges daily at dawn. While wearing the ring, you&lt;br /&gt;
can use an action to expend 1 of its charges to cast&lt;br /&gt;
one of the following spells:&lt;br /&gt;
• Animal friendship (save DC 13)&lt;br /&gt;
• Fear (save DC 13), targeting only beasts that have&lt;br /&gt;
an Intelligence of 3 or lower&lt;br /&gt;
• Speak with animals&lt;br /&gt;
Ring of Djinni Summoning&lt;br /&gt;
Ring, legendary (requires attunement)&lt;br /&gt;
While wearing this ring, you can speak its command&lt;br /&gt;
word as an action to summon a particular djinni&lt;br /&gt;
from the Elemental Plane of Air. The djinni appears&lt;br /&gt;
in an unoccupied space you choose within 120 feet&lt;br /&gt;
of you. It remains as long as you concentrate (as if&lt;br /&gt;
concentrating on a spell), to a maximum of 1 hour, or&lt;br /&gt;
until it drops to 0 hit points. It then returns to its&lt;br /&gt;
home plane.&lt;br /&gt;
While summoned, the djinni is friendly to you and&lt;br /&gt;
your companions. It obeys any commands you give it,&lt;br /&gt;
no matter what language you use. If you fail to&lt;br /&gt;
command it, the djinni defends itself against&lt;br /&gt;
attackers but takes no other actions.&lt;br /&gt;
After the djinni departs, it can’t be summoned&lt;br /&gt;
again for 24 hours, and the ring becomes nonmagical&lt;br /&gt;
if the djinni dies.&lt;br /&gt;
Ring of Elemental Command&lt;br /&gt;
Ring, legendary (requires attunement)&lt;br /&gt;
This ring is linked to one of the four Elemental&lt;br /&gt;
Planes. The GM chooses or randomly determines the&lt;br /&gt;
linked plane.&lt;br /&gt;
While wearing this ring, you have advantage on&lt;br /&gt;
attack rolls against elementals from the linked plane,&lt;br /&gt;
and they have disadvantage on attack rolls against&lt;br /&gt;
you. In addition, you have access to properties based&lt;br /&gt;
on the linked plane.&lt;br /&gt;
The ring has 5 charges. It regains 1d4 + 1&lt;br /&gt;
expended charges daily at dawn. Spells cast from the&lt;br /&gt;
ring have a save DC of 17.&lt;br /&gt;
Ring of Air Elemental Command. You can expend&lt;br /&gt;
2 of the ring’s charges to cast dominate monster on&lt;br /&gt;
an air elemental. In addition, when you fall, you&lt;br /&gt;
descend 60 feet per round and take no damage from&lt;br /&gt;
falling. You can also speak and understand Auran.&lt;br /&gt;
If you help slay an air elemental while attuned to&lt;br /&gt;
the ring, you gain access to the following additional&lt;br /&gt;
properties:&lt;br /&gt;
• You have resistance to lightning damage.&lt;br /&gt;
• You have a flying speed equal to your walking&lt;br /&gt;
speed and can hover.&lt;br /&gt;
• You can cast the following spells from the ring,&lt;br /&gt;
expending the necessary number of charges: chain&lt;br /&gt;
lightning (3 charges), gust of wind (2 charges), or&lt;br /&gt;
wind wall (1 charge).&lt;br /&gt;
Ring of Earth Elemental Command. You can&lt;br /&gt;
expend 2 of the ring’s charges to cast dominate&lt;br /&gt;
monster on an earth elemental. In addition, you can&lt;br /&gt;
move in difficult terrain that is composed of rubble,&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 236&lt;br /&gt;
rocks, or dirt as if it were normal terrain. You can&lt;br /&gt;
also speak and understand Terran.&lt;br /&gt;
If you help slay an earth elemental while attuned&lt;br /&gt;
to the ring, you gain access to the following&lt;br /&gt;
additional properties:&lt;br /&gt;
• You have resistance to acid damage.&lt;br /&gt;
• You can move through solid earth or rock as if&lt;br /&gt;
those areas were difficult terrain. If you end your&lt;br /&gt;
turn there, you are shunted out to the nearest&lt;br /&gt;
unoccupied space you last occupied.&lt;br /&gt;
• You can cast the following spells from the ring,&lt;br /&gt;
expending the necessary number of charges: stone&lt;br /&gt;
shape (2 charges), stoneskin (3 charges), or wall of&lt;br /&gt;
stone (3 charges).&lt;br /&gt;
Ring of Fire Elemental Command. You can&lt;br /&gt;
expend 2 of the ring’s charges to cast dominate&lt;br /&gt;
monster on a fire elemental. In addition, you have&lt;br /&gt;
resistance to fire damage. You can also speak and&lt;br /&gt;
understand Ignan.&lt;br /&gt;
If you help slay a fire elemental while attuned to&lt;br /&gt;
the ring, you gain access to the following additional&lt;br /&gt;
properties:&lt;br /&gt;
• You are immune to fire damage.&lt;br /&gt;
• You can cast the following spells from the ring,&lt;br /&gt;
expending the necessary number of charges:&lt;br /&gt;
burning hands (1 charge), fireball (2 charges), and&lt;br /&gt;
wall of fire (3 charges).&lt;br /&gt;
Ring of Water Elemental Command. You can&lt;br /&gt;
expend 2 of the ring’s charges to cast dominate&lt;br /&gt;
monster on a water elemental. In addition, you can&lt;br /&gt;
stand on and walk across liquid surfaces as if they&lt;br /&gt;
were solid ground. You can also speak and&lt;br /&gt;
understand Aquan.&lt;br /&gt;
If you help slay a water elemental while attuned to&lt;br /&gt;
the ring, you gain access to the following additional&lt;br /&gt;
properties:&lt;br /&gt;
• You can breathe underwater and have a&lt;br /&gt;
swimming speed equal to your walking speed.&lt;br /&gt;
• You can cast the following spells from the ring,&lt;br /&gt;
expending the necessary number of charges:&lt;br /&gt;
create or destroy water (1 charge), control water (3&lt;br /&gt;
charges), ice storm (2 charges), or wall of ice (3&lt;br /&gt;
charges).&lt;br /&gt;
Ring of Evasion&lt;br /&gt;
Ring, rare (requires attunement)&lt;br /&gt;
This ring has 3 charges, and it regains 1d3 expended&lt;br /&gt;
charges daily at dawn. When you fail a Dexterity&lt;br /&gt;
saving throw while wearing it, you can use your&lt;br /&gt;
reaction to expend 1 of its charges to succeed on that&lt;br /&gt;
saving throw instead.&lt;br /&gt;
Ring of Feather Falling&lt;br /&gt;
Ring, rare (requires attunement)&lt;br /&gt;
When you fall while wearing this ring, you descend&lt;br /&gt;
60 feet per round and take no damage from falling.&lt;br /&gt;
Ring of Free Action&lt;br /&gt;
Ring, rare (requires attunement)&lt;br /&gt;
While you wear this ring, difficult terrain doesn’t&lt;br /&gt;
cost you extra movement. In addition, magic can&lt;br /&gt;
neither reduce your speed nor cause you to be&lt;br /&gt;
paralyzed or restrained.&lt;br /&gt;
Ring of Invisibility&lt;br /&gt;
Ring, legendary (requires attunement)&lt;br /&gt;
While wearing this ring, you can turn invisible as an&lt;br /&gt;
action. Anything you are wearing or carrying is&lt;br /&gt;
invisible with you. You remain invisible until the&lt;br /&gt;
ring is removed, until you attack or cast a spell, or&lt;br /&gt;
until you use a bonus action to become visible again.&lt;br /&gt;
Ring of Jumping&lt;br /&gt;
Ring, uncommon (requires attunement)&lt;br /&gt;
While wearing this ring, you can cast the jump spell&lt;br /&gt;
from it as a bonus action at will, but can target only&lt;br /&gt;
yourself when you do so.&lt;br /&gt;
Ring of Mind Shielding&lt;br /&gt;
Ring, uncommon (requires attunement)&lt;br /&gt;
While wearing this ring, you are immune to magic&lt;br /&gt;
that allows other creatures to read your thoughts,&lt;br /&gt;
determine whether you are lying, know your&lt;br /&gt;
alignment, or know your creature type. Creatures&lt;br /&gt;
can telepathically communicate with you only if you&lt;br /&gt;
allow it.&lt;br /&gt;
You can use an action to cause the ring to become&lt;br /&gt;
invisible until you use another action to make it&lt;br /&gt;
visible, until you remove the ring, or until you die.&lt;br /&gt;
If you die while wearing the ring, your soul enters&lt;br /&gt;
it, unless it already houses a soul. You can remain in&lt;br /&gt;
the ring or depart for the afterlife. As long as your&lt;br /&gt;
soul is in the ring, you can telepathically&lt;br /&gt;
communicate with any creature wearing it. A wearer&lt;br /&gt;
can’t prevent this telepathic communication.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 237&lt;br /&gt;
Ring of Protection&lt;br /&gt;
Ring, rare (requires attunement)&lt;br /&gt;
You gain a +1 bonus to AC and saving throws while&lt;br /&gt;
wearing this ring.&lt;br /&gt;
Ring of Regeneration&lt;br /&gt;
Ring, very rare (requires attunement)&lt;br /&gt;
While wearing this ring, you regain 1d6 hit points&lt;br /&gt;
every 10 minutes, provided that you have at least 1&lt;br /&gt;
hit point. If you lose a body part, the ring causes the&lt;br /&gt;
missing part to regrow and return to full&lt;br /&gt;
functionality after 1d6 + 1 days if you have at least 1&lt;br /&gt;
hit point the whole time.&lt;br /&gt;
Ring of Resistance&lt;br /&gt;
Ring, rare (requires attunement)&lt;br /&gt;
You have resistance to one damage type while&lt;br /&gt;
wearing this ring. The gem in the ring indicates the&lt;br /&gt;
type, which the GM chooses or determines randomly.&lt;br /&gt;
d10 Damage Type Gem&lt;br /&gt;
1 Acid Pearl&lt;br /&gt;
2 Cold Tourmaline&lt;br /&gt;
3 Fire Garnet&lt;br /&gt;
4 Force Sapphire&lt;br /&gt;
5 Lightning Citrine&lt;br /&gt;
6 Necrotic Jet&lt;br /&gt;
7 Poison Amethyst&lt;br /&gt;
8 Psychic Jade&lt;br /&gt;
9 Radiant Topaz&lt;br /&gt;
10 Thunder Spinel&lt;br /&gt;
Ring of Shooting Stars&lt;br /&gt;
Ring, very rare (requires attunement outdoors at&lt;br /&gt;
night)&lt;br /&gt;
While wearing this ring in dim light or darkness, you&lt;br /&gt;
can cast dancing lights and light from the ring at will.&lt;br /&gt;
Casting either spell from the ring requires an action.&lt;br /&gt;
The ring has 6 charges for the following other&lt;br /&gt;
properties. The ring regains 1d6 expended charges&lt;br /&gt;
daily at dawn.&lt;br /&gt;
Faerie Fire. You can expend 1 charge as an action&lt;br /&gt;
to cast faerie fire from the ring.&lt;br /&gt;
Ball Lightning. You can expend 2 charges as an&lt;br /&gt;
action to create one to four 3-­‐‑foot-­‐‑diameter spheres&lt;br /&gt;
of lightning. The more spheres you create, the less&lt;br /&gt;
powerful each sphere is individually.&lt;br /&gt;
Each sphere appears in an unoccupied space you&lt;br /&gt;
can see within 120 feet of you. The spheres last as&lt;br /&gt;
long as you concentrate (as if concentrating on a&lt;br /&gt;
spell), up to 1 minute. Each sphere sheds dim light in&lt;br /&gt;
a 30-­‐‑foot radius.&lt;br /&gt;
As a bonus action, you can move each sphere up to&lt;br /&gt;
30 feet, but no farther than 120 feet away from you.&lt;br /&gt;
When a creature other than you comes within 5 feet&lt;br /&gt;
of a sphere, the sphere discharges lightning at that&lt;br /&gt;
creature and disappears. That creature must make a&lt;br /&gt;
DC 15 Dexterity saving throw. On a failed save, the&lt;br /&gt;
creature takes lightning damage based on the&lt;br /&gt;
number of spheres you created.&lt;br /&gt;
Spheres Lightning Damage&lt;br /&gt;
4 2d4&lt;br /&gt;
3 2d6&lt;br /&gt;
2 5d4&lt;br /&gt;
1 4d12&lt;br /&gt;
Shooting Stars. You can expend 1 to 3 charges as&lt;br /&gt;
an action. For every charge you expend, you launch a&lt;br /&gt;
glowing mote of light from the ring at a point you&lt;br /&gt;
can see within 60 feet of you. Each creature within a&lt;br /&gt;
15-­‐‑foot cube originating from that point is showered&lt;br /&gt;
in sparks and must make a DC 15 Dexterity saving&lt;br /&gt;
throw, taking 5d4 fire damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Ring of Spell Storing&lt;br /&gt;
Ring, rare (requires attunement)&lt;br /&gt;
This ring stores spells cast into it, holding them until&lt;br /&gt;
the attuned wearer uses them. The ring can store up&lt;br /&gt;
to 5 levels worth of spells at a time. When found, it&lt;br /&gt;
contains 1d6 − 1 levels of stored spells chosen by the&lt;br /&gt;
GM.&lt;br /&gt;
Any creature can cast a spell of 1st through 5th&lt;br /&gt;
level into the ring by touching the ring as the spell is&lt;br /&gt;
cast. The spell has no effect, other than to be stored&lt;br /&gt;
in the ring. If the ring can’t hold the spell, the spell is&lt;br /&gt;
expended without effect. The level of the slot used to&lt;br /&gt;
cast the spell determines how much space it uses.&lt;br /&gt;
While wearing this ring, you can cast any spell&lt;br /&gt;
stored in it. The spell uses the slot level, spell save&lt;br /&gt;
DC, spell attack bonus, and spellcasting ability of the&lt;br /&gt;
original caster, but is otherwise treated as if you cast&lt;br /&gt;
the spell. The spell cast from the ring is no longer&lt;br /&gt;
stored in it, freeing up space.&lt;br /&gt;
Ring of Spell Turning&lt;br /&gt;
Ring, legendary (requires attunement)&lt;br /&gt;
While wearing this ring, you have advantage on&lt;br /&gt;
saving throws against any spell that targets only you&lt;br /&gt;
(not in an area of effect). In addition, if you roll a 20&lt;br /&gt;
for the save and the spell is 7th level or lower, the&lt;br /&gt;
spell has no effect on you and instead targets the&lt;br /&gt;
caster, using the slot level, spell save DC, attack&lt;br /&gt;
bonus, and spellcasting ability of the caster.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 238&lt;br /&gt;
Ring of Swimming&lt;br /&gt;
Ring, uncommon&lt;br /&gt;
You have a swimming speed of 40 feet while wearing&lt;br /&gt;
this ring.&lt;br /&gt;
Ring of Telekinesis&lt;br /&gt;
Ring, very rare (requires attunement)&lt;br /&gt;
While wearing this ring, you can cast the telekinesis&lt;br /&gt;
spell at will, but you can target only objects that&lt;br /&gt;
aren’t being worn or carried.&lt;br /&gt;
Ring of the Ram&lt;br /&gt;
Ring, rare (requires attunement)&lt;br /&gt;
This ring has 3 charges, and it regains 1d3 expended&lt;br /&gt;
charges daily at dawn. While wearing the ring, you&lt;br /&gt;
can use an action to expend 1 to 3 of its charges to&lt;br /&gt;
attack one creature you can see within 60 feet of you.&lt;br /&gt;
The ring produces a spectral ram’s head and makes&lt;br /&gt;
its attack roll with a +7 bonus. On a hit, for each&lt;br /&gt;
charge you spend, the target takes 2d10 force&lt;br /&gt;
damage and is pushed 5 feet away from you.&lt;br /&gt;
Alternatively, you can expend 1 to 3 of the ring’s&lt;br /&gt;
charges as an action to try to break an object you can&lt;br /&gt;
see within 60 feet of you that isn’t being worn or&lt;br /&gt;
carried. The ring makes a Strength check with a +5&lt;br /&gt;
bonus for each charge you spend.&lt;br /&gt;
Ring of Three Wishes&lt;br /&gt;
Ring, legendary&lt;br /&gt;
While wearing this ring, you can use an action to&lt;br /&gt;
expend 1 of its 3 charges to cast the wish spell from&lt;br /&gt;
it. The ring becomes nonmagical when you use the&lt;br /&gt;
last charge.&lt;br /&gt;
Ring of Warmth&lt;br /&gt;
Ring, uncommon (requires attunement)&lt;br /&gt;
While wearing this ring, you have resistance to cold&lt;br /&gt;
damage. In addition, you and everything you wear&lt;br /&gt;
and carry are unharmed by temperatures as low as&lt;br /&gt;
−50 degrees Fahrenheit.&lt;br /&gt;
Ring of Water Walking&lt;br /&gt;
Ring, uncommon&lt;br /&gt;
While wearing this ring, you can stand on and move&lt;br /&gt;
across any liquid surface as if it were solid ground.&lt;br /&gt;
Ring of X-ray Vision&lt;br /&gt;
Ring, rare (requires attunement)&lt;br /&gt;
While wearing this ring, you can use an action to&lt;br /&gt;
speak its command word. When you do so, you can&lt;br /&gt;
see into and through solid matter for 1 minute. This&lt;br /&gt;
vision has a radius of 30 feet. To you, solid objects&lt;br /&gt;
within that radius appear transparent and don’t&lt;br /&gt;
prevent light from passing through them. The vision&lt;br /&gt;
can penetrate 1 foot of stone, 1 inch of common&lt;br /&gt;
metal, or up to 3 feet of wood or dirt. Thicker&lt;br /&gt;
substances block the vision, as does a thin sheet of&lt;br /&gt;
lead.&lt;br /&gt;
Whenever you use the ring again before taking a&lt;br /&gt;
long rest, you must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw or gain one level of exhaustion.&lt;br /&gt;
Robe of Eyes&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
This robe is adorned with eyelike patterns. While&lt;br /&gt;
you wear the robe, you gain the following benefits:&lt;br /&gt;
• The robe lets you see in all directions, and you&lt;br /&gt;
have advantage on Wisdom (Perception) checks&lt;br /&gt;
that rely on sight.&lt;br /&gt;
• You have darkvision out to a range of 120 feet.&lt;br /&gt;
• You can see invisible creatures and objects, as well&lt;br /&gt;
as see into the Ethereal Plane, out to a range of&lt;br /&gt;
120 feet.&lt;br /&gt;
The eyes on the robe can’t be closed or averted.&lt;br /&gt;
Although you can close or avert your own eyes, you&lt;br /&gt;
are never considered to be doing so while wearing&lt;br /&gt;
this robe.&lt;br /&gt;
A light spell cast on the robe or a daylight spell&lt;br /&gt;
cast within 5 feet of the robe causes you to be&lt;br /&gt;
blinded for 1 minute. At the end of each of your&lt;br /&gt;
turns, you can make a Constitution saving throw (DC&lt;br /&gt;
11 for light or DC 15 for daylight), ending the&lt;br /&gt;
blindness on a success.&lt;br /&gt;
Robe of Scintillating Colors&lt;br /&gt;
Wondrous item, very rare (requires attunement)&lt;br /&gt;
This robe has 3 charges, and it regains 1d3 expended&lt;br /&gt;
charges daily at dawn. While you wear it, you can&lt;br /&gt;
use an action and expend 1 charge to cause the&lt;br /&gt;
garment to display a shifting pattern of dazzling&lt;br /&gt;
hues until the end of your next turn. During this time,&lt;br /&gt;
the robe sheds bright light in a 30-­‐‑foot radius and&lt;br /&gt;
dim light for an additional 30 feet. Creatures that can&lt;br /&gt;
see you have disadvantage on attack rolls against&lt;br /&gt;
you. In addition, any creature in the bright light that&lt;br /&gt;
can see you when the robe’s power is activated must&lt;br /&gt;
succeed on a DC 15 Wisdom saving throw or become&lt;br /&gt;
stunned until the effect ends.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 239&lt;br /&gt;
Robe of Stars&lt;br /&gt;
Wondrous item, very rare (requires attunement)&lt;br /&gt;
This black or dark blue robe is embroidered with&lt;br /&gt;
small white or silver stars. You gain a +1 bonus to&lt;br /&gt;
saving throws while you wear it.&lt;br /&gt;
Six stars, located on the robe’s upper front portion,&lt;br /&gt;
are particularly large. While wearing this robe, you&lt;br /&gt;
can use an action to pull off one of the stars and use&lt;br /&gt;
it to cast magic missile as a 5th-­‐‑level spell. Daily at&lt;br /&gt;
dusk, 1d6 removed stars reappear on the robe.&lt;br /&gt;
While you wear the robe, you can use an action to&lt;br /&gt;
enter the Astral Plane along with everything you are&lt;br /&gt;
wearing and carrying. You remain there until you&lt;br /&gt;
use an action to return to the plane you were on. You&lt;br /&gt;
reappear in the last space you occupied, or if that&lt;br /&gt;
space is occupied, the nearest unoccupied space.&lt;br /&gt;
Robe of the Archmagi&lt;br /&gt;
Wondrous item, legendary (requires attunement by a&lt;br /&gt;
sorcerer, warlock, or wizard)&lt;br /&gt;
This elegant garment is made from exquisite cloth of&lt;br /&gt;
white, gray, or black and adorned with silvery runes.&lt;br /&gt;
The robe’s color corresponds to the alignment for&lt;br /&gt;
which the item was created. A white robe was made&lt;br /&gt;
for good, gray for neutral, and black for evil. You&lt;br /&gt;
can’t attune to a robe of the archmagi that doesn’t&lt;br /&gt;
correspond to your alignment.&lt;br /&gt;
You gain these benefits while wearing the robe:&lt;br /&gt;
• If you aren’t wearing armor, your base Armor&lt;br /&gt;
Class is 15 + your Dexterity modifier.&lt;br /&gt;
• You have advantage on saving throws against&lt;br /&gt;
spells and other magical effects.&lt;br /&gt;
• Your spell save DC and spell attack bonus each&lt;br /&gt;
increase by 2.&lt;br /&gt;
Robe of Useful Items&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This robe has cloth patches of various shapes and&lt;br /&gt;
colors covering it. While wearing the robe, you can&lt;br /&gt;
use an action to detach one of the patches, causing it&lt;br /&gt;
to become the object or creature it represents. Once&lt;br /&gt;
the last patch is removed, the robe becomes an&lt;br /&gt;
ordinary garment.&lt;br /&gt;
The robe has two of each of the following patches:&lt;br /&gt;
• Dagger&lt;br /&gt;
• Bullseye lantern (filled and lit)&lt;br /&gt;
• Steel mirror&lt;br /&gt;
• 10-­‐‑foot pole&lt;br /&gt;
• Hempen rope (50 feet, coiled)&lt;br /&gt;
• Sack&lt;br /&gt;
In addition, the robe has 4d4 other patches. The&lt;br /&gt;
GM chooses the patches or determines them&lt;br /&gt;
randomly.&lt;br /&gt;
d100 Patch&lt;br /&gt;
01–08 Bag of 100 gp&lt;br /&gt;
09–15 Silver coffer (1 foot long, 6 inches wide and&lt;br /&gt;
deep) worth 500 gp&lt;br /&gt;
16–22 Iron door (up to 10 feet wide and 10 feet high,&lt;br /&gt;
barred on one side of your choice), which you&lt;br /&gt;
can place in an opening you can reach; it&lt;br /&gt;
conforms to fit the opening, attaching and&lt;br /&gt;
hinging itself&lt;br /&gt;
23–30 10 gems worth 100 gp each&lt;br /&gt;
31–44 Wooden ladder (24 feet long)&lt;br /&gt;
45–51 A riding horse with saddle bags&lt;br /&gt;
52–59 Pit (a cube 10 feet on a side), which you can&lt;br /&gt;
place on the ground within 10 feet of you&lt;br /&gt;
60–68 4 potions of healing&lt;br /&gt;
69–75 Rowboat (12 feet long)&lt;br /&gt;
76–83 Spell scroll containing one spell of 1st to 3rd&lt;br /&gt;
level&lt;br /&gt;
84–90 2 mastiffs&lt;br /&gt;
91–96 Window (2 feet by 4 feet, up to 2 feet deep),&lt;br /&gt;
which you can place on a vertical surface you&lt;br /&gt;
can reach&lt;br /&gt;
97–00 Portable ram&lt;br /&gt;
Rod of Absorption&lt;br /&gt;
Rod, very rare (requires attunement)&lt;br /&gt;
While holding this rod, you can use your reaction to&lt;br /&gt;
absorb a spell that is targeting only you and not with&lt;br /&gt;
an area of effect. The absorbed spell’s effect is&lt;br /&gt;
canceled, and the spell’s energy—not the spell&lt;br /&gt;
itself—is stored in the rod. The energy has the same&lt;br /&gt;
level as the spell when it was cast. The rod can&lt;br /&gt;
absorb and store up to 50 levels of energy over the&lt;br /&gt;
course of its existence. Once the rod absorbs 50&lt;br /&gt;
levels of energy, it can’t absorb more. If you are&lt;br /&gt;
targeted by a spell that the rod can’t store, the rod&lt;br /&gt;
has no effect on that spell.&lt;br /&gt;
When you become attuned to the rod, you know&lt;br /&gt;
how many levels of energy the rod has absorbed&lt;br /&gt;
over the course of its existence, and how many levels&lt;br /&gt;
of spell energy it currently has stored.&lt;br /&gt;
If you are a spellcaster holding the rod, you can&lt;br /&gt;
convert energy stored in it into spell slots to cast&lt;br /&gt;
spells you have prepared or know. You can create&lt;br /&gt;
spell slots only of a level equal to or lower than your&lt;br /&gt;
own spell slots, up to a maximum of 5th level. You&lt;br /&gt;
use the stored levels in place of your slots, but&lt;br /&gt;
otherwise cast the spell as normal. For example, you&lt;br /&gt;
can use 3 levels stored in the rod as a 3rd-­‐‑level spell&lt;br /&gt;
slot.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 240&lt;br /&gt;
A newly found rod has 1d10 levels of spell energy&lt;br /&gt;
stored in it already. A rod that can no longer absorb&lt;br /&gt;
spell energy and has no energy remaining becomes&lt;br /&gt;
nonmagical.&lt;br /&gt;
Rod of Alertness&lt;br /&gt;
Rod, very rare (requires attunement)&lt;br /&gt;
This rod has a flanged head and the following&lt;br /&gt;
properties.&lt;br /&gt;
Alertness. While holding the rod, you have&lt;br /&gt;
advantage on Wisdom (Perception) checks and on&lt;br /&gt;
rolls for initiative.&lt;br /&gt;
Spells. While holding the rod, you can use an&lt;br /&gt;
action to cast one of the following spells from it:&lt;br /&gt;
detect evil and good, detect magic, detect poison and&lt;br /&gt;
disease, or see invisibility.&lt;br /&gt;
Protective Aura. As an action, you can plant the&lt;br /&gt;
haft end of the rod in the ground, whereupon the&lt;br /&gt;
rod’s head sheds bright light in a 60-­‐‑foot radius and&lt;br /&gt;
dim light for an additional 60 feet. While in that&lt;br /&gt;
bright light, you and any creature that is friendly to&lt;br /&gt;
you gain a +1 bonus to AC and saving throws and can&lt;br /&gt;
sense the location of any invisible hostile creature&lt;br /&gt;
that is also in the bright light.&lt;br /&gt;
The rod’s head stops glowing and the effect ends&lt;br /&gt;
after 10 minutes, or when a creature uses an action&lt;br /&gt;
to pull the rod from the ground. This property can’t&lt;br /&gt;
be used again until the next dawn.&lt;br /&gt;
Rod of Lordly Might&lt;br /&gt;
Rod, legendary (requires attunement)&lt;br /&gt;
This rod has a flanged head, and it functions as a&lt;br /&gt;
magic mace that grants a +3 bonus to attack and&lt;br /&gt;
damage rolls made with it. The rod has properties&lt;br /&gt;
associated with six different buttons that are set in a&lt;br /&gt;
row along the haft. It has three other properties as&lt;br /&gt;
well, detailed below.&lt;br /&gt;
Six Buttons. You can press one of the rod’s six&lt;br /&gt;
buttons as a bonus action. A button’s effect lasts&lt;br /&gt;
until you push a different button or until you push&lt;br /&gt;
the same button again, which causes the rod to&lt;br /&gt;
revert to its normal form.&lt;br /&gt;
If you press button 1, the rod becomes a flame&lt;br /&gt;
tongue, as a fiery blade sprouts from the end&lt;br /&gt;
opposite the rod’s flanged head.&lt;br /&gt;
If you press button 2, the rod’s flanged head folds&lt;br /&gt;
down and two crescent-­‐‑shaped blades spring out,&lt;br /&gt;
transforming the rod into a magic battleaxe that&lt;br /&gt;
grants a +3 bonus to attack and damage rolls made&lt;br /&gt;
with it.&lt;br /&gt;
If you press button 3, the rod’s flanged head folds&lt;br /&gt;
down, a spear point springs from the rod’s tip, and&lt;br /&gt;
the rod’s handle lengthens into a 6-­‐‑foot haft,&lt;br /&gt;
transforming the rod into a magic spear that grants a&lt;br /&gt;
+3 bonus to attack and damage rolls made with it.&lt;br /&gt;
If you press button 4, the rod transforms into a&lt;br /&gt;
climbing pole up to 50 feet long, as you specify. In&lt;br /&gt;
surfaces as hard as granite, a spike at the bottom and&lt;br /&gt;
three hooks at the top anchor the pole. Horizontal&lt;br /&gt;
bars 3 inches long fold out from the sides, 1 foot&lt;br /&gt;
apart, forming a ladder. The pole can bear up to&lt;br /&gt;
4,000 pounds. More weight or lack of solid&lt;br /&gt;
anchoring causes the rod to revert to its normal&lt;br /&gt;
form.&lt;br /&gt;
If you press button 5, the rod transforms into a&lt;br /&gt;
handheld battering ram and grants its user a +10&lt;br /&gt;
bonus to Strength checks made to break through&lt;br /&gt;
doors, barricades, and other barriers.&lt;br /&gt;
If you press button 6, the rod assumes or remains&lt;br /&gt;
in its normal form and indicates magnetic north.&lt;br /&gt;
(Nothing happens if this function of the rod is used&lt;br /&gt;
in a location that has no magnetic north.) The rod&lt;br /&gt;
also gives you knowledge of your approximate depth&lt;br /&gt;
beneath the ground or your height above it.&lt;br /&gt;
Drain Life. When you hit a creature with a melee&lt;br /&gt;
attack using the rod, you can force the target to&lt;br /&gt;
make a DC 17 Constitution saving throw. On a failure,&lt;br /&gt;
the target takes an extra 4d6 necrotic damage, and&lt;br /&gt;
you regain a number of hit points equal to half that&lt;br /&gt;
necrotic damage. This property can’t be used again&lt;br /&gt;
until the next dawn.&lt;br /&gt;
Paralyze. When you hit a creature with a melee&lt;br /&gt;
attack using the rod, you can force the target to&lt;br /&gt;
make a DC 17 Strength saving throw. On a failure,&lt;br /&gt;
the target is paralyzed for 1 minute. The target can&lt;br /&gt;
repeat the saving throw at the end of each of its&lt;br /&gt;
turns, ending the effect on a success. This property&lt;br /&gt;
can’t be used again until the next dawn.&lt;br /&gt;
Terrify. While holding the rod, you can use an&lt;br /&gt;
action to force each creature you can see within 30&lt;br /&gt;
feet of you to make a DC 17 Wisdom saving throw.&lt;br /&gt;
On a failure, a target is frightened of you for 1&lt;br /&gt;
minute. A frightened target can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the&lt;br /&gt;
effect on itself on a success. This property can’t be&lt;br /&gt;
used again until the next dawn.&lt;br /&gt;
Rod of Rulership&lt;br /&gt;
Rod, rare (requires attunement)&lt;br /&gt;
You can use an action to present the rod and&lt;br /&gt;
command obedience from each creature of your&lt;br /&gt;
choice that you can see within 120 feet of you. Each&lt;br /&gt;
target must succeed on a DC 15 Wisdom saving&lt;br /&gt;
throw or be charmed by you for 8 hours. While&lt;br /&gt;
charmed in this way, the creature regards you as its&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 241&lt;br /&gt;
trusted leader. If harmed by you or your companions,&lt;br /&gt;
or commanded to do something contrary to its&lt;br /&gt;
nature, a target ceases to be charmed in this way.&lt;br /&gt;
The rod can’t be used again until the next dawn.&lt;br /&gt;
Rod of Security&lt;br /&gt;
Rod, very rare&lt;br /&gt;
While holding this rod, you can use an action to&lt;br /&gt;
activate it. The rod then instantly transports you and&lt;br /&gt;
up to 199 other willing creatures you can see to a&lt;br /&gt;
paradise that exists in an extraplanar space. You&lt;br /&gt;
choose the form that the paradise takes. It could be a&lt;br /&gt;
tranquil garden, lovely glade, cheery tavern,&lt;br /&gt;
immense palace, tropical island, fantastic carnival, or&lt;br /&gt;
whatever else you can imagine. Regardless of its&lt;br /&gt;
nature, the paradise contains enough water and food&lt;br /&gt;
to sustain its visitors. Everything else that can be&lt;br /&gt;
interacted with inside the extraplanar space can&lt;br /&gt;
exist only there. For example, a flower picked from a&lt;br /&gt;
garden in the paradise disappears if it is taken&lt;br /&gt;
outside the extraplanar space.&lt;br /&gt;
For each hour spent in the paradise, a visitor&lt;br /&gt;
regains hit points as if it had spent 1 Hit Die. Also,&lt;br /&gt;
creatures don’t age while in the paradise, although&lt;br /&gt;
time passes normally. Visitors can remain in the&lt;br /&gt;
paradise for up to 200 days divided by the number&lt;br /&gt;
of creatures present (round down).&lt;br /&gt;
When the time runs out or you use an action to&lt;br /&gt;
end it, all visitors reappear in the location they&lt;br /&gt;
occupied when you activated the rod, or an&lt;br /&gt;
unoccupied space nearest that location. The rod&lt;br /&gt;
can’t be used again until ten days have passed.&lt;br /&gt;
Rope of Climbing&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
This 60-­‐‑foot length of silk rope weighs 3 pounds and&lt;br /&gt;
can hold up to 3,000 pounds. If you hold one end of&lt;br /&gt;
the rope and use an action to speak the command&lt;br /&gt;
word, the rope animates. As a bonus action, you can&lt;br /&gt;
command the other end to move toward a&lt;br /&gt;
destination you choose. That end moves 10 feet on&lt;br /&gt;
your turn when you first command it and 10 feet on&lt;br /&gt;
each of your turns until reaching its destination, up&lt;br /&gt;
to its maximum length away, or until you tell it to&lt;br /&gt;
stop. You can also tell the rope to fasten itself&lt;br /&gt;
securely to an object or to unfasten itself, to knot or&lt;br /&gt;
unknot itself, or to coil itself for carrying.&lt;br /&gt;
If you tell the rope to knot, large knots appear at 1-­‐‑&lt;br /&gt;
foot intervals along the rope. While knotted, the rope&lt;br /&gt;
shortens to a 50-­‐‑foot length and grants advantage on&lt;br /&gt;
checks made to climb it.&lt;br /&gt;
The rope has AC 20 and 20 hit points. It regains 1&lt;br /&gt;
hit point every 5 minutes as long as it has at least 1&lt;br /&gt;
hit point. If the rope drops to 0 hit points, it is&lt;br /&gt;
destroyed.&lt;br /&gt;
Rope of Entanglement&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
This rope is 30 feet long and weighs 3 pounds. If you&lt;br /&gt;
hold one end of the rope and use an action to speak&lt;br /&gt;
its command word, the other end darts forward to&lt;br /&gt;
entangle a creature you can see within 20 feet of you.&lt;br /&gt;
The target must succeed on a DC 15 Dexterity saving&lt;br /&gt;
throw or become restrained.&lt;br /&gt;
You can release the creature by using a bonus&lt;br /&gt;
action to speak a second command word. A target&lt;br /&gt;
restrained by the rope can use an action to make a&lt;br /&gt;
DC 15 Strength or Dexterity check (target’s choice).&lt;br /&gt;
On a success, the creature is no longer restrained by&lt;br /&gt;
the rope.&lt;br /&gt;
The rope has AC 20 and 20 hit points. It regains 1&lt;br /&gt;
hit point every 5 minutes as long as it has at least 1&lt;br /&gt;
hit point. If the rope drops to 0 hit points, it is&lt;br /&gt;
destroyed.&lt;br /&gt;
Scarab of Protection&lt;br /&gt;
Wondrous item, legendary (requires attunement)&lt;br /&gt;
If you hold this beetle-­‐‑shaped medallion in your&lt;br /&gt;
hand for 1 round, an inscription appears on its&lt;br /&gt;
surface revealing its magical nature. It provides two&lt;br /&gt;
benefits while it is on your person:&lt;br /&gt;
• You have advantage on saving throws against&lt;br /&gt;
spells.&lt;br /&gt;
• The scarab has 12 charges. If you fail a saving&lt;br /&gt;
throw against a necromancy spell or a harmful&lt;br /&gt;
effect originating from an undead creature, you&lt;br /&gt;
can use your reaction to expend 1 charge and turn&lt;br /&gt;
the failed save into a successful one. The scarab&lt;br /&gt;
crumbles into powder and is destroyed when its&lt;br /&gt;
last charge is expended.&lt;br /&gt;
Scimitar of Speed&lt;br /&gt;
Weapon (scimitar), very rare (requires attunement)&lt;br /&gt;
You gain a +2 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon. In addition, you can&lt;br /&gt;
make one attack with it as a bonus action on each of&lt;br /&gt;
your turns.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 242&lt;br /&gt;
Shield, +1, +2, or +3&lt;br /&gt;
Armor (shield), uncommon (+1), rare (+2), or very&lt;br /&gt;
rare (+3)&lt;br /&gt;
While holding this shield, you have a bonus to AC&lt;br /&gt;
determined by the shield’s rarity. This bonus is in&lt;br /&gt;
addition to the shield’s normal bonus to AC.&lt;br /&gt;
Shield of Missile Attraction&lt;br /&gt;
Armor (shield), rare (requires attunement)&lt;br /&gt;
While holding this shield, you have resistance to&lt;br /&gt;
damage from ranged weapon attacks.&lt;br /&gt;
Curse. This shield is cursed. Attuning to it curses&lt;br /&gt;
you until you are targeted by the remove curse spell&lt;br /&gt;
or similar magic. Removing the shield fails to end the&lt;br /&gt;
curse on you. Whenever a ranged weapon attack is&lt;br /&gt;
made against a target within 10 feet of you, the curse&lt;br /&gt;
causes you to become the target instead.&lt;br /&gt;
Slippers of Spider Climbing&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While you wear these light shoes, you can move up,&lt;br /&gt;
down, and across vertical surfaces and upside down&lt;br /&gt;
along ceilings, while leaving your hands free. You&lt;br /&gt;
have a climbing speed equal to your walking speed.&lt;br /&gt;
However, the slippers don’t allow you to move this&lt;br /&gt;
way on a slippery surface, such as one covered by ice&lt;br /&gt;
or oil.&lt;br /&gt;
Sovereign Glue&lt;br /&gt;
Wondrous item, legendary&lt;br /&gt;
This viscous, milky-­‐‑white substance can form a&lt;br /&gt;
permanent adhesive bond between any two objects.&lt;br /&gt;
It must be stored in a jar or flask that has been&lt;br /&gt;
coated inside with oil of slipperiness. When found, a&lt;br /&gt;
container contains 1d6 + 1 ounces.&lt;br /&gt;
One ounce of the glue can cover a 1-­‐‑foot square&lt;br /&gt;
surface. The glue takes 1 minute to set. Once it has&lt;br /&gt;
done so, the bond it creates can be broken only by&lt;br /&gt;
the application of universal solvent or oil of&lt;br /&gt;
etherealness, or with a wish spell.&lt;br /&gt;
Spell Scroll&lt;br /&gt;
Scroll, varies&lt;br /&gt;
A spell scroll bears the words of a single spell,&lt;br /&gt;
written in a mystical cipher. If the spell is on your&lt;br /&gt;
class’s spell list, you can read the scroll and cast its&lt;br /&gt;
spell without providing any material components.&lt;br /&gt;
Otherwise, the scroll is unintelligible. Casting the&lt;br /&gt;
spell by reading the scroll requires the spell’s normal&lt;br /&gt;
casting time. Once the spell is cast, the words on the&lt;br /&gt;
scroll fade, and it crumbles to dust. If the casting is&lt;br /&gt;
interrupted, the scroll is not lost.&lt;br /&gt;
If the spell is on your class’s spell list but of a&lt;br /&gt;
higher level than you can normally cast, you must&lt;br /&gt;
make an ability check using your spellcasting ability&lt;br /&gt;
to determine whether you cast it successfully. The&lt;br /&gt;
DC equals 10 + the spell’s level. On a failed check, the&lt;br /&gt;
spell disappears from the scroll with no other effect.&lt;br /&gt;
The level of the spell on the scroll determines the&lt;br /&gt;
spell’s saving throw DC and attack bonus, as well as&lt;br /&gt;
the scroll’s rarity, as shown in the Spell Scroll table.&lt;br /&gt;
Spell Scroll&lt;br /&gt;
Spell Level Rarity Save DC Attack Bonus&lt;br /&gt;
Cantrip Common 13 +5&lt;br /&gt;
1st Common 13 +5&lt;br /&gt;
2nd Uncommon 13 +5&lt;br /&gt;
3rd Uncommon 15 +7&lt;br /&gt;
4th Rare 15 +7&lt;br /&gt;
5th Rare 17 +9&lt;br /&gt;
6th Very rare 17 +9&lt;br /&gt;
7th Very rare 18 +10&lt;br /&gt;
8th Very rare 18 +10&lt;br /&gt;
9th Legendary 19 +11&lt;br /&gt;
A wizard spell on a spell scroll can be copied just as&lt;br /&gt;
spells in spellbooks can be copied. When a spell is&lt;br /&gt;
copied from a spell scroll, the copier must succeed on&lt;br /&gt;
an Intelligence (Arcana) check with a DC equal to 10&lt;br /&gt;
+ the spell’s level. If the check succeeds, the spell is&lt;br /&gt;
successfully copied. Whether the check succeeds or&lt;br /&gt;
fails, the spell scroll is destroyed.&lt;br /&gt;
Spellguard Shield&lt;br /&gt;
Armor (shield), very rare (requires attunement)&lt;br /&gt;
While holding this shield, you have advantage on&lt;br /&gt;
saving throws against spells and other magical&lt;br /&gt;
effects, and spell attacks have disadvantage against&lt;br /&gt;
you.&lt;br /&gt;
Sphere of Annihilation&lt;br /&gt;
Wondrous item, legendary&lt;br /&gt;
This 2-­‐‑foot-­‐‑diameter black sphere is a hole in the&lt;br /&gt;
multiverse, hovering in space and stabilized by a&lt;br /&gt;
magical field surrounding it.&lt;br /&gt;
The sphere obliterates all matter it passes through&lt;br /&gt;
and all matter that passes through it. Artifacts are&lt;br /&gt;
the exception. Unless an artifact is susceptible to&lt;br /&gt;
damage from a sphere of annihilation, it passes&lt;br /&gt;
through the sphere unscathed. Anything else that&lt;br /&gt;
touches the sphere but isn’t wholly engulfed and&lt;br /&gt;
obliterated by it takes 4d10 force damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 243&lt;br /&gt;
The sphere is stationary until someone controls it.&lt;br /&gt;
If you are within 60 feet of an uncontrolled sphere,&lt;br /&gt;
you can use an action to make a DC 25 Intelligence&lt;br /&gt;
(Arcana) check. On a success, the sphere levitates in&lt;br /&gt;
one direction of your choice, up to a number of feet&lt;br /&gt;
equal to 5 × your Intelligence modifier (minimum 5&lt;br /&gt;
feet). On a failure, the sphere moves 10 feet toward&lt;br /&gt;
you. A creature whose space the sphere enters must&lt;br /&gt;
succeed on a DC 13 Dexterity saving throw or be&lt;br /&gt;
touched by it, taking 4d10 force damage.&lt;br /&gt;
If you attempt to control a sphere that is under&lt;br /&gt;
another creature’s control, you make an Intelligence&lt;br /&gt;
(Arcana) check contested by the other creature’s&lt;br /&gt;
Intelligence (Arcana) check. The winner of the&lt;br /&gt;
contest gains control of the sphere and can levitate it&lt;br /&gt;
as normal.&lt;br /&gt;
If the sphere comes into contact with a planar&lt;br /&gt;
portal, such as that created by the gate spell, or an&lt;br /&gt;
extradimensional space, such as that within a&lt;br /&gt;
portable hole, the GM determines randomly what&lt;br /&gt;
happens, using the following table.&lt;br /&gt;
d100 Result&lt;br /&gt;
01–50 The sphere is destroyed.&lt;br /&gt;
51–85 The sphere moves through the portal or into&lt;br /&gt;
the extradimensional space.&lt;br /&gt;
86–00 A spatial rift sends each creature and object&lt;br /&gt;
within 180 feet of the sphere, including the&lt;br /&gt;
sphere, to a random plane of existence.&lt;br /&gt;
Staff of Charming&lt;br /&gt;
Staff, rare (requires attunement by a bard, cleric,&lt;br /&gt;
druid, sorcerer, warlock, or wizard)&lt;br /&gt;
While holding this staff, you can use an action to&lt;br /&gt;
expend 1 of its 10 charges to cast charm person,&lt;br /&gt;
command, or comprehend languages from it using&lt;br /&gt;
your spell save DC. The staff can also be used as a&lt;br /&gt;
magic quarterstaff.&lt;br /&gt;
If you are holding the staff and fail a saving throw&lt;br /&gt;
against an enchantment spell that targets only you,&lt;br /&gt;
you can turn your failed save into a successful one.&lt;br /&gt;
You can’t use this property of the staff again until the&lt;br /&gt;
next dawn. If you succeed on a save against an&lt;br /&gt;
enchantment spell that targets only you, with or&lt;br /&gt;
without the staff’s intervention, you can use your&lt;br /&gt;
reaction to expend 1 charge from the staff and turn&lt;br /&gt;
the spell back on its caster as if you had cast the spell.&lt;br /&gt;
The staff regains 1d8 + 2 expended charges daily&lt;br /&gt;
at dawn. If you expend the last charge, roll a d20. On&lt;br /&gt;
a 1, the staff becomes a nonmagical quarterstaff.&lt;br /&gt;
Staff of Fire&lt;br /&gt;
Staff, very rare (requires attunement by a druid,&lt;br /&gt;
sorcerer, warlock, or wizard)&lt;br /&gt;
You have resistance to fire damage while you hold&lt;br /&gt;
this staff.&lt;br /&gt;
The staff has 10 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 or more of its charges to&lt;br /&gt;
cast one of the following spells from it, using your&lt;br /&gt;
spell save DC: burning hands (1 charge), fireball (3&lt;br /&gt;
charges), or wall of fire (4 charges).&lt;br /&gt;
The staff regains 1d6 + 4 expended charges daily&lt;br /&gt;
at dawn. If you expend the last charge, roll a d20. On&lt;br /&gt;
a 1, the staff blackens, crumbles into cinders, and is&lt;br /&gt;
destroyed.&lt;br /&gt;
Staff of Frost&lt;br /&gt;
Staff, very rare (requires attunement by a druid,&lt;br /&gt;
sorcerer, warlock, or wizard)&lt;br /&gt;
You have resistance to cold damage while you hold&lt;br /&gt;
this staff.&lt;br /&gt;
The staff has 10 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 or more of its charges to&lt;br /&gt;
cast one of the following spells from it, using your&lt;br /&gt;
spell save DC: cone of cold (5 charges), fog cloud (1&lt;br /&gt;
charge), ice storm (4 charges), or wall of ice (4&lt;br /&gt;
charges).&lt;br /&gt;
The staff regains 1d6 + 4 expended charges daily&lt;br /&gt;
at dawn. If you expend the last charge, roll a d20. On&lt;br /&gt;
a 1, the staff turns to water and is destroyed.&lt;br /&gt;
Staff of Healing&lt;br /&gt;
Staff, rare (requires attunement by a bard, cleric, or&lt;br /&gt;
druid)&lt;br /&gt;
This staff has 10 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 or more of its charges to&lt;br /&gt;
cast one of the following spells from it, using your&lt;br /&gt;
spell save DC and spellcasting ability modifier: cure&lt;br /&gt;
wounds (1 charge per spell level, up to 4th), lesser&lt;br /&gt;
restoration (2 charges), or mass cure wounds (5&lt;br /&gt;
charges).&lt;br /&gt;
The staff regains 1d6 + 4 expended charges daily&lt;br /&gt;
at dawn. If you expend the last charge, roll a d20. On&lt;br /&gt;
a 1, the staff vanishes in a flash of light, lost forever.&lt;br /&gt;
Staff of Power&lt;br /&gt;
Staff, very rare (requires attunement by a sorcerer,&lt;br /&gt;
warlock, or wizard)&lt;br /&gt;
This staff can be wielded as a magic quarterstaff that&lt;br /&gt;
grants a +2 bonus to attack and damage rolls made&lt;br /&gt;
with it. While holding it, you gain a +2 bonus to&lt;br /&gt;
Armor Class, saving throws, and spell attack rolls.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 244&lt;br /&gt;
The staff has 20 charges for the following&lt;br /&gt;
properties. The staff regains 2d8 + 4 expended&lt;br /&gt;
charges daily at dawn. If you expend the last charge,&lt;br /&gt;
roll a d20. On a 1, the staff retains its +2 bonus to&lt;br /&gt;
attack and damage rolls but loses all other&lt;br /&gt;
properties. On a 20, the staff regains 1d8 + 2 charges.&lt;br /&gt;
Power Strike. When you hit with a melee attack&lt;br /&gt;
using the staff, you can expend 1 charge to deal an&lt;br /&gt;
extra 1d6 force damage to the target.&lt;br /&gt;
Spells. While holding this staff, you can use an&lt;br /&gt;
action to expend 1 or more of its charges to cast one&lt;br /&gt;
of the following spells from it, using your spell save&lt;br /&gt;
DC and spell attack bonus: cone of cold (5 charges),&lt;br /&gt;
fireball (5th-­‐‑level version, 5 charges), globe of&lt;br /&gt;
invulnerability (6 charges), hold monster (5 charges),&lt;br /&gt;
levitate (2 charges), lightning bolt (5th-­‐‑level version,&lt;br /&gt;
5 charges), magic missile (1 charge), ray of&lt;br /&gt;
enfeeblement (1 charge), or wall of force (5 charges).&lt;br /&gt;
Retributive Strike. You can use an action to break&lt;br /&gt;
the staff over your knee or against a solid surface,&lt;br /&gt;
performing a retributive strike. The staff is&lt;br /&gt;
destroyed and releases its remaining magic in an&lt;br /&gt;
explosion that expands to fill a 30-­‐‑foot-­‐‑radius sphere&lt;br /&gt;
centered on it.&lt;br /&gt;
You have a 50 percent chance to instantly travel to&lt;br /&gt;
a random plane of existence, avoiding the explosion.&lt;br /&gt;
If you fail to avoid the effect, you take force damage&lt;br /&gt;
equal to 16 × the number of charges in the staff.&lt;br /&gt;
Every other creature in the area must make a DC 17&lt;br /&gt;
Dexterity saving throw. On a failed save, a creature&lt;br /&gt;
takes an amount of damage based on how far away it&lt;br /&gt;
is from the point of origin, as shown in the following&lt;br /&gt;
table. On a successful save, a creature takes half as&lt;br /&gt;
much damage.&lt;br /&gt;
Distance from Origin Damage&lt;br /&gt;
10 ft. away or closer 8 × the number of charges in the staff&lt;br /&gt;
11 to 20 ft. away 6 × the number of charges in the staff&lt;br /&gt;
21 to 30 ft. away 4 × the number of charges in the staff&lt;br /&gt;
Staff of Striking&lt;br /&gt;
Staff, very rare (requires attunement)&lt;br /&gt;
This staff can be wielded as a magic quarterstaff that&lt;br /&gt;
grants a +3 bonus to attack and damage rolls made&lt;br /&gt;
with it.&lt;br /&gt;
The staff has 10 charges. When you hit with a&lt;br /&gt;
melee attack using it, you can expend up to 3 of its&lt;br /&gt;
charges. For each charge you expend, the target&lt;br /&gt;
takes an extra 1d6 force damage. The staff regains&lt;br /&gt;
1d6 + 4 expended charges daily at dawn. If you&lt;br /&gt;
expend the last charge, roll a d20. On a 1, the staff&lt;br /&gt;
becomes a nonmagical quarterstaff.&lt;br /&gt;
Staff of Swarming Insects&lt;br /&gt;
Staff, rare (requires attunement by a bard, cleric,&lt;br /&gt;
druid, sorcerer, warlock, or wizard)&lt;br /&gt;
This staff has 10 charges and regains 1d6 + 4&lt;br /&gt;
expended charges daily at dawn. If you expend the&lt;br /&gt;
last charge, roll a d20. On a 1, a swarm of insects&lt;br /&gt;
consumes and destroys the staff, then disperses.&lt;br /&gt;
Spells. While holding the staff, you can use an&lt;br /&gt;
action to expend some of its charges to cast one of&lt;br /&gt;
the following spells from it, using your spell save DC:&lt;br /&gt;
giant insect (4 charges) or insect plague (5 charges).&lt;br /&gt;
Insect Cloud. While holding the staff, you can use&lt;br /&gt;
an action and expend 1 charge to cause a swarm of&lt;br /&gt;
harmless flying insects to spread out in a 30-­‐‑foot&lt;br /&gt;
radius from you. The insects remain for 10 minutes,&lt;br /&gt;
making the area heavily obscured for creatures&lt;br /&gt;
other than you. The swarm moves with you,&lt;br /&gt;
remaining centered on you. A wind of at least 10&lt;br /&gt;
miles per hour disperses the swarm and ends the&lt;br /&gt;
effect.&lt;br /&gt;
Staff of the Magi&lt;br /&gt;
Staff, legendary (requires attunement by a sorcerer,&lt;br /&gt;
warlock, or wizard)&lt;br /&gt;
This staff can be wielded as a magic quarterstaff that&lt;br /&gt;
grants a +2 bonus to attack and damage rolls made&lt;br /&gt;
with it. While you hold it, you gain a +2 bonus to&lt;br /&gt;
spell attack rolls.&lt;br /&gt;
The staff has 50 charges for the following&lt;br /&gt;
properties. It regains 4d6 + 2 expended charges&lt;br /&gt;
daily at dawn. If you expend the last charge, roll a&lt;br /&gt;
d20. On a 20, the staff regains 1d12 + 1 charges.&lt;br /&gt;
Spell Absorption. While holding the staff, you&lt;br /&gt;
have advantage on saving throws against spells. In&lt;br /&gt;
addition, you can use your reaction when another&lt;br /&gt;
creature casts a spell that targets only you. If you do,&lt;br /&gt;
the staff absorbs the magic of the spell, canceling its&lt;br /&gt;
effect and gaining a number of charges equal to the&lt;br /&gt;
absorbed spell’s level. However, if doing so brings&lt;br /&gt;
the staff’s total number of charges above 50, the staff&lt;br /&gt;
explodes as if you activated its retributive strike (see&lt;br /&gt;
below).&lt;br /&gt;
Spells. While holding the staff, you can use an&lt;br /&gt;
action to expend some of its charges to cast one of&lt;br /&gt;
the following spells from it, using your spell save DC&lt;br /&gt;
and spellcasting ability: conjure elemental (7&lt;br /&gt;
charges), dispel magic (3 charges), fireball (7th-­‐‑level&lt;br /&gt;
version, 7 charges), flaming sphere (2 charges), ice&lt;br /&gt;
storm (4 charges), invisibility (2 charges), knock (2&lt;br /&gt;
charges), lightning bolt (7th-­‐‑level version, 7 charges),&lt;br /&gt;
passwall (5 charges), plane shift (7 charges),&lt;br /&gt;
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telekinesis (5 charges), wall of fire (4 charges), or&lt;br /&gt;
web (2 charges).&lt;br /&gt;
You can also use an action to cast one of the&lt;br /&gt;
following spells from the staff without using any&lt;br /&gt;
charges: arcane lock, detect magic, enlarge/reduce,&lt;br /&gt;
light, mage hand, or protection from evil and good.&lt;br /&gt;
Retributive Strike. You can use an action to break&lt;br /&gt;
the staff over your knee or against a solid surface,&lt;br /&gt;
performing a retributive strike. The staff is&lt;br /&gt;
destroyed and releases its remaining magic in an&lt;br /&gt;
explosion that expands to fill a 30-­‐‑foot-­‐‑radius sphere&lt;br /&gt;
centered on it.&lt;br /&gt;
You have a 50 percent chance to instantly travel to&lt;br /&gt;
a random plane of existence, avoiding the explosion.&lt;br /&gt;
If you fail to avoid the effect, you take force damage&lt;br /&gt;
equal to 16 × the number of charges in the staff.&lt;br /&gt;
Every other creature in the area must make a DC 17&lt;br /&gt;
Dexterity saving throw. On a failed save, a creature&lt;br /&gt;
takes an amount of damage based on how far away it&lt;br /&gt;
is from the point of origin, as shown in the following&lt;br /&gt;
table. On a successful save, a creature takes half as&lt;br /&gt;
much damage.&lt;br /&gt;
Distance from Origin Damage&lt;br /&gt;
10 ft. away or closer 8 × the number of charges in the staff&lt;br /&gt;
11 to 20 ft. away 6 × the number of charges in the staff&lt;br /&gt;
21 to 30 ft. away 4 × the number of charges in the staff&lt;br /&gt;
Staff of the Python&lt;br /&gt;
Staff, uncommon (requires attunement by a cleric,&lt;br /&gt;
druid, or warlock)&lt;br /&gt;
You can use an action to speak this staff’s command&lt;br /&gt;
word and throw the staff on the ground within 10&lt;br /&gt;
feet of you. The staff becomes a giant constrictor&lt;br /&gt;
snake under your control and acts on its own&lt;br /&gt;
initiative count. By using a bonus action to speak the&lt;br /&gt;
command word again, you return the staff to its&lt;br /&gt;
normal form in a space formerly occupied by the&lt;br /&gt;
snake.&lt;br /&gt;
On your turn, you can mentally command the&lt;br /&gt;
snake if it is within 60 feet of you and you aren’t&lt;br /&gt;
incapacitated. You decide what action the snake&lt;br /&gt;
takes and where it moves during its next turn, or you&lt;br /&gt;
can issue it a general command, such as to attack&lt;br /&gt;
your enemies or guard a location.&lt;br /&gt;
If the snake is reduced to 0 hit points, it dies and&lt;br /&gt;
reverts to its staff form. The staff then shatters and is&lt;br /&gt;
destroyed. If the snake reverts to staff form before&lt;br /&gt;
losing all its hit points, it regains all of them.&lt;br /&gt;
Staff of the Woodlands&lt;br /&gt;
Staff, rare (requires attunement by a druid)&lt;br /&gt;
This staff can be wielded as a magic quarterstaff that&lt;br /&gt;
grants a +2 bonus to attack and damage rolls made&lt;br /&gt;
with it. While holding it, you have a +2 bonus to spell&lt;br /&gt;
attack rolls.&lt;br /&gt;
The staff has 10 charges for the following&lt;br /&gt;
properties. It regains 1d6 + 4 expended charges&lt;br /&gt;
daily at dawn. If you expend the last charge, roll a&lt;br /&gt;
d20. On a 1, the staff loses its properties and&lt;br /&gt;
becomes a nonmagical quarterstaff.&lt;br /&gt;
Spells. You can use an action to expend 1 or more&lt;br /&gt;
of the staff’s charges to cast one of the following&lt;br /&gt;
spells from it, using your spell save DC: animal&lt;br /&gt;
friendship (1 charge), awaken (5 charges), barkskin&lt;br /&gt;
(2 charges), locate animals or plants (2 charges),&lt;br /&gt;
speak with animals (1 charge), speak with plants (3&lt;br /&gt;
charges), or wall of thorns (6 charges).&lt;br /&gt;
You can also use an action to cast the pass without&lt;br /&gt;
trace spell from the staff without using any charges.&lt;br /&gt;
Tree Form. You can use an action to plant one end&lt;br /&gt;
of the staff in fertile earth and expend 1 charge to&lt;br /&gt;
transform the staff into a healthy tree. The tree is 60&lt;br /&gt;
feet tall and has a 5-­‐‑foot-­‐‑diameter trunk, and its&lt;br /&gt;
branches at the top spread out in a 20-­‐‑foot radius.&lt;br /&gt;
The tree appears ordinary but radiates a faint aura&lt;br /&gt;
of transmutation magic if targeted by detect magic.&lt;br /&gt;
While touching the tree and using another action to&lt;br /&gt;
speak its command word, you return the staff to its&lt;br /&gt;
normal form. Any creature in the tree falls when it&lt;br /&gt;
reverts to a staff.&lt;br /&gt;
Staff of Thunder and Lightning&lt;br /&gt;
Staff, very rare (requires attunement)&lt;br /&gt;
This staff can be wielded as a magic quarterstaff that&lt;br /&gt;
grants a +2 bonus to attack and damage rolls made&lt;br /&gt;
with it. It also has the following additional&lt;br /&gt;
properties. When one of these properties is used, it&lt;br /&gt;
can’t be used again until the next dawn.&lt;br /&gt;
Lightning. When you hit with a melee attack using&lt;br /&gt;
the staff, you can cause the target to take an extra&lt;br /&gt;
2d6 lightning damage.&lt;br /&gt;
Thunder. When you hit with a melee attack using&lt;br /&gt;
the staff, you can cause the staff to emit a crack of&lt;br /&gt;
thunder, audible out to 300 feet. The target you hit&lt;br /&gt;
must succeed on a DC 17 Constitution saving throw&lt;br /&gt;
or become stunned until the end of your next turn.&lt;br /&gt;
Lightning Strike. You can use an action to cause a&lt;br /&gt;
bolt of lightning to leap from the staff’s tip in a line&lt;br /&gt;
that is 5 feet wide and 120 feet long. Each creature in&lt;br /&gt;
that line must make a DC 17 Dexterity saving throw,&lt;br /&gt;
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taking 9d6 lightning damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one.&lt;br /&gt;
Thunderclap. You can use an action to cause the&lt;br /&gt;
staff to issue a deafening thunderclap, audible out to&lt;br /&gt;
600 feet. Each creature within 60 feet of you (not&lt;br /&gt;
including you) must make a DC 17 Constitution&lt;br /&gt;
saving throw. On a failed save, a creature takes 2d6&lt;br /&gt;
thunder damage and becomes deafened for 1 minute.&lt;br /&gt;
On a successful save, a creature takes half damage&lt;br /&gt;
and isn’t deafened.&lt;br /&gt;
Thunder and Lightning. You can use an action to&lt;br /&gt;
use the Lightning Strike and Thunderclap properties&lt;br /&gt;
at the same time. Doing so doesn’t expend the daily&lt;br /&gt;
use of those properties, only the use of this one.&lt;br /&gt;
Staff of Withering&lt;br /&gt;
Staff, rare (requires attunement by a cleric, druid, or&lt;br /&gt;
warlock)&lt;br /&gt;
This staff has 3 charges and regains 1d3 expended&lt;br /&gt;
charges daily at dawn.&lt;br /&gt;
The staff can be wielded as a magic quarterstaff.&lt;br /&gt;
On a hit, it deals damage as a normal quarterstaff,&lt;br /&gt;
and you can expend 1 charge to deal an extra 2d10&lt;br /&gt;
necrotic damage to the target. In addition, the target&lt;br /&gt;
must succeed on a DC 15 Constitution saving throw&lt;br /&gt;
or have disadvantage for 1 hour on any ability check&lt;br /&gt;
or saving throw that uses Strength or Constitution.&lt;br /&gt;
Stone of Controlling Earth Elementals&lt;br /&gt;
Wondrous item, rare&lt;br /&gt;
If the stone is touching the ground, you can use an&lt;br /&gt;
action to speak its command word and summon an&lt;br /&gt;
earth elemental, as if you had cast the conjure&lt;br /&gt;
elemental spell. The stone can’t be used this way&lt;br /&gt;
again until the next dawn. The stone weighs 5&lt;br /&gt;
pounds.&lt;br /&gt;
Stone of Good Luck (Luckstone)&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While this polished agate is on your person, you gain&lt;br /&gt;
a +1 bonus to ability checks and saving throws.&lt;br /&gt;
Sun Blade&lt;br /&gt;
Weapon (longsword), rare (requires attunement)&lt;br /&gt;
This item appears to be a longsword hilt. While&lt;br /&gt;
grasping the hilt, you can use a bonus action to cause&lt;br /&gt;
a blade of pure radiance to spring into existence, or&lt;br /&gt;
make the blade disappear. While the blade exists,&lt;br /&gt;
this magic longsword has the finesse property. If you&lt;br /&gt;
are proficient with shortswords or longswords, you&lt;br /&gt;
are proficient with the sun blade.&lt;br /&gt;
You gain a +2 bonus to attack and damage rolls&lt;br /&gt;
made with this weapon, which deals radiant damage&lt;br /&gt;
instead of slashing damage. When you hit an undead&lt;br /&gt;
with it, that target takes an extra 1d8 radiant&lt;br /&gt;
damage.&lt;br /&gt;
The sword’s luminous blade emits bright light in a&lt;br /&gt;
15-­‐‑foot radius and dim light for an additional 15 feet.&lt;br /&gt;
The light is sunlight. While the blade persists, you&lt;br /&gt;
can use an action to expand or reduce its radius of&lt;br /&gt;
bright and dim light by 5 feet each, to a maximum of&lt;br /&gt;
30 feet each or a minimum of 10 feet each.&lt;br /&gt;
Sword of Life Stealing&lt;br /&gt;
Weapon (any sword), rare (requires attunement)&lt;br /&gt;
When you attack a creature with this magic weapon&lt;br /&gt;
and roll a 20 on the attack roll, that target takes an&lt;br /&gt;
extra 3d6 necrotic damage, provided that the target&lt;br /&gt;
isn’t a construct or an undead. You gain temporary&lt;br /&gt;
hit points equal to the extra damage dealt.&lt;br /&gt;
Sword of Sharpness&lt;br /&gt;
Weapon (any sword that deals slashing damage), very&lt;br /&gt;
rare (requires attunement)&lt;br /&gt;
When you attack an object with this magic sword&lt;br /&gt;
and hit, maximize your weapon damage dice against&lt;br /&gt;
the target.&lt;br /&gt;
When you attack a creature with this weapon and&lt;br /&gt;
roll a 20 on the attack roll, that target takes an extra&lt;br /&gt;
4d6 slashing damage. Then roll another d20. If you&lt;br /&gt;
roll a 20, you lop off one of the target’s limbs, with&lt;br /&gt;
the effect of such loss determined by the GM. If the&lt;br /&gt;
creature has no limb to sever, you lop off a portion of&lt;br /&gt;
its body instead.&lt;br /&gt;
In addition, you can speak the sword’s command&lt;br /&gt;
word to cause the blade to shed bright light in a 10-­‐‑&lt;br /&gt;
foot radius and dim light for an additional 10 feet.&lt;br /&gt;
Speaking the command word again or sheathing the&lt;br /&gt;
sword puts out the light.&lt;br /&gt;
Sword of Wounding&lt;br /&gt;
Weapon (any sword), rare (requires attunement)&lt;br /&gt;
Hit points lost to this weapon’s damage can be&lt;br /&gt;
regained only through a short or long rest, rather&lt;br /&gt;
than by regeneration, magic, or any other means.&lt;br /&gt;
Once per turn, when you hit a creature with an&lt;br /&gt;
attack using this magic weapon, you can wound the&lt;br /&gt;
target. At the start of each of the wounded creature’s&lt;br /&gt;
turns, it takes 1d4 necrotic damage for each time&lt;br /&gt;
you’ve wounded it, and it can then make a DC 15&lt;br /&gt;
Constitution saving throw, ending the effect of all&lt;br /&gt;
such wounds on itself on a success. Alternatively, the&lt;br /&gt;
wounded creature, or a creature within 5 feet of it,&lt;br /&gt;
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can use an action to make a DC 15 Wisdom&lt;br /&gt;
(Medicine) check, ending the effect of such wounds&lt;br /&gt;
on it on a success.&lt;br /&gt;
Talisman of Pure Good&lt;br /&gt;
Wondrous item, legendary (requires attunement by a&lt;br /&gt;
creature of good alignment)&lt;br /&gt;
This talisman is a mighty symbol of goodness. A&lt;br /&gt;
creature that is neither good nor evil in alignment&lt;br /&gt;
takes 6d6 radiant damage upon touching the&lt;br /&gt;
talisman. An evil creature takes 8d6 radiant damage&lt;br /&gt;
upon touching the talisman. Either sort of creature&lt;br /&gt;
takes the damage again each time it ends its turn&lt;br /&gt;
holding or carrying the talisman.&lt;br /&gt;
If you are a good cleric or paladin, you can use the&lt;br /&gt;
talisman as a holy symbol, and you gain a +2 bonus&lt;br /&gt;
to spell attack rolls while you wear or hold it.&lt;br /&gt;
The talisman has 7 charges. If you are wearing or&lt;br /&gt;
holding it, you can use an action to expend 1 charge&lt;br /&gt;
from it and choose one creature you can see on the&lt;br /&gt;
ground within 120 feet of you. If the target is of evil&lt;br /&gt;
alignment, a flaming fissure opens under it. The&lt;br /&gt;
target must succeed on a DC 20 Dexterity saving&lt;br /&gt;
throw or fall into the fissure and be destroyed,&lt;br /&gt;
leaving no remains. The fissure then closes, leaving&lt;br /&gt;
no trace of its existence. When you expend the last&lt;br /&gt;
charge, the talisman disperses into motes of golden&lt;br /&gt;
light and is destroyed.&lt;br /&gt;
Talisman of the Sphere&lt;br /&gt;
Wondrous item, legendary (requires attunement)&lt;br /&gt;
When you make an Intelligence (Arcana) check to&lt;br /&gt;
control a sphere of annihilation while you are&lt;br /&gt;
holding this talisman, you double your proficiency&lt;br /&gt;
bonus on the check. In addition, when you start your&lt;br /&gt;
turn with control over a sphere of annihilation, you&lt;br /&gt;
can use an action to levitate it 10 feet plus a number&lt;br /&gt;
of additional feet equal to 10 × your Intelligence&lt;br /&gt;
modifier.&lt;br /&gt;
Talisman of Ultimate Evil&lt;br /&gt;
Wondrous item, legendary (requires attunement by a&lt;br /&gt;
creature of evil alignment)&lt;br /&gt;
This item symbolizes unrepentant evil. A creature&lt;br /&gt;
that is neither good nor evil in alignment takes 6d6&lt;br /&gt;
necrotic damage upon touching the talisman. A good&lt;br /&gt;
creature takes 8d6 necrotic damage upon touching&lt;br /&gt;
the talisman. Either sort of creature takes the&lt;br /&gt;
damage again each time it ends its turn holding or&lt;br /&gt;
carrying the talisman.&lt;br /&gt;
If you are an evil cleric or paladin, you can use the&lt;br /&gt;
talisman as a holy symbol, and you gain a +2 bonus&lt;br /&gt;
to spell attack rolls while you wear or hold it.&lt;br /&gt;
The talisman has 6 charges. If you are wearing or&lt;br /&gt;
holding it, you can use an action to expend 1 charge&lt;br /&gt;
from the talisman and choose one creature you can&lt;br /&gt;
see on the ground within 120 feet of you. If the&lt;br /&gt;
target is of good alignment, a flaming fissure opens&lt;br /&gt;
under it. The target must succeed on a DC 20&lt;br /&gt;
Dexterity saving throw or fall into the fissure and be&lt;br /&gt;
destroyed, leaving no remains. The fissure then&lt;br /&gt;
closes, leaving no trace of its existence. When you&lt;br /&gt;
expend the last charge, the talisman dissolves into&lt;br /&gt;
foul-­‐‑smelling slime and is destroyed.&lt;br /&gt;
Tome of Clear Thought&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This book contains memory and logic exercises, and&lt;br /&gt;
its words are charged with magic. If you spend 48&lt;br /&gt;
hours over a period of 6 days or fewer studying the&lt;br /&gt;
book’s contents and practicing its guidelines, your&lt;br /&gt;
Intelligence score increases by 2, as does your&lt;br /&gt;
maximum for that score. The manual then loses its&lt;br /&gt;
magic, but regains it in a century.&lt;br /&gt;
Tome of Leadership and Influence&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This book contains guidelines for influencing and&lt;br /&gt;
charming others, and its words are charged with&lt;br /&gt;
magic. If you spend 48 hours over a period of 6 days&lt;br /&gt;
or fewer studying the book’s contents and practicing&lt;br /&gt;
its guidelines, your Charisma score increases by 2, as&lt;br /&gt;
does your maximum for that score. The manual then&lt;br /&gt;
loses its magic, but regains it in a century.&lt;br /&gt;
Tome of Understanding&lt;br /&gt;
Wondrous item, very rare&lt;br /&gt;
This book contains intuition and insight exercises,&lt;br /&gt;
and its words are charged with magic. If you spend&lt;br /&gt;
48 hours over a period of 6 days or fewer studying&lt;br /&gt;
the book’s contents and practicing its guidelines,&lt;br /&gt;
your Wisdom score increases by 2, as does your&lt;br /&gt;
maximum for that score. The manual then loses its&lt;br /&gt;
magic, but regains it in a century.&lt;br /&gt;
Trident of Fish Command&lt;br /&gt;
Weapon (trident), uncommon (requires attunement)&lt;br /&gt;
This trident is a magic weapon. It has 3 charges.&lt;br /&gt;
While you carry it, you can use an action and expend&lt;br /&gt;
1 charge to cast dominate beast (save DC 15) from it&lt;br /&gt;
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on a beast that has an innate swimming speed. The&lt;br /&gt;
trident regains 1d3 expended charges daily at dawn.&lt;br /&gt;
Universal Solvent&lt;br /&gt;
Wondrous item, legendary&lt;br /&gt;
This tube holds milky liquid with a strong alcohol&lt;br /&gt;
smell. You can use an action to pour the contents of&lt;br /&gt;
the tube onto a surface within reach. The liquid&lt;br /&gt;
instantly dissolves up to 1 square foot of adhesive it&lt;br /&gt;
touches, including sovereign glue.&lt;br /&gt;
Vicious Weapon&lt;br /&gt;
Weapon (any), rare&lt;br /&gt;
When you roll a 20 on your attack roll with this&lt;br /&gt;
magic weapon, your critical hit deals an extra 2d6&lt;br /&gt;
damage of the weapon’s type.&lt;br /&gt;
Vorpal Sword&lt;br /&gt;
Weapon (any sword that deals slashing damage),&lt;br /&gt;
legendary (requires attunement)&lt;br /&gt;
You gain a +3 bonus to attack and damage rolls&lt;br /&gt;
made with this magic weapon. In addition, the&lt;br /&gt;
weapon ignores resistance to slashing damage.&lt;br /&gt;
When you attack a creature that has at least one&lt;br /&gt;
head with this weapon and roll a 20 on the attack&lt;br /&gt;
roll, you cut off one of the creature’s heads. The&lt;br /&gt;
creature dies if it can’t survive without the lost head.&lt;br /&gt;
A creature is immune to this effect if it is immune to&lt;br /&gt;
slashing damage, doesn’t have or need a head, has&lt;br /&gt;
legendary actions, or the GM decides that the&lt;br /&gt;
creature is too big for its head to be cut off with this&lt;br /&gt;
weapon. Such a creature instead takes an extra 6d8&lt;br /&gt;
slashing damage from the hit.&lt;br /&gt;
Wand of Binding&lt;br /&gt;
Wand, rare (requires attunement by a spellcaster)&lt;br /&gt;
This wand has 7 charges for the following properties.&lt;br /&gt;
It regains 1d6 + 1 expended charges daily at dawn. If&lt;br /&gt;
you expend the wand’s last charge, roll a d20. On a 1,&lt;br /&gt;
the wand crumbles into ashes and is destroyed.&lt;br /&gt;
Spells. While holding the wand, you can use an&lt;br /&gt;
action to expend some of its charges to cast one of&lt;br /&gt;
the following spells (save DC 17): hold monster (5&lt;br /&gt;
charges) or hold person (2 charges).&lt;br /&gt;
Assisted Escape. While holding the wand, you can&lt;br /&gt;
use your reaction to expend 1 charge and gain&lt;br /&gt;
advantage on a saving throw you make to avoid&lt;br /&gt;
being paralyzed or restrained, or you can expend 1&lt;br /&gt;
charge and gain advantage on any check you make to&lt;br /&gt;
escape a grapple.&lt;br /&gt;
Wand of Enemy Detection&lt;br /&gt;
Wand, rare (requires attunement)&lt;br /&gt;
This wand has 7 charges. While holding it, you can&lt;br /&gt;
use an action and expend 1 charge to speak its&lt;br /&gt;
command word. For the next minute, you know the&lt;br /&gt;
direction of the nearest creature hostile to you&lt;br /&gt;
within 60 feet, but not its distance from you. The&lt;br /&gt;
wand can sense the presence of hostile creatures&lt;br /&gt;
that are ethereal, invisible, disguised, or hidden, as&lt;br /&gt;
well as those in plain sight. The effect ends if you&lt;br /&gt;
stop holding the wand.&lt;br /&gt;
The wand regains 1d6 + 1 expended charges daily&lt;br /&gt;
at dawn. If you expend the wand’s last charge, roll a&lt;br /&gt;
d20. On a 1, the wand crumbles into ashes and is&lt;br /&gt;
destroyed.&lt;br /&gt;
Wand of Fear&lt;br /&gt;
Wand, rare (requires attunement)&lt;br /&gt;
This wand has 7 charges for the following properties.&lt;br /&gt;
It regains 1d6 + 1 expended charges daily at dawn. If&lt;br /&gt;
you expend the wand’s last charge, roll a d20. On a 1,&lt;br /&gt;
the wand crumbles into ashes and is destroyed.&lt;br /&gt;
Command. While holding the wand, you can use&lt;br /&gt;
an action to expend 1 charge and command another&lt;br /&gt;
creature to flee or grovel, as with the command spell&lt;br /&gt;
(save DC 15).&lt;br /&gt;
Cone of Fear. While holding the wand, you can use&lt;br /&gt;
an action to expend 2 charges, causing the wand’s tip&lt;br /&gt;
to emit a 60-­‐‑foot cone of amber light. Each creature&lt;br /&gt;
in the cone must succeed on a DC 15 Wisdom saving&lt;br /&gt;
throw or become frightened of you for 1 minute.&lt;br /&gt;
While it is frightened in this way, a creature must&lt;br /&gt;
spend its turns trying to move as far away from you&lt;br /&gt;
as it can, and it can’t willingly move to a space within&lt;br /&gt;
30 feet of you. It also can’t take reactions. For its&lt;br /&gt;
action, it can use only the Dash action or try to&lt;br /&gt;
escape from an effect that prevents it from moving. If&lt;br /&gt;
it has nowhere it can move, the creature can use the&lt;br /&gt;
Dodge action. At the end of each of its turns, a&lt;br /&gt;
creature can repeat the saving throw, ending the&lt;br /&gt;
effect on itself on a success.&lt;br /&gt;
Wand of Fireballs&lt;br /&gt;
Wand, rare (requires attunement by a spellcaster)&lt;br /&gt;
This wand has 7 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 or more of its charges to&lt;br /&gt;
cast the fireball spell (save DC 15) from it. For 1&lt;br /&gt;
charge, you cast the 3rd-­‐‑level version of the spell.&lt;br /&gt;
You can increase the spell slot level by one for each&lt;br /&gt;
additional charge you expend.&lt;br /&gt;
The wand regains 1d6 + 1 expended charges daily&lt;br /&gt;
at dawn. If you expend the wand’s last charge, roll a&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 249&lt;br /&gt;
d20. On a 1, the wand crumbles into ashes and is&lt;br /&gt;
destroyed.&lt;br /&gt;
Wand of Lightning Bolts&lt;br /&gt;
Wand, rare (requires attunement by a spellcaster)&lt;br /&gt;
This wand has 7 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 or more of its charges to&lt;br /&gt;
cast the lightning bolt spell (save DC 15) from it. For&lt;br /&gt;
1 charge, you cast the 3rd-­‐‑level version of the spell.&lt;br /&gt;
You can increase the spell slot level by one for each&lt;br /&gt;
additional charge you expend.&lt;br /&gt;
The wand regains 1d6 + 1 expended charges daily&lt;br /&gt;
at dawn. If you expend the wand’s last charge, roll a&lt;br /&gt;
d20. On a 1, the wand crumbles into ashes and is&lt;br /&gt;
destroyed.&lt;br /&gt;
Wand of Magic Detection&lt;br /&gt;
Wand, uncommon&lt;br /&gt;
This wand has 3 charges. While holding it, you can&lt;br /&gt;
expend 1 charge as an action to cast the detect magic&lt;br /&gt;
spell from it. The wand regains 1d3 expended&lt;br /&gt;
charges daily at dawn.&lt;br /&gt;
Wand of Magic Missiles&lt;br /&gt;
Wand, uncommon&lt;br /&gt;
This wand has 7 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 or more of its charges to&lt;br /&gt;
cast the magic missile spell from it. For 1 charge, you&lt;br /&gt;
cast the 1st-­‐‑level version of the spell. You can&lt;br /&gt;
increase the spell slot level by one for each&lt;br /&gt;
additional charge you expend.&lt;br /&gt;
The wand regains 1d6 + 1 expended charges daily&lt;br /&gt;
at dawn. If you expend the wand’s last charge, roll a&lt;br /&gt;
d20. On a 1, the wand crumbles into ashes and is&lt;br /&gt;
destroyed.&lt;br /&gt;
Wand of Paralysis&lt;br /&gt;
Wand, rare (requires attunement by a spellcaster)&lt;br /&gt;
This wand has 7 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 of its charges to cause a&lt;br /&gt;
thin blue ray to streak from the tip toward a creature&lt;br /&gt;
you can see within 60 feet of you. The target must&lt;br /&gt;
succeed on a DC 15 Constitution saving throw or be&lt;br /&gt;
paralyzed for 1 minute. At the end of each of the&lt;br /&gt;
target’s turns, it can repeat the saving throw, ending&lt;br /&gt;
the effect on itself on a success.&lt;br /&gt;
The wand regains 1d6 + 1 expended charges daily&lt;br /&gt;
at dawn. If you expend the wand’s last charge, roll a&lt;br /&gt;
d20. On a 1, the wand crumbles into ashes and is&lt;br /&gt;
destroyed.&lt;br /&gt;
Wand of Polymorph&lt;br /&gt;
Wand, very rare (requires attunement by a&lt;br /&gt;
spellcaster)&lt;br /&gt;
This wand has 7 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 of its charges to cast the&lt;br /&gt;
polymorph spell (save DC 15) from it.&lt;br /&gt;
The wand regains 1d6 + 1 expended charges daily&lt;br /&gt;
at dawn. If you expend the wand’s last charge, roll a&lt;br /&gt;
d20. On a 1, the wand crumbles into ashes and is&lt;br /&gt;
destroyed.&lt;br /&gt;
Wand of Secrets&lt;br /&gt;
Wand, uncommon&lt;br /&gt;
The wand has 3 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 of its charges, and if a&lt;br /&gt;
secret door or trap is within 30 feet of you, the wand&lt;br /&gt;
pulses and points at the one nearest to you. The&lt;br /&gt;
wand regains 1d3 expended charges daily at dawn.&lt;br /&gt;
Wand of the War Mage, +1, +2, or +3&lt;br /&gt;
Wand, uncommon (+1), rare (+2), or very rare (+3)&lt;br /&gt;
(requires attunement by a spellcaster)&lt;br /&gt;
While holding this wand, you gain a bonus to spell&lt;br /&gt;
attack rolls determined by the wand’s rarity. In&lt;br /&gt;
addition, you ignore half cover when making a spell&lt;br /&gt;
attack.&lt;br /&gt;
Wand of Web&lt;br /&gt;
Wand, uncommon (requires attunement by a&lt;br /&gt;
spellcaster)&lt;br /&gt;
This wand has 7 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 of its charges to cast the&lt;br /&gt;
web spell (save DC 15) from it.&lt;br /&gt;
The wand regains 1d6 + 1 expended charges daily&lt;br /&gt;
at dawn. If you expend the wand’s last charge, roll a&lt;br /&gt;
d20. On a 1, the wand crumbles into ashes and is&lt;br /&gt;
destroyed.&lt;br /&gt;
Wand of Wonder&lt;br /&gt;
Wand, rare (requires attunement by a spellcaster)&lt;br /&gt;
This wand has 7 charges. While holding it, you can&lt;br /&gt;
use an action to expend 1 of its charges and choose a&lt;br /&gt;
target within 120 feet of you. The target can be a&lt;br /&gt;
creature, an object, or a point in space. Roll d100 and&lt;br /&gt;
consult the following table to discover what happens.&lt;br /&gt;
If the effect causes you to cast a spell from the&lt;br /&gt;
wand, the spell’s save DC is 15. If the spell normally&lt;br /&gt;
has a range expressed in feet, its range becomes 120&lt;br /&gt;
feet if it isn’t already.&lt;br /&gt;
If an effect covers an area, you must center the&lt;br /&gt;
spell on and include the target. If an effect has&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 250&lt;br /&gt;
multiple possible subjects, the GM randomly&lt;br /&gt;
determines which ones are affected.&lt;br /&gt;
The wand regains 1d6 + 1 expended charges daily&lt;br /&gt;
at dawn. If you expend the wand’s last charge, roll a&lt;br /&gt;
d20. On a 1, the wand crumbles into dust and is&lt;br /&gt;
destroyed.&lt;br /&gt;
d100 Effect&lt;br /&gt;
01–05 You cast slow.&lt;br /&gt;
06–10 You cast faerie fire.&lt;br /&gt;
11–15 You are stunned until the start of your next turn,&lt;br /&gt;
believing something awesome just happened.&lt;br /&gt;
16–20 You cast gust of wind.&lt;br /&gt;
21–25 You cast detect thoughts on the target you&lt;br /&gt;
chose. If you didn’t target a creature, you&lt;br /&gt;
instead take 1d6 psychic damage.&lt;br /&gt;
26–30 You cast stinking cloud.&lt;br /&gt;
31–33 Heavy rain falls in a 60-­‐foot radius centered on&lt;br /&gt;
the target. The area becomes lightly obscured.&lt;br /&gt;
The rain falls until the start of your next turn.&lt;br /&gt;
34–36 An animal appears in the unoccupied space&lt;br /&gt;
nearest the target. The animal isn’t under your&lt;br /&gt;
control and acts as it normally would. Roll a d100&lt;br /&gt;
to determine which animal appears. On a 01–25,&lt;br /&gt;
a rhinoceros appears; on a 26–50, an elephant&lt;br /&gt;
appears; and on a 51–100, a rat appears.&lt;br /&gt;
37–46 You cast lightning bolt.&lt;br /&gt;
47–49 A cloud of 600 oversized butterflies fills a 30-­‐foot&lt;br /&gt;
radius centered on the target. The area becomes&lt;br /&gt;
heavily obscured. The butterflies remain for 10&lt;br /&gt;
minutes.&lt;br /&gt;
50–53 You enlarge the target as if you had cast&lt;br /&gt;
enlarge/reduce. If the target can’t be affected by&lt;br /&gt;
that spell, or if you didn’t target a creature, you&lt;br /&gt;
become the target.&lt;br /&gt;
54–58 You cast darkness.&lt;br /&gt;
59–62 Grass grows on the ground in a 60-­‐foot radius&lt;br /&gt;
centered on the target. If grass is already there,&lt;br /&gt;
it grows to ten times its normal size and remains&lt;br /&gt;
overgrown for 1 minute.&lt;br /&gt;
63–65 An object of the GM’s choice disappears into the&lt;br /&gt;
Ethereal Plane. The object must be neither worn&lt;br /&gt;
nor carried, within 120 feet of the target, and no&lt;br /&gt;
larger than 10 feet in any dimension.&lt;br /&gt;
66–69 You shrink yourself as if you had cast&lt;br /&gt;
enlarge/reduce on yourself.&lt;br /&gt;
70–79 You cast fireball.&lt;br /&gt;
80–84 You cast invisibility on yourself.&lt;br /&gt;
85–87 Leaves grow from the target. If you chose a point&lt;br /&gt;
in space as the target, leaves sprout from the&lt;br /&gt;
creature nearest to that point. Unless they are&lt;br /&gt;
picked off, the leaves turn brown and fall off&lt;br /&gt;
after 24 hours.&lt;br /&gt;
88–90 A stream of 1d4 × 10 gems, each worth 1 gp,&lt;br /&gt;
shoots from the wand’s tip in a line 30 feet long&lt;br /&gt;
and 5 feet wide. Each gem deals 1 bludgeoning&lt;br /&gt;
damage, and the total damage of the gems is&lt;br /&gt;
divided equally among all creatures in the line.&lt;br /&gt;
91–95 A burst of colorful shimmering light extends&lt;br /&gt;
from you in a 30-­‐foot radius. You and each&lt;br /&gt;
creature in the area that can see must succeed&lt;br /&gt;
on a DC 15 Constitution saving throw or become&lt;br /&gt;
blinded for 1 minute. A creature can repeat the&lt;br /&gt;
saving throw at the end of each of its turns,&lt;br /&gt;
ending the effect on itself on a success.&lt;br /&gt;
96–97 The target’s skin turns bright blue for 1d10 days.&lt;br /&gt;
If you chose a point in space, the creature&lt;br /&gt;
nearest to that point is affected.&lt;br /&gt;
98–00 If you targeted a creature, it must make a DC 15&lt;br /&gt;
Constitution saving throw. If you didn’t target a&lt;br /&gt;
creature, you become the target and must make&lt;br /&gt;
the saving throw. If the saving throw fails by 5 or&lt;br /&gt;
more, the target is instantly petrified. On any&lt;br /&gt;
other failed save, the target is restrained and&lt;br /&gt;
begins to turn to stone. While restrained in this&lt;br /&gt;
way, the target must repeat the saving throw at&lt;br /&gt;
the end of its next turn, becoming petrified on a&lt;br /&gt;
failure or ending the effect on a success. The&lt;br /&gt;
petrification lasts until the target is freed by the&lt;br /&gt;
greater restoration spell or similar magic.&lt;br /&gt;
Weapon, +1, +2, or +3&lt;br /&gt;
Weapon (any), uncommon (+1), rare (+2), or very&lt;br /&gt;
rare (+3)&lt;br /&gt;
You have a bonus to attack and damage rolls made&lt;br /&gt;
with this magic weapon. The bonus is determined by&lt;br /&gt;
the weapon’s rarity.&lt;br /&gt;
Well of Many Worlds&lt;br /&gt;
Wondrous item, legendary&lt;br /&gt;
This fine black cloth, soft as silk, is folded up to the&lt;br /&gt;
dimensions of a handkerchief. It unfolds into a&lt;br /&gt;
circular sheet 6 feet in diameter.&lt;br /&gt;
You can use an action to unfold and place the well&lt;br /&gt;
of many worlds on a solid surface, whereupon it&lt;br /&gt;
creates a two-­‐‑way portal to another world or plane&lt;br /&gt;
of existence. Each time the item opens a portal, the&lt;br /&gt;
GM decides where it leads. You can use an action to&lt;br /&gt;
close an open portal by taking hold of the edges of&lt;br /&gt;
the cloth and folding it up. Once well of many worlds&lt;br /&gt;
has opened a portal, it can’t do so again for 1d8&lt;br /&gt;
hours.&lt;br /&gt;
Wind Fan&lt;br /&gt;
Wondrous item, uncommon&lt;br /&gt;
While holding this fan, you can use an action to cast&lt;br /&gt;
the gust of wind spell (save DC 13) from it. Once used,&lt;br /&gt;
the fan shouldn’t be used again until the next dawn.&lt;br /&gt;
Each time it is used again before then, it has a&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 251&lt;br /&gt;
cumulative 20 percent chance of not working and&lt;br /&gt;
tearing into useless, nonmagical tatters.&lt;br /&gt;
Winged Boots&lt;br /&gt;
Wondrous item, uncommon (requires attunement)&lt;br /&gt;
While you wear these boots, you have a flying speed&lt;br /&gt;
equal to your walking speed. You can use the boots&lt;br /&gt;
to fly for up to 4 hours, all at once or in several&lt;br /&gt;
shorter flights, each one using a minimum of 1&lt;br /&gt;
minute from the duration. If you are flying when the&lt;br /&gt;
duration expires, you descend at a rate of 30 feet per&lt;br /&gt;
round until you land.&lt;br /&gt;
The boots regain 2 hours of flying capability for&lt;br /&gt;
every 12 hours they aren’t in use.&lt;br /&gt;
Wings of Flying&lt;br /&gt;
Wondrous item, rare (requires attunement)&lt;br /&gt;
While wearing this cloak, you can use an action to&lt;br /&gt;
speak its command word. This turns the cloak into a&lt;br /&gt;
pair of bat wings or bird wings on your back for 1&lt;br /&gt;
hour or until you repeat the command word as an&lt;br /&gt;
action. The wings give you a flying speed of 60 feet.&lt;br /&gt;
When they disappear, you can’t use them again for&lt;br /&gt;
1d12 hours.&lt;br /&gt;
Sentient Magic Items&lt;br /&gt;
Some magic items possess sentience and personality.&lt;br /&gt;
Such an item might be possessed, haunted by the&lt;br /&gt;
spirit of a previous owner, or self-­‐‑aware thanks to&lt;br /&gt;
the magic used to create it. In any case, the item&lt;br /&gt;
behaves like a character, complete with personality&lt;br /&gt;
quirks, ideals, bonds, and sometimes flaws. A&lt;br /&gt;
sentient item might be a cherished ally to its wielder&lt;br /&gt;
or a continual thorn in the side.&lt;br /&gt;
Most sentient items are weapons. Other kinds of&lt;br /&gt;
items can manifest sentience, but consumable items&lt;br /&gt;
such as potions and scrolls are never sentient.&lt;br /&gt;
Sentient magic items function as NPCs under the&lt;br /&gt;
GM’s control. Any activated property of the item is&lt;br /&gt;
under the item’s control, not its wielder’s. As long as&lt;br /&gt;
the wielder maintains a good relationship with the&lt;br /&gt;
item, the wielder can access those properties&lt;br /&gt;
normally. If the relationship is strained, the item can&lt;br /&gt;
suppress its activated properties or even turn them&lt;br /&gt;
against the wielder.&lt;br /&gt;
Creating Sentient Magic Items&lt;br /&gt;
When you decide to make a magic item sentient, you&lt;br /&gt;
create the item’s persona in the same way you would&lt;br /&gt;
create an NPC, with a few exceptions described here.&lt;br /&gt;
Abilities&lt;br /&gt;
A sentient magic item has Intelligence, Wisdom, and&lt;br /&gt;
Charisma scores. You can choose the item’s abilities&lt;br /&gt;
or determine them randomly. To determine them&lt;br /&gt;
randomly, roll 4d6 for each one, dropping the lowest&lt;br /&gt;
roll and totaling the rest.&lt;br /&gt;
Communication&lt;br /&gt;
A sentient item has some ability to communicate,&lt;br /&gt;
either by sharing its emotions, broadcasting its&lt;br /&gt;
thoughts telepathically, or speaking aloud. You can&lt;br /&gt;
choose how it communicates or roll on the following&lt;br /&gt;
table.&lt;br /&gt;
d100 Communication&lt;br /&gt;
01–60 The item communicates by transmitting emotion&lt;br /&gt;
to the creature carrying or wielding it.&lt;br /&gt;
61–90 The item can speak, read, and understand one&lt;br /&gt;
or more languages.&lt;br /&gt;
91–00 The item can speak, read, and understand one&lt;br /&gt;
or more languages. In addition, the item can&lt;br /&gt;
communicate telepathically with any character&lt;br /&gt;
that carries or wields it.&lt;br /&gt;
Senses&lt;br /&gt;
With sentience comes awareness. A sentient item&lt;br /&gt;
can perceive its surroundings out to a limited range.&lt;br /&gt;
You can choose its senses or roll on the following&lt;br /&gt;
table.&lt;br /&gt;
d4 Senses&lt;br /&gt;
1 Hearing and normal vision out to 30 feet.&lt;br /&gt;
2 Hearing and normal vision out to 60 feet&lt;br /&gt;
3 Hearing and normal vision out to 120 feet.&lt;br /&gt;
4 Hearing and darkvision out to 120 feet.&lt;br /&gt;
Alignment&lt;br /&gt;
A sentient magic item has an alignment. Its creator&lt;br /&gt;
or nature might suggest an alignment. If not, you can&lt;br /&gt;
pick an alignment or roll on the following table.&lt;br /&gt;
d100 Alignment d100 Alignment&lt;br /&gt;
01–15 Lawful good 74–85 Chaotic neutral&lt;br /&gt;
16–35 Neutral good 86–89 Lawful evil&lt;br /&gt;
36–50 Chaotic good 90–96 Neutral evil&lt;br /&gt;
51–63 Lawful neutral 97–00 Chaotic evil&lt;br /&gt;
64–73 Neutral&lt;br /&gt;
Special Purpose&lt;br /&gt;
You can give a sentient item an objective it pursues,&lt;br /&gt;
perhaps to the exclusion of all else. As long as the&lt;br /&gt;
wielder’s use of the item aligns with that special&lt;br /&gt;
purpose, the item remains cooperative. Deviating&lt;br /&gt;
from this course might cause conflict between the&lt;br /&gt;
wielder and the item, and could even cause the item&lt;br /&gt;
to prevent the use of its activated properties. You&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 252&lt;br /&gt;
can pick a special purpose or roll on the following&lt;br /&gt;
table.&lt;br /&gt;
d10 Purpose&lt;br /&gt;
1 Aligned: The item seeks to defeat or destroy those of a&lt;br /&gt;
diametrically opposed alignment. (Such an item is&lt;br /&gt;
never neutral.)&lt;br /&gt;
2 Bane: The item seeks to defeat or destroy creatures of&lt;br /&gt;
a particular kind, such as fiends, shapechangers, trolls,&lt;br /&gt;
or wizards.&lt;br /&gt;
3 Protector: The item seeks to defend a particular race&lt;br /&gt;
or kind of creature, such as elves or druids.&lt;br /&gt;
4 Crusader: The item seeks to defeat, weaken, or&lt;br /&gt;
destroy the servants of a particular deity.&lt;br /&gt;
5 Templar: The item seeks to defend the servants and&lt;br /&gt;
interests of a particular deity.&lt;br /&gt;
6 Destroyer: The item craves destruction and goads its&lt;br /&gt;
user to fight arbitrarily.&lt;br /&gt;
7 Glory Seeker: The item seeks renown as the greatest&lt;br /&gt;
magic item in the world, by establishing its user as a&lt;br /&gt;
famous or notorious figure.&lt;br /&gt;
8 Lore Seeker: The item craves knowledge or is&lt;br /&gt;
determined to solve a mystery, learn a secret, or&lt;br /&gt;
unravel a cryptic prophecy.&lt;br /&gt;
9 Destiny Seeker: The item is convinced that it and its&lt;br /&gt;
wielder have key roles to play in future events.&lt;br /&gt;
10 Creator Seeker: The item seeks its creator and wants&lt;br /&gt;
to understand why it was created.&lt;br /&gt;
Conflict&lt;br /&gt;
A sentient item has a will of its own, shaped by its&lt;br /&gt;
personality and alignment. If its wielder acts in a&lt;br /&gt;
manner opposed to the item’s alignment or purpose,&lt;br /&gt;
conflict can arise. When such a conflict occurs, the&lt;br /&gt;
item makes a Charisma check contested by the&lt;br /&gt;
wielder’s Charisma check. If the item wins the&lt;br /&gt;
contest, it makes one or more of the following&lt;br /&gt;
demands:&lt;br /&gt;
• The item insists on being carried or worn at all&lt;br /&gt;
times.&lt;br /&gt;
• The item demands that its wielder dispose of&lt;br /&gt;
anything the item finds repugnant.&lt;br /&gt;
• The item demands that its wielder pursue the&lt;br /&gt;
item’s goals to the exclusion of all other goals.&lt;br /&gt;
• The item demands to be given to someone else.&lt;br /&gt;
If its wielder refuses to comply with the item’s&lt;br /&gt;
wishes, the item can do any or all of the following:&lt;br /&gt;
• Make it impossible for its wielder to attune to it.&lt;br /&gt;
• Suppress one or more of its activated properties.&lt;br /&gt;
• Attempt to take control of its wielder.&lt;br /&gt;
If a sentient item attempts to take control of its&lt;br /&gt;
wielder, the wielder must make a Charisma saving&lt;br /&gt;
throw, with a DC equal to 12 + the item’s Charisma&lt;br /&gt;
modifier. On a failed save, the wielder is charmed by&lt;br /&gt;
the item for 1d12 hours. While charmed, the wielder&lt;br /&gt;
must try to follow the item’s commands. If the&lt;br /&gt;
wielder takes damage, it can repeat the saving throw,&lt;br /&gt;
ending the effect on a success. Whether the attempt&lt;br /&gt;
to control its user succeeds or fails, the item can’t&lt;br /&gt;
use this power again until the next dawn.&lt;br /&gt;
Artifacts&lt;br /&gt;
Orb of Dragonkind&lt;br /&gt;
Wondrous item, artifact (requires attunement)&lt;br /&gt;
Ages past, elves and humans waged a terrible war&lt;br /&gt;
against evil dragons. When the world seemed&lt;br /&gt;
doomed, powerful wizards came together and&lt;br /&gt;
worked their greatest magic, forging five Orbs of&lt;br /&gt;
Dragonkind (or Dragon Orbs) to help them defeat the&lt;br /&gt;
dragons. One orb was taken to each of the five&lt;br /&gt;
wizard towers, and there they were used to speed&lt;br /&gt;
the war toward a victorious end. The wizards used&lt;br /&gt;
the orbs to lure dragons to them, then destroyed the&lt;br /&gt;
dragons with powerful magic.&lt;br /&gt;
As the wizard towers fell in later ages, the orbs&lt;br /&gt;
were destroyed or faded into legend, and only three&lt;br /&gt;
are thought to survive. Their magic has been warped&lt;br /&gt;
and twisted over the centuries, so although their&lt;br /&gt;
primary purpose of calling dragons still functions,&lt;br /&gt;
they also allow some measure of control over&lt;br /&gt;
dragons.&lt;br /&gt;
Each orb contains the essence of an evil dragon, a&lt;br /&gt;
presence that resents any attempt to coax magic&lt;br /&gt;
from it. Those lacking in force of personality might&lt;br /&gt;
find themselves enslaved to an orb.&lt;br /&gt;
An orb is an etched crystal globe about 10 inches&lt;br /&gt;
in diameter. When used, it grows to about 20 inches&lt;br /&gt;
in diameter, and mist swirls inside it.&lt;br /&gt;
While attuned to an orb, you can use an action to&lt;br /&gt;
peer into the orb’s depths and speak its command&lt;br /&gt;
word. You must then make a DC 15 Charisma check.&lt;br /&gt;
On a successful check, you control the orb for as long&lt;br /&gt;
as you remain attuned to it. On a failed check, you&lt;br /&gt;
become charmed by the orb for as long as you&lt;br /&gt;
remain attuned to it.&lt;br /&gt;
While you are charmed by the orb, you can’t&lt;br /&gt;
voluntarily end your attunement to it, and the orb&lt;br /&gt;
casts suggestion on you at will (save DC 18), urging&lt;br /&gt;
you to work toward the evil ends it desires. The&lt;br /&gt;
dragon essence within the orb might want many&lt;br /&gt;
things: the annihilation of a particular people,&lt;br /&gt;
freedom from the orb, to spread suffering in the&lt;br /&gt;
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world, to advance the worship of Tiamat, or&lt;br /&gt;
something else the GM decides.&lt;br /&gt;
Random Properties. An Orb of Dragonkind has the&lt;br /&gt;
following random properties:&lt;br /&gt;
• 2 minor beneficial properties&lt;br /&gt;
• 1 minor detrimental property&lt;br /&gt;
• 1 major detrimental property&lt;br /&gt;
Spells. The orb has 7 charges and regains 1d4 + 3&lt;br /&gt;
expended charges daily at dawn. If you control the&lt;br /&gt;
orb, you can use an action and expend 1 or more&lt;br /&gt;
charges to cast one of the following spells (save DC&lt;br /&gt;
18) from it: cure wounds (5th-­‐‑level version, 3&lt;br /&gt;
charges), daylight (1 charge), death ward (2 charges),&lt;br /&gt;
or scrying (3 charges).&lt;br /&gt;
You can also use an action to cast the detect magic&lt;br /&gt;
spell from the orb without using any charges.&lt;br /&gt;
Call Dragons. While you control the orb, you can&lt;br /&gt;
use an action to cause the artifact to issue a&lt;br /&gt;
telepathic call that extends in all directions for 40&lt;br /&gt;
miles. Evil dragons in range feel compelled to come&lt;br /&gt;
to the orb as soon as possible by the most direct&lt;br /&gt;
route. Dragon deities such as Tiamat are unaffected&lt;br /&gt;
by this call. Dragons drawn to the orb might be&lt;br /&gt;
hostile toward you for compelling them against their&lt;br /&gt;
will. Once you have used this property, it can’t be&lt;br /&gt;
used again for 1 hour.&lt;br /&gt;
Destroying an Orb. An Orb of Dragonkind appears&lt;br /&gt;
fragile but is impervious to most damage, including&lt;br /&gt;
the attacks and breath weapons of dragons. A&lt;br /&gt;
disintegrate spell or one good hit from a +3 magic&lt;br /&gt;
weapon is sufficient to destroy an orb, however.&lt;br /&gt;
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Monsters&lt;br /&gt;
A monster’s statistics, sometimes referred to as its&lt;br /&gt;
stat block, provide the essential information that&lt;br /&gt;
you need to run the monster.&lt;br /&gt;
Size&lt;br /&gt;
A monster can be Tiny, Small, Medium, Large, Huge,&lt;br /&gt;
or Gargantuan. The Size Categories table shows how&lt;br /&gt;
much space a creature of a particular size controls in&lt;br /&gt;
combat. See the Player’s Handbook for more&lt;br /&gt;
information on creature size and space.&lt;br /&gt;
Size Categories&lt;br /&gt;
Size Space Examples&lt;br /&gt;
Tiny 2½ by 2½ ft. Imp, sprite&lt;br /&gt;
Small 5 by 5 ft. Giant rat, goblin&lt;br /&gt;
Medium 5 by 5 ft. Orc, werewolf&lt;br /&gt;
Large 10 by 10 ft. Hippogriff, ogre&lt;br /&gt;
Huge 15 by 15 ft. Fire giant, treant&lt;br /&gt;
Gargantuan 20 by 20 ft. or larger Kraken, purple worm&lt;br /&gt;
Modifying Creatures&lt;br /&gt;
Despite the versatile collection of monsters in this book, you&lt;br /&gt;
might be at a loss when it comes to finding the perfect&lt;br /&gt;
creature for part of an adventure. Feel free to tweak an&lt;br /&gt;
existing creature to make it into something more useful for&lt;br /&gt;
you, perhaps by borrowing a trait or two from a different&lt;br /&gt;
monster or by using a variant or template, such as the ones&lt;br /&gt;
in this book. Keep in mind that modifying a monster,&lt;br /&gt;
including when you apply a template to it, might change its&lt;br /&gt;
challenge rating.&lt;br /&gt;
Type&lt;br /&gt;
A monster’s type speaks to its fundamental nature.&lt;br /&gt;
Certain spells, magic items, class features, and other&lt;br /&gt;
effects in the game interact in special ways with&lt;br /&gt;
creatures of a particular type. For example, an arrow&lt;br /&gt;
of dragon slaying deals extra damage not only to&lt;br /&gt;
dragons but also other creatures of the dragon type,&lt;br /&gt;
such as dragon turtles and wyverns.&lt;br /&gt;
The game includes the following monster types,&lt;br /&gt;
which have no rules of their own.&lt;br /&gt;
Aberrations are utterly alien beings. Many of&lt;br /&gt;
them have innate magical abilities drawn from the&lt;br /&gt;
creature’s alien mind rather than the mystical forces&lt;br /&gt;
of the world. The quintessential aberrations are&lt;br /&gt;
aboleths, beholders, mind flayers, and slaadi.&lt;br /&gt;
Beasts are nonhumanoid creatures that are a&lt;br /&gt;
natural part of the fantasy ecology. Some of them&lt;br /&gt;
have magical powers, but most are unintelligent and&lt;br /&gt;
lack any society or language. Beasts include all&lt;br /&gt;
varieties of ordinary animals, dinosaurs, and giant&lt;br /&gt;
versions of animals.&lt;br /&gt;
Celestials are creatures native to the Upper&lt;br /&gt;
Planes. Many of them are the servants of deities,&lt;br /&gt;
employed as messengers or agents in the mortal&lt;br /&gt;
realm and throughout the planes. Celestials are good&lt;br /&gt;
by nature, so the exceptional celestial who strays&lt;br /&gt;
from a good alignment is a horrifying rarity.&lt;br /&gt;
Celestials include angels, couatls, and pegasi.&lt;br /&gt;
Constructs are made, not born. Some are&lt;br /&gt;
programmed by their creators to follow a simple set&lt;br /&gt;
of instructions, while others are imbued with&lt;br /&gt;
sentience and capable of independent thought.&lt;br /&gt;
Golems are the iconic constructs. Many creatures&lt;br /&gt;
native to the outer plane of Mechanus, such as&lt;br /&gt;
modrons, are constructs shaped from the raw&lt;br /&gt;
material of the plane by the will of more powerful&lt;br /&gt;
creatures.&lt;br /&gt;
Dragons are large reptilian creatures of ancient&lt;br /&gt;
origin and tremendous power. True dragons,&lt;br /&gt;
including the good metallic dragons and the evil&lt;br /&gt;
chromatic dragons, are highly intelligent and have&lt;br /&gt;
innate magic. Also in this category are creatures&lt;br /&gt;
distantly related to true dragons, but less powerful,&lt;br /&gt;
less intelligent, and less magical, such as wyverns&lt;br /&gt;
and pseudodragons.&lt;br /&gt;
Elementals are creatures native to the elemental&lt;br /&gt;
planes. Some creatures of this type are little more&lt;br /&gt;
than animate masses of their respective elements,&lt;br /&gt;
including the creatures simply called elementals.&lt;br /&gt;
Others have biological forms infused with elemental&lt;br /&gt;
energy. The races of genies, including djinn and&lt;br /&gt;
efreet, form the most important civilizations on the&lt;br /&gt;
elemental planes. Other elemental creatures include&lt;br /&gt;
azers and invisible stalkers.&lt;br /&gt;
Fey are magical creatures closely tied to the forces&lt;br /&gt;
of nature. They dwell in twilight groves and misty&lt;br /&gt;
forests. In some worlds, they are closely tied to the&lt;br /&gt;
Feywild, also called the Plane of Faerie. Some are&lt;br /&gt;
also found in the Outer Planes, particularly the&lt;br /&gt;
planes of Arborea and the Beastlands. Fey include&lt;br /&gt;
dryads, pixies, and satyrs.&lt;br /&gt;
Fiends are creatures of wickedness that are native&lt;br /&gt;
to the Lower Planes. A few are the servants of deities,&lt;br /&gt;
but many more labor under the leadership of&lt;br /&gt;
archdevils and demon princes. Evil priests and&lt;br /&gt;
mages sometimes summon fiends to the material&lt;br /&gt;
world to do their bidding. If an evil celestial is a&lt;br /&gt;
rarity, a good fiend is almost inconceivable. Fiends&lt;br /&gt;
include demons, devils, hell hounds, rakshasas, and&lt;br /&gt;
yugoloths.&lt;br /&gt;
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Giants tower over humans and their kind. They&lt;br /&gt;
are humanlike in shape, though some have multiple&lt;br /&gt;
heads (ettins) or deformities (fomorians). The six&lt;br /&gt;
varieties of true giant are hill giants, stone giants,&lt;br /&gt;
frost giants, fire giants, cloud giants, and storm&lt;br /&gt;
giants. Besides these, creatures such as ogres and&lt;br /&gt;
trolls are giants.&lt;br /&gt;
Humanoids are the main peoples of a fantasy&lt;br /&gt;
gaming world, both civilized and savage, including&lt;br /&gt;
humans and a tremendous variety of other species.&lt;br /&gt;
They have language and culture, few if any innate&lt;br /&gt;
magical abilities (though most humanoids can learn&lt;br /&gt;
spellcasting), and a bipedal form. The most common&lt;br /&gt;
humanoid races are the ones most suitable as player&lt;br /&gt;
characters: humans, dwarves, elves, and halflings.&lt;br /&gt;
Almost as numerous but far more savage and brutal,&lt;br /&gt;
and almost uniformly evil, are the races of goblinoids&lt;br /&gt;
(goblins, hobgoblins, and bugbears), orcs, gnolls,&lt;br /&gt;
lizardfolk, and kobolds.&lt;br /&gt;
Monstrosities are monsters in the strictest&lt;br /&gt;
sense—frightening creatures that are not ordinary,&lt;br /&gt;
not truly natural, and almost never benign. Some are&lt;br /&gt;
the results of magical experimentation gone awry&lt;br /&gt;
(such as owlbears), and others are the product of&lt;br /&gt;
terrible curses (including minotaurs and yuan-­‐‑ti).&lt;br /&gt;
They defy categorization, and in some sense serve as&lt;br /&gt;
a catch-­‐‑all category for creatures that don’t fit into&lt;br /&gt;
any other type.&lt;br /&gt;
Oozes are gelatinous creatures that rarely have a&lt;br /&gt;
fixed shape. They are mostly subterranean, dwelling&lt;br /&gt;
in caves and dungeons and feeding on refuse, carrion,&lt;br /&gt;
or creatures unlucky enough to get in their way.&lt;br /&gt;
Black puddings and gelatinous cubes are among the&lt;br /&gt;
most recognizable oozes.&lt;br /&gt;
Plants in this context are vegetable creatures, not&lt;br /&gt;
ordinary flora. Most of them are ambulatory, and&lt;br /&gt;
some are carnivorous. The quintessential plants are&lt;br /&gt;
the shambling mound and the treant. Fungal&lt;br /&gt;
creatures such as the gas spore and the myconid also&lt;br /&gt;
fall into this category.&lt;br /&gt;
Undead are once-­‐‑living creatures brought to a&lt;br /&gt;
horrifying state of undeath through the practice of&lt;br /&gt;
necromantic magic or some unholy curse. Undead&lt;br /&gt;
include walking corpses, such as vampires and&lt;br /&gt;
zombies, as well as bodiless spirits, such as ghosts&lt;br /&gt;
and specters.&lt;br /&gt;
Tags&lt;br /&gt;
A monster might have one or more tags appended to&lt;br /&gt;
its type, in parentheses. For example, an orc has the&lt;br /&gt;
humanoid (orc) type. The parenthetical tags provide&lt;br /&gt;
additional categorization for certain creatures. The&lt;br /&gt;
tags have no rules of their own, but something in the&lt;br /&gt;
game, such as a magic item, might refer to them. For&lt;br /&gt;
instance, a spear that is especially effective at&lt;br /&gt;
fighting demons would work against any monster&lt;br /&gt;
that has the demon tag.&lt;br /&gt;
Alignment&lt;br /&gt;
A monster’s alignment provides a clue to its&lt;br /&gt;
disposition and how it behaves in a roleplaying or&lt;br /&gt;
combat situation. For example, a chaotic evil&lt;br /&gt;
monster might be difficult to reason with and might&lt;br /&gt;
attack characters on sight, whereas a neutral&lt;br /&gt;
monster might be willing to negotiate. See the&lt;br /&gt;
Player’s Handbook for descriptions of the different&lt;br /&gt;
alignments.&lt;br /&gt;
The alignment specified in a monster’s stat block&lt;br /&gt;
is the default. Feel free to depart from it and change&lt;br /&gt;
a monster’s alignment to suit the needs of your&lt;br /&gt;
campaign. If you want a good-­‐‑aligned green dragon&lt;br /&gt;
or an evil storm giant, there’s nothing stopping you.&lt;br /&gt;
Some creatures can have any alignment. In other&lt;br /&gt;
words, you choose the monster’s alignment. Some&lt;br /&gt;
monster’s alignment entry indicates a tendency or&lt;br /&gt;
aversion toward law, chaos, good, or evil. For&lt;br /&gt;
example, a berserker can be any chaotic alignment&lt;br /&gt;
(chaotic good, chaotic neutral, or chaotic evil), as&lt;br /&gt;
befits its wild nature.&lt;br /&gt;
Many creatures of low intelligence have no&lt;br /&gt;
comprehension of law or chaos, good or evil. They&lt;br /&gt;
don’t make moral or ethical choices, but rather act&lt;br /&gt;
on instinct. These creatures are unaligned, which&lt;br /&gt;
means they don’t have an alignment.&lt;br /&gt;
Armor Class&lt;br /&gt;
A monster that wears armor or carries a shield has&lt;br /&gt;
an Armor Class (AC) that takes its armor, shield, and&lt;br /&gt;
Dexterity into account. Otherwise, a monster’s AC is&lt;br /&gt;
based on its Dexterity modifier and natural armor, if&lt;br /&gt;
any. If a monster has natural armor, wears armor, or&lt;br /&gt;
carries a shield, this is noted in parentheses after its&lt;br /&gt;
AC value.&lt;br /&gt;
Hit Points&lt;br /&gt;
A monster usually dies or is destroyed when it drops&lt;br /&gt;
to 0 hit points. For more on hit points, see the&lt;br /&gt;
Player’s Handbook.&lt;br /&gt;
A monster’s hit points are presented both as a die&lt;br /&gt;
expression and as an average number. For example,&lt;br /&gt;
a monster with 2d8 hit points has 9 hit points on&lt;br /&gt;
average (2 × 4½).&lt;br /&gt;
A monster’s size determines the die used to&lt;br /&gt;
calculate its hit points, as shown in the Hit Dice by&lt;br /&gt;
Size table.&lt;br /&gt;
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Hit Dice by Size&lt;br /&gt;
Monster Size Hit Die Average HP per Die&lt;br /&gt;
Tiny d4 2½&lt;br /&gt;
Small d6 3½&lt;br /&gt;
Medium d8 4½&lt;br /&gt;
Large d10 5½&lt;br /&gt;
Huge d12 6½&lt;br /&gt;
Gargantuan d20 10½&lt;br /&gt;
A monster’s Constitution modifier also affects the&lt;br /&gt;
number of hit points it has. Its Constitution modifier&lt;br /&gt;
is multiplied by the number of Hit Dice it possesses,&lt;br /&gt;
and the result is added to its hit points. For example,&lt;br /&gt;
if a monster has a Constitution of 12 (+1 modifier)&lt;br /&gt;
and 2d8 Hit Dice, it has 2d8 + 2 hit points (average&lt;br /&gt;
11).&lt;br /&gt;
Speed&lt;br /&gt;
A monster’s speed tells you how far it can move on&lt;br /&gt;
its turn. For more information on speed, see the&lt;br /&gt;
Player’s Handbook.&lt;br /&gt;
All creatures have a walking speed, simply called&lt;br /&gt;
the monster’s speed. Creatures that have no form of&lt;br /&gt;
ground-­‐‑based locomotion have a walking speed of 0&lt;br /&gt;
feet.&lt;br /&gt;
Some creatures have one or more of the following&lt;br /&gt;
additional movement modes.&lt;br /&gt;
Burrow&lt;br /&gt;
A monster that has a burrowing speed can use that&lt;br /&gt;
speed to move through sand, earth, mud, or ice. A&lt;br /&gt;
monster can’t burrow through solid rock unless it&lt;br /&gt;
has a special trait that allows it to do so.&lt;br /&gt;
Climb&lt;br /&gt;
A monster that has a climbing speed can use all or&lt;br /&gt;
part of its movement to move on vertical surfaces.&lt;br /&gt;
The monster doesn’t need to spend extra movement&lt;br /&gt;
to climb.&lt;br /&gt;
Fly&lt;br /&gt;
A monster that has a flying speed can use all or part&lt;br /&gt;
of its movement to fly. Some monsters have the&lt;br /&gt;
ability to hover, which makes them hard to knock&lt;br /&gt;
out of the air (as explained in the rules on flying in&lt;br /&gt;
the Player’s Handbook). Such a monster stops&lt;br /&gt;
hovering when it dies.&lt;br /&gt;
Swim&lt;br /&gt;
A monster that has a swimming speed doesn’t need&lt;br /&gt;
to spend extra movement to swim.&lt;br /&gt;
Ability Scores&lt;br /&gt;
Every monster has six ability scores (Strength,&lt;br /&gt;
Dexterity, Constitution, Intelligence, Wisdom, and&lt;br /&gt;
Charisma) and corresponding modifiers. For more&lt;br /&gt;
information on ability scores and how they’re used&lt;br /&gt;
in play, see the Player’s Handbook.&lt;br /&gt;
Saving Throws&lt;br /&gt;
The Saving Throws entry is reserved for creatures&lt;br /&gt;
that are adept at resisting certain kinds of effects.&lt;br /&gt;
For example, a creature that isn’t easily charmed or&lt;br /&gt;
frightened might gain a bonus on its Wisdom saving&lt;br /&gt;
throws. Most creatures don’t have special saving&lt;br /&gt;
throw bonuses, in which case this section is absent.&lt;br /&gt;
A saving throw bonus is the sum of a monster’s&lt;br /&gt;
relevant ability modifier and its proficiency bonus,&lt;br /&gt;
which is determined by the monster’s challenge&lt;br /&gt;
rating (as shown in the Proficiency Bonus by&lt;br /&gt;
Challenge Rating table).&lt;br /&gt;
Proficiency Bonus by Challenge Rating&lt;br /&gt;
Challenge&lt;br /&gt;
Proficiency&lt;br /&gt;
Bonus Challenge&lt;br /&gt;
Proficiency&lt;br /&gt;
Bonus&lt;br /&gt;
0 +2 14 +5&lt;br /&gt;
1/8 +2 15 +5&lt;br /&gt;
1/4 +2 16 +5&lt;br /&gt;
1/2 +2 17 +6&lt;br /&gt;
1 +2 18 +6&lt;br /&gt;
2 +2 19 +6&lt;br /&gt;
3 +2 20 +6&lt;br /&gt;
4 +2 21 +7&lt;br /&gt;
5 +3 22 +7&lt;br /&gt;
6 +3 23 +7&lt;br /&gt;
7 +3 24 +7&lt;br /&gt;
8 +3 25 +8&lt;br /&gt;
9 +4 26 +8&lt;br /&gt;
10 +4 27 +8&lt;br /&gt;
11 +4 28 +8&lt;br /&gt;
12 +4 29 +9&lt;br /&gt;
13 +5 30 +9&lt;br /&gt;
Skills&lt;br /&gt;
The Skills entry is reserved for monsters that are&lt;br /&gt;
proficient in one or more skills. For example, a&lt;br /&gt;
monster that is very perceptive and stealthy might&lt;br /&gt;
have bonuses to Wisdom (Perception) and Dexterity&lt;br /&gt;
(Stealth) checks.&lt;br /&gt;
A skill bonus is the sum of a monster’s relevant&lt;br /&gt;
ability modifier and its proficiency bonus, which is&lt;br /&gt;
determined by the monster’s challenge rating (as&lt;br /&gt;
shown in the Proficiency Bonus by Challenge Rating&lt;br /&gt;
table). Other modifiers might apply. For instance, a&lt;br /&gt;
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monster might have a larger-­‐‑than-­‐‑expected bonus&lt;br /&gt;
(usually double its proficiency bonus) to account for&lt;br /&gt;
its heightened expertise.&lt;br /&gt;
Vulnerabilities, Resistances, and&lt;br /&gt;
Immunities&lt;br /&gt;
Some creatures have vulnerability, resistance, or&lt;br /&gt;
immunity to certain types of damage. Particular&lt;br /&gt;
creatures are even resistant or immune to damage&lt;br /&gt;
from nonmagical attacks (a magical attack is an&lt;br /&gt;
attack delivered by a spell, a magic item, or another&lt;br /&gt;
magical source). In addition, some creatures are&lt;br /&gt;
immune to certain conditions.&lt;br /&gt;
Senses&lt;br /&gt;
The Senses entry notes a monster’s passive Wisdom&lt;br /&gt;
(Perception) score, as well as any special senses the&lt;br /&gt;
monster might have. Special senses are described&lt;br /&gt;
below.&lt;br /&gt;
Blindsight&lt;br /&gt;
A monster with blindsight can perceive its&lt;br /&gt;
surroundings without relying on sight, within a&lt;br /&gt;
specific radius.&lt;br /&gt;
Creatures without eyes, such as grimlocks and&lt;br /&gt;
gray oozes, typically have this special sense, as do&lt;br /&gt;
creatures with echolocation or heightened senses,&lt;br /&gt;
such as bats and true dragons.&lt;br /&gt;
If a monster is naturally blind, it has a&lt;br /&gt;
parenthetical note to this effect, indicating that the&lt;br /&gt;
radius of its blindsight defines the maximum range&lt;br /&gt;
of its perception.&lt;br /&gt;
Darkvision&lt;br /&gt;
A monster with darkvision can see in the dark within&lt;br /&gt;
a specific radius. The monster can see in dim light&lt;br /&gt;
within the radius as if it were bright light, and in&lt;br /&gt;
darkness as if it were dim light. The monster can’t&lt;br /&gt;
discern color in darkness, only shades of gray. Many&lt;br /&gt;
creatures that live underground have this special&lt;br /&gt;
sense.&lt;br /&gt;
Armor, Weapon, and Tool Proficiencies&lt;br /&gt;
Assume that a creature is proficient with its armor, weapons,&lt;br /&gt;
and tools. If you swap them out, you decide whether the&lt;br /&gt;
creature is proficient with its new equipment.&lt;br /&gt;
For example, a hill giant typically wears hide armor and&lt;br /&gt;
wields a greatclub. You could equip a hill giant with chain&lt;br /&gt;
mail and a greataxe instead, and assume the giant is&lt;br /&gt;
proficient with both, one or the other, or neither.&lt;br /&gt;
See the Player’s Handbook for rules on using armor or&lt;br /&gt;
weapons without proficiency.&lt;br /&gt;
Tremorsense&lt;br /&gt;
A monster with tremorsense can detect and pinpoint&lt;br /&gt;
the origin of vibrations within a specific radius,&lt;br /&gt;
provided that the monster and the source of the&lt;br /&gt;
vibrations are in contact with the same ground or&lt;br /&gt;
substance. Tremorsense can’t be used to detect&lt;br /&gt;
flying or incorporeal creatures. Many burrowing&lt;br /&gt;
creatures, such as ankhegs and umber hulks, have&lt;br /&gt;
this special sense.&lt;br /&gt;
Truesight&lt;br /&gt;
A monster with truesight can, out to a specific range,&lt;br /&gt;
see in normal and magical darkness, see invisible&lt;br /&gt;
creatures and objects, automatically detect visual&lt;br /&gt;
illusions and succeed on saving throws against them,&lt;br /&gt;
and perceive the original form of a shapechanger or&lt;br /&gt;
a creature that is transformed by magic.&lt;br /&gt;
Furthermore, the monster can see into the Ethereal&lt;br /&gt;
Plane within the same range.&lt;br /&gt;
Languages&lt;br /&gt;
The languages that a monster can speak are listed in&lt;br /&gt;
alphabetical order. Sometimes a monster can&lt;br /&gt;
understand a language but can’t speak it, and this is&lt;br /&gt;
noted in its entry. A “—” indicates that a creature&lt;br /&gt;
neither speaks nor understands any language.&lt;br /&gt;
Telepathy&lt;br /&gt;
Telepathy is a magical ability that allows a monster&lt;br /&gt;
to communicate mentally with another creature&lt;br /&gt;
within a specified range. The contacted creature&lt;br /&gt;
doesn’t need to share a language with the monster to&lt;br /&gt;
communicate in this way with it, but it must be able&lt;br /&gt;
to understand at least one language. A creature&lt;br /&gt;
without telepathy can receive and respond to&lt;br /&gt;
telepathic messages but can’t initiate or terminate a&lt;br /&gt;
telepathic conversation.&lt;br /&gt;
A telepathic monster doesn’t need to see a&lt;br /&gt;
contacted creature and can end the telepathic&lt;br /&gt;
contact at any time. The contact is broken as soon as&lt;br /&gt;
the two creatures are no longer within range of each&lt;br /&gt;
other or if the telepathic monster contacts a&lt;br /&gt;
different creature within range. A telepathic monster&lt;br /&gt;
can initiate or terminate a telepathic conversation&lt;br /&gt;
without using an action, but while the monster is&lt;br /&gt;
incapacitated, it can’t initiate telepathic contact, and&lt;br /&gt;
any current contact is terminated.&lt;br /&gt;
A creature within the area of an antimagic field or&lt;br /&gt;
in any other location where magic doesn’t function&lt;br /&gt;
can’t send or receive telepathic messages.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 258&lt;br /&gt;
Challenge&lt;br /&gt;
A monster’s challenge rating tells you how great a&lt;br /&gt;
threat the monster is. An appropriately equipped&lt;br /&gt;
and well-­‐‑rested party of four adventurers should be&lt;br /&gt;
able to defeat a monster that has a challenge rating&lt;br /&gt;
equal to its level without suffering any deaths. For&lt;br /&gt;
example, a party of four 3rd-­‐‑level characters should&lt;br /&gt;
find a monster with a challenge rating of 3 to be a&lt;br /&gt;
worthy challenge, but not a deadly one.&lt;br /&gt;
Monsters that are significantly weaker than 1st-­‐‑&lt;br /&gt;
level characters have a challenge rating lower than 1.&lt;br /&gt;
Monsters with a challenge rating of 0 are&lt;br /&gt;
insignificant except in large numbers; those with no&lt;br /&gt;
effective attacks are worth no experience points,&lt;br /&gt;
while those that have attacks are worth 10 XP each.&lt;br /&gt;
Some monsters present a greater challenge than&lt;br /&gt;
even a typical 20th-­‐‑level party can handle. These&lt;br /&gt;
monsters have a challenge rating of 21 or higher and&lt;br /&gt;
are specifically designed to test player skill.&lt;br /&gt;
Experience Points&lt;br /&gt;
The number of experience points (XP) a monster is&lt;br /&gt;
worth is based on its challenge rating. Typically, XP&lt;br /&gt;
is awarded for defeating the monster, although the&lt;br /&gt;
GM may also award XP for neutralizing the threat&lt;br /&gt;
posed by the monster in some other manner.&lt;br /&gt;
Unless something tells you otherwise, a monster&lt;br /&gt;
summoned by a spell or other magical ability is&lt;br /&gt;
worth the XP noted in its stat block.&lt;br /&gt;
Experience Points by Challenge Rating&lt;br /&gt;
Challenge XP Challenge XP&lt;br /&gt;
0 0 or 10 14 11,500&lt;br /&gt;
1/8 25 15 13,000&lt;br /&gt;
1/4 50 16 15,000&lt;br /&gt;
1/2 100 17 18,000&lt;br /&gt;
1 200 18 20,000&lt;br /&gt;
2 450 19 22,000&lt;br /&gt;
3 700 20 25,000&lt;br /&gt;
4 1,100 21 33,000&lt;br /&gt;
5 1,800 22 41,000&lt;br /&gt;
6 2,300 23 50,000&lt;br /&gt;
7 2,900 24 62,000&lt;br /&gt;
8 3,900 25 75,000&lt;br /&gt;
9 5,000 26 90,000&lt;br /&gt;
10 5,900 27 105,000&lt;br /&gt;
11 7,200 28 120,000&lt;br /&gt;
12 8,400 29 135,000&lt;br /&gt;
13 10,000 30 155,000&lt;br /&gt;
Special Traits&lt;br /&gt;
Special traits (which appear after a monster’s&lt;br /&gt;
challenge rating but before any actions or reactions)&lt;br /&gt;
are characteristics that are likely to be relevant in a&lt;br /&gt;
combat encounter and that require some&lt;br /&gt;
explanation.&lt;br /&gt;
Innate Spellcasting&lt;br /&gt;
A monster with the innate ability to cast spells has&lt;br /&gt;
the Innate Spellcasting special trait. Unless noted&lt;br /&gt;
otherwise, an innate spell of 1st level or higher is&lt;br /&gt;
always cast at its lowest possible level and can’t be&lt;br /&gt;
cast at a higher level. If a monster has a cantrip&lt;br /&gt;
where its level matters and no level is given, use the&lt;br /&gt;
monster’s challenge rating.&lt;br /&gt;
An innate spell can have special rules or&lt;br /&gt;
restrictions. For example, a drow mage can innately&lt;br /&gt;
cast the levitate spell, but the spell has a “self only”&lt;br /&gt;
restriction, which means that the spell affects only&lt;br /&gt;
the drow mage.&lt;br /&gt;
A monster’s innate spells can’t be swapped out&lt;br /&gt;
with other spells. If a monster’s innate spells don’t&lt;br /&gt;
require attack rolls, no attack bonus is given for&lt;br /&gt;
them.&lt;br /&gt;
Spellcasting&lt;br /&gt;
A monster with the Spellcasting special trait has a&lt;br /&gt;
spellcaster level and spell slots, which it uses to cast&lt;br /&gt;
its spells of 1st level and higher (as explained in the&lt;br /&gt;
Player’s Handbook). The spellcaster level is also used&lt;br /&gt;
for any cantrips included in the feature.&lt;br /&gt;
The monster has a list of spells known or prepared&lt;br /&gt;
from a specific class. The list might also include&lt;br /&gt;
spells from a feature in that class, such as the Divine&lt;br /&gt;
Domain feature of the cleric or the Druid Circle&lt;br /&gt;
feature of the druid. The monster is considered a&lt;br /&gt;
member of that class when attuning to or using a&lt;br /&gt;
magic item that requires membership in the class or&lt;br /&gt;
access to its spell list.&lt;br /&gt;
A monster can cast a spell from its list at a higher&lt;br /&gt;
level if it has the spell slot to do so. For example, a&lt;br /&gt;
drow mage with the 3rd-­‐‑level lightning bolt spell can&lt;br /&gt;
cast it as a 5th-­‐‑level spell by using one of its 5th-­‐‑level&lt;br /&gt;
spell slots.&lt;br /&gt;
You can change the spells that a monster knows or&lt;br /&gt;
has prepared, replacing any spell on its spell list with&lt;br /&gt;
a spell of the same level and from the same class list.&lt;br /&gt;
If you do so, you might cause the monster to be a&lt;br /&gt;
greater or lesser threat than suggested by its&lt;br /&gt;
challenge rating.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 259&lt;br /&gt;
Psionics&lt;br /&gt;
A monster that casts spells using only the power of&lt;br /&gt;
its mind has the psionics tag added to its Spellcasting&lt;br /&gt;
or Innate Spellcasting special trait. This tag carries&lt;br /&gt;
no special rules of its own, but other parts of the&lt;br /&gt;
game might refer to it. A monster that has this tag&lt;br /&gt;
typically doesn’t require any components to cast its&lt;br /&gt;
spells.&lt;br /&gt;
Actions&lt;br /&gt;
When a monster takes its action, it can choose from&lt;br /&gt;
the options in the Actions section of its stat block or&lt;br /&gt;
use one of the actions available to all creatures, such&lt;br /&gt;
as the Dash or Hide action, as described in the&lt;br /&gt;
Player’s Handbook.&lt;br /&gt;
Melee and Ranged Attacks&lt;br /&gt;
The most common actions that a monster will take&lt;br /&gt;
in combat are melee and ranged attacks. These can&lt;br /&gt;
be spell attacks or weapon attacks, where the&lt;br /&gt;
“weapon” might be a manufactured item or a natural&lt;br /&gt;
weapon, such as a claw or tail spike. For more&lt;br /&gt;
information on different kinds of attacks, see the&lt;br /&gt;
Player’s Handbook.&lt;br /&gt;
Creature vs. Target. The target of a melee or&lt;br /&gt;
ranged attack is usually either one creature or one&lt;br /&gt;
target, the difference being that a “target” can be a&lt;br /&gt;
creature or an object.&lt;br /&gt;
Hit. Any damage dealt or other effects that occur&lt;br /&gt;
as a result of an attack hitting a target are described&lt;br /&gt;
after the “Hit” notation. You have the option of&lt;br /&gt;
taking average damage or rolling the damage; for&lt;br /&gt;
this reason, both the average damage and the die&lt;br /&gt;
expression are presented.&lt;br /&gt;
Miss. If an attack has an effect that occurs on a&lt;br /&gt;
miss, that information is presented after the “Miss:”&lt;br /&gt;
notation.&lt;br /&gt;
Multiattack&lt;br /&gt;
A creature that can make multiple attacks on its turn&lt;br /&gt;
has the Multiattack action. A creature can’t use&lt;br /&gt;
Multiattack when making an opportunity attack,&lt;br /&gt;
which must be a single melee attack.&lt;br /&gt;
Ammunition&lt;br /&gt;
A monster carries enough ammunition to make its&lt;br /&gt;
ranged attacks. You can assume that a monster has&lt;br /&gt;
2d4 pieces of ammunition for a thrown weapon&lt;br /&gt;
attack, and 2d10 pieces of ammunition for a&lt;br /&gt;
projectile weapon such as a bow or crossbow.&lt;br /&gt;
Reactions&lt;br /&gt;
If a monster can do something special with its&lt;br /&gt;
reaction, that information is contained here. If a&lt;br /&gt;
creature has no special reaction, this section is&lt;br /&gt;
absent.&lt;br /&gt;
Limited Usage&lt;br /&gt;
Some special abilities have restrictions on the&lt;br /&gt;
number of times they can be used.&lt;br /&gt;
X/Day. The notation “X/Day” means a special&lt;br /&gt;
ability can be used X number of times and that a&lt;br /&gt;
monster must finish a long rest to regain expended&lt;br /&gt;
uses. For example, “1/Day” means a special ability&lt;br /&gt;
can be used once and that the monster must finish a&lt;br /&gt;
long rest to use it again.&lt;br /&gt;
Recharge X–Y. The notation “Recharge X–Y”&lt;br /&gt;
means a monster can use a special ability once and&lt;br /&gt;
that the ability then has a random chance of&lt;br /&gt;
recharging during each subsequent round of combat.&lt;br /&gt;
At the start of each of the monster’s turns, roll a d6.&lt;br /&gt;
If the roll is one of the numbers in the recharge&lt;br /&gt;
notation, the monster regains the use of the special&lt;br /&gt;
ability. The ability also recharges when the monster&lt;br /&gt;
finishes a short or long rest.&lt;br /&gt;
For example, “Recharge 5–6” means a monster can&lt;br /&gt;
use the special ability once. Then, at the start of the&lt;br /&gt;
monster’s turn, it regains the use of that ability if it&lt;br /&gt;
rolls a 5 or 6 on a d6.&lt;br /&gt;
Recharge after a Short or Long Rest. This&lt;br /&gt;
notation means that a monster can use a special&lt;br /&gt;
ability once and then must finish a short or long rest&lt;br /&gt;
to use it again.&lt;br /&gt;
Grapple Rules for Monsters&lt;br /&gt;
Many monsters have special attacks that allow them to&lt;br /&gt;
quickly grapple prey. When a monster hits with such an&lt;br /&gt;
attack, it doesn’t need to make an additional ability check to&lt;br /&gt;
determine whether the grapple succeeds, unless the attack&lt;br /&gt;
says otherwise.&lt;br /&gt;
A creature grappled by the monster can use its action to&lt;br /&gt;
try to escape. To do so, it must succeed on a Strength&lt;br /&gt;
(Athletics) or Dexterity (Acrobatics) check against the escape&lt;br /&gt;
DC in the monster’s stat block. If no escape DC is given,&lt;br /&gt;
assume the DC is 10 + the monster’s Strength (Athletics)&lt;br /&gt;
modifier.&lt;br /&gt;
Equipment&lt;br /&gt;
A stat block rarely refers to equipment, other than&lt;br /&gt;
armor or weapons used by a monster. A creature&lt;br /&gt;
that customarily wears clothes, such as a humanoid,&lt;br /&gt;
is assumed to be dressed appropriately.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 260&lt;br /&gt;
You can equip monsters with additional gear and&lt;br /&gt;
trinkets however you like, and you decide how much&lt;br /&gt;
of a monster’s equipment is recoverable after the&lt;br /&gt;
creature is slain and whether any of that equipment&lt;br /&gt;
is still usable. A battered suit of armor made for a&lt;br /&gt;
monster is rarely usable by someone else, for&lt;br /&gt;
instance.&lt;br /&gt;
If a spellcasting monster needs material&lt;br /&gt;
components to cast its spells, assume that it has the&lt;br /&gt;
material components it needs to cast the spells in its&lt;br /&gt;
stat block.&lt;br /&gt;
Legendary Creatures&lt;br /&gt;
A legendary creature can do things that ordinary&lt;br /&gt;
creatures can’t. It can take special actions outside its&lt;br /&gt;
turn, and it might exert magical influence for miles&lt;br /&gt;
around.&lt;br /&gt;
If a creature assumes the form of a legendary&lt;br /&gt;
creature, such as through a spell, it doesn’t gain that&lt;br /&gt;
form’s legendary actions, lair actions, or regional&lt;br /&gt;
effects.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
A legendary creature can take a certain number of&lt;br /&gt;
special actions—called legendary actions—outside&lt;br /&gt;
its turn. Only one legendary action option can be&lt;br /&gt;
used at a time and only at the end of another&lt;br /&gt;
creature’s turn. A creature regains its spent&lt;br /&gt;
legendary actions at the start of its turn. It can forgo&lt;br /&gt;
using them, and it can’t use them while incapacitated&lt;br /&gt;
or otherwise unable to take actions. If surprised, it&lt;br /&gt;
can’t use them until after its first turn in the combat.&lt;br /&gt;
A Legendary Creature’s Lair&lt;br /&gt;
A legendary creature might have a section&lt;br /&gt;
describing its lair and the special effects it can create&lt;br /&gt;
while there, either by act of will or simply by being&lt;br /&gt;
present. Such a section applies only to a legendary&lt;br /&gt;
creature that spends a great deal of time in its lair.&lt;br /&gt;
Lair Actions&lt;br /&gt;
If a legendary creature has lair actions, it can use&lt;br /&gt;
them to harness the ambient magic in its lair. On&lt;br /&gt;
initiative count 20 (losing all initiative ties), it can&lt;br /&gt;
use one of its lair action options. It can’t do so while&lt;br /&gt;
incapacitated or otherwise unable to take actions. If&lt;br /&gt;
surprised, it can’t use one until after its first turn in&lt;br /&gt;
the combat.&lt;br /&gt;
Regional Effects&lt;br /&gt;
The mere presence of a legendary creature can have&lt;br /&gt;
strange and wondrous effects on its environment, as&lt;br /&gt;
noted in this section. Regional effects end abruptly&lt;br /&gt;
or dissipate over time when the legendary creature&lt;br /&gt;
dies.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 261&lt;br /&gt;
Monsters (A)&lt;br /&gt;
Aboleth&lt;br /&gt;
Large aberration, lawful evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 135 (18d10 + 36)&lt;br /&gt;
Speed 10 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 9 (−1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)&lt;br /&gt;
Saving Throws Con +6, Int +8, Wis +6&lt;br /&gt;
Skills History +12, Perception +10&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 20&lt;br /&gt;
Languages Deep Speech, telepathy 120 ft.&lt;br /&gt;
Challenge 10 (5,900 XP)&lt;br /&gt;
Amphibious. The aboleth can breathe air and water.&lt;br /&gt;
Mucous Cloud. While underwater, the aboleth is&lt;br /&gt;
surrounded by transformative mucus. A creature that&lt;br /&gt;
touches the aboleth or that hits it with a melee attack&lt;br /&gt;
while within 5 feet of it must make a DC 14&lt;br /&gt;
Constitution saving throw. On a failure, the creature is&lt;br /&gt;
diseased for 1d4 hours. The diseased creature can&lt;br /&gt;
breathe only underwater.&lt;br /&gt;
Probing Telepathy. If a creature communicates&lt;br /&gt;
telepathically with the aboleth, the aboleth learns the&lt;br /&gt;
creature’s greatest desires if the aboleth can see the&lt;br /&gt;
creature.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The aboleth makes three tentacle attacks.&lt;br /&gt;
Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 12 (2d6 + 5) bludgeoning damage. If&lt;br /&gt;
the target is a creature, it must succeed on a DC 14&lt;br /&gt;
Constitution saving throw or become diseased. The&lt;br /&gt;
disease has no effect for 1 minute and can be removed&lt;br /&gt;
by any magic that cures disease. After 1 minute, the&lt;br /&gt;
diseased creature’s skin becomes translucent and slimy,&lt;br /&gt;
the creature can’t regain hit points unless it is&lt;br /&gt;
underwater, and the disease can be removed only by&lt;br /&gt;
heal or another disease-­‐curing spell of 6th level or&lt;br /&gt;
higher. When the creature is outside a body of water, it&lt;br /&gt;
takes 6 (1d12) acid damage every 10 minutes unless&lt;br /&gt;
moisture is applied to the skin before 10 minutes have&lt;br /&gt;
passed.&lt;br /&gt;
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one&lt;br /&gt;
target. Hit: 15 (3d6 + 5) bludgeoning damage.&lt;br /&gt;
Enslave (3/Day). The aboleth targets one creature it&lt;br /&gt;
can see within 30 feet of it. The target must succeed on&lt;br /&gt;
a DC 14 Wisdom saving throw or be magically charmed&lt;br /&gt;
by the aboleth until the aboleth dies or until it is on a&lt;br /&gt;
different plane of existence from the target. The&lt;br /&gt;
charmed target is under the aboleth’s control and can’t&lt;br /&gt;
take reactions, and the aboleth and the target can&lt;br /&gt;
communicate telepathically with each other over any&lt;br /&gt;
distance.&lt;br /&gt;
Whenever the charmed target takes damage, the&lt;br /&gt;
target can repeat the saving throw. On a success, the&lt;br /&gt;
effect ends. No more than once every 24 hours, the&lt;br /&gt;
target can also repeat the saving throw when it is at&lt;br /&gt;
least 1 mile away from the aboleth.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The aboleth can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The aboleth regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The aboleth makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Swipe. The aboleth makes one tail attack.&lt;br /&gt;
Psychic Drain (Costs 2 Actions). One creature charmed&lt;br /&gt;
by the aboleth takes 10 (3d6) psychic damage, and&lt;br /&gt;
the aboleth regains hit points equal to the damage&lt;br /&gt;
the creature takes.&lt;br /&gt;
Angels&lt;br /&gt;
Deva&lt;br /&gt;
Medium celestial, lawful good&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 136 (16d8 + 64)&lt;br /&gt;
Speed 30 ft., fly 90 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)&lt;br /&gt;
Saving Throws Wis +9, Cha +9&lt;br /&gt;
Skills Insight +9, Perception +9&lt;br /&gt;
Damage Resistances radiant; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 19&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 262&lt;br /&gt;
Languages all, telepathy 120 ft.&lt;br /&gt;
Challenge 10 (5,900 XP)&lt;br /&gt;
Angelic Weapons. The deva’s weapon attacks are&lt;br /&gt;
magical. When the deva hits with any weapon, the&lt;br /&gt;
weapon deals an extra 4d8 radiant damage (included in&lt;br /&gt;
the attack).&lt;br /&gt;
Innate Spellcasting. The deva’s spellcasting ability is&lt;br /&gt;
Charisma (spell save DC 17). The deva can innately cast&lt;br /&gt;
the following spells, requiring only verbal components:&lt;br /&gt;
At will: detect evil and good&lt;br /&gt;
1/day each: commune, raise dead&lt;br /&gt;
Magic Resistance. The deva has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The deva makes two melee attacks.&lt;br /&gt;
Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18&lt;br /&gt;
(4d8) radiant damage.&lt;br /&gt;
Healing Touch (3/Day). The deva touches another&lt;br /&gt;
creature. The target magically regains 20 (4d8 + 2) hit&lt;br /&gt;
points and is freed from any curse, disease, poison,&lt;br /&gt;
blindness, or deafness.&lt;br /&gt;
Change Shape. The deva magically polymorphs into a&lt;br /&gt;
humanoid or beast that has a challenge rating equal to&lt;br /&gt;
or less than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the deva’s choice).&lt;br /&gt;
In a new form, the deva retains its game statistics&lt;br /&gt;
and ability to speak, but its AC, movement modes,&lt;br /&gt;
Strength, Dexterity, and special senses are replaced by&lt;br /&gt;
those of the new form, and it gains any statistics and&lt;br /&gt;
capabilities (except class features, legendary actions,&lt;br /&gt;
and lair actions) that the new form has but that it lacks.&lt;br /&gt;
Planetar&lt;br /&gt;
Large celestial, lawful good&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 200 (16d10 + 112)&lt;br /&gt;
Speed 40 ft., fly 120 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)&lt;br /&gt;
Saving Throws Con +12, Wis +11, Cha +12&lt;br /&gt;
Skills Perception +11&lt;br /&gt;
Damage Resistances radiant; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened&lt;br /&gt;
Senses truesight 120 ft., passive Perception 21&lt;br /&gt;
Languages all, telepathy 120 ft.&lt;br /&gt;
Challenge 16 (15,000 XP)&lt;br /&gt;
Angelic Weapons. The planetar’s weapon attacks are&lt;br /&gt;
magical. When the planetar hits with any weapon, the&lt;br /&gt;
weapon deals an extra 5d8 radiant damage (included in&lt;br /&gt;
the attack).&lt;br /&gt;
Divine Awareness. The planetar knows if it hears a lie.&lt;br /&gt;
Innate Spellcasting. The planetar’s spellcasting ability&lt;br /&gt;
is Charisma (spell save DC 20). The planetar can&lt;br /&gt;
innately cast the following spells, requiring no material&lt;br /&gt;
components:&lt;br /&gt;
At will: detect evil and good, invisibility (self only)&lt;br /&gt;
3/day each: blade barrier, dispel evil and good, flame&lt;br /&gt;
strike, raise dead&lt;br /&gt;
1/day each: commune, control weather, insect plague&lt;br /&gt;
Magic Resistance. The planetar has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The planetar makes two melee attacks.&lt;br /&gt;
Greatsword. Melee Weapon Attack: +12 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 21 (4d6 + 7) slashing damage plus&lt;br /&gt;
22 (5d8) radiant damage.&lt;br /&gt;
Healing Touch (4/Day). The planetar touches another&lt;br /&gt;
creature. The target magically regains 30 (6d8 + 3) hit&lt;br /&gt;
points and is freed from any curse, disease, poison,&lt;br /&gt;
blindness, or deafness.&lt;br /&gt;
Solar&lt;br /&gt;
Large celestial, lawful good&lt;br /&gt;
Armor Class 21 (natural armor)&lt;br /&gt;
Hit Points 243 (18d10 + 144)&lt;br /&gt;
Speed 50 ft., fly 150 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 263&lt;br /&gt;
Saving Throws Int +14, Wis +14, Cha +17&lt;br /&gt;
Skills Perception +14&lt;br /&gt;
Damage Resistances radiant; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities necrotic, poison&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
poisoned&lt;br /&gt;
Senses truesight 120 ft., passive Perception 24&lt;br /&gt;
Languages all, telepathy 120 ft.&lt;br /&gt;
Challenge 21 (33,000 XP)&lt;br /&gt;
Angelic Weapons. The solar’s weapon attacks are&lt;br /&gt;
magical. When the solar hits with any weapon, the&lt;br /&gt;
weapon deals an extra 6d8 radiant damage (included in&lt;br /&gt;
the attack).&lt;br /&gt;
Divine Awareness. The solar knows if it hears a lie.&lt;br /&gt;
Innate Spellcasting. The solar’s spellcasting ability is&lt;br /&gt;
Charisma (spell save DC 25). It can innately cast the&lt;br /&gt;
following spells, requiring no material components:&lt;br /&gt;
At will: detect evil and good, invisibility (self only)&lt;br /&gt;
3/day each: blade barrier, dispel evil and good,&lt;br /&gt;
resurrection&lt;br /&gt;
1/day each: commune, control weather&lt;br /&gt;
Magic Resistance. The solar has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The solar makes two greatsword attacks.&lt;br /&gt;
Greatsword. Melee Weapon Attack: +15 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 22 (4d6 + 8) slashing damage plus&lt;br /&gt;
27 (6d8) radiant damage.&lt;br /&gt;
Slaying Longbow. Ranged Weapon Attack: +13 to hit,&lt;br /&gt;
range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing&lt;br /&gt;
damage plus 27 (6d8) radiant damage. If the target is a&lt;br /&gt;
creature that has 100 hit points or fewer, it must&lt;br /&gt;
succeed on a DC 15 Constitution saving throw or die.&lt;br /&gt;
Flying Sword. The solar releases its greatsword to&lt;br /&gt;
hover magically in an unoccupied space within 5 feet of&lt;br /&gt;
it. If the solar can see the sword, the solar can mentally&lt;br /&gt;
command it as a bonus action to fly up to 50 feet and&lt;br /&gt;
either make one attack against a target or return to the&lt;br /&gt;
solar’s hands. If the hovering sword is targeted by any&lt;br /&gt;
effect, the solar is considered to be holding it. The&lt;br /&gt;
hovering sword falls if the solar dies.&lt;br /&gt;
Healing Touch (4/Day). The solar touches another&lt;br /&gt;
creature. The target magically regains 40 (8d8 + 4) hit&lt;br /&gt;
points and is freed from any curse, disease, poison,&lt;br /&gt;
blindness, or deafness.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The solar can take 3 legendary actions, choosing from&lt;br /&gt;
the options below. Only one legendary action option&lt;br /&gt;
can be used at a time and only at the end of another&lt;br /&gt;
creature’s turn. The solar regains spent legendary&lt;br /&gt;
actions at the start of its turn.&lt;br /&gt;
Teleport. The solar magically teleports, along with any&lt;br /&gt;
equipment it is wearing or carrying, up to 120 feet to&lt;br /&gt;
an unoccupied space it can see.&lt;br /&gt;
Searing Burst (Costs 2 Actions). The solar emits&lt;br /&gt;
magical, divine energy. Each creature of its choice in&lt;br /&gt;
a 10-­‐foot radius must make a DC 23 Dexterity saving&lt;br /&gt;
throw, taking 14 (4d6) fire damage plus 14 (4d6)&lt;br /&gt;
radiant damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Blinding Gaze (Costs 3 Actions). The solar targets one&lt;br /&gt;
creature it can see within 30 feet of it. If the target&lt;br /&gt;
can see it, the target must succeed on a DC 15&lt;br /&gt;
Constitution saving throw or be blinded until magic&lt;br /&gt;
such as the lesser restoration spell removes the&lt;br /&gt;
blindness.&lt;br /&gt;
Animated Objects&lt;br /&gt;
Animated Armor&lt;br /&gt;
Medium construct, unaligned&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 33 (6d8 + 6)&lt;br /&gt;
Speed 25 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)&lt;br /&gt;
Damage Immunities poison, psychic&lt;br /&gt;
Condition Immunities blinded, charmed, deafened,&lt;br /&gt;
exhaustion, frightened, paralyzed, petrified,&lt;br /&gt;
poisoned&lt;br /&gt;
Senses blindsight 60 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 6&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Antimagic Susceptibility. The armor is incapacitated&lt;br /&gt;
while in the area of an antimagic field. If targeted by&lt;br /&gt;
dispel magic, the armor must succeed on a&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 264&lt;br /&gt;
Constitution saving throw against the caster’s spell&lt;br /&gt;
save DC or fall unconscious for 1 minute.&lt;br /&gt;
False Appearance. While the armor remains&lt;br /&gt;
motionless, it is indistinguishable from a normal suit of&lt;br /&gt;
armor.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The armor makes two melee attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) bludgeoning damage.&lt;br /&gt;
Flying Sword&lt;br /&gt;
Small construct, unaligned&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 17 (5d6)&lt;br /&gt;
Speed 0 ft., fly 50 ft. (hover)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 15 (+2) 11 (+0) 1 (−5) 5 (−3) 1 (−5)&lt;br /&gt;
Saving Throws Dex +4&lt;br /&gt;
Damage Immunities poison, psychic&lt;br /&gt;
Condition Immunities blinded, charmed, deafened,&lt;br /&gt;
frightened, paralyzed, petrified, poisoned&lt;br /&gt;
Senses blindsight 60 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 7&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Antimagic Susceptibility. The sword is incapacitated&lt;br /&gt;
while in the area of an antimagic field. If targeted by&lt;br /&gt;
dispel magic, the sword must succeed on a&lt;br /&gt;
Constitution saving throw against the caster’s spell&lt;br /&gt;
save DC or fall unconscious for 1 minute.&lt;br /&gt;
False Appearance. While the sword remains&lt;br /&gt;
motionless and isn’t flying, it is indistinguishable from a&lt;br /&gt;
normal sword.&lt;br /&gt;
Actions&lt;br /&gt;
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 5 (1d8 + 1) slashing damage.&lt;br /&gt;
Rug of Smothering&lt;br /&gt;
Large construct, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 33 (6d10)&lt;br /&gt;
Speed 10 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 14 (+2) 10 (+0) 1 (−5) 3 (−4) 1 (−5)&lt;br /&gt;
Damage Immunities poison, psychic&lt;br /&gt;
Condition Immunities blinded, charmed, deafened,&lt;br /&gt;
frightened, paralyzed, petrified, poisoned&lt;br /&gt;
Senses blindsight 60 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 6&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Antimagic Susceptibility. The rug is incapacitated while&lt;br /&gt;
in the area of an antimagic field. If targeted by dispel&lt;br /&gt;
magic, the rug must succeed on a Constitution saving&lt;br /&gt;
throw against the caster’s spell save DC or fall&lt;br /&gt;
unconscious for 1 minute.&lt;br /&gt;
Damage Transfer. While it is grappling a creature, the&lt;br /&gt;
rug takes only half the damage dealt to it, and the&lt;br /&gt;
creature grappled by the rug takes the other half.&lt;br /&gt;
False Appearance. While the rug remains motionless, it&lt;br /&gt;
is indistinguishable from a normal rug.&lt;br /&gt;
Actions&lt;br /&gt;
Smother. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one Medium or smaller creature. Hit: The creature is&lt;br /&gt;
grappled (escape DC 13). Until this grapple ends, the&lt;br /&gt;
target is restrained, blinded, and at risk of suffocating,&lt;br /&gt;
and the rug can’t smother another target. In addition,&lt;br /&gt;
at the start of each of the target’s turns, the target&lt;br /&gt;
takes 10 (2d6 + 3) bludgeoning damage.&lt;br /&gt;
Ankheg&lt;br /&gt;
Large monstrosity, unaligned&lt;br /&gt;
Armor Class 14 (natural armor), 11 while prone&lt;br /&gt;
Hit Points 39 (6d10 + 6)&lt;br /&gt;
Speed 30 ft., burrow 10 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 11 (+0) 13 (+1) 1 (−5) 13 (+1) 6 (−2)&lt;br /&gt;
Senses darkvision 60 ft., tremorsense 60 ft., passive&lt;br /&gt;
Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 265&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6)&lt;br /&gt;
acid damage. If the target is a Large or smaller creature,&lt;br /&gt;
it is grappled (escape DC 13). Until this grapple ends,&lt;br /&gt;
the ankheg can bite only the grappled creature and has&lt;br /&gt;
advantage on attack rolls to do so.&lt;br /&gt;
Acid Spray (Recharge 6). The ankheg spits acid in a line&lt;br /&gt;
that is 30 feet long and 5 feet wide, provided that it has&lt;br /&gt;
no creature grappled. Each creature in that line must&lt;br /&gt;
make a DC 13 Dexterity saving throw, taking 10 (3d6)&lt;br /&gt;
acid damage on a failed save, or half as much damage&lt;br /&gt;
on a successful one.&lt;br /&gt;
Azer&lt;br /&gt;
Medium elemental, lawful neutral&lt;br /&gt;
Armor Class 17 (natural armor, shield)&lt;br /&gt;
Hit Points 39 (6d8 + 12)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)&lt;br /&gt;
Saving Throws Con +4&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages Ignan&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Heated Body. A creature that touches the azer or hits it&lt;br /&gt;
with a melee attack while within 5 feet of it takes 5&lt;br /&gt;
(1d10) fire damage.&lt;br /&gt;
Heated Weapons. When the azer hits with a metal&lt;br /&gt;
melee weapon, it deals an extra 3 (1d6) fire damage&lt;br /&gt;
(included in the attack).&lt;br /&gt;
Illumination. The azer sheds bright light in a 10-­‐foot&lt;br /&gt;
radius and dim light for an additional 10 feet.&lt;br /&gt;
Actions&lt;br /&gt;
Warhammer. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or&lt;br /&gt;
8 (1d10 + 3) bludgeoning damage if used with two&lt;br /&gt;
hands to make a melee attack, plus 3 (1d6) fire damage.&lt;br /&gt;
Monsters (B)&lt;br /&gt;
Basilisk&lt;br /&gt;
Medium monstrosity, unaligned&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 52 (8d8 + 16)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 8 (−1) 15 (+2) 2 (−4) 8 (−1) 7 (−2)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Petrifying Gaze. If a creature starts its turn within 30&lt;br /&gt;
feet of the basilisk and the two of them can see each&lt;br /&gt;
other, the basilisk can force the creature to make a DC&lt;br /&gt;
12 Constitution saving throw if the basilisk isn’t&lt;br /&gt;
incapacitated. On a failed save, the creature magically&lt;br /&gt;
begins to turn to stone and is restrained. It must repeat&lt;br /&gt;
the saving throw at the end of its next turn. On a&lt;br /&gt;
success, the effect ends. On a failure, the creature is&lt;br /&gt;
petrified until freed by the greater restoration spell or&lt;br /&gt;
other magic.&lt;br /&gt;
A creature that isn’t surprised can avert its eyes to&lt;br /&gt;
avoid the saving throw at the start of its turn. If it does&lt;br /&gt;
so, it can’t see the basilisk until the start of its next turn,&lt;br /&gt;
when it can avert its eyes again. If it looks at the&lt;br /&gt;
basilisk in the meantime, it must immediately make the&lt;br /&gt;
save.&lt;br /&gt;
If the basilisk sees its reflection within 30 feet of it in&lt;br /&gt;
bright light, it mistakes itself for a rival and targets&lt;br /&gt;
itself with its gaze.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)&lt;br /&gt;
poison damage.&lt;br /&gt;
Behir&lt;br /&gt;
Huge monstrosity, neutral evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 168 (16d12 + 64)&lt;br /&gt;
Speed 50 ft., climb 40 ft.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 266&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 16 (+3) 18 (+4) 7 (−2) 14 (+2) 12 (+1)&lt;br /&gt;
Skills Perception +6, Stealth +7&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses darkvision 90 ft., passive Perception 16&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 11 (7,200 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The behir makes two attacks: one with its&lt;br /&gt;
bite and one to constrict.&lt;br /&gt;
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 22 (3d10 + 6) piercing damage.&lt;br /&gt;
Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one Large or smaller creature. Hit: 17 (2d10 + 6)&lt;br /&gt;
bludgeoning damage plus 17 (2d10 + 6) slashing&lt;br /&gt;
damage. The target is grappled (escape DC 16) if the&lt;br /&gt;
behir isn’t already constricting a creature, and the&lt;br /&gt;
target is restrained until this grapple ends.&lt;br /&gt;
Lightning Breath (Recharge 5–6). The behir exhales a&lt;br /&gt;
line of lightning that is 20 feet long and 5 feet wide.&lt;br /&gt;
Each creature in that line must make a DC 16 Dexterity&lt;br /&gt;
saving throw, taking 66 (12d10) lightning damage on a&lt;br /&gt;
failed save, or half as much damage on a successful one.&lt;br /&gt;
Swallow. The behir makes one bite attack against a&lt;br /&gt;
Medium or smaller target it is grappling. If the attack&lt;br /&gt;
hits, the target is also swallowed, and the grapple ends.&lt;br /&gt;
While swallowed, the target is blinded and restrained,&lt;br /&gt;
it has total cover against attacks and other effects&lt;br /&gt;
outside the behir, and it takes 21 (6d6) acid damage at&lt;br /&gt;
the start of each of the behir’s turns. A behir can have&lt;br /&gt;
only one creature swallowed at a time.&lt;br /&gt;
If the behir takes 30 damage or more on a single turn&lt;br /&gt;
from the swallowed creature, the behir must succeed&lt;br /&gt;
on a DC 14 Constitution saving throw at the end of that&lt;br /&gt;
turn or regurgitate the creature, which falls prone in a&lt;br /&gt;
space within 10 feet of the behir. If the behir dies, a&lt;br /&gt;
swallowed creature is no longer restrained by it and can&lt;br /&gt;
escape from the corpse by using 15 feet of movement,&lt;br /&gt;
exiting prone.&lt;br /&gt;
Bugbear&lt;br /&gt;
Medium humanoid (goblinoid), chaotic evil&lt;br /&gt;
Armor Class 16 (hide armor, shield)&lt;br /&gt;
Hit Points 27 (5d8 + 5)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1)&lt;br /&gt;
Skills Stealth +6, Survival +2&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Common, Goblin&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Brute. A melee weapon deals one extra die of its damage&lt;br /&gt;
when the bugbear hits with it (included in the attack).&lt;br /&gt;
Surprise Attack. If the bugbear surprises a creature and&lt;br /&gt;
hits it with an attack during the first round of combat,&lt;br /&gt;
the target takes an extra 7 (2d6) damage from the&lt;br /&gt;
attack.&lt;br /&gt;
Actions&lt;br /&gt;
Morningstar. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 11 (2d8 + 2) piercing damage.&lt;br /&gt;
Javelin. Melee or Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 +&lt;br /&gt;
2) piercing damage in melee or 5 (1d6 + 2) piercing&lt;br /&gt;
damage at range.&lt;br /&gt;
Bulette&lt;br /&gt;
Large monstrosity, unaligned&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 94 (9d10 + 45)&lt;br /&gt;
Speed 40 ft., burrow 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 11 (+0) 21 (+5) 2 (−4) 10 (+0) 5 (−3)&lt;br /&gt;
Skills Perception +6&lt;br /&gt;
Senses darkvision 60 ft., tremorsense 60 ft., passive&lt;br /&gt;
Perception 16&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Standing Leap. The bulette’s long jump is up to 30 feet&lt;br /&gt;
and its high jump is up to 15 feet, with or without a&lt;br /&gt;
running start.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 30 (4d12 + 4) piercing damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 267&lt;br /&gt;
Deadly Leap. If the bulette jumps at least 15 feet as&lt;br /&gt;
part of its movement, it can then use this action to land&lt;br /&gt;
on its feet in a space that contains one or more other&lt;br /&gt;
creatures. Each of those creatures must succeed on a&lt;br /&gt;
DC 16 Strength or Dexterity saving throw (target’s&lt;br /&gt;
choice) or be knocked prone and take 14 (3d6 + 4)&lt;br /&gt;
bludgeoning damage plus 14 (3d6 + 4) slashing&lt;br /&gt;
damage. On a successful save, the creature takes only&lt;br /&gt;
half the damage, isn’t knocked prone, and is pushed 5&lt;br /&gt;
feet out of the bulette’s space into an unoccupied&lt;br /&gt;
space of the creature’s choice. If no unoccupied space&lt;br /&gt;
is within range, the creature instead falls prone in the&lt;br /&gt;
bulette’s space.&lt;br /&gt;
Monsters (C)&lt;br /&gt;
Centaur&lt;br /&gt;
Large monstrosity, neutral good&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 45 (6d10 + 12)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 14 (+2) 14 (+2) 9 (−1) 13 (+1) 11 (+0)&lt;br /&gt;
Skills Athletics +6, Perception +3, Survival +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages Elvish, Sylvan&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Charge. If the centaur moves at least 30 feet straight&lt;br /&gt;
toward a target and then hits it with a pike attack on&lt;br /&gt;
the same turn, the target takes an extra 10 (3d6)&lt;br /&gt;
piercing damage.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The centaur makes two attacks: one with&lt;br /&gt;
its pike and one with its hooves or two with its&lt;br /&gt;
longbow.&lt;br /&gt;
Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 9 (1d10 + 4) piercing damage.&lt;br /&gt;
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 11 (2d6 + 4) bludgeoning damage.&lt;br /&gt;
Longbow. Ranged Weapon Attack: +4 to hit, range&lt;br /&gt;
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Chimera&lt;br /&gt;
Large monstrosity, chaotic evil&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 114 (12d10 + 48)&lt;br /&gt;
Speed 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 11 (+0) 19 (+4) 3 (−4) 14 (+2) 10 (+0)&lt;br /&gt;
Skills Perception +8&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 18&lt;br /&gt;
Languages understands Draconic but can’t speak&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The chimera makes three attacks: one&lt;br /&gt;
with its bite, one with its horns, and one with its claws.&lt;br /&gt;
When its fire breath is available, it can use the breath&lt;br /&gt;
in place of its bite or horns.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) piercing damage.&lt;br /&gt;
Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (1d12 + 4) bludgeoning damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Fire Breath (Recharge 5–6). The dragon head exhales&lt;br /&gt;
fire in a 15-­‐foot cone. Each creature in that area must&lt;br /&gt;
make a DC 15 Dexterity saving throw, taking 31 (7d8)&lt;br /&gt;
fire damage on a failed save, or half as much damage&lt;br /&gt;
on a successful one.&lt;br /&gt;
Chuul&lt;br /&gt;
Large aberration, chaotic evil&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 93 (11d10 + 33)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 10 (+0) 16 (+3) 5 (−3) 11 (+0) 5 (−3)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages understands Deep Speech but can’t speak&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 268&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Amphibious. The chuul can breathe air and water.&lt;br /&gt;
Sense Magic. The chuul senses magic within 120 feet&lt;br /&gt;
of it at will. This trait otherwise works like the detect&lt;br /&gt;
magic spell but isn’t itself magical.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The chuul makes two pincer attacks. If the&lt;br /&gt;
chuul is grappling a creature, the chuul can also use its&lt;br /&gt;
tentacles once.&lt;br /&gt;
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 11 (2d6 + 4) bludgeoning damage. The&lt;br /&gt;
target is grappled (escape DC 14) if it is a Large or&lt;br /&gt;
smaller creature and the chuul doesn’t have two other&lt;br /&gt;
creatures grappled.&lt;br /&gt;
Tentacles. One creature grappled by the chuul must&lt;br /&gt;
succeed on a DC 13 Constitution saving throw or be&lt;br /&gt;
poisoned for 1 minute. Until this poison ends, the&lt;br /&gt;
target is paralyzed. The target can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the effect&lt;br /&gt;
on itself on a success.&lt;br /&gt;
Cloaker&lt;br /&gt;
Large aberration, chaotic neutral&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 78 (12d10 + 12)&lt;br /&gt;
Speed 10 ft., fly 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)&lt;br /&gt;
Skills Stealth +5&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 11&lt;br /&gt;
Languages Deep Speech, Undercommon&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Damage Transfer. While attached to a creature, the&lt;br /&gt;
cloaker takes only half the damage dealt to it (rounded&lt;br /&gt;
down), and that creature takes the other half.&lt;br /&gt;
False Appearance. While the cloaker remains&lt;br /&gt;
motionless without its underside exposed, it is&lt;br /&gt;
indistinguishable from a dark leather cloak.&lt;br /&gt;
Light Sensitivity. While in bright light, the cloaker has&lt;br /&gt;
disadvantage on attack rolls and Wisdom (Perception)&lt;br /&gt;
checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The cloaker makes two attacks: one with&lt;br /&gt;
its bite and one with its tail.&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 10 (2d6 + 3) piercing damage, and if the&lt;br /&gt;
target is Large or smaller, the cloaker attaches to it. If&lt;br /&gt;
the cloaker has advantage against the target, the&lt;br /&gt;
cloaker attaches to the target’s head, and the target is&lt;br /&gt;
blinded and unable to breathe while the cloaker is&lt;br /&gt;
attached. While attached, the cloaker can make this&lt;br /&gt;
attack only against the target and has advantage on the&lt;br /&gt;
attack roll. The cloaker can detach itself by spending 5&lt;br /&gt;
feet of its movement. A creature, including the target,&lt;br /&gt;
can take its action to detach the cloaker by succeeding&lt;br /&gt;
on a DC 16 Strength check.&lt;br /&gt;
Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one&lt;br /&gt;
creature. Hit: 7 (1d8 + 3) slashing damage.&lt;br /&gt;
Moan. Each creature within 60 feet of the cloaker that&lt;br /&gt;
can hear its moan and that isn’t an aberration must&lt;br /&gt;
succeed on a DC 13 Wisdom saving throw or become&lt;br /&gt;
frightened until the end of the cloaker’s next turn. If a&lt;br /&gt;
creature’s saving throw is successful, the creature is&lt;br /&gt;
immune to the cloaker’s moan for the next 24 hours&lt;br /&gt;
Phantasms (Recharges after a Short or Long Rest). The&lt;br /&gt;
cloaker magically creates three illusory duplicates of&lt;br /&gt;
itself if it isn’t in bright light. The duplicates move with&lt;br /&gt;
it and mimic its actions, shifting position so as to make&lt;br /&gt;
it impossible to track which cloaker is the real one. If&lt;br /&gt;
the cloaker is ever in an area of bright light, the&lt;br /&gt;
duplicates disappear.&lt;br /&gt;
Whenever any creature targets the cloaker with an&lt;br /&gt;
attack or a harmful spell while a duplicate remains,&lt;br /&gt;
that creature rolls randomly to determine whether it&lt;br /&gt;
targets the cloaker or one of the duplicates. A creature&lt;br /&gt;
is unaffected by this magical effect if it can’t see or if it&lt;br /&gt;
relies on senses other than sight.&lt;br /&gt;
A duplicate has the cloaker’s AC and uses its saving&lt;br /&gt;
throws. If an attack hits a duplicate, or if a duplicate&lt;br /&gt;
fails a saving throw against an effect that deals damage,&lt;br /&gt;
the duplicate disappears.&lt;br /&gt;
Cockatrice&lt;br /&gt;
Small monstrosity, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 27 (6d6 + 6)&lt;br /&gt;
Speed 20 ft., fly 40 ft.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 269&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
6 (−2) 12 (+1) 12 (+1) 2 (−4) 13 (+1) 5 (−3)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 3 (1d4 + 1) piercing damage, and the&lt;br /&gt;
target must succeed on a DC 11 Constitution saving&lt;br /&gt;
throw against being magically petrified. On a failed&lt;br /&gt;
save, the creature begins to turn to stone and is&lt;br /&gt;
restrained. It must repeat the saving throw at the end&lt;br /&gt;
of its next turn. On a success, the effect ends. On a&lt;br /&gt;
failure, the creature is petrified for 24 hours.&lt;br /&gt;
Couatl&lt;br /&gt;
Medium celestial, lawful good&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 97 (13d8 + 39)&lt;br /&gt;
Speed 30 ft., fly 90 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)&lt;br /&gt;
Saving Throws Con +5, Wis +7, Cha +6&lt;br /&gt;
Damage Resistances radiant&lt;br /&gt;
Damage Immunities psychic; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Senses truesight 120 ft., passive Perception 15&lt;br /&gt;
Languages all, telepathy 120 ft.&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Innate Spellcasting. The couatl’s spellcasting ability is&lt;br /&gt;
Charisma (spell save DC 14). It can innately cast the&lt;br /&gt;
following spells, requiring only verbal components:&lt;br /&gt;
At will: detect evil and good, detect magic, detect&lt;br /&gt;
thoughts&lt;br /&gt;
3/day each: bless, create food and water, cure wounds,&lt;br /&gt;
lesser restoration, protection from poison, sanctuary,&lt;br /&gt;
shield&lt;br /&gt;
1/day each: dream, greater restoration, scrying&lt;br /&gt;
Magic Weapons. The couatl’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Shielded Mind. The couatl is immune to scrying and to&lt;br /&gt;
any effect that would sense its emotions, read its&lt;br /&gt;
thoughts, or detect its location.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 8 (1d6 + 5) piercing damage, and the&lt;br /&gt;
target must succeed on a DC 13 Constitution saving&lt;br /&gt;
throw or be poisoned for 24 hours. Until this poison&lt;br /&gt;
ends, the target is unconscious. Another creature can&lt;br /&gt;
use an action to shake the target awake.&lt;br /&gt;
Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft.,&lt;br /&gt;
one Medium or smaller creature. Hit: 10 (2d6 + 3)&lt;br /&gt;
bludgeoning damage, and the target is grappled&lt;br /&gt;
(escape DC 15). Until this grapple ends, the target is&lt;br /&gt;
restrained, and the couatl can’t constrict another&lt;br /&gt;
target.&lt;br /&gt;
Change Shape. The couatl magically polymorphs into a&lt;br /&gt;
humanoid or beast that has a challenge rating equal to&lt;br /&gt;
or less than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the couatl’s choice).&lt;br /&gt;
In a new form, the couatl retains its game statistics&lt;br /&gt;
and ability to speak, but its AC, movement modes,&lt;br /&gt;
Strength, Dexterity, and other actions are replaced by&lt;br /&gt;
those of the new form, and it gains any statistics and&lt;br /&gt;
capabilities (except class features, legendary actions,&lt;br /&gt;
and lair actions) that the new form has but that it lacks.&lt;br /&gt;
If the new form has a bite attack, the couatl can use its&lt;br /&gt;
bite in that form.&lt;br /&gt;
Monsters (D)&lt;br /&gt;
Darkmantle&lt;br /&gt;
Small monstrosity, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 22 (5d6 + 5)&lt;br /&gt;
Speed 10 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3)&lt;br /&gt;
Skills Stealth +3&lt;br /&gt;
Senses blindsight 60 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 270&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Echolocation. The darkmantle can’t use its blindsight&lt;br /&gt;
while deafened.&lt;br /&gt;
False Appearance. While the darkmantle remains&lt;br /&gt;
motionless, it is indistinguishable from a cave&lt;br /&gt;
formation such as a stalactite or stalagmite.&lt;br /&gt;
Actions&lt;br /&gt;
Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the&lt;br /&gt;
darkmantle attaches to the target. If the target is&lt;br /&gt;
Medium or smaller and the darkmantle has advantage&lt;br /&gt;
on the attack roll, it attaches by engulfing the target’s&lt;br /&gt;
head, and the target is also blinded and unable to&lt;br /&gt;
breathe while the darkmantle is attached in this way.&lt;br /&gt;
While attached to the target, the darkmantle can&lt;br /&gt;
attack no other creature except the target but has&lt;br /&gt;
advantage on its attack rolls. The darkmantle’s speed&lt;br /&gt;
also becomes 0, it can’t benefit from any bonus to its&lt;br /&gt;
speed, and it moves with the target.&lt;br /&gt;
A creature can detach the darkmantle by making a&lt;br /&gt;
successful DC 13 Strength check as an action. On its&lt;br /&gt;
turn, the darkmantle can detach itself from the target&lt;br /&gt;
by using 5 feet of movement.&lt;br /&gt;
Darkness Aura (1/Day). A 15-­‐foot radius of magical&lt;br /&gt;
darkness extends out from the darkmantle, moves with&lt;br /&gt;
it, and spreads around corners. The darkness lasts as&lt;br /&gt;
long as the darkmantle maintains concentration, up to&lt;br /&gt;
10 minutes (as if concentrating on a spell). Darkvision&lt;br /&gt;
can’t penetrate this darkness, and no natural light can&lt;br /&gt;
illuminate it. If any of the darkness overlaps with an&lt;br /&gt;
area of light created by a spell of 2nd level or lower,&lt;br /&gt;
the spell creating the light is dispelled.&lt;br /&gt;
Demons&lt;br /&gt;
Balor&lt;br /&gt;
Huge fiend (demon), chaotic evil&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 262 (21d12 + 126)&lt;br /&gt;
Speed 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)&lt;br /&gt;
Saving Throws Str +14, Con +12, Wis +9, Cha +12&lt;br /&gt;
Damage Resistances cold, lightning; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses truesight 120 ft., passive Perception 13&lt;br /&gt;
Languages Abyssal, telepathy 120 ft.&lt;br /&gt;
Challenge 19 (22,000 XP)&lt;br /&gt;
Death Throes. When the balor dies, it explodes, and&lt;br /&gt;
each creature within 30 feet of it must make a DC 20&lt;br /&gt;
Dexterity saving throw, taking 70 (20d6) fire damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one. The explosion ignites flammable&lt;br /&gt;
objects in that area that aren’t being worn or carried,&lt;br /&gt;
and it destroys the balor’s weapons.&lt;br /&gt;
Fire Aura. At the start of each of the balor’s turns, each&lt;br /&gt;
creature within 5 feet of it takes 10 (3d6) fire damage,&lt;br /&gt;
and flammable objects in the aura that aren’t being&lt;br /&gt;
worn or carried ignite. A creature that touches the&lt;br /&gt;
balor or hits it with a melee attack while within 5 feet&lt;br /&gt;
of it takes 10 (3d6) fire damage.&lt;br /&gt;
Magic Resistance. The balor has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Magic Weapons. The balor’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The balor makes two attacks: one with its&lt;br /&gt;
longsword and one with its whip.&lt;br /&gt;
Longsword. Melee Weapon Attack: +14 to hit, reach 10&lt;br /&gt;
ft., one target. Hit: 21 (3d8 + 8) slashing damage plus&lt;br /&gt;
13 (3d8) lightning damage. If the balor scores a critical&lt;br /&gt;
hit, it rolls damage dice three times, instead of twice.&lt;br /&gt;
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) slashing damage plus 10&lt;br /&gt;
(3d6) fire damage, and the target must succeed on a&lt;br /&gt;
DC 20 Strength saving throw or be pulled up to 25 feet&lt;br /&gt;
toward the balor.&lt;br /&gt;
Teleport. The balor magically teleports, along with any&lt;br /&gt;
equipment it is wearing or carrying, up to 120 feet to&lt;br /&gt;
an unoccupied space it can see.&lt;br /&gt;
Dretch&lt;br /&gt;
Small fiend (demon), chaotic evil&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 18 (4d6 + 4)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 271&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 11 (+0) 12 (+1) 5 (−3) 8 (−1) 3 (−4)&lt;br /&gt;
Damage Resistances cold, fire, lightning&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 9&lt;br /&gt;
Languages Abyssal, telepathy 60 ft. (works only with&lt;br /&gt;
creatures that understand Abyssal)&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dretch makes two attacks: one with&lt;br /&gt;
its bite and one with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 3 (1d6) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (2d4) slashing damage.&lt;br /&gt;
Fetid Cloud (1/Day). A 10-­‐foot radius of disgusting&lt;br /&gt;
green gas extends out from the dretch. The gas spreads&lt;br /&gt;
around corners, and its area is lightly obscured. It lasts&lt;br /&gt;
for 1 minute or until a strong wind disperses it. Any&lt;br /&gt;
creature that starts its turn in that area must succeed&lt;br /&gt;
on a DC 11 Constitution saving throw or be poisoned&lt;br /&gt;
until the start of its next turn. While poisoned in this&lt;br /&gt;
way, the target can take either an action or a bonus&lt;br /&gt;
action on its turn, not both, and can’t take reactions.&lt;br /&gt;
Glabrezu&lt;br /&gt;
Large fiend (demon), chaotic evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 157 (15d10 + 75)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)&lt;br /&gt;
Saving Throws Str +9, Con +9, Wis +7, Cha +7&lt;br /&gt;
Damage Resistances cold, fire, lightning; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses truesight 120 ft., passive Perception 13&lt;br /&gt;
Languages Abyssal, telepathy 120 ft.&lt;br /&gt;
Challenge 9 (5,000 XP)&lt;br /&gt;
Innate Spellcasting. The glabrezu’s spellcasting ability&lt;br /&gt;
is Intelligence (spell save DC 16). The glabrezu can&lt;br /&gt;
innately cast the following spells, requiring no material&lt;br /&gt;
components:&lt;br /&gt;
At will: darkness, detect magic, dispel magic&lt;br /&gt;
1/day each: confusion, fly, power word stun&lt;br /&gt;
Magic Resistance. The glabrezu has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The glabrezu makes four attacks: two with&lt;br /&gt;
its pincers and two with its fists. Alternatively, it makes&lt;br /&gt;
two attacks with its pincers and casts one spell.&lt;br /&gt;
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 16 (2d10 + 5) bludgeoning damage. If&lt;br /&gt;
the target is a Medium or smaller creature, it is&lt;br /&gt;
grappled (escape DC 15). The glabrezu has two pincers,&lt;br /&gt;
each of which can grapple only one target.&lt;br /&gt;
Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (2d4 + 2) bludgeoning damage.&lt;br /&gt;
Hezrou&lt;br /&gt;
Large fiend (demon), chaotic evil&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 136 (13d10 + 65)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 17 (+3) 20 (+5) 5 (−3) 12 (+1) 13 (+1)&lt;br /&gt;
Saving Throws Str +7, Con +8, Wis +4&lt;br /&gt;
Damage Resistances cold, fire, lightning; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 11&lt;br /&gt;
Languages Abyssal, telepathy 120 ft.&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Magic Resistance. The hezrou has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Stench. Any creature that starts its turn within 10 feet&lt;br /&gt;
of the hezrou must succeed on a DC 14 Constitution&lt;br /&gt;
saving throw or be poisoned until the start of its next&lt;br /&gt;
turn. On a successful saving throw, the creature is&lt;br /&gt;
immune to the hezrou’s stench for 24 hours.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 272&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The hezrou makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 15 (2d10 + 4) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Marilith&lt;br /&gt;
Large fiend (demon), chaotic evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 189 (18d10 + 90)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)&lt;br /&gt;
Saving Throws Str +9, Con +10, Wis +8, Cha +10&lt;br /&gt;
Damage Resistances cold, fire, lightning; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses truesight 120 ft., passive Perception 13&lt;br /&gt;
Languages Abyssal, telepathy 120 ft.&lt;br /&gt;
Challenge 16 (15,000 XP)&lt;br /&gt;
Magic Resistance. The marilith has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Magic Weapons. The marilith’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Reactive. The marilith can take one reaction on every&lt;br /&gt;
turn in a combat.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The marilith makes seven attacks: six with&lt;br /&gt;
its longswords and one with its tail.&lt;br /&gt;
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d8 + 4) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one&lt;br /&gt;
creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the&lt;br /&gt;
target is Medium or smaller, it is grappled (escape DC&lt;br /&gt;
19). Until this grapple ends, the target is restrained, the&lt;br /&gt;
marilith can automatically hit the target with its tail,&lt;br /&gt;
and the marilith can’t make tail attacks against other&lt;br /&gt;
targets.&lt;br /&gt;
Teleport. The marilith magically teleports, along with&lt;br /&gt;
any equipment it is wearing or carrying, up to 120 feet&lt;br /&gt;
to an unoccupied space it can see.&lt;br /&gt;
Reactions&lt;br /&gt;
Parry. The marilith adds 5 to its AC against one melee&lt;br /&gt;
attack that would hit it. To do so, the marilith must see&lt;br /&gt;
the attacker and be wielding a melee weapon.&lt;br /&gt;
Nalfeshnee&lt;br /&gt;
Large fiend (demon), chaotic evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 184 (16d10 + 96)&lt;br /&gt;
Speed 20 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)&lt;br /&gt;
Saving Throws Con +11, Int +9, Wis +6, Cha +7&lt;br /&gt;
Damage Resistances cold, fire, lightning; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses truesight 120 ft., passive Perception 11&lt;br /&gt;
Languages Abyssal, telepathy 120 ft.&lt;br /&gt;
Challenge 13 (10,000 XP)&lt;br /&gt;
Magic Resistance. The nalfeshnee has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The nalfeshnee uses Horror Nimbus if it&lt;br /&gt;
can. It then makes three attacks: one with its bite and&lt;br /&gt;
two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 32 (5d10 + 5) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 15 (3d6 + 5) slashing damage.&lt;br /&gt;
Horror Nimbus (Recharge 5–6). The nalfeshnee&lt;br /&gt;
magically emits scintillating, multicolored light. Each&lt;br /&gt;
creature within 15 feet of the nalfeshnee that can see&lt;br /&gt;
the light must succeed on a DC 15 Wisdom saving&lt;br /&gt;
throw or be frightened for 1 minute. A creature can&lt;br /&gt;
repeat the saving throw at the end of each of its turns,&lt;br /&gt;
ending the effect on itself on a success. If a creature’s&lt;br /&gt;
saving throw is successful or the effect ends for it, the&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 273&lt;br /&gt;
creature is immune to the nalfeshnee’s Horror Nimbus&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Teleport. The nalfeshnee magically teleports, along&lt;br /&gt;
with any equipment it is wearing or carrying, up to 120&lt;br /&gt;
feet to an unoccupied space it can see.&lt;br /&gt;
Quasit&lt;br /&gt;
Tiny fiend (demon, shapechanger), chaotic evil&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 7 (3d4)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0)&lt;br /&gt;
Skills Stealth +5&lt;br /&gt;
Damage Resistances cold, fire, lightning; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 10&lt;br /&gt;
Languages Abyssal, Common&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Shapechanger. The quasit can use its action to&lt;br /&gt;
polymorph into a beast form that resembles a bat&lt;br /&gt;
(speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.),&lt;br /&gt;
or a toad (40 ft., swim 40 ft.), or back into its true form.&lt;br /&gt;
Its statistics are the same in each form, except for the&lt;br /&gt;
speed changes noted. Any equipment it is wearing or&lt;br /&gt;
carrying isn’t transformed. It reverts to its true form if&lt;br /&gt;
it dies.&lt;br /&gt;
Magic Resistance. The quasit has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Claws (Bite in Beast Form). Melee Weapon Attack: +4&lt;br /&gt;
to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing&lt;br /&gt;
damage, and the target must succeed on a DC 10&lt;br /&gt;
Constitution saving throw or take 5 (2d4) poison&lt;br /&gt;
damage and become poisoned for 1 minute. The target&lt;br /&gt;
can repeat the saving throw at the end of each of its&lt;br /&gt;
turns, ending the effect on itself on a success.&lt;br /&gt;
Scare (1/Day). One creature of the quasit’s choice&lt;br /&gt;
within 20 feet of it must succeed on a DC 10 Wisdom&lt;br /&gt;
saving throw or be frightened for 1 minute. The target&lt;br /&gt;
can repeat the saving throw at the end of each of its&lt;br /&gt;
turns, with disadvantage if the quasit is within line of&lt;br /&gt;
sight, ending the effect on itself on a success.&lt;br /&gt;
Invisibility. The quasit magically turns invisible until it&lt;br /&gt;
attacks or uses Scare, or until its concentration ends (as&lt;br /&gt;
if concentrating on a spell). Any equipment the quasit&lt;br /&gt;
wears or carries is invisible with it.&lt;br /&gt;
Vrock&lt;br /&gt;
Large fiend (demon), chaotic evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 104 (11d10 + 44)&lt;br /&gt;
Speed 40 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 15 (+2) 18 (+4) 8 (−1) 13 (+1) 8 (−1)&lt;br /&gt;
Saving Throws Dex +5, Wis +4, Cha +2&lt;br /&gt;
Damage Resistances cold, fire, lightning; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 11&lt;br /&gt;
Languages Abyssal, telepathy 120 ft.&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Magic Resistance. The vrock has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The vrock makes two attacks: one with its&lt;br /&gt;
beak and one with its talons.&lt;br /&gt;
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) piercing damage.&lt;br /&gt;
Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 14 (2d10 + 3) slashing damage.&lt;br /&gt;
Spores (Recharge 6). A 15-­‐foot-­‐radius cloud of toxic&lt;br /&gt;
spores extends out from the vrock. The spores spread&lt;br /&gt;
around corners. Each creature in that area must&lt;br /&gt;
succeed on a DC 14 Constitution saving throw or&lt;br /&gt;
become poisoned. While poisoned in this way, a target&lt;br /&gt;
takes 5 (1d10) poison damage at the start of each of its&lt;br /&gt;
turns. A target can repeat the saving throw at the end&lt;br /&gt;
of each of its turns, ending the effect on itself on a&lt;br /&gt;
success. Emptying a vial of holy water on the target&lt;br /&gt;
also ends the effect on it.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 274&lt;br /&gt;
Stunning Screech (1/Day). The vrock emits a horrific&lt;br /&gt;
screech. Each creature within 20 feet of it that can hear&lt;br /&gt;
it and that isn’t a demon must succeed on a DC 14&lt;br /&gt;
Constitution saving throw or be stunned until the end&lt;br /&gt;
of the vrock’s next turn.&lt;br /&gt;
Devils&lt;br /&gt;
Barbed Devil&lt;br /&gt;
Medium fiend (devil), lawful evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 110 (13d8 + 52)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)&lt;br /&gt;
Saving Throws Str +6, Con +7, Wis +5, Cha +5&lt;br /&gt;
Skills Deception +5, Insight +5, Perception +8&lt;br /&gt;
Damage Resistances cold; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t silvered&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 18&lt;br /&gt;
Languages Infernal, telepathy 120 ft.&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Barbed Hide. At the start of each of its turns, the&lt;br /&gt;
barbed devil deals 5 (1d10) piercing damage to any&lt;br /&gt;
creature grappling it.&lt;br /&gt;
Devil’s Sight. Magical darkness doesn’t impede the&lt;br /&gt;
devil’s darkvision.&lt;br /&gt;
Magic Resistance. The devil has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The devil makes three melee attacks: one&lt;br /&gt;
with its tail and two with its claws. Alternatively, it can&lt;br /&gt;
use Hurl Flame twice.&lt;br /&gt;
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d6 + 3) piercing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) piercing damage.&lt;br /&gt;
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150&lt;br /&gt;
ft., one target. Hit: 10 (3d6) fire damage. If the target is&lt;br /&gt;
a flammable object that isn’t being worn or carried, it&lt;br /&gt;
also catches fire.&lt;br /&gt;
Bearded Devil&lt;br /&gt;
Medium fiend (devil), lawful evil&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 52 (8d8 + 16)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0)&lt;br /&gt;
Saving Throws Str +5, Con +4, Wis +2&lt;br /&gt;
Damage Resistances cold; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t silvered&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 10&lt;br /&gt;
Languages Infernal, telepathy 120 ft.&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Devil’s Sight. Magical darkness doesn’t impede the&lt;br /&gt;
devil’s darkvision.&lt;br /&gt;
Magic Resistance. The devil has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Steadfast. The devil can’t be frightened while it can see&lt;br /&gt;
an allied creature within 30 feet of it.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The devil makes two attacks: one with its&lt;br /&gt;
beard and one with its glaive.&lt;br /&gt;
Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 6 (1d8 + 2) piercing damage, and the&lt;br /&gt;
target must succeed on a DC 12 Constitution saving&lt;br /&gt;
throw or be poisoned for 1 minute. While poisoned in&lt;br /&gt;
this way, the target can’t regain hit points. The target&lt;br /&gt;
can repeat the saving throw at the end of each of its&lt;br /&gt;
turns, ending the effect on itself on a success.&lt;br /&gt;
Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 8 (1d10 + 3) slashing damage. If the&lt;br /&gt;
target is a creature other than an undead or a&lt;br /&gt;
construct, it must succeed on a DC 12 Constitution&lt;br /&gt;
saving throw or lose 5 (1d10) hit points at the start of&lt;br /&gt;
each of its turns due to an infernal wound. Each time&lt;br /&gt;
the devil hits the wounded target with this attack, the&lt;br /&gt;
damage dealt by the wound increases by 5 (1d10). Any&lt;br /&gt;
creature can take an action to stanch the wound with a&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 275&lt;br /&gt;
successful DC 12 Wisdom (Medicine) check. The wound&lt;br /&gt;
also closes if the target receives magical healing.&lt;br /&gt;
Bone Devil&lt;br /&gt;
Large fiend (devil), lawful evil&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 142 (15d10 + 60)&lt;br /&gt;
Speed 40 ft., fly 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)&lt;br /&gt;
Saving Throws Int +5, Wis +6, Cha +7&lt;br /&gt;
Skills Deception +7, Insight +6&lt;br /&gt;
Damage Resistances cold; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t silvered&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 12&lt;br /&gt;
Languages Infernal, telepathy 120 ft.&lt;br /&gt;
Challenge 9 (5,000 XP)&lt;br /&gt;
Devil’s Sight. Magical darkness doesn’t impede the&lt;br /&gt;
devil’s darkvision.&lt;br /&gt;
Magic Resistance. The devil has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The devil makes three attacks: two with&lt;br /&gt;
its claws and one with its sting.&lt;br /&gt;
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 8 (1d8 + 4) slashing damage.&lt;br /&gt;
Sting. Melee Weapon Attack: +8 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 13 (2d8 + 4) piercing damage plus 17&lt;br /&gt;
(5d6) poison damage, and the target must succeed on&lt;br /&gt;
a DC 14 Constitution saving throw or become poisoned&lt;br /&gt;
for 1 minute. The target can repeat the saving throw at&lt;br /&gt;
the end of each of its turns, ending the effect on itself&lt;br /&gt;
on a success.&lt;br /&gt;
Chain Devil&lt;br /&gt;
Medium fiend (devil), lawful evil&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 85 (10d8 + 40)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)&lt;br /&gt;
Saving Throws Con +7, Wis +4, Cha +5&lt;br /&gt;
Damage Resistances cold; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t silvered&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 11&lt;br /&gt;
Languages Infernal, telepathy 120 ft.&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Devil’s Sight. Magical darkness doesn’t impede the&lt;br /&gt;
devil’s darkvision.&lt;br /&gt;
Magic Resistance. The devil has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The devil makes two attacks with its&lt;br /&gt;
chains.&lt;br /&gt;
Chain. Melee Weapon Attack: +8 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 11 (2d6 + 4) slashing damage. The&lt;br /&gt;
target is grappled (escape DC 14) if the devil isn’t&lt;br /&gt;
already grappling a creature. Until this grapple ends,&lt;br /&gt;
the target is restrained and takes 7 (2d6) piercing&lt;br /&gt;
damage at the start of each of its turns.&lt;br /&gt;
Animate Chains (Recharges after a Short or Long Rest).&lt;br /&gt;
Up to four chains the devil can see within 60 feet of it&lt;br /&gt;
magically sprout razor-­‐edged barbs and animate under&lt;br /&gt;
the devil’s control, provided that the chains aren’t&lt;br /&gt;
being worn or carried.&lt;br /&gt;
Each animated chain is an object with AC 20, 20 hit&lt;br /&gt;
points, resistance to piercing damage, and immunity to&lt;br /&gt;
psychic and thunder damage. When the devil uses&lt;br /&gt;
Multiattack on its turn, it can use each animated chain&lt;br /&gt;
to make one additional chain attack. An animated&lt;br /&gt;
chain can grapple one creature of its own but can’t&lt;br /&gt;
make attacks while grappling. An animated chain&lt;br /&gt;
reverts to its inanimate state if reduced to 0 hit points&lt;br /&gt;
or if the devil is incapacitated or dies.&lt;br /&gt;
Reactions&lt;br /&gt;
Unnerving Mask. When a creature the devil can see&lt;br /&gt;
starts its turn within 30 feet of the devil, the devil can&lt;br /&gt;
create the illusion that it looks like one of the&lt;br /&gt;
creature’s departed loved ones or bitter enemies. If the&lt;br /&gt;
creature can see the devil, it must succeed on a DC 14&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 276&lt;br /&gt;
Wisdom saving throw or be frightened until the end of&lt;br /&gt;
its turn.&lt;br /&gt;
Erinyes&lt;br /&gt;
Medium fiend (devil), lawful evil&lt;br /&gt;
Armor Class 18 (plate)&lt;br /&gt;
Hit Points 153 (18d8 + 72)&lt;br /&gt;
Speed 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4)&lt;br /&gt;
Saving Throws Dex +7, Con +8, Wis +6, Cha +8&lt;br /&gt;
Damage Resistances cold; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t silvered&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses truesight 120 ft., passive Perception 12&lt;br /&gt;
Languages Infernal, telepathy 120 ft.&lt;br /&gt;
Challenge 12 (8,400 XP)&lt;br /&gt;
Hellish Weapons. The erinyes’s weapon attacks are&lt;br /&gt;
magical and deal an extra 13 (3d8) poison damage on a&lt;br /&gt;
hit (included in the attacks).&lt;br /&gt;
Magic Resistance. The erinyes has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The erinyes makes three attacks.&lt;br /&gt;
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10&lt;br /&gt;
+ 4) slashing damage if used with two hands, plus 13&lt;br /&gt;
(3d8) poison damage.&lt;br /&gt;
Longbow. Ranged Weapon Attack: +7 to hit, range&lt;br /&gt;
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing&lt;br /&gt;
damage plus 13 (3d8) poison damage, and the target&lt;br /&gt;
must succeed on a DC 14 Constitution saving throw or&lt;br /&gt;
be poisoned. The poison lasts until it is removed by the&lt;br /&gt;
lesser restoration spell or similar magic.&lt;br /&gt;
Reactions&lt;br /&gt;
Parry. The erinyes adds 4 to its AC against one melee&lt;br /&gt;
attack that would hit it. To do so, the erinyes must see&lt;br /&gt;
the attacker and be wielding a melee weapon.&lt;br /&gt;
Horned Devil&lt;br /&gt;
Large fiend (devil), lawful evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 178 (17d10 + 85)&lt;br /&gt;
Speed 20 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3)&lt;br /&gt;
Saving Throws Str +10, Dex +7, Wis +7, Cha +7&lt;br /&gt;
Damage Resistances cold; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks not made with&lt;br /&gt;
silvered weapons&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 13&lt;br /&gt;
Languages Infernal, telepathy 120 ft.&lt;br /&gt;
Challenge 11 (7,200 XP)&lt;br /&gt;
Devil’s Sight. Magical darkness doesn’t impede the&lt;br /&gt;
devil’s darkvision.&lt;br /&gt;
Magic Resistance. The devil has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The devil makes three melee attacks: two&lt;br /&gt;
with its fork and one with its tail. It can use Hurl Flame&lt;br /&gt;
in place of any melee attack.&lt;br /&gt;
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 15 (2d8 + 6) piercing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 10 (1d8 + 6) piercing damage. If the target is&lt;br /&gt;
a creature other than an undead or a construct, it must&lt;br /&gt;
succeed on a DC 17 Constitution saving throw or lose&lt;br /&gt;
10 (3d6) hit points at the start of each of its turns due&lt;br /&gt;
to an infernal wound. Each time the devil hits the&lt;br /&gt;
wounded target with this attack, the damage dealt by&lt;br /&gt;
the wound increases by 10 (3d6). Any creature can take&lt;br /&gt;
an action to stanch the wound with a successful DC 12&lt;br /&gt;
Wisdom (Medicine) check. The wound also closes if the&lt;br /&gt;
target receives magical healing.&lt;br /&gt;
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150&lt;br /&gt;
ft., one target. Hit: 14 (4d6) fire damage. If the target is&lt;br /&gt;
a flammable object that isn’t being worn or carried, it&lt;br /&gt;
also catches fire.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 277&lt;br /&gt;
Ice Devil&lt;br /&gt;
Large fiend (devil), lawful evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 180 (19d10 + 76)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)&lt;br /&gt;
Saving Throws Dex +7, Con +9, Wis +7, Cha +9&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t silvered&lt;br /&gt;
Damage Immunities cold, fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 12&lt;br /&gt;
Languages Infernal, telepathy 120 ft.&lt;br /&gt;
Challenge 14 (11,500 XP)&lt;br /&gt;
Devil’s Sight. Magical darkness doesn’t impede the&lt;br /&gt;
devil’s darkvision.&lt;br /&gt;
Magic Resistance. The devil has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The devil makes three attacks: one with&lt;br /&gt;
its bite, one with its claws, and one with its tail.&lt;br /&gt;
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6)&lt;br /&gt;
cold damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 10 (2d4 + 5) slashing damage plus 10&lt;br /&gt;
(3d6) cold damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10&lt;br /&gt;
(3d6) cold damage.&lt;br /&gt;
Wall of Ice (Recharge 6). The devil magically forms an&lt;br /&gt;
opaque wall of ice on a solid surface it can see within&lt;br /&gt;
60 feet of it. The wall is 1 foot thick and up to 30 feet&lt;br /&gt;
long and 10 feet high, or it’s a hemispherical dome up&lt;br /&gt;
to 20 feet in diameter.&lt;br /&gt;
When the wall appears, each creature in its space is&lt;br /&gt;
pushed out of it by the shortest route. The creature&lt;br /&gt;
chooses which side of the wall to end up on, unless the&lt;br /&gt;
creature is incapacitated. The creature then makes a&lt;br /&gt;
DC 17 Dexterity saving throw, taking 35 (10d6) cold&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
The wall lasts for 1 minute or until the devil is&lt;br /&gt;
incapacitated or dies. The wall can be damaged and&lt;br /&gt;
breached; each 10-­‐foot section has AC 5, 30 hit points,&lt;br /&gt;
vulnerability to fire damage, and immunity to acid, cold,&lt;br /&gt;
necrotic, poison, and psychic damage. If a section is&lt;br /&gt;
destroyed, it leaves behind a sheet of frigid air in the&lt;br /&gt;
space the wall occupied. Whenever a creature finishes&lt;br /&gt;
moving through the frigid air on a turn, willingly or&lt;br /&gt;
otherwise, the creature must make a DC 17&lt;br /&gt;
Constitution saving throw, taking 17 (5d6) cold damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one. The frigid air dissipates when the rest&lt;br /&gt;
of the wall vanishes.&lt;br /&gt;
Imp&lt;br /&gt;
Tiny fiend (devil, shapechanger), lawful evil&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 10 (3d4 + 3)&lt;br /&gt;
Speed 20 ft., fly 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)&lt;br /&gt;
Skills Deception +4, Insight +3, Persuasion +4, Stealth&lt;br /&gt;
+5&lt;br /&gt;
Damage Resistances cold; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t silvered&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 11&lt;br /&gt;
Languages Infernal, Common&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Shapechanger. The imp can use its action to&lt;br /&gt;
polymorph into a beast form that resembles a rat&lt;br /&gt;
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20&lt;br /&gt;
ft., climb 20 ft.), or back into its true form. Its statistics&lt;br /&gt;
are the same in each form, except for the speed&lt;br /&gt;
changes noted. Any equipment it is wearing or carrying&lt;br /&gt;
isn’t transformed. It reverts to its true form if it dies.&lt;br /&gt;
Devil’s Sight. Magical darkness doesn’t impede the&lt;br /&gt;
imp’s darkvision.&lt;br /&gt;
Magic Resistance. The imp has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 278&lt;br /&gt;
Actions&lt;br /&gt;
Sting (Bite in Beast Form). Melee Weapon Attack: +5&lt;br /&gt;
to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing&lt;br /&gt;
damage, and the target must make on a DC 11&lt;br /&gt;
Constitution saving throw, taking 10 (3d6) poison&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Invisibility. The imp magically turns invisible until it&lt;br /&gt;
attacks or until its concentration ends (as if&lt;br /&gt;
concentrating on a spell). Any equipment the imp&lt;br /&gt;
wears or carries is invisible with it.&lt;br /&gt;
Lemure&lt;br /&gt;
Medium fiend (devil), lawful evil&lt;br /&gt;
Armor Class 7&lt;br /&gt;
Hit Points 13 (3d8)&lt;br /&gt;
Speed 15 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 5 (−3) 11 (+0) 1 (−5) 11 (+0) 3 (−4)&lt;br /&gt;
Damage Resistances cold&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities charmed, frightened, poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 10&lt;br /&gt;
Languages understands Infernal but can’t speak&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Devil’s Sight. Magical darkness doesn’t impede the&lt;br /&gt;
lemure’s darkvision.&lt;br /&gt;
Hellish Rejuvenation. A lemure that dies in the Nine&lt;br /&gt;
Hells comes back to life with all its hit points in 1d10&lt;br /&gt;
days unless it is killed by a good-­‐aligned creature with a&lt;br /&gt;
bless spell cast on that creature or its remains are&lt;br /&gt;
sprinkled with holy water.&lt;br /&gt;
Actions&lt;br /&gt;
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 2 (1d4) bludgeoning damage.&lt;br /&gt;
Pit Fiend&lt;br /&gt;
Large fiend (devil), lawful evil&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 300 (24d10 + 168)&lt;br /&gt;
Speed 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)&lt;br /&gt;
Saving Throws Dex +8, Con +13, Wis +10&lt;br /&gt;
Damage Resistances cold; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t silvered&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses truesight 120 ft., passive Perception 14&lt;br /&gt;
Languages Infernal, telepathy 120 ft.&lt;br /&gt;
Challenge 20 (25,000 XP)&lt;br /&gt;
Fear Aura. Any creature hostile to the pit fiend that&lt;br /&gt;
starts its turn within 20 feet of the pit fiend must make&lt;br /&gt;
a DC 21 Wisdom saving throw, unless the pit fiend is&lt;br /&gt;
incapacitated. On a failed save, the creature is&lt;br /&gt;
frightened until the start of its next turn. If a creature’s&lt;br /&gt;
saving throw is successful, the creature is immune to&lt;br /&gt;
the pit fiend’s Fear Aura for the next 24 hours.&lt;br /&gt;
Magic Resistance. The pit fiend has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Magic Weapons. The pit fiend’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Innate Spellcasting. The pit fiend’s spellcasting ability&lt;br /&gt;
is Charisma (spell save DC 21). The pit fiend can&lt;br /&gt;
innately cast the following spells, requiring no material&lt;br /&gt;
components:&lt;br /&gt;
At will: detect magic, fireball&lt;br /&gt;
3/day each: hold monster, wall of fire&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The pit fiend makes four attacks: one with&lt;br /&gt;
its bite, one with its claw, one with its mace, and one&lt;br /&gt;
with its tail.&lt;br /&gt;
Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 22 (4d6 + 8) piercing damage. The target&lt;br /&gt;
must succeed on a DC 21 Constitution saving throw or&lt;br /&gt;
become poisoned. While poisoned in this way, the&lt;br /&gt;
target can’t regain hit points, and it takes 21 (6d6)&lt;br /&gt;
poison damage at the start of each of its turns. The&lt;br /&gt;
poisoned target can repeat the saving throw at the end&lt;br /&gt;
of each of its turns, ending the effect on itself on a&lt;br /&gt;
success.&lt;br /&gt;
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d8 + 8) slashing damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 279&lt;br /&gt;
Mace. Melee Weapon Attack: +14 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) bludgeoning damage plus&lt;br /&gt;
21 (6d6) fire damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 24 (3d10 + 8) bludgeoning damage.&lt;br /&gt;
Dinosaurs&lt;br /&gt;
Plesiosaurus&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 68 (8d10 + 24)&lt;br /&gt;
Speed 20 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 15 (+2) 16 (+3) 2 (−4) 12 (+1) 5 (−3)&lt;br /&gt;
Skills Perception +3, Stealth +4&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Hold Breath. The plesiosaurus can hold its breath for 1&lt;br /&gt;
hour.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 14 (3d6 + 4) piercing damage.&lt;br /&gt;
Triceratops&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 95 (10d12 + 30)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
22 (+6) 9 (−1) 17 (+3) 2 (−4) 11 (+0) 5 (−3)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Trampling Charge. If the triceratops moves at least 20&lt;br /&gt;
feet straight toward a creature and then hits it with a&lt;br /&gt;
gore attack on the same turn, that target must succeed&lt;br /&gt;
on a DC 13 Strength saving throw or be knocked prone.&lt;br /&gt;
If the target is prone, the triceratops can make one&lt;br /&gt;
stomp attack against it as a bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 24 (4d8 + 6) piercing damage.&lt;br /&gt;
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft.,&lt;br /&gt;
one prone creature. Hit: 22 (3d10 + 6) bludgeoning&lt;br /&gt;
damage.&lt;br /&gt;
Tyrannosaurus Rex&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 136 (13d12 + 52)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
25 (+7) 10 (+0) 19 (+4) 2 (−4) 12 (+1) 9 (−1)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The tyrannosaurus makes two attacks:&lt;br /&gt;
one with its bite and one with its tail. It can’t make&lt;br /&gt;
both attacks against the same target.&lt;br /&gt;
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 33 (4d12 + 7) piercing damage. If the&lt;br /&gt;
target is a Medium or smaller creature, it is grappled&lt;br /&gt;
(escape DC 17). Until this grapple ends, the target is&lt;br /&gt;
restrained, and the tyrannosaurus can’t bite another&lt;br /&gt;
target.&lt;br /&gt;
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 20 (3d8 + 7) bludgeoning damage.&lt;br /&gt;
Doppelganger&lt;br /&gt;
Medium monstrosity (shapechanger), neutral&lt;br /&gt;
Armor Class 14&lt;br /&gt;
Hit Points 52 (8d8 + 16)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 280&lt;br /&gt;
Skills Deception +6, Insight +3&lt;br /&gt;
Condition Immunities charmed&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 11&lt;br /&gt;
Languages Common&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Shapechanger. The doppelganger can use its action to&lt;br /&gt;
polymorph into a Small or Medium humanoid it has&lt;br /&gt;
seen, or back into its true form. Its statistics, other than&lt;br /&gt;
its size, are the same in each form. Any equipment it is&lt;br /&gt;
wearing or carrying isn’t transformed. It reverts to its&lt;br /&gt;
true form if it dies.&lt;br /&gt;
Ambusher. In the first round of a combat, the&lt;br /&gt;
doppelganger has advantage on attack rolls against any&lt;br /&gt;
creature it has surprised.&lt;br /&gt;
Surprise Attack. If the doppelganger surprises a&lt;br /&gt;
creature and hits it with an attack during the first&lt;br /&gt;
round of combat, the target takes an extra 10 (3d6)&lt;br /&gt;
damage from the attack.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The doppelganger makes two melee&lt;br /&gt;
attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d6 + 4) bludgeoning damage.&lt;br /&gt;
Read Thoughts. The doppelganger magically reads the&lt;br /&gt;
surface thoughts of one creature within 60 feet of it.&lt;br /&gt;
The effect can penetrate barriers, but 3 feet of wood or&lt;br /&gt;
dirt, 2 feet of stone, 2 inches of metal, or a thin sheet&lt;br /&gt;
of lead blocks it. While the target is in range, the&lt;br /&gt;
doppelganger can continue reading its thoughts, as&lt;br /&gt;
long as the doppelganger’s concentration isn’t broken&lt;br /&gt;
(as if concentrating on a spell). While reading the&lt;br /&gt;
target’s mind, the doppelganger has advantage on&lt;br /&gt;
Wisdom (Insight) and Charisma (Deception,&lt;br /&gt;
Intimidation, and Persuasion) checks against the target.&lt;br /&gt;
Dragons, Chromatic&lt;br /&gt;
Black Dragon&lt;br /&gt;
Ancient Black Dragon&lt;br /&gt;
Gargantuan dragon, chaotic evil&lt;br /&gt;
Armor Class 22 (natural armor)&lt;br /&gt;
Hit Points 367 (21d20 + 147)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)&lt;br /&gt;
Saving Throws Dex +9, Con +14, Wis +9, Cha +11&lt;br /&gt;
Skills Perception +16, Stealth +9&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 26&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 21 (33,000 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 19 (2d10 + 8) piercing damage plus 9&lt;br /&gt;
(2d8) acid damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 17 (2d8 + 8) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 19 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Acid Breath (Recharge 5–6). The dragon exhales acid in&lt;br /&gt;
a 90-­‐foot line that is 10 feet wide. Each creature in that&lt;br /&gt;
line must make a DC 22 Dexterity saving throw, taking&lt;br /&gt;
67 (15d8) acid damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 281&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 23 Dexterity saving throw or&lt;br /&gt;
take 15 (2d6 + 8) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Black Dragon&lt;br /&gt;
Huge dragon, chaotic evil&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 195 (17d12 + 85)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)&lt;br /&gt;
Saving Throws Dex +7, Con +10, Wis +6, Cha +8&lt;br /&gt;
Skills Perception +11, Stealth +7&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 21&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 14 (11,500 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) piercing damage plus 4&lt;br /&gt;
(1d8) acid damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 15 (2d8 + 6) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 16 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Acid Breath (Recharge 5–6). The dragon exhales acid in&lt;br /&gt;
a 60-­‐foot line that is 5 feet wide. Each creature in that&lt;br /&gt;
line must make a DC 18 Dexterity saving throw, taking&lt;br /&gt;
54 (12d8) acid damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 19 Dexterity saving throw or&lt;br /&gt;
take 13 (2d6 + 6) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Young Black Dragon&lt;br /&gt;
Large dragon, chaotic evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 127 (15d10 + 45)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)&lt;br /&gt;
Saving Throws Dex +5, Con +6, Wis +3, Cha +5&lt;br /&gt;
Skills Perception +6, Stealth +5&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 16&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 7 (2,900 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 282&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8)&lt;br /&gt;
acid damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Acid Breath (Recharge 5–6). The dragon exhales acid in&lt;br /&gt;
a 30-­‐foot line that is 5 feet wide. Each creature in that&lt;br /&gt;
line must make a DC 14 Dexterity saving throw, taking&lt;br /&gt;
49 (11d8) acid damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Black Dragon Wyrmling&lt;br /&gt;
Medium dragon, chaotic evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 33 (6d8 + 6)&lt;br /&gt;
Speed 30 ft., fly 60 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)&lt;br /&gt;
Saving Throws Dex +4, Con +3, Wis +2, Cha +3&lt;br /&gt;
Skills Perception +4, Stealth +4&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4)&lt;br /&gt;
acid damage.&lt;br /&gt;
Acid Breath (Recharge 5–6). The dragon exhales acid in&lt;br /&gt;
a 15-­‐foot line that is 5 feet wide. Each creature in that&lt;br /&gt;
line must make a DC 11 Dexterity saving throw, taking&lt;br /&gt;
22 (5d8) acid damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Blue Dragon&lt;br /&gt;
Ancient Blue Dragon&lt;br /&gt;
Gargantuan dragon, lawful evil&lt;br /&gt;
Armor Class 22 (natural armor)&lt;br /&gt;
Hit Points 481 (26d20 + 208)&lt;br /&gt;
Speed 40 ft., burrow 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)&lt;br /&gt;
Saving Throws Dex +7, Con +15, Wis +10, Cha +12&lt;br /&gt;
Skills Perception +17, Stealth +7&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 27&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 23 (50,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 20 (2d10 + 9) piercing damage plus 11&lt;br /&gt;
(2d10) lightning damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 16 (2d6 + 9) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 18 (2d8 + 9) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 20 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Lightning Breath (Recharge 5–6). The dragon exhales&lt;br /&gt;
lightning in a 120-­‐foot line that is 10 feet wide. Each&lt;br /&gt;
creature in that line must make a DC 23 Dexterity&lt;br /&gt;
saving throw, taking 88 (16d10) lightning damage on a&lt;br /&gt;
failed save, or half as much damage on a successful one.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 283&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 24 Dexterity saving throw or&lt;br /&gt;
take 16 (2d6 + 9) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Blue Dragon&lt;br /&gt;
Huge dragon, lawful evil&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 225 (18d12 + 108)&lt;br /&gt;
Speed 40 ft., burrow 30 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)&lt;br /&gt;
Saving Throws Dex +5, Con +11, Wis +7, Cha +9&lt;br /&gt;
Skills Perception +12, Stealth +5&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 22&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 16 (15,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 18 (2d10 + 7) piercing damage plus 5&lt;br /&gt;
(1d10) lightning damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 14 (2d6 + 7) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 16 (2d8 + 7) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 17 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Lightning Breath (Recharge 5–6). The dragon exhales&lt;br /&gt;
lightning in a 90-­‐foot line that is 5 feet wide. Each&lt;br /&gt;
creature in that line must make a DC 19 Dexterity&lt;br /&gt;
saving throw, taking 66 (12d10) lightning damage on a&lt;br /&gt;
failed save, or half as much damage on a successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 20 Dexterity saving throw or&lt;br /&gt;
take 14 (2d6 + 7) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Young Blue Dragon&lt;br /&gt;
Large dragon, lawful evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 152 (16d10 + 64)&lt;br /&gt;
Speed 40 ft., burrow 20 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)&lt;br /&gt;
Saving Throws Dex +4, Con +8, Wis +5, Cha +7&lt;br /&gt;
Skills Perception +9, Stealth +4&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 19&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 284&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 9 (5,000 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10)&lt;br /&gt;
lightning damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 12 (2d6 + 5) slashing damage.&lt;br /&gt;
Lightning Breath (Recharge 5–6). The dragon exhales&lt;br /&gt;
lightning in an 60-­‐foot line that is 5 feet wide. Each&lt;br /&gt;
creature in that line must make a DC 16 Dexterity&lt;br /&gt;
saving throw, taking 55 (10d10) lightning damage on a&lt;br /&gt;
failed save, or half as much damage on a successful one.&lt;br /&gt;
Blue Dragon Wyrmling&lt;br /&gt;
Medium dragon, lawful evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 52 (8d8 + 16)&lt;br /&gt;
Speed 30 ft., burrow 15 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)&lt;br /&gt;
Saving Throws Dex +2, Con +4, Wis +2, Cha +4&lt;br /&gt;
Skills Perception +4, Stealth +2&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6)&lt;br /&gt;
lightning damage.&lt;br /&gt;
Lightning Breath (Recharge 5–6). The dragon exhales&lt;br /&gt;
lightning in a 30-­‐foot line that is 5 feet wide. Each&lt;br /&gt;
creature in that line must make a DC 12 Dexterity&lt;br /&gt;
saving throw, taking 22 (4d10) lightning damage on a&lt;br /&gt;
failed save, or half as much damage on a successful one.&lt;br /&gt;
Green Dragon&lt;br /&gt;
Ancient Green Dragon&lt;br /&gt;
Gargantuan dragon, lawful evil&lt;br /&gt;
Armor Class 21 (natural armor)&lt;br /&gt;
Hit Points 385 (22d20 + 154)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)&lt;br /&gt;
Saving Throws Dex +8, Con +14, Wis +10, Cha +11&lt;br /&gt;
Skills Deception +11, Insight +10, Perception +17,&lt;br /&gt;
Persuasion +11, Stealth +8&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 27&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 22 (41,000 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 19 (2d10 + 8) piercing damage plus 10&lt;br /&gt;
(3d6) poison damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 22 (4d6 + 8) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 17 (2d8 + 8) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 19 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 285&lt;br /&gt;
Poison Breath (Recharge 5–6). The dragon exhales&lt;br /&gt;
poisonous gas in a 90-­‐foot cone. Each creature in that&lt;br /&gt;
area must make a DC 22 Constitution saving throw,&lt;br /&gt;
taking 77 (22d6) poison damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 23 Dexterity saving throw or&lt;br /&gt;
take 15 (2d6 + 8) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Green Dragon&lt;br /&gt;
Huge dragon, lawful evil&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 207 (18d12 + 90)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)&lt;br /&gt;
Saving Throws Dex +6, Con +10, Wis +7, Cha +8&lt;br /&gt;
Skills Deception +8, Insight +7, Perception +12,&lt;br /&gt;
Persuasion +8, Stealth +6&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 22&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 15 (13,000 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) piercing damage plus 7&lt;br /&gt;
(2d6) poison damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 15 (2d8 + 6) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 16 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Poison Breath (Recharge 5–6). The dragon exhales&lt;br /&gt;
poisonous gas in a 60-­‐foot cone. Each creature in that&lt;br /&gt;
area must make a DC 18 Constitution saving throw,&lt;br /&gt;
taking 56 (16d6) poison damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 19 Dexterity saving throw or&lt;br /&gt;
take 13 (2d6 + 6) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Young Green Dragon&lt;br /&gt;
Large dragon, lawful evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 136 (16d10 + 48)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 286&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)&lt;br /&gt;
Saving Throws Dex +4, Con +6, Wis +4, Cha +5&lt;br /&gt;
Skills Deception +5, Perception +7, Stealth +4&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 17&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)&lt;br /&gt;
poison damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Poison Breath (Recharge 5–6). The dragon exhales&lt;br /&gt;
poisonous gas in a 30-­‐foot cone. Each creature in that&lt;br /&gt;
area must make a DC 14 Constitution saving throw,&lt;br /&gt;
taking 42 (12d6) poison damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Green Dragon Wyrmling&lt;br /&gt;
Medium dragon, lawful evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 38 (7d8 + 7)&lt;br /&gt;
Speed 30 ft., fly 60 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)&lt;br /&gt;
Saving Throws Dex +3, Con +3, Wis +2, Cha +3&lt;br /&gt;
Skills Perception +4, Stealth +3&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6)&lt;br /&gt;
poison damage.&lt;br /&gt;
Poison Breath (Recharge 5–6). The dragon exhales&lt;br /&gt;
poisonous gas in a 15-­‐foot cone. Each creature in that&lt;br /&gt;
area must make a DC 11 Constitution saving throw,&lt;br /&gt;
taking 21 (6d6) poison damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one.&lt;br /&gt;
Red Dragon&lt;br /&gt;
Ancient Red Dragon&lt;br /&gt;
Gargantuan dragon, chaotic evil&lt;br /&gt;
Armor Class 22 (natural armor)&lt;br /&gt;
Hit Points 546 (28d20 + 252)&lt;br /&gt;
Speed 40 ft., climb 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)&lt;br /&gt;
Saving Throws Dex +7, Con +16, Wis +9, Cha +13&lt;br /&gt;
Skills Perception +16, Stealth +7&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 26&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 24 (62,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 21 (2d10 + 10) piercing damage plus 14&lt;br /&gt;
(4d6) fire damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d6 + 10) slashing damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 287&lt;br /&gt;
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 19 (2d8 + 10) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 21 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Fire Breath (Recharge 5–6). The dragon exhales fire in&lt;br /&gt;
a 90-­‐foot cone. Each creature in that area must make a&lt;br /&gt;
DC 24 Dexterity saving throw, taking 91 (26d6) fire&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 25 Dexterity saving throw or&lt;br /&gt;
take 17 (2d6 + 10) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Red Dragon&lt;br /&gt;
Huge dragon, chaotic evil&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 256 (19d12 + 133)&lt;br /&gt;
Speed 40 ft., climb 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)&lt;br /&gt;
Saving Throws Dex +6, Con +13, Wis +7, Cha +11&lt;br /&gt;
Skills Perception +13, Stealth +6&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 23&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 17 (18,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 19 (2d10 + 8) piercing damage plus 7&lt;br /&gt;
(2d6) fire damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 17 (2d8 + 8) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 19 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Fire Breath (Recharge 5–6). The dragon exhales fire in&lt;br /&gt;
a 60-­‐foot cone. Each creature in that area must make a&lt;br /&gt;
DC 21 Dexterity saving throw, taking 63 (18d6) fire&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 22 Dexterity saving throw or&lt;br /&gt;
take 15 (2d6 + 8) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 288&lt;br /&gt;
Young Red Dragon&lt;br /&gt;
Large dragon, chaotic evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 178 (17d10 + 85)&lt;br /&gt;
Speed 40 ft., climb 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)&lt;br /&gt;
Saving Throws Dex +4, Con +9, Wis +4, Cha +8&lt;br /&gt;
Skills Perception +8, Stealth +4&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 18&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 10 (5,900 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) piercing damage plus 3&lt;br /&gt;
(1d6) fire damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage.&lt;br /&gt;
Fire Breath (Recharge 5–6). The dragon exhales fire in&lt;br /&gt;
a 30-­‐foot cone. Each creature in that area must make a&lt;br /&gt;
DC 17 Dexterity saving throw, taking 56 (16d6) fire&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Red Dragon Wyrmling&lt;br /&gt;
Medium dragon, chaotic evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 75 (10d8 + 30)&lt;br /&gt;
Speed 30 ft., climb 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)&lt;br /&gt;
Saving Throws Dex +2, Con +5, Wis +2, Cha +4&lt;br /&gt;
Skills Perception +4, Stealth +2&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6)&lt;br /&gt;
fire damage.&lt;br /&gt;
Fire Breath (Recharge 5–6). The dragon exhales fire in&lt;br /&gt;
a 15-­‐foot cone. Each creature in that area must make a&lt;br /&gt;
DC 13 Dexterity saving throw, taking 24 (7d6) fire&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
White Dragon&lt;br /&gt;
Ancient White Dragon&lt;br /&gt;
Gargantuan dragon, chaotic evil&lt;br /&gt;
Armor Class 20 (natural armor)&lt;br /&gt;
Hit Points 333 (18d20 + 144)&lt;br /&gt;
Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2)&lt;br /&gt;
Saving Throws Dex +6, Con +14, Wis +7, Cha +8&lt;br /&gt;
Skills Perception +13, Stealth +6&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 23&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 20 (25,000 XP)&lt;br /&gt;
Ice Walk. The dragon can move across and climb icy&lt;br /&gt;
surfaces without needing to make an ability check.&lt;br /&gt;
Additionally, difficult terrain composed of ice or snow&lt;br /&gt;
doesn’t cost it extra moment.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 19 (2d10 + 8) piercing damage plus 9&lt;br /&gt;
(2d8) cold damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 289&lt;br /&gt;
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 17 (2d8 + 8) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 16 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Cold Breath (Recharge 5–6). The dragon exhales an icy&lt;br /&gt;
blast in a 90-­‐foot cone. Each creature in that area must&lt;br /&gt;
make a DC 22 Constitution saving throw, taking 72&lt;br /&gt;
(16d8) cold damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 22 Dexterity saving throw or&lt;br /&gt;
take 15 (2d6 + 8) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult White Dragon&lt;br /&gt;
Huge dragon, chaotic evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 200 (16d12 + 96)&lt;br /&gt;
Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
22 (+6) 10 (+0) 22 (+6) 8 (−1) 12 (+1) 12 (+1)&lt;br /&gt;
Saving Throws Dex +5, Con +11, Wis +6, Cha +6&lt;br /&gt;
Skills Perception +11, Stealth +5&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 21&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 13 (10,000 XP)&lt;br /&gt;
Ice Walk. The dragon can move across and climb icy&lt;br /&gt;
surfaces without needing to make an ability check.&lt;br /&gt;
Additionally, difficult terrain composed of ice or snow&lt;br /&gt;
doesn’t cost it extra moment.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) piercing damage plus 4&lt;br /&gt;
(1d8) cold damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 15 (2d8 + 6) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 14 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Cold Breath (Recharge 5–6). The dragon exhales an icy&lt;br /&gt;
blast in a 60-­‐foot cone. Each creature in that area must&lt;br /&gt;
make a DC 19 Constitution saving throw, taking 54&lt;br /&gt;
(12d8) cold damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 290&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 19 Dexterity saving throw or&lt;br /&gt;
take 13 (2d6 + 6) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Young White Dragon&lt;br /&gt;
Large dragon, chaotic evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 133 (14d10 + 56)&lt;br /&gt;
Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 10 (+0) 18 (+4) 6 (−2) 11 (+0) 12 (+1)&lt;br /&gt;
Saving Throws Dex +3, Con +7, Wis +3, Cha +4&lt;br /&gt;
Skills Perception +6, Stealth +3&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 16&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Ice Walk. The dragon can move across and climb icy&lt;br /&gt;
surfaces without needing to make an ability check.&lt;br /&gt;
Additionally, difficult terrain composed of ice or snow&lt;br /&gt;
doesn’t cost it extra moment.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8)&lt;br /&gt;
cold damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Cold Breath (Recharge 5–6). The dragon exhales an icy&lt;br /&gt;
blast in a 30-­‐foot cone. Each creature in that area must&lt;br /&gt;
make a DC 15 Constitution saving throw, taking 45&lt;br /&gt;
(10d8) cold damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
White Dragon Wyrmling&lt;br /&gt;
Medium dragon, chaotic evil&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 32 (5d8 + 10)&lt;br /&gt;
Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 10 (+0) 14 (+2) 5 (−3) 10 (+0) 11 (+0)&lt;br /&gt;
Saving Throws Dex +2, Con +4, Wis +2, Cha +2&lt;br /&gt;
Skills Perception +4, Stealth +2&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4)&lt;br /&gt;
cold damage.&lt;br /&gt;
Cold Breath (Recharge 5–6). The dragon exhales an icy&lt;br /&gt;
blast of hail in a 15-­‐foot cone. Each creature in that&lt;br /&gt;
area must make a DC 12 Constitution saving throw,&lt;br /&gt;
taking 22 (5d8) cold damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
Dragons, Metallic&lt;br /&gt;
Brass Dragon&lt;br /&gt;
Ancient Brass Dragon&lt;br /&gt;
Gargantuan dragon, chaotic good&lt;br /&gt;
Armor Class 20 (natural armor)&lt;br /&gt;
Hit Points 297 (17d20 + 119)&lt;br /&gt;
Speed 40 ft., burrow 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)&lt;br /&gt;
Saving Throws Dex +6, Con +13, Wis +8, Cha +10&lt;br /&gt;
Skills History +9, Perception +14, Persuasion +10,&lt;br /&gt;
Stealth +6&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 24&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 20 (25,000 XP)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 291&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 19 (2d10 + 8) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 17 (2d8 + 8) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 18 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons:&lt;br /&gt;
Fire Breath. The dragon exhales fire in an 90-­‐foot line&lt;br /&gt;
that is 10 feet wide. Each creature in that line must&lt;br /&gt;
make a DC 21 Dexterity saving throw, taking 56&lt;br /&gt;
(16d6) fire damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Sleep Breath. The dragon exhales sleep gas in a 90-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 21 Constitution saving throw or fall unconscious&lt;br /&gt;
for 10 minutes. This effect ends for a creature if the&lt;br /&gt;
creature takes damage or someone uses an action to&lt;br /&gt;
wake it.&lt;br /&gt;
Change Shape. The dragon magically polymorphs into&lt;br /&gt;
a humanoid or beast that has a challenge rating no&lt;br /&gt;
higher than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the dragon’s choice).&lt;br /&gt;
In a new form, the dragon retains its alignment, hit&lt;br /&gt;
points, Hit Dice, ability to speak, proficiencies,&lt;br /&gt;
Legendary Resistance, lair actions, and Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores, as well as this action. Its&lt;br /&gt;
statistics and capabilities are otherwise replaced by&lt;br /&gt;
those of the new form, except any class features or&lt;br /&gt;
legendary actions of that form.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 22 Dexterity saving throw or&lt;br /&gt;
take 15 (2d6 + 8) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Brass Dragon&lt;br /&gt;
Huge dragon, chaotic good&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 172 (15d12 + 75)&lt;br /&gt;
Speed 40 ft., burrow 30 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3)&lt;br /&gt;
Saving Throws Dex +5, Con +10, Wis +6, Cha +8&lt;br /&gt;
Skills History +7, Perception +11, Persuasion +8, Stealth&lt;br /&gt;
+5&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 21&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 13 (10,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 292&lt;br /&gt;
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 15 (2d8 + 6) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 16 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Fire Breath. The dragon exhales fire in an 60-­‐foot line&lt;br /&gt;
that is 5 feet wide. Each creature in that line must&lt;br /&gt;
make a DC 18 Dexterity saving throw, taking 45&lt;br /&gt;
(13d6) fire damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Sleep Breath. The dragon exhales sleep gas in a 60-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 18 Constitution saving throw or fall unconscious&lt;br /&gt;
for 10 minutes. This effect ends for a creature if the&lt;br /&gt;
creature takes damage or someone uses an action to&lt;br /&gt;
wake it.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 19 Dexterity saving throw or&lt;br /&gt;
take 13 (2d6 + 6) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Young Brass Dragon&lt;br /&gt;
Large dragon, chaotic good&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 110 (13d10 + 39)&lt;br /&gt;
Speed 40 ft., burrow 20 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)&lt;br /&gt;
Saving Throws Dex +3, Con +6, Wis +3, Cha +5&lt;br /&gt;
Skills Perception +6, Persuasion +5, Stealth +3&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 16&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 15 (2d10 + 4) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Fire Breath. The dragon exhales fire in a 40-­‐foot line&lt;br /&gt;
that is 5 feet wide. Each creature in that line must&lt;br /&gt;
make a DC 14 Dexterity saving throw, taking 42&lt;br /&gt;
(12d6) fire damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Sleep Breath. The dragon exhales sleep gas in a 30-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 14 Constitution saving throw or fall unconscious&lt;br /&gt;
for 5 minutes. This effect ends for a creature if the&lt;br /&gt;
creature takes damage or someone uses an action to&lt;br /&gt;
wake it.&lt;br /&gt;
Brass Dragon Wyrmling&lt;br /&gt;
Medium dragon, chaotic good&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 16 (3d8 + 3)&lt;br /&gt;
Speed 30 ft., burrow 15 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)&lt;br /&gt;
Saving Throws Dex +2, Con +3, Wis +2, Cha +3&lt;br /&gt;
Skills Perception +4, Stealth +2&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 293&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d10 + 2) piercing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Fire Breath. The dragon exhales fire in an 20-­‐foot line&lt;br /&gt;
that is 5 feet wide. Each creature in that line must&lt;br /&gt;
make a DC 11 Dexterity saving throw, taking 14 (4d6)&lt;br /&gt;
fire damage on a failed save, or half as much damage&lt;br /&gt;
on a successful one.&lt;br /&gt;
Sleep Breath. The dragon exhales sleep gas in a 15-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 11 Constitution saving throw or fall unconscious&lt;br /&gt;
for 1 minute. This effect ends for a creature if the&lt;br /&gt;
creature takes damage or someone uses an action to&lt;br /&gt;
wake it.&lt;br /&gt;
Bronze Dragon&lt;br /&gt;
Ancient Bronze Dragon&lt;br /&gt;
Gargantuan dragon, lawful good&lt;br /&gt;
Armor Class 22 (natural armor)&lt;br /&gt;
Hit Points 444 (24d20 + 192)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)&lt;br /&gt;
Saving Throws Dex +7, Con +15, Wis +10, Cha +12&lt;br /&gt;
Skills Insight +10, Perception +17, Stealth +7&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 27&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 22 (41,000 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 20 (2d10 + 9) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 16 (2d6 + 9) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 18 (2d8 + 9) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 20 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Lightning Breath. The dragon exhales lightning in a&lt;br /&gt;
120-­‐foot line that is 10 feet wide. Each creature in&lt;br /&gt;
that line must make a DC 23 Dexterity saving throw,&lt;br /&gt;
taking 88 (16d10) lightning damage on a failed save,&lt;br /&gt;
or half as much damage on a successful one.&lt;br /&gt;
Repulsion Breath. The dragon exhales repulsion energy&lt;br /&gt;
in a 30-­‐foot cone. Each creature in that area must&lt;br /&gt;
succeed on a DC 23 Strength saving throw. On a&lt;br /&gt;
failed save, the creature is pushed 60 feet away from&lt;br /&gt;
the dragon.&lt;br /&gt;
Change Shape. The dragon magically polymorphs into&lt;br /&gt;
a humanoid or beast that has a challenge rating no&lt;br /&gt;
higher than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the dragon’s choice).&lt;br /&gt;
In a new form, the dragon retains its alignment, hit&lt;br /&gt;
points, Hit Dice, ability to speak, proficiencies,&lt;br /&gt;
Legendary Resistance, lair actions, and Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores, as well as this action. Its&lt;br /&gt;
statistics and capabilities are otherwise replaced by&lt;br /&gt;
those of the new form, except any class features or&lt;br /&gt;
legendary actions of that form.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 294&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 24 Dexterity saving throw or&lt;br /&gt;
take 16 (2d6 + 9) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Bronze Dragon&lt;br /&gt;
Huge dragon, lawful good&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 212 (17d12 + 102)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)&lt;br /&gt;
Saving Throws Dex +5, Con +11, Wis +7, Cha +9&lt;br /&gt;
Skills Insight +7, Perception +12, Stealth +5&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 22&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 15 (13,000 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 18 (2d10 + 7) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 14 (2d6 + 7) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 16 (2d8 + 7) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 17 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Lightning Breath. The dragon exhales lightning in a 90-­‐&lt;br /&gt;
foot line that is 5 feet wide. Each creature in that line&lt;br /&gt;
must make a DC 19 Dexterity saving throw, taking 66&lt;br /&gt;
(12d10) lightning damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
Repulsion Breath. The dragon exhales repulsion energy&lt;br /&gt;
in a 30-­‐foot cone. Each creature in that area must&lt;br /&gt;
succeed on a DC 19 Strength saving throw. On a&lt;br /&gt;
failed save, the creature is pushed 60 feet away from&lt;br /&gt;
the dragon.&lt;br /&gt;
Change Shape. The dragon magically polymorphs into&lt;br /&gt;
a humanoid or beast that has a challenge rating no&lt;br /&gt;
higher than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the dragon’s choice).&lt;br /&gt;
In a new form, the dragon retains its alignment, hit&lt;br /&gt;
points, Hit Dice, ability to speak, proficiencies,&lt;br /&gt;
Legendary Resistance, lair actions, and Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores, as well as this action. Its&lt;br /&gt;
statistics and capabilities are otherwise replaced by&lt;br /&gt;
those of the new form, except any class features or&lt;br /&gt;
legendary actions of that form.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 20 Dexterity saving throw or&lt;br /&gt;
take 14 (2d6 + 7) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 295&lt;br /&gt;
Young Bronze Dragon&lt;br /&gt;
Large dragon, lawful good&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 142 (15d10 + 60)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)&lt;br /&gt;
Saving Throws Dex +3, Con +7, Wis +4, Cha +6&lt;br /&gt;
Skills Insight +4, Perception +7, Stealth +3&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 17&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 16 (2d10 + 5) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 12 (2d6 + 5) slashing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Lightning Breath. The dragon exhales lightning in a 60-­‐&lt;br /&gt;
foot line that is 5 feet wide. Each creature in that line&lt;br /&gt;
must make a DC 15 Dexterity saving throw, taking 55&lt;br /&gt;
(10d10) lightning damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
Repulsion Breath. The dragon exhales repulsion energy&lt;br /&gt;
in a 30-­‐foot cone. Each creature in that area must&lt;br /&gt;
succeed on a DC 15 Strength saving throw. On a&lt;br /&gt;
failed save, the creature is pushed 40 feet away from&lt;br /&gt;
the dragon.&lt;br /&gt;
Bronze Dragon Wyrmling&lt;br /&gt;
Medium dragon, lawful good&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 32 (5d8 + 10)&lt;br /&gt;
Speed 30 ft., fly 60 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)&lt;br /&gt;
Saving Throws Dex +2, Con +4, Wis +2, Cha +4&lt;br /&gt;
Skills Perception +4, Stealth +2&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (1d10 + 3) piercing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Lightning Breath. The dragon exhales lightning in a 40-­‐&lt;br /&gt;
foot line that is 5 feet wide. Each creature in that line&lt;br /&gt;
must make a DC 12 Dexterity saving throw, taking 16&lt;br /&gt;
(3d10) lightning damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
Repulsion Breath. The dragon exhales repulsion energy&lt;br /&gt;
in a 30-­‐foot cone. Each creature in that area must&lt;br /&gt;
succeed on a DC 12 Strength saving throw. On a&lt;br /&gt;
failed save, the creature is pushed 30 feet away from&lt;br /&gt;
the dragon.&lt;br /&gt;
Copper Dragon&lt;br /&gt;
Ancient Copper Dragon&lt;br /&gt;
Gargantuan dragon, chaotic good&lt;br /&gt;
Armor Class 21 (natural armor)&lt;br /&gt;
Hit Points 350 (20d20 + 140)&lt;br /&gt;
Speed 40 ft., climb 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)&lt;br /&gt;
Saving Throws Dex +8, Con +14, Wis +10, Cha +11&lt;br /&gt;
Skills Deception +11, Perception +17, Stealth +8&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 27&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 296&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 21 (33,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 19 (2d10 + 8) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 17 (2d8 + 8) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 19 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Acid Breath. The dragon exhales acid in an 90-­‐foot line&lt;br /&gt;
that is 10 feet wide. Each creature in that line must&lt;br /&gt;
make a DC 22 Dexterity saving throw, taking 63&lt;br /&gt;
(14d8) acid damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Slowing Breath. The dragon exhales gas in a 90-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 22 Constitution saving throw. On a failed save,&lt;br /&gt;
the creature can’t use reactions, its speed is halved,&lt;br /&gt;
and it can’t make more than one attack on its turn.&lt;br /&gt;
In addition, the creature can use either an action or a&lt;br /&gt;
bonus action on its turn, but not both. These effects&lt;br /&gt;
last for 1 minute. The creature can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the&lt;br /&gt;
effect on itself with a successful save.&lt;br /&gt;
Change Shape. The dragon magically polymorphs into&lt;br /&gt;
a humanoid or beast that has a challenge rating no&lt;br /&gt;
higher than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the dragon’s choice).&lt;br /&gt;
In a new form, the dragon retains its alignment, hit&lt;br /&gt;
points, Hit Dice, ability to speak, proficiencies,&lt;br /&gt;
Legendary Resistance, lair actions, and Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores, as well as this action. Its&lt;br /&gt;
statistics and capabilities are otherwise replaced by&lt;br /&gt;
those of the new form, except any class features or&lt;br /&gt;
legendary actions of that form.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 23 Dexterity saving throw or&lt;br /&gt;
take 15 (2d6 + 8) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Copper Dragon&lt;br /&gt;
Huge dragon, chaotic good&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 184 (16d12 + 80)&lt;br /&gt;
Speed 40 ft., climb 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)&lt;br /&gt;
Saving Throws Dex +6, Con +10, Wis +7, Cha +8&lt;br /&gt;
Skills Deception +8, Perception +12, Stealth +6&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 22&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 14 (11,500 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 297&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 15 (2d8 + 6) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 16 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Acid Breath. The dragon exhales acid in an 60-­‐foot line&lt;br /&gt;
that is 5 feet wide. Each creature in that line must&lt;br /&gt;
make a DC 18 Dexterity saving throw, taking 54&lt;br /&gt;
(12d8) acid damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Slowing Breath. The dragon exhales gas in a 60-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 18 Constitution saving throw. On a failed save,&lt;br /&gt;
the creature can’t use reactions, its speed is halved,&lt;br /&gt;
and it can’t make more than one attack on its turn.&lt;br /&gt;
In addition, the creature can use either an action or a&lt;br /&gt;
bonus action on its turn, but not both. These effects&lt;br /&gt;
last for 1 minute. The creature can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the&lt;br /&gt;
effect on itself with a successful save.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 19 Dexterity saving throw or&lt;br /&gt;
take 13 (2d6 + 6) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Young Copper Dragon&lt;br /&gt;
Large dragon, chaotic good&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 119 (14d10 + 42)&lt;br /&gt;
Speed 40 ft., climb 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)&lt;br /&gt;
Saving Throws Dex +4, Con +6, Wis +4, Cha +5&lt;br /&gt;
Skills Deception +5, Perception +7, Stealth +4&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 17&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 7 (2,900 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 15 (2d10 + 4) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Acid Breath. The dragon exhales acid in an 40-­‐foot line&lt;br /&gt;
that is 5 feet wide. Each creature in that line must&lt;br /&gt;
make a DC 14 Dexterity saving throw, taking 40 (9d8)&lt;br /&gt;
acid damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 298&lt;br /&gt;
Slowing Breath. The dragon exhales gas in a 30-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 14 Constitution saving throw. On a failed save,&lt;br /&gt;
the creature can’t use reactions, its speed is halved,&lt;br /&gt;
and it can’t make more than one attack on its turn.&lt;br /&gt;
In addition, the creature can use either an action or a&lt;br /&gt;
bonus action on its turn, but not both. These effects&lt;br /&gt;
last for 1 minute. The creature can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the&lt;br /&gt;
effect on itself with a successful save.&lt;br /&gt;
Copper Dragon Wyrmling&lt;br /&gt;
Medium dragon, chaotic good&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 22 (4d8 + 4)&lt;br /&gt;
Speed 30 ft., climb 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)&lt;br /&gt;
Saving Throws Dex +3, Con +3, Wis +2, Cha +3&lt;br /&gt;
Skills Perception +4, Stealth +3&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d10 + 2) piercing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Acid Breath. The dragon exhales acid in an 20-­‐foot line&lt;br /&gt;
that is 5 feet wide. Each creature in that line must&lt;br /&gt;
make a DC 11 Dexterity saving throw, taking 18 (4d8)&lt;br /&gt;
acid damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Slowing Breath. The dragon exhales gas in a 15-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 11 Constitution saving throw. On a failed save,&lt;br /&gt;
the creature can’t use reactions, its speed is halved,&lt;br /&gt;
and it can’t make more than one attack on its turn.&lt;br /&gt;
In addition, the creature can use either an action or a&lt;br /&gt;
bonus action on its turn, but not both. These effects&lt;br /&gt;
last for 1 minute. The creature can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the&lt;br /&gt;
effect on itself with a successful save.&lt;br /&gt;
Gold Dragon&lt;br /&gt;
Ancient Gold Dragon&lt;br /&gt;
Gargantuan dragon, lawful good&lt;br /&gt;
Armor Class 22 (natural armor)&lt;br /&gt;
Hit Points 546 (28d20 + 252)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)&lt;br /&gt;
Saving Throws Dex +9, Con +16, Wis +10, Cha +16&lt;br /&gt;
Skills Insight +10, Perception +17, Persuasion +16,&lt;br /&gt;
Stealth +9&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 27&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 24 (62,000 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 21 (2d10 + 10) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d6 + 10) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 19 (2d8 + 10) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 24 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 299&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Fire Breath. The dragon exhales fire in a 90-­‐foot cone.&lt;br /&gt;
Each creature in that area must make a DC 24&lt;br /&gt;
Dexterity saving throw, taking 71 (13d10) fire&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one.&lt;br /&gt;
Weakening Breath. The dragon exhales gas in a 90-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 24 Strength saving throw or have disadvantage&lt;br /&gt;
on Strength-­‐based attack rolls, Strength checks, and&lt;br /&gt;
Strength saving throws for 1 minute. A creature can&lt;br /&gt;
repeat the saving throw at the end of each of its&lt;br /&gt;
turns, ending the effect on itself on a success.&lt;br /&gt;
Change Shape. The dragon magically polymorphs into&lt;br /&gt;
a humanoid or beast that has a challenge rating no&lt;br /&gt;
higher than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the dragon’s choice).&lt;br /&gt;
In a new form, the dragon retains its alignment, hit&lt;br /&gt;
points, Hit Dice, ability to speak, proficiencies,&lt;br /&gt;
Legendary Resistance, lair actions, and Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores, as well as this action. Its&lt;br /&gt;
statistics and capabilities are otherwise replaced by&lt;br /&gt;
those of the new form, except any class features or&lt;br /&gt;
legendary actions of that form.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 25 Dexterity saving throw or&lt;br /&gt;
take 17 (2d6 + 10) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Gold Dragon&lt;br /&gt;
Huge dragon, lawful good&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 256 (19d12 + 133)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7)&lt;br /&gt;
Saving Throws Dex +8, Con +13, Wis +8, Cha +13&lt;br /&gt;
Skills Insight +8, Perception +14, Persuasion +13,&lt;br /&gt;
Stealth +8&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 24&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 17 (18,000 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 19 (2d10 + 8) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 17 (2d8 + 8) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 21 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Fire Breath. The dragon exhales fire in a 60-­‐foot cone.&lt;br /&gt;
Each creature in that area must make a DC 21&lt;br /&gt;
Dexterity saving throw, taking 66 (12d10) fire&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 300&lt;br /&gt;
Weakening Breath. The dragon exhales gas in a 60-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 21 Strength saving throw or have disadvantage&lt;br /&gt;
on Strength-­‐based attack rolls, Strength checks, and&lt;br /&gt;
Strength saving throws for 1 minute. A creature can&lt;br /&gt;
repeat the saving throw at the end of each of its&lt;br /&gt;
turns, ending the effect on itself on a success.&lt;br /&gt;
Change Shape. The dragon magically polymorphs into&lt;br /&gt;
a humanoid or beast that has a challenge rating no&lt;br /&gt;
higher than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the dragon’s choice).&lt;br /&gt;
In a new form, the dragon retains its alignment, hit&lt;br /&gt;
points, Hit Dice, ability to speak, proficiencies,&lt;br /&gt;
Legendary Resistance, lair actions, and Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores, as well as this action. Its&lt;br /&gt;
statistics and capabilities are otherwise replaced by&lt;br /&gt;
those of the new form, except any class features or&lt;br /&gt;
legendary actions of that form.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 22 Dexterity saving throw or&lt;br /&gt;
take 15 (2d6 + 8) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Young Gold Dragon&lt;br /&gt;
Large dragon, lawful good&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 178 (17d10 + 85)&lt;br /&gt;
Speed 40 ft., fly 80 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)&lt;br /&gt;
Saving Throws Dex +6, Con +9, Wis +5, Cha +9&lt;br /&gt;
Skills Insight +5, Perception +9, Persuasion +9, Stealth&lt;br /&gt;
+6&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 19&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 10 (5,900 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Fire Breath. The dragon exhales fire in a 30-­‐foot cone.&lt;br /&gt;
Each creature in that area must make a DC 17&lt;br /&gt;
Dexterity saving throw, taking 55 (10d10) fire&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one.&lt;br /&gt;
Weakening Breath. The dragon exhales gas in a 30-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 17 Strength saving throw or have disadvantage&lt;br /&gt;
on Strength-­‐based attack rolls, Strength checks, and&lt;br /&gt;
Strength saving throws for 1 minute. A creature can&lt;br /&gt;
repeat the saving throw at the end of each of its&lt;br /&gt;
turns, ending the effect on itself on a success.&lt;br /&gt;
Gold Dragon Wyrmling&lt;br /&gt;
Medium dragon, lawful good&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 60 (8d8 + 24)&lt;br /&gt;
Speed 30 ft., fly 60 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)&lt;br /&gt;
Saving Throws Dex +4, Con +5, Wis +2, Cha +5&lt;br /&gt;
Skills Perception +4, Stealth +4&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 301&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Amphibious. The dragon can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 9 (1d10 + 4) piercing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Fire Breath. The dragon exhales fire in a 15-­‐foot cone.&lt;br /&gt;
Each creature in that area must make a DC 13&lt;br /&gt;
Dexterity saving throw, taking 22 (4d10) fire damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Weakening Breath. The dragon exhales gas in a 15-­‐foot&lt;br /&gt;
cone. Each creature in that area must succeed on a&lt;br /&gt;
DC 13 Strength saving throw or have disadvantage&lt;br /&gt;
on Strength-­‐based attack rolls, Strength checks, and&lt;br /&gt;
Strength saving throws for 1 minute. A creature can&lt;br /&gt;
repeat the saving throw at the end of each of its&lt;br /&gt;
turns, ending the effect on itself on a success.&lt;br /&gt;
Silver Dragon&lt;br /&gt;
Ancient Silver Dragon&lt;br /&gt;
Gargantuan dragon, lawful good&lt;br /&gt;
Armor Class 22 (natural armor)&lt;br /&gt;
Hit Points 487 (25d20 + 225)&lt;br /&gt;
Speed 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)&lt;br /&gt;
Saving Throws Dex +7, Con +16, Wis +9, Cha +13&lt;br /&gt;
Skills Arcana +11, History +11, Perception +16, Stealth&lt;br /&gt;
+7&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 26&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 23 (50,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 21 (2d10 + 10) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d6 + 10) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 19 (2d8 + 10) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 21 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Cold Breath. The dragon exhales an icy blast in a 90-­‐&lt;br /&gt;
foot cone. Each creature in that area must make a&lt;br /&gt;
DC 24 Constitution saving throw, taking 67 (15d8)&lt;br /&gt;
cold damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Paralyzing Breath. The dragon exhales paralyzing gas in&lt;br /&gt;
a 90-­‐foot cone. Each creature in that area must&lt;br /&gt;
succeed on a DC 24 Constitution saving throw or be&lt;br /&gt;
paralyzed for 1 minute. A creature can repeat the&lt;br /&gt;
saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success.&lt;br /&gt;
Change Shape. The dragon magically polymorphs into&lt;br /&gt;
a humanoid or beast that has a challenge rating no&lt;br /&gt;
higher than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the dragon’s choice).&lt;br /&gt;
In a new form, the dragon retains its alignment, hit&lt;br /&gt;
points, Hit Dice, ability to speak, proficiencies,&lt;br /&gt;
Legendary Resistance, lair actions, and Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores, as well as this action. Its&lt;br /&gt;
statistics and capabilities are otherwise replaced by&lt;br /&gt;
those of the new form, except any class features or&lt;br /&gt;
legendary actions of that form.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 302&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 15 feet of the dragon&lt;br /&gt;
must succeed on a DC 25 Dexterity saving throw or&lt;br /&gt;
take 17 (2d6 + 10) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Adult Silver Dragon&lt;br /&gt;
Huge dragon, lawful good&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 243 (18d12 + 126)&lt;br /&gt;
Speed 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)&lt;br /&gt;
Saving Throws Dex +5, Con +12, Wis +6, Cha +10&lt;br /&gt;
Skills Arcana +8, History +8, Perception +11, Stealth +5&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses blindsight 60 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 21&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 16 (15,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the dragon fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon can use its Frightful Presence.&lt;br /&gt;
It then makes three attacks: one with its bite and two&lt;br /&gt;
with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 19 (2d10 + 8) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 15 (2d6 + 8) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 17 (2d8 + 8) bludgeoning damage.&lt;br /&gt;
Frightful Presence. Each creature of the dragon’s&lt;br /&gt;
choice that is within 120 feet of the dragon and aware&lt;br /&gt;
of it must succeed on a DC 18 Wisdom saving throw or&lt;br /&gt;
become frightened for 1 minute. A creature can repeat&lt;br /&gt;
the saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success. If a creature’s saving&lt;br /&gt;
throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the dragon’s Frightful Presence&lt;br /&gt;
for the next 24 hours.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Cold Breath. The dragon exhales an icy blast in a 60-­‐&lt;br /&gt;
foot cone. Each creature in that area must make a&lt;br /&gt;
DC 20 Constitution saving throw, taking 58 (13d8)&lt;br /&gt;
cold damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Paralyzing Breath. The dragon exhales paralyzing gas in&lt;br /&gt;
a 60-­‐foot cone. Each creature in that area must&lt;br /&gt;
succeed on a DC 20 Constitution saving throw or be&lt;br /&gt;
paralyzed for 1 minute. A creature can repeat the&lt;br /&gt;
saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success.&lt;br /&gt;
Change Shape. The dragon magically polymorphs into&lt;br /&gt;
a humanoid or beast that has a challenge rating no&lt;br /&gt;
higher than its own, or back into its true form. It&lt;br /&gt;
reverts to its true form if it dies. Any equipment it is&lt;br /&gt;
wearing or carrying is absorbed or borne by the new&lt;br /&gt;
form (the dragon’s choice).&lt;br /&gt;
In a new form, the dragon retains its alignment, hit&lt;br /&gt;
points, Hit Dice, ability to speak, proficiencies,&lt;br /&gt;
Legendary Resistance, lair actions, and Intelligence,&lt;br /&gt;
Wisdom, and Charisma scores, as well as this action. Its&lt;br /&gt;
statistics and capabilities are otherwise replaced by&lt;br /&gt;
those of the new form, except any class features or&lt;br /&gt;
legendary actions of that form.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The dragon can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The dragon regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Detect. The dragon makes a Wisdom (Perception)&lt;br /&gt;
check.&lt;br /&gt;
Tail Attack. The dragon makes a tail attack.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 303&lt;br /&gt;
Wing Attack (Costs 2 Actions). The dragon beats its&lt;br /&gt;
wings. Each creature within 10 feet of the dragon&lt;br /&gt;
must succeed on a DC 21 Dexterity saving throw or&lt;br /&gt;
take 15 (2d6 + 8) bludgeoning damage and be&lt;br /&gt;
knocked prone. The dragon can then fly up to half its&lt;br /&gt;
flying speed.&lt;br /&gt;
Young Silver Dragon&lt;br /&gt;
Large dragon, lawful good&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 168 (16d10 + 80)&lt;br /&gt;
Speed 40 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)&lt;br /&gt;
Saving Throws Dex +4, Con +9, Wis +4, Cha +8&lt;br /&gt;
Skills Arcana +6, History +6, Perception +8, Stealth +4&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses blindsight 30 ft., darkvision 120 ft., passive&lt;br /&gt;
Perception 18&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 9 (5,000 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon makes three attacks: one with&lt;br /&gt;
its bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Cold Breath. The dragon exhales an icy blast in a 30-­‐&lt;br /&gt;
foot cone. Each creature in that area must make a&lt;br /&gt;
DC 17 Constitution saving throw, taking 54 (12d8)&lt;br /&gt;
cold damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Paralyzing Breath. The dragon exhales paralyzing gas in&lt;br /&gt;
a 30-­‐foot cone. Each creature in that area must&lt;br /&gt;
succeed on a DC 17 Constitution saving throw or be&lt;br /&gt;
paralyzed for 1 minute. A creature can repeat the&lt;br /&gt;
saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success.&lt;br /&gt;
Silver Dragon Wyrmling&lt;br /&gt;
Medium dragon, lawful good&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 45 (6d8 + 18)&lt;br /&gt;
Speed 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)&lt;br /&gt;
Saving Throws Dex +2, Con +5, Wis +2, Cha +4&lt;br /&gt;
Skills Perception +4, Stealth +2&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 14&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 9 (1d10 + 4) piercing damage.&lt;br /&gt;
Breath Weapons (Recharge 5–6). The dragon uses one&lt;br /&gt;
of the following breath weapons.&lt;br /&gt;
Cold Breath. The dragon exhales an icy blast in a 15-­‐&lt;br /&gt;
foot cone. Each creature in that area must make a&lt;br /&gt;
DC 13 Constitution saving throw, taking 18 (4d8) cold&lt;br /&gt;
damage on a failed save, or half as much damage on&lt;br /&gt;
a successful one.&lt;br /&gt;
Paralyzing Breath. The dragon exhales paralyzing gas in&lt;br /&gt;
a 15-­‐foot cone. Each creature in that area must&lt;br /&gt;
succeed on a DC 13 Constitution saving throw or be&lt;br /&gt;
paralyzed for 1 minute. A creature can repeat the&lt;br /&gt;
saving throw at the end of each of its turns, ending&lt;br /&gt;
the effect on itself on a success.&lt;br /&gt;
Dragon Turtle&lt;br /&gt;
Gargantuan dragon, neutral&lt;br /&gt;
Armor Class 20 (natural armor)&lt;br /&gt;
Hit Points 341 (22d20 + 110)&lt;br /&gt;
Speed 20 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)&lt;br /&gt;
Saving Throws Dex +6, Con +11, Wis +7&lt;br /&gt;
Damage Resistances fire&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 11&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 304&lt;br /&gt;
Languages Aquan, Draconic&lt;br /&gt;
Challenge 17 (18,000 XP)&lt;br /&gt;
Amphibious. The dragon turtle can breathe air and&lt;br /&gt;
water.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dragon turtle makes three attacks:&lt;br /&gt;
one with its bite and two with its claws. It can make&lt;br /&gt;
one tail attack in place of its two claw attacks.&lt;br /&gt;
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 26 (3d12 + 7) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 16 (2d8 + 7) slashing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one&lt;br /&gt;
target. Hit: 26 (3d12 + 7) bludgeoning damage. If the&lt;br /&gt;
target is a creature, it must succeed on a DC 20&lt;br /&gt;
Strength saving throw or be pushed up to 10 feet away&lt;br /&gt;
from the dragon turtle and knocked prone.&lt;br /&gt;
Steam Breath (Recharge 5–6). The dragon turtle&lt;br /&gt;
exhales scalding steam in a 60-­‐foot cone. Each creature&lt;br /&gt;
in that area must make a DC 18 Constitution saving&lt;br /&gt;
throw, taking 52 (15d6) fire damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one. Being&lt;br /&gt;
underwater doesn’t grant resistance against this&lt;br /&gt;
damage.&lt;br /&gt;
Drider&lt;br /&gt;
Large monstrosity, chaotic evil&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 123 (13d10 + 52)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)&lt;br /&gt;
Skills Perception +5, Stealth +9&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 15&lt;br /&gt;
Languages Elvish, Undercommon&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Fey Ancestry. The drider has advantage on saving&lt;br /&gt;
throws against being charmed, and magic can’t put the&lt;br /&gt;
drider to sleep.&lt;br /&gt;
Innate Spellcasting. The drider’s innate spellcasting&lt;br /&gt;
ability is Wisdom (spell save DC 13). The drider can&lt;br /&gt;
innately cast the following spells, requiring no material&lt;br /&gt;
components:&lt;br /&gt;
At will: dancing lights&lt;br /&gt;
1/day each: darkness, faerie fire&lt;br /&gt;
Spider Climb. The drider can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Sunlight Sensitivity. While in sunlight, the drider has&lt;br /&gt;
disadvantage on attack rolls, as well as on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Web Walker. The drider ignores movement restrictions&lt;br /&gt;
caused by webbing.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The drider makes three attacks, either&lt;br /&gt;
with its longsword or its longbow. It can replace one of&lt;br /&gt;
those attacks with a bite attack.&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 2 (1d4) piercing damage plus 9 (2d8)&lt;br /&gt;
poison damage.&lt;br /&gt;
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10&lt;br /&gt;
+ 3) slashing damage if used with two hands.&lt;br /&gt;
Longbow. Ranged Weapon Attack: +6 to hit, range&lt;br /&gt;
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing&lt;br /&gt;
damage plus 4 (1d8) poison damage.&lt;br /&gt;
Dryad&lt;br /&gt;
Medium fey, neutral&lt;br /&gt;
Armor Class 11 (16 with barkskin)&lt;br /&gt;
Hit Points 22 (5d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)&lt;br /&gt;
Skills Perception +4, Stealth +5&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages Elvish, Sylvan&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Innate Spellcasting. The dryad’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 14). The dryad can&lt;br /&gt;
innately cast the following spells, requiring no material&lt;br /&gt;
components:&lt;br /&gt;
At will: druidcraft&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 305&lt;br /&gt;
3/day each: entangle, goodberry&lt;br /&gt;
1/day each: barkskin, pass without trace, shillelagh&lt;br /&gt;
Magic Resistance. The dryad has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Speak with Beasts and Plants. The dryad can&lt;br /&gt;
communicate with beasts and plants as if they shared a&lt;br /&gt;
language.&lt;br /&gt;
Tree Stride. Once on her turn, the dryad can use 10&lt;br /&gt;
feet of her movement to step magically into one living&lt;br /&gt;
tree within her reach and emerge from a second living&lt;br /&gt;
tree within 60 feet of the first tree, appearing in an&lt;br /&gt;
unoccupied space within 5 feet of the second tree.&lt;br /&gt;
Both trees must be Large or bigger.&lt;br /&gt;
Actions&lt;br /&gt;
Club. Melee Weapon Attack: +2 to hit (+6 to hit with&lt;br /&gt;
shillelagh), reach 5 ft., one target. Hit: 2 (1d4)&lt;br /&gt;
bludgeoning damage, or 8 (1d8 + 4) bludgeoning&lt;br /&gt;
damage with shillelagh.&lt;br /&gt;
Fey Charm. The dryad targets one humanoid or beast&lt;br /&gt;
that she can see within 30 feet of her. If the target can&lt;br /&gt;
see the dryad, it must succeed on a DC 14 Wisdom&lt;br /&gt;
saving throw or be magically charmed. The charmed&lt;br /&gt;
creature regards the dryad as a trusted friend to be&lt;br /&gt;
heeded and protected. Although the target isn’t under&lt;br /&gt;
the dryad’s control, it takes the dryad’s requests or&lt;br /&gt;
actions in the most favorable way it can.&lt;br /&gt;
Each time the dryad or its allies do anything harmful&lt;br /&gt;
to the target, it can repeat the saving throw, ending&lt;br /&gt;
the effect on itself on a success. Otherwise, the effect&lt;br /&gt;
lasts 24 hours or until the dryad dies, is on a different&lt;br /&gt;
plane of existence from the target, or ends the effect&lt;br /&gt;
as a bonus action. If a target’s saving throw is&lt;br /&gt;
successful, the target is immune to the dryad’s Fey&lt;br /&gt;
Charm for the next 24 hours.&lt;br /&gt;
The dryad can have no more than one humanoid and&lt;br /&gt;
up to three beasts charmed at a time.&lt;br /&gt;
Duergar&lt;br /&gt;
Medium humanoid (dwarf), lawful evil&lt;br /&gt;
Armor Class 16 (scale mail, shield)&lt;br /&gt;
Hit Points 26 (4d8 + 8)&lt;br /&gt;
Speed 25 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (−1)&lt;br /&gt;
Damage Resistances poison&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 10&lt;br /&gt;
Languages Dwarvish, Undercommon&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Duergar Resilience. The duergar has advantage on&lt;br /&gt;
saving throws against poison, spells, and illusions, as&lt;br /&gt;
well as to resist being charmed or paralyzed.&lt;br /&gt;
Sunlight Sensitivity. While in sunlight, the duergar has&lt;br /&gt;
disadvantage on attack rolls, as well as on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Enlarge (Recharges after a Short or Long Rest). For 1&lt;br /&gt;
minute, the duergar magically increases in size, along&lt;br /&gt;
with anything it is wearing or carrying. While enlarged,&lt;br /&gt;
the duergar is Large, doubles its damage dice on&lt;br /&gt;
Strength-­‐based weapon attacks (included in the&lt;br /&gt;
attacks), and makes Strength checks and Strength&lt;br /&gt;
saving throws with advantage. If the duergar lacks the&lt;br /&gt;
room to become Large, it attains the maximum size&lt;br /&gt;
possible in the space available.&lt;br /&gt;
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8&lt;br /&gt;
+ 2) piercing damage while enlarged.&lt;br /&gt;
Javelin. Melee or Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +&lt;br /&gt;
2) piercing damage, or 9 (2d6 + 2) piercing damage&lt;br /&gt;
while enlarged.&lt;br /&gt;
Invisibility (Recharges after a Short or Long Rest). The&lt;br /&gt;
duergar magically turns invisible until it attacks, casts a&lt;br /&gt;
spell, or uses its Enlarge, or until its concentration is&lt;br /&gt;
broken, up to 1 hour (as if concentrating on a spell).&lt;br /&gt;
Any equipment the duergar wears or carries is invisible&lt;br /&gt;
with it.&lt;br /&gt;
Monsters (E)&lt;br /&gt;
Elementals&lt;br /&gt;
Air Elemental&lt;br /&gt;
Large elemental, neutral&lt;br /&gt;
Armor Class 15&lt;br /&gt;
Hit Points 90 (12d10 + 24)&lt;br /&gt;
Speed 0 ft., fly 90 ft. (hover)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 306&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2)&lt;br /&gt;
Damage Resistances lightning, thunder; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, grappled, paralyzed,&lt;br /&gt;
petrified, poisoned, prone, restrained, unconscious&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Auran&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Air Form. The elemental can enter a hostile creature’s&lt;br /&gt;
space and stop there. It can move through a space as&lt;br /&gt;
narrow as 1 inch wide without squeezing.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The elemental makes two slam attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 14 (2d8 + 5) bludgeoning damage.&lt;br /&gt;
Whirlwind (Recharge 4–6). Each creature in the&lt;br /&gt;
elemental’s space must make a DC 13 Strength saving&lt;br /&gt;
throw. On a failure, a target takes 15 (3d8 + 2)&lt;br /&gt;
bludgeoning damage and is flung up 20 feet away from&lt;br /&gt;
the elemental in a random direction and knocked&lt;br /&gt;
prone. If a thrown target strikes an object, such as a&lt;br /&gt;
wall or floor, the target takes 3 (1d6) bludgeoning&lt;br /&gt;
damage for every 10 feet it was thrown. If the target is&lt;br /&gt;
thrown at another creature, that creature must&lt;br /&gt;
succeed on a DC 13 Dexterity saving throw or take the&lt;br /&gt;
same damage and be knocked prone.&lt;br /&gt;
If the saving throw is successful, the target takes half&lt;br /&gt;
the bludgeoning damage and isn’t flung away or&lt;br /&gt;
knocked prone.&lt;br /&gt;
Earth Elemental&lt;br /&gt;
Large elemental, neutral&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 126 (12d10 + 60)&lt;br /&gt;
Speed 30 ft., burrow 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3)&lt;br /&gt;
Damage Vulnerabilities thunder&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, paralyzed, petrified,&lt;br /&gt;
poisoned, unconscious&lt;br /&gt;
Senses darkvision 60 ft., tremorsense 60 ft., passive&lt;br /&gt;
Perception 10&lt;br /&gt;
Languages Terran&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Earth Glide. The elemental can burrow through&lt;br /&gt;
nonmagical, unworked earth and stone. While doing so,&lt;br /&gt;
the elemental doesn’t disturb the material it moves&lt;br /&gt;
through.&lt;br /&gt;
Siege Monster. The elemental deals double damage to&lt;br /&gt;
objects and structures.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The elemental makes two slam attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 14 (2d8 + 5) bludgeoning damage.&lt;br /&gt;
Fire Elemental&lt;br /&gt;
Large elemental, neutral&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 102 (12d10 + 36)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (−2)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities exhaustion, grappled, paralyzed,&lt;br /&gt;
petrified, poisoned, prone, restrained, unconscious&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Ignan&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Fire Form. The elemental can move through a space as&lt;br /&gt;
narrow as 1 inch wide without squeezing. A creature&lt;br /&gt;
that touches the elemental or hits it with a melee&lt;br /&gt;
attack while within 5 feet of it takes 5 (1d10) fire&lt;br /&gt;
damage. In addition, the elemental can enter a hostile&lt;br /&gt;
creature’s space and stop there. The first time it enters&lt;br /&gt;
a creature’s space on a turn, that creature takes 5&lt;br /&gt;
(1d10) fire damage and catches fire; until someone&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 307&lt;br /&gt;
takes an action to douse the fire, the creature takes 5&lt;br /&gt;
(1d10) fire damage at the start of each of its turns.&lt;br /&gt;
Illumination. The elemental sheds bright light in a 30-­‐&lt;br /&gt;
foot radius and dim light in an additional 30 feet.&lt;br /&gt;
Water Susceptibility. For every 5 feet the elemental&lt;br /&gt;
moves in water, or for every gallon of water splashed&lt;br /&gt;
on it, it takes 1 cold damage.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The elemental makes two touch attacks.&lt;br /&gt;
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) fire damage. If the target is a&lt;br /&gt;
creature or a flammable object, it ignites. Until a&lt;br /&gt;
creature takes an action to douse the fire, the target&lt;br /&gt;
takes 5 (1d10) fire damage at the start of each of its&lt;br /&gt;
turns.&lt;br /&gt;
Water Elemental&lt;br /&gt;
Large elemental, neutral&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 114 (12d10 + 48)&lt;br /&gt;
Speed 30 ft., swim 90 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1)&lt;br /&gt;
Damage Resistances acid; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, grappled, paralyzed,&lt;br /&gt;
petrified, poisoned, prone, restrained, unconscious&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Aquan&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Water Form. The elemental can enter a hostile&lt;br /&gt;
creature’s space and stop there. It can move through a&lt;br /&gt;
space as narrow as 1 inch wide without squeezing.&lt;br /&gt;
Freeze. If the elemental takes cold damage, it partially&lt;br /&gt;
freezes; its speed is reduced by 20 feet until the end of&lt;br /&gt;
its next turn.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The elemental makes two slam attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) bludgeoning damage.&lt;br /&gt;
Whelm (Recharge 4–6). Each creature in the&lt;br /&gt;
elemental’s space must make a DC 15 Strength saving&lt;br /&gt;
throw. On a failure, a target takes 13 (2d8 + 4)&lt;br /&gt;
bludgeoning damage. If it is Large or smaller, it is also&lt;br /&gt;
grappled (escape DC 14). Until this grapple ends, the&lt;br /&gt;
target is restrained and unable to breathe unless it can&lt;br /&gt;
breathe water. If the saving throw is successful, the&lt;br /&gt;
target is pushed out of the elemental’s space.&lt;br /&gt;
The elemental can grapple one Large creature or up&lt;br /&gt;
to two Medium or smaller creatures at one time. At the&lt;br /&gt;
start of each of the elemental’s turns, each target&lt;br /&gt;
grappled by it takes 13 (2d8 + 4) bludgeoning damage.&lt;br /&gt;
A creature within 5 feet of the elemental can pull a&lt;br /&gt;
creature or object out of it by taking an action to make&lt;br /&gt;
a DC 14 Strength and succeeding.&lt;br /&gt;
Elf, Drow&lt;br /&gt;
Medium humanoid (elf), neutral evil&lt;br /&gt;
Armor Class 15 (chain shirt)&lt;br /&gt;
Hit Points 13 (3d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)&lt;br /&gt;
Skills Perception +2, Stealth +4&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 12&lt;br /&gt;
Languages Elvish, Undercommon&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Fey Ancestry. The drow has advantage on saving&lt;br /&gt;
throws against being charmed, and magic can’t put the&lt;br /&gt;
drow to sleep.&lt;br /&gt;
Innate Spellcasting. The drow’s spellcasting ability is&lt;br /&gt;
Charisma (spell save DC 11). It can innately cast the&lt;br /&gt;
following spells, requiring no material components:&lt;br /&gt;
At will: dancing lights&lt;br /&gt;
1/day each: darkness, faerie fire&lt;br /&gt;
Sunlight Sensitivity. While in sunlight, the drow has&lt;br /&gt;
disadvantage on attack rolls, as well as on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Shortsword. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Hand Crossbow. Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 308&lt;br /&gt;
damage, and the target must succeed on a DC 13&lt;br /&gt;
Constitution saving throw or be poisoned for 1 hour. If&lt;br /&gt;
the saving throw fails by 5 or more, the target is also&lt;br /&gt;
unconscious while poisoned in this way. The target&lt;br /&gt;
wakes up if it takes damage or if another creature&lt;br /&gt;
takes an action to shake it awake.&lt;br /&gt;
Ettercap&lt;br /&gt;
Medium monstrosity, neutral evil&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 44 (8d8 + 8)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1)&lt;br /&gt;
Skills Perception +3, Stealth +4, Survival +3&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Spider Climb. The ettercap can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Web Sense. While in contact with a web, the ettercap&lt;br /&gt;
knows the exact location of any other creature in&lt;br /&gt;
contact with the same web.&lt;br /&gt;
Web Walker. The ettercap ignores movement&lt;br /&gt;
restrictions caused by webbing.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The ettercap makes two attacks: one with&lt;br /&gt;
its bite and one with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8)&lt;br /&gt;
poison damage. The target must succeed on a DC 11&lt;br /&gt;
Constitution saving throw or be poisoned for 1 minute.&lt;br /&gt;
The creature can repeat the saving throw at the end of&lt;br /&gt;
each of its turns, ending the effect on itself on a&lt;br /&gt;
success.&lt;br /&gt;
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (2d4 + 2) slashing damage.&lt;br /&gt;
Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
range 30/60 ft., one Large or smaller creature. Hit: The&lt;br /&gt;
creature is restrained by webbing. As an action, the&lt;br /&gt;
restrained creature can make a DC 11 Strength check,&lt;br /&gt;
escaping from the webbing on a success. The effect&lt;br /&gt;
also ends if the webbing is destroyed. The webbing has&lt;br /&gt;
AC 10, 5 hit points, vulnerability to fire damage, and&lt;br /&gt;
immunity to bludgeoning, poison, and psychic damage.&lt;br /&gt;
Ettin&lt;br /&gt;
Large giant, chaotic evil&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 85 (10d10 + 30)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 8 (−1) 17 (+3) 6 (−2) 10 (+0) 8 (−1)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages Giant, Orc&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Two Heads. The ettin has advantage on Wisdom&lt;br /&gt;
(Perception) checks and on saving throws against being&lt;br /&gt;
blinded, charmed, deafened, frightened, stunned, and&lt;br /&gt;
knocked unconscious.&lt;br /&gt;
Wakeful. When one of the ettin’s heads is asleep, its&lt;br /&gt;
other head is awake.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The ettin makes two attacks: one with its&lt;br /&gt;
battleaxe and one with its morningstar.&lt;br /&gt;
Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 14 (2d8 + 5) slashing damage.&lt;br /&gt;
Morningstar. Melee Weapon Attack: +7 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 14 (2d8 + 5) piercing damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 309&lt;br /&gt;
Monsters (F)&lt;br /&gt;
Fungi&lt;br /&gt;
Shrieker&lt;br /&gt;
Medium plant, unaligned&lt;br /&gt;
Armor Class 5&lt;br /&gt;
Hit Points 13 (3d8)&lt;br /&gt;
Speed 0 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
1 (−5) 1 (−5) 10 (+0) 1 (−5) 3 (−4) 1 (−5)&lt;br /&gt;
Condition Immunities blinded, deafened, frightened&lt;br /&gt;
Senses blindsight 30 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 6&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
False Appearance. While the shrieker remains&lt;br /&gt;
motionless, it is indistinguishable from an ordinary&lt;br /&gt;
fungus.&lt;br /&gt;
Reactions&lt;br /&gt;
Shriek. When bright light or a creature is within 30 feet&lt;br /&gt;
of the shrieker, it emits a shriek audible within 300 feet&lt;br /&gt;
of it. The shrieker continues to shriek until the&lt;br /&gt;
disturbance moves out of range and for 1d4 of the&lt;br /&gt;
shrieker’s turns afterward.&lt;br /&gt;
Violet Fungus&lt;br /&gt;
Medium plant, unaligned&lt;br /&gt;
Armor Class 5&lt;br /&gt;
Hit Points 18 (4d8)&lt;br /&gt;
Speed 5 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
3 (−4) 1 (−5) 10 (+0) 1 (−5) 3 (−4) 1 (−5)&lt;br /&gt;
Condition Immunities blinded, deafened, frightened&lt;br /&gt;
Senses blindsight 30 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 6&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
False Appearance. While the violet fungus remains&lt;br /&gt;
motionless, it is indistinguishable from an ordinary&lt;br /&gt;
fungus.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The fungus makes 1d4 Rotting Touch&lt;br /&gt;
attacks.&lt;br /&gt;
Rotting Touch. Melee Weapon Attack: +2 to hit, reach&lt;br /&gt;
10 ft., one creature. Hit: 4 (1d8) necrotic damage.&lt;br /&gt;
Monsters (G)&lt;br /&gt;
Gargoyle&lt;br /&gt;
Medium elemental, chaotic evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 52 (7d8 + 21)&lt;br /&gt;
Speed 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks that aren’t&lt;br /&gt;
adamantine&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, petrified, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Terran&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
False Appearance. While the gargoyle remains&lt;br /&gt;
motionless, it is indistinguishable from an inanimate&lt;br /&gt;
statue.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The gargoyle makes two attacks: one with&lt;br /&gt;
its bite and one with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) slashing damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 310&lt;br /&gt;
Genies&lt;br /&gt;
Djinni&lt;br /&gt;
Large elemental, chaotic good&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 161 (14d10 + 84)&lt;br /&gt;
Speed 30 ft., fly 90 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5)&lt;br /&gt;
Saving Throws Dex +6, Wis +7, Cha +9&lt;br /&gt;
Damage Immunities lightning, thunder&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 13&lt;br /&gt;
Languages Auran&lt;br /&gt;
Challenge 11 (7,200 XP)&lt;br /&gt;
Elemental Demise. If the djinni dies, its body&lt;br /&gt;
disintegrates into a warm breeze, leaving behind only&lt;br /&gt;
equipment the djinni was wearing or carrying.&lt;br /&gt;
Innate Spellcasting. The djinni’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 17, +9 to hit with spell&lt;br /&gt;
attacks). It can innately cast the following spells,&lt;br /&gt;
requiring no material components:&lt;br /&gt;
At will: detect evil and good, detect magic,&lt;br /&gt;
thunderwave&lt;br /&gt;
3/day each: create food and water (can create wine&lt;br /&gt;
instead of water), tongues, wind walk&lt;br /&gt;
1/day each: conjure elemental (air elemental only),&lt;br /&gt;
creation, gaseous form, invisibility, major image,&lt;br /&gt;
plane shift&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The djinni makes three scimitar attacks.&lt;br /&gt;
Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 12 (2d6 + 5) slashing damage plus 3&lt;br /&gt;
(1d6) lightning or thunder damage (djinni’s choice).&lt;br /&gt;
Create Whirlwind. A 5-­‐foot-­‐radius, 30-­‐foot-­‐tall cylinder&lt;br /&gt;
of swirling air magically forms on a point the djinni can&lt;br /&gt;
see within 120 feet of it. The whirlwind lasts as long as&lt;br /&gt;
the djinni maintains concentration (as if concentrating&lt;br /&gt;
on a spell). Any creature but the djinni that enters the&lt;br /&gt;
whirlwind must succeed on a DC 18 Strength saving&lt;br /&gt;
throw or be restrained by it. The djinni can move the&lt;br /&gt;
whirlwind up to 60 feet as an action, and creatures&lt;br /&gt;
restrained by the whirlwind move with it. The&lt;br /&gt;
whirlwind ends if the djinni loses sight of it.&lt;br /&gt;
A creature can use its action to free a creature&lt;br /&gt;
restrained by the whirlwind, including itself, by&lt;br /&gt;
succeeding on a DC 18 Strength check. If the check&lt;br /&gt;
succeeds, the creature is no longer restrained and&lt;br /&gt;
moves to the nearest space outside the whirlwind.&lt;br /&gt;
Efreeti&lt;br /&gt;
Large elemental, lawful evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 200 (16d10 + 112)&lt;br /&gt;
Speed 40 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3)&lt;br /&gt;
Saving Throws Int +7, Wis +6, Cha +7&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 12&lt;br /&gt;
Languages Ignan&lt;br /&gt;
Challenge 11 (7,200 XP)&lt;br /&gt;
Elemental Demise. If the efreeti dies, its body&lt;br /&gt;
disintegrates in a flash of fire and puff of smoke,&lt;br /&gt;
leaving behind only equipment the efreeti was wearing&lt;br /&gt;
or carrying.&lt;br /&gt;
Innate Spellcasting. The efreeti’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 15, +7 to hit with spell&lt;br /&gt;
attacks). It can innately cast the following spells,&lt;br /&gt;
requiring no material components:&lt;br /&gt;
At will: detect magic&lt;br /&gt;
3/day: enlarge/reduce, tongues&lt;br /&gt;
1/day each: conjure elemental (fire elemental only),&lt;br /&gt;
gaseous form, invisibility, major image, plane shift,&lt;br /&gt;
wall of fire&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The efreeti makes two scimitar attacks or&lt;br /&gt;
uses its Hurl Flame twice.&lt;br /&gt;
Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d6 + 6) slashing damage plus 7&lt;br /&gt;
(2d6) fire damage.&lt;br /&gt;
Hurl Flame. Ranged Spell Attack: +7 to hit, range 120&lt;br /&gt;
ft., one target. Hit: 17 (5d6) fire damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 311&lt;br /&gt;
Ghost&lt;br /&gt;
Medium undead, any alignment&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 45 (10d8)&lt;br /&gt;
Speed 0 ft., fly 40 ft. (hover)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
7 (−2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)&lt;br /&gt;
Damage Resistances acid, fire, lightning, thunder;&lt;br /&gt;
bludgeoning, piercing, and slashing from nonmagical&lt;br /&gt;
attacks&lt;br /&gt;
Damage Immunities cold, necrotic, poison&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
grappled, paralyzed, petrified, poisoned, prone,&lt;br /&gt;
restrained&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 11&lt;br /&gt;
Languages any languages it knew in life&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Ethereal Sight. The ghost can see 60 feet into the&lt;br /&gt;
Ethereal Plane when it is on the Material Plane, and&lt;br /&gt;
vice versa.&lt;br /&gt;
Incorporeal Movement. The ghost can move through&lt;br /&gt;
other creatures and objects as if they were difficult&lt;br /&gt;
terrain. It takes 5 (1d10) force damage if it ends its turn&lt;br /&gt;
inside an object.&lt;br /&gt;
Actions&lt;br /&gt;
Withering Touch. Melee Weapon Attack: +5 to hit,&lt;br /&gt;
reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic&lt;br /&gt;
damage.&lt;br /&gt;
Etherealness. The ghost enters the Ethereal Plane from&lt;br /&gt;
the Material Plane, or vice versa. It is visible on the&lt;br /&gt;
Material Plane while it is in the Border Ethereal, and&lt;br /&gt;
vice versa, yet it can’t affect or be affected by anything&lt;br /&gt;
on the other plane.&lt;br /&gt;
Horrifying Visage. Each non-­‐undead creature within 60&lt;br /&gt;
feet of the ghost that can see it must succeed on a DC&lt;br /&gt;
13 Wisdom saving throw or be frightened for 1 minute.&lt;br /&gt;
If the save fails by 5 or more, the target also ages 1d4 ×&lt;br /&gt;
10 years. A frightened target can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the&lt;br /&gt;
frightened condition on itself on a success. If a target’s&lt;br /&gt;
saving throw is successful or the effect ends for it, the&lt;br /&gt;
target is immune to this ghost’s Horrifying Visage for&lt;br /&gt;
the next 24 hours. The aging effect can be reversed&lt;br /&gt;
with a greater restoration spell, but only within 24&lt;br /&gt;
hours of it occurring.&lt;br /&gt;
Possession (Recharge 6). One humanoid that the ghost&lt;br /&gt;
can see within 5 feet of it must succeed on a DC 13&lt;br /&gt;
Charisma saving throw or be possessed by the ghost;&lt;br /&gt;
the ghost then disappears, and the target is&lt;br /&gt;
incapacitated and loses control of its body. The ghost&lt;br /&gt;
now controls the body but doesn’t deprive the target&lt;br /&gt;
of awareness. The ghost can’t be targeted by any&lt;br /&gt;
attack, spell, or other effect, except ones that turn&lt;br /&gt;
undead, and it retains its alignment, Intelligence,&lt;br /&gt;
Wisdom, Charisma, and immunity to being charmed&lt;br /&gt;
and frightened. It otherwise uses the possessed&lt;br /&gt;
target’s statistics, but doesn’t gain access to the&lt;br /&gt;
target’s knowledge, class features, or proficiencies.&lt;br /&gt;
The possession lasts until the body drops to 0 hit&lt;br /&gt;
points, the ghost ends it as a bonus action, or the ghost&lt;br /&gt;
is turned or forced out by an effect like the dispel evil&lt;br /&gt;
and good spell. When the possession ends, the ghost&lt;br /&gt;
reappears in an unoccupied space within 5 feet of the&lt;br /&gt;
body. The target is immune to this ghost’s Possession&lt;br /&gt;
for 24 hours after succeeding on the saving throw or&lt;br /&gt;
after the possession ends.&lt;br /&gt;
Ghouls&lt;br /&gt;
Ghast&lt;br /&gt;
Medium undead, chaotic evil&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 36 (8d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)&lt;br /&gt;
Damage Resistances necrotic&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities charmed, exhaustion, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Common&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Stench. Any creature that starts its turn within 5 feet of&lt;br /&gt;
the ghast must succeed on a DC 10 Constitution saving&lt;br /&gt;
throw or be poisoned until the start of its next turn. On&lt;br /&gt;
a successful saving throw, the creature is immune to&lt;br /&gt;
the ghast’s Stench for 24 hours.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 312&lt;br /&gt;
Turning Defiance. The ghast and any ghouls within 30&lt;br /&gt;
feet of it have advantage on saving throws against&lt;br /&gt;
effects that turn undead.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 12 (2d8 + 3) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) slashing damage. If the target is&lt;br /&gt;
a creature other than an undead, it must succeed on a&lt;br /&gt;
DC 10 Constitution saving throw or be paralyzed for 1&lt;br /&gt;
minute. The target can repeat the saving throw at the&lt;br /&gt;
end of each of its turns, ending the effect on itself on a&lt;br /&gt;
success.&lt;br /&gt;
Ghoul&lt;br /&gt;
Medium undead, chaotic evil&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 22 (5d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2)&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities charmed, exhaustion, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Common&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 9 (2d6 + 2) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (2d4 + 2) slashing damage. If the target is&lt;br /&gt;
a creature other than an elf or undead, it must succeed&lt;br /&gt;
on a DC 10 Constitution saving throw or be paralyzed&lt;br /&gt;
for 1 minute. The target can repeat the saving throw at&lt;br /&gt;
the end of each of its turns, ending the effect on itself&lt;br /&gt;
on a success.&lt;br /&gt;
Giants&lt;br /&gt;
Cloud Giant&lt;br /&gt;
Huge giant, neutral good (50%) or neutral evil (50%)&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 200 (16d12 + 96)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)&lt;br /&gt;
Saving Throws Con +10, Wis +7, Cha +7&lt;br /&gt;
Skills Insight +7, Perception +7&lt;br /&gt;
Senses passive Perception 17&lt;br /&gt;
Languages Common, Giant&lt;br /&gt;
Challenge 9 (5,000 XP)&lt;br /&gt;
Keen Smell. The giant has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Innate Spellcasting. The giant’s innate spellcasting&lt;br /&gt;
ability is Charisma. It can innately cast the following&lt;br /&gt;
spells, requiring no material components:&lt;br /&gt;
At will: detect magic, fog cloud, light&lt;br /&gt;
3/day each: feather fall, fly, misty step, telekinesis&lt;br /&gt;
1/day each: control weather, gaseous form&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The giant makes two morningstar attacks.&lt;br /&gt;
Morningstar. Melee Weapon Attack: +12 to hit, reach&lt;br /&gt;
10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +12 to hit, range 60/240&lt;br /&gt;
ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.&lt;br /&gt;
Fire Giant&lt;br /&gt;
Huge giant, lawful evil&lt;br /&gt;
Armor Class 18 (plate)&lt;br /&gt;
Hit Points 162 (13d12 + 78)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)&lt;br /&gt;
Saving Throws Dex +3, Con +10, Cha +5&lt;br /&gt;
Skills Athletics +11, Perception +6&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses passive Perception 16&lt;br /&gt;
Languages Giant&lt;br /&gt;
Challenge 9 (5,000 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The giant makes two greatsword attacks.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 313&lt;br /&gt;
Greatsword. Melee Weapon Attack: +11 to hit, reach&lt;br /&gt;
10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +11 to hit, range 60/240&lt;br /&gt;
ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.&lt;br /&gt;
Frost Giant&lt;br /&gt;
Huge giant, neutral evil&lt;br /&gt;
Armor Class 15 (patchwork armor)&lt;br /&gt;
Hit Points 138 (12d12 + 60)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1)&lt;br /&gt;
Saving Throws Con +8, Wis +3, Cha +4&lt;br /&gt;
Skills Athletics +9, Perception +3&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages Giant&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The giant makes two greataxe attacks.&lt;br /&gt;
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 25 (3d12 + 6) slashing damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +9 to hit, range 60/240&lt;br /&gt;
ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.&lt;br /&gt;
Hill Giant&lt;br /&gt;
Huge giant, chaotic evil&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 105 (10d12 + 40)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages Giant&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The giant makes two greatclub attacks.&lt;br /&gt;
Greatclub. Melee Weapon Attack: +8 to hit, reach 10&lt;br /&gt;
ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +8 to hit, range 60/240&lt;br /&gt;
ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.&lt;br /&gt;
Stone Giant&lt;br /&gt;
Huge giant, neutral&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 126 (11d12 + 55)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (−1)&lt;br /&gt;
Saving Throws Dex +5, Con +8, Wis +4&lt;br /&gt;
Skills Athletics +12, Perception +4&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages Giant&lt;br /&gt;
Challenge 7 (2,900 XP)&lt;br /&gt;
Stone Camouflage. The giant has advantage on&lt;br /&gt;
Dexterity (Stealth) checks made to hide in rocky terrain.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The giant makes two greatclub attacks.&lt;br /&gt;
Greatclub. Melee Weapon Attack: +9 to hit, reach 15&lt;br /&gt;
ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +9 to hit, range 60/240&lt;br /&gt;
ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.&lt;br /&gt;
If the target is a creature, it must succeed on a DC 17&lt;br /&gt;
Strength saving throw or be knocked prone.&lt;br /&gt;
Reactions&lt;br /&gt;
Rock Catching. If a rock or similar object is hurled at&lt;br /&gt;
the giant, the giant can, with a successful DC 10&lt;br /&gt;
Dexterity saving throw, catch the missile and take no&lt;br /&gt;
bludgeoning damage from it.&lt;br /&gt;
Storm Giant&lt;br /&gt;
Huge giant, chaotic good&lt;br /&gt;
Armor Class 16 (scale mail)&lt;br /&gt;
Hit Points 230 (20d12 + 100)&lt;br /&gt;
Speed 50 ft., swim 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 314&lt;br /&gt;
Saving Throws Str +14, Con +10, Wis +9, Cha +9&lt;br /&gt;
Skills Arcana +8, Athletics +14, History +8, Perception&lt;br /&gt;
+9&lt;br /&gt;
Damage Resistances cold&lt;br /&gt;
Damage Immunities lightning, thunder&lt;br /&gt;
Senses passive Perception 19&lt;br /&gt;
Languages Common, Giant&lt;br /&gt;
Challenge 13 (10,000 XP)&lt;br /&gt;
Amphibious. The giant can breathe air and water.&lt;br /&gt;
Innate Spellcasting. The giant’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 17). It can innately&lt;br /&gt;
cast the following spells, requiring no material&lt;br /&gt;
components:&lt;br /&gt;
At will: detect magic, feather fall, levitate, light&lt;br /&gt;
3/day each: control weather, water breathing&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The giant makes two greatsword attacks.&lt;br /&gt;
Greatsword. Melee Weapon Attack: +14 to hit, reach&lt;br /&gt;
10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +14 to hit, range 60/240&lt;br /&gt;
ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.&lt;br /&gt;
Lightning Strike (Recharge 5–6). The giant hurls a&lt;br /&gt;
magical lightning bolt at a point it can see within 500&lt;br /&gt;
feet of it. Each creature within 10 feet of that point&lt;br /&gt;
must make a DC 17 Dexterity saving throw, taking 54&lt;br /&gt;
(12d8) lightning damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
Gibbering Mouther&lt;br /&gt;
Medium aberration, neutral&lt;br /&gt;
Armor Class 9&lt;br /&gt;
Hit Points 67 (9d8 + 27)&lt;br /&gt;
Speed 10 ft., swim 10 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 8 (−1) 16 (+3) 3 (−4) 10 (+0) 6 (−2)&lt;br /&gt;
Condition Immunities prone&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Aberrant Ground. The ground in a 10-­‐foot radius&lt;br /&gt;
around the mouther is doughlike difficult terrain. Each&lt;br /&gt;
creature that starts its turn in that area must succeed&lt;br /&gt;
on a DC 10 Strength saving throw or have its speed&lt;br /&gt;
reduced to 0 until the start of its next turn.&lt;br /&gt;
Gibbering. The mouther babbles incoherently while it&lt;br /&gt;
can see any creature and isn’t incapacitated. Each&lt;br /&gt;
creature that starts its turn within 20 feet of the&lt;br /&gt;
mouther and can hear the gibbering must succeed on a&lt;br /&gt;
DC 10 Wisdom saving throw. On a failure, the creature&lt;br /&gt;
can’t take reactions until the start of its next turn and&lt;br /&gt;
rolls a d8 to determine what it does during its turn. On&lt;br /&gt;
a 1 to 4, the creature does nothing. On a 5 or 6, the&lt;br /&gt;
creature takes no action or bonus action and uses all its&lt;br /&gt;
movement to move in a randomly determined&lt;br /&gt;
direction. On a 7 or 8, the creature makes a melee&lt;br /&gt;
attack against a randomly determined creature within&lt;br /&gt;
its reach or does nothing if it can’t make such an attack.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The gibbering mouther makes one bite&lt;br /&gt;
attack and, if it can, uses its Blinding Spittle.&lt;br /&gt;
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 17 (5d6) piercing damage. If the target is&lt;br /&gt;
Medium or smaller, it must succeed on a DC 10&lt;br /&gt;
Strength saving throw or be knocked prone. If the&lt;br /&gt;
target is killed by this damage, it is absorbed into the&lt;br /&gt;
mouther.&lt;br /&gt;
Blinding Spittle (Recharge 5–6). The mouther spits a&lt;br /&gt;
chemical glob at a point it can see within 15 feet of it.&lt;br /&gt;
The glob explodes in a blinding flash of light on impact.&lt;br /&gt;
Each creature within 5 feet of the flash must succeed&lt;br /&gt;
on a DC 13 Dexterity saving throw or be blinded until&lt;br /&gt;
the end of the mouther’s next turn.&lt;br /&gt;
Gnoll&lt;br /&gt;
Medium humanoid (gnoll), chaotic evil&lt;br /&gt;
Armor Class 15 (hide armor, shield)&lt;br /&gt;
Hit Points 22 (5d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 12 (+1) 11 (+0) 6 (−2) 10 (+0) 7 (−2)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Gnoll&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 315&lt;br /&gt;
Rampage. When the gnoll reduces a creature to 0 hit&lt;br /&gt;
points with a melee attack on its turn, the gnoll can&lt;br /&gt;
take a bonus action to move up to half its speed and&lt;br /&gt;
make a bite attack.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 4 (1d4 + 2) piercing damage.&lt;br /&gt;
Spear. Melee or Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +&lt;br /&gt;
2) piercing damage, or 6 (1d8 + 2) piercing damage if&lt;br /&gt;
used with two hands to make a melee attack.&lt;br /&gt;
Longbow. Ranged Weapon Attack: +3 to hit, range&lt;br /&gt;
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Gnome, Deep (Svirfneblin)&lt;br /&gt;
Small humanoid (gnome), neutral good&lt;br /&gt;
Armor Class 15 (chain shirt)&lt;br /&gt;
Hit Points 16 (3d6 + 6)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (−1)&lt;br /&gt;
Skills Investigation +3, Perception +2, Stealth +4&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 12&lt;br /&gt;
Languages Gnomish, Terran, Undercommon&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Stone Camouflage. The gnome has advantage on&lt;br /&gt;
Dexterity (Stealth) checks made to hide in rocky terrain.&lt;br /&gt;
Gnome Cunning. The gnome has advantage on&lt;br /&gt;
Intelligence, Wisdom, and Charisma saving throws&lt;br /&gt;
against magic.&lt;br /&gt;
Innate Spellcasting. The gnome’s innate spellcasting&lt;br /&gt;
ability is Intelligence (spell save DC 11). It can innately&lt;br /&gt;
cast the following spells, requiring no material&lt;br /&gt;
components:&lt;br /&gt;
At will: nondetection (self only)&lt;br /&gt;
1/day each: blindness/deafness, blur, disguise self&lt;br /&gt;
Actions&lt;br /&gt;
War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 6 (1d8 + 2) piercing damage.&lt;br /&gt;
Poisoned Dart. Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing&lt;br /&gt;
damage, and the target must succeed on a DC 12&lt;br /&gt;
Constitution saving throw or be poisoned for 1 minute.&lt;br /&gt;
The target can repeat the saving throw at the end of&lt;br /&gt;
each of its turns, ending the effect on itself on a&lt;br /&gt;
success.&lt;br /&gt;
Goblin&lt;br /&gt;
Small humanoid (goblinoid), neutral evil&lt;br /&gt;
Armor Class 15 (leather armor, shield)&lt;br /&gt;
Hit Points 7 (2d6)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)&lt;br /&gt;
Skills Stealth +6&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 9&lt;br /&gt;
Languages Common, Goblin&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Nimble Escape. The goblin can take the Disengage or&lt;br /&gt;
Hide action as a bonus action on each of its turns.&lt;br /&gt;
Actions&lt;br /&gt;
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 5 (1d6 + 2) slashing damage.&lt;br /&gt;
Shortbow. Ranged Weapon Attack: +4 to hit, range&lt;br /&gt;
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Golems&lt;br /&gt;
Clay Golem&lt;br /&gt;
Large construct, unaligned&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 133 (14d10 + 56)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
20 (+5) 9 (−1) 18 (+4) 3 (−4) 8 (−1) 1 (−5)&lt;br /&gt;
Damage Immunities acid, poison, psychic; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks that&lt;br /&gt;
aren’t adamantine&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
paralyzed, petrified, poisoned&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 316&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 9&lt;br /&gt;
Languages understands the languages of its creator but&lt;br /&gt;
can’t speak&lt;br /&gt;
Challenge 9 (5,000 XP)&lt;br /&gt;
Acid Absorption. Whenever the golem is subjected to&lt;br /&gt;
acid damage, it takes no damage and instead regains a&lt;br /&gt;
number of hit points equal to the acid damage dealt.&lt;br /&gt;
Berserk. Whenever the golem starts its turn with 60 hit&lt;br /&gt;
points or fewer, roll a d6. On a 6, the golem goes&lt;br /&gt;
berserk. On each of its turns while berserk, the golem&lt;br /&gt;
attacks the nearest creature it can see. If no creature is&lt;br /&gt;
near enough to move to and attack, the golem attacks&lt;br /&gt;
an object, with preference for an object smaller than&lt;br /&gt;
itself. Once the golem goes berserk, it continues to do&lt;br /&gt;
so until it is destroyed or regains all its hit points.&lt;br /&gt;
Immutable Form. The golem is immune to any spell or&lt;br /&gt;
effect that would alter its form.&lt;br /&gt;
Magic Resistance. The golem has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Magic Weapons. The golem’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The golem makes two slam attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 16 (2d10 + 5) bludgeoning damage. If the&lt;br /&gt;
target is a creature, it must succeed on a DC 15&lt;br /&gt;
Constitution saving throw or have its hit point&lt;br /&gt;
maximum reduced by an amount equal to the damage&lt;br /&gt;
taken. The target dies if this attack reduces its hit point&lt;br /&gt;
maximum to 0. The reduction lasts until removed by&lt;br /&gt;
the greater restoration spell or other magic.&lt;br /&gt;
Haste (Recharge 5–6). Until the end of its next turn,&lt;br /&gt;
the golem magically gains a +2 bonus to its AC, has&lt;br /&gt;
advantage on Dexterity saving throws, and can use its&lt;br /&gt;
slam attack as a bonus action.&lt;br /&gt;
Flesh Golem&lt;br /&gt;
Medium construct, neutral&lt;br /&gt;
Armor Class 9&lt;br /&gt;
Hit Points 93 (11d8 + 44)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3)&lt;br /&gt;
Damage Immunities lightning, poison; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks that&lt;br /&gt;
aren’t adamantine&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
paralyzed, petrified, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages understands the languages of its creator but&lt;br /&gt;
can’t speak&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Berserk. Whenever the golem starts its turn with 40 hit&lt;br /&gt;
points or fewer, roll a d6. On a 6, the golem goes&lt;br /&gt;
berserk. On each of its turns while berserk, the golem&lt;br /&gt;
attacks the nearest creature it can see. If no creature is&lt;br /&gt;
near enough to move to and attack, the golem attacks&lt;br /&gt;
an object, with preference for an object smaller than&lt;br /&gt;
itself. Once the golem goes berserk, it continues to do&lt;br /&gt;
so until it is destroyed or regains all its hit points.&lt;br /&gt;
The golem’s creator, if within 60 feet of the berserk&lt;br /&gt;
golem, can try to calm it by speaking firmly and&lt;br /&gt;
persuasively. The golem must be able to hear its&lt;br /&gt;
creator, who must take an action to make a DC 15&lt;br /&gt;
Charisma (Persuasion) check. If the check succeeds, the&lt;br /&gt;
golem ceases being berserk. If it takes damage while&lt;br /&gt;
still at 40 hit points or fewer, the golem might go&lt;br /&gt;
berserk again.&lt;br /&gt;
Aversion of Fire. If the golem takes fire damage, it has&lt;br /&gt;
disadvantage on attack rolls and ability checks until the&lt;br /&gt;
end of its next turn.&lt;br /&gt;
Immutable Form. The golem is immune to any spell or&lt;br /&gt;
effect that would alter its form.&lt;br /&gt;
Lightning Absorption. Whenever the golem is&lt;br /&gt;
subjected to lightning damage, it takes no damage and&lt;br /&gt;
instead regains a number of hit points equal to the&lt;br /&gt;
lightning damage dealt.&lt;br /&gt;
Magic Resistance. The golem has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Magic Weapons. The golem’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The golem makes two slam attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) bludgeoning damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 317&lt;br /&gt;
Iron Golem&lt;br /&gt;
Large construct, unaligned&lt;br /&gt;
Armor Class 20 (natural armor)&lt;br /&gt;
Hit Points 210 (20d10 + 100)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
24 (+7) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5)&lt;br /&gt;
Damage Immunities fire, poison, psychic; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks that&lt;br /&gt;
aren’t adamantine&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
paralyzed, petrified, poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 10&lt;br /&gt;
Languages understands the languages of its creator but&lt;br /&gt;
can’t speak&lt;br /&gt;
Challenge 16 (15,000 XP)&lt;br /&gt;
Fire Absorption. Whenever the golem is subjected to&lt;br /&gt;
fire damage, it takes no damage and instead regains a&lt;br /&gt;
number of hit points equal to the fire damage dealt.&lt;br /&gt;
Immutable Form. The golem is immune to any spell or&lt;br /&gt;
effect that would alter its form.&lt;br /&gt;
Magic Resistance. The golem has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Magic Weapons. The golem’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The golem makes two melee attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 20 (3d8 + 7) bludgeoning damage.&lt;br /&gt;
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 23 (3d10 + 7) slashing damage.&lt;br /&gt;
Poison Breath (Recharge 6). The golem exhales&lt;br /&gt;
poisonous gas in a 15-­‐foot cone. Each creature in that&lt;br /&gt;
area must make a DC 19 Constitution saving throw,&lt;br /&gt;
taking 45 (10d8) poison damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Stone Golem&lt;br /&gt;
Large construct, unaligned&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 178 (17d10 + 85)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
22 (+6) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5)&lt;br /&gt;
Damage Immunities poison, psychic; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks that&lt;br /&gt;
aren’t adamantine&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
paralyzed, petrified, poisoned&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 10&lt;br /&gt;
Languages understands the languages of its creator but&lt;br /&gt;
can’t speak&lt;br /&gt;
Challenge 10 (5,900 XP)&lt;br /&gt;
Immutable Form. The golem is immune to any spell or&lt;br /&gt;
effect that would alter its form.&lt;br /&gt;
Magic Resistance. The golem has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Magic Weapons. The golem’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The golem makes two slam attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 19 (3d8 + 6) bludgeoning damage.&lt;br /&gt;
Slow (Recharge 5–6). The golem targets one or more&lt;br /&gt;
creatures it can see within 10 feet of it. Each target&lt;br /&gt;
must make a DC 17 Wisdom saving throw against this&lt;br /&gt;
magic. On a failed save, a target can’t use reactions, its&lt;br /&gt;
speed is halved, and it can’t make more than one&lt;br /&gt;
attack on its turn. In addition, the target can take&lt;br /&gt;
either an action or a bonus action on its turn, not both.&lt;br /&gt;
These effects last for 1 minute. A target can repeat the&lt;br /&gt;
saving throw at the end of each of its turns, ending the&lt;br /&gt;
effect on itself on a success.&lt;br /&gt;
Gorgon&lt;br /&gt;
Large monstrosity, unaligned&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 114 (12d10 + 48)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
20 (+5) 11 (+0) 18 (+4) 2 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Condition Immunities petrified&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 318&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Trampling Charge. If the gorgon moves at least 20 feet&lt;br /&gt;
straight toward a creature and then hits it with a gore&lt;br /&gt;
attack on the same turn, that target must succeed on a&lt;br /&gt;
DC 16 Strength saving throw or be knocked prone. If&lt;br /&gt;
the target is prone, the gorgon can make one attack&lt;br /&gt;
with its hooves against it as a bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 18 (2d12 + 5) piercing damage.&lt;br /&gt;
Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 16 (2d10 + 5) bludgeoning damage.&lt;br /&gt;
Petrifying Breath (Recharge 5–6). The gorgon exhales&lt;br /&gt;
petrifying gas in a 30-­‐foot cone. Each creature in that&lt;br /&gt;
area must succeed on a DC 13 Constitution saving&lt;br /&gt;
throw. On a failed save, a target begins to turn to stone&lt;br /&gt;
and is restrained. The restrained target must repeat&lt;br /&gt;
the saving throw at the end of its next turn. On a&lt;br /&gt;
success, the effect ends on the target. On a failure, the&lt;br /&gt;
target is petrified until freed by the greater restoration&lt;br /&gt;
spell or other magic.&lt;br /&gt;
Grick&lt;br /&gt;
Medium monstrosity, neutral&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 27 (6d8)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 14 (+2) 11 (+0) 3 (−4) 14 (+2) 5 (−3)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 12&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Stone Camouflage. The grick has advantage on&lt;br /&gt;
Dexterity (Stealth) checks made to hide in rocky terrain.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The grick makes one attack with its&lt;br /&gt;
tentacles. If that attack hits, the grick can make one&lt;br /&gt;
beak attack against the same target.&lt;br /&gt;
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 9 (2d6 + 2) slashing damage.&lt;br /&gt;
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Griffon&lt;br /&gt;
Large monstrosity, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 59 (7d10 + 21)&lt;br /&gt;
Speed 30 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)&lt;br /&gt;
Skills Perception +5&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 15&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Keen Sight. The griffon has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The griffon makes two attacks: one with&lt;br /&gt;
its beak and one with its claws.&lt;br /&gt;
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (1d8 + 4) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Grimlock&lt;br /&gt;
Medium humanoid (grimlock), neutral evil&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 12 (+1) 12 (+1) 9 (−1) 8 (−1) 6 (−2)&lt;br /&gt;
Skills Athletics +5, Perception +3, Stealth +3&lt;br /&gt;
Condition Immunities blinded&lt;br /&gt;
Senses blindsight 30 ft. or 10 ft. while deafened (blind&lt;br /&gt;
beyond this radius), passive Perception 13&lt;br /&gt;
Languages Undercommon&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 319&lt;br /&gt;
Blind Senses. The grimlock can’t use its blindsight while&lt;br /&gt;
deafened and unable to smell.&lt;br /&gt;
Keen Hearing and Smell. The grimlock has advantage&lt;br /&gt;
on Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Stone Camouflage. The grimlock has advantage on&lt;br /&gt;
Dexterity (Stealth) checks made to hide in rocky terrain.&lt;br /&gt;
Actions&lt;br /&gt;
Spiked Bone Club. Melee Weapon Attack: +5 to hit,&lt;br /&gt;
reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning&lt;br /&gt;
damage plus 2 (1d4) piercing damage.&lt;br /&gt;
Monsters (H)&lt;br /&gt;
Hags&lt;br /&gt;
Green Hag&lt;br /&gt;
Medium fey, neutral evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 82 (11d8 + 33)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)&lt;br /&gt;
Skills Arcana +3, Deception +4, Perception +4, Stealth&lt;br /&gt;
+3&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages Common, Draconic, Sylvan&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Amphibious. The hag can breathe air and water.&lt;br /&gt;
Innate Spellcasting. The hag’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 12). She can innately&lt;br /&gt;
cast the following spells, requiring no material&lt;br /&gt;
components:&lt;br /&gt;
At will: dancing lights, minor illusion, vicious mockery&lt;br /&gt;
Mimicry. The hag can mimic animal sounds and&lt;br /&gt;
humanoid voices. A creature that hears the sounds can&lt;br /&gt;
tell they are imitations with a successful DC 14 Wisdom&lt;br /&gt;
(Insight) check.&lt;br /&gt;
Actions&lt;br /&gt;
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) slashing damage.&lt;br /&gt;
Illusory Appearance. The hag covers herself and&lt;br /&gt;
anything she is wearing or carrying with a magical&lt;br /&gt;
illusion that makes her look like another creature of&lt;br /&gt;
her general size and humanoid shape. The illusion ends&lt;br /&gt;
if the hag takes a bonus action to end it or if she dies.&lt;br /&gt;
The changes wrought by this effect fail to hold up to&lt;br /&gt;
physical inspection. For example, the hag could appear&lt;br /&gt;
to have smooth skin, but someone touching her would&lt;br /&gt;
feel her rough flesh. Otherwise, a creature must take&lt;br /&gt;
an action to visually inspect the illusion and succeed on&lt;br /&gt;
a DC 20 Intelligence (Investigation) check to discern&lt;br /&gt;
that the hag is disguised.&lt;br /&gt;
Invisible Passage. The hag magically turns invisible&lt;br /&gt;
until she attacks or casts a spell, or until her&lt;br /&gt;
concentration ends (as if concentrating on a spell).&lt;br /&gt;
While invisible, she leaves no physical evidence of her&lt;br /&gt;
passage, so she can be tracked only by magic. Any&lt;br /&gt;
equipment she wears or carries is invisible with her.&lt;br /&gt;
Night Hag&lt;br /&gt;
Medium fiend, neutral evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 112 (15d8 + 45)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)&lt;br /&gt;
Skills Deception +7, Insight +6, Perception +6, Stealth&lt;br /&gt;
+6&lt;br /&gt;
Damage Resistances cold, fire; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks not made with&lt;br /&gt;
silvered weapons&lt;br /&gt;
Condition Immunities charmed&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 16&lt;br /&gt;
Languages Abyssal, Common, Infernal, Primordial&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Innate Spellcasting. The hag’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 14, +6 to hit with spell&lt;br /&gt;
attacks). She can innately cast the following spells,&lt;br /&gt;
requiring no material components:&lt;br /&gt;
At will: detect magic, magic missile&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 320&lt;br /&gt;
2/day each: plane shift (self only), ray of enfeeblement,&lt;br /&gt;
sleep&lt;br /&gt;
Magic Resistance. The hag has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Claws (Hag Form Only). Melee Weapon Attack: +7 to&lt;br /&gt;
hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing&lt;br /&gt;
damage.&lt;br /&gt;
Change Shape. The hag magically polymorphs into a&lt;br /&gt;
Small or Medium female humanoid, or back into her&lt;br /&gt;
true form. Her statistics are the same in each form. Any&lt;br /&gt;
equipment she is wearing or carrying isn’t transformed.&lt;br /&gt;
She reverts to her true form if she dies.&lt;br /&gt;
Etherealness. The hag magically enters the Ethereal&lt;br /&gt;
Plane from the Material Plane, or vice versa. To do so,&lt;br /&gt;
the hag must have a heartstone in her possession.&lt;br /&gt;
Nightmare Haunting (1/Day). While on the Ethereal&lt;br /&gt;
Plane, the hag magically touches a sleeping humanoid&lt;br /&gt;
on the Material Plane. A protection from evil and good&lt;br /&gt;
spell cast on the target prevents this contact, as does a&lt;br /&gt;
magic circle. As long as the contact persists, the target&lt;br /&gt;
has dreadful visions. If these visions last for at least 1&lt;br /&gt;
hour, the target gains no benefit from its rest, and its&lt;br /&gt;
hit point maximum is reduced by 5 (1d10). If this effect&lt;br /&gt;
reduces the target’s hit point maximum to 0, the target&lt;br /&gt;
dies, and if the target was evil, its soul is trapped in the&lt;br /&gt;
hag’s soul bag. The reduction to the target’s hit point&lt;br /&gt;
maximum lasts until removed by the greater&lt;br /&gt;
restoration spell or similar magic.&lt;br /&gt;
Sea Hag&lt;br /&gt;
Medium fey, chaotic evil&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 52 (7d8 + 21)&lt;br /&gt;
Speed 30 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 11&lt;br /&gt;
Languages Aquan, Common, Giant&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Amphibious. The hag can breathe air and water.&lt;br /&gt;
Horrific Appearance. Any humanoid that starts its turn&lt;br /&gt;
within 30 feet of the hag and can see the hag’s true&lt;br /&gt;
form must make a DC 11 Wisdom saving throw. On a&lt;br /&gt;
failed save, the creature is frightened for 1 minute. A&lt;br /&gt;
creature can repeat the saving throw at the end of&lt;br /&gt;
each of its turns, with disadvantage if the hag is within&lt;br /&gt;
line of sight, ending the effect on itself on a success. If&lt;br /&gt;
a creature’s saving throw is successful or the effect&lt;br /&gt;
ends for it, the creature is immune to the hag’s Horrific&lt;br /&gt;
Appearance for the next 24 hours.&lt;br /&gt;
Unless the target is surprised or the revelation of the&lt;br /&gt;
hag’s true form is sudden, the target can avert its eyes&lt;br /&gt;
and avoid making the initial saving throw. Until the&lt;br /&gt;
start of its next turn, a creature that averts its eyes has&lt;br /&gt;
disadvantage on attack rolls against the hag.&lt;br /&gt;
Actions&lt;br /&gt;
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) slashing damage.&lt;br /&gt;
Death Glare. The hag targets one frightened creature&lt;br /&gt;
she can see within 30 feet of her. If the target can see&lt;br /&gt;
the hag, it must succeed on a DC 11 Wisdom saving&lt;br /&gt;
throw against this magic or drop to 0 hit points.&lt;br /&gt;
Illusory Appearance. The hag covers herself and&lt;br /&gt;
anything she is wearing or carrying with a magical&lt;br /&gt;
illusion that makes her look like an ugly creature of her&lt;br /&gt;
general size and humanoid shape. The effect ends if&lt;br /&gt;
the hag takes a bonus action to end it or if she dies.&lt;br /&gt;
The changes wrought by this effect fail to hold up to&lt;br /&gt;
physical inspection. For example, the hag could appear&lt;br /&gt;
to have no claws, but someone touching her hand&lt;br /&gt;
might feel the claws. Otherwise, a creature must take&lt;br /&gt;
an action to visually inspect the illusion and succeed on&lt;br /&gt;
a DC 16 Intelligence (Investigation) check to discern&lt;br /&gt;
that the hag is disguised.&lt;br /&gt;
Half-Dragon Template&lt;br /&gt;
A beast, humanoid, giant, or monstrosity can become&lt;br /&gt;
a half-­‐‑dragon. It keeps its statistics, except as follows.&lt;br /&gt;
Challenge. To avoid recalculating the creature’s&lt;br /&gt;
challenge rating, apply the template only to a&lt;br /&gt;
creature that meets the optional prerequisite in the&lt;br /&gt;
Breath Weapon table below. Otherwise, recalculate&lt;br /&gt;
the rating after you apply the template.&lt;br /&gt;
Senses. The half-­‐‑dragon gains blindsight with a&lt;br /&gt;
radius of 10 feet and darkvision with a radius of 60&lt;br /&gt;
feet.&lt;br /&gt;
Resistances. The half-­‐‑dragon gains resistance to a&lt;br /&gt;
type of damage based on its color.&lt;br /&gt;
Color Damage Resistance&lt;br /&gt;
Black or copper Acid&lt;br /&gt;
Blue or bronze Lightning&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 321&lt;br /&gt;
Brass, gold, or red Fire&lt;br /&gt;
Green Poison&lt;br /&gt;
Silver or white Cold&lt;br /&gt;
Languages. The half-­‐‑dragon speaks Draconic in&lt;br /&gt;
addition to any other languages it knows.&lt;br /&gt;
New Action: Breath Weapon. The half-­‐‑dragon has&lt;br /&gt;
the breath weapon of its dragon half. The half-­‐‑&lt;br /&gt;
dragon’s size determines how this action functions.&lt;br /&gt;
Size Breath Weapon&lt;br /&gt;
Optional&lt;br /&gt;
Prerequisite&lt;br /&gt;
Large or&lt;br /&gt;
smaller&lt;br /&gt;
As a wyrmling Challenge 2 or higher&lt;br /&gt;
Huge As a young dragon Challenge 7 or higher&lt;br /&gt;
Gargantuan As an adult dragon Challenge 8 or higher&lt;br /&gt;
Half-­‐Red Dragon Veteran&lt;br /&gt;
Medium humanoid (human), any alignment&lt;br /&gt;
Armor Class 18 (plate)&lt;br /&gt;
Hit Points 65 (10d8 + 20)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)&lt;br /&gt;
Skills Athletics +5, Perception +2&lt;br /&gt;
Damage Resistances fire&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 12&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The veteran makes two longsword attacks.&lt;br /&gt;
If it has a shortsword drawn, it can also make a&lt;br /&gt;
shortsword attack.&lt;br /&gt;
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10&lt;br /&gt;
+ 3) slashing damage if used with two hands.&lt;br /&gt;
Shortsword. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 6 (1d6 + 3) piercing damage.&lt;br /&gt;
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,&lt;br /&gt;
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Fire Breath (Recharge 5–6). The veteran exhales fire in&lt;br /&gt;
a 15-­‐foot cone. Each creature in that area must make a&lt;br /&gt;
DC 15 Dexterity saving throw, taking 24 (7d6) fire&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Harpy&lt;br /&gt;
Medium monstrosity, chaotic evil&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 38 (7d8 + 7)&lt;br /&gt;
Speed 20 ft., fly 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 13 (+1)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages Common&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The harpy makes two attacks: one with its&lt;br /&gt;
claws and one with its club.&lt;br /&gt;
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (2d4 + 1) slashing damage.&lt;br /&gt;
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 3 (1d4 + 1) bludgeoning damage.&lt;br /&gt;
Luring Song. The harpy sings a magical melody. Every&lt;br /&gt;
humanoid and giant within 300 feet of the harpy that&lt;br /&gt;
can hear the song must succeed on a DC 11 Wisdom&lt;br /&gt;
saving throw or be charmed until the song ends. The&lt;br /&gt;
harpy must take a bonus action on its subsequent turns&lt;br /&gt;
to continue singing. It can stop singing at any time. The&lt;br /&gt;
song ends if the harpy is incapacitated.&lt;br /&gt;
While charmed by the harpy, a target is&lt;br /&gt;
incapacitated and ignores the songs of other harpies. If&lt;br /&gt;
the charmed target is more than 5 feet away from the&lt;br /&gt;
harpy, the target must move on its turn toward the&lt;br /&gt;
harpy by the most direct route, trying to get within 5&lt;br /&gt;
feet. It doesn’t avoid opportunity attacks, but before&lt;br /&gt;
moving into damaging terrain, such as lava or a pit, and&lt;br /&gt;
whenever it takes damage from a source other than&lt;br /&gt;
the harpy, the target can repeat the saving throw. A&lt;br /&gt;
charmed target can also repeat the saving throw at the&lt;br /&gt;
end of each of its turns. If the saving throw is&lt;br /&gt;
successful, the effect ends on it.&lt;br /&gt;
A target that successfully saves is immune to this&lt;br /&gt;
harpy’s song for the next 24 hours.&lt;br /&gt;
Hell Hound&lt;br /&gt;
Medium fiend, lawful evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 45 (7d8 + 14)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 322&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)&lt;br /&gt;
Skills Perception +5&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 15&lt;br /&gt;
Languages understands Infernal but can’t speak it&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Keen Hearing and Smell. The hound has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Pack Tactics. The hound has advantage on an attack&lt;br /&gt;
roll against a creature if at least one of the hound’s&lt;br /&gt;
allies is within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire&lt;br /&gt;
damage.&lt;br /&gt;
Fire Breath (Recharge 5–6). The hound exhales fire in a&lt;br /&gt;
15-­‐foot cone. Each creature in that area must make a&lt;br /&gt;
DC 12 Dexterity saving throw, taking 21 (6d6) fire&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Hippogriff&lt;br /&gt;
Large monstrosity, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 40 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 13 (+1) 13 (+1) 2 (−4) 12 (+1) 8 (−1)&lt;br /&gt;
Skills Perception +5&lt;br /&gt;
Senses passive Perception 15&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Keen Sight. The hippogriff has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The hippogriff makes two attacks: one&lt;br /&gt;
with its beak and one with its claws.&lt;br /&gt;
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (1d10 + 3) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) slashing damage.&lt;br /&gt;
Hobgoblin&lt;br /&gt;
Medium humanoid (goblinoid), lawful evil&lt;br /&gt;
Armor Class 18 (chain mail, shield)&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Common, Goblin&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Martial Advantage. Once per turn, the hobgoblin can&lt;br /&gt;
deal an extra 7 (2d6) damage to a creature it hits with a&lt;br /&gt;
weapon attack if that creature is within 5 feet of an ally&lt;br /&gt;
of the hobgoblin that isn’t incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10&lt;br /&gt;
+ 1) slashing damage if used with two hands.&lt;br /&gt;
Longbow. Ranged Weapon Attack: +3 to hit, range&lt;br /&gt;
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Homunculus&lt;br /&gt;
Tiny construct, neutral&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 5 (2d4)&lt;br /&gt;
Speed 20 ft., fly 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities charmed, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 323&lt;br /&gt;
Languages understands the languages of its creator but&lt;br /&gt;
can’t speak&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Telepathic Bond. While the homunculus is on the same&lt;br /&gt;
plane of existence as its master, it can magically convey&lt;br /&gt;
what it senses to its master, and the two can&lt;br /&gt;
communicate telepathically.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 1 piercing damage, and the target must&lt;br /&gt;
succeed on a DC 10 Constitution saving throw or be&lt;br /&gt;
poisoned for 1 minute. If the saving throw fails by 5 or&lt;br /&gt;
more, the target is instead poisoned for 5 (1d10)&lt;br /&gt;
minutes and unconscious while poisoned in this way.&lt;br /&gt;
Hydra&lt;br /&gt;
Huge monstrosity, unaligned&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 172 (15d12 + 75)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)&lt;br /&gt;
Skills Perception +6&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 16&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Hold Breath. The hydra can hold its breath for 1 hour.&lt;br /&gt;
Multiple Heads. The hydra has five heads. While it has&lt;br /&gt;
more than one head, the hydra has advantage on&lt;br /&gt;
saving throws against being blinded, charmed,&lt;br /&gt;
deafened, frightened, stunned, and knocked&lt;br /&gt;
unconscious.&lt;br /&gt;
Whenever the hydra takes 25 or more damage in a&lt;br /&gt;
single turn, one of its heads dies. If all its heads die, the&lt;br /&gt;
hydra dies.&lt;br /&gt;
At the end of its turn, it grows two heads for each of&lt;br /&gt;
its heads that died since its last turn, unless it has taken&lt;br /&gt;
fire damage since its last turn. The hydra regains 10 hit&lt;br /&gt;
points for each head regrown in this way.&lt;br /&gt;
Reactive Heads. For each head the hydra has beyond&lt;br /&gt;
one, it gets an extra reaction that can be used only for&lt;br /&gt;
opportunity attacks.&lt;br /&gt;
Wakeful. While the hydra sleeps, at least one of its&lt;br /&gt;
heads is awake.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The hydra makes as many bite attacks as&lt;br /&gt;
it has heads.&lt;br /&gt;
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 10 (1d10 + 5) piercing damage.&lt;br /&gt;
Monsters (I)&lt;br /&gt;
Invisible Stalker&lt;br /&gt;
Medium elemental, neutral&lt;br /&gt;
Armor Class 14&lt;br /&gt;
Hit Points 104 (16d8 + 32)&lt;br /&gt;
Speed 50 ft., fly 50 ft. (hover)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)&lt;br /&gt;
Skills Perception +8, Stealth +10&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, grappled, paralyzed,&lt;br /&gt;
petrified, poisoned, prone, restrained, unconscious&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 18&lt;br /&gt;
Languages Auran, understands Common but doesn’t&lt;br /&gt;
speak it&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Invisibility. The stalker is invisible.&lt;br /&gt;
Faultless Tracker. The stalker is given a quarry by its&lt;br /&gt;
summoner. The stalker knows the direction and&lt;br /&gt;
distance to its quarry as long as the two of them are on&lt;br /&gt;
the same plane of existence. The stalker also knows the&lt;br /&gt;
location of its summoner.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The stalker makes two slam attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) bludgeoning damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 324&lt;br /&gt;
Monsters (K)&lt;br /&gt;
Kobold&lt;br /&gt;
Small humanoid (kobold), lawful evil&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 5 (2d6 − 2)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
7 (−2) 15 (+2) 9 (−1) 8 (−1) 7 (−2) 8 (−1)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 8&lt;br /&gt;
Languages Common, Draconic&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Sunlight Sensitivity. While in sunlight, the kobold has&lt;br /&gt;
disadvantage on attack rolls, as well as on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Pack Tactics. The kobold has advantage on an attack&lt;br /&gt;
roll against a creature if at least one of the kobold’s&lt;br /&gt;
allies is within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 4 (1d4 + 2) piercing damage.&lt;br /&gt;
Sling. Ranged Weapon Attack: +4 to hit, range 30/120&lt;br /&gt;
ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.&lt;br /&gt;
Kraken&lt;br /&gt;
Gargantuan monstrosity (titan), chaotic evil&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 472 (27d20 + 189)&lt;br /&gt;
Speed 20 ft., swim 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)&lt;br /&gt;
Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis&lt;br /&gt;
+11&lt;br /&gt;
Damage Immunities lightning; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Condition Immunities frightened, paralyzed&lt;br /&gt;
Senses truesight 120 ft., passive Perception 14&lt;br /&gt;
Languages understands Abyssal, Celestial, Infernal, and&lt;br /&gt;
Primordial but can’t speak, telepathy 120 ft.&lt;br /&gt;
Challenge 23 (50,000 XP)&lt;br /&gt;
Amphibious. The kraken can breathe air and water.&lt;br /&gt;
Freedom of Movement. The kraken ignores difficult&lt;br /&gt;
terrain, and magical effects can’t reduce its speed or&lt;br /&gt;
cause it to be restrained. It can spend 5 feet of&lt;br /&gt;
movement to escape from nonmagical restraints or&lt;br /&gt;
being grappled.&lt;br /&gt;
Siege Monster. The kraken deals double damage to&lt;br /&gt;
objects and structures.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The kraken makes three tentacle attacks,&lt;br /&gt;
each of which it can replace with one use of Fling.&lt;br /&gt;
Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 23 (3d8 + 10) piercing damage. If the target&lt;br /&gt;
is a Large or smaller creature grappled by the kraken,&lt;br /&gt;
that creature is swallowed, and the grapple ends.&lt;br /&gt;
While swallowed, the creature is blinded and&lt;br /&gt;
restrained, it has total cover against attacks and other&lt;br /&gt;
effects outside the kraken, and it takes 42 (12d6) acid&lt;br /&gt;
damage at the start of each of the kraken’s turns.&lt;br /&gt;
If the kraken takes 50 damage or more on a single&lt;br /&gt;
turn from a creature inside it, the kraken must succeed&lt;br /&gt;
on a DC 25 Constitution saving throw at the end of that&lt;br /&gt;
turn or regurgitate all swallowed creatures, which fall&lt;br /&gt;
prone in a space within 10 feet of the kraken. If the&lt;br /&gt;
kraken dies, a swallowed creature is no longer&lt;br /&gt;
restrained by it and can escape from the corpse using&lt;br /&gt;
15 feet of movement, exiting prone.&lt;br /&gt;
Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft.,&lt;br /&gt;
one target. Hit: 20 (3d6 + 10) bludgeoning damage, and&lt;br /&gt;
the target is grappled (escape DC 18). Until this grapple&lt;br /&gt;
ends, the target is restrained. The kraken has ten&lt;br /&gt;
tentacles, each of which can grapple one target.&lt;br /&gt;
Fling. One Large or smaller object held or creature&lt;br /&gt;
grappled by the kraken is thrown up to 60 feet in a&lt;br /&gt;
random direction and knocked prone. If a thrown&lt;br /&gt;
target strikes a solid surface, the target takes 3 (1d6)&lt;br /&gt;
bludgeoning damage for every 10 feet it was thrown. If&lt;br /&gt;
the target is thrown at another creature, that creature&lt;br /&gt;
must succeed on a DC 18 Dexterity saving throw or&lt;br /&gt;
take the same damage and be knocked prone.&lt;br /&gt;
Lightning Storm. The kraken magically creates three&lt;br /&gt;
bolts of lightning, each of which can strike a target the&lt;br /&gt;
kraken can see within 120 feet of it. A target must&lt;br /&gt;
make a DC 23 Dexterity saving throw, taking 22 (4d10)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 325&lt;br /&gt;
lightning damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The kraken can take 3 legendary actions, choosing from&lt;br /&gt;
the options below. Only one legendary action option&lt;br /&gt;
can be used at a time and only at the end of another&lt;br /&gt;
creature’s turn. The kraken regains spent legendary&lt;br /&gt;
actions at the start of its turn.&lt;br /&gt;
Tentacle Attack or Fling. The kraken makes one&lt;br /&gt;
tentacle attack or uses its Fling.&lt;br /&gt;
Lightning Storm (Costs 2 Actions). The kraken uses&lt;br /&gt;
Lightning Storm.&lt;br /&gt;
Ink Cloud (Costs 3 Actions). While underwater, the&lt;br /&gt;
kraken expels an ink cloud in a 60-­‐foot radius. The&lt;br /&gt;
cloud spreads around corners, and that area is&lt;br /&gt;
heavily obscured to creatures other than the kraken.&lt;br /&gt;
Each creature other than the kraken that ends its&lt;br /&gt;
turn there must succeed on a DC 23 Constitution&lt;br /&gt;
saving throw, taking 16 (3d10) poison damage on a&lt;br /&gt;
failed save, or half as much damage on a successful&lt;br /&gt;
one. A strong current disperses the cloud, which&lt;br /&gt;
otherwise disappears at the end of the kraken’s next&lt;br /&gt;
turn.&lt;br /&gt;
Monsters (L)&lt;br /&gt;
Lamia&lt;br /&gt;
Large monstrosity, chaotic evil&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 97 (13d10 + 26)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3)&lt;br /&gt;
Skills Deception +7, Insight +4, Stealth +3&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 12&lt;br /&gt;
Languages Abyssal, Common&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Innate Spellcasting. The lamia’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 13). It can innately&lt;br /&gt;
cast the following spells, requiring no material&lt;br /&gt;
components.&lt;br /&gt;
At will: disguise self (any humanoid form), major image&lt;br /&gt;
3/day each: charm person, mirror image, scrying,&lt;br /&gt;
suggestion&lt;br /&gt;
1/day: geas&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The lamia makes two attacks: one with its&lt;br /&gt;
claws and one with its dagger or Intoxicating Touch.&lt;br /&gt;
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 14 (2d10 + 3) slashing damage.&lt;br /&gt;
Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 5 (1d4 + 3) piercing damage.&lt;br /&gt;
Intoxicating Touch. Melee Spell Attack: +5 to hit, reach&lt;br /&gt;
5 ft., one creature. Hit: The target is magically cursed&lt;br /&gt;
for 1 hour. Until the curse ends, the target has&lt;br /&gt;
disadvantage on Wisdom saving throws and all ability&lt;br /&gt;
checks.&lt;br /&gt;
Lich&lt;br /&gt;
Medium undead, any evil alignment&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 135 (18d8 + 54)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)&lt;br /&gt;
Saving Throws Con +10, Int +12, Wis +9&lt;br /&gt;
Skills Arcana +18, History +12, Insight +9, Perception +9&lt;br /&gt;
Damage Resistances cold, lightning, necrotic&lt;br /&gt;
Damage Immunities poison; bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
paralyzed, poisoned&lt;br /&gt;
Senses truesight 120 ft., passive Perception 19&lt;br /&gt;
Languages Common plus up to five other languages&lt;br /&gt;
Challenge 21 (33,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the lich fails a saving&lt;br /&gt;
throw, it can choose to succeed instead.&lt;br /&gt;
Rejuvenation. If it has a phylactery, a destroyed lich&lt;br /&gt;
gains a new body in 1d10 days, regaining all its hit&lt;br /&gt;
points and becoming active again. The new body&lt;br /&gt;
appears within 5 feet of the phylactery.&lt;br /&gt;
Spellcasting. The lich is an 18th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Intelligence (spell save DC 20, +12&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 326&lt;br /&gt;
to hit with spell attacks). The lich has the following&lt;br /&gt;
wizard spells prepared:&lt;br /&gt;
Cantrips (at will): mage hand, prestidigitation, ray of&lt;br /&gt;
frost&lt;br /&gt;
1st level (4 slots): detect magic, magic missile, shield,&lt;br /&gt;
thunderwave&lt;br /&gt;
2nd level (3 slots): acid arrow, detect thoughts,&lt;br /&gt;
invisibility, mirror image&lt;br /&gt;
3rd level (3 slots): animate dead, counterspell, dispel&lt;br /&gt;
magic, fireball&lt;br /&gt;
4th level (3 slots): blight, dimension door&lt;br /&gt;
5th level (3 slots): cloudkill, scrying&lt;br /&gt;
6th level (1 slot): disintegrate, globe of invulnerability&lt;br /&gt;
7th level (1 slot): finger of death, plane shift&lt;br /&gt;
8th level (1 slot): dominate monster, power word stun&lt;br /&gt;
9th level (1 slot): power word kill&lt;br /&gt;
Turn Resistance. The lich has advantage on saving&lt;br /&gt;
throws against any effect that turns undead.&lt;br /&gt;
Actions&lt;br /&gt;
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach&lt;br /&gt;
5 ft., one creature. Hit: 10 (3d6) cold damage. The&lt;br /&gt;
target must succeed on a DC 18 Constitution saving&lt;br /&gt;
throw or be paralyzed for 1 minute. The target can&lt;br /&gt;
repeat the saving throw at the end of each of its turns,&lt;br /&gt;
ending the effect on itself on a success.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The lich can take 3 legendary actions, choosing from&lt;br /&gt;
the options below. Only one legendary action option&lt;br /&gt;
can be used at a time and only at the end of another&lt;br /&gt;
creature’s turn. The lich regains spent legendary&lt;br /&gt;
actions at the start of its turn.&lt;br /&gt;
Cantrip. The lich casts a cantrip.&lt;br /&gt;
Paralyzing Touch (Costs 2 Actions). The lich uses its&lt;br /&gt;
Paralyzing Touch.&lt;br /&gt;
Frightening Gaze (Costs 2 Actions). The lich fixes its&lt;br /&gt;
gaze on one creature it can see within 10 feet of it.&lt;br /&gt;
The target must succeed on a DC 18 Wisdom saving&lt;br /&gt;
throw against this magic or become frightened for 1&lt;br /&gt;
minute. The frightened target can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the&lt;br /&gt;
effect on itself on a success. If a target’s saving throw&lt;br /&gt;
is successful or the effect ends for it, the target is&lt;br /&gt;
immune to the lich’s gaze for the next 24 hours.&lt;br /&gt;
Disrupt Life (Costs 3 Actions). Each non-­‐undead&lt;br /&gt;
creature within 20 feet of the lich must make a DC&lt;br /&gt;
18 Constitution saving throw against this magic,&lt;br /&gt;
taking 21 (6d6) necrotic damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Lizardfolk&lt;br /&gt;
Medium humanoid (lizardfolk), neutral&lt;br /&gt;
Armor Class 15 (natural armor, shield)&lt;br /&gt;
Hit Points 22 (4d8 + 4)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3, Stealth +4, Survival +5&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages Draconic&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Hold Breath. The lizardfolk can hold its breath for 15&lt;br /&gt;
minutes.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The lizardfolk makes two melee attacks,&lt;br /&gt;
each one with a different weapon.&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.&lt;br /&gt;
Javelin. Melee or Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +&lt;br /&gt;
2) piercing damage.&lt;br /&gt;
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Lycanthropes&lt;br /&gt;
Werebear&lt;br /&gt;
Medium humanoid (human, shapechanger), neutral&lt;br /&gt;
good&lt;br /&gt;
Armor Class 10 in humanoid form, 11 (natural armor)&lt;br /&gt;
in bear and hybrid form&lt;br /&gt;
Hit Points 135 (18d8 + 54)&lt;br /&gt;
Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 327&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)&lt;br /&gt;
Skills Perception +7&lt;br /&gt;
Damage Immunities bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks not made with&lt;br /&gt;
silvered weapons&lt;br /&gt;
Senses passive Perception 17&lt;br /&gt;
Languages Common (can’t speak in bear form)&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Shapechanger. The werebear can use its action to&lt;br /&gt;
polymorph into a Large bear-­‐humanoid hybrid or into a&lt;br /&gt;
Large bear, or back into its true form, which is&lt;br /&gt;
humanoid. Its statistics, other than its size and AC, are&lt;br /&gt;
the same in each form. Any equipment it is wearing or&lt;br /&gt;
carrying isn’t transformed. It reverts to its true form if&lt;br /&gt;
it dies.&lt;br /&gt;
Keen Smell. The werebear has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. In bear form, the werebear makes two&lt;br /&gt;
claw attacks. In humanoid form, it makes two greataxe&lt;br /&gt;
attacks. In hybrid form, it can attack like a bear or a&lt;br /&gt;
humanoid.&lt;br /&gt;
Bite (Bear or Hybrid Form Only). Melee Weapon&lt;br /&gt;
Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 +&lt;br /&gt;
4) piercing damage. If the target is a humanoid, it must&lt;br /&gt;
succeed on a DC 14 Constitution saving throw or be&lt;br /&gt;
cursed with werebear lycanthropy.&lt;br /&gt;
Claw (Bear or Hybrid Form Only). Melee Weapon&lt;br /&gt;
Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 +&lt;br /&gt;
4) slashing damage.&lt;br /&gt;
Greataxe (Humanoid or Hybrid Form Only). Melee&lt;br /&gt;
Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:&lt;br /&gt;
10 (1d12 + 4) slashing damage.&lt;br /&gt;
Wereboar&lt;br /&gt;
Medium humanoid (human, shapechanger), neutral evil&lt;br /&gt;
Armor Class 10 in humanoid form, 11 (natural armor)&lt;br /&gt;
in boar or hybrid form&lt;br /&gt;
Hit Points 78 (12d8 + 24)&lt;br /&gt;
Speed 30 ft. (40 ft. in boar form)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (−1)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Damage Immunities bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks not made with&lt;br /&gt;
silvered weapons Senses passive Perception 12&lt;br /&gt;
Languages Common (can’t speak in boar form)&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Shapechanger. The wereboar can use its action to&lt;br /&gt;
polymorph into a boar-­‐humanoid hybrid or into a boar,&lt;br /&gt;
or back into its true form, which is humanoid. Its&lt;br /&gt;
statistics, other than its AC, are the same in each form.&lt;br /&gt;
Any equipment it is wearing or carrying isn’t&lt;br /&gt;
transformed. It reverts to its true form if it dies.&lt;br /&gt;
Charge (Boar or Hybrid Form Only). If the wereboar&lt;br /&gt;
moves at least 15 feet straight toward a target and&lt;br /&gt;
then hits it with its tusks on the same turn, the target&lt;br /&gt;
takes an extra 7 (2d6) slashing damage. If the target is&lt;br /&gt;
a creature, it must succeed on a DC 13 Strength saving&lt;br /&gt;
throw or be knocked prone.&lt;br /&gt;
Relentless (Recharges after a Short or Long Rest). If&lt;br /&gt;
the wereboar takes 14 damage or less that would&lt;br /&gt;
reduce it to 0 hit points, it is reduced to 1 hit point&lt;br /&gt;
instead.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack (Humanoid or Hybrid Form Only). The&lt;br /&gt;
wereboar makes two attacks, only one of which can be&lt;br /&gt;
with its tusks.&lt;br /&gt;
Maul (Humanoid or Hybrid Form Only). Melee&lt;br /&gt;
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:&lt;br /&gt;
10 (2d6 + 3) bludgeoning damage.&lt;br /&gt;
Tusks (Boar or Hybrid Form Only). Melee Weapon&lt;br /&gt;
Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +&lt;br /&gt;
3) slashing damage. If the target is a humanoid, it must&lt;br /&gt;
succeed on a DC 12 Constitution saving throw or be&lt;br /&gt;
cursed with wereboar lycanthropy.&lt;br /&gt;
Wererat&lt;br /&gt;
Medium humanoid (human, shapechanger), lawful evil&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 33 (6d8 + 6)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (−1)&lt;br /&gt;
Skills Perception +2, Stealth +4&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 328&lt;br /&gt;
Damage Immunities bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks not made with&lt;br /&gt;
silvered weapons&lt;br /&gt;
Senses darkvision 60 ft. (rat form only), passive&lt;br /&gt;
Perception 12&lt;br /&gt;
Languages Common (can’t speak in rat form)&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Shapechanger. The wererat can use its action to&lt;br /&gt;
polymorph into a rat-­‐humanoid hybrid or into a giant&lt;br /&gt;
rat, or back into its true form, which is humanoid. Its&lt;br /&gt;
statistics, other than its size, are the same in each form.&lt;br /&gt;
Any equipment it is wearing or carrying isn’t&lt;br /&gt;
transformed. It reverts to its true form if it dies.&lt;br /&gt;
Keen Smell. The wererat has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack (Humanoid or Hybrid Form Only). The&lt;br /&gt;
wererat makes two attacks, only one of which can be a&lt;br /&gt;
bite.&lt;br /&gt;
Bite (Rat or Hybrid Form Only). Melee Weapon Attack:&lt;br /&gt;
+4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)&lt;br /&gt;
piercing damage. If the target is a humanoid, it must&lt;br /&gt;
succeed on a DC 11 Constitution saving throw or be&lt;br /&gt;
cursed with wererat lycanthropy.&lt;br /&gt;
Shortsword (Humanoid or Hybrid Form Only). Melee&lt;br /&gt;
Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5&lt;br /&gt;
(1d6 + 2) piercing damage.&lt;br /&gt;
Hand Crossbow (Humanoid or Hybrid Form Only).&lt;br /&gt;
Ranged Weapon Attack: +4 to hit, range 30/120 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Weretiger&lt;br /&gt;
Medium humanoid (human, shapechanger), neutral&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 120 (16d8 + 48)&lt;br /&gt;
Speed 30 ft. (40 ft. in tiger form)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)&lt;br /&gt;
Skills Perception +5, Stealth +4&lt;br /&gt;
Damage Immunities bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks not made with&lt;br /&gt;
silvered weapons&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 15&lt;br /&gt;
Languages Common (can’t speak in tiger form)&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Shapechanger. The weretiger can use its action to&lt;br /&gt;
polymorph into a tiger-­‐humanoid hybrid or into a tiger,&lt;br /&gt;
or back into its true form, which is humanoid. Its&lt;br /&gt;
statistics, other than its size, are the same in each form.&lt;br /&gt;
Any equipment it is wearing or carrying isn’t&lt;br /&gt;
transformed. It reverts to its true form if it dies.&lt;br /&gt;
Keen Hearing and Smell. The weretiger has advantage&lt;br /&gt;
on Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Pounce (Tiger or Hybrid Form Only). If the weretiger&lt;br /&gt;
moves at least 15 feet straight toward a creature and&lt;br /&gt;
then hits it with a claw attack on the same turn, that&lt;br /&gt;
target must succeed on a DC 14 Strength saving throw&lt;br /&gt;
or be knocked prone. If the target is prone, the&lt;br /&gt;
weretiger can make one bite attack against it as a&lt;br /&gt;
bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack (Humanoid or Hybrid Form Only). In&lt;br /&gt;
humanoid form, the weretiger makes two scimitar&lt;br /&gt;
attacks or two longbow attacks. In hybrid form, it can&lt;br /&gt;
attack like a humanoid or make two claw attacks.&lt;br /&gt;
Bite (Tiger or Hybrid Form Only). Melee Weapon&lt;br /&gt;
Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 +&lt;br /&gt;
3) piercing damage. If the target is a humanoid, it must&lt;br /&gt;
succeed on a DC 13 Constitution saving throw or be&lt;br /&gt;
cursed with weretiger lycanthropy.&lt;br /&gt;
Claw (Tiger or Hybrid Form Only). Melee Weapon&lt;br /&gt;
Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)&lt;br /&gt;
slashing damage.&lt;br /&gt;
Scimitar (Humanoid or Hybrid Form Only). Melee&lt;br /&gt;
Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6&lt;br /&gt;
(1d6 + 3) slashing damage.&lt;br /&gt;
Longbow (Humanoid or Hybrid Form Only). Ranged&lt;br /&gt;
Weapon Attack: +4 to hit, range 150/600 ft., one target.&lt;br /&gt;
Hit: 6 (1d8 + 2) piercing damage.&lt;br /&gt;
Werewolf&lt;br /&gt;
Medium humanoid (human, shapechanger), chaotic&lt;br /&gt;
evil&lt;br /&gt;
Armor Class 11 in humanoid form, 12 (natural armor)&lt;br /&gt;
in wolf or hybrid form&lt;br /&gt;
Hit Points 58 (9d8 + 18)&lt;br /&gt;
Speed 30 ft. (40 ft. in wolf form)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 329&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)&lt;br /&gt;
Skills Perception +4, Stealth +3&lt;br /&gt;
Damage Immunities bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks not made with&lt;br /&gt;
silvered weapons&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages Common (can’t speak in wolf form)&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Shapechanger. The werewolf can use its action to&lt;br /&gt;
polymorph into a wolf-­‐humanoid hybrid or into a wolf,&lt;br /&gt;
or back into its true form, which is humanoid. Its&lt;br /&gt;
statistics, other than its AC, are the same in each form.&lt;br /&gt;
Any equipment it is wearing or carrying isn’t&lt;br /&gt;
transformed. It reverts to its true form if it dies.&lt;br /&gt;
Keen Hearing and Smell. The werewolf has advantage&lt;br /&gt;
on Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack (Humanoid or Hybrid Form Only). The&lt;br /&gt;
werewolf makes two attacks: one with its bite and one&lt;br /&gt;
with its claws or spear.&lt;br /&gt;
Bite (Wolf or Hybrid Form Only). Melee Weapon&lt;br /&gt;
Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)&lt;br /&gt;
piercing damage. If the target is a humanoid, it must&lt;br /&gt;
succeed on a DC 12 Constitution saving throw or be&lt;br /&gt;
cursed with werewolf lycanthropy.&lt;br /&gt;
Claws (Hybrid Form Only). Melee Weapon Attack: +4&lt;br /&gt;
to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing&lt;br /&gt;
damage.&lt;br /&gt;
Spear (Humanoid Form Only). Melee or Ranged&lt;br /&gt;
Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.,&lt;br /&gt;
one creature. Hit: 5 (1d6 + 2) piercing damage, or 6&lt;br /&gt;
(1d8 + 2) piercing damage if used with two hands to&lt;br /&gt;
make a melee attack.&lt;br /&gt;
Monsters (M)&lt;br /&gt;
Magmin&lt;br /&gt;
Small elemental, chaotic neutral&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 9 (2d6 + 2)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
7 (−2) 15 (+2) 12 (+1) 8 (−1) 11 (+0) 10 (+0)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Ignan&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Death Burst. When the magmin dies, it explodes in a&lt;br /&gt;
burst of fire and magma. Each creature within 10 feet&lt;br /&gt;
of it must make a DC 11 Dexterity saving throw, taking&lt;br /&gt;
7 (2d6) fire damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one. Flammable objects that&lt;br /&gt;
aren’t being worn or carried in that area are ignited.&lt;br /&gt;
Ignited Illumination. As a bonus action, the magmin&lt;br /&gt;
can set itself ablaze or extinguish its flames. While&lt;br /&gt;
ablaze, the magmin sheds bright light in a 10-­‐foot&lt;br /&gt;
radius and dim light for an additional 10 feet.&lt;br /&gt;
Actions&lt;br /&gt;
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (2d6) fire damage. If the target is a&lt;br /&gt;
creature or a flammable object, it ignites. Until a&lt;br /&gt;
creature takes an action to douse the fire, the target&lt;br /&gt;
takes 3 (1d6) fire damage at the end of each of its turns.&lt;br /&gt;
Manticore&lt;br /&gt;
Large monstrosity, lawful evil&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 68 (8d10 + 24)&lt;br /&gt;
Speed 30 ft., fly 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 11&lt;br /&gt;
Languages Common&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Tail Spike Regrowth. The manticore has twenty-­‐four&lt;br /&gt;
tail spikes. Used spikes regrow when the manticore&lt;br /&gt;
finishes a long rest.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 330&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The manticore makes three attacks: one&lt;br /&gt;
with its bite and two with its claws or three with its tail&lt;br /&gt;
spikes.&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d8 + 3) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d6 + 3) slashing damage.&lt;br /&gt;
Tail Spike. Ranged Weapon Attack: +5 to hit, range&lt;br /&gt;
100/200 ft., one target. Hit: 7 (1d8 + 3) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Medusa&lt;br /&gt;
Medium monstrosity, lawful evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 127 (17d8 + 51)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2)&lt;br /&gt;
Skills Deception +5, Insight +4, Perception +4, Stealth&lt;br /&gt;
+5&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages Common&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Petrifying Gaze. When a creature that can see the&lt;br /&gt;
medusa’s eyes starts its turn within 30 feet of the&lt;br /&gt;
medusa, the medusa can force it to make a DC 14&lt;br /&gt;
Constitution saving throw if the medusa isn’t&lt;br /&gt;
incapacitated and can see the creature. If the saving&lt;br /&gt;
throw fails by 5 or more, the creature is instantly&lt;br /&gt;
petrified. Otherwise, a creature that fails the save&lt;br /&gt;
begins to turn to stone and is restrained. The&lt;br /&gt;
restrained creature must repeat the saving throw at&lt;br /&gt;
the end of its next turn, becoming petrified on a failure&lt;br /&gt;
or ending the effect on a success. The petrification lasts&lt;br /&gt;
until the creature is freed by the greater restoration&lt;br /&gt;
spell or other magic.&lt;br /&gt;
Unless surprised, a creature can avert its eyes to&lt;br /&gt;
avoid the saving throw at the start of its turn. If the&lt;br /&gt;
creature does so, it can’t see the medusa until the start&lt;br /&gt;
of its next turn, when it can avert its eyes again. If the&lt;br /&gt;
creature looks at the medusa in the meantime, it must&lt;br /&gt;
immediately make the save.&lt;br /&gt;
If the medusa sees itself reflected on a polished&lt;br /&gt;
surface within 30 feet of it and in an area of bright light,&lt;br /&gt;
the medusa is, due to its curse, affected by its own&lt;br /&gt;
gaze.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The medusa makes either three melee&lt;br /&gt;
attacks—one with its snake hair and two with its&lt;br /&gt;
shortsword—or two ranged attacks with its longbow.&lt;br /&gt;
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one creature. Hit: 4 (1d4 + 2) piercing damage plus 14&lt;br /&gt;
(4d6) poison damage.&lt;br /&gt;
Shortsword. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Longbow. Ranged Weapon Attack: +5 to hit, range&lt;br /&gt;
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing&lt;br /&gt;
damage plus 7 (2d6) poison damage.&lt;br /&gt;
Mephits&lt;br /&gt;
Dust Mephit&lt;br /&gt;
Small elemental, neutral evil&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 17 (5d6)&lt;br /&gt;
Speed 30 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
5 (−3) 14 (+2) 10 (+0) 9 (−1) 11 (+0) 10 (+0)&lt;br /&gt;
Skills Perception +2, Stealth +4&lt;br /&gt;
Damage Vulnerabilities fire&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 12&lt;br /&gt;
Languages Auran, Terran&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Death Burst. When the mephit dies, it explodes in a&lt;br /&gt;
burst of dust. Each creature within 5 feet of it must&lt;br /&gt;
then succeed on a DC 10 Constitution saving throw or&lt;br /&gt;
be blinded for 1 minute. A blinded creature can repeat&lt;br /&gt;
the saving throw on each of its turns, ending the effect&lt;br /&gt;
on itself on a success.&lt;br /&gt;
Innate Spellcasting (1/Day). The mephit can innately&lt;br /&gt;
cast sleep, requiring no material components. Its&lt;br /&gt;
innate spellcasting ability is Charisma.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 331&lt;br /&gt;
Actions&lt;br /&gt;
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 4 (1d4 + 2) slashing damage.&lt;br /&gt;
Blinding Breath (Recharge 6). The mephit exhales a 15-­‐&lt;br /&gt;
foot cone of blinding dust. Each creature in that area&lt;br /&gt;
must succeed on a DC 10 Dexterity saving throw or be&lt;br /&gt;
blinded for 1 minute. A creature can repeat the saving&lt;br /&gt;
throw at the end of each of its turns, ending the effect&lt;br /&gt;
on itself on a success.&lt;br /&gt;
Ice Mephit&lt;br /&gt;
Small elemental, neutral evil&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 21 (6d6)&lt;br /&gt;
Speed 30 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1)&lt;br /&gt;
Skills Perception +2, Stealth +3&lt;br /&gt;
Damage Vulnerabilities bludgeoning, fire&lt;br /&gt;
Damage Immunities cold, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 12&lt;br /&gt;
Languages Aquan, Auran&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Death Burst. When the mephit dies, it explodes in a&lt;br /&gt;
burst of jagged ice. Each creature within 5 feet of it&lt;br /&gt;
must make a DC 10 Dexterity saving throw, taking 4&lt;br /&gt;
(1d8) slashing damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
False Appearance. While the mephit remains&lt;br /&gt;
motionless, it is indistinguishable from an ordinary&lt;br /&gt;
shard of ice.&lt;br /&gt;
Innate Spellcasting (1/Day). The mephit can innately&lt;br /&gt;
cast fog cloud, requiring no material components. Its&lt;br /&gt;
innate spellcasting ability is Charisma.&lt;br /&gt;
Actions&lt;br /&gt;
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4)&lt;br /&gt;
cold damage.&lt;br /&gt;
Frost Breath (Recharge 6). The mephit exhales a 15-­‐&lt;br /&gt;
foot cone of cold air. Each creature in that area must&lt;br /&gt;
succeed on a DC 10 Dexterity saving throw, taking 5&lt;br /&gt;
(2d4) cold damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Magma Mephit&lt;br /&gt;
Small elemental, neutral evil&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 22 (5d6 + 5)&lt;br /&gt;
Speed 30 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
8 (−1) 12 (+1) 12 (+1) 7 (−2) 10 (+0) 10 (+0)&lt;br /&gt;
Skills Stealth +3&lt;br /&gt;
Damage Vulnerabilities cold&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Ignan, Terran&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Death Burst. When the mephit dies, it explodes in a&lt;br /&gt;
burst of lava. Each creature within 5 feet of it must&lt;br /&gt;
make a DC 11 Dexterity saving throw, taking 7 (2d6)&lt;br /&gt;
fire damage on a failed save, or half as much damage&lt;br /&gt;
on a successful one.&lt;br /&gt;
False Appearance. While the mephit remains&lt;br /&gt;
motionless, it is indistinguishable from an ordinary&lt;br /&gt;
mound of magma.&lt;br /&gt;
Innate Spellcasting (1/Day). The mephit can innately&lt;br /&gt;
cast heat metal (spell save DC 10), requiring no&lt;br /&gt;
material components. Its innate spellcasting ability is&lt;br /&gt;
Charisma.&lt;br /&gt;
Actions&lt;br /&gt;
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4)&lt;br /&gt;
fire damage.&lt;br /&gt;
Fire Breath (Recharge 6). The mephit exhales a 15-­‐foot&lt;br /&gt;
cone of fire. Each creature in that area must make a DC&lt;br /&gt;
11 Dexterity saving throw, taking 7 (2d6) fire damage&lt;br /&gt;
on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Steam Mephit&lt;br /&gt;
Small elemental, neutral evil&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 332&lt;br /&gt;
Hit Points 21 (6d6)&lt;br /&gt;
Speed 30 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
5 (−3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)&lt;br /&gt;
Damage Immunities fire, poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Aquan, Ignan&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Death Burst. When the mephit dies, it explodes in a&lt;br /&gt;
cloud of steam. Each creature within 5 feet of the&lt;br /&gt;
mephit must succeed on a DC 10 Dexterity saving&lt;br /&gt;
throw or take 4 (1d8) fire damage.&lt;br /&gt;
Innate Spellcasting (1/Day). The mephit can innately&lt;br /&gt;
cast blur, requiring no material components. Its innate&lt;br /&gt;
spellcasting ability is Charisma.&lt;br /&gt;
Actions&lt;br /&gt;
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire&lt;br /&gt;
damage.&lt;br /&gt;
Steam Breath (Recharge 6). The mephit exhales a 15-­‐&lt;br /&gt;
foot cone of scalding steam. Each creature in that area&lt;br /&gt;
must succeed on a DC 10 Dexterity saving throw, taking&lt;br /&gt;
4 (1d8) fire damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Merfolk&lt;br /&gt;
Medium humanoid (merfolk), neutral&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 10 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages Aquan, Common&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Amphibious. The merfolk can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Spear. Melee or Ranged Weapon Attack: +2 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6)&lt;br /&gt;
piercing damage, or 4 (1d8) piercing damage if used&lt;br /&gt;
with two hands to make a melee attack.&lt;br /&gt;
Merrow&lt;br /&gt;
Large monstrosity, chaotic evil&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 45 (6d10 + 12)&lt;br /&gt;
Speed 10 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 10 (+0) 15 (+2) 8 (−1) 10 (+0) 9 (−1)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Abyssal, Aquan&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Amphibious. The merrow can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The merrow makes two attacks: one with&lt;br /&gt;
its bite and one with its claws or harpoon.&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (1d8 + 4) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 9 (2d4 + 4) slashing damage.&lt;br /&gt;
Harpoon. Melee or Ranged Weapon Attack: +6 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 +&lt;br /&gt;
4) piercing damage. If the target is a Huge or smaller&lt;br /&gt;
creature, it must succeed on a Strength contest against&lt;br /&gt;
the merrow or be pulled up to 20 feet toward the&lt;br /&gt;
merrow.&lt;br /&gt;
Mimic&lt;br /&gt;
Medium monstrosity (shapechanger), neutral&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 58 (9d8 + 18)&lt;br /&gt;
Speed 15 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 12 (+1) 15 (+2) 5 (−3) 13 (+1) 8 (−1)&lt;br /&gt;
Skills Stealth +5&lt;br /&gt;
Damage Immunities acid&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 333&lt;br /&gt;
Condition Immunities prone&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Shapechanger. The mimic can use its action to&lt;br /&gt;
polymorph into an object or back into its true,&lt;br /&gt;
amorphous form. Its statistics are the same in each&lt;br /&gt;
form. Any equipment it is wearing or carrying isn’t&lt;br /&gt;
transformed. It reverts to its true form if it dies.&lt;br /&gt;
Adhesive (Object Form Only). The mimic adheres to&lt;br /&gt;
anything that touches it. A Huge or smaller creature&lt;br /&gt;
adhered to the mimic is also grappled by it (escape DC&lt;br /&gt;
13). Ability checks made to escape this grapple have&lt;br /&gt;
disadvantage.&lt;br /&gt;
False Appearance (Object Form Only). While the mimic&lt;br /&gt;
remains motionless, it is indistinguishable from an&lt;br /&gt;
ordinary object.&lt;br /&gt;
Grappler. The mimic has advantage on attack rolls&lt;br /&gt;
against any creature grappled by it.&lt;br /&gt;
Actions&lt;br /&gt;
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If&lt;br /&gt;
the mimic is in object form, the target is subjected to&lt;br /&gt;
its Adhesive trait.&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)&lt;br /&gt;
acid damage.&lt;br /&gt;
Minotaur&lt;br /&gt;
Large monstrosity, chaotic evil&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 76 (9d10 + 27)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 11 (+0) 16 (+3) 6 (−2) 16 (+3) 9 (−1)&lt;br /&gt;
Skills Perception +7&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 17&lt;br /&gt;
Languages Abyssal&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Charge. If the minotaur moves at least 10 feet straight&lt;br /&gt;
toward a target and then hits it with a gore attack on&lt;br /&gt;
the same turn, the target takes an extra 9 (2d8)&lt;br /&gt;
piercing damage. If the target is a creature, it must&lt;br /&gt;
succeed on a DC 14 Strength saving throw or be&lt;br /&gt;
pushed up to 10 feet away and knocked prone.&lt;br /&gt;
Labyrinthine Recall. The minotaur can perfectly recall&lt;br /&gt;
any path it has traveled.&lt;br /&gt;
Reckless. At the start of its turn, the minotaur can gain&lt;br /&gt;
advantage on all melee weapon attack rolls it makes&lt;br /&gt;
during that turn, but attack rolls against it have&lt;br /&gt;
advantage until the start of its next turn.&lt;br /&gt;
Actions&lt;br /&gt;
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 17 (2d12 + 4) slashing damage.&lt;br /&gt;
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) piercing damage.&lt;br /&gt;
Mummies&lt;br /&gt;
Mummy&lt;br /&gt;
Medium undead, lawful evil&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 58 (9d8 + 18)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1)&lt;br /&gt;
Saving Throws Wis +2&lt;br /&gt;
Damage Vulnerabilities fire&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities necrotic, poison&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
paralyzed, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages the languages it knew in life&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The mummy can use its Dreadful Glare&lt;br /&gt;
and makes one attack with its rotting fist.&lt;br /&gt;
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage&lt;br /&gt;
plus 10 (3d6) necrotic damage. If the target is a&lt;br /&gt;
creature, it must succeed on a DC 12 Constitution&lt;br /&gt;
saving throw or be cursed with mummy rot. The cursed&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 334&lt;br /&gt;
target can’t regain hit points, and its hit point&lt;br /&gt;
maximum decreases by 10 (3d6) for every 24 hours&lt;br /&gt;
that elapse. If the curse reduces the target’s hit point&lt;br /&gt;
maximum to 0, the target dies, and its body turns to&lt;br /&gt;
dust. The curse lasts until removed by the remove&lt;br /&gt;
curse spell or other magic.&lt;br /&gt;
Dreadful Glare. The mummy targets one creature it&lt;br /&gt;
can see within 60 feet of it. If the target can see the&lt;br /&gt;
mummy, it must succeed on a DC 11 Wisdom saving&lt;br /&gt;
throw against this magic or become frightened until&lt;br /&gt;
the end of the mummy’s next turn. If the target fails&lt;br /&gt;
the saving throw by 5 or more, it is also paralyzed for&lt;br /&gt;
the same duration. A target that succeeds on the&lt;br /&gt;
saving throw is immune to the Dreadful Glare of all&lt;br /&gt;
mummies (but not mummy lords) for the next 24 hours.&lt;br /&gt;
Mummy Lord&lt;br /&gt;
Medium undead, lawful evil&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 97 (13d8 + 39)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3)&lt;br /&gt;
Saving Throws Con +8, Int +5, Wis +9, Cha +8&lt;br /&gt;
Skills History +5, Religion +5&lt;br /&gt;
Damage Vulnerabilities fire&lt;br /&gt;
Damage Immunities necrotic, poison; bludgeoning,&lt;br /&gt;
piercing, and slashing from nonmagical attacks&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
paralyzed, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages the languages it knew in life&lt;br /&gt;
Challenge 15 (13,000 XP)&lt;br /&gt;
Magic Resistance. The mummy lord has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Rejuvenation. A destroyed mummy lord gains a new&lt;br /&gt;
body in 24 hours if its heart is intact, regaining all its hit&lt;br /&gt;
points and becoming active again. The new body&lt;br /&gt;
appears within 5 feet of the mummy lord’s heart.&lt;br /&gt;
Spellcasting. The mummy lord is a 10th-­‐level&lt;br /&gt;
spellcaster. Its spellcasting ability is Wisdom (spell save&lt;br /&gt;
DC 17, +9 to hit with spell attacks). The mummy lord&lt;br /&gt;
has the following cleric spells prepared:&lt;br /&gt;
Cantrips (at will): sacred flame, thaumaturgy&lt;br /&gt;
1st level (4 slots): command, guiding bolt, shield of&lt;br /&gt;
faith&lt;br /&gt;
2nd level (3 slots): hold person, silence, spiritual&lt;br /&gt;
weapon&lt;br /&gt;
3rd level (3 slots): animate dead, dispel magic&lt;br /&gt;
4th level (3 slots): divination, guardian of faith&lt;br /&gt;
5th level (2 slots): contagion, insect plague&lt;br /&gt;
6th level (1 slot): harm&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The mummy can use its Dreadful Glare&lt;br /&gt;
and makes one attack with its rotting fist.&lt;br /&gt;
Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage&lt;br /&gt;
plus 21 (6d6) necrotic damage. If the target is a&lt;br /&gt;
creature, it must succeed on a DC 16 Constitution&lt;br /&gt;
saving throw or be cursed with mummy rot. The cursed&lt;br /&gt;
target can’t regain hit points, and its hit point&lt;br /&gt;
maximum decreases by 10 (3d6) for every 24 hours&lt;br /&gt;
that elapse. If the curse reduces the target’s hit point&lt;br /&gt;
maximum to 0, the target dies, and its body turns to&lt;br /&gt;
dust. The curse lasts until removed by the remove&lt;br /&gt;
curse spell or other magic.&lt;br /&gt;
Dreadful Glare. The mummy lord targets one creature&lt;br /&gt;
it can see within 60 feet of it. If the target can see the&lt;br /&gt;
mummy lord, it must succeed on a DC 16 Wisdom&lt;br /&gt;
saving throw against this magic or become frightened&lt;br /&gt;
until the end of the mummy’s next turn. If the target&lt;br /&gt;
fails the saving throw by 5 or more, it is also paralyzed&lt;br /&gt;
for the same duration. A target that succeeds on the&lt;br /&gt;
saving throw is immune to the Dreadful Glare of all&lt;br /&gt;
mummies and mummy lords for the next 24 hours.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The mummy lord can take 3 legendary actions,&lt;br /&gt;
choosing from the options below. Only one legendary&lt;br /&gt;
action option can be used at a time and only at the end&lt;br /&gt;
of another creature’s turn. The mummy lord regains&lt;br /&gt;
spent legendary actions at the start of its turn.&lt;br /&gt;
Attack. The mummy lord makes one attack with its&lt;br /&gt;
rotting fist or uses its Dreadful Glare.&lt;br /&gt;
Blinding Dust. Blinding dust and sand swirls magically&lt;br /&gt;
around the mummy lord. Each creature within 5 feet&lt;br /&gt;
of the mummy lord must succeed on a DC 16&lt;br /&gt;
Constitution saving throw or be blinded until the end&lt;br /&gt;
of the creature’s next turn.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 335&lt;br /&gt;
Blasphemous Word (Costs 2 Actions). The mummy&lt;br /&gt;
lord utters a blasphemous word. Each non-­‐undead&lt;br /&gt;
creature within 10 feet of the mummy lord that can&lt;br /&gt;
hear the magical utterance must succeed on a DC 16&lt;br /&gt;
Constitution saving throw or be stunned until the&lt;br /&gt;
end of the mummy lord’s next turn.&lt;br /&gt;
Channel Negative Energy (Costs 2 Actions). The&lt;br /&gt;
mummy lord magically unleashes negative energy.&lt;br /&gt;
Creatures within 60 feet of the mummy lord,&lt;br /&gt;
including ones behind barriers and around corners,&lt;br /&gt;
can’t regain hit points until the end of the mummy&lt;br /&gt;
lord’s next turn.&lt;br /&gt;
Whirlwind of Sand (Costs 2 Actions). The mummy lord&lt;br /&gt;
magically transforms into a whirlwind of sand, moves&lt;br /&gt;
up to 60 feet, and reverts to its normal form. While&lt;br /&gt;
in whirlwind form, the mummy lord is immune to all&lt;br /&gt;
damage, and it can’t be grappled, petrified, knocked&lt;br /&gt;
prone, restrained, or stunned. Equipment worn or&lt;br /&gt;
carried by the mummy lord remain in its possession.&lt;br /&gt;
Monsters (N)&lt;br /&gt;
Nagas&lt;br /&gt;
Guardian Naga&lt;br /&gt;
Large monstrosity, lawful good&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 127 (15d10 + 45)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4)&lt;br /&gt;
Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities charmed, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages Celestial, Common&lt;br /&gt;
Challenge 10 (5,900 XP)&lt;br /&gt;
Rejuvenation. If it dies, the naga returns to life in 1d6&lt;br /&gt;
days and regains all its hit points. Only a wish spell can&lt;br /&gt;
prevent this trait from functioning.&lt;br /&gt;
Spellcasting. The naga is an 11th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Wisdom (spell save DC 16, +8 to&lt;br /&gt;
hit with spell attacks), and it needs only verbal&lt;br /&gt;
components to cast its spells. It has the following cleric&lt;br /&gt;
spells prepared:&lt;br /&gt;
Cantrips (at will): mending, sacred flame, thaumaturgy&lt;br /&gt;
1st level (4 slots): command, cure wounds, shield of&lt;br /&gt;
faith&lt;br /&gt;
2nd level (3 slots): calm emotions, hold person&lt;br /&gt;
3rd level (3 slots): bestow curse, clairvoyance&lt;br /&gt;
4th level (3 slots): banishment, freedom of movement&lt;br /&gt;
5th level (2 slots): flame strike, geas&lt;br /&gt;
6th level (1 slot): true seeing&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one&lt;br /&gt;
creature. Hit: 8 (1d8 + 4) piercing damage, and the&lt;br /&gt;
target must make a DC 15 Constitution saving throw,&lt;br /&gt;
taking 45 (10d8) poison damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Spit Poison. Ranged Weapon Attack: +8 to hit, range&lt;br /&gt;
15/30 ft., one creature. Hit: The target must make a DC&lt;br /&gt;
15 Constitution saving throw, taking 45 (10d8) poison&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Spirit Naga&lt;br /&gt;
Large monstrosity, chaotic evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 75 (10d10 + 20)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3)&lt;br /&gt;
Saving Throws Dex +6, Con +5, Wis +5, Cha +6&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities charmed, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 12&lt;br /&gt;
Languages Abyssal, Common&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Rejuvenation. If it dies, the naga returns to life in 1d6&lt;br /&gt;
days and regains all its hit points. Only a wish spell can&lt;br /&gt;
prevent this trait from functioning.&lt;br /&gt;
Spellcasting. The naga is a 10th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Intelligence (spell save DC 14, +6&lt;br /&gt;
to hit with spell attacks), and it needs only verbal&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 336&lt;br /&gt;
components to cast its spells. It has the following&lt;br /&gt;
wizard spells prepared:&lt;br /&gt;
Cantrips (at will): mage hand, minor illusion, ray of&lt;br /&gt;
frost&lt;br /&gt;
1st level (4 slots): charm person, detect magic, sleep&lt;br /&gt;
2nd level (3 slots): detect thoughts, hold person&lt;br /&gt;
3rd level (3 slots): lightning bolt, water breathing&lt;br /&gt;
4th level (3 slots): blight, dimension door&lt;br /&gt;
5th level (2 slots): dominate person&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one&lt;br /&gt;
creature. Hit: 7 (1d6 + 4) piercing damage, and the&lt;br /&gt;
target must make a DC 13 Constitution saving throw,&lt;br /&gt;
taking 31 (7d8) poison damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one.&lt;br /&gt;
Nightmare&lt;br /&gt;
Large fiend, neutral evil&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 68 (8d10 + 24)&lt;br /&gt;
Speed 60 ft., fly 90 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages understands Abyssal, Common, and Infernal&lt;br /&gt;
but can’t speak&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Confer Fire Resistance. The nightmare can grant&lt;br /&gt;
resistance to fire damage to anyone riding it.&lt;br /&gt;
Illumination. The nightmare sheds bright light in a 10-­‐&lt;br /&gt;
foot radius and dim light for an additional 10 feet.&lt;br /&gt;
Actions&lt;br /&gt;
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d8 + 4) bludgeoning damage plus&lt;br /&gt;
7 (2d6) fire damage.&lt;br /&gt;
Ethereal Stride. The nightmare and up to three willing&lt;br /&gt;
creatures within 5 feet of it magically enter the&lt;br /&gt;
Ethereal Plane from the Material Plane, or vice versa.&lt;br /&gt;
Monsters (O)&lt;br /&gt;
Ogre&lt;br /&gt;
Large giant, chaotic evil&lt;br /&gt;
Armor Class 11 (hide armor)&lt;br /&gt;
Hit Points 59 (7d10 + 21)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 8&lt;br /&gt;
Languages Common, Giant&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 13 (2d8 + 4) bludgeoning damage.&lt;br /&gt;
Javelin. Melee or Ranged Weapon Attack: +6 to hit,&lt;br /&gt;
reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6&lt;br /&gt;
+ 4) piercing damage.&lt;br /&gt;
Oni&lt;br /&gt;
Large giant, lawful evil&lt;br /&gt;
Armor Class 16 (chain mail)&lt;br /&gt;
Hit Points 110 (13d10 + 39)&lt;br /&gt;
Speed 30 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)&lt;br /&gt;
Saving Throws Dex +3, Con +6, Wis +4, Cha +5&lt;br /&gt;
Skills Arcana +5, Deception +8, Perception +4&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages Common, Giant&lt;br /&gt;
Challenge 7 (2,900 XP)&lt;br /&gt;
Innate Spellcasting. The oni’s innate spellcasting ability&lt;br /&gt;
is Charisma (spell save DC 13). The oni can innately cast&lt;br /&gt;
the following spells, requiring no material components:&lt;br /&gt;
At will: darkness, invisibility&lt;br /&gt;
1/day each: charm person, cone of cold, gaseous form,&lt;br /&gt;
sleep&lt;br /&gt;
Magic Weapons. The oni’s weapon attacks are magical.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 337&lt;br /&gt;
Regeneration. The oni regains 10 hit points at the start&lt;br /&gt;
of its turn if it has at least 1 hit point.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The oni makes two attacks, either with its&lt;br /&gt;
claws or its glaive.&lt;br /&gt;
Claw (Oni Form Only). Melee Weapon Attack: +7 to hit,&lt;br /&gt;
reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.&lt;br /&gt;
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 15 (2d10 + 4) slashing damage, or 9&lt;br /&gt;
(1d10 + 4) slashing damage in Small or Medium form.&lt;br /&gt;
Change Shape. The oni magically polymorphs into a&lt;br /&gt;
Small or Medium humanoid, into a Large giant, or back&lt;br /&gt;
into its true form. Other than its size, its statistics are&lt;br /&gt;
the same in each form. The only equipment that is&lt;br /&gt;
transformed is its glaive, which shrinks so that it can be&lt;br /&gt;
wielded in humanoid form. If the oni dies, it reverts to&lt;br /&gt;
its true form, and its glaive reverts to its normal size.&lt;br /&gt;
Oozes&lt;br /&gt;
Black Pudding&lt;br /&gt;
Large ooze, unaligned&lt;br /&gt;
Armor Class 7&lt;br /&gt;
Hit Points 85 (10d10 + 30)&lt;br /&gt;
Speed 20 ft., climb 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 5 (−3) 16 (+3) 1 (−5) 6 (−2) 1 (−5)&lt;br /&gt;
Damage Immunities acid, cold, lightning, slashing&lt;br /&gt;
Condition Immunities blinded, charmed, deafened,&lt;br /&gt;
exhaustion, frightened, prone&lt;br /&gt;
Senses blindsight 60 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Amorphous. The pudding can move through a space as&lt;br /&gt;
narrow as 1 inch wide without squeezing.&lt;br /&gt;
Corrosive Form. A creature that touches the pudding or&lt;br /&gt;
hits it with a melee attack while within 5 feet of it takes&lt;br /&gt;
4 (1d8) acid damage. Any nonmagical weapon made of&lt;br /&gt;
metal or wood that hits the pudding corrodes. After&lt;br /&gt;
dealing damage, the weapon takes a permanent and&lt;br /&gt;
cumulative −1 penalty to damage rolls. If its penalty&lt;br /&gt;
drops to −5, the weapon is destroyed. Nonmagical&lt;br /&gt;
ammunition made of metal or wood that hits the&lt;br /&gt;
pudding is destroyed after dealing damage.&lt;br /&gt;
The pudding can eat through 2-­‐inch-­‐thick,&lt;br /&gt;
nonmagical wood or metal in 1 round.&lt;br /&gt;
Spider Climb. The pudding can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Actions&lt;br /&gt;
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage&lt;br /&gt;
plus 18 (4d8) acid damage. In addition, nonmagical&lt;br /&gt;
armor worn by the target is partly dissolved and takes&lt;br /&gt;
a permanent and cumulative −1 penalty to the AC it&lt;br /&gt;
offers. The armor is destroyed if the penalty reduces its&lt;br /&gt;
AC to 10.&lt;br /&gt;
Reactions&lt;br /&gt;
Split. When a pudding that is Medium or larger is&lt;br /&gt;
subjected to lightning or slashing damage, it splits into&lt;br /&gt;
two new puddings if it has at least 10 hit points. Each&lt;br /&gt;
new pudding has hit points equal to half the original&lt;br /&gt;
pudding’s, rounded down. New puddings are one size&lt;br /&gt;
smaller than the original pudding.&lt;br /&gt;
Gelatinous Cube&lt;br /&gt;
Large ooze, unaligned&lt;br /&gt;
Armor Class 6&lt;br /&gt;
Hit Points 84 (8d10 + 40)&lt;br /&gt;
Speed 15 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 3 (−4) 20 (+5) 1 (−5) 6 (−2) 1 (−5)&lt;br /&gt;
Condition Immunities blinded, charmed, deafened,&lt;br /&gt;
exhaustion, frightened, prone&lt;br /&gt;
Senses blindsight 60 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Ooze Cube. The cube takes up its entire space. Other&lt;br /&gt;
creatures can enter the space, but a creature that does&lt;br /&gt;
so is subjected to the cube’s Engulf and has&lt;br /&gt;
disadvantage on the saving throw.&lt;br /&gt;
Creatures inside the cube can be seen but have total&lt;br /&gt;
cover.&lt;br /&gt;
A creature within 5 feet of the cube can take an&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 338&lt;br /&gt;
action to pull a creature or object out of the cube.&lt;br /&gt;
Doing so requires a successful DC 12 Strength check,&lt;br /&gt;
and the creature making the attempt takes 10 (3d6)&lt;br /&gt;
acid damage.&lt;br /&gt;
The cube can hold only one Large creature or up to&lt;br /&gt;
four Medium or smaller creatures inside it at a time.&lt;br /&gt;
Transparent. Even when the cube is in plain sight, it&lt;br /&gt;
takes a successful DC 15 Wisdom (Perception) check to&lt;br /&gt;
spot a cube that has neither moved nor attacked. A&lt;br /&gt;
creature that tries to enter the cube’s space while&lt;br /&gt;
unaware of the cube is surprised by the cube.&lt;br /&gt;
Actions&lt;br /&gt;
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one creature. Hit: 10 (3d6) acid damage.&lt;br /&gt;
Engulf. The cube moves up to its speed. While doing so,&lt;br /&gt;
it can enter Large or smaller creatures’ spaces.&lt;br /&gt;
Whenever the cube enters a creature’s space, the&lt;br /&gt;
creature must make a DC 12 Dexterity saving throw.&lt;br /&gt;
On a successful save, the creature can choose to be&lt;br /&gt;
pushed 5 feet back or to the side of the cube. A&lt;br /&gt;
creature that chooses not to be pushed suffers the&lt;br /&gt;
consequences of a failed saving throw.&lt;br /&gt;
On a failed save, the cube enters the creature’s&lt;br /&gt;
space, and the creature takes 10 (3d6) acid damage&lt;br /&gt;
and is engulfed. The engulfed creature can’t breathe, is&lt;br /&gt;
restrained, and takes 21 (6d6) acid damage at the start&lt;br /&gt;
of each of the cube’s turns. When the cube moves, the&lt;br /&gt;
engulfed creature moves with it.&lt;br /&gt;
An engulfed creature can try to escape by taking an&lt;br /&gt;
action to make a DC 12 Strength check. On a success,&lt;br /&gt;
the creature escapes and enters a space of its choice&lt;br /&gt;
within 5 feet of the cube.&lt;br /&gt;
Gray Ooze&lt;br /&gt;
Medium ooze, unaligned&lt;br /&gt;
Armor Class 8&lt;br /&gt;
Hit Points 22 (3d8 + 9)&lt;br /&gt;
Speed 10 ft., climb 10 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 6 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4)&lt;br /&gt;
Skills Stealth +2&lt;br /&gt;
Damage Resistances acid, cold, fire&lt;br /&gt;
Condition Immunities blinded, charmed, deafened,&lt;br /&gt;
exhaustion, frightened, prone&lt;br /&gt;
Senses blindsight 60 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Amorphous. The ooze can move through a space as&lt;br /&gt;
narrow as 1 inch wide without squeezing.&lt;br /&gt;
Corrode Metal. Any nonmagical weapon made of&lt;br /&gt;
metal that hits the ooze corrodes. After dealing&lt;br /&gt;
damage, the weapon takes a permanent and&lt;br /&gt;
cumulative −1 penalty to damage rolls. If its penalty&lt;br /&gt;
drops to −5, the weapon is destroyed. Nonmagical&lt;br /&gt;
ammunition made of metal that hits the ooze is&lt;br /&gt;
destroyed after dealing damage.&lt;br /&gt;
The ooze can eat through 2-­‐inch-­‐thick, nonmagical&lt;br /&gt;
metal in 1 round.&lt;br /&gt;
False Appearance. While the ooze remains motionless,&lt;br /&gt;
it is indistinguishable from an oily pool or wet rock.&lt;br /&gt;
Actions&lt;br /&gt;
Pseudopod. Melee Weapon Attack: +3 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage&lt;br /&gt;
plus 7 (2d6) acid damage, and if the target is wearing&lt;br /&gt;
nonmagical metal armor, its armor is partly corroded&lt;br /&gt;
and takes a permanent and cumulative −1 penalty to&lt;br /&gt;
the AC it offers. The armor is destroyed if the penalty&lt;br /&gt;
reduces its AC to 10.&lt;br /&gt;
Ochre Jelly&lt;br /&gt;
Large ooze, unaligned&lt;br /&gt;
Armor Class 8&lt;br /&gt;
Hit Points 45 (6d10 + 12)&lt;br /&gt;
Speed 10 ft., climb 10 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5)&lt;br /&gt;
Damage Resistances acid&lt;br /&gt;
Damage Immunities lightning, slashing&lt;br /&gt;
Condition Immunities blinded, charmed, deafened,&lt;br /&gt;
exhaustion, frightened, prone&lt;br /&gt;
Senses blindsight 60 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 339&lt;br /&gt;
Amorphous. The jelly can move through a space as&lt;br /&gt;
narrow as 1 inch wide without squeezing.&lt;br /&gt;
Spider Climb. The jelly can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Actions&lt;br /&gt;
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage&lt;br /&gt;
plus 3 (1d6) acid damage.&lt;br /&gt;
Reactions&lt;br /&gt;
Split. When a jelly that is Medium or larger is subjected&lt;br /&gt;
to lightning or slashing damage, it splits into two new&lt;br /&gt;
jellies if it has at least 10 hit points. Each new jelly has&lt;br /&gt;
hit points equal to half the original jelly’s, rounded&lt;br /&gt;
down. New jellies are one size smaller than the original&lt;br /&gt;
jelly.&lt;br /&gt;
Orc&lt;br /&gt;
Medium humanoid (orc), chaotic evil&lt;br /&gt;
Armor Class 13 (hide armor)&lt;br /&gt;
Hit Points 15 (2d8 + 6)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0)&lt;br /&gt;
Skills Intimidation +2&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Common, Orc&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Aggressive. As a bonus action, the orc can move up to&lt;br /&gt;
its speed toward a hostile creature that it can see.&lt;br /&gt;
Actions&lt;br /&gt;
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 9 (1d12 + 3) slashing damage.&lt;br /&gt;
Javelin. Melee or Ranged Weapon Attack: +5 to hit,&lt;br /&gt;
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +&lt;br /&gt;
3) piercing damage.&lt;br /&gt;
Otyugh&lt;br /&gt;
Large aberration, neutral&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 114 (12d10 + 48)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 11 (+0) 19 (+4) 6 (−2) 13 (+1) 6 (−2)&lt;br /&gt;
Saving Throws Con +7&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 11&lt;br /&gt;
Languages Otyugh&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Limited Telepathy. The otyugh can magically transmit&lt;br /&gt;
simple messages and images to any creature within&lt;br /&gt;
120 feet of it that can understand a language. This&lt;br /&gt;
form of telepathy doesn’t allow the receiving creature&lt;br /&gt;
to telepathically respond.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The otyugh makes three attacks: one with&lt;br /&gt;
its bite and two with its tentacles.&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 12 (2d8 + 3) piercing damage. If the target is&lt;br /&gt;
a creature, it must succeed on a DC 15 Constitution&lt;br /&gt;
saving throw against disease or become poisoned until&lt;br /&gt;
the disease is cured. Every 24 hours that elapse, the&lt;br /&gt;
target must repeat the saving throw, reducing its hit&lt;br /&gt;
point maximum by 5 (1d10) on a failure. The disease is&lt;br /&gt;
cured on a success. The target dies if the disease&lt;br /&gt;
reduces its hit point maximum to 0. This reduction to&lt;br /&gt;
the target’s hit point maximum lasts until the disease is&lt;br /&gt;
cured.&lt;br /&gt;
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4&lt;br /&gt;
(1d8) piercing damage. If the target is Medium or&lt;br /&gt;
smaller, it is grappled (escape DC 13) and restrained&lt;br /&gt;
until the grapple ends. The otyugh has two tentacles,&lt;br /&gt;
each of which can grapple one target.&lt;br /&gt;
Tentacle Slam. The otyugh slams creatures grappled by&lt;br /&gt;
it into each other or a solid surface. Each creature must&lt;br /&gt;
succeed on a DC 14 Constitution saving throw or take&lt;br /&gt;
10 (2d6 + 3) bludgeoning damage and be stunned until&lt;br /&gt;
the end of the otyugh’s next turn. On a successful save,&lt;br /&gt;
the target takes half the bludgeoning damage and isn’t&lt;br /&gt;
stunned.&lt;br /&gt;
Owlbear&lt;br /&gt;
Large monstrosity, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 340&lt;br /&gt;
Hit Points 59 (7d10 + 21)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Keen Sight and Smell. The owlbear has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on sight or smell.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The owlbear makes two attacks: one with&lt;br /&gt;
its beak and one with its claws.&lt;br /&gt;
Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 10 (1d10 + 5) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 14 (2d8 + 5) slashing damage.&lt;br /&gt;
Monsters (P)&lt;br /&gt;
Pegasus&lt;br /&gt;
Large celestial, chaotic good&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 59 (7d10 + 21)&lt;br /&gt;
Speed 60 ft., fly 90 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)&lt;br /&gt;
Saving Throws Dex +4, Wis +4, Cha +3&lt;br /&gt;
Skills Perception +6&lt;br /&gt;
Senses passive Perception 16&lt;br /&gt;
Languages understands Celestial, Common, Elvish, and&lt;br /&gt;
Sylvan but can’t speak&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 11 (2d6 + 4) bludgeoning damage.&lt;br /&gt;
Pseudodragon&lt;br /&gt;
Tiny dragon, neutral good&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 7 (2d4 + 2)&lt;br /&gt;
Speed 15 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
6 (−2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)&lt;br /&gt;
Skills Perception +3, Stealth +4&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 13&lt;br /&gt;
Languages understands Common and Draconic but&lt;br /&gt;
can’t speak&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Keen Senses. The pseudodragon has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on sight, hearing,&lt;br /&gt;
or smell.&lt;br /&gt;
Magic Resistance. The pseudodragon has advantage&lt;br /&gt;
on saving throws against spells and other magical&lt;br /&gt;
effects.&lt;br /&gt;
Limited Telepathy. The pseudodragon can magically&lt;br /&gt;
communicate simple ideas, emotions, and images&lt;br /&gt;
telepathically with any creature within 100 feet of it&lt;br /&gt;
that can understand a language.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d4 + 2) piercing damage.&lt;br /&gt;
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 4 (1d4 + 2) piercing damage, and the&lt;br /&gt;
target must succeed on a DC 11 Constitution saving&lt;br /&gt;
throw or become poisoned for 1 hour. If the saving&lt;br /&gt;
throw fails by 5 or more, the target falls unconscious&lt;br /&gt;
for the same duration, or until it takes damage or&lt;br /&gt;
another creature uses an action to shake it awake.&lt;br /&gt;
Purple Worm&lt;br /&gt;
Gargantuan monstrosity, unaligned&lt;br /&gt;
Armor Class 18 (natural armor)&lt;br /&gt;
Hit Points 247 (15d20 + 90)&lt;br /&gt;
Speed 50 ft., burrow 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
28 (+9) 7 (−2) 22 (+6) 1 (−5) 8 (−1) 4 (−3)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 341&lt;br /&gt;
Saving Throws Con +11, Wis +4&lt;br /&gt;
Senses blindsight 30 ft., tremorsense 60 ft., passive&lt;br /&gt;
Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 15 (13,000 XP)&lt;br /&gt;
Tunneler. The worm can burrow through solid rock at&lt;br /&gt;
half its burrow speed and leaves a 10-­‐foot-­‐diameter&lt;br /&gt;
tunnel in its wake.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The worm makes two attacks: one with its&lt;br /&gt;
bite and one with its stinger.&lt;br /&gt;
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 22 (3d8 + 9) piercing damage. If the target is&lt;br /&gt;
a Large or smaller creature, it must succeed on a DC 19&lt;br /&gt;
Dexterity saving throw or be swallowed by the worm. A&lt;br /&gt;
swallowed creature is blinded and restrained, it has&lt;br /&gt;
total cover against attacks and other effects outside&lt;br /&gt;
the worm, and it takes 21 (6d6) acid damage at the&lt;br /&gt;
start of each of the worm’s turns.&lt;br /&gt;
If the worm takes 30 damage or more on a single&lt;br /&gt;
turn from a creature inside it, the worm must succeed&lt;br /&gt;
on a DC 21 Constitution saving throw at the end of that&lt;br /&gt;
turn or regurgitate all swallowed creatures, which fall&lt;br /&gt;
prone in a space within 10 feet of the worm. If the&lt;br /&gt;
worm dies, a swallowed creature is no longer&lt;br /&gt;
restrained by it and can escape from the corpse by&lt;br /&gt;
using 20 feet of movement, exiting prone.&lt;br /&gt;
Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10&lt;br /&gt;
ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and&lt;br /&gt;
the target must make a DC 19 Constitution saving&lt;br /&gt;
throw, taking 42 (12d6) poison damage on a failed save,&lt;br /&gt;
or half as much damage on a successful one.&lt;br /&gt;
Monsters (R)&lt;br /&gt;
Rakshasa&lt;br /&gt;
Medium fiend, lawful evil&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 110 (13d8 + 52)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5)&lt;br /&gt;
Skills Deception +10, Insight +8&lt;br /&gt;
Damage Vulnerabilities piercing from magic weapons&lt;br /&gt;
wielded by good creatures&lt;br /&gt;
Damage Immunities bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 13&lt;br /&gt;
Languages Common, Infernal&lt;br /&gt;
Challenge 13 (10,000 XP)&lt;br /&gt;
Limited Magic Immunity. The rakshasa can’t be&lt;br /&gt;
affected or detected by spells of 6th level or lower&lt;br /&gt;
unless it wishes to be. It has advantage on saving&lt;br /&gt;
throws against all other spells and magical effects.&lt;br /&gt;
Innate Spellcasting. The rakshasa’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 18, +10 to hit with&lt;br /&gt;
spell attacks). The rakshasa can innately cast the&lt;br /&gt;
following spells, requiring no material components:&lt;br /&gt;
At will: detect thoughts, disguise self, mage hand,&lt;br /&gt;
minor illusion&lt;br /&gt;
3/day each: charm person, detect magic, invisibility,&lt;br /&gt;
major image, suggestion&lt;br /&gt;
1/day each: dominate person, fly, plane shift, true&lt;br /&gt;
seeing&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The rakshasa makes two claw attacks.&lt;br /&gt;
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 9 (2d6 + 2) slashing damage, and the target&lt;br /&gt;
is cursed if it is a creature. The magical curse takes&lt;br /&gt;
effect whenever the target takes a short or long rest,&lt;br /&gt;
filling the target’s thoughts with horrible images and&lt;br /&gt;
dreams. The cursed target gains no benefit from&lt;br /&gt;
finishing a short or long rest. The curse lasts until it is&lt;br /&gt;
lifted by a remove curse spell or similar magic.&lt;br /&gt;
Remorhaz&lt;br /&gt;
Huge monstrosity, unaligned&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 195 (17d12 + 85)&lt;br /&gt;
Speed 30 ft., burrow 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
24 (+7) 13 (+1) 21 (+5) 4 (−3) 10 (+0) 5 (−3)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 342&lt;br /&gt;
Damage Immunities cold, fire&lt;br /&gt;
Senses darkvision 60 ft., tremorsense 60 ft., passive&lt;br /&gt;
Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 11 (7,200 XP)&lt;br /&gt;
Heated Body. A creature that touches the remorhaz or&lt;br /&gt;
hits it with a melee attack while within 5 feet of it takes&lt;br /&gt;
10 (3d6) fire damage.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 40 (6d10 + 7) piercing damage plus 10&lt;br /&gt;
(3d6) fire damage. If the target is a creature, it is&lt;br /&gt;
grappled (escape DC 17). Until this grapple ends, the&lt;br /&gt;
target is restrained, and the remorhaz can’t bite&lt;br /&gt;
another target.&lt;br /&gt;
Swallow. The remorhaz makes one bite attack against&lt;br /&gt;
a Medium or smaller creature it is grappling. If the&lt;br /&gt;
attack hits, that creature takes the bite’s damage and is&lt;br /&gt;
swallowed, and the grapple ends. While swallowed, the&lt;br /&gt;
creature is blinded and restrained, it has total cover&lt;br /&gt;
against attacks and other effects outside the remorhaz,&lt;br /&gt;
and it takes 21 (6d6) acid damage at the start of each&lt;br /&gt;
of the remorhaz’s turns.&lt;br /&gt;
If the remorhaz takes 30 damage or more on a single&lt;br /&gt;
turn from a creature inside it, the remorhaz must&lt;br /&gt;
succeed on a DC 15 Constitution saving throw at the&lt;br /&gt;
end of that turn or regurgitate all swallowed creatures,&lt;br /&gt;
which fall prone in a space within 10 feet of the&lt;br /&gt;
remorhaz. If the remorhaz dies, a swallowed creature is&lt;br /&gt;
no longer restrained by it and can escape from the&lt;br /&gt;
corpse using 15 feet of movement, exiting prone.&lt;br /&gt;
Roc&lt;br /&gt;
Gargantuan monstrosity, unaligned&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 248 (16d20 + 80)&lt;br /&gt;
Speed 20 ft., fly 120 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
28 (+9) 10 (+0) 20 (+5) 3 (−4) 10 (+0) 9 (−1)&lt;br /&gt;
Saving Throws Dex +4, Con +9, Wis +4, Cha +3&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 11 (7,200 XP)&lt;br /&gt;
Keen Sight. The roc has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The roc makes two attacks: one with its&lt;br /&gt;
beak and one with its talons.&lt;br /&gt;
Beak. Melee Weapon Attack: +13 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 27 (4d8 + 9) piercing damage.&lt;br /&gt;
Talons. Melee Weapon Attack: +13 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 23 (4d6 + 9) slashing damage, and the&lt;br /&gt;
target is grappled (escape DC 19). Until this grapple&lt;br /&gt;
ends, the target is restrained, and the roc can’t use its&lt;br /&gt;
talons on another target.&lt;br /&gt;
Roper&lt;br /&gt;
Large monstrosity, neutral evil&lt;br /&gt;
Armor Class 20 (natural armor)&lt;br /&gt;
Hit Points 93 (11d10 + 33)&lt;br /&gt;
Speed 10 ft., climb 10 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 8 (−1) 17 (+3) 7 (−2) 16 (+3) 6 (−2)&lt;br /&gt;
Skills Perception +6, Stealth +5&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 16&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
False Appearance. While the roper remains motionless,&lt;br /&gt;
it is indistinguishable from a normal cave formation,&lt;br /&gt;
such as a stalagmite.&lt;br /&gt;
Grasping Tendrils. The roper can have up to six tendrils&lt;br /&gt;
at a time. Each tendril can be attacked (AC 20; 10 hit&lt;br /&gt;
points; immunity to poison and psychic damage).&lt;br /&gt;
Destroying a tendril deals no damage to the roper,&lt;br /&gt;
which can extrude a replacement tendril on its next&lt;br /&gt;
turn. A tendril can also be broken if a creature takes an&lt;br /&gt;
action and succeeds on a DC 15 Strength check against&lt;br /&gt;
it.&lt;br /&gt;
Spider Climb. The roper can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 343&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The roper makes four attacks with its&lt;br /&gt;
tendrils, uses Reel, and makes one attack with its bite.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 22 (4d8 + 4) piercing damage.&lt;br /&gt;
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft.,&lt;br /&gt;
one creature. Hit: The target is grappled (escape DC 15).&lt;br /&gt;
Until the grapple ends, the target is restrained and has&lt;br /&gt;
disadvantage on Strength checks and Strength saving&lt;br /&gt;
throws, and the roper can’t use the same tendril on&lt;br /&gt;
another target.&lt;br /&gt;
Reel. The roper pulls each creature grappled by it up to&lt;br /&gt;
25 feet straight toward it.&lt;br /&gt;
Rust Monster&lt;br /&gt;
Medium monstrosity, unaligned&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 27 (5d8 + 5)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 12 (+1) 13 (+1) 2 (−4) 13 (+1) 6 (−2)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Iron Scent. The rust monster can pinpoint, by scent,&lt;br /&gt;
the location of ferrous metal within 30 feet of it.&lt;br /&gt;
Rust Metal. Any nonmagical weapon made of metal&lt;br /&gt;
that hits the rust monster corrodes. After dealing&lt;br /&gt;
damage, the weapon takes a permanent and&lt;br /&gt;
cumulative −1 penalty to damage rolls. If its penalty&lt;br /&gt;
drops to −5, the weapon is destroyed. Nonmagical&lt;br /&gt;
ammunition made of metal that hits the rust monster&lt;br /&gt;
is destroyed after dealing damage.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d8 + 1) piercing damage.&lt;br /&gt;
Antennae. The rust monster corrodes a nonmagical&lt;br /&gt;
ferrous metal object it can see within 5 feet of it. If the&lt;br /&gt;
object isn’t being worn or carried, the touch destroys a&lt;br /&gt;
1-­‐foot cube of it. If the object is being worn or carried&lt;br /&gt;
by a creature, the creature can make a DC 11 Dexterity&lt;br /&gt;
saving throw to avoid the rust monster’s touch.&lt;br /&gt;
If the object touched is either metal armor or a&lt;br /&gt;
metal shield being worn or carried, its takes a&lt;br /&gt;
permanent and cumulative −1 penalty to the AC it&lt;br /&gt;
offers. Armor reduced to an AC of 10 or a shield that&lt;br /&gt;
drops to a +0 bonus is destroyed. If the object touched&lt;br /&gt;
is a held metal weapon, it rusts as described in the Rust&lt;br /&gt;
Metal trait.&lt;br /&gt;
Monsters (S)&lt;br /&gt;
Sahuagin&lt;br /&gt;
Medium humanoid (sahuagin), lawful evil&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 22 (4d8 + 4)&lt;br /&gt;
Speed 30 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (−1)&lt;br /&gt;
Skills Perception +5&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 15&lt;br /&gt;
Languages Sahuagin&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Blood Frenzy. The sahuagin has advantage on melee&lt;br /&gt;
attack rolls against any creature that doesn’t have all&lt;br /&gt;
its hit points.&lt;br /&gt;
Limited Amphibiousness. The sahuagin can breathe air&lt;br /&gt;
and water, but it needs to be submerged at least once&lt;br /&gt;
every 4 hours to avoid suffocating.&lt;br /&gt;
Shark Telepathy. The sahuagin can magically command&lt;br /&gt;
any shark within 120 feet of it, using a limited&lt;br /&gt;
telepathy.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The sahuagin makes two melee attacks:&lt;br /&gt;
one with its bite and one with its claws or spear.&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 3 (1d4 + 1) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 3 (1d4 + 1) slashing damage.&lt;br /&gt;
Spear. Melee or Ranged Weapon Attack: +3 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +&lt;br /&gt;
1) piercing damage, or 5 (1d8 + 1) piercing damage if&lt;br /&gt;
used with two hands to make a melee attack.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 344&lt;br /&gt;
Salamander&lt;br /&gt;
Large elemental, neutral evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 90 (12d10 + 24)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)&lt;br /&gt;
Damage Vulnerabilities cold&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities fire&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages Ignan&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Heated Body. A creature that touches the salamander&lt;br /&gt;
or hits it with a melee attack while within 5 feet of it&lt;br /&gt;
takes 7 (2d6) fire damage.&lt;br /&gt;
Heated Weapons. Any metal melee weapon the&lt;br /&gt;
salamander wields deals an extra 3 (1d6) fire damage&lt;br /&gt;
on a hit (included in the attack).&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The salamander makes two attacks: one&lt;br /&gt;
with its spear and one with its tail.&lt;br /&gt;
Spear. Melee or Ranged Weapon Attack: +7 to hit,&lt;br /&gt;
reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11&lt;br /&gt;
(2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing&lt;br /&gt;
damage if used with two hands to make a melee attack,&lt;br /&gt;
plus 3 (1d6) fire damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7&lt;br /&gt;
(2d6) fire damage, and the target is grappled (escape&lt;br /&gt;
DC 14). Until this grapple ends, the target is restrained,&lt;br /&gt;
the salamander can automatically hit the target with its&lt;br /&gt;
tail, and the salamander can’t make tail attacks against&lt;br /&gt;
other targets.&lt;br /&gt;
Satyr&lt;br /&gt;
Medium fey, chaotic neutral&lt;br /&gt;
Armor Class 14 (leather armor)&lt;br /&gt;
Hit Points 31 (7d8)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)&lt;br /&gt;
Skills Perception +2, Performance +6, Stealth +5&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages Common, Elvish, Sylvan&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Magic Resistance. The satyr has advantage on saving&lt;br /&gt;
throws against spells and other magical effects.&lt;br /&gt;
Actions&lt;br /&gt;
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (2d4 + 1) bludgeoning damage.&lt;br /&gt;
Shortsword. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 6 (1d6 + 3) piercing damage.&lt;br /&gt;
Shortbow. Ranged Weapon Attack: +5 to hit, range&lt;br /&gt;
80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.&lt;br /&gt;
Shadow&lt;br /&gt;
Medium undead, chaotic evil&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 16 (3d8 + 3)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1)&lt;br /&gt;
Skills Stealth +4 (+6 in dim light or darkness)&lt;br /&gt;
Damage Vulnerabilities radiant&lt;br /&gt;
Damage Resistances acid, cold, fire, lightning, thunder;&lt;br /&gt;
bludgeoning, piercing, and slashing from nonmagical&lt;br /&gt;
attacks&lt;br /&gt;
Damage Immunities necrotic, poison&lt;br /&gt;
Condition Immunities exhaustion, frightened, grappled,&lt;br /&gt;
paralyzed, petrified, poisoned, prone, restrained&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Amorphous. The shadow can move through a space as&lt;br /&gt;
narrow as 1 inch wide without squeezing.&lt;br /&gt;
Shadow Stealth. While in dim light or darkness, the&lt;br /&gt;
shadow can take the Hide action as a bonus action.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 345&lt;br /&gt;
Sunlight Weakness. While in sunlight, the shadow has&lt;br /&gt;
disadvantage on attack rolls, ability checks, and saving&lt;br /&gt;
throws.&lt;br /&gt;
Actions&lt;br /&gt;
Strength Drain. Melee Weapon Attack: +4 to hit, reach&lt;br /&gt;
5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage,&lt;br /&gt;
and the target’s Strength score is reduced by 1d4. The&lt;br /&gt;
target dies if this reduces its Strength to 0. Otherwise,&lt;br /&gt;
the reduction lasts until the target finishes a short or&lt;br /&gt;
long rest.&lt;br /&gt;
If a non-­‐evil humanoid dies from this attack, a new&lt;br /&gt;
shadow rises from the corpse 1d4 hours later.&lt;br /&gt;
Shambling Mound&lt;br /&gt;
Large plant, unaligned&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 136 (16d10 + 48)&lt;br /&gt;
Speed 20 ft., swim 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3)&lt;br /&gt;
Skills Stealth +2&lt;br /&gt;
Damage Resistances cold, fire&lt;br /&gt;
Damage Immunities lightning&lt;br /&gt;
Condition Immunities blinded, deafened, exhaustion&lt;br /&gt;
Senses blindsight 60 ft. (blind beyond this radius),&lt;br /&gt;
passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Lightning Absorption. Whenever the shambling mound&lt;br /&gt;
is subjected to lightning damage, it takes no damage&lt;br /&gt;
and regains a number of hit points equal to the&lt;br /&gt;
lightning damage dealt.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The shambling mound makes two slam&lt;br /&gt;
attacks. If both attacks hit a Medium or smaller target,&lt;br /&gt;
the target is grappled (escape DC 14), and the&lt;br /&gt;
shambling mound uses its Engulf on it.&lt;br /&gt;
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) bludgeoning damage.&lt;br /&gt;
Engulf. The shambling mound engulfs a Medium or&lt;br /&gt;
smaller creature grappled by it. The engulfed target is&lt;br /&gt;
blinded, restrained, and unable to breathe, and it must&lt;br /&gt;
succeed on a DC 14 Constitution saving throw at the&lt;br /&gt;
start of each of the mound’s turns or take 13 (2d8 + 4)&lt;br /&gt;
bludgeoning damage. If the mound moves, the&lt;br /&gt;
engulfed target moves with it. The mound can have&lt;br /&gt;
only one creature engulfed at a time.&lt;br /&gt;
Shield Guardian&lt;br /&gt;
Large construct, unaligned&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 142 (15d10 + 60)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 8 (−1) 18 (+4) 7 (−2) 10 (+0) 3 (−4)&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 10&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities charmed, exhaustion, frightened,&lt;br /&gt;
paralyzed, poisoned&lt;br /&gt;
Languages understands commands given in any&lt;br /&gt;
language but can’t speak&lt;br /&gt;
Challenge 7 (2,900 XP)&lt;br /&gt;
Bound. The shield guardian is magically bound to an&lt;br /&gt;
amulet. As long as the guardian and its amulet are on&lt;br /&gt;
the same plane of existence, the amulet’s wearer can&lt;br /&gt;
telepathically call the guardian to travel to it, and the&lt;br /&gt;
guardian knows the distance and direction to the&lt;br /&gt;
amulet. If the guardian is within 60 feet of the amulet’s&lt;br /&gt;
wearer, half of any damage the wearer takes (rounded&lt;br /&gt;
up) is transferred to the guardian.&lt;br /&gt;
Regeneration. The shield guardian regains 10 hit points&lt;br /&gt;
at the start of its turn if it has at least 1 hit point.&lt;br /&gt;
Spell Storing. A spellcaster who wears the shield&lt;br /&gt;
guardian’s amulet can cause the guardian to store one&lt;br /&gt;
spell of 4th level or lower. To do so, the wearer must&lt;br /&gt;
cast the spell on the guardian. The spell has no effect&lt;br /&gt;
but is stored within the guardian. When commanded&lt;br /&gt;
to do so by the wearer or when a situation arises that&lt;br /&gt;
was predefined by the spellcaster, the guardian casts&lt;br /&gt;
the stored spell with any parameters set by the original&lt;br /&gt;
caster, requiring no components. When the spell is cast&lt;br /&gt;
or a new spell is stored, any previously stored spell is&lt;br /&gt;
lost.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The guardian makes two fist attacks.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 346&lt;br /&gt;
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) bludgeoning damage.&lt;br /&gt;
Reactions&lt;br /&gt;
Shield. When a creature makes an attack against the&lt;br /&gt;
wearer of the guardian’s amulet, the guardian grants a&lt;br /&gt;
+2 bonus to the wearer’s AC if the guardian is within 5&lt;br /&gt;
feet of the wearer.&lt;br /&gt;
Skeletons&lt;br /&gt;
Skeleton&lt;br /&gt;
Medium undead, lawful evil&lt;br /&gt;
Armor Class 13 (armor scraps)&lt;br /&gt;
Hit Points 13 (2d8 + 4)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)&lt;br /&gt;
Damage Vulnerabilities bludgeoning&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 9&lt;br /&gt;
Languages understands all languages it knew in life but&lt;br /&gt;
can’t speak&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Shortsword. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Shortbow. Ranged Weapon Attack: +4 to hit, range&lt;br /&gt;
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Minotaur Skeleton&lt;br /&gt;
Large undead, lawful evil&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 67 (9d10 + 18)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 11 (+0) 15 (+2) 6 (−2) 8 (−1) 5 (−3)&lt;br /&gt;
Damage Vulnerabilities bludgeoning&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 9&lt;br /&gt;
Languages understands Abyssal but can’t speak&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Charge. If the skeleton moves at least 10 feet straight&lt;br /&gt;
toward a target and then hits it with a gore attack on&lt;br /&gt;
the same turn, the target takes an extra 9 (2d8)&lt;br /&gt;
piercing damage. If the target is a creature, it must&lt;br /&gt;
succeed on a DC 14 Strength saving throw or be&lt;br /&gt;
pushed up to 10 feet away and knocked prone.&lt;br /&gt;
Actions&lt;br /&gt;
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 17 (2d12 + 4) slashing damage.&lt;br /&gt;
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) piercing damage.&lt;br /&gt;
Warhorse Skeleton&lt;br /&gt;
Large undead, lawful evil&lt;br /&gt;
Armor Class 13 (barding scraps)&lt;br /&gt;
Hit Points 22 (3d10 + 6)&lt;br /&gt;
Speed 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 12 (+1) 15 (+2) 2 (−4) 8 (−1) 5 (−3)&lt;br /&gt;
Damage Vulnerabilities bludgeoning&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 11 (2d6 + 4) bludgeoning damage.&lt;br /&gt;
Specter&lt;br /&gt;
Medium undead, chaotic evil&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 22 (5d8)&lt;br /&gt;
Speed 0 ft., fly 50 ft. (hover)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 347&lt;br /&gt;
Damage Resistances acid, cold, fire, lightning, thunder;&lt;br /&gt;
bludgeoning, piercing, and slashing from nonmagical&lt;br /&gt;
attacks&lt;br /&gt;
Damage Immunities necrotic, poison&lt;br /&gt;
Condition Immunities charmed, exhaustion, grappled,&lt;br /&gt;
paralyzed, petrified, poisoned, prone, restrained,&lt;br /&gt;
unconscious&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages understands all languages it knew in life but&lt;br /&gt;
can’t speak&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Incorporeal Movement. The specter can move through&lt;br /&gt;
other creatures and objects as if they were difficult&lt;br /&gt;
terrain. It takes 5 (1d10) force damage if it ends its turn&lt;br /&gt;
inside an object.&lt;br /&gt;
Sunlight Sensitivity. While in sunlight, the specter has&lt;br /&gt;
disadvantage on attack rolls, as well as on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 10 (3d6) necrotic damage. The target&lt;br /&gt;
must succeed on a DC 10 Constitution saving throw or&lt;br /&gt;
its hit point maximum is reduced by an amount equal&lt;br /&gt;
to the damage taken. This reduction lasts until the&lt;br /&gt;
creature finishes a long rest. The target dies if this&lt;br /&gt;
effect reduces its hit point maximum to 0.&lt;br /&gt;
Sphinxes&lt;br /&gt;
Androsphinx&lt;br /&gt;
Large monstrosity, lawful neutral&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 199 (19d10 + 95)&lt;br /&gt;
Speed 40 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)&lt;br /&gt;
Saving Throws Dex +6, Con +11, Int +9, Wis +10&lt;br /&gt;
Skills Arcana +9, Perception +10, Religion +15&lt;br /&gt;
Damage Immunities psychic; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Condition Immunities charmed, frightened&lt;br /&gt;
Senses truesight 120 ft., passive Perception 20&lt;br /&gt;
Languages Common, Sphinx&lt;br /&gt;
Challenge 17 (18,000 XP)&lt;br /&gt;
Inscrutable. The sphinx is immune to any effect that&lt;br /&gt;
would sense its emotions or read its thoughts, as well&lt;br /&gt;
as any divination spell that it refuses. Wisdom (Insight)&lt;br /&gt;
checks made to ascertain the sphinx’s intentions or&lt;br /&gt;
sincerity have disadvantage.&lt;br /&gt;
Magic Weapons. The sphinx’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Spellcasting. The sphinx is a 12th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Wisdom (spell save DC 18, +10 to&lt;br /&gt;
hit with spell attacks). It requires no material&lt;br /&gt;
components to cast its spells. The sphinx has the&lt;br /&gt;
following cleric spells prepared:&lt;br /&gt;
Cantrips (at will): sacred flame, spare the dying,&lt;br /&gt;
thaumaturgy&lt;br /&gt;
1st level (4 slots): command, detect evil and good,&lt;br /&gt;
detect magic&lt;br /&gt;
2nd level (3 slots): lesser restoration, zone of truth&lt;br /&gt;
3rd level (3 slots): dispel magic, tongues&lt;br /&gt;
4th level (3 slots): banishment, freedom of movement&lt;br /&gt;
5th level (2 slots): flame strike, greater restoration&lt;br /&gt;
6th level (1 slot): heroes’ feast&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The sphinx makes two claw attacks.&lt;br /&gt;
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 17 (2d10 + 6) slashing damage.&lt;br /&gt;
Roar (3/Day). The sphinx emits a magical roar. Each&lt;br /&gt;
time it roars before finishing a long rest, the roar is&lt;br /&gt;
louder and the effect is different, as detailed below.&lt;br /&gt;
Each creature within 500 feet of the sphinx and able to&lt;br /&gt;
hear the roar must make a saving throw.&lt;br /&gt;
First Roar. Each creature that fails a DC 18 Wisdom&lt;br /&gt;
saving throw is frightened for 1 minute. A frightened&lt;br /&gt;
creature can repeat the saving throw at the end of&lt;br /&gt;
each of its turns, ending the effect on itself on a&lt;br /&gt;
success.&lt;br /&gt;
Second Roar. Each creature that fails a DC 18 Wisdom&lt;br /&gt;
saving throw is deafened and frightened for 1&lt;br /&gt;
minute. A frightened creature is paralyzed and can&lt;br /&gt;
repeat the saving throw at the end of each of its&lt;br /&gt;
turns, ending the effect on itself on a success.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 348&lt;br /&gt;
Third Roar. Each creature makes a DC 18 Constitution&lt;br /&gt;
saving throw. On a failed save, a creature takes 44&lt;br /&gt;
(8d10) thunder damage and is knocked prone. On a&lt;br /&gt;
successful save, the creature takes half as much&lt;br /&gt;
damage and isn’t knocked prone.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The sphinx can take 3 legendary actions, choosing from&lt;br /&gt;
the options below. Only one legendary action option&lt;br /&gt;
can be used at a time and only at the end of another&lt;br /&gt;
creature’s turn. The sphinx regains spent legendary&lt;br /&gt;
actions at the start of its turn.&lt;br /&gt;
Claw Attack. The sphinx makes one claw attack.&lt;br /&gt;
Teleport (Costs 2 Actions). The sphinx magically&lt;br /&gt;
teleports, along with any equipment it is wearing or&lt;br /&gt;
carrying, up to 120 feet to an unoccupied space it&lt;br /&gt;
can see.&lt;br /&gt;
Cast a Spell (Costs 3 Actions). The sphinx casts a spell&lt;br /&gt;
from its list of prepared spells, using a spell slot as&lt;br /&gt;
normal.&lt;br /&gt;
Gynosphinx&lt;br /&gt;
Large monstrosity, lawful neutral&lt;br /&gt;
Armor Class 17 (natural armor)&lt;br /&gt;
Hit Points 136 (16d10 + 48)&lt;br /&gt;
Speed 40 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)&lt;br /&gt;
Skills Arcana +12, History +12, Perception +8, Religion&lt;br /&gt;
+8&lt;br /&gt;
Damage Resistances bludgeoning, piercing, and&lt;br /&gt;
slashing from nonmagical attacks&lt;br /&gt;
Damage Immunities psychic&lt;br /&gt;
Condition Immunities charmed, frightened&lt;br /&gt;
Senses truesight 120 ft., passive Perception 18&lt;br /&gt;
Languages Common, Sphinx&lt;br /&gt;
Challenge 11 (7,200 XP)&lt;br /&gt;
Inscrutable. The sphinx is immune to any effect that&lt;br /&gt;
would sense its emotions or read its thoughts, as well&lt;br /&gt;
as any divination spell that it refuses. Wisdom (Insight)&lt;br /&gt;
checks made to ascertain the sphinx’s intentions or&lt;br /&gt;
sincerity have disadvantage.&lt;br /&gt;
Magic Weapons. The sphinx’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Spellcasting. The sphinx is a 9th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Intelligence (spell save DC 16, +8&lt;br /&gt;
to hit with spell attacks). It requires no material&lt;br /&gt;
components to cast its spells. The sphinx has the&lt;br /&gt;
following wizard spells prepared:&lt;br /&gt;
Cantrips (at will): mage hand, minor illusion,&lt;br /&gt;
prestidigitation&lt;br /&gt;
1st level (4 slots): detect magic, identify, shield&lt;br /&gt;
2nd level (3 slots): darkness, locate object, suggestion&lt;br /&gt;
3rd level (3 slots): dispel magic, remove curse, tongues&lt;br /&gt;
4th level (3 slots): banishment, greater invisibility&lt;br /&gt;
5th level (1 slot): legend lore&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The sphinx makes two claw attacks.&lt;br /&gt;
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) slashing damage.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The sphinx can take 3 legendary actions, choosing from&lt;br /&gt;
the options below. Only one legendary action option&lt;br /&gt;
can be used at a time and only at the end of another&lt;br /&gt;
creature’s turn. The sphinx regains spent legendary&lt;br /&gt;
actions at the start of its turn.&lt;br /&gt;
Claw Attack. The sphinx makes one claw attack.&lt;br /&gt;
Teleport (Costs 2 Actions). The sphinx magically&lt;br /&gt;
teleports, along with any equipment it is wearing or&lt;br /&gt;
carrying, up to 120 feet to an unoccupied space it&lt;br /&gt;
can see.&lt;br /&gt;
Cast a Spell (Costs 3 Actions). The sphinx casts a spell&lt;br /&gt;
from its list of prepared spells, using a spell slot as&lt;br /&gt;
normal.&lt;br /&gt;
Sprite&lt;br /&gt;
Tiny fey, neutral good&lt;br /&gt;
Armor Class 15 (leather armor)&lt;br /&gt;
Hit Points 2 (1d4)&lt;br /&gt;
Speed 10 ft., fly 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
3 (−4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)&lt;br /&gt;
Skills Perception +3, Stealth +8&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages Common, Elvish, Sylvan&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 349&lt;br /&gt;
Actions&lt;br /&gt;
Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 1 slashing damage.&lt;br /&gt;
Shortbow. Ranged Weapon Attack: +6 to hit, range&lt;br /&gt;
40/160 ft., one target. Hit: 1 piercing damage, and the&lt;br /&gt;
target must succeed on a DC 10 Constitution saving&lt;br /&gt;
throw or become poisoned for 1 minute. If its saving&lt;br /&gt;
throw result is 5 or lower, the poisoned target falls&lt;br /&gt;
unconscious for the same duration, or until it takes&lt;br /&gt;
damage or another creature takes an action to shake it&lt;br /&gt;
awake.&lt;br /&gt;
Heart Sight. The sprite touches a creature and&lt;br /&gt;
magically knows the creature’s current emotional state.&lt;br /&gt;
If the target fails a DC 10 Charisma saving throw, the&lt;br /&gt;
sprite also knows the creature’s alignment. Celestials,&lt;br /&gt;
fiends, and undead automatically fail the saving throw.&lt;br /&gt;
Invisibility. The sprite magically turns invisible until it&lt;br /&gt;
attacks or casts a spell, or until its concentration ends&lt;br /&gt;
(as if concentrating on a spell). Any equipment the&lt;br /&gt;
sprite wears or carries is invisible with it.&lt;br /&gt;
Stirge&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 2 (1d4)&lt;br /&gt;
Speed 10 ft., fly 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and&lt;br /&gt;
the stirge attaches to the target. While attached, the&lt;br /&gt;
stirge doesn’t attack. Instead, at the start of each of&lt;br /&gt;
the stirge’s turns, the target loses 5 (1d4 + 3) hit points&lt;br /&gt;
due to blood loss.&lt;br /&gt;
The stirge can detach itself by spending 5 feet of its&lt;br /&gt;
movement. It does so after it drains 10 hit points of&lt;br /&gt;
blood from the target or the target dies. A creature,&lt;br /&gt;
including the target, can use its action to detach the&lt;br /&gt;
stirge.&lt;br /&gt;
Succubus/Incubus&lt;br /&gt;
Medium fiend (shapechanger), neutral evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 66 (12d8 + 12)&lt;br /&gt;
Speed 30 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
8 (−1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)&lt;br /&gt;
Skills Deception +9, Insight +5, Perception +5,&lt;br /&gt;
Persuasion +9, Stealth +7&lt;br /&gt;
Damage Resistances cold, fire, lightning, poison;&lt;br /&gt;
bludgeoning, piercing, and slashing from nonmagical&lt;br /&gt;
attacks&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 15&lt;br /&gt;
Languages Abyssal, Common, Infernal, telepathy 60 ft.&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Telepathic Bond. The fiend ignores the range&lt;br /&gt;
restriction on its telepathy when communicating with a&lt;br /&gt;
creature it has charmed. The two don’t even need to&lt;br /&gt;
be on the same plane of existence.&lt;br /&gt;
Shapechanger. The fiend can use its action to&lt;br /&gt;
polymorph into a Small or Medium humanoid, or back&lt;br /&gt;
into its true form. Without wings, the fiend loses its&lt;br /&gt;
flying speed. Other than its size and speed, its statistics&lt;br /&gt;
are the same in each form. Any equipment it is wearing&lt;br /&gt;
or carrying isn’t transformed. It reverts to its true form&lt;br /&gt;
if it dies.&lt;br /&gt;
Actions&lt;br /&gt;
Claw (Fiend Form Only). Melee Weapon Attack: +5 to&lt;br /&gt;
hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing&lt;br /&gt;
damage.&lt;br /&gt;
Charm. One humanoid the fiend can see within 30 feet&lt;br /&gt;
of it must succeed on a DC 15 Wisdom saving throw or&lt;br /&gt;
be magically charmed for 1 day. The charmed target&lt;br /&gt;
obeys the fiend’s verbal or telepathic commands. If the&lt;br /&gt;
target suffers any harm or receives a suicidal command,&lt;br /&gt;
it can repeat the saving throw, ending the effect on a&lt;br /&gt;
success. If the target successfully saves against the&lt;br /&gt;
effect, or if the effect on it ends, the target is immune&lt;br /&gt;
to this fiend’s Charm for the next 24 hours.&lt;br /&gt;
The fiend can have only one target charmed at a&lt;br /&gt;
time. If it charms another, the effect on the previous&lt;br /&gt;
target ends.&lt;br /&gt;
Draining Kiss. The fiend kisses a creature charmed by it&lt;br /&gt;
or a willing creature. The target must make a DC 15&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 350&lt;br /&gt;
Constitution saving throw against this magic, taking 32&lt;br /&gt;
(5d10 + 5) psychic damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one. The target’s hit&lt;br /&gt;
point maximum is reduced by an amount equal to the&lt;br /&gt;
damage taken. This reduction lasts until the target&lt;br /&gt;
finishes a long rest. The target dies if this effect&lt;br /&gt;
reduces its hit point maximum to 0.&lt;br /&gt;
Etherealness. The fiend magically enters the Ethereal&lt;br /&gt;
Plane from the Material Plane, or vice versa.&lt;br /&gt;
Monsters (T)&lt;br /&gt;
Tarrasque&lt;br /&gt;
Gargantuan monstrosity (titan), unaligned&lt;br /&gt;
Armor Class 25 (natural armor)&lt;br /&gt;
Hit Points 676 (33d20 + 330)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
30 (+10) 11 (+0) 30 (+10) 3 (−4) 11 (+0) 11 (+0)&lt;br /&gt;
Saving Throws Int +5, Wis +9, Cha +9&lt;br /&gt;
Damage Immunities fire, poison; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Condition Immunities charmed, frightened, paralyzed,&lt;br /&gt;
poisoned&lt;br /&gt;
Senses blindsight 120 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 30 (155,000 XP)&lt;br /&gt;
Legendary Resistance (3/Day). If the tarrasque fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Magic Resistance. The tarrasque has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Reflective Carapace. Any time the tarrasque is&lt;br /&gt;
targeted by a magic missile spell, a line spell, or a spell&lt;br /&gt;
that requires a ranged attack roll, roll a d6. On a 1 to 5,&lt;br /&gt;
the tarrasque is unaffected. On a 6, the tarrasque is&lt;br /&gt;
unaffected, and the effect is reflected back at the&lt;br /&gt;
caster as though it originated from the tarrasque,&lt;br /&gt;
turning the caster into the target.&lt;br /&gt;
Siege Monster. The tarrasque deals double damage to&lt;br /&gt;
objects and structures.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The tarrasque can use its Frightful&lt;br /&gt;
Presence. It then makes five attacks: one with its bite,&lt;br /&gt;
two with its claws, one with its horns, and one with its&lt;br /&gt;
tail. It can use its Swallow instead of its bite.&lt;br /&gt;
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 36 (4d12 + 10) piercing damage. If the&lt;br /&gt;
target is a creature, it is grappled (escape DC 20). Until&lt;br /&gt;
this grapple ends, the target is restrained, and the&lt;br /&gt;
tarrasque can’t bite another target.&lt;br /&gt;
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 28 (4d8 + 10) slashing damage.&lt;br /&gt;
Horns. Melee Weapon Attack: +19 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 32 (4d10 + 10) piercing damage.&lt;br /&gt;
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one&lt;br /&gt;
target. Hit: 24 (4d6 + 10) bludgeoning damage. If the&lt;br /&gt;
target is a creature, it must succeed on a DC 20&lt;br /&gt;
Strength saving throw or be knocked prone.&lt;br /&gt;
Frightful Presence. Each creature of the tarrasque’s&lt;br /&gt;
choice within 120 feet of it and aware of it must&lt;br /&gt;
succeed on a DC 17 Wisdom saving throw or become&lt;br /&gt;
frightened for 1 minute. A creature can repeat the&lt;br /&gt;
saving throw at the end of each of its turns, with&lt;br /&gt;
disadvantage if the tarrasque is within line of sight,&lt;br /&gt;
ending the effect on itself on a success. If a creature’s&lt;br /&gt;
saving throw is successful or the effect ends for it, the&lt;br /&gt;
creature is immune to the tarrasque’s Frightful&lt;br /&gt;
Presence for the next 24 hours.&lt;br /&gt;
Swallow. The tarrasque makes one bite attack against&lt;br /&gt;
a Large or smaller creature it is grappling. If the attack&lt;br /&gt;
hits, the target takes the bite’s damage, the target is&lt;br /&gt;
swallowed, and the grapple ends. While swallowed, the&lt;br /&gt;
creature is blinded and restrained, it has total cover&lt;br /&gt;
against attacks and other effects outside the tarrasque,&lt;br /&gt;
and it takes 56 (16d6) acid damage at the start of each&lt;br /&gt;
of the tarrasque’s turns.&lt;br /&gt;
If the tarrasque takes 60 damage or more on a single&lt;br /&gt;
turn from a creature inside it, the tarrasque must&lt;br /&gt;
succeed on a DC 20 Constitution saving throw at the&lt;br /&gt;
end of that turn or regurgitate all swallowed creatures,&lt;br /&gt;
which fall prone in a space within 10 feet of the&lt;br /&gt;
tarrasque. If the tarrasque dies, a swallowed creature&lt;br /&gt;
is no longer restrained by it and can escape from the&lt;br /&gt;
corpse by using 30 feet of movement, exiting prone.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The tarrasque can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 351&lt;br /&gt;
another creature’s turn. The tarrasque regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Attack. The tarrasque makes one claw attack or tail&lt;br /&gt;
attack.&lt;br /&gt;
Move. The tarrasque moves up to half its speed.&lt;br /&gt;
Chomp (Costs 2 Actions). The tarrasque makes one&lt;br /&gt;
bite attack or uses its Swallow.&lt;br /&gt;
Treant&lt;br /&gt;
Huge plant, chaotic good&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 138 (12d12 + 60)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 8 (−1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)&lt;br /&gt;
Damage Resistances bludgeoning, piercing&lt;br /&gt;
Damage Vulnerabilities fire&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages Common, Druidic, Elvish, Sylvan&lt;br /&gt;
Challenge 9 (5,000 XP)&lt;br /&gt;
False Appearance. While the treant remains&lt;br /&gt;
motionless, it is indistinguishable from a normal tree.&lt;br /&gt;
Siege Monster. The treant deals double damage to&lt;br /&gt;
objects and structures.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The treant makes two slam attacks.&lt;br /&gt;
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 16 (3d6 + 6) bludgeoning damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +10 to hit, range 60/180&lt;br /&gt;
ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.&lt;br /&gt;
Animate Trees (1/Day). The treant magically animates&lt;br /&gt;
one or two trees it can see within 60 feet of it. These&lt;br /&gt;
trees have the same statistics as a treant, except they&lt;br /&gt;
have Intelligence and Charisma scores of 1, they can’t&lt;br /&gt;
speak, and they have only the Slam action option. An&lt;br /&gt;
animated tree acts as an ally of the treant. The tree&lt;br /&gt;
remains animate for 1 day or until it dies; until the&lt;br /&gt;
treant dies or is more than 120 feet from the tree; or&lt;br /&gt;
until the treant takes a bonus action to turn it back into&lt;br /&gt;
an inanimate tree. The tree then takes root if possible.&lt;br /&gt;
Troll&lt;br /&gt;
Large giant, chaotic evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 84 (8d10 + 40)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 12&lt;br /&gt;
Languages Giant&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Keen Smell. The troll has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Regeneration. The troll regains 10 hit points at the&lt;br /&gt;
start of its turn. If the troll takes acid or fire damage,&lt;br /&gt;
this trait doesn’t function at the start of the troll’s next&lt;br /&gt;
turn. The troll dies only if it starts its turn with 0 hit&lt;br /&gt;
points and doesn’t regenerate.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The troll makes three attacks: one with its&lt;br /&gt;
bite and two with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d6 + 4) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Monsters (U)&lt;br /&gt;
Unicorn&lt;br /&gt;
Large celestial, lawful good&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 67 (9d10 + 18)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities charmed, paralyzed, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 13&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 352&lt;br /&gt;
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Charge. If the unicorn moves at least 20 feet straight&lt;br /&gt;
toward a target and then hits it with a horn attack on&lt;br /&gt;
the same turn, the target takes an extra 9 (2d8)&lt;br /&gt;
piercing damage. If the target is a creature, it must&lt;br /&gt;
succeed on a DC 15 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Innate Spellcasting. The unicorn’s innate spellcasting&lt;br /&gt;
ability is Charisma (spell save DC 14). The unicorn can&lt;br /&gt;
innately cast the following spells, requiring no&lt;br /&gt;
components:&lt;br /&gt;
At will: detect evil and good, druidcraft, pass without&lt;br /&gt;
trace&lt;br /&gt;
1/day each: calm emotions, dispel evil and good,&lt;br /&gt;
entangle&lt;br /&gt;
Magic Resistance. The unicorn has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Magic Weapons. The unicorn’s weapon attacks are&lt;br /&gt;
magical.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The unicorn makes two attacks: one with&lt;br /&gt;
its hooves and one with its horn.&lt;br /&gt;
Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 11 (2d6 + 4) bludgeoning damage.&lt;br /&gt;
Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (1d8 + 4) piercing damage.&lt;br /&gt;
Healing Touch (3/Day). The unicorn touches another&lt;br /&gt;
creature with its horn. The target magically regains 11&lt;br /&gt;
(2d8 + 2) hit points. In addition, the touch removes all&lt;br /&gt;
diseases and neutralizes all poisons afflicting the target.&lt;br /&gt;
Teleport (1/Day). The unicorn magically teleports itself&lt;br /&gt;
and up to three willing creatures it can see within 5&lt;br /&gt;
feet of it, along with any equipment they are wearing&lt;br /&gt;
or carrying, to a location the unicorn is familiar with, up&lt;br /&gt;
to 1 mile away.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The unicorn can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The unicorn regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Hooves. The unicorn makes one attack with its hooves.&lt;br /&gt;
Shimmering Shield (Costs 2 Actions). The unicorn&lt;br /&gt;
creates a shimmering, magical field around itself or&lt;br /&gt;
another creature it can see within 60 feet of it. The&lt;br /&gt;
target gains a +2 bonus to AC until the end of the&lt;br /&gt;
unicorn’s next turn.&lt;br /&gt;
Heal Self (Costs 3 Actions). The unicorn magically&lt;br /&gt;
regains 11 (2d8 + 2) hit points.&lt;br /&gt;
Monsters (V)&lt;br /&gt;
Vampires&lt;br /&gt;
Vampire&lt;br /&gt;
Medium undead (shapechanger), lawful evil&lt;br /&gt;
Armor Class 16 (natural armor)&lt;br /&gt;
Hit Points 144 (17d8 + 68)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)&lt;br /&gt;
Saving Throws Dex +9, Wis +7, Cha +9&lt;br /&gt;
Skills Perception +7, Stealth +9&lt;br /&gt;
Damage Resistances necrotic; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 17&lt;br /&gt;
Languages the languages it knew in life&lt;br /&gt;
Challenge 13 (10,000 XP)&lt;br /&gt;
Shapechanger. If the vampire isn’t in sunlight or&lt;br /&gt;
running water, it can use its action to polymorph into a&lt;br /&gt;
Tiny bat or a Medium cloud of mist, or back into its&lt;br /&gt;
true form.&lt;br /&gt;
While in bat form, the vampire can’t speak, its&lt;br /&gt;
walking speed is 5 feet, and it has a flying speed of 30&lt;br /&gt;
feet. Its statistics, other than its size and speed, are&lt;br /&gt;
unchanged. Anything it is wearing transforms with it,&lt;br /&gt;
but nothing it is carrying does. It reverts to its true&lt;br /&gt;
form if it dies.&lt;br /&gt;
While in mist form, the vampire can’t take any&lt;br /&gt;
actions, speak, or manipulate objects. It is weightless,&lt;br /&gt;
has a flying speed of 20 feet, can hover, and can enter&lt;br /&gt;
a hostile creature’s space and stop there. In addition, if&lt;br /&gt;
air can pass through a space, the mist can do so&lt;br /&gt;
without squeezing, and it can’t pass through water. It&lt;br /&gt;
has advantage on Strength, Dexterity, and Constitution&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 353&lt;br /&gt;
saving throws, and it is immune to all nonmagical&lt;br /&gt;
damage, except the damage it takes from sunlight.&lt;br /&gt;
Legendary Resistance (3/Day). If the vampire fails a&lt;br /&gt;
saving throw, it can choose to succeed instead.&lt;br /&gt;
Misty Escape. When it drops to 0 hit points outside its&lt;br /&gt;
resting place, the vampire transforms into a cloud of&lt;br /&gt;
mist (as in the Shapechanger trait) instead of falling&lt;br /&gt;
unconscious, provided that it isn’t in sunlight or&lt;br /&gt;
running water. If it can’t transform, it is destroyed.&lt;br /&gt;
While it has 0 hit points in mist form, it can’t revert&lt;br /&gt;
to its vampire form, and it must reach its resting place&lt;br /&gt;
within 2 hours or be destroyed. Once in its resting&lt;br /&gt;
place, it reverts to its vampire form. It is then paralyzed&lt;br /&gt;
until it regains at least 1 hit point. After spending 1&lt;br /&gt;
hour in its resting place with 0 hit points, it regains 1 hit&lt;br /&gt;
point.&lt;br /&gt;
Regeneration. The vampire regains 20 hit points at the&lt;br /&gt;
start of its turn if it has at least 1 hit point and isn’t in&lt;br /&gt;
sunlight or running water. If the vampire takes radiant&lt;br /&gt;
damage or damage from holy water, this trait doesn’t&lt;br /&gt;
function at the start of the vampire’s next turn.&lt;br /&gt;
Spider Climb. The vampire can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Vampire Weaknesses. The vampire has the following&lt;br /&gt;
flaws:&lt;br /&gt;
Forbiddance. The vampire can’t enter a residence&lt;br /&gt;
without an invitation from one of the occupants.&lt;br /&gt;
Harmed by Running Water. The vampire takes 20&lt;br /&gt;
acid damage if it ends its turn in running water.&lt;br /&gt;
Stake to the Heart. If a piercing weapon made of&lt;br /&gt;
wood is driven into the vampire’s heart while the&lt;br /&gt;
vampire is incapacitated in its resting place, the&lt;br /&gt;
vampire is paralyzed until the stake is removed.&lt;br /&gt;
Sunlight Hypersensitivity. The vampire takes 20&lt;br /&gt;
radiant damage when it starts its turn in sunlight.&lt;br /&gt;
While in sunlight, it has disadvantage on attack rolls&lt;br /&gt;
and ability checks.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack (Vampire Form Only). The vampire makes&lt;br /&gt;
two attacks, only one of which can be a bite attack.&lt;br /&gt;
Unarmed Strike (Vampire Form Only). Melee Weapon&lt;br /&gt;
Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 +&lt;br /&gt;
4) bludgeoning damage. Instead of dealing damage,&lt;br /&gt;
the vampire can grapple the target (escape DC 18).&lt;br /&gt;
Bite (Bat or Vampire Form Only). Melee Weapon&lt;br /&gt;
Attack: +9 to hit, reach 5 ft., one willing creature, or a&lt;br /&gt;
creature that is grappled by the vampire, incapacitated,&lt;br /&gt;
or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10&lt;br /&gt;
(3d6) necrotic damage. The target’s hit point maximum&lt;br /&gt;
is reduced by an amount equal to the necrotic damage&lt;br /&gt;
taken, and the vampire regains hit points equal to that&lt;br /&gt;
amount. The reduction lasts until the target finishes a&lt;br /&gt;
long rest. The target dies if this effect reduces its hit&lt;br /&gt;
point maximum to 0. A humanoid slain in this way and&lt;br /&gt;
then buried in the ground rises the following night as a&lt;br /&gt;
vampire spawn under the vampire’s control.&lt;br /&gt;
Charm. The vampire targets one humanoid it can see&lt;br /&gt;
within 30 feet of it. If the target can see the vampire,&lt;br /&gt;
the target must succeed on a DC 17 Wisdom saving&lt;br /&gt;
throw against this magic or be charmed by the vampire.&lt;br /&gt;
The charmed target regards the vampire as a trusted&lt;br /&gt;
friend to be heeded and protected. Although the target&lt;br /&gt;
isn’t under the vampire’s control, it takes the vampire’s&lt;br /&gt;
requests or actions in the most favorable way it can,&lt;br /&gt;
and it is a willing target for the vampire’s bite attack.&lt;br /&gt;
Each time the vampire or the vampire’s companions&lt;br /&gt;
do anything harmful to the target, it can repeat the&lt;br /&gt;
saving throw, ending the effect on itself on a success.&lt;br /&gt;
Otherwise, the effect lasts 24 hours or until the&lt;br /&gt;
vampire is destroyed, is on a different plane of&lt;br /&gt;
existence than the target, or takes a bonus action to&lt;br /&gt;
end the effect.&lt;br /&gt;
Children of the Night (1/Day). The vampire magically&lt;br /&gt;
calls 2d4 swarms of bats or rats, provided that the sun&lt;br /&gt;
isn’t up. While outdoors, the vampire can call 3d6&lt;br /&gt;
wolves instead. The called creatures arrive in 1d4&lt;br /&gt;
rounds, acting as allies of the vampire and obeying its&lt;br /&gt;
spoken commands. The beasts remain for 1 hour, until&lt;br /&gt;
the vampire dies, or until the vampire dismisses them&lt;br /&gt;
as a bonus action.&lt;br /&gt;
Legendary Actions&lt;br /&gt;
The vampire can take 3 legendary actions, choosing&lt;br /&gt;
from the options below. Only one legendary action&lt;br /&gt;
option can be used at a time and only at the end of&lt;br /&gt;
another creature’s turn. The vampire regains spent&lt;br /&gt;
legendary actions at the start of its turn.&lt;br /&gt;
Move. The vampire moves up to its speed without&lt;br /&gt;
provoking opportunity attacks.&lt;br /&gt;
Unarmed Strike. The vampire makes one unarmed&lt;br /&gt;
strike.&lt;br /&gt;
Bite (Costs 2 Actions). The vampire makes one bite&lt;br /&gt;
attack.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 354&lt;br /&gt;
Vampire Spawn&lt;br /&gt;
Medium undead, neutral evil&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 82 (11d8 + 33)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)&lt;br /&gt;
Saving Throws Dex +6, Wis +3&lt;br /&gt;
Skills Perception +3, Stealth +6&lt;br /&gt;
Damage Resistances necrotic; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 13&lt;br /&gt;
Languages the languages it knew in life&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Regeneration. The vampire regains 10 hit points at the&lt;br /&gt;
start of its turn if it has at least 1 hit point and isn’t in&lt;br /&gt;
sunlight or running water. If the vampire takes radiant&lt;br /&gt;
damage or damage from holy water, this trait doesn’t&lt;br /&gt;
function at the start of the vampire’s next turn.&lt;br /&gt;
Spider Climb. The vampire can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Vampire Weaknesses. The vampire has the following&lt;br /&gt;
flaws:&lt;br /&gt;
Forbiddance. The vampire can’t enter a residence&lt;br /&gt;
without an invitation from one of the occupants.&lt;br /&gt;
Harmed by Running Water. The vampire takes 20&lt;br /&gt;
acid damage when it ends its turn in running water.&lt;br /&gt;
Stake to the Heart. The vampire is destroyed if a&lt;br /&gt;
piercing weapon made of wood is driven into its heart&lt;br /&gt;
while it is incapacitated in its resting place.&lt;br /&gt;
Sunlight Hypersensitivity. The vampire takes 20&lt;br /&gt;
radiant damage when it starts its turn in sunlight.&lt;br /&gt;
While in sunlight, it has disadvantage on attack rolls&lt;br /&gt;
and ability checks.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The vampire makes two attacks, only one&lt;br /&gt;
of which can be a bite attack.&lt;br /&gt;
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 8 (2d4 + 3) slashing damage. Instead of&lt;br /&gt;
dealing damage, the vampire can grapple the target&lt;br /&gt;
(escape DC 13).&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
willing creature, or a creature that is grappled by the&lt;br /&gt;
vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)&lt;br /&gt;
piercing damage plus 7 (2d6) necrotic damage. The&lt;br /&gt;
target’s hit point maximum is reduced by an amount&lt;br /&gt;
equal to the necrotic damage taken, and the vampire&lt;br /&gt;
regains hit points equal to that amount. The reduction&lt;br /&gt;
lasts until the target finishes a long rest. The target dies&lt;br /&gt;
if this effect reduces its hit point maximum to 0.&lt;br /&gt;
Monsters (W)&lt;br /&gt;
Wight&lt;br /&gt;
Medium undead, neutral evil&lt;br /&gt;
Armor Class 14 (studded leather)&lt;br /&gt;
Hit Points 45 (6d8 + 18)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)&lt;br /&gt;
Skills Perception +3, Stealth +4&lt;br /&gt;
Damage Resistances necrotic; bludgeoning, piercing,&lt;br /&gt;
and slashing from nonmagical attacks that aren’t&lt;br /&gt;
silvered&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities exhaustion, poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 13&lt;br /&gt;
Languages the languages it knew in life&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Sunlight Sensitivity. While in sunlight, the wight has&lt;br /&gt;
disadvantage on attack rolls, as well as on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The wight makes two longsword attacks&lt;br /&gt;
or two longbow attacks. It can use its Life Drain in place&lt;br /&gt;
of one longsword attack.&lt;br /&gt;
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one creature. Hit: 5 (1d6 + 2) necrotic damage. The&lt;br /&gt;
target must succeed on a DC 13 Constitution saving&lt;br /&gt;
throw or its hit point maximum is reduced by an&lt;br /&gt;
amount equal to the damage taken. This reduction&lt;br /&gt;
lasts until the target finishes a long rest. The target dies&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 355&lt;br /&gt;
if this effect reduces its hit point maximum to 0.&lt;br /&gt;
A humanoid slain by this attack rises 24 hours later&lt;br /&gt;
as a zombie under the wight’s control, unless the&lt;br /&gt;
humanoid is restored to life or its body is destroyed.&lt;br /&gt;
The wight can have no more than twelve zombies&lt;br /&gt;
under its control at one time.&lt;br /&gt;
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10&lt;br /&gt;
+ 2) slashing damage if used with two hands.&lt;br /&gt;
Longbow. Ranged Weapon Attack: +4 to hit, range&lt;br /&gt;
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Will-­‐o’-­‐Wisp&lt;br /&gt;
Tiny undead, chaotic evil&lt;br /&gt;
Armor Class 19&lt;br /&gt;
Hit Points 22 (9d4)&lt;br /&gt;
Speed 0 ft., fly 50 ft. (hover)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)&lt;br /&gt;
Damage Immunities lightning, poison&lt;br /&gt;
Damage Resistances acid, cold, fire, necrotic, thunder;&lt;br /&gt;
bludgeoning, piercing, and slashing from nonmagical&lt;br /&gt;
attacks&lt;br /&gt;
Condition Immunities exhaustion, grappled, paralyzed,&lt;br /&gt;
poisoned, prone, restrained, unconscious&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 12&lt;br /&gt;
Languages the languages it knew in life&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Consume Life. As a bonus action, the will-­‐o’-­‐wisp can&lt;br /&gt;
target one creature it can see within 5 feet of it that&lt;br /&gt;
has 0 hit points and is still alive. The target must&lt;br /&gt;
succeed on a DC 10 Constitution saving throw against&lt;br /&gt;
this magic or die. If the target dies, the will-­‐o’-­‐wisp&lt;br /&gt;
regains 10 (3d6) hit points.&lt;br /&gt;
Ephemeral. The will-­‐o’-­‐wisp can’t wear or carry&lt;br /&gt;
anything.&lt;br /&gt;
Incorporeal Movement. The will-­‐o’-­‐wisp can move&lt;br /&gt;
through other creatures and objects as if they were&lt;br /&gt;
difficult terrain. It takes 5 (1d10) force damage if it&lt;br /&gt;
ends its turn inside an object.&lt;br /&gt;
Variable Illumination. The will-­‐o’-­‐wisp sheds bright&lt;br /&gt;
light in a 5-­‐ to 20-­‐foot radius and dim light for an&lt;br /&gt;
additional number of feet equal to the chosen radius.&lt;br /&gt;
The will-­‐o’-­‐wisp can alter the radius as a bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 9 (2d8) lightning damage.&lt;br /&gt;
Invisibility. The will-­‐o’-­‐wisp and its light magically&lt;br /&gt;
become invisible until it attacks or uses its Consume&lt;br /&gt;
Life, or until its concentration ends (as if concentrating&lt;br /&gt;
on a spell).&lt;br /&gt;
Wraith&lt;br /&gt;
Medium undead, neutral evil&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 67 (9d8 + 27)&lt;br /&gt;
Speed 0 ft., fly 60 ft. (hover)&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)&lt;br /&gt;
Damage Resistances acid, cold, fire, lightning, thunder;&lt;br /&gt;
bludgeoning, piercing, and slashing from nonmagical&lt;br /&gt;
attacks that aren’t silvered&lt;br /&gt;
Damage Immunities necrotic, poison&lt;br /&gt;
Condition Immunities charmed, exhaustion, grappled,&lt;br /&gt;
paralyzed, petrified, poisoned, prone, restrained&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 12&lt;br /&gt;
Languages the languages it knew in life&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Incorporeal Movement. The wraith can move through&lt;br /&gt;
other creatures and objects as if they were difficult&lt;br /&gt;
terrain. It takes 5 (1d10) force damage if it ends its turn&lt;br /&gt;
inside an object.&lt;br /&gt;
Sunlight Sensitivity. While in sunlight, the wraith has&lt;br /&gt;
disadvantage on attack rolls, as well as on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one creature. Hit: 21 (4d8 + 3) necrotic damage. The&lt;br /&gt;
target must succeed on a DC 14 Constitution saving&lt;br /&gt;
throw or its hit point maximum is reduced by an&lt;br /&gt;
amount equal to the damage taken. This reduction&lt;br /&gt;
lasts until the target finishes a long rest. The target dies&lt;br /&gt;
if this effect reduces its hit point maximum to 0.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 356&lt;br /&gt;
Create Specter. The wraith targets a humanoid within&lt;br /&gt;
10 feet of it that has been dead for no longer than 1&lt;br /&gt;
minute and died violently. The target’s spirit rises as a&lt;br /&gt;
specter in the space of its corpse or in the nearest&lt;br /&gt;
unoccupied space. The specter is under the wraith’s&lt;br /&gt;
control. The wraith can have no more than seven&lt;br /&gt;
specters under its control at one time.&lt;br /&gt;
Wyvern&lt;br /&gt;
Large dragon, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 110 (13d10 + 39)&lt;br /&gt;
Speed 20 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The wyvern makes two attacks: one with&lt;br /&gt;
its bite and one with its stinger. While flying, it can use&lt;br /&gt;
its claws in place of one other attack.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one&lt;br /&gt;
creature. Hit: 11 (2d6 + 4) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) slashing damage.&lt;br /&gt;
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.,&lt;br /&gt;
one creature. Hit: 11 (2d6 + 4) piercing damage. The&lt;br /&gt;
target must make a DC 15 Constitution saving throw,&lt;br /&gt;
taking 24 (7d6) poison damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one.&lt;br /&gt;
Monsters (X)&lt;br /&gt;
Xorn&lt;br /&gt;
Medium elemental, neutral&lt;br /&gt;
Armor Class 19 (natural armor)&lt;br /&gt;
Hit Points 73 (7d8 + 42)&lt;br /&gt;
Speed 20 ft., burrow 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0)&lt;br /&gt;
Skills Perception +6, Stealth +3&lt;br /&gt;
Damage Resistances piercing and slashing from&lt;br /&gt;
nonmagical attacks that aren’t adamantine&lt;br /&gt;
Senses darkvision 60 ft., tremorsense 60 ft.,&lt;br /&gt;
passive Perception 16&lt;br /&gt;
Languages Terran&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Earth Glide. The xorn can burrow through nonmagical,&lt;br /&gt;
unworked earth and stone. While doing so, the xorn&lt;br /&gt;
doesn’t disturb the material it moves through.&lt;br /&gt;
Stone Camouflage. The xorn has advantage on&lt;br /&gt;
Dexterity (Stealth) checks made to hide in rocky terrain.&lt;br /&gt;
Treasure Sense. The xorn can pinpoint, by scent, the&lt;br /&gt;
location of precious metals and stones, such as coins&lt;br /&gt;
and gems, within 60 feet of it.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The xorn makes three claw attacks and&lt;br /&gt;
one bite attack.&lt;br /&gt;
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d6 + 3) slashing damage.&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (3d6 + 3) piercing damage.&lt;br /&gt;
Monsters (Z)&lt;br /&gt;
Zombies&lt;br /&gt;
Zombie&lt;br /&gt;
Medium undead, neutral evil&lt;br /&gt;
Armor Class 8&lt;br /&gt;
Hit Points 22 (3d8 + 9)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)&lt;br /&gt;
Saving Throws Wis +0&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 8&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 357&lt;br /&gt;
Languages understands the languages it knew in life&lt;br /&gt;
but can’t speak&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Undead Fortitude. If damage reduces the zombie to 0&lt;br /&gt;
hit points, it must make a Constitution saving throw&lt;br /&gt;
with a DC of 5 + the damage taken, unless the damage&lt;br /&gt;
is radiant or from a critical hit. On a success, the&lt;br /&gt;
zombie drops to 1 hit point instead.&lt;br /&gt;
Actions&lt;br /&gt;
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d6 + 1) bludgeoning damage.&lt;br /&gt;
Ogre Zombie&lt;br /&gt;
Large undead, neutral evil&lt;br /&gt;
Armor Class 8&lt;br /&gt;
Hit Points 85 (9d10 + 36)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3)&lt;br /&gt;
Saving Throws Wis +0&lt;br /&gt;
Damage Immunities poison&lt;br /&gt;
Condition Immunities poisoned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 8&lt;br /&gt;
Languages understands Common and Giant but can’t&lt;br /&gt;
speak&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Undead Fortitude. If damage reduces the zombie to 0&lt;br /&gt;
hit points, it must make a Constitution saving throw&lt;br /&gt;
with a DC of 5 + the damage taken, unless the damage&lt;br /&gt;
is radiant or from a critical hit. On a success, the&lt;br /&gt;
zombie drops to 1 hit point instead.&lt;br /&gt;
Actions&lt;br /&gt;
Morningstar. Melee Weapon Attack: +6 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 358&lt;br /&gt;
Appendix PH-A:&lt;br /&gt;
Conditions&lt;br /&gt;
Conditions alter a creature’s capabilities in a variety&lt;br /&gt;
of ways and can arise as a result of a spell, a class&lt;br /&gt;
feature, a monster’s attack, or other effect. Most&lt;br /&gt;
conditions, such as blinded, are impairments, but a&lt;br /&gt;
few, such as invisible, can be advantageous.&lt;br /&gt;
A condition lasts either until it is countered (the&lt;br /&gt;
prone condition is countered by standing up, for&lt;br /&gt;
example) or for a duration specified by the effect&lt;br /&gt;
that imposed the condition.&lt;br /&gt;
If multiple effects impose the same condition on a&lt;br /&gt;
creature, each instance of the condition has its own&lt;br /&gt;
duration, but the condition’s effects don’t get worse.&lt;br /&gt;
A creature either has a condition or doesn’t.&lt;br /&gt;
The following definitions specify what happens to&lt;br /&gt;
a creature while it is subjected to a condition.&lt;br /&gt;
Blinded&lt;br /&gt;
• A blinded creature can’t see and automatically&lt;br /&gt;
fails any ability check that requires sight.&lt;br /&gt;
• Attack rolls against the creature have advantage,&lt;br /&gt;
and the creature’s attack rolls have disadvantage.&lt;br /&gt;
Charmed&lt;br /&gt;
• A charmed creature can’t attack the charmer or&lt;br /&gt;
target the charmer with harmful abilities or&lt;br /&gt;
magical effects.&lt;br /&gt;
• The charmer has advantage on any ability check to&lt;br /&gt;
interact socially with the creature.&lt;br /&gt;
Deafened&lt;br /&gt;
• A deafened creature can’t hear and automatically&lt;br /&gt;
fails any ability check that requires hearing.&lt;br /&gt;
Exhaustion&lt;br /&gt;
Some special abilities and environmental hazards, such as&lt;br /&gt;
starvation and the long-­‐term effects of freezing or scorching&lt;br /&gt;
temperatures, can lead to a special condition called&lt;br /&gt;
exhaustion. Exhaustion is measured in six levels. An effect&lt;br /&gt;
can give a creature one or more levels of exhaustion, as&lt;br /&gt;
specified in the effect’s description.&lt;br /&gt;
Level Effect&lt;br /&gt;
1 Disadvantage on ability checks&lt;br /&gt;
2 Speed halved&lt;br /&gt;
3 Disadvantage on attack rolls and saving throws&lt;br /&gt;
4 Hit point maximum halved&lt;br /&gt;
5 Speed reduced to 0&lt;br /&gt;
6 Death&lt;br /&gt;
If an already exhausted creature suffers another effect that&lt;br /&gt;
causes exhaustion, its current level of exhaustion increases&lt;br /&gt;
by the amount specified in the effect’s description.&lt;br /&gt;
A creature suffers the effect of its current level of&lt;br /&gt;
exhaustion as well as all lower levels. For example, a creature&lt;br /&gt;
suffering level 2 exhaustion has its speed halved and has&lt;br /&gt;
disadvantage on ability checks.&lt;br /&gt;
An effect that removes exhaustion reduces its level as&lt;br /&gt;
specified in the effect’s description, with all exhaustion&lt;br /&gt;
effects ending if a creature’s exhaustion level is reduced&lt;br /&gt;
below 1.&lt;br /&gt;
Finishing a long rest reduces a creature’s exhaustion level&lt;br /&gt;
by 1, provided that the creature has also ingested some food&lt;br /&gt;
and drink.&lt;br /&gt;
Frightened&lt;br /&gt;
• A frightened creature has disadvantage on ability&lt;br /&gt;
checks and attack rolls while the source of its fear&lt;br /&gt;
is within line of sight.&lt;br /&gt;
• The creature can’t willingly move closer to the&lt;br /&gt;
source of its fear.&lt;br /&gt;
Grappled&lt;br /&gt;
• A grappled creature’s speed becomes 0, and it&lt;br /&gt;
can’t benefit from any bonus to its speed.&lt;br /&gt;
• The condition ends if the grappler is incapacitated&lt;br /&gt;
(see the condition).&lt;br /&gt;
• The condition also ends if an effect removes the&lt;br /&gt;
grappled creature from the reach of the grappler&lt;br /&gt;
or grappling effect, such as when a creature is&lt;br /&gt;
hurled away by the thunder-­‐‑wave spell.&lt;br /&gt;
Incapacitated&lt;br /&gt;
• An incapacitated creature can’t take actions or&lt;br /&gt;
reactions.&lt;br /&gt;
Invisible&lt;br /&gt;
• An invisible creature is impossible to see without&lt;br /&gt;
the aid of magic or a special sense. For the purpose&lt;br /&gt;
of hiding, the creature is heavily obscured. The&lt;br /&gt;
creature’s location can be detected by any noise it&lt;br /&gt;
makes or any tracks it leaves.&lt;br /&gt;
• Attack rolls against the creature have&lt;br /&gt;
disadvantage, and the creature’s attack rolls have&lt;br /&gt;
advantage.&lt;br /&gt;
Paralyzed&lt;br /&gt;
• A paralyzed creature is incapacitated (see the&lt;br /&gt;
condition) and can’t move or speak.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 359&lt;br /&gt;
• Any attack that hits the creature is a critical hit if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
Petrified&lt;br /&gt;
• A petrified creature is transformed, along with any&lt;br /&gt;
nonmagical object it is wearing or carrying, into a&lt;br /&gt;
solid inanimate substance (usually stone). Its&lt;br /&gt;
weight increases by a factor of ten, and it ceases&lt;br /&gt;
aging.&lt;br /&gt;
• The creature is incapacitated (see the condition),&lt;br /&gt;
can’t move or speak, and is unaware of its&lt;br /&gt;
surroundings.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• The creature has resistance to all damage.&lt;br /&gt;
• The creature is immune to poison and disease,&lt;br /&gt;
although a poison or disease already in its system&lt;br /&gt;
is suspended, not neutralized.&lt;br /&gt;
Poisoned&lt;br /&gt;
• A poisoned creature has disadvantage on attack&lt;br /&gt;
rolls and ability checks.&lt;br /&gt;
Prone&lt;br /&gt;
• A prone creature’s only movement option is to&lt;br /&gt;
crawl, unless it stands up and thereby ends the&lt;br /&gt;
condition.&lt;br /&gt;
• The creature has disadvantage on attack rolls.&lt;br /&gt;
• An attack roll against the creature has advantage if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
Otherwise, the attack roll has disadvantage.&lt;br /&gt;
Restrained&lt;br /&gt;
• A restrained creature’s speed becomes 0, and it&lt;br /&gt;
can’t benefit from any bonus to its speed.&lt;br /&gt;
• Attack rolls against the creature have advantage,&lt;br /&gt;
and the creature’s attack rolls have disadvantage.&lt;br /&gt;
• The creature has disadvantage on Dexterity saving&lt;br /&gt;
throws.&lt;br /&gt;
Stunned&lt;br /&gt;
• A stunned creature is incapacitated (see the&lt;br /&gt;
condition), can’t move, and can speak only&lt;br /&gt;
falteringly.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
Unconscious&lt;br /&gt;
• An unconscious creature is incapacitated (see the&lt;br /&gt;
condition), can’t move or speak, and is unaware of&lt;br /&gt;
its surroundings&lt;br /&gt;
• The creature drops whatever it’s holding and falls&lt;br /&gt;
prone.&lt;br /&gt;
• The creature automatically fails Strength and&lt;br /&gt;
Dexterity saving throws.&lt;br /&gt;
• Attack rolls against the creature have advantage.&lt;br /&gt;
• Any attack that hits the creature is a critical hit if&lt;br /&gt;
the attacker is within 5 feet of the creature.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 360&lt;br /&gt;
Appendix PH-B:&lt;br /&gt;
Fantasy-Historical&lt;br /&gt;
Pantheons&lt;br /&gt;
The Celtic, Egyptian, Greek, and Norse pantheons are&lt;br /&gt;
fantasy interpretations of historical religions from&lt;br /&gt;
our world’s ancient times. They include deities that&lt;br /&gt;
are most appropriate for use in a game, divorced&lt;br /&gt;
from their historical context in the real world and&lt;br /&gt;
united into pantheons that serve the needs of the&lt;br /&gt;
game.&lt;br /&gt;
The Celtic Pantheon&lt;br /&gt;
It’s said that something wild lurks in the heart of&lt;br /&gt;
every soul, a space that thrills to the sound of geese&lt;br /&gt;
calling at night, to the whispering wind through the&lt;br /&gt;
pines, to the unexpected red of mistletoe on an&lt;br /&gt;
oak—and it is in this space that the Celtic gods dwell.&lt;br /&gt;
They sprang from the brook and stream, their might&lt;br /&gt;
heightened by the strength of the oak and the beauty&lt;br /&gt;
of the woodlands and open moor. When the first&lt;br /&gt;
forester dared put a name to the face seen in the&lt;br /&gt;
bole of a tree or the voice babbling in a brook, these&lt;br /&gt;
gods forced themselves into being.&lt;br /&gt;
The Celtic gods are as often served by druids as by&lt;br /&gt;
clerics, for they are closely aligned with the forces of&lt;br /&gt;
nature that druids revere.&lt;br /&gt;
The Greek Pantheon&lt;br /&gt;
The gods of Olympus make themselves known with&lt;br /&gt;
the gentle lap of waves against the shores and the&lt;br /&gt;
crash of the thunder among the cloud-­‐‑enshrouded&lt;br /&gt;
peaks. The thick boar-­‐‑infested woods and the sere,&lt;br /&gt;
olive-­‐‑covered hillsides hold evidence of their passing.&lt;br /&gt;
Every aspect of nature echoes with their presence,&lt;br /&gt;
and they’ve made a place for themselves inside the&lt;br /&gt;
human heart, too.&lt;br /&gt;
The Egyptian Pantheon&lt;br /&gt;
These gods are a young dynasty of an ancient divine&lt;br /&gt;
family, heirs to the rulership of the cosmos and the&lt;br /&gt;
maintenance of the divine principle of Ma’at—the&lt;br /&gt;
fundamental order of truth, justice, law, and order&lt;br /&gt;
that puts gods, mortal pharaohs, and ordinary men&lt;br /&gt;
and women in their logical and rightful place in the&lt;br /&gt;
universe.&lt;br /&gt;
The Egyptian pantheon is unusual in having three&lt;br /&gt;
gods responsible for death, each with different&lt;br /&gt;
alignments. Anubis is the lawful neutral god of the&lt;br /&gt;
afterlife, who judges the souls of the dead. Set is a&lt;br /&gt;
chaotic evil god of murder, perhaps best known for&lt;br /&gt;
killing his brother Osiris. And Nephthys is a chaotic&lt;br /&gt;
good goddess of mourning.&lt;br /&gt;
The Norse Pantheon&lt;br /&gt;
Where the land plummets from the snowy hills into&lt;br /&gt;
the icy fjords below, where the longboats draw up&lt;br /&gt;
on to the beach, where the glaciers flow forward and&lt;br /&gt;
retreat with every fall and spring—this is the land of&lt;br /&gt;
the Vikings, the home of the Norse pantheon. It’s a&lt;br /&gt;
brutal clime, and one that calls for brutal living. The&lt;br /&gt;
warriors of the land have had to adapt to the harsh&lt;br /&gt;
conditions in order to survive, but they haven’t been&lt;br /&gt;
too twisted by the needs of their environment. Given&lt;br /&gt;
the necessity of raiding for food and wealth, it’s&lt;br /&gt;
surprising the mortals turned out as well as they did.&lt;br /&gt;
Their powers reflect the need these warriors had for&lt;br /&gt;
strong leadership and decisive action. Thus, they see&lt;br /&gt;
their deities in every bend of a river, hear them in&lt;br /&gt;
the crash of the thunder and the booming of the&lt;br /&gt;
glaciers, and smell them in the smoke of a burning&lt;br /&gt;
longhouse.&lt;br /&gt;
The Norse pantheon includes two main families,&lt;br /&gt;
the Aesir (deities of war and destiny) and the Vanir&lt;br /&gt;
(gods of fertility and prosperity). Once enemies,&lt;br /&gt;
these two families are now closely allied against&lt;br /&gt;
their common enemies, the giants (including the&lt;br /&gt;
gods Surtur and Thrym).&lt;br /&gt;
Celtic Deities&lt;br /&gt;
Deity Alignment Suggested Domains Symbol&lt;br /&gt;
The Daghdha, god of weather and crops CG Nature, Trickery Bubbling cauldron or shield&lt;br /&gt;
Arawn, god of life and death NE Life, Death Black star on gray background&lt;br /&gt;
Belenus, god of sun, light, and warmth NG Light Solar disk and standing stones&lt;br /&gt;
Brigantia, goddess of rivers and livestock NG Life Footbridge&lt;br /&gt;
Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe branches&lt;br /&gt;
Dunatis, god of mountains and peaks N Nature Red sun-­‐capped mountain peak&lt;br /&gt;
Goibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over sword&lt;br /&gt;
Lugh, god of arts, travel, and commerce CN Knowledge, Life Pair of long hands&lt;br /&gt;
Manannan mac Lir, god of oceans and sea creatures LN Nature, Tempest Wave of white water on green&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 361&lt;br /&gt;
Math Mathonwy, god of magic NE Knowledge Staff&lt;br /&gt;
Morrigan, goddess of battle CE War Two crossed spears&lt;br /&gt;
Nuada, god of war and warriors N War Silver hand on black background&lt;br /&gt;
Oghma, god of speech and writing NG Knowledge Unfurled scroll&lt;br /&gt;
Silvanus, god of nature and forests N Nature Summer oak tree&lt;br /&gt;
Greek Deities&lt;br /&gt;
Deity Alignment Suggested Domains Symbol&lt;br /&gt;
Zeus, god of the sky, ruler of the gods N Tempest Fist full of lightning bolts&lt;br /&gt;
Aphrodite, goddess of love and beauty CG Light Sea shell&lt;br /&gt;
Apollo, god of light, music, and healing CG Knowledge, Life, Light Lyre&lt;br /&gt;
Ares, god of war and strife CE War Spear&lt;br /&gt;
Artemis, goddess of hunting and childbirth NG Life, Nature Bow and arrow on lunar disk&lt;br /&gt;
Athena, goddess of wisdom and civilization LG Knowledge, War Owl&lt;br /&gt;
Demeter, goddess of agriculture NG Life Mare’s head&lt;br /&gt;
Dionysus, god of mirth and wine CN Life Thyrsus (staff tipped with pine cone)&lt;br /&gt;
Hades, god of the underworld LE Death Black ram&lt;br /&gt;
Hecate, goddess of magic and the moon CE Knowledge, Trickery Setting moon&lt;br /&gt;
Hephaestus, god of smithing and craft NG Knowledge Hammer and anvil&lt;br /&gt;
Hera, goddess of marriage and intrigue CN Trickery Fan of peacock feathers&lt;br /&gt;
Hercules, god of strength and adventure CG Tempest, War Lion’s head&lt;br /&gt;
Hermes, god of travel and commerce CG Trickery Caduceus (winged staff and serpents)&lt;br /&gt;
Hestia, goddess of home and family NG Life Hearth&lt;br /&gt;
Nike, goddess of victory LN War Winged woman&lt;br /&gt;
Pan, god of nature CN Nature Syrinx (pan pipes)&lt;br /&gt;
Poseidon, god of the sea and earthquakes CN Tempest Trident&lt;br /&gt;
Tyche, goddess of good fortune N Trickery Red pentagram&lt;br /&gt;
Egyptian Deities&lt;br /&gt;
Deity Alignment Suggested Domains Symbol&lt;br /&gt;
Re-­‐Horakhty, god of the sun, ruler of the gods LG Life, Light Solar disk encircled by serpent&lt;br /&gt;
Anubis, god of judgment and death LN Death Black jackal&lt;br /&gt;
Apep, god of evil, fire, and serpents NE Trickery Flaming snake&lt;br /&gt;
Bast, goddess of cats and vengeance CG War Cat&lt;br /&gt;
Bes, god of luck and music CN Trickery Image of the misshapen deity&lt;br /&gt;
Hathor, goddess of love, music, and motherhood NG Life, Light Horned cow’s head with lunar disk&lt;br /&gt;
Imhotep, god of crafts and medicine NG Knowledge Step pyramid&lt;br /&gt;
Isis, goddess of fertility and magic NG Knowledge, Life Ankh and star&lt;br /&gt;
Nephthys, goddess of death and grief CG Death Horns around a lunar disk&lt;br /&gt;
Osiris, god of nature and the underworld LG Life, Nature Crook and flail&lt;br /&gt;
Ptah, god of crafts, knowledge, and secrets LN Knowledge Bull&lt;br /&gt;
Set, god of darkness and desert storms CE Death, Tempest, Trickery Coiled cobra&lt;br /&gt;
Sobek, god of water and crocodiles LE Nature, Tempest Crocodile head with horns and plumes&lt;br /&gt;
Thoth, god of knowledge and wisdom N Knowledge Ibis&lt;br /&gt;
Norse Deities&lt;br /&gt;
Deity Alignment Suggested Domains Symbol&lt;br /&gt;
Odin, god of knowledge and war NG Knowledge, War Watching blue eye&lt;br /&gt;
Aegir, god of the sea and storms NE Tempest Rough ocean waves&lt;br /&gt;
Balder, god of beauty and poetry NG Life, Light Gem-­‐encrusted silver chalice&lt;br /&gt;
Forseti, god of justice and law N Light Head of a bearded man&lt;br /&gt;
Frey, god of fertility and the sun NG Life, Light Ice-­‐blue greatsword&lt;br /&gt;
Freya, goddess of fertility and love NG Life Falcon&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 362&lt;br /&gt;
Frigga, goddess of birth and fertility N Life, Light Cat&lt;br /&gt;
Heimdall, god of watchfulness and loyalty LG Light, War Curling musical horn&lt;br /&gt;
Hel, goddess of the underworld NE Death Woman’s face, rotting on one side&lt;br /&gt;
Hermod, god of luck CN Trickery Winged scroll&lt;br /&gt;
Loki, god of thieves and trickery CE Trickery Flame&lt;br /&gt;
Njord, god of sea and wind NG Nature, Tempest Gold coin&lt;br /&gt;
Odur, god of light and the sun CG Light Solar disk&lt;br /&gt;
Sif, goddess of war CG War Upraised sword&lt;br /&gt;
Skadi, god of earth and mountains N Nature Mountain peak&lt;br /&gt;
Surtur, god of fire giants and war LE War Flaming sword&lt;br /&gt;
Thor, god of storms and thunder CG Tempest, War Hammer&lt;br /&gt;
Thrym, god of frost giants and cold CE War White double-­‐bladed axe&lt;br /&gt;
Tyr, god of courage and strategy LN Knowledge, War Sword&lt;br /&gt;
Uller, god of hunting and winter CN Nature Longbow&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 363&lt;br /&gt;
Appendix PH-C:&lt;br /&gt;
The Planes of&lt;br /&gt;
Existence&lt;br /&gt;
The cosmos teems with a multitude of worlds as well&lt;br /&gt;
as myriad alternate dimensions of reality, called the&lt;br /&gt;
planes of existence. It encompasses every world&lt;br /&gt;
where GMs run their adventures, all within the&lt;br /&gt;
relatively mundane realm of the Material Plane.&lt;br /&gt;
Beyond that plane are domains of raw elemental&lt;br /&gt;
matter and energy, realms of pure thought and ethos,&lt;br /&gt;
the homes of demons and angels, and the dominions&lt;br /&gt;
of the gods.&lt;br /&gt;
Many spells and magic items can draw energy&lt;br /&gt;
from these planes, summon the creatures that dwell&lt;br /&gt;
there, communicate with their denizens, and allow&lt;br /&gt;
adventurers to travel there. As your character&lt;br /&gt;
achieves greater power and higher levels, you might&lt;br /&gt;
walk on streets made of solid fire or test your mettle&lt;br /&gt;
on a battlefield where the fallen are resurrected with&lt;br /&gt;
each dawn.&lt;br /&gt;
The Material Plane&lt;br /&gt;
The Material Plane is the nexus where the&lt;br /&gt;
philosophical and elemental forces that define the&lt;br /&gt;
other planes collide in the jumbled existence of&lt;br /&gt;
mortal life and mundane matter. All fantasy gaming&lt;br /&gt;
worlds exist within the Material Plane, making it the&lt;br /&gt;
starting point for most campaigns and adventures.&lt;br /&gt;
The rest of the multiverse is defined in relation to&lt;br /&gt;
the Material Plane.&lt;br /&gt;
The worlds of the Material Plane are infinitely&lt;br /&gt;
diverse, for they reflect the creative imagination of&lt;br /&gt;
the GMs who set their games there, as well as the&lt;br /&gt;
players whose heroes adventure there. They include&lt;br /&gt;
magic-­‐‑wasted desert planets and island-­‐‑dotted&lt;br /&gt;
water worlds, worlds where magic combines with&lt;br /&gt;
advanced technology and others trapped in an&lt;br /&gt;
endless Stone Age, worlds where the gods walk and&lt;br /&gt;
places they have abandoned.&lt;br /&gt;
Beyond the Material&lt;br /&gt;
Beyond the Material Plane, the various planes of&lt;br /&gt;
existence are realms of myth and mystery. They’re&lt;br /&gt;
not simply other worlds, but different qualities of&lt;br /&gt;
being, formed and governed by spiritual and&lt;br /&gt;
elemental principles abstracted from the ordinary&lt;br /&gt;
world.&lt;br /&gt;
Planar Travel&lt;br /&gt;
When adventurers travel into other planes of&lt;br /&gt;
existence, they are undertaking a legendary journey&lt;br /&gt;
across the thresholds of existence to a mythic&lt;br /&gt;
destination where they strive to complete their&lt;br /&gt;
quest. Such a journey is the stuff of legend. Braving&lt;br /&gt;
the realms of the dead, seeking out the celestial&lt;br /&gt;
servants of a deity, or bargaining with an efreeti in&lt;br /&gt;
its home city will be the subject of song and story for&lt;br /&gt;
years to come.&lt;br /&gt;
Travel to the planes beyond the Material Plane can&lt;br /&gt;
be accomplished in two ways: by casting a spell or&lt;br /&gt;
by using a planar portal.&lt;br /&gt;
Spells. A number of spells allow direct or indirect&lt;br /&gt;
access to other planes of existence. Plane shift and&lt;br /&gt;
gate can transport adventurers directly to any other&lt;br /&gt;
plane of existence, with different degrees of&lt;br /&gt;
precision. Etherealness allows adventurers to enter&lt;br /&gt;
the Ethereal Plane and travel from there to any of&lt;br /&gt;
the planes it touches—such as the Elemental Planes.&lt;br /&gt;
And the astral projection spell lets adventurers&lt;br /&gt;
project themselves into the Astral Plane and travel&lt;br /&gt;
to the Outer Planes.&lt;br /&gt;
Portals. A portal is a general term for a stationary&lt;br /&gt;
interplanar connection that links a specific location&lt;br /&gt;
on one plane to a specific location on another. Some&lt;br /&gt;
portals are like doorways, a clear window, or a fog-­‐‑&lt;br /&gt;
shrouded passage, and simply stepping through it&lt;br /&gt;
effects the interplanar travel. Others are locations—&lt;br /&gt;
circles of standing stones, soaring towers, sailing&lt;br /&gt;
ships, or even whole towns—that exist in multiple&lt;br /&gt;
planes at once or flicker from one plane to another&lt;br /&gt;
in turn. Some are vortices, typically joining an&lt;br /&gt;
Elemental Plane with a very similar location on the&lt;br /&gt;
Material Plane, such as the heart of a volcano&lt;br /&gt;
(leading to the Plane of Fire) or the depths of the&lt;br /&gt;
ocean (to the Plane of Water).&lt;br /&gt;
Transitive Planes&lt;br /&gt;
The Ethereal Plane and the Astral Plane are called&lt;br /&gt;
the Transitive Planes. They are mostly featureless&lt;br /&gt;
realms that serve primarily as ways to travel from&lt;br /&gt;
one plane to another. Spells such as etherealness and&lt;br /&gt;
astral projection allow characters to enter these&lt;br /&gt;
planes and traverse them to reach the planes beyond.&lt;br /&gt;
The Ethereal Plane is a misty, fog-­‐‑bound&lt;br /&gt;
dimension that is sometimes described as a great&lt;br /&gt;
ocean. Its shores, called the Border Ethereal, overlap&lt;br /&gt;
the Material Plane and the Inner Planes, so that&lt;br /&gt;
every location on those planes has a corresponding&lt;br /&gt;
location on the Ethereal Plane. Certain creatures can&lt;br /&gt;
see into the Border Ethereal, and the see invisibility&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 364&lt;br /&gt;
and true seeing spell grant that ability. Some magical&lt;br /&gt;
effects also extend from the Material Plane into the&lt;br /&gt;
Border Ethereal, particularly effects that use force&lt;br /&gt;
energy such as forcecage and wall of force. The&lt;br /&gt;
depths of the plane, the Deep Ethereal, are a region&lt;br /&gt;
of swirling mists and colorful fogs.&lt;br /&gt;
The Astral Plane is the realm of thought and&lt;br /&gt;
dream, where visitors travel as disembodied souls to&lt;br /&gt;
reach the planes of the divine and demonic. It is a&lt;br /&gt;
great, silvery sea, the same above and below, with&lt;br /&gt;
swirling wisps of white and gray streaking among&lt;br /&gt;
motes of light resembling distant stars. Erratic&lt;br /&gt;
whirlpools of color flicker in midair like spinning&lt;br /&gt;
coins. Occasional bits of solid matter can be found&lt;br /&gt;
here, but most of the Astral Plane is an endless, open&lt;br /&gt;
domain.&lt;br /&gt;
Inner Planes&lt;br /&gt;
The Inner Planes surround and enfold the Material&lt;br /&gt;
Plane and its echoes, providing the raw elemental&lt;br /&gt;
substance from which all the worlds were made. The&lt;br /&gt;
four Elemental Planes—Air, Earth, Fire, and&lt;br /&gt;
Water—form a ring around the Material Plane,&lt;br /&gt;
suspended within the churning Elemental Chaos.&lt;br /&gt;
At their innermost edges, where they are closest&lt;br /&gt;
to the Material Plane (in a conceptual if not a literal&lt;br /&gt;
geographical sense), the four Elemental Planes&lt;br /&gt;
resemble a world in the Material Plane. The four&lt;br /&gt;
elements mingle together as they do in the Material&lt;br /&gt;
Plane, forming land, sea, and sky. Farther from the&lt;br /&gt;
Material Plane, though, the Elemental Planes are&lt;br /&gt;
both alien and hostile. Here, the elements exist in&lt;br /&gt;
their purest form—great expanses of solid earth,&lt;br /&gt;
blazing fire, crystal-­‐‑clear water, and unsullied air.&lt;br /&gt;
These regions are little-­‐‑known, so when discussing&lt;br /&gt;
the Plane of Fire, for example, a speaker usually&lt;br /&gt;
means just the border region. At the farthest extents&lt;br /&gt;
of the Inner Planes, the pure elements dissolve and&lt;br /&gt;
bleed together into an unending tumult of clashing&lt;br /&gt;
energies and colliding substance, the Elemental&lt;br /&gt;
Chaos.&lt;br /&gt;
Outer Planes&lt;br /&gt;
If the Inner Planes are the raw matter and energy&lt;br /&gt;
that makes up the multiverse, the Outer Planes are&lt;br /&gt;
the direction, thought and purpose for such&lt;br /&gt;
construction. Accordingly, many sages refer to the&lt;br /&gt;
Outer Planes as divine planes, spiritual planes, or&lt;br /&gt;
godly planes, for the Outer Planes are best known as&lt;br /&gt;
the homes of deities.&lt;br /&gt;
When discussing anything to do with deities, the&lt;br /&gt;
language used must be highly metaphorical. Their&lt;br /&gt;
actual homes are not literally “places” at all, but&lt;br /&gt;
exemplify the idea that the Outer Planes are realms&lt;br /&gt;
of thought and spirit. As with the Elemental Planes,&lt;br /&gt;
one can imagine the perceptible part of the Outer&lt;br /&gt;
Planes as a sort of border region, while extensive&lt;br /&gt;
spiritual regions lie beyond ordinary sensory&lt;br /&gt;
experience.&lt;br /&gt;
Even in those perceptible regions, appearances&lt;br /&gt;
can be deceptive. Initially, many of the Outer Planes&lt;br /&gt;
appear hospitable and familiar to natives of the&lt;br /&gt;
Material Plane. But the landscape can change at the&lt;br /&gt;
whims of the powerful forces that live on the Outer&lt;br /&gt;
Planes. The desires of the mighty forces that dwell&lt;br /&gt;
on these planes can remake them completely,&lt;br /&gt;
effectively erasing and rebuilding existence itself to&lt;br /&gt;
better fulfill their own needs.&lt;br /&gt;
Distance is a virtually meaningless concept on the&lt;br /&gt;
Outer Planes. The perceptible regions of the planes&lt;br /&gt;
often seem quite small, but they can also stretch on&lt;br /&gt;
to what seems like infinity. It might be possible to&lt;br /&gt;
take a guided tour of the Nine Hells, from the first&lt;br /&gt;
layer to the ninth, in a single day—if the powers of&lt;br /&gt;
the Hells desire it. Or it could take weeks for&lt;br /&gt;
travelers to make a grueling trek across a single&lt;br /&gt;
layer.&lt;br /&gt;
The most well-­‐‑known Outer Planes are a group of&lt;br /&gt;
sixteen planes that correspond to the eight&lt;br /&gt;
alignments (excluding neutrality) and the shades of&lt;br /&gt;
distinction between them.&lt;br /&gt;
Outer Planes&lt;br /&gt;
The planes with some element of good in their&lt;br /&gt;
nature are called the Upper Planes. Celestial&lt;br /&gt;
creatures such as angels and pegasi dwell in the&lt;br /&gt;
Upper Planes. Planes with some element of evil are&lt;br /&gt;
the Lower Planes. Fiends such as demons and devils&lt;br /&gt;
dwell in the Lower Planes. A plane’s alignment is its&lt;br /&gt;
essence, and a character whose alignment doesn’t&lt;br /&gt;
match the plane’s experiences a profound sense of&lt;br /&gt;
dissonance there. When a good creature visits&lt;br /&gt;
Elysium, for example (a neutral good Upper Plane),&lt;br /&gt;
it feels in tune with the plane, but an evil creature&lt;br /&gt;
feels out of tune and more than a little&lt;br /&gt;
uncomfortable.&lt;br /&gt;
Demiplanes&lt;br /&gt;
Demiplanes are small extradimensional spaces with&lt;br /&gt;
their own unique rules. They are pieces of reality&lt;br /&gt;
that don’t seem to fit anywhere else. Demiplanes&lt;br /&gt;
come into being by a variety of means. Some are&lt;br /&gt;
created by spells, such as demiplane, or generated at&lt;br /&gt;
the desire of a powerful deity or other force. They&lt;br /&gt;
may exist naturally, as a fold of existing reality that&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 365&lt;br /&gt;
has been pinched off from the rest of the multiverse,&lt;br /&gt;
or as a baby universe growing in power. A given&lt;br /&gt;
demiplane can be entered through a single point&lt;br /&gt;
where it touches another plane. Theoretically, a&lt;br /&gt;
plane shift spell can also carry travelers to a&lt;br /&gt;
demiplane, but the proper frequency required for&lt;br /&gt;
the tuning fork is extremely hard to acquire. The&lt;br /&gt;
gate spell is more reliable, assuming the caster&lt;br /&gt;
knows of the demiplane.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 366&lt;br /&gt;
Appendix MM-A:&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Creatures&lt;br /&gt;
This appendix contains statistics for various animals,&lt;br /&gt;
vermin, and other critters. The stat blocks are&lt;br /&gt;
organized alphabetically by creature name.&lt;br /&gt;
Ape&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 19 (3d8 + 6)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 14 (+2) 14 (+2) 6 (−2) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Athletics +5, Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The ape makes two fist attacks.&lt;br /&gt;
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d6 + 3) bludgeoning damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft.,&lt;br /&gt;
one target. Hit: 6 (1d6 + 3) bludgeoning damage.&lt;br /&gt;
Awakened Shrub&lt;br /&gt;
Small plant, unaligned&lt;br /&gt;
Armor Class 9&lt;br /&gt;
Hit Points 10 (3d6)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
3 (−4) 8 (−1) 11 (+0) 10 (+0) 10 (+0) 6 (−2)&lt;br /&gt;
Damage Vulnerabilities fire&lt;br /&gt;
Damage Resistances piercing&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages one language known by its creator&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
False Appearance. While the shrub remains motionless,&lt;br /&gt;
it is indistinguishable from a normal shrub.&lt;br /&gt;
Actions&lt;br /&gt;
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 (1d4 − 1) slashing damage.&lt;br /&gt;
An awakened shrub is an ordinary shrub given&lt;br /&gt;
sentience and mobility by the awaken spell or&lt;br /&gt;
similar magic.&lt;br /&gt;
Awakened Tree&lt;br /&gt;
Huge plant, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 59 (7d12 + 14)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 6 (−2) 15 (+2) 10 (+0) 10 (+0) 7 (−2)&lt;br /&gt;
Damage Vulnerabilities fire&lt;br /&gt;
Damage Resistances bludgeoning, piercing&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages one language known by its creator&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
False Appearance. While the tree remains motionless,&lt;br /&gt;
it is indistinguishable from a normal tree.&lt;br /&gt;
Actions&lt;br /&gt;
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 14 (3d6 + 4) bludgeoning damage.&lt;br /&gt;
An awakened tree is an ordinary tree given&lt;br /&gt;
sentience and mobility by the awaken spell or&lt;br /&gt;
similar magic.&lt;br /&gt;
Axe Beak&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 367&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 5 (−3)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d8 + 2) slashing damage.&lt;br /&gt;
An axe beak is a tall flightless bird with strong legs&lt;br /&gt;
and a heavy, wedge-­‐‑shaped beak. It has a nasty&lt;br /&gt;
disposition and tends to attack any unfamiliar&lt;br /&gt;
creature that wanders too close.&lt;br /&gt;
Baboon&lt;br /&gt;
Small beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 3 (1d6)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
8 (−1) 14 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2)&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Pack Tactics. The baboon has advantage on an attack&lt;br /&gt;
roll against a creature if at least one of the baboon’s&lt;br /&gt;
allies is within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 (1d4 − 1) piercing damage.&lt;br /&gt;
Badger&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 3 (1d4 + 1)&lt;br /&gt;
Speed 20 ft., burrow 5 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
4 (−3) 11 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3)&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Keen Smell. The badger has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 piercing damage.&lt;br /&gt;
Bat&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 5 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3)&lt;br /&gt;
Senses blindsight 60 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Echolocation. The bat can’t use its blindsight while&lt;br /&gt;
deafened.&lt;br /&gt;
Keen Hearing. The bat has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on hearing.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 1 piercing damage.&lt;br /&gt;
Black Bear&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 19 (3d8 + 6)&lt;br /&gt;
Speed 40 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 368&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Keen Smell. The bear has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The bear makes two attacks: one with its&lt;br /&gt;
bite and one with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (2d4 + 2) slashing damage.&lt;br /&gt;
Blink Dog&lt;br /&gt;
Medium fey, lawful good&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 22 (4d8 + 4)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)&lt;br /&gt;
Skills Perception +3, Stealth +5&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages Blink Dog, understands Sylvan but can’t&lt;br /&gt;
speak it&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Keen Hearing and Smell. The dog has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d6 + 1) piercing damage.&lt;br /&gt;
Teleport (Recharge 4–6). The dog magically teleports,&lt;br /&gt;
along with any equipment it is wearing or carrying, up&lt;br /&gt;
to 40 feet to an unoccupied space it can see. Before or&lt;br /&gt;
after teleporting, the dog can make one bite attack.&lt;br /&gt;
A blink dog takes its name from its ability to blink in&lt;br /&gt;
and out of existence, a talent it uses to aid its attacks&lt;br /&gt;
and to avoid harm.&lt;br /&gt;
Blood Hawk&lt;br /&gt;
Small beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 7 (2d6)&lt;br /&gt;
Speed 10 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
6 (−2) 14 (+2) 10 (+0) 3 (−4) 14 (+2) 5 (−3)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Keen Sight. The hawk has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Pack Tactics. The hawk has advantage on an attack roll&lt;br /&gt;
against a creature if at least one of the hawk’s allies is&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d4 + 2) piercing damage.&lt;br /&gt;
Taking its name from its crimson feathers and&lt;br /&gt;
aggressive nature, the blood hawk fearlessly attacks&lt;br /&gt;
almost any animal, stabbing it with its daggerlike&lt;br /&gt;
beak. Blood hawks flock together in large numbers,&lt;br /&gt;
attacking as a pack to take down prey.&lt;br /&gt;
Boar&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 11 (+0) 12 (+1) 2 (−4) 9 (−1) 5 (−3)&lt;br /&gt;
Senses passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Charge. If the boar moves at least 20 feet straight&lt;br /&gt;
toward a target and then hits it with a tusk attack on&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 369&lt;br /&gt;
the same turn, the target takes an extra 3 (1d6)&lt;br /&gt;
slashing damage. If the target is a creature, it must&lt;br /&gt;
succeed on a DC 11 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Relentless (Recharges after a Short or Long Rest). If&lt;br /&gt;
the boar takes 7 damage or less that would reduce it to&lt;br /&gt;
0 hit points, it is reduced to 1 hit point instead.&lt;br /&gt;
Actions&lt;br /&gt;
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d6 + 1) slashing damage.&lt;br /&gt;
Brown Bear&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 34 (4d10 + 12)&lt;br /&gt;
Speed 40 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Keen Smell. The bear has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The bear makes two attacks: one with its&lt;br /&gt;
bite and one with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (1d8 + 4) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) slashing damage.&lt;br /&gt;
Camel&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 9&lt;br /&gt;
Hit Points 15 (2d10 + 4)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3)&lt;br /&gt;
Senses passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 2 (1d4) bludgeoning damage.&lt;br /&gt;
Cat&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 2 (1d4)&lt;br /&gt;
Speed 40 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
3 (−4) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3, Stealth +4&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Keen Smell. The cat has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 slashing damage.&lt;br /&gt;
Constrictor Snake&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 13 (2d10 + 2)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4)&lt;br /&gt;
Senses blindsight 10 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 370&lt;br /&gt;
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and&lt;br /&gt;
the target is grappled (escape DC 14). Until this grapple&lt;br /&gt;
ends, the creature is restrained, and the snake can’t&lt;br /&gt;
constrict another target.&lt;br /&gt;
Crab&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 2 (1d4)&lt;br /&gt;
Speed 20 ft., swim 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 2 (−4)&lt;br /&gt;
Skills Stealth +2&lt;br /&gt;
Senses blindsight 30 ft., passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Amphibious. The crab can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 bludgeoning damage.&lt;br /&gt;
Crocodile&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 20 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3)&lt;br /&gt;
Skills Stealth +2&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Hold Breath. The crocodile can hold its breath for 15&lt;br /&gt;
minutes.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 7 (1d10 + 2) piercing damage, and the&lt;br /&gt;
target is grappled (escape DC 12). Until this grapple&lt;br /&gt;
ends, the target is restrained, and the crocodile can’t&lt;br /&gt;
bite another target.&lt;br /&gt;
Death Dog&lt;br /&gt;
Medium monstrosity, neutral evil&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 39 (6d8 + 12)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 14 (+2) 14 (+2) 3 (−4) 13 (+1) 6 (−2)&lt;br /&gt;
Skills Perception +5, Stealth +4&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 15&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Two-­‐Headed. The dog has advantage on Wisdom&lt;br /&gt;
(Perception) checks and on saving throws against being&lt;br /&gt;
blinded, charmed, deafened, frightened, stunned, or&lt;br /&gt;
knocked unconscious.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The dog makes two bite attacks.&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) piercing damage. If the target is&lt;br /&gt;
a creature, it must succeed on a DC 12 Constitution&lt;br /&gt;
saving throw against disease or become poisoned until&lt;br /&gt;
the disease is cured. Every 24 hours that elapse, the&lt;br /&gt;
creature must repeat the saving throw, reducing its hit&lt;br /&gt;
point maximum by 5 (1d10) on a failure. This reduction&lt;br /&gt;
lasts until the disease is cured. The creature dies if the&lt;br /&gt;
disease reduces its hit point maximum to 0.&lt;br /&gt;
A death dog is an ugly two-­‐‑headed hound that&lt;br /&gt;
roams plains, and deserts. Hate burns in a death&lt;br /&gt;
dog’s heart, and a taste for humanoid flesh drives it&lt;br /&gt;
to attack travelers and explorers. Death dog saliva&lt;br /&gt;
carries a foul disease that causes a victim’s flesh to&lt;br /&gt;
slowly rot off the bone.&lt;br /&gt;
Deer&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 4 (1d8)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 371&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 16 (+3) 11 (+0) 2 (−4) 14 (+2) 5 (−3)&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 2 (1d4) piercing damage.&lt;br /&gt;
Dire Wolf&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 37 (5d10 + 10)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3, Stealth +4&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Keen Hearing and Smell. The wolf has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Pack Tactics. The wolf has advantage on an attack roll&lt;br /&gt;
against a creature if at least one of the wolf’s allies is&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) piercing damage. If the target is&lt;br /&gt;
a creature, it must succeed on a DC 13 Strength saving&lt;br /&gt;
throw or be knocked prone.&lt;br /&gt;
Draft Horse&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 9 (2d4 + 4) bludgeoning damage.&lt;br /&gt;
Eagle&lt;br /&gt;
Small beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 3 (1d6)&lt;br /&gt;
Speed 10 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
6 (−2) 15 (+2) 10 (+0) 2 (−4) 14 (+2) 7 (−2)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Keen Sight. The eagle has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 4 (1d4 + 2) slashing damage.&lt;br /&gt;
Elephant&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 76 (8d12 + 24)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
22 (+6) 9 (−1) 17 (+3) 3 (−4) 11 (+0) 6 (−2)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 4 (1,100 XP)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 372&lt;br /&gt;
Trampling Charge. If the elephant moves at least 20&lt;br /&gt;
feet straight toward a creature and then hits it with a&lt;br /&gt;
gore attack on the same turn, that target must succeed&lt;br /&gt;
on a DC 12 Strength saving throw or be knocked prone.&lt;br /&gt;
If the target is prone, the elephant can make one&lt;br /&gt;
stomp attack against it as a bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 19 (3d8 + 6) piercing damage.&lt;br /&gt;
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft.,&lt;br /&gt;
one prone creature. Hit: 22 (3d10 + 6) bludgeoning&lt;br /&gt;
damage.&lt;br /&gt;
Elk&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 13 (2d10 + 2)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Charge. If the elk moves at least 20 feet straight&lt;br /&gt;
toward a target and then hits it with a ram attack on&lt;br /&gt;
the same turn, the target takes an extra 7 (2d6)&lt;br /&gt;
damage. If the target is a creature, it must succeed on&lt;br /&gt;
a DC 13 Strength saving throw or be knocked prone.&lt;br /&gt;
Actions&lt;br /&gt;
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d6 + 3) bludgeoning damage.&lt;br /&gt;
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one prone creature. Hit: 8 (2d4 + 3) bludgeoning&lt;br /&gt;
damage.&lt;br /&gt;
Flying Snake&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 14&lt;br /&gt;
Hit Points 5 (2d4)&lt;br /&gt;
Speed 30 ft., fly 60 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
4 (−3) 18 (+4) 11 (+0) 2 (−4) 12 (+1) 5 (−3)&lt;br /&gt;
Senses blindsight 10 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Flyby. The snake doesn’t provoke opportunity attacks&lt;br /&gt;
when it flies out of an enemy’s reach.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 piercing damage plus 7 (3d4) poison&lt;br /&gt;
damage.&lt;br /&gt;
A flying snake is a brightly colored, winged serpent&lt;br /&gt;
found in remote jungles. Tribespeople and cultists&lt;br /&gt;
sometimes domesticate flying snakes to serve as&lt;br /&gt;
messengers that deliver scrolls wrapped in their&lt;br /&gt;
coils.&lt;br /&gt;
Frog&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 20 ft., swim 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
1 (−5) 13 (+1) 8 (−1) 1 (−5) 8 (−1) 3 (−4)&lt;br /&gt;
Skills Perception +1, Stealth +3&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (0 XP)&lt;br /&gt;
Amphibious. The frog can breathe air and water.&lt;br /&gt;
Standing Leap. The frog’s long jump is up to 10 feet&lt;br /&gt;
and its high jump is up to 5 feet, with or without a&lt;br /&gt;
running start.&lt;br /&gt;
A frog has no effective attacks. It feeds on small&lt;br /&gt;
insects and typically dwells near water, in trees, or&lt;br /&gt;
underground. The frog’s statistics can also be used to&lt;br /&gt;
represent a toad.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 373&lt;br /&gt;
Giant Ape&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 157 (15d12 + 60)&lt;br /&gt;
Speed 40 ft., climb 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 14 (+2) 18 (+4) 7 (−2) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Athletics +9, Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 7 (2,900 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The ape makes two fist attacks.&lt;br /&gt;
Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 22 (3d10 + 6) bludgeoning damage.&lt;br /&gt;
Rock. Ranged Weapon Attack: +9 to hit, range 50/100&lt;br /&gt;
ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.&lt;br /&gt;
Giant Badger&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 13 (2d8 + 4)&lt;br /&gt;
Speed 30 ft., burrow 10 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 10 (+0) 15 (+2) 2 (−4) 12 (+1) 5 (−3)&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Keen Smell. The badger has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The badger makes two attacks: one with&lt;br /&gt;
its bite and one with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d6 + 1) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (2d4 + 1) slashing damage.&lt;br /&gt;
Giant Bat&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 22 (4d10)&lt;br /&gt;
Speed 10 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2)&lt;br /&gt;
Senses blindsight 60 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Echolocation. The bat can’t use its blindsight while&lt;br /&gt;
deafened.&lt;br /&gt;
Keen Hearing. The bat has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on hearing.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Giant Boar&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 42 (5d10 + 15)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 10 (+0) 16 (+3) 2 (−4) 7 (−2) 5 (−3)&lt;br /&gt;
Senses passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Charge. If the boar moves at least 20 feet straight&lt;br /&gt;
toward a target and then hits it with a tusk attack on&lt;br /&gt;
the same turn, the target takes an extra 7 (2d6)&lt;br /&gt;
slashing damage. If the target is a creature, it must&lt;br /&gt;
succeed on a DC 13 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Relentless (Recharges after a Short or Long Rest). If&lt;br /&gt;
the boar takes 10 damage or less that would reduce it&lt;br /&gt;
to 0 hit points, it is reduced to 1 hit point instead.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 374&lt;br /&gt;
Actions&lt;br /&gt;
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) slashing damage.&lt;br /&gt;
Giant Centipede&lt;br /&gt;
Small beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 4 (1d6 + 1)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
5 (−3) 14 (+2) 12 (+1) 1 (−5) 7 (−2) 3 (−4)&lt;br /&gt;
Senses blindsight 30 ft., passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 4 (1d4 + 2) piercing damage, and the&lt;br /&gt;
target must succeed on a DC 11 Constitution saving&lt;br /&gt;
throw or take 10 (3d6) poison damage. If the poison&lt;br /&gt;
damage reduces the target to 0 hit points, the target is&lt;br /&gt;
stable but poisoned for 1 hour, even after regaining hit&lt;br /&gt;
points, and is paralyzed while poisoned in this way.&lt;br /&gt;
Giant Constrictor Snake&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 60 (8d12 + 8)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Senses blindsight 10 ft., passive Perception 12&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one&lt;br /&gt;
creature. Hit: 11 (2d6 + 4) piercing damage.&lt;br /&gt;
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one creature. Hit: 13 (2d8 + 4) bludgeoning damage,&lt;br /&gt;
and the target is grappled (escape DC 16). Until this&lt;br /&gt;
grapple ends, the creature is restrained, and the snake&lt;br /&gt;
can’t constrict another target.&lt;br /&gt;
Giant Crab&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 13 (3d8)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4)&lt;br /&gt;
Skills Stealth +4&lt;br /&gt;
Senses blindsight 30 ft., passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Amphibious. The crab can breathe air and water.&lt;br /&gt;
Actions&lt;br /&gt;
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d6 + 1) bludgeoning damage, and the&lt;br /&gt;
target is grappled (escape DC 11). The crab has two&lt;br /&gt;
claws, each of which can grapple only one target.&lt;br /&gt;
Giant Crocodile&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 85 (9d12 + 27)&lt;br /&gt;
Speed 30 ft., swim 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 9 (−1) 17 (+3) 2 (−4) 10 (+0) 7 (−2)&lt;br /&gt;
Skills Stealth +5&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Hold Breath. The crocodile can hold its breath for 30&lt;br /&gt;
minutes.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The crocodile makes two attacks: one&lt;br /&gt;
with its bite and one with its tail.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 375&lt;br /&gt;
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 21 (3d10 + 5) piercing damage, and the&lt;br /&gt;
target is grappled (escape DC 16). Until this grapple&lt;br /&gt;
ends, the target is restrained, and the crocodile can’t&lt;br /&gt;
bite another target.&lt;br /&gt;
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one&lt;br /&gt;
target not grappled by the crocodile. Hit: 14 (2d8 + 5)&lt;br /&gt;
bludgeoning damage. If the target is a creature, it must&lt;br /&gt;
succeed on a DC 16 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Giant Eagle&lt;br /&gt;
Large beast, neutral good&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 26 (4d10 + 4)&lt;br /&gt;
Speed 10 ft., fly 80 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages Giant Eagle, understands Common and&lt;br /&gt;
Auran but can’t speak them&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Keen Sight. The eagle has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The eagle makes two attacks: one with its&lt;br /&gt;
beak and one with its talons.&lt;br /&gt;
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d6 + 3) piercing damage.&lt;br /&gt;
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 10 (2d6 + 3) slashing damage.&lt;br /&gt;
A giant eagle is a noble creature that speaks its own&lt;br /&gt;
language and understands speech in the Common&lt;br /&gt;
tongue. A mated pair of giant eagles typically has up&lt;br /&gt;
to four eggs or young in their nest (treat the young&lt;br /&gt;
as normal eagles).&lt;br /&gt;
Giant Elk&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 42 (5d12 + 10)&lt;br /&gt;
Speed 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 16 (+3) 14 (+2) 7 (−2) 14 (+2) 10 (+0)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages Giant Elk, understands Common, Elvish, and&lt;br /&gt;
Sylvan but can’t speak them&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Charge. If the elk moves at least 20 feet straight&lt;br /&gt;
toward a target and then hits it with a ram attack on&lt;br /&gt;
the same turn, the target takes an extra 7 (2d6)&lt;br /&gt;
damage. If the target is a creature, it must succeed on&lt;br /&gt;
a DC 14 Strength saving throw or be knocked prone.&lt;br /&gt;
Actions&lt;br /&gt;
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) bludgeoning damage.&lt;br /&gt;
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one prone creature. Hit: 22 (4d8 + 4) bludgeoning&lt;br /&gt;
damage.&lt;br /&gt;
The majestic giant elk is rare to the point that its&lt;br /&gt;
appearance is often taken as a foreshadowing of an&lt;br /&gt;
important event, such as the birth of a king. Legends&lt;br /&gt;
tell of gods that take the form of giant elk when&lt;br /&gt;
visiting the Material Plane. Many cultures therefore&lt;br /&gt;
believe that to hunt these creatures is to invite&lt;br /&gt;
divine wrath.&lt;br /&gt;
Giant Fire Beetle&lt;br /&gt;
Small beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 4 (1d6 + 1)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
8 (−1) 10 (+0) 12 (+1) 1 (−5) 7 (−2) 3 (−4)&lt;br /&gt;
Senses blindsight 30 ft., passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Illumination. The beetle sheds bright light in a 10-­‐foot&lt;br /&gt;
radius and dim light for an additional 10 feet.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 376&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 2 (1d6 − 1) slashing damage.&lt;br /&gt;
A giant fire beetle is a nocturnal creature that takes&lt;br /&gt;
its name from a pair of glowing glands that give off&lt;br /&gt;
light. Miners and adventurers prize these creatures,&lt;br /&gt;
for a giant fire beetle’s glands continue to shed light&lt;br /&gt;
for 1d6 days after the beetle dies. Giant fire beetles&lt;br /&gt;
are most commonly found underground and in dark&lt;br /&gt;
forests.&lt;br /&gt;
Giant Frog&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 18 (4d8)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 13 (+1) 11 (+0) 2 (−4) 10 (+0) 3 (−4)&lt;br /&gt;
Skills Perception +2, Stealth +3&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 12&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Amphibious. The frog can breathe air and water.&lt;br /&gt;
Standing Leap. The frog’s long jump is up to 20 feet&lt;br /&gt;
and its high jump is up to 10 feet, with or without a&lt;br /&gt;
running start.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d6 + 1) piercing damage, and the target&lt;br /&gt;
is grappled (escape DC 11). Until this grapple ends, the&lt;br /&gt;
target is restrained, and the frog can’t bite another&lt;br /&gt;
target.&lt;br /&gt;
Swallow. The frog makes one bite attack against a&lt;br /&gt;
Small or smaller target it is grappling. If the attack hits,&lt;br /&gt;
the target is swallowed, and the grapple ends. The&lt;br /&gt;
swallowed target is blinded and restrained, it has total&lt;br /&gt;
cover against attacks and other effects outside the frog,&lt;br /&gt;
and it takes 5 (2d4) acid damage at the start of each of&lt;br /&gt;
the frog’s turns. The frog can have only one target&lt;br /&gt;
swallowed at a time.&lt;br /&gt;
If the frog dies, a swallowed creature is no longer&lt;br /&gt;
restrained by it and can escape from the corpse using 5&lt;br /&gt;
feet of movement, exiting prone.&lt;br /&gt;
Giant Goat&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 11 (+0) 12 (+1) 3 (−4) 12 (+1) 6 (−2)&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Charge. If the goat moves at least 20 feet straight&lt;br /&gt;
toward a target and then hits it with a ram attack on&lt;br /&gt;
the same turn, the target takes an extra 5 (2d4)&lt;br /&gt;
bludgeoning damage. If the target is a creature, it must&lt;br /&gt;
succeed on a DC 13 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Sure-­‐Footed. The goat has advantage on Strength and&lt;br /&gt;
Dexterity saving throws made against effects that&lt;br /&gt;
would knock it prone.&lt;br /&gt;
Actions&lt;br /&gt;
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (2d4 + 3) bludgeoning damage.&lt;br /&gt;
Giant Hyena&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 45 (6d10 + 12)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 14 (+2) 14 (+2) 2 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Rampage. When the hyena reduces a creature to 0 hit&lt;br /&gt;
points with a melee attack on its turn, the hyena can&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 377&lt;br /&gt;
take a bonus action to move up to half its speed and&lt;br /&gt;
make a bite attack.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) piercing damage.&lt;br /&gt;
Giant Lizard&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3)&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d8 + 2) piercing damage.&lt;br /&gt;
A giant lizard can be ridden or used as a draft&lt;br /&gt;
animal. Lizardfolk also keep them as pets, and&lt;br /&gt;
subterranean giant lizards are used as mounts and&lt;br /&gt;
pack animals by drow, duergar, and others.&lt;br /&gt;
Giant Octopus&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 52 (8d10 + 8)&lt;br /&gt;
Speed 10 ft., swim 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3)&lt;br /&gt;
Skills Perception +4, Stealth +5&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Hold Breath. While out of water, the octopus can hold&lt;br /&gt;
its breath for 1 hour.&lt;br /&gt;
Underwater Camouflage. The octopus has advantage&lt;br /&gt;
on Dexterity (Stealth) checks made while underwater.&lt;br /&gt;
Water Breathing. The octopus can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Actions&lt;br /&gt;
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft.,&lt;br /&gt;
one target. Hit: 10 (2d6 + 3) bludgeoning damage. If&lt;br /&gt;
the target is a creature, it is grappled (escape DC 16).&lt;br /&gt;
Until this grapple ends, the target is restrained, and the&lt;br /&gt;
octopus can’t use its tentacles on another target.&lt;br /&gt;
Ink Cloud (Recharges after a Short or Long Rest). A 20-­‐&lt;br /&gt;
foot-­‐radius cloud of ink extends all around the octopus&lt;br /&gt;
if it is underwater. The area is heavily obscured for 1&lt;br /&gt;
minute, although a significant current can disperse the&lt;br /&gt;
ink. After releasing the ink, the octopus can use the&lt;br /&gt;
Dash action as a bonus action.&lt;br /&gt;
Giant Owl&lt;br /&gt;
Large beast, neutral&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 5 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 15 (+2) 12 (+1) 8 (−1) 13 (+1) 10 (+0)&lt;br /&gt;
Skills Perception +5, Stealth +4&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 15&lt;br /&gt;
Languages Giant Owl, understands Common, Elvish,&lt;br /&gt;
and Sylvan but can’t speak them&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Flyby. The owl doesn’t provoke opportunity attacks&lt;br /&gt;
when it flies out of an enemy’s reach.&lt;br /&gt;
Keen Hearing and Sight. The owl has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
sight.&lt;br /&gt;
Actions&lt;br /&gt;
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 8 (2d6 + 1) slashing damage.&lt;br /&gt;
Giant owls often befriend fey and other sylvan&lt;br /&gt;
creatures and are guardians of their woodland&lt;br /&gt;
realms.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 378&lt;br /&gt;
Giant Poisonous Snake&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 14&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 18 (+4) 13 (+1) 2 (−4) 10 (+0) 3 (−4)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Senses blindsight 10 ft., passive Perception 12&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one&lt;br /&gt;
target. Hit: 6 (1d4 + 4) piercing damage, and the target&lt;br /&gt;
must make a DC 11 Constitution saving throw, taking&lt;br /&gt;
10 (3d6) poison damage on a failed save, or half as&lt;br /&gt;
much damage on a successful one.&lt;br /&gt;
Giant Rat&lt;br /&gt;
Small beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 7 (2d6)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
7 (−2) 15 (+2) 11 (+0) 2 (−4) 10 (+0) 4 (−3)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Keen Smell. The rat has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Pack Tactics. The rat has advantage on an attack roll&lt;br /&gt;
against a creature if at least one of the rat’s allies is&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d4 + 2) piercing damage.&lt;br /&gt;
Variant: Diseased Giant Rats&lt;br /&gt;
Some giant rats carry vile diseases that they spread with their&lt;br /&gt;
bites. A diseased giant rat has a challenge rating of 1/8 (25&lt;br /&gt;
XP) and the following action instead of its normal bite attack.&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d4 + 2) piercing damage. If the target is a&lt;br /&gt;
creature, it must succeed on a DC 10 Constitution saving&lt;br /&gt;
throw or contract a disease. Until the disease is cured, the&lt;br /&gt;
target can’t regain hit points except by magical means, and&lt;br /&gt;
the target’s hit point maximum decreases by 3 (1d6) every 24&lt;br /&gt;
hours. If the target’s hit point maximum drops to 0 as a result&lt;br /&gt;
of this disease, the target dies.&lt;br /&gt;
Giant Scorpion&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 15 (natural armor)&lt;br /&gt;
Hit Points 52 (7d10 + 14)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 13 (+1) 15 (+2) 1 (−5) 9 (−1) 3 (−4)&lt;br /&gt;
Senses blindsight 60 ft., passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The scorpion makes three attacks: two&lt;br /&gt;
with its claws and one with its sting.&lt;br /&gt;
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d8 + 2) bludgeoning damage, and the&lt;br /&gt;
target is grappled (escape DC 12). The scorpion has two&lt;br /&gt;
claws, each of which can grapple only one target.&lt;br /&gt;
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 7 (1d10 + 2) piercing damage, and the&lt;br /&gt;
target must make a DC 12 Constitution saving throw,&lt;br /&gt;
taking 22 (4d10) poison damage on a failed save, or&lt;br /&gt;
half as much damage on a successful one.&lt;br /&gt;
Giant Sea Horse&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 16 (3d10)&lt;br /&gt;
Speed 0 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 15 (+2) 11 (+0) 2 (−4) 12 (+1) 5 (−3)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 379&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Charge. If the sea horse moves at least 20 feet straight&lt;br /&gt;
toward a target and then hits it with a ram attack on&lt;br /&gt;
the same turn, the target takes an extra 7 (2d6)&lt;br /&gt;
bludgeoning damage. It the target is a creature, it must&lt;br /&gt;
succeed on a DC 11 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Water Breathing. The sea horse can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Actions&lt;br /&gt;
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d6 + 1) bludgeoning damage.&lt;br /&gt;
Like their smaller kin, giant sea horses are shy,&lt;br /&gt;
colorful fish with elongated bodies and curled tails.&lt;br /&gt;
Aquatic elves train them as mounts.&lt;br /&gt;
Giant Shark&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 126 (11d12 + 55)&lt;br /&gt;
Speed 0 ft., swim 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
23 (+6) 11 (+0) 21 (+5) 1 (−5) 10 (+0) 5 (−3)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses blindsight 60 ft., passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Blood Frenzy. The shark has advantage on melee attack&lt;br /&gt;
rolls against any creature that doesn’t have all its hit&lt;br /&gt;
points.&lt;br /&gt;
Water Breathing. The shark can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 22 (3d10 + 6) piercing damage.&lt;br /&gt;
A giant shark is 30 feet long and normally found in&lt;br /&gt;
deep oceans. Utterly fearless, it preys on anything&lt;br /&gt;
that crosses its path, including whales and ships.&lt;br /&gt;
Giant Spider&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 14 (natural armor)&lt;br /&gt;
Hit Points 26 (4d10 + 4)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3)&lt;br /&gt;
Skills Stealth +7&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Spider Climb. The spider can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Web Sense. While in contact with a web, the spider&lt;br /&gt;
knows the exact location of any other creature in&lt;br /&gt;
contact with the same web.&lt;br /&gt;
Web Walker. The spider ignores movement restrictions&lt;br /&gt;
caused by webbing.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 7 (1d8 + 3) piercing damage, and the&lt;br /&gt;
target must make a DC 11 Constitution saving throw,&lt;br /&gt;
taking 9 (2d8) poison damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one. If the poison&lt;br /&gt;
damage reduces the target to 0 hit points, the target is&lt;br /&gt;
stable but poisoned for 1 hour, even after regaining hit&lt;br /&gt;
points, and is paralyzed while poisoned in this way.&lt;br /&gt;
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit,&lt;br /&gt;
range 30/60 ft., one creature. Hit: The target is&lt;br /&gt;
restrained by webbing. As an action, the restrained&lt;br /&gt;
target can make a DC 12 Strength check, bursting the&lt;br /&gt;
webbing on a success. The webbing can also be&lt;br /&gt;
attacked and destroyed (AC 10; hp 5; vulnerability to&lt;br /&gt;
fire damage; immunity to bludgeoning, poison, and&lt;br /&gt;
psychic damage).&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 380&lt;br /&gt;
To snare its prey, a giant spider spins elaborate&lt;br /&gt;
webs or shoots sticky strands of webbing from its&lt;br /&gt;
abdomen. Giant spiders are most commonly found&lt;br /&gt;
underground, making their lairs on ceilings or in&lt;br /&gt;
dark, web-­‐‑filled crevices. Such lairs are often&lt;br /&gt;
festooned with web cocoons holding past victims.&lt;br /&gt;
Giant Toad&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 39 (6d10 + 6)&lt;br /&gt;
Speed 20 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Amphibious. The toad can breathe air and water.&lt;br /&gt;
Standing Leap. The toad’s long jump is up to 20 feet&lt;br /&gt;
and its high jump is up to 10 feet, with or without a&lt;br /&gt;
running start.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10)&lt;br /&gt;
poison damage, and the target is grappled (escape DC&lt;br /&gt;
13). Until this grapple ends, the target is restrained,&lt;br /&gt;
and the toad can’t bite another target.&lt;br /&gt;
Swallow. The toad makes one bite attack against a&lt;br /&gt;
Medium or smaller target it is grappling. If the attack&lt;br /&gt;
hits, the target is swallowed, and the grapple ends. The&lt;br /&gt;
swallowed target is blinded and restrained, it has total&lt;br /&gt;
cover against attacks and other effects outside the&lt;br /&gt;
toad, and it takes 10 (3d6) acid damage at the start of&lt;br /&gt;
each of the toad’s turns. The toad can have only one&lt;br /&gt;
target swallowed at a time.&lt;br /&gt;
If the toad dies, a swallowed creature is no longer&lt;br /&gt;
restrained by it and can escape from the corpse using 5&lt;br /&gt;
feet of movement, exiting prone.&lt;br /&gt;
Giant Vulture&lt;br /&gt;
Large beast, neutral evil&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 22 (3d10 + 6)&lt;br /&gt;
Speed 10 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 10 (+0) 15 (+2) 6 (−2) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages understands Common but can’t speak&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Keen Sight and Smell. The vulture has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on sight or smell.&lt;br /&gt;
Pack Tactics. The vulture has advantage on an attack&lt;br /&gt;
roll against a creature if at least one of the vulture’s&lt;br /&gt;
allies is within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The vulture makes two attacks: one with&lt;br /&gt;
its beak and one with its talons.&lt;br /&gt;
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (2d4 + 2) piercing damage.&lt;br /&gt;
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 9 (2d6 + 2) slashing damage.&lt;br /&gt;
A giant vulture has advanced intelligence and a&lt;br /&gt;
malevolent bent. Unlike its smaller kin, it will attack&lt;br /&gt;
a wounded creature to hasten its end. Giant vultures&lt;br /&gt;
have been known to haunt a thirsty, starving&lt;br /&gt;
creature for days to enjoy its suffering.&lt;br /&gt;
Giant Wasp&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 13 (3d8)&lt;br /&gt;
Speed 10 ft., fly 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 5 (1d6 + 2) piercing damage, and the&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 381&lt;br /&gt;
target must make a DC 11 Constitution saving throw,&lt;br /&gt;
taking 10 (3d6) poison damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one. If the poison&lt;br /&gt;
damage reduces the target to 0 hit points, the target is&lt;br /&gt;
stable but poisoned for 1 hour, even after regaining hit&lt;br /&gt;
points, and is paralyzed while poisoned in this way.&lt;br /&gt;
Giant Weasel&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 9 (2d8)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 16 (+3) 10 (+0) 4 (−3) 12 (+1) 5 (−3)&lt;br /&gt;
Skills Perception +3, Stealth +5&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Keen Hearing and Smell. The weasel has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d4 + 3) piercing damage.&lt;br /&gt;
Giant Wolf Spider&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 40 ft., climb 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3)&lt;br /&gt;
Skills Perception +3, Stealth +7&lt;br /&gt;
Senses blindsight 10 ft., darkvision 60 ft., passive&lt;br /&gt;
Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Spider Climb. The spider can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Web Sense. While in contact with a web, the spider&lt;br /&gt;
knows the exact location of any other creature in&lt;br /&gt;
contact with the same web.&lt;br /&gt;
Web Walker. The spider ignores movement restrictions&lt;br /&gt;
caused by webbing.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 4 (1d6 + 1) piercing damage, and the&lt;br /&gt;
target must make a DC 11 Constitution saving throw,&lt;br /&gt;
taking 7 (2d6) poison damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one. If the poison&lt;br /&gt;
damage reduces the target to 0 hit points, the target is&lt;br /&gt;
stable but poisoned for 1 hour, even after regaining hit&lt;br /&gt;
points, and is paralyzed while poisoned in this way.&lt;br /&gt;
Smaller than a giant spider, a giant wolf spider&lt;br /&gt;
hunts prey across open ground or hides in a burrow&lt;br /&gt;
or crevice, or in a hidden cavity beneath debris.&lt;br /&gt;
Goat&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 4 (1d8)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 10 (+0) 11 (+0) 2 (−4) 10 (+0) 5 (−3)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Charge. If the goat moves at least 20 feet straight&lt;br /&gt;
toward a target and then hits it with a ram attack on&lt;br /&gt;
the same turn, the target takes an extra 2 (1d4)&lt;br /&gt;
bludgeoning damage. If the target is a creature, it must&lt;br /&gt;
succeed on a DC 10 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Sure-­‐Footed. The goat has advantage on Strength and&lt;br /&gt;
Dexterity saving throws made against effects that&lt;br /&gt;
would knock it prone.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 382&lt;br /&gt;
Actions&lt;br /&gt;
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 3 (1d4 + 1) bludgeoning damage.&lt;br /&gt;
Hawk&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 10 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
5 (−3) 16 (+3) 8 (−1) 2 (−4) 14 (+2) 6 (−2)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Keen Sight. The hawk has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on sight.&lt;br /&gt;
Actions&lt;br /&gt;
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 1 slashing damage.&lt;br /&gt;
Hunter Shark&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 45 (6d10 + 12)&lt;br /&gt;
Speed 0 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 13 (+1) 15 (+2) 1 (−5) 10 (+0) 4 (−3)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Senses blindsight 30 ft., passive Perception 12&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Blood Frenzy. The shark has advantage on melee attack&lt;br /&gt;
rolls against any creature that doesn’t have all its hit&lt;br /&gt;
points.&lt;br /&gt;
Water Breathing. The shark can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 13 (2d8 + 4) piercing damage.&lt;br /&gt;
Smaller than a giant shark but larger and fiercer&lt;br /&gt;
than a reef shark, a hunter shark haunts deep&lt;br /&gt;
waters. It usually hunts alone, but multiple hunter&lt;br /&gt;
sharks might feed in the same area. A fully grown&lt;br /&gt;
hunter shark is 15 to 20 feet long.&lt;br /&gt;
Hyena&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 5 (1d8 + 1)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 13 (+1) 12 (+1) 2 (−4) 12 (+1) 5 (−3)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Pack Tactics. The hyena has advantage on an attack&lt;br /&gt;
roll against a creature if at least one of the hyena’s&lt;br /&gt;
allies is within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 3 (1d6) piercing damage.&lt;br /&gt;
Jackal&lt;br /&gt;
Small beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 3 (1d6)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
8 (−1) 15 (+2) 11 (+0) 3 (−4) 12 (+1) 6 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 383&lt;br /&gt;
Keen Hearing and Smell. The jackal has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Pack Tactics. The jackal has advantage on an attack roll&lt;br /&gt;
against a creature if at least one of the jackal’s allies is&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 (1d4 – 1) piercing damage.&lt;br /&gt;
Killer Whale&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 90 (12d12 + 12)&lt;br /&gt;
Speed 0 ft., swim 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
19 (+4) 10 (+0) 13 (+1) 3 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses blindsight 120 ft., passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Echolocation. The whale can’t use its blindsight while&lt;br /&gt;
deafened.&lt;br /&gt;
Hold Breath. The whale can hold its breath for 30&lt;br /&gt;
minutes.&lt;br /&gt;
Keen Hearing. The whale has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on hearing.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 21 (5d6 + 4) piercing damage.&lt;br /&gt;
Lion&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 26 (4d10 + 4)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 15 (+2) 13 (+1) 3 (−4) 12 (+1) 8 (−1)&lt;br /&gt;
Skills Perception +3, Stealth +6&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Keen Smell. The lion has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Pack Tactics. The lion has advantage on an attack roll&lt;br /&gt;
against a creature if at least one of the lion’s allies is&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Pounce. If the lion moves at least 20 feet straight&lt;br /&gt;
toward a creature and then hits it with a claw attack on&lt;br /&gt;
the same turn, that target must succeed on a DC 13&lt;br /&gt;
Strength saving throw or be knocked prone. If the&lt;br /&gt;
target is prone, the lion can make one bite attack&lt;br /&gt;
against it as a bonus action.&lt;br /&gt;
Running Leap. With a 10-­‐foot running start, the lion&lt;br /&gt;
can long jump up to 25 feet.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d8 + 3) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d6 + 3) slashing damage.&lt;br /&gt;
Lizard&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 2 (1d4)&lt;br /&gt;
Speed 20 ft., climb 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 3 (−4)&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 piercing damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 384&lt;br /&gt;
Mammoth&lt;br /&gt;
Huge beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 126 (11d12 + 55)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
24 (+7) 9 (−1) 21 (+5) 3 (−4) 11 (+0) 6 (−2)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Trampling Charge. If the mammoth moves at least 20&lt;br /&gt;
feet straight toward a creature and then hits it with a&lt;br /&gt;
gore attack on the same turn, that target must succeed&lt;br /&gt;
on a DC 18 Strength saving throw or be knocked prone.&lt;br /&gt;
If the target is prone, the mammoth can make one&lt;br /&gt;
stomp attack against it as a bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft.,&lt;br /&gt;
one target. Hit: 25 (4d8 + 7) piercing damage.&lt;br /&gt;
Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft.,&lt;br /&gt;
one prone creature. Hit: 29 (4d10 + 7) bludgeoning&lt;br /&gt;
damage.&lt;br /&gt;
A mammoth is an elephantine creature with thick&lt;br /&gt;
fur and long tusks. Stockier and fiercer than normal&lt;br /&gt;
elephants, mammoths inhabit a wide range of climes,&lt;br /&gt;
from subarctic to subtropical.&lt;br /&gt;
Mastiff&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 5 (1d8 + 1)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Keen Hearing and Smell. The mastiff has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d6 + 1) piercing damage. If the target is&lt;br /&gt;
a creature, it must succeed on a DC 11 Strength saving&lt;br /&gt;
throw or be knocked prone.&lt;br /&gt;
Mastiffs are impressive hounds prized by&lt;br /&gt;
humanoids for their loyalty and keen senses.&lt;br /&gt;
Mastiffs can be trained as guard dogs, hunting dogs,&lt;br /&gt;
and war dogs. Halflings and other Small humanoids&lt;br /&gt;
ride them as mounts.&lt;br /&gt;
Mule&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Beast of Burden. The mule is considered to be a Large&lt;br /&gt;
animal for the purpose of determining its carrying&lt;br /&gt;
capacity.&lt;br /&gt;
Sure-­‐Footed. The mule has advantage on Strength and&lt;br /&gt;
Dexterity saving throws made against effects that&lt;br /&gt;
would knock it prone.&lt;br /&gt;
Actions&lt;br /&gt;
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 4 (1d4 + 2) bludgeoning damage.&lt;br /&gt;
Octopus&lt;br /&gt;
Small beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 3 (1d6)&lt;br /&gt;
Speed 5 ft., swim 30 ft.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 385&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3)&lt;br /&gt;
Skills Perception +2, Stealth +4&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 12&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Hold Breath. While out of water, the octopus can hold&lt;br /&gt;
its breath for 30 minutes.&lt;br /&gt;
Underwater Camouflage. The octopus has advantage&lt;br /&gt;
on Dexterity (Stealth) checks made while underwater.&lt;br /&gt;
Water Breathing. The octopus can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Actions&lt;br /&gt;
Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 1 bludgeoning damage, and the target&lt;br /&gt;
is grappled (escape DC 10). Until this grapple ends, the&lt;br /&gt;
octopus can’t use its tentacles on another target.&lt;br /&gt;
Ink Cloud (Recharges after a Short or Long Rest). A 5-­‐&lt;br /&gt;
foot-­‐radius cloud of ink extends all around the octopus&lt;br /&gt;
if it is underwater. The area is heavily obscured for 1&lt;br /&gt;
minute, although a significant current can disperse the&lt;br /&gt;
ink. After releasing the ink, the octopus can use the&lt;br /&gt;
Dash action as a bonus action.&lt;br /&gt;
Owl&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 5 ft., fly 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
3 (−4) 13 (+1) 8 (−1) 2 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3, Stealth +3&lt;br /&gt;
Senses darkvision 120 ft., passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Flyby. The owl doesn’t provoke opportunity attacks&lt;br /&gt;
when it flies out of an enemy’s reach.&lt;br /&gt;
Keen Hearing and Sight. The owl has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
sight.&lt;br /&gt;
Actions&lt;br /&gt;
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 1 slashing damage.&lt;br /&gt;
Panther&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 13 (3d8)&lt;br /&gt;
Speed 50 ft., climb 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2)&lt;br /&gt;
Skills Perception +4, Stealth +6&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Keen Smell. The panther has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Pounce. If the panther moves at least 20 feet straight&lt;br /&gt;
toward a creature and then hits it with a claw attack on&lt;br /&gt;
the same turn, that target must succeed on a DC 12&lt;br /&gt;
Strength saving throw or be knocked prone. If the&lt;br /&gt;
target is prone, the panther can make one bite attack&lt;br /&gt;
against it as a bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 4 (1d4 + 2) slashing damage.&lt;br /&gt;
Phase Spider&lt;br /&gt;
Large monstrosity, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 32 (5d10 + 5)&lt;br /&gt;
Speed 30 ft., climb 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 15 (+2) 12 (+1) 6 (−2) 10 (+0) 6 (−2)&lt;br /&gt;
Skills Stealth +6&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 386&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Ethereal Jaunt. As a bonus action, the spider can&lt;br /&gt;
magically shift from the Material Plane to the Ethereal&lt;br /&gt;
Plane, or vice versa.&lt;br /&gt;
Spider Climb. The spider can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Web Walker. The spider ignores movement restrictions&lt;br /&gt;
caused by webbing.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 7 (1d10 + 2) piercing damage, and the&lt;br /&gt;
target must make a DC 11 Constitution saving throw,&lt;br /&gt;
taking 18 (4d8) poison damage on a failed save, or half&lt;br /&gt;
as much damage on a successful one. If the poison&lt;br /&gt;
damage reduces the target to 0 hit points, the target is&lt;br /&gt;
stable but poisoned for 1 hour, even after regaining hit&lt;br /&gt;
points, and is paralyzed while poisoned in this way.&lt;br /&gt;
A phase spider possesses the magical ability to&lt;br /&gt;
phase in and out of the Ethereal Plane. It seems to&lt;br /&gt;
appear out of nowhere and quickly vanishes after&lt;br /&gt;
attacking. Its movement on the Ethereal Plane before&lt;br /&gt;
coming back to the Material Plane makes it seem like&lt;br /&gt;
it can teleport.&lt;br /&gt;
Poisonous Snake&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 2 (1d4)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 16 (+3) 11 (+0) 1 (−5) 10 (+0) 3 (−4)&lt;br /&gt;
Senses blindsight 10 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 piercing damage, and the target must&lt;br /&gt;
make a DC 10 Constitution saving throw, taking 5 (2d4)&lt;br /&gt;
poison damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Polar Bear&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 42 (5d10 + 15)&lt;br /&gt;
Speed 40 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Keen Smell. The bear has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The bear makes two attacks: one with its&lt;br /&gt;
bite and one with its claws.&lt;br /&gt;
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 9 (1d8 + 5) piercing damage.&lt;br /&gt;
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 12 (2d6 + 5) slashing damage.&lt;br /&gt;
Pony&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 10 (+0) 13 (+1) 2 (−4) 11 (+0) 7 (−2)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 7 (2d4 + 2) bludgeoning damage.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 387&lt;br /&gt;
Quipper&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 0 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4)&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Blood Frenzy. The quipper has advantage on melee&lt;br /&gt;
attack rolls against any creature that doesn’t have all&lt;br /&gt;
its hit points.&lt;br /&gt;
Water Breathing. The quipper can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 piercing damage.&lt;br /&gt;
A quipper is a carnivorous fish with sharp teeth.&lt;br /&gt;
Quippers can adapt to any aquatic environment,&lt;br /&gt;
including cold subterranean lakes. They frequently&lt;br /&gt;
gather in swarms; the statistics for a swarm of&lt;br /&gt;
quippers appear later in this appendix.&lt;br /&gt;
Rat&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 4 (−3)&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Keen Smell. The rat has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 piercing damage.&lt;br /&gt;
Raven&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 10 ft., fly 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 14 (+2) 8 (−1) 2 (−4) 12 (+1) 6 (−2)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Mimicry. The raven can mimic simple sounds it has&lt;br /&gt;
heard, such as a person whispering, a baby crying, or&lt;br /&gt;
an animal chittering. A creature that hears the sounds&lt;br /&gt;
can tell they are imitations with a successful DC 10&lt;br /&gt;
Wisdom (Insight) check.&lt;br /&gt;
Actions&lt;br /&gt;
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 piercing damage.&lt;br /&gt;
Reef Shark&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Hit Points 22 (4d8 + 4)&lt;br /&gt;
Speed 0 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
14 (+2) 13 (+1) 13 (+1) 1 (−5) 10 (+0) 4 (−3)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Senses blindsight 30 ft., passive Perception 12&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Pack Tactics. The shark has advantage on an attack roll&lt;br /&gt;
against a creature if at least one of the shark’s allies is&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 388&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Water Breathing. The shark can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 6 (1d8 + 2) piercing damage.&lt;br /&gt;
Smaller than giant sharks and hunter sharks, reef&lt;br /&gt;
sharks inhabit shallow waters and coral reefs,&lt;br /&gt;
gathering in small packs to hunt. A full-­‐‑grown&lt;br /&gt;
specimen measures 6 to 10 feet long.&lt;br /&gt;
Rhinoceros&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 45 (6d10 + 12)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
21 (+5) 8 (−1) 15 (+2) 2 (−4) 12 (+1) 6 (−2)&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Charge. If the rhinoceros moves at least 20 feet&lt;br /&gt;
straight toward a target and then hits it with a gore&lt;br /&gt;
attack on the same turn, the target takes an extra 9&lt;br /&gt;
(2d8) bludgeoning damage. If the target is a creature, it&lt;br /&gt;
must succeed on a DC 15 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Actions&lt;br /&gt;
Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 14 (2d8 + 5) bludgeoning damage.&lt;br /&gt;
Riding Horse&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 13 (2d10 + 2)&lt;br /&gt;
Speed 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 8 (2d4 + 3) bludgeoning damage.&lt;br /&gt;
Saber-­‐Toothed Tiger&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 52 (7d10 + 14)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 14 (+2) 15 (+2) 3 (−4) 12 (+1) 8 (−1)&lt;br /&gt;
Skills Perception +3, Stealth +6&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Keen Smell. The tiger has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Pounce. If the tiger moves at least 20 feet straight&lt;br /&gt;
toward a creature and then hits it with a claw attack on&lt;br /&gt;
the same turn, that target must succeed on a DC 14&lt;br /&gt;
Strength saving throw or be knocked prone. If the&lt;br /&gt;
target is prone, the tiger can make one bite attack&lt;br /&gt;
against it as a bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (1d10 + 5) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 12 (2d6 + 5) slashing damage.&lt;br /&gt;
Scorpion&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 11 (natural armor)&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 10 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 11 (+0) 8 (−1) 1 (−5) 8 (−1) 2 (−4)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 389&lt;br /&gt;
Senses blindsight 10 ft., passive Perception 9&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 1 piercing damage, and the target must&lt;br /&gt;
make a DC 9 Constitution saving throw, taking 4 (1d8)&lt;br /&gt;
poison damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Sea Horse&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 0 ft., swim 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
1 (−5) 12 (+1) 8 (−1) 1 (−5) 10 (+0) 2 (−4)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (0 XP)&lt;br /&gt;
Water Breathing. The sea horse can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Spider&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 20 ft., climb 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
2 (−4) 14 (+2) 8 (−1) 1 (−5) 10 (+0) 2 (−4)&lt;br /&gt;
Skills Stealth +4&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Spider Climb. The spider can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to&lt;br /&gt;
make an ability check.&lt;br /&gt;
Web Sense. While in contact with a web, the spider&lt;br /&gt;
knows the exact location of any other creature in&lt;br /&gt;
contact with the same web.&lt;br /&gt;
Web Walker. The spider ignores movement restrictions&lt;br /&gt;
caused by webbing.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 1 piercing damage, and the target must&lt;br /&gt;
succeed on a DC 9 Constitution saving throw or take 2&lt;br /&gt;
(1d4) poison damage.&lt;br /&gt;
Swarm of Bats&lt;br /&gt;
Medium swarm of Tiny beasts, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 22 (5d8)&lt;br /&gt;
Speed 0 ft., fly 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, slashing&lt;br /&gt;
Condition Immunities charmed, frightened, grappled,&lt;br /&gt;
paralyzed, petrified, prone, restrained, stunned&lt;br /&gt;
Senses blindsight 60 ft., passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Echolocation. The swarm can’t use its blindsight while&lt;br /&gt;
deafened.&lt;br /&gt;
Keen Hearing. The swarm has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on hearing.&lt;br /&gt;
Swarm. The swarm can occupy another creature’s&lt;br /&gt;
space and vice versa, and the swarm can move through&lt;br /&gt;
any opening large enough for a Tiny bat. The swarm&lt;br /&gt;
can’t regain hit points or gain temporary hit points.&lt;br /&gt;
Actions&lt;br /&gt;
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one&lt;br /&gt;
creature in the swarm’s space. Hit: 5 (2d4) piercing&lt;br /&gt;
damage, or 2 (1d4) piercing damage if the swarm has&lt;br /&gt;
half of its hit points or fewer.&lt;br /&gt;
Swarm of Insects&lt;br /&gt;
Medium swarm of Tiny beasts, unaligned&lt;br /&gt;
Armor Class 12 (natural armor)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 390&lt;br /&gt;
Hit Points 22 (5d8)&lt;br /&gt;
Speed 20 ft., climb 20 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, slashing&lt;br /&gt;
Condition Immunities charmed, frightened, grappled,&lt;br /&gt;
paralyzed, petrified, prone, restrained, stunned&lt;br /&gt;
Senses blindsight 10 ft., passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Swarm. The swarm can occupy another creature’s&lt;br /&gt;
space and vice versa, and the swarm can move through&lt;br /&gt;
any opening large enough for a Tiny insect. The swarm&lt;br /&gt;
can’t regain hit points or gain temporary hit points.&lt;br /&gt;
Actions&lt;br /&gt;
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one&lt;br /&gt;
target in the swarm’s space. Hit: 10 (4d4) piercing&lt;br /&gt;
damage, or 5 (2d4) piercing damage if the swarm has&lt;br /&gt;
half of its hit points or fewer.&lt;br /&gt;
Swarm of Poisonous Snakes&lt;br /&gt;
Medium swarm of Tiny beasts, unaligned&lt;br /&gt;
Armor Class 14&lt;br /&gt;
Hit Points 36 (8d8)&lt;br /&gt;
Speed 30 ft., swim 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
8 (−1) 18 (+4) 11 (+0) 1 (−5) 10 (+0) 3 (−4)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, slashing&lt;br /&gt;
Condition Immunities charmed, frightened, grappled,&lt;br /&gt;
paralyzed, petrified, prone, restrained, stunned&lt;br /&gt;
Senses blindsight 10 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Swarm. The swarm can occupy another creature’s&lt;br /&gt;
space and vice versa, and the swarm can move through&lt;br /&gt;
any opening large enough for a Tiny snake. The swarm&lt;br /&gt;
can’t regain hit points or gain temporary hit points.&lt;br /&gt;
Actions&lt;br /&gt;
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one&lt;br /&gt;
creature in the swarm’s space. Hit: 7 (2d6) piercing&lt;br /&gt;
damage, or 3 (1d6) piercing damage if the swarm has&lt;br /&gt;
half of its hit points or fewer. The target must make a&lt;br /&gt;
DC 10 Constitution saving throw, taking 14 (4d6)&lt;br /&gt;
poison damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
Swarm of Quippers&lt;br /&gt;
Medium swarm of Tiny beasts, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 28 (8d8 − 8)&lt;br /&gt;
Speed 0 ft., swim 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, slashing&lt;br /&gt;
Condition Immunities charmed, frightened, grappled,&lt;br /&gt;
paralyzed, petrified, prone, restrained, stunned&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 8&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Blood Frenzy. The swarm has advantage on melee&lt;br /&gt;
attack rolls against any creature that doesn’t have all&lt;br /&gt;
its hit points.&lt;br /&gt;
Swarm. The swarm can occupy another creature’s&lt;br /&gt;
space and vice versa, and the swarm can move through&lt;br /&gt;
any opening large enough for a Tiny quipper. The&lt;br /&gt;
swarm can’t regain hit points or gain temporary hit&lt;br /&gt;
points.&lt;br /&gt;
Water Breathing. The swarm can breathe only&lt;br /&gt;
underwater.&lt;br /&gt;
Actions&lt;br /&gt;
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one&lt;br /&gt;
creature in the swarm’s space. Hit: 14 (4d6) piercing&lt;br /&gt;
damage, or 7 (2d6) piercing damage if the swarm has&lt;br /&gt;
half of its hit points or fewer.&lt;br /&gt;
Swarm of Rats&lt;br /&gt;
Medium swarm of Tiny beasts, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 24 (7d8 − 7)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 391&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4)&lt;br /&gt;
Damage Resistances bludgeoning, piercing, slashing&lt;br /&gt;
Condition Immunities charmed, frightened, grappled,&lt;br /&gt;
paralyzed, petrified, prone, restrained, stunned&lt;br /&gt;
Senses darkvision 30 ft., passive Perception 10&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Keen Smell. The swarm has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Swarm. The swarm can occupy another creature’s&lt;br /&gt;
space and vice versa, and the swarm can move through&lt;br /&gt;
any opening large enough for a Tiny rat. The swarm&lt;br /&gt;
can’t regain hit points or gain temporary hit points.&lt;br /&gt;
Actions&lt;br /&gt;
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one&lt;br /&gt;
target in the swarm’s space. Hit: 7 (2d6) piercing&lt;br /&gt;
damage, or 3 (1d6) piercing damage if the swarm has&lt;br /&gt;
half of its hit points or fewer.&lt;br /&gt;
Swarm of Ravens&lt;br /&gt;
Medium swarm of Tiny beasts, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 24 (7d8 − 7)&lt;br /&gt;
Speed 10 ft., fly 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
6 (−2) 14 (+2) 8 (−1) 3 (−4) 12 (+1) 6 (−2)&lt;br /&gt;
Skills Perception +5&lt;br /&gt;
Damage Resistances bludgeoning, piercing, slashing&lt;br /&gt;
Condition Immunities charmed, frightened, grappled,&lt;br /&gt;
paralyzed, petrified, prone, restrained, stunned&lt;br /&gt;
Senses passive Perception 15&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Swarm. The swarm can occupy another creature’s&lt;br /&gt;
space and vice versa, and the swarm can move through&lt;br /&gt;
any opening large enough for a Tiny raven. The swarm&lt;br /&gt;
can’t regain hit points or gain temporary hit points.&lt;br /&gt;
Actions&lt;br /&gt;
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target in the swarm’s space. Hit: 7 (2d6) piercing&lt;br /&gt;
damage, or 3 (1d6) piercing damage if the swarm has&lt;br /&gt;
half of its hit points or fewer.&lt;br /&gt;
Variant: Insect Swarms&lt;br /&gt;
Different kinds of insects can gather in swarms, and each&lt;br /&gt;
swarm has the special characteristics described below.&lt;br /&gt;
Swarm of Beetles. A swarm of beetles gains a burrowing&lt;br /&gt;
speed of 5 feet.&lt;br /&gt;
Swarm of Centipedes. A creature reduced to 0 hit points&lt;br /&gt;
by a swarm of centipedes is stable but poisoned for 1 hour,&lt;br /&gt;
even after regaining hit points, and paralyzed while poisoned&lt;br /&gt;
in this way.&lt;br /&gt;
Swarm of Spiders. A swarm of spiders has the following&lt;br /&gt;
additional traits.&lt;br /&gt;
Spider Climb. The swarm can climb difficult surfaces,&lt;br /&gt;
including upside down on ceilings, without needing to make&lt;br /&gt;
an ability check.&lt;br /&gt;
Web Sense. While in contact with a web, the swarm knows&lt;br /&gt;
the exact location of any other creature in contact with the&lt;br /&gt;
same web.&lt;br /&gt;
Web Walker. The swarm ignores movement restrictions&lt;br /&gt;
caused by webbing.&lt;br /&gt;
Swarm of Wasps. A swarm of wasps has a walking speed&lt;br /&gt;
of 5 feet, a flying speed of 30 feet, and no climbing speed.&lt;br /&gt;
Tiger&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 37 (5d10 + 10)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
17 (+3) 15 (+2) 14 (+2) 3 (−4) 12 (+1) 8 (−1)&lt;br /&gt;
Skills Perception +3, Stealth +6&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Keen Smell. The tiger has advantage on Wisdom&lt;br /&gt;
(Perception) checks that rely on smell.&lt;br /&gt;
Pounce. If the tiger moves at least 20 feet straight&lt;br /&gt;
toward a creature and then hits it with a claw attack on&lt;br /&gt;
the same turn, that target must succeed on a DC 13&lt;br /&gt;
Strength saving throw or be knocked prone. If the&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 392&lt;br /&gt;
target is prone, the tiger can make one bite attack&lt;br /&gt;
against it as a bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 8 (1d10 + 3) piercing damage.&lt;br /&gt;
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (1d8 + 3) slashing damage.&lt;br /&gt;
Vulture&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 5 (1d8 + 1)&lt;br /&gt;
Speed 10 ft., fly 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
7 (−2) 10 (+0) 13 (+1) 2 (−4) 12 (+1) 4 (−3)&lt;br /&gt;
Skills Perception +3&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Keen Sight and Smell. The vulture has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on sight or smell.&lt;br /&gt;
Pack Tactics. The vulture has advantage on an attack&lt;br /&gt;
roll against a creature if at least one of the vulture’s&lt;br /&gt;
allies is within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 2 (1d4) piercing damage.&lt;br /&gt;
Warhorse&lt;br /&gt;
Large beast, unaligned&lt;br /&gt;
Armor Class 11&lt;br /&gt;
Hit Points 19 (3d10 + 3)&lt;br /&gt;
Speed 60 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2)&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Trampling Charge. If the horse moves at least 20 feet&lt;br /&gt;
straight toward a creature and then hits it with a&lt;br /&gt;
hooves attack on the same turn, that target must&lt;br /&gt;
succeed on a DC 14 Strength saving throw or be&lt;br /&gt;
knocked prone. If the target is prone, the horse can&lt;br /&gt;
make another attack with its hooves against it as a&lt;br /&gt;
bonus action.&lt;br /&gt;
Actions&lt;br /&gt;
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 11 (2d6 + 4) bludgeoning damage.&lt;br /&gt;
Weasel&lt;br /&gt;
Tiny beast, unaligned&lt;br /&gt;
Armor Class 13&lt;br /&gt;
Hit Points 1 (1d4 − 1)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
3 (−4) 16 (+3) 8 (−1) 2 (−4) 12 (+1) 3 (−4)&lt;br /&gt;
Skills Perception +3, Stealth +5&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Keen Hearing and Smell. The weasel has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 1 piercing damage.&lt;br /&gt;
Winter Wolf&lt;br /&gt;
Large monstrosity, neutral evil&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 75 (10d10 + 20)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 13 (+1) 14 (+2) 7 (−2) 12 (+1) 8 (−1)&lt;br /&gt;
Skills Perception +5, Stealth +3&lt;br /&gt;
Damage Immunities cold&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 393&lt;br /&gt;
Senses passive Perception 15&lt;br /&gt;
Languages Common, Giant, Winter Wolf&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Keen Hearing and Smell. The wolf has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Pack Tactics. The wolf has advantage on an attack roll&lt;br /&gt;
against a creature if at least one of the wolf’s allies is&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Snow Camouflage. The wolf has advantage on&lt;br /&gt;
Dexterity (Stealth) checks made to hide in snowy&lt;br /&gt;
terrain.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 11 (2d6 + 4) piercing damage. If the target is&lt;br /&gt;
a creature, it must succeed on a DC 14 Strength saving&lt;br /&gt;
throw or be knocked prone.&lt;br /&gt;
Cold Breath (Recharge 5–6). The wolf exhales a blast of&lt;br /&gt;
freezing wind in a 15-­‐foot cone. Each creature in that&lt;br /&gt;
area must make a DC 12 Dexterity saving throw, taking&lt;br /&gt;
18 (4d8) cold damage on a failed save, or half as much&lt;br /&gt;
damage on a successful one.&lt;br /&gt;
The arctic-­‐‑dwelling winter wolf is as large as a dire&lt;br /&gt;
wolf but has snow-­‐‑white fur and pale blue eyes.&lt;br /&gt;
Frost giants use these evil creatures as guards and&lt;br /&gt;
hunting companions, putting the wolves’ deadly&lt;br /&gt;
breath weapon to use against their foes. Winter&lt;br /&gt;
wolves communicate with one another using growls&lt;br /&gt;
and barks, but they speak Common and Giant well&lt;br /&gt;
enough to follow simple conversations.&lt;br /&gt;
Wolf&lt;br /&gt;
Medium beast, unaligned&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 40 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2)&lt;br /&gt;
Skills Perception +3, Stealth +4&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages —&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Keen Hearing and Smell. The wolf has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Pack Tactics. The wolf has advantage on attack rolls&lt;br /&gt;
against a creature if at least one of the wolf’s allies is&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 7 (2d4 + 2) piercing damage. If the target is&lt;br /&gt;
a creature, it must succeed on a DC 11 Strength saving&lt;br /&gt;
throw or be knocked prone.&lt;br /&gt;
Worg&lt;br /&gt;
Large monstrosity, neutral evil&lt;br /&gt;
Armor Class 13 (natural armor)&lt;br /&gt;
Hit Points 26 (4d10 + 4)&lt;br /&gt;
Speed 50 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 13 (+1) 13 (+1) 7 (−2) 11 (+0) 8 (−1)&lt;br /&gt;
Skills Perception +4&lt;br /&gt;
Senses darkvision 60 ft., passive Perception 14&lt;br /&gt;
Languages Goblin, Worg&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Keen Hearing and Smell. The worg has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
smell.&lt;br /&gt;
Actions&lt;br /&gt;
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 10 (2d6 + 3) piercing damage. If the target is&lt;br /&gt;
a creature, it must succeed on a DC 13 Strength saving&lt;br /&gt;
throw or be knocked prone.&lt;br /&gt;
A worg is an evil predator that delights in hunting&lt;br /&gt;
and devouring creatures weaker than itself. Cunning&lt;br /&gt;
and malevolent, worgs roam across the remote&lt;br /&gt;
wilderness or are raised by goblins and hobgoblins.&lt;br /&gt;
Those creatures use worgs as mounts, but a worg&lt;br /&gt;
will turn on its rider if it feels mistreated or&lt;br /&gt;
malnourished. Worgs speak in their own language&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 394&lt;br /&gt;
and Goblin, and a few learn to speak Common as&lt;br /&gt;
well.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 395&lt;br /&gt;
Appendix MM-B:&lt;br /&gt;
Nonplayer&lt;br /&gt;
Characters&lt;br /&gt;
This appendix contains statistics for various&lt;br /&gt;
humanoid nonplayer characters (NPCs) that&lt;br /&gt;
adventurers might encounter during a campaign,&lt;br /&gt;
including lowly commoners and mighty archmages.&lt;br /&gt;
These stat blocks can be used to represent both&lt;br /&gt;
human and nonhuman NPCs.&lt;br /&gt;
Customizing NPCs&lt;br /&gt;
There are many easy ways to customize the NPCs in&lt;br /&gt;
this appendix for your home campaign.&lt;br /&gt;
Racial Traits. You can add racial traits to an NPC.&lt;br /&gt;
For example, a halfling druid might have a speed of&lt;br /&gt;
25 feet and the Lucky trait. Adding racial traits to an&lt;br /&gt;
NPC doesn’t alter its challenge rating. For more on&lt;br /&gt;
racial traits, see the Player’s Handbook.&lt;br /&gt;
Spell Swaps. One way to customize an NPC&lt;br /&gt;
spellcaster is to replace one or more of its spells. You&lt;br /&gt;
can substitute any spell on the NPC’s spell list with a&lt;br /&gt;
different spell of the same level from the same spell&lt;br /&gt;
list. Swapping spells in this manner doesn’t alter an&lt;br /&gt;
NPC’s challenge rating.&lt;br /&gt;
Armor and Weapon Swaps. You can upgrade or&lt;br /&gt;
downgrade an NPC’s armor, or add or switch&lt;br /&gt;
weapons. Adjustments to Armor Class and damage&lt;br /&gt;
can change an NPC’s challenge rating.&lt;br /&gt;
Magic Items. The more powerful an NPC, the&lt;br /&gt;
more likely it has one or more magic items in its&lt;br /&gt;
possession. An archmage, for example, might have a&lt;br /&gt;
magic staff or wand, as well as one or more potions&lt;br /&gt;
and scrolls. Giving an NPC a potent damage-­‐‑dealing&lt;br /&gt;
magic item could alter its challenge rating.&lt;br /&gt;
Acolyte&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 9 (2d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)&lt;br /&gt;
Skills Medicine +4, Religion +2&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 1/4 (50 XP)&lt;br /&gt;
Spellcasting. The acolyte is a 1st-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Wisdom (spell save DC 12, +4 to&lt;br /&gt;
hit with spell attacks). The acolyte has following cleric&lt;br /&gt;
spells prepared:&lt;br /&gt;
Cantrips (at will): light, sacred flame, thaumaturgy&lt;br /&gt;
1st level (3 slots): bless, cure wounds, sanctuary&lt;br /&gt;
Actions&lt;br /&gt;
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 2 (1d4) bludgeoning damage.&lt;br /&gt;
Acolytes are junior members of a clergy, usually&lt;br /&gt;
answerable to a priest. They perform a variety of&lt;br /&gt;
functions in a temple and are granted minor&lt;br /&gt;
spellcasting power by their deities.&lt;br /&gt;
Archmage&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 12 (15 with mage armor)&lt;br /&gt;
Hit Points 99 (18d8 + 18)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)&lt;br /&gt;
Saving Throws Int +9, Wis +6&lt;br /&gt;
Skills Arcana +13, History +13&lt;br /&gt;
Damage Resistance damage from spells; nonmagical&lt;br /&gt;
bludgeoning, piercing, and slashing (from stoneskin)&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages any six languages&lt;br /&gt;
Challenge 12 (8,400 XP)&lt;br /&gt;
Magic Resistance. The archmage has advantage on&lt;br /&gt;
saving throws against spells and other magical effects.&lt;br /&gt;
Spellcasting. The archmage is an 18th-­‐level spellcaster.&lt;br /&gt;
Its spellcasting ability is Intelligence (spell save DC 17,&lt;br /&gt;
+9 to hit with spell attacks). The archmage can cast&lt;br /&gt;
disguise self and invisibility at will and has the following&lt;br /&gt;
wizard spells prepared:&lt;br /&gt;
Cantrips (at will): fire bolt, light, mage hand,&lt;br /&gt;
prestidigitation, shocking grasp&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 396&lt;br /&gt;
1st level (4 slots): detect magic, identify, mage armor,*&lt;br /&gt;
magic missile&lt;br /&gt;
2nd level (3 slots): detect thoughts, mirror image, misty&lt;br /&gt;
step&lt;br /&gt;
3rd level (3 slots): counterspell, fly, lightning bolt&lt;br /&gt;
4th level (3 slots): banishment, fire shield, stoneskin*&lt;br /&gt;
5th level (3 slots): cone of cold, scrying, wall of force&lt;br /&gt;
6th level (1 slot): globe of invulnerability&lt;br /&gt;
7th level (1 slot): teleport&lt;br /&gt;
8th level (1 slot): mind blank*&lt;br /&gt;
9th level (1 slot): time stop&lt;br /&gt;
*The archmage casts these spells on itself before&lt;br /&gt;
combat.&lt;br /&gt;
Actions&lt;br /&gt;
Dagger. Melee or Ranged Weapon Attack: +6 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +&lt;br /&gt;
2) piercing damage.&lt;br /&gt;
Archmages are powerful (and usually quite old)&lt;br /&gt;
spellcasters dedicated to the study of the arcane arts.&lt;br /&gt;
Benevolent ones counsel kings and queens, while&lt;br /&gt;
evil ones rule as tyrants and pursue lichdom. Those&lt;br /&gt;
who are neither good nor evil sequester themselves&lt;br /&gt;
in remote towers to practice their magic without&lt;br /&gt;
interruption.&lt;br /&gt;
An archmage typically has one or more apprentice&lt;br /&gt;
mages, and an archmage’s abode has numerous&lt;br /&gt;
magical wards and guardians to discourage&lt;br /&gt;
interlopers.&lt;br /&gt;
Assassin&lt;br /&gt;
Medium humanoid (any race), any non-­‐good alignment&lt;br /&gt;
Armor Class 15 (studded leather)&lt;br /&gt;
Hit Points 78 (12d8 + 24)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)&lt;br /&gt;
Saving Throws Dex +6, Int +4&lt;br /&gt;
Skills Acrobatics +6, Deception +3, Perception +3,&lt;br /&gt;
Stealth +9&lt;br /&gt;
Damage Resistances poison&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages Thieves’ cant plus any two languages&lt;br /&gt;
Challenge 8 (3,900 XP)&lt;br /&gt;
Assassinate. During its first turn, the assassin has&lt;br /&gt;
advantage on attack rolls against any creature that&lt;br /&gt;
hasn’t taken a turn. Any hit the assassin scores against&lt;br /&gt;
a surprised creature is a critical hit.&lt;br /&gt;
Evasion. If the assassin is subjected to an effect that&lt;br /&gt;
allows it to make a Dexterity saving throw to take only&lt;br /&gt;
half damage, the assassin instead takes no damage if it&lt;br /&gt;
succeeds on the saving throw, and only half damage if&lt;br /&gt;
it fails.&lt;br /&gt;
Sneak Attack. Once per turn, the assassin deals an&lt;br /&gt;
extra 14 (4d6) damage when it hits a target with a&lt;br /&gt;
weapon attack and has advantage on the attack roll, or&lt;br /&gt;
when the target is within 5 feet of an ally of the&lt;br /&gt;
assassin that isn’t incapacitated and the assassin&lt;br /&gt;
doesn’t have disadvantage on the attack roll.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The assassin makes two shortsword&lt;br /&gt;
attacks.&lt;br /&gt;
Shortsword. Melee Weapon Attack: +6 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 6 (1d6 + 3) piercing damage, and&lt;br /&gt;
the target must make a DC 15 Constitution saving&lt;br /&gt;
throw, taking 24 (7d6) poison damage on a failed save,&lt;br /&gt;
or half as much damage on a successful one.&lt;br /&gt;
Light Crossbow. Ranged Weapon Attack: +6 to hit,&lt;br /&gt;
range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing&lt;br /&gt;
damage, and the target must make a DC 15&lt;br /&gt;
Constitution saving throw, taking 24 (7d6) poison&lt;br /&gt;
damage on a failed save, or half as much damage on a&lt;br /&gt;
successful one.&lt;br /&gt;
Trained in the use of poison, assassins are&lt;br /&gt;
remorseless killers who work for nobles,&lt;br /&gt;
guildmasters, sovereigns, and anyone else who can&lt;br /&gt;
afford them.&lt;br /&gt;
Bandit&lt;br /&gt;
Medium humanoid (any race), any non-­‐lawful&lt;br /&gt;
alignment&lt;br /&gt;
Armor Class 12 (leather armor)&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 397&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 4 (1d6 + 1) slashing damage.&lt;br /&gt;
Light Crossbow. Ranged Weapon Attack: +3 to hit,&lt;br /&gt;
range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Bandits rove in gangs and are sometimes led by&lt;br /&gt;
thugs, veterans, or spellcasters. Not all bandits are&lt;br /&gt;
evil. Oppression, drought, disease, or famine can&lt;br /&gt;
often drive otherwise honest folk to a life of banditry.&lt;br /&gt;
Pirates are bandits of the high seas. They might be&lt;br /&gt;
freebooters interested only in treasure and murder,&lt;br /&gt;
or they might be privateers sanctioned by the crown&lt;br /&gt;
to attack and plunder an enemy nation’s vessels.&lt;br /&gt;
Bandit Captain&lt;br /&gt;
Medium humanoid (any race), any non-­‐lawful&lt;br /&gt;
alignment&lt;br /&gt;
Armor Class 15 (studded leather)&lt;br /&gt;
Hit Points 65 (10d8 + 20)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)&lt;br /&gt;
Saving Throws Str +4, Dex +5, Wis +2&lt;br /&gt;
Skills Athletics +4, Deception +4&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages any two languages&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The captain makes three melee attacks:&lt;br /&gt;
two with its scimitar and one with its dagger. Or the&lt;br /&gt;
captain makes two ranged attacks with its daggers.&lt;br /&gt;
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 6 (1d6 + 3) slashing damage.&lt;br /&gt;
Dagger. Melee or Ranged Weapon Attack: +5 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +&lt;br /&gt;
3) piercing damage.&lt;br /&gt;
Reactions&lt;br /&gt;
Parry. The captain adds 2 to its AC against one melee&lt;br /&gt;
attack that would hit it. To do so, the captain must see&lt;br /&gt;
the attacker and be wielding a melee weapon.&lt;br /&gt;
It takes a strong personality, ruthless cunning, and a&lt;br /&gt;
silver tongue to keep a gang of bandits in line. The&lt;br /&gt;
bandit captain has these qualities in spades.&lt;br /&gt;
In addition to managing a crew of selfish&lt;br /&gt;
malcontents, the pirate captain is a variation of the&lt;br /&gt;
bandit captain, with a ship to protect and command.&lt;br /&gt;
To keep the crew in line, the captain must mete out&lt;br /&gt;
rewards and punishment on a regular basis.&lt;br /&gt;
More than treasure, a bandit captain or pirate&lt;br /&gt;
captain craves infamy. A prisoner who appeals to the&lt;br /&gt;
captain’s vanity or ego is more likely to be treated&lt;br /&gt;
fairly than a prisoner who does not or claims not to&lt;br /&gt;
know anything of the captain’s colorful reputation.&lt;br /&gt;
Berserker&lt;br /&gt;
Medium humanoid (any race), any chaotic alignment&lt;br /&gt;
Armor Class 13 (hide armor)&lt;br /&gt;
Hit Points 67 (9d8 + 27)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Reckless. At the start of its turn, the berserker can gain&lt;br /&gt;
advantage on all melee weapon attack rolls during that&lt;br /&gt;
turn, but attack rolls against it have advantage until the&lt;br /&gt;
start of its next turn.&lt;br /&gt;
Actions&lt;br /&gt;
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 9 (1d12 + 3) slashing damage.&lt;br /&gt;
Hailing from uncivilized lands, unpredictable&lt;br /&gt;
berserkers come together in war parties and seek&lt;br /&gt;
conflict wherever they can find it.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 398&lt;br /&gt;
Commoner&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 10&lt;br /&gt;
Hit Points 4 (1d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 0 (10 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 2 (1d4) bludgeoning damage.&lt;br /&gt;
Commoners include peasants, serfs, slaves, servants,&lt;br /&gt;
pilgrims, merchants, artisans, and hermits.&lt;br /&gt;
Cultist&lt;br /&gt;
Medium humanoid (any race), any non-­‐good alignment&lt;br /&gt;
Armor Class 12 (leather armor)&lt;br /&gt;
Hit Points 9 (2d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)&lt;br /&gt;
Skills Deception +2, Religion +2&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Dark Devotion. The cultist has advantage on saving&lt;br /&gt;
throws against being charmed or frightened.&lt;br /&gt;
Actions&lt;br /&gt;
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,&lt;br /&gt;
one creature. Hit: 4 (1d6 + 1) slashing damage.&lt;br /&gt;
Cultists swear allegiance to dark powers such as&lt;br /&gt;
elemental princes, demon lords, or archdevils. Most&lt;br /&gt;
conceal their loyalties to avoid being ostracized,&lt;br /&gt;
imprisoned, or executed for their beliefs. Unlike evil&lt;br /&gt;
acolytes, cultists often show signs of insanity in their&lt;br /&gt;
beliefs and practices.&lt;br /&gt;
Cult Fanatic&lt;br /&gt;
Medium humanoid (any race), any non-­‐good alignment&lt;br /&gt;
Armor Class 13 (leather armor)&lt;br /&gt;
Hit Points 33 (6d8 + 6)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)&lt;br /&gt;
Skills Deception +4, Persuasion +4, Religion +2&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Dark Devotion. The fanatic has advantage on saving&lt;br /&gt;
throws against being charmed or frightened.&lt;br /&gt;
Spellcasting. The fanatic is a 4th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Wisdom (spell save DC 11, +3 to&lt;br /&gt;
hit with spell attacks). The fanatic has the following&lt;br /&gt;
cleric spells prepared:&lt;br /&gt;
Cantrips (at will): light, sacred flame, thaumaturgy&lt;br /&gt;
1st level (4 slots): command, inflict wounds, shield of&lt;br /&gt;
faith&lt;br /&gt;
2nd level (3 slots): hold person, spiritual weapon&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The fanatic makes two melee attacks.&lt;br /&gt;
Dagger. Melee or Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4&lt;br /&gt;
+ 2) piercing damage.&lt;br /&gt;
Fanatics are often part of a cult’s leadership, using&lt;br /&gt;
their charisma and dogma to influence and prey on&lt;br /&gt;
those of weak will. Most are interested in personal&lt;br /&gt;
power above all else.&lt;br /&gt;
Druid&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 11 (16 with barkskin)&lt;br /&gt;
Hit Points 27 (5d8 + 5)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 399&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)&lt;br /&gt;
Skills Medicine +4, Nature +3, Perception +4&lt;br /&gt;
Senses passive Perception 14&lt;br /&gt;
Languages Druidic plus any two languages&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Spellcasting. The druid is a 4th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Wisdom (spell save DC 12, +4 to&lt;br /&gt;
hit with spell attacks). It has the following druid spells&lt;br /&gt;
prepared:&lt;br /&gt;
Cantrips (at will): druidcraft, produce flame, shillelagh&lt;br /&gt;
1st level (4 slots): entangle, longstrider, speak with&lt;br /&gt;
animals, thunderwave&lt;br /&gt;
2nd level (3 slots): animal messenger, barkskin&lt;br /&gt;
Actions&lt;br /&gt;
Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit&lt;br /&gt;
with shillelagh), reach 5 ft., one target. Hit: 3 (1d6)&lt;br /&gt;
bludgeoning damage, 4 (1d8) bludgeoning damage if&lt;br /&gt;
wielded with two hands, or 6 (1d8 + 2) bludgeoning&lt;br /&gt;
damage with shillelagh.&lt;br /&gt;
Druids dwell in forests and other secluded&lt;br /&gt;
wilderness locations, where they protect the natural&lt;br /&gt;
world from monsters and the encroachment of&lt;br /&gt;
civilization. Some are tribal shamans who heal the&lt;br /&gt;
sick, pray to animal spirits, and provide spiritual&lt;br /&gt;
guidance.&lt;br /&gt;
Gladiator&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 16 (studded leather, shield)&lt;br /&gt;
Hit Points 112 (15d8 + 45)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)&lt;br /&gt;
Saving Throws Str +7, Dex +5, Con +6&lt;br /&gt;
Skills Athletics +10, Intimidation +5&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 5 (1,800 XP)&lt;br /&gt;
Brave. The gladiator has advantage on saving throws&lt;br /&gt;
against being frightened.&lt;br /&gt;
Brute. A melee weapon deals one extra die of its&lt;br /&gt;
damage when the gladiator hits with it (included in the&lt;br /&gt;
attack).&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The gladiator makes three melee attacks&lt;br /&gt;
or two ranged attacks.&lt;br /&gt;
Spear. Melee or Ranged Weapon Attack: +7 to hit,&lt;br /&gt;
reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6&lt;br /&gt;
+ 4) piercing damage, or 13 (2d8 + 4) piercing damage&lt;br /&gt;
if used with two hands to make a melee attack.&lt;br /&gt;
Shield Bash. Melee Weapon Attack: +7 to hit, reach 5&lt;br /&gt;
ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.&lt;br /&gt;
If the target is a Medium or smaller creature, it must&lt;br /&gt;
succeed on a DC 15 Strength saving throw or be&lt;br /&gt;
knocked prone.&lt;br /&gt;
Reactions&lt;br /&gt;
Parry. The gladiator adds 3 to its AC against one melee&lt;br /&gt;
attack that would hit it. To do so, the gladiator must&lt;br /&gt;
see the attacker and be wielding a melee weapon.&lt;br /&gt;
Gladiators battle for the entertainment of raucous&lt;br /&gt;
crowds. Some gladiators are brutal pit fighters who&lt;br /&gt;
treat each match as a life-­‐‑or-­‐‑death struggle, while&lt;br /&gt;
others are professional duelists who command huge&lt;br /&gt;
fees but rarely fight to the death.&lt;br /&gt;
Guard&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 16 (chain shirt, shield)&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)&lt;br /&gt;
Skills Perception +2&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Spear. Melee or Ranged Weapon Attack: +3 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 400&lt;br /&gt;
1) piercing damage, or 5 (1d8 + 1) piercing damage if&lt;br /&gt;
used with two hands to make a melee attack.&lt;br /&gt;
Guards include members of a city watch, sentries in&lt;br /&gt;
a citadel or fortified town, and the bodyguards of&lt;br /&gt;
merchants and nobles.&lt;br /&gt;
Knight&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 18 (plate)&lt;br /&gt;
Hit Points 52 (8d8 + 16)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)&lt;br /&gt;
Saving Throws Con +4, Wis +2&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Brave. The knight has advantage on saving throws&lt;br /&gt;
against being frightened.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The knight makes two melee attacks.&lt;br /&gt;
Greatsword. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 10 (2d6 + 3) slashing damage.&lt;br /&gt;
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,&lt;br /&gt;
range 100/400 ft., one target. Hit: 5 (1d10) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Leadership (Recharges after a Short or Long Rest). For&lt;br /&gt;
1 minute, the knight can utter a special command or&lt;br /&gt;
warning whenever a nonhostile creature that it can see&lt;br /&gt;
within 30 feet of it makes an attack roll or a saving&lt;br /&gt;
throw. The creature can add a d4 to its roll provided it&lt;br /&gt;
can hear and understand the knight. A creature can&lt;br /&gt;
benefit from only one Leadership die at a time. This&lt;br /&gt;
effect ends if the knight is incapacitated.&lt;br /&gt;
Reactions&lt;br /&gt;
Parry. The knight adds 2 to its AC against one melee&lt;br /&gt;
attack that would hit it. To do so, the knight must see&lt;br /&gt;
the attacker and be wielding a melee weapon.&lt;br /&gt;
Knights are warriors who pledge service to rulers,&lt;br /&gt;
religious orders, and noble causes. A knight’s&lt;br /&gt;
alignment determines the extent to which a pledge is&lt;br /&gt;
honored. Whether undertaking a quest or patrolling&lt;br /&gt;
a realm, a knight often travels with an entourage&lt;br /&gt;
that includes squires and hirelings who are&lt;br /&gt;
commoners.&lt;br /&gt;
Mage&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 12 (15 with mage armor)&lt;br /&gt;
Hit Points 40 (9d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)&lt;br /&gt;
Saving Throws Int +6, Wis +4&lt;br /&gt;
Skills Arcana +6, History +6&lt;br /&gt;
Senses passive Perception 11&lt;br /&gt;
Languages any four languages&lt;br /&gt;
Challenge 6 (2,300 XP)&lt;br /&gt;
Spellcasting. The mage is a 9th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Intelligence (spell save DC 14, +6&lt;br /&gt;
to hit with spell attacks). The mage has the following&lt;br /&gt;
wizard spells prepared:&lt;br /&gt;
Cantrips (at will): fire bolt, light, mage hand,&lt;br /&gt;
prestidigitation&lt;br /&gt;
1st level (4 slots): detect magic, mage armor, magic&lt;br /&gt;
missile, shield&lt;br /&gt;
2nd level (3 slots): misty step, suggestion&lt;br /&gt;
3rd level (3 slots): counterspell, fireball, fly&lt;br /&gt;
4th level (3 slots): greater invisibility, ice storm&lt;br /&gt;
5th level (1 slot): cone of cold&lt;br /&gt;
Actions&lt;br /&gt;
Dagger. Melee or Ranged Weapon Attack: +5 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +&lt;br /&gt;
2) piercing damage.&lt;br /&gt;
Mages spend their lives in the study and practice of&lt;br /&gt;
magic. Good-­‐‑aligned mages offer counsel to nobles&lt;br /&gt;
and others in power, while evil mages dwell in&lt;br /&gt;
isolated sites to perform unspeakable experiments&lt;br /&gt;
without interference.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 401&lt;br /&gt;
Noble&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 15 (breastplate)&lt;br /&gt;
Hit Points 9 (2d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)&lt;br /&gt;
Skills Deception +5, Insight +4, Persuasion +5&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages any two languages&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 5 (1d8 + 1) piercing damage.&lt;br /&gt;
Reactions&lt;br /&gt;
Parry. The noble adds 2 to its AC against one melee&lt;br /&gt;
attack that would hit it. To do so, the noble must see&lt;br /&gt;
the attacker and be wielding a melee weapon.&lt;br /&gt;
Nobles wield great authority and influence as&lt;br /&gt;
members of the upper class, possessing wealth and&lt;br /&gt;
connections that can make them as powerful as&lt;br /&gt;
monarchs and generals. A noble often travels in the&lt;br /&gt;
company of guards, as well as servants who are&lt;br /&gt;
commoners.&lt;br /&gt;
The noble’s statistics can also be used to represent&lt;br /&gt;
courtiers who aren’t of noble birth.&lt;br /&gt;
Priest&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 13 (chain shirt)&lt;br /&gt;
Hit Points 27 (5d8 + 5)&lt;br /&gt;
Speed 25 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)&lt;br /&gt;
Skills Medicine +7, Persuasion +3, Religion +4&lt;br /&gt;
Senses passive Perception 13&lt;br /&gt;
Languages any two languages&lt;br /&gt;
Challenge 2 (450 XP)&lt;br /&gt;
Divine Eminence. As a bonus action, the priest can&lt;br /&gt;
expend a spell slot to cause its melee weapon attacks&lt;br /&gt;
to magically deal an extra 10 (3d6) radiant damage to a&lt;br /&gt;
target on a hit. This benefit lasts until the end of the&lt;br /&gt;
turn. If the priest expends a spell slot of 2nd level or&lt;br /&gt;
higher, the extra damage increases by 1d6 for each&lt;br /&gt;
level above 1st.&lt;br /&gt;
Spellcasting. The priest is a 5th-­‐level spellcaster. Its&lt;br /&gt;
spellcasting ability is Wisdom (spell save DC 13, +5 to&lt;br /&gt;
hit with spell attacks). The priest has the following&lt;br /&gt;
cleric spells prepared:&lt;br /&gt;
Cantrips (at will): light, sacred flame, thaumaturgy&lt;br /&gt;
1st level (4 slots): cure wounds, guiding bolt, sanctuary&lt;br /&gt;
2nd level (3 slots): lesser restoration, spiritual weapon&lt;br /&gt;
3rd level (2 slots): dispel magic, spirit guardians&lt;br /&gt;
Actions&lt;br /&gt;
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one&lt;br /&gt;
target. Hit: 3 (1d6) bludgeoning damage.&lt;br /&gt;
Priests bring the teachings of their gods to the&lt;br /&gt;
common folk. They are the spiritual leaders of&lt;br /&gt;
temples and shrines and often hold positions of&lt;br /&gt;
influence in their communities. Evil priests might&lt;br /&gt;
work openly under a tyrant, or they might be the&lt;br /&gt;
leaders of religious sects hidden in the shadows of&lt;br /&gt;
good society, overseeing depraved rites.&lt;br /&gt;
A priest typically has one or more acolytes to help&lt;br /&gt;
with religious ceremonies and other sacred duties.&lt;br /&gt;
Scout&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 13 (leather armor)&lt;br /&gt;
Hit Points 16 (3d8 + 3)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)&lt;br /&gt;
Skills Nature +4, Perception +5, Stealth +6, Survival +5&lt;br /&gt;
Senses passive Perception 15&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Keen Hearing and Sight. The scout has advantage on&lt;br /&gt;
Wisdom (Perception) checks that rely on hearing or&lt;br /&gt;
sight.&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 402&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The scout makes two melee attacks or&lt;br /&gt;
two ranged attacks.&lt;br /&gt;
Shortsword. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Longbow. Ranged Weapon Attack: +4 to hit, ranged&lt;br /&gt;
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Scouts are skilled hunters and trackers who offer&lt;br /&gt;
their services for a fee. Most hunt wild game, but a&lt;br /&gt;
few work as bounty hunters, serve as guides, or&lt;br /&gt;
provide military reconnaissance.&lt;br /&gt;
Spy&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 12&lt;br /&gt;
Hit Points 27 (6d8)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)&lt;br /&gt;
Skills Deception +5, Insight +4, Investigation +5,&lt;br /&gt;
Perception +6, Persuasion +5, Sleight of Hand +4,&lt;br /&gt;
Stealth +4&lt;br /&gt;
Senses passive Perception 16&lt;br /&gt;
Languages any two languages&lt;br /&gt;
Challenge 1 (200 XP)&lt;br /&gt;
Cunning Action. On each of its turns, the spy can use a&lt;br /&gt;
bonus action to take the Dash, Disengage, or Hide&lt;br /&gt;
action.&lt;br /&gt;
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)&lt;br /&gt;
damage when it hits a target with a weapon attack and&lt;br /&gt;
has advantage on the attack roll, or when the target is&lt;br /&gt;
within 5 feet of an ally of the spy that isn’t&lt;br /&gt;
incapacitated and the spy doesn’t have disadvantage&lt;br /&gt;
on the attack roll.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The spy makes two melee attacks.&lt;br /&gt;
Shortsword. Melee Weapon Attack: +4 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 5 (1d6 + 2) piercing damage.&lt;br /&gt;
Hand Crossbow. Ranged Weapon Attack: +4 to hit,&lt;br /&gt;
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Rulers, nobles, merchants, guildmasters, and other&lt;br /&gt;
wealthy individuals use spies to gain the upper hand&lt;br /&gt;
in a world of cutthroat politics. A spy is trained to&lt;br /&gt;
secretly gather information. Loyal spies would&lt;br /&gt;
rather die than divulge information that could&lt;br /&gt;
compromise them or their employers.&lt;br /&gt;
Thug&lt;br /&gt;
Medium humanoid (any race), any non-­‐good alignment&lt;br /&gt;
Armor Class 11 (leather armor)&lt;br /&gt;
Hit Points 32 (5d8 + 10)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)&lt;br /&gt;
Skills Intimidation +2&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 1/2 (100 XP)&lt;br /&gt;
Pack Tactics. The thug has advantage on an attack roll&lt;br /&gt;
against a creature if at least one of the thug’s allies is&lt;br /&gt;
within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The thug makes two melee attacks.&lt;br /&gt;
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one&lt;br /&gt;
creature. Hit: 5 (1d6 + 2) bludgeoning damage.&lt;br /&gt;
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,&lt;br /&gt;
range 100/400 ft., one target. Hit: 5 (1d10) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Thugs are ruthless enforcers skilled at intimidation&lt;br /&gt;
and violence. They work for money and have few&lt;br /&gt;
scruples.&lt;br /&gt;
Tribal Warrior&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 12 (hide armor)&lt;br /&gt;
Hit Points 11 (2d8 + 2)&lt;br /&gt;
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 403&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
13 (+1) 11 (+0) 12 (+1) 8 (−1) 11 (+0) 8 (−1)&lt;br /&gt;
Senses passive Perception 10&lt;br /&gt;
Languages any one language&lt;br /&gt;
Challenge 1/8 (25 XP)&lt;br /&gt;
Pack Tactics. The warrior has advantage on an attack&lt;br /&gt;
roll against a creature if at least one of the warrior’s&lt;br /&gt;
allies is within 5 feet of the creature and the ally isn’t&lt;br /&gt;
incapacitated.&lt;br /&gt;
Actions&lt;br /&gt;
Spear. Melee or Ranged Weapon Attack: +3 to hit,&lt;br /&gt;
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +&lt;br /&gt;
1) piercing damage, or 5 (1d8 + 1) piercing damage if&lt;br /&gt;
used with two hands to make a melee attack.&lt;br /&gt;
Tribal warriors live beyond civilization, most often&lt;br /&gt;
subsisting on fishing and hunting. Each tribe acts in&lt;br /&gt;
accordance with the wishes of its chief, who is the&lt;br /&gt;
greatest or oldest warrior of the tribe or a tribe&lt;br /&gt;
member blessed by the gods.&lt;br /&gt;
Veteran&lt;br /&gt;
Medium humanoid (any race), any alignment&lt;br /&gt;
Armor Class 17 (splint)&lt;br /&gt;
Hit Points 58 (9d8 + 18)&lt;br /&gt;
Speed 30 ft.&lt;br /&gt;
STR DEX CON INT WIS CHA&lt;br /&gt;
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)&lt;br /&gt;
Skills Athletics +5, Perception +2&lt;br /&gt;
Senses passive Perception 12&lt;br /&gt;
Languages any one language (usually Common)&lt;br /&gt;
Challenge 3 (700 XP)&lt;br /&gt;
Actions&lt;br /&gt;
Multiattack. The veteran makes two longsword attacks.&lt;br /&gt;
If it has a shortsword drawn, it can also make a&lt;br /&gt;
shortsword attack.&lt;br /&gt;
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,&lt;br /&gt;
one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10&lt;br /&gt;
+ 3) slashing damage if used with two hands.&lt;br /&gt;
Shortsword. Melee Weapon Attack: +5 to hit, reach 5&lt;br /&gt;
ft., one target. Hit: 6 (1d6 + 3) piercing damage.&lt;br /&gt;
Heavy Crossbow. Ranged Weapon Attack: +3 to hit,&lt;br /&gt;
range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing&lt;br /&gt;
damage.&lt;br /&gt;
Veterans are professional fighters that take up arms&lt;br /&gt;
for pay or to protect something they believe in or&lt;br /&gt;
value. Their ranks include soldiers retired from long&lt;br /&gt;
service and warriors who never served anyone but&lt;br /&gt;
themselves.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=80</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=80"/>
		<updated>2026-02-06T19:38:17Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons all have a special ability. This ability can be used twice per short rest, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Club || 1 sp || 1d4 bludgeoning || 2 lb. || Light || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 2 gp || 1d4 piercing || 1 lb|| Finesse, light, thrown (range 20/60) || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Greatclub || 2 sp || 1d8 bludgeoning|| 10 lb. || Two-handed || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 5 gp || 1d6 slashing || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || 2 lb. || Thrown (range 30/120) || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Light Hammer || 2 gp|| 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 gp|| 1d6 bludgeoning || 4 lb. || - || Cripple&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 2 sp|| 1d6 bludgeoning || 4 lb. || Versatile (1d8) || Trip&lt;br /&gt;
|-&lt;br /&gt;
| Sickle || 1 gp || 1d4 slashing || 2 lb. || Light || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1 gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8) || Pin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, light || 25 gp || 1d8 piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Dart || 5 cp || 1d4 piercing || 1/4 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shortbow || 25 gp || 1d6 piercing || 2 lb. || Ammunition (range 80/320), two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 1 sp || 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || - || Ammunition (range 30/120) || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Battleaxe || 10 gp || 1d8 slashing || 4 lb. || Versatile (1d10) || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Flail || 20 gp || 1d10 slashing || 2 lb. || - || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Glaive || 25 gp || 1d6 piercing || 6 lb. || Heavy, reach, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 30 gp || 1d12 slashing || 7 lb. || Heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 50 gp || 2d6 slashing || 6 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Halberd || 20 gp || 1d10 slashing || 6 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Lance || 10 gp || 1d12 piercing || 6 lb. || Reach, special || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 15 gp || 1d8 slashing || 3 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Maul || 10 gp || 2d6 bludgeoning || 10 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar || 15 gp || 1d8 piercing || 4 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Pike || 5 gp || 1d10 piercing || 18 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 25 gp || 1d8 piercing || 2 lb. || Finesse || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar || 25 gp || 1d6 slashing || 3 lb.|| Finesse, light|| Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 10 gp || 1d6 piercing || 2 lb. || Finesse, light || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Trident || 5 gp || 1d6 piercing || 4 lb. || Thrown (range 20/60), versatile (1d8) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| War pick || 5 gp || 1d8 piercing || 2 lb. || - || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 15 gp || 1d8 bludgeoning || 2 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 2 gp || 1d4 slashing || 3 lb. || Finesse, reach || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 10 gp || 1 piercing, 1d4 poison || 5 lb. || Ammunition (range 15/30), loading || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, hand || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, heavy || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wands ===&lt;br /&gt;
&lt;br /&gt;
Wands are ornate rods, usually small enough to comfortably hold in one hand, but they can be larger. Wands produce a predefined effect when used which was determined when they were created. There are four kinds of wands: Pyromancy, Arcane, Divine and Chaotic. The Pyromancy Wands were made by the Humans, Arcane Wands were created by the Elves, Divine Wands by Automatons and the Dwarves created the Chaotic wands. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Wands&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Cost !! Damage !! Weight !! Requirements !! Origin&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sprig || 40 gp || 1d4+1 Magic, can&#039;t miss || 1 lb. || 13 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Wand || 200 gp || 2x1d4+1 Magic, can&#039;t miss  || 1 lb. || 15 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x1d4+1 Magic, can&#039;t miss  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x1d4+1 Magic, can&#039;t miss  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x1d4+1 Magic, can&#039;t miss  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x1d4+1 Magic, can&#039;t miss  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x1d4+1 Magic, can&#039;t miss  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x1d4+1 Magic, can&#039;t miss  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|-&lt;br /&gt;
| Arcstone Sceptre || 400 gp || 3x1d4+1 Magic, can&#039;t miss  || 1 lb. || 17 Int || Arcane&lt;br /&gt;
|}&lt;br /&gt;
Vanguard Weapons require training for each weapon type to be able to wield them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Bastard Sword|| 80 gp || 2d8 slashing || 12 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Great Hammer || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Great Spear || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Great Staff || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Twinblade || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Ballista || 100 gp || 2d6 piercing || 12lb. || Ammunition (range 150/300), loading || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Boulder || 1 gp || 1d12 bludgeoning || 10 lb. || Heavy, thrown (range 10/60) || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Compound Bow || 50 gp || 1d12 piercing || 6 lb. || Ammunition (range 100/400), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greatbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed, special || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Weapons ===&lt;br /&gt;
Weapons with special rules are described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance&#039;&#039;&#039;: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Net&#039;&#039;&#039;: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Throwing a net has no disadvantage when within melee range.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=79</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=79"/>
		<updated>2026-02-06T18:47:36Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase two of your abilities by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Human:&lt;br /&gt;
&lt;br /&gt;
=== Solstorm ===&lt;br /&gt;
&lt;br /&gt;
The people of Solstorm are traders. At least, that&#039;s what they claim to be. If you want technology, secrets or contraband the chances are the Solstorm are peddling some. Solstorm mount mighty caravans, trade networks and stores, mostly buying Gnomish and Dwarven goods, and reselling to one another. They&#039;re one of the few people that engage in trade with the Automatons. &lt;br /&gt;
&lt;br /&gt;
Solstorm have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Charisma increases by 2&lt;br /&gt;
* You gain proficiency in deception or persuasion&lt;br /&gt;
* You have advantage on charisma rolls to haggle for prices when selling something. &lt;br /&gt;
* Your Strength decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Triagurms ===&lt;br /&gt;
&lt;br /&gt;
The Triagurms are people of war and conflict. That doesn&#039;t mean they&#039;re fighters  or a militant people, they just supply the world with as many arms as possible. The Triagurms thrive by producing and peddling increasingly dangerous weapons to whoever they can reach, and then provoking conflict between their customers. Triagurms are despised by Gnomes and Dwarves, as they weaponize their products and technologies, and then sell it back to them. &lt;br /&gt;
&lt;br /&gt;
Triagurms have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Wisdom OR Intelligence increases by 2&lt;br /&gt;
* You gain proficiency in History or Animal Handling&lt;br /&gt;
* You gain proficiency with one set of [[Tools]] of your choice. &lt;br /&gt;
* Your Dexterity decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Harrowmarked ===&lt;br /&gt;
&lt;br /&gt;
The Harrowmarked are the workers of society, the common people and the backbone of civilisation. They make up over three quarters of all the Humans in the Old World, and have been said to be descendants from Atherion himself. At least, that&#039;s what they keep telling everyone. &lt;br /&gt;
&lt;br /&gt;
Harrowmarked have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Strength increases by 2&lt;br /&gt;
* You gain proficiency in Athletics&lt;br /&gt;
* When you fail an ability check for something that could resemble work, you can retry it once per short rest. &lt;br /&gt;
* Your Wisdom decreases by 2. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
A Dwarf has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase your Constitution by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Dwarves reach adulthood around the age of 8 and live for about two centuries. When a dwarf dies, they slowly turn to stone. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are shorter than Humans, usually ranging from 4 to no more than 5 foot. Your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 25 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Centuries of substance abuse from boredom and rampant alcoholism have rendered Dwarves physically unfit to resist toxins. You have weakness against Poison damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; The unforgiving mountains are more often than not near freezing temperatures. You have resistance against Cold damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Dwarves:&lt;br /&gt;
&lt;br /&gt;
=== Underbore ===&lt;br /&gt;
&lt;br /&gt;
The Underbore can go their entire lives without ever witnessing the sun. Their pale white skin gives them a ghostlike appearance which is admired and feared by Dwarves almost as it is by other races. The Underbore are masterful tacticians, planners and make up almost all of the Dwarves&#039; spiritual guides. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glitterfolk ===&lt;br /&gt;
&lt;br /&gt;
Diggers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kilnkin ===&lt;br /&gt;
&lt;br /&gt;
Forge Workers.&lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
=== Tinkies ===&lt;br /&gt;
&lt;br /&gt;
The rare Tinkies are obsessed by perfection. While it&#039;s rare to encounter a Tinkie, they&#039;re never hard to find. The services Tinkies provide are next to no other. No other creature is as cunning with a set of tools as a Tinkie. Tinkies create worlds most beautiful jewels, they produce the highest quality weapons and tools and can even create magical [[Weapons#Wands|Wands]]. Tinkies are small Gnomes with a blue-ish skin color. They sport white hair and have a second thumb instead of a pinky. Tinkies are obsessed with their work, as such they rarely make time to procreate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blammos ===&lt;br /&gt;
&lt;br /&gt;
Where there&#039;s smoke, there&#039;s a Blammo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sparkvoid ===&lt;br /&gt;
&lt;br /&gt;
Sparkvoid, those void of the spark of life. Once called the Starters, as they were the ones to Start the subservient Automatons. Previously held in the highest esteem in the Gnomish civilisation, the Sparkvoid gave life to an entire race of servants. When the Automatons gained their freedom, the Sparkvoid had their gifts taken away from them. Sparkvoid are a bitter folk, holding grudges and blaming others for the greed which led to their demise. Most Sparkvoid linger in the old ways, attempting to create machinations and mechanical apparatus to assist in ways the Automatons once did. Without the Spark of Life, however, the inventions are nowhere near as efficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=78</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=78"/>
		<updated>2026-02-06T18:37:14Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase two of your abilities by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Human:&lt;br /&gt;
&lt;br /&gt;
=== Solstorm ===&lt;br /&gt;
&lt;br /&gt;
The people of Solstorm are traders. At least, that&#039;s what they claim to be. If you want technology, secrets or contraband the chances are the Solstorm are peddling some. Solstorm mount mighty caravans, trade networks and stores, mostly buying Gnomish and Dwarven goods, and reselling to one another. They&#039;re one of the few people that engage in trade with the Automatons. &lt;br /&gt;
&lt;br /&gt;
Solstorm have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Charisma increases by 2&lt;br /&gt;
* You gain proficiency in deception or persuasion&lt;br /&gt;
* You have advantage on charisma rolls to haggle for prices when selling something. &lt;br /&gt;
* Your Strength decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Triagurms ===&lt;br /&gt;
&lt;br /&gt;
The Triagurms are people of war and conflict. That doesn&#039;t mean they&#039;re fighters  or a militant people, they just supply the world with as many arms as possible. The Triagurms thrive by peddling increasingly dangerous weapons to whoever they can reach, and then provoking conflict between their customers. Triagurms are despised by Gnomes and Dwarves, as they weaponize their products and technologies, and then sell it back to them. &lt;br /&gt;
&lt;br /&gt;
Triagurms have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Wisdom OR Intelligence increases by 2&lt;br /&gt;
* You gain proficiency in History or Animal Handling&lt;br /&gt;
* You gain proficiency with one set of [[Tools]] of your choice. &lt;br /&gt;
* Your Dexterity decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Harrowmarked ===&lt;br /&gt;
&lt;br /&gt;
The Harrowmarked are the workers of society, the common people and the backbone of civilisation. They make up over three quarters of all the Humans in the Old World, and have been said to be descendants from Atherion himself. At least, that&#039;s what they keep telling everyone. &lt;br /&gt;
&lt;br /&gt;
Harrowmarked have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Strength increases by 2&lt;br /&gt;
* You gain proficiency in Athletics&lt;br /&gt;
* When you fail an ability check for something that could resemble work, you can retry it once per short rest. &lt;br /&gt;
* Your Wisdom decreases by 2. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
A Dwarf has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase your Constitution by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Dwarves reach adulthood around the age of 8 and live for about two centuries. When a dwarf dies, they slowly turn to stone. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are shorter than Humans, usually ranging from 4 to no more than 5 foot. Your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 25 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Centuries of substance abuse from boredom and rampant alcoholism have rendered Dwarves physically unfit to resist toxins. You have weakness against Poison damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; The unforgiving mountains are more often than not near freezing temperatures. You have resistance against Cold damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Dwarves:&lt;br /&gt;
&lt;br /&gt;
=== Underbore ===&lt;br /&gt;
&lt;br /&gt;
The Underbore can go their entire lives without ever witnessing the sun. Their pale white skin gives them a ghostlike appearance which is admired and feared by Dwarves almost as it is by other races. The Underbore are masterful tacticians, planners and make up almost all of the Dwarves&#039; spiritual guides. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glitterfolk ===&lt;br /&gt;
&lt;br /&gt;
Diggers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kilnkin ===&lt;br /&gt;
&lt;br /&gt;
Forge Workers.&lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
=== Tinkies ===&lt;br /&gt;
&lt;br /&gt;
The rare Tinkies are obsessed by perfection. While it&#039;s rare to encounter a Tinkie, they&#039;re never hard to find. The services Tinkies provide are next to no other. No other creature is as cunning with a set of tools as a Tinkie. Tinkies create worlds most beautiful jewels, they produce the highest quality weapons and tools and can even create magical [[Weapons#Wands|Wands]]. Tinkies are small Gnomes with a blue-ish skin color. They sport white hair and have a second thumb instead of a pinky. Tinkies are obsessed with their work, as such they rarely make time to procreate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blammos ===&lt;br /&gt;
&lt;br /&gt;
Where there&#039;s smoke, there&#039;s a Blammo. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Sparkvoid ===&lt;br /&gt;
&lt;br /&gt;
Sparkvoid, those void of the spark of life. Once called the Starters, as they were the ones to Start the subservient Automatons. Previously held in the highest esteem in the Gnomish civilisation, the Sparkvoid gave life to an entire race of servants. When the Automatons gained their freedom, the Sparkvoid had their gifts taken away from them. Sparkvoid are a bitter folk, holding grudges and blaming others for the greed which led to their demise. Most Sparkvoid linger in the old ways, attempting to create machinations and mechanical apparatus to assist in ways the Automatons once did. Without the Spark of Life, however, the inventions are nowhere near as efficient. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=77</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=77"/>
		<updated>2026-02-06T17:23:05Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase two of your abilities by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Human:&lt;br /&gt;
&lt;br /&gt;
=== Solstorm ===&lt;br /&gt;
&lt;br /&gt;
The people of Solstorm are traders. At least, that&#039;s what they claim to be. If you want technology, secrets or contraband the chances are the Solstorm are peddling some. Solstorm mount mighty caravans, trade networks and stores, mostly buying Gnomish and Dwarven goods, and reselling to one another. They&#039;re one of the few people that engage in trade with the Automatons. &lt;br /&gt;
&lt;br /&gt;
Solstorm have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Charisma increases by 2&lt;br /&gt;
* You gain proficiency in deception or persuasion&lt;br /&gt;
* You have advantage on charisma rolls to haggle for prices when selling something. &lt;br /&gt;
* Your Strength decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Triagurms ===&lt;br /&gt;
&lt;br /&gt;
The Triagurms are people of war and conflict. That doesn&#039;t mean they&#039;re fighters  or a militant people, they just supply the world with as many arms as possible. The Triagurms thrive by peddling increasingly dangerous weapons to whoever they can reach, and then provoking conflict between their customers. Triagurms are despised by Gnomes and Dwarves, as they weaponize their products and technologies, and then sell it back to them. &lt;br /&gt;
&lt;br /&gt;
Triagurms have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Wisdom OR Intelligence increases by 2&lt;br /&gt;
* You gain proficiency in History or Animal Handling&lt;br /&gt;
* You gain proficiency with one set of [[Tools]] of your choice. &lt;br /&gt;
* Your Dexterity decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Harrowmarked ===&lt;br /&gt;
&lt;br /&gt;
The Harrowmarked are the workers of society, the common people and the backbone of civilisation. They make up over three quarters of all the Humans in the Old World, and have been said to be descendants from Atherion himself. At least, that&#039;s what they keep telling everyone. &lt;br /&gt;
&lt;br /&gt;
Harrowmarked have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Strength increases by 2&lt;br /&gt;
* You gain proficiency in Athletics&lt;br /&gt;
* When you fail an ability check for something that could resemble work, you can retry it once per short rest. &lt;br /&gt;
* Your Wisdom decreases by 2. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
A Dwarf has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase your Constitution by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Dwarves reach adulthood around the age of 8 and live for about two centuries. When a dwarf dies, they slowly turn to stone. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are shorter than Humans, usually ranging from 4 to no more than 5 foot. Your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 25 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Centuries of substance abuse from boredom and rampant alcoholism have rendered Dwarves physically unfit to resist toxins. You have weakness against Poison damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; The unforgiving mountains are more often than not near freezing temperatures. You have resistance against Cold damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Dwarves:&lt;br /&gt;
&lt;br /&gt;
=== Underbore ===&lt;br /&gt;
&lt;br /&gt;
The Underbore can go their entire lives without ever witnessing the sun. Their pale white skin gives them a ghostlike appearance which is admired and feared by Dwarves almost as it is by other races. The Underbore are masterful tacticians, planners and make up almost all of the Dwarves&#039; spiritual guides. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glitterfolk ===&lt;br /&gt;
&lt;br /&gt;
Diggers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kilnkin ===&lt;br /&gt;
&lt;br /&gt;
Forge Workers.&lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
=== Tinkerers ===&lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=76</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=76"/>
		<updated>2026-02-06T17:22:00Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase two of your abilities by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Human:&lt;br /&gt;
&lt;br /&gt;
=== Solstorm ===&lt;br /&gt;
&lt;br /&gt;
The people of Solstorm are traders. At least, that&#039;s what they claim to be. If you want technology, secrets or contraband the chances are the Solstorm are peddling some. Solstorm mount mighty caravans, trade networks and stores, mostly buying Gnomish and Dwarven goods, and reselling to one another. They&#039;re one of the few people that engage in trade with the Automatons. &lt;br /&gt;
&lt;br /&gt;
Solstorm have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Charisma increases by 2&lt;br /&gt;
* You gain proficiency in deception or persuasion&lt;br /&gt;
* You have advantage on charisma rolls to haggle for prices when selling something. &lt;br /&gt;
* Your Strength decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Triagurms ===&lt;br /&gt;
&lt;br /&gt;
The Triagurms are people of war and conflict. That doesn&#039;t mean they&#039;re fighters  or a militant people, they just supply the world with as many arms as possible. The Triagurms thrive by peddling increasingly dangerous weapons to whoever they can reach, and then provoking conflict between their customers. Triagurms are despised by Gnomes and Dwarves, as they weaponize their products and technologies, and then sell it back to them. &lt;br /&gt;
&lt;br /&gt;
Triagurms have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Wisdom OR Intelligence increases by 2&lt;br /&gt;
* You gain proficiency in History or Animal Handling&lt;br /&gt;
* You gain proficiency with one set of [[Tools]] of your choice. &lt;br /&gt;
* Your Dexterity decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Harrowmarked ===&lt;br /&gt;
&lt;br /&gt;
The Harrowmarked are the workers of society, the common people and the backbone of civilisation. They make up over three quarters of all the Humans in the Old World, and have been said to be descendants from Atherion himself. At least, that&#039;s what they keep telling everyone. &lt;br /&gt;
&lt;br /&gt;
Harrowmarked have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Strength increases by 2&lt;br /&gt;
* You gain proficiency in Athletics&lt;br /&gt;
* When you fail an ability check for something that could resemble work, you can retry it once per short rest. &lt;br /&gt;
* Your Wisdom decreases by 2. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
A Dwarf has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase your Constitution by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Dwarves reach adulthood around the age of 8 and live for about two centuries. When a dwarf dies, they slowly turn to stone. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Dwarves are shorter than Humans, usually ranging from 4 to no more than 5 foot. Your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 25 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Centuries of substance abuse from boredom and rampant alcoholism have rendered Dwarves physically unfit to resist toxins. You have weakness against Poison damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; The unforgiving mountains are more often than not near freezing temperatures. You have resistance against Cold damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Dwarves:&lt;br /&gt;
&lt;br /&gt;
=== Underbore ===&lt;br /&gt;
&lt;br /&gt;
The Underbore can go their entire lives without ever witnessing the sun. Their pale white skin gives them a ghostlike appearance which is admired and feared by Dwarves almost as it is by other races. The Underbore are masterful tacticians, planners and make up almost all of the Dwarves&#039; spiritual guides. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Glitterkin ===&lt;br /&gt;
&lt;br /&gt;
Diggers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Kilnkin ===&lt;br /&gt;
&lt;br /&gt;
Forge Workers.&lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=75</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=75"/>
		<updated>2026-02-06T17:02:57Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Increase two of your abilities by 2. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
Choose one of the following sub-races of Human:&lt;br /&gt;
&lt;br /&gt;
=== Solstorm ===&lt;br /&gt;
&lt;br /&gt;
The people of Solstorm are traders. At least, that&#039;s what they claim to be. If you want technology, secrets or contraband the chances are the Solstorm are peddling some. Solstorm mount mighty caravans, trade networks and stores, mostly buying Gnomish and Dwarven goods, and reselling to one another. They&#039;re one of the few people that engage in trade with the Automatons. &lt;br /&gt;
&lt;br /&gt;
Solstorm have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Charisma increases by 2&lt;br /&gt;
* You gain proficiency in deception or persuasion&lt;br /&gt;
* You have advantage on charisma rolls to haggle for prices when selling something. &lt;br /&gt;
* Your Strength decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Triagurms ===&lt;br /&gt;
&lt;br /&gt;
The Triagurms are people of war and conflict. That doesn&#039;t mean they&#039;re fighters  or a militant people, they just supply the world with as many arms as possible. The Triagurms thrive by peddling increasingly dangerous weapons to whoever they can reach, and then provoking conflict between their customers. &lt;br /&gt;
&lt;br /&gt;
Triagurms have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Wisdom OR Intelligence increases by 2&lt;br /&gt;
* You gain proficiency in History or Animal Handling&lt;br /&gt;
* You have advantage on Wisdom OR Intelligence rolls (depending which Ability Score Increase you picked) to determine what a creature whants.&lt;br /&gt;
* Your Dexterity decreases by 2. &lt;br /&gt;
&lt;br /&gt;
=== Harrowmarked ===&lt;br /&gt;
&lt;br /&gt;
The Harrowmarked are the workers of society, the common people and the backbone of civilisation. They make up over three quarters of all the Humans in the Old World, and have been said to be descendants from Atherion himself. At least, that&#039;s what they keep telling everyone. &lt;br /&gt;
&lt;br /&gt;
Harrowmarked have the following traits:&lt;br /&gt;
&lt;br /&gt;
* Your Strength increases by 2&lt;br /&gt;
* You gain proficiency in Athletics&lt;br /&gt;
* When you fail an ability check for something that could resemble work, you can retry it once per short rest. &lt;br /&gt;
* Your Wisdom decreases by 2. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=74</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=74"/>
		<updated>2026-02-06T16:42:48Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics: &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your ability scores each increase by 1. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and one extra language of your choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=73</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=73"/>
		<updated>2026-02-06T16:42:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics:&lt;br /&gt;
&#039;&#039;&#039;Ability Score Increase.&#039;&#039;&#039; Your ability scores each increase by 1. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and one extra language of your choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=72</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=72"/>
		<updated>2026-02-06T16:42:23Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics:&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
Ability Score Increase.&#039;&#039;&#039; Your ability scores each increase by 1. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Age.&#039;&#039;&#039;  Humans reach adulthood in their late teens and live less than a century. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Size.&#039;&#039;&#039; Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.  &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed.&#039;&#039;&#039; Your base walking speed is 30 feet.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages.&#039;&#039;&#039; You can speak, read, and write Common and one extra language of your choice. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Weakness.&#039;&#039;&#039; Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Resistance.&#039;&#039;&#039; Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage.&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Changes_from_5e&amp;diff=71</id>
		<title>Changes from 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Changes_from_5e&amp;diff=71"/>
		<updated>2026-02-05T07:55:40Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Are we even still playing 5e?&lt;br /&gt;
&lt;br /&gt;
Below are the additional changes from vanilla 5e, beyond what you&#039;ve seen so far. &lt;br /&gt;
&lt;br /&gt;
== Magic Weapons ==&lt;br /&gt;
&lt;br /&gt;
A +1/+2/+3 weapon or armor isn&#039;t inherently magical anymore unless it says so. Lore-wise these are just expertly crafted or sharpened weapons. &lt;br /&gt;
&lt;br /&gt;
== Resistances and Weaknesses ==&lt;br /&gt;
&lt;br /&gt;
Resistances and Weaknesses to certain damage types are far more common. While in 5e pretty much every monster is immune to poison and resistant to fire damage, these are slightly more balanced (I promise) here, and every monster and player character has at least one weakness. &lt;br /&gt;
&lt;br /&gt;
== Potions ==&lt;br /&gt;
&lt;br /&gt;
Drinking a potion is a bonus action. When using a full action to drink a potion, you regain the maximum amount of hit points without having to roll. &lt;br /&gt;
&lt;br /&gt;
== Death Saves &amp;amp; Exhaustion ==&lt;br /&gt;
&lt;br /&gt;
If you survive being reduced to 0HP you gain 1 level of exhaustion. &lt;br /&gt;
&lt;br /&gt;
== Critical Hits ==&lt;br /&gt;
&lt;br /&gt;
A critical hit is Max Damage (including modifiers and stuff like sneak attack) + the normal roll. &lt;br /&gt;
&lt;br /&gt;
== Suffocating ==&lt;br /&gt;
&lt;br /&gt;
Suffocation happens after 1+constitution mod rounds.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Proficiencies ==&lt;br /&gt;
&lt;br /&gt;
Weapon and armor proficiencies have been split up. Simple and Martial weapons are split up in melee and ranged options. &lt;br /&gt;
New weapons have a proficiency class of their own, for example the Bastard Sword and the Greatbow require specialized training. &lt;br /&gt;
&lt;br /&gt;
== Spellcasting and Slots==&lt;br /&gt;
&lt;br /&gt;
Spell slots recharge determined on what Origin they originate, see [[Magic]]. &lt;br /&gt;
When you gain a spell slot or learn a spell it&#039;s tied to your Origin and must come from the appropriate [[Spell Lists]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=70</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Weapons&amp;diff=70"/>
		<updated>2026-02-04T08:40:12Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons all have a special ability. This ability can be used twice per short rest, unless noted otherwise. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Club || 1 sp || 1d4 bludgeoning || 2 lb. || Light || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Dagger || 2 gp || 1d4 piercing || 1 lb|| Finesse, light, thrown (range 20/60) || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Greatclub || 2 sp || 1d8 bludgeoning|| 10 lb. || Two-handed || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Handaxe || 5 gp || 1d6 slashing || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || 2 lb. || Thrown (range 30/120) || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Light Hammer || 2 gp|| 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Whack&lt;br /&gt;
|-&lt;br /&gt;
| Mace || 5 gp|| 1d6 bludgeoning || 4 lb. || - || Cripple&lt;br /&gt;
|-&lt;br /&gt;
| Quarterstaff || 2 sp|| 1d6 bludgeoning || 4 lb. || Versatile (1d8) || Trip&lt;br /&gt;
|-&lt;br /&gt;
| Sickle || 1 gp || 1d4 slashing || 2 lb. || Light || Slash&lt;br /&gt;
|-&lt;br /&gt;
| Spear || 1 gp || 1d6 piercing || 3 lb. || Thrown (range 20/60), versatile (1d8) || Pin&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Simple Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, light || 25 gp || 1d8 piercing || 5 lb. || Ammunition (range 80/320), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Dart || 5 cp || 1d4 piercing || 1/4 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Shortbow || 25 gp || 1d6 piercing || 2 lb. || Ammunition (range 80/320), two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Sling || 1 sp || 1d4 bludgeoning || 2 lb. || Light, thrown (range 20/60) || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Javelin || 5 sp || 1d6 piercing || - || Ammunition (range 30/120) || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Battleaxe || 10 gp || 1d8 slashing || 4 lb. || Versatile (1d10) || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Flail || 20 gp || 1d10 slashing || 2 lb. || - || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Glaive || 25 gp || 1d6 piercing || 6 lb. || Heavy, reach, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greataxe || 30 gp || 1d12 slashing || 7 lb. || Heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Greatsword || 50 gp || 2d6 slashing || 6 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Halberd || 20 gp || 1d10 slashing || 6 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Lance || 10 gp || 1d12 piercing || 6 lb. || Reach, special || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Longsword || 15 gp || 1d8 slashing || 3 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Maul || 10 gp || 2d6 bludgeoning || 10 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Morningstar || 15 gp || 1d8 piercing || 4 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Pike || 5 gp || 1d10 piercing || 18 lb. || Heavy, reach, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Rapier || 25 gp || 1d8 piercing || 2 lb. || Finesse || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Scimitar || 25 gp || 1d6 slashing || 3 lb.|| Finesse, light|| Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Shortsword || 10 gp || 1d6 piercing || 2 lb. || Finesse, light || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Trident || 5 gp || 1d6 piercing || 4 lb. || Thrown (range 20/60), versatile (1d8) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| War pick || 5 gp || 1d8 piercing || 2 lb. || - || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Warhammer || 15 gp || 1d8 bludgeoning || 2 lb. || Versatile (1d10) || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Whip || 2 gp || 1d4 slashing || 3 lb. || Finesse, reach || Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Martial Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 10 gp || 1 piercing, 1d4 poison || 5 lb. || Ammunition (range 15/30), loading || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, hand || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, heavy || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Wands&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Requirements !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Blowgun || 10 gp || 1 piercing, 1d4 poison || 5 lb. || Ammunition (range 15/30), loading || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, hand || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Crossbow, heavy || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Longbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
Vanguard Weapons require training for each weapon type to be able to wield them. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Melee Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Bastard Sword|| 80 gp || 2d8 slashing || 12 lb. || Heavy, two-handed || Underdog&lt;br /&gt;
|-&lt;br /&gt;
| Great Hammer || 75 gp || 1d6 piercing || 3 lb. || Finesse, thrown (range 20/60) || Poison&lt;br /&gt;
|-&lt;br /&gt;
| Great Spear || 50 gp || 1d10 piercing || 18 lb. || Ammunition (range 100/400), heavy, loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Great Staff || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed || Disarm&lt;br /&gt;
|-&lt;br /&gt;
| Twinblade || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|+ Vanguard Ranged Weapons&lt;br /&gt;
|-&lt;br /&gt;
! Weapon !! Cost !! Damage !! Weight !! Properties !! Special&lt;br /&gt;
|-&lt;br /&gt;
| Ballista || 100 gp || 2d6 piercing || 12lb. || Ammunition (range 150/300), loading || Pin&lt;br /&gt;
|-&lt;br /&gt;
| Boulder || 1 gp || 1d12 bludgeoning || 10 lb. || Heavy, thrown (range 10/60) || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Compound Bow || 50 gp || 1d12 piercing || 6 lb. || Ammunition (range 100/400), loading, two-handed || Steady Aim&lt;br /&gt;
|-&lt;br /&gt;
| Greatbow || 50 gp || 1d8 piercing || 2 lb. || Ammunition (range 150/600), heavy, two-handed, special || Knockback&lt;br /&gt;
|-&lt;br /&gt;
| Net || 1 gp || - || 3 lb. || Special, thrown (range 5/15)|| Underdog&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Special Weapons ===&lt;br /&gt;
Weapons with special rules are described here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lance&#039;&#039;&#039;: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Net&#039;&#039;&#039;: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Throwing a net has no disadvantage when within melee range.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Races&amp;diff=69</id>
		<title>Races</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Races&amp;diff=69"/>
		<updated>2026-02-04T06:23:16Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Races ==&lt;br /&gt;
&lt;br /&gt;
The Following Races are available for play in the Old World:&lt;br /&gt;
&lt;br /&gt;
== Humans ==&lt;br /&gt;
&#039;&#039;The Balanced, the Replaceable, the Many&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Humans are widely regarded as the dull bland flavor inhabiting the Old World. They lack the stamina and determination of Dwarves. They don&#039;t have the beauty of an Elf, nor the imagination and finesse of a Gnome. Humans are the balanced race that doesn&#039;t excell in any particular field. In the Old World humans are often seen as inferior, used in positions where a more specialized race is unavailable. &lt;br /&gt;
&lt;br /&gt;
A Human has the following starting statistics:&lt;br /&gt;
&lt;br /&gt;
Ability Score Increase. Your ability scores each increase by 1.&lt;br /&gt;
Age. Humans reach adulthood in their late teens and live less than a century.&lt;br /&gt;
Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.&lt;br /&gt;
Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.&lt;br /&gt;
Speed. Your base walking speed is 30 feet.&lt;br /&gt;
Languages. You can speak, read, and write Common and one extra language of your choice. &lt;br /&gt;
Weakness. Although humans are fascinated by fire, they burn easiest. You have Weakness against Fire damage. &lt;br /&gt;
Resistance. Comparable to other races the bones of humans are quite flexible. You have resistance against Bludgeoning Damage. &lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
&#039;&#039;Endurance Given Shape&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Dwarves are the creators of vast underground cities of stone, gold and beautiful gems. Dwarves are known for their determination, endless stamina and eye for everything shiny and valuable. Dwarves are mostly self-sufficient and in case of conflict or disaster, they often retreat in their cities, sometimes refusing contact with outsiders for centuries. &lt;br /&gt;
&lt;br /&gt;
== Gnomes ==&lt;br /&gt;
&#039;&#039;Brilliance After the Fall&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gnomes are small people, cunning and too smart for their own good. Gnomes possess the spark of wonder and had the power to create the spark of life. As they created mechanical servants to do their bidding, their abuse was punished and the spark was taken away. The remnant of the mechanical servants now live on, as the dying race of Automatons. The Gnomes now struggle, having lost their mechanical slaves. A typical working Gnome has multiple hired help to provide assistance with the tinkering and inventions. &lt;br /&gt;
&lt;br /&gt;
== Elves ==&lt;br /&gt;
&#039;&#039;Above the World, Above Blame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The beautiful elves live in their high cities in the tries of skies. They shun the dirt and filth of grounds and abhor the races living in such squalor conditions. Elves are a charismatic and intelligent race that avoid direct confrontation, instead using political or magical means to resolve conflict. &lt;br /&gt;
&lt;br /&gt;
== Automatons ==&lt;br /&gt;
&#039;&#039;The People Who Cannot Replace Themselves&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Automatons come in all sorts and shapes. Originally created to work for the Gnomes, these living machines petitioned the [[Gods]] for an end of their servitude. As the Gods answered, the Gnomes revolted, not wanting to give up the luxury of mechanical slaves. The Gods then punished the Gnomes and the Automatons became their own people. Automatons currently have no way to procreate, as the spark of life was taken away from the Gnomes and no substitute has been found so far.&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=68</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=68"/>
		<updated>2026-02-04T06:17:18Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this world, magic is tied to an Origin. Raw Magic can be granted by the Gods, taken by force or studied. As such, the [[Character Builder]] might reference a Type of magic. This differs from Standard 5e, where your class provides you with magic and a spellcasting ability modifier. &lt;br /&gt;
&lt;br /&gt;
Each magic feature gained has a linked Origin. As such, you cannot use a spell slot gained from Pyromancy to cast an Arcane spell. &lt;br /&gt;
The following Origins can be identified:&lt;br /&gt;
&lt;br /&gt;
== Pyromancy ==&lt;br /&gt;
Pyromancy gives access to destructive spells and a small array of soothing and smoothing healing spells. &lt;br /&gt;
Pyromancy spells use the Spellcasting Ability Modifier Wisdom + Intelligence. Basic calculation is: 8 + Wisdom Modifier + Intelligence Modifier. The Proficiency Bonus is not used for Pyromancy. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Pyromancy Spells|Pyromancy Spell List]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
Arcane magic is the study of the Old Powers, tapping into the infinite potential around you and harnass the strength around you. It&#039;s magic can bend reality and allow both creation and destruction.&lt;br /&gt;
Arcane spells use the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Intelligence + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Arcane Spells|Arcane Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
The Divine Magic is granted by the Gods, or worship thereof. While a God doesn&#039;t always directly provide the magic or have the ability to take it away (as a traditional Paladin or Cleric might experience in d&amp;amp;d), the Gods are aware of the power being abused and might react to such. Divine Magic requires one or more [Gods] to worship. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Divine Spells|Divine Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chaos Magic ==&lt;br /&gt;
Ah yes, Chaos Magic. The primordial magic that binds the world together. You cannot learn it, you cannot beg for it, believe me, many have tried. You either have it, or you do not. &lt;br /&gt;
Chaos Magic uses the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Charisma Modifier + Proficiency Bonus. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Chaos Spells|Chaos Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dark Magic ==&lt;br /&gt;
The Dark Magic isn&#039;t wielded or learned. Some say you are the one being learned when you cast it. Dark Magic can be any Origin of magic. It is usually wielded by Witches, Warlocks, Fighters, Knights and peasants being too simpleminded, feeble or stubborn to learn magic in other ways. Dark Magic may be enhanced with [[Dark Gifts]] from the Character Builder or [[Profane Fragments]]. &lt;br /&gt;
Dark Magic uses no Spellcasting Ability Modifier. Basic Calculation is: 10 + Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Dark Spells|Dark Spell List]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=67</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=67"/>
		<updated>2026-02-04T06:16:19Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this world, magic is tied to an Origin. Raw Magic can be granted by the Gods, taken by force or studied. As such, the [Character Builder] might reference a Type of magic. This differs from Standard 5e, where your class provides you with magic and a spellcasting ability modifier. &lt;br /&gt;
&lt;br /&gt;
Each magic feature gained has a linked Origin. As such, you cannot use a spell slot gained from Pyromancy to cast an Arcane spell. &lt;br /&gt;
The following Origins can be identified:&lt;br /&gt;
&lt;br /&gt;
== Pyromancy ==&lt;br /&gt;
Pyromancy gives access to destructive spells and a small array of soothing and smoothing healing spells. &lt;br /&gt;
Pyromancy spells use the Spellcasting Ability Modifier Wisdom + Intelligence. Basic calculation is: 8 + Wisdom Modifier + Intelligence Modifier. The Proficiency Bonus is not used for Pyromancy. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Pyromancy Spells|Pyromancy Spell List]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
Arcane magic is the study of the Old Powers, tapping into the infinite potential around you and harnass the strength around you. It&#039;s magic can bend reality and allow both creation and destruction.&lt;br /&gt;
Arcane spells use the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Intelligence + Proficiency Bonus&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Arcane Spells|Arcane Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divine Magic ==&lt;br /&gt;
The Divine Magic is granted by the Gods, or worship thereof. While a God doesn&#039;t always directly provide the magic or have the ability to take it away (as a traditional Paladin or Cleric might experience in d&amp;amp;d), the Gods are aware of the power being abused and might react to such. Divine Magic requires one or more [Gods] to worship. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Divine Spells|Divine Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Chaos Magic ==&lt;br /&gt;
Ah yes, Chaos Magic. The primordial magic that binds the world together. You cannot learn it, you cannot beg for it, believe me, many have tried. You either have it, or you do not. &lt;br /&gt;
Chaos Magic uses the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Charisma Modifier + Proficiency Bonus. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Chaos Spells|Chaos Spell List]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dark Magic ==&lt;br /&gt;
The Dark Magic isn&#039;t wielded or learned. Some say you are the one being learned when you cast it. Dark Magic can be any Origin of magic. It is usually wielded by Witches, Warlocks, Fighters, Knights and peasants being too simpleminded, feeble or stubborn to learn magic in other ways. Dark Magic may be enhanced with [[Dark Gifts]] from the Character Builder or [[Profane Fragments]]. &lt;br /&gt;
Dark Magic uses no Spellcasting Ability Modifier. Basic Calculation is: 10 + Proficiency Bonus.&lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Dark Spells|Dark Spell List]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=66</id>
		<title>Magic</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Magic&amp;diff=66"/>
		<updated>2026-02-04T06:15:01Z</updated>

		<summary type="html">&lt;p&gt;Admin: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this world, magic is tied to an Origin. Raw Magic can be granted by the Gods, taken by force or studied. As such, the [Character Builder] might reference a Type of magic. This differs from Standard 5e, where your class provides you with magic and a spellcasting ability modifier. &lt;br /&gt;
&lt;br /&gt;
Each magic feature gained has a linked Origin. As such, you cannot use a spell slot gained from Pyromancy to cast an Arcane spell. &lt;br /&gt;
The following Origins can be identified:&lt;br /&gt;
&lt;br /&gt;
== Pyromancy ==&lt;br /&gt;
Pyromancy gives access to destructive spells and a small array of soothing and smoothing healing spells. &lt;br /&gt;
Pyromancy spells use the Spellcasting Ability Modifier Wisdom + Intelligence. Basic calculation is: 8 + Wisdom Modifier + Intelligence Modifier. The Proficiency Bonus is not used for Pyromancy. &lt;br /&gt;
&lt;br /&gt;
[[Spell Lists#Pyromancy Spells]]&lt;br /&gt;
&lt;br /&gt;
== Arcane Magic ==&lt;br /&gt;
Arcane magic is the study of the Old Powers, tapping into the infinite potential around you and harnass the strength around you. It&#039;s magic can bend reality and allow both creation and destruction.&lt;br /&gt;
Arcane spells use the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Intelligence + Proficiency Bonus&lt;br /&gt;
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[[Spell Lists#Arcane Spells|Arcane Spell List]]&lt;br /&gt;
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== Divine Magic ==&lt;br /&gt;
The Divine Magic is granted by the Gods, or worship thereof. While a God doesn&#039;t always directly provide the magic or have the ability to take it away (as a traditional Paladin or Cleric might experience in d&amp;amp;d), the Gods are aware of the power being abused and might react to such. Divine Magic requires one or more [Gods] to worship. &lt;br /&gt;
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[[Spell Lists#Divine Spells]]&lt;br /&gt;
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== Chaos Magic ==&lt;br /&gt;
Ah yes, Chaos Magic. The primordial magic that binds the world together. You cannot learn it, you cannot beg for it, believe me, many have tried. You either have it, or you do not. &lt;br /&gt;
Chaos Magic uses the Spellcasting Ability Modifier Intelligence. Basic calculation is: 8 + Charisma Modifier + Proficiency Bonus. &lt;br /&gt;
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[[Spell Lists#Chaos Spells]]&lt;br /&gt;
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== Dark Magic ==&lt;br /&gt;
The Dark Magic isn&#039;t wielded or learned. Some say you are the one being learned when you cast it. Dark Magic can be any Origin of magic. It is usually wielded by Witches, Warlocks, Fighters, Knights and peasants being too simpleminded, feeble or stubborn to learn magic in other ways. Dark Magic may be enhanced with [[Dark Gifts]] from the Character Builder or [[Profane Fragments]]. &lt;br /&gt;
Dark Magic uses no Spellcasting Ability Modifier. Basic Calculation is: 10 + Proficiency Bonus.&lt;br /&gt;
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[[Spell Lists#Dark Spells]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
	<entry>
		<id>https://wiki.carlo.ooo/index.php?title=Spells&amp;diff=65</id>
		<title>Spells</title>
		<link rel="alternate" type="text/html" href="https://wiki.carlo.ooo/index.php?title=Spells&amp;diff=65"/>
		<updated>2026-02-03T18:21:38Z</updated>

		<summary type="html">&lt;p&gt;Admin: Created page with &amp;quot;Magic Spells  Magic Barrier Great Magic Barrier Soul Arrow Great Soul Arrow Heavy Soul Arrow Soul Dart Soul Hail Homing Soulmass Freezing Homing Soulmass Soul Spear White Dragon Breath Soul Stream Soul Greatsword Magic Weapon Freezing Magic Weapon Magic Shield&amp;quot;&lt;/p&gt;
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&lt;div&gt;Magic Spells&lt;br /&gt;
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Magic Barrier&lt;br /&gt;
Great Magic Barrier&lt;br /&gt;
Soul Arrow&lt;br /&gt;
Great Soul Arrow&lt;br /&gt;
Heavy Soul Arrow&lt;br /&gt;
Soul Dart&lt;br /&gt;
Soul Hail&lt;br /&gt;
Homing Soulmass&lt;br /&gt;
Freezing Homing Soulmass&lt;br /&gt;
Soul Spear&lt;br /&gt;
White Dragon Breath&lt;br /&gt;
Soul Stream&lt;br /&gt;
Soul Greatsword&lt;br /&gt;
Magic Weapon&lt;br /&gt;
Freezing Magic Weapon&lt;br /&gt;
Magic Shield&lt;/div&gt;</summary>
		<author><name>Admin</name></author>
	</entry>
</feed>