|
|
| Line 1: |
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| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 1
| | <pre> |
| Legal Information | | Legal Information |
| Permission to copy, modify and distribute the files | | Permission to copy, modify and distribute the files |
| Line 181: |
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| original material by E. Gary Gygax and Dave Arneson. | | original material by E. Gary Gygax and Dave Arneson. |
| END OF LICENSE | | END OF LICENSE |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 3
| | </pre> |
| If you note any errors in this document, please let us know by
| |
| emailing askdnd@wizards.com.
| |
| Races
| |
| Racial Traits
| |
| The description of each race includes racial traits
| |
| that are common to members of that race. The
| |
| following entries appear among the traits of most
| |
| races.
| |
| Ability Score Increase
| |
| Every race increases one or more of a character’s
| |
| ability scores.
| |
| Age
| |
| The age entry notes the age when a member of the
| |
| race is considered an adult, as well as the race’s
| |
| expected lifespan. This information can help you
| |
| decide how old your character is at the start of the
| |
| game. You can choose any age for your character,
| |
| which could provide an explanation for some of your
| |
| ability scores. For example, if you play a young or
| |
| very old character, your age could explain a
| |
| particularly low Strength or Constitution score,
| |
| while advanced age could account for a high
| |
| Intelligence or Wisdom.
| |
| Alignment
| |
| Most races have tendencies toward certain
| |
| alignments, described in this entry. These are not
| |
| binding for player characters, but considering why
| |
| your dwarf is chaotic, for example, in defiance of
| |
| lawful dwarf society can help you better define your
| |
| character.
| |
| Size
| |
| Characters of most races are Medium, a size category
| |
| including creatures that are roughly 4 to 8 feet tall.
| |
| Members of a few races are Small (between 2 and 4
| |
| feet tall), which means that certain rules of the game
| |
| affect them differently. The most important of these
| |
| rules is that Small characters have trouble wielding
| |
| heavy weapons, as explained in “Equipment.”
| |
| Speed
| |
| Your speed determines how far you can move when
| |
| traveling ( “Adventuring”) and fighting (“Combat”).
| |
| Languages
| |
| By virtue of your race, your character can speak,
| |
| read, and write certain languages.
| |
| Subraces
| |
| Some races have subraces. Members of a subrace
| |
| have the traits of the parent race in addition to the
| |
| traits specified for their subrace. Relationships
| |
| among subraces vary significantly from race to race
| |
| and world to world.
| |
| Dwarf
| |
| Dwarf Traits
| |
| Your dwarf character has an assortment of inborn
| |
| abilities, part and parcel of dwarven nature.
| |
| Ability Score Increase. Your Constitution score
| |
| increases by 2.
| |
| Age. Dwarves mature at the same rate as humans,
| |
| but they’re considered young until they reach the
| |
| age of 50. On average, they live about 350 years.
| |
| Alignment. Most dwarves are lawful, believing
| |
| firmly in the benefits of a well-‐‑ordered society. They
| |
| tend toward good as well, with a strong sense of fair
| |
| play and a belief that everyone deserves to share in
| |
| the benefits of a just order.
| |
| Size. Dwarves stand between 4 and 5 feet tall and
| |
| average about 150 pounds. Your size is Medium.
| |
| Speed. Your base walking speed is 25 feet. Your
| |
| speed is not reduced by wearing heavy armor.
| |
| Darkvision. Accustomed to life underground, you
| |
| have superior vision in dark and dim conditions. You
| |
| can see in dim light within 60 feet of you as if it were
| |
| bright light, and in darkness as if it were dim light.
| |
| You can’t discern color in darkness, only shades of
| |
| gray.
| |
| Dwarven Resilience. You have advantage on
| |
| saving throws against poison, and you have
| |
| resistance against poison damage.
| |
| Dwarven Combat Training. You have proficiency
| |
| with the battleaxe, handaxe, light hammer, and
| |
| warhammer.
| |
| Tool Proficiency. You gain proficiency with the
| |
| artisan’s tools of your choice: smith’s tools, brewer’s
| |
| supplies, or mason’s tools.
| |
| Stonecunning. Whenever you make an
| |
| Intelligence (History) check related to the origin of
| |
| stonework, you are considered proficient in the
| |
| History skill and add double your proficiency bonus
| |
| to the check, instead of your normal proficiency
| |
| bonus.
| |
| Languages. You can speak, read, and write
| |
| Common and Dwarvish. Dwarvish is full of hard
| |
| consonants and guttural sounds, and those
| |
| characteristics spill over into whatever other
| |
| language a dwarf might speak.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 4
| |
| Hill Dwarf
| |
| As a hill dwarf, you have keen senses, deep intuition,
| |
| and remarkable resilience.
| |
| Ability Score Increase. Your Wisdom score
| |
| increases by 1.
| |
| Dwarven Toughness. Your hit point maximum
| |
| increases by 1, and it increases by 1 every time you
| |
| gain a level.
| |
| Elf
| |
| Elf Traits
| |
| Your elf character has a variety of natural abilities,
| |
| the result of thousands of years of elven refinement.
| |
| Ability Score Increase. Your Dexterity score
| |
| increases by 2.
| |
| Age. Although elves reach physical maturity at
| |
| about the same age as humans, the elven
| |
| understanding of adulthood goes beyond physical
| |
| growth to encompass worldly experience. An elf
| |
| typically claims adulthood and an adult name
| |
| around the age of 100 and can live to be 750 years
| |
| old.
| |
| Alignment. Elves love freedom, variety, and self-‐‑
| |
| expression, so they lean strongly toward the gentler
| |
| aspects of chaos. They value and protect others’
| |
| freedom as well as their own, and they are more
| |
| often good than not.
| |
| Size. Elves range from under 5 to over 6 feet tall
| |
| and have slender builds. Your size is Medium.
| |
| Speed. Your base walking speed is 30 feet.
| |
| Darkvision. Accustomed to twilit forests and the
| |
| night sky, you have superior vision in dark and dim
| |
| conditions. You can see in dim light within 60 feet of
| |
| you as if it were bright light, and in darkness as if it
| |
| were dim light. You can’t discern color in darkness,
| |
| only shades of gray.
| |
| Keen Senses. You have proficiency in the
| |
| Perception skill.
| |
| Fey Ancestry. You have advantage on saving
| |
| throws against being charmed, and magic can’t put
| |
| you to sleep.
| |
| Trance. Elves don’t need to sleep. Instead, they
| |
| meditate deeply, remaining semiconscious, for 4
| |
| hours a day. (The Common word for such meditation
| |
| is “trance.”) While meditating, you can dream after a
| |
| fashion; such dreams are actually mental exercises
| |
| that have become reflexive through years of practice.
| |
| After resting in this way, you gain the same benefit
| |
| that a human does from 8 hours of sleep.
| |
| Languages. You can speak, read, and write
| |
| Common and Elvish. Elvish is fluid, with subtle
| |
| intonations and intricate grammar. Elven literature
| |
| is rich and varied, and their songs and poems are
| |
| famous among other races. Many bards learn their
| |
| language so they can add Elvish ballads to their
| |
| repertoires.
| |
| High Elf
| |
| As a high elf, you have a keen mind and a mastery of
| |
| at least the basics of magic. In many fantasy gaming
| |
| worlds, there are two kinds of high elves. One type is
| |
| haughty and reclusive, believing themselves to be
| |
| superior to non-‐‑elves and even other elves. The
| |
| other type is more common and more friendly, and
| |
| often encountered among humans and other races.
| |
| Ability Score Increase. Your Intelligence score
| |
| increases by 1.
| |
| Elf Weapon Training. You have proficiency with
| |
| the longsword, shortsword, shortbow, and longbow.
| |
| Cantrip. You know one cantrip of your choice
| |
| from the wizard spell list. Intelligence is your
| |
| spellcasting ability for it.
| |
| Extra Language. You can speak, read, and write
| |
| one extra language of your choice.
| |
| Halfling
| |
| Halfling Traits
| |
| Your halfling character has a number of traits in
| |
| common with all other halflings.
| |
| Ability Score Increase. Your Dexterity score
| |
| increases by 2.
| |
| Age. A halfling reaches adulthood at the age of 20
| |
| and generally lives into the middle of his or her
| |
| second century.
| |
| Alignment. Most halflings are lawful good. As a
| |
| rule, they are good-‐‑hearted and kind, hate to see
| |
| others in pain, and have no tolerance for oppression.
| |
| They are also very orderly and traditional, leaning
| |
| heavily on the support of their community and the
| |
| comfort of their old ways.
| |
| Size. Halflings average about 3 feet tall and weigh
| |
| about 40 pounds. Your size is Small.
| |
| Speed. Your base walking speed is 25 feet.
| |
| Lucky. When you roll a 1 on the d20 for an attack
| |
| roll, ability check, or saving throw, you can reroll the
| |
| die and must use the new roll.
| |
| Brave. You have advantage on saving throws
| |
| against being frightened.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 5
| |
| Halfling Nimbleness. You can move through the
| |
| space of any creature that is of a size larger than
| |
| yours.
| |
| Languages. You can speak, read, and write
| |
| Common and Halfling. The Halfling language isn’t
| |
| secret, but halflings are loath to share it with others.
| |
| They write very little, so they don’t have a rich body
| |
| of literature. Their oral tradition, however, is very
| |
| strong. Almost all halflings speak Common to
| |
| converse with the people in whose lands they dwell
| |
| or through which they are traveling.
| |
| Lightfoot
| |
| As a lightfoot halfling, you can easily hide from
| |
| notice, even using other people as cover. You’re
| |
| inclined to be affable and get along well with others.
| |
| Lightfoots are more prone to wanderlust than
| |
| other halflings, and often dwell alongside other races
| |
| or take up a nomadic life.
| |
| Ability Score Increase. Your Charisma score
| |
| increases by 1.
| |
| Naturally Stealthy. You can attempt to hide even
| |
| when you are obscured only by a creature that is at
| |
| least one size larger than you.
| |
| Human
| |
| Human Traits
| |
| It’s hard to make generalizations about humans, but
| |
| your human character has these traits.
| |
| Ability Score Increase. Your ability scores each
| |
| increase by 1.
| |
| Age. Humans reach adulthood in their late teens
| |
| and live less than a century.
| |
| Alignment. Humans tend toward no particular
| |
| alignment. The best and the worst are found among
| |
| them.
| |
| Size. Humans vary widely in height and build,
| |
| from barely 5 feet to well over 6 feet tall. Regardless
| |
| of your position in that range, your size is Medium.
| |
| Speed. Your base walking speed is 30 feet.
| |
| Languages. You can speak, read, and write
| |
| Common and one extra language of your choice.
| |
| Humans typically learn the languages of other
| |
| peoples they deal with, including obscure dialects.
| |
| They are fond of sprinkling their speech with words
| |
| borrowed from other tongues: Orc curses, Elvish
| |
| musical expressions, Dwarvish military phrases, and
| |
| so on.
| |
| Dragonborn
| |
| Dragonborn Traits
| |
| Your draconic heritage manifests in a variety of
| |
| traits you share with other dragonborn.
| |
| Ability Score Increase. Your Strength score
| |
| increases by 2, and your Charisma score increases
| |
| by 1.
| |
| Age. Young dragonborn grow quickly. They walk
| |
| hours after hatching, attain the size and
| |
| development of a 10-‐‑year-‐‑old human child by the
| |
| age of 3, and reach adulthood by 15. They live to be
| |
| around 80.
| |
| Alignment. Dragonborn tend to extremes, making
| |
| a conscious choice for one side or the other in the
| |
| cosmic war between good and evil. Most dragonborn
| |
| are good, but those who side with evil can be terrible
| |
| villains.
| |
| Size. Dragonborn are taller and heavier than
| |
| humans, standing well over 6 feet tall and averaging
| |
| almost 250 pounds. Your size is Medium.
| |
| Speed. Your base walking speed is 30 feet.
| |
| Draconic Ancestry
| |
| Dragon Damage Type Breath Weapon
| |
| Black Acid 5 by 30 ft. line (Dex. save)
| |
| Blue Lightning 5 by 30 ft. line (Dex. save)
| |
| Brass Fire 5 by 30 ft. line (Dex. save)
| |
| Bronze Lightning 5 by 30 ft. line (Dex. save)
| |
| Copper Acid 5 by 30 ft. line (Dex. save)
| |
| Gold Fire 15 ft. cone (Dex. save)
| |
| Green Poison 15 ft. cone (Con. save)
| |
| Red Fire 15 ft. cone (Dex. save)
| |
| Silver Cold 15 ft. cone (Con. save)
| |
| White Cold 15 ft. cone (Con. save)
| |
| Draconic Ancestry. You have draconic ancestry.
| |
| Choose one type of dragon from the Draconic
| |
| Ancestry table. Your breath weapon and damage
| |
| resistance are determined by the dragon type, as
| |
| shown in the table.
| |
| Breath Weapon. You can use your action to
| |
| exhale destructive energy. Your draconic ancestry
| |
| determines the size, shape, and damage type of the
| |
| exhalation.
| |
| When you use your breath weapon, each creature
| |
| in the area of the exhalation must make a saving
| |
| throw, the type of which is determined by your
| |
| draconic ancestry. The DC for this saving throw
| |
| equals 8 + your Constitution modifier + your
| |
| proficiency bonus. A creature takes 2d6 damage on a
| |
| failed save, and half as much damage on a successful
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 6
| |
| one. The damage increases to 3d6 at 6th level, 4d6 at
| |
| 11th level, and 5d6 at 16th level.
| |
| After you use your breath weapon, you can’t use it
| |
| again until you complete a short or long rest.
| |
| Damage Resistance. You have resistance to the
| |
| damage type associated with your draconic ancestry.
| |
| Languages. You can speak, read, and write
| |
| Common and Draconic. Draconic is thought to be one
| |
| of the oldest languages and is often used in the study
| |
| of magic. The language sounds harsh to most other
| |
| creatures and includes numerous hard consonants
| |
| and sibilants.
| |
| Gnome
| |
| Gnome Traits
| |
| Your gnome character has certain characteristics in
| |
| common with all other gnomes.
| |
| Ability Score Increase. Your Intelligence score
| |
| increases by 2.
| |
| Age. Gnomes mature at the same rate humans do,
| |
| and most are expected to settle down into an adult
| |
| life by around age 40. They can live 350 to almost
| |
| 500 years.
| |
| Alignment. Gnomes are most often good. Those
| |
| who tend toward law are sages, engineers,
| |
| researchers, scholars, investigators, or inventors.
| |
| Those who tend toward chaos are minstrels,
| |
| tricksters, wanderers, or fanciful jewelers. Gnomes
| |
| are good-‐‑hearted, and even the tricksters among
| |
| them are more playful than vicious.
| |
| Size. Gnomes are between 3 and 4 feet tall and
| |
| average about 40 pounds. Your size is Small.
| |
| Speed. Your base walking speed is 25 feet.
| |
| Darkvision. Accustomed to life underground, you
| |
| have superior vision in dark and dim conditions. You
| |
| can see in dim light within 60 feet of you as if it were
| |
| bright light, and in darkness as if it were dim light.
| |
| You can’t discern color in darkness, only shades of
| |
| gray.
| |
| Gnome Cunning. You have advantage on all
| |
| Intelligence, Wisdom, and Charisma saving throws
| |
| against magic.
| |
| Languages. You can speak, read, and write
| |
| Common and Gnomish. The Gnomish language,
| |
| which uses the Dwarvish script, is renowned for its
| |
| technical treatises and its catalogs of knowledge
| |
| about the natural world.
| |
| Rock Gnome
| |
| As a rock gnome, you have a natural inventiveness
| |
| and hardiness beyond that of other gnomes.
| |
| Ability Score Increase. Your Constitution score
| |
| increases by 1.
| |
| Artificer’s Lore. Whenever you make an
| |
| Intelligence (History) check related to magic items,
| |
| alchemical objects, or technological devices, you can
| |
| add twice your proficiency bonus, instead of any
| |
| proficiency bonus you normally apply.
| |
| Tinker. You have proficiency with artisan’s tools
| |
| (tinker’s tools). Using those tools, you can spend 1
| |
| hour and 10 gp worth of materials to construct a
| |
| Tiny clockwork device (AC 5, 1 hp). The device
| |
| ceases to function after 24 hours (unless you spend
| |
| 1 hour repairing it to keep the device functioning),
| |
| or when you use your action to dismantle it; at that
| |
| time, you can reclaim the materials used to create it.
| |
| You can have up to three such devices active at a
| |
| time.
| |
| When you create a device, choose one of the
| |
| following options:
| |
| Clockwork Toy. This toy is a clockwork animal,
| |
| monster, or person, such as a frog, mouse, bird,
| |
| dragon, or soldier. When placed on the ground, the
| |
| toy moves 5 feet across the ground on each of your
| |
| turns in a random direction. It makes noises as
| |
| appropriate to the creature it represents.
| |
| Fire Starter. The device produces a miniature flame,
| |
| which you can use to light a candle, torch, or
| |
| campfire. Using the device requires your action.
| |
| Music Box. When opened, this music box plays a
| |
| single song at a moderate volume. The box stops
| |
| playing when it reaches the song’s end or when it
| |
| is closed.
| |
| Half-Elf
| |
| Half-Elf Traits
| |
| Your half-‐‑elf character has some qualities in
| |
| common with elves and some that are unique to
| |
| half-‐‑elves.
| |
| Ability Score Increase. Your Charisma score
| |
| increases by 2, and two other ability scores of your
| |
| choice increase by 1.
| |
| Age. Half-‐‑elves mature at the same rate humans
| |
| do and reach adulthood around the age of 20. They
| |
| live much longer than humans, however, often
| |
| exceeding 180 years.
| |
| Alignment. Half-‐‑elves share the chaotic bent of
| |
| their elven heritage. They value both personal
| |
| freedom and creative expression, demonstrating
| |
| neither love of leaders nor desire for followers. They
| |
| chafe at rules, resent others’ demands, and
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 7
| |
| sometimes prove unreliable, or at least
| |
| unpredictable.
| |
| Size. Half-‐‑elves are about the same size as humans,
| |
| ranging from 5 to 6 feet tall. Your size is Medium.
| |
| Speed. Your base walking speed is 30 feet.
| |
| Darkvision. Thanks to your elf blood, you have
| |
| superior vision in dark and dim conditions. You can
| |
| see in dim light within 60 feet of you as if it were
| |
| bright light, and in darkness as if it were dim light.
| |
| You can’t discern color in darkness, only shades of
| |
| gray.
| |
| Fey Ancestry. You have advantage on saving
| |
| throws against being charmed, and magic can’t put
| |
| you to sleep.
| |
| Skill Versatility. You gain proficiency in two skills
| |
| of your choice.
| |
| Languages. You can speak, read, and write
| |
| Common, Elvish, and one extra language of your
| |
| choice.
| |
| Half-Orc
| |
| Half-Orc Traits
| |
| Your half-‐‑orc character has certain traits deriving
| |
| from your orc ancestry.
| |
| Ability Score Increase. Your Strength score
| |
| increases by 2, and your Constitution score increases
| |
| by 1.
| |
| Age. Half-‐‑orcs mature a little faster than humans,
| |
| reaching adulthood around age 14. They age
| |
| noticeably faster and rarely live longer than 75 years.
| |
| Alignment. Half-‐‑orcs inherit a tendency toward
| |
| chaos from their orc parents and are not strongly
| |
| inclined toward good. Half-‐‑orcs raised among orcs
| |
| and willing to live out their lives among them are
| |
| usually evil.
| |
| Size. Half-‐‑orcs are somewhat larger and bulkier
| |
| than humans, and they range from 5 to well over 6
| |
| feet tall. Your size is Medium.
| |
| Speed. Your base walking speed is 30 feet.
| |
| Darkvision. Thanks to your orc blood, you have
| |
| superior vision in dark and dim conditions. You can
| |
| see in dim light within 60 feet of you as if it were
| |
| bright light, and in darkness as if it were dim light.
| |
| You can’t discern color in darkness, only shades of
| |
| gray.
| |
| Menacing. You gain proficiency in the
| |
| Intimidation skill.
| |
| Relentless Endurance. When you are reduced to 0
| |
| hit points but not killed outright, you can drop to 1
| |
| hit point instead. You can’t use this feature again
| |
| until you finish a long rest.
| |
| Savage Attacks. When you score a critical hit with
| |
| a melee weapon attack, you can roll one of the
| |
| weapon’s damage dice one additional time and add it
| |
| to the extra damage of the critical hit.
| |
| Languages. You can speak, read, and write
| |
| Common and Orc. Orc is a harsh, grating language
| |
| with hard consonants. It has no script of its own but
| |
| is written in the Dwarvish script.
| |
| Tiefling
| |
| Tiefling Traits
| |
| Tieflings share certain racial traits as a result of their
| |
| infernal descent.
| |
| Ability Score Increase. Your Intelligence score
| |
| increases by 1, and your Charisma score increases
| |
| by 2.
| |
| Age. Tieflings mature at the same rate as humans
| |
| but live a few years longer.
| |
| Alignment. Tieflings might not have an innate
| |
| tendency toward evil, but many of them end up
| |
| there. Evil or not, an independent nature inclines
| |
| many tieflings toward a chaotic alignment.
| |
| Size. Tieflings are about the same size and build as
| |
| humans. Your size is Medium.
| |
| Speed. Your base walking speed is 30 feet.
| |
| Darkvision. Thanks to your infernal heritage, you
| |
| have superior vision in dark and dim conditions. You
| |
| can see in dim light within 60 feet of you as if it were
| |
| bright light, and in darkness as if it were dim light.
| |
| You can’t discern color in darkness, only shades of
| |
| gray.
| |
| Hellish Resistance. You have resistance to fire
| |
| damage.
| |
| Infernal Legacy. You know the thaumaturgy
| |
| cantrip. When you reach 3rd level, you can cast the
| |
| hellish rebuke spell as a 2nd-‐‑level spell once with this
| |
| trait and regain the ability to do so when you finish a
| |
| long rest. When you reach 5th level, you can cast the
| |
| darkness spell once with this trait and regain the
| |
| ability to do so when you finish a long rest. Charisma
| |
| is your spellcasting ability for these spells.
| |
| Languages. You can speak, read, and write
| |
| Common and Infernal.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 8
| |
| Barbarian
| |
| Class Features
| |
| As a barbarian, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d12 per barbarian level
| |
| Hit Points at 1st Level: 12 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d12 (or 7) + your
| |
| Constitution modifier per barbarian level after 1st
| |
| Proficiencies
| |
| Armor: Light armor, medium armor, shields
| |
| Weapons: Simple weapons, martial weapons
| |
| Tools: None
| |
| Saving Throws: Strength, Constitution
| |
| Skills: Choose two from Animal Handling, Athletics,
| |
| Intimidation, Nature, Perception, and Survival
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a greataxe or (b) any martial melee weapon
| |
| • (a) two handaxes or (b) any simple weapon
| |
| • An explorer’s pack and four javelins
| |
| The Barbarian
| |
| Level
| |
| Proficiency
| |
| Bonus Features Rages
| |
| Rage
| |
| Damage
| |
| 1st +2 Rage,
| |
| Unarmored
| |
| Defense
| |
| 2 +2
| |
| 2nd +2 Reckless
| |
| Attack,
| |
| Danger Sense
| |
| 2 +2
| |
| 3rd +2 Primal Path 3 +2
| |
| 4th +2 Ability Score
| |
| Improvement
| |
| 3 +2
| |
| 5th +3 Extra Attack,
| |
| Fast
| |
| Movement
| |
| 3 +2
| |
| 6th +3 Path feature 4 +2
| |
| 7th +3 Feral Instinct 4 +2
| |
| 8th +3 Ability Score
| |
| Improvement
| |
| 4 +2
| |
| 9th +4 Brutal Critical
| |
| (1 die)
| |
| 4 +3
| |
| 10th +4 Path feature 4 +3
| |
| 11th +4 Relentless 4 +3
| |
| Rage
| |
| 12th +4 Ability Score
| |
| Improvement
| |
| 5 +3
| |
| 13th +5 Brutal Critical
| |
| (2 dice)
| |
| 5 +3
| |
| 14th +5 Path feature 5 +3
| |
| 15th +5 Persistent
| |
| Rage
| |
| 5 +3
| |
| 16th +5 Ability Score
| |
| Improvement
| |
| 5 +4
| |
| 17th +6 Brutal Critical
| |
| (3 dice)
| |
| 6 +4
| |
| 18th +6 Indomitable
| |
| Might
| |
| 6 +4
| |
| 19th +6 Ability Score
| |
| Improvement
| |
| 6 +4
| |
| 20th +6 Primal
| |
| Champion
| |
| Unlimited +4
| |
| Rage
| |
| In battle, you fight with primal ferocity. On your turn,
| |
| you can enter a rage as a bonus action.
| |
| While raging, you gain the following benefits if you
| |
| aren’t wearing heavy armor:
| |
| • You have advantage on Strength checks and
| |
| Strength saving throws.
| |
| • When you make a melee weapon attack using
| |
| Strength, you gain a bonus to the damage roll that
| |
| increases as you gain levels as a barbarian, as
| |
| shown in the Rage Damage column of the
| |
| Barbarian table.
| |
| • You have resistance to bludgeoning, piercing, and
| |
| slashing damage.
| |
| If you are able to cast spells, you can’t cast them or
| |
| concentrate on them while raging.
| |
| Your rage lasts for 1 minute. It ends early if you
| |
| are knocked unconscious or if your turn ends and
| |
| you haven’t attacked a hostile creature since your
| |
| last turn or taken damage since then. You can also
| |
| end your rage on your turn as a bonus action.
| |
| Once you have raged the number of times shown
| |
| for your barbarian level in the Rages column of the
| |
| Barbarian table, you must finish a long rest before
| |
| you can rage again.
| |
| Unarmored Defense
| |
| While you are not wearing any armor, your Armor
| |
| Class equals 10 + your Dexterity modifier + your
| |
| Constitution modifier. You can use a shield and still
| |
| gain this benefit.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 9
| |
| Reckless Attack
| |
| Starting at 2nd level, you can throw aside all concern
| |
| for defense to attack with fierce desperation. When
| |
| you make your first attack on your turn, you can
| |
| decide to attack recklessly. Doing so gives you
| |
| advantage on melee weapon attack rolls using
| |
| Strength during this turn, but attack rolls against
| |
| you have advantage until your next turn.
| |
| Danger Sense
| |
| At 2nd level, you gain an uncanny sense of when
| |
| things nearby aren’t as they should be, giving you an
| |
| edge when you dodge away from danger.
| |
| You have advantage on Dexterity saving throws
| |
| against effects that you can see, such as traps and
| |
| spells. To gain this benefit, you can’t be blinded,
| |
| deafened, or incapacitated.
| |
| Primal Path
| |
| At 3rd level, you choose a path that shapes the
| |
| nature of your rage. Choose the Path of the
| |
| Berserker or the Path of the Totem Warrior, both
| |
| detailed at the end of the class description. Your
| |
| choice grants you features at 3rd level and again at
| |
| 6th, 10th, and 14th levels.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Extra Attack
| |
| Beginning at 5th level, you can attack twice, instead
| |
| of once, whenever you take the Attack action on your
| |
| turn.
| |
| Fast Movement
| |
| Starting at 5th level, your speed increases by 10 feet
| |
| while you aren’t wearing heavy armor.
| |
| Feral Instinct
| |
| By 7th level, your instincts are so honed that you
| |
| have advantage on initiative rolls.
| |
| Additionally, if you are surprised at the beginning
| |
| of combat and aren’t incapacitated, you can act
| |
| normally on your first turn, but only if you enter
| |
| your rage before doing anything else on that turn.
| |
| Brutal Critical
| |
| Beginning at 9th level, you can roll one additional
| |
| weapon damage die when determining the extra
| |
| damage for a critical hit with a melee attack.
| |
| This increases to two additional dice at 13th level
| |
| and three additional dice at 17th level.
| |
| Relentless Rage
| |
| Starting at 11th level, your rage can keep you
| |
| fighting despite grievous wounds. If you drop to 0 hit
| |
| points while you’re raging and don’t die outright,
| |
| you can make a DC 10 Constitution saving throw. If
| |
| you succeed, you drop to 1 hit point instead.
| |
| Each time you use this feature after the first, the
| |
| DC increases by 5. When you finish a short or long
| |
| rest, the DC resets to 10.
| |
| Persistent Rage
| |
| Beginning at 15th level, your rage is so fierce that it
| |
| ends early only if you fall unconscious or if you
| |
| choose to end it.
| |
| Indomitable Might
| |
| Beginning at 18th level, if your total for a Strength
| |
| check is less than your Strength score, you can use
| |
| that score in place of the total.
| |
| Primal Champion
| |
| At 20th level, you embody the power of the wilds.
| |
| Your Strength and Constitution scores increase by 4.
| |
| Your maximum for those scores is now 24.
| |
| Path of the Berserker
| |
| For some barbarians, rage is a means to an end—
| |
| that end being violence. The Path of the Berserker is
| |
| a path of untrammeled fury, slick with blood. As you
| |
| enter the berserker’s rage, you thrill in the chaos of
| |
| battle, heedless of your own health or well-‐‑being.
| |
| Frenzy
| |
| Starting when you choose this path at 3rd level, you
| |
| can go into a frenzy when you rage. If you do so, for
| |
| the duration of your rage you can make a single
| |
| melee weapon attack as a bonus action on each of
| |
| your turns after this one. When your rage ends, you
| |
| suffer one level of exhaustion (as described in
| |
| appendix PH-‐‑A).
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 10
| |
| Mindless Rage
| |
| Beginning at 6th level, you can’t be charmed or
| |
| frightened while raging. If you are charmed or
| |
| frightened when you enter your rage, the effect is
| |
| suspended for the duration of the rage.
| |
| Intimidating Presence
| |
| Beginning at 10th level, you can use your action to
| |
| frighten someone with your menacing presence.
| |
| When you do so, choose one creature that you can
| |
| see within 30 feet of you. If the creature can see or
| |
| hear you, it must succeed on a Wisdom saving throw
| |
| (DC equal to 8 + your proficiency bonus + your
| |
| Charisma modifier) or be frightened of you until the
| |
| end of your next turn. On subsequent turns, you can
| |
| use your action to extend the duration of this effect
| |
| on the frightened creature until the end of your next
| |
| turn. This effect ends if the creature ends its turn out
| |
| of line of sight or more than 60 feet away from you.
| |
| If the creature succeeds on its saving throw, you
| |
| can’t use this feature on that creature again for 24
| |
| hours.
| |
| Retaliation
| |
| Starting at 14th level, when you take damage from a
| |
| creature that is within 5 feet of you, you can use your
| |
| reaction to make a melee weapon attack against that
| |
| creature.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 11
| |
| Bard
| |
| Class Features
| |
| As a bard, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d8 per bard level
| |
| Hit Points at 1st Level: 8 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d8 (or 5) + your
| |
| Constitution modifier per bard level after 1st
| |
| Proficiencies
| |
| Armor: Light armor
| |
| Weapons: Simple weapons, hand crossbows,
| |
| longswords, rapiers, shortswords
| |
| Tools: Three musical instruments of your choice
| |
| Saving Throws: Dexterity, Charisma
| |
| Skills: Choose any three
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a rapier, (b) a longsword, or (c) any simple
| |
| weapon
| |
| • (a) a diplomat’s pack or (b) an entertainer’s pack
| |
| • (a) a lute or (b) any other musical instrument
| |
| • Leather armor and a dagger
| |
| The Bard
| |
| Proficiency Cantrips Spells —Spell Slots per Spell Level—
| |
| Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
| |
| 1st +2 Spellcasting, Bardic Inspiration
| |
| (d6)
| |
| 2 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 2nd +2 Jack of All Trades, Song of Rest
| |
| (d6)
| |
| 2 5 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 3rd +2 Bard College, Expertise 2 6 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 4th +2 Ability Score Improvement 3 7 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 5th +3 Bardic Inspiration (d8), Font of
| |
| Inspiration
| |
| 3 8 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 6th +3 Countercharm, Bard College
| |
| feature
| |
| 3 9 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 7th +3 ̶ 3 10 4 3 3 1 ̶ ̶ ̶ ̶ ̶
| |
| 8th +3 Ability Score Improvement 3 11 4 3 3 2 ̶ ̶ ̶ ̶ ̶
| |
| 9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 ̶ ̶ ̶ ̶
| |
| 10th +4 Bardic Inspiration (d10),
| |
| Expertise, Magical Secrets
| |
| 4 14 4 3 3 3 2 ̶ ̶ ̶ ̶
| |
| 11th +4 ̶ 4 15 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 ̶ ̶
| |
| 14th +5 Magical Secrets, Bard College
| |
| feature
| |
| 4 18 4 3 3 3 2 1 1 ̶ ̶
| |
| 15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 ̶
| |
| 16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 ̶
| |
| 17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
| |
| 18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
| |
| 19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
| |
| 20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1
| |
| Spellcasting
| |
| You have learned to untangle and reshape the fabric
| |
| of reality in harmony with your wishes and music.
| |
| Your spells are part of your vast repertoire, magic
| |
| that you can tune to different situations.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 12
| |
| Cantrips
| |
| You know two cantrips of your choice from the bard
| |
| spell list. You learn additional bard cantrips of your
| |
| choice at higher levels, as shown in the Cantrips
| |
| Known column of the Bard table.
| |
| Spell Slots
| |
| The Bard table shows how many spell slots you have
| |
| to cast your spells of 1st level and higher. To cast
| |
| one of these spells, you must expend a slot of the
| |
| spell’s level or higher. You regain all expended spell
| |
| slots when you finish a long rest.
| |
| For example, if you know the 1st-‐‑level spell cure
| |
| wounds and have a 1st-‐‑level and a 2nd-‐‑level spell
| |
| slot available, you can cast cure wounds using either
| |
| slot.
| |
| Spells Known of 1st Level and Higher
| |
| You know four 1st-‐‑level spells of your choice from
| |
| the bard spell list.
| |
| The Spells Known column of the Bard table shows
| |
| when you learn more bard spells of your choice.
| |
| Each of these spells must be of a level for which you
| |
| have spell slots, as shown on the table. For instance,
| |
| when you reach 3rd level in this class, you can learn
| |
| one new spell of 1st or 2nd level.
| |
| Additionally, when you gain a level in this class,
| |
| you can choose one of the bard spells you know and
| |
| replace it with another spell from the bard spell list,
| |
| which also must be of a level for which you have
| |
| spell slots.
| |
| Spellcasting Ability
| |
| Charisma is your spellcasting ability for your bard
| |
| spells. Your magic comes from the heart and soul
| |
| you pour into the performance of your music or
| |
| oration. You use your Charisma whenever a spell
| |
| refers to your spellcasting ability. In addition, you
| |
| use your Charisma modifier when setting the saving
| |
| throw DC for a bard spell you cast and when making
| |
| an attack roll with one.
| |
| Spell save DC = 8 + your proficiency bonus +
| |
| your Charisma modifier
| |
| Spell attack modifier = your proficiency bonus +
| |
| your Charisma modifier
| |
| Ritual Casting
| |
| You can cast any bard spell you know as a ritual if
| |
| that spell has the ritual tag.
| |
| Spellcasting Focus
| |
| You can use a musical instrument (see “Equipment”)
| |
| as a spellcasting focus for your bard spells.
| |
| Bardic Inspiration
| |
| You can inspire others through stirring words or
| |
| music. To do so, you use a bonus action on your turn
| |
| to choose one creature other than yourself within 60
| |
| feet of you who can hear you. That creature gains
| |
| one Bardic Inspiration die, a d6.
| |
| Once within the next 10 minutes, the creature can
| |
| roll the die and add the number rolled to one ability
| |
| check, attack roll, or saving throw it makes. The
| |
| creature can wait until after it rolls the d20 before
| |
| deciding to use the Bardic Inspiration die, but must
| |
| decide before the GM says whether the roll succeeds
| |
| or fails. Once the Bardic Inspiration die is rolled, it is
| |
| lost. A creature can have only one Bardic Inspiration
| |
| die at a time.
| |
| You can use this feature a number of times equal
| |
| to your Charisma modifier (a minimum of once). You
| |
| regain any expended uses when you finish a long
| |
| rest.
| |
| Your Bardic Inspiration die changes when you
| |
| reach certain levels in this class. The die becomes a
| |
| d8 at 5th level, a d10 at 10th level, and a d12 at 15th
| |
| level.
| |
| Jack of All Trades
| |
| Starting at 2nd level, you can add half your
| |
| proficiency bonus, rounded down, to any ability
| |
| check you make that doesn’t already include your
| |
| proficiency bonus.
| |
| Song of Rest
| |
| Beginning at 2nd level, you can use soothing music
| |
| or oration to help revitalize your wounded allies
| |
| during a short rest. If you or any friendly creatures
| |
| who can hear your performance regain hit points at
| |
| the end of the short rest by spending one or more
| |
| Hit Dice, each of those creatures regains an extra
| |
| 1d6 hit points.
| |
| The extra hit points increase when you reach
| |
| certain levels in this class: to 1d8 at 9th level, to
| |
| 1d10 at 13th level, and to 1d12 at 17th level.
| |
| Bard College
| |
| At 3rd level, you delve into the advanced techniques
| |
| of a bard college of your choice, such as the College
| |
| of Lore. Your choice grants you features at 3rd level
| |
| and again at 6th and 14th level.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 13
| |
| Expertise
| |
| At 3rd level, choose two of your skill proficiencies.
| |
| Your proficiency bonus is doubled for any ability
| |
| check you make that uses either of the chosen
| |
| proficiencies.
| |
| At 10th level, you can choose another two skill
| |
| proficiencies to gain this benefit.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Font of Inspiration
| |
| Beginning when you reach 5th level, you regain all of
| |
| your expended uses of Bardic Inspiration when you
| |
| finish a short or long rest.
| |
| Countercharm
| |
| At 6th level, you gain the ability to use musical notes
| |
| or words of power to disrupt mind-‐‑influencing
| |
| effects. As an action, you can start a performance
| |
| that lasts until the end of your next turn. During that
| |
| time, you and any friendly creatures within 30 feet
| |
| of you have advantage on saving throws against
| |
| being frightened or charmed. A creature must be
| |
| able to hear you to gain this benefit. The
| |
| performance ends early if you are incapacitated or
| |
| silenced or if you voluntarily end it (no action
| |
| required).
| |
| Magical Secrets
| |
| By 10th level, you have plundered magical
| |
| knowledge from a wide spectrum of disciplines.
| |
| Choose two spells from any class, including this one.
| |
| A spell you choose must be of a level you can cast, as
| |
| shown on the Bard table, or a cantrip.
| |
| The chosen spells count as bard spells for you and
| |
| are included in the number in the Spells Known
| |
| column of the Bard table.
| |
| You learn two additional spells from any class at
| |
| 14th level and again at 18th level.
| |
| Superior Inspiration
| |
| At 20th level, when you roll initiative and have no
| |
| uses of Bardic Inspiration left, you regain one use.
| |
| College of Lore
| |
| Bards of the College of Lore know something about
| |
| most things, collecting bits of knowledge from
| |
| sources as diverse as scholarly tomes and peasant
| |
| tales. Whether singing folk ballads in taverns or
| |
| elaborate compositions in royal courts, these bards
| |
| use their gifts to hold audiences spellbound. When
| |
| the applause dies down, the audience members
| |
| might find themselves questioning everything they
| |
| held to be true, from their faith in the priesthood of
| |
| the local temple to their loyalty to the king.
| |
| The loyalty of these bards lies in the pursuit of
| |
| beauty and truth, not in fealty to a monarch or
| |
| following the tenets of a deity. A noble who keeps
| |
| such a bard as a herald or advisor knows that the
| |
| bard would rather be honest than politic.
| |
| The college’s members gather in libraries and
| |
| sometimes in actual colleges, complete with
| |
| classrooms and dormitories, to share their lore with
| |
| one another. They also meet at festivals or affairs of
| |
| state, where they can expose corruption, unravel lies,
| |
| and poke fun at self-‐‑important figures of authority.
| |
| Bonus Proficiencies
| |
| When you join the College of Lore at 3rd level, you
| |
| gain proficiency with three skills of your choice.
| |
| Cutting Words
| |
| Also at 3rd level, you learn how to use your wit to
| |
| distract, confuse, and otherwise sap the confidence
| |
| and competence of others. When a creature that you
| |
| can see within 60 feet of you makes an attack roll, an
| |
| ability check, or a damage roll, you can use your
| |
| reaction to expend one of your uses of Bardic
| |
| Inspiration, rolling a Bardic Inspiration die and
| |
| subtracting the number rolled from the creature’s
| |
| roll. You can choose to use this feature after the
| |
| creature makes its roll, but before the GM
| |
| determines whether the attack roll or ability check
| |
| succeeds or fails, or before the creature deals its
| |
| damage. The creature is immune if it can’t hear you
| |
| or if it’s immune to being charmed.
| |
| Additional Magical Secrets
| |
| At 6th level, you learn two spells of your choice from
| |
| any class. A spell you choose must be of a level you
| |
| can cast, as shown on the Bard table, or a cantrip.
| |
| The chosen spells count as bard spells for you but
| |
| don’t count against the number of bard spells you
| |
| know.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 14
| |
| Peerless Skill
| |
| Starting at 14th level, when you make an ability
| |
| check, you can expend one use of Bardic Inspiration.
| |
| Roll a Bardic Inspiration die and add the number
| |
| rolled to your ability check. You can choose to do so
| |
| after you roll the die for the ability check, but before
| |
| the GM tells you whether you succeed or fail.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 15
| |
| Cleric
| |
| Class Features
| |
| As a cleric, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d8 per cleric level
| |
| Hit Points at 1st Level: 8 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d8 (or 5) + your
| |
| Constitution modifier per cleric level after 1st
| |
| Proficiencies
| |
| Armor: Light armor, medium armor, shields
| |
| Weapons: Simple weapons
| |
| Tools: None
| |
| Saving Throws: Wisdom, Charisma
| |
| Skills: Choose two from History, Insight, Medicine,
| |
| Persuasion, and Religion
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a mace or (b) a warhammer (if proficient)
| |
| • (a) scale mail, (b) leather armor, or (c) chain mail
| |
| (if proficient)
| |
| • (a) a light crossbow and 20 bolts or (b) any simple
| |
| weapon
| |
| • (a) a priest’s pack or (b) an explorer’s pack
| |
| • A shield and a holy symbol
| |
| The Cleric
| |
| Proficiency Cantrips ̶ Spell Slots per Spell Level̶
| |
| Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
| |
| 1st +2 Spellcasting, Divine Domain 3 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 2nd +2 Channel Divinity (1/rest), Divine Domain
| |
| feature
| |
| 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 3rd +2 ̶ 3 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 4th +2 Ability Score Improvement 4 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 5th +3 Destroy Undead (CR 1/2) 4 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 6th +3 Channel Divinity (2/rest), Divine Domain
| |
| feature
| |
| 4 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 7th +3 ̶ 4 4 3 3 1 ̶ ̶ ̶ ̶ ̶
| |
| 8th +3 Ability Score Improvement, Destroy Undead
| |
| (CR 1), Divine Domain feature
| |
| 4 4 3 3 2 ̶ ̶ ̶ ̶ ̶
| |
| 9th +4 ̶ 4 4 3 3 3 1 ̶ ̶ ̶ ̶
| |
| 10th +4 Divine Intervention 5 4 3 3 3 2 ̶ ̶ ̶ ̶
| |
| 11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 13th +5 ̶ 5 4 3 3 3 2 1 1 ̶ ̶
| |
| 14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 ̶ ̶
| |
| 15th +5 ̶ 5 4 3 3 3 2 1 1 1 ̶
| |
| 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ̶
| |
| 17th +6 Destroy Undead (CR 4), Divine Domain
| |
| feature
| |
| 5 4 3 3 3 2 1 1 1 1
| |
| 18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
| |
| 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
| |
| 20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1
| |
| Spellcasting
| |
| As a conduit for divine power, you can cast cleric
| |
| spells.
| |
| Cantrips
| |
| At 1st level, you know three cantrips of your choice
| |
| from the cleric spell list. You learn additional cleric
| |
| cantrips of your choice at higher levels, as shown in
| |
| the Cantrips Known column of the Cleric table.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 16
| |
| Preparing and Casting Spells
| |
| The Cleric table shows how many spell slots you
| |
| have to cast your spells of 1st level and higher. To
| |
| cast one of these spells, you must expend a slot of
| |
| the spell’s level or higher. You regain all expended
| |
| spell slots when you finish a long rest.
| |
| You prepare the list of cleric spells that are
| |
| available for you to cast, choosing from the cleric
| |
| spell list. When you do so, choose a number of cleric
| |
| spells equal to your Wisdom modifier + your cleric
| |
| level (minimum of one spell). The spells must be of a
| |
| level for which you have spell slots.
| |
| For example, if you are a 3rd-‐‑level cleric, you have
| |
| four 1st-‐‑level and two 2nd-‐‑level spell slots. With a
| |
| Wisdom of 16, your list of prepared spells can
| |
| include six spells of 1st or 2nd level, in any
| |
| combination. If you prepare the 1st-‐‑level spell cure
| |
| wounds, you can cast it using a 1st-‐‑level or 2nd-‐‑level
| |
| slot. Casting the spell doesn’t remove it from your
| |
| list of prepared spells.
| |
| You can change your list of prepared spells when
| |
| you finish a long rest. Preparing a new list of cleric
| |
| spells requires time spent in prayer and meditation:
| |
| at least 1 minute per spell level for each spell on
| |
| your list.
| |
| Spellcasting Ability
| |
| Wisdom is your spellcasting ability for your cleric
| |
| spells. The power of your spells comes from your
| |
| devotion to your deity. You use your Wisdom
| |
| whenever a cleric spell refers to your spellcasting
| |
| ability. In addition, you use your Wisdom modifier
| |
| when setting the saving throw DC for a cleric spell
| |
| you cast and when making an attack roll with one.
| |
| Spell save DC = 8 + your proficiency bonus +
| |
| your Wisdom modifier
| |
| Spell attack modifier = your proficiency bonus +
| |
| your Wisdom modifier
| |
| Ritual Casting
| |
| You can cast a cleric spell as a ritual if that spell has
| |
| the ritual tag and you have the spell prepared.
| |
| Spellcasting Focus
| |
| You can use a holy symbol (see “Equipment”) as a
| |
| spellcasting focus for your cleric spells.
| |
| Divine Domain
| |
| Choose one domain related to your deity, such as
| |
| Life. Each domain is detailed at the end of the class
| |
| description, and each one provides examples of gods
| |
| associated with it. Your choice grants you domain
| |
| spells and other features when you choose it at 1st
| |
| level. It also grants you additional ways to use
| |
| Channel Divinity when you gain that feature at 2nd
| |
| level, and additional benefits at 6th, 8th, and 17th
| |
| levels.
| |
| Domain Spells
| |
| Each domain has a list of spells—its domain spells—
| |
| that you gain at the cleric levels noted in the domain
| |
| description. Once you gain a domain spell, you
| |
| always have it prepared, and it doesn’t count against
| |
| the number of spells you can prepare each day.
| |
| If you have a domain spell that doesn’t appear on
| |
| the cleric spell list, the spell is nonetheless a cleric
| |
| spell for you.
| |
| Channel Divinity
| |
| At 2nd level, you gain the ability to channel divine
| |
| energy directly from your deity, using that energy to
| |
| fuel magical effects. You start with two such effects:
| |
| Turn Undead and an effect determined by your
| |
| domain. Some domains grant you additional effects
| |
| as you advance in levels, as noted in the domain
| |
| description.
| |
| When you use your Channel Divinity, you choose
| |
| which effect to create. You must then finish a short
| |
| or long rest to use your Channel Divinity again.
| |
| Some Channel Divinity effects require saving
| |
| throws. When you use such an effect from this class,
| |
| the DC equals your cleric spell save DC.
| |
| Beginning at 6th level, you can use your Channel
| |
| Divinity twice between rests, and beginning at 18th
| |
| level, you can use it three times between rests. When
| |
| you finish a short or long rest, you regain your
| |
| expended uses.
| |
| Channel Divinity: Turn Undead
| |
| As an action, you present your holy symbol and
| |
| speak a prayer censuring the undead. Each undead
| |
| that can see or hear you within 30 feet of you must
| |
| make a Wisdom saving throw. If the creature fails its
| |
| saving throw, it is turned for 1 minute or until it
| |
| takes any damage.
| |
| A turned creature must spend its turns trying to
| |
| move as far away from you as it can, and it can’t
| |
| willingly move to a space within 30 feet of you. It
| |
| also can’t take reactions. For its action, it can use
| |
| only the Dash action or try to escape from an effect
| |
| that prevents it from moving. If there’s nowhere to
| |
| move, the creature can use the Dodge action.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 17
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Destroy Undead
| |
| Starting at 5th level, when an undead fails its saving
| |
| throw against your Turn Undead feature, the
| |
| creature is instantly destroyed if its challenge rating
| |
| is at or below a certain threshold, as shown in the
| |
| Destroy Undead table.
| |
| Destroy Undead
| |
| Cleric Level Destroys Undead of CR . . .
| |
| 5th 1/2 or lower
| |
| 8th 1 or lower
| |
| 11th 2 or lower
| |
| 14th 3 or lower
| |
| 17th 4 or lower
| |
| Divine Intervention
| |
| Beginning at 10th level, you can call on your deity to
| |
| intervene on your behalf when your need is great.
| |
| Imploring your deity’s aid requires you to use
| |
| your action. Describe the assistance you seek, and
| |
| roll percentile dice. If you roll a number equal to or
| |
| lower than your cleric level, your deity intervenes.
| |
| The GM chooses the nature of the intervention; the
| |
| effect of any cleric spell or cleric domain spell would
| |
| be appropriate.
| |
| If your deity intervenes, you can’t use this feature
| |
| again for 7 days. Otherwise, you can use it again
| |
| after you finish a long rest.
| |
| At 20th level, your call for intervention succeeds
| |
| automatically, no roll required.
| |
| Life Domain
| |
| The Life domain focuses on the vibrant positive
| |
| energy—one of the fundamental forces of the
| |
| universe—that sustains all life. The gods of life
| |
| promote vitality and health through healing the sick
| |
| and wounded, caring for those in need, and driving
| |
| away the forces of death and undeath. Almost any
| |
| non-‐‑evil deity can claim influence over this domain,
| |
| particularly agricultural deities (such as Chauntea,
| |
| Arawai, and Demeter), sun gods (such as Lathander,
| |
| Pelor, and Re-‐‑Horakhty), gods of healing or
| |
| endurance (such as Ilmater, Mishakal, Apollo, and
| |
| Diancecht), and gods of home and community (such
| |
| as Hestia, Hathor, and Boldrei).
| |
| Life Domain Spells
| |
| Cleric Level Spells
| |
| 1st bless, cure wounds
| |
| 3rd lesser restoration, spiritual weapon
| |
| 5th beacon of hope, revivify
| |
| 7th death ward, guardian of faith
| |
| 9th mass cure wounds, raise dead
| |
| Bonus Proficiency
| |
| When you choose this domain at 1st level, you gain
| |
| proficiency with heavy armor.
| |
| Disciple of Life
| |
| Also starting at 1st level, your healing spells are
| |
| more effective. Whenever you use a spell of 1st level
| |
| or higher to restore hit points to a creature, the
| |
| creature regains additional hit points equal to 2 +
| |
| the spell’s level.
| |
| Channel Divinity: Preserve Life
| |
| Starting at 2nd level, you can use your Channel
| |
| Divinity to heal the badly injured.
| |
| As an action, you present your holy symbol and
| |
| evoke healing energy that can restore a number of
| |
| hit points equal to five times your cleric level.
| |
| Choose any creatures within 30 feet of you, and
| |
| divide those hit points among them. This feature can
| |
| restore a creature to no more than half of its hit
| |
| point maximum. You can’t use this feature on an
| |
| undead or a construct.
| |
| Blessed Healer
| |
| Beginning at 6th level, the healing spells you cast on
| |
| others heal you as well. When you cast a spell of 1st
| |
| level or higher that restores hit points to a creature
| |
| other than you, you regain hit points equal to 2 + the
| |
| spell’s level.
| |
| Divine Strike
| |
| At 8th level, you gain the ability to infuse your
| |
| weapon strikes with divine energy. Once on each of
| |
| your turns when you hit a creature with a weapon
| |
| attack, you can cause the attack to deal an extra 1d8
| |
| radiant damage to the target. When you reach 14th
| |
| level, the extra damage increases to 2d8.
| |
| Supreme Healing
| |
| Starting at 17th level, when you would normally roll
| |
| one or more dice to restore hit points with a spell,
| |
| you instead use the highest number possible for
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 18
| |
| each die. For example, instead of restoring 2d6 hit
| |
| points to a creature, you restore 12.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 19
| |
| Druid
| |
| Class Features
| |
| As a druid, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d8 per druid level
| |
| Hit Points at 1st Level: 8 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d8 (or 5) + your
| |
| Constitution modifier per druid level after 1st
| |
| Proficiencies
| |
| Armor: Light armor, medium armor, shields (druids
| |
| will not wear armor or use shields made of metal)
| |
| Weapons: Clubs, daggers, darts, javelins, maces,
| |
| quarterstaffs, scimitars, sickles, slings, spears
| |
| Tools: Herbalism kit
| |
| Saving Throws: Intelligence, Wisdom
| |
| Skills: Choose two from Arcana, Animal Handling,
| |
| Insight, Medicine, Nature, Perception, Religion,
| |
| and Survival
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a wooden shield or (b) any simple weapon
| |
| • (a) a scimitar or (b) any simple melee weapon
| |
| • Leather armor, an explorer’s pack, and a druidic
| |
| focus
| |
| The Druid
| |
| Proficiency Cantrips ̶ Spell Slots per Spell Level̶
| |
| Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
| |
| 1st +2 Druidic, Spellcasting 2 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 2nd +2 Wild Shape, Druid Circle 2 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 3rd +2 ̶ 2 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 4th +2 Wild Shape improvement, Ability Score
| |
| Improvement
| |
| 3 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 5th +3 ̶ 3 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 6th +3 Druid Circle feature 3 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 7th +3 ̶ 3 4 3 3 1 ̶ ̶ ̶ ̶ ̶
| |
| 8th +3 Wild Shape improvement, Ability Score
| |
| Improvement
| |
| 3 4 3 3 2 ̶ ̶ ̶ ̶ ̶
| |
| 9th +4 ̶ 3 4 3 3 3 1 ̶ ̶ ̶ ̶
| |
| 10th +4 Druid Circle feature 4 4 3 3 3 2 ̶ ̶ ̶ ̶
| |
| 11th +4 ̶ 4 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 13th +5 ̶ 4 4 3 3 3 2 1 1 ̶ ̶
| |
| 14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 ̶ ̶
| |
| 15th +5 ̶ 4 4 3 3 3 2 1 1 1 ̶
| |
| 16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 ̶
| |
| 17th +6 ̶ 4 4 3 3 3 2 1 1 1 1
| |
| 18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
| |
| 19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
| |
| 20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1
| |
| Druidic
| |
| You know Druidic, the secret language of druids. You
| |
| can speak the language and use it to leave hidden
| |
| messages. You and others who know this language
| |
| automatically spot such a message. Others spot the
| |
| message’s presence with a successful DC 15 Wisdom
| |
| (Perception) check but can’t decipher it without
| |
| magic.
| |
| Spellcasting
| |
| Drawing on the divine essence of nature itself, you
| |
| can cast spells to shape that essence to your will.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 20
| |
| Cantrips
| |
| At 1st level, you know two cantrips of your choice
| |
| from the druid spell list. You learn additional druid
| |
| cantrips of your choice at higher levels, as shown in
| |
| the Cantrips Known column of the Druid table.
| |
| Preparing and Casting Spells
| |
| The Druid table shows how many spell slots you
| |
| have to cast your spells of 1st level and higher. To
| |
| cast one of these druid spells, you must expend a slot
| |
| of the spell’s level or higher. You regain all expended
| |
| spell slots when you finish a long rest.
| |
| You prepare the list of druid spells that are
| |
| available for you to cast, choosing from the druid
| |
| spell list. When you do so, choose a number of druid
| |
| spells equal to your Wisdom modifier + your druid
| |
| level (minimum of one spell). The spells must be of a
| |
| level for which you have spell slots.
| |
| For example, if you are a 3rd-‐‑level druid, you have
| |
| four 1st-‐‑level and two 2nd-‐‑level spell slots. With a
| |
| Wisdom of 16, your list of prepared spells can
| |
| include six spells of 1st or 2nd level, in any
| |
| combination. If you prepare the 1st-‐‑level spell cure
| |
| wounds, you can cast it using a 1st-‐‑level or 2nd-‐‑level
| |
| slot. Casting the spell doesn’t remove it from your
| |
| list of prepared spells.
| |
| You can also change your list of prepared spells
| |
| when you finish a long rest. Preparing a new list of
| |
| druid spells requires time spent in prayer and
| |
| meditation: at least 1 minute per spell level for each
| |
| spell on your list.
| |
| Spellcasting Ability
| |
| Wisdom is your spellcasting ability for your druid
| |
| spells, since your magic draws upon your devotion
| |
| and attunement to nature. You use your Wisdom
| |
| whenever a spell refers to your spellcasting ability.
| |
| In addition, you use your Wisdom modifier when
| |
| setting the saving throw DC for a druid spell you cast
| |
| and when making an attack roll with one.
| |
| Spell save DC = 8 + your proficiency bonus +
| |
| your Wisdom modifier
| |
| Spell attack modifier = your proficiency bonus +
| |
| your Wisdom modifier
| |
| Ritual Casting
| |
| You can cast a druid spell as a ritual if that spell has
| |
| the ritual tag and you have the spell prepared.
| |
| Spellcasting Focus
| |
| You can use a druidic focus (see “Equipment”) as a
| |
| spellcasting focus for your druid spells.
| |
| Wild Shape
| |
| Starting at 2nd level, you can use your action to
| |
| magically assume the shape of a beast that you have
| |
| seen before. You can use this feature twice. You
| |
| regain expended uses when you finish a short or
| |
| long rest.
| |
| Your druid level determines the beasts you can
| |
| transform into, as shown in the Beast Shapes table.
| |
| At 2nd level, for example, you can transform into any
| |
| beast that has a challenge rating of 1/4 or lower that
| |
| doesn’t have a flying or swimming speed.
| |
| Beast Shapes
| |
| Level
| |
| Max.
| |
| CR Limitations Example
| |
| 2nd 1/4 No flying or swimming
| |
| speed
| |
| Wolf
| |
| 4th 1/2 No flying speed Crocodile
| |
| 8th 1 — Giant
| |
| eagle
| |
| You can stay in a beast shape for a number of
| |
| hours equal to half your druid level (rounded down).
| |
| You then revert to your normal form unless you
| |
| expend another use of this feature. You can revert to
| |
| your normal form earlier by using a bonus action on
| |
| your turn. You automatically revert if you fall
| |
| unconscious, drop to 0 hit points, or die.
| |
| While you are transformed, the following rules
| |
| apply:
| |
| • Your game statistics are replaced by the statistics
| |
| of the beast, but you retain your alignment,
| |
| personality, and Intelligence, Wisdom, and
| |
| Charisma scores. You also retain all of your skill
| |
| and saving throw proficiencies, in addition to
| |
| gaining those of the creature. If the creature has
| |
| the same proficiency as you and the bonus in its
| |
| stat block is higher than yours, use the creature’s
| |
| bonus instead of yours. If the creature has any
| |
| legendary or lair actions, you can’t use them.
| |
| • When you transform, you assume the beast’s hit
| |
| points and Hit Dice. When you revert to your
| |
| normal form, you return to the number of hit
| |
| points you had before you transformed. However,
| |
| if you revert as a result of dropping to 0 hit points,
| |
| any excess damage carries over to your normal
| |
| form. For example, if you take 10 damage in
| |
| animal form and have only 1 hit point left, you
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 21
| |
| revert and take 9 damage. As long as the excess
| |
| damage doesn’t reduce your normal form to 0 hit
| |
| points, you aren’t knocked unconscious.
| |
| • You can’t cast spells, and your ability to speak or
| |
| take any action that requires hands is limited to
| |
| the capabilities of your beast form. Transforming
| |
| doesn’t break your concentration on a spell you’ve
| |
| already cast, however, or prevent you from taking
| |
| actions that are part of a spell, such as call
| |
| lightning, that you’ve already cast.
| |
| • You retain the benefit of any features from your
| |
| class, race, or other source and can use them if the
| |
| new form is physically capable of doing so.
| |
| However, you can’t use any of your special senses,
| |
| such as darkvision, unless your new form also has
| |
| that sense.
| |
| • You choose whether your equipment falls to the
| |
| ground in your space, merges into your new form,
| |
| or is worn by it. Worn equipment functions as
| |
| normal, but the GM decides whether it is practical
| |
| for the new form to wear a piece of equipment,
| |
| based on the creature’s shape and size. Your
| |
| equipment doesn’t change size or shape to match
| |
| the new form, and any equipment that the new
| |
| form can’t wear must either fall to the ground or
| |
| merge with it. Equipment that merges with the
| |
| form has no effect until you leave the form.
| |
| Druid Circle
| |
| At 2nd level, you choose to identify with a circle of
| |
| druids, such as the Circle of the Land. Your choice
| |
| grants you features at 2nd level and again at 6th,
| |
| 10th, and 14th level.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Timeless Body
| |
| Starting at 18th level, the primal magic that you
| |
| wield causes you to age more slowly. For every 10
| |
| years that pass, your body ages only 1 year.
| |
| Beast Spells
| |
| Beginning at 18th level, you can cast many of your
| |
| druid spells in any shape you assume using Wild
| |
| Shape. You can perform the somatic and verbal
| |
| components of a druid spell while in a beast shape,
| |
| but you aren’t able to provide material components.
| |
| Archdruid
| |
| At 20th level, you can use your Wild Shape an
| |
| unlimited number of times.
| |
| Additionally, you can ignore the verbal and
| |
| somatic components of your druid spells, as well as
| |
| any material components that lack a cost and aren’t
| |
| consumed by a spell. You gain this benefit in both
| |
| your normal shape and your beast shape from Wild
| |
| Shape.
| |
| Circle of the Land
| |
| The Circle of the Land is made up of mystics and
| |
| sages who safeguard ancient knowledge and rites
| |
| through a vast oral tradition. These druids meet
| |
| within sacred circles of trees or standing stones to
| |
| whisper primal secrets in Druidic. The circle’s wisest
| |
| members preside as the chief priests of communities
| |
| that hold to the Old Faith and serve as advisors to
| |
| the rulers of those folk. As a member of this circle,
| |
| your magic is influenced by the land where you were
| |
| initiated into the circle’s mysterious rites.
| |
| Bonus Cantrip
| |
| When you choose this circle at 2nd level, you learn
| |
| one additional druid cantrip of your choice.
| |
| Natural Recovery
| |
| Starting at 2nd level, you can regain some of your
| |
| magical energy by sitting in meditation and
| |
| communing with nature. During a short rest, you
| |
| choose expended spell slots to recover. The spell
| |
| slots can have a combined level that is equal to or
| |
| less than half your druid level (rounded up), and
| |
| none of the slots can be 6th level or higher. You can’t
| |
| use this feature again until you finish a long rest.
| |
| For example, when you are a 4th-‐‑level druid, you
| |
| can recover up to two levels worth of spell slots. You
| |
| can recover either a 2nd-‐‑level slot or two 1st-‐‑level
| |
| slots.
| |
| Circle Spells
| |
| Your mystical connection to the land infuses you
| |
| with the ability to cast certain spells. At 3rd, 5th, 7th,
| |
| and 9th level you gain access to circle spells
| |
| connected to the land where you became a druid.
| |
| Choose that land—arctic, coast, desert, forest,
| |
| grassland, mountain, or swamp—and consult the
| |
| associated list of spells.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 22
| |
| Once you gain access to a circle spell, you always
| |
| have it prepared, and it doesn’t count against the
| |
| number of spells you can prepare each day. If you
| |
| gain access to a spell that doesn’t appear on the
| |
| druid spell list, the spell is nonetheless a druid spell
| |
| for you.
| |
| Arctic
| |
| Druid Level Circle Spells
| |
| 3rd hold person, spike growth
| |
| 5th sleet storm, slow
| |
| 7th freedom of movement, ice storm
| |
| 9th commune with nature, cone of cold
| |
| Coast
| |
| Druid Level Circle Spells
| |
| 3rd mirror image, misty step
| |
| 5th water breathing, water walk
| |
| 7th control water, freedom of movement
| |
| 9th conjure elemental, scrying
| |
| Desert
| |
| Druid Level Circle Spells
| |
| 3rd blur, silence
| |
| 5th create food and water, protection from
| |
| energy
| |
| 7th blight, hallucinatory terrain
| |
| 9th insect plague, wall of stone
| |
| Forest
| |
| Druid Level Circle Spells
| |
| 3rd barkskin, spider climb
| |
| 5th call lightning, plant growth
| |
| 7th divination, freedom of movement
| |
| 9th commune with nature, tree stride
| |
| Grassland
| |
| Druid Level Circle Spells
| |
| 3rd invisibility, pass without trace
| |
| 5th daylight, haste
| |
| 7th divination, freedom of movement
| |
| 9th dream, insect plague
| |
| Mountain
| |
| Druid Level Circle Spells
| |
| 3rd spider climb, spike growth
| |
| 5th lightning bolt, meld into stone
| |
| 7th stone shape, stoneskin
| |
| 9th passwall, wall of stone
| |
| Swamp
| |
| Druid Level Circle Spells
| |
| 3rd acid arrow, darkness
| |
| 5th water walk, stinking cloud
| |
| 7th freedom of movement, locate creature
| |
| 9th insect plague, scrying
| |
| Land’s Stride
| |
| Starting at 6th level, moving through nonmagical
| |
| difficult terrain costs you no extra movement. You
| |
| can also pass through nonmagical plants without
| |
| being slowed by them and without taking damage
| |
| from them if they have thorns, spines, or a similar
| |
| hazard.
| |
| In addition, you have advantage on saving throws
| |
| against plants that are magically created or
| |
| manipulated to impede movement, such those
| |
| created by the entangle spell.
| |
| Nature’s Ward
| |
| When you reach 10th level, you can’t be charmed or
| |
| frightened by elementals or fey, and you are immune
| |
| to poison and disease.
| |
| Nature’s Sanctuary
| |
| When you reach 14th level, creatures of the natural
| |
| world sense your connection to nature and become
| |
| hesitant to attack you. When a beast or plant
| |
| creature attacks you, that creature must make a
| |
| Wisdom saving throw against your druid spell save
| |
| DC. On a failed save, the creature must choose a
| |
| different target, or the attack automatically misses.
| |
| On a successful save, the creature is immune to this
| |
| effect for 24 hours.
| |
| The creature is aware of this effect before it makes
| |
| its attack against you.
| |
| Sacred Plants and Wood
| |
| A druid holds certain plants to be sacred, particularly alder,
| |
| ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
| |
| willow, and yew. Druids often use such plants as part of a
| |
| spellcasting focus, incorporating lengths of oak or yew or
| |
| sprigs of mistletoe.
| |
| Similarly, a druid uses such woods to make other objects,
| |
| such as weapons and shields. Yew is associated with death
| |
| and rebirth, so weapon handles for scimitars or sickles might
| |
| be fashioned from it. Ash is associated with life and oak with
| |
| strength. These woods make excellent hafts or whole
| |
| weapons, such as clubs or quarterstaffs, as well as shields.
| |
| Alder is associated with air, and it might be used for thrown
| |
| weapons, such as darts or javelins.
| |
| Druids from regions that lack the plants described here
| |
| have chosen other plants to take on similar uses. For
| |
| instance, a druid of a desert region might value the yucca
| |
| tree and cactus plants.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 23
| |
| Druids and the Gods
| |
| Some druids venerate the forces of nature themselves, but
| |
| most druids are devoted to one of the many nature deities
| |
| worshiped in the multiverse (the lists of gods in appendix PH-‐
| |
| B include many such deities). The worship of these deities is
| |
| often considered a more ancient tradition than the faiths of
| |
| clerics and urbanized peoples.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 24
| |
| Fighter
| |
| Class Features
| |
| As a fighter, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d10 per fighter level
| |
| Hit Points at 1st Level: 10 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d10 (or 6) + your
| |
| Constitution modifier per fighter level after 1st
| |
| Proficiencies
| |
| Armor: All armor, shields
| |
| Weapons: Simple weapons, martial weapons
| |
| Tools: None
| |
| Saving Throws: Strength, Constitution
| |
| Skills: Choose two skills from Acrobatics, Animal
| |
| Handling, Athletics, History, Insight, Intimidation,
| |
| Perception, and Survival
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) chain mail or (b) leather armor, longbow, and
| |
| 20 arrows
| |
| • (a) a martial weapon and a shield or (b) two
| |
| martial weapons
| |
| • (a) a light crossbow and 20 bolts or (b) two
| |
| handaxes
| |
| • (a) a dungeoneer’s pack or (b) an explorer’s pack
| |
| The Fighter
| |
| Level
| |
| Proficiency
| |
| Bonus Features
| |
| 1st +2 Fighting Style, Second Wind
| |
| 2nd +2 Action Surge (one use)
| |
| 3rd +2 Martial Archetype
| |
| 4th +2 Ability Score Improvement
| |
| 5th +3 Extra Attack
| |
| 6th +3 Ability Score Improvement
| |
| 7th +3 Martial Archetype feature
| |
| 8th +3 Ability Score Improvement
| |
| 9th +4 Indomitable (one use)
| |
| 10th +4 Martial Archetype feature
| |
| 11th +4 Extra Attack (2)
| |
| 12th +4 Ability Score Improvement
| |
| 13th +5 Indomitable (two uses)
| |
| 14th +5 Ability Score Improvement
| |
| 15th +5 Martial Archetype feature
| |
| 16th +5 Ability Score Improvement
| |
| 17th +6 Action Surge (two uses),
| |
| Indomitable (three uses)
| |
| 18th +6 Martial Archetype feature
| |
| 19th +6 Ability Score Improvement
| |
| 20th +6 Extra Attack (3)
| |
| Fighting Style
| |
| You adopt a particular style of fighting as your
| |
| specialty. Choose one of the following options. You
| |
| can’t take a Fighting Style option more than once,
| |
| even if you later get to choose again.
| |
| Archery
| |
| You gain a +2 bonus to attack rolls you make with
| |
| ranged weapons.
| |
| Defense
| |
| While you are wearing armor, you gain a +1 bonus to
| |
| AC.
| |
| Dueling
| |
| When you are wielding a melee weapon in one hand
| |
| and no other weapons, you gain a +2 bonus to
| |
| damage rolls with that weapon.
| |
| Great Weapon Fighting
| |
| When you roll a 1 or 2 on a damage die for an attack
| |
| you make with a melee weapon that you are
| |
| wielding with two hands, you can reroll the die and
| |
| must use the new roll, even if the new roll is a 1 or a
| |
| 2. The weapon must have the two-‐‑handed or
| |
| versatile property for you to gain this benefit.
| |
| Protection
| |
| When a creature you can see attacks a target other
| |
| than you that is within 5 feet of you, you can use
| |
| your reaction to impose disadvantage on the attack
| |
| roll. You must be wielding a shield.
| |
| Two-Weapon Fighting
| |
| When you engage in two-‐‑weapon fighting, you can
| |
| add your ability modifier to the damage of the
| |
| second attack.
| |
| Second Wind
| |
| You have a limited well of stamina that you can draw
| |
| on to protect yourself from harm. On your turn, you
| |
| can use a bonus action to regain hit points equal to
| |
| 1d10 + your fighter level. Once you use this feature,
| |
| you must finish a short or long rest before you can
| |
| use it again.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 25
| |
| Action Surge
| |
| Starting at 2nd level, you can push yourself beyond
| |
| your normal limits for a moment. On your turn, you
| |
| can take one additional action on top of your regular
| |
| action and a possible bonus action.
| |
| Once you use this feature, you must finish a short
| |
| or long rest before you can use it again. Starting at
| |
| 17th level, you can use it twice before a rest, but only
| |
| once on the same turn.
| |
| Martial Archetype
| |
| At 3rd level, you choose an archetype that you strive
| |
| to emulate in your combat styles and techniques,
| |
| such as Champion. The archetype you choose grants
| |
| you features at 3rd level and again at 7th, 10th, 15th,
| |
| and 18th level.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 6th, 8th, 12th,
| |
| 14th, 16th, and 19th level, you can increase one
| |
| ability score of your choice by 2, or you can increase
| |
| two ability scores of your choice by 1. As normal,
| |
| you can’t increase an ability score above 20 using
| |
| this feature.
| |
| Extra Attack
| |
| Beginning at 5th level, you can attack twice, instead
| |
| of once, whenever you take the Attack action on your
| |
| turn.
| |
| The number of attacks increases to three when
| |
| you reach 11th level in this class and to four when
| |
| you reach 20th level in this class.
| |
| Indomitable
| |
| Beginning at 9th level, you can reroll a saving throw
| |
| that you fail. If you do so, you must use the new roll,
| |
| and you can’t use this feature again until you finish a
| |
| long rest.
| |
| You can use this feature twice between long rests
| |
| starting at 13th level and three times between long
| |
| rests starting at 17th level.
| |
| Martial Archetypes
| |
| Different fighters choose different approaches to
| |
| perfecting their fighting prowess. The martial
| |
| archetype you choose to emulate reflects your
| |
| approach.
| |
| Champion
| |
| The archetypal Champion focuses on the
| |
| development of raw physical power honed to deadly
| |
| perfection. Those who model themselves on this
| |
| archetype combine rigorous training with physical
| |
| excellence to deal devastating blows.
| |
| Improved Critical
| |
| Beginning when you choose this archetype at 3rd
| |
| level, your weapon attacks score a critical hit on a
| |
| roll of 19 or 20.
| |
| Remarkable Athlete
| |
| Starting at 7th level, you can add half your
| |
| proficiency bonus (round up) to any Strength,
| |
| Dexterity, or Constitution check you make that
| |
| doesn’t already use your proficiency bonus.
| |
| In addition, when you make a running long jump,
| |
| the distance you can cover increases by a number of
| |
| feet equal to your Strength modifier.
| |
| Additional Fighting Style
| |
| At 10th level, you can choose a second option from
| |
| the Fighting Style class feature.
| |
| Superior Critical
| |
| Starting at 15th level, your weapon attacks score a
| |
| critical hit on a roll of 18–20.
| |
| Survivor
| |
| At 18th level, you attain the pinnacle of resilience in
| |
| battle. At the start of each of your turns, you regain
| |
| hit points equal to 5 + your Constitution modifier if
| |
| you have no more than half of your hit points left.
| |
| You don’t gain this benefit if you have 0 hit points.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 26
| |
| Monk
| |
| Class Features
| |
| As a monk, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d8 per monk level
| |
| Hit Points at 1st Level: 8 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d8 (or 5) + your
| |
| Constitution modifier per monk level after 1st
| |
| Proficiencies
| |
| Armor: None
| |
| Weapons: Simple weapons, shortswords
| |
| Tools: Choose one type of artisan’s tools or one
| |
| musical instrument
| |
| Saving Throws: Strength, Dexterity
| |
| Skills: Choose two from Acrobatics, Athletics,
| |
| History, Insight, Religion, and Stealth
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a shortsword or (b) any simple weapon
| |
| • (a) a dungeoneer’s pack or (b) an explorer’s pack
| |
| • 10 darts
| |
| The Monk
| |
| Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
| |
| 1st +2 1d4 — — Unarmored Defense, Martial Arts
| |
| 2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
| |
| 3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
| |
| 4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
| |
| 5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
| |
| 6th +3 1d6 6 +15 ft. Ki-‐Empowered Strikes, Monastic Tradition feature
| |
| 7th +3 1d6 7 +15 ft. Evasion, Stillness of Mind
| |
| 8th +3 1d6 8 +15 ft. Ability Score Improvement
| |
| 9th +4 1d6 9 +15 ft. Unarmored Movement improvement
| |
| 10th +4 1d6 10 +20 ft. Purity of Body
| |
| 11th +4 1d8 11 +20 ft. Monastic Tradition feature
| |
| 12th +4 1d8 12 +20 ft. Ability Score Improvement
| |
| 13th +5 1d8 13 +20 ft. Tongue of the Sun and Moon
| |
| 14th +5 1d8 14 +25 ft. Diamond Soul
| |
| 15th +5 1d8 15 +25 ft. Timeless Body
| |
| 16th +5 1d8 16 +25 ft. Ability Score Improvement
| |
| 17th +6 1d10 17 +25 ft. Monastic Tradition feature
| |
| 18th +6 1d10 18 +30 ft. Empty Body
| |
| 19th +6 1d10 19 +30 ft. Ability Score Improvement
| |
| 20th +6 1d10 20 +30 ft. Perfect Self
| |
| Unarmored Defense
| |
| Beginning at 1st level, while you are wearing no
| |
| armor and not wielding a shield, your AC equals 10 +
| |
| your Dexterity modifier + your Wisdom modifier.
| |
| Martial Arts
| |
| At 1st level, your practice of martial arts gives you
| |
| mastery of combat styles that use unarmed strikes
| |
| and monk weapons, which are shortswords and any
| |
| simple melee weapons that don’t have the two-‐‑
| |
| handed or heavy property.
| |
| You gain the following benefits while you are
| |
| unarmed or wielding only monk weapons and you
| |
| aren’t wearing armor or wielding a shield:
| |
| • You can use Dexterity instead of Strength for the
| |
| attack and damage rolls of your unarmed strikes
| |
| and monk weapons.
| |
| • You can roll a d4 in place of the normal damage of
| |
| your unarmed strike or monk weapon. This die
| |
| changes as you gain monk levels, as shown in the
| |
| Martial Arts column of the Monk table.
| |
| • When you use the Attack action with an unarmed
| |
| strike or a monk weapon on your turn, you can
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 27
| |
| make one unarmed strike as a bonus action. For
| |
| example, if you take the Attack action and attack
| |
| with a quarterstaff, you can also make an unarmed
| |
| strike as a bonus action, assuming you haven’t
| |
| already taken a bonus action this turn.
| |
| Certain monasteries use specialized forms of the
| |
| monk weapons. For example, you might use a club
| |
| that is two lengths of wood connected by a short
| |
| chain (called a nunchaku) or a sickle with a shorter,
| |
| straighter blade (called a kama). Whatever name you
| |
| use for a monk weapon, you can use the game
| |
| statistics provided for the weapon.
| |
| Ki
| |
| Starting at 2nd level, your training allows you to
| |
| harness the mystic energy of ki. Your access to this
| |
| energy is represented by a number of ki points. Your
| |
| monk level determines the number of points you
| |
| have, as shown in the Ki Points column of the Monk
| |
| table.
| |
| You can spend these points to fuel various ki
| |
| features. You start knowing three such features:
| |
| Flurry of Blows, Patient Defense, and Step of the
| |
| Wind. You learn more ki features as you gain levels
| |
| in this class.
| |
| When you spend a ki point, it is unavailable until
| |
| you finish a short or long rest, at the end of which
| |
| you draw all of your expended ki back into yourself.
| |
| You must spend at least 30 minutes of the rest
| |
| meditating to regain your ki points.
| |
| Some of your ki features require your target to
| |
| make a saving throw to resist the feature’s effects.
| |
| The saving throw DC is calculated as follows:
| |
| Ki save DC = 8 + your proficiency bonus +
| |
| your Wisdom modifier
| |
| Flurry of Blows
| |
| Immediately after you take the Attack action on your
| |
| turn, you can spend 1 ki point to make two unarmed
| |
| strikes as a bonus action.
| |
| Patient Defense
| |
| You can spend 1 ki point to take the Dodge action as
| |
| a bonus action on your turn.
| |
| Step of the Wind
| |
| You can spend 1 ki point to take the Disengage or
| |
| Dash action as a bonus action on your turn, and your
| |
| jump distance is doubled for the turn.
| |
| Unarmored Movement
| |
| Starting at 2nd level, your speed increases by 10 feet
| |
| while you are not wearing armor or wielding a
| |
| shield. This bonus increases when you reach certain
| |
| monk levels, as shown in the Monk table.
| |
| At 9th level, you gain the ability to move along
| |
| vertical surfaces and across liquids on your turn
| |
| without falling during the move.
| |
| Monastic Tradition
| |
| When you reach 3rd level, you commit yourself to a
| |
| monastic tradition, such as the Way of the Open
| |
| Hand. Your tradition grants you features at 3rd level
| |
| and again at 6th, 11th, and 17th level.
| |
| Deflect Missiles
| |
| Starting at 3rd level, you can use your reaction to
| |
| deflect or catch the missile when you are hit by a
| |
| ranged weapon attack. When you do so, the damage
| |
| you take from the attack is reduced by 1d10 + your
| |
| Dexterity modifier + your monk level.
| |
| If you reduce the damage to 0, you can catch the
| |
| missile if it is small enough for you to hold in one
| |
| hand and you have at least one hand free. If you
| |
| catch a missile in this way, you can spend 1 ki point
| |
| to make a ranged attack with the weapon or piece of
| |
| ammunition you just caught, as part of the same
| |
| reaction. You make this attack with proficiency,
| |
| regardless of your weapon proficiencies, and the
| |
| missile counts as a monk weapon for the attack,
| |
| which has a normal range of 20 feet and a long range
| |
| of 60 feet.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Slow Fall
| |
| Beginning at 4th level, you can use your reaction
| |
| when you fall to reduce any falling damage you take
| |
| by an amount equal to five times your monk level.
| |
| Extra Attack
| |
| Beginning at 5th level, you can attack twice, instead
| |
| of once, whenever you take the Attack action on your
| |
| turn.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 28
| |
| Stunning Strike
| |
| Starting at 5th level, you can interfere with the flow
| |
| of ki in an opponent’s body. When you hit another
| |
| creature with a melee weapon attack, you can spend
| |
| 1 ki point to attempt a stunning strike. The target
| |
| must succeed on a Constitution saving throw or be
| |
| stunned until the end of your next turn.
| |
| Ki-Empowered Strikes
| |
| Starting at 6th level, your unarmed strikes count as
| |
| magical for the purpose of overcoming resistance
| |
| and immunity to nonmagical attacks and damage.
| |
| Evasion
| |
| At 7th level, your instinctive agility lets you dodge
| |
| out of the way of certain area effects, such as a blue
| |
| dragon’s lightning breath or a fireball spell. When
| |
| you are subjected to an effect that allows you to
| |
| make a Dexterity saving throw to take only half
| |
| damage, you instead take no damage if you succeed
| |
| on the saving throw, and only half damage if you fail.
| |
| Stillness of Mind
| |
| Starting at 7th level, you can use your action to end
| |
| one effect on yourself that is causing you to be
| |
| charmed or frightened.
| |
| Purity of Body
| |
| At 10th level, your mastery of the ki flowing through
| |
| you makes you immune to disease and poison.
| |
| Tongue of the Sun and Moon
| |
| Starting at 13th level, you learn to touch the ki of
| |
| other minds so that you understand all spoken
| |
| languages. Moreover, any creature that can
| |
| understand a language can understand what you say.
| |
| Diamond Soul
| |
| Beginning at 14th level, your mastery of ki grants
| |
| you proficiency in all saving throws.
| |
| Additionally, whenever you make a saving throw
| |
| and fail, you can spend 1 ki point to reroll it and take
| |
| the second result.
| |
| Timeless Body
| |
| At 15th level, your ki sustains you so that you suffer
| |
| none of the frailty of old age, and you can’t be aged
| |
| magically. You can still die of old age, however. In
| |
| addition, you no longer need food or water.
| |
| Empty Body
| |
| Beginning at 18th level, you can use your action to
| |
| spend 4 ki points to become invisible for 1 minute.
| |
| During that time, you also have resistance to all
| |
| damage but force damage.
| |
| Additionally, you can spend 8 ki points to cast the
| |
| astral projection spell, without needing material
| |
| components. When you do so, you can’t take any
| |
| other creatures with you.
| |
| Perfect Self
| |
| At 20th level, when you roll for initiative and have
| |
| no ki points remaining, you regain 4 ki points.
| |
| Monastic Traditions
| |
| Three traditions of monastic pursuit are common in
| |
| the monasteries scattered across the multiverse.
| |
| Most monasteries practice one tradition exclusively,
| |
| but a few honor the three traditions and instruct
| |
| each monk according to his or her aptitude and
| |
| interest. All three traditions rely on the same basic
| |
| techniques, diverging as the student grows more
| |
| adept. Thus, a monk need choose a tradition only
| |
| upon reaching 3rd level.
| |
| Way of the Open Hand
| |
| Monks of the Way of the Open Hand are the ultimate
| |
| masters of martial arts combat, whether armed or
| |
| unarmed. They learn techniques to push and trip
| |
| their opponents, manipulate ki to heal damage to
| |
| their bodies, and practice advanced meditation that
| |
| can protect them from harm.
| |
| Open Hand Technique
| |
| Starting when you choose this tradition at 3rd level,
| |
| you can manipulate your enemy’s ki when you
| |
| harness your own. Whenever you hit a creature with
| |
| one of the attacks granted by your Flurry of Blows,
| |
| you can impose one of the following effects on that
| |
| target:
| |
| • It must succeed on a Dexterity saving throw or be
| |
| knocked prone.
| |
| • It must make a Strength saving throw. If it fails,
| |
| you can push it up to 15 feet away from you.
| |
| • It can’t take reactions until the end of your next
| |
| turn.
| |
| Wholeness of Body
| |
| At 6th level, you gain the ability to heal yourself. As
| |
| an action, you can regain hit points equal to three
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 29
| |
| times your monk level. You must finish a long rest
| |
| before you can use this feature again.
| |
| Tranquility
| |
| Beginning at 11th level, you can enter a special
| |
| meditation that surrounds you with an aura of peace.
| |
| At the end of a long rest, you gain the effect of a
| |
| sanctuary spell that lasts until the start of your next
| |
| long rest (the spell can end early as normal). The
| |
| saving throw DC for the spell equals 8 + your
| |
| Wisdom modifier + your proficiency bonus.
| |
| Quivering Palm
| |
| At 17th level, you gain the ability to set up lethal
| |
| vibrations in someone’s body. When you hit a
| |
| creature with an unarmed strike, you can spend 3 ki
| |
| points to start these imperceptible vibrations, which
| |
| last for a number of days equal to your monk level.
| |
| The vibrations are harmless unless you use your
| |
| action to end them. To do so, you and the target
| |
| must be on the same plane of existence. When you
| |
| use this action, the creature must make a
| |
| Constitution saving throw. If it fails, it is reduced to 0
| |
| hit points. If it succeeds, it takes 10d10 necrotic
| |
| damage.
| |
| You can have only one creature under the effect of
| |
| this feature at a time. You can choose to end the
| |
| vibrations harmlessly without using an action.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 30
| |
| Paladin
| |
| Class Features
| |
| As a paladin, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d10 per paladin level
| |
| Hit Points at 1st Level: 10 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d10 (or 6) + your
| |
| Constitution modifier per paladin level after 1st
| |
| Proficiencies
| |
| Armor: All armor, shields
| |
| Weapons: Simple weapons, martial weapons
| |
| Tools: None
| |
| Saving Throws: Wisdom, Charisma
| |
| Skills: Choose two from Athletics, Insight,
| |
| Intimidation, Medicine, Persuasion, and Religion
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a martial weapon and a shield or (b) two
| |
| martial weapons
| |
| • (a) five javelins or (b) any simple melee weapon
| |
| • (a) a priest’s pack or (b) an explorer’s pack
| |
| • Chain mail and a holy symbol
| |
| The Paladin
| |
| Proficiency̶ Spell Slots per Spell Level̶
| |
| Level Bonus Features 1st 2nd 3rd 4th 5th
| |
| 1st +2 Divine Sense, Lay on Hands ̶ ̶ ̶ ̶ ̶
| |
| 2nd +2 Fighting Style, Spellcasting, Divine Smite 2 ̶ ̶ ̶ ̶
| |
| 3rd +2 Divine Health, Sacred Oath 3 ̶ ̶ ̶ ̶
| |
| 4th +2 Ability Score Improvement 3 ̶ ̶ ̶ ̶
| |
| 5th +3 Extra Attack 4 2 ̶ ̶ ̶
| |
| 6th +3 Aura of Protection 4 2 ̶ ̶ ̶
| |
| 7th +3 Sacred Oath feature 4 3 ̶ ̶ ̶
| |
| 8th +3 Ability Score Improvement 4 3 ̶ ̶ ̶
| |
| 9th +4 ̶ 4 3 2 ̶ ̶
| |
| 10th +4 Aura of Courage 4 3 2 ̶ ̶
| |
| 11th +4 Improved Divine Smite 4 3 3 ̶ ̶
| |
| 12th +4 Ability Score Improvement 4 3 3 ̶ ̶
| |
| 13th +5 ̶ 4 3 3 1 ̶
| |
| 14th +5 Cleansing Touch 4 3 3 1 ̶
| |
| 15th +5 Sacred Oath feature 4 3 3 2 ̶
| |
| 16th +5 Ability Score Improvement 4 3 3 2 ̶
| |
| 17th +6 ̶ 4 3 3 3 1
| |
| 18th +6 Aura improvements 4 3 3 3 1
| |
| 19th +6 Ability Score Improvement 4 3 3 3 2
| |
| 20th +6 Sacred Oath feature 4 3 3 3 2
| |
| Divine Sense
| |
| The presence of strong evil registers on your senses
| |
| like a noxious odor, and powerful good rings like
| |
| heavenly music in your ears. As an action, you can
| |
| open your awareness to detect such forces. Until the
| |
| end of your next turn, you know the location of any
| |
| celestial, fiend, or undead within 60 feet of you that
| |
| is not behind total cover. You know the type
| |
| (celestial, fiend, or undead) of any being whose
| |
| presence you sense, but not its identity (the vampire
| |
| Count Strahd von Zarovich, for instance). Within the
| |
| same radius, you also detect the presence of any
| |
| place or object that has been consecrated or
| |
| desecrated, as with the hallow spell.
| |
| You can use this feature a number of times equal
| |
| to 1 + your Charisma modifier. When you finish a
| |
| long rest, you regain all expended uses.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 31
| |
| Lay on Hands
| |
| Your blessed touch can heal wounds. You have a
| |
| pool of healing power that replenishes when you
| |
| take a long rest. With that pool, you can restore a
| |
| total number of hit points equal to your paladin level
| |
| × 5.
| |
| As an action, you can touch a creature and draw
| |
| power from the pool to restore a number of hit
| |
| points to that creature, up to the maximum amount
| |
| remaining in your pool.
| |
| Alternatively, you can expend 5 hit points from
| |
| your pool of healing to cure the target of one disease
| |
| or neutralize one poison affecting it. You can cure
| |
| multiple diseases and neutralize multiple poisons
| |
| with a single use of Lay on Hands, expending hit
| |
| points separately for each one.
| |
| This feature has no effect on undead and
| |
| constructs.
| |
| Fighting Style
| |
| At 2nd level, you adopt a style of fighting as your
| |
| specialty. Choose one of the following options. You
| |
| can’t take a Fighting Style option more than once,
| |
| even if you later get to choose again.
| |
| Defense
| |
| While you are wearing armor, you gain a +1 bonus to
| |
| AC.
| |
| Dueling
| |
| When you are wielding a melee weapon in one hand
| |
| and no other weapons, you gain a +2 bonus to
| |
| damage rolls with that weapon.
| |
| Great Weapon Fighting
| |
| When you roll a 1 or 2 on a damage die for an attack
| |
| you make with a melee weapon that you are
| |
| wielding with two hands, you can reroll the die and
| |
| must use the new roll. The weapon must have the
| |
| two-‐‑handed or versatile property for you to gain this
| |
| benefit.
| |
| Protection
| |
| When a creature you can see attacks a target other
| |
| than you that is within 5 feet of you, you can use
| |
| your reaction to impose disadvantage on the attack
| |
| roll. You must be wielding a shield.
| |
| Spellcasting
| |
| By 2nd level, you have learned to draw on divine
| |
| magic through meditation and prayer to cast spells
| |
| as a cleric does.
| |
| Preparing and Casting Spells
| |
| The Paladin table shows how many spell slots you
| |
| have to cast your spells. To cast one of your paladin
| |
| spells of 1st level or higher, you must expend a slot
| |
| of the spell’s level or higher. You regain all expended
| |
| spell slots when you finish a long rest.
| |
| You prepare the list of paladin spells that are
| |
| available for you to cast, choosing from the paladin
| |
| spell list. When you do so, choose a number of
| |
| paladin spells equal to your Charisma modifier + half
| |
| your paladin level, rounded down (minimum of one
| |
| spell). The spells must be of a level for which you
| |
| have spell slots.
| |
| For example, if you are a 5th-‐‑level paladin, you
| |
| have four 1st-‐‑level and two 2nd-‐‑level spell slots.
| |
| With a Charisma of 14, your list of prepared spells
| |
| can include four spells of 1st or 2nd level, in any
| |
| combination. If you prepare the 1st-‐‑level spell cure
| |
| wounds, you can cast it using a 1st-‐‑level or a 2nd-‐‑
| |
| level slot. Casting the spell doesn’t remove it from
| |
| your list of prepared spells.
| |
| You can change your list of prepared spells when
| |
| you finish a long rest. Preparing a new list of paladin
| |
| spells requires time spent in prayer and meditation:
| |
| at least 1 minute per spell level for each spell on
| |
| your list.
| |
| Spellcasting Ability
| |
| Charisma is your spellcasting ability for your paladin
| |
| spells, since their power derives from the strength of
| |
| your convictions. You use your Charisma whenever a
| |
| spell refers to your spellcasting ability. In addition,
| |
| you use your Charisma modifier when setting the
| |
| saving throw DC for a paladin spell you cast and
| |
| when making an attack roll with one.
| |
| Spell save DC = 8 + your proficiency bonus +
| |
| your Charisma modifier
| |
| Spell attack modifier = your proficiency bonus +
| |
| your Charisma modifier
| |
| Spellcasting Focus
| |
| You can use a holy symbol as a spellcasting focus for
| |
| your paladin spells.
| |
| Divine Smite
| |
| Starting at 2nd level, when you hit a creature with a
| |
| melee weapon attack, you can expend one spell slot
| |
| to deal radiant damage to the target, in addition to
| |
| the weapon’s damage. The extra damage is 2d8 for a
| |
| 1st-‐‑level spell slot, plus 1d8 for each spell level
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 32
| |
| higher than 1st, to a maximum of 5d8. The damage
| |
| increases by 1d8 if the target is an undead or a fiend.
| |
| Divine Health
| |
| By 3rd level, the divine magic flowing through you
| |
| makes you immune to disease.
| |
| Sacred Oath
| |
| When you reach 3rd level, you swear the oath that
| |
| binds you as a paladin forever. Up to this time you
| |
| have been in a preparatory stage, committed to the
| |
| path but not yet sworn to it. Now you choose an oath,
| |
| such as the Oath of Devotion.
| |
| Your choice grants you features at 3rd level and
| |
| again at 7th, 15th, and 20th level. Those features
| |
| include oath spells and the Channel Divinity feature.
| |
| Oath Spells
| |
| Each oath has a list of associated spells. You gain
| |
| access to these spells at the levels specified in the
| |
| oath description. Once you gain access to an oath
| |
| spell, you always have it prepared. Oath spells don’t
| |
| count against the number of spells you can prepare
| |
| each day.
| |
| If you gain an oath spell that doesn’t appear on the
| |
| paladin spell list, the spell is nonetheless a paladin
| |
| spell for you.
| |
| Channel Divinity
| |
| Your oath allows you to channel divine energy to
| |
| fuel magical effects. Each Channel Divinity option
| |
| provided by your oath explains how to use it.
| |
| When you use your Channel Divinity, you choose
| |
| which option to use. You must then finish a short or
| |
| long rest to use your Channel Divinity again.
| |
| Some Channel Divinity effects require saving
| |
| throws. When you use such an effect from this class,
| |
| the DC equals your paladin spell save DC.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Extra Attack
| |
| Beginning at 5th level, you can attack twice, instead
| |
| of once, whenever you take the Attack action on your
| |
| turn.
| |
| Aura of Protection
| |
| Starting at 6th level, whenever you or a friendly
| |
| creature within 10 feet of you must make a saving
| |
| throw, the creature gains a bonus to the saving
| |
| throw equal to your Charisma modifier (with a
| |
| minimum bonus of +1). You must be conscious to
| |
| grant this bonus.
| |
| At 18th level, the range of this aura increases to 30
| |
| feet.
| |
| Aura of Courage
| |
| Starting at 10th level, you and friendly creatures
| |
| within 10 feet of you can’t be frightened while you
| |
| are conscious.
| |
| At 18th level, the range of this aura increases to 30
| |
| feet.
| |
| Improved Divine Smite
| |
| By 11th level, you are so suffused with righteous
| |
| might that all your melee weapon strikes carry
| |
| divine power with them. Whenever you hit a
| |
| creature with a melee weapon, the creature takes an
| |
| extra 1d8 radiant damage. If you also use your
| |
| Divine Smite with an attack, you add this damage to
| |
| the extra damage of your Divine Smite.
| |
| Cleansing Touch
| |
| Beginning at 14th level, you can use your action to
| |
| end one spell on yourself or on one willing creature
| |
| that you touch.
| |
| You can use this feature a number of times equal
| |
| to your Charisma modifier (a minimum of once). You
| |
| regain expended uses when you finish a long rest.
| |
| Sacred Oaths
| |
| Becoming a paladin involves taking vows that
| |
| commit the paladin to the cause of righteousness, an
| |
| active path of fighting wickedness. The final oath,
| |
| taken when he or she reaches 3rd level, is the
| |
| culmination of all the paladin’s training. Some
| |
| characters with this class don’t consider themselves
| |
| true paladins until they have reached 3rd level and
| |
| made this oath. For others, the actual swearing of the
| |
| oath is a formality, an official stamp on what has
| |
| always been true in the paladin’s heart.
| |
| Oath of Devotion
| |
| The Oath of Devotion binds a paladin to the loftiest
| |
| ideals of justice, virtue, and order. Sometimes called
| |
| cavaliers, white knights, or holy warriors, these
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 33
| |
| paladins meet the ideal of the knight in shining
| |
| armor, acting with honor in pursuit of justice and the
| |
| greater good. They hold themselves to the highest
| |
| standards of conduct, and some, for better or worse,
| |
| hold the rest of the world to the same standards.
| |
| Many who swear this oath are devoted to gods of
| |
| law and good and use their gods’ tenets as the
| |
| measure of their devotion. They hold angels—the
| |
| perfect servants of good—as their ideals, and
| |
| incorporate images of angelic wings into their
| |
| helmets or coats of arms.
| |
| Tenets of Devotion
| |
| Though the exact words and strictures of the Oath of
| |
| Devotion vary, paladins of this oath share these
| |
| tenets.
| |
| Honesty. Don’t lie or cheat. Let your word be your
| |
| promise.
| |
| Courage. Never fear to act, though caution is wise.
| |
| Compassion. Aid others, protect the weak, and
| |
| punish those who threaten them. Show mercy to
| |
| your foes, but temper it with wisdom.
| |
| Honor. Treat others with fairness, and let your
| |
| honorable deeds be an example to them. Do as much
| |
| good as possible while causing the least amount of
| |
| harm.
| |
| Duty. Be responsible for your actions and their
| |
| consequences, protect those entrusted to your care,
| |
| and obey those who have just authority over you.
| |
| Oath Spells
| |
| You gain oath spells at the paladin levels listed.
| |
| Oath of Devotion Spells
| |
| Paladin
| |
| Level Spells
| |
| 3rd protection from evil and good, sanctuary
| |
| 5th lesser restoration, zone of truth
| |
| 9th beacon of hope, dispel magic
| |
| 13th freedom of movement, guardian of faith
| |
| 17th commune, flame strike
| |
| Channel Divinity
| |
| When you take this oath at 3rd level, you gain the
| |
| following two Channel Divinity options.
| |
| Sacred Weapon. As an action, you can imbue one
| |
| weapon that you are holding with positive energy,
| |
| using your Channel Divinity. For 1 minute, you add
| |
| your Charisma modifier to attack rolls made with
| |
| that weapon (with a minimum bonus of +1). The
| |
| weapon also emits bright light in a 20-‐‑foot radius
| |
| and dim light 20 feet beyond that. If the weapon is
| |
| not already magical, it becomes magical for the
| |
| duration.
| |
| You can end this effect on your turn as part of any
| |
| other action. If you are no longer holding or carrying
| |
| this weapon, or if you fall unconscious, this effect
| |
| ends.
| |
| Turn the Unholy. As an action, you present your
| |
| holy symbol and speak a prayer censuring fiends
| |
| and undead, using your Channel Divinity. Each fiend
| |
| or undead that can see or hear you within 30 feet of
| |
| you must make a Wisdom saving throw. If the
| |
| creature fails its saving throw, it is turned for 1
| |
| minute or until it takes damage.
| |
| A turned creature must spend its turns trying to
| |
| move as far away from you as it can, and it can’t
| |
| willingly move to a space within 30 feet of you. It
| |
| also can’t take reactions. For its action, it can use
| |
| only the Dash action or try to escape from an effect
| |
| that prevents it from moving. If there’s nowhere to
| |
| move, the creature can use the Dodge action.
| |
| Aura of Devotion
| |
| Starting at 7th level, you and friendly creatures
| |
| within 10 feet of you can’t be charmed while you are
| |
| conscious.
| |
| At 18th level, the range of this aura increases to 30
| |
| feet.
| |
| Purity of Spirit
| |
| Beginning at 15th level, you are always under the
| |
| effects of a protection from evil and good spell.
| |
| Holy Nimbus
| |
| At 20th level, as an action, you can emanate an aura
| |
| of sunlight. For 1 minute, bright light shines from
| |
| you in a 30-‐‑foot radius, and dim light shines 30 feet
| |
| beyond that.
| |
| Whenever an enemy creature starts its turn in the
| |
| bright light, the creature takes 10 radiant damage.
| |
| In addition, for the duration, you have advantage
| |
| on saving throws against spells cast by fiends or
| |
| undead.
| |
| Once you use this feature, you can’t use it again
| |
| until you finish a long rest.
| |
| Breaking Your Oath
| |
| A paladin tries to hold to the highest standards of conduct,
| |
| but even the most virtuous paladin is fallible. Sometimes the
| |
| right path proves too demanding, sometimes a situation calls
| |
| for the lesser of two evils, and sometimes the heat of
| |
| emotion causes a paladin to transgress his or her oath.
| |
| A paladin who has broken a vow typically seeks absolution
| |
| from a cleric who shares his or her faith or from another
| |
| paladin of the same order. The paladin might spend an all-‐
| |
| night vigil in prayer as a sign of penitence, or undertake a fast
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 34
| |
| or similar act of self-‐denial. After a rite of confession and
| |
| forgiveness, the paladin starts fresh.
| |
| If a paladin willfully violates his or her oath and shows no
| |
| sign of repentance, the consequences can be more serious.
| |
| At the GM’s discretion, an impenitent paladin might be
| |
| forced to abandon this class and adopt another.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 35
| |
| Ranger
| |
| Class Features
| |
| As a ranger, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d10 per ranger level
| |
| Hit Points at 1st Level: 10 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d10 (or 6) + your
| |
| Constitution modifier per ranger level after 1st
| |
| Proficiencies
| |
| Armor: Light armor, medium armor, shields
| |
| Weapons: Simple weapons, martial weapons
| |
| Tools: None
| |
| Saving Throws: Strength, Dexterity
| |
| Skills: Choose three from Animal Handling, Athletics,
| |
| Insight, Investigation, Nature, Perception, Stealth,
| |
| and Survival
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) scale mail or (b) leather armor
| |
| • (a) two shortswords or (b) two simple melee
| |
| weapons
| |
| • (a) a dungeoneer’s pack or (b) an explorer’s pack
| |
| • A longbow and a quiver of 20 arrows
| |
| The Ranger
| |
| Proficiency̶ Spell Slots per Spell Level̶
| |
| Level Bonus Features Spells Known 1st 2nd 3rd 4th 5th
| |
| 1st +2 Favored Enemy, Natural Explorer ̶ ̶ ̶ ̶ ̶ ̶
| |
| 2nd +2 Fighting Style, Spellcasting 2 2 ̶ ̶ ̶ ̶
| |
| 3rd +2 Ranger Archetype, Primeval Awareness 3 3 ̶ ̶ ̶ ̶
| |
| 4th +2 Ability Score Improvement 3 3 ̶ ̶ ̶ ̶
| |
| 5th +3 Extra Attack 4 4 2 ̶ ̶ ̶
| |
| 6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 ̶ ̶ ̶
| |
| 7th +3 Ranger Archetype feature 5 4 3 ̶ ̶ ̶
| |
| 8th +3 Ability Score Improvement, Land’s Stride 5 4 3 ̶ ̶ ̶
| |
| 9th +4 ̶ 6 4 3 2 ̶ ̶
| |
| 10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 ̶ ̶
| |
| 11th +4 Ranger Archetype feature 7 4 3 3 ̶ ̶
| |
| 12th +4 Ability Score Improvement 7 4 3 3 ̶ ̶
| |
| 13th +5 ̶ 8 4 3 3 1 ̶
| |
| 14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 ̶
| |
| 15th +5 Ranger Archetype feature 9 4 3 3 2 ̶
| |
| 16th +5 Ability Score Improvement 9 4 3 3 2 ̶
| |
| 17th +6 ̶ 10 4 3 3 3 1
| |
| 18th +6 Feral Senses 10 4 3 3 3 1
| |
| 19th +6 Ability Score Improvement 11 4 3 3 3 2
| |
| 20th +6 Foe Slayer 11 4 3 3 3 2
| |
| Favored Enemy
| |
| Beginning at 1st level, you have significant
| |
| experience studying, tracking, hunting, and even
| |
| talking to a certain type of enemy.
| |
| Choose a type of favored enemy: aberrations,
| |
| beasts, celestials, constructs, dragons, elementals,
| |
| fey, fiends, giants, monstrosities, oozes, plants, or
| |
| undead. Alternatively, you can select two races of
| |
| humanoid (such as gnolls and orcs) as favored
| |
| enemies.
| |
| You have advantage on Wisdom (Survival) checks
| |
| to track your favored enemies, as well as on
| |
| Intelligence checks to recall information about them.
| |
| When you gain this feature, you also learn one
| |
| language of your choice that is spoken by your
| |
| favored enemies, if they speak one at all.
| |
| You choose one additional favored enemy, as well
| |
| as an associated language, at 6th and 14th level. As
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 36
| |
| you gain levels, your choices should reflect the types
| |
| of monsters you have encountered on your
| |
| adventures.
| |
| Natural Explorer
| |
| You are particularly familiar with one type of natural
| |
| environment and are adept at traveling and
| |
| surviving in such regions. Choose one type of
| |
| favored terrain: arctic, coast, desert, forest,
| |
| grassland, mountain, or swamp. When you make an
| |
| Intelligence or Wisdom check related to your
| |
| favored terrain, your proficiency bonus is doubled if
| |
| you are using a skill that you’re proficient in.
| |
| While traveling for an hour or more in your
| |
| favored terrain, you gain the following benefits:
| |
| • Difficult terrain doesn’t slow your group’s travel.
| |
| • Your group can’t become lost except by magical
| |
| means.
| |
| • Even when you are engaged in another activity
| |
| while traveling (such as foraging, navigating, or
| |
| tracking), you remain alert to danger.
| |
| • If you are traveling alone, you can move stealthily
| |
| at a normal pace.
| |
| • When you forage, you find twice as much food as
| |
| you normally would.
| |
| • While tracking other creatures, you also learn
| |
| their exact number, their sizes, and how long ago
| |
| they passed through the area.
| |
| You choose additional favored terrain types at 6th
| |
| and 10th level.
| |
| Fighting Style
| |
| At 2nd level, you adopt a particular style of fighting
| |
| as your specialty. Choose one of the following
| |
| options. You can’t take a Fighting Style option more
| |
| than once, even if you later get to choose again.
| |
| Archery
| |
| You gain a +2 bonus to attack rolls you make with
| |
| ranged weapons.
| |
| Defense
| |
| While you are wearing armor, you gain a +1 bonus to
| |
| AC.
| |
| Dueling
| |
| When you are wielding a melee weapon in one hand
| |
| and no other weapons, you gain a +2 bonus to
| |
| damage rolls with that weapon.
| |
| Two-Weapon Fighting
| |
| When you engage in two-‐‑weapon fighting, you can
| |
| add your ability modifier to the damage of the
| |
| second attack.
| |
| Spellcasting
| |
| By the time you reach 2nd level, you have learned to
| |
| use the magical essence of nature to cast spells,
| |
| much as a druid does.
| |
| Spell Slots
| |
| The Ranger table shows how many spell slots you
| |
| have to cast your spells of 1st level and higher. To
| |
| cast one of these spells, you must expend a slot of
| |
| the spell’s level or higher. You regain all expended
| |
| spell slots when you finish a long rest.
| |
| For example, if you know the 1st-‐‑level spell animal
| |
| friendship and have a 1st-‐‑level and a 2nd-‐‑level spell
| |
| slot available, you can cast animal friendship using
| |
| either slot.
| |
| Spells Known of 1st Level and Higher
| |
| You know two 1st-‐‑level spells of your choice from
| |
| the ranger spell list.
| |
| The Spells Known column of the Ranger table
| |
| shows when you learn more ranger spells of your
| |
| choice. Each of these spells must be of a level for
| |
| which you have spell slots. For instance, when you
| |
| reach 5th level in this class, you can learn one new
| |
| spell of 1st or 2nd level.
| |
| Additionally, when you gain a level in this class,
| |
| you can choose one of the ranger spells you know
| |
| and replace it with another spell from the ranger
| |
| spell list, which also must be of a level for which you
| |
| have spell slots.
| |
| Spellcasting Ability
| |
| Wisdom is your spellcasting ability for your ranger
| |
| spells, since your magic draws on your attunement
| |
| to nature. You use your Wisdom whenever a spell
| |
| refers to your spellcasting ability. In addition, you
| |
| use your Wisdom modifier when setting the saving
| |
| throw DC for a ranger spell you cast and when
| |
| making an attack roll with one.
| |
| Spell save DC = 8 + your proficiency bonus +
| |
| your Wisdom modifier
| |
| Spell attack modifier = your proficiency bonus +
| |
| your Wisdom modifier
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 37
| |
| Ranger Archetype
| |
| At 3rd level, you choose an archetype that you strive
| |
| to emulate, such as the Hunter. Your choice grants
| |
| you features at 3rd level and again at 7th, 11th, and
| |
| 15th level.
| |
| Primeval Awareness
| |
| Beginning at 3rd level, you can use your action and
| |
| expend one ranger spell slot to focus your
| |
| awareness on the region around you. For 1 minute
| |
| per level of the spell slot you expend, you can sense
| |
| whether the following types of creatures are present
| |
| within 1 mile of you (or within up to 6 miles if you
| |
| are in your favored terrain): aberrations, celestials,
| |
| dragons, elementals, fey, fiends, and undead. This
| |
| feature doesn’t reveal the creatures’ location or
| |
| number.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Extra Attack
| |
| Beginning at 5th level, you can attack twice, instead
| |
| of once, whenever you take the Attack action on your
| |
| turn.
| |
| Land’s Stride
| |
| Starting at 8th level, moving through nonmagical
| |
| difficult terrain costs you no extra movement. You
| |
| can also pass through nonmagical plants without
| |
| being slowed by them and without taking damage
| |
| from them if they have thorns, spines, or a similar
| |
| hazard.
| |
| In addition, you have advantage on saving throws
| |
| against plants that are magically created or
| |
| manipulated to impede movement, such those
| |
| created by the entangle spell.
| |
| Hide in Plain Sight
| |
| Starting at 10th level, you can spend 1 minute
| |
| creating camouflage for yourself. You must have
| |
| access to fresh mud, dirt, plants, soot, and other
| |
| naturally occurring materials with which to create
| |
| your camouflage.
| |
| Once you are camouflaged in this way, you can try
| |
| to hide by pressing yourself up against a solid
| |
| surface, such as a tree or wall, that is at least as tall
| |
| and wide as you are. You gain a +10 bonus to
| |
| Dexterity (Stealth) checks as long as you remain
| |
| there without moving or taking actions. Once you
| |
| move or take an action or a reaction, you must
| |
| camouflage yourself again to gain this benefit.
| |
| Vanish
| |
| Starting at 14th level, you can use the Hide action as
| |
| a bonus action on your turn. Also, you can’t be
| |
| tracked by nonmagical means, unless you choose to
| |
| leave a trail.
| |
| Feral Senses
| |
| At 18th level, you gain preternatural senses that help
| |
| you fight creatures you can’t see. When you attack a
| |
| creature you can’t see, your inability to see it doesn’t
| |
| impose disadvantage on your attack rolls against it.
| |
| You are also aware of the location of any invisible
| |
| creature within 30 feet of you, provided that the
| |
| creature isn’t hidden from you and you aren’t
| |
| blinded or deafened.
| |
| Foe Slayer
| |
| At 20th level, you become an unparalleled hunter of
| |
| your enemies. Once on each of your turns, you can
| |
| add your Wisdom modifier to the attack roll or the
| |
| damage roll of an attack you make against one of
| |
| your favored enemies. You can choose to use this
| |
| feature before or after the roll, but before any effects
| |
| of the roll are applied.
| |
| Ranger Archetypes
| |
| A classic expression of the ranger ideal is the Hunter.
| |
| Hunter
| |
| Emulating the Hunter archetype means accepting
| |
| your place as a bulwark between civilization and the
| |
| terrors of the wilderness. As you walk the Hunter’s
| |
| path, you learn specialized techniques for fighting
| |
| the threats you face, from rampaging ogres and
| |
| hordes of orcs to towering giants and terrifying
| |
| dragons.
| |
| Hunter’s Prey
| |
| At 3rd level, you gain one of the following features of
| |
| your choice.
| |
| Colossus Slayer. Your tenacity can wear down the
| |
| most potent foes. When you hit a creature with a
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 38
| |
| weapon attack, the creature takes an extra 1d8
| |
| damage if it’s below its hit point maximum. You can
| |
| deal this extra damage only once per turn.
| |
| Giant Killer. When a Large or larger creature
| |
| within 5 feet of you hits or misses you with an attack,
| |
| you can use your reaction to attack that creature
| |
| immediately after its attack, provided that you can
| |
| see the creature.
| |
| Horde Breaker. Once on each of your turns when
| |
| you make a weapon attack, you can make another
| |
| attack with the same weapon against a different
| |
| creature that is within 5 feet of the original target
| |
| and within range of your weapon.
| |
| Defensive Tactics
| |
| At 7th level, you gain one of the following features of
| |
| your choice.
| |
| Escape the Horde. Opportunity attacks against
| |
| you are made with disadvantage.
| |
| Multiattack Defense. When a creature hits you
| |
| with an attack, you gain a +4 bonus to AC against all
| |
| subsequent attacks made by that creature for the
| |
| rest of the turn.
| |
| Steel Will. You have advantage on saving throws
| |
| against being frightened.
| |
| Multiattack
| |
| At 11th level, you gain one of the following features
| |
| of your choice.
| |
| Volley. You can use your action to make a ranged
| |
| attack against any number of creatures within 10
| |
| feet of a point you can see within your weapon’s
| |
| range. You must have ammunition for each target, as
| |
| normal, and you make a separate attack roll for each
| |
| target.
| |
| Whirlwind Attack. You can use your action to
| |
| make a melee attack against any number of
| |
| creatures within 5 feet of you, with a separate attack
| |
| roll for each target.
| |
| Superior Hunter’s Defense
| |
| At 15th level, you gain one of the following features
| |
| of your choice.
| |
| Evasion. When you are subjected to an effect, such
| |
| as a red dragon’s fiery breath or a lightning bolt spell,
| |
| that allows you to make a Dexterity saving throw to
| |
| take only half damage, you instead take no damage if
| |
| you succeed on the saving throw, and only half
| |
| damage if you fail.
| |
| Stand Against the Tide. When a hostile creature
| |
| misses you with a melee attack, you can use your
| |
| reaction to force that creature to repeat the same
| |
| attack against another creature (other than itself) of
| |
| your choice.
| |
| Uncanny Dodge. When an attacker that you can
| |
| see hits you with an attack, you can use your
| |
| reaction to halve the attack’s damage against you.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 39
| |
| Rogue
| |
| Class Features
| |
| As a rogue, you have the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d8 per rogue level
| |
| Hit Points at 1st Level: 8 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d8 (or 5) + your
| |
| Constitution modifier per rogue level after 1st
| |
| Proficiencies
| |
| Armor: Light armor
| |
| Weapons: Simple weapons, hand crossbows,
| |
| longswords, rapiers, shortswords
| |
| Tools: Thieves’ tools
| |
| Saving Throws: Dexterity, Intelligence
| |
| Skills: Choose four from Acrobatics, Athletics,
| |
| Deception, Insight, Intimidation, Investigation,
| |
| Perception, Performance, Persuasion, Sleight of
| |
| Hand, and Stealth
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a rapier or (b) a shortsword
| |
| • (a) a shortbow and quiver of 20 arrows or (b) a
| |
| shortsword
| |
| • (a) a burglar’s pack, (b) a dungeoneer’s pack, or
| |
| (c) an explorer’s pack
| |
| • (a) Leather armor, two daggers, and thieves’ tools
| |
| The Rogue
| |
| Level
| |
| Proficiency
| |
| Bonus
| |
| Sneak
| |
| Attack Features
| |
| 1st +2 1d6 Expertise, Sneak Attack,
| |
| Thieves’ Cant
| |
| 2nd +2 1d6 Cunning Action
| |
| 3rd +2 2d6 Roguish Archetype
| |
| 4th +2 2d6 Ability Score
| |
| Improvement
| |
| 5th +3 3d6 Uncanny Dodge
| |
| 6th +3 3d6 Expertise
| |
| 7th +3 4d6 Evasion
| |
| 8th +3 4d6 Ability Score
| |
| Improvement
| |
| 9th +4 5d6 Roguish Archetype
| |
| feature
| |
| 10th +4 5d6 Ability Score
| |
| Improvement
| |
| 11th +4 6d6 Reliable Talent
| |
| 12th +4 6d6 Ability Score
| |
| Improvement
| |
| 13th +5 7d6 Roguish Archetype
| |
| feature
| |
| 14th +5 7d6 Blindsense
| |
| 15th +5 8d6 Slippery Mind
| |
| 16th +5 8d6 Ability Score
| |
| Improvement
| |
| 17th +6 9d6 Roguish Archetype
| |
| feature
| |
| 18th +6 9d6 Elusive
| |
| 19th +6 10d6 Ability Score
| |
| Improvement
| |
| 20th +6 10d6 Stroke of Luck
| |
| Expertise
| |
| At 1st level, choose two of your skill proficiencies, or
| |
| one of your skill proficiencies and your proficiency
| |
| with thieves’ tools. Your proficiency bonus is
| |
| doubled for any ability check you make that uses
| |
| either of the chosen proficiencies.
| |
| At 6th level, you can choose two more of your
| |
| proficiencies (in skills or with thieves’ tools) to gain
| |
| this benefit.
| |
| Sneak Attack
| |
| Beginning at 1st level, you know how to strike subtly
| |
| and exploit a foe’s distraction. Once per turn, you can
| |
| deal an extra 1d6 damage to one creature you hit
| |
| with an attack if you have advantage on the attack
| |
| roll. The attack must use a finesse or a ranged
| |
| weapon.
| |
| You don’t need advantage on the attack roll if
| |
| another enemy of the target is within 5 feet of it, that
| |
| enemy isn’t incapacitated, and you don’t have
| |
| disadvantage on the attack roll.
| |
| The amount of the extra damage increases as you
| |
| gain levels in this class, as shown in the Sneak Attack
| |
| column of the Rogue table.
| |
| Thieves’ Cant
| |
| During your rogue training you learned thieves’ cant,
| |
| a secret mix of dialect, jargon, and code that allows
| |
| you to hide messages in seemingly normal
| |
| conversation. Only another creature that knows
| |
| thieves’ cant understands such messages. It takes
| |
| four times longer to convey such a message than it
| |
| does to speak the same idea plainly.
| |
| In addition, you understand a set of secret signs
| |
| and symbols used to convey short, simple messages,
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 40
| |
| such as whether an area is dangerous or the
| |
| territory of a thieves’ guild, whether loot is nearby,
| |
| or whether the people in an area are easy marks or
| |
| will provide a safe house for thieves on the run.
| |
| Cunning Action
| |
| Starting at 2nd level, your quick thinking and agility
| |
| allow you to move and act quickly. You can take a
| |
| bonus action on each of your turns in combat. This
| |
| action can be used only to take the Dash, Disengage,
| |
| or Hide action.
| |
| Roguish Archetype
| |
| At 3rd level, you choose an archetype that you
| |
| emulate in the exercise of your rogue abilities, such
| |
| as Thief. Your archetype choice grants you features
| |
| at 3rd level and then again at 9th, 13th, and 17th
| |
| level.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 10th,
| |
| 12th, 16th, and 19th level, you can increase one
| |
| ability score of your choice by 2, or you can increase
| |
| two ability scores of your choice by 1. As normal,
| |
| you can’t increase an ability score above 20 using
| |
| this feature.
| |
| Uncanny Dodge
| |
| Starting at 5th level, when an attacker that you can
| |
| see hits you with an attack, you can use your
| |
| reaction to halve the attack’s damage against you.
| |
| Evasion
| |
| Beginning at 7th level, you can nimbly dodge out of
| |
| the way of certain area effects, such as a red dragon’s
| |
| fiery breath or an ice storm spell. When you are
| |
| subjected to an effect that allows you to make a
| |
| Dexterity saving throw to take only half damage, you
| |
| instead take no damage if you succeed on the saving
| |
| throw, and only half damage if you fail.
| |
| Reliable Talent
| |
| By 11th level, you have refined your chosen skills
| |
| until they approach perfection. Whenever you make
| |
| an ability check that lets you add your proficiency
| |
| bonus, you can treat a d20 roll of 9 or lower as a 10.
| |
| Blindsense
| |
| Starting at 14th level, if you are able to hear, you are
| |
| aware of the location of any hidden or invisible
| |
| creature within 10 feet of you.
| |
| Slippery Mind
| |
| By 15th level, you have acquired greater mental
| |
| strength. You gain proficiency in Wisdom saving
| |
| throws.
| |
| Elusive
| |
| Beginning at 18th level, you are so evasive that
| |
| attackers rarely gain the upper hand against you. No
| |
| attack roll has advantage against you while you
| |
| aren’t incapacitated.
| |
| Stroke of Luck
| |
| At 20th level, you have an uncanny knack for
| |
| succeeding when you need to. If your attack misses a
| |
| target within range, you can turn the miss into a hit.
| |
| Alternatively, if you fail an ability check, you can treat
| |
| the d20 roll as a 20.
| |
| Once you use this feature, you can’t use it again
| |
| until you finish a short or long rest.
| |
| Roguish Archetypes
| |
| Rogues have many features in common, including
| |
| their emphasis on perfecting their skills, their
| |
| precise and deadly approach to combat, and their
| |
| increasingly quick reflexes. But different rogues
| |
| steer those talents in varying directions, embodied
| |
| by the rogue archetypes. Your choice of archetype is
| |
| a reflection of your focus—not necessarily an
| |
| indication of your chosen profession, but a
| |
| description of your preferred techniques.
| |
| Thief
| |
| You hone your skills in the larcenous arts. Burglars,
| |
| bandits, cutpurses, and other criminals typically
| |
| follow this archetype, but so do rogues who prefer to
| |
| think of themselves as professional treasure seekers,
| |
| explorers, delvers, and investigators. In addition to
| |
| improving your agility and stealth, you learn skills
| |
| useful for delving into ancient ruins, reading
| |
| unfamiliar languages, and using magic items you
| |
| normally couldn’t employ.
| |
| Fast Hands
| |
| Starting at 3rd level, you can use the bonus action
| |
| granted by your Cunning Action to make a Dexterity
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 41
| |
| (Sleight of Hand) check, use your thieves’ tools to
| |
| disarm a trap or open a lock, or take the Use an
| |
| Object action.
| |
| Second-Story Work
| |
| When you choose this archetype at 3rd level, you
| |
| gain the ability to climb faster than normal; climbing
| |
| no longer costs you extra movement.
| |
| In addition, when you make a running jump, the
| |
| distance you cover increases by a number of feet
| |
| equal to your Dexterity modifier.
| |
| Supreme Sneak
| |
| Starting at 9th level, you have advantage on a
| |
| Dexterity (Stealth) check if you move no more than
| |
| half your speed on the same turn.
| |
| Use Magic Device
| |
| By 13th level, you have learned enough about the
| |
| workings of magic that you can improvise the use of
| |
| items even when they are not intended for you. You
| |
| ignore all class, race, and level requirements on the
| |
| use of magic items.
| |
| Thief’s Reflexes
| |
| When you reach 17th level, you have become adept
| |
| at laying ambushes and quickly escaping danger. You
| |
| can take two turns during the first round of any
| |
| combat. You take your first turn at your normal
| |
| initiative and your second turn at your initiative
| |
| minus 10. You can’t use this feature when you are
| |
| surprised.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 42
| |
| Sorcerer
| |
| Class Features
| |
| As a sorcerer, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d6 per sorcerer level
| |
| Hit Points at 1st Level: 6 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d6 (or 4) + your
| |
| Constitution modifier per sorcerer level after 1st
| |
| Proficiencies
| |
| Armor: None
| |
| Weapons: Daggers, darts, slings, quarterstaffs, light
| |
| crossbows
| |
| Tools: None
| |
| Saving Throws: Constitution, Charisma
| |
| Skills: Choose two from Arcana, Deception, Insight,
| |
| Intimidation, Persuasion, and Religion
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a light crossbow and 20 bolts or (b) any simple
| |
| weapon
| |
| • (a) a component pouch or (b) an arcane focus
| |
| • (a) a dungeoneer’s pack or (b) an explorer’s pack
| |
| • Two daggers
| |
| The Sorcerer
| |
| Proficiency Sorcery Cantrips Spells —Spell Slots per Spell Level—
| |
| Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
| |
| 1st +2 ̶ Spellcasting, Sorcerous
| |
| Origin
| |
| 4 2 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 2nd +2 2 Font of Magic 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 3rd +2 3 Metamagic 4 4 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 4th +2 4 Ability Score
| |
| Improvement
| |
| 5 5 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 5th +3 5 ̶ 5 6 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 6th +3 6 Sorcerous Origin
| |
| feature
| |
| 5 7 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 7th +3 7 ̶ 5 8 4 3 3 1 ̶ ̶ ̶ ̶ ̶
| |
| 8th +3 8 Ability Score
| |
| Improvement
| |
| 5 9 4 3 3 2 ̶ ̶ ̶ ̶ ̶
| |
| 9th +4 9 ̶ 5 10 4 3 3 3 1 ̶ ̶ ̶ ̶
| |
| 10th +4 10 Metamagic 6 11 4 3 3 3 2 ̶ ̶ ̶ ̶
| |
| 11th +4 11 ̶ 6 12 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 12th +4 12 Ability Score
| |
| Improvement
| |
| 6 12 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 13th +5 13 ̶ 6 13 4 3 3 3 2 1 1 ̶ ̶
| |
| 14th +5 14 Sorcerous Origin
| |
| feature
| |
| 6 13 4 3 3 3 2 1 1 ̶ ̶
| |
| 15th +5 15 ̶ 6 14 4 3 3 3 2 1 1 1 ̶
| |
| 16th +5 16 Ability Score
| |
| Improvement
| |
| 6 14 4 3 3 3 2 1 1 1 ̶
| |
| 17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
| |
| 18th +6 18 Sorcerous Origin
| |
| feature
| |
| 6 15 4 3 3 3 3 1 1 1 1
| |
| 19th +6 19 Ability Score
| |
| Improvement
| |
| 6 15 4 3 3 3 3 2 1 1 1
| |
| 20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 43
| |
| Spellcasting
| |
| An event in your past, or in the life of a parent or
| |
| ancestor, left an indelible mark on you, infusing you
| |
| with arcane magic. This font of magic, whatever its
| |
| origin, fuels your spells.
| |
| Cantrips
| |
| At 1st level, you know four cantrips of your choice
| |
| from the sorcerer spell list. You learn additional
| |
| sorcerer cantrips of your choice at higher levels, as
| |
| shown in the Cantrips Known column of the Sorcerer
| |
| table.
| |
| Spell Slots
| |
| The Sorcerer table shows how many spell slots you
| |
| have to cast your spells of 1st level and higher. To
| |
| cast one of these sorcerer spells, you must expend a
| |
| slot of the spell’s level or higher. You regain all
| |
| expended spell slots when you finish a long rest.
| |
| For example, if you know the 1st-‐‑level spell
| |
| burning hands and have a 1st-‐‑level and a 2nd-‐‑level
| |
| spell slot available, you can cast burning hands using
| |
| either slot.
| |
| Spells Known of 1st Level and Higher
| |
| You know two 1st-‐‑level spells of your choice from
| |
| the sorcerer spell list.
| |
| The Spells Known column of the Sorcerer table
| |
| shows when you learn more sorcerer spells of your
| |
| choice. Each of these spells must be of a level for
| |
| which you have spell slots. For instance, when you
| |
| reach 3rd level in this class, you can learn one new
| |
| spell of 1st or 2nd level.
| |
| Additionally, when you gain a level in this class,
| |
| you can choose one of the sorcerer spells you know
| |
| and replace it with another spell from the sorcerer
| |
| spell list, which also must be of a level for which you
| |
| have spell slots.
| |
| Spellcasting Ability
| |
| Charisma is your spellcasting ability for your
| |
| sorcerer spells, since the power of your magic relies
| |
| on your ability to project your will into the world.
| |
| You use your Charisma whenever a spell refers to
| |
| your spellcasting ability. In addition, you use your
| |
| Charisma modifier when setting the saving throw DC
| |
| for a sorcerer spell you cast and when making an
| |
| attack roll with one.
| |
| Spell save DC = 8 + your proficiency bonus +
| |
| your Charisma modifier
| |
| Spell attack modifier = your proficiency bonus +
| |
| your Charisma modifier
| |
| Spellcasting Focus
| |
| You can use an arcane focus as a spellcasting focus
| |
| for your sorcerer spells.
| |
| Sorcerous Origin
| |
| Choose a sorcerous origin, which describes the
| |
| source of your innate magical power, such as
| |
| Draconic Bloodline.
| |
| Your choice grants you features when you choose
| |
| it at 1st level and again at 6th, 14th, and 18th level.
| |
| Font of Magic
| |
| At 2nd level, you tap into a deep wellspring of magic
| |
| within yourself. This wellspring is represented by
| |
| sorcery points, which allow you to create a variety of
| |
| magical effects.
| |
| Sorcery Points
| |
| You have 2 sorcery points, and you gain more as you
| |
| reach higher levels, as shown in the Sorcery Points
| |
| column of the Sorcerer table. You can never have
| |
| more sorcery points than shown on the table for
| |
| your level. You regain all spent sorcery points when
| |
| you finish a long rest.
| |
| Flexible Casting
| |
| You can use your sorcery points to gain additional
| |
| spell slots, or sacrifice spell slots to gain additional
| |
| sorcery points. You learn other ways to use your
| |
| sorcery points as you reach higher levels.
| |
| Creating Spell Slots. You can transform
| |
| unexpended sorcery points into one spell slot as a
| |
| bonus action on your turn. The Creating Spell Slots
| |
| table shows the cost of creating a spell slot of a given
| |
| level. You can create spell slots no higher in level
| |
| than 5th.
| |
| Any spell slot you create with this feature vanishes
| |
| when you finish a long rest.
| |
| Creating Spell Slots
| |
| Spell Slot
| |
| Level
| |
| Sorcery
| |
| Point Cost
| |
| 1st 2
| |
| 2nd 3
| |
| 3rd 5
| |
| 4th 6
| |
| 5th 7
| |
| Converting a Spell Slot to Sorcery Points. As a
| |
| bonus action on your turn, you can expend one spell
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 44
| |
| slot and gain a number of sorcery points equal to the
| |
| slot’s level.
| |
| Metamagic
| |
| At 3rd level, you gain the ability to twist your spells
| |
| to suit your needs. You gain two of the following
| |
| Metamagic options of your choice. You gain another
| |
| one at 10th and 17th level.
| |
| You can use only one Metamagic option on a spell
| |
| when you cast it, unless otherwise noted.
| |
| Careful Spell
| |
| When you cast a spell that forces other creatures to
| |
| make a saving throw, you can protect some of those
| |
| creatures from the spell’s full force. To do so, you
| |
| spend 1 sorcery point and choose a number of those
| |
| creatures up to your Charisma modifier (minimum
| |
| of one creature). A chosen creature automatically
| |
| succeeds on its saving throw against the spell.
| |
| Distant Spell
| |
| When you cast a spell that has a range of 5 feet or
| |
| greater, you can spend 1 sorcery point to double the
| |
| range of the spell.
| |
| When you cast a spell that has a range of touch,
| |
| you can spend 1 sorcery point to make the range of
| |
| the spell 30 feet.
| |
| Empowered Spell
| |
| When you roll damage for a spell, you can spend 1
| |
| sorcery point to reroll a number of the damage dice
| |
| up to your Charisma modifier (minimum of one).
| |
| You must use the new rolls.
| |
| You can use Empowered Spell even if you have
| |
| already used a different Metamagic option during
| |
| the casting of the spell.
| |
| Extended Spell
| |
| When you cast a spell that has a duration of 1 minute
| |
| or longer, you can spend 1 sorcery point to double
| |
| its duration, to a maximum duration of 24 hours.
| |
| Heightened Spell
| |
| When you cast a spell that forces a creature to make
| |
| a saving throw to resist its effects, you can spend 3
| |
| sorcery points to give one target of the spell
| |
| disadvantage on its first saving throw made against
| |
| the spell.
| |
| Quickened Spell
| |
| When you cast a spell that has a casting time of 1
| |
| action, you can spend 2 sorcery points to change the
| |
| casting time to 1 bonus action for this casting.
| |
| Subtle Spell
| |
| When you cast a spell, you can spend 1 sorcery point
| |
| to cast it without any somatic or verbal components.
| |
| Twinned Spell
| |
| When you cast a spell that targets only one creature
| |
| and doesn’t have a range of self, you can spend a
| |
| number of sorcery points equal to the spell’s level to
| |
| target a second creature in range with the same spell
| |
| (1 sorcery point if the spell is a cantrip).
| |
| To be eligible, a spell must be incapable of
| |
| targeting more than one creature at the spell’s
| |
| current level. For example, magic missile and
| |
| scorching ray aren’t eligible, but ray of frost is.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Sorcerous Restoration
| |
| At 20th level, you regain 4 expended sorcery points
| |
| whenever you finish a short rest.
| |
| Sorcerous Origins
| |
| Different sorcerers claim different origins for their
| |
| innate magic, such as a draconic bloodline.
| |
| Draconic Bloodline
| |
| Your innate magic comes from draconic magic that
| |
| was mingled with your blood or that of your
| |
| ancestors. Most often, sorcerers with this origin
| |
| trace their descent back to a mighty sorcerer of
| |
| ancient times who made a bargain with a dragon or
| |
| who might even have claimed a dragon parent. Some
| |
| of these bloodlines are well established in the world,
| |
| but most are obscure. Any given sorcerer could be
| |
| the first of a new bloodline, as a result of a pact or
| |
| some other exceptional circumstance.
| |
| Dragon Ancestor
| |
| At 1st level, you choose one type of dragon as your
| |
| ancestor. The damage type associated with each
| |
| dragon is used by features you gain later.
| |
| Draconic Ancestry
| |
| Dragon Damage Type
| |
| Black Acid
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 45
| |
| Blue Lightning
| |
| Brass Fire
| |
| Bronze Lightning
| |
| Copper Acid
| |
| Gold Fire
| |
| Green Poison
| |
| Red Fire
| |
| Silver Cold
| |
| White Cold
| |
| You can speak, read, and write Draconic.
| |
| Additionally, whenever you make a Charisma check
| |
| when interacting with dragons, your proficiency
| |
| bonus is doubled if it applies to the check.
| |
| Draconic Resilience
| |
| As magic flows through your body, it causes physical
| |
| traits of your dragon ancestors to emerge. At 1st
| |
| level, your hit point maximum increases by 1 and
| |
| increases by 1 again whenever you gain a level in
| |
| this class.
| |
| Additionally, parts of your skin are covered by a
| |
| thin sheen of dragon-‐‑like scales. When you aren’t
| |
| wearing armor, your AC equals 13 + your Dexterity
| |
| modifier.
| |
| Elemental Affinity
| |
| Starting at 6th level, when you cast a spell that deals
| |
| damage of the type associated with your draconic
| |
| ancestry, you can add your Charisma modifier to one
| |
| damage roll of that spell. At the same time, you can
| |
| spend 1 sorcery point to gain resistance to that
| |
| damage type for 1 hour.
| |
| Dragon Wings
| |
| At 14th level, you gain the ability to sprout a pair of
| |
| dragon wings from your back, gaining a flying speed
| |
| equal to your current speed. You can create these
| |
| wings as a bonus action on your turn. They last until
| |
| you dismiss them as a bonus action on your turn.
| |
| You can’t manifest your wings while wearing
| |
| armor unless the armor is made to accommodate
| |
| them, and clothing not made to accommodate your
| |
| wings might be destroyed when you manifest them.
| |
| Draconic Presence
| |
| Beginning at 18th level, you can channel the dread
| |
| presence of your dragon ancestor, causing those
| |
| around you to become awestruck or frightened. As
| |
| an action, you can spend 5 sorcery points to draw on
| |
| this power and exude an aura of awe or fear (your
| |
| choice) to a distance of 60 feet. For 1 minute or until
| |
| you lose your concentration (as if you were casting a
| |
| concentration spell), each hostile creature that starts
| |
| its turn in this aura must succeed on a Wisdom
| |
| saving throw or be charmed (if you chose awe) or
| |
| frightened (if you chose fear) until the aura ends. A
| |
| creature that succeeds on this saving throw is
| |
| immune to your aura for 24 hours.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 46
| |
| Warlock
| |
| Class Features
| |
| As a warlock, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d8 per warlock level
| |
| Hit Points at 1st Level: 8 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d8 (or 5) + your
| |
| Constitution modifier per warlock level after 1st
| |
| Proficiencies
| |
| Armor: Light armor
| |
| Weapons: Simple weapons
| |
| Tools: None
| |
| Saving Throws: Wisdom, Charisma
| |
| Skills: Choose two skills from Arcana, Deception,
| |
| History, Intimidation, Investigation, Nature, and
| |
| Religion
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a light crossbow and 20 bolts or (b) any simple
| |
| weapon
| |
| • (a) a component pouch or (b) an arcane focus
| |
| • (a) a scholar’s pack or (b) a dungeoneer’s pack
| |
| • Leather armor, any simple weapon, and two
| |
| daggers
| |
| The Warlock
| |
| Level
| |
| Proficiency
| |
| Bonus Features
| |
| Cantrips
| |
| Known
| |
| Spells
| |
| Known
| |
| Spell
| |
| Slots
| |
| Slot
| |
| Level
| |
| Invocations
| |
| Known
| |
| 1st +2 Otherworldly Patron, Pact
| |
| Magic
| |
| 2 2 1 1st ̶
| |
| 2nd +2 Eldritch Invocations 2 3 2 1st 2
| |
| 3rd +2 Pact Boon 2 4 2 2nd 2
| |
| 4th +2 Ability Score Improvement 3 5 2 2nd 2
| |
| 5th +3 ̶ 3 6 2 3rd 3
| |
| 6th +3 Otherworldly Patron feature 3 7 2 3rd 3
| |
| 7th +3 ̶ 3 8 2 4th 4
| |
| 8th +3 Ability Score Improvement 3 9 2 4th 4
| |
| 9th +4 ̶ 3 10 2 5th 5
| |
| 10th +4 Otherworldly Patron feature 4 10 2 5th 5
| |
| 11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
| |
| 12th +4 Ability Score Improvement 4 11 3 5th 6
| |
| 13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
| |
| 14th +5 Otherworldly Patron feature 4 12 3 5th 6
| |
| 15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
| |
| 16th +5 Ability Score Improvement 4 13 3 5th 7
| |
| 17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
| |
| 18th +6 ̶ 4 14 4 5th 8
| |
| 19th +6 Ability Score Improvement 4 15 4 5th 8
| |
| 20th +6 Eldritch Master 4 15 4 5th 8
| |
| Otherworldly Patron
| |
| At 1st level, you have struck a bargain with an
| |
| otherworldly being of your choice: the Archfey, the
| |
| Fiend, or the Great Old One, each of which is detailed
| |
| at the end of the class description. Your choice
| |
| grants you features at 1st level and again at 6th, 10th,
| |
| and 14th level.
| |
| Pact Magic
| |
| Your arcane research and the magic bestowed on
| |
| you by your patron have given you facility with
| |
| spells.
| |
| Cantrips
| |
| You know two cantrips of your choice from the
| |
| warlock spell list. You learn additional warlock
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 47
| |
| cantrips of your choice at higher levels, as shown in
| |
| the Cantrips Known column of the Warlock table.
| |
| Spell Slots
| |
| The Warlock table shows how many spell slots you
| |
| have. The table also shows what the level of those
| |
| slots is; all of your spell slots are the same level. To
| |
| cast one of your warlock spells of 1st level or higher,
| |
| you must expend a spell slot. You regain all
| |
| expended spell slots when you finish a short or long
| |
| rest.
| |
| For example, when you are 5th level, you have two
| |
| 3rd-‐‑level spell slots. To cast the 1st-‐‑level spell
| |
| thunderwave, you must spend one of those slots, and
| |
| you cast it as a 3rd-‐‑level spell.
| |
| Spells Known of 1st Level and Higher
| |
| At 1st level, you know two 1st-‐‑level spells of your
| |
| choice from the warlock spell list.
| |
| The Spells Known column of the Warlock table
| |
| shows when you learn more warlock spells of your
| |
| choice of 1st level and higher. A spell you choose
| |
| must be of a level no higher than what’s shown in
| |
| the table’s Slot Level column for your level. When
| |
| you reach 6th level, for example, you learn a new
| |
| warlock spell, which can be 1st, 2nd, or 3rd level.
| |
| Additionally, when you gain a level in this class,
| |
| you can choose one of the warlock spells you know
| |
| and replace it with another spell from the warlock
| |
| spell list, which also must be of a level for which you
| |
| have spell slots.
| |
| Spellcasting Ability
| |
| Charisma is your spellcasting ability for your
| |
| warlock spells, so you use your Charisma whenever
| |
| a spell refers to your spellcasting ability. In addition,
| |
| you use your Charisma modifier when setting the
| |
| saving throw DC for a warlock spell you cast and
| |
| when making an attack roll with one.
| |
| Spell save DC = 8 + your proficiency bonus +
| |
| your Charisma modifier
| |
| Spell attack modifier = your proficiency bonus +
| |
| your Charisma modifier
| |
| Spellcasting Focus
| |
| You can use an arcane focus as a spellcasting focus
| |
| for your warlock spells.
| |
| Eldritch Invocations
| |
| In your study of occult lore, you have unearthed
| |
| eldritch invocations, fragments of forbidden
| |
| knowledge that imbue you with an abiding magical
| |
| ability.
| |
| At 2nd level, you gain two eldritch invocations of
| |
| your choice. Your invocation options are detailed at
| |
| the end of the class description. When you gain
| |
| certain warlock levels, you gain additional
| |
| invocations of your choice, as shown in the
| |
| Invocations Known column of the Warlock table.
| |
| Additionally, when you gain a level in this class,
| |
| you can choose one of the invocations you know and
| |
| replace it with another invocation that you could
| |
| learn at that level.
| |
| Pact Boon
| |
| At 3rd level, your otherworldly patron bestows a gift
| |
| upon you for your loyal service. You gain one of the
| |
| following features of your choice.
| |
| Pact of the Chain
| |
| You learn the find familiar spell and can cast it as a
| |
| ritual. The spell doesn’t count against your number
| |
| of spells known.
| |
| When you cast the spell, you can choose one of the
| |
| normal forms for your familiar or one of the
| |
| following special forms: imp, pseudodragon, quasit,
| |
| or sprite.
| |
| Additionally, when you take the Attack action, you
| |
| can forgo one of your own attacks to allow your
| |
| familiar to make one attack of its own with its
| |
| reaction.
| |
| Pact of the Blade
| |
| You can use your action to create a pact weapon in
| |
| your empty hand. You can choose the form that this
| |
| melee weapon takes each time you create it. You are
| |
| proficient with it while you wield it. This weapon
| |
| counts as magical for the purpose of overcoming
| |
| resistance and immunity to nonmagical attacks and
| |
| damage.
| |
| Your pact weapon disappears if it is more than 5
| |
| feet away from you for 1 minute or more. It also
| |
| disappears if you use this feature again, if you
| |
| dismiss the weapon (no action required), or if you
| |
| die.
| |
| You can transform one magic weapon into your
| |
| pact weapon by performing a special ritual while
| |
| you hold the weapon. You perform the ritual over
| |
| the course of 1 hour, which can be done during a
| |
| short rest. You can then dismiss the weapon,
| |
| shunting it into an extradimensional space, and it
| |
| appears whenever you create your pact weapon
| |
| thereafter. You can’t affect an artifact or a sentient
| |
| weapon in this way. The weapon ceases being your
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 48
| |
| pact weapon if you die, if you perform the 1-‐‑hour
| |
| ritual on a different weapon, or if you use a 1-‐‑hour
| |
| ritual to break your bond to it. The weapon appears
| |
| at your feet if it is in the extradimensional space
| |
| when the bond breaks.
| |
| Pact of the Tome
| |
| Your patron gives you a grimoire called a Book of
| |
| Shadows. When you gain this feature, choose three
| |
| cantrips from any class’s spell list (the three needn’t
| |
| be from the same list). While the book is on your
| |
| person, you can cast those cantrips at will. They
| |
| don’t count against your number of cantrips known.
| |
| If they don’t appear on the warlock spell list, they
| |
| are nonetheless warlock spells for you.
| |
| If you lose your Book of Shadows, you can perform
| |
| a 1-‐‑hour ceremony to receive a replacement from
| |
| your patron. This ceremony can be performed
| |
| during a short or long rest, and it destroys the
| |
| previous book. The book turns to ash when you die.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Mystic Arcanum
| |
| At 11th level, your patron bestows upon you a
| |
| magical secret called an arcanum. Choose one 6th-‐‑
| |
| level spell from the warlock spell list as this arcanum.
| |
| You can cast your arcanum spell once without
| |
| expending a spell slot. You must finish a long rest
| |
| before you can do so again.
| |
| At higher levels, you gain more warlock spells of
| |
| your choice that can be cast in this way: one 7th-‐‑
| |
| level spell at 13th level, one 8th-‐‑level spell at 15th
| |
| level, and one 9th-‐‑level spell at 17th level. You
| |
| regain all uses of your Mystic Arcanum when you
| |
| finish a long rest.
| |
| Eldritch Master
| |
| At 20th level, you can draw on your inner reserve of
| |
| mystical power while entreating your patron to
| |
| regain expended spell slots. You can spend 1 minute
| |
| entreating your patron for aid to regain all your
| |
| expended spell slots from your Pact Magic feature.
| |
| Once you regain spell slots with this feature, you
| |
| must finish a long rest before you can do so again.
| |
| Eldritch Invocations
| |
| If an eldritch invocation has prerequisites, you must
| |
| meet them to learn it. You can learn the invocation at
| |
| the same time that you meet its prerequisites. A level
| |
| prerequisite refers to your level in this class.
| |
| Agonizing Blast
| |
| Prerequisite: eldritch blast cantrip
| |
| When you cast eldritch blast, add your Charisma
| |
| modifier to the damage it deals on a hit.
| |
| Armor of Shadows
| |
| You can cast mage armor on yourself at will, without
| |
| expending a spell slot or material components.
| |
| Ascendant Step
| |
| Prerequisite: 9th level
| |
| You can cast levitate on yourself at will, without
| |
| expending a spell slot or material components.
| |
| Beast Speech
| |
| You can cast speak with animals at will, without
| |
| expending a spell slot.
| |
| Beguiling Influence
| |
| You gain proficiency in the Deception and
| |
| Persuasion skills.
| |
| Bewitching Whispers
| |
| Prerequisite: 7th level
| |
| You can cast compulsion once using a warlock spell
| |
| slot. You can’t do so again until you finish a long rest.
| |
| Book of Ancient Secrets
| |
| Prerequisite: Pact of the Tome feature
| |
| You can now inscribe magical rituals in your Book of
| |
| Shadows. Choose two 1st-‐‑level spells that have the
| |
| ritual tag from any class’s spell list (the two needn’t
| |
| be from the same list). The spells appear in the book
| |
| and don’t count against the number of spells you
| |
| know. With your Book of Shadows in hand, you can
| |
| cast the chosen spells as rituals. You can’t cast the
| |
| spells except as rituals, unless you’ve learned them
| |
| by some other means. You can also cast a warlock
| |
| spell you know as a ritual if it has the ritual tag.
| |
| On your adventures, you can add other ritual
| |
| spells to your Book of Shadows. When you find such
| |
| a spell, you can add it to the book if the spell’s level
| |
| is equal to or less than half your warlock level
| |
| (rounded up) and if you can spare the time to
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 49
| |
| transcribe the spell. For each level of the spell, the
| |
| transcription process takes 2 hours and costs 50 gp
| |
| for the rare inks needed to inscribe it.
| |
| Chains of Carceri
| |
| Prerequisite: 15th level, Pact of the Chain feature
| |
| You can cast hold monster at will—targeting a
| |
| celestial, fiend, or elemental—without expending a
| |
| spell slot or material components. You must finish a
| |
| long rest before you can use this invocation on the
| |
| same creature again.
| |
| Devil’s Sight
| |
| You can see normally in darkness, both magical and
| |
| nonmagical, to a distance of 120 feet.
| |
| Dreadful Word
| |
| Prerequisite: 7th level
| |
| You can cast confusion once using a warlock spell
| |
| slot. You can’t do so again until you finish a long rest.
| |
| Eldritch Sight
| |
| You can cast detect magic at will, without expending
| |
| a spell slot.
| |
| Eldritch Spear
| |
| Prerequisite: eldritch blast cantrip
| |
| When you cast eldritch blast, its range is 300 feet.
| |
| Eyes of the Rune Keeper
| |
| You can read all writing.
| |
| Fiendish Vigor
| |
| You can cast false life on yourself at will as a 1st-‐‑level
| |
| spell, without expending a spell slot or material
| |
| components.
| |
| Gaze of Two Minds
| |
| You can use your action to touch a willing humanoid
| |
| and perceive through its senses until the end of your
| |
| next turn. As long as the creature is on the same
| |
| plane of existence as you, you can use your action on
| |
| subsequent turns to maintain this connection,
| |
| extending the duration until the end of your next
| |
| turn. While perceiving through the other creature’s
| |
| senses, you benefit from any special senses
| |
| possessed by that creature, and you are blinded and
| |
| deafened to your own surroundings.
| |
| Lifedrinker
| |
| Prerequisite: 12th level, Pact of the Blade feature
| |
| When you hit a creature with your pact weapon, the
| |
| creature takes extra necrotic damage equal to your
| |
| Charisma modifier (minimum 1).
| |
| Mask of Many Faces
| |
| You can cast disguise self at will, without expending a
| |
| spell slot.
| |
| Master of Myriad Forms
| |
| Prerequisite: 15th level
| |
| You can cast alter self at will, without expending a
| |
| spell slot.
| |
| Minions of Chaos
| |
| Prerequisite: 9th level
| |
| You can cast conjure elemental once using a warlock
| |
| spell slot. You can’t do so again until you finish a
| |
| long rest.
| |
| Mire the Mind
| |
| Prerequisite: 5th level
| |
| You can cast slow once using a warlock spell slot.
| |
| You can’t do so again until you finish a long rest.
| |
| Misty Visions
| |
| You can cast silent image at will, without expending a
| |
| spell slot or material components.
| |
| One with Shadows
| |
| Prerequisite: 5th level
| |
| When you are in an area of dim light or darkness,
| |
| you can use your action to become invisible until you
| |
| move or take an action or a reaction.
| |
| Otherworldly Leap
| |
| Prerequisite: 9th level
| |
| You can cast jump on yourself at will, without
| |
| expending a spell slot or material components.
| |
| Repelling Blast
| |
| Prerequisite: eldritch blast cantrip
| |
| When you hit a creature with eldritch blast, you can
| |
| push the creature up to 10 feet away from you in a
| |
| straight line.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 50
| |
| Sculptor of Flesh
| |
| Prerequisite: 7th level
| |
| You can cast polymorph once using a warlock spell
| |
| slot. You can’t do so again until you finish a long rest.
| |
| Sign of Ill Omen
| |
| Prerequisite: 5th level
| |
| You can cast bestow curse once using a warlock spell
| |
| slot. You can’t do so again until you finish a long rest.
| |
| Thief of Five Fates
| |
| You can cast bane once using a warlock spell slot.
| |
| You can’t do so again until you finish a long rest.
| |
| Thirsting Blade
| |
| Prerequisite: 5th level, Pact of the Blade feature
| |
| You can attack with your pact weapon twice, instead
| |
| of once, whenever you take the Attack action on your
| |
| turn.
| |
| Visions of Distant Realms
| |
| Prerequisite: 15th level
| |
| You can cast arcane eye at will, without expending a
| |
| spell slot.
| |
| Voice of the Chain Master
| |
| Prerequisite: Pact of the Chain feature
| |
| You can communicate telepathically with your
| |
| familiar and perceive through your familiar’s senses
| |
| as long as you are on the same plane of existence.
| |
| Additionally, while perceiving through your
| |
| familiar’s senses, you can also speak through your
| |
| familiar in your own voice, even if your familiar is
| |
| normally incapable of speech.
| |
| Whispers of the Grave
| |
| Prerequisite: 9th level
| |
| You can cast speak with dead at will, without
| |
| expending a spell slot.
| |
| Witch Sight
| |
| Prerequisite: 15th level
| |
| You can see the true form of any shapechanger or
| |
| creature concealed by illusion or transmutation
| |
| magic while the creature is within 30 feet of you and
| |
| within line of sight.
| |
| Otherworldly Patrons
| |
| The beings that serve as patrons for warlocks are
| |
| mighty inhabitants of other planes of existence—not
| |
| gods, but almost godlike in their power. Various
| |
| patrons give their warlocks access to different
| |
| powers and invocations, and expect significant
| |
| favors in return.
| |
| Some patrons collect warlocks, doling out mystic
| |
| knowledge relatively freely or boasting of their
| |
| ability to bind mortals to their will. Other patrons
| |
| bestow their power only grudgingly, and might
| |
| make a pact with only one warlock. Warlocks who
| |
| serve the same patron might view each other as
| |
| allies, siblings, or rivals.
| |
| The Fiend
| |
| You have made a pact with a fiend from the lower
| |
| planes of existence, a being whose aims are evil,
| |
| even if you strive against those aims. Such beings
| |
| desire the corruption or destruction of all things,
| |
| ultimately including you. Fiends powerful enough to
| |
| forge a pact include demon lords such as
| |
| Demogorgon, Orcus, Fraz’Urb-‐‑luu, and Baphomet;
| |
| archdevils such as Asmodeus, Dispater,
| |
| Mephistopheles, and Belial; pit fiends and balors that
| |
| are especially mighty; and ultroloths and other lords
| |
| of the yugoloths.
| |
| Expanded Spell List
| |
| The Fiend lets you choose from an expanded list of
| |
| spells when you learn a warlock spell. The following
| |
| spells are added to the warlock spell list for you.
| |
| Fiend Expanded Spells
| |
| Spell Level Spells
| |
| 1st burning hands, command
| |
| 2nd blindness/deafness, scorching ray
| |
| 3rd fireball, stinking cloud
| |
| 4th fire shield, wall of fire
| |
| 5th flame strike, hallow
| |
| Dark One’s Blessing
| |
| Starting at 1st level, when you reduce a hostile
| |
| creature to 0 hit points, you gain temporary hit
| |
| points equal to your Charisma modifier + your
| |
| warlock level (minimum of 1).
| |
| Dark One’s Own Luck
| |
| Starting at 6th level, you can call on your patron to
| |
| alter fate in your favor. When you make an ability
| |
| check or a saving throw, you can use this feature to
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 51
| |
| add a d10 to your roll. You can do so after seeing the
| |
| initial roll but before any of the roll’s effects occur.
| |
| Once you use this feature, you can’t use it again
| |
| until you finish a short or long rest.
| |
| Fiendish Resilience
| |
| Starting at 10th level, you can choose one damage
| |
| type when you finish a short or long rest. You gain
| |
| resistance to that damage type until you choose a
| |
| different one with this feature. Damage from magical
| |
| weapons or silver weapons ignores this resistance.
| |
| Hurl Through Hell
| |
| Starting at 14th level, when you hit a creature with
| |
| an attack, you can use this feature to instantly
| |
| transport the target through the lower planes. The
| |
| creature disappears and hurtles through a
| |
| nightmare landscape.
| |
| At the end of your next turn, the target returns to
| |
| the space it previously occupied, or the nearest
| |
| unoccupied space. If the target is not a fiend, it takes
| |
| 10d10 psychic damage as it reels from its horrific
| |
| experience.
| |
| Once you use this feature, you can’t use it again
| |
| until you finish a long rest.
| |
| Your Pact Boon
| |
| Each Pact Boon option produces a special creature or an
| |
| object that reflects your patron’s nature.
| |
| Pact of the Chain. Your familiar is more cunning than a
| |
| typical familiar. Its default form can be a reflection of your
| |
| patron, with imps and quasits tied to the Fiend.
| |
| Pact of the Blade. If you serve the Fiend, your weapon
| |
| could be an axe made of black metal and adorned with
| |
| decorative flames.
| |
| Pact of the Tome. Your Book of Shadows could be a
| |
| weighty tome bound in demon hide studded with iron,
| |
| holding spells of conjuration and a wealth of forbidden lore
| |
| about the sinister regions of the cosmos, a gift of the Fiend.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 52
| |
| Wizard
| |
| Class Features
| |
| As a wizard, you gain the following class features.
| |
| Hit Points
| |
| Hit Dice: 1d6 per wizard level
| |
| Hit Points at 1st Level: 6 + your Constitution
| |
| modifier
| |
| Hit Points at Higher Levels: 1d6 (or 4) + your
| |
| Constitution modifier per wizard level after 1st
| |
| Proficiencies
| |
| Armor: None
| |
| Weapons: Daggers, darts, slings, quarterstaffs, light
| |
| crossbows
| |
| Tools: None
| |
| Saving Throws: Intelligence, Wisdom
| |
| Skills: Choose two from Arcana, History, Insight,
| |
| Investigation, Medicine, and Religion
| |
| Equipment
| |
| You start with the following equipment, in addition
| |
| to the equipment granted by your background:
| |
| • (a) a quarterstaff or (b) a dagger
| |
| • (a) a component pouch or (b) an arcane focus
| |
| • (a) a scholar’s pack or (b) an explorer’s pack
| |
| • A spellbook
| |
| The Wizard
| |
| Proficiency Cantrips —Spell Slots per Spell Level—
| |
| Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
| |
| 1st +2 Spellcasting, Arcane Recovery 3 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 2nd +2 Arcane Tradition 3 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 3rd +2 ̶ 3 4 2 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 4th +2 Ability Score Improvement 4 4 3 ̶ ̶ ̶ ̶ ̶ ̶ ̶
| |
| 5th +3 ̶ 4 4 3 2 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 6th +3 Arcane Tradition feature 4 4 3 3 ̶ ̶ ̶ ̶ ̶ ̶
| |
| 7th +3 ̶ 4 4 3 3 1 ̶ ̶ ̶ ̶ ̶
| |
| 8th +3 Ability Score Improvement 4 4 3 3 2 ̶ ̶ ̶ ̶ ̶
| |
| 9th +4 ̶ 4 4 3 3 3 1 ̶ ̶ ̶ ̶
| |
| 10th +4 Arcane Tradition feature 5 4 3 3 3 2 ̶ ̶ ̶ ̶
| |
| 11th +4 ̶ 5 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 ̶ ̶ ̶
| |
| 13th +5 ̶ 5 4 3 3 3 2 1 1 ̶ ̶
| |
| 14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 ̶ ̶
| |
| 15th +5 ̶ 5 4 3 3 3 2 1 1 1 ̶
| |
| 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 ̶
| |
| 17th +6 ̶ 5 4 3 3 3 2 1 1 1 1
| |
| 18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
| |
| 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
| |
| 20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1
| |
| Spellcasting
| |
| As a student of arcane magic, you have a spellbook
| |
| containing spells that show the first glimmerings of
| |
| your true power.
| |
| Cantrips
| |
| At 1st level, you know three cantrips of your choice
| |
| from the wizard spell list. You learn additional
| |
| wizard cantrips of your choice at higher levels, as
| |
| shown in the Cantrips Known column of the Wizard
| |
| table.
| |
| Spellbook
| |
| At 1st level, you have a spellbook containing six 1st-‐‑
| |
| level wizard spells of your choice. Your spellbook is
| |
| the repository of the wizard spells you know, except
| |
| your cantrips, which are fixed in your mind.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 53
| |
| Preparing and Casting Spells
| |
| The Wizard table shows how many spell slots you
| |
| have to cast your spells of 1st level and higher. To
| |
| cast one of these spells, you must expend a slot of
| |
| the spell’s level or higher. You regain all expended
| |
| spell slots when you finish a long rest.
| |
| You prepare the list of wizard spells that are
| |
| available for you to cast. To do so, choose a number
| |
| of wizard spells from your spellbook equal to your
| |
| Intelligence modifier + your wizard level (minimum
| |
| of one spell). The spells must be of a level for which
| |
| you have spell slots.
| |
| For example, if you’re a 3rd-‐‑level wizard, you have
| |
| four 1st-‐‑level and two 2nd-‐‑level spell slots. With an
| |
| Intelligence of 16, your list of prepared spells can
| |
| include six spells of 1st or 2nd level, in any
| |
| combination, chosen from your spellbook. If you
| |
| prepare the 1st-‐‑level spell magic missile, you can cast
| |
| it using a 1st-‐‑level or a 2nd-‐‑level slot. Casting the
| |
| spell doesn’t remove it from your list of prepared
| |
| spells.
| |
| You can change your list of prepared spells when
| |
| you finish a long rest. Preparing a new list of wizard
| |
| spells requires time spent studying your spellbook
| |
| and memorizing the incantations and gestures you
| |
| must make to cast the spell: at least 1 minute per
| |
| spell level for each spell on your list.
| |
| Spellcasting Ability
| |
| Intelligence is your spellcasting ability for your
| |
| wizard spells, since you learn your spells through
| |
| dedicated study and memorization. You use your
| |
| Intelligence whenever a spell refers to your
| |
| spellcasting ability. In addition, you use your
| |
| Intelligence modifier when setting the saving throw
| |
| DC for a wizard spell you cast and when making an
| |
| attack roll with one.
| |
| Spell save DC = 8 + your proficiency bonus +
| |
| your Intelligence modifier
| |
| Spell attack modifier = your proficiency bonus +
| |
| your Intelligence modifier
| |
| Ritual Casting
| |
| You can cast a wizard spell as a ritual if that spell has
| |
| the ritual tag and you have the spell in your
| |
| spellbook. You don’t need to have the spell prepared.
| |
| Spellcasting Focus
| |
| You can use an arcane focus as a spellcasting focus
| |
| for your wizard spells.
| |
| Learning Spells of 1st Level and Higher
| |
| Each time you gain a wizard level, you can add two
| |
| wizard spells of your choice to your spellbook for
| |
| free. Each of these spells must be of a level for which
| |
| you have spell slots, as shown on the Wizard table.
| |
| On your adventures, you might find other spells that
| |
| you can add to your spellbook (see the “Your
| |
| Spellbook” sidebar).
| |
| Arcane Recovery
| |
| You have learned to regain some of your magical
| |
| energy by studying your spellbook. Once per day
| |
| when you finish a short rest, you can choose
| |
| expended spell slots to recover. The spell slots can
| |
| have a combined level that is equal to or less than
| |
| half your wizard level (rounded up), and none of the
| |
| slots can be 6th level or higher.
| |
| For example, if you’re a 4th-‐‑level wizard, you can
| |
| recover up to two levels worth of spell slots. You can
| |
| recover either a 2nd-‐‑level spell slot or two 1st-‐‑level
| |
| spell slots.
| |
| Arcane Tradition
| |
| When you reach 2nd level, you choose an arcane
| |
| tradition, shaping your practice of magic through
| |
| one of eight schools, such as Evocation.
| |
| Your choice grants you features at 2nd level and
| |
| again at 6th, 10th, and 14th level.
| |
| Ability Score Improvement
| |
| When you reach 4th level, and again at 8th, 12th,
| |
| 16th, and 19th level, you can increase one ability
| |
| score of your choice by 2, or you can increase two
| |
| ability scores of your choice by 1. As normal, you
| |
| can’t increase an ability score above 20 using this
| |
| feature.
| |
| Spell Mastery
| |
| At 18th level, you have achieved such mastery over
| |
| certain spells that you can cast them at will. Choose a
| |
| 1st-‐‑level wizard spell and a 2nd-‐‑level wizard spell
| |
| that are in your spellbook. You can cast those spells
| |
| at their lowest level without expending a spell slot
| |
| when you have them prepared. If you want to cast
| |
| either spell at a higher level, you must expend a spell
| |
| slot as normal.
| |
| By spending 8 hours in study, you can exchange
| |
| one or both of the spells you chose for different
| |
| spells of the same levels.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 54
| |
| Signature Spells
| |
| When you reach 20th level, you gain mastery over
| |
| two powerful spells and can cast them with little
| |
| effort. Choose two 3rd-‐‑level wizard spells in your
| |
| spellbook as your signature spells. You always have
| |
| these spells prepared, they don’t count against the
| |
| number of spells you have prepared, and you can
| |
| cast each of them once at 3rd level without
| |
| expending a spell slot. When you do so, you can’t do
| |
| so again until you finish a short or long rest.
| |
| If you want to cast either spell at a higher level,
| |
| you must expend a spell slot as normal.
| |
| Arcane Traditions
| |
| The study of wizardry is ancient, stretching back to
| |
| the earliest mortal discoveries of magic. It is firmly
| |
| established in fantasy gaming worlds, with various
| |
| traditions dedicated to its complex study.
| |
| The most common arcane traditions in the
| |
| multiverse revolve around the schools of magic.
| |
| Wizards through the ages have cataloged thousands
| |
| of spells, grouping them into eight categories called
| |
| schools. In some places, these traditions are literally
| |
| schools. In other institutions, the schools are more
| |
| like academic departments, with rival faculties
| |
| competing for students and funding. Even wizards
| |
| who train apprentices in the solitude of their own
| |
| towers use the division of magic into schools as a
| |
| learning device, since the spells of each school
| |
| require mastery of different techniques.
| |
| School of Evocation
| |
| You focus your study on magic that creates powerful
| |
| elemental effects such as bitter cold, searing flame,
| |
| rolling thunder, crackling lightning, and burning acid.
| |
| Some evokers find employment in military forces,
| |
| serving as artillery to blast enemy armies from afar.
| |
| Others use their spectacular power to protect the
| |
| weak, while some seek their own gain as bandits,
| |
| adventurers, or aspiring tyrants.
| |
| Evocation Savant
| |
| Beginning when you select this school at 2nd level,
| |
| the gold and time you must spend to copy an
| |
| evocation spell into your spellbook is halved.
| |
| Sculpt Spells
| |
| Beginning at 2nd level, you can create pockets of
| |
| relative safety within the effects of your evocation
| |
| spells. When you cast an evocation spell that affects
| |
| other creatures that you can see, you can choose a
| |
| number of them equal to 1 + the spell’s level. The
| |
| chosen creatures automatically succeed on their
| |
| saving throws against the spell, and they take no
| |
| damage if they would normally take half damage on
| |
| a successful save.
| |
| Potent Cantrip
| |
| Starting at 6th level, your damaging cantrips affect
| |
| even creatures that avoid the brunt of the effect.
| |
| When a creature succeeds on a saving throw against
| |
| your cantrip, the creature takes half the cantrip’s
| |
| damage (if any) but suffers no additional effect from
| |
| the cantrip.
| |
| Empowered Evocation
| |
| Beginning at 10th level, you can add your
| |
| Intelligence modifier to one damage roll of any
| |
| wizard evocation spell you cast.
| |
| Overchannel
| |
| Starting at 14th level, you can increase the power of
| |
| your simpler spells. When you cast a wizard spell of
| |
| 1st through 5th level that deals damage, you can deal
| |
| maximum damage with that spell.
| |
| The first time you do so, you suffer no adverse
| |
| effect. If you use this feature again before you finish
| |
| a long rest, you take 2d12 necrotic damage for each
| |
| level of the spell, immediately after you cast it. Each
| |
| time you use this feature again before finishing a
| |
| long rest, the necrotic damage per spell level
| |
| increases by 1d12. This damage ignores resistance
| |
| and immunity.
| |
| Your Spellbook
| |
| The spells that you add to your spellbook as you gain levels
| |
| reflect the arcane research you conduct on your own, as well
| |
| as intellectual breakthroughs you have had about the nature
| |
| of the multiverse. You might find other spells during your
| |
| adventures. You could discover a spell recorded on a scroll in
| |
| an evil wizard’s chest, for example, or in a dusty tome in an
| |
| ancient library.
| |
| Copying a Spell into the Book. When you find a wizard
| |
| spell of 1st level or higher, you can add it to your spellbook if
| |
| it is of a spell level you can prepare and if you can spare the
| |
| time to decipher and copy it.
| |
| Copying that spell into your spellbook involves reproducing
| |
| the basic form of the spell, then deciphering the unique
| |
| system of notation used by the wizard who wrote it. You
| |
| must practice the spell until you understand the sounds or
| |
| gestures required, then transcribe it into your spellbook using
| |
| your own notation.
| |
| For each level of the spell, the process takes 2 hours and
| |
| costs 50 gp. The cost represents material components you
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 55
| |
| expend as you experiment with the spell to master it, as well
| |
| as the fine inks you need to record it. Once you have spent
| |
| this time and money, you can prepare the spell just like your
| |
| other spells.
| |
| Replacing the Book. You can copy a spell from your own
| |
| spellbook into another book—for example, if you want to
| |
| make a backup copy of your spellbook. This is just like
| |
| copying a new spell into your spellbook, but faster and easier,
| |
| since you understand your own notation and already know
| |
| how to cast the spell. You need spend only 1 hour and 10 gp
| |
| for each level of the copied spell.
| |
| If you lose your spellbook, you can use the same
| |
| procedure to transcribe the spells that you have prepared
| |
| into a new spellbook. Filling out the remainder of your
| |
| spellbook requires you to find new spells to do so, as normal.
| |
| For this reason, many wizards keep backup spellbooks in a safe
| |
| place.
| |
| The Book’s Appearance. Your spellbook is a unique
| |
| compilation of spells, with its own decorative flourishes and
| |
| margin notes. It might be a plain, functional leather volume
| |
| that you received as a gift from your master, a finely bound
| |
| gilt-‐edged tome you found in an ancient library, or even a
| |
| loose collection of notes scrounged together after you lost
| |
| your previous spellbook in a mishap.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 56
| |
| Beyond 1st Level
| |
| As your character goes on adventures and
| |
| overcomes challenges, he or she gains experience,
| |
| represented by experience points. A character who
| |
| reaches a specified experience point total advances
| |
| in capability. This advancement is called gaining a
| |
| level.
| |
| When your character gains a level, his or her class
| |
| often grants additional features, as detailed in the
| |
| class description. Some of these features allow you
| |
| to increase your ability scores, either increasing two
| |
| scores by 1 each or increasing one score by 2. You
| |
| can’t increase an ability score above 20. In addition,
| |
| every character’s proficiency bonus increases at
| |
| certain levels.
| |
| Each time you gain a level, you gain 1 additional
| |
| Hit Die. Roll that Hit Die, add your Constitution
| |
| modifier to the roll, and add the total to your hit
| |
| point maximum. Alternatively, you can use the fixed
| |
| value shown in your class entry, which is the average
| |
| result of the die roll (rounded up).
| |
| When your Constitution modifier increases by 1,
| |
| your hit point maximum increases by 1 for each level
| |
| you have attained. For example, if your 7th-‐‑level
| |
| fighter has a Constitution score of 17, when he
| |
| reaches 8th level, he increases his Constitution score
| |
| from 17 to 18, thus increasing his Constitution
| |
| modifier from +3 to +4. His hit point maximum then
| |
| increases by 8.
| |
| The Character Advancement table summarizes the
| |
| XP you need to advance in levels from level 1
| |
| through level 20, and the proficiency bonus for a
| |
| character of that level. Consult the information in
| |
| your character’s class description to see what other
| |
| improvements you gain at each level.
| |
| Character Advancement
| |
| Experience Points Level Proficiency Bonus
| |
| 0 1 +2
| |
| 300 2 +2
| |
| 900 3 +2
| |
| 2,700 4 +2
| |
| 6,500 5 +3
| |
| 14,000 6 +3
| |
| 23,000 7 +3
| |
| 34,000 8 +3
| |
| 48,000 9 +4
| |
| 64,000 10 +4
| |
| 85,000 11 +4
| |
| 100,000 12 +4
| |
| 120,000 13 +5
| |
| 140,000 14 +5
| |
| 165,000 15 +5
| |
| 195,000 16 +5
| |
| 225,000 17 +6
| |
| 265,000 18 +6
| |
| 305,000 19 +6
| |
| 355,000 20 +6
| |
| Multiclassing
| |
| Multiclassing allows you to gain levels in multiple
| |
| classes. Doing so lets you mix the abilities of those
| |
| classes to realize a character concept that might not
| |
| be reflected in one of the standard class options.
| |
| With this rule, you have the option of gaining a
| |
| level in a new class whenever you advance in level,
| |
| instead of gaining a level in your current class. Your
| |
| levels in all your classes are added together to
| |
| determine your character level. For example, if you
| |
| have three levels in wizard and two in fighter, you’re
| |
| a 5th-‐‑level character.
| |
| As you advance in levels, you might primarily
| |
| remain a member of your original class with just a
| |
| few levels in another class, or you might change
| |
| course entirely, never looking back at the class you
| |
| left behind. You might even start progressing in a
| |
| third or fourth class. Compared to a single-‐‑class
| |
| character of the same level, you’ll sacrifice some
| |
| focus in exchange for versatility.
| |
| Prerequisites
| |
| To qualify for a new class, you must meet the ability
| |
| score prerequisites for both your current class and
| |
| your new one, as shown in the Multiclassing
| |
| Prerequisites table. For example, a barbarian who
| |
| decides to multiclass into the druid class must have
| |
| both Strength and Wisdom scores of 13 or higher.
| |
| Without the full training that a beginning character
| |
| receives, you must be a quick study in your new class,
| |
| having a natural aptitude that is reflected by higher-‐‑
| |
| than-‐‑average ability scores.
| |
| Multiclassing Prerequisites
| |
| Class Ability Score Minimum
| |
| Barbarian Strength 13
| |
| Bard Charisma 13
| |
| Cleric Wisdom 13
| |
| Druid Wisdom 13
| |
| Fighter Strength 13 or Dexterity 13
| |
| Monk Dexterity 13 and Wisdom 13
| |
| Paladin Strength 13 and Charisma 13
| |
| Ranger Dexterity 13 and Wisdom 13
| |
| Rogue Dexterity 13
| |
| Sorcerer Charisma 13
| |
| Warlock Charisma 13
| |
| Wizard Intelligence 13
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 57
| |
| Experience Points
| |
| The experience point cost to gain a level is always
| |
| based on your total character level, as shown in the
| |
| Character Advancement table, not your level in a
| |
| particular class. So, if you are a cleric 6/fighter 1, you
| |
| must gain enough XP to reach 8th level before you
| |
| can take your second level as a fighter or your
| |
| seventh level as a cleric.
| |
| Hit Points and Hit Dice
| |
| You gain the hit points from your new class as
| |
| described for levels after 1st. You gain the 1st-‐‑level
| |
| hit points for a class only when you are a 1st-‐‑level
| |
| character.
| |
| You add together the Hit Dice granted by all your
| |
| classes to form your pool of Hit Dice. If the Hit Dice
| |
| are the same die type, you can simply pool them
| |
| together. For example, both the fighter and the
| |
| paladin have a d10, so if you are a paladin 5/fighter
| |
| 5, you have ten d10 Hit Dice. If your classes give you
| |
| Hit Dice of different types, keep track of them
| |
| separately. If you are a paladin 5/cleric 5, for
| |
| example, you have five d10 Hit Dice and five d8 Hit
| |
| Dice.
| |
| Proficiency Bonus
| |
| Your proficiency bonus is always based on your total
| |
| character level, as shown in the Character
| |
| Advancement table, not your level in a particular
| |
| class. For example, if you are a fighter 3/rogue 2, you
| |
| have the proficiency bonus of a 5th-‐‑level character,
| |
| which is +3.
| |
| Proficiencies
| |
| When you gain your first level in a class other than
| |
| your initial class, you gain only some of new class’s
| |
| starting proficiencies, as shown in the Multiclassing
| |
| Proficiencies table.
| |
| Multiclassing Proficiencies
| |
| Class Proficiencies Gained
| |
| Barbarian Shields, simple weapons, martial weapons
| |
| Bard Light armor, one skill of your choice, one musical
| |
| instrument of your choice
| |
| Cleric Light armor, medium armor, shields
| |
| Druid Light armor, medium armor, shields (druids will
| |
| not wear armor or use shields made of metal)
| |
| Fighter Light armor, medium armor, shields, simple
| |
| weapons, martial weapons
| |
| Monk Simple weapons, shortswords
| |
| Paladin Light armor, medium armor, shields, simple
| |
| weapons, martial weapons
| |
| Ranger Light armor, medium armor, shields, simple
| |
| weapons, martial weapons, one skill from the
| |
| class’s skill list
| |
| Rogue Light armor, one skill from the class’s skill list,
| |
| thieves’ tools
| |
| Sorcerer —
| |
| Warlock Light armor, simple weapons
| |
| Wizard —
| |
| Class Features
| |
| When you gain a new level in a class, you get its
| |
| features for that level. You don’t, however, receive
| |
| the class’s starting equipment, and a few features
| |
| have additional rules when you’re multiclassing:
| |
| Channel Divinity, Extra Attack, Unarmored Defense,
| |
| and Spellcasting.
| |
| Channel Divinity
| |
| If you already have the Channel Divinity feature and
| |
| gain a level in a class that also grants the feature, you
| |
| gain the Channel Divinity effects granted by that
| |
| class, but getting the feature again doesn’t give you
| |
| an additional use of it. You gain additional uses only
| |
| when you reach a class level that explicitly grants
| |
| them to you. For example, if you are a cleric
| |
| 6/paladin 4, you can use Channel Divinity twice
| |
| between rests because you are high enough level in
| |
| the cleric class to have more uses. Whenever you use
| |
| the feature, you can choose any of the Channel
| |
| Divinity effects available to you from your two
| |
| classes.
| |
| Extra Attack
| |
| If you gain the Extra Attack class feature from more
| |
| than one class, the features don’t add together. You
| |
| can’t make more than two attacks with this feature
| |
| unless it says you do (as the fighter’s version of
| |
| Extra Attack does). Similarly, the warlock’s eldritch
| |
| invocation Thirsting Blade doesn’t give you
| |
| additional attacks if you also have Extra Attack.
| |
| Unarmored Defense
| |
| If you already have the Unarmored Defense feature,
| |
| you can’t gain it again from another class.
| |
| Spellcasting
| |
| Your capacity for spellcasting depends partly on
| |
| your combined levels in all your spellcasting classes
| |
| and partly on your individual levels in those classes.
| |
| Once you have the Spellcasting feature from more
| |
| than one class, use the rules below. If you multiclass
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 58
| |
| but have the Spellcasting feature from only one class,
| |
| you follow the rules as described in that class.
| |
| Spells Known and Prepared. You determine what
| |
| spells you know and can prepare for each class
| |
| individually, as if you were a single-‐‑classed member
| |
| of that class. If you are a ranger 4/wizard 3, for
| |
| example, you know three 1st-‐‑level ranger spells
| |
| based on your levels in the ranger class. As 3rd-‐‑level
| |
| wizard, you know three wizard cantrips, and your
| |
| spellbook contains ten wizard spells, two of which
| |
| (the two you gained when you reached 3rd level as a
| |
| wizard) can be 2nd-‐‑level spells. If your Intelligence
| |
| is 16, you can prepare six wizard spells from your
| |
| spellbook.
| |
| Each spell you know and prepare is associated
| |
| with one of your classes, and you use the
| |
| spellcasting ability of that class when you cast the
| |
| spell. Similarly, a spellcasting focus, such as a holy
| |
| symbol, can be used only for the spells from the class
| |
| associated with that focus.
| |
| Spell Slots. You determine your available spell
| |
| slots by adding together all your levels in the bard,
| |
| cleric, druid, sorcerer, and wizard classes, and half
| |
| your levels (rounded down) in the paladin and
| |
| ranger classes. Use this total to determine your spell
| |
| slots by consulting the Multiclass Spellcaster table.
| |
| If you have more than one spellcasting class, this
| |
| table might give you spell slots of a level that is
| |
| higher than the spells you know or can prepare. You
| |
| can use those slots, but only to cast your lower-‐‑level
| |
| spells. If a lower-‐‑level spell that you cast, like
| |
| burning hands, has an enhanced effect when cast
| |
| using a higher-‐‑level slot, you can use the enhanced
| |
| effect, even though you don’t have any spells of that
| |
| higher level.
| |
| For example, if you are the aforementioned ranger
| |
| 4/wizard 3, you count as a 5th-‐‑level character when
| |
| determining your spell slots: you have four 1st-‐‑level
| |
| slots, three 2nd-‐‑level slots, and two 3rd-‐‑level slots.
| |
| However, you don’t know any 3rd-‐‑level spells, nor
| |
| do you know any 2nd-‐‑level ranger spells. You can
| |
| use the spell slots of those levels to cast the spells
| |
| you do know—and potentially enhance their effects.
| |
| Pact Magic. If you have both the Spellcasting class
| |
| feature and the Pact Magic class feature from the
| |
| warlock class, you can use the spell slots you gain
| |
| from the Pact Magic feature to cast spells you know
| |
| or have prepared from classes with the Spellcasting
| |
| class feature, and you can use the spell slots you gain
| |
| from the Spellcasting class feature to cast warlock
| |
| spells you know.
| |
| Multiclass Spellcaster:
| |
| Spell Slots per Spell Level
| |
| Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
| |
| 1st 2 — — — — — — — —
| |
| 2nd 3 — — — — — — — —
| |
| 3rd 4 2 — — — — — — —
| |
| 4th 4 3 — — — — — — —
| |
| 5th 4 3 2 — — — — — —
| |
| 6th 4 3 3 — — — — — —
| |
| 7th 4 3 3 1 — — — — —
| |
| 8th 4 3 3 2 — — — — —
| |
| 9th 4 3 3 3 1 — — — —
| |
| 10th 4 3 3 3 2 — — — —
| |
| 11th 4 3 3 3 2 1 — — —
| |
| 12th 4 3 3 3 2 1 — — —
| |
| 13th 4 3 3 3 2 1 1 — —
| |
| 14th 4 3 3 3 2 1 1 — —
| |
| 15th 4 3 3 3 2 1 1 1 —
| |
| 16th 4 3 3 3 2 1 1 1 —
| |
| 17th 4 3 3 3 2 1 1 1 1
| |
| 18th 4 3 3 3 3 1 1 1 1
| |
| 19th 4 3 3 3 3 2 1 1 1
| |
| 20th 4 3 3 3 3 2 2 1 1
| |
| Alignment
| |
| A typical creature in the game world has an
| |
| alignment, which broadly describes its moral and
| |
| personal attitudes. Alignment is a combination of
| |
| two factors: one identifies morality (good, evil, or
| |
| neutral), and the other describes attitudes toward
| |
| society and order (lawful, chaotic, or neutral). Thus,
| |
| nine distinct alignments define the possible
| |
| combinations.
| |
| These brief summaries of the nine alignments
| |
| describe the typical behavior of a creature with that
| |
| alignment. Individuals might vary significantly from
| |
| that typical behavior, and few people are perfectly
| |
| and consistently faithful to the precepts of their
| |
| alignment.
| |
| Lawful good (LG) creatures can be counted on to
| |
| do the right thing as expected by society. Gold
| |
| dragons, paladins, and most dwarves are lawful
| |
| good.
| |
| Neutral good (NG) folk do the best they can to
| |
| help others according to their needs. Many celestials,
| |
| some cloud giants, and most gnomes are neutral
| |
| good.
| |
| Chaotic good (CG) creatures act as their
| |
| conscience directs, with little regard for what others
| |
| expect. Copper dragons, many elves, and unicorns
| |
| are chaotic good.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 59
| |
| Lawful neutral (LN) individuals act in accordance
| |
| with law, tradition, or personal codes. Many monks
| |
| and some wizards are lawful neutral.
| |
| Neutral (N) is the alignment of those who prefer
| |
| to steer clear of moral questions and don’t take sides,
| |
| doing what seems best at the time. Lizardfolk, most
| |
| druids, and many humans are neutral.
| |
| Chaotic neutral (CN) creatures follow their
| |
| whims, holding their personal freedom above all else.
| |
| Many barbarians and rogues, and some bards, are
| |
| chaotic neutral.
| |
| Lawful evil (LE) creatures methodically take what
| |
| they want, within the limits of a code of tradition,
| |
| loyalty, or order. Devils, blue dragons, and
| |
| hobgoblins are lawful evil.
| |
| Neutral evil (NE) is the alignment of those who
| |
| do whatever they can get away with, without
| |
| compassion or qualms. Many drow, some cloud
| |
| giants, and goblins are neutral evil.
| |
| Chaotic evil (CE) creatures act with arbitrary
| |
| violence, spurred by their greed, hatred, or bloodlust.
| |
| Demons, red dragons, and orcs are chaotic evil.
| |
| Alignment in the Multiverse
| |
| For many thinking creatures, alignment is a moral
| |
| choice. Humans, dwarves, elves, and other humanoid
| |
| races can choose whether to follow the paths of good
| |
| or evil, law or chaos. According to myth, the good-‐‑
| |
| aligned gods who created these races gave them free
| |
| will to choose their moral paths, knowing that good
| |
| without free will is slavery.
| |
| The evil deities who created other races, though,
| |
| made those races to serve them. Those races have
| |
| strong inborn tendencies that match the nature of
| |
| their gods. Most orcs share the violent, savage
| |
| nature of the orc gods, and are thus inclined toward
| |
| evil. Even if an orc chooses a good alignment, it
| |
| struggles against its innate tendencies for its entire
| |
| life. (Even half-‐‑orcs feel the lingering pull of the orc
| |
| god’s influence.)
| |
| Alignment is an essential part of the nature of
| |
| celestials and fiends. A devil does not choose to be
| |
| lawful evil, and it doesn’t tend toward lawful evil,
| |
| but rather it is lawful evil in its essence. If it
| |
| somehow ceased to be lawful evil, it would cease to
| |
| be a devil.
| |
| Most creatures that lack the capacity for rational
| |
| thought do not have alignments—they are
| |
| unaligned. Such a creature is incapable of making a
| |
| moral or ethical choice and acts according to its
| |
| bestial nature. Sharks are savage predators, for
| |
| example, but they are not evil; they have no
| |
| alignment.
| |
| Languages
| |
| Your race indicates the languages your character can
| |
| speak by default, and your background might give
| |
| you access to one or more additional languages of
| |
| your choice. Note these languages on your character
| |
| sheet.
| |
| Choose your languages from the Standard
| |
| Languages table, or choose one that is common in
| |
| your campaign. With your GM’s permission, you can
| |
| instead choose a language from the Exotic
| |
| Languages table or a secret language, such as thieves’
| |
| cant or the tongue of druids.
| |
| Some of these languages are actually families of
| |
| languages with many dialects. For example, the
| |
| Primordial language includes the Auran, Aquan,
| |
| Ignan, and Terran dialects, one for each of the four
| |
| elemental planes. Creatures that speak different
| |
| dialects of the same language can communicate with
| |
| one another.
| |
| Standard Languages
| |
| Language Typical Speakers Script
| |
| Common Humans Common
| |
| Dwarvish Dwarves Dwarvish
| |
| Elvish Elves Elvish
| |
| Giant Ogres, giants Dwarvish
| |
| Gnomish Gnomes Dwarvish
| |
| Goblin Goblinoids Dwarvish
| |
| Halfling Halflings Common
| |
| Orc Orcs Dwarvish
| |
| Exotic Languages
| |
| Language Typical Speakers Script
| |
| Abyssal Demons Infernal
| |
| Celestial Celestials Celestial
| |
| Draconic Dragons, dragonborn Draconic
| |
| Deep Speech Aboleths, cloakers —
| |
| Infernal Devils Infernal
| |
| Primordial Elementals Dwarvish
| |
| Sylvan Fey creatures Elvish
| |
| Undercommon Underworld traders Elvish
| |
| Inspiration
| |
| Inspiration is a rule the game master can use to
| |
| reward you for playing your character in a way
| |
| that’s true to his or her personality traits, ideal, bond,
| |
| and flaw. By using inspiration, you can draw on your
| |
| personality trait of compassion for the downtrodden
| |
| to give you an edge in negotiating with the Beggar
| |
| Prince. Or inspiration can let you call on your bond
| |
| to the defense of your home village to push past the
| |
| effect of a spell that has been laid on you.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 60
| |
| Gaining Inspiration
| |
| Your GM can choose to give you inspiration for a
| |
| variety of reasons. Typically, GMs award it when you
| |
| play out your personality traits, give in to the
| |
| drawbacks presented by a flaw or bond, and
| |
| otherwise portray your character in a compelling
| |
| way. Your GM will tell you how you can earn
| |
| inspiration in the game.
| |
| You either have inspiration or you don’t—you
| |
| can’t stockpile multiple “inspirations” for later use.
| |
| Using Inspiration
| |
| If you have inspiration, you can expend it when you
| |
| make an attack roll, saving throw, or ability check.
| |
| Spending your inspiration gives you advantage on
| |
| that roll.
| |
| Additionally, if you have inspiration, you can
| |
| reward another player for good roleplaying, clever
| |
| thinking, or simply doing something exciting in the
| |
| game. When another player character does
| |
| something that really contributes to the story in a
| |
| fun and interesting way, you can give up your
| |
| inspiration to give that character inspiration.
| |
| Backgrounds
| |
| Every story has a beginning. Your character’s
| |
| background reveals where you came from, how you
| |
| became an adventurer, and your place in the world.
| |
| Your fighter might have been a courageous knight or
| |
| a grizzled soldier. Your wizard could have been a
| |
| sage or an artisan. Your rogue might have gotten by
| |
| as a guild thief or commanded audiences as a jester.
| |
| Choosing a background provides you with
| |
| important story cues about your character’s identity.
| |
| The most important question to ask about your
| |
| background is what changed? Why did you stop
| |
| doing whatever your background describes and start
| |
| adventuring? Where did you get the money to
| |
| purchase your starting gear, or, if you come from a
| |
| wealthy background, why don’t you have more
| |
| money? How did you learn the skills of your class?
| |
| What sets you apart from ordinary people who share
| |
| your background?
| |
| The sample background presented here provides
| |
| both concrete benefits (features, proficiencies, and
| |
| languages) and roleplaying suggestions.
| |
| Proficiencies
| |
| Each background gives a character proficiency in
| |
| two skills (described in “Using Ability Scores”).
| |
| In addition, most backgrounds give a character
| |
| proficiency with one or more tools (detailed in
| |
| “Equipment”).
| |
| If a character would gain the same proficiency
| |
| from two different sources, he or she can choose a
| |
| different proficiency of the same kind (skill or tool)
| |
| instead.
| |
| Languages
| |
| Some backgrounds also allow characters to learn
| |
| additional languages beyond those given by race. See
| |
| “Languages.”
| |
| Equipment
| |
| Each background provides a package of starting
| |
| equipment. If you use the optional rule to spend coin
| |
| on gear, you do not receive the starting equipment
| |
| from your background.
| |
| Suggested Characteristics
| |
| A background contains suggested personal
| |
| characteristics based on your background. You can
| |
| pick characteristics, roll dice to determine them
| |
| randomly, or use the suggestions as inspiration for
| |
| characteristics of your own creation.
| |
| Customizing a Background
| |
| You might want to tweak some of the features of a
| |
| background so it better fits your character or the
| |
| campaign setting. To customize a background, you
| |
| can replace one feature with any other one, choose
| |
| any two skills, and choose a total of two tool
| |
| proficiencies or languages from the sample
| |
| backgrounds. You can either use the equipment
| |
| package from your background or spend coin on
| |
| gear as described in the equipment section. (If you
| |
| spend coin, you can’t also take the equipment
| |
| package suggested for your class.) Finally, choose
| |
| two personality traits, one ideal, one bond, and one
| |
| flaw. If you can’t find a feature that matches your
| |
| desired background, work with your GM to create
| |
| one.
| |
| Acolyte
| |
| You have spent your life in the service of a temple to
| |
| a specific god or pantheon of gods. You act as an
| |
| intermediary between the realm of the holy and the
| |
| mortal world, performing sacred rites and offering
| |
| sacrifices in order to conduct worshipers into the
| |
| presence of the divine. You are not necessarily a
| |
| cleric—performing sacred rites is not the same thing
| |
| as channeling divine power.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 61
| |
| Choose a god, a pantheon of gods, or some other
| |
| quasi-‐‑divine being from among those listed in
| |
| "Fantasy-‐‑Historical Pantheons" or those specified by
| |
| your GM, and work with your GM to detail the nature
| |
| of your religious service. Were you a lesser
| |
| functionary in a temple, raised from childhood to
| |
| assist the priests in the sacred rites? Or were you a
| |
| high priest who suddenly experienced a call to serve
| |
| your god in a different way? Perhaps you were the
| |
| leader of a small cult outside of any established
| |
| temple structure, or even an occult group that
| |
| served a fiendish master that you now deny.
| |
| Skill Proficiencies: Insight, Religion
| |
| Languages: Two of your choice
| |
| Equipment: A holy symbol (a gift to you when you
| |
| entered the priesthood), a prayer book or prayer
| |
| wheel, 5 sticks of incense, vestments, a set of
| |
| common clothes, and a pouch containing 15 gp
| |
| Feature: Shelter of the Faithful
| |
| As an acolyte, you command the respect of those
| |
| who share your faith, and you can perform the
| |
| religious ceremonies of your deity. You and your
| |
| adventuring companions can expect to receive free
| |
| healing and care at a temple, shrine, or other
| |
| established presence of your faith, though you must
| |
| provide any material components needed for spells.
| |
| Those who share your religion will support you (but
| |
| only you) at a modest lifestyle.
| |
| You might also have ties to a specific temple
| |
| dedicated to your chosen deity or pantheon, and you
| |
| have a residence there. This could be the temple
| |
| where you used to serve, if you remain on good
| |
| terms with it, or a temple where you have found a
| |
| new home. While near your temple, you can call
| |
| upon the priests for assistance, provided the
| |
| assistance you ask for is not hazardous and you
| |
| remain in good standing with your temple.
| |
| Suggested Characteristics
| |
| Acolytes are shaped by their experience in temples
| |
| or other religious communities. Their study of the
| |
| history and tenets of their faith and their
| |
| relationships to temples, shrines, or hierarchies
| |
| affect their mannerisms and ideals. Their flaws
| |
| might be some hidden hypocrisy or heretical idea, or
| |
| an ideal or bond taken to an extreme.
| |
| d8 Personality Trait
| |
| 1 I idolize a particular hero of my faith, and constantly
| |
| refer to that person’s deeds and example.
| |
| 2 I can find common ground between the fiercest
| |
| enemies, empathizing with them and always
| |
| working toward peace.
| |
| 3 I see omens in every event and action. The gods try
| |
| to speak to us, we just need to listen
| |
| 4 Nothing can shake my optimistic attitude.
| |
| 5 I quote (or misquote) sacred texts and proverbs in
| |
| almost every situation.
| |
| 6 I am tolerant (or intolerant) of other faiths and
| |
| respect (or condemn) the worship of other gods.
| |
| 7 I’ve enjoyed fine food, drink, and high society
| |
| among my temple’s elite. Rough living grates on me.
| |
| 8 I’ve spent so long in the temple that I have little
| |
| practical experience dealing with people in the
| |
| outside world.
| |
| d6 Ideal
| |
| 1 Tradition. The ancient traditions of worship and
| |
| sacrifice must be preserved and upheld. (Lawful)
| |
| 2 Charity. I always try to help those in need, no matter
| |
| what the personal cost. (Good)
| |
| 3 Change. We must help bring about the changes the
| |
| gods are constantly working in the world. (Chaotic)
| |
| 4 Power. I hope to one day rise to the top of my faith’s
| |
| religious hierarchy. (Lawful)
| |
| 5 Faith. I trust that my deity will guide my actions. I
| |
| have faith that if I work hard, things will go well.
| |
| (Lawful)
| |
| 6 Aspiration. I seek to prove myself worthy of my
| |
| god’s favor by matching my actions against his or
| |
| her teachings. (Any)
| |
| d6 Bond
| |
| 1 I would die to recover an ancient relic of my faith
| |
| that was lost long ago.
| |
| 2 I will someday get revenge on the corrupt temple
| |
| hierarchy who branded me a heretic.
| |
| 3 I owe my life to the priest who took me in when my
| |
| parents died.
| |
| 4 Everything I do is for the common people.
| |
| 5 I will do anything to protect the temple where I
| |
| served.
| |
| 6 I seek to preserve a sacred text that my enemies
| |
| consider heretical and seek to destroy.
| |
| d6 Flaw
| |
| 1 I judge others harshly, and myself even more
| |
| severely.
| |
| 2 I put too much trust in those who wield power
| |
| within my temple’s hierarchy.
| |
| 3 My piety sometimes leads me to blindly trust those
| |
| that profess faith in my god.
| |
| 4 I am inflexible in my thinking.
| |
| 5 I am suspicious of strangers and expect the worst of
| |
| them.
| |
| 6 Once I pick a goal, I become obsessed with it to the
| |
| detriment of everything else in my life.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 62
| |
| Equipment
| |
| Common coins come in several different
| |
| denominations based on the relative worth of the
| |
| metal from which they are made. The three most
| |
| common coins are the gold piece (gp), the silver
| |
| piece (sp), and the copper piece (cp).
| |
| With one gold piece, a character can buy a bedroll,
| |
| 50 feet of good rope, or a goat. A skilled (but not
| |
| exceptional) artisan can earn one gold piece a day.
| |
| The gold piece is the standard unit of measure for
| |
| wealth, even if the coin itself is not commonly used.
| |
| When merchants discuss deals that involve goods or
| |
| services worth hundreds or thousands of gold pieces,
| |
| the transactions don’t usually involve the exchange
| |
| of individual coins. Rather, the gold piece is a
| |
| standard measure of value, and the actual exchange
| |
| is in gold bars, letters of credit, or valuable goods.
| |
| One gold piece is worth ten silver pieces, the most
| |
| prevalent coin among commoners. A silver piece
| |
| buys a laborer’s work for half a day, a flask of lamp
| |
| oil, or a night’s rest in a poor inn.
| |
| One silver piece is worth ten copper pieces, which
| |
| are common among laborers and beggars. A single
| |
| copper piece buys a candle, a torch, or a piece of
| |
| chalk.
| |
| In addition, unusual coins made of other precious
| |
| metals sometimes appear in treasure hoards. The
| |
| electrum piece (ep) and the platinum piece (pp)
| |
| originate from fallen empires and lost kingdoms, and
| |
| they sometimes arouse suspicion and skepticism
| |
| when used in transactions. An electrum piece is
| |
| worth five silver pieces, and a platinum piece is
| |
| worth ten gold pieces.
| |
| A standard coin weighs about a third of an ounce,
| |
| so fifty coins weigh a pound.
| |
| Standard Exchange Rates
| |
| Coin CP SP EP GP PP
| |
| Copper (cp) 1 1/10 1/50 1/100 1/1,000
| |
| Silver (sp) 10 1 1/5 1/10 1/100
| |
| Electrum (ep) 50 5 1 1/2 1/20
| |
| Gold (gp) 100 10 2 1 1/10
| |
| Platinum (pp) 1,000 100 20 10 1
| |
| Selling Treasure
| |
| Opportunities abound to find treasure, equipment,
| |
| weapons, armor, and more in the dungeons you
| |
| explore. Normally, you can sell your treasures and
| |
| trinkets when you return to a town or other
| |
| settlement, provided that you can find buyers and
| |
| merchants interested in your loot.
| |
| Arms, Armor, and Other Equipment. As a general
| |
| rule, undamaged weapons, armor, and other
| |
| equipment fetch half their cost when sold in a
| |
| market. Weapons and armor used by monsters are
| |
| rarely in good enough condition to sell.
| |
| Magic Items. Selling magic items is problematic.
| |
| Finding someone to buy a potion or a scroll isn’t too
| |
| hard, but other items are out of the realm of most but
| |
| the wealthiest nobles. Likewise, aside from a few
| |
| common magic items, you won’t normally come
| |
| across magic items or spells to purchase. The value
| |
| of magic is far beyond simple gold and should always
| |
| be treated as such.
| |
| Gems, Jewelry, and Art Objects. These items
| |
| retain their full value in the marketplace, and you
| |
| can either trade them in for coin or use them as
| |
| currency for other transactions. For exceptionally
| |
| valuable treasures, the GM might require you to find
| |
| a buyer in a large town or larger community first.
| |
| Trade Goods. On the borderlands, many people
| |
| conduct transactions through barter. Like gems and
| |
| art objects, trade goods—bars of iron, bags of salt,
| |
| livestock, and so on—retain their full value in the
| |
| market and can be used as currency.
| |
| Armor
| |
| Fantasy gaming worlds are a vast tapestry made up
| |
| of many different cultures, each with its own
| |
| technology level. For this reason, adventurers have
| |
| access to a variety of armor types, ranging from
| |
| leather armor to chain mail to costly plate armor,
| |
| with several other kinds of armor in between. The
| |
| Armor table collects the most commonly available
| |
| types of armor found in the game and separates
| |
| them into three categories: light armor, medium
| |
| armor, and heavy armor. Many warriors supplement
| |
| their armor with a shield.
| |
| The Armor table shows the cost, weight, and other
| |
| properties of the common types of armor worn in
| |
| fantasy gaming worlds.
| |
| Armor Proficiency. Anyone can put on a suit of
| |
| armor or strap a shield to an arm. Only those
| |
| proficient in the armor’s use know how to wear it
| |
| effectively, however. Your class gives you proficiency
| |
| with certain types of armor. If you wear armor that
| |
| you lack proficiency with, you have disadvantage on
| |
| any ability check, saving throw, or attack roll that
| |
| involves Strength or Dexterity, and you can’t cast
| |
| spells.
| |
| Armor Class (AC). Armor protects its wearer from
| |
| attacks. The armor (and shield) you wear
| |
| determines your base Armor Class.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 63
| |
| Heavy Armor. Heavier armor interferes with the
| |
| wearer’s ability to move quickly, stealthily, and
| |
| freely. If the Armor table shows “Str 13” or “Str 15”
| |
| in the Strength column for an armor type, the armor
| |
| reduces the wearer’s speed by 10 feet unless the
| |
| wearer has a Strength score equal to or higher than
| |
| the listed score.
| |
| Stealth. If the Armor table shows “Disadvantage”
| |
| in the Stealth column, the wearer has disadvantage
| |
| on Dexterity (Stealth) checks.
| |
| Shields. A shield is made from wood or metal and
| |
| is carried in one hand. Wielding a shield increases
| |
| your Armor Class by 2. You can benefit from only
| |
| one shield at a time.
| |
| Light Armor
| |
| Made from supple and thin materials, light armor
| |
| favors agile adventurers since it offers some
| |
| protection without sacrificing mobility. If you wear
| |
| light armor, you add your Dexterity modifier to the
| |
| base number from your armor type to determine
| |
| your Armor Class.
| |
| Padded. Padded armor consists of quilted layers
| |
| of cloth and batting.
| |
| Leather. The breastplate and shoulder protectors
| |
| of this armor are made of leather that has been
| |
| stiffened by being boiled in oil. The rest of the armor
| |
| is made of softer and more flexible materials.
| |
| Studded Leather. Made from tough but flexible
| |
| leather, studded leather is reinforced with close-‐‑set
| |
| rivets or spikes.
| |
| Medium Armor
| |
| Medium armor offers more protection than light
| |
| armor, but it also impairs movement more. If you
| |
| wear medium armor, you add your Dexterity
| |
| modifier, to a maximum of +2, to the base number
| |
| from your armor type to determine your Armor
| |
| Class.
| |
| Hide. This crude armor consists of thick furs and
| |
| pelts. It is commonly worn by barbarian tribes, evil
| |
| humanoids, and other folk who lack access to the
| |
| tools and materials needed to create better armor.
| |
| Chain Shirt. Made of interlocking metal rings, a
| |
| chain shirt is worn between layers of clothing or
| |
| leather. This armor offers modest protection to the
| |
| wearer’s upper body and allows the sound of the
| |
| rings rubbing against one another to be muffled by
| |
| outer layers.
| |
| Scale Mail. This armor consists of a coat and
| |
| leggings (and perhaps a separate skirt) of leather
| |
| covered with overlapping pieces of metal, much like
| |
| the scales of a fish. The suit includes gauntlets.
| |
| Breastplate. This armor consists of a fitted metal
| |
| chest piece worn with supple leather. Although it
| |
| leaves the legs and arms relatively unprotected, this
| |
| armor provides good protection for the wearer’s
| |
| vital organs while leaving the wearer relatively
| |
| unencumbered.
| |
| Half Plate. Half plate consists of shaped metal
| |
| plates that cover most of the wearer’s body. It does
| |
| not include leg protection beyond simple greaves
| |
| that are attached with leather straps.
| |
| Heavy Armor
| |
| Of all the armor categories, heavy armor offers the
| |
| best protection. These suits of armor cover the
| |
| entire body and are designed to stop a wide range of
| |
| attacks. Only proficient warriors can manage their
| |
| weight and bulk.
| |
| Heavy armor doesn’t let you add your Dexterity
| |
| modifier to your Armor Class, but it also doesn’t
| |
| penalize you if your Dexterity modifier is negative.
| |
| Ring Mail. This armor is leather armor with heavy
| |
| rings sewn into it. The rings help reinforce the armor
| |
| against blows from swords and axes. Ring mail is
| |
| inferior to chain mail, and it's usually worn only by
| |
| those who can’t afford better armor.
| |
| Chain Mail. Made of interlocking metal rings,
| |
| chain mail includes a layer of quilted fabric worn
| |
| underneath the mail to prevent chafing and to
| |
| cushion the impact of blows. The suit includes
| |
| gauntlets.
| |
| Splint. This armor is made of narrow vertical
| |
| strips of metal riveted to a backing of leather that is
| |
| worn over cloth padding. Flexible chain mail
| |
| protects the joints.
| |
| Plate. Plate consists of shaped, interlocking metal
| |
| plates to cover the entire body. A suit of plate
| |
| includes gauntlets, heavy leather boots, a visored
| |
| helmet, and thick layers of padding underneath the
| |
| armor. Buckles and straps distribute the weight over
| |
| the body.
| |
| Armor
| |
| Armor Cost Armor Class (AC) Strength Stealth Weight
| |
| Light Armor
| |
| Padded 5 gp 11 + Dex modifier — Disadvantage 8 lb.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 64
| |
| Leather 10 gp 11 + Dex modifier — — 10 lb.
| |
| Studded leather 45 gp 12 + Dex modifier — — 13 lb.
| |
| Medium Armor
| |
| Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb.
| |
| Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb.
| |
| Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb.
| |
| Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb.
| |
| Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb.
| |
| Heavy Armor
| |
| Ring mail 30 gp 14 — Disadvantage 40 lb.
| |
| Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
| |
| Splint 200 gp 17 Str 15 Disadvantage 60 lb.
| |
| Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
| |
| Shield
| |
| Shield 10 gp +2 — — 6 lb.
| |
| Getting Into and Out of Armor
| |
| The time it takes to don or doff armor depends on
| |
| the armor’s category.
| |
| Don. This is the time it takes to put on armor. You
| |
| benefit from the armor’s AC only if you take the full
| |
| time to don the suit of armor.
| |
| Doff. This is the time it takes to take off armor. If
| |
| you have help, reduce this time by half.
| |
| Donning and Doffing Armor
| |
| Category Don Doff
| |
| Light Armor 1 minute 1 minute
| |
| Medium Armor 5 minutes 1 minute
| |
| Heavy Armor 10 minutes 5 minutes
| |
| Shield 1 action 1 action
| |
| Weapons
| |
| Your class grants proficiency in certain weapons,
| |
| reflecting both the class’s focus and the tools you are
| |
| most likely to use. Whether you favor a longsword or
| |
| a longbow, your weapon and your ability to wield it
| |
| effectively can mean the difference between life and
| |
| death while adventuring.
| |
| The Weapons table shows the most common
| |
| weapons used in the fantasy gaming worlds, their
| |
| price and weight, the damage they deal when they
| |
| hit, and any special properties they possess. Every
| |
| weapon is classified as either melee or ranged. A
| |
| melee weapon is used to attack a target within 5
| |
| feet of you, whereas a ranged weapon is used to
| |
| attack a target at a distance.
| |
| Weapon Proficiency
| |
| Your race, class, and feats can grant you proficiency
| |
| with certain weapons or categories of weapons. The
| |
| two categories are simple and martial. Most people
| |
| can use simple weapons with proficiency. These
| |
| weapons include clubs, maces, and other weapons
| |
| often found in the hands of commoners. Martial
| |
| weapons, including swords, axes, and polearms,
| |
| require more specialized training to use effectively.
| |
| Most warriors use martial weapons because these
| |
| weapons put their fighting style and training to best
| |
| use.
| |
| Proficiency with a weapon allows you to add your
| |
| proficiency bonus to the attack roll for any attack
| |
| you make with that weapon. If you make an attack
| |
| roll using a weapon with which you lack proficiency,
| |
| you do not add your proficiency bonus to the attack
| |
| roll.
| |
| Weapon Properties
| |
| Many weapons have special properties related to
| |
| their use, as shown in the Weapons table.
| |
| Ammunition. You can use a weapon that has the
| |
| ammunition property to make a ranged attack only if
| |
| you have ammunition to fire from the weapon. Each
| |
| time you attack with the weapon, you expend one
| |
| piece of ammunition. Drawing the ammunition from
| |
| a quiver, case, or other container is part of the attack
| |
| (you need a free hand to load a one-‐‑handed weapon).
| |
| At the end of the battle, you can recover half your
| |
| expended ammunition by taking a minute to search
| |
| the battlefield.
| |
| If you use a weapon that has the ammunition
| |
| property to make a melee attack, you treat the
| |
| weapon as an improvised weapon (see “Improvised
| |
| Weapons” later in the section). A sling must be
| |
| loaded to deal any damage when used in this way.
| |
| Finesse. When making an attack with a finesse
| |
| weapon, you use your choice of your Strength or
| |
| Dexterity modifier for the attack and damage rolls.
| |
| You must use the same modifier for both rolls.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 65
| |
| Heavy. Small creatures have disadvantage on
| |
| attack rolls with heavy weapons. A heavy weapon’s
| |
| size and bulk make it too large for a Small creature
| |
| to use effectively.
| |
| Light. A light weapon is small and easy to handle,
| |
| making it ideal for use when fighting with two
| |
| weapons.
| |
| Loading. Because of the time required to load this
| |
| weapon, you can fire only one piece of ammunition
| |
| from it when you use an action, bonus action, or
| |
| reaction to fire it, regardless of the number of attacks
| |
| you can normally make.
| |
| Range. A weapon that can be used to make a
| |
| ranged attack has a range in parentheses after the
| |
| ammunition or thrown property. The range lists two
| |
| numbers. The first is the weapon’s normal range in
| |
| feet, and the second indicates the weapon’s long
| |
| range. When attacking a target beyond normal range,
| |
| you have disadvantage on the attack roll. You can’t
| |
| attack a target beyond the weapon’s long range.
| |
| Reach. This weapon adds 5 feet to your reach
| |
| when you attack with it, as well as when
| |
| determining your reach for opportunity attacks with
| |
| it.
| |
| Special. A weapon with the special property has
| |
| unusual rules governing its use, explained in the
| |
| weapon’s description (see “Special Weapons” later
| |
| in this section).
| |
| Thrown. If a weapon has the thrown property, you
| |
| can throw the weapon to make a ranged attack. If the
| |
| weapon is a melee weapon, you use the same ability
| |
| modifier for that attack roll and damage roll that you
| |
| would use for a melee attack with the weapon. For
| |
| example, if you throw a handaxe, you use your
| |
| Strength, but if you throw a dagger, you can use
| |
| either your Strength or your Dexterity, since the
| |
| dagger has the finesse property.
| |
| Two-‐‑Handed. This weapon requires two hands
| |
| when you attack with it.
| |
| Versatile. This weapon can be used with one or
| |
| two hands. A damage value in parentheses appears
| |
| with the property—the damage when the weapon is
| |
| used with two hands to make a melee attack.
| |
| Improvised Weapons
| |
| Sometimes characters don’t have their weapons and
| |
| have to attack with whatever is at hand. An
| |
| improvised weapon includes any object you can
| |
| wield in one or two hands, such as broken glass, a
| |
| table leg, a frying pan, a wagon wheel, or a dead
| |
| goblin.
| |
| Often, an improvised weapon is similar to an
| |
| actual weapon and can be treated as such. For
| |
| example, a table leg is akin to a club. At the GM’s
| |
| option, a character proficient with a weapon can use
| |
| a similar object as if it were that weapon and use his
| |
| or her proficiency bonus.
| |
| An object that bears no resemblance to a weapon
| |
| deals 1d4 damage (the GM assigns a damage type
| |
| appropriate to the object). If a character uses a
| |
| ranged weapon to make a melee attack, or throws a
| |
| melee weapon that does not have the thrown
| |
| property, it also deals 1d4 damage. An improvised
| |
| thrown weapon has a normal range of 20 feet and a
| |
| long range of 60 feet.
| |
| Silvered Weapons
| |
| Some monsters that have immunity or resistance to
| |
| nonmagical weapons are susceptible to silver
| |
| weapons, so cautious adventurers invest extra coin
| |
| to plate their weapons with silver. You can silver a
| |
| single weapon or ten pieces of ammunition for 100
| |
| gp. This cost represents not only the price of the
| |
| silver, but the time and expertise needed to add
| |
| silver to the weapon without making it less effective.
| |
| Special Weapons
| |
| Weapons with special rules are described here.
| |
| Lance. You have disadvantage when you use a
| |
| lance to attack a target within 5 feet of you. Also, a
| |
| lance requires two hands to wield when you aren’t
| |
| mounted.
| |
| Net. A Large or smaller creature hit by a net is
| |
| restrained until it is freed. A net has no effect on
| |
| creatures that are formless, or creatures that are
| |
| Huge or larger. A creature can use its action to make
| |
| a DC 10 Strength check, freeing itself or another
| |
| creature within its reach on a success. Dealing 5
| |
| slashing damage to the net (AC 10) also frees the
| |
| creature without harming it, ending the effect and
| |
| destroying the net.
| |
| When you use an action, bonus action, or reaction
| |
| to attack with a net, you can make only one attack
| |
| regardless of the number of attacks you can
| |
| normally make.
| |
| Weapons
| |
| Name Cost Damage Weight Properties
| |
| Simple Melee Weapons
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 66
| |
| Club 1 sp 1d4 bludgeoning 2 lb. Light
| |
| Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
| |
| Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-‐handed
| |
| Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
| |
| Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
| |
| Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
| |
| Mace 5 gp 1d6 bludgeoning 4 lb. —
| |
| Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
| |
| Sickle 1 gp 1d4 slashing 2 lb. Light
| |
| Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
| |
| Simple Ranged Weapons
| |
| Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-‐handed
| |
| Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
| |
| Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-‐handed
| |
| Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120)
| |
| Martial Melee Weapons
| |
| Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
| |
| Flail 10 gp 1d8 bludgeoning 2 lb. —
| |
| Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-‐handed
| |
| Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-‐handed
| |
| Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-‐handed
| |
| Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-‐handed
| |
| Lance 10 gp 1d12 piercing 6 lb. Reach, special
| |
| Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
| |
| Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-‐handed
| |
| Morningstar 15 gp 1d8 piercing 4 lb. —
| |
| Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-‐handed
| |
| Rapier 25 gp 1d8 piercing 2 lb. Finesse
| |
| Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
| |
| Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
| |
| Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
| |
| War pick 5 gp 1d8 piercing 2 lb. —
| |
| Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
| |
| Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
| |
| Martial Ranged Weapons
| |
| Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
| |
| Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
| |
| Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-‐handed
| |
| Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-‐handed
| |
| Net 1 gp — 3 lb. Special, thrown (range 5/15)
| |
| Adventuring Gear
| |
| This section describes items that have special rules
| |
| or require further explanation.
| |
| Acid. As an action, you can splash the contents of
| |
| this vial onto a creature within 5 feet of you or throw
| |
| the vial up to 20 feet, shattering it on impact. In
| |
| either case, make a ranged attack against a creature
| |
| or object, treating the acid as an improvised weapon.
| |
| On a hit, the target takes 2d6 acid damage.
| |
| Alchemist’s Fire. This sticky, adhesive fluid ignites
| |
| when exposed to air. As an action, you can throw this
| |
| flask up to 20 feet, shattering it on impact. Make a
| |
| ranged attack against a creature or object, treating
| |
| the alchemist's fire as an improvised weapon. On a
| |
| hit, the target takes 1d4 fire damage at the start of
| |
| each of its turns. A creature can end this damage by
| |
| using its action to make a DC 10 Dexterity check to
| |
| extinguish the flames.
| |
| Antitoxin. A creature that drinks this vial of liquid
| |
| gains advantage on saving throws against poison for
| |
| 1 hour. It confers no benefit to undead or constructs.
| |
| Arcane Focus. An arcane focus is a special item—
| |
| an orb, a crystal, a rod, a specially constructed staff, a
| |
| wand-‐‑like length of wood, or some similar item—
| |
| designed to channel the power of arcane spells. A
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 67
| |
| sorcerer, warlock, or wizard can use such an item as
| |
| a spellcasting focus.
| |
| Ball Bearings. As an action, you can spill these
| |
| tiny metal balls from their pouch to cover a level,
| |
| square area that is 10 feet on a side. A creature
| |
| moving across the covered area must succeed on a
| |
| DC 10 Dexterity saving throw or fall prone. A
| |
| creature moving through the area at half speed
| |
| doesn’t need to make the save.
| |
| Block and Tackle. A set of pulleys with a cable
| |
| threaded through them and a hook to attach to
| |
| objects, a block and tackle allows you to hoist up to
| |
| four times the weight you can normally lift.
| |
| Book. A book might contain poetry, historical
| |
| accounts, information pertaining to a particular field
| |
| of lore, diagrams and notes on gnomish contraptions,
| |
| or just about anything else that can be represented
| |
| using text or pictures. A book of spells is a spellbook
| |
| (described later in this section).
| |
| Caltrops. As an action, you can spread a bag of
| |
| caltrops to cover a square area that is 5 feet on a side.
| |
| Any creature that enters the area must succeed on a
| |
| DC 15 Dexterity saving throw or stop moving this
| |
| turn and take 1 piercing damage. Taking this damage
| |
| reduces the creature’s walking speed by 10 feet until
| |
| the creature regains at least 1 hit point. A creature
| |
| moving through the area at half speed doesn’t need
| |
| to make the save.
| |
| Candle. For 1 hour, a candle sheds bright light in a
| |
| 5-‐‑foot radius and dim light for an additional 5 feet.
| |
| Case, Crossbow Bolt. This wooden case can hold
| |
| up to twenty crossbow bolts.
| |
| Case, Map or Scroll. This cylindrical leather case
| |
| can hold up to ten rolled-‐‑up sheets of paper or five
| |
| rolled-‐‑up sheets of parchment.
| |
| Chain. A chain has 10 hit points. It can be burst
| |
| with a successful DC 20 Strength check.
| |
| Climber’s Kit. A climber’s kit includes special
| |
| pitons, boot tips, gloves, and a harness. You can use
| |
| the climber’s kit as an action to anchor yourself;
| |
| when you do, you can’t fall more than 25 feet from
| |
| the point where you anchored yourself, and you
| |
| can’t climb more than 25 feet away from that point
| |
| without undoing the anchor.
| |
| Component Pouch. A component pouch is a small,
| |
| watertight leather belt pouch that has compartments
| |
| to hold all the material components and other
| |
| special items you need to cast your spells, except for
| |
| those components that have a specific cost (as
| |
| indicated in a spell's description).
| |
| Crowbar. Using a crowbar grants advantage to
| |
| Strength checks where the crowbar’s leverage can
| |
| be applied.
| |
| Druidic Focus. A druidic focus might be a sprig of
| |
| mistletoe or holly, a wand or scepter made of yew or
| |
| another special wood, a staff drawn whole out of a
| |
| living tree, or a totem object incorporating feathers,
| |
| fur, bones, and teeth from sacred animals. A druid
| |
| can use such an object as a spellcasting focus.
| |
| Fishing Tackle. This kit includes a wooden rod,
| |
| silken line, corkwood bobbers, steel hooks, lead
| |
| sinkers, velvet lures, and narrow netting.
| |
| Healer’s Kit. This kit is a leather pouch containing
| |
| bandages, salves, and splints. The kit has ten uses. As
| |
| an action, you can expend one use of the kit to
| |
| stabilize a creature that has 0 hit points, without
| |
| needing to make a Wisdom (Medicine) check.
| |
| Holy Symbol. A holy symbol is a representation of
| |
| a god or pantheon. It might be an amulet depicting a
| |
| symbol representing a deity, the same symbol
| |
| carefully engraved or inlaid as an emblem on a
| |
| shield, or a tiny box holding a fragment of a sacred
| |
| relic. Appendix PH-‐‑B "Fantasy-‐‑Historical Pantheons"
| |
| lists the symbols commonly associated with many
| |
| gods in the multiverse. A cleric or paladin can use a
| |
| holy symbol as a spellcasting focus. To use the
| |
| symbol in this way, the caster must hold it in hand,
| |
| wear it visibly, or bear it on a shield.
| |
| Holy Water. As an action, you can splash the
| |
| contents of this flask onto a creature within 5 feet of
| |
| you or throw it up to 20 feet, shattering it on impact.
| |
| In either case, make a ranged attack against a target
| |
| creature, treating the holy water as an improvised
| |
| weapon. If the target is a fiend or undead, it takes
| |
| 2d6 radiant damage.
| |
| A cleric or paladin may create holy water by
| |
| performing a special ritual. The ritual takes 1 hour to
| |
| perform, uses 25 gp worth of powdered silver, and
| |
| requires the caster to expend a 1st-‐‑level spell slot.
| |
| Hunting Trap. When you use your action to set it,
| |
| this trap forms a saw-‐‑toothed steel ring that snaps
| |
| shut when a creature steps on a pressure plate in the
| |
| center. The trap is affixed by a heavy chain to an
| |
| immobile object, such as a tree or a spike driven into
| |
| the ground. A creature that steps on the plate must
| |
| succeed on a DC 13 Dexterity saving throw or take
| |
| 1d4 piercing damage and stop moving. Thereafter,
| |
| until the creature breaks free of the trap, its
| |
| movement is limited by the length of the chain
| |
| (typically 3 feet long). A creature can use its action
| |
| to make a DC 13 Strength check, freeing itself or
| |
| another creature within its reach on a success. Each
| |
| failed check deals 1 piercing damage to the trapped
| |
| creature.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 68
| |
| Lamp. A lamp casts bright light in a 15-‐‑foot radius
| |
| and dim light for an additional 30 feet. Once lit, it
| |
| burns for 6 hours on a flask (1 pint) of oil.
| |
| Lantern, Bullseye. A bullseye lantern casts bright
| |
| light in a 60-‐‑foot cone and dim light for an additional
| |
| 60 feet. Once lit, it burns for 6 hours on a flask (1
| |
| pint) of oil.
| |
| Lantern, Hooded. A hooded lantern casts bright
| |
| light in a 30-‐‑foot radius and dim light for an
| |
| additional 30 feet. Once lit, it burns for 6 hours on a
| |
| flask (1 pint) of oil. As an action, you can lower the
| |
| hood, reducing the light to dim light in a 5-‐‑foot
| |
| radius.
| |
| Lock. A key is provided with the lock. Without the
| |
| key, a creature proficient with thieves’ tools can pick
| |
| this lock with a successful DC 15 Dexterity check.
| |
| Your GM may decide that better locks are available
| |
| for higher prices.
| |
| Magnifying Glass. This lens allows a closer look at
| |
| small objects. It is also useful as a substitute for flint
| |
| and steel when starting fires. Lighting a fire with a
| |
| magnifying glass requires light as bright as sunlight
| |
| to focus, tinder to ignite, and about 5 minutes for the
| |
| fire to ignite. A magnifying glass grants advantage on
| |
| any ability check made to appraise or inspect an
| |
| item that is small or highly detailed.
| |
| Manacles. These metal restraints can bind a Small
| |
| or Medium creature. Escaping the manacles requires
| |
| a successful DC 20 Dexterity check. Breaking them
| |
| requires a successful DC 20 Strength check. Each set
| |
| of manacles comes with one key. Without the key, a
| |
| creature proficient with thieves’ tools can pick the
| |
| manacles’ lock with a successful DC 15 Dexterity
| |
| check. Manacles have 15 hit points.
| |
| Mess Kit. This tin box contains a cup and simple
| |
| cutlery. The box clamps together, and one side can
| |
| be used as a cooking pan and the other as a plate or
| |
| shallow bowl.
| |
| Oil. Oil usually comes in a clay flask that holds 1
| |
| pint. As an action, you can splash the oil in this flask
| |
| onto a creature within 5 feet of you or throw it up to
| |
| 20 feet, shattering it on impact. Make a ranged attack
| |
| against a target creature or object, treating the oil as
| |
| an improvised weapon. On a hit, the target is
| |
| covered in oil. If the target takes any fire damage
| |
| before the oil dries (after 1 minute), the target takes
| |
| an additional 5 fire damage from the burning oil. You
| |
| can also pour a flask of oil on the ground to cover a
| |
| 5-‐‑foot-‐‑square area, provided that the surface is level.
| |
| If lit, the oil burns for 2 rounds and deals 5 fire
| |
| damage to any creature that enters the area or ends
| |
| its turn in the area. A creature can take this damage
| |
| only once per turn.
| |
| Poison, Basic. You can use the poison in this vial
| |
| to coat one slashing or piercing weapon or up to
| |
| three pieces of ammunition. Applying the poison
| |
| takes an action. A creature hit by the poisoned
| |
| weapon or ammunition must make a DC 10
| |
| Constitution saving throw or take 1d4 poison
| |
| damage. Once applied, the poison retains potency for
| |
| 1 minute before drying.
| |
| Potion of Healing. A character who drinks the
| |
| magical red fluid in this vial regains 2d4 + 2 hit
| |
| points. Drinking or administering a potion takes an
| |
| action.
| |
| Pouch. A cloth or leather pouch can hold up to 20
| |
| sling bullets or 50 blowgun needles, among other
| |
| things. A compartmentalized pouch for holding spell
| |
| components is called a component pouch (described
| |
| earlier in this section).
| |
| Quiver. A quiver can hold up to 20 arrows.
| |
| Ram, Portable. You can use a portable ram to
| |
| break down doors. When doing so, you gain a +4
| |
| bonus on the Strength check. One other character
| |
| can help you use the ram, giving you advantage on
| |
| this check.
| |
| Rations. Rations consist of dry foods suitable for
| |
| extended travel, including jerky, dried fruit, hardtack,
| |
| and nuts.
| |
| Rope. Rope, whether made of hemp or silk, has 2
| |
| hit points and can be burst with a DC 17 Strength
| |
| check.
| |
| Scale, Merchant’s. A scale includes a small
| |
| balance, pans, and a suitable assortment of weights
| |
| up to 2 pounds. With it, you can measure the exact
| |
| weight of small objects, such as raw precious metals
| |
| or trade goods, to help determine their worth.
| |
| Spellbook. Essential for wizards, a spellbook is a
| |
| leather-‐‑bound tome with 100 blank vellum pages
| |
| suitable for recording spells.
| |
| Spyglass. Objects viewed through a spyglass are
| |
| magnified to twice their size.
| |
| Tent. A simple and portable canvas shelter, a tent
| |
| sleeps two.
| |
| Tinderbox. This small container holds flint, fire
| |
| steel, and tinder (usually dry cloth soaked in light
| |
| oil) used to kindle a fire. Using it to light a torch—or
| |
| anything else with abundant, exposed fuel—takes an
| |
| action. Lighting any other fire takes 1 minute.
| |
| Torch. A torch burns for 1 hour, providing bright
| |
| light in a 20-‐‑foot radius and dim light for an
| |
| additional 20 feet. If you make a melee attack with a
| |
| burning torch and hit, it deals 1 fire damage.
| |
| Adventuring Gear
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 69
| |
| Item Cost Weight
| |
| Abacus 2 gp 2 lb.
| |
| Acid (vial) 25 gp 1 lb.
| |
| Alchemist’s fire (flask) 50 gp 1 lb.
| |
| Ammunition
| |
| Arrows (20) 1 gp 1 lb.
| |
| Blowgun needles (50) 1 gp 1 lb.
| |
| Crossbow bolts (20) 1 gp 1½ lb.
| |
| Sling bullets (20) 4 cp 1½ lb.
| |
| Antitoxin (vial) 50 gp —
| |
| Arcane focus
| |
| Crystal 10 gp 1 lb.
| |
| Orb 20 gp 3 lb.
| |
| Rod 10 gp 2 lb.
| |
| Staff 5 gp 4 lb.
| |
| Wand 10 gp 1 lb.
| |
| Backpack 2 gp 5 lb.
| |
| Ball bearings (bag of 1,000) 1 gp 2 lb.
| |
| Barrel 2 gp 70 lb.
| |
| Basket 4 sp 2 lb.
| |
| Bedroll 1 gp 7 lb.
| |
| Bell 1 gp —
| |
| Blanket 5 sp 3 lb.
| |
| Block and tackle 1 gp 5 lb.
| |
| Book 25 gp 5 lb.
| |
| Bottle, glass 2 gp 2 lb.
| |
| Bucket 5 cp 2 lb.
| |
| Caltrops (bag of 20) 1 gp 2 lb.
| |
| Candle 1 cp —
| |
| Case, crossbow bolt 1 gp 1 lb.
| |
| Case, map or scroll 1 gp 1 lb.
| |
| Chain (10 feet) 5 gp 10 lb.
| |
| Chalk (1 piece) 1 cp —
| |
| Chest 5 gp 25 lb.
| |
| Climber’s kit 25 gp 12 lb.
| |
| Clothes, common 5 sp 3 lb.
| |
| Clothes, costume 5 gp 4 lb.
| |
| Clothes, fine 15 gp 6 lb.
| |
| Clothes, traveler’s 2 gp 4 lb.
| |
| Component pouch 25 gp 2 lb.
| |
| Crowbar 2 gp 5 lb.
| |
| Druidic focus
| |
| Sprig of mistletoe 1 gp —
| |
| Totem 1 gp —
| |
| Wooden staff 5 gp 4 lb.
| |
| Yew wand 10 gp 1 lb.
| |
| Fishing tackle 1 gp 4 lb.
| |
| Flask or tankard 2 cp 1 lb.
| |
| Grappling hook 2 gp 4 lb.
| |
| Hammer 1 gp 3 lb.
| |
| Hammer, sledge 2 gp 10 lb.
| |
| Healer’s kit 5 gp 3 lb.
| |
| Holy symbol
| |
| Amulet 5 gp 1 lb.
| |
| Emblem 5 gp —
| |
| Reliquary 5 gp 2 lb.
| |
| Holy water (flask) 25 gp 1 lb.
| |
| Hourglass 25 gp 1 lb.
| |
| Hunting trap 5 gp 25 lb.
| |
| Ink (1 ounce bottle) 10 gp —
| |
| Ink pen 2 cp —
| |
| Jug or pitcher 2 cp 4 lb.
| |
| Ladder (10-‐foot) 1 sp 25 lb.
| |
| Lamp 5 sp 1 lb.
| |
| Lantern, bullseye 10 gp 2 lb.
| |
| Lantern, hooded 5 gp 2 lb.
| |
| Lock 10 gp 1 lb.
| |
| Magnifying glass 100 gp —
| |
| Manacles 2 gp 6 lb.
| |
| Mess kit 2 sp 1 lb.
| |
| Mirror, steel 5 gp 1/2 lb.
| |
| Oil (flask) 1 sp 1 lb.
| |
| Paper (one sheet) 2 sp —
| |
| Parchment (one sheet) 1 sp —
| |
| Perfume (vial) 5 gp —
| |
| Pick, miner’s 2 gp 10 lb.
| |
| Piton 5 cp 1/4 lb.
| |
| Poison, basic (vial) 100 gp —
| |
| Pole (10-‐foot) 5 cp 7 lb.
| |
| Pot, iron 2 gp 10 lb.
| |
| Potion of healing 50 gp 1/2 lb.
| |
| Pouch 5 sp 1 lb.
| |
| Quiver 1 gp 1 lb.
| |
| Ram, portable 4 gp 35 lb.
| |
| Rations (1 day) 5 sp 2 lb.
| |
| Robes 1 gp 4 lb.
| |
| Rope, hempen (50 feet) 1 gp 10 lb.
| |
| Rope, silk (50 feet) 10 gp 5 lb.
| |
| Sack 1 cp 1/2 lb.
| |
| Scale, merchant’s 5 gp 3 lb.
| |
| Sealing wax 5 sp —
| |
| Shovel 2 gp 5 lb.
| |
| Signal whistle 5 cp —
| |
| Signet ring 5 gp —
| |
| Soap 2 cp —
| |
| Spellbook 50 gp 3 lb.
| |
| Spikes, iron (10) 1 gp 5 lb.
| |
| Spyglass 1,000 gp 1 lb.
| |
| Tent, two-‐person 2 gp 20 lb.
| |
| Tinderbox 5 sp 1 lb.
| |
| Torch 1 cp 1 lb.
| |
| Vial 1 gp —
| |
| Waterskin 2 sp 5 lb. (full)
| |
| Whetstone 1 cp 1 lb.
| |
| Container Capacity
| |
| Container Capacity
| |
| Backpack* 1 cubic foot/30 pounds of gear
| |
| Barrel 40 gallons liquid, 4 cubic feet solid
| |
| Basket 2 cubic feet/40 pounds of gear
| |
| Bottle 1½ pints liquid
| |
| Bucket 3 gallons liquid, 1/2 cubic foot solid
| |
| Chest 12 cubic feet/300 pounds of gear
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 70
| |
| Flask or tankard 1 pint liquid
| |
| Jug or pitcher 1 gallon liquid
| |
| Pot, iron 1 gallon liquid
| |
| Pouch 1/5 cubic foot/6 pounds of gear
| |
| Sack 1 cubic foot/30 pounds of gear
| |
| Vial 4 ounces liquid
| |
| Waterskin 4 pints liquid
| |
| * You can also strap items, such as a bedroll or a coil of rope,
| |
| to the outside of a backpack.
| |
| Equipment Packs
| |
| The starting equipment you get from your class includes a
| |
| collection of useful adventuring gear, put together in a pack.
| |
| The contents of these packs are listed here. If you are buying
| |
| your starting equipment, you can purchase a pack for the
| |
| price shown, which might be cheaper than buying the items
| |
| individually.
| |
| Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000
| |
| ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a
| |
| hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
| |
| rations, a tinderbox, and a waterskin. The pack also has 50
| |
| feet of hempen rope strapped to the side of it.
| |
| Diplomat’s Pack (39 gp). Includes a chest, 2 cases for maps
| |
| and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a
| |
| lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
| |
| sealing wax, and soap.
| |
| Dungeoneer’s Pack (12 gp). Includes a backpack, a
| |
| crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10
| |
| days of rations, and a waterskin. The pack also has 50 feet of
| |
| hempen rope strapped to the side of it.
| |
| Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,
| |
| 2 costumes, 5 candles, 5 days of rations, a waterskin, and a
| |
| disguise kit.
| |
| Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a
| |
| mess kit, a tinderbox, 10 torches, 10 days of rations, and a
| |
| waterskin. The pack also has 50 feet of hempen rope
| |
| strapped to the side of it.
| |
| Priest’s Pack (19 gp). Includes a backpack, a blanket, 10
| |
| candles, a tinderbox, an alms box, 2 blocks of incense, a
| |
| censer, vestments, 2 days of rations, and a waterskin.
| |
| Scholar’s Pack (40 gp). Includes a backpack, a book of lore,
| |
| a bottle of ink, an ink pen, 10 sheets of parchment, a little
| |
| bag of sand, and a small knife.
| |
| Tools
| |
| A tool helps you to do something you couldn't
| |
| otherwise do, such as craft or repair an item, forge a
| |
| document, or pick a lock. Your race, class,
| |
| background, or feats give you proficiency with
| |
| certain tools. Proficiency with a tool allows you to
| |
| add your proficiency bonus to any ability check you
| |
| make using that tool. Tool use is not tied to a single
| |
| ability, since proficiency with a tool represents
| |
| broader knowledge of its use. For example, the GM
| |
| might ask you to make a Dexterity check to carve a
| |
| fine detail with your woodcarver’s tools, or a
| |
| Strength check to make something out of
| |
| particularly hard wood.
| |
| Tools
| |
| Item Cost Weight
| |
| Artisan’s tools
| |
| Alchemist’s supplies 50 gp 8 lb.
| |
| Brewer’s supplies 20 gp 9 lb.
| |
| Calligrapher's supplies 10 gp 5 lb.
| |
| Carpenter’s tools 8 gp 6 lb.
| |
| Cartographer’s tools 15 gp 6 lb.
| |
| Cobbler’s tools 5 gp 5 lb.
| |
| Cook’s utensils 1 gp 8 lb.
| |
| Glassblower’s tools 30 gp 5 lb.
| |
| Jeweler’s tools 25 gp 2 lb.
| |
| Leatherworker’s tools 5 gp 5 lb.
| |
| Mason’s tools 10 gp 8 lb.
| |
| Painter’s supplies 10 gp 5 lb.
| |
| Potter’s tools 10 gp 3 lb.
| |
| Smith’s tools 20 gp 8 lb.
| |
| Tinker’s tools 50 gp 10 lb.
| |
| Weaver’s tools 1 gp 5 lb.
| |
| Woodcarver’s tools 1 gp 5 lb.
| |
| Disguise kit 25 gp 3 lb.
| |
| Forgery kit 15 gp 5 lb.
| |
| Gaming set
| |
| Dice set 1 sp —
| |
| Playing card set 5 sp —
| |
| Herbalism kit 5 gp 3 lb.
| |
| Musical instrument
| |
| Bagpipes 30 gp 6 lb.
| |
| Drum 6 gp 3 lb.
| |
| Dulcimer 25 gp 10 lb.
| |
| Flute 2 gp 1 lb.
| |
| Lute 35 gp 2 lb.
| |
| Lyre 30 gp 2 lb.
| |
| Horn 3 gp 2 lb.
| |
| Pan flute 12 gp 2 lb.
| |
| Shawm 2 gp 1 lb.
| |
| Viol 30 gp 1 lb.
| |
| Navigator’s tools 25 gp 2 lb.
| |
| Poisoner’s kit 50 gp 2 lb.
| |
| Thieves’ tools 25 gp 1 lb.
| |
| Vehicles (land or water) * *
| |
| * See the “Mounts and Vehicles” section.
| |
| Artisan’s Tools. These special tools include the
| |
| items needed to pursue a craft or trade. The table
| |
| shows examples of the most common types of tools,
| |
| each providing items related to a single craft.
| |
| Proficiency with a set of artisan’s tools lets you add
| |
| your proficiency bonus to any ability checks you
| |
| make using the tools in your craft. Each type of
| |
| artisan’s tools requires a separate proficiency.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 71
| |
| Disguise Kit. This pouch of cosmetics, hair dye,
| |
| and small props lets you create disguises that change
| |
| your physical appearance. Proficiency with this kit
| |
| lets you add your proficiency bonus to any ability
| |
| checks you make to create a visual disguise.
| |
| Forgery Kit. This small box contains a variety of
| |
| papers and parchments, pens and inks, seals and
| |
| sealing wax, gold and silver leaf, and other supplies
| |
| necessary to create convincing forgeries of physical
| |
| documents. Proficiency with this kit lets you add
| |
| your proficiency bonus to any ability checks you
| |
| make to create a physical forgery of a document.
| |
| Gaming Set. This item encompasses a wide range
| |
| of game pieces, including dice and decks of cards (for
| |
| games such as Three-‐‑Dragon Ante). A few common
| |
| examples appear on the Tools table, but other kinds
| |
| of gaming sets exist. If you are proficient with a
| |
| gaming set, you can add your proficiency bonus to
| |
| ability checks you make to play a game with that set.
| |
| Each type of gaming set requires a separate
| |
| proficiency.
| |
| Herbalism Kit. This kit contains a variety of
| |
| instruments such as clippers, mortar and pestle, and
| |
| pouches and vials used by herbalists to create
| |
| remedies and potions. Proficiency with this kit lets
| |
| you add your proficiency bonus to any ability checks
| |
| you make to identify or apply herbs. Also,
| |
| proficiency with this kit is required to create
| |
| antitoxin and potions of healing.
| |
| Musical Instrument. Several of the most common
| |
| types of musical instruments are shown on the table
| |
| as examples. If you have proficiency with a given
| |
| musical instrument, you can add your proficiency
| |
| bonus to any ability checks you make to play music
| |
| with the instrument. A bard can use a musical
| |
| instrument as a spellcasting focus. Each type of
| |
| musical instrument requires a separate proficiency.
| |
| Navigator’s Tools. This set of instruments is used
| |
| for navigation at sea. Proficiency with navigator's
| |
| tools lets you chart a ship's course and follow
| |
| navigation charts. In addition, these tools allow you
| |
| to add your proficiency bonus to any ability check
| |
| you make to avoid getting lost at sea.
| |
| Poisoner’s Kit. A poisoner’s kit includes the vials,
| |
| chemicals, and other equipment necessary for the
| |
| creation of poisons. Proficiency with this kit lets you
| |
| add your proficiency bonus to any ability checks you
| |
| make to craft or use poisons.
| |
| Thieves’ Tools. This set of tools includes a small
| |
| file, a set of lock picks, a small mirror mounted on a
| |
| metal handle, a set of narrow-‐‑bladed scissors, and a
| |
| pair of pliers. Proficiency with these tools lets you
| |
| add your proficiency bonus to any ability checks you
| |
| make to disarm traps or open locks.
| |
| Mounts and Vehicles
| |
| A good mount can help you move more quickly
| |
| through the wilderness, but its primary purpose is to
| |
| carry the gear that would otherwise slow you down.
| |
| The Mounts and Other Animals table shows each
| |
| animal’s speed and base carrying capacity.
| |
| An animal pulling a carriage, cart, chariot, sled, or
| |
| wagon can move weight up to five times its base
| |
| carrying capacity, including the weight of the vehicle.
| |
| If multiple animals pull the same vehicle, they can
| |
| add their carrying capacity together.
| |
| Mounts other than those listed here are available
| |
| in fantasy gaming worlds, but they are rare and not
| |
| normally available for purchase. These include flying
| |
| mounts (pegasi, griffons, hippogriffs, and similar
| |
| animals) and even aquatic mounts (giant sea horses,
| |
| for example). Acquiring such a mount often means
| |
| securing an egg and raising the creature yourself,
| |
| making a bargain with a powerful entity, or
| |
| negotiating with the mount itself.
| |
| Barding. Barding is armor designed to protect an
| |
| animal’s head, neck, chest, and body. Any type of
| |
| armor shown on the Armor table can be purchased
| |
| as barding. The cost is four times the equivalent
| |
| armor made for humanoids, and it weighs twice as
| |
| much.
| |
| Saddles. A military saddle braces the rider,
| |
| helping you keep your seat on an active mount in
| |
| battle. It gives you advantage on any check you make
| |
| to remain mounted. An exotic saddle is required for
| |
| riding any aquatic or flying mount.
| |
| Vehicle Proficiency. If you have proficiency with a
| |
| certain kind of vehicle (land or water), you can add
| |
| your proficiency bonus to any check you make to
| |
| control that kind of vehicle in difficult circumstances.
| |
| Rowed Vessels. Keelboats and rowboats are used
| |
| on lakes and rivers. If going downstream, add the
| |
| speed of the current (typically 3 miles per hour) to
| |
| the speed of the vehicle. These vehicles can’t be
| |
| rowed against any significant current, but they can
| |
| be pulled upstream by draft animals on the shores. A
| |
| rowboat weighs 100 pounds, in case adventurers
| |
| carry it over land.
| |
| Mounts and Other Animals
| |
| Item Cost Speed
| |
| Carrying
| |
| Capacity
| |
| Camel 50 gp 50 ft. 480 lb.
| |
| Donkey or mule 8 gp 40 ft. 420 lb.
| |
| Elephant 200 gp 40 ft. 1,320 lb.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 72
| |
| Horse, draft 50 gp 40 ft. 540 lb.
| |
| Horse, riding 75 gp 60 ft. 480 lb.
| |
| Mastiff 25 gp 40 ft. 195 lb.
| |
| Pony 30 gp 40 ft. 225 lb.
| |
| Warhorse 400 gp 60 ft. 540 lb.
| |
| Tack, Harness, and Drawn Vehicles
| |
| Item Cost Weight
| |
| Barding ×4 ×2
| |
| Bit and bridle 2 gp 1 lb.
| |
| Carriage 100 gp 600 lb.
| |
| Cart 15 gp 200 lb.
| |
| Chariot 250 gp 100 lb.
| |
| Feed (per day) 5 cp 10 lb.
| |
| Saddle
| |
| Exotic 60 gp 40 lb.
| |
| Military 20 gp 30 lb.
| |
| Pack 5 gp 15 lb.
| |
| Riding 10 gp 25 lb.
| |
| Saddlebags 4 gp 8 lb.
| |
| Sled 20 gp 300 lb.
| |
| Stabling (per day) 5 sp —
| |
| Wagon 35 gp 400 lb.
| |
| Waterborne Vehicles
| |
| Item Cost Speed
| |
| Galley 30,000 gp 4 mph
| |
| Keelboat 3,000 gp 1 mph
| |
| Longship 10,000 gp 3 mph
| |
| Rowboat 50 gp 1½ mph
| |
| Sailing ship 10,000 gp 2 mph
| |
| Warship 25,000 gp 2½ mph
| |
| Trade Goods
| |
| Most wealth is not in coins. It is measured in
| |
| livestock, grain, land, rights to collect taxes, or rights
| |
| to resources (such as a mine or a forest).
| |
| Guilds, nobles, and royalty regulate trade.
| |
| Chartered companies are granted rights to conduct
| |
| trade along certain routes, to send merchant ships to
| |
| various ports, or to buy or sell specific goods. Guilds
| |
| set prices for the goods or services that they control,
| |
| and determine who may or may not offer those
| |
| goods and services. Merchants commonly exchange
| |
| trade goods without using currency. The Trade
| |
| Goods table shows the value of commonly
| |
| exchanged goods.
| |
| Trade Goods
| |
| Cost Goods
| |
| 1 cp 1 lb. of wheat
| |
| 2 cp 1 lb. of flour or one chicken
| |
| 5 cp 1 lb. of salt
| |
| 1 sp 1 lb. of iron or 1 sq. yd. of canvas
| |
| 5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth
| |
| 1 gp 1 lb. of ginger or one goat
| |
| 2 gp 1 lb. of cinnamon or pepper, or one sheep
| |
| 3 gp 1 lb. of cloves or one pig
| |
| 5 gp 1 lb. of silver or 1 sq. yd. of linen
| |
| 10 gp 1 sq. yd. of silk or one cow
| |
| 15 gp 1 lb. of saffron or one ox
| |
| 50 gp 1 lb. of gold
| |
| 500 gp 1 lb. of platinum
| |
| Expenses
| |
| When not descending into the depths of the earth,
| |
| exploring ruins for lost treasures, or waging war
| |
| against the encroaching darkness, adventurers face
| |
| more mundane realities. Even in a fantastical world,
| |
| people require basic necessities such as shelter,
| |
| sustenance, and clothing. These things cost money,
| |
| although some lifestyles cost more than others.
| |
| Lifestyle Expenses
| |
| Lifestyle expenses provide you with a simple way to
| |
| account for the cost of living in a fantasy world. They
| |
| cover your accommodations, food and drink, and all
| |
| your other necessities. Furthermore, expenses cover
| |
| the cost of maintaining your equipment so you can
| |
| be ready when adventure next calls.
| |
| At the start of each week or month (your choice),
| |
| choose a lifestyle from the Expenses table and pay
| |
| the price to sustain that lifestyle. The prices listed
| |
| are per day, so if you wish to calculate the cost of
| |
| your chosen lifestyle over a thirty-‐‑day period,
| |
| multiply the listed price by 30. Your lifestyle might
| |
| change from one period to the next, based on the
| |
| funds you have at your disposal, or you might
| |
| maintain the same lifestyle throughout your
| |
| character’s career.
| |
| Your lifestyle choice can have consequences.
| |
| Maintaining a wealthy lifestyle might help you make
| |
| contacts with the rich and powerful, though you run
| |
| the risk of attracting thieves. Likewise, living frugally
| |
| might help you avoid criminals, but you are unlikely
| |
| to make powerful connections.
| |
| Lifestyle Expenses
| |
| Lifestyle Price/Day
| |
| Wretched —
| |
| Squalid 1 sp
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 73
| |
| Poor 2 sp
| |
| Modest 1 gp
| |
| Comfortable 2 gp
| |
| Wealthy 4 gp
| |
| Aristocratic 10 gp minimum
| |
| Wretched. You live in inhumane conditions. With
| |
| no place to call home, you shelter wherever you can,
| |
| sneaking into barns, huddling in old crates, and
| |
| relying on the good graces of people better off than
| |
| you. A wretched lifestyle presents abundant dangers.
| |
| Violence, disease, and hunger follow you wherever
| |
| you go. Other wretched people covet your armor,
| |
| weapons, and adventuring gear, which represent a
| |
| fortune by their standards. You are beneath the
| |
| notice of most people.
| |
| Squalid. You live in a leaky stable, a mud-‐‑floored
| |
| hut just outside town, or a vermin-‐‑infested boarding
| |
| house in the worst part of town. You have shelter
| |
| from the elements, but you live in a desperate and
| |
| often violent environment, in places rife with disease,
| |
| hunger, and misfortune. You are beneath the notice
| |
| of most people, and you have few legal protections.
| |
| Most people at this lifestyle level have suffered some
| |
| terrible setback. They might be disturbed, marked as
| |
| exiles, or suffer from disease.
| |
| Poor. A poor lifestyle means going without the
| |
| comforts available in a stable community. Simple
| |
| food and lodgings, threadbare clothing, and
| |
| unpredictable conditions result in a sufficient,
| |
| though probably unpleasant, experience. Your
| |
| accommodations might be a room in a flophouse or
| |
| in the common room above a tavern. You benefit
| |
| from some legal protections, but you still have to
| |
| contend with violence, crime, and disease. People at
| |
| this lifestyle level tend to be unskilled laborers,
| |
| costermongers, peddlers, thieves, mercenaries, and
| |
| other disreputable types.
| |
| Modest. A modest lifestyle keeps you out of the
| |
| slums and ensures that you can maintain your
| |
| equipment. You live in an older part of town, renting
| |
| a room in a boarding house, inn, or temple. You don’t
| |
| go hungry or thirsty, and your living conditions are
| |
| clean, if simple. Ordinary people living modest
| |
| lifestyles include soldiers with families, laborers,
| |
| students, priests, hedge wizards, and the like.
| |
| Comfortable. Choosing a comfortable lifestyle
| |
| means that you can afford nicer clothing and can
| |
| easily maintain your equipment. You live in a small
| |
| cottage in a middle-‐‑class neighborhood or in a
| |
| private room at a fine inn. You associate with
| |
| merchants, skilled tradespeople, and military
| |
| officers.
| |
| Wealthy. Choosing a wealthy lifestyle means
| |
| living a life of luxury, though you might not have
| |
| achieved the social status associated with the old
| |
| money of nobility or royalty. You live a lifestyle
| |
| comparable to that of a highly successful merchant, a
| |
| favored servant of the royalty, or the owner of a few
| |
| small businesses. You have respectable lodgings,
| |
| usually a spacious home in a good part of town or a
| |
| comfortable suite at a fine inn. You likely have a
| |
| small staff of servants.
| |
| Aristocratic. You live a life of plenty and comfort.
| |
| You move in circles populated by the most powerful
| |
| people in the community. You have excellent
| |
| lodgings, perhaps a townhouse in the nicest part of
| |
| town or rooms in the finest inn. You dine at the best
| |
| restaurants, retain the most skilled and fashionable
| |
| tailor, and have servants attending to your every
| |
| need. You receive invitations to the social gatherings
| |
| of the rich and powerful, and spend evenings in the
| |
| company of politicians, guild leaders, high priests,
| |
| and nobility. You must also contend with the highest
| |
| levels of deceit and treachery. The wealthier you are,
| |
| the greater the chance you will be drawn into
| |
| political intrigue as a pawn or participant.
| |
| Self-Sufficiency
| |
| The expenses and lifestyles described here assume that you
| |
| are spending your time between adventures in town, availing
| |
| yourself of whatever services you can afford—paying for food
| |
| and shelter, paying townspeople to sharpen your sword and
| |
| repair your armor, and so on. Some characters, though,
| |
| might prefer to spend their time away from civilization,
| |
| sustaining themselves in the wild by hunting, foraging, and
| |
| repairing their own gear.
| |
| Maintaining this kind of lifestyle doesn’t require you to
| |
| spend any coin, but it is time-‐consuming. If you spend your
| |
| time between adventures practicing a profession, you can
| |
| eke out the equivalent of a poor lifestyle. Proficiency in the
| |
| Survival skill lets you live at the equivalent of a comfortable
| |
| lifestyle.
| |
| Food, Drink, and Lodging
| |
| The Food, Drink, and Lodging table gives prices for
| |
| individual food items and a single night’s lodging.
| |
| These prices are included in your total lifestyle
| |
| expenses.
| |
| Food, Drink, and Lodging
| |
| Item Cost
| |
| Ale
| |
| Gallon 2 sp
| |
| Mug 4 cp
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 74
| |
| Banquet (per person) 10 gp
| |
| Bread, loaf 2 cp
| |
| Cheese, hunk 1 sp
| |
| Inn stay (per day)
| |
| Squalid 7 cp
| |
| Poor 1 sp
| |
| Modest 5 sp
| |
| Comfortable 8 sp
| |
| Wealthy 2 gp
| |
| Aristocratic 4 gp
| |
| Meals (per day)
| |
| Squalid 3 cp
| |
| Poor 6 cp
| |
| Modest 3 sp
| |
| Comfortable 5 sp
| |
| Wealthy 8 sp
| |
| Aristocratic 2 gp
| |
| Meat, chunk 3 sp
| |
| Wine
| |
| Common (pitcher) 2 sp
| |
| Fine (bottle) 10 gp
| |
| Services
| |
| Adventurers can pay nonplayer characters to assist
| |
| them or act on their behalf in a variety of
| |
| circumstances. Most such hirelings have fairly
| |
| ordinary skills, while others are masters of a craft or
| |
| art, and a few are experts with specialized
| |
| adventuring skills.
| |
| Some of the most basic types of hirelings appear
| |
| on the Services table. Other common hirelings
| |
| include any of the wide variety of people who
| |
| inhabit a typical town or city, when the adventurers
| |
| pay them to perform a specific task. For example, a
| |
| wizard might pay a carpenter to construct an
| |
| elaborate chest (and its miniature replica) for use in
| |
| the secret chest spell. A fighter might commission a
| |
| blacksmith to forge a special sword. A bard might
| |
| pay a tailor to make exquisite clothing for an
| |
| upcoming performance in front of the duke.
| |
| Other hirelings provide more expert or dangerous
| |
| services. Mercenary soldiers paid to help the
| |
| adventurers take on a hobgoblin army are hirelings,
| |
| as are sages hired to research ancient or esoteric
| |
| lore. If a high-‐‑level adventurer establishes a
| |
| stronghold of some kind, he or she might hire a
| |
| whole staff of servants and agents to run the place,
| |
| from a castellan or steward to menial laborers to
| |
| keep the stables clean. These hirelings often enjoy a
| |
| long-‐‑term contract that includes a place to live
| |
| within the stronghold as part of the offered
| |
| compensation.
| |
| Services
| |
| Service Pay
| |
| Coach cab
| |
| Between towns 3 cp per mile
| |
| Within a city 1 cp
| |
| Hireling
| |
| Skilled 2 gp per day
| |
| Untrained 2 sp per day
| |
| Messenger 2 cp per mile
| |
| Road or gate toll 1 cp
| |
| Ship’s passage 1 sp per mile
| |
| Skilled hirelings include anyone hired to perform a
| |
| service that involves a proficiency (including
| |
| weapon, tool, or skill): a mercenary, artisan, scribe,
| |
| and so on. The pay shown is a minimum; some
| |
| expert hirelings require more pay. Untrained
| |
| hirelings are hired for menial work that requires no
| |
| particular skill and can include laborers, porters,
| |
| maids, and similar workers.
| |
| Spellcasting Services
| |
| People who are able to cast spells don’t fall into the
| |
| category of ordinary hirelings. It might be possible
| |
| to find someone willing to cast a spell in exchange
| |
| for coin or favors, but it is rarely easy and no
| |
| established pay rates exist. As a rule, the higher the
| |
| level of the desired spell, the harder it is to find
| |
| someone who can cast it and the more it costs.
| |
| Hiring someone to cast a relatively common spell
| |
| of 1st or 2nd level, such as cure wounds or identify, is
| |
| easy enough in a city or town, and might cost 10 to
| |
| 50 gold pieces (plus the cost of any expensive
| |
| material components). Finding someone able and
| |
| willing to cast a higher-‐‑level spell might involve
| |
| traveling to a large city, perhaps one with a
| |
| university or prominent temple. Once found, the
| |
| spellcaster might ask for a service instead of
| |
| payment—the kind of service that only adventurers
| |
| can provide, such as retrieving a rare item from a
| |
| dangerous locale or traversing a monster-‐‑infested
| |
| wilderness to deliver something important to a
| |
| distant settlement.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 75
| |
| Feats
| |
| A feat represents a talent or an area of expertise that
| |
| gives a character special capabilities. It embodies
| |
| training, experience, and abilities beyond what a
| |
| class provides.
| |
| At certain levels, your class gives you the Ability
| |
| Score Improvement feature. Using the optional feats
| |
| rule, you can forgo taking that feature to take a feat
| |
| of your choice instead. You can take each feat only
| |
| once, unless the feat’s description says otherwise.
| |
| You must meet any prerequisite specified in a feat
| |
| to take that feat. If you ever lose a feat’s prerequisite,
| |
| you can’t use that feat until you regain the
| |
| prerequisite. For example, the Grappler feat requires
| |
| you to have a Strength of 13 or higher. If your
| |
| Strength is reduced below 13 somehow—perhaps by
| |
| a withering curse—you can’t benefit from the
| |
| Grappler feat until your Strength is restored.
| |
| Grappler
| |
| Prerequisite: Strength 13 or higher
| |
| You’ve developed the skills necessary to hold your
| |
| own in close-‐‑quarters grappling. You gain the
| |
| following benefits:
| |
| • You have advantage on attack rolls against a
| |
| creature you are grappling.
| |
| • You can use your action to try to pin a creature
| |
| grappled by you. To do so, make another grapple
| |
| check. If you succeed, you and the creature are
| |
| both restrained until the grapple ends.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 76
| |
| Using Ability
| |
| Scores
| |
| Six abilities provide a quick description of every
| |
| creature’s physical and mental characteristics:
| |
| • Strength, measuring physical power
| |
| • Dexterity, measuring agility
| |
| • Constitution, measuring endurance
| |
| • Intelligence, measuring reasoning and memory
| |
| • Wisdom, measuring perception and insight
| |
| • Charisma, measuring force of personality
| |
| Is a character muscle-‐‑bound and insightful? Brilliant
| |
| and charming? Nimble and hardy? Ability scores
| |
| define these qualities—a creature’s assets as well as
| |
| weaknesses.
| |
| The three main rolls of the game—the ability
| |
| check, the saving throw, and the attack roll—rely on
| |
| the six ability scores. The book’s introduction
| |
| describes the basic rule behind these rolls: roll a d20,
| |
| add an ability modifier derived from one of the six
| |
| ability scores, and compare the total to a target
| |
| number.
| |
| Ability Scores and Modifiers
| |
| Each of a creature’s abilities has a score, a number
| |
| that defines the magnitude of that ability. An ability
| |
| score is not just a measure of innate capabilities, but
| |
| also encompasses a creature’s training and
| |
| competence in activities related to that ability.
| |
| A score of 10 or 11 is the normal human average,
| |
| but adventurers and many monsters are a cut above
| |
| average in most abilities. A score of 18 is the highest
| |
| that a person usually reaches. Adventurers can have
| |
| scores as high as 20, and monsters and divine beings
| |
| can have scores as high as 30.
| |
| Each ability also has a modifier, derived from the
| |
| score and ranging from −5 (for an ability score of 1)
| |
| to +10 (for a score of 30). The Ability Scores and
| |
| Modifiers table notes the ability modifiers for the
| |
| range of possible ability scores, from 1 to 30.
| |
| Ability Scores and Modifiers
| |
| Score Modifier
| |
| 1 −5
| |
| 2–3 −4
| |
| 4–5 −3
| |
| 6–7 −2
| |
| 8–9 −1
| |
| 10–11 +0
| |
| 12–13 +1
| |
| 14–15 +2
| |
| 16–17 +3
| |
| 18–19 +4
| |
| 20–21 +5
| |
| 22–23 +6
| |
| 24–25 +7
| |
| 26–27 +8
| |
| 28–29 +9
| |
| 30 +10
| |
| To determine an ability modifier without
| |
| consulting the table, subtract 10 from the ability
| |
| score and then divide the total by 2 (round down).
| |
| Because ability modifiers affect almost every
| |
| attack roll, ability check, and saving throw, ability
| |
| modifiers come up in play more often than their
| |
| associated scores.
| |
| Advantage and
| |
| Disadvantage
| |
| Sometimes a special ability or spell tells you that you
| |
| have advantage or disadvantage on an ability check,
| |
| a saving throw, or an attack roll. When that happens,
| |
| you roll a second d20 when you make the roll. Use
| |
| the higher of the two rolls if you have advantage, and
| |
| use the lower roll if you have disadvantage. For
| |
| example, if you have disadvantage and roll a 17 and
| |
| a 5, you use the 5. If you instead have advantage and
| |
| roll those numbers, you use the 17.
| |
| If multiple situations affect a roll and each one
| |
| grants advantage or imposes disadvantage on it, you
| |
| don’t roll more than one additional d20. If two
| |
| favorable situations grant advantage, for example,
| |
| you still roll only one additional d20.
| |
| If circumstances cause a roll to have both
| |
| advantage and disadvantage, you are considered to
| |
| have neither of them, and you roll one d20. This is
| |
| true even if multiple circumstances impose
| |
| disadvantage and only one grants advantage or vice
| |
| versa. In such a situation, you have neither
| |
| advantage nor disadvantage.
| |
| When you have advantage or disadvantage and
| |
| something in the game, such as the halfling’s Lucky
| |
| trait, lets you reroll the d20, you can reroll only one
| |
| of the dice. You choose which one. For example, if a
| |
| halfling has advantage or disadvantage on an ability
| |
| check and rolls a 1 and a 13, the halfling could use
| |
| the Lucky trait to reroll the 1.
| |
| You usually gain advantage or disadvantage
| |
| through the use of special abilities, actions, or spells.
| |
| Inspiration can also give a character advantage. The
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 77
| |
| GM can also decide that circumstances influence a
| |
| roll in one direction or the other and grant
| |
| advantage or impose disadvantage as a result.
| |
| Proficiency Bonus
| |
| Characters have a proficiency bonus determined by
| |
| level. Monsters also have this bonus, which is
| |
| incorporated in their stat blocks. The bonus is used
| |
| in the rules on ability checks, saving throws, and
| |
| attack rolls.
| |
| Your proficiency bonus can’t be added to a single
| |
| die roll or other number more than once. For
| |
| example, if two different rules say you can add your
| |
| proficiency bonus to a Wisdom saving throw, you
| |
| nevertheless add the bonus only once when you
| |
| make the save.
| |
| Occasionally, your proficiency bonus might be
| |
| multiplied or divided (doubled or halved, for
| |
| example) before you apply it. For example, the
| |
| rogue’s Expertise feature doubles the proficiency
| |
| bonus for certain ability checks. If a circumstance
| |
| suggests that your proficiency bonus applies more
| |
| than once to the same roll, you still add it only once
| |
| and multiply or divide it only once.
| |
| By the same token, if a feature or effect allows you
| |
| to multiply your proficiency bonus when making an
| |
| ability check that wouldn’t normally benefit from
| |
| your proficiency bonus, you still don’t add the bonus
| |
| to the check. For that check your proficiency bonus
| |
| is 0, given the fact that multiplying 0 by any number
| |
| is still 0. For instance, if you lack proficiency in the
| |
| History skill, you gain no benefit from a feature that
| |
| lets you double your proficiency bonus when you
| |
| make Intelligence (History) checks.
| |
| In general, you don’t multiply your proficiency
| |
| bonus for attack rolls or saving throws. If a feature
| |
| or effect allows you to do so, these same rules apply.
| |
| Ability Checks
| |
| An ability check tests a character’s or monster’s
| |
| innate talent and training in an effort to overcome a
| |
| challenge. The GM calls for an ability check when a
| |
| character or monster attempts an action (other than
| |
| an attack) that has a chance of failure. When the
| |
| outcome is uncertain, the dice determine the results.
| |
| For every ability check, the GM decides which of the
| |
| six abilities is relevant to the task at hand and the
| |
| difficulty of the task, represented by a Difficulty Class.
| |
| The more difficult a task, the higher its DC. The
| |
| Typical Difficulty Classes table shows the most
| |
| common DCs.
| |
| Typical Difficulty Classes
| |
| Task Difficulty DC
| |
| Very easy 5
| |
| Easy 10
| |
| Medium 15
| |
| Hard 20
| |
| Very hard 25
| |
| Nearly impossible 30
| |
| To make an ability check, roll a d20 and add the
| |
| relevant ability modifier. As with other d20 rolls,
| |
| apply bonuses and penalties, and compare the total
| |
| to the DC. If the total equals or exceeds the DC, the
| |
| ability check is a success—the creature overcomes
| |
| the challenge at hand. Otherwise, it’s a failure, which
| |
| means the character or monster makes no progress
| |
| toward the objective or makes progress combined
| |
| with a setback determined by the GM.
| |
| Contests
| |
| Sometimes one character’s or monster’s efforts are
| |
| directly opposed to another’s. This can occur when
| |
| both of them are trying to do the same thing and
| |
| only one can succeed, such as attempting to snatch
| |
| up a magic ring that has fallen on the floor. This
| |
| situation also applies when one of them is trying to
| |
| prevent the other one from accomplishing a goal—
| |
| for example, when a monster tries to force open a
| |
| door that an adventurer is holding closed. In
| |
| situations like these, the outcome is determined by a
| |
| special form of ability check, called a contest.
| |
| Both participants in a contest make ability checks
| |
| appropriate to their efforts. They apply all
| |
| appropriate bonuses and penalties, but instead of
| |
| comparing the total to a DC, they compare the totals
| |
| of their two checks. The participant with the higher
| |
| check total wins the contest. That character or
| |
| monster either succeeds at the action or prevents
| |
| the other one from succeeding.
| |
| If the contest results in a tie, the situation remains
| |
| the same as it was before the contest. Thus, one
| |
| contestant might win the contest by default. If two
| |
| characters tie in a contest to snatch a ring off the
| |
| floor, neither character grabs it. In a contest between
| |
| a monster trying to open a door and an adventurer
| |
| trying to keep the door closed, a tie means that the
| |
| door remains shut.
| |
| Skills
| |
| Each ability covers a broad range of capabilities,
| |
| including skills that a character or a monster can be
| |
| proficient in. A skill represents a specific aspect of an
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 78
| |
| ability score, and an individual’s proficiency in a skill
| |
| demonstrates a focus on that aspect. (A character’s
| |
| starting skill proficiencies are determined at
| |
| character creation, and a monster’s skill
| |
| proficiencies appear in the monster’s stat block.)
| |
| For example, a Dexterity check might reflect a
| |
| character’s attempt to pull off an acrobatic stunt, to
| |
| palm an object, or to stay hidden. Each of these
| |
| aspects of Dexterity has an associated skill:
| |
| Acrobatics, Sleight of Hand, and Stealth, respectively.
| |
| So a character who has proficiency in the Stealth
| |
| skill is particularly good at Dexterity checks related
| |
| to sneaking and hiding.
| |
| The skills related to each ability score are shown
| |
| in the following list. (No skills are related to
| |
| Constitution.) See an ability’s description in the later
| |
| sections of this section for examples of how to use a
| |
| skill associated with an ability.
| |
| Strength
| |
| • Athletics
| |
| Dexterity
| |
| • Acrobatics
| |
| • Sleight of Hand
| |
| • Stealth
| |
| Intelligence
| |
| • Arcana
| |
| • History
| |
| • Investigation
| |
| • Nature
| |
| • Religion
| |
| Wisdom
| |
| • Animal Handling
| |
| • Insight
| |
| • Medicine
| |
| • Perception
| |
| • Survival
| |
| Charisma
| |
| • Deception
| |
| • Intimidation
| |
| • Performance
| |
| • Persuasion
| |
| Sometimes, the GM might ask for an ability check
| |
| using a specific skill—for example, “Make a Wisdom
| |
| (Perception) check.” At other times, a player might
| |
| ask the GM if proficiency in a particular skill applies
| |
| to a check. In either case, proficiency in a skill means
| |
| an individual can add his or her proficiency bonus to
| |
| ability checks that involve that skill. Without
| |
| proficiency in the skill, the individual makes a
| |
| normal ability check.
| |
| For example, if a character attempts to climb up a
| |
| dangerous cliff, the GM might ask for a Strength
| |
| (Athletics) check. If the character is proficient in
| |
| Athletics, the character’s proficiency bonus is added
| |
| to the Strength check. If the character lacks that
| |
| proficiency, he or she just makes a Strength check.
| |
| Variant: Skills with Different Abilities
| |
| Normally, your proficiency in a skill applies only to a
| |
| specific kind of ability check. Proficiency in Athletics,
| |
| for example, usually applies to Strength checks. In
| |
| some situations, though, your proficiency might
| |
| reasonably apply to a different kind of check. In such
| |
| cases, the GM might ask for a check using an unusual
| |
| combination of ability and skill, or you might ask
| |
| your GM if you can apply a proficiency to a different
| |
| check. For example, if you have to swim from an
| |
| offshore island to the mainland, your GM might call
| |
| for a Constitution check to see if you have the
| |
| stamina to make it that far. In this case, your GM
| |
| might allow you to apply your proficiency in
| |
| Athletics and ask for a Constitution (Athletics) check.
| |
| So if you’re proficient in Athletics, you apply your
| |
| proficiency bonus to the Constitution check just as
| |
| you would normally do for a Strength (Athletics)
| |
| check. Similarly, when your half-‐‑orc barbarian uses a
| |
| display of raw strength to intimidate an enemy, your
| |
| GM might ask for a Strength (Intimidation) check,
| |
| even though Intimidation is normally associated
| |
| with Charisma.
| |
| Passive Checks
| |
| A passive check is a special kind of ability check that
| |
| doesn’t involve any die rolls. Such a check can
| |
| represent the average result for a task done
| |
| repeatedly, such as searching for secret doors over
| |
| and over again, or can be used when the GM wants
| |
| to secretly determine whether the characters
| |
| succeed at something without rolling dice, such as
| |
| noticing a hidden monster.
| |
| Here’s how to determine a character’s total for a
| |
| passive check:
| |
| 10 + all modifiers that normally
| |
| apply to the check
| |
| If the character has advantage on the check, add 5.
| |
| For disadvantage, subtract 5. The game refers to a
| |
| passive check total as a score.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 79
| |
| For example, if a 1st-‐‑level character has a Wisdom
| |
| of 15 and proficiency in Perception, he or she has a
| |
| passive Wisdom (Perception) score of 14.
| |
| The rules on hiding in the “Dexterity” section
| |
| below rely on passive checks, as do the exploration
| |
| rules.
| |
| Working Together
| |
| Sometimes two or more characters team up to
| |
| attempt a task. The character who’s leading the
| |
| effort—or the one with the highest ability
| |
| modifier—can make an ability check with advantage,
| |
| reflecting the help provided by the other characters.
| |
| In combat, this requires the Help action.
| |
| A character can only provide help if the task is one
| |
| that he or she could attempt alone. For example,
| |
| trying to open a lock requires proficiency with
| |
| thieves’ tools, so a character who lacks that
| |
| proficiency can’t help another character in that task.
| |
| Moreover, a character can help only when two or
| |
| more individuals working together would actually
| |
| be productive. Some tasks, such as threading a
| |
| needle, are no easier with help.
| |
| Group Checks
| |
| When a number of individuals are trying to
| |
| accomplish something as a group, the GM might ask
| |
| for a group ability check. In such a situation, the
| |
| characters who are skilled at a particular task help
| |
| cover those who aren’t.
| |
| To make a group ability check, everyone in the
| |
| group makes the ability check. If at least half the
| |
| group succeeds, the whole group succeeds.
| |
| Otherwise, the group fails.
| |
| Group checks don’t come up very often, and
| |
| they’re most useful when all the characters succeed
| |
| or fail as a group. For example, when adventurers
| |
| are navigating a swamp, the GM might call for a
| |
| group Wisdom (Survival) check to see if the
| |
| characters can avoid the quicksand, sinkholes, and
| |
| other natural hazards of the environment. If at least
| |
| half the group succeeds, the successful characters
| |
| are able to guide their companions out of danger.
| |
| Otherwise, the group stumbles into one of these
| |
| hazards.
| |
| Using Each Ability
| |
| Every task that a character or monster might
| |
| attempt in the game is covered by one of the six
| |
| abilities. This section explains in more detail what
| |
| those abilities mean and the ways they are used in
| |
| the game.
| |
| Strength
| |
| Strength measures bodily power, athletic training,
| |
| and the extent to which you can exert raw physical
| |
| force.
| |
| Strength Checks
| |
| A Strength check can model any attempt to lift, push,
| |
| pull, or break something, to force your body through
| |
| a space, or to otherwise apply brute force to a
| |
| situation. The Athletics skill reflects aptitude in
| |
| certain kinds of Strength checks.
| |
| Athletics. Your Strength (Athletics) check covers
| |
| difficult situations you encounter while climbing,
| |
| jumping, or swimming. Examples include the
| |
| following activities:
| |
| • You attempt to climb a sheer or slippery cliff,
| |
| avoid hazards while scaling a wall, or cling to a
| |
| surface while something is trying to knock you off.
| |
| • You try to jump an unusually long distance or pull
| |
| off a stunt midjump.
| |
| • You struggle to swim or stay afloat in treacherous
| |
| currents, storm-‐‑tossed waves, or areas of thick
| |
| seaweed. Or another creature tries to push or pull
| |
| you underwater or otherwise interfere with your
| |
| swimming.
| |
| Other Strength Checks. The GM might also call for
| |
| a Strength check when you try to accomplish tasks
| |
| like the following:
| |
| • Force open a stuck, locked, or barred door
| |
| • Break free of bonds
| |
| • Push through a tunnel that is too small
| |
| • Hang on to a wagon while being dragged behind it
| |
| • Tip over a statue
| |
| • Keep a boulder from rolling
| |
| Attack Rolls and Damage
| |
| You add your Strength modifier to your attack roll
| |
| and your damage roll when attacking with a melee
| |
| weapon such as a mace, a battleaxe, or a javelin. You
| |
| use melee weapons to make melee attacks in hand-‐‑
| |
| to-‐‑hand combat, and some of them can be thrown to
| |
| make a ranged attack.
| |
| Lifting and Carrying
| |
| Your Strength score determines the amount of
| |
| weight you can bear. The following terms define
| |
| what you can lift or carry.
| |
| Carrying Capacity. Your carrying capacity is your
| |
| Strength score multiplied by 15. This is the weight
| |
| (in pounds) that you can carry, which is high enough
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 80
| |
| that most characters don’t usually have to worry
| |
| about it.
| |
| Push, Drag, or Lift. You can push, drag, or lift a
| |
| weight in pounds up to twice your carrying capacity
| |
| (or 30 times your Strength score). While pushing or
| |
| dragging weight in excess of your carrying capacity,
| |
| your speed drops to 5 feet.
| |
| Size and Strength. Larger creatures can bear
| |
| more weight, whereas Tiny creatures can carry less.
| |
| For each size category above Medium, double the
| |
| creature’s carrying capacity and the amount it can
| |
| push, drag, or lift. For a Tiny creature, halve these
| |
| weights.
| |
| Variant: Encumbrance
| |
| The rules for lifting and carrying are intentionally
| |
| simple. Here is a variant if you are looking for more
| |
| detailed rules for determining how a character is
| |
| hindered by the weight of equipment. When you use
| |
| this variant, ignore the Strength column of the
| |
| Armor table.
| |
| If you carry weight in excess of 5 times your
| |
| Strength score, you are encumbered, which means
| |
| your speed drops by 10 feet.
| |
| If you carry weight in excess of 10 times your
| |
| Strength score, up to your maximum carrying
| |
| capacity, you are instead heavily encumbered,
| |
| which means your speed drops by 20 feet and you
| |
| have disadvantage on ability checks, attack rolls, and
| |
| saving throws that use Strength, Dexterity, or
| |
| Constitution.
| |
| Dexterity
| |
| Dexterity measures agility, reflexes, and balance.
| |
| Dexterity Checks
| |
| A Dexterity check can model any attempt to move
| |
| nimbly, quickly, or quietly, or to keep from falling on
| |
| tricky footing. The Acrobatics, Sleight of Hand, and
| |
| Stealth skills reflect aptitude in certain kinds of
| |
| Dexterity checks.
| |
| Acrobatics. Your Dexterity (Acrobatics) check
| |
| covers your attempt to stay on your feet in a tricky
| |
| situation, such as when you’re trying to run across a
| |
| sheet of ice, balance on a tightrope, or stay upright
| |
| on a rocking ship’s deck. The GM might also call for a
| |
| Dexterity (Acrobatics) check to see if you can
| |
| perform acrobatic stunts, including dives, rolls,
| |
| somersaults, and flips.
| |
| Sleight of Hand. Whenever you attempt an act of
| |
| legerdemain or manual trickery, such as planting
| |
| something on someone else or concealing an object
| |
| on your person, make a Dexterity (Sleight of Hand)
| |
| check. The GM might also call for a Dexterity (Sleight
| |
| of Hand) check to determine whether you can lift a
| |
| coin purse off another person or slip something out
| |
| of another person’s pocket.
| |
| Stealth. Make a Dexterity (Stealth) check when
| |
| you attempt to conceal yourself from enemies, slink
| |
| past guards, slip away without being noticed, or
| |
| sneak up on someone without being seen or heard.
| |
| Other Dexterity Checks. The GM might call for a
| |
| Dexterity check when you try to accomplish tasks
| |
| like the following:
| |
| • Control a heavily laden cart on a steep descent
| |
| • Steer a chariot around a tight turn
| |
| • Pick a lock
| |
| • Disable a trap
| |
| • Securely tie up a prisoner
| |
| • Wriggle free of bonds
| |
| • Play a stringed instrument
| |
| • Craft a small or detailed object
| |
| Attack Rolls and Damage
| |
| You add your Dexterity modifier to your attack roll
| |
| and your damage roll when attacking with a ranged
| |
| weapon, such as a sling or a longbow. You can also
| |
| add your Dexterity modifier to your attack roll and
| |
| your damage roll when attacking with a melee
| |
| weapon that has the finesse property, such as a
| |
| dagger or a rapier.
| |
| Armor Class
| |
| Depending on the armor you wear, you might add
| |
| some or all of your Dexterity modifier to your Armor
| |
| Class.
| |
| Initiative
| |
| At the beginning of every combat, you roll initiative
| |
| by making a Dexterity check. Initiative determines
| |
| the order of creatures’ turns in combat.
| |
| Hiding
| |
| The GM decides when circumstances are appropriate for
| |
| hiding. When you try to hide, make a Dexterity (Stealth)
| |
| check. Until you are discovered or you stop hiding, that
| |
| check’s total is contested by the Wisdom (Perception) check
| |
| of any creature that actively searches for signs of your
| |
| presence.
| |
| You can’t hide from a creature that can see you clearly,
| |
| and you give away your position if you make noise, such as
| |
| shouting a warning or knocking over a vase.
| |
| An invisible creature can always try to hide. Signs of its
| |
| passage might still be noticed, and it does have to stay quiet.
| |
| In combat, most creatures stay alert for signs of danger all
| |
| around, so if you come out of hiding and approach a
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 81
| |
| creature, it usually sees you. However, under certain
| |
| circumstances, the GM might allow you to stay hidden as you
| |
| approach a creature that is distracted, allowing you to gain
| |
| advantage on an attack roll before you are seen.
| |
| Passive Perception. When you hide, there’s a chance
| |
| someone will notice you even if they aren’t searching. To
| |
| determine whether such a creature notices you, the GM
| |
| compares your Dexterity (Stealth) check with that creature’s
| |
| passive Wisdom (Perception) score, which equals 10 + the
| |
| creature’s Wisdom modifier, as well as any other bonuses or
| |
| penalties. If the creature has advantage, add 5. For
| |
| disadvantage, subtract 5. For example, if a 1st-‐level character
| |
| (with a proficiency bonus of +2) has a Wisdom of 15 (a +2
| |
| modifier) and proficiency in Perception, he or she has a
| |
| passive Wisdom (Perception) of 14.
| |
| What Can You See? One of the main factors in
| |
| determining whether you can find a hidden creature or
| |
| object is how well you can see in an area, which might be
| |
| lightly or heavily obscured, as explained in "The
| |
| Environment.”
| |
| Constitution
| |
| Constitution measures health, stamina, and vital
| |
| force.
| |
| Constitution Checks
| |
| Constitution checks are uncommon, and no skills
| |
| apply to Constitution checks, because the endurance
| |
| this ability represents is largely passive rather than
| |
| involving a specific effort on the part of a character
| |
| or monster. A Constitution check can model your
| |
| attempt to push beyond normal limits, however.
| |
| The GM might call for a Constitution check when
| |
| you try to accomplish tasks like the following:
| |
| • Hold your breath
| |
| • March or labor for hours without rest
| |
| • Go without sleep
| |
| • Survive without food or water
| |
| • Quaff an entire stein of ale in one go
| |
| Hit Points
| |
| Your Constitution modifier contributes to your hit
| |
| points. Typically, you add your Constitution modifier
| |
| to each Hit Die you roll for your hit points.
| |
| If your Constitution modifier changes, your hit
| |
| point maximum changes as well, as though you had
| |
| the new modifier from 1st level. For example, if you
| |
| raise your Constitution score when you reach 4th
| |
| level and your Constitution modifier increases from
| |
| +1 to +2, you adjust your hit point maximum as
| |
| though the modifier had always been +2. So you add
| |
| 3 hit points for your first three levels, and then roll
| |
| your hit points for 4th level using your new modifier.
| |
| Or if you’re 7th level and some effect lowers your
| |
| Constitution score so as to reduce your Constitution
| |
| modifier by 1, your hit point maximum is reduced by
| |
| 7.
| |
| Intelligence
| |
| Intelligence measures mental acuity, accuracy of
| |
| recall, and the ability to reason.
| |
| Intelligence Checks
| |
| An Intelligence check comes into play when you
| |
| need to draw on logic, education, memory, or
| |
| deductive reasoning. The Arcana, History,
| |
| Investigation, Nature, and Religion skills reflect
| |
| aptitude in certain kinds of Intelligence checks.
| |
| Arcana. Your Intelligence (Arcana) check
| |
| measures your ability to recall lore about spells,
| |
| magic items, eldritch symbols, magical traditions,
| |
| the planes of existence, and the inhabitants of those
| |
| planes.
| |
| History. Your Intelligence (History) check
| |
| measures your ability to recall lore about historical
| |
| events, legendary people, ancient kingdoms, past
| |
| disputes, recent wars, and lost civilizations.
| |
| Investigation. When you look around for clues
| |
| and make deductions based on those clues, you
| |
| make an Intelligence (Investigation) check. You
| |
| might deduce the location of a hidden object, discern
| |
| from the appearance of a wound what kind of
| |
| weapon dealt it, or determine the weakest point in a
| |
| tunnel that could cause it to collapse. Poring through
| |
| ancient scrolls in search of a hidden fragment of
| |
| knowledge might also call for an Intelligence
| |
| (Investigation) check.
| |
| Nature. Your Intelligence (Nature) check
| |
| measures your ability to recall lore about terrain,
| |
| plants and animals, the weather, and natural cycles.
| |
| Religion. Your Intelligence (Religion) check
| |
| measures your ability to recall lore about deities,
| |
| rites and prayers, religious hierarchies, holy symbols,
| |
| and the practices of secret cults.
| |
| Other Intelligence Checks. The GM might call for
| |
| an Intelligence check when you try to accomplish
| |
| tasks like the following:
| |
| • Communicate with a creature without using words
| |
| • Estimate the value of a precious item
| |
| • Pull together a disguise to pass as a city guard
| |
| • Forge a document
| |
| • Recall lore about a craft or trade
| |
| • Win a game of skill
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 82
| |
| Spellcasting Ability
| |
| Wizards use Intelligence as their spellcasting ability,
| |
| which helps determine the saving throw DCs of
| |
| spells they cast.
| |
| Wisdom
| |
| Wisdom reflects how attuned you are to the world
| |
| around you and represents perceptiveness and
| |
| intuition.
| |
| Wisdom Checks
| |
| A Wisdom check might reflect an effort to read body
| |
| language, understand someone’s feelings, notice
| |
| things about the environment, or care for an injured
| |
| person. The Animal Handling, Insight, Medicine,
| |
| Perception, and Survival skills reflect aptitude in
| |
| certain kinds of Wisdom checks.
| |
| Animal Handling. When there is any question
| |
| whether you can calm down a domesticated animal,
| |
| keep a mount from getting spooked, or intuit an
| |
| animal’s intentions, the GM might call for a Wisdom
| |
| (Animal Handling) check. You also make a Wisdom
| |
| (Animal Handling) check to control your mount
| |
| when you attempt a risky maneuver.
| |
| Insight. Your Wisdom (Insight) check decides
| |
| whether you can determine the true intentions of a
| |
| creature, such as when searching out a lie or
| |
| predicting someone’s next move. Doing so involves
| |
| gleaning clues from body language, speech habits,
| |
| and changes in mannerisms.
| |
| Medicine. A Wisdom (Medicine) check lets you try
| |
| to stabilize a dying companion or diagnose an illness.
| |
| Perception. Your Wisdom (Perception) check lets
| |
| you spot, hear, or otherwise detect the presence of
| |
| something. It measures your general awareness of
| |
| your surroundings and the keenness of your senses.
| |
| For example, you might try to hear a conversation
| |
| through a closed door, eavesdrop under an open
| |
| window, or hear monsters moving stealthily in the
| |
| forest. Or you might try to spot things that are
| |
| obscured or easy to miss, whether they are orcs
| |
| lying in ambush on a road, thugs hiding in the
| |
| shadows of an alley, or candlelight under a closed
| |
| secret door.
| |
| Survival. The GM might ask you to make a
| |
| Wisdom (Survival) check to follow tracks, hunt wild
| |
| game, guide your group through frozen wastelands,
| |
| identify signs that owlbears live nearby, predict the
| |
| weather, or avoid quicksand and other natural
| |
| hazards.
| |
| Other Wisdom Checks. The GM might call for a
| |
| Wisdom check when you try to accomplish tasks like
| |
| the following:
| |
| • Get a gut feeling about what course of action to
| |
| follow
| |
| • Discern whether a seemingly dead or living
| |
| creature is undead
| |
| Spellcasting Ability
| |
| Clerics, druids, and rangers use Wisdom as their
| |
| spellcasting ability, which helps determine the
| |
| saving throw DCs of spells they cast.
| |
| Charisma
| |
| Charisma measures your ability to interact
| |
| effectively with others. It includes such factors as
| |
| confidence and eloquence, and it can represent a
| |
| charming or commanding personality.
| |
| Charisma Checks
| |
| A Charisma check might arise when you try to
| |
| influence or entertain others, when you try to make
| |
| an impression or tell a convincing lie, or when you
| |
| are navigating a tricky social situation. The
| |
| Deception, Intimidation, Performance, and
| |
| Persuasion skills reflect aptitude in certain kinds of
| |
| Charisma checks.
| |
| Deception. Your Charisma (Deception) check
| |
| determines whether you can convincingly hide the
| |
| truth, either verbally or through your actions. This
| |
| deception can encompass everything from
| |
| misleading others through ambiguity to telling
| |
| outright lies. Typical situations include trying to fast-‐‑
| |
| talk a guard, con a merchant, earn money through
| |
| gambling, pass yourself off in a disguise, dull
| |
| someone’s suspicions with false assurances, or
| |
| maintain a straight face while telling a blatant lie.
| |
| Intimidation. When you attempt to influence
| |
| someone through overt threats, hostile actions, and
| |
| physical violence, the GM might ask you to make a
| |
| Charisma (Intimidation) check. Examples include
| |
| trying to pry information out of a prisoner,
| |
| convincing street thugs to back down from a
| |
| confrontation, or using the edge of a broken bottle to
| |
| convince a sneering vizier to reconsider a decision.
| |
| Performance. Your Charisma (Performance)
| |
| check determines how well you can delight an
| |
| audience with music, dance, acting, storytelling, or
| |
| some other form of entertainment.
| |
| Persuasion. When you attempt to influence
| |
| someone or a group of people with tact, social graces,
| |
| or good nature, the GM might ask you to make a
| |
| Charisma (Persuasion) check. Typically, you use
| |
| persuasion when acting in good faith, to foster
| |
| friendships, make cordial requests, or exhibit proper
| |
| etiquette. Examples of persuading others include
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 83
| |
| convincing a chamberlain to let your party see the
| |
| king, negotiating peace between warring tribes, or
| |
| inspiring a crowd of townsfolk.
| |
| Other Charisma Checks. The GM might call for a
| |
| Charisma check when you try to accomplish tasks
| |
| like the following:
| |
| • Find the best person to talk to for news, rumors,
| |
| and gossip
| |
| • Blend into a crowd to get the sense of key topics of
| |
| conversation
| |
| Spellcasting Ability
| |
| Bards, paladins, sorcerers, and warlocks use
| |
| Charisma as their spellcasting ability, which helps
| |
| determine the saving throw DCs of spells they cast.
| |
| Saving Throws
| |
| A saving throw—also called a save—represents an
| |
| attempt to resist a spell, a trap, a poison, a disease,
| |
| or a similar threat. You don’t normally decide to
| |
| make a saving throw; you are forced to make one
| |
| because your character or monster is at risk of harm.
| |
| To make a saving throw, roll a d20 and add the
| |
| appropriate ability modifier. For example, you use
| |
| your Dexterity modifier for a Dexterity saving throw.
| |
| A saving throw can be modified by a situational
| |
| bonus or penalty and can be affected by advantage
| |
| and disadvantage, as determined by the GM.
| |
| Each class gives proficiency in at least two saving
| |
| throws. The wizard, for example, is proficient in
| |
| Intelligence saves. As with skill proficiencies,
| |
| proficiency in a saving throw lets a character add his
| |
| or her proficiency bonus to saving throws made using
| |
| a particular ability score. Some monsters have saving
| |
| throw proficiencies as well.
| |
| The Difficulty Class for a saving throw is
| |
| determined by the effect that causes it. For example,
| |
| the DC for a saving throw allowed by a spell is
| |
| determined by the caster’s spellcasting ability and
| |
| proficiency bonus.
| |
| The result of a successful or failed saving throw is
| |
| also detailed in the effect that allows the save.
| |
| Usually, a successful save means that a creature
| |
| suffers no harm, or reduced harm, from an effect.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 84
| |
| Time
| |
| In situations where keeping track of the passage of
| |
| time is important, the GM determines the time a task
| |
| requires. The GM might use a different time scale
| |
| depending on the context of the situation at hand. In
| |
| a dungeon environment, the adventurers’ movement
| |
| happens on a scale of minutes. It takes them about a
| |
| minute to creep down a long hallway, another
| |
| minute to check for traps on the door at the end of
| |
| the hall, and a good ten minutes to search the
| |
| chamber beyond for anything interesting or valuable.
| |
| In a city or wilderness, a scale of hours is often
| |
| more appropriate. Adventurers eager to reach the
| |
| lonely tower at the heart of the forest hurry across
| |
| those fifteen miles in just under four hours’ time.
| |
| For long journeys, a scale of days works best.
| |
| Following the road from Baldur’s Gate to Waterdeep,
| |
| the adventurers spend four uneventful days before a
| |
| goblin ambush interrupts their journey.
| |
| In combat and other fast-‐‑paced situations, the
| |
| game relies on rounds, a 6-‐‑second span of time.
| |
| Movement
| |
| Swimming across a rushing river, sneaking down a
| |
| dungeon corridor, scaling a treacherous mountain
| |
| slope—all sorts of movement play a key role in
| |
| fantasy gaming adventures.
| |
| The GM can summarize the adventurers’
| |
| movement without calculating exact distances or
| |
| travel times: “You travel through the forest and find
| |
| the dungeon entrance late in the evening of the third
| |
| day.” Even in a dungeon, particularly a large
| |
| dungeon or a cave network, the GM can summarize
| |
| movement between encounters: “After killing the
| |
| guardian at the entrance to the ancient dwarven
| |
| stronghold, you consult your map, which leads you
| |
| through miles of echoing corridors to a chasm
| |
| bridged by a narrow stone arch.”
| |
| Sometimes it’s important, though, to know how
| |
| long it takes to get from one spot to another,
| |
| whether the answer is in days, hours, or minutes.
| |
| The rules for determining travel time depend on two
| |
| factors: the speed and travel pace of the creatures
| |
| moving and the terrain they’re moving over.
| |
| Speed
| |
| Every character and monster has a speed, which is
| |
| the distance in feet that the character or monster can
| |
| walk in 1 round. This number assumes short bursts
| |
| of energetic movement in the midst of a life-‐‑
| |
| threatening situation.
| |
| The following rules determine how far a character
| |
| or monster can move in a minute, an hour, or a day.
| |
| Travel Pace
| |
| While traveling, a group of adventurers can move at
| |
| a normal, fast, or slow pace, as shown on the Travel
| |
| Pace table. The table states how far the party can
| |
| move in a period of time and whether the pace has
| |
| any effect. A fast pace makes characters less
| |
| perceptive, while a slow pace makes it possible to
| |
| sneak around and to search an area more carefully.
| |
| Forced March. The Travel Pace table assumes that
| |
| characters travel for 8 hours in day. They can push
| |
| on beyond that limit, at the risk of exhaustion.
| |
| For each additional hour of travel beyond 8 hours,
| |
| the characters cover the distance shown in the Hour
| |
| column for their pace, and each character must make
| |
| a Constitution saving throw at the end of the hour.
| |
| The DC is 10 + 1 for each hour past 8 hours. On a
| |
| failed saving throw, a character suffers one level of
| |
| exhaustion (see appendix PH-‐‑A).
| |
| Mounts and Vehicles. For short spans of time (up
| |
| to an hour), many animals move much faster than
| |
| humanoids. A mounted character can ride at a gallop
| |
| for about an hour, covering twice the usual distance
| |
| for a fast pace. If fresh mounts are available every 8
| |
| to 10 miles, characters can cover larger distances at
| |
| this pace, but this is very rare except in densely
| |
| populated areas.
| |
| Characters in wagons, carriages, or other land
| |
| vehicles choose a pace as normal. Characters in a
| |
| waterborne vessel are limited to the speed of the
| |
| vessel, and they don’t suffer penalties for a fast pace
| |
| or gain benefits from a slow pace. Depending on the
| |
| vessel and the size of the crew, ships might be able
| |
| to travel for up to 24 hours per day.
| |
| Certain special mounts, such as a pegasus or
| |
| griffon, or special vehicles, such as a carpet of flying,
| |
| allow you to travel more swiftly.
| |
| Travel Pace
| |
| Pace Distance Traveled per . . .
| |
| Minute Hour Day Effect
| |
| Fast 400
| |
| feet
| |
| 4
| |
| miles
| |
| 30
| |
| miles
| |
| −5 penalty to passive
| |
| Wisdom (Perception)
| |
| scores
| |
| Normal 300
| |
| feet
| |
| 3
| |
| miles
| |
| 24
| |
| miles
| |
| —
| |
| Slow 200
| |
| feet
| |
| 2
| |
| miles
| |
| 18
| |
| miles
| |
| Able to use stealth
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 85
| |
| Difficult Terrain
| |
| The travel speeds given in the Travel Pace table
| |
| assume relatively simple terrain: roads, open plains,
| |
| or clear dungeon corridors. But adventurers often
| |
| face dense forests, deep swamps, rubble-‐‑filled ruins,
| |
| steep mountains, and ice-‐‑covered ground—all
| |
| considered difficult terrain.
| |
| You move at half speed in difficult terrain—
| |
| moving 1 foot in difficult terrain costs 2 feet of
| |
| speed—so you can cover only half the normal
| |
| distance in a minute, an hour, or a day.
| |
| Special Types of Movement
| |
| Movement through dangerous dungeons or
| |
| wilderness areas often involves more than simply
| |
| walking. Adventurers might have to climb, crawl,
| |
| swim, or jump to get where they need to go.
| |
| Climbing, Swimming, and Crawling
| |
| While climbing or swimming, each foot of movement
| |
| costs 1 extra foot (2 extra feet in difficult terrain),
| |
| unless a creature has a climbing or swimming speed.
| |
| At the GM’s option, climbing a slippery vertical
| |
| surface or one with few handholds requires a
| |
| successful Strength (Athletics) check. Similarly,
| |
| gaining any distance in rough water might require a
| |
| successful Strength (Athletics) check.
| |
| Jumping
| |
| Your Strength determines how far you can jump.
| |
| Long Jump. When you make a long jump, you
| |
| cover a number of feet up to your Strength score if
| |
| you move at least 10 feet on foot immediately before
| |
| the jump. When you make a standing long jump, you
| |
| can leap only half that distance. Either way, each foot
| |
| you clear on the jump costs a foot of movement.
| |
| This rule assumes that the height of your jump
| |
| doesn’t matter, such as a jump across a stream or
| |
| chasm. At your GM’s option, you must succeed on a
| |
| DC 10 Strength (Athletics) check to clear a low
| |
| obstacle (no taller than a quarter of the jump’s
| |
| distance), such as a hedge or low wall. Otherwise,
| |
| you hit it.
| |
| When you land in difficult terrain, you must
| |
| succeed on a DC 10 Dexterity (Acrobatics) check to
| |
| land on your feet. Otherwise, you land prone.
| |
| High Jump. When you make a high jump, you leap
| |
| into the air a number of feet equal to 3 + your
| |
| Strength modifier if you move at least 10 feet on foot
| |
| immediately before the jump. When you make a
| |
| standing high jump, you can jump only half that
| |
| distance. Either way, each foot you clear on the jump
| |
| costs a foot of movement. In some circumstances,
| |
| your GM might allow you to make a Strength
| |
| (Athletics) check to jump higher than you normally
| |
| can.
| |
| You can extend your arms half your height above
| |
| yourself during the jump. Thus, you can reach above
| |
| you a distance equal to the height of the jump plus
| |
| 1½ times your height.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 86
| |
| The Environment
| |
| By its nature, adventuring involves delving into
| |
| places that are dark, dangerous, and full of mysteries
| |
| to be explored. The rules in this section cover some
| |
| of the most important ways in which adventurers
| |
| interact with the environment in such places.
| |
| Falling
| |
| A fall from a great height is one of the most common
| |
| hazards facing an adventurer. At the end of a fall, a
| |
| creature takes 1d6 bludgeoning damage for every 10
| |
| feet it fell, to a maximum of 20d6. The creature lands
| |
| prone, unless it avoids taking damage from the fall.
| |
| Suffocating
| |
| A creature can hold its breath for a number of
| |
| minutes equal to 1 + its Constitution modifier
| |
| (minimum of 30 seconds).
| |
| When a creature runs out of breath or is choking,
| |
| it can survive for a number of rounds equal to its
| |
| Constitution modifier (minimum of 1 round). At the
| |
| start of its next turn, it drops to 0 hit points and is
| |
| dying, and it can’t regain hit points or be stabilized
| |
| until it can breathe again.
| |
| For example, a creature with a Constitution of 14
| |
| can hold its breath for 3 minutes. If it starts
| |
| suffocating, it has 2 rounds to reach air before it
| |
| drops to 0 hit points.
| |
| Vision and Light
| |
| The most fundamental tasks of adventuring—
| |
| noticing danger, finding hidden objects, hitting an
| |
| enemy in combat, and targeting a spell, to name just
| |
| a few—rely heavily on a character’s ability to see.
| |
| Darkness and other effects that obscure vision can
| |
| prove a significant hindrance.
| |
| A given area might be lightly or heavily obscured.
| |
| In a lightly obscured area, such as dim light, patchy
| |
| fog, or moderate foliage, creatures have
| |
| disadvantage on Wisdom (Perception) checks that
| |
| rely on sight.
| |
| A heavily obscured area—such as darkness,
| |
| opaque fog, or dense foliage—blocks vision entirely.
| |
| A creature effectively suffers from the blinded
| |
| condition (see appendix PH-‐‑A) when trying to see
| |
| something in that area.
| |
| The presence or absence of light in an
| |
| environment creates three categories of
| |
| illumination: bright light, dim light, and darkness.
| |
| Bright light lets most creatures see normally.
| |
| Even gloomy days provide bright light, as do torches,
| |
| lanterns, fires, and other sources of illumination
| |
| within a specific radius.
| |
| Dim light, also called shadows, creates a lightly
| |
| obscured area. An area of dim light is usually a
| |
| boundary between a source of bright light, such as a
| |
| torch, and surrounding darkness. The soft light of
| |
| twilight and dawn also counts as dim light. A
| |
| particularly brilliant full moon might bathe the land
| |
| in dim light.
| |
| Darkness creates a heavily obscured area.
| |
| Characters face darkness outdoors at night (even
| |
| most moonlit nights), within the confines of an unlit
| |
| dungeon or a subterranean vault, or in an area of
| |
| magical darkness.
| |
| Blindsight
| |
| A creature with blindsight can perceive its
| |
| surroundings without relying on sight, within a
| |
| specific radius. Creatures without eyes, such as
| |
| oozes, and creatures with echolocation or
| |
| heightened senses, such as bats and true dragons,
| |
| have this sense.
| |
| Darkvision
| |
| Many creatures in fantasy gaming worlds, especially
| |
| those that dwell underground, have darkvision.
| |
| Within a specified range, a creature with darkvision
| |
| can see in darkness as if the darkness were dim light,
| |
| so areas of darkness are only lightly obscured as far
| |
| as that creature is concerned. However, the creature
| |
| can’t discern color in darkness, only shades of gray.
| |
| Truesight
| |
| A creature with truesight can, out to a specific range,
| |
| see in normal and magical darkness, see invisible
| |
| creatures and objects, automatically detect visual
| |
| illusions and succeed on saving throws against them,
| |
| and perceives the original form of a shapechanger or
| |
| a creature that is transformed by magic.
| |
| Furthermore, the creature can see into the Ethereal
| |
| Plane.
| |
| Food and Water
| |
| Characters who don’t eat or drink suffer the effects
| |
| of exhaustion (see appendix PH-‐‑A). Exhaustion
| |
| caused by lack of food or water can’t be removed
| |
| until the character eats and drinks the full required
| |
| amount.
| |
| Food
| |
| A character needs one pound of food per day and can
| |
| make food last longer by subsisting on half rations.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 87
| |
| Eating half a pound of food in a day counts as half a
| |
| day without food.
| |
| A character can go without food for a number of
| |
| days equal to 3 + his or her Constitution modifier
| |
| (minimum 1). At the end of each day beyond that
| |
| limit, a character automatically suffers one level of
| |
| exhaustion.
| |
| A normal day of eating resets the count of days
| |
| without food to zero.
| |
| Water
| |
| A character needs one gallon of water per day, or
| |
| two gallons per day if the weather is hot. A character
| |
| who drinks only half that much water must succeed
| |
| on a DC 15 Constitution saving throw or suffer one
| |
| level of exhaustion at the end of the day. A character
| |
| with access to even less water automatically suffers
| |
| one level of exhaustion at the end of the day.
| |
| If the character already has one or more levels of
| |
| exhaustion, the character takes two levels in either
| |
| case.
| |
| Interacting with Objects
| |
| A character’s interaction with objects in an
| |
| environment is often simple to resolve in the game.
| |
| The player tells the GM that his or her character is
| |
| doing something, such as moving a lever, and the GM
| |
| describes what, if anything, happens.
| |
| For example, a character might decide to pull a
| |
| lever, which might, in turn, raise a portcullis, cause a
| |
| room to flood with water, or open a secret door in a
| |
| nearby wall. If the lever is rusted in position, though,
| |
| a character might need to force it. In such a situation,
| |
| the GM might call for a Strength check to see
| |
| whether the character can wrench the lever into
| |
| place. The GM sets the DC for any such check based
| |
| on the difficulty of the task.
| |
| Characters can also damage objects with their
| |
| weapons and spells. Objects are immune to poison
| |
| and psychic damage, but otherwise they can be
| |
| affected by physical and magical attacks much like
| |
| creatures can. The GM determines an object’s Armor
| |
| Class and hit points, and might decide that certain
| |
| objects have resistance or immunity to certain kinds
| |
| of attacks. (It’s hard to cut a rope with a club, for
| |
| example.) Objects always fail Strength and Dexterity
| |
| saving throws, and they are immune to effects that
| |
| require other saves. When an object drops to 0 hit
| |
| points, it breaks.
| |
| A character can also attempt a Strength check to
| |
| break an object. The GM sets the DC for any such
| |
| check.
| |
| Resting
| |
| Heroic though they might be, adventurers can’t
| |
| spend every hour of the day in the thick of
| |
| exploration, social interaction, and combat. They
| |
| need rest—time to sleep and eat, tend their wounds,
| |
| refresh their minds and spirits for spellcasting, and
| |
| brace themselves for further adventure.
| |
| Adventurers can take short rests in the midst of an
| |
| adventuring day and a long rest to end the day.
| |
| Short Rest
| |
| A short rest is a period of downtime, at least 1 hour
| |
| long, during which a character does nothing more
| |
| strenuous than eating, drinking, reading, and
| |
| tending to wounds.
| |
| A character can spend one or more Hit Dice at the
| |
| end of a short rest, up to the character’s maximum
| |
| number of Hit Dice, which is equal to the character’s
| |
| level. For each Hit Die spent in this way, the player
| |
| rolls the die and adds the character’s Constitution
| |
| modifier to it. The character regains hit points equal
| |
| to the total. The player can decide to spend an
| |
| additional Hit Die after each roll. A character regains
| |
| some spent Hit Dice upon finishing a long rest, as
| |
| explained below.
| |
| Long Rest
| |
| A long rest is a period of extended downtime, at least
| |
| 8 hours long, during which a character sleeps or
| |
| performs light activity: reading, talking, eating, or
| |
| standing watch for no more than 2 hours. If the rest
| |
| is interrupted by a period of strenuous activity—at
| |
| least 1 hour of walking, fighting, casting spells, or
| |
| similar adventuring activity—the characters must
| |
| begin the rest again to gain any benefit from it.
| |
| At the end of a long rest, a character regains all
| |
| lost hit points. The character also regains spent Hit
| |
| Dice, up to a number of dice equal to half of the
| |
| character’s total number of them (minimum of one
| |
| die). For example, if a character has eight Hit Dice, he
| |
| or she can regain four spent Hit Dice upon finishing a
| |
| long rest.
| |
| A character can’t benefit from more than one long
| |
| rest in a 24-‐‑hour period, and a character must have
| |
| at least 1 hit point at the start of the rest to gain its
| |
| benefits.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 88
| |
| Between Adventures
| |
| Between trips to dungeons and battles against
| |
| ancient evils, adventurers need time to rest,
| |
| recuperate, and prepare for their next adventure.
| |
| Many adventurers also use this time to perform
| |
| other tasks, such as crafting arms and armor,
| |
| performing research, or spending their hard-‐‑earned
| |
| gold.
| |
| In some cases, the passage of time is something
| |
| that occurs with little fanfare or description. When
| |
| starting a new adventure, the GM might simply
| |
| declare that a certain amount of time has passed and
| |
| allow you to describe in general terms what your
| |
| character has been doing. At other times, the GM
| |
| might want to keep track of just how much time is
| |
| passing as events beyond your perception stay in
| |
| motion.
| |
| Lifestyle Expenses
| |
| Between adventures, you choose a particular quality
| |
| of life and pay the cost of maintaining that lifestyle.
| |
| Living a particular lifestyle doesn’t have a huge
| |
| effect on your character, but your lifestyle can affect
| |
| the way other individuals and groups react to you.
| |
| For example, when you lead an aristocratic lifestyle,
| |
| it might be easier for you to influence the nobles of
| |
| the city than if you live in poverty.
| |
| Downtime Activities
| |
| Between adventures, the GM might ask you what
| |
| your character is doing during his or her downtime.
| |
| Periods of downtime can vary in duration, but each
| |
| downtime activity requires a certain number of days
| |
| to complete before you gain any benefit, and at least
| |
| 8 hours of each day must be spent on the downtime
| |
| activity for the day to count. The days do not need to
| |
| be consecutive. If you have more than the minimum
| |
| amount of days to spend, you can keep doing the
| |
| same thing for a longer period of time, or switch to a
| |
| new downtime activity.
| |
| Downtime activities other than the ones presented
| |
| below are possible. If you want your character to
| |
| spend his or her downtime performing an activity
| |
| not covered here, discuss it with your GM.
| |
| Crafting
| |
| You can craft nonmagical objects, including
| |
| adventuring equipment and works of art. You must
| |
| be proficient with tools related to the object you are
| |
| trying to create (typically artisan’s tools). You might
| |
| also need access to special materials or locations
| |
| necessary to create it. For example, someone
| |
| proficient with smith’s tools needs a forge in order
| |
| to craft a sword or suit of armor.
| |
| For every day of downtime you spend crafting, you
| |
| can craft one or more items with a total market
| |
| value not exceeding 5 gp, and you must expend raw
| |
| materials worth half the total market value. If
| |
| something you want to craft has a market value
| |
| greater than 5 gp, you make progress every day in 5-‐‑
| |
| gp increments until you reach the market value of
| |
| the item. For example, a suit of plate armor (market
| |
| value 1,500 gp) takes 300 days to craft by yourself.
| |
| Multiple characters can combine their efforts
| |
| toward the crafting of a single item, provided that
| |
| the characters all have proficiency with the requisite
| |
| tools and are working together in the same place.
| |
| Each character contributes 5 gp worth of effort for
| |
| every day spent helping to craft the item. For
| |
| example, three characters with the requisite tool
| |
| proficiency and the proper facilities can craft a suit
| |
| of plate armor in 100 days, at a total cost of 750 gp.
| |
| While crafting, you can maintain a modest lifestyle
| |
| without having to pay 1 gp per day, or a comfortable
| |
| lifestyle at half the normal cost.
| |
| Practicing a Profession
| |
| You can work between adventures, allowing you to
| |
| maintain a modest lifestyle without having to pay 1
| |
| gp per day. This benefit lasts as long you continue to
| |
| practice your profession.
| |
| If you are a member of an organization that can
| |
| provide gainful employment, such as a temple or a
| |
| thieves’ guild, you earn enough to support a
| |
| comfortable lifestyle instead.
| |
| If you have proficiency in the Performance skill
| |
| and put your performance skill to use during your
| |
| downtime, you earn enough to support a wealthy
| |
| lifestyle instead.
| |
| Recuperating
| |
| You can use downtime between adventures to
| |
| recover from a debilitating injury, disease, or poison.
| |
| After three days of downtime spent recuperating,
| |
| you can make a DC 15 Constitution saving throw. On
| |
| a successful save, you can choose one of the
| |
| following results:
| |
| • End one effect on you that prevents you from
| |
| regaining hit points.
| |
| • For the next 24 hours, gain advantage on saving
| |
| throws against one disease or poison currently
| |
| affecting you.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 89
| |
| Researching
| |
| The time between adventures is a great chance to
| |
| perform research, gaining insight into mysteries that
| |
| have unfurled over the course of the campaign.
| |
| Research can include poring over dusty tomes and
| |
| crumbling scrolls in a library or buying drinks for
| |
| the locals to pry rumors and gossip from their lips.
| |
| When you begin your research, the GM determines
| |
| whether the information is available, how many days
| |
| of downtime it will take to find it, and whether there
| |
| are any restrictions on your research (such as
| |
| needing to seek out a specific individual, tome, or
| |
| location). The GM might also require you to make
| |
| one or more ability checks, such as an Intelligence
| |
| (Investigation) check to find clues pointing toward
| |
| the information you seek, or a Charisma
| |
| (Persuasion) check to secure someone’s aid. Once
| |
| those conditions are met, you learn the information
| |
| if it is available.
| |
| For each day of research, you must spend 1 gp to
| |
| cover your expenses. This cost is in addition to your
| |
| normal lifestyle expenses.
| |
| Training
| |
| You can spend time between adventures learning a
| |
| new language or training with a set of tools. Your GM
| |
| might allow additional training options.
| |
| First, you must find an instructor willing to teach
| |
| you. The GM determines how long it takes, and
| |
| whether one or more ability checks are required.
| |
| The training lasts for 250 days and costs 1 gp per
| |
| day. After you spend the requisite amount of time
| |
| and money, you learn the new language or gain
| |
| proficiency with the new tool.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 90
| |
| The Order of Combat
| |
| A typical combat encounter is a clash between two
| |
| sides, a flurry of weapon swings, feints, parries,
| |
| footwork, and spellcasting. The game organizes the
| |
| chaos of combat into a cycle of rounds and turns. A
| |
| round represents about 6 seconds in the game
| |
| world. During a round, each participant in a battle
| |
| takes a turn. The order of turns is determined at the
| |
| beginning of a combat encounter, when everyone
| |
| rolls initiative. Once everyone has taken a turn, the
| |
| fight continues to the next round if neither side has
| |
| defeated the other.
| |
| Combat Step by Step
| |
| 1. Determine surprise. The GM determines whether anyone
| |
| involved in the combat encounter is surprised.
| |
| 2. Establish positions. The GM decides where all the
| |
| characters and monsters are located. Given the
| |
| adventurers’ marching order or their stated positions in
| |
| the room or other location, the GM figures out where the
| |
| adversaries are̶ how far away and in what direction.
| |
| 3. Roll initiative. Everyone involved in the combat encounter
| |
| rolls initiative, determining the order of combatants’ turns.
| |
| 4. Take turns. Each participant in the battle takes a turn in
| |
| initiative order.
| |
| 5. Begin the next round. When everyone involved in the
| |
| combat has had a turn, the round ends. Repeat step 4 until
| |
| the fighting stops.
| |
| Surprise
| |
| A band of adventurers sneaks up on a bandit camp,
| |
| springing from the trees to attack them. A gelatinous
| |
| cube glides down a dungeon passage, unnoticed by
| |
| the adventurers until the cube engulfs one of them.
| |
| In these situations, one side of the battle gains
| |
| surprise over the other.
| |
| The GM determines who might be surprised. If
| |
| neither side tries to be stealthy, they automatically
| |
| notice each other. Otherwise, the GM compares the
| |
| Dexterity (Stealth) checks of anyone hiding with the
| |
| passive Wisdom (Perception) score of each creature
| |
| on the opposing side. Any character or monster that
| |
| doesn’t notice a threat is surprised at the start of the
| |
| encounter.
| |
| If you’re surprised, you can’t move or take an
| |
| action on your first turn of the combat, and you can’t
| |
| take a reaction until that turn ends. A member of a
| |
| group can be surprised even if the other members
| |
| aren’t.
| |
| Initiative
| |
| Initiative determines the order of turns during
| |
| combat. When combat starts, every participant
| |
| makes a Dexterity check to determine their place in
| |
| the initiative order. The GM makes one roll for an
| |
| entire group of identical creatures, so each member of
| |
| the group acts at the same time.
| |
| The GM ranks the combatants in order from the
| |
| one with the highest Dexterity check total to the one
| |
| with the lowest. This is the order (called the
| |
| initiative order) in which they act during each round.
| |
| The initiative order remains the same from round to
| |
| round.
| |
| If a tie occurs, the GM decides the order among
| |
| tied GM-‐‑controlled creatures, and the players decide
| |
| the order among their tied characters. The GM can
| |
| decide the order if the tie is between a monster and
| |
| a player character. Optionally, the GM can have the
| |
| tied characters and monsters each roll a d20 to
| |
| determine the order, highest roll going first.
| |
| Your Turn
| |
| On your turn, you can move a distance up to your
| |
| speed and take one action. You decide whether to
| |
| move first or take your action first. Your speed—
| |
| sometimes called your walking speed—is noted on
| |
| your character sheet.
| |
| The most common actions you can take are
| |
| described in the “Actions in Combat” section. Many
| |
| class features and other abilities provide additional
| |
| options for your action.
| |
| The “Movement and Position” section gives the
| |
| rules for your move.
| |
| You can forgo moving, taking an action, or doing
| |
| anything at all on your turn. If you can’t decide what
| |
| to do on your turn, consider taking the Dodge or
| |
| Ready action, as described in “Actions in Combat.”
| |
| Bonus Actions
| |
| Various class features, spells, and other abilities let
| |
| you take an additional action on your turn called a
| |
| bonus action. The Cunning Action feature, for
| |
| example, allows a rogue to take a bonus action. You
| |
| can take a bonus action only when a special ability,
| |
| spell, or other feature of the game states that you can
| |
| do something as a bonus action. You otherwise don’t
| |
| have a bonus action to take.
| |
| You can take only one bonus action on your turn,
| |
| so you must choose which bonus action to use when
| |
| you have more than one available.
| |
| You choose when to take a bonus action during
| |
| your turn, unless the bonus action’s timing is
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 91
| |
| specified, and anything that deprives you of your
| |
| ability to take actions also prevents you from taking
| |
| a bonus action.
| |
| Other Activity on Your Turn
| |
| Your turn can include a variety of flourishes that
| |
| require neither your action nor your move.
| |
| You can communicate however you are able,
| |
| through brief utterances and gestures, as you take
| |
| your turn.
| |
| You can also interact with one object or feature of
| |
| the environment for free, during either your move or
| |
| your action. For example, you could open a door
| |
| during your move as you stride toward a foe, or you
| |
| could draw your weapon as part of the same action
| |
| you use to attack.
| |
| If you want to interact with a second object, you
| |
| need to use your action. Some magic items and other
| |
| special objects always require an action to use, as
| |
| stated in their descriptions.
| |
| The GM might require you to use an action for any
| |
| of these activities when it needs special care or when
| |
| it presents an unusual obstacle. For instance, the GM
| |
| could reasonably expect you to use an action to open
| |
| a stuck door or turn a crank to lower a drawbridge.
| |
| Reactions
| |
| Certain special abilities, spells, and situations allow
| |
| you to take a special action called a reaction. A
| |
| reaction is an instant response to a trigger of some
| |
| kind, which can occur on your turn or on someone
| |
| else’s. The opportunity attack is the most common
| |
| type of reaction.
| |
| When you take a reaction, you can’t take another
| |
| one until the start of your next turn. If the reaction
| |
| interrupts another creature’s turn, that creature can
| |
| continue its turn right after the reaction.
| |
| Movement and Position
| |
| In combat, characters and monsters are in constant
| |
| motion, often using movement and position to gain
| |
| the upper hand.
| |
| On your turn, you can move a distance up to your
| |
| speed. You can use as much or as little of your speed
| |
| as you like on your turn, following the rules here.
| |
| Your movement can include jumping, climbing,
| |
| and swimming. These different modes of movement
| |
| can be combined with walking, or they can
| |
| constitute your entire move. However you’re moving,
| |
| you deduct the distance of each part of your move
| |
| from your speed until it is used up or until you are
| |
| done moving.
| |
| Breaking Up Your Move
| |
| You can break up your movement on your turn,
| |
| using some of your speed before and after your
| |
| action. For example, if you have a speed of 30 feet,
| |
| you can move 10 feet, take your action, and then
| |
| move 20 feet.
| |
| Moving between Attacks
| |
| If you take an action that includes more than one
| |
| weapon attack, you can break up your movement
| |
| even further by moving between those attacks. For
| |
| example, a fighter who can make two attacks with
| |
| the Extra Attack feature and who has a speed of 25
| |
| feet could move 10 feet, make an attack, move 15
| |
| feet, and then attack again.
| |
| Using Different Speeds
| |
| If you have more than one speed, such as your
| |
| walking speed and a flying speed, you can switch
| |
| back and forth between your speeds during your
| |
| move. Whenever you switch, subtract the distance
| |
| you’ve already moved from the new speed. The
| |
| result determines how much farther you can move.
| |
| If the result is 0 or less, you can’t use the new speed
| |
| during the current move.
| |
| For example, if you have a speed of 30 and a flying
| |
| speed of 60 because a wizard cast the fly spell on you,
| |
| you could fly 20 feet, then walk 10 feet, and then
| |
| leap into the air to fly 30 feet more.
| |
| Difficult Terrain
| |
| Combat rarely takes place in bare rooms or on
| |
| featureless plains. Boulder-‐‑strewn caverns, briar-‐‑
| |
| choked forests, treacherous staircases—the setting
| |
| of a typical fight contains difficult terrain.
| |
| Every foot of movement in difficult terrain costs 1
| |
| extra foot. This rule is true even if multiple things in
| |
| a space count as difficult terrain.
| |
| Low furniture, rubble, undergrowth, steep stairs,
| |
| snow, and shallow bogs are examples of difficult
| |
| terrain. The space of another creature, whether
| |
| hostile or not, also counts as difficult terrain.
| |
| Being Prone
| |
| Combatants often find themselves lying on the
| |
| ground, either because they are knocked down or
| |
| because they throw themselves down. In the game,
| |
| they are prone, a condition described in appendix
| |
| PH-‐‑A.
| |
| You can drop prone without using any of your
| |
| speed. Standing up takes more effort; doing so costs
| |
| an amount of movement equal to half your speed.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 92
| |
| For example, if your speed is 30 feet, you must spend
| |
| 15 feet of movement to stand up. You can’t stand up
| |
| if you don’t have enough movement left or if your
| |
| speed is 0.
| |
| To move while prone, you must crawl or use
| |
| magic such as teleportation. Every foot of movement
| |
| while crawling costs 1 extra foot. Crawling 1 foot in
| |
| difficult terrain, therefore, costs 3 feet of movement.
| |
| Interacting with Objects Around You
| |
| Here are a few examples of the sorts of thing you can do in
| |
| tandem with your movement and action:
| |
| • draw or sheathe a sword
| |
| • open or close a door
| |
| • withdraw a potion from your backpack
| |
| • pick up a dropped axe
| |
| • take a bauble from a table
| |
| • remove a ring from your finger
| |
| • stuff some food into your mouth
| |
| • plant a banner in the ground
| |
| • fish a few coins from your belt pouch
| |
| • drink all the ale in a flagon
| |
| • throw a lever or a switch
| |
| • pull a torch from a sconce
| |
| • take a book from a shelf you can reach
| |
| • extinguish a small flame
| |
| • don a mask
| |
| • pull the hood of your cloak up and over your head
| |
| • put your ear to a door
| |
| • kick a small stone
| |
| • turn a key in a lock
| |
| • tap the floor with a 10-‐foot pole
| |
| • hand an item to another character
| |
| Moving Around Other Creatures
| |
| You can move through a nonhostile creature’s space.
| |
| In contrast, you can move through a hostile
| |
| creature’s space only if the creature is at least two
| |
| sizes larger or smaller than you. Remember that
| |
| another creature’s space is difficult terrain for you.
| |
| Whether a creature is a friend or an enemy, you
| |
| can’t willingly end your move in its space.
| |
| If you leave a hostile creature’s reach during your
| |
| move, you provoke an opportunity attack.
| |
| Flying Movement
| |
| Flying creatures enjoy many benefits of mobility, but
| |
| they must also deal with the danger of falling. If a
| |
| flying creature is knocked prone, has its speed
| |
| reduced to 0, or is otherwise deprived of the ability
| |
| to move, the creature falls, unless it has the ability to
| |
| hover or it is being held aloft by magic, such as by
| |
| the fly spell.
| |
| Creature Size
| |
| Each creature takes up a different amount of space.
| |
| The Size Categories table shows how much space a
| |
| creature of a particular size controls in combat.
| |
| Objects sometimes use the same size categories.
| |
| Size Categories
| |
| Size Space
| |
| Tiny 2½ by 2½ ft.
| |
| Small 5 by 5 ft.
| |
| Medium 5 by 5 ft.
| |
| Large 10 by 10 ft.
| |
| Huge 15 by 15 ft.
| |
| Gargantuan 20 by 20 ft. or larger
| |
| Space
| |
| A creature’s space is the area in feet that it
| |
| effectively controls in combat, not an expression of
| |
| its physical dimensions. A typical Medium creature
| |
| isn’t 5 feet wide, for example, but it does control a
| |
| space that wide. If a Medium hobgoblin stands in a 5-‐‑
| |
| foot-‐‑wide doorway, other creatures can’t get
| |
| through unless the hobgoblin lets them.
| |
| A creature’s space also reflects the area it needs to
| |
| fight effectively. For that reason, there’s a limit to the
| |
| number of creatures that can surround another
| |
| creature in combat. Assuming Medium combatants,
| |
| eight creatures can fit in a 5-‐‑foot radius around
| |
| another one.
| |
| Because larger creatures take up more space,
| |
| fewer of them can surround a creature. If five Large
| |
| creatures crowd around a Medium or smaller one,
| |
| there’s little room for anyone else. In contrast, as
| |
| many as twenty Medium creatures can surround a
| |
| Gargantuan one.
| |
| Squeezing into a Smaller Space
| |
| A creature can squeeze through a space that is large
| |
| enough for a creature one size smaller than it. Thus,
| |
| a Large creature can squeeze through a passage
| |
| that’s only 5 feet wide. While squeezing through a
| |
| space, a creature must spend 1 extra foot for every
| |
| foot it moves there, and it has disadvantage on
| |
| attack rolls and Dexterity saving throws. Attack rolls
| |
| against the creature have advantage while it’s in the
| |
| smaller space.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 93
| |
| Actions in Combat
| |
| When you take your action on your turn, you can
| |
| take one of the actions presented here, an action you
| |
| gained from your class or a special feature, or an
| |
| action that you improvise. Many monsters have
| |
| action options of their own in their stat blocks.
| |
| When you describe an action not detailed
| |
| elsewhere in the rules, the GM tells you whether that
| |
| action is possible and what kind of roll you need to
| |
| make, if any, to determine success or failure.
| |
| Attack
| |
| The most common action to take in combat is the
| |
| Attack action, whether you are swinging a sword,
| |
| firing an arrow from a bow, or brawling with your
| |
| fists.
| |
| With this action, you make one melee or ranged
| |
| attack. See the “Making an Attack” section for the
| |
| rules that govern attacks.
| |
| Certain features, such as the Extra Attack feature
| |
| of the fighter, allow you to make more than one
| |
| attack with this action.
| |
| Cast a Spell
| |
| Spellcasters such as wizards and clerics, as well as
| |
| many monsters, have access to spells and can use
| |
| them to great effect in combat. Each spell has a
| |
| casting time, which specifies whether the caster
| |
| must use an action, a reaction, minutes, or even
| |
| hours to cast the spell. Casting a spell is, therefore,
| |
| not necessarily an action. Most spells do have a
| |
| casting time of 1 action, so a spellcaster often uses
| |
| his or her action in combat to cast such a spell.
| |
| Dash
| |
| When you take the Dash action, you gain extra
| |
| movement for the current turn. The increase equals
| |
| your speed, after applying any modifiers. With a
| |
| speed of 30 feet, for example, you can move up to 60
| |
| feet on your turn if you dash.
| |
| Any increase or decrease to your speed changes
| |
| this additional movement by the same amount. If
| |
| your speed of 30 feet is reduced to 15 feet, for
| |
| instance, you can move up to 30 feet this turn if you
| |
| dash.
| |
| Disengage
| |
| If you take the Disengage action, your movement
| |
| doesn’t provoke opportunity attacks for the rest of
| |
| the turn.
| |
| Dodge
| |
| When you take the Dodge action, you focus entirely
| |
| on avoiding attacks. Until the start of your next turn,
| |
| any attack roll made against you has disadvantage if
| |
| you can see the attacker, and you make Dexterity
| |
| saving throws with advantage. You lose this benefit
| |
| if you are incapacitated (as explained in appendix
| |
| PH-‐‑A) or if your speed drops to 0.
| |
| Help
| |
| You can lend your aid to another creature in the
| |
| completion of a task. When you take the Help action,
| |
| the creature you aid gains advantage on the next
| |
| ability check it makes to perform the task you are
| |
| helping with, provided that it makes the check
| |
| before the start of your next turn.
| |
| Alternatively, you can aid a friendly creature in
| |
| attacking a creature within 5 feet of you. You feint,
| |
| distract the target, or in some other way team up to
| |
| make your ally’s attack more effective. If your ally
| |
| attacks the target before your next turn, the first
| |
| attack roll is made with advantage.
| |
| Hide
| |
| When you take the Hide action, you make a Dexterity
| |
| (Stealth) check in an attempt to hide, following the
| |
| rules for hiding. If you succeed, you gain certain
| |
| benefits, as described in the “Unseen Attackers and
| |
| Targets” section.
| |
| Ready
| |
| Sometimes you want to get the jump on a foe or wait
| |
| for a particular circumstance before you act. To do
| |
| so, you can take the Ready action on your turn,
| |
| which lets you act using your reaction before the
| |
| start of your next turn.
| |
| First, you decide what perceivable circumstance
| |
| will trigger your reaction. Then, you choose the
| |
| action you will take in response to that trigger, or
| |
| you choose to move up to your speed in response to
| |
| it. Examples include “If the cultist steps on the
| |
| trapdoor, I’ll pull the lever that opens it,” and “If the
| |
| goblin steps next to me, I move away.”
| |
| When the trigger occurs, you can either take your
| |
| reaction right after the trigger finishes or ignore the
| |
| trigger. Remember that you can take only one
| |
| reaction per round.
| |
| When you ready a spell, you cast it as normal but
| |
| hold its energy, which you release with your
| |
| reaction when the trigger occurs. To be readied, a
| |
| spell must have a casting time of 1 action, and
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 94
| |
| holding onto the spell’s magic requires
| |
| concentration. If your concentration is broken, the
| |
| spell dissipates without taking effect. For example, if
| |
| you are concentrating on the web spell and ready
| |
| magic missile, your web spell ends, and if you take
| |
| damage before you release magic missile with your
| |
| reaction, your concentration might be broken.
| |
| Search
| |
| When you take the Search action, you devote your
| |
| attention to finding something. Depending on the
| |
| nature of your search, the GM might have you make
| |
| a Wisdom (Perception) check or an Intelligence
| |
| (Investigation) check.
| |
| Use an Object
| |
| You normally interact with an object while doing
| |
| something else, such as when you draw a sword as
| |
| part of an attack. When an object requires your
| |
| action for its use, you take the Use an Object action.
| |
| This action is also useful when you want to interact
| |
| with more than one object on your turn.
| |
| Making an Attack
| |
| Whether you’re striking with a melee weapon, firing
| |
| a weapon at range, or making an attack roll as part
| |
| of a spell, an attack has a simple structure.
| |
| 1. Choose a target. Pick a target within your attack’s
| |
| range: a creature, an object, or a location.
| |
| 2. Determine modifiers. The GM determines
| |
| whether the target has cover and whether you
| |
| have advantage or disadvantage against the target.
| |
| In addition, spells, special abilities, and other
| |
| effects can apply penalties or bonuses to your
| |
| attack roll.
| |
| 3. Resolve the attack. You make the attack roll. On a
| |
| hit, you roll damage, unless the particular attack
| |
| has rules that specify otherwise. Some attacks
| |
| cause special effects in addition to or instead of
| |
| damage.
| |
| If there’s ever any question whether something
| |
| you’re doing counts as an attack, the rule is simple: if
| |
| you’re making an attack roll, you’re making an attack.
| |
| Attack Rolls
| |
| When you make an attack, your attack roll
| |
| determines whether the attack hits or misses. To
| |
| make an attack roll, roll a d20 and add the
| |
| appropriate modifiers. If the total of the roll plus
| |
| modifiers equals or exceeds the target’s Armor Class
| |
| (AC), the attack hits. The AC of a character is
| |
| determined at character creation, whereas the AC of
| |
| a monster is in its stat block.
| |
| Modifiers to the Roll
| |
| When a character makes an attack roll, the two most
| |
| common modifiers to the roll are an ability modifier
| |
| and the character’s proficiency bonus. When a
| |
| monster makes an attack roll, it uses whatever
| |
| modifier is provided in its stat block.
| |
| Ability Modifier. The ability modifier used for a
| |
| melee weapon attack is Strength, and the ability
| |
| modifier used for a ranged weapon attack is
| |
| Dexterity. Weapons that have the finesse or thrown
| |
| property break this rule.
| |
| Some spells also require an attack roll. The ability
| |
| modifier used for a spell attack depends on the
| |
| spellcasting ability of the spellcaster.
| |
| Proficiency Bonus. You add your proficiency
| |
| bonus to your attack roll when you attack using a
| |
| weapon with which you have proficiency, as well as
| |
| when you attack with a spell.
| |
| Rolling 1 or 20
| |
| Sometimes fate blesses or curses a combatant,
| |
| causing the novice to hit and the veteran to miss.
| |
| If the d20 roll for an attack is a 20, the attack hits
| |
| regardless of any modifiers or the target’s AC. This is
| |
| called a critical hit.
| |
| If the d20 roll for an attack is a 1, the attack misses
| |
| regardless of any modifiers or the target’s AC.
| |
| Unseen Attackers and Targets
| |
| Combatants often try to escape their foes’ notice by
| |
| hiding, casting the invisibility spell, or lurking in
| |
| darkness.
| |
| When you attack a target that you can’t see, you
| |
| have disadvantage on the attack roll. This is true
| |
| whether you’re guessing the target’s location or
| |
| you’re targeting a creature you can hear but not see.
| |
| If the target isn’t in the location you targeted, you
| |
| automatically miss, but the GM typically just says
| |
| that the attack missed, not whether you guessed the
| |
| target’s location correctly.
| |
| When a creature can’t see you, you have
| |
| advantage on attack rolls against it. If you are
| |
| hidden—both unseen and unheard—when you
| |
| make an attack, you give away your location when
| |
| the attack hits or misses.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 95
| |
| Ranged Attacks
| |
| When you make a ranged attack, you fire a bow or a
| |
| crossbow, hurl a handaxe, or otherwise send
| |
| projectiles to strike a foe at a distance. A monster
| |
| might shoot spines from its tail. Many spells also
| |
| involve making a ranged attack.
| |
| Range
| |
| You can make ranged attacks only against targets
| |
| within a specified range.
| |
| If a ranged attack, such as one made with a spell,
| |
| has a single range, you can’t attack a target beyond
| |
| this range.
| |
| Some ranged attacks, such as those made with a
| |
| longbow or a shortbow, have two ranges. The
| |
| smaller number is the normal range, and the larger
| |
| number is the long range. Your attack roll has
| |
| disadvantage when your target is beyond normal
| |
| range, and you can’t attack a target beyond the long
| |
| range.
| |
| Ranged Attacks in Close Combat
| |
| Aiming a ranged attack is more difficult when a foe is
| |
| next to you. When you make a ranged attack with a
| |
| weapon, a spell, or some other means, you have
| |
| disadvantage on the attack roll if you are within 5
| |
| feet of a hostile creature who can see you and who
| |
| isn’t incapacitated.
| |
| Melee Attacks
| |
| Used in hand-‐‑to-‐‑hand combat, a melee attack allows
| |
| you to attack a foe within your reach. A melee attack
| |
| typically uses a handheld weapon such as a sword, a
| |
| warhammer, or an axe. A typical monster makes a
| |
| melee attack when it strikes with its claws, horns,
| |
| teeth, tentacles, or other body part. A few spells also
| |
| involve making a melee attack.
| |
| Most creatures have a 5-‐‑foot reach and can thus
| |
| attack targets within 5 feet of them when making a
| |
| melee attack. Certain creatures (typically those
| |
| larger than Medium) have melee attacks with a
| |
| greater reach than 5 feet, as noted in their
| |
| descriptions.
| |
| Instead of using a weapon to make a melee
| |
| weapon attack, you can use an unarmed strike: a
| |
| punch, kick, head-‐‑butt, or similar forceful blow
| |
| (none of which count as weapons). On a hit, an
| |
| unarmed strike deals bludgeoning damage equal to 1
| |
| + your Strength modifier. You are proficient with
| |
| your unarmed strikes.
| |
| Opportunity Attacks
| |
| In a fight, everyone is constantly watching for a
| |
| chance to strike an enemy who is fleeing or passing
| |
| by. Such a strike is called an opportunity attack.
| |
| You can make an opportunity attack when a
| |
| hostile creature that you can see moves out of your
| |
| reach. To make the opportunity attack, you use your
| |
| reaction to make one melee attack against the
| |
| provoking creature. The attack occurs right before
| |
| the creature leaves your reach.
| |
| You can avoid provoking an opportunity attack by
| |
| taking the Disengage action. You also don’t provoke
| |
| an opportunity attack when you teleport or when
| |
| someone or something moves you without using
| |
| your movement, action, or reaction. For example,
| |
| you don’t provoke an opportunity attack if an
| |
| explosion hurls you out of a foe’s reach or if gravity
| |
| causes you to fall past an enemy.
| |
| Two-Weapon Fighting
| |
| When you take the Attack action and attack with a
| |
| light melee weapon that you’re holding in one hand,
| |
| you can use a bonus action to attack with a different
| |
| light melee weapon that you’re holding in the other
| |
| hand. You don’t add your ability modifier to the
| |
| damage of the bonus attack, unless that modifier is
| |
| negative.
| |
| If either weapon has the thrown property, you can
| |
| throw the weapon, instead of making a melee attack
| |
| with it.
| |
| Grappling
| |
| When you want to grab a creature or wrestle with it,
| |
| you can use the Attack action to make a special
| |
| melee attack, a grapple. If you’re able to make
| |
| multiple attacks with the Attack action, this attack
| |
| replaces one of them.
| |
| The target of your grapple must be no more than
| |
| one size larger than you and must be within your
| |
| reach. Using at least one free hand, you try to seize
| |
| the target by making a grapple check instead of an
| |
| attack roll: a Strength (Athletics) check contested by
| |
| the target’s Strength (Athletics) or Dexterity
| |
| (Acrobatics) check (the target chooses the ability to
| |
| use). If you succeed, you subject the target to the
| |
| grappled condition (see appendix PH-‐‑A). The
| |
| condition specifies the things that end it, and you can
| |
| release the target whenever you like (no action
| |
| required).
| |
| Escaping a Grapple. A grappled creature can use
| |
| its action to escape. To do so, it must succeed on a
| |
| Strength (Athletics) or Dexterity (Acrobatics) check
| |
| contested by your Strength (Athletics) check.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 96
| |
| Moving a Grappled Creature. When you move,
| |
| you can drag or carry the grappled creature with you,
| |
| but your speed is halved, unless the creature is two
| |
| or more sizes smaller than you.
| |
| Contests in Combat
| |
| Battle often involves pitting your prowess against that of
| |
| your foe. Such a challenge is represented by a contest. This
| |
| section includes the most common contests that require an
| |
| action in combat: grappling and shoving a creature. The GM
| |
| can use these contests as models for improvising others.
| |
| Shoving a Creature
| |
| Using the Attack action, you can make a special
| |
| melee attack to shove a creature, either to knock it
| |
| prone or push it away from you. If you’re able to
| |
| make multiple attacks with the Attack action, this
| |
| attack replaces one of them.
| |
| The target must be no more than one size larger
| |
| than you and must be within your reach. Instead of
| |
| making an attack roll, you make a Strength
| |
| (Athletics) check contested by the target’s Strength
| |
| (Athletics) or Dexterity (Acrobatics) check (the
| |
| target chooses the ability to use). If you win the
| |
| contest, you either knock the target prone or push it
| |
| 5 feet away from you.
| |
| Cover
| |
| Walls, trees, creatures, and other obstacles can
| |
| provide cover during combat, making a target more
| |
| difficult to harm. A target can benefit from cover
| |
| only when an attack or other effect originates on the
| |
| opposite side of the cover.
| |
| There are three degrees of cover. If a target is
| |
| behind multiple sources of cover, only the most
| |
| protective degree of cover applies; the degrees
| |
| aren’t added together. For example, if a target is
| |
| behind a creature that gives half cover and a tree
| |
| trunk that gives three-‐‑quarters cover, the target has
| |
| three-‐‑quarters cover.
| |
| A target with half cover has a +2 bonus to AC and
| |
| Dexterity saving throws. A target has half cover if an
| |
| obstacle blocks at least half of its body. The obstacle
| |
| might be a low wall, a large piece of furniture, a
| |
| narrow tree trunk, or a creature, whether that
| |
| creature is an enemy or a friend.
| |
| A target with three-‐‑quarters cover has a +5
| |
| bonus to AC and Dexterity saving throws. A target
| |
| has three-‐‑quarters cover if about three-‐‑quarters of it
| |
| is covered by an obstacle. The obstacle might be a
| |
| portcullis, an arrow slit, or a thick tree trunk.
| |
| A target with total cover can’t be targeted directly
| |
| by an attack or a spell, although some spells can
| |
| reach such a target by including it in an area of effect.
| |
| A target has total cover if it is completely concealed
| |
| by an obstacle.
| |
| Damage and Healing
| |
| Injury and the risk of death are constant companions
| |
| of those who explore fantasy gaming worlds. The
| |
| thrust of a sword, a well-‐‑placed arrow, or a blast of
| |
| flame from a fireball spell all have the potential to
| |
| damage, or even kill, the hardiest of creatures.
| |
| Hit Points
| |
| Hit points represent a combination of physical and
| |
| mental durability, the will to live, and luck. Creatures
| |
| with more hit points are more difficult to kill. Those
| |
| with fewer hit points are more fragile.
| |
| A creature’s current hit points (usually just called
| |
| hit points) can be any number from the creature’s hit
| |
| point maximum down to 0. This number changes
| |
| frequently as a creature takes damage or receives
| |
| healing.
| |
| Whenever a creature takes damage, that damage is
| |
| subtracted from its hit points. The loss of hit points
| |
| has no effect on a creature’s capabilities until the
| |
| creature drops to 0 hit points.
| |
| Damage Rolls
| |
| Each weapon, spell, and harmful monster ability
| |
| specifies the damage it deals. You roll the damage
| |
| die or dice, add any modifiers, and apply the damage
| |
| to your target. Magic weapons, special abilities, and
| |
| other factors can grant a bonus to damage. With a
| |
| penalty, it is possible to deal 0 damage, but never
| |
| negative damage.
| |
| When attacking with a weapon, you add your
| |
| ability modifier—the same modifier used for the
| |
| attack roll—to the damage. A spell tells you which
| |
| dice to roll for damage and whether to add any
| |
| modifiers.
| |
| If a spell or other effect deals damage to more
| |
| than one target at the same time, roll the damage
| |
| once for all of them. For example, when a wizard
| |
| casts fireball or a cleric casts flame strike, the spell’s
| |
| damage is rolled once for all creatures caught in the
| |
| blast.
| |
| Critical Hits
| |
| When you score a critical hit, you get to roll extra
| |
| dice for the attack’s damage against the target. Roll
| |
| all of the attack’s damage dice twice and add them
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 97
| |
| together. Then add any relevant modifiers as normal.
| |
| To speed up play, you can roll all the damage dice at
| |
| once.
| |
| For example, if you score a critical hit with a
| |
| dagger, roll 2d4 for the damage, rather than 1d4, and
| |
| then add your relevant ability modifier. If the attack
| |
| involves other damage dice, such as from the rogue’s
| |
| Sneak Attack feature, you roll those dice twice as
| |
| well.
| |
| Damage Types
| |
| Different attacks, damaging spells, and other harmful
| |
| effects deal different types of damage. Damage types
| |
| have no rules of their own, but other rules, such as
| |
| damage resistance, rely on the types.
| |
| The damage types follow, with examples to help a
| |
| GM assign a damage type to a new effect.
| |
| Acid. The corrosive spray of a black dragon’s
| |
| breath and the dissolving enzymes secreted by a
| |
| black pudding deal acid damage.
| |
| Bludgeoning. Blunt force attacks—hammers,
| |
| falling, constriction, and the like—deal bludgeoning
| |
| damage.
| |
| Cold. The infernal chill radiating from an ice
| |
| devil’s spear and the frigid blast of a white dragon’s
| |
| breath deal cold damage.
| |
| Fire. Red dragons breathe fire, and many spells
| |
| conjure flames to deal fire damage.
| |
| Force. Force is pure magical energy focused into a
| |
| damaging form. Most effects that deal force damage
| |
| are spells, including magic missile and spiritual
| |
| weapon.
| |
| Lightning. A lightning bolt spell and a blue
| |
| dragon’s breath deal lightning damage.
| |
| Necrotic. Necrotic damage, dealt by certain
| |
| undead and a spell such as chill touch, withers
| |
| matter and even the soul.
| |
| Piercing. Puncturing and impaling attacks,
| |
| including spears and monsters’ bites, deal piercing
| |
| damage.
| |
| Poison. Venomous stings and the toxic gas of a
| |
| green dragon’s breath deal poison damage.
| |
| Psychic. Mental abilities such as a mind flayer’s
| |
| psionic blast deal psychic damage.
| |
| Radiant. Radiant damage, dealt by a cleric’s flame
| |
| strike spell or an angel’s smiting weapon, sears the
| |
| flesh like fire and overloads the spirit with power.
| |
| Slashing. Swords, axes, and monsters’ claws deal
| |
| slashing damage.
| |
| Thunder. A concussive burst of sound, such as the
| |
| effect of the thunderwave spell, deals thunder
| |
| damage.
| |
| Damage Resistance and
| |
| Vulnerability
| |
| Some creatures and objects are exceedingly difficult
| |
| or unusually easy to hurt with certain types of
| |
| damage.
| |
| If a creature or an object has resistance to a
| |
| damage type, damage of that type is halved against it.
| |
| If a creature or an object has vulnerability to a
| |
| damage type, damage of that type is doubled against
| |
| it.
| |
| Resistance and then vulnerability are applied after
| |
| all other modifiers to damage. For example, a
| |
| creature has resistance to bludgeoning damage and
| |
| is hit by an attack that deals 25 bludgeoning damage.
| |
| The creature is also within a magical aura that
| |
| reduces all damage by 5. The 25 damage is first
| |
| reduced by 5 and then halved, so the creature takes
| |
| 10 damage.
| |
| Multiple instances of resistance or vulnerability
| |
| that affect the same damage type count as only one
| |
| instance. For example, if a creature has resistance to
| |
| fire damage as well as resistance to all nonmagical
| |
| damage, the damage of a nonmagical fire is reduced
| |
| by half against the creature, not reduced by three-‐‑
| |
| quarters.
| |
| Healing
| |
| Unless it results in death, damage isn’t permanent.
| |
| Even death is reversible through powerful magic.
| |
| Rest can restore a creature’s hit points, and magical
| |
| methods such as a cure wounds spell or a potion of
| |
| healing can remove damage in an instant.
| |
| When a creature receives healing of any kind, hit
| |
| points regained are added to its current hit points. A
| |
| creature’s hit points can’t exceed its hit point
| |
| maximum, so any hit points regained in excess of
| |
| this number are lost. For example, a druid grants a
| |
| ranger 8 hit points of healing. If the ranger has 14
| |
| current hit points and has a hit point maximum of 20,
| |
| the ranger regains 6 hit points from the druid, not 8.
| |
| A creature that has died can’t regain hit points
| |
| until magic such as the revivify spell has restored it
| |
| to life.
| |
| Dropping to 0 Hit Points
| |
| When you drop to 0 hit points, you either die
| |
| outright or fall unconscious, as explained in the
| |
| following sections.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 98
| |
| Instant Death
| |
| Massive damage can kill you instantly. When damage
| |
| reduces you to 0 hit points and there is damage
| |
| remaining, you die if the remaining damage equals
| |
| or exceeds your hit point maximum.
| |
| For example, a cleric with a maximum of 12 hit
| |
| points currently has 6 hit points. If she takes 18
| |
| damage from an attack, she is reduced to 0 hit points,
| |
| but 12 damage remains. Because the remaining
| |
| damage equals her hit point maximum, the cleric
| |
| dies.
| |
| Falling Unconscious
| |
| If damage reduces you to 0 hit points and fails to kill
| |
| you, you fall unconscious (see appendix PH-‐‑A). This
| |
| unconsciousness ends if you regain any hit points.
| |
| Death Saving Throws
| |
| Whenever you start your turn with 0 hit points, you
| |
| must make a special saving throw, called a death
| |
| saving throw, to determine whether you creep closer
| |
| to death or hang onto life. Unlike other saving
| |
| throws, this one isn’t tied to any ability score. You
| |
| are in the hands of fate now, aided only by spells and
| |
| features that improve your chances of succeeding on
| |
| a saving throw.
| |
| Roll a d20. If the roll is 10 or higher, you succeed.
| |
| Otherwise, you fail. A success or failure has no effect
| |
| by itself. On your third success, you become stable
| |
| (see below). On your third failure, you die. The
| |
| successes and failures don’t need to be consecutive;
| |
| keep track of both until you collect three of a kind.
| |
| The number of both is reset to zero when you regain
| |
| any hit points or become stable.
| |
| Rolling 1 or 20. When you make a death saving
| |
| throw and roll a 1 on the d20, it counts as two
| |
| failures. If you roll a 20 on the d20, you regain 1 hit
| |
| point.
| |
| Damage at 0 Hit Points. If you take any damage
| |
| while you have 0 hit points, you suffer a death saving
| |
| throw failure. If the damage is from a critical hit, you
| |
| suffer two failures instead. If the damage equals or
| |
| exceeds your hit point maximum, you suffer instant
| |
| death.
| |
| Stabilizing a Creature
| |
| The best way to save a creature with 0 hit points is
| |
| to heal it. If healing is unavailable, the creature can
| |
| at least be stabilized so that it isn’t killed by a failed
| |
| death saving throw.
| |
| You can use your action to administer first aid to
| |
| an unconscious creature and attempt to stabilize it,
| |
| which requires a successful DC 10 Wisdom
| |
| (Medicine) check.
| |
| A stable creature doesn’t make death saving
| |
| throws, even though it has 0 hit points, but it does
| |
| remain unconscious. The creature stops being stable,
| |
| and must start making death saving throws again, if
| |
| it takes any damage. A stable creature that isn’t
| |
| healed regains 1 hit point after 1d4 hours.
| |
| Monsters and Death
| |
| Most GMs have a monster die the instant it drops to
| |
| 0 hit points, rather than having it fall unconscious
| |
| and make death saving throws.
| |
| Mighty villains and special nonplayer characters
| |
| are common exceptions; the GM might have them
| |
| fall unconscious and follow the same rules as player
| |
| characters.
| |
| Knocking a Creature Out
| |
| Sometimes an attacker wants to incapacitate a foe,
| |
| rather than deal a killing blow. When an attacker
| |
| reduces a creature to 0 hit points with a melee attack,
| |
| the attacker can knock the creature out. The attacker
| |
| can make this choice the instant the damage is dealt.
| |
| The creature falls unconscious and is stable.
| |
| Temporary Hit Points
| |
| Some spells and special abilities confer temporary
| |
| hit points to a creature. Temporary hit points aren’t
| |
| actual hit points; they are a buffer against damage, a
| |
| pool of hit points that protect you from injury.
| |
| When you have temporary hit points and take
| |
| damage, the temporary hit points are lost first, and
| |
| any leftover damage carries over to your normal hit
| |
| points. For example, if you have 5 temporary hit
| |
| points and take 7 damage, you lose the temporary
| |
| hit points and then take 2 damage.
| |
| Because temporary hit points are separate from
| |
| your actual hit points, they can exceed your hit point
| |
| maximum. A character can, therefore, be at full hit
| |
| points and receive temporary hit points.
| |
| Healing can’t restore temporary hit points, and
| |
| they can’t be added together. If you have temporary
| |
| hit points and receive more of them, you decide
| |
| whether to keep the ones you have or to gain the
| |
| new ones. For example, if a spell grants you 12
| |
| temporary hit points when you already have 10, you
| |
| can have 12 or 10, not 22.
| |
| If you have 0 hit points, receiving temporary hit
| |
| points doesn’t restore you to consciousness or
| |
| stabilize you. They can still absorb damage directed
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 99
| |
| at you while you’re in that state, but only true
| |
| healing can save you.
| |
| Unless a feature that grants you temporary hit
| |
| points has a duration, they last until they’re depleted
| |
| or you finish a long rest.
| |
| Mounted Combat
| |
| A knight charging into battle on a warhorse, a wizard
| |
| casting spells from the back of a griffon, or a cleric
| |
| soaring through the sky on a pegasus all enjoy the
| |
| benefits of speed and mobility that a mount can
| |
| provide.
| |
| A willing creature that is at least one size larger
| |
| than you and that has an appropriate anatomy can
| |
| serve as a mount, using the following rules.
| |
| Mounting and Dismounting
| |
| Once during your move, you can mount a creature
| |
| that is within 5 feet of you or dismount. Doing so
| |
| costs an amount of movement equal to half your
| |
| speed. For example, if your speed is 30 feet, you
| |
| must spend 15 feet of movement to mount a horse.
| |
| Therefore, you can’t mount it if you don’t have 15
| |
| feet of movement left or if your speed is 0.
| |
| If an effect moves your mount against its will
| |
| while you’re on it, you must succeed on a DC 10
| |
| Dexterity saving throw or fall off the mount, landing
| |
| prone in a space within 5 feet of it. If you’re knocked
| |
| prone while mounted, you must make the same
| |
| saving throw.
| |
| If your mount is knocked prone, you can use your
| |
| reaction to dismount it as it falls and land on your
| |
| feet. Otherwise, you are dismounted and fall prone
| |
| in a space within 5 feet it.
| |
| Controlling a Mount
| |
| While you’re mounted, you have two options. You
| |
| can either control the mount or allow it to act
| |
| independently. Intelligent creatures, such as dragons,
| |
| act independently.
| |
| You can control a mount only if it has been trained
| |
| to accept a rider. Domesticated horses, donkeys, and
| |
| similar creatures are assumed to have such training.
| |
| The initiative of a controlled mount changes to
| |
| match yours when you mount it. It moves as you
| |
| direct it, and it has only three action options: Dash,
| |
| Disengage, and Dodge. A controlled mount can move
| |
| and act even on the turn that you mount it.
| |
| An independent mount retains its place in the
| |
| initiative order. Bearing a rider puts no restrictions
| |
| on the actions the mount can take, and it moves and
| |
| acts as it wishes. It might flee from combat, rush to
| |
| attack and devour a badly injured foe, or otherwise
| |
| act against your wishes.
| |
| In either case, if the mount provokes an
| |
| opportunity attack while you’re on it, the attacker
| |
| can target you or the mount.
| |
| Underwater Combat
| |
| When adventurers pursue sahuagin back to their
| |
| undersea homes, fight off sharks in an ancient
| |
| shipwreck, or find themselves in a flooded dungeon
| |
| room, they must fight in a challenging environment.
| |
| Underwater the following rules apply.
| |
| When making a melee weapon attack, a creature
| |
| that doesn’t have a swimming speed (either natural
| |
| or granted by magic) has disadvantage on the attack
| |
| roll unless the weapon is a dagger, javelin,
| |
| shortsword, spear, or trident.
| |
| A ranged weapon attack automatically misses a
| |
| target beyond the weapon’s normal range. Even
| |
| against a target within normal range, the attack roll
| |
| has disadvantage unless the weapon is a crossbow, a
| |
| net, or a weapon that is thrown like a javelin
| |
| (including a spear, trident, or dart).
| |
| Creatures and objects that are fully immersed in
| |
| water have resistance to fire damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 100
| |
| Spellcasting
| |
| Magic permeates fantasy gaming worlds and often
| |
| appears in the form of a spell.
| |
| This section provides the rules for casting spells.
| |
| Different character classes have distinctive ways of
| |
| learning and preparing their spells, and monsters
| |
| use spells in unique ways. Regardless of its source, a
| |
| spell follows the rules here.
| |
| What Is a Spell?
| |
| A spell is a discrete magical effect, a single shaping of
| |
| the magical energies that suffuse the multiverse into
| |
| a specific, limited expression. In casting a spell, a
| |
| character carefully plucks at the invisible strands of
| |
| raw magic suffusing the world, pins them in place in
| |
| a particular pattern, sets them vibrating in a specific
| |
| way, and then releases them to unleash the desired
| |
| effect—in most cases, all in the span of seconds.
| |
| Spells can be versatile tools, weapons, or
| |
| protective wards. They can deal damage or undo it,
| |
| impose or remove conditions (see appendix PH-‐‑A),
| |
| drain life energy away, and restore life to the dead.
| |
| Uncounted thousands of spells have been created
| |
| over the course of the multiverse’s history, and
| |
| many of them are long forgotten. Some might yet lie
| |
| recorded in crumbling spellbooks hidden in ancient
| |
| ruins or trapped in the minds of dead gods. Or they
| |
| might someday be reinvented by a character who
| |
| has amassed enough power and wisdom to do so.
| |
| Spell Level
| |
| Every spell has a level from 0 to 9. A spell’s level is a
| |
| general indicator of how powerful it is, with the
| |
| lowly (but still impressive) magic missile at 1st level
| |
| and the earth-‐‑shaking wish at 9th. Cantrips—simple
| |
| but powerful spells that characters can cast almost
| |
| by rote—are level 0. The higher a spell’s level, the
| |
| higher level a spellcaster must be to use that spell.
| |
| Spell level and character level don’t correspond
| |
| directly. Typically, a character has to be at least 17th
| |
| level, not 9th level, to cast a 9th-‐‑level spell.
| |
| Known and Prepared Spells
| |
| Before a spellcaster can use a spell, he or she must
| |
| have the spell firmly fixed in mind, or must have
| |
| access to the spell in a magic item. Members of a few
| |
| classes, including bards and sorcerers, have a limited
| |
| list of spells they know that are always fixed in mind.
| |
| The same thing is true of many magic-‐‑using
| |
| monsters. Other spellcasters, such as clerics and
| |
| wizards, undergo a process of preparing spells. This
| |
| process varies for different classes, as detailed in
| |
| their descriptions.
| |
| In every case, the number of spells a caster can
| |
| have fixed in mind at any given time depends on the
| |
| character’s level.
| |
| Spell Slots
| |
| Regardless of how many spells a caster knows or
| |
| prepares, he or she can cast only a limited number of
| |
| spells before resting. Manipulating the fabric of
| |
| magic and channeling its energy into even a simple
| |
| spell is physically and mentally taxing, and higher-‐‑
| |
| level spells are even more so. Thus, each spellcasting
| |
| class’s description (except that of the warlock)
| |
| includes a table showing how many spell slots of
| |
| each spell level a character can use at each character
| |
| level. For example, the 3rd-‐‑level wizard Umara has
| |
| four 1st-‐‑level spell slots and two 2nd-‐‑level slots.
| |
| When a character casts a spell, he or she expends a
| |
| slot of that spell’s level or higher, effectively “filling”
| |
| a slot with the spell. You can think of a spell slot as a
| |
| groove of a certain size—small for a 1st-‐‑level slot,
| |
| larger for a spell of higher level. A 1st-‐‑level spell fits
| |
| into a slot of any size, but a 9th-‐‑level spell fits only in
| |
| a 9th-‐‑level slot. So when Umara casts magic missile, a
| |
| 1st-‐‑level spell, she spends one of her four 1st-‐‑level
| |
| slots and has three remaining.
| |
| Finishing a long rest restores any expended spell
| |
| slots.
| |
| Some characters and monsters have special
| |
| abilities that let them cast spells without using spell
| |
| slots. For example, a monk who follows the Way of
| |
| the Four Elements, a warlock who chooses certain
| |
| eldritch invocations, and a pit fiend from the Nine
| |
| Hells can all cast spells in such a way.
| |
| Casting a Spell at a Higher Level
| |
| When a spellcaster casts a spell using a slot that is of
| |
| a higher level than the spell, the spell assumes the
| |
| higher level for that casting. For instance, if Umara
| |
| casts magic missile using one of her 2nd-‐‑level slots,
| |
| that magic missile is 2nd level. Effectively, the spell
| |
| expands to fill the slot it is put into.
| |
| Some spells, such as magic missile and cure
| |
| wounds, have more powerful effects when cast at a
| |
| higher level, as detailed in a spell’s description.
| |
| Casting in Armor
| |
| Because of the mental focus and precise gestures required
| |
| for spellcasting, you must be proficient with the armor you
| |
| are wearing to cast a spell. You are otherwise too distracted
| |
| and physically hampered by your armor for spellcasting.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 101
| |
| Cantrips
| |
| A cantrip is a spell that can be cast at will, without
| |
| using a spell slot and without being prepared in
| |
| advance. Repeated practice has fixed the spell in the
| |
| caster’s mind and infused the caster with the magic
| |
| needed to produce the effect over and over. A
| |
| cantrip’s spell level is 0.
| |
| Rituals
| |
| Certain spells have a special tag: ritual. Such a spell
| |
| can be cast following the normal rules for
| |
| spellcasting, or the spell can be cast as a ritual. The
| |
| ritual version of a spell takes 10 minutes longer to
| |
| cast than normal. It also doesn’t expend a spell slot,
| |
| which means the ritual version of a spell can’t be
| |
| cast at a higher level.
| |
| To cast a spell as a ritual, a spellcaster must have a
| |
| feature that grants the ability to do so. The cleric and
| |
| the druid, for example, have such a feature. The
| |
| caster must also have the spell prepared or on his or
| |
| her list of spells known, unless the character’s ritual
| |
| feature specifies otherwise, as the wizard’s does.
| |
| Casting a Spell
| |
| When a character casts any spell, the same basic
| |
| rules are followed, regardless of the character’s class
| |
| or the spell’s effects.
| |
| Each spell description begins with a block of
| |
| information, including the spell’s name, level, school
| |
| of magic, casting time, range, components, and
| |
| duration. The rest of a spell entry describes the
| |
| spell’s effect.
| |
| Casting Time
| |
| Most spells require a single action to cast, but some
| |
| spells require a bonus action, a reaction, or much
| |
| more time to cast.
| |
| Bonus Action
| |
| A spell cast with a bonus action is especially swift.
| |
| You must use a bonus action on your turn to cast the
| |
| spell, provided that you haven’t already taken a
| |
| bonus action this turn. You can’t cast another spell
| |
| during the same turn, except for a cantrip with a
| |
| casting time of 1 action.
| |
| Reactions
| |
| Some spells can be cast as reactions. These spells
| |
| take a fraction of a second to bring about and are
| |
| cast in response to some event. If a spell can be cast
| |
| as a reaction, the spell description tells you exactly
| |
| when you can do so.
| |
| Longer Casting Times
| |
| Certain spells (including spells cast as rituals)
| |
| require more time to cast: minutes or even hours.
| |
| When you cast a spell with a casting time longer
| |
| than a single action or reaction, you must spend your
| |
| action each turn casting the spell, and you must
| |
| maintain your concentration while you do so (see
| |
| “Concentration” below). If your concentration is
| |
| broken, the spell fails, but you don’t expend a spell
| |
| slot. If you want to try casting the spell again, you
| |
| must start over.
| |
| Range
| |
| The target of a spell must be within the spell’s range.
| |
| For a spell like magic missile, the target is a creature.
| |
| For a spell like fireball, the target is the point in
| |
| space where the ball of fire erupts.
| |
| Most spells have ranges expressed in feet. Some
| |
| spells can target only a creature (including you) that
| |
| you touch. Other spells, such as the shield spell, affect
| |
| only you. These spells have a range of self.
| |
| Spells that create cones or lines of effect that
| |
| originate from you also have a range of self,
| |
| indicating that the origin point of the spell’s effect
| |
| must be you (see “Areas of Effect”).
| |
| Once a spell is cast, its effects aren’t limited by its
| |
| range, unless the spell’s description says otherwise.
| |
| Components
| |
| A spell’s components are the physical requirements
| |
| you must meet in order to cast it. Each spell’s
| |
| description indicates whether it requires verbal (V),
| |
| somatic (S), or material (M) components. If you can’t
| |
| provide one or more of a spell’s components, you are
| |
| unable to cast the spell.
| |
| Verbal (V)
| |
| Most spells require the chanting of mystic words.
| |
| The words themselves aren’t the source of the spell’s
| |
| power; rather, the particular combination of sounds,
| |
| with specific pitch and resonance, sets the threads of
| |
| magic in motion. Thus, a character who is gagged or
| |
| in an area of silence, such as one created by the
| |
| silence spell, can’t cast a spell with a verbal
| |
| component.
| |
| Somatic (S)
| |
| Spellcasting gestures might include a forceful
| |
| gesticulation or an intricate set of gestures. If a spell
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 102
| |
| requires a somatic component, the caster must have
| |
| free use of at least one hand to perform these gestures.
| |
| Material (M)
| |
| Casting some spells requires particular objects,
| |
| specified in parentheses in the component entry. A
| |
| character can use a component pouch or a
| |
| spellcasting focus (found in “Equipment”) in place
| |
| of the components specified for a spell. But if a cost
| |
| is indicated for a component, a character must have
| |
| that specific component before he or she can cast the
| |
| spell.
| |
| If a spell states that a material component is
| |
| consumed by the spell, the caster must provide this
| |
| component for each casting of the spell.
| |
| A spellcaster must have a hand free to access a
| |
| spell’s material components—or to hold a
| |
| spellcasting focus—but it can be the same hand that
| |
| he or she uses to perform somatic components.
| |
| Duration
| |
| A spell’s duration is the length of time the spell
| |
| persists. A duration can be expressed in rounds,
| |
| minutes, hours, or even years. Some spells specify
| |
| that their effects last until the spells are dispelled or
| |
| destroyed.
| |
| Instantaneous
| |
| Many spells are instantaneous. The spell harms,
| |
| heals, creates, or alters a creature or an object in a
| |
| way that can’t be dispelled, because its magic exists
| |
| only for an instant.
| |
| Concentration
| |
| Some spells require you to maintain concentration in
| |
| order to keep their magic active. If you lose
| |
| concentration, such a spell ends.
| |
| If a spell must be maintained with concentration,
| |
| that fact appears in its Duration entry, and the spell
| |
| specifies how long you can concentrate on it. You
| |
| can end concentration at any time (no action
| |
| required).
| |
| Normal activity, such as moving and attacking,
| |
| doesn’t interfere with concentration. The following
| |
| factors can break concentration:
| |
| • Casting another spell that requires
| |
| concentration. You lose concentration on a spell
| |
| if you cast another spell that requires
| |
| concentration. You can’t concentrate on two spells
| |
| at once.
| |
| • Taking damage. Whenever you take damage
| |
| while you are concentrating on a spell, you must
| |
| make a Constitution saving throw to maintain
| |
| your concentration. The DC equals 10 or half the
| |
| damage you take, whichever number is higher. If
| |
| you take damage from multiple sources, such as an
| |
| arrow and a dragon’s breath, you make a separate
| |
| saving throw for each source of damage.
| |
| • Being incapacitated or killed. You lose
| |
| concentration on a spell if you are incapacitated or
| |
| if you die.
| |
| The GM might also decide that certain
| |
| environmental phenomena, such as a wave crashing
| |
| over you while you’re on a storm-‐‑tossed ship,
| |
| require you to succeed on a DC 10 Constitution
| |
| saving throw to maintain concentration on a spell.
| |
| Targets
| |
| A typical spell requires you to pick one or more
| |
| targets to be affected by the spell’s magic. A spell’s
| |
| description tells you whether the spell targets
| |
| creatures, objects, or a point of origin for an area of
| |
| effect (described below).
| |
| Unless a spell has a perceptible effect, a creature
| |
| might not know it was targeted by a spell at all. An
| |
| effect like crackling lightning is obvious, but a more
| |
| subtle effect, such as an attempt to read a creature’s
| |
| thoughts, typically goes unnoticed, unless a spell
| |
| says otherwise.
| |
| A Clear Path to the Target
| |
| To target something, you must have a clear path to it,
| |
| so it can’t be behind total cover.
| |
| If you place an area of effect at a point that you
| |
| can’t see and an obstruction, such as a wall, is
| |
| between you and that point, the point of origin
| |
| comes into being on the near side of that obstruction.
| |
| Targeting Yourself
| |
| If a spell targets a creature of your choice, you can
| |
| choose yourself, unless the creature must be hostile
| |
| or specifically a creature other than you. If you are in
| |
| the area of effect of a spell you cast, you can target
| |
| yourself.
| |
| Areas of Effect
| |
| Spells such as burning hands and cone of cold cover
| |
| an area, allowing them to affect multiple creatures at
| |
| once.
| |
| A spell’s description specifies its area of effect,
| |
| which typically has one of five different shapes: cone,
| |
| cube, cylinder, line, or sphere. Every area of effect
| |
| has a point of origin, a location from which the
| |
| spell’s energy erupts. The rules for each shape
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 103
| |
| specify how you position its point of origin. Typically,
| |
| a point of origin is a point in space, but some spells
| |
| have an area whose origin is a creature or an object.
| |
| A spell’s effect expands in straight lines from the
| |
| point of origin. If no unblocked straight line extends
| |
| from the point of origin to a location within the area
| |
| of effect, that location isn’t included in the spell’s
| |
| area. To block one of these imaginary lines, an
| |
| obstruction must provide total cover.
| |
| Cone
| |
| A cone extends in a direction you choose from its
| |
| point of origin. A cone’s width at a given point along
| |
| its length is equal to that point’s distance from the
| |
| point of origin. A cone’s area of effect specifies its
| |
| maximum length.
| |
| A cone’s point of origin is not included in the
| |
| cone’s area of effect, unless you decide otherwise.
| |
| Cube
| |
| You select a cube’s point of origin, which lies
| |
| anywhere on a face of the cubic effect. The cube’s
| |
| size is expressed as the length of each side.
| |
| A cube’s point of origin is not included in the
| |
| cube’s area of effect, unless you decide otherwise.
| |
| Cylinder
| |
| A cylinder’s point of origin is the center of a circle of
| |
| a particular radius, as given in the spell description.
| |
| The circle must either be on the ground or at the
| |
| height of the spell effect. The energy in a cylinder
| |
| expands in straight lines from the point of origin to
| |
| the perimeter of the circle, forming the base of the
| |
| cylinder. The spell’s effect then shoots up from the
| |
| base or down from the top, to a distance equal to the
| |
| height of the cylinder.
| |
| A cylinder’s point of origin is included in the
| |
| cylinder’s area of effect.
| |
| Line
| |
| A line extends from its point of origin in a straight
| |
| path up to its length and covers an area defined by
| |
| its width.
| |
| A line’s point of origin is not included in the line’s
| |
| area of effect, unless you decide otherwise.
| |
| Sphere
| |
| You select a sphere’s point of origin, and the sphere
| |
| extends outward from that point. The sphere’s size is
| |
| expressed as a radius in feet that extends from the
| |
| point.
| |
| A sphere’s point of origin is included in the
| |
| sphere’s area of effect.
| |
| Saving Throws
| |
| Many spells specify that a target can make a saving
| |
| throw to avoid some or all of a spell’s effects. The
| |
| spell specifies the ability that the target uses for the
| |
| save and what happens on a success or failure.
| |
| The DC to resist one of your spells equals 8 + your
| |
| spellcasting ability modifier + your proficiency
| |
| bonus + any special modifiers.
| |
| Attack Rolls
| |
| Some spells require the caster to make an attack roll
| |
| to determine whether the spell effect hits the
| |
| intended target. Your attack bonus with a spell
| |
| attack equals your spellcasting ability modifier +
| |
| your proficiency bonus.
| |
| Most spells that require attack rolls involve
| |
| ranged attacks. Remember that you have
| |
| disadvantage on a ranged attack roll if you are within
| |
| 5 feet of a hostile creature that can see you and that
| |
| isn’t incapacitated.
| |
| The Schools of Magic
| |
| Academies of magic group spells into eight categories called
| |
| schools of magic. Scholars, particularly wizards, apply these
| |
| categories to all spells, believing that all magic functions in
| |
| essentially the same way, whether it derives from rigorous
| |
| study or is bestowed by a deity.
| |
| The schools of magic help describe spells; they have no
| |
| rules of their own, although some rules refer to the schools.
| |
| Abjuration spells are protective in nature, though some of
| |
| them have aggressive uses. They create magical barriers,
| |
| negate harmful effects, harm trespassers, or banish creatures
| |
| to other planes of existence.
| |
| Conjuration spells involve the transportation of objects
| |
| and creatures from one location to another. Some spells
| |
| summon creatures or objects to the caster’s side, whereas
| |
| others allow the caster to teleport to another location. Some
| |
| conjurations create objects or effects out of nothing.
| |
| Divination spells reveal information, whether in the form
| |
| of secrets long forgotten, glimpses of the future, the
| |
| locations of hidden things, the truth behind illusions, or
| |
| visions of distant people or places.
| |
| Enchantment spells affect the minds of others, influencing
| |
| or controlling their behavior. Such spells can make enemies
| |
| see the caster as a friend, force creatures to take a course of
| |
| action, or even control another creature like a puppet.
| |
| Evocation spells manipulate magical energy to produce a
| |
| desired effect. Some call up blasts of fire or lightning. Others
| |
| channel positive energy to heal wounds.
| |
| Illusion spells deceive the senses or minds of others. They
| |
| cause people to see things that are not there, to miss things
| |
| that are there, to hear phantom noises, or to remember
| |
| things that never happened. Some illusions create phantom
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 104
| |
| images that any creature can see, but the most insidious
| |
| illusions plant an image directly in the mind of a creature.
| |
| Necromancy spells manipulate the energies of life and
| |
| death. Such spells can grant an extra reserve of life force,
| |
| drain the life energy from another creature, create the
| |
| undead, or even bring the dead back to life.
| |
| Creating the undead through the use of necromancy spells
| |
| such as animate dead is not a good act, and only evil casters
| |
| use such spells frequently.
| |
| Transmutation spells change the properties of a creature,
| |
| object, or environment. They might turn an enemy into a
| |
| harmless creature, bolster the strength of an ally, make an
| |
| object move at the caster’s command, or enhance a creature’s
| |
| innate healing abilities to rapidly recover from injury.
| |
| Combining Magical Effects
| |
| The effects of different spells add together while the
| |
| durations of those spells overlap. The effects of the
| |
| same spell cast multiple times don’t combine,
| |
| however. Instead, the most potent effect—such as
| |
| the highest bonus—from those castings applies
| |
| while their durations overlap.
| |
| For example, if two clerics cast bless on the same
| |
| target, that character gains the spell’s benefit only
| |
| once; he or she doesn’t get to roll two bonus dice.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 105
| |
| Spell Lists
| |
| Bard Spells
| |
| Cantrips (0 Level)
| |
| Dancing Lights
| |
| Light
| |
| Mage Hand
| |
| Mending
| |
| Message
| |
| Minor Illusion
| |
| Prestidigitation
| |
| True Strike
| |
| Vicious Mockery
| |
| 1st Level
| |
| Animal Friendship
| |
| Bane
| |
| Charm Person
| |
| Comprehend Languages
| |
| Cure Wounds
| |
| Detect Magic
| |
| Disguise Self
| |
| Faerie Fire
| |
| Feather Fall
| |
| Healing Word
| |
| Heroism
| |
| Hideous Laughter
| |
| Identify
| |
| Illusory Script
| |
| Longstrider
| |
| Silent Image
| |
| Sleep
| |
| Speak with Animals
| |
| Thunderwave
| |
| Unseen Servant
| |
| 2nd Level
| |
| Animal Messenger
| |
| Blindness/Deafness
| |
| Calm Emotions
| |
| Detect Thoughts
| |
| Enhance Ability
| |
| Enthrall
| |
| Heat Metal
| |
| Hold Person
| |
| Invisibility
| |
| Knock
| |
| Lesser Restoration
| |
| Locate Animals or Plants
| |
| Locate Object
| |
| Magic Mouth
| |
| See Invisibility
| |
| Shatter
| |
| Silence
| |
| Suggestion
| |
| Zone of Truth
| |
| 3rd Level
| |
| Bestow Curse
| |
| Clairvoyance
| |
| Dispel Magic
| |
| Fear
| |
| Glyph of Warding
| |
| Hypnotic Pattern
| |
| Major Image
| |
| Nondetection
| |
| Plant Growth
| |
| Sending
| |
| Speak with Dead
| |
| Speak with Plants
| |
| Stinking Cloud
| |
| Tiny Hut
| |
| Tongues
| |
| 4th Level
| |
| Compulsion
| |
| Confusion
| |
| Dimension Door
| |
| Freedom of Movement
| |
| Greater Invisibility
| |
| Hallucinatory Terrain
| |
| Locate Creature
| |
| Polymorph
| |
| 5th Level
| |
| Animate Objects
| |
| Awaken
| |
| Dominate Person
| |
| Dream
| |
| Geas
| |
| Greater Restoration
| |
| Hold Monster
| |
| Legend Lore
| |
| Mass Cure Wounds
| |
| Mislead
| |
| Modify Memory
| |
| Planar Binding
| |
| Raise Dead
| |
| Scrying
| |
| Seeming
| |
| Teleportation Circle
| |
| 6th Level
| |
| Eyebite
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 106
| |
| Find the Path
| |
| Guards and Wards
| |
| Irresistible Dance
| |
| Mass Suggestion
| |
| Programmed Illusion
| |
| True Seeing
| |
| 7th Level
| |
| Arcane Sword
| |
| Etherealness
| |
| Forcecage
| |
| Magnificent Mansion
| |
| Mirage Arcane
| |
| Project Image
| |
| Regenerate
| |
| Resurrection
| |
| Symbol
| |
| Teleport
| |
| 8th Level
| |
| Dominate Monster
| |
| Feeblemind
| |
| Glibness
| |
| Mind Blank
| |
| Power Word Stun
| |
| 9th Level
| |
| Foresight
| |
| Power Word Kill
| |
| True Polymorph
| |
| Cleric Spells
| |
| Cantrips (0 Level)
| |
| Guidance
| |
| Light
| |
| Mending
| |
| Resistance
| |
| Sacred Flame
| |
| Spare the Dying
| |
| Thaumaturgy
| |
| 1st Level
| |
| Bane
| |
| Bless
| |
| Command
| |
| Create or Destroy Water
| |
| Cure Wounds
| |
| Detect Evil and Good
| |
| Detect Magic
| |
| Detect Poison and Disease
| |
| Guiding Bolt
| |
| Healing Word
| |
| Inflict Wounds
| |
| Protection from Evil and Good
| |
| Purify Food and Drink
| |
| Sanctuary
| |
| Shield of Faith
| |
| 2nd Level
| |
| Aid
| |
| Augury
| |
| Blindness/Deafness
| |
| Calm Emotions
| |
| Continual Flame
| |
| Enhance Ability
| |
| Find Traps
| |
| Gentle Repose
| |
| Hold Person
| |
| Lesser Restoration
| |
| Locate Object
| |
| Prayer of Healing
| |
| Protection from Poison
| |
| Silence
| |
| Spiritual Weapon
| |
| Warding Bond
| |
| Zone of Truth
| |
| 3rd Level
| |
| Animate Dead
| |
| Beacon of Hope
| |
| Bestow Curse
| |
| Clairvoyance
| |
| Create Food and Water
| |
| Daylight
| |
| Dispel Magic
| |
| Glyph of Warding
| |
| Magic Circle
| |
| Mass Healing Word
| |
| Meld into Stone
| |
| Protection from Energy
| |
| Remove Curse
| |
| Revivify
| |
| Sending
| |
| Speak with Dead
| |
| Spirit Guardians
| |
| Tongues
| |
| Water Walk
| |
| 4th Level
| |
| Banishment
| |
| Control Water
| |
| Death Ward
| |
| Divination
| |
| Freedom of Movement
| |
| Guardian of Faith
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 107
| |
| Locate Creature
| |
| Stone Shape
| |
| 5th Level
| |
| Commune
| |
| Contagion
| |
| Dispel Evil and Good
| |
| Flame Strike
| |
| Geas
| |
| Greater Restoration
| |
| Hallow
| |
| Insect Plague
| |
| Legend Lore
| |
| Mass Cure Wounds
| |
| Planar Binding
| |
| Raise Dead
| |
| Scrying
| |
| 6th Level
| |
| Blade Barrier
| |
| Create Undead
| |
| Find the Path
| |
| Forbiddance
| |
| Harm
| |
| Heal
| |
| Heroes’ Feast
| |
| Planar Ally
| |
| True Seeing
| |
| Word of Recall
| |
| 7th Level
| |
| Conjure Celestial
| |
| Divine Word
| |
| Etherealness
| |
| Fire Storm
| |
| Plane Shift
| |
| Regenerate
| |
| Resurrection
| |
| Symbol
| |
| 8th Level
| |
| Antimagic Field
| |
| Control Weather
| |
| Earthquake
| |
| Holy Aura
| |
| 9th Level
| |
| Astral Projection
| |
| Gate
| |
| Mass Heal
| |
| True Resurrection
| |
| Druid Spells
| |
| Cantrips (0 Level)
| |
| Druidcraft
| |
| Guidance
| |
| Mending
| |
| Poison Spray
| |
| Produce Flame
| |
| Resistance
| |
| Shillelagh
| |
| 1st Level
| |
| Animal Friendship
| |
| Charm Person
| |
| Create or Destroy Water
| |
| Cure Wounds
| |
| Detect Magic
| |
| Detect Poison and Disease
| |
| Entangle
| |
| Faerie Fire
| |
| Fog Cloud
| |
| Goodberry
| |
| Healing Word
| |
| Jump
| |
| Longstrider
| |
| Purify Food and Drink
| |
| Speak with Animals
| |
| Thunderwave
| |
| 2nd Level
| |
| Animal Messenger
| |
| Barkskin
| |
| Darkvision
| |
| Enhance Ability
| |
| Find Traps
| |
| Flame Blade
| |
| Flaming Sphere
| |
| Gust of Wind
| |
| Heat Metal
| |
| Hold Person
| |
| Lesser Restoration
| |
| Locate Animals or Plants
| |
| Locate Object
| |
| Moonbeam
| |
| Pass without Trace
| |
| Protection from Poison
| |
| Spike Growth
| |
| 3rd Level
| |
| Call Lightning
| |
| Conjure Animals
| |
| Daylight
| |
| Dispel Magic
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 108
| |
| Meld into Stone
| |
| Plant Growth
| |
| Protection from Energy
| |
| Sleet Storm
| |
| Speak with Plants
| |
| Water Breathing
| |
| Water Walk
| |
| Wind Wall
| |
| 4th Level
| |
| Blight
| |
| Confusion
| |
| Conjure Minor Elementals
| |
| Conjure Woodland Beings
| |
| Control Water
| |
| Dominate Beast
| |
| Freedom of Movement
| |
| Giant Insect
| |
| Hallucinatory Terrain
| |
| Ice Storm
| |
| Locate Creature
| |
| Polymorph
| |
| Stone Shape
| |
| Stoneskin
| |
| Wall of Fire
| |
| 5th Level
| |
| Antilife Shell
| |
| Awaken
| |
| Commune with Nature
| |
| Conjure Elemental
| |
| Contagion
| |
| Geas
| |
| Greater Restoration
| |
| Insect Plague
| |
| Mass Cure Wounds
| |
| Planar Binding
| |
| Reincarnate
| |
| Scrying
| |
| Tree Stride
| |
| Wall of Stone
| |
| 6th Level
| |
| Conjure Fey
| |
| Find the Path
| |
| Heal
| |
| Heroes’ Feast
| |
| Move Earth
| |
| Sunbeam
| |
| Transport via Plants
| |
| Wall of Thorns
| |
| Wind Walk
| |
| 7th Level
| |
| Fire Storm
| |
| Mirage Arcane
| |
| Plane Shift
| |
| Regenerate
| |
| Reverse Gravity
| |
| 8th Level
| |
| Animal Shapes
| |
| Antipathy/Sympathy
| |
| Control Weather
| |
| Earthquake
| |
| Feeblemind
| |
| Sunburst
| |
| 9th Level
| |
| Foresight
| |
| Shapechange
| |
| Storm of Vengeance
| |
| True Resurrection
| |
| Paladin Spells
| |
| 1st Level
| |
| Bless
| |
| Command
| |
| Cure Wounds
| |
| Detect Evil and Good
| |
| Detect Magic
| |
| Detect Poison and Disease
| |
| Divine Favor
| |
| Heroism
| |
| Protection from Evil and Good
| |
| Purify Food and Drink
| |
| Shield of Faith
| |
| 2nd Level
| |
| Aid
| |
| Branding Smite
| |
| Find Steed
| |
| Lesser Restoration
| |
| Locate Object
| |
| Magic Weapon
| |
| Protection from Poison
| |
| Zone of Truth
| |
| 3rd Level
| |
| Create Food and Water
| |
| Daylight
| |
| Dispel Magic
| |
| Magic Circle
| |
| Remove Curse
| |
| Revivify
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 109
| |
| 4th Level
| |
| Banishment
| |
| Death Ward
| |
| Locate Creature
| |
| 5th Level
| |
| Dispel Evil and Good
| |
| Geas
| |
| Raise Dead
| |
| Ranger Spells
| |
| 1st Level
| |
| Alarm
| |
| Animal Friendship
| |
| Cure Wounds
| |
| Detect Magic
| |
| Detect Poison and Disease
| |
| Fog Cloud
| |
| Goodberry
| |
| Hunter's Mark
| |
| Jump
| |
| Longstrider
| |
| Speak with Animals
| |
| 2nd Level
| |
| Animal Messenger
| |
| Barkskin
| |
| Darkvision
| |
| Find Traps
| |
| Lesser Restoration
| |
| Locate Animals or Plants
| |
| Locate Object
| |
| Pass without Trace
| |
| Protection from Poison
| |
| Silence
| |
| Spike Growth
| |
| 3rd Level
| |
| Conjure Animals
| |
| Daylight
| |
| Nondetection
| |
| Plant Growth
| |
| Protection from Energy
| |
| Speak with Plants
| |
| Water Breathing
| |
| Water Walk
| |
| Wind Wall
| |
| 4th Level
| |
| Conjure Woodland Beings
| |
| Freedom of Movement
| |
| Locate Creature
| |
| Stoneskin
| |
| 5th Level
| |
| Commune with Nature
| |
| Tree Stride
| |
| Sorcerer Spells
| |
| Cantrips (0 Level)
| |
| Acid Splash
| |
| Chill Touch
| |
| Dancing Lights
| |
| Fire Bolt
| |
| Light
| |
| Mage Hand
| |
| Mending
| |
| Message
| |
| Minor Illusion
| |
| Poison Spray
| |
| Prestidigitation
| |
| Ray of Frost
| |
| Shocking Grasp
| |
| True Strike
| |
| 1st Level
| |
| Burning Hands
| |
| Charm Person
| |
| Color Spray
| |
| Comprehend Languages
| |
| Detect Magic
| |
| Disguise Self
| |
| Expeditious Retreat
| |
| False Life
| |
| Feather Fall
| |
| Fog Cloud
| |
| Jump
| |
| Mage Armor
| |
| Magic Missile
| |
| Shield
| |
| Silent Image
| |
| Sleep
| |
| Thunderwave
| |
| 2nd Level
| |
| Alter Self
| |
| Blindness/Deafness
| |
| Blur
| |
| Darkness
| |
| Darkvision
| |
| Detect Thoughts
| |
| Enhance Ability
| |
| Enlarge/Reduce
| |
| Gust of Wind
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 110
| |
| Hold Person
| |
| Invisibility
| |
| Knock
| |
| Levitate
| |
| Mirror Image
| |
| Misty Step
| |
| Scorching Ray
| |
| See Invisibility
| |
| Shatter
| |
| Spider Climb
| |
| Suggestion
| |
| Web
| |
| 3rd Level
| |
| Blink
| |
| Clairvoyance
| |
| Counterspell
| |
| Daylight
| |
| Dispel Magic
| |
| Fear
| |
| Fireball
| |
| Fly
| |
| Gaseous Form
| |
| Haste
| |
| Hypnotic Pattern
| |
| Lightning Bolt
| |
| Major Image
| |
| Protection from Energy
| |
| Sleet Storm
| |
| Slow
| |
| Stinking Cloud
| |
| Tongues
| |
| Water Breathing
| |
| Water Walk
| |
| 4th Level
| |
| Banishment
| |
| Blight
| |
| Confusion
| |
| Dimension Door
| |
| Dominate Beast
| |
| Greater Invisibility
| |
| Ice Storm
| |
| Polymorph
| |
| Stoneskin
| |
| Wall of Fire
| |
| 5th Level
| |
| Animate Objects
| |
| Cloudkill
| |
| Cone of Cold
| |
| Creation
| |
| Dominate Person
| |
| Hold Monster
| |
| Insect Plague
| |
| Seeming
| |
| Telekinesis
| |
| Teleportation Circle
| |
| Wall of Stone
| |
| 6th Level
| |
| Chain Lightning
| |
| Circle of Death
| |
| Disintegrate
| |
| Eyebite
| |
| Globe of Invulnerability
| |
| Mass Suggestion
| |
| Move Earth
| |
| Sunbeam
| |
| True Seeing
| |
| 7th Level
| |
| Delayed Blast Fireball
| |
| Etherealness
| |
| Finger of Death
| |
| Fire Storm
| |
| Plane Shift
| |
| Prismatic Spray
| |
| Reverse Gravity
| |
| Teleport
| |
| 8th Level
| |
| Dominate Monster
| |
| Earthquake
| |
| Incendiary Cloud
| |
| Power Word Stun
| |
| Sunburst
| |
| 9th Level
| |
| Gate
| |
| Meteor Swarm
| |
| Power Word Kill
| |
| Time Stop
| |
| Wish
| |
| Warlock Spells
| |
| Cantrips (0 Level)
| |
| Chill Touch
| |
| Eldritch Blast
| |
| Mage Hand
| |
| Minor Illusion
| |
| Poison Spray
| |
| Prestidigitation
| |
| True Strike
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 111
| |
| 1st Level
| |
| Charm Person
| |
| Comprehend Languages
| |
| Expeditious Retreat
| |
| Hellish Rebuke
| |
| Illusory Script
| |
| Protection from Evil and Good
| |
| Unseen Servant
| |
| 2nd Level
| |
| Darkness
| |
| Enthrall
| |
| Hold Person
| |
| Invisibility
| |
| Mirror Image
| |
| Misty Step
| |
| Ray of Enfeeblement
| |
| Shatter
| |
| Spider Climb
| |
| Suggestion
| |
| 3rd Level
| |
| Counterspell
| |
| Dispel Magic
| |
| Fear
| |
| Fly
| |
| Gaseous Form
| |
| Hypnotic Pattern
| |
| Magic Circle
| |
| Major Image
| |
| Remove Curse
| |
| Tongues
| |
| Vampiric Touch
| |
| 4th Level
| |
| Banishment
| |
| Blight
| |
| Dimension Door
| |
| Hallucinatory Terrain
| |
| 5th Level
| |
| Contact Other Plane
| |
| Dream
| |
| Hold Monster
| |
| Scrying
| |
| 6th Level
| |
| Circle of Death
| |
| Conjure Fey
| |
| Create Undead
| |
| Eyebite
| |
| Flesh to Stone
| |
| Mass Suggestion
| |
| True Seeing
| |
| 7th Level
| |
| Etherealness
| |
| Finger of Death
| |
| Forcecage
| |
| Plane Shift
| |
| 8th Level
| |
| Demiplane
| |
| Dominate Monster
| |
| Feeblemind
| |
| Glibness
| |
| Power Word Stun
| |
| 9th Level
| |
| Astral Projection
| |
| Foresight
| |
| Imprisonment
| |
| Power Word Kill
| |
| True Polymorph
| |
| Wizard Spells
| |
| Cantrips (0 Level)
| |
| Acid Splash
| |
| Chill Touch
| |
| Dancing Lights
| |
| Fire Bolt
| |
| Light
| |
| Mage Hand
| |
| Mending
| |
| Message
| |
| Minor Illusion
| |
| Poison Spray
| |
| Prestidigitation
| |
| Ray of Frost
| |
| Shocking Grasp
| |
| True Strike
| |
| 1st Level
| |
| Alarm
| |
| Burning Hands
| |
| Charm Person
| |
| Color Spray
| |
| Comprehend Languages
| |
| Detect Magic
| |
| Disguise Self
| |
| Expeditious Retreat
| |
| False Life
| |
| Feather Fall
| |
| Find Familiar
| |
| Floating Disk
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 112
| |
| Fog Cloud
| |
| Grease
| |
| Hideous Laughter
| |
| Identify
| |
| Illusory Script
| |
| Jump
| |
| Longstrider
| |
| Mage Armor
| |
| Magic Missile
| |
| Protection from Evil and Good
| |
| Shield
| |
| Silent Image
| |
| Sleep
| |
| Thunderwave
| |
| Unseen Servant
| |
| 2nd Level
| |
| Acid Arrow
| |
| Alter Self
| |
| Arcane Lock
| |
| Arcanist’s Magic Aura
| |
| Blindness/Deafness
| |
| Blur
| |
| Continual Flame
| |
| Darkness
| |
| Darkvision
| |
| Detect Thoughts
| |
| Enlarge/Reduce
| |
| Flaming Sphere
| |
| Gentle Repose
| |
| Gust of Wind
| |
| Hold Person
| |
| Invisibility
| |
| Knock
| |
| Levitate
| |
| Locate Object
| |
| Magic Mouth
| |
| Magic Weapon
| |
| Mirror Image
| |
| Misty Step
| |
| Ray of Enfeeblement
| |
| Rope Trick
| |
| Scorching Ray
| |
| See Invisibility
| |
| Shatter
| |
| Spider Climb
| |
| Suggestion
| |
| Web
| |
| 3rd Level
| |
| Animate Dead
| |
| Bestow Curse
| |
| Blink
| |
| Clairvoyance
| |
| Counterspell
| |
| Dispel Magic
| |
| Fear
| |
| Fireball
| |
| Fly
| |
| Gaseous Form
| |
| Glyph of Warding
| |
| Haste
| |
| Hypnotic Pattern
| |
| Lightning Bolt
| |
| Magic Circle
| |
| Major Image
| |
| Nondetection
| |
| Phantom Steed
| |
| Protection from Energy
| |
| Remove Curse
| |
| Sending
| |
| Sleet Storm
| |
| Slow
| |
| Stinking Cloud
| |
| Tiny Hut
| |
| Tongues
| |
| Vampiric Touch
| |
| Water Breathing
| |
| 4th Level
| |
| Arcane Eye
| |
| Banishment
| |
| Black Tentacles
| |
| Blight
| |
| Confusion
| |
| Conjure Minor Elementals
| |
| Control Water
| |
| Dimension Door
| |
| Fabricate
| |
| Faithful Hound
| |
| Fire Shield
| |
| Greater Invisibility
| |
| Hallucinatory Terrain
| |
| Ice Storm
| |
| Locate Creature
| |
| Phantasmal Killer
| |
| Polymorph
| |
| Private Sanctum
| |
| Resilient Sphere
| |
| Secret Chest
| |
| Stone Shape
| |
| Stoneskin
| |
| Wall of Fire
| |
| 5th Level
| |
| Animate Objects
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 113
| |
| Arcane Hand
| |
| Cloudkill
| |
| Cone of Cold
| |
| Conjure Elemental
| |
| Contact Other Plane
| |
| Creation
| |
| Dominate Person
| |
| Dream
| |
| Geas
| |
| Hold Monster
| |
| Legend Lore
| |
| Mislead
| |
| Modify Memory
| |
| Passwall
| |
| Planar Binding
| |
| Scrying
| |
| Seeming
| |
| Telekinesis
| |
| Telepathic Bond
| |
| Teleportation Circle
| |
| Wall of Force
| |
| Wall of Stone
| |
| 6th Level
| |
| Chain Lightning
| |
| Circle of Death
| |
| Contingency
| |
| Create Undead
| |
| Disintegrate
| |
| Eyebite
| |
| Flesh to Stone
| |
| Freezing Sphere
| |
| Globe of Invulnerability
| |
| Guards and Wards
| |
| Instant Summons
| |
| Irresistible Dance
| |
| Magic Jar
| |
| Mass Suggestion
| |
| Move Earth
| |
| Programmed Illusion
| |
| Sunbeam
| |
| True Seeing
| |
| Wall of Ice
| |
| 7th Level
| |
| Arcane Sword
| |
| Delayed Blast Fireball
| |
| Etherealness
| |
| Finger of Death
| |
| Forcecage
| |
| Magnificent Mansion
| |
| Mirage Arcane
| |
| Plane Shift
| |
| Prismatic Spray
| |
| Project Image
| |
| Reverse Gravity
| |
| Sequester
| |
| Simulacrum
| |
| Symbol
| |
| Teleport
| |
| 8th Level
| |
| Antimagic Field
| |
| Antipathy/Sympathy
| |
| Clone
| |
| Control Weather
| |
| Demiplane
| |
| Dominate Monster
| |
| Feeblemind
| |
| Incendiary Cloud
| |
| Maze
| |
| Mind Blank
| |
| Power Word Stun
| |
| Sunburst
| |
| 9th Level
| |
| Astral Projection
| |
| Foresight
| |
| Gate
| |
| Imprisonment
| |
| Meteor Swarm
| |
| Power Word Kill
| |
| Prismatic Wall
| |
| Shapechange
| |
| Time Stop
| |
| True Polymorph
| |
| Weird
| |
| Wish
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 114
| |
| Spell Descriptions
| |
| Acid Arrow
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 90 feet
| |
| Components: V, S, M (powdered rhubarb leaf and an
| |
| adder’s stomach)
| |
| Duration: Instantaneous
| |
| A shimmering green arrow streaks toward a target
| |
| within range and bursts in a spray of acid. Make a
| |
| ranged spell attack against the target. On a hit, the
| |
| target takes 4d4 acid damage immediately and 2d4
| |
| acid damage at the end of its next turn. On a miss,
| |
| the arrow splashes the target with acid for half as
| |
| much of the initial damage and no damage at the end
| |
| of its next turn.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, the damage (both
| |
| initial and later) increases by 1d4 for each slot level
| |
| above 2nd.
| |
| Acid Splash
| |
| Conjuration cantrip
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You hurl a bubble of acid. Choose one creature
| |
| within range, or choose two creatures within range
| |
| that are within 5 feet of each other. A target must
| |
| succeed on a Dexterity saving throw or take 1d6 acid
| |
| damage.
| |
| This spell’s damage increases by 1d6 when you
| |
| reach 5th level (2d6), 11th level (3d6), and 17th
| |
| level (4d6).
| |
| Aid
| |
| 2nd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a tiny strip of white cloth)
| |
| Duration: 8 hours
| |
| Your spell bolsters your allies with toughness and
| |
| resolve. Choose up to three creatures within range.
| |
| Each target’s hit point maximum and current hit
| |
| points increase by 5 for the duration.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, a target’s hit points
| |
| increase by an additional 5 for each slot level above
| |
| 2nd.
| |
| Alarm
| |
| 1st-‐‑level abjuration (ritual)
| |
| Casting Time: 1 minute
| |
| Range: 30 feet
| |
| Components: V, S, M (a tiny bell and a piece of fine
| |
| silver wire)
| |
| Duration: 8 hours
| |
| You set an alarm against unwanted intrusion.
| |
| Choose a door, a window, or an area within range
| |
| that is no larger than a 20-‐‑foot cube. Until the spell
| |
| ends, an alarm alerts you whenever a Tiny or larger
| |
| creature touches or enters the warded area. When
| |
| you cast the spell, you can designate creatures that
| |
| won’t set off the alarm. You also choose whether the
| |
| alarm is mental or audible.
| |
| A mental alarm alerts you with a ping in your
| |
| mind if you are within 1 mile of the warded area.
| |
| This ping awakens you if you are sleeping.
| |
| An audible alarm produces the sound of a hand
| |
| bell for 10 seconds within 60 feet.
| |
| Alter Self
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| You assume a different form. When you cast the spell,
| |
| choose one of the following options, the effects of
| |
| which last for the duration of the spell. While the
| |
| spell lasts, you can end one option as an action to
| |
| gain the benefits of a different one.
| |
| Aquatic Adaptation. You adapt your body to an
| |
| aquatic environment, sprouting gills and growing
| |
| webbing between your fingers. You can breathe
| |
| underwater and gain a swimming speed equal to
| |
| your walking speed.
| |
| Change Appearance. You transform your
| |
| appearance. You decide what you look like, including
| |
| your height, weight, facial features, sound of your
| |
| voice, hair length, coloration, and distinguishing
| |
| characteristics, if any. You can make yourself appear
| |
| as a member of another race, though none of your
| |
| statistics change. You also can’t appear as a creature
| |
| of a different size than you, and your basic shape
| |
| stays the same; if you’re bipedal, you can’t use this
| |
| spell to become quadrupedal, for instance. At any
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 115
| |
| time for the duration of the spell, you can use your
| |
| action to change your appearance in this way again.
| |
| Natural Weapons. You grow claws, fangs, spines,
| |
| horns, or a different natural weapon of your choice.
| |
| Your unarmed strikes deal 1d6 bludgeoning,
| |
| piercing, or slashing damage, as appropriate to the
| |
| natural weapon you chose, and you are proficient
| |
| with your unarmed strikes. Finally, the natural
| |
| weapon is magic and you have a +1 bonus to the
| |
| attack and damage rolls you make using it.
| |
| Animal Friendship
| |
| 1st-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a morsel of food)
| |
| Duration: 24 hours
| |
| This spell lets you convince a beast that you mean it
| |
| no harm. Choose a beast that you can see within
| |
| range. It must see and hear you. If the beast's
| |
| Intelligence is 4 or higher, the spell fails. Otherwise,
| |
| the beast must succeed on a Wisdom saving throw
| |
| or be charmed by you for the spell's duration. If you
| |
| or one of your companions harms the target, the
| |
| spells ends.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you can affect one
| |
| additional beast t level above 1st.
| |
| Animal Messenger
| |
| 2nd-‐‑level enchantment (ritual)
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a morsel of food)
| |
| Duration: 24 hours
| |
| By means of this spell, you use an animal to deliver a
| |
| message. Choose a Tiny beast you can see within
| |
| range, such as a squirrel, a blue jay, or a bat. You
| |
| specify a location, which you must have visited, and
| |
| a recipient who matches a general description, such
| |
| as “a man or woman dressed in the uniform of the
| |
| town guard” or “a red-‐‑haired dwarf wearing a
| |
| pointed hat.” You also speak a message of up to
| |
| twenty-‐‑five words. The target beast travels for the
| |
| duration of the spell toward the specified location,
| |
| covering about 50 miles per 24 hours for a flying
| |
| messenger, or 25 miles for other animals.
| |
| When the messenger arrives, it delivers your
| |
| message to the creature that you described,
| |
| replicating the sound of your voice. The messenger
| |
| speaks only to a creature matching the description
| |
| you gave. If the messenger doesn’t reach its
| |
| destination before the spell ends, the message is lost,
| |
| and the beast makes its way back to where you cast
| |
| this spell.
| |
| At Higher Levels. If you cast this spell using a spell
| |
| slot of 3nd level or higher, the duration of the spell
| |
| increases by 48 hours for each slot level above 2nd.
| |
| Animal Shapes
| |
| 8th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 24 hours
| |
| Your magic turns others into beasts. Choose any
| |
| number of willing creatures that you can see within
| |
| range. You transform each target into the form of a
| |
| Large or smaller beast with a challenge rating of 4 or
| |
| lower. On subsequent turns, you can use your action
| |
| to transform affected creatures into new forms.
| |
| The transformation lasts for the duration for each
| |
| target, or until the target drops to 0 hit points or dies.
| |
| You can choose a different form for each target. A
| |
| target’s game statistics are replaced by the statistics
| |
| of the chosen beast, though the target retains its
| |
| alignment and Intelligence, Wisdom, and Charisma
| |
| scores. The target assumes the hit points of its new
| |
| form, and when it reverts to its normal form, it
| |
| returns to the number of hit points it had before it
| |
| transformed. If it reverts as a result of dropping to 0
| |
| hit points, any excess damage carries over to its
| |
| normal form. As long as the excess damage doesn’t
| |
| reduce the creature’s normal form to 0 hit points, it
| |
| isn’t knocked unconscious. The creature is limited in
| |
| the actions it can perform by the nature of its new
| |
| form, and it can’t speak or cast spells.
| |
| The target’s gear melds into the new form. The
| |
| target can’t activate, wield, or otherwise benefit
| |
| from any of its equipment.
| |
| Animate Dead
| |
| 3rd-‐‑level necromancy
| |
| Casting Time: 1 minute
| |
| Range: 10 feet
| |
| Components: V, S, M (a drop of blood, a piece of
| |
| flesh, and a pinch of bone dust)
| |
| Duration: Instantaneous
| |
| This spell creates an undead servant. Choose a pile
| |
| of bones or a corpse of a Medium or Small humanoid
| |
| within range. Your spell imbues the target with a
| |
| foul mimicry of life, raising it as an undead creature.
| |
| The target becomes a skeleton if you chose bones or
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 116
| |
| a zombie if you chose a corpse (the GM has the
| |
| creature’s game statistics).
| |
| On each of your turns, you can use a bonus action
| |
| to mentally command any creature you made with
| |
| this spell if the creature is within 60 feet of you (if
| |
| you control multiple creatures, you can command
| |
| any or all of them at the same time, issuing the same
| |
| command to each one). You decide what action the
| |
| creature will take and where it will move during its
| |
| next turn, or you can issue a general command, such
| |
| as to guard a particular chamber or corridor. If you
| |
| issue no commands, the creature only defends itself
| |
| against hostile creatures. Once given an order, the
| |
| creature continues to follow it until its task is
| |
| complete.
| |
| The creature is under your control for 24 hours,
| |
| after which it stops obeying any command you’ve
| |
| given it. To maintain control of the creature for
| |
| another 24 hours, you must cast this spell on the
| |
| creature again before the current 24-‐‑hour period
| |
| ends. This use of the spell reasserts your control
| |
| over up to four creatures you have animated with
| |
| this spell, rather than animating a new one.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, you animate or
| |
| reassert control over two additional undead
| |
| creatures for each slot level above 3rd. Each of the
| |
| creatures must come from a different corpse or pile
| |
| of bones.
| |
| Animate Objects
| |
| 5th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| Objects come to life at your command. Choose up to
| |
| ten nonmagical objects within range that are not
| |
| being worn or carried. Medium targets count as two
| |
| objects, Large targets count as four objects, Huge
| |
| targets count as eight objects. You can’t animate any
| |
| object larger than Huge. Each target animates and
| |
| becomes a creature under your control until the
| |
| spell ends or until reduced to 0 hit points.
| |
| As a bonus action, you can mentally command any
| |
| creature you made with this spell if the creature is
| |
| within 500 feet of you (if you control multiple
| |
| creatures, you can command any or all of them at the
| |
| same time, issuing the same command to each one).
| |
| You decide what action the creature will take and
| |
| where it will move during its next turn, or you can
| |
| issue a general command, such as to guard a
| |
| particular chamber or corridor. If you issue no
| |
| commands, the creature only defends itself against
| |
| hostile creatures. Once given an order, the creature
| |
| continues to follow it until its task is complete.
| |
| Animated Object Statistics
| |
| Size HP AC Attack Str Dex
| |
| Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18
| |
| Small 25 16 +6 to hit, 1d8 + 2 damage 6 14
| |
| Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12
| |
| Large 50 10 +6 to hit, 2d10 + 2
| |
| damage
| |
| 14 10
| |
| Huge 80 10 +8 to hit, 2d12 + 4
| |
| damage
| |
| 18 6
| |
| An animated object is a construct with AC, hit
| |
| points, attacks, Strength, and Dexterity determined
| |
| by its size. Its Constitution is 10 and its Intelligence
| |
| and Wisdom are 3, and its Charisma is 1. Its speed is
| |
| 30 feet; if the object lacks legs or other appendages it
| |
| can use for locomotion, it instead has a flying speed
| |
| of 30 feet and can hover. If the object is securely
| |
| attached to a surface or a larger object, such as a
| |
| chain bolted to a wall, its speed is 0. It has blindsight
| |
| with a radius of 30 feet and is blind beyond that
| |
| distance. When the animated object drops to 0 hit
| |
| points, it reverts to its original object form, and any
| |
| remaining damage carries over to its original object
| |
| form.
| |
| If you command an object to attack, it can make a
| |
| single melee attack against a creature within 5 feet
| |
| of it. It makes a slam attack with an attack bonus and
| |
| bludgeoning damage determined by its size. The GM
| |
| might rule that a specific object inflicts slashing or
| |
| piercing damage based on its form.
| |
| At Higher Levels. If you cast this spell using a spell
| |
| slot of 6th level or higher, you can animate two
| |
| additional objects for each slot level above 5th.
| |
| Antilife Shell
| |
| 5th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Self (10-‐‑foot radius)
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| A shimmering barrier extends out from you in a 10-‐‑
| |
| foot radius and moves with you, remaining centered
| |
| on you and hedging out creatures other than undead
| |
| and constructs. The barrier lasts for the duration.
| |
| The barrier prevents an affected creature from
| |
| passing or reaching through. An affected creature
| |
| can cast spells or make attacks with ranged or reach
| |
| weapons through the barrier.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 117
| |
| If you move so that an affected creature is forced
| |
| to pass through the barrier, the spell ends.
| |
| Antimagic Field
| |
| 8th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Self (10-‐‑foot-‐‑radius sphere)
| |
| Components: V, S, M (a pinch of powdered iron or
| |
| iron filings)
| |
| Duration: Concentration, up to 1 hour
| |
| A 10-‐‑foot-‐‑radius invisible sphere of antimagic
| |
| surrounds you. This area is divorced from the
| |
| magical energy that suffuses the multiverse. Within
| |
| the sphere, spells can’t be cast, summoned creatures
| |
| disappear, and even magic items become mundane.
| |
| Until the spell ends, the sphere moves with you,
| |
| centered on you.
| |
| Spells and other magical effects, except those
| |
| created by an artifact or a deity, are suppressed in
| |
| the sphere and can’t protrude into it. A slot
| |
| expended to cast a suppressed spell is consumed.
| |
| While an effect is suppressed, it doesn’t function, but
| |
| the time it spends suppressed counts against its
| |
| duration.
| |
| Targeted Effects. Spells and other magical effects,
| |
| such as magic missile and charm person, that target a
| |
| creature or an object in the sphere have no effect on
| |
| that target.
| |
| Areas of Magic. The area of another spell or
| |
| magical effect, such as fireball, can’t extend into the
| |
| sphere. If the sphere overlaps an area of magic, the
| |
| part of the area that is covered by the sphere is
| |
| suppressed. For example, the flames created by a
| |
| wall of fire are suppressed within the sphere,
| |
| creating a gap in the wall if the overlap is large
| |
| enough.
| |
| Spells. Any active spell or other magical effect on a
| |
| creature or an object in the sphere is suppressed
| |
| while the creature or object is in it.
| |
| Magic Items. The properties and powers of magic
| |
| items are suppressed in the sphere. For example, a
| |
| +1 longsword in the sphere functions as a
| |
| nonmagical longsword.
| |
| A magic weapon’s properties and powers are
| |
| suppressed if it is used against a target in the sphere
| |
| or wielded by an attacker in the sphere. If a magic
| |
| weapon or a piece of magic ammunition fully leaves
| |
| the sphere (for example, if you fire a magic arrow or
| |
| throw a magic spear at a target outside the sphere),
| |
| the magic of the item ceases to be suppressed as
| |
| soon as it exits.
| |
| Magical Travel. Teleportation and planar travel
| |
| fail to work in the sphere, whether the sphere is the
| |
| destination or the departure point for such magical
| |
| travel. A portal to another location, world, or plane
| |
| of existence, as well as an opening to an
| |
| extradimensional space such as that created by the
| |
| rope trick spell, temporarily closes while in the
| |
| sphere.
| |
| Creatures and Objects. A creature or object
| |
| summoned or created by magic temporarily winks
| |
| out of existence in the sphere. Such a creature
| |
| instantly reappears once the space the creature
| |
| occupied is no longer within the sphere.
| |
| Dispel Magic. Spells and magical effects such as
| |
| dispel magic have no effect on the sphere. Likewise,
| |
| the spheres created by different antimagic field
| |
| spells don’t nullify each other.
| |
| Antipathy/Sympathy
| |
| 8th-‐‑level enchantment
| |
| Casting Time: 1 hour
| |
| Range: 60 feet
| |
| Components: V, S, M (either a lump of alum soaked
| |
| in vinegar for the antipathy effect or a drop of
| |
| honey for the sympathy effect)
| |
| Duration: 10 days
| |
| This spell attracts or repels creatures of your choice.
| |
| You target something within range, either a Huge or
| |
| smaller object or creature or an area that is no larger
| |
| than a 200-‐‑foot cube. Then specify a kind of
| |
| intelligent creature, such as red dragons, goblins, or
| |
| vampires. You invest the target with an aura that
| |
| either attracts or repels the specified creatures for
| |
| the duration. Choose antipathy or sympathy as the
| |
| aura’s effect.
| |
| Antipathy. The enchantment causes creatures of
| |
| the kind you designated to feel an intense urge to
| |
| leave the area and avoid the target. When such a
| |
| creature can see the target or comes within 60 feet
| |
| of it, the creature must succeed on a Wisdom saving
| |
| throw or become frightened. The creature remains
| |
| frightened while it can see the target or is within 60
| |
| feet of it. While frightened by the target, the creature
| |
| must use its movement to move to the nearest safe
| |
| spot from which it can’t see the target. If the creature
| |
| moves more than 60 feet from the target and can’t
| |
| see it, the creature is no longer frightened, but the
| |
| creature becomes frightened again if it regains sight
| |
| of the target or moves within 60 feet of it.
| |
| Sympathy. The enchantment causes the specified
| |
| creatures to feel an intense urge to approach the
| |
| target while within 60 feet of it or able to see it.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 118
| |
| When such a creature can see the target or comes
| |
| within 60 feet of it, the creature must succeed on a
| |
| Wisdom saving throw or use its movement on each
| |
| of its turns to enter the area or move within reach of
| |
| the target. When the creature has done so, it can’t
| |
| willingly move away from the target.
| |
| If the target damages or otherwise harms an
| |
| affected creature, the affected creature can make a
| |
| Wisdom saving throw to end the effect, as described
| |
| below.
| |
| Ending the Effect. If an affected creature ends its
| |
| turn while not within 60 feet of the target or able to
| |
| see it, the creature makes a Wisdom saving throw.
| |
| On a successful save, the creature is no longer
| |
| affected by the target and recognizes the feeling of
| |
| repugnance or attraction as magical. In addition, a
| |
| creature affected by the spell is allowed another
| |
| Wisdom saving throw every 24 hours while the spell
| |
| persists.
| |
| A creature that successfully saves against this
| |
| effect is immune to it for 1 minute, after which time
| |
| it can be affected again.
| |
| Arcane Eye
| |
| 4th-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a bit of bat fur)
| |
| Duration: Concentration, up to 1 hour
| |
| You create an invisible, magical eye within range
| |
| that hovers in the air for the duration.
| |
| You mentally receive visual information from the
| |
| eye, which has normal vision and darkvision out to
| |
| 30 feet. The eye can look in every direction.
| |
| As an action, you can move the eye up to 30 feet in
| |
| any direction. There is no limit to how far away from
| |
| you the eye can move, but it can’t enter another
| |
| plane of existence. A solid barrier blocks the eye’s
| |
| movement, but the eye can pass through an opening
| |
| as small as 1 inch in diameter.
| |
| Arcane Hand
| |
| 5th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (an eggshell and a snakeskin
| |
| glove)
| |
| Duration: Concentration, up to 1 minute
| |
| You create a Large hand of shimmering, translucent
| |
| force in an unoccupied space that you can see within
| |
| range. The hand lasts for the spell’s duration, and it
| |
| moves at your command, mimicking the movements
| |
| of your own hand.
| |
| The hand is an object that has AC 20 and hit points
| |
| equal to your hit point maximum. If it drops to 0 hit
| |
| points, the spell ends. It has a Strength of 26 (+8)
| |
| and a Dexterity of 10 (+0). The hand doesn’t fill its
| |
| space.
| |
| When you cast the spell and as a bonus action on
| |
| your subsequent turns, you can move the hand up to
| |
| 60 feet and then cause one of the following effects
| |
| with it.
| |
| Clenched Fist. The hand strikes one creature or
| |
| object within 5 feet of it. Make a melee spell attack
| |
| for the hand using your game statistics. On a hit, the
| |
| target takes 4d8 force damage.
| |
| Forceful Hand. The hand attempts to push a
| |
| creature within 5 feet of it in a direction you choose.
| |
| Make a check with the hand’s Strength contested by
| |
| the Strength (Athletics) check of the target. If the
| |
| target is Medium or smaller, you have advantage on
| |
| the check. If you succeed, the hand pushes the target
| |
| up to 5 feet plus a number of feet equal to five times
| |
| your spellcasting ability modifier. The hand moves
| |
| with the target to remain within 5 feet of it.
| |
| Grasping Hand. The hand attempts to grapple a
| |
| Huge or smaller creature within 5 feet of it. You use
| |
| the hand’s Strength score to resolve the grapple. If
| |
| the target is Medium or smaller, you have advantage
| |
| on the check. While the hand is grappling the target,
| |
| you can use a bonus action to have the hand crush it.
| |
| When you do so, the target takes bludgeoning
| |
| damage equal to 2d6 + your spellcasting ability
| |
| modifier.
| |
| Interposing Hand. The hand interposes itself
| |
| between you and a creature you choose until you
| |
| give the hand a different command. The hand moves
| |
| to stay between you and the target, providing you
| |
| with half cover against the target. The target can’t
| |
| move through the hand’s space if its Strength score
| |
| is less than or equal to the hand’s Strength score. If
| |
| its Strength score is higher than the hand’s Strength
| |
| score, the target can move toward you through the
| |
| hand’s space, but that space is difficult terrain for the
| |
| target.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the damage from the
| |
| clenched fist option increases by 2d8 and the
| |
| damage from the grasping hand increases by 2d6 for
| |
| each slot level above 5th.
| |
| Arcane Lock
| |
| 2nd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 119
| |
| Range: Touch
| |
| Components: V, S, M (gold dust worth at least 25 gp,
| |
| which the spell consumes)
| |
| Duration: Until dispelled
| |
| You touch a closed door, window, gate, chest, or
| |
| other entryway, and it becomes locked for the
| |
| duration. You and the creatures you designate when
| |
| you cast this spell can open the object normally. You
| |
| can also set a password that, when spoken within 5
| |
| feet of the object, suppresses this spell for 1 minute.
| |
| Otherwise, it is impassable until it is broken or the
| |
| spell is dispelled or suppressed. Casting knock on the
| |
| object suppresses arcane lock for 10 minutes.
| |
| While affected by this spell, the object is more
| |
| difficult to break or force open; the DC to break it or
| |
| pick any locks on it increases by 10.
| |
| Arcane Sword
| |
| 7th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a miniature platinum sword
| |
| with a grip and pommel of copper and zinc, worth
| |
| 250 gp)
| |
| Duration: Concentration, up to 1 minute
| |
| You create a sword-‐‑shaped plane of force that
| |
| hovers within range. It lasts for the duration.
| |
| When the sword appears, you make a melee spell
| |
| attack against a target of your choice within 5 feet of
| |
| the sword. On a hit, the target takes 3d10 force
| |
| damage. Until the spell ends, you can use a bonus
| |
| action on each of your turns to move the sword up to
| |
| 20 feet to a spot you can see and repeat this attack
| |
| against the same target or a different one.
| |
| Arcanist’s Magic Aura
| |
| 2nd-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a small square of silk)
| |
| Duration: 24 hours
| |
| You place an illusion on a creature or an object you
| |
| touch so that divination spells reveal false
| |
| information about it. The target can be a willing
| |
| creature or an object that isn’t being carried or worn
| |
| by another creature.
| |
| When you cast the spell, choose one or both of the
| |
| following effects. The effect lasts for the duration. If
| |
| you cast this spell on the same creature or object
| |
| every day for 30 days, placing the same effect on it
| |
| each time, the illusion lasts until it is dispelled.
| |
| False Aura. You change the way the target
| |
| appears to spells and magical effects, such as detect
| |
| magic, that detect magical auras. You can make a
| |
| nonmagical object appear magical, a magical object
| |
| appear nonmagical, or change the object’s magical
| |
| aura so that it appears to belong to a specific school
| |
| of magic that you choose. When you use this effect
| |
| on an object, you can make the false magic apparent
| |
| to any creature that handles the item.
| |
| Mask. You change the way the target appears to
| |
| spells and magical effects that detect creature types,
| |
| such as a paladin’s Divine Sense or the trigger of a
| |
| symbol spell. You choose a creature type and other
| |
| spells and magical effects treat the target as if it
| |
| were a creature of that type or of that alignment.
| |
| Astral Projection
| |
| 9th-‐‑level necromancy
| |
| Casting Time: 1 hour
| |
| Range: 10 feet
| |
| Components: V, S, M (for each creature you affect
| |
| with this spell, you must provide one jacinth
| |
| worth at least 1,000 gp and one ornately carved
| |
| bar of silver worth at least 100 gp, all of which the
| |
| spell consumes)
| |
| Duration: Special
| |
| You and up to eight willing creatures within range
| |
| project your astral bodies into the Astral Plane (the
| |
| spell fails and the casting is wasted if you are already
| |
| on that plane). The material body you leave behind
| |
| is unconscious and in a state of suspended
| |
| animation; it doesn’t need food or air and doesn’t
| |
| age.
| |
| Your astral body resembles your mortal form in
| |
| almost every way, replicating your game statistics
| |
| and possessions. The principal difference is the
| |
| addition of a silvery cord that extends from between
| |
| your shoulder blades and trails behind you, fading to
| |
| invisibility after 1 foot. This cord is your tether to
| |
| your material body. As long as the tether remains
| |
| intact, you can find your way home. If the cord is
| |
| cut—something that can happen only when an effect
| |
| specifically states that it does—your soul and body
| |
| are separated, killing you instantly.
| |
| Your astral form can freely travel through the
| |
| Astral Plane and can pass through portals there
| |
| leading to any other plane. If you enter a new plane
| |
| or return to the plane you were on when casting this
| |
| spell, your body and possessions are transported
| |
| along the silver cord, allowing you to re-‐‑enter your
| |
| body as you enter the new plane. Your astral form is
| |
| a separate incarnation. Any damage or other effects
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 120
| |
| that apply to it have no effect on your physical body,
| |
| nor do they persist when you return to it.
| |
| The spell ends for you and your companions when
| |
| you use your action to dismiss it. When the spell
| |
| ends, the affected creature returns to its physical
| |
| body, and it awakens.
| |
| The spell might also end early for you or one of
| |
| your companions. A successful dispel magic spell
| |
| used against an astral or physical body ends the spell
| |
| for that creature. If a creature’s original body or its
| |
| astral form drops to 0 hit points, the spell ends for
| |
| that creature. If the spell ends and the silver cord is
| |
| intact, the cord pulls the creature’s astral form back
| |
| to its body, ending its state of suspended animation.
| |
| If you are returned to your body prematurely,
| |
| your companions remain in their astral forms and
| |
| must find their own way back to their bodies, usually
| |
| by dropping to 0 hit points.
| |
| Augury
| |
| 2nd-‐‑level divination (ritual)
| |
| Casting Time: 1 minute
| |
| Range: Self
| |
| Components: V, S, M (specially marked sticks, bones,
| |
| or similar tokens worth at least 25 gp)
| |
| Duration: Instantaneous
| |
| By casting gem-‐‑inlaid sticks, rolling dragon bones,
| |
| laying out ornate cards, or employing some other
| |
| divining tool, you receive an omen from an
| |
| otherworldly entity about the results of a specific
| |
| course of action that you plan to take within the next
| |
| 30 minutes. The GM chooses from the following
| |
| possible omens:
| |
| • Weal, for good results
| |
| • Woe, for bad results
| |
| • Weal and woe, for both good and bad results
| |
| • Nothing, for results that aren’t especially good or
| |
| bad
| |
| The spell doesn’t take into account any possible
| |
| circumstances that might change the outcome, such
| |
| as the casting of additional spells or the loss or gain
| |
| of a companion.
| |
| If you cast the spell two or more times before
| |
| completing your next long rest, there is a cumulative
| |
| 25 percent chance for each casting after the first that
| |
| you get a random reading. The GM makes this roll in
| |
| secret.
| |
| Awaken
| |
| 5th-‐‑level transmutation
| |
| Casting Time: 8 hours
| |
| Range: Touch
| |
| Components: V, S, M (an agate worth at least 1,000
| |
| gp, which the spell consumes)
| |
| Duration: Instantaneous
| |
| After spending the casting time tracing magical
| |
| pathways within a precious gemstone, you touch a
| |
| Huge or smaller beast or plant. The target must have
| |
| either no Intelligence score or an Intelligence of 3 or
| |
| less. The target gains an Intelligence of 10. The
| |
| target also gains the ability to speak one language
| |
| you know. If the target is a plant, it gains the ability
| |
| to move its limbs, roots, vines, creepers, and so forth,
| |
| and it gains senses similar to a human’s. Your GM
| |
| chooses statistics appropriate for the awakened
| |
| plant, such as the statistics for the awakened shrub
| |
| or the awakened tree.
| |
| The awakened beast or plant is charmed by you
| |
| for 30 days or until you or your companions do
| |
| anything harmful to it. When the charmed condition
| |
| ends, the awakened creature chooses whether to
| |
| remain friendly to you, based on how you treated it
| |
| while it was charmed.
| |
| Bane
| |
| 1st-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a drop of blood)
| |
| Duration: Concentration, up to 1 minute
| |
| Up to three creatures of your choice that you can see
| |
| within range must make Charisma saving throws.
| |
| Whenever a target that fails this saving throw makes
| |
| an attack roll or a saving throw before the spell ends,
| |
| the target must roll a d4 and subtract the number
| |
| rolled from the attack roll or saving throw.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you can target one
| |
| additional creature for each slot level above 1st.
| |
| Banishment
| |
| 4th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (an item distasteful to the
| |
| target)
| |
| Duration: Concentration, up to 1 minute
| |
| You attempt to send one creature that you can see
| |
| within range to another plane of existence. The
| |
| target must succeed on a Charisma saving throw or
| |
| be banished.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 121
| |
| If the target is native to the plane of existence
| |
| you’re on, you banish the target to a harmless
| |
| demiplane. While there, the target is incapacitated.
| |
| The target remains there until the spell ends, at
| |
| which point the target reappears in the space it left
| |
| or in the nearest unoccupied space if that space is
| |
| occupied.
| |
| If the target is native to a different plane of
| |
| existence than the one you’re on, the target is
| |
| banished with a faint popping noise, returning to its
| |
| home plane. If the spell ends before 1 minute has
| |
| passed, the target reappears in the space it left or in
| |
| the nearest unoccupied space if that space is
| |
| occupied. Otherwise, the target doesn’t return.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 5th level or higher, you can target one
| |
| additional creature for each slot level above 4th.
| |
| Barkskin
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a handful of oak bark)
| |
| Duration: Concentration, up to 1 hour
| |
| You touch a willing creature. Until the spell ends, the
| |
| target’s skin has a rough, bark-‐‑like appearance, and
| |
| the target’s AC can’t be less than 16, regardless of
| |
| what kind of armor it is wearing.
| |
| Beacon of Hope
| |
| 3rd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| This spell bestows hope and vitality. Choose any
| |
| number of creatures within range. For the duration,
| |
| each target has advantage on Wisdom saving throws
| |
| and death saving throws, and regains the maximum
| |
| number of hit points possible from any healing.
| |
| Bestow Curse
| |
| 3rd-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You touch a creature, and that creature must
| |
| succeed on a Wisdom saving throw or become
| |
| cursed for the duration of the spell. When you cast
| |
| this spell, choose the nature of the curse from the
| |
| following options:
| |
| • Choose one ability score. While cursed, the target
| |
| has disadvantage on ability checks and saving
| |
| throws made with that ability score.
| |
| • While cursed, the target has disadvantage on
| |
| attack rolls against you.
| |
| • While cursed, the target must make a Wisdom
| |
| saving throw at the start of each of its turns. If it
| |
| fails, it wastes its action that turn doing nothing.
| |
| • While the target is cursed, your attacks and spells
| |
| deal an extra 1d8 necrotic damage to the target.
| |
| A remove curse spell ends this effect. At the GM’s
| |
| option, you may choose an alternative curse effect,
| |
| but it should be no more powerful than those
| |
| described above. The GM has final say on such a
| |
| curse’s effect.
| |
| At Higher Levels. If you cast this spell using a spell
| |
| slot of 4th level or higher, the duration is
| |
| concentration, up to 10 minutes. If you use a spell
| |
| slot of 5th level or higher, the duration is 8 hours. If
| |
| you use a spell slot of 7th level or higher, the
| |
| duration is 24 hours. If you use a 9th level spell slot,
| |
| the spell lasts until it is dispelled. Using a spell slot of
| |
| 5th level or higher grants a duration that doesn’t
| |
| require concentration.
| |
| Black Tentacles
| |
| 4th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 90 feet
| |
| Components: V, S, M (a piece of tentacle from a
| |
| giant octopus or a giant squid)
| |
| Duration: Concentration, up to 1 minute
| |
| Squirming, ebony tentacles fill a 20-‐‑foot square on
| |
| ground that you can see within range. For the
| |
| duration, these tentacles turn the ground in the area
| |
| into difficult terrain.
| |
| When a creature enters the affected area for the
| |
| first time on a turn or starts its turn there, the
| |
| creature must succeed on a Dexterity saving throw
| |
| or take 3d6 bludgeoning damage and be restrained
| |
| by the tentacles until the spell ends. A creature that
| |
| starts its turn in the area and is already restrained
| |
| by the tentacles takes 3d6 bludgeoning damage.
| |
| A creature restrained by the tentacles can use its
| |
| action to make a Strength or Dexterity check (its
| |
| choice) against your spell save DC. On a success, it
| |
| frees itself.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 122
| |
| Blade Barrier
| |
| 6th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 90 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| You create a vertical wall of whirling, razor-‐‑sharp
| |
| blades made of magical energy. The wall appears
| |
| within range and lasts for the duration. You can
| |
| make a straight wall up to 100 feet long, 20 feet high,
| |
| and 5 feet thick, or a ringed wall up to 60 feet in
| |
| diameter, 20 feet high, and 5 feet thick. The wall
| |
| provides three-‐‑quarters cover to creatures behind it,
| |
| and its space is difficult terrain.
| |
| When a creature enters the wall’s area for the first
| |
| time on a turn or starts its turn there, the creature
| |
| must make a Dexterity saving throw. On a failed save,
| |
| the creature takes 6d10 slashing damage. On a
| |
| successful save, the creature takes half as much
| |
| damage.
| |
| Bless
| |
| 1st-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a sprinkling of holy water)
| |
| Duration: Concentration, up to 1 minute
| |
| You bless up to three creatures of your choice within
| |
| range. Whenever a target makes an attack roll or a
| |
| saving throw before the spell ends, the target can
| |
| roll a d4 and add the number rolled to the attack roll
| |
| or saving throw.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you can target one
| |
| additional creature for each slot level above 1st.
| |
| Blight
| |
| 4th-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Necromantic energy washes over a creature of your
| |
| choice that you can see within range, draining
| |
| moisture and vitality from it. The target must make a
| |
| Constitution saving throw. The target takes 8d8
| |
| necrotic damage on a failed save, or half as much
| |
| damage on a successful one. This spell has no effect
| |
| on undead or constructs.
| |
| If you target a plant creature or a magical plant, it
| |
| makes the saving throw with disadvantage, and the
| |
| spell deals maximum damage to it.
| |
| If you target a nonmagical plant that isn’t a
| |
| creature, such as a tree or shrub, it doesn’t make a
| |
| saving throw; it simply withers and dies.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 5th level or higher, the damage increases
| |
| by 1d8 for each slot level above 4th.
| |
| Blindness/Deafness
| |
| 2nd-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V
| |
| Duration: 1 minute
| |
| You can blind or deafen a foe. Choose one creature
| |
| that you can see within range to make a Constitution
| |
| saving throw. If it fails, the target is either blinded or
| |
| deafened (your choice) for the duration. At the end
| |
| of each of its turns, the target can make a
| |
| Constitution saving throw. On a success, the spell
| |
| ends.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, you can target one
| |
| additional creature for each slot level above 2nd.
| |
| Blink
| |
| 3rd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: 1 minute
| |
| Roll a d20 at the end of each of your turns for the
| |
| duration of the spell. On a roll of 11 or higher, you
| |
| vanish from your current plane of existence and
| |
| appear in the Ethereal Plane (the spell fails and the
| |
| casting is wasted if you were already on that plane).
| |
| At the start of your next turn, and when the spell
| |
| ends if you are on the Ethereal Plane, you return to
| |
| an unoccupied space of your choice that you can see
| |
| within 10 feet of the space you vanished from. If no
| |
| unoccupied space is available within that range, you
| |
| appear in the nearest unoccupied space (chosen at
| |
| random if more than one space is equally near). You
| |
| can dismiss this spell as an action.
| |
| While on the Ethereal Plane, you can see and hear
| |
| the plane you originated from, which is cast in
| |
| shades of gray, and you can’t see anything there
| |
| more than 60 feet away. You can only affect and be
| |
| affected by other creatures on the Ethereal Plane.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 123
| |
| Creatures that aren’t there can’t perceive you or
| |
| interact with you, unless they have the ability to do
| |
| so.
| |
| Blur
| |
| 2nd-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V
| |
| Duration: Concentration, up to 1 minute
| |
| Your body becomes blurred, shifting and wavering
| |
| to all who can see you. For the duration, any
| |
| creature has disadvantage on attack rolls against you.
| |
| An attacker is immune to this effect if it doesn’t rely
| |
| on sight, as with blindsight, or can see through
| |
| illusions, as with truesight.
| |
| Branding Smite
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 bonus action
| |
| Range: Self
| |
| Components: V
| |
| Duration: Concentration, up to 1 minute
| |
| The next time you hit a creature with a weapon
| |
| attack before this spell ends, the weapon gleams
| |
| with astral radiance as you strike. The attack deals
| |
| an extra 2d6 radiant damage to the target, which
| |
| becomes visible if it's invisible, and the target sheds
| |
| dim light in a 5-‐‑foot radius and can't become
| |
| invisible until the spell ends.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, the extra damage
| |
| increases by 1d6 for each slot level above 2nd.
| |
| Burning Hands
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Self (15-‐‑foot cone)
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| As you hold your hands with thumbs touching and
| |
| fingers spread, a thin sheet of flames shoots forth
| |
| from your outstretched fingertips. Each creature in a
| |
| 15-‐‑foot cone must make a Dexterity saving throw. A
| |
| creature takes 3d6 fire damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| The fire ignites any flammable objects in the area
| |
| that aren’t being worn or carried.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the damage
| |
| increases by 1d6 for each slot level above 1st.
| |
| Call Lightning
| |
| 3rd-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| A storm cloud appears in the shape of a cylinder that
| |
| is 10 feet tall with a 60-‐‑foot radius, centered on a
| |
| point you can see 100 feet directly above you. The
| |
| spell fails if you can’t see a point in the air where the
| |
| storm cloud could appear (for example, if you are in
| |
| a room that can’t accommodate the cloud).
| |
| When you cast the spell, choose a point you can
| |
| see within range. A bolt of lightning flashes down
| |
| from the cloud to that point. Each creature within 5
| |
| feet of that point must make a Dexterity saving
| |
| throw. A creature takes 3d10 lightning damage on a
| |
| failed save, or half as much damage on a successful
| |
| one. On each of your turns until the spell ends, you
| |
| can use your action to call down lightning in this way
| |
| again, targeting the same point or a different one.
| |
| If you are outdoors in stormy conditions when you
| |
| cast this spell, the spell gives you control over the
| |
| existing storm instead of creating a new one. Under
| |
| such conditions, the spell’s damage increases by
| |
| 1d10.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th or higher level, the damage increases
| |
| by 1d10 for each slot level above 3rd.
| |
| Calm Emotions
| |
| 2nd-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You attempt to suppress strong emotions in a group
| |
| of people. Each humanoid in a 20-‐‑foot-‐‑radius sphere
| |
| centered on a point you choose within range must
| |
| make a Charisma saving throw; a creature can
| |
| choose to fail this saving throw if it wishes. If a
| |
| creature fails its saving throw, choose one of the
| |
| following two effects.
| |
| You can suppress any effect causing a target to be
| |
| charmed or frightened. When this spell ends, any
| |
| suppressed effect resumes, provided that its
| |
| duration has not expired in the meantime.
| |
| Alternatively, you can make a target indifferent
| |
| about creatures of your choice that it is hostile
| |
| toward. This indifference ends if the target is
| |
| attacked or harmed by a spell or if it witnesses any
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 124
| |
| of its friends being harmed. When the spell ends, the
| |
| creature becomes hostile again, unless the GM rules
| |
| otherwise.
| |
| Chain Lightning
| |
| 6th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S, M (a bit of fur; a piece of amber,
| |
| glass, or a crystal rod; and three silver pins)
| |
| Duration: Instantaneous
| |
| You create a bolt of lightning that arcs toward a
| |
| target of your choice that you can see within range.
| |
| Three bolts then leap from that target to as many as
| |
| three other targets, each of which must be within 30
| |
| feet of the first target. A target can be a creature or
| |
| an object and can be targeted by only one of the
| |
| bolts.
| |
| A target must make a Dexterity saving throw. The
| |
| target takes 10d8 lightning damage on a failed save,
| |
| or half as much damage on a successful one.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, one additional bolt
| |
| leaps from the first target to another target for each
| |
| slot level above 6th.
| |
| Charm Person
| |
| 1st-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: 1 hour
| |
| You attempt to charm a humanoid you can see
| |
| within range. It must make a Wisdom saving throw,
| |
| and does so with advantage if you or your
| |
| companions are fighting it. If it fails the saving throw,
| |
| it is charmed by you until the spell ends or until you
| |
| or your companions do anything harmful to it. The
| |
| charmed creature regards you as a friendly
| |
| acquaintance. When the spell ends, the creature
| |
| knows it was charmed by you.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you can target one
| |
| additional creature for each slot level above 1st. The
| |
| creatures must be within 30 feet of each other when
| |
| you target them.
| |
| Chill Touch
| |
| Necromancy cantrip
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: 1 round
| |
| You create a ghostly, skeletal hand in the space of a
| |
| creature within range. Make a ranged spell attack
| |
| against the creature to assail it with the chill of the
| |
| grave. On a hit, the target takes 1d8 necrotic damage,
| |
| and it can’t regain hit points until the start of your
| |
| next turn. Until then, the hand clings to the target.
| |
| If you hit an undead target, it also has
| |
| disadvantage on attack rolls against you until the
| |
| end of your next turn.
| |
| This spell’s damage increases by 1d8 when you
| |
| reach 5th level (2d8), 11th level (3d8), and 17th
| |
| level (4d8).
| |
| Circle of Death
| |
| 6th-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S, M (the powder of a crushed black
| |
| pearl worth at least 500 gp)
| |
| Duration: Instantaneous
| |
| A sphere of negative energy ripples out in a 60-‐‑foot-‐‑
| |
| radius sphere from a point within range. Each
| |
| creature in that area must make a Constitution
| |
| saving throw. A target takes 8d6 necrotic damage on
| |
| a failed save, or half as much damage on a successful
| |
| one.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, the damage increases
| |
| by 2d6 for each slot level above 6th.
| |
| Clairvoyance
| |
| 3rd-‐‑level divination
| |
| Casting Time: 10 minutes
| |
| Range: 1 mile
| |
| Components: V, S, M (a focus worth at least 100 gp,
| |
| either a jeweled horn for hearing or a glass eye for
| |
| seeing)
| |
| Duration: Concentration, up to 10 minutes
| |
| You create an invisible sensor within range in a
| |
| location familiar to you (a place you have visited or
| |
| seen before) or in an obvious location that is
| |
| unfamiliar to you (such as behind a door, around a
| |
| corner, or in a grove of trees). The sensor remains in
| |
| place for the duration, and it can’t be attacked or
| |
| otherwise interacted with.
| |
| When you cast the spell, you choose seeing or
| |
| hearing. You can use the chosen sense through the
| |
| sensor as if you were in its space. As your action, you
| |
| can switch between seeing and hearing.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 125
| |
| A creature that can see the sensor (such as a
| |
| creature benefiting from see invisibility or truesight)
| |
| sees a luminous, intangible orb about the size of
| |
| your fist.
| |
| Clone
| |
| 8th-‐‑level necromancy
| |
| Casting Time: 1 hour
| |
| Range: Touch
| |
| Components: V, S, M (a diamond worth at least
| |
| 1,000 gp and at least 1 cubic inch of flesh of the
| |
| creature that is to be cloned, which the spell
| |
| consumes, and a vessel worth at least 2,000 gp
| |
| that has a sealable lid and is large enough to hold a
| |
| Medium creature, such as a huge urn, coffin, mud-‐‑
| |
| filled cyst in the ground, or crystal container filled
| |
| with salt water)
| |
| Duration: Instantaneous
| |
| This spell grows an inert duplicate of a living
| |
| creature as a safeguard against death. This clone
| |
| forms inside a sealed vessel and grows to full size
| |
| and maturity after 120 days; you can also choose to
| |
| have the clone be a younger version of the same
| |
| creature. It remains inert and endures indefinitely,
| |
| as long as its vessel remains undisturbed.
| |
| At any time after the clone matures, if the original
| |
| creature dies, its soul transfers to the clone,
| |
| provided that the soul is free and willing to return.
| |
| The clone is physically identical to the original and
| |
| has the same personality, memories, and abilities,
| |
| but none of the original’s equipment. The original
| |
| creature’s physical remains, if they still exist,
| |
| become inert and can’t thereafter be restored to life,
| |
| since the creature’s soul is elsewhere.
| |
| Cloudkill
| |
| 5th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| You create a 20-‐‑foot-‐‑radius sphere of poisonous,
| |
| yellow-‐‑green fog centered on a point you choose
| |
| within range. The fog spreads around corners. It
| |
| lasts for the duration or until strong wind disperses
| |
| the fog, ending the spell. Its area is heavily obscured.
| |
| When a creature enters the spell’s area for the first
| |
| time on a turn or starts its turn there, that creature
| |
| must make a Constitution saving throw. The
| |
| creature takes 5d8 poison damage on a failed save,
| |
| or half as much damage on a successful one.
| |
| Creatures are affected even if they hold their breath
| |
| or don’t need to breathe.
| |
| The fog moves 10 feet away from you at the start
| |
| of each of your turns, rolling along the surface of the
| |
| ground. The vapors, being heavier than air, sink to
| |
| the lowest level of the land, even pouring down
| |
| openings.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the damage increases
| |
| by 1d8 for each slot level above 5th.
| |
| Color Spray
| |
| 1st-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Self (15-‐‑foot cone)
| |
| Components: V, S, M (a pinch of powder or sand
| |
| that is colored red, yellow, and blue)
| |
| Duration: 1 round
| |
| A dazzling array of flashing, colored light springs
| |
| from your hand. Roll 6d10; the total is how many hit
| |
| points of creatures this spell can effect. Creatures in
| |
| a 15-‐‑foot cone originating from you are affected in
| |
| ascending order of their current hit points (ignoring
| |
| unconscious creatures and creatures that can’t see).
| |
| Starting with the creature that has the lowest
| |
| current hit points, each creature affected by this
| |
| spell is blinded until the spell ends. Subtract each
| |
| creature’s hit points from the total before moving on
| |
| to the creature with the next lowest hit points. A
| |
| creature’s hit points must be equal to or less than
| |
| the remaining total for that creature to be affected.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, roll an additional
| |
| 2d10 for each slot level above 1st.
| |
| Command
| |
| 1st-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V
| |
| Duration: 1 round
| |
| You speak a one-‐‑word command to a creature you
| |
| can see within range. The target must succeed on a
| |
| Wisdom saving throw or follow the command on its
| |
| next turn. The spell has no effect if the target is
| |
| undead, if it doesn’t understand your language, or if
| |
| your command is directly harmful to it.
| |
| Some typical commands and their effects follow.
| |
| You might issue a command other than one
| |
| described here. If you do so, the GM determines how
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 126
| |
| the target behaves. If the target can’t follow your
| |
| command, the spell ends.
| |
| Approach. The target moves toward you by the
| |
| shortest and most direct route, ending its turn if it
| |
| moves within 5 feet of you.
| |
| Drop. The target drops whatever it is holding and
| |
| then ends its turn.
| |
| Flee. The target spends its turn moving away from
| |
| you by the fastest available means.
| |
| Grovel. The target falls prone and then ends its
| |
| turn.
| |
| Halt. The target doesn’t move and takes no actions.
| |
| A flying creature stays aloft, provided that it is able
| |
| to do so. If it must move to stay aloft, it flies the
| |
| minimum distance needed to remain in the air.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you can affect one
| |
| additional creature for each slot level above 1st. The
| |
| creatures must be within 30 feet of each other when
| |
| you target them.
| |
| Commune
| |
| 5th-‐‑level divination (ritual)
| |
| Casting Time: 1 minute
| |
| Range: Self
| |
| Components: V, S, M (incense and a vial of holy or
| |
| unholy water)
| |
| Duration: 1 minute
| |
| You contact your deity or a divine proxy and ask up
| |
| to three questions that can be answered with a yes
| |
| or no. You must ask your questions before the spell
| |
| ends. You receive a correct answer for each question.
| |
| Divine beings aren’t necessarily omniscient, so
| |
| you might receive “unclear” as an answer if a
| |
| question pertains to information that lies beyond the
| |
| deity’s knowledge. In a case where a one-‐‑word
| |
| answer could be misleading or contrary to the
| |
| deity’s interests, the GM might offer a short phrase
| |
| as an answer instead.
| |
| If you cast the spell two or more times before
| |
| finishing your next long rest, there is a cumulative
| |
| 25 percent chance for each casting after the first that
| |
| you get no answer. The GM makes this roll in secret.
| |
| Commune with Nature
| |
| 5th-‐‑level divination (ritual)
| |
| Casting Time: 1 minute
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You briefly become one with nature and gain
| |
| knowledge of the surrounding territory. In the
| |
| outdoors, the spell gives you knowledge of the land
| |
| within 3 miles of you. In caves and other natural
| |
| underground settings, the radius is limited to 300
| |
| feet. The spell doesn’t function where nature has
| |
| been replaced by construction, such as in dungeons
| |
| and towns.
| |
| You instantly gain knowledge of up to three facts
| |
| of your choice about any of the following subjects as
| |
| they relate to the area:
| |
| • terrain and bodies of water
| |
| • prevalent plants, minerals, animals, or peoples
| |
| • powerful celestials, fey, fiends, elementals, or
| |
| undead
| |
| • influence from other planes of existence
| |
| • buildings
| |
| For example, you could determine the location of
| |
| powerful undead in the area, the location of major
| |
| sources of safe drinking water, and the location of
| |
| any nearby towns.
| |
| Comprehend Languages
| |
| 1st-‐‑level divination (ritual)
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a pinch of soot and salt)
| |
| Duration: 1 hour
| |
| For the duration, you understand the literal meaning
| |
| of any spoken language that you hear. You also
| |
| understand any written language that you see, but
| |
| you must be touching the surface on which the
| |
| words are written. It takes about 1 minute to read
| |
| one page of text.
| |
| This spell doesn’t decode secret messages in a text
| |
| or a glyph, such as an arcane sigil, that isn’t part of a
| |
| written language.
| |
| Compulsion
| |
| 4th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| Creatures of your choice that you can see within
| |
| range and that can hear you must make a Wisdom
| |
| saving throw. A target automatically succeeds on
| |
| this saving throw if it can't be charmed. On a failed
| |
| save, a target is affected by this spell. Until the spell
| |
| ends, you can use a bonus action on each of your
| |
| turns to designate a direction that is horizontal to
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 127
| |
| you. Each affected target must use as much of its
| |
| movement as possible to move in that direction on
| |
| its next turn. It can take its action before it moves.
| |
| After moving in this way, it can make another
| |
| Wisdom saving to try to end the effect.
| |
| A target isn't compelled to move into an obviously
| |
| deadly hazard, such as a fire or pit, but it will
| |
| provoke opportunity attacks to move in the
| |
| designated direction.
| |
| Cone of Cold
| |
| 5th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Self (60-‐‑foot cone)
| |
| Components: V, S, M (a small crystal or glass cone)
| |
| Duration: Instantaneous
| |
| A blast of cold air erupts from your hands. Each
| |
| creature in a 60-‐‑foot cone must make a Constitution
| |
| saving throw. A creature takes 8d8 cold damage on a
| |
| failed save, or half as much damage on a successful
| |
| one.
| |
| A creature killed by this spell becomes a frozen
| |
| statue until it thaws.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the damage increases
| |
| by 1d8 for each slot level above 5th.
| |
| Confusion
| |
| 4th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 90 feet
| |
| Components: V, S, M (three nut shells)
| |
| Duration: Concentration, up to 1 minute
| |
| This spell assaults and twists creatures’ minds,
| |
| spawning delusions and provoking uncontrolled
| |
| action. Each creature in a 10-‐‑foot-‐‑radius sphere
| |
| centered on a point you choose within range must
| |
| succeed on a Wisdom saving throw when you cast
| |
| this spell or be affected by it.
| |
| An affected target can’t take reactions and must
| |
| roll a d10 at the start of each of its turns to
| |
| determine its behavior for that turn.
| |
| d10 Behavior
| |
| 1 The creature uses all its movement to move in a
| |
| random direction. To determine the direction, roll
| |
| a d8 and assign a direction to each die face. The
| |
| creature doesn’t take an action this turn.
| |
| 2–6 The creature doesn’t move or take actions this
| |
| turn.
| |
| 7–8 The creature uses its action to make a melee
| |
| attack against a randomly determined creature
| |
| within its reach. If there is no creature within its
| |
| reach, the creature does nothing this turn.
| |
| 9–10 The creature can act and move normally.
| |
| At the end of each of its turns, an affected target
| |
| can make a Wisdom saving throw. If it succeeds, this
| |
| effect ends for that target.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 5th level or higher, the radius of the
| |
| sphere increases by 5 feet for each slot level above
| |
| 4th.
| |
| Conjure Animals
| |
| 3rd-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| You summon fey spirits that take the form of beasts
| |
| and appear in unoccupied spaces that you can see
| |
| within range. Choose one of the following options for
| |
| what appears:
| |
| • One beast of challenge rating 2 or lower
| |
| • Two beasts of challenge rating 1 or lower
| |
| • Four beasts of challenge rating 1/2 or lower
| |
| • Eight beasts of challenge rating 1/4 or lower
| |
| Each beast is also considered fey, and it disappears
| |
| when it drops to 0 hit points or when the spell ends.
| |
| The summoned creatures are friendly to you and
| |
| your companions. Roll initiative for the summoned
| |
| creatures as a group, which has its own turns. They
| |
| obey any verbal commands that you issue to them
| |
| (no action required by you). If you don’t issue any
| |
| commands to them, they defend themselves from
| |
| hostile creatures, but otherwise take no actions.
| |
| The GM has the creatures’ statistics.
| |
| At Higher Levels. When you cast this spell using
| |
| certain higher-‐‑level spell slots, you choose one of the
| |
| summoning options above, and more creatures
| |
| appear: twice as many with a 5th-‐‑level slot, three
| |
| times as many with a 7th-‐‑level slot, and four times as
| |
| many with a 9th-‐‑level slot.
| |
| Conjure Celestial
| |
| 7th-‐‑level conjuration
| |
| Casting Time: 1 minute
| |
| Range: 90 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 128
| |
| You summon a celestial of challenge rating 4 or
| |
| lower, which appears in an unoccupied space that
| |
| you can see within range. The celestial disappears
| |
| when it drops to 0 hit points or when the spell ends.
| |
| The celestial is friendly to you and your
| |
| companions for the duration. Roll initiative for the
| |
| celestial, which has its own turns. It obeys any verbal
| |
| commands that you issue to it (no action required by
| |
| you), as long as they don’t violate its alignment. If
| |
| you don’t issue any commands to the celestial, it
| |
| defends itself from hostile creatures but otherwise
| |
| takes no actions.
| |
| The GM has the celestial’s statistics.
| |
| At Higher Levels. When you cast this spell using a
| |
| 9th-‐‑level spell slot, you summon a celestial of
| |
| challenge rating 5 or lower.
| |
| Conjure Elemental
| |
| 5th-‐‑level conjuration
| |
| Casting Time: 1 minute
| |
| Range: 90 feet
| |
| Components: V, S, M (burning incense for air, soft
| |
| clay for earth, sulfur and phosphorus for fire, or
| |
| water and sand for water)
| |
| Duration: Concentration, up to 1 hour
| |
| You call forth an elemental servant. Choose an area of
| |
| air, earth, fire, or water that fills a 10-‐‑foot cube
| |
| within range. An elemental of challenge rating 5 or
| |
| lower appropriate to the area you chose appears in
| |
| an unoccupied space within 10 feet of it. For
| |
| example, a fire elemental emerges from a bonfire,
| |
| and an earth elemental rises up from the ground.
| |
| The elemental disappears when it drops to 0 hit
| |
| points or when the spell ends.
| |
| The elemental is friendly to you and your
| |
| companions for the duration. Roll initiative for the
| |
| elemental, which has its own turns. It obeys any
| |
| verbal commands that you issue to it (no action
| |
| required by you). If you don’t issue any commands
| |
| to the elemental, it defends itself from hostile
| |
| creatures but otherwise takes no actions.
| |
| If your concentration is broken, the elemental
| |
| doesn’t disappear. Instead, you lose control of the
| |
| elemental, it becomes hostile toward you and your
| |
| companions, and it might attack. An uncontrolled
| |
| elemental can’t be dismissed by you, and it
| |
| disappears 1 hour after you summoned it.
| |
| The GM has the elemental’s statistics.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the challenge rating
| |
| increases by 1 for each slot level above 5th.
| |
| Conjure Fey
| |
| 6th-‐‑level conjuration
| |
| Casting Time: 1 minute
| |
| Range: 90 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| You summon a fey creature of challenge rating 6 or
| |
| lower, or a fey spirit that takes the form of a beast of
| |
| challenge rating 6 or lower. It appears in an
| |
| unoccupied space that you can see within range. The
| |
| fey creature disappears when it drops to 0 hit points
| |
| or when the spell ends.
| |
| The fey creature is friendly to you and your
| |
| companions for the duration. Roll initiative for the
| |
| creature, which has its own turns. It obeys any
| |
| verbal commands that you issue to it (no action
| |
| required by you), as long as they don’t violate its
| |
| alignment. If you don’t issue any commands to the
| |
| fey creature, it defends itself from hostile creatures
| |
| but otherwise takes no actions.
| |
| If your concentration is broken, the fey creature
| |
| doesn’t disappear. Instead, you lose control of the
| |
| fey creature, it becomes hostile toward you and your
| |
| companions, and it might attack. An uncontrolled fey
| |
| creature can’t be dismissed by you, and it disappears
| |
| 1 hour after you summoned it.
| |
| The GM has the fey creature’s statistics.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, the challenge rating
| |
| increases by 1 for each slot level above 6th.
| |
| Conjure Minor Elementals
| |
| 4th-‐‑level conjuration
| |
| Casting Time: 1 minute
| |
| Range: 90 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| You summon elementals that appear in unoccupied
| |
| spaces that you can see within range. You choose
| |
| one the following options for what appears:
| |
| • One elemental of challenge rating 2 or lower
| |
| • Two elementals of challenge rating 1 or lower
| |
| • Four elementals of challenge rating 1/2 or lower
| |
| • Eight elementals of challenge rating 1/4 or lower.
| |
| An elemental summoned by this spell disappears
| |
| when it drops to 0 hit points or when the spell ends.
| |
| The summoned creatures are friendly to you and
| |
| your companions. Roll initiative for the summoned
| |
| creatures as a group, which has its own turns. They
| |
| obey any verbal commands that you issue to them
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 129
| |
| (no action required by you). If you don’t issue any
| |
| commands to them, they defend themselves from
| |
| hostile creatures, but otherwise take no actions.
| |
| The GM has the creatures’ statistics.
| |
| At Higher Levels. When you cast this spell using
| |
| certain higher-‐‑level spell slots, you choose one of the
| |
| summoning options above, and more creatures
| |
| appear: twice as many with a 6th-‐‑level slot and three
| |
| times as many with an 8th-‐‑level slot.
| |
| Conjure Woodland Beings
| |
| 4th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (one holly berry per creature
| |
| summoned)
| |
| Duration: Concentration, up to 1 hour
| |
| You summon fey creatures that appear in
| |
| unoccupied spaces that you can see within range.
| |
| Choose one of the following options for what
| |
| appears:
| |
| • One fey creature of challenge rating 2 or lower
| |
| • Two fey creatures of challenge rating 1 or lower
| |
| • Four fey creatures of challenge rating 1/2 or lower
| |
| • Eight fey creatures of challenge rating 1/4 or
| |
| lower
| |
| A summoned creature disappears when it drops to 0
| |
| hit points or when the spell ends.
| |
| The summoned creatures are friendly to you and
| |
| your companions. Roll initiative for the summoned
| |
| creatures as a group, which have their own turns.
| |
| They obey any verbal commands that you issue to
| |
| them (no action required by you). If you don’t issue
| |
| any commands to them, they defend themselves
| |
| from hostile creatures, but otherwise take no actions.
| |
| The GM has the creatures’ statistics.
| |
| At Higher Levels. When you cast this spell using
| |
| certain higher-‐‑level spell slots, you choose one of the
| |
| summoning options above, and more creatures
| |
| appear: twice as many with a 6th-‐‑level slot and three
| |
| times as many with an 8th-‐‑level slot.
| |
| Contact Other Plane
| |
| 5th-‐‑level divination (ritual)
| |
| Casting Time: 1 minute
| |
| Range: Self
| |
| Components: V
| |
| Duration: 1 minute
| |
| You mentally contact a demigod, the spirit of a long-‐‑
| |
| dead sage, or some other mysterious entity from
| |
| another plane. Contacting this extraplanar
| |
| intelligence can strain or even break your mind.
| |
| When you cast this spell, make a DC 15 Intelligence
| |
| saving throw. On a failure, you take 6d6 psychic
| |
| damage and are insane until you finish a long rest.
| |
| While insane, you can’t take actions, can’t
| |
| understand what other creatures say, can’t read, and
| |
| speak only in gibberish. A greater restoration spell
| |
| cast on you ends this effect.
| |
| On a successful save, you can ask the entity up to
| |
| five questions. You must ask your questions before
| |
| the spell ends. The GM answers each question with
| |
| one word, such as “yes,” “no,” “maybe,” “never,”
| |
| “irrelevant,” or “unclear” (if the entity doesn’t know
| |
| the answer to the question). If a one-‐‑word answer
| |
| would be misleading, the GM might instead offer a
| |
| short phrase as an answer.
| |
| Contagion
| |
| 5th-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Component: V, S
| |
| Duration: 7 days
| |
| Your touch inflicts disease. Make a melee spell attack
| |
| against a creature within your reach. On a hit, you
| |
| afflict the creature with a disease of your choice
| |
| from any of the ones described below.
| |
| At the end of each of the target’s turns, it must
| |
| make a Constitution saving throw. After failing three
| |
| of these saving throws, the disease’s effects last for
| |
| the duration, and the creature stops making these
| |
| saves. After succeeding on three of these saving
| |
| throws, the creature recovers from the disease, and
| |
| the spell ends.
| |
| Since this spell induces a natural disease in its
| |
| target, any effect that removes a disease or
| |
| otherwise ameliorates a disease’s effects apply to it.
| |
| Blinding Sickness. Pain grips the creature’s mind,
| |
| and its eyes turn milky white. The creature has
| |
| disadvantage on Wisdom checks and Wisdom saving
| |
| throws and is blinded.
| |
| Filth Fever. A raging fever sweeps through the
| |
| creature’s body. The creature has disadvantage on
| |
| Strength checks, Strength saving throws, and attack
| |
| rolls that use Strength.
| |
| Flesh Rot. The creature’s flesh decays. The
| |
| creature has disadvantage on Charisma checks and
| |
| vulnerability to all damage.
| |
| Mindfire. The creature’s mind becomes feverish.
| |
| The creature has disadvantage on Intelligence
| |
| checks and Intelligence saving throws, and the
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 130
| |
| creature behaves as if under the effects of the
| |
| confusion spell during combat.
| |
| Seizure. The creature is overcome with shaking.
| |
| The creature has disadvantage on Dexterity checks,
| |
| Dexterity saving throws, and attack rolls that use
| |
| Dexterity.
| |
| Slimy Doom. The creature begins to bleed
| |
| uncontrollably. The creature has disadvantage on
| |
| Constitution checks and Constitution saving throws.
| |
| In addition, whenever the creature takes damage, it
| |
| is stunned until the end of its next turn.
| |
| Contingency
| |
| 6th-‐‑level evocation
| |
| Casting Time: 10 minutes
| |
| Range: Self
| |
| Components: V, S, M (a statuette of yourself carved
| |
| from ivory and decorated with gems worth at least
| |
| 1,500 gp)
| |
| Duration: 10 days
| |
| Choose a spell of 5th level or lower that you can cast,
| |
| that has a casting time of 1 action, and that can
| |
| target you. You cast that spell—called the contingent
| |
| spell—as part of casting contingency, expending
| |
| spell slots for both, but the contingent spell doesn’t
| |
| come into effect. Instead, it takes effect when a
| |
| certain circumstance occurs. You describe that
| |
| circumstance when you cast the two spells. For
| |
| example, a contingency cast with water breathing
| |
| might stipulate that water breathing comes into
| |
| effect when you are engulfed in water or a similar
| |
| liquid.
| |
| The contingent spell takes effect immediately after
| |
| the circumstance is met for the first time, whether or
| |
| not you want it to, and then contingency ends.
| |
| The contingent spell takes effect only on you, even
| |
| if it can normally target others. You can use only one
| |
| contingency spell at a time. If you cast this spell again,
| |
| the effect of another contingency spell on you ends.
| |
| Also, contingency ends on you if its material
| |
| component is ever not on your person.
| |
| Continual Flame
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (ruby dust worth 50 gp, which
| |
| the spell consumes)
| |
| Duration: Until dispelled
| |
| A flame, equivalent in brightness to a torch, springs
| |
| forth from an object that you touch. The effect looks
| |
| like a regular flame, but it creates no heat and
| |
| doesn’t use oxygen. A continual flame can be covered
| |
| or hidden but not smothered or quenched.
| |
| Control Water
| |
| 4th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 300 feet
| |
| Components: V, S, M (a drop of water and a pinch of
| |
| dust)
| |
| Duration: Concentration, up to 10 minutes
| |
| Until the spell ends, you control any freestanding
| |
| water inside an area you choose that is a cube up to
| |
| 100 feet on a side. You can choose from any of the
| |
| following effects when you cast this spell. As an
| |
| action on your turn, you can repeat the same effect
| |
| or choose a different one.
| |
| Flood. You cause the water level of all standing
| |
| water in the area to rise by as much as 20 feet. If the
| |
| area includes a shore, the flooding water spills over
| |
| onto dry land.
| |
| If you choose an area in a large body of water, you
| |
| instead create a 20-‐‑foot tall wave that travels from
| |
| one side of the area to the other and then crashes
| |
| down. Any Huge or smaller vehicles in the wave’s
| |
| path are carried with it to the other side. Any Huge
| |
| or smaller vehicles struck by the wave have a 25
| |
| percent chance of capsizing.
| |
| The water level remains elevated until the spell
| |
| ends or you choose a different effect. If this effect
| |
| produced a wave, the wave repeats on the start of
| |
| your next turn while the flood effect lasts.
| |
| Part Water. You cause water in the area to move
| |
| apart and create a trench. The trench extends across
| |
| the spell’s area, and the separated water forms a
| |
| wall to either side. The trench remains until the spell
| |
| ends or you choose a different effect. The water then
| |
| slowly fills in the trench over the course of the next
| |
| round until the normal water level is restored.
| |
| Redirect Flow. You cause flowing water in the
| |
| area to move in a direction you choose, even if the
| |
| water has to flow over obstacles, up walls, or in
| |
| other unlikely directions. The water in the area
| |
| moves as you direct it, but once it moves beyond the
| |
| spell’s area, it resumes its flow based on the terrain
| |
| conditions. The water continues to move in the
| |
| direction you chose until the spell ends or you
| |
| choose a different effect.
| |
| Whirlpool. This effect requires a body of water at
| |
| least 50 feet square and 25 feet deep. You cause a
| |
| whirlpool to form in the center of the area. The
| |
| whirlpool forms a vortex that is 5 feet wide at the
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 131
| |
| base, up to 50 feet wide at the top, and 25 feet tall.
| |
| Any creature or object in the water and within 25
| |
| feet of the vortex is pulled 10 feet toward it. A
| |
| creature can swim away from the vortex by making a
| |
| Strength (Athletics) check against your spell save DC.
| |
| When a creature enters the vortex for the first
| |
| time on a turn or starts its turn there, it must make a
| |
| Strength saving throw. On a failed save, the creature
| |
| takes 2d8 bludgeoning damage and is caught in the
| |
| vortex until the spell ends. On a successful save, the
| |
| creature takes half damage, and isn’t caught in the
| |
| vortex. A creature caught in the vortex can use its
| |
| action to try to swim away from the vortex as
| |
| described above, but has disadvantage on the
| |
| Strength (Athletics) check to do so.
| |
| The first time each turn that an object enters the
| |
| vortex, the object takes 2d8 bludgeoning damage;
| |
| this damage occurs each round it remains in the
| |
| vortex.
| |
| Control Weather
| |
| 8th-‐‑level transmutation
| |
| Casting Time: 10 minutes
| |
| Range: Self (5-‐‑mile radius)
| |
| Components: V, S, M (burning incense and bits of
| |
| earth and wood mixed in water)
| |
| Duration: Concentration, up to 8 hours
| |
| You take control of the weather within 5 miles of you
| |
| for the duration. You must be outdoors to cast this
| |
| spell. Moving to a place where you don’t have a clear
| |
| path to the sky ends the spell early.
| |
| When you cast the spell, you change the current
| |
| weather conditions, which are determined by the
| |
| GM based on the climate and season. You can change
| |
| precipitation, temperature, and wind. It takes 1d4 ×
| |
| 10 minutes for the new conditions to take effect.
| |
| Once they do so, you can change the conditions again.
| |
| When the spell ends, the weather gradually returns
| |
| to normal.
| |
| When you change the weather conditions, find a
| |
| current condition on the following tables and change
| |
| its stage by one, up or down. When changing the
| |
| wind, you can change its direction.
| |
| Precipitation
| |
| Stage Condition
| |
| 1 Clear
| |
| 2 Light clouds
| |
| 3 Overcast or ground fog
| |
| 4 Rain, hail, or snow
| |
| 5 Torrential rain, driving hail, or blizzard
| |
| Temperature
| |
| Stage Condition
| |
| 1 Unbearable heat
| |
| 2 Hot
| |
| 3 Warm
| |
| 4 Cool
| |
| 5 Cold
| |
| 6 Arctic cold
| |
| Wind
| |
| Stage Condition
| |
| 1 Calm
| |
| 2 Moderate wind
| |
| 3 Strong wind
| |
| 4 Gale
| |
| 5 Storm
| |
| Counterspell
| |
| 3rd-‐‑level abjuration
| |
| Casting Time: 1 reaction, which you take when you
| |
| see a creature within 60 feet of you casting a spell
| |
| Range: 60 feet
| |
| Components: S
| |
| Duration: Instantaneous
| |
| You attempt to interrupt a creature in the process of
| |
| casting a spell. If the creature is casting a spell of 3rd
| |
| level or lower, its spell fails and has no effect. If it is
| |
| casting a spell of 4th level or higher, make an ability
| |
| check using your spellcasting ability. The DC equals
| |
| 10 + the spell's level. On a success, the creature's
| |
| spell fails and has no effect.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the interrupted spell
| |
| has no effect if its level is less than or equal to the
| |
| level of the spell slot you used.
| |
| Create Food and Water
| |
| 3rd-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You create 45 pounds of food and 30 gallons of
| |
| water on the ground or in containers within range,
| |
| enough to sustain up to fifteen humanoids or five
| |
| steeds for 24 hours. The food is bland but nourishing,
| |
| and spoils if uneaten after 24 hours. The water is
| |
| clean and doesn’t go bad.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 132
| |
| Create or Destroy Water
| |
| 1st-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a drop of water if creating
| |
| water or a few grains of sand if destroying it)
| |
| Duration: Instantaneous
| |
| You either create or destroy water.
| |
| Create Water. You create up to 10 gallons of clean
| |
| water within range in an open container.
| |
| Alternatively, the water falls as rain in a 30-‐‑foot cube
| |
| within range, extinguishing exposed flames in the
| |
| area.
| |
| Destroy Water. You destroy up to 10 gallons of
| |
| water in an open container within range.
| |
| Alternatively, you destroy fog in a 30-‐‑foot cube
| |
| within range.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you create or
| |
| destroy 10 additional gallons of water, or the size of
| |
| the cube increases by 5 feet, for each slot level above
| |
| 1st.
| |
| Create Undead
| |
| 6th-‐‑level necromancy
| |
| Casting Time: 1 minute
| |
| Range: 10 feet
| |
| Components: V, S, M (one clay pot filled with grave
| |
| dirt, one clay pot filled with brackish water, and
| |
| one 150 gp black onyx stone for each corpse)
| |
| Duration: Instantaneous
| |
| You can cast this spell only at night. Choose up to
| |
| three corpses of Medium or Small humanoids within
| |
| range. Each corpse becomes a ghoul under your
| |
| control. (The GM has game statistics for these
| |
| creatures.)
| |
| As a bonus action on each of your turns, you can
| |
| mentally command any creature you animated with
| |
| this spell if the creature is within 120 feet of you (if
| |
| you control multiple creatures, you can command
| |
| any or all of them at the same time, issuing the same
| |
| command to each one). You decide what action the
| |
| creature will take and where it will move during its
| |
| next turn, or you can issue a general command, such
| |
| as to guard a particular chamber or corridor. If you
| |
| issue no commands, the creature only defends itself
| |
| against hostile creatures. Once given an order, the
| |
| creature continues to follow it until its task is
| |
| complete.
| |
| The creature is under your control for 24 hours,
| |
| after which it stops obeying any command you have
| |
| given it. To maintain control of the creature for
| |
| another 24 hours, you must cast this spell on the
| |
| creature before the current 24-‐‑hour period ends.
| |
| This use of the spell reasserts your control over up
| |
| to three creatures you have animated with this spell,
| |
| rather than animating new ones.
| |
| At Higher Levels. When you cast this spell using a
| |
| 7th-‐‑level spell slot, you can animate or reassert
| |
| control over four ghouls. When you cast this spell
| |
| using an 8th-‐‑level spell slot, you can animate or
| |
| reassert control over five ghouls or two ghasts or
| |
| wights. When you cast this spell using a 9th-‐‑level
| |
| spell slot, you can animate or reassert control over
| |
| six ghouls, three ghasts or wights, or two mummies.
| |
| Creation
| |
| 5th-‐‑level illusion
| |
| Casting Time: 1 minute
| |
| Range: 30 feet
| |
| Components: V, S, M (a tiny piece of matter of the
| |
| same type of the item you plan to create)
| |
| Duration: Special
| |
| You pull wisps of shadow material from the
| |
| Shadowfell to create a nonliving object of vegetable
| |
| matter within range: soft goods, rope, wood, or
| |
| something similar. You can also use this spell to
| |
| create mineral objects such as stone, crystal, or
| |
| metal. The object created must be no larger than a 5-‐‑
| |
| foot cube, and the object must be of a form and
| |
| material that you have seen before.
| |
| The duration depends on the object’s material. If
| |
| the object is composed of multiple materials, use the
| |
| shortest duration.
| |
| Material Duration
| |
| Vegetable matter 1 day
| |
| Stone or crystal 12 hours
| |
| Precious metals 1 hour
| |
| Gems 10 minutes
| |
| Adamantine or mithral 1 minute
| |
| Using any material created by this spell as another
| |
| spell’s material component causes that spell to fail.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the cube increases by
| |
| 5 feet for each slot level above 5th.
| |
| Cure Wounds
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 133
| |
| A creature you touch regains a number of hit points
| |
| equal to 1d8 + your spellcasting ability modifier.
| |
| This spell has no effect on undead or constructs.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the healing increases
| |
| by 1d8 for each slot level above 1st.
| |
| Dancing Lights
| |
| Evocation cantrip
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a bit of phosphorus or
| |
| wychwood, or a glowworm)
| |
| Duration: Concentration, up to 1 minute
| |
| You create up to four torch-‐‑sized lights within range,
| |
| making them appear as torches, lanterns, or glowing
| |
| orbs that hover in the air for the duration. You can
| |
| also combine the four lights into one glowing
| |
| vaguely humanoid form of Medium size. Whichever
| |
| form you choose, each light sheds dim light in a 10-‐‑
| |
| foot radius.
| |
| As a bonus action on your turn, you can move the
| |
| lights up to 60 feet to a new spot within range. A
| |
| light must be within 20 feet of another light created
| |
| by this spell, and a light winks out if it exceeds the
| |
| spell’s range.
| |
| Darkness
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, M (bat fur and a drop of pitch or
| |
| piece of coal)
| |
| Duration: Concentration, up to 10 minutes
| |
| Magical darkness spreads from a point you choose
| |
| within range to fill a 15-‐‑foot-‐‑radius sphere for the
| |
| duration. The darkness spreads around corners. A
| |
| creature with darkvision can’t see through this
| |
| darkness, and nonmagical light can’t illuminate it.
| |
| If the point you choose is on an object you are
| |
| holding or one that isn’t being worn or carried, the
| |
| darkness emanates from the object and moves with
| |
| it. Completely covering the source of the darkness
| |
| with an opaque object, such as a bowl or a helm,
| |
| blocks the darkness.
| |
| If any of this spell’s area overlaps with an area of
| |
| light created by a spell of 2nd level or lower, the
| |
| spell that created the light is dispelled.
| |
| Darkvision
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (either a pinch of dried carrot
| |
| or an agate)
| |
| Duration: 8 hours
| |
| You touch a willing creature to grant it the ability to
| |
| see in the dark. For the duration, that creature has
| |
| darkvision out to a range of 60 feet.
| |
| Daylight
| |
| 3rd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: 1 hour
| |
| A 60-‐‑foot-‐‑radius sphere of light spreads out from a
| |
| point you choose within range. The sphere is bright
| |
| light and sheds dim light for an additional 60 feet.
| |
| If you chose a point on an object you are holding
| |
| or one that isn’t being worn or carried, the light
| |
| shines from the object and moves with it. Completely
| |
| covering the affected object with an opaque object,
| |
| such as a bowl or a helm, blocks the light.
| |
| If any of this spell’s area overlaps with an area of
| |
| darkness created by a spell of 3rd level or lower, the
| |
| spell that created the darkness is dispelled.
| |
| Death Ward
| |
| 4th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: 8 hours
| |
| You touch a creature and grant it a measure of
| |
| protection from death.
| |
| The first time the target would drop to 0 hit points
| |
| as a result of taking damage, the target instead drops
| |
| to 1 hit point, and the spell ends.
| |
| If the spell is still in effect when the target is
| |
| subjected to an effect that would kill it
| |
| instantaneously without dealing damage, that effect
| |
| is instead negated against the target, and the spell
| |
| ends.
| |
| Delayed Blast Fireball
| |
| 7th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 134
| |
| Range: 150 feet
| |
| Components: V, S, M (a tiny ball of bat guano and
| |
| sulfur)
| |
| Duration: Concentration, up to 1 minute
| |
| A beam of yellow light flashes from your pointing
| |
| finger, then condenses to linger at a chosen point
| |
| within range as a glowing bead for the duration.
| |
| When the spell ends, either because your
| |
| concentration is broken or because you decide to
| |
| end it, the bead blossoms with a low roar into an
| |
| explosion of flame that spreads around corners.
| |
| Each creature in a 20-‐‑foot-‐‑radius sphere centered on
| |
| that point must make a Dexterity saving throw. A
| |
| creature takes fire damage equal to the total
| |
| accumulated damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| The spell’s base damage is 12d6. If at the end of
| |
| your turn the bead has not yet detonated, the
| |
| damage increases by 1d6.
| |
| If the glowing bead is touched before the interval
| |
| has expired, the creature touching it must make a
| |
| Dexterity saving throw. On a failed save, the spell
| |
| ends immediately, causing the bead to erupt in flame.
| |
| On a successful save, the creature can throw the
| |
| bead up to 40 feet. When it strikes a creature or a
| |
| solid object, the spell ends, and the bead explodes.
| |
| The fire damages objects in the area and ignites
| |
| flammable objects that aren’t being worn or carried.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 8th level or higher, the base damage
| |
| increases by 1d6 for each slot level above 7th.
| |
| Demiplane
| |
| 8th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: S
| |
| Duration: 1 hour
| |
| You create a shadowy door on a flat solid surface
| |
| that you can see within range. The door is large
| |
| enough to allow Medium creatures to pass through
| |
| unhindered. When opened, the door leads to a
| |
| demiplane that appears to be an empty room 30 feet
| |
| in each dimension, made of wood or stone. When the
| |
| spell ends, the door disappears, and any creatures or
| |
| objects inside the demiplane remain trapped there,
| |
| as the door also disappears from the other side.
| |
| Each time you cast this spell, you can create a new
| |
| demiplane, or have the shadowy door connect to a
| |
| demiplane you created with a previous casting of
| |
| this spell. Additionally, if you know the nature and
| |
| contents of a demiplane created by a casting of this
| |
| spell by another creature, you can have the shadowy
| |
| door connect to its demiplane instead.
| |
| Detect Evil and Good
| |
| 1st-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| For the duration, you know if there is an aberration,
| |
| celestial, elemental, fey, fiend, or undead within 30
| |
| feet of you, as well as where the creature is located.
| |
| Similarly, you know if there is a place or object
| |
| within 30 feet of you that has been magically
| |
| consecrated or desecrated.
| |
| The spell can penetrate most barriers, but it is
| |
| blocked by 1 foot of stone, 1 inch of common metal, a
| |
| thin sheet of lead, or 3 feet of wood or dirt.
| |
| Detect Magic
| |
| 1st-‐‑level divination (ritual)
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| For the duration, you sense the presence of magic
| |
| within 30 feet of you. If you sense magic in this way,
| |
| you can use your action to see a faint aura around
| |
| any visible creature or object in the area that bears
| |
| magic, and you learn its school of magic, if any.
| |
| The spell can penetrate most barriers, but it is
| |
| blocked by 1 foot of stone, 1 inch of common metal, a
| |
| thin sheet of lead, or 3 feet of wood or dirt.
| |
| Detect Poison and Disease
| |
| 1st-‐‑level divination (ritual)
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a yew leaf)
| |
| Duration: Concentration, up to 10 minutes
| |
| For the duration, you can sense the presence and
| |
| location of poisons, poisonous creatures, and
| |
| diseases within 30 feet of you. You also identify the
| |
| kind of poison, poisonous creature, or disease in
| |
| each case.
| |
| The spell can penetrate most barriers, but it is
| |
| blocked by 1 foot of stone, 1 inch of common metal, a
| |
| thin sheet of lead, or 3 feet of wood or dirt.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 135
| |
| Detect Thoughts
| |
| 2nd-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a copper piece)
| |
| Duration: Concentration, up to 1 minute
| |
| For the duration, you can read the thoughts of
| |
| certain creatures. When you cast the spell and as
| |
| your action on each turn until the spell ends, you can
| |
| focus your mind on any one creature that you can
| |
| see within 30 feet of you. If the creature you choose
| |
| has an Intelligence of 3 or lower or doesn’t speak
| |
| any language, the creature is unaffected.
| |
| You initially learn the surface thoughts of the
| |
| creature—what is most on its mind in that moment.
| |
| As an action, you can either shift your attention to
| |
| another creature’s thoughts or attempt to probe
| |
| deeper into the same creature’s mind. If you probe
| |
| deeper, the target must make a Wisdom saving
| |
| throw. If it fails, you gain insight into its reasoning (if
| |
| any), its emotional state, and something that looms
| |
| large in its mind (such as something it worries over,
| |
| loves, or hates). If it succeeds, the spell ends. Either
| |
| way, the target knows that you are probing into its
| |
| mind, and unless you shift your attention to another
| |
| creature’s thoughts, the creature can use its action
| |
| on its turn to make an Intelligence check contested
| |
| by your Intelligence check; if it succeeds, the spell
| |
| ends.
| |
| Questions verbally directed at the target creature
| |
| naturally shape the course of its thoughts, so this
| |
| spell is particularly effective as part of an
| |
| interrogation.
| |
| You can also use this spell to detect the presence
| |
| of thinking creatures you can’t see. When you cast
| |
| the spell or as your action during the duration, you
| |
| can search for thoughts within 30 feet of you. The
| |
| spell can penetrate barriers, but 2 feet of rock, 2
| |
| inches of any metal other than lead, or a thin sheet of
| |
| lead blocks you. You can’t detect a creature with an
| |
| Intelligence of 3 or lower or one that doesn’t speak
| |
| any language.
| |
| Once you detect the presence of a creature in this
| |
| way, you can read its thoughts for the rest of the
| |
| duration as described above, even if you can’t see it,
| |
| but it must still be within range.
| |
| Dimension Door
| |
| 4th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 500 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| You teleport yourself from your current location to
| |
| any other spot within range. You arrive at exactly
| |
| the spot desired. It can be a place you can see, one
| |
| you can visualize, or one you can describe by stating
| |
| distance and direction, such as “200 feet straight
| |
| downward” or “upward to the northwest at a 45-‐‑
| |
| degree angle, 300 feet.”
| |
| You can bring along objects as long as their weight
| |
| doesn’t exceed what you can carry. You can also
| |
| bring one willing creature of your size or smaller
| |
| who is carrying gear up to its carrying capacity. The
| |
| creature must be within 5 feet of you when you cast
| |
| this spell.
| |
| If you would arrive in a place already occupied by
| |
| an object or a creature, you and any creature
| |
| traveling with you each take 4d6 force damage, and
| |
| the spell fails to teleport you.
| |
| Disguise Self
| |
| 1st-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: 1 hour
| |
| You make yourself—including your clothing, armor,
| |
| weapons, and other belongings on your person—
| |
| look different until the spell ends or until you use
| |
| your action to dismiss it. You can seem 1 foot shorter
| |
| or taller and can appear thin, fat, or in between. You
| |
| can’t change your body type, so you must adopt a
| |
| form that has the same basic arrangement of limbs.
| |
| Otherwise, the extent of the illusion is up to you.
| |
| The changes wrought by this spell fail to hold up
| |
| to physical inspection. For example, if you use this
| |
| spell to add a hat to your outfit, objects pass through
| |
| the hat, and anyone who touches it would feel
| |
| nothing or would feel your head and hair. If you use
| |
| this spell to appear thinner than you are, the hand of
| |
| someone who reaches out to touch you would bump
| |
| into you while it was seemingly still in midair.
| |
| To discern that you are disguised, a creature can
| |
| use its action to inspect your appearance and must
| |
| succeed on an Intelligence (Investigation) check
| |
| against your spell save DC.
| |
| Disintegrate
| |
| 6th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 136
| |
| Components: V, S, M (a lodestone and a pinch of
| |
| dust)
| |
| Duration: Instantaneous
| |
| A thin green ray springs from your pointing finger to
| |
| a target that you can see within range. The target can
| |
| be a creature, an object, or a creation of magical
| |
| force, such as the wall created by wall of force.
| |
| A creature targeted by this spell must make a
| |
| Dexterity saving throw. On a failed save, the target
| |
| takes 10d6 + 40 force damage. If this damage
| |
| reduces the target to 0 hit points, it is disintegrated.
| |
| A disintegrated creature and everything it is
| |
| wearing and carrying, except magic items, are
| |
| reduced to a pile of fine gray dust. The creature can
| |
| be restored to life only by means of a true
| |
| resurrection or a wish spell.
| |
| This spell automatically disintegrates a Large or
| |
| smaller nonmagical object or a creation of magical
| |
| force. If the target is a Huge or larger object or
| |
| creation of force, this spell disintegrates a 10-‐‑foot-‐‑
| |
| cube portion of it. A magic item is unaffected by this
| |
| spell.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, the damage increases
| |
| by 3d6 for each slot level above 6th.
| |
| Dispel Evil and Good
| |
| 5th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (holy water or powdered silver
| |
| and iron)
| |
| Duration: Concentration, up to 1 minute
| |
| Shimmering energy surrounds and protects you
| |
| from fey, undead, and creatures originating from
| |
| beyond the Material Plane. For the duration,
| |
| celestials, elementals, fey, fiends, and undead have
| |
| disadvantage on attack rolls against you.
| |
| You can end the spell early by using either of the
| |
| following special functions.
| |
| Break Enchantment. As your action, you touch a
| |
| creature you can reach that is charmed, frightened,
| |
| or possessed by a celestial, an elemental, a fey, a
| |
| fiend, or an undead. The creature you touch is no
| |
| longer charmed, frightened, or possessed by such
| |
| creatures.
| |
| Dismissal. As your action, make a melee spell
| |
| attack against a celestial, an elemental, a fey, a fiend,
| |
| or an undead you can reach. On a hit, you attempt to
| |
| drive the creature back to its home plane. The
| |
| creature must succeed on a Charisma saving throw
| |
| or be sent back to its home plane (if it isn’t there
| |
| already). If they aren’t on their home plane, undead
| |
| are sent to the Shadowfell, and fey are sent to the
| |
| Feywild.
| |
| Dispel Magic
| |
| 3rd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Choose one creature, object, or magical effect within
| |
| range. Any spell of 3rd level or lower on the target
| |
| ends. For each spell of 4th level or higher on the
| |
| target, make an ability check using your spellcasting
| |
| ability. The DC equals 10 + the spell’s level. On a
| |
| successful check, the spell ends.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, you automatically
| |
| end the effects of a spell on the target if the spell’s
| |
| level is equal to or less than the level of the spell slot
| |
| you used.
| |
| Divination
| |
| 4th-‐‑level divination (ritual)
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (incense and a sacrificial
| |
| offering appropriate to your religion, together
| |
| worth at least 25 gp, which the spell consumes)
| |
| Duration: Instantaneous
| |
| Your magic and an offering put you in contact with a
| |
| god or a god’s servants. You ask a single question
| |
| concerning a specific goal, event, or activity to occur
| |
| within 7 days. The GM offers a truthful reply. The
| |
| reply might be a short phrase, a cryptic rhyme, or an
| |
| omen.
| |
| The spell doesn’t take into account any possible
| |
| circumstances that might change the outcome, such
| |
| as the casting of additional spells or the loss or gain
| |
| of a companion.
| |
| If you cast the spell two or more times before
| |
| finishing your next long rest, there is a cumulative
| |
| 25 percent chance for each casting after the first that
| |
| you get a random reading. The GM makes this roll in
| |
| secret.
| |
| Divine Favor
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 bonus action
| |
| Range: Self
| |
| Components: V, S
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 137
| |
| Duration: Concentration, up to 1 minute
| |
| Your prayer empowers you with divine radiance.
| |
| Until the spell ends, your weapon attacks deal an
| |
| extra 1d4 radiant damage on a hit.
| |
| Divine Word
| |
| 7th-‐‑level evocation
| |
| Casting Time: 1 bonus action
| |
| Range: 30 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| You utter a divine word, imbued with the power that
| |
| shaped the world at the dawn of creation. Choose
| |
| any number of creatures you can see within range.
| |
| Each creature that can hear you must make a
| |
| Charisma saving throw. On a failed save, a creature
| |
| suffers an effect based on its current hit points:
| |
| • 50 hit points or fewer: deafened for 1 minute
| |
| • 40 hit points or fewer: deafened and blinded for
| |
| 10 minutes
| |
| • 30 hit points or fewer: blinded, deafened, and
| |
| stunned for 1 hour
| |
| • 20 hit points or fewer: killed instantly
| |
| Regardless of its current hit points, a celestial, an
| |
| elemental, a fey, or a fiend that fails its save is forced
| |
| back to its plane of origin (if it isn’t there already)
| |
| and can’t return to your current plane for 24 hours
| |
| by any means short of a wish spell.
| |
| Dominate Beast
| |
| 4th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You attempt to beguile a beast that you can see
| |
| within range. It must succeed on a Wisdom saving
| |
| throw or be charmed by you for the duration. If you
| |
| or creatures that are friendly to you are fighting it, it
| |
| has advantage on the saving throw.
| |
| While the beast is charmed, you have a telepathic
| |
| link with it as long as the two of you are on the same
| |
| plane of existence. You can use this telepathic link to
| |
| issue commands to the creature while you are
| |
| conscious (no action required), which it does its best
| |
| to obey. You can specify a simple and general course
| |
| of action, such as “Attack that creature,” “Run over
| |
| there,” or “Fetch that object.” If the creature
| |
| completes the order and doesn’t receive further
| |
| direction from you, it defends and preserves itself to
| |
| the best of its ability.
| |
| You can use your action to take total and precise
| |
| control of the target. Until the end of your next turn,
| |
| the creature takes only the actions you choose, and
| |
| doesn’t do anything that you don’t allow it to do.
| |
| During this time, you can also cause the creature to
| |
| use a reaction, but this requires you to use your own
| |
| reaction as well.
| |
| Each time the target takes damage, it makes a new
| |
| Wisdom saving throw against the spell. If the saving
| |
| throw succeeds, the spell ends.
| |
| At Higher Levels. When you cast this spell with a
| |
| 5th-‐‑level spell slot, the duration is concentration, up
| |
| to 10 minutes. When you use a 6th-‐‑level spell slot,
| |
| the duration is concentration, up to 1 hour. When
| |
| you use a spell slot of 7th level or higher, the
| |
| duration is concentration, up to 8 hours.
| |
| Dominate Monster
| |
| 8th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| You attempt to beguile a creature that you can see
| |
| within range. It must succeed on a Wisdom saving
| |
| throw or be charmed by you for the duration. If you
| |
| or creatures that are friendly to you are fighting it, it
| |
| has advantage on the saving throw.
| |
| While the creature is charmed, you have a
| |
| telepathic link with it as long as the two of you are
| |
| on the same plane of existence. You can use this
| |
| telepathic link to issue commands to the creature
| |
| while you are conscious (no action required), which
| |
| it does its best to obey. You can specify a simple and
| |
| general course of action, such as “Attack that
| |
| creature,” “Run over there,” or “Fetch that object.” If
| |
| the creature completes the order and doesn’t receive
| |
| further direction from you, it defends and preserves
| |
| itself to the best of its ability.
| |
| You can use your action to take total and precise
| |
| control of the target. Until the end of your next turn,
| |
| the creature takes only the actions you choose, and
| |
| doesn’t do anything that you don’t allow it to do.
| |
| During this time, you can also cause the creature to
| |
| use a reaction, but this requires you to use your own
| |
| reaction as well.
| |
| Each time the target takes damage, it makes a new
| |
| Wisdom saving throw against the spell. If the saving
| |
| throw succeeds, the spell ends.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 138
| |
| At Higher Levels. When you cast this spell with a
| |
| 9th-‐‑level spell slot, the duration is concentration, up
| |
| to 8 hours.
| |
| Dominate Person
| |
| 5th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You attempt to beguile a humanoid that you can see
| |
| within range. It must succeed on a Wisdom saving
| |
| throw or be charmed by you for the duration. If you
| |
| or creatures that are friendly to you are fighting it, it
| |
| has advantage on the saving throw.
| |
| While the target is charmed, you have a telepathic
| |
| link with it as long as the two of you are on the same
| |
| plane of existence. You can use this telepathic link to
| |
| issue commands to the creature while you are
| |
| conscious (no action required), which it does its best
| |
| to obey. You can specify a simple and general course
| |
| of action, such as “Attack that creature,” “Run over
| |
| there,” or “Fetch that object.” If the creature
| |
| completes the order and doesn’t receive further
| |
| direction from you, it defends and preserves itself to
| |
| the best of its ability.
| |
| You can use your action to take total and precise
| |
| control of the target. Until the end of your next turn,
| |
| the creature takes only the actions you choose, and
| |
| doesn’t do anything that you don’t allow it to do.
| |
| During this time you can also cause the creature to
| |
| use a reaction, but this requires you to use your own
| |
| reaction as well.
| |
| Each time the target takes damage, it makes a new
| |
| Wisdom saving throw against the spell. If the saving
| |
| throw succeeds, the spell ends.
| |
| At Higher Levels. When you cast this spell using a
| |
| 6th-‐‑level spell slot, the duration is concentration, up
| |
| to 10 minutes. When you use a 7th-‐‑level spell slot,
| |
| the duration is concentration, up to 1 hour. When
| |
| you use a spell slot of 8th level or higher, the
| |
| duration is concentration, up to 8 hours.
| |
| Dream
| |
| 5th-‐‑level illusion
| |
| Casting Time: 1 minute
| |
| Range: Special
| |
| Components: V, S, M (a handful of sand, a dab of ink,
| |
| and a writing quill plucked from a sleeping bird)
| |
| Duration: 8 hours
| |
| This spell shapes a creature’s dreams. Choose a
| |
| creature known to you as the target of this spell. The
| |
| target must be on the same plane of existence as you.
| |
| Creatures that don’t sleep, such as elves, can’t be
| |
| contacted by this spell. You, or a willing creature you
| |
| touch, enters a trance state, acting as a messenger.
| |
| While in the trance, the messenger is aware of his or
| |
| her surroundings, but can’t take actions or move.
| |
| If the target is asleep, the messenger appears in
| |
| the target’s dreams and can converse with the target
| |
| as long as it remains asleep, through the duration of
| |
| the spell. The messenger can also shape the
| |
| environment of the dream, creating landscapes,
| |
| objects, and other images. The messenger can
| |
| emerge from the trance at any time, ending the effect
| |
| of the spell early. The target recalls the dream
| |
| perfectly upon waking. If the target is awake when
| |
| you cast the spell, the messenger knows it, and can
| |
| either end the trance (and the spell) or wait for the
| |
| target to fall asleep, at which point the messenger
| |
| appears in the target’s dreams.
| |
| You can make the messenger appear monstrous
| |
| and terrifying to the target. If you do, the messenger
| |
| can deliver a message of no more than ten words
| |
| and then the target must make a Wisdom saving
| |
| throw. On a failed save, echoes of the phantasmal
| |
| monstrosity spawn a nightmare that lasts the
| |
| duration of the target’s sleep and prevents the target
| |
| from gaining any benefit from that rest. In addition,
| |
| when the target wakes up, it takes 3d6 psychic
| |
| damage.
| |
| If you have a body part, lock of hair, clipping from
| |
| a nail, or similar portion of the target’s body, the
| |
| target makes its saving throw with disadvantage.
| |
| Druidcraft
| |
| Transmutation cantrip
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Whispering to the spirits of nature, you create one of
| |
| the following effects within range:
| |
| • You create a tiny, harmless sensory effect that
| |
| predicts what the weather will be at your location
| |
| for the next 24 hours. The effect might manifest as
| |
| a golden orb for clear skies, a cloud for rain, falling
| |
| snowflakes for snow, and so on. This effect
| |
| persists for 1 round.
| |
| • You instantly make a flower blossom, a seed pod
| |
| open, or a leaf bud bloom.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 139
| |
| • You create an instantaneous, harmless sensory
| |
| effect, such as falling leaves, a puff of wind, the
| |
| sound of a small animal, or the faint odor of skunk.
| |
| The effect must fit in a 5-‐‑foot cube.
| |
| • You instantly light or snuff out a candle, a torch, or
| |
| a small campfire.
| |
| Earthquake
| |
| 8th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 500 feet
| |
| Components: V, S, M (a pinch of dirt, a piece of rock,
| |
| and a lump of clay)
| |
| Duration: Concentration, up to 1 minute
| |
| You create a seismic disturbance at a point on the
| |
| ground that you can see within range. For the
| |
| duration, an intense tremor rips through the ground
| |
| in a 100-‐‑foot-‐‑radius circle centered on that point
| |
| and shakes creatures and structures in contact with
| |
| the ground in that area.
| |
| The ground in the area becomes difficult terrain.
| |
| Each creature on the ground that is concentrating
| |
| must make a Constitution saving throw. On a failed
| |
| save, the creature’s concentration is broken.
| |
| When you cast this spell and at the end of each
| |
| turn you spend concentrating on it, each creature on
| |
| the ground in the area must make a Dexterity saving
| |
| throw. On a failed save, the creature is knocked
| |
| prone.
| |
| This spell can have additional effects depending
| |
| on the terrain in the area, as determined by the GM.
| |
| Fissures. Fissures open throughout the spell’s
| |
| area at the start of your next turn after you cast the
| |
| spell. A total of 1d6 such fissures open in locations
| |
| chosen by the GM. Each is 1d10 × 10 feet deep, 10
| |
| feet wide, and extends from one edge of the spell’s
| |
| area to the opposite side. A creature standing on a
| |
| spot where a fissure opens must succeed on a
| |
| Dexterity saving throw or fall in. A creature that
| |
| successfully saves moves with the fissure’s edge as it
| |
| opens.
| |
| A fissure that opens beneath a structure causes it
| |
| to automatically collapse (see below).
| |
| Structures. The tremor deals 50 bludgeoning
| |
| damage to any structure in contact with the ground
| |
| in the area when you cast the spell and at the start of
| |
| each of your turns until the spell ends. If a structure
| |
| drops to 0 hit points, it collapses and potentially
| |
| damages nearby creatures. A creature within half the
| |
| distance of a structure’s height must make a
| |
| Dexterity saving throw. On a failed save, the creature
| |
| takes 5d6 bludgeoning damage, is knocked prone,
| |
| and is buried in the rubble, requiring a DC 20
| |
| Strength (Athletics) check as an action to escape.
| |
| The GM can adjust the DC higher or lower,
| |
| depending on the nature of the rubble. On a
| |
| successful save, the creature takes half as much
| |
| damage and doesn’t fall prone or become buried.
| |
| Eldritch Blast
| |
| Evocation cantrip
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| A beam of crackling energy streaks toward a
| |
| creature within range. Make a ranged spell attack
| |
| against the target. On a hit, the target takes 1d10
| |
| force damage.
| |
| The spell creates more than one beam when you
| |
| reach higher levels: two beams at 5th level, three
| |
| beams at 11th level, and four beams at 17th level.
| |
| You can direct the beams at the same target or at
| |
| different ones. Make a separate attack roll for each
| |
| beam.
| |
| Enhance Ability
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (fur or a feather from a beast)
| |
| Duration: Concentration, up to 1 hour.
| |
| You touch a creature and bestow upon it a magical
| |
| enhancement. Choose one of the following effects;
| |
| the target gains that effect until the spell ends.
| |
| Bear’s Endurance. The target has advantage on
| |
| Constitution checks. It also gains 2d6 temporary hit
| |
| points, which are lost when the spell ends.
| |
| Bull’s Strength. The target has advantage on
| |
| Strength checks, and his or her carrying capacity
| |
| doubles.
| |
| Cat’s Grace. The target has advantage on Dexterity
| |
| checks. It also doesn’t take damage from falling 20
| |
| feet or less if it isn’t incapacitated.
| |
| Eagle’s Splendor. The target has advantage on
| |
| Charisma checks.
| |
| Fox’s Cunning. The target has advantage on
| |
| Intelligence checks.
| |
| Owl’s Wisdom. The target has advantage on
| |
| Wisdom checks.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, you can target one
| |
| additional creature for each slot level above 2nd.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 140
| |
| Enlarge/Reduce
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a pinch of powdered iron)
| |
| Duration: Concentration, up to 1 minute
| |
| You cause a creature or an object you can see within
| |
| range to grow larger or smaller for the duration.
| |
| Choose either a creature or an object that is neither
| |
| worn nor carried. If the target is unwilling, it can
| |
| make a Constitution saving throw. On a success, the
| |
| spell has no effect.
| |
| If the target is a creature, everything it is wearing
| |
| and carrying changes size with it. Any item dropped
| |
| by an affected creature returns to normal size at
| |
| once.
| |
| Enlarge. The target’s size doubles in all
| |
| dimensions, and its weight is multiplied by eight.
| |
| This growth increases its size by one category—
| |
| from Medium to Large, for example. If there isn’t
| |
| enough room for the target to double its size, the
| |
| creature or object attains the maximum possible size
| |
| in the space available. Until the spell ends, the target
| |
| also has advantage on Strength checks and Strength
| |
| saving throws. The target’s weapons also grow to
| |
| match its new size. While these weapons are
| |
| enlarged, the target’s attacks with them deal 1d4
| |
| extra damage.
| |
| Reduce. The target’s size is halved in all
| |
| dimensions, and its weight is reduced to one-‐‑eighth
| |
| of normal. This reduction decreases its size by one
| |
| category—from Medium to Small, for example. Until
| |
| the spell ends, the target also has disadvantage on
| |
| Strength checks and Strength saving throws. The
| |
| target’s weapons also shrink to match its new size.
| |
| While these weapons are reduced, the target’s
| |
| attacks with them deal 1d4 less damage (this can’t
| |
| reduce the damage below 1).
| |
| Entangle
| |
| 1st-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 90 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| Grasping weeds and vines sprout from the ground in
| |
| a 20-‐‑foot square starting from a point within range.
| |
| For the duration, these plants turn the ground in the
| |
| area into difficult terrain.
| |
| A creature in the area when you cast the spell
| |
| must succeed on a Strength saving throw or be
| |
| restrained by the entangling plants until the spell
| |
| ends. A creature restrained by the plants can use its
| |
| action to make a Strength check against your spell
| |
| save DC. On a success, it frees itself.
| |
| When the spell ends, the conjured plants wilt away.
| |
| Enthrall
| |
| 2nd-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: 1 minute
| |
| You weave a distracting string of words, causing
| |
| creatures of your choice that you can see within
| |
| range and that can hear you to make a Wisdom
| |
| saving throw. Any creature that can’t be charmed
| |
| succeeds on this saving throw automatically, and if
| |
| you or your companions are fighting a creature, it
| |
| has advantage on the save. On a failed save, the
| |
| target has disadvantage on Wisdom (Perception)
| |
| checks made to perceive any creature other than you
| |
| until the spell ends or until the target can no longer
| |
| hear you. The spell ends if you are incapacitated or
| |
| can no longer speak.
| |
| Etherealness
| |
| 7th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Up to 8 hours
| |
| You step into the border regions of the Ethereal
| |
| Plane, in the area where it overlaps with your
| |
| current plane. You remain in the Border Ethereal for
| |
| the duration or until you use your action to dismiss
| |
| the spell. During this time, you can move in any
| |
| direction. If you move up or down, every foot of
| |
| movement costs an extra foot. You can see and hear
| |
| the plane you originated from, but everything there
| |
| looks gray, and you can’t see anything more than 60
| |
| feet away.
| |
| While on the Ethereal Plane, you can only affect
| |
| and be affected by other creatures on that plane.
| |
| Creatures that aren’t on the Ethereal Plane can’t
| |
| perceive you and can’t interact with you, unless a
| |
| special ability or magic has given them the ability to
| |
| do so.
| |
| You ignore all objects and effects that aren’t on the
| |
| Ethereal Plane, allowing you to move through
| |
| objects you perceive on the plane you originated
| |
| from.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 141
| |
| When the spell ends, you immediately return to
| |
| the plane you originated from in the spot you
| |
| currently occupy. If you occupy the same spot as a
| |
| solid object or creature when this happens, you are
| |
| immediately shunted to the nearest unoccupied
| |
| space that you can occupy and take force damage
| |
| equal to twice the number of feet you are moved.
| |
| This spell has no effect if you cast it while you are
| |
| on the Ethereal Plane or a plane that doesn’t border
| |
| it, such as one of the Outer Planes.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 8th level or higher, you can target up to
| |
| three willing creatures (including you) for each slot
| |
| level above 7th. The creatures must be within 10 feet
| |
| of you when you cast the spell.
| |
| Expeditious Retreat
| |
| 1st-‐‑level transmutation
| |
| Casting Time: 1 bonus action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| This spell allows you to move at an incredible pace.
| |
| When you cast this spell, and then as a bonus action
| |
| on each of your turns until the spell ends, you can
| |
| take the Dash action.
| |
| Eyebite
| |
| 6th-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| For the spell’s duration, your eyes become an inky
| |
| void imbued with dread power. One creature of your
| |
| choice within 60 feet of you that you can see must
| |
| succeed on a Wisdom saving throw or be affected by
| |
| one of the following effects of your choice for the
| |
| duration. On each of your turns until the spell ends,
| |
| you can use your action to target another creature
| |
| but can’t target a creature again if it has succeeded
| |
| on a saving throw against this casting of eyebite.
| |
| Asleep. The target falls unconscious. It wakes up if
| |
| it takes any damage or if another creature uses its
| |
| action to shake the sleeper awake.
| |
| Panicked. The target is frightened of you. On each
| |
| of its turns, the frightened creature must take the
| |
| Dash action and move away from you by the safest
| |
| and shortest available route, unless there is nowhere
| |
| to move. If the target moves to a place at least 60 feet
| |
| away from you where it can no longer see you, this
| |
| effect ends.
| |
| Sickened. The target has disadvantage on attack
| |
| rolls and ability checks. At the end of each of its
| |
| turns, it can make another Wisdom saving throw. If
| |
| it succeeds, the effect ends.
| |
| Fabricate
| |
| 4th-‐‑level transmutation
| |
| Casting Time: 10 minutes
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You convert raw materials into products of the same
| |
| material. For example, you can fabricate a wooden
| |
| bridge from a clump of trees, a rope from a patch of
| |
| hemp, and clothes from flax or wool.
| |
| Choose raw materials that you can see within
| |
| range. You can fabricate a Large or smaller object
| |
| (contained within a 10-‐‑foot cube, or eight connected
| |
| 5-‐‑foot cubes), given a sufficient quantity of raw
| |
| material. If you are working with metal, stone, or
| |
| another mineral substance, however, the fabricated
| |
| object can be no larger than Medium (contained
| |
| within a single 5-‐‑foot cube). The quality of objects
| |
| made by the spell is commensurate with the quality
| |
| of the raw materials.
| |
| Creatures or magic items can’t be created or
| |
| transmuted by this spell. You also can’t use it to
| |
| create items that ordinarily require a high degree of
| |
| craftsmanship, such as jewelry, weapons, glass, or
| |
| armor, unless you have proficiency with the type of
| |
| artisan’s tools used to craft such objects.
| |
| Faerie Fire
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V
| |
| Duration: Concentration, up to 1 minute
| |
| Each object in a 20-‐‑foot cube within range is
| |
| outlined in blue, green, or violet light (your choice).
| |
| Any creature in the area when the spell is cast is also
| |
| outlined in light if it fails a Dexterity saving throw.
| |
| For the duration, objects and affected creatures shed
| |
| dim light in a 10-‐‑foot radius.
| |
| Any attack roll against an affected creature or
| |
| object has advantage if the attacker can see it, and
| |
| the affected creature or object can’t benefit from
| |
| being invisible.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 142
| |
| Faithful Hound
| |
| 4th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a tiny silver whistle, a piece of
| |
| bone, and a thread)
| |
| Duration: 8 hours
| |
| You conjure a phantom watchdog in an unoccupied
| |
| space that you can see within range, where it
| |
| remains for the duration, until you dismiss it as an
| |
| action, or until you move more than 100 feet away
| |
| from it.
| |
| The hound is invisible to all creatures except you
| |
| and can’t be harmed. When a Small or larger
| |
| creature comes within 30 feet of it without first
| |
| speaking the password that you specify when you
| |
| cast this spell, the hound starts barking loudly. The
| |
| hound sees invisible creatures and can see into the
| |
| Ethereal Plane. It ignores illusions.
| |
| At the start of each of your turns, the hound
| |
| attempts to bite one creature within 5 feet of it that
| |
| is hostile to you. The hound’s attack bonus is equal
| |
| to your spellcasting ability modifier + your
| |
| proficiency bonus. On a hit, it deals 4d8 piercing
| |
| damage.
| |
| False Life
| |
| 1st-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a small amount of alcohol or
| |
| distilled spirits)
| |
| Duration: 1 hour
| |
| Bolstering yourself with a necromantic facsimile of
| |
| life, you gain 1d4 + 4 temporary hit points for the
| |
| duration.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you gain 5 additional
| |
| temporary hit points for each slot level above 1st.
| |
| Fear
| |
| 3rd-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Self (30-‐‑foot cone)
| |
| Components: V, S, M (a white feather or the heart of
| |
| a hen)
| |
| Duration: Concentration, up to 1 minute
| |
| You project a phantasmal image of a creature’s
| |
| worst fears. Each creature in a 30-‐‑foot cone must
| |
| succeed on a Wisdom saving throw or drop
| |
| whatever it is holding and become frightened for the
| |
| duration.
| |
| While frightened by this spell, a creature must
| |
| take the Dash action and move away from you by the
| |
| safest available route on each of its turns, unless
| |
| there is nowhere to move. If the creature ends its
| |
| turn in a location where it doesn’t have line of sight
| |
| to you, the creature can make a Wisdom saving
| |
| throw. On a successful save, the spell ends for that
| |
| creature.
| |
| Feather Fall
| |
| 1st-‐‑level transmutation
| |
| Casting Time: 1 reaction, which you take when you
| |
| or a creature within 60 feet of you falls
| |
| Range: 60 feet
| |
| Components: V, M (a small feather or piece of
| |
| down)
| |
| Duration: 1 minute
| |
| Choose up to five falling creatures within range. A
| |
| falling creature’s rate of descent slows to 60 feet per
| |
| round until the spell ends. If the creature lands
| |
| before the spell ends, it takes no falling damage and
| |
| can land on its feet, and the spell ends for that
| |
| creature.
| |
| Feeblemind
| |
| 8th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S, M (a handful of clay, crystal, glass,
| |
| or mineral spheres)
| |
| Duration: Instantaneous
| |
| You blast the mind of a creature that you can see
| |
| within range, attempting to shatter its intellect and
| |
| personality. The target takes 4d6 psychic damage
| |
| and must make an Intelligence saving throw.
| |
| On a failed save, the creature’s Intelligence and
| |
| Charisma scores become 1. The creature can’t cast
| |
| spells, activate magic items, understand language, or
| |
| communicate in any intelligible way. The creature
| |
| can, however, identify its friends, follow them, and
| |
| even protect them.
| |
| At the end of every 30 days, the creature can
| |
| repeat its saving throw against this spell. If it
| |
| succeeds on its saving throw, the spell ends.
| |
| The spell can also be ended by greater restoration,
| |
| heal, or wish.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 143
| |
| Find Familiar
| |
| 1st-‐‑level conjuration (ritual)
| |
| Casting Time: 1 hour
| |
| Range: 10 feet
| |
| Components: V, S, M (10 gp worth of charcoal,
| |
| incense, and herbs that must be consumed by fire in
| |
| a brass brazier)
| |
| Duration: Instantaneous
| |
| You gain the service of a familiar, a spirit that takes
| |
| an animal form you choose: bat, cat, crab, frog (toad),
| |
| hawk, lizard, octopus, owl, poisonous snake, fish
| |
| (quipper), rat, raven, sea horse, spider, or weasel.
| |
| Appearing in an unoccupied space within range, the
| |
| familiar has the statistics of the chosen form, though
| |
| it is a celestial, fey, or fiend (your choice) instead of a
| |
| beast.
| |
| Your familiar acts independently of you, but it
| |
| always obeys your commands. In combat, it rolls its
| |
| own initiative and acts on its own turn. A familiar
| |
| can't attack, but it can take other actions as normal.
| |
| When the familiar drops to 0 hit points, it
| |
| disappears, leaving behind no physical form. It
| |
| reappears after you cast this spell again
| |
| While your familiar is within 100 feet of you, you
| |
| can communicate with it telepathically. Additionally,
| |
| as an action, you can see through your familiar's
| |
| eyes and hear what it hears until the start of your
| |
| next turn, gaining the benefits of any special senses
| |
| that the familiar has. During this time, you are deaf
| |
| and blind with regard to your own senses.
| |
| As an action, you can temporarily dismiss your
| |
| familiar. It disappears into a pocket dimension
| |
| where it awaits your summons. Alternatively, you
| |
| can dismiss it forever. As an action while it is
| |
| temporarily dismissed, you can cause it to reappear
| |
| in any unoccupied space within 30 feet of you.
| |
| You can't have more than one familiar at a time. If
| |
| you cast this spell while you already have a familiar,
| |
| you instead cause it to adopt a new form. Choose one
| |
| of the forms from the above list. Your familiar
| |
| transforms into the chosen creature.
| |
| Finally, when you cast a spell with a range of touch,
| |
| your familiar can deliver the spell as if it had cast the
| |
| spell. Your familiar must be within 100 feet of you,
| |
| and it must use its reaction to deliver the spell when
| |
| you cast it. If the spell requires an attack roll, you use
| |
| your attack modifier for the roll.
| |
| Find Steed
| |
| 2nd-‐‑level conjuration
| |
| Casting Time: 10 minutes
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You summon a spirit that assumes the form of an
| |
| unusually intelligent, strong, and loyal steed,
| |
| creating a long-‐‑lasting bond with it. Appearing in an
| |
| unoccupied space within range, the steed takes on a
| |
| form that you choose: a warhorse, a pony, a camel,
| |
| an elk, or a mastiff. (Your GM might allow other
| |
| animals to be summoned as steeds.) The steed has
| |
| the statistics of the chosen form, though it is a
| |
| celestial, fey, or fiend (your choice) instead of its
| |
| normal type. Additionally, if your steed has an
| |
| Intelligence of 5 or less, its Intelligence becomes 6,
| |
| and it gains the ability to understand one language of
| |
| your choice that you speak.
| |
| Your steed serves you as a mount, both in combat
| |
| and out, and you have an instinctive bond with it
| |
| that allows you to fight as a seamless unit. While
| |
| mounted on your steed, you can make any spell you
| |
| cast that targets only you also target your steed.
| |
| When the steed drops to 0 hit points, it disappears,
| |
| leaving behind no physical form. You can also
| |
| dismiss your steed at any time as an action, causing
| |
| it to disappear. In either case, casting this spell again
| |
| summons the same steed, restored to its hit point
| |
| maximum.
| |
| While your steed is within 1 mile of you, you can
| |
| communicate with it telepathically.
| |
| You can’t have more than one steed bonded by
| |
| this spell at a time. As an action, you can release the
| |
| steed from its bond at any time, causing it to
| |
| disappear.
| |
| Find the Path
| |
| 6th-‐‑level divination
| |
| Casting Time: 1 minute
| |
| Range: Self
| |
| Components: V, S, M (a set of divinatory tools—
| |
| such as bones, ivory sticks, cards, teeth, or carved
| |
| runes—worth 100 gp and an object from the
| |
| location you wish to find)
| |
| Duration: Concentration, up to 1 day
| |
| This spell allows you to find the shortest, most direct
| |
| physical route to a specific fixed location that you
| |
| are familiar with on the same plane of existence. If
| |
| you name a destination on another plane of
| |
| existence, a destination that moves (such as a mobile
| |
| fortress), or a destination that isn’t specific (such as
| |
| “a green dragon’s lair”), the spell fails.
| |
| For the duration, as long as you are on the same
| |
| plane of existence as the destination, you know how
| |
| far it is and in what direction it lies. While you are
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 144
| |
| traveling there, whenever you are presented with a
| |
| choice of paths along the way, you automatically
| |
| determine which path is the shortest and most direct
| |
| route (but not necessarily the safest route) to the
| |
| destination.
| |
| Find Traps
| |
| 2nd-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You sense the presence of any trap within range that
| |
| is within line of sight. A trap, for the purpose of this
| |
| spell, includes anything that would inflict a sudden
| |
| or unexpected effect you consider harmful or
| |
| undesirable, which was specifically intended as such
| |
| by its creator. Thus, the spell would sense an area
| |
| affected by the alarm spell, a glyph of warding, or a
| |
| mechanical pit trap, but it would not reveal a natural
| |
| weakness in the floor, an unstable ceiling, or a
| |
| hidden sinkhole.
| |
| This spell merely reveals that a trap is present.
| |
| You don’t learn the location of each trap, but you do
| |
| learn the general nature of the danger posed by a
| |
| trap you sense.
| |
| Finger of Death
| |
| 7th-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You send negative energy coursing through a
| |
| creature that you can see within range, causing it
| |
| searing pain. The target must make a Constitution
| |
| saving throw. It takes 7d8 + 30 necrotic damage on a
| |
| failed save, or half as much damage on a successful
| |
| one.
| |
| A humanoid killed by this spell rises at the start of
| |
| your next turn as a zombie that is permanently
| |
| under your command, following your verbal orders
| |
| to the best of its ability.
| |
| Fireball
| |
| 3rd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S, M (a tiny ball of bat guano and
| |
| sulfur)
| |
| Duration: Instantaneous
| |
| A bright streak flashes from your pointing finger to a
| |
| point you choose within range and then blossoms
| |
| with a low roar into an explosion of flame. Each
| |
| creature in a 20-‐‑foot-‐‑radius sphere centered on that
| |
| point must make a Dexterity saving throw. A target
| |
| takes 8d6 fire damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| The fire spreads around corners. It ignites
| |
| flammable objects in the area that aren’t being worn
| |
| or carried.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the damage increases
| |
| by 1d6 for each slot level above 3rd.
| |
| Fire Bolt
| |
| Evocation cantrip
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You hurl a mote of fire at a creature or object within
| |
| range. Make a ranged spell attack against the target.
| |
| On a hit, the target takes 1d10 fire damage. A
| |
| flammable object hit by this spell ignites if it isn't
| |
| being worn or carried.
| |
| This spell's damage increases by 1d10 when you
| |
| reach 5th level (2d10), 11th level (3d10), and 17th
| |
| level (4d10).
| |
| Fire Shield
| |
| 4th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a bit of phosphorus or a
| |
| firefly)
| |
| Duration: 10 minutes
| |
| Thin and wispy flames wreathe your body for the
| |
| duration, shedding bright light in a 10-‐‑foot radius
| |
| and dim light for an additional 10 feet. You can end
| |
| the spell early by using an action to dismiss it.
| |
| The flames provide you with a warm shield or a
| |
| chill shield, as you choose. The warm shield grants
| |
| you resistance to cold damage, and the chill shield
| |
| grants you resistance to fire damage.
| |
| In addition, whenever a creature within 5 feet of
| |
| you hits you with a melee attack, the shield erupts
| |
| with flame. The attacker takes 2d8 fire damage from
| |
| a warm shield, or 2d8 cold damage from a cold
| |
| shield.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 145
| |
| Fire Storm
| |
| 7th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| A storm made up of sheets of roaring flame appears
| |
| in a location you choose within range. The area of
| |
| the storm consists of up to ten 10-‐‑foot cubes, which
| |
| you can arrange as you wish. Each cube must have at
| |
| least one face adjacent to the face of another cube.
| |
| Each creature in the area must make a Dexterity
| |
| saving throw. It takes 7d10 fire damage on a failed
| |
| save, or half as much damage on a successful one.
| |
| The fire damages objects in the area and ignites
| |
| flammable objects that aren’t being worn or carried.
| |
| If you choose, plant life in the area is unaffected by
| |
| this spell.
| |
| Flame Blade
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 bonus action
| |
| Range: Self
| |
| Components: V, S, M (leaf of sumac)
| |
| Duration: Concentration, up to 10 minutes
| |
| You evoke a fiery blade in your free hand. The blade
| |
| is similar in size and shape to a scimitar, and it lasts
| |
| for the duration. If you let go of the blade, it
| |
| disappears, but you can evoke the blade again as a
| |
| bonus action.
| |
| You can use your action to make a melee spell
| |
| attack with the fiery blade. On a hit, the target takes
| |
| 3d6 fire damage.
| |
| The flaming blade sheds bright light in a 10-‐‑foot
| |
| radius and dim light for an additional 10 feet.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the damage increases
| |
| by 1d6 for every two slot levels above 2nd.
| |
| Flame Strike
| |
| 5th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (pinch of sulfur)
| |
| Duration: Instantaneous
| |
| A vertical column of divine fire roars down from the
| |
| heavens in a location you specify. Each creature in a
| |
| 10-‐‑foot-‐‑radius, 40-‐‑foot-‐‑high cylinder centered on a
| |
| point within range must make a Dexterity saving
| |
| throw. A creature takes 4d6 fire damage and 4d6
| |
| radiant damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the fire damage or
| |
| the radiant damage (your choice) increases by 1d6
| |
| for each slot level above 5th.
| |
| Flaming Sphere
| |
| 2nd-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a bit of tallow, a pinch of
| |
| brimstone, and a dusting of powdered iron)
| |
| Duration: Concentration, up to 1 minute
| |
| A 5-‐‑foot-‐‑diameter sphere of fire appears in an
| |
| unoccupied space of your choice within range and
| |
| lasts for the duration. Any creature that ends its turn
| |
| within 5 feet of the sphere must make a Dexterity
| |
| saving throw. The creature takes 2d6 fire damage on
| |
| a failed save, or half as much damage on a successful
| |
| one.
| |
| As a bonus action, you can move the sphere up to
| |
| 30 feet. If you ram the sphere into a creature, that
| |
| creature must make the saving throw against the
| |
| sphere’s damage, and the sphere stops moving this
| |
| turn.
| |
| When you move the sphere, you can direct it over
| |
| barriers up to 5 feet tall and jump it across pits up to
| |
| 10 feet wide. The sphere ignites flammable objects
| |
| not being worn or carried, and it sheds bright light in
| |
| a 20-‐‑foot radius and dim light for an additional 20
| |
| feet.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, the damage
| |
| increases by 1d6 for each slot level above 2nd.
| |
| Flesh to Stone
| |
| 6th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a pinch of lime, water, and
| |
| earth)
| |
| Duration: Concentration, up to 1 minute
| |
| You attempt to turn one creature that you can see
| |
| within range into stone. If the target’s body is made
| |
| of flesh, the creature must make a Constitution
| |
| saving throw. On a failed save, it is restrained as its
| |
| flesh begins to harden. On a successful save, the
| |
| creature isn’t affected.
| |
| A creature restrained by this spell must make
| |
| another Constitution saving throw at the end of each
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 146
| |
| of its turns. If it successfully saves against this spell
| |
| three times, the spell ends. If it fails its saves three
| |
| times, it is turned to stone and subjected to the
| |
| petrified condition for the duration. The successes
| |
| and failures don’t need to be consecutive; keep track
| |
| of both until the target collects three of a kind.
| |
| If the creature is physically broken while petrified,
| |
| it suffers from similar deformities if it reverts to its
| |
| original state.
| |
| If you maintain your concentration on this spell
| |
| for the entire possible duration, the creature is
| |
| turned to stone until the effect is removed.
| |
| Floating Disk
| |
| 1st-‐‑level conjuration (ritual)
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a drop of mercury)
| |
| Duration: 1 hour
| |
| This spell creates a circular, horizontal plane of force,
| |
| 3 feet in diameter and 1 inch thick, that floats 3 feet
| |
| above the ground in an unoccupied space of your
| |
| choice that you can see within range. The disk
| |
| remains for the duration, and can hold up to 500
| |
| pounds. If more weight is placed on it, the spell ends,
| |
| and everything on the disk falls to the ground.
| |
| The disk is immobile while you are within 20 feet
| |
| of it. If you move more than 20 feet away from it, the
| |
| disk follows you so that it remains within 20 feet of
| |
| you. It can move across uneven terrain, up or down
| |
| stairs, slopes and the like, but it can’t cross an
| |
| elevation change of 10 feet or more. For example, the
| |
| disk can’t move across a 10-‐‑foot-‐‑deep pit, nor could
| |
| it leave such a pit if it was created at the bottom.
| |
| If you move more than 100 feet from the disk
| |
| (typically because it can’t move around an obstacle
| |
| to follow you), the spell ends.
| |
| Fly
| |
| 3rd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a wing feather from any bird)
| |
| Duration: Concentration, up to 10 minutes
| |
| You touch a willing creature. The target gains a
| |
| flying speed of 60 feet for the duration. When the
| |
| spell ends, the target falls if it is still aloft, unless it
| |
| can stop the fall.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, you can target one
| |
| additional creature for each slot level above 3rd.
| |
| Fog Cloud
| |
| 1st-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| You create a 20-‐‑foot-‐‑radius sphere of fog centered
| |
| on a point within range. The sphere spreads around
| |
| corners, and its area is heavily obscured. It lasts for
| |
| the duration or until a wind of moderate or greater
| |
| speed (at least 10 miles per hour) disperses it.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the radius of the fog
| |
| increases by 20 feet for each slot level above 1st.
| |
| Forbiddance
| |
| 6th-‐‑level abjuration (ritual)
| |
| Casting Time: 10 minutes
| |
| Range: Touch
| |
| Components: V, S, M (a sprinkling of holy water,
| |
| rare incense, and powdered ruby worth at least
| |
| 1,000 gp)
| |
| Duration: 1 day
| |
| You create a ward against magical travel that
| |
| protects up to 40,000 square feet of floor space to a
| |
| height of 30 feet above the floor. For the duration,
| |
| creatures can’t teleport into the area or use portals,
| |
| such as those created by the gate spell, to enter the
| |
| area. The spell proofs the area against planar travel,
| |
| and therefore prevents creatures from accessing the
| |
| area by way of the Astral Plane, Ethereal Plane,
| |
| Feywild, Shadowfell, or the plane shift spell.
| |
| In addition, the spell damages types of creatures
| |
| that you choose when you cast it. Choose one or
| |
| more of the following: celestials, elementals, fey,
| |
| fiends, and undead. When a chosen creature enters
| |
| the spell’s area for the first time on a turn or starts
| |
| its turn there, the creature takes 5d10 radiant or
| |
| necrotic damage (your choice when you cast this
| |
| spell).
| |
| When you cast this spell, you can designate a
| |
| password. A creature that speaks the password as it
| |
| enters the area takes no damage from the spell.
| |
| The spell’s area can’t overlap with the area of
| |
| another forbiddance spell. If you cast forbiddance
| |
| every day for 30 days in the same location, the spell
| |
| lasts until it is dispelled, and the material
| |
| components are consumed on the last casting.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 147
| |
| Forcecage
| |
| 7th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 100 feet
| |
| Components: V, S, M (ruby dust worth 1,500 gp)
| |
| Duration: 1 hour
| |
| An immobile, invisible, cube-‐‑shaped prison
| |
| composed of magical force springs into existence
| |
| around an area you choose within range. The prison
| |
| can be a cage or a solid box, as you choose.
| |
| A prison in the shape of a cage can be up to 20 feet
| |
| on a side and is made from 1/2-‐‑inch diameter bars
| |
| spaced 1/2 inch apart.
| |
| A prison in the shape of a box can be up to 10 feet
| |
| on a side, creating a solid barrier that prevents any
| |
| matter from passing through it and blocking any
| |
| spells cast into or out from the area.
| |
| When you cast the spell, any creature that is
| |
| completely inside the cage’s area is trapped.
| |
| Creatures only partially within the area, or those too
| |
| large to fit inside the area, are pushed away from the
| |
| center of the area until they are completely outside
| |
| the area.
| |
| A creature inside the cage can’t leave it by
| |
| nonmagical means. If the creature tries to use
| |
| teleportation or interplanar travel to leave the cage,
| |
| it must first make a Charisma saving throw. On a
| |
| success, the creature can use that magic to exit the
| |
| cage. On a failure, the creature can’t exit the cage and
| |
| wastes the use of the spell or effect. The cage also
| |
| extends into the Ethereal Plane, blocking ethereal
| |
| travel.
| |
| This spell can’t be dispelled by dispel magic.
| |
| Foresight
| |
| 9th-‐‑level divination
| |
| Casting Time: 1 minute
| |
| Range: Touch
| |
| Components: V, S, M (a hummingbird feather)
| |
| Duration: 8 hours
| |
| You touch a willing creature and bestow a limited
| |
| ability to see into the immediate future. For the
| |
| duration, the target can’t be surprised and has
| |
| advantage on attack rolls, ability checks, and saving
| |
| throws. Additionally, other creatures have
| |
| disadvantage on attack rolls against the target for
| |
| the duration.
| |
| This spell immediately ends if you cast it again
| |
| before its duration ends.
| |
| Freedom of Movement
| |
| 4th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a leather strap, bound around
| |
| the arm or a similar appendage)
| |
| Duration: 1 hour
| |
| You touch a willing creature. For the duration, the
| |
| target’s movement is unaffected by difficult terrain,
| |
| and spells and other magical effects can neither
| |
| reduce the target’s speed nor cause the target to be
| |
| paralyzed or restrained.
| |
| The target can also spend 5 feet of movement to
| |
| automatically escape from nonmagical restraints,
| |
| such as manacles or a creature that has it grappled.
| |
| Finally, being underwater imposes no penalties on
| |
| the target’s movement or attacks.
| |
| Freezing Sphere
| |
| 6th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 300 feet
| |
| Components: V, S, M (a small crystal sphere)
| |
| Duration: Instantaneous
| |
| A frigid globe of cold energy streaks from your
| |
| fingertips to a point of your choice within range,
| |
| where it explodes in a 60-‐‑foot-‐‑radius sphere. Each
| |
| creature within the area must make a Constitution
| |
| saving throw. On a failed save, a creature takes 10d6
| |
| cold damage. On a successful save, it takes half as
| |
| much damage.
| |
| If the globe strikes a body of water or a liquid that
| |
| is principally water (not including water-‐‑based
| |
| creatures), it freezes the liquid to a depth of 6 inches
| |
| over an area 30 feet square. This ice lasts for 1
| |
| minute. Creatures that were swimming on the
| |
| surface of frozen water are trapped in the ice. A
| |
| trapped creature can use an action to make a
| |
| Strength check against your spell save DC to break
| |
| free.
| |
| You can refrain from firing the globe after
| |
| completing the spell, if you wish. A small globe about
| |
| the size of a sling stone, cool to the touch, appears in
| |
| your hand. At any time, you or a creature you give
| |
| the globe to can throw the globe (to a range of 40
| |
| feet) or hurl it with a sling (to the sling’s normal
| |
| range). It shatters on impact, with the same effect as
| |
| the normal casting of the spell. You can also set the
| |
| globe down without shattering it. After 1 minute, if
| |
| the globe hasn’t already shattered, it explodes.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 148
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, the damage increases
| |
| by 1d6 for each slot level above 6th.
| |
| Gaseous Form
| |
| 3rd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a bit of gauze and a wisp of
| |
| smoke)
| |
| Duration: Concentration, up to 1 hour
| |
| You transform a willing creature you touch, along
| |
| with everything it’s wearing and carrying, into a
| |
| misty cloud for the duration. The spell ends if the
| |
| creature drops to 0 hit points. An incorporeal
| |
| creature isn’t affected.
| |
| While in this form, the target’s only method of
| |
| movement is a flying speed of 10 feet. The target can
| |
| enter and occupy the space of another creature. The
| |
| target has resistance to nonmagical damage, and it
| |
| has advantage on Strength, Dexterity, and
| |
| Constitution saving throws. The target can pass
| |
| through small holes, narrow openings, and even
| |
| mere cracks, though it treats liquids as though they
| |
| were solid surfaces. The target can’t fall and remains
| |
| hovering in the air even when stunned or otherwise
| |
| incapacitated.
| |
| While in the form of a misty cloud, the target can’t
| |
| talk or manipulate objects, and any objects it was
| |
| carrying or holding can’t be dropped, used, or
| |
| otherwise interacted with. The target can’t attack or
| |
| cast spells.
| |
| Gate
| |
| 9th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a diamond worth at least
| |
| 5,000 gp)
| |
| Duration: Concentration, up to 1 minute
| |
| You conjure a portal linking an unoccupied space
| |
| you can see within range to a precise location on a
| |
| different plane of existence. The portal is a circular
| |
| opening, which you can make 5 to 20 feet in
| |
| diameter. You can orient the portal in any direction
| |
| you choose. The portal lasts for the duration.
| |
| The portal has a front and a back on each plane
| |
| where it appears. Travel through the portal is
| |
| possible only by moving through its front. Anything
| |
| that does so is instantly transported to the other
| |
| plane, appearing in the unoccupied space nearest to
| |
| the portal.
| |
| Deities and other planar rulers can prevent portals
| |
| created by this spell from opening in their presence
| |
| or anywhere within their domains.
| |
| When you cast this spell, you can speak the name
| |
| of a specific creature (a pseudonym, title, or
| |
| nickname doesn’t work). If that creature is on a
| |
| plane other than the one you are on, the portal opens
| |
| in the named creature’s immediate vicinity and
| |
| draws the creature through it to the nearest
| |
| unoccupied space on your side of the portal. You gain
| |
| no special power over the creature, and it is free to
| |
| act as the GM deems appropriate. It might leave,
| |
| attack you, or help you.
| |
| Geas
| |
| 5th-‐‑level enchantment
| |
| Casting Time: 1 minute
| |
| Range: 60 feet
| |
| Components: V
| |
| Duration: 30 days
| |
| You place a magical command on a creature that you
| |
| can see within range, forcing it to carry out some
| |
| service or refrain from some action or course of
| |
| activity as you decide. If the creature can understand
| |
| you, it must succeed on a Wisdom saving throw or
| |
| become charmed by you for the duration. While the
| |
| creature is charmed by you, it takes 5d10 psychic
| |
| damage each time it acts in a manner directly
| |
| counter to your instructions, but no more than once
| |
| each day. A creature that can’t understand you is
| |
| unaffected by the spell.
| |
| You can issue any command you choose, short of
| |
| an activity that would result in certain death. Should
| |
| you issue a suicidal command, the spell ends.
| |
| You can end the spell early by using an action to
| |
| dismiss it. A remove curse, greater restoration, or
| |
| wish spell also ends it.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th or 8th level, the duration is 1 year.
| |
| When you cast this spell using a spell slot of 9th level,
| |
| the spell lasts until it is ended by one of the spells
| |
| mentioned above.
| |
| Gentle Repose
| |
| 2nd-‐‑level necromancy (ritual)
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a pinch of salt and one copper
| |
| piece placed on each of the corpse’s eyes, which
| |
| must remain there for the duration)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 149
| |
| Duration: 10 days
| |
| You touch a corpse or other remains. For the
| |
| duration, the target is protected from decay and
| |
| can’t become undead.
| |
| The spell also effectively extends the time limit on
| |
| raising the target from the dead, since days spent
| |
| under the influence of this spell don’t count against
| |
| the time limit of spells such as raise dead.
| |
| Giant Insect
| |
| 4th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| You transform up to ten centipedes, three spiders,
| |
| five wasps, or one scorpion within range into giant
| |
| versions of their natural forms for the duration. A
| |
| centipede becomes a giant centipede, a spider
| |
| becomes a giant spider, a wasp becomes a giant
| |
| wasp, and a scorpion becomes a giant scorpion.
| |
| Each creature obeys your verbal commands, and
| |
| in combat, they act on your turn each round. The GM
| |
| has the statistics for these creatures and resolves
| |
| their actions and movement.
| |
| A creature remains in its giant size for the
| |
| duration, until it drops to 0 hit points, or until you
| |
| use an action to dismiss the effect on it.
| |
| The GM might allow you to choose different
| |
| targets. For example, if you transform a bee, its giant
| |
| version might have the same statistics as a giant
| |
| wasp.
| |
| Glibness
| |
| 8th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V
| |
| Duration: 1 hour
| |
| Until the spell ends, when you make a Charisma
| |
| check, you can replace the number you roll with a 15.
| |
| Additionally, no matter what you say, magic that
| |
| would determine if you are telling the truth indicates
| |
| that you are being truthful.
| |
| Globe of Invulnerability
| |
| 6th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Self (10-‐‑foot radius)
| |
| Components: V, S, M (a glass or crystal bead that
| |
| shatters when the spell ends)
| |
| Duration: Concentration, up to 1 minute
| |
| An immobile, faintly shimmering barrier springs into
| |
| existence in a 10-‐‑foot radius around you and
| |
| remains for the duration.
| |
| Any spell of 5th level or lower cast from outside
| |
| the barrier can’t affect creatures or objects within it,
| |
| even if the spell is cast using a higher level spell slot.
| |
| Such a spell can target creatures and objects within
| |
| the barrier, but the spell has no effect on them.
| |
| Similarly, the area within the barrier is excluded
| |
| from the areas affected by such spells.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, the barrier blocks
| |
| spells of one level higher for each slot level above
| |
| 6th.
| |
| Glyph of Warding
| |
| 3rd-‐‑level abjuration
| |
| Casting Time: 1 hour
| |
| Range: Touch
| |
| Components: V, S, M (incense and powdered
| |
| diamond worth at least 200 gp, which the spell
| |
| consumes)
| |
| Duration: Until dispelled or triggered
| |
| When you cast this spell, you inscribe a glyph that
| |
| harms other creatures, either upon a surface (such
| |
| as a table or a section of floor or wall) or within an
| |
| object that can be closed (such as a book, a scroll, or
| |
| a treasure chest) to conceal the glyph. If you choose
| |
| a surface, the glyph can cover an area of the surface
| |
| no larger than 10 feet in diameter. If you choose an
| |
| object, that object must remain in its place; if the
| |
| object is moved more than 10 feet from where you
| |
| cast this spell, the glyph is broken, and the spell ends
| |
| without being triggered.
| |
| The glyph is nearly invisible and requires a
| |
| successful Intelligence (Investigation) check against
| |
| your spell save DC to be found.
| |
| You decide what triggers the glyph when you cast
| |
| the spell. For glyphs inscribed on a surface, the most
| |
| typical triggers include touching or standing on the
| |
| glyph, removing another object covering the glyph,
| |
| approaching within a certain distance of the glyph,
| |
| or manipulating the object on which the glyph is
| |
| inscribed. For glyphs inscribed within an object, the
| |
| most common triggers include opening that object,
| |
| approaching within a certain distance of the object,
| |
| or seeing or reading the glyph. Once a glyph is
| |
| triggered, this spell ends.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 150
| |
| You can further refine the trigger so the spell
| |
| activates only under certain circumstances or
| |
| according to physical characteristics (such as height
| |
| or weight), creature kind (for example, the ward
| |
| could be set to affect aberrations or drow), or
| |
| alignment. You can also set conditions for creatures
| |
| that don’t trigger the glyph, such as those who say a
| |
| certain password.
| |
| When you inscribe the glyph, choose explosive
| |
| runes or a spell glyph.
| |
| Explosive Runes. When triggered, the glyph
| |
| erupts with magical energy in a 20-‐‑foot-‐‑radius
| |
| sphere centered on the glyph. The sphere spreads
| |
| around corners. Each creature in the area must
| |
| make a Dexterity saving throw. A creature takes 5d8
| |
| acid, cold, fire, lightning, or thunder damage on a
| |
| failed saving throw (your choice when you create
| |
| the glyph), or half as much damage on a successful
| |
| one.
| |
| Spell Glyph. You can store a prepared spell of 3rd
| |
| level or lower in the glyph by casting it as part of
| |
| creating the glyph. The spell must target a single
| |
| creature or an area. The spell being stored has no
| |
| immediate effect when cast in this way. When the
| |
| glyph is triggered, the stored spell is cast. If the spell
| |
| has a target, it targets the creature that triggered the
| |
| glyph. If the spell affects an area, the area is centered
| |
| on that creature. If the spell summons hostile
| |
| creatures or creates harmful objects or traps, they
| |
| appear as close as possible to the intruder and attack
| |
| it. If the spell requires concentration, it lasts until the
| |
| end of its full duration.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the damage of an
| |
| explosive runes glyph increases by 1d8 for each slot
| |
| level above 3rd. If you create a spell glyph, you can
| |
| store any spell of up to the same level as the slot you
| |
| use for the glyph of warding.
| |
| Goodberry
| |
| 1st-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a sprig of mistletoe)
| |
| Duration: Instantaneous
| |
| Up to ten berries appear in your hand and are
| |
| infused with magic for the duration. A creature can
| |
| use its action to eat one berry. Eating a berry
| |
| restores 1 hit point, and the berry provides enough
| |
| nourishment to sustain a creature for one day.
| |
| The berries lose their potency if they have not
| |
| been consumed within 24 hours of the casting of this
| |
| spell.
| |
| Grease
| |
| 1st-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a bit of pork rind or butter)
| |
| Duration: 1 minute
| |
| Slick grease covers the ground in a 10-‐‑foot square
| |
| centered on a point within range and turns it into
| |
| difficult terrain for the duration.
| |
| When the grease appears, each creature standing
| |
| in its area must succeed on a Dexterity saving throw
| |
| or fall prone. A creature that enters the area or ends
| |
| its turn there must also succeed on a Dexterity
| |
| saving throw or fall prone.
| |
| Greater Invisibility
| |
| 4th-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You or a creature you touch becomes invisible until
| |
| the spell ends. Anything the target is wearing or
| |
| carrying is invisible as long as it is on the target’s
| |
| person.
| |
| Greater Restoration
| |
| 5th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (diamond dust worth at least
| |
| 100 gp, which the spell consumes)
| |
| Duration: Instantaneous
| |
| You imbue a creature you touch with positive energy
| |
| to undo a debilitating effect. You can reduce the
| |
| target’s exhaustion level by one, or end one of the
| |
| following effects on the target:
| |
| • One effect that charmed or petrified the target
| |
| • One curse, including the target’s attunement to a
| |
| cursed magic item
| |
| • Any reduction to one of the target’s ability scores
| |
| • One effect reducing the target’s hit point
| |
| maximum
| |
| Guardian of Faith
| |
| 4th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 151
| |
| Duration: 8 hours
| |
| A Large spectral guardian appears and hovers for
| |
| the duration in an unoccupied space of your choice
| |
| that you can see within range. The guardian occupies
| |
| that space and is indistinct except for a gleaming
| |
| sword and shield emblazoned with the symbol of
| |
| your deity.
| |
| Any creature hostile to you that moves to a space
| |
| within 10 feet of the guardian for the first time on a
| |
| turn must succeed on a Dexterity saving throw. The
| |
| creature takes 20 radiant damage on a failed save, or
| |
| half as much damage on a successful one. The
| |
| guardian vanishes when it has dealt a total of 60
| |
| damage.
| |
| Guards and Wards
| |
| 6th-‐‑level abjuration
| |
| Casting Time: 10 minutes
| |
| Range: Touch
| |
| Components: V, S, M (burning incense, a small
| |
| measure of brimstone and oil, a knotted string, a
| |
| small amount of umber hulk blood, and a small
| |
| silver rod worth at least 10 gp)
| |
| Duration: 24 hours
| |
| You create a ward that protects up to 2,500 square
| |
| feet of floor space (an area 50 feet square, or one
| |
| hundred 5-‐‑foot squares or twenty-‐‑five 10-‐‑foot
| |
| squares). The warded area can be up to 20 feet tall,
| |
| and shaped as you desire. You can ward several
| |
| stories of a stronghold by dividing the area among
| |
| them, as long as you can walk into each contiguous
| |
| area while you are casting the spell.
| |
| When you cast this spell, you can specify
| |
| individuals that are unaffected by any or all of the
| |
| effects that you choose. You can also specify a
| |
| password that, when spoken aloud, makes the
| |
| speaker immune to these effects.
| |
| Guards and wards creates the following effects
| |
| within the warded area.
| |
| Corridors. Fog fills all the warded corridors,
| |
| making them heavily obscured. In addition, at each
| |
| intersection or branching passage offering a choice
| |
| of direction, there is a 50 percent chance that a
| |
| creature other than you will believe it is going in the
| |
| opposite direction from the one it chooses.
| |
| Doors. All doors in the warded area are magically
| |
| locked, as if sealed by an arcane lock spell. In
| |
| addition, you can cover up to ten doors with an
| |
| illusion (equivalent to the illusory object function of
| |
| the minor illusion spell) to make them appear as
| |
| plain sections of wall.
| |
| Stairs. Webs fill all stairs in the warded area from
| |
| top to bottom, as the web spell. These strands
| |
| regrow in 10 minutes if they are burned or torn
| |
| away while guards and wards lasts.
| |
| Other Spell Effect. You can place your choice of
| |
| one of the following magical effects within the
| |
| warded area of the stronghold.
| |
| • Place dancing lights in four corridors. You can
| |
| designate a simple program that the lights repeat
| |
| as long as guards and wards lasts.
| |
| • Place magic mouth in two locations.
| |
| • Place stinking cloud in two locations. The vapors
| |
| appear in the places you designate; they return
| |
| within 10 minutes if dispersed by wind while
| |
| guards and wards lasts.
| |
| • Place a constant gust of wind in one corridor or
| |
| room.
| |
| • Place a suggestion in one location. You select an
| |
| area of up to 5 feet square, and any creature that
| |
| enters or passes through the area receives the
| |
| suggestion mentally.
| |
| The whole warded area radiates magic. A dispel
| |
| magic cast on a specific effect, if successful, removes
| |
| only that effect.
| |
| You can create a permanently guarded and
| |
| warded structure by casting this spell there every
| |
| day for one year.
| |
| Guidance
| |
| Divination cantrip
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You touch one willing creature. Once before the spell
| |
| ends, the target can roll a d4 and add the number
| |
| rolled to one ability check of its choice. It can roll the
| |
| die before or after making the ability check. The
| |
| spell then ends.
| |
| Guiding Bolt
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: 1 round
| |
| A flash of light streaks toward a creature of your
| |
| choice within range. Make a ranged spell attack
| |
| against the target. On a hit, the target takes 4d6
| |
| radiant damage, and the next attack roll made
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 152
| |
| against this target before the end of your next turn
| |
| has advantage, thanks to the mystical dim light
| |
| glittering on the target until then.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the damage
| |
| increases by 1d6 for each slot level above 1st.
| |
| Gust of Wind
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Self (60-‐‑foot line)
| |
| Components: V, S, M (a legume seed)
| |
| Duration: Concentration, up to 1 minute
| |
| A line of strong wind 60 feet long and 10 feet wide
| |
| blasts from you in a direction you choose for the
| |
| spell’s duration. Each creature that starts its turn in
| |
| the line must succeed on a Strength saving throw or
| |
| be pushed 15 feet away from you in a direction
| |
| following the line.
| |
| Any creature in the line must spend 2 feet of
| |
| movement for every 1 foot it moves when moving
| |
| closer to you.
| |
| The gust disperses gas or vapor, and it
| |
| extinguishes candles, torches, and similar
| |
| unprotected flames in the area. It causes protected
| |
| flames, such as those of lanterns, to dance wildly and
| |
| has a 50 percent chance to extinguish them.
| |
| As a bonus action on each of your turns before the
| |
| spell ends, you can change the direction in which the
| |
| line blasts from you.
| |
| Hallow
| |
| 5th-‐‑level evocation
| |
| Casting Time: 24 hours
| |
| Range: Touch
| |
| Components: V, S, M (herbs, oils, and incense worth
| |
| at least 1,000 gp, which the spell consumes)
| |
| Duration: Until dispelled
| |
| You touch a point and infuse an area around it with
| |
| holy (or unholy) power. The area can have a radius
| |
| up to 60 feet, and the spell fails if the radius includes
| |
| an area already under the effect a hallow spell. The
| |
| affected area is subject to the following effects.
| |
| First, celestials, elementals, fey, fiends, and undead
| |
| can’t enter the area, nor can such creatures charm,
| |
| frighten, or possess creatures within it. Any creature
| |
| charmed, frightened, or possessed by such a
| |
| creature is no longer charmed, frightened, or
| |
| possessed upon entering the area. You can exclude
| |
| one or more of those types of creatures from this
| |
| effect.
| |
| Second, you can bind an extra effect to the area.
| |
| Choose the effect from the following list, or choose
| |
| an effect offered by the GM. Some of these effects
| |
| apply to creatures in the area; you can designate
| |
| whether the effect applies to all creatures, creatures
| |
| that follow a specific deity or leader, or creatures of
| |
| a specific sort, such as orcs or trolls. When a creature
| |
| that would be affected enters the spell’s area for the
| |
| first time on a turn or starts its turn there, it can
| |
| make a Charisma saving throw. On a success, the
| |
| creature ignores the extra effect until it leaves the
| |
| area.
| |
| Courage. Affected creatures can’t be frightened
| |
| while in the area.
| |
| Darkness. Darkness fills the area. Normal light, as
| |
| well as magical light created by spells of a lower
| |
| level than the slot you used to cast this spell, can’t
| |
| illuminate the area.
| |
| Daylight. Bright light fills the area. Magical
| |
| darkness created by spells of a lower level than the
| |
| slot you used to cast this spell can’t extinguish the
| |
| light.
| |
| Energy Protection. Affected creatures in the area
| |
| have resistance to one damage type of your choice,
| |
| except for bludgeoning, piercing, or slashing.
| |
| Energy Vulnerability. Affected creatures in the
| |
| area have vulnerability to one damage type of your
| |
| choice, except for bludgeoning, piercing, or slashing.
| |
| Everlasting Rest. Dead bodies interred in the area
| |
| can’t be turned into undead.
| |
| Extradimensional Interference. Affected
| |
| creatures can’t move or travel using teleportation or
| |
| by extradimensional or interplanar means.
| |
| Fear. Affected creatures are frightened while in
| |
| the area.
| |
| Silence. No sound can emanate from within the
| |
| area, and no sound can reach into it.
| |
| Tongues. Affected creatures can communicate
| |
| with any other creature in the area, even if they
| |
| don’t share a common language.
| |
| Hallucinatory Terrain
| |
| 4th-‐‑level illusion
| |
| Casting Time: 10 minutes
| |
| Range: 300 feet
| |
| Components: V, S, M (a stone, a twig, and a bit of
| |
| green plant)
| |
| Duration: 24 hours
| |
| You make natural terrain in a 150-‐‑foot cube in range
| |
| look, sound, and smell like some other sort of natural
| |
| terrain. Thus, open fields or a road can be made to
| |
| resemble a swamp, hill, crevasse, or some other
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 153
| |
| difficult or impassable terrain. A pond can be made
| |
| to seem like a grassy meadow, a precipice like a
| |
| gentle slope, or a rock-‐‑strewn gully like a wide and
| |
| smooth road. Manufactured structures, equipment,
| |
| and creatures within the area aren’t changed in
| |
| appearance.
| |
| The tactile characteristics of the terrain are
| |
| unchanged, so creatures entering the area are likely
| |
| to see through the illusion. If the difference isn’t
| |
| obvious by touch, a creature carefully examining the
| |
| illusion can attempt an Intelligence (Investigation)
| |
| check against your spell save DC to disbelieve it. A
| |
| creature who discerns the illusion for what it is, sees
| |
| it as a vague image superimposed on the terrain.
| |
| Harm
| |
| 6th-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You unleash a virulent disease on a creature that you
| |
| can see within range. The target must make a
| |
| Constitution saving throw. On a failed save, it takes
| |
| 14d6 necrotic damage, or half as much damage on a
| |
| successful save. The damage can’t reduce the target’s
| |
| hit points below 1. If the target fails the saving throw,
| |
| its hit point maximum is reduced for 1 hour by an
| |
| amount equal to the necrotic damage it took. Any
| |
| effect that removes a disease allows a creature’s hit
| |
| point maximum to return to normal before that time
| |
| passes.
| |
| Haste
| |
| 3rd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a shaving of licorice root)
| |
| Duration: Concentration, up to 1 minute
| |
| Choose a willing creature that you can see within
| |
| range. Until the spell ends, the target’s speed is
| |
| doubled, it gains a +2 bonus to AC, it has advantage
| |
| on Dexterity saving throws, and it gains an
| |
| additional action on each of its turns. That action can
| |
| be used only to take the Attack (one weapon attack
| |
| only), Dash, Disengage, Hide, or Use an Object action.
| |
| When the spell ends, the target can’t move or take
| |
| actions until after its next turn, as a wave of lethargy
| |
| sweeps over it.
| |
| Heal
| |
| 6th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Choose a creature that you can see within range. A
| |
| surge of positive energy washes through the
| |
| creature, causing it to regain 70 hit points. This spell
| |
| also ends blindness, deafness, and any diseases
| |
| affecting the target. This spell has no effect on
| |
| constructs or undead.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, the amount of
| |
| healing increases by 10 for each slot level above 6th.
| |
| Healing Word
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 bonus action
| |
| Range: 60 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| A creature of your choice that you can see within
| |
| range regains hit points equal to 1d4 + your
| |
| spellcasting ability modifier. This spell has no effect
| |
| on undead or constructs.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the healing increases
| |
| by 1d4 for each slot level above 1st.
| |
| Heat Metal
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a piece of iron and a flame)
| |
| Duration: Concentration, up to 1 minute
| |
| Choose a manufactured metal object, such as a metal
| |
| weapon or a suit of heavy or medium metal armor,
| |
| that you can see within range. You cause the object
| |
| to glow red-‐‑hot. Any creature in physical contact
| |
| with the object takes 2d8 fire damage when you cast
| |
| the spell. Until the spell ends, you can use a bonus
| |
| action on each of your subsequent turns to cause
| |
| this damage again.
| |
| If a creature is holding or wearing the object and
| |
| takes the damage from it, the creature must succeed
| |
| on a Constitution saving throw or drop the object if
| |
| it can. If it doesn’t drop the object, it has
| |
| disadvantage on attack rolls and ability checks until
| |
| the start of your next turn.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 154
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, the damage
| |
| increases by 1d8 for each slot level above 2nd.
| |
| Hellish Rebuke
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 reaction, which you take in
| |
| response to being damaged by a creature within 60
| |
| feet of you that you can see
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You point your finger, and the creature that
| |
| damaged you is momentarily surrounded by hellish
| |
| flames. The creature must make a Dexterity saving
| |
| throw. It takes 2d10 fire damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the damage
| |
| increases by 1d10 for each slot level above 1st.
| |
| Heroes’ Feast
| |
| 6th-‐‑level conjuration
| |
| Casting Time: 10 minutes
| |
| Range: 30 feet
| |
| Components: V, S , M (a gem-‐‑encrusted bowl worth
| |
| at least 1,000 gp, which the spell consumes)
| |
| Duration: Instantaneous
| |
| You bring forth a great feast, including magnificent
| |
| food and drink. The feast takes 1 hour to consume
| |
| and disappears at the end of that time, and the
| |
| beneficial effects don’t set in until this hour is over.
| |
| Up to twelve other creatures can partake of the feast.
| |
| A creature that partakes of the feast gains several
| |
| benefits. The creature is cured of all diseases and
| |
| poison, becomes immune to poison and being
| |
| frightened, and makes all Wisdom saving throws
| |
| with advantage. Its hit point maximum also
| |
| increases by 2d10, and it gains the same number of
| |
| hit points. These benefits last for 24 hours.
| |
| Heroism
| |
| 1st-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| A willing creature you touch is imbued with bravery.
| |
| Until the spell ends, the creature is immune to being
| |
| frightened and gains temporary hit points equal to
| |
| your spellcasting ability modifier at the start of each
| |
| of its turns. When the spell ends, the target loses any
| |
| remaining temporary hit points from this spell.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you can target one
| |
| additional creature for each slot level above 1st.
| |
| Hideous Laughter
| |
| 1st-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (tiny tarts and a feather that is
| |
| waved in the air)
| |
| Duration: Concentration, up to 1 minute
| |
| A creature of your choice that you can see within
| |
| range perceives everything as hilariously funny and
| |
| falls into fits of laughter if this spell affects it. The
| |
| target must succeed on a Wisdom saving throw or
| |
| fall prone, becoming incapacitated and unable to
| |
| stand up for the duration. A creature with an
| |
| Intelligence score of 4 or less isn’t affected.
| |
| At the end of each of its turns, and each time it
| |
| takes damage, the target can make another Wisdom
| |
| saving throw. The target has advantage on the
| |
| saving throw if it’s triggered by damage. On a
| |
| success, the spell ends.
| |
| Hold Monster
| |
| 5th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 90 feet
| |
| Components: V, S, M (a small, straight piece of iron)
| |
| Duration: Concentration, up to 1 minute
| |
| Choose a creature that you can see within range. The
| |
| target must succeed on a Wisdom saving throw or be
| |
| paralyzed for the duration. This spell has no effect
| |
| on undead. At the end of each of its turns, the target
| |
| can make another Wisdom saving throw. On a
| |
| success, the spell ends on the target.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, you can target one
| |
| additional creature for each slot level above 5th. The
| |
| creatures must be within 30 feet of each other when
| |
| you target them.
| |
| Hold Person
| |
| 2nd-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a small, straight piece of iron)
| |
| Duration: Concentration, up to 1 minute
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 155
| |
| Choose a humanoid that you can see within range.
| |
| The target must succeed on a Wisdom saving throw
| |
| or be paralyzed for the duration. At the end of each
| |
| of its turns, the target can make another Wisdom
| |
| saving throw. On a success, the spell ends on the
| |
| target.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, you can target one
| |
| additional humanoid for each slot level above 2nd.
| |
| The humanoids must be within 30 feet of each other
| |
| when you target them.
| |
| Holy Aura
| |
| 8th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a tiny reliquary worth at least
| |
| 1,000 gp containing a sacred relic, such as a scrap
| |
| of cloth from a saint’s robe or a piece of parchment
| |
| from a religious text)
| |
| Duration: Concentration, up to 1 minute
| |
| Divine light washes out from you and coalesces in a
| |
| soft radiance in a 30-‐‑foot radius around you.
| |
| Creatures of your choice in that radius when you
| |
| cast this spell shed dim light in a 5-‐‑foot radius and
| |
| have advantage on all saving throws, and other
| |
| creatures have disadvantage on attack rolls against
| |
| them until the spell ends. In addition, when a fiend
| |
| or an undead hits an affected creature with a melee
| |
| attack, the aura flashes with brilliant light. The
| |
| attacker must succeed on a Constitution saving
| |
| throw or be blinded until the spell ends.
| |
| Hunter’s Mark
| |
| 1st-‐‑level divination
| |
| Casting Time: 1 bonus action
| |
| Range: 90 feet
| |
| Components: V
| |
| Duration: Concentration, up to 1 hour
| |
| You choose a creature you can see within range and
| |
| mystically mark it as your quarry. Until the spell
| |
| ends, you deal an extra 1d6 damage to the target
| |
| whenever you hit it with a weapon attack, and you
| |
| have advantage on any Wisdom (Perception) or
| |
| Wisdom (Survival) check you make to find it. If the
| |
| target drops to 0 hit points before this spell ends,
| |
| you can use a bonus action on a subsequent turn of
| |
| yours to mark a new creature.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd or 4th level, you can maintain your
| |
| concentration on the spell for up to 8 hours. When
| |
| you use a spell slot of 5th level or higher, you can
| |
| maintain your concentration on the spell for up to 24
| |
| hours.
| |
| Hypnotic Pattern
| |
| 3rd-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: S, M (a glowing stick of incense or a
| |
| crystal vial filled with phosphorescent material)
| |
| Duration: Concentration, up to 1 minute
| |
| You create a twisting pattern of colors that weaves
| |
| through the air inside a 30-‐‑foot cube within range.
| |
| The pattern appears for a moment and vanishes.
| |
| Each creature in the area who sees the pattern must
| |
| make a Wisdom saving throw. On a failed save, the
| |
| creature becomes charmed for the duration. While
| |
| charmed by this spell, the creature is incapacitated
| |
| and has a speed of 0.
| |
| The spell ends for an affected creature if it takes
| |
| any damage or if someone else uses an action to
| |
| shake the creature out of its stupor.
| |
| Ice Storm
| |
| 4th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 300 feet
| |
| Components: V, S, M (a pinch of dust and a few
| |
| drops of water)
| |
| Duration: Instantaneous
| |
| A hail of rock-‐‑hard ice pounds to the ground in a 20-‐‑
| |
| foot-‐‑radius, 40-‐‑foot-‐‑high cylinder centered on a
| |
| point within range. Each creature in the cylinder
| |
| must make a Dexterity saving throw. A creature
| |
| takes 2d8 bludgeoning damage and 4d6 cold damage
| |
| on a failed save, or half as much damage on a
| |
| successful one.
| |
| Hailstones turn the storm’s area of effect into
| |
| difficult terrain until the end of your next turn.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 5th level or higher, the bludgeoning
| |
| damage increases by 1d8 for each slot level above
| |
| 4th.
| |
| Identify
| |
| 1st-‐‑level divination (ritual)
| |
| Casting Time: 1 minute
| |
| Range: Touch
| |
| Components: V, S, M (a pearl worth at least 100 gp
| |
| and an owl feather)
| |
| Duration: Instantaneous
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 156
| |
| You choose one object that you must touch
| |
| throughout the casting of the spell. If it is a magic
| |
| item or some other magic-‐‑imbued object, you learn
| |
| its properties and how to use them, whether it
| |
| requires attunement to use, and how many charges
| |
| it has, if any. You learn whether any spells are
| |
| affecting the item and what they are. If the item was
| |
| created by a spell, you learn which spell created it.
| |
| If you instead touch a creature throughout the
| |
| casting, you learn what spells, if any, are currently
| |
| affecting it.
| |
| Illusory Script
| |
| 1st-‐‑level illusion (ritual)
| |
| Casting Time: 1 minute
| |
| Range: Touch
| |
| Components: S, M (a lead-‐‑based ink worth at least
| |
| 10 gp, which the spell consumes)
| |
| Duration: 10 days
| |
| You write on parchment, paper, or some other
| |
| suitable writing material and imbue it with a potent
| |
| illusion that lasts for the duration.
| |
| To you and any creatures you designate when you
| |
| cast the spell, the writing appears normal, written in
| |
| your hand, and conveys whatever meaning you
| |
| intended when you wrote the text. To all others, the
| |
| writing appears as if it were written in an unknown
| |
| or magical script that is unintelligible. Alternatively,
| |
| you can cause the writing to appear to be an entirely
| |
| different message, written in a different hand and
| |
| language, though the language must be one you
| |
| know.
| |
| Should the spell be dispelled, the original script
| |
| and the illusion both disappear.
| |
| A creature with truesight can read the hidden
| |
| message.
| |
| Imprisonment
| |
| 9th-‐‑level abjuration
| |
| Casting Time: 1 minute
| |
| Range: 30 feet
| |
| Components: V, S, M (a vellum depiction or a carved
| |
| statuette in the likeness of the target, and a special
| |
| component that varies according to the version of
| |
| the spell you choose, worth at least 500 gp per Hit
| |
| Die of the target)
| |
| Duration: Until dispelled
| |
| You create a magical restraint to hold a creature that
| |
| you can see within range. The target must succeed
| |
| on a Wisdom saving throw or be bound by the spell;
| |
| if it succeeds, it is immune to this spell if you cast it
| |
| again. While affected by this spell, the creature
| |
| doesn’t need to breathe, eat, or drink, and it doesn’t
| |
| age. Divination spells can’t locate or perceive the
| |
| target.
| |
| When you cast the spell, you choose one of the
| |
| following forms of imprisonment.
| |
| Burial. The target is entombed far beneath the
| |
| earth in a sphere of magical force that is just large
| |
| enough to contain the target. Nothing can pass
| |
| through the sphere, nor can any creature teleport or
| |
| use planar travel to get into or out of it.
| |
| The special component for this version of the spell
| |
| is a small mithral orb.
| |
| Chaining. Heavy chains, firmly rooted in the
| |
| ground, hold the target in place. The target is
| |
| restrained until the spell ends, and it can’t move or
| |
| be moved by any means until then.
| |
| The special component for this version of the spell
| |
| is a fine chain of precious metal.
| |
| Hedged Prison. The spell transports the target
| |
| into a tiny demiplane that is warded against
| |
| teleportation and planar travel. The demiplane can
| |
| be a labyrinth, a cage, a tower, or any similar
| |
| confined structure or area of your choice.
| |
| The special component for this version of the spell
| |
| is a miniature representation of the prison made
| |
| from jade.
| |
| Minimus Containment. The target shrinks to a
| |
| height of 1 inch and is imprisoned inside a gemstone
| |
| or similar object. Light can pass through the
| |
| gemstone normally (allowing the target to see out
| |
| and other creatures to see in), but nothing else can
| |
| pass through, even by means of teleportation or
| |
| planar travel. The gemstone can’t be cut or broken
| |
| while the spell remains in effect.
| |
| The special component for this version of the spell
| |
| is a large, transparent gemstone, such as a corundum,
| |
| diamond, or ruby.
| |
| Slumber. The target falls asleep and can’t be
| |
| awoken. The special component for this version of
| |
| the spell consists of rare soporific herbs.
| |
| Ending the Spell. During the casting of the spell, in
| |
| any of its versions, you can specify a condition that
| |
| will cause the spell to end and release the target. The
| |
| condition can be as specific or as elaborate as you
| |
| choose, but the GM must agree that the condition is
| |
| reasonable and has a likelihood of coming to pass.
| |
| The conditions can be based on a creature’s name,
| |
| identity, or deity but otherwise must be based on
| |
| observable actions or qualities and not based on
| |
| intangibles such as level, class, or hit points.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 157
| |
| A dispel magic spell can end the spell only if it is
| |
| cast as a 9th-‐‑level spell, targeting either the prison
| |
| or the special component used to create it.
| |
| You can use a particular special component to
| |
| create only one prison at a time. If you cast the spell
| |
| again using the same component, the target of the
| |
| first casting is immediately freed from its binding.
| |
| Incendiary Cloud
| |
| 8th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| A swirling cloud of smoke shot through with white-‐‑
| |
| hot embers appears in a 20-‐‑foot-‐‑radius sphere
| |
| centered on a point within range. The cloud spreads
| |
| around corners and is heavily obscured. It lasts for
| |
| the duration or until a wind of moderate or greater
| |
| speed (at least 10 miles per hour) disperses it.
| |
| When the cloud appears, each creature in it must
| |
| make a Dexterity saving throw. A creature takes
| |
| 10d8 fire damage on a failed save, or half as much
| |
| damage on a successful one. A creature must also
| |
| make this saving throw when it enters the spell’s
| |
| area for the first time on a turn or ends its turn there.
| |
| The cloud moves 10 feet directly away from you in
| |
| a direction that you choose at the start of each of
| |
| your turns.
| |
| Inflict Wounds
| |
| 1st-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Make a melee spell attack against a creature you can
| |
| reach. On a hit, the target takes 3d10 necrotic
| |
| damage.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the damage
| |
| increases by 1d10 for each slot level above 1st.
| |
| Insect Plague
| |
| 5th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 300 feet
| |
| Components: V, S, M (a few grains of sugar, some
| |
| kernels of grain, and a smear of fat)
| |
| Duration: Concentration, up to 10 minutes
| |
| Swarming, biting locusts fill a 20-‐‑foot-‐‑radius sphere
| |
| centered on a point you choose within range. The
| |
| sphere spreads around corners. The sphere remains
| |
| for the duration, and its area is lightly obscured. The
| |
| sphere’s area is difficult terrain.
| |
| When the area appears, each creature in it must
| |
| make a Constitution saving throw. A creature takes
| |
| 4d10 piercing damage on a failed save, or half as
| |
| much damage on a successful one. A creature must
| |
| also make this saving throw when it enters the
| |
| spell’s area for the first time on a turn or ends its
| |
| turn there.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the damage increases
| |
| by 1d10 for each slot level above 5th.
| |
| Instant Summons
| |
| 6th-‐‑level conjuration (ritual)
| |
| Casting Time: 1 minute
| |
| Range: Touch
| |
| Components: V, S, M (a sapphire worth 1,000 gp)
| |
| Duration: Until dispelled
| |
| You touch an object weighing 10 pounds or less
| |
| whose longest dimension is 6 feet or less. The spell
| |
| leaves an invisible mark on its surface and invisibly
| |
| inscribes the name of the item on the sapphire you
| |
| use as the material component. Each time you cast
| |
| this spell, you must use a different sapphire.
| |
| At any time thereafter, you can use your action to
| |
| speak the item’s name and crush the sapphire. The
| |
| item instantly appears in your hand regardless of
| |
| physical or planar distances, and the spell ends.
| |
| If another creature is holding or carrying the item,
| |
| crushing the sapphire doesn’t transport the item to
| |
| you, but instead you learn who the creature
| |
| possessing the object is and roughly where that
| |
| creature is located at that moment.
| |
| Dispel magic or a similar effect successfully
| |
| applied to the sapphire ends this spell’s effect.
| |
| Invisibility
| |
| 2nd-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (an eyelash encased in gum
| |
| arabic)
| |
| Duration: Concentration, up to 1 hour
| |
| A creature you touch becomes invisible until the
| |
| spell ends. Anything the target is wearing or
| |
| carrying is invisible as long as it is on the target’s
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 158
| |
| person. The spell ends for a target that attacks or
| |
| casts a spell.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, you can target one
| |
| additional creature for each slot level above 2nd.
| |
| Irresistible Dance
| |
| 6th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V
| |
| Duration: Concentration, up to 1 minute
| |
| Choose one creature that you can see within range.
| |
| The target begins a comic dance in place: shuffling,
| |
| tapping its feet, and capering for the duration.
| |
| Creatures that can’t be charmed are immune to this
| |
| spell.
| |
| A dancing creature must use all its movement to
| |
| dance without leaving its space and has
| |
| disadvantage on Dexterity saving throws and attack
| |
| rolls. While the target is affected by this spell, other
| |
| creatures have advantage on attack rolls against it.
| |
| As an action, a dancing creature makes a Wisdom
| |
| saving throw to regain control of itself. On a
| |
| successful save, the spell ends.
| |
| Jump
| |
| 1st-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a grasshopper’s hind leg)
| |
| Duration: 1 minute
| |
| You touch a creature. The creature’s jump distance is
| |
| tripled until the spell ends.
| |
| Knock
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| Choose an object that you can see within range. The
| |
| object can be a door, a box, a chest, a set of manacles,
| |
| a padlock, or another object that contains a
| |
| mundane or magical means that prevents access.
| |
| A target that is held shut by a mundane lock or
| |
| that is stuck or barred becomes unlocked, unstuck,
| |
| or unbarred. If the object has multiple locks, only
| |
| one of them is unlocked.
| |
| If you choose a target that is held shut with arcane
| |
| lock, that spell is suppressed for 10 minutes, during
| |
| which time the target can be opened and shut
| |
| normally.
| |
| When you cast the spell, a loud knock, audible
| |
| from as far away as 300 feet, emanates from the
| |
| target object.
| |
| Legend Lore
| |
| 5th-‐‑level divination
| |
| Casting Time: 10 minutes
| |
| Range: Self
| |
| Components: V, S, M (incense worth at least 250 gp,
| |
| which the spell consumes, and four ivory strips
| |
| worth at least 50 gp each)
| |
| Duration: Instantaneous
| |
| Name or describe a person, place, or object. The spell
| |
| brings to your mind a brief summary of the
| |
| significant lore about the thing you named. The lore
| |
| might consist of current tales, forgotten stories, or
| |
| even secret lore that has never been widely known.
| |
| If the thing you named isn’t of legendary importance,
| |
| you gain no information. The more information you
| |
| already have about the thing, the more precise and
| |
| detailed the information you receive is.
| |
| The information you learn is accurate but might be
| |
| couched in figurative language. For example, if you
| |
| have a mysterious magic axe on hand, the spell
| |
| might yield this information: “Woe to the evildoer
| |
| whose hand touches the axe, for even the haft slices
| |
| the hand of the evil ones. Only a true Child of Stone,
| |
| lover and beloved of Moradin, may awaken the true
| |
| powers of the axe, and only with the sacred word
| |
| Rudnogg on the lips.”
| |
| Lesser Restoration
| |
| 2nd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You touch a creature and can end either one disease
| |
| or one condition afflicting it. The condition can be
| |
| blinded, deafened, paralyzed, or poisoned.
| |
| Levitate
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 159
| |
| Components: V, S, M (either a small leather loop or
| |
| a piece of golden wire bent into a cup shape with a
| |
| long shank on one end)
| |
| Duration: Concentration, up to 10 minutes
| |
| One creature or object of your choice that you can
| |
| see within range rises vertically, up to 20 feet, and
| |
| remains suspended there for the duration. The spell
| |
| can levitate a target that weighs up to 500 pounds.
| |
| An unwilling creature that succeeds on a
| |
| Constitution saving throw is unaffected.
| |
| The target can move only by pushing or pulling
| |
| against a fixed object or surface within reach (such
| |
| as a wall or a ceiling), which allows it to move as if it
| |
| were climbing. You can change the target’s altitude
| |
| by up to 20 feet in either direction on your turn. If
| |
| you are the target, you can move up or down as part
| |
| of your move. Otherwise, you can use your action to
| |
| move the target, which must remain within the
| |
| spell’s range.
| |
| When the spell ends, the target floats gently to the
| |
| ground if it is still aloft.
| |
| Light
| |
| Evocation cantrip
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, M (a firefly or phosphorescent
| |
| moss)
| |
| Duration: 1 hour
| |
| You touch one object that is no larger than 10 feet in
| |
| any dimension. Until the spell ends, the object sheds
| |
| bright light in a 20-‐‑foot radius and dim light for an
| |
| additional 20 feet. The light can be colored as you
| |
| like. Completely covering the object with something
| |
| opaque blocks the light. The spell ends if you cast it
| |
| again or dismiss it as an action.
| |
| If you target an object held or worn by a hostile
| |
| creature, that creature must succeed on a Dexterity
| |
| saving throw to avoid the spell.
| |
| Lightning Bolt
| |
| 3rd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Self (100-‐‑foot line)
| |
| Components: V, S, M (a bit of fur and a rod of amber,
| |
| crystal, or glass)
| |
| Duration: Instantaneous
| |
| A stroke of lightning forming a line 100 feet long and
| |
| 5 feet wide blasts out from you in a direction you
| |
| choose. Each creature in the line must make a
| |
| Dexterity saving throw. A creature takes 8d6
| |
| lightning damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| The lightning ignites flammable objects in the area
| |
| that aren’t being worn or carried.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the damage increases
| |
| by 1d6 for each slot level above 3rd.
| |
| Locate Animals or Plants
| |
| 2nd-‐‑level divination (ritual)
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a bit of fur from a
| |
| bloodhound)
| |
| Duration: Instantaneous
| |
| Describe or name a specific kind of beast or plant.
| |
| Concentrating on the voice of nature in your
| |
| surroundings, you learn the direction and distance
| |
| to the closest creature or plant of that kind within 5
| |
| miles, if any are present.
| |
| Locate Creature
| |
| 4th-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a bit of fur from a
| |
| bloodhound)
| |
| Duration: Concentration, up to 1 hour
| |
| Describe or name a creature that is familiar to you.
| |
| You sense the direction to the creature’s location, as
| |
| long as that creature is within 1,000 feet of you. If
| |
| the creature is moving, you know the direction of its
| |
| movement.
| |
| The spell can locate a specific creature known to
| |
| you, or the nearest creature of a specific kind (such
| |
| as a human or a unicorn), so long as you have seen
| |
| such a creature up close—within 30 feet—at least
| |
| once. If the creature you described or named is in a
| |
| different form, such as being under the effects of a
| |
| polymorph spell, this spell doesn’t locate the creature.
| |
| This spell can’t locate a creature if running water
| |
| at least 10 feet wide blocks a direct path between
| |
| you and the creature.
| |
| Locate Object
| |
| 2nd-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a forked twig)
| |
| Duration: Concentration, up to 10 minutes
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 160
| |
| Describe or name an object that is familiar to you.
| |
| You sense the direction to the object’s location, as
| |
| long as that object is within 1,000 feet of you. If the
| |
| object is in motion, you know the direction of its
| |
| movement.
| |
| The spell can locate a specific object known to you,
| |
| as long as you have seen it up close—within 30
| |
| feet—at least once. Alternatively, the spell can locate
| |
| the nearest object of a particular kind, such as a
| |
| certain kind of apparel, jewelry, furniture, tool, or
| |
| weapon.
| |
| This spell can’t locate an object if any thickness of
| |
| lead, even a thin sheet, blocks a direct path between
| |
| you and the object.
| |
| Longstrider
| |
| 1st-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a pinch of dirt)
| |
| Duration: 1 hour
| |
| You touch a creature. The target’s speed increases by
| |
| 10 feet until the spell ends.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, you can target one
| |
| additional creature for each slot level above 1st.
| |
| Mage Armor
| |
| 1st-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a piece of cured leather)
| |
| Duration: 8 hours
| |
| You touch a willing creature who isn’t wearing
| |
| armor, and a protective magical force surrounds it
| |
| until the spell ends. The target’s base AC becomes 13
| |
| + its Dexterity modifier. The spell ends if the target
| |
| dons armor or if you dismiss the spell as an action.
| |
| Mage Hand
| |
| Conjuration cantrip
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: 1 minute
| |
| A spectral, floating hand appears at a point you
| |
| choose within range. The hand lasts for the duration
| |
| or until you dismiss it as an action. The hand
| |
| vanishes if it is ever more than 30 feet away from
| |
| you or if you cast this spell again.
| |
| You can use your action to control the hand. You
| |
| can use the hand to manipulate an object, open an
| |
| unlocked door or container, stow or retrieve an item
| |
| from an open container, or pour the contents out of a
| |
| vial. You can move the hand up to 30 feet each time
| |
| you use it.
| |
| The hand can’t attack, activate magic items, or
| |
| carry more than 10 pounds.
| |
| Magic Circle
| |
| 3rd-‐‑level abjuration
| |
| Casting Time: 1 minute
| |
| Range: 10 feet
| |
| Components: V, S, M (holy water or powdered silver
| |
| and iron worth at least 100 gp, which the spell
| |
| consumes)
| |
| Duration: 1 hour
| |
| You create a 10-‐‑foot-‐‑radius, 20-‐‑foot-‐‑tall cylinder of
| |
| magical energy centered on a point on the ground
| |
| that you can see within range. Glowing runes appear
| |
| wherever the cylinder intersects with the floor or
| |
| other surface.
| |
| Choose one or more of the following types of
| |
| creatures: celestials, elementals, fey, fiends, or
| |
| undead. The circle affects a creature of the chosen
| |
| type in the following ways:
| |
| • The creature can’t willingly enter the cylinder by
| |
| nonmagical means. If the creature tries to use
| |
| teleportation or interplanar travel to do so, it must
| |
| first succeed on a Charisma saving throw.
| |
| • The creature has disadvantage on attack rolls
| |
| against targets within the cylinder.
| |
| • Targets within the cylinder can’t be charmed,
| |
| frightened, or possessed by the creature.
| |
| When you cast this spell, you can elect to cause its
| |
| magic to operate in the reverse direction, preventing
| |
| a creature of the specified type from leaving the
| |
| cylinder and protecting targets outside it.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the duration
| |
| increases by 1 hour for each slot level above 3rd.
| |
| Magic Jar
| |
| 6th-‐‑level necromancy
| |
| Casting Time: 1 minute
| |
| Range: Self
| |
| Components: V, S, M (a gem, crystal, reliquary, or
| |
| some other ornamental container worth at least
| |
| 500 gp)
| |
| Duration: Until dispelled
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 161
| |
| Your body falls into a catatonic state as your soul
| |
| leaves it and enters the container you used for the
| |
| spell’s material component. While your soul inhabits
| |
| the container, you are aware of your surroundings as
| |
| if you were in the container’s space. You can’t move
| |
| or use reactions. The only action you can take is to
| |
| project your soul up to 100 feet out of the container,
| |
| either returning to your living body (and ending the
| |
| spell) or attempting to possess a humanoids body.
| |
| You can attempt to possess any humanoid within
| |
| 100 feet of you that you can see (creatures warded
| |
| by a protection from evil and good or magic circle
| |
| spell can’t be possessed). The target must make a
| |
| Charisma saving throw. On a failure, your soul
| |
| moves into the target’s body, and the target’s soul
| |
| becomes trapped in the container. On a success, the
| |
| target resists your efforts to possess it, and you can’t
| |
| attempt to possess it again for 24 hours.
| |
| Once you possess a creature’s body, you control it.
| |
| Your game statistics are replaced by the statistics of
| |
| the creature, though you retain your alignment and
| |
| your Intelligence, Wisdom, and Charisma scores. You
| |
| retain the benefit of your own class features. If the
| |
| target has any class levels, you can’t use any of its
| |
| class features.
| |
| Meanwhile, the possessed creature’s soul can
| |
| perceive from the container using its own senses,
| |
| but it can’t move or take actions at all.
| |
| While possessing a body, you can use your action
| |
| to return from the host body to the container if it is
| |
| within 100 feet of you, returning the host creature’s
| |
| soul to its body. If the host body dies while you’re in
| |
| it, the creature dies, and you must make a Charisma
| |
| saving throw against your own spellcasting DC. On a
| |
| success, you return to the container if it is within
| |
| 100 feet of you. Otherwise, you die.
| |
| If the container is destroyed or the spell ends,
| |
| your soul immediately returns to your body. If your
| |
| body is more than 100 feet away from you or if your
| |
| body is dead when you attempt to return to it, you
| |
| die. If another creature’s soul is in the container
| |
| when it is destroyed, the creature’s soul returns to
| |
| its body if the body is alive and within 100 feet.
| |
| Otherwise, that creature dies.
| |
| When the spell ends, the container is destroyed.
| |
| Magic Missile
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You create three glowing darts of magical force. Each
| |
| dart hits a creature of your choice that you can see
| |
| within range. A dart deals 1d4 + 1 force damage to
| |
| its target. The darts all strike simultaneously, and
| |
| you can direct them to hit one creature or several.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the spell creates one
| |
| more dart for each slot level above 1st.
| |
| Magic Mouth
| |
| 2nd-‐‑level illusion (ritual)
| |
| Casting Time: 1 minute
| |
| Range: 30 feet
| |
| Components: V, S, M (a small bit of honeycomb and
| |
| jade dust worth at least 10 gp, which the spell
| |
| consumes)
| |
| Duration: Until dispelled
| |
| You implant a message within an object in range, a
| |
| message that is uttered when a trigger condition is
| |
| met. Choose an object that you can see and that isn’t
| |
| being worn or carried by another creature. Then
| |
| speak the message, which must be 25 words or less,
| |
| though it can be delivered over as long as 10
| |
| minutes. Finally, determine the circumstance that
| |
| will trigger the spell to deliver your message.
| |
| When that circumstance occurs, a magical mouth
| |
| appears on the object and recites the message in
| |
| your voice and at the same volume you spoke. If the
| |
| object you chose has a mouth or something that
| |
| looks like a mouth (for example, the mouth of a
| |
| statue), the magical mouth appears there so that the
| |
| words appear to come from the object’s mouth.
| |
| When you cast this spell, you can have the spell end
| |
| after it delivers its message, or it can remain and
| |
| repeat its message whenever the trigger occurs.
| |
| The triggering circumstance can be as general or
| |
| as detailed as you like, though it must be based on
| |
| visual or audible conditions that occur within 30 feet
| |
| of the object. For example, you could instruct the
| |
| mouth to speak when any creature moves within 30
| |
| feet of the object or when a silver bell rings within
| |
| 30 feet of it.
| |
| Magic Weapon
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 bonus action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 162
| |
| You touch a nonmagical weapon. Until the spell ends,
| |
| that weapon becomes a magic weapon with a +1
| |
| bonus to attack rolls and damage rolls.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the bonus increases
| |
| to +2. When you use a spell slot of 6th level or higher,
| |
| the bonus increases to +3.
| |
| Magnificent Mansion
| |
| 7th-‐‑level conjuration
| |
| Casting Time: 1 minute
| |
| Range: 300 feet
| |
| Components: V, S, M (a miniature portal carved
| |
| from ivory, a small piece of polished marble, and a
| |
| tiny silver spoon, each item worth at least 5 gp)
| |
| Duration: 24 hours
| |
| You conjure an extradimensional dwelling in range
| |
| that lasts for the duration. You choose where its one
| |
| entrance is located. The entrance shimmers faintly
| |
| and is 5 feet wide and 10 feet tall. You and any
| |
| creature you designate when you cast the spell can
| |
| enter the extradimensional dwelling as long as the
| |
| portal remains open. You can open or close the
| |
| portal if you are within 30 feet of it. While closed, the
| |
| portal is invisible.
| |
| Beyond the portal is a magnificent foyer with
| |
| numerous chambers beyond. The atmosphere is
| |
| clean, fresh, and warm.
| |
| You can create any floor plan you like, but the
| |
| space can’t exceed 50 cubes, each cube being 10 feet
| |
| on each side. The place is furnished and decorated as
| |
| you choose. It contains sufficient food to serve a
| |
| nine-‐‑course banquet for up to 100 people. A staff of
| |
| 100 near-‐‑transparent servants attends all who enter.
| |
| You decide the visual appearance of these servants
| |
| and their attire. They are completely obedient to
| |
| your orders. Each servant can perform any task a
| |
| normal human servant could perform, but they can’t
| |
| attack or take any action that would directly harm
| |
| another creature. Thus the servants can fetch things,
| |
| clean, mend, fold clothes, light fires, serve food, pour
| |
| wine, and so on. The servants can go anywhere in
| |
| the mansion but can’t leave it. Furnishings and other
| |
| objects created by this spell dissipate into smoke if
| |
| removed from the mansion. When the spell ends,
| |
| any creatures inside the extradimensional space are
| |
| expelled into the open spaces nearest to the
| |
| entrance.
| |
| Major Image
| |
| 3rd-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a bit of fleece)
| |
| Duration: Concentration, up to 10 minutes
| |
| You create the image of an object, a creature, or
| |
| some other visible phenomenon that is no larger
| |
| than a 20-‐‑foot cube. The image appears at a spot that
| |
| you can see within range and lasts for the duration.
| |
| It seems completely real, including sounds, smells,
| |
| and temperature appropriate to the thing depicted.
| |
| You can’t create sufficient heat or cold to cause
| |
| damage, a sound loud enough to deal thunder
| |
| damage or deafen a creature, or a smell that might
| |
| sicken a creature (like a troglodyte’s stench).
| |
| As long as you are within range of the illusion, you
| |
| can use your action to cause the image to move to
| |
| any other spot within range. As the image changes
| |
| location, you can alter its appearance so that its
| |
| movements appear natural for the image. For
| |
| example, if you create an image of a creature and
| |
| move it, you can alter the image so that it appears to
| |
| be walking. Similarly, you can cause the illusion to
| |
| make different sounds at different times, even
| |
| making it carry on a conversation, for example.
| |
| Physical interaction with the image reveals it to be
| |
| an illusion, because things can pass through it. A
| |
| creature that uses its action to examine the image
| |
| can determine that it is an illusion with a successful
| |
| Intelligence (Investigation) check against your spell
| |
| save DC. If a creature discerns the illusion for what it
| |
| is, the creature can see through the image, and its
| |
| other sensory qualities become faint to the creature.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the spell lasts until
| |
| dispelled, without requiring your concentration.
| |
| Mass Cure Wounds
| |
| 5th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| A wave of healing energy washes out from a point of
| |
| your choice within range. Choose up to six creatures
| |
| in a 30-‐‑foot-‐‑radius sphere centered on that point.
| |
| Each target regains hit points equal to 3d8 + your
| |
| spellcasting ability modifier. This spell has no effect
| |
| on undead or constructs.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 6th level or higher, the healing increases
| |
| by 1d8 for each slot level above 5th.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 163
| |
| Mass Heal
| |
| 9th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| A flood of healing energy flows from you into injured
| |
| creatures around you. You restore up to 700 hit
| |
| points, divided as you choose among any number of
| |
| creatures that you can see within range. Creatures
| |
| healed by this spell are also cured of all diseases and
| |
| any effect making them blinded or deafened. This
| |
| spell has no effect on undead or constructs.
| |
| Mass Healing Word
| |
| 3rd-‐‑level evocation
| |
| Casting Time: 1 bonus action
| |
| Range: 60 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| As you call out words of restoration, up to six
| |
| creatures of your choice that you can see within
| |
| range regain hit points equal to 1d4 + your
| |
| spellcasting ability modifier. This spell has no effect
| |
| on undead or constructs.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the healing increases
| |
| by 1d4 for each slot level above 3rd.
| |
| Mass Suggestion
| |
| 6th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, M (a snake’s tongue and either a bit
| |
| of honeycomb or a drop of sweet oil)
| |
| Duration: 24 hours
| |
| You suggest a course of activity (limited to a
| |
| sentence or two) and magically influence up to
| |
| twelve creatures of your choice that you can see
| |
| within range and that can hear and understand you.
| |
| Creatures that can’t be charmed are immune to this
| |
| effect. The suggestion must be worded in such a
| |
| manner as to make the course of action sound
| |
| reasonable. Asking the creature to stab itself, throw
| |
| itself onto a spear, immolate itself, or do some other
| |
| obviously harmful act automatically negates the
| |
| effect of the spell.
| |
| Each target must make a Wisdom saving throw.
| |
| On a failed save, it pursues the course of action you
| |
| described to the best of its ability. The suggested
| |
| course of action can continue for the entire duration.
| |
| If the suggested activity can be completed in a
| |
| shorter time, the spell ends when the subject
| |
| finishes what it was asked to do.
| |
| You can also specify conditions that will trigger a
| |
| special activity during the duration. For example,
| |
| you might suggest that a group of soldiers give all
| |
| their money to the first beggar they meet. If the
| |
| condition isn’t met before the spell ends, the activity
| |
| isn’t performed.
| |
| If you or any of your companions damage a
| |
| creature affected by this spell, the spell ends for that
| |
| creature.
| |
| At Higher Levels. When you cast this spell using a
| |
| 7th-‐‑level spell slot, the duration is 10 days. When
| |
| you use an 8th-‐‑level spell slot, the duration is 30
| |
| days. When you use a 9th-‐‑level spell slot, the
| |
| duration is a year and a day.
| |
| Maze
| |
| 8th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| You banish a creature that you can see within range
| |
| into a labyrinthine demiplane. The target remains
| |
| there for the duration or until it escapes the maze.
| |
| The target can use its action to attempt to escape.
| |
| When it does so, it makes a DC 20 Intelligence check.
| |
| If it succeeds, it escapes, and the spell ends (a
| |
| minotaur or goristro demon automatically succeeds).
| |
| When the spell ends, the target reappears in the
| |
| space it left or, if that space is occupied, in the
| |
| nearest unoccupied space.
| |
| Meld into Stone
| |
| 3rd-‐‑level transmutation (ritual)
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: 8 hours
| |
| You step into a stone object or surface large enough
| |
| to fully contain your body, melding yourself and all
| |
| the equipment you carry with the stone for the
| |
| duration. Using your movement, you step into the
| |
| stone at a point you can touch. Nothing of your
| |
| presence remains visible or otherwise detectable by
| |
| nonmagical senses.
| |
| While merged with the stone, you can’t see what
| |
| occurs outside it, and any Wisdom (Perception)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 164
| |
| checks you make to hear sounds outside it are made
| |
| with disadvantage. You remain aware of the passage
| |
| of time and can cast spells on yourself while merged
| |
| in the stone. You can use your movement to leave
| |
| the stone where you entered it, which ends the spell.
| |
| You otherwise can’t move.
| |
| Minor physical damage to the stone doesn’t harm
| |
| you, but its partial destruction or a change in its
| |
| shape (to the extent that you no longer fit within it)
| |
| expels you and deals 6d6 bludgeoning damage to
| |
| you. The stone’s complete destruction (or
| |
| transmutation into a different substance) expels you
| |
| and deals 50 bludgeoning damage to you. If expelled,
| |
| you fall prone in an unoccupied space closest to
| |
| where you first entered.
| |
| Mending
| |
| Transmutation cantrip
| |
| Casting Time: 1 minute
| |
| Range: Touch
| |
| Components: V, S, M (two lodestones)
| |
| Duration: Instantaneous
| |
| This spell repairs a single break or tear in an object
| |
| you touch, such as a broken chain link, two halves of
| |
| a broken key, a torn cloak, or a leaking wineskin. As
| |
| long as the break or tear is no larger than 1 foot in
| |
| any dimension, you mend it, leaving no trace of the
| |
| former damage.
| |
| This spell can physically repair a magic item or
| |
| construct, but the spell can’t restore magic to such
| |
| an object.
| |
| Message
| |
| Transmutation cantrip
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a short piece of copper wire)
| |
| Duration: 1 round
| |
| You point your finger toward a creature within
| |
| range and whisper a message. The target (and only
| |
| the target) hears the message and can reply in a
| |
| whisper that only you can hear.
| |
| You can cast this spell through solid objects if you
| |
| are familiar with the target and know it is beyond
| |
| the barrier. Magical silence, 1 foot of stone, 1 inch of
| |
| common metal, a thin sheet of lead, or 3 feet of wood
| |
| blocks the spell. The spell doesn’t have to follow a
| |
| straight line and can travel freely around corners or
| |
| through openings.
| |
| Meteor Swarm
| |
| 9th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 1 mile
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Blazing orbs of fire plummet to the ground at four
| |
| different points you can see within range. Each
| |
| creature in a 40-‐‑foot-‐‑radius sphere centered on each
| |
| point you choose must make a Dexterity saving
| |
| throw. The sphere spreads around corners. A
| |
| creature takes 20d6 fire damage and 20d6
| |
| bludgeoning damage on a failed save, or half as much
| |
| damage on a successful one. A creature in the area of
| |
| more than one fiery burst is affected only once.
| |
| The spell damages objects in the area and ignites
| |
| flammable objects that aren’t being worn or carried.
| |
| Mind Blank
| |
| 8th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: 24 hours
| |
| Until the spell ends, one willing creature you touch is
| |
| immune to psychic damage, any effect that would
| |
| sense its emotions or read its thoughts, divination
| |
| spells, and the charmed condition. The spell even
| |
| foils wish spells and spells or effects of similar power
| |
| used to affect the target’s mind or to gain
| |
| information about the target.
| |
| Minor Illusion
| |
| Illusion cantrip
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: S, M (a bit of fleece)
| |
| Duration: 1 minute
| |
| You create a sound or an image of an object within
| |
| range that lasts for the duration. The illusion also
| |
| ends if you dismiss it as an action or cast this spell
| |
| again.
| |
| If you create a sound, its volume can range from a
| |
| whisper to a scream. It can be your voice, someone
| |
| else’s voice, a lion’s roar, a beating of drums, or any
| |
| other sound you choose. The sound continues
| |
| unabated throughout the duration, or you can make
| |
| discrete sounds at different times before the spell
| |
| ends.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 165
| |
| If you create an image of an object—such as a
| |
| chair, muddy footprints, or a small chest—it must be
| |
| no larger than a 5-‐‑foot cube. The image can’t create
| |
| sound, light, smell, or any other sensory effect.
| |
| Physical interaction with the image reveals it to be
| |
| an illusion, because things can pass through it.
| |
| If a creature uses its action to examine the sound
| |
| or image, the creature can determine that it is an
| |
| illusion with a successful Intelligence (Investigation)
| |
| check against your spell save DC. If a creature
| |
| discerns the illusion for what it is, the illusion
| |
| becomes faint to the creature.
| |
| Mirage Arcane
| |
| 7th-‐‑level illusion
| |
| Casting Time: 10 minutes
| |
| Range: Sight
| |
| Components: V, S
| |
| Duration: 10 days
| |
| You make terrain in an area up to 1 mile square look,
| |
| sound, smell, and even feel like some other sort of
| |
| terrain. The terrain’s general shape remains the
| |
| same, however. Open fields or a road could be made
| |
| to resemble a swamp, hill, crevasse, or some other
| |
| difficult or impassable terrain. A pond can be made
| |
| to seem like a grassy meadow, a precipice like a
| |
| gentle slope, or a rock-‐‑strewn gully like a wide and
| |
| smooth road.
| |
| Similarly, you can alter the appearance of
| |
| structures, or add them where none are present. The
| |
| spell doesn’t disguise, conceal, or add creatures.
| |
| The illusion includes audible, visual, tactile, and
| |
| olfactory elements, so it can turn clear ground into
| |
| difficult terrain (or vice versa) or otherwise impede
| |
| movement through the area. Any piece of the
| |
| illusory terrain (such as a rock or stick) that is
| |
| removed from the spell’s area disappears
| |
| immediately.
| |
| Creatures with truesight can see through the
| |
| illusion to the terrain’s true form; however, all other
| |
| elements of the illusion remain, so while the
| |
| creature is aware of the illusion’s presence, the
| |
| creature can still physically interact with the illusion.
| |
| Mirror Image
| |
| 2nd-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: 1 minute
| |
| Three illusory duplicates of yourself appear in your
| |
| space. Until the spell ends, the duplicates move with
| |
| you and mimic your actions, shifting position so it’s
| |
| impossible to track which image is real. You can use
| |
| your action to dismiss the illusory duplicates.
| |
| Each time a creature targets you with an attack
| |
| during the spell’s duration, roll a d20 to determine
| |
| whether the attack instead targets one of your
| |
| duplicates.
| |
| If you have three duplicates, you must roll a 6 or
| |
| higher to change the attack’s target to a duplicate.
| |
| With two duplicates, you must roll an 8 or higher.
| |
| With one duplicate, you must roll an 11 or higher.
| |
| A duplicate’s AC equals 10 + your Dexterity
| |
| modifier. If an attack hits a duplicate, the duplicate is
| |
| destroyed. A duplicate can be destroyed only by an
| |
| attack that hits it. It ignores all other damage and
| |
| effects. The spell ends when all three duplicates are
| |
| destroyed.
| |
| A creature is unaffected by this spell if it can’t see,
| |
| if it relies on senses other than sight, such as
| |
| blindsight, or if it can perceive illusions as false, as
| |
| with truesight.
| |
| Mislead
| |
| 5th-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: S
| |
| Duration: Concentration, up to 1 hour
| |
| You become invisible at the same time that an
| |
| illusory double of you appears where you are
| |
| standing. The double lasts for the duration, but the
| |
| invisibility ends if you attack or cast a spell.
| |
| You can use your action to move your illusory
| |
| double up to twice your speed and make it gesture,
| |
| speak, and behave in whatever way you choose.
| |
| You can see through its eyes and hear through its
| |
| ears as if you were located where it is. On each of
| |
| your turns as a bonus action, you can switch from
| |
| using its senses to using your own, or back again.
| |
| While you are using its senses, you are blinded and
| |
| deafened in regard to your own surroundings.
| |
| Misty Step
| |
| 2nd-‐‑level conjuration
| |
| Casting Time: 1 bonus action
| |
| Range: Self
| |
| Components: V
| |
| Duration: Instantaneous
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 166
| |
| Briefly surrounded by silvery mist, you teleport up
| |
| to 30 feet to an unoccupied space that you can see.
| |
| Modify Memory
| |
| 5th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You attempt to reshape another creature’s memories.
| |
| One creature that you can see must make a Wisdom
| |
| saving throw. If you are fighting the creature, it has
| |
| advantage on the saving throw. On a failed save, the
| |
| target becomes charmed by you for the duration.
| |
| The charmed target is incapacitated and unaware of
| |
| its surroundings, though it can still hear you. If it
| |
| takes any damage or is targeted by another spell,
| |
| this spell ends, and none of the target’s memories
| |
| are modified.
| |
| While this charm lasts, you can affect the target’s
| |
| memory of an event that it experienced within the
| |
| last 24 hours and that lasted no more than 10
| |
| minutes. You can permanently eliminate all memory
| |
| of the event, allow the target to recall the event with
| |
| perfect clarity and exacting detail, change its
| |
| memory of the details of the event, or create a
| |
| memory of some other event.
| |
| You must speak to the target to describe how its
| |
| memories are affected, and it must be able to
| |
| understand your language for the modified
| |
| memories to take root. Its mind fills in any gaps in
| |
| the details of your description. If the spell ends
| |
| before you have finished describing the modified
| |
| memories, the creature’s memory isn’t altered.
| |
| Otherwise, the modified memories take hold when
| |
| the spell ends.
| |
| A modified memory doesn’t necessarily affect how
| |
| a creature behaves, particularly if the memory
| |
| contradicts the creature’s natural inclinations,
| |
| alignment, or beliefs. An illogical modified memory,
| |
| such as implanting a memory of how much the
| |
| creature enjoyed dousing itself in acid, is dismissed,
| |
| perhaps as a bad dream. The GM might deem a
| |
| modified memory too nonsensical to affect a
| |
| creature in a significant manner.
| |
| A remove curse or greater restoration spell cast on
| |
| the target restores the creature’s true memory.
| |
| At Higher Levels. If you cast this spell using a spell
| |
| slot of 6th level or higher, you can alter the target’s
| |
| memories of an event that took place up to 7 days
| |
| ago (6th level), 30 days ago (7th level), 1 year ago
| |
| (8th level), or any time in the creature’s past (9th
| |
| level).
| |
| Moonbeam
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (several seeds of any
| |
| moonseed plant and a piece of opalescent
| |
| feldspar)
| |
| Duration: Concentration, up to 1 minute
| |
| A silvery beam of pale light shines down in a 5-‐‑foot-‐‑
| |
| radius, 40-‐‑foot-‐‑high cylinder centered on a point
| |
| within range. Until the spell ends, dim light fills the
| |
| cylinder.
| |
| When a creature enters the spell’s area for the first
| |
| time on a turn or starts its turn there, it is engulfed
| |
| in ghostly flames that cause searing pain, and it must
| |
| make a Constitution saving throw. It takes 2d10
| |
| radiant damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| A shapechanger makes its saving throw with
| |
| disadvantage. If it fails, it also instantly reverts to its
| |
| original form and can’t assume a different form until
| |
| it leaves the spell’s light.
| |
| On each of your turns after you cast this spell, you
| |
| can use an action to move the beam 60 feet in any
| |
| direction.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, the damage
| |
| increases by 1d10 for each slot level above 2nd.
| |
| Move Earth
| |
| 6th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (an iron blade and a small bag
| |
| containing a mixture of soils—clay, loam, and
| |
| sand)
| |
| Duration: Concentration, up to 2 hours
| |
| Choose an area of terrain no larger than 40 feet on a
| |
| side within range. You can reshape dirt, sand, or clay
| |
| in the area in any manner you choose for the
| |
| duration. You can raise or lower the area’s elevation,
| |
| create or fill in a trench, erect or flatten a wall, or
| |
| form a pillar. The extent of any such changes can’t
| |
| exceed half the area’s largest dimension. So, if you
| |
| affect a 40-‐‑foot square, you can create a pillar up to
| |
| 20 feet high, raise or lower the square’s elevation by
| |
| up to 20 feet, dig a trench up to 20 feet deep, and so
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 167
| |
| on. It takes 10 minutes for these changes to
| |
| complete.
| |
| At the end of every 10 minutes you spend
| |
| concentrating on the spell, you can choose a new
| |
| area of terrain to affect.
| |
| Because the terrain’s transformation occurs
| |
| slowly, creatures in the area can’t usually be trapped
| |
| or injured by the ground’s movement.
| |
| This spell can’t manipulate natural stone or stone
| |
| construction. Rocks and structures shift to
| |
| accommodate the new terrain. If the way you shape
| |
| the terrain would make a structure unstable, it might
| |
| collapse.
| |
| Similarly, this spell doesn’t directly affect plant
| |
| growth. The moved earth carries any plants along
| |
| with it.
| |
| Nondetection
| |
| 3rd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a pinch of diamond dust
| |
| worth 25 gp sprinkled over the target, which the
| |
| spell consumes)
| |
| Duration: 8 hours
| |
| For the duration, you hide a target that you touch
| |
| from divination magic. The target can be a willing
| |
| creature or a place or an object no larger than 10
| |
| feet in any dimension. The target can’t be targeted
| |
| by any divination magic or perceived through
| |
| magical scrying sensors.
| |
| Pass without Trace
| |
| 2nd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (ashes from a burned leaf of
| |
| mistletoe and a sprig of spruce)
| |
| Duration: Concentration, up to 1 hour
| |
| A veil of shadows and silence radiates from you,
| |
| masking you and your companions from detection.
| |
| For the duration, each creature you choose within 30
| |
| feet of you (including you) has a +10 bonus to
| |
| Dexterity (Stealth) checks and can’t be tracked
| |
| except by magical means. A creature that receives
| |
| this bonus leaves behind no tracks or other traces of
| |
| its passage.
| |
| Passwall
| |
| 5th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a pinch of sesame seeds)
| |
| Duration: 1 hour
| |
| A passage appears at a point of your choice that you
| |
| can see on a wooden, plaster, or stone surface (such
| |
| as a wall, a ceiling, or a floor) within range, and lasts
| |
| for the duration. You choose the opening’s
| |
| dimensions: up to 5 feet wide, 8 feet tall, and 20 feet
| |
| deep. The passage creates no instability in a
| |
| structure surrounding it.
| |
| When the opening disappears, any creatures or
| |
| objects still in the passage created by the spell are
| |
| safely ejected to an unoccupied space nearest to the
| |
| surface on which you cast the spell.
| |
| Phantasmal Killer
| |
| 4th-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You tap into the nightmares of a creature you can
| |
| see within range and create an illusory
| |
| manifestation of its deepest fears, visible only to that
| |
| creature. The target must make a Wisdom saving
| |
| throw. On a failed save, the target becomes
| |
| frightened for the duration. At the end of each of the
| |
| target’s turns before the spell ends, the target must
| |
| succeed on a Wisdom saving throw or take 4d10
| |
| psychic damage. On a successful save, the spell ends.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 5th level or higher, the damage increases
| |
| by 1d10 for each slot level above 4th.
| |
| Phantom Steed
| |
| 3rd-‐‑level illusion (ritual)
| |
| Casting Time: 1 minute
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: 1 hour
| |
| A Large quasi-‐‑real, horselike creature appears on the
| |
| ground in an unoccupied space of your choice within
| |
| range. You decide the creature’s appearance, but it is
| |
| equipped with a saddle, bit, and bridle. Any of the
| |
| equipment created by the spell vanishes in a puff of
| |
| smoke if it is carried more than 10 feet away from
| |
| the steed.
| |
| For the duration, you or a creature you choose can
| |
| ride the steed. The creature uses the statistics for a
| |
| riding horse, except it has a speed of 100 feet and
| |
| can travel 10 miles in an hour, or 13 miles at a fast
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 168
| |
| pace. When the spell ends, the steed gradually fades,
| |
| giving the rider 1 minute to dismount. The spell ends
| |
| if you use an action to dismiss it or if the steed takes
| |
| any damage.
| |
| Planar Ally
| |
| 6th-‐‑level conjuration
| |
| Casting Time: 10 minutes
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You beseech an otherworldly entity for aid. The
| |
| being must be known to you: a god, a primordial, a
| |
| demon prince, or some other being of cosmic power.
| |
| That entity sends a celestial, an elemental, or a fiend
| |
| loyal to it to aid you, making the creature appear in
| |
| an unoccupied space within range. If you know a
| |
| specific creature’s name, you can speak that name
| |
| when you cast this spell to request that creature,
| |
| though you might get a different creature anyway
| |
| (GM’s choice).
| |
| When the creature appears, it is under no
| |
| compulsion to behave in any particular way. You can
| |
| ask the creature to perform a service in exchange for
| |
| payment, but it isn’t obliged to do so. The requested
| |
| task could range from simple (fly us across the
| |
| chasm, or help us fight a battle) to complex (spy on
| |
| our enemies, or protect us during our foray into the
| |
| dungeon). You must be able to communicate with
| |
| the creature to bargain for its services.
| |
| Payment can take a variety of forms. A celestial
| |
| might require a sizable donation of gold or magic
| |
| items to an allied temple, while a fiend might
| |
| demand a living sacrifice or a gift of treasure. Some
| |
| creatures might exchange their service for a quest
| |
| undertaken by you.
| |
| As a rule of thumb, a task that can be measured in
| |
| minutes requires a payment worth 100 gp per
| |
| minute. A task measured in hours requires 1,000 gp
| |
| per hour. And a task measured in days (up to 10
| |
| days) requires 10,000 gp per day. The GM can adjust
| |
| these payments based on the circumstances under
| |
| which you cast the spell. If the task is aligned with
| |
| the creature’s ethos, the payment might be halved or
| |
| even waived. Nonhazardous tasks typically require
| |
| only half the suggested payment, while especially
| |
| dangerous tasks might require a greater gift.
| |
| Creatures rarely accept tasks that seem suicidal.
| |
| After the creature completes the task, or when the
| |
| agreed-‐‑upon duration of service expires, the
| |
| creature returns to its home plane after reporting
| |
| back to you, if appropriate to the task and if possible.
| |
| If you are unable to agree on a price for the
| |
| creature’s service, the creature immediately returns
| |
| to its home plane.
| |
| A creature enlisted to join your group counts as a
| |
| member of it, receiving a full share of experience
| |
| points awarded.
| |
| Planar Binding
| |
| 5th-‐‑level abjuration
| |
| Casting Time: 1 hour
| |
| Range: 60 feet
| |
| Components: V, S, M (a jewel worth at least 1,000
| |
| gp, which the spell consumes)
| |
| Duration: 24 hours
| |
| With this spell, you attempt to bind a celestial, an
| |
| elemental, a fey, or a fiend to your service. The
| |
| creature must be within range for the entire casting
| |
| of the spell. (Typically, the creature is first
| |
| summoned into the center of an inverted magic
| |
| circle in order to keep it trapped while this spell is
| |
| cast.) At the completion of the casting, the target
| |
| must make a Charisma saving throw. On a failed save,
| |
| it is bound to serve you for the duration. If the
| |
| creature was summoned or created by another spell,
| |
| that spell’s duration is extended to match the
| |
| duration of this spell.
| |
| A bound creature must follow your instructions to
| |
| the best of its ability. You might command the
| |
| creature to accompany you on an adventure, to
| |
| guard a location, or to deliver a message. The
| |
| creature obeys the letter of your instructions, but if
| |
| the creature is hostile to you, it strives to twist your
| |
| words to achieve its own objectives. If the creature
| |
| carries out your instructions completely before the
| |
| spell ends, it travels to you to report this fact if you
| |
| are on the same plane of existence. If you are on a
| |
| different plane of existence, it returns to the place
| |
| where you bound it and remains there until the spell
| |
| ends.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of a higher level, the duration increases to
| |
| 10 days with a 6th-‐‑level slot, to 30 days with a 7th-‐‑
| |
| level slot, to 180 days with an 8th-‐‑level slot, and to a
| |
| year and a day with a 9th-‐‑level spell slot.
| |
| Plane Shift
| |
| 7th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a forked, metal rod worth at
| |
| least 250 gp, attuned to a particular plane of
| |
| existence)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 169
| |
| Duration: Instantaneous
| |
| You and up to eight willing creatures who link hands
| |
| in a circle are transported to a different plane of
| |
| existence. You can specify a target destination in
| |
| general terms, such as the City of Brass on the
| |
| Elemental Plane of Fire or the palace of Dispater on
| |
| the second level of the Nine Hells, and you appear in
| |
| or near that destination. If you are trying to reach
| |
| the City of Brass, for example, you might arrive in its
| |
| Street of Steel, before its Gate of Ashes, or looking at
| |
| the city from across the Sea of Fire, at the GM’s
| |
| discretion.
| |
| Alternatively, if you know the sigil sequence of a
| |
| teleportation circle on another plane of existence,
| |
| this spell can take you to that circle. If the
| |
| teleportation circle is too small to hold all the
| |
| creatures you transported, they appear in the closest
| |
| unoccupied spaces next to the circle.
| |
| You can use this spell to banish an unwilling
| |
| creature to another plane. Choose a creature within
| |
| your reach and make a melee spell attack against it.
| |
| On a hit, the creature must make a Charisma saving
| |
| throw. If the creature fails this save, it is transported
| |
| to a random location on the plane of existence you
| |
| specify. A creature so transported must find its own
| |
| way back to your current plane of existence.
| |
| Plant Growth
| |
| 3rd-‐‑level transmutation
| |
| Casting Time: 1 action or 8 hours
| |
| Range: 150 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| This spell channels vitality into plants within a
| |
| specific area. There are two possible uses for the
| |
| spell, granting either immediate or long-‐‑term
| |
| benefits.
| |
| If you cast this spell using 1 action, choose a point
| |
| within range. All normal plants in a 100-‐‑foot radius
| |
| centered on that point become thick and overgrown.
| |
| A creature moving through the area must spend 4
| |
| feet of movement for every 1 foot it moves.
| |
| You can exclude one or more areas of any size
| |
| within the spell’s area from being affected.
| |
| If you cast this spell over 8 hours, you enrich the
| |
| land. All plants in a half-‐‑mile radius centered on a
| |
| point within range become enriched for 1 year. The
| |
| plants yield twice the normal amount of food when
| |
| harvested.
| |
| Poison Spray
| |
| Conjuration cantrip
| |
| Casting Time: 1 action
| |
| Range: 10 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You extend your hand toward a creature you can see
| |
| within range and project a puff of noxious gas from
| |
| your palm. The creature must succeed on a
| |
| Constitution saving throw or take 1d12 poison
| |
| damage.
| |
| This spell's damage increases by 1d12 when you
| |
| reach 5th level (2d12), 11th level (3d12), and 17th
| |
| level (4d12).
| |
| Polymorph
| |
| 4th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a caterpillar cocoon)
| |
| Duration: Concentration, up to 1 hour
| |
| This spell transforms a creature that you can see within
| |
| range into a new form. An unwilling creature must
| |
| make a Wisdom saving throw to avoid the effect. The
| |
| spell has no effect on a shapechanger or a creature
| |
| with 0 hit points.
| |
| The transformation lasts for the duration, or until
| |
| the target drops to 0 hit points or dies. The new form
| |
| can be any beast whose challenge rating is equal to
| |
| or less than the target’s (or the target’s level, if it
| |
| doesn’t have a challenge rating). The target’s game
| |
| statistics, including mental ability scores, are
| |
| replaced by the statistics of the chosen beast. It
| |
| retains its alignment and personality.
| |
| The target assumes the hit points of its new form.
| |
| When it reverts to its normal form, the creature
| |
| returns to the number of hit points it had before it
| |
| transformed. If it reverts as a result of dropping to 0
| |
| hit points, any excess damage carries over to its
| |
| normal form. As long as the excess damage doesn’t
| |
| reduce the creature’s normal form to 0 hit points, it
| |
| isn’t knocked unconscious.
| |
| The creature is limited in the actions it can
| |
| perform by the nature of its new form, and it can’t
| |
| speak, cast spells, or take any other action that
| |
| requires hands or speech.
| |
| The target’s gear melds into the new form. The
| |
| creature can’t activate, use, wield, or otherwise
| |
| benefit from any of its equipment.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 170
| |
| Power Word Kill
| |
| 9th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| You utter a word of power that can compel one
| |
| creature you can see within range to die instantly. If
| |
| the creature you choose has 100 hit points or fewer,
| |
| it dies. Otherwise, the spell has no effect.
| |
| Power Word Stun
| |
| 8th-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| You speak a word of power that can overwhelm the
| |
| mind of one creature you can see within range,
| |
| leaving it dumbfounded. If the target has 150 hit
| |
| points or fewer, it is stunned. Otherwise, the spell
| |
| has no effect.
| |
| The stunned target must make a Constitution
| |
| saving throw at the end of each of its turns. On a
| |
| successful save, this stunning effect ends.
| |
| Prayer of Healing
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 10 minutes
| |
| Range: 30 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| Up to six creatures of your choice that you can see
| |
| within range each regain hit points equal to 2d8 +
| |
| your spellcasting ability modifier. This spell has no
| |
| effect on undead or constructs.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, the healing increases
| |
| by 1d8 for each slot level above 2nd.
| |
| Prestidigitation
| |
| Transmutation cantrip
| |
| Casting Time: 1 action
| |
| Range: 10 feet
| |
| Components: V, S
| |
| Duration: Up to 1 hour
| |
| This spell is a minor magical trick that novice
| |
| spellcasters use for practice. You create one of the
| |
| following magical effects within range:
| |
| • You create an instantaneous, harmless sensory
| |
| effect, such as a shower of sparks, a puff of wind,
| |
| faint musical notes, or an odd odor.
| |
| • You instantaneously light or snuff out a candle, a
| |
| torch, or a small campfire.
| |
| • You instantaneously clean or soil an object no
| |
| larger than 1 cubic foot.
| |
| • You chill, warm, or flavor up to 1 cubic foot of
| |
| nonliving material for 1 hour.
| |
| • You make a color, a small mark, or a symbol
| |
| appear on an object or a surface for 1 hour.
| |
| • You create a nonmagical trinket or an illusory
| |
| image that can fit in your hand and that lasts until
| |
| the end of your next turn.
| |
| If you cast this spell multiple times, you can have up
| |
| to three of its non-‐‑instantaneous effects active at a
| |
| time, and you can dismiss such an effect as an action.
| |
| Prismatic Spray
| |
| 7th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Self (60-‐‑foot cone)
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Eight multicolored rays of light flash from your hand.
| |
| Each ray is a different color and has a different
| |
| power and purpose. Each creature in a 60-‐‑foot cone
| |
| must make a Dexterity saving throw. For each target,
| |
| roll a d8 to determine which color ray affects it.
| |
| 1. Red. The target takes 10d6 fire damage on a
| |
| failed save, or half as much damage on a successful
| |
| one.
| |
| 2. Orange. The target takes 10d6 acid damage on
| |
| a failed save, or half as much damage on a successful
| |
| one.
| |
| 3. Yellow. The target takes 10d6 lightning damage
| |
| on a failed save, or half as much damage on a
| |
| successful one.
| |
| 4. Green. The target takes 10d6 poison damage on
| |
| a failed save, or half as much damage on a successful
| |
| one.
| |
| 5. Blue. The target takes 10d6 cold damage on a
| |
| failed save, or half as much damage on a successful
| |
| one.
| |
| 6. Indigo. On a failed save, the target is restrained.
| |
| It must then make a Constitution saving throw at the
| |
| end of each of its turns. If it successfully saves three
| |
| times, the spell ends. If it fails its save three times, it
| |
| permanently turns to stone and is subjected to the
| |
| petrified condition. The successes and failures don’t
| |
| need to be consecutive; keep track of both until the
| |
| target collects three of a kind.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 171
| |
| 7. Violet. On a failed save, the target is blinded. It
| |
| must then make a Wisdom saving throw at the start
| |
| of your next turn. A successful save ends the
| |
| blindness. If it fails that save, the creature is
| |
| transported to another plane of existence of the GM’s
| |
| choosing and is no longer blinded. (Typically, a
| |
| creature that is on a plane that isn’t its home plane is
| |
| banished home, while other creatures are usually
| |
| cast into the Astral or Ethereal planes.)
| |
| 8. Special. The target is struck by two rays. Roll
| |
| twice more, rerolling any 8.
| |
| Prismatic Wall
| |
| 9th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: 10 minutes
| |
| A shimmering, multicolored plane of light forms a
| |
| vertical opaque wall—up to 90 feet long, 30 feet high,
| |
| and 1 inch thick—centered on a point you can see
| |
| within range. Alternatively, you can shape the wall
| |
| into a sphere up to 30 feet in diameter centered on a
| |
| point you choose within range. The wall remains in
| |
| place for the duration. If you position the wall so that
| |
| it passes through a space occupied by a creature, the
| |
| spell fails, and your action and the spell slot are
| |
| wasted.
| |
| The wall sheds bright light out to a range of 100
| |
| feet and dim light for an additional 100 feet. You and
| |
| creatures you designate at the time you cast the spell
| |
| can pass through and remain near the wall without
| |
| harm. If another creature that can see the wall
| |
| moves to within 20 feet of it or starts its turn there,
| |
| the creature must succeed on a Constitution saving
| |
| throw or become blinded for 1 minute.
| |
| The wall consists of seven layers, each with a
| |
| different color. When a creature attempts to reach
| |
| into or pass through the wall, it does so one layer at
| |
| a time through all the wall’s layers. As it passes or
| |
| reaches through each layer, the creature must make
| |
| a Dexterity saving throw or be affected by that
| |
| layer’s properties as described below.
| |
| The wall can be destroyed, also one layer at a time,
| |
| in order from red to violet, by means specific to each
| |
| layer. Once a layer is destroyed, it remains so for the
| |
| duration of the spell. A rod of cancellation destroys a
| |
| prismatic wall, but an antimagic field has no effect on
| |
| it.
| |
| 1. Red. The creature takes 10d6 fire damage on a
| |
| failed save, or half as much damage on a successful
| |
| one. While this layer is in place, nonmagical ranged
| |
| attacks can’t pass through the wall. The layer can be
| |
| destroyed by dealing at least 25 cold damage to it.
| |
| 2. Orange. The creature takes 10d6 acid damage
| |
| on a failed save, or half as much damage on a
| |
| successful one. While this layer is in place, magical
| |
| ranged attacks can’t pass through the wall. The layer
| |
| is destroyed by a strong wind.
| |
| 3. Yellow. The creature takes 10d6 lightning
| |
| damage on a failed save, or half as much damage on
| |
| a successful one. This layer can be destroyed by
| |
| dealing at least 60 force damage to it.
| |
| 4. Green. The creature takes 10d6 poison damage
| |
| on a failed save, or half as much damage on a
| |
| successful one. A passwall spell, or another spell of
| |
| equal or greater level that can open a portal on a
| |
| solid surface, destroys this layer.
| |
| 5. Blue. The creature takes 10d6 cold damage on a
| |
| failed save, or half as much damage on a successful
| |
| one. This layer can be destroyed by dealing at least
| |
| 25 fire damage to it.
| |
| 6. Indigo. On a failed save, the creature is
| |
| restrained. It must then make a Constitution saving
| |
| throw at the end of each of its turns. If it successfully
| |
| saves three times, the spell ends. If it fails its save
| |
| three times, it permanently turns to stone and is
| |
| subjected to the petrified condition. The successes
| |
| and failures don’t need to be consecutive; keep track
| |
| of both until the creature collects three of a kind.
| |
| While this layer is in place, spells can’t be cast
| |
| through the wall. The layer is destroyed by bright
| |
| light shed by a daylight spell or a similar spell of
| |
| equal or higher level.
| |
| 7. Violet. On a failed save, the creature is blinded.
| |
| It must then make a Wisdom saving throw at the
| |
| start of your next turn. A successful save ends the
| |
| blindness. If it fails that save, the creature is
| |
| transported to another plane of the GM’s choosing
| |
| and is no longer blinded. (Typically, a creature that
| |
| is on a plane that isn’t its home plane is banished
| |
| home, while other creatures are usually cast into the
| |
| Astral or Ethereal planes.) This layer is destroyed by
| |
| a dispel magic spell or a similar spell of equal or
| |
| higher level that can end spells and magical effects.
| |
| Private Sanctum
| |
| 4th-‐‑level abjuration
| |
| Casting Time: 10 minutes
| |
| Range: 120 feet
| |
| Components: V, S, M (a thin sheet of lead, a piece of
| |
| opaque glass, a wad of cotton or cloth, and
| |
| powdered chrysolite)
| |
| Duration: 24 hours
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 172
| |
| You make an area within range magically secure.
| |
| The area is a cube that can be as small as 5 feet to as
| |
| large as 100 feet on each side. The spell lasts for the
| |
| duration or until you use an action to dismiss it.
| |
| When you cast the spell, you decide what sort of
| |
| security the spell provides, choosing any or all of the
| |
| following properties:
| |
| • Sound can’t pass through the barrier at the edge of
| |
| the warded area.
| |
| • The barrier of the warded area appears dark and
| |
| foggy, preventing vision (including darkvision)
| |
| through it.
| |
| • Sensors created by divination spells can’t appear
| |
| inside the protected area or pass through the
| |
| barrier at its perimeter.
| |
| • Creatures in the area can’t be targeted by
| |
| divination spells.
| |
| • Nothing can teleport into or out of the warded
| |
| area.
| |
| • Planar travel is blocked within the warded area.
| |
| Casting this spell on the same spot every day for a
| |
| year makes this effect permanent.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 5th level or higher, you can increase the
| |
| size of the cube by 100 feet for each slot level
| |
| beyond 4th. Thus you could protect a cube that can
| |
| be up to 200 feet on one side by using a spell slot of
| |
| 5th level.
| |
| Produce Flame
| |
| Conjuration cantrip
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: 10 minutes
| |
| A flickering flame appears in your hand. The flame
| |
| remains there for the duration and harms neither
| |
| you nor your equipment. The flame sheds bright
| |
| light in a 10-‐‑foot radius and dim light for an
| |
| additional 10 feet. The spell ends if you dismiss it as
| |
| an action or if you cast it again.
| |
| You can also attack with the flame, although doing
| |
| so ends the spell. When you cast this spell, or as an
| |
| action on a later turn, you can hurl the flame at a
| |
| creature within 30 feet of you. Make a ranged spell
| |
| attack. On a hit, the target takes 1d8 fire damage.
| |
| This spell’s damage increases by 1d8 when you
| |
| reach 5th level (2d8), 11th level (3d8), and 17th
| |
| level (4d8).
| |
| Programmed Illusion
| |
| 6th-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a bit of fleece and jade dust
| |
| worth at least 25 gp)
| |
| Duration: Until dispelled
| |
| You create an illusion of an object, a creature, or
| |
| some other visible phenomenon within range that
| |
| activates when a specific condition occurs. The
| |
| illusion is imperceptible until then. It must be no
| |
| larger than a 30-‐‑foot cube, and you decide when you
| |
| cast the spell how the illusion behaves and what
| |
| sounds it makes. This scripted performance can last
| |
| up to 5 minutes.
| |
| When the condition you specify occurs, the illusion
| |
| springs into existence and performs in the manner
| |
| you described. Once the illusion finishes performing,
| |
| it disappears and remains dormant for 10 minutes.
| |
| After this time, the illusion can be activated again.
| |
| The triggering condition can be as general or as
| |
| detailed as you like, though it must be based on
| |
| visual or audible conditions that occur within 30 feet
| |
| of the area. For example, you could create an illusion
| |
| of yourself to appear and warn off others who
| |
| attempt to open a trapped door, or you could set the
| |
| illusion to trigger only when a creature says the
| |
| correct word or phrase.
| |
| Physical interaction with the image reveals it to be
| |
| an illusion, because things can pass through it. A
| |
| creature that uses its action to examine the image
| |
| can determine that it is an illusion with a successful
| |
| Intelligence (Investigation) check against your spell
| |
| save DC. If a creature discerns the illusion for what it
| |
| is, the creature can see through the image, and any
| |
| noise it makes sounds hollow to the creature.
| |
| Project Image
| |
| 7th-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: 500 miles
| |
| Components: V, S, M (a small replica of you made
| |
| from materials worth at least 5 gp)
| |
| Duration: Concentration, up to 1 day
| |
| You create an illusory copy of yourself that lasts for
| |
| the duration. The copy can appear at any location
| |
| within range that you have seen before, regardless of
| |
| intervening obstacles. The illusion looks and sounds
| |
| like you but is intangible. If the illusion takes any
| |
| damage, it disappears, and the spell ends.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 173
| |
| You can use your action to move this illusion up to
| |
| twice your speed, and make it gesture, speak, and
| |
| behave in whatever way you choose. It mimics your
| |
| mannerisms perfectly.
| |
| You can see through its eyes and hear through its
| |
| ears as if you were in its space. On your turn as a
| |
| bonus action, you can switch from using its senses to
| |
| using your own, or back again. While you are using
| |
| its senses, you are blinded and deafened in regard to
| |
| your own surroundings.
| |
| Physical interaction with the image reveals it to be
| |
| an illusion, because things can pass through it. A
| |
| creature that uses its action to examine the image
| |
| can determine that it is an illusion with a successful
| |
| Intelligence (Investigation) check against your spell
| |
| save DC. If a creature discerns the illusion for what it
| |
| is, the creature can see through the image, and any
| |
| noise it makes sounds hollow to the creature.
| |
| Protection from Energy
| |
| 3rd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 hour
| |
| For the duration, the willing creature you touch has
| |
| resistance to one damage type of your choice: acid,
| |
| cold, fire, lightning, or thunder.
| |
| Protection from Evil and Good
| |
| 1st-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (holy water or powdered silver
| |
| and iron, which the spell consumes)
| |
| Duration: Concentration up to 10 minutes
| |
| Until the spell ends, one willing creature you touch is
| |
| protected against certain types of creatures:
| |
| aberrations, celestials, elementals, fey, fiends, and
| |
| undead.
| |
| The protection grants several benefits. Creatures
| |
| of those types have disadvantage on attack rolls
| |
| against the target. The target also can’t be charmed,
| |
| frightened, or possessed by them. If the target is
| |
| already charmed, frightened, or possessed by such a
| |
| creature, the target has advantage on any new
| |
| saving throw against the relevant effect.
| |
| Protection from Poison
| |
| 2nd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: 1 hour
| |
| You touch a creature. If it is poisoned, you neutralize
| |
| the poison. If more than one poison afflicts the target,
| |
| you neutralize one poison that you know is present,
| |
| or you neutralize one at random.
| |
| For the duration, the target has advantage on
| |
| saving throws against being poisoned, and it has
| |
| resistance to poison damage.
| |
| Purify Food and Drink
| |
| 1st-‐‑level transmutation (ritual)
| |
| Casting Time: 1 action
| |
| Range: 10 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| All nonmagical food and drink within a 5-‐‑foot-‐‑radius
| |
| sphere centered on a point of your choice within
| |
| range is purified and rendered free of poison and
| |
| disease.
| |
| Raise Dead
| |
| 5th-‐‑level necromancy
| |
| Casting Time: 1 hour
| |
| Range: Touch
| |
| Components: V, S, M (a diamond worth at least 500
| |
| gp, which the spell consumes)
| |
| Duration: Instantaneous
| |
| You return a dead creature you touch to life,
| |
| provided that it has been dead no longer than 10
| |
| days. If the creature’s soul is both willing and at
| |
| liberty to rejoin the body, the creature returns to life
| |
| with 1 hit point.
| |
| This spell also neutralizes any poisons and cures
| |
| nonmagical diseases that affected the creature at the
| |
| time it died. This spell doesn’t, however, remove
| |
| magical diseases, curses, or similar effects; if these
| |
| aren’t first removed prior to casting the spell, they
| |
| take effect when the creature returns to life. The
| |
| spell can’t return an undead creature to life.
| |
| This spell closes all mortal wounds, but it doesn’t
| |
| restore missing body parts. If the creature is lacking
| |
| body parts or organs integral for its survival—its
| |
| head, for instance—the spell automatically fails.
| |
| Coming back from the dead is an ordeal. The
| |
| target takes a −4 penalty to all attack rolls, saving
| |
| throws, and ability checks. Every time the target
| |
| finishes a long rest, the penalty is reduced by 1 until
| |
| it disappears.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 174
| |
| Ray of Enfeeblement
| |
| 2nd-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| A black beam of enervating energy springs from
| |
| your finger toward a creature within range. Make a
| |
| ranged spell attack against the target. On a hit, the
| |
| target deals only half damage with weapon attacks
| |
| that use Strength until the spell ends.
| |
| At the end of each of the target’s turns, it can make
| |
| a Constitution saving throw against the spell. On a
| |
| success, the spell ends.
| |
| Ray of Frost
| |
| Evocation cantrip
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| A frigid beam of blue-‐‑white light streaks toward a
| |
| creature within range. Make a ranged spell attack
| |
| against the target. On a hit, it takes 1d8 cold damage,
| |
| and its speed is reduced by 10 feet until the start of
| |
| your next turn.
| |
| The spell’s damage increases by 1d8 when you
| |
| reach 5th level (2d8), 11th level (3d8), and 17th
| |
| level (4d8).
| |
| Regenerate
| |
| 7th-‐‑level transmutation
| |
| Casting Time: 1 minute
| |
| Range: Touch
| |
| Components: V, S, M (a prayer wheel and holy
| |
| water)
| |
| Duration: 1 hour
| |
| You touch a creature and stimulate its natural
| |
| healing ability. The target regains 4d8 + 15 hit points.
| |
| For the duration of the spell, the target regains 1 hit
| |
| point at the start of each of its turns (10 hit points
| |
| each minute).
| |
| The target’s severed body members (fingers, legs,
| |
| tails, and so on), if any, are restored after 2 minutes.
| |
| If you have the severed part and hold it to the stump,
| |
| the spell instantaneously causes the limb to knit to
| |
| the stump.
| |
| Reincarnate
| |
| 5th-‐‑level transmutation
| |
| Casting Time: 1 hour
| |
| Range: Touch
| |
| Components: V, S, M (rare oils and unguents worth
| |
| at least 1,000 gp, which the spell consumes)
| |
| Duration: Instantaneous
| |
| You touch a dead humanoid or a piece of a dead
| |
| humanoid. Provided that the creature has been dead
| |
| no longer than 10 days, the spell forms a new adult
| |
| body for it and then calls the soul to enter that body.
| |
| If the target’s soul isn’t free or willing to do so, the
| |
| spell fails.
| |
| The magic fashions a new body for the creature to
| |
| inhabit, which likely causes the creature’s race to
| |
| change. The GM rolls a d100 and consults the
| |
| following table to determine what form the creature
| |
| takes when restored to life, or the GM chooses a
| |
| form.
| |
| d100 Race
| |
| 01–04 Dragonborn
| |
| 05–13 Dwarf, hill
| |
| 14–21 Dwarf, mountain
| |
| 22–25 Elf, dark
| |
| 26–34 Elf, high
| |
| 35–42 Elf, wood
| |
| 43–46 Gnome, forest
| |
| 47–52 Gnome, rock
| |
| 53–56 Half-‐elf
| |
| 57–60 Half-‐orc
| |
| 61–68 Halfling, lightfoot
| |
| 69–76 Halfling, stout
| |
| 77–96 Human
| |
| 97–00 Tiefling
| |
| The reincarnated creature recalls its former life
| |
| and experiences. It retains the capabilities it had in
| |
| its original form, except it exchanges its original race
| |
| for the new one and changes its racial traits
| |
| accordingly.
| |
| Remove Curse
| |
| 3rd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| At your touch, all curses affecting one creature or
| |
| object end. If the object is a cursed magic item, its
| |
| curse remains, but the spell breaks its owner’s
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 175
| |
| attunement to the object so it can be removed or
| |
| discarded.
| |
| Resilient Sphere
| |
| 4th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a hemispherical piece of clear
| |
| crystal and a matching hemispherical piece of gum
| |
| arabic)
| |
| Duration: Concentration, up to 1 minute
| |
| A sphere of shimmering force encloses a creature or
| |
| object of Large size or smaller within range. An
| |
| unwilling creature must make a Dexterity saving
| |
| throw. On a failed save, the creature is enclosed for
| |
| the duration.
| |
| Nothing—not physical objects, energy, or other
| |
| spell effects—can pass through the barrier, in or out,
| |
| though a creature in the sphere can breathe there.
| |
| The sphere is immune to all damage, and a creature
| |
| or object inside can’t be damaged by attacks or
| |
| effects originating from outside, nor can a creature
| |
| inside the sphere damage anything outside it.
| |
| The sphere is weightless and just large enough to
| |
| contain the creature or object inside. An enclosed
| |
| creature can use its action to push against the
| |
| sphere’s walls and thus roll the sphere at up to half
| |
| the creature’s speed. Similarly, the globe can be
| |
| picked up and moved by other creatures.
| |
| A disintegrate spell targeting the globe destroys it
| |
| without harming anything inside it.
| |
| Resistance
| |
| Abjuration cantrip
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a miniature cloak)
| |
| Duration: Concentration, up to 1 minute
| |
| You touch one willing creature. Once before the spell
| |
| ends, the target can roll a d4 and add the number
| |
| rolled to one saving throw of its choice. It can roll the
| |
| die before or after making the saving throw. The
| |
| spell then ends.
| |
| Resurrection
| |
| 7th-‐‑level necromancy
| |
| Casting Time: 1 hour
| |
| Range: Touch
| |
| Components: V, S, M (a diamond worth at least
| |
| 1,000 gp, which the spell consumes)
| |
| Duration: Instantaneous
| |
| You touch a dead creature that has been dead for no
| |
| more than a century, that didn’t die of old age, and
| |
| that isn’t undead. If its soul is free and willing, the
| |
| target returns to life with all its hit points.
| |
| This spell neutralizes any poisons and cures
| |
| normal diseases afflicting the creature when it died.
| |
| It doesn’t, however, remove magical diseases, curses,
| |
| and the like; if such effects aren’t removed prior to
| |
| casting the spell, they afflict the target on its return
| |
| to life.
| |
| This spell closes all mortal wounds and restores
| |
| any missing body parts.
| |
| Coming back from the dead is an ordeal. The
| |
| target takes a −4 penalty to all attack rolls, saving
| |
| throws, and ability checks. Every time the target
| |
| finishes a long rest, the penalty is reduced by 1 until
| |
| it disappears.
| |
| Casting this spell to restore life to a creature that
| |
| has been dead for one year or longer taxes you
| |
| greatly. Until you finish a long rest, you can’t cast
| |
| spells again, and you have disadvantage on all attack
| |
| rolls, ability checks, and saving throws.
| |
| Reverse Gravity
| |
| 7th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 100 feet
| |
| Components: V, S, M (a lodestone and iron filings)
| |
| Duration: Concentration, up to 1 minute
| |
| This spell reverses gravity in a 50-‐‑foot-‐‑radius, 100-‐‑
| |
| foot high cylinder centered on a point within range.
| |
| All creatures and objects that aren’t somehow
| |
| anchored to the ground in the area fall upward and
| |
| reach the top of the area when you cast this spell. A
| |
| creature can make a Dexterity saving throw to grab
| |
| onto a fixed object it can reach, thus avoiding the fall.
| |
| If some solid object (such as a ceiling) is
| |
| encountered in this fall, falling objects and creatures
| |
| strike it just as they would during a normal
| |
| downward fall. If an object or creature reaches the
| |
| top of the area without striking anything, it remains
| |
| there, oscillating slightly, for the duration.
| |
| At the end of the duration, affected objects and
| |
| creatures fall back down.
| |
| Revivify
| |
| 3rd-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (diamonds worth 300 gp,
| |
| which the spell consumes)
| |
| Duration: Instantaneous
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 176
| |
| You touch a creature that has died within the last
| |
| minute. That creature returns to life with 1 hit point.
| |
| This spell can’t return to life a creature that has died
| |
| of old age, nor can it restore any missing body parts.
| |
| Rope Trick
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (powdered corn extract and a
| |
| twisted loop of parchment)
| |
| Duration: 1 hour
| |
| You touch a length of rope that is up to 60 feet long.
| |
| One end of the rope then rises into the air until the
| |
| whole rope hangs perpendicular to the ground. At
| |
| the upper end of the rope, an invisible entrance
| |
| opens to an extradimensional space that lasts until
| |
| the spell ends.
| |
| The extradimensional space can be reached by
| |
| climbing to the top of the rope. The space can hold as
| |
| many as eight Medium or smaller creatures. The
| |
| rope can be pulled into the space, making the rope
| |
| disappear from view outside the space.
| |
| Attacks and spells can’t cross through the entrance
| |
| into or out of the extradimensional space, but those
| |
| inside can see out of it as if through a 3-‐‑foot-‐‑by-‐‑5-‐‑
| |
| foot window centered on the rope.
| |
| Anything inside the extradimensional space drops
| |
| out when the spell ends.
| |
| Sacred Flame
| |
| Evocation cantrip
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Flame-‐‑like radiance descends on a creature that you
| |
| can see within range. The target must succeed on a
| |
| Dexterity saving throw or take 1d8 radiant damage.
| |
| The target gains no benefit from cover for this saving
| |
| throw.
| |
| The spell’s damage increases by 1d8 when you
| |
| reach 5th level (2d8), 11th level (3d8), and 17th
| |
| level (4d8).
| |
| Sanctuary
| |
| 1st-‐‑level abjuration
| |
| Casting Time: 1 bonus action
| |
| Range: 30 feet
| |
| Components: V, S, M (a small silver mirror)
| |
| Duration: 1 minute
| |
| You ward a creature within range against attack.
| |
| Until the spell ends, any creature who targets the
| |
| warded creature with an attack or a harmful spell
| |
| must first make a Wisdom saving throw. On a failed
| |
| save, the creature must choose a new target or lose
| |
| the attack or spell. This spell doesn’t protect the
| |
| warded creature from area effects, such as the
| |
| explosion of a fireball.
| |
| If the warded creature makes an attack or casts a
| |
| spell that affects an enemy creature, this spell ends.
| |
| Scorching Ray
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You create three rays of fire and hurl them at targets
| |
| within range. You can hurl them at one target or
| |
| several.
| |
| Make a ranged spell attack for each ray. On a hit,
| |
| the target takes 2d6 fire damage.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, you create one
| |
| additional ray for each slot level above 2nd.
| |
| Scrying
| |
| 5th-‐‑level divination
| |
| Casting Time: 10 minutes
| |
| Range: Self
| |
| Components: V, S, M (a focus worth at least 1,000
| |
| gp, such as a crystal ball, a silver mirror, or a font
| |
| filled with holy water)
| |
| Duration: Concentration, up to 10 minutes
| |
| You can see and hear a particular creature you
| |
| choose that is on the same plane of existence as you.
| |
| The target must make a Wisdom saving throw,
| |
| which is modified by how well you know the target
| |
| and the sort of physical connection you have to it. If
| |
| a target knows you’re casting this spell, it can fail the
| |
| saving throw voluntarily if it wants to be observed.
| |
| Knowledge Save Modifier
| |
| Secondhand (you have heard of the target) +5
| |
| Firsthand (you have met the target) +0
| |
| Familiar (you know the target well) −5
| |
| Connection Save Modifier
| |
| Likeness or picture −2
| |
| Possession or garment −4
| |
| Body part, lock of hair, bit of nail, or the like −10
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 177
| |
| On a successful save, the target isn’t affected, and
| |
| you can’t use this spell against it again for 24 hours.
| |
| On a failed save, the spell creates an invisible
| |
| sensor within 10 feet of the target. You can see and
| |
| hear through the sensor as if you were there. The
| |
| sensor moves with the target, remaining within 10
| |
| feet of it for the duration. A creature that can see
| |
| invisible objects sees the sensor as a luminous orb
| |
| about the size of your fist.
| |
| Instead of targeting a creature, you can choose a
| |
| location you have seen before as the target of this
| |
| spell. When you do, the sensor appears at that
| |
| location and doesn’t move.
| |
| Secret Chest
| |
| 4th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (an exquisite chest, 3 feet by 2
| |
| feet by 2 feet, constructed from rare materials
| |
| worth at least 5,000 gp, and a Tiny replica made
| |
| from the same materials worth at least 50 gp)
| |
| Duration: Instantaneous
| |
| You hide a chest, and all its contents, on the Ethereal
| |
| Plane. You must touch the chest and the miniature
| |
| replica that serves as a material component for the
| |
| spell. The chest can contain up to 12 cubic feet of
| |
| nonliving material (3 feet by 2 feet by 2 feet).
| |
| While the chest remains on the Ethereal Plane, you
| |
| can use an action and touch the replica to recall the
| |
| chest. It appears in an unoccupied space on the
| |
| ground within 5 feet of you. You can send the chest
| |
| back to the Ethereal Plane by using an action and
| |
| touching both the chest and the replica.
| |
| After 60 days, there is a cumulative 5 percent
| |
| chance per day that the spell’s effect ends. This effect
| |
| ends if you cast this spell again, if the smaller replica
| |
| chest is destroyed, or if you choose to end the spell
| |
| as an action. If the spell ends and the larger chest is
| |
| on the Ethereal Plane, it is irretrievably lost.
| |
| See Invisibility
| |
| 2nd-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a pinch of talc and a small
| |
| sprinkling of powdered silver)
| |
| Duration: 1 hour
| |
| For the duration, you see invisible creatures and
| |
| objects as if they were visible, and you can see into
| |
| the Ethereal Plane. Ethereal creatures and objects
| |
| appear ghostly and translucent.
| |
| Seeming
| |
| 5th-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S
| |
| Duration: 8 hours
| |
| This spell allows you to change the appearance of
| |
| any number of creatures that you can see within
| |
| range. You give each target you choose a new,
| |
| illusory appearance. An unwilling target can make a
| |
| Charisma saving throw, and if it succeeds, it is
| |
| unaffected by this spell.
| |
| The spell disguises physical appearance as well as
| |
| clothing, armor, weapons, and equipment. You can
| |
| make each creature seem 1 foot shorter or taller and
| |
| appear thin, fat, or in between. You can’t change a
| |
| target’s body type, so you must choose a form that
| |
| has the same basic arrangement of limbs. Otherwise,
| |
| the extent of the illusion is up to you. The spell lasts
| |
| for the duration, unless you use your action to
| |
| dismiss it sooner.
| |
| The changes wrought by this spell fail to hold up
| |
| to physical inspection. For example, if you use this
| |
| spell to add a hat to a creature’s outfit, objects pass
| |
| through the hat, and anyone who touches it would
| |
| feel nothing or would feel the creature’s head and
| |
| hair. If you use this spell to appear thinner than you
| |
| are, the hand of someone who reaches out to touch
| |
| you would bump into you while it was seemingly
| |
| still in midair.
| |
| A creature can use its action to inspect a target
| |
| and make an Intelligence (Investigation) check
| |
| against your spell save DC. If it succeeds, it becomes
| |
| aware that the target is disguised.
| |
| Sending
| |
| 3rd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Unlimited
| |
| Components: V, S, M (a short piece of fine copper
| |
| wire)
| |
| Duration: 1 round
| |
| You send a short message of twenty-‐‑five words or
| |
| less to a creature with which you are familiar. The
| |
| creature hears the message in its mind, recognizes
| |
| you as the sender if it knows you, and can answer in
| |
| a like manner immediately. The spell enables
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 178
| |
| creatures with Intelligence scores of at least 1 to
| |
| understand the meaning of your message.
| |
| You can send the message across any distance and
| |
| even to other planes of existence, but if the target is
| |
| on a different plane than you, there is a 5 percent
| |
| chance that the message doesn’t arrive.
| |
| Sequester
| |
| 7th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a powder composed of
| |
| diamond, emerald, ruby, and sapphire dust worth
| |
| at least 5,000 gp, which the spell consumes)
| |
| Duration: Until dispelled
| |
| By means of this spell, a willing creature or an object
| |
| can be hidden away, safe from detection for the
| |
| duration. When you cast the spell and touch the
| |
| target, it becomes invisible and can’t be targeted by
| |
| divination spells or perceived through scrying
| |
| sensors created by divination spells.
| |
| If the target is a creature, it falls into a state of
| |
| suspended animation. Time ceases to flow for it, and
| |
| it doesn’t grow older.
| |
| You can set a condition for the spell to end early.
| |
| The condition can be anything you choose, but it
| |
| must occur or be visible within 1 mile of the target.
| |
| Examples include “after 1,000 years” or “when the
| |
| tarrasque awakens.” This spell also ends if the target
| |
| takes any damage.
| |
| Shapechange
| |
| 9th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S, M (a jade circlet worth at least
| |
| 1,500 gp, which you must place on your head
| |
| before you cast the spell)
| |
| Duration: Concentration, up to 1 hour
| |
| You assume the form of a different creature for the
| |
| duration. The new form can be of any creature with
| |
| a challenge rating equal to your level or lower. The
| |
| creature can’t be a construct or an undead, and you
| |
| must have seen the sort of creature at least once.
| |
| You transform into an average example of that
| |
| creature, one without any class levels or the
| |
| Spellcasting trait.
| |
| Your game statistics are replaced by the statistics
| |
| of the chosen creature, though you retain your
| |
| alignment and Intelligence, Wisdom, and Charisma
| |
| scores. You also retain all of your skill and saving
| |
| throw proficiencies, in addition to gaining those of
| |
| the creature. If the creature has the same proficiency
| |
| as you and the bonus listed in its statistics is higher
| |
| than yours, use the creature’s bonus in place of
| |
| yours. You can’t use any legendary actions or lair
| |
| actions of the new form.
| |
| You assume the hit points and Hit Dice of the new
| |
| form. When you revert to your normal form, you
| |
| return to the number of hit points you had before
| |
| you transformed. If you revert as a result of
| |
| dropping to 0 hit points, any excess damage carries
| |
| over to your normal form. As long as the excess
| |
| damage doesn’t reduce your normal form to 0 hit
| |
| points, you aren’t knocked unconscious.
| |
| You retain the benefit of any features from your
| |
| class, race, or other source and can use them,
| |
| provided that your new form is physically capable of
| |
| doing so. You can’t use any special senses you have
| |
| (for example, darkvision) unless your new form also
| |
| has that sense. You can only speak if the creature can
| |
| normally speak.
| |
| When you transform, you choose whether your
| |
| equipment falls to the ground, merges into the new
| |
| form, or is worn by it. Worn equipment functions as
| |
| normal. The GM determines whether it is practical
| |
| for the new form to wear a piece of equipment,
| |
| based on the creature’s shape and size. Your
| |
| equipment doesn’t change shape or size to match the
| |
| new form, and any equipment that the new form
| |
| can’t wear must either fall to the ground or merge
| |
| into your new form. Equipment that merges has no
| |
| effect in that state.
| |
| During this spell’s duration, you can use your
| |
| action to assume a different form following the same
| |
| restrictions and rules for the original form, with one
| |
| exception: if your new form has more hit points than
| |
| your current one, your hit points remain at their
| |
| current value.
| |
| Shatter
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a chip of mica)
| |
| Duration: Instantaneous
| |
| A sudden loud ringing noise, painfully intense,
| |
| erupts from a point of your choice within range.
| |
| Each creature in a 10-‐‑foot-‐‑radius sphere centered on
| |
| that point must make a Constitution saving throw. A
| |
| creature takes 3d8 thunder damage on a failed save,
| |
| or half as much damage on a successful one. A
| |
| creature made of inorganic material such as stone,
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 179
| |
| crystal, or metal has disadvantage on this saving
| |
| throw.
| |
| A nonmagical object that isn’t being worn or
| |
| carried also takes the damage if it’s in the spell’s
| |
| area.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, the damage
| |
| increases by 1d8 for each slot level above 2nd.
| |
| Shield
| |
| 1st-‐‑level abjuration
| |
| Casting Time: 1 reaction, which you take when you
| |
| are hit by an attack or targeted by the magic
| |
| missile spell
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: 1 round
| |
| An invisible barrier of magical force appears and
| |
| protects you. Until the start of your next turn, you
| |
| have a +5 bonus to AC, including against the
| |
| triggering attack, and you take no damage from
| |
| magic missile.
| |
| Shield of Faith
| |
| 1st-‐‑level abjuration
| |
| Casting Time: 1 bonus action
| |
| Range: 60 feet
| |
| Components: V, S, M (a small parchment with a bit
| |
| of holy text written on it)
| |
| Duration: Concentration, up to 10 minutes
| |
| A shimmering field appears and surrounds a
| |
| creature of your choice within range, granting it a +2
| |
| bonus to AC for the duration.
| |
| Shillelagh
| |
| Transmutation cantrip
| |
| Casting Time: 1 bonus action
| |
| Range: Touch
| |
| Components: V, S, M (mistletoe, a shamrock leaf,
| |
| and a club or quarterstaff)
| |
| Duration: 1 minute
| |
| The wood of a club or quarterstaff you are holding is
| |
| imbued with nature’s power. For the duration, you
| |
| can use your spellcasting ability instead of Strength
| |
| for the attack and damage rolls of melee attacks
| |
| using that weapon, and the weapon’s damage die
| |
| becomes a d8. The weapon also becomes magical, if
| |
| it isn’t already. The spell ends if you cast it again or if
| |
| you let go of the weapon.
| |
| Shocking Grasp
| |
| Evocation cantrip
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| Lightning springs from your hand to deliver a shock
| |
| to a creature you try to touch. Make a melee spell
| |
| attack against the target. You have advantage on the
| |
| attack roll if the target is wearing armor made of
| |
| metal. On a hit, the target takes 1d8 lightning
| |
| damage, and it can’t take reactions until the start of
| |
| its next turn.
| |
| The spell’s damage increases by 1d8 when you
| |
| reach 5th level (2d8), 11th level (3d8), and 17th
| |
| level (4d8).
| |
| Silence
| |
| 2nd-‐‑level illusion (ritual)
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| For the duration, no sound can be created within or
| |
| pass through a 20-‐‑foot-‐‑radius sphere centered on a
| |
| point you choose within range. Any creature or
| |
| object entirely inside the sphere is immune to
| |
| thunder damage, and creatures are deafened while
| |
| entirely inside it. Casting a spell that includes a
| |
| verbal component is impossible there.
| |
| Silent Image
| |
| 1st-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a bit of fleece)
| |
| Duration: Concentration, up to 10 minutes
| |
| You create the image of an object, a creature, or
| |
| some other visible phenomenon that is no larger
| |
| than a 15-‐‑foot cube. The image appears at a spot
| |
| within range and lasts for the duration. The image is
| |
| purely visual; it isn’t accompanied by sound, smell,
| |
| or other sensory effects.
| |
| You can use your action to cause the image to
| |
| move to any spot within range. As the image changes
| |
| location, you can alter its appearance so that its
| |
| movements appear natural for the image. For
| |
| example, if you create an image of a creature and
| |
| move it, you can alter the image so that it appears to
| |
| be walking.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 180
| |
| Physical interaction with the image reveals it to be
| |
| an illusion, because things can pass through it. A
| |
| creature that uses its action to examine the image
| |
| can determine that it is an illusion with a successful
| |
| Intelligence (Investigation) check against your spell
| |
| save DC. If a creature discerns the illusion for what it
| |
| is, the creature can see through the image.
| |
| Simulacrum
| |
| 7th-‐‑level illusion
| |
| Casting Time: 12 hours
| |
| Range: Touch
| |
| Components: V, S, M (snow or ice in quantities
| |
| sufficient to made a life-‐‑size copy of the duplicated
| |
| creature; some hair, fingernail clippings, or other
| |
| piece of that creature’s body placed inside the
| |
| snow or ice; and powdered ruby worth 1,500 gp,
| |
| sprinkled over the duplicate and consumed by the
| |
| spell)
| |
| Duration: Until dispelled
| |
| You shape an illusory duplicate of one beast or
| |
| humanoid that is within range for the entire casting
| |
| time of the spell. The duplicate is a creature, partially
| |
| real and formed from ice or snow, and it can take
| |
| actions and otherwise be affected as a normal
| |
| creature. It appears to be the same as the original,
| |
| but it has half the creature’s hit point maximum and
| |
| is formed without any equipment. Otherwise, the
| |
| illusion uses all the statistics of the creature it
| |
| duplicates.
| |
| The simulacrum is friendly to you and creatures
| |
| you designate. It obeys your spoken commands,
| |
| moving and acting in accordance with your wishes
| |
| and acting on your turn in combat. The simulacrum
| |
| lacks the ability to learn or become more powerful,
| |
| so it never increases its level or other abilities, nor
| |
| can it regain expended spell slots.
| |
| If the simulacrum is damaged, you can repair it in
| |
| an alchemical laboratory, using rare herbs and
| |
| minerals worth 100 gp per hit point it regains. The
| |
| simulacrum lasts until it drops to 0 hit points, at
| |
| which point it reverts to snow and melts instantly.
| |
| If you cast this spell again, any currently active
| |
| duplicates you created with this spell are instantly
| |
| destroyed.
| |
| Sleep
| |
| 1st-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 90 feet
| |
| Components: V, S, M (a pinch of fine sand, rose
| |
| petals, or a cricket)
| |
| Duration: 1 minute
| |
| This spell sends creatures into a magical slumber.
| |
| Roll 5d8; the total is how many hit points of
| |
| creatures this spell can affect. Creatures within 20
| |
| feet of a point you choose within range are affected
| |
| in ascending order of their current hit points
| |
| (ignoring unconscious creatures).
| |
| Starting with the creature that has the lowest
| |
| current hit points, each creature affected by this
| |
| spell falls unconscious until the spell ends, the
| |
| sleeper takes damage, or someone uses an action to
| |
| shake or slap the sleeper awake. Subtract each
| |
| creature’s hit points from the total before moving on
| |
| to the creature with the next lowest hit points. A
| |
| creature’s hit points must be equal to or less than
| |
| the remaining total for that creature to be affected.
| |
| Undead and creatures immune to being charmed
| |
| aren’t affected by this spell.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, roll an additional
| |
| 2d8 for each slot level above 1st.
| |
| Sleet Storm
| |
| 3rd-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S, M (a pinch of dust and a few
| |
| drops of water)
| |
| Duration: Concentration, up to 1 minute
| |
| Until the spell ends, freezing rain and sleet fall in a
| |
| 20-‐‑foot-‐‑tall cylinder with a 40-‐‑foot radius centered
| |
| on a point you choose within range. The area is
| |
| heavily obscured, and exposed flames in the area are
| |
| doused.
| |
| The ground in the area is covered with slick ice,
| |
| making it difficult terrain. When a creature enters
| |
| the spell’s area for the first time on a turn or starts
| |
| its turn there, it must make a Dexterity saving throw.
| |
| On a failed save, it falls prone.
| |
| If a creature is concentrating in the spell’s area,
| |
| the creature must make a successful Constitution
| |
| saving throw against your spell save DC or lose
| |
| concentration.
| |
| Slow
| |
| 3rd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a drop of molasses)
| |
| Duration: Concentration, up to 1 minute
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 181
| |
| You alter time around up to six creatures of your
| |
| choice in a 40-‐‑foot cube within range. Each target
| |
| must succeed on a Wisdom saving throw or be
| |
| affected by this spell for the duration.
| |
| An affected target’s speed is halved, it takes a −2
| |
| penalty to AC and Dexterity saving throws, and it
| |
| can’t use reactions. On its turn, it can use either an
| |
| action or a bonus action, not both. Regardless of the
| |
| creature’s abilities or magic items, it can’t make
| |
| more than one melee or ranged attack during its
| |
| turn.
| |
| If the creature attempts to cast a spell with a
| |
| casting time of 1 action, roll a d20. On an 11 or
| |
| higher, the spell doesn’t take effect until the
| |
| creature’s next turn, and the creature must use its
| |
| action on that turn to complete the spell. If it can’t,
| |
| the spell is wasted.
| |
| A creature affected by this spell makes another
| |
| Wisdom saving throw at the end of its turn. On a
| |
| successful save, the effect ends for it.
| |
| Spare the Dying
| |
| Necromancy cantrip
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| You touch a living creature that has 0 hit points. The
| |
| creature becomes stable. This spell has no effect on
| |
| undead or constructs.
| |
| Speak with Animals
| |
| 1st-‐‑level divination (ritual)
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: 10 minutes
| |
| You gain the ability to comprehend and verbally
| |
| communicate with beasts for the duration. The
| |
| knowledge and awareness of many beasts is limited
| |
| by their intelligence, but at minimum, beasts can
| |
| give you information about nearby locations and
| |
| monsters, including whatever they can perceive or
| |
| have perceived within the past day. You might be
| |
| able to persuade a beast to perform a small favor for
| |
| you, at the GM’s discretion.
| |
| Speak with Dead
| |
| 3rd-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: 10 feet
| |
| Components: V, S, M (burning incense)
| |
| Duration: 10 minutes
| |
| You grant the semblance of life and intelligence to a
| |
| corpse of your choice within range, allowing it to
| |
| answer the questions you pose. The corpse must still
| |
| have a mouth and can’t be undead. The spell fails if
| |
| the corpse was the target of this spell within the last
| |
| 10 days.
| |
| Until the spell ends, you can ask the corpse up to
| |
| five questions. The corpse knows only what it knew
| |
| in life, including the languages it knew. Answers are
| |
| usually brief, cryptic, or repetitive, and the corpse is
| |
| under no compulsion to offer a truthful answer if
| |
| you are hostile to it or it recognizes you as an enemy.
| |
| This spell doesn’t return the creature’s soul to its
| |
| body, only its animating spirit. Thus, the corpse can’t
| |
| learn new information, doesn’t comprehend
| |
| anything that has happened since it died, and can’t
| |
| speculate about future events.
| |
| Speak with Plants
| |
| 3rd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Self (30-‐‑foot radius)
| |
| Components: V, S
| |
| Duration: 10 minutes
| |
| You imbue plants within 30 feet of you with limited
| |
| sentience and animation, giving them the ability to
| |
| communicate with you and follow your simple
| |
| commands. You can question plants about events in
| |
| the spell’s area within the past day, gaining
| |
| information about creatures that have passed,
| |
| weather, and other circumstances.
| |
| You can also turn difficult terrain caused by plant
| |
| growth (such as thickets and undergrowth) into
| |
| ordinary terrain that lasts for the duration. Or you
| |
| can turn ordinary terrain where plants are present
| |
| into difficult terrain that lasts for the duration,
| |
| causing vines and branches to hinder pursuers, for
| |
| example.
| |
| Plants might be able to perform other tasks on
| |
| your behalf, at the GM’s discretion. The spell doesn’t
| |
| enable plants to uproot themselves and move about,
| |
| but they can freely move branches, tendrils, and
| |
| stalks.
| |
| If a plant creature is in the area, you can
| |
| communicate with it as if you shared a common
| |
| language, but you gain no magical ability to influence
| |
| it.
| |
| This spell can cause the plants created by the
| |
| entangle spell to release a restrained creature.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 182
| |
| Spider Climb
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a drop of bitumen and a
| |
| spider)
| |
| Duration: Concentration, up to 1 hour
| |
| Until the spell ends, one willing creature you touch
| |
| gains the ability to move up, down, and across
| |
| vertical surfaces and upside down along ceilings,
| |
| while leaving its hands free. The target also gains a
| |
| climbing speed equal to its walking speed.
| |
| Spike Growth
| |
| 2nd-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S, M (seven sharp thorns or seven
| |
| small twigs, each sharpened to a point)
| |
| Duration: Concentration, up to 10 minutes
| |
| The ground in a 20-‐‑foot radius centered on a point
| |
| within range twists and sprouts hard spikes and
| |
| thorns. The area becomes difficult terrain for the
| |
| duration. When a creature moves into or within the
| |
| area, it takes 2d4 piercing damage for every 5 feet it
| |
| travels.
| |
| The transformation of the ground is camouflaged
| |
| to look natural. Any creature that can’t see the area
| |
| at the time the spell is cast must make a Wisdom
| |
| (Perception) check against your spell save DC to
| |
| recognize the terrain as hazardous before entering it.
| |
| Spirit Guardians
| |
| 3rd-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: Self (15-‐‑foot radius)
| |
| Components: V, S, M (a holy symbol)
| |
| Duration: Concentration, up to 10 minutes
| |
| You call forth spirits to protect you. They flit around
| |
| you to a distance of 15 feet for the duration. If you
| |
| are good or neutral, their spectral form appears
| |
| angelic or fey (your choice). If you are evil, they
| |
| appear fiendish.
| |
| When you cast this spell, you can designate any
| |
| number of creatures you can see to be unaffected by
| |
| it. An affected creature’s speed is halved in the area,
| |
| and when the creature enters the area for the first
| |
| time on a turn or starts its turn there, it must make a
| |
| Wisdom saving throw. On a failed save, the creature
| |
| takes 3d8 radiant damage (if you are good or
| |
| neutral) or 3d8 necrotic damage (if you are evil). On
| |
| a successful save, the creature takes half as much
| |
| damage.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the damage increases
| |
| by 1d8 for each slot level above 3rd.
| |
| Spiritual Weapon
| |
| 2nd-‐‑level evocation
| |
| Casting Time: 1 bonus action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: 1 minute
| |
| You create a floating, spectral weapon within range
| |
| that lasts for the duration or until you cast this spell
| |
| again. When you cast the spell, you can make a melee
| |
| spell attack against a creature within 5 feet of the
| |
| weapon. On a hit, the target takes force damage
| |
| equal to 1d8 + your spellcasting ability modifier.
| |
| As a bonus action on your turn, you can move the
| |
| weapon up to 20 feet and repeat the attack against a
| |
| creature within 5 feet of it.
| |
| The weapon can take whatever form you choose.
| |
| Clerics of deities who are associated with a
| |
| particular weapon (as St. Cuthbert is known for his
| |
| mace and Thor for his hammer) make this spell’s
| |
| effect resemble that weapon.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 3rd level or higher, the damage
| |
| increases by 1d8 for every two slot levels above 2nd.
| |
| Stinking Cloud
| |
| 3rd-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 90 feet
| |
| Components: V, S, M (a rotten egg or several skunk
| |
| cabbage leaves)
| |
| Duration: Concentration, up to 1 minute
| |
| You create a 20-‐‑foot-‐‑radius sphere of yellow,
| |
| nauseating gas centered on a point within range. The
| |
| cloud spreads around corners, and its area is heavily
| |
| obscured. The cloud lingers in the air for the
| |
| duration.
| |
| Each creature that is completely within the cloud
| |
| at the start of its turn must make a Constitution
| |
| saving throw against poison. On a failed save, the
| |
| creature spends its action that turn retching and
| |
| reeling. Creatures that don’t need to breathe or are
| |
| immune to poison automatically succeed on this
| |
| saving throw.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 183
| |
| A moderate wind (at least 10 miles per hour)
| |
| disperses the cloud after 4 rounds. A strong wind (at
| |
| least 20 miles per hour) disperses it after 1 round.
| |
| Stone Shape
| |
| 4th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (soft clay, which must be
| |
| worked into roughly the desired shape of the
| |
| stone object)
| |
| Duration: Instantaneous
| |
| You touch a stone object of Medium size or smaller
| |
| or a section of stone no more than 5 feet in any
| |
| dimension and form it into any shape that suits your
| |
| purpose. So, for example, you could shape a large
| |
| rock into a weapon, idol, or coffer, or make a small
| |
| passage through a wall, as long as the wall is less
| |
| than 5 feet thick. You could also shape a stone door
| |
| or its frame to seal the door shut. The object you
| |
| create can have up to two hinges and a latch, but
| |
| finer mechanical detail isn’t possible.
| |
| Stoneskin
| |
| 4th-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (diamond dust worth 100 gp,
| |
| which the spell consumes)
| |
| Duration: Concentration, up to 1 hour
| |
| This spell turns the flesh of a willing creature you
| |
| touch as hard as stone. Until the spell ends, the
| |
| target has resistance to nonmagical bludgeoning,
| |
| piercing, and slashing damage.
| |
| Storm of Vengeance
| |
| 9th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: Sight
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| A churning storm cloud forms, centered on a point
| |
| you can see and spreading to a radius of 360 feet.
| |
| Lightning flashes in the area, thunder booms, and
| |
| strong winds roar. Each creature under the cloud
| |
| (no more than 5,000 feet beneath the cloud) when it
| |
| appears must make a Constitution saving throw. On
| |
| a failed save, a creature takes 2d6 thunder damage
| |
| and becomes deafened for 5 minutes.
| |
| Each round you maintain concentration on this
| |
| spell, the storm produces additional effects on your
| |
| turn.
| |
| Round 2. Acidic rain falls from the cloud. Each
| |
| creature and object under the cloud takes 1d6 acid
| |
| damage.
| |
| Round 3. You call six bolts of lightning from the
| |
| cloud to strike six creatures or objects of your choice
| |
| beneath the cloud. A given creature or object can’t be
| |
| struck by more than one bolt. A struck creature must
| |
| make a Dexterity saving throw. The creature takes
| |
| 10d6 lightning damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| Round 4. Hailstones rain down from the cloud.
| |
| Each creature under the cloud takes 2d6
| |
| bludgeoning damage.
| |
| Round 5–10. Gusts and freezing rain assail the
| |
| area under the cloud. The area becomes difficult
| |
| terrain and is heavily obscured. Each creature there
| |
| takes 1d6 cold damage. Ranged weapon attacks in
| |
| the area are impossible. The wind and rain count as
| |
| a severe distraction for the purposes of maintaining
| |
| concentration on spells. Finally, gusts of strong wind
| |
| (ranging from 20 to 50 miles per hour)
| |
| automatically disperse fog, mists, and similar
| |
| phenomena in the area, whether mundane or
| |
| magical.
| |
| Suggestion
| |
| 2nd-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, M (a snake’s tongue and either a bit
| |
| of honeycomb or a drop of sweet oil)
| |
| Duration: Concentration, up to 8 hours
| |
| You suggest a course of activity (limited to a
| |
| sentence or two) and magically influence a creature
| |
| you can see within range that can hear and
| |
| understand you. Creatures that can’t be charmed are
| |
| immune to this effect. The suggestion must be
| |
| worded in such a manner as to make the course of
| |
| action sound reasonable. Asking the creature to stab
| |
| itself, throw itself onto a spear, immolate itself, or do
| |
| some other obviously harmful act ends the spell.
| |
| The target must make a Wisdom saving throw. On
| |
| a failed save, it pursues the course of action you
| |
| described to the best of its ability. The suggested
| |
| course of action can continue for the entire duration.
| |
| If the suggested activity can be completed in a
| |
| shorter time, the spell ends when the subject
| |
| finishes what it was asked to do.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 184
| |
| You can also specify conditions that will trigger a
| |
| special activity during the duration. For example,
| |
| you might suggest that a knight give her warhorse to
| |
| the first beggar she meets. If the condition isn’t met
| |
| before the spell expires, the activity isn’t performed.
| |
| If you or any of your companions damage the
| |
| target, the spell ends.
| |
| Sunbeam
| |
| 6th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Self (60-‐‑foot line)
| |
| Components: V, S, M (a magnifying glass)
| |
| Duration: Concentration, up to 1 minute
| |
| A beam of brilliant light flashes out from your hand
| |
| in a 5-‐‑foot-‐‑wide, 60-‐‑foot-‐‑long line. Each creature in
| |
| the line must make a Constitution saving throw. On a
| |
| failed save, a creature takes 6d8 radiant damage and
| |
| is blinded until your next turn. On a successful save,
| |
| it takes half as much damage and isn’t blinded by
| |
| this spell. Undead and oozes have disadvantage on
| |
| this saving throw.
| |
| You can create a new line of radiance as your
| |
| action on any turn until the spell ends.
| |
| For the duration, a mote of brilliant radiance
| |
| shines in your hand. It sheds bright light in a 30-‐‑foot
| |
| radius and dim light for an additional 30 feet. This
| |
| light is sunlight.
| |
| Sunburst
| |
| 8th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 150 feet
| |
| Components: V, S, M (fire and a piece of sunstone)
| |
| Duration: Instantaneous
| |
| Brilliant sunlight flashes in a 60-‐‑foot radius centered
| |
| on a point you choose within range. Each creature in
| |
| that light must make a Constitution saving throw. On
| |
| a failed save, a creature takes 12d6 radiant damage
| |
| and is blinded for 1 minute. On a successful save, it
| |
| takes half as much damage and isn’t blinded by this
| |
| spell. Undead and oozes have disadvantage on this
| |
| saving throw.
| |
| A creature blinded by this spell makes another
| |
| Constitution saving throw at the end of each of its
| |
| turns. On a successful save, it is no longer blinded.
| |
| This spell dispels any darkness in its area that was
| |
| created by a spell.
| |
| Symbol
| |
| 7th-‐‑level abjuration
| |
| Casting Time: 1 minute
| |
| Range: Touch
| |
| Components: V, S, M (mercury, phosphorus, and
| |
| powdered diamond and opal with a total value of
| |
| at least 1,000 gp, which the spell consumes)
| |
| Duration: Until dispelled or triggered
| |
| When you cast this spell, you inscribe a harmful
| |
| glyph either on a surface (such as a section of floor, a
| |
| wall, or a table) or within an object that can be
| |
| closed to conceal the glyph (such as a book, a scroll,
| |
| or a treasure chest). If you choose a surface, the
| |
| glyph can cover an area of the surface no larger than
| |
| 10 feet in diameter. If you choose an object, that
| |
| object must remain in its place; if the object is
| |
| moved more than 10 feet from where you cast this
| |
| spell, the glyph is broken, and the spell ends without
| |
| being triggered.
| |
| The glyph is nearly invisible, requiring an
| |
| Intelligence (Investigation) check against your spell
| |
| save DC to find it.
| |
| You decide what triggers the glyph when you cast
| |
| the spell. For glyphs inscribed on a surface, the most
| |
| typical triggers include touching or stepping on the
| |
| glyph, removing another object covering it,
| |
| approaching within a certain distance of it, or
| |
| manipulating the object that holds it. For glyphs
| |
| inscribed within an object, the most common
| |
| triggers are opening the object, approaching within a
| |
| certain distance of it, or seeing or reading the glyph.
| |
| You can further refine the trigger so the spell is
| |
| activated only under certain circumstances or
| |
| according to a creature’s physical characteristics
| |
| (such as height or weight), or physical kind (for
| |
| example, the ward could be set to affect hags or
| |
| shapechangers). You can also specify creatures that
| |
| don’t trigger the glyph, such as those who say a
| |
| certain password.
| |
| When you inscribe the glyph, choose one of the
| |
| options below for its effect. Once triggered, the glyph
| |
| glows, filling a 60-‐‑foot-‐‑radius sphere with dim light
| |
| for 10 minutes, after which time the spell ends. Each
| |
| creature in the sphere when the glyph activates is
| |
| targeted by its effect, as is a creature that enters the
| |
| sphere for the first time on a turn or ends its turn
| |
| there.
| |
| Death. Each target must make a Constitution
| |
| saving throw, taking 10d10 necrotic damage on a
| |
| failed save, or half as much damage on a successful
| |
| save.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 185
| |
| Discord. Each target must make a Constitution
| |
| saving throw. On a failed save, a target bickers and
| |
| argues with other creatures for 1 minute. During this
| |
| time, it is incapable of meaningful communication
| |
| and has disadvantage on attack rolls and ability
| |
| checks.
| |
| Fear. Each target must make a Wisdom saving
| |
| throw and becomes frightened for 1 minute on a
| |
| failed save. While frightened, the target drops
| |
| whatever it is holding and must move at least 30 feet
| |
| away from the glyph on each of its turns, if able.
| |
| Hopelessness. Each target must make a Charisma
| |
| saving throw. On a failed save, the target is
| |
| overwhelmed with despair for 1 minute. During this
| |
| time, it can’t attack or target any creature with
| |
| harmful abilities, spells, or other magical effects.
| |
| Insanity. Each target must make an Intelligence
| |
| saving throw. On a failed save, the target is driven
| |
| insane for 1 minute. An insane creature can’t take
| |
| actions, can’t understand what other creatures say,
| |
| can’t read, and speaks only in gibberish. The GM
| |
| controls its movement, which is erratic.
| |
| Pain. Each target must make a Constitution saving
| |
| throw and becomes incapacitated with excruciating
| |
| pain for 1 minute on a failed save.
| |
| Sleep. Each target must make a Wisdom saving
| |
| throw and falls unconscious for 10 minutes on a
| |
| failed save. A creature awakens if it takes damage or
| |
| if someone uses an action to shake or slap it awake.
| |
| Stunning. Each target must make a Wisdom
| |
| saving throw and becomes stunned for 1 minute on
| |
| a failed save.
| |
| Telekinesis
| |
| 5th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to 10 minutes
| |
| You gain the ability to move or manipulate creatures
| |
| or objects by thought. When you cast the spell, and
| |
| as your action each round for the duration, you can
| |
| exert your will on one creature or object that you
| |
| can see within range, causing the appropriate effect
| |
| below. You can affect the same target round after
| |
| round, or choose a new one at any time. If you switch
| |
| targets, the prior target is no longer affected by the
| |
| spell.
| |
| Creature. You can try to move a Huge or smaller
| |
| creature. Make an ability check with your
| |
| spellcasting ability contested by the creature’s
| |
| Strength check. If you win the contest, you move the
| |
| creature up to 30 feet in any direction, including
| |
| upward but not beyond the range of this spell. Until
| |
| the end of your next turn, the creature is restrained
| |
| in your telekinetic grip. A creature lifted upward is
| |
| suspended in mid-‐‑air.
| |
| On subsequent rounds, you can use your action to
| |
| attempt to maintain your telekinetic grip on the
| |
| creature by repeating the contest.
| |
| Object. You can try to move an object that weighs
| |
| up to 1,000 pounds. If the object isn’t being worn or
| |
| carried, you automatically move it up to 30 feet in
| |
| any direction, but not beyond the range of this spell.
| |
| If the object is worn or carried by a creature, you
| |
| must make an ability check with your spellcasting
| |
| ability contested by that creature’s Strength check. If
| |
| you succeed, you pull the object away from that
| |
| creature and can move it up to 30 feet in any
| |
| direction but not beyond the range of this spell.
| |
| You can exert fine control on objects with your
| |
| telekinetic grip, such as manipulating a simple tool,
| |
| opening a door or a container, stowing or retrieving
| |
| an item from an open container, or pouring the
| |
| contents from a vial.
| |
| Telepathic Bond
| |
| 5th-‐‑level divination (ritual)
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (pieces of eggshell from two
| |
| different kinds of creatures)
| |
| Duration: 1 hour
| |
| You forge a telepathic link among up to eight willing
| |
| creatures of your choice within range, psychically
| |
| linking each creature to all the others for the
| |
| duration. Creatures with Intelligence scores of 2 or
| |
| less aren’t affected by this spell.
| |
| Until the spell ends, the targets can communicate
| |
| telepathically through the bond whether or not they
| |
| have a common language. The communication is
| |
| possible over any distance, though it can’t extend to
| |
| other planes of existence.
| |
| Teleport
| |
| 7th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 10 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| This spell instantly transports you and up to eight
| |
| willing creatures of your choice that you can see
| |
| within range, or a single object that you can see
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 186
| |
| within range, to a destination you select. If you
| |
| target an object, it must be able to fit entirely inside
| |
| a 10-‐‑foot cube, and it can’t be held or carried by an
| |
| unwilling creature.
| |
| The destination you choose must be known to you,
| |
| and it must be on the same plane of existence as you.
| |
| Your familiarity with the destination determines
| |
| whether you arrive there successfully. The GM rolls
| |
| d100 and consults the table.
| |
| Familiarity Mishap
| |
| Similar
| |
| Area
| |
| Off
| |
| Target
| |
| On
| |
| Target
| |
| Permanent
| |
| circle
| |
| — — — 01–100
| |
| Associated
| |
| object
| |
| — — — 01–100
| |
| Very familiar 01–05 06–13 14–24 25–100
| |
| Seen casually 01–33 34–43 44–53 54–100
| |
| Viewed once 01–43 44–53 54–73 74–100
| |
| Description 01–43 44–53 54–73 74–100
| |
| False
| |
| destination
| |
| 01–50 51–100 — —
| |
| Familiarity. “Permanent circle” means a
| |
| permanent teleportation circle whose sigil sequence
| |
| you know. “Associated object” means that you
| |
| possess an object taken from the desired destination
| |
| within the last six months, such as a book from a
| |
| wizard’s library, bed linen from a royal suite, or a
| |
| chunk of marble from a lich’s secret tomb.
| |
| “Very familiar” is a place you have been very often,
| |
| a place you have carefully studied, or a place you can
| |
| see when you cast the spell. “Seen casually” is
| |
| someplace you have seen more than once but with
| |
| which you aren’t very familiar. “Viewed once” is a
| |
| place you have seen once, possibly using magic.
| |
| “Description” is a place whose location and
| |
| appearance you know through someone else’s
| |
| description, perhaps from a map.
| |
| “False destination” is a place that doesn’t exist.
| |
| Perhaps you tried to scry an enemy’s sanctum but
| |
| instead viewed an illusion, or you are attempting to
| |
| teleport to a familiar location that no longer exists.
| |
| On Target. You and your group (or the target
| |
| object) appear where you want to.
| |
| Off Target. You and your group (or the target
| |
| object) appear a random distance away from the
| |
| destination in a random direction. Distance off target
| |
| is 1d10 × 1d10 percent of the distance that was to be
| |
| traveled. For example, if you tried to travel 120
| |
| miles, landed off target, and rolled a 5 and 3 on the
| |
| two d10s, then you would be off target by 15 percent,
| |
| or 18 miles. The GM determines the direction off
| |
| target randomly by rolling a d8 and designating 1 as
| |
| north, 2 as northeast, 3 as east, and so on around the
| |
| points of the compass. If you were teleporting to a
| |
| coastal city and wound up 18 miles out at sea, you
| |
| could be in trouble.
| |
| Similar Area. You and your group (or the target
| |
| object) wind up in a different area that’s visually or
| |
| thematically similar to the target area. If you are
| |
| heading for your home laboratory, for example, you
| |
| might wind up in another wizard’s laboratory or in
| |
| an alchemical supply shop that has many of the same
| |
| tools and implements as your laboratory. Generally,
| |
| you appear in the closest similar place, but since the
| |
| spell has no range limit, you could conceivably wind
| |
| up anywhere on the plane.
| |
| Mishap. The spell’s unpredictable magic results in
| |
| a difficult journey. Each teleporting creature (or the
| |
| target object) takes 3d10 force damage, and the GM
| |
| rerolls on the table to see where you wind up
| |
| (multiple mishaps can occur, dealing damage each
| |
| time).
| |
| Teleportation Circle
| |
| 5th-‐‑level conjuration
| |
| Casting Time: 1 minute
| |
| Range: 10 feet
| |
| Components: V, M (rare chalks and inks infused
| |
| with precious gems with 50 gp, which the spell
| |
| consumes)
| |
| Duration: 1 round
| |
| As you cast the spell, you draw a 10-‐‑foot-‐‑diameter
| |
| circle on the ground inscribed with sigils that link
| |
| your location to a permanent teleportation circle of
| |
| your choice whose sigil sequence you know and that
| |
| is on the same plane of existence as you. A
| |
| shimmering portal opens within the circle you drew
| |
| and remains open until the end of your next turn.
| |
| Any creature that enters the portal instantly appears
| |
| within 5 feet of the destination circle or in the
| |
| nearest unoccupied space if that space is occupied.
| |
| Many major temples, guilds, and other important
| |
| places have permanent teleportation circles
| |
| inscribed somewhere within their confines. Each
| |
| such circle includes a unique sigil sequence—a
| |
| string of magical runes arranged in a particular
| |
| pattern. When you first gain the ability to cast this
| |
| spell, you learn the sigil sequences for two
| |
| destinations on the Material Plane, determined by
| |
| the GM. You can learn additional sigil sequences
| |
| during your adventures. You can commit a new sigil
| |
| sequence to memory after studying it for 1 minute.
| |
| You can create a permanent teleportation circle by
| |
| casting this spell in the same location every day for
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 187
| |
| one year. You need not use the circle to teleport
| |
| when you cast the spell in this way.
| |
| Thaumaturgy
| |
| Transmutation cantrip
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V
| |
| Duration: Up to 1 minute
| |
| You manifest a minor wonder, a sign of supernatural
| |
| power, within range. You create one of the following
| |
| magical effects within range:
| |
| • Your voice booms up to three times as loud as
| |
| normal for 1 minute.
| |
| • You cause flames to flicker, brighten, dim, or
| |
| change color for 1 minute.
| |
| • You cause harmless tremors in the ground for 1
| |
| minute.
| |
| • You create an instantaneous sound that originates
| |
| from a point of your choice within range, such as a
| |
| rumble of thunder, the cry of a raven, or ominous
| |
| whispers.
| |
| • You instantaneously cause an unlocked door or
| |
| window to fly open or slam shut.
| |
| • You alter the appearance of your eyes for 1 minute.
| |
| If you cast this spell multiple times, you can have up
| |
| to three of its 1-‐‑minute effects active at a time, and
| |
| you can dismiss such an effect as an action.
| |
| Thunderwave
| |
| 1st-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: Self (15-‐‑foot cube)
| |
| Components: V, S
| |
| Duration: Instantaneous
| |
| A wave of thunderous force sweeps out from you.
| |
| Each creature in a 15-‐‑foot cube originating from you
| |
| must make a Constitution saving throw. On a failed
| |
| save, a creature takes 2d8 thunder damage and is
| |
| pushed 10 feet away from you. On a successful save,
| |
| the creature takes half as much damage and isn’t
| |
| pushed.
| |
| In addition, unsecured objects that are completely
| |
| within the area of effect are automatically pushed 10
| |
| feet away from you by the spell’s effect, and the spell
| |
| emits a thunderous boom audible out to 300 feet.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 2nd level or higher, the damage
| |
| increases by 1d8 for each slot level above 1st.
| |
| Time Stop
| |
| 9th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V
| |
| Duration: Instantaneous
| |
| You briefly stop the flow of time for everyone but
| |
| yourself. No time passes for other creatures, while
| |
| you take 1d4 + 1 turns in a row, during which you
| |
| can use actions and move as normal.
| |
| This spell ends if one of the actions you use during
| |
| this period, or any effects that you create during this
| |
| period, affects a creature other than you or an object
| |
| being worn or carried by someone other than you. In
| |
| addition, the spell ends if you move to a place more
| |
| than 1,000 feet from the location where you cast it.
| |
| Tiny Hut
| |
| 3rd-‐‑level evocation (ritual)
| |
| Casting Time: 1 minute
| |
| Range: Self (10-‐‑foot-‐‑radius hemisphere)
| |
| Components: V, S, M (a small crystal bead)
| |
| Duration: 8 hours
| |
| A 10-‐‑foot-‐‑radius immobile dome of force springs
| |
| into existence around and above you and remains
| |
| stationary for the duration. The spell ends if you leave
| |
| its area.
| |
| Nine creatures of Medium size or smaller can fit
| |
| inside the dome with you. The spell fails if its area
| |
| includes a larger creature or more than nine
| |
| creatures. Creatures and objects within the dome
| |
| when you cast this spell can move through it freely.
| |
| All other creatures and objects are barred from
| |
| passing through it. Spells and other magical effects
| |
| can’t extend through the dome or be cast through it.
| |
| The atmosphere inside the space is comfortable and
| |
| dry, regardless of the weather outside.
| |
| Until the spell ends, you can command the interior
| |
| to become dimly lit or dark. The dome is opaque
| |
| from the outside, of any color you choose, but it is
| |
| transparent from the inside.
| |
| Tongues
| |
| 3rd-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, M (a small clay model of a ziggurat)
| |
| Duration: 1 hour
| |
| This spell grants the creature you touch the ability to
| |
| understand any spoken language it hears. Moreover,
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 188
| |
| when the target speaks, any creature that knows at
| |
| least one language and can hear the target
| |
| understands what it says.
| |
| Transport via Plants
| |
| 6th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 10 feet
| |
| Components: V, S
| |
| Duration: 1 round
| |
| This spell creates a magical link between a Large or
| |
| larger inanimate plant within range and another
| |
| plant, at any distance, on the same plane of existence.
| |
| You must have seen or touched the destination plant
| |
| at least once before. For the duration, any creature
| |
| can step into the target plant and exit from the
| |
| destination plant by using 5 feet of movement.
| |
| Tree Stride
| |
| 5th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| You gain the ability to enter a tree and move from
| |
| inside it to inside another tree of the same kind
| |
| within 500 feet. Both trees must be living and at
| |
| least the same size as you. You must use 5 feet of
| |
| movement to enter a tree. You instantly know the
| |
| location of all other trees of the same kind within
| |
| 500 feet and, as part of the move used to enter the
| |
| tree, can either pass into one of those trees or step
| |
| out of the tree you’re in. You appear in a spot of your
| |
| choice within 5 feet of the destination tree, using
| |
| another 5 feet of movement. If you have no
| |
| movement left, you appear within 5 feet of the tree
| |
| you entered.
| |
| You can use this transportation ability once per
| |
| round for the duration. You must end each turn
| |
| outside a tree.
| |
| True Polymorph
| |
| 9th-‐‑level transmutation
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a drop of mercury, a dollop of
| |
| gum arabic, and a wisp of smoke)
| |
| Duration: Concentration, up to 1 hour
| |
| Choose one creature or nonmagical object that you
| |
| can see within range. You transform the creature
| |
| into a different creature, the creature into an object,
| |
| or the object into a creature (the object must be
| |
| neither worn nor carried by another creature). The
| |
| transformation lasts for the duration, or until the
| |
| target drops to 0 hit points or dies. If you
| |
| concentrate on this spell for the full duration, the
| |
| transformation lasts until it is dispelled.
| |
| This spell has no effect on a shapechanger or a
| |
| creature with 0 hit points. An unwilling creature can
| |
| make a Wisdom saving throw, and if it succeeds, it
| |
| isn’t affected by this spell.
| |
| Creature into Creature. If you turn a creature into
| |
| another kind of creature, the new form can be any
| |
| kind you choose whose challenge rating is equal to
| |
| or less than the target’s (or its level, if the target
| |
| doesn’t have a challenge rating). The target’s game
| |
| statistics, including mental ability scores, are
| |
| replaced by the statistics of the new form. It retains
| |
| its alignment and personality.
| |
| The target assumes the hit points of its new form,
| |
| and when it reverts to its normal form, the creature
| |
| returns to the number of hit points it had before it
| |
| transformed. If it reverts as a result of dropping to 0
| |
| hit points, any excess damage carries over to its
| |
| normal form. As long as the excess damage doesn’t
| |
| reduce the creature’s normal form to 0 hit points, it
| |
| isn’t knocked unconscious.
| |
| The creature is limited in the actions it can
| |
| perform by the nature of its new form, and it can’t
| |
| speak, cast spells, or take any other action that
| |
| requires hands or speech, unless its new form is
| |
| capable of such actions.
| |
| The target’s gear melds into the new form. The
| |
| creature can’t activate, use, wield, or otherwise
| |
| benefit from any of its equipment.
| |
| Object into Creature. You can turn an object into
| |
| any kind of creature, as long as the creature’s size is
| |
| no larger than the object’s size and the creature’s
| |
| challenge rating is 9 or lower. The creature is
| |
| friendly to you and your companions. It acts on each
| |
| of your turns. You decide what action it takes and
| |
| how it moves. The GM has the creature’s statistics
| |
| and resolves all of its actions and movement.
| |
| If the spell becomes permanent, you no longer
| |
| control the creature. It might remain friendly to you,
| |
| depending on how you have treated it.
| |
| Creature into Object. If you turn a creature into
| |
| an object, it transforms along with whatever it is
| |
| wearing and carrying into that form. The creature’s
| |
| statistics become those of the object, and the
| |
| creature has no memory of time spent in this form,
| |
| after the spell ends and it returns to its normal form.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 189
| |
| True Resurrection
| |
| 9th-‐‑level necromancy
| |
| Casting Time: 1 hour
| |
| Range: Touch
| |
| Components: V, S, M (a sprinkle of holy water and
| |
| diamonds worth at least 25,000 gp, which the spell
| |
| consumes)
| |
| Duration: Instantaneous
| |
| You touch a creature that has been dead for no
| |
| longer than 200 years and that died for any reason
| |
| except old age. If the creature’s soul is free and
| |
| willing, the creature is restored to life with all its hit
| |
| points.
| |
| This spell closes all wounds, neutralizes any
| |
| poison, cures all diseases, and lifts any curses
| |
| affecting the creature when it died. The spell
| |
| replaces damaged or missing organs and limbs.
| |
| The spell can even provide a new body if the
| |
| original no longer exists, in which case you must
| |
| speak the creature’s name. The creature then
| |
| appears in an unoccupied space you choose within
| |
| 10 feet of you.
| |
| True Seeing
| |
| 6th-‐‑level divination
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (an ointment for the eyes that
| |
| costs 25 gp; is made from mushroom powder,
| |
| saffron, and fat; and is consumed by the spell)
| |
| Duration: 1 hour
| |
| This spell gives the willing creature you touch the
| |
| ability to see things as they actually are. For the
| |
| duration, the creature has truesight, notices secret
| |
| doors hidden by magic, and can see into the Ethereal
| |
| Plane, all out to a range of 120 feet.
| |
| True Strike
| |
| Divination cantrip
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: S
| |
| Duration: Concentration, up to 1 round
| |
| You extend your hand and point a finger at a target
| |
| in range. Your magic grants you a brief insight into
| |
| the target’s defenses. On your next turn, you gain
| |
| advantage on your first attack roll against the target,
| |
| provided that this spell hasn’t ended.
| |
| Unseen Servant
| |
| 1st-‐‑level conjuration (ritual)
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a piece of string and a bit of
| |
| wood)
| |
| Duration: 1 hour
| |
| This spell creates an invisible, mindless, shapeless
| |
| force that performs simple tasks at your command
| |
| until the spell ends. The servant springs into
| |
| existence in an unoccupied space on the ground
| |
| within range. It has AC 10, 1 hit point, and a Strength
| |
| of 2, and it can’t attack. If it drops to 0 hit points, the
| |
| spell ends.
| |
| Once on each of your turns as a bonus action, you
| |
| can mentally command the servant to move up to 15
| |
| feet and interact with an object. The servant can
| |
| perform simple tasks that a human servant could do,
| |
| such as fetching things, cleaning, mending, folding
| |
| clothes, lighting fires, serving food, and pouring wine.
| |
| Once you give the command, the servant performs
| |
| the task to the best of its ability until it completes the
| |
| task, then waits for your next command.
| |
| If you command the servant to perform a task that
| |
| would move it more than 60 feet away from you, the
| |
| spell ends.
| |
| Vampiric Touch
| |
| 3rd-‐‑level necromancy
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V, S
| |
| Duration: Concentration, up to 1 minute
| |
| The touch of your shadow-‐‑wreathed hand can
| |
| siphon life force from others to heal your wounds.
| |
| Make a melee spell attack against a creature within
| |
| your reach. On a hit, the target takes 3d6 necrotic
| |
| damage, and you regain hit points equal to half the
| |
| amount of necrotic damage dealt. Until the spell
| |
| ends, you can make the attack again on each of your
| |
| turns as an action.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 4th level or higher, the damage increases
| |
| by 1d6 for each slot level above 3rd.
| |
| Vicious Mockery
| |
| Enchantment cantrip
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 190
| |
| Duration: Instantaneous
| |
| You unleash a string of insults laced with subtle
| |
| enchantments at a creature you can see within range.
| |
| If the target can hear you (though it need not
| |
| understand you), it must succeed on a Wisdom
| |
| saving throw or take 1d4 psychic damage and have
| |
| disadvantage on the next attack roll it makes before
| |
| the end of its next turn.
| |
| This spell's damage increases by 1d4 when you
| |
| reach 5th level (2d4), 11th level (3d4), and 17th
| |
| level (4d4).
| |
| Wall of Fire
| |
| 4th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a small piece of phosphorus)
| |
| Duration: Concentration, up to 1 minute
| |
| You create a wall of fire on a solid surface within
| |
| range. You can make the wall up to 60 feet long, 20
| |
| feet high, and 1 foot thick, or a ringed wall up to 20
| |
| feet in diameter, 20 feet high, and 1 foot thick. The
| |
| wall is opaque and lasts for the duration.
| |
| When the wall appears, each creature within its
| |
| area must make a Dexterity saving throw. On a failed
| |
| save, a creature takes 5d8 fire damage, or half as
| |
| much damage on a successful save.
| |
| One side of the wall, selected by you when you
| |
| cast this spell, deals 5d8 fire damage to each
| |
| creature that ends its turn within 10 feet of that side
| |
| or inside the wall. A creature takes the same damage
| |
| when it enters the wall for the first time on a turn or
| |
| ends its turn there. The other side of the wall deals
| |
| no damage.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 5th level or higher, the damage increases
| |
| by 1d8 for each slot level above 4th.
| |
| Wall of Force
| |
| 5th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a pinch of powder made by
| |
| crushing a clear gemstone)
| |
| Duration: Concentration, up to 10 minutes
| |
| An invisible wall of force springs into existence at a
| |
| point you choose within range. The wall appears in
| |
| any orientation you choose, as a horizontal or
| |
| vertical barrier or at an angle. It can be free floating
| |
| or resting on a solid surface. You can form it into a
| |
| hemispherical dome or a sphere with a radius of up
| |
| to 10 feet, or you can shape a flat surface made up of
| |
| ten 10-‐‑foot-‐‑by-‐‑10-‐‑foot panels. Each panel must be
| |
| contiguous with another panel. In any form, the wall
| |
| is 1/4 inch thick. It lasts for the duration. If the wall
| |
| cuts through a creature’s space when it appears, the
| |
| creature is pushed to one side of the wall (your
| |
| choice which side).
| |
| Nothing can physically pass through the wall. It is
| |
| immune to all damage and can’t be dispelled by
| |
| dispel magic. A disintegrate spell destroys the wall
| |
| instantly, however. The wall also extends into the
| |
| Ethereal Plane, blocking ethereal travel through the
| |
| wall.
| |
| Wall of Ice
| |
| 6th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a small piece of quartz)
| |
| Duration: Concentration, up to 10 minutes
| |
| You create a wall of ice on a solid surface within
| |
| range. You can form it into a hemispherical dome or
| |
| a sphere with a radius of up to 10 feet, or you can
| |
| shape a flat surface made up of ten 10-‐‑foot-‐‑square
| |
| panels. Each panel must be contiguous with another
| |
| panel. In any form, the wall is 1 foot thick and lasts
| |
| for the duration.
| |
| If the wall cuts through a creature’s space when it
| |
| appears, the creature within its area is pushed to
| |
| one side of the wall and must make a Dexterity
| |
| saving throw. On a failed save, the creature takes
| |
| 10d6 cold damage, or half as much damage on a
| |
| successful save.
| |
| The wall is an object that can be damaged and thus
| |
| breached. It has AC 12 and 30 hit points per 10-‐‑foot
| |
| section, and it is vulnerable to fire damage. Reducing
| |
| a 10-‐‑foot section of wall to 0 hit points destroys it
| |
| and leaves behind a sheet of frigid air in the space
| |
| the wall occupied. A creature moving through the
| |
| sheet of frigid air for the first time on a turn must
| |
| make a Constitution saving throw. That creature
| |
| takes 5d6 cold damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, the damage the wall
| |
| deals when it appears increases by 2d6, and the
| |
| damage from passing through the sheet of frigid air
| |
| increases by 1d6, for each slot level above 6th.
| |
| Wall of Stone
| |
| 5th-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 191
| |
| Range: 120 feet
| |
| Components: V, S, M (a small block of granite)
| |
| Duration: Concentration, up to 10 minutes
| |
| A nonmagical wall of solid stone springs into
| |
| existence at a point you choose within range. The
| |
| wall is 6 inches thick and is composed of ten 10-‐‑foot-‐‑
| |
| by-‐‑10-‐‑foot panels. Each panel must be contiguous
| |
| with at least one other panel. Alternatively, you can
| |
| create 10-‐‑foot-‐‑by-‐‑20-‐‑foot panels that are only 3
| |
| inches thick.
| |
| If the wall cuts through a creature’s space when it
| |
| appears, the creature is pushed to one side of the
| |
| wall (your choice). If a creature would be
| |
| surrounded on all sides by the wall (or the wall and
| |
| another solid surface), that creature can make a
| |
| Dexterity saving throw. On a success, it can use its
| |
| reaction to move up to its speed so that it is no
| |
| longer enclosed by the wall.
| |
| The wall can have any shape you desire, though it
| |
| can’t occupy the same space as a creature or object.
| |
| The wall doesn’t need to be vertical or rest on any
| |
| firm foundation. It must, however, merge with and
| |
| be solidly supported by existing stone. Thus, you can
| |
| use this spell to bridge a chasm or create a ramp.
| |
| If you create a span greater than 20 feet in length,
| |
| you must halve the size of each panel to create
| |
| supports. You can crudely shape the wall to create
| |
| crenellations, battlements, and so on.
| |
| The wall is an object made of stone that can be
| |
| damaged and thus breached. Each panel has AC 15
| |
| and 30 hit points per inch of thickness. Reducing a
| |
| panel to 0 hit points destroys it and might cause
| |
| connected panels to collapse at the GM’s discretion.
| |
| If you maintain your concentration on this spell
| |
| for its whole duration, the wall becomes permanent
| |
| and can’t be dispelled. Otherwise, the wall
| |
| disappears when the spell ends.
| |
| Wall of Thorns
| |
| 6th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a handful of thorns)
| |
| Duration: Concentration, up to 10 minutes
| |
| You create a wall of tough, pliable, tangled brush
| |
| bristling with needle-‐‑sharp thorns. The wall appears
| |
| within range on a solid surface and lasts for the
| |
| duration. You choose to make the wall up to 60 feet
| |
| long, 10 feet high, and 5 feet thick or a circle that has
| |
| a 20-‐‑foot diameter and is up to 20 feet high and 5
| |
| feet thick. The wall blocks line of sight.
| |
| When the wall appears, each creature within its
| |
| area must make a Dexterity saving throw. On a failed
| |
| save, a creature takes 7d8 piercing damage, or half
| |
| as much damage on a successful save.
| |
| A creature can move through the wall, albeit
| |
| slowly and painfully. For every 1 foot a creature
| |
| moves through the wall, it must spend 4 feet of
| |
| movement. Furthermore, the first time a creature
| |
| enters the wall on a turn or ends its turn there, the
| |
| creature must make a Dexterity saving throw. It
| |
| takes 7d8 slashing damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| At Higher Levels. When you cast this spell using a
| |
| spell slot of 7th level or higher, both types of damage
| |
| increase by 1d8 for each slot level above 6th.
| |
| Warding Bond
| |
| 2nd-‐‑level abjuration
| |
| Casting Time: 1 action
| |
| Range: Touch
| |
| Components: V, S, M (a pair of platinum rings worth
| |
| at least 50 gp each, which you and the target must
| |
| wear for the duration)
| |
| Duration: 1 hour
| |
| This spell wards a willing creature you touch and
| |
| creates a mystic connection between you and the
| |
| target until the spell ends. While the target is within
| |
| 60 feet of you, it gains a +1 bonus to AC and saving
| |
| throws, and it has resistance to all damage. Also,
| |
| each time it takes damage, you take the same
| |
| amount of damage.
| |
| The spell ends if you drop to 0 hit points or if you
| |
| and the target become separated by more than 60
| |
| feet. It also ends if the spell is cast again on either of
| |
| the connected creatures. You can also dismiss the
| |
| spell as an action.
| |
| Water Breathing
| |
| 3rd-‐‑level transmutation (ritual)
| |
| Casting Time: 1 action
| |
| Range: 30 feet
| |
| Components: V, S, M (a short reed or piece of straw)
| |
| Duration: 24 hours
| |
| This spell grants up to ten willing creatures you can
| |
| see within range the ability to breathe underwater
| |
| until the spell ends. Affected creatures also retain
| |
| their normal mode of respiration.
| |
| Water Walk
| |
| 3rd-‐‑level transmutation (ritual)
| |
| Casting Time: 1 action
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 192
| |
| Range: 30 feet
| |
| Components: V, S, M (a piece of cork)
| |
| Duration: 1 hour
| |
| This spell grants the ability to move across any
| |
| liquid surface—such as water, acid, mud, snow,
| |
| quicksand, or lava—as if it were harmless solid
| |
| ground (creatures crossing molten lava can still take
| |
| damage from the heat). Up to ten willing creatures
| |
| you can see within range gain this ability for the
| |
| duration.
| |
| If you target a creature submerged in a liquid, the
| |
| spell carries the target to the surface of the liquid at
| |
| a rate of 60 feet per round.
| |
| Web
| |
| 2nd-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S, M (a bit of spiderweb)
| |
| Duration: Concentration, up to 1 hour
| |
| You conjure a mass of thick, sticky webbing at a
| |
| point of your choice within range. The webs fill a 20-‐‑
| |
| foot cube from that point for the duration. The webs
| |
| are difficult terrain and lightly obscure their area.
| |
| If the webs aren’t anchored between two solid
| |
| masses (such as walls or trees) or layered across a
| |
| floor, wall, or ceiling, the conjured web collapses on
| |
| itself, and the spell ends at the start of your next turn.
| |
| Webs layered over a flat surface have a depth of 5
| |
| feet.
| |
| Each creature that starts its turn in the webs or
| |
| that enters them during its turn must make a
| |
| Dexterity saving throw. On a failed save, the creature
| |
| is restrained as long as it remains in the webs or
| |
| until it breaks free.
| |
| A creature restrained by the webs can use its
| |
| action to make a Strength check against your spell
| |
| save DC. If it succeeds, it is no longer restrained.
| |
| The webs are flammable. Any 5-‐‑foot cube of webs
| |
| exposed to fire burns away in 1 round, dealing 2d4
| |
| fire damage to any creature that starts its turn in the
| |
| fire.
| |
| Weird
| |
| 9th-‐‑level illusion
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S
| |
| Duration: Concentration, up to one minute
| |
| Drawing on the deepest fears of a group of creatures,
| |
| you create illusory creatures in their minds, visible
| |
| only to them. Each creature in a 30-‐‑foot-‐‑radius
| |
| sphere centered on a point of your choice within
| |
| range must make a Wisdom saving throw. On a
| |
| failed save, a creature becomes frightened for the
| |
| duration. The illusion calls on the creature’s deepest
| |
| fears, manifesting its worst nightmares as an
| |
| implacable threat. At the end of each of the
| |
| frightened creature’s turns, it must succeed on a
| |
| Wisdom saving throw or take 4d10 psychic damage.
| |
| On a successful save, the spell ends for that creature.
| |
| Wind Walk
| |
| 6th-‐‑level transmutation
| |
| Casting Time: 1 minute
| |
| Range: 30 feet
| |
| Components: V, S, M (fire and holy water)
| |
| Duration: 8 hours
| |
| You and up to ten willing creatures you can see
| |
| within range assume a gaseous form for the duration,
| |
| appearing as wisps of cloud. While in this cloud form,
| |
| a creature has a flying speed of 300 feet and has
| |
| resistance to damage from nonmagical weapons. The
| |
| only actions a creature can take in this form are the
| |
| Dash action or to revert to its normal form.
| |
| Reverting takes 1 minute, during which time a
| |
| creature is incapacitated and can’t move. Until the
| |
| spell ends, a creature can revert to cloud form, which
| |
| also requires the 1-‐‑minute transformation.
| |
| If a creature is in cloud form and flying when the
| |
| effect ends, the creature descends 60 feet per round
| |
| for 1 minute until it lands, which it does safely. If it
| |
| can’t land after 1 minute, the creature falls the
| |
| remaining distance.
| |
| Wind Wall
| |
| 3rd-‐‑level evocation
| |
| Casting Time: 1 action
| |
| Range: 120 feet
| |
| Components: V, S, M (a tiny fan and a feather of
| |
| exotic origin)
| |
| Duration: Concentration, up to 1 minute
| |
| A wall of strong wind rises from the ground at a
| |
| point you choose within range. You can make the
| |
| wall up to 50 feet long, 15 feet high, and 1 foot thick.
| |
| You can shape the wall in any way you choose so
| |
| long as it makes one continuous path along the
| |
| ground. The wall lasts for the duration.
| |
| When the wall appears, each creature within its
| |
| area must make a Strength saving throw. A creature
| |
| takes 3d8 bludgeoning damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 193
| |
| The strong wind keeps fog, smoke, and other gases
| |
| at bay. Small or smaller flying creatures or objects
| |
| can’t pass through the wall. Loose, lightweight
| |
| materials brought into the wall fly upward. Arrows,
| |
| bolts, and other ordinary projectiles launched at
| |
| targets behind the wall are deflected upward and
| |
| automatically miss. (Boulders hurled by giants or
| |
| siege engines, and similar projectiles, are
| |
| unaffected.) Creatures in gaseous form can’t pass
| |
| through it.
| |
| Wish
| |
| 9th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: Self
| |
| Components: V
| |
| Duration: Instantaneous
| |
| Wish is the mightiest spell a mortal creature can cast.
| |
| By simply speaking aloud, you can alter the very
| |
| foundations of reality in accord with your desires.
| |
| The basic use of this spell is to duplicate any other
| |
| spell of 8th level or lower. You don’t need to meet
| |
| any requirements in that spell, including costly
| |
| components. The spell simply takes effect.
| |
| Alternatively, you can create one of the following
| |
| effects of your choice:
| |
| • You create one object of up to 25,000 gp in value
| |
| that isn’t a magic item. The object can be no more
| |
| than 300 feet in any dimension, and it appears in
| |
| an unoccupied space you can see on the ground.
| |
| • You allow up to twenty creatures that you can see
| |
| to regain all hit points, and you end all effects on
| |
| them described in the greater restoration spell.
| |
| • You grant up to ten creatures that you can see
| |
| resistance to a damage type you choose.
| |
| • You grant up to ten creatures you can see
| |
| immunity to a single spell or other magical effect
| |
| for 8 hours. For instance, you could make yourself
| |
| and all your companions immune to a lich’s life
| |
| drain attack.
| |
| • You undo a single recent event by forcing a reroll
| |
| of any roll made within the last round (including
| |
| your last turn). Reality reshapes itself to
| |
| accommodate the new result. For example, a wish
| |
| spell could undo an opponent’s successful save, a
| |
| foe’s critical hit, or a friend’s failed save. You can
| |
| force the reroll to be made with advantage or
| |
| disadvantage, and you can choose whether to use
| |
| the reroll or the original roll.
| |
| You might be able to achieve something beyond the
| |
| scope of the above examples. State your wish to the
| |
| GM as precisely as possible. The GM has great
| |
| latitude in ruling what occurs in such an instance;
| |
| the greater the wish, the greater the likelihood that
| |
| something goes wrong. This spell might simply fail,
| |
| the effect you desire might only be partly achieved,
| |
| or you might suffer some unforeseen consequence as
| |
| a result of how you worded the wish. For example,
| |
| wishing that a villain were dead might propel you
| |
| forward in time to a period when that villain is no
| |
| longer alive, effectively removing you from the game.
| |
| Similarly, wishing for a legendary magic item or
| |
| artifact might instantly transport you to the
| |
| presence of the item’s current owner.
| |
| The stress of casting this spell to produce any
| |
| effect other than duplicating another spell weakens
| |
| you. After enduring that stress, each time you cast a
| |
| spell until you finish a long rest, you take 1d10
| |
| necrotic damage per level of that spell. This damage
| |
| can’t be reduced or prevented in any way. In
| |
| addition, your Strength drops to 3, if it isn’t 3 or
| |
| lower already, for 2d4 days. For each of those days
| |
| that you spend resting and doing nothing more than
| |
| light activity, your remaining recovery time
| |
| decreases by 2 days. Finally, there is a 33 percent
| |
| chance that you are unable to cast wish ever again if
| |
| you suffer this stress.
| |
| Word of Recall
| |
| 6th-‐‑level conjuration
| |
| Casting Time: 1 action
| |
| Range: 5 feet
| |
| Components: V
| |
| Duration: Instantaneous
| |
| You and up to five willing creatures within 5 feet of
| |
| you instantly teleport to a previously designated
| |
| sanctuary. You and any creatures that teleport with
| |
| you appear in the nearest unoccupied space to the
| |
| spot you designated when you prepared your
| |
| sanctuary (see below). If you cast this spell without
| |
| first preparing a sanctuary, the spell has no effect.
| |
| You must designate a sanctuary by casting this
| |
| spell within a location, such as a temple, dedicated to
| |
| or strongly linked to your deity. If you attempt to
| |
| cast the spell in this manner in an area that isn’t
| |
| dedicated to your deity, the spell has no effect.
| |
| Zone of Truth
| |
| 2nd-‐‑level enchantment
| |
| Casting Time: 1 action
| |
| Range: 60 feet
| |
| Components: V, S
| |
| Duration: 10 minutes
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 194
| |
| You create a magical zone that guards against
| |
| deception in a 15-‐‑foot-‐‑radius sphere centered on a
| |
| point of your choice within range. Until the spell
| |
| ends, a creature that enters the spell’s area for the
| |
| first time on a turn or starts its turn there must
| |
| make a Charisma saving throw. On a failed save, a
| |
| creature can’t speak a deliberate lie while in the
| |
| radius. You know whether each creature succeeds or
| |
| fails on its saving throw.
| |
| An affected creature is aware of the spell and can
| |
| thus avoid answering questions to which it would
| |
| normally respond with a lie. Such a creature can be
| |
| evasive in its answers as long as it remains within
| |
| the boundaries of the truth.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 195
| |
| Traps
| |
| Traps can be found almost anywhere. One wrong
| |
| step in an ancient tomb might trigger a series of
| |
| scything blades, which cleave through armor and
| |
| bone. The seemingly innocuous vines that hang over
| |
| a cave entrance might grasp and choke anyone who
| |
| pushes through them. A net hidden among the trees
| |
| might drop on travelers who pass underneath. In a
| |
| fantasy game, unwary adventurers can fall to their
| |
| deaths, be burned alive, or fall under a fusillade of
| |
| poisoned darts.
| |
| A trap can be either mechanical or magical in
| |
| nature. Mechanical traps include pits, arrow traps,
| |
| falling blocks, water-‐‑filled rooms, whirling blades,
| |
| and anything else that depends on a mechanism to
| |
| operate. Magic traps are either magical device traps
| |
| or spell traps. Magical device traps initiate spell
| |
| effects when activated. Spell traps are spells such as
| |
| glyph of warding and symbol that function as traps.
| |
| Traps in Play
| |
| When adventurers come across a trap, you need to
| |
| know how the trap is triggered and what it does, as
| |
| well as the possibility for the characters to detect the
| |
| trap and to disable or avoid it.
| |
| Triggering a Trap
| |
| Most traps are triggered when a creature goes
| |
| somewhere or touches something that the trap’s
| |
| creator wanted to protect. Common triggers include
| |
| stepping on a pressure plate or a false section of
| |
| floor, pulling a trip wire, turning a doorknob, and
| |
| using the wrong key in a lock. Magic traps are often
| |
| set to go off when a creature enters an area or
| |
| touches an object. Some magic traps (such as the
| |
| glyph of warding spell) have more complicated
| |
| trigger conditions, including a password that
| |
| prevents the trap from activating.
| |
| Detecting and Disabling a Trap
| |
| Usually, some element of a trap is visible to careful
| |
| inspection. Characters might notice an uneven
| |
| flagstone that conceals a pressure plate, spot the
| |
| gleam of light off a trip wire, notice small holes in the
| |
| walls from which jets of flame will erupt, or
| |
| otherwise detect something that points to a trap’s
| |
| presence.
| |
| A trap’s description specifies the checks and DCs
| |
| needed to detect it, disable it, or both. A character
| |
| actively looking for a trap can attempt a Wisdom
| |
| (Perception) check against the trap’s DC. You can
| |
| also compare the DC to detect the trap with each
| |
| character’s passive Wisdom (Perception) score to
| |
| determine whether anyone in the party notices the
| |
| trap in passing. If the adventurers detect a trap
| |
| before triggering it, they might be able to disarm it,
| |
| either permanently or long enough to move past it.
| |
| You might call for an Intelligence (Investigation)
| |
| check for a character to deduce what needs to be
| |
| done, followed by a Dexterity check using thieves’
| |
| tools to perform the necessary sabotage.
| |
| Any character can attempt an Intelligence
| |
| (Arcana) check to detect or disarm a magic trap, in
| |
| addition to any other checks noted in the trap’s
| |
| description. The DCs are the same regardless of the
| |
| check used. In addition, dispel magic has a chance of
| |
| disabling most magic traps. A magic trap’s
| |
| description provides the DC for the ability check
| |
| made when you use dispel magic.
| |
| In most cases, a trap’s description is clear enough
| |
| that you can adjudicate whether a character’s
| |
| actions locate or foil the trap. As with many
| |
| situations, you shouldn’t allow die rolling to override
| |
| clever play and good planning. Use your common
| |
| sense, drawing on the trap’s description to
| |
| determine what happens. No trap’s design can
| |
| anticipate every possible action that the characters
| |
| might attempt.
| |
| You should allow a character to discover a trap
| |
| without making an ability check if an action would
| |
| clearly reveal the trap’s presence. For example, if a
| |
| character lifts a rug that conceals a pressure plate,
| |
| the character has found the trigger and no check is
| |
| required.
| |
| Foiling traps can be a little more complicated.
| |
| Consider a trapped treasure chest. If the chest is
| |
| opened without first pulling on the two handles set
| |
| in its sides, a mechanism inside fires a hail of poison
| |
| needles toward anyone in front of it. After inspecting
| |
| the chest and making a few checks, the characters
| |
| are still unsure if it’s trapped. Rather than simply
| |
| open the chest, they prop a shield in front of it and
| |
| push the chest open at a distance with an iron rod. In
| |
| this case, the trap still triggers, but the hail of
| |
| needles fires harmlessly into the shield.
| |
| Traps are often designed with mechanisms that
| |
| allow them to be disarmed or bypassed. Intelligent
| |
| monsters that place traps in or around their lairs
| |
| need ways to get past those traps without harming
| |
| themselves. Such traps might have hidden levers
| |
| that disable their triggers, or a secret door might
| |
| conceal a passage that goes around the trap.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 196
| |
| Trap Effects
| |
| The effects of traps can range from inconvenient to
| |
| deadly, making use of elements such as arrows,
| |
| spikes, blades, poison, toxic gas, blasts of fire, and
| |
| deep pits. The deadliest traps combine multiple
| |
| elements to kill, injure, contain, or drive off any
| |
| creature unfortunate enough to trigger them. A
| |
| trap’s description specifies what happens when it is
| |
| triggered.
| |
| The attack bonus of a trap, the save DC to resist its
| |
| effects, and the damage it deals can vary depending
| |
| on the trap’s severity. Use the Trap Save DCs and
| |
| Attack Bonuses table and the Damage Severity by
| |
| Level table for suggestions based on three levels of
| |
| trap severity.
| |
| A trap intended to be a setback is unlikely to kill
| |
| or seriously harm characters of the indicated levels,
| |
| whereas a dangerous trap is likely to seriously
| |
| injure (and potentially kill) characters of the
| |
| indicated levels. A deadly trap is likely to kill
| |
| characters of the indicated levels.
| |
| Trap Save DCs and Attack Bonuses
| |
| Trap Danger Save DC Attack Bonus
| |
| Setback 10–11 +3 to +5
| |
| Dangerous 12–15 +6 to +8
| |
| Deadly 16–20 +9 to +12
| |
| Damage Severity by Level
| |
| Character Level Setback Dangerous Deadly
| |
| 1st–4th 1d10 2d10 4d10
| |
| 5th–10th 2d10 4d10 10d10
| |
| 11th–16th 4d10 10d10 18d10
| |
| 17th–20th 10d10 18d10 24d10
| |
| Complex Traps
| |
| Complex traps work like standard traps, except once
| |
| activated they execute a series of actions each round.
| |
| A complex trap turns the process of dealing with a
| |
| trap into something more like a combat encounter.
| |
| When a complex trap activates, it rolls initiative.
| |
| The trap’s description includes an initiative bonus.
| |
| On its turn, the trap activates again, often taking an
| |
| action. It might make successive attacks against
| |
| intruders, create an effect that changes over time, or
| |
| otherwise produce a dynamic challenge. Otherwise,
| |
| the complex trap can be detected and disabled or
| |
| bypassed in the usual ways.
| |
| For example, a trap that causes a room to slowly
| |
| flood works best as a complex trap. On the trap’s
| |
| turn, the water level rises. After several rounds, the
| |
| room is completely flooded.
| |
| Sample Traps
| |
| The magical and mechanical traps presented here
| |
| vary in deadliness and are presented in alphabetical
| |
| order.
| |
| Collapsing Roof
| |
| Mechanical trap
| |
| This trap uses a trip wire to collapse the supports
| |
| keeping an unstable section of a ceiling in place.
| |
| The trip wire is 3 inches off the ground and
| |
| stretches between two support beams. The DC to
| |
| spot the trip wire is 10. A successful DC 15 Dexterity
| |
| check using thieves’ tools disables the trip wire
| |
| harmlessly. A character without thieves’ tools can
| |
| attempt this check with disadvantage using any
| |
| edged weapon or edged tool. On a failed check, the
| |
| trap triggers.
| |
| Anyone who inspects the beams can easily
| |
| determine that they are merely wedged in place. As
| |
| an action, a character can knock over a beam,
| |
| causing the trap to trigger.
| |
| The ceiling above the trip wire is in bad repair,
| |
| and anyone who can see it can tell that it’s in danger
| |
| of collapse.
| |
| When the trap is triggered, the unstable ceiling
| |
| collapses. Any creature in the area beneath the
| |
| unstable section must succeed on a DC 15 Dexterity
| |
| saving throw, taking 22 (4d10) bludgeoning damage
| |
| on a failed save, or half as much damage on a
| |
| successful one. Once the trap is triggered, the floor of
| |
| the area is filled with rubble and becomes difficult
| |
| terrain.
| |
| Falling Net
| |
| Mechanical trap
| |
| This trap uses a trip wire to release a net suspended
| |
| from the ceiling.
| |
| The trip wire is 3 inches off the ground and
| |
| stretches between two columns or trees. The net is
| |
| hidden by cobwebs or foliage. The DC to spot the trip
| |
| wire and net is 10. A successful DC 15 Dexterity
| |
| check using thieves’ tools breaks the trip wire
| |
| harmlessly. A character without thieves’ tools can
| |
| attempt this check with disadvantage using any
| |
| edged weapon or edged tool. On a failed check, the
| |
| trap triggers.
| |
| When the trap is triggered, the net is released,
| |
| covering a 10-‐‑foot-‐‑square area. Those in the area are
| |
| trapped under the net and restrained, and those that
| |
| fail a DC 10 Strength saving throw are also knocked
| |
| prone. A creature can use its action to make a DC 10
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 197
| |
| Strength check, freeing itself or another creature
| |
| within its reach on a success. The net has AC 10 and
| |
| 20 hit points. Dealing 5 slashing damage to the net
| |
| (AC 10) destroys a 5-‐‑foot-‐‑square section of it, freeing
| |
| any creature trapped in that section.
| |
| Fire-Breathing Statue
| |
| Magic trap
| |
| This trap is activated when an intruder steps on a
| |
| hidden pressure plate, releasing a magical gout of
| |
| flame from a nearby statue. The statue can be of
| |
| anything, including a dragon or a wizard casting a
| |
| spell.
| |
| The DC is 15 to spot the pressure plate, as well as
| |
| faint scorch marks on the floor and walls. A spell or
| |
| other effect that can sense the presence of magic,
| |
| such as detect magic, reveals an aura of evocation
| |
| magic around the statue.
| |
| The trap activates when more than 20 pounds of
| |
| weight is placed on the pressure plate, causing the
| |
| statue to release a 30-‐‑foot cone of fire. Each creature
| |
| in the fire must make a DC 13 Dexterity saving throw,
| |
| taking 22 (4d10) fire damage on a failed save, or half
| |
| as much damage on a successful one.
| |
| Wedging an iron spike or other object under the
| |
| pressure plate prevents the trap from activating. A
| |
| successful dispel magic (DC 13) cast on the statue
| |
| destroys the trap.
| |
| Pits
| |
| Mechanical trap
| |
| Four basic pit traps are presented here.
| |
| Simple Pit. A simple pit trap is a hole dug in the
| |
| ground. The hole is covered by a large cloth
| |
| anchored on the pit’s edge and camouflaged with
| |
| dirt and debris.
| |
| The DC to spot the pit is 10. Anyone stepping on
| |
| the cloth falls through and pulls the cloth down into
| |
| the pit, taking damage based on the pit’s depth
| |
| (usually 10 feet, but some pits are deeper).
| |
| Hidden Pit. This pit has a cover constructed from
| |
| material identical to the floor around it.
| |
| A successful DC 15 Wisdom (Perception) check
| |
| discerns an absence of foot traffic over the section of
| |
| floor that forms the pit’s cover. A successful DC 15
| |
| Intelligence (Investigation) check is necessary to
| |
| confirm that the trapped section of floor is actually
| |
| the cover of a pit.
| |
| When a creature steps on the cover, it swings open
| |
| like a trapdoor, causing the intruder to spill into the
| |
| pit below. The pit is usually 10 or 20 feet deep but
| |
| can be deeper.
| |
| Once the pit trap is detected, an iron spike or
| |
| similar object can be wedged between the pit’s cover
| |
| and the surrounding floor in such a way as to
| |
| prevent the cover from opening, thereby making it
| |
| safe to cross. The cover can also be magically held
| |
| shut using the arcane lock spell or similar magic.
| |
| Locking Pit. This pit trap is identical to a hidden
| |
| pit trap, with one key exception: the trap door that
| |
| covers the pit is spring-‐‑loaded. After a creature falls
| |
| into the pit, the cover snaps shut to trap its victim
| |
| inside.
| |
| A successful DC 20 Strength check is necessary to
| |
| pry the cover open. The cover can also be smashed
| |
| open. A character in the pit can also attempt to
| |
| disable the spring mechanism from the inside with a
| |
| DC 15 Dexterity check using thieves’ tools, provided
| |
| that the mechanism can be reached and the
| |
| character can see. In some cases, a mechanism
| |
| (usually hidden behind a secret door nearby) opens
| |
| the pit.
| |
| Spiked Pit. This pit trap is a simple, hidden, or
| |
| locking pit trap with sharpened wooden or iron
| |
| spikes at the bottom. A creature falling into the pit
| |
| takes 11 (2d10) piercing damage from the spikes, in
| |
| addition to any falling damage. Even nastier versions
| |
| have poison smeared on the spikes. In that case,
| |
| anyone taking piercing damage from the spikes must
| |
| also make a DC 13 Constitution saving throw, taking
| |
| an 22 (4d10) poison damage on a failed save, or half
| |
| as much damage on a successful one.
| |
| Poison Darts
| |
| Mechanical trap
| |
| When a creature steps on a hidden pressure plate,
| |
| poison-‐‑tipped darts shoot from spring-‐‑loaded or
| |
| pressurized tubes cleverly embedded in the
| |
| surrounding walls. An area might include multiple
| |
| pressure plates, each one rigged to its own set of
| |
| darts.
| |
| The tiny holes in the walls are obscured by dust
| |
| and cobwebs, or cleverly hidden amid bas-‐‑reliefs,
| |
| murals, or frescoes that adorn the walls. The DC to
| |
| spot them is 15. With a successful DC 15 Intelligence
| |
| (Investigation) check, a character can deduce the
| |
| presence of the pressure plate from variations in the
| |
| mortar and stone used to create it, compared to the
| |
| surrounding floor. Wedging an iron spike or other
| |
| object under the pressure plate prevents the trap
| |
| from activating. Stuffing the holes with cloth or wax
| |
| prevents the darts contained within from launching.
| |
| The trap activates when more than 20 pounds of
| |
| weight is placed on the pressure plate, releasing four
| |
| darts. Each dart makes a ranged attack with a +8
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 198
| |
| bonus against a random target within 10 feet of the
| |
| pressure plate (vision is irrelevant to this attack roll).
| |
| (If there are no targets in the area, the darts don’t hit
| |
| anything.) A target that is hit takes 2 (1d4) piercing
| |
| damage and must succeed on a DC 15 Constitution
| |
| saving throw, taking 11 (2d10) poison damage on a
| |
| failed save, or half as much damage on a successful
| |
| one.
| |
| Poison Needle
| |
| Mechanical trap
| |
| A poisoned needle is hidden within a treasure
| |
| chest’s lock, or in something else that a creature
| |
| might open. Opening the chest without the proper
| |
| key causes the needle to spring out, delivering a
| |
| dose of poison.
| |
| When the trap is triggered, the needle extends 3
| |
| inches straight out from the lock. A creature within
| |
| range takes 1 piercing damage and 11 (2d10) poison
| |
| damage, and must succeed on a DC 15 Constitution
| |
| saving throw or be poisoned for 1 hour.
| |
| A successful DC 20 Intelligence (Investigation)
| |
| check allows a character to deduce the trap’s
| |
| presence from alterations made to the lock to
| |
| accommodate the needle. A successful DC 15
| |
| Dexterity check using thieves’ tools disarms the trap,
| |
| removing the needle from the lock. Unsuccessfully
| |
| attempting to pick the lock triggers the trap.
| |
| Rolling Sphere
| |
| Mechanical trap
| |
| When 20 or more pounds of pressure are placed on
| |
| this trap’s pressure plate, a hidden trapdoor in the
| |
| ceiling opens, releasing a 10-‐‑foot-‐‑diameter rolling
| |
| sphere of solid stone.
| |
| With a successful DC 15 Wisdom (Perception)
| |
| check, a character can spot the trapdoor and
| |
| pressure plate. A search of the floor accompanied by
| |
| a successful DC 15 Intelligence (Investigation) check
| |
| reveals variations in the mortar and stone that
| |
| betray the pressure plate’s presence. The same
| |
| check made while inspecting the ceiling notes
| |
| variations in the stonework that reveal the trapdoor.
| |
| Wedging an iron spike or other object under the
| |
| pressure plate prevents the trap from activating.
| |
| Activation of the sphere requires all creatures
| |
| present to roll initiative. The sphere rolls initiative
| |
| with a +8 bonus. On its turn, it moves 60 feet in a
| |
| straight line. The sphere can move through creatures’
| |
| spaces, and creatures can move through its space,
| |
| treating it as difficult terrain. Whenever the sphere
| |
| enters a creature’s space or a creature enters its
| |
| space while it’s rolling, that creature must succeed
| |
| on a DC 15 Dexterity saving throw or take 55
| |
| (10d10) bludgeoning damage and be knocked prone.
| |
| The sphere stops when it hits a wall or similar
| |
| barrier. It can’t go around corners, but smart
| |
| dungeon builders incorporate gentle, curving turns
| |
| into nearby passages that allow the sphere to keep
| |
| moving.
| |
| As an action, a creature within 5 feet of the sphere
| |
| can attempt to slow it down with a DC 20 Strength
| |
| check. On a successful check, the sphere’s speed is
| |
| reduced by 15 feet. If the sphere’s speed drops to 0,
| |
| it stops moving and is no longer a threat.
| |
| Sphere of Annihilation
| |
| Magic trap
| |
| Magical, impenetrable darkness fills the gaping
| |
| mouth of a stone face carved into a wall. The mouth
| |
| is 2 feet in diameter and roughly circular. No sound
| |
| issues from it, no light can illuminate the inside of it,
| |
| and any matter that enters it is instantly obliterated.
| |
| A successful DC 20 Intelligence (Arcana) check
| |
| reveals that the mouth contains a sphere of
| |
| annihilation that can’t be controlled or moved. It is
| |
| otherwise identical to a normal sphere of
| |
| annihilation.
| |
| Some versions of the trap include an enchantment
| |
| placed on the stone face, such that specified
| |
| creatures feel an overwhelming urge to approach it
| |
| and crawl inside its mouth. This effect is otherwise
| |
| like the sympathy aspect of the antipathy/sympathy
| |
| spell. A successful dispel magic (DC 18) removes this
| |
| enchantment.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 199
| |
| Diseases
| |
| A plague ravages the kingdom, setting the
| |
| adventurers on a quest to find a cure. An adventurer
| |
| emerges from an ancient tomb, unopened for
| |
| centuries, and soon finds herself suffering from a
| |
| wasting illness. A warlock offends some dark power
| |
| and contracts a strange affliction that spreads
| |
| whenever he casts spells.
| |
| A simple outbreak might amount to little more
| |
| than a small drain on party resources, curable by a
| |
| casting of lesser restoration. A more complicated
| |
| outbreak can form the basis of one or more
| |
| adventures as characters search for a cure, stop the
| |
| spread of the disease, and deal with the
| |
| consequences.
| |
| A disease that does more than infect a few party
| |
| members is primarily a plot device. The rules help
| |
| describe the effects of the disease and how it can be
| |
| cured, but the specifics of how a disease works
| |
| aren’t bound by a common set of rules. Diseases can
| |
| affect any creature, and a given illness might or
| |
| might not pass from one race or kind of creature to
| |
| another. A plague might affect only constructs or
| |
| undead, or sweep through a halfling neighborhood
| |
| but leave other races untouched. What matters is the
| |
| story you want to tell.
| |
| Sample Diseases
| |
| The diseases here illustrate the variety of ways
| |
| disease can work in the game. Feel free to alter the
| |
| saving throw DCs, incubation times, symptoms, and
| |
| other characteristics of these diseases to suit your
| |
| campaign.
| |
| Cackle Fever
| |
| This disease targets humanoids, although gnomes
| |
| are strangely immune. While in the grips of this
| |
| disease, victims frequently succumb to fits of mad
| |
| laughter, giving the disease its common name and its
| |
| morbid nickname: “the shrieks.”
| |
| Symptoms manifest 1d4 hours after infection and
| |
| include fever and disorientation. The infected
| |
| creature gains one level of exhaustion that can’t be
| |
| removed until the disease is cured.
| |
| Any event that causes the infected creature great
| |
| stress—including entering combat, taking damage,
| |
| experiencing fear, or having a nightmare—forces the
| |
| creature to make a DC 13 Constitution saving throw.
| |
| On a failed save, the creature takes 5 (1d10) psychic
| |
| damage and becomes incapacitated with mad
| |
| laughter for 1 minute. The creature can repeat the
| |
| saving throw at the end of each of its turns, ending
| |
| the mad laughter and the incapacitated condition on
| |
| a success.
| |
| Any humanoid creature that starts its turn within
| |
| 10 feet of an infected creature in the throes of mad
| |
| laughter must succeed on a DC 10 Constitution
| |
| saving throw or also become infected with the
| |
| disease. Once a creature succeeds on this save, it is
| |
| immune to the mad laughter of that particular
| |
| infected creature for 24 hours.
| |
| At the end of each long rest, an infected creature
| |
| can make a DC 13 Constitution saving throw. On a
| |
| successful save, the DC for this save and for the save
| |
| to avoid an attack of mad laughter drops by 1d6.
| |
| When the saving throw DC drops to 0, the creature
| |
| recovers from the disease. A creature that fails three
| |
| of these saving throws gains a randomly determined
| |
| form of indefinite madness, as described later.
| |
| Sewer Plague
| |
| Sewer plague is a generic term for a broad category
| |
| of illnesses that incubate in sewers, refuse heaps,
| |
| and stagnant swamps, and which are sometimes
| |
| transmitted by creatures that dwell in those areas,
| |
| such as rats and otyughs.
| |
| When a humanoid creature is bitten by a creature
| |
| that carries the disease, or when it comes into
| |
| contact with filth or offal contaminated by the
| |
| disease, the creature must succeed on a DC 11
| |
| Constitution saving throw or become infected.
| |
| It takes 1d4 days for sewer plague’s symptoms to
| |
| manifest in an infected creature. Symptoms include
| |
| fatigue and cramps. The infected creature suffers
| |
| one level of exhaustion, and it regains only half the
| |
| normal number of hit points from spending Hit Dice
| |
| and no hit points from finishing a long rest.
| |
| At the end of each long rest, an infected creature
| |
| must make a DC 11 Constitution saving throw. On a
| |
| failed save, the character gains one level of
| |
| exhaustion. On a successful save, the character’s
| |
| exhaustion level decreases by one level. If a
| |
| successful saving throw reduces the infected
| |
| creature’s level of exhaustion below 1, the creature
| |
| recovers from the disease.
| |
| Sight Rot
| |
| This painful infection causes bleeding from the eyes
| |
| and eventually blinds the victim.
| |
| A beast or humanoid that drinks water tainted by
| |
| sight rot must succeed on a DC 15 Constitution
| |
| saving throw or become infected. One day after
| |
| infection, the creature’s vision starts to become
| |
| blurry. The creature takes a −1 penalty to attack
| |
| rolls and ability checks that rely on sight. At the end
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 200
| |
| of each long rest after the symptoms appear, the
| |
| penalty worsens by 1. When it reaches −5, the victim
| |
| is blinded until its sight is restored by magic such as
| |
| lesser restoration or heal.
| |
| Sight rot can be cured using a rare flower called
| |
| Eyebright, which grows in some swamps. Given an
| |
| hour, a character who has proficiency with an
| |
| herbalism kit can turn the flower into one dose of
| |
| ointment. Applied to the eyes before a long rest, one
| |
| dose of it prevents the disease from worsening after
| |
| that rest. After three doses, the ointment cures the
| |
| disease entirely.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 201
| |
| Madness
| |
| In a typical campaign, characters aren’t driven mad
| |
| by the horrors they face and the carnage they inflict
| |
| day after day, but sometimes the stress of being an
| |
| adventurer can be too much to bear. If your
| |
| campaign has a strong horror theme, you might
| |
| want to use madness as a way to reinforce that
| |
| theme, emphasizing the extraordinarily horrific
| |
| nature of the threats the adventurers face.
| |
| Going Mad
| |
| Various magical effects can inflict madness on an
| |
| otherwise stable mind. Certain spells, such as
| |
| contact other plane and symbol, can cause insanity,
| |
| and you can use the madness rules here instead of
| |
| the spell effects of those spells. Diseases, poisons,
| |
| and planar effects such as psychic wind or the
| |
| howling winds of Pandemonium can all inflict
| |
| madness. Some artifacts can also break the psyche of
| |
| a character who uses or becomes attuned to them.
| |
| Resisting a madness-‐‑inducing effect usually
| |
| requires a Wisdom or Charisma saving throw.
| |
| Madness Effects
| |
| Madness can be short-‐‑term, long-‐‑term, or indefinite.
| |
| Most relatively mundane effects impose short-‐‑term
| |
| madness, which lasts for just a few minutes. More
| |
| horrific effects or cumulative effects can result in
| |
| long-‐‑term or indefinite madness.
| |
| A character afflicted with short-‐‑term madness is
| |
| subjected to an effect from the Short-‐‑Term Madness
| |
| table for 1d10 minutes.
| |
| A character afflicted with long-‐‑term madness is
| |
| subjected to an effect from the Long-‐‑Term Madness
| |
| table for 1d10 × 10 hours.
| |
| A character afflicted with indefinite madness
| |
| gains a new character flaw from the Indefinite
| |
| Madness table that lasts until cured.
| |
| Short-‐Term Madness
| |
| d100 Effect (lasts 1d10 minutes)
| |
| 01–20 The character retreats into his or her mind and
| |
| becomes paralyzed. The effect ends if the
| |
| character takes any damage.
| |
| 21–30 The character becomes incapacitated and
| |
| spends the duration screaming, laughing, or
| |
| weeping.
| |
| 31–40 The character becomes frightened and must
| |
| use his or her action and movement each
| |
| round to flee from the source of the fear.
| |
| 41–50 The character begins babbling and is incapable
| |
| of normal speech or spellcasting.
| |
| 51–60 The character must use his or her action each
| |
| round to attack the nearest creature.
| |
| 61–70 The character experiences vivid hallucinations
| |
| and has disadvantage on ability checks.
| |
| 71–75 The character does whatever anyone tells him
| |
| or her to do that isn’t obviously self-‐
| |
| destructive.
| |
| 76–80 The character experiences an overpowering
| |
| urge to eat something strange such as dirt,
| |
| slime, or offal.
| |
| 81–90 The character is stunned.
| |
| 91–100 The character falls unconscious.
| |
| Long-‐Term Madness
| |
| d100 Effect (lasts 1d10 × 10 hours)
| |
| 01–10 The character feels compelled to repeat a
| |
| specific activity over and over, such as washing
| |
| hands, touching things, praying, or counting
| |
| coins.
| |
| 11–20 The character experiences vivid hallucinations
| |
| and has disadvantage on ability checks.
| |
| 21–30 The character suffers extreme paranoia. The
| |
| character has disadvantage on Wisdom and
| |
| Charisma checks.
| |
| 31–40 The character regards something (usually the
| |
| source of madness) with intense revulsion, as if
| |
| affected by the antipathy effect of the
| |
| antipathy/sympathy spell.
| |
| 41–45 The character experiences a powerful delusion.
| |
| Choose a potion. The character imagines that
| |
| he or she is under its effects.
| |
| 46–55 The character becomes attached to a “lucky
| |
| charm,” such as a person or an object, and has
| |
| disadvantage on attack rolls, ability checks, and
| |
| saving throws while more than 30 feet from it.
| |
| 56–65 The character is blinded (25%) or deafened
| |
| (75%).
| |
| 66–75 The character experiences uncontrollable
| |
| tremors or tics, which impose disadvantage on
| |
| attack rolls, ability checks, and saving throws
| |
| that involve Strength or Dexterity.
| |
| 76–85 The character suffers from partial amnesia. The
| |
| character knows who he or she is and retains
| |
| racial traits and class features, but doesn’t
| |
| recognize other people or remember anything
| |
| that happened before the madness took effect.
| |
| 86–90 Whenever the character takes damage, he or
| |
| she must succeed on a DC 15 Wisdom saving
| |
| throw or be affected as though he or she failed
| |
| a saving throw against the confusion spell. The
| |
| confusion effect lasts for 1 minute.
| |
| 91–95 The character loses the ability to speak.
| |
| 96–100 The character falls unconscious. No amount of
| |
| jostling or damage can wake the character.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 202
| |
| Indefinite Madness
| |
| d100 Flaw (lasts until cured)
| |
| 01–15 “Being drunk keeps me sane.”
| |
| 16–25 “I keep whatever I find.”
| |
| 26–30 “I try to become more like someone else I
| |
| know—adopting his or her style of dress,
| |
| mannerisms, and name.”
| |
| 31–35 “I must bend the truth, exaggerate, or outright
| |
| lie to be interesting to other people.”
| |
| 36–45 “Achieving my goal is the only thing of interest
| |
| to me, and I’ll ignore everything else to pursue
| |
| it.”
| |
| 46–50 “I find it hard to care about anything that goes
| |
| on around me.”
| |
| 51–55 “I don’t like the way people judge me all the
| |
| time.”
| |
| 56–70 “I am the smartest, wisest, strongest, fastest,
| |
| and most beautiful person I know.”
| |
| 71–80 “I am convinced that powerful enemies are
| |
| hunting me, and their agents are everywhere I
| |
| go. I am sure they’re watching me all the time.”
| |
| 81–85 “There’s only one person I can trust. And only I
| |
| can see this special friend.”
| |
| 86–95 “I can’t take anything seriously. The more
| |
| serious the situation, the funnier I find it.”
| |
| 96–100 “I’ve discovered that I really like killing people.”
| |
| Curing Madness
| |
| A calm emotions spell can suppress the effects of
| |
| madness, while a lesser restoration spell can rid a
| |
| character of a short-‐‑term or long-‐‑term madness.
| |
| Depending on the source of the madness, remove
| |
| curse or dispel evil might also prove effective. A
| |
| greater restoration spell or more powerful magic is
| |
| required to rid a character of indefinite madness.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 203
| |
| Objects
| |
| When characters need to saw through ropes, shatter
| |
| a window, or smash a vampire’s coffin, the only hard
| |
| and fast rule is this: given enough time and the right
| |
| tools, characters can destroy any destructible object.
| |
| Use common sense when determining a character’s
| |
| success at damaging an object. Can a fighter cut
| |
| through a section of a stone wall with a sword? No,
| |
| the sword is likely to break before the wall does.
| |
| For the purpose of these rules, an object is a
| |
| discrete, inanimate item like a window, door, sword,
| |
| book, table, chair, or stone, not a building or a
| |
| vehicle that is composed of many other objects.
| |
| Statistics for Objects
| |
| When time is a factor, you can assign an Armor Class
| |
| and hit points to a destructible object. You can also
| |
| give it immunities, resistances, and vulnerabilities to
| |
| specific types of damage.
| |
| Armor Class. An object’s Armor Class is a measure
| |
| of how difficult it is to deal damage to the object
| |
| when striking it (because the object has no chance of
| |
| dodging out of the way). The Object Armor Class
| |
| table provides suggested AC values for various
| |
| substances.
| |
| Object Armor Class
| |
| Substance AC
| |
| Cloth, paper, rope 11
| |
| Crystal, glass, ice 13
| |
| Wood, bone 15
| |
| Stone 17
| |
| Iron, steel 19
| |
| Mithral 21
| |
| Adamantine 23
| |
| Hit Points. An object’s hit points measure how
| |
| much damage it can take before losing its structural
| |
| integrity. Resilient objects have more hit points than
| |
| fragile ones. Large objects also tend to have more hit
| |
| points than small ones, unless breaking a small part
| |
| of the object is just as effective as breaking the whole
| |
| thing. The Object Hit Points table provides suggested
| |
| hit points for fragile and resilient objects that are
| |
| Large or smaller.
| |
| Object Hit Points
| |
| Size Fragile Resilient
| |
| Tiny (bottle, lock) 2 (1d4) 5 (2d4)
| |
| Small (chest, lute) 3 (1d6) 10 (3d6)
| |
| Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
| |
| Large (cart, 10-‐ft.-‐by-‐10-‐ft. window) 5 (1d10) 27 (5d10)
| |
| Huge and Gargantuan Objects. Normal weapons
| |
| are of little use against many Huge and Gargantuan
| |
| objects, such as a colossal statue, towering column of
| |
| stone, or massive boulder. That said, one torch can
| |
| burn a Huge tapestry, and an earthquake spell can
| |
| reduce a colossus to rubble. You can track a Huge or
| |
| Gargantuan object’s hit points if you like, or you can
| |
| simply decide how long the object can withstand
| |
| whatever weapon or force is acting against it. If you
| |
| track hit points for the object, divide it into Large or
| |
| smaller sections, and track each section’s hit points
| |
| separately. Destroying one of those sections could
| |
| ruin the entire object. For example, a Gargantuan
| |
| statue of a human might topple over when one of its
| |
| Large legs is reduced to 0 hit points.
| |
| Objects and Damage Types. Objects are immune
| |
| to poison and psychic damage. You might decide that
| |
| some damage types are more effective against a
| |
| particular object or substance than others. For
| |
| example, bludgeoning damage works well for
| |
| smashing things but not for cutting through rope or
| |
| leather. Paper or cloth objects might be vulnerable
| |
| to fire and lightning damage. A pick can chip away
| |
| stone but can’t effectively cut down a tree. As always,
| |
| use your best judgment.
| |
| Damage Threshold. Big objects such as castle
| |
| walls often have extra resilience represented by a
| |
| damage threshold. An object with a damage
| |
| threshold has immunity to all damage unless it takes
| |
| an amount of damage from a single attack or effect
| |
| equal to or greater than its damage threshold, in
| |
| which case it takes damage as normal. Any damage
| |
| that fails to meet or exceed the object’s damage
| |
| threshold is considered superficial and doesn’t
| |
| reduce the object’s hit points.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 204
| |
| Poisons
| |
| Given their insidious and deadly nature, poisons are
| |
| illegal in most societies but are a favorite tool among
| |
| assassins, drow, and other evil creatures.
| |
| Poisons come in the following four types.
| |
| Contact. Contact poison can be smeared on an
| |
| object and remains potent until it is touched or
| |
| washed off. A creature that touches contact poison
| |
| with exposed skin suffers its effects.
| |
| Ingested. A creature must swallow an entire dose
| |
| of ingested poison to suffer its effects. The dose can
| |
| be delivered in food or a liquid. You may decide that
| |
| a partial dose has a reduced effect, such as allowing
| |
| advantage on the saving throw or dealing only half
| |
| damage on a failed save.
| |
| Inhaled. These poisons are powders or gases that
| |
| take effect when inhaled. Blowing the powder or
| |
| releasing the gas subjects creatures in a 5-‐‑foot cube
| |
| to its effect. The resulting cloud dissipates
| |
| immediately afterward. Holding one’s breath is
| |
| ineffective against inhaled poisons, as they affect
| |
| nasal membranes, tear ducts, and other parts of the
| |
| body.
| |
| Injury. Injury poison can be applied to weapons,
| |
| ammunition, trap components, and other objects
| |
| that deal piercing or slashing damage and remains
| |
| potent until delivered through a wound or washed
| |
| off. A creature that takes piercing or slashing
| |
| damage from an object coated with the poison is
| |
| exposed to its effects.
| |
| Poisons
| |
| Item Type Price per Dose
| |
| Assassin’s blood Ingested 150 gp
| |
| Burnt othur fumes Inhaled 500 gp
| |
| Crawler mucus Contact 200 gp
| |
| Drow poison Injury 200 gp
| |
| Essence of ether Inhaled 300 gp
| |
| Malice Inhaled 250 gp
| |
| Midnight tears Ingested 1,500 gp
| |
| Oil of taggit Contact 400 gp
| |
| Pale tincture Ingested 250 gp
| |
| Purple worm poison Injury 2,000 gp
| |
| Serpent venom Injury 200 gp
| |
| Torpor Ingested 600 gp
| |
| Truth serum Ingested 150 gp
| |
| Wyvern poison Injury 1,200 gp
| |
| Sample Poisons
| |
| Each type of poison has its own debilitating effects.
| |
| Assassin’s Blood (Ingested). A creature subjected
| |
| to this poison must make a DC 10 Constitution
| |
| saving throw. On a failed save, it takes 6 (1d12)
| |
| poison damage and is poisoned for 24 hours. On a
| |
| successful save, the creature takes half damage and
| |
| isn’t poisoned.
| |
| Burnt Othur Fumes (Inhaled). A creature
| |
| subjected to this poison must succeed on a DC 13
| |
| Constitution saving throw or take 10 (3d6) poison
| |
| damage, and must repeat the saving throw at the
| |
| start of each of its turns. On each successive failed
| |
| save, the character takes 3 (1d6) poison damage.
| |
| After three successful saves, the poison ends.
| |
| Crawler Mucus (Contact). This poison must be
| |
| harvested from a dead or incapacitated crawler. A
| |
| creature subjected to this poison must succeed on a
| |
| DC 13 Constitution saving throw or be poisoned for
| |
| 1 minute. The poisoned creature is paralyzed. The
| |
| creature can repeat the saving throw at the end of
| |
| each of its turns, ending the effect on itself on a
| |
| success.
| |
| Drow Poison (Injury). This poison is typically
| |
| made only by the drow, and only in a place far
| |
| removed from sunlight. A creature subjected to this
| |
| poison must succeed on a DC 13 Constitution saving
| |
| throw or be poisoned for 1 hour. If the saving throw
| |
| fails by 5 or more, the creature is also unconscious
| |
| while poisoned in this way. The creature wakes up if
| |
| it takes damage or if another creature takes an
| |
| action to shake it awake.
| |
| Essence of Ether (Inhaled). A creature subjected
| |
| to this poison must succeed on a DC 15 Constitution
| |
| saving throw or become poisoned for 8 hours. The
| |
| poisoned creature is unconscious. The creature
| |
| wakes up if it takes damage or if another creature
| |
| takes an action to shake it awake.
| |
| Malice (Inhaled). A creature subjected to this
| |
| poison must succeed on a DC 15 Constitution saving
| |
| throw or become poisoned for 1 hour. The poisoned
| |
| creature is blinded.
| |
| Midnight Tears (Ingested). A creature that
| |
| ingests this poison suffers no effect until the stroke
| |
| of midnight. If the poison has not been neutralized
| |
| before then, the creature must succeed on a DC 17
| |
| Constitution saving throw, taking 31 (9d6) poison
| |
| damage on a failed save, or half as much damage on
| |
| a successful one.
| |
| Oil of Taggit (Contact). A creature subjected to
| |
| this poison must succeed on a DC 13 Constitution
| |
| saving throw or become poisoned for 24 hours. The
| |
| poisoned creature is unconscious. The creature
| |
| wakes up if it takes damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 205
| |
| Pale Tincture (Ingested). A creature subjected to
| |
| this poison must succeed on a DC 16 Constitution
| |
| saving throw or take 3 (1d6) poison damage and
| |
| become poisoned. The poisoned creature must
| |
| repeat the saving throw every 24 hours, taking 3
| |
| (1d6) poison damage on a failed save. Until this
| |
| poison ends, the damage the poison deals can’t be
| |
| healed by any means. After seven successful saving
| |
| throws, the effect ends and the creature can heal
| |
| normally.
| |
| Purple Worm Poison (Injury). This poison must
| |
| be harvested from a dead or incapacitated purple
| |
| worm. A creature subjected to this poison must
| |
| make a DC 19 Constitution saving throw, taking 42
| |
| (12d6) poison damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| Serpent Venom (Injury). This poison must be
| |
| harvested from a dead or incapacitated giant
| |
| poisonous snake. A creature subjected to this poison
| |
| must succeed on a DC 11 Constitution saving throw,
| |
| taking 10 (3d6) poison damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Torpor (Ingested). A creature subjected to this
| |
| poison must succeed on a DC 15 Constitution saving
| |
| throw or become poisoned for 4d6 hours. The
| |
| poisoned creature is incapacitated.
| |
| Truth Serum (Ingested). A creature subjected to
| |
| this poison must succeed on a DC 11 Constitution
| |
| saving throw or become poisoned for 1 hour. The
| |
| poisoned creature can’t knowingly speak a lie, as if
| |
| under the effect of a zone of truth spell.
| |
| Wyvern Poison (Injury). This poison must be
| |
| harvested from a dead or incapacitated wyvern. A
| |
| creature subjected to this poison must make a DC 15
| |
| Constitution saving throw, taking 24 (7d6) poison
| |
| damage on a failed save, or half as much damage on
| |
| a successful one.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 206
| |
| Magic Items
| |
| Magic items are gleaned from the hoards of
| |
| conquered monsters or discovered in long-‐‑lost
| |
| vaults. Such items grant capabilities a character
| |
| could rarely have otherwise, or they complement
| |
| their owner’s capabilities in wondrous ways.
| |
| Attunement
| |
| Some magic items require a creature to form a bond
| |
| with them before their magical properties can be
| |
| used. This bond is called attunement, and certain
| |
| items have a prerequisite for it. If the prerequisite is
| |
| a class, a creature must be a member of that class to
| |
| attune to the item. (If the class is a spellcasting class,
| |
| a monster qualifies if it has spell slots and uses that
| |
| class’s spell list.) If the prerequisite is to be a
| |
| spellcaster, a creature qualifies if it can cast at least
| |
| one spell using its traits or features, not using a
| |
| magic item or the like.
| |
| Without becoming attuned to an item that
| |
| requires attunement, a creature gains only its
| |
| nonmagical benefits, unless its description states
| |
| otherwise. For example, a magic shield that requires
| |
| attunement provides the benefits of a normal shield
| |
| to a creature not attuned to it, but none of its magical
| |
| properties.
| |
| Attuning to an item requires a creature to spend a
| |
| short rest focused on only that item while being in
| |
| physical contact with it (this can’t be the same short
| |
| rest used to learn the item’s properties). This focus
| |
| can take the form of weapon practice (for a weapon),
| |
| meditation (for a wondrous item), or some other
| |
| appropriate activity. If the short rest is interrupted,
| |
| the attunement attempt fails. Otherwise, at the end
| |
| of the short rest, the creature gains an intuitive
| |
| understanding of how to activate any magical
| |
| properties of the item, including any necessary
| |
| command words.
| |
| An item can be attuned to only one creature at a
| |
| time, and a creature can be attuned to no more than
| |
| three magic items at a time. Any attempt to attune to
| |
| a fourth item fails; the creature must end its
| |
| attunement to an item first. Additionally, a creature
| |
| can’t attune to more than one copy of an item. For
| |
| example, a creature can’t attune to more than one
| |
| ring of protection at a time.
| |
| A creature’s attunement to an item ends if the
| |
| creature no longer satisfies the prerequisites for
| |
| attunement, if the item has been more than 100 feet
| |
| away for at least 24 hours, if the creature dies, or if
| |
| another creature attunes to the item. A creature can
| |
| also voluntarily end attunement by spending
| |
| another short rest focused on the item, unless the
| |
| item is cursed.
| |
| Wearing and Wielding Items
| |
| Using a magic item’s properties might mean wearing
| |
| or wielding it. A magic item meant to be worn must
| |
| be donned in the intended fashion: boots go on the
| |
| feet, gloves on the hands, hats and helmets on the
| |
| head, and rings on the finger. Magic armor must be
| |
| donned, a shield strapped to the arm, a cloak
| |
| fastened about the shoulders. A weapon must be
| |
| held.
| |
| In most cases, a magic item that’s meant to be
| |
| worn can fit a creature regardless of size or build.
| |
| Many magic garments are made to be easily
| |
| adjustable, or they magically adjust themselves to
| |
| the wearer. Rare exceptions exist. If the story
| |
| suggests a good reason for an item to fit only
| |
| creatures of a certain size or shape, you can rule that
| |
| it doesn’t adjust. For example, drow-‐‑made armor
| |
| might fit elves only. Dwarves might make items
| |
| usable only by dwarf-‐‑sized and dwarf-‐‑shaped folk.
| |
| When a nonhumanoid tries to wear an item, use
| |
| your discretion as to whether the item functions as
| |
| intended. A ring placed on a tentacle might work, but
| |
| a yuan-‐‑ti with a snakelike tail instead of legs can’t
| |
| wear boots.
| |
| Multiple Items of the Same Kind
| |
| Use common sense to determine whether more than
| |
| one of a given kind of magic item can be worn. A
| |
| character can’t normally wear more than one pair of
| |
| footwear, one pair of gloves or gauntlets, one pair of
| |
| bracers, one suit of armor, one item of headwear,
| |
| and one cloak. You can make exceptions; a character
| |
| might be able to wear a circlet under a helmet, for
| |
| example, or to layer two cloaks.
| |
| Paired Items
| |
| Items that come in pairs—such as boots, bracers,
| |
| gauntlets, and gloves—impart their benefits only if
| |
| both items of the pair are worn. For example, a
| |
| character wearing a boot of striding and springing
| |
| on one foot and a boot of elvenkind on the other foot
| |
| gains no benefit from either.
| |
| Activating an Item
| |
| Activating some magic items requires a user to do
| |
| something special, such as holding the item and
| |
| uttering a command word. The description of each
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 207
| |
| item category or individual item details how an item
| |
| is activated. Certain items use the following rules for
| |
| their activation.
| |
| If an item requires an action to activate, that
| |
| action isn’t a function of the Use an Item action, so a
| |
| feature such as the rogue’s Fast Hands can’t be used
| |
| to activate the item.
| |
| Command Word
| |
| A command word is a word or phrase that must be
| |
| spoken for an item to work. A magic item that
| |
| requires a command word can’t be activated in an
| |
| area where sound is prevented, as in the area of the
| |
| silence spell.
| |
| Consumables
| |
| Some items are used up when they are activated. A
| |
| potion or an elixir must be swallowed, or an oil
| |
| applied to the body. The writing vanishes from a
| |
| scroll when it is read. Once used, a consumable item
| |
| loses its magic.
| |
| Spells
| |
| Some magic items allow the user to cast a spell from
| |
| the item. The spell is cast at the lowest possible spell
| |
| level, doesn’t expend any of the user’s spell slots, and
| |
| requires no components, unless the item’s
| |
| description says otherwise. The spell uses its normal
| |
| casting time, range, and duration, and the user of the
| |
| item must concentrate if the spell requires
| |
| concentration. Many items, such as potions, bypass
| |
| the casting of a spell and confer the spell’s effects,
| |
| with their usual duration. Certain items make
| |
| exceptions to these rules, changing the casting time,
| |
| duration, or other parts of a spell.
| |
| A magic item, such as certain staffs, may require
| |
| you to use your own spellcasting ability when you
| |
| cast a spell from the item. If you have more than one
| |
| spellcasting ability, you choose which one to use
| |
| with the item. If you don’t have a spellcasting
| |
| ability—perhaps you’re a rogue with the Use Magic
| |
| Device feature—your spellcasting ability modifier is
| |
| +0 for the item, and your proficiency bonus does
| |
| apply.
| |
| Charges
| |
| Some magic items have charges that must be
| |
| expended to activate their properties. The number of
| |
| charges an item has remaining is revealed when an
| |
| identify spell is cast on it, as well as when a creature
| |
| attunes to it. Additionally, when an item regains
| |
| charges, the creature attuned to it learns how many
| |
| charges it regained.
| |
| Magic Items A-Z
| |
| Magic items are presented in alphabetical order. A
| |
| magic item’s description gives the item’s name, its
| |
| category, its rarity, and its magical properties.
| |
| Adamantine Armor
| |
| Armor (medium or heavy, but not hide), uncommon
| |
| This suit of armor is reinforced with adamantine,
| |
| one of the hardest substances in existence. While
| |
| you’re wearing it, any critical hit against you
| |
| becomes a normal hit.
| |
| Ammunition, +1, +2, or +3
| |
| Weapon (any ammunition), uncommon (+1), rare
| |
| (+2), or very rare (+3)
| |
| You have a bonus to attack and damage rolls made
| |
| with this piece of magic ammunition. The bonus is
| |
| determined by the rarity of the ammunition. Once it
| |
| hits a target, the ammunition is no longer magical.
| |
| Amulet of Health
| |
| Wondrous item, rare (requires attunement)
| |
| Your Constitution score is 19 while you wear this
| |
| amulet. It has no effect on you if your Constitution is
| |
| already 19 or higher.
| |
| Amulet of Proof against Detection and
| |
| Location
| |
| Wondrous item, uncommon (requires attunement)
| |
| While wearing this amulet, you are hidden from
| |
| divination magic. You can’t be targeted by such
| |
| magic or perceived through magical scrying sensors.
| |
| Amulet of the Planes
| |
| Wondrous item, very rare (requires attunement)
| |
| While wearing this amulet, you can use an action to
| |
| name a location that you are familiar with on
| |
| another plane of existence. Then make a DC 15
| |
| Intelligence check. On a successful check, you cast
| |
| the plane shift spell. On a failure, you and each
| |
| creature and object within 15 feet of you travel to a
| |
| random destination. Roll a d100. On a 1–60, you
| |
| travel to a random location on the plane you named.
| |
| On a 61–100, you travel to a randomly determined
| |
| plane of existence.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 208
| |
| Animated Shield
| |
| Armor (shield), very rare (requires attunement)
| |
| While holding this shield, you can speak its
| |
| command word as a bonus action to cause it to
| |
| animate. The shield leaps into the air and hovers in
| |
| your space to protect you as if you were wielding it,
| |
| leaving your hands free. The shield remains
| |
| animated for 1 minute, until you use a bonus action
| |
| to end this effect, or until you are incapacitated or
| |
| die, at which point the shield falls to the ground or
| |
| into your hand if you have one free.
| |
| Apparatus of the Crab
| |
| Wondrous item, legendary
| |
| This item first appears to be a Large sealed iron
| |
| barrel weighing 500 pounds. The barrel has a hidden
| |
| catch, which can be found with a successful DC 20
| |
| Intelligence (Investigation) check. Releasing the
| |
| catch unlocks a hatch at one end of the barrel,
| |
| allowing two Medium or smaller creatures to crawl
| |
| inside. Ten levers are set in a row at the far end, each
| |
| in a neutral position, able to move either up or down.
| |
| When certain levers are used, the apparatus
| |
| transforms to resemble a giant lobster.
| |
| The apparatus of the Crab is a Large object with
| |
| the following statistics:
| |
| Armor Class: 20
| |
| Hit Points: 200
| |
| Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs
| |
| and tail aren’t extended)
| |
| Damage Immunities: poison, psychic
| |
| To be used as a vehicle, the apparatus requires one
| |
| pilot. While the apparatus’s hatch is closed, the
| |
| compartment is airtight and watertight. The
| |
| compartment holds enough air for 10 hours of
| |
| breathing, divided by the number of breathing
| |
| creatures inside.
| |
| The apparatus floats on water. It can also go
| |
| underwater to a depth of 900 feet. Below that, the
| |
| vehicle takes 2d6 bludgeoning damage per minute
| |
| from pressure.
| |
| A creature in the compartment can use an action
| |
| to move as many as two of the apparatus’s levers up
| |
| or down. After each use, a lever goes back to its
| |
| neutral position. Each lever, from left to right,
| |
| functions as shown in the Apparatus of the Crab
| |
| Levers table.
| |
| Apparatus of the Crab Levers
| |
| Lever Up Down
| |
| 1 Legs and tail extend, Legs and tail retract,
| |
| allowing the apparatus
| |
| to walk and swim.
| |
| reducing the apparatus’s
| |
| speed to 0 and making it
| |
| unable to benefit from
| |
| bonuses to speed.
| |
| 2 Forward window shutter
| |
| opens.
| |
| Forward window shutter
| |
| closes.
| |
| 3 Side window shutters
| |
| open (two per side).
| |
| Side window shutters
| |
| close (two per side).
| |
| 4 Two claws extend from
| |
| the front sides of the
| |
| apparatus.
| |
| The claws retract.
| |
| 5 Each extended claw
| |
| makes the following
| |
| melee weapon attack:
| |
| +8 to hit, reach 5 ft., one
| |
| target. Hit: 7 (2d6)
| |
| bludgeoning damage.
| |
| Each extended claw
| |
| makes the following
| |
| melee weapon attack: +8
| |
| to hit, reach 5 ft., one
| |
| target. Hit: The target is
| |
| grappled (escape DC 15).
| |
| 6 The apparatus walks or
| |
| swims forward.
| |
| The apparatus walks or
| |
| swims backward.
| |
| 7 The apparatus turns 90
| |
| degrees left.
| |
| The apparatus turns 90
| |
| degrees right.
| |
| 8 Eyelike fixtures emit
| |
| bright light in a 30-‐foot
| |
| radius and dim light for
| |
| an additional 30 feet.
| |
| The light turns off.
| |
| 9 The apparatus sinks as
| |
| much as 20 feet in
| |
| liquid.
| |
| The apparatus rises up
| |
| to 20 feet in liquid.
| |
| 10 The rear hatch unseals
| |
| and opens.
| |
| The rear hatch closes
| |
| and seals.
| |
| Armor, +1, +2, or +3
| |
| Armor (light, medium, or heavy), rare (+1), very rare
| |
| (+2), or legendary (+3)
| |
| You have a bonus to AC while wearing this armor.
| |
| The bonus is determined by its rarity.
| |
| Armor of Invulnerability
| |
| Armor (plate), legendary (requires attunement)
| |
| You have resistance to nonmagical damage while
| |
| you wear this armor. Additionally, you can use an
| |
| action to make yourself immune to nonmagical
| |
| damage for 10 minutes or until you are no longer
| |
| wearing the armor. Once this special action is used,
| |
| it can’t be used again until the next dawn.
| |
| Armor of Resistance
| |
| Armor (light, medium, or heavy), rare (requires
| |
| attunement)
| |
| You have resistance to one type of damage while you
| |
| wear this armor. The GM chooses the type or
| |
| determines it randomly from the options below.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 209
| |
| d10 Damage Type d10 Damage Type
| |
| 1 Acid 6 Necrotic
| |
| 2 Cold 7 Poison
| |
| 3 Fire 8 Psychic
| |
| 4 Force 9 Radiant
| |
| 5 Lightning 10 Thunder
| |
| Armor of Vulnerability
| |
| Armor (plate), rare (requires attunement)
| |
| While wearing this armor, you have resistance to
| |
| one of the following damage types: bludgeoning,
| |
| piercing, or slashing. The GM chooses the type or
| |
| determines it randomly.
| |
| Curse. This armor is cursed, a fact that is revealed
| |
| only when an identify spell is cast on the armor or
| |
| you attune to it. Attuning to the armor curses you
| |
| until you are targeted by the remove curse spell or
| |
| similar magic; removing the armor fails to end the
| |
| curse. While cursed, you have vulnerability to two of
| |
| the three damage types associated with the armor
| |
| (not the one to which it grants resistance).
| |
| Arrow-Catching Shield
| |
| Armor (shield), rare (requires attunement)
| |
| You gain a +2 bonus to AC against ranged attacks
| |
| while you wield this shield. This bonus is in addition
| |
| to the shield’s normal bonus to AC. In addition,
| |
| whenever an attacker makes a ranged attack against
| |
| a target within 5 feet of you, you can use your
| |
| reaction to become the target of the attack instead.
| |
| Arrow of Slaying
| |
| Weapon (arrow), very rare
| |
| An arrow of slaying is a magic weapon meant to slay
| |
| a particular kind of creature. Some are more focused
| |
| than others; for example, there are both arrows of
| |
| dragon slaying and arrows of blue dragon slaying. If a
| |
| creature belonging to the type, race, or group
| |
| associated with an arrow of slaying takes damage
| |
| from the arrow, the creature must make a DC 17
| |
| Constitution saving throw, taking an extra 6d10
| |
| piercing damage on a failed save, or half as much
| |
| extra damage on a successful one.
| |
| Once an arrow of slaying deals its extra damage to
| |
| a creature, it becomes a nonmagical arrow.
| |
| Other types of magic ammunition of this kind exist,
| |
| such as bolts of slaying meant for a crossbow, though
| |
| arrows are most common.
| |
| Bag of Beans
| |
| Wondrous item, rare
| |
| Inside this heavy cloth bag are 3d4 dry beans. The
| |
| bag weighs 1/2 pound plus 1/4 pound for each bean
| |
| it contains.
| |
| If you dump the bag’s contents out on the ground,
| |
| they explode in a 10-‐‑foot radius, extending from the
| |
| beans. Each creature in the area, including you, must
| |
| make a DC 15 Dexterity saving throw, taking 5d4 fire
| |
| damage on a failed save, or half as much damage on
| |
| a successful one. The fire ignites flammable objects
| |
| in the area that aren’t being worn or carried.
| |
| If you remove a bean from the bag, plant it in dirt
| |
| or sand, and then water it, the bean produces an
| |
| effect 1 minute later from the ground where it was
| |
| planted. The GM can choose an effect from the
| |
| following table, determine it randomly, or create an
| |
| effect.
| |
| d100 Effect
| |
| 01 5d4 toadstools sprout. If a creature eats a
| |
| toadstool, roll any die. On an odd roll, the eater
| |
| must succeed on a DC 15 Constitution saving
| |
| throw or take 5d6 poison damage and become
| |
| poisoned for 1 hour. On an even roll, the eater
| |
| gains 5d6 temporary hit points for 1 hour.
| |
| 02–10 A geyser erupts and spouts water, beer, berry
| |
| juice, tea, vinegar, wine, or oil (GM’s choice) 30
| |
| feet into the air for 1d12 rounds.
| |
| 11–20 A treant sprouts. There’s a 50 percent chance
| |
| that the treant is chaotic evil and attacks.
| |
| 21–30 An animate, immobile stone statue in your
| |
| likeness rises. It makes verbal threats against
| |
| you. If you leave it and others come near, it
| |
| describes you as the most heinous of villains and
| |
| directs the newcomers to find and attack you. If
| |
| you are on the same plane of existence as the
| |
| statue, it knows where you are. The statue
| |
| becomes inanimate after 24 hours.
| |
| 31–40 A campfire with blue flames springs forth and
| |
| burns for 24 hours (or until it is extinguished).
| |
| 41–50 1d6 + 6 shriekers sprout
| |
| 51–60 1d4 + 8 bright pink toads crawl forth. Whenever
| |
| a toad is touched, it transforms into a Large or
| |
| smaller monster of the GM’s choice. The
| |
| monster remains for 1 minute, then disappears
| |
| in a puff of bright pink smoke.
| |
| 61–70 A hungry bulette burrows up and attacks.
| |
| 71–80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of
| |
| which act as randomly determined magic
| |
| potions, while one acts as an ingested poison of
| |
| the GM’s choice. The tree vanishes after 1 hour.
| |
| Picked fruit remains, retaining any magic for 30
| |
| days.
| |
| 81–90 A nest of 1d4 + 3 eggs springs up. Any creature
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 210
| |
| that eats an egg must make a DC 20 Constitution
| |
| saving throw. On a successful save, a creature
| |
| permanently increases its lowest ability score by
| |
| 1, randomly choosing among equally low scores.
| |
| On a failed save, the creature takes 10d6 force
| |
| damage from an internal magical explosion.
| |
| 91–99 A pyramid with a 60-‐foot-‐square base bursts
| |
| upward. Inside is a sarcophagus containing a
| |
| mummy lord. The pyramid is treated as the
| |
| mummy lord’s lair, and its sarcophagus contains
| |
| treasure of the GM’s choice.
| |
| 00 A giant beanstalk sprouts, growing to a height of
| |
| the GM’s choice. The top leads where the GM
| |
| chooses, such as to a great view, a cloud giant’s
| |
| castle, or a different plane of existence.
| |
| Bag of Devouring
| |
| Wondrous item, very rare
| |
| This bag superficially resembles a bag of holding but
| |
| is a feeding orifice for a gigantic extradimensional
| |
| creature. Turning the bag inside out closes the
| |
| orifice.
| |
| The extradimensional creature attached to the bag
| |
| can sense whatever is placed inside the bag. Animal
| |
| or vegetable matter placed wholly in the bag is
| |
| devoured and lost forever. When part of a living
| |
| creature is placed in the bag, as happens when
| |
| someone reaches inside it, there is a 50 percent
| |
| chance that the creature is pulled inside the bag. A
| |
| creature inside the bag can use its action to try to
| |
| escape with a successful DC 15 Strength check.
| |
| Another creature can use its action to reach into the
| |
| bag to pull a creature out, doing so with a successful
| |
| DC 20 Strength check (provided it isn’t pulled inside
| |
| the bag first). Any creature that starts its turn inside
| |
| the bag is devoured, its body destroyed.
| |
| Inanimate objects can be stored in the bag, which
| |
| can hold a cubic foot of such material. However, once
| |
| each day, the bag swallows any objects inside it and
| |
| spits them out into another plane of existence. The
| |
| GM determines the time and plane.
| |
| If the bag is pierced or torn, it is destroyed, and
| |
| anything contained within it is transported to a
| |
| random location on the Astral Plane.
| |
| Bag of Holding
| |
| Wondrous item, uncommon
| |
| This bag has an interior space considerably larger
| |
| than its outside dimensions, roughly 2 feet in
| |
| diameter at the mouth and 4 feet deep. The bag can
| |
| hold up to 500 pounds, not exceeding a volume of 64
| |
| cubic feet. The bag weighs 15 pounds, regardless of
| |
| its contents. Retrieving an item from the bag
| |
| requires an action.
| |
| If the bag is overloaded, pierced, or torn, it
| |
| ruptures and is destroyed, and its contents are
| |
| scattered in the Astral Plane. If the bag is turned
| |
| inside out, its contents spill forth, unharmed, but the
| |
| bag must be put right before it can be used again.
| |
| Breathing creatures inside the bag can survive up to
| |
| a number of minutes equal to 10 divided by the
| |
| number of creatures (minimum 1 minute), after
| |
| which time they begin to suffocate.
| |
| Placing a bag of holding inside an
| |
| extradimensional space created by a handy
| |
| haversack, portable hole, or similar item instantly
| |
| destroys both items and opens a gate to the Astral
| |
| Plane. The gate originates where the one item was
| |
| placed inside the other. Any creature within 10 feet
| |
| of the gate is sucked through it to a random location
| |
| on the Astral Plane. The gate then closes. The gate is
| |
| one-‐‑way only and can’t be reopened.
| |
| Bag of Tricks
| |
| Wondrous item, uncommon
| |
| This ordinary bag, made from gray, rust, or tan cloth,
| |
| appears empty. Reaching inside the bag, however,
| |
| reveals the presence of a small, fuzzy object. The bag
| |
| weighs 1/2 pound.
| |
| You can use an action to pull the fuzzy object from
| |
| the bag and throw it up to 20 feet. When the object
| |
| lands, it transforms into a creature you determine by
| |
| rolling a d8 and consulting the table that
| |
| corresponds to the bag’s color. The creature
| |
| vanishes at the next dawn or when it is reduced to 0
| |
| hit points.
| |
| The creature is friendly to you and your
| |
| companions, and it acts on your turn. You can use a
| |
| bonus action to command how the creature moves
| |
| and what action it takes on its next turn, or to give it
| |
| general orders, such as to attack your enemies. In
| |
| the absence of such orders, the creature acts in a
| |
| fashion appropriate to its nature.
| |
| Once three fuzzy objects have been pulled from
| |
| the bag, the bag can’t be used again until the next
| |
| dawn.
| |
| Gray Bag of Tricks
| |
| d8 Creature
| |
| 1 Weasel
| |
| 2 Giant rat
| |
| 3 Badger
| |
| 4 Boar
| |
| 5 Panther
| |
| 6 Giant badger
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 211
| |
| 7 Dire wolf
| |
| 8 Giant elk
| |
| Rust Bag of Tricks
| |
| d8 Creature
| |
| 1 Rat
| |
| 2 Owl
| |
| 3 Mastiff
| |
| 4 Goat
| |
| 5 Giant goat
| |
| 6 Giant boar
| |
| 7 Lion
| |
| 8 Brown bear
| |
| Tan Bag of Tricks
| |
| d8 Creature
| |
| 1 Jackal
| |
| 2 Ape
| |
| 3 Baboon
| |
| 4 Axe beak
| |
| 5 Black bear
| |
| 6 Giant weasel
| |
| 7 Giant hyena
| |
| 8 Tiger
| |
| Bead of Force
| |
| Wondrous item, rare
| |
| This small black sphere measures 3/4 of an inch in
| |
| diameter and weighs an ounce. Typically, 1d4 + 4
| |
| beads of force are found together.
| |
| You can use an action to throw the bead up to 60
| |
| feet. The bead explodes on impact and is destroyed.
| |
| Each creature within a 10-‐‑foot radius of where the
| |
| bead landed must succeed on a DC 15 Dexterity
| |
| saving throw or take 5d4 force damage. A sphere of
| |
| transparent force then encloses the area for 1
| |
| minute. Any creature that failed the save and is
| |
| completely within the area is trapped inside this
| |
| sphere. Creatures that succeeded on the save, or are
| |
| partially within the area, are pushed away from the
| |
| center of the sphere until they are no longer inside it.
| |
| Only breathable air can pass through the sphere’s
| |
| wall. No attack or other effect can.
| |
| An enclosed creature can use its action to push
| |
| against the sphere’s wall, moving the sphere up to
| |
| half the creature’s walking speed. The sphere can be
| |
| picked up, and its magic causes it to weigh only 1
| |
| pound, regardless of the weight of creatures inside.
| |
| Belt of Dwarvenkind
| |
| Wondrous item, rare (requires attunement)
| |
| While wearing this belt, you gain the following
| |
| benefits:
| |
| • Your Constitution score increases by 2, to a
| |
| maximum of 20.
| |
| • You have advantage on Charisma (Persuasion)
| |
| checks made to interact with dwarves.
| |
| In addition, while attuned to the belt, you have a 50
| |
| percent chance each day at dawn of growing a full
| |
| beard if you’re capable of growing one, or a visibly
| |
| thicker beard if you already have one.
| |
| If you aren’t a dwarf, you gain the following
| |
| additional benefits while wearing the belt:
| |
| • You have advantage on saving throws against
| |
| poison, and you have resistance against poison
| |
| damage.
| |
| • You have darkvision out to a range of 60 feet.
| |
| • You can speak, read, and write Dwarvish.
| |
| Belt of Giant Strength
| |
| Wondrous item, rarity varies (requires attunement)
| |
| While wearing this belt, your Strength score changes
| |
| to a score granted by the belt. If your Strength is
| |
| already equal to or greater than the belt’s score, the
| |
| item has no effect on you.
| |
| Six varieties of this belt exist, corresponding with
| |
| and having rarity according to the six kinds of true
| |
| giants. The belt of stone giant strength and the belt of
| |
| frost giant strength look different, but they have the
| |
| same effect.
| |
| Type Strength Rarity
| |
| Hill giant 21 Rare
| |
| Stone/frost giant 23 Very rare
| |
| Fire giant 25 Very rare
| |
| Cloud giant 27 Legendary
| |
| Storm giant 29 Legendary
| |
| Berserker Axe
| |
| Weapon (any axe), rare (requires attunement)
| |
| You gain a +1 bonus to attack and damage rolls
| |
| made with this magic weapon. In addition, while you
| |
| are attuned to this weapon, your hit point maximum
| |
| increases by 1 for each level you have attained.
| |
| Curse. This axe is cursed, and becoming attuned to
| |
| it extends the curse to you. As long as you remain
| |
| cursed, you are unwilling to part with the axe,
| |
| keeping it within reach at all times. You also have
| |
| disadvantage on attack rolls with weapons other
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 212
| |
| than this one, unless no foe is within 60 feet of you
| |
| that you can see or hear.
| |
| Whenever a hostile creature damages you while
| |
| the axe is in your possession, you must succeed on a
| |
| DC 15 Wisdom saving throw or go berserk. While
| |
| berserk, you must use your action each round to
| |
| attack the creature nearest to you with the axe. If
| |
| you can make extra attacks as part of the Attack
| |
| action, you use those extra attacks, moving to attack
| |
| the next nearest creature after you fell your current
| |
| target. If you have multiple possible targets, you
| |
| attack one at random. You are berserk until you start
| |
| your turn with no creatures within 60 feet of you
| |
| that you can see or hear.
| |
| Boots of Elvenkind
| |
| Wondrous item, uncommon
| |
| While you wear these boots, your steps make no
| |
| sound, regardless of the surface you are moving
| |
| across. You also have advantage on Dexterity
| |
| (Stealth) checks that rely on moving silently.
| |
| Boots of Levitation
| |
| Wondrous item, rare (requires attunement)
| |
| While you wear these boots, you can use an action to
| |
| cast the levitate spell on yourself at will.
| |
| Boots of Speed
| |
| Wondrous item, rare (requires attunement)
| |
| While you wear these boots, you can use a bonus
| |
| action and click the boots’ heels together. If you do,
| |
| the boots double your walking speed, and any
| |
| creature that makes an opportunity attack against
| |
| you has disadvantage on the attack roll. If you click
| |
| your heels together again, you end the effect.
| |
| When the boots’ property has been used for a total
| |
| of 10 minutes, the magic ceases to function until you
| |
| finish a long rest.
| |
| Boots of Striding and Springing
| |
| Wondrous item, uncommon (requires attunement)
| |
| While you wear these boots, your walking speed
| |
| becomes 30 feet, unless your walking speed is higher,
| |
| and your speed isn’t reduced if you are encumbered
| |
| or wearing heavy armor. In addition, you can jump
| |
| three times the normal distance, though you can’t
| |
| jump farther than your remaining movement would
| |
| allow.
| |
| Boots of the Winterlands
| |
| Wondrous item, uncommon (requires attunement)
| |
| These furred boots are snug and feel quite warm.
| |
| While you wear them, you gain the following
| |
| benefits:
| |
| • You have resistance to cold damage.
| |
| • You ignore difficult terrain created by ice or snow.
| |
| • You can tolerate temperatures as low as −50
| |
| degrees Fahrenheit without any additional
| |
| protection. If you wear heavy clothes, you can
| |
| tolerate temperatures as low as −100 degrees
| |
| Fahrenheit.
| |
| Bowl of Commanding Water Elementals
| |
| Wondrous item, rare
| |
| While this bowl is filled with water, you can use an
| |
| action to speak the bowl’s command word and
| |
| summon a water elemental, as if you had cast the
| |
| conjure elemental spell. The bowl can’t be used this
| |
| way again until the next dawn.
| |
| The bowl is about 1 foot in diameter and half as
| |
| deep. It weighs 3 pounds and holds about 3 gallons.
| |
| Bracers of Archery
| |
| Wondrous item, uncommon (requires attunement)
| |
| While wearing these bracers, you have proficiency
| |
| with the longbow and shortbow, and you gain a +2
| |
| bonus to damage rolls on ranged attacks made with
| |
| such weapons.
| |
| Bracers of Defense
| |
| Wondrous item, rare (requires attunement)
| |
| While wearing these bracers, you gain a +2 bonus to
| |
| AC if you are wearing no armor and using no shield.
| |
| Brazier of Commanding Fire Elementals
| |
| Wondrous item, rare
| |
| While a fire burns in this brass brazier, you can use
| |
| an action to speak the brazier’s command word and
| |
| summon a fire elemental, as if you had cast the
| |
| conjure elemental spell. The brazier can’t be used
| |
| this way again until the next dawn.
| |
| The brazier weighs 5 pounds.
| |
| Brooch of Shielding
| |
| Wondrous item, uncommon (requires attunement)
| |
| While wearing this brooch, you have resistance to
| |
| force damage, and you have immunity to damage
| |
| from the magic missile spell.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 213
| |
| Broom of Flying
| |
| Wondrous item, uncommon
| |
| This wooden broom, which weighs 3 pounds,
| |
| functions like a mundane broom until you stand
| |
| astride it and speak its command word. It then
| |
| hovers beneath you and can be ridden in the air. It
| |
| has a flying speed of 50 feet. It can carry up to 400
| |
| pounds, but its flying speed becomes 30 feet while
| |
| carrying over 200 pounds. The broom stops
| |
| hovering when you land.
| |
| You can send the broom to travel alone to a
| |
| destination within 1 mile of you if you speak the
| |
| command word, name the location, and are familiar
| |
| with that place. The broom comes back to you when
| |
| you speak another command word, provided that
| |
| the broom is still within 1 mile of you.
| |
| Candle of Invocation
| |
| Wondrous item, very rare (requires attunement)
| |
| This slender taper is dedicated to a deity and shares
| |
| that deity’s alignment. The candle’s alignment can be
| |
| detected with the detect evil and good spell. The GM
| |
| chooses the god and associated alignment or
| |
| determines the alignment randomly.
| |
| d20 Alignment
| |
| 1–2 Chaotic evil
| |
| 3–4 Chaotic neutral
| |
| 5–7 Chaotic good
| |
| 8–9 Neutral evil
| |
| 10–11 Neutral
| |
| 12–13 Neutral good
| |
| 14–15 Lawful evil
| |
| 16–17 Lawful neutral
| |
| 18–20 Lawful good
| |
| The candle’s magic is activated when the candle is
| |
| lit, which requires an action. After burning for 4
| |
| hours, the candle is destroyed. You can snuff it out
| |
| early for use at a later time. Deduct the time it
| |
| burned in increments of 1 minute from the candle’s
| |
| total burn time.
| |
| While lit, the candle sheds dim light in a 30-‐‑foot
| |
| radius. Any creature within that light whose
| |
| alignment matches that of the candle makes attack
| |
| rolls, saving throws, and ability checks with
| |
| advantage. In addition, a cleric or druid in the light
| |
| whose alignment matches the candle’s can cast 1st-‐‑
| |
| level spells he or she has prepared without
| |
| expending spell slots, though the spell’s effect is as if
| |
| cast with a 1st-‐‑level slot.
| |
| Alternatively, when you light the candle for the
| |
| first time, you can cast the gate spell with it. Doing so
| |
| destroys the candle.
| |
| Cape of the Mountebank
| |
| Wondrous item, rare
| |
| This cape smells faintly of brimstone. While wearing
| |
| it, you can use it to cast the dimension door spell as
| |
| an action. This property of the cape can’t be used
| |
| again until the next dawn.
| |
| When you disappear, you leave behind a cloud of
| |
| smoke, and you appear in a similar cloud of smoke at
| |
| your destination. The smoke lightly obscures the
| |
| space you left and the space you appear in, and it
| |
| dissipates at the end of your next turn. A light or
| |
| stronger wind disperses the smoke.
| |
| Carpet of Flying
| |
| Wondrous item, very rare
| |
| You can speak the carpet’s command word as an
| |
| action to make the carpet hover and fly. It moves
| |
| according to your spoken directions, provided that
| |
| you are within 30 feet of it.
| |
| Four sizes of carpet of flying exist. The GM chooses
| |
| the size of a given carpet or determines it randomly.
| |
| d100 Size Capacity Flying Speed
| |
| 01–20 3 ft. × 5 ft. 200 lb. 80 feet
| |
| 21–55 4 ft. × 6 ft. 400 lb. 60 feet
| |
| 56–80 5 ft. × 7 ft. 600 lb. 40 feet
| |
| 81–100 6 ft. × 9 ft. 800 lb. 30 feet
| |
| A carpet can carry up to twice the weight shown
| |
| on the table, but it flies at half speed if it carries
| |
| more than its normal capacity.
| |
| Censer of Controlling Air Elementals
| |
| Wondrous item, rare
| |
| While incense is burning in this censer, you can use
| |
| an action to speak the censer’s command word and
| |
| summon an air elemental, as if you had cast the
| |
| conjure elemental spell. The censer can’t be used this
| |
| way again until the next dawn.
| |
| This 6-‐‑inch-‐‑wide, 1-‐‑foot-‐‑high vessel resembles a
| |
| chalice with a decorated lid. It weighs 1 pound.
| |
| Chime of Opening
| |
| Wondrous item, rare
| |
| This hollow metal tube measures about 1 foot long
| |
| and weighs 1 pound. You can strike it as an action,
| |
| pointing it at an object within 120 feet of you that
| |
| can be opened, such as a door, lid, or lock. The chime
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 214
| |
| issues a clear tone, and one lock or latch on the
| |
| object opens unless the sound can’t reach the object.
| |
| If no locks or latches remain, the object itself opens.
| |
| The chime can be used ten times. After the tenth
| |
| time, it cracks and becomes useless.
| |
| Circlet of Blasting
| |
| Wondrous item, uncommon
| |
| While wearing this circlet, you can use an action to
| |
| cast the scorching ray spell with it. When you make
| |
| the spell’s attacks, you do so with an attack bonus of
| |
| +5. The circlet can’t be used this way again until the
| |
| next dawn.
| |
| Cloak of Arachnida
| |
| Wondrous item, very rare (requires attunement)
| |
| This fine garment is made of black silk interwoven
| |
| with faint silvery threads. While wearing it, you gain
| |
| the following benefits:
| |
| • You have resistance to poison damage.
| |
| • You have a climbing speed equal to your walking
| |
| speed.
| |
| • You can move up, down, and across vertical
| |
| surfaces and upside down along ceilings, while
| |
| leaving your hands free.
| |
| • You can’t be caught in webs of any sort and can
| |
| move through webs as if they were difficult terrain.
| |
| • You can use an action to cast the web spell (save
| |
| DC 13). The web created by the spell fills twice its
| |
| normal area. Once used, this property of the cloak
| |
| can’t be used again until the next dawn.
| |
| Cloak of Displacement
| |
| Wondrous item, rare (requires attunement)
| |
| While you wear this cloak, it projects an illusion that
| |
| makes you appear to be standing in a place near
| |
| your actual location, causing any creature to have
| |
| disadvantage on attack rolls against you. If you take
| |
| damage, the property ceases to function until the
| |
| start of your next turn. This property is suppressed
| |
| while you are incapacitated, restrained, or otherwise
| |
| unable to move.
| |
| Cloak of Elvenkind
| |
| Wondrous item, uncommon (requires attunement)
| |
| While you wear this cloak with its hood up, Wisdom
| |
| (Perception) checks made to see you have
| |
| disadvantage, and you have advantage on Dexterity
| |
| (Stealth) checks made to hide, as the cloak’s color
| |
| shifts to camouflage you. Pulling the hood up or
| |
| down requires an action.
| |
| Cloak of Protection
| |
| Wondrous item, uncommon (requires attunement)
| |
| You gain a +1 bonus to AC and saving throws while
| |
| you wear this cloak.
| |
| Cloak of the Bat
| |
| Wondrous item, rare (requires attunement)
| |
| While wearing this cloak, you have advantage on
| |
| Dexterity (Stealth) checks. In an area of dim light or
| |
| darkness, you can grip the edges of the cloak with
| |
| both hands and use it to fly at a speed of 40 feet. If
| |
| you ever fail to grip the cloak’s edges while flying in
| |
| this way, or if you are no longer in dim light or
| |
| darkness, you lose this flying speed.
| |
| While wearing the cloak in an area of dim light or
| |
| darkness, you can use your action to cast polymorph
| |
| on yourself, transforming into a bat. While you are in
| |
| the form of the bat, you retain your Intelligence,
| |
| Wisdom, and Charisma scores. The cloak can’t be
| |
| used this way again until the next dawn.
| |
| Cloak of the Manta Ray
| |
| Wondrous item, uncommon
| |
| While wearing this cloak with its hood up, you can
| |
| breathe underwater, and you have a swimming
| |
| speed of 60 feet. Pulling the hood up or down
| |
| requires an action.
| |
| Crystal Ball
| |
| Wondrous item, very rare or legendary (requires
| |
| attunement)
| |
| The typical crystal ball, a very rare item, is about 6
| |
| inches in diameter. While touching it, you can cast
| |
| the scrying spell (save DC 17) with it.
| |
| The following crystal ball variants are legendary
| |
| items and have additional properties.
| |
| Crystal Ball of Mind Reading. You can use an
| |
| action to cast the detect thoughts spell (save DC 17)
| |
| while you are scrying with the crystal ball, targeting
| |
| creatures you can see within 30 feet of the spell’s
| |
| sensor. You don’t need to concentrate on this detect
| |
| thoughts to maintain it during its duration, but it
| |
| ends if scrying ends.
| |
| Crystal Ball of Telepathy. While scrying with the
| |
| crystal ball, you can communicate telepathically with
| |
| creatures you can see within 30 feet of the spell’s
| |
| sensor. You can also use an action to cast the
| |
| suggestion spell (save DC 17) through the sensor on
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 215
| |
| one of those creatures. You don’t need to
| |
| concentrate on this suggestion to maintain it during
| |
| its duration, but it ends if scrying ends. Once used,
| |
| the suggestion power of the crystal ball can’t be used
| |
| again until the next dawn.
| |
| Crystal Ball of True Seeing. While scrying with
| |
| the crystal ball, you have truesight with a radius of
| |
| 120 feet centered on the spell’s sensor.
| |
| Cube of Force
| |
| Wondrous item, rare (requires attunement)
| |
| This cube is about an inch across. Each face has a
| |
| distinct marking on it that can be pressed. The cube
| |
| starts with 36 charges, and it regains 1d20 expended
| |
| charges daily at dawn.
| |
| You can use an action to press one of the cube’s
| |
| faces, expending a number of charges based on the
| |
| chosen face, as shown in the Cube of Force Faces
| |
| table. Each face has a different effect. If the cube has
| |
| insufficient charges remaining, nothing happens.
| |
| Otherwise, a barrier of invisible force springs into
| |
| existence, forming a cube 15 feet on a side. The
| |
| barrier is centered on you, moves with you, and lasts
| |
| for 1 minute, until you use an action to press the
| |
| cube’s sixth face, or the cube runs out of charges.
| |
| You can change the barrier’s effect by pressing a
| |
| different face of the cube and expending the
| |
| requisite number of charges, resetting the duration.
| |
| If your movement causes the barrier to come into
| |
| contact with a solid object that can’t pass through
| |
| the cube, you can’t move any closer to that object as
| |
| long as the barrier remains.
| |
| Cube of Force Faces
| |
| Face Charges Effect
| |
| 1 1 Gases, wind, and fog can’t pass through
| |
| the barrier.
| |
| 2 2 Nonliving matter can’t pass through the
| |
| barrier. Walls, floors, and ceilings can pass
| |
| through at your discretion.
| |
| 3 3 Living matter can’t pass through the
| |
| barrier.
| |
| 4 4 Spell effects can’t pass through the barrier.
| |
| 5 5 Nothing can pass through the barrier.
| |
| Walls, floors, and ceilings can pass through
| |
| at your discretion.
| |
| 6 0 The barrier deactivates.
| |
| The cube loses charges when the barrier is
| |
| targeted by certain spells or comes into contact with
| |
| certain spell or magic item effects, as shown in the
| |
| table below.
| |
| Spell or Item Charges Lost
| |
| Disintegrate 1d12
| |
| Horn of blasting 1d10
| |
| Passwall 1d6
| |
| Prismatic spray 1d20
| |
| Wall of fire 1d4
| |
| Cubic Gate
| |
| Wondrous item, legendary
| |
| This cube is 3 inches across and radiates palpable
| |
| magical energy. The six sides of the cube are each
| |
| keyed to a different plane of existence, one of which
| |
| is the Material Plane. The other sides are linked to
| |
| planes determined by the GM.
| |
| You can use an action to press one side of the cube
| |
| to cast the gate spell with it, opening a portal to the
| |
| plane keyed to that side. Alternatively, if you use an
| |
| action to press one side twice, you can cast the plane
| |
| shift spell (save DC 17) with the cube and transport
| |
| the targets to the plane keyed to that side.
| |
| The cube has 3 charges. Each use of the cube
| |
| expends 1 charge. The cube regains 1d3 expended
| |
| charges daily at dawn.
| |
| Dagger of Venom
| |
| Weapon (dagger), rare
| |
| You gain a +1 bonus to attack and damage rolls
| |
| made with this magic weapon.
| |
| You can use an action to cause thick, black poison
| |
| to coat the blade. The poison remains for 1 minute
| |
| or until an attack using this weapon hits a creature.
| |
| That creature must succeed on a DC 15 Constitution
| |
| saving throw or take 2d10 poison damage and
| |
| become poisoned for 1 minute. The dagger can’t be
| |
| used this way again until the next dawn.
| |
| Dancing Sword
| |
| Weapon (any sword), very rare (requires attunement)
| |
| You can use a bonus action to toss this magic sword
| |
| into the air and speak the command word. When you
| |
| do so, the sword begins to hover, flies up to 30 feet,
| |
| and attacks one creature of your choice within 5 feet
| |
| of it. The sword uses your attack roll and ability
| |
| score modifier to damage rolls.
| |
| While the sword hovers, you can use a bonus
| |
| action to cause it to fly up to 30 feet to another spot
| |
| within 30 feet of you. As part of the same bonus
| |
| action, you can cause the sword to attack one
| |
| creature within 5 feet of it.
| |
| After the hovering sword attacks for the fourth
| |
| time, it flies up to 30 feet and tries to return to your
| |
| hand. If you have no hand free, it falls to the ground
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 216
| |
| at your feet. If the sword has no unobstructed path
| |
| to you, it moves as close to you as it can and then
| |
| falls to the ground. It also ceases to hover if you
| |
| grasp it or move more than 30 feet away from it.
| |
| Decanter of Endless Water
| |
| Wondrous item, uncommon
| |
| This stoppered flask sloshes when shaken, as if it
| |
| contains water. The decanter weighs 2 pounds.
| |
| You can use an action to remove the stopper and
| |
| speak one of three command words, whereupon an
| |
| amount of fresh water or salt water (your choice)
| |
| pours out of the flask. The water stops pouring out at
| |
| the start of your next turn. Choose from the
| |
| following options:
| |
| • “Stream” produces 1 gallon of water.
| |
| • “Fountain” produces 5 gallons of water.
| |
| • “Geyser” produces 30 gallons of water that gushes
| |
| forth in a geyser 30 feet long and 1 foot wide. As a
| |
| bonus action while holding the decanter, you can
| |
| aim the geyser at a creature you can see within 30
| |
| feet of you. The target must succeed on a DC 13
| |
| Strength saving throw or take 1d4 bludgeoning
| |
| damage and fall prone. Instead of a creature, you
| |
| can target an object that isn’t being worn or
| |
| carried and that weighs no more than 200 pounds.
| |
| The object is either knocked over or pushed up to
| |
| 15 feet away from you.
| |
| Deck of Illusions
| |
| Wondrous item, uncommon
| |
| This box contains a set of parchment cards. A full
| |
| deck has 34 cards. A deck found as treasure is
| |
| usually missing 1d20 − 1 cards.
| |
| The magic of the deck functions only if cards are
| |
| drawn at random (you can use an altered deck of
| |
| playing cards to simulate the deck). You can use an
| |
| action to draw a card at random from the deck and
| |
| throw it to the ground at a point within 30 feet of
| |
| you.
| |
| An illusion of one or more creatures forms over
| |
| the thrown card and remains until dispelled. An
| |
| illusory creature appears real, of the appropriate
| |
| size, and behaves as if it were a real creature except
| |
| that it can do no harm. While you are within 120 feet
| |
| of the illusory creature and can see it, you can use an
| |
| action to move it magically anywhere within 30 feet
| |
| of its card. Any physical interaction with the illusory
| |
| creature reveals it to be an illusion, because objects
| |
| pass through it. Someone who uses an action to
| |
| visually inspect the creature identifies it as illusory
| |
| with a successful DC 15 Intelligence (Investigation)
| |
| check. The creature then appears translucent.
| |
| The illusion lasts until its card is moved or the
| |
| illusion is dispelled. When the illusion ends, the
| |
| image on its card disappears, and that card can’t be
| |
| used again.
| |
| Playing Card Illusion
| |
| Ace of hearts Red dragon
| |
| King of hearts Knight and four guards
| |
| Queen of hearts Succubus or incubus
| |
| Jack of hearts Druid
| |
| Ten of hearts Cloud giant
| |
| Nine of hearts Ettin
| |
| Eight of hearts Bugbear
| |
| Two of hearts Goblin
| |
| Ace of diamonds Beholder
| |
| King of diamonds Archmage and mage apprentice
| |
| Queen of diamonds Night hag
| |
| Jack of diamonds Assassin
| |
| Ten of diamonds Fire giant
| |
| Nine of diamonds Ogre mage
| |
| Eight of diamonds Gnoll
| |
| Two of diamonds Kobold
| |
| Ace of spades Lich
| |
| King of spades Priest and two acolytes
| |
| Queen of spades Medusa
| |
| Jack of spades Veteran
| |
| Ten of spades Frost giant
| |
| Nine of spades Troll
| |
| Eight of spades Hobgoblin
| |
| Two of spades Goblin
| |
| Ace of clubs Iron golem
| |
| King of clubs Bandit captain and three bandits
| |
| Queen of clubs Erinyes
| |
| Jack of clubs Berserker
| |
| Ten of clubs Hill giant
| |
| Nine of clubs Ogre
| |
| Eight of clubs Orc
| |
| Two of clubs Kobold
| |
| Jokers (2) You (the deck’s owner)
| |
| Deck of Many Things
| |
| Wondrous item, legendary
| |
| Usually found in a box or pouch, this deck contains a
| |
| number of cards made of ivory or vellum. Most (75
| |
| percent) of these decks have only thirteen cards, but
| |
| the rest have twenty-‐‑two.
| |
| Before you draw a card, you must declare how
| |
| many cards you intend to draw and then draw them
| |
| randomly (you can use an altered deck of playing
| |
| cards to simulate the deck). Any cards drawn in
| |
| excess of this number have no effect. Otherwise, as
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 217
| |
| soon as you draw a card from the deck, its magic
| |
| takes effect. You must draw each card no more than
| |
| 1 hour after the previous draw. If you fail to draw
| |
| the chosen number, the remaining number of cards
| |
| fly from the deck on their own and take effect all at
| |
| once.
| |
| Once a card is drawn, it fades from existence.
| |
| Unless the card is the Fool or the Jester, the card
| |
| reappears in the deck, making it possible to draw the
| |
| same card twice.
| |
| Playing Card Card
| |
| Ace of diamonds Vizier*
| |
| King of diamonds Sun
| |
| Queen of diamonds Moon
| |
| Jack of diamonds Star
| |
| Two of diamonds Comet*
| |
| Ace of hearts The Fates*
| |
| King of hearts Throne
| |
| Queen of hearts Key
| |
| Jack of hearts Knight
| |
| Two of hearts Gem*
| |
| Ace of clubs Talons*
| |
| King of clubs The Void
| |
| Queen of clubs Flames
| |
| Jack of clubs Skull
| |
| Two of clubs Idiot*
| |
| Ace of spades Donjon*
| |
| King of spades Ruin
| |
| Queen of spades Euryale
| |
| Jack of spades Rogue
| |
| Two of spades Balance*
| |
| Joker (with TM) Fool*
| |
| Joker (without TM) Jester
| |
| *Found only in a deck with twenty-‐two cards
| |
| Balance. Your mind suffers a wrenching alteration,
| |
| causing your alignment to change. Lawful becomes
| |
| chaotic, good becomes evil, and vice versa. If you are
| |
| true neutral or unaligned, this card has no effect on
| |
| you.
| |
| Comet. If you single-‐‑handedly defeat the next
| |
| hostile monster or group of monsters you encounter,
| |
| you gain experience points enough to gain one level.
| |
| Otherwise, this card has no effect.
| |
| Donjon. You disappear and become entombed in a
| |
| state of suspended animation in an extradimensional
| |
| sphere. Everything you were wearing and carrying
| |
| stays behind in the space you occupied when you
| |
| disappeared. You remain imprisoned until you are
| |
| found and removed from the sphere. You can’t be
| |
| located by any divination magic, but a wish spell can
| |
| reveal the location of your prison. You draw no more
| |
| cards.
| |
| Euryale. The card’s medusa-‐‑like visage curses you.
| |
| You take a −2 penalty on saving throws while cursed
| |
| in this way. Only a god or the magic of The Fates
| |
| card can end this curse.
| |
| The Fates. Reality’s fabric unravels and spins
| |
| anew, allowing you to avoid or erase one event as if
| |
| it never happened. You can use the card’s magic as
| |
| soon as you draw the card or at any other time
| |
| before you die.
| |
| Flames. A powerful devil becomes your enemy.
| |
| The devil seeks your ruin and plagues your life,
| |
| savoring your suffering before attempting to slay
| |
| you. This enmity lasts until either you or the devil
| |
| dies.
| |
| Fool. You lose 10,000 XP, discard this card, and
| |
| draw from the deck again, counting both draws as
| |
| one of your declared draws. If losing that much XP
| |
| would cause you to lose a level, you instead lose an
| |
| amount that leaves you with just enough XP to keep
| |
| your level.
| |
| Gem. Twenty-‐‑five pieces of jewelry worth 2,000
| |
| gp each or fifty gems worth 1,000 gp each appear at
| |
| your feet.
| |
| Idiot. Permanently reduce your Intelligence by
| |
| 1d4 + 1 (to a minimum score of 1). You can draw one
| |
| additional card beyond your declared draws.
| |
| Jester. You gain 10,000 XP, or you can draw two
| |
| additional cards beyond your declared draws.
| |
| Key. A rare or rarer magic weapon with which you
| |
| are proficient appears in your hands. The GM
| |
| chooses the weapon.
| |
| Knight. You gain the service of a 4th-‐‑level fighter
| |
| who appears in a space you choose within 30 feet of
| |
| you. The fighter is of the same race as you and serves
| |
| you loyally until death, believing the fates have
| |
| drawn him or her to you. You control this character.
| |
| Moon. You are granted the ability to cast the wish
| |
| spell 1d3 times.
| |
| Rogue. A nonplayer character of the GM’s choice
| |
| becomes hostile toward you. The identity of your
| |
| new enemy isn’t known until the NPC or someone
| |
| else reveals it. Nothing less than a wish spell or
| |
| divine intervention can end the NPC’s hostility
| |
| toward you.
| |
| Ruin. All forms of wealth that you carry or own,
| |
| other than magic items, are lost to you. Portable
| |
| property vanishes. Businesses, buildings, and land
| |
| you own are lost in a way that alters reality the least.
| |
| Any documentation that proves you should own
| |
| something lost to this card also disappears.
| |
| Skull. You summon an avatar of death—a ghostly
| |
| humanoid skeleton clad in a tattered black robe and
| |
| carrying a spectral scythe. It appears in a space of
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 218
| |
| the GM’s choice within 10 feet of you and attacks you,
| |
| warning all others that you must win the battle alone.
| |
| The avatar fights until you die or it drops to 0 hit
| |
| points, whereupon it disappears. If anyone tries to
| |
| help you, the helper summons its own avatar of
| |
| death. A creature slain by an avatar of death can’t be
| |
| restored to life.
| |
| Avatar of Death
| |
| Medium undead, neutral evil
| |
| Armor Class 20
| |
| Hit Points half the hit point maximum of its summoner
| |
| Speed 60 ft., fly 60 ft. (hover)
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)
| |
| Damage Immunities necrotic, poison
| |
| Condition Immunities charmed, frightened, paralyzed,
| |
| petrified, poisoned, unconscious
| |
| Senses darkvision 60 ft., truesight 60 ft., passive
| |
| Perception 13
| |
| Languages all languages known to its summoner
| |
| Challenge — (0 XP)
| |
| Incorporeal Movement. The avatar can move through
| |
| other creatures and objects as if they were difficult
| |
| terrain. It takes 5 (1d10) force damage if it ends its turn
| |
| inside an object.
| |
| Turning Immunity. The avatar is immune to features
| |
| that turn undead.
| |
| Actions
| |
| Reaping Scythe. The avatar sweeps its spectral scythe
| |
| through a creature within 5 feet of it, dealing 7 (1d8 +
| |
| 3) slashing damage plus 4 (1d8) necrotic damage.
| |
| Star. Increase one of your ability scores by 2. The
| |
| score can exceed 20 but can’t exceed 24.
| |
| Sun. You gain 50,000 XP, and a wondrous item
| |
| (which the GM determines randomly) appears in
| |
| your hands.
| |
| Talons. Every magic item you wear or carry
| |
| disintegrates. Artifacts in your possession aren’t
| |
| destroyed but do vanish.
| |
| Throne. You gain proficiency in the Persuasion
| |
| skill, and you double your proficiency bonus on
| |
| checks made with that skill. In addition, you gain
| |
| rightful ownership of a small keep somewhere in the
| |
| world. However, the keep is currently in the hands of
| |
| monsters, which you must clear out before you can
| |
| claim the keep as yours.
| |
| Vizier. At any time you choose within one year of
| |
| drawing this card, you can ask a question in
| |
| meditation and mentally receive a truthful answer to
| |
| that question. Besides information, the answer helps
| |
| you solve a puzzling problem or other dilemma. In
| |
| other words, the knowledge comes with wisdom on
| |
| how to apply it.
| |
| The Void. This black card spells disaster. Your soul
| |
| is drawn from your body and contained in an object
| |
| in a place of the GM’s choice. One or more powerful
| |
| beings guard the place. While your soul is trapped in
| |
| this way, your body is incapacitated. A wish spell
| |
| can’t restore your soul, but the spell reveals the
| |
| location of the object that holds it. You draw no more
| |
| cards.
| |
| Defender
| |
| Weapon (any sword), legendary (requires
| |
| attunement)
| |
| You gain a +3 bonus to attack and damage rolls
| |
| made with this magic weapon.
| |
| The first time you attack with the sword on each of
| |
| your turns, you can transfer some or all of the
| |
| sword’s bonus to your Armor Class, instead of using
| |
| the bonus on any attacks that turn. For example, you
| |
| could reduce the bonus to your attack and damage
| |
| rolls to +1 and gain a +2 bonus to AC. The adjusted
| |
| bonuses remain in effect until the start of your next
| |
| turn, although you must hold the sword to gain a
| |
| bonus to AC from it.
| |
| Demon Armor
| |
| Armor (plate), very rare (requires attunement)
| |
| While wearing this armor, you gain a +1 bonus to AC,
| |
| and you can understand and speak Abyssal. In
| |
| addition, the armor’s clawed gauntlets turn unarmed
| |
| strikes with your hands into magic weapons that
| |
| deal slashing damage, with a +1 bonus to attack rolls
| |
| and damage rolls and a damage die of 1d8.
| |
| Curse. Once you don this cursed armor, you can’t
| |
| doff it unless you are targeted by the remove curse
| |
| spell or similar magic. While wearing the armor, you
| |
| have disadvantage on attack rolls against demons
| |
| and on saving throws against their spells and special
| |
| abilities.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 219
| |
| Dimensional Shackles
| |
| Wondrous item, rare
| |
| You can use an action to place these shackles on an
| |
| incapacitated creature. The shackles adjust to fit a
| |
| creature of Small to Large size. In addition to serving
| |
| as mundane manacles, the shackles prevent a
| |
| creature bound by them from using any method of
| |
| extradimensional movement, including teleportation
| |
| or travel to a different plane of existence. They don’t
| |
| prevent the creature from passing through an
| |
| interdimensional portal.
| |
| You and any creature you designate when you use
| |
| the shackles can use an action to remove them. Once
| |
| every 30 days, the bound creature can make a DC 30
| |
| Strength (Athletics) check. On a success, the creature
| |
| breaks free and destroys the shackles.
| |
| Dragon Scale Mail
| |
| Armor (scale mail), very rare (requires attunement)
| |
| Dragon scale mail is made of the scales of one kind of
| |
| dragon. Sometimes dragons collect their cast-‐‑off
| |
| scales and gift them to humanoids. Other times,
| |
| hunters carefully skin and preserve the hide of a
| |
| dead dragon. In either case, dragon scale mail is
| |
| highly valued.
| |
| While wearing this armor, you gain a +1 bonus to
| |
| AC, you have advantage on saving throws against the
| |
| Frightful Presence and breath weapons of dragons,
| |
| and you have resistance to one damage type that is
| |
| determined by the kind of dragon that provided the
| |
| scales (see the table).
| |
| Additionally, you can focus your senses as an
| |
| action to magically discern the distance and
| |
| direction to the closest dragon within 30 miles of
| |
| you that is of the same type as the armor. This
| |
| special action can’t be used again until the next
| |
| dawn.
| |
| Dragon Resistance Dragon Resistance
| |
| Black Acid Gold Fire
| |
| Blue Lightning Green Poison
| |
| Brass Fire Red Fire
| |
| Bronze Lightning Silver Cold
| |
| Copper Acid White Cold
| |
| Dragon Slayer
| |
| Weapon (any sword), rare
| |
| You gain a +1 bonus to attack and damage rolls
| |
| made with this magic weapon.
| |
| When you hit a dragon with this weapon, the
| |
| dragon takes an extra 3d6 damage of the weapon’s
| |
| type. For the purpose of this weapon, “dragon”
| |
| refers to any creature with the dragon type,
| |
| including dragon turtles and wyverns.
| |
| Dust of Disappearance
| |
| Wondrous item, uncommon
| |
| Found in a small packet, this powder resembles very
| |
| fine sand. There is enough of it for one use. When
| |
| you use an action to throw the dust into the air, you
| |
| and each creature and object within 10 feet of you
| |
| become invisible for 2d4 minutes. The duration is
| |
| the same for all subjects, and the dust is consumed
| |
| when its magic takes effect. If a creature affected by
| |
| the dust attacks or casts a spell, the invisibility ends
| |
| for that creature.
| |
| Dust of Dryness
| |
| Wondrous item, uncommon
| |
| This small packet contains 1d6 + 4 pinches of dust.
| |
| You can use an action to sprinkle a pinch of it over
| |
| water. The dust turns a cube of water 15 feet on a
| |
| side into one marble-‐‑sized pellet, which floats or
| |
| rests near where the dust was sprinkled. The pellet’s
| |
| weight is negligible.
| |
| Someone can use an action to smash the pellet
| |
| against a hard surface, causing the pellet to shatter
| |
| and release the water the dust absorbed. Doing so
| |
| ends that pellet’s magic.
| |
| An elemental composed mostly of water that is
| |
| exposed to a pinch of the dust must make a DC 13
| |
| Constitution saving throw, taking 10d6 necrotic
| |
| damage on a failed save, or half as much damage on
| |
| a successful one.
| |
| Dust of Sneezing and Choking
| |
| Wondrous item, uncommon
| |
| Found in a small container, this powder resembles
| |
| very fine sand. It appears to be dust of disappearance,
| |
| and an identify spell reveals it to be such. There is
| |
| enough of it for one use.
| |
| When you use an action to throw a handful of the
| |
| dust into the air, you and each creature that needs to
| |
| breathe within 30 feet of you must succeed on a DC
| |
| 15 Constitution saving throw or become unable to
| |
| breathe, while sneezing uncontrollably. A creature
| |
| affected in this way is incapacitated and suffocating.
| |
| As long as it is conscious, a creature can repeat the
| |
| saving throw at the end of each of its turns, ending
| |
| the effect on it on a success. The lesser restoration
| |
| spell can also end the effect on a creature.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 220
| |
| Dwarven Plate
| |
| Armor (plate), very rare
| |
| While wearing this armor, you gain a +2 bonus to AC.
| |
| In addition, if an effect moves you against your will
| |
| along the ground, you can use your reaction to
| |
| reduce the distance you are moved by up to 10 feet.
| |
| Dwarven Thrower
| |
| Weapon (warhammer), very rare (requires
| |
| attunement by a dwarf)
| |
| You gain a +3 bonus to attack and damage rolls
| |
| made with this magic weapon. It has the thrown
| |
| property with a normal range of 20 feet and a long
| |
| range of 60 feet. When you hit with a ranged attack
| |
| using this weapon, it deals an extra 1d8 damage or, if
| |
| the target is a giant, 2d8 damage. Immediately after
| |
| the attack, the weapon flies back to your hand.
| |
| Efficient Quiver
| |
| Wondrous item, uncommon
| |
| Each of the quiver’s three compartments connects to
| |
| an extradimensional space that allows the quiver to
| |
| hold numerous items while never weighing more
| |
| than 2 pounds. The shortest compartment can hold
| |
| up to sixty arrows, bolts, or similar objects. The
| |
| midsize compartment holds up to eighteen javelins
| |
| or similar objects. The longest compartment holds
| |
| up to six long objects, such as bows, quarterstaffs, or
| |
| spears.
| |
| You can draw any item the quiver contains as if
| |
| doing so from a regular quiver or scabbard.
| |
| Efreeti Bottle
| |
| Wondrous item, very rare
| |
| This painted brass bottle weighs 1 pound. When you
| |
| use an action to remove the stopper, a cloud of thick
| |
| smoke flows out of the bottle. At the end of your turn,
| |
| the smoke disappears with a flash of harmless fire,
| |
| and an efreeti appears in an unoccupied space
| |
| within 30 feet of you.
| |
| The first time the bottle is opened, the GM rolls to
| |
| determine what happens.
| |
| d100 Effect
| |
| 01–10 The efreeti attacks you. After fighting for 5
| |
| rounds, the efreeti disappears, and the bottle
| |
| loses its magic.
| |
| 11–90 The efreeti serves you for 1 hour, doing as you
| |
| command. Then the efreeti returns to the bottle,
| |
| and a new stopper contains it. The stopper can’t
| |
| be removed for 24 hours. The next two times the
| |
| bottle is opened, the same effect occurs. If the
| |
| bottle is opened a fourth time, the efreeti
| |
| escapes and disappears, and the bottle loses its
| |
| magic.
| |
| 91–00 The efreeti can cast the wish spell three times for
| |
| you. It disappears when it grants the final wish or
| |
| after 1 hour, and the bottle loses its magic.
| |
| Elemental Gem
| |
| Wondrous item, uncommon
| |
| This gem contains a mote of elemental energy. When
| |
| you use an action to break the gem, an elemental is
| |
| summoned as if you had cast the conjure elemental
| |
| spell, and the gem’s magic is lost. The type of gem
| |
| determines the elemental summoned by the spell.
| |
| Gem Summoned Elemental
| |
| Blue sapphire Air elemental
| |
| Yellow diamond Earth elemental
| |
| Red corundum Fire elemental
| |
| Emerald Water elemental
| |
| Elven Chain
| |
| Armor (chain shirt), rare
| |
| You gain a +1 bonus to AC while you wear this armor.
| |
| You are considered proficient with this armor even if
| |
| you lack proficiency with medium armor.
| |
| Eversmoking Bottle
| |
| Wondrous item, uncommon
| |
| Smoke leaks from the lead-‐‑stoppered mouth of this
| |
| brass bottle, which weighs 1 pound. When you use
| |
| an action to remove the stopper, a cloud of thick
| |
| smoke pours out in a 60-‐‑foot radius from the bottle.
| |
| The cloud’s area is heavily obscured. Each minute
| |
| the bottle remains open and within the cloud, the
| |
| radius increases by 10 feet until it reaches its
| |
| maximum radius of 120 feet.
| |
| The cloud persists as long as the bottle is open.
| |
| Closing the bottle requires you to speak its
| |
| command word as an action. Once the bottle is
| |
| closed, the cloud disperses after 10 minutes. A
| |
| moderate wind (11 to 20 miles per hour) can also
| |
| disperse the smoke after 1 minute, and a strong
| |
| wind (21 or more miles per hour) can do so after 1
| |
| round.
| |
| Eyes of Charming
| |
| Wondrous item, uncommon (requires attunement)
| |
| These crystal lenses fit over the eyes. They have 3
| |
| charges. While wearing them, you can expend 1
| |
| charge as an action to cast the charm person spell
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 221
| |
| (save DC 13) on a humanoid within 30 feet of you,
| |
| provided that you and the target can see each other.
| |
| The lenses regain all expended charges daily at dawn.
| |
| Eyes of Minute Seeing
| |
| Wondrous item, uncommon
| |
| These crystal lenses fit over the eyes. While wearing
| |
| them, you can see much better than normal out to a
| |
| range of 1 foot. You have advantage on Intelligence
| |
| (Investigation) checks that rely on sight while
| |
| searching an area or studying an object within that
| |
| range.
| |
| Eyes of the Eagle
| |
| Wondrous item, uncommon (requires attunement)
| |
| These crystal lenses fit over the eyes. While wearing
| |
| them, you have advantage on Wisdom (Perception)
| |
| checks that rely on sight. In conditions of clear
| |
| visibility, you can make out details of even extremely
| |
| distant creatures and objects as small as 2 feet
| |
| across.
| |
| Feather Token
| |
| Wondrous item, rare
| |
| This tiny object looks like a feather. Different types
| |
| of feather tokens exist, each with a different single-‐‑
| |
| use effect. The GM chooses the kind of token or
| |
| determines it randomly.
| |
| d100 Feather Token d100 Feather Token
| |
| 01–20 Anchor 51–65 Swan boat
| |
| 21–35 Bird 66–90 Tree
| |
| 36–50 Fan 91–00 Whip
| |
| Anchor. You can use an action to touch the token
| |
| to a boat or ship. For the next 24 hours, the vessel
| |
| can’t be moved by any means. Touching the token to
| |
| the vessel again ends the effect. When the effect ends,
| |
| the token disappears.
| |
| Bird. You can use an action to toss the token 5 feet
| |
| into the air. The token disappears and an enormous,
| |
| multicolored bird takes its place. The bird has the
| |
| statistics of a roc, but it obeys your simple
| |
| commands and can’t attack. It can carry up to 500
| |
| pounds while flying at its maximum speed (16 miles
| |
| an hour for a maximum of 144 miles per day, with a
| |
| one-‐‑hour rest for every 3 hours of flying), or 1,000
| |
| pounds at half that speed. The bird disappears after
| |
| flying its maximum distance for a day or if it drops to
| |
| 0 hit points. You can dismiss the bird as an action.
| |
| Fan. If you are on a boat or ship, you can use an
| |
| action to toss the token up to 10 feet in the air. The
| |
| token disappears, and a giant flapping fan takes its
| |
| place. The fan floats and creates a wind strong
| |
| enough to fill the sails of one ship, increasing its
| |
| speed by 5 miles per hour for 8 hours. You can
| |
| dismiss the fan as an action.
| |
| Swan Boat. You can use an action to touch the
| |
| token to a body of water at least 60 feet in diameter.
| |
| The token disappears, and a 50-‐‑foot-‐‑long, 20-‐‑foot-‐‑
| |
| wide boat shaped like a swan takes its place. The
| |
| boat is self-‐‑propelled and moves across water at a
| |
| speed of 6 miles per hour. You can use an action
| |
| while on the boat to command it to move or to turn
| |
| up to 90 degrees. The boat can carry up to thirty-‐‑two
| |
| Medium or smaller creatures. A Large creature
| |
| counts as four Medium creatures, while a Huge
| |
| creature counts as nine. The boat remains for 24
| |
| hours and then disappears. You can dismiss the boat
| |
| as an action.
| |
| Tree. You must be outdoors to use this token. You
| |
| can use an action to touch it to an unoccupied space
| |
| on the ground. The token disappears, and in its place
| |
| a nonmagical oak tree springs into existence. The
| |
| tree is 60 feet tall and has a 5-‐‑foot-‐‑diameter trunk,
| |
| and its branches at the top spread out in a 20-‐‑foot
| |
| radius.
| |
| Whip. You can use an action to throw the token to
| |
| a point within 10 feet of you. The token disappears,
| |
| and a floating whip takes its place. You can then use
| |
| a bonus action to make a melee spell attack against a
| |
| creature within 10 feet of the whip, with an attack
| |
| bonus of +9. On a hit, the target takes 1d6 + 5 force
| |
| damage.
| |
| As a bonus action on your turn, you can direct the
| |
| whip to fly up to 20 feet and repeat the attack
| |
| against a creature within 10 feet of it. The whip
| |
| disappears after 1 hour, when you use an action to
| |
| dismiss it, or when you are incapacitated or die.
| |
| Figurine of Wondrous Power
| |
| Wondrous item, rarity by figurine
| |
| A figurine of wondrous power is a statuette of a beast
| |
| small enough to fit in a pocket. If you use an action to
| |
| speak the command word and throw the figurine to
| |
| a point on the ground within 60 feet of you, the
| |
| figurine becomes a living creature. If the space
| |
| where the creature would appear is occupied by
| |
| other creatures or objects, or if there isn’t enough
| |
| space for the creature, the figurine doesn’t become a
| |
| creature.
| |
| The creature is friendly to you and your
| |
| companions. It understands your languages and
| |
| obeys your spoken commands. If you issue no
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 222
| |
| commands, the creature defends itself but takes no
| |
| other actions.
| |
| The creature exists for a duration specific to each
| |
| figurine. At the end of the duration, the creature
| |
| reverts to its figurine form. It reverts to a figurine
| |
| early if it drops to 0 hit points or if you use an action
| |
| to speak the command word again while touching it.
| |
| When the creature becomes a figurine again, its
| |
| property can’t be used again until a certain amount
| |
| of time has passed, as specified in the figurine’s
| |
| description.
| |
| Bronze Griffon (Rare). This bronze statuette is of
| |
| a griffon rampant. It can become a griffon for up to 6
| |
| hours. Once it has been used, it can’t be used again
| |
| until 5 days have passed.
| |
| Ebony Fly (Rare). This ebony statuette is carved
| |
| in the likeness of a horsefly. It can become a giant fly
| |
| for up to 12 hours and can be ridden as a mount.
| |
| Once it has been used, it can’t be used again until 2
| |
| days have passed.
| |
| Giant Fly
| |
| Large beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages —
| |
| Golden Lions (Rare). These gold statuettes of
| |
| lions are always created in pairs. You can use one
| |
| figurine or both simultaneously. Each can become a
| |
| lion for up to 1 hour. Once a lion has been used, it
| |
| can’t be used again until 7 days have passed.
| |
| Ivory Goats (Rare). These ivory statuettes of
| |
| goats are always created in sets of three. Each goat
| |
| looks unique and functions differently from the
| |
| others. Their properties are as follows:
| |
| • The goat of traveling can become a Large goat with
| |
| the same statistics as a riding horse. It has 24
| |
| charges, and each hour or portion thereof it
| |
| spends in beast form costs 1 charge. While it has
| |
| charges, you can use it as often as you wish. When
| |
| it runs out of charges, it reverts to a figurine and
| |
| can’t be used again until 7 days have passed, when
| |
| it regains all its charges.
| |
| • The goat of travail becomes a giant goat for up to 3
| |
| hours. Once it has been used, it can’t be used again
| |
| until 30 days have passed.
| |
| • The goat of terror becomes a giant goat for up to 3
| |
| hours. The goat can’t attack, but you can remove
| |
| its horns and use them as weapons. One horn
| |
| becomes a +1 lance, and the other becomes a +2
| |
| longsword. Removing a horn requires an action,
| |
| and the weapons disappear and the horns return
| |
| when the goat reverts to figurine form. In addition,
| |
| the goat radiates a 30-‐‑foot-‐‑radius aura of terror
| |
| while you are riding it. Any creature hostile to you
| |
| that starts its turn in the aura must succeed on a
| |
| DC 15 Wisdom saving throw or be frightened of
| |
| the goat for 1 minute, or until the goat reverts to
| |
| figurine form. The frightened creature can repeat
| |
| the saving throw at the end of each of its turns,
| |
| ending the effect on itself on a success. Once it
| |
| successfully saves against the effect, a creature is
| |
| immune to the goat’s aura for the next 24 hours.
| |
| Once the figurine has been used, it can’t be used
| |
| again until 15 days have passed.
| |
| Marble Elephant (Rare). This marble statuette is
| |
| about 4 inches high and long. It can become an
| |
| elephant for up to 24 hours. Once it has been used, it
| |
| can’t be used again until 7 days have passed.
| |
| Obsidian Steed (Very Rare). This polished
| |
| obsidian horse can become a nightmare for up to 24
| |
| hours. The nightmare fights only to defend itself.
| |
| Once it has been used, it can’t be used again until 5
| |
| days have passed.
| |
| If you have a good alignment, the figurine has a 10
| |
| percent chance each time you use it to ignore your
| |
| orders, including a command to revert to figurine
| |
| form. If you mount the nightmare while it is ignoring
| |
| your orders, you and the nightmare are instantly
| |
| transported to a random location on the plane of
| |
| Hades, where the nightmare reverts to figurine form.
| |
| Onyx Dog (Rare). This onyx statuette of a dog can
| |
| become a mastiff for up to 6 hours. The mastiff has
| |
| an Intelligence of 8 and can speak Common. It also
| |
| has darkvision out to a range of 60 feet and can see
| |
| invisible creatures and objects within that range.
| |
| Once it has been used, it can’t be used again until 7
| |
| days have passed.
| |
| Serpentine Owl (Rare). This serpentine statuette
| |
| of an owl can become a giant owl for up to 8 hours.
| |
| Once it has been used, it can’t be used again until 2
| |
| days have passed. The owl can telepathically
| |
| communicate with you at any range if you and it are
| |
| on the same plane of existence.
| |
| Silver Raven (Uncommon). This silver statuette of
| |
| a raven can become a raven for up to 12 hours. Once
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 223
| |
| it has been used, it can’t be used again until 2 days
| |
| have passed. While in raven form, the figurine allows
| |
| you to cast the animal messenger spell on it at will.
| |
| Flame Tongue
| |
| Weapon (any sword), rare (requires attunement)
| |
| You can use a bonus action to speak this magic
| |
| sword’s command word, causing flames to erupt
| |
| from the blade. These flames shed bright light in a
| |
| 40-‐‑foot radius and dim light for an additional 40 feet.
| |
| While the sword is ablaze, it deals an extra 2d6 fire
| |
| damage to any target it hits. The flames last until you
| |
| use a bonus action to speak the command word
| |
| again or until you drop or sheathe the sword.
| |
| Folding Boat
| |
| Wondrous item, rare
| |
| This object appears as a wooden box that measures
| |
| 12 inches long, 6 inches wide, and 6 inches deep. It
| |
| weighs 4 pounds and floats. It can be opened to store
| |
| items inside. This item also has three command
| |
| words, each requiring you to use an action to speak
| |
| it.
| |
| One command word causes the box to unfold into
| |
| a boat 10 feet long, 4 feet wide, and 2 feet deep. The
| |
| boat has one pair of oars, an anchor, a mast, and a
| |
| lateen sail. The boat can hold up to four Medium
| |
| creatures comfortably.
| |
| The second command word causes the box to
| |
| unfold into a ship 24 feet long, 8 feet wide, and 6 feet
| |
| deep. The ship has a deck, rowing seats, five sets of
| |
| oars, a steering oar, an anchor, a deck cabin, and a
| |
| mast with a square sail. The ship can hold fifteen
| |
| Medium creatures comfortably.
| |
| When the box becomes a vessel, its weight
| |
| becomes that of a normal vessel its size, and
| |
| anything that was stored in the box remains in the
| |
| boat.
| |
| The third command word causes the folding boat
| |
| to fold back into a box, provided that no creatures
| |
| are aboard. Any objects in the vessel that can’t fit
| |
| inside the box remain outside the box as it folds. Any
| |
| objects in the vessel that can fit inside the box do so.
| |
| Frost Brand
| |
| Weapon (any sword), very rare (requires attunement)
| |
| When you hit with an attack using this magic sword,
| |
| the target takes an extra 1d6 cold damage. In
| |
| addition, while you hold the sword, you have
| |
| resistance to fire damage.
| |
| In freezing temperatures, the blade sheds bright
| |
| light in a 10-‐‑foot radius and dim light for an
| |
| additional 10 feet.
| |
| When you draw this weapon, you can extinguish
| |
| all nonmagical flames within 30 feet of you. This
| |
| property can be used no more than once per hour.
| |
| Gauntlets of Ogre Power
| |
| Wondrous item, uncommon (requires attunement)
| |
| Your Strength score is 19 while you wear these
| |
| gauntlets. They have no effect on you if your
| |
| Strength is already 19 or higher.
| |
| Gem of Brightness
| |
| Wondrous item, uncommon
| |
| This prism has 50 charges. While you are holding it,
| |
| you can use an action to speak one of three
| |
| command words to cause one of the following
| |
| effects:
| |
| • The first command word causes the gem to shed
| |
| bright light in a 30-‐‑foot radius and dim light for an
| |
| additional 30 feet. This effect doesn’t expend a
| |
| charge. It lasts until you use a bonus action to
| |
| repeat the command word or until you use
| |
| another function of the gem.
| |
| • The second command word expends 1 charge and
| |
| causes the gem to fire a brilliant beam of light at
| |
| one creature you can see within 60 feet of you. The
| |
| creature must succeed on a DC 15 Constitution
| |
| saving throw or become blinded for 1 minute. The
| |
| creature can repeat the saving throw at the end of
| |
| each of its turns, ending the effect on itself on a
| |
| success.
| |
| • The third command word expends 5 charges and
| |
| causes the gem to flare with blinding light in a 30-‐‑
| |
| foot cone originating from it. Each creature in the
| |
| cone must make a saving throw as if struck by the
| |
| beam created with the second command word.
| |
| When all of the gem’s charges are expended, the gem
| |
| becomes a nonmagical jewel worth 50 gp.
| |
| Gem of Seeing
| |
| Wondrous item, rare (requires attunement)
| |
| This gem has 3 charges. As an action, you can speak
| |
| the gem’s command word and expend 1 charge. For
| |
| the next 10 minutes, you have truesight out to 120
| |
| feet when you peer through the gem.
| |
| The gem regains 1d3 expended charges daily at
| |
| dawn.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 224
| |
| Giant Slayer
| |
| Weapon (any axe or sword), rare
| |
| You gain a +1 bonus to attack and damage rolls
| |
| made with this magic weapon.
| |
| When you hit a giant with it, the giant takes an
| |
| extra 2d6 damage of the weapon’s type and must
| |
| succeed on a DC 15 Strength saving throw or fall
| |
| prone. For the purpose of this weapon, “giant” refers
| |
| to any creature with the giant type, including ettins
| |
| and trolls.
| |
| Glamoured Studded Leather
| |
| Armor (studded leather), rare
| |
| While wearing this armor, you gain a +1 bonus to AC.
| |
| You can also use a bonus action to speak the armor’s
| |
| command word and cause the armor to assume the
| |
| appearance of a normal set of clothing or some other
| |
| kind of armor. You decide what it looks like,
| |
| including color, style, and accessories, but the armor
| |
| retains its normal bulk and weight. The illusory
| |
| appearance lasts until you use this property again or
| |
| remove the armor.
| |
| Gloves of Missile Snaring
| |
| Wondrous item, uncommon (requires attunement)
| |
| These gloves seem to almost meld into your hands
| |
| when you don them. When a ranged weapon attack
| |
| hits you while you’re wearing them, you can use
| |
| your reaction to reduce the damage by 1d10 + your
| |
| Dexterity modifier, provided that you have a free
| |
| hand. If you reduce the damage to 0, you can catch
| |
| the missile if it is small enough for you to hold in that
| |
| hand.
| |
| Gloves of Swimming and Climbing
| |
| Wondrous item, uncommon (requires attunement)
| |
| While wearing these gloves, climbing and swimming
| |
| don’t cost you extra movement, and you gain a +5
| |
| bonus to Strength (Athletics) checks made to climb
| |
| or swim.
| |
| Goggles of Night
| |
| Wondrous item, uncommon
| |
| While wearing these dark lenses, you have
| |
| darkvision out to a range of 60 feet. If you already
| |
| have darkvision, wearing the goggles increases its
| |
| range by 60 feet.
| |
| Hammer of Thunderbolts
| |
| Weapon (maul), legendary
| |
| You gain a +1 bonus to attack and damage rolls
| |
| made with this magic weapon.
| |
| Giant’s Bane (Requires Attunement). You must
| |
| be wearing a belt of giant strength (any variety) and
| |
| gauntlets of ogre power to attune to this weapon. The
| |
| attunement ends if you take off either of those items.
| |
| While you are attuned to this weapon and holding it,
| |
| your Strength score increases by 4 and can exceed
| |
| 20, but not 30. When you roll a 20 on an attack roll
| |
| made with this weapon against a giant, the giant
| |
| must succeed on a DC 17 Constitution saving throw
| |
| or die.
| |
| The hammer also has 5 charges. While attuned to
| |
| it, you can expend 1 charge and make a ranged
| |
| weapon attack with the hammer, hurling it as if it
| |
| had the thrown property with a normal range of 20
| |
| feet and a long range of 60 feet. If the attack hits, the
| |
| hammer unleashes a thunderclap audible out to 300
| |
| feet. The target and every creature within 30 feet of
| |
| it must succeed on a DC 17 Constitution saving
| |
| throw or be stunned until the end of your next turn.
| |
| The hammer regains 1d4 + 1 expended charges daily
| |
| at dawn.
| |
| Handy Haversack
| |
| Wondrous item, rare
| |
| This backpack has a central pouch and two side
| |
| pouches, each of which is an extradimensional space.
| |
| Each side pouch can hold up to 20 pounds of
| |
| material, not exceeding a volume of 2 cubic feet. The
| |
| large central pouch can hold up to 8 cubic feet or 80
| |
| pounds of material. The backpack always weighs 5
| |
| pounds, regardless of its contents.
| |
| Placing an object in the haversack follows the
| |
| normal rules for interacting with objects. Retrieving
| |
| an item from the haversack requires you to use an
| |
| action. When you reach into the haversack for a
| |
| specific item, the item is always magically on top.
| |
| The haversack has a few limitations. If it is
| |
| overloaded, or if a sharp object pierces it or tears it,
| |
| the haversack ruptures and is destroyed. If the
| |
| haversack is destroyed, its contents are lost forever,
| |
| although an artifact always turns up again
| |
| somewhere. If the haversack is turned inside out, its
| |
| contents spill forth, unharmed, and the haversack
| |
| must be put right before it can be used again. If a
| |
| breathing creature is placed within the haversack,
| |
| the creature can survive for up to 10 minutes, after
| |
| which time it begins to suffocate.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 225
| |
| Placing the haversack inside an extradimensional
| |
| space created by a bag of holding, portable hole, or
| |
| similar item instantly destroys both items and opens
| |
| a gate to the Astral Plane. The gate originates where
| |
| the one item was placed inside the other. Any
| |
| creature within 10 feet of the gate is sucked through
| |
| it and deposited in a random location on the Astral
| |
| Plane. The gate then closes. The gate is one-‐‑way only
| |
| and can’t be reopened.
| |
| Hat of Disguise
| |
| Wondrous item, uncommon (requires attunement)
| |
| While wearing this hat, you can use an action to cast
| |
| the disguise self spell from it at will. The spell ends if
| |
| the hat is removed.
| |
| Headband of Intellect
| |
| Wondrous item, uncommon (requires attunement)
| |
| Your Intelligence score is 19 while you wear this
| |
| headband. It has no effect on you if your Intelligence
| |
| is already 19 or higher.
| |
| Helm of Brilliance
| |
| Wondrous item, very rare (requires attunement)
| |
| This dazzling helm is set with 1d10 diamonds, 2d10
| |
| rubies, 3d10 fire opals, and 4d10 opals. Any gem
| |
| pried from the helm crumbles to dust. When all the
| |
| gems are removed or destroyed, the helm loses its
| |
| magic.
| |
| You gain the following benefits while wearing it:
| |
| • You can use an action to cast one of the following
| |
| spells (save DC 18), using one of the helm’s gems
| |
| of the specified type as a component: daylight
| |
| (opal), fireball (fire opal), prismatic spray
| |
| (diamond), or wall of fire (ruby). The gem is
| |
| destroyed when the spell is cast and disappears
| |
| from the helm.
| |
| • As long as it has at least one diamond, the helm
| |
| emits dim light in a 30-‐‑foot radius when at least
| |
| one undead is within that area. Any undead that
| |
| starts its turn in that area takes 1d6 radiant
| |
| damage.
| |
| • As long as the helm has at least one ruby, you have
| |
| resistance to fire damage.
| |
| • As long as the helm has at least one fire opal, you
| |
| can use an action and speak a command word to
| |
| cause one weapon you are holding to burst into
| |
| flames. The flames emit bright light in a 10-‐‑foot
| |
| radius and dim light for an additional 10 feet. The
| |
| flames are harmless to you and the weapon. When
| |
| you hit with an attack using the blazing weapon,
| |
| the target takes an extra 1d6 fire damage. The
| |
| flames last until you use a bonus action to speak
| |
| the command word again or until you drop or
| |
| stow the weapon.
| |
| Roll a d20 if you are wearing the helm and take
| |
| fire damage as a result of failing a saving throw
| |
| against a spell. On a roll of 1, the helm emits beams
| |
| of light from its remaining gems. Each creature
| |
| within 60 feet of the helm other than you must
| |
| succeed on a DC 17 Dexterity saving throw or be
| |
| struck by a beam, taking radiant damage equal to the
| |
| number of gems in the helm. The helm and its gems
| |
| are then destroyed.
| |
| Helm of Comprehending Languages
| |
| Wondrous item, uncommon
| |
| While wearing this helm, you can use an action to
| |
| cast the comprehend languages spell from it at will.
| |
| Helm of Telepathy
| |
| Wondrous item, uncommon (requires attunement)
| |
| While wearing this helm, you can use an action to
| |
| cast the detect thoughts spell (save DC 13) from it. As
| |
| long as you maintain concentration on the spell, you
| |
| can use a bonus action to send a telepathic message
| |
| to a creature you are focused on. It can reply—using
| |
| a bonus action to do so—while your focus on it
| |
| continues.
| |
| While focusing on a creature with detect thoughts,
| |
| you can use an action to cast the suggestion spell
| |
| (save DC 13) from the helm on that creature. Once
| |
| used, the suggestion property can’t be used again
| |
| until the next dawn.
| |
| Helm of Teleportation
| |
| Wondrous item, rare (requires attunement)
| |
| This helm has 3 charges. While wearing it, you can
| |
| use an action and expend 1 charge to cast the
| |
| teleport spell from it. The helm regains 1d3
| |
| expended charges daily at dawn.
| |
| Holy Avenger
| |
| Weapon (any sword), legendary (requires attunement
| |
| by a paladin)
| |
| You gain a +3 bonus to attack and damage rolls
| |
| made with this magic weapon. When you hit a fiend
| |
| or an undead with it, that creature takes an extra
| |
| 2d10 radiant damage.
| |
| While you hold the drawn sword, it creates an
| |
| aura in a 10-‐‑foot radius around you. You and all
| |
| creatures friendly to you in the aura have advantage
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 226
| |
| on saving throws against spells and other magical
| |
| effects. If you have 17 or more levels in the paladin
| |
| class, the radius of the aura increases to 30 feet.
| |
| Horn of Blasting
| |
| Wondrous item, rare
| |
| You can use an action to speak the horn’s command
| |
| word and then blow the horn, which emits a
| |
| thunderous blast in a 30-‐‑foot cone that is audible
| |
| 600 feet away. Each creature in the cone must make
| |
| a DC 15 Constitution saving throw. On a failed save, a
| |
| creature takes 5d6 thunder damage and is deafened
| |
| for 1 minute. On a successful save, a creature takes
| |
| half as much damage and isn’t deafened. Creatures
| |
| and objects made of glass or crystal have
| |
| disadvantage on the saving throw and take 10d6
| |
| thunder damage instead of 5d6.
| |
| Each use of the horn’s magic has a 20 percent
| |
| chance of causing the horn to explode. The explosion
| |
| deals 10d6 fire damage to the blower and destroys
| |
| the horn.
| |
| Horn of Valhalla
| |
| Wondrous item, rare (silver or brass), very rare
| |
| (bronze), or legendary (iron)
| |
| You can use an action to blow this horn. In response,
| |
| warrior spirits from the Valhalla appear within 60
| |
| feet of you. They use the statistics of a berserker.
| |
| They return to Valhalla after 1 hour or when they
| |
| drop to 0 hit points. Once you use the horn, it can’t
| |
| be used again until 7 days have passed.
| |
| Four types of horn of Valhalla are known to exist,
| |
| each made of a different metal. The horn’s type
| |
| determines how many berserkers answer its
| |
| summons, as well as the requirement for its use. The
| |
| GM chooses the horn’s type or determines it
| |
| randomly.
| |
| d100 Horn
| |
| Type
| |
| Berserkers
| |
| Summoned
| |
| Requirement
| |
| 01–40 Silver 2d4 + 2 None
| |
| 41–75 Brass 3d4 + 3 Proficiency with all
| |
| simple weapons
| |
| 76–90 Bronze 4d4 + 4 Proficiency with all
| |
| medium armor
| |
| 91–00 Iron 5d4 + 5 Proficiency with all
| |
| martial weapons
| |
| If you blow the horn without meeting its
| |
| requirement, the summoned berserkers attack you.
| |
| If you meet the requirement, they are friendly to you
| |
| and your companions and follow your commands.
| |
| Horseshoes of a Zephyr
| |
| Wondrous item, very rare
| |
| These iron horseshoes come in a set of four. While
| |
| all four shoes are affixed to the hooves of a horse or
| |
| similar creature, they allow the creature to move
| |
| normally while floating 4 inches above the ground.
| |
| This effect means the creature can cross or stand
| |
| above nonsolid or unstable surfaces, such as water
| |
| or lava. The creature leaves no tracks and ignores
| |
| difficult terrain. In addition, the creature can move
| |
| at normal speed for up to 12 hours a day without
| |
| suffering exhaustion from a forced march.
| |
| Horseshoes of Speed
| |
| Wondrous item, rare
| |
| These iron horseshoes come in a set of four. While
| |
| all four shoes are affixed to the hooves of a horse or
| |
| similar creature, they increase the creature’s
| |
| walking speed by 30 feet.
| |
| Immovable Rod
| |
| Rod, uncommon
| |
| This flat iron rod has a button on one end. You can
| |
| use an action to press the button, which causes the
| |
| rod to become magically fixed in place. Until you or
| |
| another creature uses an action to push the button
| |
| again, the rod doesn’t move, even if it is defying
| |
| gravity. The rod can hold up to 8,000 pounds of
| |
| weight. More weight causes the rod to deactivate
| |
| and fall. A creature can use an action to make a DC
| |
| 30 Strength check, moving the fixed rod up to 10 feet
| |
| on a success.
| |
| Instant Fortress
| |
| Wondrous item, rare
| |
| You can use an action to place this 1-‐‑inch metal cube
| |
| on the ground and speak its command word. The
| |
| cube rapidly grows into a fortress that remains until
| |
| you use an action to speak the command word that
| |
| dismisses it, which works only if the fortress is
| |
| empty.
| |
| The fortress is a square tower, 20 feet on a side
| |
| and 30 feet high, with arrow slits on all sides and a
| |
| battlement atop it. Its interior is divided into two
| |
| floors, with a ladder running along one wall to
| |
| connect them. The ladder ends at a trapdoor leading
| |
| to the roof. When activated, the tower has a small
| |
| door on the side facing you. The door opens only at
| |
| your command, which you can speak as a bonus
| |
| action. It is immune to the knock spell and similar
| |
| magic, such as that of a chime of opening.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 227
| |
| Each creature in the area where the fortress
| |
| appears must make a DC 15 Dexterity saving throw,
| |
| taking 10d10 bludgeoning damage on a failed save,
| |
| or half as much damage on a successful one. In either
| |
| case, the creature is pushed to an unoccupied space
| |
| outside but next to the fortress. Objects in the area
| |
| that aren’t being worn or carried take this damage
| |
| and are pushed automatically.
| |
| The tower is made of adamantine, and its magic
| |
| prevents it from being tipped over. The roof, the
| |
| door, and the walls each have 100 hit points,
| |
| immunity to damage from nonmagical weapons
| |
| excluding siege weapons, and resistance to all other
| |
| damage. Only a wish spell can repair the fortress
| |
| (this use of the spell counts as replicating a spell of
| |
| 8th level or lower). Each casting of wish causes the
| |
| roof, the door, or one wall to regain 50 hit points.
| |
| Ioun Stone
| |
| Wondrous item, rarity varies (requires attunement)
| |
| An Ioun stone is named after Ioun, a god of
| |
| knowledge and prophecy revered on some worlds.
| |
| Many types of Ioun stone exist, each type a distinct
| |
| combination of shape and color.
| |
| When you use an action to toss one of these stones
| |
| into the air, the stone orbits your head at a distance
| |
| of 1d3 feet and confers a benefit to you. Thereafter,
| |
| another creature must use an action to grasp or net
| |
| the stone to separate it from you, either by making a
| |
| successful attack roll against AC 24 or a successful
| |
| DC 24 Dexterity (Acrobatics) check. You can use an
| |
| action to seize and stow the stone, ending its effect.
| |
| A stone has AC 24, 10 hit points, and resistance to
| |
| all damage. It is considered to be an object that is
| |
| being worn while it orbits your head.
| |
| Absorption (Very Rare). While this pale lavender
| |
| ellipsoid orbits your head, you can use your reaction
| |
| to cancel a spell of 4th level or lower cast by a
| |
| creature you can see and targeting only you.
| |
| Once the stone has canceled 20 levels of spells, it
| |
| burns out and turns dull gray, losing its magic. If you
| |
| are targeted by a spell whose level is higher than the
| |
| number of spell levels the stone has left, the stone
| |
| can’t cancel it.
| |
| Agility (Very Rare). Your Dexterity score
| |
| increases by 2, to a maximum of 20, while this deep
| |
| red sphere orbits your head.
| |
| Awareness (Rare). You can’t be surprised while
| |
| this dark blue rhomboid orbits your head.
| |
| Fortitude (Very Rare). Your Constitution score
| |
| increases by 2, to a maximum of 20, while this pink
| |
| rhomboid orbits your head.
| |
| Greater Absorption (Legendary). While this
| |
| marbled lavender and green ellipsoid orbits your
| |
| head, you can use your reaction to cancel a spell of
| |
| 8th level or lower cast by a creature you can see and
| |
| targeting only you.
| |
| Once the stone has canceled 50 levels of spells, it
| |
| burns out and turns dull gray, losing its magic. If you
| |
| are targeted by a spell whose level is higher than the
| |
| number of spell levels the stone has left, the stone
| |
| can’t cancel it.
| |
| Insight (Very Rare). Your Wisdom score
| |
| increases by 2, to a maximum of 20, while this
| |
| incandescent blue sphere orbits your head.
| |
| Intellect (Very Rare). Your Intelligence score
| |
| increases by 2, to a maximum of 20, while this
| |
| marbled scarlet and blue sphere orbits your head.
| |
| Leadership (Very Rare). Your Charisma score
| |
| increases by 2, to a maximum of 20, while this
| |
| marbled pink and green sphere orbits your head.
| |
| Mastery (Legendary). Your proficiency bonus
| |
| increases by 1 while this pale green prism orbits
| |
| your head.
| |
| Protection (Rare). You gain a +1 bonus to AC
| |
| while this dusty rose prism orbits your head.
| |
| Regeneration (Legendary). You regain 15 hit
| |
| points at the end of each hour this pearly white
| |
| spindle orbits your head, provided that you have at
| |
| least 1 hit point.
| |
| Reserve (Rare). This vibrant purple prism stores
| |
| spells cast into it, holding them until you use them.
| |
| The stone can store up to 3 levels worth of spells at a
| |
| time. When found, it contains 1d4 − 1 levels of
| |
| stored spells chosen by the GM.
| |
| Any creature can cast a spell of 1st through 3rd
| |
| level into the stone by touching it as the spell is cast.
| |
| The spell has no effect, other than to be stored in the
| |
| stone. If the stone can’t hold the spell, the spell is
| |
| expended without effect. The level of the slot used to
| |
| cast the spell determines how much space it uses.
| |
| While this stone orbits your head, you can cast any
| |
| spell stored in it. The spell uses the slot level, spell
| |
| save DC, spell attack bonus, and spellcasting ability
| |
| of the original caster, but is otherwise treated as if
| |
| you cast the spell. The spell cast from the stone is no
| |
| longer stored in it, freeing up space.
| |
| Strength (Very Rare). Your Strength score
| |
| increases by 2, to a maximum of 20, while this pale
| |
| blue rhomboid orbits your head.
| |
| Sustenance (Rare). You don’t need to eat or drink
| |
| while this clear spindle orbits your head.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 228
| |
| Iron Bands of Binding
| |
| Wondrous item, rare
| |
| This rusty iron sphere measures 3 inches in
| |
| diameter and weighs 1 pound. You can use an action
| |
| to speak the command word and throw the sphere at
| |
| a Huge or smaller creature you can see within 60
| |
| feet of you. As the sphere moves through the air, it
| |
| opens into a tangle of metal bands.
| |
| Make a ranged attack roll with an attack bonus
| |
| equal to your Dexterity modifier plus your
| |
| proficiency bonus. On a hit, the target is restrained
| |
| until you take a bonus action to speak the command
| |
| word again to release it. Doing so, or missing with
| |
| the attack, causes the bands to contract and become
| |
| a sphere once more.
| |
| A creature, including the one restrained, can use
| |
| an action to make a DC 20 Strength check to break
| |
| the iron bands. On a success, the item is destroyed,
| |
| and the restrained creature is freed. If the check fails,
| |
| any further attempts made by that creature
| |
| automatically fail until 24 hours have elapsed.
| |
| Once the bands are used, they can’t be used again
| |
| until the next dawn.
| |
| Iron Flask
| |
| Wondrous item, legendary
| |
| This iron bottle has a brass stopper. You can use an
| |
| action to speak the flask’s command word, targeting
| |
| a creature that you can see within 60 feet of you. If
| |
| the target is native to a plane of existence other than
| |
| the one you’re on, the target must succeed on a DC
| |
| 17 Wisdom saving throw or be trapped in the flask.
| |
| If the target has been trapped by the flask before, it
| |
| has advantage on the saving throw. Once trapped, a
| |
| creature remains in the flask until released. The flask
| |
| can hold only one creature at a time. A creature
| |
| trapped in the flask doesn’t need to breathe, eat, or
| |
| drink and doesn’t age.
| |
| You can use an action to remove the flask’s
| |
| stopper and release the creature the flask contains.
| |
| The creature is friendly to you and your companions
| |
| for 1 hour and obeys your commands for that
| |
| duration. If you give no commands or give it a
| |
| command that is likely to result in its death, it
| |
| defends itself but otherwise takes no actions. At the
| |
| end of the duration, the creature acts in accordance
| |
| with its normal disposition and alignment.
| |
| An identify spell reveals that a creature is inside
| |
| the flask, but the only way to determine the type of
| |
| creature is to open the flask. A newly discovered
| |
| bottle might already contain a creature chosen by
| |
| the GM or determined randomly.
| |
| d100 Contents
| |
| 1‒50 Empty
| |
| 51‒54 Demon (type 1)
| |
| 55‒58 Demon (type 2)
| |
| 59‒62 Demon (type 3)
| |
| 63‒64 Demon (type 4)
| |
| 65 Demon (type 5)
| |
| 66 Demon (type 6)
| |
| 67 Deva
| |
| 68‒69 Devil (greater)
| |
| 70‒73 Devil (lesser)
| |
| 74‒75 Djinni
| |
| 76‒77 Efreeti
| |
| 78‒83 Elemental (any)
| |
| 84‒86 Invisible stalker
| |
| 87‒90 Night hag
| |
| 91 Planetar
| |
| 92‒95 Salamander
| |
| 96 Solar
| |
| 97‒99 Succubus/incubus
| |
| 100 Xorn
| |
| Javelin of Lightning
| |
| Weapon (javelin), uncommon
| |
| This javelin is a magic weapon. When you hurl it and
| |
| speak its command word, it transforms into a bolt of
| |
| lightning, forming a line 5 feet wide that extends out
| |
| from you to a target within 120 feet. Each creature in
| |
| the line excluding you and the target must make a
| |
| DC 13 Dexterity saving throw, taking 4d6 lightning
| |
| damage on a failed save, and half as much damage on
| |
| a successful one. The lightning bolt turns back into a
| |
| javelin when it reaches the target. Make a ranged
| |
| weapon attack against the target. On a hit, the target
| |
| takes damage from the javelin plus 4d6 lightning
| |
| damage.
| |
| The javelin’s property can’t be used again until the
| |
| next dawn. In the meantime, the javelin can still be
| |
| used as a magic weapon.
| |
| Lantern of Revealing
| |
| Wondrous item, uncommon
| |
| While lit, this hooded lantern burns for 6 hours on 1
| |
| pint of oil, shedding bright light in a 30-‐‑foot radius
| |
| and dim light for an additional 30 feet. Invisible
| |
| creatures and objects are visible as long as they are
| |
| in the lantern’s bright light. You can use an action to
| |
| lower the hood, reducing the light to dim light in a 5-‐‑
| |
| foot radius.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 229
| |
| Luck Blade
| |
| Weapon (any sword), legendary (requires
| |
| attunement)
| |
| You gain a +1 bonus to attack and damage rolls
| |
| made with this magic weapon. While the sword is on
| |
| your person, you also gain a +1 bonus to saving
| |
| throws.
| |
| Luck. If the sword is on your person, you can call
| |
| on its luck (no action required) to reroll one attack
| |
| roll, ability check, or saving throw you dislike. You
| |
| must use the second roll. This property can’t be used
| |
| again until the next dawn.
| |
| Wish. The sword has 1d4 – 1 charges. While
| |
| holding it, you can use an action to expend 1 charge
| |
| and cast the wish spell from it. This property can’t be
| |
| used again until the next dawn. The sword loses this
| |
| property if it has no charges.
| |
| Mace of Disruption
| |
| Weapon (mace), rare (requires attunement)
| |
| When you hit a fiend or an undead with this magic
| |
| weapon, that creature takes an extra 2d6 radiant
| |
| damage. If the target has 25 hit points or fewer after
| |
| taking this damage, it must succeed on a DC 15
| |
| Wisdom saving throw or be destroyed. On a
| |
| successful save, the creature becomes frightened of
| |
| you until the end of your next turn.
| |
| While you hold this weapon, it sheds bright light in
| |
| a 20-‐‑foot radius and dim light for an additional 20
| |
| feet.
| |
| Mace of Smiting
| |
| Weapon (mace), rare
| |
| You gain a +1 bonus to attack and damage rolls
| |
| made with this magic weapon. The bonus increases
| |
| to +3 when you use the mace to attack a construct.
| |
| When you roll a 20 on an attack roll made with
| |
| this weapon, the target takes an extra 2d6
| |
| bludgeoning damage, or 4d6 bludgeoning damage if
| |
| it’s a construct. If a construct has 25 hit points or
| |
| fewer after taking this damage, it is destroyed.
| |
| Mace of Terror
| |
| Weapon (mace), rare (requires attunement)
| |
| This magic weapon has 3 charges. While holding it,
| |
| you can use an action and expend 1 charge to release
| |
| a wave of terror. Each creature of your choice in a
| |
| 30-‐‑foot radius extending from you must succeed on
| |
| a DC 15 Wisdom saving throw or become frightened
| |
| of you for 1 minute. While it is frightened in this way,
| |
| a creature must spend its turns trying to move as far
| |
| away from you as it can, and it can’t willingly move
| |
| to a space within 30 feet of you. It also can’t take
| |
| reactions. For its action, it can use only the Dash
| |
| action or try to escape from an effect that prevents it
| |
| from moving. If it has nowhere it can move, the
| |
| creature can use the Dodge action. At the end of each
| |
| of its turns, a creature can repeat the saving throw,
| |
| ending the effect on itself on a success.
| |
| The mace regains 1d3 expended charges daily at
| |
| dawn.
| |
| Mantle of Spell Resistance
| |
| Wondrous item, rare (requires attunement)
| |
| You have advantage on saving throws against spells
| |
| while you wear this cloak.
| |
| Manual of Bodily Health
| |
| Wondrous item, very rare
| |
| This book contains health and diet tips, and its
| |
| words are charged with magic. If you spend 48 hours
| |
| over a period of 6 days or fewer studying the book’s
| |
| contents and practicing its guidelines, your
| |
| Constitution score increases by 2, as does your
| |
| maximum for that score. The manual then loses its
| |
| magic, but regains it in a century.
| |
| Manual of Gainful Exercise
| |
| Wondrous item, very rare
| |
| This book describes fitness exercises, and its words
| |
| are charged with magic. If you spend 48 hours over a
| |
| period of 6 days or fewer studying the book’s
| |
| contents and practicing its guidelines, your Strength
| |
| score increases by 2, as does your maximum for that
| |
| score. The manual then loses its magic, but regains it
| |
| in a century.
| |
| Manual of Golems
| |
| Wondrous item, very rare
| |
| This tome contains information and incantations
| |
| necessary to make a particular type of golem. The
| |
| GM chooses the type or determines it randomly. To
| |
| decipher and use the manual, you must be a
| |
| spellcaster with at least two 5th-‐‑level spell slots. A
| |
| creature that can’t use a manual of golems and
| |
| attempts to read it takes 6d6 psychic damage.
| |
| d20 Golem Time Cost
| |
| 1–5 Clay 30 days 65,000 gp
| |
| 6–17 Flesh 60 days 50,000 gp
| |
| 18 Iron 120 days 100,000 gp
| |
| 19–20 Stone 90 days 80,000 gp
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 230
| |
| To create a golem, you must spend the time shown
| |
| on the table, working without interruption with the
| |
| manual at hand and resting no more than 8 hours
| |
| per day. You must also pay the specified cost to
| |
| purchase supplies.
| |
| Once you finish creating the golem, the book is
| |
| consumed in eldritch flames. The golem becomes
| |
| animate when the ashes of the manual are sprinkled
| |
| on it. It is under your control, and it understands and
| |
| obeys your spoken commands.
| |
| Manual of Quickness of Action
| |
| Wondrous item, very rare
| |
| This book contains coordination and balance
| |
| exercises, and its words are charged with magic. If
| |
| you spend 48 hours over a period of 6 days or fewer
| |
| studying the book’s contents and practicing its
| |
| guidelines, your Dexterity score increases by 2, as
| |
| does your maximum for that score. The manual then
| |
| loses its magic, but regains it in a century.
| |
| Marvelous Pigments
| |
| Wondrous item, very rare
| |
| Typically found in 1d4 pots inside a fine wooden box
| |
| with a brush (weighing 1 pound in total), these
| |
| pigments allow you to create three-‐‑dimensional
| |
| objects by painting them in two dimensions. The
| |
| paint flows from the brush to form the desired
| |
| object as you concentrate on its image.
| |
| Each pot of paint is sufficient to cover 1,000
| |
| square feet of a surface, which lets you create
| |
| inanimate objects or terrain features—such as a
| |
| door, a pit, flowers, trees, cells, rooms, or weapons—
| |
| that are up to 10,000 cubic feet. It takes 10 minutes
| |
| to cover 100 square feet.
| |
| When you complete the painting, the object or
| |
| terrain feature depicted becomes a real, nonmagical
| |
| object. Thus, painting a door on a wall creates an
| |
| actual door that can be opened to whatever is
| |
| beyond. Painting a pit on a floor creates a real pit,
| |
| and its depth counts against the total area of objects
| |
| you create.
| |
| Nothing created by the pigments can have a value
| |
| greater than 25 gp. If you paint an object of greater
| |
| value (such as a diamond or a pile of gold), the object
| |
| looks authentic, but close inspection reveals it is
| |
| made from paste, bone, or some other worthless
| |
| material.
| |
| If you paint a form of energy such as fire or
| |
| lightning, the energy appears but dissipates as soon
| |
| as you complete the painting, doing no harm to
| |
| anything.
| |
| Medallion of Thoughts
| |
| Wondrous item, uncommon (requires attunement)
| |
| The medallion has 3 charges. While wearing it, you
| |
| can use an action and expend 1 charge to cast the
| |
| detect thoughts spell (save DC 13) from it. The
| |
| medallion regains 1d3 expended charges daily at
| |
| dawn.
| |
| Mirror of Life Trapping
| |
| Wondrous item, very rare
| |
| When this 4-‐‑foot-‐‑tall mirror is viewed indirectly, its
| |
| surface shows faint images of creatures. The mirror
| |
| weighs 50 pounds, and it has AC 11, 10 hit points,
| |
| and vulnerability to bludgeoning damage. It shatters
| |
| and is destroyed when reduced to 0 hit points.
| |
| If the mirror is hanging on a vertical surface and
| |
| you are within 5 feet of it, you can use an action to
| |
| speak its command word and activate it. It remains
| |
| activated until you use an action to speak the
| |
| command word again.
| |
| Any creature other than you that sees its reflection
| |
| in the activated mirror while within 30 feet of it
| |
| must succeed on a DC 15 Charisma saving throw or
| |
| be trapped, along with anything it is wearing or
| |
| carrying, in one of the mirror’s twelve
| |
| extradimensional cells. This saving throw is made
| |
| with advantage if the creature knows the mirror’s
| |
| nature, and constructs succeed on the saving throw
| |
| automatically.
| |
| An extradimensional cell is an infinite expanse
| |
| filled with thick fog that reduces visibility to 10 feet.
| |
| Creatures trapped in the mirror’s cells don’t age, and
| |
| they don’t need to eat, drink, or sleep. A creature
| |
| trapped within a cell can escape using magic that
| |
| permits planar travel. Otherwise, the creature is
| |
| confined to the cell until freed.
| |
| If the mirror traps a creature but its twelve
| |
| extradimensional cells are already occupied, the
| |
| mirror frees one trapped creature at random to
| |
| accommodate the new prisoner. A freed creature
| |
| appears in an unoccupied space within sight of the
| |
| mirror but facing away from it. If the mirror is
| |
| shattered, all creatures it contains are freed and
| |
| appear in unoccupied spaces near it.
| |
| While within 5 feet of the mirror, you can use an
| |
| action to speak the name of one creature trapped in
| |
| it or call out a particular cell by number. The
| |
| creature named or contained in the named cell
| |
| appears as an image on the mirror’s surface. You and
| |
| the creature can then communicate normally.
| |
| In a similar way, you can use an action to speak a
| |
| second command word and free one creature
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 231
| |
| trapped in the mirror. The freed creature appears,
| |
| along with its possessions, in the unoccupied space
| |
| nearest to the mirror and facing away from it.
| |
| Mithral Armor
| |
| Armor (medium or heavy, but not hide), uncommon
| |
| Mithral is a light, flexible metal. A mithral chain shirt
| |
| or breastplate can be worn under normal clothes. If
| |
| the armor normally imposes disadvantage on
| |
| Dexterity (Stealth) checks or has a Strength
| |
| requirement, the mithral version of the armor
| |
| doesn’t.
| |
| Necklace of Adaptation
| |
| Wondrous item, uncommon (requires attunement)
| |
| While wearing this necklace, you can breathe
| |
| normally in any environment, and you have
| |
| advantage on saving throws made against harmful
| |
| gases and vapors (such as cloudkill and stinking
| |
| cloud effects, inhaled poisons, and the breath
| |
| weapons of some dragons).
| |
| Necklace of Fireballs
| |
| Wondrous item, rare
| |
| This necklace has 1d6 + 3 beads hanging from it. You
| |
| can use an action to detach a bead and throw it up to
| |
| 60 feet away. When it reaches the end of its
| |
| trajectory, the bead detonates as a 3rd-‐‑level fireball
| |
| spell (save DC 15).
| |
| You can hurl multiple beads, or even the whole
| |
| necklace, as one action. When you do so, increase the
| |
| level of the fireball by 1 for each bead beyond the
| |
| first.
| |
| Necklace of Prayer Beads
| |
| Wondrous item, rare (requires attunement by a cleric,
| |
| druid, or paladin)
| |
| This necklace has 1d4 + 2 magic beads made from
| |
| aquamarine, black pearl, or topaz. It also has many
| |
| nonmagical beads made from stones such as amber,
| |
| bloodstone, citrine, coral, jade, pearl, or quartz. If a
| |
| magic bead is removed from the necklace, that bead
| |
| loses its magic.
| |
| Six types of magic beads exist. The GM decides the
| |
| type of each bead on the necklace or determines it
| |
| randomly. A necklace can have more than one bead
| |
| of the same type. To use one, you must be wearing
| |
| the necklace. Each bead contains a spell that you can
| |
| cast from it as a bonus action (using your spell save
| |
| DC if a save is necessary). Once a magic bead’s spell
| |
| is cast, that bead can’t be used again until the next
| |
| dawn.
| |
| d20 Bead of … Spell
| |
| 1–6 Blessing Bless
| |
| 7–12 Curing Cure wounds (2nd level) or lesser
| |
| restoration
| |
| 13–16 Favor Greater restoration
| |
| 17–18 Smiting Branding smite
| |
| 19 Summons Planar ally
| |
| 20 Wind
| |
| walking
| |
| Wind walk
| |
| Nine Lives Stealer
| |
| Weapon (any sword), very rare (requires attunement)
| |
| You gain a +2 bonus to attack and damage rolls
| |
| made with this magic weapon.
| |
| The sword has 1d8 + 1 charges. If you score a
| |
| critical hit against a creature that has fewer than 100
| |
| hit points, it must succeed on a DC 15 Constitution
| |
| saving throw or be slain instantly as the sword tears
| |
| its life force from its body (a construct or an undead
| |
| is immune). The sword loses 1 charge if the creature
| |
| is slain. When the sword has no charges remaining,
| |
| it loses this property.
| |
| Oathbow
| |
| Weapon (longbow), very rare (requires attunement)
| |
| When you nock an arrow on this bow, it whispers in
| |
| Elvish, “Swift defeat to my enemies.” When you use
| |
| this weapon to make a ranged attack, you can, as a
| |
| command phrase, say, “Swift death to you who have
| |
| wronged me.” The target of your attack becomes
| |
| your sworn enemy until it dies or until dawn seven
| |
| days later. You can have only one such sworn enemy
| |
| at a time. When your sworn enemy dies, you can
| |
| choose a new one after the next dawn.
| |
| When you make a ranged attack roll with this
| |
| weapon against your sworn enemy, you have
| |
| advantage on the roll. In addition, your target gains
| |
| no benefit from cover, other than total cover, and
| |
| you suffer no disadvantage due to long range. If the
| |
| attack hits, your sworn enemy takes an extra 3d6
| |
| piercing damage.
| |
| While your sworn enemy lives, you have
| |
| disadvantage on attack rolls with all other weapons.
| |
| Oil of Etherealness
| |
| Potion, rare
| |
| Beads of this cloudy gray oil form on the outside of
| |
| its container and quickly evaporate. The oil can
| |
| cover a Medium or smaller creature, along with the
| |
| equipment it’s wearing and carrying (one additional
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 232
| |
| vial is required for each size category above
| |
| Medium). Applying the oil takes 10 minutes. The
| |
| affected creature then gains the effect of the
| |
| etherealness spell for 1 hour.
| |
| Oil of Sharpness
| |
| Potion, very rare
| |
| This clear, gelatinous oil sparkles with tiny, ultrathin
| |
| silver shards. The oil can coat one slashing or
| |
| piercing weapon or up to 5 pieces of slashing or
| |
| piercing ammunition. Applying the oil takes 1
| |
| minute. For 1 hour, the coated item is magical and
| |
| has a +3 bonus to attack and damage rolls.
| |
| Oil of Slipperiness
| |
| Potion, uncommon
| |
| This sticky black unguent is thick and heavy in the
| |
| container, but it flows quickly when poured. The oil
| |
| can cover a Medium or smaller creature, along with
| |
| the equipment it’s wearing and carrying (one
| |
| additional vial is required for each size category
| |
| above Medium). Applying the oil takes 10 minutes.
| |
| The affected creature then gains the effect of a
| |
| freedom of movement spell for 8 hours.
| |
| Alternatively, the oil can be poured on the ground
| |
| as an action, where it covers a 10-‐‑foot square,
| |
| duplicating the effect of the grease spell in that area
| |
| for 8 hours.
| |
| Pearl of Power
| |
| Wondrous item, uncommon (requires attunement by a
| |
| spellcaster)
| |
| While this pearl is on your person, you can use an
| |
| action to speak its command word and regain one
| |
| expended spell slot. If the expended slot was of 4th
| |
| level or higher, the new slot is 3rd level. Once you
| |
| use the pearl, it can’t be used again until the next
| |
| dawn.
| |
| Periapt of Health
| |
| Wondrous item, uncommon
| |
| You are immune to contracting any disease while
| |
| you wear this pendant. If you are already infected
| |
| with a disease, the effects of the disease are
| |
| suppressed you while you wear the pendant.
| |
| Periapt of Proof against Poison
| |
| Wondrous item, rare
| |
| This delicate silver chain has a brilliant-‐‑cut black
| |
| gem pendant. While you wear it, poisons have no
| |
| effect on you. You are immune to the poisoned
| |
| condition and have immunity to poison damage.
| |
| Periapt of Wound Closure
| |
| Wondrous item, uncommon (requires attunement)
| |
| While you wear this pendant, you stabilize whenever
| |
| you are dying at the start of your turn. In addition,
| |
| whenever you roll a Hit Die to regain hit points,
| |
| double the number of hit points it restores.
| |
| Philter of Love
| |
| Potion, uncommon
| |
| The next time you see a creature within 10 minutes
| |
| after drinking this philter, you become charmed by
| |
| that creature for 1 hour. If the creature is of a species
| |
| and gender you are normally attracted to, you
| |
| regard it as your true love while you are charmed.
| |
| This potion’s rose-‐‑hued, effervescent liquid contains
| |
| one easy-‐‑to-‐‑miss bubble shaped like a heart.
| |
| Pipes of Haunting
| |
| Wondrous item, uncommon
| |
| You must be proficient with wind instruments to use
| |
| these pipes. They have 3 charges. You can use an
| |
| action to play them and expend 1 charge to create an
| |
| eerie, spellbinding tune. Each creature within 30 feet
| |
| of you that hears you play must succeed on a DC 15
| |
| Wisdom saving throw or become frightened of you
| |
| for 1 minute. If you wish, all creatures in the area
| |
| that aren’t hostile toward you automatically succeed
| |
| on the saving throw. A creature that fails the saving
| |
| throw can repeat it at the end of each of its turns,
| |
| ending the effect on itself on a success. A creature
| |
| that succeeds on its saving throw is immune to the
| |
| effect of these pipes for 24 hours. The pipes regain
| |
| 1d3 expended charges daily at dawn.
| |
| Pipes of the Sewers
| |
| Wondrous item, uncommon (requires attunement)
| |
| You must be proficient with wind instruments to use
| |
| these pipes. While you are attuned to the pipes,
| |
| ordinary rats and giant rats are indifferent toward
| |
| you and will not attack you unless you threaten or
| |
| harm them.
| |
| The pipes have 3 charges. If you play the pipes as
| |
| an action, you can use a bonus action to expend 1 to
| |
| 3 charges, calling forth one swarm of rats with each
| |
| expended charge, provided that enough rats are
| |
| within half a mile of you to be called in this fashion
| |
| (as determined by the GM). If there aren’t enough
| |
| rats to form a swarm, the charge is wasted. Called
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 233
| |
| swarms move toward the music by the shortest
| |
| available route but aren’t under your control
| |
| otherwise. The pipes regain 1d3 expended charges
| |
| daily at dawn.
| |
| Whenever a swarm of rats that isn’t under another
| |
| creature’s control comes within 30 feet of you while
| |
| you are playing the pipes, you can make a Charisma
| |
| check contested by the swarm’s Wisdom check. If
| |
| you lose the contest, the swarm behaves as it
| |
| normally would and can’t be swayed by the pipes’
| |
| music for the next 24 hours. If you win the contest,
| |
| the swarm is swayed by the pipes’ music and
| |
| becomes friendly to you and your companions for as
| |
| long as you continue to play the pipes each round as
| |
| an action. A friendly swarm obeys your commands. If
| |
| you issue no commands to a friendly swarm, it
| |
| defends itself but otherwise takes no actions. If a
| |
| friendly swarm starts its turn and can’t hear the
| |
| pipes’ music, your control over that swarm ends, and
| |
| the swarm behaves as it normally would and can’t be
| |
| swayed by the pipes’ music for the next 24 hours.
| |
| Plate Armor of Etherealness
| |
| Armor (plate), legendary (requires attunement)
| |
| While you’re wearing this armor, you can speak its
| |
| command word as an action to gain the effect of the
| |
| etherealness spell, which last for 10 minutes or until
| |
| you remove the armor or use an action to speak the
| |
| command word again. This property of the armor
| |
| can’t be used again until the next dawn.
| |
| Portable Hole
| |
| Wondrous item, rare
| |
| This fine black cloth, soft as silk, is folded up to the
| |
| dimensions of a handkerchief. It unfolds into a
| |
| circular sheet 6 feet in diameter.
| |
| You can use an action to unfold a portable hole and
| |
| place it on or against a solid surface, whereupon the
| |
| portable hole creates an extradimensional hole 10
| |
| feet deep. The cylindrical space within the hole
| |
| exists on a different plane, so it can’t be used to
| |
| create open passages. Any creature inside an open
| |
| portable hole can exit the hole by climbing out of it.
| |
| You can use an action to close a portable hole by
| |
| taking hold of the edges of the cloth and folding it up.
| |
| Folding the cloth closes the hole, and any creatures
| |
| or objects within remain in the extradimensional
| |
| space. No matter what’s in it, the hole weighs next to
| |
| nothing.
| |
| If the hole is folded up, a creature within the hole’s
| |
| extradimensional space can use an action to make a
| |
| DC 10 Strength check. On a successful check, the
| |
| creature forces its way out and appears within 5 feet
| |
| of the portable hole or the creature carrying it. A
| |
| breathing creature within a closed portable hole can
| |
| survive for up to 10 minutes, after which time it
| |
| begins to suffocate.
| |
| Placing a portable hole inside an extradimensional
| |
| space created by a bag of holding, handy haversack,
| |
| or similar item instantly destroys both items and
| |
| opens a gate to the Astral Plane. The gate originates
| |
| where the one item was placed inside the other. Any
| |
| creature within 10 feet of the gate is sucked through
| |
| it and deposited in a random location on the Astral
| |
| Plane. The gate then closes. The gate is one-‐‑way only
| |
| and can’t be reopened.
| |
| Potion of Animal Friendship
| |
| Potion, uncommon
| |
| When you drink this potion, you can cast the animal
| |
| friendship spell (save DC 13) for 1 hour at will.
| |
| Agitating this muddy liquid brings little bits into
| |
| view: a fish scale, a hummingbird tongue, a cat claw,
| |
| or a squirrel hair.
| |
| Potion of Clairvoyance
| |
| Potion, rare
| |
| When you drink this potion, you gain the effect of the
| |
| clairvoyance spell. An eyeball bobs in this yellowish
| |
| liquid but vanishes when the potion is opened.
| |
| Potion of Climbing
| |
| Potion, common
| |
| When you drink this potion, you gain a climbing
| |
| speed equal to your walking speed for 1 hour.
| |
| During this time, you have advantage on Strength
| |
| (Athletics) checks you make to climb. The potion is
| |
| separated into brown, silver, and gray layers
| |
| resembling bands of stone. Shaking the bottle fails to
| |
| mix the colors.
| |
| Potion of Diminution
| |
| Potion, rare
| |
| When you drink this potion, you gain the “reduce”
| |
| effect of the enlarge/reduce spell for 1d4 hours (no
| |
| concentration required). The red in the potion’s
| |
| liquid continuously contracts to a tiny bead and then
| |
| expands to color the clear liquid around it. Shaking
| |
| the bottle fails to interrupt this process.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 234
| |
| Potion of Flying
| |
| Potion, very rare
| |
| When you drink this potion, you gain a flying speed
| |
| equal to your walking speed for 1 hour and can
| |
| hover. If you’re in the air when the potion wears off,
| |
| you fall unless you have some other means of staying
| |
| aloft. This potion’s clear liquid floats at the top of its
| |
| container and has cloudy white impurities drifting in
| |
| it.
| |
| Potion of Gaseous Form
| |
| Potion, rare
| |
| When you drink this potion, you gain the effect of the
| |
| gaseous form spell for 1 hour (no concentration
| |
| required) or until you end the effect as a bonus
| |
| action. This potion’s container seems to hold fog that
| |
| moves and pours like water.
| |
| Potion of Giant Strength
| |
| Potion, rarity varies
| |
| When you drink this potion, your Strength score
| |
| changes for 1 hour. The type of giant determines the
| |
| score (see the table below). The potion has no effect
| |
| on you if your Strength is equal to or greater than
| |
| that score.
| |
| This potion’s transparent liquid has floating in it a
| |
| sliver of fingernail from a giant of the appropriate
| |
| type. The potion of frost giant strength and the potion
| |
| of stone giant strength have the same effect.
| |
| Type of Giant Strength Rarity
| |
| Hill giant 21 Uncommon
| |
| Frost/stone giant 23 Rare
| |
| Fire giant 25 Rare
| |
| Cloud giant 27 Very rare
| |
| Storm giant 29 Legendary
| |
| Potion of Growth
| |
| Potion, uncommon
| |
| When you drink this potion, you gain the “enlarge”
| |
| effect of the enlarge/reduce spell for 1d4 hours (no
| |
| concentration required). The red in the potion’s
| |
| liquid continuously expands from a tiny bead to
| |
| color the clear liquid around it and then contracts.
| |
| Shaking the bottle fails to interrupt this process.
| |
| Potion of Healing
| |
| Potion, rarity varies
| |
| You regain hit points when you drink this potion.
| |
| The number of hit points depends on the potion’s
| |
| rarity, as shown in the Potions of Healing table.
| |
| Whatever its potency, the potion’s red liquid
| |
| glimmers when agitated.
| |
| Potions of Healing
| |
| Potion of … Rarity HP Regained
| |
| Healing Common 2d4 + 2
| |
| Greater healing Uncommon 4d4 + 4
| |
| Superior healing Rare 8d4 + 8
| |
| Supreme healing Very rare 10d4 + 20
| |
| Potion of Heroism
| |
| Potion, rare
| |
| For 1 hour after drinking it, you gain 10 temporary
| |
| hit points that last for 1 hour. For the same duration,
| |
| you are under the effect of the bless spell (no
| |
| concentration required). This blue potion bubbles
| |
| and steams as if boiling.
| |
| Potion of Invisibility
| |
| Potion, very rare
| |
| This potion’s container looks empty but feels as
| |
| though it holds liquid. When you drink it, you
| |
| become invisible for 1 hour. Anything you wear or
| |
| carry is invisible with you. The effect ends early if
| |
| you attack or cast a spell.
| |
| Potion of Mind Reading
| |
| Potion, rare
| |
| When you drink this potion, you gain the effect of the
| |
| detect thoughts spell (save DC 13). The potion’s
| |
| dense, purple liquid has an ovoid cloud of pink
| |
| floating in it.
| |
| Potion of Poison
| |
| Potion, uncommon
| |
| This concoction looks, smells, and tastes like a potion
| |
| of healing or other beneficial potion. However, it is
| |
| actually poison masked by illusion magic. An identify
| |
| spell reveals its true nature.
| |
| If you drink it, you take 3d6 poison damage, and
| |
| you must succeed on a DC 13 Constitution saving
| |
| throw or be poisoned. At the start of each of your
| |
| turns while you are poisoned in this way, you take
| |
| 3d6 poison damage. At the end of each of your turns,
| |
| you can repeat the saving throw. On a successful
| |
| save, the poison damage you take on your
| |
| subsequent turns decreases by 1d6. The poison ends
| |
| when the damage decreases to 0.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 235
| |
| Potion of Resistance
| |
| Potion, uncommon
| |
| When you drink this potion, you gain resistance to
| |
| one type of damage for 1 hour. The GM chooses the
| |
| type or determines it randomly from the options
| |
| below.
| |
| d10 Damage Type d10 Damage Type
| |
| 1 Acid 6 Necrotic
| |
| 2 Cold 7 Poison
| |
| 3 Fire 8 Psychic
| |
| 4 Force 9 Radiant
| |
| 5 Lightning 10 Thunder
| |
| Potion of Speed
| |
| Potion, very rare
| |
| When you drink this potion, you gain the effect of the
| |
| haste spell for 1 minute (no concentration required).
| |
| The potion’s yellow fluid is streaked with black and
| |
| swirls on its own.
| |
| Potion of Water Breathing
| |
| Potion, uncommon
| |
| You can breathe underwater for 1 hour after
| |
| drinking this potion. Its cloudy green fluid smells of
| |
| the sea and has a jellyfish-‐‑like bubble floating in it.
| |
| Restorative Ointment
| |
| Wondrous item, uncommon
| |
| This glass jar, 3 inches in diameter, contains 1d4 + 1
| |
| doses of a thick mixture that smells faintly of aloe.
| |
| The jar and its contents weigh 1/2 pound.
| |
| As an action, one dose of the ointment can be
| |
| swallowed or applied to the skin. The creature that
| |
| receives it regains 2d8 + 2 hit points, ceases to be
| |
| poisoned, and is cured of any disease.
| |
| Ring of Animal Influence
| |
| Ring, rare
| |
| This ring has 3 charges, and it regains 1d3 expended
| |
| charges daily at dawn. While wearing the ring, you
| |
| can use an action to expend 1 of its charges to cast
| |
| one of the following spells:
| |
| • Animal friendship (save DC 13)
| |
| • Fear (save DC 13), targeting only beasts that have
| |
| an Intelligence of 3 or lower
| |
| • Speak with animals
| |
| Ring of Djinni Summoning
| |
| Ring, legendary (requires attunement)
| |
| While wearing this ring, you can speak its command
| |
| word as an action to summon a particular djinni
| |
| from the Elemental Plane of Air. The djinni appears
| |
| in an unoccupied space you choose within 120 feet
| |
| of you. It remains as long as you concentrate (as if
| |
| concentrating on a spell), to a maximum of 1 hour, or
| |
| until it drops to 0 hit points. It then returns to its
| |
| home plane.
| |
| While summoned, the djinni is friendly to you and
| |
| your companions. It obeys any commands you give it,
| |
| no matter what language you use. If you fail to
| |
| command it, the djinni defends itself against
| |
| attackers but takes no other actions.
| |
| After the djinni departs, it can’t be summoned
| |
| again for 24 hours, and the ring becomes nonmagical
| |
| if the djinni dies.
| |
| Ring of Elemental Command
| |
| Ring, legendary (requires attunement)
| |
| This ring is linked to one of the four Elemental
| |
| Planes. The GM chooses or randomly determines the
| |
| linked plane.
| |
| While wearing this ring, you have advantage on
| |
| attack rolls against elementals from the linked plane,
| |
| and they have disadvantage on attack rolls against
| |
| you. In addition, you have access to properties based
| |
| on the linked plane.
| |
| The ring has 5 charges. It regains 1d4 + 1
| |
| expended charges daily at dawn. Spells cast from the
| |
| ring have a save DC of 17.
| |
| Ring of Air Elemental Command. You can expend
| |
| 2 of the ring’s charges to cast dominate monster on
| |
| an air elemental. In addition, when you fall, you
| |
| descend 60 feet per round and take no damage from
| |
| falling. You can also speak and understand Auran.
| |
| If you help slay an air elemental while attuned to
| |
| the ring, you gain access to the following additional
| |
| properties:
| |
| • You have resistance to lightning damage.
| |
| • You have a flying speed equal to your walking
| |
| speed and can hover.
| |
| • You can cast the following spells from the ring,
| |
| expending the necessary number of charges: chain
| |
| lightning (3 charges), gust of wind (2 charges), or
| |
| wind wall (1 charge).
| |
| Ring of Earth Elemental Command. You can
| |
| expend 2 of the ring’s charges to cast dominate
| |
| monster on an earth elemental. In addition, you can
| |
| move in difficult terrain that is composed of rubble,
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 236
| |
| rocks, or dirt as if it were normal terrain. You can
| |
| also speak and understand Terran.
| |
| If you help slay an earth elemental while attuned
| |
| to the ring, you gain access to the following
| |
| additional properties:
| |
| • You have resistance to acid damage.
| |
| • You can move through solid earth or rock as if
| |
| those areas were difficult terrain. If you end your
| |
| turn there, you are shunted out to the nearest
| |
| unoccupied space you last occupied.
| |
| • You can cast the following spells from the ring,
| |
| expending the necessary number of charges: stone
| |
| shape (2 charges), stoneskin (3 charges), or wall of
| |
| stone (3 charges).
| |
| Ring of Fire Elemental Command. You can
| |
| expend 2 of the ring’s charges to cast dominate
| |
| monster on a fire elemental. In addition, you have
| |
| resistance to fire damage. You can also speak and
| |
| understand Ignan.
| |
| If you help slay a fire elemental while attuned to
| |
| the ring, you gain access to the following additional
| |
| properties:
| |
| • You are immune to fire damage.
| |
| • You can cast the following spells from the ring,
| |
| expending the necessary number of charges:
| |
| burning hands (1 charge), fireball (2 charges), and
| |
| wall of fire (3 charges).
| |
| Ring of Water Elemental Command. You can
| |
| expend 2 of the ring’s charges to cast dominate
| |
| monster on a water elemental. In addition, you can
| |
| stand on and walk across liquid surfaces as if they
| |
| were solid ground. You can also speak and
| |
| understand Aquan.
| |
| If you help slay a water elemental while attuned to
| |
| the ring, you gain access to the following additional
| |
| properties:
| |
| • You can breathe underwater and have a
| |
| swimming speed equal to your walking speed.
| |
| • You can cast the following spells from the ring,
| |
| expending the necessary number of charges:
| |
| create or destroy water (1 charge), control water (3
| |
| charges), ice storm (2 charges), or wall of ice (3
| |
| charges).
| |
| Ring of Evasion
| |
| Ring, rare (requires attunement)
| |
| This ring has 3 charges, and it regains 1d3 expended
| |
| charges daily at dawn. When you fail a Dexterity
| |
| saving throw while wearing it, you can use your
| |
| reaction to expend 1 of its charges to succeed on that
| |
| saving throw instead.
| |
| Ring of Feather Falling
| |
| Ring, rare (requires attunement)
| |
| When you fall while wearing this ring, you descend
| |
| 60 feet per round and take no damage from falling.
| |
| Ring of Free Action
| |
| Ring, rare (requires attunement)
| |
| While you wear this ring, difficult terrain doesn’t
| |
| cost you extra movement. In addition, magic can
| |
| neither reduce your speed nor cause you to be
| |
| paralyzed or restrained.
| |
| Ring of Invisibility
| |
| Ring, legendary (requires attunement)
| |
| While wearing this ring, you can turn invisible as an
| |
| action. Anything you are wearing or carrying is
| |
| invisible with you. You remain invisible until the
| |
| ring is removed, until you attack or cast a spell, or
| |
| until you use a bonus action to become visible again.
| |
| Ring of Jumping
| |
| Ring, uncommon (requires attunement)
| |
| While wearing this ring, you can cast the jump spell
| |
| from it as a bonus action at will, but can target only
| |
| yourself when you do so.
| |
| Ring of Mind Shielding
| |
| Ring, uncommon (requires attunement)
| |
| While wearing this ring, you are immune to magic
| |
| that allows other creatures to read your thoughts,
| |
| determine whether you are lying, know your
| |
| alignment, or know your creature type. Creatures
| |
| can telepathically communicate with you only if you
| |
| allow it.
| |
| You can use an action to cause the ring to become
| |
| invisible until you use another action to make it
| |
| visible, until you remove the ring, or until you die.
| |
| If you die while wearing the ring, your soul enters
| |
| it, unless it already houses a soul. You can remain in
| |
| the ring or depart for the afterlife. As long as your
| |
| soul is in the ring, you can telepathically
| |
| communicate with any creature wearing it. A wearer
| |
| can’t prevent this telepathic communication.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 237
| |
| Ring of Protection
| |
| Ring, rare (requires attunement)
| |
| You gain a +1 bonus to AC and saving throws while
| |
| wearing this ring.
| |
| Ring of Regeneration
| |
| Ring, very rare (requires attunement)
| |
| While wearing this ring, you regain 1d6 hit points
| |
| every 10 minutes, provided that you have at least 1
| |
| hit point. If you lose a body part, the ring causes the
| |
| missing part to regrow and return to full
| |
| functionality after 1d6 + 1 days if you have at least 1
| |
| hit point the whole time.
| |
| Ring of Resistance
| |
| Ring, rare (requires attunement)
| |
| You have resistance to one damage type while
| |
| wearing this ring. The gem in the ring indicates the
| |
| type, which the GM chooses or determines randomly.
| |
| d10 Damage Type Gem
| |
| 1 Acid Pearl
| |
| 2 Cold Tourmaline
| |
| 3 Fire Garnet
| |
| 4 Force Sapphire
| |
| 5 Lightning Citrine
| |
| 6 Necrotic Jet
| |
| 7 Poison Amethyst
| |
| 8 Psychic Jade
| |
| 9 Radiant Topaz
| |
| 10 Thunder Spinel
| |
| Ring of Shooting Stars
| |
| Ring, very rare (requires attunement outdoors at
| |
| night)
| |
| While wearing this ring in dim light or darkness, you
| |
| can cast dancing lights and light from the ring at will.
| |
| Casting either spell from the ring requires an action.
| |
| The ring has 6 charges for the following other
| |
| properties. The ring regains 1d6 expended charges
| |
| daily at dawn.
| |
| Faerie Fire. You can expend 1 charge as an action
| |
| to cast faerie fire from the ring.
| |
| Ball Lightning. You can expend 2 charges as an
| |
| action to create one to four 3-‐‑foot-‐‑diameter spheres
| |
| of lightning. The more spheres you create, the less
| |
| powerful each sphere is individually.
| |
| Each sphere appears in an unoccupied space you
| |
| can see within 120 feet of you. The spheres last as
| |
| long as you concentrate (as if concentrating on a
| |
| spell), up to 1 minute. Each sphere sheds dim light in
| |
| a 30-‐‑foot radius.
| |
| As a bonus action, you can move each sphere up to
| |
| 30 feet, but no farther than 120 feet away from you.
| |
| When a creature other than you comes within 5 feet
| |
| of a sphere, the sphere discharges lightning at that
| |
| creature and disappears. That creature must make a
| |
| DC 15 Dexterity saving throw. On a failed save, the
| |
| creature takes lightning damage based on the
| |
| number of spheres you created.
| |
| Spheres Lightning Damage
| |
| 4 2d4
| |
| 3 2d6
| |
| 2 5d4
| |
| 1 4d12
| |
| Shooting Stars. You can expend 1 to 3 charges as
| |
| an action. For every charge you expend, you launch a
| |
| glowing mote of light from the ring at a point you
| |
| can see within 60 feet of you. Each creature within a
| |
| 15-‐‑foot cube originating from that point is showered
| |
| in sparks and must make a DC 15 Dexterity saving
| |
| throw, taking 5d4 fire damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Ring of Spell Storing
| |
| Ring, rare (requires attunement)
| |
| This ring stores spells cast into it, holding them until
| |
| the attuned wearer uses them. The ring can store up
| |
| to 5 levels worth of spells at a time. When found, it
| |
| contains 1d6 − 1 levels of stored spells chosen by the
| |
| GM.
| |
| Any creature can cast a spell of 1st through 5th
| |
| level into the ring by touching the ring as the spell is
| |
| cast. The spell has no effect, other than to be stored
| |
| in the ring. If the ring can’t hold the spell, the spell is
| |
| expended without effect. The level of the slot used to
| |
| cast the spell determines how much space it uses.
| |
| While wearing this ring, you can cast any spell
| |
| stored in it. The spell uses the slot level, spell save
| |
| DC, spell attack bonus, and spellcasting ability of the
| |
| original caster, but is otherwise treated as if you cast
| |
| the spell. The spell cast from the ring is no longer
| |
| stored in it, freeing up space.
| |
| Ring of Spell Turning
| |
| Ring, legendary (requires attunement)
| |
| While wearing this ring, you have advantage on
| |
| saving throws against any spell that targets only you
| |
| (not in an area of effect). In addition, if you roll a 20
| |
| for the save and the spell is 7th level or lower, the
| |
| spell has no effect on you and instead targets the
| |
| caster, using the slot level, spell save DC, attack
| |
| bonus, and spellcasting ability of the caster.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 238
| |
| Ring of Swimming
| |
| Ring, uncommon
| |
| You have a swimming speed of 40 feet while wearing
| |
| this ring.
| |
| Ring of Telekinesis
| |
| Ring, very rare (requires attunement)
| |
| While wearing this ring, you can cast the telekinesis
| |
| spell at will, but you can target only objects that
| |
| aren’t being worn or carried.
| |
| Ring of the Ram
| |
| Ring, rare (requires attunement)
| |
| This ring has 3 charges, and it regains 1d3 expended
| |
| charges daily at dawn. While wearing the ring, you
| |
| can use an action to expend 1 to 3 of its charges to
| |
| attack one creature you can see within 60 feet of you.
| |
| The ring produces a spectral ram’s head and makes
| |
| its attack roll with a +7 bonus. On a hit, for each
| |
| charge you spend, the target takes 2d10 force
| |
| damage and is pushed 5 feet away from you.
| |
| Alternatively, you can expend 1 to 3 of the ring’s
| |
| charges as an action to try to break an object you can
| |
| see within 60 feet of you that isn’t being worn or
| |
| carried. The ring makes a Strength check with a +5
| |
| bonus for each charge you spend.
| |
| Ring of Three Wishes
| |
| Ring, legendary
| |
| While wearing this ring, you can use an action to
| |
| expend 1 of its 3 charges to cast the wish spell from
| |
| it. The ring becomes nonmagical when you use the
| |
| last charge.
| |
| Ring of Warmth
| |
| Ring, uncommon (requires attunement)
| |
| While wearing this ring, you have resistance to cold
| |
| damage. In addition, you and everything you wear
| |
| and carry are unharmed by temperatures as low as
| |
| −50 degrees Fahrenheit.
| |
| Ring of Water Walking
| |
| Ring, uncommon
| |
| While wearing this ring, you can stand on and move
| |
| across any liquid surface as if it were solid ground.
| |
| Ring of X-ray Vision
| |
| Ring, rare (requires attunement)
| |
| While wearing this ring, you can use an action to
| |
| speak its command word. When you do so, you can
| |
| see into and through solid matter for 1 minute. This
| |
| vision has a radius of 30 feet. To you, solid objects
| |
| within that radius appear transparent and don’t
| |
| prevent light from passing through them. The vision
| |
| can penetrate 1 foot of stone, 1 inch of common
| |
| metal, or up to 3 feet of wood or dirt. Thicker
| |
| substances block the vision, as does a thin sheet of
| |
| lead.
| |
| Whenever you use the ring again before taking a
| |
| long rest, you must succeed on a DC 15 Constitution
| |
| saving throw or gain one level of exhaustion.
| |
| Robe of Eyes
| |
| Wondrous item, rare (requires attunement)
| |
| This robe is adorned with eyelike patterns. While
| |
| you wear the robe, you gain the following benefits:
| |
| • The robe lets you see in all directions, and you
| |
| have advantage on Wisdom (Perception) checks
| |
| that rely on sight.
| |
| • You have darkvision out to a range of 120 feet.
| |
| • You can see invisible creatures and objects, as well
| |
| as see into the Ethereal Plane, out to a range of
| |
| 120 feet.
| |
| The eyes on the robe can’t be closed or averted.
| |
| Although you can close or avert your own eyes, you
| |
| are never considered to be doing so while wearing
| |
| this robe.
| |
| A light spell cast on the robe or a daylight spell
| |
| cast within 5 feet of the robe causes you to be
| |
| blinded for 1 minute. At the end of each of your
| |
| turns, you can make a Constitution saving throw (DC
| |
| 11 for light or DC 15 for daylight), ending the
| |
| blindness on a success.
| |
| Robe of Scintillating Colors
| |
| Wondrous item, very rare (requires attunement)
| |
| This robe has 3 charges, and it regains 1d3 expended
| |
| charges daily at dawn. While you wear it, you can
| |
| use an action and expend 1 charge to cause the
| |
| garment to display a shifting pattern of dazzling
| |
| hues until the end of your next turn. During this time,
| |
| the robe sheds bright light in a 30-‐‑foot radius and
| |
| dim light for an additional 30 feet. Creatures that can
| |
| see you have disadvantage on attack rolls against
| |
| you. In addition, any creature in the bright light that
| |
| can see you when the robe’s power is activated must
| |
| succeed on a DC 15 Wisdom saving throw or become
| |
| stunned until the effect ends.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 239
| |
| Robe of Stars
| |
| Wondrous item, very rare (requires attunement)
| |
| This black or dark blue robe is embroidered with
| |
| small white or silver stars. You gain a +1 bonus to
| |
| saving throws while you wear it.
| |
| Six stars, located on the robe’s upper front portion,
| |
| are particularly large. While wearing this robe, you
| |
| can use an action to pull off one of the stars and use
| |
| it to cast magic missile as a 5th-‐‑level spell. Daily at
| |
| dusk, 1d6 removed stars reappear on the robe.
| |
| While you wear the robe, you can use an action to
| |
| enter the Astral Plane along with everything you are
| |
| wearing and carrying. You remain there until you
| |
| use an action to return to the plane you were on. You
| |
| reappear in the last space you occupied, or if that
| |
| space is occupied, the nearest unoccupied space.
| |
| Robe of the Archmagi
| |
| Wondrous item, legendary (requires attunement by a
| |
| sorcerer, warlock, or wizard)
| |
| This elegant garment is made from exquisite cloth of
| |
| white, gray, or black and adorned with silvery runes.
| |
| The robe’s color corresponds to the alignment for
| |
| which the item was created. A white robe was made
| |
| for good, gray for neutral, and black for evil. You
| |
| can’t attune to a robe of the archmagi that doesn’t
| |
| correspond to your alignment.
| |
| You gain these benefits while wearing the robe:
| |
| • If you aren’t wearing armor, your base Armor
| |
| Class is 15 + your Dexterity modifier.
| |
| • You have advantage on saving throws against
| |
| spells and other magical effects.
| |
| • Your spell save DC and spell attack bonus each
| |
| increase by 2.
| |
| Robe of Useful Items
| |
| Wondrous item, uncommon
| |
| This robe has cloth patches of various shapes and
| |
| colors covering it. While wearing the robe, you can
| |
| use an action to detach one of the patches, causing it
| |
| to become the object or creature it represents. Once
| |
| the last patch is removed, the robe becomes an
| |
| ordinary garment.
| |
| The robe has two of each of the following patches:
| |
| • Dagger
| |
| • Bullseye lantern (filled and lit)
| |
| • Steel mirror
| |
| • 10-‐‑foot pole
| |
| • Hempen rope (50 feet, coiled)
| |
| • Sack
| |
| In addition, the robe has 4d4 other patches. The
| |
| GM chooses the patches or determines them
| |
| randomly.
| |
| d100 Patch
| |
| 01–08 Bag of 100 gp
| |
| 09–15 Silver coffer (1 foot long, 6 inches wide and
| |
| deep) worth 500 gp
| |
| 16–22 Iron door (up to 10 feet wide and 10 feet high,
| |
| barred on one side of your choice), which you
| |
| can place in an opening you can reach; it
| |
| conforms to fit the opening, attaching and
| |
| hinging itself
| |
| 23–30 10 gems worth 100 gp each
| |
| 31–44 Wooden ladder (24 feet long)
| |
| 45–51 A riding horse with saddle bags
| |
| 52–59 Pit (a cube 10 feet on a side), which you can
| |
| place on the ground within 10 feet of you
| |
| 60–68 4 potions of healing
| |
| 69–75 Rowboat (12 feet long)
| |
| 76–83 Spell scroll containing one spell of 1st to 3rd
| |
| level
| |
| 84–90 2 mastiffs
| |
| 91–96 Window (2 feet by 4 feet, up to 2 feet deep),
| |
| which you can place on a vertical surface you
| |
| can reach
| |
| 97–00 Portable ram
| |
| Rod of Absorption
| |
| Rod, very rare (requires attunement)
| |
| While holding this rod, you can use your reaction to
| |
| absorb a spell that is targeting only you and not with
| |
| an area of effect. The absorbed spell’s effect is
| |
| canceled, and the spell’s energy—not the spell
| |
| itself—is stored in the rod. The energy has the same
| |
| level as the spell when it was cast. The rod can
| |
| absorb and store up to 50 levels of energy over the
| |
| course of its existence. Once the rod absorbs 50
| |
| levels of energy, it can’t absorb more. If you are
| |
| targeted by a spell that the rod can’t store, the rod
| |
| has no effect on that spell.
| |
| When you become attuned to the rod, you know
| |
| how many levels of energy the rod has absorbed
| |
| over the course of its existence, and how many levels
| |
| of spell energy it currently has stored.
| |
| If you are a spellcaster holding the rod, you can
| |
| convert energy stored in it into spell slots to cast
| |
| spells you have prepared or know. You can create
| |
| spell slots only of a level equal to or lower than your
| |
| own spell slots, up to a maximum of 5th level. You
| |
| use the stored levels in place of your slots, but
| |
| otherwise cast the spell as normal. For example, you
| |
| can use 3 levels stored in the rod as a 3rd-‐‑level spell
| |
| slot.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 240
| |
| A newly found rod has 1d10 levels of spell energy
| |
| stored in it already. A rod that can no longer absorb
| |
| spell energy and has no energy remaining becomes
| |
| nonmagical.
| |
| Rod of Alertness
| |
| Rod, very rare (requires attunement)
| |
| This rod has a flanged head and the following
| |
| properties.
| |
| Alertness. While holding the rod, you have
| |
| advantage on Wisdom (Perception) checks and on
| |
| rolls for initiative.
| |
| Spells. While holding the rod, you can use an
| |
| action to cast one of the following spells from it:
| |
| detect evil and good, detect magic, detect poison and
| |
| disease, or see invisibility.
| |
| Protective Aura. As an action, you can plant the
| |
| haft end of the rod in the ground, whereupon the
| |
| rod’s head sheds bright light in a 60-‐‑foot radius and
| |
| dim light for an additional 60 feet. While in that
| |
| bright light, you and any creature that is friendly to
| |
| you gain a +1 bonus to AC and saving throws and can
| |
| sense the location of any invisible hostile creature
| |
| that is also in the bright light.
| |
| The rod’s head stops glowing and the effect ends
| |
| after 10 minutes, or when a creature uses an action
| |
| to pull the rod from the ground. This property can’t
| |
| be used again until the next dawn.
| |
| Rod of Lordly Might
| |
| Rod, legendary (requires attunement)
| |
| This rod has a flanged head, and it functions as a
| |
| magic mace that grants a +3 bonus to attack and
| |
| damage rolls made with it. The rod has properties
| |
| associated with six different buttons that are set in a
| |
| row along the haft. It has three other properties as
| |
| well, detailed below.
| |
| Six Buttons. You can press one of the rod’s six
| |
| buttons as a bonus action. A button’s effect lasts
| |
| until you push a different button or until you push
| |
| the same button again, which causes the rod to
| |
| revert to its normal form.
| |
| If you press button 1, the rod becomes a flame
| |
| tongue, as a fiery blade sprouts from the end
| |
| opposite the rod’s flanged head.
| |
| If you press button 2, the rod’s flanged head folds
| |
| down and two crescent-‐‑shaped blades spring out,
| |
| transforming the rod into a magic battleaxe that
| |
| grants a +3 bonus to attack and damage rolls made
| |
| with it.
| |
| If you press button 3, the rod’s flanged head folds
| |
| down, a spear point springs from the rod’s tip, and
| |
| the rod’s handle lengthens into a 6-‐‑foot haft,
| |
| transforming the rod into a magic spear that grants a
| |
| +3 bonus to attack and damage rolls made with it.
| |
| If you press button 4, the rod transforms into a
| |
| climbing pole up to 50 feet long, as you specify. In
| |
| surfaces as hard as granite, a spike at the bottom and
| |
| three hooks at the top anchor the pole. Horizontal
| |
| bars 3 inches long fold out from the sides, 1 foot
| |
| apart, forming a ladder. The pole can bear up to
| |
| 4,000 pounds. More weight or lack of solid
| |
| anchoring causes the rod to revert to its normal
| |
| form.
| |
| If you press button 5, the rod transforms into a
| |
| handheld battering ram and grants its user a +10
| |
| bonus to Strength checks made to break through
| |
| doors, barricades, and other barriers.
| |
| If you press button 6, the rod assumes or remains
| |
| in its normal form and indicates magnetic north.
| |
| (Nothing happens if this function of the rod is used
| |
| in a location that has no magnetic north.) The rod
| |
| also gives you knowledge of your approximate depth
| |
| beneath the ground or your height above it.
| |
| Drain Life. When you hit a creature with a melee
| |
| attack using the rod, you can force the target to
| |
| make a DC 17 Constitution saving throw. On a failure,
| |
| the target takes an extra 4d6 necrotic damage, and
| |
| you regain a number of hit points equal to half that
| |
| necrotic damage. This property can’t be used again
| |
| until the next dawn.
| |
| Paralyze. When you hit a creature with a melee
| |
| attack using the rod, you can force the target to
| |
| make a DC 17 Strength saving throw. On a failure,
| |
| the target is paralyzed for 1 minute. The target can
| |
| repeat the saving throw at the end of each of its
| |
| turns, ending the effect on a success. This property
| |
| can’t be used again until the next dawn.
| |
| Terrify. While holding the rod, you can use an
| |
| action to force each creature you can see within 30
| |
| feet of you to make a DC 17 Wisdom saving throw.
| |
| On a failure, a target is frightened of you for 1
| |
| minute. A frightened target can repeat the saving
| |
| throw at the end of each of its turns, ending the
| |
| effect on itself on a success. This property can’t be
| |
| used again until the next dawn.
| |
| Rod of Rulership
| |
| Rod, rare (requires attunement)
| |
| You can use an action to present the rod and
| |
| command obedience from each creature of your
| |
| choice that you can see within 120 feet of you. Each
| |
| target must succeed on a DC 15 Wisdom saving
| |
| throw or be charmed by you for 8 hours. While
| |
| charmed in this way, the creature regards you as its
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 241
| |
| trusted leader. If harmed by you or your companions,
| |
| or commanded to do something contrary to its
| |
| nature, a target ceases to be charmed in this way.
| |
| The rod can’t be used again until the next dawn.
| |
| Rod of Security
| |
| Rod, very rare
| |
| While holding this rod, you can use an action to
| |
| activate it. The rod then instantly transports you and
| |
| up to 199 other willing creatures you can see to a
| |
| paradise that exists in an extraplanar space. You
| |
| choose the form that the paradise takes. It could be a
| |
| tranquil garden, lovely glade, cheery tavern,
| |
| immense palace, tropical island, fantastic carnival, or
| |
| whatever else you can imagine. Regardless of its
| |
| nature, the paradise contains enough water and food
| |
| to sustain its visitors. Everything else that can be
| |
| interacted with inside the extraplanar space can
| |
| exist only there. For example, a flower picked from a
| |
| garden in the paradise disappears if it is taken
| |
| outside the extraplanar space.
| |
| For each hour spent in the paradise, a visitor
| |
| regains hit points as if it had spent 1 Hit Die. Also,
| |
| creatures don’t age while in the paradise, although
| |
| time passes normally. Visitors can remain in the
| |
| paradise for up to 200 days divided by the number
| |
| of creatures present (round down).
| |
| When the time runs out or you use an action to
| |
| end it, all visitors reappear in the location they
| |
| occupied when you activated the rod, or an
| |
| unoccupied space nearest that location. The rod
| |
| can’t be used again until ten days have passed.
| |
| Rope of Climbing
| |
| Wondrous item, uncommon
| |
| This 60-‐‑foot length of silk rope weighs 3 pounds and
| |
| can hold up to 3,000 pounds. If you hold one end of
| |
| the rope and use an action to speak the command
| |
| word, the rope animates. As a bonus action, you can
| |
| command the other end to move toward a
| |
| destination you choose. That end moves 10 feet on
| |
| your turn when you first command it and 10 feet on
| |
| each of your turns until reaching its destination, up
| |
| to its maximum length away, or until you tell it to
| |
| stop. You can also tell the rope to fasten itself
| |
| securely to an object or to unfasten itself, to knot or
| |
| unknot itself, or to coil itself for carrying.
| |
| If you tell the rope to knot, large knots appear at 1-‐‑
| |
| foot intervals along the rope. While knotted, the rope
| |
| shortens to a 50-‐‑foot length and grants advantage on
| |
| checks made to climb it.
| |
| The rope has AC 20 and 20 hit points. It regains 1
| |
| hit point every 5 minutes as long as it has at least 1
| |
| hit point. If the rope drops to 0 hit points, it is
| |
| destroyed.
| |
| Rope of Entanglement
| |
| Wondrous item, rare
| |
| This rope is 30 feet long and weighs 3 pounds. If you
| |
| hold one end of the rope and use an action to speak
| |
| its command word, the other end darts forward to
| |
| entangle a creature you can see within 20 feet of you.
| |
| The target must succeed on a DC 15 Dexterity saving
| |
| throw or become restrained.
| |
| You can release the creature by using a bonus
| |
| action to speak a second command word. A target
| |
| restrained by the rope can use an action to make a
| |
| DC 15 Strength or Dexterity check (target’s choice).
| |
| On a success, the creature is no longer restrained by
| |
| the rope.
| |
| The rope has AC 20 and 20 hit points. It regains 1
| |
| hit point every 5 minutes as long as it has at least 1
| |
| hit point. If the rope drops to 0 hit points, it is
| |
| destroyed.
| |
| Scarab of Protection
| |
| Wondrous item, legendary (requires attunement)
| |
| If you hold this beetle-‐‑shaped medallion in your
| |
| hand for 1 round, an inscription appears on its
| |
| surface revealing its magical nature. It provides two
| |
| benefits while it is on your person:
| |
| • You have advantage on saving throws against
| |
| spells.
| |
| • The scarab has 12 charges. If you fail a saving
| |
| throw against a necromancy spell or a harmful
| |
| effect originating from an undead creature, you
| |
| can use your reaction to expend 1 charge and turn
| |
| the failed save into a successful one. The scarab
| |
| crumbles into powder and is destroyed when its
| |
| last charge is expended.
| |
| Scimitar of Speed
| |
| Weapon (scimitar), very rare (requires attunement)
| |
| You gain a +2 bonus to attack and damage rolls
| |
| made with this magic weapon. In addition, you can
| |
| make one attack with it as a bonus action on each of
| |
| your turns.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 242
| |
| Shield, +1, +2, or +3
| |
| Armor (shield), uncommon (+1), rare (+2), or very
| |
| rare (+3)
| |
| While holding this shield, you have a bonus to AC
| |
| determined by the shield’s rarity. This bonus is in
| |
| addition to the shield’s normal bonus to AC.
| |
| Shield of Missile Attraction
| |
| Armor (shield), rare (requires attunement)
| |
| While holding this shield, you have resistance to
| |
| damage from ranged weapon attacks.
| |
| Curse. This shield is cursed. Attuning to it curses
| |
| you until you are targeted by the remove curse spell
| |
| or similar magic. Removing the shield fails to end the
| |
| curse on you. Whenever a ranged weapon attack is
| |
| made against a target within 10 feet of you, the curse
| |
| causes you to become the target instead.
| |
| Slippers of Spider Climbing
| |
| Wondrous item, uncommon (requires attunement)
| |
| While you wear these light shoes, you can move up,
| |
| down, and across vertical surfaces and upside down
| |
| along ceilings, while leaving your hands free. You
| |
| have a climbing speed equal to your walking speed.
| |
| However, the slippers don’t allow you to move this
| |
| way on a slippery surface, such as one covered by ice
| |
| or oil.
| |
| Sovereign Glue
| |
| Wondrous item, legendary
| |
| This viscous, milky-‐‑white substance can form a
| |
| permanent adhesive bond between any two objects.
| |
| It must be stored in a jar or flask that has been
| |
| coated inside with oil of slipperiness. When found, a
| |
| container contains 1d6 + 1 ounces.
| |
| One ounce of the glue can cover a 1-‐‑foot square
| |
| surface. The glue takes 1 minute to set. Once it has
| |
| done so, the bond it creates can be broken only by
| |
| the application of universal solvent or oil of
| |
| etherealness, or with a wish spell.
| |
| Spell Scroll
| |
| Scroll, varies
| |
| A spell scroll bears the words of a single spell,
| |
| written in a mystical cipher. If the spell is on your
| |
| class’s spell list, you can read the scroll and cast its
| |
| spell without providing any material components.
| |
| Otherwise, the scroll is unintelligible. Casting the
| |
| spell by reading the scroll requires the spell’s normal
| |
| casting time. Once the spell is cast, the words on the
| |
| scroll fade, and it crumbles to dust. If the casting is
| |
| interrupted, the scroll is not lost.
| |
| If the spell is on your class’s spell list but of a
| |
| higher level than you can normally cast, you must
| |
| make an ability check using your spellcasting ability
| |
| to determine whether you cast it successfully. The
| |
| DC equals 10 + the spell’s level. On a failed check, the
| |
| spell disappears from the scroll with no other effect.
| |
| The level of the spell on the scroll determines the
| |
| spell’s saving throw DC and attack bonus, as well as
| |
| the scroll’s rarity, as shown in the Spell Scroll table.
| |
| Spell Scroll
| |
| Spell Level Rarity Save DC Attack Bonus
| |
| Cantrip Common 13 +5
| |
| 1st Common 13 +5
| |
| 2nd Uncommon 13 +5
| |
| 3rd Uncommon 15 +7
| |
| 4th Rare 15 +7
| |
| 5th Rare 17 +9
| |
| 6th Very rare 17 +9
| |
| 7th Very rare 18 +10
| |
| 8th Very rare 18 +10
| |
| 9th Legendary 19 +11
| |
| A wizard spell on a spell scroll can be copied just as
| |
| spells in spellbooks can be copied. When a spell is
| |
| copied from a spell scroll, the copier must succeed on
| |
| an Intelligence (Arcana) check with a DC equal to 10
| |
| + the spell’s level. If the check succeeds, the spell is
| |
| successfully copied. Whether the check succeeds or
| |
| fails, the spell scroll is destroyed.
| |
| Spellguard Shield
| |
| Armor (shield), very rare (requires attunement)
| |
| While holding this shield, you have advantage on
| |
| saving throws against spells and other magical
| |
| effects, and spell attacks have disadvantage against
| |
| you.
| |
| Sphere of Annihilation
| |
| Wondrous item, legendary
| |
| This 2-‐‑foot-‐‑diameter black sphere is a hole in the
| |
| multiverse, hovering in space and stabilized by a
| |
| magical field surrounding it.
| |
| The sphere obliterates all matter it passes through
| |
| and all matter that passes through it. Artifacts are
| |
| the exception. Unless an artifact is susceptible to
| |
| damage from a sphere of annihilation, it passes
| |
| through the sphere unscathed. Anything else that
| |
| touches the sphere but isn’t wholly engulfed and
| |
| obliterated by it takes 4d10 force damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 243
| |
| The sphere is stationary until someone controls it.
| |
| If you are within 60 feet of an uncontrolled sphere,
| |
| you can use an action to make a DC 25 Intelligence
| |
| (Arcana) check. On a success, the sphere levitates in
| |
| one direction of your choice, up to a number of feet
| |
| equal to 5 × your Intelligence modifier (minimum 5
| |
| feet). On a failure, the sphere moves 10 feet toward
| |
| you. A creature whose space the sphere enters must
| |
| succeed on a DC 13 Dexterity saving throw or be
| |
| touched by it, taking 4d10 force damage.
| |
| If you attempt to control a sphere that is under
| |
| another creature’s control, you make an Intelligence
| |
| (Arcana) check contested by the other creature’s
| |
| Intelligence (Arcana) check. The winner of the
| |
| contest gains control of the sphere and can levitate it
| |
| as normal.
| |
| If the sphere comes into contact with a planar
| |
| portal, such as that created by the gate spell, or an
| |
| extradimensional space, such as that within a
| |
| portable hole, the GM determines randomly what
| |
| happens, using the following table.
| |
| d100 Result
| |
| 01–50 The sphere is destroyed.
| |
| 51–85 The sphere moves through the portal or into
| |
| the extradimensional space.
| |
| 86–00 A spatial rift sends each creature and object
| |
| within 180 feet of the sphere, including the
| |
| sphere, to a random plane of existence.
| |
| Staff of Charming
| |
| Staff, rare (requires attunement by a bard, cleric,
| |
| druid, sorcerer, warlock, or wizard)
| |
| While holding this staff, you can use an action to
| |
| expend 1 of its 10 charges to cast charm person,
| |
| command, or comprehend languages from it using
| |
| your spell save DC. The staff can also be used as a
| |
| magic quarterstaff.
| |
| If you are holding the staff and fail a saving throw
| |
| against an enchantment spell that targets only you,
| |
| you can turn your failed save into a successful one.
| |
| You can’t use this property of the staff again until the
| |
| next dawn. If you succeed on a save against an
| |
| enchantment spell that targets only you, with or
| |
| without the staff’s intervention, you can use your
| |
| reaction to expend 1 charge from the staff and turn
| |
| the spell back on its caster as if you had cast the spell.
| |
| The staff regains 1d8 + 2 expended charges daily
| |
| at dawn. If you expend the last charge, roll a d20. On
| |
| a 1, the staff becomes a nonmagical quarterstaff.
| |
| Staff of Fire
| |
| Staff, very rare (requires attunement by a druid,
| |
| sorcerer, warlock, or wizard)
| |
| You have resistance to fire damage while you hold
| |
| this staff.
| |
| The staff has 10 charges. While holding it, you can
| |
| use an action to expend 1 or more of its charges to
| |
| cast one of the following spells from it, using your
| |
| spell save DC: burning hands (1 charge), fireball (3
| |
| charges), or wall of fire (4 charges).
| |
| The staff regains 1d6 + 4 expended charges daily
| |
| at dawn. If you expend the last charge, roll a d20. On
| |
| a 1, the staff blackens, crumbles into cinders, and is
| |
| destroyed.
| |
| Staff of Frost
| |
| Staff, very rare (requires attunement by a druid,
| |
| sorcerer, warlock, or wizard)
| |
| You have resistance to cold damage while you hold
| |
| this staff.
| |
| The staff has 10 charges. While holding it, you can
| |
| use an action to expend 1 or more of its charges to
| |
| cast one of the following spells from it, using your
| |
| spell save DC: cone of cold (5 charges), fog cloud (1
| |
| charge), ice storm (4 charges), or wall of ice (4
| |
| charges).
| |
| The staff regains 1d6 + 4 expended charges daily
| |
| at dawn. If you expend the last charge, roll a d20. On
| |
| a 1, the staff turns to water and is destroyed.
| |
| Staff of Healing
| |
| Staff, rare (requires attunement by a bard, cleric, or
| |
| druid)
| |
| This staff has 10 charges. While holding it, you can
| |
| use an action to expend 1 or more of its charges to
| |
| cast one of the following spells from it, using your
| |
| spell save DC and spellcasting ability modifier: cure
| |
| wounds (1 charge per spell level, up to 4th), lesser
| |
| restoration (2 charges), or mass cure wounds (5
| |
| charges).
| |
| The staff regains 1d6 + 4 expended charges daily
| |
| at dawn. If you expend the last charge, roll a d20. On
| |
| a 1, the staff vanishes in a flash of light, lost forever.
| |
| Staff of Power
| |
| Staff, very rare (requires attunement by a sorcerer,
| |
| warlock, or wizard)
| |
| This staff can be wielded as a magic quarterstaff that
| |
| grants a +2 bonus to attack and damage rolls made
| |
| with it. While holding it, you gain a +2 bonus to
| |
| Armor Class, saving throws, and spell attack rolls.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 244
| |
| The staff has 20 charges for the following
| |
| properties. The staff regains 2d8 + 4 expended
| |
| charges daily at dawn. If you expend the last charge,
| |
| roll a d20. On a 1, the staff retains its +2 bonus to
| |
| attack and damage rolls but loses all other
| |
| properties. On a 20, the staff regains 1d8 + 2 charges.
| |
| Power Strike. When you hit with a melee attack
| |
| using the staff, you can expend 1 charge to deal an
| |
| extra 1d6 force damage to the target.
| |
| Spells. While holding this staff, you can use an
| |
| action to expend 1 or more of its charges to cast one
| |
| of the following spells from it, using your spell save
| |
| DC and spell attack bonus: cone of cold (5 charges),
| |
| fireball (5th-‐‑level version, 5 charges), globe of
| |
| invulnerability (6 charges), hold monster (5 charges),
| |
| levitate (2 charges), lightning bolt (5th-‐‑level version,
| |
| 5 charges), magic missile (1 charge), ray of
| |
| enfeeblement (1 charge), or wall of force (5 charges).
| |
| Retributive Strike. You can use an action to break
| |
| the staff over your knee or against a solid surface,
| |
| performing a retributive strike. The staff is
| |
| destroyed and releases its remaining magic in an
| |
| explosion that expands to fill a 30-‐‑foot-‐‑radius sphere
| |
| centered on it.
| |
| You have a 50 percent chance to instantly travel to
| |
| a random plane of existence, avoiding the explosion.
| |
| If you fail to avoid the effect, you take force damage
| |
| equal to 16 × the number of charges in the staff.
| |
| Every other creature in the area must make a DC 17
| |
| Dexterity saving throw. On a failed save, a creature
| |
| takes an amount of damage based on how far away it
| |
| is from the point of origin, as shown in the following
| |
| table. On a successful save, a creature takes half as
| |
| much damage.
| |
| Distance from Origin Damage
| |
| 10 ft. away or closer 8 × the number of charges in the staff
| |
| 11 to 20 ft. away 6 × the number of charges in the staff
| |
| 21 to 30 ft. away 4 × the number of charges in the staff
| |
| Staff of Striking
| |
| Staff, very rare (requires attunement)
| |
| This staff can be wielded as a magic quarterstaff that
| |
| grants a +3 bonus to attack and damage rolls made
| |
| with it.
| |
| The staff has 10 charges. When you hit with a
| |
| melee attack using it, you can expend up to 3 of its
| |
| charges. For each charge you expend, the target
| |
| takes an extra 1d6 force damage. The staff regains
| |
| 1d6 + 4 expended charges daily at dawn. If you
| |
| expend the last charge, roll a d20. On a 1, the staff
| |
| becomes a nonmagical quarterstaff.
| |
| Staff of Swarming Insects
| |
| Staff, rare (requires attunement by a bard, cleric,
| |
| druid, sorcerer, warlock, or wizard)
| |
| This staff has 10 charges and regains 1d6 + 4
| |
| expended charges daily at dawn. If you expend the
| |
| last charge, roll a d20. On a 1, a swarm of insects
| |
| consumes and destroys the staff, then disperses.
| |
| Spells. While holding the staff, you can use an
| |
| action to expend some of its charges to cast one of
| |
| the following spells from it, using your spell save DC:
| |
| giant insect (4 charges) or insect plague (5 charges).
| |
| Insect Cloud. While holding the staff, you can use
| |
| an action and expend 1 charge to cause a swarm of
| |
| harmless flying insects to spread out in a 30-‐‑foot
| |
| radius from you. The insects remain for 10 minutes,
| |
| making the area heavily obscured for creatures
| |
| other than you. The swarm moves with you,
| |
| remaining centered on you. A wind of at least 10
| |
| miles per hour disperses the swarm and ends the
| |
| effect.
| |
| Staff of the Magi
| |
| Staff, legendary (requires attunement by a sorcerer,
| |
| warlock, or wizard)
| |
| This staff can be wielded as a magic quarterstaff that
| |
| grants a +2 bonus to attack and damage rolls made
| |
| with it. While you hold it, you gain a +2 bonus to
| |
| spell attack rolls.
| |
| The staff has 50 charges for the following
| |
| properties. It regains 4d6 + 2 expended charges
| |
| daily at dawn. If you expend the last charge, roll a
| |
| d20. On a 20, the staff regains 1d12 + 1 charges.
| |
| Spell Absorption. While holding the staff, you
| |
| have advantage on saving throws against spells. In
| |
| addition, you can use your reaction when another
| |
| creature casts a spell that targets only you. If you do,
| |
| the staff absorbs the magic of the spell, canceling its
| |
| effect and gaining a number of charges equal to the
| |
| absorbed spell’s level. However, if doing so brings
| |
| the staff’s total number of charges above 50, the staff
| |
| explodes as if you activated its retributive strike (see
| |
| below).
| |
| Spells. While holding the staff, you can use an
| |
| action to expend some of its charges to cast one of
| |
| the following spells from it, using your spell save DC
| |
| and spellcasting ability: conjure elemental (7
| |
| charges), dispel magic (3 charges), fireball (7th-‐‑level
| |
| version, 7 charges), flaming sphere (2 charges), ice
| |
| storm (4 charges), invisibility (2 charges), knock (2
| |
| charges), lightning bolt (7th-‐‑level version, 7 charges),
| |
| passwall (5 charges), plane shift (7 charges),
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 245
| |
| telekinesis (5 charges), wall of fire (4 charges), or
| |
| web (2 charges).
| |
| You can also use an action to cast one of the
| |
| following spells from the staff without using any
| |
| charges: arcane lock, detect magic, enlarge/reduce,
| |
| light, mage hand, or protection from evil and good.
| |
| Retributive Strike. You can use an action to break
| |
| the staff over your knee or against a solid surface,
| |
| performing a retributive strike. The staff is
| |
| destroyed and releases its remaining magic in an
| |
| explosion that expands to fill a 30-‐‑foot-‐‑radius sphere
| |
| centered on it.
| |
| You have a 50 percent chance to instantly travel to
| |
| a random plane of existence, avoiding the explosion.
| |
| If you fail to avoid the effect, you take force damage
| |
| equal to 16 × the number of charges in the staff.
| |
| Every other creature in the area must make a DC 17
| |
| Dexterity saving throw. On a failed save, a creature
| |
| takes an amount of damage based on how far away it
| |
| is from the point of origin, as shown in the following
| |
| table. On a successful save, a creature takes half as
| |
| much damage.
| |
| Distance from Origin Damage
| |
| 10 ft. away or closer 8 × the number of charges in the staff
| |
| 11 to 20 ft. away 6 × the number of charges in the staff
| |
| 21 to 30 ft. away 4 × the number of charges in the staff
| |
| Staff of the Python
| |
| Staff, uncommon (requires attunement by a cleric,
| |
| druid, or warlock)
| |
| You can use an action to speak this staff’s command
| |
| word and throw the staff on the ground within 10
| |
| feet of you. The staff becomes a giant constrictor
| |
| snake under your control and acts on its own
| |
| initiative count. By using a bonus action to speak the
| |
| command word again, you return the staff to its
| |
| normal form in a space formerly occupied by the
| |
| snake.
| |
| On your turn, you can mentally command the
| |
| snake if it is within 60 feet of you and you aren’t
| |
| incapacitated. You decide what action the snake
| |
| takes and where it moves during its next turn, or you
| |
| can issue it a general command, such as to attack
| |
| your enemies or guard a location.
| |
| If the snake is reduced to 0 hit points, it dies and
| |
| reverts to its staff form. The staff then shatters and is
| |
| destroyed. If the snake reverts to staff form before
| |
| losing all its hit points, it regains all of them.
| |
| Staff of the Woodlands
| |
| Staff, rare (requires attunement by a druid)
| |
| This staff can be wielded as a magic quarterstaff that
| |
| grants a +2 bonus to attack and damage rolls made
| |
| with it. While holding it, you have a +2 bonus to spell
| |
| attack rolls.
| |
| The staff has 10 charges for the following
| |
| properties. It regains 1d6 + 4 expended charges
| |
| daily at dawn. If you expend the last charge, roll a
| |
| d20. On a 1, the staff loses its properties and
| |
| becomes a nonmagical quarterstaff.
| |
| Spells. You can use an action to expend 1 or more
| |
| of the staff’s charges to cast one of the following
| |
| spells from it, using your spell save DC: animal
| |
| friendship (1 charge), awaken (5 charges), barkskin
| |
| (2 charges), locate animals or plants (2 charges),
| |
| speak with animals (1 charge), speak with plants (3
| |
| charges), or wall of thorns (6 charges).
| |
| You can also use an action to cast the pass without
| |
| trace spell from the staff without using any charges.
| |
| Tree Form. You can use an action to plant one end
| |
| of the staff in fertile earth and expend 1 charge to
| |
| transform the staff into a healthy tree. The tree is 60
| |
| feet tall and has a 5-‐‑foot-‐‑diameter trunk, and its
| |
| branches at the top spread out in a 20-‐‑foot radius.
| |
| The tree appears ordinary but radiates a faint aura
| |
| of transmutation magic if targeted by detect magic.
| |
| While touching the tree and using another action to
| |
| speak its command word, you return the staff to its
| |
| normal form. Any creature in the tree falls when it
| |
| reverts to a staff.
| |
| Staff of Thunder and Lightning
| |
| Staff, very rare (requires attunement)
| |
| This staff can be wielded as a magic quarterstaff that
| |
| grants a +2 bonus to attack and damage rolls made
| |
| with it. It also has the following additional
| |
| properties. When one of these properties is used, it
| |
| can’t be used again until the next dawn.
| |
| Lightning. When you hit with a melee attack using
| |
| the staff, you can cause the target to take an extra
| |
| 2d6 lightning damage.
| |
| Thunder. When you hit with a melee attack using
| |
| the staff, you can cause the staff to emit a crack of
| |
| thunder, audible out to 300 feet. The target you hit
| |
| must succeed on a DC 17 Constitution saving throw
| |
| or become stunned until the end of your next turn.
| |
| Lightning Strike. You can use an action to cause a
| |
| bolt of lightning to leap from the staff’s tip in a line
| |
| that is 5 feet wide and 120 feet long. Each creature in
| |
| that line must make a DC 17 Dexterity saving throw,
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 246
| |
| taking 9d6 lightning damage on a failed save, or half
| |
| as much damage on a successful one.
| |
| Thunderclap. You can use an action to cause the
| |
| staff to issue a deafening thunderclap, audible out to
| |
| 600 feet. Each creature within 60 feet of you (not
| |
| including you) must make a DC 17 Constitution
| |
| saving throw. On a failed save, a creature takes 2d6
| |
| thunder damage and becomes deafened for 1 minute.
| |
| On a successful save, a creature takes half damage
| |
| and isn’t deafened.
| |
| Thunder and Lightning. You can use an action to
| |
| use the Lightning Strike and Thunderclap properties
| |
| at the same time. Doing so doesn’t expend the daily
| |
| use of those properties, only the use of this one.
| |
| Staff of Withering
| |
| Staff, rare (requires attunement by a cleric, druid, or
| |
| warlock)
| |
| This staff has 3 charges and regains 1d3 expended
| |
| charges daily at dawn.
| |
| The staff can be wielded as a magic quarterstaff.
| |
| On a hit, it deals damage as a normal quarterstaff,
| |
| and you can expend 1 charge to deal an extra 2d10
| |
| necrotic damage to the target. In addition, the target
| |
| must succeed on a DC 15 Constitution saving throw
| |
| or have disadvantage for 1 hour on any ability check
| |
| or saving throw that uses Strength or Constitution.
| |
| Stone of Controlling Earth Elementals
| |
| Wondrous item, rare
| |
| If the stone is touching the ground, you can use an
| |
| action to speak its command word and summon an
| |
| earth elemental, as if you had cast the conjure
| |
| elemental spell. The stone can’t be used this way
| |
| again until the next dawn. The stone weighs 5
| |
| pounds.
| |
| Stone of Good Luck (Luckstone)
| |
| Wondrous item, uncommon (requires attunement)
| |
| While this polished agate is on your person, you gain
| |
| a +1 bonus to ability checks and saving throws.
| |
| Sun Blade
| |
| Weapon (longsword), rare (requires attunement)
| |
| This item appears to be a longsword hilt. While
| |
| grasping the hilt, you can use a bonus action to cause
| |
| a blade of pure radiance to spring into existence, or
| |
| make the blade disappear. While the blade exists,
| |
| this magic longsword has the finesse property. If you
| |
| are proficient with shortswords or longswords, you
| |
| are proficient with the sun blade.
| |
| You gain a +2 bonus to attack and damage rolls
| |
| made with this weapon, which deals radiant damage
| |
| instead of slashing damage. When you hit an undead
| |
| with it, that target takes an extra 1d8 radiant
| |
| damage.
| |
| The sword’s luminous blade emits bright light in a
| |
| 15-‐‑foot radius and dim light for an additional 15 feet.
| |
| The light is sunlight. While the blade persists, you
| |
| can use an action to expand or reduce its radius of
| |
| bright and dim light by 5 feet each, to a maximum of
| |
| 30 feet each or a minimum of 10 feet each.
| |
| Sword of Life Stealing
| |
| Weapon (any sword), rare (requires attunement)
| |
| When you attack a creature with this magic weapon
| |
| and roll a 20 on the attack roll, that target takes an
| |
| extra 3d6 necrotic damage, provided that the target
| |
| isn’t a construct or an undead. You gain temporary
| |
| hit points equal to the extra damage dealt.
| |
| Sword of Sharpness
| |
| Weapon (any sword that deals slashing damage), very
| |
| rare (requires attunement)
| |
| When you attack an object with this magic sword
| |
| and hit, maximize your weapon damage dice against
| |
| the target.
| |
| When you attack a creature with this weapon and
| |
| roll a 20 on the attack roll, that target takes an extra
| |
| 4d6 slashing damage. Then roll another d20. If you
| |
| roll a 20, you lop off one of the target’s limbs, with
| |
| the effect of such loss determined by the GM. If the
| |
| creature has no limb to sever, you lop off a portion of
| |
| its body instead.
| |
| In addition, you can speak the sword’s command
| |
| word to cause the blade to shed bright light in a 10-‐‑
| |
| foot radius and dim light for an additional 10 feet.
| |
| Speaking the command word again or sheathing the
| |
| sword puts out the light.
| |
| Sword of Wounding
| |
| Weapon (any sword), rare (requires attunement)
| |
| Hit points lost to this weapon’s damage can be
| |
| regained only through a short or long rest, rather
| |
| than by regeneration, magic, or any other means.
| |
| Once per turn, when you hit a creature with an
| |
| attack using this magic weapon, you can wound the
| |
| target. At the start of each of the wounded creature’s
| |
| turns, it takes 1d4 necrotic damage for each time
| |
| you’ve wounded it, and it can then make a DC 15
| |
| Constitution saving throw, ending the effect of all
| |
| such wounds on itself on a success. Alternatively, the
| |
| wounded creature, or a creature within 5 feet of it,
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 247
| |
| can use an action to make a DC 15 Wisdom
| |
| (Medicine) check, ending the effect of such wounds
| |
| on it on a success.
| |
| Talisman of Pure Good
| |
| Wondrous item, legendary (requires attunement by a
| |
| creature of good alignment)
| |
| This talisman is a mighty symbol of goodness. A
| |
| creature that is neither good nor evil in alignment
| |
| takes 6d6 radiant damage upon touching the
| |
| talisman. An evil creature takes 8d6 radiant damage
| |
| upon touching the talisman. Either sort of creature
| |
| takes the damage again each time it ends its turn
| |
| holding or carrying the talisman.
| |
| If you are a good cleric or paladin, you can use the
| |
| talisman as a holy symbol, and you gain a +2 bonus
| |
| to spell attack rolls while you wear or hold it.
| |
| The talisman has 7 charges. If you are wearing or
| |
| holding it, you can use an action to expend 1 charge
| |
| from it and choose one creature you can see on the
| |
| ground within 120 feet of you. If the target is of evil
| |
| alignment, a flaming fissure opens under it. The
| |
| target must succeed on a DC 20 Dexterity saving
| |
| throw or fall into the fissure and be destroyed,
| |
| leaving no remains. The fissure then closes, leaving
| |
| no trace of its existence. When you expend the last
| |
| charge, the talisman disperses into motes of golden
| |
| light and is destroyed.
| |
| Talisman of the Sphere
| |
| Wondrous item, legendary (requires attunement)
| |
| When you make an Intelligence (Arcana) check to
| |
| control a sphere of annihilation while you are
| |
| holding this talisman, you double your proficiency
| |
| bonus on the check. In addition, when you start your
| |
| turn with control over a sphere of annihilation, you
| |
| can use an action to levitate it 10 feet plus a number
| |
| of additional feet equal to 10 × your Intelligence
| |
| modifier.
| |
| Talisman of Ultimate Evil
| |
| Wondrous item, legendary (requires attunement by a
| |
| creature of evil alignment)
| |
| This item symbolizes unrepentant evil. A creature
| |
| that is neither good nor evil in alignment takes 6d6
| |
| necrotic damage upon touching the talisman. A good
| |
| creature takes 8d6 necrotic damage upon touching
| |
| the talisman. Either sort of creature takes the
| |
| damage again each time it ends its turn holding or
| |
| carrying the talisman.
| |
| If you are an evil cleric or paladin, you can use the
| |
| talisman as a holy symbol, and you gain a +2 bonus
| |
| to spell attack rolls while you wear or hold it.
| |
| The talisman has 6 charges. If you are wearing or
| |
| holding it, you can use an action to expend 1 charge
| |
| from the talisman and choose one creature you can
| |
| see on the ground within 120 feet of you. If the
| |
| target is of good alignment, a flaming fissure opens
| |
| under it. The target must succeed on a DC 20
| |
| Dexterity saving throw or fall into the fissure and be
| |
| destroyed, leaving no remains. The fissure then
| |
| closes, leaving no trace of its existence. When you
| |
| expend the last charge, the talisman dissolves into
| |
| foul-‐‑smelling slime and is destroyed.
| |
| Tome of Clear Thought
| |
| Wondrous item, very rare
| |
| This book contains memory and logic exercises, and
| |
| its words are charged with magic. If you spend 48
| |
| hours over a period of 6 days or fewer studying the
| |
| book’s contents and practicing its guidelines, your
| |
| Intelligence score increases by 2, as does your
| |
| maximum for that score. The manual then loses its
| |
| magic, but regains it in a century.
| |
| Tome of Leadership and Influence
| |
| Wondrous item, very rare
| |
| This book contains guidelines for influencing and
| |
| charming others, and its words are charged with
| |
| magic. If you spend 48 hours over a period of 6 days
| |
| or fewer studying the book’s contents and practicing
| |
| its guidelines, your Charisma score increases by 2, as
| |
| does your maximum for that score. The manual then
| |
| loses its magic, but regains it in a century.
| |
| Tome of Understanding
| |
| Wondrous item, very rare
| |
| This book contains intuition and insight exercises,
| |
| and its words are charged with magic. If you spend
| |
| 48 hours over a period of 6 days or fewer studying
| |
| the book’s contents and practicing its guidelines,
| |
| your Wisdom score increases by 2, as does your
| |
| maximum for that score. The manual then loses its
| |
| magic, but regains it in a century.
| |
| Trident of Fish Command
| |
| Weapon (trident), uncommon (requires attunement)
| |
| This trident is a magic weapon. It has 3 charges.
| |
| While you carry it, you can use an action and expend
| |
| 1 charge to cast dominate beast (save DC 15) from it
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 248
| |
| on a beast that has an innate swimming speed. The
| |
| trident regains 1d3 expended charges daily at dawn.
| |
| Universal Solvent
| |
| Wondrous item, legendary
| |
| This tube holds milky liquid with a strong alcohol
| |
| smell. You can use an action to pour the contents of
| |
| the tube onto a surface within reach. The liquid
| |
| instantly dissolves up to 1 square foot of adhesive it
| |
| touches, including sovereign glue.
| |
| Vicious Weapon
| |
| Weapon (any), rare
| |
| When you roll a 20 on your attack roll with this
| |
| magic weapon, your critical hit deals an extra 2d6
| |
| damage of the weapon’s type.
| |
| Vorpal Sword
| |
| Weapon (any sword that deals slashing damage),
| |
| legendary (requires attunement)
| |
| You gain a +3 bonus to attack and damage rolls
| |
| made with this magic weapon. In addition, the
| |
| weapon ignores resistance to slashing damage.
| |
| When you attack a creature that has at least one
| |
| head with this weapon and roll a 20 on the attack
| |
| roll, you cut off one of the creature’s heads. The
| |
| creature dies if it can’t survive without the lost head.
| |
| A creature is immune to this effect if it is immune to
| |
| slashing damage, doesn’t have or need a head, has
| |
| legendary actions, or the GM decides that the
| |
| creature is too big for its head to be cut off with this
| |
| weapon. Such a creature instead takes an extra 6d8
| |
| slashing damage from the hit.
| |
| Wand of Binding
| |
| Wand, rare (requires attunement by a spellcaster)
| |
| This wand has 7 charges for the following properties.
| |
| It regains 1d6 + 1 expended charges daily at dawn. If
| |
| you expend the wand’s last charge, roll a d20. On a 1,
| |
| the wand crumbles into ashes and is destroyed.
| |
| Spells. While holding the wand, you can use an
| |
| action to expend some of its charges to cast one of
| |
| the following spells (save DC 17): hold monster (5
| |
| charges) or hold person (2 charges).
| |
| Assisted Escape. While holding the wand, you can
| |
| use your reaction to expend 1 charge and gain
| |
| advantage on a saving throw you make to avoid
| |
| being paralyzed or restrained, or you can expend 1
| |
| charge and gain advantage on any check you make to
| |
| escape a grapple.
| |
| Wand of Enemy Detection
| |
| Wand, rare (requires attunement)
| |
| This wand has 7 charges. While holding it, you can
| |
| use an action and expend 1 charge to speak its
| |
| command word. For the next minute, you know the
| |
| direction of the nearest creature hostile to you
| |
| within 60 feet, but not its distance from you. The
| |
| wand can sense the presence of hostile creatures
| |
| that are ethereal, invisible, disguised, or hidden, as
| |
| well as those in plain sight. The effect ends if you
| |
| stop holding the wand.
| |
| The wand regains 1d6 + 1 expended charges daily
| |
| at dawn. If you expend the wand’s last charge, roll a
| |
| d20. On a 1, the wand crumbles into ashes and is
| |
| destroyed.
| |
| Wand of Fear
| |
| Wand, rare (requires attunement)
| |
| This wand has 7 charges for the following properties.
| |
| It regains 1d6 + 1 expended charges daily at dawn. If
| |
| you expend the wand’s last charge, roll a d20. On a 1,
| |
| the wand crumbles into ashes and is destroyed.
| |
| Command. While holding the wand, you can use
| |
| an action to expend 1 charge and command another
| |
| creature to flee or grovel, as with the command spell
| |
| (save DC 15).
| |
| Cone of Fear. While holding the wand, you can use
| |
| an action to expend 2 charges, causing the wand’s tip
| |
| to emit a 60-‐‑foot cone of amber light. Each creature
| |
| in the cone must succeed on a DC 15 Wisdom saving
| |
| throw or become frightened of you for 1 minute.
| |
| While it is frightened in this way, a creature must
| |
| spend its turns trying to move as far away from you
| |
| as it can, and it can’t willingly move to a space within
| |
| 30 feet of you. It also can’t take reactions. For its
| |
| action, it can use only the Dash action or try to
| |
| escape from an effect that prevents it from moving. If
| |
| it has nowhere it can move, the creature can use the
| |
| Dodge action. At the end of each of its turns, a
| |
| creature can repeat the saving throw, ending the
| |
| effect on itself on a success.
| |
| Wand of Fireballs
| |
| Wand, rare (requires attunement by a spellcaster)
| |
| This wand has 7 charges. While holding it, you can
| |
| use an action to expend 1 or more of its charges to
| |
| cast the fireball spell (save DC 15) from it. For 1
| |
| charge, you cast the 3rd-‐‑level version of the spell.
| |
| You can increase the spell slot level by one for each
| |
| additional charge you expend.
| |
| The wand regains 1d6 + 1 expended charges daily
| |
| at dawn. If you expend the wand’s last charge, roll a
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 249
| |
| d20. On a 1, the wand crumbles into ashes and is
| |
| destroyed.
| |
| Wand of Lightning Bolts
| |
| Wand, rare (requires attunement by a spellcaster)
| |
| This wand has 7 charges. While holding it, you can
| |
| use an action to expend 1 or more of its charges to
| |
| cast the lightning bolt spell (save DC 15) from it. For
| |
| 1 charge, you cast the 3rd-‐‑level version of the spell.
| |
| You can increase the spell slot level by one for each
| |
| additional charge you expend.
| |
| The wand regains 1d6 + 1 expended charges daily
| |
| at dawn. If you expend the wand’s last charge, roll a
| |
| d20. On a 1, the wand crumbles into ashes and is
| |
| destroyed.
| |
| Wand of Magic Detection
| |
| Wand, uncommon
| |
| This wand has 3 charges. While holding it, you can
| |
| expend 1 charge as an action to cast the detect magic
| |
| spell from it. The wand regains 1d3 expended
| |
| charges daily at dawn.
| |
| Wand of Magic Missiles
| |
| Wand, uncommon
| |
| This wand has 7 charges. While holding it, you can
| |
| use an action to expend 1 or more of its charges to
| |
| cast the magic missile spell from it. For 1 charge, you
| |
| cast the 1st-‐‑level version of the spell. You can
| |
| increase the spell slot level by one for each
| |
| additional charge you expend.
| |
| The wand regains 1d6 + 1 expended charges daily
| |
| at dawn. If you expend the wand’s last charge, roll a
| |
| d20. On a 1, the wand crumbles into ashes and is
| |
| destroyed.
| |
| Wand of Paralysis
| |
| Wand, rare (requires attunement by a spellcaster)
| |
| This wand has 7 charges. While holding it, you can
| |
| use an action to expend 1 of its charges to cause a
| |
| thin blue ray to streak from the tip toward a creature
| |
| you can see within 60 feet of you. The target must
| |
| succeed on a DC 15 Constitution saving throw or be
| |
| paralyzed for 1 minute. At the end of each of the
| |
| target’s turns, it can repeat the saving throw, ending
| |
| the effect on itself on a success.
| |
| The wand regains 1d6 + 1 expended charges daily
| |
| at dawn. If you expend the wand’s last charge, roll a
| |
| d20. On a 1, the wand crumbles into ashes and is
| |
| destroyed.
| |
| Wand of Polymorph
| |
| Wand, very rare (requires attunement by a
| |
| spellcaster)
| |
| This wand has 7 charges. While holding it, you can
| |
| use an action to expend 1 of its charges to cast the
| |
| polymorph spell (save DC 15) from it.
| |
| The wand regains 1d6 + 1 expended charges daily
| |
| at dawn. If you expend the wand’s last charge, roll a
| |
| d20. On a 1, the wand crumbles into ashes and is
| |
| destroyed.
| |
| Wand of Secrets
| |
| Wand, uncommon
| |
| The wand has 3 charges. While holding it, you can
| |
| use an action to expend 1 of its charges, and if a
| |
| secret door or trap is within 30 feet of you, the wand
| |
| pulses and points at the one nearest to you. The
| |
| wand regains 1d3 expended charges daily at dawn.
| |
| Wand of the War Mage, +1, +2, or +3
| |
| Wand, uncommon (+1), rare (+2), or very rare (+3)
| |
| (requires attunement by a spellcaster)
| |
| While holding this wand, you gain a bonus to spell
| |
| attack rolls determined by the wand’s rarity. In
| |
| addition, you ignore half cover when making a spell
| |
| attack.
| |
| Wand of Web
| |
| Wand, uncommon (requires attunement by a
| |
| spellcaster)
| |
| This wand has 7 charges. While holding it, you can
| |
| use an action to expend 1 of its charges to cast the
| |
| web spell (save DC 15) from it.
| |
| The wand regains 1d6 + 1 expended charges daily
| |
| at dawn. If you expend the wand’s last charge, roll a
| |
| d20. On a 1, the wand crumbles into ashes and is
| |
| destroyed.
| |
| Wand of Wonder
| |
| Wand, rare (requires attunement by a spellcaster)
| |
| This wand has 7 charges. While holding it, you can
| |
| use an action to expend 1 of its charges and choose a
| |
| target within 120 feet of you. The target can be a
| |
| creature, an object, or a point in space. Roll d100 and
| |
| consult the following table to discover what happens.
| |
| If the effect causes you to cast a spell from the
| |
| wand, the spell’s save DC is 15. If the spell normally
| |
| has a range expressed in feet, its range becomes 120
| |
| feet if it isn’t already.
| |
| If an effect covers an area, you must center the
| |
| spell on and include the target. If an effect has
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 250
| |
| multiple possible subjects, the GM randomly
| |
| determines which ones are affected.
| |
| The wand regains 1d6 + 1 expended charges daily
| |
| at dawn. If you expend the wand’s last charge, roll a
| |
| d20. On a 1, the wand crumbles into dust and is
| |
| destroyed.
| |
| d100 Effect
| |
| 01–05 You cast slow.
| |
| 06–10 You cast faerie fire.
| |
| 11–15 You are stunned until the start of your next turn,
| |
| believing something awesome just happened.
| |
| 16–20 You cast gust of wind.
| |
| 21–25 You cast detect thoughts on the target you
| |
| chose. If you didn’t target a creature, you
| |
| instead take 1d6 psychic damage.
| |
| 26–30 You cast stinking cloud.
| |
| 31–33 Heavy rain falls in a 60-‐foot radius centered on
| |
| the target. The area becomes lightly obscured.
| |
| The rain falls until the start of your next turn.
| |
| 34–36 An animal appears in the unoccupied space
| |
| nearest the target. The animal isn’t under your
| |
| control and acts as it normally would. Roll a d100
| |
| to determine which animal appears. On a 01–25,
| |
| a rhinoceros appears; on a 26–50, an elephant
| |
| appears; and on a 51–100, a rat appears.
| |
| 37–46 You cast lightning bolt.
| |
| 47–49 A cloud of 600 oversized butterflies fills a 30-‐foot
| |
| radius centered on the target. The area becomes
| |
| heavily obscured. The butterflies remain for 10
| |
| minutes.
| |
| 50–53 You enlarge the target as if you had cast
| |
| enlarge/reduce. If the target can’t be affected by
| |
| that spell, or if you didn’t target a creature, you
| |
| become the target.
| |
| 54–58 You cast darkness.
| |
| 59–62 Grass grows on the ground in a 60-‐foot radius
| |
| centered on the target. If grass is already there,
| |
| it grows to ten times its normal size and remains
| |
| overgrown for 1 minute.
| |
| 63–65 An object of the GM’s choice disappears into the
| |
| Ethereal Plane. The object must be neither worn
| |
| nor carried, within 120 feet of the target, and no
| |
| larger than 10 feet in any dimension.
| |
| 66–69 You shrink yourself as if you had cast
| |
| enlarge/reduce on yourself.
| |
| 70–79 You cast fireball.
| |
| 80–84 You cast invisibility on yourself.
| |
| 85–87 Leaves grow from the target. If you chose a point
| |
| in space as the target, leaves sprout from the
| |
| creature nearest to that point. Unless they are
| |
| picked off, the leaves turn brown and fall off
| |
| after 24 hours.
| |
| 88–90 A stream of 1d4 × 10 gems, each worth 1 gp,
| |
| shoots from the wand’s tip in a line 30 feet long
| |
| and 5 feet wide. Each gem deals 1 bludgeoning
| |
| damage, and the total damage of the gems is
| |
| divided equally among all creatures in the line.
| |
| 91–95 A burst of colorful shimmering light extends
| |
| from you in a 30-‐foot radius. You and each
| |
| creature in the area that can see must succeed
| |
| on a DC 15 Constitution saving throw or become
| |
| blinded for 1 minute. A creature can repeat the
| |
| saving throw at the end of each of its turns,
| |
| ending the effect on itself on a success.
| |
| 96–97 The target’s skin turns bright blue for 1d10 days.
| |
| If you chose a point in space, the creature
| |
| nearest to that point is affected.
| |
| 98–00 If you targeted a creature, it must make a DC 15
| |
| Constitution saving throw. If you didn’t target a
| |
| creature, you become the target and must make
| |
| the saving throw. If the saving throw fails by 5 or
| |
| more, the target is instantly petrified. On any
| |
| other failed save, the target is restrained and
| |
| begins to turn to stone. While restrained in this
| |
| way, the target must repeat the saving throw at
| |
| the end of its next turn, becoming petrified on a
| |
| failure or ending the effect on a success. The
| |
| petrification lasts until the target is freed by the
| |
| greater restoration spell or similar magic.
| |
| Weapon, +1, +2, or +3
| |
| Weapon (any), uncommon (+1), rare (+2), or very
| |
| rare (+3)
| |
| You have a bonus to attack and damage rolls made
| |
| with this magic weapon. The bonus is determined by
| |
| the weapon’s rarity.
| |
| Well of Many Worlds
| |
| Wondrous item, legendary
| |
| This fine black cloth, soft as silk, is folded up to the
| |
| dimensions of a handkerchief. It unfolds into a
| |
| circular sheet 6 feet in diameter.
| |
| You can use an action to unfold and place the well
| |
| of many worlds on a solid surface, whereupon it
| |
| creates a two-‐‑way portal to another world or plane
| |
| of existence. Each time the item opens a portal, the
| |
| GM decides where it leads. You can use an action to
| |
| close an open portal by taking hold of the edges of
| |
| the cloth and folding it up. Once well of many worlds
| |
| has opened a portal, it can’t do so again for 1d8
| |
| hours.
| |
| Wind Fan
| |
| Wondrous item, uncommon
| |
| While holding this fan, you can use an action to cast
| |
| the gust of wind spell (save DC 13) from it. Once used,
| |
| the fan shouldn’t be used again until the next dawn.
| |
| Each time it is used again before then, it has a
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 251
| |
| cumulative 20 percent chance of not working and
| |
| tearing into useless, nonmagical tatters.
| |
| Winged Boots
| |
| Wondrous item, uncommon (requires attunement)
| |
| While you wear these boots, you have a flying speed
| |
| equal to your walking speed. You can use the boots
| |
| to fly for up to 4 hours, all at once or in several
| |
| shorter flights, each one using a minimum of 1
| |
| minute from the duration. If you are flying when the
| |
| duration expires, you descend at a rate of 30 feet per
| |
| round until you land.
| |
| The boots regain 2 hours of flying capability for
| |
| every 12 hours they aren’t in use.
| |
| Wings of Flying
| |
| Wondrous item, rare (requires attunement)
| |
| While wearing this cloak, you can use an action to
| |
| speak its command word. This turns the cloak into a
| |
| pair of bat wings or bird wings on your back for 1
| |
| hour or until you repeat the command word as an
| |
| action. The wings give you a flying speed of 60 feet.
| |
| When they disappear, you can’t use them again for
| |
| 1d12 hours.
| |
| Sentient Magic Items
| |
| Some magic items possess sentience and personality.
| |
| Such an item might be possessed, haunted by the
| |
| spirit of a previous owner, or self-‐‑aware thanks to
| |
| the magic used to create it. In any case, the item
| |
| behaves like a character, complete with personality
| |
| quirks, ideals, bonds, and sometimes flaws. A
| |
| sentient item might be a cherished ally to its wielder
| |
| or a continual thorn in the side.
| |
| Most sentient items are weapons. Other kinds of
| |
| items can manifest sentience, but consumable items
| |
| such as potions and scrolls are never sentient.
| |
| Sentient magic items function as NPCs under the
| |
| GM’s control. Any activated property of the item is
| |
| under the item’s control, not its wielder’s. As long as
| |
| the wielder maintains a good relationship with the
| |
| item, the wielder can access those properties
| |
| normally. If the relationship is strained, the item can
| |
| suppress its activated properties or even turn them
| |
| against the wielder.
| |
| Creating Sentient Magic Items
| |
| When you decide to make a magic item sentient, you
| |
| create the item’s persona in the same way you would
| |
| create an NPC, with a few exceptions described here.
| |
| Abilities
| |
| A sentient magic item has Intelligence, Wisdom, and
| |
| Charisma scores. You can choose the item’s abilities
| |
| or determine them randomly. To determine them
| |
| randomly, roll 4d6 for each one, dropping the lowest
| |
| roll and totaling the rest.
| |
| Communication
| |
| A sentient item has some ability to communicate,
| |
| either by sharing its emotions, broadcasting its
| |
| thoughts telepathically, or speaking aloud. You can
| |
| choose how it communicates or roll on the following
| |
| table.
| |
| d100 Communication
| |
| 01–60 The item communicates by transmitting emotion
| |
| to the creature carrying or wielding it.
| |
| 61–90 The item can speak, read, and understand one
| |
| or more languages.
| |
| 91–00 The item can speak, read, and understand one
| |
| or more languages. In addition, the item can
| |
| communicate telepathically with any character
| |
| that carries or wields it.
| |
| Senses
| |
| With sentience comes awareness. A sentient item
| |
| can perceive its surroundings out to a limited range.
| |
| You can choose its senses or roll on the following
| |
| table.
| |
| d4 Senses
| |
| 1 Hearing and normal vision out to 30 feet.
| |
| 2 Hearing and normal vision out to 60 feet
| |
| 3 Hearing and normal vision out to 120 feet.
| |
| 4 Hearing and darkvision out to 120 feet.
| |
| Alignment
| |
| A sentient magic item has an alignment. Its creator
| |
| or nature might suggest an alignment. If not, you can
| |
| pick an alignment or roll on the following table.
| |
| d100 Alignment d100 Alignment
| |
| 01–15 Lawful good 74–85 Chaotic neutral
| |
| 16–35 Neutral good 86–89 Lawful evil
| |
| 36–50 Chaotic good 90–96 Neutral evil
| |
| 51–63 Lawful neutral 97–00 Chaotic evil
| |
| 64–73 Neutral
| |
| Special Purpose
| |
| You can give a sentient item an objective it pursues,
| |
| perhaps to the exclusion of all else. As long as the
| |
| wielder’s use of the item aligns with that special
| |
| purpose, the item remains cooperative. Deviating
| |
| from this course might cause conflict between the
| |
| wielder and the item, and could even cause the item
| |
| to prevent the use of its activated properties. You
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 252
| |
| can pick a special purpose or roll on the following
| |
| table.
| |
| d10 Purpose
| |
| 1 Aligned: The item seeks to defeat or destroy those of a
| |
| diametrically opposed alignment. (Such an item is
| |
| never neutral.)
| |
| 2 Bane: The item seeks to defeat or destroy creatures of
| |
| a particular kind, such as fiends, shapechangers, trolls,
| |
| or wizards.
| |
| 3 Protector: The item seeks to defend a particular race
| |
| or kind of creature, such as elves or druids.
| |
| 4 Crusader: The item seeks to defeat, weaken, or
| |
| destroy the servants of a particular deity.
| |
| 5 Templar: The item seeks to defend the servants and
| |
| interests of a particular deity.
| |
| 6 Destroyer: The item craves destruction and goads its
| |
| user to fight arbitrarily.
| |
| 7 Glory Seeker: The item seeks renown as the greatest
| |
| magic item in the world, by establishing its user as a
| |
| famous or notorious figure.
| |
| 8 Lore Seeker: The item craves knowledge or is
| |
| determined to solve a mystery, learn a secret, or
| |
| unravel a cryptic prophecy.
| |
| 9 Destiny Seeker: The item is convinced that it and its
| |
| wielder have key roles to play in future events.
| |
| 10 Creator Seeker: The item seeks its creator and wants
| |
| to understand why it was created.
| |
| Conflict
| |
| A sentient item has a will of its own, shaped by its
| |
| personality and alignment. If its wielder acts in a
| |
| manner opposed to the item’s alignment or purpose,
| |
| conflict can arise. When such a conflict occurs, the
| |
| item makes a Charisma check contested by the
| |
| wielder’s Charisma check. If the item wins the
| |
| contest, it makes one or more of the following
| |
| demands:
| |
| • The item insists on being carried or worn at all
| |
| times.
| |
| • The item demands that its wielder dispose of
| |
| anything the item finds repugnant.
| |
| • The item demands that its wielder pursue the
| |
| item’s goals to the exclusion of all other goals.
| |
| • The item demands to be given to someone else.
| |
| If its wielder refuses to comply with the item’s
| |
| wishes, the item can do any or all of the following:
| |
| • Make it impossible for its wielder to attune to it.
| |
| • Suppress one or more of its activated properties.
| |
| • Attempt to take control of its wielder.
| |
| If a sentient item attempts to take control of its
| |
| wielder, the wielder must make a Charisma saving
| |
| throw, with a DC equal to 12 + the item’s Charisma
| |
| modifier. On a failed save, the wielder is charmed by
| |
| the item for 1d12 hours. While charmed, the wielder
| |
| must try to follow the item’s commands. If the
| |
| wielder takes damage, it can repeat the saving throw,
| |
| ending the effect on a success. Whether the attempt
| |
| to control its user succeeds or fails, the item can’t
| |
| use this power again until the next dawn.
| |
| Artifacts
| |
| Orb of Dragonkind
| |
| Wondrous item, artifact (requires attunement)
| |
| Ages past, elves and humans waged a terrible war
| |
| against evil dragons. When the world seemed
| |
| doomed, powerful wizards came together and
| |
| worked their greatest magic, forging five Orbs of
| |
| Dragonkind (or Dragon Orbs) to help them defeat the
| |
| dragons. One orb was taken to each of the five
| |
| wizard towers, and there they were used to speed
| |
| the war toward a victorious end. The wizards used
| |
| the orbs to lure dragons to them, then destroyed the
| |
| dragons with powerful magic.
| |
| As the wizard towers fell in later ages, the orbs
| |
| were destroyed or faded into legend, and only three
| |
| are thought to survive. Their magic has been warped
| |
| and twisted over the centuries, so although their
| |
| primary purpose of calling dragons still functions,
| |
| they also allow some measure of control over
| |
| dragons.
| |
| Each orb contains the essence of an evil dragon, a
| |
| presence that resents any attempt to coax magic
| |
| from it. Those lacking in force of personality might
| |
| find themselves enslaved to an orb.
| |
| An orb is an etched crystal globe about 10 inches
| |
| in diameter. When used, it grows to about 20 inches
| |
| in diameter, and mist swirls inside it.
| |
| While attuned to an orb, you can use an action to
| |
| peer into the orb’s depths and speak its command
| |
| word. You must then make a DC 15 Charisma check.
| |
| On a successful check, you control the orb for as long
| |
| as you remain attuned to it. On a failed check, you
| |
| become charmed by the orb for as long as you
| |
| remain attuned to it.
| |
| While you are charmed by the orb, you can’t
| |
| voluntarily end your attunement to it, and the orb
| |
| casts suggestion on you at will (save DC 18), urging
| |
| you to work toward the evil ends it desires. The
| |
| dragon essence within the orb might want many
| |
| things: the annihilation of a particular people,
| |
| freedom from the orb, to spread suffering in the
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 253
| |
| world, to advance the worship of Tiamat, or
| |
| something else the GM decides.
| |
| Random Properties. An Orb of Dragonkind has the
| |
| following random properties:
| |
| • 2 minor beneficial properties
| |
| • 1 minor detrimental property
| |
| • 1 major detrimental property
| |
| Spells. The orb has 7 charges and regains 1d4 + 3
| |
| expended charges daily at dawn. If you control the
| |
| orb, you can use an action and expend 1 or more
| |
| charges to cast one of the following spells (save DC
| |
| 18) from it: cure wounds (5th-‐‑level version, 3
| |
| charges), daylight (1 charge), death ward (2 charges),
| |
| or scrying (3 charges).
| |
| You can also use an action to cast the detect magic
| |
| spell from the orb without using any charges.
| |
| Call Dragons. While you control the orb, you can
| |
| use an action to cause the artifact to issue a
| |
| telepathic call that extends in all directions for 40
| |
| miles. Evil dragons in range feel compelled to come
| |
| to the orb as soon as possible by the most direct
| |
| route. Dragon deities such as Tiamat are unaffected
| |
| by this call. Dragons drawn to the orb might be
| |
| hostile toward you for compelling them against their
| |
| will. Once you have used this property, it can’t be
| |
| used again for 1 hour.
| |
| Destroying an Orb. An Orb of Dragonkind appears
| |
| fragile but is impervious to most damage, including
| |
| the attacks and breath weapons of dragons. A
| |
| disintegrate spell or one good hit from a +3 magic
| |
| weapon is sufficient to destroy an orb, however.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 254
| |
| Monsters
| |
| A monster’s statistics, sometimes referred to as its
| |
| stat block, provide the essential information that
| |
| you need to run the monster.
| |
| Size
| |
| A monster can be Tiny, Small, Medium, Large, Huge,
| |
| or Gargantuan. The Size Categories table shows how
| |
| much space a creature of a particular size controls in
| |
| combat. See the Player’s Handbook for more
| |
| information on creature size and space.
| |
| Size Categories
| |
| Size Space Examples
| |
| Tiny 2½ by 2½ ft. Imp, sprite
| |
| Small 5 by 5 ft. Giant rat, goblin
| |
| Medium 5 by 5 ft. Orc, werewolf
| |
| Large 10 by 10 ft. Hippogriff, ogre
| |
| Huge 15 by 15 ft. Fire giant, treant
| |
| Gargantuan 20 by 20 ft. or larger Kraken, purple worm
| |
| Modifying Creatures
| |
| Despite the versatile collection of monsters in this book, you
| |
| might be at a loss when it comes to finding the perfect
| |
| creature for part of an adventure. Feel free to tweak an
| |
| existing creature to make it into something more useful for
| |
| you, perhaps by borrowing a trait or two from a different
| |
| monster or by using a variant or template, such as the ones
| |
| in this book. Keep in mind that modifying a monster,
| |
| including when you apply a template to it, might change its
| |
| challenge rating.
| |
| Type
| |
| A monster’s type speaks to its fundamental nature.
| |
| Certain spells, magic items, class features, and other
| |
| effects in the game interact in special ways with
| |
| creatures of a particular type. For example, an arrow
| |
| of dragon slaying deals extra damage not only to
| |
| dragons but also other creatures of the dragon type,
| |
| such as dragon turtles and wyverns.
| |
| The game includes the following monster types,
| |
| which have no rules of their own.
| |
| Aberrations are utterly alien beings. Many of
| |
| them have innate magical abilities drawn from the
| |
| creature’s alien mind rather than the mystical forces
| |
| of the world. The quintessential aberrations are
| |
| aboleths, beholders, mind flayers, and slaadi.
| |
| Beasts are nonhumanoid creatures that are a
| |
| natural part of the fantasy ecology. Some of them
| |
| have magical powers, but most are unintelligent and
| |
| lack any society or language. Beasts include all
| |
| varieties of ordinary animals, dinosaurs, and giant
| |
| versions of animals.
| |
| Celestials are creatures native to the Upper
| |
| Planes. Many of them are the servants of deities,
| |
| employed as messengers or agents in the mortal
| |
| realm and throughout the planes. Celestials are good
| |
| by nature, so the exceptional celestial who strays
| |
| from a good alignment is a horrifying rarity.
| |
| Celestials include angels, couatls, and pegasi.
| |
| Constructs are made, not born. Some are
| |
| programmed by their creators to follow a simple set
| |
| of instructions, while others are imbued with
| |
| sentience and capable of independent thought.
| |
| Golems are the iconic constructs. Many creatures
| |
| native to the outer plane of Mechanus, such as
| |
| modrons, are constructs shaped from the raw
| |
| material of the plane by the will of more powerful
| |
| creatures.
| |
| Dragons are large reptilian creatures of ancient
| |
| origin and tremendous power. True dragons,
| |
| including the good metallic dragons and the evil
| |
| chromatic dragons, are highly intelligent and have
| |
| innate magic. Also in this category are creatures
| |
| distantly related to true dragons, but less powerful,
| |
| less intelligent, and less magical, such as wyverns
| |
| and pseudodragons.
| |
| Elementals are creatures native to the elemental
| |
| planes. Some creatures of this type are little more
| |
| than animate masses of their respective elements,
| |
| including the creatures simply called elementals.
| |
| Others have biological forms infused with elemental
| |
| energy. The races of genies, including djinn and
| |
| efreet, form the most important civilizations on the
| |
| elemental planes. Other elemental creatures include
| |
| azers and invisible stalkers.
| |
| Fey are magical creatures closely tied to the forces
| |
| of nature. They dwell in twilight groves and misty
| |
| forests. In some worlds, they are closely tied to the
| |
| Feywild, also called the Plane of Faerie. Some are
| |
| also found in the Outer Planes, particularly the
| |
| planes of Arborea and the Beastlands. Fey include
| |
| dryads, pixies, and satyrs.
| |
| Fiends are creatures of wickedness that are native
| |
| to the Lower Planes. A few are the servants of deities,
| |
| but many more labor under the leadership of
| |
| archdevils and demon princes. Evil priests and
| |
| mages sometimes summon fiends to the material
| |
| world to do their bidding. If an evil celestial is a
| |
| rarity, a good fiend is almost inconceivable. Fiends
| |
| include demons, devils, hell hounds, rakshasas, and
| |
| yugoloths.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 255
| |
| Giants tower over humans and their kind. They
| |
| are humanlike in shape, though some have multiple
| |
| heads (ettins) or deformities (fomorians). The six
| |
| varieties of true giant are hill giants, stone giants,
| |
| frost giants, fire giants, cloud giants, and storm
| |
| giants. Besides these, creatures such as ogres and
| |
| trolls are giants.
| |
| Humanoids are the main peoples of a fantasy
| |
| gaming world, both civilized and savage, including
| |
| humans and a tremendous variety of other species.
| |
| They have language and culture, few if any innate
| |
| magical abilities (though most humanoids can learn
| |
| spellcasting), and a bipedal form. The most common
| |
| humanoid races are the ones most suitable as player
| |
| characters: humans, dwarves, elves, and halflings.
| |
| Almost as numerous but far more savage and brutal,
| |
| and almost uniformly evil, are the races of goblinoids
| |
| (goblins, hobgoblins, and bugbears), orcs, gnolls,
| |
| lizardfolk, and kobolds.
| |
| Monstrosities are monsters in the strictest
| |
| sense—frightening creatures that are not ordinary,
| |
| not truly natural, and almost never benign. Some are
| |
| the results of magical experimentation gone awry
| |
| (such as owlbears), and others are the product of
| |
| terrible curses (including minotaurs and yuan-‐‑ti).
| |
| They defy categorization, and in some sense serve as
| |
| a catch-‐‑all category for creatures that don’t fit into
| |
| any other type.
| |
| Oozes are gelatinous creatures that rarely have a
| |
| fixed shape. They are mostly subterranean, dwelling
| |
| in caves and dungeons and feeding on refuse, carrion,
| |
| or creatures unlucky enough to get in their way.
| |
| Black puddings and gelatinous cubes are among the
| |
| most recognizable oozes.
| |
| Plants in this context are vegetable creatures, not
| |
| ordinary flora. Most of them are ambulatory, and
| |
| some are carnivorous. The quintessential plants are
| |
| the shambling mound and the treant. Fungal
| |
| creatures such as the gas spore and the myconid also
| |
| fall into this category.
| |
| Undead are once-‐‑living creatures brought to a
| |
| horrifying state of undeath through the practice of
| |
| necromantic magic or some unholy curse. Undead
| |
| include walking corpses, such as vampires and
| |
| zombies, as well as bodiless spirits, such as ghosts
| |
| and specters.
| |
| Tags
| |
| A monster might have one or more tags appended to
| |
| its type, in parentheses. For example, an orc has the
| |
| humanoid (orc) type. The parenthetical tags provide
| |
| additional categorization for certain creatures. The
| |
| tags have no rules of their own, but something in the
| |
| game, such as a magic item, might refer to them. For
| |
| instance, a spear that is especially effective at
| |
| fighting demons would work against any monster
| |
| that has the demon tag.
| |
| Alignment
| |
| A monster’s alignment provides a clue to its
| |
| disposition and how it behaves in a roleplaying or
| |
| combat situation. For example, a chaotic evil
| |
| monster might be difficult to reason with and might
| |
| attack characters on sight, whereas a neutral
| |
| monster might be willing to negotiate. See the
| |
| Player’s Handbook for descriptions of the different
| |
| alignments.
| |
| The alignment specified in a monster’s stat block
| |
| is the default. Feel free to depart from it and change
| |
| a monster’s alignment to suit the needs of your
| |
| campaign. If you want a good-‐‑aligned green dragon
| |
| or an evil storm giant, there’s nothing stopping you.
| |
| Some creatures can have any alignment. In other
| |
| words, you choose the monster’s alignment. Some
| |
| monster’s alignment entry indicates a tendency or
| |
| aversion toward law, chaos, good, or evil. For
| |
| example, a berserker can be any chaotic alignment
| |
| (chaotic good, chaotic neutral, or chaotic evil), as
| |
| befits its wild nature.
| |
| Many creatures of low intelligence have no
| |
| comprehension of law or chaos, good or evil. They
| |
| don’t make moral or ethical choices, but rather act
| |
| on instinct. These creatures are unaligned, which
| |
| means they don’t have an alignment.
| |
| Armor Class
| |
| A monster that wears armor or carries a shield has
| |
| an Armor Class (AC) that takes its armor, shield, and
| |
| Dexterity into account. Otherwise, a monster’s AC is
| |
| based on its Dexterity modifier and natural armor, if
| |
| any. If a monster has natural armor, wears armor, or
| |
| carries a shield, this is noted in parentheses after its
| |
| AC value.
| |
| Hit Points
| |
| A monster usually dies or is destroyed when it drops
| |
| to 0 hit points. For more on hit points, see the
| |
| Player’s Handbook.
| |
| A monster’s hit points are presented both as a die
| |
| expression and as an average number. For example,
| |
| a monster with 2d8 hit points has 9 hit points on
| |
| average (2 × 4½).
| |
| A monster’s size determines the die used to
| |
| calculate its hit points, as shown in the Hit Dice by
| |
| Size table.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 256
| |
| Hit Dice by Size
| |
| Monster Size Hit Die Average HP per Die
| |
| Tiny d4 2½
| |
| Small d6 3½
| |
| Medium d8 4½
| |
| Large d10 5½
| |
| Huge d12 6½
| |
| Gargantuan d20 10½
| |
| A monster’s Constitution modifier also affects the
| |
| number of hit points it has. Its Constitution modifier
| |
| is multiplied by the number of Hit Dice it possesses,
| |
| and the result is added to its hit points. For example,
| |
| if a monster has a Constitution of 12 (+1 modifier)
| |
| and 2d8 Hit Dice, it has 2d8 + 2 hit points (average
| |
| 11).
| |
| Speed
| |
| A monster’s speed tells you how far it can move on
| |
| its turn. For more information on speed, see the
| |
| Player’s Handbook.
| |
| All creatures have a walking speed, simply called
| |
| the monster’s speed. Creatures that have no form of
| |
| ground-‐‑based locomotion have a walking speed of 0
| |
| feet.
| |
| Some creatures have one or more of the following
| |
| additional movement modes.
| |
| Burrow
| |
| A monster that has a burrowing speed can use that
| |
| speed to move through sand, earth, mud, or ice. A
| |
| monster can’t burrow through solid rock unless it
| |
| has a special trait that allows it to do so.
| |
| Climb
| |
| A monster that has a climbing speed can use all or
| |
| part of its movement to move on vertical surfaces.
| |
| The monster doesn’t need to spend extra movement
| |
| to climb.
| |
| Fly
| |
| A monster that has a flying speed can use all or part
| |
| of its movement to fly. Some monsters have the
| |
| ability to hover, which makes them hard to knock
| |
| out of the air (as explained in the rules on flying in
| |
| the Player’s Handbook). Such a monster stops
| |
| hovering when it dies.
| |
| Swim
| |
| A monster that has a swimming speed doesn’t need
| |
| to spend extra movement to swim.
| |
| Ability Scores
| |
| Every monster has six ability scores (Strength,
| |
| Dexterity, Constitution, Intelligence, Wisdom, and
| |
| Charisma) and corresponding modifiers. For more
| |
| information on ability scores and how they’re used
| |
| in play, see the Player’s Handbook.
| |
| Saving Throws
| |
| The Saving Throws entry is reserved for creatures
| |
| that are adept at resisting certain kinds of effects.
| |
| For example, a creature that isn’t easily charmed or
| |
| frightened might gain a bonus on its Wisdom saving
| |
| throws. Most creatures don’t have special saving
| |
| throw bonuses, in which case this section is absent.
| |
| A saving throw bonus is the sum of a monster’s
| |
| relevant ability modifier and its proficiency bonus,
| |
| which is determined by the monster’s challenge
| |
| rating (as shown in the Proficiency Bonus by
| |
| Challenge Rating table).
| |
| Proficiency Bonus by Challenge Rating
| |
| Challenge
| |
| Proficiency
| |
| Bonus Challenge
| |
| Proficiency
| |
| Bonus
| |
| 0 +2 14 +5
| |
| 1/8 +2 15 +5
| |
| 1/4 +2 16 +5
| |
| 1/2 +2 17 +6
| |
| 1 +2 18 +6
| |
| 2 +2 19 +6
| |
| 3 +2 20 +6
| |
| 4 +2 21 +7
| |
| 5 +3 22 +7
| |
| 6 +3 23 +7
| |
| 7 +3 24 +7
| |
| 8 +3 25 +8
| |
| 9 +4 26 +8
| |
| 10 +4 27 +8
| |
| 11 +4 28 +8
| |
| 12 +4 29 +9
| |
| 13 +5 30 +9
| |
| Skills
| |
| The Skills entry is reserved for monsters that are
| |
| proficient in one or more skills. For example, a
| |
| monster that is very perceptive and stealthy might
| |
| have bonuses to Wisdom (Perception) and Dexterity
| |
| (Stealth) checks.
| |
| A skill bonus is the sum of a monster’s relevant
| |
| ability modifier and its proficiency bonus, which is
| |
| determined by the monster’s challenge rating (as
| |
| shown in the Proficiency Bonus by Challenge Rating
| |
| table). Other modifiers might apply. For instance, a
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 257
| |
| monster might have a larger-‐‑than-‐‑expected bonus
| |
| (usually double its proficiency bonus) to account for
| |
| its heightened expertise.
| |
| Vulnerabilities, Resistances, and
| |
| Immunities
| |
| Some creatures have vulnerability, resistance, or
| |
| immunity to certain types of damage. Particular
| |
| creatures are even resistant or immune to damage
| |
| from nonmagical attacks (a magical attack is an
| |
| attack delivered by a spell, a magic item, or another
| |
| magical source). In addition, some creatures are
| |
| immune to certain conditions.
| |
| Senses
| |
| The Senses entry notes a monster’s passive Wisdom
| |
| (Perception) score, as well as any special senses the
| |
| monster might have. Special senses are described
| |
| below.
| |
| Blindsight
| |
| A monster with blindsight can perceive its
| |
| surroundings without relying on sight, within a
| |
| specific radius.
| |
| Creatures without eyes, such as grimlocks and
| |
| gray oozes, typically have this special sense, as do
| |
| creatures with echolocation or heightened senses,
| |
| such as bats and true dragons.
| |
| If a monster is naturally blind, it has a
| |
| parenthetical note to this effect, indicating that the
| |
| radius of its blindsight defines the maximum range
| |
| of its perception.
| |
| Darkvision
| |
| A monster with darkvision can see in the dark within
| |
| a specific radius. The monster can see in dim light
| |
| within the radius as if it were bright light, and in
| |
| darkness as if it were dim light. The monster can’t
| |
| discern color in darkness, only shades of gray. Many
| |
| creatures that live underground have this special
| |
| sense.
| |
| Armor, Weapon, and Tool Proficiencies
| |
| Assume that a creature is proficient with its armor, weapons,
| |
| and tools. If you swap them out, you decide whether the
| |
| creature is proficient with its new equipment.
| |
| For example, a hill giant typically wears hide armor and
| |
| wields a greatclub. You could equip a hill giant with chain
| |
| mail and a greataxe instead, and assume the giant is
| |
| proficient with both, one or the other, or neither.
| |
| See the Player’s Handbook for rules on using armor or
| |
| weapons without proficiency.
| |
| Tremorsense
| |
| A monster with tremorsense can detect and pinpoint
| |
| the origin of vibrations within a specific radius,
| |
| provided that the monster and the source of the
| |
| vibrations are in contact with the same ground or
| |
| substance. Tremorsense can’t be used to detect
| |
| flying or incorporeal creatures. Many burrowing
| |
| creatures, such as ankhegs and umber hulks, have
| |
| this special sense.
| |
| Truesight
| |
| A monster with truesight can, out to a specific range,
| |
| see in normal and magical darkness, see invisible
| |
| creatures and objects, automatically detect visual
| |
| illusions and succeed on saving throws against them,
| |
| and perceive the original form of a shapechanger or
| |
| a creature that is transformed by magic.
| |
| Furthermore, the monster can see into the Ethereal
| |
| Plane within the same range.
| |
| Languages
| |
| The languages that a monster can speak are listed in
| |
| alphabetical order. Sometimes a monster can
| |
| understand a language but can’t speak it, and this is
| |
| noted in its entry. A “—” indicates that a creature
| |
| neither speaks nor understands any language.
| |
| Telepathy
| |
| Telepathy is a magical ability that allows a monster
| |
| to communicate mentally with another creature
| |
| within a specified range. The contacted creature
| |
| doesn’t need to share a language with the monster to
| |
| communicate in this way with it, but it must be able
| |
| to understand at least one language. A creature
| |
| without telepathy can receive and respond to
| |
| telepathic messages but can’t initiate or terminate a
| |
| telepathic conversation.
| |
| A telepathic monster doesn’t need to see a
| |
| contacted creature and can end the telepathic
| |
| contact at any time. The contact is broken as soon as
| |
| the two creatures are no longer within range of each
| |
| other or if the telepathic monster contacts a
| |
| different creature within range. A telepathic monster
| |
| can initiate or terminate a telepathic conversation
| |
| without using an action, but while the monster is
| |
| incapacitated, it can’t initiate telepathic contact, and
| |
| any current contact is terminated.
| |
| A creature within the area of an antimagic field or
| |
| in any other location where magic doesn’t function
| |
| can’t send or receive telepathic messages.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 258
| |
| Challenge
| |
| A monster’s challenge rating tells you how great a
| |
| threat the monster is. An appropriately equipped
| |
| and well-‐‑rested party of four adventurers should be
| |
| able to defeat a monster that has a challenge rating
| |
| equal to its level without suffering any deaths. For
| |
| example, a party of four 3rd-‐‑level characters should
| |
| find a monster with a challenge rating of 3 to be a
| |
| worthy challenge, but not a deadly one.
| |
| Monsters that are significantly weaker than 1st-‐‑
| |
| level characters have a challenge rating lower than 1.
| |
| Monsters with a challenge rating of 0 are
| |
| insignificant except in large numbers; those with no
| |
| effective attacks are worth no experience points,
| |
| while those that have attacks are worth 10 XP each.
| |
| Some monsters present a greater challenge than
| |
| even a typical 20th-‐‑level party can handle. These
| |
| monsters have a challenge rating of 21 or higher and
| |
| are specifically designed to test player skill.
| |
| Experience Points
| |
| The number of experience points (XP) a monster is
| |
| worth is based on its challenge rating. Typically, XP
| |
| is awarded for defeating the monster, although the
| |
| GM may also award XP for neutralizing the threat
| |
| posed by the monster in some other manner.
| |
| Unless something tells you otherwise, a monster
| |
| summoned by a spell or other magical ability is
| |
| worth the XP noted in its stat block.
| |
| Experience Points by Challenge Rating
| |
| Challenge XP Challenge XP
| |
| 0 0 or 10 14 11,500
| |
| 1/8 25 15 13,000
| |
| 1/4 50 16 15,000
| |
| 1/2 100 17 18,000
| |
| 1 200 18 20,000
| |
| 2 450 19 22,000
| |
| 3 700 20 25,000
| |
| 4 1,100 21 33,000
| |
| 5 1,800 22 41,000
| |
| 6 2,300 23 50,000
| |
| 7 2,900 24 62,000
| |
| 8 3,900 25 75,000
| |
| 9 5,000 26 90,000
| |
| 10 5,900 27 105,000
| |
| 11 7,200 28 120,000
| |
| 12 8,400 29 135,000
| |
| 13 10,000 30 155,000
| |
| Special Traits
| |
| Special traits (which appear after a monster’s
| |
| challenge rating but before any actions or reactions)
| |
| are characteristics that are likely to be relevant in a
| |
| combat encounter and that require some
| |
| explanation.
| |
| Innate Spellcasting
| |
| A monster with the innate ability to cast spells has
| |
| the Innate Spellcasting special trait. Unless noted
| |
| otherwise, an innate spell of 1st level or higher is
| |
| always cast at its lowest possible level and can’t be
| |
| cast at a higher level. If a monster has a cantrip
| |
| where its level matters and no level is given, use the
| |
| monster’s challenge rating.
| |
| An innate spell can have special rules or
| |
| restrictions. For example, a drow mage can innately
| |
| cast the levitate spell, but the spell has a “self only”
| |
| restriction, which means that the spell affects only
| |
| the drow mage.
| |
| A monster’s innate spells can’t be swapped out
| |
| with other spells. If a monster’s innate spells don’t
| |
| require attack rolls, no attack bonus is given for
| |
| them.
| |
| Spellcasting
| |
| A monster with the Spellcasting special trait has a
| |
| spellcaster level and spell slots, which it uses to cast
| |
| its spells of 1st level and higher (as explained in the
| |
| Player’s Handbook). The spellcaster level is also used
| |
| for any cantrips included in the feature.
| |
| The monster has a list of spells known or prepared
| |
| from a specific class. The list might also include
| |
| spells from a feature in that class, such as the Divine
| |
| Domain feature of the cleric or the Druid Circle
| |
| feature of the druid. The monster is considered a
| |
| member of that class when attuning to or using a
| |
| magic item that requires membership in the class or
| |
| access to its spell list.
| |
| A monster can cast a spell from its list at a higher
| |
| level if it has the spell slot to do so. For example, a
| |
| drow mage with the 3rd-‐‑level lightning bolt spell can
| |
| cast it as a 5th-‐‑level spell by using one of its 5th-‐‑level
| |
| spell slots.
| |
| You can change the spells that a monster knows or
| |
| has prepared, replacing any spell on its spell list with
| |
| a spell of the same level and from the same class list.
| |
| If you do so, you might cause the monster to be a
| |
| greater or lesser threat than suggested by its
| |
| challenge rating.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 259
| |
| Psionics
| |
| A monster that casts spells using only the power of
| |
| its mind has the psionics tag added to its Spellcasting
| |
| or Innate Spellcasting special trait. This tag carries
| |
| no special rules of its own, but other parts of the
| |
| game might refer to it. A monster that has this tag
| |
| typically doesn’t require any components to cast its
| |
| spells.
| |
| Actions
| |
| When a monster takes its action, it can choose from
| |
| the options in the Actions section of its stat block or
| |
| use one of the actions available to all creatures, such
| |
| as the Dash or Hide action, as described in the
| |
| Player’s Handbook.
| |
| Melee and Ranged Attacks
| |
| The most common actions that a monster will take
| |
| in combat are melee and ranged attacks. These can
| |
| be spell attacks or weapon attacks, where the
| |
| “weapon” might be a manufactured item or a natural
| |
| weapon, such as a claw or tail spike. For more
| |
| information on different kinds of attacks, see the
| |
| Player’s Handbook.
| |
| Creature vs. Target. The target of a melee or
| |
| ranged attack is usually either one creature or one
| |
| target, the difference being that a “target” can be a
| |
| creature or an object.
| |
| Hit. Any damage dealt or other effects that occur
| |
| as a result of an attack hitting a target are described
| |
| after the “Hit” notation. You have the option of
| |
| taking average damage or rolling the damage; for
| |
| this reason, both the average damage and the die
| |
| expression are presented.
| |
| Miss. If an attack has an effect that occurs on a
| |
| miss, that information is presented after the “Miss:”
| |
| notation.
| |
| Multiattack
| |
| A creature that can make multiple attacks on its turn
| |
| has the Multiattack action. A creature can’t use
| |
| Multiattack when making an opportunity attack,
| |
| which must be a single melee attack.
| |
| Ammunition
| |
| A monster carries enough ammunition to make its
| |
| ranged attacks. You can assume that a monster has
| |
| 2d4 pieces of ammunition for a thrown weapon
| |
| attack, and 2d10 pieces of ammunition for a
| |
| projectile weapon such as a bow or crossbow.
| |
| Reactions
| |
| If a monster can do something special with its
| |
| reaction, that information is contained here. If a
| |
| creature has no special reaction, this section is
| |
| absent.
| |
| Limited Usage
| |
| Some special abilities have restrictions on the
| |
| number of times they can be used.
| |
| X/Day. The notation “X/Day” means a special
| |
| ability can be used X number of times and that a
| |
| monster must finish a long rest to regain expended
| |
| uses. For example, “1/Day” means a special ability
| |
| can be used once and that the monster must finish a
| |
| long rest to use it again.
| |
| Recharge X–Y. The notation “Recharge X–Y”
| |
| means a monster can use a special ability once and
| |
| that the ability then has a random chance of
| |
| recharging during each subsequent round of combat.
| |
| At the start of each of the monster’s turns, roll a d6.
| |
| If the roll is one of the numbers in the recharge
| |
| notation, the monster regains the use of the special
| |
| ability. The ability also recharges when the monster
| |
| finishes a short or long rest.
| |
| For example, “Recharge 5–6” means a monster can
| |
| use the special ability once. Then, at the start of the
| |
| monster’s turn, it regains the use of that ability if it
| |
| rolls a 5 or 6 on a d6.
| |
| Recharge after a Short or Long Rest. This
| |
| notation means that a monster can use a special
| |
| ability once and then must finish a short or long rest
| |
| to use it again.
| |
| Grapple Rules for Monsters
| |
| Many monsters have special attacks that allow them to
| |
| quickly grapple prey. When a monster hits with such an
| |
| attack, it doesn’t need to make an additional ability check to
| |
| determine whether the grapple succeeds, unless the attack
| |
| says otherwise.
| |
| A creature grappled by the monster can use its action to
| |
| try to escape. To do so, it must succeed on a Strength
| |
| (Athletics) or Dexterity (Acrobatics) check against the escape
| |
| DC in the monster’s stat block. If no escape DC is given,
| |
| assume the DC is 10 + the monster’s Strength (Athletics)
| |
| modifier.
| |
| Equipment
| |
| A stat block rarely refers to equipment, other than
| |
| armor or weapons used by a monster. A creature
| |
| that customarily wears clothes, such as a humanoid,
| |
| is assumed to be dressed appropriately.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 260
| |
| You can equip monsters with additional gear and
| |
| trinkets however you like, and you decide how much
| |
| of a monster’s equipment is recoverable after the
| |
| creature is slain and whether any of that equipment
| |
| is still usable. A battered suit of armor made for a
| |
| monster is rarely usable by someone else, for
| |
| instance.
| |
| If a spellcasting monster needs material
| |
| components to cast its spells, assume that it has the
| |
| material components it needs to cast the spells in its
| |
| stat block.
| |
| Legendary Creatures
| |
| A legendary creature can do things that ordinary
| |
| creatures can’t. It can take special actions outside its
| |
| turn, and it might exert magical influence for miles
| |
| around.
| |
| If a creature assumes the form of a legendary
| |
| creature, such as through a spell, it doesn’t gain that
| |
| form’s legendary actions, lair actions, or regional
| |
| effects.
| |
| Legendary Actions
| |
| A legendary creature can take a certain number of
| |
| special actions—called legendary actions—outside
| |
| its turn. Only one legendary action option can be
| |
| used at a time and only at the end of another
| |
| creature’s turn. A creature regains its spent
| |
| legendary actions at the start of its turn. It can forgo
| |
| using them, and it can’t use them while incapacitated
| |
| or otherwise unable to take actions. If surprised, it
| |
| can’t use them until after its first turn in the combat.
| |
| A Legendary Creature’s Lair
| |
| A legendary creature might have a section
| |
| describing its lair and the special effects it can create
| |
| while there, either by act of will or simply by being
| |
| present. Such a section applies only to a legendary
| |
| creature that spends a great deal of time in its lair.
| |
| Lair Actions
| |
| If a legendary creature has lair actions, it can use
| |
| them to harness the ambient magic in its lair. On
| |
| initiative count 20 (losing all initiative ties), it can
| |
| use one of its lair action options. It can’t do so while
| |
| incapacitated or otherwise unable to take actions. If
| |
| surprised, it can’t use one until after its first turn in
| |
| the combat.
| |
| Regional Effects
| |
| The mere presence of a legendary creature can have
| |
| strange and wondrous effects on its environment, as
| |
| noted in this section. Regional effects end abruptly
| |
| or dissipate over time when the legendary creature
| |
| dies.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 261
| |
| Monsters (A)
| |
| Aboleth
| |
| Large aberration, lawful evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 135 (18d10 + 36)
| |
| Speed 10 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 9 (−1) 15 (+2) 18 (+4) 15 (+2) 18 (+4)
| |
| Saving Throws Con +6, Int +8, Wis +6
| |
| Skills History +12, Perception +10
| |
| Senses darkvision 120 ft., passive Perception 20
| |
| Languages Deep Speech, telepathy 120 ft.
| |
| Challenge 10 (5,900 XP)
| |
| Amphibious. The aboleth can breathe air and water.
| |
| Mucous Cloud. While underwater, the aboleth is
| |
| surrounded by transformative mucus. A creature that
| |
| touches the aboleth or that hits it with a melee attack
| |
| while within 5 feet of it must make a DC 14
| |
| Constitution saving throw. On a failure, the creature is
| |
| diseased for 1d4 hours. The diseased creature can
| |
| breathe only underwater.
| |
| Probing Telepathy. If a creature communicates
| |
| telepathically with the aboleth, the aboleth learns the
| |
| creature’s greatest desires if the aboleth can see the
| |
| creature.
| |
| Actions
| |
| Multiattack. The aboleth makes three tentacle attacks.
| |
| Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft.,
| |
| one target. Hit: 12 (2d6 + 5) bludgeoning damage. If
| |
| the target is a creature, it must succeed on a DC 14
| |
| Constitution saving throw or become diseased. The
| |
| disease has no effect for 1 minute and can be removed
| |
| by any magic that cures disease. After 1 minute, the
| |
| diseased creature’s skin becomes translucent and slimy,
| |
| the creature can’t regain hit points unless it is
| |
| underwater, and the disease can be removed only by
| |
| heal or another disease-‐curing spell of 6th level or
| |
| higher. When the creature is outside a body of water, it
| |
| takes 6 (1d12) acid damage every 10 minutes unless
| |
| moisture is applied to the skin before 10 minutes have
| |
| passed.
| |
| Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. one
| |
| target. Hit: 15 (3d6 + 5) bludgeoning damage.
| |
| Enslave (3/Day). The aboleth targets one creature it
| |
| can see within 30 feet of it. The target must succeed on
| |
| a DC 14 Wisdom saving throw or be magically charmed
| |
| by the aboleth until the aboleth dies or until it is on a
| |
| different plane of existence from the target. The
| |
| charmed target is under the aboleth’s control and can’t
| |
| take reactions, and the aboleth and the target can
| |
| communicate telepathically with each other over any
| |
| distance.
| |
| Whenever the charmed target takes damage, the
| |
| target can repeat the saving throw. On a success, the
| |
| effect ends. No more than once every 24 hours, the
| |
| target can also repeat the saving throw when it is at
| |
| least 1 mile away from the aboleth.
| |
| Legendary Actions
| |
| The aboleth can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The aboleth regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The aboleth makes a Wisdom (Perception)
| |
| check.
| |
| Tail Swipe. The aboleth makes one tail attack.
| |
| Psychic Drain (Costs 2 Actions). One creature charmed
| |
| by the aboleth takes 10 (3d6) psychic damage, and
| |
| the aboleth regains hit points equal to the damage
| |
| the creature takes.
| |
| Angels
| |
| Deva
| |
| Medium celestial, lawful good
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 136 (16d8 + 64)
| |
| Speed 30 ft., fly 90 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 18 (+4) 18 (+4) 17 (+3) 20 (+5) 20 (+5)
| |
| Saving Throws Wis +9, Cha +9
| |
| Skills Insight +9, Perception +9
| |
| Damage Resistances radiant; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Condition Immunities charmed, exhaustion, frightened
| |
| Senses darkvision 120 ft., passive Perception 19
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 262
| |
| Languages all, telepathy 120 ft.
| |
| Challenge 10 (5,900 XP)
| |
| Angelic Weapons. The deva’s weapon attacks are
| |
| magical. When the deva hits with any weapon, the
| |
| weapon deals an extra 4d8 radiant damage (included in
| |
| the attack).
| |
| Innate Spellcasting. The deva’s spellcasting ability is
| |
| Charisma (spell save DC 17). The deva can innately cast
| |
| the following spells, requiring only verbal components:
| |
| At will: detect evil and good
| |
| 1/day each: commune, raise dead
| |
| Magic Resistance. The deva has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The deva makes two melee attacks.
| |
| Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18
| |
| (4d8) radiant damage.
| |
| Healing Touch (3/Day). The deva touches another
| |
| creature. The target magically regains 20 (4d8 + 2) hit
| |
| points and is freed from any curse, disease, poison,
| |
| blindness, or deafness.
| |
| Change Shape. The deva magically polymorphs into a
| |
| humanoid or beast that has a challenge rating equal to
| |
| or less than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the deva’s choice).
| |
| In a new form, the deva retains its game statistics
| |
| and ability to speak, but its AC, movement modes,
| |
| Strength, Dexterity, and special senses are replaced by
| |
| those of the new form, and it gains any statistics and
| |
| capabilities (except class features, legendary actions,
| |
| and lair actions) that the new form has but that it lacks.
| |
| Planetar
| |
| Large celestial, lawful good
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 200 (16d10 + 112)
| |
| Speed 40 ft., fly 120 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 24 (+7) 20 (+5) 24 (+7) 19 (+4) 22 (+6) 25 (+7)
| |
| Saving Throws Con +12, Wis +11, Cha +12
| |
| Skills Perception +11
| |
| Damage Resistances radiant; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Condition Immunities charmed, exhaustion, frightened
| |
| Senses truesight 120 ft., passive Perception 21
| |
| Languages all, telepathy 120 ft.
| |
| Challenge 16 (15,000 XP)
| |
| Angelic Weapons. The planetar’s weapon attacks are
| |
| magical. When the planetar hits with any weapon, the
| |
| weapon deals an extra 5d8 radiant damage (included in
| |
| the attack).
| |
| Divine Awareness. The planetar knows if it hears a lie.
| |
| Innate Spellcasting. The planetar’s spellcasting ability
| |
| is Charisma (spell save DC 20). The planetar can
| |
| innately cast the following spells, requiring no material
| |
| components:
| |
| At will: detect evil and good, invisibility (self only)
| |
| 3/day each: blade barrier, dispel evil and good, flame
| |
| strike, raise dead
| |
| 1/day each: commune, control weather, insect plague
| |
| Magic Resistance. The planetar has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The planetar makes two melee attacks.
| |
| Greatsword. Melee Weapon Attack: +12 to hit, reach 5
| |
| ft., one target. Hit: 21 (4d6 + 7) slashing damage plus
| |
| 22 (5d8) radiant damage.
| |
| Healing Touch (4/Day). The planetar touches another
| |
| creature. The target magically regains 30 (6d8 + 3) hit
| |
| points and is freed from any curse, disease, poison,
| |
| blindness, or deafness.
| |
| Solar
| |
| Large celestial, lawful good
| |
| Armor Class 21 (natural armor)
| |
| Hit Points 243 (18d10 + 144)
| |
| Speed 50 ft., fly 150 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 26 (+8) 22 (+6) 26 (+8) 25 (+7) 25 (+7) 30 (+10)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 263
| |
| Saving Throws Int +14, Wis +14, Cha +17
| |
| Skills Perception +14
| |
| Damage Resistances radiant; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Damage Immunities necrotic, poison
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| poisoned
| |
| Senses truesight 120 ft., passive Perception 24
| |
| Languages all, telepathy 120 ft.
| |
| Challenge 21 (33,000 XP)
| |
| Angelic Weapons. The solar’s weapon attacks are
| |
| magical. When the solar hits with any weapon, the
| |
| weapon deals an extra 6d8 radiant damage (included in
| |
| the attack).
| |
| Divine Awareness. The solar knows if it hears a lie.
| |
| Innate Spellcasting. The solar’s spellcasting ability is
| |
| Charisma (spell save DC 25). It can innately cast the
| |
| following spells, requiring no material components:
| |
| At will: detect evil and good, invisibility (self only)
| |
| 3/day each: blade barrier, dispel evil and good,
| |
| resurrection
| |
| 1/day each: commune, control weather
| |
| Magic Resistance. The solar has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The solar makes two greatsword attacks.
| |
| Greatsword. Melee Weapon Attack: +15 to hit, reach 5
| |
| ft., one target. Hit: 22 (4d6 + 8) slashing damage plus
| |
| 27 (6d8) radiant damage.
| |
| Slaying Longbow. Ranged Weapon Attack: +13 to hit,
| |
| range 150/600 ft., one target. Hit: 15 (2d8 + 6) piercing
| |
| damage plus 27 (6d8) radiant damage. If the target is a
| |
| creature that has 100 hit points or fewer, it must
| |
| succeed on a DC 15 Constitution saving throw or die.
| |
| Flying Sword. The solar releases its greatsword to
| |
| hover magically in an unoccupied space within 5 feet of
| |
| it. If the solar can see the sword, the solar can mentally
| |
| command it as a bonus action to fly up to 50 feet and
| |
| either make one attack against a target or return to the
| |
| solar’s hands. If the hovering sword is targeted by any
| |
| effect, the solar is considered to be holding it. The
| |
| hovering sword falls if the solar dies.
| |
| Healing Touch (4/Day). The solar touches another
| |
| creature. The target magically regains 40 (8d8 + 4) hit
| |
| points and is freed from any curse, disease, poison,
| |
| blindness, or deafness.
| |
| Legendary Actions
| |
| The solar can take 3 legendary actions, choosing from
| |
| the options below. Only one legendary action option
| |
| can be used at a time and only at the end of another
| |
| creature’s turn. The solar regains spent legendary
| |
| actions at the start of its turn.
| |
| Teleport. The solar magically teleports, along with any
| |
| equipment it is wearing or carrying, up to 120 feet to
| |
| an unoccupied space it can see.
| |
| Searing Burst (Costs 2 Actions). The solar emits
| |
| magical, divine energy. Each creature of its choice in
| |
| a 10-‐foot radius must make a DC 23 Dexterity saving
| |
| throw, taking 14 (4d6) fire damage plus 14 (4d6)
| |
| radiant damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Blinding Gaze (Costs 3 Actions). The solar targets one
| |
| creature it can see within 30 feet of it. If the target
| |
| can see it, the target must succeed on a DC 15
| |
| Constitution saving throw or be blinded until magic
| |
| such as the lesser restoration spell removes the
| |
| blindness.
| |
| Animated Objects
| |
| Animated Armor
| |
| Medium construct, unaligned
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 33 (6d8 + 6)
| |
| Speed 25 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 11 (+0) 13 (+1) 1 (−5) 3 (−4) 1 (−5)
| |
| Damage Immunities poison, psychic
| |
| Condition Immunities blinded, charmed, deafened,
| |
| exhaustion, frightened, paralyzed, petrified,
| |
| poisoned
| |
| Senses blindsight 60 ft. (blind beyond this radius),
| |
| passive Perception 6
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Antimagic Susceptibility. The armor is incapacitated
| |
| while in the area of an antimagic field. If targeted by
| |
| dispel magic, the armor must succeed on a
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 264
| |
| Constitution saving throw against the caster’s spell
| |
| save DC or fall unconscious for 1 minute.
| |
| False Appearance. While the armor remains
| |
| motionless, it is indistinguishable from a normal suit of
| |
| armor.
| |
| Actions
| |
| Multiattack. The armor makes two melee attacks.
| |
| Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d6 + 2) bludgeoning damage.
| |
| Flying Sword
| |
| Small construct, unaligned
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 17 (5d6)
| |
| Speed 0 ft., fly 50 ft. (hover)
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 15 (+2) 11 (+0) 1 (−5) 5 (−3) 1 (−5)
| |
| Saving Throws Dex +4
| |
| Damage Immunities poison, psychic
| |
| Condition Immunities blinded, charmed, deafened,
| |
| frightened, paralyzed, petrified, poisoned
| |
| Senses blindsight 60 ft. (blind beyond this radius),
| |
| passive Perception 7
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Antimagic Susceptibility. The sword is incapacitated
| |
| while in the area of an antimagic field. If targeted by
| |
| dispel magic, the sword must succeed on a
| |
| Constitution saving throw against the caster’s spell
| |
| save DC or fall unconscious for 1 minute.
| |
| False Appearance. While the sword remains
| |
| motionless and isn’t flying, it is indistinguishable from a
| |
| normal sword.
| |
| Actions
| |
| Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
| |
| one target. Hit: 5 (1d8 + 1) slashing damage.
| |
| Rug of Smothering
| |
| Large construct, unaligned
| |
| Armor Class 12
| |
| Hit Points 33 (6d10)
| |
| Speed 10 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 14 (+2) 10 (+0) 1 (−5) 3 (−4) 1 (−5)
| |
| Damage Immunities poison, psychic
| |
| Condition Immunities blinded, charmed, deafened,
| |
| frightened, paralyzed, petrified, poisoned
| |
| Senses blindsight 60 ft. (blind beyond this radius),
| |
| passive Perception 6
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Antimagic Susceptibility. The rug is incapacitated while
| |
| in the area of an antimagic field. If targeted by dispel
| |
| magic, the rug must succeed on a Constitution saving
| |
| throw against the caster’s spell save DC or fall
| |
| unconscious for 1 minute.
| |
| Damage Transfer. While it is grappling a creature, the
| |
| rug takes only half the damage dealt to it, and the
| |
| creature grappled by the rug takes the other half.
| |
| False Appearance. While the rug remains motionless, it
| |
| is indistinguishable from a normal rug.
| |
| Actions
| |
| Smother. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one Medium or smaller creature. Hit: The creature is
| |
| grappled (escape DC 13). Until this grapple ends, the
| |
| target is restrained, blinded, and at risk of suffocating,
| |
| and the rug can’t smother another target. In addition,
| |
| at the start of each of the target’s turns, the target
| |
| takes 10 (2d6 + 3) bludgeoning damage.
| |
| Ankheg
| |
| Large monstrosity, unaligned
| |
| Armor Class 14 (natural armor), 11 while prone
| |
| Hit Points 39 (6d10 + 6)
| |
| Speed 30 ft., burrow 10 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 11 (+0) 13 (+1) 1 (−5) 13 (+1) 6 (−2)
| |
| Senses darkvision 60 ft., tremorsense 60 ft., passive
| |
| Perception 11
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 265
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6)
| |
| acid damage. If the target is a Large or smaller creature,
| |
| it is grappled (escape DC 13). Until this grapple ends,
| |
| the ankheg can bite only the grappled creature and has
| |
| advantage on attack rolls to do so.
| |
| Acid Spray (Recharge 6). The ankheg spits acid in a line
| |
| that is 30 feet long and 5 feet wide, provided that it has
| |
| no creature grappled. Each creature in that line must
| |
| make a DC 13 Dexterity saving throw, taking 10 (3d6)
| |
| acid damage on a failed save, or half as much damage
| |
| on a successful one.
| |
| Azer
| |
| Medium elemental, lawful neutral
| |
| Armor Class 17 (natural armor, shield)
| |
| Hit Points 39 (6d8 + 12)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 12 (+1) 15 (+2) 12 (+1) 13 (+1) 10 (+0)
| |
| Saving Throws Con +4
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses passive Perception 11
| |
| Languages Ignan
| |
| Challenge 2 (450 XP)
| |
| Heated Body. A creature that touches the azer or hits it
| |
| with a melee attack while within 5 feet of it takes 5
| |
| (1d10) fire damage.
| |
| Heated Weapons. When the azer hits with a metal
| |
| melee weapon, it deals an extra 3 (1d6) fire damage
| |
| (included in the attack).
| |
| Illumination. The azer sheds bright light in a 10-‐foot
| |
| radius and dim light for an additional 10 feet.
| |
| Actions
| |
| Warhammer. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or
| |
| 8 (1d10 + 3) bludgeoning damage if used with two
| |
| hands to make a melee attack, plus 3 (1d6) fire damage.
| |
| Monsters (B)
| |
| Basilisk
| |
| Medium monstrosity, unaligned
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 52 (8d8 + 16)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 8 (−1) 15 (+2) 2 (−4) 8 (−1) 7 (−2)
| |
| Senses darkvision 60 ft., passive Perception 9
| |
| Languages —
| |
| Challenge 3 (700 XP)
| |
| Petrifying Gaze. If a creature starts its turn within 30
| |
| feet of the basilisk and the two of them can see each
| |
| other, the basilisk can force the creature to make a DC
| |
| 12 Constitution saving throw if the basilisk isn’t
| |
| incapacitated. On a failed save, the creature magically
| |
| begins to turn to stone and is restrained. It must repeat
| |
| the saving throw at the end of its next turn. On a
| |
| success, the effect ends. On a failure, the creature is
| |
| petrified until freed by the greater restoration spell or
| |
| other magic.
| |
| A creature that isn’t surprised can avert its eyes to
| |
| avoid the saving throw at the start of its turn. If it does
| |
| so, it can’t see the basilisk until the start of its next turn,
| |
| when it can avert its eyes again. If it looks at the
| |
| basilisk in the meantime, it must immediately make the
| |
| save.
| |
| If the basilisk sees its reflection within 30 feet of it in
| |
| bright light, it mistakes itself for a rival and targets
| |
| itself with its gaze.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6)
| |
| poison damage.
| |
| Behir
| |
| Huge monstrosity, neutral evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 168 (16d12 + 64)
| |
| Speed 50 ft., climb 40 ft.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 266
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 16 (+3) 18 (+4) 7 (−2) 14 (+2) 12 (+1)
| |
| Skills Perception +6, Stealth +7
| |
| Damage Immunities lightning
| |
| Senses darkvision 90 ft., passive Perception 16
| |
| Languages Draconic
| |
| Challenge 11 (7,200 XP)
| |
| Actions
| |
| Multiattack. The behir makes two attacks: one with its
| |
| bite and one to constrict.
| |
| Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
| |
| one target. Hit: 22 (3d10 + 6) piercing damage.
| |
| Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one Large or smaller creature. Hit: 17 (2d10 + 6)
| |
| bludgeoning damage plus 17 (2d10 + 6) slashing
| |
| damage. The target is grappled (escape DC 16) if the
| |
| behir isn’t already constricting a creature, and the
| |
| target is restrained until this grapple ends.
| |
| Lightning Breath (Recharge 5–6). The behir exhales a
| |
| line of lightning that is 20 feet long and 5 feet wide.
| |
| Each creature in that line must make a DC 16 Dexterity
| |
| saving throw, taking 66 (12d10) lightning damage on a
| |
| failed save, or half as much damage on a successful one.
| |
| Swallow. The behir makes one bite attack against a
| |
| Medium or smaller target it is grappling. If the attack
| |
| hits, the target is also swallowed, and the grapple ends.
| |
| While swallowed, the target is blinded and restrained,
| |
| it has total cover against attacks and other effects
| |
| outside the behir, and it takes 21 (6d6) acid damage at
| |
| the start of each of the behir’s turns. A behir can have
| |
| only one creature swallowed at a time.
| |
| If the behir takes 30 damage or more on a single turn
| |
| from the swallowed creature, the behir must succeed
| |
| on a DC 14 Constitution saving throw at the end of that
| |
| turn or regurgitate the creature, which falls prone in a
| |
| space within 10 feet of the behir. If the behir dies, a
| |
| swallowed creature is no longer restrained by it and can
| |
| escape from the corpse by using 15 feet of movement,
| |
| exiting prone.
| |
| Bugbear
| |
| Medium humanoid (goblinoid), chaotic evil
| |
| Armor Class 16 (hide armor, shield)
| |
| Hit Points 27 (5d8 + 5)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 14 (+2) 13 (+1) 8 (−1) 11 (+0) 9 (−1)
| |
| Skills Stealth +6, Survival +2
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Common, Goblin
| |
| Challenge 1 (200 XP)
| |
| Brute. A melee weapon deals one extra die of its damage
| |
| when the bugbear hits with it (included in the attack).
| |
| Surprise Attack. If the bugbear surprises a creature and
| |
| hits it with an attack during the first round of combat,
| |
| the target takes an extra 7 (2d6) damage from the
| |
| attack.
| |
| Actions
| |
| Morningstar. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one target. Hit: 11 (2d8 + 2) piercing damage.
| |
| Javelin. Melee or Ranged Weapon Attack: +4 to hit,
| |
| reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 +
| |
| 2) piercing damage in melee or 5 (1d6 + 2) piercing
| |
| damage at range.
| |
| Bulette
| |
| Large monstrosity, unaligned
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 94 (9d10 + 45)
| |
| Speed 40 ft., burrow 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 11 (+0) 21 (+5) 2 (−4) 10 (+0) 5 (−3)
| |
| Skills Perception +6
| |
| Senses darkvision 60 ft., tremorsense 60 ft., passive
| |
| Perception 16
| |
| Languages —
| |
| Challenge 5 (1,800 XP)
| |
| Standing Leap. The bulette’s long jump is up to 30 feet
| |
| and its high jump is up to 15 feet, with or without a
| |
| running start.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 30 (4d12 + 4) piercing damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 267
| |
| Deadly Leap. If the bulette jumps at least 15 feet as
| |
| part of its movement, it can then use this action to land
| |
| on its feet in a space that contains one or more other
| |
| creatures. Each of those creatures must succeed on a
| |
| DC 16 Strength or Dexterity saving throw (target’s
| |
| choice) or be knocked prone and take 14 (3d6 + 4)
| |
| bludgeoning damage plus 14 (3d6 + 4) slashing
| |
| damage. On a successful save, the creature takes only
| |
| half the damage, isn’t knocked prone, and is pushed 5
| |
| feet out of the bulette’s space into an unoccupied
| |
| space of the creature’s choice. If no unoccupied space
| |
| is within range, the creature instead falls prone in the
| |
| bulette’s space.
| |
| Monsters (C)
| |
| Centaur
| |
| Large monstrosity, neutral good
| |
| Armor Class 12
| |
| Hit Points 45 (6d10 + 12)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 14 (+2) 14 (+2) 9 (−1) 13 (+1) 11 (+0)
| |
| Skills Athletics +6, Perception +3, Survival +3
| |
| Senses passive Perception 13
| |
| Languages Elvish, Sylvan
| |
| Challenge 2 (450 XP)
| |
| Charge. If the centaur moves at least 30 feet straight
| |
| toward a target and then hits it with a pike attack on
| |
| the same turn, the target takes an extra 10 (3d6)
| |
| piercing damage.
| |
| Actions
| |
| Multiattack. The centaur makes two attacks: one with
| |
| its pike and one with its hooves or two with its
| |
| longbow.
| |
| Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one
| |
| target. Hit: 9 (1d10 + 4) piercing damage.
| |
| Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 11 (2d6 + 4) bludgeoning damage.
| |
| Longbow. Ranged Weapon Attack: +4 to hit, range
| |
| 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
| |
| damage.
| |
| Chimera
| |
| Large monstrosity, chaotic evil
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 114 (12d10 + 48)
| |
| Speed 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 11 (+0) 19 (+4) 3 (−4) 14 (+2) 10 (+0)
| |
| Skills Perception +8
| |
| Senses darkvision 60 ft., passive Perception 18
| |
| Languages understands Draconic but can’t speak
| |
| Challenge 6 (2,300 XP)
| |
| Actions
| |
| Multiattack. The chimera makes three attacks: one
| |
| with its bite, one with its horns, and one with its claws.
| |
| When its fire breath is available, it can use the breath
| |
| in place of its bite or horns.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) piercing damage.
| |
| Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 10 (1d12 + 4) bludgeoning damage.
| |
| Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Fire Breath (Recharge 5–6). The dragon head exhales
| |
| fire in a 15-‐foot cone. Each creature in that area must
| |
| make a DC 15 Dexterity saving throw, taking 31 (7d8)
| |
| fire damage on a failed save, or half as much damage
| |
| on a successful one.
| |
| Chuul
| |
| Large aberration, chaotic evil
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 93 (11d10 + 33)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 10 (+0) 16 (+3) 5 (−3) 11 (+0) 5 (−3)
| |
| Skills Perception +4
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages understands Deep Speech but can’t speak
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 268
| |
| Challenge 4 (1,100 XP)
| |
| Amphibious. The chuul can breathe air and water.
| |
| Sense Magic. The chuul senses magic within 120 feet
| |
| of it at will. This trait otherwise works like the detect
| |
| magic spell but isn’t itself magical.
| |
| Actions
| |
| Multiattack. The chuul makes two pincer attacks. If the
| |
| chuul is grappling a creature, the chuul can also use its
| |
| tentacles once.
| |
| Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft.,
| |
| one target. Hit: 11 (2d6 + 4) bludgeoning damage. The
| |
| target is grappled (escape DC 14) if it is a Large or
| |
| smaller creature and the chuul doesn’t have two other
| |
| creatures grappled.
| |
| Tentacles. One creature grappled by the chuul must
| |
| succeed on a DC 13 Constitution saving throw or be
| |
| poisoned for 1 minute. Until this poison ends, the
| |
| target is paralyzed. The target can repeat the saving
| |
| throw at the end of each of its turns, ending the effect
| |
| on itself on a success.
| |
| Cloaker
| |
| Large aberration, chaotic neutral
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 78 (12d10 + 12)
| |
| Speed 10 ft., fly 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 15 (+2) 12 (+1) 13 (+1) 12 (+1) 14 (+2)
| |
| Skills Stealth +5
| |
| Senses darkvision 60 ft., passive Perception 11
| |
| Languages Deep Speech, Undercommon
| |
| Challenge 8 (3,900 XP)
| |
| Damage Transfer. While attached to a creature, the
| |
| cloaker takes only half the damage dealt to it (rounded
| |
| down), and that creature takes the other half.
| |
| False Appearance. While the cloaker remains
| |
| motionless without its underside exposed, it is
| |
| indistinguishable from a dark leather cloak.
| |
| Light Sensitivity. While in bright light, the cloaker has
| |
| disadvantage on attack rolls and Wisdom (Perception)
| |
| checks that rely on sight.
| |
| Actions
| |
| Multiattack. The cloaker makes two attacks: one with
| |
| its bite and one with its tail.
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| creature. Hit: 10 (2d6 + 3) piercing damage, and if the
| |
| target is Large or smaller, the cloaker attaches to it. If
| |
| the cloaker has advantage against the target, the
| |
| cloaker attaches to the target’s head, and the target is
| |
| blinded and unable to breathe while the cloaker is
| |
| attached. While attached, the cloaker can make this
| |
| attack only against the target and has advantage on the
| |
| attack roll. The cloaker can detach itself by spending 5
| |
| feet of its movement. A creature, including the target,
| |
| can take its action to detach the cloaker by succeeding
| |
| on a DC 16 Strength check.
| |
| Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one
| |
| creature. Hit: 7 (1d8 + 3) slashing damage.
| |
| Moan. Each creature within 60 feet of the cloaker that
| |
| can hear its moan and that isn’t an aberration must
| |
| succeed on a DC 13 Wisdom saving throw or become
| |
| frightened until the end of the cloaker’s next turn. If a
| |
| creature’s saving throw is successful, the creature is
| |
| immune to the cloaker’s moan for the next 24 hours
| |
| Phantasms (Recharges after a Short or Long Rest). The
| |
| cloaker magically creates three illusory duplicates of
| |
| itself if it isn’t in bright light. The duplicates move with
| |
| it and mimic its actions, shifting position so as to make
| |
| it impossible to track which cloaker is the real one. If
| |
| the cloaker is ever in an area of bright light, the
| |
| duplicates disappear.
| |
| Whenever any creature targets the cloaker with an
| |
| attack or a harmful spell while a duplicate remains,
| |
| that creature rolls randomly to determine whether it
| |
| targets the cloaker or one of the duplicates. A creature
| |
| is unaffected by this magical effect if it can’t see or if it
| |
| relies on senses other than sight.
| |
| A duplicate has the cloaker’s AC and uses its saving
| |
| throws. If an attack hits a duplicate, or if a duplicate
| |
| fails a saving throw against an effect that deals damage,
| |
| the duplicate disappears.
| |
| Cockatrice
| |
| Small monstrosity, unaligned
| |
| Armor Class 11
| |
| Hit Points 27 (6d6 + 6)
| |
| Speed 20 ft., fly 40 ft.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 269
| |
| STR DEX CON INT WIS CHA
| |
| 6 (−2) 12 (+1) 12 (+1) 2 (−4) 13 (+1) 5 (−3)
| |
| Senses darkvision 60 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| creature. Hit: 3 (1d4 + 1) piercing damage, and the
| |
| target must succeed on a DC 11 Constitution saving
| |
| throw against being magically petrified. On a failed
| |
| save, the creature begins to turn to stone and is
| |
| restrained. It must repeat the saving throw at the end
| |
| of its next turn. On a success, the effect ends. On a
| |
| failure, the creature is petrified for 24 hours.
| |
| Couatl
| |
| Medium celestial, lawful good
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 97 (13d8 + 39)
| |
| Speed 30 ft., fly 90 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 20 (+5) 17 (+3) 18 (+4) 20 (+5) 18 (+4)
| |
| Saving Throws Con +5, Wis +7, Cha +6
| |
| Damage Resistances radiant
| |
| Damage Immunities psychic; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Senses truesight 120 ft., passive Perception 15
| |
| Languages all, telepathy 120 ft.
| |
| Challenge 4 (1,100 XP)
| |
| Innate Spellcasting. The couatl’s spellcasting ability is
| |
| Charisma (spell save DC 14). It can innately cast the
| |
| following spells, requiring only verbal components:
| |
| At will: detect evil and good, detect magic, detect
| |
| thoughts
| |
| 3/day each: bless, create food and water, cure wounds,
| |
| lesser restoration, protection from poison, sanctuary,
| |
| shield
| |
| 1/day each: dream, greater restoration, scrying
| |
| Magic Weapons. The couatl’s weapon attacks are
| |
| magical.
| |
| Shielded Mind. The couatl is immune to scrying and to
| |
| any effect that would sense its emotions, read its
| |
| thoughts, or detect its location.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| creature. Hit: 8 (1d6 + 5) piercing damage, and the
| |
| target must succeed on a DC 13 Constitution saving
| |
| throw or be poisoned for 24 hours. Until this poison
| |
| ends, the target is unconscious. Another creature can
| |
| use an action to shake the target awake.
| |
| Constrict. Melee Weapon Attack: +6 to hit, reach 10 ft.,
| |
| one Medium or smaller creature. Hit: 10 (2d6 + 3)
| |
| bludgeoning damage, and the target is grappled
| |
| (escape DC 15). Until this grapple ends, the target is
| |
| restrained, and the couatl can’t constrict another
| |
| target.
| |
| Change Shape. The couatl magically polymorphs into a
| |
| humanoid or beast that has a challenge rating equal to
| |
| or less than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the couatl’s choice).
| |
| In a new form, the couatl retains its game statistics
| |
| and ability to speak, but its AC, movement modes,
| |
| Strength, Dexterity, and other actions are replaced by
| |
| those of the new form, and it gains any statistics and
| |
| capabilities (except class features, legendary actions,
| |
| and lair actions) that the new form has but that it lacks.
| |
| If the new form has a bite attack, the couatl can use its
| |
| bite in that form.
| |
| Monsters (D)
| |
| Darkmantle
| |
| Small monstrosity, unaligned
| |
| Armor Class 11
| |
| Hit Points 22 (5d6 + 5)
| |
| Speed 10 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3)
| |
| Skills Stealth +3
| |
| Senses blindsight 60 ft., passive Perception 10
| |
| Languages —
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 270
| |
| Challenge 1/2 (100 XP)
| |
| Echolocation. The darkmantle can’t use its blindsight
| |
| while deafened.
| |
| False Appearance. While the darkmantle remains
| |
| motionless, it is indistinguishable from a cave
| |
| formation such as a stalactite or stalagmite.
| |
| Actions
| |
| Crush. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| creature. Hit: 6 (1d6 + 3) bludgeoning damage, and the
| |
| darkmantle attaches to the target. If the target is
| |
| Medium or smaller and the darkmantle has advantage
| |
| on the attack roll, it attaches by engulfing the target’s
| |
| head, and the target is also blinded and unable to
| |
| breathe while the darkmantle is attached in this way.
| |
| While attached to the target, the darkmantle can
| |
| attack no other creature except the target but has
| |
| advantage on its attack rolls. The darkmantle’s speed
| |
| also becomes 0, it can’t benefit from any bonus to its
| |
| speed, and it moves with the target.
| |
| A creature can detach the darkmantle by making a
| |
| successful DC 13 Strength check as an action. On its
| |
| turn, the darkmantle can detach itself from the target
| |
| by using 5 feet of movement.
| |
| Darkness Aura (1/Day). A 15-‐foot radius of magical
| |
| darkness extends out from the darkmantle, moves with
| |
| it, and spreads around corners. The darkness lasts as
| |
| long as the darkmantle maintains concentration, up to
| |
| 10 minutes (as if concentrating on a spell). Darkvision
| |
| can’t penetrate this darkness, and no natural light can
| |
| illuminate it. If any of the darkness overlaps with an
| |
| area of light created by a spell of 2nd level or lower,
| |
| the spell creating the light is dispelled.
| |
| Demons
| |
| Balor
| |
| Huge fiend (demon), chaotic evil
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 262 (21d12 + 126)
| |
| Speed 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 26 (+8) 15 (+2) 22 (+6) 20 (+5) 16 (+3) 22 (+6)
| |
| Saving Throws Str +14, Con +12, Wis +9, Cha +12
| |
| Damage Resistances cold, lightning; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses truesight 120 ft., passive Perception 13
| |
| Languages Abyssal, telepathy 120 ft.
| |
| Challenge 19 (22,000 XP)
| |
| Death Throes. When the balor dies, it explodes, and
| |
| each creature within 30 feet of it must make a DC 20
| |
| Dexterity saving throw, taking 70 (20d6) fire damage
| |
| on a failed save, or half as much damage on a
| |
| successful one. The explosion ignites flammable
| |
| objects in that area that aren’t being worn or carried,
| |
| and it destroys the balor’s weapons.
| |
| Fire Aura. At the start of each of the balor’s turns, each
| |
| creature within 5 feet of it takes 10 (3d6) fire damage,
| |
| and flammable objects in the aura that aren’t being
| |
| worn or carried ignite. A creature that touches the
| |
| balor or hits it with a melee attack while within 5 feet
| |
| of it takes 10 (3d6) fire damage.
| |
| Magic Resistance. The balor has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Magic Weapons. The balor’s weapon attacks are
| |
| magical.
| |
| Actions
| |
| Multiattack. The balor makes two attacks: one with its
| |
| longsword and one with its whip.
| |
| Longsword. Melee Weapon Attack: +14 to hit, reach 10
| |
| ft., one target. Hit: 21 (3d8 + 8) slashing damage plus
| |
| 13 (3d8) lightning damage. If the balor scores a critical
| |
| hit, it rolls damage dice three times, instead of twice.
| |
| Whip. Melee Weapon Attack: +14 to hit, reach 30 ft.,
| |
| one target. Hit: 15 (2d6 + 8) slashing damage plus 10
| |
| (3d6) fire damage, and the target must succeed on a
| |
| DC 20 Strength saving throw or be pulled up to 25 feet
| |
| toward the balor.
| |
| Teleport. The balor magically teleports, along with any
| |
| equipment it is wearing or carrying, up to 120 feet to
| |
| an unoccupied space it can see.
| |
| Dretch
| |
| Small fiend (demon), chaotic evil
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 18 (4d6 + 4)
| |
| Speed 20 ft.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 271
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 11 (+0) 12 (+1) 5 (−3) 8 (−1) 3 (−4)
| |
| Damage Resistances cold, fire, lightning
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 60 ft., passive Perception 9
| |
| Languages Abyssal, telepathy 60 ft. (works only with
| |
| creatures that understand Abyssal)
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Multiattack. The dretch makes two attacks: one with
| |
| its bite and one with its claws.
| |
| Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 3 (1d6) piercing damage.
| |
| Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 5 (2d4) slashing damage.
| |
| Fetid Cloud (1/Day). A 10-‐foot radius of disgusting
| |
| green gas extends out from the dretch. The gas spreads
| |
| around corners, and its area is lightly obscured. It lasts
| |
| for 1 minute or until a strong wind disperses it. Any
| |
| creature that starts its turn in that area must succeed
| |
| on a DC 11 Constitution saving throw or be poisoned
| |
| until the start of its next turn. While poisoned in this
| |
| way, the target can take either an action or a bonus
| |
| action on its turn, not both, and can’t take reactions.
| |
| Glabrezu
| |
| Large fiend (demon), chaotic evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 157 (15d10 + 75)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 20 (+5) 15 (+2) 21 (+5) 19 (+4) 17 (+3) 16 (+3)
| |
| Saving Throws Str +9, Con +9, Wis +7, Cha +7
| |
| Damage Resistances cold, fire, lightning; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses truesight 120 ft., passive Perception 13
| |
| Languages Abyssal, telepathy 120 ft.
| |
| Challenge 9 (5,000 XP)
| |
| Innate Spellcasting. The glabrezu’s spellcasting ability
| |
| is Intelligence (spell save DC 16). The glabrezu can
| |
| innately cast the following spells, requiring no material
| |
| components:
| |
| At will: darkness, detect magic, dispel magic
| |
| 1/day each: confusion, fly, power word stun
| |
| Magic Resistance. The glabrezu has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The glabrezu makes four attacks: two with
| |
| its pincers and two with its fists. Alternatively, it makes
| |
| two attacks with its pincers and casts one spell.
| |
| Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft.,
| |
| one target. Hit: 16 (2d10 + 5) bludgeoning damage. If
| |
| the target is a Medium or smaller creature, it is
| |
| grappled (escape DC 15). The glabrezu has two pincers,
| |
| each of which can grapple only one target.
| |
| Fist. Melee Weapon Attack: +9 to hit, reach 5 ft., one
| |
| target. Hit: 7 (2d4 + 2) bludgeoning damage.
| |
| Hezrou
| |
| Large fiend (demon), chaotic evil
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 136 (13d10 + 65)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 17 (+3) 20 (+5) 5 (−3) 12 (+1) 13 (+1)
| |
| Saving Throws Str +7, Con +8, Wis +4
| |
| Damage Resistances cold, fire, lightning; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 11
| |
| Languages Abyssal, telepathy 120 ft.
| |
| Challenge 8 (3,900 XP)
| |
| Magic Resistance. The hezrou has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Stench. Any creature that starts its turn within 10 feet
| |
| of the hezrou must succeed on a DC 14 Constitution
| |
| saving throw or be poisoned until the start of its next
| |
| turn. On a successful saving throw, the creature is
| |
| immune to the hezrou’s stench for 24 hours.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 272
| |
| Actions
| |
| Multiattack. The hezrou makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 15 (2d10 + 4) piercing damage.
| |
| Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Marilith
| |
| Large fiend (demon), chaotic evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 189 (18d10 + 90)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 20 (+5) 20 (+5) 18 (+4) 16 (+3) 20 (+5)
| |
| Saving Throws Str +9, Con +10, Wis +8, Cha +10
| |
| Damage Resistances cold, fire, lightning; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses truesight 120 ft., passive Perception 13
| |
| Languages Abyssal, telepathy 120 ft.
| |
| Challenge 16 (15,000 XP)
| |
| Magic Resistance. The marilith has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Magic Weapons. The marilith’s weapon attacks are
| |
| magical.
| |
| Reactive. The marilith can take one reaction on every
| |
| turn in a combat.
| |
| Actions
| |
| Multiattack. The marilith makes seven attacks: six with
| |
| its longswords and one with its tail.
| |
| Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d8 + 4) slashing damage.
| |
| Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., one
| |
| creature. Hit: 15 (2d10 + 4) bludgeoning damage. If the
| |
| target is Medium or smaller, it is grappled (escape DC
| |
| 19). Until this grapple ends, the target is restrained, the
| |
| marilith can automatically hit the target with its tail,
| |
| and the marilith can’t make tail attacks against other
| |
| targets.
| |
| Teleport. The marilith magically teleports, along with
| |
| any equipment it is wearing or carrying, up to 120 feet
| |
| to an unoccupied space it can see.
| |
| Reactions
| |
| Parry. The marilith adds 5 to its AC against one melee
| |
| attack that would hit it. To do so, the marilith must see
| |
| the attacker and be wielding a melee weapon.
| |
| Nalfeshnee
| |
| Large fiend (demon), chaotic evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 184 (16d10 + 96)
| |
| Speed 20 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 10 (+0) 22 (+6) 19 (+4) 12 (+1) 15 (+2)
| |
| Saving Throws Con +11, Int +9, Wis +6, Cha +7
| |
| Damage Resistances cold, fire, lightning; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses truesight 120 ft., passive Perception 11
| |
| Languages Abyssal, telepathy 120 ft.
| |
| Challenge 13 (10,000 XP)
| |
| Magic Resistance. The nalfeshnee has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The nalfeshnee uses Horror Nimbus if it
| |
| can. It then makes three attacks: one with its bite and
| |
| two with its claws.
| |
| Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
| |
| target. Hit: 32 (5d10 + 5) piercing damage.
| |
| Claw. Melee Weapon Attack: +10 to hit, reach 10 ft.,
| |
| one target. Hit: 15 (3d6 + 5) slashing damage.
| |
| Horror Nimbus (Recharge 5–6). The nalfeshnee
| |
| magically emits scintillating, multicolored light. Each
| |
| creature within 15 feet of the nalfeshnee that can see
| |
| the light must succeed on a DC 15 Wisdom saving
| |
| throw or be frightened for 1 minute. A creature can
| |
| repeat the saving throw at the end of each of its turns,
| |
| ending the effect on itself on a success. If a creature’s
| |
| saving throw is successful or the effect ends for it, the
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 273
| |
| creature is immune to the nalfeshnee’s Horror Nimbus
| |
| for the next 24 hours.
| |
| Teleport. The nalfeshnee magically teleports, along
| |
| with any equipment it is wearing or carrying, up to 120
| |
| feet to an unoccupied space it can see.
| |
| Quasit
| |
| Tiny fiend (demon, shapechanger), chaotic evil
| |
| Armor Class 13
| |
| Hit Points 7 (3d4)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 5 (−3) 17 (+3) 10 (+0) 7 (−2) 10 (+0) 10 (+0)
| |
| Skills Stealth +5
| |
| Damage Resistances cold, fire, lightning; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 10
| |
| Languages Abyssal, Common
| |
| Challenge 1 (200 XP)
| |
| Shapechanger. The quasit can use its action to
| |
| polymorph into a beast form that resembles a bat
| |
| (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.),
| |
| or a toad (40 ft., swim 40 ft.), or back into its true form.
| |
| Its statistics are the same in each form, except for the
| |
| speed changes noted. Any equipment it is wearing or
| |
| carrying isn’t transformed. It reverts to its true form if
| |
| it dies.
| |
| Magic Resistance. The quasit has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Claws (Bite in Beast Form). Melee Weapon Attack: +4
| |
| to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
| |
| damage, and the target must succeed on a DC 10
| |
| Constitution saving throw or take 5 (2d4) poison
| |
| damage and become poisoned for 1 minute. The target
| |
| can repeat the saving throw at the end of each of its
| |
| turns, ending the effect on itself on a success.
| |
| Scare (1/Day). One creature of the quasit’s choice
| |
| within 20 feet of it must succeed on a DC 10 Wisdom
| |
| saving throw or be frightened for 1 minute. The target
| |
| can repeat the saving throw at the end of each of its
| |
| turns, with disadvantage if the quasit is within line of
| |
| sight, ending the effect on itself on a success.
| |
| Invisibility. The quasit magically turns invisible until it
| |
| attacks or uses Scare, or until its concentration ends (as
| |
| if concentrating on a spell). Any equipment the quasit
| |
| wears or carries is invisible with it.
| |
| Vrock
| |
| Large fiend (demon), chaotic evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 104 (11d10 + 44)
| |
| Speed 40 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 15 (+2) 18 (+4) 8 (−1) 13 (+1) 8 (−1)
| |
| Saving Throws Dex +5, Wis +4, Cha +2
| |
| Damage Resistances cold, fire, lightning; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 11
| |
| Languages Abyssal, telepathy 120 ft.
| |
| Challenge 6 (2,300 XP)
| |
| Magic Resistance. The vrock has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The vrock makes two attacks: one with its
| |
| beak and one with its talons.
| |
| Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) piercing damage.
| |
| Talons. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 14 (2d10 + 3) slashing damage.
| |
| Spores (Recharge 6). A 15-‐foot-‐radius cloud of toxic
| |
| spores extends out from the vrock. The spores spread
| |
| around corners. Each creature in that area must
| |
| succeed on a DC 14 Constitution saving throw or
| |
| become poisoned. While poisoned in this way, a target
| |
| takes 5 (1d10) poison damage at the start of each of its
| |
| turns. A target can repeat the saving throw at the end
| |
| of each of its turns, ending the effect on itself on a
| |
| success. Emptying a vial of holy water on the target
| |
| also ends the effect on it.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 274
| |
| Stunning Screech (1/Day). The vrock emits a horrific
| |
| screech. Each creature within 20 feet of it that can hear
| |
| it and that isn’t a demon must succeed on a DC 14
| |
| Constitution saving throw or be stunned until the end
| |
| of the vrock’s next turn.
| |
| Devils
| |
| Barbed Devil
| |
| Medium fiend (devil), lawful evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 110 (13d8 + 52)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 17 (+3) 18 (+4) 12 (+1) 14 (+2) 14 (+2)
| |
| Saving Throws Str +6, Con +7, Wis +5, Cha +5
| |
| Skills Deception +5, Insight +5, Perception +8
| |
| Damage Resistances cold; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t silvered
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 18
| |
| Languages Infernal, telepathy 120 ft.
| |
| Challenge 5 (1,800 XP)
| |
| Barbed Hide. At the start of each of its turns, the
| |
| barbed devil deals 5 (1d10) piercing damage to any
| |
| creature grappling it.
| |
| Devil’s Sight. Magical darkness doesn’t impede the
| |
| devil’s darkvision.
| |
| Magic Resistance. The devil has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The devil makes three melee attacks: one
| |
| with its tail and two with its claws. Alternatively, it can
| |
| use Hurl Flame twice.
| |
| Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d6 + 3) piercing damage.
| |
| Tail. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) piercing damage.
| |
| Hurl Flame. Ranged Spell Attack: +5 to hit, range 150
| |
| ft., one target. Hit: 10 (3d6) fire damage. If the target is
| |
| a flammable object that isn’t being worn or carried, it
| |
| also catches fire.
| |
| Bearded Devil
| |
| Medium fiend (devil), lawful evil
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 52 (8d8 + 16)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 15 (+2) 15 (+2) 9 (−1) 11 (+0) 11 (+0)
| |
| Saving Throws Str +5, Con +4, Wis +2
| |
| Damage Resistances cold; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t silvered
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 10
| |
| Languages Infernal, telepathy 120 ft.
| |
| Challenge 3 (700 XP)
| |
| Devil’s Sight. Magical darkness doesn’t impede the
| |
| devil’s darkvision.
| |
| Magic Resistance. The devil has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Steadfast. The devil can’t be frightened while it can see
| |
| an allied creature within 30 feet of it.
| |
| Actions
| |
| Multiattack. The devil makes two attacks: one with its
| |
| beard and one with its glaive.
| |
| Beard. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| creature. Hit: 6 (1d8 + 2) piercing damage, and the
| |
| target must succeed on a DC 12 Constitution saving
| |
| throw or be poisoned for 1 minute. While poisoned in
| |
| this way, the target can’t regain hit points. The target
| |
| can repeat the saving throw at the end of each of its
| |
| turns, ending the effect on itself on a success.
| |
| Glaive. Melee Weapon Attack: +5 to hit, reach 10 ft.,
| |
| one target. Hit: 8 (1d10 + 3) slashing damage. If the
| |
| target is a creature other than an undead or a
| |
| construct, it must succeed on a DC 12 Constitution
| |
| saving throw or lose 5 (1d10) hit points at the start of
| |
| each of its turns due to an infernal wound. Each time
| |
| the devil hits the wounded target with this attack, the
| |
| damage dealt by the wound increases by 5 (1d10). Any
| |
| creature can take an action to stanch the wound with a
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 275
| |
| successful DC 12 Wisdom (Medicine) check. The wound
| |
| also closes if the target receives magical healing.
| |
| Bone Devil
| |
| Large fiend (devil), lawful evil
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 142 (15d10 + 60)
| |
| Speed 40 ft., fly 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3)
| |
| Saving Throws Int +5, Wis +6, Cha +7
| |
| Skills Deception +7, Insight +6
| |
| Damage Resistances cold; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t silvered
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 12
| |
| Languages Infernal, telepathy 120 ft.
| |
| Challenge 9 (5,000 XP)
| |
| Devil’s Sight. Magical darkness doesn’t impede the
| |
| devil’s darkvision.
| |
| Magic Resistance. The devil has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The devil makes three attacks: two with
| |
| its claws and one with its sting.
| |
| Claw. Melee Weapon Attack: +8 to hit, reach 10 ft.,
| |
| one target. Hit: 8 (1d8 + 4) slashing damage.
| |
| Sting. Melee Weapon Attack: +8 to hit, reach 10 ft.,
| |
| one target. Hit: 13 (2d8 + 4) piercing damage plus 17
| |
| (5d6) poison damage, and the target must succeed on
| |
| a DC 14 Constitution saving throw or become poisoned
| |
| for 1 minute. The target can repeat the saving throw at
| |
| the end of each of its turns, ending the effect on itself
| |
| on a success.
| |
| Chain Devil
| |
| Medium fiend (devil), lawful evil
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 85 (10d8 + 40)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 15 (+2) 18 (+4) 11 (+0) 12 (+1) 14 (+2)
| |
| Saving Throws Con +7, Wis +4, Cha +5
| |
| Damage Resistances cold; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t silvered
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 11
| |
| Languages Infernal, telepathy 120 ft.
| |
| Challenge 8 (3,900 XP)
| |
| Devil’s Sight. Magical darkness doesn’t impede the
| |
| devil’s darkvision.
| |
| Magic Resistance. The devil has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The devil makes two attacks with its
| |
| chains.
| |
| Chain. Melee Weapon Attack: +8 to hit, reach 10 ft.,
| |
| one target. Hit: 11 (2d6 + 4) slashing damage. The
| |
| target is grappled (escape DC 14) if the devil isn’t
| |
| already grappling a creature. Until this grapple ends,
| |
| the target is restrained and takes 7 (2d6) piercing
| |
| damage at the start of each of its turns.
| |
| Animate Chains (Recharges after a Short or Long Rest).
| |
| Up to four chains the devil can see within 60 feet of it
| |
| magically sprout razor-‐edged barbs and animate under
| |
| the devil’s control, provided that the chains aren’t
| |
| being worn or carried.
| |
| Each animated chain is an object with AC 20, 20 hit
| |
| points, resistance to piercing damage, and immunity to
| |
| psychic and thunder damage. When the devil uses
| |
| Multiattack on its turn, it can use each animated chain
| |
| to make one additional chain attack. An animated
| |
| chain can grapple one creature of its own but can’t
| |
| make attacks while grappling. An animated chain
| |
| reverts to its inanimate state if reduced to 0 hit points
| |
| or if the devil is incapacitated or dies.
| |
| Reactions
| |
| Unnerving Mask. When a creature the devil can see
| |
| starts its turn within 30 feet of the devil, the devil can
| |
| create the illusion that it looks like one of the
| |
| creature’s departed loved ones or bitter enemies. If the
| |
| creature can see the devil, it must succeed on a DC 14
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 276
| |
| Wisdom saving throw or be frightened until the end of
| |
| its turn.
| |
| Erinyes
| |
| Medium fiend (devil), lawful evil
| |
| Armor Class 18 (plate)
| |
| Hit Points 153 (18d8 + 72)
| |
| Speed 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 18 (+4)
| |
| Saving Throws Dex +7, Con +8, Wis +6, Cha +8
| |
| Damage Resistances cold; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t silvered
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses truesight 120 ft., passive Perception 12
| |
| Languages Infernal, telepathy 120 ft.
| |
| Challenge 12 (8,400 XP)
| |
| Hellish Weapons. The erinyes’s weapon attacks are
| |
| magical and deal an extra 13 (3d8) poison damage on a
| |
| hit (included in the attacks).
| |
| Magic Resistance. The erinyes has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The erinyes makes three attacks.
| |
| Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft.,
| |
| one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10
| |
| + 4) slashing damage if used with two hands, plus 13
| |
| (3d8) poison damage.
| |
| Longbow. Ranged Weapon Attack: +7 to hit, range
| |
| 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
| |
| damage plus 13 (3d8) poison damage, and the target
| |
| must succeed on a DC 14 Constitution saving throw or
| |
| be poisoned. The poison lasts until it is removed by the
| |
| lesser restoration spell or similar magic.
| |
| Reactions
| |
| Parry. The erinyes adds 4 to its AC against one melee
| |
| attack that would hit it. To do so, the erinyes must see
| |
| the attacker and be wielding a melee weapon.
| |
| Horned Devil
| |
| Large fiend (devil), lawful evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 178 (17d10 + 85)
| |
| Speed 20 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 22 (+6) 17 (+3) 21 (+5) 12 (+1) 16 (+3) 17 (+3)
| |
| Saving Throws Str +10, Dex +7, Wis +7, Cha +7
| |
| Damage Resistances cold; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks not made with
| |
| silvered weapons
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 13
| |
| Languages Infernal, telepathy 120 ft.
| |
| Challenge 11 (7,200 XP)
| |
| Devil’s Sight. Magical darkness doesn’t impede the
| |
| devil’s darkvision.
| |
| Magic Resistance. The devil has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The devil makes three melee attacks: two
| |
| with its fork and one with its tail. It can use Hurl Flame
| |
| in place of any melee attack.
| |
| Fork. Melee Weapon Attack: +10 to hit, reach 10 ft.,
| |
| one target. Hit: 15 (2d8 + 6) piercing damage.
| |
| Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
| |
| target. Hit: 10 (1d8 + 6) piercing damage. If the target is
| |
| a creature other than an undead or a construct, it must
| |
| succeed on a DC 17 Constitution saving throw or lose
| |
| 10 (3d6) hit points at the start of each of its turns due
| |
| to an infernal wound. Each time the devil hits the
| |
| wounded target with this attack, the damage dealt by
| |
| the wound increases by 10 (3d6). Any creature can take
| |
| an action to stanch the wound with a successful DC 12
| |
| Wisdom (Medicine) check. The wound also closes if the
| |
| target receives magical healing.
| |
| Hurl Flame. Ranged Spell Attack: +7 to hit, range 150
| |
| ft., one target. Hit: 14 (4d6) fire damage. If the target is
| |
| a flammable object that isn’t being worn or carried, it
| |
| also catches fire.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 277
| |
| Ice Devil
| |
| Large fiend (devil), lawful evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 180 (19d10 + 76)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 14 (+2) 18 (+4) 18 (+4) 15 (+2) 18 (+4)
| |
| Saving Throws Dex +7, Con +9, Wis +7, Cha +9
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t silvered
| |
| Damage Immunities cold, fire, poison
| |
| Condition Immunities poisoned
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 12
| |
| Languages Infernal, telepathy 120 ft.
| |
| Challenge 14 (11,500 XP)
| |
| Devil’s Sight. Magical darkness doesn’t impede the
| |
| devil’s darkvision.
| |
| Magic Resistance. The devil has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Multiattack. The devil makes three attacks: one with
| |
| its bite, one with its claws, and one with its tail.
| |
| Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
| |
| target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6)
| |
| cold damage.
| |
| Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one target. Hit: 10 (2d4 + 5) slashing damage plus 10
| |
| (3d6) cold damage.
| |
| Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
| |
| target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10
| |
| (3d6) cold damage.
| |
| Wall of Ice (Recharge 6). The devil magically forms an
| |
| opaque wall of ice on a solid surface it can see within
| |
| 60 feet of it. The wall is 1 foot thick and up to 30 feet
| |
| long and 10 feet high, or it’s a hemispherical dome up
| |
| to 20 feet in diameter.
| |
| When the wall appears, each creature in its space is
| |
| pushed out of it by the shortest route. The creature
| |
| chooses which side of the wall to end up on, unless the
| |
| creature is incapacitated. The creature then makes a
| |
| DC 17 Dexterity saving throw, taking 35 (10d6) cold
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| The wall lasts for 1 minute or until the devil is
| |
| incapacitated or dies. The wall can be damaged and
| |
| breached; each 10-‐foot section has AC 5, 30 hit points,
| |
| vulnerability to fire damage, and immunity to acid, cold,
| |
| necrotic, poison, and psychic damage. If a section is
| |
| destroyed, it leaves behind a sheet of frigid air in the
| |
| space the wall occupied. Whenever a creature finishes
| |
| moving through the frigid air on a turn, willingly or
| |
| otherwise, the creature must make a DC 17
| |
| Constitution saving throw, taking 17 (5d6) cold damage
| |
| on a failed save, or half as much damage on a
| |
| successful one. The frigid air dissipates when the rest
| |
| of the wall vanishes.
| |
| Imp
| |
| Tiny fiend (devil, shapechanger), lawful evil
| |
| Armor Class 13
| |
| Hit Points 10 (3d4 + 3)
| |
| Speed 20 ft., fly 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 6 (−2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
| |
| Skills Deception +4, Insight +3, Persuasion +4, Stealth
| |
| +5
| |
| Damage Resistances cold; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t silvered
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 120 ft., passive Perception 11
| |
| Languages Infernal, Common
| |
| Challenge 1 (200 XP)
| |
| Shapechanger. The imp can use its action to
| |
| polymorph into a beast form that resembles a rat
| |
| (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20
| |
| ft., climb 20 ft.), or back into its true form. Its statistics
| |
| are the same in each form, except for the speed
| |
| changes noted. Any equipment it is wearing or carrying
| |
| isn’t transformed. It reverts to its true form if it dies.
| |
| Devil’s Sight. Magical darkness doesn’t impede the
| |
| imp’s darkvision.
| |
| Magic Resistance. The imp has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 278
| |
| Actions
| |
| Sting (Bite in Beast Form). Melee Weapon Attack: +5
| |
| to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
| |
| damage, and the target must make on a DC 11
| |
| Constitution saving throw, taking 10 (3d6) poison
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| Invisibility. The imp magically turns invisible until it
| |
| attacks or until its concentration ends (as if
| |
| concentrating on a spell). Any equipment the imp
| |
| wears or carries is invisible with it.
| |
| Lemure
| |
| Medium fiend (devil), lawful evil
| |
| Armor Class 7
| |
| Hit Points 13 (3d8)
| |
| Speed 15 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 5 (−3) 11 (+0) 1 (−5) 11 (+0) 3 (−4)
| |
| Damage Resistances cold
| |
| Damage Immunities fire, poison
| |
| Condition Immunities charmed, frightened, poisoned
| |
| Senses darkvision 120 ft., passive Perception 10
| |
| Languages understands Infernal but can’t speak
| |
| Challenge 0 (10 XP)
| |
| Devil’s Sight. Magical darkness doesn’t impede the
| |
| lemure’s darkvision.
| |
| Hellish Rejuvenation. A lemure that dies in the Nine
| |
| Hells comes back to life with all its hit points in 1d10
| |
| days unless it is killed by a good-‐aligned creature with a
| |
| bless spell cast on that creature or its remains are
| |
| sprinkled with holy water.
| |
| Actions
| |
| Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 2 (1d4) bludgeoning damage.
| |
| Pit Fiend
| |
| Large fiend (devil), lawful evil
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 300 (24d10 + 168)
| |
| Speed 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7)
| |
| Saving Throws Dex +8, Con +13, Wis +10
| |
| Damage Resistances cold; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t silvered
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses truesight 120 ft., passive Perception 14
| |
| Languages Infernal, telepathy 120 ft.
| |
| Challenge 20 (25,000 XP)
| |
| Fear Aura. Any creature hostile to the pit fiend that
| |
| starts its turn within 20 feet of the pit fiend must make
| |
| a DC 21 Wisdom saving throw, unless the pit fiend is
| |
| incapacitated. On a failed save, the creature is
| |
| frightened until the start of its next turn. If a creature’s
| |
| saving throw is successful, the creature is immune to
| |
| the pit fiend’s Fear Aura for the next 24 hours.
| |
| Magic Resistance. The pit fiend has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Magic Weapons. The pit fiend’s weapon attacks are
| |
| magical.
| |
| Innate Spellcasting. The pit fiend’s spellcasting ability
| |
| is Charisma (spell save DC 21). The pit fiend can
| |
| innately cast the following spells, requiring no material
| |
| components:
| |
| At will: detect magic, fireball
| |
| 3/day each: hold monster, wall of fire
| |
| Actions
| |
| Multiattack. The pit fiend makes four attacks: one with
| |
| its bite, one with its claw, one with its mace, and one
| |
| with its tail.
| |
| Bite. Melee Weapon Attack: +14 to hit, reach 5 ft., one
| |
| target. Hit: 22 (4d6 + 8) piercing damage. The target
| |
| must succeed on a DC 21 Constitution saving throw or
| |
| become poisoned. While poisoned in this way, the
| |
| target can’t regain hit points, and it takes 21 (6d6)
| |
| poison damage at the start of each of its turns. The
| |
| poisoned target can repeat the saving throw at the end
| |
| of each of its turns, ending the effect on itself on a
| |
| success.
| |
| Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d8 + 8) slashing damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 279
| |
| Mace. Melee Weapon Attack: +14 to hit, reach 10 ft.,
| |
| one target. Hit: 15 (2d6 + 8) bludgeoning damage plus
| |
| 21 (6d6) fire damage.
| |
| Tail. Melee Weapon Attack: +14 to hit, reach 10 ft., one
| |
| target. Hit: 24 (3d10 + 8) bludgeoning damage.
| |
| Dinosaurs
| |
| Plesiosaurus
| |
| Large beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 68 (8d10 + 24)
| |
| Speed 20 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 15 (+2) 16 (+3) 2 (−4) 12 (+1) 5 (−3)
| |
| Skills Perception +3, Stealth +4
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Hold Breath. The plesiosaurus can hold its breath for 1
| |
| hour.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
| |
| target. Hit: 14 (3d6 + 4) piercing damage.
| |
| Triceratops
| |
| Huge beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 95 (10d12 + 30)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 22 (+6) 9 (−1) 17 (+3) 2 (−4) 11 (+0) 5 (−3)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 5 (1,800 XP)
| |
| Trampling Charge. If the triceratops moves at least 20
| |
| feet straight toward a creature and then hits it with a
| |
| gore attack on the same turn, that target must succeed
| |
| on a DC 13 Strength saving throw or be knocked prone.
| |
| If the target is prone, the triceratops can make one
| |
| stomp attack against it as a bonus action.
| |
| Actions
| |
| Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one
| |
| target. Hit: 24 (4d8 + 6) piercing damage.
| |
| Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft.,
| |
| one prone creature. Hit: 22 (3d10 + 6) bludgeoning
| |
| damage.
| |
| Tyrannosaurus Rex
| |
| Huge beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 136 (13d12 + 52)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 25 (+7) 10 (+0) 19 (+4) 2 (−4) 12 (+1) 9 (−1)
| |
| Skills Perception +4
| |
| Senses passive Perception 14
| |
| Languages —
| |
| Challenge 8 (3,900 XP)
| |
| Actions
| |
| Multiattack. The tyrannosaurus makes two attacks:
| |
| one with its bite and one with its tail. It can’t make
| |
| both attacks against the same target.
| |
| Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
| |
| one target. Hit: 33 (4d12 + 7) piercing damage. If the
| |
| target is a Medium or smaller creature, it is grappled
| |
| (escape DC 17). Until this grapple ends, the target is
| |
| restrained, and the tyrannosaurus can’t bite another
| |
| target.
| |
| Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one
| |
| target. Hit: 20 (3d8 + 7) bludgeoning damage.
| |
| Doppelganger
| |
| Medium monstrosity (shapechanger), neutral
| |
| Armor Class 14
| |
| Hit Points 52 (8d8 + 16)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 280
| |
| Skills Deception +6, Insight +3
| |
| Condition Immunities charmed
| |
| Senses darkvision 60 ft., passive Perception 11
| |
| Languages Common
| |
| Challenge 3 (700 XP)
| |
| Shapechanger. The doppelganger can use its action to
| |
| polymorph into a Small or Medium humanoid it has
| |
| seen, or back into its true form. Its statistics, other than
| |
| its size, are the same in each form. Any equipment it is
| |
| wearing or carrying isn’t transformed. It reverts to its
| |
| true form if it dies.
| |
| Ambusher. In the first round of a combat, the
| |
| doppelganger has advantage on attack rolls against any
| |
| creature it has surprised.
| |
| Surprise Attack. If the doppelganger surprises a
| |
| creature and hits it with an attack during the first
| |
| round of combat, the target takes an extra 10 (3d6)
| |
| damage from the attack.
| |
| Actions
| |
| Multiattack. The doppelganger makes two melee
| |
| attacks.
| |
| Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d6 + 4) bludgeoning damage.
| |
| Read Thoughts. The doppelganger magically reads the
| |
| surface thoughts of one creature within 60 feet of it.
| |
| The effect can penetrate barriers, but 3 feet of wood or
| |
| dirt, 2 feet of stone, 2 inches of metal, or a thin sheet
| |
| of lead blocks it. While the target is in range, the
| |
| doppelganger can continue reading its thoughts, as
| |
| long as the doppelganger’s concentration isn’t broken
| |
| (as if concentrating on a spell). While reading the
| |
| target’s mind, the doppelganger has advantage on
| |
| Wisdom (Insight) and Charisma (Deception,
| |
| Intimidation, and Persuasion) checks against the target.
| |
| Dragons, Chromatic
| |
| Black Dragon
| |
| Ancient Black Dragon
| |
| Gargantuan dragon, chaotic evil
| |
| Armor Class 22 (natural armor)
| |
| Hit Points 367 (21d20 + 147)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
| |
| Saving Throws Dex +9, Con +14, Wis +9, Cha +11
| |
| Skills Perception +16, Stealth +9
| |
| Damage Immunities acid
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 26
| |
| Languages Common, Draconic
| |
| Challenge 21 (33,000 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,
| |
| one target. Hit: 19 (2d10 + 8) piercing damage plus 9
| |
| (2d8) acid damage.
| |
| Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
| |
| one target. Hit: 15 (2d6 + 8) slashing damage.
| |
| Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
| |
| target. Hit: 17 (2d8 + 8) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 19 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Acid Breath (Recharge 5–6). The dragon exhales acid in
| |
| a 90-‐foot line that is 10 feet wide. Each creature in that
| |
| line must make a DC 22 Dexterity saving throw, taking
| |
| 67 (15d8) acid damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 281
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 23 Dexterity saving throw or
| |
| take 15 (2d6 + 8) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Black Dragon
| |
| Huge dragon, chaotic evil
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 195 (17d12 + 85)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 14 (+2) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
| |
| Saving Throws Dex +7, Con +10, Wis +6, Cha +8
| |
| Skills Perception +11, Stealth +7
| |
| Damage Immunities acid
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 21
| |
| Languages Common, Draconic
| |
| Challenge 14 (11,500 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d10 + 6) piercing damage plus 4
| |
| (1d8) acid damage.
| |
| Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage.
| |
| Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
| |
| target. Hit: 15 (2d8 + 6) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 16 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Acid Breath (Recharge 5–6). The dragon exhales acid in
| |
| a 60-‐foot line that is 5 feet wide. Each creature in that
| |
| line must make a DC 18 Dexterity saving throw, taking
| |
| 54 (12d8) acid damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 19 Dexterity saving throw or
| |
| take 13 (2d6 + 6) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Young Black Dragon
| |
| Large dragon, chaotic evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 127 (15d10 + 45)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 14 (+2) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
| |
| Saving Throws Dex +5, Con +6, Wis +3, Cha +5
| |
| Skills Perception +6, Stealth +5
| |
| Damage Immunities acid
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 16
| |
| Languages Common, Draconic
| |
| Challenge 7 (2,900 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 282
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
| |
| target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8)
| |
| acid damage.
| |
| Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Acid Breath (Recharge 5–6). The dragon exhales acid in
| |
| a 30-‐foot line that is 5 feet wide. Each creature in that
| |
| line must make a DC 14 Dexterity saving throw, taking
| |
| 49 (11d8) acid damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Black Dragon Wyrmling
| |
| Medium dragon, chaotic evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 33 (6d8 + 6)
| |
| Speed 30 ft., fly 60 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 14 (+2) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
| |
| Saving Throws Dex +4, Con +3, Wis +2, Cha +3
| |
| Skills Perception +4, Stealth +4
| |
| Damage Immunities acid
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 2 (450 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4)
| |
| acid damage.
| |
| Acid Breath (Recharge 5–6). The dragon exhales acid in
| |
| a 15-‐foot line that is 5 feet wide. Each creature in that
| |
| line must make a DC 11 Dexterity saving throw, taking
| |
| 22 (5d8) acid damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Blue Dragon
| |
| Ancient Blue Dragon
| |
| Gargantuan dragon, lawful evil
| |
| Armor Class 22 (natural armor)
| |
| Hit Points 481 (26d20 + 208)
| |
| Speed 40 ft., burrow 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
| |
| Saving Throws Dex +7, Con +15, Wis +10, Cha +12
| |
| Skills Perception +17, Stealth +7
| |
| Damage Immunities lightning
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 27
| |
| Languages Common, Draconic
| |
| Challenge 23 (50,000 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,
| |
| one target. Hit: 20 (2d10 + 9) piercing damage plus 11
| |
| (2d10) lightning damage.
| |
| Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
| |
| one target. Hit: 16 (2d6 + 9) slashing damage.
| |
| Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
| |
| target. Hit: 18 (2d8 + 9) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 20 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Lightning Breath (Recharge 5–6). The dragon exhales
| |
| lightning in a 120-‐foot line that is 10 feet wide. Each
| |
| creature in that line must make a DC 23 Dexterity
| |
| saving throw, taking 88 (16d10) lightning damage on a
| |
| failed save, or half as much damage on a successful one.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 283
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 24 Dexterity saving throw or
| |
| take 16 (2d6 + 9) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Blue Dragon
| |
| Huge dragon, lawful evil
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 225 (18d12 + 108)
| |
| Speed 40 ft., burrow 30 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
| |
| Saving Throws Dex +5, Con +11, Wis +7, Cha +9
| |
| Skills Perception +12, Stealth +5
| |
| Damage Immunities lightning
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 22
| |
| Languages Common, Draconic
| |
| Challenge 16 (15,000 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
| |
| one target. Hit: 18 (2d10 + 7) piercing damage plus 5
| |
| (1d10) lightning damage.
| |
| Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
| |
| one target. Hit: 14 (2d6 + 7) slashing damage.
| |
| Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
| |
| target. Hit: 16 (2d8 + 7) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 17 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Lightning Breath (Recharge 5–6). The dragon exhales
| |
| lightning in a 90-‐foot line that is 5 feet wide. Each
| |
| creature in that line must make a DC 19 Dexterity
| |
| saving throw, taking 66 (12d10) lightning damage on a
| |
| failed save, or half as much damage on a successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 20 Dexterity saving throw or
| |
| take 14 (2d6 + 7) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Young Blue Dragon
| |
| Large dragon, lawful evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 152 (16d10 + 64)
| |
| Speed 40 ft., burrow 20 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
| |
| Saving Throws Dex +4, Con +8, Wis +5, Cha +7
| |
| Skills Perception +9, Stealth +4
| |
| Damage Immunities lightning
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 19
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 284
| |
| Languages Common, Draconic
| |
| Challenge 9 (5,000 XP)
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
| |
| target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10)
| |
| lightning damage.
| |
| Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
| |
| target. Hit: 12 (2d6 + 5) slashing damage.
| |
| Lightning Breath (Recharge 5–6). The dragon exhales
| |
| lightning in an 60-‐foot line that is 5 feet wide. Each
| |
| creature in that line must make a DC 16 Dexterity
| |
| saving throw, taking 55 (10d10) lightning damage on a
| |
| failed save, or half as much damage on a successful one.
| |
| Blue Dragon Wyrmling
| |
| Medium dragon, lawful evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 52 (8d8 + 16)
| |
| Speed 30 ft., burrow 15 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
| |
| Saving Throws Dex +2, Con +4, Wis +2, Cha +4
| |
| Skills Perception +4, Stealth +2
| |
| Damage Immunities lightning
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 3 (700 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6)
| |
| lightning damage.
| |
| Lightning Breath (Recharge 5–6). The dragon exhales
| |
| lightning in a 30-‐foot line that is 5 feet wide. Each
| |
| creature in that line must make a DC 12 Dexterity
| |
| saving throw, taking 22 (4d10) lightning damage on a
| |
| failed save, or half as much damage on a successful one.
| |
| Green Dragon
| |
| Ancient Green Dragon
| |
| Gargantuan dragon, lawful evil
| |
| Armor Class 21 (natural armor)
| |
| Hit Points 385 (22d20 + 154)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
| |
| Saving Throws Dex +8, Con +14, Wis +10, Cha +11
| |
| Skills Deception +11, Insight +10, Perception +17,
| |
| Persuasion +11, Stealth +8
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 27
| |
| Languages Common, Draconic
| |
| Challenge 22 (41,000 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,
| |
| one target. Hit: 19 (2d10 + 8) piercing damage plus 10
| |
| (3d6) poison damage.
| |
| Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
| |
| one target. Hit: 22 (4d6 + 8) slashing damage.
| |
| Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
| |
| target. Hit: 17 (2d8 + 8) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 19 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 285
| |
| Poison Breath (Recharge 5–6). The dragon exhales
| |
| poisonous gas in a 90-‐foot cone. Each creature in that
| |
| area must make a DC 22 Constitution saving throw,
| |
| taking 77 (22d6) poison damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 23 Dexterity saving throw or
| |
| take 15 (2d6 + 8) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Green Dragon
| |
| Huge dragon, lawful evil
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 207 (18d12 + 90)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
| |
| Saving Throws Dex +6, Con +10, Wis +7, Cha +8
| |
| Skills Deception +8, Insight +7, Perception +12,
| |
| Persuasion +8, Stealth +6
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 22
| |
| Languages Common, Draconic
| |
| Challenge 15 (13,000 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d10 + 6) piercing damage plus 7
| |
| (2d6) poison damage.
| |
| Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage.
| |
| Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
| |
| target. Hit: 15 (2d8 + 6) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 16 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Poison Breath (Recharge 5–6). The dragon exhales
| |
| poisonous gas in a 60-‐foot cone. Each creature in that
| |
| area must make a DC 18 Constitution saving throw,
| |
| taking 56 (16d6) poison damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 19 Dexterity saving throw or
| |
| take 13 (2d6 + 6) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Young Green Dragon
| |
| Large dragon, lawful evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 136 (16d10 + 48)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 286
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
| |
| Saving Throws Dex +4, Con +6, Wis +4, Cha +5
| |
| Skills Deception +5, Perception +7, Stealth +4
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 17
| |
| Languages Common, Draconic
| |
| Challenge 8 (3,900 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
| |
| target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
| |
| poison damage.
| |
| Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Poison Breath (Recharge 5–6). The dragon exhales
| |
| poisonous gas in a 30-‐foot cone. Each creature in that
| |
| area must make a DC 14 Constitution saving throw,
| |
| taking 42 (12d6) poison damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Green Dragon Wyrmling
| |
| Medium dragon, lawful evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 38 (7d8 + 7)
| |
| Speed 30 ft., fly 60 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
| |
| Saving Throws Dex +3, Con +3, Wis +2, Cha +3
| |
| Skills Perception +4, Stealth +3
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 2 (450 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d10 + 2) piercing damage plus 3 (1d6)
| |
| poison damage.
| |
| Poison Breath (Recharge 5–6). The dragon exhales
| |
| poisonous gas in a 15-‐foot cone. Each creature in that
| |
| area must make a DC 11 Constitution saving throw,
| |
| taking 21 (6d6) poison damage on a failed save, or half
| |
| as much damage on a successful one.
| |
| Red Dragon
| |
| Ancient Red Dragon
| |
| Gargantuan dragon, chaotic evil
| |
| Armor Class 22 (natural armor)
| |
| Hit Points 546 (28d20 + 252)
| |
| Speed 40 ft., climb 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
| |
| Saving Throws Dex +7, Con +16, Wis +9, Cha +13
| |
| Skills Perception +16, Stealth +7
| |
| Damage Immunities fire
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 26
| |
| Languages Common, Draconic
| |
| Challenge 24 (62,000 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
| |
| one target. Hit: 21 (2d10 + 10) piercing damage plus 14
| |
| (4d6) fire damage.
| |
| Claw. Melee Weapon Attack: +17 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d6 + 10) slashing damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 287
| |
| Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
| |
| target. Hit: 19 (2d8 + 10) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 21 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Fire Breath (Recharge 5–6). The dragon exhales fire in
| |
| a 90-‐foot cone. Each creature in that area must make a
| |
| DC 24 Dexterity saving throw, taking 91 (26d6) fire
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 25 Dexterity saving throw or
| |
| take 17 (2d6 + 10) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Red Dragon
| |
| Huge dragon, chaotic evil
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 256 (19d12 + 133)
| |
| Speed 40 ft., climb 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
| |
| Saving Throws Dex +6, Con +13, Wis +7, Cha +11
| |
| Skills Perception +13, Stealth +6
| |
| Damage Immunities fire
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 23
| |
| Languages Common, Draconic
| |
| Challenge 17 (18,000 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
| |
| one target. Hit: 19 (2d10 + 8) piercing damage plus 7
| |
| (2d6) fire damage.
| |
| Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
| |
| one target. Hit: 15 (2d6 + 8) slashing damage.
| |
| Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
| |
| target. Hit: 17 (2d8 + 8) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 19 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Fire Breath (Recharge 5–6). The dragon exhales fire in
| |
| a 60-‐foot cone. Each creature in that area must make a
| |
| DC 21 Dexterity saving throw, taking 63 (18d6) fire
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 22 Dexterity saving throw or
| |
| take 15 (2d6 + 8) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 288
| |
| Young Red Dragon
| |
| Large dragon, chaotic evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 178 (17d10 + 85)
| |
| Speed 40 ft., climb 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
| |
| Saving Throws Dex +4, Con +9, Wis +4, Cha +8
| |
| Skills Perception +8, Stealth +4
| |
| Damage Immunities fire
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 18
| |
| Languages Common, Draconic
| |
| Challenge 10 (5,900 XP)
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d10 + 6) piercing damage plus 3
| |
| (1d6) fire damage.
| |
| Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage.
| |
| Fire Breath (Recharge 5–6). The dragon exhales fire in
| |
| a 30-‐foot cone. Each creature in that area must make a
| |
| DC 17 Dexterity saving throw, taking 56 (16d6) fire
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| Red Dragon Wyrmling
| |
| Medium dragon, chaotic evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 75 (10d8 + 30)
| |
| Speed 30 ft., climb 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
| |
| Saving Throws Dex +2, Con +5, Wis +2, Cha +4
| |
| Skills Perception +4, Stealth +2
| |
| Damage Immunities fire
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 4 (1,100 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 9 (1d10 + 4) piercing damage plus 3 (1d6)
| |
| fire damage.
| |
| Fire Breath (Recharge 5–6). The dragon exhales fire in
| |
| a 15-‐foot cone. Each creature in that area must make a
| |
| DC 13 Dexterity saving throw, taking 24 (7d6) fire
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| White Dragon
| |
| Ancient White Dragon
| |
| Gargantuan dragon, chaotic evil
| |
| Armor Class 20 (natural armor)
| |
| Hit Points 333 (18d20 + 144)
| |
| Speed 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 26 (+8) 10 (+0) 26 (+8) 10 (+0) 13 (+1) 14 (+2)
| |
| Saving Throws Dex +6, Con +14, Wis +7, Cha +8
| |
| Skills Perception +13, Stealth +6
| |
| Damage Immunities cold
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 23
| |
| Languages Common, Draconic
| |
| Challenge 20 (25,000 XP)
| |
| Ice Walk. The dragon can move across and climb icy
| |
| surfaces without needing to make an ability check.
| |
| Additionally, difficult terrain composed of ice or snow
| |
| doesn’t cost it extra moment.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
| |
| one target. Hit: 19 (2d10 + 8) piercing damage plus 9
| |
| (2d8) cold damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 289
| |
| Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
| |
| one target. Hit: 15 (2d6 + 8) slashing damage.
| |
| Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
| |
| target. Hit: 17 (2d8 + 8) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 16 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Cold Breath (Recharge 5–6). The dragon exhales an icy
| |
| blast in a 90-‐foot cone. Each creature in that area must
| |
| make a DC 22 Constitution saving throw, taking 72
| |
| (16d8) cold damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 22 Dexterity saving throw or
| |
| take 15 (2d6 + 8) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult White Dragon
| |
| Huge dragon, chaotic evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 200 (16d12 + 96)
| |
| Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 22 (+6) 10 (+0) 22 (+6) 8 (−1) 12 (+1) 12 (+1)
| |
| Saving Throws Dex +5, Con +11, Wis +6, Cha +6
| |
| Skills Perception +11, Stealth +5
| |
| Damage Immunities cold
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 21
| |
| Languages Common, Draconic
| |
| Challenge 13 (10,000 XP)
| |
| Ice Walk. The dragon can move across and climb icy
| |
| surfaces without needing to make an ability check.
| |
| Additionally, difficult terrain composed of ice or snow
| |
| doesn’t cost it extra moment.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d10 + 6) piercing damage plus 4
| |
| (1d8) cold damage.
| |
| Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage.
| |
| Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
| |
| target. Hit: 15 (2d8 + 6) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 14 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Cold Breath (Recharge 5–6). The dragon exhales an icy
| |
| blast in a 60-‐foot cone. Each creature in that area must
| |
| make a DC 19 Constitution saving throw, taking 54
| |
| (12d8) cold damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 290
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 19 Dexterity saving throw or
| |
| take 13 (2d6 + 6) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Young White Dragon
| |
| Large dragon, chaotic evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 133 (14d10 + 56)
| |
| Speed 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 10 (+0) 18 (+4) 6 (−2) 11 (+0) 12 (+1)
| |
| Saving Throws Dex +3, Con +7, Wis +3, Cha +4
| |
| Skills Perception +6, Stealth +3
| |
| Damage Immunities cold
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 16
| |
| Languages Common, Draconic
| |
| Challenge 6 (2,300 XP)
| |
| Ice Walk. The dragon can move across and climb icy
| |
| surfaces without needing to make an ability check.
| |
| Additionally, difficult terrain composed of ice or snow
| |
| doesn’t cost it extra moment.
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
| |
| target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8)
| |
| cold damage.
| |
| Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Cold Breath (Recharge 5–6). The dragon exhales an icy
| |
| blast in a 30-‐foot cone. Each creature in that area must
| |
| make a DC 15 Constitution saving throw, taking 45
| |
| (10d8) cold damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| White Dragon Wyrmling
| |
| Medium dragon, chaotic evil
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 32 (5d8 + 10)
| |
| Speed 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 10 (+0) 14 (+2) 5 (−3) 10 (+0) 11 (+0)
| |
| Saving Throws Dex +2, Con +4, Wis +2, Cha +2
| |
| Skills Perception +4, Stealth +2
| |
| Damage Immunities cold
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 2 (450 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d10 + 2) piercing damage plus 2 (1d4)
| |
| cold damage.
| |
| Cold Breath (Recharge 5–6). The dragon exhales an icy
| |
| blast of hail in a 15-‐foot cone. Each creature in that
| |
| area must make a DC 12 Constitution saving throw,
| |
| taking 22 (5d8) cold damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| Dragons, Metallic
| |
| Brass Dragon
| |
| Ancient Brass Dragon
| |
| Gargantuan dragon, chaotic good
| |
| Armor Class 20 (natural armor)
| |
| Hit Points 297 (17d20 + 119)
| |
| Speed 40 ft., burrow 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 27 (+8) 10 (+0) 25 (+7) 16 (+3) 15 (+2) 19 (+4)
| |
| Saving Throws Dex +6, Con +13, Wis +8, Cha +10
| |
| Skills History +9, Perception +14, Persuasion +10,
| |
| Stealth +6
| |
| Damage Immunities fire
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 24
| |
| Languages Common, Draconic
| |
| Challenge 20 (25,000 XP)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 291
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +14 to hit, reach 15 ft.,
| |
| one target. Hit: 19 (2d10 + 8) piercing damage.
| |
| Claw. Melee Weapon Attack: +14 to hit, reach 10 ft.,
| |
| one target. Hit: 15 (2d6 + 8) slashing damage.
| |
| Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one
| |
| target. Hit: 17 (2d8 + 8) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 18 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons:
| |
| Fire Breath. The dragon exhales fire in an 90-‐foot line
| |
| that is 10 feet wide. Each creature in that line must
| |
| make a DC 21 Dexterity saving throw, taking 56
| |
| (16d6) fire damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Sleep Breath. The dragon exhales sleep gas in a 90-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 21 Constitution saving throw or fall unconscious
| |
| for 10 minutes. This effect ends for a creature if the
| |
| creature takes damage or someone uses an action to
| |
| wake it.
| |
| Change Shape. The dragon magically polymorphs into
| |
| a humanoid or beast that has a challenge rating no
| |
| higher than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the dragon’s choice).
| |
| In a new form, the dragon retains its alignment, hit
| |
| points, Hit Dice, ability to speak, proficiencies,
| |
| Legendary Resistance, lair actions, and Intelligence,
| |
| Wisdom, and Charisma scores, as well as this action. Its
| |
| statistics and capabilities are otherwise replaced by
| |
| those of the new form, except any class features or
| |
| legendary actions of that form.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 22 Dexterity saving throw or
| |
| take 15 (2d6 + 8) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Brass Dragon
| |
| Huge dragon, chaotic good
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 172 (15d12 + 75)
| |
| Speed 40 ft., burrow 30 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 10 (+0) 21 (+5) 14 (+2) 13 (+1) 17 (+3)
| |
| Saving Throws Dex +5, Con +10, Wis +6, Cha +8
| |
| Skills History +7, Perception +11, Persuasion +8, Stealth
| |
| +5
| |
| Damage Immunities fire
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 21
| |
| Languages Common, Draconic
| |
| Challenge 13 (10,000 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d10 + 6) piercing damage.
| |
| Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 292
| |
| Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
| |
| target. Hit: 15 (2d8 + 6) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 16 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Fire Breath. The dragon exhales fire in an 60-‐foot line
| |
| that is 5 feet wide. Each creature in that line must
| |
| make a DC 18 Dexterity saving throw, taking 45
| |
| (13d6) fire damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Sleep Breath. The dragon exhales sleep gas in a 60-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 18 Constitution saving throw or fall unconscious
| |
| for 10 minutes. This effect ends for a creature if the
| |
| creature takes damage or someone uses an action to
| |
| wake it.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 19 Dexterity saving throw or
| |
| take 13 (2d6 + 6) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Young Brass Dragon
| |
| Large dragon, chaotic good
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 110 (13d10 + 39)
| |
| Speed 40 ft., burrow 20 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
| |
| Saving Throws Dex +3, Con +6, Wis +3, Cha +5
| |
| Skills Perception +6, Persuasion +5, Stealth +3
| |
| Damage Immunities fire
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 16
| |
| Languages Common, Draconic
| |
| Challenge 6 (2,300 XP)
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
| |
| target. Hit: 15 (2d10 + 4) piercing damage.
| |
| Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Fire Breath. The dragon exhales fire in a 40-‐foot line
| |
| that is 5 feet wide. Each creature in that line must
| |
| make a DC 14 Dexterity saving throw, taking 42
| |
| (12d6) fire damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Sleep Breath. The dragon exhales sleep gas in a 30-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 14 Constitution saving throw or fall unconscious
| |
| for 5 minutes. This effect ends for a creature if the
| |
| creature takes damage or someone uses an action to
| |
| wake it.
| |
| Brass Dragon Wyrmling
| |
| Medium dragon, chaotic good
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 16 (3d8 + 3)
| |
| Speed 30 ft., burrow 15 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 10 (+0) 13 (+1) 10 (+0) 11 (+0) 13 (+1)
| |
| Saving Throws Dex +2, Con +3, Wis +2, Cha +3
| |
| Skills Perception +4, Stealth +2
| |
| Damage Immunities fire
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 293
| |
| Languages Draconic
| |
| Challenge 1 (200 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d10 + 2) piercing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Fire Breath. The dragon exhales fire in an 20-‐foot line
| |
| that is 5 feet wide. Each creature in that line must
| |
| make a DC 11 Dexterity saving throw, taking 14 (4d6)
| |
| fire damage on a failed save, or half as much damage
| |
| on a successful one.
| |
| Sleep Breath. The dragon exhales sleep gas in a 15-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 11 Constitution saving throw or fall unconscious
| |
| for 1 minute. This effect ends for a creature if the
| |
| creature takes damage or someone uses an action to
| |
| wake it.
| |
| Bronze Dragon
| |
| Ancient Bronze Dragon
| |
| Gargantuan dragon, lawful good
| |
| Armor Class 22 (natural armor)
| |
| Hit Points 444 (24d20 + 192)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
| |
| Saving Throws Dex +7, Con +15, Wis +10, Cha +12
| |
| Skills Insight +10, Perception +17, Stealth +7
| |
| Damage Immunities lightning
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 27
| |
| Languages Common, Draconic
| |
| Challenge 22 (41,000 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +16 to hit, reach 15 ft.,
| |
| one target. Hit: 20 (2d10 + 9) piercing damage.
| |
| Claw. Melee Weapon Attack: +16 to hit, reach 10 ft.,
| |
| one target. Hit: 16 (2d6 + 9) slashing damage.
| |
| Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one
| |
| target. Hit: 18 (2d8 + 9) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 20 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Lightning Breath. The dragon exhales lightning in a
| |
| 120-‐foot line that is 10 feet wide. Each creature in
| |
| that line must make a DC 23 Dexterity saving throw,
| |
| taking 88 (16d10) lightning damage on a failed save,
| |
| or half as much damage on a successful one.
| |
| Repulsion Breath. The dragon exhales repulsion energy
| |
| in a 30-‐foot cone. Each creature in that area must
| |
| succeed on a DC 23 Strength saving throw. On a
| |
| failed save, the creature is pushed 60 feet away from
| |
| the dragon.
| |
| Change Shape. The dragon magically polymorphs into
| |
| a humanoid or beast that has a challenge rating no
| |
| higher than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the dragon’s choice).
| |
| In a new form, the dragon retains its alignment, hit
| |
| points, Hit Dice, ability to speak, proficiencies,
| |
| Legendary Resistance, lair actions, and Intelligence,
| |
| Wisdom, and Charisma scores, as well as this action. Its
| |
| statistics and capabilities are otherwise replaced by
| |
| those of the new form, except any class features or
| |
| legendary actions of that form.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 294
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 24 Dexterity saving throw or
| |
| take 16 (2d6 + 9) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Bronze Dragon
| |
| Huge dragon, lawful good
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 212 (17d12 + 102)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4)
| |
| Saving Throws Dex +5, Con +11, Wis +7, Cha +9
| |
| Skills Insight +7, Perception +12, Stealth +5
| |
| Damage Immunities lightning
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 22
| |
| Languages Common, Draconic
| |
| Challenge 15 (13,000 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +12 to hit, reach 10 ft.,
| |
| one target. Hit: 18 (2d10 + 7) piercing damage.
| |
| Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
| |
| one target. Hit: 14 (2d6 + 7) slashing damage.
| |
| Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one
| |
| target. Hit: 16 (2d8 + 7) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 17 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Lightning Breath. The dragon exhales lightning in a 90-‐
| |
| foot line that is 5 feet wide. Each creature in that line
| |
| must make a DC 19 Dexterity saving throw, taking 66
| |
| (12d10) lightning damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| Repulsion Breath. The dragon exhales repulsion energy
| |
| in a 30-‐foot cone. Each creature in that area must
| |
| succeed on a DC 19 Strength saving throw. On a
| |
| failed save, the creature is pushed 60 feet away from
| |
| the dragon.
| |
| Change Shape. The dragon magically polymorphs into
| |
| a humanoid or beast that has a challenge rating no
| |
| higher than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the dragon’s choice).
| |
| In a new form, the dragon retains its alignment, hit
| |
| points, Hit Dice, ability to speak, proficiencies,
| |
| Legendary Resistance, lair actions, and Intelligence,
| |
| Wisdom, and Charisma scores, as well as this action. Its
| |
| statistics and capabilities are otherwise replaced by
| |
| those of the new form, except any class features or
| |
| legendary actions of that form.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 20 Dexterity saving throw or
| |
| take 14 (2d6 + 7) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 295
| |
| Young Bronze Dragon
| |
| Large dragon, lawful good
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 142 (15d10 + 60)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
| |
| Saving Throws Dex +3, Con +7, Wis +4, Cha +6
| |
| Skills Insight +4, Perception +7, Stealth +3
| |
| Damage Immunities lightning
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 17
| |
| Languages Common, Draconic
| |
| Challenge 8 (3,900 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
| |
| target. Hit: 16 (2d10 + 5) piercing damage.
| |
| Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| target. Hit: 12 (2d6 + 5) slashing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Lightning Breath. The dragon exhales lightning in a 60-‐
| |
| foot line that is 5 feet wide. Each creature in that line
| |
| must make a DC 15 Dexterity saving throw, taking 55
| |
| (10d10) lightning damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| Repulsion Breath. The dragon exhales repulsion energy
| |
| in a 30-‐foot cone. Each creature in that area must
| |
| succeed on a DC 15 Strength saving throw. On a
| |
| failed save, the creature is pushed 40 feet away from
| |
| the dragon.
| |
| Bronze Dragon Wyrmling
| |
| Medium dragon, lawful good
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 32 (5d8 + 10)
| |
| Speed 30 ft., fly 60 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 10 (+0) 15 (+2) 12 (+1) 11 (+0) 15 (+2)
| |
| Saving Throws Dex +2, Con +4, Wis +2, Cha +4
| |
| Skills Perception +4, Stealth +2
| |
| Damage Immunities lightning
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 2 (450 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 8 (1d10 + 3) piercing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Lightning Breath. The dragon exhales lightning in a 40-‐
| |
| foot line that is 5 feet wide. Each creature in that line
| |
| must make a DC 12 Dexterity saving throw, taking 16
| |
| (3d10) lightning damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| Repulsion Breath. The dragon exhales repulsion energy
| |
| in a 30-‐foot cone. Each creature in that area must
| |
| succeed on a DC 12 Strength saving throw. On a
| |
| failed save, the creature is pushed 30 feet away from
| |
| the dragon.
| |
| Copper Dragon
| |
| Ancient Copper Dragon
| |
| Gargantuan dragon, chaotic good
| |
| Armor Class 21 (natural armor)
| |
| Hit Points 350 (20d20 + 140)
| |
| Speed 40 ft., climb 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 27 (+8) 12 (+1) 25 (+7) 20 (+5) 17 (+3) 19 (+4)
| |
| Saving Throws Dex +8, Con +14, Wis +10, Cha +11
| |
| Skills Deception +11, Perception +17, Stealth +8
| |
| Damage Immunities acid
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 27
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 296
| |
| Languages Common, Draconic
| |
| Challenge 21 (33,000 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +15 to hit, reach 15 ft.,
| |
| one target. Hit: 19 (2d10 + 8) piercing damage.
| |
| Claw. Melee Weapon Attack: +15 to hit, reach 10 ft.,
| |
| one target. Hit: 15 (2d6 + 8) slashing damage.
| |
| Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one
| |
| target. Hit: 17 (2d8 + 8) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 19 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Acid Breath. The dragon exhales acid in an 90-‐foot line
| |
| that is 10 feet wide. Each creature in that line must
| |
| make a DC 22 Dexterity saving throw, taking 63
| |
| (14d8) acid damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Slowing Breath. The dragon exhales gas in a 90-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 22 Constitution saving throw. On a failed save,
| |
| the creature can’t use reactions, its speed is halved,
| |
| and it can’t make more than one attack on its turn.
| |
| In addition, the creature can use either an action or a
| |
| bonus action on its turn, but not both. These effects
| |
| last for 1 minute. The creature can repeat the saving
| |
| throw at the end of each of its turns, ending the
| |
| effect on itself with a successful save.
| |
| Change Shape. The dragon magically polymorphs into
| |
| a humanoid or beast that has a challenge rating no
| |
| higher than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the dragon’s choice).
| |
| In a new form, the dragon retains its alignment, hit
| |
| points, Hit Dice, ability to speak, proficiencies,
| |
| Legendary Resistance, lair actions, and Intelligence,
| |
| Wisdom, and Charisma scores, as well as this action. Its
| |
| statistics and capabilities are otherwise replaced by
| |
| those of the new form, except any class features or
| |
| legendary actions of that form.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 23 Dexterity saving throw or
| |
| take 15 (2d6 + 8) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Copper Dragon
| |
| Huge dragon, chaotic good
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 184 (16d12 + 80)
| |
| Speed 40 ft., climb 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 12 (+1) 21 (+5) 18 (+4) 15 (+2) 17 (+3)
| |
| Saving Throws Dex +6, Con +10, Wis +7, Cha +8
| |
| Skills Deception +8, Perception +12, Stealth +6
| |
| Damage Immunities acid
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 22
| |
| Languages Common, Draconic
| |
| Challenge 14 (11,500 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 297
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d10 + 6) piercing damage.
| |
| Claw. Melee Weapon Attack: +11 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage.
| |
| Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one
| |
| target. Hit: 15 (2d8 + 6) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 16 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Acid Breath. The dragon exhales acid in an 60-‐foot line
| |
| that is 5 feet wide. Each creature in that line must
| |
| make a DC 18 Dexterity saving throw, taking 54
| |
| (12d8) acid damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Slowing Breath. The dragon exhales gas in a 60-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 18 Constitution saving throw. On a failed save,
| |
| the creature can’t use reactions, its speed is halved,
| |
| and it can’t make more than one attack on its turn.
| |
| In addition, the creature can use either an action or a
| |
| bonus action on its turn, but not both. These effects
| |
| last for 1 minute. The creature can repeat the saving
| |
| throw at the end of each of its turns, ending the
| |
| effect on itself with a successful save.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 19 Dexterity saving throw or
| |
| take 13 (2d6 + 6) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Young Copper Dragon
| |
| Large dragon, chaotic good
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 119 (14d10 + 42)
| |
| Speed 40 ft., climb 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2)
| |
| Saving Throws Dex +4, Con +6, Wis +4, Cha +5
| |
| Skills Deception +5, Perception +7, Stealth +4
| |
| Damage Immunities acid
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 17
| |
| Languages Common, Draconic
| |
| Challenge 7 (2,900 XP)
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
| |
| target. Hit: 15 (2d10 + 4) piercing damage.
| |
| Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Acid Breath. The dragon exhales acid in an 40-‐foot line
| |
| that is 5 feet wide. Each creature in that line must
| |
| make a DC 14 Dexterity saving throw, taking 40 (9d8)
| |
| acid damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 298
| |
| Slowing Breath. The dragon exhales gas in a 30-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 14 Constitution saving throw. On a failed save,
| |
| the creature can’t use reactions, its speed is halved,
| |
| and it can’t make more than one attack on its turn.
| |
| In addition, the creature can use either an action or a
| |
| bonus action on its turn, but not both. These effects
| |
| last for 1 minute. The creature can repeat the saving
| |
| throw at the end of each of its turns, ending the
| |
| effect on itself with a successful save.
| |
| Copper Dragon Wyrmling
| |
| Medium dragon, chaotic good
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 22 (4d8 + 4)
| |
| Speed 30 ft., climb 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 12 (+1) 13 (+1) 14 (+2) 11 (+0) 13 (+1)
| |
| Saving Throws Dex +3, Con +3, Wis +2, Cha +3
| |
| Skills Perception +4, Stealth +3
| |
| Damage Immunities acid
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 1 (200 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d10 + 2) piercing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Acid Breath. The dragon exhales acid in an 20-‐foot line
| |
| that is 5 feet wide. Each creature in that line must
| |
| make a DC 11 Dexterity saving throw, taking 18 (4d8)
| |
| acid damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Slowing Breath. The dragon exhales gas in a 15-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 11 Constitution saving throw. On a failed save,
| |
| the creature can’t use reactions, its speed is halved,
| |
| and it can’t make more than one attack on its turn.
| |
| In addition, the creature can use either an action or a
| |
| bonus action on its turn, but not both. These effects
| |
| last for 1 minute. The creature can repeat the saving
| |
| throw at the end of each of its turns, ending the
| |
| effect on itself with a successful save.
| |
| Gold Dragon
| |
| Ancient Gold Dragon
| |
| Gargantuan dragon, lawful good
| |
| Armor Class 22 (natural armor)
| |
| Hit Points 546 (28d20 + 252)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 30 (+10) 14 (+2) 29 (+9) 18 (+4) 17 (+3) 28 (+9)
| |
| Saving Throws Dex +9, Con +16, Wis +10, Cha +16
| |
| Skills Insight +10, Perception +17, Persuasion +16,
| |
| Stealth +9
| |
| Damage Immunities fire
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 27
| |
| Languages Common, Draconic
| |
| Challenge 24 (62,000 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
| |
| one target. Hit: 21 (2d10 + 10) piercing damage.
| |
| Claw. Melee Weapon Attack: +17 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d6 + 10) slashing damage.
| |
| Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
| |
| target. Hit: 19 (2d8 + 10) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 24 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 299
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Fire Breath. The dragon exhales fire in a 90-‐foot cone.
| |
| Each creature in that area must make a DC 24
| |
| Dexterity saving throw, taking 71 (13d10) fire
| |
| damage on a failed save, or half as much damage on
| |
| a successful one.
| |
| Weakening Breath. The dragon exhales gas in a 90-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 24 Strength saving throw or have disadvantage
| |
| on Strength-‐based attack rolls, Strength checks, and
| |
| Strength saving throws for 1 minute. A creature can
| |
| repeat the saving throw at the end of each of its
| |
| turns, ending the effect on itself on a success.
| |
| Change Shape. The dragon magically polymorphs into
| |
| a humanoid or beast that has a challenge rating no
| |
| higher than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the dragon’s choice).
| |
| In a new form, the dragon retains its alignment, hit
| |
| points, Hit Dice, ability to speak, proficiencies,
| |
| Legendary Resistance, lair actions, and Intelligence,
| |
| Wisdom, and Charisma scores, as well as this action. Its
| |
| statistics and capabilities are otherwise replaced by
| |
| those of the new form, except any class features or
| |
| legendary actions of that form.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 25 Dexterity saving throw or
| |
| take 17 (2d6 + 10) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Gold Dragon
| |
| Huge dragon, lawful good
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 256 (19d12 + 133)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 27 (+8) 14 (+2) 25 (+7) 16 (+3) 15 (+2) 24 (+7)
| |
| Saving Throws Dex +8, Con +13, Wis +8, Cha +13
| |
| Skills Insight +8, Perception +14, Persuasion +13,
| |
| Stealth +8
| |
| Damage Immunities fire
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 24
| |
| Languages Common, Draconic
| |
| Challenge 17 (18,000 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
| |
| one target. Hit: 19 (2d10 + 8) piercing damage.
| |
| Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
| |
| one target. Hit: 15 (2d6 + 8) slashing damage.
| |
| Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one
| |
| target. Hit: 17 (2d8 + 8) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 21 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Fire Breath. The dragon exhales fire in a 60-‐foot cone.
| |
| Each creature in that area must make a DC 21
| |
| Dexterity saving throw, taking 66 (12d10) fire
| |
| damage on a failed save, or half as much damage on
| |
| a successful one.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 300
| |
| Weakening Breath. The dragon exhales gas in a 60-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 21 Strength saving throw or have disadvantage
| |
| on Strength-‐based attack rolls, Strength checks, and
| |
| Strength saving throws for 1 minute. A creature can
| |
| repeat the saving throw at the end of each of its
| |
| turns, ending the effect on itself on a success.
| |
| Change Shape. The dragon magically polymorphs into
| |
| a humanoid or beast that has a challenge rating no
| |
| higher than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the dragon’s choice).
| |
| In a new form, the dragon retains its alignment, hit
| |
| points, Hit Dice, ability to speak, proficiencies,
| |
| Legendary Resistance, lair actions, and Intelligence,
| |
| Wisdom, and Charisma scores, as well as this action. Its
| |
| statistics and capabilities are otherwise replaced by
| |
| those of the new form, except any class features or
| |
| legendary actions of that form.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 22 Dexterity saving throw or
| |
| take 15 (2d6 + 8) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Young Gold Dragon
| |
| Large dragon, lawful good
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 178 (17d10 + 85)
| |
| Speed 40 ft., fly 80 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 14 (+2) 21 (+5) 16 (+3) 13 (+1) 20 (+5)
| |
| Saving Throws Dex +6, Con +9, Wis +5, Cha +9
| |
| Skills Insight +5, Perception +9, Persuasion +9, Stealth
| |
| +6
| |
| Damage Immunities fire
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 19
| |
| Languages Common, Draconic
| |
| Challenge 10 (5,900 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d10 + 6) piercing damage.
| |
| Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Fire Breath. The dragon exhales fire in a 30-‐foot cone.
| |
| Each creature in that area must make a DC 17
| |
| Dexterity saving throw, taking 55 (10d10) fire
| |
| damage on a failed save, or half as much damage on
| |
| a successful one.
| |
| Weakening Breath. The dragon exhales gas in a 30-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 17 Strength saving throw or have disadvantage
| |
| on Strength-‐based attack rolls, Strength checks, and
| |
| Strength saving throws for 1 minute. A creature can
| |
| repeat the saving throw at the end of each of its
| |
| turns, ending the effect on itself on a success.
| |
| Gold Dragon Wyrmling
| |
| Medium dragon, lawful good
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 60 (8d8 + 24)
| |
| Speed 30 ft., fly 60 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 14 (+2) 17 (+3) 14 (+2) 11 (+0) 16 (+3)
| |
| Saving Throws Dex +4, Con +5, Wis +2, Cha +5
| |
| Skills Perception +4, Stealth +4
| |
| Damage Immunities fire
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 301
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 3 (700 XP)
| |
| Amphibious. The dragon can breathe air and water.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 9 (1d10 + 4) piercing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Fire Breath. The dragon exhales fire in a 15-‐foot cone.
| |
| Each creature in that area must make a DC 13
| |
| Dexterity saving throw, taking 22 (4d10) fire damage
| |
| on a failed save, or half as much damage on a
| |
| successful one.
| |
| Weakening Breath. The dragon exhales gas in a 15-‐foot
| |
| cone. Each creature in that area must succeed on a
| |
| DC 13 Strength saving throw or have disadvantage
| |
| on Strength-‐based attack rolls, Strength checks, and
| |
| Strength saving throws for 1 minute. A creature can
| |
| repeat the saving throw at the end of each of its
| |
| turns, ending the effect on itself on a success.
| |
| Silver Dragon
| |
| Ancient Silver Dragon
| |
| Gargantuan dragon, lawful good
| |
| Armor Class 22 (natural armor)
| |
| Hit Points 487 (25d20 + 225)
| |
| Speed 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 30 (+10) 10 (+0) 29 (+9) 18 (+4) 15 (+2) 23 (+6)
| |
| Saving Throws Dex +7, Con +16, Wis +9, Cha +13
| |
| Skills Arcana +11, History +11, Perception +16, Stealth
| |
| +7
| |
| Damage Immunities cold
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 26
| |
| Languages Common, Draconic
| |
| Challenge 23 (50,000 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +17 to hit, reach 15 ft.,
| |
| one target. Hit: 21 (2d10 + 10) piercing damage.
| |
| Claw. Melee Weapon Attack: +17 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d6 + 10) slashing damage.
| |
| Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one
| |
| target. Hit: 19 (2d8 + 10) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 21 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Cold Breath. The dragon exhales an icy blast in a 90-‐
| |
| foot cone. Each creature in that area must make a
| |
| DC 24 Constitution saving throw, taking 67 (15d8)
| |
| cold damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Paralyzing Breath. The dragon exhales paralyzing gas in
| |
| a 90-‐foot cone. Each creature in that area must
| |
| succeed on a DC 24 Constitution saving throw or be
| |
| paralyzed for 1 minute. A creature can repeat the
| |
| saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success.
| |
| Change Shape. The dragon magically polymorphs into
| |
| a humanoid or beast that has a challenge rating no
| |
| higher than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the dragon’s choice).
| |
| In a new form, the dragon retains its alignment, hit
| |
| points, Hit Dice, ability to speak, proficiencies,
| |
| Legendary Resistance, lair actions, and Intelligence,
| |
| Wisdom, and Charisma scores, as well as this action. Its
| |
| statistics and capabilities are otherwise replaced by
| |
| those of the new form, except any class features or
| |
| legendary actions of that form.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 302
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 15 feet of the dragon
| |
| must succeed on a DC 25 Dexterity saving throw or
| |
| take 17 (2d6 + 10) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Adult Silver Dragon
| |
| Huge dragon, lawful good
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 243 (18d12 + 126)
| |
| Speed 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5)
| |
| Saving Throws Dex +5, Con +12, Wis +6, Cha +10
| |
| Skills Arcana +8, History +8, Perception +11, Stealth +5
| |
| Damage Immunities cold
| |
| Senses blindsight 60 ft., darkvision 120 ft., passive
| |
| Perception 21
| |
| Languages Common, Draconic
| |
| Challenge 16 (15,000 XP)
| |
| Legendary Resistance (3/Day). If the dragon fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Actions
| |
| Multiattack. The dragon can use its Frightful Presence.
| |
| It then makes three attacks: one with its bite and two
| |
| with its claws.
| |
| Bite. Melee Weapon Attack: +13 to hit, reach 10 ft.,
| |
| one target. Hit: 19 (2d10 + 8) piercing damage.
| |
| Claw. Melee Weapon Attack: +13 to hit, reach 5 ft.,
| |
| one target. Hit: 15 (2d6 + 8) slashing damage.
| |
| Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
| |
| target. Hit: 17 (2d8 + 8) bludgeoning damage.
| |
| Frightful Presence. Each creature of the dragon’s
| |
| choice that is within 120 feet of the dragon and aware
| |
| of it must succeed on a DC 18 Wisdom saving throw or
| |
| become frightened for 1 minute. A creature can repeat
| |
| the saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success. If a creature’s saving
| |
| throw is successful or the effect ends for it, the
| |
| creature is immune to the dragon’s Frightful Presence
| |
| for the next 24 hours.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Cold Breath. The dragon exhales an icy blast in a 60-‐
| |
| foot cone. Each creature in that area must make a
| |
| DC 20 Constitution saving throw, taking 58 (13d8)
| |
| cold damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Paralyzing Breath. The dragon exhales paralyzing gas in
| |
| a 60-‐foot cone. Each creature in that area must
| |
| succeed on a DC 20 Constitution saving throw or be
| |
| paralyzed for 1 minute. A creature can repeat the
| |
| saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success.
| |
| Change Shape. The dragon magically polymorphs into
| |
| a humanoid or beast that has a challenge rating no
| |
| higher than its own, or back into its true form. It
| |
| reverts to its true form if it dies. Any equipment it is
| |
| wearing or carrying is absorbed or borne by the new
| |
| form (the dragon’s choice).
| |
| In a new form, the dragon retains its alignment, hit
| |
| points, Hit Dice, ability to speak, proficiencies,
| |
| Legendary Resistance, lair actions, and Intelligence,
| |
| Wisdom, and Charisma scores, as well as this action. Its
| |
| statistics and capabilities are otherwise replaced by
| |
| those of the new form, except any class features or
| |
| legendary actions of that form.
| |
| Legendary Actions
| |
| The dragon can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The dragon regains spent
| |
| legendary actions at the start of its turn.
| |
| Detect. The dragon makes a Wisdom (Perception)
| |
| check.
| |
| Tail Attack. The dragon makes a tail attack.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 303
| |
| Wing Attack (Costs 2 Actions). The dragon beats its
| |
| wings. Each creature within 10 feet of the dragon
| |
| must succeed on a DC 21 Dexterity saving throw or
| |
| take 15 (2d6 + 8) bludgeoning damage and be
| |
| knocked prone. The dragon can then fly up to half its
| |
| flying speed.
| |
| Young Silver Dragon
| |
| Large dragon, lawful good
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 168 (16d10 + 80)
| |
| Speed 40 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
| |
| Saving Throws Dex +4, Con +9, Wis +4, Cha +8
| |
| Skills Arcana +6, History +6, Perception +8, Stealth +4
| |
| Damage Immunities cold
| |
| Senses blindsight 30 ft., darkvision 120 ft., passive
| |
| Perception 18
| |
| Languages Common, Draconic
| |
| Challenge 9 (5,000 XP)
| |
| Actions
| |
| Multiattack. The dragon makes three attacks: one with
| |
| its bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
| |
| one target. Hit: 17 (2d10 + 6) piercing damage.
| |
| Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Cold Breath. The dragon exhales an icy blast in a 30-‐
| |
| foot cone. Each creature in that area must make a
| |
| DC 17 Constitution saving throw, taking 54 (12d8)
| |
| cold damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Paralyzing Breath. The dragon exhales paralyzing gas in
| |
| a 30-‐foot cone. Each creature in that area must
| |
| succeed on a DC 17 Constitution saving throw or be
| |
| paralyzed for 1 minute. A creature can repeat the
| |
| saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success.
| |
| Silver Dragon Wyrmling
| |
| Medium dragon, lawful good
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 45 (6d8 + 18)
| |
| Speed 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
| |
| Saving Throws Dex +2, Con +5, Wis +2, Cha +4
| |
| Skills Perception +4, Stealth +2
| |
| Damage Immunities cold
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 14
| |
| Languages Draconic
| |
| Challenge 2 (450 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 9 (1d10 + 4) piercing damage.
| |
| Breath Weapons (Recharge 5–6). The dragon uses one
| |
| of the following breath weapons.
| |
| Cold Breath. The dragon exhales an icy blast in a 15-‐
| |
| foot cone. Each creature in that area must make a
| |
| DC 13 Constitution saving throw, taking 18 (4d8) cold
| |
| damage on a failed save, or half as much damage on
| |
| a successful one.
| |
| Paralyzing Breath. The dragon exhales paralyzing gas in
| |
| a 15-‐foot cone. Each creature in that area must
| |
| succeed on a DC 13 Constitution saving throw or be
| |
| paralyzed for 1 minute. A creature can repeat the
| |
| saving throw at the end of each of its turns, ending
| |
| the effect on itself on a success.
| |
| Dragon Turtle
| |
| Gargantuan dragon, neutral
| |
| Armor Class 20 (natural armor)
| |
| Hit Points 341 (22d20 + 110)
| |
| Speed 20 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)
| |
| Saving Throws Dex +6, Con +11, Wis +7
| |
| Damage Resistances fire
| |
| Senses darkvision 120 ft., passive Perception 11
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 304
| |
| Languages Aquan, Draconic
| |
| Challenge 17 (18,000 XP)
| |
| Amphibious. The dragon turtle can breathe air and
| |
| water.
| |
| Actions
| |
| Multiattack. The dragon turtle makes three attacks:
| |
| one with its bite and two with its claws. It can make
| |
| one tail attack in place of its two claw attacks.
| |
| Bite. Melee Weapon Attack: +13 to hit, reach 15 ft.,
| |
| one target. Hit: 26 (3d12 + 7) piercing damage.
| |
| Claw. Melee Weapon Attack: +13 to hit, reach 10 ft.,
| |
| one target. Hit: 16 (2d8 + 7) slashing damage.
| |
| Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
| |
| target. Hit: 26 (3d12 + 7) bludgeoning damage. If the
| |
| target is a creature, it must succeed on a DC 20
| |
| Strength saving throw or be pushed up to 10 feet away
| |
| from the dragon turtle and knocked prone.
| |
| Steam Breath (Recharge 5–6). The dragon turtle
| |
| exhales scalding steam in a 60-‐foot cone. Each creature
| |
| in that area must make a DC 18 Constitution saving
| |
| throw, taking 52 (15d6) fire damage on a failed save, or
| |
| half as much damage on a successful one. Being
| |
| underwater doesn’t grant resistance against this
| |
| damage.
| |
| Drider
| |
| Large monstrosity, chaotic evil
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 123 (13d10 + 52)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 12 (+1)
| |
| Skills Perception +5, Stealth +9
| |
| Senses darkvision 120 ft., passive Perception 15
| |
| Languages Elvish, Undercommon
| |
| Challenge 6 (2,300 XP)
| |
| Fey Ancestry. The drider has advantage on saving
| |
| throws against being charmed, and magic can’t put the
| |
| drider to sleep.
| |
| Innate Spellcasting. The drider’s innate spellcasting
| |
| ability is Wisdom (spell save DC 13). The drider can
| |
| innately cast the following spells, requiring no material
| |
| components:
| |
| At will: dancing lights
| |
| 1/day each: darkness, faerie fire
| |
| Spider Climb. The drider can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Sunlight Sensitivity. While in sunlight, the drider has
| |
| disadvantage on attack rolls, as well as on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Web Walker. The drider ignores movement restrictions
| |
| caused by webbing.
| |
| Actions
| |
| Multiattack. The drider makes three attacks, either
| |
| with its longsword or its longbow. It can replace one of
| |
| those attacks with a bite attack.
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| creature. Hit: 2 (1d4) piercing damage plus 9 (2d8)
| |
| poison damage.
| |
| Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
| |
| + 3) slashing damage if used with two hands.
| |
| Longbow. Ranged Weapon Attack: +6 to hit, range
| |
| 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing
| |
| damage plus 4 (1d8) poison damage.
| |
| Dryad
| |
| Medium fey, neutral
| |
| Armor Class 11 (16 with barkskin)
| |
| Hit Points 22 (5d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 12 (+1) 11 (+0) 14 (+2) 15 (+2) 18 (+4)
| |
| Skills Perception +4, Stealth +5
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages Elvish, Sylvan
| |
| Challenge 1 (200 XP)
| |
| Innate Spellcasting. The dryad’s innate spellcasting
| |
| ability is Charisma (spell save DC 14). The dryad can
| |
| innately cast the following spells, requiring no material
| |
| components:
| |
| At will: druidcraft
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 305
| |
| 3/day each: entangle, goodberry
| |
| 1/day each: barkskin, pass without trace, shillelagh
| |
| Magic Resistance. The dryad has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Speak with Beasts and Plants. The dryad can
| |
| communicate with beasts and plants as if they shared a
| |
| language.
| |
| Tree Stride. Once on her turn, the dryad can use 10
| |
| feet of her movement to step magically into one living
| |
| tree within her reach and emerge from a second living
| |
| tree within 60 feet of the first tree, appearing in an
| |
| unoccupied space within 5 feet of the second tree.
| |
| Both trees must be Large or bigger.
| |
| Actions
| |
| Club. Melee Weapon Attack: +2 to hit (+6 to hit with
| |
| shillelagh), reach 5 ft., one target. Hit: 2 (1d4)
| |
| bludgeoning damage, or 8 (1d8 + 4) bludgeoning
| |
| damage with shillelagh.
| |
| Fey Charm. The dryad targets one humanoid or beast
| |
| that she can see within 30 feet of her. If the target can
| |
| see the dryad, it must succeed on a DC 14 Wisdom
| |
| saving throw or be magically charmed. The charmed
| |
| creature regards the dryad as a trusted friend to be
| |
| heeded and protected. Although the target isn’t under
| |
| the dryad’s control, it takes the dryad’s requests or
| |
| actions in the most favorable way it can.
| |
| Each time the dryad or its allies do anything harmful
| |
| to the target, it can repeat the saving throw, ending
| |
| the effect on itself on a success. Otherwise, the effect
| |
| lasts 24 hours or until the dryad dies, is on a different
| |
| plane of existence from the target, or ends the effect
| |
| as a bonus action. If a target’s saving throw is
| |
| successful, the target is immune to the dryad’s Fey
| |
| Charm for the next 24 hours.
| |
| The dryad can have no more than one humanoid and
| |
| up to three beasts charmed at a time.
| |
| Duergar
| |
| Medium humanoid (dwarf), lawful evil
| |
| Armor Class 16 (scale mail, shield)
| |
| Hit Points 26 (4d8 + 8)
| |
| Speed 25 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 11 (+0) 14 (+2) 11 (+0) 10 (+0) 9 (−1)
| |
| Damage Resistances poison
| |
| Senses darkvision 120 ft., passive Perception 10
| |
| Languages Dwarvish, Undercommon
| |
| Challenge 1 (200 XP)
| |
| Duergar Resilience. The duergar has advantage on
| |
| saving throws against poison, spells, and illusions, as
| |
| well as to resist being charmed or paralyzed.
| |
| Sunlight Sensitivity. While in sunlight, the duergar has
| |
| disadvantage on attack rolls, as well as on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Enlarge (Recharges after a Short or Long Rest). For 1
| |
| minute, the duergar magically increases in size, along
| |
| with anything it is wearing or carrying. While enlarged,
| |
| the duergar is Large, doubles its damage dice on
| |
| Strength-‐based weapon attacks (included in the
| |
| attacks), and makes Strength checks and Strength
| |
| saving throws with advantage. If the duergar lacks the
| |
| room to become Large, it attains the maximum size
| |
| possible in the space available.
| |
| War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8
| |
| + 2) piercing damage while enlarged.
| |
| Javelin. Melee or Ranged Weapon Attack: +4 to hit,
| |
| reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +
| |
| 2) piercing damage, or 9 (2d6 + 2) piercing damage
| |
| while enlarged.
| |
| Invisibility (Recharges after a Short or Long Rest). The
| |
| duergar magically turns invisible until it attacks, casts a
| |
| spell, or uses its Enlarge, or until its concentration is
| |
| broken, up to 1 hour (as if concentrating on a spell).
| |
| Any equipment the duergar wears or carries is invisible
| |
| with it.
| |
| Monsters (E)
| |
| Elementals
| |
| Air Elemental
| |
| Large elemental, neutral
| |
| Armor Class 15
| |
| Hit Points 90 (12d10 + 24)
| |
| Speed 0 ft., fly 90 ft. (hover)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 306
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2)
| |
| Damage Resistances lightning, thunder; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, grappled, paralyzed,
| |
| petrified, poisoned, prone, restrained, unconscious
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Auran
| |
| Challenge 5 (1,800 XP)
| |
| Air Form. The elemental can enter a hostile creature’s
| |
| space and stop there. It can move through a space as
| |
| narrow as 1 inch wide without squeezing.
| |
| Actions
| |
| Multiattack. The elemental makes two slam attacks.
| |
| Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| target. Hit: 14 (2d8 + 5) bludgeoning damage.
| |
| Whirlwind (Recharge 4–6). Each creature in the
| |
| elemental’s space must make a DC 13 Strength saving
| |
| throw. On a failure, a target takes 15 (3d8 + 2)
| |
| bludgeoning damage and is flung up 20 feet away from
| |
| the elemental in a random direction and knocked
| |
| prone. If a thrown target strikes an object, such as a
| |
| wall or floor, the target takes 3 (1d6) bludgeoning
| |
| damage for every 10 feet it was thrown. If the target is
| |
| thrown at another creature, that creature must
| |
| succeed on a DC 13 Dexterity saving throw or take the
| |
| same damage and be knocked prone.
| |
| If the saving throw is successful, the target takes half
| |
| the bludgeoning damage and isn’t flung away or
| |
| knocked prone.
| |
| Earth Elemental
| |
| Large elemental, neutral
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 126 (12d10 + 60)
| |
| Speed 30 ft., burrow 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 20 (+5) 8 (−1) 20 (+5) 5 (−3) 10 (+0) 5 (−3)
| |
| Damage Vulnerabilities thunder
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, paralyzed, petrified,
| |
| poisoned, unconscious
| |
| Senses darkvision 60 ft., tremorsense 60 ft., passive
| |
| Perception 10
| |
| Languages Terran
| |
| Challenge 5 (1,800 XP)
| |
| Earth Glide. The elemental can burrow through
| |
| nonmagical, unworked earth and stone. While doing so,
| |
| the elemental doesn’t disturb the material it moves
| |
| through.
| |
| Siege Monster. The elemental deals double damage to
| |
| objects and structures.
| |
| Actions
| |
| Multiattack. The elemental makes two slam attacks.
| |
| Slam. Melee Weapon Attack: +8 to hit, reach 10 ft.,
| |
| one target. Hit: 14 (2d8 + 5) bludgeoning damage.
| |
| Fire Elemental
| |
| Large elemental, neutral
| |
| Armor Class 13
| |
| Hit Points 102 (12d10 + 36)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 17 (+3) 16 (+3) 6 (−2) 10 (+0) 7 (−2)
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Damage Immunities fire, poison
| |
| Condition Immunities exhaustion, grappled, paralyzed,
| |
| petrified, poisoned, prone, restrained, unconscious
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Ignan
| |
| Challenge 5 (1,800 XP)
| |
| Fire Form. The elemental can move through a space as
| |
| narrow as 1 inch wide without squeezing. A creature
| |
| that touches the elemental or hits it with a melee
| |
| attack while within 5 feet of it takes 5 (1d10) fire
| |
| damage. In addition, the elemental can enter a hostile
| |
| creature’s space and stop there. The first time it enters
| |
| a creature’s space on a turn, that creature takes 5
| |
| (1d10) fire damage and catches fire; until someone
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 307
| |
| takes an action to douse the fire, the creature takes 5
| |
| (1d10) fire damage at the start of each of its turns.
| |
| Illumination. The elemental sheds bright light in a 30-‐
| |
| foot radius and dim light in an additional 30 feet.
| |
| Water Susceptibility. For every 5 feet the elemental
| |
| moves in water, or for every gallon of water splashed
| |
| on it, it takes 1 cold damage.
| |
| Actions
| |
| Multiattack. The elemental makes two touch attacks.
| |
| Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) fire damage. If the target is a
| |
| creature or a flammable object, it ignites. Until a
| |
| creature takes an action to douse the fire, the target
| |
| takes 5 (1d10) fire damage at the start of each of its
| |
| turns.
| |
| Water Elemental
| |
| Large elemental, neutral
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 114 (12d10 + 48)
| |
| Speed 30 ft., swim 90 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 14 (+2) 18 (+4) 5 (−3) 10 (+0) 8 (−1)
| |
| Damage Resistances acid; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, grappled, paralyzed,
| |
| petrified, poisoned, prone, restrained, unconscious
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Aquan
| |
| Challenge 5 (1,800 XP)
| |
| Water Form. The elemental can enter a hostile
| |
| creature’s space and stop there. It can move through a
| |
| space as narrow as 1 inch wide without squeezing.
| |
| Freeze. If the elemental takes cold damage, it partially
| |
| freezes; its speed is reduced by 20 feet until the end of
| |
| its next turn.
| |
| Actions
| |
| Multiattack. The elemental makes two slam attacks.
| |
| Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) bludgeoning damage.
| |
| Whelm (Recharge 4–6). Each creature in the
| |
| elemental’s space must make a DC 15 Strength saving
| |
| throw. On a failure, a target takes 13 (2d8 + 4)
| |
| bludgeoning damage. If it is Large or smaller, it is also
| |
| grappled (escape DC 14). Until this grapple ends, the
| |
| target is restrained and unable to breathe unless it can
| |
| breathe water. If the saving throw is successful, the
| |
| target is pushed out of the elemental’s space.
| |
| The elemental can grapple one Large creature or up
| |
| to two Medium or smaller creatures at one time. At the
| |
| start of each of the elemental’s turns, each target
| |
| grappled by it takes 13 (2d8 + 4) bludgeoning damage.
| |
| A creature within 5 feet of the elemental can pull a
| |
| creature or object out of it by taking an action to make
| |
| a DC 14 Strength and succeeding.
| |
| Elf, Drow
| |
| Medium humanoid (elf), neutral evil
| |
| Armor Class 15 (chain shirt)
| |
| Hit Points 13 (3d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 12 (+1)
| |
| Skills Perception +2, Stealth +4
| |
| Senses darkvision 120 ft., passive Perception 12
| |
| Languages Elvish, Undercommon
| |
| Challenge 1/4 (50 XP)
| |
| Fey Ancestry. The drow has advantage on saving
| |
| throws against being charmed, and magic can’t put the
| |
| drow to sleep.
| |
| Innate Spellcasting. The drow’s spellcasting ability is
| |
| Charisma (spell save DC 11). It can innately cast the
| |
| following spells, requiring no material components:
| |
| At will: dancing lights
| |
| 1/day each: darkness, faerie fire
| |
| Sunlight Sensitivity. While in sunlight, the drow has
| |
| disadvantage on attack rolls, as well as on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Shortsword. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Hand Crossbow. Ranged Weapon Attack: +4 to hit,
| |
| range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 308
| |
| damage, and the target must succeed on a DC 13
| |
| Constitution saving throw or be poisoned for 1 hour. If
| |
| the saving throw fails by 5 or more, the target is also
| |
| unconscious while poisoned in this way. The target
| |
| wakes up if it takes damage or if another creature
| |
| takes an action to shake it awake.
| |
| Ettercap
| |
| Medium monstrosity, neutral evil
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 44 (8d8 + 8)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1)
| |
| Skills Perception +3, Stealth +4, Survival +3
| |
| Senses darkvision 60 ft., passive Perception 13
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Spider Climb. The ettercap can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Web Sense. While in contact with a web, the ettercap
| |
| knows the exact location of any other creature in
| |
| contact with the same web.
| |
| Web Walker. The ettercap ignores movement
| |
| restrictions caused by webbing.
| |
| Actions
| |
| Multiattack. The ettercap makes two attacks: one with
| |
| its bite and one with its claws.
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8)
| |
| poison damage. The target must succeed on a DC 11
| |
| Constitution saving throw or be poisoned for 1 minute.
| |
| The creature can repeat the saving throw at the end of
| |
| each of its turns, ending the effect on itself on a
| |
| success.
| |
| Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (2d4 + 2) slashing damage.
| |
| Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit,
| |
| range 30/60 ft., one Large or smaller creature. Hit: The
| |
| creature is restrained by webbing. As an action, the
| |
| restrained creature can make a DC 11 Strength check,
| |
| escaping from the webbing on a success. The effect
| |
| also ends if the webbing is destroyed. The webbing has
| |
| AC 10, 5 hit points, vulnerability to fire damage, and
| |
| immunity to bludgeoning, poison, and psychic damage.
| |
| Ettin
| |
| Large giant, chaotic evil
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 85 (10d10 + 30)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 8 (−1) 17 (+3) 6 (−2) 10 (+0) 8 (−1)
| |
| Skills Perception +4
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages Giant, Orc
| |
| Challenge 4 (1,100 XP)
| |
| Two Heads. The ettin has advantage on Wisdom
| |
| (Perception) checks and on saving throws against being
| |
| blinded, charmed, deafened, frightened, stunned, and
| |
| knocked unconscious.
| |
| Wakeful. When one of the ettin’s heads is asleep, its
| |
| other head is awake.
| |
| Actions
| |
| Multiattack. The ettin makes two attacks: one with its
| |
| battleaxe and one with its morningstar.
| |
| Battleaxe. Melee Weapon Attack: +7 to hit, reach 5 ft.,
| |
| one target. Hit: 14 (2d8 + 5) slashing damage.
| |
| Morningstar. Melee Weapon Attack: +7 to hit, reach 5
| |
| ft., one target. Hit: 14 (2d8 + 5) piercing damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 309
| |
| Monsters (F)
| |
| Fungi
| |
| Shrieker
| |
| Medium plant, unaligned
| |
| Armor Class 5
| |
| Hit Points 13 (3d8)
| |
| Speed 0 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 1 (−5) 1 (−5) 10 (+0) 1 (−5) 3 (−4) 1 (−5)
| |
| Condition Immunities blinded, deafened, frightened
| |
| Senses blindsight 30 ft. (blind beyond this radius),
| |
| passive Perception 6
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| False Appearance. While the shrieker remains
| |
| motionless, it is indistinguishable from an ordinary
| |
| fungus.
| |
| Reactions
| |
| Shriek. When bright light or a creature is within 30 feet
| |
| of the shrieker, it emits a shriek audible within 300 feet
| |
| of it. The shrieker continues to shriek until the
| |
| disturbance moves out of range and for 1d4 of the
| |
| shrieker’s turns afterward.
| |
| Violet Fungus
| |
| Medium plant, unaligned
| |
| Armor Class 5
| |
| Hit Points 18 (4d8)
| |
| Speed 5 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 3 (−4) 1 (−5) 10 (+0) 1 (−5) 3 (−4) 1 (−5)
| |
| Condition Immunities blinded, deafened, frightened
| |
| Senses blindsight 30 ft. (blind beyond this radius),
| |
| passive Perception 6
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| False Appearance. While the violet fungus remains
| |
| motionless, it is indistinguishable from an ordinary
| |
| fungus.
| |
| Actions
| |
| Multiattack. The fungus makes 1d4 Rotting Touch
| |
| attacks.
| |
| Rotting Touch. Melee Weapon Attack: +2 to hit, reach
| |
| 10 ft., one creature. Hit: 4 (1d8) necrotic damage.
| |
| Monsters (G)
| |
| Gargoyle
| |
| Medium elemental, chaotic evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 52 (7d8 + 21)
| |
| Speed 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2)
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks that aren’t
| |
| adamantine
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, petrified, poisoned
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Terran
| |
| Challenge 2 (450 XP)
| |
| False Appearance. While the gargoyle remains
| |
| motionless, it is indistinguishable from an inanimate
| |
| statue.
| |
| Actions
| |
| Multiattack. The gargoyle makes two attacks: one with
| |
| its bite and one with its claws.
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d6 + 2) slashing damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 310
| |
| Genies
| |
| Djinni
| |
| Large elemental, chaotic good
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 161 (14d10 + 84)
| |
| Speed 30 ft., fly 90 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 15 (+2) 22 (+6) 15 (+2) 16 (+3) 20 (+5)
| |
| Saving Throws Dex +6, Wis +7, Cha +9
| |
| Damage Immunities lightning, thunder
| |
| Senses darkvision 120 ft., passive Perception 13
| |
| Languages Auran
| |
| Challenge 11 (7,200 XP)
| |
| Elemental Demise. If the djinni dies, its body
| |
| disintegrates into a warm breeze, leaving behind only
| |
| equipment the djinni was wearing or carrying.
| |
| Innate Spellcasting. The djinni’s innate spellcasting
| |
| ability is Charisma (spell save DC 17, +9 to hit with spell
| |
| attacks). It can innately cast the following spells,
| |
| requiring no material components:
| |
| At will: detect evil and good, detect magic,
| |
| thunderwave
| |
| 3/day each: create food and water (can create wine
| |
| instead of water), tongues, wind walk
| |
| 1/day each: conjure elemental (air elemental only),
| |
| creation, gaseous form, invisibility, major image,
| |
| plane shift
| |
| Actions
| |
| Multiattack. The djinni makes three scimitar attacks.
| |
| Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft.,
| |
| one target. Hit: 12 (2d6 + 5) slashing damage plus 3
| |
| (1d6) lightning or thunder damage (djinni’s choice).
| |
| Create Whirlwind. A 5-‐foot-‐radius, 30-‐foot-‐tall cylinder
| |
| of swirling air magically forms on a point the djinni can
| |
| see within 120 feet of it. The whirlwind lasts as long as
| |
| the djinni maintains concentration (as if concentrating
| |
| on a spell). Any creature but the djinni that enters the
| |
| whirlwind must succeed on a DC 18 Strength saving
| |
| throw or be restrained by it. The djinni can move the
| |
| whirlwind up to 60 feet as an action, and creatures
| |
| restrained by the whirlwind move with it. The
| |
| whirlwind ends if the djinni loses sight of it.
| |
| A creature can use its action to free a creature
| |
| restrained by the whirlwind, including itself, by
| |
| succeeding on a DC 18 Strength check. If the check
| |
| succeeds, the creature is no longer restrained and
| |
| moves to the nearest space outside the whirlwind.
| |
| Efreeti
| |
| Large elemental, lawful evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 200 (16d10 + 112)
| |
| Speed 40 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3)
| |
| Saving Throws Int +7, Wis +6, Cha +7
| |
| Damage Immunities fire
| |
| Senses darkvision 120 ft., passive Perception 12
| |
| Languages Ignan
| |
| Challenge 11 (7,200 XP)
| |
| Elemental Demise. If the efreeti dies, its body
| |
| disintegrates in a flash of fire and puff of smoke,
| |
| leaving behind only equipment the efreeti was wearing
| |
| or carrying.
| |
| Innate Spellcasting. The efreeti’s innate spellcasting
| |
| ability is Charisma (spell save DC 15, +7 to hit with spell
| |
| attacks). It can innately cast the following spells,
| |
| requiring no material components:
| |
| At will: detect magic
| |
| 3/day: enlarge/reduce, tongues
| |
| 1/day each: conjure elemental (fire elemental only),
| |
| gaseous form, invisibility, major image, plane shift,
| |
| wall of fire
| |
| Actions
| |
| Multiattack. The efreeti makes two scimitar attacks or
| |
| uses its Hurl Flame twice.
| |
| Scimitar. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d6 + 6) slashing damage plus 7
| |
| (2d6) fire damage.
| |
| Hurl Flame. Ranged Spell Attack: +7 to hit, range 120
| |
| ft., one target. Hit: 17 (5d6) fire damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 311
| |
| Ghost
| |
| Medium undead, any alignment
| |
| Armor Class 11
| |
| Hit Points 45 (10d8)
| |
| Speed 0 ft., fly 40 ft. (hover)
| |
| STR DEX CON INT WIS CHA
| |
| 7 (−2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
| |
| Damage Resistances acid, fire, lightning, thunder;
| |
| bludgeoning, piercing, and slashing from nonmagical
| |
| attacks
| |
| Damage Immunities cold, necrotic, poison
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| grappled, paralyzed, petrified, poisoned, prone,
| |
| restrained
| |
| Senses darkvision 60 ft., passive Perception 11
| |
| Languages any languages it knew in life
| |
| Challenge 4 (1,100 XP)
| |
| Ethereal Sight. The ghost can see 60 feet into the
| |
| Ethereal Plane when it is on the Material Plane, and
| |
| vice versa.
| |
| Incorporeal Movement. The ghost can move through
| |
| other creatures and objects as if they were difficult
| |
| terrain. It takes 5 (1d10) force damage if it ends its turn
| |
| inside an object.
| |
| Actions
| |
| Withering Touch. Melee Weapon Attack: +5 to hit,
| |
| reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic
| |
| damage.
| |
| Etherealness. The ghost enters the Ethereal Plane from
| |
| the Material Plane, or vice versa. It is visible on the
| |
| Material Plane while it is in the Border Ethereal, and
| |
| vice versa, yet it can’t affect or be affected by anything
| |
| on the other plane.
| |
| Horrifying Visage. Each non-‐undead creature within 60
| |
| feet of the ghost that can see it must succeed on a DC
| |
| 13 Wisdom saving throw or be frightened for 1 minute.
| |
| If the save fails by 5 or more, the target also ages 1d4 ×
| |
| 10 years. A frightened target can repeat the saving
| |
| throw at the end of each of its turns, ending the
| |
| frightened condition on itself on a success. If a target’s
| |
| saving throw is successful or the effect ends for it, the
| |
| target is immune to this ghost’s Horrifying Visage for
| |
| the next 24 hours. The aging effect can be reversed
| |
| with a greater restoration spell, but only within 24
| |
| hours of it occurring.
| |
| Possession (Recharge 6). One humanoid that the ghost
| |
| can see within 5 feet of it must succeed on a DC 13
| |
| Charisma saving throw or be possessed by the ghost;
| |
| the ghost then disappears, and the target is
| |
| incapacitated and loses control of its body. The ghost
| |
| now controls the body but doesn’t deprive the target
| |
| of awareness. The ghost can’t be targeted by any
| |
| attack, spell, or other effect, except ones that turn
| |
| undead, and it retains its alignment, Intelligence,
| |
| Wisdom, Charisma, and immunity to being charmed
| |
| and frightened. It otherwise uses the possessed
| |
| target’s statistics, but doesn’t gain access to the
| |
| target’s knowledge, class features, or proficiencies.
| |
| The possession lasts until the body drops to 0 hit
| |
| points, the ghost ends it as a bonus action, or the ghost
| |
| is turned or forced out by an effect like the dispel evil
| |
| and good spell. When the possession ends, the ghost
| |
| reappears in an unoccupied space within 5 feet of the
| |
| body. The target is immune to this ghost’s Possession
| |
| for 24 hours after succeeding on the saving throw or
| |
| after the possession ends.
| |
| Ghouls
| |
| Ghast
| |
| Medium undead, chaotic evil
| |
| Armor Class 13
| |
| Hit Points 36 (8d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (−1)
| |
| Damage Resistances necrotic
| |
| Damage Immunities poison
| |
| Condition Immunities charmed, exhaustion, poisoned
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Common
| |
| Challenge 2 (450 XP)
| |
| Stench. Any creature that starts its turn within 5 feet of
| |
| the ghast must succeed on a DC 10 Constitution saving
| |
| throw or be poisoned until the start of its next turn. On
| |
| a successful saving throw, the creature is immune to
| |
| the ghast’s Stench for 24 hours.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 312
| |
| Turning Defiance. The ghast and any ghouls within 30
| |
| feet of it have advantage on saving throws against
| |
| effects that turn undead.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| creature. Hit: 12 (2d8 + 3) piercing damage.
| |
| Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) slashing damage. If the target is
| |
| a creature other than an undead, it must succeed on a
| |
| DC 10 Constitution saving throw or be paralyzed for 1
| |
| minute. The target can repeat the saving throw at the
| |
| end of each of its turns, ending the effect on itself on a
| |
| success.
| |
| Ghoul
| |
| Medium undead, chaotic evil
| |
| Armor Class 12
| |
| Hit Points 22 (5d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2)
| |
| Damage Immunities poison
| |
| Condition Immunities charmed, exhaustion, poisoned
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Common
| |
| Challenge 1 (200 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| creature. Hit: 9 (2d6 + 2) piercing damage.
| |
| Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (2d4 + 2) slashing damage. If the target is
| |
| a creature other than an elf or undead, it must succeed
| |
| on a DC 10 Constitution saving throw or be paralyzed
| |
| for 1 minute. The target can repeat the saving throw at
| |
| the end of each of its turns, ending the effect on itself
| |
| on a success.
| |
| Giants
| |
| Cloud Giant
| |
| Huge giant, neutral good (50%) or neutral evil (50%)
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 200 (16d12 + 96)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 27 (+8) 10 (+0) 22 (+6) 12 (+1) 16 (+3) 16 (+3)
| |
| Saving Throws Con +10, Wis +7, Cha +7
| |
| Skills Insight +7, Perception +7
| |
| Senses passive Perception 17
| |
| Languages Common, Giant
| |
| Challenge 9 (5,000 XP)
| |
| Keen Smell. The giant has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Innate Spellcasting. The giant’s innate spellcasting
| |
| ability is Charisma. It can innately cast the following
| |
| spells, requiring no material components:
| |
| At will: detect magic, fog cloud, light
| |
| 3/day each: feather fall, fly, misty step, telekinesis
| |
| 1/day each: control weather, gaseous form
| |
| Actions
| |
| Multiattack. The giant makes two morningstar attacks.
| |
| Morningstar. Melee Weapon Attack: +12 to hit, reach
| |
| 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage.
| |
| Rock. Ranged Weapon Attack: +12 to hit, range 60/240
| |
| ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.
| |
| Fire Giant
| |
| Huge giant, lawful evil
| |
| Armor Class 18 (plate)
| |
| Hit Points 162 (13d12 + 78)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 25 (+7) 9 (−1) 23 (+6) 10 (+0) 14 (+2) 13 (+1)
| |
| Saving Throws Dex +3, Con +10, Cha +5
| |
| Skills Athletics +11, Perception +6
| |
| Damage Immunities fire
| |
| Senses passive Perception 16
| |
| Languages Giant
| |
| Challenge 9 (5,000 XP)
| |
| Actions
| |
| Multiattack. The giant makes two greatsword attacks.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 313
| |
| Greatsword. Melee Weapon Attack: +11 to hit, reach
| |
| 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage.
| |
| Rock. Ranged Weapon Attack: +11 to hit, range 60/240
| |
| ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
| |
| Frost Giant
| |
| Huge giant, neutral evil
| |
| Armor Class 15 (patchwork armor)
| |
| Hit Points 138 (12d12 + 60)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 9 (−1) 21 (+5) 9 (−1) 10 (+0) 12 (+1)
| |
| Saving Throws Con +8, Wis +3, Cha +4
| |
| Skills Athletics +9, Perception +3
| |
| Damage Immunities cold
| |
| Senses passive Perception 13
| |
| Languages Giant
| |
| Challenge 8 (3,900 XP)
| |
| Actions
| |
| Multiattack. The giant makes two greataxe attacks.
| |
| Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft.,
| |
| one target. Hit: 25 (3d12 + 6) slashing damage.
| |
| Rock. Ranged Weapon Attack: +9 to hit, range 60/240
| |
| ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
| |
| Hill Giant
| |
| Huge giant, chaotic evil
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 105 (10d12 + 40)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 8 (−1) 19 (+4) 5 (−3) 9 (−1) 6 (−2)
| |
| Skills Perception +2
| |
| Senses passive Perception 12
| |
| Languages Giant
| |
| Challenge 5 (1,800 XP)
| |
| Actions
| |
| Multiattack. The giant makes two greatclub attacks.
| |
| Greatclub. Melee Weapon Attack: +8 to hit, reach 10
| |
| ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.
| |
| Rock. Ranged Weapon Attack: +8 to hit, range 60/240
| |
| ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
| |
| Stone Giant
| |
| Huge giant, neutral
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 126 (11d12 + 55)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (−1)
| |
| Saving Throws Dex +5, Con +8, Wis +4
| |
| Skills Athletics +12, Perception +4
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages Giant
| |
| Challenge 7 (2,900 XP)
| |
| Stone Camouflage. The giant has advantage on
| |
| Dexterity (Stealth) checks made to hide in rocky terrain.
| |
| Actions
| |
| Multiattack. The giant makes two greatclub attacks.
| |
| Greatclub. Melee Weapon Attack: +9 to hit, reach 15
| |
| ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.
| |
| Rock. Ranged Weapon Attack: +9 to hit, range 60/240
| |
| ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
| |
| If the target is a creature, it must succeed on a DC 17
| |
| Strength saving throw or be knocked prone.
| |
| Reactions
| |
| Rock Catching. If a rock or similar object is hurled at
| |
| the giant, the giant can, with a successful DC 10
| |
| Dexterity saving throw, catch the missile and take no
| |
| bludgeoning damage from it.
| |
| Storm Giant
| |
| Huge giant, chaotic good
| |
| Armor Class 16 (scale mail)
| |
| Hit Points 230 (20d12 + 100)
| |
| Speed 50 ft., swim 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 29 (+9) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 314
| |
| Saving Throws Str +14, Con +10, Wis +9, Cha +9
| |
| Skills Arcana +8, Athletics +14, History +8, Perception
| |
| +9
| |
| Damage Resistances cold
| |
| Damage Immunities lightning, thunder
| |
| Senses passive Perception 19
| |
| Languages Common, Giant
| |
| Challenge 13 (10,000 XP)
| |
| Amphibious. The giant can breathe air and water.
| |
| Innate Spellcasting. The giant’s innate spellcasting
| |
| ability is Charisma (spell save DC 17). It can innately
| |
| cast the following spells, requiring no material
| |
| components:
| |
| At will: detect magic, feather fall, levitate, light
| |
| 3/day each: control weather, water breathing
| |
| Actions
| |
| Multiattack. The giant makes two greatsword attacks.
| |
| Greatsword. Melee Weapon Attack: +14 to hit, reach
| |
| 10 ft., one target. Hit: 30 (6d6 + 9) slashing damage.
| |
| Rock. Ranged Weapon Attack: +14 to hit, range 60/240
| |
| ft., one target. Hit: 35 (4d12 + 9) bludgeoning damage.
| |
| Lightning Strike (Recharge 5–6). The giant hurls a
| |
| magical lightning bolt at a point it can see within 500
| |
| feet of it. Each creature within 10 feet of that point
| |
| must make a DC 17 Dexterity saving throw, taking 54
| |
| (12d8) lightning damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| Gibbering Mouther
| |
| Medium aberration, neutral
| |
| Armor Class 9
| |
| Hit Points 67 (9d8 + 27)
| |
| Speed 10 ft., swim 10 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 8 (−1) 16 (+3) 3 (−4) 10 (+0) 6 (−2)
| |
| Condition Immunities prone
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Aberrant Ground. The ground in a 10-‐foot radius
| |
| around the mouther is doughlike difficult terrain. Each
| |
| creature that starts its turn in that area must succeed
| |
| on a DC 10 Strength saving throw or have its speed
| |
| reduced to 0 until the start of its next turn.
| |
| Gibbering. The mouther babbles incoherently while it
| |
| can see any creature and isn’t incapacitated. Each
| |
| creature that starts its turn within 20 feet of the
| |
| mouther and can hear the gibbering must succeed on a
| |
| DC 10 Wisdom saving throw. On a failure, the creature
| |
| can’t take reactions until the start of its next turn and
| |
| rolls a d8 to determine what it does during its turn. On
| |
| a 1 to 4, the creature does nothing. On a 5 or 6, the
| |
| creature takes no action or bonus action and uses all its
| |
| movement to move in a randomly determined
| |
| direction. On a 7 or 8, the creature makes a melee
| |
| attack against a randomly determined creature within
| |
| its reach or does nothing if it can’t make such an attack.
| |
| Actions
| |
| Multiattack. The gibbering mouther makes one bite
| |
| attack and, if it can, uses its Blinding Spittle.
| |
| Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| creature. Hit: 17 (5d6) piercing damage. If the target is
| |
| Medium or smaller, it must succeed on a DC 10
| |
| Strength saving throw or be knocked prone. If the
| |
| target is killed by this damage, it is absorbed into the
| |
| mouther.
| |
| Blinding Spittle (Recharge 5–6). The mouther spits a
| |
| chemical glob at a point it can see within 15 feet of it.
| |
| The glob explodes in a blinding flash of light on impact.
| |
| Each creature within 5 feet of the flash must succeed
| |
| on a DC 13 Dexterity saving throw or be blinded until
| |
| the end of the mouther’s next turn.
| |
| Gnoll
| |
| Medium humanoid (gnoll), chaotic evil
| |
| Armor Class 15 (hide armor, shield)
| |
| Hit Points 22 (5d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 12 (+1) 11 (+0) 6 (−2) 10 (+0) 7 (−2)
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Gnoll
| |
| Challenge 1/2 (100 XP)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 315
| |
| Rampage. When the gnoll reduces a creature to 0 hit
| |
| points with a melee attack on its turn, the gnoll can
| |
| take a bonus action to move up to half its speed and
| |
| make a bite attack.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 4 (1d4 + 2) piercing damage.
| |
| Spear. Melee or Ranged Weapon Attack: +4 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +
| |
| 2) piercing damage, or 6 (1d8 + 2) piercing damage if
| |
| used with two hands to make a melee attack.
| |
| Longbow. Ranged Weapon Attack: +3 to hit, range
| |
| 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
| |
| damage.
| |
| Gnome, Deep (Svirfneblin)
| |
| Small humanoid (gnome), neutral good
| |
| Armor Class 15 (chain shirt)
| |
| Hit Points 16 (3d6 + 6)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 9 (−1)
| |
| Skills Investigation +3, Perception +2, Stealth +4
| |
| Senses darkvision 120 ft., passive Perception 12
| |
| Languages Gnomish, Terran, Undercommon
| |
| Challenge 1/2 (100 XP)
| |
| Stone Camouflage. The gnome has advantage on
| |
| Dexterity (Stealth) checks made to hide in rocky terrain.
| |
| Gnome Cunning. The gnome has advantage on
| |
| Intelligence, Wisdom, and Charisma saving throws
| |
| against magic.
| |
| Innate Spellcasting. The gnome’s innate spellcasting
| |
| ability is Intelligence (spell save DC 11). It can innately
| |
| cast the following spells, requiring no material
| |
| components:
| |
| At will: nondetection (self only)
| |
| 1/day each: blindness/deafness, blur, disguise self
| |
| Actions
| |
| War Pick. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 6 (1d8 + 2) piercing damage.
| |
| Poisoned Dart. Ranged Weapon Attack: +4 to hit,
| |
| range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing
| |
| damage, and the target must succeed on a DC 12
| |
| Constitution saving throw or be poisoned for 1 minute.
| |
| The target can repeat the saving throw at the end of
| |
| each of its turns, ending the effect on itself on a
| |
| success.
| |
| Goblin
| |
| Small humanoid (goblinoid), neutral evil
| |
| Armor Class 15 (leather armor, shield)
| |
| Hit Points 7 (2d6)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1)
| |
| Skills Stealth +6
| |
| Senses darkvision 60 ft., passive Perception 9
| |
| Languages Common, Goblin
| |
| Challenge 1/4 (50 XP)
| |
| Nimble Escape. The goblin can take the Disengage or
| |
| Hide action as a bonus action on each of its turns.
| |
| Actions
| |
| Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 5 (1d6 + 2) slashing damage.
| |
| Shortbow. Ranged Weapon Attack: +4 to hit, range
| |
| 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Golems
| |
| Clay Golem
| |
| Large construct, unaligned
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 133 (14d10 + 56)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 20 (+5) 9 (−1) 18 (+4) 3 (−4) 8 (−1) 1 (−5)
| |
| Damage Immunities acid, poison, psychic; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks that
| |
| aren’t adamantine
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| paralyzed, petrified, poisoned
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 316
| |
| Senses darkvision 60 ft., passive Perception 9
| |
| Languages understands the languages of its creator but
| |
| can’t speak
| |
| Challenge 9 (5,000 XP)
| |
| Acid Absorption. Whenever the golem is subjected to
| |
| acid damage, it takes no damage and instead regains a
| |
| number of hit points equal to the acid damage dealt.
| |
| Berserk. Whenever the golem starts its turn with 60 hit
| |
| points or fewer, roll a d6. On a 6, the golem goes
| |
| berserk. On each of its turns while berserk, the golem
| |
| attacks the nearest creature it can see. If no creature is
| |
| near enough to move to and attack, the golem attacks
| |
| an object, with preference for an object smaller than
| |
| itself. Once the golem goes berserk, it continues to do
| |
| so until it is destroyed or regains all its hit points.
| |
| Immutable Form. The golem is immune to any spell or
| |
| effect that would alter its form.
| |
| Magic Resistance. The golem has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Magic Weapons. The golem’s weapon attacks are
| |
| magical.
| |
| Actions
| |
| Multiattack. The golem makes two slam attacks.
| |
| Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| target. Hit: 16 (2d10 + 5) bludgeoning damage. If the
| |
| target is a creature, it must succeed on a DC 15
| |
| Constitution saving throw or have its hit point
| |
| maximum reduced by an amount equal to the damage
| |
| taken. The target dies if this attack reduces its hit point
| |
| maximum to 0. The reduction lasts until removed by
| |
| the greater restoration spell or other magic.
| |
| Haste (Recharge 5–6). Until the end of its next turn,
| |
| the golem magically gains a +2 bonus to its AC, has
| |
| advantage on Dexterity saving throws, and can use its
| |
| slam attack as a bonus action.
| |
| Flesh Golem
| |
| Medium construct, neutral
| |
| Armor Class 9
| |
| Hit Points 93 (11d8 + 44)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 9 (−1) 18 (+4) 6 (−2) 10 (+0) 5 (−3)
| |
| Damage Immunities lightning, poison; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks that
| |
| aren’t adamantine
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| paralyzed, petrified, poisoned
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages understands the languages of its creator but
| |
| can’t speak
| |
| Challenge 5 (1,800 XP)
| |
| Berserk. Whenever the golem starts its turn with 40 hit
| |
| points or fewer, roll a d6. On a 6, the golem goes
| |
| berserk. On each of its turns while berserk, the golem
| |
| attacks the nearest creature it can see. If no creature is
| |
| near enough to move to and attack, the golem attacks
| |
| an object, with preference for an object smaller than
| |
| itself. Once the golem goes berserk, it continues to do
| |
| so until it is destroyed or regains all its hit points.
| |
| The golem’s creator, if within 60 feet of the berserk
| |
| golem, can try to calm it by speaking firmly and
| |
| persuasively. The golem must be able to hear its
| |
| creator, who must take an action to make a DC 15
| |
| Charisma (Persuasion) check. If the check succeeds, the
| |
| golem ceases being berserk. If it takes damage while
| |
| still at 40 hit points or fewer, the golem might go
| |
| berserk again.
| |
| Aversion of Fire. If the golem takes fire damage, it has
| |
| disadvantage on attack rolls and ability checks until the
| |
| end of its next turn.
| |
| Immutable Form. The golem is immune to any spell or
| |
| effect that would alter its form.
| |
| Lightning Absorption. Whenever the golem is
| |
| subjected to lightning damage, it takes no damage and
| |
| instead regains a number of hit points equal to the
| |
| lightning damage dealt.
| |
| Magic Resistance. The golem has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Magic Weapons. The golem’s weapon attacks are
| |
| magical.
| |
| Actions
| |
| Multiattack. The golem makes two slam attacks.
| |
| Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) bludgeoning damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 317
| |
| Iron Golem
| |
| Large construct, unaligned
| |
| Armor Class 20 (natural armor)
| |
| Hit Points 210 (20d10 + 100)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 24 (+7) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5)
| |
| Damage Immunities fire, poison, psychic; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks that
| |
| aren’t adamantine
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| paralyzed, petrified, poisoned
| |
| Senses darkvision 120 ft., passive Perception 10
| |
| Languages understands the languages of its creator but
| |
| can’t speak
| |
| Challenge 16 (15,000 XP)
| |
| Fire Absorption. Whenever the golem is subjected to
| |
| fire damage, it takes no damage and instead regains a
| |
| number of hit points equal to the fire damage dealt.
| |
| Immutable Form. The golem is immune to any spell or
| |
| effect that would alter its form.
| |
| Magic Resistance. The golem has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Magic Weapons. The golem’s weapon attacks are
| |
| magical.
| |
| Actions
| |
| Multiattack. The golem makes two melee attacks.
| |
| Slam. Melee Weapon Attack: +13 to hit, reach 5 ft.,
| |
| one target. Hit: 20 (3d8 + 7) bludgeoning damage.
| |
| Sword. Melee Weapon Attack: +13 to hit, reach 10 ft.,
| |
| one target. Hit: 23 (3d10 + 7) slashing damage.
| |
| Poison Breath (Recharge 6). The golem exhales
| |
| poisonous gas in a 15-‐foot cone. Each creature in that
| |
| area must make a DC 19 Constitution saving throw,
| |
| taking 45 (10d8) poison damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Stone Golem
| |
| Large construct, unaligned
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 178 (17d10 + 85)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 22 (+6) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5)
| |
| Damage Immunities poison, psychic; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks that
| |
| aren’t adamantine
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| paralyzed, petrified, poisoned
| |
| Senses darkvision 120 ft., passive Perception 10
| |
| Languages understands the languages of its creator but
| |
| can’t speak
| |
| Challenge 10 (5,900 XP)
| |
| Immutable Form. The golem is immune to any spell or
| |
| effect that would alter its form.
| |
| Magic Resistance. The golem has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Magic Weapons. The golem’s weapon attacks are
| |
| magical.
| |
| Actions
| |
| Multiattack. The golem makes two slam attacks.
| |
| Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one target. Hit: 19 (3d8 + 6) bludgeoning damage.
| |
| Slow (Recharge 5–6). The golem targets one or more
| |
| creatures it can see within 10 feet of it. Each target
| |
| must make a DC 17 Wisdom saving throw against this
| |
| magic. On a failed save, a target can’t use reactions, its
| |
| speed is halved, and it can’t make more than one
| |
| attack on its turn. In addition, the target can take
| |
| either an action or a bonus action on its turn, not both.
| |
| These effects last for 1 minute. A target can repeat the
| |
| saving throw at the end of each of its turns, ending the
| |
| effect on itself on a success.
| |
| Gorgon
| |
| Large monstrosity, unaligned
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 114 (12d10 + 48)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 20 (+5) 11 (+0) 18 (+4) 2 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +4
| |
| Condition Immunities petrified
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 318
| |
| Languages —
| |
| Challenge 5 (1,800 XP)
| |
| Trampling Charge. If the gorgon moves at least 20 feet
| |
| straight toward a creature and then hits it with a gore
| |
| attack on the same turn, that target must succeed on a
| |
| DC 16 Strength saving throw or be knocked prone. If
| |
| the target is prone, the gorgon can make one attack
| |
| with its hooves against it as a bonus action.
| |
| Actions
| |
| Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| target. Hit: 18 (2d12 + 5) piercing damage.
| |
| Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft.,
| |
| one target. Hit: 16 (2d10 + 5) bludgeoning damage.
| |
| Petrifying Breath (Recharge 5–6). The gorgon exhales
| |
| petrifying gas in a 30-‐foot cone. Each creature in that
| |
| area must succeed on a DC 13 Constitution saving
| |
| throw. On a failed save, a target begins to turn to stone
| |
| and is restrained. The restrained target must repeat
| |
| the saving throw at the end of its next turn. On a
| |
| success, the effect ends on the target. On a failure, the
| |
| target is petrified until freed by the greater restoration
| |
| spell or other magic.
| |
| Grick
| |
| Medium monstrosity, neutral
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 27 (6d8)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 14 (+2) 11 (+0) 3 (−4) 14 (+2) 5 (−3)
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Senses darkvision 60 ft., passive Perception 12
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Stone Camouflage. The grick has advantage on
| |
| Dexterity (Stealth) checks made to hide in rocky terrain.
| |
| Actions
| |
| Multiattack. The grick makes one attack with its
| |
| tentacles. If that attack hits, the grick can make one
| |
| beak attack against the same target.
| |
| Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 9 (2d6 + 2) slashing damage.
| |
| Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Griffon
| |
| Large monstrosity, unaligned
| |
| Armor Class 12
| |
| Hit Points 59 (7d10 + 21)
| |
| Speed 30 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1)
| |
| Skills Perception +5
| |
| Senses darkvision 60 ft., passive Perception 15
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Keen Sight. The griffon has advantage on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Multiattack. The griffon makes two attacks: one with
| |
| its beak and one with its claws.
| |
| Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 8 (1d8 + 4) piercing damage.
| |
| Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Grimlock
| |
| Medium humanoid (grimlock), neutral evil
| |
| Armor Class 11
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 12 (+1) 12 (+1) 9 (−1) 8 (−1) 6 (−2)
| |
| Skills Athletics +5, Perception +3, Stealth +3
| |
| Condition Immunities blinded
| |
| Senses blindsight 30 ft. or 10 ft. while deafened (blind
| |
| beyond this radius), passive Perception 13
| |
| Languages Undercommon
| |
| Challenge 1/4 (50 XP)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 319
| |
| Blind Senses. The grimlock can’t use its blindsight while
| |
| deafened and unable to smell.
| |
| Keen Hearing and Smell. The grimlock has advantage
| |
| on Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Stone Camouflage. The grimlock has advantage on
| |
| Dexterity (Stealth) checks made to hide in rocky terrain.
| |
| Actions
| |
| Spiked Bone Club. Melee Weapon Attack: +5 to hit,
| |
| reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning
| |
| damage plus 2 (1d4) piercing damage.
| |
| Monsters (H)
| |
| Hags
| |
| Green Hag
| |
| Medium fey, neutral evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 82 (11d8 + 33)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)
| |
| Skills Arcana +3, Deception +4, Perception +4, Stealth
| |
| +3
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages Common, Draconic, Sylvan
| |
| Challenge 3 (700 XP)
| |
| Amphibious. The hag can breathe air and water.
| |
| Innate Spellcasting. The hag’s innate spellcasting
| |
| ability is Charisma (spell save DC 12). She can innately
| |
| cast the following spells, requiring no material
| |
| components:
| |
| At will: dancing lights, minor illusion, vicious mockery
| |
| Mimicry. The hag can mimic animal sounds and
| |
| humanoid voices. A creature that hears the sounds can
| |
| tell they are imitations with a successful DC 14 Wisdom
| |
| (Insight) check.
| |
| Actions
| |
| Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) slashing damage.
| |
| Illusory Appearance. The hag covers herself and
| |
| anything she is wearing or carrying with a magical
| |
| illusion that makes her look like another creature of
| |
| her general size and humanoid shape. The illusion ends
| |
| if the hag takes a bonus action to end it or if she dies.
| |
| The changes wrought by this effect fail to hold up to
| |
| physical inspection. For example, the hag could appear
| |
| to have smooth skin, but someone touching her would
| |
| feel her rough flesh. Otherwise, a creature must take
| |
| an action to visually inspect the illusion and succeed on
| |
| a DC 20 Intelligence (Investigation) check to discern
| |
| that the hag is disguised.
| |
| Invisible Passage. The hag magically turns invisible
| |
| until she attacks or casts a spell, or until her
| |
| concentration ends (as if concentrating on a spell).
| |
| While invisible, she leaves no physical evidence of her
| |
| passage, so she can be tracked only by magic. Any
| |
| equipment she wears or carries is invisible with her.
| |
| Night Hag
| |
| Medium fiend, neutral evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 112 (15d8 + 45)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)
| |
| Skills Deception +7, Insight +6, Perception +6, Stealth
| |
| +6
| |
| Damage Resistances cold, fire; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks not made with
| |
| silvered weapons
| |
| Condition Immunities charmed
| |
| Senses darkvision 120 ft., passive Perception 16
| |
| Languages Abyssal, Common, Infernal, Primordial
| |
| Challenge 5 (1,800 XP)
| |
| Innate Spellcasting. The hag’s innate spellcasting
| |
| ability is Charisma (spell save DC 14, +6 to hit with spell
| |
| attacks). She can innately cast the following spells,
| |
| requiring no material components:
| |
| At will: detect magic, magic missile
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 320
| |
| 2/day each: plane shift (self only), ray of enfeeblement,
| |
| sleep
| |
| Magic Resistance. The hag has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Claws (Hag Form Only). Melee Weapon Attack: +7 to
| |
| hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing
| |
| damage.
| |
| Change Shape. The hag magically polymorphs into a
| |
| Small or Medium female humanoid, or back into her
| |
| true form. Her statistics are the same in each form. Any
| |
| equipment she is wearing or carrying isn’t transformed.
| |
| She reverts to her true form if she dies.
| |
| Etherealness. The hag magically enters the Ethereal
| |
| Plane from the Material Plane, or vice versa. To do so,
| |
| the hag must have a heartstone in her possession.
| |
| Nightmare Haunting (1/Day). While on the Ethereal
| |
| Plane, the hag magically touches a sleeping humanoid
| |
| on the Material Plane. A protection from evil and good
| |
| spell cast on the target prevents this contact, as does a
| |
| magic circle. As long as the contact persists, the target
| |
| has dreadful visions. If these visions last for at least 1
| |
| hour, the target gains no benefit from its rest, and its
| |
| hit point maximum is reduced by 5 (1d10). If this effect
| |
| reduces the target’s hit point maximum to 0, the target
| |
| dies, and if the target was evil, its soul is trapped in the
| |
| hag’s soul bag. The reduction to the target’s hit point
| |
| maximum lasts until removed by the greater
| |
| restoration spell or similar magic.
| |
| Sea Hag
| |
| Medium fey, chaotic evil
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 52 (7d8 + 21)
| |
| Speed 30 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 13 (+1)
| |
| Senses darkvision 60 ft., passive Perception 11
| |
| Languages Aquan, Common, Giant
| |
| Challenge 2 (450 XP)
| |
| Amphibious. The hag can breathe air and water.
| |
| Horrific Appearance. Any humanoid that starts its turn
| |
| within 30 feet of the hag and can see the hag’s true
| |
| form must make a DC 11 Wisdom saving throw. On a
| |
| failed save, the creature is frightened for 1 minute. A
| |
| creature can repeat the saving throw at the end of
| |
| each of its turns, with disadvantage if the hag is within
| |
| line of sight, ending the effect on itself on a success. If
| |
| a creature’s saving throw is successful or the effect
| |
| ends for it, the creature is immune to the hag’s Horrific
| |
| Appearance for the next 24 hours.
| |
| Unless the target is surprised or the revelation of the
| |
| hag’s true form is sudden, the target can avert its eyes
| |
| and avoid making the initial saving throw. Until the
| |
| start of its next turn, a creature that averts its eyes has
| |
| disadvantage on attack rolls against the hag.
| |
| Actions
| |
| Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) slashing damage.
| |
| Death Glare. The hag targets one frightened creature
| |
| she can see within 30 feet of her. If the target can see
| |
| the hag, it must succeed on a DC 11 Wisdom saving
| |
| throw against this magic or drop to 0 hit points.
| |
| Illusory Appearance. The hag covers herself and
| |
| anything she is wearing or carrying with a magical
| |
| illusion that makes her look like an ugly creature of her
| |
| general size and humanoid shape. The effect ends if
| |
| the hag takes a bonus action to end it or if she dies.
| |
| The changes wrought by this effect fail to hold up to
| |
| physical inspection. For example, the hag could appear
| |
| to have no claws, but someone touching her hand
| |
| might feel the claws. Otherwise, a creature must take
| |
| an action to visually inspect the illusion and succeed on
| |
| a DC 16 Intelligence (Investigation) check to discern
| |
| that the hag is disguised.
| |
| Half-Dragon Template
| |
| A beast, humanoid, giant, or monstrosity can become
| |
| a half-‐‑dragon. It keeps its statistics, except as follows.
| |
| Challenge. To avoid recalculating the creature’s
| |
| challenge rating, apply the template only to a
| |
| creature that meets the optional prerequisite in the
| |
| Breath Weapon table below. Otherwise, recalculate
| |
| the rating after you apply the template.
| |
| Senses. The half-‐‑dragon gains blindsight with a
| |
| radius of 10 feet and darkvision with a radius of 60
| |
| feet.
| |
| Resistances. The half-‐‑dragon gains resistance to a
| |
| type of damage based on its color.
| |
| Color Damage Resistance
| |
| Black or copper Acid
| |
| Blue or bronze Lightning
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 321
| |
| Brass, gold, or red Fire
| |
| Green Poison
| |
| Silver or white Cold
| |
| Languages. The half-‐‑dragon speaks Draconic in
| |
| addition to any other languages it knows.
| |
| New Action: Breath Weapon. The half-‐‑dragon has
| |
| the breath weapon of its dragon half. The half-‐‑
| |
| dragon’s size determines how this action functions.
| |
| Size Breath Weapon
| |
| Optional
| |
| Prerequisite
| |
| Large or
| |
| smaller
| |
| As a wyrmling Challenge 2 or higher
| |
| Huge As a young dragon Challenge 7 or higher
| |
| Gargantuan As an adult dragon Challenge 8 or higher
| |
| Half-‐Red Dragon Veteran
| |
| Medium humanoid (human), any alignment
| |
| Armor Class 18 (plate)
| |
| Hit Points 65 (10d8 + 20)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
| |
| Skills Athletics +5, Perception +2
| |
| Damage Resistances fire
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 12
| |
| Languages Common, Draconic
| |
| Challenge 5 (1,800 XP)
| |
| Actions
| |
| Multiattack. The veteran makes two longsword attacks.
| |
| If it has a shortsword drawn, it can also make a
| |
| shortsword attack.
| |
| Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
| |
| + 3) slashing damage if used with two hands.
| |
| Shortsword. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 6 (1d6 + 3) piercing damage.
| |
| Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
| |
| range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
| |
| damage.
| |
| Fire Breath (Recharge 5–6). The veteran exhales fire in
| |
| a 15-‐foot cone. Each creature in that area must make a
| |
| DC 15 Dexterity saving throw, taking 24 (7d6) fire
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| Harpy
| |
| Medium monstrosity, chaotic evil
| |
| Armor Class 11
| |
| Hit Points 38 (7d8 + 7)
| |
| Speed 20 ft., fly 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 13 (+1) 12 (+1) 7 (−2) 10 (+0) 13 (+1)
| |
| Senses passive Perception 10
| |
| Languages Common
| |
| Challenge 1 (200 XP)
| |
| Actions
| |
| Multiattack. The harpy makes two attacks: one with its
| |
| claws and one with its club.
| |
| Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 6 (2d4 + 1) slashing damage.
| |
| Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 3 (1d4 + 1) bludgeoning damage.
| |
| Luring Song. The harpy sings a magical melody. Every
| |
| humanoid and giant within 300 feet of the harpy that
| |
| can hear the song must succeed on a DC 11 Wisdom
| |
| saving throw or be charmed until the song ends. The
| |
| harpy must take a bonus action on its subsequent turns
| |
| to continue singing. It can stop singing at any time. The
| |
| song ends if the harpy is incapacitated.
| |
| While charmed by the harpy, a target is
| |
| incapacitated and ignores the songs of other harpies. If
| |
| the charmed target is more than 5 feet away from the
| |
| harpy, the target must move on its turn toward the
| |
| harpy by the most direct route, trying to get within 5
| |
| feet. It doesn’t avoid opportunity attacks, but before
| |
| moving into damaging terrain, such as lava or a pit, and
| |
| whenever it takes damage from a source other than
| |
| the harpy, the target can repeat the saving throw. A
| |
| charmed target can also repeat the saving throw at the
| |
| end of each of its turns. If the saving throw is
| |
| successful, the effect ends on it.
| |
| A target that successfully saves is immune to this
| |
| harpy’s song for the next 24 hours.
| |
| Hell Hound
| |
| Medium fiend, lawful evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 45 (7d8 + 14)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 322
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 12 (+1) 14 (+2) 6 (−2) 13 (+1) 6 (−2)
| |
| Skills Perception +5
| |
| Damage Immunities fire
| |
| Senses darkvision 60 ft., passive Perception 15
| |
| Languages understands Infernal but can’t speak it
| |
| Challenge 3 (700 XP)
| |
| Keen Hearing and Smell. The hound has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Pack Tactics. The hound has advantage on an attack
| |
| roll against a creature if at least one of the hound’s
| |
| allies is within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire
| |
| damage.
| |
| Fire Breath (Recharge 5–6). The hound exhales fire in a
| |
| 15-‐foot cone. Each creature in that area must make a
| |
| DC 12 Dexterity saving throw, taking 21 (6d6) fire
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| Hippogriff
| |
| Large monstrosity, unaligned
| |
| Armor Class 11
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 40 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 13 (+1) 13 (+1) 2 (−4) 12 (+1) 8 (−1)
| |
| Skills Perception +5
| |
| Senses passive Perception 15
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Keen Sight. The hippogriff has advantage on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Multiattack. The hippogriff makes two attacks: one
| |
| with its beak and one with its claws.
| |
| Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 8 (1d10 + 3) piercing damage.
| |
| Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) slashing damage.
| |
| Hobgoblin
| |
| Medium humanoid (goblinoid), lawful evil
| |
| Armor Class 18 (chain mail, shield)
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1)
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Common, Goblin
| |
| Challenge 1/2 (100 XP)
| |
| Martial Advantage. Once per turn, the hobgoblin can
| |
| deal an extra 7 (2d6) damage to a creature it hits with a
| |
| weapon attack if that creature is within 5 feet of an ally
| |
| of the hobgoblin that isn’t incapacitated.
| |
| Actions
| |
| Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
| |
| one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10
| |
| + 1) slashing damage if used with two hands.
| |
| Longbow. Ranged Weapon Attack: +3 to hit, range
| |
| 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing
| |
| damage.
| |
| Homunculus
| |
| Tiny construct, neutral
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 5 (2d4)
| |
| Speed 20 ft., fly 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 4 (−3) 15 (+2) 11 (+0) 10 (+0) 10 (+0) 7 (−2)
| |
| Damage Immunities poison
| |
| Condition Immunities charmed, poisoned
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 323
| |
| Languages understands the languages of its creator but
| |
| can’t speak
| |
| Challenge 0 (10 XP)
| |
| Telepathic Bond. While the homunculus is on the same
| |
| plane of existence as its master, it can magically convey
| |
| what it senses to its master, and the two can
| |
| communicate telepathically.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 1 piercing damage, and the target must
| |
| succeed on a DC 10 Constitution saving throw or be
| |
| poisoned for 1 minute. If the saving throw fails by 5 or
| |
| more, the target is instead poisoned for 5 (1d10)
| |
| minutes and unconscious while poisoned in this way.
| |
| Hydra
| |
| Huge monstrosity, unaligned
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 172 (15d12 + 75)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 20 (+5) 12 (+1) 20 (+5) 2 (−4) 10 (+0) 7 (−2)
| |
| Skills Perception +6
| |
| Senses darkvision 60 ft., passive Perception 16
| |
| Languages —
| |
| Challenge 8 (3,900 XP)
| |
| Hold Breath. The hydra can hold its breath for 1 hour.
| |
| Multiple Heads. The hydra has five heads. While it has
| |
| more than one head, the hydra has advantage on
| |
| saving throws against being blinded, charmed,
| |
| deafened, frightened, stunned, and knocked
| |
| unconscious.
| |
| Whenever the hydra takes 25 or more damage in a
| |
| single turn, one of its heads dies. If all its heads die, the
| |
| hydra dies.
| |
| At the end of its turn, it grows two heads for each of
| |
| its heads that died since its last turn, unless it has taken
| |
| fire damage since its last turn. The hydra regains 10 hit
| |
| points for each head regrown in this way.
| |
| Reactive Heads. For each head the hydra has beyond
| |
| one, it gets an extra reaction that can be used only for
| |
| opportunity attacks.
| |
| Wakeful. While the hydra sleeps, at least one of its
| |
| heads is awake.
| |
| Actions
| |
| Multiattack. The hydra makes as many bite attacks as
| |
| it has heads.
| |
| Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
| |
| target. Hit: 10 (1d10 + 5) piercing damage.
| |
| Monsters (I)
| |
| Invisible Stalker
| |
| Medium elemental, neutral
| |
| Armor Class 14
| |
| Hit Points 104 (16d8 + 32)
| |
| Speed 50 ft., fly 50 ft. (hover)
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)
| |
| Skills Perception +8, Stealth +10
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, grappled, paralyzed,
| |
| petrified, poisoned, prone, restrained, unconscious
| |
| Senses darkvision 60 ft., passive Perception 18
| |
| Languages Auran, understands Common but doesn’t
| |
| speak it
| |
| Challenge 6 (2,300 XP)
| |
| Invisibility. The stalker is invisible.
| |
| Faultless Tracker. The stalker is given a quarry by its
| |
| summoner. The stalker knows the direction and
| |
| distance to its quarry as long as the two of them are on
| |
| the same plane of existence. The stalker also knows the
| |
| location of its summoner.
| |
| Actions
| |
| Multiattack. The stalker makes two slam attacks.
| |
| Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) bludgeoning damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 324
| |
| Monsters (K)
| |
| Kobold
| |
| Small humanoid (kobold), lawful evil
| |
| Armor Class 12
| |
| Hit Points 5 (2d6 − 2)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 7 (−2) 15 (+2) 9 (−1) 8 (−1) 7 (−2) 8 (−1)
| |
| Senses darkvision 60 ft., passive Perception 8
| |
| Languages Common, Draconic
| |
| Challenge 1/8 (25 XP)
| |
| Sunlight Sensitivity. While in sunlight, the kobold has
| |
| disadvantage on attack rolls, as well as on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Pack Tactics. The kobold has advantage on an attack
| |
| roll against a creature if at least one of the kobold’s
| |
| allies is within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 4 (1d4 + 2) piercing damage.
| |
| Sling. Ranged Weapon Attack: +4 to hit, range 30/120
| |
| ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
| |
| Kraken
| |
| Gargantuan monstrosity (titan), chaotic evil
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 472 (27d20 + 189)
| |
| Speed 20 ft., swim 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)
| |
| Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis
| |
| +11
| |
| Damage Immunities lightning; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Condition Immunities frightened, paralyzed
| |
| Senses truesight 120 ft., passive Perception 14
| |
| Languages understands Abyssal, Celestial, Infernal, and
| |
| Primordial but can’t speak, telepathy 120 ft.
| |
| Challenge 23 (50,000 XP)
| |
| Amphibious. The kraken can breathe air and water.
| |
| Freedom of Movement. The kraken ignores difficult
| |
| terrain, and magical effects can’t reduce its speed or
| |
| cause it to be restrained. It can spend 5 feet of
| |
| movement to escape from nonmagical restraints or
| |
| being grappled.
| |
| Siege Monster. The kraken deals double damage to
| |
| objects and structures.
| |
| Actions
| |
| Multiattack. The kraken makes three tentacle attacks,
| |
| each of which it can replace with one use of Fling.
| |
| Bite. Melee Weapon Attack: +17 to hit, reach 5 ft., one
| |
| target. Hit: 23 (3d8 + 10) piercing damage. If the target
| |
| is a Large or smaller creature grappled by the kraken,
| |
| that creature is swallowed, and the grapple ends.
| |
| While swallowed, the creature is blinded and
| |
| restrained, it has total cover against attacks and other
| |
| effects outside the kraken, and it takes 42 (12d6) acid
| |
| damage at the start of each of the kraken’s turns.
| |
| If the kraken takes 50 damage or more on a single
| |
| turn from a creature inside it, the kraken must succeed
| |
| on a DC 25 Constitution saving throw at the end of that
| |
| turn or regurgitate all swallowed creatures, which fall
| |
| prone in a space within 10 feet of the kraken. If the
| |
| kraken dies, a swallowed creature is no longer
| |
| restrained by it and can escape from the corpse using
| |
| 15 feet of movement, exiting prone.
| |
| Tentacle. Melee Weapon Attack: +17 to hit, reach 30 ft.,
| |
| one target. Hit: 20 (3d6 + 10) bludgeoning damage, and
| |
| the target is grappled (escape DC 18). Until this grapple
| |
| ends, the target is restrained. The kraken has ten
| |
| tentacles, each of which can grapple one target.
| |
| Fling. One Large or smaller object held or creature
| |
| grappled by the kraken is thrown up to 60 feet in a
| |
| random direction and knocked prone. If a thrown
| |
| target strikes a solid surface, the target takes 3 (1d6)
| |
| bludgeoning damage for every 10 feet it was thrown. If
| |
| the target is thrown at another creature, that creature
| |
| must succeed on a DC 18 Dexterity saving throw or
| |
| take the same damage and be knocked prone.
| |
| Lightning Storm. The kraken magically creates three
| |
| bolts of lightning, each of which can strike a target the
| |
| kraken can see within 120 feet of it. A target must
| |
| make a DC 23 Dexterity saving throw, taking 22 (4d10)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 325
| |
| lightning damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Legendary Actions
| |
| The kraken can take 3 legendary actions, choosing from
| |
| the options below. Only one legendary action option
| |
| can be used at a time and only at the end of another
| |
| creature’s turn. The kraken regains spent legendary
| |
| actions at the start of its turn.
| |
| Tentacle Attack or Fling. The kraken makes one
| |
| tentacle attack or uses its Fling.
| |
| Lightning Storm (Costs 2 Actions). The kraken uses
| |
| Lightning Storm.
| |
| Ink Cloud (Costs 3 Actions). While underwater, the
| |
| kraken expels an ink cloud in a 60-‐foot radius. The
| |
| cloud spreads around corners, and that area is
| |
| heavily obscured to creatures other than the kraken.
| |
| Each creature other than the kraken that ends its
| |
| turn there must succeed on a DC 23 Constitution
| |
| saving throw, taking 16 (3d10) poison damage on a
| |
| failed save, or half as much damage on a successful
| |
| one. A strong current disperses the cloud, which
| |
| otherwise disappears at the end of the kraken’s next
| |
| turn.
| |
| Monsters (L)
| |
| Lamia
| |
| Large monstrosity, chaotic evil
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 97 (13d10 + 26)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 13 (+1) 15 (+2) 14 (+2) 15 (+2) 16 (+3)
| |
| Skills Deception +7, Insight +4, Stealth +3
| |
| Senses darkvision 60 ft., passive Perception 12
| |
| Languages Abyssal, Common
| |
| Challenge 4 (1,100 XP)
| |
| Innate Spellcasting. The lamia’s innate spellcasting
| |
| ability is Charisma (spell save DC 13). It can innately
| |
| cast the following spells, requiring no material
| |
| components.
| |
| At will: disguise self (any humanoid form), major image
| |
| 3/day each: charm person, mirror image, scrying,
| |
| suggestion
| |
| 1/day: geas
| |
| Actions
| |
| Multiattack. The lamia makes two attacks: one with its
| |
| claws and one with its dagger or Intoxicating Touch.
| |
| Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 14 (2d10 + 3) slashing damage.
| |
| Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 5 (1d4 + 3) piercing damage.
| |
| Intoxicating Touch. Melee Spell Attack: +5 to hit, reach
| |
| 5 ft., one creature. Hit: The target is magically cursed
| |
| for 1 hour. Until the curse ends, the target has
| |
| disadvantage on Wisdom saving throws and all ability
| |
| checks.
| |
| Lich
| |
| Medium undead, any evil alignment
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 135 (18d8 + 54)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 16 (+3) 16 (+3) 20 (+5) 14 (+2) 16 (+3)
| |
| Saving Throws Con +10, Int +12, Wis +9
| |
| Skills Arcana +18, History +12, Insight +9, Perception +9
| |
| Damage Resistances cold, lightning, necrotic
| |
| Damage Immunities poison; bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| paralyzed, poisoned
| |
| Senses truesight 120 ft., passive Perception 19
| |
| Languages Common plus up to five other languages
| |
| Challenge 21 (33,000 XP)
| |
| Legendary Resistance (3/Day). If the lich fails a saving
| |
| throw, it can choose to succeed instead.
| |
| Rejuvenation. If it has a phylactery, a destroyed lich
| |
| gains a new body in 1d10 days, regaining all its hit
| |
| points and becoming active again. The new body
| |
| appears within 5 feet of the phylactery.
| |
| Spellcasting. The lich is an 18th-‐level spellcaster. Its
| |
| spellcasting ability is Intelligence (spell save DC 20, +12
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 326
| |
| to hit with spell attacks). The lich has the following
| |
| wizard spells prepared:
| |
| Cantrips (at will): mage hand, prestidigitation, ray of
| |
| frost
| |
| 1st level (4 slots): detect magic, magic missile, shield,
| |
| thunderwave
| |
| 2nd level (3 slots): acid arrow, detect thoughts,
| |
| invisibility, mirror image
| |
| 3rd level (3 slots): animate dead, counterspell, dispel
| |
| magic, fireball
| |
| 4th level (3 slots): blight, dimension door
| |
| 5th level (3 slots): cloudkill, scrying
| |
| 6th level (1 slot): disintegrate, globe of invulnerability
| |
| 7th level (1 slot): finger of death, plane shift
| |
| 8th level (1 slot): dominate monster, power word stun
| |
| 9th level (1 slot): power word kill
| |
| Turn Resistance. The lich has advantage on saving
| |
| throws against any effect that turns undead.
| |
| Actions
| |
| Paralyzing Touch. Melee Spell Attack: +12 to hit, reach
| |
| 5 ft., one creature. Hit: 10 (3d6) cold damage. The
| |
| target must succeed on a DC 18 Constitution saving
| |
| throw or be paralyzed for 1 minute. The target can
| |
| repeat the saving throw at the end of each of its turns,
| |
| ending the effect on itself on a success.
| |
| Legendary Actions
| |
| The lich can take 3 legendary actions, choosing from
| |
| the options below. Only one legendary action option
| |
| can be used at a time and only at the end of another
| |
| creature’s turn. The lich regains spent legendary
| |
| actions at the start of its turn.
| |
| Cantrip. The lich casts a cantrip.
| |
| Paralyzing Touch (Costs 2 Actions). The lich uses its
| |
| Paralyzing Touch.
| |
| Frightening Gaze (Costs 2 Actions). The lich fixes its
| |
| gaze on one creature it can see within 10 feet of it.
| |
| The target must succeed on a DC 18 Wisdom saving
| |
| throw against this magic or become frightened for 1
| |
| minute. The frightened target can repeat the saving
| |
| throw at the end of each of its turns, ending the
| |
| effect on itself on a success. If a target’s saving throw
| |
| is successful or the effect ends for it, the target is
| |
| immune to the lich’s gaze for the next 24 hours.
| |
| Disrupt Life (Costs 3 Actions). Each non-‐undead
| |
| creature within 20 feet of the lich must make a DC
| |
| 18 Constitution saving throw against this magic,
| |
| taking 21 (6d6) necrotic damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Lizardfolk
| |
| Medium humanoid (lizardfolk), neutral
| |
| Armor Class 15 (natural armor, shield)
| |
| Hit Points 22 (4d8 + 4)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2)
| |
| Skills Perception +3, Stealth +4, Survival +5
| |
| Senses passive Perception 13
| |
| Languages Draconic
| |
| Challenge 1/2 (100 XP)
| |
| Hold Breath. The lizardfolk can hold its breath for 15
| |
| minutes.
| |
| Actions
| |
| Multiattack. The lizardfolk makes two melee attacks,
| |
| each one with a different weapon.
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Heavy Club. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.
| |
| Javelin. Melee or Ranged Weapon Attack: +4 to hit,
| |
| reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 +
| |
| 2) piercing damage.
| |
| Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Lycanthropes
| |
| Werebear
| |
| Medium humanoid (human, shapechanger), neutral
| |
| good
| |
| Armor Class 10 in humanoid form, 11 (natural armor)
| |
| in bear and hybrid form
| |
| Hit Points 135 (18d8 + 54)
| |
| Speed 30 ft. (40 ft., climb 30 ft. in bear or hybrid form)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 327
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 10 (+0) 17 (+3) 11 (+0) 12 (+1) 12 (+1)
| |
| Skills Perception +7
| |
| Damage Immunities bludgeoning, piercing, and
| |
| slashing from nonmagical attacks not made with
| |
| silvered weapons
| |
| Senses passive Perception 17
| |
| Languages Common (can’t speak in bear form)
| |
| Challenge 5 (1,800 XP)
| |
| Shapechanger. The werebear can use its action to
| |
| polymorph into a Large bear-‐humanoid hybrid or into a
| |
| Large bear, or back into its true form, which is
| |
| humanoid. Its statistics, other than its size and AC, are
| |
| the same in each form. Any equipment it is wearing or
| |
| carrying isn’t transformed. It reverts to its true form if
| |
| it dies.
| |
| Keen Smell. The werebear has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Multiattack. In bear form, the werebear makes two
| |
| claw attacks. In humanoid form, it makes two greataxe
| |
| attacks. In hybrid form, it can attack like a bear or a
| |
| humanoid.
| |
| Bite (Bear or Hybrid Form Only). Melee Weapon
| |
| Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 +
| |
| 4) piercing damage. If the target is a humanoid, it must
| |
| succeed on a DC 14 Constitution saving throw or be
| |
| cursed with werebear lycanthropy.
| |
| Claw (Bear or Hybrid Form Only). Melee Weapon
| |
| Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 +
| |
| 4) slashing damage.
| |
| Greataxe (Humanoid or Hybrid Form Only). Melee
| |
| Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:
| |
| 10 (1d12 + 4) slashing damage.
| |
| Wereboar
| |
| Medium humanoid (human, shapechanger), neutral evil
| |
| Armor Class 10 in humanoid form, 11 (natural armor)
| |
| in boar or hybrid form
| |
| Hit Points 78 (12d8 + 24)
| |
| Speed 30 ft. (40 ft. in boar form)
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 10 (+0) 15 (+2) 10 (+0) 11 (+0) 8 (−1)
| |
| Skills Perception +2
| |
| Damage Immunities bludgeoning, piercing, and
| |
| slashing from nonmagical attacks not made with
| |
| silvered weapons Senses passive Perception 12
| |
| Languages Common (can’t speak in boar form)
| |
| Challenge 4 (1,100 XP)
| |
| Shapechanger. The wereboar can use its action to
| |
| polymorph into a boar-‐humanoid hybrid or into a boar,
| |
| or back into its true form, which is humanoid. Its
| |
| statistics, other than its AC, are the same in each form.
| |
| Any equipment it is wearing or carrying isn’t
| |
| transformed. It reverts to its true form if it dies.
| |
| Charge (Boar or Hybrid Form Only). If the wereboar
| |
| moves at least 15 feet straight toward a target and
| |
| then hits it with its tusks on the same turn, the target
| |
| takes an extra 7 (2d6) slashing damage. If the target is
| |
| a creature, it must succeed on a DC 13 Strength saving
| |
| throw or be knocked prone.
| |
| Relentless (Recharges after a Short or Long Rest). If
| |
| the wereboar takes 14 damage or less that would
| |
| reduce it to 0 hit points, it is reduced to 1 hit point
| |
| instead.
| |
| Actions
| |
| Multiattack (Humanoid or Hybrid Form Only). The
| |
| wereboar makes two attacks, only one of which can be
| |
| with its tusks.
| |
| Maul (Humanoid or Hybrid Form Only). Melee
| |
| Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
| |
| 10 (2d6 + 3) bludgeoning damage.
| |
| Tusks (Boar or Hybrid Form Only). Melee Weapon
| |
| Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +
| |
| 3) slashing damage. If the target is a humanoid, it must
| |
| succeed on a DC 12 Constitution saving throw or be
| |
| cursed with wereboar lycanthropy.
| |
| Wererat
| |
| Medium humanoid (human, shapechanger), lawful evil
| |
| Armor Class 12
| |
| Hit Points 33 (6d8 + 6)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (−1)
| |
| Skills Perception +2, Stealth +4
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 328
| |
| Damage Immunities bludgeoning, piercing, and
| |
| slashing from nonmagical attacks not made with
| |
| silvered weapons
| |
| Senses darkvision 60 ft. (rat form only), passive
| |
| Perception 12
| |
| Languages Common (can’t speak in rat form)
| |
| Challenge 2 (450 XP)
| |
| Shapechanger. The wererat can use its action to
| |
| polymorph into a rat-‐humanoid hybrid or into a giant
| |
| rat, or back into its true form, which is humanoid. Its
| |
| statistics, other than its size, are the same in each form.
| |
| Any equipment it is wearing or carrying isn’t
| |
| transformed. It reverts to its true form if it dies.
| |
| Keen Smell. The wererat has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Multiattack (Humanoid or Hybrid Form Only). The
| |
| wererat makes two attacks, only one of which can be a
| |
| bite.
| |
| Bite (Rat or Hybrid Form Only). Melee Weapon Attack:
| |
| +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2)
| |
| piercing damage. If the target is a humanoid, it must
| |
| succeed on a DC 11 Constitution saving throw or be
| |
| cursed with wererat lycanthropy.
| |
| Shortsword (Humanoid or Hybrid Form Only). Melee
| |
| Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
| |
| (1d6 + 2) piercing damage.
| |
| Hand Crossbow (Humanoid or Hybrid Form Only).
| |
| Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
| |
| target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Weretiger
| |
| Medium humanoid (human, shapechanger), neutral
| |
| Armor Class 12
| |
| Hit Points 120 (16d8 + 48)
| |
| Speed 30 ft. (40 ft. in tiger form)
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)
| |
| Skills Perception +5, Stealth +4
| |
| Damage Immunities bludgeoning, piercing, and
| |
| slashing from nonmagical attacks not made with
| |
| silvered weapons
| |
| Senses darkvision 60 ft., passive Perception 15
| |
| Languages Common (can’t speak in tiger form)
| |
| Challenge 4 (1,100 XP)
| |
| Shapechanger. The weretiger can use its action to
| |
| polymorph into a tiger-‐humanoid hybrid or into a tiger,
| |
| or back into its true form, which is humanoid. Its
| |
| statistics, other than its size, are the same in each form.
| |
| Any equipment it is wearing or carrying isn’t
| |
| transformed. It reverts to its true form if it dies.
| |
| Keen Hearing and Smell. The weretiger has advantage
| |
| on Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Pounce (Tiger or Hybrid Form Only). If the weretiger
| |
| moves at least 15 feet straight toward a creature and
| |
| then hits it with a claw attack on the same turn, that
| |
| target must succeed on a DC 14 Strength saving throw
| |
| or be knocked prone. If the target is prone, the
| |
| weretiger can make one bite attack against it as a
| |
| bonus action.
| |
| Actions
| |
| Multiattack (Humanoid or Hybrid Form Only). In
| |
| humanoid form, the weretiger makes two scimitar
| |
| attacks or two longbow attacks. In hybrid form, it can
| |
| attack like a humanoid or make two claw attacks.
| |
| Bite (Tiger or Hybrid Form Only). Melee Weapon
| |
| Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 +
| |
| 3) piercing damage. If the target is a humanoid, it must
| |
| succeed on a DC 13 Constitution saving throw or be
| |
| cursed with weretiger lycanthropy.
| |
| Claw (Tiger or Hybrid Form Only). Melee Weapon
| |
| Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3)
| |
| slashing damage.
| |
| Scimitar (Humanoid or Hybrid Form Only). Melee
| |
| Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6
| |
| (1d6 + 3) slashing damage.
| |
| Longbow (Humanoid or Hybrid Form Only). Ranged
| |
| Weapon Attack: +4 to hit, range 150/600 ft., one target.
| |
| Hit: 6 (1d8 + 2) piercing damage.
| |
| Werewolf
| |
| Medium humanoid (human, shapechanger), chaotic
| |
| evil
| |
| Armor Class 11 in humanoid form, 12 (natural armor)
| |
| in wolf or hybrid form
| |
| Hit Points 58 (9d8 + 18)
| |
| Speed 30 ft. (40 ft. in wolf form)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 329
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
| |
| Skills Perception +4, Stealth +3
| |
| Damage Immunities bludgeoning, piercing, and
| |
| slashing from nonmagical attacks not made with
| |
| silvered weapons
| |
| Senses passive Perception 14
| |
| Languages Common (can’t speak in wolf form)
| |
| Challenge 3 (700 XP)
| |
| Shapechanger. The werewolf can use its action to
| |
| polymorph into a wolf-‐humanoid hybrid or into a wolf,
| |
| or back into its true form, which is humanoid. Its
| |
| statistics, other than its AC, are the same in each form.
| |
| Any equipment it is wearing or carrying isn’t
| |
| transformed. It reverts to its true form if it dies.
| |
| Keen Hearing and Smell. The werewolf has advantage
| |
| on Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Actions
| |
| Multiattack (Humanoid or Hybrid Form Only). The
| |
| werewolf makes two attacks: one with its bite and one
| |
| with its claws or spear.
| |
| Bite (Wolf or Hybrid Form Only). Melee Weapon
| |
| Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2)
| |
| piercing damage. If the target is a humanoid, it must
| |
| succeed on a DC 12 Constitution saving throw or be
| |
| cursed with werewolf lycanthropy.
| |
| Claws (Hybrid Form Only). Melee Weapon Attack: +4
| |
| to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing
| |
| damage.
| |
| Spear (Humanoid Form Only). Melee or Ranged
| |
| Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft.,
| |
| one creature. Hit: 5 (1d6 + 2) piercing damage, or 6
| |
| (1d8 + 2) piercing damage if used with two hands to
| |
| make a melee attack.
| |
| Monsters (M)
| |
| Magmin
| |
| Small elemental, chaotic neutral
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 9 (2d6 + 2)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 7 (−2) 15 (+2) 12 (+1) 8 (−1) 11 (+0) 10 (+0)
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Damage Immunities fire
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Ignan
| |
| Challenge 1/2 (100 XP)
| |
| Death Burst. When the magmin dies, it explodes in a
| |
| burst of fire and magma. Each creature within 10 feet
| |
| of it must make a DC 11 Dexterity saving throw, taking
| |
| 7 (2d6) fire damage on a failed save, or half as much
| |
| damage on a successful one. Flammable objects that
| |
| aren’t being worn or carried in that area are ignited.
| |
| Ignited Illumination. As a bonus action, the magmin
| |
| can set itself ablaze or extinguish its flames. While
| |
| ablaze, the magmin sheds bright light in a 10-‐foot
| |
| radius and dim light for an additional 10 feet.
| |
| Actions
| |
| Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (2d6) fire damage. If the target is a
| |
| creature or a flammable object, it ignites. Until a
| |
| creature takes an action to douse the fire, the target
| |
| takes 3 (1d6) fire damage at the end of each of its turns.
| |
| Manticore
| |
| Large monstrosity, lawful evil
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 68 (8d10 + 24)
| |
| Speed 30 ft., fly 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 16 (+3) 17 (+3) 7 (−2) 12 (+1) 8 (−1)
| |
| Senses darkvision 60 ft., passive Perception 11
| |
| Languages Common
| |
| Challenge 3 (700 XP)
| |
| Tail Spike Regrowth. The manticore has twenty-‐four
| |
| tail spikes. Used spikes regrow when the manticore
| |
| finishes a long rest.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 330
| |
| Actions
| |
| Multiattack. The manticore makes three attacks: one
| |
| with its bite and two with its claws or three with its tail
| |
| spikes.
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d8 + 3) piercing damage.
| |
| Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d6 + 3) slashing damage.
| |
| Tail Spike. Ranged Weapon Attack: +5 to hit, range
| |
| 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing
| |
| damage.
| |
| Medusa
| |
| Medium monstrosity, lawful evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 127 (17d8 + 51)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
| |
| Skills Deception +5, Insight +4, Perception +4, Stealth
| |
| +5
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages Common
| |
| Challenge 6 (2,300 XP)
| |
| Petrifying Gaze. When a creature that can see the
| |
| medusa’s eyes starts its turn within 30 feet of the
| |
| medusa, the medusa can force it to make a DC 14
| |
| Constitution saving throw if the medusa isn’t
| |
| incapacitated and can see the creature. If the saving
| |
| throw fails by 5 or more, the creature is instantly
| |
| petrified. Otherwise, a creature that fails the save
| |
| begins to turn to stone and is restrained. The
| |
| restrained creature must repeat the saving throw at
| |
| the end of its next turn, becoming petrified on a failure
| |
| or ending the effect on a success. The petrification lasts
| |
| until the creature is freed by the greater restoration
| |
| spell or other magic.
| |
| Unless surprised, a creature can avert its eyes to
| |
| avoid the saving throw at the start of its turn. If the
| |
| creature does so, it can’t see the medusa until the start
| |
| of its next turn, when it can avert its eyes again. If the
| |
| creature looks at the medusa in the meantime, it must
| |
| immediately make the save.
| |
| If the medusa sees itself reflected on a polished
| |
| surface within 30 feet of it and in an area of bright light,
| |
| the medusa is, due to its curse, affected by its own
| |
| gaze.
| |
| Actions
| |
| Multiattack. The medusa makes either three melee
| |
| attacks—one with its snake hair and two with its
| |
| shortsword—or two ranged attacks with its longbow.
| |
| Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one creature. Hit: 4 (1d4 + 2) piercing damage plus 14
| |
| (4d6) poison damage.
| |
| Shortsword. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Longbow. Ranged Weapon Attack: +5 to hit, range
| |
| 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
| |
| damage plus 7 (2d6) poison damage.
| |
| Mephits
| |
| Dust Mephit
| |
| Small elemental, neutral evil
| |
| Armor Class 12
| |
| Hit Points 17 (5d6)
| |
| Speed 30 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 5 (−3) 14 (+2) 10 (+0) 9 (−1) 11 (+0) 10 (+0)
| |
| Skills Perception +2, Stealth +4
| |
| Damage Vulnerabilities fire
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 60 ft., passive Perception 12
| |
| Languages Auran, Terran
| |
| Challenge 1/2 (100 XP)
| |
| Death Burst. When the mephit dies, it explodes in a
| |
| burst of dust. Each creature within 5 feet of it must
| |
| then succeed on a DC 10 Constitution saving throw or
| |
| be blinded for 1 minute. A blinded creature can repeat
| |
| the saving throw on each of its turns, ending the effect
| |
| on itself on a success.
| |
| Innate Spellcasting (1/Day). The mephit can innately
| |
| cast sleep, requiring no material components. Its
| |
| innate spellcasting ability is Charisma.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 331
| |
| Actions
| |
| Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 4 (1d4 + 2) slashing damage.
| |
| Blinding Breath (Recharge 6). The mephit exhales a 15-‐
| |
| foot cone of blinding dust. Each creature in that area
| |
| must succeed on a DC 10 Dexterity saving throw or be
| |
| blinded for 1 minute. A creature can repeat the saving
| |
| throw at the end of each of its turns, ending the effect
| |
| on itself on a success.
| |
| Ice Mephit
| |
| Small elemental, neutral evil
| |
| Armor Class 11
| |
| Hit Points 21 (6d6)
| |
| Speed 30 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 7 (−2) 13 (+1) 10 (+0) 9 (−1) 11 (+0) 12 (+1)
| |
| Skills Perception +2, Stealth +3
| |
| Damage Vulnerabilities bludgeoning, fire
| |
| Damage Immunities cold, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 60 ft., passive Perception 12
| |
| Languages Aquan, Auran
| |
| Challenge 1/2 (100 XP)
| |
| Death Burst. When the mephit dies, it explodes in a
| |
| burst of jagged ice. Each creature within 5 feet of it
| |
| must make a DC 10 Dexterity saving throw, taking 4
| |
| (1d8) slashing damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| False Appearance. While the mephit remains
| |
| motionless, it is indistinguishable from an ordinary
| |
| shard of ice.
| |
| Innate Spellcasting (1/Day). The mephit can innately
| |
| cast fog cloud, requiring no material components. Its
| |
| innate spellcasting ability is Charisma.
| |
| Actions
| |
| Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4)
| |
| cold damage.
| |
| Frost Breath (Recharge 6). The mephit exhales a 15-‐
| |
| foot cone of cold air. Each creature in that area must
| |
| succeed on a DC 10 Dexterity saving throw, taking 5
| |
| (2d4) cold damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Magma Mephit
| |
| Small elemental, neutral evil
| |
| Armor Class 11
| |
| Hit Points 22 (5d6 + 5)
| |
| Speed 30 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 8 (−1) 12 (+1) 12 (+1) 7 (−2) 10 (+0) 10 (+0)
| |
| Skills Stealth +3
| |
| Damage Vulnerabilities cold
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Ignan, Terran
| |
| Challenge 1/2 (100 XP)
| |
| Death Burst. When the mephit dies, it explodes in a
| |
| burst of lava. Each creature within 5 feet of it must
| |
| make a DC 11 Dexterity saving throw, taking 7 (2d6)
| |
| fire damage on a failed save, or half as much damage
| |
| on a successful one.
| |
| False Appearance. While the mephit remains
| |
| motionless, it is indistinguishable from an ordinary
| |
| mound of magma.
| |
| Innate Spellcasting (1/Day). The mephit can innately
| |
| cast heat metal (spell save DC 10), requiring no
| |
| material components. Its innate spellcasting ability is
| |
| Charisma.
| |
| Actions
| |
| Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4)
| |
| fire damage.
| |
| Fire Breath (Recharge 6). The mephit exhales a 15-‐foot
| |
| cone of fire. Each creature in that area must make a DC
| |
| 11 Dexterity saving throw, taking 7 (2d6) fire damage
| |
| on a failed save, or half as much damage on a
| |
| successful one.
| |
| Steam Mephit
| |
| Small elemental, neutral evil
| |
| Armor Class 10
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 332
| |
| Hit Points 21 (6d6)
| |
| Speed 30 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 5 (−3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)
| |
| Damage Immunities fire, poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Aquan, Ignan
| |
| Challenge 1/4 (50 XP)
| |
| Death Burst. When the mephit dies, it explodes in a
| |
| cloud of steam. Each creature within 5 feet of the
| |
| mephit must succeed on a DC 10 Dexterity saving
| |
| throw or take 4 (1d8) fire damage.
| |
| Innate Spellcasting (1/Day). The mephit can innately
| |
| cast blur, requiring no material components. Its innate
| |
| spellcasting ability is Charisma.
| |
| Actions
| |
| Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| creature. Hit: 2 (1d4) slashing damage plus 2 (1d4) fire
| |
| damage.
| |
| Steam Breath (Recharge 6). The mephit exhales a 15-‐
| |
| foot cone of scalding steam. Each creature in that area
| |
| must succeed on a DC 10 Dexterity saving throw, taking
| |
| 4 (1d8) fire damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Merfolk
| |
| Medium humanoid (merfolk), neutral
| |
| Armor Class 11
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 10 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)
| |
| Skills Perception +2
| |
| Senses passive Perception 12
| |
| Languages Aquan, Common
| |
| Challenge 1/8 (25 XP)
| |
| Amphibious. The merfolk can breathe air and water.
| |
| Actions
| |
| Spear. Melee or Ranged Weapon Attack: +2 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6)
| |
| piercing damage, or 4 (1d8) piercing damage if used
| |
| with two hands to make a melee attack.
| |
| Merrow
| |
| Large monstrosity, chaotic evil
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 45 (6d10 + 12)
| |
| Speed 10 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 10 (+0) 15 (+2) 8 (−1) 10 (+0) 9 (−1)
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Abyssal, Aquan
| |
| Challenge 2 (450 XP)
| |
| Amphibious. The merrow can breathe air and water.
| |
| Actions
| |
| Multiattack. The merrow makes two attacks: one with
| |
| its bite and one with its claws or harpoon.
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 8 (1d8 + 4) piercing damage.
| |
| Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 9 (2d4 + 4) slashing damage.
| |
| Harpoon. Melee or Ranged Weapon Attack: +6 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 11 (2d6 +
| |
| 4) piercing damage. If the target is a Huge or smaller
| |
| creature, it must succeed on a Strength contest against
| |
| the merrow or be pulled up to 20 feet toward the
| |
| merrow.
| |
| Mimic
| |
| Medium monstrosity (shapechanger), neutral
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 58 (9d8 + 18)
| |
| Speed 15 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 12 (+1) 15 (+2) 5 (−3) 13 (+1) 8 (−1)
| |
| Skills Stealth +5
| |
| Damage Immunities acid
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 333
| |
| Condition Immunities prone
| |
| Senses darkvision 60 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Shapechanger. The mimic can use its action to
| |
| polymorph into an object or back into its true,
| |
| amorphous form. Its statistics are the same in each
| |
| form. Any equipment it is wearing or carrying isn’t
| |
| transformed. It reverts to its true form if it dies.
| |
| Adhesive (Object Form Only). The mimic adheres to
| |
| anything that touches it. A Huge or smaller creature
| |
| adhered to the mimic is also grappled by it (escape DC
| |
| 13). Ability checks made to escape this grapple have
| |
| disadvantage.
| |
| False Appearance (Object Form Only). While the mimic
| |
| remains motionless, it is indistinguishable from an
| |
| ordinary object.
| |
| Grappler. The mimic has advantage on attack rolls
| |
| against any creature grappled by it.
| |
| Actions
| |
| Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If
| |
| the mimic is in object form, the target is subjected to
| |
| its Adhesive trait.
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
| |
| acid damage.
| |
| Minotaur
| |
| Large monstrosity, chaotic evil
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 76 (9d10 + 27)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 11 (+0) 16 (+3) 6 (−2) 16 (+3) 9 (−1)
| |
| Skills Perception +7
| |
| Senses darkvision 60 ft., passive Perception 17
| |
| Languages Abyssal
| |
| Challenge 3 (700 XP)
| |
| Charge. If the minotaur moves at least 10 feet straight
| |
| toward a target and then hits it with a gore attack on
| |
| the same turn, the target takes an extra 9 (2d8)
| |
| piercing damage. If the target is a creature, it must
| |
| succeed on a DC 14 Strength saving throw or be
| |
| pushed up to 10 feet away and knocked prone.
| |
| Labyrinthine Recall. The minotaur can perfectly recall
| |
| any path it has traveled.
| |
| Reckless. At the start of its turn, the minotaur can gain
| |
| advantage on all melee weapon attack rolls it makes
| |
| during that turn, but attack rolls against it have
| |
| advantage until the start of its next turn.
| |
| Actions
| |
| Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 17 (2d12 + 4) slashing damage.
| |
| Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) piercing damage.
| |
| Mummies
| |
| Mummy
| |
| Medium undead, lawful evil
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 58 (9d8 + 18)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 8 (−1) 15 (+2) 6 (−2) 10 (+0) 12 (+1)
| |
| Saving Throws Wis +2
| |
| Damage Vulnerabilities fire
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Damage Immunities necrotic, poison
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| paralyzed, poisoned
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages the languages it knew in life
| |
| Challenge 3 (700 XP)
| |
| Actions
| |
| Multiattack. The mummy can use its Dreadful Glare
| |
| and makes one attack with its rotting fist.
| |
| Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage
| |
| plus 10 (3d6) necrotic damage. If the target is a
| |
| creature, it must succeed on a DC 12 Constitution
| |
| saving throw or be cursed with mummy rot. The cursed
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 334
| |
| target can’t regain hit points, and its hit point
| |
| maximum decreases by 10 (3d6) for every 24 hours
| |
| that elapse. If the curse reduces the target’s hit point
| |
| maximum to 0, the target dies, and its body turns to
| |
| dust. The curse lasts until removed by the remove
| |
| curse spell or other magic.
| |
| Dreadful Glare. The mummy targets one creature it
| |
| can see within 60 feet of it. If the target can see the
| |
| mummy, it must succeed on a DC 11 Wisdom saving
| |
| throw against this magic or become frightened until
| |
| the end of the mummy’s next turn. If the target fails
| |
| the saving throw by 5 or more, it is also paralyzed for
| |
| the same duration. A target that succeeds on the
| |
| saving throw is immune to the Dreadful Glare of all
| |
| mummies (but not mummy lords) for the next 24 hours.
| |
| Mummy Lord
| |
| Medium undead, lawful evil
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 97 (13d8 + 39)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 10 (+0) 17 (+3) 11 (+0) 18 (+4) 16 (+3)
| |
| Saving Throws Con +8, Int +5, Wis +9, Cha +8
| |
| Skills History +5, Religion +5
| |
| Damage Vulnerabilities fire
| |
| Damage Immunities necrotic, poison; bludgeoning,
| |
| piercing, and slashing from nonmagical attacks
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| paralyzed, poisoned
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages the languages it knew in life
| |
| Challenge 15 (13,000 XP)
| |
| Magic Resistance. The mummy lord has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Rejuvenation. A destroyed mummy lord gains a new
| |
| body in 24 hours if its heart is intact, regaining all its hit
| |
| points and becoming active again. The new body
| |
| appears within 5 feet of the mummy lord’s heart.
| |
| Spellcasting. The mummy lord is a 10th-‐level
| |
| spellcaster. Its spellcasting ability is Wisdom (spell save
| |
| DC 17, +9 to hit with spell attacks). The mummy lord
| |
| has the following cleric spells prepared:
| |
| Cantrips (at will): sacred flame, thaumaturgy
| |
| 1st level (4 slots): command, guiding bolt, shield of
| |
| faith
| |
| 2nd level (3 slots): hold person, silence, spiritual
| |
| weapon
| |
| 3rd level (3 slots): animate dead, dispel magic
| |
| 4th level (3 slots): divination, guardian of faith
| |
| 5th level (2 slots): contagion, insect plague
| |
| 6th level (1 slot): harm
| |
| Actions
| |
| Multiattack. The mummy can use its Dreadful Glare
| |
| and makes one attack with its rotting fist.
| |
| Rotting Fist. Melee Weapon Attack: +9 to hit, reach 5
| |
| ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage
| |
| plus 21 (6d6) necrotic damage. If the target is a
| |
| creature, it must succeed on a DC 16 Constitution
| |
| saving throw or be cursed with mummy rot. The cursed
| |
| target can’t regain hit points, and its hit point
| |
| maximum decreases by 10 (3d6) for every 24 hours
| |
| that elapse. If the curse reduces the target’s hit point
| |
| maximum to 0, the target dies, and its body turns to
| |
| dust. The curse lasts until removed by the remove
| |
| curse spell or other magic.
| |
| Dreadful Glare. The mummy lord targets one creature
| |
| it can see within 60 feet of it. If the target can see the
| |
| mummy lord, it must succeed on a DC 16 Wisdom
| |
| saving throw against this magic or become frightened
| |
| until the end of the mummy’s next turn. If the target
| |
| fails the saving throw by 5 or more, it is also paralyzed
| |
| for the same duration. A target that succeeds on the
| |
| saving throw is immune to the Dreadful Glare of all
| |
| mummies and mummy lords for the next 24 hours.
| |
| Legendary Actions
| |
| The mummy lord can take 3 legendary actions,
| |
| choosing from the options below. Only one legendary
| |
| action option can be used at a time and only at the end
| |
| of another creature’s turn. The mummy lord regains
| |
| spent legendary actions at the start of its turn.
| |
| Attack. The mummy lord makes one attack with its
| |
| rotting fist or uses its Dreadful Glare.
| |
| Blinding Dust. Blinding dust and sand swirls magically
| |
| around the mummy lord. Each creature within 5 feet
| |
| of the mummy lord must succeed on a DC 16
| |
| Constitution saving throw or be blinded until the end
| |
| of the creature’s next turn.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 335
| |
| Blasphemous Word (Costs 2 Actions). The mummy
| |
| lord utters a blasphemous word. Each non-‐undead
| |
| creature within 10 feet of the mummy lord that can
| |
| hear the magical utterance must succeed on a DC 16
| |
| Constitution saving throw or be stunned until the
| |
| end of the mummy lord’s next turn.
| |
| Channel Negative Energy (Costs 2 Actions). The
| |
| mummy lord magically unleashes negative energy.
| |
| Creatures within 60 feet of the mummy lord,
| |
| including ones behind barriers and around corners,
| |
| can’t regain hit points until the end of the mummy
| |
| lord’s next turn.
| |
| Whirlwind of Sand (Costs 2 Actions). The mummy lord
| |
| magically transforms into a whirlwind of sand, moves
| |
| up to 60 feet, and reverts to its normal form. While
| |
| in whirlwind form, the mummy lord is immune to all
| |
| damage, and it can’t be grappled, petrified, knocked
| |
| prone, restrained, or stunned. Equipment worn or
| |
| carried by the mummy lord remain in its possession.
| |
| Monsters (N)
| |
| Nagas
| |
| Guardian Naga
| |
| Large monstrosity, lawful good
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 127 (15d10 + 45)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 18 (+4) 16 (+3) 16 (+3) 19 (+4) 18 (+4)
| |
| Saving Throws Dex +8, Con +7, Int +7, Wis +8, Cha +8
| |
| Damage Immunities poison
| |
| Condition Immunities charmed, poisoned
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages Celestial, Common
| |
| Challenge 10 (5,900 XP)
| |
| Rejuvenation. If it dies, the naga returns to life in 1d6
| |
| days and regains all its hit points. Only a wish spell can
| |
| prevent this trait from functioning.
| |
| Spellcasting. The naga is an 11th-‐level spellcaster. Its
| |
| spellcasting ability is Wisdom (spell save DC 16, +8 to
| |
| hit with spell attacks), and it needs only verbal
| |
| components to cast its spells. It has the following cleric
| |
| spells prepared:
| |
| Cantrips (at will): mending, sacred flame, thaumaturgy
| |
| 1st level (4 slots): command, cure wounds, shield of
| |
| faith
| |
| 2nd level (3 slots): calm emotions, hold person
| |
| 3rd level (3 slots): bestow curse, clairvoyance
| |
| 4th level (3 slots): banishment, freedom of movement
| |
| 5th level (2 slots): flame strike, geas
| |
| 6th level (1 slot): true seeing
| |
| Actions
| |
| Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one
| |
| creature. Hit: 8 (1d8 + 4) piercing damage, and the
| |
| target must make a DC 15 Constitution saving throw,
| |
| taking 45 (10d8) poison damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Spit Poison. Ranged Weapon Attack: +8 to hit, range
| |
| 15/30 ft., one creature. Hit: The target must make a DC
| |
| 15 Constitution saving throw, taking 45 (10d8) poison
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| Spirit Naga
| |
| Large monstrosity, chaotic evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 75 (10d10 + 20)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 17 (+3) 14 (+2) 16 (+3) 15 (+2) 16 (+3)
| |
| Saving Throws Dex +6, Con +5, Wis +5, Cha +6
| |
| Damage Immunities poison
| |
| Condition Immunities charmed, poisoned
| |
| Senses darkvision 60 ft., passive Perception 12
| |
| Languages Abyssal, Common
| |
| Challenge 8 (3,900 XP)
| |
| Rejuvenation. If it dies, the naga returns to life in 1d6
| |
| days and regains all its hit points. Only a wish spell can
| |
| prevent this trait from functioning.
| |
| Spellcasting. The naga is a 10th-‐level spellcaster. Its
| |
| spellcasting ability is Intelligence (spell save DC 14, +6
| |
| to hit with spell attacks), and it needs only verbal
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 336
| |
| components to cast its spells. It has the following
| |
| wizard spells prepared:
| |
| Cantrips (at will): mage hand, minor illusion, ray of
| |
| frost
| |
| 1st level (4 slots): charm person, detect magic, sleep
| |
| 2nd level (3 slots): detect thoughts, hold person
| |
| 3rd level (3 slots): lightning bolt, water breathing
| |
| 4th level (3 slots): blight, dimension door
| |
| 5th level (2 slots): dominate person
| |
| Actions
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
| |
| creature. Hit: 7 (1d6 + 4) piercing damage, and the
| |
| target must make a DC 13 Constitution saving throw,
| |
| taking 31 (7d8) poison damage on a failed save, or half
| |
| as much damage on a successful one.
| |
| Nightmare
| |
| Large fiend, neutral evil
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 68 (8d10 + 24)
| |
| Speed 60 ft., fly 90 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
| |
| Damage Immunities fire
| |
| Senses passive Perception 11
| |
| Languages understands Abyssal, Common, and Infernal
| |
| but can’t speak
| |
| Challenge 3 (700 XP)
| |
| Confer Fire Resistance. The nightmare can grant
| |
| resistance to fire damage to anyone riding it.
| |
| Illumination. The nightmare sheds bright light in a 10-‐
| |
| foot radius and dim light for an additional 10 feet.
| |
| Actions
| |
| Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d8 + 4) bludgeoning damage plus
| |
| 7 (2d6) fire damage.
| |
| Ethereal Stride. The nightmare and up to three willing
| |
| creatures within 5 feet of it magically enter the
| |
| Ethereal Plane from the Material Plane, or vice versa.
| |
| Monsters (O)
| |
| Ogre
| |
| Large giant, chaotic evil
| |
| Armor Class 11 (hide armor)
| |
| Hit Points 59 (7d10 + 21)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 8 (−1) 16 (+3) 5 (−3) 7 (−2) 7 (−2)
| |
| Senses darkvision 60 ft., passive Perception 8
| |
| Languages Common, Giant
| |
| Challenge 2 (450 XP)
| |
| Actions
| |
| Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 13 (2d8 + 4) bludgeoning damage.
| |
| Javelin. Melee or Ranged Weapon Attack: +6 to hit,
| |
| reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6
| |
| + 4) piercing damage.
| |
| Oni
| |
| Large giant, lawful evil
| |
| Armor Class 16 (chain mail)
| |
| Hit Points 110 (13d10 + 39)
| |
| Speed 30 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)
| |
| Saving Throws Dex +3, Con +6, Wis +4, Cha +5
| |
| Skills Arcana +5, Deception +8, Perception +4
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages Common, Giant
| |
| Challenge 7 (2,900 XP)
| |
| Innate Spellcasting. The oni’s innate spellcasting ability
| |
| is Charisma (spell save DC 13). The oni can innately cast
| |
| the following spells, requiring no material components:
| |
| At will: darkness, invisibility
| |
| 1/day each: charm person, cone of cold, gaseous form,
| |
| sleep
| |
| Magic Weapons. The oni’s weapon attacks are magical.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 337
| |
| Regeneration. The oni regains 10 hit points at the start
| |
| of its turn if it has at least 1 hit point.
| |
| Actions
| |
| Multiattack. The oni makes two attacks, either with its
| |
| claws or its glaive.
| |
| Claw (Oni Form Only). Melee Weapon Attack: +7 to hit,
| |
| reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
| |
| Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft.,
| |
| one target. Hit: 15 (2d10 + 4) slashing damage, or 9
| |
| (1d10 + 4) slashing damage in Small or Medium form.
| |
| Change Shape. The oni magically polymorphs into a
| |
| Small or Medium humanoid, into a Large giant, or back
| |
| into its true form. Other than its size, its statistics are
| |
| the same in each form. The only equipment that is
| |
| transformed is its glaive, which shrinks so that it can be
| |
| wielded in humanoid form. If the oni dies, it reverts to
| |
| its true form, and its glaive reverts to its normal size.
| |
| Oozes
| |
| Black Pudding
| |
| Large ooze, unaligned
| |
| Armor Class 7
| |
| Hit Points 85 (10d10 + 30)
| |
| Speed 20 ft., climb 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 5 (−3) 16 (+3) 1 (−5) 6 (−2) 1 (−5)
| |
| Damage Immunities acid, cold, lightning, slashing
| |
| Condition Immunities blinded, charmed, deafened,
| |
| exhaustion, frightened, prone
| |
| Senses blindsight 60 ft. (blind beyond this radius),
| |
| passive Perception 8
| |
| Languages —
| |
| Challenge 4 (1,100 XP)
| |
| Amorphous. The pudding can move through a space as
| |
| narrow as 1 inch wide without squeezing.
| |
| Corrosive Form. A creature that touches the pudding or
| |
| hits it with a melee attack while within 5 feet of it takes
| |
| 4 (1d8) acid damage. Any nonmagical weapon made of
| |
| metal or wood that hits the pudding corrodes. After
| |
| dealing damage, the weapon takes a permanent and
| |
| cumulative −1 penalty to damage rolls. If its penalty
| |
| drops to −5, the weapon is destroyed. Nonmagical
| |
| ammunition made of metal or wood that hits the
| |
| pudding is destroyed after dealing damage.
| |
| The pudding can eat through 2-‐inch-‐thick,
| |
| nonmagical wood or metal in 1 round.
| |
| Spider Climb. The pudding can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Actions
| |
| Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage
| |
| plus 18 (4d8) acid damage. In addition, nonmagical
| |
| armor worn by the target is partly dissolved and takes
| |
| a permanent and cumulative −1 penalty to the AC it
| |
| offers. The armor is destroyed if the penalty reduces its
| |
| AC to 10.
| |
| Reactions
| |
| Split. When a pudding that is Medium or larger is
| |
| subjected to lightning or slashing damage, it splits into
| |
| two new puddings if it has at least 10 hit points. Each
| |
| new pudding has hit points equal to half the original
| |
| pudding’s, rounded down. New puddings are one size
| |
| smaller than the original pudding.
| |
| Gelatinous Cube
| |
| Large ooze, unaligned
| |
| Armor Class 6
| |
| Hit Points 84 (8d10 + 40)
| |
| Speed 15 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 3 (−4) 20 (+5) 1 (−5) 6 (−2) 1 (−5)
| |
| Condition Immunities blinded, charmed, deafened,
| |
| exhaustion, frightened, prone
| |
| Senses blindsight 60 ft. (blind beyond this radius),
| |
| passive Perception 8
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Ooze Cube. The cube takes up its entire space. Other
| |
| creatures can enter the space, but a creature that does
| |
| so is subjected to the cube’s Engulf and has
| |
| disadvantage on the saving throw.
| |
| Creatures inside the cube can be seen but have total
| |
| cover.
| |
| A creature within 5 feet of the cube can take an
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 338
| |
| action to pull a creature or object out of the cube.
| |
| Doing so requires a successful DC 12 Strength check,
| |
| and the creature making the attempt takes 10 (3d6)
| |
| acid damage.
| |
| The cube can hold only one Large creature or up to
| |
| four Medium or smaller creatures inside it at a time.
| |
| Transparent. Even when the cube is in plain sight, it
| |
| takes a successful DC 15 Wisdom (Perception) check to
| |
| spot a cube that has neither moved nor attacked. A
| |
| creature that tries to enter the cube’s space while
| |
| unaware of the cube is surprised by the cube.
| |
| Actions
| |
| Pseudopod. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one creature. Hit: 10 (3d6) acid damage.
| |
| Engulf. The cube moves up to its speed. While doing so,
| |
| it can enter Large or smaller creatures’ spaces.
| |
| Whenever the cube enters a creature’s space, the
| |
| creature must make a DC 12 Dexterity saving throw.
| |
| On a successful save, the creature can choose to be
| |
| pushed 5 feet back or to the side of the cube. A
| |
| creature that chooses not to be pushed suffers the
| |
| consequences of a failed saving throw.
| |
| On a failed save, the cube enters the creature’s
| |
| space, and the creature takes 10 (3d6) acid damage
| |
| and is engulfed. The engulfed creature can’t breathe, is
| |
| restrained, and takes 21 (6d6) acid damage at the start
| |
| of each of the cube’s turns. When the cube moves, the
| |
| engulfed creature moves with it.
| |
| An engulfed creature can try to escape by taking an
| |
| action to make a DC 12 Strength check. On a success,
| |
| the creature escapes and enters a space of its choice
| |
| within 5 feet of the cube.
| |
| Gray Ooze
| |
| Medium ooze, unaligned
| |
| Armor Class 8
| |
| Hit Points 22 (3d8 + 9)
| |
| Speed 10 ft., climb 10 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 6 (−2) 16 (+3) 1 (−5) 6 (−2) 2 (−4)
| |
| Skills Stealth +2
| |
| Damage Resistances acid, cold, fire
| |
| Condition Immunities blinded, charmed, deafened,
| |
| exhaustion, frightened, prone
| |
| Senses blindsight 60 ft. (blind beyond this radius),
| |
| passive Perception 8
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Amorphous. The ooze can move through a space as
| |
| narrow as 1 inch wide without squeezing.
| |
| Corrode Metal. Any nonmagical weapon made of
| |
| metal that hits the ooze corrodes. After dealing
| |
| damage, the weapon takes a permanent and
| |
| cumulative −1 penalty to damage rolls. If its penalty
| |
| drops to −5, the weapon is destroyed. Nonmagical
| |
| ammunition made of metal that hits the ooze is
| |
| destroyed after dealing damage.
| |
| The ooze can eat through 2-‐inch-‐thick, nonmagical
| |
| metal in 1 round.
| |
| False Appearance. While the ooze remains motionless,
| |
| it is indistinguishable from an oily pool or wet rock.
| |
| Actions
| |
| Pseudopod. Melee Weapon Attack: +3 to hit, reach 5
| |
| ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage
| |
| plus 7 (2d6) acid damage, and if the target is wearing
| |
| nonmagical metal armor, its armor is partly corroded
| |
| and takes a permanent and cumulative −1 penalty to
| |
| the AC it offers. The armor is destroyed if the penalty
| |
| reduces its AC to 10.
| |
| Ochre Jelly
| |
| Large ooze, unaligned
| |
| Armor Class 8
| |
| Hit Points 45 (6d10 + 12)
| |
| Speed 10 ft., climb 10 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 6 (−2) 14 (+2) 2 (−4) 6 (−2) 1 (−5)
| |
| Damage Resistances acid
| |
| Damage Immunities lightning, slashing
| |
| Condition Immunities blinded, charmed, deafened,
| |
| exhaustion, frightened, prone
| |
| Senses blindsight 60 ft. (blind beyond this radius),
| |
| passive Perception 8
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 339
| |
| Amorphous. The jelly can move through a space as
| |
| narrow as 1 inch wide without squeezing.
| |
| Spider Climb. The jelly can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Actions
| |
| Pseudopod. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage
| |
| plus 3 (1d6) acid damage.
| |
| Reactions
| |
| Split. When a jelly that is Medium or larger is subjected
| |
| to lightning or slashing damage, it splits into two new
| |
| jellies if it has at least 10 hit points. Each new jelly has
| |
| hit points equal to half the original jelly’s, rounded
| |
| down. New jellies are one size smaller than the original
| |
| jelly.
| |
| Orc
| |
| Medium humanoid (orc), chaotic evil
| |
| Armor Class 13 (hide armor)
| |
| Hit Points 15 (2d8 + 6)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 12 (+1) 16 (+3) 7 (−2) 11 (+0) 10 (+0)
| |
| Skills Intimidation +2
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Common, Orc
| |
| Challenge 1/2 (100 XP)
| |
| Aggressive. As a bonus action, the orc can move up to
| |
| its speed toward a hostile creature that it can see.
| |
| Actions
| |
| Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 9 (1d12 + 3) slashing damage.
| |
| Javelin. Melee or Ranged Weapon Attack: +5 to hit,
| |
| reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +
| |
| 3) piercing damage.
| |
| Otyugh
| |
| Large aberration, neutral
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 114 (12d10 + 48)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 11 (+0) 19 (+4) 6 (−2) 13 (+1) 6 (−2)
| |
| Saving Throws Con +7
| |
| Senses darkvision 120 ft., passive Perception 11
| |
| Languages Otyugh
| |
| Challenge 5 (1,800 XP)
| |
| Limited Telepathy. The otyugh can magically transmit
| |
| simple messages and images to any creature within
| |
| 120 feet of it that can understand a language. This
| |
| form of telepathy doesn’t allow the receiving creature
| |
| to telepathically respond.
| |
| Actions
| |
| Multiattack. The otyugh makes three attacks: one with
| |
| its bite and two with its tentacles.
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 12 (2d8 + 3) piercing damage. If the target is
| |
| a creature, it must succeed on a DC 15 Constitution
| |
| saving throw against disease or become poisoned until
| |
| the disease is cured. Every 24 hours that elapse, the
| |
| target must repeat the saving throw, reducing its hit
| |
| point maximum by 5 (1d10) on a failure. The disease is
| |
| cured on a success. The target dies if the disease
| |
| reduces its hit point maximum to 0. This reduction to
| |
| the target’s hit point maximum lasts until the disease is
| |
| cured.
| |
| Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft.,
| |
| one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4
| |
| (1d8) piercing damage. If the target is Medium or
| |
| smaller, it is grappled (escape DC 13) and restrained
| |
| until the grapple ends. The otyugh has two tentacles,
| |
| each of which can grapple one target.
| |
| Tentacle Slam. The otyugh slams creatures grappled by
| |
| it into each other or a solid surface. Each creature must
| |
| succeed on a DC 14 Constitution saving throw or take
| |
| 10 (2d6 + 3) bludgeoning damage and be stunned until
| |
| the end of the otyugh’s next turn. On a successful save,
| |
| the target takes half the bludgeoning damage and isn’t
| |
| stunned.
| |
| Owlbear
| |
| Large monstrosity, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 340
| |
| Hit Points 59 (7d10 + 21)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 20 (+5) 12 (+1) 17 (+3) 3 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +3
| |
| Senses darkvision 60 ft., passive Perception 13
| |
| Languages —
| |
| Challenge 3 (700 XP)
| |
| Keen Sight and Smell. The owlbear has advantage on
| |
| Wisdom (Perception) checks that rely on sight or smell.
| |
| Actions
| |
| Multiattack. The owlbear makes two attacks: one with
| |
| its beak and one with its claws.
| |
| Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| creature. Hit: 10 (1d10 + 5) piercing damage.
| |
| Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 14 (2d8 + 5) slashing damage.
| |
| Monsters (P)
| |
| Pegasus
| |
| Large celestial, chaotic good
| |
| Armor Class 12
| |
| Hit Points 59 (7d10 + 21)
| |
| Speed 60 ft., fly 90 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1)
| |
| Saving Throws Dex +4, Wis +4, Cha +3
| |
| Skills Perception +6
| |
| Senses passive Perception 16
| |
| Languages understands Celestial, Common, Elvish, and
| |
| Sylvan but can’t speak
| |
| Challenge 2 (450 XP)
| |
| Actions
| |
| Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 11 (2d6 + 4) bludgeoning damage.
| |
| Pseudodragon
| |
| Tiny dragon, neutral good
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 7 (2d4 + 2)
| |
| Speed 15 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 6 (−2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
| |
| Skills Perception +3, Stealth +4
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 13
| |
| Languages understands Common and Draconic but
| |
| can’t speak
| |
| Challenge 1/4 (50 XP)
| |
| Keen Senses. The pseudodragon has advantage on
| |
| Wisdom (Perception) checks that rely on sight, hearing,
| |
| or smell.
| |
| Magic Resistance. The pseudodragon has advantage
| |
| on saving throws against spells and other magical
| |
| effects.
| |
| Limited Telepathy. The pseudodragon can magically
| |
| communicate simple ideas, emotions, and images
| |
| telepathically with any creature within 100 feet of it
| |
| that can understand a language.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d4 + 2) piercing damage.
| |
| Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 4 (1d4 + 2) piercing damage, and the
| |
| target must succeed on a DC 11 Constitution saving
| |
| throw or become poisoned for 1 hour. If the saving
| |
| throw fails by 5 or more, the target falls unconscious
| |
| for the same duration, or until it takes damage or
| |
| another creature uses an action to shake it awake.
| |
| Purple Worm
| |
| Gargantuan monstrosity, unaligned
| |
| Armor Class 18 (natural armor)
| |
| Hit Points 247 (15d20 + 90)
| |
| Speed 50 ft., burrow 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 28 (+9) 7 (−2) 22 (+6) 1 (−5) 8 (−1) 4 (−3)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 341
| |
| Saving Throws Con +11, Wis +4
| |
| Senses blindsight 30 ft., tremorsense 60 ft., passive
| |
| Perception 9
| |
| Languages —
| |
| Challenge 15 (13,000 XP)
| |
| Tunneler. The worm can burrow through solid rock at
| |
| half its burrow speed and leaves a 10-‐foot-‐diameter
| |
| tunnel in its wake.
| |
| Actions
| |
| Multiattack. The worm makes two attacks: one with its
| |
| bite and one with its stinger.
| |
| Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
| |
| target. Hit: 22 (3d8 + 9) piercing damage. If the target is
| |
| a Large or smaller creature, it must succeed on a DC 19
| |
| Dexterity saving throw or be swallowed by the worm. A
| |
| swallowed creature is blinded and restrained, it has
| |
| total cover against attacks and other effects outside
| |
| the worm, and it takes 21 (6d6) acid damage at the
| |
| start of each of the worm’s turns.
| |
| If the worm takes 30 damage or more on a single
| |
| turn from a creature inside it, the worm must succeed
| |
| on a DC 21 Constitution saving throw at the end of that
| |
| turn or regurgitate all swallowed creatures, which fall
| |
| prone in a space within 10 feet of the worm. If the
| |
| worm dies, a swallowed creature is no longer
| |
| restrained by it and can escape from the corpse by
| |
| using 20 feet of movement, exiting prone.
| |
| Tail Stinger. Melee Weapon Attack: +9 to hit, reach 10
| |
| ft., one creature. Hit: 19 (3d6 + 9) piercing damage, and
| |
| the target must make a DC 19 Constitution saving
| |
| throw, taking 42 (12d6) poison damage on a failed save,
| |
| or half as much damage on a successful one.
| |
| Monsters (R)
| |
| Rakshasa
| |
| Medium fiend, lawful evil
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 110 (13d8 + 52)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 17 (+3) 18 (+4) 13 (+1) 16 (+3) 20 (+5)
| |
| Skills Deception +10, Insight +8
| |
| Damage Vulnerabilities piercing from magic weapons
| |
| wielded by good creatures
| |
| Damage Immunities bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Senses darkvision 60 ft., passive Perception 13
| |
| Languages Common, Infernal
| |
| Challenge 13 (10,000 XP)
| |
| Limited Magic Immunity. The rakshasa can’t be
| |
| affected or detected by spells of 6th level or lower
| |
| unless it wishes to be. It has advantage on saving
| |
| throws against all other spells and magical effects.
| |
| Innate Spellcasting. The rakshasa’s innate spellcasting
| |
| ability is Charisma (spell save DC 18, +10 to hit with
| |
| spell attacks). The rakshasa can innately cast the
| |
| following spells, requiring no material components:
| |
| At will: detect thoughts, disguise self, mage hand,
| |
| minor illusion
| |
| 3/day each: charm person, detect magic, invisibility,
| |
| major image, suggestion
| |
| 1/day each: dominate person, fly, plane shift, true
| |
| seeing
| |
| Actions
| |
| Multiattack. The rakshasa makes two claw attacks.
| |
| Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 9 (2d6 + 2) slashing damage, and the target
| |
| is cursed if it is a creature. The magical curse takes
| |
| effect whenever the target takes a short or long rest,
| |
| filling the target’s thoughts with horrible images and
| |
| dreams. The cursed target gains no benefit from
| |
| finishing a short or long rest. The curse lasts until it is
| |
| lifted by a remove curse spell or similar magic.
| |
| Remorhaz
| |
| Huge monstrosity, unaligned
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 195 (17d12 + 85)
| |
| Speed 30 ft., burrow 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 24 (+7) 13 (+1) 21 (+5) 4 (−3) 10 (+0) 5 (−3)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 342
| |
| Damage Immunities cold, fire
| |
| Senses darkvision 60 ft., tremorsense 60 ft., passive
| |
| Perception 10
| |
| Languages —
| |
| Challenge 11 (7,200 XP)
| |
| Heated Body. A creature that touches the remorhaz or
| |
| hits it with a melee attack while within 5 feet of it takes
| |
| 10 (3d6) fire damage.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +11 to hit, reach 10 ft.,
| |
| one target. Hit: 40 (6d10 + 7) piercing damage plus 10
| |
| (3d6) fire damage. If the target is a creature, it is
| |
| grappled (escape DC 17). Until this grapple ends, the
| |
| target is restrained, and the remorhaz can’t bite
| |
| another target.
| |
| Swallow. The remorhaz makes one bite attack against
| |
| a Medium or smaller creature it is grappling. If the
| |
| attack hits, that creature takes the bite’s damage and is
| |
| swallowed, and the grapple ends. While swallowed, the
| |
| creature is blinded and restrained, it has total cover
| |
| against attacks and other effects outside the remorhaz,
| |
| and it takes 21 (6d6) acid damage at the start of each
| |
| of the remorhaz’s turns.
| |
| If the remorhaz takes 30 damage or more on a single
| |
| turn from a creature inside it, the remorhaz must
| |
| succeed on a DC 15 Constitution saving throw at the
| |
| end of that turn or regurgitate all swallowed creatures,
| |
| which fall prone in a space within 10 feet of the
| |
| remorhaz. If the remorhaz dies, a swallowed creature is
| |
| no longer restrained by it and can escape from the
| |
| corpse using 15 feet of movement, exiting prone.
| |
| Roc
| |
| Gargantuan monstrosity, unaligned
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 248 (16d20 + 80)
| |
| Speed 20 ft., fly 120 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 28 (+9) 10 (+0) 20 (+5) 3 (−4) 10 (+0) 9 (−1)
| |
| Saving Throws Dex +4, Con +9, Wis +4, Cha +3
| |
| Skills Perception +4
| |
| Senses passive Perception 14
| |
| Languages —
| |
| Challenge 11 (7,200 XP)
| |
| Keen Sight. The roc has advantage on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Multiattack. The roc makes two attacks: one with its
| |
| beak and one with its talons.
| |
| Beak. Melee Weapon Attack: +13 to hit, reach 10 ft.,
| |
| one target. Hit: 27 (4d8 + 9) piercing damage.
| |
| Talons. Melee Weapon Attack: +13 to hit, reach 5 ft.,
| |
| one target. Hit: 23 (4d6 + 9) slashing damage, and the
| |
| target is grappled (escape DC 19). Until this grapple
| |
| ends, the target is restrained, and the roc can’t use its
| |
| talons on another target.
| |
| Roper
| |
| Large monstrosity, neutral evil
| |
| Armor Class 20 (natural armor)
| |
| Hit Points 93 (11d10 + 33)
| |
| Speed 10 ft., climb 10 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 8 (−1) 17 (+3) 7 (−2) 16 (+3) 6 (−2)
| |
| Skills Perception +6, Stealth +5
| |
| Senses darkvision 60 ft., passive Perception 16
| |
| Languages —
| |
| Challenge 5 (1,800 XP)
| |
| False Appearance. While the roper remains motionless,
| |
| it is indistinguishable from a normal cave formation,
| |
| such as a stalagmite.
| |
| Grasping Tendrils. The roper can have up to six tendrils
| |
| at a time. Each tendril can be attacked (AC 20; 10 hit
| |
| points; immunity to poison and psychic damage).
| |
| Destroying a tendril deals no damage to the roper,
| |
| which can extrude a replacement tendril on its next
| |
| turn. A tendril can also be broken if a creature takes an
| |
| action and succeeds on a DC 15 Strength check against
| |
| it.
| |
| Spider Climb. The roper can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 343
| |
| Actions
| |
| Multiattack. The roper makes four attacks with its
| |
| tendrils, uses Reel, and makes one attack with its bite.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 22 (4d8 + 4) piercing damage.
| |
| Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft.,
| |
| one creature. Hit: The target is grappled (escape DC 15).
| |
| Until the grapple ends, the target is restrained and has
| |
| disadvantage on Strength checks and Strength saving
| |
| throws, and the roper can’t use the same tendril on
| |
| another target.
| |
| Reel. The roper pulls each creature grappled by it up to
| |
| 25 feet straight toward it.
| |
| Rust Monster
| |
| Medium monstrosity, unaligned
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 27 (5d8 + 5)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 12 (+1) 13 (+1) 2 (−4) 13 (+1) 6 (−2)
| |
| Senses darkvision 60 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Iron Scent. The rust monster can pinpoint, by scent,
| |
| the location of ferrous metal within 30 feet of it.
| |
| Rust Metal. Any nonmagical weapon made of metal
| |
| that hits the rust monster corrodes. After dealing
| |
| damage, the weapon takes a permanent and
| |
| cumulative −1 penalty to damage rolls. If its penalty
| |
| drops to −5, the weapon is destroyed. Nonmagical
| |
| ammunition made of metal that hits the rust monster
| |
| is destroyed after dealing damage.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d8 + 1) piercing damage.
| |
| Antennae. The rust monster corrodes a nonmagical
| |
| ferrous metal object it can see within 5 feet of it. If the
| |
| object isn’t being worn or carried, the touch destroys a
| |
| 1-‐foot cube of it. If the object is being worn or carried
| |
| by a creature, the creature can make a DC 11 Dexterity
| |
| saving throw to avoid the rust monster’s touch.
| |
| If the object touched is either metal armor or a
| |
| metal shield being worn or carried, its takes a
| |
| permanent and cumulative −1 penalty to the AC it
| |
| offers. Armor reduced to an AC of 10 or a shield that
| |
| drops to a +0 bonus is destroyed. If the object touched
| |
| is a held metal weapon, it rusts as described in the Rust
| |
| Metal trait.
| |
| Monsters (S)
| |
| Sahuagin
| |
| Medium humanoid (sahuagin), lawful evil
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 22 (4d8 + 4)
| |
| Speed 30 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 11 (+0) 12 (+1) 12 (+1) 13 (+1) 9 (−1)
| |
| Skills Perception +5
| |
| Senses darkvision 120 ft., passive Perception 15
| |
| Languages Sahuagin
| |
| Challenge 1/2 (100 XP)
| |
| Blood Frenzy. The sahuagin has advantage on melee
| |
| attack rolls against any creature that doesn’t have all
| |
| its hit points.
| |
| Limited Amphibiousness. The sahuagin can breathe air
| |
| and water, but it needs to be submerged at least once
| |
| every 4 hours to avoid suffocating.
| |
| Shark Telepathy. The sahuagin can magically command
| |
| any shark within 120 feet of it, using a limited
| |
| telepathy.
| |
| Actions
| |
| Multiattack. The sahuagin makes two melee attacks:
| |
| one with its bite and one with its claws or spear.
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 3 (1d4 + 1) piercing damage.
| |
| Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 3 (1d4 + 1) slashing damage.
| |
| Spear. Melee or Ranged Weapon Attack: +3 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
| |
| 1) piercing damage, or 5 (1d8 + 1) piercing damage if
| |
| used with two hands to make a melee attack.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 344
| |
| Salamander
| |
| Large elemental, neutral evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 90 (12d10 + 24)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 14 (+2) 15 (+2) 11 (+0) 10 (+0) 12 (+1)
| |
| Damage Vulnerabilities cold
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Damage Immunities fire
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages Ignan
| |
| Challenge 5 (1,800 XP)
| |
| Heated Body. A creature that touches the salamander
| |
| or hits it with a melee attack while within 5 feet of it
| |
| takes 7 (2d6) fire damage.
| |
| Heated Weapons. Any metal melee weapon the
| |
| salamander wields deals an extra 3 (1d6) fire damage
| |
| on a hit (included in the attack).
| |
| Actions
| |
| Multiattack. The salamander makes two attacks: one
| |
| with its spear and one with its tail.
| |
| Spear. Melee or Ranged Weapon Attack: +7 to hit,
| |
| reach 5 ft. or range 20 ft./60 ft., one target. Hit: 11
| |
| (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing
| |
| damage if used with two hands to make a melee attack,
| |
| plus 3 (1d6) fire damage.
| |
| Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one
| |
| target. Hit: 11 (2d6 + 4) bludgeoning damage plus 7
| |
| (2d6) fire damage, and the target is grappled (escape
| |
| DC 14). Until this grapple ends, the target is restrained,
| |
| the salamander can automatically hit the target with its
| |
| tail, and the salamander can’t make tail attacks against
| |
| other targets.
| |
| Satyr
| |
| Medium fey, chaotic neutral
| |
| Armor Class 14 (leather armor)
| |
| Hit Points 31 (7d8)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2)
| |
| Skills Perception +2, Performance +6, Stealth +5
| |
| Senses passive Perception 12
| |
| Languages Common, Elvish, Sylvan
| |
| Challenge 1/2 (100 XP)
| |
| Magic Resistance. The satyr has advantage on saving
| |
| throws against spells and other magical effects.
| |
| Actions
| |
| Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 6 (2d4 + 1) bludgeoning damage.
| |
| Shortsword. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 6 (1d6 + 3) piercing damage.
| |
| Shortbow. Ranged Weapon Attack: +5 to hit, range
| |
| 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
| |
| Shadow
| |
| Medium undead, chaotic evil
| |
| Armor Class 12
| |
| Hit Points 16 (3d8 + 3)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 6 (−2) 14 (+2) 13 (+1) 6 (−2) 10 (+0) 8 (−1)
| |
| Skills Stealth +4 (+6 in dim light or darkness)
| |
| Damage Vulnerabilities radiant
| |
| Damage Resistances acid, cold, fire, lightning, thunder;
| |
| bludgeoning, piercing, and slashing from nonmagical
| |
| attacks
| |
| Damage Immunities necrotic, poison
| |
| Condition Immunities exhaustion, frightened, grappled,
| |
| paralyzed, petrified, poisoned, prone, restrained
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Amorphous. The shadow can move through a space as
| |
| narrow as 1 inch wide without squeezing.
| |
| Shadow Stealth. While in dim light or darkness, the
| |
| shadow can take the Hide action as a bonus action.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 345
| |
| Sunlight Weakness. While in sunlight, the shadow has
| |
| disadvantage on attack rolls, ability checks, and saving
| |
| throws.
| |
| Actions
| |
| Strength Drain. Melee Weapon Attack: +4 to hit, reach
| |
| 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage,
| |
| and the target’s Strength score is reduced by 1d4. The
| |
| target dies if this reduces its Strength to 0. Otherwise,
| |
| the reduction lasts until the target finishes a short or
| |
| long rest.
| |
| If a non-‐evil humanoid dies from this attack, a new
| |
| shadow rises from the corpse 1d4 hours later.
| |
| Shambling Mound
| |
| Large plant, unaligned
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 136 (16d10 + 48)
| |
| Speed 20 ft., swim 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3)
| |
| Skills Stealth +2
| |
| Damage Resistances cold, fire
| |
| Damage Immunities lightning
| |
| Condition Immunities blinded, deafened, exhaustion
| |
| Senses blindsight 60 ft. (blind beyond this radius),
| |
| passive Perception 10
| |
| Languages —
| |
| Challenge 5 (1,800 XP)
| |
| Lightning Absorption. Whenever the shambling mound
| |
| is subjected to lightning damage, it takes no damage
| |
| and regains a number of hit points equal to the
| |
| lightning damage dealt.
| |
| Actions
| |
| Multiattack. The shambling mound makes two slam
| |
| attacks. If both attacks hit a Medium or smaller target,
| |
| the target is grappled (escape DC 14), and the
| |
| shambling mound uses its Engulf on it.
| |
| Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) bludgeoning damage.
| |
| Engulf. The shambling mound engulfs a Medium or
| |
| smaller creature grappled by it. The engulfed target is
| |
| blinded, restrained, and unable to breathe, and it must
| |
| succeed on a DC 14 Constitution saving throw at the
| |
| start of each of the mound’s turns or take 13 (2d8 + 4)
| |
| bludgeoning damage. If the mound moves, the
| |
| engulfed target moves with it. The mound can have
| |
| only one creature engulfed at a time.
| |
| Shield Guardian
| |
| Large construct, unaligned
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 142 (15d10 + 60)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 8 (−1) 18 (+4) 7 (−2) 10 (+0) 3 (−4)
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 10
| |
| Damage Immunities poison
| |
| Condition Immunities charmed, exhaustion, frightened,
| |
| paralyzed, poisoned
| |
| Languages understands commands given in any
| |
| language but can’t speak
| |
| Challenge 7 (2,900 XP)
| |
| Bound. The shield guardian is magically bound to an
| |
| amulet. As long as the guardian and its amulet are on
| |
| the same plane of existence, the amulet’s wearer can
| |
| telepathically call the guardian to travel to it, and the
| |
| guardian knows the distance and direction to the
| |
| amulet. If the guardian is within 60 feet of the amulet’s
| |
| wearer, half of any damage the wearer takes (rounded
| |
| up) is transferred to the guardian.
| |
| Regeneration. The shield guardian regains 10 hit points
| |
| at the start of its turn if it has at least 1 hit point.
| |
| Spell Storing. A spellcaster who wears the shield
| |
| guardian’s amulet can cause the guardian to store one
| |
| spell of 4th level or lower. To do so, the wearer must
| |
| cast the spell on the guardian. The spell has no effect
| |
| but is stored within the guardian. When commanded
| |
| to do so by the wearer or when a situation arises that
| |
| was predefined by the spellcaster, the guardian casts
| |
| the stored spell with any parameters set by the original
| |
| caster, requiring no components. When the spell is cast
| |
| or a new spell is stored, any previously stored spell is
| |
| lost.
| |
| Actions
| |
| Multiattack. The guardian makes two fist attacks.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 346
| |
| Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) bludgeoning damage.
| |
| Reactions
| |
| Shield. When a creature makes an attack against the
| |
| wearer of the guardian’s amulet, the guardian grants a
| |
| +2 bonus to the wearer’s AC if the guardian is within 5
| |
| feet of the wearer.
| |
| Skeletons
| |
| Skeleton
| |
| Medium undead, lawful evil
| |
| Armor Class 13 (armor scraps)
| |
| Hit Points 13 (2d8 + 4)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 14 (+2) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
| |
| Damage Vulnerabilities bludgeoning
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, poisoned
| |
| Senses darkvision 60 ft., passive Perception 9
| |
| Languages understands all languages it knew in life but
| |
| can’t speak
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Shortsword. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Shortbow. Ranged Weapon Attack: +4 to hit, range
| |
| 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Minotaur Skeleton
| |
| Large undead, lawful evil
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 67 (9d10 + 18)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 11 (+0) 15 (+2) 6 (−2) 8 (−1) 5 (−3)
| |
| Damage Vulnerabilities bludgeoning
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, poisoned
| |
| Senses darkvision 60 ft., passive Perception 9
| |
| Languages understands Abyssal but can’t speak
| |
| Challenge 2 (450 XP)
| |
| Charge. If the skeleton moves at least 10 feet straight
| |
| toward a target and then hits it with a gore attack on
| |
| the same turn, the target takes an extra 9 (2d8)
| |
| piercing damage. If the target is a creature, it must
| |
| succeed on a DC 14 Strength saving throw or be
| |
| pushed up to 10 feet away and knocked prone.
| |
| Actions
| |
| Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 17 (2d12 + 4) slashing damage.
| |
| Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) piercing damage.
| |
| Warhorse Skeleton
| |
| Large undead, lawful evil
| |
| Armor Class 13 (barding scraps)
| |
| Hit Points 22 (3d10 + 6)
| |
| Speed 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 12 (+1) 15 (+2) 2 (−4) 8 (−1) 5 (−3)
| |
| Damage Vulnerabilities bludgeoning
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, poisoned
| |
| Senses darkvision 60 ft., passive Perception 9
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Actions
| |
| Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 11 (2d6 + 4) bludgeoning damage.
| |
| Specter
| |
| Medium undead, chaotic evil
| |
| Armor Class 12
| |
| Hit Points 22 (5d8)
| |
| Speed 0 ft., fly 50 ft. (hover)
| |
| STR DEX CON INT WIS CHA
| |
| 1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 347
| |
| Damage Resistances acid, cold, fire, lightning, thunder;
| |
| bludgeoning, piercing, and slashing from nonmagical
| |
| attacks
| |
| Damage Immunities necrotic, poison
| |
| Condition Immunities charmed, exhaustion, grappled,
| |
| paralyzed, petrified, poisoned, prone, restrained,
| |
| unconscious
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages understands all languages it knew in life but
| |
| can’t speak
| |
| Challenge 1 (200 XP)
| |
| Incorporeal Movement. The specter can move through
| |
| other creatures and objects as if they were difficult
| |
| terrain. It takes 5 (1d10) force damage if it ends its turn
| |
| inside an object.
| |
| Sunlight Sensitivity. While in sunlight, the specter has
| |
| disadvantage on attack rolls, as well as on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 10 (3d6) necrotic damage. The target
| |
| must succeed on a DC 10 Constitution saving throw or
| |
| its hit point maximum is reduced by an amount equal
| |
| to the damage taken. This reduction lasts until the
| |
| creature finishes a long rest. The target dies if this
| |
| effect reduces its hit point maximum to 0.
| |
| Sphinxes
| |
| Androsphinx
| |
| Large monstrosity, lawful neutral
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 199 (19d10 + 95)
| |
| Speed 40 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 22 (+6) 10 (+0) 20 (+5) 16 (+3) 18 (+4) 23 (+6)
| |
| Saving Throws Dex +6, Con +11, Int +9, Wis +10
| |
| Skills Arcana +9, Perception +10, Religion +15
| |
| Damage Immunities psychic; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Condition Immunities charmed, frightened
| |
| Senses truesight 120 ft., passive Perception 20
| |
| Languages Common, Sphinx
| |
| Challenge 17 (18,000 XP)
| |
| Inscrutable. The sphinx is immune to any effect that
| |
| would sense its emotions or read its thoughts, as well
| |
| as any divination spell that it refuses. Wisdom (Insight)
| |
| checks made to ascertain the sphinx’s intentions or
| |
| sincerity have disadvantage.
| |
| Magic Weapons. The sphinx’s weapon attacks are
| |
| magical.
| |
| Spellcasting. The sphinx is a 12th-‐level spellcaster. Its
| |
| spellcasting ability is Wisdom (spell save DC 18, +10 to
| |
| hit with spell attacks). It requires no material
| |
| components to cast its spells. The sphinx has the
| |
| following cleric spells prepared:
| |
| Cantrips (at will): sacred flame, spare the dying,
| |
| thaumaturgy
| |
| 1st level (4 slots): command, detect evil and good,
| |
| detect magic
| |
| 2nd level (3 slots): lesser restoration, zone of truth
| |
| 3rd level (3 slots): dispel magic, tongues
| |
| 4th level (3 slots): banishment, freedom of movement
| |
| 5th level (2 slots): flame strike, greater restoration
| |
| 6th level (1 slot): heroes’ feast
| |
| Actions
| |
| Multiattack. The sphinx makes two claw attacks.
| |
| Claw. Melee Weapon Attack: +12 to hit, reach 5 ft.,
| |
| one target. Hit: 17 (2d10 + 6) slashing damage.
| |
| Roar (3/Day). The sphinx emits a magical roar. Each
| |
| time it roars before finishing a long rest, the roar is
| |
| louder and the effect is different, as detailed below.
| |
| Each creature within 500 feet of the sphinx and able to
| |
| hear the roar must make a saving throw.
| |
| First Roar. Each creature that fails a DC 18 Wisdom
| |
| saving throw is frightened for 1 minute. A frightened
| |
| creature can repeat the saving throw at the end of
| |
| each of its turns, ending the effect on itself on a
| |
| success.
| |
| Second Roar. Each creature that fails a DC 18 Wisdom
| |
| saving throw is deafened and frightened for 1
| |
| minute. A frightened creature is paralyzed and can
| |
| repeat the saving throw at the end of each of its
| |
| turns, ending the effect on itself on a success.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 348
| |
| Third Roar. Each creature makes a DC 18 Constitution
| |
| saving throw. On a failed save, a creature takes 44
| |
| (8d10) thunder damage and is knocked prone. On a
| |
| successful save, the creature takes half as much
| |
| damage and isn’t knocked prone.
| |
| Legendary Actions
| |
| The sphinx can take 3 legendary actions, choosing from
| |
| the options below. Only one legendary action option
| |
| can be used at a time and only at the end of another
| |
| creature’s turn. The sphinx regains spent legendary
| |
| actions at the start of its turn.
| |
| Claw Attack. The sphinx makes one claw attack.
| |
| Teleport (Costs 2 Actions). The sphinx magically
| |
| teleports, along with any equipment it is wearing or
| |
| carrying, up to 120 feet to an unoccupied space it
| |
| can see.
| |
| Cast a Spell (Costs 3 Actions). The sphinx casts a spell
| |
| from its list of prepared spells, using a spell slot as
| |
| normal.
| |
| Gynosphinx
| |
| Large monstrosity, lawful neutral
| |
| Armor Class 17 (natural armor)
| |
| Hit Points 136 (16d10 + 48)
| |
| Speed 40 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 15 (+2) 16 (+3) 18 (+4) 18 (+4) 18 (+4)
| |
| Skills Arcana +12, History +12, Perception +8, Religion
| |
| +8
| |
| Damage Resistances bludgeoning, piercing, and
| |
| slashing from nonmagical attacks
| |
| Damage Immunities psychic
| |
| Condition Immunities charmed, frightened
| |
| Senses truesight 120 ft., passive Perception 18
| |
| Languages Common, Sphinx
| |
| Challenge 11 (7,200 XP)
| |
| Inscrutable. The sphinx is immune to any effect that
| |
| would sense its emotions or read its thoughts, as well
| |
| as any divination spell that it refuses. Wisdom (Insight)
| |
| checks made to ascertain the sphinx’s intentions or
| |
| sincerity have disadvantage.
| |
| Magic Weapons. The sphinx’s weapon attacks are
| |
| magical.
| |
| Spellcasting. The sphinx is a 9th-‐level spellcaster. Its
| |
| spellcasting ability is Intelligence (spell save DC 16, +8
| |
| to hit with spell attacks). It requires no material
| |
| components to cast its spells. The sphinx has the
| |
| following wizard spells prepared:
| |
| Cantrips (at will): mage hand, minor illusion,
| |
| prestidigitation
| |
| 1st level (4 slots): detect magic, identify, shield
| |
| 2nd level (3 slots): darkness, locate object, suggestion
| |
| 3rd level (3 slots): dispel magic, remove curse, tongues
| |
| 4th level (3 slots): banishment, greater invisibility
| |
| 5th level (1 slot): legend lore
| |
| Actions
| |
| Multiattack. The sphinx makes two claw attacks.
| |
| Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) slashing damage.
| |
| Legendary Actions
| |
| The sphinx can take 3 legendary actions, choosing from
| |
| the options below. Only one legendary action option
| |
| can be used at a time and only at the end of another
| |
| creature’s turn. The sphinx regains spent legendary
| |
| actions at the start of its turn.
| |
| Claw Attack. The sphinx makes one claw attack.
| |
| Teleport (Costs 2 Actions). The sphinx magically
| |
| teleports, along with any equipment it is wearing or
| |
| carrying, up to 120 feet to an unoccupied space it
| |
| can see.
| |
| Cast a Spell (Costs 3 Actions). The sphinx casts a spell
| |
| from its list of prepared spells, using a spell slot as
| |
| normal.
| |
| Sprite
| |
| Tiny fey, neutral good
| |
| Armor Class 15 (leather armor)
| |
| Hit Points 2 (1d4)
| |
| Speed 10 ft., fly 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 3 (−4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0)
| |
| Skills Perception +3, Stealth +8
| |
| Senses passive Perception 13
| |
| Languages Common, Elvish, Sylvan
| |
| Challenge 1/4 (50 XP)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 349
| |
| Actions
| |
| Longsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,
| |
| one target. Hit: 1 slashing damage.
| |
| Shortbow. Ranged Weapon Attack: +6 to hit, range
| |
| 40/160 ft., one target. Hit: 1 piercing damage, and the
| |
| target must succeed on a DC 10 Constitution saving
| |
| throw or become poisoned for 1 minute. If its saving
| |
| throw result is 5 or lower, the poisoned target falls
| |
| unconscious for the same duration, or until it takes
| |
| damage or another creature takes an action to shake it
| |
| awake.
| |
| Heart Sight. The sprite touches a creature and
| |
| magically knows the creature’s current emotional state.
| |
| If the target fails a DC 10 Charisma saving throw, the
| |
| sprite also knows the creature’s alignment. Celestials,
| |
| fiends, and undead automatically fail the saving throw.
| |
| Invisibility. The sprite magically turns invisible until it
| |
| attacks or casts a spell, or until its concentration ends
| |
| (as if concentrating on a spell). Any equipment the
| |
| sprite wears or carries is invisible with it.
| |
| Stirge
| |
| Tiny beast, unaligned
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 2 (1d4)
| |
| Speed 10 ft., fly 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2)
| |
| Senses darkvision 60 ft., passive Perception 9
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Actions
| |
| Blood Drain. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and
| |
| the stirge attaches to the target. While attached, the
| |
| stirge doesn’t attack. Instead, at the start of each of
| |
| the stirge’s turns, the target loses 5 (1d4 + 3) hit points
| |
| due to blood loss.
| |
| The stirge can detach itself by spending 5 feet of its
| |
| movement. It does so after it drains 10 hit points of
| |
| blood from the target or the target dies. A creature,
| |
| including the target, can use its action to detach the
| |
| stirge.
| |
| Succubus/Incubus
| |
| Medium fiend (shapechanger), neutral evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 66 (12d8 + 12)
| |
| Speed 30 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 8 (−1) 17 (+3) 13 (+1) 15 (+2) 12 (+1) 20 (+5)
| |
| Skills Deception +9, Insight +5, Perception +5,
| |
| Persuasion +9, Stealth +7
| |
| Damage Resistances cold, fire, lightning, poison;
| |
| bludgeoning, piercing, and slashing from nonmagical
| |
| attacks
| |
| Senses darkvision 60 ft., passive Perception 15
| |
| Languages Abyssal, Common, Infernal, telepathy 60 ft.
| |
| Challenge 4 (1,100 XP)
| |
| Telepathic Bond. The fiend ignores the range
| |
| restriction on its telepathy when communicating with a
| |
| creature it has charmed. The two don’t even need to
| |
| be on the same plane of existence.
| |
| Shapechanger. The fiend can use its action to
| |
| polymorph into a Small or Medium humanoid, or back
| |
| into its true form. Without wings, the fiend loses its
| |
| flying speed. Other than its size and speed, its statistics
| |
| are the same in each form. Any equipment it is wearing
| |
| or carrying isn’t transformed. It reverts to its true form
| |
| if it dies.
| |
| Actions
| |
| Claw (Fiend Form Only). Melee Weapon Attack: +5 to
| |
| hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing
| |
| damage.
| |
| Charm. One humanoid the fiend can see within 30 feet
| |
| of it must succeed on a DC 15 Wisdom saving throw or
| |
| be magically charmed for 1 day. The charmed target
| |
| obeys the fiend’s verbal or telepathic commands. If the
| |
| target suffers any harm or receives a suicidal command,
| |
| it can repeat the saving throw, ending the effect on a
| |
| success. If the target successfully saves against the
| |
| effect, or if the effect on it ends, the target is immune
| |
| to this fiend’s Charm for the next 24 hours.
| |
| The fiend can have only one target charmed at a
| |
| time. If it charms another, the effect on the previous
| |
| target ends.
| |
| Draining Kiss. The fiend kisses a creature charmed by it
| |
| or a willing creature. The target must make a DC 15
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 350
| |
| Constitution saving throw against this magic, taking 32
| |
| (5d10 + 5) psychic damage on a failed save, or half as
| |
| much damage on a successful one. The target’s hit
| |
| point maximum is reduced by an amount equal to the
| |
| damage taken. This reduction lasts until the target
| |
| finishes a long rest. The target dies if this effect
| |
| reduces its hit point maximum to 0.
| |
| Etherealness. The fiend magically enters the Ethereal
| |
| Plane from the Material Plane, or vice versa.
| |
| Monsters (T)
| |
| Tarrasque
| |
| Gargantuan monstrosity (titan), unaligned
| |
| Armor Class 25 (natural armor)
| |
| Hit Points 676 (33d20 + 330)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 30 (+10) 11 (+0) 30 (+10) 3 (−4) 11 (+0) 11 (+0)
| |
| Saving Throws Int +5, Wis +9, Cha +9
| |
| Damage Immunities fire, poison; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Condition Immunities charmed, frightened, paralyzed,
| |
| poisoned
| |
| Senses blindsight 120 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 30 (155,000 XP)
| |
| Legendary Resistance (3/Day). If the tarrasque fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Magic Resistance. The tarrasque has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Reflective Carapace. Any time the tarrasque is
| |
| targeted by a magic missile spell, a line spell, or a spell
| |
| that requires a ranged attack roll, roll a d6. On a 1 to 5,
| |
| the tarrasque is unaffected. On a 6, the tarrasque is
| |
| unaffected, and the effect is reflected back at the
| |
| caster as though it originated from the tarrasque,
| |
| turning the caster into the target.
| |
| Siege Monster. The tarrasque deals double damage to
| |
| objects and structures.
| |
| Actions
| |
| Multiattack. The tarrasque can use its Frightful
| |
| Presence. It then makes five attacks: one with its bite,
| |
| two with its claws, one with its horns, and one with its
| |
| tail. It can use its Swallow instead of its bite.
| |
| Bite. Melee Weapon Attack: +19 to hit, reach 10 ft.,
| |
| one target. Hit: 36 (4d12 + 10) piercing damage. If the
| |
| target is a creature, it is grappled (escape DC 20). Until
| |
| this grapple ends, the target is restrained, and the
| |
| tarrasque can’t bite another target.
| |
| Claw. Melee Weapon Attack: +19 to hit, reach 15 ft.,
| |
| one target. Hit: 28 (4d8 + 10) slashing damage.
| |
| Horns. Melee Weapon Attack: +19 to hit, reach 10 ft.,
| |
| one target. Hit: 32 (4d10 + 10) piercing damage.
| |
| Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one
| |
| target. Hit: 24 (4d6 + 10) bludgeoning damage. If the
| |
| target is a creature, it must succeed on a DC 20
| |
| Strength saving throw or be knocked prone.
| |
| Frightful Presence. Each creature of the tarrasque’s
| |
| choice within 120 feet of it and aware of it must
| |
| succeed on a DC 17 Wisdom saving throw or become
| |
| frightened for 1 minute. A creature can repeat the
| |
| saving throw at the end of each of its turns, with
| |
| disadvantage if the tarrasque is within line of sight,
| |
| ending the effect on itself on a success. If a creature’s
| |
| saving throw is successful or the effect ends for it, the
| |
| creature is immune to the tarrasque’s Frightful
| |
| Presence for the next 24 hours.
| |
| Swallow. The tarrasque makes one bite attack against
| |
| a Large or smaller creature it is grappling. If the attack
| |
| hits, the target takes the bite’s damage, the target is
| |
| swallowed, and the grapple ends. While swallowed, the
| |
| creature is blinded and restrained, it has total cover
| |
| against attacks and other effects outside the tarrasque,
| |
| and it takes 56 (16d6) acid damage at the start of each
| |
| of the tarrasque’s turns.
| |
| If the tarrasque takes 60 damage or more on a single
| |
| turn from a creature inside it, the tarrasque must
| |
| succeed on a DC 20 Constitution saving throw at the
| |
| end of that turn or regurgitate all swallowed creatures,
| |
| which fall prone in a space within 10 feet of the
| |
| tarrasque. If the tarrasque dies, a swallowed creature
| |
| is no longer restrained by it and can escape from the
| |
| corpse by using 30 feet of movement, exiting prone.
| |
| Legendary Actions
| |
| The tarrasque can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 351
| |
| another creature’s turn. The tarrasque regains spent
| |
| legendary actions at the start of its turn.
| |
| Attack. The tarrasque makes one claw attack or tail
| |
| attack.
| |
| Move. The tarrasque moves up to half its speed.
| |
| Chomp (Costs 2 Actions). The tarrasque makes one
| |
| bite attack or uses its Swallow.
| |
| Treant
| |
| Huge plant, chaotic good
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 138 (12d12 + 60)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 8 (−1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
| |
| Damage Resistances bludgeoning, piercing
| |
| Damage Vulnerabilities fire
| |
| Senses passive Perception 13
| |
| Languages Common, Druidic, Elvish, Sylvan
| |
| Challenge 9 (5,000 XP)
| |
| False Appearance. While the treant remains
| |
| motionless, it is indistinguishable from a normal tree.
| |
| Siege Monster. The treant deals double damage to
| |
| objects and structures.
| |
| Actions
| |
| Multiattack. The treant makes two slam attacks.
| |
| Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one target. Hit: 16 (3d6 + 6) bludgeoning damage.
| |
| Rock. Ranged Weapon Attack: +10 to hit, range 60/180
| |
| ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
| |
| Animate Trees (1/Day). The treant magically animates
| |
| one or two trees it can see within 60 feet of it. These
| |
| trees have the same statistics as a treant, except they
| |
| have Intelligence and Charisma scores of 1, they can’t
| |
| speak, and they have only the Slam action option. An
| |
| animated tree acts as an ally of the treant. The tree
| |
| remains animate for 1 day or until it dies; until the
| |
| treant dies or is more than 120 feet from the tree; or
| |
| until the treant takes a bonus action to turn it back into
| |
| an inanimate tree. The tree then takes root if possible.
| |
| Troll
| |
| Large giant, chaotic evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 84 (8d10 + 40)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2)
| |
| Skills Perception +2
| |
| Senses darkvision 60 ft., passive Perception 12
| |
| Languages Giant
| |
| Challenge 5 (1,800 XP)
| |
| Keen Smell. The troll has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Regeneration. The troll regains 10 hit points at the
| |
| start of its turn. If the troll takes acid or fire damage,
| |
| this trait doesn’t function at the start of the troll’s next
| |
| turn. The troll dies only if it starts its turn with 0 hit
| |
| points and doesn’t regenerate.
| |
| Actions
| |
| Multiattack. The troll makes three attacks: one with its
| |
| bite and two with its claws.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d6 + 4) piercing damage.
| |
| Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Monsters (U)
| |
| Unicorn
| |
| Large celestial, lawful good
| |
| Armor Class 12
| |
| Hit Points 67 (9d10 + 18)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 14 (+2) 15 (+2) 11 (+0) 17 (+3) 16 (+3)
| |
| Damage Immunities poison
| |
| Condition Immunities charmed, paralyzed, poisoned
| |
| Senses darkvision 60 ft., passive Perception 13
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 352
| |
| Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
| |
| Challenge 5 (1,800 XP)
| |
| Charge. If the unicorn moves at least 20 feet straight
| |
| toward a target and then hits it with a horn attack on
| |
| the same turn, the target takes an extra 9 (2d8)
| |
| piercing damage. If the target is a creature, it must
| |
| succeed on a DC 15 Strength saving throw or be
| |
| knocked prone.
| |
| Innate Spellcasting. The unicorn’s innate spellcasting
| |
| ability is Charisma (spell save DC 14). The unicorn can
| |
| innately cast the following spells, requiring no
| |
| components:
| |
| At will: detect evil and good, druidcraft, pass without
| |
| trace
| |
| 1/day each: calm emotions, dispel evil and good,
| |
| entangle
| |
| Magic Resistance. The unicorn has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Magic Weapons. The unicorn’s weapon attacks are
| |
| magical.
| |
| Actions
| |
| Multiattack. The unicorn makes two attacks: one with
| |
| its hooves and one with its horn.
| |
| Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft.,
| |
| one target. Hit: 11 (2d6 + 4) bludgeoning damage.
| |
| Horn. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 8 (1d8 + 4) piercing damage.
| |
| Healing Touch (3/Day). The unicorn touches another
| |
| creature with its horn. The target magically regains 11
| |
| (2d8 + 2) hit points. In addition, the touch removes all
| |
| diseases and neutralizes all poisons afflicting the target.
| |
| Teleport (1/Day). The unicorn magically teleports itself
| |
| and up to three willing creatures it can see within 5
| |
| feet of it, along with any equipment they are wearing
| |
| or carrying, to a location the unicorn is familiar with, up
| |
| to 1 mile away.
| |
| Legendary Actions
| |
| The unicorn can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The unicorn regains spent
| |
| legendary actions at the start of its turn.
| |
| Hooves. The unicorn makes one attack with its hooves.
| |
| Shimmering Shield (Costs 2 Actions). The unicorn
| |
| creates a shimmering, magical field around itself or
| |
| another creature it can see within 60 feet of it. The
| |
| target gains a +2 bonus to AC until the end of the
| |
| unicorn’s next turn.
| |
| Heal Self (Costs 3 Actions). The unicorn magically
| |
| regains 11 (2d8 + 2) hit points.
| |
| Monsters (V)
| |
| Vampires
| |
| Vampire
| |
| Medium undead (shapechanger), lawful evil
| |
| Armor Class 16 (natural armor)
| |
| Hit Points 144 (17d8 + 68)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)
| |
| Saving Throws Dex +9, Wis +7, Cha +9
| |
| Skills Perception +7, Stealth +9
| |
| Damage Resistances necrotic; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Senses darkvision 120 ft., passive Perception 17
| |
| Languages the languages it knew in life
| |
| Challenge 13 (10,000 XP)
| |
| Shapechanger. If the vampire isn’t in sunlight or
| |
| running water, it can use its action to polymorph into a
| |
| Tiny bat or a Medium cloud of mist, or back into its
| |
| true form.
| |
| While in bat form, the vampire can’t speak, its
| |
| walking speed is 5 feet, and it has a flying speed of 30
| |
| feet. Its statistics, other than its size and speed, are
| |
| unchanged. Anything it is wearing transforms with it,
| |
| but nothing it is carrying does. It reverts to its true
| |
| form if it dies.
| |
| While in mist form, the vampire can’t take any
| |
| actions, speak, or manipulate objects. It is weightless,
| |
| has a flying speed of 20 feet, can hover, and can enter
| |
| a hostile creature’s space and stop there. In addition, if
| |
| air can pass through a space, the mist can do so
| |
| without squeezing, and it can’t pass through water. It
| |
| has advantage on Strength, Dexterity, and Constitution
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 353
| |
| saving throws, and it is immune to all nonmagical
| |
| damage, except the damage it takes from sunlight.
| |
| Legendary Resistance (3/Day). If the vampire fails a
| |
| saving throw, it can choose to succeed instead.
| |
| Misty Escape. When it drops to 0 hit points outside its
| |
| resting place, the vampire transforms into a cloud of
| |
| mist (as in the Shapechanger trait) instead of falling
| |
| unconscious, provided that it isn’t in sunlight or
| |
| running water. If it can’t transform, it is destroyed.
| |
| While it has 0 hit points in mist form, it can’t revert
| |
| to its vampire form, and it must reach its resting place
| |
| within 2 hours or be destroyed. Once in its resting
| |
| place, it reverts to its vampire form. It is then paralyzed
| |
| until it regains at least 1 hit point. After spending 1
| |
| hour in its resting place with 0 hit points, it regains 1 hit
| |
| point.
| |
| Regeneration. The vampire regains 20 hit points at the
| |
| start of its turn if it has at least 1 hit point and isn’t in
| |
| sunlight or running water. If the vampire takes radiant
| |
| damage or damage from holy water, this trait doesn’t
| |
| function at the start of the vampire’s next turn.
| |
| Spider Climb. The vampire can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Vampire Weaknesses. The vampire has the following
| |
| flaws:
| |
| Forbiddance. The vampire can’t enter a residence
| |
| without an invitation from one of the occupants.
| |
| Harmed by Running Water. The vampire takes 20
| |
| acid damage if it ends its turn in running water.
| |
| Stake to the Heart. If a piercing weapon made of
| |
| wood is driven into the vampire’s heart while the
| |
| vampire is incapacitated in its resting place, the
| |
| vampire is paralyzed until the stake is removed.
| |
| Sunlight Hypersensitivity. The vampire takes 20
| |
| radiant damage when it starts its turn in sunlight.
| |
| While in sunlight, it has disadvantage on attack rolls
| |
| and ability checks.
| |
| Actions
| |
| Multiattack (Vampire Form Only). The vampire makes
| |
| two attacks, only one of which can be a bite attack.
| |
| Unarmed Strike (Vampire Form Only). Melee Weapon
| |
| Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 +
| |
| 4) bludgeoning damage. Instead of dealing damage,
| |
| the vampire can grapple the target (escape DC 18).
| |
| Bite (Bat or Vampire Form Only). Melee Weapon
| |
| Attack: +9 to hit, reach 5 ft., one willing creature, or a
| |
| creature that is grappled by the vampire, incapacitated,
| |
| or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10
| |
| (3d6) necrotic damage. The target’s hit point maximum
| |
| is reduced by an amount equal to the necrotic damage
| |
| taken, and the vampire regains hit points equal to that
| |
| amount. The reduction lasts until the target finishes a
| |
| long rest. The target dies if this effect reduces its hit
| |
| point maximum to 0. A humanoid slain in this way and
| |
| then buried in the ground rises the following night as a
| |
| vampire spawn under the vampire’s control.
| |
| Charm. The vampire targets one humanoid it can see
| |
| within 30 feet of it. If the target can see the vampire,
| |
| the target must succeed on a DC 17 Wisdom saving
| |
| throw against this magic or be charmed by the vampire.
| |
| The charmed target regards the vampire as a trusted
| |
| friend to be heeded and protected. Although the target
| |
| isn’t under the vampire’s control, it takes the vampire’s
| |
| requests or actions in the most favorable way it can,
| |
| and it is a willing target for the vampire’s bite attack.
| |
| Each time the vampire or the vampire’s companions
| |
| do anything harmful to the target, it can repeat the
| |
| saving throw, ending the effect on itself on a success.
| |
| Otherwise, the effect lasts 24 hours or until the
| |
| vampire is destroyed, is on a different plane of
| |
| existence than the target, or takes a bonus action to
| |
| end the effect.
| |
| Children of the Night (1/Day). The vampire magically
| |
| calls 2d4 swarms of bats or rats, provided that the sun
| |
| isn’t up. While outdoors, the vampire can call 3d6
| |
| wolves instead. The called creatures arrive in 1d4
| |
| rounds, acting as allies of the vampire and obeying its
| |
| spoken commands. The beasts remain for 1 hour, until
| |
| the vampire dies, or until the vampire dismisses them
| |
| as a bonus action.
| |
| Legendary Actions
| |
| The vampire can take 3 legendary actions, choosing
| |
| from the options below. Only one legendary action
| |
| option can be used at a time and only at the end of
| |
| another creature’s turn. The vampire regains spent
| |
| legendary actions at the start of its turn.
| |
| Move. The vampire moves up to its speed without
| |
| provoking opportunity attacks.
| |
| Unarmed Strike. The vampire makes one unarmed
| |
| strike.
| |
| Bite (Costs 2 Actions). The vampire makes one bite
| |
| attack.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 354
| |
| Vampire Spawn
| |
| Medium undead, neutral evil
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 82 (11d8 + 33)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1)
| |
| Saving Throws Dex +6, Wis +3
| |
| Skills Perception +3, Stealth +6
| |
| Damage Resistances necrotic; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks
| |
| Senses darkvision 60 ft., passive Perception 13
| |
| Languages the languages it knew in life
| |
| Challenge 5 (1,800 XP)
| |
| Regeneration. The vampire regains 10 hit points at the
| |
| start of its turn if it has at least 1 hit point and isn’t in
| |
| sunlight or running water. If the vampire takes radiant
| |
| damage or damage from holy water, this trait doesn’t
| |
| function at the start of the vampire’s next turn.
| |
| Spider Climb. The vampire can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Vampire Weaknesses. The vampire has the following
| |
| flaws:
| |
| Forbiddance. The vampire can’t enter a residence
| |
| without an invitation from one of the occupants.
| |
| Harmed by Running Water. The vampire takes 20
| |
| acid damage when it ends its turn in running water.
| |
| Stake to the Heart. The vampire is destroyed if a
| |
| piercing weapon made of wood is driven into its heart
| |
| while it is incapacitated in its resting place.
| |
| Sunlight Hypersensitivity. The vampire takes 20
| |
| radiant damage when it starts its turn in sunlight.
| |
| While in sunlight, it has disadvantage on attack rolls
| |
| and ability checks.
| |
| Actions
| |
| Multiattack. The vampire makes two attacks, only one
| |
| of which can be a bite attack.
| |
| Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| creature. Hit: 8 (2d4 + 3) slashing damage. Instead of
| |
| dealing damage, the vampire can grapple the target
| |
| (escape DC 13).
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| willing creature, or a creature that is grappled by the
| |
| vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3)
| |
| piercing damage plus 7 (2d6) necrotic damage. The
| |
| target’s hit point maximum is reduced by an amount
| |
| equal to the necrotic damage taken, and the vampire
| |
| regains hit points equal to that amount. The reduction
| |
| lasts until the target finishes a long rest. The target dies
| |
| if this effect reduces its hit point maximum to 0.
| |
| Monsters (W)
| |
| Wight
| |
| Medium undead, neutral evil
| |
| Armor Class 14 (studded leather)
| |
| Hit Points 45 (6d8 + 18)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
| |
| Skills Perception +3, Stealth +4
| |
| Damage Resistances necrotic; bludgeoning, piercing,
| |
| and slashing from nonmagical attacks that aren’t
| |
| silvered
| |
| Damage Immunities poison
| |
| Condition Immunities exhaustion, poisoned
| |
| Senses darkvision 60 ft., passive Perception 13
| |
| Languages the languages it knew in life
| |
| Challenge 3 (700 XP)
| |
| Sunlight Sensitivity. While in sunlight, the wight has
| |
| disadvantage on attack rolls, as well as on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Multiattack. The wight makes two longsword attacks
| |
| or two longbow attacks. It can use its Life Drain in place
| |
| of one longsword attack.
| |
| Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one creature. Hit: 5 (1d6 + 2) necrotic damage. The
| |
| target must succeed on a DC 13 Constitution saving
| |
| throw or its hit point maximum is reduced by an
| |
| amount equal to the damage taken. This reduction
| |
| lasts until the target finishes a long rest. The target dies
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 355
| |
| if this effect reduces its hit point maximum to 0.
| |
| A humanoid slain by this attack rises 24 hours later
| |
| as a zombie under the wight’s control, unless the
| |
| humanoid is restored to life or its body is destroyed.
| |
| The wight can have no more than twelve zombies
| |
| under its control at one time.
| |
| Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10
| |
| + 2) slashing damage if used with two hands.
| |
| Longbow. Ranged Weapon Attack: +4 to hit, range
| |
| 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
| |
| damage.
| |
| Will-‐o’-‐Wisp
| |
| Tiny undead, chaotic evil
| |
| Armor Class 19
| |
| Hit Points 22 (9d4)
| |
| Speed 0 ft., fly 50 ft. (hover)
| |
| STR DEX CON INT WIS CHA
| |
| 1 (−5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 11 (+0)
| |
| Damage Immunities lightning, poison
| |
| Damage Resistances acid, cold, fire, necrotic, thunder;
| |
| bludgeoning, piercing, and slashing from nonmagical
| |
| attacks
| |
| Condition Immunities exhaustion, grappled, paralyzed,
| |
| poisoned, prone, restrained, unconscious
| |
| Senses darkvision 120 ft., passive Perception 12
| |
| Languages the languages it knew in life
| |
| Challenge 2 (450 XP)
| |
| Consume Life. As a bonus action, the will-‐o’-‐wisp can
| |
| target one creature it can see within 5 feet of it that
| |
| has 0 hit points and is still alive. The target must
| |
| succeed on a DC 10 Constitution saving throw against
| |
| this magic or die. If the target dies, the will-‐o’-‐wisp
| |
| regains 10 (3d6) hit points.
| |
| Ephemeral. The will-‐o’-‐wisp can’t wear or carry
| |
| anything.
| |
| Incorporeal Movement. The will-‐o’-‐wisp can move
| |
| through other creatures and objects as if they were
| |
| difficult terrain. It takes 5 (1d10) force damage if it
| |
| ends its turn inside an object.
| |
| Variable Illumination. The will-‐o’-‐wisp sheds bright
| |
| light in a 5-‐ to 20-‐foot radius and dim light for an
| |
| additional number of feet equal to the chosen radius.
| |
| The will-‐o’-‐wisp can alter the radius as a bonus action.
| |
| Actions
| |
| Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 9 (2d8) lightning damage.
| |
| Invisibility. The will-‐o’-‐wisp and its light magically
| |
| become invisible until it attacks or uses its Consume
| |
| Life, or until its concentration ends (as if concentrating
| |
| on a spell).
| |
| Wraith
| |
| Medium undead, neutral evil
| |
| Armor Class 13
| |
| Hit Points 67 (9d8 + 27)
| |
| Speed 0 ft., fly 60 ft. (hover)
| |
| STR DEX CON INT WIS CHA
| |
| 6 (−2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)
| |
| Damage Resistances acid, cold, fire, lightning, thunder;
| |
| bludgeoning, piercing, and slashing from nonmagical
| |
| attacks that aren’t silvered
| |
| Damage Immunities necrotic, poison
| |
| Condition Immunities charmed, exhaustion, grappled,
| |
| paralyzed, petrified, poisoned, prone, restrained
| |
| Senses darkvision 60 ft., passive Perception 12
| |
| Languages the languages it knew in life
| |
| Challenge 5 (1,800 XP)
| |
| Incorporeal Movement. The wraith can move through
| |
| other creatures and objects as if they were difficult
| |
| terrain. It takes 5 (1d10) force damage if it ends its turn
| |
| inside an object.
| |
| Sunlight Sensitivity. While in sunlight, the wraith has
| |
| disadvantage on attack rolls, as well as on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one creature. Hit: 21 (4d8 + 3) necrotic damage. The
| |
| target must succeed on a DC 14 Constitution saving
| |
| throw or its hit point maximum is reduced by an
| |
| amount equal to the damage taken. This reduction
| |
| lasts until the target finishes a long rest. The target dies
| |
| if this effect reduces its hit point maximum to 0.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 356
| |
| Create Specter. The wraith targets a humanoid within
| |
| 10 feet of it that has been dead for no longer than 1
| |
| minute and died violently. The target’s spirit rises as a
| |
| specter in the space of its corpse or in the nearest
| |
| unoccupied space. The specter is under the wraith’s
| |
| control. The wraith can have no more than seven
| |
| specters under its control at one time.
| |
| Wyvern
| |
| Large dragon, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 110 (13d10 + 39)
| |
| Speed 20 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2)
| |
| Skills Perception +4
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages —
| |
| Challenge 6 (2,300 XP)
| |
| Actions
| |
| Multiattack. The wyvern makes two attacks: one with
| |
| its bite and one with its stinger. While flying, it can use
| |
| its claws in place of one other attack.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
| |
| creature. Hit: 11 (2d6 + 4) piercing damage.
| |
| Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) slashing damage.
| |
| Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft.,
| |
| one creature. Hit: 11 (2d6 + 4) piercing damage. The
| |
| target must make a DC 15 Constitution saving throw,
| |
| taking 24 (7d6) poison damage on a failed save, or half
| |
| as much damage on a successful one.
| |
| Monsters (X)
| |
| Xorn
| |
| Medium elemental, neutral
| |
| Armor Class 19 (natural armor)
| |
| Hit Points 73 (7d8 + 42)
| |
| Speed 20 ft., burrow 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 10 (+0) 22 (+6) 11 (+0) 10 (+0) 11 (+0)
| |
| Skills Perception +6, Stealth +3
| |
| Damage Resistances piercing and slashing from
| |
| nonmagical attacks that aren’t adamantine
| |
| Senses darkvision 60 ft., tremorsense 60 ft.,
| |
| passive Perception 16
| |
| Languages Terran
| |
| Challenge 5 (1,800 XP)
| |
| Earth Glide. The xorn can burrow through nonmagical,
| |
| unworked earth and stone. While doing so, the xorn
| |
| doesn’t disturb the material it moves through.
| |
| Stone Camouflage. The xorn has advantage on
| |
| Dexterity (Stealth) checks made to hide in rocky terrain.
| |
| Treasure Sense. The xorn can pinpoint, by scent, the
| |
| location of precious metals and stones, such as coins
| |
| and gems, within 60 feet of it.
| |
| Actions
| |
| Multiattack. The xorn makes three claw attacks and
| |
| one bite attack.
| |
| Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d6 + 3) slashing damage.
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 13 (3d6 + 3) piercing damage.
| |
| Monsters (Z)
| |
| Zombies
| |
| Zombie
| |
| Medium undead, neutral evil
| |
| Armor Class 8
| |
| Hit Points 22 (3d8 + 9)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
| |
| Saving Throws Wis +0
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 60 ft., passive Perception 8
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 357
| |
| Languages understands the languages it knew in life
| |
| but can’t speak
| |
| Challenge 1/4 (50 XP)
| |
| Undead Fortitude. If damage reduces the zombie to 0
| |
| hit points, it must make a Constitution saving throw
| |
| with a DC of 5 + the damage taken, unless the damage
| |
| is radiant or from a critical hit. On a success, the
| |
| zombie drops to 1 hit point instead.
| |
| Actions
| |
| Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d6 + 1) bludgeoning damage.
| |
| Ogre Zombie
| |
| Large undead, neutral evil
| |
| Armor Class 8
| |
| Hit Points 85 (9d10 + 36)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3)
| |
| Saving Throws Wis +0
| |
| Damage Immunities poison
| |
| Condition Immunities poisoned
| |
| Senses darkvision 60 ft., passive Perception 8
| |
| Languages understands Common and Giant but can’t
| |
| speak
| |
| Challenge 2 (450 XP)
| |
| Undead Fortitude. If damage reduces the zombie to 0
| |
| hit points, it must make a Constitution saving throw
| |
| with a DC of 5 + the damage taken, unless the damage
| |
| is radiant or from a critical hit. On a success, the
| |
| zombie drops to 1 hit point instead.
| |
| Actions
| |
| Morningstar. Melee Weapon Attack: +6 to hit, reach 5
| |
| ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 358
| |
| Appendix PH-A:
| |
| Conditions
| |
| Conditions alter a creature’s capabilities in a variety
| |
| of ways and can arise as a result of a spell, a class
| |
| feature, a monster’s attack, or other effect. Most
| |
| conditions, such as blinded, are impairments, but a
| |
| few, such as invisible, can be advantageous.
| |
| A condition lasts either until it is countered (the
| |
| prone condition is countered by standing up, for
| |
| example) or for a duration specified by the effect
| |
| that imposed the condition.
| |
| If multiple effects impose the same condition on a
| |
| creature, each instance of the condition has its own
| |
| duration, but the condition’s effects don’t get worse.
| |
| A creature either has a condition or doesn’t.
| |
| The following definitions specify what happens to
| |
| a creature while it is subjected to a condition.
| |
| Blinded
| |
| • A blinded creature can’t see and automatically
| |
| fails any ability check that requires sight.
| |
| • Attack rolls against the creature have advantage,
| |
| and the creature’s attack rolls have disadvantage.
| |
| Charmed
| |
| • A charmed creature can’t attack the charmer or
| |
| target the charmer with harmful abilities or
| |
| magical effects.
| |
| • The charmer has advantage on any ability check to
| |
| interact socially with the creature.
| |
| Deafened
| |
| • A deafened creature can’t hear and automatically
| |
| fails any ability check that requires hearing.
| |
| Exhaustion
| |
| Some special abilities and environmental hazards, such as
| |
| starvation and the long-‐term effects of freezing or scorching
| |
| temperatures, can lead to a special condition called
| |
| exhaustion. Exhaustion is measured in six levels. An effect
| |
| can give a creature one or more levels of exhaustion, as
| |
| specified in the effect’s description.
| |
| Level Effect
| |
| 1 Disadvantage on ability checks
| |
| 2 Speed halved
| |
| 3 Disadvantage on attack rolls and saving throws
| |
| 4 Hit point maximum halved
| |
| 5 Speed reduced to 0
| |
| 6 Death
| |
| If an already exhausted creature suffers another effect that
| |
| causes exhaustion, its current level of exhaustion increases
| |
| by the amount specified in the effect’s description.
| |
| A creature suffers the effect of its current level of
| |
| exhaustion as well as all lower levels. For example, a creature
| |
| suffering level 2 exhaustion has its speed halved and has
| |
| disadvantage on ability checks.
| |
| An effect that removes exhaustion reduces its level as
| |
| specified in the effect’s description, with all exhaustion
| |
| effects ending if a creature’s exhaustion level is reduced
| |
| below 1.
| |
| Finishing a long rest reduces a creature’s exhaustion level
| |
| by 1, provided that the creature has also ingested some food
| |
| and drink.
| |
| Frightened
| |
| • A frightened creature has disadvantage on ability
| |
| checks and attack rolls while the source of its fear
| |
| is within line of sight.
| |
| • The creature can’t willingly move closer to the
| |
| source of its fear.
| |
| Grappled
| |
| • A grappled creature’s speed becomes 0, and it
| |
| can’t benefit from any bonus to its speed.
| |
| • The condition ends if the grappler is incapacitated
| |
| (see the condition).
| |
| • The condition also ends if an effect removes the
| |
| grappled creature from the reach of the grappler
| |
| or grappling effect, such as when a creature is
| |
| hurled away by the thunder-‐‑wave spell.
| |
| Incapacitated
| |
| • An incapacitated creature can’t take actions or
| |
| reactions.
| |
| Invisible
| |
| • An invisible creature is impossible to see without
| |
| the aid of magic or a special sense. For the purpose
| |
| of hiding, the creature is heavily obscured. The
| |
| creature’s location can be detected by any noise it
| |
| makes or any tracks it leaves.
| |
| • Attack rolls against the creature have
| |
| disadvantage, and the creature’s attack rolls have
| |
| advantage.
| |
| Paralyzed
| |
| • A paralyzed creature is incapacitated (see the
| |
| condition) and can’t move or speak.
| |
| • The creature automatically fails Strength and
| |
| Dexterity saving throws.
| |
| • Attack rolls against the creature have advantage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 359
| |
| • Any attack that hits the creature is a critical hit if
| |
| the attacker is within 5 feet of the creature.
| |
| Petrified
| |
| • A petrified creature is transformed, along with any
| |
| nonmagical object it is wearing or carrying, into a
| |
| solid inanimate substance (usually stone). Its
| |
| weight increases by a factor of ten, and it ceases
| |
| aging.
| |
| • The creature is incapacitated (see the condition),
| |
| can’t move or speak, and is unaware of its
| |
| surroundings.
| |
| • Attack rolls against the creature have advantage.
| |
| • The creature automatically fails Strength and
| |
| Dexterity saving throws.
| |
| • The creature has resistance to all damage.
| |
| • The creature is immune to poison and disease,
| |
| although a poison or disease already in its system
| |
| is suspended, not neutralized.
| |
| Poisoned
| |
| • A poisoned creature has disadvantage on attack
| |
| rolls and ability checks.
| |
| Prone
| |
| • A prone creature’s only movement option is to
| |
| crawl, unless it stands up and thereby ends the
| |
| condition.
| |
| • The creature has disadvantage on attack rolls.
| |
| • An attack roll against the creature has advantage if
| |
| the attacker is within 5 feet of the creature.
| |
| Otherwise, the attack roll has disadvantage.
| |
| Restrained
| |
| • A restrained creature’s speed becomes 0, and it
| |
| can’t benefit from any bonus to its speed.
| |
| • Attack rolls against the creature have advantage,
| |
| and the creature’s attack rolls have disadvantage.
| |
| • The creature has disadvantage on Dexterity saving
| |
| throws.
| |
| Stunned
| |
| • A stunned creature is incapacitated (see the
| |
| condition), can’t move, and can speak only
| |
| falteringly.
| |
| • The creature automatically fails Strength and
| |
| Dexterity saving throws.
| |
| • Attack rolls against the creature have advantage.
| |
| Unconscious
| |
| • An unconscious creature is incapacitated (see the
| |
| condition), can’t move or speak, and is unaware of
| |
| its surroundings
| |
| • The creature drops whatever it’s holding and falls
| |
| prone.
| |
| • The creature automatically fails Strength and
| |
| Dexterity saving throws.
| |
| • Attack rolls against the creature have advantage.
| |
| • Any attack that hits the creature is a critical hit if
| |
| the attacker is within 5 feet of the creature.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 360
| |
| Appendix PH-B:
| |
| Fantasy-Historical
| |
| Pantheons
| |
| The Celtic, Egyptian, Greek, and Norse pantheons are
| |
| fantasy interpretations of historical religions from
| |
| our world’s ancient times. They include deities that
| |
| are most appropriate for use in a game, divorced
| |
| from their historical context in the real world and
| |
| united into pantheons that serve the needs of the
| |
| game.
| |
| The Celtic Pantheon
| |
| It’s said that something wild lurks in the heart of
| |
| every soul, a space that thrills to the sound of geese
| |
| calling at night, to the whispering wind through the
| |
| pines, to the unexpected red of mistletoe on an
| |
| oak—and it is in this space that the Celtic gods dwell.
| |
| They sprang from the brook and stream, their might
| |
| heightened by the strength of the oak and the beauty
| |
| of the woodlands and open moor. When the first
| |
| forester dared put a name to the face seen in the
| |
| bole of a tree or the voice babbling in a brook, these
| |
| gods forced themselves into being.
| |
| The Celtic gods are as often served by druids as by
| |
| clerics, for they are closely aligned with the forces of
| |
| nature that druids revere.
| |
| The Greek Pantheon
| |
| The gods of Olympus make themselves known with
| |
| the gentle lap of waves against the shores and the
| |
| crash of the thunder among the cloud-‐‑enshrouded
| |
| peaks. The thick boar-‐‑infested woods and the sere,
| |
| olive-‐‑covered hillsides hold evidence of their passing.
| |
| Every aspect of nature echoes with their presence,
| |
| and they’ve made a place for themselves inside the
| |
| human heart, too.
| |
| The Egyptian Pantheon
| |
| These gods are a young dynasty of an ancient divine
| |
| family, heirs to the rulership of the cosmos and the
| |
| maintenance of the divine principle of Ma’at—the
| |
| fundamental order of truth, justice, law, and order
| |
| that puts gods, mortal pharaohs, and ordinary men
| |
| and women in their logical and rightful place in the
| |
| universe.
| |
| The Egyptian pantheon is unusual in having three
| |
| gods responsible for death, each with different
| |
| alignments. Anubis is the lawful neutral god of the
| |
| afterlife, who judges the souls of the dead. Set is a
| |
| chaotic evil god of murder, perhaps best known for
| |
| killing his brother Osiris. And Nephthys is a chaotic
| |
| good goddess of mourning.
| |
| The Norse Pantheon
| |
| Where the land plummets from the snowy hills into
| |
| the icy fjords below, where the longboats draw up
| |
| on to the beach, where the glaciers flow forward and
| |
| retreat with every fall and spring—this is the land of
| |
| the Vikings, the home of the Norse pantheon. It’s a
| |
| brutal clime, and one that calls for brutal living. The
| |
| warriors of the land have had to adapt to the harsh
| |
| conditions in order to survive, but they haven’t been
| |
| too twisted by the needs of their environment. Given
| |
| the necessity of raiding for food and wealth, it’s
| |
| surprising the mortals turned out as well as they did.
| |
| Their powers reflect the need these warriors had for
| |
| strong leadership and decisive action. Thus, they see
| |
| their deities in every bend of a river, hear them in
| |
| the crash of the thunder and the booming of the
| |
| glaciers, and smell them in the smoke of a burning
| |
| longhouse.
| |
| The Norse pantheon includes two main families,
| |
| the Aesir (deities of war and destiny) and the Vanir
| |
| (gods of fertility and prosperity). Once enemies,
| |
| these two families are now closely allied against
| |
| their common enemies, the giants (including the
| |
| gods Surtur and Thrym).
| |
| Celtic Deities
| |
| Deity Alignment Suggested Domains Symbol
| |
| The Daghdha, god of weather and crops CG Nature, Trickery Bubbling cauldron or shield
| |
| Arawn, god of life and death NE Life, Death Black star on gray background
| |
| Belenus, god of sun, light, and warmth NG Light Solar disk and standing stones
| |
| Brigantia, goddess of rivers and livestock NG Life Footbridge
| |
| Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe branches
| |
| Dunatis, god of mountains and peaks N Nature Red sun-‐capped mountain peak
| |
| Goibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over sword
| |
| Lugh, god of arts, travel, and commerce CN Knowledge, Life Pair of long hands
| |
| Manannan mac Lir, god of oceans and sea creatures LN Nature, Tempest Wave of white water on green
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 361
| |
| Math Mathonwy, god of magic NE Knowledge Staff
| |
| Morrigan, goddess of battle CE War Two crossed spears
| |
| Nuada, god of war and warriors N War Silver hand on black background
| |
| Oghma, god of speech and writing NG Knowledge Unfurled scroll
| |
| Silvanus, god of nature and forests N Nature Summer oak tree
| |
| Greek Deities
| |
| Deity Alignment Suggested Domains Symbol
| |
| Zeus, god of the sky, ruler of the gods N Tempest Fist full of lightning bolts
| |
| Aphrodite, goddess of love and beauty CG Light Sea shell
| |
| Apollo, god of light, music, and healing CG Knowledge, Life, Light Lyre
| |
| Ares, god of war and strife CE War Spear
| |
| Artemis, goddess of hunting and childbirth NG Life, Nature Bow and arrow on lunar disk
| |
| Athena, goddess of wisdom and civilization LG Knowledge, War Owl
| |
| Demeter, goddess of agriculture NG Life Mare’s head
| |
| Dionysus, god of mirth and wine CN Life Thyrsus (staff tipped with pine cone)
| |
| Hades, god of the underworld LE Death Black ram
| |
| Hecate, goddess of magic and the moon CE Knowledge, Trickery Setting moon
| |
| Hephaestus, god of smithing and craft NG Knowledge Hammer and anvil
| |
| Hera, goddess of marriage and intrigue CN Trickery Fan of peacock feathers
| |
| Hercules, god of strength and adventure CG Tempest, War Lion’s head
| |
| Hermes, god of travel and commerce CG Trickery Caduceus (winged staff and serpents)
| |
| Hestia, goddess of home and family NG Life Hearth
| |
| Nike, goddess of victory LN War Winged woman
| |
| Pan, god of nature CN Nature Syrinx (pan pipes)
| |
| Poseidon, god of the sea and earthquakes CN Tempest Trident
| |
| Tyche, goddess of good fortune N Trickery Red pentagram
| |
| Egyptian Deities
| |
| Deity Alignment Suggested Domains Symbol
| |
| Re-‐Horakhty, god of the sun, ruler of the gods LG Life, Light Solar disk encircled by serpent
| |
| Anubis, god of judgment and death LN Death Black jackal
| |
| Apep, god of evil, fire, and serpents NE Trickery Flaming snake
| |
| Bast, goddess of cats and vengeance CG War Cat
| |
| Bes, god of luck and music CN Trickery Image of the misshapen deity
| |
| Hathor, goddess of love, music, and motherhood NG Life, Light Horned cow’s head with lunar disk
| |
| Imhotep, god of crafts and medicine NG Knowledge Step pyramid
| |
| Isis, goddess of fertility and magic NG Knowledge, Life Ankh and star
| |
| Nephthys, goddess of death and grief CG Death Horns around a lunar disk
| |
| Osiris, god of nature and the underworld LG Life, Nature Crook and flail
| |
| Ptah, god of crafts, knowledge, and secrets LN Knowledge Bull
| |
| Set, god of darkness and desert storms CE Death, Tempest, Trickery Coiled cobra
| |
| Sobek, god of water and crocodiles LE Nature, Tempest Crocodile head with horns and plumes
| |
| Thoth, god of knowledge and wisdom N Knowledge Ibis
| |
| Norse Deities
| |
| Deity Alignment Suggested Domains Symbol
| |
| Odin, god of knowledge and war NG Knowledge, War Watching blue eye
| |
| Aegir, god of the sea and storms NE Tempest Rough ocean waves
| |
| Balder, god of beauty and poetry NG Life, Light Gem-‐encrusted silver chalice
| |
| Forseti, god of justice and law N Light Head of a bearded man
| |
| Frey, god of fertility and the sun NG Life, Light Ice-‐blue greatsword
| |
| Freya, goddess of fertility and love NG Life Falcon
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 362
| |
| Frigga, goddess of birth and fertility N Life, Light Cat
| |
| Heimdall, god of watchfulness and loyalty LG Light, War Curling musical horn
| |
| Hel, goddess of the underworld NE Death Woman’s face, rotting on one side
| |
| Hermod, god of luck CN Trickery Winged scroll
| |
| Loki, god of thieves and trickery CE Trickery Flame
| |
| Njord, god of sea and wind NG Nature, Tempest Gold coin
| |
| Odur, god of light and the sun CG Light Solar disk
| |
| Sif, goddess of war CG War Upraised sword
| |
| Skadi, god of earth and mountains N Nature Mountain peak
| |
| Surtur, god of fire giants and war LE War Flaming sword
| |
| Thor, god of storms and thunder CG Tempest, War Hammer
| |
| Thrym, god of frost giants and cold CE War White double-‐bladed axe
| |
| Tyr, god of courage and strategy LN Knowledge, War Sword
| |
| Uller, god of hunting and winter CN Nature Longbow
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 363
| |
| Appendix PH-C:
| |
| The Planes of
| |
| Existence
| |
| The cosmos teems with a multitude of worlds as well
| |
| as myriad alternate dimensions of reality, called the
| |
| planes of existence. It encompasses every world
| |
| where GMs run their adventures, all within the
| |
| relatively mundane realm of the Material Plane.
| |
| Beyond that plane are domains of raw elemental
| |
| matter and energy, realms of pure thought and ethos,
| |
| the homes of demons and angels, and the dominions
| |
| of the gods.
| |
| Many spells and magic items can draw energy
| |
| from these planes, summon the creatures that dwell
| |
| there, communicate with their denizens, and allow
| |
| adventurers to travel there. As your character
| |
| achieves greater power and higher levels, you might
| |
| walk on streets made of solid fire or test your mettle
| |
| on a battlefield where the fallen are resurrected with
| |
| each dawn.
| |
| The Material Plane
| |
| The Material Plane is the nexus where the
| |
| philosophical and elemental forces that define the
| |
| other planes collide in the jumbled existence of
| |
| mortal life and mundane matter. All fantasy gaming
| |
| worlds exist within the Material Plane, making it the
| |
| starting point for most campaigns and adventures.
| |
| The rest of the multiverse is defined in relation to
| |
| the Material Plane.
| |
| The worlds of the Material Plane are infinitely
| |
| diverse, for they reflect the creative imagination of
| |
| the GMs who set their games there, as well as the
| |
| players whose heroes adventure there. They include
| |
| magic-‐‑wasted desert planets and island-‐‑dotted
| |
| water worlds, worlds where magic combines with
| |
| advanced technology and others trapped in an
| |
| endless Stone Age, worlds where the gods walk and
| |
| places they have abandoned.
| |
| Beyond the Material
| |
| Beyond the Material Plane, the various planes of
| |
| existence are realms of myth and mystery. They’re
| |
| not simply other worlds, but different qualities of
| |
| being, formed and governed by spiritual and
| |
| elemental principles abstracted from the ordinary
| |
| world.
| |
| Planar Travel
| |
| When adventurers travel into other planes of
| |
| existence, they are undertaking a legendary journey
| |
| across the thresholds of existence to a mythic
| |
| destination where they strive to complete their
| |
| quest. Such a journey is the stuff of legend. Braving
| |
| the realms of the dead, seeking out the celestial
| |
| servants of a deity, or bargaining with an efreeti in
| |
| its home city will be the subject of song and story for
| |
| years to come.
| |
| Travel to the planes beyond the Material Plane can
| |
| be accomplished in two ways: by casting a spell or
| |
| by using a planar portal.
| |
| Spells. A number of spells allow direct or indirect
| |
| access to other planes of existence. Plane shift and
| |
| gate can transport adventurers directly to any other
| |
| plane of existence, with different degrees of
| |
| precision. Etherealness allows adventurers to enter
| |
| the Ethereal Plane and travel from there to any of
| |
| the planes it touches—such as the Elemental Planes.
| |
| And the astral projection spell lets adventurers
| |
| project themselves into the Astral Plane and travel
| |
| to the Outer Planes.
| |
| Portals. A portal is a general term for a stationary
| |
| interplanar connection that links a specific location
| |
| on one plane to a specific location on another. Some
| |
| portals are like doorways, a clear window, or a fog-‐‑
| |
| shrouded passage, and simply stepping through it
| |
| effects the interplanar travel. Others are locations—
| |
| circles of standing stones, soaring towers, sailing
| |
| ships, or even whole towns—that exist in multiple
| |
| planes at once or flicker from one plane to another
| |
| in turn. Some are vortices, typically joining an
| |
| Elemental Plane with a very similar location on the
| |
| Material Plane, such as the heart of a volcano
| |
| (leading to the Plane of Fire) or the depths of the
| |
| ocean (to the Plane of Water).
| |
| Transitive Planes
| |
| The Ethereal Plane and the Astral Plane are called
| |
| the Transitive Planes. They are mostly featureless
| |
| realms that serve primarily as ways to travel from
| |
| one plane to another. Spells such as etherealness and
| |
| astral projection allow characters to enter these
| |
| planes and traverse them to reach the planes beyond.
| |
| The Ethereal Plane is a misty, fog-‐‑bound
| |
| dimension that is sometimes described as a great
| |
| ocean. Its shores, called the Border Ethereal, overlap
| |
| the Material Plane and the Inner Planes, so that
| |
| every location on those planes has a corresponding
| |
| location on the Ethereal Plane. Certain creatures can
| |
| see into the Border Ethereal, and the see invisibility
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 364
| |
| and true seeing spell grant that ability. Some magical
| |
| effects also extend from the Material Plane into the
| |
| Border Ethereal, particularly effects that use force
| |
| energy such as forcecage and wall of force. The
| |
| depths of the plane, the Deep Ethereal, are a region
| |
| of swirling mists and colorful fogs.
| |
| The Astral Plane is the realm of thought and
| |
| dream, where visitors travel as disembodied souls to
| |
| reach the planes of the divine and demonic. It is a
| |
| great, silvery sea, the same above and below, with
| |
| swirling wisps of white and gray streaking among
| |
| motes of light resembling distant stars. Erratic
| |
| whirlpools of color flicker in midair like spinning
| |
| coins. Occasional bits of solid matter can be found
| |
| here, but most of the Astral Plane is an endless, open
| |
| domain.
| |
| Inner Planes
| |
| The Inner Planes surround and enfold the Material
| |
| Plane and its echoes, providing the raw elemental
| |
| substance from which all the worlds were made. The
| |
| four Elemental Planes—Air, Earth, Fire, and
| |
| Water—form a ring around the Material Plane,
| |
| suspended within the churning Elemental Chaos.
| |
| At their innermost edges, where they are closest
| |
| to the Material Plane (in a conceptual if not a literal
| |
| geographical sense), the four Elemental Planes
| |
| resemble a world in the Material Plane. The four
| |
| elements mingle together as they do in the Material
| |
| Plane, forming land, sea, and sky. Farther from the
| |
| Material Plane, though, the Elemental Planes are
| |
| both alien and hostile. Here, the elements exist in
| |
| their purest form—great expanses of solid earth,
| |
| blazing fire, crystal-‐‑clear water, and unsullied air.
| |
| These regions are little-‐‑known, so when discussing
| |
| the Plane of Fire, for example, a speaker usually
| |
| means just the border region. At the farthest extents
| |
| of the Inner Planes, the pure elements dissolve and
| |
| bleed together into an unending tumult of clashing
| |
| energies and colliding substance, the Elemental
| |
| Chaos.
| |
| Outer Planes
| |
| If the Inner Planes are the raw matter and energy
| |
| that makes up the multiverse, the Outer Planes are
| |
| the direction, thought and purpose for such
| |
| construction. Accordingly, many sages refer to the
| |
| Outer Planes as divine planes, spiritual planes, or
| |
| godly planes, for the Outer Planes are best known as
| |
| the homes of deities.
| |
| When discussing anything to do with deities, the
| |
| language used must be highly metaphorical. Their
| |
| actual homes are not literally “places” at all, but
| |
| exemplify the idea that the Outer Planes are realms
| |
| of thought and spirit. As with the Elemental Planes,
| |
| one can imagine the perceptible part of the Outer
| |
| Planes as a sort of border region, while extensive
| |
| spiritual regions lie beyond ordinary sensory
| |
| experience.
| |
| Even in those perceptible regions, appearances
| |
| can be deceptive. Initially, many of the Outer Planes
| |
| appear hospitable and familiar to natives of the
| |
| Material Plane. But the landscape can change at the
| |
| whims of the powerful forces that live on the Outer
| |
| Planes. The desires of the mighty forces that dwell
| |
| on these planes can remake them completely,
| |
| effectively erasing and rebuilding existence itself to
| |
| better fulfill their own needs.
| |
| Distance is a virtually meaningless concept on the
| |
| Outer Planes. The perceptible regions of the planes
| |
| often seem quite small, but they can also stretch on
| |
| to what seems like infinity. It might be possible to
| |
| take a guided tour of the Nine Hells, from the first
| |
| layer to the ninth, in a single day—if the powers of
| |
| the Hells desire it. Or it could take weeks for
| |
| travelers to make a grueling trek across a single
| |
| layer.
| |
| The most well-‐‑known Outer Planes are a group of
| |
| sixteen planes that correspond to the eight
| |
| alignments (excluding neutrality) and the shades of
| |
| distinction between them.
| |
| Outer Planes
| |
| The planes with some element of good in their
| |
| nature are called the Upper Planes. Celestial
| |
| creatures such as angels and pegasi dwell in the
| |
| Upper Planes. Planes with some element of evil are
| |
| the Lower Planes. Fiends such as demons and devils
| |
| dwell in the Lower Planes. A plane’s alignment is its
| |
| essence, and a character whose alignment doesn’t
| |
| match the plane’s experiences a profound sense of
| |
| dissonance there. When a good creature visits
| |
| Elysium, for example (a neutral good Upper Plane),
| |
| it feels in tune with the plane, but an evil creature
| |
| feels out of tune and more than a little
| |
| uncomfortable.
| |
| Demiplanes
| |
| Demiplanes are small extradimensional spaces with
| |
| their own unique rules. They are pieces of reality
| |
| that don’t seem to fit anywhere else. Demiplanes
| |
| come into being by a variety of means. Some are
| |
| created by spells, such as demiplane, or generated at
| |
| the desire of a powerful deity or other force. They
| |
| may exist naturally, as a fold of existing reality that
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 365
| |
| has been pinched off from the rest of the multiverse,
| |
| or as a baby universe growing in power. A given
| |
| demiplane can be entered through a single point
| |
| where it touches another plane. Theoretically, a
| |
| plane shift spell can also carry travelers to a
| |
| demiplane, but the proper frequency required for
| |
| the tuning fork is extremely hard to acquire. The
| |
| gate spell is more reliable, assuming the caster
| |
| knows of the demiplane.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 366
| |
| Appendix MM-A:
| |
| Miscellaneous
| |
| Creatures
| |
| This appendix contains statistics for various animals,
| |
| vermin, and other critters. The stat blocks are
| |
| organized alphabetically by creature name.
| |
| Ape
| |
| Medium beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 19 (3d8 + 6)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 14 (+2) 14 (+2) 6 (−2) 12 (+1) 7 (−2)
| |
| Skills Athletics +5, Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Actions
| |
| Multiattack. The ape makes two fist attacks.
| |
| Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d6 + 3) bludgeoning damage.
| |
| Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft.,
| |
| one target. Hit: 6 (1d6 + 3) bludgeoning damage.
| |
| Awakened Shrub
| |
| Small plant, unaligned
| |
| Armor Class 9
| |
| Hit Points 10 (3d6)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 3 (−4) 8 (−1) 11 (+0) 10 (+0) 10 (+0) 6 (−2)
| |
| Damage Vulnerabilities fire
| |
| Damage Resistances piercing
| |
| Senses passive Perception 10
| |
| Languages one language known by its creator
| |
| Challenge 0 (10 XP)
| |
| False Appearance. While the shrub remains motionless,
| |
| it is indistinguishable from a normal shrub.
| |
| Actions
| |
| Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one
| |
| target. Hit: 1 (1d4 − 1) slashing damage.
| |
| An awakened shrub is an ordinary shrub given
| |
| sentience and mobility by the awaken spell or
| |
| similar magic.
| |
| Awakened Tree
| |
| Huge plant, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 59 (7d12 + 14)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 6 (−2) 15 (+2) 10 (+0) 10 (+0) 7 (−2)
| |
| Damage Vulnerabilities fire
| |
| Damage Resistances bludgeoning, piercing
| |
| Senses passive Perception 10
| |
| Languages one language known by its creator
| |
| Challenge 2 (450 XP)
| |
| False Appearance. While the tree remains motionless,
| |
| it is indistinguishable from a normal tree.
| |
| Actions
| |
| Slam. Melee Weapon Attack: +6 to hit, reach 10 ft.,
| |
| one target. Hit: 14 (3d6 + 4) bludgeoning damage.
| |
| An awakened tree is an ordinary tree given
| |
| sentience and mobility by the awaken spell or
| |
| similar magic.
| |
| Axe Beak
| |
| Large beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 50 ft.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 367
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 12 (+1) 12 (+1) 2 (−4) 10 (+0) 5 (−3)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d8 + 2) slashing damage.
| |
| An axe beak is a tall flightless bird with strong legs
| |
| and a heavy, wedge-‐‑shaped beak. It has a nasty
| |
| disposition and tends to attack any unfamiliar
| |
| creature that wanders too close.
| |
| Baboon
| |
| Small beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 3 (1d6)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 8 (−1) 14 (+2) 11 (+0) 4 (−3) 12 (+1) 6 (−2)
| |
| Senses passive Perception 11
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Pack Tactics. The baboon has advantage on an attack
| |
| roll against a creature if at least one of the baboon’s
| |
| allies is within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
| |
| target. Hit: 1 (1d4 − 1) piercing damage.
| |
| Badger
| |
| Tiny beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 3 (1d4 + 1)
| |
| Speed 20 ft., burrow 5 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 4 (−3) 11 (+0) 12 (+1) 2 (−4) 12 (+1) 5 (−3)
| |
| Senses darkvision 30 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Keen Smell. The badger has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 1 piercing damage.
| |
| Bat
| |
| Tiny beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 5 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 15 (+2) 8 (−1) 2 (−4) 12 (+1) 4 (−3)
| |
| Senses blindsight 60 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Echolocation. The bat can’t use its blindsight while
| |
| deafened.
| |
| Keen Hearing. The bat has advantage on Wisdom
| |
| (Perception) checks that rely on hearing.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
| |
| creature. Hit: 1 piercing damage.
| |
| Black Bear
| |
| Medium beast, unaligned
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 19 (3d8 + 6)
| |
| Speed 40 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 10 (+0) 14 (+2) 2 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 368
| |
| Challenge 1/2 (100 XP)
| |
| Keen Smell. The bear has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Multiattack. The bear makes two attacks: one with its
| |
| bite and one with its claws.
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 7 (2d4 + 2) slashing damage.
| |
| Blink Dog
| |
| Medium fey, lawful good
| |
| Armor Class 13
| |
| Hit Points 22 (4d8 + 4)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)
| |
| Skills Perception +3, Stealth +5
| |
| Senses passive Perception 13
| |
| Languages Blink Dog, understands Sylvan but can’t
| |
| speak it
| |
| Challenge 1/4 (50 XP)
| |
| Keen Hearing and Smell. The dog has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d6 + 1) piercing damage.
| |
| Teleport (Recharge 4–6). The dog magically teleports,
| |
| along with any equipment it is wearing or carrying, up
| |
| to 40 feet to an unoccupied space it can see. Before or
| |
| after teleporting, the dog can make one bite attack.
| |
| A blink dog takes its name from its ability to blink in
| |
| and out of existence, a talent it uses to aid its attacks
| |
| and to avoid harm.
| |
| Blood Hawk
| |
| Small beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 7 (2d6)
| |
| Speed 10 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 6 (−2) 14 (+2) 10 (+0) 3 (−4) 14 (+2) 5 (−3)
| |
| Skills Perception +4
| |
| Senses passive Perception 14
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Keen Sight. The hawk has advantage on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Pack Tactics. The hawk has advantage on an attack roll
| |
| against a creature if at least one of the hawk’s allies is
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d4 + 2) piercing damage.
| |
| Taking its name from its crimson feathers and
| |
| aggressive nature, the blood hawk fearlessly attacks
| |
| almost any animal, stabbing it with its daggerlike
| |
| beak. Blood hawks flock together in large numbers,
| |
| attacking as a pack to take down prey.
| |
| Boar
| |
| Medium beast, unaligned
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 11 (+0) 12 (+1) 2 (−4) 9 (−1) 5 (−3)
| |
| Senses passive Perception 9
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Charge. If the boar moves at least 20 feet straight
| |
| toward a target and then hits it with a tusk attack on
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 369
| |
| the same turn, the target takes an extra 3 (1d6)
| |
| slashing damage. If the target is a creature, it must
| |
| succeed on a DC 11 Strength saving throw or be
| |
| knocked prone.
| |
| Relentless (Recharges after a Short or Long Rest). If
| |
| the boar takes 7 damage or less that would reduce it to
| |
| 0 hit points, it is reduced to 1 hit point instead.
| |
| Actions
| |
| Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d6 + 1) slashing damage.
| |
| Brown Bear
| |
| Large beast, unaligned
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 34 (4d10 + 12)
| |
| Speed 40 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Keen Smell. The bear has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Multiattack. The bear makes two attacks: one with its
| |
| bite and one with its claws.
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 8 (1d8 + 4) piercing damage.
| |
| Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) slashing damage.
| |
| Camel
| |
| Large beast, unaligned
| |
| Armor Class 9
| |
| Hit Points 15 (2d10 + 4)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3)
| |
| Senses passive Perception 9
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 2 (1d4) bludgeoning damage.
| |
| Cat
| |
| Tiny beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 2 (1d4)
| |
| Speed 40 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 3 (−4) 15 (+2) 10 (+0) 3 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +3, Stealth +4
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Keen Smell. The cat has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one
| |
| target. Hit: 1 slashing damage.
| |
| Constrictor Snake
| |
| Large beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 13 (2d10 + 2)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4)
| |
| Senses blindsight 10 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 5 (1d6 + 2) piercing damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 370
| |
| Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and
| |
| the target is grappled (escape DC 14). Until this grapple
| |
| ends, the creature is restrained, and the snake can’t
| |
| constrict another target.
| |
| Crab
| |
| Tiny beast, unaligned
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 2 (1d4)
| |
| Speed 20 ft., swim 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 2 (−4)
| |
| Skills Stealth +2
| |
| Senses blindsight 30 ft., passive Perception 9
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Amphibious. The crab can breathe air and water.
| |
| Actions
| |
| Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one
| |
| target. Hit: 1 bludgeoning damage.
| |
| Crocodile
| |
| Large beast, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 20 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3)
| |
| Skills Stealth +2
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Hold Breath. The crocodile can hold its breath for 15
| |
| minutes.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 7 (1d10 + 2) piercing damage, and the
| |
| target is grappled (escape DC 12). Until this grapple
| |
| ends, the target is restrained, and the crocodile can’t
| |
| bite another target.
| |
| Death Dog
| |
| Medium monstrosity, neutral evil
| |
| Armor Class 12
| |
| Hit Points 39 (6d8 + 12)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 14 (+2) 14 (+2) 3 (−4) 13 (+1) 6 (−2)
| |
| Skills Perception +5, Stealth +4
| |
| Senses darkvision 120 ft., passive Perception 15
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Two-‐Headed. The dog has advantage on Wisdom
| |
| (Perception) checks and on saving throws against being
| |
| blinded, charmed, deafened, frightened, stunned, or
| |
| knocked unconscious.
| |
| Actions
| |
| Multiattack. The dog makes two bite attacks.
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d6 + 2) piercing damage. If the target is
| |
| a creature, it must succeed on a DC 12 Constitution
| |
| saving throw against disease or become poisoned until
| |
| the disease is cured. Every 24 hours that elapse, the
| |
| creature must repeat the saving throw, reducing its hit
| |
| point maximum by 5 (1d10) on a failure. This reduction
| |
| lasts until the disease is cured. The creature dies if the
| |
| disease reduces its hit point maximum to 0.
| |
| A death dog is an ugly two-‐‑headed hound that
| |
| roams plains, and deserts. Hate burns in a death
| |
| dog’s heart, and a taste for humanoid flesh drives it
| |
| to attack travelers and explorers. Death dog saliva
| |
| carries a foul disease that causes a victim’s flesh to
| |
| slowly rot off the bone.
| |
| Deer
| |
| Medium beast, unaligned
| |
| Armor Class 13
| |
| Hit Points 4 (1d8)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 371
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 16 (+3) 11 (+0) 2 (−4) 14 (+2) 5 (−3)
| |
| Senses passive Perception 12
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 2 (1d4) piercing damage.
| |
| Dire Wolf
| |
| Large beast, unaligned
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 37 (5d10 + 10)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +3, Stealth +4
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Keen Hearing and Smell. The wolf has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Pack Tactics. The wolf has advantage on an attack roll
| |
| against a creature if at least one of the wolf’s allies is
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) piercing damage. If the target is
| |
| a creature, it must succeed on a DC 13 Strength saving
| |
| throw or be knocked prone.
| |
| Draft Horse
| |
| Large beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 9 (2d4 + 4) bludgeoning damage.
| |
| Eagle
| |
| Small beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 3 (1d6)
| |
| Speed 10 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 6 (−2) 15 (+2) 10 (+0) 2 (−4) 14 (+2) 7 (−2)
| |
| Skills Perception +4
| |
| Senses passive Perception 14
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Keen Sight. The eagle has advantage on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 4 (1d4 + 2) slashing damage.
| |
| Elephant
| |
| Huge beast, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 76 (8d12 + 24)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 22 (+6) 9 (−1) 17 (+3) 3 (−4) 11 (+0) 6 (−2)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 4 (1,100 XP)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 372
| |
| Trampling Charge. If the elephant moves at least 20
| |
| feet straight toward a creature and then hits it with a
| |
| gore attack on the same turn, that target must succeed
| |
| on a DC 12 Strength saving throw or be knocked prone.
| |
| If the target is prone, the elephant can make one
| |
| stomp attack against it as a bonus action.
| |
| Actions
| |
| Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| target. Hit: 19 (3d8 + 6) piercing damage.
| |
| Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft.,
| |
| one prone creature. Hit: 22 (3d10 + 6) bludgeoning
| |
| damage.
| |
| Elk
| |
| Large beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 13 (2d10 + 2)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Charge. If the elk moves at least 20 feet straight
| |
| toward a target and then hits it with a ram attack on
| |
| the same turn, the target takes an extra 7 (2d6)
| |
| damage. If the target is a creature, it must succeed on
| |
| a DC 13 Strength saving throw or be knocked prone.
| |
| Actions
| |
| Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d6 + 3) bludgeoning damage.
| |
| Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one prone creature. Hit: 8 (2d4 + 3) bludgeoning
| |
| damage.
| |
| Flying Snake
| |
| Tiny beast, unaligned
| |
| Armor Class 14
| |
| Hit Points 5 (2d4)
| |
| Speed 30 ft., fly 60 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 4 (−3) 18 (+4) 11 (+0) 2 (−4) 12 (+1) 5 (−3)
| |
| Senses blindsight 10 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Flyby. The snake doesn’t provoke opportunity attacks
| |
| when it flies out of an enemy’s reach.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 1 piercing damage plus 7 (3d4) poison
| |
| damage.
| |
| A flying snake is a brightly colored, winged serpent
| |
| found in remote jungles. Tribespeople and cultists
| |
| sometimes domesticate flying snakes to serve as
| |
| messengers that deliver scrolls wrapped in their
| |
| coils.
| |
| Frog
| |
| Tiny beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 20 ft., swim 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 1 (−5) 13 (+1) 8 (−1) 1 (−5) 8 (−1) 3 (−4)
| |
| Skills Perception +1, Stealth +3
| |
| Senses darkvision 30 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 0 (0 XP)
| |
| Amphibious. The frog can breathe air and water.
| |
| Standing Leap. The frog’s long jump is up to 10 feet
| |
| and its high jump is up to 5 feet, with or without a
| |
| running start.
| |
| A frog has no effective attacks. It feeds on small
| |
| insects and typically dwells near water, in trees, or
| |
| underground. The frog’s statistics can also be used to
| |
| represent a toad.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 373
| |
| Giant Ape
| |
| Huge beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 157 (15d12 + 60)
| |
| Speed 40 ft., climb 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 14 (+2) 18 (+4) 7 (−2) 12 (+1) 7 (−2)
| |
| Skills Athletics +9, Perception +4
| |
| Senses passive Perception 14
| |
| Languages —
| |
| Challenge 7 (2,900 XP)
| |
| Actions
| |
| Multiattack. The ape makes two fist attacks.
| |
| Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one
| |
| target. Hit: 22 (3d10 + 6) bludgeoning damage.
| |
| Rock. Ranged Weapon Attack: +9 to hit, range 50/100
| |
| ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage.
| |
| Giant Badger
| |
| Medium beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 13 (2d8 + 4)
| |
| Speed 30 ft., burrow 10 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 10 (+0) 15 (+2) 2 (−4) 12 (+1) 5 (−3)
| |
| Senses darkvision 30 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Keen Smell. The badger has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Multiattack. The badger makes two attacks: one with
| |
| its bite and one with its claws.
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d6 + 1) piercing damage.
| |
| Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 6 (2d4 + 1) slashing damage.
| |
| Giant Bat
| |
| Large beast, unaligned
| |
| Armor Class 13
| |
| Hit Points 22 (4d10)
| |
| Speed 10 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 16 (+3) 11 (+0) 2 (−4) 12 (+1) 6 (−2)
| |
| Senses blindsight 60 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Echolocation. The bat can’t use its blindsight while
| |
| deafened.
| |
| Keen Hearing. The bat has advantage on Wisdom
| |
| (Perception) checks that rely on hearing.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 5 (1d6 + 2) piercing damage.
| |
| Giant Boar
| |
| Large beast, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 42 (5d10 + 15)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 10 (+0) 16 (+3) 2 (−4) 7 (−2) 5 (−3)
| |
| Senses passive Perception 8
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Charge. If the boar moves at least 20 feet straight
| |
| toward a target and then hits it with a tusk attack on
| |
| the same turn, the target takes an extra 7 (2d6)
| |
| slashing damage. If the target is a creature, it must
| |
| succeed on a DC 13 Strength saving throw or be
| |
| knocked prone.
| |
| Relentless (Recharges after a Short or Long Rest). If
| |
| the boar takes 10 damage or less that would reduce it
| |
| to 0 hit points, it is reduced to 1 hit point instead.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 374
| |
| Actions
| |
| Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) slashing damage.
| |
| Giant Centipede
| |
| Small beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 4 (1d6 + 1)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 5 (−3) 14 (+2) 12 (+1) 1 (−5) 7 (−2) 3 (−4)
| |
| Senses blindsight 30 ft., passive Perception 8
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 4 (1d4 + 2) piercing damage, and the
| |
| target must succeed on a DC 11 Constitution saving
| |
| throw or take 10 (3d6) poison damage. If the poison
| |
| damage reduces the target to 0 hit points, the target is
| |
| stable but poisoned for 1 hour, even after regaining hit
| |
| points, and is paralyzed while poisoned in this way.
| |
| Giant Constrictor Snake
| |
| Huge beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 60 (8d12 + 8)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 14 (+2) 12 (+1) 1 (−5) 10 (+0) 3 (−4)
| |
| Skills Perception +2
| |
| Senses blindsight 10 ft., passive Perception 12
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
| |
| creature. Hit: 11 (2d6 + 4) piercing damage.
| |
| Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one creature. Hit: 13 (2d8 + 4) bludgeoning damage,
| |
| and the target is grappled (escape DC 16). Until this
| |
| grapple ends, the creature is restrained, and the snake
| |
| can’t constrict another target.
| |
| Giant Crab
| |
| Medium beast, unaligned
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 13 (3d8)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 15 (+2) 11 (+0) 1 (−5) 9 (−1) 3 (−4)
| |
| Skills Stealth +4
| |
| Senses blindsight 30 ft., passive Perception 9
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Amphibious. The crab can breathe air and water.
| |
| Actions
| |
| Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d6 + 1) bludgeoning damage, and the
| |
| target is grappled (escape DC 11). The crab has two
| |
| claws, each of which can grapple only one target.
| |
| Giant Crocodile
| |
| Huge beast, unaligned
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 85 (9d12 + 27)
| |
| Speed 30 ft., swim 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 9 (−1) 17 (+3) 2 (−4) 10 (+0) 7 (−2)
| |
| Skills Stealth +5
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 5 (1,800 XP)
| |
| Hold Breath. The crocodile can hold its breath for 30
| |
| minutes.
| |
| Actions
| |
| Multiattack. The crocodile makes two attacks: one
| |
| with its bite and one with its tail.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 375
| |
| Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
| |
| target. Hit: 21 (3d10 + 5) piercing damage, and the
| |
| target is grappled (escape DC 16). Until this grapple
| |
| ends, the target is restrained, and the crocodile can’t
| |
| bite another target.
| |
| Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
| |
| target not grappled by the crocodile. Hit: 14 (2d8 + 5)
| |
| bludgeoning damage. If the target is a creature, it must
| |
| succeed on a DC 16 Strength saving throw or be
| |
| knocked prone.
| |
| Giant Eagle
| |
| Large beast, neutral good
| |
| Armor Class 13
| |
| Hit Points 26 (4d10 + 4)
| |
| Speed 10 ft., fly 80 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 17 (+3) 13 (+1) 8 (−1) 14 (+2) 10 (+0)
| |
| Skills Perception +4
| |
| Senses passive Perception 14
| |
| Languages Giant Eagle, understands Common and
| |
| Auran but can’t speak them
| |
| Challenge 1 (200 XP)
| |
| Keen Sight. The eagle has advantage on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Multiattack. The eagle makes two attacks: one with its
| |
| beak and one with its talons.
| |
| Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d6 + 3) piercing damage.
| |
| Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 10 (2d6 + 3) slashing damage.
| |
| A giant eagle is a noble creature that speaks its own
| |
| language and understands speech in the Common
| |
| tongue. A mated pair of giant eagles typically has up
| |
| to four eggs or young in their nest (treat the young
| |
| as normal eagles).
| |
| Giant Elk
| |
| Huge beast, unaligned
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 42 (5d12 + 10)
| |
| Speed 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 16 (+3) 14 (+2) 7 (−2) 14 (+2) 10 (+0)
| |
| Skills Perception +4
| |
| Senses passive Perception 14
| |
| Languages Giant Elk, understands Common, Elvish, and
| |
| Sylvan but can’t speak them
| |
| Challenge 2 (450 XP)
| |
| Charge. If the elk moves at least 20 feet straight
| |
| toward a target and then hits it with a ram attack on
| |
| the same turn, the target takes an extra 7 (2d6)
| |
| damage. If the target is a creature, it must succeed on
| |
| a DC 14 Strength saving throw or be knocked prone.
| |
| Actions
| |
| Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one
| |
| target. Hit: 11 (2d6 + 4) bludgeoning damage.
| |
| Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one prone creature. Hit: 22 (4d8 + 4) bludgeoning
| |
| damage.
| |
| The majestic giant elk is rare to the point that its
| |
| appearance is often taken as a foreshadowing of an
| |
| important event, such as the birth of a king. Legends
| |
| tell of gods that take the form of giant elk when
| |
| visiting the Material Plane. Many cultures therefore
| |
| believe that to hunt these creatures is to invite
| |
| divine wrath.
| |
| Giant Fire Beetle
| |
| Small beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 4 (1d6 + 1)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 8 (−1) 10 (+0) 12 (+1) 1 (−5) 7 (−2) 3 (−4)
| |
| Senses blindsight 30 ft., passive Perception 8
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Illumination. The beetle sheds bright light in a 10-‐foot
| |
| radius and dim light for an additional 10 feet.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 376
| |
| Actions
| |
| Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
| |
| target. Hit: 2 (1d6 − 1) slashing damage.
| |
| A giant fire beetle is a nocturnal creature that takes
| |
| its name from a pair of glowing glands that give off
| |
| light. Miners and adventurers prize these creatures,
| |
| for a giant fire beetle’s glands continue to shed light
| |
| for 1d6 days after the beetle dies. Giant fire beetles
| |
| are most commonly found underground and in dark
| |
| forests.
| |
| Giant Frog
| |
| Medium beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 18 (4d8)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 13 (+1) 11 (+0) 2 (−4) 10 (+0) 3 (−4)
| |
| Skills Perception +2, Stealth +3
| |
| Senses darkvision 30 ft., passive Perception 12
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Amphibious. The frog can breathe air and water.
| |
| Standing Leap. The frog’s long jump is up to 20 feet
| |
| and its high jump is up to 10 feet, with or without a
| |
| running start.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d6 + 1) piercing damage, and the target
| |
| is grappled (escape DC 11). Until this grapple ends, the
| |
| target is restrained, and the frog can’t bite another
| |
| target.
| |
| Swallow. The frog makes one bite attack against a
| |
| Small or smaller target it is grappling. If the attack hits,
| |
| the target is swallowed, and the grapple ends. The
| |
| swallowed target is blinded and restrained, it has total
| |
| cover against attacks and other effects outside the frog,
| |
| and it takes 5 (2d4) acid damage at the start of each of
| |
| the frog’s turns. The frog can have only one target
| |
| swallowed at a time.
| |
| If the frog dies, a swallowed creature is no longer
| |
| restrained by it and can escape from the corpse using 5
| |
| feet of movement, exiting prone.
| |
| Giant Goat
| |
| Large beast, unaligned
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 11 (+0) 12 (+1) 3 (−4) 12 (+1) 6 (−2)
| |
| Senses passive Perception 11
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Charge. If the goat moves at least 20 feet straight
| |
| toward a target and then hits it with a ram attack on
| |
| the same turn, the target takes an extra 5 (2d4)
| |
| bludgeoning damage. If the target is a creature, it must
| |
| succeed on a DC 13 Strength saving throw or be
| |
| knocked prone.
| |
| Sure-‐Footed. The goat has advantage on Strength and
| |
| Dexterity saving throws made against effects that
| |
| would knock it prone.
| |
| Actions
| |
| Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 8 (2d4 + 3) bludgeoning damage.
| |
| Giant Hyena
| |
| Large beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 45 (6d10 + 12)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 14 (+2) 14 (+2) 2 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Rampage. When the hyena reduces a creature to 0 hit
| |
| points with a melee attack on its turn, the hyena can
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 377
| |
| take a bonus action to move up to half its speed and
| |
| make a bite attack.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) piercing damage.
| |
| Giant Lizard
| |
| Large beast, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3)
| |
| Senses darkvision 30 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d8 + 2) piercing damage.
| |
| A giant lizard can be ridden or used as a draft
| |
| animal. Lizardfolk also keep them as pets, and
| |
| subterranean giant lizards are used as mounts and
| |
| pack animals by drow, duergar, and others.
| |
| Giant Octopus
| |
| Large beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 52 (8d10 + 8)
| |
| Speed 10 ft., swim 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3)
| |
| Skills Perception +4, Stealth +5
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Hold Breath. While out of water, the octopus can hold
| |
| its breath for 1 hour.
| |
| Underwater Camouflage. The octopus has advantage
| |
| on Dexterity (Stealth) checks made while underwater.
| |
| Water Breathing. The octopus can breathe only
| |
| underwater.
| |
| Actions
| |
| Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft.,
| |
| one target. Hit: 10 (2d6 + 3) bludgeoning damage. If
| |
| the target is a creature, it is grappled (escape DC 16).
| |
| Until this grapple ends, the target is restrained, and the
| |
| octopus can’t use its tentacles on another target.
| |
| Ink Cloud (Recharges after a Short or Long Rest). A 20-‐
| |
| foot-‐radius cloud of ink extends all around the octopus
| |
| if it is underwater. The area is heavily obscured for 1
| |
| minute, although a significant current can disperse the
| |
| ink. After releasing the ink, the octopus can use the
| |
| Dash action as a bonus action.
| |
| Giant Owl
| |
| Large beast, neutral
| |
| Armor Class 12
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 5 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 15 (+2) 12 (+1) 8 (−1) 13 (+1) 10 (+0)
| |
| Skills Perception +5, Stealth +4
| |
| Senses darkvision 120 ft., passive Perception 15
| |
| Languages Giant Owl, understands Common, Elvish,
| |
| and Sylvan but can’t speak them
| |
| Challenge 1/4 (50 XP)
| |
| Flyby. The owl doesn’t provoke opportunity attacks
| |
| when it flies out of an enemy’s reach.
| |
| Keen Hearing and Sight. The owl has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| sight.
| |
| Actions
| |
| Talons. Melee Weapon Attack: +3 to hit, reach 5 ft.,
| |
| one target. Hit: 8 (2d6 + 1) slashing damage.
| |
| Giant owls often befriend fey and other sylvan
| |
| creatures and are guardians of their woodland
| |
| realms.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 378
| |
| Giant Poisonous Snake
| |
| Medium beast, unaligned
| |
| Armor Class 14
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 18 (+4) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
| |
| Skills Perception +2
| |
| Senses blindsight 10 ft., passive Perception 12
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one
| |
| target. Hit: 6 (1d4 + 4) piercing damage, and the target
| |
| must make a DC 11 Constitution saving throw, taking
| |
| 10 (3d6) poison damage on a failed save, or half as
| |
| much damage on a successful one.
| |
| Giant Rat
| |
| Small beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 7 (2d6)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 7 (−2) 15 (+2) 11 (+0) 2 (−4) 10 (+0) 4 (−3)
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Keen Smell. The rat has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Pack Tactics. The rat has advantage on an attack roll
| |
| against a creature if at least one of the rat’s allies is
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d4 + 2) piercing damage.
| |
| Variant: Diseased Giant Rats
| |
| Some giant rats carry vile diseases that they spread with their
| |
| bites. A diseased giant rat has a challenge rating of 1/8 (25
| |
| XP) and the following action instead of its normal bite attack.
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d4 + 2) piercing damage. If the target is a
| |
| creature, it must succeed on a DC 10 Constitution saving
| |
| throw or contract a disease. Until the disease is cured, the
| |
| target can’t regain hit points except by magical means, and
| |
| the target’s hit point maximum decreases by 3 (1d6) every 24
| |
| hours. If the target’s hit point maximum drops to 0 as a result
| |
| of this disease, the target dies.
| |
| Giant Scorpion
| |
| Large beast, unaligned
| |
| Armor Class 15 (natural armor)
| |
| Hit Points 52 (7d10 + 14)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 13 (+1) 15 (+2) 1 (−5) 9 (−1) 3 (−4)
| |
| Senses blindsight 60 ft., passive Perception 9
| |
| Languages —
| |
| Challenge 3 (700 XP)
| |
| Actions
| |
| Multiattack. The scorpion makes three attacks: two
| |
| with its claws and one with its sting.
| |
| Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d8 + 2) bludgeoning damage, and the
| |
| target is grappled (escape DC 12). The scorpion has two
| |
| claws, each of which can grapple only one target.
| |
| Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 7 (1d10 + 2) piercing damage, and the
| |
| target must make a DC 12 Constitution saving throw,
| |
| taking 22 (4d10) poison damage on a failed save, or
| |
| half as much damage on a successful one.
| |
| Giant Sea Horse
| |
| Large beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 16 (3d10)
| |
| Speed 0 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 15 (+2) 11 (+0) 2 (−4) 12 (+1) 5 (−3)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 379
| |
| Senses passive Perception 11
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Charge. If the sea horse moves at least 20 feet straight
| |
| toward a target and then hits it with a ram attack on
| |
| the same turn, the target takes an extra 7 (2d6)
| |
| bludgeoning damage. It the target is a creature, it must
| |
| succeed on a DC 11 Strength saving throw or be
| |
| knocked prone.
| |
| Water Breathing. The sea horse can breathe only
| |
| underwater.
| |
| Actions
| |
| Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d6 + 1) bludgeoning damage.
| |
| Like their smaller kin, giant sea horses are shy,
| |
| colorful fish with elongated bodies and curled tails.
| |
| Aquatic elves train them as mounts.
| |
| Giant Shark
| |
| Huge beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 126 (11d12 + 55)
| |
| Speed 0 ft., swim 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 23 (+6) 11 (+0) 21 (+5) 1 (−5) 10 (+0) 5 (−3)
| |
| Skills Perception +3
| |
| Senses blindsight 60 ft., passive Perception 13
| |
| Languages —
| |
| Challenge 5 (1,800 XP)
| |
| Blood Frenzy. The shark has advantage on melee attack
| |
| rolls against any creature that doesn’t have all its hit
| |
| points.
| |
| Water Breathing. The shark can breathe only
| |
| underwater.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
| |
| target. Hit: 22 (3d10 + 6) piercing damage.
| |
| A giant shark is 30 feet long and normally found in
| |
| deep oceans. Utterly fearless, it preys on anything
| |
| that crosses its path, including whales and ships.
| |
| Giant Spider
| |
| Large beast, unaligned
| |
| Armor Class 14 (natural armor)
| |
| Hit Points 26 (4d10 + 4)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3)
| |
| Skills Stealth +7
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 10
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Spider Climb. The spider can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Web Sense. While in contact with a web, the spider
| |
| knows the exact location of any other creature in
| |
| contact with the same web.
| |
| Web Walker. The spider ignores movement restrictions
| |
| caused by webbing.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| creature. Hit: 7 (1d8 + 3) piercing damage, and the
| |
| target must make a DC 11 Constitution saving throw,
| |
| taking 9 (2d8) poison damage on a failed save, or half
| |
| as much damage on a successful one. If the poison
| |
| damage reduces the target to 0 hit points, the target is
| |
| stable but poisoned for 1 hour, even after regaining hit
| |
| points, and is paralyzed while poisoned in this way.
| |
| Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit,
| |
| range 30/60 ft., one creature. Hit: The target is
| |
| restrained by webbing. As an action, the restrained
| |
| target can make a DC 12 Strength check, bursting the
| |
| webbing on a success. The webbing can also be
| |
| attacked and destroyed (AC 10; hp 5; vulnerability to
| |
| fire damage; immunity to bludgeoning, poison, and
| |
| psychic damage).
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 380
| |
| To snare its prey, a giant spider spins elaborate
| |
| webs or shoots sticky strands of webbing from its
| |
| abdomen. Giant spiders are most commonly found
| |
| underground, making their lairs on ceilings or in
| |
| dark, web-‐‑filled crevices. Such lairs are often
| |
| festooned with web cocoons holding past victims.
| |
| Giant Toad
| |
| Large beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 39 (6d10 + 6)
| |
| Speed 20 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
| |
| Senses darkvision 30 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Amphibious. The toad can breathe air and water.
| |
| Standing Leap. The toad’s long jump is up to 20 feet
| |
| and its high jump is up to 10 feet, with or without a
| |
| running start.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10)
| |
| poison damage, and the target is grappled (escape DC
| |
| 13). Until this grapple ends, the target is restrained,
| |
| and the toad can’t bite another target.
| |
| Swallow. The toad makes one bite attack against a
| |
| Medium or smaller target it is grappling. If the attack
| |
| hits, the target is swallowed, and the grapple ends. The
| |
| swallowed target is blinded and restrained, it has total
| |
| cover against attacks and other effects outside the
| |
| toad, and it takes 10 (3d6) acid damage at the start of
| |
| each of the toad’s turns. The toad can have only one
| |
| target swallowed at a time.
| |
| If the toad dies, a swallowed creature is no longer
| |
| restrained by it and can escape from the corpse using 5
| |
| feet of movement, exiting prone.
| |
| Giant Vulture
| |
| Large beast, neutral evil
| |
| Armor Class 10
| |
| Hit Points 22 (3d10 + 6)
| |
| Speed 10 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 10 (+0) 15 (+2) 6 (−2) 12 (+1) 7 (−2)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages understands Common but can’t speak
| |
| Challenge 1 (200 XP)
| |
| Keen Sight and Smell. The vulture has advantage on
| |
| Wisdom (Perception) checks that rely on sight or smell.
| |
| Pack Tactics. The vulture has advantage on an attack
| |
| roll against a creature if at least one of the vulture’s
| |
| allies is within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Multiattack. The vulture makes two attacks: one with
| |
| its beak and one with its talons.
| |
| Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (2d4 + 2) piercing damage.
| |
| Talons. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 9 (2d6 + 2) slashing damage.
| |
| A giant vulture has advanced intelligence and a
| |
| malevolent bent. Unlike its smaller kin, it will attack
| |
| a wounded creature to hasten its end. Giant vultures
| |
| have been known to haunt a thirsty, starving
| |
| creature for days to enjoy its suffering.
| |
| Giant Wasp
| |
| Medium beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 13 (3d8)
| |
| Speed 10 ft., fly 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 14 (+2) 10 (+0) 1 (−5) 10 (+0) 3 (−4)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Actions
| |
| Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 5 (1d6 + 2) piercing damage, and the
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 381
| |
| target must make a DC 11 Constitution saving throw,
| |
| taking 10 (3d6) poison damage on a failed save, or half
| |
| as much damage on a successful one. If the poison
| |
| damage reduces the target to 0 hit points, the target is
| |
| stable but poisoned for 1 hour, even after regaining hit
| |
| points, and is paralyzed while poisoned in this way.
| |
| Giant Weasel
| |
| Medium beast, unaligned
| |
| Armor Class 13
| |
| Hit Points 9 (2d8)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 16 (+3) 10 (+0) 4 (−3) 12 (+1) 5 (−3)
| |
| Skills Perception +3, Stealth +5
| |
| Senses darkvision 60 ft., passive Perception 13
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Keen Hearing and Smell. The weasel has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d4 + 3) piercing damage.
| |
| Giant Wolf Spider
| |
| Medium beast, unaligned
| |
| Armor Class 13
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 40 ft., climb 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 16 (+3) 13 (+1) 3 (−4) 12 (+1) 4 (−3)
| |
| Skills Perception +3, Stealth +7
| |
| Senses blindsight 10 ft., darkvision 60 ft., passive
| |
| Perception 13
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Spider Climb. The spider can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Web Sense. While in contact with a web, the spider
| |
| knows the exact location of any other creature in
| |
| contact with the same web.
| |
| Web Walker. The spider ignores movement restrictions
| |
| caused by webbing.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| creature. Hit: 4 (1d6 + 1) piercing damage, and the
| |
| target must make a DC 11 Constitution saving throw,
| |
| taking 7 (2d6) poison damage on a failed save, or half
| |
| as much damage on a successful one. If the poison
| |
| damage reduces the target to 0 hit points, the target is
| |
| stable but poisoned for 1 hour, even after regaining hit
| |
| points, and is paralyzed while poisoned in this way.
| |
| Smaller than a giant spider, a giant wolf spider
| |
| hunts prey across open ground or hides in a burrow
| |
| or crevice, or in a hidden cavity beneath debris.
| |
| Goat
| |
| Medium beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 4 (1d8)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 10 (+0) 11 (+0) 2 (−4) 10 (+0) 5 (−3)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Charge. If the goat moves at least 20 feet straight
| |
| toward a target and then hits it with a ram attack on
| |
| the same turn, the target takes an extra 2 (1d4)
| |
| bludgeoning damage. If the target is a creature, it must
| |
| succeed on a DC 10 Strength saving throw or be
| |
| knocked prone.
| |
| Sure-‐Footed. The goat has advantage on Strength and
| |
| Dexterity saving throws made against effects that
| |
| would knock it prone.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 382
| |
| Actions
| |
| Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 3 (1d4 + 1) bludgeoning damage.
| |
| Hawk
| |
| Tiny beast, unaligned
| |
| Armor Class 13
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 10 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 5 (−3) 16 (+3) 8 (−1) 2 (−4) 14 (+2) 6 (−2)
| |
| Skills Perception +4
| |
| Senses passive Perception 14
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Keen Sight. The hawk has advantage on Wisdom
| |
| (Perception) checks that rely on sight.
| |
| Actions
| |
| Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 1 slashing damage.
| |
| Hunter Shark
| |
| Large beast, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 45 (6d10 + 12)
| |
| Speed 0 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 13 (+1) 15 (+2) 1 (−5) 10 (+0) 4 (−3)
| |
| Skills Perception +2
| |
| Senses blindsight 30 ft., passive Perception 12
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Blood Frenzy. The shark has advantage on melee attack
| |
| rolls against any creature that doesn’t have all its hit
| |
| points.
| |
| Water Breathing. The shark can breathe only
| |
| underwater.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 13 (2d8 + 4) piercing damage.
| |
| Smaller than a giant shark but larger and fiercer
| |
| than a reef shark, a hunter shark haunts deep
| |
| waters. It usually hunts alone, but multiple hunter
| |
| sharks might feed in the same area. A fully grown
| |
| hunter shark is 15 to 20 feet long.
| |
| Hyena
| |
| Medium beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 5 (1d8 + 1)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 13 (+1) 12 (+1) 2 (−4) 12 (+1) 5 (−3)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Pack Tactics. The hyena has advantage on an attack
| |
| roll against a creature if at least one of the hyena’s
| |
| allies is within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 3 (1d6) piercing damage.
| |
| Jackal
| |
| Small beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 3 (1d6)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 8 (−1) 15 (+2) 11 (+0) 3 (−4) 12 (+1) 6 (−2)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 383
| |
| Keen Hearing and Smell. The jackal has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Pack Tactics. The jackal has advantage on an attack roll
| |
| against a creature if at least one of the jackal’s allies is
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
| |
| target. Hit: 1 (1d4 – 1) piercing damage.
| |
| Killer Whale
| |
| Huge beast, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 90 (12d12 + 12)
| |
| Speed 0 ft., swim 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 19 (+4) 10 (+0) 13 (+1) 3 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +3
| |
| Senses blindsight 120 ft., passive Perception 13
| |
| Languages —
| |
| Challenge 3 (700 XP)
| |
| Echolocation. The whale can’t use its blindsight while
| |
| deafened.
| |
| Hold Breath. The whale can hold its breath for 30
| |
| minutes.
| |
| Keen Hearing. The whale has advantage on Wisdom
| |
| (Perception) checks that rely on hearing.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 21 (5d6 + 4) piercing damage.
| |
| Lion
| |
| Large beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 26 (4d10 + 4)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 15 (+2) 13 (+1) 3 (−4) 12 (+1) 8 (−1)
| |
| Skills Perception +3, Stealth +6
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Keen Smell. The lion has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Pack Tactics. The lion has advantage on an attack roll
| |
| against a creature if at least one of the lion’s allies is
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Pounce. If the lion moves at least 20 feet straight
| |
| toward a creature and then hits it with a claw attack on
| |
| the same turn, that target must succeed on a DC 13
| |
| Strength saving throw or be knocked prone. If the
| |
| target is prone, the lion can make one bite attack
| |
| against it as a bonus action.
| |
| Running Leap. With a 10-‐foot running start, the lion
| |
| can long jump up to 25 feet.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d8 + 3) piercing damage.
| |
| Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d6 + 3) slashing damage.
| |
| Lizard
| |
| Tiny beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 2 (1d4)
| |
| Speed 20 ft., climb 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 11 (+0) 10 (+0) 1 (−5) 8 (−1) 3 (−4)
| |
| Senses darkvision 30 ft., passive Perception 9
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
| |
| target. Hit: 1 piercing damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 384
| |
| Mammoth
| |
| Huge beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 126 (11d12 + 55)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 24 (+7) 9 (−1) 21 (+5) 3 (−4) 11 (+0) 6 (−2)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 6 (2,300 XP)
| |
| Trampling Charge. If the mammoth moves at least 20
| |
| feet straight toward a creature and then hits it with a
| |
| gore attack on the same turn, that target must succeed
| |
| on a DC 18 Strength saving throw or be knocked prone.
| |
| If the target is prone, the mammoth can make one
| |
| stomp attack against it as a bonus action.
| |
| Actions
| |
| Gore. Melee Weapon Attack: +10 to hit, reach 10 ft.,
| |
| one target. Hit: 25 (4d8 + 7) piercing damage.
| |
| Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft.,
| |
| one prone creature. Hit: 29 (4d10 + 7) bludgeoning
| |
| damage.
| |
| A mammoth is an elephantine creature with thick
| |
| fur and long tusks. Stockier and fiercer than normal
| |
| elephants, mammoths inhabit a wide range of climes,
| |
| from subarctic to subtropical.
| |
| Mastiff
| |
| Medium beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 5 (1d8 + 1)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 14 (+2) 12 (+1) 3 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Keen Hearing and Smell. The mastiff has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d6 + 1) piercing damage. If the target is
| |
| a creature, it must succeed on a DC 11 Strength saving
| |
| throw or be knocked prone.
| |
| Mastiffs are impressive hounds prized by
| |
| humanoids for their loyalty and keen senses.
| |
| Mastiffs can be trained as guard dogs, hunting dogs,
| |
| and war dogs. Halflings and other Small humanoids
| |
| ride them as mounts.
| |
| Mule
| |
| Medium beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Beast of Burden. The mule is considered to be a Large
| |
| animal for the purpose of determining its carrying
| |
| capacity.
| |
| Sure-‐Footed. The mule has advantage on Strength and
| |
| Dexterity saving throws made against effects that
| |
| would knock it prone.
| |
| Actions
| |
| Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft.,
| |
| one target. Hit: 4 (1d4 + 2) bludgeoning damage.
| |
| Octopus
| |
| Small beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 3 (1d6)
| |
| Speed 5 ft., swim 30 ft.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 385
| |
| STR DEX CON INT WIS CHA
| |
| 4 (−3) 15 (+2) 11 (+0) 3 (−4) 10 (+0) 4 (−3)
| |
| Skills Perception +2, Stealth +4
| |
| Senses darkvision 30 ft., passive Perception 12
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Hold Breath. While out of water, the octopus can hold
| |
| its breath for 30 minutes.
| |
| Underwater Camouflage. The octopus has advantage
| |
| on Dexterity (Stealth) checks made while underwater.
| |
| Water Breathing. The octopus can breathe only
| |
| underwater.
| |
| Actions
| |
| Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 1 bludgeoning damage, and the target
| |
| is grappled (escape DC 10). Until this grapple ends, the
| |
| octopus can’t use its tentacles on another target.
| |
| Ink Cloud (Recharges after a Short or Long Rest). A 5-‐
| |
| foot-‐radius cloud of ink extends all around the octopus
| |
| if it is underwater. The area is heavily obscured for 1
| |
| minute, although a significant current can disperse the
| |
| ink. After releasing the ink, the octopus can use the
| |
| Dash action as a bonus action.
| |
| Owl
| |
| Tiny beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 5 ft., fly 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 3 (−4) 13 (+1) 8 (−1) 2 (−4) 12 (+1) 7 (−2)
| |
| Skills Perception +3, Stealth +3
| |
| Senses darkvision 120 ft., passive Perception 13
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Flyby. The owl doesn’t provoke opportunity attacks
| |
| when it flies out of an enemy’s reach.
| |
| Keen Hearing and Sight. The owl has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| sight.
| |
| Actions
| |
| Talons. Melee Weapon Attack: +3 to hit, reach 5 ft.,
| |
| one target. Hit: 1 slashing damage.
| |
| Panther
| |
| Medium beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 13 (3d8)
| |
| Speed 50 ft., climb 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 15 (+2) 10 (+0) 3 (−4) 14 (+2) 7 (−2)
| |
| Skills Perception +4, Stealth +6
| |
| Senses passive Perception 14
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Keen Smell. The panther has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Pounce. If the panther moves at least 20 feet straight
| |
| toward a creature and then hits it with a claw attack on
| |
| the same turn, that target must succeed on a DC 12
| |
| Strength saving throw or be knocked prone. If the
| |
| target is prone, the panther can make one bite attack
| |
| against it as a bonus action.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 4 (1d4 + 2) slashing damage.
| |
| Phase Spider
| |
| Large monstrosity, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 32 (5d10 + 5)
| |
| Speed 30 ft., climb 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 15 (+2) 12 (+1) 6 (−2) 10 (+0) 6 (−2)
| |
| Skills Stealth +6
| |
| Senses darkvision 60 ft., passive Perception 10
| |
| Languages —
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 386
| |
| Challenge 3 (700 XP)
| |
| Ethereal Jaunt. As a bonus action, the spider can
| |
| magically shift from the Material Plane to the Ethereal
| |
| Plane, or vice versa.
| |
| Spider Climb. The spider can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Web Walker. The spider ignores movement restrictions
| |
| caused by webbing.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 7 (1d10 + 2) piercing damage, and the
| |
| target must make a DC 11 Constitution saving throw,
| |
| taking 18 (4d8) poison damage on a failed save, or half
| |
| as much damage on a successful one. If the poison
| |
| damage reduces the target to 0 hit points, the target is
| |
| stable but poisoned for 1 hour, even after regaining hit
| |
| points, and is paralyzed while poisoned in this way.
| |
| A phase spider possesses the magical ability to
| |
| phase in and out of the Ethereal Plane. It seems to
| |
| appear out of nowhere and quickly vanishes after
| |
| attacking. Its movement on the Ethereal Plane before
| |
| coming back to the Material Plane makes it seem like
| |
| it can teleport.
| |
| Poisonous Snake
| |
| Tiny beast, unaligned
| |
| Armor Class 13
| |
| Hit Points 2 (1d4)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 16 (+3) 11 (+0) 1 (−5) 10 (+0) 3 (−4)
| |
| Senses blindsight 10 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 1 piercing damage, and the target must
| |
| make a DC 10 Constitution saving throw, taking 5 (2d4)
| |
| poison damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Polar Bear
| |
| Large beast, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 42 (5d10 + 15)
| |
| Speed 40 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 20 (+5) 10 (+0) 16 (+3) 2 (−4) 13 (+1) 7 (−2)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Keen Smell. The bear has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Multiattack. The bear makes two attacks: one with its
| |
| bite and one with its claws.
| |
| Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 9 (1d8 + 5) piercing damage.
| |
| Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 12 (2d6 + 5) slashing damage.
| |
| Pony
| |
| Medium beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 10 (+0) 13 (+1) 2 (−4) 11 (+0) 7 (−2)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 1/8 (25 XP)
| |
| Actions
| |
| Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft.,
| |
| one target. Hit: 7 (2d4 + 2) bludgeoning damage.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 387
| |
| Quipper
| |
| Tiny beast, unaligned
| |
| Armor Class 13
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 0 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4)
| |
| Senses darkvision 60 ft., passive Perception 8
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Blood Frenzy. The quipper has advantage on melee
| |
| attack rolls against any creature that doesn’t have all
| |
| its hit points.
| |
| Water Breathing. The quipper can breathe only
| |
| underwater.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 1 piercing damage.
| |
| A quipper is a carnivorous fish with sharp teeth.
| |
| Quippers can adapt to any aquatic environment,
| |
| including cold subterranean lakes. They frequently
| |
| gather in swarms; the statistics for a swarm of
| |
| quippers appear later in this appendix.
| |
| Rat
| |
| Tiny beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 4 (−3)
| |
| Senses darkvision 30 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Keen Smell. The rat has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
| |
| target. Hit: 1 piercing damage.
| |
| Raven
| |
| Tiny beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 10 ft., fly 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 14 (+2) 8 (−1) 2 (−4) 12 (+1) 6 (−2)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Mimicry. The raven can mimic simple sounds it has
| |
| heard, such as a person whispering, a baby crying, or
| |
| an animal chittering. A creature that hears the sounds
| |
| can tell they are imitations with a successful DC 10
| |
| Wisdom (Insight) check.
| |
| Actions
| |
| Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 1 piercing damage.
| |
| Reef Shark
| |
| Medium beast, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Hit Points 22 (4d8 + 4)
| |
| Speed 0 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 14 (+2) 13 (+1) 13 (+1) 1 (−5) 10 (+0) 4 (−3)
| |
| Skills Perception +2
| |
| Senses blindsight 30 ft., passive Perception 12
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Pack Tactics. The shark has advantage on an attack roll
| |
| against a creature if at least one of the shark’s allies is
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 388
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Water Breathing. The shark can breathe only
| |
| underwater.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 6 (1d8 + 2) piercing damage.
| |
| Smaller than giant sharks and hunter sharks, reef
| |
| sharks inhabit shallow waters and coral reefs,
| |
| gathering in small packs to hunt. A full-‐‑grown
| |
| specimen measures 6 to 10 feet long.
| |
| Rhinoceros
| |
| Large beast, unaligned
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 45 (6d10 + 12)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 21 (+5) 8 (−1) 15 (+2) 2 (−4) 12 (+1) 6 (−2)
| |
| Senses passive Perception 11
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Charge. If the rhinoceros moves at least 20 feet
| |
| straight toward a target and then hits it with a gore
| |
| attack on the same turn, the target takes an extra 9
| |
| (2d8) bludgeoning damage. If the target is a creature, it
| |
| must succeed on a DC 15 Strength saving throw or be
| |
| knocked prone.
| |
| Actions
| |
| Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one
| |
| target. Hit: 14 (2d8 + 5) bludgeoning damage.
| |
| Riding Horse
| |
| Large beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 13 (2d10 + 2)
| |
| Speed 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 10 (+0) 12 (+1) 2 (−4) 11 (+0) 7 (−2)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Actions
| |
| Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 8 (2d4 + 3) bludgeoning damage.
| |
| Saber-‐Toothed Tiger
| |
| Large beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 52 (7d10 + 14)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 14 (+2) 15 (+2) 3 (−4) 12 (+1) 8 (−1)
| |
| Skills Perception +3, Stealth +6
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Keen Smell. The tiger has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Pounce. If the tiger moves at least 20 feet straight
| |
| toward a creature and then hits it with a claw attack on
| |
| the same turn, that target must succeed on a DC 14
| |
| Strength saving throw or be knocked prone. If the
| |
| target is prone, the tiger can make one bite attack
| |
| against it as a bonus action.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 10 (1d10 + 5) piercing damage.
| |
| Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 12 (2d6 + 5) slashing damage.
| |
| Scorpion
| |
| Tiny beast, unaligned
| |
| Armor Class 11 (natural armor)
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 10 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 11 (+0) 8 (−1) 1 (−5) 8 (−1) 2 (−4)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 389
| |
| Senses blindsight 10 ft., passive Perception 9
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Actions
| |
| Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| creature. Hit: 1 piercing damage, and the target must
| |
| make a DC 9 Constitution saving throw, taking 4 (1d8)
| |
| poison damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Sea Horse
| |
| Tiny beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 0 ft., swim 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 1 (−5) 12 (+1) 8 (−1) 1 (−5) 10 (+0) 2 (−4)
| |
| Senses passive Perception 10
| |
| Languages —
| |
| Challenge 0 (0 XP)
| |
| Water Breathing. The sea horse can breathe only
| |
| underwater.
| |
| Spider
| |
| Tiny beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 20 ft., climb 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 2 (−4) 14 (+2) 8 (−1) 1 (−5) 10 (+0) 2 (−4)
| |
| Skills Stealth +4
| |
| Senses darkvision 30 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Spider Climb. The spider can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to
| |
| make an ability check.
| |
| Web Sense. While in contact with a web, the spider
| |
| knows the exact location of any other creature in
| |
| contact with the same web.
| |
| Web Walker. The spider ignores movement restrictions
| |
| caused by webbing.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 1 piercing damage, and the target must
| |
| succeed on a DC 9 Constitution saving throw or take 2
| |
| (1d4) poison damage.
| |
| Swarm of Bats
| |
| Medium swarm of Tiny beasts, unaligned
| |
| Armor Class 12
| |
| Hit Points 22 (5d8)
| |
| Speed 0 ft., fly 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 5 (−3) 15 (+2) 10 (+0) 2 (−4) 12 (+1) 4 (−3)
| |
| Damage Resistances bludgeoning, piercing, slashing
| |
| Condition Immunities charmed, frightened, grappled,
| |
| paralyzed, petrified, prone, restrained, stunned
| |
| Senses blindsight 60 ft., passive Perception 11
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Echolocation. The swarm can’t use its blindsight while
| |
| deafened.
| |
| Keen Hearing. The swarm has advantage on Wisdom
| |
| (Perception) checks that rely on hearing.
| |
| Swarm. The swarm can occupy another creature’s
| |
| space and vice versa, and the swarm can move through
| |
| any opening large enough for a Tiny bat. The swarm
| |
| can’t regain hit points or gain temporary hit points.
| |
| Actions
| |
| Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one
| |
| creature in the swarm’s space. Hit: 5 (2d4) piercing
| |
| damage, or 2 (1d4) piercing damage if the swarm has
| |
| half of its hit points or fewer.
| |
| Swarm of Insects
| |
| Medium swarm of Tiny beasts, unaligned
| |
| Armor Class 12 (natural armor)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 390
| |
| Hit Points 22 (5d8)
| |
| Speed 20 ft., climb 20 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5)
| |
| Damage Resistances bludgeoning, piercing, slashing
| |
| Condition Immunities charmed, frightened, grappled,
| |
| paralyzed, petrified, prone, restrained, stunned
| |
| Senses blindsight 10 ft., passive Perception 8
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Swarm. The swarm can occupy another creature’s
| |
| space and vice versa, and the swarm can move through
| |
| any opening large enough for a Tiny insect. The swarm
| |
| can’t regain hit points or gain temporary hit points.
| |
| Actions
| |
| Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one
| |
| target in the swarm’s space. Hit: 10 (4d4) piercing
| |
| damage, or 5 (2d4) piercing damage if the swarm has
| |
| half of its hit points or fewer.
| |
| Swarm of Poisonous Snakes
| |
| Medium swarm of Tiny beasts, unaligned
| |
| Armor Class 14
| |
| Hit Points 36 (8d8)
| |
| Speed 30 ft., swim 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 8 (−1) 18 (+4) 11 (+0) 1 (−5) 10 (+0) 3 (−4)
| |
| Damage Resistances bludgeoning, piercing, slashing
| |
| Condition Immunities charmed, frightened, grappled,
| |
| paralyzed, petrified, prone, restrained, stunned
| |
| Senses blindsight 10 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 2 (450 XP)
| |
| Swarm. The swarm can occupy another creature’s
| |
| space and vice versa, and the swarm can move through
| |
| any opening large enough for a Tiny snake. The swarm
| |
| can’t regain hit points or gain temporary hit points.
| |
| Actions
| |
| Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
| |
| creature in the swarm’s space. Hit: 7 (2d6) piercing
| |
| damage, or 3 (1d6) piercing damage if the swarm has
| |
| half of its hit points or fewer. The target must make a
| |
| DC 10 Constitution saving throw, taking 14 (4d6)
| |
| poison damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| Swarm of Quippers
| |
| Medium swarm of Tiny beasts, unaligned
| |
| Armor Class 13
| |
| Hit Points 28 (8d8 − 8)
| |
| Speed 0 ft., swim 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 16 (+3) 9 (−1) 1 (−5) 7 (−2) 2 (−4)
| |
| Damage Resistances bludgeoning, piercing, slashing
| |
| Condition Immunities charmed, frightened, grappled,
| |
| paralyzed, petrified, prone, restrained, stunned
| |
| Senses darkvision 60 ft., passive Perception 8
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Blood Frenzy. The swarm has advantage on melee
| |
| attack rolls against any creature that doesn’t have all
| |
| its hit points.
| |
| Swarm. The swarm can occupy another creature’s
| |
| space and vice versa, and the swarm can move through
| |
| any opening large enough for a Tiny quipper. The
| |
| swarm can’t regain hit points or gain temporary hit
| |
| points.
| |
| Water Breathing. The swarm can breathe only
| |
| underwater.
| |
| Actions
| |
| Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one
| |
| creature in the swarm’s space. Hit: 14 (4d6) piercing
| |
| damage, or 7 (2d6) piercing damage if the swarm has
| |
| half of its hit points or fewer.
| |
| Swarm of Rats
| |
| Medium swarm of Tiny beasts, unaligned
| |
| Armor Class 10
| |
| Hit Points 24 (7d8 − 7)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 391
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4)
| |
| Damage Resistances bludgeoning, piercing, slashing
| |
| Condition Immunities charmed, frightened, grappled,
| |
| paralyzed, petrified, prone, restrained, stunned
| |
| Senses darkvision 30 ft., passive Perception 10
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Keen Smell. The swarm has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Swarm. The swarm can occupy another creature’s
| |
| space and vice versa, and the swarm can move through
| |
| any opening large enough for a Tiny rat. The swarm
| |
| can’t regain hit points or gain temporary hit points.
| |
| Actions
| |
| Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one
| |
| target in the swarm’s space. Hit: 7 (2d6) piercing
| |
| damage, or 3 (1d6) piercing damage if the swarm has
| |
| half of its hit points or fewer.
| |
| Swarm of Ravens
| |
| Medium swarm of Tiny beasts, unaligned
| |
| Armor Class 12
| |
| Hit Points 24 (7d8 − 7)
| |
| Speed 10 ft., fly 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 6 (−2) 14 (+2) 8 (−1) 3 (−4) 12 (+1) 6 (−2)
| |
| Skills Perception +5
| |
| Damage Resistances bludgeoning, piercing, slashing
| |
| Condition Immunities charmed, frightened, grappled,
| |
| paralyzed, petrified, prone, restrained, stunned
| |
| Senses passive Perception 15
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Swarm. The swarm can occupy another creature’s
| |
| space and vice versa, and the swarm can move through
| |
| any opening large enough for a Tiny raven. The swarm
| |
| can’t regain hit points or gain temporary hit points.
| |
| Actions
| |
| Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target in the swarm’s space. Hit: 7 (2d6) piercing
| |
| damage, or 3 (1d6) piercing damage if the swarm has
| |
| half of its hit points or fewer.
| |
| Variant: Insect Swarms
| |
| Different kinds of insects can gather in swarms, and each
| |
| swarm has the special characteristics described below.
| |
| Swarm of Beetles. A swarm of beetles gains a burrowing
| |
| speed of 5 feet.
| |
| Swarm of Centipedes. A creature reduced to 0 hit points
| |
| by a swarm of centipedes is stable but poisoned for 1 hour,
| |
| even after regaining hit points, and paralyzed while poisoned
| |
| in this way.
| |
| Swarm of Spiders. A swarm of spiders has the following
| |
| additional traits.
| |
| Spider Climb. The swarm can climb difficult surfaces,
| |
| including upside down on ceilings, without needing to make
| |
| an ability check.
| |
| Web Sense. While in contact with a web, the swarm knows
| |
| the exact location of any other creature in contact with the
| |
| same web.
| |
| Web Walker. The swarm ignores movement restrictions
| |
| caused by webbing.
| |
| Swarm of Wasps. A swarm of wasps has a walking speed
| |
| of 5 feet, a flying speed of 30 feet, and no climbing speed.
| |
| Tiger
| |
| Large beast, unaligned
| |
| Armor Class 12
| |
| Hit Points 37 (5d10 + 10)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 17 (+3) 15 (+2) 14 (+2) 3 (−4) 12 (+1) 8 (−1)
| |
| Skills Perception +3, Stealth +6
| |
| Senses darkvision 60 ft., passive Perception 13
| |
| Languages —
| |
| Challenge 1 (200 XP)
| |
| Keen Smell. The tiger has advantage on Wisdom
| |
| (Perception) checks that rely on smell.
| |
| Pounce. If the tiger moves at least 20 feet straight
| |
| toward a creature and then hits it with a claw attack on
| |
| the same turn, that target must succeed on a DC 13
| |
| Strength saving throw or be knocked prone. If the
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 392
| |
| target is prone, the tiger can make one bite attack
| |
| against it as a bonus action.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 8 (1d10 + 3) piercing damage.
| |
| Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 7 (1d8 + 3) slashing damage.
| |
| Vulture
| |
| Medium beast, unaligned
| |
| Armor Class 10
| |
| Hit Points 5 (1d8 + 1)
| |
| Speed 10 ft., fly 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 7 (−2) 10 (+0) 13 (+1) 2 (−4) 12 (+1) 4 (−3)
| |
| Skills Perception +3
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Keen Sight and Smell. The vulture has advantage on
| |
| Wisdom (Perception) checks that rely on sight or smell.
| |
| Pack Tactics. The vulture has advantage on an attack
| |
| roll against a creature if at least one of the vulture’s
| |
| allies is within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 2 (1d4) piercing damage.
| |
| Warhorse
| |
| Large beast, unaligned
| |
| Armor Class 11
| |
| Hit Points 19 (3d10 + 3)
| |
| Speed 60 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 12 (+1) 13 (+1) 2 (−4) 12 (+1) 7 (−2)
| |
| Senses passive Perception 11
| |
| Languages —
| |
| Challenge 1/2 (100 XP)
| |
| Trampling Charge. If the horse moves at least 20 feet
| |
| straight toward a creature and then hits it with a
| |
| hooves attack on the same turn, that target must
| |
| succeed on a DC 14 Strength saving throw or be
| |
| knocked prone. If the target is prone, the horse can
| |
| make another attack with its hooves against it as a
| |
| bonus action.
| |
| Actions
| |
| Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft.,
| |
| one target. Hit: 11 (2d6 + 4) bludgeoning damage.
| |
| Weasel
| |
| Tiny beast, unaligned
| |
| Armor Class 13
| |
| Hit Points 1 (1d4 − 1)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 3 (−4) 16 (+3) 8 (−1) 2 (−4) 12 (+1) 3 (−4)
| |
| Skills Perception +3, Stealth +5
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 0 (10 XP)
| |
| Keen Hearing and Smell. The weasel has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 1 piercing damage.
| |
| Winter Wolf
| |
| Large monstrosity, neutral evil
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 75 (10d10 + 20)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 13 (+1) 14 (+2) 7 (−2) 12 (+1) 8 (−1)
| |
| Skills Perception +5, Stealth +3
| |
| Damage Immunities cold
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 393
| |
| Senses passive Perception 15
| |
| Languages Common, Giant, Winter Wolf
| |
| Challenge 3 (700 XP)
| |
| Keen Hearing and Smell. The wolf has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Pack Tactics. The wolf has advantage on an attack roll
| |
| against a creature if at least one of the wolf’s allies is
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Snow Camouflage. The wolf has advantage on
| |
| Dexterity (Stealth) checks made to hide in snowy
| |
| terrain.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
| |
| target. Hit: 11 (2d6 + 4) piercing damage. If the target is
| |
| a creature, it must succeed on a DC 14 Strength saving
| |
| throw or be knocked prone.
| |
| Cold Breath (Recharge 5–6). The wolf exhales a blast of
| |
| freezing wind in a 15-‐foot cone. Each creature in that
| |
| area must make a DC 12 Dexterity saving throw, taking
| |
| 18 (4d8) cold damage on a failed save, or half as much
| |
| damage on a successful one.
| |
| The arctic-‐‑dwelling winter wolf is as large as a dire
| |
| wolf but has snow-‐‑white fur and pale blue eyes.
| |
| Frost giants use these evil creatures as guards and
| |
| hunting companions, putting the wolves’ deadly
| |
| breath weapon to use against their foes. Winter
| |
| wolves communicate with one another using growls
| |
| and barks, but they speak Common and Giant well
| |
| enough to follow simple conversations.
| |
| Wolf
| |
| Medium beast, unaligned
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 40 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2)
| |
| Skills Perception +3, Stealth +4
| |
| Senses passive Perception 13
| |
| Languages —
| |
| Challenge 1/4 (50 XP)
| |
| Keen Hearing and Smell. The wolf has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Pack Tactics. The wolf has advantage on attack rolls
| |
| against a creature if at least one of the wolf’s allies is
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| target. Hit: 7 (2d4 + 2) piercing damage. If the target is
| |
| a creature, it must succeed on a DC 11 Strength saving
| |
| throw or be knocked prone.
| |
| Worg
| |
| Large monstrosity, neutral evil
| |
| Armor Class 13 (natural armor)
| |
| Hit Points 26 (4d10 + 4)
| |
| Speed 50 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 13 (+1) 13 (+1) 7 (−2) 11 (+0) 8 (−1)
| |
| Skills Perception +4
| |
| Senses darkvision 60 ft., passive Perception 14
| |
| Languages Goblin, Worg
| |
| Challenge 1/2 (100 XP)
| |
| Keen Hearing and Smell. The worg has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| smell.
| |
| Actions
| |
| Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
| |
| target. Hit: 10 (2d6 + 3) piercing damage. If the target is
| |
| a creature, it must succeed on a DC 13 Strength saving
| |
| throw or be knocked prone.
| |
| A worg is an evil predator that delights in hunting
| |
| and devouring creatures weaker than itself. Cunning
| |
| and malevolent, worgs roam across the remote
| |
| wilderness or are raised by goblins and hobgoblins.
| |
| Those creatures use worgs as mounts, but a worg
| |
| will turn on its rider if it feels mistreated or
| |
| malnourished. Worgs speak in their own language
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 394
| |
| and Goblin, and a few learn to speak Common as
| |
| well.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 395
| |
| Appendix MM-B:
| |
| Nonplayer
| |
| Characters
| |
| This appendix contains statistics for various
| |
| humanoid nonplayer characters (NPCs) that
| |
| adventurers might encounter during a campaign,
| |
| including lowly commoners and mighty archmages.
| |
| These stat blocks can be used to represent both
| |
| human and nonhuman NPCs.
| |
| Customizing NPCs
| |
| There are many easy ways to customize the NPCs in
| |
| this appendix for your home campaign.
| |
| Racial Traits. You can add racial traits to an NPC.
| |
| For example, a halfling druid might have a speed of
| |
| 25 feet and the Lucky trait. Adding racial traits to an
| |
| NPC doesn’t alter its challenge rating. For more on
| |
| racial traits, see the Player’s Handbook.
| |
| Spell Swaps. One way to customize an NPC
| |
| spellcaster is to replace one or more of its spells. You
| |
| can substitute any spell on the NPC’s spell list with a
| |
| different spell of the same level from the same spell
| |
| list. Swapping spells in this manner doesn’t alter an
| |
| NPC’s challenge rating.
| |
| Armor and Weapon Swaps. You can upgrade or
| |
| downgrade an NPC’s armor, or add or switch
| |
| weapons. Adjustments to Armor Class and damage
| |
| can change an NPC’s challenge rating.
| |
| Magic Items. The more powerful an NPC, the
| |
| more likely it has one or more magic items in its
| |
| possession. An archmage, for example, might have a
| |
| magic staff or wand, as well as one or more potions
| |
| and scrolls. Giving an NPC a potent damage-‐‑dealing
| |
| magic item could alter its challenge rating.
| |
| Acolyte
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 10
| |
| Hit Points 9 (2d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0)
| |
| Skills Medicine +4, Religion +2
| |
| Senses passive Perception 12
| |
| Languages any one language (usually Common)
| |
| Challenge 1/4 (50 XP)
| |
| Spellcasting. The acolyte is a 1st-‐level spellcaster. Its
| |
| spellcasting ability is Wisdom (spell save DC 12, +4 to
| |
| hit with spell attacks). The acolyte has following cleric
| |
| spells prepared:
| |
| Cantrips (at will): light, sacred flame, thaumaturgy
| |
| 1st level (3 slots): bless, cure wounds, sanctuary
| |
| Actions
| |
| Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 2 (1d4) bludgeoning damage.
| |
| Acolytes are junior members of a clergy, usually
| |
| answerable to a priest. They perform a variety of
| |
| functions in a temple and are granted minor
| |
| spellcasting power by their deities.
| |
| Archmage
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 12 (15 with mage armor)
| |
| Hit Points 99 (18d8 + 18)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 14 (+2) 12 (+1) 20 (+5) 15 (+2) 16 (+3)
| |
| Saving Throws Int +9, Wis +6
| |
| Skills Arcana +13, History +13
| |
| Damage Resistance damage from spells; nonmagical
| |
| bludgeoning, piercing, and slashing (from stoneskin)
| |
| Senses passive Perception 12
| |
| Languages any six languages
| |
| Challenge 12 (8,400 XP)
| |
| Magic Resistance. The archmage has advantage on
| |
| saving throws against spells and other magical effects.
| |
| Spellcasting. The archmage is an 18th-‐level spellcaster.
| |
| Its spellcasting ability is Intelligence (spell save DC 17,
| |
| +9 to hit with spell attacks). The archmage can cast
| |
| disguise self and invisibility at will and has the following
| |
| wizard spells prepared:
| |
| Cantrips (at will): fire bolt, light, mage hand,
| |
| prestidigitation, shocking grasp
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 396
| |
| 1st level (4 slots): detect magic, identify, mage armor,*
| |
| magic missile
| |
| 2nd level (3 slots): detect thoughts, mirror image, misty
| |
| step
| |
| 3rd level (3 slots): counterspell, fly, lightning bolt
| |
| 4th level (3 slots): banishment, fire shield, stoneskin*
| |
| 5th level (3 slots): cone of cold, scrying, wall of force
| |
| 6th level (1 slot): globe of invulnerability
| |
| 7th level (1 slot): teleport
| |
| 8th level (1 slot): mind blank*
| |
| 9th level (1 slot): time stop
| |
| *The archmage casts these spells on itself before
| |
| combat.
| |
| Actions
| |
| Dagger. Melee or Ranged Weapon Attack: +6 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
| |
| 2) piercing damage.
| |
| Archmages are powerful (and usually quite old)
| |
| spellcasters dedicated to the study of the arcane arts.
| |
| Benevolent ones counsel kings and queens, while
| |
| evil ones rule as tyrants and pursue lichdom. Those
| |
| who are neither good nor evil sequester themselves
| |
| in remote towers to practice their magic without
| |
| interruption.
| |
| An archmage typically has one or more apprentice
| |
| mages, and an archmage’s abode has numerous
| |
| magical wards and guardians to discourage
| |
| interlopers.
| |
| Assassin
| |
| Medium humanoid (any race), any non-‐good alignment
| |
| Armor Class 15 (studded leather)
| |
| Hit Points 78 (12d8 + 24)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
| |
| Saving Throws Dex +6, Int +4
| |
| Skills Acrobatics +6, Deception +3, Perception +3,
| |
| Stealth +9
| |
| Damage Resistances poison
| |
| Senses passive Perception 13
| |
| Languages Thieves’ cant plus any two languages
| |
| Challenge 8 (3,900 XP)
| |
| Assassinate. During its first turn, the assassin has
| |
| advantage on attack rolls against any creature that
| |
| hasn’t taken a turn. Any hit the assassin scores against
| |
| a surprised creature is a critical hit.
| |
| Evasion. If the assassin is subjected to an effect that
| |
| allows it to make a Dexterity saving throw to take only
| |
| half damage, the assassin instead takes no damage if it
| |
| succeeds on the saving throw, and only half damage if
| |
| it fails.
| |
| Sneak Attack. Once per turn, the assassin deals an
| |
| extra 14 (4d6) damage when it hits a target with a
| |
| weapon attack and has advantage on the attack roll, or
| |
| when the target is within 5 feet of an ally of the
| |
| assassin that isn’t incapacitated and the assassin
| |
| doesn’t have disadvantage on the attack roll.
| |
| Actions
| |
| Multiattack. The assassin makes two shortsword
| |
| attacks.
| |
| Shortsword. Melee Weapon Attack: +6 to hit, reach 5
| |
| ft., one target. Hit: 6 (1d6 + 3) piercing damage, and
| |
| the target must make a DC 15 Constitution saving
| |
| throw, taking 24 (7d6) poison damage on a failed save,
| |
| or half as much damage on a successful one.
| |
| Light Crossbow. Ranged Weapon Attack: +6 to hit,
| |
| range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing
| |
| damage, and the target must make a DC 15
| |
| Constitution saving throw, taking 24 (7d6) poison
| |
| damage on a failed save, or half as much damage on a
| |
| successful one.
| |
| Trained in the use of poison, assassins are
| |
| remorseless killers who work for nobles,
| |
| guildmasters, sovereigns, and anyone else who can
| |
| afford them.
| |
| Bandit
| |
| Medium humanoid (any race), any non-‐lawful
| |
| alignment
| |
| Armor Class 12 (leather armor)
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 397
| |
| Senses passive Perception 10
| |
| Languages any one language (usually Common)
| |
| Challenge 1/8 (25 XP)
| |
| Actions
| |
| Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
| |
| one target. Hit: 4 (1d6 + 1) slashing damage.
| |
| Light Crossbow. Ranged Weapon Attack: +3 to hit,
| |
| range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing
| |
| damage.
| |
| Bandits rove in gangs and are sometimes led by
| |
| thugs, veterans, or spellcasters. Not all bandits are
| |
| evil. Oppression, drought, disease, or famine can
| |
| often drive otherwise honest folk to a life of banditry.
| |
| Pirates are bandits of the high seas. They might be
| |
| freebooters interested only in treasure and murder,
| |
| or they might be privateers sanctioned by the crown
| |
| to attack and plunder an enemy nation’s vessels.
| |
| Bandit Captain
| |
| Medium humanoid (any race), any non-‐lawful
| |
| alignment
| |
| Armor Class 15 (studded leather)
| |
| Hit Points 65 (10d8 + 20)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
| |
| Saving Throws Str +4, Dex +5, Wis +2
| |
| Skills Athletics +4, Deception +4
| |
| Senses passive Perception 10
| |
| Languages any two languages
| |
| Challenge 2 (450 XP)
| |
| Actions
| |
| Multiattack. The captain makes three melee attacks:
| |
| two with its scimitar and one with its dagger. Or the
| |
| captain makes two ranged attacks with its daggers.
| |
| Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 6 (1d6 + 3) slashing damage.
| |
| Dagger. Melee or Ranged Weapon Attack: +5 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 +
| |
| 3) piercing damage.
| |
| Reactions
| |
| Parry. The captain adds 2 to its AC against one melee
| |
| attack that would hit it. To do so, the captain must see
| |
| the attacker and be wielding a melee weapon.
| |
| It takes a strong personality, ruthless cunning, and a
| |
| silver tongue to keep a gang of bandits in line. The
| |
| bandit captain has these qualities in spades.
| |
| In addition to managing a crew of selfish
| |
| malcontents, the pirate captain is a variation of the
| |
| bandit captain, with a ship to protect and command.
| |
| To keep the crew in line, the captain must mete out
| |
| rewards and punishment on a regular basis.
| |
| More than treasure, a bandit captain or pirate
| |
| captain craves infamy. A prisoner who appeals to the
| |
| captain’s vanity or ego is more likely to be treated
| |
| fairly than a prisoner who does not or claims not to
| |
| know anything of the captain’s colorful reputation.
| |
| Berserker
| |
| Medium humanoid (any race), any chaotic alignment
| |
| Armor Class 13 (hide armor)
| |
| Hit Points 67 (9d8 + 27)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1)
| |
| Senses passive Perception 10
| |
| Languages any one language (usually Common)
| |
| Challenge 2 (450 XP)
| |
| Reckless. At the start of its turn, the berserker can gain
| |
| advantage on all melee weapon attack rolls during that
| |
| turn, but attack rolls against it have advantage until the
| |
| start of its next turn.
| |
| Actions
| |
| Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 9 (1d12 + 3) slashing damage.
| |
| Hailing from uncivilized lands, unpredictable
| |
| berserkers come together in war parties and seek
| |
| conflict wherever they can find it.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 398
| |
| Commoner
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 10
| |
| Hit Points 4 (1d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
| |
| Senses passive Perception 10
| |
| Languages any one language (usually Common)
| |
| Challenge 0 (10 XP)
| |
| Actions
| |
| Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 2 (1d4) bludgeoning damage.
| |
| Commoners include peasants, serfs, slaves, servants,
| |
| pilgrims, merchants, artisans, and hermits.
| |
| Cultist
| |
| Medium humanoid (any race), any non-‐good alignment
| |
| Armor Class 12 (leather armor)
| |
| Hit Points 9 (2d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
| |
| Skills Deception +2, Religion +2
| |
| Senses passive Perception 10
| |
| Languages any one language (usually Common)
| |
| Challenge 1/8 (25 XP)
| |
| Dark Devotion. The cultist has advantage on saving
| |
| throws against being charmed or frightened.
| |
| Actions
| |
| Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
| |
| one creature. Hit: 4 (1d6 + 1) slashing damage.
| |
| Cultists swear allegiance to dark powers such as
| |
| elemental princes, demon lords, or archdevils. Most
| |
| conceal their loyalties to avoid being ostracized,
| |
| imprisoned, or executed for their beliefs. Unlike evil
| |
| acolytes, cultists often show signs of insanity in their
| |
| beliefs and practices.
| |
| Cult Fanatic
| |
| Medium humanoid (any race), any non-‐good alignment
| |
| Armor Class 13 (leather armor)
| |
| Hit Points 33 (6d8 + 6)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2)
| |
| Skills Deception +4, Persuasion +4, Religion +2
| |
| Senses passive Perception 11
| |
| Languages any one language (usually Common)
| |
| Challenge 2 (450 XP)
| |
| Dark Devotion. The fanatic has advantage on saving
| |
| throws against being charmed or frightened.
| |
| Spellcasting. The fanatic is a 4th-‐level spellcaster. Its
| |
| spellcasting ability is Wisdom (spell save DC 11, +3 to
| |
| hit with spell attacks). The fanatic has the following
| |
| cleric spells prepared:
| |
| Cantrips (at will): light, sacred flame, thaumaturgy
| |
| 1st level (4 slots): command, inflict wounds, shield of
| |
| faith
| |
| 2nd level (3 slots): hold person, spiritual weapon
| |
| Actions
| |
| Multiattack. The fanatic makes two melee attacks.
| |
| Dagger. Melee or Ranged Weapon Attack: +4 to hit,
| |
| reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4
| |
| + 2) piercing damage.
| |
| Fanatics are often part of a cult’s leadership, using
| |
| their charisma and dogma to influence and prey on
| |
| those of weak will. Most are interested in personal
| |
| power above all else.
| |
| Druid
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 11 (16 with barkskin)
| |
| Hit Points 27 (5d8 + 5)
| |
| Speed 30 ft.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 399
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 12 (+1) 13 (+1) 12 (+1) 15 (+2) 11 (+0)
| |
| Skills Medicine +4, Nature +3, Perception +4
| |
| Senses passive Perception 14
| |
| Languages Druidic plus any two languages
| |
| Challenge 2 (450 XP)
| |
| Spellcasting. The druid is a 4th-‐level spellcaster. Its
| |
| spellcasting ability is Wisdom (spell save DC 12, +4 to
| |
| hit with spell attacks). It has the following druid spells
| |
| prepared:
| |
| Cantrips (at will): druidcraft, produce flame, shillelagh
| |
| 1st level (4 slots): entangle, longstrider, speak with
| |
| animals, thunderwave
| |
| 2nd level (3 slots): animal messenger, barkskin
| |
| Actions
| |
| Quarterstaff. Melee Weapon Attack: +2 to hit (+4 to hit
| |
| with shillelagh), reach 5 ft., one target. Hit: 3 (1d6)
| |
| bludgeoning damage, 4 (1d8) bludgeoning damage if
| |
| wielded with two hands, or 6 (1d8 + 2) bludgeoning
| |
| damage with shillelagh.
| |
| Druids dwell in forests and other secluded
| |
| wilderness locations, where they protect the natural
| |
| world from monsters and the encroachment of
| |
| civilization. Some are tribal shamans who heal the
| |
| sick, pray to animal spirits, and provide spiritual
| |
| guidance.
| |
| Gladiator
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 16 (studded leather, shield)
| |
| Hit Points 112 (15d8 + 45)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2)
| |
| Saving Throws Str +7, Dex +5, Con +6
| |
| Skills Athletics +10, Intimidation +5
| |
| Senses passive Perception 11
| |
| Languages any one language (usually Common)
| |
| Challenge 5 (1,800 XP)
| |
| Brave. The gladiator has advantage on saving throws
| |
| against being frightened.
| |
| Brute. A melee weapon deals one extra die of its
| |
| damage when the gladiator hits with it (included in the
| |
| attack).
| |
| Actions
| |
| Multiattack. The gladiator makes three melee attacks
| |
| or two ranged attacks.
| |
| Spear. Melee or Ranged Weapon Attack: +7 to hit,
| |
| reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6
| |
| + 4) piercing damage, or 13 (2d8 + 4) piercing damage
| |
| if used with two hands to make a melee attack.
| |
| Shield Bash. Melee Weapon Attack: +7 to hit, reach 5
| |
| ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage.
| |
| If the target is a Medium or smaller creature, it must
| |
| succeed on a DC 15 Strength saving throw or be
| |
| knocked prone.
| |
| Reactions
| |
| Parry. The gladiator adds 3 to its AC against one melee
| |
| attack that would hit it. To do so, the gladiator must
| |
| see the attacker and be wielding a melee weapon.
| |
| Gladiators battle for the entertainment of raucous
| |
| crowds. Some gladiators are brutal pit fighters who
| |
| treat each match as a life-‐‑or-‐‑death struggle, while
| |
| others are professional duelists who command huge
| |
| fees but rarely fight to the death.
| |
| Guard
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 16 (chain shirt, shield)
| |
| Hit Points 11 (2d8 + 2)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)
| |
| Skills Perception +2
| |
| Senses passive Perception 12
| |
| Languages any one language (usually Common)
| |
| Challenge 1/8 (25 XP)
| |
| Actions
| |
| Spear. Melee or Ranged Weapon Attack: +3 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 400
| |
| 1) piercing damage, or 5 (1d8 + 1) piercing damage if
| |
| used with two hands to make a melee attack.
| |
| Guards include members of a city watch, sentries in
| |
| a citadel or fortified town, and the bodyguards of
| |
| merchants and nobles.
| |
| Knight
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 18 (plate)
| |
| Hit Points 52 (8d8 + 16)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
| |
| Saving Throws Con +4, Wis +2
| |
| Senses passive Perception 10
| |
| Languages any one language (usually Common)
| |
| Challenge 3 (700 XP)
| |
| Brave. The knight has advantage on saving throws
| |
| against being frightened.
| |
| Actions
| |
| Multiattack. The knight makes two melee attacks.
| |
| Greatsword. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 10 (2d6 + 3) slashing damage.
| |
| Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
| |
| range 100/400 ft., one target. Hit: 5 (1d10) piercing
| |
| damage.
| |
| Leadership (Recharges after a Short or Long Rest). For
| |
| 1 minute, the knight can utter a special command or
| |
| warning whenever a nonhostile creature that it can see
| |
| within 30 feet of it makes an attack roll or a saving
| |
| throw. The creature can add a d4 to its roll provided it
| |
| can hear and understand the knight. A creature can
| |
| benefit from only one Leadership die at a time. This
| |
| effect ends if the knight is incapacitated.
| |
| Reactions
| |
| Parry. The knight adds 2 to its AC against one melee
| |
| attack that would hit it. To do so, the knight must see
| |
| the attacker and be wielding a melee weapon.
| |
| Knights are warriors who pledge service to rulers,
| |
| religious orders, and noble causes. A knight’s
| |
| alignment determines the extent to which a pledge is
| |
| honored. Whether undertaking a quest or patrolling
| |
| a realm, a knight often travels with an entourage
| |
| that includes squires and hirelings who are
| |
| commoners.
| |
| Mage
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 12 (15 with mage armor)
| |
| Hit Points 40 (9d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
| |
| Saving Throws Int +6, Wis +4
| |
| Skills Arcana +6, History +6
| |
| Senses passive Perception 11
| |
| Languages any four languages
| |
| Challenge 6 (2,300 XP)
| |
| Spellcasting. The mage is a 9th-‐level spellcaster. Its
| |
| spellcasting ability is Intelligence (spell save DC 14, +6
| |
| to hit with spell attacks). The mage has the following
| |
| wizard spells prepared:
| |
| Cantrips (at will): fire bolt, light, mage hand,
| |
| prestidigitation
| |
| 1st level (4 slots): detect magic, mage armor, magic
| |
| missile, shield
| |
| 2nd level (3 slots): misty step, suggestion
| |
| 3rd level (3 slots): counterspell, fireball, fly
| |
| 4th level (3 slots): greater invisibility, ice storm
| |
| 5th level (1 slot): cone of cold
| |
| Actions
| |
| Dagger. Melee or Ranged Weapon Attack: +5 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
| |
| 2) piercing damage.
| |
| Mages spend their lives in the study and practice of
| |
| magic. Good-‐‑aligned mages offer counsel to nobles
| |
| and others in power, while evil mages dwell in
| |
| isolated sites to perform unspeakable experiments
| |
| without interference.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 401
| |
| Noble
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 15 (breastplate)
| |
| Hit Points 9 (2d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
| |
| Skills Deception +5, Insight +4, Persuasion +5
| |
| Senses passive Perception 12
| |
| Languages any two languages
| |
| Challenge 1/8 (25 XP)
| |
| Actions
| |
| Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,
| |
| one target. Hit: 5 (1d8 + 1) piercing damage.
| |
| Reactions
| |
| Parry. The noble adds 2 to its AC against one melee
| |
| attack that would hit it. To do so, the noble must see
| |
| the attacker and be wielding a melee weapon.
| |
| Nobles wield great authority and influence as
| |
| members of the upper class, possessing wealth and
| |
| connections that can make them as powerful as
| |
| monarchs and generals. A noble often travels in the
| |
| company of guards, as well as servants who are
| |
| commoners.
| |
| The noble’s statistics can also be used to represent
| |
| courtiers who aren’t of noble birth.
| |
| Priest
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 13 (chain shirt)
| |
| Hit Points 27 (5d8 + 5)
| |
| Speed 25 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
| |
| Skills Medicine +7, Persuasion +3, Religion +4
| |
| Senses passive Perception 13
| |
| Languages any two languages
| |
| Challenge 2 (450 XP)
| |
| Divine Eminence. As a bonus action, the priest can
| |
| expend a spell slot to cause its melee weapon attacks
| |
| to magically deal an extra 10 (3d6) radiant damage to a
| |
| target on a hit. This benefit lasts until the end of the
| |
| turn. If the priest expends a spell slot of 2nd level or
| |
| higher, the extra damage increases by 1d6 for each
| |
| level above 1st.
| |
| Spellcasting. The priest is a 5th-‐level spellcaster. Its
| |
| spellcasting ability is Wisdom (spell save DC 13, +5 to
| |
| hit with spell attacks). The priest has the following
| |
| cleric spells prepared:
| |
| Cantrips (at will): light, sacred flame, thaumaturgy
| |
| 1st level (4 slots): cure wounds, guiding bolt, sanctuary
| |
| 2nd level (3 slots): lesser restoration, spiritual weapon
| |
| 3rd level (2 slots): dispel magic, spirit guardians
| |
| Actions
| |
| Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one
| |
| target. Hit: 3 (1d6) bludgeoning damage.
| |
| Priests bring the teachings of their gods to the
| |
| common folk. They are the spiritual leaders of
| |
| temples and shrines and often hold positions of
| |
| influence in their communities. Evil priests might
| |
| work openly under a tyrant, or they might be the
| |
| leaders of religious sects hidden in the shadows of
| |
| good society, overseeing depraved rites.
| |
| A priest typically has one or more acolytes to help
| |
| with religious ceremonies and other sacred duties.
| |
| Scout
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 13 (leather armor)
| |
| Hit Points 16 (3d8 + 3)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)
| |
| Skills Nature +4, Perception +5, Stealth +6, Survival +5
| |
| Senses passive Perception 15
| |
| Languages any one language (usually Common)
| |
| Challenge 1/2 (100 XP)
| |
| Keen Hearing and Sight. The scout has advantage on
| |
| Wisdom (Perception) checks that rely on hearing or
| |
| sight.
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 402
| |
| Actions
| |
| Multiattack. The scout makes two melee attacks or
| |
| two ranged attacks.
| |
| Shortsword. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Longbow. Ranged Weapon Attack: +4 to hit, ranged
| |
| 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
| |
| damage.
| |
| Scouts are skilled hunters and trackers who offer
| |
| their services for a fee. Most hunt wild game, but a
| |
| few work as bounty hunters, serve as guides, or
| |
| provide military reconnaissance.
| |
| Spy
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 12
| |
| Hit Points 27 (6d8)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)
| |
| Skills Deception +5, Insight +4, Investigation +5,
| |
| Perception +6, Persuasion +5, Sleight of Hand +4,
| |
| Stealth +4
| |
| Senses passive Perception 16
| |
| Languages any two languages
| |
| Challenge 1 (200 XP)
| |
| Cunning Action. On each of its turns, the spy can use a
| |
| bonus action to take the Dash, Disengage, or Hide
| |
| action.
| |
| Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
| |
| damage when it hits a target with a weapon attack and
| |
| has advantage on the attack roll, or when the target is
| |
| within 5 feet of an ally of the spy that isn’t
| |
| incapacitated and the spy doesn’t have disadvantage
| |
| on the attack roll.
| |
| Actions
| |
| Multiattack. The spy makes two melee attacks.
| |
| Shortsword. Melee Weapon Attack: +4 to hit, reach 5
| |
| ft., one target. Hit: 5 (1d6 + 2) piercing damage.
| |
| Hand Crossbow. Ranged Weapon Attack: +4 to hit,
| |
| range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing
| |
| damage.
| |
| Rulers, nobles, merchants, guildmasters, and other
| |
| wealthy individuals use spies to gain the upper hand
| |
| in a world of cutthroat politics. A spy is trained to
| |
| secretly gather information. Loyal spies would
| |
| rather die than divulge information that could
| |
| compromise them or their employers.
| |
| Thug
| |
| Medium humanoid (any race), any non-‐good alignment
| |
| Armor Class 11 (leather armor)
| |
| Hit Points 32 (5d8 + 10)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
| |
| Skills Intimidation +2
| |
| Senses passive Perception 10
| |
| Languages any one language (usually Common)
| |
| Challenge 1/2 (100 XP)
| |
| Pack Tactics. The thug has advantage on an attack roll
| |
| against a creature if at least one of the thug’s allies is
| |
| within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Multiattack. The thug makes two melee attacks.
| |
| Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
| |
| creature. Hit: 5 (1d6 + 2) bludgeoning damage.
| |
| Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
| |
| range 100/400 ft., one target. Hit: 5 (1d10) piercing
| |
| damage.
| |
| Thugs are ruthless enforcers skilled at intimidation
| |
| and violence. They work for money and have few
| |
| scruples.
| |
| Tribal Warrior
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 12 (hide armor)
| |
| Hit Points 11 (2d8 + 2)
| |
| Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 403
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 13 (+1) 11 (+0) 12 (+1) 8 (−1) 11 (+0) 8 (−1)
| |
| Senses passive Perception 10
| |
| Languages any one language
| |
| Challenge 1/8 (25 XP)
| |
| Pack Tactics. The warrior has advantage on an attack
| |
| roll against a creature if at least one of the warrior’s
| |
| allies is within 5 feet of the creature and the ally isn’t
| |
| incapacitated.
| |
| Actions
| |
| Spear. Melee or Ranged Weapon Attack: +3 to hit,
| |
| reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +
| |
| 1) piercing damage, or 5 (1d8 + 1) piercing damage if
| |
| used with two hands to make a melee attack.
| |
| Tribal warriors live beyond civilization, most often
| |
| subsisting on fishing and hunting. Each tribe acts in
| |
| accordance with the wishes of its chief, who is the
| |
| greatest or oldest warrior of the tribe or a tribe
| |
| member blessed by the gods.
| |
| Veteran
| |
| Medium humanoid (any race), any alignment
| |
| Armor Class 17 (splint)
| |
| Hit Points 58 (9d8 + 18)
| |
| Speed 30 ft.
| |
| STR DEX CON INT WIS CHA
| |
| 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
| |
| Skills Athletics +5, Perception +2
| |
| Senses passive Perception 12
| |
| Languages any one language (usually Common)
| |
| Challenge 3 (700 XP)
| |
| Actions
| |
| Multiattack. The veteran makes two longsword attacks.
| |
| If it has a shortsword drawn, it can also make a
| |
| shortsword attack.
| |
| Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
| |
| one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10
| |
| + 3) slashing damage if used with two hands.
| |
| Shortsword. Melee Weapon Attack: +5 to hit, reach 5
| |
| ft., one target. Hit: 6 (1d6 + 3) piercing damage.
| |
| Heavy Crossbow. Ranged Weapon Attack: +3 to hit,
| |
| range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing
| |
| damage.
| |
| Veterans are professional fighters that take up arms
| |
| for pay or to protect something they believe in or
| |
| value. Their ranks include soldiers retired from long
| |
| service and warriors who never served anyone but
| |
| themselves.
| |