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CONTENTS

Introduction 4 This Is Your Life 61 Awarding Magic Items ...................... ...... 135
Using This Book 4 Origins 61 Sidebar: Behind the Design: Magic
The Core Rules 5 Personal Decisions 64 Item Distribution ........................ ...... 135
Life Events 69 Common Magic Items ................... ...... 136
Ch. 1: Character Options ........................... 7
Supplemental Tables...................... ....... 72 Sidebar: Are Magic Items
Barbarian 8
Racial Feats 73 Necessary in a Campaign? ....... ...... 136
Primal Paths 9
Sidebar: Creating Additional
Path of the Ancestral Guardian ............ 9 Ch. 2: Dungeon Master's Tools ...... ....... 77
Common Items 140
Path ofthe Storm Herald ..................... 10 Simultaneous Effects 77
Magic Item Tables 140
Path of the Zealot 11 Falling 77
77 Sidebar: Recharging without
Bard l2 Rate of Falling
a Dawn 144
Bard Colleges 14 Flying Creatures and Falling ....... ....... 77
College of Glamour 14 Sleep 77 Ch. 3: Spells 147
College of Swords 15 Waking Someone 77 Spell Lists 147
College of Whispers ....................... 16 Sleeping in Armor .......................... ....... 77 Spell Descriptions 150
Cleric 17 Going without a Long Rest ........... ....... 78 App. A: Shared Campaigns ............ 172
Divine Domains 18 Adamantine Weapons ........................ ....... 78
78 App. B: Character Names ............... 175
Sidebar: Serving a Pantheon; Tying Knots
78 Nonhuman Names 175
Philosophy, or Force ................... 18 Tool Proficiencies
Dragonborn 175
Forge Domain 18 Tools and Skills Together ............. ....... 78
78 Dwarf 176
Grave Domain 19 Tool Descriptions
85 Elf 176
Druid 21 Spellcasting
Gnome 178
Druid Circles 22 Perceiving a Caster at Work ......... ....... 85
85 Halfling 179
Circle of Dreams 22 Identifying a Spell
Half-Ore 179
Circle of the Shepherd ................... 23 Invalid Spell Targets ...................... ....... 85
Tiefling
Learning Beast Shapes ................. 24 Areas of Effect on a Grid ............... ....... 86
..... 88 Human Names
Fighter 27 Encounter Building
91 Arabic
Martial Archetypes 28 Quick Matchups
Celtic
Arcane Archer 28 Random Encounters: A World of
Chinese
Cavalier 30 Possibilities
Egyptian
Samurai 31 Arctic Encounters
32 Coastal Encounters ........................ ....... 93
English
Monk
French
Monastic Traditions ....................... 33 Desert Encounters
97 German
Way of the Drunken Master ......... 33 Forest Encounters
Grassland Encounters ................... ..... 100 Greek
Way of the Kensei 34
101 Indian
Way of the Sun Soul ....................... 35 Hill Encounters
104 japanese
Paladin 36 Mountain Encounters ....................
105 Mesoamerican
Sacred Oaths 37 Swamp Encounters ........................
106 Niger—Congo
Oath of Conquest 37 Underdark Encounters ..................
Norse
Oath of Redemption ....................... 38 Underwater Encounters ................. 109
4O Urban Encounters 110 Polynesian
Ranger
113 Roman
Ranger Archetypes 41 Traps Revisited
113 Slavic
Gloom Stalker 4]. Simple Traps
Spanish
Horizon Walker 42 Sidebar: Making Traps
Monster Slayer 43 Meaningful 114
Rogue 44 Designing Simple Traps ................ 115
Roguish Archetypes ....................... 45 Complex Traps 118
Inquisitive 45 Designing Complex Traps ............. 121
Mastermind 46 Sidebar: Complex Traps and
Scout 47 Legendary Monsters ................... 123
Swashbuckler 47 Downtime Revisited 123
Sorcerer 48 Rivals 123
Sorcerous Origins 50 Downtime Activities ....................... 125
Divine Soul 50 Buying a Magic Item ................... 126
Shadow Magic 50 Carousing 127
Storm Sorcery 51 Crafting an Item 128
Warlock 53 Crime 130
Otherworldly Patrons .................... 54 Gambling 130
The Celestial 54 Pit Fighting 131
The Hexblade 55 Relaxation 131
Eldritch Invocations ....................... 56 Religious Service ......................... 131
Wizard 58 Research 132
Arcane Tradition 59 Scribing a Spell Scroll ............... 133
1War Magic 59 Selling a Magic Item ................... 133
Training 134
Work 134
INTRODUCTION
ENEATH THE BUSTL-ING CITY OF WATERDEEP,
D a beholder crime lord keeps tabs on everyone
and everything—or so the beholder thinks.
Known as Xanathar, this bizarre being be-
lieves it can gather information on everything
in the DUNGEONS 8t DRAGONS multiverse.
. The beholder desires to know it all! But no
matter what the beholder learns and what treasures it
acquires, its most prized possession in all the multi—
verse remains its goldfish, Sylgar.
The first major roles expansion to the fifth edition of
D&D, Xanathar's Guide to Everything provides a wealth
of new options for the game. Xanathar might not be able
to realize its dream to know everything, but this book
does delve into every major part of the game: adventur-
ers, their adventures, and the magic they wield.

USING THIS BOOK


Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world,
whether you’re adventuring in the Forgotten Realms,
another official D&D setting, or a world of your own
creation. The options here build on the official rules
contained within the Player's Handbook, the Monster
Manual, and the Dungeon Master’s Guide. Think of this
book as the companion to those volumes. It builds on
their foundation, exploring pathways first laid in those
publications. Nothing herein is required for a D8£D cam-
paign—this is not a fourth core rulebook—but we hope it
will provide you new ways to enjoy the game.
Chapter 1 offers character options that expand on
those offered in the Player’s Handbook. Chapter 2 is a
toolkit for the DM that provides new resources for run—
ning the game and designing adventures, all of it build-
ing on the Monster Manual and the Dungeon Master’s
Guide. Chapter 3 presents new spells for player charac—
ters and spellcasting monsters to unleash.
Appendix A provides guidance on running a shared
campaign, similar to the activities staged by the D&D
Adventurers League, and appendix B contains a host of
tables that allow you to quickly generate names for the
characters in your D&D stories.
As you peruse the many options herein, you'll come
across observations from Xanathar itself. Like the
beholder’s roving mind, your reading will take you to
places in the game familiar and new. May you enjoy
thejourney!
.‘ 4L

UNEARTHED ARCANA
Much ofthe material in this book originally appeared in
Unearthed Arcana, a series ofonline articles we publish
to explore rules that might ofificially become part of the
game. Some Unearthed Arcana offerings don’t end up
resonating with fans and are set aside for the time being.
The Unearthed Arcana material that inspired the options o. loo]:
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THE CORE RULES ADVANTAGE AND DISADVANTAGE
Even if more than one factor gives you advantage or
This book relies on the rules in the three core rules disadvantage on a roll, you have it only once, and if you
books. The game especially makes frequent use of have advantage and disadvantage on the same roll, they
the rules in chapters 7—10 of the Player’s Handbook: cancel each other.
“Using Ability Scores,” “Adventuring,” “Combat,” and
“Spellcasting.” That book’s appendix A is also crucial; COMBINING DIFFERENT EFFECTS
it contains definitions of conditions, like invisible and Different game effects can affect a target at the same
prone. You don’t need to know the rules by heart, but it’s time. For example, two different benefits can give you
helpful to know where to find them when you need them. a bonus to your Armor Class. But when two or more
If you’re a BM, you should also know where to look effects have the same proper name, only one of them
things up in the Dungeon Master’s Guide, especially the (the most powerful one if their benefits aren’t identical)
rules on how magic items work (see chapter '7 of that applies while the durations of the effects overlap. For ex—
book). The introduction of the Monster Manual is your ample, if bless is cast on you when you’re still under the
guide on how to use a monster’s stat block. effect of an earlier bless, you gain the benefit of only one
casting. Similarly, if you’re in the radius of more than
THE DM ADJUDICATES THE RULES one Aura of Protection, you benefit only from the one
One rule overrides all others: the DM is the final author- that grants the highest bonus.
ity on how the rules work in play.
Rules are part of what makes DEED a game, rather
REACTION TIMING
Certain game features let you take a special action,
thanjust improvised storytelling. The game’s rules are
called a reaction, in response to some event. Making
meant to help organize, and even inspire, the action of a
DEED campaign. The rules are a tool, and we want our opportunity attacks and casting the shield spell are two
typical uses of reactions. If you’re unsure when a reac-
tools to be as effective as possible. No matter how good
tion occurs in relation to its trigger, here’s the rule: the
those tools might be, they need a group of players to
reaction happens after its trigger completes, unless the
bring them to life and a BM to guide their use.
description of the reaction explicitly says otherwise.
The DM is key. Many unexpected events can occur in
Once you take a reaction, you can’t take another one
a DEED campaign, and no set of rules could reasonably
until the start of your next turn.
account for every contingency. If the rules tried to do so,
the game would become a slog. An alternative would be
RESISTANCE AND VULNERABILITY
for the rules to severely limit what characters can do,
Here’s the order that you apply modifiers to damage: (1)
which would be contrary to the open—endedness of D8tD.
any relevant damage immunity, (2) any addition or sub-
Here's the path the game takes: it lays a foundation of
traction to the damage, (3) one relevant damage resis-
rules that a BM can build on, and it embraces the DM's
tance, and (4) one relevant damage vulnerability.
role as the bridge between the things the rules address
Even if multiple sources give you resistance to a type
and the things they don’t.
of damage you’re taking, you can apply resistance to it
only once. The same is true of vulnerability.
TEN RULES To REMEMBER
A few rules in the core rulebooks sometimes trip up a PROFICIENCY BONUS
new player or DM. Here are ten of those rules. Keep— If your proficiency bonus applies to a roll, you can add
ing them in mind will help you interpret the options in the bonus only once to the roll, even if multiple things in
this book. the game say your bonus applies. Moreover, if more than
one thing tells you to double or halve your bonus, you
EXCEPTIONS SUPERSEDE GENERAL RULES double it only once or halve it only once before apply-
General rules govern each part of the game. For exam— ing it. Whether multiplied, divided, or left at its normal
ple, the combat rules tell you that melee weapon attacks value, the bonus can be used only once per roll.
use Strength and ranged weapon attacks use Dexterity.
That’s a general rule, and a general rule is in effect as BONUS ACTION SPELLS
long as something in the game doesn't explicitly say If you want to cast a spell that has a casting time of 1
otherwise. bonus action, remember that you can’t cast any other
The game also includes elements—class features, spells before or after it on the same turn, except for can-
spells, magic items, monster abilities, and the like—that trips with a casting time of 1 action.
sometimes contradict a general rule. When an exception
and a general rule disagree, the exception wins. For ex- CONCENTRATION
ample, if a feature says you can make melee weapon at— As soon as you start casting a spell or using a special
tacks using your Charisma, you can do so, even though ability that requires concentration, your concentration
that statement disagrees with the general rule. on another effect ends instantly.

Rou N D DOWN TEM PORARY I-IIT POINTS


Whenever you divide or multiply a number in the game, Temporary hit points aren’t cumulative. If you have tem—
round down if you end up with a fraction, even if the porary hit points and receive more of them, you don’t
fraction is one-half or greater. add them together, unless a game feature says you can.
Instead, you decide which temporary hit points to keep.
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. . .
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. _. . . . _
_ CHAPTERI

. . _. .
r: CHARACTER OPTIONS

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HE MAIN FIGURES IN ANY DBZD CAMPAIGN each of the subclasses in this book. In addition, the sec-

._
are the characters created by the players. tion for druids presents details on how the Wild Shape

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The heroics, folly, righteousness, and po- feature works, and the warlock receives a collection of
tential villainy of your characters are at the new choices for the class's Eldritch Invocations feature.

_ .-_
heart of the story. This chapter provides a Each of the class presentations leads off with advice

.
.
variety of new options for them, focusing on how to add depth and detail to your character’s per-

__.fi=——._—-—-—--
on additional subclasses for each of the sonality. You can use the tables in these sections as a
classes in the Player's Handbook. source of inspiration, or roll a die to randomly deter—
Each class offers a character—defining choice at lst, mine a result if desired.
Following the subclasses, the section called “This Is

._
2nd, or 3rd level that unlocks a series of special fea-
tures, not available to the class as a whole. That choice Your Life" presents a series of tables for adding detail to

"
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is called a subclass. Each class has a collective term your character’s backstory.
that describes its subclasses: in the fighter, for instance, The chapter concludes with a selection of feats for the
the subclasses are called martial archetypes, and in the races in the Player’s Handbook, offering ways to delve
paladin, they’re sacred oaths. The table below identifies deeper into a character's racial identity.

SUBCLASSES
Class Subclass Level Available Description
Barbarian Path ofthe Ancestral Guardian 3rd Calls on the spirits of honored ancestors to protect others
Barbarian Path ofthe Storm Herald 3rd Filled with a rage that channels the primal magic ofthe storm
Barbarian Path ofthe Zealot 3rd Fueled by a religious zeal that visits destruction on foes
Bard College ofGlamour 3rd Wields the beguiling, glorious magic ofthe Feywild
Bard College of Swords 3rd Entertains and slays with daring feats ofweapon prowess
Bard College ofWhispers 3rd Plants fear and doubt in the minds ofothers
Cleric Forge Domain lst Clad in heavy armor, serves a god ofthe forge or creation
Cleric Crave Domain lst Opposes the blight of undeath
Druid Circle of Dreams 2nd Mends wounds, guards the weary, and strides through dreams
Druid Circle ofthe Shepherd 2nd Summons nature spirits to bolster friends and harry foes
Fighter Arcane Archer 3rd Imbues arrows with spectacular magical effects
Fighter Cavalier 3rd Defends allies and knocks down enemies, often on horseback
Fighter Samurai 3rd Combines resilience with courtly elegance and mighty strikes
Monk Way ofthe Drunken Master 3rd Confounds foes through a martial arts tradition inspired by the
swaying ofa drunkard
Monk Way ofthe Kensei 3rd Channels ki through a set of mastered weapons
Monk Way ofthe Sun Soul 3rd Transforms ki into bursts offire and searing bolts oflight
Paladin Oath ofConquest 3rd Strikes terror in enemies and crushes the forces of chaos
Paladin Oath of Redemption 3rd Offers redemption to the worthy and destruction to those who
refuse mercy or righteousness
Ranger Gloom Stalker 3rd Unafraid ofthe dark, relentlessly stalks and ambushes foes
Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar magic
Ranger Monster Slayer 3rd Hunts down creatures ofthe night and wielders ofgrim magic
Rogue Inquisitive 3rd Roots out secrets, akin to a masterful detective
Rogue Mastermind 3rd A mastertactician, manipulates others
- Rogue Scout 3rd Combines stealth with a knack for survival
Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache
Sorcerer Divine Soul lst Harnesses magic bestowed by a god or other divine source
' Sorcerer Shadow Magic lst Wields the grim magic ofthe Shadowfell
Storm Sorcery lst Crackles with the power ofthe storm .- "-
Sorcerer
The Celestial lst Forges a pact with a being from celestial realms »
Warlock
The Hexblade lst Serves a shadowy entity that bestows dread curses l
Warlock
Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield

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PERSONAL TOTEMS
d6 Totem
l A tuft offur from a solitary wolfthat you be-
friended during a hunt
2 Three eagle feathers given to you by a wise sha-
man, who told you they would play a role in deter-
mining your fate
3 A necklace made from the claws ofa young cave
bear that you slew singlehandedly as a child
BARBARIAN 4 A small leather pouch holding three stones that
represent your ancestors
I HAVE VVITNESSED THE INDOMITABLE PERFORlyiANCE OF 5 A few small bones from the first beast you killed,
barbarians an thefieid of battle, and it makes me wonder tied together with colored wool
whatforce lies at the heart of their rage. 6 An egg-sized stone in the shape ofyour spirit ani-
—Seret, archwizard mal that appeared one day in your belt pouch

The anger felt by a normal person resembles the rage of TATTOOS


a barbarian in the same way that a gentle breeze is akin The members of many barbarian clans decorate their
to a furious thunderstorm. The barbarian’s driving force bodies with tattoos, each of which represents a signif-
comes from a place that transcends mere emotion, mak- icant moment in the life of the bearer or the bearer's
ing its manifestation all the more terrible. Whether the ancestors, or which symbolizes a feeling or an attitude.
impetus for the fury comes entirely from within or from As with personal totems, a barbarian’s tattoos might or
forging a link with a spirit animal, a raging barbarian might not be related to an animal spirit.
becomes able to perform supernatural feats of strength Each tattoo a barbarian displays contributes to that in-
and endurance. The outburst is temporary, but while it dividuals identity. If your character wears tattoos, what
lasts, it takes over body and mind, driving the barbarian do they look like, and what do they represent?
on despite peril and injury, until the last enemy falls.
It can be tempting to play a barbarian character that TATTOOS
is a straightforward application of the classic arche- Tattoo
d6
type—a brute, and usually a dimwitted one at that, who
l The wings ofan eagle are spread wide across your
rushes in where others fear to tread. But not all the
upper back.
barbarians in the world are cut from that cloth, so you
can certainly put your own spin on things. Either way, 2 Etched on the backs ofyour hands are the paws of
consider adding some flourishes to make your barbarian a cave bear.
stand out from all others; see the following sections for 3 The symbols ofyour clan are displayed in viny pat»
some ideas. terns along your arms.
The antlers of an elk are inked across your back.
PERSONAL TOTEMS 5 Images ofyour spirit animal are tattooed along
Barbarians tend to travel light, carrying little in the way your weapon arm and hand.
of personal effects or other unnecessary gear. The few 6 The eyes ofa wolfare marked on your back to help
possessions they do carry often include small items that you see and ward off evil spirits.
have special significance. A personal totem is significant
because it has a mystical origin or is tied to an import- SUPERSTITIONS
ant moment in the character’s life—perhaps a remem-
brance from the barbarian’s past or a harbinger of what Barbarians vary widely in how they understand life.
lies ahead. Some follow gods and look for guidance from those
A personal totem of this sort might be associated with deities in the cycles of nature and the animals they en—
a barbarian’s spirit animal, or might actually be the to counter. These barbarians believe that spirits inhabit
tem object for the animal, but such a connection is not the plants and animals of the world, and the barbarians
essential. One who has a bear totem spirit, for instance, look to them for omens and power.
could still carry an eagle’s feather as a personal totem. Other barbarians trust only in the blood that runs in
Consider creating one or more personal totems for their veins and the steel they hold in their hands. They
your character—-objects that hold a special link to your have no use for the invisible world, instead relying on
character‘s past or future. Think about how a totem their senses to hunt and survive like the wild beasts
might affect your character’s actions. they emulate.

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LEFT TO Qiom’: ZEALOT, STORM HERALD, AND ANCESTRAL GUARoiAN

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If your barbarian character has any superstitions, Eur ({outla Aisguslcivxs. 1:.)
were they ingrained in you by your family, or are they
the result of personal experience?

SUPERSTITIONS
PATH OF THE ANCESTRAL GUARDIAN
Some barbarians hail from cultures that revere their an-
d6 Superstition
cestors. These tribes teach that the warriors of the past
l lfyou disturb the bones ofthe dead, you inherit all
linger in the world as mighty spirits, who can guide and
the troubles that plagued them in life.
protect the living. When a barbarian who follows this
2 Never trust a wizard. They’re all devils in disguise,
path rages, the barbarian contacts the spirit world and
especially the friendly ones. calls on these guardian spirits for aid.
3 Dwarves have lost their spirits, and are almost like Barbarians who draw on their ancestral guardians
the undead. That's why they live underground. can better fight to protect their tribes and their allies. In
4 Magical things bring trouble. Never sleep with a order to cement ties to their ancestral guardians, bar-
magic object within ten feet of you. barians who follow this path cover themselves in elabo—
5 When you walk through a graveyard, be sure to rate tattoos that celebrate their ancestors’ deeds. These
wear silver, or a ghost might jump into your body. tattoos tell sagas of victories against terrible monsters
6 lfan elf looks you in the eyes, she’s trying to read and other fearsome rivals.
yourthoughts.
PATH or THE ANCESTRAL GUARDIAN FEATURES
Barbarian
PRIMAL PATHS Level Feature
At 3rd level, a barbarian gains the Primal Path feature. 3rd Ancestral Protectors
The following options are available to a barbarian, in 6th Spirit Shield (2d8)
addition to those offered in the Player’s Handbook: the 10th Consult the Spirits, Spirit Shield (3d8)
Path of the Ancestral Guardian, the Path of the Storm
14th Vengeful Ancestors, Spirit Shield (4d8)
Herald, and the Path of the Zealot.

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ANGESTRAL PROTECTORS
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Starting when you choose this path at 3rd level, spectral Dohli. w”; Hair on?

warriors appear when you enter your rage. While you’re


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its attacks. Until the start of your next turn, that target
has disadvantage on any attack roll that isn’t against
you, and when the target hits a creature other than you STORM AURA
with an attack, that creature has resistance to the dam— Starting at 3rd level, you emanate a stormy, magical
age dealt by the attack. The effect on the target ends aura while you rage. The aura extends 10 feet from you
early ifyour rage ends. in every direction, but not through total cover.
Your aura has an effect that activates when you enter
SPIRIT SHIELD your rage, and you can activate the effect again on each
Beginning at 6th level, the guardian spirits that aid you of your turns as a bonus action. Choose desert, sea, or
can provide supernatural protection to those you de— tundra. Your aura’s effect depends on that chosen envi-
fend. If you are raging and another creature you can see ronment, as detailed below. You can change your envi-
within 30 feet of you takes damage, you can use your ronment choice whenever you gain a level in this class.
reaction to reduce that damage by 2d6. lfyour aura's effects require a saving throw, the DC
When you reach certain levels in this class. you can equals 8 + your proficiency bonus + your Constitu-
reduce the damage by more: by 3d6 at 10th level and by tion modifier.
4d6 at 14th level. Desert. When this effect is activated, all other crea—
tures in your aura take 2 fire damage each. The damage
CONSULT THE SPIRITS increases when you reach certain levels in this class, in—
At 10th level, you gain the ability to consult with your creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
ancestral spirits. When you do so, you cast the augury or and 6 at 20th level.
clairvoyance spell, without using a spell slot or material Sea. When this effect is activated, you can choose one
components. Rather than creating a spherical sensor, other creature you can see in your aura. The target must
this use of clairvoyance invisibly summons one Of your make a Dexterity saving throw. The target takes 1d6
ancestral spirits to the chosen location. Wisdom is your lightning damage on a failed save, or half as much dam-
spellcasting ability for these spells. age on a successful one. The damage increases when
After you cast either spell in this way, you can’t use you reach certain levels in this class, increasing to 2d6
this feature again until you finish a short or long rest. at 10th level, 3d6 at 15th level, and 4d6 at 20th level.
Tundra. When this effect is activated, each creature of
VENOEFUL ANOESTORS your choice in your aura gains 2 temporary hit points, as
At 14th level, your ancestral spirits grow powerful icy spirits inure it to suffering. The temporary hit points
enough to retaliate. When you use your Spirit Shield to increase when you reach certain levels in this class, in-
reduce the damage of an attack, the attacker takes an creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
amount of force damage equal to the damage that your and 6 at 20th level.
Spirit Shield prevents.
STORM SOUL
PATH OF THE STORM HERALD At 6th level, the storm grants you benefits even when
All barbarians harbor a fury within. Their rage grants your aura isn’t active. The benefits are based on the en—
them superior strength, durability, and speed. Barbar— vironment you chose for your Storm Aura.
ians who follow the Path of the Storm Herald learn Desert. You gain resistance to fire damage, and you
to transform that rage into a mantle of primal magic, don’t suffer the effects of extreme heat, as described in
which swirls around them. When in a fury, a barbarian the Dungeon Master’s Guide. Moreover, as an action,
ofthis path taps into the forces of nature to create pow- you can touch a flammable object that isn’t being worn
erful magical effects. or carried by anyone else and set it on fire.
Storm heralds are typically elite champions who train See. You gain resistance to lightning damage, and
alongside druids, rangers, and others sworn to protect you can breathe underwater. You also gain a swimming
nature. Other storm heralds hone their craft in lodges in speed of 30 feet.
regions wracked by storms, in the frozen reaches at the Tundra. You gain resistance to cold damage, and you
world’s end, or deep in the hottest deserts. don’t suffer the effects of extreme cold, as described in
the Dungeon Master’s Guide. Moreover, as an action,
PATH OF THE STORM HERALD FEATURES you can touch water and turn a 5-foot cube Of it into ice,
which melts after 1 minute. This action fails if a creature
Barbarian
is in the cube.
Level Feature
3rd Storm Aura SHIELDING STORM
6th Storm Soul At 10th level, you learn to use your mastery of the storm
10th Shielding Storm to protect others. Each creature of your choice has the
14th Raging Storm damage resistance you gained from the Storm Soul fea
ture while the creature is in your Storm Aura. *
RAGING STORM DIVINE FU RY
At 14th level, the power of the storm you channel grows Starting when you choose this path at 3rd level, you can
mightier, lashing out at your foes. The effect is based on channel divine fury into your weapon strikes. While
the environment you chose for your Storm Aura. you’re raging, the first creature you hit on each of your
Desert. Immediately after a creature in your aura hits turns with a weapon attack takes extra damage equal
you with an attack, you can use your reaction to force to M6 + half your barbarian level. The extra damage is
that creature to make a Dexterity saving throw. On a necrotic or radiant; you choose the type of damage when
failed save, the creature takes fire damage equal to half you gain this feature.
your barbarian level.
Sea. When you hit a creature in your aura with an WARRIOR OF THE GODS
attack, you can use your reaction to force that creature At 3rd level, your soul is marked for endless battle. If a
to make a Strength saving throw. On a failed save, the spell, such as raise dead, has the sole effect of restoring
creature is knocked prone, as if struck by a wave. you to life (but not uncleath), the caster doesn’t need ma-
Tundra. Whenever the effect of your Storm Aura is ac- terial components to cast the spell on you.
tivated, you can choose one creature you can see in the
FANATICAL FOCUS
aura. That creature must succeed on a Strength saving
Starting at 6th level, the divine power that fuels your
throw, or its speed is reduced to 0 until the start of your
rage can protect you. If you fail a saving throw while
next turn, as magical frost covers it.
you’re raging, you can reroll it, and you must use the
PATH OF THE ZEALOT new roll. You can use this ability only once per rage.

Some deities inspire their followers to pitch themselves ZEALOUS PRESENCE


into a ferocious battle fury. These barbarians are zeal- At 10th level, you learn to channel divine power to in-
ots—warriors who channel their rage into powerful disn spire zealotry in others. As a bonus action, you unleash
plays of divine power. a battle cry infused with divine energy. Up to ten other
A variety of gods across the worlds of D&D inspire creatures of your choice within 60 feet of you that can
their followers to embrace this path. Tempus from the hear you gain advantage on attack rolls and saving
Forgotten Realms and Hextor and Erythnul of Grey- throws until the start of your next turn.
hawk are all prime examples. In general, the gods who Once you use this feature, you can’t use it again until
inspire zealots are deities of combat, destruction, and you finish a long rest.
violence. Not all are evil, but few are good.
RAGE BEYOND DEATH
PATH or THE ZEALOT FEATURES Beginning at 14th level, the divine power that fuels your
Barbarian
rage allows you to shrug off fatal blows.
Level Feature While you’re raging, having 0 hit points doesn’t knock
you unconscious. You still must make death saving
3rd Divine Fury, Warrior ofthe Gods
throws, and you suffer the normal effects of taking
6th Fanatical Focus
damage while at 0 hit points. However, if you would die
10th Zealous Presence due to failing death saving throws, you don"t die until
14th Rage beyond Death your rage ends, and you die then only if you still have 0
hit points.
DEFINING WORKS
d6 Defining Work
l “The Three Flambinis,” a ribald song concerning ;
mistaken identities and unfettered desire *
2 “Walt: ofthe Myconids,” an upbeat tune that chil- l
dren in particular enjoy _
3 ”Asmodeus's Golden Arse," a dramatic poem i
you claim was inspired by your personal visit to I
Avernus -
4 “The Pirates of Luskan,” your firsthand account of
being kidnapped by sea reavers as a child
5 "A Hoop, Two Pigeons, and a Hell Hound,” a sub-
tle parody ofan incompetent noble
6 “A Fool in the Abyss," a comedic poem about a
MUSIC 13 THE FRUIT OF THE DIVINE TREE THAT VIBRATES jester's travels among demons
with the Words of Creation. But the question i aslryou is.
can a bard go to the root of this tree? Can one tap into the INSTRUMENT
source ofthot power?Ah. then what manner of music they In a bard’s quest for the ultimate performance and the
highest acclaim, one's instrument is at least as import- ,
would bring to this world!
ant as one’s vocal ability. The instrument’s quality of
—F1etcher Danairia, master bard
manufacture is a critical factor, of course; the best ones
make the best music, and some bards are continually
Bards bring levity during grave times; they impart wis- on the lookout for an improvement. Perhaps just as im—
dom to offset ignorance; and they make the ridiculous portant, though, is the instrument’s own entertainment
seem sublime. Bards are preservers of ancient history, value; those that are bizarrely constructed. or made of
their songs and tales perpetuating the memory of great exotic materials are likely to leave a lasting impression
events down through time—knowledge so important on an audience.
that it is memorized and passed along as oral history, to You might have an “off the rack” instrument, perhaps
survive even when no written record remains. because it’s all you can afford right now. Or, if your
It is also the bard’s role to chronicle smaller and more first instrument was gifted to you, it might be of a more
contemporary events—the stories of today’s heroes. elaborate sort. Are you satisfied with the instrument you
including their feats of valor as well as their less than have, or do you aspire to replace it with something truly
impressive failures. distinctive?
Of course, the world has many people who can carry
a tune or tell a good story, and there’s much more to any INSTRUMENTS
adventuring bard than a glib tongue and a melodious d6 Instrument
voice. Yet what truly sets bards apart from others—and
l A masterfully crafted halfling fiddle
from one another—are the style and substance of their
2 A mithral horn made by elves
performances.
To grab and hold the attention of an audience, bards 3 A zither made with drow spider silk
are typically flamboyant and outgoing when they per- 4 An orcish drum
form. The most famous of them are essentially the D&D 5 A wooden bullywug croak box
world’s equivalent of pop stars. If you’re playing a bard, 6 A tinker’s harp ofgnomish design
consider using one of your favorite musicians as a role
model for your character. EMBARRASSMENT
You can add some unique aspects to your bard charac-
Almost every bard has suffered at least one bad experi-
ter by considering the suggestions that follow.
ence in front of an audience, and chances are you’re no
DEFINING WORK exception. No one becomes famous right away, after all;
perhaps you had a few small difficulties early in your ca—
Every successful bard is renowned for at least one piece tear, or maybe it took you a while to restore your reputa—
of performance art, typically a song or a poem that tion after one agonizing night when the fates conspired
is popular with everyone who hears it. These perfor- to bring about your theatrical ruin.
mances are spoken about for years by those who View
them, and some spectators have had their lives forever
changed because of the experience.
If your character isjust starting out, your ultimate de-
fining work is likely in the future. But in order to make t
t5
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or GLAMDUR, Ewe-nos, m-io WHisFEa-s

a muse—a particular concept that inspires much of what

_‘—:-
The ways that a performance can go wrong are as
varied as the fish in the sea. No matter what sort of those bards do in front of an audience.

..-...‘.i fi— '——--a——--T
disaster might occur, however, a bard has the courage A bard who follows a muse generally does so to gain a
and the confidence to rebound from it—either pressing deeper understanding of what that muse represents and
on with the show (if possible) or promising to come back how to best convey that understanding to others through
tomorrow with a new performance that’s guaranteed performance.
to please. Ifyour bard character has a muse, it could be one of
the three described here, or one of your own devising.
EM BARRASSM ENTS Nature. You feel a kinship with the natural world, and
its beauty and mystery inspire you. For you, a tree is
d6 Embarrassment
deeply symbolic, its roots delving into the dark unknown
T The time when your comedic song, “Big Tom's
to draw forth the power of the earth, while its branches
Hijinks”—which, by the way, you thought was bril-
reach toward the sun to nourish their flowers and
liant—did not go over well with Big Tom fruit. Nature is the ancient witness who has seen every
2 The matinee performance when a circus's owlbear kingdom rise and fall, even those whose names have
got loose and terrorized the crowd been forgotten and wait to be rediscovered. The gods of
3 When your opening song was your enthusiastic nature share their secrets with druids and sages, open—
but universally hated rendition of “Song ofthe ing their hearts and minds to new ways of seeing, and
Froghemoth” as with those individuals, you find that your creativity
4 The first and last public performance of “Mirt, Man blossoms while‘ you wander in an open field of waving
about Town” grass or walk in silent reverence through a grove of an—
cient oaks.
5 The time on stage when your wig caught fire and
Love. You are on a quest to identify the essence of
you threw it down——which set fire to the stage
true love. Though you do not disdain the superficial
6 When you sat on your lute by mistake during the
love of flesh and form, the deeper form of love that can
final stanza of “Starlight Serenade” inspire thousands or bring joy to one’s every moment
is what you are interested in. Love of this sort takes on
A BARD’S MUSE many forms, and you can see its presence everywhere—
from the sparkling of a beautiful gem to the song of a
Naturally, every bard has a repertoire of songs and sto-
simple fisher thanking the sea for its bounty. You are
ries. Some bards are generalists who can draw from
-____.__

on the trail. of love, that most precious and mysterious


a wide range of topics for each performance, and who
of emotions, and your search fills your stories and your
-..-

take pride in their versatility. Others adopt a more per-


'

songs with vitality and passion.


sonal approach to their art, driven by their attachment to
__.
._.

..""'.'
.
.
u—u
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Conflict. Drama embodies conflict, and the best
stories have conflict as a key element. From the morn—
lifutiahg? Haw .

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create your best work. Conflict can bring out the best in
some people, causing their heroic nature to shine forth
and transform the world, but it can cause others to grav—
itate toward darkness and fall under the sway of evil.
You strive to experience or witness all forms of conflict,
great and small, so as to study this eternal aspect of life
and immortalize it in your words and music.
ENTHRALLING PERFORMANCE
BARD COLLEGES Starting at 3rd level, you can charge your performance
with seductive, fey magic.
At 3rd level, a hard gains the Bard College feature. The
If you perform for at least 1 minute, you can attempt
following options are available to a bard, in addition
to inspire wonder in your audience by singing, reciting
to those offered in the Player’s Handbook: the College
a poem, or dancing. At the end of the performance,
of Glamour, the College. of Swords, and the College
choose a number of humanoids within 60 feet of you
of Whispers.
who watched and listened to all of it, up to a number
equal tO your Charisma modifier (minimum of one).
COLLEGE OF GLAMOUR
Each target must succeed on a Wisdom saving throw
The College of Glamour is the home Of bards who mas— against your spell save DC or be charmed by you. While
tered their craft in the vibrant realm of the Feywild or charmed in this way, the target idolizes you, it speaks
under the tutelage Of someone who dwelled there. Tu- glowingly Of you to anyone who talks to it, and it hinders
tored by satyrs, eladrin, and other fey, these bards learn anyone who Opposes you, although it avoids violence
to use their magic to delight and captivate others. unless it was already inclined to fight on your behalf.
The bards of this college are regarded with a mixture This effect ends on a target after 1 hour, if it takes any
of awe and fear. Their performances are the stuff Of leg- damage, if you attack it, or if it witnesses you attacking
end. These bards are so eloquent that a speech or song or damaging any of its allies.
that one of them performs can cause captors tO release If a target succeeds on its saving throw, the target has
the bard unharmed and can lull a furious dragon into nO hint that you tried tO charm it.
complacency. The same magic that allows them to quell Once you use this feature, you can’t use it again until
beasts can also bend minds. Villainous bards Of this you finish a short or long rest.
college can leech Off a community for weeks, misusing
their magic to turn their hosts into thralls. Heroic bards MANTLE OF MAJESTY
of this college instead use this power to gladden the At 6th level, you gain the ability to cloak yourself in a fey
downtrodden and undermine oppressors. magic that makes Others want to serve you. As a bonus
action, you cast command, without expending a spell
COLLEGE or GLAMOUR FEATURES slot, and you take on an appearance of unearthly beauty
Bard Level Feature for 1 minute or until your concentration ends (as if you
were concentrating on a spell). During this time, you
3rd Mantle of Inspiration, Enthralling Performance
can cast command as a bonus action on each of your
6th Mantle of Majesty
turns, without expending a spell slot.
14th Unbreakable Majesty Any creature charmed by you automatically fails
its saving throw against the command you cast with
MANTLE OF INSPIRATION this feature.
When you join the College of Glamour at 3rd level, you Once you use this feature, you can’t use it again until
gain the ability to weave a song of fey magic that imbues you finish a long rest.
your allies with vigor and speed.
As a bonus action, you can expend one use of your UNBREAKABLE MAJESTY
Bardic Inspiration to grant yourself a wondrous appear- At 14th level, your appearance permanently gains an
ance. When you do so, choose a number of creatures otherworldly aspect that makes you look more lovely
you can see and that can see you within 60 feet of you, and fierce.
up to a number equal to your Charisma modifier (mini In addition, as a bonus action, you can assume a mag-
mum of one). Each of them gains 5 temporary hit points. ically majestic presence for 1 minute or until you are
When a creature gains these temporary hit points, it incapacitated. For the duration, whenever any creature
can immediately use its reaction to move up to its speed, tries to attack you for the first time on a turn, the at—
without provoking opportunity attacks. tacker must make a Charisma saving throw against your
The number of temporary hit points inoreases when spell save DC. On a failed save, it can’t attack you on this
you reach certain levels in this class, increasing to 8 at turn, and it must choose a new target for its attack or the
5th level, 11 at 10th level, and 14 at 15th level. attack is wasted. On a successful save, it can attack you i

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_._ . _ __._._———.—.-_-.~
WAY or THE KENSEI
Monks of the Way of the Kensei train relentlessly with
their weapons, to the point where the weapon becomes
an extension of the body. Founded on a mastery of
sword fighting, the tradition has expanded to include
many different weapons.
A kensei sees a weapon in much the same way a cal-
ligrapher or painter regards a pen or brush. Whatever
the weapon, the kensei views it as a tool used to express
the beauty and precision of the martial arts. That such
mastery makes a kensei a peerless warrior is but a side
effect of intense devotion, practice, and study.

WAY OF THE KENSEI FEATURES


Monk Level Feature
3rd Path ofthe Kensei (2 weapons)
6th One with the Blade,
Path ofthe Kensei (3 weapons)
llth Sharpen the Blade,
BONUS PROFICIENCIES Path ofthe Kensei (4 weapons)
When you choose this tradition at 3rd level, you gain 17th Unerring Accuracy,
proficiency in the Performance skill if you don’t already Path ofthe Kensei (5 weapons)
have it. Your martial arts technique mixes combat train-
ing with the precision of a dancer and the antics of a PATH or THE KENSEI
jester. You also gain proficiency with brewer’s supplies if When you choose this tradition at 3rd level, your spe-
you don’t already have it. cial martial arts training leads you to master the use of
certain weapons. This path also includes instruction in
DRUNKEN TECHNIQUE the deft strokes of calligraphy or painting. You gain the
At 3rd level, you learn how to twist and turn quickly as following benefits.
part of your Flurry of Blows. Whenever you use Flurry Kensei Weapons. Choose two types of weapons to
of Blows, you gain the benefit of the Disengage action, be your kensei weapons: one melee weapon and one
and your walking speed increases by 10 feet until the ranged weapon. Each of these weapons can be any sim-
end of the current turn. ple or martial weapon that lacks the heavy and special
properties. The longbow is also a valid choice. You gain
TIPSY SWAY
proficiency with these weapons if you don’t already have
Starting at 6th level, you can move in sudden, swaying
it. Weapons of the chosen types are monk weapons for
ways. You gain the following benefits.
you. Many of this tradition’s features work only with
Leap to Your Feet. When you’re prone, you can stand
your kensei weapons. When you reach 6th, 11th, and
up by spending 5 feet of movement, rather than half
1'7th level in this class. you can choose another type of
your speed.
weapon—either melee or ranged—to be a kensei weapon
Redirect Attack. When a creature misses you with
for you. following the criteria above.
a melee attack roll, you can spend 1 ki point as a re-
Agile Parry. If you make an unarmed strike as part of
action to cause that attack to hit one creature of your
the Attack action on your turn and are holding a kensei
choice, other than the attacker, that you can see within 5
weapon, you can use it to defend yourself if it is a melee
feet of you.
weapon. You gain a +2 bonus to AC until the start of
DRUNKARD’S LUCK your next turn, while the weapon is in your hand and
Starting at llth level, you always seem to get a lucky you aren't incapacitated.
Kensei’s Shot. You can use a bonus action on your
bounce at the right moment. When you make an ability
check, an attack roll, or a saving throw and have disad- turn to make your ranged attacks with a kensei weapon
vantage on the roll, you can spend 2 ki points to cancel more deadly. When you do so, any target you hit with a
the disadvantage for that roll. ranged attack using a kensei weapon takes an extra 1d4
damage of the weapons type. You retain this benefit un—
INTOXICATED FRENZY til the end of the current turn.
At 17th level, you gain the ability to make an overwhelm- Way ofthe Brush. You gain proficiency with your
ing number of attacks against a group of enemies. When choice of calligrapher's supplies or painter's supplies.
you use your Flurry of Blows, you can make up to three
additional attacks with it (up to a total of five Flurry of ONE WITH THE BLADE
Blows attacks), provided that each Flurry of Blows at- At 6th level, you extend your ki into your kensei weap-
tack targets a different creature this turn. ons, granting you the following benefits.

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Magic Kenser' Weapons. Your attacks with your ken~


sei weapons count as magical for the purpose of over-
coming resistance and immunity to nonmagical attacks
and damage.
Deft Strike. When you hit a target with a kensei
weapon, you can spend 1 ki point to cause the weapon
to deal extra damage to the target equal to your Martial
Arts die. You can use this feature only once on each of i.. ni-
When you gain the Extra Attack feature, this special x.
yourturns. attack can be used for any of the attacks you make as
part of the Attack action.
SHARPEN THE BLADE
At 11th level, you gain the ability to augment your weap- SEARING ARC STRIKE
ons further with your ki. As a bonus action, you can At 6th level, you gain the ability to channel your ki into
expend up to 3 ki points to grant one kensei weapon searing waves of energy. Immediately after you take the
you touch a bonus to attack and damage rolls when you Attack action on your turn, you can spend 2 ki points to
attack with it. The bonus equals the number of ki points cast the burning hands spell as a bonus action.
you spent. This bonus lasts for 1 minute or until you You can spend additional ki points to cast burning
use this feature again. This feature has no effect on a hands as a higher-level spell. Each additional ki point
magic weapon that already has a bonus to attack and you spend increases the spell’s level by 1. The maximum
damage rolls. number of ki points (2 plus any additional points) that
you can spend on the spell equals half your monk level.
UNERRING ACCURACY
At 17th level, your mastery of weapons grants you ex- SEARING SUNBURST
traordinary accuracy. If you miss with an attack roll At 11th level, you gain the ability to create an orb of light
using a monk weapon on your turn, you can reroll it. You that erupts into a devastating explosion. As an action,
can use this feature only once on each of your turns. you magically create an orb and hurl it at a point you
choose within 150 feet, where it erupts into a sphere of
WAY OF THE SUN SOUL radiant light for a brief but deadly instant.
Monks of the Way of the Sun Soul learn to channel their Each creature in that 20—foot-radius sphere must suc-
life energy into searing bolts of light. They teach that ceed on a Constitution saving throw or take 2d6 radiant
meditation can unlock the ability to unleash the indomi- damage. A creature doesn’t need to make the save if the
table light shed by the soul of every living creature. creature is behind total cover that is opaque.
You can increase the spheres damage by spending
WAY OF THE SUN SOUL FEATURES ki points. Each point you spend, to a maximum of 3, in-
Monk Level Feature creases the damage by 2d6.
3rd Radiant Sun Bolt SUN SHIELD
6th Searing Arc Strike At 17th level, you become wreathed in a luminous, mag-
'Ilth Searing Sunburst ical aura. You shed bright light in a 30-foot radius and
17th Sun Shield dim light for an additional 30 feet. You can extinguish or
restore the light as a bonus action.
RADIANT SUN BOLT If a creature hits you with a melee attack while this
Starting when you Choose this tradition at 3rd level, you light shines, you can use your reaction to deal radiant
can hurl searing bolts of magical radiance. damage to the creature. The radiant damage equals 5 +
You gain a new attack option that you can use with your Wisdom modifier.
the Attack action. This special attack is a ranged spell
attack with a range of 30 feet. You are proficient with t1Ou. Coh'l’. it! ill: or
it, and you add your Dexterity modifier to its attack and So L‘Om bout Unis soul. 1.0c
LhihS
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is a d4. This die changes as you gain monk levels, as or; Lo 5, 7elect blag
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shown in the Martial Arts column of the Monk table.
\w drama. (.3:
When you take the Attack action on your turn and use final exam vow JCl/itt
this special attack as part of it, you can. spend 1 ki point
to make the special attack twice as a bonus action.

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PERSONAL GOALS
d6 Goal
1 Peace. You fight so that future generations will not
have to.
2 Revenge. Your oath is the vehicle through which
you will right an ancient wrong.
3 Duty. You will live up to what you have sworn to do,
or die trying.
4 Leadership. You will win a great battle that bards
will sing about, and in so doing, you will become
PALADIN an example to inspire others.
THE TRUE WORTH OF A PALADIN Is MEASURED NOT IN 5 Faith. You know your path is righteous, or else the
foes defeated or dungeons plundered. It is measured in lives gods would not have set you upon it.
saved and hearts turned to the causes of mercy and justice. 6 Glory. You will lead the world into a grand new era,
—Isteva1 one that will be branded with your name.

A paladin is a living embodiment of an oath—a promise SYMBOL


or a vow made manifest in the person of a holy warrior Paladins are mindful of the influence of symbols, and
who has the skill and the determination to see the cause many of them adopt or design an artistic device that
through to the end. Some paladins devote themselves bears a distinctive image. Your symbol exemplifies the
expressly to protecting the innocent and spreading jus- oath you have taken and communicates that message to
tice in the world, while others resolve to attain that goal those around you, friend and foe alike.
by conquering those who stand defiant and bringing Your symbol might be. displayed on a banner, a flag, or
them under the rule of law. your clothing for all to see. Or it could be less obvious,
Although no paladin in the world could be described such as a trinket or a token that you carry concealed on
as typical, a number of them are narrow—minded your person.
do—gooders who refuse to tolerate even the smallest
deviation from their own outlook. Paladins who take SYMBOLS
up the adventuring life, however, rarely remain so rigid d6 Symbol
in their attitudes—if only to keep from alienating their
l A dragon, emblematic ofyour nobility in peace and
companions.
your ferocity in combat
You can flesh out your paladin character by using the
2 A clenched fist, because you are always ready to
suggestions below. It’s important to keep in mind that
most paladins aren’t robots. They have doubts and prej- fight for your beliefs
udices and harbor contradictory thoughts just as any 3 An upraised open hand, indicating your preference
other character does. Some are compelled by an inter— for diplomacy over combat
nal motivation that might sometimes be at odds with the 4 A red heart, showing the world your commitment
principles of their oaths. to justice
5 A black heart, signifying that emotions such as pity
PERSONAL GOAL do not sway your dedication to your oath
The precepts of a paladin’s oath provide purpose to the 6 An unblinking eye, meaning that you are ever alert
character and dictate an ultimate goal or an overall in— to all threats against your cause
tent that the paladin abides by and advances. Aside from
that, some paladins are driven by a personal goal that NEMESIS
either complements or transcends the dictates of their
oaths. Paladins who swear different oaths might have Their adherence to a sacred oath demands that paladins
the same personal goal, differing only in how they apply take an active stance in carrying their beliefs into the
that goal to their actions when upholding their oaths. world. This activity naturally leads to conflict with crea-
If your paladin character has a personal goal, it might tures or entities that oppose those beliefs. Among those
i' ._
be drawn from some life event and thus not directly tied opponents, one often stands out as a paladin’s most per-
to the oath. sistent or most formidable foe—a nemesis whose pres-
ence or influence is a constant factor in a paladin's life.
Your paladin character might have an enemy that
dates from the days before you took up your path. Or you
could be a target because when you became a paladin,
you immediately attracted the attention of those that
would do you in. If you have a nemesis, who or what is
it? Whom among your enemies do you consider to be the
biggest threat to achieving your goals?

NEM ESES
d6 Nemesis
l A mighty orc war chiefwho threatens to overrun
and destroy everything you hold sacred
2 A fiend or a celestial, the agent ofa power ofthe
Outer Planes, who has been charged with corrupt-
ing or redeeming you, as appropriate
3 A dragon whose servants dog your steps
A high priest who sees you as a misguided fool and
wants you to abandon your religion
5 A rival paladin who trained with you but became an
oath—breaker and holds you responsible
6 A vampire who has sworn revenge against all pala-
dins after being defeated by one

TEMPTATION
Although paladins are dedicated to their oaths, they are
PALADIN OF CONQUEST
mortals, and thus they are flawed. Many of them exhibit
a type of behavior or hold to an attitude that is not in
keeping with the highest ideals of their calling. OATH OF CONQUEST
What is the temptation that your character succumbs
The Oath of Conquest calls to paladins who seek glory
to or finds it difficult to resist?
in battle and the subjugation of their enemies. It isn’t
enough for these paladins to establish order. They must
TEMPTATIONS
crush the forces of chaos. Sometimes called knight ty-
d6 Temptation rants or iron mongers, those who swear this oath gather
l Fury. When your anger is roused, you have trouble into grim orders that serve gods or philosophies of war
thinking straight, and you fear you might do some- and well-ordered might.
thing you’ll regret. Some of these paladins go so far as to consort with
2 Pride. Your deeds are noteworthy, and no one takes the powers of the Nine Hells, valuing the rule of law
note ofthem more often than you. over the balm of mercy. The archdevil Bel, warlord of
3 Lust. You can't resist an attractive face and a pleas- Avernus, counts many of these paladins—called hell
knights—as his most ardent supporters. Hell knights
ant smile.
cover their armor with trophies taken from fallen en—
4 Envy. You are mindful ofwhat some famous folk
emies, a grim~warning to any who dare oppose them
have accomplished, and you feel inadequate when and the decrees of their lords. These knights are often
your deeds don't compare to theirs. most fiercely resisted by other paladins of this oath,
5 Despair. You consider the great strength ofthe who believe that the hell knights have wandered too far
enemies you must defeat, and at times you see no into darkness.
way to achieve final victory.
6 Greed. Regardless ofhow much glory and treasure TEN ETS or CONQU EST
you amass, it’s never enough for you. A paladin who takes this oath has the tenets of conquest
seared on the upper arm.
Douse the Flame ofHope. It is not enough to merely
SACRED OATHS defeat an enemy in battle. Your victory must be so over-
At 3rd level, a paladin gains the Sacred Oath feature. whelming that your enemies' will to fight is shattered
The following options are available to a paladin, in addi— forever. A blade can end a life. Fear can end an empire.
tion to those offered in the Player’s Handbook: the Oath Rule with an Iron Fist. Once you have conquered,
of Conquest and the Oath of Redemption. tolerate no dissent. Your word is law. Those who obey it
AURA or CONQUEST
Starting at 7th level, you constantly emanate a menacing
(optima-h
found! CO
o(_ aura while you’re not incapacitated. The aura extends
Do L] a UL [A CIUK l“0 (g U1 OLA.
10 feet from you in every direction, but not through
lgfcqctsz l'ur l: q- Ll " (40%“ {or lZl/lfi‘lt? total cover.
50 q {Ill/l ”\‘IWH'dl S1
If a creature is frightened of you, its speed is reduced
[0‘ qwqtl {of co lo“; or l/lz (561“ GINA l tlé to 0 while in the aura, and that creature takes psychic
rt; ”it {a} damage equal to half your paladin level if it starts its
turn there.
At 18th level, the range of this aura increases
to 30 feet.
shall be favored. Those who defy it shall be punished as
an example to all who might follow. SCORNFUL REBUKE
Strength Above All. You shall rule until a stronger Starting at 15th level, those who dare to strike you are
one arises. Then you must grow mightier and meet the psychically punished for their audacity. Whenever a
challenge, or fall to your own ruin. creature hits you with an attack, that creature takes
psychic damage equal to your Charisma modifier (mini-
OATH or CONQUEST FEATURES mum of 1) if you’re not incapacitated.
Paladin
Level Feature
INVINCIBLE CONQUEROR
At 20th level, you gain the ability to harness extraordi-
3rd Oath Spells, Channel Divinity
nary martial prowess. As an action, you can magically
i’th Aura ofConquest (10 ft.) become an avatar of conquest, gaining the following
15th Scornful Rebuke benefits for 1 minute:
l8th Aura of Conquest (30 ft.)
- You have resistance to all damage.
20th Invincible Conqueror - When you take the Attack action on your turn, you can
make one additional attack as part of that action.
OATH SPELLS - Your melee weapon attacks score a critical hit on a
You gain oath spells at the paladin levels listed in the roll of 19 or 20 on the d20.
Oath of Conquest Spells table. See the Sacred Oath
Once you use this feature, you can’t use it again until
class feature for how oath spells work.
you finish a long rest.

OATH 0F CONQUEST SPELLS


OATH OF REDEMPTION
Paladin
Level Spells The Oath of Redemption sets a paladin on a difficult
path, one that requires a holy warrior to use violence
3rd armor onathys, command
only as a last resort. Paladins who dedicate themselves
5th hold person, spiritual weapon to this oath believe that any person can be redeemed
9th bestow curse, fear and that the path of benevolence and justice is one that
13th dominate beast, stoneskin anyone can walk. These paladins face evil creatures in
17th cloudkill, dominate person the hope of turning their foes to the light, and they slay
their enemies only when such a deed will clearly save
CHANNEL DIVINITY other lives. Paladins who follow this path are known as
When you take this oath at 3rd level, you gain the follow— redeemers.
ing two Channel Divinity options. See the Sacred Oath While redeemers are idealists, they are no fools. Re—
class feature for how Channel Divinity works. deemers know that undead, demons, devils, and other
Conquering Presence. You can use your Channel supernatural threats can be inherently evil. Against
Divinity to exude a terrifying presence. As an action, such fees, paladins who swear this oath bring the full
you force each creature of your choice that you can see wrath of their weapons and spells to bear. Yet the re-
within 30 feet of you to make a Wisdom saving throw. deemers still pray that, one day, even creatures of wick-
On a failed save, a creature becomes frightened of you edness will invite their own redemption.
for 1 minute. The frightened creature can repeat this
TENETS or REDEMPTION
saving throw at the end of each of its turns, ending the
The tenets of the Oath of Redemption hold a paladin to a
effect on itself on a success.
high standard of peace and justice.
Guided Strike. You can use your Channel Divinity to
Peace. Violence is a weapon of last resort. Diplomacy
strike with supernatural accuracy. When you make an
and understanding are the paths to long-lasting peace.
attack roll, you can use your Channel Divinity to gain a
Innocence. All people begin life in an innocent state,
+10 bonus to the roll. You make this choice after you see
and it is their environment or the influence of dark
the roll, but before the DM says whether the attack hits
forces that drives them to evil. By setting the proper
or misses.
example, and working to heal the wounds of a deeply
flawed world, you can set anyone on a righteous path.
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Patience. Change takes time. Those who have walked


the path of the wicked must be given reminders to keep
them honest and true. Once you have planted the seed of
righteousness in a creature, you must work day after day
to allow that seed to survive and flourish.
Wisdom. Your heart and mind must stay clear, for
eventually you will be forced to admit defeat. While ev-
ery creature can be redeemed, some are so far along the
path of evil that you have no choice but to end their lives
for the greater good. Any such action must be carefully
weighed and the consequences fully understood, but
once you have made the decision, follow through with it
knowing your path is just.

OATH OF REDEMPTION FEATURES


Paladin
Level Feature
3rd Oath Spells. Channel Divinity
7th Aura ofthe Guardian (l0 ft.)
15th Protective Spirit PALADIN or

QEDEMPTEON
13th Aura ofthe Guardian (30 ft.)
20th Emissary of Redemption

OATH SPELLS
You gain oath spells at the paladin levels listed in the AURA OF THE GUARDIAN
Oath of Redemption Spells table. See the Sacred Oath Starting at 7th level, you can shield others from harm at
class feature for how oath spells work. the cost of your own health. When a creature within 10
feet of you takes damage, you can use your reaction to
OATH 0F REDEMPTION SPELLS magically take that damage, instead of that creature tak—
ing it. This feature doesn't transfer any other effects that
Paladin
might accompany the damage, and this damage can't be
Level Spells
reduced in any way.
3rd sanctuary, sleep At 18th level, the range of this aura increases
5th cairn emotions, hold person to 30 feet.
9th counterspell, hypnotic pattern
13th Otiiuke’s resilient sphere, stoneskin PROTECTIVE SPIRIT
Starting at 15th level, a holy presence mends your
l7th hold monster, wall efforce
wounds in battle. You regain hit points equal to M6 +
half your paladin level if you end your turn in combat
CHANNEL DIVINITY
with fewer than half of your hit points remaining and
When you take this oath at 3rd level, you gain the follow—
you aren't incapacitated.
ing two Channel Divinity options.
Emissary ofPeace. You can use your Channel Divin- EMISSARY OF REDEMPTION
ity to augment your presence with divine power. As a At 20th level, you become an avatar of peace, which
bonus action, you grant yourself a +5 bonus to Charisma gives you two benefits:
(Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divin— - You have resistance to all damage dealt by other crea—
ity to rebuke those who use violence. Immediately after
tures (their attacks, spells, and other effects).
an attacker within 30 feet of you deals damage with an - Whenever a creature hits you with an attack, it takes
attack against a creature other than you, you can use
radiant damage equal to half the damage you take
from the attack.
your reaction to force the attacker to make a Wisdom
saving throw. On a failed save, the attacker takes radiant If you attack a creature, cast a spell on it, or deal dam-
damage equal to the damage it just dealt. On a success— age to it by any means but this feature, neither benefit
ful save, it takes half as much damage. works against that creature until you finish a long rest.

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VIEWS OF THE WORLD


d6 View
1 Towns and cities are the best places for those who

RANGER can't survive on their own.


The advancement ofcivilization is the best way to

is.)
I SPEND A LOT OF MY LIFE AWAY FROM CIVILIZATION, thwart chaos, but its reach must be monitored.
keeping to itsfringes to protect it. Don't assume that be- 3 Towns and cities are a necessary evil, but once the
cause Idon’t bend the knee toyour hing that I haven’t done wilderness is purged ofsupernatural threats, we
will need them no more.
more to protect him than all his knights put together.
4 Walls are for cowards, who huddle behind them
—Soveliss
while others do the work ofmaking the world safe.
5 Visiting a town is not unpleasant, but after a few
Rangers are free—minded wanderers and seekers who
days | feel the irresistible call to return to the wild.
patrol the edges of civilized territory, turning back the
6 Cities breed weakness by isolating folk from the
denizens of the wild lands beyond. It is a thankless job,
since their efforts are rarely understood and almost harsh lessons ofthe wild.
never rewarded. Yet rangers persist in their duties,
never doubting that their work makes the world a HOMELAND
safer place. All rangers, regardless of how they came to take up
A relationship with civilization informs every ranger’s the profession, have a strong connection to the natural
personality and history. Some rangers see themselves world and its various terrains. For some rangers, the
as enforcers of the law and bringers of justice on civili- wilderness is where they grew up, either as a result of
zation’s frontier, answering to no sovereign power. Oth- being born there or moving there at a young age. For
ers are survivalists who eschew civilization altogether. other rangers, civilization was originally home, but the
They vanquish monsters to keep themselves safe while wilderness became a second homeland.
they live in and travel through the perilous wild areas of Think of your character’s backstory and decide what
the world. If their efforts also benefit the kingdoms and terrain feels most like home, whether or not you were
other civilized realms that they avoid, so be it. born there. What does that terrain say about your per-
If you’re creating or playing a ranger character, the sonality? Does it influence which spells you choose to
following sections offer ideas for embellishing the char— learn? Have your experiences there shaped who your
acter and enhancing your roleplaying experience. favored enemies are?

VIEW OF THE WORLD HOMELANDS


A ranger’s view of the world begins (and sometimes d6 Homeland
ends) with that character’s outlook toward civilized folk
1 You patrolled an ancient forest, darkened and cor-
and the places they occupy. Some rangers have an atti-
rupted by several crossings to the Shadowfell.
tude toward civilization that’s deeply rooted in disdain,
2 As part ofa group of nomads, you acquired the
while others pity the people they have sworn to pro—
tect—though on the battlefield, it’s impossible to tell the skills for surviving in the desert.
difference between one ranger and another. Indeed, to 3 Your early life in the Underdark prepared you for
those who have seen them operate and been the benefi- the challenges ofcornbating its denizens.
ciaries of their prowess, it scarcely matters why rangers 4 You dwelled on the edge ofa swamp, in an area im-
do what they do. That said, no two rangers are likely to periled by land creatures as well as aquatic ones.
express their opinions on any matter in the same way. 5 Because you grew up among the peaks, finding the
If you haven’t yet thought about the details of your best path through the mountains is second nature
character’s worldview, consider putting a finer point on to you.
things by summarizing that viewpoint in a short state-
6 You wandered the far north, learning how to pro-
ment (such as the entries on the following table). How
tect yourselfand prosper in a realm overrun by ice.
might that feeling affect the way you conduct yourself?

titl_‘~.i"l"i'-'i~l t | t i-i.-‘.i—-t.-\Li'l'l-t~1 (ll-"l trims

———...... .—_._-—-—.-——-1-- - --
LEFT TO RioHT: l‘lORIlON WALKER. MONSTER SLAYER. AND GLoom STALKER

SWORN ENEMY RANGER ARCHETYPES


Every ranger begins with a favored enemy (or two). The At 3rd level, a ranger gains the Ranger Archetype fea- ..

-:;___:_____.__...r,_,,._.__
determination of a favored enemy might be tied to a ture. The following options are available to a ranger, i;
specific event in the character’s early life, or it might be in addition to those offered in the Player’s Handbook:
entirely a matter of choice. the Gloom Stalker, the Horizon Walker, and the Mon-
What spurred your character to select a particular ster Slayer.
enemy? Was the choice made because of tradition or on-

__.
GLOOM STALKER

__.__
riosity, or do you have a grudge to settle?
Gloom Stalkers are at home in the darkest places: 1
__
SwoaN ENEMIES deep under the earth, in gloomy alleyways, in primeval
d6 Enemy forests, and wherever else the light dims. Most folk
1 You seek revenge on nature’s behalfforthe great enter such places with trepidation, but a Gloom Stalker |

ventures boldly into the darkness, seeking to ambush .


transgressions your foe has committed.
threats before they can reach the broader world. Such i
2 Your forebears or predecessors fought these crea- l
rangers are often found in the Underdark, but they will 3|
tures, and so shall you. |
go any place Where evil lurks in the shadows.
3 You hear no enmity toward your foe. You stalk such
creatures as a hunter tracks down a wild animal. *
GLOOM STALKER FEATURES
4 You find your foe fascinating, and you collect books
Ranger Level Feature
oftales and history concerning it.
3rd Gloom Stalker Magic, Dread Ambusher, __fl _.
5 You collect tokens ofyour fallen enemies to remind
you ofeach kill. Umbral Sight xix-$511“:
7th Iron Mind f- l”
6 You respect your chosen enemy, and you see your
11th Stalker’s Flurry l/ [ls
battles as a test of respective skills.
15th Shadowy Dodge ' --

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SHADOWY DODGE
Starting at 15th level, you can dodge in unforeseen
ways, with wisps of supernatural shadow around you.
So goo. smelt aromml llrx lclM clerk? (loo. Whenever a creature makes an attack roll against you
limo wall. zutru‘lclnih louti lnuqm Cam and doesn’t have advantage on the roll, you can use your
in in HM clerk, rl hi? [Alt al( m (10”,, reaction to impose disadvantage on it. You must use this
feature before you know the outcome of the attack roll.
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HORIZON WALKER
Horizon Walkers guard the world against threats that
originate from other planes or that seek to ravage the
mortal realm with otherworldly magic. They seek out
planar portals and keep watch over them, venturing to
GLOOM STALKER MAGIC the Inner Planes and the Outer Planes as needed to
Starting at 3rd level, you learn an additional spell when pursue their foes. These rangers are also friends to any
you reach certain levels in this class, as shown in the forces in the multiverse—especially benevolent dragons,
Gloom Stalker Spells table. The spell counts as a ranger fey, and elementals—that work to preserve life and the
spell for you, but it doesn't count against the number of order of the planes.
ranger spells you know.
HORIZON WALKER FEATURES
GLOOM STALKER SPELLS
Ranger Level Feature
Ranger Level Spell Horizon Walker Magic, Detect Portal,
3rd
3rd disguise self Planar Warrior (ld3)
5th rope trick 7th Ethereal Step
9th fear llth Distant Strike, Planar Warrior (2d8)
13th greater invisibility 15th Spectral Defense
17th seeming
HORIZON WALKER MAGIC
DREAD AMBUSHER Starting at 3rd level, you learn an additional spell when
At 3rd level, you master the art of the ambush. You can you reach certain levels in this class, as shown in the
give yourself a bonus to your initiative rolls equal to your Horizon Walker Spells table. The spell counts as a
Wisdom modifier. ranger spell for you, but it doesn’t count against the
At the start of your first turn Of each combat, your number of ranger spells you know.
walking speed increases by 10 feet, which lasts until
the end of that turn. If you take the Attack action on that HORIZON WALKER SPELLS
turn, you can make one additional weapon attack as
Ranger Level Spell
part of that action. If that attack hits, the target takes an
extra 1d8 damage of the weapons damage type. 3rd protectionfrom evil and good
5th misty step
UMBRAL SIGHT 9th haste
At 3rd level, you gain darkvision out to a range of 60
13th banishment
' feet. If you already have darkvision from your race, its
17th teleportation circle
range increases by 30 feet.
You are also adept at evading creatures that rely
on darkvision. While in darkness, you are invisible DETECT PORTAL
to any creature that relies on darkvision to see you in At 3rd level, you gain the ability to magically sense the
that darkness. presence of a planar portal. As an action, you detect
the distance and direction to the closest planar portal
IRON MIND within 1 mile of you.
By 7th level, you have honed your ability to resist the Once you use this feature, you can’t use it again until
mind—altering powers of your prey. You gain proficiency you finish a short or long rest.
in Wisdom saving throws. Ifyou already have this pro- See the “Planar Travel” section in chapter 2 of the
ficiency, you instead gain proficiency in Intelligence or Dungeon Master’s Guide for examples of planar portals.
Charisma saving throws (your choice).
PLANAR WARRIOR
STALKER’S FLURRY At 3rd level, you learn to draw on the energy of the mul-
At 11th level, you learn to attack with such unexpected tiverse to augment your attacks.
speed that you can turn a miss into another strike. Once As a bonus action, choose one creature you can see
on each of your turns when you miss with a weapon at- within 30 feet of you. The next time you hit that creature
tack, you can make another weapon attack as part of the on this turn with a weapon attack, all damage dealt
same action. by the attack becomes force damage, and the creature

I.

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takes an extra 1d8 force damage from the attack. When
you reach 11th level in this class, the extra damage in- lL Linc; Oh 34'}t {Wu/lit Cit-46101. EDOWl
PI :3-
creases to 2d8. DEA \ lLMJC lolow L‘OU
H‘ animal?

ETHEREAL STEP t iii. Ain't T?


At 7th level, you learn to step through the Ethereal
Plane. As a bonus action, you can cast the etherealncss
spell with this feature, without expending a spell slot,
but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

DISTANT STRIKE
At 11th level, you gain the ability to pass between the
planes in the blink of an eye. When you take the Attack HUNTER’S SENSE
action, you can teleport up to 10 feet before each attack At 3rd level, you gain the ability to peer at a creature
to an unoccupied space you can see. and magically discern how best to hurt it. As an action,
If you attack at least two different creatures with choose one creature you can see within 60 feet of you.
the action, you can make one additional attack with it You immediately learn whether the creature has any
against a third creature. damage immunities, resistances, or vulnerabilities and
What they are. If the creature is hidden from divination
SPECTRAL DEFENSE magic, you sense that it has no damage immunities, re—
At 15th level, your ability to move between planes
sistances, or vulnerabilities.
enables you to slip through the planar boundaries to
You can use this feature a number of times equal to
lessen the harm done to you during battle. When you
your Wisdom modifier (minimum of once). You regain all
take damage from an attack, you can use your reaction
expended uses of it when you finish a long rest.
to give yourself resistance to all of that attack’s damage
on this turn. SLAYER’S PREY
Starting at 3rd level, you can focus your ire on one foe,
MONSTER SLAYER increasing the harm you inflict on it. As a bonus action,
You have dedicated yourself to hunting down creatures you designate one creature you can see within 60 feet of
of the night and wielders of grim magic. A Monster you as the target of this feature. The first time each turn
Slayer seeks out vampires, dragons, evil fey, fiends, and that you hit that target with a weapon attack, it takes an
other magical threats. Trained in supernatural tech- extra 1d6 damage from the weapon.
niques to overcome such monsters, Slayers are experts This benefit lasts until you finish a short or long rest. It
at unearthing and defeating mighty, mystical foes. ends early if you designate a different creature.

MONSTER SLAYER FEATURES SUPERNATURAL DEFENSE


At 7th level, you gain extra resilience against your prey’s
Ranger Level Feature
assaults on your mind and body. Whenever the target
3rd Monster Slayer Magic, Hunter’s Sense, of your Slayer’s Prey forces you to make a saving throw
Slayer's Prey and whenever you make an ability check to escape that
Tth Supernatural Defense targets grapple, add 1d6 to your roll.
llth Magic-User’s Nemesis
MAGIC—USER’S NEMESIS
15th Slayer's Counter
At 11th level, you gain the ability to thwart someone
else’s magic. When you see a creature casting a spell or
MONSTER SLAYER MAGIC
teleporting within 60 feet of you, you can use your reac-
Starting at 3rd level, you learn an additional spell
tion to try to magically foil it. The creature must succeed
when you reach certain levels in this class, as shown
on a Wisdom saving throw against your spell save DC,
in the Monster Slayer Spells table. The spell counts as
or its spell or teleport fails and is wasted.
a ranger spell for you, but it doesn’t count against the
Once you use this feature, you can’t use it again until
number of ranger spells you know.
you finish a short or long rest.

MONSTER SLAYER SPELLS SLAYER’S COUNTER


Ranger Level Spell At 15th level, you gain the ability to counterattack when
3rd protectionfrom evil and good your prey tries to sabotage you. If the target of your Slayd
er’s Prey forces you to make a saving throw, you can use
5th zone oftrutli
your reaction to make one weapon attack against the
9th magic: circle
quarry. You make this attack immediately before making
13th banishment the saving throw. If your attack hits, your save automatir
lith hold monster cally succeeds, in addition to the attack’s normal effects.
p“:
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leach ulnar:

What’s the one form of temptation that your rogue


character can’t resist when the opportunity presents it-
self, even if giving into it might mean trouble for you and
your companions?

GUILTY PLEASURES
d6 Pleasure
PEOPLE FORGET THAT THE. ENTIRE POINT OF VENTURING 1 Large gems
down into a dusty tomb is to bring back the prizes hidden 2 A smile from a pretty face
away there. Fighting isforfoois. Dead men can’t spend 3 Anew ringfor your finger
4 The chance to deflate someone’s ego
theirfortunes.
—Barnabas Bladecutter
5 The finest food and drink
6 Adding to your collection ofexotic coins

When brute force won’t get the job done, or when magic
isn’t available or appropriate, the rogue rises to the
ADVERSARY
fore. With skills tied to stealth, subterfuge, and trickery, Naturally, those who enforce the law are bound to come
rogues can get into and out of trouble in ways that few up against those who break it, and it's the rare rogue
other characters can emulate. who isn’t featured on at least one wanted poster. Beyond
Some rogues who turn to adventuring are former that, it’s in the nature of their profession that rogues
criminals who have decided that dodging monsters often come into contact with criminal elements, whether
is preferable to remaining one step ahead of the law. out of choice or necessity. Some of those people can be
Others are professional killers in search of a profitable adversaries too, and they’re likely to be harder to deal
application of their talents between contracts. Some with than the average member of the city watch.
simply love the thrill of overcoming any challenge that If your character’s backstory doesn’t already include a
stands in their way. personage of this sort, you could work with your DM to
On adventures, a rogue is likely to mix an outwardly come up with a reason why an adversary has appeared
cautious approach—few rogues enjoy combat—with a in your life. Perhaps you’ve been the subject of scrutiny
ravenous hunger for loot. Most of the time, in a rogue’s for a while from someone who wants to use you for
mind, taking up arms against a creature is not about nefarious purposes and has just now become known to
killing the creature but about becoming the new owner you. Such an incident could be the basis for an upcom-
of its treasure. ing adventure.
The following sections explore certain facets of what it Does your rogue character have an adversary who
means to be a rogue, which you can use to add depth to also happens to be a criminal? lfso, how is this relation-
your character. ship affecting your life?

GUILTY PLEASURE ADVERSARIES


Most of what rogues do revolves around obtaining trea— d6 Adversary
sure and preventing others from doing the same. Little l The pirate captain on whose ship you once served;
gets in the way of attaining those goals, except that what you call moving on, the captain calls mutiny
many rogues are enticed away from that path by a com— 2 A master spy to whom you unwittingly fed bad
pulsion that clouds their thinking—an irresistible need information, which led to the assassination ofthe
that must be satisfied, even if doing so is risky.
wrong target
A rogue’s guilty pleasure could be the acquisition
3 The master ofthe local thieves' guild, who wants
of a physical item, something to be experienced, or a
way of conducting oneself at certain times. One rogue you to join the organization or leave town
might not be able to pass up any loot made of silver, for 4 An art collector who uses illegal means to acquire
instance, even if said loot is hanging around the neck masterpieces
of a castle guard. Another one can’t go through a day 5 A fence who uses you as a messenger to set up
in the city without lifting a purse or two, just to keep illicit meetings
in practice. 6 The proprietor ofan illegal pit fighting arena where
you once took bets
Leer TD Dream: SvmsHBoCKLER, Masrenmmo. lNQUiSi-rwe, AND Scour

BENEFACTOR ROGUISH ARCHETYPES


Few rogues make it far in life before needing someone’s At 3rd level, a rogue gains the Roguish Archetype fea-
help, which means thereafter owing that benefactor a ture. The following options are available to a rogue,
significant debt. in addition to those offered in the Player’s Handbook:
If your character’s backstory doesn’t already include a the Inquisitive, the Mastermind, the Scout, and the
personage of this sort, you could work with your DM to Swashbuckler.
determine why a benefactor has appeared in your life.
Perhaps you benefited from something your benefactor INQUISITIVE
did for you without realizing who was responsible, and As an archetypal Inquisitive, you excel at rooting out se-
that person has now just become known to you. Who crets and unraveling mysteries. You rely on your sharp
helped you in the past, whether or not you knew it at the eye for detail, but also on your finely honed ability to
time, and what do you owe that person as recompense? read the words and deeds of other creatures to deter-
mine their true intent. You excel at defeating creatures
BENEFACTORS that hide among and prey upon ordinary folk, and your
d6 Benefactor mastery of lore and your keen deductions make you well
i A smuggler kept you from getting caught but lost a equipped to expose and end hidden evils.
valuable shipment in doing so. Now you owe that
person an equally valuable favor.
lNQUISITIVE FEATURES
2 The Beggar King has hidden you from your pursu- Rogue Level Feature
ers many times, in return for future considerations. 3rd Ear for Deceit, Eye for Detail,
3 A magistrate once kept you out ofjail in return for Insightful Fighting
information on a powerful crime lord. 9th Steady Eye
4 Your parents used their savings to bail you out of 13th Unerring Eye
trouble in your younger days and are now destitute. 17th Eye for Weakness
5 A dragon didn't eat you when it had a chance, and
in return you promised to set aside choice pieces EAR FOR DEGEIT
oftreasure for it. When you choose this archetype at 3rd level, you de—
6 A druid once helped you out ofa tight spot; now velop a talent for picking out lies. Whenever you make a
any random animal you see could be that benefac— Wisdom (Insight) check to determine whether a creature
tor, perhaps come to claim a return favor. is lying, treat a roll of 7 or lower on the c120 as an 8.
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Starting at 3rd level, you can use a bonus action to make
a Wisdom (Perception) check to spot a hidden creature
or object or to make an Intelligence (Investigation)
l check to uncover or decipher clues.

. INSIGHTFUL FIGHTING MASTER OF INTRIGUE


l, 1 At 3rd level, you gain the ability to decipher an oppo- When you choose this archetype at 3rd level, you gain
nent's tactics and develop a counter to them. As a bonus proficiency with the disguise kit, the forgery kit, and one
action, you can make a Wisdom (Insight) check against gaming set Of your choice. You also learn two languages
a creature you can see that isn’t incapacitated, contested of your choice.
by the target’s Charisma (Deception) check. If you suc— Additionally, you can unerringly mimic the speech
ceed, you can use your Sneak Attack against that target patterns and accent of a creature that you hear speak
even if you don’t have advantage on the attack roll, but for at least 1 minute, enabling you to pass yourself off as
not if you have disadvantage on it. a native speaker of a particular land, provided that you
This benefit lasts for 1 minute or until you success- know the language.
fully use this feature against a different target.
MASTER OF TACTICS
'. STEADY EYE Starting at 3rd level, you can use the Help action as a
Starting at 9th level, you have advantage on any Wisdom bonus action. Additionally, when you use the Help action
(Perception) or Intelligence (Investigation) check if you to aid an ally in attacking a creature, the target of that
move no more than half your speed on the same turn. attack can be within 30 feet of you, rather than within 5
feet of you, if the target can see or hear you.
UNERRING EYE
Beginning at 13th level, your senses are almost im« INSIGHTFUL MANIPULATOR
possible to foil. As an action, you sense the presence Starting at 9th level, if you spend at least 1 minute
of illusions, shapechangers not in their original form, observing or interacting with another creature outside
and other magic designed to deceive the senses within combat, you can learn certain information about its ca—
30 feet of you, provided you aren’t blinded or deafened. pabilities compared to your own. The DM tells you if the
You sense that an effect is attempting to trick you, creature is your equal, superior, or inferior in regard to
but you gain no insight into what is hidden or into its two of the following characteristics of your choice:
true nature. - Intelligence score
You can use this feature a number of times equal to - Wisdom score
your Wisdom modifier (minimum of once), and you re- - Charisma score
gain all expended uses of it when you finish a long rest. . Class levels (if any)

EYE FOR WEAKNESS At the DM’s option, you might also realize you know a
At 17th level, you learn to exploit a creature’s weak— piece of the creature’s history or one of its personality
nesses by carefully studying its tactics and movement. traits, if it has any.
While your Insightful Fighting feature applies to a crea-
MISDIRECTION
ture, your Sneak Attack damage against that creature
increases by 3d6. Beginning at 13th level, you can sometimes cause an-
other creature to suffer an attack meant for you. When
MASTERMIND you are targeted by an attack while a creature within 5
feet of you is granting you cover against that attack, you
Your focus is on people and on the influence and secrets can use your reaction to have the attack target that crea—
they have. Many spies, courtiers, and schemers follow ture instead of you.
this archetype, leading lives of intrigue. Words are your
weapons as often as knives or poison, and secrets and SOUL OF DECEIT
favors are some of your favorite treasures. Starting at 17th level, your thoughts can’t be read by
telepathy or other means, unless you allow it. You can
MASTERMIND FEATURES present false thoughts by succeeding on a Charisma
..y Rogue Level Feature (Deception) check contested by the mind reader’s Wis—
__' 3rd Master of Intrigue, Master ofTactics dom (Insight) check.
Additionally, no matter what you say, magic that would
in}; __ 9th Insightful Manipulator
-‘i-‘-:_'\ . . . determine if you are telling the truth indicates you are
“~._ 13th Misdtrectlon
being truthful if you so choose, and you can’t be com-
17th Soul of Deceit pelled to tell the truth by magic.
SCOUT SWASHBUCKLER FEATURES
Rogue Level Feature
You are skilled in stealth and surviving far from the
streets of a city, allowing you to scout ahead of your 3rd Fancy Footwork, Rakish Audacity
companions during expeditions. Rogues who embrace 9th Panache
this archetype are at home in the wilderness and among 13th Elegant Maneuver
barbarians and rangers, and many Scouts serve as the 17th Master Duelist
eyes and ears of war bands. Ambusher, spy, bounty
hunter#these are just a few of the roles that Scouts as-
FANCY FOOTWORK
sume as they range the world.
When you choose this archetype at 3rd level, you learn
how to land a strike and then slip away without reprisal.
SCOUT FEATURES
During your turn, if you make a melee attack against a
Rogue Level Feature creature, that creature can’t make opportunity attacks
3rd Skirmisher, Survivalist against you for the rest ofyour turn.
9th Superior Mobility
Ambush Master
RAKISH AUDACITY
13th
Starting at 3rd level, your confidence propels you into
Nth Sudden Strike
battle. You can give yourself a bonus to your initiative
rolls equal to your Charisma modifier.
SKIRMISHER You also gain an additional way to use your Sneak At—
Starting at 3rd level, you are difficult to pin down during tack; you don’t need advantage on the attack roll to use
a fight. You can move up to half your speed as a reaction your Sneak Attack against a creature if you are within 5
when an enemy ends its turn within 5 feet of you. This feet of it, no other creatures are within 5 feet of you, and
movement doesn’t provoke opportunity attacks. you don’t have disadvantage on the attack roll. All the
other rules for Sneak Attack still apply to you.
SURVIVALIST
When you choose this archetype at 3rd level, you gain PANACHE
proficiency in the Nature and Survival skills if you don’t At 9th level, your charm becomes extraordinarily be—
already have it. Your proficiency bonus is doubled for guiling. As an action, you can make a Charisma (Per-
any ability check you make that uses either of those pro— suasion) check contested by a creature’s Wisdom (In-
ficiencies. sight) check. The creature must be able to hear you, and
the two of you must share a language.
SUPERIOR MOBILITY If you succeed on the check and the creature is hostile
At 9th level, your walking speed increases by 10 feet. If to you, it has disadvantage on attack rolls against tar-
you have a climbing or swimming speed, this increase gets other than you and can’t make opportunity attacks
applies to that speed as well. against targets other than you. This effect lasts for 1
minute, until one of your companions attacks the target
AMBUSH MASTER
or affects it with a spell, or until you and the target are
Starting at 13th level, you excel at leading ambushes
more than 60 feet apart.
and acting first in a fight.
If you succeed on the check and the creature isn’t
You have advantage on initiative rolls. In addition, the
hostile to you, it is charmed by you for 1 minute. While
first creature you hit during the first round of a combat
charmed, it regards you as a friendly acquaintance. This
becomes easier for you and others to strike; attack rolls
effect ends immediately if you or your companions do
against that target have advantage until the start of your
anything harmful to it.
next turn.

ELEGANT MANEUVER
SUDDEN STRIKE
Starting at 13th level, you can use a bonus action on
Starting at 17th level, you can strike with deadly speed.
your turn to gain advantage on the next Dexterity (Ac—
If you take the Attack action on your turn, you can make
robatics) or Strength (Athletics) check you make during
one additional attack as a bonus action. This attack can
the same turn.
benefit from your Sneak Attack even if you have already
used it this turn, but you can’t use your Sneak Attack MASTER DUELIST
against the same target more than once in a turn.
Beginning at 17th level, your mastery of the blade lets
you turn failure into success in combat. If you miss with
SW%SHBUCKLER an attack roll, you can roll it again with advantage. Once
You focus your training on the art of the blade, relying you do so, you can’t use this feature again until you fin-
on speed, elegance, and charm in equal parts. While ish a short or long rest.
some warriors are brutes clad in heavy armor, your
method of fighting looks almost like a performance. Du— or
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ARCANE ORIGINS
d6 Origin
1 Your power arises from your family's bloodline.
You are related to some powerful creature, or you
inherited a blessing or a curse.
2 You are the reincarnation ofa being from another
plane ofexistence.
SORCERER 3 A powerful entity entered the world. Its magic
changed you.
PRACTICE AND STUDY ARE FOR AMATEURS. TRUE POWER
4 Your birth was prophesied in an ancient text, and
is a birthright.
you are foretold to use your power for terrible ends.
—Hennet, scion of Tiamat
5 You are the product of generations ofcareful, se—
lective breeding.
When it comes to drawing forth their abilities in times 6 You were made in a vat by an alchemist.
of need, sorcerers have it easy compared to other char—
acters. Their power not only rests within them, but it
likely takes some effort to keep it at bay. Every sorcerer
REACTION
is born to the role, or stumbles into it through cosmic When a new sorcerer enters the world, either at birth
chance. Unlike other characters, who must actively or later when one’s power becomes evident, the con-
learn, embrace, and pursue their talents, sorcerers have sequences of that event depend greatly on how its wit-
their power thrust upon them. nesses react to what they have seen.
Because the idea of an innately magical being trav— When your sorcerer’s powers appeared, how did the
eling among them does not sit well with many folk, world around you respond? Were other people support-
sorcerers tend to breed mistrust and suspicion in others ive, fearful, or somewhere in between?
they come across. Nonetheless, many sorcerers succeed
in overcoming that prejudice through deeds that benefit REACTIONS
their less magically gifted contemporaries. d6 Reaction
Sorcerers are often defined by the events surrounding 1 Your powers are seen as a great blessing by those
the manifestation of their power. For those who receive
around you, and you are expected to use them in
it as an expected birthright, its appearance is a cause
service to your community.
for celebration. Other sorcerers are treated as outcasts,
2 Your powers caused destruction and even a death
banished from their homes after the sudden, terrifying
arrival of their abilities. when they became evident, and you were treated
Playing a sorcerer character can be as rewarding as it as a criminal.
is challenging. The sections below offer suggestions on 3 Your neighbors hate and fear your power, causing
how to flesh out and personalize your persona. them to shun you.
4 You came to the attention ofa sinister cult that
ARCANE ORIGIN plans on exploiting your abilities.
Some sorcerers understand where their power came 5 Peeple around you believe that your powers are a
from, based on how their abilities manifested. Others curse levied on your family for a past transgression.
can only speculate, since their powers came to them in a 6 Your powers are believed to be tied to an ancient
way that suggests no particular cause. line ofmad kings that supposedly ended in a
Does your character know the source of your magi— bloody revolt over a century ago.
cal power? Does it tie back to some distant relative, a
cosmic event, or blind chance? If your sorcerer doesn’t
SUPERNATURAL MARK
know where their power arose from, your DM can use
this table (or select an origin) and reveal it to you when A sorcerer at rest is almost indistinguishable from a
the information plays a role in the campaign. normal person; it’s only when their magic flies forth that
sorcerers reveal their true nature. Even so, many sorcer-
ers have a subtle but telling physical trait that sets them
apart from other folk.

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If your sorcerer has a supernatural mark, it might be by a telltale sign that makes it clear where that magical
one that’s easily concealed, or it could be a source of energy came from.
pride that you keep on constant display. When your sorcerer character casts a spell, does the
effort reveal itself in a sign of sorcery? Is this sign tied to
SUPERNATURAL MARKS your origin or some other aspect of who you are, or is it
a seemingly random phenomenon?
d6 Mark
Your eyes are an unusual color, such as red. SIGNS or Soncsnv
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You have an extra toe on one foot.


d6 Sign
One ofyour ears is noticeably larger than the other.
l You deliver the verbal components ofyour spells in
Your hair grows at a prodigious rate.
the booming voice ofa titan.
You wrinkle your nose repeatedly while you are
For a moment after you cast a spell, the area
chewing.
around you grows dark and gloomy.
6 A red splotch appears on your neck once a day,
You sweat profusely while casting a spell and for a
then vanishes after an hour.
few seconds thereafter.
Your hair and garments are briefly buffeted about,
SIGN OF SORCERY
as ifby a breeze, whenever you call forth a spell.
As the world well knows, some sorcerers are better than Ifyou are standing when you cast a spell, you rise
others at controlling their spellcasting. Sometimes a six inches into the air and gently float back down.
wild display of magic gone awry emanates from a sor-
Illusory blue flames wreathe your head as you be-
cerer who casts a spell. But even when one’s magic goes
gin your casting, then abruptly disappear.
off as planned, the act of casting is often accompanied

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At 1st level, a sorcerer gains the Sorcerous Origin fea- h-y

ture. The following options are available to a sorcerer,


in addition to those offered in the Player's Handbook:
Divine Soul, Shadow Magic, and Storm Sorcery.

DIVINE SOUL the outcome. Once you use this feature, you can’t use it
Sometimes the spark of magic that fuels a sorcerer again until you finish a short or long rest.
comes from a divine source that glimmers within the
soul. Having such a blessed soul is a sign that your EMPOWERED HEALING
innate magic might come from a distant but powerful fa- Starting at 6th level, the divine energy coursing through
milial connection to a divine being. Perhaps your ances— you can empower healing spells. Whenever you or
tor was an angel, transformed into a mortal and sent to an ally within 5 feet of you rolls dice to determine the
fight in a god’s name. Or your birth might align with an number of hit points a spell restores, you can spend 1
ancient prophecy, marking you as a servant of the gods sorcery point to reroll any number of those dice once,
or a chosen vessel of divine magic. provided you aren't incapacitated. You can use this fea-
A Divine Soul, with a natural magnetism, is seen as a ture only once per turn.
threat by some religious hierarchies. As an outsider who
commands sacred power, a Divine Soul can undermine OTHERWORLDLY WINGS
an existing order by claiming a direct tie to the divine. Starting at 14th level, you can use a bonus action to
In some cultures, only those who can claim the power manifest a pair of spectral wings from your back. While
of a Divine Soul may command religious power. In the wings are present, you have a flying speed of 30 feet.
these lands, ecclesiastical positions are dominated by a The wings last until you're incapacitated, you die, or you
few bloodlines and preserved over generations. dismiss them as a bonus action.
The affinity you chose for your Divine Magic feature
DIvINE SOUL FEATURES determines the appearance of the spectral wings: eagle
wings for good or law, bat wings for evil or chaos, and
Sorcerer Level Feature
dragonfly wings for neutrality.
lst Divine Magic, Favored by the Gods
6th Empowered Healing UN EARTHLY RECOVERY
14th Otherworldly Wings At 18th level, you gain the ability to overcome grievous
13th Unearthly Recovery injuries. As a bonus action when you have fewer than
half of your hit points remaining, you can regain a num-
ber of hit points equal to half your hit point maximum.
DIVINE MAGIC
Once you use this feature, you can’t use it again until
Your link to the divine allows you to learn spells from
you finish a long rest.
the cleric class. When your Spellcasting feature lets you
learn or replace a sorcerer cantrip or a sorcerer spell of
SHADOW MAGIC
1st level or higher, you can choose the new spell from
the cleric spell list or the sorcerer spell list. You must You are a creature of shadow, for your innate magic
otherwise obey all the restrictions for selecting the comes from the Shadowfell itself. You might trace your
spell, and it becomes a sorcerer spell for you. lineage to an entity from that place, or perhaps you were
In addition, choose an affinity for the source of your exposed to its fell energy and transformed by it.
divine power: good, evil, law, chaos, or neutrality. You The power of shadow magic casts a strange pall over
learn an additional spell based on that affinity, as shown your physical presence. The spark of life that sustains
below. It is a sorcerer spell for you, but it doesn’t count you is muffled, as if it struggles to remain viable against
against your number of sorcerer spells known. Ifyou the dark energy that imbues your soul. At your option,
later replace this spell, you must replace it with a Spell you can pick from or roll on the Shadow Sorcerer
from the cleric spell list. Quirks table to create a quirk for your character.

Affinity Spell SHADOW SORCERER QUIRKS


Good cure wounds d6 Quirk
Evil inflict wounds I You are always icy cold to the touch.
Law bless 2 When you are asleep, you don’t appear to breathe
Chaos bone (though you must still breathe to survive).
Neutrality protectionfrom evil and good 3 You barely bleed, even when badly injured.
Your heart beats once per minute. This event
FAVORED BY THE GODS sometimes surprises you.
Starting at 1st level, divine power guards your destiny. 5 You have trouble remembering that living creatures
Ifyou fail a saving throw or miss with an attack roll, you and corpses should be treated differently.
can roll 2d4 and add it to the total, possibly changing 6 You blinked. Once. Last week.
SHADOW MAGIC FEATURES
Sorcerer
Level Feature
lst Eyes ofthe Dark, Strength ofthe Grave
3rd Eyes ofthe Dark (darkness)
6th Hound of III Omen
14th Shadow Walk
18th Umbral Form

EYES OF THE DARK


Starting at lst level, you have darkvision with a range
of 120 feet.
When you reach 3rd level in this class, you learn
the darkness spell, which doesn’t count against your
number of sorcerer spells known. In addition, you can
cast it by spending 2 sorcery points or by expending a
spell slot. If you cast it with sorcery points, you can see
through the darkness created by the spell.

STRENGTH OF THE GRAVE


Starting at lst level, your existence in a twilight state be-
tween life and death makes you difficult to defeat. When
damage reduces you to 0 hit points, you can make a
Charisma saving throw (DC 5 + the damage taken). On
a success, you instead drop to 1 hit point. You can’t use
this feature if you are reduced to 0 hit points by radiant
damage or by a critical hit.
After the saving throw succeeds, you can’t use this but only against its target. Additionally, while the hound
feature again until you finish a long rest. is within 5 feet of the target, the target has disadvantage
on saving throws against any spell you cast. The hound
HOUND or ILL OMEN disappears if it is reduced to 0 hit points, if its target is
At 6th level, you gain the ability to call. forth a howling reduced to 0 hit points, or after 5 minutes.
creature of darkness to harass your foes. As a bonus
action, you can spend 3 sorcery points to magically SHADOW WALK
summon a hound of ill omen to target one creature you At 14th level, you gain the ability to step from one
can see within 120 feet of you. The hound uses the dire shadow into another. When you are in dim light or dark-
wolf’s statistics (see the Monster Manual or appendix C ness, as a bonus action, you can magically teleport up to
in the Player’s Handbook), with the following changes: 120 feet to an unoccupied space you can see that is also
in dim light or darkness.
. The hound is size Medium, not Large, and it counts as
a monstrosity, not a beast. UMBRAL FORM
- It appears with a number of temporary hit points
Starting at 18th level, you can spend 6 sorcery points
equal to half your sorcerer level.
as a bonus action to magically transform yourself into
- It can move through other creatures and objects as a shadowy form. In this form, you have resistance to
if they were difficult terrain. The bound takes 5 force all damage except force and radiant damage, and you
damage if it ends its turn inside an object. can move through other creatures and objects as if they
- At the start of its turn, the hound automatically knows
were difficult terrain. You take 5 force damage if you end
its target's location. If the target was hidden, it is no your turn inside an object.
longer hidden from the hound. You remain in this form for 1 minute. It ends early if
The hound appears in an unoccupied space of your you are incapacitated, if you die, or if you dismiss it as a
choice within 30 feet of the target. Roll initiative for the bonus action.
hound. On its turn, it can move only toward its target by
the most direct route, and it can use its action only to at- STORM SORCERY
tack its target. The hound can make opportunity attacks, Your innate magic comes from the power of elemental
air. Many with this power can trace their magic back to
a near-death experience caused by the Great Rain, but
perhaps you were born during a howling gale so power-
ful that folk still tell stories of it, or your lineage might
include the influence of potent air creatures such as
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SUPERNATURAL EVENTS
d1 00 Event
01—05 You were ensorcelled by a fey and enslaved for 1d6
years before you escaped.
06——1 0 You saw a demon and ran away before it could do
anything to you.
11-15 A devil tempted you. Make a DC 10 Wisdom saving
throw. On a failed save, your alignment shifts one
step toward evil (ifit‘s not evil already), and you
start the game with an additional 1d20 + 50 gp.
16—20 You woke up one morning miles from your home,
with no idea how you got there.
21——30 You visited a holy site and felt the presence ofthe
divine there.
31 —-40 You witnessed a falling red star, a face appearing in
the frost, or some other bizarre happening. You are
certain that it was an omen of some sort.
41 —50 You escaped certain death and believe it was the
intervention ofa god that saved you.
51—60 You witnessed a minor miracle.
61 —70 You explored an empty house and found it to be
haunted.
d12 Tragedy
71—75 You were briefly possessed. Roll a d6 to determine
A terrible blight in your home community caused
what type ofcreature possessed you: 1, celestial; 2,
crops to fail, and many starved. You lost a sibling
devil; 3, demon; 4, fey; 5, elemental; 6, undead.
or some other family member.
?6—30 You saw a ghost.
You did something that brought terrible shame to
81—85 You saw a ghoul feeding on a corpse.
you in the eyes ofyour family. You might have been
36—90 A celestial or a fiend visited you in your dreams to
involved in a scandal, dabbled in dark magic, or
give a warning of dangers to come.
offended someone important. The attitude ofyour
91—95 You briefly visited the Feywild or the Shadowfell.
family members toward you becomes indifferent at
96—00 You saw a portal that you believe leads to another best, though they might eventually forgive you.
plane of existence. For a reason you were never told, you were exiled
from your community. You then either wandered in
TRAGEDIES the wilderness for a time or promptly found a new
d'lZ 1Yagedy place to live.
1—2 A family member or a close friend died. Roll on 11 A romantic relationship ended. Roll 3 d6. An odd
the Cause of Death supplemental table to find out number means it ended with bad feelings, while an
how. even number means it ended amicably.
A friendship ended bitterly, and the other person A current or prospective romantic partner ofyours
is now hostile to you. The cause might have been a died. Roll on the Cause of Death supplemental
misunderstanding or something you or the former table to find out how. lfthe result is murder, roll a
friend did. d12. On a 1, you were responsible, whether directly
You lost all your possessions in a disaster, and you orindirectly.
had to rebuild your life.
You were imprisoned for a crime you didn’t com- WAR
mit and spent 1d6 years at hard labor, in jail, or d12 War Outcome
shackled to an oar in a slave galley. You were knocked out and left for dead. You woke
War ravaged your home community, reducing ev- up hours later with no recollection ofthe battle.
erything to rubble and ruin. in the aftermath, you 2—3 You were badly injured in the fight, and you still
either helped your town rebuild or moved some- bear the awful scars ofthose wounds.
where else.
You ran away from the battle to save your life, but
A lover disappeared without a trace. You have been you still feel shame for your cowardice.
looking for that person ever since.
You suffered only minor injuries, and the wounds
all healed without leaving scars.

i. ll 5x5"? iii? '5 ' 4. 'i! 1.3. \i ii“. l~.' i ‘ l‘Tl (.1 is.“ .‘
d12 War Outcome 3d6 Alignment
8—9 You survived the battle, but you suffer from terrible 13-15 Neutral good
nightmares in which you relive the experience. 16—17 Lawful good (50%) or lawful neutral (50%)
lO—l'l You escaped the battle unscathed, though many of 18 Chaotic good (50%) or chaotic neutral (50%)
your Friends were injured or lost.
12 You acquitted yourselfwell in battle and are re— CAUSE OF DEATH
membered as a hero. You might have received a d12 Cause of Death
medal for your bravery. 1 Unknown
2 Murdered
WEIRD STUFF 3 Killed in battle
d12 What Happened 4 Accident related to class or occupation
1 You were turned into a toad and remained in that 5 Accident unrelated to class or occupation
form for id4 weeks. 6—7 Natural causes, such as disease or old age
You were petrified and remained a stone statue for 8 Apparent suicide
a time until someone freed you. 9 Torn apart by an animal or a natural disaster
You were enslaved by a hag, a satyr, or some other 10 Consumed by a monster
being and lived in that creature’s thrall for ld6 ll Executed for a crime or tortured to death
years. 12 Bizarre event, such as being hit by a meteorite,
A dragon held you as a prisoner for ld4 months struck down by an angry god, or killed by a hatch-
until adventurers killed it. ing slaad egg
You were taken captive by a race ofevil humanoids
such as drow, kuo-toa, or quaggoths. You lived as a CLASS
slave in the Underdark until you escaped.
d100 Class
You served a powerful adventurer as a hireling. You
01—07 Barbarian
have only recently left that service. Use the supple-
08—14 Bard
mental tables and work with your DM to determine
15—29 Cleric
the basic details about your former employer.
30—36 Druid
You went insane for id6 years and recently re-
gained your sanity. A tic or some other bit ofodd
37—52 Fighter
53—58 Monk
behavior might linger.
A lover of yours was secretly a silver dragon. 59—64 Paladin

You were captured by a cult and nearly sacrificed 65—70 Ranger


on an altarto the foul being the cultists served. 71—84 Rogue
You escaped, but you fear they will find you. 85—89 Sorcerer
'IO You met a demigod, an archdevil, an archfey, a de- 90—94 Warlock
mon lord, or a titan, and you lived to tell the tale. 95—00 Wizard
ll You were swallowed by a giant fish and spent a
month in its gullet before you escaped. OCCUPATION
A powerful being granted you a wish, but you d100 Occupation
squandered it on something frivolous. 01—05 Academic
06—10 Adventurer (roll on the Class table)
SUPPLEMENTAL TABLES ‘li Aristocrat
The supplemental tables below give you a way to ran- 12—26 Artisan or guild member
domly determine characteristics and other facts about 27—31 Criminal
individuals who are part of your character’s life. Use 32—36 Entertainer
these tables when directed to do so by another table, or 37—38 Exile, hermit, or refugee
when you simply want to come up with a piece of infor-
39—43 Explorer or wanderer
mation quickly. The tables are in alphabetical order.
44—55 Farmer or herder
ALI c. N M E N T 56—60 Hunter or trapper

Alignment 61—75 Laborer


3d6
76—80 Merchant
3 Chaotic evil (50%) or chaotic neutral (50%)
81—35 Politician or bureaucrat
4—5 Lawful evil
86—90 Priest
6—8 Neutral evil
91—95 Sailor
9—12 Neutral
96—00 Soldier

(iils‘t lJTlE i-i i i iii-Hi \i'lL-LEt r.'::i'='i'ir::‘:-;<.


RACE RACIAL FEATS
d100 Race Leveling up in a class is the main way a character
01—40 Human evolves during a campaign. Some DMs also allow the
41—50 Dwarf use of feats to customize a character. Feats are an op—
51-—60 Elf tional rule in chapter 6, “Customization Options,” of the
61—70 Halfling Player’s Handbook. The DM decides whether they’re
used and may also decide that some feats are available
71—75 Dragonborn
in a campaign and others aren’t.
76—80 Gnome
This section introduces a collection of special feats
31—35 Half-elf that allow you to explore your character’s race fur-
86—90 Half~orc ther. These feats are each associated with a race from
9l—95 Tiefling the Player’s Handbook, as summarized in the Racial
96—00 DM’s choice Feats table. A racial feat represents either a deepening
connection to your race’s culture or a physical trans-
formation that brings you closer to an aspect of your
RELATIONSHIP race’s lineage.
3d4 Attitude The cause of a particular transformation is up to you
3—4 Hostile and your DM. A transformational feat can symbolize a
5-10 Friendly latent quality that has emerged as you age, or a transfor-
11—12 Indifferent mation might be the result of an event in the campaign,
such as exposure to powerful magic or visiting a place of
ancient significance to your race. Transformations are a
STATUS fundamental motif of fantasy literature and folklore. Fig—
3d6 Status uring out why your character has changed can be a rich
3 Dead (roll on the Cause of Death table) addition to your campaign’s story.
4—5 Missing or unknown

--
RACIAL FEATS

.g.
6— Alive, but doing poorly due to injury, financial trou-

.. -_;—r;;:
ble, or relationship difficulties Race Feat

9—12 Alive and well Dragonborn Dragon Fear


l3—l5 Alive and quite successful Dragonborn Dragon Hide

i6—l7 Alive and infamous Dwarf Dwarven Fortitude

18 Alive and famous Dwarf Squat Nimbleness


Elf Elven Accuracy
WHAT’S NEXT? Elf (drow) Drow High Magic
Elf (high) Fey Teleportation
When you’re finished using these tables, you’ll have a
Elf (wood) Wood ElfMagic
collection of facts and notes that—at a minimum—encap-
sulate what your character has been doing in the world Gnome Fade Away
up till now. Sometimes that might be all the information Gnome Squat Nimbleness
you want, but you don’t have to stop there. Half-elf Elven Accuracy
By using your creativity to stitch all these bits together Half-elf Prodigy
into a continuous narrative, you can create a full-fledged Half-arc Orcish Fury
autobiography for your character in as little as a few
Half-ore Prodigy
sentences—an excellent example of how the whole is
greater than the sum of its parts. Halfling Bountiful Luck
Did you get a couple of results on the tables that don’t Halfling Second Chance
outright contradict each other but also don’t seem to fit Halfling Squat Nimbleness
together smoothly? If so, now is your chance to explain Human ’ Prodigy
what happened to you. For instance, let’s say you were Tiefling Flames of Phlegethos
born in a castle, but your childhood home was in the Infernal Constitution
Tiefling
wilderness. It could be that your parents traveled from
their forest home to seek help from a midwife at the
The feats are presented below in alphabetical order.
castle when your mother was close to giving birth. Or
your parents might have been members of the castle’s
BOUNTIFUL LUCK
staff before you were born, but they were released from
service soon after you came into the world. Prerequisite: Halfling
In addition to deepening your own roleplaying experi- Your people have extraordinary luck, which you have
ence, your character’s history presents your DM with op— learned to mystically lend to your companions when you
portunities to weave those elements into the story of the see them falter. You’re not sure how you do it; you just
campaign. Any way you look at it, adding definition to wish it, and it happens. Surely a sign of fortune’s favor!
your character’s pro—adventuring life is time well spent.
When an ally you can see within 30 feet of you rolls a - Whenever you take the Dodge action in combat, you
1 on the d20 for an attack roll, an ability check, or a sav— can spend one Hit Die to heal yourself. Roll the die,
ing throw, you can use your reaction to let the ally reroll add your Constitution modifier, and regain a number
the die. The ally must use the new roll. of hit points equal to the total (minimum of 1).
When you use this ability, you can’t use your Lucky
racial trait before the end of your next turn. ELVEN ACCURACY
Prerequisite: Elf or half-eff
DRAGON FEAR
The accuracy of elves is legendary, especially that of elf
Prerequisite: Dragonborn archers and spellcasters. You have uncanny aim with at-
When angered, you can radiate menace. You gain the tacks that rely on precision rather than brute force. You
following benefits: gain the following benefits:
- Increase your Strength, Constitution, or Charisma - Increase your Dexterity, Intelligence, Wisdom, or Cha-
score by 1, to a maximum of 20. risma score by 1, to a maximum of 20.
- Instead of exhaling destructive energy, you can ex— . Whenever you have advantage on an attack roll using
pend a use of your Breath Weapon trait to roar, forcing Dexterity, Intelligence, Wisdom, or Charisma, you can
each creature of your choice within 30 feet of you to reroll one of the dice once.
make a Wisdom saving throw (DC 8 + your proficiency
bonus + your Charisma modifier). A target automati- FADE AWAY
cally succeeds on the save if it can’t hear or see you. Prerequisite: Gnome
On a failed save, a target becomes frightened of you
Your people are Clever, with a knack for illusion magic.
for 1 minute. If the frightened target takes any dam-
You have learned a magical trick for fading away when
age, it can repeat the saving throw, ending the effect
you suffer harm. You gain the following benefits:
on itself on a success.
. Increase your Dexterity or Intelligence score by l, to a
DRAGON HIDE maximum of 20.
Prerequisite: Dragonborn - Immediately after you take damage, you can use a
reaction to magically become invisible until the end
You manifest scales and claws reminiscent of your dra- of your next turn or until you attack, deal damage,
conic ancestors. You gain the following benefits: or force someone to make a saving throw. Once you
- Increase your Strength, Constitution, or Charisma use this ability, you can’t do so again until you finish a
score by 1, to a maximum of 20. short or long rest.
- Your scales harden. While you aren’t wearing armor,
you can calculate your AC as 13 + your Dexterity mod— FEY TELEPORTATION
ifier. You can use a shield and still gain this benefit. Prerequisite: Eiffliigh)
- You grow retractable claws from the tips of your fin—
Your study of high elven lore has unlocked fey power
gers. Extending or retracting the claws requires no
that few other elves possess, except your eladrin cous-
action. The claws are natural weapons, which you can
ins. Drawing on your fey ancestry, you can momentarily
use to make unarmed strikes. Ifyou hit with them, you
deal slashing damage equal to M4 + your Strength stride through the Feywild to shorten your path from
one place to another. You gain the following benefits:
modifier, instead of the normal bludgeoning damage
for an unarmed strike. - Increase your Intelligence or Charisma score by 1, to
a maximum of 20.
DROW HIGH MAGIC - You learn to speak, read, and write Sylvan.
Prerequisite: Eif (drow) . You learn the misty step spell and can cast it once
without expending a spell slot. You regain the abil—
You learn more of the magic typical of dark elves. You ity to cast it in this way when you finish a short or
learn the detect magic spell and can cast it at will, with- long rest. Intelligence is your spellcasting ability for
out expending a spell slot. You also learn levitate and this spell.
dispei magic, each of which you can cast once without
expending a spell slot. You regain the ability to cast FLAMES or PHLEGETHOS
those two spells in this way when you finish a long rest.
Charisma is your spellcasting ability for all three spells. Prerequisite: Tiefling
You learn to call on hellfire to serve your commands.
DWARVEN FORTITUDE You gain the following benefits:
Prerequisite: Dwa rf - Increase your Intelligence or Charisma score by 1, to
You have the blood of dwarf heroes flowing through a maximum of 20.
your veins. You gain the following benefits: - When you roll fire damage for a spell you cast, you can
reroll any roll of 1 on the fire damage dice, but you
- Increase your Constitution score by l, to a max— must use the new roll, even if it is another I-
imum of 20.
- Whenever you cast a spell that deals fire damage, you
can cause flames to wreathe you until the end of your
w
next turn. The flames don’t harm you or your posses— SQUAT NIMBLENESS
sions, and they shed bright light out to 30 feet and dim
Prerequisite: Dwarf or a Small race
light for an additional 30 feet. While the flames are
present, any creature within 5 feet of you that hits you You are uncommonly nimble for your race. You gain the
with a melee attack takes 1d4 fire damage. following benefits:
- Increase your Strength or Dexterity score by l, to a
INFERNAL CONSTITUTION maximum of 20.
Prerequisite: fielding . Increase your walking speed by 5 feet.
Fiendish blood runs strong in you, unlocking a resild - You gain proficiency in the Acrobatics or Athletics
ience akin to that possessed by some fiends. You gain skill (your choice).
the following benefits: - You have advantage on any Strength (Athletics) or
Dexterity (Acrobatics) check you make to escape from
- Increase your Constitution score by l, to a max- being grappled.
imum of 20.
- You have resistance to cold damage and poi- WOOD ELF MAGIC
son damage.
Prerequisite: E1f(wood)
- You have advantage on saving throws against be-
ing poisoned. You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one
ORCI SH FU RY druid cantrip of your choice. You also learn the long
strider and pass Without trace spells, each of which you
Prerequisite: Half-ore
can cast once without expending a spell slot. You regain
Your inner fury burns tirelessly. You gain the follow~ the ability to cast these two spells in this way when you
ing benefits: finish a long rest. Wisdom is your spellcasting ability for
- Increase your Strength or Constitution score by l, to a all three spells.
maximum of 20.
. When you hit with an attack using a simple or martial
weapon, you can roll one of the weapon’s damage dice
an additional time and add it as extra damage of the
weapon’s damage type. Once you use this ability, you
can’t use it again until you finish a short or long rest.
- Immediately after you use your Relentless Endur—
ance trait, you can use your reaction to make one
weapon attack.

PRODIGY
Prerequisite: Haifieiif half-ore, or human
You have a knack for learning new things. You gain the
following benefits:
- You gain one skill proficiency of your choice, one tool
proficiency of your choice, and fluency in one language
of your choice.
- Choose one skill in which you have proficiency. You
gain expertise with that skill, which means your profi-
ciency bonus is doubled for any ability check you make
with it. The skill you choose must be one that isn’t
already benefiting from a feature, such as Expertise,
that doubles your proficiency bonus.

SECOND CHANGE
Prerequisite: Halfling
Fortune favors you when someone tries to strike you.
You gain the following benefits:
- Increase your Dexterity, Constitution, or Charisma
score by 1, to a maximum of 20.
- When a creature you can see hits you with an attack
roll, you can use your reaction to force that creature to
reroll. Once you use this ability, you can’t use it again
until you roll initiative at the start of combat or until
you finish a short or long rest.
. . fum’ .
F: I
r,- . I
_:.-—
p-‘-"
CHéPTEM _
DUNGEON MASTER’S TOOLS
5 THE DUNGEON MASTER, YOU OVERSEE turn, you descend up to 500 feet at the end of that turn.
the game and weave together the story ex- This process continues until the fall ends, either be—
perienced by your players. You’re the one cause you hit the ground or the fall is otherwise halted.
. ' who keeps it all going, and this chapter is
for you. It gives you new rules options, as FLYING CREATURES AND FALLING
'i well as some refined tools for creating and A flying creature in flight falls if it is knocked prone, if
running adventures and campaigns. It is a its speed is reduced to 0 feet, or if it otherwise loses the
supplement to the tools and advice offered ability to move, unless it can hover or it is being held
in the Dungeon Master’s Guide. aloft by magic, such as the fly spell.
The chapter opens with optional rules meant to help If you’d like a flying creature to have a better chance of
you run certain parts of the game more smoothly. The surviving a fall than a non-flying creature does, use this
chapter then goes into greater depth on several topics— rule: subtract the creature’s current flying speed from
. encounter building, random encounters, traps, magic the distance it fell before calculating falling damage.
I} items, and downtime—which largely relate to how you This rule is helpful to a flier that is knocked prone but
I create and stage your adventures. is still conscious and has a current flying speed that is
I The material in this chapter is meant to make your greater than 0 feet. The rule is designed to simulate the
l life easier. Ignore anything you find here that doesn’t creature flapping its wings furiously or taking similar
I help you, and don’t hesitate to customize the things that measures to slow the velocity of its fall.
you do use. The game’s rules exist to serve you and the If you use the rule for rate of falling in the previous
games you run. As always, make them your own. section, a flying creature descends 500 feet on the turn
when it falls, just as other creatures do. But ifthat crea—
i SnuULLsNEOUsEErECTs ture starts any of its later turns still falling and is prone,
it can halt the fall on its turn by spending half its flying
3 Most effects in the game happen in succession, follow-
speed to counter the prone condition (as if it were stand-
' ing an order set by the rules or the DM. In rare cases,
ing up in midair).
effects can happen at the same time, especially at the
start or end of a creature’s turn. If two or more things
happen at the same time on a character or monster's SLEEP
turn, the person at the game table—whether player or Just as in the real world, D&D characters spend many
l DM—who controls that creature decides the order in hours sleeping, most often as part of a long rest. Most
which those things happen. For example, if two effects monsters also need to sleep. While a creature sleeps,
occur at the end of a player character’s turn, the player it is subjected to the unconscious condition. Here are a
decides which of the two effects happens first. few rules that expand on that basic fact.

: FALLLNG WAKING SOMEONE


Falling from a great height is a significant risk for ad— A creature that is naturally sleeping, as opposed to be—
venturers and their foes. The rule given in the Player’s ing in a magically or chemically induced sleep, wakes
Handbook is simple: at the end of a fall, you take 1d6 up if it takes any damage or if someone else uses an ac-
bludgeoning damage for every 10 feet you fell, to a maxi— tion to shake or slap the creature awake. A sudden loud
mum of 20d6. You also land prone, unless you somehow noise—such as yelling, thunder, or a ringing bellaalso
avoid taking damage from the fall. Here are two optional awakens someone that is sleeping naturally.
rules that expand on that simple rule. Whispers don"t disturb sleep, unless a sleeper’s pas-
sive Wisdom (Perception) score is 20 or higher and the
RATE OF FALLING whispers are within 10 feet of the sleeper. Speech at a
normal volume awakens a sleeper if the environment
The rule for falling assumes that a creature immediately
is otherwise silent (no wind, birdsong, crickets, street
drops the entire distance when it falls. But what if a
creature is at a high altitude when it falls, perhaps on
sounds, or the like) and the sleeper has a passive Wis-
dom (Perception) score of 15 or higher.
the back of a griffon or on board an airship? Realisti—
cally, a fall from such a height can take more than a few
seconds, extending past the end of the turn when the fall
SLEEPING IN ARMOR
occurred. If you’d like high-altitude falls to be properly Sleeping in light armor has no adverse effect on the
time—consuming, use the following optional rule. wearer, but sleeping in medium or heavy armor makes it
When you fall from a great height, you instantly de- difficult to recover fully during a long rest.
scend up to 500 feet. If you’re still falling on your next
When you finish a long rest during which you slept in TOOLS AND SKILLS TOGETHER
medium or heavy armor, you regain only one quarter of
Tools have more specific applications than skills. The
your spent Hit Dice (minimum of one die). If you have
History skill applies to any event in the past. A tool such
any levels of exhaustion, the rest doesn’t reduce your
as a forgery kit is used to make fake objects and little
exhaustion level.
else. Thus, why would a character who has the opportu-
nity to acquire one or the other want to gain a tool profi—
GOING WITHOUT A LONG REST
ciency instead of proficiency in a skill?
A long rest is never mandatory, but going without sleep To make tool proficiencies more attractive choices for
does have its consequences. If you want to account for the characters, you can use the methods outlined below.
the effects of sleep deprivation on characters and crea- Advantage. If the use of a tool and the use of a skill
tures, use these rules. both apply to a check, and a character is proficient with
Whenever you end a 24-hour period without finishing the tool and the skill, consider allowing the character
a long rest, you must succeed on a DC 10 Constitution to make the check with advantage. This simple benefit
saving throw or suffer one level of exhaustion. can go a long way toward encouraging players to pick
It becomes harder to fight off exhaustion if you stay up tool proficiencies. In the tool descriptions that follow,
awake for multiple days. After the first 24 hours, the this benefit is often expressed as additional insight (or
DC increases by 5 for each consecutive 24-hour period something similar), which translates into an increased
without a long rest. The DC resets to 10 when you finish chance that the check will be a success.
a long rest. Added Benefit. In addition, consider giving characters
who have both a relevant skill and a relevant tool profi-
ADAMANTINE WEAPONS ciency an added benefit on a successful check. This ben-
Adamantine is an ultrahard metal found in meteorites efit might be in the form of more detailed information or
and extraordinary mineral veins. In addition to being could simulate the effect of a different sort of successful
used to craft adamann'ne armor, the metal is also used check. For example, a character proficient with mason’s
for weapons. tools makes a successful Wisdom (Perception) check to
Melee weapons and ammunition made Of or coated find a secret door in a stone wall. Not only does the char-
with adamantine are unusually effective when used acter notice the doors presence, but you decide that the
to break objects. Whenever an adamantine weapon tool proficiency entitles the character to an automatic
or piece of ammunition hits an object, the hit is a success on an Intelligence (Investigation) check to deter-
critical hit. mine how to open the door.
The adamantine version of a melee weapon or of
ten pieces of ammunition costs 500 gp more than the TOOL DESCRIPTIONS
normal version, whether the weapon or ammunition is The following sections go into detail about the tools pre-
made of the metal or coated with it. sented in the Player’s Handbook, offering advice on how
to use them in a campaign.
TYING KNOTS Components. The first paragraph in each description
gives details on what a set of supplies or tools is made
The rules are purposely open-ended concerning mun-
up of. A character who is proficient with a tool knows
dane tasks like tying knots, but sometimes knowing
how to use all of its component parts.
how well a knot was fashioned is important in a dra-
Skills. Every tool potentially provides advantage on a
matic scene when someone is trying to untie a knot or
check when used in conjunction with certain skills, pro—
slip out of one. Here’s an optional rule for determining
vided a character is proficient with the tool and the skill.
the effectiveness of a knot.
As DM, you can allow a character to make a check using
The creature who ties the knot makes an Intelligence
the indicated skill with advantage. Paragraphs that be—
(Sleight of Hand) check when doing so. The total of the
gin with skill names discuss these possibilities. In each
check becomes the DC for an attempt to untie the knot
of these paragraphs, the benefits apply only to someone
with an Intelligence (Sleight of Hand) check or to slip
who has proficiency with the tool, not someone who sim—
out of it with a Dexterity (Acrobatics) check.
ply owns it.
This rule intentionally links Sleight of Hand with
With respect to skills, the system is mildly abstract in
Intelligence, rather than Dexterity. This is an example
terms of what a tool proficiency represents; essentially,
of how to apply the rule in the “Variant: Skills with
it assumes that a character who has proficiency with a
Different Abilities" section in chapter 7 of the Play;
tool also has learned about facets of the trade or pro-
er’s Handbook.
fession that are not necessarily associated with the use
of the tool.
TOOL PROFICIENCIES In addition, you can consider giving a character extra
Tool proficiencies are a useful way to highlight a charac— information or an added benefit on a skill check. The
ter’s background and talents. At the game table, though, text provides some examples and ideas when this oppor-
the use of tools sometimes overlaps with the use of tunity is relevant.
skills, and it can be unclear how to use them together in Special Use. Proficiency with a tool usually brings
certain situations. This section offers various ways that with it a particular benefit in the form of a special use,
tools can be used in the game. as described in this paragraph.

II I"! 9. TI i'lrli iH_ 2‘1.- [.3 iii .‘_"‘~. in": .‘xfi-l'i' i-I'T-z ".' {H3} 5
Sample DCs. A table at the end of each section lists
activities that a tool can be used to perform, and sug-
gested DCs for the necessary ability checks.

ALCHEMIST’S SUPPLIES
Alchemist’s supplies enable a character to produce use-
ful concoctions, such as acid or alchemist’s fire.
Components. Alchemist‘s supplies include two glass
beakers, a metal frame to hold a beaker in place over
an open flame, a glass stirring rod, a small mortar and
pestle, and a pouch of common alchemical ingredients,
including salt, powdered iron, and purified water.
Arcana. Proficiency with alchemist’s supplies allows
you to unlock more information on Arcana checks in—
volving potions and similar materials.
Investigation. When you inspect an area for clues,
proficiency with alchemist’s supplies grants additional
insight into any chemicals or other substances that
might have been used in the area.
Aichemicai Crafting. You can use this tool proficiency
to create alchemical items. A character can spend
money to collect raw materials, which weigh 1 pound
for every 50 gp spent. The DM can allow a character to
make a check using the indicated skill with advantage.
As part of a long rest, you can use alchemist’s supplies
to make one dose of acid, alchemist’s fire, antitoxin,
oil, perfume, or soap. Subtract half the value of the cre—
ated item from the total gp worth of raw materials you
are carrying.

ALCHEMIST’S SUPPLIES
Activity DC
BREWER’S SUPPLIES
Create a puffofthick smoke 10
Identify a poison 1O Activity DC
Identify a substance 15 Detect poison or impurities in a drink 10
Start a fire 15 Identify alcohol 15
Neutralize acid 20 Ignore effects ofalcohol 20

BREWER’S SUPPLIES CALLIGRAPHER’S SUPPLIES


Brewing is the art of producing beer. Not only does beer Calligraphy treats writing as a delicate, beautiful art.
serve as an alcoholic beverage, but the process of brew— Calligraphers produce text that is pleasing to the eye,
ing purifies water. Crafting beer takes weeks of fermen— using a style that is difficult to forge. Their supplies also
tation, but only a few hours of work. give them some ability to examine scripts and determine
Components. Brewer's supplies include a large if they are legitimate, since a calligrapher’s training in-
glass jug, a quantity of hops, a siphon, and several feet volves long hours of studying writing and attempting to
of tubing. replicate its style and design.
History. Proficiency with brewer’s supplies gives Components. Calligrapher’s supplies include ink, a
you additional insight on Intelligence (History) checks dozen sheets of parchment, and three quills.
concerning events that involve alcohol as a signifi- Arcana. Although calligraphy is of little help in deci—
cant element. phering the content of magical writings, proficiency with
Medicine. This tool proficiency grants additional these supplies can aid in identifying who wrote a script
insight when you treat anyone suffering from alcohol of a magical nature.
poisoning or when you can use alcohol to dull pain. History. This tool proficiency can augment the
Persuasion. A stiff drink can help soften the hardest benefit of successful checks made to analyze or inves—
heart. Your proficiency with brewer’s supplies can help tigate ancient writings, scrolls, or other texts, includ-
you ply someone with drink, giving them just enough ing runes etched in stone or messages in frescoes or
alcohol to mellow their mood. other displays.
Potable Water. Your knowledge of brewing enables Decipher Treasure Map. This tool proficiency grants
you to purify water that would otherwise be undrink— you expertise in examining maps. You can make an
able. As part of a long rest, you can purify up to 6 gal- Intelligence check to determine a map’s age, whether a
lons of water, or 1 gallon as part of a short rest. map includes any hidden messages, or similar facts.

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CALLIORAPHER’S SUPPLIES Nature. Your familiarity with physical geography
makes it easier for you to answer questions or solve is-
Activityr DC
sues relating to the terrain around you.
Identify writer of nonmagical script 10 Survival. Your understanding of geography makes it
Determine writer's state of mind 15 easier to find paths to civilization, to predict areas where
Spot forged text 15 villages or towns might be found, and to avoid becom-
Forge a signature 20 ing lost. You have studied so many maps that common
patterns, such as how trade routes evolve and where
CARPENTER’S TOOLs settlements arise in relation to geographic locations, are
Skill at carpentry enables a character to construct familiar to you.
wooden structures. A carpenter can build a house, a Crafta Map. While traveling, you can draw a map as
shack, a wooden cabinet, or similar items. you go in addition to engaging in other activity.
Components. Carpenter’s tools include a saw, a ham-
mer, nails, a hatchet, a square, a ruler, an adze, a plane, CARTOGRAPH ER’S TOOLS
and a chisel. Activity DC
History. This tool proficiency aids you in identifying Determine a map’s age and origin 10
the use and the origin of wooden buildings and other Estimate direction and distance to a landmark 15
large wooden objects. 15
Discern that a map is fake
Investigation. You gain additional insight when in- 20
Fill in a missing part ofa map
specting areas within wooden structures, because you
know tricks of construction that can conceal areas from
discovery. COBBLER’S TOOLS
Perception. You can spot irregularities in wooden Although the cobbler’s trade might seem too humble for
walls or floors, making it easier to find trap doors and an adventurer, a good pair of boots will see a character
secret passages. across rugged wilderness and through deadly dungeons.
Stealth. You can quickly assess the weak spots in a Components. Cobbler’s tools consist of a hammer,
wooden floor, making it easier to avoid the places that an awl, a knife, a shoe stand, a cutter, spare leather,
creek and groan when they’re stepped on. and thread.
Fortifv. With 1 minute of work and raw materials, Arcana, History. Your knowledge of shoes aids you in
you can make a door or window harder to force open. identifying the magical properties of enchanted boots or
Increase the DC needed to open it by 5. the history Of such items.
Temporary Shelter. As part of a long rest, you can Investigation. Footwear holds a surprising number
construct a lean-to or a similar shelter to keep your of secrets. You can learn where someone has recently
group dry and in the shade for the duration of the rest. visited by examining the wear and the dirt that has ac-
Because it was fashioned quickly from whatever wood cumulated on their shoes. Your experience in repairing
was available, the shelter collapses 1d3 days after being shoes makes it easier for you to identify where damage
assembled. might come from.
Maintain Shoes. As part of a long rest, you can repair
CARPENTER’S TOOLS your companions’ shoes. For the next 24 hours, up to six
creatures of your choice who wear shoes you worked on
Activity DC
can travel up to 10 hours a day without making saving
Build a simple wooden structure 10
throws to avoid exhaustion.
Design a complex wooden structure 15 Craft Hidden Compartment. With 8 hours of work,
Find a weak point in a wooden wall 15 you can add a hidden compartment to a pair of shoes.
Pry apart a door 20 The compartment can hold an object up to 3 inches long
and 1 inch wide and deep. You make an Intelligence
CARTOGRAPHER’S TOOLS check using your tool proficiency to determine the ln-
Using cartographer’s tools, you can create accurate telligence (Investigation) check DC needed to find the
maps to make travel easier for yourself and those who compartment.
come after you. These maps can range from large-scale
depictions of mountain ranges to diagrams that show COBBLER’s TOOLs
the layout of a dungeon level. Activity DC
Components. Cartographer’s tools consist of a Determine a shoe’s age and origin 10
quill, ink, parchment, a pair of compasses, calipers, 15
Find a hidden compartment in a boot heel
and a ruler.
Arcana, History, Religion. You can use your knowl—
COOK’S UTENSILS
edge of maps and locations to unearth more detailed
Adventuring is a hard life. With a cook along on the jour-
information when you use these skills. For instance, you
ney, your meals will be much better than the typical mix
might spot hidden messages in a map, identify when the
of hardtack and dried fruit.
map was made to determine if geographical features
Components. Cook’s utensils include a metal pot,
have changed since then, and so forth.
knives, forks, a stirring spoon, and a ladle.
History. Your knowledge of cooking techniques al— FORGERY KIT
lows you to assess the social patterns involved in a cul- A forgery kit is designed to duplicate documents and to
tures eating habits. make it easier to copy a person’s seal or signature.
Medicine. When administering treatment, you can Components. A forgery kit includes several different
transform medicine that is bitter or sour into a pleasing types of ink, a variety of parchments and papers, several
concoction. quills, seals and sealing wax, gold and silver leaf, and
Survival. When foraging for food, you can make do small tools to sculpt melted wax to mimic a seal.
with ingredients you scavenge that others would be un- Arcana. A forgery kit can be used in conjunction
able to transform into nourishing meals. with the Arcana skill to determine if a magic item is
Prepare Meals. As part of a short rest, you can pre— real or fake.
pare a tasty meal that helps your companions regain Deception. A wellwcrafted forgery, such as papers pro-
their strength. You and up to five creatures of your claiming you to be a noble or a writ that grants you safe
choice regain 1 extra hit point per Hit Die spent during passage, can lend credence to a lie.
a short rest, provided you have access to your cook’s History. A forgery kit combined with your knowledge
utensils and sufficient food. of history improves your ability to create fake historical
documents or to tell if an old document is authentic.
Coox’s UTENSILS Investigation. When you examine objects, proficiency
Activity DC with a forgery kit is useful for determining how an ob—
10 ject was made and whether it is genuine.
Create atypical meal
10
Other Tools. Knowledge of other tools makes your
Duplicate a meal
forgeries that much more believable. For example, you
Spot poison or impurities in food 15
could combine proficiency with a forgery kit and profi-
Create a gourmet meal 15
ciency with cartographer’s tools to make a fake map.
Quick Fake. As part of a short rest, you can produce
DISGUISE KIT a forged document no more than one page in length. As
The perfect tool for anyone who wants to engage in part of a long rest, you can produce a document that is
trickery, a disguise kit enables its owner to adopt a up to four pages long. Your Intelligence check using a
false identity. forgery kit determines the DC for someone else’s Intelli-
Components. A disguise kit includes cosmetics, hair gence (Investigation) check to spot the fake.
dye, small props, and a few pieces of clothing.
Deception. In certain cases, a disguise can improve FORGERY KIT
your ability to weave convincing lies. DC
Activity
Intimidation. The right disguise can make you look
Mimic handwriting 15
more fearsome, whether you want to scare someone
Duplicate a wax seal 20
away by posing as a plague victim or intimidate a gang
of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an au- GAMING SET
dience’s enjoyment of a performance, provided the dis— Proficiency with a gaming set applies to one type of
guise is properly designed to evoke the desired reaction. game, such as Three-Dragon Ante or games of chance
Persuasion. Folk tend to trust a person in uniform. If that use dice.
you disguise yourself as an authority figure, your efforts Components. A gaming set has all the pieces needed
to persuade others are often more effective. to play a specific game or type of game, such as a com-
Create Disguise. As part of a long rest, you can plete deck of cards or a board and tokens.
create a disguise. It takes you 1 minute to don such a History. Your mastery of a game includes knowledge
disguise once you have created it. You can carry only of its history, as well as of important events it was con—
one such disguise on you at a time without drawing nected to or prominent historical figures involved with it.
undue attention, unless you have a bag ofholding or Insight. Playing games with someone is a good way to
a similar method to keep them hidden. Each disguise gain understanding of their personality, granting you a
weighs 1 pound. better ability to discern their lies from their truths and
At other times, it takes 10 minutes to craft a disguise read their mood.
that involves moderate changes to your appearance, Sleight‘ofHand. Sleight of Hand is a useful skill for
and 30 minutes for one that requires more exten- cheating at a game, as it allows you to swap pieces,
sive changes. palm cards, or alter a die roll. Alternatively, engrossing
a target in a game by manipulating the components with
Dnscurse KIT dexterous movements is a great distraction for a pick-
pocketing attempt.
Activity DC
Cover injuries or distinguishing marks 10
GAMING SET
Spot a disguise being used by someone else 15
Activity DC
Copy a humanoid’s appearance 20
Catch a player cheating 15
Gain insight into an Opponent’s personality 15

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GLASSBLOWER’S TOOLS This insight proves handy when you make Arcana
Someone who is proficient with glassblower’s tools checks related to gems or gem—encrusted items.
has not only the ability to shape glass, but also spe- Investigation. When you inspect jeweled objects. your
cialized knowledge of the methods used to produce proficiency with jeweler’s tools aids you in picking out
glass objects. clues they might hold.
Components. The tools include a blowpipe, a small Identify Gems. You can identify gems and determine
marver, blocks, and tweezers. You need a source of heat their value at a glance.
to work glass.
Arcana, History. Your knowledge of glassmaking JEWELER’S TOOLS
techniques aids you when you examine glass objects, Activity DC
such as potion bottles or glass items found in a treasure Modify a gem's appearance 15
hoard. For instance, you can study how a glass potion Determine a gem's history 20
bottle has been changed by its contents to help deter—
mine a potion’s effects. (A potion might leave behind a
LAND AND WATER VEHICLES
residue, deform the glass, or stain it.)
Proficiency with land vehicles covers a wide range of op-
Investigation. When you study an area, your knowL
tions, from chariots and howdahs to wagons and carts.
edge can aid you if the clues include broken glass or
Proficiency with water vehicles covers anything that nav-
glass objects.
igates waterways. Proficiency with vehicles grants the
Identify Weakness. With 1 minute of study, you can
knowledge needed to handle vehicles of that type, along
identify the weak points in a glass object. Any damage
with knowledge of how to repair and maintain them.
dealt to the Object by striking a weak spot is doubled.
In addition, a character proficient with water vehicles
is knowledgeable about anything a professional sailor
GLASSBLOWER’S TOOLS
would be familiar with, such as information about the
Activity DC sea and islands, tying knots, and assessing weather and
identify source of glass 10 sea conditions.
Determine what a glass object once held 20 Arcana. When you study a magic vehicle, this tool pro-
ficiency aids you in uncovering lore or determining how
HERBALISM KIT the vehicle operates.
Proficiency with an herbalism kit allows you to identify Investigation, Perception. When you inspect a vehi—
plants and safely collect their useful elements. cle for clues or hidden inform ation, your proficiency aids
Components. An herbalism kit includes pouches to you in noticing things that others might miss.
store herbs, clippers and leather gloves for collecting Vehicle Handling. When piloting a vehicle, you can
plants, a mortar and pestle, and several glass jars. apply your proficiency bonus to the vehicle's AC and sav-
Arcana. Your knowledge of the nature and uses of ing throws.
herbs can add insight to your magical studies that deal
with plants and your attempts to identify potions. VEHICLES
Investigation. When you inspect an area overgrown Activity DC
with plants, your proficiency can help you pick out de— Navigate rough terrain or waters 10
tails and clues that others might miss. Assess a vehicle's condition 15
Medicine. Your mastery of herbalism improves your
Take a tight corner at high speed 20
ability to treat illnesses and wounds by augmenting your
methods of care with medicinal plants.
LEATHERWORKER’S TOOLS
Nature and Survival. When you travel in the wild,
Knowledge of leatherworking extends to lore concern—
your skill in herbalism makes it easier to identify plants
ing animal hides and their properties. It also confers
and spot sources of food that others might overlook.
knowledge of leather armor and similar goods.
Identify Plants. You can identify most plants with a
Components. Leatherworker’s tools include a knife,
quick inspection of their appearance and smell.
a small mallet, an edger, a hole punch, thread, and
leather scraps.
HERBALISM KIT
Arcana. Your expertise in working with leather grants
Activity DC you added insight when you inspect magic items crafted
Find plants 15 from leather, such as boots and some cloaks.
Identify poison 20 Investigation. You gain added insight when studying
leather items or clues related to them, as you draw on
jEWELER‘S TOOLS your knowledge of leather to pick out details that others
Training with jeweler’s tools includes the basic tech- would overlook.
niques needed to beautify gems. it also gives you exper— Identify Hides. When looking at a hide or a leather
tise in identifying precious stones. item, you can determine the source of the leather and
Components. Jeweler’s tools consist Of a small saw any special techniques used to treat it. For example,
and hammer, files, pliers, and tweezers. you can spot the difference between leather crafted
Arcana. Proficiency with jeweler’s tools grants you using dwarven methods and leather crafted using half-
knowledge about the reputed mystical uses of gems. ling methods.

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LEATHERwoRKER’s TOOLS NAVIGATOR’S TOOLS
Activity DC Activity DC
Modify a leather item’s appearance 10 Plot a course 10
Determine a leather item’s history 20 Discover your position on a nautical chart 15

MASON’S TOOLS PAINTER’S SUPPLIES


Mason’s tools allow you to craft stone structures, includ- Proficiency with painter’s supplies represents your
ing walls and buildings crafted from brick. ability to paint and draw. You also acquire an under-
Components. Mason’s tools consist of a trowel, a standing of art history, which can aid you in examining
hammer, a chisel, brushes, and a square. works of art.
History. Your expertise aids you in identifying a stone Components. Painter’s supplies include an easel, can-
building’s date of construction and purpose, along with vas, paints, brushes, charcoal sticks. and a palette.
insight into who might have built it. Arcana, History, Religion. Your expertise aids you in
Investigation. You gain additional insight when in— uncovering lore of any sort that is attached to a work of
specting areas within stone structures. art, such as the magical properties of a painting or the
Perception. You can spot irregularities in stone walls origins of a strange mural found in a dungeon.
or floors, making it easier to find trap doors and se- Investigation, Perception. When you inspect a
cret passages. painting or a similar work of visual art, your knowledge
Demolition. Your knowledge. of masonry allows you of the practices behind creating it can grant you addi-
to spot weak points in brick walls. You deal double dam- tional insight.
age to such structures with your weapon attacks. Painting and Drawing. As part of a short or long rest,
you can produce a simple work of art. Although your
MASON’S TOOLS work might lack precision, you can capture an image or
DC a scene, or make. a quick copy of a piece of art you saw.
Activity
Chisel a small hole in a stone wall 10
PAINTER’S SUPPLIES
Findaweak pointinastonewall 15
Activity DC

MUSICAL INSTRUMENTS Paint an accurate portrait 10


Proficiency with a musical instrument indicates you are Create a painting with a hidden message 20
familiar with the techniques used to play it. You also
have knowledge of some songs commonly performed POISONER’S KIT
with that instrument. A poisoner’s kit is a favored resource for thieves, assas-
History. Your expertise aids you in recalling lore re- sins, and others who engage in skulduggery. It allows
lated to your instrument. you to apply poisons and create them from various
Performance. Your ability to put on a good show materials. Your knowledge of poisons also helps you
is improved when you incorporate an instrument treat them.
into your act. Components. A poisoner’s kit includes glass vials, a
Compose 3 Tune. As part of a long rest, you can mortar and pestle, chemicals, and a glass stirring rod.
compose a new tune and lyrics for your instrument. You History. Your training with poisons can help you
might use this ability to impress a noble or spread scan- when you try to recall facts about infamous poisonings.
dalous rumors with a catchy tune. Investigation, Perception. Your knowledge of poisons
has taught you to handle those substances carefully,
MUSICAL INSTRUMENT giving you an edge when you inspect poisoned objects or
DC try to extract clues from events that involve poison.
Activity
Medicine. When you treat the victim of a poison, your
Identify a tune 10
knowledge grants you added insight into how to provide
Improvise a tune 20
the best care to your patient.
Nature, Survival. Working with poisons enables
NAVIGATOR’S TOOLS you to acquire lore about which plants and animals are
Proficiency with navigator's tools helps you determine a poisonous.
true course based on observing the stars. It also grants Handle Poison. Your proficiency allows you to handle
you insight into charts and maps while developing your and apply a poison without risk of exposing yourself to
sense of direction. its effects.
Components. Navigator’s tools include a sextant, a
compass, calipers, a ruler, parchment, ink, and a quill. POISONER’S TOOLS
Survival. Knowledge of navigator’s tools helps you
Activity DC
avoid becoming lost and also grants you insight into the
Spot a poisoned object 10
most likely location for roads and settlements.
Sighting. By taking careful measurements, you can Determine the effects ofa poison 20
determine your position on a nautical chart and the
time of day.

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Arcana and History. Your expertise lends you ad
ditional insight when examining metal objects, such
as weapons.
Investigation. You can spot clues and make deduc—
tions that others might overlook when an investigation
involves armor, weapons, or other metalwork.
Repair. With access to your tools and an open flame
hot enough to make metal pliable, you can restore 10 hit
points to a damaged metal object for each hour of work.

SMITH’s TOOLS
Activity DC
Sharpen a dull blade 10
Repaira suit oiarmor lS
Sunder a nonmagical metal object 15

THIEVES’ TOOLS
Perhaps the most common tools used by adventurers,
thieves’ tools are designed for picking locks and foiling
traps. Proficiency with the tools also grants you a gen-
eral knowledge of traps and locks.
Components. Thieves’ tools include 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.
History. Your knowledge of traps grants you insight
when answering questions about locations that are re-
nowned for their traps.
Investigation and Perception. You gain additional in-
sight when looking for traps, because you have learned
a variety of common signs that betray their presence.
Seta Trap. just as you can disable traps, you can also
POTTER’S TOOLS set them. As part of a short rest, you can create a trap
Potter’s tools are used to create a variety of ceramic Ob- using items you have on hand. The total of your check
jects, most typically pots and similar vessels. becomes the DC for someone else’s attempt to discover
Components. Potter’s tools include potter’s needles, or disable the trap. The trap deals damage appropriate
ribs, scrapers, a knife, and calipers. to the materials used in crafting it (such as poison or a
History. Your expertise aids you in identifying ce' weapon) or damage equal to half the total of your check,
ramic objects, including when they were created and whichever the DM deems appropriate.
their likely place or culture of origin.
Investigation, Perception. You gain additional insight THIEVES’ TOOLs
when inspecting ceramics, uncovering clues others Activity DC
would overlook by spotting minor irregularities. Pick a lock Varies
Reconstruction. By examining pottery shards, you
Disable a trap Varies
can determine an object’s original, intact form and its
likely purpose.
TINKER’S TOOLS
A set of tinker’s tools is designed to enable you to repair
POTTER’S TOOLS
many mundane objects. Though you can’t manufacture
Activity DC much with tinker’s tools, you can mend torn clothes,
Determine what a vessel once held 10 sharpen a worn sword, and patch a tattered suit of
Create a serviceable pot 15 chain mail.
Find a weak point in a ceramic Object 20 Components. Tinker’s tools include a variety of hand
tools, thread, needles, a Whetstone, scraps of cloth and
SMITH’S TOOLS leather, and a small pot of glue.
Smith’s tools allow you to work metal, heating it to History. You can determine the age and origin of ob-
alter its shape, repair damage, or work raw ingots into jects, even if you have only a few pieces remaining from
useful items. the original.
Components. Smith’s tools include hammers, tongs, Investigation. When you inspect a damaged ob-
charcoal, rags, and a Whetstone. ject, you gain knowledge of how it was damaged and
how long ago.
Repair. You can restore 10 hit points to a damaged ob—
ject for each hour of work. For any object, you need ac-
SPELLCASTING
cess to the raw materials required to repair it. For metal This section expands on the spellcasting rules pre—
objects, you need access to an open flame hot enough to sented in the Player's Handbook and the Dungeon Mas-
make the metal pliable. ter’s Guide, providing clarifications and new Options.

TINKER’s TOOLs PERCEIVING A CASTER AT WORK


Activity DC Many spells create obvious effects: explosions of fire,
10 walls of ice, teleportation, and the like. Other spells,
Temporarily repair a disabled device
such as charm person, display no visible, audible, or oth—
Repair an item in halfthe time l5
erwise perceptible sign of their effects, and could easily
Improvise a temporary item using scraps 20
go unnoticed by someone unaffected by them. As noted
in the Player’s Handbook, you normally don’t know that
Waxvsa‘s TOOLS a spell has been cast unless the spell produces a notice-
Weaver‘s tools allow you to create cloth and tailor it into able effect.
articles of clothing. But what about the act of casting a spell? Is it possible
Components. Weaver’s tools include thread, needles, for someOne to perceive that a spell is being cast in their
and scraps of cloth. You know how to work a loom, but presence? To be perceptible, the casting of a spell must
such equipment is too large to transport. involve a verbal, somatic, or material component. The
Arcana, History. Your expertise lends you additional form of a material component doesn’t matter for the
insight when examining cloth objects, including cloaks purposes of perception, whether it’s an object specified
and robes. in the spell’s description, a component pouch, or a spell-
Investigation. Using your knowledge of the process of casting focus.
creating cloth objects, you can spot clues and make de- If the need for a spell’s components has been removed
ductions that others would overlook when you examine by a special ability, such as the sorcerer’s Subtle Spell
tapestries, upholstery, clothing, and other woven items. feature or the Innate Spellcasting trait possessed by
Repair. As part of a short rest, you can repair a single many creatures, the casting of the spell is imperceptible.
damaged cloth object. If an imperceptible casting produces a perceptible ef-
Craft Clothing. Assuming you have access to suf— fect, it’s normally impossible to determine who cast the
ficient cloth and thread, you can create an outfit for a spell in the absence of other evidence.
creature as part of a long rest.
IDENTIFYING A SPELL
WEMER’S TOOLS
Sometimes a character wants to identify a spell that
Activity DC
someone else is casting or that was already cast. To do
Repurpose cloth l0 so, a character can use their reaction to identify a spell
Mend a hole in a piece ofcloth l0 as it’s being cast, or they can use an action on their turn
Tailor an outfit 15 to identify a spell by its effect after it is cast.
If the character perceived the casting, the spell’s ef—
Wooncxavsa’s TOOLS fect, or both, the character can make an Intelligence (Ar-
Woodcarver’s tools allow you to craft intricate objects cana) check with the reaction or action. The DC equals
from wood, such as wooden tokens or arrows. 15 + the spell’s level. If the spell is cast as a class spell
Components. Woodcarver’s tools consist of a knife, a and the character is a member of that class, the check
gouge, and a small saw. is made with advantage. For example, if the spellcaster
Arcana, History. Your expertise lends you additional casts a spell as a cleric, another cleric has advantage on
insight when you examine wooden objects, such as figu- the check to identify the spell. Some spells aren't asso—
rines or arrows. ciated with any class when they’re cast, such as when a
Nature. Your knowledge of wooden objects gives you monster uses its Innate Spellcasting trait.
some added insight when you examine trees. This Intelligence (Arcana) Check represents the fact
Repair. As part of a short rest, you can repair a single that identifying a spell requires a quick mind and famil-
damaged wooden object. iarity with the theory and practice of casting. This is
Craft Arrows. As part of a short rest, you can craft true even for a character whose spellcasting ability is
up to five arrows. As part of a long rest, you can craft Wisdom or Charisma. Being able to cast spells doesn’t
up to twenty. You must have enough wood on hand to by itself make you adept at deducing exactly what others
produce them. are doing when they cast their spells.

WOODCARVER’S TOOLS INVALID SPELL TARGETS


Activity DC A spell specifies what a caster can target with it: any
Craft a small wooden figurine lO type of creature, a creature of a certain type (humanoid
Carve an intricate pattern in wood l5 or beast, for instance), an object, an area, the caster,
or something else. But what happens if a spell tar-
gets something that isn’t a valid target? For example,

:. .'§"j_-_,"_*‘,'~; if)”. ';.-1 ‘3


someone might cast charm person on a creature be-
lieved to be a humanoid, not knowing that the target is
in fact a vampire. If this issue comes up, handle it using
the following rule.
If you cast a spell on someone or something that can’t
be affected by the spell, nothing happens to that target,
but if you used a spell slot to cast the spell, the slot is .. "i
still expended. If the spell normally has no effect on a ”is. - .- ”“7:
target that succeeds on a saving throw, the invalid target ' . .
appears to have succeeded on its saving throw, even
though it didn’t attempt one (giving no hint that the crea-
ture is in fact an invalid target). Otherwise, you perceive
that the spell did nothing to the target. DIAGRAM 2,1:

CONE TEMPLATE
AREAS OF EFFECT ON A GRID
The Dungeon Master’s Guide includes the following
short rule for using areas of effect on a grid.
Choose an intersection of squares as the point of
origin of an area of effect, then follow the rules for that
kind of area as normal (see the “Areas of Effect" section
in chapter 10 of the Player’s Handbook). If an area of ef—
fect is circular and covers at least half a aware, it affects , _
that square. I'
That rule works, but it can require a fair amount of
on-the-spot adjudication. This section offers two alterna-
tives for determining the exact location of an area: the
template method and the token method. Both of these
methods assume you’re using a grid and miniatures of
some sort. Because these methods can yield different DIAGRAM 2.2:

results for the number of squares in a given area, it’s SPHERE TEMPLATE
not recommended that they be combined at the table—
choose whichever method you and your players find eas-
ier or more intuitive.

TEMPLATE METHOD
The template method uses two—dimensional shapes
that represent different areas of effect. The aim of the
method is to accurately portray the length and width
of each area on the grid and to leave little doubt about
which creatures are affected by it. You’ll need to make
these templates or find premade ones.
Making a Template. Making a template is simple. Get
a piece of paper or card stock, and cut it in the shape of
the area of effect you’re using. Every 5 feet of the area _ DIAGRAM 2.3: SQUARE

equals 1 inch of the template’s size. For example, the ARM US‘NG TOHENS
20-foot—radius sphere of the fireball spell, which has a
40—foot diameter, would translate into a circular tem—
plate with an 8-inch diameter.
Using a Template. To use an area-of—effect template,
apply it to the grid. If the terrain is flat, you can lay it on
the surface; otherwise, hold the template above the sur-
face and take note of which squares it covers or partially
covers. If any part of a square is under the template, that
square is included in the area of effect. If a creature’s
miniature is in an affected square, that creature is in
the area. Being adjacent to the edge of the template
isn't enough for a square to be included in the area of
effect; the square must be entirely or partly covered by
the template.
You can also use this method without a grid. If you do
so, a creature is included in an area of effect if any part Dmennm 21:: Somme
AREA WITH TOTAL Covert
of the miniature’s base is overlapped by the template.

till \i"i'l-'.':=’. '.' i DUNDEE)“; t-.i.-\L‘5"i'-'Li-i':"i 'i't'iJCilH


Dmoanm 2.5: Cones Uswo Texans

DIAGRAM 2J5: LINES USING TOHENS

When you place a template, follow all the rules in the Using Tokens. Every 5-foot square of an area of effect
Player’s Handbook for placing the associated area of becomes a die or other token that you place on the grid.
effect. If an area of effect, such as a cone or a line, origi- Each token goes inside a square, not at an intersection
nates from a spellcaster, the template should extend out of lines. If an area’s token is in a square, that square is
from the caster and be positioned however the caster included in the area of effect. It’s that simple.
likes within the bounds of the rules. Diagrams 2.3 through 2.6 show this method in action,
Diagrams 2.1 and 2.2 show the template method using dice as the tokens.
in action. Circles. This method depicts everything using
squares, and a circular area of effect becomes square in
TOKEN METHOD it, whether the area is a sphere, cylinder, or radius. For
The token method is meant to make areas of effect instance, the 10-foot radius of flame strike, which has a
tactile and fun. To use this method, grab some dice or diameter of 20 feet, is expressed as a square that is 20
other tokens, which you’re going to use to represent your feet on a side, as shown in diagram 2.3. Diagram 2.4
areas of effect. shows that area with total cover inside it.
Rather than faithfully representing the shapes of the Cones. A cone is represented by rows of tokens on the
different areas of effect, this method gives you a way to grid, extending from the cone’s point of origin. In the
create square-edged versions of them on a grid easily, as rows, the squares are adjoining side by side or corner to
described in the following subsections. corner, as shown in diagram 2.5. To determine the num-
ber of rows a cone contains, divide its length by 5. For STEP 3: DETERMINE NUMBERS AND
example, a 30-foot cone contains six rows.
CHALLENGE RATINGS
Here’s how to create the rows. Starting with a square
adjacent to the cone’s point of origin, place one token. The process for building fights that feature only one leg-
The square can be orthogonally or diagonally adjacent endary monster is simple. The Solo Monster Challenge
to the point of origin. In every row beyond that one, Rating table shows you which challenge rating (CR) to
place as many tokens as you placed in the previous row, use for a legendary creature opposing a party of four to
plus one more token. Place this row’s tokens so that six characters, creating a satisfying but difficult battle.
their squares each share a side with a square in the For example, for a party of five 9th~level characters, a
previous row. If the cone is orthogonally adjacent to the CR 12 legendary creature makes an optimal encounter.
point of origin, you’ll have one more token to place in the For a more perilous battle, match up the characters
row; place it on one end or the other of the row you just with a legendary creature whose challenge rating is 1 or
created (you don’t have to pick the side chosen in dia— 2 higher than optimal. For an easy fight, use a legendary
gram 2.5). Keep placing tokens in this way until you’ve creature whose challenge rating is 3 or more lower than
created all of the cone’s rows. the challenge rating for an optimal encounter.
Lines. A line can extend from its source orthogonally
or diagonally, as shown in diagram 2.6. SOLo MONSTER CHALLENGE RATlNG
Party Size—
Character
ENCOUNTER BUILDING Level 6 Characters 5 Characters 4 Characters
This section introduces new guidelines on building com- lst 2 2 1
bat encounters for an adventure. They are an alternative 2nd 4 3 2
to the rules in “Creating Encounters” in chapter 3 of the
3rd 5 4 3
Dungeon Master’s Guide. This approach uses the same
4th 6 5 4
math that underlies the rules presented in that book, but
it makes a few adjustments to the way that math is pre- 5th 9 8 7’
sented to produce a more flexible system. 6th 10 9 8
This encounter—building system assumes that, as DM, 7th 11 1O 9
you want to have a clear understanding Of the threat 8th 12 11 10
posed by a group Of monsters. It will be useful to you if 9th 13 12 11
you want to emphasize combat in your adventure, ifyou
10th 14 13 12
want to ensure that a foe isn't tOO deadly for a group Of
11th 15 14 13
characters, and if you want to understand the relation-
12th 17 16 15
ship between a character’s level and a monster’s chal-
lenge rating. 13th 13 1? 16
Building an encounter using these guidelines follows 14th 19 18 17
a series of steps. 15th 20 19 13

16th 21 20 19
STEP 1: ASSESS THE CHARACTERS
17th 22 21 20
To build an encounter using this system, first take stock 22 21 20
18th
of the player characters. "This system uses the charac-
19th 23 22 21
ters’ levels to determine the numbers and challenge
20th 24 23 22
ratings of creatures you can pit them against Without
making a fight too hard or too easy. Even though char-
acter level is important, you should also take note Of If your encounter features multiple monsters, balanc-
each character’s hit point maximum and saving throw ing it takes a little more work. Refer to the Multiple
modifiers, as well as how much damage the mightiest Monsters tables, which are broken up by level ranges,
characters can deal with a single attack. Character level providing information for how to balance encounters for
and challenge rating are good for defining the difficulty characters of let—5th level, 6th—10th level, llth—15th
of an encounter, but they don't tell the whole story. You’ll level, and 16th—20th level.
make use of these additional character statistics when First, you need to note the challenge rating for each
you select monsters for an encounter in step 4. creature the party will face. Then, to create your encoun-
ter, find the level of each character on the appropriate ta-
STEP 2: CHOOSE ENCOUNTER SIZE ble. Each table shows what a single character of a given
level is equivalent to in terms of challenge rating—a
Determine whether you want to create a battle that pits
value represented by a ratio that compares numbers of
one creature against the characters, or if you want to
characters to a single monster ranked by challenge rat—
use multiple monsters. If the fight is against a single
ing. The first number in each expression is the number
opponent, your best candidate for that foe is one of the
of characters of the given level. The second number tells
game’s legendary creatures, which are designed to fill
how many monsters of the listed challenge rating those
this need. If the battle involves multiple monsters, de—
characters are equivalent to.
cide roughly how many creatures you want to use before
continuing with step 3.

it “T E' if "2 , ii'r ti t 3 E f. .3 fr? 5-4": L- }? ' i l H118


For example, reading the row for lst-level characters smaller than it is. For example, to make an easy encounu
from the let—5th Level table, we see that one lat—level tor for a party of five characters, put them up against
character is the equivalent of two CR 1/8 monsters or monsters that would be a tough fight for three charac-
one CR 1/4 monster. The ratio reverses for higher chal— ters. Likewise, you can treat the party as up to half again
lenge ratings, where a single monster is more powerful larger to build a battle that is potentially deadly, though
than a single 1st-level character. One CR 1/2 creature is still not likely to be an automatic defeat. A party of four
equivalent to three lst-level characters, while one CR 1 characters facing an encounter designed for six charac-
opponent is equivalent to five. ters would fall into this category.
Let’s say you have a party of four 3rdulevel characters.
Using the table, you can see that one CR 2 foe is a good WEAK MONSTERS AND HIGH—LEVEL
match for the entire party, but that the characters will CHARACTERS
likely have a hard time handling a CR 3 creature. To save space on the tables and keep them simple, some
Using the same guidelines, you can mix and match of the lower challenge ratings are missing from the high—
challenge ratings to put together a group of creatures er-level tables. For low challenge ratings not appearing
to oppose four 3rd-level characters. For example, you on the table, assume a 1:12 ratio, indicating that twelve
could select one CR 1 creature. That’s worth two 3rd— creatures of those challenge ratings are equivalent to
level characters, leaving you with two characters’ worth one character of a specific level.
of monsters to allocate. You could then add two CR 1/4
monsters to account for one other character and one CR STEP 4: SELECT MONSTERS
1/2 monster to account for the final character. In total, After using the tables from the previous step to deter-
your encounter has one CR 1, one CR 1/2, and two CR mine the challenge ratings of the monsters in your en—
1/4 creatures. counter, you’re ready to pick individual monsters. This
For groups in which the characters are of different lev- process is more of an art than a science.
els, you have two options. You can group all characters In addition to assessing monsters by challenge rating,
of the same level together, match them with monsters, it’s important to look at how certain monsters might
and then combine all the creatures into one encounter.
Alternatively, you can determine the group’s average
level and treat each character as being of that level for
Mqhqgihg q [Orb Cl wihloh$ i5 literal.
the purpose of selecting appropriate monsters.
The above guidelines are designed to create a fight (low wwi oi“ SeUgivxS qit owl tqlcivxg laqll cl Ufllw.
that will challenge a party while still being winnable. litis tqsizr ll L‘OUs. Cam. lad? can (:1: on IqA
on;
If you want to create an easier encounter that will
So slcicla wilclrt 12m, tlzum laws. 6}
challenge characters but not threaten to defeat them,
you can treat the party as if it were roughly one-third
-
2:; '
1:»
-

'3.
- - ..
.
_'
' "flit-Wink,
- " l' '“h...'._ _.
MULTIPLE MONSTERS: 1ST—5TH LEVEL
Challenge Rating
Character
Level 1/3 1/4 1/2 1 2 3 4
1st 1:2 1:1 3:1 5:1 — — —

2nd 1:3 1:2 1:1 3:1 6:1 — ——


3rd 1:5 1:2 1:1 2:1 4:1 6:1 —
4th 1:8 1:4 1:2 1:1 2:1 4:1 6:1
5th 1:12 1:8 1:4 1:2 1:1 2:1 3:1 5:1 6:1

MULTIPLE MONSTERS: 6TH—1OTH LEVEL


Challenge Rating
Character
Level 113 1/4 1/2 1 2 3 4 5
1:5 1:2 1:1 2:1 2:1 4:1 5:1 6:1 — — —
6th 1:12 1:9
1:6 1:3 1:1 1:1 2:1 3:1 4:1 5:1 — — —
7th 1:12 1:12
1:7 1:4 1:2 1:1 2:1 3:1 3:1 4:1 6:1 — —
8th 1:12 1:12
1:12 1:8 1:4 1:2 1:1 1:1 2:1 3:1 4:1 5:1 6:1 —
9th 1:12
1:10 1:5 1:2 1:1 1:1 2:1 2:1 3:1 4:1 5:1 6:1
10th 1:12 1:12

MULTIPLE MONSTERS: 11TH—15TH LEVEL


Challenge Rating
Character
3 4 5 6 7 8 9 10 11 12 13 14 15
Level 1 2
2:1 2:1 2:1 3:1 4:1 5:1 6:1 — —— — —
11th 1:6 1:3 1:2 1:1
1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 6:1 — — —
12th 1:8 1:3 1:2
1:9 1:4 1:2 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1
13th
1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 —
14th 1:10 1:4 1:3
1:3 1:2 1:1 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 5:1 6:1
15th 1:12 1:5

MULTIPLE MONSTERS: 16TH—2OTH LEVEL


Challenge Rating
Character
7 8 9 10 11 12 13 14 15 16 17 18 19 20
Level 2 3 4 5 6
2:1 4:1 4:1 5:1 5:1 6:1 -— -— — ——
16th 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 3:1
2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 -— — —
12th 1:7 1:4 1:3 1:2 1:1 1:1 1:1 2:1
1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1 — ——
18th 1:7 1:5 1:3 1:2 1:1 1:1
1:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1 —
19th 1:8 1:5 1:3 1:2 1:2 1:1 1:1 2:1 2:1
1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 5:1 6:1
20th 129 1:6 1:4 1:2 1:2 1:1 1:1 1:1

stack up against your group. Hit points, attacks, and number of creatures in the encounter, you can come up
saving throws are all useful indicators. Compare the with different options for building the encounter.
damage a monster can deal to the hit point maximum of
each character. Be wary of any monster that is capable
STEP 5: ADD FLAVOR
of dropping a character with a single attack, unless you The events that unfold during an encounter have to do
are designing the fight to be especially deadly. with a lot more than swinging weapons and casting
In the same way, compare the monsters’ hit points to spells. The most interesting confrontations also take
the damage output of the party’s strongest characters, into account the personality or behavior of the monsters,
again looking for targets that can be killed with one perhaps determining whether they can be communi—
blow. Having a significant number of foes drop in the cated with or whether they’re all acting in concert. Other
first rounds of combat can make an encounter too easy. possible factors include the nature of the physical envi-
Likewise. look at whether a monster’s deadliest ronment, such as whether it includes obstacles or other
abilities call for saving throws that most of the party features that might come into play, and the ever—present
members are weak with, and compare the characters’ possibility of something unexpected taking place.
offensive abilities to the monsters’ saving throws. If you already have ideas for how to flesh out your
If the only creatures you can choose from at the de— encounter in these ways, go right ahead and finish your
sired challenge rating aren’t a good match for the char- creation. Otherwise, take a look at the following sec—
acters’ statistics, don’t be afraid to go back to step 3. By tions for some basic advice on adding flavor elements to
altering your challenge rating targets and adjusting the the simple mechanics of the fight.

" L’. ! 121113411,- 151,174 .‘-.l."15'i'i;'iu:"§ M31113


MONSTER PERSONALITY RANDOM EVENTS
To address the question of a monster’s personality, you Consider what might happen in an encounter area if the
can use the tables in chapter 4 of the Dungeon Master’s characters were to never enter it. Do the guards serve in
Guide, use the Monster Personality table below, or sim- shifts? What other characters or monsters might visit?
ply jot down a few notes based on a creature’s Monster Do creatures gather there to eat or gossip? Are there
Manna} description. During the battle, you can use these any natural phenomena—such as strong winds, earth
ideas to inform how you portray the monsters and their tremors, or rain squalls—that sometimes take place
actions. To keep things simple, you can assign the same in the area? Random events can add a fun element of
personality traits to an entire group of monsters. For ex- the unexpected to an encounter. Just when you think
ample, one bandit gang might be an unruly mob of brag— a fight’s outcome is evident, an unforeseen event can
garts, while the members of another gang are always on make things more compelling.
edge and ready to flee at the first sign of danger. A number of the tables in the Dungeon Master’s Guide
can suggest random events. The tables used for encoun—
MONSTER PERSONALITY ter location, weird locales, and wilderness weather in
d8 Personality chapter 5 of that book are a good starting point for out—
door encounters. The tables in appendix A can be useful
l Cowardly; looking to surrender
for indoor and outdoor encounters—especially the tables
2 Greedy; wants treasure for obstacles, traps, and tricks. Finally, consult the ran-
3 Braggart; makes a show of bravery but runs from dom encounter tables in the next section of this book for
danger inspiration.
4 Fanatic; ready to die fighting
5 Rabble; poorly trained and easily rattled QUICK MATCHUPS
6 Brave; stands its ground The guidelines above assume that you are concerned
7 Joker; taunts its enemies about balance in your combat encounters and have
8 Bully; refuses to believe it can lose enough time to prepare them. If you don’t have much
time, or if you want simpler but less precise guidelines,
the Quick Matchups table below offers an alternative.
MONSTER RELATIONSHIPS
This table gives you a way to match a character of
Do rivalries, hatreds, or attachments exist among the
a certain level with a number of monsters. The table
monsters in an encounter? If so, you can use such re—
lists the challenge ratings to use for including one, two,
lationships to inform the monsters’ behavior during
and four monsters per character for each level. For in-
combat. The death of a much—revered leader might
stance, looking at the 3rd-1eve1 entry on the table, you
throw its followers into a frenzy. On the other hand, a
can see that a CR 1/2- monster is equivalent to one 3rd-
monster might decide to flee if its spouse is killed, or a
level character, as are two CR 1/4 monsters and four
mistreated toady might be eager to surrender and betray
CR 1/8 ones.
its master in return for its life.

MONSTER RELATIONSHIPS
QUICK MATCHUPS
Character
d6 Relationship
Level '| Monster 2 Monsters 4 Monsters
1 Has a rival; wants one random ally to suffer
lst 1/4 1/8 -*-
2 ls abused by others; hangs back, betrays at first
2nd I/2 1/4 —a
opportunity
3rd 1/2 1/4 1/8
ls worshiped; allies will die for it
4th 1/2 1/4
Chm-hum

_.I

Is outcast by group; its allies ignore it


5th 1/2
—l
mmmuwmmmbh—bwwmm

Is outcast by choice; cares only for itself


6th 1/2
mmmm—h-h-b-hwwNNN—I—I

ls seen as a bully; its allies want to see it defeated


7th 1/2
8th
—l

TERRAIN AND TRAPS


A few elements that make a battlefield something other 9th ‘
##WWWWNNMN—‘A

than a large area of flat ground can go a long way to- 10th
ward spicing up an encounter. Consider setting your en— llth
counter in an area that would provide challenges even if 12th
a fight were not taking place there. What potential perils 13th
or other features might draw the characters’ attention, 14th
either before or during the fight? Why are monsters lurk-
15th
ing in this area to begin with—does it offer good hiding
places, for instance? 16th
To add details to an encounter area at random, look to 17th
the tables in appendix A of the Dungeon Master’s Guide 18th
to determine room and area features, potential hazards, 19th
obstacles, traps, and more. 20th
O
_I

tilt-X.“ f'l‘Lil’. '2 | li)l_.'i\i.‘}lft.l.\{ M tfi'l'f'i-i'i‘; 'i'flf'.'?i..‘é Z.


RANDOM ENCOUNTERS: d100 Encounter
13_20 1d3 winged kobolds with 1d6 kobolds
AWORLD OF POSSIBILITIES 21—25 The partially eaten carcass ofa mammoth, from
Chapter 3 of the Dungeon Master’s Guide provides guid- which 1d4 weeks of rations can be harvested
ance on using random encounters in your game. This 26—29 2d8 hunters (tribal warriors)
section builds on that guidance, offering a host of ran— 30—35 1 half-ogre
dom encounter tables for you to use when you determine 36~40 Single-file tracks in the snow that stop abruptly
that a random encounter is going to take place.
41—45 1d3 ice mephits
Using the monster lists in appendix B of that book as
a basis, we’ve built a set of tables for each environment 46—50 1 brown bear
category: arctic, coastal, desert, forest, grassland, hill, 51—53 1d6 + 1 orcs
mountain, swamp, Underdark, underwater, and urban. 54—55 1 polar bear
Within each category, separate tables are provided for 56—57 1d6 scouts
each of the four tiers of play: levels 1—4, 5—10, 11—16, 58—60 1 saber-toothed tiger
and 17—20. 61—65 A frozen pond with a jagged hole in the ice that ap-
Even though you can use these tables “out of the box,”
pears recently made
the advice in the Dungeon Master’s Guide still holds
66—68 1 berserker
true: tailoring such tables to your game can reinforce
the themes and flavor of your campaign. We encourage 69—70 1 ogre
you to customize this material to make it your own. 71—72 1 griffon
In the tables, a name in bold refers to a stat block in 73—75 1 druid
the Monster Manual. 76—80 3d4 refugees (commoners) fleeing from orcs

FLIGHT, OR FIGHT, OR ‘? 81 1d3 veterans


82 1d4 orogs
Each of the results on these tables represents a certain 83 2 brown bears
kind of challenge or potential challenge.
84 1 are Eye ofGruumsh with 2d8 orcs
Ifyou let the dice have their way and the result is a
85 1d3 winter wolves
large number of monsters, the generated encounter
might be too difficult or dangerous for the characters in 86—87 1d4 yetis
their present circumstances. They might want to flee to 88 1 half-ogre
avoid contact, or not to approach any closer after per— 89 1d3 manticores
ceiving the monsters from a distance. 90 1 bandit captain with 2d6 bandits
Of course, you also have the freedom to adjust the 91 1 revenant
numbers, but it’s important to remember that not every 1 troll
92-93
encounter involving a monster needs to result in combat.
94—95 1 werebear
An encounter might indeed be the prelude to a battle,
a parley, or some other interaction. What happens next 96—97 1 young remorhaz
depends on what the characters try, or what you decide 98 1 mammoth
is bound to occur. 99 1 young white dragon
The tables also include entries for what the Dungeon 00 1 frost giant
Master’s Guide calls “encounters of a less monstrous
nature.” Many of these results cry out to be customized
or detailed, which offers you an opportunity to connect
ARCTIC ENCOUNTERS (LEVELS 5—10)
them to the story of your campaign. And in so doing, d100 Encounter
you've taken a step toward making your own personal- 01—05 2 saber-toothed tigers
ized encounter table. Now, keep going! 06—07 1d4 half-ogres
08—10 1d3 + 1 brown bears
11—15 1d3 polar bears
16—20 2d4 berserkers
21—25 A half-orc druid tending to an injured polar bear. If
ARCTIC ENCOUNTERS (LEVELs1—4) the characters assist the druid, she gives them a
vial ofantitoxin.
d100 Encounter
26—30 2d8 scouts
01 1 giant owl
31—35 2d4 ice mephits
02‘05 1d6 + 3 kobolds
36—40 2d6 +1 zombies aboard a galleon trapped in the
06—08 1d4 + 3 trappers (commoners)
ice. Searching the ship yields 2d20 days of rations.
09—10 1 owl
41—45 1 manticore-
11‘12 2d4 blood hawks
46—50 2d6 + 3 orcs
1347 2:16 bandits
51—53 1d6 + 2 ogres

in ‘xi-"TE-‘ii '_-‘ I Eiii'ityl'ilfihi maul-2‘s ‘rtimisa


d100 Encounter ARCTIC ENCOUNTERS (LEVELS 17—20)
54—55 2d4 griffons d100 Encounter
56—57 1d4 veterans 01—02 2d10 revenants
53—60 1 bandit captain with 1 druid. 1d3 berserkers, and 03—04 2d8 trolls
2d10 + 5 bandits 05~06 2d 10 werebears
61—65 1d4 hours ofextrerne cold (see chapter 5 ofthe 07—08 1 frost giant
Dungeon Master's Guide) 09—10 2d4 young remorhazes
66—63 1 young remorhaz 11—20 1d4 frost giants
69—?2 1 orc Eye ofGruumsh with 1d6 orogs and 2d8 + 6 21—25 A Circular patch of black ice on the ground. The air
orcs temperature around the patch is warmer than in
73—75 1 revenant the surrounding area. and characters who inspect
?6—80 A howl that echoes over the land for 1d3 minutes the ice find bits ofmachinery frozen within.
81—82 1d3 mammoths 26—35 1 ancient white dragon
33—84 1 young white dragon 36-—4O An adventurer frozen 6 feet under the ice; 50%
35—86 2d4 winter wolves chance the corpse has a rare magic item ofthe
37—38 1d6 + 2 yetis DM’S choice
39—90 1d2 frost giants 41—50 1d3 abominable yetis
91—92 1d3 werebears 51—60 1d4 remorhazes
93~94 1d4 trolls 61—65 A BOO—foot-high wall of ice that is 300 feet thick and
95—96 1 abominable yeti spread across 1d4 miles
97—93 1 remorhaz 66—75 1d4 recs
99 1 roc 76—80 The likeness ofa stern woman with long, flowing
00 2d4 young remorhazes hair, carved into the side ofa mountain
81—90 1d10 frost giants with 2d4 polar bears
ARCTIC ENCOUNTERS (LEVELS 11—16) 91—96 1d3 adult white dragons
97—99 2d4 abominable yetis
d100 Encounter
00 1 ancient white dragon with 1d3 young white
01 1 abominable yeti
dragons
02—04 1d6 revenants
05—10 1d4 + 1 werebears
11—20 1d3 young white dragons
21—25 A blizzard that reduces visibility to 5 feet for 1d6
hours
26—35 1 roC COASTAL ENCOUNTERS (LEVELS 1—4)
36—40 A herd of3d20 + 60 caribou (deer) moving through d100 Encounter
the snow 01 1 pseudodragon
41—50 1d4 mammoths 02—05 2d8 crabs
51—60 1d3 + 1 trolls 06—10 2d6 fishers (commoners)
61—65 A mile-wide frozen lake in which the preserved 11 1d3 poisonous snakes
corpses of strange creatures can be seen 12—13 1d6 guards protecting a stranded noble
66—75 2d4 young remorhazes 14—15 2d4 scouts
76—80 A crumbling ice castle littered with the frozen bod- 16—13 2d10 merfolk
ies ofblue-skinned humanoids 19—20 1d6 + 2 sahuagin
81—90 1 adult white dragon 21—25 1d4 ghouls feeding on corpses aboard the wreck-
91-96 1d8 + 1 frost giants age ofa merchant ship. A search uncovers 2d6
97-—99 1d4 remorhazes bolts of ruined silk, a 50-foot length ofrope. and a
00 1 ancient white dragon barrel ofsalted herring.
26—27 1d4 winged kobolds with 1d6 + 1 kobolds
28~29 2d6 tribal warriors
El 30—3i
32—33
3d4 kobolds
2d4 + 5 blood hawks
Cram1 lClAiIrxSS lAqNM all lain: lciwu.
34—35 1d8 + 1 pteranodons
not hrurr ww ulna-lbs italic eromml 36—40 A few dozen baby turtles struggling to make their
lcl/u: Cormr or loci/iiml lzl/ical (Aoor or way to the sea
glowh in lzlnqi: pilc ulnar: l lclnrm 41—42 1d6 + 2 giant lizards
all lines: AHGFUES. qruzs wi l/il: lo!
gl‘owh lcl/im still. 'llflEI-‘IH harolc‘. : " "‘ . iiiulfuifriiffiis "r! “LR—i Fid'b‘ 'i'iitil ”-

’llAlL‘ loomwtt. Sowrlciwu.


d100 Encounter d100 Encounter

43—44 1d6 + 4 giant crabs 36—40 A stoppered bottle containing an illegible note and
45—46 2d4 stirges half buried in the sand
2d6 + 3 bandits 41—43 3 sea hags
47—48
49—53 2d4 sahuagin 44—46 1d8 + 1 harpies

1d6 + 2 scouts 47—50 1d4 plesiosauruses


54—55
56—60 1 sea hag 51—53 1d4 manticores

61—65 A momentary formation in the waves that looks 54—56 2d4 ogres
like an enormous humanoid face 57—60 1d10 grifi'ons
H‘s—nun-

66—70 1 druid 61—65 A battle at sea between two galleons


71—75 1d4 harpies 66—70 1d4 + 3 merrow

76—80 A lone hermit (acolyte) sitting on the beach, con— 71—75 A pirate crew consisting of1 bandit captain, 1
templating the meaning ofthe multiverse druid, 2 berserkers, and 2d12 bandits, all searching
81 1d4 berserkers for buried treasure

82 1d6 giant eagles 76—80 A severed humanoid hand tangled in a net


83 2d4 giant toads 81-82 1 water elemental

84 1d4 ogres or 1d4 merrow 83—84 1 cyclops

85 3d6 sahuagin 85—86 1d4 banshees (night only)


86 1d4 veterans 87—88 2d4 veterans

87 1d2 plesiosauruses 89—90 1 young bronze dragon

88 1 bandit captain with 2d6 bandits 91—93 1d3 cyclopes


89 1:13 manticores 94—95 1 young blue dragon

90 1 banshee 96 1 sahuagin baron with 1d3 sahuagin priestesses

1d4 + 3 griffons and 2d8 sahuagin


91—92
97 1 djinni
93—94 1 sahuagin priestess with 1d3 merrow and 2d6
sahuagin 98 1 rec

1 sahuagin baron 99 1 marid


95—96
97—98 1 water elemental 00 1 storm giant

99 1 cyclops
00 1 young bronze dragon COASTAL ENCOUNTERS (LEVELS 11—16)
d100 Encounter
COASTAL ENCOUNTERS (LEVELS 5—10) 01 1d4 banshees (night only)
d100 Encounter 02—04 1 cyclops

01 2d8 giant wolf spiders 05—08 1d6 + 2 manticores


02—03 3d6 pteranodons 09—10 1d8 + 2 veterans
04—05 2d4 scouts 11—20 1 young blue dragon

06—07 1d6 + 2 sahuagin 21—25 A nest of1d6 dragon turtle eggs


08 1 sea hag 26—35 1d4 sahuagin barons

09—10 1d4 + 1 giant toads 36—40 A trident partially buried in the sand
11—15 3d6 sahuagin 41—50 1 young bronze dragon

16—20 2d6 giant eagles 51-55 1 marid

21—25 A pseudodragon chasing gulls through the air 56-60 1d6 water elementals
26—29 1d2 druids 61-65 2d6 ghasts crawling over 1d6 wrecked ships and
2d4 + 1 giant toads
feeding on the dead
30—32
1 commoner singing a dirge (day only) or 66—70 1 djinni
33—35
1 banshee (night only) 71—75 1d3 young bronze dragons
76—80 A beached whale, dead and bloated. Ifit takes any
damage, it explodes, and each creature within
30 feet of it must make a DC 15 Dexterity saving
ow “t °t throw, taking 5d6 bludgeoning damage on a failed
“A.

5 laul

#4
lfizrt. P‘iwfi‘fi Q . J; is (of Wow. save, or halfas much damage on a successful one.
Dawn ‘15 “”91 UAc‘h \ 81—82 2d4 cyclopes
‘ zosilt‘ lor W"
’llmlcfi wwcln 83—84 1 storm giant
85—86 1d3 young blue dragons

425.111"! iii-T :1 ) i'fii.i,‘~;l'.:i-.1'T1\£ '-.i.--\.‘1~"i'Z-Z [its i'C'ir..;:~i .‘s


d100 Encounter
8?—83 1 adult bronze dragon
89—90 1 adult blue dragon
91—93 1d3 recs DESERT ENCOUNTERS (LEVELS 1—4)
94—9? 1 dragon turtle d100 Encounter
98—99 1 ancient bronze dragon 01 3d8 scorpions
00 1 ancient blue dragon 02 2d4 vultures
O3 1 abandoned mule
COASTAL ENCOUNTERS (LEVELS 17—20) 04 2d6 commoners with 2d4 camels bound for a dis-
d100 Encounter tant city
01—10 1 rec 05 1d6 flying snakes
11—20 1 storm giant O6 2d6 hyenas or 2d6 jackals
21—25 An adult bronze dragon fighting an adult blue 07 1d6 guards escorting a noble to the edge ofthe
dragon to the death desert, all ofthem astride camels
26—40 2d6 cyclopes 08 1d6 cats
41—50 1 adult bronze dragon or 1 adult blue dragon 09 1 pseudodragon
51—60 1d3 djinn or 1d3 marids 10 1d4 poisonous snakes
61 —70 1 dragon turtle 11—13 2d4 stirges
F1—75 1d3 rocs 14-15 1d6 + 2 giant wolfspiders
76—30 1d6 + 2 waterspouts that dance on the water before 16—17 1 scout
stopping abruptly 18—20 2d4 giant poisonous snakes
81—90 1d6 young blue dragons 21—25 Sing|e~file tracks marching deeper into the desert
91—96 1 ancient bronze dragon 26~27 4d4 kobolds
9?—99 1 ancient blue dragon 23~29 1 jackalwere
00 1d3 + 1 storm giants 30—31 3d6 tribal warriors

t.21l.--\i"l-l".?l ‘3. i‘Ji_F=‘~.'IT}lf.t'.'1.\J .‘il 1.5 FER'F- THURS


d100 Encounter d100 Encounter

32—33 1d6 giant lizards 18—20 1d8 + 1 giant vultures


34—35 1 swarm of insects 21—25 A stone obelisk partly buried in the sand
36—40 An oasis surrounded by palm trees and containing 26—28 1 ogre with 1d3 half-ogres
the remnants ofan old camp 29—35 1d10 giant hyenas
41—44 3d6 bandits 36—40 1d6 +1 empty tents
45—46 1d4 constrictor snakes 41—43 1d6 + 2 thri-kreen
47—43 2d4 winged kobolds 44—46 2d4 yuan-ti purebloods
49~50 1 dust mephit 47—50 1d6 + 3 death dogs
51—52 1d3 + 1 giant toads 51—52 1d4 giant scorpions
53—54 1d4 giant spiders 53 1 fire elemental
55 1 druid 54—55 1 hobgoblin captain with 3d4 hobgoblins
56—57 2d4 hobgoblins 56 1d6 + 2 ogres
53 1 wight 57—58 1d4 lamias
59~50 1 ogre 59—60 1 air elemental
61—65 A brass lamp lying on the ground 61—65 A meteorite resting at the bottom ofa glassy crater
66—67 1d4 giant vultures 66 1d4 + 1 wights
68 1 phase spider 67—68 1 young brass dragon
69 1 giant constrictor snake 69—70 1 bandit captain with 1d3 berserkers and 3d6
30—31 1 gnoll pack lord with 1d3 giant hyenas bandns
32 1d6 + 2 gnolls 71—72 1 cyclops
73—74 1 mummy 73 1d4 couatls
75 1d3 half-ogres 74—75 1d4 yuan-ti malisons
76—30 A pile ofhumanoid bones wrapped in rotting cloth 76—80 Strong winds that kick up dust and reduce visibility
31—32 1 lamia to 1d6teetfor1d4 hours

33 1 hobgoblin captain with 2d6 hobgoblins 81—83 1 revenant with 1d3 wights
34 2d4 death dogs 84—85 1d8 + 1 phase spiders

35—36 1d4 giant scorpions 86—87 1d6 + 2 weretigers

37 1 yuan-ti malison with 1d4 + 1 yuan-ti purebloods 88—90 2d4 gnoll fangs oeenoghu

33—39 1 bandit captain with 1 druid and 3d6 bandits 91 1 young blue dragon
90 2d4 thri-kreen 92 1d4 cyclopes

91 1 air elemental 93 1d3 yuan-ti abominations


92 1d3 couatls 94 1d4 medusas

93 1 fire elemental 95 1 guardian naga

94 1d4 gnoll fangs oeenoghu 96 1d3 young brass dragons

95 1 revenant 97 1 efreeti

96 1d4 weretigers 98 1 roc

97 1 cyclops 99 1 gynOSphinx

93 1 young brass dragon 00 1 adult brass dragon

99 1 medusa
00 1 yuan-ti abomination DESERT ENCOUNTERS (LEVELS 11—16)
d100 Encounter
DESERT ENCOUNTERS (LEVELS 5—10) 01 1 young brass dragon

dioo Encounter 02—05 4d6 gnolls


01 1d6 scouts 06—10 3d10 giant hyenas

02 2d4 jackalweres 11—12 1d8 + 1 lamias


03 2d6 hobgoblins 13—14 2d4 gnoll fangs oeenoghu

04 1d4 + 3 dust mephits 15—17 1d6 + 2 giant scorpions


OS 1d6 swarms of insects 18—20 2d4 phase spiders
06 1 giant constrictor snake 21—25 A desert caravan consisting oi1d6 merchants {no-
1 lion bles) with 2d6 guards
07—08
2d4 gnolls 26—27 1d6 + 1 couatls
09—10
2d6 giant toads 28—30 1d4 fire elementals
11—12
1 mummy 31—32 1 hobgoblin captain with 3d10 + 10 hobgoblins
13—17
33—35 2d4 wights

1' ‘ | l :1. 1-" l' i" ii liiliM (.1 L1 rs Ni i‘t'fé'l' ii it ' H l ()l'. l l .l'-'.
d100 Encounter
36—40 1d6 square miles ofdesert glass
41—42 1 young blue dragon
43—45 1d6 + 2 weretigers
46—43 1d4 air elementals FOREST ENCOUNTERS (LEVELS 1—4)
49—50 1d6 + 1 yuan-ti malisons d100 Encounter
51—55 1d4 medusas 01 1 giant owl
56—60 1d4 revenants with 3d12 skeletons 02 1d4 cats
61—65 A plundered pyramid O3 2d4 woodcutters (commoners)
66—70 1d4 young brass dragons O4 1 badger or 1d4 poisonous snakes
71—75 1d3 yuan-ti abominations 05 2d8 baboons
76—73 1d6 + 2 cyclopes O6 1d6 + 3 hyenas
79—82 1 adult brass dragon O7 1 owl
33—85 1 purple worm 08 1 pseudodragon
36 1d2 young blue dragons 09 1 panther
8?—33 1 mummy lord 1O 1 giant poisonous snake
89 1d3 guardian nagas 11 1d6 + 2 boars
90 1 adult blue dragon 12 1d4 + 1 giant lizards
91 1d2 gynosphinxes 13 1 ape or 1 tiger
92-93 1d3 efreet 14 2d6 tribal warriors with 1d6 mastis
94 1 androsphinx 15 1d6 + 2 giant bats or 3d6 flying snakes
95 1d4 rocs 16 1 scout or 2d4 guards with 1d8 mastifi's
96—97 1 adult blue dracolich 17 1d8 + 1 winged kobolds
93—99 1 ancient brass dragon 18 1d3 constrictor snakes
00 1 ancient blue dragon 19 1d10 + 5 giant rats or 2d6 + 3 giant weasels
20 1d4 + 1 needle blights with 1d6 + 3 twig blights
DESERT ENCOUNTERS (LEVELS 17—20) 21—25 A lost, weeping child. lithe characters take the
d100 Encounter child home, the parents reward them with 1d3 po-
tions ofhealing.
01405 1 adult brass dragon
26 1d8 + 1 giant frogs
06410 1d2 yuan-ti abominations with 2d10 + 5 yuan-ti
27 4d4 kobolds
malisons and 4d6 + 6 yuan-ti purebloods
28 1d3 black bears
11—14 1d6 + 2 medusas
15—18 1d2 purple worms
29 3d6 stirges
30 1 satyr
19—22 2d4 cyclopes
31 2d4 kenku
23—25 An abandoned city made from white marble, empty
during the day. At night, harmless apparitions 32 1d3 vine blights with 1d12 awakened shrubs
roam the streets, replaying the final moments of 33 1d4 swarms ofravens
their lives. 34 1 faerie dragon (yellow or younger)
26-30 1d3 young blue dragons 35 1d4 + 2 giant badgers
31 —35 1 mummy lord 36—40 A young woodcutter (scout) racing through the for-
36—40 1d4 hours ofextreme heat (see chapter 5 ofthe est to rescue a lost friend
Dungeon Master’s Guide) 41 2d4 blink dogs
41—50 1d3 guardian nagas 42 1d8 +1 sprites
51—60 1d4 efreet 43 1d6 + 2 elk
61—63 An old signpost identifying a single destination, 44 1d4 lizardfolk or 3d6 bandits
called Pazar 45 1d4 + 4 wolves
64—?2 1d4 rocs 46 2d4 giant wolfspiders
?3—80 1d3 gynosphinxes 47 1 swarm ofinsects or 2d8 blood hawks
81—85 1 adult blue dracolich 48 1d6 + 2 pixies
36~90 1 androsphinx 49 1 brown bear
91—96 1 ancient brass dragon 50 1d4 + 3 goblins
97—99 1 ancient blue dragon 51 1d3 dryads
00 1d4 adult brass dragons 52 1 awakened tree

illi.--'xl"ilal--1 L’ :_11.I:-4111-_'r.1.‘~< ."al 1.51114? l'k—T'i'llf‘ ' '

._.,’__..,.
Encounter d100 Encounter
d100
1 phase spider 81 1 wereboar or 1d4 giant boars
53
54 1d6 harpies 82 1d6 + 2 giant spiders
1 ettercap or 1d8 + 1 orcs 83 1d4 centaurs or 1d4 giant elk
55
1 goblin boss with 2d6 + 1 goblins 84 1 orc Eye ofGruumsh with 2d4 + 2 orcs
56
57 1 ankheg 85 1 gnoll fang oeenoghu
58 1 giant constrictor snake 86 1d4 gricks
59 1d4 bugbears or 2d4 hobgoblins 87 1 bandit captain with 2d6 + 3 bandits
60 1 pegasus 88 1d4 wererats
A stream of cool, clean water flowing between the 89 1 couatl (day) or 1 banshee (night)
61-65
trees 9O 1 gnoll pack lord with 1d4 giant hyenas

66 1d4 half-ogres or 1 ogre 91 2d4 berserkers or 1d4 veterans


67 1 faerie dragon (green or older) 92 1 lizardfolk shaman with 1d3 swarms of poisonous
1 werewolfor 1d8 + 1 worgs snakes and 1d10 + 2 lizardfolk
68
69 1 druid harvesting mistletoe 93 1d4 displacer beasts
1 will-o’-wisp 94 1d3 green hags
70
1d4 dire wolves or 1 giant boar 95 1 hobgoblin captain with 2d6 hobgoblins and 1d4
71
1d10 giant wasps giant boars
3’2
1 owlbear or 1 giant elk 96 1 yuan-ti malison with 1d6 + 1 yuan-ti purebloods
73
2d6 gnolls 97 1d3 weretigers
3’4
1d6 giant toads 98 1 gorgon or1 unicorn
75
1d6 web cocoons hanging from the branches, hold- 99 1 shambling mound
?6—80
ing withered carcasses 00 1 yuan-ti abomination

q [(-1 r. :im a r a 5'3 I [1 ii ,‘u' ('_: {"1 i'x' _‘-.'1 .‘~. .‘wi '1‘. i=1 ' ‘~ if .73 1'. ,3 1...“?
FOREST ENCOUNTERS (LEVELs 5—10) d100 Encounter

d100 Encounter 82 2d4 displacer beasts


U1 2d4 vine blights 83 1d4 shambling mounds
02 2d6 hobgoblins or 2d6 orcs 84 1 hobgoblin captain with 3d10 hobgoblins and 4d12
03 2d4 apes or 2d4 satyrs gobfins
04 1d3 will-o'-wisps 85 1 yuan-ti abomination
05 1d4 swarms of poisonous snakes 86 1d8 + 1 phase spiders
06 1 orc Eye ofGruumsh with 1d3 orogs and 1d8 + 2 87 1d4 trolls
orcs 88 2d4 yuan-ti malisons
0? 1d3 constrictor snakes or 1d4 tigers 89 1 oni
08 1 goblin boss with 3d6 goblins 90 1d4 unicorns
09 1 faerie dragon (any age) 91 1d6 + 2 weretigers
10 1 brown bear or 1d6 + 2 black bears 92 1 young green dragon
11—13 1d4 giant boars 93 1d4 gorgons
14—15 1d8 + 1 giant spiders 94 1d6 + 2 gnoll fangs oeenoghu
16—17 1 lizardfolk shaman with 2d4 lizardfolk 95 1 treant

18 1d10 giant toads 96 1d4 revenants


19 1d4 ankhegs 97 1 grick alpha with 1d6 + 1 gricks
20 1d3 awakened trees (day) or 1 banshee (night) 98 1d4 giant apes
21—25 A small shack almost hidden by the deep forest. 99 1 guardian naga
The interior is empty aside from a large cast-iron 00 1 adult gold dragon
oven.
26 1 couatl FOREST ENCOUNTERS (LEVELS 11—16)
27—28 1d4 ogres or 1d6 + 2 half-ogres d100 Encounter
29—30 1 gnoll pack lord with 1d4 + 1 giant hyenas 01—03 1 werebear
31—32 1d6 wererats 04—05 1d4 druids performing a ritual for the dead (day
33 1d4 gricks only) or 1d4 banshees (night only)
34 1d8 + 1 yuan-ti purebloods 06—07 1d3 couatls
35 1d6 pegasi 08-10 1d3 gnoll fangs oeenoghu with 2d6 + 3 gnolls
36—40 An old stone archway ofobvious elven design. Any 11—15 2d4 displacer beasts
character who passes under it makes Wisdom (Per- 16-20 1d6 + 2 veterans
ception) checks with advantage for 1 hour. 21—25 A pool ofclear, still water. Cold coins litter the bot-
41—42 1d6 + 2 dryads tom, but they disappear if removed from the pool.
43 1d4 giant elk 26—30 1d4 + 1 green hags with 1d3 owibears
44 1d8 + 1 harpies 31—35 1d6 + 2 werewolves
45—46 1 bandit captain with 1 druid and 1d6 + 5 bandits 36—40 A small woodland shrine dedicated to a mysterious
42—48 2d4 dire wolves cult named the Siswa
49—50 2d4 bugbears 41—45 1d6 + 2 phase spiders
51—52 2d4 centaurs 46—50 2d4 yuan-ti malisons
53—54 3d10 blink dogs 51—52 1d3 werebears
55—56 1d4 owibears 53—54 1d4 revenants
511—58 1d8 + 1 berserkers 55—56 1 young green dragon
59—60 1d3 green hags 57—58 1d4 trolls
61—65 A clear pool ofwater with 1d6 sleeping animals 59—60 1d6 + 2 wereboars
lying around its edge 61—65 A group of seven people (commoners) wearing ani—
66—6? 1d4 werewolves mal masks and ambling through the woods
68—69 1 werebear 66—67 1d4 gorgons
70—71 1d8 + 1 ettercaps 68—69 1d3 shambling mounds
72—?3 2d10 elk 70—71 1 treant
14—75 1d4 veterans 72—73 1d4 unicorns
76—80 An old tree with a wizened face carved into the 74—75 1d6 + 2 weretigers
trunk 76-80 Peals ofsilvery laughter that echo from a distance
81 1d4 wereboars 81—82 1 guardian naga
83—84 1 young gold dragon

' ' E1 i_‘,"~{f_'.- EVUT‘J hi -"-.I‘4 i ]_.l-L‘."~. Tfil life .' 51:] I
d100 Encounter d1oo Encounter
85—86 1 grick alpha with 2d4 gricks 10-14 A circle of standing stones within which the air is
83—88 1d3 yuan-ti abominations utterly still, no matter how hard the wind blows
89—90 1 adult green dragon outside
91—93 1d8 + 1 giant apes 15~16 1 phase spider
94—96 2d4 oni 17~13 1 gnoll pack lord with 1d4 giant hyenas
97—99 1d3 treants 19—20 1 orog or 1 pegasus
00 1 ancient green dragon 21—22 1 ankheg
23—24 1d3 rhinoceroses
FOREST ENCOUNTERS (LEVELS 17—20) 25—28 1d3 cockatrices

d100 Encounter
29—32 1d6 + 2 giant wasps or 1d4 + 3 swarms ofinsects

01-05 1 young green dragon


33—36 1d4 jackalweres or 1d4 scouts

06—10 1 treant
37—40 1d8 giant goats or 1d8 worgs

11—13 1 guardian naga


41—44 2d4 hobgoblins, 2d4 orcs. or 2d4 gnolls

14—16 1d10 revenants


45—46 1d2 giant poisonous snakes

17—19 1d8 +1 unicorns


47—43 1d6 + 2 elk or 1d6 + 2 riding horses

20—22 1d3 grick alphas


49—50 2d4 goblins

23—25 For a few hundred feet, wherever the characters


51—52 1d3 boars

step. flowers bloom and emit soft light.


53—54 1 panther (leopard) or 1 lion

26—28 1 young gold dragon


55—58 1d6 + 3 goblins riding wolves
29—31 1d6 + 2 shambling mounds
59—62 2d6 giant wolfspiders or 1 giant eagle
32—34 2d4 werebears
63—65 1d8 + 4 pteranodons

35—37 1d4 oni


66—69 3d6 wolves

38—40 4d6 +10 elves living in a small community in the


70—74 2d4 + 2 axe beaks

treetops 75—76 1 giant boar or 1d2 tigers

41——43 1d6 + 2 gorgons


77—73 1 ogre or 1d3 bugbears
44—46 2d4 trolls 79—80 1 giant elk, or 1 gnoll pack lord with 1d3 giant
hyenas
47~49 1d4 giant apes
81—82 1d3 giant vultures or 1d3 hippogriffs
50—52 1d3 yuan-ti abominations
83—84 1 goblin boss with 1d6 + 2 goblins and 1d4 + 3
53—62 1d3 young green dragons
wolves, or 1d3 thri-kreen
63—65 A 50-foot-tall stone statue ofan elfwarrior with
hand raised, palm out, as ifto forbid travelers from
85—89 1d3 druids patrolling the wilds
coming this way 90—91 1d6 scarecrows or 1 wereboar
1d4 treants 92—93 1d3 centaurs or 1d3 griffons
66—75
A cairn set atop a low hill 94 1d3 gnoll fangs oeenoghu, or 1 orc Eye of
76—80
Gruumsh with 2d4 + 1 orcs
81—90 1 adult gold dragon
95—96 1 triceratops
91—96 1 ancient green dragon
97 1 cyclops or 1 bulette
97—99 2d4 + 1 treants
98-99 1d4 manticores
00 1 ancient gold dragon
00 1 tyrannosaurus rex

CRASSLAND ENCOUNTERS (LEVELS 6—10)


d100 Encounter
01 1d3 gorgons
GRASSLAND ENCOUNTERS (LEVELs1—5) 02 1d4 cyclopes
d100 Encounter 03—04 1d3 gnoll fangs oeenoghu
01 1 hobgoblin captain with 1d4 + 1 hobgoblins 05—06 1 chimera
02 1 chimera 07—09 1d4 + 1 veterans on riding horses
03 1 gorgon 10—11 A tornado that touches down 1d6 miles away, tear—
04 1d2 couatls ing up the land for 1 mile before it dissipates
OS 1 ankylosaurus 12—13 1d3 manticores

06 1 weretiger 14—15 2d4 ankhegs

07 1d3 allosauruses 16—17 1d8 + 1 centaurs


1d3 elephants 18—19 1d6 + 2 griffons
03—09

iii-i .—\ ii'l 1C 3-2 2") iiij T‘Jt} lat-.13.; .‘ki ‘a ié'i'i; ii ‘ E'- T (ii I1“: 1.3%
d100 Encounter d100 Encounter
20—21 1d6 elephants 70—79 1d4 + 3 gorgons
22—24 A stretch oFland littered with rotting war ma- 80—88 1d3 young gold dragons
chines, bones, and banners oFForgotten armies 89—90 A circular section oFgrass nearly a quarter-mile
25-23 1d8 + 1 bugbears across that appears to have been pressed down;
29—32 1 gnoll pack lord with 1d4 + 1 giant hyenas 1d4 more such circles connected by lines can be
33—36 2d4 scarecrows seen From overhead.
3?—40 1d12 lions 91—96 2d4 tyrannosaurus rexes
41—44 1d10 thri-kreen 97_99 1 adult gold dragon
45—46 1 allosaurus 00 1 ancient gold dragon
47—48 1 tiger
49—50 1d2 giant eagles or 1d2 giant vultures GRASSLAND ENCOUNTERS (LEVELS 17—20)
51—52 1 goblin boss with 2d4 goblins d100 Encounter
53—54 1d2 pegasi 01—10 2d6 triceratops
55—53 1 ankylosaurus 11—20 1d10 gorgons
59—62 1d2 couatls 21—25 2d6 hyenas Feeding on the carcass oFa dead
63—66 1 orc Eye oFGruumsh with 1d8 + 1 orcs dinosaur
6?—?0 2d4 hippogriFFs 26—35 3d6 bulettes
71—74 1d4 + 1 rhinoceroses 36—40 A fiery chariot that races across the sky
75—?6 1 hobgoblin captain with 2d6 hobgoblins 41—50 1d3 young gold dragons
??—?8 1d3 phase spiders 51—60 2d4 cyclopes
79—30 1d6 + 2 giant boars 61—65 A valley where all the grass has died and the
31—82 2d4 giant elk ground is littered with stumps and Fallen tree
83—34 1d4 ogres and 1d4 orogs trunks, all petrified
85—87 A hot wind that carries the stench of rot 66—75 2d10 bugbears with 4d6 goblins and 2d10 wolves
38—90 1d3 weretigers 76—80 A Friendly adventuring party oF1d6 +1 characters
91—92 1 bulette oarying races, classes, and levels (average level
93-94 A tribe oF 2d20 + 20 nomads (tribal warriors) on 1d6 + 2). They share inFormation about their recent
riding horses Following a herd oFantelope (deer). travels.
The nomads are willing to trade Food, leather, and 81—90 1d12 chimeras
inFormation For weapons. 91—96 1d6 + 2 tyrannosaurus rexes
95—96 1d6 + 2 wereboars 97—99 1 adult gold dragon
97 1 young gold dragon 00 1 ancient gold dragon
93—99 1d4 triceratops
00 1d3 tyrannosaurus rexes

GRASSLAND ENCOUNTERS (LEVELs11—16)


d100 Encounter
HILL ENCOUNTERS (LEVELS1—4)
01—05 3d6 wereboars
06—10 2d10 gnoll Fangs oFYeenoghu
d100 Encounter
11—15 1d4 bulettes 01 1 eagle

16—1? An old road oF paved stones, partly reclaimed by 02—03 2d4 baboons
wilderness, that travels For 1d8 miles in either di- 04—06 1d6 bandits
rection beFore ending 07 1d4 vultures
18—27 1d12 couatls 03 1d10 commoners
28—30 A witch (mage) dwelling in a crude hut. She oFFers 09 1 raven

potions ofhenling, antitoxins, and other consum- 10 1 poisonous snake


able items For sale in exchange For Food and news. 11—13 2d6 bandits or 2d6 tribal warriors
31—40 2d10 elephants 14 2d8 goats
41—46 2d4 weretigers 15 1d6 + 4 blood hawks
_..L
,‘::'.l'-:'.

1d8 + 1 cyclopes 16 1d4 + 3 giant weasels


-; ' '. L ....1.-.-

47—56
5?—61 1d3 chimeras 17—18 1d3 guards with 1d2 mastifl's and 1 mule
'l“__
"7m.
' i."“FIRE-

62—66 5 triceratops 19*20 1d6 + 5 hyenas


-.

6?—69 A giant hole 50 Feet across that descends nearly 21—22 2d4 stirges
500 Feet before opening into an empty cave

1.2 l l .-\.1‘*1":: 13 'Z.‘ i t) L" i": f Ir [1.11.1 ll .‘1'-'-'Ti; [-53% 1'1 11‘ 1L};
HILL ENCOUNTERS (LEVELS 5—10)
d'lOO Encounter
d100 Encounter
23225 An empty cave littered with bones
26 1 pseudodragon or 1d3 giant owls 01 1d4 pegasi or 1d3 perytons

27 1 lion or 1 panther (cougar) 02 1d6 + 2 giant goats

28-30 2d8 kobolds 03 1 manticore

31 1 hippogrifi' O4 1d8 +1 gnolls or 1d8 +1 hobgoblins


32—34 2d4 goblins 05 1d4 lions
35 1 worg 06 1d6 + 2 worgs

36 1d3 swarms of bats or 1d3 swarms of ravens 07 1d4 brown bears


37 1 giant eagle O8 3d6 axe beaks

38—40 An old dwarf sitting on a stump, whittling a piece 09 1 half-ogre with 2d6 orcs
of wood 10 2d10 winged kobolds
41 1d4 elk 11—12 1 goblin boss with 1d4 dire wolves and 2d6 goblins
42 1d4 winged kobolds with 1d6 kobolds 13 1d6 giant elk
43 1d6 + 2 giant wolfspiders 14—15 1d8 + 1 giant eagles
44—45 2d4 wolves 16—17 1d4 phase spiders
46 1 swarm of insects 18—19 1 gnoll pack lord with 2d4 giant hyenas
47 1d8 + 1 axe beaks 20 2d4 hippogris
43—49 1 brown bear or 1d3 boars 21—25 A 15-foot-tall stone statue ota dwarfwarrior that
50 1 scout has been tipped over on its side
51 1 ogre 26—27 2d4 orogs
52—53 2d4 gnolls 28—29 1d4 + 1 griffons

54 1 giant elk 30—31 1d6 + 2 harpies

55 1d3 + 1 harpies 32—33 1 orc Eye ofGruumsh with 2d6 + 3 orcs

56 1 werewolf 34—35 1d4 + 3 giant boars

5?—53 2d4 orcs 36—40 A stone door set into the side ofa steep hill, open-

59 1d4 half-ogres ing onto 15 feet ofdescending stairs that end at a


cave-in
60 1 druid or1 veteran
61—63 The corpse of an adventurer that carries an intact
41—42 1d3 green hags
explorer’s pack and lies atop a longsword 43—44 1d4 werewolves

64 1 green hag 45—46 1d6 + 2 ogres

65—66 1d3 dire wolves 47—43 1 hobgoblin captain with 2d8 hobgoblins

A small cemetery containing 2d6 graves 49—50 1 bandit captain with 3d6 bandits
67—63
69—70 1 hobgoblin captain with 2d4 hobgoblins 51—54 1 chimera

71 2d4 giant goats 55—53 1d4 ettins

72 1 manticore 59—62 1d6 + 2 veterans with 2d6 berserkers

?3—74 1d6 + 2 hobgoblins 63—65 An abandoned wooden hut

75 1 phase spider 66—69 1 galeb duhr

76—78 A pile ofdroppings from a very large bird 70—73 1 bulette

79 1 gnoll fang oeenoghu 74—77 1 wyvern

80 1d3 giant boars 78—80 2d6 + 10 goats with 1 herder (tribal warrior)

81 1 gnoll pack lord with 1d3 giant hyenas 31—32 1d3 hill giants
82 1 bandit captain with 2d4 bandits 83—84 2d4 wereboars

83 1 orc Eye ofGruumsh with 1d8 + 2 orcs 85—86 1d4 revenants


84 1d3 orogs or 1d4 berserkers 87—88 1d2 gorgons
85-86 1 ettin or 1 wereboar 89—90 1d8 + 1 gnoll fangs of'Yeenoghu
87—38 1 goblin boss with 2d6 goblins 91—93 1d4 cyclopes
89 1d3 grifi'ons 94—96 1 young red dragon

90 1d3 perytons or 1d4 pegasi 97—93 1d4 stone giants

91—96 1d3 trolls 99 1d3 young copper dragons

97—99 1 cyclops 00 1 roc

00 1 stone giant

’ 7' : 1:11 i' i"; l' ,1 EC (:1 N .‘n‘ '


HILL ENCOUNTERS (LEVELS 11—16) d100 Encounter
d100 Encounter 78—80 ld3 nobles with M4 scouts prospecting for gold
01 2d8 manticores or 2d3 phase spiders 81—85 1 adult copper dragon
| 02—04 1d6 green bags with 1d6 wyverns 86—90 2d4 stone giants
05—0? l hobgoblin captain with 1 hill giant and 4d10 91—96 1d4 recs
hobgobfins 97~99 1 adult red dragon
03—10 2d6 + 3 werewolves 00 1 ancient copper dragon
11—14 id6 + 2 ettins
15—13 id3 bulettes HILL ENCOUNTERS (LEVELS 17—20)
19—22 ld4 werebears d100 Encounter
23—24 A stream otsmoke emerging from a small chimney 01 ld2 rocs
in the hillside 02—05 1 young red dragon
25-23 1d4 wyverns 06—10 2d6 ettins
29—32 ld8 + l wereboars 11—15 ld4 bulettes
l 33—36 ld3 revenants 16—20 ldiO revenants
3?—33 A mild earthquake that shakes the region for lO 21—25 The white outline ofan enormous horse carved
seconds into the side ofa high hill
| 39—42 ld3 chimeras 26—30 id6 + l gorgons
43—46 ld4 gorgons 31—35 2d4 + l trolls
4r~50 id6 + 2 gnoll fangs oeenoghu 36—40 The scorched remains 01‘2l humanoids littering
51—54 'ld4 hill giants a hillside
55—53 1 young red dragon 41—45 2d4 hill giants
59—52 ld3 +1 galeb duhr 46—50 ld6 + 2 werebears
53—55 2d10 dwarfminers (commoners), whistling as they 51—55 2d4 galeb duhr
march toward their mine 56—60 ld4 + 2 wyverns
l 66—69 ld3 young copper dragons 61—65 A massive boulder partly buried in the earth as ifit
70—73 ld4 trolls fell or was thrown there
74—7? ld3 cyclopes

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d100 Encounter d'IOO Encounter
66—70 1 adult copper dragon 84—85 1 saber—toothed tiger
71—75 1d6 + 3 cyclopes 86—90 A sparkling stream ofwater spilling from a crevice
76—80 The stub of an old stone tower jutting from the top 91 1d2 ettins
ofa hill 92 1 cyclops
81—85 2d4 stone giants 93 1 troll
86—90 1 adult red dragon 94 1 galeb duhr
91 —96 1 ancient copper dragon 95 1 air elemental
97—99 1 ancient red dragon 96 1 bulette
00 1d2 adult red dragons with 1d3 young red dragons 97 1 chimera
98 1 wyvern
99 1 stone giant
00 1 frost giant

MOUNTAIN ENCOUNTERS (LEVELS 5—10)


MOUNTAIN ENCOUNTERS (LEVELS 1—4) d100 Encounter
d100 Encou nter 01—02 2d8 + 1 aarakocra
01—02 1 eagle 03—04 1 lion or 1 saber-toothed tiger
03—05 1d3 swarms ofbats 05—06 1d8 + 1 giant goats
06—08 1d6 goats 07—08 1d4 + 3 dwarftrailblazers (scouts)
09—11 1d10 + 5 tribal warriors 09—10 1d6 + 2 orcs
12—14 1d6 + 3 pteranodons 11—15 1d10 giant eagles
15—17 1d8 +1 winged kobolds 16—20 1d8 + 1 hippogriffs
18—20 1 lion 21—25 1d8 fissures venting steam that partially obscures a
21—24 Stairs chiseled into the side of the mountain that 20-foot cube above each fissure
climb 3d20 + 40 feet before ending abruptly 26—30 1 basilisk
25—27 2d10 stirges 31—35 1d12 half-ogres
28-30 2d4 aarakocra 36—40 A ravine blocked by a 100-foot-high wall, which has
31—»33 2d6 dwarfsoldiers (guards) with 1d6 mules laden an opening in the center where a gate used to be
with iron ore 41—45 1 manticore
34-36 1 giant eagle 46—50 2d4 harpies
37—38 A small shrine dedicated to a lawful neutral god, 51‘52 1 galeb duhr
perched on a stone outcropping 53e54 1 bulette
39—41 2d8 + 1 blood hawks 55—56 1d10 berserkers
42-44 1 giant goat 57—58 1d3 hell hounds
45-47 3d4 kobolds 59—60 1d8 + 1 veterans
48—50 1 half-ogre 61—65 A distant mountain whose peak resembles a tooth
51—53 1 berserker 66—69 1d4 ettins
54—55 1 orog 70~73 1 wyvern
56 1 hell hound 74—75 1 orc Eye ofGruumsh with 1d6 orogs and 3d6 + 10
57 1 druid orcs
58—59 1 peryton 76—80 A row of1d10 + 40 stakes upon which the bodies of
60~61 1d2 hippogrifis kobolds, dwarves, or orcs are impaled
62 1 manticore 81—83 1 fire giant
63—64 1d6 + 2 scouts 84—85 1 young silver dragon
65—67 Enormous footprints left by a giant, which head 86—87 1d4 air elementals
into the mountain peaks 88—90 1d4 trolls
68—73 2d4 orcs 91~92 1d3 +1 cyclopes
74—75 1 giant elk 93~94 1d4 chimeras
76—77 1 veteran 95—96 1 cloud giant
78—79 1 orc Eye ofGruumsh 97 1 roc
80 1d4 harpies 98 1d4 stone giants
81 1 ogre 99 1 young red dragon
82 1 griffon DO 1d4 frost giants
83 1 basilisk

1'1-1-11‘1‘1 111.1 1: 1.'t-:£:~-c-::;1-'ti;» 1;:411:12~s "1'1'11 11.1:


MOUNTAIN ENCOUNTERS (LEVELs 11—16) (1100 Encounter
d100 Encounter 31—35 1d4 rocs
01—02 1d8 + 1 basilisks 86—90 1d4 young red dragons
03—04 2d4 hell hounds 91—96 1 ancient silver dragon
05—06 1d3 chimeras 97—00 1 ancient red dragon
07—03 1 galeb duhr
09—10 2d6 veterans
11—1 5 1 young silver dragon
16—20 2d4 trolls
21-25 1 red dragon gliding through the sky above the
highest mountaintops SWAMP ENCOUNTERS (LEVEL51—4)
26—30 1d8 + 1 manticores d100 Encounter
31—35 1d4 cyclopes 01 1d4 poisonous snakes
36—40 Heavy snowfall that lasts for 1d6 hours 02—05 3d6 rats
41—45 1d10 air elementals 06—10 2d8 ravens
46—50 1d6 + 2 bulettes 11-12 3d6 giant rats
51—55 1d4 stone giants 13 1d10 + 5 tribal warriors
56—60 1 fire giant 14—15 1d8 + 1 giant lizards
61—65 2 stone giants playing catch with a boulder a few 16—17 1 crocodile i .
hundred feet away 18-19 1 swarm of insects 1
66—70 1013 + 1 ettins 20 1 giant spider ;
71—75 1d3 frost giants 21—22 1d4 +1 mud huts partially sunken in murky water
76—30 A wide crevasse, its depths shrouded in mist 23-25 2d8 + 1 kobolds
81—35 1d4 cloud giants 26 2d4 mud mephits
36—90 1 adult silver dragon 27—29 1d6 + 2 giant poisonous snakes
91—96 1 adult red dragon 30 2d4 winged kobolds
97—93 1d4 rocs 31—32 1 scout :
99 1 ancient silver dragon 33—34 The corpse ofan adventurer tangled in the weeds.
00 1 ancient red dragon Looting the body turns up an explorer's pack and
perhaps (50% chance) a random common magic
MOUNTAIN ENCOUNTERS (LEVELS 17—20) item.

£1100 Encou nter 35—38 1 giant toad


01—05 1d10 bulettes 39—41 1d6 + 2 constrictor snakes
06—10 1:18 +1 chimeras 42—44 2d4 giant frogs
11—15 1 adult silver dragon 45 1d8 + 1 swarms ofrats or 1d6 + 2 swarms ofravens
16—20 1d8 + 1 wyverns 46—48 2d10 stirges
21—25 A massive boat perched atop a mountain 49—52 2d6 + 3 bullywugs
26—30 2d4 galeb duhr 53-54 1d8 + 1 orcs
31-35 1d4 frost giants 55—56 1d4 yuan-ti purebloods
36—40 A wooded valley haunted by secretive and reclusive 57 1 druid
elves who tell warily oftheir master: a mad wizard 58-59 1 yuan-ti malison
who lives in the heart ofthe valley 60-62 1 giant constrictor snake
41—45 1d10 air elementals 63-64 A high-pitched shriek that lasts for 1d4 minutes
46—50 1d6 + 3 trolls 65—67 2d4 lizardfolk
51—55 1 adult red dragon 68—69 1d4 ghouls
56—60 1d4 cloud giants 70—71 1 will-o’-wisp
61-65 A waterfall hundreds offeet high that drops into a 72 1 wight
clear pool 73 1 ghast
66—70 1d3 fire giants 74—75 1 swarm of poisonous snakes
71—75 2d4 stone giants 76—77 A foul stench bubbling up from brackish waters
76—30 A force of100 dwarves (veterans) standing guard 78—80 1d4 + 2 ogres
Laugh...

at a mountain pass, permitting no passage until 81—83 1 shambling mound


a traveler pays 100 gp (ifon foot) or 200 gp (if
“five.

84—86 1 lizardfolk shaman with 1d6 giant lizards and 2d10


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L

mounted) lizardfolk

1
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d100 Encounter d100 Encounter

87 1 troll 89-90 1d6 + 1 yuan-ti malisons


1d4 green hags 91—93 1d4 + 1 trolls
88—89
90—91 1 revenant 94—96 1d10 revenants

92—93 1 giant crocodile 97—99 1d8 + 1 water elementals

94—95 1 orc Eye ofGruumsh with 1d3 orogs and 2d6 + 3 00 1d3 hydras
orcs
96—97 1 young black dragon SWAMP ENCOUNTERS (LEVELS 11—20)
98 1 yuan-ti abomination d100 Encounter
99 1d4 water elementals 01—10 1d4 giant crocodiles
00 1 hydra 11—15 1d3 yuan-ti abominations
16—20 1d6 +1 green hags
SWAMP ENCOUNTERS (LEVELS 5—10) 21—25 A large, spreading tree from which 2d6 armored
d100 Encounter knights hang by the neck
01 1 green hag 26-30 2d4 wights

02—03 2d4 giant lizards or 2d4 giant poisonous snakes 31—35 1d8 + 1 yuan-ti malisons

04—05 2d8 winged kobolds 36—40 Fog that rolls across the terrain, making the area
06—07 1d10 + 1 bullywugs with 1d8 + 1 giant frogs within 1d3 miles heavily obscured for 1d4 hours
08—09 1 druid 41_45 1d4 revenants
10 1d8 + 1 swarms ofinsects 46—50 1d6 shambling mounds
11—13 1d12 ghouls 51—55 1d10 water elementals
14—16 2d8 scouts 56—60 1d4 young black dragons
17—19 2d10 orcs 61—65 An eerie, bat-headed idol almost completely cov-
ered by vines
20—22 2d4 giant spiders
66—70 1d8 + 2 trolls
23—24 Tainted water that exposes creatures that move
through it to sight rot (see “Diseases" in chapter 8 71—75 1d3 hydras
ofthe Dungeon Master’s Guide) 76—80 The sound ofdrums beating several miles away
25—27 1d6 + 2 giant toads 81—96 1 adult black dragon

28—30 3d6 lizardfolk 97—00 1 ancient black dragon


31—33 1d8 + 1 yuan-ti purebloods
34—36 1d4 + 1 swarms of poisonous snakes
32—38 A bloated humanoid corpse floating facedown in
the water
39—41 1 shambling mound
42—44 1d4 + 1 will-o’-wisps UNDERDARK ENCOUNTERS (LEVELS 1—4)
45—47 2d6 crocodiles d100 Encounter

48—50 1d4 + 1 giant constrictor snakes 01 1 mind flayer arcanist


51—54 1 lizardfolk shaman with 1d3 swarms of poisonous 02 1d3 + 1 giant poisonous snakes
snakes and 1d8 + 2 lizardfolk 03 1d3 giant lizards
55—58 1d8 + 1 ogres 04 2d4 giant fire beetles
59—62 2d4 ghasts 05 1d8 + 1 flumphs
63—65 An altar partially sunk into the mud, devoted to a 06 1 shrieker
god that is part human and part frog 07 1d12 giant rats
66-69 1 giant crocodile 08 2d4 kobolds
70—73 1 shambling mound 09 1d8 +1 stirges
74—77 1 orc Eye ofGruumsh with 1d3 ogres and 2d10 + 5 10 2d4 humans (tribal warriors) seeking the way to the
orcs surface, fleeing their Underdark oppressors
78—80 A torrential rain that lasts 1d6 minutes and puts 11—12 1d10 troglodytes
out all unprotected flames within 1 mile 13—14 1d2 gray oozes
81—82 1 young black dragon 15—16 3d6 stirges
83-84 1d4 green bags with 1d6 +1 ogres 17—18 1d3 magma mephits
85—86 1 yuan-ti abomination 19—20 1d10 goblins
8?—88 1d4 + 1 wights 21—22 Orc graffiti on the walls, suggesting something
rude about the mother of someone named |<rusk

i) l. ‘ i‘w.‘ 'C L- i' ("L1 '«i "if.“{l' l; 11' h 1‘71 0 L14


d100 Encounter d100 Encounter
23—24 1 swarm of insects 85 1 druid with 1 polar bear (cave bear}
25 1 deep gnome 86 1 hobgoblin captain with 1d4 half-ogres and 2d10
26—28 1d8 + 1 drow hobgoas
29—30 1d4 violet fungi 87 1 earth elemental or 1 black pudding
31~32 1d12 kuo-toa 88 1 kuo—toa monitor with 1d8 + 1 kuo-toa whips
33 1 rust monster 89 1 quaggoth thonot with 1d3 quaggoths
34—35 A rubble—strewn passage that appears to have been 9O 1 beholder zombie or 1 bone naga
recently cleared after a cave-in 91 1 orc Eye ofGruumsh with 1d4 orogs and 2d8 orcs
36—37 1d8 + 1 giant bats 92 1d4 ghasts with 1d10 ghouls
33—39 3d6 kobolds 93—395 A reeking puddle where slimy water has dripped
40—41 2d4 grimlocks from the ceiling
42—43 1d4 + 3 swarms of bets 96 1 otyugh or 1 roper
44 1 dwarf prospector (scout) looking for gold 97 1 vampire spawn
45 1 carrion crawler or 1 gelatinous cube 98 1 chimera
46 1d8 darkmantles or 2d4 piercers 99 1 mind flayer
47 1 hell hound 00 1 spirit naga
43 1d3 specters
49 1d4 bugbears UNDERDARK ENCOUNTERS (LEVELS 5—10)
50 1d10 + 5 winged kobolds d100 Encounter
51 1d4 fire snakes 01 3d6 swarms of bats
52 2d8 + 1 troglodytes 02 1d4 giant spiders or 1d4 giant toads
53 1d6 giant spiders 03 1 mimic
54 3d6 kuo-toa 04 2d4 gray oozes
55 1 goblin boss with 2d4 goblins 05 2d10 orcs or 3d6 troglodytes
56 4d4 grimlocks 06 3d6 grimlocks
57 1 ochre jelly 07 1d6 + 2 magma mephits
53 2d10 giant centipedes 08 1 goblin boss with 2d4 goblins
59 1 nothic or 1 giant toad 09 2d4 darkmantles
60 1d4 myconid adults with 5d4 myconid sprouts 10 2d8 + 1 drow
61 1 minotaur skeleton or 1 minotaur 11 2d10 piercers
62 3d6 drow 12 1d4 minotaur skeletons
63 1 mimic or1 doppelganger 13—14 3d6 deep gnomes
64 1d6 + 3 hobgoblins 15 1 druid with 1 polar bear (cave bear)
65 1 intellect devourer or 1 spectator 16—17 3d6 orcs
66 1d8 + 1 orcs 18 1 bone naga
67—63 A faint tapping coming from inside a nearby wall 19—20 2d6 bugbears
69 1 gibbering mouther or 1 water weird 21—25 Luminescent fungi growing on the walls ofa moist
70 1d12 gas spores cave, filling it with dim light
71 1 giant constrictor snake 26 2d4 specters
72 1d10 shadows 27 1d12 + 4 shadows
73 1d3 grells 28 1d3 gibbering mouthers
74 1d4 wights 29—30 4d4 hobgoblins
75 1d8 + 1 quaggoth spore servants 31—32 1d4 carrion crawlers
76 1d2 gargoyles 33—34 1 black pudding
77 1d4 ogres or 1d3 ettins 35 1d4 ochre jellies
73 1d4 dwarf explorers (veterans) 36—40 A patch of mold that appears yellow when light is
79—30 An abandoned miners' camp spattered with blood directed toward it
and littered with the contents of1d3 dungeoneer’s 41 1d4 nothics
packs 42—43 2d8 + 1 gas spores
81 1 chuul or1 salamander 44—45 1d3 gelatinous cubes
82 1d4 phase spiders or 1d3 hook horrors 46 1 ghost
n"
.1.“

Sd4 duergar - ,2?! 3:? t


83 47443 1 flameskull
84 1 ghost or 1 flameskull or 1 wraith 49—50 2d8 duergar

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r-v. I
x ,7
UNDERDARK ENCOUNTERS (LEVELS 11—16)
d100 Encounter
d100 Encounter
51 1 wraith
1 umber hulk 01—02 3d6 carrion crawlers
52
1 xorn 03—04 1d6 + 1 gelatinous cubes
53
54 1d6 + 2 dwarfhunters (veterans) searching for 05—06 1d8 + 2 gibbering mouthers
trolls 07—08 2d8 minotaur skeletons

55 1 hobgoblin captain with 3d10 hobgoblins 09—10 2d6 ochre jellies

56 1 roper 11—12 2d4 doppelgangers

57 1 kuo-toa monitor with 1d4 kuo-toa whips and 1d8 13—14 1d4 quaggoth thonots with 1d10 + 2 quaggoths
+ 1 kuo-toa 15—16 1d3 ropers
58 1d3 water weirds 17—18 3d6 gargoyles
59 1d4 ghasts with 1d10 ghouls 19—20 1d10 mimics

60 1 otyugh 21—25 A 100-foot-long ravine, 4d10 feet wide and 5d20 +

61—62 A merchant caravan consisting of1 drow mage, 2 200 feet deep
drow elite warriors, and 2d10 quaggoths 26—27 1 hobgoblin captain with 3d10 hobgoblins
63 1d4 wights 28—29 2d4 spectators
64 1d4 doppelgangers 30—31 3d6 ghasts
65 2d8 fire snakes 32—33 2d8 intellect devourers
66 1d4 spectators 34—35 1d3 orc Eyes ofGruumsh with 2d4 orogs and 2d10
67 1 orc Eye ofGruumsh with 1d4 orogs and 2d10 + orcs
3 orcs 36-40 A large cave containing 2d10 extraordinarily de-
68 1d3 vampire spawn tailed statues ofvarious creatures
69 1d4 hook horrors or 1d4 minotaurs 41—42 1d8 + 1 kuo—toa monitors

70 3d6 quaggoth spore servants 43—44 2d4 water weirds

71—72 1d3 grells 45—46 2d1O gricks


73 1d6 + 1 intellect devourers 47—48 3d6 nothics

74 1d10 gargoyles 49—50 2d8 + 1 ogres


75 1 beholder zombie 51—52 1d6 + 2 chuuls

76—77 1 quaggoth thonot with 2d4 quaggoths 53-54 1d8 + 1 ettins

73 1d6 ettins or 1d4 trolls 55 3d6 grells

79 1d8 + 1 phase spiders 56 2d4 flameskulls

30 1 fomorian or 1d3 cyclopes 57 2d12 dwarf soldiers (veterans) on patrol


31 1d4 earth elementals 58 2d8 hell hounds

32 3d6 ogres 59 1d10 ghosts

33 1d4 + 1 chuuls 60 3d4 wights

34 1d10 hell hounds 61 3d6 phase spiders


35 1d3 drow elite warriors 62 1d8 +1 bone nagas

36 1d4 chimeras 63—65 A shrill scream followed by dark laughter


37 1d4 salamanders 66 1d4 chimeras

33 1 cloaker 67 1d10 black puddings


39 2d4 wights 68 3d6 minotaurs

90 1d4 driders 69 2d4 otyughs

91 1 fire giant 7O 1d6 + 1 beholder zombies

92 1 grick alpha with 2d4 gricks 71 4d4 hook horrors

93 1 mind flayer arcanist 72 1d8 +1 umber hulks


94 1d4 drow mages 73 2d4 salamanders
95 1 spirit naga 74 1d3 grick alphas
96 1d4 mind flayers 75 1d6 + 2 xorn
97 1 behir 76—80 A ruined village that once belonged to deep
93 1 aboleth gnomes. A search has a 50% chance of uncovering
1d3 potions ofheoling and a 25% chance offinding
99 1 dao or 1 stone giant
a random common magic item.
00 1 beholder
81 2d4 earth elementals
82 1d3 spirit nagas
d100 Encounter
33 1d3 + 1 cyclopes
34 1d6 + 2 trolls
85 2d4 stone giants
86 2d4 wraiths
d100 Encounter
87 1d4 fomorians
63—65 1d20 + 20 spiders crawling on the walls oFa web-
38 1d3 drow mages with 1d4 drow elite warriors
filled cave
39 1d10 vampire spawn
66—63 1d4 fire giants
90 1d3 cloakers
69—70 1d1O mind flayers
91 1d4 fire giants
71 —73 2d4 stone giants
92 1 mind flayer arcanist with 1d6 + 1 mind flayers
74—76 1d12 cyclopes
93 1d4 dao
77—30 A large cave in which stands a 50-Foot-tall idol of
94 1d8 + 1 driders
Blibdoolpoolp
95 1d3 behirs
81—85 1d3 dao
96 1d4 aboleths
86—90 1d4 beholders
97 1 beholder
91—93 1d4 behirs
98 1 young red shadow dragon
94—96 1 death tyrant
99 1 death tyrant
97—99 1d3 purple worms
00 1 purple worm
00 2d4 aboleths

UNDERDARK ENCOUNTERS (LEVELs17—2o)


d100 Encounter
01 1d4 grick alphas
02 2d8 spectators
03—04 3d6 minotaurs or 2d8 kuo-toa monitors UNDERWATER ENCOUNTERS (LEVEL51—4)
05-06 2d3 grells d100 Encounter
07—08 2d10 phase spiders 01—10 3d6 quippers
09—10 4d4 hell hounds 11-14 2d4 steam mephits
11—12 1d6 + 2 ropers 15-18 1d4 sahuagin
13—14 2d10 wights 19—22 2d6 merfolk
15—16 3d6 doppelgangers 23—25 2d4 corpses ofdrowned sailors tangled in kelp
17—18 1d8 + 1 chimeras 26—29 2d4 constrictor snakes
19—20 1d4 cloakers 30—33 1d4 reefsharks
21 1d4 hobgoblin captains with 5d10 hobgoblins 34—37 1 swarm ofquippers
22—23 1d8 + 1 earth elementals 38—40 A bed ofenormous clams
24—25 2d4 vampire spawn 41—45 1d10 mert'olk with 1d3 giant sea horses
26—27 3d6 minotaurs 46—50 1 giant octopus
23—30 A 30-foot-tall inverted black pyramid floating 1 inch 51—55 1 merrow
above the floor in a large cave 56—60 1 plesiosaurus
31—32 1d10 beholder zombies 61—65 2d10 pieces ofcorroded brass dinnerware littering
33—34 1d4 mind flayer arcanists the bottom
35—36 1d6 + 2 otyughs 66-70 1 giant constrictor snake
37—38 1d12 trolls 71—75 1 sea hag
39—40 1d10 wraiths 76—80 A school of silvery fish darting through the water
41—43 A beautiful obsidian sculpture ofa panther lying on 81-85 1d4 hunter sharks
the floor 86-90 1 sahuagin priestess with 2d4 sahuagin
44—45 1d4 drow mages with 1d6 drow elite warriors 91—96 1d4 killer whales
46—47 1d4 spirit nagas 97—98 1 giant shark
43—49 1d8 + 1 salamanders 99 1 water elemental
50—51 2d4 umber hulks 00 1 sahuagin baron
"I; :fi-‘_-____.

52—53
filii- .::,""1::
;

1d10 xorn
54—56 1 young red shadow dragon
-,_.'
.
\

"-11:35-

5?—59 2d4 fomorians


.

60—62 1d8 + 1 driders

i l i "l. 1 i‘. l-‘. '52 1.1-2 i..- 'T l“: “:5 .-"l Ell ill. ’ H ‘i.l'1'1l...‘~ .
URBAN EncounnERs(LEVELs1—4)
UNDERWATER ENCOUNTERS (LEVELS 5—10) d100 Encounter
d100 Encounter 01 1d6 cats
01—02 3d6 steam mephits 02—03 1 commoner with 1d6 goats
03—04 1d10 sahuagin 04—05 2d10 rats
05—06 1 giant octopus 06 1 raven perched on a signpost
07—08 3d6 constrictor snakes 07 1 commoner on a draft horse
09—10 2d10 merfolk with 1d4 giant sea horses 08 2d4 mastiffs
11—15 1d4 sea hags 09 1d2 commoners leading 1d4 mules or 1d4 ponies
16—20 2d4 swarms ofquippers 10 1 pseudodragon
21—25 A sunken galleon with a 50% chance ofa random 11 ispy
treasure hoard inside (roll on the Treasure Hoard: 12—13 1d8 + 1 acolytes
Challenge 5—10 table in chapter 7 ofthe Dungeon 14 1d6 + 6 flying snakes
Master’s Guide) 15 3d6 kobolds
26—30 1d4 plesiosauruses 16 2d4 giant centipedes
31—35 3d6 reefsharks 17 1d8 + 1 skeletons
36—40 An abandoned bathysphere 18—19 1d6 + 2 swarms of rats
41—50 1d4 giant constrictor snakes 20 1d12 zombies
51—55 2d4 hunter sharks 21—25 A peddler weighed down with a load of pots, pans,
56—60 1d3 sahuagin priestesses with 2d10 sahuagin and other basic supplies
61—65 An empty castle made from coral 26 1 giant wasp
66—70 1d4 killer whales 27—28 1 warhorse
71—75 1d10 merrow 29 2d8 cultists
76—80 An eerie statue ota squatting humanoid, with bat 30—31 3d4 giant rats
wings on its back and tentacles sprouting from its 32 2d8 stirges
face 33 1d3 + 2 giant poisonous snakes
81—85 1d4 water elementals 34 1d4 + 2 swarms of bats
36—90 1 sahuagin baron with 2d8 sahuagin 35 2d4 winged kobolds
91—96 1d4 giant sharks 36—40 A wagon loaded with apples that has a broken
97—99 1 marid wheel and holds up traffic
00 1 storm giant 41 1 crocodile
42—43 1 swarm ofinsects
UNDERWATER ENCOUNTERS (LEVELS 11—20) 44—45 3d6 bandits
d100 Encounter 46—47 1d3 + 2 nobles on riding horses with an escort of
01—10 1 sahuagin baron with 1d4 sahuagin priestesses 1d10 guards
and 2d1O sahuagin 48 2d4 kenku
11—35 1d10 killer whales 49 1d6 + 2 smoke mephits
36—40 A ghost ship passing overhead, containing 2d6 + 50 1d8 + 1 swarms ofravens
10 ghosts 51—52 1 wererat
41—60 1d6 giant sharks 53—54 1d3 half-ogres
61—65 A1-mile-radius sphere of effervescent water that 55—56 1 mimic
allows air-breathing creatures to breathe water 57—58 1d4 ghouls
while in the sphere 59—60 1d4 specters
66—75 1d10 water elementals 61—62 1d10 shadows
76—80 A shimmering, blue-green portal to the Elemental 63—65 Someone empties a chamber pot onto the street
Plane ofWater from a second-floor window
81—90 1d4 marids 66—67 1 ghast
91—96 1d3 storm giants 68-69 1 priest
97—99 1 dragon turtle 70—71 1 will-o’-wisp
00 1 kraken 72—73 1d3 giant spiders
d'IOO Encounter d100 Encounter

74—?5 1d4 yuan-ti purebloods 05—06 2d8 skeletons


76—?7 2d4 thugs 07—08 1d6 swarms of bats and 1d6 swarms of rats
78—80 A doomsayer who preaches the end ofthe world 09—10 3d6 winged kobolds
from a street corner 11—13 2d4 specters
31 1 cambion 14—16 1d4 wights
82 1 vampire spawn 17—19 4d4 acolytes on draft horses
33 1 couatl 20—22 3d6 giant centipedes
34 1 ghost 23—25 A talkative urchin, badgering passersby to serve as
85 1 succubus or1 incubus their guide through the community for a price of
36 1 bandit captain with 3d6 bandits 1 sp
8? 1d4 + 1 cult fanatics 26—28 1d10 spies
88 1 knight or1 veteran 29—31 3d6 crocodiles
89 1 water weird 32—34 1d6 + 2 swarms of insects
90 1 Wight 35—37 2d4 smoke mephits
91 1 mage 38—40 A noble shouts "Stop! Thief!” at a fleeing scoundrel
92 1 shield guardian (bandit)
93 1 gladiator 41—43 1 succubus or 1 incubus

94 1 revenant 44—46 1d10 half-ogres


95 2d4 gargoyles 47—49 2d10 giant wasps

96 1d4 doppelgangers 50—51 4d10 zombies

97 1 oni 52-53 1d4 knights on warhorses

93 1 invisible stalker 54—55 1d4 + 1 water weirds

99 1d3 + 1 phase spiders 56—57 1d8 + 1 mimics

00 1 assassin 58—59 2d8 giant spiders


60—61 3d6 shadows
URBAN ENCOUNTERS (LEVELS 5—10) 62-65 An actor leans out from a second-story window to
call to passersby, announcing a show
d100 Encounter
66-67 1 bandit captain with 3d8 bandits
01—02 1d10 kenku
68—69 1d10 will-o’-wisps
03—04 2d5 giant centipedes
70—71 2d4 priests: -
d100 Encounter d100 Encounter
El 1 72.474 3d6 yuan-ti purebloods 66—69 A scruffy commoner that ducks into an alley in I

75—76 2d10 thugs make a purchase from a suspicious-looking figure l


l
77—80 A fortunenteller reads cards for those who pay a 70—72 1d8 invisible stalkers l
3' ;
price of1 sp 73—75 1d8 + 1 gladiators l
El
l I 81 1d3 gladiators 76—80 Two farmers trading blows over the price of pota-
82 1d4 +1 couatls toes (50% chance for one farmer to be a retired
83 1d8 ghosts assassin)
: 84 2d4 doppelgangers 81 -82 1d4 young silver dragons
85 1d6 +2 phase spiders 83—84 1d4 assassins
l 86 2d4 veterans 85—86 1d8 oni

i 87 1d8 ghasts with 2d6 ghouls 87—88 1d4 mages with 1d4 shield guardians
i 88 3d6 gargoyles 89—90 1d10 vampire spawn
89 2d10 cult fanatics 91—92 1 adult silver dragon
i 90 3d6 wererats 93—94 1d4 gray slaadi
I 91 1 assassin 95—96 1 spellcaster vampire or 1 warrior vampire
92 1d3 invisible stalkers 97 1 archmage speeding down the street on a riding
._ 93 1 gray slaad horse, blasting 1d4 guards with spells
l 94 1 young silver dragon 93 l rakshasa
'. i 95 1d4 cambions or 1d4 revenants 99 1 vampire
ii I _ 96 3d6 wights 00 1 ancient silver dragon

E; j 97 1 archmage
i' l 98 2d4 vampire spawn or 1d4 oni URBAN ENCOU NTERS (LEVELS 17-20)
I' ' 99 1 mage with 1 shield guardian d100 Encounter

; 00 l rakshasa or l mmPire 01—05 1d10 invisible stalkers


l 06—10 1d10 revenants
i URBAN ENCOUNTERS (LEVELS 11—16) 11—14 1d6+2gladiators
i d100 Encounter 15—18 2d4 cambions

i 01 1 mimic 19—22 2d6 succubi or 2d6 incubi


: 02—05 1 bandit captain with Sd10 bandits, all on riding 23-25 A witch (archmage) who zooms overhead on a
E horses broom offlying
:3 06—10 1d10 knights on warhorses (one knight is a doppel- 26—30 ld4 gray slaadi
ganger) 31—35 2d8 couatls
11—13 1d8 succubi or 1d8 incubi 36—40 A distraught parent who rushes up to people, beg-
-;i 14—16 3d5 cult fanatics ging for help for a child who fell into the sewer

: 17-19 1d10 wights 41—45 1d3 young silver dragons

l 20—22 3d6 wererats 46—50 3d6 ghosts


23—25 A distant boom followed by a plume of smoke ris- 51-55 l adult SilVEI‘ dragon
ii ing from the other side ofthe community 56—60 1d4 mages with 1d4 shield guardians

l 26—28 1d8 +1 ghosts 61—65 An aggressive merchant who hawks wares to pass-
l'“-"""ll .' 29_3] 2d10 gargoyles ersby, claiming to be the purveyor ofthe finest silks
I " 32—34 1d6 + 2 water weirds ”1 all the land
: 35-37 1d4 + 4 will-o'-wisps 66-70 1 ancient silver dragon

- 38—40 Street performers putting on a puppet show, in- 71—75 3d6 vampire spawn
l volving two puppets beating each other with sticks 76-80 A patrol 01‘2l guards marching uP the street,
to the amusement ofthe gathered crowd searching for someone or something
41—43 2d4 couatls 81—85 1d10 assassins
44-45 zdg ghasts 86—90 1d4 + 1 gray slaadi

47—51 1d8 + 1 veterans 91—93 ll Ohi

l l- 52—55 3d4 priests 94—96 1 spellcaster vampire or 1 warrior vampire


alt 56—58 2d4 cambions 97 1d4 archmages

I' 59—61 1d10 revenants 93 1d3 rakshasas


2 li
a? “if“ 62—65 2d4 phase spiders 99 1d4 vampires
i l “I " 00 1 tarrasque
' I
l E ll 1..Ei.‘\.i" i'IE H L" i lit‘Nt-iirrrx tuits'l [ii-1‘s '1"; im a

it i
i '
the location of the trigger and the activity that causes
TRAPS REVISITED the trap to activate.
The rules for traps in the Dungeon Master’s Guide pro- Effect. A trap’s effect occurs after it activates. The
vide the basic information you need to manage traps trap might fire a dart, unleash a cloud of poison gas,
at the game table. The material here takes a different, cause a hidden enclosure to open, and so on. This en—
more elaborate approach—describing traps in terms of try specifies what the trap targets, its attack bonus or
their game mechanics and offering guidance on creating saving throw DC, and what happens on a hit or a failed
traps of your own using these new rules. saving throw.
Rather than characterize traps as mechanical or magi- Countermeasures. Traps can be detected or defeated
cal, these rules separate traps into two other categories: in a variety of ways by using ability checks or magic.
simple and complex. This entry in a trap’s description gives the means for
counteracting the trap. It also specifies what happens, if
SIMPLE TRAPS anything, on a failed attempt to disable it.
A simple trap activates and is thereafter harmless or
RUNNING A SIMPLE TRAP
easily avoided. A hidden pit dug at the entrance of a
To prepare for using a simple trap in play, start by mak—
goblin lair, a poison needle that pops from a lock, and
ing note of the characters’ passive Wisdom (Perception)
a crossbow rigged to fire when an intruder steps on a
scores. Most traps allow Wisdom (Perception) checks
pressure plate are all simple traps.
to detect their triggers or other elements that can tip off
ELEMENTS or A SIMPLE TRAP their presence. If you stop to ask players for this infor-
The description of a simple trap begins with a line that mation, they might suspect a hidden danger.
gives the trap’s level and the severity of the threat it When a trap is triggered, apply its effects as specified
poses. Following a general note on what the trap looks in its description.
like and how it functions are three paragraphs that tell If the characters discover a trap, be open to adjudicat-
how the trap works in the game. ing their ideas for defeating it. The trap’s description is
Level and Threat. A trap’s level is actually a range of a starting point for countermeasures, rather than a com-
levels, equivalent to one of the tiers of play (levels 1—4, plete definition.
5—10, 11-46, and 17—20), indicating the appropriate time To make it easier for you to describe what happens
to use the trap in your campaign. Additionally, each trap next, the players should be specific about how they want
poses either a moderate, dangerous, or deadly threat, to defeat the trap. Simply stating the desire to make a
based on its particular details. check isn’t helpful for you. Ask the players where their
Trigger. A simple trap activates when an event occurs characters are positioned and what they intend to do to
that triggers it. This entry in a trap’s description gives defeat the trap.
MAKING TRAPS MEANINGFUL FALLING PORTCULLIS
Ifyou want to improve the chance that the characters will Simple trap (level 1—4, moderate threat)
come up against the traps you’ve set for them in an en- Some folk who build dungeons, such as mad wizards
counter or an adventure, it can be tempting to use a large in search of new victims, have no intention of allowing
number oftraps. Doing so ensures that the characters will
their visitors to make an easy escape. A falling portcullis
have to deal with at least one or two ofthem, but it’s better
trap can be especially devious if it causes a portcullis
to fight that urge.
lfyour encounters or adventures are sown with too to drop some distance away from the pressure plate
many traps, and ifthe characters are victimized over and that activates the trap. Although the trap is deep in the
over again as a result, they are likely to take steps to pre- dungeon, the portcullis closes off the dungeon entrance,
vent further bad things from happening. Because oftheir which is hundreds of feet away, meaning that adventur—
recent experience, the characters can become overly cau- ers don’t know they are trapped until they decide to head
tious, and you run the risk ofthe action grinding to a halt for the exit.
as the players search every square inch ofthe dungeon for Trigger. A creature that steps on the pressure plate
trip wires and pressure plates.
triggers the trap.
Traps are most effective when their presence comes as a
Efl'ect. An iron portcullis drops from the ceiling,
surprise, not when they appear so often that the characters
spend all their effort watching out for the next one. blocking an exit or a passageway.
Countermeasures. A successful DC 20 Wisdom (Per—
ception) check reveals the pressure plate. A successful
EXAMPLE SIMPLE TRAPS DC 20 Dexterity check using thieves’ tools disables it,
The following simple traps can be used to populate your and a check with a total of 5 or lower triggers the trap.
adventures or as models for your own creations.
FIERY BLAST
BEAR TRAP Simple trap (level 5—10, dangerous threat)
Simple trap (level 1—4, dangerous threat) The temple of Pyremius, a god of fire, is threatened by
A bear trap resembles a set of iron jaws that springs thieves who seek to steal the fire opals displayed there
shut when stepped on, clamping down on a creature’s by the priests in tribute to their god. A mosaic on the
leg. The trap is spiked in the ground, leaving the victim floor of the entryway to the inner sanctum delivers a
immobilized. fiery rebuke to intruders.
Trigger. A creature that steps on the bear trap Trigger. Anyone who steps on the mosaic causes fire
triggers it. to erupt from it. Those who openly wear holy symbols of
Effect. The trap makes an attack against the trigger~ Pyremius don’t trigger this trap.
ing creature. The attack has a +8 attack bonus and deals Effect. A 15—foot cube of fire erupts, covering the pres—
5 (M10) piercing damage on a hit. This attack can’t gain sure plate and the area around it. Each creature in the
advantage or disadvantage. A creature hit by the trap area must make a DC 15 Dexterity saving throw, taking
has its speed reduced to 0. It can’t move until it breaks 24 (7d6) fire damage on a failed save, or half as much
free of the trap, which requires a successful DC 15 damage on a successful one.
Strength check by the creature or another creature adja- Countermeasures. A successful DC 15 Wisdom
cent to the trap. (Perception) check reveals the presence of ash and faint
Countermeasures. A successful DC 10 Wisdom burn marks in the area affected by this trap. A success
(Perception) check reveals the trap. A successful DC 10 ful DC 15 Intelligence (Religion) check enables a crea-
Dexterity check using thieves’ tools disables it. ture to destroy the trap by defacing a key rune on the
perimeter of the mosaic that is within reach; failing this
Caosssow TRAP check causes the trap to activate. A successful dispel
Simple trap (level 1—4, dangerous threat) magic (DC 15) cast on the runes destroys the trap.
The crossbow trap is a favorite of kobolds and other
NET TRAP
creatures that rely on traps to defend their lairs. It
Simple trap (level 1—4, dangerous threat)
consists of a trip wire strung across a hallway and con—
nected to a pair of hidden heavy crossbows. The cross- Goblins, with their propensity to enslave their enemies,
bows are aimed to fire down the hallway at anyone who prefer traps that leave intruders intact so the victims can
disturbs the trip wire. be put to work in the mines or elsewhere.
Trigger. A creature that walks through the trip wire
triggers the trap.
Efl’ect. The trap makes two attacks against the trig-
gering creature. Each attack has a +8 attack bonus and
deals 5 (ll) piercing damage on a hit. This attack '
can’t gain advantage or disadvantage. t lniqriouusl
Pile lcrqqs ar
tlinks
Countermeasures. A successful DC 15 Wisdom l L‘DU» Ho
(Perception) check reveals the trip wire. A successful (gracious: wl/"V‘ W“ a l
AMI-o.
sla ng : on 0M, opus lall
DC 15 Dexterity check using thieves’ tools disables the lcl/livxSs
., u all us]: l Mi-
trip wire, and a check with a total of 5 or lower trig- M W rt lawlel lln i
gers the trap.

E1)
r ' 2 : i,‘rl_i_\'t_i.l-lt_’).\; sitsrta's Trans
Trigger. A trip wire strung across a hallway is rigged SCYTHING BLADE
} to a large net. If the trip wire is broken, the net falls on Simple trap (level 5—10, dangerous threat)
intruders. An iron bell is also rigged to the trip wire. It This trap uses moving blades that sweep down through
rings when the trap activates, alerting nearby guards.
a chamber, threatening anyone nearby. Typically, a
Efi'ect. A net covering a 10-foot~by—lO-foot area cen- scything blade trap is activated by manipulating a lever
tered on the trip wire falls to the floor as a bell rings. or some other simple device. Kobolds especially like this
Any creature fully within this area must succeed on a kind of trap, since it can take down bigger creatures.
DC 15 Dexterity saving throw or be restrained. A crea- Trigger. When the lever is pulled, the trap activates.
ture can use its action to make a DC 10 Strength check Effect. Each Medium or larger creature in a 5—foot—
to try to free itself or another creature in the net. Deal- wide, 20-foot-long area must make a DC 15 Dexterity
ing 5 slashing damage to the net (AC 10, 20 hp) also saving throw, taking 14 (4d6) slashing damage on a
frees a creature without harming the creature. failed save, or half as much damage on a successful one.
Countermeasures. A successful DC 15 Wisdom (Per- Countermeasures. The lever isn’t hidden. A success-
ception) check reveals the trip wire and the net. A suc— ful DC 15 Wisdom (Perception) check involving the
cessful DC 15 Dexterity check using thieves’ tools dis- surfaces in the trap’s area of effect reveals scrape marks
ables the trip wire without causing the net to drop or the and bloodstains on the walls and floor. A successful
bell to ring; failing the check causes the trap to activate. DC 15 Dexterity check using thieves’ tools disables ,
the lever. i
PIT TRAP
Simple trap (level 1—4, moderate threat) SLEEP or AGES j
The simplest of pit traps consists of a lO-foot—deep hole Simple trap (level 11—16, deadly threat)
in the floor, concealed by tattered canvas that’s covered When a sleep of ages trap activates, a pressure plate .
with leaves and dirt to look like solid ground. This type unleashes a spell that threatens to send intruders into a
of trap is useful for blocking off the entrance to a mon- deep slumber. The dungeon’s guardians can then more
ster lair, and usually has narrow ledges along its sides to easily dispose of the sleepers.
allow for movement around it. Trigger. Stepping on the pressure plate triggers
Trigger. Anyone who steps on the canvas might fall this trap.
into the pit. Effect. When activated, this trap casts a sleep spell
Effect. The triggering creature must make a DC 10 centered on the pressure plate, using a 9th-level
Dexterity saving throw. On a successful save, the crea- spell slot.
ture catches itself on the pit’s edge or instinctively steps Countermeasures. A successful DC 20 Wisdom (Per-
back. On a failed save, the creature falls into the pit and ception) check reveals the pressure plate. A successful
takes 3 (M6) bludgeoning damage from the fall. DC 20 Intelligence (Arcana) check made within 5 feet of
Countermeasures. A successful DC 10 Wisdom (Pera the pressure plate disables the trap, and a check with a
ception) check reveals the presence of the canvas and total of 10 or lower triggers it. A successful dispel magic
the 1-foot—wide ledge around the edges of the pit where it (DC 19) cast on the pressure plate destroys the trap.
is safe to travel.
DESIGNING SIMPLE TRAPS
POISON NEEDLE
Simple trap (level 1—4, deadly threat) You can create your own simple traps by using the fol-
lowing guidelines. You can also adapt the example traps
A tiny, poisoned needle hidden in a lock is a good way
for different levels and severity of threat by modifying
to discourage thieves from plundering a hoard. Such
their DCs and damage values as shown below.
a trap is usually put in a chest or in the door to a trea—
sure chamber. PU RPOSE
Trigger. Anyone attempting to pick or open the lock Before diving into the details of your trap, think about
triggers the trap. its reason for being. Why would someone build such a
Effect. The triggering creature must make a DC 20 trap? What is its purpose? Consider the traps creator (in
Constitution saving throw. On a failed save, the creature the adventure), the creator’s purpose, and the location
takes 14 (4d6) poison damage and is poisoned for 10 the trap protects. Traps have context in the world—they
minutes. While poisoned in this way, the creature is par- aren’t created for no reason—and that context drives the
alyzed. On a successful save, the creature takes half as trap’s nature and effects.
much damage and isn’t poisoned. Described below are a few of the general purposes a
Countermeasures. A successful DC 20 Wisdom (Per- trap might have. Use them to inspire the creation of your
ception) check reveals the needle, but only if a character own traps.
inspects the look. A successful DC 20 Dexterity check Alarm. An alarm trap is designed to alert an area’s
using thieves’ tools disables the needle, and a check occupants of intruders. It might cause a bell or a gong
with a total of 10 or lower triggers the trap. to sound. This type of trap rarely involves a saving -.
throw, because the alarm can’t be avoided when the _. 'i
trap goes off. "
Delay. Some traps are designed to slow down ene-
mies, giving a dungeon’s inhabitants time to mount a
LEVEL AND LETHALITY
Before creating a trap’s effects, think about its level and
its lethality.
Traps are divided into four level ranges: 1—4, 5—10,
11—16, and 17—20. The level you choose for a trap gives
you a starting point for determining its potency.
To further delineate the trap's strength, decide
whether it is a moderate, dangerous, or deadly threat to
characters in its level range. A moderate trap is unlikely
to kill a character. A dangerous trap typically deals
enough damage that a character hit by one is eager for
healing. A deadly trap might reduce a creature to 0 hit
points in one shot, and leaves most creatures hit by it in
need of a short or long rest.
Consult the following tables when determining a
trap’s effects. The Trap Save DCs and Attack Bonuses
table provides guidelines for a trap’s saving throw DC,
check DC, and attack bonus. The check DC is the default
for any check used to interact with the trap.
The Damage Severity by Level table lists the typical
damage a trap deals at certain character levels. The
damage values given assume that the trap damages one
creature. Use d6s for damage in place of dIOS for traps
that can affect more than one creature at a time.
The Spell Equivalent by Level table shows the spell
slot level that is appropriate for a given character level
and the severity of danger posed by the trap. A spell is a
great foundation to use as the design of a trap, whether
the trap duplicates the spell (a mirror that casts charm
person on whoever looks into it) or uses its effects (an
alchemical device that explodes like a fireball).
defense or flee. The hidden pit is a classic example of The Deadly entry for characters of 17th level or higher
this kind of trap. A lO-foot—deep pit usually deals little suggests combining a 9th—level and a 5th-level spell into
damage and is easy to escape, but it serves its purpose one effect. In this case, pick two spells, or combine the
by impeding intruders. Other examples of delaying traps effects of a spell cast using a 9th-level and a 5th—level
include collapsing walls, a portcullis that drops from the slot. For instance, a fireball spell of this sort would deal
ceiling, and a locking mechanism that shuts and bars 24d6 fire damage on a failed saving throw.
a door. If a delaying trap has moving parts that directly
threaten characters when they operate, the characters TRAP SAVE DCs AND ATTACK BONUSES
are usually required to make Dexterity saving throws to
Trap Danger Save/Check DC Attack Bonus
avoid harm.
Restrain. A restraining trap tries to keep its victims in Moderate 10 +5
place, leaving them unable to move. Such traps are often Dangerous 15 +8
employed in conjunction with regular guard patrols, so Deadly 20 +12
that victims are periodically extricated and taken away
to be dealt with. But in an ancient dungeon, the guards
DAMAGE SEVERITY BY LEVEL
might be long gone.
Restraining traps usually require a successful Character
Level Moderate Dangerous Deadly
Strength saving throw to be avoided, but some don’t
allow saving throws. In addition to dealing damage, a 1—4 5 (ll) ll (2l) 22 (4l)
restraining trap also renders a creature unable to move. 5—10 11 (Zl) 22 (4dl0) 55 (lDl)
Making a subsequent successful Strength check (using 11—16 22 (4l) 55 (lOl) 99 {13d10)
the trap’s saving throw DC) or dealing damage against 17—20 55 (lOl) 99 (lSl) 132 (24l)
the trap can break it and free the captive. Examples in-
clude a bear trap, a cage that drops from a ceiling, and a
SPELL EQUIVALENT BY LEVEL
device that flings a net.
Slay. Some traps are designed to eliminate intrud— Character
Level Moderate Dangerous Deadly
ers, plain and simple. Their effects include poisoned
needles that spring out when a lock is tampered with, 1—4 Cantrip lst 2nd
blasts of fire that fill a room, poison gas, and other 5—10 lst 3rd 6th
lethal measures. Saving throws—usually Dexterity or 11—16 3rd 6th 9th
Constitution-wallow creatures to avoid or mitigate the 17—20 6th 9th 9th + 5th
traps effects.

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TRIGGERS characters notice it. After that, they can simply walk
A trigger is the circumstance that needs to take place to around it, or they can climb down one side, walk across
activate the trap. the bottom of the pit, and climb up the other side.
Decide what causes the trap to activate and determine Once you determine how a trap can be disarmed or
how the characters can find the trigger. Here are some avoided, decide the appropriate ability and skill com—
example triggers: binations that characters can use. A Dexterity check
using thieves’ tools, a Strength (Athletics) check, and an ,
- A pressure plate that, when it is stepped on, acti- Intelligence (Arcana) check are all commonly used for 1 ,
vates the trap this purpose. ,
- A trip wire that springs a trap when it is broken, usu- A Dexterity check using thieves’ tools can apply to any ,
ally when someone walks through it trap that has a mechanical element. Thieves’ tools can i
- A doorknob that activates a trap when it is turned be used to disable a trip wire or a pressure plate, disas- '
the wrong way semble a poison needle mechanism, or clog a valve that '
- A door or chest that triggers a trap when it is opened leaks poisonous gas into a room.
A trigger usually needs to be hidden to be effective. Oth- A Strength check is often the method for thwarting
erwise, avoiding the trap is usually easy. traps that can be destroyed or prevented from operating
A trigger requires a Wisdom (Perception) check if through the use of brute force. A scything blade can be
simply spotting it reveals its nature. The characters can broken, a sliding block can be held in place, or a net can
foil a pit trap hidden by a leaf—covered net if they spot the be torn apart.
pit through a gap in the leaves. A trip wire is foiled if it is A magic trap can be disabled by someone who can I
spotted, as is a pressure plate. undermine the magic used to power it. Typically, a suc- _
Other traps require careful inspection and deduction cessful Intelligence (Arcana) check enables a character |
to notice. A doorknob opens a door when turned to the to figure out how a magic trap functions and how to ne- I
left, but activates a trap when turned to the right. Such a gate its effect. For instance, the character could discover '
subtle trap requires a successful Intelligence (Investiga- that a statue that belches a jet of magical flame can be
tion) check to notice. The trigger is obvious. Understand— disabled by shattering one of its glass eyes.
ing its nature is not. Once you know what kind of check is called for, you
The DC of the check, regardless of its type, depends then determine what happens on a failed attempt to dis-
on the skill and care taken to conceal the trap. Most able the trap. Depending on the kind of check involved
traps can be detected with a successful DC 20 check, and the nature of the trap, you might determine that any
but a crudely made or hastily built trap has a DC of 15. failed check has negative consequences—usually involv-
Exceptionally devious traps might have a DC of 25. ing the triggering of the trap. At other times, you could
You must then put some thought into what the char— assign a number that the check must exceed to prevent
acters learn with a successful check. In most cases, the the trap from going off. If the total of the check is equal
check reveals the trap. In other cases, it uncovers clues, to or lower than that number, the trap activates.
but foiling the trap still requires some deduction. The
characters might succeed on the check but still trigger PLACING A SIMPLE TRAP
the trap if they don‘t understand what they have learned. Context and environment are critical when it comes
to properly locating a trap. A swinging log trap that’s
EFFECTS meant to knock characters aside is a mere inconve-
Designing a trap’s effects is a straightforward process. nience on a typical forest path, where it can be easily
The tables for saving throw DCs, attack bonuses, dam— circumvented. But it’s a potentially deadly hazard on a
age, and the like give you a starting point for most sim- narrow trail that hugs the side of a towering cliff face.
ple traps that deal damage. Choke points and narrow passages that lead to im-
For traps with more complex effects, your best start— portant places in a dungeon are good spots for traps,
ing point is to use the Spell Equivalent by Level table to especially those that serve as alarms or restraints. The
find the best match for your trap’s intended effect. Spells goal is to foil or delay intruders before they can reach a
are a good starting point because they are compact critical location, giving the dungeon’s denizens a chance
pieces of game design that deliver specific effects. to mount a defense or a counterattack.
If you are using a spell as a starting point, check to see A treasure chest, a door leading to a vault, or any other
if you need to tweak its effects to fit the trap’s nature. For obstacle‘or container that bars the way to a valuable
instance, you can easily change the damage type a spell treasure is the ideal location for a slaying trap. In such
delivers or the saving throw it requires. instances, the trap is the last line of defense against a
thief or intruder.
DISARMING A SIMPLE TRAP Alarm traps, since they pose no direct physical
Only one successful ability check is required to disarm threat, are appropriate for areas that are also used by
a simple trap. Imagine how your trap operates, and then a dungeon’s denizens—assuming the residents know
think about how the characters could overcome it. More about the trap and how to avoid setting it off. Accidents
than one kind of ability check might be possible. Some can happen, but if a goblin stumbles inside its den and .
traps are so poorly concealed that they can be discov— activates an alarm trap, there’s no real harm done. The ..'+"'-

ered or circumvented without active effort. For instance,


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COMPLEX TRAPS RUNNING A COMPLEX TRAP
A complex trap functions in play much like a legendary
A complex trap poses multiple dangers to adventurers.
monster. When it is activated, the trap’s active elements
After a complex trap activates, it remains dangerous
act according to its initiative. On each of its initiative
round after round until the characters avoid it or disable
counts, after all creatures with that same initiative count
it. Some complex traps become more dangerous over
have acted, the traps features activate. Apply the effects
time, as they accumulate power or gain speed.
detailed in the trap’s description.
Complex traps are. also more difficult to disable than
After resolving the effects of the traps active elements,
simple ones. A single check is not enough. Instead, a se-
check its dynamic elements to see if anything changes
ries of checks is required to slowly disengage the trap’s
about the trap. Many complex traps have effects that
components. The trap’s effect degrades with each sucn
vary during an encounter. A magical aura might do more
cessful check until the characters finally deactivate it.
damage the longer it is active, or a swinging blade might
Most complex traps are designed so that they can be
change which area of a chamber it attacks.
disarmed only by someone who is exposed to the traps
The trap’s constant elements allow it to have effects
effect. For example, the mechanism that controls a hall—
when it isn’t the trap’s turn. At the end of each creature’s
way filled with scything blades is on the Opposite end
turn, look at the traps constant elements to see if any of
from the entrance, or a statue that bathes an area in ne-
their effects are triggered.
crotic energy can be disabled only by someone standing
in the affected area. EXPERIENCE FOR COMPLEX TRAPS
Overcoming a complex trap merits an experience point
DESCRIBING A COMPLEX TRAP
award, depending on the danger it poses. Judging
A complex trap has all the elements of a simple trap,
whether a party has overcome a trap requires some
plus special characteristics that make the trap a more
amount of adjudication. As a rule of thumb, if the char-
dynamic threat.
acters disable a complex trap or are exposed to its ef-
Level and Threat. A complex trap uses the same level
fects and survive, award them experience points for the
and severity designations that a simple trap does.
effort according to the table below.
Trigger. Just like a simple trap, a complex trap has a
trigger. Some complex traps have multiple triggers.
COMPLEX TRAP EXPERIENCE AWARDS
Initiative. A complex trap takes turns as a creature
does, because it functions over a period of time. This Trap Level Experience Points
part of a trap's description tells whether the trap is slow 1—4 650
(acts on initiative count 10), fast (acts on initiative (:0t 5—10 3,850
20), or very fast (acts on initiative count 20 and also ini- 11—1 6 11 ,100
tiative count 10). A trap always acts after creatures that 17—20 21 .500
have the same initiative count.
Active Elements. On a trap’s turn, it produces specific EXAMPLE COMPLEX TRAPS
effects that are detailed in this part of its description.
The trap might have multiple active elements, a table The following complex traps can be used to challenge
you roll on to determine its effect at random, or options characters or to inspire your own creations.
for you to choose from.
Dynamic Elements. A dynamic element is a threat
PATH OF BLADES
that arises or evolves while the trap functions. Usually,
Complex trap (level 1—4, dangerous threat)
changes involving dramatic elements take effect at the Hidden within a buried pyramid that marks the location
end of each of the trap’s turns or in response to the char of the Lost City of Cynidicea is the tomb of King Alexan-
acters' actions. der and Queen Zenobia. The entrance to their tomb is a
Constant Eiements. A complex trap poses a threat long hallway riddled with traps, accessible only by cun-
even when it is not taking its turn. The constant ele— ningly hidden secret doors. The hallway is 20 feet wide
ments describe how these parts of the trap function. and 160 feet long. It is mostly clear. After 80 feet, the
Most make an attack or force a saving throw against any floor is broken and cracked, becoming difficult terrain
creature that ends its turn within a certain area. until the 130—foot mark.
Countermeasures. A trap can be defeated in a variety Trigger. This trap activates as soon as a non-undead
of ways. A trap’s description details the checks or spells creature enters the hallway, and it remains active while
that can detect or disable it. It also specifies what hap— any non-undead creature is within the hall.
pens, if anything, on a failed attempt to disable it. Initiative. The trap acts on initiative count 20 and ini-
Disabling a complex trap is like disarming a simple tiative count 10.
trap, except that a complex trap requires more checks. Active Elements. The Path of Blades includes a set of
It typically takes three successful checks to disable whirling blades along the first 80 feet of the trap, crush-
one of a complex trap’s elements. Many of these traps ing pillars that slam down from the ceiling to the fJOOr
have multiple elements, requiring a lot of work to shut before rising back up to the ceiling in the next 50 feet,
down every part of the trap. Usually, a successful check and a rune of fear in its final 30 feet.
reduces a trap element's effectiveness even if it doesn’t Whirling Blades (Initiative 20). The blades attack
disable the trap. each creature in the first 80 feet of the hallway, with
a +5 bonus to the attack roll and dealing 11 (2l)
slashing damage on a hit.
Crushing Pillars (Initiative 10). Each creature in the
50-foot—long area beyond the first 80 feet of the hall—
way must make a DC 15 Dexterity saving throw. On
a failed save, a creature takes ] l (2d10) bludgeoning
damage and is knocked prone. On a successful save,
the creature takes half as much damage and isn’t
knocked prone.
Rune of Fear (Initiative 10). Each creature in the
30-foot—long area beyond the Crushing Pillars must
make a DC 15 Wisdom saving throw. On a failed
saving throw, the creature becomes frightened by
the rune, and it must immediately use its reaction
to move its speed in the direction ofthe pillars. The
frightened creature can’t move closer to the far end
of the hallway until it uses its action to make a DC
15 Wisdom saving throw, which ends the frightened
condition on itself on a success.
Dynamic Elements. The blades and the rune become
more dangerous the longer the trap remains active.
Blades Accelerate. The blades move with increasing
speed, slowing only when they hit a target. Each
time the blades miss with an attack, their next at—
tack becomes harder to avoid. After each miss, the
blades’ attack bonus increases by 2, and their dam-
age increases by 3 (M6). These benefits apply until
the blades hit a target, after which the values return gains advantage on its attack against the creature.
to normal. The creature then attacks. Each blade has AC 15
Rune’s Defense. Tampering with the Rune of Fear in— and 15 hit points. Destroying a blade reduces the
creases the trap’s power. Each successful check on Whirling Blades attack bonus by 2.
an attempt to disable the rune increases the damage Dexterity check using thieves" tools, DC 15. Creatures
of the blades and the crushing pillars by 5 (1l) can use thieves’ tools in the area attacked by the
and increases the rune’s saving throw DC by 1. blades to foil their mechanism. A successful check
reduces the Whirling Blades attack bonus by 2.
Constant Elements. The Whirling Blades and the
Rune of Fear affect each creature that ends its turn in Crushing Pillars. The pillars are not susceptible to
an area affected by these elements. countermeasures.
Rune of Fear. The rune can be disabled with three
Whirling Blades. Any creature that ends its turn in
successful DC 15 Intelligence (Arcana) checks.
the blades’ area is targeted by an attack: +5 attack
Each check requires an action. A creature must be
bonus; 5 (1d10) slashing damage on a hit.
at the end of the hallway to attempt the check, and
Rune of Fear. Any creature that ends its turn within
only one creature can work on this task at once.
30 feet of the far end of the corridor must make a
Once a creature attempts a check for this purpose,
saving throw against the Rune of Fear effect.
no other character can do so until the end of that
Countermeasures. Each of the trap’s active elements creature’s next turn. Alternatively, the rune can be
can be thwarted by particular countermeasures. disabled with three successful castings of dispel
Whirling Blades. Characters can smash the blades, magic (DC 13) targeting the rune.
damage their components, or discern how to
SPHERE‘ or CRUSHING DOOM
avoid them. The blades are disabled if their attack
Complex trap (level 5—10, deadly threat)
bonus is reduced to —8. Ways to reduce it are de—
scribed below. The court jester devised a deadly trap to foil anyone who
sought to steal his magic fool’s cap. The jester’s tomb
lntelligence (Investigation), DC 15. As an action, a
is located at the end of a 10—foot-wide, ISO—foot—Iong
creature that can see the blades can attempt an In-
hallway that descends sharply from north to south. The
telligence (Investigation) check. A successful check
entrance to the tomb is a door on the eastern wall at the
means that the character has learned how to antici-
bottom of the slope, at the south end of the hall.
pate the blades’ movement, imposing disadvantage
Trigger. This trap activates as soon as the door lead—
on the blades" attacks against the creature while it
ing to the jester’s coffin is Opened. A magic portal opens
isn‘t incapacitated.
at the northern end of the hallway and disgorges an
Attack. A creature in the area can ready an attack to
enormous steel sphere, which hurtles down the slope.
strike at one of the blades as it goes by. The blade
When it reaches the bottom of the slope, a second portal

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briefly appears and teleports the sphere back to the top Initiative. The trap acts on initiative count 20 and ini-
of the slope to begin the process again. tiative count 10.
Initiative. The trap acts on initiative count 10 (but see Active Elements. The trap fills the room with poison
the dynamic element below). and other deadly effects.
Active Element. Although the trap is complex in na Locked Doors (Initiative 20). The four doors to this
ture, it has a single active element. That's all it needs. room slam shut and are locked in place by magic.
Sphere of Crushing Doom (Initiative 10). The trap’s This effect activates only once, the first time the trap
active element is a sphere of steel that almost fills is triggered.
the 10-foot width of the hallway and rolls to the Poison Gas (Initiative 20). Poison gas floods the
bottom of the slope on its turn. Each creature in room. Each creature inside must make a DC 20
the sphere’s path must make a DC 20 Strength Constitution saving throw, taking 33 (6d 10) poison
saving throw. On a failed save, a creature takes 22 damage on a failed save, or half as much damage on
(4l) bludgeoning damage and is knocked prone. a successful one.
On a successful save, a creature takes half as much Tempest (Initiative 10). Air and gas boils from the
damage and isn’t knocked prone. Objects that block trap. Roll a d6, and consult the following table.
the sphere, such as a conjured wall, take maximum
damage from the impact. TEM PEST EFFECTS

Dynamic Element. The longer it rolls, the more lethal d6 Effect


the sphere becomes. 1 Hallucinatory gas scrambles the mind and senses.
All Intelligence and Wisdom checks made in the
Speed Kills. After its turn, the sphere gains speed,
represented by its damage increasing by 11 (2l). room have disadvantage until the Tempest element
While its damage is 55 (10d10) or greater, it acts on activates again.
initiative count 20 and 10. 2 Explosive gas fills the area. lfanyone holds an open
flame, it causes an explosion. All creatures in the
Countermeasures. The trap can be neutralized either
by stopping the sphere or preventing it from teleporting. area must make a DC 20 Dexterity saving throw,
taking 22 (4l) fire damage on a failed save, or
Stop the Sphere. Stopping the sphere is the easiest
halfas much damage on a successful one. The
way to disrupt the trap. A wall offorce can do so
flame is then extinguished.
easily, as can any object placed in its path that has
enough hit points to absorb damage from the sphere 3 Weakening gas fills the room. All Strength and Dex-
without being destroyed. terity checks made in the room have disadvantage
Disrupt the Portals. Either portal can be neutralized until the Tempest element activates again.
with three successful DC 20 Intelligence (Arcana) 4 Buffeting winds force each creature in the room to
checks, but the process of analyzing a portal to succeed on a DC 20 Strength saving throw or be
disrupt it takes time. Faint runes in the ceiling and knocked prone.
floor at both ends of the hallway are involved in the 5 Smoke fills the room. Visibility is reduced to 1 foot
functioning of the portals. A creature must first
until the next time the Tempest element activates.
use an action to examine a set of runes, then use a
subsequent action to attempt to vandalize the runes.
6 Poison floods the room, forcing creatures to make
Each successful check reduces the sphere’s damage saving throws as for the Poison Gas element.
by 11 (2d10), as the disrupted sphere loses speed
moving through the failing portal. Dynamic Element. The longer the poison gas re-
Alternatively, a set of runes can be disabled with mains in the room, the more lethal it becomes.
three successful castings of dispel magic (DC 19) Increased Potency. The damage from the Poison Gas
targeting any of the runes in the set. element increases by 11 (2l) each round after it
If the southern portal is destroyed, the sphere activates, to a maximum of 55 (10d10).
slams into the south wall and comes to a halt. It
blocks the door to the tomb, but the characters Countermeasures. There are a few ways that the trap
can escape. can be overcome.
Open the Doors. Opening the doors is the quickest
POISONED TEMPEST way to circumvent the trap, but they are warded with
Compile}; trap (level 11—16, deadly threat) magic. To open the doors, a character must first
This fiendish trap was built to eliminate intruders who succeed on a DC 20 Wisdom (Perception) check to
infiltrate a yuan—ti temple. The trap is a room, 60 feet find the locking mechanism. A successful DC 20 In-
on a side, with 5-foot—wide stone doors in the middle of telligence (Arcana) check is then required to disable
each wall. In each corner of the room stands a 10-foot the sphere of force that surrounds the lock (diapei
tall statue of a great serpent, coiled and ready to strike. magic is ineffective against it). Success on a DC 20
The eyes in each statue are rubies worth 200 gp apiece. Dexterity check using thieves’ tools picks the lock.
Trigger. This trap activates when a ruby is pried from Finally, a successful DC 20 Strength (Athletics)
one of the statues. Each statue’s mouth slides open, re- check is needed to push the door open. Each check
vealing a 1~foot-wide pipe that runs down its throat. requires an action.

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Disable the Statues. A statue can be disabled by Think of your map like a script. Where do the charac‘
blocking the flow of gas from its mouth. Heavily ters want to go? What does the trap protect? How can
damaging a statue is a bad idea, for doing so leaves the characters get there? What are their likely escape
the gas vents open. Reducing a statue to 0 hit points routes? Answering these questions tells you where the
(AC 17; 20 hp; resistance to fire, piercing, and trap’s various elements should be placed.
slashing damage; immune to poison and psychic
damage) or making a successful DC 20 Strength ACTIVE ELEMENTS
check to break it cracks the statue and increases the A complex trap’s active elements work the same way as
Poison Gas damage by 5 (1l). A successful DC 20 a simple trap’s effects, except that a complex trap acti—
Dexterity check using thieves’ tools, or a successful vates in every round. Otherwise, the guidelines for pick-
DC 15 Strength check made to block up the statue ing saving throw DCs, attack bonuses, and damage are
with a cloak or similar object, decreases the poison the same. To make your trap logically consistent, make
damage by 5 (1d10). Once a character succeeds on sure the elements you design can activate each round.
the check, someone must remain next to the statue For instance, ordinary crossbows rigged to fire at the
to keep it blocked up. When all four statues are characters would need a mechanism for reloading them
blocked in this manner, the trap deactivates. between attacks.
In terms of lethality, it’s better to have multiple dan-
DESIGNING COMPLEX TRAPS gerous effects in a trap than a single deadly one. For
example, the Path of Blades trap uses two dangerous
Creating a complex trap takes more work than building
elements and one moderate element.
a simple one, but with some practice, you can learn the
It’s useful to create multiple active elements, with each
process and make it move quickly.
affecting a different area. It‘s also a good idea to use
Familiarize yourself with the advice on designing a
a variety of effects. Some parts of the trap might deal
simple trap before proceeding with the guidelines on
damage, and others might immobilize characters or
complex traps.
isolate them from the rest of the party. A bashing lever
PURPOSE might knock characters into an area engulfed by jets of
Complex traps are typically designed to protect an area flame. Think about how the elements can work together.
by killing or disabling intruders. It is worth your time to
CONSTANT ELEMENTS
consider who made the trap, the trap’s purpose, and its
In addition to the active steps a complex trap takes, it
desired result. Does the trap protect a treasure? Does it
should also present a continual hazard. Often, the active
target only certain kinds of intruders?
and constant effects are the same thing. Imagine a hall-
LEVEL AND LETHALITY way filled with whirling saw blades. On the trap’s turn,
Complex traps use the same level designations and the blades attack anyone in the hall. In addition, anyone
lethality descriptors that simple traps do. Refer to that who lingers in the hallway takes damage at the end of
section for a discussion of how level and lethality help each of their turns, accounting for the constant threat
determine saving throw and check DCs, attack bonuses, that the blades pose.
and other numerical elements of a complex trap. A constant element should apply its effect to any
creature that ends its turn in that element’s area. If an
MAP active element presents a threat when it isn’t the traps
A complex trap has multiple parts, typically relies on turn, define the threat it poses as a constant element.
the characters’ positions to resolve some of its effects, As a rule of thumb, keep the saving throw DC or attack
and can bring several effects to bear in each round. bonus the same as for the active element but reduce the
The traps are called complex for a reason! To begin the damage by half.
design process, consider drawing a map of the area to Avoid filling the entire encounter area with constant
be affected by the trap on graph paper, using a scale of 5 elements. Part of the challenge of a complex trap lies in
feet per square. This level of detail allows you to develop figuring out which areas are safe. A moment’s respite
a clear idea of what the trap can do and how each of its can help add an element of pacing to an encounter with
parts interact. Your map is the starting point and context a complex trap and give the characters the feeling that
for the rest of the design process. they aren’t in constant peril. For example, walls that
Don’t limit yourself to one room. Look at the passages slam together might need to reset between slams, mak—
and rooms around the area of the trap and think about ing them harmless when it isn’t their turn to act.
the role they can play. The trap might cause doors to
DYNAMIC ELEMENTS
lock and barriers to fall into place to prevent escape.
It could cause darts to fire from the walls in one area, Just as a battle is more interesting if the monsters
forcing characters to enter rooms where other devices change their tactics or unveil new abilities in later
trigger and threaten them. rounds, so too are complex traps more fun if their na-
Consider how terrain and furniture can add to the ture changes in some way. The whirling blades that
traps danger. A chasm or a pit might create a buffer that protect a treasure chest do more damage each round as
allows a trap to send bolts of magic at the characters, they speed up. The poison gas in a room grows thicker
while making it difficult or even impossible for them to as more of it floods the chamber, dealing greater dam-
reach the runes they must deface to foil that attack. age and affecting line of sight. The necrotic aura around
an idol of Demogorgon produces random effects each

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Thiooexs
The advice on triggers given for simple traps also ap—
plies to complex traps, with one exception. Complex
traps have multiple triggers, or are designed such that
avoiding a trigger prevents intruders from reaching the
area the trap guards. Other complex traps use magical
triggers that activate on specific cues, such as when a
door opens or someone enters an area without wearing
the correct badge, amulet, or robe.
Look at your map and consider when you want the
trap to spring into action. It’s best to have a complex trap
trigger after the characters have committed to exploring
an area. A simple trap might activate when the charac—
ters open a door. A complex trap that triggers so early
leaves the characters still outside the trapped room, in
a place where they could decide to close the door and
move on. A simple trap aims to keep intruders out. A
complex trap wants to lure them in, so that when it acti-
vates, the intruders must deal with the trap before they
can escape.
The trigger for a complex trap should be as foolproof
as you can make it. A complex trap represents a serious
expenditure of effort and magical power. No one builds
such a trap and makes it easy to avoid. Wisdom (Per-
ception) and Intelligence (Investigation) checks might
be unable to spot a trigger, especially a magical one, but
they can still give hints about the trap before it triggers.
Bloodstains, ashes, gouges in the floor, and other clues
of that sort can serve as evidence of the trap’s presence.

INITIATIVE
A complex trap acts repeatedly, but unlike characters
and monsters, traps don’t roll for initiative. As mechan~
ical or magical devices, their active elements operate in
time its active element is triggered. As water floods a a periodic manner. When designing a complex trap, you
chamber, the characters must swim across areas they need to decide when and how often its active elements
could walk through just a round or two earlier. produce their effects.
Since a complex trap remains active over the course In a trap with multiple active elements that work in
of several rounds, it might be possible to predict its concert, those different elements would act on different
future behavior by examining how it functions. This initiative counts. For instance, on initiative count 20,
information can give its targets a much better chance of blades sweep across a treasure vault, driving the charac-
thwarting it. To minimize this possibility, design your ters back into the hallway. On initiative count 10, magic
trap so that it presents multiple threats that can change darts fire from statues in the hallway while a portcullis
each round. The changes can include how a trap targets falls to confine the characters.
creatures (different attacks or saving throws), the dam— Initiative 10. If a trap’s active element takes time to
age or effects it produces, the areas it covers, and so build up its effects, then it acts on initiative count 10.
on. Some traps might have a random effect each round, This option is good for a trap that functions alongside
while others follow a carefully programmed sequence allied monsters or other guardians; the delay before it
of attacks. acts can give guards the chance to move out of its area
Dynamic elements usually occur according to a sched— or force characters into the area before the trap triggers.
ule. For a room that floods, you can plan out how the Initiative 20. If an element is designed to surprise
rising water level affects the area each round. The water intruders and hit them before they can react, then it acts
might be ankle deep at the end of the first round, knee on initiative count 20. This option is generally best for a
deep the next, and so on. Not only does the water bring a complex trap. Think of it as the default. Such a trap acts
risk of drowning, it also makes it harder to move across quickly enough to take advantage of most characters,
the area. On the other hand, the rising water level might with nimble characters like rogues, rangers, and monks
allow characters to swim to the upper reaches of the having the best chance to move out of the area before
chamber that they couldn’t get to from the floor. the element activates.
Dynamic elements can also come into play in reaction Initiative 20 and 10. Some active elements are in—
to the characters’ actions. Disarming one element of the credibly fast acting, laying waste to intruders in a few
trap might make the others deadlier. Disabling a rune moments unless countered. They act on initiative count
that triggers a fire-breathing statue might cause the 20 and 10.
statue to explode.
DEFEATING COMPLEX TRAPS another character’s way and disrupt the effort. Once a
A complex trap is never defeated with a single check. In- character succeeds on a check, another character can’t
stead, each successful check foils some part of it or de— attempt the same check against the same trap element
grades its performance. Each element of the trap must until the end of the successful character’s next turn.
be overcome individually to defeat the trap as a whole. Not all of the characters’ options need to be focused
As part of determining how your trap can be over- on stopping a trap from operating. Think of what charac-
come, look at your map and consider where the charac— ters can do to mitigate or avoid a trap’s effects. Making
ters must be located to attempt an action that can foil the trap vulnerable to this sort of effort is a way to en-
part of the trap. As a rule, the characters should need to gage characters who might be ill—suited to confront the
be near or adjacent to an element to have a chance of af- trap directly. A successful Intelligence (Religion) check
fecting it. An element can be designed so that it protects might provide insight into the imagery displayed by a
itself. A fighter might be able to break a whirling blade, trap in a temple or shrine, giving other characters a clue
but moving close enough to attack it requires giving the about how and where to direct their efforts. A character
blade a chance to strike. could stand in front of a dart trap while holding a shield
What methods are effective against your trap? Obvi— that the darts can target harmlessly, while other charac-
ous candidates are activities covered by the same sorts ters trigger that element as they work to disable it.
of checks used to defeat simple traps, but use your
knowledge of the trap’s design to identify other options. DOWNTIME REVISITED
A valve that leaks poison gas into a room can be stopped
It’s possible for the characters to start a campaign at lst
up. A statue that emits a deadly aura can be pushed over
level, dive into an epic story, and reach 10th level and
and smashed. Attacks, spells, and special abilities can
beyond in a short amount of game time. Although that
all play a role in undermining a trap. pace works fine for many campaigns, some DMs prefer
Leave room for improvisation by the characters. Don’t
a campaign story with pauses built into it—times when
create a few predetermined solutions and wait for the
adventurers are not going on adventures. The downtime
players to figure out the right approach. If you under-
rules given in this section can be used as alternatives to
stand the mechanism behind how a trap works, that
the approach in the Player’s Handbook and the Dungeon
makes it much easier for you to respond to the players’
Master’s Guide, or you can use the material here to in-
ideas. If a character wants to try something you haven’t
spire the creation of your own options.
allowed for, pick an ability, assess the chance of suc-
By engaging the characters in downtime activities that
cess, and ask for a roll.
take weeks or even months to complete, you can give
Shutting down one part of a complex trap usually
your campaign a longer time line—one in which events
requires multiple successes. As a default, it takes three
in the world play out over years. Wars begin and end, ty-
successful checks or actions to disable an element. The rants come and go, and royal lines rise and fall over the
first successful check might reduce the element’s saving
course of the story that you and the characters tell.
throw DC or attack bonus. The second successful check
Downtime rules also provide ways for characters to
might halve the element’s damage, and the final suc—
spend——or be relieved of—the monetary treasure they
cessful check shuts it down.
amass on their adventures.
For elements that don’t attack, allow each successful
The system presented here consists of two elements.
check to reduce that element’s effectiveness by one-
First, it introduces the concept of rivals. Second, it de—
third. A lock’s DC is decreased, or a gate opens wide tails a number of downtime activities that characters
enough to allow a Small character to squeeze through
can undertake.
it. A mechanism pumping poison gas into the room be-
comes defective, causing the gas’s damage to increase RIVALS
more slowly or not at all.
It takes time to disable a complex trap. Three charac- Rivals are N PCs who oppose the characters and make
ters can’t make checks in rapid succession to disarm a their presence felt whenever the characters are engag-
complex trap in a matter of seconds. Each would get in ing in downtime. A rival might be a villain you have
.1 4L
featured in past adventures or plan to use in the future.
COMPLEX TRAPS AND LEGENDARY MONSTERS Rivals can also include good or neutral folk who are at
odds with‘the characters, whether because they have
A complex trap is like a legendary monster in some ways.
It has several tricks it can use on its turn, and it remains opposing goals or they simply dislike one another. The
a threat throughout the round, not just on its turn. The cultist of Orcus whose plans the characters have foiled,
trap"s active elements are like a legendary creature’s nor- the ambitious merchant prince who wants to rule the
mal actions, and its constant elements are equivalent to city with an iron fist, and the nosy high priest of Helm
legendary actions—except they are tied to specific areas in who is convinced the characters are up to no good are
the trapped room. all examples of rivals.
Although a legendary creature can move, improvise A rival’s agenda changes over time. Though the char—
actions, and so forth, a trap is set to a specific script—an acters engage in downtime only between adventures,
aspect that has the potential to make a complex trap stale their rivals rarely rest, continuing to spin plots and work
and predictable. That's where dynamic elements come in.
against the characters even when the characters are off
They keep the players on their toes and make dealing with
doing something else.
a complex trap feel like a challenging, evolving situation.
Assets. Think about the resources the rival can mar-
CREATING A RIVAL
shal. Does the character have enough money to pay
In essence, a rival is a somewhat specialized NPC. You
bribes or to hire a small gang of mercenaries? Does
can use chapter 4 of the Dungeon Master’s Guide to
the rival hold sway over any guilds, temples, or other
build a new NPC for this purpose, or pick one from your
groups? Make a list of the rival’s assets, and consider
current cast of supporting characters and embellish that
how they can be used.
NPC as described below.
Plans. The foundation of a rival’s presence in the
It’s possible for the characters to have two or three ri-
campaign is the actions the rival takes or the events that
vals at a time, each with a separate agenda. At least one
occur as a result of that character’s goals. Each time you
should be a villain, but the others might be neutral or
resolve one or more workweeks of downtime, pick one
good; conflicts with those rivals might be social or politi—
of the ways a rival’s plans might be advanced and intro-
cal, rather than manifesting as direct attacks.
duce it into play.
The best rivals have a connection with their adver—
Think about how a rival might operate in order to
saries on a personal level. Find links in the characters’
bring specific plans to fruition, and jot down three or
backstories or the events of recent adventures that
four kinds of actions the rival might undertake. Some
explain what sparked the rival’s actions. The best trou-
of these might be versions of the downtime activities
ble to put the characters in is trouble they created for
described later in this section, but these are more often
themselves.
efforts that are specific to the rival.
A rival’s action might be a direct attack, such as an as—
EXAMPLE RIVALS
sassination attempt, that you play out during a session.
dZO Rival Or it might be a background activity that you describe
1 Tax collector who is convinced the characters are as altering the campaign in some way. For example, a
dodging fees rival who wants to increase the prestige of the temple
2 Politician who is concerned that the characters are of a war god might hold a festival with drink, food, and
causing more trouble than they solve gladiatorial games. Even if the characters aren’t directly
involved, the event becomes the talk of the town.
3 High priest who worries the characters are dimin-
Some elements of a rival’s plans might involve
ishing the temple’s prestige
events in the world that aren’t under the rival’s control.
4 Wizard who blames the characters for some recent Whether such an event can be easily anticipated or not,
troubles the rival’s plans might include contingencies for taking
Rival adventuring party advantage of such happenings.
Bard who loves a scandal enough to spark one
EXAMPLE RIVAL: MARINA RODEMUS
£000m

Childhood rival or member ofa rival clan


The Rodemus clan was a small but powerful family of
Scorned sibling or parent
traders in the city, but years ago, they pulled up stakes
Merchant who blames the characters for any busi- and left town overnight. Marina Rodemus, the youngest
ness woes child, has now returned to restore her family’s prestige.
1O Newcomer out to make a mark on the world In truth, the family fled because its members became
11 Sibling or ally ofdefeated enemy afflicted by lycanthropy. They joined a clan of wererats
12 Official seeking to restore a tarnished reputation and delved into smuggling in a distant city, out of fear
13 Deadly foe disguised as a social rival that their secret would be impossible to keep in their
former home. After fighting her way to the top ranks of
14 Fiend seeking to tempt the characters to evil
the wererat clans, Marina—along with a small army of
15 Spurned romantic interest
followers—has returned to claim her place among the
16 Political opportunist seeking a scapegoat elite of her home city. She vows that if she doesn’t suc-
17 Traitorous noble looking to foment a revolution ceed, she’ll leave the city in ruins.
18 Would-be tyrant who brooks no opposition Goals. Marina wants to become the most respected,
19 Exiled noble looking for revenge most important merchant in town—someone to whom
20 Corrupt official worried that recent misdeeds will even the prince must yield.
Assets. Marina has a small fortune in gold; her abili-
be revealed
ties as a wererat, alchemist, and necromancer; a group
of wererats dedicated to her; and a shield guardian that
To add the right amount of detail to a rival you want to
protects her.
create, give some thought to what that NFC is trying to
Plans. Marina works to discredit and ruin other mer—
accomplish and what resources and methods the rival
chants. Her wererats spy on her opponents and sneak
can bring to bear against the characters.
into warehouses, unleashing hordes of rats to spoil
Goals. An effective rival has a clear reason for inter-
goods. Marina even victimizes a few of her own ware-
fering with the characters’ lives. Think about what the
houses to avoid suspicion.
rival wants, how and why the characters stand in the
If Marina’s plans fail, she has a terrible alternative.
way, and how the conflict could be resolved. Ideally, a
Her knowledge of alchemy has enabled her to create a
rival’s goal directly involves the characters or something
plague that she will unleash on the city through her rats.
they care about.
If she can’t rule, then no one will.

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MARINA’S PLANS CHELDAR’s PLANS
Element Description Element Description
Event Rats become a noticeable problem in the streets, Event The grand festival of Pholtus fills the streets
with swarms sighted in rundown neighborhoods. with somber worshipers, who maintain a day-
Folk demand that action be taken. long torchlit vigil. They offer food, drink, and
Action Caravan raids by goblinoids become more com— shelter to all in the temple of Pholtus.
mon, and folk talk ofgathering a militia. Marina Action Cheldar, along with a small group offollowers,
contributes generously to the effort. appears in a tavern frequented by adventurers
Action Warehouses are overrun with rats, ruining thou- and seeks converts. A few NPC adventurers join
sands of gold pieces worth ofgoods. Marina his cause.
blames the city for a lax effort in pest control. Action In a public address in the town square, Cheldar
Action Ifthe characters interfere, Marina sends her as- rails against the forces ofchaos, laying blame
sassins against them. for recent troubles on adventurers who are med-
Event A sudden storm creates minor flooding, washing dling in things best left alone.
dozens ofdead, bloated, diseased rats from the Event The characters find that all adventurers in town
sewers. Terror over the plague rips through town. receive an icy reception at best.
Action Marina fans the flames of panic, spreading ru- Action Cheldar demands that the city levy enormous
mors that the characters or other rivals in town taxes on adventurers, claiming that they must
are responsible for the disease. pay their fair share to keep the city safe.

EXAMPLE RIVAL: HIGH PRIEST CHELDAR DOWNTIME ACTIVITIES


The temple of Pholtus, god of the sun, seeks to bring
Downtime activities are tasks that usually take a work-
as many folk as possible under its sway. Though it has
week (5 days) or longer to perform. These tasks can in—
been in town for only two years, the temple is already an
clude buying or creating magic items, pulling off crimes,
influential force because of the determination and the
and working at a job. A character selects a downtime
brilliant oration of Cheldar, its high priest.
activity from among those available and pays the cost
Goals. Cheldar wants to make the temple of Pholtus
of that activity in time and money. You, as DM, then fol-
the most popular religion in town by bringing about
low the rules for the activity to resolve it, informing the
peace and security for all. He believes keeping adventur-
player of the results and any complications that ensue.
ers in check or driving them out of town is an important
Consider handling downtime away from the game
step in that plan.
table. For example, you could have the players pick their
Assets. The charismatic high priest has his oratory
downtime activities at the end of a session, and then
skill, divine spellcasting ability, and a few hundred com-
communicate about them by email or text, until you next
mon folk recently converted to the temples cause.
see them in person.
Plans. Cheldar is stern but fundamentally a good per-
son. He tries to win support by providing charity, pro- RESOLVING ACTIVITIES
moting peace, and working to enforce law and order. He The description of each activity tells you how to resolve
is skeptical of the characters, however, convinced that it. Many activities require an ability check, so be sure to
they are troublemakers who will undermine the peace. note the character’s relevant ability modifiers. Follow
He wants only officials of the town or the temple to be the steps in the activity, and determine the results.
involved in handling any crises that arise. He strongly Most downtime activities require a workweek (5 days)
believes in his goals, yet he might still be made into an to complete. Some activities require days, weeks (7
ally by good-hearted characters. days), or months (30 days). A character must spend at
least 8 hours of each day engaged in the downtime activ-
ity for that day to count toward the activity’s completion.
The days of an activity don’t need to be consecutive;
you can spread them over a longer period of time than is
bill/run. wihiohs Cam: loqck {raw required for the activity. But that period of time should
be no more than twice as long as the required time;
6, wi$§i0hl samzlcimzs i 51v
otherwise you should introduce extra complications (see
lclnzw showing. below) and possibly double the activity’s costs to repre—
sent the inefficiency of the character’s progress.
is lclnii lcl/iiim rail/uric
$l
ii inn. 5 3 COMPLICATIONS
minions Siut QHQL‘ lzl/uir Sim/nil k0 The description of each activity includes a discussion
oil/Hr $10? [1' CHINA okl/urcc?[15iuz of complications you can throw at the characters. The
consequences of a complication might spawn entire
«ltrthlc
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adventures, introduce NPCs to vex the party, or give the
characters headaches or advantages in any number of
lbs so S‘kl‘qhgl. other ways.

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BUYING MAGIC ITEMS
Check
i E
Total Items Acquired
‘ E
I—S Roll ld6 times on Magic Item Table A.
'
540 R0“ Id4 times on Magic Item Table 3_
Each of these sections has a table that offers possible
to determine a complication “45 R0“ Id4 times on Magic Item Table C.
i complications. You can roll
t .
; . 16—20 R0” Id4 times on Magic Item Table D.
, randomly, pick one from he table, or devrse one of your _
EE own, and then share it with the player. 21—25 Roll ld4 times on MagIc Item Table E.
-
26—30 Roll Id4 times on Magic Item Table F.
EXAMPLE DOWNTIME ACTIVITIES

The following activities are suitable for any character 31-35 R0” M4 times on Magic Item Table 6‘
E'l 36—40 Roll ld4 times on Magic Item Table H.
5l who can afford to pursue them. As DM, you have the
final say on which activities are available to the char- 4l+ R0“ ld4 times 0” Magic Item Table [-
l
. acters. The activities you allow might depend on the
E nature of the area where the characters are located. For MAGIC ITEM PRICE
E example, you might disallow the creation of magic items ASking Price-'1'
Rarity
l or decide that the characters are in a town that is too (“H5 + l) X IO gP
Common
E E isolated from major markets for them to buy such items. ld6><100 gp
Uncommon
;
BUYING A MAGIC ITEM Rare 2dIO X 1,000 gp
,
E E?' ; Purchasing a magic item requires time and money to Very rare (id-4 +1) x10,000 gp
Even Legendary 2d6 x 25,000 gp
seek out and contact people willing to sell items.
then, there is no guarantee a seller will have the items a
*Halved for a consumable item like a potion or scroll
|
l.
t
character desires.
Resources. Finding magic items to purchase requires
|

Complications. The. magic item trade is fraught with


. at least one workweek of effort and 100 gp in expenses. peril. The large sums of money involved and the power
E Spending more time and money increases your chance offered by magic items attract thieves, con artists, and
of finding a high-quality item. other villains. If you want to make things more interest"
|
. Resolution. A character seeking to buy a magic item ing for the characters, roll on the Magic Item Purchase
I l makes a Charisma (Persuasion) check to determine Complications table or invent your own complication.
| E; the quality of the seller found. The Character gains a
I| +1 bonus on the check for every workweek beyond the MAGIC ITEM PURCHASE COMPLICATIONS
l first that is spent seeking a seller and a +1 bonus for
d12 Complication
el every additional 100 gp spent on the search, up to a
E maximum bonus of +10. The monetary cost includes The item is a fake, planted by an enemy?“
AwN—I

E a wealthy lifestyle, for a buyer must impress potential The item is stolen by the party’s enemies}?
business partners. The item is cursed by a god.
As shown on the Buying Magic Items table, the total of The item's original owner will kill to reclaim it; the
, the check dictates which table in the Dungeon Masters party’s enemies spread news of its sales“
E Guide to roll on to determine which items are on the
5 The item is at the center ofa dark prophecy.
5 market. Or you can roll for items from any table associ-
6 The seller is murdered before the sale."~‘
ated with a lower total on the Buying Magic Items table.
As a further option to reflect the availability of items 7 The seller is a devil looking to make a bargain.
in your campaign, you can apply a -10 penalty for low 8 The item is the key to freeing an evil entity.
magic campaigns or a +1.0 bonus for high magic cam- 9 A third party bids on the item, doubling its price.*
val _. - Furtherm
paigns.magic ore, you can double magic item costs 10 The item is an enslaved, intelligent entity.
: in low campaigns
H The 'tem '5 “ad to at CU”-
- _ Using the Magic Item Price table, you then assign
12 The Party's enemies spread rumors that the item .5
| ' ; prices to the available items, based on their rarity.
Halve the price of any consumable item, such as a po- an artifact Of EVil-‘i
!
tion or a scroll, when using the table to determine an *Might involve a rival
asking price.
E E'} You have final say in determining which items are for CAROU SING
. sale and their final price, no matter what the tables say. Carousing is a default downtime activity for many char—
'1‘ i If the characters seek a specific magic item, first acters. Between adventures, who doesn’t want to relax
E i decide if it’s an item you want to allow in your game. If with a few drinks and a group of friends at a tavern?
' so, include the desired item among the items for sale Resources. Carousing covers a workweek of fine
1 l . _ on a check total of 10 or higher if the item is common, food, strong drink, and socializing. A character can at—
15 or higher if it is uncommon, 20 or higher if it is rare, tempt to carouse among lower-, middle, or upper—class
L" " lg _ ,K .
E "if“! _ 25 01' higher if it is very ram: and 30 01" higher if it is folk. A character can carouse with the lower class for
10 gp to cover expenses, or 50 gp for the middle class.
I legendary.

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Carousing with the upper class requires 250 gp for the Lower—class contacts include criminals, laborers,
workweek and access to the local nobility. mercenaries, the town guard, and any other folk who
A character with the noble background can mingle normally frequent the cheapest taverns in town.
with the upper class, but other characters can do so only Middle-class contacts include guild members, spell-
if you judge that the character has made sufficient con- casters, town officials, and other folk who frequent well—
tacts. Alternatively, a character might use a disguise kit kept establishments.
and the Deception skill to pass as a noble visiting from a Upper-class contacts are nobles and their personal
distant city. servants. Carousing with such folk covers formal ban~
Resolution. After a workweek of carousing, a charac- quets, state dinners, and the like.
ter stands to make contacts within the selected social Once a contact has helped or hindered a character,
class. The character makes a Charisma (Persuasion) the character needs to carouse again to get back into the
check using the Carousing table. N PC’s good graces. A contact provides help once, not
help for life. The contact remains friendly, which can in-
CAROUSING fluence roleplaying and how the characters interact with
Check them, but doesn’t come with a guarantee of help.
Total Result You can assign specific N PCs as contacts. You might
decide that the barkeep at the Wretched Gorgon and
1—5 Character has made a hostile contact.
a guard stationed at the western gate are the charac-
6—40 Character has made no new contacts.
ter’s allied contacts. Assigning specific NPCs gives the
11—15 Character has made an allied contact. players concrete options. It brings the campaign to life
16—20 Character has made two allied contacts. and seeds the area with N PCs that the characters care
21+ Character has made three allied contacts. about. On the other hand, it can prove difficult to track
and might render a contact useless if that character
Contacts are NPCs who now share a bond with the doesn’t come into play.
character. Each one either owes the character a favor Alternatively, you can allow the player to make an
or has some reason to bear a grudge. A hostile contact NPC into a contact on the spot, after carousing. When
works against the character, placing obstacles but stop— the characters are in the area in which they caroused,
ping short of committing a crime or a violent act. Allied a player can expend an allied contact and designate
contacts are friends who will render aid to the character, an NPC they meet as a contact, assuming the N PC is
but not at the risk of their lives. of the correct social class based on how the character

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CEAPTER 3
SPELLS ;

_|—
._
-_-_
ANY OF THE CHARACTER CLASSES IN THE When a BM adds spells to a campaign, clerics, druids,

——-I-—i--l—lllI——"_l;l-L—-II-_l.-.n_
Player’s Handbook harness magic in the and paladins require special consideration. When char-
form of spells. This chapter provides new acters of those classes prepare their spells, they have ac—
spells for those classes, as well as for cess to the entire spell list for their class. Given that fact,
spellcasting monsters. The Dungeon Mas- the DM should be cautious about making all of these
ter decides which of these spells are avail— new spells available to a player who is overwhelmed
able in a campaign and how they can be when presented with many options. For such a player,
learned. For example, a DM might decide consider adding only story—appropriate spells to the spell

-

list of that player’s character.


that some of the spells are freely available, that others
are unobtainable, and that a handful can be found only
after a special quest, perhaps discovered in a long-lost SPELL LISTS ‘
tome of magic. Wizard spells, in particular, can be intro—
The following spell lists show which spells can be cast
duced to a campaign in spellbooks found as treasure.
by characters of each class. A spell’s school of magic is l
noted in parentheses. If a spell can be cast as a ritual,
the ritual tag also appears in the parentheses.
. 7
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’44

BARD SPELLS CLERIC SPELLS DRUID SPELLS

CANTRIPs (o LEVEL) CANTRIPS (o LEVEL) CANTRIPS (o LEVEL)


Thunderclap (evocation) Toll the dead (necromancy) Controlflames (transmutation)
Word ofradiance (evocation) Create bonfire (conjuration)
'IST LEVEL Frostbite (evocation)
Earth tremor (evocation) 1ST LEVEL Gust (transmutation)
Ceremony (abjuration, ritual) infestation (conjuration)
2ND LEVEL
Magic stone (transmutation)
Pyrotechnics (transmutation) 3RD LEVEL
Mold earth (transmutation)
Skywrite (transmutation, ritual) Life transference (necromancy)
Primal savagery (transmutation)
Wording wind (evocation)
5TH LEVEL Shape water (transmutation)
3RD LEVEL Dawn (evocation) Thunderclap (evocation)
Catnap (enchantment) Holy weapon (evocation)
1ST LEVEL
Enemies abound (enchantment)
7TH LEVEL Absorb elements (abjuration)
4TH LEVEL Temple ofthe gods (conjuration) Beast bond (divination)
Charm monster (enchantment) Earth tremor (evocation)
lce knife (conjuration)
5TH LEVEL Snare (abjuration)
Skill empowerment (transmutation)
Synaptic static (enchantment) 2ND LEVEL
Dust devil (conjuration)
9TH LEVEL Earthbind (transmutation)
Mass poivmorph (transmutation) Healing spirit (conjuration)
Psychic scream (enchantment) Skywrite (transmutation, ritual)
Wording wind (evocation)
gen LEVEL SORGERER SPELLS 6TH LEVEL
Erupting earth (transmutation) lnvestiture offlame (transmutation)
Flame arrows (transmutation) CANTRIPS (o LEVEL) lnvestiture ofice (transmutation)
Tidal wave (conjuration) Controlflarnes (transmutation) lnvestiture ofstone (transmutation)
Wall ofwater (evocation) Create bonfire (conjuration) lnvestiture ofwind (transmutation)
Frostbite (evocation) Mental prison (illusion)
4TH LEVEL Scatter (conjuration)
Gust (transmutation)
Charm monster (enchantment)
infestation (conjuration) 7TH LEVEL
Elemental bane (transmutation)
Mold earth (transmutation)
Guardian ofnature (transmutation) Crown ofstars (evocation)
Shape water (transmutation) Power word pain (enchantment)
Watery sphere (conjuration)
Thunderclap (evocation) Whirlwind (evocation)
5TH LEVEL
1ST LEVEL 8TH LEVEL
Control winds (transmutation)
--r---

Absorb elements (abjuration) Abi-Dalzim’s horrid wilting (necromancy)


Maelstrom (evocation)
Catapult (transmutation)
Transmute rock (transmutation)
Chaos bolt (evocation) 9TH LEVEL
Wrath ofnature (evocation)
Earth tremor (evocation) Mass polymorph (transmutation)
6TH LEVEL lce knife (conjuration) Psychic scream (enchantment)
Bones ofthe earth (transmutation)
""_"

Druid grove (abjuratio n)


2ND LEVEL WARLOCK SPELLS
' '_

Aganazzar’s scorcher (evocation)


lnvestiture offlame (transmutation)
"'

Dragon's breath (transmutation) CANTRIPS (o LEVEL)


lnvestiture ofice (transmutation)
__

Dust devil (conjuration) Create bonfire (conjuration)


lnvestiture ofstone (transmutation)
Earthbind (transmutation) Frostbite (evocation)
lnvestiture ofwind (transmutation)
_+.

Maximilian’s earthen grasp infestation (conjuration)


Primordial ward (abjuration)
(transmutation) Magic stone (transmutation)
7TH LEVEL Mind spike (divination) Thunderclap (evocation)
Whirlwind (evocation) Pyrotechnics (transmutation) Toll the dead (necromancy)
Shadow blade (illusion)
PALADIN SPELLS Snilloc’s snowball swarm (evocation) 1ST LEVEL
Warding wind (evocation) Causefear (necromancy)
1ST LEVEL
3RD LEVEL 2ND LEVEL
Ceremony (abjuration, ritual)
Catnap (enchantment) Earthbind (transmutation)
4TH LEVEL Enemies abound (enchantment) Mind spike (divination)
Find greater steed (conjuration) Erupting earth (transmutation) Shadow blade (illusion)
Flame arrows (transmutation)
5TH LEVEL 3RD LEVEL
Melf’s minute meteors (evocation)
Holy weapon (evocation) Enemies abound (enchantment)
Thunder step (conjuration)
Thunder step (conjuration)
Tidal wave (conjuration)
RANGER SPELLS Summon lesser demons (conjuration)
Wall ofwater (evocation)
1ST LEVEL 4TH LEVEL
4TH LEVEL
Absorb elements (abjuration) Charm monster (enchantment)
Charm monster (enchantment)
Beast bond (divination) Elemental bane (transmutation)
Sickening radiance (evocation)
Snare (abjuration) Shadow ofmoil (necromancy)
Storm sphere (evocation)
Zephyr strike (transmutation) Sickening radiance (evocation)
Vitriolic sphere (evocation)
Summon greater demon (conjuration)
Watery sphere (conjuration)
2N o LEVE L
Healing spirit (conjuration) 5TH LEVEL
5TH LEVEL
Danse macabre (necromancy)
Control winds (transmutation)
3RD LEVEL Enervation (necromancy)
Enervation (necromancy)
Flame arrows (transmutation) Far step (conjuration)
Far step (conjuration)
infernal calling (conjuration)
4TH LEVEL lmmolation (evocation)
Negative energyflood (necromancy)
Guardian ofnature (transmutation) Skill empowerment (transmutation)
Synaptic static (enchantment)
Synaptic static (enchantment)
5TH LEVEL Wall oflight (evocation)
Wall oflight (evocation)
Steel wind strike (conjuration)
...
|'- l
Wrath ofnature (evocation)
.5- .
.:_
l. _ |

i
r. ..- .i

..
I'_

L .- I
.. _:
Ht-
-
'.'1. -.‘. . 3,
F Il- ‘

1
6TH LEVEL Life transference (necromancy) Transmute rock (transmutation)
lnvestiture offlame (transmutation) Melf's minute meteors (evocation) Wall oflight (evocation)
lnvestiture ofice (transmutation) Summon lesser demons (conjuration)
Thunder step (conjuration)
6TH LEVEL
lnvestiture ofstone (transmutation)
Create homunculus (transmutation)
lnvestiture ofwind (transmutation) Tidal wave (conjuration)
investiture offlame (transmutation)
Mental prison (illusion) Tiny servant (transmutation)
investiture ofice (transmutation)
Scatter (conjuration) Wall ofsand (evocation)
investiture ofstone (transmutation)
Wall ofwater (evocation)

_
Soul cage (necromancy)
investiture ofwind (transmutation)

.
..
Mentalprison (illusion)

-—
7TH LEVEL 4TH LEVEL

SWIM-uni:
Crown ofstars (evocation) Charm monster (enchantment) Scatter (conjuration)
Power word pain (enchantment) Elemental bane (transmutation) Soul cage (necromancy)

-.-.-—i- - ...--__._3.
Sickening radiance (evocation) Tenser’s transformation (transmutation)
3TH LEVEL Storm sphere (evocation)
Maddening darkness (evocation) Summon greater demon (conjuration)
7TH LEVEL
Crown ofstars (evocation)
Vitriolic sphere (evocation)
9TH LEVEL Power word pain (enchantment)
Watery sphere (conjuration)
Psychic scream (enchantment) Whirlwind (evocation)

.
.1. ._
5TH LEVEL

———-_.-.-|.-i_
WIZARD SPELLS Control winds (transmutation) 8TH LEVEL
Abi-Dalzim’s horrid wilting (necromancy)
Danse macabre (necromancy)
CANTRIPS (o LEVEL) illusory dragon (illusion)
Dawn (evocation)
Controlflames (transmutation) Maddening darkness (evocation)
Enervation (necromancy)
Create bonfire (conjuration) Mightyfortress (conju ration)
Far step (conjuration)
Frostbite (evocation)
lmmolation (evocation) 9TH LEVEL
Gust (transmutation)
infernal calling (conjuration) lnuulnerabiiity (abjuration)
infestation (conjuration)
Negative energyflood (necromancy) Mass polymorph (transmutation)
Mold earth (transmutation)
Skill empowerment (transmutation) Psychic scream (enchantment)
Shape water (transmutation)
Steel wind strike (conjuration)
Thunderclap (evocation)
Synaptic static (enchantment)
Toll the dead (necromancy)

tsT'LEVEL
Absorb elements (abjuration)
Catapult (transmutation)
Causefear (necromancy)
Earth tremor (evocation)
lce knife (conjuration)
Snare (abjuration)

2N D LEVEL
Aganazzar’s scorcher (evocation)
Dragon's breath (transmutation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilian’s earthen grasp
(transmutation)
lviind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skvwrite (transmutation, ritual)
Snilloc’s snowball swarm (evocation)
Wording wind (evocation)

3RD LEVEL
Catnap (enchantment)
Enemies abound (enchantment)
Erupting earth (transmutation)
Flame arrows (tra ns m utation)
if the beasts Intelligence score is 4 or higher. Until the
SPELL DESCRIPTIONS spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order. within line of sight of each other. Through the link, the
beast can understand your telepathic messages to it,
AEI-DALZIM’S HORRID WILTING and it can telepathically communicate simple emotions
8thuleve1 necromancy and concepts back to you. While the link is active, the
Casting Time: 1 action beast gains advantage on attack rolls against any crea-
Range: 150 feet ture within 5 feet of you that you can see.
Components: V, S, M (a bit of sponge)
BONES or THE EARTH
Duration: Instantaneous
(fin—[eve] transmutation
You draw the moisture from every creature in a 30-foot
Casting Time: 1 action
cube centered on a point you choose within range. Each
Range: 120 feet
creature in that area must make a Constitution saving
Components: V, S
throw. Constructs and undead aren’t affected, and plants
Duration: Instantaneous
and water elementals make this saving throw with dis—
advantage. A creature takes 12d8 necrotic damage on a You cause up to six pillars of stone to burst from places
failed save, or half as much damage on a successful one. on the ground that you can see within range. Each pillar
Nonmagical plants in the area that aren’t creatures, is a cylinder that has a diameter of 5 feet and a height of
such as trees and shrubs, wither and die instantly. up to 30 feet. The ground where a pillar appears must
be wide enough for its diameter, and you can target the
ABSORB ELEMENTS ground under a creature if that creature is Medium or
lst—level abjuration smaller. Each pillar has AC 5 and 30 hit points. When
Casting Time: 1 reaction, which you take when you take reduced to 0 hit points, a pillar crumbles into rubble,
acid, cold, fire, lightning, or thunder damage which creates an area of difficult terrain with a 10-
Range: Self foot radius that lasts until the rubble is cleared. Each
Components: 8 5—foot-diameter portion of the area requires at least 1
Duration: 1 round minute to clear by hand.
If a pillar is created under a creature, that creature
The spell captures some of the incoming energy, less— must succeed on a Dexterity saving throw or be lifted by
ening its effect on you and storing it for your next melee the pillar. A creature can choose to fail the save.
attack. You have resistance to the triggering damage If a pillar is prevented from reaching its full height
type until the start of your next turn. Also, the first time because of a ceiling or other obstacle, a creature on the
you hit with a melee attack on your next turn, the target pillar takes 6d6 bludgeoning damage and is restrained,
takes an extra 1d6 damage of the triggering type, and pinched between the pillar and the obstacle. The re—
the spell ends. strained creature can use an action to make a Strength
At Higher Levels. When you cast this spell using a or Dexterity check (the creature’s choice) against the
spell slot of 2nd level or higher, the extra damage in- spell’s save DC. On a success, the creature is no lon—
creases by 1d6 for each slot level above lst. ger restrained and must either move off the pillar or
fall off it.
AGANAEZAR’S SCORCHER
At Higher Levels. When you cast this spell using a
2nd—ievel evocation
spell slot of 7th level or higher, you can create two addi—
Casting Time: 1 action tional pillars for each slot level above 6th.
Range: 30 feet
Components: V, S, M (a red dragon’s scale) CATAPULT
Duration: Instantaneous lstJevel transmutation

A line of roaring flame 30 feet long and 5 feet wide ema- Casting Time: 1 action
w..‘.-__'- _ nates from you in a direction you choose. Each creature Range: 60 feet
in the line must make a Dexterity saving throw. A crea— Components: S
ture takes 3d8 fire damage on a failed save, or half as Duration: Instantaneous
much damage on a successful one. Choose one object weighing 1 to 5 pounds within range
At Higher Levels. When you cast this spell using a that isn’t being worn or carried. The object flies in a
spell slot of 3rd level or higher. the damage increases by straight line up to 90 feet in a direction you choose
MB for each slot level above 2nd. before falling to the ground, stopping early if it impacts
against a solid surface. If the object would strike a crea-
BEAST BOND
ture, that creature must make a Dexterity saving throw.
lat-level divination
On a failed save, the object strikes the target and stops
Casting Time: 1 action moving. When the object strikes something, the object
Range: Touch and what it strikes each take 3d8 bludgeoning damage.
Components: V, S, M (a bit of fur wrapped in a cloth) At Higher Levels. When you cast this spell using a
Duration: Concentration, up to 10 minutes spell slot of 2nd level or higher, the maximum weight of
You establish a telepathic link with one beast you touch objects that you can target with this spell increases by 5
that is friendly to you or charmed by you. The spell fails pounds, and the damage increases by 1d8, for each slot
level above Ist.
_ i“'.':i,-"~.F-'l'lii-: ':'-. i Fi-‘lLi is
._,_._ ___,___
l!
hours, whenever the target makes a saving throw, it can
CATNAP
roll a d4 and add the number rolled to the save. A crea—
3rd—level enchantment
ture can benefit from this rite only once.
Casting Time: 1 action Funeral Rite. You touch one corpse, and for the next
Range: 30 feet 7 days, the target can’t become undead by any means
Components: S, M (a pinch of sand) short of a wish spell.
Duration: 10 minutes Wedding. You touch adult humanoids willing to be
You make a calming gesture, and up to three willing bonded together in marriage. For the next 7 days, each
creatures of your choice that you can see within range target gains a +2 bonus to AC while they are within 30
fall unconscious for the spell’s duration. The spell ends feet of each other. A creature can benefit from this rite
on a target early if it takes damage or someone uses an again only if widowed.
action to shake or slap it awake. If a target remains un-
CHAOSBOUT
conscious for the full duration, that target gains the ben—
efit of a short rest, and it can’t be affected by this spell Jet—level evocation

again until it finishes a long rest. Casting Time: 1 action


At Higher Levels. When you cast this spell using a Range: 120 feet
spell slot of 4th level or higher, you can target one addi- Components: V, 8
tional willing creature for each slot level above 3rd. Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy
CAUSEFEAR
at one creature in range. Make a ranged spell attack
lat-level necromancy
against the target. On a hit, the target takes 2d8 + 1d6
Casting Time: 1 action damage. Choose one of the dSs. The number rolled
Range: 60 feet on that die determines the attacks damage type, as
Components: V shown below.
Duration: Concentration, up to 1 minute
Damage Type
You awaken the sense of mortality in one creature you
D.
00

can see within range. A construct or an undead is im- Acid


DONChU'l-P-UJN-J

mune to this effect. The target must succeed on a Wis— Cold


dom saving throw or become frightened of you until the Fire
spell ends. The frightened target can repeat the saving Force
throw at the end of each of its turns, ending the effect on Lightning
itself on a success.
Poison
At Higher Levels. When you cast this spell using
Psychic
a spell slot of 2nd level or higher, you can target one
additional creature for each slot level above lst. The Thunder
creatures must be within 30 feet of each other when you
target them. If you roll the same number on both d85, the chaotic
energy leaps from the target to a different creature of
CEREMONY your choice within 30 feet of it. Make a new attack roll
lst—Ievel abjurarion (ritual) against the new target, and make a new damage roll,
Casting Time: 1 hour which could cause the chaotic energy to leap again.
Range: Touch A creature can be targeted only once by each casting
Components: V, S, M (25 gp worth of powdered silver, of this spell.
which the spell consumes) At Higher Levels. When you cast this spell using
Duration: Instantaneous a spell slot of 2nd level or higher, each target takes
1d6 extra damage of the type rolled for each slot level
You perform a special religious ceremony that is infused above 1st.
with magic. When you cast the spell, choose one of the
following rites, the target of which must be within 10 (haARarhAONSTER
feet of you throughout the casting. 4th-1eve1 enchantment
Atonement. You touch one willing creature whose
Casting Time: 1 action
alignment has changed, and you make a DC 20 Wisdom
Range: 30 feet
(Insight) check. On a successful check, you restore the
Components: V, S
target to its original alignment.
Duration: 1 hour
Bless Water. You touch one vial of water and cause it
to become holy water. You attempt to charm a creature you can see within
Coming one. You touch one humanoid who is a range. It must make a Wisdom saving throw, and it does
young adult. For the next 24 hours, whenever the target so with advantage if you or your companions are fight-
makes an ability check, it can roll a d4 and add the num- ing it. If it fails the saving throw, it is charmed by you
ber rolled to the ability check. A creature can benefit until the spell ends or until you or your companions do
from this rite only once. anything harmful to it. The charmed creature is friendly
Dedication. You touch one humanoid who wishes to you. When the spell ends, the creature knows it was
to be dedicated to your god’s service. For the next 24 charmed by you.
At Higher Levels. When you cast this spell using Updrafi. You cause a sustained updraft within the
a spell slot of 5th level or higher, you can target one cube, rising upward from the cube's bottom side. Crear
additional creature for each slot level above 4th. The tures that end a fall within the cube take only half dam-
creatures must be within 30 feet of each other when you age from the fall. When a creature in the cube makes a
target them. vertical jump, the creature can jump up to 10 feet higher
than normal.
CONTROL FLAMES
CREATE BONFIRE i
Transmutation cantrr'p
Conjuration cantrip
Casting Time: 1 action
Casting Time: 1 action :
Range: 60 feet
Range: 60 feet i
Components: 8
Duration: Instantaneous or 1 hour (see below) Components: V, S i
Duration: Concentration, up to 1 minute
You choose a nonmagical flame that you can see within
range and that fits within a 5-foot cube. You affect it in You create a bonfire on ground that you can see within
one of the following ways: range. Until the spell ends, the magic bonfire fills a l
5-foot cube. Any creature in the bonfire’s space when l
- You instantaneously expand the flame 5 feet in one ,
you cast the spell must succeed on a Dexterity saving
direction, provided that wood or other fuel is present
throw or take 1d8 fire damage. A creature must also
in the new location.
make the saving throw when it moves into the bonfire’s
- You instantaneously extinguish the flames
space for the first time on a turn or ends its turn there.
within the cube.
The bonfire ignites flammable objects in its area that
. You double or halve the area of bright light and dim
aren’t being worn or carried.
light cast by the flame, change its color, or both. The
The spell’s damage increases by 1d8 when you reach
change lasts for 1 hour.
5th level (2d8), 11th level (3d8), and 17th level (4d8).
- You cause simple shapes—such as the vague form of a
creature, an inanimate object, or a location—to appear CREATE HOMUNCULUS
within the flames and animate as you like. The shapes 6th-Ieve1 transmutation
last for 1 hour.
Casting Time: 1 hour
Ifyou cast this spell multiple times, you can have up to Range: Touch
three non-instantaneous effects created by it active at a Components: V, S, M (clay, ash, and mandrake root, all
time, and you can dismiss such an effect as an action. of which the spell consumes, and a jewel-encrusted
dagger worth at least 1,000 gp)
CONTROL WINDS Duration: Instantaneous
5th-ievef transmutation
While speaking an intricate incantation, you cut your—
Casting Time: 1 action
self with a jewel-encrusted dagger, taking 2d4 piercing
Range: 300 feet
damage that can’t be reduced in any way. You then drip
Components: V, S
your blood on the spell’s other components and touch
Duration: Concentration, up to 1 hour
them, transforming them into a special construct called
You take control of the air in a 100m cube that you a homunculus.
can see within range. Choose one of the following ef— The statistics of the homunculus are in the Monster
fects when you cast the spell. The effect lasts for the Manual. It is your faithful companion, and it dies ifyou
spell’s duration, unless you use your action on a later die. Whenever you finish a long rest, you can spend up
turn to switch to a different effect. You can also use your to half your Hit Dice if the homunculus is on the same
action to temporarily halt the effect or to restart one plane of existence as you. When you do so, roll each
you‘ve halted. die and add your Constitution modifier to it. Your hit
Gusts. A wind picks up within the cube, continu~ point maximum is reduced by the total, and the homun-
ally blowing in a horizontal direction you designate. culus’s hit point maximum and current hit points are
You choose the intensity of the wind: calm, moderate, both increased by it. This process can reduce you to no
or strong. If the wind is moderate or strong, ranged lower than 1 hit point. and the change to your and the
weapon attacks that enter or leave the cube or pass homunculus’s hit points ends when you finish your next
through it have disadvantage on their attack rolls. If long rest. The reduction to your hit point maximum can’t
the wind is strong, any creature moving against the be removed by any means before then, except by the ho-
wind must spend 1 extra foot of movement for each munculus‘s death.
foot moved. You can have only one homunculus at a time. If
Downdraft. You cause a sustained blast of strong you cast this spell while your homunculus lives, the
wind to blow downward from the top of the cube. spell fails.
Ranged weapon attacks that pass through the cube
or that are made against targets within it have disad— CROWN or STARS
vantage on their attack rolls. A creature must make a 7rh-1eve1 evocation
Strength saving throw if it flies into the cube for the first Casting Time: 1 action
time on a turn or starts its turn there flying. On a failed Range: Self
save, the creature is knocked prone.
DANSE Mneasne
3

Components: V, 8 ster Manual), and it gains a bonus to its attack and dam-
Duration: 1 hour age rolls equal to your spellcasting ability modifier.
Seven star-like motes of light appear and orbit your You can use a bonus action to mentally command the
head until the spell ends. You can use a bonus action to creatures you make with this spell, issuing the same
send one of the motes streaking toward one creature command to all of them. To receive the command,
or object within 120 feet of you. When you do so, make a creature must be within 60 feet of you. You decide
a ranged spell attack. On a hit. the target takes 4d12 what action the creatures will take and where they will
radiant damage. Whether you hit or miss, the mote is ex— move during their next turn, or you can issue a general
pended. The spell ends early if you expend the last mote. command, such as to guard a chamber or passageway
If you have four or more motes remaining, they shed against your foes. lfyou issue no commands, the crea—
bright light in a 30-foot radius and dim light for an addi— tures do nothing except defend themselves against
tional 30 feet. Ifyou have one to three motes remaining, hostile creatures. Once given an order, the creatures
they shed dim light in a 30—foot radius. continue to follow it until their task is complete.
At Higher Levels. When you cast this spell using a The creatures are under your control until the spell
spell slot of 8th level or higher, the number of motes cre- ends, after which they become inanimate once more.
ated increases by two for each slot level above 7th. At Higher Levels. When you cast this spell using a
spell slot‘ of 6th level or higher, you animate up to two
DANSE MACABRB additional corpses for each slot level above 5th.
5th-Ieve] necromancy
DAWN
Casting Time: 1 action 5th—1eve1 evocation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 hour Range: 60 feet
Components: V, S, M (a sunburst pendant worth at
Threads of dark power leap from your fingers to pierce least 100 gp)
up to five Small or Medium corpses you can see within Duration: Concentration, up to 1 minute
range. Each corpse immediately stands up and becomes
undead. You decide whether it is a zombie or a skeleton The light of dawn shines down on a location you spec-
(the statistics for zombies and skeletons are in the Mon- ify within range. Until the spell ends, a 30—foot-radius.
with grasping weeds and vines, as if they were affected
40-foot-high cylinder of bright light glimmers there. This
by an entangle spell. To a creature immune to this effect,
light is sunlight.
the weeds and vines feel soft and reshape themselves to
When the cylinder appears, each creature in it must
serve as temporary seats or beds.
make a Constitution saving throw, taking 4d10 radiant
Grove Guardians. You can animate up to four trees
damage on a failed save, or half as much damage on a
in the area, causing them to uproot themselves from
successful one. A creature must also make this saving
the ground. These trees have the same statistics as an
throw whenever it ends its turn in the cylinder.
awakened tree, which appears in the Monster Manual,
If you’re within 60 feet of the cylinder, you can move it
up to 60 feet as a bonus action on your turn.
except they can’t speak, and their bark is covered with
druidic symbols. If any creature not immune to this
DRAGON’S BREATH effect enters the warded area, the grove guardians fight
2nd—level transmutation until they have driven off or slain the intruders. The
grove guardians also obey your spoken commands (no
Casting Time: 1 bonus action
action required by you) that you issue while in the area.
Range: Touch
Ifyou don't give them commands and no intruders are
Components: V, S, M (a hot pepper)
present, the grove guardians do nothing. The grove
Duration: Concentration, up to 1 minute
guardians can‘t leave the warded area. When the spell
You touch one willing creature and imbue it with the ends, the magic animating them disappears, and the
power to spew magical energy from its mouth, provided trees take root again if possible.
it has one. Choose acid, cold, fire, lightning, or poison. Additional Spell Efi'ect. You can place your choice
Until the spell ends, the creature can use an action to of one of the following magical effects within the
exhale energy of the chosen type in a 15-foot cone. Each warded area:
creature in that area must make a Dexterity saving
- A constant gust of Wind in two locations of your choice
throw, taking 3d6 damage of the chosen type on a failed
. Spike growth in one location of your choice
save, or half as much damage on a successful one.
- Wind wall in two locations of your choice
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by To a creature immune to this effect, the winds are a
ldé for each slot level above 2nd. fragrant, gentle breeze, and the area of spike growth
is harmless.
DRUI D GROVE
6tli~level abjuration DUST D EVIL
2nd-level conjuration
Casting Time: 10 minutes
Range: Touch Casting Time: 1 action
Components: V, S, M (mistletoe, which the spell con— Range: 60 feet
sumes, that was harvested with a golden sickle under Components: V, S, M (a pinch of dust)
the light of a full moon) Duration: Concentration, up to 1 minute
Duration: 24 hours Choose an unoccupied 5—foot cube of air that you can
You invoke the spirits of nature to protect an area out— see within range. An elemental force that resembles
doors or underground. The area can be as small as a a dust devil appears in the cube and lasts for the
30—foot cube or as large as a 90-foot cube. Buildings and spell’s duration.
other structures are excluded from the affected area. If Any creature that ends its turn within 5 feet of the
you cast this spell in the same area every day for a year, dust devil must make a Strength saving throw. On a
the spell lasts until dispelled. failed save, the creature takes 1d8 bludgeoning damage
The spell creates the following effects within the area. and is pushed 10 feet away from the dust devil. On a suc-
When you cast this spell, you can specify creatures as cessful save, the creature takes half as much damage
friends who are immune to the effects. You can also and isn’t pushed.
specify a password that, when spoken aloud, makes the As a bonus action, you can move the dust devil up to
speaker immune to these effects. 30 feet in any direction. If the dust devil moves over
The entire warded area radiates magic. A dispel magic sand, dust, loose dirt, or light gravel, it sucks up the ma-
cast on the area, if successful, removes only one of the terial and forms a 10-foot-radius cloud of debris around
following effects, not the entire area. That spell’s caster itself that lasts until the start of your next turn. The
chooses which effect to end. Only when all its effects are cloud heavily obscures its area.
gone is this spell dispelled. At Higher Levels. When you cast this spell using a
SolidFog. You can fill any number of 5-foot squares spell slot of 3rd level or higher, the damage increases by
on the ground with thick fog, making them heavily ob— ld8 for each slot level above 2nd.
scured. The fog reaches 10 feet high. In addition, every
foot of movement through the fog costs 2 extra feet. To a E A RTH B I N D
creature immune to this effect, the fog obscures nothing 2nd-level transmutation
and looks like soft mist, with motes of green light float— Casting Time: 1 action
ing in the air. Range: 300 feet
Grasping Undergrowth. You can fill any number of Components: V
5-foot squares on the ground that aren’t filled with fog Duration: Concentration, up to 1 minute
Choose one creature you can see within range. Yellow Whenever the affected creature chooses another
strips of magical energy loop around the creature. The creature as a target, it must choose the target at random
target must succeed on a Strength saving throw, or its from among the creatures it can see within range of the
flying speed (if any) is reduced to 0 feet for the spell’s du- attack, spell, or other ability it’s using. If an enemy pro-
ration. An airborne creature affected by this spell safely vokes an opportunity attack from the affected creature,
descends at 60 feet per round until it reaches the ground the creature must make that attack if it is able to.
or the spell ends.
ENERVATION
EARTH TREMOR 5th-1eve1 necromancy
list—level evocation
Casting Time: 1 action

3pc.
Casting Time: 1 action Range: 60 feet
Range: 10 feet Components: V, 8

"'.-.I'-:=-.="""-=__
Components: V, 5 Duration: Concentration, Up to 1 minute
Duration: Instantaneous

"
A tendril of inky darkness reaches out from you, touch-
You cause a tremor in the ground within range. Each ing a creature you can see within range to drain life
creature other than you in that area must make a Dex— from it. The target must make a Dexterity saving throw.
terity saving throw. On a failed save, a creature takes On a successful save, the target takes 2d8 necrotic dam—
1d6 bludgeoning damage and is knocked prone. If the age, and the spell ends. On a failed save, the target takes
ground in that area is loose earth or stone, it becomes 4d8 necrotic damage, and until the spell ends, you can
difficult terrain until cleared, with each 5-foot-diameter use your action on each of your turns to automatically
portion requiring at least 1 minute to clear by hand. deal 4d8 necrotic damage to the target. The spell ends
At Higher Levels. When you cast this spell using a ifyou use your action to do anything else, ifthe target is
spell slot of 2nd level or higher, the damage increases by ever outside the spell’s range, or if the target has total
1d6 for each slot level above lst. cover from you.
Whenever the spell deals damage to a target, you re
ELEMENTAL BANE gain hit points equal to half the amount of necrotic dam-
4th-1evel transmutation age the target takes.
Casting Time: 1 action At Higher Levels. When you cast this spell using a
Range: 90 feet spell slot of 6th level or higher, the damage increases by
Components: V, S MB for each slot level above 5th.
Duration: Concentration, up to 1 minute
ERUPTING EARTH
Choose one creature you can see within range, and 3rd—Ieve1 transmutation
choose one of the following damage types: acid, cold,
fire, lightning, or thunder. The target must succeed on a Casting Time: 1 action
Constitution saving throw or be affected by the spell for
Range: 120 feet
its duration. The first time each turn the affected target Components: V, S, M (a piece of obsidian)
Duration: Instantaneous
takes damage of the chosen type, the target takes an ex—
tra 2d6 damage of that type. Moreover, the target loses Choose a point you can see on the ground within range.
any resistance to that damage type until the spell ends. A fountain of churned earth and stone erupts in a 20—
At Higher Levels. When you cast this Spell using foot cube centered on that point. Each creature in that
a spell slot of 5th level or higher, you can target one area must make a Dexterity saving throw. A creature
additional creature for each slot level above 4th. The takes 3d12 bludgeoning damage on a failed save, or
creatures must be within 30 feet of each other when you half as much damage on a successful one. Additionally,
target them. the ground in that area becomes difficult terrain until
cleared. Each 5-foot-square portion of the area requires
ENEMIES ABOUND at least 1 minute to clear by hand.
3rd—ievei enchantment AtHfgher Levels. When you cast this spell using a
Casting Time: 1 action spell slot of 4th level or higher, the damage increases by
Range: 120 feet ld12 for each slot level above 3rd.
Components: V, S
Duration: Concentration, up to 1 minute FAR STEP
5th—1eve1 conjuration
You reach into the mind of one creature you can see and
force it to make an Intelligence saving throw. A creature Casting Time: 1 bunus action
Range: Self
automatically succeeds if it is immune to being fright—
ened. On a failed save, the target loses the ability to dis- Components: V
tinguish friend from foe, regarding all creatures it can Duration: Concentration, up to 1 minute
see as enemies until the spell ends. Each time the target You teleport up to 60 feet to an unoccupied space you
takes damage, it can repeat the saving throw, ending the can see. On each of your turns before the spell ends, you
effect on itself on a success. can use a bonus action to teleport in this way again.

t‘li -'\ l-“'i'1-I it 7. ' 32.5%?t '


Fwo GREATER STEED

FLAME ARROWS
FIND GREATER STEED
3rd—Ieve1 transmutation
4t'h'1eve] conjuration
Casting Time: 10 minutes Casting Time: 1 action
Range: 30 feet
Range: Touch
Components: V, S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 hour

You summon a spirit that assumes the form of a loyal, You touch a quiver containing arrows or bolts. When a
majestic mount. Appearing in an unoccupied space target is hit by a ranged weapon attack using a piece of
within range, the spirit takes on a form you choose: a ammunition drawn from the quiver, the target takes an
griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, extra 1(16 fire damage. The spell’s magic ends on a piece
or a saber—toothed tiger. The creature has the statistics of ammunition when it hits or misses, and the spell ends
provided in the Monster Manual for the chosen form, when twelve pieces of ammunition have been drawn
from the quiver.
though it is a celestial, a fey, or a fiend (your choice)
instead of its normal creature type. Additionally, if it At Higher Levels. When you cast this spell using a
has an Intelligence score of 5 or lower, its Intelligence spell slot of 4th level or higher, the number of pieces of
becomes 6, and it gains the ability to understand one ammunition you can affect with this spell increases by
language of your choice that you speak. two for each slot level above 3rd.
You control the mount in combat. While the mount is
F RO STBITE
within 1 mile of you, you can communicate with it te1e~
Evocation cantrip
pathically. While mounted on it, you can make any spell
you cast that targets only you also target the mount. Casting Time: 1 action
The mount disappears temporarily when it drops to 0 Range: 60 feet
hit points or when you dismiss it as an action. Casting Components: V, 8
this spell again re—summons the bonded mount, with all Duration: Instantaneous
its hit points restored and any conditions removed. You cause numbing frost to form on one creature that
You can’t have more than one mount bonded by this you can see within range. The target must make a
spell or find steed at the same time. As an action, you Constitution saving throw. On a failed save, the target
can release a mount from its bond, causing it to disap- takes 1d6 cold damage, and it has disadvantage on the
pear permanently. next weapon attack roll it makes before the end of its
Whenever the mount disappears, it leaves behind any next turn.
objects it was wearing or carrying.
The spell’s damage increases by 1d6 when you reach you can see within range. The spirit looks like a trans-
5th level (2d6), 11th level (3d6), and 17th level (4d6). parent beast or fey (your choice).
Until the spell ends, whenever you or a creature you
GUARDIAN OF NATURE can see moves into the spirits space for the first time on
4th—level transmutation a turn or starts its turn there, you can cause the spirit
Casting Time: 1 bonus action to restore ld6 hit points to that creature (no action re—
Range: Self quired). The spirit can’t heal constructs or undead.
Components: V As a bonus action on your turn, you can move the
Duration: Concentration, up to 1 minute Spirit up to 30 feet to a space you can see.
At Higher Levels. When you cast this spell using a
A nature spirit answers your call and transforms you
spell slot of 3rd level or higher, the healing increases by
into a powerful guardian. The transformation lasts until
ME) for each slot level above 2nd.
the spell ends. You choose one of the following forms to
assume: Primal Beast or Great Tree. HOLY WEAPON
Primal Beast. Bestial fur covers your body, your Stir/eve] evocation
facial features become feral, and you gain the follow-
Casting Time: 1 bonus action
ing benefits:
Range: Touch
- Your walking speed increases by 10 feet. Components: V, S
- You gain darkvision with a range of 120 feet. Duration: Concentration, up to 1 hour
- You make Strength—based attack rolls with advantage.
You imbue a weapon you touch with holy power. Until
- Your melee weapon attacks deal an extra 1d6 force
the spell ends, the weapon emits bright light in a 30—
damage on a hit.
foot radius and dim light for an additional 30 feet. In
Great Tree. Your skin appears barky, leaves sprout addition, weapon attacks made with it deal an extra 2d8
F

from your hair, and you gain the following benefits: radiant damage on a hit. If the weapon isn’t already a
. You gain 10 temporary hit points. magic weapon, it becomes one for the duration.
- You make Constitution saving throws with advantage. As a bonus action on your turn, you can dismiss this
- You make Dexterity- and Wisdom-based attack rolls spell and cause the weapon to emit a burst of radiance.
with advantage. Each creature of your choice that you can see within 30
- While you are on the ground, the ground within 15 feet ofyou must make a Constitution saving throw. On a
feet of you is difficult terrain for your enemies. failed save, a creature takes 4d8 radiant damage, and it
is blinded for 1 minute. On a successful save, a creature
GUST takes half as much damage and isn’t blinded. At the
Transmutati'on cantrlp end of each Ofits turns, a blinded creature can make a
Constitution saving throw, ending the effect on itselfon
Casting Time: 1 action
a success.
Range: 30 feet
Components: V, 8 ICE KN IFE
Duration: Instantaneous
lst—level conjura tion
You seize the air and compel it to create one of the fol— Casting Time: 1 action
lowing effects at a point you can see within range: Range: 60 feet
- One Medium or smaller creature that you choose Components: S, M (a drop of water or a piece of ice)
must succeed on 3 Strength saving throw or be Duration: Instantaneous
pushed up to 5 feet away from you. You create a shard of ice and fling it at one creature
- You create a small blast of air capable of moving one within range. Make a ranged spell attack against the tar-
object that is neither held nor carried and that weighs get. On a hit, the target takes ll piercing damage. Hit
no more than 5 pounds. The object is pushed up to 10 or miss. the shard then explodes. The target and each
feet away from you. It isn’t pushed with enough force creature within 5 feet of it must succeed on a Dexterity
to cause damage. saving thfow or take 2d6 cold damage.
- You create a harmless sensory effect using air, such as At Higher Levels. When you cast this spell using a
causing leaves to rustle, wind to slam shutters closed, spell slot of 2nd level or higher, the cold damage in-
or your clothing to ripple in a breeze. creases by 1d6 for each slot level above lst.
HEALING SPIRIT ILLUSORY DRAGON
2nd-leve1 conjurati'on 8th—leve1 illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: 8
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The By gathering threads of shadow material from the Shad~
intangible spirit appears in a space that is a 5-foot cube owfell, you create a Huge shadowy dragon in an unoc-
cupied space that you can see within range. The illusion devil or a bearded devil. The devil appears in an unoc—
lasts for the spell’s duration and occupies its space, as if cupied space that you can see within range. The devil
it were a creature. disappears when it drops to 0 hit points or when the
When the illusion appears, any of your enemies that spell ends.
can see it must succeed on a Wisdom saving throw or
The devil is unfriendly toward you and your com-
become frightened of it for 1 minute. If a frightened crea- panions. Roll initiative for the devil, which has its own
ture ends its turn in a location where it doesn’t have line turns. It is under the Dungeon Master’s control and acts
of sight to the illusion, it can repeat the saving throw, according to its nature on each of its turns, which might
ending the effect on itself on a success. result in its attacking you if it thinks it can prevail, or
As a bonus action on your turn, you can move the illu- trying to tempt you to undertake an evil act in exchange
sion up to 60 feet. At any point during its movement, you for limited service. The DM has the creature’s statistics.
can cause it to exhale a blast of energy in a 60-foot cone On each of your turns, you can try to issue a verbal
originating from its space. When you create the dragon, command to the devil (no action required by you). It
choose a damage type: acid, cold, fire, lightning, ne- obeys the command if the likely outcome is in accor-
crotic, or poison. Each creature in the cone must make dance with its desires, especially if the result would
an Intelligence saving throw, taking '7d6 damage of the draw you toward evil. Otherwise, you must make a Cha-
chosen damage type on a failed save, or half as much risma (Deception, Intimidation, or Persuasion) check
damage on a successful one. contested by its Wisdom (Insight) check. You make the
The illusion is tangible because of the shadow stuff check with advantage if you say the devil’s true name.
used to create it, but attacks miss it automatically. it suc- Ifyour check fails, the devil becomes immune to your
ceeds on all saving throws, and it is immune to all dam- verbal commands for the duration of the spell, though it
age and conditions. A creature that uses an action to can still carry out your commands if it chooses. If your
examine the dragon can determine that it is an illusion check succeeds, the devil carries out your command—
by succeeding on an Intelligence (Investigation) check such as “attack my enemies,” “explore the room ahead,"
against your spell save DC. If a creature discerns the or “bear this message to the queen"—until it completes
illusion for what it is, the creature can see through it and the activity, at which point it returns to you to report hav-
has advantage on saving throws against its breath. ing done so.
If your concentration ends before the spell reaches its
IMMOLATION full duration, the devil doesn‘t disappear if it has become
5th—level evocation immune to your verbal commands. Instead, it acts in
whatever manner it chooses for 3d6 minutes, and then it
Casting Time: 1 action
disappears.
Range: 90 feet
Ifyou possess an individual devil’s talisman, you can
Components: V
summon that devil if it is of the appropriate challenge
Duration: Concentration, up to 1 minute
rating plus 1, and it obeys all your commands, with no
Flames wreathe one creature you can see within range. Charisma checks required.
The target must make a Dexterity saving throw. It takes At Higher Levels. When you cast this spell using a
8d6 fire damage on a failed save, or half as much dam- spell slot of 6th level or higher, the challenge rating in-
age on a successful one. On a failed save, the target creases by 1 for each slot level above 5th.
also burns for the spell’s duration. The burning target
sheds bright light in a 30—foot radius and dim light for IN FESTATION
an additional 30 feet. At the end of each of its turns, the Conjuration cantrip
target repeats the saving throw. It takes 4d6 fire damage Casting Time: 1 action
on a failed save, and the spell ends on a successful one. Range: 30 feet
These magical flames can’t be extinguished by nonmag— Components: V, S, M (a living fiea)
ical means. Duration: Instantaneous
If damage from this spell kills a target, the target is
turned to ash. You cause a cloud of mites, fleas, and other parasites to
appear momentarily on one creature you can see within
INFERNAL CALLING range. The target must succeed on a Constitution saving
5th—1eve1conjuration throw, or it takes 1d6 poison damage and moves 5 feet
in a random direction if it can move and its speed is at
Casting Time: 1 minute
least 5 feet. Roll a d4 for the direction: 1., north; 2, south;
Range: 90 feet
3, east; or 4, west. This movement doesn’t provoke op-
Components: V, S, M (a ruby worth at least 999 gp)
portunity attacks, and if the direction rolled is blocked,
Duration: Concentration, up to 1 hour
the target doesn't move.
Uttering a dark incantation, you summon a devil from The spell’s damage increases by 1d6 when you reach
the Nine Hells. You choose the devil’s type, which must 5th level (2d6), 11th level (3016), and 17th level (4d6).
be one of challenge rating 6 or lower, such as a barbed
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INVESTITURE or FLAME Until the spell ends, ice rimes your body, and you gain
orb-level transmutation the following benefits:

Casting Time: 1 action - You are immune to cold damage and have resistance
Range: Self to fire damage.
Components: V, 8 . You can move across difficult terrain created by ice or
Duration: Concentration, up to 10 minutes snow without spending extra movement.
- The ground in a 10—foot radius around you is icy and
Flames race across your body, shedding bright light in
is difficult terrain for creatures other than you. The
a 30—foot radius and dim light for an additional 30 feet
radius moves with you.
for the spell’s duration. The flames don’t harm you. Until
- You can use your action to create a 15-foot cone of
the spell ends, you gain the following benefits:
freezing Wind extending from your outstretched hand
. You are immune to fire damage and have resistance to in a direction you choose. Each creature in the cone
cold damage. must make a Constitution saving throw. A creature
- Any creature that moves within 5 feet of you for the takes 4d6 cold damage on a failed save, or half as
first time on a turn or ends its turn there takes 1l much damage on a successful one. A creature that
fire damage. fails its s‘ave against this effect has its speed halved
You can use your action to create a line of fire 15 feet until the start of your next turn.
long and 5 feet Wide extending from you in a direc—
tion you choose. Each creature in the line must make INVESTITURE OF STONE

a Dexterity saying throw. A creature takes 4d8 fire 6th-Ieve1 transmutation


damage on a failed save, or half as much damage on a Casting Time: 1 action
successful one. Range: Self
Components: V, S
INVESTITURE or ICE
Duration: Concentration, up to 10 minutes
orb-level transmutation
Until the spell ends, bits of rock spread across your
Casting Time: 1 action
body, and you gain the following benefits:
Range: Self
Components: V, 8 - You have resistance to bludgeoning, piercing, and
Duration: Concentration, up to 10 minutes slashing damage from nonmagical attacks.

{'lls‘xli'l lit 7';- Z'il'i'l L':


- You can use your action to create a small earthquake MADDENING DARKNESS
on the ground in a 15-foot radius centered on you. 8th—1eve1 evocation
Other creatures on that ground must succeed on a Casting Time: 1 action
Dexterity saving throw or be knocked prone. Range: 150 feet
- You can move across difficult terrain made of earth Components: V, M (a drop of pitch mixed with a drop
or stone without spending extra movement. You can of mercury)
move through solid earth or stone as if it was air Duration: Concentration, up to 10 minutes
and without destabilizing it, but you can’t end your
Magical darkness spreads from a point you choose
movement there. If you do so, you are ejected to the
within range to fill a 60—foot—radius sphere until the spell
nearest unoccupied space, this spell ends, and you are
ends. The darkness spreads around corners. A creature
stunned until the end of your next turn.
with darkvision can’t see through this darkness. Non—
INVESTITURE or WIND magical light, as well as light created by spells of 8th
6th-Ieve1 transmutation level or lower, can't illuminate the area.
Shrieks, gibbering, and mad laughter can be heard
Casting Time: 1 action within the sphere. Whenever a creature starts its turn in
Range: Self the sphere, it must make a Wisdom saving throw, taking
Components: V, S 8d8 psychic damage on a failed save, or half as much
Duration: Concentration, up to 10 minutes damage on a successful one.
Until the spell ends, wind whirls around you, and you
gain the following benefits: MAE LSTROM
Stir—level evocation
. Ranged weapon attacks made against you have disad—
vantage on the attack roll. Casting Time: 1 action
. You gain a flying speed of 60 feet. Ifyou are still flying Range: 120 feet
when the spell ends, you fall, unless you can somehow Components: V, S, M (paper or leaf in the shape
prevent it. of a funnel)
- You can use your action to create a 15-foot cube of Duration: Concentration, up to 1 minute
swirling wind centered on a point you can see within A swirling mass of 5-foot—deep water appears in a 30—
60 feet of you. Each creature in that area must make foot radius centered on a point you can see within range.
a Constitution saving throw. A creature takes 2l The point must be on the ground or in a body of water.
bludgeoning damage on a failed save, or half as much Until the spell ends, that area is difficult terrain, and
damage on a successful one. If a Large or smaller any creature that starts its turn there must succeed on a
creature fails the save, that creature is also pushed up Strength saving throw or take 6d6 bludgeoning damage
to 10 feet away from the center of the cube. and be pulled 10 feet toward the center.

INVULNERABILITY MAGIC STONE


9th-Ieve1 abjura tion Transmutation cantrip
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Touch
Components: V, S, M (a small piece of adamantine Components: V, S
worth at least 500 gp, which the spell consumes) Duration: 1 minute
Duration: Concentration, up to 10 minutes
You touch one to three pebbles and imbue them with
You are immune to all damage until the spell ends. magic. You or someone else can make a ranged spell
attack with one of the pebbles by throwing it or hurling
LIFE TRANSFERENCE it with a sling. If thrown, a pebble has a range of 60 feet.
3rd—Ieve] necromancy If someone else attacks with a pebble, that attacker adds
Casting Time: 1 action your spellcasting ability modifier, not the attackers, to
Range: 30 feet the attack roll. On a hit, the target takes bludgeoning
Components: V, S damage equal to 1d6 + your spellcasting ability modifier.
Duration: Instantaneous Whether the attack hits or misses, the spell then ends
on the stone.
You sacrifice some of your health to mend another crea—
If you cast this spell again, the spell ends on any peb-
ture’s injuries. You take 4d8 necrotic damage, and one
bles still affected by your previous casting.
creature of your choice that you can see within range re-
gains a number of hit points equal to twice the necrotic MASS POLYMORPH
damage you take.
9th-1eve1 transmutation
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by Casting Time: 1 action
1d8 for each slot level above 3rd. Range: 120 feet
Components: V. S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour

{'lls'tf’l'fl‘. .3 : Sl'i- 1.1.5


You transform up to ten creatures of your choice that Components: V, S, M (niter, sulfur, and pine tar formed
you can see within range. An unwilling target must suc— into a bead)
ceed on a Wisdom saving throw to resist the transforma— Duration: Concentration, up to 10 minutes
tion. An unwilling shapechanger automatically succeeds You create six tiny meteors in your space. They float
on the save. in the air and orbit you for the spell’s duration. When
Each target assumes a beast form of your choice, and you cast the spellfiand as a bonus action on each of
you can choose the same form or different ones for each your turns thereafter—you can expend one or two of
target. The new form can be any beast you have seen the meteors, sending them streaking toward a point or
whose challenge rating is equal to or less than the tar- points you choose within 120 feet of you. Once a me-
get’s (or half the target’s level, if the target doesn’t have a teor reaches its destination or impacts against a solid
challenge rating). The target’s game statistics, including surface, the meteor explodes. Each creature within 5
mental ability scores, are replaced by the statistics of feet of the point where the. meteor explodes must make
the chosen beast, but the target retains its hit points, a Dexterity saving throw. A creature takes 2d6 fire
alignment, and personality. damage on a failed save, or half as much damage on a
Each target gains a number of temporary hit points successful one.
equal to the hit points of its new form. These temporary At Higher Levels. When you cast this spell using a
hit points can’t be replaced by temporary hit points from spell slot of 4th level or higher, the number of meteors
another source. A target reverts to its normal form when created increases by two for each slot level above 3rd.
it has no more temporary hit points or it dies. If the spell
ends before then, the creature loses all its temporary hit MENTAL PRISON
points and reverts to its normal form. 6th—Ievel illusion
The creature is limited in the actions it can perform by
Casting Time: 1 action
the nature of its new form. It can’t speak, cast spells, or
Range: 60 feet
do anything else that requires hands or speech.
Components: S
The target’s gear melds into the new form. The target
Duration: Concentration, up to 1 minute
can’t activate, use, wield, or otherwise benefit from any
of its equipment. You attempt to bind a creature within an illusory cell
that only it perceives. One creature you can see within
MAXIMILIAN’S EARTHEN GRASP range must make an Intelligence saving throw. The
2nd—ievei transmutation target succeeds automatically if it is immune to being
charmed. On a successful save, the target takes 5d10
Casting Time: 1 action
Range: 30 feet psychic damage, and the spell ends. On a failed save,
the target takes 5d10 psychic damage, and you make
Components: V, S, M (a miniature hand sculpted
the area immediately around the target’s space appear
from clay)
dangerous to it in some way. You might cause the target
Duration: Concentration, up to 1 minute
to perceive itself as being surrounded by fire, floating
You choose a S—foot-square unoccupied space on the razors, or hideous maws filled with dripping teeth.
ground that you can see within range. A Medium hand Whatever form the illusion takes, the target can’t see or
made from compacted soil rises there and reaches for hear anything beyond it and is restrained for the spell’s
one creature you can see within 5 feet of it. The target duration. If the target is moved out of the illusion, makes
must make a Strength saving throw. On a failed save, a melee attack through it, or reaches any part of its body
the target takes 2d6 bludgeoning damage and is re- through it, the target takes 10d10 psychic damage, and
strained for the spell's duration. the spell ends.
As an action, you can cause the hand to crush the
restrained target, which must make a Strength saving MIGHTY FORTRESS
throw. The target takes 2d6 bludgeoning damage on a 8th—Ieve1 conjuration
failed save, or half as much damage on a successful one.
Casting Time: 1 minute
To break out, the restrained target can use its action Range: 1 mile
to make a Strength check against your spell save DC. Components: V, S, M (a diamond worth at least 500 gp,
On a success, the target escapes and is no longer re—
which the spell consumes)
strained by the hand.
Duration: Instantaneous
As an action, you can cause the hand to reach for a
different creature or to move to a different unoccupied A fortress of stone erupts from a square area of ground
space within range. The hand releases a restrained tar- of your choice that you can see within range. The area is
get if you do either. 120 feet on each side, and it must not have any buildings
or other structures on it. Any creatures in the area are
MELF’S MINUTE METEORS harmlessly lifted up as the fortress rises.
3rd—ievel evocation The fortress has four turrets with square bases, each
one 20 feet on a side and 30 feet tall, with one turret on
Casting Time: 1 action
Range: Self each corner. The turrets are connected to each other by
stone walls that are each 80 feet long, creating an en-

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MIGHTY Fonraess

closed area. Each wall is 1 foot thick and is composed of into the ground, leaving any creatures that were inside it
panels that are 10 feet wide and 20 feet tall. Each panel safely on the ground.
is contiguous with two other panels or one other panel Casting this spell on the same spot once every 7 days
and a turret. You can place up to four stone doors in the for a year makes the fortress permanent.
fortress’s outer wall.
A small keep stands inside the enclosed area. The
MIND SPIKE
keep has a square base that is 50 feet on each side, and 2nd-1eve] divination
it has three floors with 10-foot-high ceilings. Each of the Casting Time: 1 action
floors can be divided into as many rooms as you like, Range: 60 feet
provided each room is at least 5 feet on each side. The Components: 8
floors of the keep are connected by stone staircases, its Duration: Concentration, up to 1 hour
walls are 6 inches thick, and interior rooms can have
You reach into the mind of one creature you can see
stone doors or open archways as you choose. The keep
within range. The target must make a Wisdom saving
is furnished and decorated however you like, and it con—
throw, taking 3d8 psychic damage on a failed save, or
tains sufficient food to serve a nine-course banquet for
half as much damage on a successful one. On a failed
up to 100 people each day. Furnishings, food, and other
save, you also always know the target's location until the
objects created by this spell crumble to dust if removed
spell ends, but only while the two of you are on the same
from the fortress.
plane of existence. While you have this knowledge, the
A staff of one hundred invisible servants obeys any
target can’t become hidden from you, and if it’s invisible,
command given to them by creatures you designate
it gains no benefit from that condition against you.
when you cast the spell. Each servant functions as if cre-
At Higher Levels. When you cast this spell using a
ated by the unseen servant spell.
spell slot of 3rd level or higher, the damage increases by
The walls, turrets, and keep are all made of stone
1d6 for each slot level above 2nd.
that can be damaged. Each 10—foot—bya10-foot section of
stone has AC 15 and 30 hit points per inch of thickness. MOLD EARTH
It is immune to poison and psychic damage. Reducing Transmutation cantrip
a section of stone to 0 hit points destroys it and might
Casting Time: 1 action
cause connected sections to buckle and collapse at the
Range: 30 feet
DM’s discretion.
After 7 days or when you cast this spell somewhere
Components: 8
else, the fortress harmlessly crumbles and sinks back
Duration: Instantaneous or 1 hour (see below)
You choose a portion of dirt or stone that you can see PRIMAL SAVAGERY
within range and that fits within a 5-foot cube. You ma— Transmutation cantrip
nipulate it in one of the following ways: Casting Time: 1 action
. lfyou target an area of loose earth, you can instan— Range: Self
taneously excavate it, move it along the ground, and Components: S
deposit it up to 5 feet away. This movement doesn’t Duration: Instantaneous
involve enough force to cause damage. You channel primal magic to cause your teeth or fin—
- You cause shapes, colors, or both to appear on the dirt gernails to sharpen, ready to deliver a corrosive attack.
or stone, spelling out words, creating images, or shap- Make a melee spell attack against one creature within 5
ing patterns. The changes last for 1 hour. feet ofyou. On a hit, the target takes ll acid damage.

r —-.1-..
- If the dirt or stone you target is on the ground, you

““1...
After you make the attack, your teeth or fingernails re-
cause it to become difficult terrain. Alternatively, you

l1“
turn to normal.
can cause the ground to become normal terrain if it is The spell’s damage increases by 1d10 when you reach
already difficult terrain. This change lasts for 1 hour. 5th level (2d10), 11th level (3d10), and 17th level (4d10).
If you cast this spell multiple times, you can have no
PRIMORDIAL WARD
more than two of its non-instantaneous effects active at
a time, and you can dismiss such an effect as an action. 6th-1eve} abjura ti'on
Casting Time: I action
NEGATIVE ENERGY FLOOD Range: Self
Stir-level necromancy Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 60 feet You have resistance to acid, cold, fire, lightning, and
Components: V, M (a broken bone and a square of thunder damage for the spell’s duration.
black silk) When you take damage of one of those types, you can
Duration: Instantaneous use your reaction to gain immunity to that type of dam-
You send ribbons of negative energy at one creature you age, including against the triggering damage. If you do
can see within range. Unless the target is undead. it so, the resistances end, and you have the immunity until
must make a Constitution saving throw, taking 5d12 ne- the end of your next turn, at which time the spell ends.
crotic damage on a failed save, or half as much damage
on a successful one. A target killed by this damage rises
PSYCHIC SCREAM
up as a zombie at the start of your next turn. The zombie 9th~level enchantment
pursues whatever creature it can see that is closest to it. Casting Time: 1 action
Statistics for the zombie are in the Monster Manual. Range: 90 feet
If you target an undead with this spell, the target Components: S
doesn’t make a saving throw. Instead, roll 5d12. The tar- Duration: Instantaneous
get gains half the total as temporary hit points.
You unleash the power of your mind to blast the intellect
of up to ten creatures of your choice that you can see
POWER WORD PAIN
within range. Creatures that have an Intelligence score
7th-1evel enchantment
of 2 or lower are unaffected.
Casting Time: 1 action Each target must make an Intelligence saving throw.
Range: 60 feet On a failed save, a target takes 14d6 psychic damage
Components: V and is stunned. On a successful save, a target takes half
Duration: Instantaneous as much damage and isn’t stunned. If a target is killed
You speak a word of power that causes waves of intense by this damage, its head explodes, assuming it has one.
pain to assail one creature you can see within range. A stunned target can make an Intelligence saving
If the target has 100 hit points or fewer, it is subject throw at the end of each of its turns. On a successful
to crippling pain. Otherwise, the spell has no effect save, the stunning effect ends.
on it. A target is also unaffected if it is immune to be-
ing charmed.
PYROTECHNICS
2nd-1eve1 transmutation
While the target is affected by crippling pain, any
speed it has can be no higher than 10 feet. The target Casting Time: 1 action
also has disadvantage on attack rolls, ability checks, and Range: 60 feet
saving throws, other than Constitution saving throws. Components: V, S
Finally, if the target tries to cast a spell, it must first suc— Duration: Instantaneous
ceed on a Constitution saving throw, or the casting fails
Choose an area of nonmagical flame that you can see
and the spell is wasted.
and that fits within a 5-foot cube within range. You can
A target suffering this pain can make a Constitution
extinguish the fire in that area, and you create either
saving throw at the end of each of its turns. On a suc— fireworks or smoke when you do so.
cessful save, the pain ends. Fireworks. The target explodes with a dazzling dis-
play of colors. Each creature within 10 feet of the target

t.ii.‘i.l"'t_'lf i=1 '-'. a PI; it is


properties (range 20/60). In addition, when you use the
sword to attack a target that is in dim light or darkness,
you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the
end of the turn. Thereafter, while the spell persists, you
can use a bonus action to cause the sword to reappear
in your hand.
At Higher Levels. When you cast this spell using a
3rd- or 4th—level spell slot, the damage increases to 3:18.
When you cast it using a 5th— or 6th-level spell slot, the
damage increases to 4d8. When you cast it using a spell
slot of 7th level or higher, the damage increases to 5d8.

SHADOW or M011.
4th—1eve] necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased in a
gem worth at least 150 gp)
Duration: Concentration, up to 1 minute
Flame~like shadows wreathe your body until the spell
ends, causing you to become heavily obscured to others.
Snanow Btnoe
The shadows turn dim light within 10 feet of you into
darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant
damage. In addition, whenever a creature within 10 feet
of you hits you with an attack, the shadows lash out at
that creature, dealing it 2d8 necrotic damage.

SHAPE WATER
must succeed on a Constitution saving throw or become Transmutation canm'p
blinded until the end of your next turn.
Casting Time: 1 action
Smoke. Thick black smoke spreads out from the tar-
Range: 30 feet
get in a 20—foot radius, moving around corners. The area
Components: 8
of the smoke is heavily obscured. The smoke persists for
Duration: Instantaneous or 1 hour (see below)
1 minute or until a strong wind disperses it.
You choose an area of water that you can see within
SCATTER range and that fits within a 5—foot cube. You manipulate
Grit-level conjuratfon it in one of the following ways:
Casting Time: 1 action - You instantaneously move or otherwise change the
Range: 30 feet flow of the water as you direct, up to 5 feet in any di-
Components: V rection. This movement doesn’t have enough force to
Duration: Instantaneous cause damage.
The air quivers around up to five creatures of your - You cause the water to form into simple shapes
choice that you can see within range. An unwilling crea— and animate at your direction. This change lasts
ture must succeed on a Wisdom saving throw to resist for 1 hour.
this spell. You teleport each affected target to an unoccu- . You change the water’s color or opacity. The water
pied space that you can see within 120 feet of you. That must be changed in the same way throughout. This
space must be on the ground or on a floor. change lasts for 1 hour.
. You freeze the water, provided that there are no crea—
SHADOW BLADE tures in it. The water unfreezes in 1 hour.
2nd—leve] illusion If you cast this spell multiple times, you can have no
Casting Time: 1 bonus action more than two of its non-instantaneous effects active at
Range: Self a time, and you can dismiss such an effect as an action.
Components: V, 8
Duration: Concentration, up to 1 minute SICKENING RADIANCE
4th-Ieve1 evocation
You weave together threads of shadow to create a sword
of solidified gloom in your hand. This magic sword lasts Casting Time: 1 action
until the spell ends. It counts as a simple melee weapon Range: 120 feet
with which you are proficient. It deals 2d8 psychic Components: V, 8
damage on a hit and has the finesse, light, and thrown Duration: Concentration, up to 10 minutes

iii? killl‘lt' 3 I *11"i_l.i_.‘~é


Lr

.u—. w'—.
Dim, greenish light spreads within a 30—foot-radius A restrained creature can make a Dexterity saving
sphere centered on a point you choose within range. throw at the end of each of its turns, ending the effect on
The light spreads around corners, and it lasts until the itself on a success. Alternatively, the creature or some—
spell ends. one else who can reach it can use an action to make an
When a creature moves into the spell’s area for the Intelligence (Arcana) check against your spell save DC.
first time on a turn or starts its turn there, that creature On a success, the restrained effect ends.
must succeed on a Constitution saving throw or take After the trap is triggered, the spell ends when no
4d10 radiant damage, and it suffers one level of exhaus— creature is restrained by it.
tion and emits a dim, greenish light in a 5-foot radius.

:‘T‘ ' -'


This light makes it impossible for the creature to benefit SNILLoc’s SNOWBALL SWARM

xiii-FIE; :-
from being invisible. The light and any levels of exhaus— 2nd‘1eve1 evocation

tion caused by this spell go away when the spell ends. Casting Time: 1 action
Range: 90 feet
SKILL EMPOWERMENT Components: V, S, M (a piece of ice or a small white

-—
5th-Ievel transmutation rock chip)
Casting Time: 1 action Duration: Instantaneous
Range: Touch A flurry of magic snowballs erupts from a point you
Components: V, S choose within range. Each creature in a 5-foot—radius
Duration: Concentration. up to 1 hour sphere centered on that point must make a Dexterity
Your magic deepens a creature’s understanding of its saving throw. A creature takes 3d6 cold damage on a
own talent. You touch one willing creature and give it failed save, or half as much damage on a successful one.
expertise in one skill of your choice; until the spell ends, At Higher Levels. When you cast this spell using a
the creature doubles its proficiency bonus for ability spell slot of 3rd level or higher, the damage increases by
checks it makes that use the chosen skill. 1d6 for each slot level above 2nd.
You must choose a skill in which the target is profi-
cient and that isn’t already benefiting from an effect, SOUL CAGE
such as Expertise, that doubles its proficiency bonus. 6th-Ieve1 necromancy
Casting Time: 1 reaction, which you take when a hu-
SKYWRITE manoid you can see within 60 feet of you dies
2nd—1evel transmutation (ritual) Range: 60 feet
Casting Time: 1 action Components: V, S, M (a tiny silver cage worth 100 gp)
Range: Sight Duration: 8 hours
Components: V, S This spell snatches the soul of a humanoid as it dies and
Duration: Concentration, up to 1 hour traps it inside the tiny cage you use for the material com-
You cause up to ten words to form in a part of the sky ponent. A stolen soul remains inside the cage until the
you can see. The words appear to be made of cloud and spell ends or until you destroy the cage, which ends the
remain in place for the spell’s duration. The words dis— spell. While you have a soul inside the cage, you can ex—
sipate when the spell ends. A strong wind can disperse ploit it in any of the ways described below. You can use a
the clouds and end the spell early. trapped soul up to six times. Once you exploit a soul for
the sixth time, it is released, and the spell ends. While
SNARE a soul is trapped, the dead humanoid it came from can’t
Est-level abjuration be revived.
Casting Time: 1 minute Steal Life. You can use a bonus action to drain vigor
Range: Touch from the soul and regain 2d8 hit points.
Components: S, M (25 feet of rope, which the Query Soul. You ask the soul a question (no action re-
spell consumes) quired) and receive a brief telepathic answer, which you
Duration: 8 hours can understand regardless of the language used. The
soul knows only what it knew in life, but it must answer
As you cast this spell, you use the rope to create a circle you truthfully and to the best of its ability. The answer is
with a 5-foot radius on the ground or the floor. When no more than a sentence or two and might be cryptic.
you finish casting, the rope disappears and the circle Borrow Experience. You can use a bonus action to
becomes a magic trap. bolster yourself with the soul’s life experience, making
This trap is nearly invisible, requiring a successful your next attack roll, ability check, or saving throw with
Intelligence (Investigation) check against your spell save advantage. If you don’t use this benefit before the start of
DC to be discerned. your next turn, it is lost.
The trap triggers when a Small, Medium, or Large Eyes of the Dead. You can use an action to name a
creature moves onto the ground or the floor in the place the humanoid saw in life, which creates an invis-
spell's radius. That creature must succeed on a Dex- ible sensor somewhere in that place if it is on the plane
terity saving throw or be magically hoisted into the air, of existence you’re currently on. The sensor remains for
leaving it hanging upside down 3 feet above the ground as long as you concentrate, up to 10 minutes (as if you
or the floor. The creature is restrained there until the were concentrating on a spell). You receive visual and .i
spell ends.

«11 -‘tE-“i'E'-;i..1 3 Hi’i‘-'l..l_.‘_~' _, " n.7, '


. ._ d(
##- by...
'-'-|_I--

“A

STORM SIN-HERE

auditory information from the sensor as if you were in The sphere remains for the spell's duration. Each crea-
its space using your senses. ture in the sphere when it appears or that ends its turn
A creature that can see the sensor (such as one using there must succeed on a Strength saving throw or take
see invisibility or truesight) sees a translucent image of 2d6 bludgeoning damage. The sphere’s space is diffi—
the tormented humanoid whose soul you caged. cult terrain.
Until the spell ends, you can use a bonus action on
STEEL WIN D STRIKE each of your turns to cause a bolt of lightning to leap
5th—levei conjura tion from the center of the sphere toward one creature you
Casting Time: 1 action choose within 60 feet of the center. Make a ranged spell
Range: 30 feet attack. You have advantage on the attack roll if the target
Components: S, M (a melee weapon worth at least 1 sp) is in the sphere. On a hit. the target takes 4d6 light-
Duration: Instantaneous ning damage.
Creatures within 30 feet of the sphere have disadvan—
You flourish the weapon used in the casting and then tage on Wisdom (Perception) checks made to listen.
vanish to strike like the wind. Choose up to five crea- At Higher Levels. When you cast this spell using a
tures you can see within range. Make a melee spell spell slot of 5th level or higher, the damage for each of
attack against each target. On a hit, a target takes 6d10 its effects increases by 1d6 for each slot level above 4th.
force damage.
You can then teleport to an unoccupied space you can SUMMON GREATER DEMON
see within 5 feet of one of the targets you hit or missed. 4th-Ievel conjuration
Casting Time: 1 action
STORM SPHERE
Range: 60 feet
4th-leve1 evocation
Components: V, S, M (a vial of blood from a humanoid
Casting Time: 1 action killed within the past 24 hours)
Range: 150 feet Duration: Concentration, up to 1 hour
Components: V. 8
Duration: Concentration, up to 1 minute You utter foul words, summoning one demon from the
chaos of the Abyss. You choose the demon’s type, which
A 20-foot—radius sphere of whirling air springs into ex- must be one of challenge rating 5 or lower, such as a
istence, centered on a point you choose within range. shadow demon or a barlgura. The demon appears in

". '.\1’f’li.5~l
an unoccupied space you can see within range, and the anyone within it. Using the material component in this
demon disappears when it drops to 0 hit points or when manner consumes it when the spell ends.
the spell ends. At Higher Levels. When you cast this spell using a
Roll initiative for the demon, which has its own turns. spell slot of 6th or 7th level, you summon twice as many
When you summon it and on each of your turns thereaf— demons. If you cast it using a spell slot of 8th or 9th
ter, you can issue a verbal command to it (requiring no level, you summon three times as many demons.
action on your part), telling it what it must do on its next
SYNAPTIC STATIC
turn. If you issue no command, it spends its turn attack—
5tha1evel enchantment
ing any creature within reach that has attacked it.
At the end of each of the demons turns, it makes a Casting Time: 1 action
Charisma saving throw. The demon has disadvantage Range: 120 feet
on this saving throw if you say its true name. On a failed. Components: V, 8
save, the demon continues to obey you. On a success— Duration: Instantaneous
ful save, your control of the demon ends for the rest of You choose a point within range and cause psychic en-
the duration, and the demon spends its turns pursuing ergy to explode there. Each creature in a 20—foot—radius
and attacking the nearest non—demons to the best of its sphere centered on that point must make an Intelligence
ability. If you stop concentrating on the spell before it saving throw. A creature with an Intelligence score of
reaches its full duration, an uncontrolled demon doesn’t 2 or lower can’t be affected by this spell. A target takes
disappear for M6 rounds if it still has hit points. 8d6 psychic damage on a failed save, or half as much
As part of casting the spell, you can form a circle damage on a successful one.
on the ground with the blood used as a material com~ After a failed save, a target has muddled thoughts for
ponent. The circle is large enough to encompass your 1 minute. During that time, it rolls a d6 and subtracts
space. While the spell lasts, the summoned demon can’t the number rolled from all its attack rolls and ability
cross the circle or harm it, and it can't target anyone checks, as well as its Constitution saving throws to
within it. Using the material component in this manner maintain concentration. The target can make an Intelli-
consumes it when the spell ends. gence saving throw at the end of each of its turns, end-
At Higher Levels. When you cast this spell using a ing the effect on itself on a success.
spell slot of 5th level or higher, the challenge rating in-
creases by l for each slot level above 4th. TEMPLE OF THE GODS
7th-level conjuration
SUMMON LESSER DEMONS
3rd—feve1 conjura tron Casting Time: 1 hour
Range: 120 feet
Casting Time: 1 action Components: V, S, M (a holy symbol worth at least 5 gp)
Range: 60 feet Duration: 24 hours
Components: V, S, M (a vial of blood from a humanoid
killed within the past 24 hours) You cause a temple to shimmer into existence on ground
Duration: Concentration, up to 1 hour you can see within range. The temple must fit within an
unoccupied cube of space, up to 120 feet on each side.
You utter foul words, summoning demons from the The temple remains until the spell ends. It is dedicated
chaos of the Abyss. Roll on the following table to deter- to whatever god, pantheon, or philosophy is represented
mine what appears. by the holy symbol used in the casting.
You make all decisions about the temples appear-
d5 Demons Summoned
ance. The interior is enclosed by a floor, walls, and a
1—2 Two demons ofchallenge rating 1 or lower
roof, with one door granting access to the interior and
3—4 Four demons of challenge rating 1/2 or lower as many windows as you wish. Only you and any crea—
5—6 Eight demons ofchallenge rating 1/4 or lower tures you designate when you cast the spell can open or
close the door.
The DM chooses the demons, such as manes or The temple’s interior is an open space with an idol
dretches, and you choose the unoccupied spaces you or altar at one end. You decide whether the temple is
can see within range where they appear. A summoned illuminated and whether that illumination is bright light
demon disappears when it drops to 0 hit points or when or dim light. The smell of burning incense fills the air
the spell ends. within, and the temperature is mild.
The demons are hostile to all creatures, including you. The temple opposes types of creatures you choose
Roll initiative for the summoned demons as a group, when you cast this spell. Choose one or more of the fol-
which has its own turns. The demons pursue and attack lowing: celestials, elementals, fey, fiends, or undead. If a
the nearest non-demons to the best of their ability. creature of the chosen type attempts to enter the temple,
As part of casting the spell, you can form a circle that creature must make a Charisma saving throw. On
on the ground with the blood used as a material com— a failed save, it can’t enter the temple for 24 hours. Even
ponent. The circle is large enough to encompass your if the creature can enter the temple, the magic there
space. While the spell lasts, the summoned demons hinders it; whenever it makes an attack roll, an ability
can’t cross the circle or harm it, and they can‘t target check, or a saving throw inside the temple, it must roll a
d4 and subtract the number rolled from the d20 roll.
In addition, the sensors created by divination spells THUNDER STEP
can’t appear inside the temple, and creatures within 3rd-1eve1 conjura tion
_ can’t be targeted by divination spells. Casting Time: 1 action
3-, Finally, whenever any creature in the temple regains Range: 90 feet
l' _| hit points from a spell of let level or higher, the creature Components: V
' regains additional hit points equal to your Wisdom mod— Duration: Instantaneous
ifier (minimum 1 hit point).
The temple is made from opaque magical force that You teleport yourself to an unoccupied space you can
i
extends into the Ethereal Plane, thus blocking ethereal see within range. Immediately after you disappear, a
i j -
i travel into the temples interior. Nothing can physically thunderous boom sounds. and each creature within 10
: : pass through the temple’s exterior. It can’t be dispelled feet of the space you left must make a Constitution sav—
ll i5 by dispei magic, and antimagic field has no effect on it. A ing throw, taking 3l thunder damage on a failed save,
| disintegrate spell destroys the temple instantly. or half as much damage on a successful one. The thun—
=
' Casting this spell on the same spot every day for a der can be heard from up to 300 feet away.
year makes this effect permanent. You can bring along objects as long as their weight
doesn’t exceed what you can carry. You can also tele—
. . TENSER’S TRANSFORMATION port one willing creature of your size or smaller who is
'_ i 6th-ievei transmutation carrying gear up to its carrying capacity. The creature
must be within 5 feet of you when you cast this spell,
Casting Time: 1 action
and there must be an unoccupied space within 5 feet of
Range: Self

your destination space for the creature to appear in; oth-


Components: V, S, M (a few hairs from a bull)
'_'-vzl—

erwise, the creature is left behind.


Duration: Concentration, up to 10 minutes
At Higher Levels. When you cast this spell using a
.__

You endow yourselfwith endurance and martial prow- spell slot of 4th level or higher, the damage increases by
'1.-. ._—-—.._.—.--.-.-.—

ess fueled by magic. Until the spell ends, you can’t cast ll for each slot level above 3rd.
.5 , ‘ spells, and you gain the following benefits:
T1 DA L WAV E
. - :. i - You gain 50 temporary hit points. If any of these re—
3rd—1evei conjuration
, main when the spell ends, they are lost.
i i - You have advantage on attack rolls that you make with Casting Time: 1 action
simple and martial weapons. Range: 120 feet
_ - When you hit a target with a weapon attack, that tar- Components: V, S, M (a drop of water)
;i get takes an extra 2d 12 force damage. Duration: Instantaneous
, . You have proficiency with all armor, shields, simple You conjure up a wave of water that crashes down on an
i] weapons, and martial weapons. area within range. The area can be up to 30 feet long,
- You have proficiency in Strength and Constitution sav— up to 10 feet wide, and up to 10 feet tall. Each creature
ing throws. in that area must make a Dexterity saving throw. On a
- You can attack twice, instead of once, when you take failed save, a creature takes 4d8 bludgeoning damage
,_| the Attack action on your turn. You ignore this benefit and is knocked prone. On a successful save, a creature
j if you already have a feature, like Extra Attack, that takes half as much damage and isn’t knocked prone.
gives you extra attacks. The water then spreads out across the ground in all
Ei Immediately after the spell ends, you must succeed on directions, extinguishing unprotected flames in its area
a DC 15 Constitution saving throw or suffer one level of and within 30 feet of it, and then it vanishes.
exhausuon.
TINY SERVANT
THUNDERCLAP 3rd-Ievei transmutation
Evocation cantrip Casting Time: 1 minute
Casting Time: 1 action Range: Touch
Range: 5 feet Components: V, S
Components: 8 Duration: 8 hours
Duration: Instantaneous You touch one Tiny, nonmagical object that isn’t at—
You create a burst of thunderous sound that can be tached to another object or a surface and isn’t being
heard up to 100 feet away. Each creature within range, carried by another creature. The target animates and
if iii-l other than you, must succeed on a Constitution saving sprouts little arms and legs, becoming a creature under
L 3 throw or take ld6 thunder damage. your control until the spell ends or the creature drops to
The spell’s damage increases by ld6 when you reach 0 hit points. See the stat block for its statistics.
5th level (2d6), llth level (3d6), and 17th level (4d6). As a bonus action, you can mentally command the
creature if it is within 120 feet of you. (Ifyou control
multiple creatures with this spell, you can command any
or all of them at the same time, issuing the same comu

I‘rp-v—t- _ .-._._._
TOLL THE DEAD
Necromancy cantrr'p
Casting Time: 1 action
Range: 60 feet
Components: V, 8
Duration: Instantaneous
You point at one creature you can see within range,
and the sound of a dolorous bell fills the air around it
for a moment. The target must succeed on a Wisdom
saving throw or take 1d8 necrotic damage. If the target
is missing any of its hit points, it instead takes 1d] 2 ne—
crotic damage.
The spell’s damage increases by one die when you
reach 5th level (2d8 or 2(112), 11th level (3d8 or 3d12),
and 17th level (4d8 or 4dl2).

TRANSMUTE ROCK
5th-leve1 transmutation

Casting Time: 1 action


Range: 120 feet
Components: V, S, M (clay and water)
Duration: Until dispelled
You choose an area of stone or mud that you can see
that fits within a 40-foot cube and is within range, and
choose one of the following effects.
TINY SERVANT Transmute Rock to Mad. N onmagical rock of any
Tiny construct, unaligned sort in the area becomes an equal volume of thick, flow-
ing mud that remains for the spell’s duration.
Armor Class 15 (natural armor) The ground in the spell’s area becomes muddy enough
Hit Points 10 (4:14) that creatures can sink into it. Each foot that a creature
Speed 30 ft., climb 30 ft.
moves through the mud costs 4 feet of movement, and
INT WIS CHA any creature on the ground when you cast the spell must
STR DEX CON
4(—3) 16(+3) 10(+0) 2(—4) 10(+0) l(—5) make 3 Strength saving throw. A creature must also
make the saving throw when it moves into the area for
Damage Immunities poison, psychic the first time on a turn or ends its turn there. On a failed
Condition Immunities blinded, charmed, deafened, exhaustion, save, a creature sinks into the mud and is restrained,
frightened, paralyzed, petrified, poisoned though it can use an action to end the restrained condi-
Senses blindsight 60 ft. (blind beyond this radius), passive tion on itself by pulling itself free of the mud.
Perception 10 If you cast the spell on a ceiling, the mud falls. Any
Languages — creature under the mud when it falls must make a Dex-
terity saving throw. A creature takes 4d8 bludgeoning
Acne N s damage on a failed save, or half as much damage on a
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. successful one.
Hit: 5 (M4 + 3) bludgeoning damage. Transmute Mud to Rock. Nonmagical mud or quick-
sand in the area no more than 10 feet deep transforms
I—

mand to each one.) You decide what action the creature into soft stone for the spell’s duration. Any creature in
will take and where it will move during its next turn, or the mud when it transforms must make a Dexterity sav—
you can issue a simple, general command, such as to ing throw. On a successful save, a creature is shunted
fetch a key, stand watch, or stack some books. If you is— safely to the surface in an unoccupied space. On a failed
sue no commands, the servant does nothing other than save, a creature becomes restrained by the rock. A re—
defend itself against hostile creatures. Once given an strained creature, or another creature within reach, can
order, the servant continues to follow that order until its use an action to try to break the rock by succeeding on
task is complete. a DC 20 Strength check or by dealing damage to it. The
When the creature drops to 0 hit points, it reverts to rock has AC 15 and 25 hit points, and it is immune to
its original form, and any remaining damage carries poison and psychic damage.
over to that form.
At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, you can animate two ad-
ditional objects for each slot level above 3rd.
VITRIOLIC SPHERE up to 30 feet long, 10 feet high, and 10 feet thick, and it
4th-leve1 evocation vanishes when the spell ends. It blocks line of sight but
not movement. A creature is blinded while in the walls
Casting Time: 1 action space and must spend 3 feet of movement for every 1
Range: 150 feet
foot it moves there.
Components: V, S, M (a drop of giant slug bile)
Duration: Instantaneous WALL OF WATER
You point at a location within range, and a glowing, 3rd-level evocation
1-foot—diameter ball of emerald acid streaks there and Casting Time: 1 action
explodes in a 20-foot—radius sphere. Each creature in Range: 60 feet
that area must make a Dexterity saving throw. On a Components: V, S, M (a drop of water)
failed save, a creature takes 10d4 acid damage and an— Duration: Concentration, up to 10 minutes
other 5d4 acid damage at the end of its next turn. On a
You create a wall of water on the ground at a point you
successful save, a creature takes half the initial damage
can see within range. You can make the wall up to 30
and no damage at the end of its next turn.
feet long, 10 feet high, and 1 foot thick, or you can make
At Higher Levels. When you cast this spell using a
a ringed wall up to 20 feet in diameter, 20 feet high, and
spell slot of 5th level or higher, the initial damage in—
1 foot thick. The wall vanishes when the spell ends. The
creases by 2d4 for each slot level above 4th.
wall’s space is difficult terrain.
WALL OF LIGHT Any ranged weapon attack that enters the walls space
Stir-level evocation has disadvantage on the attack roll, and fire damage
is halved if the fire effect passes through the wall to
Casting Time: 1 action
reach its target. Spells that deal cold damage that pass
Range: 120 feet
through the wall cause the area of the wall they pass
Components: V, S, M (a hand mirror)
through to freeze solid (at least a S-foot-square section is
Duration: Concentration, up to 10 minutes
frozen). Each 5-foot—square frozen section has AC 5 and
A shimmering wall of bright light appears at a point you 15 hit points. Reducing a frozen section to 0 hit points
choose within range. The wall appears in any orienta- destroys it. When a section is destroyed, the walls water
tion you choose: horizontally, vertically, or diagonally. It doesn’t fill it.
can be free floating, or it can rest on a solid surface. The
wall can be up to 60 feet long, 10 feet high, and 5 feet WA R DIN G WIN D
thick. The wall blocks line of sight, but creatures and ob- 2nd—Ieve] evocation
jects can pass through it. It emits bright light out to 120 Casting Time: 1 action
feet and dim light for an additional 120 feet. Range: Self
When the wall appears, each creature in its area must Components: V
make a Constitution saving throw. On a failed save, a Duration: Concentration, up to 10 minutes
creature takes 4d8 radiant damage, and it is blinded for
A strong wind (20 miles per hour) blows around you in a
1 minute. On a successful save, it takes half as much
10-foot radius and moves with you, remaining centered
damage and isn’t blinded. A blinded creature can make
on you. The wind lasts for the spell’s duration.
a Constitution saving throw at the end of each of its
The wind has the following effects:
turns, ending the effect on itself on a success.
A creature that ends its turn in the wall’s area takes - It deafens you and other creatures in its area.
4d8 radiant damage. . lt extinguishes unprotected flames in its area that are
Until the spell ends, you can use an action to launch a torch—sized or smaller.
beam of radiance from the wall at one creature you can - It hedges out vapor, gas, and fog that can be dispersed
see within 60 feet of it. Make a ranged spell attack. On by strong wind.
a hit, the target takes 4d8 radiant damage. Whether you . The area is difficult terrain for creatures
hit or miss, reduce the length of the wall by 10 feet. If other than you.
the walls length drops to 0 feet, the spell ends. - The attack rolls of ranged weapon attacks have disad—
At Higher Levels. When you cast this spell using a vantage if the attacks pass in or out of the wind.
spell slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th. WATERY SPHERE
4th-Ieve1 conjuration
WALL or SAND Casting Time: 1 action
3rd—ievei evocation Range: 90 feet
Casting Time: 1 action Components: V, S, M (a droplet of water)
Range: 90 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a handful of sand) You conjure up a sphere of water with a 5~foot radius at
Duration: Concentration, up to 10 minutes
a point you can see within range. The sphere can hover
You create a wall of swirling sand on the ground at a but no more than 10 feet off the ground. The sphere re-
point you can see within range. You can make the wall mains for the spell’s duration.
L3 _
Any creature in the spheres space must make a WORD or RADIANCE
Strength saving throw. On a successful save, a creature Evocation cantrt'p
is ejected from that space to the nearest unoccupied Casting Time: 1 action
space of the creature’s choice outside the sphere. A Range: 5 feet
Huge or larger creature succeeds on the saving throw Components: V, M (a holy symbol)
automatically, and a Large or smaller creature can Duration: Instantaneous
choose to fail it. On a failed save, a creature is restrained
by the sphere and is engulfed by the water. At the end of You utter a divine word, and burning radiance erupts
each of its turns, a restrained target can repeat the sav— from you. Each creature of your choice that you can see
ing throw, ending the effect on itself on a success. within range must succeed on a Constitution saving
The sphere can restrain as many as four Medium or throw or take ld6 radiant damage.
smaller creatures or one Large creature. If the sphere The spell’s damage increases by 1d6 when you reach
restrains a creature that causes it to exceed this capac- 5th level (2d6), 11th level (3d6), and 17th level (4d6).
ity, a random creature that was already restrained by the
WRATH OF NATURE
sphere falls out of it and lands prone in a space within 5
5th—level evocation
feet of it.
As an action, you can move the sphere up to 30 feet Casting Time: 1 action
in a straight line. If it moves over a pit, a cliff, or other Range: 120 feet
drop-off, it safely descends until it is hovering 10 feet Components: V, S
above the ground. Any creature restrained by the sphere Duration: Concentration, up to 1 minute
moves with it. You can ram the sphere into creatures, You call out to the spirits of nature to rouse them
forcing them to make the saving throw. against your enemies. Choose a point you can see
When the spell ends, the sphere falls to the ground within range. The spirits cause. trees, rocks, and grasses
and extinguishes all normal flames within 30 feet ofit. in a 60-foot cube centered on that point to become ani-
Any creature restrained by the sphere is knocked prone mated until the spell ends.
in the space where it falls. The water then vanishes. Grasses and Undergrowth. Any area of ground in the
cube that is covered by grass or undergrowth is difficult
WHIRLWIND
terrain for your enemies.
7tit-level evocation
Trees. At the start of each of your turns, each of your
Casting Time: 1 action enemies within 10 feet of any tree in the cube must suc—
Range: 300 feet ceed on a Dexterity saving throw or take 4d6 slashing
Components: V, M (a piece of straw) damage from whipping branches.
Duration: Concentration, up to 1 minute Roots and Vines. At the end of each of your turns, one
A whirlwind howls down to a point that you can creature of your choice that is on the ground in the cube
see on the ground within range. The whirlwind is a must succeed on a Strength saving throw or become
10-foot—radius, 30—foot—high cylinder centered on that restrained until the spell ends. A restrained creature
point. Until the spell ends, you can use your action to can use an action to make a Strength (Athletics) check
move the whirlwind up to 30 feet in any direction along against your spell save DC, ending the effect on itself on
the ground. The whirlwind sucks up any Medium or a success.
smaller objects that aren’t secured to anything and that Rocks. As a bonus action on your turn, you can cause
aren’t worn or carried by anyone. a loose rock in the cube to launch at a creature you can
A creature must make a Dexterity saving throw the see in the cube. Make a ranged spell attack against the
first time on a turn that it enters the whirlwind or that target. On a hit, the target takes 3d8 nonmagical blud-
the whirlwind enters its space, including when the whirl- geoning damage, and it must succeed on a Strength
wind first appears. A creature takes 10d6 bludgeoning saving throw or fall prone.
damage on a failed save, or half as much damage on a
ZEPHYR STRIKE
successful one. In addition, a Large or smaller creature
lat—level transmutation
that fails the save must succeed on a Strength saving
throw or become restrained in the whirlwind until the Casting Time: 1 bonus action
spell ends. When a creature starts its turn restrained by Range: Self
the whirlwind, the creature is pulled 5 feet higher inside Components: V
it, unless the creature is at the top. A restrained creature Duration: Concentration, up to 1 minute
moves with the whirlwind and. falls when the spell ends, You move like the wind. Until the spell ends, your move-
unless the creature has some means to stay aloft. ment doesn’t provoke opportunity attacks.
A restrained creature can use an action to make a Once before the spell ends, you can give yourself ad—
Strength or Dexterity check against your spell save DC. vantage on one weapon attack roll on your turn. That at-
If successful, the creature is no longer restrained by the tack deals an extra 1d8 force damage on a hit. Whether
whirlwind and is hurled 3d6 X 10 feet away from it in a you hit or miss, your walking speed increases by 30 feet
random direction. until the end of that turn.
APPENDIX A: SHARED CAMPAIGNS
Coordinating a regular schedule of D&D game sessions, In order to be successful, a shared campaign needs
to keep a campaign active and vibrant, can be a chal- a champion—someone who takes on the responsibil—
lenge. If the campaign’s only Dungeon Master or enough ity of organizing and maintaining the group. If you’re
players aren’t available, the next session might have to interested in learning more about how to run a shared
be postponed, and repeated problems of this sort can campaign and seeing how the Adventurers League
endanger the continuation of the campaign. handles certain issues, then the rest of this appendix is
In short: in a world filled with distractions, it can be meant for you.
hard to keep a campaign going. Enter the concept of the
shared campaign. DESIGNING ADVENTURES
In a shared campaign, more. than one member of the
Designing adventures for a shared campaign involves a
group can take on the role of DM. A shared campaign is
different set of considerations than designing for a stan-
episodic rather than continuous, with each play session
dard group of players. Most important, the adventure
comprising a complete adventure.
must be timed to conclude when the session is sched-
The largest shared campaigns are administered by uled to end. You also need to balance combat encounters
the D&D Adventurers League and overseen by Wizards
for a range of levels, since a wide range of characters
of the Coast. You can also create your own shared cam-
might be experiencing the adventure at the same time.
paign for a school D&D club, at a game store, a library,
or anywhere else where D&D players and DMs gather. ADVENTURE DURATION
A shared campaign establishes a framework that al-
lows a player to take a character from one DM’s game Every adventure in a shared campaign begins and ends
to another one within the shared campaign. It creates a in the same play session. (If a group of participants
situation where almost nothing can prevent a scheduled wants to take longer to finish and all are willing to do
session from happening. The roster of potential players so, they can exceed the time limit.) A session or an event
can be quite large, virtually ensuring that any session can’t end with the adventure unfinished, since there’s no
has at least the minimum number of characters needed way to guarantee that the same players and DM will be
to play. If everyone shows up to play at the same time, available for the next session.
multiple DMs ensure that everyone can take part. Typically, adventures in a shared campaign are de—
k
signed to take either 2 hours or 4 hours. In each hour of
A

play, assume the characters can complete the following:


Coos OF CONDUCT
Time and time again, the core rulebooks come back to - Three or four simple combat encounters, or one or
the point that the most important goal ofa D&D play ses- two complex ones
sion is for everyone involved to have fun. In keeping with - Three or four scenes involving significant exploration
that goal, it’s a good idea for a shared campaign to have or social interaction
a code ofconduct. Because people who don’t normally
play together might end up at the same table in a shared Within these constraints, it can be difficult to create
campaign, it can be helpful to establish some ground rules open—ended adventures. A time limit assumes a specific
for behavior. starting point and endpoint. A good way to get around
On the broadest level, everyone in a shared campaign this restriction is to create an adventure with multiple
is responsible for making sure that everyone else has an possible endings.
enjoyable time. Ifanyone feels offended, belittled, or bul- Location-based adventures also work well with this
lied by the actions of another person, the entire purpose of format. A dungeon presents a natural limit on character
getting together to play is defeated. options, while still giving the players choices. The ad-
The basic code ofconduct for a shared campaign might
venture could be a quest to defeat a creature or recover
be modeled on a similar document that another organiza-
an item, but the path to achieving that goal can be differ-
tion or location uses. Beyond that, some special policies
might need to be added to account for what might happen ent for each group.
at the table when players and DM5 interact. As a starting For more narrative adventures, try to focus on simple
point, consider the following material, which is excerpted but flexible encounters or events. For instance, an ad—
from the Adventurers League code of conduct. venture requires the characters to protect a high priest
During a play session, participants are expected to of Tyr from assassins. Give the players a chance to plan
out how they want to protect the temple, complete with
Follow the DM’s lead and refrain from arguing with the authority over the guards. A few well-fleshed out NPCs,
DM or other players over rules.
some of whom might be suspected of working with the
Let other players speak, and allow other players to get
attention from the DM. temples enemies, add a layer of tension. Consider leav-
Avoid excessive conversation that is not relevant to the ing some details or plot points for the DM to decide. For
adventure. example, the DM might have the option to pick which
Discourage others from using social media to bully, member of the temple guards is the traitor, ensuring
1!

shame, or intimidate other participants. that the scenario is different for each group.
Make the DM or the campaign’s administrators aware
ofdisruptive or aggressive behavior so that appropriate
action can be taken.
COMBAT ENCOUNTERS VARIANT RULES
Design your adventure for one of the four tiers, as set A shared campaign might use some variant rules to
forth in chapter 1 of the Player’s Handbook: tier 1 in— handle certain aspects of the game. The Adventurers
cludes levels 1—4, tier 2 is levels 5—10, tier 3 is levels League, for instance, has variant systems for gaining
11—16, and tier 4 includes levels 17—20. Within each tier, levels and acquiring treasure. These “house rules,”
it’s a good idea to use a specific level as a starting point. presented below, serve as a sort of common language,
Assume a party of five 3rd—level characters for tier 1, five ensuring that the rewards all characters receive are
8th-level characters for tier 2, five 13th-level characters equivalent no matter what kind of adventure a character
for tier 3, and five 18th-1evel characters for tier 4. Use experienced.

51L?—
that assumption when creating combat encounters,
CHARACTER ADVANCEMENT

'.I':.i .‘ J 2‘
whether you use the encounter—building rules in the
Dungeon Master's Guide or are making an estimate.

- ..- 51:3:
In a shared campaign, characters gain levels not by
For each battle, provide guidelines to help DMs adjust accumulating experience points but by reaching experi—
the difficulty up or down to match stronger or weaker ence checkpoints. This system rewards every character
parties. As a rule of thumb. account for a party two (and player) for taking part in a play session.
levels higher and for a party two levels lower, and don’t A character reaches 1 checkpoint for each hour an
worry about balancing the adventure for parties outside adventure is designed to last. Note that the award is
the adventure’s tier. based on the adventures projected playing time, rather
than the actual time spent at the table. The reward for
REWARDS

' Jh—u
completing an adventure designed for 2 hours Of play is
Adventures in a shared campaign that uses variant rules 2. checkpoints, even if a group spends more than 2 hours
for gaining levels and acquiring treasure (such as those playing through it.
described below) don’t include experience point awards If a character completes an adventure designed for a
or specific amounts and kinds Of treasure. tier higher than the character's current tier, the char-
acter is awarded 1 additional checkpoint. For example,
CHARACTER CREATION if a 2nd-level character completes a 6th—level adven—
ture designed to take 2 hours, the character reaches 3
A shared campaign’s guidelines for character creation
checkpoints.
might include definition of which races and classes
Playing time might seem like an Odd way to measure
players can choose from, how players generate ability
experience awards, but the concept is in keeping with
scores, and which alignments players can choose.
how a shared campaign is meant to work. A character
played for 10 hours reaches the same number Of check-
PLAYER’S HANDBOOK PLUS ONE
points, whether the character went up against a dragon
You should think about which products players can use or spent all that time lurking in a pub. This approach en—
to create a character. The Adventurers League specifies sures that a player's preferred style is neither penalized
that a player can use the Player’s Handbook and one nor rewarded. Whether someone focuses on roleplaying
other official DE'vD source, such as a book or a PDF, to and social interaction, defeating monsters in combat,
create a character. This restriction ensures that players or finding clever ways to avoid battles, this system gives
don’t need to own a lot of books to make a character credit where credit is due.
and makes it easier for DMs to know how all the char-
acters in the campaign work. Since a BM in a shared USING CHECKPOINTS
campaign must deal with a broad range of characters, The number of checkpoints needed to gain the next level
rather than the same characters each week, it can be dif— depends on a character’s level:
ficult to track all the interactions and abilities possible
- At levels 1—4, reaching 4 checkpoints is sufficient to
through mixing options freely. We strongly recommend advance tO the next level.
this rule for any shared campaign. - At level 5 or higher, reaching 8 checkpoints is needed
tO advance to the next level.
ABILITY SCORES
At the end Of a play session, characters must level up
For generating ability scores, we recommend allowing
if they have reached enough checkpoints to do so. The
players to choose between the standard array—15, 14,
required number of checkpoints is expended, and any
13, 12., 10, 8—and the option presented in “Variant:
remaining checkpoints are applied toward the next op-
Customizing Ability Scores” in chapter 1 of the Play-
portunity for advancement.
er’s Handbook.
INDIVIDUAL TREASURE
STARTING EQUIPMENT
In a shared campaign, each character receives a fixed
For the sake of simplicity and efficiency, it’s a good
number of gold pieces upon gaining a new level. (This
idea to require that beginning characters must take the
gain represents the treasure a character might find in a
starting equipment specified by a character’s class and
standard adventure.)
background.
As an additional benefit, characters are not required
to put out gold to maintain a lifestyle. Instead, each char—
acter begins with a modest lifestyle, which improves as MAGIC ITEMS BY TIER
the character attains higher levels. Magic Item Table Available at Tiers Point Cost
These benefits are summarized on the Individual
A 1—4 4
Treasure table. Ways for characters to spend their
B 1—4 4
treasure are covered in the “Buying and Selling" sec-
C 1—4 4
tion below.
D 2—4 3
INDIVIDUAL TREASURE E 3—4 3
F 1~4 8
Level Gained Lifestyle Reward
G 2—4 10
2—4 Modest 75 gp
H 3-—4 10
5-10 Comfortable 150 gp
l 3—4 12
11—16 Wealthy 550 gp
17—20 Aristocratic 5,500 gp
SPENDING TREASURE POINTS
Players must spend treasure points at the end of a play
MAGIC ITEMS session, immediately after determining whether their
Characters earn treasure points from adventures, then characters have gained a level. The order of these steps
redeem those points in exchange for magic items. The is important, since a character might enter a new tier
list of available magic items is agreed to and compiled because of the level gain.
by the DMs running the campaign. Players are entitled to choose any approved item from
one of the magic item tables available in the current tier.
GAINING TREASURE POINTS Treasure points can be spread across multiple items.
Each character earns treasure points based on an ad- Many items cost more treasure points than a charac-
venture’s tier and its intended playing time: ter can earn in a 2— or 4—hour adventure. To buy such an
- 1 treasure point is awarded for every 2 hours played in item, a character can make a deposit, spending treasure
a tier 1 or tier 2 adventure. points on the item until it’s paid off, at which time the
- 1 treasure point is awarded for every 1 hour played in character gains the item.
a tier 3 or tier 4 adventure.
BUYING AND SELLING
As with the variant rules for gaining levels, this award is
based on the adventures projected playing time, rather Characters Can use their monetary treasure to purchase
than the actual time a group spent at the table. anything from the equipment lists in chapter 5 of the
If a character completes an adventure of a tier higher Player’s Handbook. In addition. the Adventurers League
than that character’s tier, the character receives 1 addi- allows characters to purchase potions and speli scroiis,
tional treasure point for that adventure. as detailed below. A spefl scroll can be purchased
only by a character who is capable of casting the spell
CREATING AN ITEM LIST in question.
The DMs of the shared campaign should work together
to compile a list of magic items that players can pur- POTIONS FOR SALE
chase. The magic item tables in chapter 2 of this book Potion of Cost Potion of Cost
and in chapter 7 of the Dungeon Master’s Guide are the Healing 50 gp Water breathing 100 gp
obvious starting point. Choosing which items to allow Climbing 75 gp Superior herding 500 gp
or ban is a matter of personal preference, just as it is for
Animalfriendship 100 gp Supreme heaiing 5,000 gp
the BM in a standard campaign. Involving all the DMs
Greater healing 100 gp invisibility 5,000 gp
helps to ensure that the list meets everyone’s expecta-
tions. When in doubt, disallow an item; it’s easier to add
it to the available items at a later time than it would be to SPELL SCROLLS FOR SALE
remove it from the game once it has been handed out. Spell Level Cost Spell Level Cost
Naturally, the list of available items is longer for ad— Cantrip 25 gp 3rd 300 gp
ventures in the higher tiers, and the point cost of those 1st 75 gp 4th 500 gp
higher—tier items likewise increases. The Magic Items by
"ii-”sis:—

2nd 150 gp 5th 1,000 gp


.

Tier table provides the details.


filing-i v-_I~l-Iy‘|-.' _ h .
,-:-.':|:".-": --.-l_ I--'--;-.'-.\.'g-§;ll.

For instance, treasure points from a tier 1 adventure


SELLING ITEMS
can be spent on items from tables A, B. C. and F. Any
a‘— I.

In a shared campaign, characters are not entitled to sell


item on the first three tables costs 4 points, and an item
items they find on adventures or equipment they pur-
from table F costs 8 points.
-
chase with their personal funds. Weapons, armor, and
.

other gear used by enemies are considered too damaged


to have any monetary value.
APPENDIX B: CHARACTER NAMES
Some players and DM5 have a knack for coming up with select from the possibilities here, or use dice to deter-
character names on the fly, while others find that task mine a name.
more of a challenge. The tables in this appendix are Even though names are associated with races in this
designed to make life easier for both kinds of people, appendix, a character might not have a name from their
whether you’re naming a player character, a nonplayer own race. For instance, a half—ore might have grown up
character, a monster, or even a place. among dwarves and have a dwarven name. Or, as DM,
Each table contains names that are associated with you might decide that dragonborn in your campaign
a nonhuman character race in the Player’s Handbook have a culture reminiscent of ancient Rome and there-
or a real-world ethnic or language group, with a focus fore use Roman names, rather than the dragonborn
on groups from antiquity and the Middle Ages. You can names suggested here.

NONHUMAN NAMES
DRAGONBORN, DRAGONBORN, DRAGONBORN, MALE DRAGONEORN,CLAN
FEMALE FEMALE d100 Name d100 Name

d100 Name d100 Name 31—32 Greethen 01—02 Akambheryliiax


01—02 Akra 69—70 Pogranix 33—34 Heskan 03-04 Argenth rixus
03—04 Aasathra 71—72 Pyxrin 35—36 Hirrathak 05—06 Baharoosh
05—06 Antrara 73—74 Quespa 37—38 lldrex 07-08 Beryntolthropal
07—08 Arava 75—76 Raiann 39—40 Kaladan 09—10 Bhenkumbyrznaax
09—10 Biri 77—78 Rezena 41—42 Kerkad 11—12 Caavylteradyn
11—12 Blend aeth 79—80 Ruloth 43—44 KHflth 13—14 Chumbyxirinnish
13—14 Bu rana 81—82 Saphara 45—46 Kriv 15—16 Clethtinthiallor
15—16 Chassath 83—84 Savaran 47—48 Maagog 17—18 Daardendrian
17—18 Daar 85—86 Sora 49—50 Medrash 19—20 Delmirev
19—20 Dentratha 87—88 Surina 51—52 Mehen 21—22 Dhyrktelonis
21—22 Doudra 89—90 Synthrin 53~54 Mozikth 23—24 Ebynichtomonis
23—24 Driindar 91—92 Tatyan 55—56 Mreksh 25—26 Esstyrlynn
25—26 Eggren 93—94 Thava 57—58 Mugrunden 27—28 Fharngnarthnost
27—28 Fa rideh 95—96 Uadflt 59—60 Nadarr 29-30 Ghaallixirn
29—30 Findex 97—98 Vezera 61—62 Nithther 31—32 Grrrmmballhyst
31—32 Furrele 99—00 Zykrofl 63—64 Norkruuth 33-34 Gygazzylyshrift
33—34 Gesrethe 65—66 Nykkan 35—36 Hashphronyxadyn
35-36 Gilkass DRAGONBORN, MALE 67—68 Pandjed 37—38 Hshhsstoroth
37—38 Harann Name
69—70 Patrin 39—40 lmbixtellrhyst
d100
39-40 Havilar 01—02 Adrex
71—72 PUfink 41—42 Jerynomonis
41—42 Hethress 73—74 Quarethon 43—44 Jharthraxyn
03—04 Arjhan
43—44 H illanot 75—76 Rathkran 45—46 Kerrhylon
05—06 Azzakh
45—46 }axi 77—73 Rhogar 47—48 Kimbatuul
07-08 Balasar
47—48 Jezean 79—30 Rivaan 49—50 Lhamboldennish
09-10 Baradad
49—50 Jheri 81—82 Sethrekar 51—52 Linxakasendalor
11—12 Bharash
51—52 Kadana 13—14
83—84 Shamash 53—54 Mohradyllion
Bidreked
53—54 Kava 15—16 Dadalan
85—86 Shedinn 55—56 Mystan
55—56 Koflnn 87—88 Srorthen 57—58 Nemmonis
17—18 Dazzazn
57—58 Megren 19—20 Direcris
89—90 Tarhun 59—60 Norixius
59—60 Mijira 91—92 Torinn 61—62 Ophinshtalajiir
21—22 Donaar
61—62 Mishann 23—24 Fax
93—94 Trynnicus 63—64 Orexijandilin
63—64 Nala 95—96 Valorean 65—66 Pfaphnyrennish
25—26 Gargax
65—66 Nuthra 97—98 Vrondiss 67—68 Phrahdrandon
27—28 Ghesh
67—68 Perra 29—30 Gorbundus
99—00 Zedaar 69—70 Pyraxtallinost
71—72 npahrgh

.-'al"i‘1i:\'17}if‘-L a ' *9
DRAGONBORN, CLAN DWARF, FEMALE DWARF, MALE DWARF, CLAN
d100 Name d100 Name d100 Name (1100 Name
73—74 Raghthroknaar 69—70 Orifi' 65—66 (Drflk 61—62 Loderr
75—76 Shestendeliath 71—72 Ovina 67—68 CDSkar 53—54 Lutgehr
—--

77—73 Skaarzborroosh 73—74 Riswynn 69—70 Rangfin1 65—66 Morigak


-
.1

79—30 Sumnarghthrysh 75—76 Sannl 71—72 Rehak 67—63 Orcfoe


,_.......__.-...-

31—32 Tiammanthyilish 77—78 Therlin 73—74 Rufik 69—70 Rakankrak


33—34 Turnuroth 79—80 Thodris 75—76 Taan 71—72 Ruby-Eye
35-36 Umbyrphrael 31—32 Torbera 77—78 Thoradhw 73—74 Rumnaheim
37—88 Vangdondalor 33—84 Tordrid 79—80 Thofln 75—76 Silveraxe
39—90 Verthisathurgiesh 35—36 Torgga 81—82 Thradal 77—78 Silverstone
91—92 Wiwyrholdalphiax 87—33 Urshar 83—84 TOrdek 79—80 Steelfist
93-94 Wystongjiir 89—90 Valida 85—36 TTaubon 81—32 Stoutale
95—96 Xephyrbahnor 91—92 Vistra 37—88 TTavok 33—34 Strakeln
97—98 Yarj erit 93—94 Vonana 89—90 UHgar 35—36 Strongheart
99—00 Zzzxaaxthroth 95—96 Werydd 91—92 Urahn 37—38 Thrahak
97—93 Whurd red 93—94 Vefi 89—90 Torevir

DWARF, FEMALE 99—00 Yurgunn 95—96 Vonbm 91—92 Torunn


97—98 Vondd 93—94 Trollbleeder
d100 Name
99—00 Vtrbin 95—96 Trueanvil
01—02 Anbera DWARF, MALE
97-98 Trueblood
03—04 Artin d100 Name
DWARF, CLAN 99—00 Ungart
05—06 Audhild 01—02 Adrik
07—08 Balifra 03—04 Alberich d100 Name

09—10 Barbena 05—06 Baern 01—02 Aranore ELF, CHILD


11—12 Bardryn 07—08 Barendd 03—04 Balderk d100 Name
13—14 Bolhild 09—10 Beloril 05—06 Battlehammer 01—02 Ael
15—16 Dagnal 11—12 Brottor 07—08 Bigtoe 03—04 Ang
17—18 Dafifi' 13—14 Dain 09—10 Bloodkith 05—06 Ara
19—20 Delre 15—16 Dalgal 11—12 Bofdarm 07—03 Ari
21—22 Diesa 17—18 Darrak 13—14 Brawnanvil 09—10 Arn
23—24 Hdeth 19—20 Delg 15—16 Brazzik 11—12 Aym

25—26 Eridred 21—22 Duergath 17—18 Broodfist 13-14 Broe


27—28 Falkrunn 23—24 Dworic 19—20 Burrowfound 15—16 Bryn
29—30 Fallthra 25—26 Eberk 21—22 Caebrek 17—18 Cael
31—32 Finelien 27—28 Einkil 23—24 Daerdahk 19—20 Cy
33—34 Gillydd 29—30 Elaim 25—26 Dankil 21—22 Dae
35—36 Gunnloda 31—32 Erias 27—28 Daraln 23—24 Del
37—33 Gurdis 33—34 Fallond 29—30 Deepdelver 25—26 Eli
39—40 Helgret 35—36 Fargrim 31—32 Durthane 27—28 Eryn
41—42 Helja 37—38 Gardain 33—34 Eversharp 29—30 Faen
43—44 HHn 39—40 Ccur 35—36 FaHack 31—32 Fera

45—46 llde 41—42 Gimgen 37—38 Fire-forge 33—34 Gael


47—43 Jarana 43—44 Gimurt 39—40 Foamtankard 35—36 Gar
49—50 Kathra 45—46 Harbek 41—42 Frostbeard 37—38 Innil
51—52 Kilia 47—43 Kildrak 43—44 Glanhig 39—40 Jar
53—54 Kristryd 49—50 Kilvar 45—46 Goblinbane 41—42 Kan
55—56 Liftrasa 51—52 Morgran 47—48 Goldfinder 43—44 Koeth
57—58 Marastyr 53—54 Morkral 49—50 Gorunn 45—46 Laef
59—60 Mardred 55—55 Nalral 51—52 Graybeard 47—48 Lue

61—62 Morana 57—58 Nordak 53—54 Hammerstone 49—50 Mai


63—64 Nalaed 59—60 Nuraval 55—56 Helcral 51—52 Mara
65—66 Nora 61—62 Oloric 57—58 Holderhek 53—54 Mella
67—63 Nurkara 63—64 Olunt 59—60 Ironfist 55—56 Mya

.1 l-‘J’E' i113.- 3* ' I'THTU-i “953115.31 *~ ’1


ELF, CHILD ELF, FEMALE ADULT ELF, FEMALE ADULT ELF, MALE ADULT
d100 Nanm d100 Name d100 Name d100 Name
57—58 Naefis 21—22 Caelynn 93—94 Vadania 57—58 Korfel
59—60 NaHl 23—24 Chaedi 95—96 Valanthe 59—60 Lamlis

61—62 Nhfi 25—26 Claira 97—98 Valna 61—62 Laucian


63—64 Phann 27—28 Dara 99—00 Xanaphia 63—64 Lucan

65—66 Py 29—30 Drusilia 65—66 Mindartis


67—68 Rad 31—32 Elama ELF, MALE ADULT 67—68 Naal

69—70 Raer 33—34 Enna 69—70 Nutae


d100 Name
71—72 Ren 35—36 Faral 71—72 Paelias
01—02 Adran
73—74 Rhfin 37—38 Felosial 73—74 Peren
03—04 Aelar
75—76 Rua 39—40 Hatae 75—76 Quarion
05—06 Aerdeth
77—78 Sael 41—42 lelenia 77—78 Riardon
07—08 Ahvain
79—80 Sai 43—44 Ilanis 79—80 Roler’l
09—10 Aramil
81—82 Sunfi 45—46 Irann 81—82 Soveliss
11—12 Arannis
83—84 Sflhn 47-48 Jarsali 83—84 Suhnae
13-14 Aust
85—86 Th 49—50 Jelenneth 85—86 Thamior
15—16 Azaki
87—88 'Thm 51—52 Keyleth 87-88 Tharivol
17—18 Beiro
89—90 'Ha 53—54 Leshanna 89—90 Theren
19—20 Berrian
91—92 TTaH 55—56 Lia 91—92 Theriatis
21—22 Caeldrim
93—94 Va” 57—58 Maiathah 93—94 Thervan
23—24 Carric
95—96 Von 59—60 Malquis 95—96 Uthemar
25—26 Dayereth
97—98 9V” 61—62 Meriele 97—98 Vanuath
27—28 Dreali
99—00 23 63—64 Mialee 99—00 Varis
29—30 Efieril
65—66 Myathethil 31—32 Eiravel
ELF, FEMALE ADULT 67-68 Naivara 33—34 Enialis ELF, FAMILY
69—70 Que|enna 35—36 Erdan d100 Name
d100 Name
71—72 Quillathe 37—38 Erevan 01—02 Aloro
01—02 Adria
73—74 Ridaro 39—40 Fivin 03—04 Amakiir
03-04 Ahinar
75—76 Sariel 41—42 Galinndan 05—06 Amastacia
05—06 Althaea
77—78 Shanairla 43—44 Gennal 07—08 Ariessus
07—08 Anastrianna
79—80 Shava 45—46 Hadarai 09—10 Arnuanna
09-10 Andraste
81—82 Silaqui 47—48 Halimath 11—12 Berevan
11—12 Antinua
83—84 Sumnes 49—50 Heian 13—14 Caerdonel
13—14 Arara
85—86 Theirastra 51—52 Himo 15—16 Caphaxath
15—16 Baelitae
87—88 Thiala 53—54 lmmeral 17—18 Casilltenirra
17—18 Bethrynna
89—90 Tiaathque 55—56 IvelliDs 19—20 Cithreth
19—20 Birel
91—92 Traulam
GNOME, FEMALE GNOME, MALE GNOME, CLAN
ELF, FAMILY
d100 Name d100 Name d1oo Name (1100 Name

21—22 Dalanthan 01—02 Abalaba 01—02 Alston 01—02 Albaratie

23—24 Eathalena 03—04 Bimpnottin 03—04 Alvyn 03—04 BaFFl estone

25—26 Erenaeth 05—06 Breena 05—06 Anverth 05—06 Beren

07—03 Arumawann Boondiggles

—_—.__————'-——
07—08 Buvvie 07—08
27—28 Ethanasath
29—30 Fasharash 09—10 Callybon 09—10 Bilbron 09—10 Cobblelob

31—32 Firahel 11—12 Caramip 11—12 Boddynock 11—12 Daergel

33—34 Floshern 13—14 Carlin 13—14 Brocc 13—14 Dunben

35—36 Galanodel 15—16 Cumpen 15—16 Burgell 15—16 Fabblestabble

37—38 Goltorah 17—18 Dalaba 17—13 Cockaby 17—18 Fa pplestamp


39—40 Hanali 19—20 Donella 19—20 Crampernap 19—20 Fiddlefen

41—42 Holimion 21—22 Duvamil 21—22 Dabbledob 21—22 Folkor

43—44 H orineth 23—24 Ella 23—24 Delebean 23—24 Garrick

45—46 Iathrana 25—26 Ellyjoybell 25—26 Dimble 25—26 Gimlen

47—48 temnr 27—28 Ellywick 27—28 Eberdeb 27—28 Glittergern


49—50 lranapha 29—30 Enidda 29—30 Eldon 29—30 Gobblefirn

51—52 Koehlanna 31—32 Lilli 31—32 Erky 31—32 Gummen

53—54 Lathalas 33—34 Loopmottin 33—34 Fablen 33—34 Horcusporcus

55—56 Liadon 35—36 Lorilla 35—36 Fibblestib 35—36 Humplebumple

57—58 Meliamne 37—38 Luthra 37—38 Fonkin 37—38 Ironhide

59—60 Mellerelel 39—40 Mardnab 39—40 Frouse 39—40 LeFFery

61—62 Mystralath 41—42 Meena 41—42 Frug 41—42 Lingenhall


63—64 Naflo 43—44 Menny 43—44 Gerbo 43—44 Loofollue

65—66 N etyoive 45—45 Mumpena 45—46 Gimble 45—46 M aekkelferce

67—68 Ofandrus 47—48 Nissa 47—43 Glim 47—48 Miggledy

69—70 Ostoroth 49—50 Numba 49—50 lgden 49—50 Munggen

71—72 Othronus 51—52 Nyx 51—52 Jabble 51—52 Murnig

73—74 Qualanthri 53—54 Oda 53—54 Jebeddo 53—54 Musgraben


75—76 Raethran 55—56 Oppah 55—56 Kellen 55—56 Nackle

77—78 Rothenel 57—58 Orla 57—53 Kipper 57—58 Ningel

79—80 Selevarun 59—60 Panana 59—60 Namfoodle 59—60 Nopenstallen

81—82 Siannodel 61—62 Pynfle 61—62 Oppleby 61—62 Nucklestamp

83—84 Suithrasas 63—64 Quilla 63—64 Orryn 63—64 OFFund

85—86 Sylvara nth 65—66 Ranala 65—66 Paggen 65—66 Oomtrowl

87—88 Teinithra 67—68 Reddlepop 67—68 PaHabar 67—68 Pilwicken

89—90 Tiltathana 69—70 Roywyn 69—70 Pog 69—70 Pingun

91—92 Wasanthi 71—72 Salanop 71-72 Qualen 71—72 Quillsharpener

93—94 Withrethin 73—74 Shamil 73—74 Ribbles 73—74 Raulnor

95—96 Xiloscient 75—76 Sifiress 75—76 Rimple 75—76 Reese

97—98 Xistsrith 77—78 Symma 77—78 Roondar 77—78 Rofierton

99—00 Yaeldrin 79—80 Tana 79—30 Sappw 79—80 Scheppen


81—82 Tenena 81—82 Seebo 81—82 Shadowcloak
83—84 Tervaround 83—84 Senteq 83—84 Silverth read
85—86 Tippletoe 85—86 Sindri 85-86 Sympony
87—88 UHa 37—33 Umpen 87—88 Tarkelby
89—90 Unvera 39—90 Warryn 89—90 Timbers

91-432 Veloptima 91—92 Wiggens 91-92 Tu ren

93—94 Virra 93—94 Wobbles 93—94 Umbodoben


95—96 Waywocket 95—96 Wrenn 95—96 Waggletop
97—98 Yebe 97—98 Zaffrab 97—98 Welber
99—00 Zanna 99—00 Zook 99—00 Wildwander

.‘Ll’l‘l’ "xi D] X L35 l. I l 1 =11 ll_\{_.'l " ":


HALFLING, FEMALE HALFLING, MALE HALFLING, FAMILY HALF-ORG, FEMALE
d100 Name (“00 Name d100 Name
(31100 Name
01—02 Alain 01—02 Alton 01—02 Appleblossom 01—02 Arha
03—04 Andry 03-04 Ander 03—04 Bigheart 03—04 Baggi
05—06 Anne 05-06 Bernie 05—06 Brightmoon 05—06 Bendoo
07—08 Bobbin 07—08 Brushgather 07—08 Bilga I
07—08 Bella
09—10 Cade 09—10 Cherrycheeks 09—10 Brakka ‘._
09—1 0 Blossom
Bree 11—12 Callus 11—12 Copperkettle 11—12 Creega
11—12
13—14 Callie 13—14 Corrin 13-14 Deephollow 13—14 Drenna
15—16 Chenna 15—16 Dannad 15—16 Elderberry 15—16 Ekk
17—18 Cora 17—18 Danniel 17—18 Fastfoot 17—18 Emen
19—20 Dee 19—20 Eddie 19—20 Fatrabbit 19—20 Engong
21—22 Dell 21—22 Egart 21—22 Glenfellow 21—22 Fistula
23—24 Eida 23—24 Eldon 23—24 Coldfound 23—24 Caaki

25—26 Eran 25—26 Errich 25—26 Goodbarrel 25—26 Corga

27—28 Euphemia 27—28 Fildo 27—28 Goodearth 27—28 Grai


29—30 Georgina 29—30 Finnan 29—30 Greenbottle 29—30 Greeba
31—32 Gynnie 31—32 Franklin 31—32 Greenleaf 31—32 Grigi
33—34 Harriet 33—34 Garret 33—34 High-hill 33—34 Cynk
Jasmine 35—36 Garth 35—36 Hilltopple 35—36 Hrathy
35—36
37—38 jillian 37—38 Gilbert 37—38 Hogcollar 37—38 Huru
39—40 )0 39—40 Gob 39—40 Honeypot 39—40 Ilga
41—42 Kithri 41—42 Harol 41-42 Jamjar 41—42 Kabbarg
43—44 Lavinia 43—44 lgor 43—44 Kettlewhistle 43—44 Kansif
45—46 Lidda 45-46 Jasper 45—46 Leagallow 45—46 Lagazi
47—48 Maegan 47—48 Keith 47—48 Littlefoot 47—48 Lezre
49—50 Marigold 49—50 Kevin 49-50 Nimble-fingers 49—50 Morgen
51—52 Merla 51—52 Lazam 51-52 Porridgepot 51—52 Murook
53—54 Myria 53—54 Lerry 53—54 Quickstep 53-54 Myev
55—56 Nedda 55—56 Lindal 55—56 Reedfellow 55—56 Nagrette

57—58 Nikki 57—58 Lyle 57—58 Shadowquick 57—58 Neega


59—60 Nora 59—60 Merrie 59—60 Silvereyes 59—60 Nella
61—62 Olivia 61—62 Mican 61-62 Smoothhands 61—62 Nogu
63—54 Paela 63—64 Milo 63—64 Stonebridge 63—64 Oolah

65—66 Pearl 65—66 Morrin 65—66 Stoutbridge 65—66 Ootah


67—68 Pennie 67—68 Nebin 67—68 Stoutman 67—68 Ovak

69—70 Philomena 69—70 Nevil 69—70 Strongbones 69—70 Ownka


71—72 Portia 71—72 Osborn 71—72 Sunmeadow 71—72 Puyet
Robbie 73—74 Ostran 73—74 Swiftwhistle 73—74 Reeza
73—74
75—76 Rose 75—76 Oswalt 75—76 Tallfellow 75—76 Shautha
77—78 Sara] 77—78 Perrin 77—78 Tealeaf 77—78 Silgre
79—30 Seraphina 79-30 Poppy 79—80 Tenpenny 79—30 Sutha
81—82 Sheena 81-82 Reed 81—82 Thistletop 81—82 Tagga
33—84 Stacee 83—84 Roscoe 83—84 Thorngage 83—84 Tawar
85—86 Tawna 85—86 Sam 85—86 Tosscobble 85—86 Tomph
87—88 Thea 87—88 Shardon 87—88 Underbough 87—88 Ubada
89—90 Trym 89—90 Tye 89—90 Underfoot 39—90 Vanchu
91—92 Tyna 91—92 Ulmo 91—92 Warmwater 91—92 Vola

93—94 Vani 93—94 Wellby 93—94 Whispermouse 93—94 Volen


95—96 Verna 95—96 Wendel 95—96 Wildcloak 95-96 Vorka
97—93 Wella 97—98 Wenner 97—98 Wildheart 97—98 Yevelda
99—00 Willow 99—00 Wes 99—00 Wiseacre 99—00 Zagga

\l i i; a i i.w*~.‘..-rr:-: x em all
HALF-ORE, MALE TIEFLING, FEMALE TIEFLING, MALE TIEFLING, VIRTUE
d100 Name d100 Name d100 Name d100 Name
01-02 Argran 01—02 Akta 01—02 Abad 01-02 AmbMon
03-04 Braak 03—04 AnaMs 03—04 Ahrun 03-04 Art
05-06 Brug 05—06 Armara 05-06 Akwmn 05-06 Carflon
07-03 Cagak 07—08 Astaro 07—08 Anmon 07-03 Chant
09-10 Dench 09—10 Ayn1 09—10 Andran1 09-10 Creed
11-12 Dorn 11—12 Azza 11—12 Astar 11-12 Death
13-14 Dren 13—14 Beleth 13—14 Bman1 13-14 Debauchery
15-16 Druuk 15—16 Bryseis 15—16 Barakas 15-16 Despan
17-13 Feng 17—18 Bune 17—18 Bathin 17-13 Doom
19-20 Ge” 19—20 CfieHa 19—20 Cann 19-20 Doubt
21-22 Gnarsh 21—22 Damam 21—22 Chen1 21-22 Dread
23-24 Grurnbar 23—24 Decarabia 23—24 Chner 23-24 Ecstasy
25-26 Gubrash 25—26 Ea 25—26 Cressel 25-26 Ennui
27-23 Hagren 27—28 Gadreel 27—28 Danmkos 27-23 Entropy
29—30 Henk 29—30 Gomow 29—30 Ekmnon 29-30 ExceHence
31-32 Hogar 31-32 Hecat 31—32 Euron 31-32 Fear
33—34 ldcflg 33—34 Ishte 33—34 Fennz 33-34 CHory
35—36 Infish 35—36 Jezebeth 35—36 Forcas 35—36 Gluttony
37-33 Karash 37—38 KaH 37—38 Habor 37-33 Gnef
39-40 Karg 39—40 I<a|Hsta 39—40 Iados 39-40 Hate
41-42 Keth 41—42 Kasdeya 41—42 Kauon 41-42 Hope
43-44 Korag 43—44 Lenssa 43—44 Leucs 43-44 tiorror
45-46 Krusk 45—46 LHhh 45—46 Manmen 45-46 Idea
47-43 Lubash 47—48 Makaria 47—48 Mantus 47-43 lgnonfiny
49-50 Megged 49—50 Manea 49—50 hAarbas 49-50 Laughter
51-52 Mhurren 51—52 Markosian 51—52 Melech 51-52 Love
53-54 hflord 53—54 Mafiema 53—54 hAenhhn 53-54 Lust
55-56 Morg 55—56 Namnah 55—56 Modean 55-56 Mayhem
57-53 NH 57—58 Nemem 57—58 Modm 57-53 Mockery
59-60 Nybarg 59—60 Nfia 59—60 MOHho 59-60 Murder
61-62 Odorr 61—62 Orianna 61—62 Morthos 61—62 Muse
63-64 C)hr 63—64 Osah 63—64 tor 63-64 hfluflc
65-66 Rendar 65—66 Phehna 65—66 Nhgel 65-66 hAystery
67-63 Resh 67—68 Prospenne 67—68 (Dnax 67-63 Nowhere
69-70 Ront 69—70 Purah 69—70 Pawnon 69-70 Open
71-72 Rrath 71-72 Pyra 71—72 Pehflos 71-72 Pmn
73-74 Sark 73—74 Rkfia 73—74 Purson 73-74 Passion
75-76 Scrag 75-76 Ronobe 75—76 Qemud 75-76 Poetry
77-73 Sheggen 77—78 Ronwe 77—78 Raan1 77-73 Quest
79-30 Shunuj 79—80 Seddn 79-80 mmnmn 79—30 Randon1
31-32 Tanghr 81—82 Seere 81—82 Smnmm 31-32 Reverence
33—34 Tarak 83—84 Sekhrnet 83—84 Skmhos 33-34 Revulsion
35-36 Thar 85—86 Senwaza 85—86 TEthren 35-36 Sonow
37-33 Thokk 87—88 Shava 87—88 Thmhuz 37-33 Tenflerny
39-90 TTag 89—90 Shax 89—90 Therai 39-90 Tonnent
91-92 Ugarth 91—92 Sorath 91—92 Valafar 91-92 TTagedy
93-94 varg 93—94 Uzza 93—94 Vassago 93-94 Vkr
95-96 VHberg 95—96 Vapum 95—96 Xappan 95-96 Virtue
97-93 Yurk 97—98 Vepar 97—98 Zepar 97—93 VUeary
99-00 Zed 99—00 Venn 99—00 Zephan 99-00 VUH

31.1”.‘13 .‘73 [J] K 1.5 1 1‘15.-1.1-1.-\1' "Hail. TH 5.1 'L. 1*-


HUMAN NAMES
ARABIC, FEMALE ARABIC, MALE
d100 Name d100 Name

01—02 AaHyah 01—02 Abbad


03—04 Ahja 03—04 Abdul
05—06 AkHah 05—06 Achwmd
07—08 Aha 07—08 Akeen1
09—10 Anflna 09—10 AHF
11—12 Atefeh 11—12 Anfir

13—14 Chahha 13—14 Ashn

15—16 DaHa 15—16 Bash“


17—18 Ehsan 17—18 Bassan1

19—20 Hhana 19—20 Fahhn


21—22 Farah 21—22 Fafld
23—24 Fatenwah 23—24 Farouk
25—26 GannHa 25—26 Fayez
27—28 lesha 27—28 Fayyaad
29—30 inbar 29-30 FazH
31—32 Kannana 31—32 Hakhn
33—34 KhadUa 33—34 HaHI
35—36 Layb 35—36 Hanfid
37—38 Lupe 37—38 Hazhn

39—40 NabHa 39—40 Heydar


41—42 Nadine 41—42 Hussein
43—44 Nahna 43—44 Jabafi
45—46 Nafim 45—46 Jafin
47—48 NahNa 47—48 Jahid
49—50 Nakm 49—50 Jan1al
51—52 Nashwa 51—52 Kafin1
53—54 Nawra 53—54 Karhn

55—56 Nuha 55—56 Kazhn

57—58 Nura 57—58 Khadhn


59—60 Chha 59—60 KhaHd
61—62 Qadira 61—62 Mamnud
63—64 Qamar 63—64 Mansour

65—66 (Nsfina 65—66 Musharraf


67—68 Rahhna 67—68 hflustafa
69—70 Rihanna 69—70 Nadh'
71—72 Saadm 71—72 Naznn

73—74 Sabah 73—74 Onmr


75—76 Sada 75—76 (Qadir
77—78 Safl1on 77—78 Qusay
79—80 Sahar 79—80 Rafiq
81—82 Sahna 81—82 Rakhn
83—84 Shatha 83—84 Rashad
85—86 Tahna 85-86 Rauf
87—88 TaMsha 87—88 Sdadhfi
89—90 Thana 89—90 Sanfl
91—92 Yadira 91—92 Sanfir

93—94 Zahra 93—94 TaHb


95—96 Zakfia 95—96 Tanflr

97—98 Zahm 97—98 Tafiq


99—00 Zehiab 99-00 Yazki
CELTIC, FEMALE CELTIC, MALE CHINESE, FEMALE CHINESE, MALE
d100 Nanm d100 Name d100 Name d100 Name

01—02 Aife 01—02 AneH 01—02 Ai 01—02 Mngwen


03—04 Aina 03—04 Ahfic 03—04 Annflng 03—04 Bo
05—06 Alane 05—06 Adan 05—06 Baozhai 05—06 BoHn
07—08 Ardena 07—08 Anghus 07—08 Bm 07—08 Chang
09—10 Afienh 09—10 Aodh 09—10 mm 09—10 Chao
11—12 Beatha 11—12 Bardon 11—12 Changchang 11—12 Chen r
13—14 Bkgh 13—14 Bearacb 13—14 Chen 13—14 Cheng 1
15—16 Bfiann 15—16 Bevyn 15—16 Chou 15—16 Da *
17—18 Caornh 17—18 Boden 17—18 Chunhua 17—18 Dingxiang
19—20 Cara 19—20 Bran 19—20 Dawnna 19—20 Fang
21—22 Ckwfla 21—22 Bras” 21—22 DaWu 21—22 Feng
23—24 CordeHa 23—24 Bredon 23—24 [um 23—24 Fu

25—26 Deheune 25—26 Bflan 25—26 Ehuang 25—26 Gang


27—28 Divone 27—28 Bncflu 27—28 Fenhng 27—28 Guang
29—30 Donia 29—30 Bryant 29—30 Ge 29—30 Hai
31—32 Doreena 31—32 Cadnmn 31—32 Hong 31—32 Heng
33—34 Ebha 33—34 Caradoc 33—34 Huan 33—34 Hong
35—36 Enid 35—36 Cedflc 35—36 Hmfing 35—36 Huan

37—38 Ethne 37—38 Conah 37—38 Ha 37—38 Huang


39—40 EveHna 39—40 Conchobar 39—40 hao 39—40 HuHMng
41—42 Hanna 41—42 Condon 41—42 Haflng 41—42 tzhong
43—44 Genevmve 43—44 Darcy 43—44 Hngfifi 43—44 Nan

45—46 GHda 45—46 DeWn 45—46 Hnfing 45—46 flaw


47—48 Citta 47—48 DHHon 47-48 Lan 47—48 Junfie
49—50 Granm 49—50 Donaghy 49—50 U 49—50 Kang
51—52 mndofin 51—52 Dona” 51—52 Uhua 51—52 La
53—54 ldeHsa 53—54 Duer 53—54 Un 53—54 Hang
55—56 Isolde 55—56 Eghan 55—56 Ung 55—56 Ung
57—58 KeeHn 57—58 Ewyn 57—58 Uu 57—58 Lhud
59—60 Kennocha 59—60 Ferghus 59—60 hflem 59—60 hfleMH
61-62 Lavena 61—62 Galvyn 61—62 hhng 61—62 NHJ
63—64 Ledey 63—64 GHdas 63—64 (m 63—64 shi
65—66 Unnefle 65—66 Guy 65-66 (QMO 65—66 Peng
67—68 Lyonesse 67—68 Fiarvey 67-68 Rong 67—68 a
69—70 Mabina 69—70 Iden 69—70 Shu 69—70 (yang
71—72 Marvina 71—72 Irven 71—72 Shuang 71—72 (Nu
73—74 Mavis 73—74 Karney 73—74 Song 73—74 Quan
75—76 Mirna 75—76 Kayne 75—76 'Hng 75—76 Renshu
77—78 Morgan 77—78 Kelvyn 77—78 VVen 77—78 Rong
79—80 Muriel 79—80 Kunsgnos 79—80 XE 79—80 Ru
81—82 Nareena 81—82 nh 81—82 Xiaodan 81—82 Shan
83—84 Oriana 83—84 Maccus 83—84 xmon 83—84 Shen
85—86 Regan 85—86 Moryn 85—86 Xingjuan 85—86 Téngfifl
87—88 Ronat 87—88 Neak 87—88 Xue 87—88 VVei
89—90 Rowena 89—90 Owyn 89—90 Ya 89—90 XMobo
91—92 Sehna 91—92 Pryderi 91—92 Yan 91—92 xmoh
93—94 LHa 93—94 Reaghan 93—94 Ya 93—94 XHI
95—96 Venefia 95—96 TaHefln 95—96 Yuan 95—96 Yang
97-98 VUynne 97—98 T1ernay 97—98 Yue 97—98 Wing
99—00 Yseuh 99—00 Tun 99—00 99—00 Zhong
EGYPTIAN, FEMALE EGYPTIAN, FEMALE EGYPTIAN, MALE
d100 Name d100 Name d100 Name
01—02 A’at 69—70 Nit 33—34 lmhotep
03—04 Ahset 71—72 Nofret 35—36 Ineni
05—06 Amunet 73—74 Nubemiunu 37—38 lpuki
07—08 Aneksi 75—76 Peseshet 39—40 lrsu
09—10 Atet 77—78 Pypuy 41—42 Kagemni
11—12 Baketamon 79—80 Qalhata 43—44 Kawab
13—14 Betrest 81—82 Rai 45—46 Kenamon
15—16 Buns-fer 83—84 Redfl 47—48 Kewap
17—18 Dedyet 85—86 Sadeh 49—50 Khaemwaset
19—20 Hatshepsut 87—88 Sadek 51—52 Khafra
21—22 Hentie 89—90 Sitamun 53—54 Khusebek
23—24 Herit 91—92 Sitre 55—56 Masaharta
25—26 Hetepheres 93—94 Takhat 57—58 Meketre
27—28 Intakaes 95—96 Tarset 59—60 Menkhaf
29—30 Ipwet 97—98 Taweret 61—62 Merenre
31—32 Itet 99—00 Werenro 63—64 Metjen
33—34 Joba 65-66 Nebamun
35—36 Kasmut EGYPTIAN, MALE 67—68 Nebetka
37—38 Kemanub d100 Name 69—70 Nehi
39—40 Khemut 01—02 71—72 Nekure
Ahmose
41 —42 Kiya 03—04 Akhom 73—74 Nessumontu
43—44 Maia 05—06 75—76 Pakhom
Amasis
45—46 Menhet 07—08 Amenemhet 77—73 Pawah
47—48 Merit 79—80 Pawero
09—10 Anen
49—50 Meritamen 81—82 Ramose
11—12 Banefre
51—52 Merneith 13—14 83—84 Rudjek
Bek
53—54 Merseger 15—1 6 85—86 Saba?
Djedefre
55—56 Muyet 17—18 87—88 Sebek-khu
Djoser
57—58 Nebet 19—20 89—90 Sebni
Hekaib
59—60 Nebetah 21—22 Henenu
91—92 Senusret
61—62 Nedjemmut 23—24 93—94 Shabaka
Horemheb
63—64 Nefertiti 25—26 95—96 Somintu
Horwedja
65—66 Neferu 27—28 97—98 Thaneni
Huya
67—68 Neithotep 29—30 99—00 Thethi
lbebi
31-32 Idu
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ENGLISH, FEMALE ENGLISH, FEMALE ENGLISH, MALE


d'IOO Name d'IOO Name d100 Name

01—02 Adelaide 69—70 )uliana 33—34 Gilbert


|
03—04 Agatha 71—72 Katherine 35—36 Godfrey |

05—06 Agnes 73—74 Margery 37—38 Gunter


07—08 Alice 75—76 Mary 39—40 Guy
09—10 Aline 77—78 Matilda 41—42 Henry
11—12 Anne 79—80 Maynild 43—44 Heward
13—14 Avelina 81—82 Millicent 45—46 Hubert
15—16 Avice 83—84 Oriel 47—48 Hugh
17—18 Beatrice 85—86 Rohesia 49—50 jocelyn
19—20 Cecily 87—88 Rosalind 51—52 John
21—22 Egelina 89—90 Rosamund 53—54 Lance

23—24 Eleanor 91—92 Sarah 55—56 Manfred


25—26 Elizabeth 93—94 Susannah 57—58 Miles
27—28 EHa 95—96 Sybil 59—60 Nicholas
29—30 Eloise 97—98 Williamina 61—62 Norman
31—32 Elysande 99—00 Yvonne 63—64 Odo
33—34 Emeny 65—66 Percival
35—36 Emma ENGLISH, MALE 67—68 Peter

37—38 Emmeline 69—70 Ralf


d‘lOO Name
39—40 Ermina 71—72 Randal
01—02 Adan]
41-42 Eva 73—74 Raymond
03—04 Adelard
43—44 Galiena 75—76 Reynard
05—06 Aldous
45—46 Geva 77—78 Richard
07—08 Anselm
47—48 Giselle 79—80 Robert
09—10 Arnold
49—50 Griselda 81—82 Roger
11—12 Bernard
51—52 Hadwisa 83—84 Roland
13—14 Bertram
53—54 Helen 85—86 Rolf
15—16 Charles
55—56 Herleva 87—88 Simon
17—18 Clerebold
57—58 Hugolina 89—90 Theobald
19—20 Conrad
59—60 Ida 91—92 Theodonc
21—22 Diggory
61—62 Isabella 93—94 Thomas
23—24 Drogo
63—64 Jacoba 95—96 Timm
25—26 Everard
65—66 lane 97—98 William
27—28 Frederick
67—68 Joan 99—00 Wymar
29—30 Geoffrey
31—32 Gerald
FRENCH, FEMALE FRENCH, MALE GERMAN, FEMALE GERMAN, MALE
c1100 Name d100 Name d100 Name d100 Name
01—02 Aalis 01—02 Ambroys 01—02 Adelhayt 01—02 Albrecht
03—04 Agatha 03—04 Arne 03—04 AFFra 03—04 Allexander
05—06 Agnez 05—06 Andri 05—06 Agatha 05—06 Baltasar
07—08 Alberea 07—08 Andriet 07—08 Allet 07—08 Benedick
09—10 Alips 09—10 Anthoine 09—10 Angnes 09—10 Berhart
11—12 Amée 11—12 Bernard 11—12 Anna 11—12 Caspar
13—14 Ame-lot 13—14 Charles 13—14 Apell 13—14 Clas
15—16 Anne 15—16 Charlot 15—16 Applonia 15—16 Cristin

17—18 Avelina 17—18 Colin 17—18 Barbara 17—18 Cristofi-


19—20 Blanche 19—20 Denis 19—20 Brida 19—20 Dieterich
21—22 Cateline 21—22 Durant 21—22 Brigita 21—22 Engelhart
23—24 Cecilia 23—24 Edouart 23—24 Cecilia 23—24 Erhart
25—26 Claricia 25—26 Eremon 25—26 Clara 25—26 Felix
27—28 Collette 27—28 Ernault 27—28 Cristina 27—28 Frantz
29—30 Denisete 29—30 Ethor 29—30 Dorothea 29—30 Fritz
31—32 Dorian 31—32 Felix 31—32 Duretta 31—32 Gerhart
33—34 Edehna 33—34 Floquart 33—34 Ella 33—34 Gotleib
35—36 Emelina 35—36 Galleren 35—36 ElS 35—36 Hans

37—38 Emmelot 37—38 Gaultier 37—38 Elsbeth 37—38 Hartmann


39—40 Ermentrudis 39—40 Gilles 39—40 Engel 39—40 Heintz
41—42 Gibelina 41—42 Guy 41—42 Enlein 41—42 Herman

43—44 Gila 43—44 Henry 43—44 EnndHn 43—44 Jacob


45—46 Gillette 45—46 Hugo 45—46 Eva 45—46 Jeremias
47—48 Guiburgis 47—48 lmbert 47—48 Fela 47-48 Jorg

49—50 Guillemette 49—50 Jacques 49—50 Fronicka 49—50 Kafll


51—52 Guoite 51—52 Jacquot 51—52 Genefe 51—52 Kilian
53—54 Hecelina 53—54 Jean 53—54 Geras 53—54 Linhart
55—56 Heloysis 55—56 Jehannin 55—56 Cerhauss 55—56 Lorentz

57—58 Helyoudis 57—58 Louis 57—58 Gertrudt 57—58 Ludwig


59—60 Hodeardis 59—60 Louys 59—60 Guttel 59—60 Marx

61—62 lsabellis 61—62 Loys 61—62 Helena 61—62 Melchor


63—64 Jaquette 63—64 Martin 63—64 lrmel 63—64 Mertin
65—66 Jehan 65—66 Michel 65—66 Jonata 65—66 Michel
67—68 Johanna 67—68 Mille 67—68 Katerina 67—68 Moritz
69—70 Juliote 69—70 Morelet 69—70 Kuen 69—70 Osswald
71—72 Katerine 71-72 Nicolas 71—72 Kungund 71—72 Ott

73—74 Luciana 73—74 Nicolle 73—74 Lucia 73—74 Peter


75—76 Margot 75—76 Oudart 75—76 Madalena 75—76 Rudolicf

77—78 Marguerite 77-78 Perrin 77—78 Magdalen 77—78 Ruprecht


79—80 Maria 79—80 PhHpe 79—80 Margret 79—80 Sewastian
81—82 Marie 81—82 Pierre 81—82 Marlein 81—82 Sigmund
83—84 Melisende 83—84 Regnauh 83—84 Martha 83—84 Steftan
85—86 Odelina 85—86 Richart 85—86 Otilia 85—86 Symon
87—88 Perrette 87—88 Robert 87—88 Ottilg 87—88 Thoman
89—90 Petronilla 89—90 Robinet 39—90 Peternella 89—90 Ulrich
91—92 Sedilia 91—92 Sauvage 91—92 Reusin 91—92 Vallentin
93—94 Stephana 93—94 Simon 93—94 Sibilla 93—94 Wendel
95—96 Sybilla 95—96 Talbot 95—96 Ursel 95—96 Wilhelm
97—98 Ysabeau 97—93 Tanguy 97—98 Vrsula 97—98 WolFF
99—00 Ysabel 99—00 Vincent 99—00 Walpurg 99—00 Wolfgang

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CREEK, MALE INDIAN, FEMALE INDIAN, MALE
GREEK, FEMALE
Name d100 Name d100 Name
d100 Name c1100
Adonis 01—02 Abha 01—02 Abhay
01—02 Acantha 01—02
03—04 Adrastos 03—04 Aishwarya 03—04 Ahsan
03—04 Aella
05—06 Aeson 05—06 Amala 05—06 Ajay
05—06 Alektos
07—08 Alkippe 07—08 Alas 07—08 Ananda 07—08 Ajit
09—10 Aineias 09—10 Ankita 09—10 Akhil
09—10 Andromeda
11—12 Archana 11—12 Amar
11—12 Antigone 11—12 Aiolos
13—14 Avani 13—14 Amit
13—14 Ariadne 13—14 Alekto
15—16 Chandana 15—16 Ananta
15—16 Astraea 15-16 Alkeides
17-18 Chandrakanta 17—18 Aseem
17—18 Chloros 17—18 Argos
19—20 Brontes 19—20 Chetan 19—20 Ashok
19—20 Chryseos
Damazo 21-22 Darshana 21—22 Bahadur
21—22 Daphne 21—22
23—24 Devi 23—24 Basu
23—24 Despoina 23-24 Dardanos
25—26 Dipti 25—26 Chand
25—26 Dione 25—26 Deimos
27—28 Esha 27—28 Chandra
27—23 Eileithyia 27—28 Diomedes
29—30 Endymion 29—30 Gauro 29—30 Damodar
29—30 Elektra
31—32 Epimetheus 31—32 Gita 31—32 Darhsan
31-32 Euadne
33—34 Erebos 33—34 Indira 33—34 Devdan
33—34 Eudora
35—36 Euandros 35—36 Indu 35—36 Dinesh
35—36 Eunornia
37—38 Canymedes 37—38 Jaya 37—38 Dipak
37—38 Hekabe
39—40 Glaukos 39—40 Kala 39—40 Gopal
39—40 Helene
41—42 Kalpana 41—42 Govind
41—42 Hermoione 41—42 Hektor
43-44 Kamala 43—44 Harendra
43—44 Hippolyte 43—44 Heros
45—46 Hippolytos 45—46 Kanta 45—46 Harsha
45—46 lanthe
47—48 Iacchus 47—48 Kashi 47—48 Ila
47—48 lokaste
49—50 Iason 49—50 Kishori 49—50 lsha
49—50 Iole
51—52 Iphigenia 51—52 Kadmos 51—52 Lalita 51—52 Johar
53—54 Kastor 53—54 Lina 53—54 Kalyan
53—54 Ismene
55—56 Madhur 55—56 Kiran
55—56 Kalliope 55—56 Kephalos
57—58 Kepheus 57—58 Manju 57—58 Kumar
57—58 Kallisto
59—60 Koios 59—60 Meera 59—60 Lakshmana
59—60 Kalypso
61—62 Kreios 61—62 Mohana 61—62 Mahavir
61-62 Karme
63—64 Laios 63—64 Mukta 63—64 Narayan
63-64 Kassandra
65-66 Leandros 65-66 Nisha 65—66 Naveen
65—66 Kassiopeia
67—68 Linos 67—68 Nitya 67—68 Nirav
67—68 Kirke
69-70 Lykos 69—70 Padma 69-70 Prabhakar
69-70 Kleio
71-72 Pratima 71—72 Prasanna
71—72 Klotho 71-72 Melanthios
73—74 Priya 73-74 Raghu
73-74 Klytie 73-74 Menelaus
75—76 Mentor 75—76 Rani 75—76 Rajanikant
75-76 Kynthia
77—78 Neoptolemus 77—78 Sarala 77-78 Rakesh
77—78 Leto
79—80 Okeanos 79—80 Shakti 79—80 Ranjeet
79—80 Megaera
81—82 Orestes 81—82 Shanta 81—82 Rishi
81—82 Melaina
83—84 Pallas 83—84 Shobha 83—84 Sanjay
83—84 Melpomene
85—86 Patroklos 85—86 Sima 85—86 Sekar
85—86 Nausikaa
87—88 Sonal 87—88 Shandar .
87—88 Nemesis 87—88 Philandros
89—90 Sumana 89—90 Sumantra l
89—90 Niobe 89—90 Phoibos
91—92 Phrixus 91—92 Sunita 91—92 Vijay I
91—92 Ourania
93—94 Priamos 93—94 Tara 93—94 Vikram I
93—94 Phaenna
95—96 Valli 95—96 Vimal
95—96 Polymnia 95—96 Pyrrhos
97—98 Vijaya 97—98 Vishal
97—98 Semele 97—98 Xanthos
99—00 Virnala 99—00 Yash
99—00 Theia 99—00 Zephyros

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jAPANESE, FEMALE
(1100 Name
01—02 Aika
03—04 Akemi
05—06 Akiko
07—03 Amaya -.fiI—o—n .-

09—10 Asami
11—12 Ayumi
13—44 Bunko
15—16 Chieko
17—18 Chika
19—20 Chiyo
21—22 Cho
23—24 Eiko
25—26 Emiko
2?—28 Eri
29—30 Etsuko
31—32 Gina
33—34 Hana
35—36 Haruki
3?—38 Hideko
39—40 Ffikafi
41—42 Hiroko
43—44 Hisoka
45—46 Hishi JAPANESE, MALE
4?—43 Hotaru d100 Nanm
49—50 Izumi 014,2 Akio JAPANESE, MALE
51—52 Kameyo 03—04 Atsushi d'IOO Name
53—54 Kasumi 05—06 Daichi 53—54 Makoto
55—56 Ifinfiko 07—08 Daiki 55—56 Mamoru
5?—58 Kotone 09—10 Daisuke 57—58 Masato
59—60 Kyoko 11—12 Eiji 59—60 Masumi
61—62 Maiko 13—14 Fumio 61—62 Noboru
63—64 Masako 15—16 HaWfie 63—64 Noflo
65—66 Mi 17—18 Haru 65-66 Osamu
67—63 Minori 19—20 Ffideah 67—68 Ryota
69—70 Mizuki 21—22 Ffideo 69—70 Sadao
?1—?2 Naoki 23—24 Ffikaru 71—72 Satoshi
73—?4 Natsuko 25—26 Him 73—74 Shigeo
75—76 Noriko 27—28 Ffiroki ‘ 75—76 Shin
?7—78 Rei 29—30 Ffisao 77—78 Sora
79—80 Ren 31—32 Lfitoshi 79—80 Thdao
81—32 Saki 33—34 Isamu 81—82 Takehiko
83—84 Shigeko 35—36 Isao 83—84 Takeo
85—86 Shinju 37—38 Jun 85—86 Takeshi
37—83 Sumiko 39—40 Katashi 87—88 Takunfi
39—90 Toshiko 41—42 Katsu 89—90 Tanmnsu
91—92 Tsukiko 43—44 Kei 91—92 Tatsuo
93—94 Ume 45—46 Ken 93—94 Tbru
95—96 Usagi 47—48 Kanshhw 95—96 Toshk)
9?—93 Yasuko 49—50 Kenta 97—93 Yasuo _
99—00 Yuflko 51—52 ffioshi 99—00 YuHo ,{u

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MESOAMERICAN, FEMALE MESOAMERICAN, FEMALE MESOAMERICAN, MALE

d100 Name d100 Name d100 Name

01—02 Ahumzfli 69—70 Papan 33—34 Iccauhfli

03—04 Atl 71—72 Pafli 35—36 IHHcanfina

05—06 Centehua 73—74 Quetzalxochitl 37-33 Hzfli

07—08 Chakhhflfl 75—76 Sacnfie 39—40 Ixfli

09—10 Chipahua 77—78 TEKui 41—42 Mahuizoh

11—12 Cihuaton 79—80 Tephn 43—44 Manama

13—14 Cub“ 81—82 TEuicui 45—46 hflaflal

15—16 Cfikflnflna 83—84 Teyacapan 47—43 Maflahhum

17—18 Coszcafl 85—86 Thco 49—50 Mazatl

19—20 Cozamalotl 87—88 'Hacoehua 51—52 Mictlantecuhtli

21—22 Cuicafl 89—90 11acofl 53—54 Nfihnfica

23—24 Heum 91—92 11am 55—56 Momofl“

25-26 Eloxochitl 93—94 11anexfli 57-58 Nanmcmx

27-28 Ezfli 95—96 XHfiuhl 59—60 Necam

29—30 Ichtaca 97—98 Xtcoafl 61—62 Necummefl

31—32 1cnoyofl 99—00 Xiuhtonal 63—64 Nezahuakoyofl


33—34 Ihuicafl
65—66 Nexahumpflh

35—36 Hhufil MESOAMERICAN, MALE 67—68 Nochehuafl

37—38 Hofia
69—70 Nopaltzin
d100 Name
39—40 lunl
71—72 CNHn
01—02 Achcauhfli
41—42 Ixcatzin
73—74 Quauhtli
03—04 Amoxtli
43—44 Izd
75—76 Tenoch
05—06 Chicahua
45—46 Malinalxochitl
77—78 Téoflhuhl
07—08 ChknaHi
47—48 Mecatl
79—30 Tepihzin
09—10 Cipacth
49—50 hflezt“ 31—32 TEzcacoaH
11—12 Coaxoch
51—52 Nfiyaoaxochnl
33—34 Tlacaelel
13—14 Coyofl
53—54 Mizquixaual 85—86 Thcdel
15—16 Cuam
55—56 Moyolehuani
37—33 11moc
17—18 Cuauhtémoc
57—58 Nahuafl
39—90 ‘Hanexfic
19—20 CueflachtHo
59—60 Necahum 91—92 Tlazohtlaloni
21—22 Cuetzpalli
61—62 Nenefl 93—94 Tlazopillo
23—24 Cukfli
63—64 Nochfli 95—96 lJetzcayofl
25—26 Ehecafl
65—66 ffloxochicozth
97—93 XHfiHi
27—28 EtalpaIH
67—68 Ohtli 99—00 Yaofl
29—30 Huemac
31—32 Hufizmhuhl

a. “L 71-1r
l'\ x"-.
NIGER—CONGO, NIGER—CONGO, NORSE, FEMALE NORSE, MALE
FEMALE MALE d100 Name d100 Name
d‘IOO Name d100 Nanm 01—02 AHt 01—02 Agni
01—02 Abebi 01—02 Abe-be 03—04 Arnbjorg 03—04 [Hafic
03—04 Abena 03—04 Abel 05—06 Ase 05—06 Aadr
05—06 Abhflbom 05—06 Abidemi 07—08 JAflog 07—08 ArWd
07—08 Akoko 07—08 Abrafo 09—10 [\strid 09—10 Asger
09—10 Akachi 09—10 Adisa 11—12 Auda 11—12 Aswmnd
11—12 Alaba 11—12 Amadi 13—14 Audhm 13—14 Bjarte
13—14 Anu“ 13—14 Amara 15—16 Bergfiot 15—16 Bkflg
15—16 Aye 15—16 Anyhn 17—18 BtHd 17—18 Bkwn
17—18 Bolanle 17—18 Azubuike 19—20 Bod” 19—20 Brandr
19—20 Bosede 19—20 Bapofla 21—22 Brenna 21—22 Brandt
21—22 Chiamaka 21—22 Baraka 23—24 Brynhfld 23—24 Brynjar
23—24 Chidi 23—24 Bohlale 25—26 Dagwmr 25—26 Cmder
25—26 Chidimma 25—26 Bongani 27—28 Eeflka 27—28 Colborn
27—28 Chinyere 27—28 BLUUHE 29—30 EH3 29—30 Cufler
29—30 Chioma 29—30 Buflba 31—32 Cudrun 31—32 EgH
31—32 Dada 31—32 Chakide 33—34 Gunborg 33—34 Bnar
33—34 Ebele 33—34 Chibuzo 35—36 Gunt 35—36 Eflc
35—36 Efemena 35—36 Chma 37—38 Gunvor 37—38 Efland
37—38 Efiro 37—38 Chhnob 39—40 Fkflga 39—40 ke
39—40 Ekundayo 39—40 Chhafidzo 41—42 F1ertha 41—42 Folkvar
41—42 Enitan 41—42 Dabulamanzi 43—44 HHde 43—44 Fflfiof
43—44 Funanya 43—44 Dunflsa 45—46 FHHeW 45—46 Frode
45—46 HUnanya 45—46 Dwanh 47—48 Ingfid 47—48 Geh
47—48 lge 47—48 Erneka 49—50 Iona 49—50 Halvar
49—50 hne 49—50 Fohnfi 51—52 Jorunn 51—52 Hemnfing
51—52 Kunto 51—52 Gatura 53—54 Kafi 53—54 Ffiahnar
53—54 Lesedi 53—54 Gebhuza 55—56 Kenna 55—56 11jortr
55—56 Lunwug 55—56 Gero 57—58 Magnhild 57—58 lnghnarr
57—58 Mojisola 57—58 lsoba 59—60 Nanna 59—60 Ivar
59—60 Monifa 59—60 Kagbo 61—62 Cflga 61—62 Knud
61—62 Nakato 61—62 Kamau 63—64 Ragna 63—64 Lefi
63—64 Ndidi 63—64 Kaflego 65—66 Ragnhfld 65—66 Uufi‘
65—66 Ngozi 65—66 Masego 67—68 Ranveig 67—68 Manning
67—68 Nkhuka 67—68 Matata 69—70 Runa 69—70 Oddr
69—70 Nneka 69—70 Nthanda 71—72 Saga 71—72 ()Hn
71—72 Ogechi 71—72 Ogechi 73—74 Sfififid 73—74 Onnr
73—74 Olamide 73—74 Olwenyo 75—76 ffigne 75—76 ()ve
75—76 OIUCI’Ii 75—76 Osumare 77—78 Sfigfid 77—78 Rannq
77—78 Omolara 77-78 Paw 79—80 Signunn 79—80 Sigurd
79—80 Onyeka 79—80 Qinisela 81—82 Soweg 81—82 Skafi
81—82 Simisola 81—82 Quanda 83-84 Svant 83—84 Snorfl
83—84 Tenfltope 83—84 Smfianya 85—86 Thora 85-86 Sten
85—86 Thewm 85—86 Shanma 87—88 Tbrborg 87-88 Sfigandr
87—88 11flay0 87—88 SibonakaHso 89—90 Tbrunn 89—90 Sfigr
89—90 Udo 89—90 Tapiwa 91—92 Tove 91—92 Sven
91—92 Uduak 91—92 Thabo 93—94 Unn 93—94 17ygve
93—94 Ufuoma 93—94 'Thmfiba 95—96 Vfigdfi 95—96 U1F
95—96 Yaa 95—96 Uzowm 97—98 fiqva 97—98 Va“
97—98 Yefide 97—98 Zubefl 99—00 Yngvfld 99—00 Vfidar
99—00 YEwande 99—00 Zufi

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POLYNESIAN, POLYNESIAN, MALE ROMAN,FEMALE ROMAN, MALE
FEMALE d100 Name d100 Name d1oo Name
d100 Naww 01—02 Afia 01—02 Aeha 01—02 Aehus
01—02 Ahulani 03—04 Ahohako 03—04 Aenfiha 03—04 Aefius
03—04 Airini 05—06 Aisake 05—06 Agflppum 05—06 Agflppa
05—06 Alani 07—08 lHeM 07—08 Aka 07—08 Albanus
07—08 Aluala 09—10 Anewa 09—10 Antonia 09—10 AHJus
09—10 Anahera 11—12 Anhem 11—12 AquHa 11—12 Antots
11—12 Anuhea 13—14 Apufi 13-14 Augusta 13-14 AppMs
13—14 Aolani 15—16 Afiki 15—16 Aureha 15—16 Aqumnus
15—16 Henoa 17—18 Butat 17—18 BaHfina 17—13 Atflus
19—20 19—20 Augustus

..——-
17—18 Emele 19—20 Ende Blandina
21—22 21—22 AureHus

--
19—20 Fefia 21—22 Fef Caeha
23—24 Avhus

-—-_
21—22 Hva 23—24 Fufiui 23—24 CanfiHa
23—24 1%mona 25—26 l4ahheo 25—26 Cafia 25—26 Bdbus
25—26 HFHei 27—28 Hanohano 27—28 (flaudm 27—23 adus
27—28 Hina 29—30 Haunui 29—30 CloeHa 29—30 Bmshm
29—30 Ffinatea 31—32 Hekfli 31—32 Donufia 31—32 Brutus
31—32 Hua“ 33—34 Ffiapo 33—34 Drusa 33—34 CaeHus
33—34 Hua 35—36 Hikawera 35—36 Fabm 35—36 Cmus
37—38 Cagan

-_-._.-._...——-
35—36 Huna 37—38 Hanano 37—38 Fabricia
37—38 Iolani 39—40 Ho’onani 39—40 Fausta 39—40 Casmus
41—42 Hoku 41—42 Havm 41—42 Cato

_...___—
39—40 Isa
41—42 Kaanaana 43—44 t30ku 43—44 Hofiana 43—44 Cebus

_
45—46 Hflvm 45—46 Claudius

_
43—44 Kabna 45—46 Ina
45—46 Kaanfia 47—48 Hu 47—48 Gennana 47—43 (Joehus
47—48 Kahub 49—50 Kaaukai 49—50 (Haucm 49—50 Cnaeus
49—50 Kaflani 51—52 Kaho 51—52 Grafiana 51—52 Cflspus
51—52 Kawmfle 53—54 Kadani 53—54 Hadflana 53—54 Cypflanus
53—54 Kamakani 55—56 Kaham 55—56 Herwuna 55—56 Diocletianus
55—56 Kmmea 57—58 Kmea 57—58 Horatia 57—53 Egnafius
57—58 Latai 59—60 Kaikoa 59—60 Hortensia 59—60 Ennius
59—60 Mona 61—62 Kana1 61—62 lovha 61—62 Fabricius
61—62 Lokdani 63—64 Koant 63—64 luha 63—64 Faustus
63—64 Marva 65-66 Ka 65—66 LaeHa 65—66 Gahw
65—66 hflehana 67—68 Lam 67—68 Laurenfia 67—68 Genfianus
67—68 Millawa 69-70 Makai 69—70 Uvm 69—70 Gnaeus
69—70 Moana 71—72 Manu 71—72 LongMa 71—72 l4orafius
71—72 Ngana 73-74 Manuka 73—74 Lucma 73—74 IOVMnus
73—74 Nohea 75—76 Nui 75—76 Lucrefia 75—76 IuHus
75—76 Pea 77-78 Pono 77—78 hflarceHa 77473 LucMus
77—78 Sanoe 79-80 Popoki 79—80 hflarcia 79—80 Manius
79—80 Safina 81—82 Ruru 81—82 Maflma 81—82 Marcus
81—82 Tahm 83—84 Tahu 83—84 Nona 83—84 Marius
83—84 Tafl 85—86 Taurau 85—86 (Dctavia 85—86 Maximus
85—86 'fiaho 87—88 Tuam 87—88 Paaa 37—33 Octavius
87—88 'fihani 89—90 Turoa 89—90 Petrorfia 39—90 Paulus
89—90 Tbroa 91—92 Tusfiah 91—92 Porda 91—92 Quintilian
91—92 lani 93—94 lJmne 93—94 Tacfia 93—94 Regulus
93—94 Uluwehi 95—96 VUaata 95-96 Tuma 95—96 Servius
95—96 vmna 97—98 Waipuna 97—98 Verghfla 97—93 Tacnus
97—98 Waiola 99—00 Zmfiar 99-00 Vha 99—00 Vafius
99—00 VVaHara

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SLAVIC, FEMALE SLAVIc, MALE
d1oo Name d100 Name
01—02 Agripina 01—02 Aleksandru
03—04 Anastasiya 03—04 Berislav
05—06 Bogdana 05—06 Blazh
07—08 Bolesiava 07—08 Bogumir
09—10 Bozhena 09—10 Boguslav
11—12 Danica iiwiZ Borislav
13—14 Darya 13—14 Bozhidar
15—16 Desislava 15—16 Bratomil
17~18 Dragoslava 17m18 Bratoslav
19—20 Dunja 19—20 Bronisiav
21—22 Efrosinia 21—22 Chedomir
23—24 Ekaterina 23—24 Chestibor
25~26 Elena 25—26 Chestirad
2?-23 Faina 27—28 Chestislav
29—30 Galina 29—30 Desilav
31—32 Irina 31—32 Dmitrei
33—34 Iskra 33—34 Dobromil
35—36 jasna 35—36 Dobroslav
37—33 Kata rina 37—38 Dragomir
39—40 Katya 39—40 Dragutin
41—42 Kresimira 41—42 Drazhan
43—44 Lyudmila 43—44 Costislav
45—46 Magda 45—46 Kazimir
4?—48 Mariya 47—48 Kyrilu
49—50 Militsa 49—50 Lyubomir
51—52 Miloslava 51—52 Mechislav
53—54 Mira 53—54 Milivoj
55—56 Miroslava 55—56 Milosh
57—58 Mokosh 57—58 Mstislav
59—60 Morana 59—60 Nikola
61—62 Natasha 61—62 Ninoslav
63—64 Nika 63—64 Premislav
65-66 Olga 65—66 Radomir
6?—68 Rada 67—68 Radovan
69-?0 Radoslava 69—70 Ratimir
?i—?2 Raisa 71—72 Rostislav
73—74 Siavitsa 73—74 Slavomir
75—?6 Sofiya 75~76 Stanislav
17—73 Stanislava 77—78 Svetoslav
79—80 Sveflana 79—80 Tomislav
81—82 Tatyana 31~82 Vasili
33—34 Tomislava 83—84 Velimir
85-86 Veronika 85—86 Vladimir
37~33 Vesna 87—88 Vladisiav
39—90 Vladimira 89—90 Vlastimir
91—92 Yaroslava 91—92 Volodimeru
93—94 Yelena 93—94 Vratislav
95—96 Zaria 95—96 Yarognev
9?—93 Zarya 97—98 Yaromir
99—00 Zoria 99—00 Zbignev
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SPANISH,FEMALE SPANISH,FEMALE SPANISH, MALE


d100 Name d100 Name d100 Name

01—02 AbeHa 69—70 Nkflanm 33—34 Escobar


03—04 AdaHna 71—72 Monica 35—36 Ettor

05—06 Adora 73—74 Neva 37-38 Fernando


0?-03 Adflana 75—76 Nflda 39—40 Francmo

09—10 Ana 77—78 Petrona 41—42 Gabnel


11—12 Antonia 79—80 Rafieb 43—44 Garcia

13—14 Baflfia 81—82 Ranflra 45—46 Gaspar


15—16 Beatriz 83—84 Rosano 47—48 CH
17—13 Bonha 85—86 Sofia 49—50 Comes
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19—20 Can1Ha 87—88 Sudo 51—52 Concmo


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21—22 Cande 89—90 Teresa 53—54 Costantin

23—24 Cannen 91—92 Tbrnasa 55—56 hyme


25—26 Catlina 93—94 Vamnfia 57—58 Joan
2r—23 95—96 59—60 Jorge
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Dolores Veronica
29—30 Donflnga 97—98 Ynes 61—62 Jose
31—32 Dorotea 99—00 Ysabel 63—64 Juan
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33—34 Elena 65—66 Machin


35—36 Ehcm SPANISH, MALE 67—68 hflarth1

37—38 Esmerelda d100 Name


69—70 hflateu

39—40 Fehpkm 01—02 Alexandre


71—72 Nfiguel
41—42 Francisca 03—04 AHonso
73—74 bucoms
43—44 Cabneb 05—06 Alonso
75—76 Pascual
45—46 lnuflda 07—08 Anthon
77—78 Pedro
41—43 Ines 09—10 Arcos
79—80 Poflco

49—50 Isabel 11—12 Arnaut


81—82 Ranflro

51—52 Juana 13-14 Arturo


83—84 Rmfion

53—54 Leocadia 15—16 Bartoleme


85—86 Rodflgo
55—56 Leonor 17—18 Benho
87—88 Sabasfian
57—53 Leta 19—20 Bernat
89—90 Sawador
59—60 Ludnda 21—22 Blasco
91—92 Shnon

63—62 hflaresol 23—24 Cados


93—94 Tomas

63—64 hflana 25—26 Danfian


95—96 'Tfistan

65—66 Maricela 27—28 [DEgO


97—98 Vmeflano
67—68 Matilde 29—30 Donungo
99—00 Yrugo

31—32 Enflque

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