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2
If
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errors
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please
let
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know
by
Subraces
emailing
askdnd@wizards.com.
Some
races
have
subraces.
Members
of
a
subrace
have
the
traits
of
the
parent
race
in
addition
to
the
Races traits
specified
for
their
subrace.
Relationships
among
subraces
vary
significantly
from
race
to
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Racial Traits and
world
to
world.
Not
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System
Reference
Document
5.1
3
Hill Dwarf
Languages.
You
can
speak,
read,
and
write
As
a
hill
dwarf,
you
have
keen
senses,
deep
intuition,
Common
and
Elvish.
Elvish
is
fluid,
with
subtle
and
remarkable
resilience.
intonations
and
intricate
grammar.
Elven
literature
Ability
Score
Increase.
Your
Wisdom
score
is
rich
and
varied,
and
their
songs
and
poems
are
increases
by
1.
famous
among
other
races.
Many
bards
learn
their
Dwarven
Toughness.
Your
hit
point
maximum
language
so
they
can
add
Elvish
ballads
to
their
increases
by
1,
and
it
increases
by
1
every
time
you
repertoires.
gain
a
level.
High Elf
As
a
high
elf,
you
have
a
keen
mind
and
a
mastery
of
at
least
the
basics
of
magic.
In
many
fantasy
gaming
Elf worlds,
there
are
two
kinds
of
high
elves.
One
type
is
Elf Traits haughty
and
reclusive,
believing
themselves
to
be
superior
to
non-elves
and
even
other
elves.
The
Your
elf
character
has
a
variety
of
natural
abilities,
other
type
is
more
common
and
more
friendly,
and
the
result
of
thousands
of
years
of
elven
refinement.
often
encountered
among
humans
and
other
races.
Ability
Score
Increase.
Your
Dexterity
score
Ability
Score
Increase.
Your
Intelligence
score
increases
by
2.
increases
by
1.
Age.
Although
elves
reach
physical
maturity
at
Elf
Weapon
Training.
You
have
proficiency
with
about
the
same
age
as
humans,
the
elven
the
longsword,
shortsword,
shortbow,
and
longbow.
understanding
of
adulthood
goes
beyond
physical
Cantrip.
You
know
one
cantrip
of
your
choice
growth
to
encompass
worldly
experience.
An
elf
from
the
wizard
spell
list.
Intelligence
is
your
typically
claims
adulthood
and
an
adult
name
spellcasting
ability
for
it.
around
the
age
of
100
and
can
live
to
be
750
years
Extra
Language.
You
can
speak,
read,
and
write
old.
one
extra
language
of
your
choice.
Alignment.
Elves
love
freedom,
variety,
and
self-
expression,
so
they
lean
strongly
toward
the
gentler
aspects
of
chaos.
They
value
and
protect
others
freedom
as
well
as
their
own,
and
they
are
more
Halfling
often
good
than
not.
Halfling Traits
Size.
Elves
range
from
under
5
to
over
6
feet
tall
and
have
slender
builds.
Your
size
is
Medium.
Your
halfling
character
has
a
number
of
traits
in
Speed.
Your
base
walking
speed
is
30
feet.
common
with
all
other
halflings.
Darkvision.
Accustomed
to
twilit
forests
and
the
Ability
Score
Increase.
Your
Dexterity
score
night
sky,
you
have
superior
vision
in
dark
and
dim
increases
by
2.
conditions.
You
can
see
in
dim
light
within
60
feet
of
Age.
A
halfling
reaches
adulthood
at
the
age
of
20
you
as
if
it
were
bright
light,
and
in
darkness
as
if
it
and
generally
lives
into
the
middle
of
his
or
her
were
dim
light.
You
cant
discern
color
in
darkness,
second
century.
only
shades
of
gray.
Alignment.
Most
halflings
are
lawful
good.
As
a
Keen
Senses.
You
have
proficiency
in
the
rule,
they
are
good-hearted
and
kind,
hate
to
see
Perception
skill.
others
in
pain,
and
have
no
tolerance
for
oppression.
Fey
Ancestry.
You
have
advantage
on
saving
They
are
also
very
orderly
and
traditional,
leaning
throws
against
being
charmed,
and
magic
cant
put
heavily
on
the
support
of
their
community
and
the
you
to
sleep.
comfort
of
their
old
ways.
Trance.
Elves
dont
need
to
sleep.
Instead,
they
Size.
Halflings
average
about
3
feet
tall
and
weigh
meditate
deeply,
remaining
semiconscious,
for
4
about
40
pounds.
Your
size
is
Small.
hours
a
day.
(The
Common
word
for
such
meditation
Speed.
Your
base
walking
speed
is
25
feet.
is
trance.)
While
meditating,
you
can
dream
after
a
Lucky.
When
you
roll
a
1
on
the
d20
for
an
attack
fashion;
such
dreams
are
actually
mental
exercises
roll,
ability
check,
or
saving
throw,
you
can
reroll
the
that
have
become
reflexive
through
years
of
practice.
die
and
must
use
the
new
roll.
After
resting
in
this
way,
you
gain
the
same
benefit
Brave.
You
have
advantage
on
saving
throws
that
a
human
does
from
8
hours
of
sleep.
against
being
frightened.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
4
Halfling
Nimbleness.
You
can
move
through
the
space
of
any
creature
that
is
of
a
size
larger
than
Dragonborn
yours.
Dragonborn Traits
Languages.
You
can
speak,
read,
and
write
Common
and
Halfling.
The
Halfling
language
isnt
Your
draconic
heritage
manifests
in
a
variety
of
secret,
but
halflings
are
loath
to
share
it
with
others.
traits
you
share
with
other
dragonborn.
They
write
very
little,
so
they
dont
have
a
rich
body
Ability
Score
Increase.
Your
Strength
score
of
literature.
Their
oral
tradition,
however,
is
very
increases
by
2,
and
your
Charisma
score
increases
strong.
Almost
all
halflings
speak
Common
to
by
1.
converse
with
the
people
in
whose
lands
they
dwell
Age.
Young
dragonborn
grow
quickly.
They
walk
or
through
which
they
are
traveling.
hours
after
hatching,
attain
the
size
and
development
of
a
10-year-old
human
child
by
the
Lightfoot age
of
3,
and
reach
adulthood
by
15.
They
live
to
be
As
a
lightfoot
halfling,
you
can
easily
hide
from
around
80.
notice,
even
using
other
people
as
cover.
Youre
Alignment.
Dragonborn
tend
to
extremes,
making
inclined
to
be
affable
and
get
along
well
with
others.
a
conscious
choice
for
one
side
or
the
other
in
the
Lightfoots
are
more
prone
to
wanderlust
than
cosmic
war
between
good
and
evil.
Most
dragonborn
other
halflings,
and
often
dwell
alongside
other
races
are
good,
but
those
who
side
with
evil
can
be
terrible
or
take
up
a
nomadic
life.
villains.
Ability
Score
Increase.
Your
Charisma
score
Size.
Dragonborn
are
taller
and
heavier
than
increases
by
1.
humans,
standing
well
over
6
feet
tall
and
averaging
Naturally
Stealthy.
You
can
attempt
to
hide
even
almost
250
pounds.
Your
size
is
Medium.
when
you
are
obscured
only
by
a
creature
that
is
at
Speed.
Your
base
walking
speed
is
30
feet.
least
one
size
larger
than
you.
Draconic
Ancestry
Dragon
Damage
Type
Breath
Weapon
Black
Acid
5
by
30
ft.
line
(Dex.
save)
Human Blue
Lightning
5
by
30
ft.
line
(Dex.
save)
Brass
Fire
5
by
30
ft.
line
(Dex.
save)
Human Traits Bronze
Lightning
5
by
30
ft.
line
(Dex.
save)
Copper
Acid
5
by
30
ft.
line
(Dex.
save)
Its
hard
to
make
generalizations
about
humans,
but
Gold
Fire
15
ft.
cone
(Dex.
save)
your
human
character
has
these
traits.
Green
Poison
15
ft.
cone
(Con.
save)
Ability
Score
Increase.
Your
ability
scores
each
Red
Fire
15
ft.
cone
(Dex.
save)
increase
by
1.
Silver
Cold
15
ft.
cone
(Con.
save)
Age.
Humans
reach
adulthood
in
their
late
teens
White
Cold
15
ft.
cone
(Con.
save)
and
live
less
than
a
century.
Alignment.
Humans
tend
toward
no
particular
Draconic
Ancestry.
You
have
draconic
ancestry.
alignment.
The
best
and
the
worst
are
found
among
Choose
one
type
of
dragon
from
the
Draconic
them.
Ancestry
table.
Your
breath
weapon
and
damage
Size.
Humans
vary
widely
in
height
and
build,
resistance
are
determined
by
the
dragon
type,
as
from
barely
5
feet
to
well
over
6
feet
tall.
Regardless
shown
in
the
table.
of
your
position
in
that
range,
your
size
is
Medium.
Breath
Weapon.
You
can
use
your
action
to
Speed.
Your
base
walking
speed
is
30
feet.
exhale
destructive
energy.
Your
draconic
ancestry
Languages.
You
can
speak,
read,
and
write
determines
the
size,
shape,
and
damage
type
of
the
Common
and
one
extra
language
of
your
choice.
exhalation.
Humans
typically
learn
the
languages
of
other
When
you
use
your
breath
weapon,
each
creature
peoples
they
deal
with,
including
obscure
dialects.
in
the
area
of
the
exhalation
must
make
a
saving
They
are
fond
of
sprinkling
their
speech
with
words
throw,
the
type
of
which
is
determined
by
your
borrowed
from
other
tongues:
Orc
curses,
Elvish
draconic
ancestry.
The
DC
for
this
saving
throw
musical
expressions,
Dwarvish
military
phrases,
and
equals
8
+
your
Constitution
modifier
+
your
so
on.
proficiency
bonus.
A
creature
takes
2d6
damage
on
a
failed
save,
and
half
as
much
damage
on
a
successful
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
5
one.
The
damage
increases
to
3d6
at
6th
level,
4d6
at
Ability
Score
Increase.
Your
Constitution
score
11th
level,
and
5d6
at
16th
level.
increases
by
1.
After
you
use
your
breath
weapon,
you
cant
use
it
Artificers
Lore.
Whenever
you
make
an
again
until
you
complete
a
short
or
long
rest.
Intelligence
(History)
check
related
to
magic
items,
Damage
Resistance.
You
have
resistance
to
the
alchemical
objects,
or
technological
devices,
you
can
damage
type
associated
with
your
draconic
ancestry.
add
twice
your
proficiency
bonus,
instead
of
any
Languages.
You
can
speak,
read,
and
write
proficiency
bonus
you
normally
apply.
Common
and
Draconic.
Draconic
is
thought
to
be
one
Tinker.
You
have
proficiency
with
artisans
tools
of
the
oldest
languages
and
is
often
used
in
the
study
(tinkers
tools).
Using
those
tools,
you
can
spend
1
of
magic.
The
language
sounds
harsh
to
most
other
hour
and
10
gp
worth
of
materials
to
construct
a
creatures
and
includes
numerous
hard
consonants
Tiny
clockwork
device
(AC
5,
1
hp).
The
device
and
sibilants.
ceases
to
function
after
24
hours
(unless
you
spend
1
hour
repairing
it
to
keep
the
device
functioning),
or
when
you
use
your
action
to
dismantle
it;
at
that
time,
you
can
reclaim
the
materials
used
to
create
it.
Gnome You
can
have
up
to
three
such
devices
active
at
a
Gnome Traits time.
When
you
create
a
device,
choose
one
of
the
Your
gnome
character
has
certain
characteristics
in
following
options:
common
with
all
other
gnomes.
Ability
Score
Increase.
Your
Intelligence
score
Clockwork
Toy.
This
toy
is
a
clockwork
animal,
increases
by
2.
monster,
or
person,
such
as
a
frog,
mouse,
bird,
Age.
Gnomes
mature
at
the
same
rate
humans
do,
dragon,
or
soldier.
When
placed
on
the
ground,
the
and
most
are
expected
to
settle
down
into
an
adult
toy
moves
5
feet
across
the
ground
on
each
of
your
life
by
around
age
40.
They
can
live
350
to
almost
turns
in
a
random
direction.
It
makes
noises
as
500
years.
appropriate
to
the
creature
it
represents.
Alignment.
Gnomes
are
most
often
good.
Those
Fire
Starter.
The
device
produces
a
miniature
flame,
who
tend
toward
law
are
sages,
engineers,
which
you
can
use
to
light
a
candle,
torch,
or
researchers,
scholars,
investigators,
or
inventors.
campfire.
Using
the
device
requires
your
action.
Those
who
tend
toward
chaos
are
minstrels,
Music
Box.
When
opened,
this
music
box
plays
a
tricksters,
wanderers,
or
fanciful
jewelers.
Gnomes
single
song
at
a
moderate
volume.
The
box
stops
are
good-hearted,
and
even
the
tricksters
among
playing
when
it
reaches
the
songs
end
or
when
it
them
are
more
playful
than
vicious.
is
closed.
Size.
Gnomes
are
between
3
and
4
feet
tall
and
average
about
40
pounds.
Your
size
is
Small.
Speed.
Your
base
walking
speed
is
25
feet.
Darkvision.
Accustomed
to
life
underground,
you
Half-Elf
have
superior
vision
in
dark
and
dim
conditions.
You
Half-Elf Traits
can
see
in
dim
light
within
60
feet
of
you
as
if
it
were
Your
half-elf
character
has
some
qualities
in
bright
light,
and
in
darkness
as
if
it
were
dim
light.
common
with
elves
and
some
that
are
unique
to
You
cant
discern
color
in
darkness,
only
shades
of
half-elves.
gray.
Ability
Score
Increase.
Your
Charisma
score
Gnome
Cunning.
You
have
advantage
on
all
increases
by
2,
and
two
other
ability
scores
of
your
Intelligence,
Wisdom,
and
Charisma
saving
throws
choice
increase
by
1.
against
magic.
Age.
Half-elves
mature
at
the
same
rate
humans
Languages.
You
can
speak,
read,
and
write
do
and
reach
adulthood
around
the
age
of
20.
They
Common
and
Gnomish.
The
Gnomish
language,
live
much
longer
than
humans,
however,
often
which
uses
the
Dwarvish
script,
is
renowned
for
its
exceeding
180
years.
technical
treatises
and
its
catalogs
of
knowledge
Alignment.
Half-elves
share
the
chaotic
bent
of
about
the
natural
world.
their
elven
heritage.
They
value
both
personal
Rock Gnome freedom
and
creative
expression,
demonstrating
neither
love
of
leaders
nor
desire
for
followers.
They
As
a
rock
gnome,
you
have
a
natural
inventiveness
chafe
at
rules,
resent
others
demands,
and
and
hardiness
beyond
that
of
other
gnomes.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
6
sometimes
prove
unreliable,
or
at
least
hit
point
instead.
You
cant
use
this
feature
again
unpredictable.
until
you
finish
a
long
rest.
Size.
Half-elves
are
about
the
same
size
as
humans,
Savage
Attacks.
When
you
score
a
critical
hit
with
ranging
from
5
to
6
feet
tall.
Your
size
is
Medium.
a
melee
weapon
attack,
you
can
roll
one
of
the
Speed.
Your
base
walking
speed
is
30
feet.
weapons
damage
dice
one
additional
time
and
add
it
Darkvision.
Thanks
to
your
elf
blood,
you
have
to
the
extra
damage
of
the
critical
hit.
superior
vision
in
dark
and
dim
conditions.
You
can
Languages.
You
can
speak,
read,
and
write
see
in
dim
light
within
60
feet
of
you
as
if
it
were
Common
and
Orc.
Orc
is
a
harsh,
grating
language
bright
light,
and
in
darkness
as
if
it
were
dim
light.
with
hard
consonants.
It
has
no
script
of
its
own
but
You
cant
discern
color
in
darkness,
only
shades
of
is
written
in
the
Dwarvish
script.
gray.
Fey
Ancestry.
You
have
advantage
on
saving
throws
against
being
charmed,
and
magic
cant
put
you
to
sleep.
Tiefling
Skill
Versatility.
You
gain
proficiency
in
two
skills
Tiefling Traits
of
your
choice.
Languages.
You
can
speak,
read,
and
write
Tieflings
share
certain
racial
traits
as
a
result
of
their
Common,
Elvish,
and
one
extra
language
of
your
infernal
descent.
choice.
Ability
Score
Increase.
Your
Intelligence
score
increases
by
1,
and
your
Charisma
score
increases
by
2.
Age.
Tieflings
mature
at
the
same
rate
as
humans
Half-Orc but
live
a
few
years
longer.
Half-Orc Traits
Alignment.
Tieflings
might
not
have
an
innate
tendency
toward
evil,
but
many
of
them
end
up
Your
half-orc
character
has
certain
traits
deriving
there.
Evil
or
not,
an
independent
nature
inclines
from
your
orc
ancestry.
many
tieflings
toward
a
chaotic
alignment.
Ability
Score
Increase.
Your
Strength
score
Size.
Tieflings
are
about
the
same
size
and
build
as
increases
by
2,
and
your
Constitution
score
increases
humans.
Your
size
is
Medium.
by
1.
Speed.
Your
base
walking
speed
is
30
feet.
Age.
Half-orcs
mature
a
little
faster
than
humans,
Darkvision.
Thanks
to
your
infernal
heritage,
you
reaching
adulthood
around
age
14.
They
age
have
superior
vision
in
dark
and
dim
conditions.
You
noticeably
faster
and
rarely
live
longer
than
75
years.
can
see
in
dim
light
within
60
feet
of
you
as
if
it
were
Alignment.
Half-orcs
inherit
a
tendency
toward
bright
light,
and
in
darkness
as
if
it
were
dim
light.
chaos
from
their
orc
parents
and
are
not
strongly
You
cant
discern
color
in
darkness,
only
shades
of
inclined
toward
good.
Half-orcs
raised
among
orcs
gray.
and
willing
to
live
out
their
lives
among
them
are
Hellish
Resistance.
You
have
resistance
to
fire
usually
evil.
damage.
Size.
Half-orcs
are
somewhat
larger
and
bulkier
Infernal
Legacy.
You
know
the
thaumaturgy
than
humans,
and
they
range
from
5
to
well
over
6
cantrip.
When
you
reach
3rd
level,
you
can
cast
the
feet
tall.
Your
size
is
Medium.
hellish
rebuke
spell
as
a
2nd-level
spell
once
with
this
Speed.
Your
base
walking
speed
is
30
feet.
trait
and
regain
the
ability
to
do
so
when
you
finish
a
Darkvision.
Thanks
to
your
orc
blood,
you
have
long
rest.
When
you
reach
5th
level,
you
can
cast
the
superior
vision
in
dark
and
dim
conditions.
You
can
darkness
spell
once
with
this
trait
and
regain
the
see
in
dim
light
within
60
feet
of
you
as
if
it
were
ability
to
do
so
when
you
finish
a
long
rest.
Charisma
bright
light,
and
in
darkness
as
if
it
were
dim
light.
is
your
spellcasting
ability
for
these
spells.
You
cant
discern
color
in
darkness,
only
shades
of
Languages.
You
can
speak,
read,
and
write
gray.
Common
and
Infernal.
Menacing.
You
gain
proficiency
in
the
Intimidation
skill.
Relentless
Endurance.
When
you
are
reduced
to
0
hit
points
but
not
killed
outright,
you
can
drop
to
1
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
7
Rage
Barbarian 12th
+4
Ability
Score
Improvement
5
+3
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
8
Reckless Attack Brutal Critical
Starting
at
2nd
level,
you
can
throw
aside
all
concern
Beginning
at
9th
level,
you
can
roll
one
additional
for
defense
to
attack
with
fierce
desperation.
When
weapon
damage
die
when
determining
the
extra
you
make
your
first
attack
on
your
turn,
you
can
damage
for
a
critical
hit
with
a
melee
attack.
decide
to
attack
recklessly.
Doing
so
gives
you
This
increases
to
two
additional
dice
at
13th
level
advantage
on
melee
weapon
attack
rolls
using
and
three
additional
dice
at
17th
level.
Strength
during
this
turn,
but
attack
rolls
against
you
have
advantage
until
your
next
turn.
Relentless Rage
Danger Sense Starting
at
11th
level,
your
rage
can
keep
you
fighting
despite
grievous
wounds.
If
you
drop
to
0
hit
At
2nd
level,
you
gain
an
uncanny
sense
of
when
points
while
youre
raging
and
dont
die
outright,
things
nearby
arent
as
they
should
be,
giving
you
an
you
can
make
a
DC
10
Constitution
saving
throw.
If
edge
when
you
dodge
away
from
danger.
you
succeed,
you
drop
to
1
hit
point
instead.
You
have
advantage
on
Dexterity
saving
throws
Each
time
you
use
this
feature
after
the
first,
the
against
effects
that
you
can
see,
such
as
traps
and
DC
increases
by
5.
When
you
finish
a
short
or
long
spells.
To
gain
this
benefit,
you
cant
be
blinded,
rest,
the
DC
resets
to
10.
deafened,
or
incapacitated.
Persistent Rage
Primal Path Beginning
at
15th
level,
your
rage
is
so
fierce
that
it
At
3rd
level,
you
choose
a
path
that
shapes
the
ends
early
only
if
you
fall
unconscious
or
if
you
nature
of
your
rage.
Choose
the
Path
of
the
choose
to
end
it.
Berserker
or
the
Path
of
the
Totem
Warrior,
both
detailed
at
the
end
of
the
class
description.
Your
Indomitable Might
choice
grants
you
features
at
3rd
level
and
again
at
Beginning
at
18th
level,
if
your
total
for
a
Strength
6th,
10th,
and
14th
levels.
check
is
less
than
your
Strength
score,
you
can
use
Ability Score Improvement that
score
in
place
of
the
total.
When
you
reach
4th
level,
and
again
at
8th,
12th,
Primal Champion
16th,
and
19th
level,
you
can
increase
one
ability
At
20th
level,
you
embody
the
power
of
the
wilds.
score
of
your
choice
by
2,
or
you
can
increase
two
Your
Strength
and
Constitution
scores
increase
by
4.
ability
scores
of
your
choice
by
1.
As
normal,
you
Your
maximum
for
those
scores
is
now
24.
cant
increase
an
ability
score
above
20
using
this
feature.
Path of the Berserker
Extra Attack For
some
barbarians,
rage
is
a
means
to
an
end
that
end
being
violence.
The
Path
of
the
Berserker
is
Beginning
at
5th
level,
you
can
attack
twice,
instead
a
path
of
untrammeled
fury,
slick
with
blood.
As
you
of
once,
whenever
you
take
the
Attack
action
on
your
enter
the
berserkers
rage,
you
thrill
in
the
chaos
of
turn.
battle,
heedless
of
your
own
health
or
well-being.
Fast Movement Frenzy
Starting
at
5th
level,
your
speed
increases
by
10
feet
Starting
when
you
choose
this
path
at
3rd
level,
you
while
you
arent
wearing
heavy
armor.
can
go
into
a
frenzy
when
you
rage.
If
you
do
so,
for
the
duration
of
your
rage
you
can
make
a
single
Feral Instinct melee
weapon
attack
as
a
bonus
action
on
each
of
your
turns
after
this
one.
When
your
rage
ends,
you
By
7th
level,
your
instincts
are
so
honed
that
you
suffer
one
level
of
exhaustion
(as
described
in
have
advantage
on
initiative
rolls.
appendix
PH-A).
Additionally,
if
you
are
surprised
at
the
beginning
of
combat
and
arent
incapacitated,
you
can
act
normally
on
your
first
turn,
but
only
if
you
enter
your
rage
before
doing
anything
else
on
that
turn.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
9
Mindless Rage
Beginning
at
6th
level,
you
cant
be
charmed
or
frightened
while
raging.
If
you
are
charmed
or
frightened
when
you
enter
your
rage,
the
effect
is
suspended
for
the
duration
of
the
rage.
Intimidating Presence
Beginning
at
10th
level,
you
can
use
your
action
to
frighten
someone
with
your
menacing
presence.
When
you
do
so,
choose
one
creature
that
you
can
see
within
30
feet
of
you.
If
the
creature
can
see
or
hear
you,
it
must
succeed
on
a
Wisdom
saving
throw
(DC
equal
to
8
+
your
proficiency
bonus
+
your
Charisma
modifier)
or
be
frightened
of
you
until
the
end
of
your
next
turn.
On
subsequent
turns,
you
can
use
your
action
to
extend
the
duration
of
this
effect
on
the
frightened
creature
until
the
end
of
your
next
turn.
This
effect
ends
if
the
creature
ends
its
turn
out
of
line
of
sight
or
more
than
60
feet
away
from
you.
If
the
creature
succeeds
on
its
saving
throw,
you
cant
use
this
feature
on
that
creature
again
for
24
hours.
Retaliation
Starting
at
14th
level,
when
you
take
damage
from
a
creature
that
is
within
5
feet
of
you,
you
can
use
your
reaction
to
make
a
melee
weapon
attack
against
that
creature.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
10
Weapons:
Simple
weapons,
hand
crossbows,
Bard longswords,
rapiers,
shortswords
Tools:
Three
musical
instruments
of
your
choice
Saving
Throws:
Dexterity,
Charisma
Class Features Skills:
Choose
any
three
As
a
bard,
you
gain
the
following
class
features.
Equipment
You
start
with
the
following
equipment,
in
addition
Hit Points
to
the
equipment
granted
by
your
background:
Hit
Dice:
1d8
per
bard
level
Hit
Points
at
1st
Level:
8
+
your
Constitution
(a)
a
rapier,
(b)
a
longsword,
or
(c)
any
simple
modifier
weapon
Hit
Points
at
Higher
Levels:
1d8
(or
5)
+
your
(a)
a
diplomats
pack
or
(b)
an
entertainers
pack
Constitution
modifier
per
bard
level
after
1st
(a)
a
lute
or
(b)
any
other
musical
instrument
Leather
armor
and
a
dagger
Proficiencies
Armor:
Light
armor
The
Bard
Proficiency
Cantrips
Spells
Spell
Slots
per
Spell
Level
Level
Bonus
Features
Known
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting,
Bardic
Inspiration
2
4
2
(d6)
2nd
+2
Jack
of
All
Trades,
Song
of
Rest
2
5
3
(d6)
3rd
+2
Bard
College,
Expertise
2
6
4
2
4th
+2
Ability
Score
Improvement
3
7
4
3
5th
+3
Bardic
Inspiration
(d8),
Font
of
3
8
4
3
2
Inspiration
6th
+3
Countercharm,
Bard
College
3
9
4
3
3
feature
7th
+3
3
10
4
3
3
1
8th
+3
Ability
Score
Improvement
3
11
4
3
3
2
9th
+4
Song
of
Rest
(d8)
3
12
4
3
3
3
1
10th
+4
Bardic
Inspiration
(d10),
4
14
4
3
3
3
2
Expertise,
Magical
Secrets
11th
+4
4
15
4
3
3
3
2
1
12th
+4
Ability
Score
Improvement
4
15
4
3
3
3
2
1
13th
+5
Song
of
Rest
(d10)
4
16
4
3
3
3
2
1
1
14th
+5
Magical
Secrets,
Bard
College
4
18
4
3
3
3
2
1
1
feature
15th
+5
Bardic
Inspiration
(d12)
4
19
4
3
3
3
2
1
1
1
16th
+5
Ability
Score
Improvement
4
19
4
3
3
3
2
1
1
1
17th
+6
Song
of
Rest
(d12)
4
20
4
3
3
3
2
1
1
1
1
18th
+6
Magical
Secrets
4
22
4
3
3
3
3
1
1
1
1
19th
+6
Ability
Score
Improvement
4
22
4
3
3
3
3
2
1
1
1
20th
+6
Superior
Inspiration
4
22
4
3
3
3
3
2
2
1
1
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
11
Cantrips Spellcasting Focus
You
know
two
cantrips
of
your
choice
from
the
bard
You
can
use
a
musical
instrument
(see
Equipment)
spell
list.
You
learn
additional
bard
cantrips
of
your
as
a
spellcasting
focus
for
your
bard
spells.
choice
at
higher
levels,
as
shown
in
the
Cantrips
Known
column
of
the
Bard
table.
Bardic Inspiration
You
can
inspire
others
through
stirring
words
or
Spell Slots music.
To
do
so,
you
use
a
bonus
action
on
your
turn
The
Bard
table
shows
how
many
spell
slots
you
have
to
choose
one
creature
other
than
yourself
within
60
to
cast
your
spells
of
1st
level
and
higher.
To
cast
feet
of
you
who
can
hear
you.
That
creature
gains
one
of
these
spells,
you
must
expend
a
slot
of
the
one
Bardic
Inspiration
die,
a
d6.
spells
level
or
higher.
You
regain
all
expended
spell
Once
within
the
next
10
minutes,
the
creature
can
slots
when
you
finish
a
long
rest.
roll
the
die
and
add
the
number
rolled
to
one
ability
For
example,
if
you
know
the
1st-level
spell
cure
check,
attack
roll,
or
saving
throw
it
makes.
The
wounds
and
have
a
1st-level
and
a
2nd-level
spell
creature
can
wait
until
after
it
rolls
the
d20
before
slot
available,
you
can
cast
cure
wounds
using
either
deciding
to
use
the
Bardic
Inspiration
die,
but
must
slot.
decide
before
the
GM
says
whether
the
roll
succeeds
or
fails.
Once
the
Bardic
Inspiration
die
is
rolled,
it
is
Spells Known of 1st Level and Higher lost.
A
creature
can
have
only
one
Bardic
Inspiration
You
know
four
1st-level
spells
of
your
choice
from
die
at
a
time.
the
bard
spell
list.
You
can
use
this
feature
a
number
of
times
equal
The
Spells
Known
column
of
the
Bard
table
shows
to
your
Charisma
modifier
(a
minimum
of
once).
You
when
you
learn
more
bard
spells
of
your
choice.
regain
any
expended
uses
when
you
finish
a
long
Each
of
these
spells
must
be
of
a
level
for
which
you
rest.
have
spell
slots,
as
shown
on
the
table.
For
instance,
Your
Bardic
Inspiration
die
changes
when
you
when
you
reach
3rd
level
in
this
class,
you
can
learn
reach
certain
levels
in
this
class.
The
die
becomes
a
one
new
spell
of
1st
or
2nd
level.
d8
at
5th
level,
a
d10
at
10th
level,
and
a
d12
at
15th
Additionally,
when
you
gain
a
level
in
this
class,
level.
you
can
choose
one
of
the
bard
spells
you
know
and
replace
it
with
another
spell
from
the
bard
spell
list,
Jack of All Trades
which
also
must
be
of
a
level
for
which
you
have
spell
slots.
Starting
at
2nd
level,
you
can
add
half
your
proficiency
bonus,
rounded
down,
to
any
ability
Spellcasting Ability check
you
make
that
doesnt
already
include
your
Charisma
is
your
spellcasting
ability
for
your
bard
proficiency
bonus.
spells.
Your
magic
comes
from
the
heart
and
soul
you
pour
into
the
performance
of
your
music
or
Song of Rest
oration.
You
use
your
Charisma
whenever
a
spell
Beginning
at
2nd
level,
you
can
use
soothing
music
refers
to
your
spellcasting
ability.
In
addition,
you
or
oration
to
help
revitalize
your
wounded
allies
use
your
Charisma
modifier
when
setting
the
saving
during
a
short
rest.
If
you
or
any
friendly
creatures
throw
DC
for
a
bard
spell
you
cast
and
when
making
who
can
hear
your
performance
regain
hit
points
at
an
attack
roll
with
one.
the
end
of
the
short
rest
by
spending
one
or
more
Hit
Dice,
each
of
those
creatures
regains
an
extra
Spell
save
DC
=
8
+
your
proficiency
bonus
+
1d6
hit
points.
your
Charisma
modifier
The
extra
hit
points
increase
when
you
reach
certain
levels
in
this
class:
to
1d8
at
9th
level,
to
Spell
attack
modifier
=
your
proficiency
bonus
+
1d10
at
13th
level,
and
to
1d12
at
17th
level.
your
Charisma
modifier
Bard College
Ritual Casting
You
can
cast
any
bard
spell
you
know
as
a
ritual
if
At
3rd
level,
you
delve
into
the
advanced
techniques
that
spell
has
the
ritual
tag.
of
a
bard
college
of
your
choice,
such
as
the
College
of
Lore.
Your
choice
grants
you
features
at
3rd
level
and
again
at
6th
and
14th
level.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
12
Expertise College of Lore
At
3rd
level,
choose
two
of
your
skill
proficiencies.
Bards
of
the
College
of
Lore
know
something
about
Your
proficiency
bonus
is
doubled
for
any
ability
most
things,
collecting
bits
of
knowledge
from
check
you
make
that
uses
either
of
the
chosen
sources
as
diverse
as
scholarly
tomes
and
peasant
proficiencies.
tales.
Whether
singing
folk
ballads
in
taverns
or
At
10th
level,
you
can
choose
another
two
skill
elaborate
compositions
in
royal
courts,
these
bards
proficiencies
to
gain
this
benefit.
use
their
gifts
to
hold
audiences
spellbound.
When
the
applause
dies
down,
the
audience
members
Ability Score Improvement might
find
themselves
questioning
everything
they
When
you
reach
4th
level,
and
again
at
8th,
12th,
held
to
be
true,
from
their
faith
in
the
priesthood
of
16th,
and
19th
level,
you
can
increase
one
ability
the
local
temple
to
their
loyalty
to
the
king.
score
of
your
choice
by
2,
or
you
can
increase
two
The
loyalty
of
these
bards
lies
in
the
pursuit
of
ability
scores
of
your
choice
by
1.
As
normal,
you
beauty
and
truth,
not
in
fealty
to
a
monarch
or
cant
increase
an
ability
score
above
20
using
this
following
the
tenets
of
a
deity.
A
noble
who
keeps
feature.
such
a
bard
as
a
herald
or
advisor
knows
that
the
bard
would
rather
be
honest
than
politic.
Font of Inspiration
The
colleges
members
gather
in
libraries
and
sometimes
in
actual
colleges,
complete
with
Beginning
when
you
reach
5th
level,
you
regain
all
of
classrooms
and
dormitories,
to
share
their
lore
with
your
expended
uses
of
Bardic
Inspiration
when
you
one
another.
They
also
meet
at
festivals
or
affairs
of
finish
a
short
or
long
rest.
state,
where
they
can
expose
corruption,
unravel
lies,
and
poke
fun
at
self-important
figures
of
authority.
Countercharm
At
6th
level,
you
gain
the
ability
to
use
musical
notes
Bonus Proficiencies
or
words
of
power
to
disrupt
mind-influencing
When
you
join
the
College
of
Lore
at
3rd
level,
you
effects.
As
an
action,
you
can
start
a
performance
gain
proficiency
with
three
skills
of
your
choice.
that
lasts
until
the
end
of
your
next
turn.
During
that
time,
you
and
any
friendly
creatures
within
30
feet
Cutting Words
of
you
have
advantage
on
saving
throws
against
Also
at
3rd
level,
you
learn
how
to
use
your
wit
to
being
frightened
or
charmed.
A
creature
must
be
distract,
confuse,
and
otherwise
sap
the
confidence
able
to
hear
you
to
gain
this
benefit.
The
and
competence
of
others.
When
a
creature
that
you
performance
ends
early
if
you
are
incapacitated
or
can
see
within
60
feet
of
you
makes
an
attack
roll,
an
silenced
or
if
you
voluntarily
end
it
(no
action
ability
check,
or
a
damage
roll,
you
can
use
your
required).
reaction
to
expend
one
of
your
uses
of
Bardic
Inspiration,
rolling
a
Bardic
Inspiration
die
and
Magical Secrets subtracting
the
number
rolled
from
the
creatures
roll.
You
can
choose
to
use
this
feature
after
the
By
10th
level,
you
have
plundered
magical
creature
makes
its
roll,
but
before
the
GM
knowledge
from
a
wide
spectrum
of
disciplines.
determines
whether
the
attack
roll
or
ability
check
Choose
two
spells
from
any
class,
including
this
one.
succeeds
or
fails,
or
before
the
creature
deals
its
A
spell
you
choose
must
be
of
a
level
you
can
cast,
as
damage.
The
creature
is
immune
if
it
cant
hear
you
shown
on
the
Bard
table,
or
a
cantrip.
or
if
its
immune
to
being
charmed.
The
chosen
spells
count
as
bard
spells
for
you
and
are
included
in
the
number
in
the
Spells
Known
Additional Magical Secrets
column
of
the
Bard
table.
At
6th
level,
you
learn
two
spells
of
your
choice
from
You
learn
two
additional
spells
from
any
class
at
any
class.
A
spell
you
choose
must
be
of
a
level
you
14th
level
and
again
at
18th
level.
can
cast,
as
shown
on
the
Bard
table,
or
a
cantrip.
The
chosen
spells
count
as
bard
spells
for
you
but
Superior Inspiration dont
count
against
the
number
of
bard
spells
you
At
20th
level,
when
you
roll
initiative
and
have
no
know.
uses
of
Bardic
Inspiration
left,
you
regain
one
use.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
13
Peerless Skill
Starting
at
14th
level,
when
you
make
an
ability
check,
you
can
expend
one
use
of
Bardic
Inspiration.
Roll
a
Bardic
Inspiration
die
and
add
the
number
rolled
to
your
ability
check.
You
can
choose
to
do
so
after
you
roll
the
die
for
the
ability
check,
but
before
the
GM
tells
you
whether
you
succeed
or
fail.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
14
Tools:
None
Cleric Saving
Throws:
Wisdom,
Charisma
Skills:
Choose
two
from
History,
Insight,
Medicine,
Persuasion,
and
Religion
Class Features Equipment
As
a
cleric,
you
gain
the
following
class
features.
You
start
with
the
following
equipment,
in
addition
to
the
equipment
granted
by
your
background:
Hit Points
Hit
Dice:
1d8
per
cleric
level
(a)
a
mace
or
(b)
a
warhammer
(if
proficient)
Hit
Points
at
1st
Level:
8
+
your
Constitution
(a)
scale
mail,
(b)
leather
armor,
or
(c)
chain
mail
modifier
(if
proficient)
Hit
Points
at
Higher
Levels:
1d8
(or
5)
+
your
(a)
a
light
crossbow
and
20
bolts
or
(b)
any
simple
Constitution
modifier
per
cleric
level
after
1st
weapon
(a)
a
priests
pack
or
(b)
an
explorers
pack
Proficiencies A
shield
and
a
holy
symbol
Armor:
Light
armor,
medium
armor,
shields
Weapons:
Simple
weapons
The
Cleric
Proficiency
Cantrips
Spell
Slots
per
Spell
Level
Level
Bonus
Features
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Spellcasting,
Divine
Domain
3
2
2nd
+2
Channel
Divinity
(1/rest),
Divine
Domain
3
3
feature
3rd
+2
3
4
2
4th
+2
Ability
Score
Improvement
4
4
3
5th
+3
Destroy
Undead
(CR
1/2)
4
4
3
2
6th
+3
Channel
Divinity
(2/rest),
Divine
Domain
4
4
3
3
feature
7th
+3
4
4
3
3
1
8th
+3
Ability
Score
Improvement,
Destroy
Undead
4
4
3
3
2
(CR
1),
Divine
Domain
feature
9th
+4
4
4
3
3
3
1
10th
+4
Divine
Intervention
5
4
3
3
3
2
11th
+4
Destroy
Undead
(CR
2)
5
4
3
3
3
2
1
12th
+4
Ability
Score
Improvement
5
4
3
3
3
2
1
13th
+5
5
4
3
3
3
2
1
1
14th
+5
Destroy
Undead
(CR
3)
5
4
3
3
3
2
1
1
15th
+5
5
4
3
3
3
2
1
1
1
16th
+5
Ability
Score
Improvement
5
4
3
3
3
2
1
1
1
17th
+6
Destroy
Undead
(CR
4),
Divine
Domain
5
4
3
3
3
2
1
1
1
1
feature
18th
+6
Channel
Divinity
(3/rest)
5
4
3
3
3
3
1
1
1
1
19th
+6
Ability
Score
Improvement
5
4
3
3
3
3
2
1
1
1
20th
+6
Divine
Intervention
improvement
5
4
3
3
3
3
2
2
1
1
Spellcasting Cantrips
As
a
conduit
for
divine
power,
you
can
cast
cleric
At
1st
level,
you
know
three
cantrips
of
your
choice
spells.
from
the
cleric
spell
list.
You
learn
additional
cleric
cantrips
of
your
choice
at
higher
levels,
as
shown
in
the
Cantrips
Known
column
of
the
Cleric
table.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
15
Preparing and Casting Spells associated
with
it.
Your
choice
grants
you
domain
The
Cleric
table
shows
how
many
spell
slots
you
spells
and
other
features
when
you
choose
it
at
1st
have
to
cast
your
spells
of
1st
level
and
higher.
To
level.
It
also
grants
you
additional
ways
to
use
cast
one
of
these
spells,
you
must
expend
a
slot
of
Channel
Divinity
when
you
gain
that
feature
at
2nd
the
spells
level
or
higher.
You
regain
all
expended
level,
and
additional
benefits
at
6th,
8th,
and
17th
spell
slots
when
you
finish
a
long
rest.
levels.
You
prepare
the
list
of
cleric
spells
that
are
available
for
you
to
cast,
choosing
from
the
cleric
Domain Spells
spell
list.
When
you
do
so,
choose
a
number
of
cleric
Each
domain
has
a
list
of
spellsits
domain
spells
spells
equal
to
your
Wisdom
modifier
+
your
cleric
that
you
gain
at
the
cleric
levels
noted
in
the
domain
level
(minimum
of
one
spell).
The
spells
must
be
of
a
description.
Once
you
gain
a
domain
spell,
you
level
for
which
you
have
spell
slots.
always
have
it
prepared,
and
it
doesnt
count
against
For
example,
if
you
are
a
3rd-level
cleric,
you
have
the
number
of
spells
you
can
prepare
each
day.
four
1st-level
and
two
2nd-level
spell
slots.
With
a
If
you
have
a
domain
spell
that
doesnt
appear
on
Wisdom
of
16,
your
list
of
prepared
spells
can
the
cleric
spell
list,
the
spell
is
nonetheless
a
cleric
include
six
spells
of
1st
or
2nd
level,
in
any
spell
for
you.
combination.
If
you
prepare
the
1st-level
spell
cure
wounds,
you
can
cast
it
using
a
1st-level
or
2nd-level
Channel Divinity
slot.
Casting
the
spell
doesnt
remove
it
from
your
At
2nd
level,
you
gain
the
ability
to
channel
divine
list
of
prepared
spells.
energy
directly
from
your
deity,
using
that
energy
to
You
can
change
your
list
of
prepared
spells
when
fuel
magical
effects.
You
start
with
two
such
effects:
you
finish
a
long
rest.
Preparing
a
new
list
of
cleric
Turn
Undead
and
an
effect
determined
by
your
spells
requires
time
spent
in
prayer
and
meditation:
domain.
Some
domains
grant
you
additional
effects
at
least
1
minute
per
spell
level
for
each
spell
on
as
you
advance
in
levels,
as
noted
in
the
domain
your
list.
description.
When
you
use
your
Channel
Divinity,
you
choose
Spellcasting Ability which
effect
to
create.
You
must
then
finish
a
short
Wisdom
is
your
spellcasting
ability
for
your
cleric
or
long
rest
to
use
your
Channel
Divinity
again.
spells.
The
power
of
your
spells
comes
from
your
Some
Channel
Divinity
effects
require
saving
devotion
to
your
deity.
You
use
your
Wisdom
throws.
When
you
use
such
an
effect
from
this
class,
whenever
a
cleric
spell
refers
to
your
spellcasting
the
DC
equals
your
cleric
spell
save
DC.
ability.
In
addition,
you
use
your
Wisdom
modifier
Beginning
at
6th
level,
you
can
use
your
Channel
when
setting
the
saving
throw
DC
for
a
cleric
spell
Divinity
twice
between
rests,
and
beginning
at
18th
you
cast
and
when
making
an
attack
roll
with
one.
level,
you
can
use
it
three
times
between
rests.
When
you
finish
a
short
or
long
rest,
you
regain
your
Spell save DC =
8
+
your
proficiency
bonus
+
expended
uses.
your
Wisdom
modifier
Channel Divinity: Turn Undead
Spell attack modifier =
your
proficiency
bonus
+
As
an
action,
you
present
your
holy
symbol
and
your
Wisdom
modifier
speak
a
prayer
censuring
the
undead.
Each
undead
that
can
see
or
hear
you
within
30
feet
of
you
must
Ritual Casting make
a
Wisdom
saving
throw.
If
the
creature
fails
its
You
can
cast
a
cleric
spell
as
a
ritual
if
that
spell
has
saving
throw,
it
is
turned
for
1
minute
or
until
it
the
ritual
tag
and
you
have
the
spell
prepared.
takes
any
damage.
A
turned
creature
must
spend
its
turns
trying
to
Spellcasting Focus move
as
far
away
from
you
as
it
can,
and
it
cant
You
can
use
a
holy
symbol
(see
Equipment)
as
a
willingly
move
to
a
space
within
30
feet
of
you.
It
spellcasting
focus
for
your
cleric
spells.
also
cant
take
reactions.
For
its
action,
it
can
use
only
the
Dash
action
or
try
to
escape
from
an
effect
Divine Domain that
prevents
it
from
moving.
If
theres
nowhere
to
Choose
one
domain
related
to
your
deity,
such
as
move,
the
creature
can
use
the
Dodge
action.
Life.
Each
domain
is
detailed
at
the
end
of
the
class
description,
and
each
one
provides
examples
of
gods
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
16
Ability Score Improvement endurance
(such
as
Ilmater,
Mishakal,
Apollo,
and
Diancecht),
and
gods
of
home
and
community
(such
When
you
reach
4th
level,
and
again
at
8th,
12th,
as
Hestia,
Hathor,
and
Boldrei).
16th,
and
19th
level,
you
can
increase
one
ability
score
of
your
choice
by
2,
or
you
can
increase
two
Life
Domain
Spells
ability
scores
of
your
choice
by
1.
As
normal,
you
Cleric
Level
Spells
cant
increase
an
ability
score
above
20
using
this
1st
bless,
cure
wounds
feature.
3rd
lesser
restoration,
spiritual
weapon
5th
beacon
of
hope,
revivify
Destroy Undead 7th
death
ward,
guardian
of
faith
9th
mass
cure
wounds,
raise
dead
Starting
at
5th
level,
when
an
undead
fails
its
saving
throw
against
your
Turn
Undead
feature,
the
Bonus Proficiency
creature
is
instantly
destroyed
if
its
challenge
rating
When
you
choose
this
domain
at
1st
level,
you
gain
is
at
or
below
a
certain
threshold,
as
shown
in
the
proficiency
with
heavy
armor.
Destroy
Undead
table.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
17
each
die.
For
example,
instead
of
restoring
2d6
hit
points
to
a
creature,
you
restore
12.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
18
Weapons:
Clubs,
daggers,
darts,
javelins,
maces,
Druid quarterstaffs,
scimitars,
sickles,
slings,
spears
Tools:
Herbalism
kit
Saving
Throws:
Intelligence,
Wisdom
Class Features Skills:
Choose
two
from
Arcana,
Animal
Handling,
Insight,
Medicine,
Nature,
Perception,
Religion,
As
a
druid,
you
gain
the
following
class
features.
and
Survival
Hit Points Equipment
Hit
Dice:
1d8
per
druid
level
You
start
with
the
following
equipment,
in
addition
Hit
Points
at
1st
Level:
8
+
your
Constitution
to
the
equipment
granted
by
your
background:
modifier
Hit
Points
at
Higher
Levels:
1d8
(or
5)
+
your
(a)
a
wooden
shield
or
(b)
any
simple
weapon
Constitution
modifier
per
druid
level
after
1st
(a)
a
scimitar
or
(b)
any
simple
melee
weapon
Leather
armor,
an
explorers
pack,
and
a
druidic
Proficiencies focus
Armor:
Light
armor,
medium
armor,
shields
(druids
will
not
wear
armor
or
use
shields
made
of
metal)
The
Druid
Proficiency
Cantrips
Spell
Slots
per
Spell
Level
Level
Bonus
Features
Known
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
+2
Druidic,
Spellcasting
2
2
2nd
+2
Wild
Shape,
Druid
Circle
2
3
3rd
+2
2
4
2
4th
+2
Wild
Shape
improvement,
Ability
Score
3
4
3
Improvement
5th
+3
3
4
3
2
6th
+3
Druid
Circle
feature
3
4
3
3
7th
+3
3
4
3
3
1
8th
+3
Wild
Shape
improvement,
Ability
Score
3
4
3
3
2
Improvement
9th
+4
3
4
3
3
3
1
10th
+4
Druid
Circle
feature
4
4
3
3
3
2
11th
+4
4
4
3
3
3
2
1
12th
+4
Ability
Score
Improvement
4
4
3
3
3
2
1
13th
+5
4
4
3
3
3
2
1
1
14th
+5
Druid
Circle
feature
4
4
3
3
3
2
1
1
15th
+5
4
4
3
3
3
2
1
1
1
16th
+5
Ability
Score
Improvement
4
4
3
3
3
2
1
1
1
17th
+6
4
4
3
3
3
2
1
1
1
1
18th
+6
Timeless
Body,
Beast
Spells
4
4
3
3
3
3
1
1
1
1
19th
+6
Ability
Score
Improvement
4
4
3
3
3
3
2
1
1
1
20th
+6
Archdruid
4
4
3
3
3
3
2
2
1
1
Druidic (Perception)
check
but
cant
decipher
it
without
magic.
You
know
Druidic,
the
secret
language
of
druids.
You
can
speak
the
language
and
use
it
to
leave
hidden
Spellcasting
messages.
You
and
others
who
know
this
language
Drawing
on
the
divine
essence
of
nature
itself,
you
automatically
spot
such
a
message.
Others
spot
the
can
cast
spells
to
shape
that
essence
to
your
will.
messages
presence
with
a
successful
DC
15
Wisdom
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
19
Cantrips Spellcasting Focus
At
1st
level,
you
know
two
cantrips
of
your
choice
You
can
use
a
druidic
focus
(see
Equipment)
as
a
from
the
druid
spell
list.
You
learn
additional
druid
spellcasting
focus
for
your
druid
spells.
cantrips
of
your
choice
at
higher
levels,
as
shown
in
the
Cantrips
Known
column
of
the
Druid
table.
Wild Shape
Starting
at
2nd
level,
you
can
use
your
action
to
Preparing and Casting Spells magically
assume
the
shape
of
a
beast
that
you
have
The
Druid
table
shows
how
many
spell
slots
you
seen
before.
You
can
use
this
feature
twice.
You
have
to
cast
your
spells
of
1st
level
and
higher.
To
regain
expended
uses
when
you
finish
a
short
or
cast
one
of
these
druid
spells,
you
must
expend
a
slot
long
rest.
of
the
spells
level
or
higher.
You
regain
all
expended
Your
druid
level
determines
the
beasts
you
can
spell
slots
when
you
finish
a
long
rest.
transform
into,
as
shown
in
the
Beast
Shapes
table.
You
prepare
the
list
of
druid
spells
that
are
At
2nd
level,
for
example,
you
can
transform
into
any
available
for
you
to
cast,
choosing
from
the
druid
beast
that
has
a
challenge
rating
of
1/4
or
lower
that
spell
list.
When
you
do
so,
choose
a
number
of
druid
doesnt
have
a
flying
or
swimming
speed.
spells
equal
to
your
Wisdom
modifier
+
your
druid
level
(minimum
of
one
spell).
The
spells
must
be
of
a
Beast
Shapes
level
for
which
you
have
spell
slots.
Max.
For
example,
if
you
are
a
3rd-level
druid,
you
have
Level
CR
Limitations
Example
four
1st-level
and
two
2nd-level
spell
slots.
With
a
2nd
1/4
No
flying
or
swimming
Wolf
Wisdom
of
16,
your
list
of
prepared
spells
can
speed
include
six
spells
of
1st
or
2nd
level,
in
any
4th
1/2
No
flying
speed
Crocodile
combination.
If
you
prepare
the
1st-level
spell
cure
8th
1
Giant
wounds,
you
can
cast
it
using
a
1st-level
or
2nd-level
eagle
slot.
Casting
the
spell
doesnt
remove
it
from
your
list
of
prepared
spells.
You
can
stay
in
a
beast
shape
for
a
number
of
You
can
also
change
your
list
of
prepared
spells
hours
equal
to
half
your
druid
level
(rounded
down).
when
you
finish
a
long
rest.
Preparing
a
new
list
of
You
then
revert
to
your
normal
form
unless
you
druid
spells
requires
time
spent
in
prayer
and
expend
another
use
of
this
feature.
You
can
revert
to
meditation:
at
least
1
minute
per
spell
level
for
each
your
normal
form
earlier
by
using
a
bonus
action
on
spell
on
your
list.
your
turn.
You
automatically
revert
if
you
fall
unconscious,
drop
to
0
hit
points,
or
die.
Spellcasting Ability
While
you
are
transformed,
the
following
rules
Wisdom
is
your
spellcasting
ability
for
your
druid
apply:
spells,
since
your
magic
draws
upon
your
devotion
and
attunement
to
nature.
You
use
your
Wisdom
Your
game
statistics
are
replaced
by
the
statistics
of
the
beast,
but
you
retain
your
alignment,
whenever
a
spell
refers
to
your
spellcasting
ability.
personality,
and
Intelligence,
Wisdom,
and
In
addition,
you
use
your
Wisdom
modifier
when
Charisma
scores.
You
also
retain
all
of
your
skill
setting
the
saving
throw
DC
for
a
druid
spell
you
cast
and
saving
throw
proficiencies,
in
addition
to
and
when
making
an
attack
roll
with
one.
gaining
those
of
the
creature.
If
the
creature
has
the
same
proficiency
as
you
and
the
bonus
in
its
Spell save DC = 8
+
your
proficiency
bonus
+
stat
block
is
higher
than
yours,
use
the
creatures
your
Wisdom
modifier
bonus
instead
of
yours.
If
the
creature
has
any
legendary
or
lair
actions,
you
cant
use
them.
Spell attack modifier = your
proficiency
bonus
+
When
you
transform,
you
assume
the
beasts
hit
your
Wisdom
modifier
points
and
Hit
Dice.
When
you
revert
to
your
Ritual Casting normal
form,
you
return
to
the
number
of
hit
points
you
had
before
you
transformed.
However,
You
can
cast
a
druid
spell
as
a
ritual
if
that
spell
has
if
you
revert
as
a
result
of
dropping
to
0
hit
points,
the
ritual
tag
and
you
have
the
spell
prepared.
any
excess
damage
carries
over
to
your
normal
form.
For
example,
if
you
take
10
damage
in
animal
form
and
have
only
1
hit
point
left,
you
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
20
revert
and
take
9
damage.
As
long
as
the
excess
components
of
a
druid
spell
while
in
a
beast
shape,
damage
doesnt
reduce
your
normal
form
to
0
hit
but
you
arent
able
to
provide
material
components.
points,
you
arent
knocked
unconscious.
You
cant
cast
spells,
and
your
ability
to
speak
or
Archdruid
take
any
action
that
requires
hands
is
limited
to
At
20th
level,
you
can
use
your
Wild
Shape
an
the
capabilities
of
your
beast
form.
Transforming
unlimited
number
of
times.
doesnt
break
your
concentration
on
a
spell
youve
Additionally,
you
can
ignore
the
verbal
and
already
cast,
however,
or
prevent
you
from
taking
somatic
components
of
your
druid
spells,
as
well
as
actions
that
are
part
of
a
spell,
such
as
call
any
material
components
that
lack
a
cost
and
arent
lightning,
that
youve
already
cast.
consumed
by
a
spell.
You
gain
this
benefit
in
both
You
retain
the
benefit
of
any
features
from
your
your
normal
shape
and
your
beast
shape
from
Wild
class,
race,
or
other
source
and
can
use
them
if
the
Shape.
new
form
is
physically
capable
of
doing
so.
However,
you
cant
use
any
of
your
special
senses,
Circle of the Land
such
as
darkvision,
unless
your
new
form
also
has
that
sense.
The
Circle
of
the
Land
is
made
up
of
mystics
and
You
choose
whether
your
equipment
falls
to
the
sages
who
safeguard
ancient
knowledge
and
rites
ground
in
your
space,
merges
into
your
new
form,
through
a
vast
oral
tradition.
These
druids
meet
or
is
worn
by
it.
Worn
equipment
functions
as
within
sacred
circles
of
trees
or
standing
stones
to
normal,
but
the
GM
decides
whether
it
is
practical
whisper
primal
secrets
in
Druidic.
The
circles
wisest
for
the
new
form
to
wear
a
piece
of
equipment,
members
preside
as
the
chief
priests
of
communities
based
on
the
creatures
shape
and
size.
Your
that
hold
to
the
Old
Faith
and
serve
as
advisors
to
equipment
doesnt
change
size
or
shape
to
match
the
rulers
of
those
folk.
As
a
member
of
this
circle,
the
new
form,
and
any
equipment
that
the
new
your
magic
is
influenced
by
the
land
where
you
were
form
cant
wear
must
either
fall
to
the
ground
or
initiated
into
the
circles
mysterious
rites.
merge
with
it.
Equipment
that
merges
with
the
form
has
no
effect
until
you
leave
the
form.
Bonus Cantrip
When
you
choose
this
circle
at
2nd
level,
you
learn
Druid Circle one
additional
druid
cantrip
of
your
choice.
At
2nd
level,
you
choose
to
identify
with
a
circle
of
Natural Recovery
druids,
such
as
the
Circle
of
the
Land.
Your
choice
Starting
at
2nd
level,
you
can
regain
some
of
your
grants
you
features
at
2nd
level
and
again
at
6th,
magical
energy
by
sitting
in
meditation
and
10th,
and
14th
level.
communing
with
nature.
During
a
short
rest,
you
Ability Score Improvement choose
expended
spell
slots
to
recover.
The
spell
slots
can
have
a
combined
level
that
is
equal
to
or
When
you
reach
4th
level,
and
again
at
8th,
12th,
less
than
half
your
druid
level
(rounded
up),
and
16th,
and
19th
level,
you
can
increase
one
ability
none
of
the
slots
can
be
6th
level
or
higher.
You
cant
score
of
your
choice
by
2,
or
you
can
increase
two
use
this
feature
again
until
you
finish
a
long
rest.
ability
scores
of
your
choice
by
1.
As
normal,
you
For
example,
when
you
are
a
4th-level
druid,
you
cant
increase
an
ability
score
above
20
using
this
can
recover
up
to
two
levels
worth
of
spell
slots.
You
feature.
can
recover
either
a
2nd-level
slot
or
two
1st-level
slots.
Timeless Body
Starting
at
18th
level,
the
primal
magic
that
you
Circle Spells
wield
causes
you
to
age
more
slowly.
For
every
10
Your
mystical
connection
to
the
land
infuses
you
years
that
pass,
your
body
ages
only
1
year.
with
the
ability
to
cast
certain
spells.
At
3rd,
5th,
7th,
and
9th
level
you
gain
access
to
circle
spells
Beast Spells connected
to
the
land
where
you
became
a
druid.
Choose
that
landarctic,
coast,
desert,
forest,
Beginning
at
18th
level,
you
can
cast
many
of
your
grassland,
mountain,
or
swampand
consult
the
druid
spells
in
any
shape
you
assume
using
Wild
associated
list
of
spells.
Shape.
You
can
perform
the
somatic
and
verbal
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
21
Once
you
gain
access
to
a
circle
spell,
you
always
5th
water
walk,
stinking
cloud
have
it
prepared,
and
it
doesnt
count
against
the
7th
freedom
of
movement,
locate
creature
number
of
spells
you
can
prepare
each
day.
If
you
9th
insect
plague,
scrying
gain
access
to
a
spell
that
doesnt
appear
on
the
druid
spell
list,
the
spell
is
nonetheless
a
druid
spell
Lands Stride
for
you.
Starting
at
6th
level,
moving
through
nonmagical
difficult
terrain
costs
you
no
extra
movement.
You
Arctic
can
also
pass
through
nonmagical
plants
without
Druid
Level
Circle
Spells
being
slowed
by
them
and
without
taking
damage
3rd
hold
person,
spike
growth
from
them
if
they
have
thorns,
spines,
or
a
similar
5th
sleet
storm,
slow
hazard.
7th
freedom
of
movement,
ice
storm
In
addition,
you
have
advantage
on
saving
throws
9th
commune
with
nature,
cone
of
cold
against
plants
that
are
magically
created
or
manipulated
to
impede
movement,
such
those
Coast
created
by
the
entangle
spell.
Druid
Level
Circle
Spells
3rd
mirror
image,
misty
step
Natures Ward
5th
water
breathing,
water
walk
When
you
reach
10th
level,
you
cant
be
charmed
or
7th
control
water,
freedom
of
movement
frightened
by
elementals
or
fey,
and
you
are
immune
9th
conjure
elemental,
scrying
to
poison
and
disease.
Desert
Natures Sanctuary
Druid
Level
Circle
Spells
When
you
reach
14th
level,
creatures
of
the
natural
3rd
blur,
silence
world
sense
your
connection
to
nature
and
become
5th
create
food
and
water,
protection
from
hesitant
to
attack
you.
When
a
beast
or
plant
energy
creature
attacks
you,
that
creature
must
make
a
7th
blight,
hallucinatory
terrain
Wisdom
saving
throw
against
your
druid
spell
save
9th
insect
plague,
wall
of
stone
DC.
On
a
failed
save,
the
creature
must
choose
a
different
target,
or
the
attack
automatically
misses.
Forest
On
a
successful
save,
the
creature
is
immune
to
this
effect
for
24
hours.
Druid
Level
Circle
Spells
The
creature
is
aware
of
this
effect
before
it
makes
3rd
barkskin,
spider
climb
5th
call
lightning,
plant
growth
its
attack
against
you.
7th
divination,
freedom
of
movement
9th
commune
with
nature,
tree
stride
Sacred Plants and Wood
A
druid
holds
certain
plants
to
be
sacred,
particularly
alder,
ash,
birch,
elder,
hazel,
holly,
juniper,
mistletoe,
oak,
rowan,
Grassland
willow,
and
yew.
Druids
often
use
such
plants
as
part
of
a
Druid
Level
Circle
Spells
spellcasting
focus,
incorporating
lengths
of
oak
or
yew
or
3rd
invisibility,
pass
without
trace
sprigs
of
mistletoe.
5th
daylight,
haste
Similarly,
a
druid
uses
such
woods
to
make
other
objects,
7th
divination,
freedom
of
movement
such
as
weapons
and
shields.
Yew
is
associated
with
death
9th
dream,
insect
plague
and
rebirth,
so
weapon
handles
for
scimitars
or
sickles
might
be
fashioned
from
it.
Ash
is
associated
with
life
and
oak
with
Mountain
strength.
These
woods
make
excellent
hafts
or
whole
Druid
Level
Circle
Spells
weapons,
such
as
clubs
or
quarterstaffs,
as
well
as
shields.
3rd
spider
climb,
spike
growth
Alder
is
associated
with
air,
and
it
might
be
used
for
thrown
5th
lightning
bolt,
meld
into
stone
weapons,
such
as
darts
or
javelins.
7th
stone
shape,
stoneskin
Druids
from
regions
that
lack
the
plants
described
here
9th
passwall,
wall
of
stone
have
chosen
other
plants
to
take
on
similar
uses.
For
instance,
a
druid
of
a
desert
region
might
value
the
yucca
tree
and
cactus
plants.
Swamp
Druid
Level
Circle
Spells
3rd
acid
arrow,
darkness
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
22
Druids and the Gods
Some
druids
venerate
the
forces
of
nature
themselves,
but
most
druids
are
devoted
to
one
of
the
many
nature
deities
worshiped
in
the
multiverse
(the
lists
of
gods
in
appendix
PH-
B
include
many
such
deities).
The
worship
of
these
deities
is
often
considered
a
more
ancient
tradition
than
the
faiths
of
clerics
and
urbanized
peoples.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
23
16th
+5
Ability
Score
Improvement
Fighter 17th
+6
Action
Surge
(two
uses),
Indomitable
(three
uses)
18th
+6
Martial
Archetype
feature
Proficiencies Archery
You
gain
a
+2
bonus
to
attack
rolls
you
make
with
Armor:
All
armor,
shields
ranged
weapons.
Weapons:
Simple
weapons,
martial
weapons
Tools:
None
Defense
Saving
Throws:
Strength,
Constitution
While
you
are
wearing
armor,
you
gain
a
+1
bonus
to
Skills:
Choose
two
skills
from
Acrobatics,
Animal
AC.
Handling,
Athletics,
History,
Insight,
Intimidation,
Perception,
and
Survival
Dueling
Equipment When
you
are
wielding
a
melee
weapon
in
one
hand
and
no
other
weapons,
you
gain
a
+2
bonus
to
You
start
with
the
following
equipment,
in
addition
damage
rolls
with
that
weapon.
to
the
equipment
granted
by
your
background:
(a)
chain
mail
or
(b)
leather
armor,
longbow,
and
Great Weapon Fighting
20
arrows
When
you
roll
a
1
or
2
on
a
damage
die
for
an
attack
(a)
a
martial
weapon
and
a
shield
or
(b)
two
you
make
with
a
melee
weapon
that
you
are
martial
weapons
wielding
with
two
hands,
you
can
reroll
the
die
and
(a)
a
light
crossbow
and
20
bolts
or
(b)
two
must
use
the
new
roll,
even
if
the
new
roll
is
a
1
or
a
handaxes
2.
The
weapon
must
have
the
two-handed
or
(a)
a
dungeoneers
pack
or
(b)
an
explorers
pack
versatile
property
for
you
to
gain
this
benefit.
Protection
The
Fighter
When
a
creature
you
can
see
attacks
a
target
other
Proficiency
than
you
that
is
within
5
feet
of
you,
you
can
use
Level
Bonus
Features
your
reaction
to
impose
disadvantage
on
the
attack
1st
+2
Fighting
Style,
Second
Wind
roll.
You
must
be
wielding
a
shield.
2nd
+2
Action
Surge
(one
use)
3rd
+2
Martial
Archetype
Two-Weapon Fighting
4th
+2
Ability
Score
Improvement
When
you
engage
in
two-weapon
fighting,
you
can
5th
+3
Extra
Attack
add
your
ability
modifier
to
the
damage
of
the
6th
+3
Ability
Score
Improvement
second
attack.
7th
+3
Martial
Archetype
feature
8th
+3
Ability
Score
Improvement
Second Wind
9th
+4
Indomitable
(one
use)
10th
+4
Martial
Archetype
feature
You
have
a
limited
well
of
stamina
that
you
can
draw
11th
+4
Extra
Attack
(2)
on
to
protect
yourself
from
harm.
On
your
turn,
you
12th
+4
Ability
Score
Improvement
can
use
a
bonus
action
to
regain
hit
points
equal
to
13th
+5
Indomitable
(two
uses)
1d10
+
your
fighter
level.
Once
you
use
this
feature,
14th
+5
Ability
Score
Improvement
you
must
finish
a
short
or
long
rest
before
you
can
15th
+5
Martial
Archetype
feature
use
it
again.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
24
Action Surge Champion
Starting
at
2nd
level,
you
can
push
yourself
beyond
The
archetypal
Champion
focuses
on
the
your
normal
limits
for
a
moment.
On
your
turn,
you
development
of
raw
physical
power
honed
to
deadly
can
take
one
additional
action
on
top
of
your
regular
perfection.
Those
who
model
themselves
on
this
action
and
a
possible
bonus
action.
archetype
combine
rigorous
training
with
physical
Once
you
use
this
feature,
you
must
finish
a
short
excellence
to
deal
devastating
blows.
or
long
rest
before
you
can
use
it
again.
Starting
at
17th
level,
you
can
use
it
twice
before
a
rest,
but
only
Improved Critical
once
on
the
same
turn.
Beginning
when
you
choose
this
archetype
at
3rd
level,
your
weapon
attacks
score
a
critical
hit
on
a
Martial Archetype roll
of
19
or
20.
At
3rd
level,
you
choose
an
archetype
that
you
strive
to
emulate
in
your
combat
styles
and
techniques,
Remarkable Athlete
such
as
Champion.
The
archetype
you
choose
grants
Starting
at
7th
level,
you
can
add
half
your
proficiency
bonus
(round
up)
to
any
Strength,
you
features
at
3rd
level
and
again
at
7th,
10th,
15th,
Dexterity,
or
Constitution
check
you
make
that
and
18th
level.
doesnt
already
use
your
proficiency
bonus.
Ability Score Improvement
In
addition,
when
you
make
a
running
long
jump,
the
distance
you
can
cover
increases
by
a
number
of
When
you
reach
4th
level,
and
again
at
6th,
8th,
12th,
feet
equal
to
your
Strength
modifier.
14th,
16th,
and
19th
level,
you
can
increase
one
ability
score
of
your
choice
by
2,
or
you
can
increase
Additional Fighting Style
two
ability
scores
of
your
choice
by
1.
As
normal,
At
10th
level,
you
can
choose
a
second
option
from
you
cant
increase
an
ability
score
above
20
using
the
Fighting
Style
class
feature.
this
feature.
Superior Critical
Extra Attack Starting
at
15th
level,
your
weapon
attacks
score
a
Beginning
at
5th
level,
you
can
attack
twice,
instead
critical
hit
on
a
roll
of
1820.
of
once,
whenever
you
take
the
Attack
action
on
your
turn.
Survivor
The
number
of
attacks
increases
to
three
when
At
18th
level,
you
attain
the
pinnacle
of
resilience
in
you
reach
11th
level
in
this
class
and
to
four
when
battle.
At
the
start
of
each
of
your
turns,
you
regain
you
reach
20th
level
in
this
class.
hit
points
equal
to
5
+
your
Constitution
modifier
if
you
have
no
more
than
half
of
your
hit
points
left.
Indomitable You
dont
gain
this
benefit
if
you
have
0
hit
points.
Martial Archetypes
Different
fighters
choose
different
approaches
to
perfecting
their
fighting
prowess.
The
martial
archetype
you
choose
to
emulate
reflects
your
approach.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
25
Weapons:
Simple
weapons,
shortswords
Monk Tools:
Choose
one
type
of
artisans
tools
or
one
musical
instrument
Saving
Throws:
Strength,
Dexterity
Class Features Skills:
Choose
two
from
Acrobatics,
Athletics,
History,
Insight,
Religion,
and
Stealth
As
a
monk,
you
gain
the
following
class
features.
Proficiencies
Armor:
None
The
Monk
Level
Proficiency
Bonus
Martial
Arts
Ki
Points
Unarmored
Movement
Features
1st
+2
1d4
Unarmored
Defense,
Martial
Arts
2nd
+2
1d4
2
+10
ft.
Ki,
Unarmored
Movement
3rd
+2
1d4
3
+10
ft.
Monastic
Tradition,
Deflect
Missiles
4th
+2
1d4
4
+10
ft.
Ability
Score
Improvement,
Slow
Fall
5th
+3
1d6
5
+10
ft.
Extra
Attack,
Stunning
Strike
6th
+3
1d6
6
+15
ft.
Ki-Empowered
Strikes,
Monastic
Tradition
feature
7th
+3
1d6
7
+15
ft.
Evasion,
Stillness
of
Mind
8th
+3
1d6
8
+15
ft.
Ability
Score
Improvement
9th
+4
1d6
9
+15
ft.
Unarmored
Movement
improvement
10th
+4
1d6
10
+20
ft.
Purity
of
Body
11th
+4
1d8
11
+20
ft.
Monastic
Tradition
feature
12th
+4
1d8
12
+20
ft.
Ability
Score
Improvement
13th
+5
1d8
13
+20
ft.
Tongue
of
the
Sun
and
Moon
14th
+5
1d8
14
+25
ft.
Diamond
Soul
15th
+5
1d8
15
+25
ft.
Timeless
Body
16th
+5
1d8
16
+25
ft.
Ability
Score
Improvement
17th
+6
1d10
17
+25
ft.
Monastic
Tradition
feature
18th
+6
1d10
18
+30
ft.
Empty
Body
19th
+6
1d10
19
+30
ft.
Ability
Score
Improvement
20th
+6
1d10
20
+30
ft.
Perfect
Self
Unarmored Defense
You
gain
the
following
benefits
while
you
are
unarmed
or
wielding
only
monk
weapons
and
you
Beginning
at
1st
level,
while
you
are
wearing
no
arent
wearing
armor
or
wielding
a
shield:
armor
and
not
wielding
a
shield,
your
AC
equals
10
+
your
Dexterity
modifier
+
your
Wisdom
modifier.
You
can
use
Dexterity
instead
of
Strength
for
the
attack
and
damage
rolls
of
your
unarmed
strikes
Martial Arts and
monk
weapons.
You
can
roll
a
d4
in
place
of
the
normal
damage
of
At
1st
level,
your
practice
of
martial
arts
gives
you
your
unarmed
strike
or
monk
weapon.
This
die
mastery
of
combat
styles
that
use
unarmed
strikes
changes
as
you
gain
monk
levels,
as
shown
in
the
and
monk
weapons,
which
are
shortswords
and
any
Martial
Arts
column
of
the
Monk
table.
simple
melee
weapons
that
dont
have
the
two- When
you
use
the
Attack
action
with
an
unarmed
handed
or
heavy
property.
strike
or
a
monk
weapon
on
your
turn,
you
can
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
26
make
one
unarmed
strike
as
a
bonus
action.
For
Unarmored Movement
example,
if
you
take
the
Attack
action
and
attack
with
a
quarterstaff,
you
can
also
make
an
unarmed
Starting
at
2nd
level,
your
speed
increases
by
10
feet
strike
as
a
bonus
action,
assuming
you
havent
while
you
are
not
wearing
armor
or
wielding
a
already
taken
a
bonus
action
this
turn.
shield.
This
bonus
increases
when
you
reach
certain
Certain
monasteries
use
specialized
forms
of
the
monk
levels,
as
shown
in
the
Monk
table.
monk
weapons.
For
example,
you
might
use
a
club
At
9th
level,
you
gain
the
ability
to
move
along
that
is
two
lengths
of
wood
connected
by
a
short
vertical
surfaces
and
across
liquids
on
your
turn
chain
(called
a
nunchaku)
or
a
sickle
with
a
shorter,
without
falling
during
the
move.
straighter
blade
(called
a
kama).
Whatever
name
you
use
for
a
monk
weapon,
you
can
use
the
game
Monastic Tradition
statistics
provided
for
the
weapon.
When
you
reach
3rd
level,
you
commit
yourself
to
a
monastic
tradition,
such
as
the
Way
of
the
Open
Ki Hand.
Your
tradition
grants
you
features
at
3rd
level
Starting
at
2nd
level,
your
training
allows
you
to
and
again
at
6th,
11th,
and
17th
level.
harness
the
mystic
energy
of
ki.
Your
access
to
this
energy
is
represented
by
a
number
of
ki
points.
Your
Deflect Missiles
monk
level
determines
the
number
of
points
you
Starting
at
3rd
level,
you
can
use
your
reaction
to
have,
as
shown
in
the
Ki
Points
column
of
the
Monk
deflect
or
catch
the
missile
when
you
are
hit
by
a
table.
ranged
weapon
attack.
When
you
do
so,
the
damage
You
can
spend
these
points
to
fuel
various
ki
you
take
from
the
attack
is
reduced
by
1d10
+
your
features.
You
start
knowing
three
such
features:
Dexterity
modifier
+
your
monk
level.
Flurry
of
Blows,
Patient
Defense,
and
Step
of
the
If
you
reduce
the
damage
to
0,
you
can
catch
the
Wind.
You
learn
more
ki
features
as
you
gain
levels
missile
if
it
is
small
enough
for
you
to
hold
in
one
in
this
class.
hand
and
you
have
at
least
one
hand
free.
If
you
When
you
spend
a
ki
point,
it
is
unavailable
until
catch
a
missile
in
this
way,
you
can
spend
1
ki
point
you
finish
a
short
or
long
rest,
at
the
end
of
which
to
make
a
ranged
attack
with
the
weapon
or
piece
of
you
draw
all
of
your
expended
ki
back
into
yourself.
ammunition
you
just
caught,
as
part
of
the
same
You
must
spend
at
least
30
minutes
of
the
rest
reaction.
You
make
this
attack
with
proficiency,
meditating
to
regain
your
ki
points.
regardless
of
your
weapon
proficiencies,
and
the
Some
of
your
ki
features
require
your
target
to
missile
counts
as
a
monk
weapon
for
the
attack,
make
a
saving
throw
to
resist
the
features
effects.
which
has
a
normal
range
of
20
feet
and
a
long
range
The
saving
throw
DC
is
calculated
as
follows:
of
60
feet.
Ki save DC = 8
+
your
proficiency
bonus
+
Ability Score Improvement
your
Wisdom
modifier
When
you
reach
4th
level,
and
again
at
8th,
12th,
16th,
and
19th
level,
you
can
increase
one
ability
Flurry of Blows score
of
your
choice
by
2,
or
you
can
increase
two
Immediately
after
you
take
the
Attack
action
on
your
ability
scores
of
your
choice
by
1.
As
normal,
you
turn,
you
can
spend
1
ki
point
to
make
two
unarmed
cant
increase
an
ability
score
above
20
using
this
strikes
as
a
bonus
action.
feature.
Patient Defense Slow Fall
You
can
spend
1
ki
point
to
take
the
Dodge
action
as
a
bonus
action
on
your
turn.
Beginning
at
4th
level,
you
can
use
your
reaction
when
you
fall
to
reduce
any
falling
damage
you
take
Step of the Wind by
an
amount
equal
to
five
times
your
monk
level.
You
can
spend
1
ki
point
to
take
the
Disengage
or
Dash
action
as
a
bonus
action
on
your
turn,
and
your
Extra Attack
jump
distance
is
doubled
for
the
turn.
Beginning
at
5th
level,
you
can
attack
twice,
instead
of
once,
whenever
you
take
the
Attack
action
on
your
turn.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
Document
5.1
27
Stunning Strike Empty Body
Starting
at
5th
level,
you
can
interfere
with
the
flow
Beginning
at
18th
level,
you
can
use
your
action
to
of
ki
in
an
opponents
body.
When
you
hit
another
spend
4
ki
points
to
become
invisible
for
1
minute.
creature
with
a
melee
weapon
attack,
you
can
spend
During
that
time,
you
also
have
resistance
to
all
1
ki
point
to
attempt
a
stunning
strike.
The
target
damage
but
force
damage.
must
succeed
on
a
Constitution
saving
throw
or
be
Additionally,
you
can
spend
8
ki
points
to
cast
the
stunned
until
the
end
of
your
next
turn.
astral
projection
spell,
without
needing
material
components.
When
you
do
so,
you
cant
take
any
Ki-Empowered Strikes other
creatures
with
you.
Starting
at
6th
level,
your
unarmed
strikes
count
as
Perfect Self
magical
for
the
purpose
of
overcoming
resistance
and
immunity
to
nonmagical
attacks
and
damage.
At
20th
level,
when
you
roll
for
initiative
and
have
no
ki
points
remaining,
you
regain
4
ki
points.
Evasion
At
7th
level,
your
instinctive
agility
lets
you
dodge
out
of
the
way
of
certain
area
effects,
such
as
a
blue
Monastic Traditions
Three
traditions
of
monastic
pursuit
are
common
in
dragons
lightning
breath
or
a
fireball
spell.
When
the
monasteries
scattered
across
the
multiverse.
you
are
subjected
to
an
effect
that
allows
you
to
Most
monasteries
practice
one
tradition
exclusively,
make
a
Dexterity
saving
throw
to
take
only
half
but
a
few
honor
the
three
traditions
and
instruct
damage,
you
instead
take
no
damage
if
you
succeed
each
monk
according
to
his
or
her
aptitude
and
on
the
saving
throw,
and
only
half
damage
if
you
fail.
interest.
All
three
traditions
rely
on
the
same
basic
Stillness of Mind techniques,
diverging
as
the
student
grows
more
adept.
Thus,
a
monk
need
choose
a
tradition
only
Starting
at
7th
level,
you
can
use
your
action
to
end
upon
reaching
3rd
level.
one
effect
on
yourself
that
is
causing
you
to
be
charmed
or
frightened.
Way of the Open Hand
Purity of Body Monks
of
the
Way
of
the
Open
Hand
are
the
ultimate
masters
of
martial
arts
combat,
whether
armed
or
At
10th
level,
your
mastery
of
the
ki
flowing
through
unarmed.
They
learn
techniques
to
push
and
trip
you
makes
you
immune
to
disease
and
poison.
their
opponents,
manipulate
ki
to
heal
damage
to
their
bodies,
and
practice
advanced
meditation
that
Tongue of the Sun and Moon can
protect
them
from
harm.
Starting
at
13th
level,
you
learn
to
touch
the
ki
of
other
minds
so
that
you
understand
all
spoken
Open Hand Technique
languages.
Moreover,
any
creature
that
can
Starting
when
you
choose
this
tradition
at
3rd
level,
understand
a
language
can
understand
what
you
say.
you
can
manipulate
your
enemys
ki
when
you
harness
your
own.
Whenever
you
hit
a
creature
with
Diamond Soul one
of
the
attacks
granted
by
your
Flurry
of
Blows,
you
can
impose
one
of
the
following
effects
on
that
Beginning
at
14th
level,
your
mastery
of
ki
grants
target:
you
proficiency
in
all
saving
throws.
Additionally,
whenever
you
make
a
saving
throw
It
must
succeed
on
a
Dexterity
saving
throw
or
be
and
fail,
you
can
spend
1
ki
point
to
reroll
it
and
take
knocked
prone.
the
second
result.
It
must
make
a
Strength
saving
throw.
If
it
fails,
you
can
push
it
up
to
15
feet
away
from
you.
Timeless Body It
cant
take
reactions
until
the
end
of
your
next
turn.
At
15th
level,
your
ki
sustains
you
so
that
you
suffer
none
of
the
frailty
of
old
age,
and
you
cant
be
aged
Wholeness of Body
magically.
You
can
still
die
of
old
age,
however.
In
At
6th
level,
you
gain
the
ability
to
heal
yourself.
As
addition,
you
no
longer
need
food
or
water.
an
action,
you
can
regain
hit
points
equal
to
three
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
28
times
your
monk
level.
You
must
finish
a
long
rest
before
you
can
use
this
feature
again.
Tranquility
Beginning
at
11th
level,
you
can
enter
a
special
meditation
that
surrounds
you
with
an
aura
of
peace.
At
the
end
of
a
long
rest,
you
gain
the
effect
of
a
sanctuary
spell
that
lasts
until
the
start
of
your
next
long
rest
(the
spell
can
end
early
as
normal).
The
saving
throw
DC
for
the
spell
equals
8
+
your
Wisdom
modifier
+
your
proficiency
bonus.
Quivering Palm
At
17th
level,
you
gain
the
ability
to
set
up
lethal
vibrations
in
someones
body.
When
you
hit
a
creature
with
an
unarmed
strike,
you
can
spend
3
ki
points
to
start
these
imperceptible
vibrations,
which
last
for
a
number
of
days
equal
to
your
monk
level.
The
vibrations
are
harmless
unless
you
use
your
action
to
end
them.
To
do
so,
you
and
the
target
must
be
on
the
same
plane
of
existence.
When
you
use
this
action,
the
creature
must
make
a
Constitution
saving
throw.
If
it
fails,
it
is
reduced
to
0
hit
points.
If
it
succeeds,
it
takes
10d10
necrotic
damage.
You
can
have
only
one
creature
under
the
effect
of
this
feature
at
a
time.
You
can
choose
to
end
the
vibrations
harmlessly
without
using
an
action.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
29
Weapons:
Simple
weapons,
martial
weapons
Paladin Tools:
None
Saving
Throws:
Wisdom,
Charisma
Skills:
Choose
two
from
Athletics,
Insight,
Class Features Intimidation,
Medicine,
Persuasion,
and
Religion
As
a
paladin,
you
gain
the
following
class
features.
Equipment
You
start
with
the
following
equipment,
in
addition
Hit Points
to
the
equipment
granted
by
your
background:
Hit
Dice:
1d10
per
paladin
level
Hit
Points
at
1st
Level:
10
+
your
Constitution
(a)
a
martial
weapon
and
a
shield
or
(b)
two
modifier
martial
weapons
Hit
Points
at
Higher
Levels:
1d10
(or
6)
+
your
(a)
five
javelins
or
(b)
any
simple
melee
weapon
Constitution
modifier
per
paladin
level
after
1st
(a)
a
priests
pack
or
(b)
an
explorers
pack
Chain
mail
and
a
holy
symbol
Proficiencies
Armor:
All
armor,
shields
The
Paladin
Proficiency
Spell
Slots
per
Spell
Level
Level
Bonus
Features
1st
2nd
3rd
4th
5th
1st
+2
Divine
Sense,
Lay
on
Hands
2nd
+2
Fighting
Style,
Spellcasting,
Divine
Smite
2
3rd
+2
Divine
Health,
Sacred
Oath
3
4th
+2
Ability
Score
Improvement
3
5th
+3
Extra
Attack
4
2
6th
+3
Aura
of
Protection
4
2
7th
+3
Sacred
Oath
feature
4
3
8th
+3
Ability
Score
Improvement
4
3
9th
+4
4
3
2
10th
+4
Aura
of
Courage
4
3
2
11th
+4
Improved
Divine
Smite
4
3
3
12th
+4
Ability
Score
Improvement
4
3
3
13th
+5
4
3
3
1
14th
+5
Cleansing
Touch
4
3
3
1
15th
+5
Sacred
Oath
feature
4
3
3
2
16th
+5
Ability
Score
Improvement
4
3
3
2
17th
+6
4
3
3
3
1
18th
+6
Aura
improvements
4
3
3
3
1
19th
+6
Ability
Score
Improvement
4
3
3
3
2
20th
+6
Sacred
Oath
feature
4
3
3
3
2
Divine Sense Count
Strahd
von
Zarovich,
for
instance).
Within
the
same
radius,
you
also
detect
the
presence
of
any
The
presence
of
strong
evil
registers
on
your
senses
place
or
object
that
has
been
consecrated
or
like
a
noxious
odor,
and
powerful
good
rings
like
desecrated,
as
with
the
hallow
spell.
heavenly
music
in
your
ears.
As
an
action,
you
can
You
can
use
this
feature
a
number
of
times
equal
open
your
awareness
to
detect
such
forces.
Until
the
to
1
+
your
Charisma
modifier.
When
you
finish
a
end
of
your
next
turn,
you
know
the
location
of
any
long
rest,
you
regain
all
expended
uses.
celestial,
fiend,
or
undead
within
60
feet
of
you
that
is
not
behind
total
cover.
You
know
the
type
(celestial,
fiend,
or
undead)
of
any
being
whose
presence
you
sense,
but
not
its
identity
(the
vampire
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
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5.1
30
Lay on Hands Preparing and Casting Spells
The
Paladin
table
shows
how
many
spell
slots
you
Your
blessed
touch
can
heal
wounds.
You
have
a
have
to
cast
your
spells.
To
cast
one
of
your
paladin
pool
of
healing
power
that
replenishes
when
you
spells
of
1st
level
or
higher,
you
must
expend
a
slot
take
a
long
rest.
With
that
pool,
you
can
restore
a
of
the
spells
level
or
higher.
You
regain
all
expended
total
number
of
hit
points
equal
to
your
paladin
level
spell
slots
when
you
finish
a
long
rest.
5.
You
prepare
the
list
of
paladin
spells
that
are
As
an
action,
you
can
touch
a
creature
and
draw
available
for
you
to
cast,
choosing
from
the
paladin
power
from
the
pool
to
restore
a
number
of
hit
spell
list.
When
you
do
so,
choose
a
number
of
points
to
that
creature,
up
to
the
maximum
amount
paladin
spells
equal
to
your
Charisma
modifier
+
half
remaining
in
your
pool.
your
paladin
level,
rounded
down
(minimum
of
one
Alternatively,
you
can
expend
5
hit
points
from
spell).
The
spells
must
be
of
a
level
for
which
you
your
pool
of
healing
to
cure
the
target
of
one
disease
have
spell
slots.
or
neutralize
one
poison
affecting
it.
You
can
cure
For
example,
if
you
are
a
5th-level
paladin,
you
multiple
diseases
and
neutralize
multiple
poisons
have
four
1st-level
and
two
2nd-level
spell
slots.
with
a
single
use
of
Lay
on
Hands,
expending
hit
With
a
Charisma
of
14,
your
list
of
prepared
spells
points
separately
for
each
one.
can
include
four
spells
of
1st
or
2nd
level,
in
any
This
feature
has
no
effect
on
undead
and
combination.
If
you
prepare
the
1st-level
spell
cure
constructs.
wounds,
you
can
cast
it
using
a
1st-level
or
a
2nd-
level
slot.
Casting
the
spell
doesnt
remove
it
from
Fighting Style your
list
of
prepared
spells.
At
2nd
level,
you
adopt
a
style
of
fighting
as
your
You
can
change
your
list
of
prepared
spells
when
specialty.
Choose
one
of
the
following
options.
You
you
finish
a
long
rest.
Preparing
a
new
list
of
paladin
cant
take
a
Fighting
Style
option
more
than
once,
spells
requires
time
spent
in
prayer
and
meditation:
even
if
you
later
get
to
choose
again.
at
least
1
minute
per
spell
level
for
each
spell
on
your
list.
Defense
While
you
are
wearing
armor,
you
gain
a
+1
bonus
to
Spellcasting Ability
AC.
Charisma
is
your
spellcasting
ability
for
your
paladin
spells,
since
their
power
derives
from
the
strength
of
Dueling your
convictions.
You
use
your
Charisma
whenever
a
When
you
are
wielding
a
melee
weapon
in
one
hand
spell
refers
to
your
spellcasting
ability.
In
addition,
and
no
other
weapons,
you
gain
a
+2
bonus
to
you
use
your
Charisma
modifier
when
setting
the
damage
rolls
with
that
weapon.
saving
throw
DC
for
a
paladin
spell
you
cast
and
when
making
an
attack
roll
with
one.
Great Weapon Fighting
When
you
roll
a
1
or
2
on
a
damage
die
for
an
attack
Spell save DC = 8
+
your
proficiency
bonus
+
you
make
with
a
melee
weapon
that
you
are
your
Charisma
modifier
wielding
with
two
hands,
you
can
reroll
the
die
and
must
use
the
new
roll.
The
weapon
must
have
the
Spell attack modifier = your
proficiency
bonus
+
two-handed
or
versatile
property
for
you
to
gain
this
your
Charisma
modifier
benefit.
Spellcasting Focus
Protection You
can
use
a
holy
symbol
as
a
spellcasting
focus
for
When
a
creature
you
can
see
attacks
a
target
other
your
paladin
spells.
than
you
that
is
within
5
feet
of
you,
you
can
use
your
reaction
to
impose
disadvantage
on
the
attack
Divine Smite
roll.
You
must
be
wielding
a
shield.
Starting
at
2nd
level,
when
you
hit
a
creature
with
a
Spellcasting melee
weapon
attack,
you
can
expend
one
spell
slot
to
deal
radiant
damage
to
the
target,
in
addition
to
By
2nd
level,
you
have
learned
to
draw
on
divine
the
weapons
damage.
The
extra
damage
is
2d8
for
a
magic
through
meditation
and
prayer
to
cast
spells
1st-level
spell
slot,
plus
1d8
for
each
spell
level
as
a
cleric
does.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
31
higher
than
1st,
to
a
maximum
of
5d8.
The
damage
Aura of Protection
increases
by
1d8
if
the
target
is
an
undead
or
a
fiend.
Starting
at
6th
level,
whenever
you
or
a
friendly
Divine Health creature
within
10
feet
of
you
must
make
a
saving
throw,
the
creature
gains
a
bonus
to
the
saving
By
3rd
level,
the
divine
magic
flowing
through
you
throw
equal
to
your
Charisma
modifier
(with
a
makes
you
immune
to
disease.
minimum
bonus
of
+1).
You
must
be
conscious
to
Sacred Oath grant
this
bonus.
At
18th
level,
the
range
of
this
aura
increases
to
30
When
you
reach
3rd
level,
you
swear
the
oath
that
feet.
binds
you
as
a
paladin
forever.
Up
to
this
time
you
have
been
in
a
preparatory
stage,
committed
to
the
Aura of Courage
path
but
not
yet
sworn
to
it.
Now
you
choose
an
oath,
Starting
at
10th
level,
you
and
friendly
creatures
such
as
the
Oath
of
Devotion.
within
10
feet
of
you
cant
be
frightened
while
you
Your
choice
grants
you
features
at
3rd
level
and
are
conscious.
again
at
7th,
15th,
and
20th
level.
Those
features
At
18th
level,
the
range
of
this
aura
increases
to
30
include
oath
spells
and
the
Channel
Divinity
feature.
feet.
Oath Spells Improved Divine Smite
Each
oath
has
a
list
of
associated
spells.
You
gain
access
to
these
spells
at
the
levels
specified
in
the
By
11th
level,
you
are
so
suffused
with
righteous
oath
description.
Once
you
gain
access
to
an
oath
might
that
all
your
melee
weapon
strikes
carry
spell,
you
always
have
it
prepared.
Oath
spells
dont
divine
power
with
them.
Whenever
you
hit
a
count
against
the
number
of
spells
you
can
prepare
creature
with
a
melee
weapon,
the
creature
takes
an
each
day.
extra
1d8
radiant
damage.
If
you
also
use
your
If
you
gain
an
oath
spell
that
doesnt
appear
on
the
Divine
Smite
with
an
attack,
you
add
this
damage
to
paladin
spell
list,
the
spell
is
nonetheless
a
paladin
the
extra
damage
of
your
Divine
Smite.
spell
for
you.
Cleansing Touch
Channel Divinity Beginning
at
14th
level,
you
can
use
your
action
to
Your
oath
allows
you
to
channel
divine
energy
to
end
one
spell
on
yourself
or
on
one
willing
creature
fuel
magical
effects.
Each
Channel
Divinity
option
that
you
touch.
provided
by
your
oath
explains
how
to
use
it.
You
can
use
this
feature
a
number
of
times
equal
When
you
use
your
Channel
Divinity,
you
choose
to
your
Charisma
modifier
(a
minimum
of
once).
You
which
option
to
use.
You
must
then
finish
a
short
or
regain
expended
uses
when
you
finish
a
long
rest.
long
rest
to
use
your
Channel
Divinity
again.
Some
Channel
Divinity
effects
require
saving
throws.
When
you
use
such
an
effect
from
this
class,
Sacred Oaths
the
DC
equals
your
paladin
spell
save
DC.
Becoming
a
paladin
involves
taking
vows
that
commit
the
paladin
to
the
cause
of
righteousness,
an
Ability Score Improvement active
path
of
fighting
wickedness.
The
final
oath,
When
you
reach
4th
level,
and
again
at
8th,
12th,
taken
when
he
or
she
reaches
3rd
level,
is
the
16th,
and
19th
level,
you
can
increase
one
ability
culmination
of
all
the
paladins
training.
Some
score
of
your
choice
by
2,
or
you
can
increase
two
characters
with
this
class
dont
consider
themselves
ability
scores
of
your
choice
by
1.
As
normal,
you
true
paladins
until
they
have
reached
3rd
level
and
cant
increase
an
ability
score
above
20
using
this
made
this
oath.
For
others,
the
actual
swearing
of
the
feature.
oath
is
a
formality,
an
official
stamp
on
what
has
always
been
true
in
the
paladins
heart.
Extra Attack
Oath of Devotion
Beginning
at
5th
level,
you
can
attack
twice,
instead
of
once,
whenever
you
take
the
Attack
action
on
your
The
Oath
of
Devotion
binds
a
paladin
to
the
loftiest
turn.
ideals
of
justice,
virtue,
and
order.
Sometimes
called
cavaliers,
white
knights,
or
holy
warriors,
these
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
32
paladins
meet
the
ideal
of
the
knight
in
shining
You
can
end
this
effect
on
your
turn
as
part
of
any
armor,
acting
with
honor
in
pursuit
of
justice
and
the
other
action.
If
you
are
no
longer
holding
or
carrying
greater
good.
They
hold
themselves
to
the
highest
this
weapon,
or
if
you
fall
unconscious,
this
effect
standards
of
conduct,
and
some,
for
better
or
worse,
ends.
hold
the
rest
of
the
world
to
the
same
standards.
Turn
the
Unholy.
As
an
action,
you
present
your
Many
who
swear
this
oath
are
devoted
to
gods
of
holy
symbol
and
speak
a
prayer
censuring
fiends
law
and
good
and
use
their
gods
tenets
as
the
and
undead,
using
your
Channel
Divinity.
Each
fiend
measure
of
their
devotion.
They
hold
angelsthe
or
undead
that
can
see
or
hear
you
within
30
feet
of
perfect
servants
of
goodas
their
ideals,
and
you
must
make
a
Wisdom
saving
throw.
If
the
incorporate
images
of
angelic
wings
into
their
creature
fails
its
saving
throw,
it
is
turned
for
1
helmets
or
coats
of
arms.
minute
or
until
it
takes
damage.
A
turned
creature
must
spend
its
turns
trying
to
Tenets of Devotion move
as
far
away
from
you
as
it
can,
and
it
cant
Though
the
exact
words
and
strictures
of
the
Oath
of
willingly
move
to
a
space
within
30
feet
of
you.
It
Devotion
vary,
paladins
of
this
oath
share
these
also
cant
take
reactions.
For
its
action,
it
can
use
tenets.
only
the
Dash
action
or
try
to
escape
from
an
effect
Honesty. Dont
lie
or
cheat.
Let
your
word
be
your
that
prevents
it
from
moving.
If
theres
nowhere
to
promise.
move,
the
creature
can
use
the
Dodge
action.
Courage. Never
fear
to
act,
though
caution
is
wise.
Compassion. Aid
others,
protect
the
weak,
and
Aura of Devotion
punish
those
who
threaten
them.
Show
mercy
to
Starting
at
7th
level,
you
and
friendly
creatures
your
foes,
but
temper
it
with
wisdom.
within
10
feet
of
you
cant
be
charmed
while
you
are
Honor. Treat
others
with
fairness,
and
let
your
conscious.
honorable
deeds
be
an
example
to
them.
Do
as
much
At
18th
level,
the
range
of
this
aura
increases
to
30
good
as
possible
while
causing
the
least
amount
of
feet.
harm.
Duty. Be
responsible
for
your
actions
and
their
Purity of Spirit
consequences,
protect
those
entrusted
to
your
care,
Beginning
at
15th
level,
you
are
always
under
the
and
obey
those
who
have
just
authority
over
you.
effects
of
a
protection
from
evil
and
good
spell.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
33
or
similar
act
of
self-denial.
After
a
rite
of
confession
and
forgiveness,
the
paladin
starts
fresh.
If
a
paladin
willfully
violates
his
or
her
oath
and
shows
no
sign
of
repentance,
the
consequences
can
be
more
serious.
At
the
GMs
discretion,
an
impenitent
paladin
might
be
forced
to
abandon
this
class
and
adopt
another.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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use
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System
Reference
Document
5.1
34
Tools:
None
Ranger Saving
Throws:
Strength,
Dexterity
Skills:
Choose
three
from
Animal
Handling,
Athletics,
Insight,
Investigation,
Nature,
Perception,
Stealth,
Class Features and
Survival
As
a
ranger,
you
gain
the
following
class
features.
Equipment
You
start
with
the
following
equipment,
in
addition
Hit Points
to
the
equipment
granted
by
your
background:
Hit
Dice:
1d10
per
ranger
level
Hit
Points
at
1st
Level:
10
+
your
Constitution
(a)
scale
mail
or
(b)
leather
armor
modifier
(a)
two
shortswords
or
(b)
two
simple
melee
Hit
Points
at
Higher
Levels:
1d10
(or
6)
+
your
weapons
Constitution
modifier
per
ranger
level
after
1st
(a)
a
dungeoneers
pack
or
(b)
an
explorers
pack
A
longbow
and
a
quiver
of
20
arrows
Proficiencies
Armor:
Light
armor,
medium
armor,
shields
Weapons:
Simple
weapons,
martial
weapons
The
Ranger
Proficiency
Spell
Slots
per
Spell
Level
Level
Bonus
Features
Spells
Known
1st
2nd
3rd
4th
5th
1st
+2
Favored
Enemy,
Natural
Explorer
2nd
+2
Fighting
Style,
Spellcasting
2
2
3rd
+2
Ranger
Archetype,
Primeval
Awareness
3
3
4th
+2
Ability
Score
Improvement
3
3
5th
+3
Extra
Attack
4
4
2
6th
+3
Favored
Enemy
and
Natural
Explorer
improvements
4
4
2
7th
+3
Ranger
Archetype
feature
5
4
3
8th
+3
Ability
Score
Improvement,
Land s
Stride
5
4
3
9th
+4
6
4
3
2
10th
+4
Natural
Explorer
improvement,
Hide
in
Plain
Sight
6
4
3
2
11th
+4
Ranger
Archetype
feature
7
4
3
3
12th
+4
Ability
Score
Improvement
7
4
3
3
13th
+5
8
4
3
3
1
14th
+5
Favored
Enemy
improvement,
Vanish
8
4
3
3
1
15th
+5
Ranger
Archetype
feature
9
4
3
3
2
16th
+5
Ability
Score
Improvement
9
4
3
3
2
17th
+6
10
4
3
3
3
1
18th
+6
Feral
Senses
10
4
3
3
3
1
19th
+6
Ability
Score
Improvement
11
4
3
3
3
2
20th
+6
Foe
Slayer
11
4
3
3
3
2
Favored Enemy humanoid
(such
as
gnolls
and
orcs)
as
favored
enemies.
Beginning
at
1st
level,
you
have
significant
You
have
advantage
on
Wisdom
(Survival)
checks
experience
studying,
tracking,
hunting,
and
even
to
track
your
favored
enemies,
as
well
as
on
talking
to
a
certain
type
of
enemy.
Intelligence
checks
to
recall
information
about
them.
Choose
a
type
of
favored
enemy:
aberrations,
When
you
gain
this
feature,
you
also
learn
one
beasts,
celestials,
constructs,
dragons,
elementals,
language
of
your
choice
that
is
spoken
by
your
fey,
fiends,
giants,
monstrosities,
oozes,
plants,
or
favored
enemies,
if
they
speak
one
at
all.
undead.
Alternatively,
you
can
select
two
races
of
You
choose
one
additional
favored
enemy,
as
well
as
an
associated
language,
at
6th
and
14th
level.
As
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
35
you
gain
levels,
your
choices
should
reflect
the
types
Two-Weapon Fighting
of
monsters
you
have
encountered
on
your
When
you
engage
in
two-weapon
fighting,
you
can
adventures.
add
your
ability
modifier
to
the
damage
of
the
second
attack.
Natural Explorer
You
are
particularly
familiar
with
one
type
of
natural
Spellcasting
environment
and
are
adept
at
traveling
and
By
the
time
you
reach
2nd
level,
you
have
learned
to
surviving
in
such
regions.
Choose
one
type
of
use
the
magical
essence
of
nature
to
cast
spells,
favored
terrain:
arctic,
coast,
desert,
forest,
much
as
a
druid
does.
grassland,
mountain,
or
swamp.
When
you
make
an
Intelligence
or
Wisdom
check
related
to
your
Spell Slots
favored
terrain,
your
proficiency
bonus
is
doubled
if
The
Ranger
table
shows
how
many
spell
slots
you
you
are
using
a
skill
that
youre
proficient
in.
have
to
cast
your
spells
of
1st
level
and
higher.
To
While
traveling
for
an
hour
or
more
in
your
cast
one
of
these
spells,
you
must
expend
a
slot
of
favored
terrain,
you
gain
the
following
benefits:
the
spells
level
or
higher.
You
regain
all
expended
Difficult
terrain
doesnt
slow
your
groups
travel.
spell
slots
when
you
finish
a
long
rest.
Your
group
cant
become
lost
except
by
magical
For
example,
if
you
know
the
1st-level
spell
animal
means.
friendship
and
have
a
1st-level
and
a
2nd-level
spell
slot
available,
you
can
cast
animal
friendship
using
Even
when
you
are
engaged
in
another
activity
either
slot.
while
traveling
(such
as
foraging,
navigating,
or
tracking),
you
remain
alert
to
danger.
Spells Known of 1st Level and Higher
If
you
are
traveling
alone,
you
can
move
stealthily
You
know
two
1st-level
spells
of
your
choice
from
at
a
normal
pace.
the
ranger
spell
list.
When
you
forage,
you
find
twice
as
much
food
as
The
Spells
Known
column
of
the
Ranger
table
you
normally
would.
shows
when
you
learn
more
ranger
spells
of
your
While
tracking
other
creatures,
you
also
learn
choice.
Each
of
these
spells
must
be
of
a
level
for
their
exact
number,
their
sizes,
and
how
long
ago
which
you
have
spell
slots.
For
instance,
when
you
they
passed
through
the
area.
reach
5th
level
in
this
class,
you
can
learn
one
new
You
choose
additional
favored
terrain
types
at
6th
spell
of
1st
or
2nd
level.
and
10th
level.
Additionally,
when
you
gain
a
level
in
this
class,
you
can
choose
one
of
the
ranger
spells
you
know
Fighting Style and
replace
it
with
another
spell
from
the
ranger
At
2nd
level,
you
adopt
a
particular
style
of
fighting
spell
list,
which
also
must
be
of
a
level
for
which
you
as
your
specialty.
Choose
one
of
the
following
have
spell
slots.
options.
You
cant
take
a
Fighting
Style
option
more
than
once,
even
if
you
later
get
to
choose
again.
Spellcasting Ability
Wisdom
is
your
spellcasting
ability
for
your
ranger
Archery spells,
since
your
magic
draws
on
your
attunement
You
gain
a
+2
bonus
to
attack
rolls
you
make
with
to
nature.
You
use
your
Wisdom
whenever
a
spell
ranged
weapons.
refers
to
your
spellcasting
ability.
In
addition,
you
use
your
Wisdom
modifier
when
setting
the
saving
Defense throw
DC
for
a
ranger
spell
you
cast
and
when
While
you
are
wearing
armor,
you
gain
a
+1
bonus
to
making
an
attack
roll
with
one.
AC.
Spell save DC = 8
+
your
proficiency
bonus
+
Dueling your
Wisdom
modifier
When
you
are
wielding
a
melee
weapon
in
one
hand
and
no
other
weapons,
you
gain
a
+2
bonus
to
Spell attack modifier = your
proficiency
bonus
+
damage
rolls
with
that
weapon.
your
Wisdom
modifier
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
36
Ranger Archetype
Once
you
are
camouflaged
in
this
way,
you
can
try
to
hide
by
pressing
yourself
up
against
a
solid
At
3rd
level,
you
choose
an
archetype
that
you
strive
surface,
such
as
a
tree
or
wall,
that
is
at
least
as
tall
to
emulate,
such
as
the
Hunter.
Your
choice
grants
and
wide
as
you
are.
You
gain
a
+10
bonus
to
you
features
at
3rd
level
and
again
at
7th,
11th,
and
Dexterity
(Stealth)
checks
as
long
as
you
remain
15th
level.
there
without
moving
or
taking
actions.
Once
you
move
or
take
an
action
or
a
reaction,
you
must
Primeval Awareness camouflage
yourself
again
to
gain
this
benefit.
Beginning
at
3rd
level,
you
can
use
your
action
and
expend
one
ranger
spell
slot
to
focus
your
Vanish
awareness
on
the
region
around
you.
For
1
minute
Starting
at
14th
level,
you
can
use
the
Hide
action
as
per
level
of
the
spell
slot
you
expend,
you
can
sense
a
bonus
action
on
your
turn.
Also,
you
cant
be
whether
the
following
types
of
creatures
are
present
tracked
by
nonmagical
means,
unless
you
choose
to
within
1
mile
of
you
(or
within
up
to
6
miles
if
you
leave
a
trail.
are
in
your
favored
terrain):
aberrations,
celestials,
dragons,
elementals,
fey,
fiends,
and
undead.
This
Feral Senses
feature
doesnt
reveal
the
creatures
location
or
At
18th
level,
you
gain
preternatural
senses
that
help
number.
you
fight
creatures
you
cant
see.
When
you
attack
a
Ability Score Improvement creature
you
cant
see,
your
inability
to
see
it
doesnt
impose
disadvantage
on
your
attack
rolls
against
it.
When
you
reach
4th
level,
and
again
at
8th,
12th,
You
are
also
aware
of
the
location
of
any
invisible
16th,
and
19th
level,
you
can
increase
one
ability
creature
within
30
feet
of
you,
provided
that
the
score
of
your
choice
by
2,
or
you
can
increase
two
creature
isnt
hidden
from
you
and
you
arent
ability
scores
of
your
choice
by
1.
As
normal,
you
blinded
or
deafened.
cant
increase
an
ability
score
above
20
using
this
feature.
Foe Slayer
Extra Attack At
20th
level,
you
become
an
unparalleled
hunter
of
your
enemies.
Once
on
each
of
your
turns,
you
can
Beginning
at
5th
level,
you
can
attack
twice,
instead
add
your
Wisdom
modifier
to
the
attack
roll
or
the
of
once,
whenever
you
take
the
Attack
action
on
your
damage
roll
of
an
attack
you
make
against
one
of
turn.
your
favored
enemies.
You
can
choose
to
use
this
feature
before
or
after
the
roll,
but
before
any
effects
Lands Stride of
the
roll
are
applied.
Starting
at
8th
level,
moving
through
nonmagical
difficult
terrain
costs
you
no
extra
movement.
You
can
also
pass
through
nonmagical
plants
without
Ranger Archetypes
A
classic
expression
of
the
ranger
ideal
is
the
Hunter.
being
slowed
by
them
and
without
taking
damage
from
them
if
they
have
thorns,
spines,
or
a
similar
Hunter
hazard.
In
addition,
you
have
advantage
on
saving
throws
Emulating
the
Hunter
archetype
means
accepting
against
plants
that
are
magically
created
or
your
place
as
a
bulwark
between
civilization
and
the
manipulated
to
impede
movement,
such
those
terrors
of
the
wilderness.
As
you
walk
the
Hunters
created
by
the
entangle
spell.
path,
you
learn
specialized
techniques
for
fighting
the
threats
you
face,
from
rampaging
ogres
and
Hide in Plain Sight hordes
of
orcs
to
towering
giants
and
terrifying
dragons.
Starting
at
10th
level,
you
can
spend
1
minute
creating
camouflage
for
yourself.
You
must
have
Hunters Prey
access
to
fresh
mud,
dirt,
plants,
soot,
and
other
At
3rd
level,
you
gain
one
of
the
following
features
of
naturally
occurring
materials
with
which
to
create
your
choice.
your
camouflage.
Colossus
Slayer.
Your
tenacity
can
wear
down
the
most
potent
foes.
When
you
hit
a
creature
with
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
37
weapon
attack,
the
creature
takes
an
extra
1d8
attack
against
another
creature
(other
than
itself)
of
damage
if
its
below
its
hit
point
maximum.
You
can
your
choice.
deal
this
extra
damage
only
once
per
turn.
Uncanny
Dodge.
When
an
attacker
that
you
can
Giant
Killer.
When
a
Large
or
larger
creature
see
hits
you
with
an
attack,
you
can
use
your
within
5
feet
of
you
hits
or
misses
you
with
an
attack,
reaction
to
halve
the
attacks
damage
against
you.
you
can
use
your
reaction
to
attack
that
creature
immediately
after
its
attack,
provided
that
you
can
see
the
creature.
Horde
Breaker.
Once
on
each
of
your
turns
when
you
make
a
weapon
attack,
you
can
make
another
attack
with
the
same
weapon
against
a
different
creature
that
is
within
5
feet
of
the
original
target
and
within
range
of
your
weapon.
Defensive Tactics
At
7th
level,
you
gain
one
of
the
following
features
of
your
choice.
Escape
the
Horde.
Opportunity
attacks
against
you
are
made
with
disadvantage.
Multiattack
Defense.
When
a
creature
hits
you
with
an
attack,
you
gain
a
+4
bonus
to
AC
against
all
subsequent
attacks
made
by
that
creature
for
the
rest
of
the
turn.
Steel
Will.
You
have
advantage
on
saving
throws
against
being
frightened.
Multiattack
At
11th
level,
you
gain
one
of
the
following
features
of
your
choice.
Volley.
You
can
use
your
action
to
make
a
ranged
attack
against
any
number
of
creatures
within
10
feet
of
a
point
you
can
see
within
your
weapons
range.
You
must
have
ammunition
for
each
target,
as
normal,
and
you
make
a
separate
attack
roll
for
each
target.
Whirlwind
Attack.
You
can
use
your
action
to
make
a
melee
attack
against
any
number
of
creatures
within
5
feet
of
you,
with
a
separate
attack
roll
for
each
target.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
38
Improvement
Rogue 11th
12th
+4
+4
6d6
6d6
Reliable
Talent
Ability
Score
Improvement
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
39
such
as
whether
an
area
is
dangerous
or
the
Blindsense
territory
of
a
thieves
guild,
whether
loot
is
nearby,
or
whether
the
people
in
an
area
are
easy
marks
or
Starting
at
14th
level,
if
you
are
able
to
hear,
you
are
will
provide
a
safe
house
for
thieves
on
the
run.
aware
of
the
location
of
any
hidden
or
invisible
creature
within
10
feet
of
you.
Cunning Action
Slippery Mind
Starting
at
2nd
level,
your
quick
thinking
and
agility
allow
you
to
move
and
act
quickly.
You
can
take
a
By
15th
level,
you
have
acquired
greater
mental
bonus
action
on
each
of
your
turns
in
combat.
This
strength.
You
gain
proficiency
in
Wisdom
saving
action
can
be
used
only
to
take
the
Dash,
Disengage,
throws.
or
Hide
action.
Elusive
Roguish Archetype Beginning
at
18th
level,
you
are
so
evasive
that
At
3rd
level,
you
choose
an
archetype
that
you
attackers
rarely
gain
the
upper
hand
against
you.
No
emulate
in
the
exercise
of
your
rogue
abilities,
such
attack
roll
has
advantage
against
you
while
you
as
Thief.
Your
archetype
choice
grants
you
features
arent
incapacitated.
at
3rd
level
and
then
again
at
9th,
13th,
and
17th
level.
Stroke of Luck
At
20th
level,
you
have
an
uncanny
knack
for
Ability Score Improvement succeeding
when
you
need
to.
If
your
attack
misses
a
When
you
reach
4th
level,
and
again
at
8th,
10th,
target
within
range,
you
can
turn
the
miss
into
a
hit.
12th,
16th,
and
19th
level,
you
can
increase
one
Alternatively,
if
you
fail
an
ability
check,
you
can
treat
ability
score
of
your
choice
by
2,
or
you
can
increase
the
d20
roll
as
a
20.
two
ability
scores
of
your
choice
by
1.
As
normal,
Once
you
use
this
feature,
you
cant
use
it
again
you
cant
increase
an
ability
score
above
20
using
until
you
finish
a
short
or
long
rest.
this
feature.
Fast Hands
Starting
at
3rd
level,
you
can
use
the
bonus
action
granted
by
your
Cunning
Action
to
make
a
Dexterity
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
40
(Sleight
of
Hand)
check,
use
your
thieves
tools
to
disarm
a
trap
or
open
a
lock,
or
take
the
Use
an
Object
action.
Second-Story Work
When
you
choose
this
archetype
at
3rd
level,
you
gain
the
ability
to
climb
faster
than
normal;
climbing
no
longer
costs
you
extra
movement.
In
addition,
when
you
make
a
running
jump,
the
distance
you
cover
increases
by
a
number
of
feet
equal
to
your
Dexterity
modifier.
Supreme Sneak
Starting
at
9th
level,
you
have
advantage
on
a
Dexterity
(Stealth)
check
if
you
move
no
more
than
half
your
speed
on
the
same
turn.
Thiefs Reflexes
When
you
reach
17th
level,
you
have
become
adept
at
laying
ambushes
and
quickly
escaping
danger.
You
can
take
two
turns
during
the
first
round
of
any
combat.
You
take
your
first
turn
at
your
normal
initiative
and
your
second
turn
at
your
initiative
minus
10.
You
cant
use
this
feature
when
you
are
surprised.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
41
Weapons:
Daggers,
darts,
slings,
quarterstaffs,
light
Sorcerer crossbows
Tools:
None
Saving
Throws:
Constitution,
Charisma
Class Features Skills:
Choose
two
from
Arcana,
Deception,
Insight,
Intimidation,
Persuasion,
and
Religion
As
a
sorcerer,
you
gain
the
following
class
features.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
42
Spellcasting Spell attack modifier = your
proficiency
bonus
+
your
Charisma
modifier
An
event
in
your
past,
or
in
the
life
of
a
parent
or
ancestor,
left
an
indelible
mark
on
you,
infusing
you
Spellcasting Focus
with
arcane
magic.
This
font
of
magic,
whatever
its
You
can
use
an
arcane
focus
as
a
spellcasting
focus
origin,
fuels
your
spells.
for
your
sorcerer
spells.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
43
slot
and
gain
a
number
of
sorcery
points
equal
to
the
Subtle Spell
slots
level.
When
you
cast
a
spell,
you
can
spend
1
sorcery
point
to
cast
it
without
any
somatic
or
verbal
components.
Metamagic
At
3rd
level,
you
gain
the
ability
to
twist
your
spells
Twinned Spell
to
suit
your
needs.
You
gain
two
of
the
following
When
you
cast
a
spell
that
targets
only
one
creature
Metamagic
options
of
your
choice.
You
gain
another
and
doesnt
have
a
range
of
self,
you
can
spend
a
one
at
10th
and
17th
level.
number
of
sorcery
points
equal
to
the
spells
level
to
You
can
use
only
one
Metamagic
option
on
a
spell
target
a
second
creature
in
range
with
the
same
spell
when
you
cast
it,
unless
otherwise
noted.
(1
sorcery
point
if
the
spell
is
a
cantrip).
To
be
eligible,
a
spell
must
be
incapable
of
Careful Spell targeting
more
than
one
creature
at
the
spells
When
you
cast
a
spell
that
forces
other
creatures
to
current
level.
For
example,
magic
missile
and
make
a
saving
throw,
you
can
protect
some
of
those
scorching
ray
arent
eligible,
but
ray
of
frost
is.
creatures
from
the
spells
full
force.
To
do
so,
you
spend
1
sorcery
point
and
choose
a
number
of
those
Ability Score Improvement
creatures
up
to
your
Charisma
modifier
(minimum
When
you
reach
4th
level,
and
again
at
8th,
12th,
of
one
creature).
A
chosen
creature
automatically
16th,
and
19th
level,
you
can
increase
one
ability
succeeds
on
its
saving
throw
against
the
spell.
score
of
your
choice
by
2,
or
you
can
increase
two
ability
scores
of
your
choice
by
1.
As
normal,
you
Distant Spell cant
increase
an
ability
score
above
20
using
this
When
you
cast
a
spell
that
has
a
range
of
5
feet
or
feature.
greater,
you
can
spend
1
sorcery
point
to
double
the
range
of
the
spell.
Sorcerous Restoration
When
you
cast
a
spell
that
has
a
range
of
touch,
you
can
spend
1
sorcery
point
to
make
the
range
of
At
20th
level,
you
regain
4
expended
sorcery
points
the
spell
30
feet.
whenever
you
finish
a
short
rest.
Empowered Spell
When
you
roll
damage
for
a
spell,
you
can
spend
1
Sorcerous Origins
Different
sorcerers
claim
different
origins
for
their
sorcery
point
to
reroll
a
number
of
the
damage
dice
innate
magic,
such
as
a
draconic
bloodline.
up
to
your
Charisma
modifier
(minimum
of
one).
You
must
use
the
new
rolls.
Draconic Bloodline
You
can
use
Empowered
Spell
even
if
you
have
already
used
a
different
Metamagic
option
during
Your
innate
magic
comes
from
draconic
magic
that
the
casting
of
the
spell.
was
mingled
with
your
blood
or
that
of
your
ancestors.
Most
often,
sorcerers
with
this
origin
Extended Spell trace
their
descent
back
to
a
mighty
sorcerer
of
When
you
cast
a
spell
that
has
a
duration
of
1
minute
ancient
times
who
made
a
bargain
with
a
dragon
or
or
longer,
you
can
spend
1
sorcery
point
to
double
who
might
even
have
claimed
a
dragon
parent.
Some
its
duration,
to
a
maximum
duration
of
24
hours.
of
these
bloodlines
are
well
established
in
the
world,
but
most
are
obscure.
Any
given
sorcerer
could
be
Heightened Spell the
first
of
a
new
bloodline,
as
a
result
of
a
pact
or
When
you
cast
a
spell
that
forces
a
creature
to
make
some
other
exceptional
circumstance.
a
saving
throw
to
resist
its
effects,
you
can
spend
3
sorcery
points
to
give
one
target
of
the
spell
Dragon Ancestor
disadvantage
on
its
first
saving
throw
made
against
At
1st
level,
you
choose
one
type
of
dragon
as
your
the
spell.
ancestor.
The
damage
type
associated
with
each
dragon
is
used
by
features
you
gain
later.
Quickened Spell
When
you
cast
a
spell
that
has
a
casting
time
of
1
Draconic
Ancestry
action,
you
can
spend
2
sorcery
points
to
change
the
Dragon
Damage
Type
casting
time
to
1
bonus
action
for
this
casting.
Black
Acid
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
44
Blue
Lightning
its
turn
in
this
aura
must
succeed
on
a
Wisdom
Brass
Fire
saving
throw
or
be
charmed
(if
you
chose
awe)
or
Bronze
Lightning
frightened
(if
you
chose
fear)
until
the
aura
ends.
A
Copper
Acid
creature
that
succeeds
on
this
saving
throw
is
Gold
Fire
immune
to
your
aura
for
24
hours.
Green
Poison
Red
Fire
Silver
Cold
White
Cold
You
can
speak,
read,
and
write
Draconic.
Additionally,
whenever
you
make
a
Charisma
check
when
interacting
with
dragons,
your
proficiency
bonus
is
doubled
if
it
applies
to
the
check.
Draconic Resilience
As
magic
flows
through
your
body,
it
causes
physical
traits
of
your
dragon
ancestors
to
emerge.
At
1st
level,
your
hit
point
maximum
increases
by
1
and
increases
by
1
again
whenever
you
gain
a
level
in
this
class.
Additionally,
parts
of
your
skin
are
covered
by
a
thin
sheen
of
dragon-like
scales.
When
you
arent
wearing
armor,
your
AC
equals
13
+
your
Dexterity
modifier.
Elemental Affinity
Starting
at
6th
level,
when
you
cast
a
spell
that
deals
damage
of
the
type
associated
with
your
draconic
ancestry,
you
can
add
your
Charisma
modifier
to
one
damage
roll
of
that
spell.
At
the
same
time,
you
can
spend
1
sorcery
point
to
gain
resistance
to
that
damage
type
for
1
hour.
Dragon Wings
At
14th
level,
you
gain
the
ability
to
sprout
a
pair
of
dragon
wings
from
your
back,
gaining
a
flying
speed
equal
to
your
current
speed.
You
can
create
these
wings
as
a
bonus
action
on
your
turn.
They
last
until
you
dismiss
them
as
a
bonus
action
on
your
turn.
You
cant
manifest
your
wings
while
wearing
armor
unless
the
armor
is
made
to
accommodate
them,
and
clothing
not
made
to
accommodate
your
wings
might
be
destroyed
when
you
manifest
them.
Draconic Presence
Beginning
at
18th
level,
you
can
channel
the
dread
presence
of
your
dragon
ancestor,
causing
those
around
you
to
become
awestruck
or
frightened.
As
an
action,
you
can
spend
5
sorcery
points
to
draw
on
this
power
and
exude
an
aura
of
awe
or
fear
(your
choice)
to
a
distance
of
60
feet.
For
1
minute
or
until
you
lose
your
concentration
(as
if
you
were
casting
a
concentration
spell),
each
hostile
creature
that
starts
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
45
Weapons:
Simple
weapons
Warlock Tools:
None
Saving
Throws:
Wisdom,
Charisma
Skills:
Choose
two
skills
from
Arcana,
Deception,
Class Features History,
Intimidation,
Investigation,
Nature,
and
Religion
As
a
warlock,
you
gain
the
following
class
features.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
46
cantrips
of
your
choice
at
higher
levels,
as
shown
in
knowledge
that
imbue
you
with
an
abiding
magical
the
Cantrips
Known
column
of
the
Warlock
table.
ability.
At
2nd
level,
you
gain
two
eldritch
invocations
of
Spell Slots your
choice.
Your
invocation
options
are
detailed
at
The
Warlock
table
shows
how
many
spell
slots
you
the
end
of
the
class
description.
When
you
gain
have.
The
table
also
shows
what
the
level
of
those
certain
warlock
levels,
you
gain
additional
slots
is;
all
of
your
spell
slots
are
the
same
level.
To
invocations
of
your
choice,
as
shown
in
the
cast
one
of
your
warlock
spells
of
1st
level
or
higher,
Invocations
Known
column
of
the
Warlock
table.
you
must
expend
a
spell
slot.
You
regain
all
Additionally,
when
you
gain
a
level
in
this
class,
expended
spell
slots
when
you
finish
a
short
or
long
you
can
choose
one
of
the
invocations
you
know
and
rest.
replace
it
with
another
invocation
that
you
could
For
example,
when
you
are
5th
level,
you
have
two
learn
at
that
level.
3rd-level
spell
slots.
To
cast
the
1st-level
spell
thunderwave,
you
must
spend
one
of
those
slots,
and
Pact Boon
you
cast
it
as
a
3rd-level
spell.
At
3rd
level,
your
otherworldly
patron
bestows
a
gift
upon
you
for
your
loyal
service.
You
gain
one
of
the
Spells Known of 1st Level and Higher following
features
of
your
choice.
At
1st
level,
you
know
two
1st-level
spells
of
your
choice
from
the
warlock
spell
list.
Pact of the Chain
The
Spells
Known
column
of
the
Warlock
table
You
learn
the
find
familiar
spell
and
can
cast
it
as
a
shows
when
you
learn
more
warlock
spells
of
your
ritual.
The
spell
doesnt
count
against
your
number
choice
of
1st
level
and
higher.
A
spell
you
choose
of
spells
known.
must
be
of
a
level
no
higher
than
whats
shown
in
When
you
cast
the
spell,
you
can
choose
one
of
the
the
tables
Slot
Level
column
for
your
level.
When
normal
forms
for
your
familiar
or
one
of
the
you
reach
6th
level,
for
example,
you
learn
a
new
following
special
forms:
imp,
pseudodragon,
quasit,
warlock
spell,
which
can
be
1st,
2nd,
or
3rd
level.
or
sprite.
Additionally,
when
you
gain
a
level
in
this
class,
Additionally,
when
you
take
the
Attack
action,
you
you
can
choose
one
of
the
warlock
spells
you
know
can
forgo
one
of
your
own
attacks
to
allow
your
and
replace
it
with
another
spell
from
the
warlock
familiar
to
make
one
attack
of
its
own
with
its
spell
list,
which
also
must
be
of
a
level
for
which
you
reaction.
have
spell
slots.
Pact of the Blade
Spellcasting Ability You
can
use
your
action
to
create
a
pact
weapon
in
Charisma
is
your
spellcasting
ability
for
your
your
empty
hand.
You
can
choose
the
form
that
this
warlock
spells,
so
you
use
your
Charisma
whenever
melee
weapon
takes
each
time
you
create
it.
You
are
a
spell
refers
to
your
spellcasting
ability.
In
addition,
proficient
with
it
while
you
wield
it.
This
weapon
you
use
your
Charisma
modifier
when
setting
the
counts
as
magical
for
the
purpose
of
overcoming
saving
throw
DC
for
a
warlock
spell
you
cast
and
resistance
and
immunity
to
nonmagical
attacks
and
when
making
an
attack
roll
with
one.
damage.
Your
pact
weapon
disappears
if
it
is
more
than
5
Spell save DC = 8
+
your
proficiency
bonus
+
feet
away
from
you
for
1
minute
or
more.
It
also
your
Charisma
modifier
disappears
if
you
use
this
feature
again,
if
you
dismiss
the
weapon
(no
action
required),
or
if
you
Spell attack modifier = your
proficiency
bonus
+
die.
your
Charisma
modifier
You
can
transform
one
magic
weapon
into
your
pact
weapon
by
performing
a
special
ritual
while
Spellcasting Focus you
hold
the
weapon.
You
perform
the
ritual
over
You
can
use
an
arcane
focus
as
a
spellcasting
focus
the
course
of
1
hour,
which
can
be
done
during
a
for
your
warlock
spells.
short
rest.
You
can
then
dismiss
the
weapon,
shunting
it
into
an
extradimensional
space,
and
it
Eldritch Invocations appears
whenever
you
create
your
pact
weapon
In
your
study
of
occult
lore,
you
have
unearthed
thereafter.
You
cant
affect
an
artifact
or
a
sentient
eldritch
invocations,
fragments
of
forbidden
weapon
in
this
way.
The
weapon
ceases
being
your
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
47
pact
weapon
if
you
die,
if
you
perform
the
1-hour
ritual
on
a
different
weapon,
or
if
you
use
a
1-hour
Eldritch Invocations
ritual
to
break
your
bond
to
it.
The
weapon
appears
If
an
eldritch
invocation
has
prerequisites,
you
must
at
your
feet
if
it
is
in
the
extradimensional
space
meet
them
to
learn
it.
You
can
learn
the
invocation
at
when
the
bond
breaks.
the
same
time
that
you
meet
its
prerequisites.
A
level
prerequisite
refers
to
your
level
in
this
class.
Pact of the Tome
Your
patron
gives
you
a
grimoire
called
a
Book
of
Agonizing Blast
Shadows.
When
you
gain
this
feature,
choose
three
Prerequisite:
eldritch
blast
cantrip
cantrips
from
any
classs
spell
list
(the
three
neednt
When
you
cast
eldritch
blast,
add
your
Charisma
be
from
the
same
list).
While
the
book
is
on
your
modifier
to
the
damage
it
deals
on
a
hit.
person,
you
can
cast
those
cantrips
at
will.
They
dont
count
against
your
number
of
cantrips
known.
Armor of Shadows
If
they
dont
appear
on
the
warlock
spell
list,
they
You
can
cast
mage
armor
on
yourself
at
will,
without
are
nonetheless
warlock
spells
for
you.
expending
a
spell
slot
or
material
components.
If
you
lose
your
Book
of
Shadows,
you
can
perform
a
1-hour
ceremony
to
receive
a
replacement
from
Ascendant Step
your
patron.
This
ceremony
can
be
performed
Prerequisite:
9th
level
during
a
short
or
long
rest,
and
it
destroys
the
previous
book.
The
book
turns
to
ash
when
you
die.
You
can
cast
levitate
on
yourself
at
will,
without
expending
a
spell
slot
or
material
components.
Ability Score Improvement
Beast Speech
When
you
reach
4th
level,
and
again
at
8th,
12th,
You
can
cast
speak
with
animals
at
will,
without
16th,
and
19th
level,
you
can
increase
one
ability
expending
a
spell
slot.
score
of
your
choice
by
2,
or
you
can
increase
two
ability
scores
of
your
choice
by
1.
As
normal,
you
Beguiling Influence
cant
increase
an
ability
score
above
20
using
this
You
gain
proficiency
in
the
Deception
and
feature.
Persuasion
skills.
Mystic Arcanum Bewitching Whispers
At
11th
level,
your
patron
bestows
upon
you
a
Prerequisite:
7th
level
magical
secret
called
an
arcanum.
Choose
one
6th-
You
can
cast
compulsion
once
using
a
warlock
spell
level
spell
from
the
warlock
spell
list
as
this
arcanum.
slot.
You
cant
do
so
again
until
you
finish
a
long
rest.
You
can
cast
your
arcanum
spell
once
without
expending
a
spell
slot.
You
must
finish
a
long
rest
Book of Ancient Secrets
before
you
can
do
so
again.
Prerequisite:
Pact
of
the
Tome
feature
At
higher
levels,
you
gain
more
warlock
spells
of
your
choice
that
can
be
cast
in
this
way:
one
7th- You
can
now
inscribe
magical
rituals
in
your
Book
of
level
spell
at
13th
level,
one
8th-level
spell
at
15th
Shadows.
Choose
two
1st-level
spells
that
have
the
level,
and
one
9th-level
spell
at
17th
level.
You
ritual
tag
from
any
classs
spell
list
(the
two
neednt
regain
all
uses
of
your
Mystic
Arcanum
when
you
be
from
the
same
list).
The
spells
appear
in
the
book
finish
a
long
rest.
and
dont
count
against
the
number
of
spells
you
know.
With
your
Book
of
Shadows
in
hand,
you
can
Eldritch Master cast
the
chosen
spells
as
rituals.
You
cant
cast
the
At
20th
level,
you
can
draw
on
your
inner
reserve
of
spells
except
as
rituals,
unless
youve
learned
them
mystical
power
while
entreating
your
patron
to
by
some
other
means.
You
can
also
cast
a
warlock
regain
expended
spell
slots.
You
can
spend
1
minute
spell
you
know
as
a
ritual
if
it
has
the
ritual
tag.
entreating
your
patron
for
aid
to
regain
all
your
On
your
adventures,
you
can
add
other
ritual
expended
spell
slots
from
your
Pact
Magic
feature.
spells
to
your
Book
of
Shadows.
When
you
find
such
Once
you
regain
spell
slots
with
this
feature,
you
a
spell,
you
can
add
it
to
the
book
if
the
spells
level
must
finish
a
long
rest
before
you
can
do
so
again.
is
equal
to
or
less
than
half
your
warlock
level
(rounded
up)
and
if
you
can
spare
the
time
to
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
48
transcribe
the
spell.
For
each
level
of
the
spell,
the
Lifedrinker
transcription
process
takes
2
hours
and
costs
50
gp
Prerequisite:
12th
level,
Pact
of
the
Blade
feature
for
the
rare
inks
needed
to
inscribe
it.
When
you
hit
a
creature
with
your
pact
weapon,
the
Chains of Carceri creature
takes
extra
necrotic
damage
equal
to
your
Prerequisite:
15th
level,
Pact
of
the
Chain
feature
Charisma
modifier
(minimum
1).
You
can
cast
confusion
once
using
a
warlock
spell
You
can
cast
conjure
elemental
once
using
a
warlock
slot.
You
cant
do
so
again
until
you
finish
a
long
rest.
spell
slot.
You
cant
do
so
again
until
you
finish
a
long
rest.
Eldritch Sight
You
can
cast
detect
magic
at
will,
without
expending
Mire the Mind
a
spell
slot.
Prerequisite:
5th
level
You
can
cast
slow
once
using
a
warlock
spell
slot.
Eldritch Spear You
cant
do
so
again
until
you
finish
a
long
rest.
Prerequisite:
eldritch
blast
cantrip
When
you
cast
eldritch
blast,
its
range
is
300
feet.
Misty Visions
You
can
cast
silent
image
at
will,
without
expending
a
Eyes of the Rune Keeper spell
slot
or
material
components.
You
can
read
all
writing.
One with Shadows
Fiendish Vigor Prerequisite:
5th
level
You
can
cast
false
life
on
yourself
at
will
as
a
1st-level
When
you
are
in
an
area
of
dim
light
or
darkness,
spell,
without
expending
a
spell
slot
or
material
you
can
use
your
action
to
become
invisible
until
you
components.
move
or
take
an
action
or
a
reaction.
Gaze of Two Minds Otherworldly Leap
You
can
use
your
action
to
touch
a
willing
humanoid
Prerequisite:
9th
level
and
perceive
through
its
senses
until
the
end
of
your
next
turn.
As
long
as
the
creature
is
on
the
same
You
can
cast
jump
on
yourself
at
will,
without
plane
of
existence
as
you,
you
can
use
your
action
on
expending
a
spell
slot
or
material
components.
subsequent
turns
to
maintain
this
connection,
extending
the
duration
until
the
end
of
your
next
Repelling Blast
turn.
While
perceiving
through
the
other
creatures
Prerequisite:
eldritch
blast
cantrip
senses,
you
benefit
from
any
special
senses
When
you
hit
a
creature
with
eldritch
blast,
you
can
possessed
by
that
creature,
and
you
are
blinded
and
push
the
creature
up
to
10
feet
away
from
you
in
a
deafened
to
your
own
surroundings.
straight
line.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
49
Sculptor of Flesh
Prerequisite:
7th
level
Otherworldly Patrons
The
beings
that
serve
as
patrons
for
warlocks
are
You
can
cast
polymorph
once
using
a
warlock
spell
mighty
inhabitants
of
other
planes
of
existencenot
slot.
You
cant
do
so
again
until
you
finish
a
long
rest.
gods,
but
almost
godlike
in
their
power.
Various
patrons
give
their
warlocks
access
to
different
Sign of Ill Omen powers
and
invocations,
and
expect
significant
Prerequisite:
5th
level
favors
in
return.
You
can
cast
bestow
curse
once
using
a
warlock
spell
Some
patrons
collect
warlocks,
doling
out
mystic
slot.
You
cant
do
so
again
until
you
finish
a
long
rest.
knowledge
relatively
freely
or
boasting
of
their
ability
to
bind
mortals
to
their
will.
Other
patrons
Thief of Five Fates bestow
their
power
only
grudgingly,
and
might
You
can
cast
bane
once
using
a
warlock
spell
slot.
make
a
pact
with
only
one
warlock.
Warlocks
who
You
cant
do
so
again
until
you
finish
a
long
rest.
serve
the
same
patron
might
view
each
other
as
allies,
siblings,
or
rivals.
Thirsting Blade The Fiend
Prerequisite:
5th
level,
Pact
of
the
Blade
feature
You
have
made
a
pact
with
a
fiend
from
the
lower
You
can
attack
with
your
pact
weapon
twice,
instead
planes
of
existence,
a
being
whose
aims
are
evil,
of
once,
whenever
you
take
the
Attack
action
on
your
even
if
you
strive
against
those
aims.
Such
beings
turn.
desire
the
corruption
or
destruction
of
all
things,
Visions of Distant Realms ultimately
including
you.
Fiends
powerful
enough
to
forge
a
pact
include
demon
lords
such
as
Prerequisite:
15th
level
Demogorgon,
Orcus,
FrazUrb-luu,
and
Baphomet;
You
can
cast
arcane
eye
at
will,
without
expending
a
archdevils
such
as
Asmodeus,
Dispater,
spell
slot.
Mephistopheles,
and
Belial;
pit
fiends
and
balors
that
are
especially
mighty;
and
ultroloths
and
other
lords
Voice of the Chain Master of
the
yugoloths.
Prerequisite:
Pact
of
the
Chain
feature
Expanded Spell List
You
can
communicate
telepathically
with
your
The
Fiend
lets
you
choose
from
an
expanded
list
of
familiar
and
perceive
through
your
familiars
senses
spells
when
you
learn
a
warlock
spell.
The
following
as
long
as
you
are
on
the
same
plane
of
existence.
spells
are
added
to
the
warlock
spell
list
for
you.
Additionally,
while
perceiving
through
your
familiars
senses,
you
can
also
speak
through
your
Fiend
Expanded
Spells
familiar
in
your
own
voice,
even
if
your
familiar
is
Spell
Level
Spells
normally
incapable
of
speech.
1st
burning
hands,
command
2nd
blindness/deafness,
scorching
ray
Whispers of the Grave 3rd
fireball,
stinking
cloud
Prerequisite:
9th
level
4th
fire
shield,
wall
of
fire
5th
flame
strike,
hallow
You
can
cast
speak
with
dead
at
will,
without
expending
a
spell
slot.
Dark Ones Blessing
Witch Sight Starting
at
1st
level,
when
you
reduce
a
hostile
Prerequisite:
15th
level
creature
to
0
hit
points,
you
gain
temporary
hit
points
equal
to
your
Charisma
modifier
+
your
You
can
see
the
true
form
of
any
shapechanger
or
warlock
level
(minimum
of
1).
creature
concealed
by
illusion
or
transmutation
magic
while
the
creature
is
within
30
feet
of
you
and
Dark Ones Own Luck
within
line
of
sight.
Starting
at
6th
level,
you
can
call
on
your
patron
to
alter
fate
in
your
favor.
When
you
make
an
ability
check
or
a
saving
throw,
you
can
use
this
feature
to
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
50
add
a
d10
to
your
roll.
You
can
do
so
after
seeing
the
initial
roll
but
before
any
of
the
rolls
effects
occur.
Once
you
use
this
feature,
you
cant
use
it
again
until
you
finish
a
short
or
long
rest.
Fiendish Resilience
Starting
at
10th
level,
you
can
choose
one
damage
type
when
you
finish
a
short
or
long
rest.
You
gain
resistance
to
that
damage
type
until
you
choose
a
different
one
with
this
feature.
Damage
from
magical
weapons
or
silver
weapons
ignores
this
resistance.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
51
Weapons:
Daggers,
darts,
slings,
quarterstaffs,
light
Wizard crossbows
Tools:
None
Saving
Throws:
Intelligence,
Wisdom
Class Features Skills:
Choose
two
from
Arcana,
History,
Insight,
Investigation,
Medicine,
and
Religion
As
a
wizard,
you
gain
the
following
class
features.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
52
Preparing and Casting Spells Learning Spells of 1st Level and Higher
The
Wizard
table
shows
how
many
spell
slots
you
Each
time
you
gain
a
wizard
level,
you
can
add
two
have
to
cast
your
spells
of
1st
level
and
higher.
To
wizard
spells
of
your
choice
to
your
spellbook
for
cast
one
of
these
spells,
you
must
expend
a
slot
of
free.
Each
of
these
spells
must
be
of
a
level
for
which
the
spells
level
or
higher.
You
regain
all
expended
you
have
spell
slots,
as
shown
on
the
Wizard
table.
spell
slots
when
you
finish
a
long
rest.
On
your
adventures,
you
might
find
other
spells
that
You
prepare
the
list
of
wizard
spells
that
are
you
can
add
to
your
spellbook
(see
the
Your
available
for
you
to
cast.
To
do
so,
choose
a
number
Spellbook
sidebar).
of
wizard
spells
from
your
spellbook
equal
to
your
Intelligence
modifier
+
your
wizard
level
(minimum
Arcane Recovery
of
one
spell).
The
spells
must
be
of
a
level
for
which
You
have
learned
to
regain
some
of
your
magical
you
have
spell
slots.
energy
by
studying
your
spellbook.
Once
per
day
For
example,
if
youre
a
3rd-level
wizard,
you
have
when
you
finish
a
short
rest,
you
can
choose
four
1st-level
and
two
2nd-level
spell
slots.
With
an
expended
spell
slots
to
recover.
The
spell
slots
can
Intelligence
of
16,
your
list
of
prepared
spells
can
have
a
combined
level
that
is
equal
to
or
less
than
include
six
spells
of
1st
or
2nd
level,
in
any
half
your
wizard
level
(rounded
up),
and
none
of
the
combination,
chosen
from
your
spellbook.
If
you
slots
can
be
6th
level
or
higher.
prepare
the
1st-level
spell
magic
missile,
you
can
cast
For
example,
if
youre
a
4th-level
wizard,
you
can
it
using
a
1st-level
or
a
2nd-level
slot.
Casting
the
recover
up
to
two
levels
worth
of
spell
slots.
You
can
spell
doesnt
remove
it
from
your
list
of
prepared
recover
either
a
2nd-level
spell
slot
or
two
1st-level
spells.
spell
slots.
You
can
change
your
list
of
prepared
spells
when
you
finish
a
long
rest.
Preparing
a
new
list
of
wizard
Arcane Tradition
spells
requires
time
spent
studying
your
spellbook
and
memorizing
the
incantations
and
gestures
you
When
you
reach
2nd
level,
you
choose
an
arcane
must
make
to
cast
the
spell:
at
least
1
minute
per
tradition,
shaping
your
practice
of
magic
through
spell
level
for
each
spell
on
your
list.
one
of
eight
schools,
such
as
Evocation.
Your
choice
grants
you
features
at
2nd
level
and
Spellcasting Ability again
at
6th,
10th,
and
14th
level.
Intelligence
is
your
spellcasting
ability
for
your
wizard
spells,
since
you
learn
your
spells
through
Ability Score Improvement
dedicated
study
and
memorization.
You
use
your
When
you
reach
4th
level,
and
again
at
8th,
12th,
Intelligence
whenever
a
spell
refers
to
your
16th,
and
19th
level,
you
can
increase
one
ability
spellcasting
ability.
In
addition,
you
use
your
score
of
your
choice
by
2,
or
you
can
increase
two
Intelligence
modifier
when
setting
the
saving
throw
ability
scores
of
your
choice
by
1.
As
normal,
you
DC
for
a
wizard
spell
you
cast
and
when
making
an
cant
increase
an
ability
score
above
20
using
this
attack
roll
with
one.
feature.
Spell save DC = 8
+
your
proficiency
bonus
+
Spell Mastery
your
Intelligence
modifier
At
18th
level,
you
have
achieved
such
mastery
over
Spell attack modifier = your
proficiency
bonus
+
certain
spells
that
you
can
cast
them
at
will.
Choose
a
1st-level
wizard
spell
and
a
2nd-level
wizard
spell
your
Intelligence
modifier
that
are
in
your
spellbook.
You
can
cast
those
spells
Ritual Casting at
their
lowest
level
without
expending
a
spell
slot
when
you
have
them
prepared.
If
you
want
to
cast
You
can
cast
a
wizard
spell
as
a
ritual
if
that
spell
has
either
spell
at
a
higher
level,
you
must
expend
a
spell
the
ritual
tag
and
you
have
the
spell
in
your
slot
as
normal.
spellbook.
You
dont
need
to
have
the
spell
prepared.
By
spending
8
hours
in
study,
you
can
exchange
Spellcasting Focus one
or
both
of
the
spells
you
chose
for
different
spells
of
the
same
levels.
You
can
use
an
arcane
focus
as
a
spellcasting
focus
for
your
wizard
spells.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
53
Signature Spells number
of
them
equal
to
1
+
the
spells
level.
The
chosen
creatures
automatically
succeed
on
their
When
you
reach
20th
level,
you
gain
mastery
over
saving
throws
against
the
spell,
and
they
take
no
two
powerful
spells
and
can
cast
them
with
little
damage
if
they
would
normally
take
half
damage
on
effort.
Choose
two
3rd-level
wizard
spells
in
your
a
successful
save.
spellbook
as
your
signature
spells.
You
always
have
these
spells
prepared,
they
dont
count
against
the
Potent Cantrip
number
of
spells
you
have
prepared,
and
you
can
Starting
at
6th
level,
your
damaging
cantrips
affect
cast
each
of
them
once
at
3rd
level
without
even
creatures
that
avoid
the
brunt
of
the
effect.
expending
a
spell
slot.
When
you
do
so,
you
cant
do
When
a
creature
succeeds
on
a
saving
throw
against
so
again
until
you
finish
a
short
or
long
rest.
your
cantrip,
the
creature
takes
half
the
cantrips
If
you
want
to
cast
either
spell
at
a
higher
level,
damage
(if
any)
but
suffers
no
additional
effect
from
you
must
expend
a
spell
slot
as
normal.
the
cantrip.
Empowered Evocation
Arcane Traditions Beginning
at
10th
level,
you
can
add
your
The
study
of
wizardry
is
ancient,
stretching
back
to
Intelligence
modifier
to
one
damage
roll
of
any
the
earliest
mortal
discoveries
of
magic.
It
is
firmly
wizard
evocation
spell
you
cast.
established
in
fantasy
gaming
worlds,
with
various
traditions
dedicated
to
its
complex
study.
Overchannel
The
most
common
arcane
traditions
in
the
Starting
at
14th
level,
you
can
increase
the
power
of
multiverse
revolve
around
the
schools
of
magic.
your
simpler
spells.
When
you
cast
a
wizard
spell
of
Wizards
through
the
ages
have
cataloged
thousands
1st
through
5th
level
that
deals
damage,
you
can
deal
of
spells,
grouping
them
into
eight
categories
called
maximum
damage
with
that
spell.
schools.
In
some
places,
these
traditions
are
literally
The
first
time
you
do
so,
you
suffer
no
adverse
schools.
In
other
institutions,
the
schools
are
more
effect.
If
you
use
this
feature
again
before
you
finish
like
academic
departments,
with
rival
faculties
a
long
rest,
you
take
2d12
necrotic
damage
for
each
competing
for
students
and
funding.
Even
wizards
level
of
the
spell,
immediately
after
you
cast
it.
Each
who
train
apprentices
in
the
solitude
of
their
own
time
you
use
this
feature
again
before
finishing
a
towers
use
the
division
of
magic
into
schools
as
a
long
rest,
the
necrotic
damage
per
spell
level
learning
device,
since
the
spells
of
each
school
increases
by
1d12.
This
damage
ignores
resistance
require
mastery
of
different
techniques.
and
immunity.
School of Evocation
You
focus
your
study
on
magic
that
creates
powerful
Your Spellbook
elemental
effects
such
as
bitter
cold,
searing
flame,
The
spells
that
you
add
to
your
spellbook
as
you
gain
levels
rolling
thunder,
crackling
lightning,
and
burning
acid.
reflect
the
arcane
research
you
conduct
on
your
own,
as
well
Some
evokers
find
employment
in
military
forces,
as
intellectual
breakthroughs
you
have
had
about
the
nature
serving
as
artillery
to
blast
enemy
armies
from
afar.
of
the
multiverse.
You
might
find
other
spells
during
your
adventures.
You
could
discover
a
spell
recorded
on
a
scroll
in
Others
use
their
spectacular
power
to
protect
the
an
evil
wizards
chest,
for
example,
or
in
a
dusty
tome
in
an
weak,
while
some
seek
their
own
gain
as
bandits,
ancient
library.
adventurers,
or
aspiring
tyrants.
Copying
a
Spell
into
the
Book.
When
you
find
a
wizard
spell
of
1st
level
or
higher,
you
can
add
it
to
your
spellbook
if
Evocation Savant it
is
of
a
spell
level
you
can
prepare
and
if
you
can
spare
the
Beginning
when
you
select
this
school
at
2nd
level,
time
to
decipher
and
copy
it.
the
gold
and
time
you
must
spend
to
copy
an
Copying
that
spell
into
your
spellbook
involves
reproducing
evocation
spell
into
your
spellbook
is
halved.
the
basic
form
of
the
spell,
then
deciphering
the
unique
system
of
notation
used
by
the
wizard
who
wrote
it.
You
Sculpt Spells must
practice
the
spell
until
you
understand
the
sounds
or
Beginning
at
2nd
level,
you
can
create
pockets
of
gestures
required,
then
transcribe
it
into
your
spellbook
using
relative
safety
within
the
effects
of
your
evocation
your
own
notation.
spells.
When
you
cast
an
evocation
spell
that
affects
For
each
level
of
the
spell,
the
process
takes
2
hours
and
other
creatures
that
you
can
see,
you
can
choose
a
costs
50
gp.
The
cost
represents
material
components
you
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
54
expend
as
you
experiment
with
the
spell
to
master
it,
as
well
as
the
fine
inks
you
need
to
record
it.
Once
you
have
spent
this
time
and
money,
you
can
prepare
the
spell
just
like
your
other
spells.
Replacing
the
Book.
You
can
copy
a
spell
from
your
own
spellbook
into
another
bookfor
example,
if
you
want
to
make
a
backup
copy
of
your
spellbook.
This
is
just
like
copying
a
new
spell
into
your
spellbook,
but
faster
and
easier,
since
you
understand
your
own
notation
and
already
know
how
to
cast
the
spell.
You
need
spend
only
1
hour
and
10
gp
for
each
level
of
the
copied
spell.
If
you
lose
your
spellbook,
you
can
use
the
same
procedure
to
transcribe
the
spells
that
you
have
prepared
into
a
new
spellbook.
Filling
out
the
remainder
of
your
spellbook
requires
you
to
find
new
spells
to
do
so,
as
normal.
For
this
reason,
many
wizards
keep
backup
spellbooks
in
a
safe
place.
The
Books
Appearance.
Your
spellbook
is
a
unique
compilation
of
spells,
with
its
own
decorative
flourishes
and
margin
notes.
It
might
be
a
plain,
functional
leather
volume
that
you
received
as
a
gift
from
your
master,
a
finely
bound
gilt-edged
tome
you
found
in
an
ancient
library,
or
even
a
loose
collection
of
notes
scrounged
together
after
you
lost
your
previous
spellbook
in
a
mishap.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
55
195,000
16
+5
Beyond 1st Level 225,000
265,000
17
18
+6
+6
As
your
character
goes
on
adventures
and
305,000
19
+6
overcomes
challenges,
he
or
she
gains
experience,
355,000
20
+6
represented
by
experience
points.
A
character
who
reaches
a
specified
experience
point
total
advances
in
capability.
This
advancement
is
called
gaining
a
Multiclassing
level.
Multiclassing
allows
you
to
gain
levels
in
multiple
When
your
character
gains
a
level,
his
or
her
class
classes.
Doing
so
lets
you
mix
the
abilities
of
those
often
grants
additional
features,
as
detailed
in
the
classes
to
realize
a
character
concept
that
might
not
class
description.
Some
of
these
features
allow
you
be
reflected
in
one
of
the
standard
class
options.
to
increase
your
ability
scores,
either
increasing
two
With
this
rule,
you
have
the
option
of
gaining
a
scores
by
1
each
or
increasing
one
score
by
2.
You
level
in
a
new
class
whenever
you
advance
in
level,
cant
increase
an
ability
score
above
20.
In
addition,
instead
of
gaining
a
level
in
your
current
class.
Your
every
characters
proficiency
bonus
increases
at
levels
in
all
your
classes
are
added
together
to
certain
levels.
determine
your
character
level.
For
example,
if
you
Each
time
you
gain
a
level,
you
gain
1
additional
have
three
levels
in
wizard
and
two
in
fighter,
youre
Hit
Die.
Roll
that
Hit
Die,
add
your
Constitution
a
5th-level
character.
modifier
to
the
roll,
and
add
the
total
to
your
hit
As
you
advance
in
levels,
you
might
primarily
point
maximum.
Alternatively,
you
can
use
the
fixed
remain
a
member
of
your
original
class
with
just
a
value
shown
in
your
class
entry,
which
is
the
average
few
levels
in
another
class,
or
you
might
change
result
of
the
die
roll
(rounded
up).
course
entirely,
never
looking
back
at
the
class
you
When
your
Constitution
modifier
increases
by
1,
left
behind.
You
might
even
start
progressing
in
a
your
hit
point
maximum
increases
by
1
for
each
level
third
or
fourth
class.
Compared
to
a
single-class
you
have
attained.
For
example,
if
your
7th-level
character
of
the
same
level,
youll
sacrifice
some
fighter
has
a
Constitution
score
of
17,
when
he
focus
in
exchange
for
versatility.
reaches
8th
level,
he
increases
his
Constitution
score
from
17
to
18,
thus
increasing
his
Constitution
Prerequisites
modifier
from
+3
to
+4.
His
hit
point
maximum
then
To
qualify
for
a
new
class,
you
must
meet
the
ability
increases
by
8.
score
prerequisites
for
both
your
current
class
and
The
Character
Advancement
table
summarizes
the
your
new
one,
as
shown
in
the
Multiclassing
XP
you
need
to
advance
in
levels
from
level
1
Prerequisites
table.
For
example,
a
barbarian
who
through
level
20,
and
the
proficiency
bonus
for
a
decides
to
multiclass
into
the
druid
class
must
have
character
of
that
level.
Consult
the
information
in
both
Strength
and
Wisdom
scores
of
13
or
higher.
your
characters
class
description
to
see
what
other
Without
the
full
training
that
a
beginning
character
improvements
you
gain
at
each
level.
receives,
you
must
be
a
quick
study
in
your
new
class,
Character
Advancement
having
a
natural
aptitude
that
is
reflected
by
higher-
than-average
ability
scores.
Experience
Points
Level
Proficiency
Bonus
0
1
+2
Multiclassing
Prerequisites
300
2
+2
Class
Ability
Score
Minimum
900
3
+2
Barbarian
Strength
13
2,700
4
+2
Bard
Charisma
13
6,500
5
+3
Cleric
Wisdom
13
14,000
6
+3
Druid
Wisdom
13
23,000
7
+3
Fighter
Strength
13
or
Dexterity
13
34,000
8
+3
Monk
Dexterity
13
and
Wisdom
13
48,000
9
+4
Paladin
Strength
13
and
Charisma
13
64,000
10
+4
Ranger
Dexterity
13
and
Wisdom
13
85,000
11
+4
Rogue
Dexterity
13
100,000
12
+4
Sorcerer
Charisma
13
120,000
13
+5
Warlock
Charisma
13
140,000
14
+5
Wizard
Intelligence
13
165,000
15
+5
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
56
Paladin
Light
armor,
medium
armor,
shields,
simple
weapons,
martial
weapons
Experience Points Ranger
Light
armor,
medium
armor,
shields,
simple
weapons,
martial
weapons,
one
skill
from
the
The
experience
point
cost
to
gain
a
level
is
always
classs
skill
list
based
on
your
total
character
level,
as
shown
in
the
Rogue
Light
armor,
one
skill
from
the
classs
skill
list,
Character
Advancement
table,
not
your
level
in
a
thieves
tools
particular
class.
So,
if
you
are
a
cleric
6/fighter
1,
you
Sorcerer
must
gain
enough
XP
to
reach
8th
level
before
you
Warlock
Light
armor,
simple
weapons
can
take
your
second
level
as
a
fighter
or
your
Wizard
seventh
level
as
a
cleric.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
57
but
have
the
Spellcasting
feature
from
only
one
class,
Multiclass
Spellcaster:
you
follow
the
rules
as
described
in
that
class.
Spell
Slots
per
Spell
Level
Spells
Known
and
Prepared.
You
determine
what
spells
you
know
and
can
prepare
for
each
class
Lvl.
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1st
2
individually,
as
if
you
were
a
single-classed
member
2nd
3
of
that
class.
If
you
are
a
ranger
4/wizard
3,
for
3rd
4
2
example,
you
know
three
1st-level
ranger
spells
4th
4
3
based
on
your
levels
in
the
ranger
class.
As
3rd-level
5th
4
3
2
wizard,
you
know
three
wizard
cantrips,
and
your
6th
4
3
3
spellbook
contains
ten
wizard
spells,
two
of
which
7th
4
3
3
1
(the
two
you
gained
when
you
reached
3rd
level
as
a
8th
4
3
3
2
wizard)
can
be
2nd-level
spells.
If
your
Intelligence
9th
4
3
3
3
1
is
16,
you
can
prepare
six
wizard
spells
from
your
10th
4
3
3
3
2
spellbook.
11th
4
3
3
3
2
1
Each
spell
you
know
and
prepare
is
associated
12th
4
3
3
3
2
1
with
one
of
your
classes,
and
you
use
the
13th
4
3
3
3
2
1
1
spellcasting
ability
of
that
class
when
you
cast
the
14th
4
3
3
3
2
1
1
spell.
Similarly,
a
spellcasting
focus,
such
as
a
holy
15th
4
3
3
3
2
1
1
1
symbol,
can
be
used
only
for
the
spells
from
the
class
16th
4
3
3
3
2
1
1
1
17th
4
3
3
3
2
1
1
1
1
associated
with
that
focus.
18th
4
3
3
3
3
1
1
1
1
Spell
Slots.
You
determine
your
available
spell
19th
4
3
3
3
3
2
1
1
1
slots
by
adding
together
all
your
levels
in
the
bard,
20th
4
3
3
3
3
2
2
1
1
cleric,
druid,
sorcerer,
and
wizard
classes,
and
half
your
levels
(rounded
down)
in
the
paladin
and
ranger
classes.
Use
this
total
to
determine
your
spell
slots
by
consulting
the
Multiclass
Spellcaster
table.
Alignment
If
you
have
more
than
one
spellcasting
class,
this
A
typical
creature
in
the
game
world
has
an
table
might
give
you
spell
slots
of
a
level
that
is
alignment,
which
broadly
describes
its
moral
and
higher
than
the
spells
you
know
or
can
prepare.
You
personal
attitudes.
Alignment
is
a
combination
of
can
use
those
slots,
but
only
to
cast
your
lower-level
two
factors:
one
identifies
morality
(good,
evil,
or
spells.
If
a
lower-level
spell
that
you
cast,
like
neutral),
and
the
other
describes
attitudes
toward
burning
hands,
has
an
enhanced
effect
when
cast
society
and
order
(lawful,
chaotic,
or
neutral).
Thus,
using
a
higher-level
slot,
you
can
use
the
enhanced
nine
distinct
alignments
define
the
possible
effect,
even
though
you
dont
have
any
spells
of
that
combinations.
higher
level.
These
brief
summaries
of
the
nine
alignments
For
example,
if
you
are
the
aforementioned
ranger
describe
the
typical
behavior
of
a
creature
with
that
4/wizard
3,
you
count
as
a
5th-level
character
when
alignment.
Individuals
might
vary
significantly
from
determining
your
spell
slots:
you
have
four
1st-level
that
typical
behavior,
and
few
people
are
perfectly
slots,
three
2nd-level
slots,
and
two
3rd-level
slots.
and
consistently
faithful
to
the
precepts
of
their
However,
you
dont
know
any
3rd-level
spells,
nor
alignment.
do
you
know
any
2nd-level
ranger
spells.
You
can
Lawful
good
(LG)
creatures
can
be
counted
on
to
use
the
spell
slots
of
those
levels
to
cast
the
spells
do
the
right
thing
as
expected
by
society.
Gold
you
do
knowand
potentially
enhance
their
effects.
dragons,
paladins,
and
most
dwarves
are
lawful
Pact
Magic.
If
you
have
both
the
Spellcasting
class
good.
feature
and
the
Pact
Magic
class
feature
from
the
Neutral
good
(NG)
folk
do
the
best
they
can
to
warlock
class,
you
can
use
the
spell
slots
you
gain
help
others
according
to
their
needs.
Many
celestials,
from
the
Pact
Magic
feature
to
cast
spells
you
know
some
cloud
giants,
and
most
gnomes
are
neutral
or
have
prepared
from
classes
with
the
Spellcasting
good.
class
feature,
and
you
can
use
the
spell
slots
you
gain
Chaotic
good
(CG)
creatures
act
as
their
from
the
Spellcasting
class
feature
to
cast
warlock
conscience
directs,
with
little
regard
for
what
others
spells
you
know.
expect.
Copper
dragons,
many
elves,
and
unicorns
are
chaotic
good.
Not
for
resale.
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granted
to
print
or
photocopy
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document
for
personal
use
only.
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Reference
Document
5.1
58
Lawful
neutral
(LN)
individuals
act
in
accordance
with
law,
tradition,
or
personal
codes.
Many
monks
Languages
and
some
wizards
are
lawful
neutral.
Your
race
indicates
the
languages
your
character
can
Neutral
(N)
is
the
alignment
of
those
who
prefer
speak
by
default,
and
your
background
might
give
to
steer
clear
of
moral
questions
and
dont
take
sides,
you
access
to
one
or
more
additional
languages
of
doing
what
seems
best
at
the
time.
Lizardfolk,
most
your
choice.
Note
these
languages
on
your
character
druids,
and
many
humans
are
neutral.
sheet.
Chaotic
neutral
(CN)
creatures
follow
their
Choose
your
languages
from
the
Standard
whims,
holding
their
personal
freedom
above
all
else.
Languages
table,
or
choose
one
that
is
common
in
Many
barbarians
and
rogues,
and
some
bards,
are
your
campaign.
With
your
GMs
permission,
you
can
chaotic
neutral.
instead
choose
a
language
from
the
Exotic
Lawful
evil
(LE)
creatures
methodically
take
what
Languages
table
or
a
secret
language,
such
as
thieves
they
want,
within
the
limits
of
a
code
of
tradition,
cant
or
the
tongue
of
druids.
loyalty,
or
order.
Devils,
blue
dragons,
and
Some
of
these
languages
are
actually
families
of
hobgoblins
are
lawful
evil.
languages
with
many
dialects.
For
example,
the
Neutral
evil
(NE)
is
the
alignment
of
those
who
Primordial
language
includes
the
Auran,
Aquan,
do
whatever
they
can
get
away
with,
without
Ignan,
and
Terran
dialects,
one
for
each
of
the
four
compassion
or
qualms.
Many
drow,
some
cloud
elemental
planes.
Creatures
that
speak
different
giants,
and
goblins
are
neutral
evil.
dialects
of
the
same
language
can
communicate
with
Chaotic
evil
(CE)
creatures
act
with
arbitrary
one
another.
violence,
spurred
by
their
greed,
hatred,
or
bloodlust.
Demons,
red
dragons,
and
orcs
are
chaotic
evil.
Standard
Languages
Language
Typical
Speakers
Script
Alignment in the Multiverse Common
Humans
Common
For
many
thinking
creatures,
alignment
is
a
moral
Dwarvish
Dwarves
Dwarvish
Elvish
Elves
Elvish
choice.
Humans,
dwarves,
elves,
and
other
humanoid
Giant
Ogres,
giants
Dwarvish
races
can
choose
whether
to
follow
the
paths
of
good
Gnomish
Gnomes
Dwarvish
or
evil,
law
or
chaos.
According
to
myth,
the
good- Goblin
Goblinoids
Dwarvish
aligned
gods
who
created
these
races
gave
them
free
Halfling
Halflings
Common
will
to
choose
their
moral
paths,
knowing
that
good
Orc
Orcs
Dwarvish
without
free
will
is
slavery.
The
evil
deities
who
created
other
races,
though,
Exotic
Languages
made
those
races
to
serve
them.
Those
races
have
strong
inborn
tendencies
that
match
the
nature
of
Language
Typical
Speakers
Script
Abyssal
Demons
Infernal
their
gods.
Most
orcs
share
the
violent,
savage
Celestial
Celestials
Celestial
nature
of
the
orc
gods,
and
are
thus
inclined
toward
Draconic
Dragons,
dragonborn
Draconic
evil.
Even
if
an
orc
chooses
a
good
alignment,
it
Deep
Speech
Aboleths,
cloakers
struggles
against
its
innate
tendencies
for
its
entire
Infernal
Devils
Infernal
life.
(Even
half-orcs
feel
the
lingering
pull
of
the
orc
Primordial
Elementals
Dwarvish
gods
influence.)
Sylvan
Fey
creatures
Elvish
Alignment
is
an
essential
part
of
the
nature
of
Undercommon
Underworld
traders
Elvish
celestials
and
fiends.
A
devil
does
not
choose
to
be
lawful
evil,
and
it
doesnt
tend
toward
lawful
evil,
but
rather
it
is
lawful
evil
in
its
essence.
If
it
Inspiration
somehow
ceased
to
be
lawful
evil,
it
would
cease
to
Inspiration
is
a
rule
the
game
master
can
use
to
be
a
devil.
reward
you
for
playing
your
character
in
a
way
Most
creatures
that
lack
the
capacity
for
rational
thats
true
to
his
or
her
personality
traits,
ideal,
bond,
thought
do
not
have
alignmentsthey
are
and
flaw.
By
using
inspiration,
you
can
draw
on
your
unaligned.
Such
a
creature
is
incapable
of
making
a
personality
trait
of
compassion
for
the
downtrodden
moral
or
ethical
choice
and
acts
according
to
its
to
give
you
an
edge
in
negotiating
with
the
Beggar
bestial
nature.
Sharks
are
savage
predators,
for
Prince.
Or
inspiration
can
let
you
call
on
your
bond
example,
but
they
are
not
evil;
they
have
no
to
the
defense
of
your
home
village
to
push
past
the
alignment.
effect
of
a
spell
that
has
been
laid
on
you.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
59
Gaining Inspiration
In
addition,
most
backgrounds
give
a
character
proficiency
with
one
or
more
tools
(detailed
in
Your
GM
can
choose
to
give
you
inspiration
for
a
Equipment).
variety
of
reasons.
Typically,
GMs
award
it
when
you
If
a
character
would
gain
the
same
proficiency
play
out
your
personality
traits,
give
in
to
the
from
two
different
sources,
he
or
she
can
choose
a
drawbacks
presented
by
a
flaw
or
bond,
and
different
proficiency
of
the
same
kind
(skill
or
tool)
otherwise
portray
your
character
in
a
compelling
instead.
way.
Your
GM
will
tell
you
how
you
can
earn
inspiration
in
the
game.
Languages
You
either
have
inspiration
or
you
dontyou
Some
backgrounds
also
allow
characters
to
learn
cant
stockpile
multiple
inspirations
for
later
use.
additional
languages
beyond
those
given
by
race.
See
Languages.
Using Inspiration
If
you
have
inspiration,
you
can
expend
it
when
you
Equipment
make
an
attack
roll,
saving
throw,
or
ability
check.
Each
background
provides
a
package
of
starting
Spending
your
inspiration
gives
you
advantage
on
equipment.
If
you
use
the
optional
rule
to
spend
coin
that
roll.
on
gear,
you
do
not
receive
the
starting
equipment
Additionally,
if
you
have
inspiration,
you
can
from
your
background.
reward
another
player
for
good
roleplaying,
clever
thinking,
or
simply
doing
something
exciting
in
the
Suggested Characteristics
game.
When
another
player
character
does
A
background
contains
suggested
personal
something
that
really
contributes
to
the
story
in
a
characteristics
based
on
your
background.
You
can
fun
and
interesting
way,
you
can
give
up
your
pick
characteristics,
roll
dice
to
determine
them
inspiration
to
give
that
character
inspiration.
randomly,
or
use
the
suggestions
as
inspiration
for
characteristics
of
your
own
creation.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
60
Choose
a
god,
a
pantheon
of
gods,
or
some
other
3
I
see
omens
in
every
event
and
action.
The
gods
try
quasi-divine
being
from
among
those
listed
in
to
speak
to
us,
we
just
need
to
listen
"Fantasy-Historical
Pantheons"
or
those
specified
by
4
Nothing
can
shake
my
optimistic
attitude.
your
GM,
and
work
with
your
GM
to
detail
the
nature
5
I
quote
(or
misquote)
sacred
texts
and
proverbs
in
of
your
religious
service.
Were
you
a
lesser
almost
every
situation.
6
I
am
tolerant
(or
intolerant)
of
other
faiths
and
functionary
in
a
temple,
raised
from
childhood
to
respect
(or
condemn)
the
worship
of
other
gods.
assist
the
priests
in
the
sacred
rites?
Or
were
you
a
7
Ive
enjoyed
fine
food,
drink,
and
high
society
high
priest
who
suddenly
experienced
a
call
to
serve
among
my
temples
elite.
Rough
living
grates
on
me.
your
god
in
a
different
way?
Perhaps
you
were
the
8
Ive
spent
so
long
in
the
temple
that
I
have
little
leader
of
a
small
cult
outside
of
any
established
practical
experience
dealing
with
people
in
the
temple
structure,
or
even
an
occult
group
that
outside
world.
served
a
fiendish
master
that
you
now
deny.
Skill
Proficiencies:
Insight,
Religion
d6
Ideal
Languages:
Two
of
your
choice
1
Tradition.
The
ancient
traditions
of
worship
and
Equipment:
A
holy
symbol
(a
gift
to
you
when
you
sacrifice
must
be
preserved
and
upheld.
(Lawful)
entered
the
priesthood),
a
prayer
book
or
prayer
2
Charity.
I
always
try
to
help
those
in
need,
no
matter
wheel,
5
sticks
of
incense,
vestments,
a
set
of
what
the
personal
cost.
(Good)
common
clothes,
and
a
pouch
containing
15
gp
3
Change.
We
must
help
bring
about
the
changes
the
gods
are
constantly
working
in
the
world.
(Chaotic)
Feature: Shelter of the Faithful 4
Power.
I
hope
to
one
day
rise
to
the
top
of
my
faiths
As
an
acolyte,
you
command
the
respect
of
those
religious
hierarchy.
(Lawful)
who
share
your
faith,
and
you
can
perform
the
5
Faith.
I
trust
that
my
deity
will
guide
my
actions.
I
religious
ceremonies
of
your
deity.
You
and
your
have
faith
that
if
I
work
hard,
things
will
go
well.
adventuring
companions
can
expect
to
receive
free
(Lawful)
6
Aspiration.
I
seek
to
prove
myself
worthy
of
my
healing
and
care
at
a
temple,
shrine,
or
other
gods
favor
by
matching
my
actions
against
his
or
established
presence
of
your
faith,
though
you
must
her
teachings.
(Any)
provide
any
material
components
needed
for
spells.
Those
who
share
your
religion
will
support
you
(but
only
you)
at
a
modest
lifestyle.
d6
Bond
You
might
also
have
ties
to
a
specific
temple
1
I
would
die
to
recover
an
ancient
relic
of
my
faith
dedicated
to
your
chosen
deity
or
pantheon,
and
you
that
was
lost
long
ago.
have
a
residence
there.
This
could
be
the
temple
2
I
will
someday
get
revenge
on
the
corrupt
temple
where
you
used
to
serve,
if
you
remain
on
good
hierarchy
who
branded
me
a
heretic.
3
I
owe
my
life
to
the
priest
who
took
me
in
when
my
terms
with
it,
or
a
temple
where
you
have
found
a
parents
died.
new
home.
While
near
your
temple,
you
can
call
4
Everything
I
do
is
for
the
common
people.
upon
the
priests
for
assistance,
provided
the
5
I
will
do
anything
to
protect
the
temple
where
I
assistance
you
ask
for
is
not
hazardous
and
you
served.
remain
in
good
standing
with
your
temple.
6
I
seek
to
preserve
a
sacred
text
that
my
enemies
consider
heretical
and
seek
to
destroy.
Suggested Characteristics
Acolytes
are
shaped
by
their
experience
in
temples
or
other
religious
communities.
Their
study
of
the
d6
Flaw
1
I
judge
others
harshly,
and
myself
even
more
history
and
tenets
of
their
faith
and
their
severely.
relationships
to
temples,
shrines,
or
hierarchies
2
I
put
too
much
trust
in
those
who
wield
power
affect
their
mannerisms
and
ideals.
Their
flaws
within
my
temples
hierarchy.
might
be
some
hidden
hypocrisy
or
heretical
idea,
or
3
My
piety
sometimes
leads
me
to
blindly
trust
those
an
ideal
or
bond
taken
to
an
extreme.
that
profess
faith
in
my
god.
d8
Personality
Trait
4
I
am
inflexible
in
my
thinking.
1
I
idolize
a
particular
hero
of
my
faith,
and
constantly
5
I
am
suspicious
of
strangers
and
expect
the
worst
of
refer
to
that
persons
deeds
and
example.
them.
2
I
can
find
common
ground
between
the
fiercest
6
Once
I
pick
a
goal,
I
become
obsessed
with
it
to
the
enemies,
empathizing
with
them
and
always
detriment
of
everything
else
in
my
life.
working
toward
peace.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
61
Arms,
Armor,
and
Other
Equipment.
As
a
general
Equipment rule,
undamaged
weapons,
armor,
and
other
equipment
fetch
half
their
cost
when
sold
in
a
Common
coins
come
in
several
different
market.
Weapons
and
armor
used
by
monsters
are
denominations
based
on
the
relative
worth
of
the
rarely
in
good
enough
condition
to
sell.
metal
from
which
they
are
made.
The
three
most
Magic
Items.
Selling
magic
items
is
problematic.
common
coins
are
the
gold
piece
(gp),
the
silver
Finding
someone
to
buy
a
potion
or
a
scroll
isnt
too
piece
(sp),
and
the
copper
piece
(cp).
hard,
but
other
items
are
out
of
the
realm
of
most
but
With
one
gold
piece,
a
character
can
buy
a
bedroll,
the
wealthiest
nobles.
Likewise,
aside
from
a
few
50
feet
of
good
rope,
or
a
goat.
A
skilled
(but
not
common
magic
items,
you
wont
normally
come
exceptional)
artisan
can
earn
one
gold
piece
a
day.
across
magic
items
or
spells
to
purchase.
The
value
The
gold
piece
is
the
standard
unit
of
measure
for
of
magic
is
far
beyond
simple
gold
and
should
always
wealth,
even
if
the
coin
itself
is
not
commonly
used.
be
treated
as
such.
When
merchants
discuss
deals
that
involve
goods
or
Gems,
Jewelry,
and
Art
Objects.
These
items
services
worth
hundreds
or
thousands
of
gold
pieces,
retain
their
full
value
in
the
marketplace,
and
you
the
transactions
dont
usually
involve
the
exchange
can
either
trade
them
in
for
coin
or
use
them
as
of
individual
coins.
Rather,
the
gold
piece
is
a
currency
for
other
transactions.
For
exceptionally
standard
measure
of
value,
and
the
actual
exchange
valuable
treasures,
the
GM
might
require
you
to
find
is
in
gold
bars,
letters
of
credit,
or
valuable
goods.
a
buyer
in
a
large
town
or
larger
community
first.
One
gold
piece
is
worth
ten
silver
pieces,
the
most
Trade
Goods.
On
the
borderlands,
many
people
prevalent
coin
among
commoners.
A
silver
piece
conduct
transactions
through
barter.
Like
gems
and
buys
a
laborers
work
for
half
a
day,
a
flask
of
lamp
art
objects,
trade
goodsbars
of
iron,
bags
of
salt,
oil,
or
a
nights
rest
in
a
poor
inn.
livestock,
and
so
onretain
their
full
value
in
the
One
silver
piece
is
worth
ten
copper
pieces,
which
market
and
can
be
used
as
currency.
are
common
among
laborers
and
beggars.
A
single
copper
piece
buys
a
candle,
a
torch,
or
a
piece
of
chalk.
Armor
In
addition,
unusual
coins
made
of
other
precious
Fantasy
gaming
worlds
are
a
vast
tapestry
made
up
metals
sometimes
appear
in
treasure
hoards.
The
of
many
different
cultures,
each
with
its
own
electrum
piece
(ep)
and
the
platinum
piece
(pp)
technology
level.
For
this
reason,
adventurers
have
originate
from
fallen
empires
and
lost
kingdoms,
and
access
to
a
variety
of
armor
types,
ranging
from
they
sometimes
arouse
suspicion
and
skepticism
leather
armor
to
chain
mail
to
costly
plate
armor,
when
used
in
transactions.
An
electrum
piece
is
with
several
other
kinds
of
armor
in
between.
The
worth
five
silver
pieces,
and
a
platinum
piece
is
Armor
table
collects
the
most
commonly
available
worth
ten
gold
pieces.
types
of
armor
found
in
the
game
and
separates
A
standard
coin
weighs
about
a
third
of
an
ounce,
them
into
three
categories:
light
armor,
medium
so
fifty
coins
weigh
a
pound.
armor,
and
heavy
armor.
Many
warriors
supplement
their
armor
with
a
shield.
Standard
Exchange
Rates
The
Armor
table
shows
the
cost,
weight,
and
other
Coin
CP
SP
EP
GP
PP
properties
of
the
common
types
of
armor
worn
in
Copper
(cp)
1
1/10
1/50
1/100
1/1,000
fantasy
gaming
worlds.
Silver
(sp)
10
1
1/5
1/10
1/100
Armor
Proficiency.
Anyone
can
put
on
a
suit
of
Electrum
(ep)
50
5
1
1/2
1/20
armor
or
strap
a
shield
to
an
arm.
Only
those
Gold
(gp)
100
10
2
1
1/10
Platinum
(pp)
1,000
100
20
10
1
proficient
in
the
armors
use
know
how
to
wear
it
effectively,
however.
Your
class
gives
you
proficiency
with
certain
types
of
armor.
If
you
wear
armor
that
Selling Treasure you
lack
proficiency
with,
you
have
disadvantage
on
Opportunities
abound
to
find
treasure,
equipment,
any
ability
check,
saving
throw,
or
attack
roll
that
weapons,
armor,
and
more
in
the
dungeons
you
involves
Strength
or
Dexterity,
and
you
cant
cast
explore.
Normally,
you
can
sell
your
treasures
and
spells.
trinkets
when
you
return
to
a
town
or
other
Armor
Class
(AC).
Armor
protects
its
wearer
from
settlement,
provided
that
you
can
find
buyers
and
attacks.
The
armor
(and
shield)
you
wear
merchants
interested
in
your
loot.
determines
your
base
Armor
Class.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
62
Heavy
Armor.
Heavier
armor
interferes
with
the
rings
rubbing
against
one
another
to
be
muffled
by
wearers
ability
to
move
quickly,
stealthily,
and
outer
layers.
freely.
If
the
Armor
table
shows
Str
13
or
Str
15
Scale
Mail.
This
armor
consists
of
a
coat
and
in
the
Strength
column
for
an
armor
type,
the
armor
leggings
(and
perhaps
a
separate
skirt)
of
leather
reduces
the
wearers
speed
by
10
feet
unless
the
covered
with
overlapping
pieces
of
metal,
much
like
wearer
has
a
Strength
score
equal
to
or
higher
than
the
scales
of
a
fish.
The
suit
includes
gauntlets.
the
listed
score.
Breastplate.
This
armor
consists
of
a
fitted
metal
Stealth.
If
the
Armor
table
shows
Disadvantage
chest
piece
worn
with
supple
leather.
Although
it
in
the
Stealth
column,
the
wearer
has
disadvantage
leaves
the
legs
and
arms
relatively
unprotected,
this
on
Dexterity
(Stealth)
checks.
armor
provides
good
protection
for
the
wearers
Shields.
A
shield
is
made
from
wood
or
metal
and
vital
organs
while
leaving
the
wearer
relatively
is
carried
in
one
hand.
Wielding
a
shield
increases
unencumbered.
your
Armor
Class
by
2.
You
can
benefit
from
only
Half
Plate.
Half
plate
consists
of
shaped
metal
one
shield
at
a
time.
plates
that
cover
most
of
the
wearers
body.
It
does
not
include
leg
protection
beyond
simple
greaves
Light Armor that
are
attached
with
leather
straps.
Made
from
supple
and
thin
materials,
light
armor
favors
agile
adventurers
since
it
offers
some
Heavy Armor
protection
without
sacrificing
mobility.
If
you
wear
Of
all
the
armor
categories,
heavy
armor
offers
the
light
armor,
you
add
your
Dexterity
modifier
to
the
best
protection.
These
suits
of
armor
cover
the
base
number
from
your
armor
type
to
determine
entire
body
and
are
designed
to
stop
a
wide
range
of
your
Armor
Class.
attacks.
Only
proficient
warriors
can
manage
their
Padded.
Padded
armor
consists
of
quilted
layers
weight
and
bulk.
of
cloth
and
batting.
Heavy
armor
doesnt
let
you
add
your
Dexterity
Leather.
The
breastplate
and
shoulder
protectors
modifier
to
your
Armor
Class,
but
it
also
doesnt
of
this
armor
are
made
of
leather
that
has
been
penalize
you
if
your
Dexterity
modifier
is
negative.
stiffened
by
being
boiled
in
oil.
The
rest
of
the
armor
Ring
Mail.
This
armor
is
leather
armor
with
heavy
is
made
of
softer
and
more
flexible
materials.
rings
sewn
into
it.
The
rings
help
reinforce
the
armor
Studded
Leather.
Made
from
tough
but
flexible
against
blows
from
swords
and
axes.
Ring
mail
is
leather,
studded
leather
is
reinforced
with
close-set
inferior
to
chain
mail,
and
it's
usually
worn
only
by
rivets
or
spikes.
those
who
cant
afford
better
armor.
Chain
Mail.
Made
of
interlocking
metal
rings,
Medium Armor chain
mail
includes
a
layer
of
quilted
fabric
worn
Medium
armor
offers
more
protection
than
light
underneath
the
mail
to
prevent
chafing
and
to
armor,
but
it
also
impairs
movement
more.
If
you
cushion
the
impact
of
blows.
The
suit
includes
wear
medium
armor,
you
add
your
Dexterity
gauntlets.
modifier,
to
a
maximum
of
+2,
to
the
base
number
Splint.
This
armor
is
made
of
narrow
vertical
from
your
armor
type
to
determine
your
Armor
strips
of
metal
riveted
to
a
backing
of
leather
that
is
Class.
worn
over
cloth
padding.
Flexible
chain
mail
Hide.
This
crude
armor
consists
of
thick
furs
and
protects
the
joints.
pelts.
It
is
commonly
worn
by
barbarian
tribes,
evil
Plate.
Plate
consists
of
shaped,
interlocking
metal
humanoids,
and
other
folk
who
lack
access
to
the
plates
to
cover
the
entire
body.
A
suit
of
plate
tools
and
materials
needed
to
create
better
armor.
includes
gauntlets,
heavy
leather
boots,
a
visored
Chain
Shirt.
Made
of
interlocking
metal
rings,
a
helmet,
and
thick
layers
of
padding
underneath
the
chain
shirt
is
worn
between
layers
of
clothing
or
armor.
Buckles
and
straps
distribute
the
weight
over
leather.
This
armor
offers
modest
protection
to
the
the
body.
wearers
upper
body
and
allows
the
sound
of
the
Armor
Armor
Cost
Armor
Class
(AC)
Strength
Stealth
Weight
Light
Armor
Padded
5
gp
11
+
Dex
modifier
Disadvantage
8
lb.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
63
Leather
10
gp
11
+
Dex
modifier
10
lb.
Studded
leather
45
gp
12
+
Dex
modifier
13
lb.
Medium
Armor
Hide
10
gp
12
+
Dex
modifier
(max
2)
12
lb.
Chain
shirt
50
gp
13
+
Dex
modifier
(max
2)
20
lb.
Scale
mail
50
gp
14
+
Dex
modifier
(max
2)
Disadvantage
45
lb.
Breastplate
400
gp
14
+
Dex
modifier
(max
2)
20
lb.
Half
plate
750
gp
15
+
Dex
modifier
(max
2)
Disadvantage
40
lb.
Heavy
Armor
Ring
mail
30
gp
14
Disadvantage
40
lb.
Chain
mail
75
gp
16
Str
13
Disadvantage
55
lb.
Splint
200
gp
17
Str
15
Disadvantage
60
lb.
Plate
1,500
gp
18
Str
15
Disadvantage
65
lb.
Shield
Shield
10
gp
+2
6
lb.
Getting Into and Out of Armor can
use
simple
weapons
with
proficiency.
These
weapons
include
clubs,
maces,
and
other
weapons
The
time
it
takes
to
don
or
doff
armor
depends
on
often
found
in
the
hands
of
commoners.
Martial
the
armors
category.
weapons,
including
swords,
axes,
and
polearms,
Don.
This
is
the
time
it
takes
to
put
on
armor.
You
require
more
specialized
training
to
use
effectively.
benefit
from
the
armors
AC
only
if
you
take
the
full
Most
warriors
use
martial
weapons
because
these
time
to
don
the
suit
of
armor.
weapons
put
their
fighting
style
and
training
to
best
Doff.
This
is
the
time
it
takes
to
take
off
armor.
If
use.
you
have
help,
reduce
this
time
by
half.
Proficiency
with
a
weapon
allows
you
to
add
your
proficiency
bonus
to
the
attack
roll
for
any
attack
Donning
and
Doffing
Armor
you
make
with
that
weapon.
If
you
make
an
attack
Category
Don
Doff
roll
using
a
weapon
with
which
you
lack
proficiency,
Light
Armor
1
minute
1
minute
you
do
not
add
your
proficiency
bonus
to
the
attack
Medium
Armor
5
minutes
1
minute
roll.
Heavy
Armor
10
minutes
5
minutes
Shield
1
action
1
action
Weapon Properties
Many
weapons
have
special
properties
related
to
Weapons their
use,
as
shown
in
the
Weapons
table.
Your
class
grants
proficiency
in
certain
weapons,
Ammunition.
You
can
use
a
weapon
that
has
the
reflecting
both
the
classs
focus
and
the
tools
you
are
ammunition
property
to
make
a
ranged
attack
only
if
most
likely
to
use.
Whether
you
favor
a
longsword
or
you
have
ammunition
to
fire
from
the
weapon.
Each
a
longbow,
your
weapon
and
your
ability
to
wield
it
time
you
attack
with
the
weapon,
you
expend
one
effectively
can
mean
the
difference
between
life
and
piece
of
ammunition.
Drawing
the
ammunition
from
death
while
adventuring.
a
quiver,
case,
or
other
container
is
part
of
the
attack
The
Weapons
table
shows
the
most
common
(you
need
a
free
hand
to
load
a
one-handed
weapon).
weapons
used
in
the
fantasy
gaming
worlds,
their
At
the
end
of
the
battle,
you
can
recover
half
your
price
and
weight,
the
damage
they
deal
when
they
expended
ammunition
by
taking
a
minute
to
search
hit,
and
any
special
properties
they
possess.
Every
the
battlefield.
weapon
is
classified
as
either
melee
or
ranged.
A
If
you
use
a
weapon
that
has
the
ammunition
melee
weapon
is
used
to
attack
a
target
within
5
property
to
make
a
melee
attack,
you
treat
the
feet
of
you,
whereas
a
ranged
weapon
is
used
to
weapon
as
an
improvised
weapon
(see
Improvised
attack
a
target
at
a
distance.
Weapons
later
in
the
section).
A
sling
must
be
loaded
to
deal
any
damage
when
used
in
this
way.
Weapon Proficiency
Finesse.
When
making
an
attack
with
a
finesse
weapon,
you
use
your
choice
of
your
Strength
or
Your
race,
class,
and
feats
can
grant
you
proficiency
Dexterity
modifier
for
the
attack
and
damage
rolls.
with
certain
weapons
or
categories
of
weapons.
The
You
must
use
the
same
modifier
for
both
rolls.
two
categories
are
simple
and
martial.
Most
people
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
64
Heavy.
Small
creatures
have
disadvantage
on
wield
in
one
or
two
hands,
such
as
broken
glass,
a
attack
rolls
with
heavy
weapons.
A
heavy
weapons
table
leg,
a
frying
pan,
a
wagon
wheel,
or
a
dead
size
and
bulk
make
it
too
large
for
a
Small
creature
goblin.
to
use
effectively.
Often,
an
improvised
weapon
is
similar
to
an
Light.
A
light
weapon
is
small
and
easy
to
handle,
actual
weapon
and
can
be
treated
as
such.
For
making
it
ideal
for
use
when
fighting
with
two
example,
a
table
leg
is
akin
to
a
club.
At
the
GMs
weapons.
option,
a
character
proficient
with
a
weapon
can
use
Loading.
Because
of
the
time
required
to
load
this
a
similar
object
as
if
it
were
that
weapon
and
use
his
weapon,
you
can
fire
only
one
piece
of
ammunition
or
her
proficiency
bonus.
from
it
when
you
use
an
action,
bonus
action,
or
An
object
that
bears
no
resemblance
to
a
weapon
reaction
to
fire
it,
regardless
of
the
number
of
attacks
deals
1d4
damage
(the
GM
assigns
a
damage
type
you
can
normally
make.
appropriate
to
the
object).
If
a
character
uses
a
Range.
A
weapon
that
can
be
used
to
make
a
ranged
weapon
to
make
a
melee
attack,
or
throws
a
ranged
attack
has
a
range
in
parentheses
after
the
melee
weapon
that
does
not
have
the
thrown
ammunition
or
thrown
property.
The
range
lists
two
property,
it
also
deals
1d4
damage.
An
improvised
numbers.
The
first
is
the
weapons
normal
range
in
thrown
weapon
has
a
normal
range
of
20
feet
and
a
feet,
and
the
second
indicates
the
weapons
long
long
range
of
60
feet.
range.
When
attacking
a
target
beyond
normal
range,
you
have
disadvantage
on
the
attack
roll.
You
cant
Silvered Weapons
attack
a
target
beyond
the
weapons
long
range.
Some
monsters
that
have
immunity
or
resistance
to
Reach.
This
weapon
adds
5
feet
to
your
reach
nonmagical
weapons
are
susceptible
to
silver
when
you
attack
with
it,
as
well
as
when
weapons,
so
cautious
adventurers
invest
extra
coin
determining
your
reach
for
opportunity
attacks
with
to
plate
their
weapons
with
silver.
You
can
silver
a
it.
single
weapon
or
ten
pieces
of
ammunition
for
100
Special.
A
weapon
with
the
special
property
has
gp.
This
cost
represents
not
only
the
price
of
the
unusual
rules
governing
its
use,
explained
in
the
silver,
but
the
time
and
expertise
needed
to
add
weapons
description
(see
Special
Weapons
later
silver
to
the
weapon
without
making
it
less
effective.
in
this
section).
Thrown.
If
a
weapon
has
the
thrown
property,
you
Special Weapons
can
throw
the
weapon
to
make
a
ranged
attack.
If
the
Weapons
with
special
rules
are
described
here.
weapon
is
a
melee
weapon,
you
use
the
same
ability
Lance.
You
have
disadvantage
when
you
use
a
modifier
for
that
attack
roll
and
damage
roll
that
you
lance
to
attack
a
target
within
5
feet
of
you.
Also,
a
would
use
for
a
melee
attack
with
the
weapon.
For
lance
requires
two
hands
to
wield
when
you
arent
example,
if
you
throw
a
handaxe,
you
use
your
mounted.
Strength,
but
if
you
throw
a
dagger,
you
can
use
Net.
A
Large
or
smaller
creature
hit
by
a
net
is
either
your
Strength
or
your
Dexterity,
since
the
restrained
until
it
is
freed.
A
net
has
no
effect
on
dagger
has
the
finesse
property.
creatures
that
are
formless,
or
creatures
that
are
Two-Handed.
This
weapon
requires
two
hands
Huge
or
larger.
A
creature
can
use
its
action
to
make
when
you
attack
with
it.
a
DC
10
Strength
check,
freeing
itself
or
another
Versatile.
This
weapon
can
be
used
with
one
or
creature
within
its
reach
on
a
success.
Dealing
5
two
hands.
A
damage
value
in
parentheses
appears
slashing
damage
to
the
net
(AC
10)
also
frees
the
with
the
propertythe
damage
when
the
weapon
is
creature
without
harming
it,
ending
the
effect
and
used
with
two
hands
to
make
a
melee
attack.
destroying
the
net.
When
you
use
an
action,
bonus
action,
or
reaction
Improvised Weapons to
attack
with
a
net,
you
can
make
only
one
attack
Sometimes
characters
dont
have
their
weapons
and
regardless
of
the
number
of
attacks
you
can
have
to
attack
with
whatever
is
at
hand.
An
normally
make.
improvised
weapon
includes
any
object
you
can
Weapons
Name
Cost
Damage
Weight
Properties
Simple
Melee
Weapons
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
65
Club
1
sp
1d4
bludgeoning
2
lb.
Light
Dagger
2
gp
1d4
piercing
1
lb.
Finesse,
light,
thrown
(range
20/60)
Greatclub
2
sp
1d8
bludgeoning
10
lb.
Two-handed
Handaxe
5
gp
1d6
slashing
2
lb.
Light,
thrown
(range
20/60)
Javelin
5
sp
1d6
piercing
2
lb.
Thrown
(range
30/120)
Light
hammer
2
gp
1d4
bludgeoning
2
lb.
Light,
thrown
(range
20/60)
Mace
5
gp
1d6
bludgeoning
4
lb.
Quarterstaff
2
sp
1d6
bludgeoning
4
lb.
Versatile
(1d8)
Sickle
1
gp
1d4
slashing
2
lb.
Light
Spear
1
gp
1d6
piercing
3
lb.
Thrown
(range
20/60),
versatile
(1d8)
Simple
Ranged
Weapons
Crossbow,
light
25
gp
1d8
piercing
5
lb.
Ammunition
(range
80/320),
loading,
two-handed
Dart
5
cp
1d4
piercing
1/4
lb.
Finesse,
thrown
(range
20/60)
Shortbow
25
gp
1d6
piercing
2
lb.
Ammunition
(range
80/320),
two-handed
Sling
1
sp
1d4
bludgeoning
Ammunition
(range
30/120)
Martial
Melee
Weapons
Battleaxe
10
gp
1d8
slashing
4
lb.
Versatile
(1d10)
Flail
10
gp
1d8
bludgeoning
2
lb.
Glaive
20
gp
1d10
slashing
6
lb.
Heavy,
reach,
two-handed
Greataxe
30
gp
1d12
slashing
7
lb.
Heavy,
two-handed
Greatsword
50
gp
2d6
slashing
6
lb.
Heavy,
two-handed
Halberd
20
gp
1d10
slashing
6
lb.
Heavy,
reach,
two-handed
Lance
10
gp
1d12
piercing
6
lb.
Reach,
special
Longsword
15
gp
1d8
slashing
3
lb.
Versatile
(1d10)
Maul
10
gp
2d6
bludgeoning
10
lb.
Heavy,
two-handed
Morningstar
15
gp
1d8
piercing
4
lb.
Pike
5
gp
1d10
piercing
18
lb.
Heavy,
reach,
two-handed
Rapier
25
gp
1d8
piercing
2
lb.
Finesse
Scimitar
25
gp
1d6
slashing
3
lb.
Finesse,
light
Shortsword
10
gp
1d6
piercing
2
lb.
Finesse,
light
Trident
5
gp
1d6
piercing
4
lb.
Thrown
(range
20/60),
versatile
(1d8)
War
pick
5
gp
1d8
piercing
2
lb.
Warhammer
15
gp
1d8
bludgeoning
2
lb.
Versatile
(1d10)
Whip
2
gp
1d4
slashing
3
lb.
Finesse,
reach
Martial
Ranged
Weapons
Blowgun
10
gp
1
piercing
1
lb.
Ammunition
(range
25/100),
loading
Crossbow,
hand
75
gp
1d6
piercing
3
lb.
Ammunition
(range
30/120),
light,
loading
Crossbow,
heavy
50
gp
1d10
piercing
18
lb.
Ammunition
(range
100/400),
heavy,
loading,
two-handed
Longbow
50
gp
1d8
piercing
2
lb.
Ammunition
(range
150/600),
heavy,
two-handed
Net
1
gp
3
lb.
Special,
thrown
(range
5/15)
ranged
attack
against
a
creature
or
object,
treating
the
alchemist's
fire
as
an
improvised
weapon.
On
a
Adventuring Gear hit,
the
target
takes
1d4
fire
damage
at
the
start
of
This
section
describes
items
that
have
special
rules
each
of
its
turns.
A
creature
can
end
this
damage
by
or
require
further
explanation.
using
its
action
to
make
a
DC
10
Dexterity
check
to
Acid.
As
an
action,
you
can
splash
the
contents
of
extinguish
the
flames.
this
vial
onto
a
creature
within
5
feet
of
you
or
throw
Antitoxin.
A
creature
that
drinks
this
vial
of
liquid
the
vial
up
to
20
feet,
shattering
it
on
impact.
In
gains
advantage
on
saving
throws
against
poison
for
either
case,
make
a
ranged
attack
against
a
creature
1
hour.
It
confers
no
benefit
to
undead
or
constructs.
or
object,
treating
the
acid
as
an
improvised
weapon.
Arcane
Focus.
An
arcane
focus
is
a
special
item
On
a
hit,
the
target
takes
2d6
acid
damage.
an
orb,
a
crystal,
a
rod,
a
specially
constructed
staff,
a
Alchemists
Fire.
This
sticky,
adhesive
fluid
ignites
wand-like
length
of
wood,
or
some
similar
item
when
exposed
to
air.
As
an
action,
you
can
throw
this
designed
to
channel
the
power
of
arcane
spells.
A
flask
up
to
20
feet,
shattering
it
on
impact.
Make
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
66
sorcerer,
warlock,
or
wizard
can
use
such
an
item
as
Druidic
Focus.
A
druidic
focus
might
be
a
sprig
of
a
spellcasting
focus.
mistletoe
or
holly,
a
wand
or
scepter
made
of
yew
or
Ball
Bearings.
As
an
action,
you
can
spill
these
another
special
wood,
a
staff
drawn
whole
out
of
a
tiny
metal
balls
from
their
pouch
to
cover
a
level,
living
tree,
or
a
totem
object
incorporating
feathers,
square
area
that
is
10
feet
on
a
side.
A
creature
fur,
bones,
and
teeth
from
sacred
animals.
A
druid
moving
across
the
covered
area
must
succeed
on
a
can
use
such
an
object
as
a
spellcasting
focus.
DC
10
Dexterity
saving
throw
or
fall
prone.
A
Fishing
Tackle.
This
kit
includes
a
wooden
rod,
creature
moving
through
the
area
at
half
speed
silken
line,
corkwood
bobbers,
steel
hooks,
lead
doesnt
need
to
make
the
save.
sinkers,
velvet
lures,
and
narrow
netting.
Block
and
Tackle.
A
set
of
pulleys
with
a
cable
Healers
Kit.
This
kit
is
a
leather
pouch
containing
threaded
through
them
and
a
hook
to
attach
to
bandages,
salves,
and
splints.
The
kit
has
ten
uses.
As
objects,
a
block
and
tackle
allows
you
to
hoist
up
to
an
action,
you
can
expend
one
use
of
the
kit
to
four
times
the
weight
you
can
normally
lift.
stabilize
a
creature
that
has
0
hit
points,
without
Book.
A
book
might
contain
poetry,
historical
needing
to
make
a
Wisdom
(Medicine)
check.
accounts,
information
pertaining
to
a
particular
field
Holy
Symbol.
A
holy
symbol
is
a
representation
of
of
lore,
diagrams
and
notes
on
gnomish
contraptions,
a
god
or
pantheon.
It
might
be
an
amulet
depicting
a
or
just
about
anything
else
that
can
be
represented
symbol
representing
a
deity,
the
same
symbol
using
text
or
pictures.
A
book
of
spells
is
a
spellbook
carefully
engraved
or
inlaid
as
an
emblem
on
a
(described
later
in
this
section).
shield,
or
a
tiny
box
holding
a
fragment
of
a
sacred
Caltrops.
As
an
action,
you
can
spread
a
bag
of
relic.
Appendix
PH-B
"Fantasy-Historical
Pantheons"
caltrops
to
cover
a
square
area
that
is
5
feet
on
a
side.
lists
the
symbols
commonly
associated
with
many
Any
creature
that
enters
the
area
must
succeed
on
a
gods
in
the
multiverse.
A
cleric
or
paladin
can
use
a
DC
15
Dexterity
saving
throw
or
stop
moving
this
holy
symbol
as
a
spellcasting
focus.
To
use
the
turn
and
take
1
piercing
damage.
Taking
this
damage
symbol
in
this
way,
the
caster
must
hold
it
in
hand,
reduces
the
creatures
walking
speed
by
10
feet
until
wear
it
visibly,
or
bear
it
on
a
shield.
the
creature
regains
at
least
1
hit
point.
A
creature
Holy
Water.
As
an
action,
you
can
splash
the
moving
through
the
area
at
half
speed
doesnt
need
contents
of
this
flask
onto
a
creature
within
5
feet
of
to
make
the
save.
you
or
throw
it
up
to
20
feet,
shattering
it
on
impact.
Candle.
For
1
hour,
a
candle
sheds
bright
light
in
a
In
either
case,
make
a
ranged
attack
against
a
target
5-foot
radius
and
dim
light
for
an
additional
5
feet.
creature,
treating
the
holy
water
as
an
improvised
Case,
Crossbow
Bolt.
This
wooden
case
can
hold
weapon.
If
the
target
is
a
fiend
or
undead,
it
takes
up
to
twenty
crossbow
bolts.
2d6
radiant
damage.
Case,
Map
or
Scroll.
This
cylindrical
leather
case
A
cleric
or
paladin
may
create
holy
water
by
can
hold
up
to
ten
rolled-up
sheets
of
paper
or
five
performing
a
special
ritual.
The
ritual
takes
1
hour
to
rolled-up
sheets
of
parchment.
perform,
uses
25
gp
worth
of
powdered
silver,
and
Chain.
A
chain
has
10
hit
points.
It
can
be
burst
requires
the
caster
to
expend
a
1st-level
spell
slot.
with
a
successful
DC
20
Strength
check.
Hunting
Trap.
When
you
use
your
action
to
set
it,
Climbers
Kit.
A
climbers
kit
includes
special
this
trap
forms
a
saw-toothed
steel
ring
that
snaps
pitons,
boot
tips,
gloves,
and
a
harness.
You
can
use
shut
when
a
creature
steps
on
a
pressure
plate
in
the
the
climbers
kit
as
an
action
to
anchor
yourself;
center.
The
trap
is
affixed
by
a
heavy
chain
to
an
when
you
do,
you
cant
fall
more
than
25
feet
from
immobile
object,
such
as
a
tree
or
a
spike
driven
into
the
point
where
you
anchored
yourself,
and
you
the
ground.
A
creature
that
steps
on
the
plate
must
cant
climb
more
than
25
feet
away
from
that
point
succeed
on
a
DC
13
Dexterity
saving
throw
or
take
without
undoing
the
anchor.
1d4
piercing
damage
and
stop
moving.
Thereafter,
Component
Pouch.
A
component
pouch
is
a
small,
until
the
creature
breaks
free
of
the
trap,
its
watertight
leather
belt
pouch
that
has
compartments
movement
is
limited
by
the
length
of
the
chain
to
hold
all
the
material
components
and
other
(typically
3
feet
long).
A
creature
can
use
its
action
special
items
you
need
to
cast
your
spells,
except
for
to
make
a
DC
13
Strength
check,
freeing
itself
or
those
components
that
have
a
specific
cost
(as
another
creature
within
its
reach
on
a
success.
Each
indicated
in
a
spell's
description).
failed
check
deals
1
piercing
damage
to
the
trapped
Crowbar.
Using
a
crowbar
grants
advantage
to
creature.
Strength
checks
where
the
crowbars
leverage
can
be
applied.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
67
Lamp.
A
lamp
casts
bright
light
in
a
15-foot
radius
Poison,
Basic.
You
can
use
the
poison
in
this
vial
and
dim
light
for
an
additional
30
feet.
Once
lit,
it
to
coat
one
slashing
or
piercing
weapon
or
up
to
burns
for
6
hours
on
a
flask
(1
pint)
of
oil.
three
pieces
of
ammunition.
Applying
the
poison
Lantern,
Bullseye.
A
bullseye
lantern
casts
bright
takes
an
action.
A
creature
hit
by
the
poisoned
light
in
a
60-foot
cone
and
dim
light
for
an
additional
weapon
or
ammunition
must
make
a
DC
10
60
feet.
Once
lit,
it
burns
for
6
hours
on
a
flask
(1
Constitution
saving
throw
or
take
1d4
poison
pint)
of
oil.
damage.
Once
applied,
the
poison
retains
potency
for
Lantern,
Hooded.
A
hooded
lantern
casts
bright
1
minute
before
drying.
light
in
a
30-foot
radius
and
dim
light
for
an
Potion
of
Healing.
A
character
who
drinks
the
additional
30
feet.
Once
lit,
it
burns
for
6
hours
on
a
magical
red
fluid
in
this
vial
regains
2d4
+
2
hit
flask
(1
pint)
of
oil.
As
an
action,
you
can
lower
the
points.
Drinking
or
administering
a
potion
takes
an
hood,
reducing
the
light
to
dim
light
in
a
5-foot
action.
radius.
Pouch.
A
cloth
or
leather
pouch
can
hold
up
to
20
Lock.
A
key
is
provided
with
the
lock.
Without
the
sling
bullets
or
50
blowgun
needles,
among
other
key,
a
creature
proficient
with
thieves
tools
can
pick
things.
A
compartmentalized
pouch
for
holding
spell
this
lock
with
a
successful
DC
15
Dexterity
check.
components
is
called
a
component
pouch
(described
Your
GM
may
decide
that
better
locks
are
available
earlier
in
this
section).
for
higher
prices.
Quiver.
A
quiver
can
hold
up
to
20
arrows.
Magnifying
Glass.
This
lens
allows
a
closer
look
at
Ram,
Portable.
You
can
use
a
portable
ram
to
small
objects.
It
is
also
useful
as
a
substitute
for
flint
break
down
doors.
When
doing
so,
you
gain
a
+4
and
steel
when
starting
fires.
Lighting
a
fire
with
a
bonus
on
the
Strength
check.
One
other
character
magnifying
glass
requires
light
as
bright
as
sunlight
can
help
you
use
the
ram,
giving
you
advantage
on
to
focus,
tinder
to
ignite,
and
about
5
minutes
for
the
this
check.
fire
to
ignite.
A
magnifying
glass
grants
advantage
on
Rations.
Rations
consist
of
dry
foods
suitable
for
any
ability
check
made
to
appraise
or
inspect
an
extended
travel,
including
jerky,
dried
fruit,
hardtack,
item
that
is
small
or
highly
detailed.
and
nuts.
Manacles.
These
metal
restraints
can
bind
a
Small
Rope.
Rope,
whether
made
of
hemp
or
silk,
has
2
or
Medium
creature.
Escaping
the
manacles
requires
hit
points
and
can
be
burst
with
a
DC
17
Strength
a
successful
DC
20
Dexterity
check.
Breaking
them
check.
requires
a
successful
DC
20
Strength
check.
Each
set
Scale,
Merchants.
A
scale
includes
a
small
of
manacles
comes
with
one
key.
Without
the
key,
a
balance,
pans,
and
a
suitable
assortment
of
weights
creature
proficient
with
thieves
tools
can
pick
the
up
to
2
pounds.
With
it,
you
can
measure
the
exact
manacles
lock
with
a
successful
DC
15
Dexterity
weight
of
small
objects,
such
as
raw
precious
metals
check.
Manacles
have
15
hit
points.
or
trade
goods,
to
help
determine
their
worth.
Mess
Kit.
This
tin
box
contains
a
cup
and
simple
Spellbook.
Essential
for
wizards,
a
spellbook
is
a
cutlery.
The
box
clamps
together,
and
one
side
can
leather-bound
tome
with
100
blank
vellum
pages
be
used
as
a
cooking
pan
and
the
other
as
a
plate
or
suitable
for
recording
spells.
shallow
bowl.
Spyglass.
Objects
viewed
through
a
spyglass
are
Oil.
Oil
usually
comes
in
a
clay
flask
that
holds
1
magnified
to
twice
their
size.
pint.
As
an
action,
you
can
splash
the
oil
in
this
flask
Tent.
A
simple
and
portable
canvas
shelter,
a
tent
onto
a
creature
within
5
feet
of
you
or
throw
it
up
to
sleeps
two.
20
feet,
shattering
it
on
impact.
Make
a
ranged
attack
Tinderbox.
This
small
container
holds
flint,
fire
against
a
target
creature
or
object,
treating
the
oil
as
steel,
and
tinder
(usually
dry
cloth
soaked
in
light
an
improvised
weapon.
On
a
hit,
the
target
is
oil)
used
to
kindle
a
fire.
Using
it
to
light
a
torchor
covered
in
oil.
If
the
target
takes
any
fire
damage
anything
else
with
abundant,
exposed
fueltakes
an
before
the
oil
dries
(after
1
minute),
the
target
takes
action.
Lighting
any
other
fire
takes
1
minute.
an
additional
5
fire
damage
from
the
burning
oil.
You
Torch.
A
torch
burns
for
1
hour,
providing
bright
can
also
pour
a
flask
of
oil
on
the
ground
to
cover
a
light
in
a
20-foot
radius
and
dim
light
for
an
5-foot-square
area,
provided
that
the
surface
is
level.
additional
20
feet.
If
you
make
a
melee
attack
with
a
If
lit,
the
oil
burns
for
2
rounds
and
deals
5
fire
burning
torch
and
hit,
it
deals
1
fire
damage.
damage
to
any
creature
that
enters
the
area
or
ends
its
turn
in
the
area.
A
creature
can
take
this
damage
Adventuring
Gear
only
once
per
turn.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
68
Item
Cost
Weight
Hourglass
25
gp
1
lb.
Abacus
2
gp
2
lb.
Hunting
trap
5
gp
25
lb.
Acid
(vial)
25
gp
1
lb.
Ink
(1
ounce
bottle)
10
gp
Alchemists
fire
(flask)
50
gp
1
lb.
Ink
pen
2
cp
Ammunition
Jug
or
pitcher
2
cp
4
lb.
Arrows
(20)
1
gp
1
lb.
Ladder
(10-foot)
1
sp
25
lb.
Blowgun
needles
(50)
1
gp
1
lb.
Lamp
5
sp
1
lb.
Crossbow
bolts
(20)
1
gp
1
lb.
Lantern,
bullseye
10
gp
2
lb.
Sling
bullets
(20)
4
cp
1
lb.
Lantern,
hooded
5
gp
2
lb.
Antitoxin
(vial)
50
gp
Lock
10
gp
1
lb.
Arcane
focus
Magnifying
glass
100
gp
Crystal
10
gp
1
lb.
Manacles
2
gp
6
lb.
Orb
20
gp
3
lb.
Mess
kit
2
sp
1
lb.
Rod
10
gp
2
lb.
Mirror,
steel
5
gp
1/2
lb.
Staff
5
gp
4
lb.
Oil
(flask)
1
sp
1
lb.
Wand
10
gp
1
lb.
Paper
(one
sheet)
2
sp
Backpack
2
gp
5
lb.
Parchment
(one
sheet)
1
sp
Ball
bearings
(bag
of
1,000)
1
gp
2
lb.
Perfume
(vial)
5
gp
Barrel
2
gp
70
lb.
Pick,
miners
2
gp
10
lb.
Basket
4
sp
2
lb.
Piton
5
cp
1/4
lb.
Bedroll
1
gp
7
lb.
Poison,
basic
(vial)
100
gp
Bell
1
gp
Pole
(10-foot)
5
cp
7
lb.
Blanket
5
sp
3
lb.
Pot,
iron
2
gp
10
lb.
Block
and
tackle
1
gp
5
lb.
Potion
of
healing
50
gp
1/2
lb.
Book
25
gp
5
lb.
Pouch
5
sp
1
lb.
Bottle,
glass
2
gp
2
lb.
Quiver
1
gp
1
lb.
Bucket
5
cp
2
lb.
Ram,
portable
4
gp
35
lb.
Caltrops
(bag
of
20)
1
gp
2
lb.
Rations
(1
day)
5
sp
2
lb.
Candle
1
cp
Robes
1
gp
4
lb.
Case,
crossbow
bolt
1
gp
1
lb.
Rope,
hempen
(50
feet)
1
gp
10
lb.
Case,
map
or
scroll
1
gp
1
lb.
Rope,
silk
(50
feet)
10
gp
5
lb.
Chain
(10
feet)
5
gp
10
lb.
Sack
1
cp
1/2
lb.
Chalk
(1
piece)
1
cp
Scale,
merchants
5
gp
3
lb.
Chest
5
gp
25
lb.
Sealing
wax
5
sp
Climbers
kit
25
gp
12
lb.
Shovel
2
gp
5
lb.
Clothes,
common
5
sp
3
lb.
Signal
whistle
5
cp
Clothes,
costume
5
gp
4
lb.
Signet
ring
5
gp
Clothes,
fine
15
gp
6
lb.
Soap
2
cp
Clothes,
travelers
2
gp
4
lb.
Spellbook
50
gp
3
lb.
Component
pouch
25
gp
2
lb.
Spikes,
iron
(10)
1
gp
5
lb.
Crowbar
2
gp
5
lb.
Spyglass
1,000
gp
1
lb.
Druidic
focus
Tent,
two-person
2
gp
20
lb.
Sprig
of
mistletoe
1
gp
Tinderbox
5
sp
1
lb.
Totem
1
gp
Torch
1
cp
1
lb.
Wooden
staff
5
gp
4
lb.
Vial
1
gp
Yew
wand
10
gp
1
lb.
Waterskin
2
sp
5
lb.
(full)
Fishing
tackle
1
gp
4
lb.
Whetstone
1
cp
1
lb.
Flask
or
tankard
2
cp
1
lb.
Grappling
hook
2
gp
4
lb.
Container
Capacity
Hammer
1
gp
3
lb.
Container
Capacity
Hammer,
sledge
2
gp
10
lb.
Backpack*
1
cubic
foot/30
pounds
of
gear
Healers
kit
5
gp
3
lb.
Barrel
40
gallons
liquid,
4
cubic
feet
solid
Holy
symbol
Basket
2
cubic
feet/40
pounds
of
gear
Amulet
5
gp
1
lb.
Bottle
1
pints
liquid
Emblem
5
gp
Bucket
3
gallons
liquid,
1/2
cubic
foot
solid
Reliquary
5
gp
2
lb.
Chest
12
cubic
feet/300
pounds
of
gear
Holy
water
(flask)
25
gp
1
lb.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
69
Flask
or
tankard
1
pint
liquid
might
ask
you
to
make
a
Dexterity
check
to
carve
a
Jug
or
pitcher
1
gallon
liquid
fine
detail
with
your
woodcarvers
tools,
or
a
Pot,
iron
1
gallon
liquid
Strength
check
to
make
something
out
of
Pouch
1/5
cubic
foot/6
pounds
of
gear
particularly
hard
wood.
Sack
1
cubic
foot/30
pounds
of
gear
Vial
4
ounces
liquid
Tools
Waterskin
4
pints
liquid
Item
Cost
Weight
*
You
can
also
strap
items,
such
as
a
bedroll
or
a
coil
of
rope,
Artisans
tools
to
the
outside
of
a
backpack.
Alchemists
supplies
50
gp
8
lb.
Brewers
supplies
20
gp
9
lb.
Calligrapher's
supplies
10
gp
5
lb.
Equipment Packs
Carpenters
tools
8
gp
6
lb.
The
starting
equipment
you
get
from
your
class
includes
a
Cartographers
tools
15
gp
6
lb.
collection
of
useful
adventuring
gear,
put
together
in
a
pack.
Cobblers
tools
5
gp
5
lb.
The
contents
of
these
packs
are
listed
here.
If
you
are
buying
Cooks
utensils
1
gp
8
lb.
your
starting
equipment,
you
can
purchase
a
pack
for
the
Glassblowers
tools
30
gp
5
lb.
price
shown,
which
might
be
cheaper
than
buying
the
items
Jewelers
tools
25
gp
2
lb.
individually.
Leatherworkers
tools
5
gp
5
lb.
Burglars
Pack
(16
gp).
Includes
a
backpack,
a
bag
of
1,000
Masons
tools
10
gp
8
lb.
ball
bearings,
10
feet
of
string,
a
bell,
5
candles,
a
crowbar,
a
Painters
supplies
10
gp
5
lb.
hammer,
10
pitons,
a
hooded
lantern,
2
flasks
of
oil,
5
days
Potters
tools
10
gp
3
lb.
rations,
a
tinderbox,
and
a
waterskin.
The
pack
also
has
50
Smiths
tools
20
gp
8
lb.
feet
of
hempen
rope
strapped
to
the
side
of
it.
Tinkers
tools
50
gp
10
lb.
Diplomats
Pack
(39
gp).
Includes
a
chest,
2
cases
for
maps
Weavers
tools
1
gp
5
lb.
and
scrolls,
a
set
of
fine
clothes,
a
bottle
of
ink,
an
ink
pen,
a
Woodcarvers
tools
1
gp
5
lb.
lamp,
2
flasks
of
oil,
5
sheets
of
paper,
a
vial
of
perfume,
Disguise
kit
25
gp
3
lb.
sealing
wax,
and
soap.
Forgery
kit
15
gp
5
lb.
Dungeoneers
Pack
(12
gp).
Includes
a
backpack,
a
Gaming
set
crowbar,
a
hammer,
10
pitons,
10
torches,
a
tinderbox,
10
Dice
set
1
sp
days
of
rations,
and
a
waterskin.
The
pack
also
has
50
feet
of
Playing
card
set
5
sp
hempen
rope
strapped
to
the
side
of
it.
Herbalism
kit
5
gp
3
lb.
Entertainers
Pack
(40
gp).
Includes
a
backpack,
a
bedroll,
Musical
instrument
2
costumes,
5
candles,
5
days
of
rations,
a
waterskin,
and
a
Bagpipes
30
gp
6
lb.
disguise
kit.
Drum
6
gp
3
lb.
Explorers
Pack
(10
gp).
Includes
a
backpack,
a
bedroll,
a
Dulcimer
25
gp
10
lb.
mess
kit,
a
tinderbox,
10
torches,
10
days
of
rations,
and
a
Flute
2
gp
1
lb.
waterskin.
The
pack
also
has
50
feet
of
hempen
rope
Lute
35
gp
2
lb.
strapped
to
the
side
of
it.
Lyre
30
gp
2
lb.
Priests
Pack
(19
gp).
Includes
a
backpack,
a
blanket,
10
Horn
3
gp
2
lb.
candles,
a
tinderbox,
an
alms
box,
2
blocks
of
incense,
a
Pan
flute
12
gp
2
lb.
censer,
vestments,
2
days
of
rations,
and
a
waterskin.
Shawm
2
gp
1
lb.
Scholars
Pack
(40
gp).
Includes
a
backpack,
a
book
of
lore,
Viol
30
gp
1
lb.
a
bottle
of
ink,
an
ink
pen,
10
sheets
of
parchment,
a
little
Navigators
tools
25
gp
2
lb.
bag
of
sand,
and
a
small
knife.
Poisoners
kit
50
gp
2
lb.
Thieves
tools
25
gp
1
lb.
Vehicles
(land
or
water)
*
*
Tools *
See
the
Mounts
and
Vehicles
section.
A
tool
helps
you
to
do
something
you
couldn't
otherwise
do,
such
as
craft
or
repair
an
item,
forge
a
Artisans
Tools.
These
special
tools
include
the
document,
or
pick
a
lock.
Your
race,
class,
items
needed
to
pursue
a
craft
or
trade.
The
table
background,
or
feats
give
you
proficiency
with
shows
examples
of
the
most
common
types
of
tools,
certain
tools.
Proficiency
with
a
tool
allows
you
to
each
providing
items
related
to
a
single
craft.
add
your
proficiency
bonus
to
any
ability
check
you
Proficiency
with
a
set
of
artisans
tools
lets
you
add
make
using
that
tool.
Tool
use
is
not
tied
to
a
single
your
proficiency
bonus
to
any
ability
checks
you
ability,
since
proficiency
with
a
tool
represents
make
using
the
tools
in
your
craft.
Each
type
of
broader
knowledge
of
its
use.
For
example,
the
GM
artisans
tools
requires
a
separate
proficiency.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
70
Disguise
Kit.
This
pouch
of
cosmetics,
hair
dye,
add
your
proficiency
bonus
to
any
ability
checks
you
and
small
props
lets
you
create
disguises
that
change
make
to
disarm
traps
or
open
locks.
your
physical
appearance.
Proficiency
with
this
kit
lets
you
add
your
proficiency
bonus
to
any
ability
checks
you
make
to
create
a
visual
disguise.
Mounts and Vehicles
Forgery
Kit.
This
small
box
contains
a
variety
of
A
good
mount
can
help
you
move
more
quickly
papers
and
parchments,
pens
and
inks,
seals
and
through
the
wilderness,
but
its
primary
purpose
is
to
sealing
wax,
gold
and
silver
leaf,
and
other
supplies
carry
the
gear
that
would
otherwise
slow
you
down.
necessary
to
create
convincing
forgeries
of
physical
The
Mounts
and
Other
Animals
table
shows
each
documents.
Proficiency
with
this
kit
lets
you
add
animals
speed
and
base
carrying
capacity.
your
proficiency
bonus
to
any
ability
checks
you
An
animal
pulling
a
carriage,
cart,
chariot,
sled,
or
make
to
create
a
physical
forgery
of
a
document.
wagon
can
move
weight
up
to
five
times
its
base
Gaming
Set.
This
item
encompasses
a
wide
range
carrying
capacity,
including
the
weight
of
the
vehicle.
of
game
pieces,
including
dice
and
decks
of
cards
(for
If
multiple
animals
pull
the
same
vehicle,
they
can
games
such
as
Three-Dragon
Ante).
A
few
common
add
their
carrying
capacity
together.
examples
appear
on
the
Tools
table,
but
other
kinds
Mounts
other
than
those
listed
here
are
available
of
gaming
sets
exist.
If
you
are
proficient
with
a
in
fantasy
gaming
worlds,
but
they
are
rare
and
not
gaming
set,
you
can
add
your
proficiency
bonus
to
normally
available
for
purchase.
These
include
flying
ability
checks
you
make
to
play
a
game
with
that
set.
mounts
(pegasi,
griffons,
hippogriffs,
and
similar
Each
type
of
gaming
set
requires
a
separate
animals)
and
even
aquatic
mounts
(giant
sea
horses,
proficiency.
for
example).
Acquiring
such
a
mount
often
means
Herbalism
Kit.
This
kit
contains
a
variety
of
securing
an
egg
and
raising
the
creature
yourself,
instruments
such
as
clippers,
mortar
and
pestle,
and
making
a
bargain
with
a
powerful
entity,
or
pouches
and
vials
used
by
herbalists
to
create
negotiating
with
the
mount
itself.
remedies
and
potions.
Proficiency
with
this
kit
lets
Barding.
Barding
is
armor
designed
to
protect
an
you
add
your
proficiency
bonus
to
any
ability
checks
animals
head,
neck,
chest,
and
body.
Any
type
of
you
make
to
identify
or
apply
herbs.
Also,
armor
shown
on
the
Armor
table
can
be
purchased
proficiency
with
this
kit
is
required
to
create
as
barding.
The
cost
is
four
times
the
equivalent
antitoxin
and
potions
of
healing.
armor
made
for
humanoids,
and
it
weighs
twice
as
Musical
Instrument.
Several
of
the
most
common
much.
types
of
musical
instruments
are
shown
on
the
table
Saddles.
A
military
saddle
braces
the
rider,
as
examples.
If
you
have
proficiency
with
a
given
helping
you
keep
your
seat
on
an
active
mount
in
musical
instrument,
you
can
add
your
proficiency
battle.
It
gives
you
advantage
on
any
check
you
make
bonus
to
any
ability
checks
you
make
to
play
music
to
remain
mounted.
An
exotic
saddle
is
required
for
with
the
instrument.
A
bard
can
use
a
musical
riding
any
aquatic
or
flying
mount.
instrument
as
a
spellcasting
focus.
Each
type
of
Vehicle
Proficiency.
If
you
have
proficiency
with
a
musical
instrument
requires
a
separate
proficiency.
certain
kind
of
vehicle
(land
or
water),
you
can
add
Navigators
Tools.
This
set
of
instruments
is
used
your
proficiency
bonus
to
any
check
you
make
to
for
navigation
at
sea.
Proficiency
with
navigator's
control
that
kind
of
vehicle
in
difficult
circumstances.
tools
lets
you
chart
a
ship's
course
and
follow
Rowed
Vessels.
Keelboats
and
rowboats
are
used
navigation
charts.
In
addition,
these
tools
allow
you
on
lakes
and
rivers.
If
going
downstream,
add
the
to
add
your
proficiency
bonus
to
any
ability
check
speed
of
the
current
(typically
3
miles
per
hour)
to
you
make
to
avoid
getting
lost
at
sea.
the
speed
of
the
vehicle.
These
vehicles
cant
be
Poisoners
Kit.
A
poisoners
kit
includes
the
vials,
rowed
against
any
significant
current,
but
they
can
chemicals,
and
other
equipment
necessary
for
the
be
pulled
upstream
by
draft
animals
on
the
shores.
A
creation
of
poisons.
Proficiency
with
this
kit
lets
you
rowboat
weighs
100
pounds,
in
case
adventurers
add
your
proficiency
bonus
to
any
ability
checks
you
carry
it
over
land.
make
to
craft
or
use
poisons.
Thieves
Tools.
This
set
of
tools
includes
a
small
Mounts
and
Other
Animals
file,
a
set
of
lock
picks,
a
small
mirror
mounted
on
a
Carrying
metal
handle,
a
set
of
narrow-bladed
scissors,
and
a
Item
Cost
Speed
Capacity
pair
of
pliers.
Proficiency
with
these
tools
lets
you
Camel
50
gp
50
ft.
480
lb.
Donkey
or
mule
8
gp
40
ft.
420
lb.
Elephant
200
gp
40
ft.
1,320
lb.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
71
Horse,
draft
50
gp
40
ft.
540
lb.
Trade
Goods
Horse,
riding
75
gp
60
ft.
480
lb.
Mastiff
25
gp
40
ft.
195
lb.
Cost
Goods
Pony
30
gp
40
ft.
225
lb.
1
cp
1
lb.
of
wheat
Warhorse
400
gp
60
ft.
540
lb.
2
cp
1
lb.
of
flour
or
one
chicken
5
cp
1
lb.
of
salt
1
sp
1
lb.
of
iron
or
1
sq.
yd.
of
canvas
Tack,
Harness,
and
Drawn
Vehicles
5
sp
1
lb.
of
copper
or
1
sq.
yd.
of
cotton
cloth
1
gp
1
lb.
of
ginger
or
one
goat
Item
Cost
Weight
2
gp
1
lb.
of
cinnamon
or
pepper,
or
one
sheep
Barding
4
2
3
gp
1
lb.
of
cloves
or
one
pig
Bit
and
bridle
2
gp
1
lb.
5
gp
1
lb.
of
silver
or
1
sq.
yd.
of
linen
Carriage
100
gp
600
lb.
10
gp
1
sq.
yd.
of
silk
or
one
cow
Cart
15
gp
200
lb.
15
gp
1
lb.
of
saffron
or
one
ox
Chariot
250
gp
100
lb.
50
gp
1
lb.
of
gold
Feed
(per
day)
5
cp
10
lb.
500
gp
1
lb.
of
platinum
Saddle
Exotic
60
gp
40
lb.
Military
20
gp
30
lb.
Expenses
Pack
5
gp
15
lb.
When
not
descending
into
the
depths
of
the
earth,
Riding
10
gp
25
lb.
exploring
ruins
for
lost
treasures,
or
waging
war
Saddlebags
4
gp
8
lb.
against
the
encroaching
darkness,
adventurers
face
Sled
20
gp
300
lb.
more
mundane
realities.
Even
in
a
fantastical
world,
Stabling
(per
day)
5
sp
Wagon
35
gp
400
lb.
people
require
basic
necessities
such
as
shelter,
sustenance,
and
clothing.
These
things
cost
money,
although
some
lifestyles
cost
more
than
others.
Waterborne
Vehicles
Item
Cost
Speed
Lifestyle Expenses
Galley
30,000
gp
4
mph
Lifestyle
expenses
provide
you
with
a
simple
way
to
Keelboat
3,000
gp
1
mph
account
for
the
cost
of
living
in
a
fantasy
world.
They
Longship
10,000
gp
3
mph
cover
your
accommodations,
food
and
drink,
and
all
Rowboat
50
gp
1
mph
your
other
necessities.
Furthermore,
expenses
cover
Sailing
ship
10,000
gp
2
mph
the
cost
of
maintaining
your
equipment
so
you
can
Warship
25,000
gp
2
mph
be
ready
when
adventure
next
calls.
At
the
start
of
each
week
or
month
(your
choice),
Trade Goods choose
a
lifestyle
from
the
Expenses
table
and
pay
Most
wealth
is
not
in
coins.
It
is
measured
in
the
price
to
sustain
that
lifestyle.
The
prices
listed
livestock,
grain,
land,
rights
to
collect
taxes,
or
rights
are
per
day,
so
if
you
wish
to
calculate
the
cost
of
to
resources
(such
as
a
mine
or
a
forest).
your
chosen
lifestyle
over
a
thirty-day
period,
Guilds,
nobles,
and
royalty
regulate
trade.
multiply
the
listed
price
by
30.
Your
lifestyle
might
Chartered
companies
are
granted
rights
to
conduct
change
from
one
period
to
the
next,
based
on
the
trade
along
certain
routes,
to
send
merchant
ships
to
funds
you
have
at
your
disposal,
or
you
might
various
ports,
or
to
buy
or
sell
specific
goods.
Guilds
maintain
the
same
lifestyle
throughout
your
set
prices
for
the
goods
or
services
that
they
control,
characters
career.
and
determine
who
may
or
may
not
offer
those
Your
lifestyle
choice
can
have
consequences.
goods
and
services.
Merchants
commonly
exchange
Maintaining
a
wealthy
lifestyle
might
help
you
make
trade
goods
without
using
currency.
The
Trade
contacts
with
the
rich
and
powerful,
though
you
run
Goods
table
shows
the
value
of
commonly
the
risk
of
attracting
thieves.
Likewise,
living
frugally
exchanged
goods.
might
help
you
avoid
criminals,
but
you
are
unlikely
to
make
powerful
connections.
Lifestyle
Expenses
Lifestyle
Price/Day
Wretched
Squalid
1
sp
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
72
Poor
2
sp
Wealthy.
Choosing
a
wealthy
lifestyle
means
Modest
1
gp
living
a
life
of
luxury,
though
you
might
not
have
Comfortable
2
gp
achieved
the
social
status
associated
with
the
old
Wealthy
4
gp
money
of
nobility
or
royalty.
You
live
a
lifestyle
Aristocratic
10
gp
minimum
comparable
to
that
of
a
highly
successful
merchant,
a
favored
servant
of
the
royalty,
or
the
owner
of
a
few
Wretched.
You
live
in
inhumane
conditions.
With
small
businesses.
You
have
respectable
lodgings,
no
place
to
call
home,
you
shelter
wherever
you
can,
usually
a
spacious
home
in
a
good
part
of
town
or
a
sneaking
into
barns,
huddling
in
old
crates,
and
comfortable
suite
at
a
fine
inn.
You
likely
have
a
relying
on
the
good
graces
of
people
better
off
than
small
staff
of
servants.
you.
A
wretched
lifestyle
presents
abundant
dangers.
Aristocratic.
You
live
a
life
of
plenty
and
comfort.
Violence,
disease,
and
hunger
follow
you
wherever
You
move
in
circles
populated
by
the
most
powerful
you
go.
Other
wretched
people
covet
your
armor,
people
in
the
community.
You
have
excellent
weapons,
and
adventuring
gear,
which
represent
a
lodgings,
perhaps
a
townhouse
in
the
nicest
part
of
fortune
by
their
standards.
You
are
beneath
the
town
or
rooms
in
the
finest
inn.
You
dine
at
the
best
notice
of
most
people.
restaurants,
retain
the
most
skilled
and
fashionable
Squalid.
You
live
in
a
leaky
stable,
a
mud-floored
tailor,
and
have
servants
attending
to
your
every
hut
just
outside
town,
or
a
vermin-infested
boarding
need.
You
receive
invitations
to
the
social
gatherings
house
in
the
worst
part
of
town.
You
have
shelter
of
the
rich
and
powerful,
and
spend
evenings
in
the
from
the
elements,
but
you
live
in
a
desperate
and
company
of
politicians,
guild
leaders,
high
priests,
often
violent
environment,
in
places
rife
with
disease,
and
nobility.
You
must
also
contend
with
the
highest
hunger,
and
misfortune.
You
are
beneath
the
notice
levels
of
deceit
and
treachery.
The
wealthier
you
are,
of
most
people,
and
you
have
few
legal
protections.
the
greater
the
chance
you
will
be
drawn
into
Most
people
at
this
lifestyle
level
have
suffered
some
political
intrigue
as
a
pawn
or
participant.
terrible
setback.
They
might
be
disturbed,
marked
as
exiles,
or
suffer
from
disease.
Self-Sufficiency
Poor.
A
poor
lifestyle
means
going
without
the
The
expenses
and
lifestyles
described
here
assume
that
you
comforts
available
in
a
stable
community.
Simple
are
spending
your
time
between
adventures
in
town,
availing
food
and
lodgings,
threadbare
clothing,
and
yourself
of
whatever
services
you
can
affordpaying
for
food
unpredictable
conditions
result
in
a
sufficient,
and
shelter,
paying
townspeople
to
sharpen
your
sword
and
though
probably
unpleasant,
experience.
Your
repair
your
armor,
and
so
on.
Some
characters,
though,
accommodations
might
be
a
room
in
a
flophouse
or
might
prefer
to
spend
their
time
away
from
civilization,
in
the
common
room
above
a
tavern.
You
benefit
sustaining
themselves
in
the
wild
by
hunting,
foraging,
and
from
some
legal
protections,
but
you
still
have
to
repairing
their
own
gear.
contend
with
violence,
crime,
and
disease.
People
at
Maintaining
this
kind
of
lifestyle
doesnt
require
you
to
this
lifestyle
level
tend
to
be
unskilled
laborers,
spend
any
coin,
but
it
is
time-consuming.
If
you
spend
your
costermongers,
peddlers,
thieves,
mercenaries,
and
time
between
adventures
practicing
a
profession,
you
can
other
disreputable
types.
eke
out
the
equivalent
of
a
poor
lifestyle.
Proficiency
in
the
Survival
skill
lets
you
live
at
the
equivalent
of
a
comfortable
Modest.
A
modest
lifestyle
keeps
you
out
of
the
lifestyle.
slums
and
ensures
that
you
can
maintain
your
equipment.
You
live
in
an
older
part
of
town,
renting
a
room
in
a
boarding
house,
inn,
or
temple.
You
dont
go
hungry
or
thirsty,
and
your
living
conditions
are
Food, Drink, and Lodging
clean,
if
simple.
Ordinary
people
living
modest
The
Food,
Drink,
and
Lodging
table
gives
prices
for
lifestyles
include
soldiers
with
families,
laborers,
individual
food
items
and
a
single
nights
lodging.
students,
priests,
hedge
wizards,
and
the
like.
These
prices
are
included
in
your
total
lifestyle
Comfortable.
Choosing
a
comfortable
lifestyle
expenses.
means
that
you
can
afford
nicer
clothing
and
can
easily
maintain
your
equipment.
You
live
in
a
small
Food,
Drink,
and
Lodging
cottage
in
a
middle-class
neighborhood
or
in
a
Item
Cost
private
room
at
a
fine
inn.
You
associate
with
Ale
merchants,
skilled
tradespeople,
and
military
Gallon
2
sp
officers.
Mug
4
cp
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
73
Banquet
(per
person)
10
gp
Services
Bread,
loaf
2
cp
Cheese,
hunk
1
sp
Service
Pay
Inn
stay
(per
day)
Coach
cab
Squalid
7
cp
Between
towns
3
cp
per
mile
Poor
1
sp
Within
a
city
1
cp
Modest
5
sp
Hireling
Comfortable
8
sp
Skilled
2
gp
per
day
Wealthy
2
gp
Untrained
2
sp
per
day
Aristocratic
4
gp
Messenger
2
cp
per
mile
Meals
(per
day)
Road
or
gate
toll
1
cp
Squalid
3
cp
Ships
passage
1
sp
per
mile
Poor
6
cp
Modest
3
sp
Skilled
hirelings
include
anyone
hired
to
perform
a
Comfortable
5
sp
service
that
involves
a
proficiency
(including
Wealthy
8
sp
weapon,
tool,
or
skill):
a
mercenary,
artisan,
scribe,
Aristocratic
2
gp
and
so
on.
The
pay
shown
is
a
minimum;
some
Meat,
chunk
3
sp
expert
hirelings
require
more
pay.
Untrained
Wine
hirelings
are
hired
for
menial
work
that
requires
no
Common
(pitcher)
2
sp
particular
skill
and
can
include
laborers,
porters,
Fine
(bottle)
10
gp
maids,
and
similar
workers.
Spellcasting Services
Services
People
who
are
able
to
cast
spells
dont
fall
into
the
Adventurers
can
pay
nonplayer
characters
to
assist
category
of
ordinary
hirelings.
It
might
be
possible
them
or
act
on
their
behalf
in
a
variety
of
to
find
someone
willing
to
cast
a
spell
in
exchange
circumstances.
Most
such
hirelings
have
fairly
for
coin
or
favors,
but
it
is
rarely
easy
and
no
ordinary
skills,
while
others
are
masters
of
a
craft
or
established
pay
rates
exist.
As
a
rule,
the
higher
the
art,
and
a
few
are
experts
with
specialized
level
of
the
desired
spell,
the
harder
it
is
to
find
adventuring
skills.
someone
who
can
cast
it
and
the
more
it
costs.
Some
of
the
most
basic
types
of
hirelings
appear
Hiring
someone
to
cast
a
relatively
common
spell
on
the
Services
table.
Other
common
hirelings
of
1st
or
2nd
level,
such
as
cure
wounds
or
identify,
is
include
any
of
the
wide
variety
of
people
who
easy
enough
in
a
city
or
town,
and
might
cost
10
to
inhabit
a
typical
town
or
city,
when
the
adventurers
50
gold
pieces
(plus
the
cost
of
any
expensive
pay
them
to
perform
a
specific
task.
For
example,
a
material
components).
Finding
someone
able
and
wizard
might
pay
a
carpenter
to
construct
an
willing
to
cast
a
higher-level
spell
might
involve
elaborate
chest
(and
its
miniature
replica)
for
use
in
traveling
to
a
large
city,
perhaps
one
with
a
the
secret
chest
spell.
A
fighter
might
commission
a
university
or
prominent
temple.
Once
found,
the
blacksmith
to
forge
a
special
sword.
A
bard
might
spellcaster
might
ask
for
a
service
instead
of
pay
a
tailor
to
make
exquisite
clothing
for
an
paymentthe
kind
of
service
that
only
adventurers
upcoming
performance
in
front
of
the
duke.
can
provide,
such
as
retrieving
a
rare
item
from
a
Other
hirelings
provide
more
expert
or
dangerous
dangerous
locale
or
traversing
a
monster-infested
services.
Mercenary
soldiers
paid
to
help
the
wilderness
to
deliver
something
important
to
a
adventurers
take
on
a
hobgoblin
army
are
hirelings,
distant
settlement.
as
are
sages
hired
to
research
ancient
or
esoteric
lore.
If
a
high-level
adventurer
establishes
a
stronghold
of
some
kind,
he
or
she
might
hire
a
whole
staff
of
servants
and
agents
to
run
the
place,
from
a
castellan
or
steward
to
menial
laborers
to
keep
the
stables
clean.
These
hirelings
often
enjoy
a
long-term
contract
that
includes
a
place
to
live
within
the
stronghold
as
part
of
the
offered
compensation.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
74
Feats
A
feat
represents
a
talent
or
an
area
of
expertise
that
gives
a
character
special
capabilities.
It
embodies
training,
experience,
and
abilities
beyond
what
a
class
provides.
At
certain
levels,
your
class
gives
you
the
Ability
Score
Improvement
feature.
Using
the
optional
feats
rule,
you
can
forgo
taking
that
feature
to
take
a
feat
of
your
choice
instead.
You
can
take
each
feat
only
once,
unless
the
feats
description
says
otherwise.
You
must
meet
any
prerequisite
specified
in
a
feat
to
take
that
feat.
If
you
ever
lose
a
feats
prerequisite,
you
cant
use
that
feat
until
you
regain
the
prerequisite.
For
example,
the
Grappler
feat
requires
you
to
have
a
Strength
of
13
or
higher.
If
your
Strength
is
reduced
below
13
somehowperhaps
by
a
withering
curseyou
cant
benefit
from
the
Grappler
feat
until
your
Strength
is
restored.
Grappler
Prerequisite:
Strength
13
or
higher
Youve
developed
the
skills
necessary
to
hold
your
own
in
close-quarters
grappling.
You
gain
the
following
benefits:
You
have
advantage
on
attack
rolls
against
a
creature
you
are
grappling.
You
can
use
your
action
to
try
to
pin
a
creature
grappled
by
you.
To
do
so,
make
another
grapple
check.
If
you
succeed,
you
and
the
creature
are
both
restrained
until
the
grapple
ends.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
75
1213
+1
Using Ability 1415
1617
+2
+3
Scores
1819
+4
2021
+5
2223
+6
Six
abilities
provide
a
quick
description
of
every
2425
+7
creatures
physical
and
mental
characteristics:
2627
+8
2829
+9
Strength,
measuring
physical
power
30
+10
Dexterity,
measuring
agility
Constitution,
measuring
endurance
To
determine
an
ability
modifier
without
Intelligence,
measuring
reasoning
and
memory
consulting
the
table,
subtract
10
from
the
ability
Wisdom,
measuring
perception
and
insight
score
and
then
divide
the
total
by
2
(round
down).
Charisma,
measuring
force
of
personality
Because
ability
modifiers
affect
almost
every
Is
a
character
muscle-bound
and
insightful?
Brilliant
attack
roll,
ability
check,
and
saving
throw,
ability
and
charming?
Nimble
and
hardy?
Ability
scores
modifiers
come
up
in
play
more
often
than
their
define
these
qualitiesa
creatures
assets
as
well
as
associated
scores.
weaknesses.
The
three
main
rolls
of
the
gamethe
ability
check,
the
saving
throw,
and
the
attack
rollrely
on
Advantage and
the
six
ability
scores.
The
books
introduction
describes
the
basic
rule
behind
these
rolls:
roll
a
d20,
Disadvantage
add
an
ability
modifier
derived
from
one
of
the
six
Sometimes
a
special
ability
or
spell
tells
you
that
you
ability
scores,
and
compare
the
total
to
a
target
have
advantage
or
disadvantage
on
an
ability
check,
number.
a
saving
throw,
or
an
attack
roll.
When
that
happens,
you
roll
a
second
d20
when
you
make
the
roll.
Use
the
higher
of
the
two
rolls
if
you
have
advantage,
and
Ability Scores and Modifiers use
the
lower
roll
if
you
have
disadvantage.
For
Each
of
a
creatures
abilities
has
a
score,
a
number
example,
if
you
have
disadvantage
and
roll
a
17
and
that
defines
the
magnitude
of
that
ability.
An
ability
a
5,
you
use
the
5.
If
you
instead
have
advantage
and
score
is
not
just
a
measure
of
innate
capabilities,
but
roll
those
numbers,
you
use
the
17.
also
encompasses
a
creatures
training
and
If
multiple
situations
affect
a
roll
and
each
one
competence
in
activities
related
to
that
ability.
grants
advantage
or
imposes
disadvantage
on
it,
you
A
score
of
10
or
11
is
the
normal
human
average,
dont
roll
more
than
one
additional
d20.
If
two
but
adventurers
and
many
monsters
are
a
cut
above
favorable
situations
grant
advantage,
for
example,
average
in
most
abilities.
A
score
of
18
is
the
highest
you
still
roll
only
one
additional
d20.
that
a
person
usually
reaches.
Adventurers
can
have
If
circumstances
cause
a
roll
to
have
both
scores
as
high
as
20,
and
monsters
and
divine
beings
advantage
and
disadvantage,
you
are
considered
to
can
have
scores
as
high
as
30.
have
neither
of
them,
and
you
roll
one
d20.
This
is
Each
ability
also
has
a
modifier,
derived
from
the
true
even
if
multiple
circumstances
impose
score
and
ranging
from
5
(for
an
ability
score
of
1)
disadvantage
and
only
one
grants
advantage
or
vice
to
+10
(for
a
score
of
30).
The
Ability
Scores
and
versa.
In
such
a
situation,
you
have
neither
Modifiers
table
notes
the
ability
modifiers
for
the
advantage
nor
disadvantage.
range
of
possible
ability
scores,
from
1
to
30.
When
you
have
advantage
or
disadvantage
and
something
in
the
game,
such
as
the
halflings
Lucky
Ability
Scores
and
Modifiers
trait,
lets
you
reroll
the
d20,
you
can
reroll
only
one
Score
Modifier
of
the
dice.
You
choose
which
one.
For
example,
if
a
1
5
halfling
has
advantage
or
disadvantage
on
an
ability
23
4
check
and
rolls
a
1
and
a
13,
the
halfling
could
use
45
3
the
Lucky
trait
to
reroll
the
1.
67
2
You
usually
gain
advantage
or
disadvantage
89
1
through
the
use
of
special
abilities,
actions,
or
spells.
1011
+0
Inspiration
can
also
give
a
character
advantage.
The
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
76
GM
can
also
decide
that
circumstances
influence
a
Typical
Difficulty
Classes
roll
in
one
direction
or
the
other
and
grant
Task
Difficulty
DC
advantage
or
impose
disadvantage
as
a
result.
Very
easy
5
Easy
10
Proficiency Bonus Medium
Hard
15
20
Characters
have
a
proficiency
bonus
determined
by
Very
hard
25
level.
Monsters
also
have
this
bonus,
which
is
Nearly
impossible
30
incorporated
in
their
stat
blocks.
The
bonus
is
used
in
the
rules
on
ability
checks,
saving
throws,
and
To
make
an
ability
check,
roll
a
d20
and
add
the
attack
rolls.
relevant
ability
modifier.
As
with
other
d20
rolls,
Your
proficiency
bonus
cant
be
added
to
a
single
apply
bonuses
and
penalties,
and
compare
the
total
die
roll
or
other
number
more
than
once.
For
to
the
DC.
If
the
total
equals
or
exceeds
the
DC,
the
example,
if
two
different
rules
say
you
can
add
your
ability
check
is
a
successthe
creature
overcomes
proficiency
bonus
to
a
Wisdom
saving
throw,
you
the
challenge
at
hand.
Otherwise,
its
a
failure,
which
nevertheless
add
the
bonus
only
once
when
you
means
the
character
or
monster
makes
no
progress
make
the
save.
toward
the
objective
or
makes
progress
combined
Occasionally,
your
proficiency
bonus
might
be
with
a
setback
determined
by
the
GM.
multiplied
or
divided
(doubled
or
halved,
for
example)
before
you
apply
it.
For
example,
the
Contests
rogues
Expertise
feature
doubles
the
proficiency
bonus
for
certain
ability
checks.
If
a
circumstance
Sometimes
one
characters
or
monsters
efforts
are
suggests
that
your
proficiency
bonus
applies
more
directly
opposed
to
anothers.
This
can
occur
when
than
once
to
the
same
roll,
you
still
add
it
only
once
both
of
them
are
trying
to
do
the
same
thing
and
and
multiply
or
divide
it
only
once.
only
one
can
succeed,
such
as
attempting
to
snatch
By
the
same
token,
if
a
feature
or
effect
allows
you
up
a
magic
ring
that
has
fallen
on
the
floor.
This
to
multiply
your
proficiency
bonus
when
making
an
situation
also
applies
when
one
of
them
is
trying
to
ability
check
that
wouldnt
normally
benefit
from
prevent
the
other
one
from
accomplishing
a
goal
your
proficiency
bonus,
you
still
dont
add
the
bonus
for
example,
when
a
monster
tries
to
force
open
a
to
the
check.
For
that
check
your
proficiency
bonus
door
that
an
adventurer
is
holding
closed.
In
is
0,
given
the
fact
that
multiplying
0
by
any
number
situations
like
these,
the
outcome
is
determined
by
a
is
still
0.
For
instance,
if
you
lack
proficiency
in
the
special
form
of
ability
check,
called
a
contest.
History
skill,
you
gain
no
benefit
from
a
feature
that
Both
participants
in
a
contest
make
ability
checks
lets
you
double
your
proficiency
bonus
when
you
appropriate
to
their
efforts.
They
apply
all
make
Intelligence
(History)
checks.
appropriate
bonuses
and
penalties,
but
instead
of
In
general,
you
dont
multiply
your
proficiency
comparing
the
total
to
a
DC,
they
compare
the
totals
bonus
for
attack
rolls
or
saving
throws.
If
a
feature
of
their
two
checks.
The
participant
with
the
higher
or
effect
allows
you
to
do
so,
these
same
rules
apply.
check
total
wins
the
contest.
That
character
or
monster
either
succeeds
at
the
action
or
prevents
the
other
one
from
succeeding.
Ability Checks
If
the
contest
results
in
a
tie,
the
situation
remains
An
ability
check
tests
a
characters
or
monsters
the
same
as
it
was
before
the
contest.
Thus,
one
innate
talent
and
training
in
an
effort
to
overcome
a
contestant
might
win
the
contest
by
default.
If
two
challenge.
The
GM
calls
for
an
ability
check
when
a
characters
tie
in
a
contest
to
snatch
a
ring
off
the
character
or
monster
attempts
an
action
(other
than
floor,
neither
character
grabs
it.
In
a
contest
between
an
attack)
that
has
a
chance
of
failure.
When
the
a
monster
trying
to
open
a
door
and
an
adventurer
outcome
is
uncertain,
the
dice
determine
the
results.
trying
to
keep
the
door
closed,
a
tie
means
that
the
For
every
ability
check,
the
GM
decides
which
of
the
door
remains
shut.
six
abilities
is
relevant
to
the
task
at
hand
and
the
difficulty
of
the
task,
represented
by
a
Difficulty
Class.
Skills
The
more
difficult
a
task,
the
higher
its
DC.
The
Each
ability
covers
a
broad
range
of
capabilities,
Typical
Difficulty
Classes
table
shows
the
most
including
skills
that
a
character
or
a
monster
can
be
common
DCs.
proficient
in.
A
skill
represents
a
specific
aspect
of
an
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
77
ability
score,
and
an
individuals
proficiency
in
a
skill
an
individual
can
add
his
or
her
proficiency
bonus
to
demonstrates
a
focus
on
that
aspect.
(A
characters
ability
checks
that
involve
that
skill.
Without
starting
skill
proficiencies
are
determined
at
proficiency
in
the
skill,
the
individual
makes
a
character
creation,
and
a
monsters
skill
normal
ability
check.
proficiencies
appear
in
the
monsters
stat
block.)
For
example,
if
a
character
attempts
to
climb
up
a
For
example,
a
Dexterity
check
might
reflect
a
dangerous
cliff,
the
GM
might
ask
for
a
Strength
characters
attempt
to
pull
off
an
acrobatic
stunt,
to
(Athletics)
check.
If
the
character
is
proficient
in
palm
an
object,
or
to
stay
hidden.
Each
of
these
Athletics,
the
characters
proficiency
bonus
is
added
aspects
of
Dexterity
has
an
associated
skill:
to
the
Strength
check.
If
the
character
lacks
that
Acrobatics,
Sleight
of
Hand,
and
Stealth,
respectively.
proficiency,
he
or
she
just
makes
a
Strength
check.
So
a
character
who
has
proficiency
in
the
Stealth
skill
is
particularly
good
at
Dexterity
checks
related
Variant: Skills with Different Abilities
to
sneaking
and
hiding.
Normally,
your
proficiency
in
a
skill
applies
only
to
a
The
skills
related
to
each
ability
score
are
shown
specific
kind
of
ability
check.
Proficiency
in
Athletics,
in
the
following
list.
(No
skills
are
related
to
for
example,
usually
applies
to
Strength
checks.
In
Constitution.)
See
an
abilitys
description
in
the
later
some
situations,
though,
your
proficiency
might
sections
of
this
section
for
examples
of
how
to
use
a
reasonably
apply
to
a
different
kind
of
check.
In
such
skill
associated
with
an
ability.
cases,
the
GM
might
ask
for
a
check
using
an
unusual
combination
of
ability
and
skill,
or
you
might
ask
Strength your
GM
if
you
can
apply
a
proficiency
to
a
different
Athletics
check.
For
example,
if
you
have
to
swim
from
an
offshore
island
to
the
mainland,
your
GM
might
call
Dexterity for
a
Constitution
check
to
see
if
you
have
the
Acrobatics
stamina
to
make
it
that
far.
In
this
case,
your
GM
Sleight
of
Hand
might
allow
you
to
apply
your
proficiency
in
Stealth
Athletics
and
ask
for
a
Constitution
(Athletics)
check.
So
if
youre
proficient
in
Athletics,
you
apply
your
Intelligence proficiency
bonus
to
the
Constitution
check
just
as
Arcana
you
would
normally
do
for
a
Strength
(Athletics)
History
check.
Similarly,
when
your
half-orc
barbarian
uses
a
Investigation
display
of
raw
strength
to
intimidate
an
enemy,
your
Nature
GM
might
ask
for
a
Strength
(Intimidation)
check,
Religion
even
though
Intimidation
is
normally
associated
with
Charisma.
Wisdom Passive Checks
Animal
Handling
Insight
A
passive
check
is
a
special
kind
of
ability
check
that
Medicine
doesnt
involve
any
die
rolls.
Such
a
check
can
Perception
represent
the
average
result
for
a
task
done
Survival
repeatedly,
such
as
searching
for
secret
doors
over
and
over
again,
or
can
be
used
when
the
GM
wants
Charisma to
secretly
determine
whether
the
characters
Deception
succeed
at
something
without
rolling
dice,
such
as
Intimidation
noticing
a
hidden
monster.
Performance
Heres
how
to
determine
a
characters
total
for
a
Persuasion
passive
check:
10
+
all
modifiers
that
normally
Sometimes,
the
GM
might
ask
for
an
ability
check
apply
to
the
check
using
a
specific
skillfor
example,
Make
a
Wisdom
(Perception)
check.
At
other
times,
a
player
might
If
the
character
has
advantage
on
the
check,
add
5.
ask
the
GM
if
proficiency
in
a
particular
skill
applies
For
disadvantage,
subtract
5.
The
game
refers
to
a
to
a
check.
In
either
case,
proficiency
in
a
skill
means
passive
check
total
as
a
score.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
78
For
example,
if
a
1st-level
character
has
a
Wisdom
Strength
of
15
and
proficiency
in
Perception,
he
or
she
has
a
passive
Wisdom
(Perception)
score
of
14.
Strength
measures
bodily
power,
athletic
training,
The
rules
on
hiding
in
the
Dexterity
section
and
the
extent
to
which
you
can
exert
raw
physical
below
rely
on
passive
checks,
as
do
the
exploration
force.
rules.
Strength Checks
Working Together A
Strength
check
can
model
any
attempt
to
lift,
push,
pull,
or
break
something,
to
force
your
body
through
Sometimes
two
or
more
characters
team
up
to
a
space,
or
to
otherwise
apply
brute
force
to
a
attempt
a
task.
The
character
whos
leading
the
situation.
The
Athletics
skill
reflects
aptitude
in
effortor
the
one
with
the
highest
ability
certain
kinds
of
Strength
checks.
modifiercan
make
an
ability
check
with
advantage,
Athletics.
Your
Strength
(Athletics)
check
covers
reflecting
the
help
provided
by
the
other
characters.
difficult
situations
you
encounter
while
climbing,
In
combat,
this
requires
the
Help
action.
jumping,
or
swimming.
Examples
include
the
A
character
can
only
provide
help
if
the
task
is
one
following
activities:
that
he
or
she
could
attempt
alone.
For
example,
trying
to
open
a
lock
requires
proficiency
with
You
attempt
to
climb
a
sheer
or
slippery
cliff,
thieves
tools,
so
a
character
who
lacks
that
avoid
hazards
while
scaling
a
wall,
or
cling
to
a
proficiency
cant
help
another
character
in
that
task.
surface
while
something
is
trying
to
knock
you
off.
Moreover,
a
character
can
help
only
when
two
or
You
try
to
jump
an
unusually
long
distance
or
pull
more
individuals
working
together
would
actually
off
a
stunt
midjump.
be
productive.
Some
tasks,
such
as
threading
a
You
struggle
to
swim
or
stay
afloat
in
treacherous
needle,
are
no
easier
with
help.
currents,
storm-tossed
waves,
or
areas
of
thick
seaweed.
Or
another
creature
tries
to
push
or
pull
Group Checks you
underwater
or
otherwise
interfere
with
your
When
a
number
of
individuals
are
trying
to
swimming.
accomplish
something
as
a
group,
the
GM
might
ask
Other
Strength
Checks.
The
GM
might
also
call
for
for
a
group
ability
check.
In
such
a
situation,
the
a
Strength
check
when
you
try
to
accomplish
tasks
characters
who
are
skilled
at
a
particular
task
help
like
the
following:
cover
those
who
arent.
To
make
a
group
ability
check,
everyone
in
the
Force
open
a
stuck,
locked,
or
barred
door
group
makes
the
ability
check.
If
at
least
half
the
Break
free
of
bonds
group
succeeds,
the
whole
group
succeeds.
Push
through
a
tunnel
that
is
too
small
Otherwise,
the
group
fails.
Hang
on
to
a
wagon
while
being
dragged
behind
it
Group
checks
dont
come
up
very
often,
and
Tip
over
a
statue
theyre
most
useful
when
all
the
characters
succeed
Keep
a
boulder
from
rolling
or
fail
as
a
group.
For
example,
when
adventurers
are
navigating
a
swamp,
the
GM
might
call
for
a
Attack Rolls and Damage
group
Wisdom
(Survival)
check
to
see
if
the
You
add
your
Strength
modifier
to
your
attack
roll
characters
can
avoid
the
quicksand,
sinkholes,
and
and
your
damage
roll
when
attacking
with
a
melee
other
natural
hazards
of
the
environment.
If
at
least
weapon
such
as
a
mace,
a
battleaxe,
or
a
javelin.
You
half
the
group
succeeds,
the
successful
characters
use
melee
weapons
to
make
melee
attacks
in
hand-
are
able
to
guide
their
companions
out
of
danger.
to-hand
combat,
and
some
of
them
can
be
thrown
to
Otherwise,
the
group
stumbles
into
one
of
these
make
a
ranged
attack.
hazards.
Lifting and Carrying
Using Each Ability Your
Strength
score
determines
the
amount
of
weight
you
can
bear.
The
following
terms
define
Every
task
that
a
character
or
monster
might
what
you
can
lift
or
carry.
attempt
in
the
game
is
covered
by
one
of
the
six
Carrying
Capacity.
Your
carrying
capacity
is
your
abilities.
This
section
explains
in
more
detail
what
Strength
score
multiplied
by
15.
This
is
the
weight
those
abilities
mean
and
the
ways
they
are
used
in
(in
pounds)
that
you
can
carry,
which
is
high
enough
the
game.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
79
that
most
characters
dont
usually
have
to
worry
check.
The
GM
might
also
call
for
a
Dexterity
(Sleight
about
it.
of
Hand)
check
to
determine
whether
you
can
lift
a
Push,
Drag,
or
Lift.
You
can
push,
drag,
or
lift
a
coin
purse
off
another
person
or
slip
something
out
weight
in
pounds
up
to
twice
your
carrying
capacity
of
another
persons
pocket.
(or
30
times
your
Strength
score).
While
pushing
or
Stealth.
Make
a
Dexterity
(Stealth)
check
when
dragging
weight
in
excess
of
your
carrying
capacity,
you
attempt
to
conceal
yourself
from
enemies,
slink
your
speed
drops
to
5
feet.
past
guards,
slip
away
without
being
noticed,
or
Size
and
Strength.
Larger
creatures
can
bear
sneak
up
on
someone
without
being
seen
or
heard.
more
weight,
whereas
Tiny
creatures
can
carry
less.
Other
Dexterity
Checks.
The
GM
might
call
for
a
For
each
size
category
above
Medium,
double
the
Dexterity
check
when
you
try
to
accomplish
tasks
creatures
carrying
capacity
and
the
amount
it
can
like
the
following:
push,
drag,
or
lift.
For
a
Tiny
creature,
halve
these
Control
a
heavily
laden
cart
on
a
steep
descent
weights.
Steer
a
chariot
around
a
tight
turn
Variant: Encumbrance Pick
a
lock
The
rules
for
lifting
and
carrying
are
intentionally
Disable
a
trap
simple.
Here
is
a
variant
if
you
are
looking
for
more
Securely
tie
up
a
prisoner
detailed
rules
for
determining
how
a
character
is
Wriggle
free
of
bonds
hindered
by
the
weight
of
equipment.
When
you
use
Play
a
stringed
instrument
this
variant,
ignore
the
Strength
column
of
the
Craft
a
small
or
detailed
object
Armor
table.
If
you
carry
weight
in
excess
of
5
times
your
Attack Rolls and Damage
Strength
score,
you
are
encumbered,
which
means
You
add
your
Dexterity
modifier
to
your
attack
roll
your
speed
drops
by
10
feet.
and
your
damage
roll
when
attacking
with
a
ranged
If
you
carry
weight
in
excess
of
10
times
your
weapon,
such
as
a
sling
or
a
longbow.
You
can
also
Strength
score,
up
to
your
maximum
carrying
add
your
Dexterity
modifier
to
your
attack
roll
and
capacity,
you
are
instead
heavily
encumbered,
your
damage
roll
when
attacking
with
a
melee
which
means
your
speed
drops
by
20
feet
and
you
weapon
that
has
the
finesse
property,
such
as
a
have
disadvantage
on
ability
checks,
attack
rolls,
and
dagger
or
a
rapier.
saving
throws
that
use
Strength,
Dexterity,
or
Constitution.
Armor Class
Depending
on
the
armor
you
wear,
you
might
add
Dexterity some
or
all
of
your
Dexterity
modifier
to
your
Armor
Class.
Dexterity
measures
agility,
reflexes,
and
balance.
Initiative
Dexterity Checks
At
the
beginning
of
every
combat,
you
roll
initiative
A
Dexterity
check
can
model
any
attempt
to
move
by
making
a
Dexterity
check.
Initiative
determines
nimbly,
quickly,
or
quietly,
or
to
keep
from
falling
on
the
order
of
creatures
turns
in
combat.
tricky
footing.
The
Acrobatics,
Sleight
of
Hand,
and
Stealth
skills
reflect
aptitude
in
certain
kinds
of
Hiding
Dexterity
checks.
The
GM
decides
when
circumstances
are
appropriate
for
Acrobatics.
Your
Dexterity
(Acrobatics)
check
hiding.
When
you
try
to
hide,
make
a
Dexterity
(Stealth)
covers
your
attempt
to
stay
on
your
feet
in
a
tricky
check.
Until
you
are
discovered
or
you
stop
hiding,
that
situation,
such
as
when
youre
trying
to
run
across
a
checks
total
is
contested
by
the
Wisdom
(Perception)
check
sheet
of
ice,
balance
on
a
tightrope,
or
stay
upright
of
any
creature
that
actively
searches
for
signs
of
your
on
a
rocking
ships
deck.
The
GM
might
also
call
for
a
presence.
Dexterity
(Acrobatics)
check
to
see
if
you
can
You
cant
hide
from
a
creature
that
can
see
you
clearly,
perform
acrobatic
stunts,
including
dives,
rolls,
and
you
give
away
your
position
if
you
make
noise,
such
as
somersaults,
and
flips.
shouting
a
warning
or
knocking
over
a
vase.
Sleight
of
Hand.
Whenever
you
attempt
an
act
of
An
invisible
creature
can
always
try
to
hide.
Signs
of
its
legerdemain
or
manual
trickery,
such
as
planting
passage
might
still
be
noticed,
and
it
does
have
to
stay
quiet.
something
on
someone
else
or
concealing
an
object
In
combat,
most
creatures
stay
alert
for
signs
of
danger
all
on
your
person,
make
a
Dexterity
(Sleight
of
Hand)
around,
so
if
you
come
out
of
hiding
and
approach
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
80
creature,
it
usually
sees
you.
However,
under
certain
your
hit
points
for
4th
level
using
your
new
modifier.
circumstances,
the
GM
might
allow
you
to
stay
hidden
as
you
Or
if
youre
7th
level
and
some
effect
lowers
your
approach
a
creature
that
is
distracted,
allowing
you
to
gain
Constitution
score
so
as
to
reduce
your
Constitution
advantage
on
an
attack
roll
before
you
are
seen.
modifier
by
1,
your
hit
point
maximum
is
reduced
by
Passive
Perception. When
you
hide,
theres
a
chance
7.
someone
will
notice
you
even
if
they
arent
searching.
To
determine
whether
such
a
creature
notices
you,
the
GM
Intelligence
compares
your
Dexterity
(Stealth)
check
with
that
creatures
passive
Wisdom
(Perception)
score,
which
equals
10
+
the
Intelligence
measures
mental
acuity,
accuracy
of
creatures
Wisdom
modifier,
as
well
as
any
other
bonuses
or
recall,
and
the
ability
to
reason.
penalties.
If
the
creature
has
advantage,
add
5.
For
disadvantage,
subtract
5.
For
example,
if
a
1st-level
character
Intelligence Checks
(with
a
proficiency
bonus
of
+2)
has
a
Wisdom
of
15
(a
+2
An
Intelligence
check
comes
into
play
when
you
modifier)
and
proficiency
in
Perception,
he
or
she
has
a
need
to
draw
on
logic,
education,
memory,
or
passive
Wisdom
(Perception)
of
14.
deductive
reasoning.
The
Arcana,
History,
What
Can
You
See?
One
of
the
main
factors
in
Investigation,
Nature,
and
Religion
skills
reflect
determining
whether
you
can
find
a
hidden
creature
or
aptitude
in
certain
kinds
of
Intelligence
checks.
object
is
how
well
you
can
see
in
an
area,
which
might
be
lightly or heavily obscured,
as
explained
in
"The
Arcana.
Your
Intelligence
(Arcana)
check
Environment.
measures
your
ability
to
recall
lore
about
spells,
magic
items,
eldritch
symbols,
magical
traditions,
the
planes
of
existence,
and
the
inhabitants
of
those
planes.
Constitution
History.
Your
Intelligence
(History)
check
Constitution
measures
health,
stamina,
and
vital
measures
your
ability
to
recall
lore
about
historical
force.
events,
legendary
people,
ancient
kingdoms,
past
disputes,
recent
wars,
and
lost
civilizations.
Constitution Checks
Investigation.
When
you
look
around
for
clues
Constitution
checks
are
uncommon,
and
no
skills
and
make
deductions
based
on
those
clues,
you
apply
to
Constitution
checks,
because
the
endurance
make
an
Intelligence
(Investigation)
check.
You
this
ability
represents
is
largely
passive
rather
than
might
deduce
the
location
of
a
hidden
object,
discern
involving
a
specific
effort
on
the
part
of
a
character
from
the
appearance
of
a
wound
what
kind
of
or
monster.
A
Constitution
check
can
model
your
weapon
dealt
it,
or
determine
the
weakest
point
in
a
attempt
to
push
beyond
normal
limits,
however.
tunnel
that
could
cause
it
to
collapse.
Poring
through
The
GM
might
call
for
a
Constitution
check
when
ancient
scrolls
in
search
of
a
hidden
fragment
of
you
try
to
accomplish
tasks
like
the
following:
knowledge
might
also
call
for
an
Intelligence
(Investigation)
check.
Hold
your
breath
Nature.
Your
Intelligence
(Nature)
check
March
or
labor
for
hours
without
rest
measures
your
ability
to
recall
lore
about
terrain,
Go
without
sleep
plants
and
animals,
the
weather,
and
natural
cycles.
Survive
without
food
or
water
Religion.
Your
Intelligence
(Religion)
check
Quaff
an
entire
stein
of
ale
in
one
go
measures
your
ability
to
recall
lore
about
deities,
rites
and
prayers,
religious
hierarchies,
holy
symbols,
Hit Points and
the
practices
of
secret
cults.
Your
Constitution
modifier
contributes
to
your
hit
Other
Intelligence
Checks.
The
GM
might
call
for
points.
Typically,
you
add
your
Constitution
modifier
an
Intelligence
check
when
you
try
to
accomplish
to
each
Hit
Die
you
roll
for
your
hit
points.
tasks
like
the
following:
If
your
Constitution
modifier
changes,
your
hit
point
maximum
changes
as
well,
as
though
you
had
Communicate
with
a
creature
without
using
words
the
new
modifier
from
1st
level.
For
example,
if
you
Estimate
the
value
of
a
precious
item
raise
your
Constitution
score
when
you
reach
4th
Pull
together
a
disguise
to
pass
as
a
city
guard
level
and
your
Constitution
modifier
increases
from
Forge
a
document
+1
to
+2,
you
adjust
your
hit
point
maximum
as
Recall
lore
about
a
craft
or
trade
though
the
modifier
had
always
been
+2.
So
you
add
Win
a
game
of
skill
3
hit
points
for
your
first
three
levels,
and
then
roll
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
81
Spellcasting Ability Get
a
gut
feeling
about
what
course
of
action
to
Wizards
use
Intelligence
as
their
spellcasting
ability,
follow
which
helps
determine
the
saving
throw
DCs
of
Discern
whether
a
seemingly
dead
or
living
spells
they
cast.
creature
is
undead
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
82
convincing
a
chamberlain
to
let
your
party
see
the
king,
negotiating
peace
between
warring
tribes,
or
inspiring
a
crowd
of
townsfolk.
Other
Charisma
Checks.
The
GM
might
call
for
a
Charisma
check
when
you
try
to
accomplish
tasks
like
the
following:
Find
the
best
person
to
talk
to
for
news,
rumors,
and
gossip
Blend
into
a
crowd
to
get
the
sense
of
key
topics
of
conversation
Spellcasting Ability
Bards,
paladins,
sorcerers,
and
warlocks
use
Charisma
as
their
spellcasting
ability,
which
helps
determine
the
saving
throw
DCs
of
spells
they
cast.
Saving Throws
A
saving
throwalso
called
a
saverepresents
an
attempt
to
resist
a
spell,
a
trap,
a
poison,
a
disease,
or
a
similar
threat.
You
dont
normally
decide
to
make
a
saving
throw;
you
are
forced
to
make
one
because
your
character
or
monster
is
at
risk
of
harm.
To
make
a
saving
throw,
roll
a
d20
and
add
the
appropriate
ability
modifier.
For
example,
you
use
your
Dexterity
modifier
for
a
Dexterity
saving
throw.
A
saving
throw
can
be
modified
by
a
situational
bonus
or
penalty
and
can
be
affected
by
advantage
and
disadvantage,
as
determined
by
the
GM.
Each
class
gives
proficiency
in
at
least
two
saving
throws.
The
wizard,
for
example,
is
proficient
in
Intelligence
saves.
As
with
skill
proficiencies,
proficiency
in
a
saving
throw
lets
a
character
add
his
or
her
proficiency
bonus
to
saving
throws
made
using
a
particular
ability
score.
Some
monsters
have
saving
throw
proficiencies
as
well.
The
Difficulty
Class
for
a
saving
throw
is
determined
by
the
effect
that
causes
it.
For
example,
the
DC
for
a
saving
throw
allowed
by
a
spell
is
determined
by
the
casters
spellcasting
ability
and
proficiency
bonus.
The
result
of
a
successful
or
failed
saving
throw
is
also
detailed
in
the
effect
that
allows
the
save.
Usually,
a
successful
save
means
that
a
creature
suffers
no
harm,
or
reduced
harm,
from
an
effect.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
83
The
following
rules
determine
how
far
a
character
Time or
monster
can
move
in
a
minute,
an
hour,
or
a
day.
In
situations
where
keeping
track
of
the
passage
of
time
is
important,
the
GM
determines
the
time
a
task
Travel Pace
requires.
The
GM
might
use
a
different
time
scale
While
traveling,
a
group
of
adventurers
can
move
at
depending
on
the
context
of
the
situation
at
hand.
In
a
normal,
fast,
or
slow
pace,
as
shown
on
the
Travel
a
dungeon
environment,
the
adventurers
movement
Pace
table.
The
table
states
how
far
the
party
can
happens
on
a
scale
of
minutes.
It
takes
them
about
a
move
in
a
period
of
time
and
whether
the
pace
has
minute
to
creep
down
a
long
hallway,
another
any
effect.
A
fast
pace
makes
characters
less
minute
to
check
for
traps
on
the
door
at
the
end
of
perceptive,
while
a
slow
pace
makes
it
possible
to
the
hall,
and
a
good
ten
minutes
to
search
the
sneak
around
and
to
search
an
area
more
carefully.
chamber
beyond
for
anything
interesting
or
valuable.
Forced
March.
The
Travel
Pace
table
assumes
that
In
a
city
or
wilderness,
a
scale
of
hours
is
often
characters
travel
for
8
hours
in
day.
They
can
push
more
appropriate.
Adventurers
eager
to
reach
the
on
beyond
that
limit,
at
the
risk
of
exhaustion.
lonely
tower
at
the
heart
of
the
forest
hurry
across
For
each
additional
hour
of
travel
beyond
8
hours,
those
fifteen
miles
in
just
under
four
hours
time.
the
characters
cover
the
distance
shown
in
the
Hour
For
long
journeys,
a
scale
of
days
works
best.
column
for
their
pace,
and
each
character
must
make
Following
the
road
from
Baldurs
Gate
to
Waterdeep,
a
Constitution
saving
throw
at
the
end
of
the
hour.
the
adventurers
spend
four
uneventful
days
before
a
The
DC
is
10
+
1
for
each
hour
past
8
hours.
On
a
goblin
ambush
interrupts
their
journey.
failed
saving
throw,
a
character
suffers
one
level
of
In
combat
and
other
fast-paced
situations,
the
exhaustion
(see
appendix
PH-A).
game
relies
on
rounds,
a
6-second
span
of
time.
Mounts
and
Vehicles.
For
short
spans
of
time
(up
to
an
hour),
many
animals
move
much
faster
than
humanoids.
A
mounted
character
can
ride
at
a
gallop
Movement for
about
an
hour,
covering
twice
the
usual
distance
Swimming
across
a
rushing
river,
sneaking
down
a
for
a
fast
pace.
If
fresh
mounts
are
available
every
8
dungeon
corridor,
scaling
a
treacherous
mountain
to
10
miles,
characters
can
cover
larger
distances
at
slopeall
sorts
of
movement
play
a
key
role
in
this
pace,
but
this
is
very
rare
except
in
densely
fantasy
gaming
adventures.
populated
areas.
The
GM
can
summarize
the
adventurers
Characters
in
wagons,
carriages,
or
other
land
movement
without
calculating
exact
distances
or
vehicles
choose
a
pace
as
normal.
Characters
in
a
travel
times:
You
travel
through
the
forest
and
find
waterborne
vessel
are
limited
to
the
speed
of
the
the
dungeon
entrance
late
in
the
evening
of
the
third
vessel,
and
they
dont
suffer
penalties
for
a
fast
pace
day.
Even
in
a
dungeon,
particularly
a
large
or
gain
benefits
from
a
slow
pace.
Depending
on
the
dungeon
or
a
cave
network,
the
GM
can
summarize
vessel
and
the
size
of
the
crew,
ships
might
be
able
movement
between
encounters:
After
killing
the
to
travel
for
up
to
24
hours
per
day.
guardian
at
the
entrance
to
the
ancient
dwarven
Certain
special
mounts,
such
as
a
pegasus
or
stronghold,
you
consult
your
map,
which
leads
you
griffon,
or
special
vehicles,
such
as
a
carpet
of
flying,
through
miles
of
echoing
corridors
to
a
chasm
allow
you
to
travel
more
swiftly.
bridged
by
a
narrow
stone
arch.
Travel
Pace
Sometimes
its
important,
though,
to
know
how
long
it
takes
to
get
from
one
spot
to
another,
Pace
Distance
Traveled
per
.
.
.
whether
the
answer
is
in
days,
hours,
or
minutes.
Minute
Hour
Day
Effect
Fast
400
4
30
5
penalty
to
passive
The
rules
for
determining
travel
time
depend
on
two
feet
miles
miles
Wisdom
(Perception)
factors:
the
speed
and
travel
pace
of
the
creatures
scores
moving
and
the
terrain
theyre
moving
over.
Normal
300
3
24
feet
miles
miles
Speed Slow
200
2
18
Able
to
use
stealth
Every
character
and
monster
has
a
speed,
which
is
feet
miles
miles
the
distance
in
feet
that
the
character
or
monster
can
walk
in
1
round.
This
number
assumes
short
bursts
of
energetic
movement
in
the
midst
of
a
life-
threatening
situation.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
84
Difficult Terrain your
GM
might
allow
you
to
make
a
Strength
The
travel
speeds
given
in
the
Travel
Pace
table
(Athletics)
check
to
jump
higher
than
you
normally
assume
relatively
simple
terrain:
roads,
open
plains,
can.
or
clear
dungeon
corridors.
But
adventurers
often
You
can
extend
your
arms
half
your
height
above
face
dense
forests,
deep
swamps,
rubble-filled
ruins,
yourself
during
the
jump.
Thus,
you
can
reach
above
steep
mountains,
and
ice-covered
groundall
you
a
distance
equal
to
the
height
of
the
jump
plus
considered
difficult
terrain.
1
times
your
height.
You
move
at
half
speed
in
difficult
terrain
moving
1
foot
in
difficult
terrain
costs
2
feet
of
speedso
you
can
cover
only
half
the
normal
distance
in
a
minute,
an
hour,
or
a
day.
Jumping
Your
Strength
determines
how
far
you
can
jump.
Long
Jump.
When
you
make
a
long
jump,
you
cover
a
number
of
feet
up
to
your
Strength
score
if
you
move
at
least
10
feet
on
foot
immediately
before
the
jump.
When
you
make
a
standing
long
jump,
you
can
leap
only
half
that
distance.
Either
way,
each
foot
you
clear
on
the
jump
costs
a
foot
of
movement.
This
rule
assumes
that
the
height
of
your
jump
doesnt
matter,
such
as
a
jump
across
a
stream
or
chasm.
At
your
GMs
option,
you
must
succeed
on
a
DC
10
Strength
(Athletics)
check
to
clear
a
low
obstacle
(no
taller
than
a
quarter
of
the
jumps
distance),
such
as
a
hedge
or
low
wall.
Otherwise,
you
hit
it.
When
you
land
in
difficult
terrain,
you
must
succeed
on
a
DC
10
Dexterity
(Acrobatics)
check
to
land
on
your
feet.
Otherwise,
you
land
prone.
High
Jump.
When
you
make
a
high
jump,
you
leap
into
the
air
a
number
of
feet
equal
to
3
+
your
Strength
modifier
if
you
move
at
least
10
feet
on
foot
immediately
before
the
jump.
When
you
make
a
standing
high
jump,
you
can
jump
only
half
that
distance.
Either
way,
each
foot
you
clear
on
the
jump
costs
a
foot
of
movement.
In
some
circumstances,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
85
lanterns,
fires,
and
other
sources
of
illumination
The Environment within
a
specific
radius.
By
its
nature,
adventuring
involves
delving
into
Dim
light,
also
called
shadows,
creates
a
lightly
places
that
are
dark,
dangerous,
and
full
of
mysteries
obscured
area.
An
area
of
dim
light
is
usually
a
to
be
explored.
The
rules
in
this
section
cover
some
boundary
between
a
source
of
bright
light,
such
as
a
of
the
most
important
ways
in
which
adventurers
torch,
and
surrounding
darkness.
The
soft
light
of
interact
with
the
environment
in
such
places.
twilight
and
dawn
also
counts
as
dim
light.
A
particularly
brilliant
full
moon
might
bathe
the
land
Falling in
dim
light.
Darkness
creates
a
heavily
obscured
area.
A
fall
from
a
great
height
is
one
of
the
most
common
Characters
face
darkness
outdoors
at
night
(even
hazards
facing
an
adventurer.
At
the
end
of
a
fall,
a
most
moonlit
nights),
within
the
confines
of
an
unlit
creature
takes
1d6
bludgeoning
damage
for
every
10
dungeon
or
a
subterranean
vault,
or
in
an
area
of
feet
it
fell,
to
a
maximum
of
20d6.
The
creature
lands
magical
darkness.
prone,
unless
it
avoids
taking
damage
from
the
fall.
Blindsight
Suffocating A
creature
with
blindsight
can
perceive
its
A
creature
can
hold
its
breath
for
a
number
of
surroundings
without
relying
on
sight,
within
a
minutes
equal
to
1
+
its
Constitution
modifier
specific
radius.
Creatures
without
eyes,
such
as
(minimum
of
30
seconds).
oozes,
and
creatures
with
echolocation
or
When
a
creature
runs
out
of
breath
or
is
choking,
heightened
senses,
such
as
bats
and
true
dragons,
it
can
survive
for
a
number
of
rounds
equal
to
its
have
this
sense.
Constitution
modifier
(minimum
of
1
round).
At
the
start
of
its
next
turn,
it
drops
to
0
hit
points
and
is
Darkvision
dying,
and
it
cant
regain
hit
points
or
be
stabilized
Many
creatures
in
fantasy
gaming
worlds,
especially
until
it
can
breathe
again.
those
that
dwell
underground,
have
darkvision.
For
example,
a
creature
with
a
Constitution
of
14
Within
a
specified
range,
a
creature
with
darkvision
can
hold
its
breath
for
3
minutes.
If
it
starts
can
see
in
darkness
as
if
the
darkness
were
dim
light,
suffocating,
it
has
2
rounds
to
reach
air
before
it
so
areas
of
darkness
are
only
lightly
obscured
as
far
drops
to
0
hit
points.
as
that
creature
is
concerned.
However,
the
creature
cant
discern
color
in
darkness,
only
shades
of
gray.
Vision and Light
Truesight
The
most
fundamental
tasks
of
adventuring A
creature
with
truesight
can,
out
to
a
specific
range,
noticing
danger,
finding
hidden
objects,
hitting
an
see
in
normal
and
magical
darkness,
see
invisible
enemy
in
combat,
and
targeting
a
spell,
to
name
just
creatures
and
objects,
automatically
detect
visual
a
fewrely
heavily
on
a
characters
ability
to
see.
illusions
and
succeed
on
saving
throws
against
them,
Darkness
and
other
effects
that
obscure
vision
can
and
perceives
the
original
form
of
a
shapechanger
or
prove
a
significant
hindrance.
a
creature
that
is
transformed
by
magic.
A
given
area
might
be
lightly
or
heavily
obscured.
Furthermore,
the
creature
can
see
into
the
Ethereal
In
a
lightly
obscured
area,
such
as
dim
light,
patchy
Plane.
fog,
or
moderate
foliage,
creatures
have
disadvantage
on
Wisdom
(Perception)
checks
that
Food and Water
rely
on
sight.
A
heavily
obscured
areasuch
as
darkness,
Characters
who
dont
eat
or
drink
suffer
the
effects
opaque
fog,
or
dense
foliageblocks
vision
entirely.
of
exhaustion
(see
appendix
PH-A).
Exhaustion
A
creature
effectively
suffers
from
the
blinded
caused
by
lack
of
food
or
water
cant
be
removed
condition
(see
appendix
PH-A)
when
trying
to
see
until
the
character
eats
and
drinks
the
full
required
something
in
that
area.
amount.
The
presence
or
absence
of
light
in
an
environment
creates
three
categories
of
Food
illumination:
bright
light,
dim
light,
and
darkness.
A
character
needs
one
pound
of
food
per
day
and
can
Bright
light
lets
most
creatures
see
normally.
make
food
last
longer
by
subsisting
on
half
rations.
Even
gloomy
days
provide
bright
light,
as
do
torches,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
86
Eating
half
a
pound
of
food
in
a
day
counts
as
half
a
day
without
food.
Resting
A
character
can
go
without
food
for
a
number
of
Heroic
though
they
might
be,
adventurers
cant
days
equal
to
3
+
his
or
her
Constitution
modifier
spend
every
hour
of
the
day
in
the
thick
of
(minimum
1).
At
the
end
of
each
day
beyond
that
exploration,
social
interaction,
and
combat.
They
limit,
a
character
automatically
suffers
one
level
of
need
resttime
to
sleep
and
eat,
tend
their
wounds,
exhaustion.
refresh
their
minds
and
spirits
for
spellcasting,
and
A
normal
day
of
eating
resets
the
count
of
days
brace
themselves
for
further
adventure.
without
food
to
zero.
Adventurers
can
take
short
rests
in
the
midst
of
an
adventuring
day
and
a
long
rest
to
end
the
day.
Water
A
character
needs
one
gallon
of
water
per
day,
or
Short Rest
two
gallons
per
day
if
the
weather
is
hot.
A
character
A
short
rest
is
a
period
of
downtime,
at
least
1
hour
who
drinks
only
half
that
much
water
must
succeed
long,
during
which
a
character
does
nothing
more
on
a
DC
15
Constitution
saving
throw
or
suffer
one
strenuous
than
eating,
drinking,
reading,
and
level
of
exhaustion
at
the
end
of
the
day.
A
character
tending
to
wounds.
with
access
to
even
less
water
automatically
suffers
A
character
can
spend
one
or
more
Hit
Dice
at
the
one
level
of
exhaustion
at
the
end
of
the
day.
end
of
a
short
rest,
up
to
the
characters
maximum
If
the
character
already
has
one
or
more
levels
of
number
of
Hit
Dice,
which
is
equal
to
the
characters
exhaustion,
the
character
takes
two
levels
in
either
level.
For
each
Hit
Die
spent
in
this
way,
the
player
case.
rolls
the
die
and
adds
the
characters
Constitution
modifier
to
it.
The
character
regains
hit
points
equal
Interacting with Objects to
the
total.
The
player
can
decide
to
spend
an
A
characters
interaction
with
objects
in
an
additional
Hit
Die
after
each
roll.
A
character
regains
environment
is
often
simple
to
resolve
in
the
game.
some
spent
Hit
Dice
upon
finishing
a
long
rest,
as
The
player
tells
the
GM
that
his
or
her
character
is
explained
below.
doing
something,
such
as
moving
a
lever,
and
the
GM
describes
what,
if
anything,
happens.
Long Rest
For
example,
a
character
might
decide
to
pull
a
A
long
rest
is
a
period
of
extended
downtime,
at
least
lever,
which
might,
in
turn,
raise
a
portcullis,
cause
a
8
hours
long,
during
which
a
character
sleeps
or
room
to
flood
with
water,
or
open
a
secret
door
in
a
performs
light
activity:
reading,
talking,
eating,
or
nearby
wall.
If
the
lever
is
rusted
in
position,
though,
standing
watch
for
no
more
than
2
hours.
If
the
rest
a
character
might
need
to
force
it.
In
such
a
situation,
is
interrupted
by
a
period
of
strenuous
activityat
the
GM
might
call
for
a
Strength
check
to
see
least
1
hour
of
walking,
fighting,
casting
spells,
or
whether
the
character
can
wrench
the
lever
into
similar
adventuring
activitythe
characters
must
place.
The
GM
sets
the
DC
for
any
such
check
based
begin
the
rest
again
to
gain
any
benefit
from
it.
on
the
difficulty
of
the
task.
At
the
end
of
a
long
rest,
a
character
regains
all
Characters
can
also
damage
objects
with
their
lost
hit
points.
The
character
also
regains
spent
Hit
weapons
and
spells.
Objects
are
immune
to
poison
Dice,
up
to
a
number
of
dice
equal
to
half
of
the
and
psychic
damage,
but
otherwise
they
can
be
characters
total
number
of
them
(minimum
of
one
affected
by
physical
and
magical
attacks
much
like
die).
For
example,
if
a
character
has
eight
Hit
Dice,
he
creatures
can.
The
GM
determines
an
objects
Armor
or
she
can
regain
four
spent
Hit
Dice
upon
finishing
a
Class
and
hit
points,
and
might
decide
that
certain
long
rest.
objects
have
resistance
or
immunity
to
certain
kinds
A
character
cant
benefit
from
more
than
one
long
of
attacks.
(Its
hard
to
cut
a
rope
with
a
club,
for
rest
in
a
24-hour
period,
and
a
character
must
have
example.)
Objects
always
fail
Strength
and
Dexterity
at
least
1
hit
point
at
the
start
of
the
rest
to
gain
its
saving
throws,
and
they
are
immune
to
effects
that
benefits.
require
other
saves.
When
an
object
drops
to
0
hit
points,
it
breaks.
A
character
can
also
attempt
a
Strength
check
to
break
an
object.
The
GM
sets
the
DC
for
any
such
check.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
87
necessary
to
create
it.
For
example,
someone
Between Adventures proficient
with
smiths
tools
needs
a
forge
in
order
Between
trips
to
dungeons
and
battles
against
to
craft
a
sword
or
suit
of
armor.
ancient
evils,
adventurers
need
time
to
rest,
For
every
day
of
downtime
you
spend
crafting,
you
recuperate,
and
prepare
for
their
next
adventure.
can
craft
one
or
more
items
with
a
total
market
Many
adventurers
also
use
this
time
to
perform
value
not
exceeding
5
gp,
and
you
must
expend
raw
other
tasks,
such
as
crafting
arms
and
armor,
materials
worth
half
the
total
market
value.
If
performing
research,
or
spending
their
hard-earned
something
you
want
to
craft
has
a
market
value
gold.
greater
than
5
gp,
you
make
progress
every
day
in
5-
In
some
cases,
the
passage
of
time
is
something
gp
increments
until
you
reach
the
market
value
of
that
occurs
with
little
fanfare
or
description.
When
the
item.
For
example,
a
suit
of
plate
armor
(market
starting
a
new
adventure,
the
GM
might
simply
value
1,500
gp)
takes
300
days
to
craft
by
yourself.
declare
that
a
certain
amount
of
time
has
passed
and
Multiple
characters
can
combine
their
efforts
allow
you
to
describe
in
general
terms
what
your
toward
the
crafting
of
a
single
item,
provided
that
character
has
been
doing.
At
other
times,
the
GM
the
characters
all
have
proficiency
with
the
requisite
might
want
to
keep
track
of
just
how
much
time
is
tools
and
are
working
together
in
the
same
place.
passing
as
events
beyond
your
perception
stay
in
Each
character
contributes
5
gp
worth
of
effort
for
motion.
every
day
spent
helping
to
craft
the
item.
For
example,
three
characters
with
the
requisite
tool
Lifestyle Expenses proficiency
and
the
proper
facilities
can
craft
a
suit
of
plate
armor
in
100
days,
at
a
total
cost
of
750
gp.
Between
adventures,
you
choose
a
particular
quality
While
crafting,
you
can
maintain
a
modest
lifestyle
of
life
and
pay
the
cost
of
maintaining
that
lifestyle.
without
having
to
pay
1
gp
per
day,
or
a
comfortable
Living
a
particular
lifestyle
doesnt
have
a
huge
lifestyle
at
half
the
normal
cost.
effect
on
your
character,
but
your
lifestyle
can
affect
the
way
other
individuals
and
groups
react
to
you.
Practicing a Profession
For
example,
when
you
lead
an
aristocratic
lifestyle,
You
can
work
between
adventures,
allowing
you
to
it
might
be
easier
for
you
to
influence
the
nobles
of
maintain
a
modest
lifestyle
without
having
to
pay
1
the
city
than
if
you
live
in
poverty.
gp
per
day.
This
benefit
lasts
as
long
you
continue
to
practice
your
profession.
Downtime Activities
If
you
are
a
member
of
an
organization
that
can
Between
adventures,
the
GM
might
ask
you
what
provide
gainful
employment,
such
as
a
temple
or
a
your
character
is
doing
during
his
or
her
downtime.
thieves
guild,
you
earn
enough
to
support
a
Periods
of
downtime
can
vary
in
duration,
but
each
comfortable
lifestyle
instead.
downtime
activity
requires
a
certain
number
of
days
If
you
have
proficiency
in
the
Performance
skill
to
complete
before
you
gain
any
benefit,
and
at
least
and
put
your
performance
skill
to
use
during
your
8
hours
of
each
day
must
be
spent
on
the
downtime
downtime,
you
earn
enough
to
support
a
wealthy
activity
for
the
day
to
count.
The
days
do
not
need
to
lifestyle
instead.
be
consecutive.
If
you
have
more
than
the
minimum
amount
of
days
to
spend,
you
can
keep
doing
the
Recuperating
same
thing
for
a
longer
period
of
time,
or
switch
to
a
You
can
use
downtime
between
adventures
to
new
downtime
activity.
recover
from
a
debilitating
injury,
disease,
or
poison.
Downtime
activities
other
than
the
ones
presented
After
three
days
of
downtime
spent
recuperating,
below
are
possible.
If
you
want
your
character
to
you
can
make
a
DC
15
Constitution
saving
throw.
On
spend
his
or
her
downtime
performing
an
activity
a
successful
save,
you
can
choose
one
of
the
not
covered
here,
discuss
it
with
your
GM.
following
results:
End
one
effect
on
you
that
prevents
you
from
Crafting regaining
hit
points.
You
can
craft
nonmagical
objects,
including
For
the
next
24
hours,
gain
advantage
on
saving
adventuring
equipment
and
works
of
art.
You
must
throws
against
one
disease
or
poison
currently
be
proficient
with
tools
related
to
the
object
you
are
affecting
you.
trying
to
create
(typically
artisans
tools).
You
might
also
need
access
to
special
materials
or
locations
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
88
Researching
The
time
between
adventures
is
a
great
chance
to
perform
research,
gaining
insight
into
mysteries
that
have
unfurled
over
the
course
of
the
campaign.
Research
can
include
poring
over
dusty
tomes
and
crumbling
scrolls
in
a
library
or
buying
drinks
for
the
locals
to
pry
rumors
and
gossip
from
their
lips.
When
you
begin
your
research,
the
GM
determines
whether
the
information
is
available,
how
many
days
of
downtime
it
will
take
to
find
it,
and
whether
there
are
any
restrictions
on
your
research
(such
as
needing
to
seek
out
a
specific
individual,
tome,
or
location).
The
GM
might
also
require
you
to
make
one
or
more
ability
checks,
such
as
an
Intelligence
(Investigation)
check
to
find
clues
pointing
toward
the
information
you
seek,
or
a
Charisma
(Persuasion)
check
to
secure
someones
aid.
Once
those
conditions
are
met,
you
learn
the
information
if
it
is
available.
For
each
day
of
research,
you
must
spend
1
gp
to
cover
your
expenses.
This
cost
is
in
addition
to
your
normal
lifestyle
expenses.
Training
You
can
spend
time
between
adventures
learning
a
new
language
or
training
with
a
set
of
tools.
Your
GM
might
allow
additional
training
options.
First,
you
must
find
an
instructor
willing
to
teach
you.
The
GM
determines
how
long
it
takes,
and
whether
one
or
more
ability
checks
are
required.
The
training
lasts
for
250
days
and
costs
1
gp
per
day.
After
you
spend
the
requisite
amount
of
time
and
money,
you
learn
the
new
language
or
gain
proficiency
with
the
new
tool.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
89
Initiative
The Order of Combat Initiative
determines
the
order
of
turns
during
A
typical
combat
encounter
is
a
clash
between
two
combat.
When
combat
starts,
every
participant
sides,
a
flurry
of
weapon
swings,
feints,
parries,
makes
a
Dexterity
check
to
determine
their
place
in
footwork,
and
spellcasting.
The
game
organizes
the
the
initiative
order.
The
GM
makes
one
roll
for
an
chaos
of
combat
into
a
cycle
of
rounds
and
turns.
A
entire
group
of
identical
creatures,
so
each
member
of
round
represents
about
6
seconds
in
the
game
the
group
acts
at
the
same
time.
world.
During
a
round,
each
participant
in
a
battle
The
GM
ranks
the
combatants
in
order
from
the
takes
a
turn.
The
order
of
turns
is
determined
at
the
one
with
the
highest
Dexterity
check
total
to
the
one
beginning
of
a
combat
encounter,
when
everyone
with
the
lowest.
This
is
the
order
(called
the
rolls
initiative.
Once
everyone
has
taken
a
turn,
the
initiative
order)
in
which
they
act
during
each
round.
fight
continues
to
the
next
round
if
neither
side
has
The
initiative
order
remains
the
same
from
round
to
defeated
the
other.
round.
Combat Step by Step
If
a
tie
occurs,
the
GM
decides
the
order
among
tied
GM-controlled
creatures,
and
the
players
decide
1.
Determine
surprise.
The
GM
determines
whether
anyone
involved
in
the
combat
encounter
is
surprised.
the
order
among
their
tied
characters.
The
GM
can
2.
Establish
positions.
The
GM
decides
where
all
the
decide
the
order
if
the
tie
is
between
a
monster
and
characters
and
monsters
are
located.
Given
the
a
player
character.
Optionally,
the
GM
can
have
the
adventurers
marching
order
or
their
stated
positions
in
tied
characters
and
monsters
each
roll
a
d20
to
the
room
or
other
location,
the
GM
figures
out
where
the
determine
the
order,
highest
roll
going
first.
adversaries
arehow
far
away
and
in
what
direction.
3.
Roll
initiative.
Everyone
involved
in
the
combat
encounter
Your Turn
rolls
initiative,
determining
the
order
of
combatants
turns.
On
your
turn,
you
can move
a
distance
up
to
your
4.
Take
turns.
Each
participant
in
the
battle
takes
a
turn
in
speed
and take
one
action.
You
decide
whether
to
initiative
order.
move
first
or
take
your
action
first.
Your
speed
5.
Begin
the
next
round.
When
everyone
involved
in
the
sometimes
called
your
walking
speedis
noted
on
combat
has
had
a
turn,
the
round
ends.
Repeat
step
4
until
the
fighting
stops.
your
character
sheet.
The
most
common
actions
you
can
take
are
described
in
the
Actions
in
Combat
section.
Many
class
features
and
other
abilities
provide
additional
Surprise options
for
your
action.
A
band
of
adventurers
sneaks
up
on
a
bandit
camp,
The
Movement
and
Position
section
gives
the
springing
from
the
trees
to
attack
them.
A
gelatinous
rules
for
your
move.
cube
glides
down
a
dungeon
passage,
unnoticed
by
You
can
forgo
moving,
taking
an
action,
or
doing
the
adventurers
until
the
cube
engulfs
one
of
them.
anything
at
all
on
your
turn.
If
you
cant
decide
what
In
these
situations,
one
side
of
the
battle
gains
to
do
on
your
turn,
consider
taking
the
Dodge
or
surprise
over
the
other.
Ready
action,
as
described
in
Actions
in
Combat.
The
GM
determines
who
might
be
surprised.
If
neither
side
tries
to
be
stealthy,
they
automatically
Bonus Actions
notice
each
other.
Otherwise,
the
GM
compares
the
Various
class
features,
spells,
and
other
abilities
let
Dexterity
(Stealth)
checks
of
anyone
hiding
with
the
you
take
an
additional
action
on
your
turn
called
a
passive
Wisdom
(Perception)
score
of
each
creature
bonus
action.
The
Cunning
Action
feature,
for
on
the
opposing
side.
Any
character
or
monster
that
example,
allows
a
rogue
to
take
a
bonus
action.
You
doesnt
notice
a
threat
is
surprised
at
the
start
of
the
can
take
a
bonus
action
only
when
a
special
ability,
encounter.
spell,
or
other
feature
of
the
game
states
that
you
can
If
youre
surprised,
you
cant
move
or
take
an
do
something
as
a
bonus
action.
You
otherwise
dont
action
on
your
first
turn
of
the
combat,
and
you
cant
have
a
bonus
action
to
take.
take
a
reaction
until
that
turn
ends.
A
member
of
a
You
can
take
only
one
bonus
action
on
your
turn,
group
can
be
surprised
even
if
the
other
members
so
you
must
choose
which
bonus
action
to
use
when
arent.
you
have
more
than
one
available.
You
choose
when
to
take
a
bonus
action
during
your
turn,
unless
the
bonus
actions
timing
is
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
90
specified,
and
anything
that
deprives
you
of
your
Breaking Up Your Move
ability
to
take
actions
also
prevents
you
from
taking
a
bonus
action.
You
can
break
up
your
movement
on
your
turn,
using
some
of
your
speed
before
and
after
your
Other Activity on Your Turn action.
For
example,
if
you
have
a
speed
of
30
feet,
Your
turn
can
include
a
variety
of
flourishes
that
you
can
move
10
feet,
take
your
action,
and
then
require
neither
your
action
nor
your
move.
move
20
feet.
You
can
communicate
however
you
are
able,
through
brief
utterances
and
gestures,
as
you
take
Moving between Attacks
your
turn.
If
you
take
an
action
that
includes
more
than
one
You
can
also
interact
with
one
object
or
feature
of
weapon
attack,
you
can
break
up
your
movement
the
environment
for
free,
during
either
your
move
or
even
further
by
moving
between
those
attacks.
For
your
action.
For
example,
you
could
open
a
door
example,
a
fighter
who
can
make
two
attacks
with
during
your
move
as
you
stride
toward
a
foe,
or
you
the
Extra
Attack
feature
and
who
has
a
speed
of
25
could
draw
your
weapon
as
part
of
the
same
action
feet
could
move
10
feet,
make
an
attack,
move
15
you
use
to
attack.
feet,
and
then
attack
again.
If
you
want
to
interact
with
a
second
object,
you
need
to
use
your
action.
Some
magic
items
and
other
Using Different Speeds
special
objects
always
require
an
action
to
use,
as
If
you
have
more
than
one
speed,
such
as
your
stated
in
their
descriptions.
walking
speed
and
a
flying
speed,
you
can
switch
The
GM
might
require
you
to
use
an
action
for
any
back
and
forth
between
your
speeds
during
your
of
these
activities
when
it
needs
special
care
or
when
move.
Whenever
you
switch,
subtract
the
distance
it
presents
an
unusual
obstacle.
For
instance,
the
GM
youve
already
moved
from
the
new
speed.
The
could
reasonably
expect
you
to
use
an
action
to
open
result
determines
how
much
farther
you
can
move.
a
stuck
door
or
turn
a
crank
to
lower
a
drawbridge.
If
the
result
is
0
or
less,
you
cant
use
the
new
speed
during
the
current
move.
Reactions
For
example,
if
you
have
a
speed
of
30
and
a
flying
speed
of
60
because
a
wizard
cast
the
fly
spell
on
you,
Certain
special
abilities,
spells,
and
situations
allow
you
could
fly
20
feet,
then
walk
10
feet,
and
then
you
to
take
a
special
action
called
a
reaction.
A
leap
into
the
air
to
fly
30
feet
more.
reaction
is
an
instant
response
to
a
trigger
of
some
kind,
which
can
occur
on
your
turn
or
on
someone
Difficult Terrain
elses.
The
opportunity
attack
is
the
most
common
type
of
reaction.
Combat
rarely
takes
place
in
bare
rooms
or
on
When
you
take
a
reaction,
you
cant
take
another
featureless
plains.
Boulder-strewn
caverns,
briar-
one
until
the
start
of
your
next
turn.
If
the
reaction
choked
forests,
treacherous
staircasesthe
setting
interrupts
another
creatures
turn,
that
creature
can
of
a
typical
fight
contains
difficult
terrain.
continue
its
turn
right
after
the
reaction.
Every
foot
of
movement
in
difficult
terrain
costs
1
extra
foot.
This
rule
is
true
even
if
multiple
things
in
a
space
count
as
difficult
terrain.
Movement and Position
Low
furniture,
rubble,
undergrowth,
steep
stairs,
In
combat,
characters
and
monsters
are
in
constant
snow,
and
shallow
bogs
are
examples
of
difficult
motion,
often
using
movement
and
position
to
gain
terrain.
The
space
of
another
creature,
whether
the
upper
hand.
hostile
or
not,
also
counts
as
difficult
terrain.
On
your
turn,
you
can
move
a
distance
up
to
your
speed.
You
can
use
as
much
or
as
little
of
your
speed
Being Prone
as
you
like
on
your
turn,
following
the
rules
here.
Combatants
often
find
themselves
lying
on
the
Your
movement
can
include
jumping,
climbing,
ground,
either
because
they
are
knocked
down
or
and
swimming.
These
different
modes
of
movement
because
they
throw
themselves
down.
In
the
game,
can
be
combined
with
walking,
or
they
can
they
are
prone,
a
condition
described
in
appendix
constitute
your
entire
move.
However
youre
moving,
PH-A.
you
deduct
the
distance
of
each
part
of
your
move
You
can
drop
prone
without
using
any
of
your
from
your
speed
until
it
is
used
up
or
until
you
are
speed.
Standing
up
takes
more
effort;
doing
so
costs
done
moving.
an
amount
of
movement
equal
to
half
your
speed.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
91
For
example,
if
your
speed
is
30
feet,
you
must
spend
hover
or
it
is
being
held
aloft
by
magic,
such
as
by
15
feet
of
movement
to
stand
up.
You
cant
stand
up
the
fly
spell.
if
you
dont
have
enough
movement
left
or
if
your
speed
is
0.
Creature Size
To
move
while
prone,
you
must
crawl
or
use
Each
creature
takes
up
a
different
amount
of
space.
magic
such
as
teleportation.
Every
foot
of
movement
The
Size
Categories
table
shows
how
much
space
a
while
crawling
costs
1
extra
foot.
Crawling
1
foot
in
creature
of
a
particular
size
controls
in
combat.
difficult
terrain,
therefore,
costs
3
feet
of
movement.
Objects
sometimes
use
the
same
size
categories.
Interacting with Objects Around You Size
Categories
Here
are
a
few
examples
of
the
sorts
of
thing
you
can
do
in
Size
Space
tandem
with
your
movement
and
action:
Tiny
2
by
2
ft.
draw
or
sheathe
a
sword
Small
5
by
5
ft.
open
or
close
a
door
Medium
5
by
5
ft.
withdraw
a
potion
from
your
backpack
Large
10
by
10
ft.
pick
up
a
dropped
axe
Huge
15
by
15
ft.
take
a
bauble
from
a
table
Gargantuan
20
by
20
ft.
or
larger
remove
a
ring
from
your
finger
stuff
some
food
into
your
mouth
Space
plant
a
banner
in
the
ground
A
creatures
space
is
the
area
in
feet
that
it
fish
a
few
coins
from
your
belt
pouch
effectively
controls
in
combat,
not
an
expression
of
drink
all
the
ale
in
a
flagon
its
physical
dimensions.
A
typical
Medium
creature
throw
a
lever
or
a
switch
isnt
5
feet
wide,
for
example,
but
it
does
control
a
pull
a
torch
from
a
sconce
space
that
wide.
If
a
Medium
hobgoblin
stands
in
a
5-
take
a
book
from
a
shelf
you
can
reach
foot-wide
doorway,
other
creatures
cant
get
extinguish
a
small
flame
through
unless
the
hobgoblin
lets
them.
don
a
mask
A
creatures
space
also
reflects
the
area
it
needs
to
pull
the
hood
of
your
cloak
up
and
over
your
head
fight
effectively.
For
that
reason,
theres
a
limit
to
the
put
your
ear
to
a
door
number
of
creatures
that
can
surround
another
kick
a
small
stone
creature
in
combat.
Assuming
Medium
combatants,
turn
a
key
in
a
lock
eight
creatures
can
fit
in
a
5-foot
radius
around
tap
the
floor
with
a
10-foot
pole
another
one.
hand
an
item
to
another
character
Because
larger
creatures
take
up
more
space,
fewer
of
them
can
surround
a
creature.
If
five
Large
creatures
crowd
around
a
Medium
or
smaller
one,
Moving Around Other Creatures theres
little
room
for
anyone
else.
In
contrast,
as
many
as
twenty
Medium
creatures
can
surround
a
You
can
move
through
a
nonhostile
creatures
space.
Gargantuan
one.
In
contrast,
you
can
move
through
a
hostile
creatures
space
only
if
the
creature
is
at
least
two
Squeezing into a Smaller Space
sizes
larger
or
smaller
than
you.
Remember
that
A
creature
can
squeeze
through
a
space
that
is
large
another
creatures
space
is
difficult
terrain
for
you.
enough
for
a
creature
one
size
smaller
than
it.
Thus,
Whether
a
creature
is
a
friend
or
an
enemy,
you
a
Large
creature
can
squeeze
through
a
passage
cant
willingly
end
your
move
in
its
space.
thats
only
5
feet
wide.
While
squeezing
through
a
If
you
leave
a
hostile
creatures
reach
during
your
space,
a
creature
must
spend
1
extra
foot
for
every
move,
you
provoke
an
opportunity
attack.
foot
it
moves
there,
and
it
has
disadvantage
on
attack
rolls
and
Dexterity
saving
throws.
Attack
rolls
Flying Movement against
the
creature
have
advantage
while
its
in
the
Flying
creatures
enjoy
many
benefits
of
mobility,
but
smaller
space.
they
must
also
deal
with
the
danger
of
falling.
If
a
flying
creature
is
knocked
prone,
has
its
speed
reduced
to
0,
or
is
otherwise
deprived
of
the
ability
to
move,
the
creature
falls,
unless
it
has
the
ability
to
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
92
Actions in Combat Dodge
When
you
take
your
action
on
your
turn,
you
can
When
you
take
the
Dodge
action,
you
focus
entirely
take
one
of
the
actions
presented
here,
an
action
you
on
avoiding
attacks.
Until
the
start
of
your
next
turn,
gained
from
your
class
or
a
special
feature,
or
an
any
attack
roll
made
against
you
has
disadvantage
if
action
that
you
improvise.
Many
monsters
have
you
can
see
the
attacker,
and
you
make
Dexterity
action
options
of
their
own
in
their
stat
blocks.
saving
throws
with
advantage.
You
lose
this
benefit
When
you
describe
an
action
not
detailed
if
you
are
incapacitated
(as
explained
in
appendix
elsewhere
in
the
rules,
the
GM
tells
you
whether
that
PH-A)
or
if
your
speed
drops
to
0.
action
is
possible
and
what
kind
of
roll
you
need
to
make,
if
any,
to
determine
success
or
failure.
Help
Attack You
can
lend
your
aid
to
another
creature
in
the
completion
of
a
task.
When
you
take
the
Help
action,
The
most
common
action
to
take
in
combat
is
the
the
creature
you
aid
gains
advantage
on
the
next
Attack
action,
whether
you
are
swinging
a
sword,
ability
check
it
makes
to
perform
the
task
you
are
firing
an
arrow
from
a
bow,
or
brawling
with
your
helping
with,
provided
that
it
makes
the
check
fists.
before
the
start
of
your
next
turn.
With
this
action,
you
make
one
melee
or
ranged
Alternatively,
you
can
aid
a
friendly
creature
in
attack.
See
the
Making
an
Attack
section
for
the
attacking
a
creature
within
5
feet
of
you.
You
feint,
rules
that
govern
attacks.
distract
the
target,
or
in
some
other
way
team
up
to
Certain
features,
such
as
the
Extra
Attack
feature
make
your
allys
attack
more
effective.
If
your
ally
of
the
fighter,
allow
you
to
make
more
than
one
attacks
the
target
before
your
next
turn,
the
first
attack
with
this
action.
attack
roll
is
made
with
advantage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
93
holding
onto
the
spells
magic
requires
(AC),
the
attack
hits.
The
AC
of
a
character
is
concentration.
If
your
concentration
is
broken,
the
determined
at
character
creation,
whereas
the
AC
of
spell
dissipates
without
taking
effect.
For
example,
if
a
monster
is
in
its
stat
block.
you
are
concentrating
on
the
web
spell
and
ready
magic
missile,
your
web
spell
ends,
and
if
you
take
Modifiers to the Roll
damage
before
you
release
magic
missile
with
your
When
a
character
makes
an
attack
roll,
the
two
most
reaction,
your
concentration
might
be
broken.
common
modifiers
to
the
roll
are
an
ability
modifier
and
the
characters
proficiency
bonus.
When
a
Search monster
makes
an
attack
roll,
it
uses
whatever
When
you
take
the
Search
action,
you
devote
your
modifier
is
provided
in
its
stat
block.
attention
to
finding
something.
Depending
on
the
Ability
Modifier.
The
ability
modifier
used
for
a
nature
of
your
search,
the
GM
might
have
you
make
melee
weapon
attack
is
Strength,
and
the
ability
a
Wisdom
(Perception)
check
or
an
Intelligence
modifier
used
for
a
ranged
weapon
attack
is
Dexterity.
Weapons
that
have
the
finesse
or
thrown
(Investigation)
check.
property
break
this
rule.
Use an Object
Some
spells
also
require
an
attack
roll.
The
ability
modifier
used
for
a
spell
attack
depends
on
the
You
normally
interact
with
an
object
while
doing
spellcasting
ability
of
the
spellcaster.
something
else,
such
as
when
you
draw
a
sword
as
Proficiency
Bonus.
You
add
your
proficiency
part
of
an
attack.
When
an
object
requires
your
bonus
to
your
attack
roll
when
you
attack
using
a
action
for
its
use,
you
take
the
Use
an
Object
action.
weapon
with
which
you
have
proficiency,
as
well
as
This
action
is
also
useful
when
you
want
to
interact
when
you
attack
with
a
spell.
with
more
than
one
object
on
your
turn.
Rolling 1 or 20
Making an Attack Sometimes
fate
blesses
or
curses
a
combatant,
causing
the
novice
to
hit
and
the
veteran
to
miss.
Whether
youre
striking
with
a
melee
weapon,
firing
If
the
d20
roll
for
an
attack
is
a
20,
the
attack
hits
a
weapon
at
range,
or
making
an
attack
roll
as
part
regardless
of
any
modifiers
or
the
targets
AC.
This
is
of
a
spell,
an
attack
has
a
simple
structure.
called
a
critical
hit.
1.
Choose
a
target.
Pick
a
target
within
your
attacks
If
the
d20
roll
for
an
attack
is
a
1,
the
attack
misses
range:
a
creature,
an
object,
or
a
location.
regardless
of
any
modifiers
or
the
targets
AC.
2.
Determine
modifiers.
The
GM
determines
whether
the
target
has
cover
and
whether
you
Unseen Attackers and Targets
have
advantage
or
disadvantage
against
the
target.
Combatants
often
try
to
escape
their
foes
notice
by
In
addition,
spells,
special
abilities,
and
other
hiding,
casting
the
invisibility
spell,
or
lurking
in
effects
can
apply
penalties
or
bonuses
to
your
darkness.
attack
roll.
When
you
attack
a
target
that
you
cant
see,
you
3.
Resolve
the
attack.
You
make
the
attack
roll.
On
a
have
disadvantage
on
the
attack
roll.
This
is
true
hit,
you
roll
damage,
unless
the
particular
attack
whether
youre
guessing
the
targets
location
or
has
rules
that
specify
otherwise.
Some
attacks
youre
targeting
a
creature
you
can
hear
but
not
see.
cause
special
effects
in
addition
to
or
instead
of
If
the
target
isnt
in
the
location
you
targeted,
you
damage.
automatically
miss,
but
the
GM
typically
just
says
If
theres
ever
any
question
whether
something
that
the
attack
missed,
not
whether
you
guessed
the
youre
doing
counts
as
an
attack,
the
rule
is
simple:
if
targets
location
correctly.
youre
making
an
attack
roll,
youre
making
an
attack.
When
a
creature
cant
see
you,
you
have
advantage
on
attack
rolls
against
it.
If
you
are
Attack Rolls hiddenboth
unseen
and
unheardwhen
you
make
an
attack,
you
give
away
your
location
when
When
you
make
an
attack,
your
attack
roll
the
attack
hits
or
misses.
determines
whether
the
attack
hits
or
misses.
To
make
an
attack
roll,
roll
a
d20
and
add
the
appropriate
modifiers.
If
the
total
of
the
roll
plus
modifiers
equals
or
exceeds
the
targets
Armor
Class
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
Document
5.1
94
Ranged Attacks Opportunity Attacks
In
a
fight,
everyone
is
constantly
watching
for
a
When
you
make
a
ranged
attack,
you
fire
a
bow
or
a
chance
to
strike
an
enemy
who
is
fleeing
or
passing
crossbow,
hurl
a
handaxe,
or
otherwise
send
by.
Such
a
strike
is
called
an
opportunity
attack.
projectiles
to
strike
a
foe
at
a
distance.
A
monster
You
can
make
an
opportunity
attack
when
a
might
shoot
spines
from
its
tail.
Many
spells
also
hostile
creature
that
you
can
see
moves
out
of
your
involve
making
a
ranged
attack.
reach.
To
make
the
opportunity
attack,
you
use
your
reaction
to
make
one
melee
attack
against
the
Range provoking
creature.
The
attack
occurs
right
before
You
can
make
ranged
attacks
only
against
targets
the
creature
leaves
your
reach.
within
a
specified
range.
You
can
avoid
provoking
an
opportunity
attack
by
If
a
ranged
attack,
such
as
one
made
with
a
spell,
taking
the
Disengage
action.
You
also
dont
provoke
has
a
single
range,
you
cant
attack
a
target
beyond
an
opportunity
attack
when
you
teleport
or
when
this
range.
someone
or
something
moves
you
without
using
Some
ranged
attacks,
such
as
those
made
with
a
your
movement,
action,
or
reaction.
For
example,
longbow
or
a
shortbow,
have
two
ranges.
The
you
dont
provoke
an
opportunity
attack
if
an
smaller
number
is
the
normal
range,
and
the
larger
explosion
hurls
you
out
of
a
foes
reach
or
if
gravity
number
is
the
long
range.
Your
attack
roll
has
causes
you
to
fall
past
an
enemy.
disadvantage
when
your
target
is
beyond
normal
range,
and
you
cant
attack
a
target
beyond
the
long
Two-Weapon Fighting
range.
When
you
take
the
Attack
action
and
attack
with
a
light
melee
weapon
that
youre
holding
in
one
hand,
Ranged Attacks in Close Combat you
can
use
a
bonus
action
to
attack
with
a
different
Aiming
a
ranged
attack
is
more
difficult
when
a
foe
is
light
melee
weapon
that
youre
holding
in
the
other
next
to
you.
When
you
make
a
ranged
attack
with
a
hand.
You
dont
add
your
ability
modifier
to
the
weapon,
a
spell,
or
some
other
means,
you
have
damage
of
the
bonus
attack,
unless
that
modifier
is
disadvantage
on
the
attack
roll
if
you
are
within
5
negative.
feet
of
a
hostile
creature
who
can
see
you
and
who
If
either
weapon
has
the
thrown
property,
you
can
isnt
incapacitated.
throw
the
weapon,
instead
of
making
a
melee
attack
with
it.
Melee Attacks
Used
in
hand-to-hand
combat,
a
melee
attack
allows
Grappling
you
to
attack
a
foe
within
your
reach.
A
melee
attack
When
you
want
to
grab
a
creature
or
wrestle
with
it,
typically
uses
a
handheld
weapon
such
as
a
sword,
a
you
can
use
the
Attack
action
to
make
a
special
warhammer,
or
an
axe.
A
typical
monster
makes
a
melee
attack,
a
grapple.
If
youre
able
to
make
melee
attack
when
it
strikes
with
its
claws,
horns,
multiple
attacks
with
the
Attack
action,
this
attack
teeth,
tentacles,
or
other
body
part.
A
few
spells
also
replaces
one
of
them.
involve
making
a
melee
attack.
The
target
of
your
grapple
must
be
no
more
than
Most
creatures
have
a
5-foot
reach
and
can
thus
one
size
larger
than
you
and
must
be
within
your
attack
targets
within
5
feet
of
them
when
making
a
reach.
Using
at
least
one
free
hand,
you
try
to
seize
melee
attack.
Certain
creatures
(typically
those
the
target
by
making
a
grapple
check
instead
of
an
larger
than
Medium)
have
melee
attacks
with
a
attack
roll:
a
Strength
(Athletics)
check
contested
by
greater
reach
than
5
feet,
as
noted
in
their
the
targets
Strength
(Athletics)
or
Dexterity
descriptions.
(Acrobatics)
check
(the
target
chooses
the
ability
to
Instead
of
using
a
weapon
to
make
a
melee
use).
If
you
succeed,
you
subject
the
target
to
the
weapon
attack,
you
can
use
an
unarmed
strike:
a
grappled
condition
(see
appendix
PH-A).
The
punch,
kick,
head-butt,
or
similar
forceful
blow
condition
specifies
the
things
that
end
it,
and
you
can
(none
of
which
count
as
weapons).
On
a
hit,
an
release
the
target
whenever
you
like
(no
action
unarmed
strike
deals
bludgeoning
damage
equal
to
1
required).
+
your
Strength
modifier.
You
are
proficient
with
Escaping
a
Grapple.
A
grappled
creature
can
use
your
unarmed
strikes.
its
action
to
escape.
To
do
so,
it
must
succeed
on
a
Strength
(Athletics)
or
Dexterity
(Acrobatics)
check
contested
by
your
Strength
(Athletics)
check.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
95
Moving
a
Grappled
Creature.
When
you
move,
A
target
with
total
cover
cant
be
targeted
directly
you
can
drag
or
carry
the
grappled
creature
with
you,
by
an
attack
or
a
spell,
although
some
spells
can
but
your
speed
is
halved,
unless
the
creature
is
two
reach
such
a
target
by
including
it
in
an
area
of
effect.
or
more
sizes
smaller
than
you.
A
target
has
total
cover
if
it
is
completely
concealed
by
an
obstacle.
Contests in Combat
Battle
often
involves
pitting
your
prowess
against
that
of
your
foe.
Such
a
challenge
is
represented
by
a
contest.
This
Damage and Healing
section
includes
the
most
common
contests
that
require
an
Injury
and
the
risk
of
death
are
constant
companions
action
in
combat:
grappling
and
shoving
a
creature.
The
GM
of
those
who
explore
fantasy
gaming
worlds.
The
can
use
these
contests
as
models
for
improvising
others.
thrust
of
a
sword,
a
well-placed
arrow,
or
a
blast
of
flame
from
a
fireball
spell
all
have
the
potential
to
Shoving a Creature damage,
or
even
kill,
the
hardiest
of
creatures.
Using
the
Attack
action,
you
can
make
a
special
melee
attack
to
shove
a
creature,
either
to
knock
it
Hit Points
prone
or
push
it
away
from
you.
If
youre
able
to
Hit
points
represent
a
combination
of
physical
and
make
multiple
attacks
with
the
Attack
action,
this
mental
durability,
the
will
to
live,
and
luck.
Creatures
attack
replaces
one
of
them.
with
more
hit
points
are
more
difficult
to
kill.
Those
The
target
must
be
no
more
than
one
size
larger
with
fewer
hit
points
are
more
fragile.
than
you
and
must
be
within
your
reach.
Instead
of
A
creatures
current
hit
points
(usually
just
called
making
an
attack
roll,
you
make
a
Strength
hit
points)
can
be
any
number
from
the
creatures
hit
(Athletics)
check
contested
by
the
targets
Strength
point
maximum
down
to
0.
This
number
changes
(Athletics)
or
Dexterity
(Acrobatics)
check
(the
frequently
as
a
creature
takes
damage
or
receives
target
chooses
the
ability
to
use).
If
you
win
the
healing.
contest,
you
either
knock
the
target
prone
or
push
it
Whenever
a
creature
takes
damage,
that
damage
is
5
feet
away
from
you.
subtracted
from
its
hit
points.
The
loss
of
hit
points
has
no
effect
on
a
creatures
capabilities
until
the
Cover creature
drops
to
0
hit
points.
Walls,
trees,
creatures,
and
other
obstacles
can
Damage Rolls
provide
cover
during
combat,
making
a
target
more
difficult
to
harm.
A
target
can
benefit
from
cover
Each
weapon,
spell,
and
harmful
monster
ability
only
when
an
attack
or
other
effect
originates
on
the
specifies
the
damage
it
deals.
You
roll
the
damage
opposite
side
of
the
cover.
die
or
dice,
add
any
modifiers,
and
apply
the
damage
There
are
three
degrees
of
cover.
If
a
target
is
to
your
target.
Magic
weapons,
special
abilities,
and
behind
multiple
sources
of
cover,
only
the
most
other
factors
can
grant
a
bonus
to
damage.
With
a
protective
degree
of
cover
applies;
the
degrees
penalty,
it
is
possible
to
deal
0
damage,
but
never
arent
added
together.
For
example,
if
a
target
is
negative
damage.
behind
a
creature
that
gives
half
cover
and
a
tree
When
attacking
with
a
weapon,
you
add
your
trunk
that
gives
three-quarters
cover,
the
target
has
ability
modifierthe
same
modifier
used
for
the
three-quarters
cover.
attack
rollto
the
damage.
A
spell
tells
you
which
A
target
with
half
cover
has
a
+2
bonus
to
AC
and
dice
to
roll
for
damage
and
whether
to
add
any
Dexterity
saving
throws.
A
target
has
half
cover
if
an
modifiers.
obstacle
blocks
at
least
half
of
its
body.
The
obstacle
If
a
spell
or
other
effect
deals
damage
to
more
might
be
a
low
wall,
a
large
piece
of
furniture,
a
than
one
target
at
the
same
time,
roll
the
damage
narrow
tree
trunk,
or
a
creature,
whether
that
once
for
all
of
them.
For
example,
when
a
wizard
creature
is
an
enemy
or
a
friend.
casts
fireball
or
a
cleric
casts
flame
strike,
the
spells
A
target
with
three-quarters
cover
has
a
+5
damage
is
rolled
once
for
all
creatures
caught
in
the
bonus
to
AC
and
Dexterity
saving
throws.
A
target
blast.
has
three-quarters
cover
if
about
three-quarters
of
it
is
covered
by
an
obstacle.
The
obstacle
might
be
a
Critical Hits
portcullis,
an
arrow
slit,
or
a
thick
tree
trunk.
When
you
score
a
critical
hit,
you
get
to
roll
extra
dice
for
the
attacks
damage
against
the
target.
Roll
all
of
the
attacks
damage
dice
twice
and
add
them
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
96
together.
Then
add
any
relevant
modifiers
as
normal.
Damage Resistance and
To
speed
up
play,
you
can
roll
all
the
damage
dice
at
once.
Vulnerability
For
example,
if
you
score
a
critical
hit
with
a
Some
creatures
and
objects
are
exceedingly
difficult
dagger,
roll
2d4
for
the
damage,
rather
than
1d4,
and
or
unusually
easy
to
hurt
with
certain
types
of
then
add
your
relevant
ability
modifier.
If
the
attack
damage.
involves
other
damage
dice,
such
as
from
the
rogues
If
a
creature
or
an
object
has
resistance
to
a
Sneak
Attack
feature,
you
roll
those
dice
twice
as
damage
type,
damage
of
that
type
is
halved
against
it.
well.
If
a
creature
or
an
object
has
vulnerability
to
a
damage
type,
damage
of
that
type
is
doubled
against
Damage Types it.
Different
attacks,
damaging
spells,
and
other
harmful
Resistance
and
then
vulnerability
are
applied
after
effects
deal
different
types
of
damage.
Damage
types
all
other
modifiers
to
damage.
For
example,
a
have
no
rules
of
their
own,
but
other
rules,
such
as
creature
has
resistance
to
bludgeoning
damage
and
damage
resistance,
rely
on
the
types.
is
hit
by
an
attack
that
deals
25
bludgeoning
damage.
The
damage
types
follow,
with
examples
to
help
a
The
creature
is
also
within
a
magical
aura
that
GM
assign
a
damage
type
to
a
new
effect.
reduces
all
damage
by
5.
The
25
damage
is
first
Acid.
The
corrosive
spray
of
a
black
dragons
reduced
by
5
and
then
halved,
so
the
creature
takes
breath
and
the
dissolving
enzymes
secreted
by
a
10
damage.
black
pudding
deal
acid
damage.
Multiple
instances
of
resistance
or
vulnerability
Bludgeoning.
Blunt
force
attackshammers,
that
affect
the
same
damage
type
count
as
only
one
falling,
constriction,
and
the
likedeal
bludgeoning
instance.
For
example,
if
a
creature
has
resistance
to
damage.
fire
damage
as
well
as
resistance
to
all
nonmagical
Cold.
The
infernal
chill
radiating
from
an
ice
damage,
the
damage
of
a
nonmagical
fire
is
reduced
devils
spear
and
the
frigid
blast
of
a
white
dragons
by
half
against
the
creature,
not
reduced
by
three-
breath
deal
cold
damage.
quarters.
Fire.
Red
dragons
breathe
fire,
and
many
spells
conjure
flames
to
deal
fire
damage.
Healing
Force.
Force
is
pure
magical
energy
focused
into
a
damaging
form.
Most
effects
that
deal
force
damage
Unless
it
results
in
death,
damage
isnt
permanent.
are
spells,
including
magic
missile
and
spiritual
Even
death
is
reversible
through
powerful
magic.
weapon.
Rest
can
restore
a
creatures
hit
points,
and
magical
Lightning.
A
lightning
bolt
spell
and
a
blue
methods
such
as
a
cure
wounds
spell
or
a
potion
of
dragons
breath
deal
lightning
damage.
healing
can
remove
damage
in
an
instant.
Necrotic.
Necrotic
damage,
dealt
by
certain
When
a
creature
receives
healing
of
any
kind,
hit
undead
and
a
spell
such
as
chill
touch,
withers
points
regained
are
added
to
its
current
hit
points.
A
matter
and
even
the
soul.
creatures
hit
points
cant
exceed
its
hit
point
Piercing.
Puncturing
and
impaling
attacks,
maximum,
so
any
hit
points
regained
in
excess
of
including
spears
and
monsters
bites,
deal
piercing
this
number
are
lost.
For
example,
a
druid
grants
a
damage.
ranger
8
hit
points
of
healing.
If
the
ranger
has
14
Poison.
Venomous
stings
and
the
toxic
gas
of
a
current
hit
points
and
has
a
hit
point
maximum
of
20,
green
dragons
breath
deal
poison
damage.
the
ranger
regains
6
hit
points
from
the
druid,
not
8.
Psychic.
Mental
abilities
such
as
a
mind
flayers
A
creature
that
has
died
cant
regain
hit
points
psionic
blast
deal
psychic
damage.
until
magic
such
as
the
revivify
spell
has
restored
it
Radiant.
Radiant
damage,
dealt
by
a
clerics
flame
to
life.
strike
spell
or
an
angels
smiting
weapon,
sears
the
flesh
like
fire
and
overloads
the
spirit
with
power.
Slashing.
Swords,
axes,
and
monsters
claws
deal
Dropping to 0 Hit Points
slashing
damage.
When
you
drop
to
0
hit
points,
you
either
die
Thunder.
A
concussive
burst
of
sound,
such
as
the
outright
or
fall
unconscious,
as
explained
in
the
effect
of
the
thunderwave
spell,
deals
thunder
following
sections.
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
97
Instant Death which
requires
a
successful
DC
10
Wisdom
Massive
damage
can
kill
you
instantly.
When
damage
(Medicine)
check.
reduces
you
to
0
hit
points
and
there
is
damage
A
stable
creature
doesnt
make
death
saving
remaining,
you
die
if
the
remaining
damage
equals
throws,
even
though
it
has
0
hit
points,
but
it
does
or
exceeds
your
hit
point
maximum.
remain
unconscious.
The
creature
stops
being
stable,
For
example,
a
cleric
with
a
maximum
of
12
hit
and
must
start
making
death
saving
throws
again,
if
points
currently
has
6
hit
points.
If
she
takes
18
it
takes
any
damage.
A
stable
creature
that
isnt
damage
from
an
attack,
she
is
reduced
to
0
hit
points,
healed
regains
1
hit
point
after
1d4
hours.
but
12
damage
remains.
Because
the
remaining
damage
equals
her
hit
point
maximum,
the
cleric
Monsters and Death
dies.
Most
GMs
have
a
monster
die
the
instant
it
drops
to
0
hit
points,
rather
than
having
it
fall
unconscious
Falling Unconscious and
make
death
saving
throws.
If
damage
reduces
you
to
0
hit
points
and
fails
to
kill
Mighty
villains
and
special
nonplayer
characters
you,
you
fall
unconscious
(see
appendix
PH-A).
This
are
common
exceptions;
the
GM
might
have
them
unconsciousness
ends
if
you
regain
any
hit
points.
fall
unconscious
and
follow
the
same
rules
as
player
characters.
Death Saving Throws
Whenever
you
start
your
turn
with
0
hit
points,
you
Knocking a Creature Out
must
make
a
special
saving
throw,
called
a
death
Sometimes
an
attacker
wants
to
incapacitate
a
foe,
saving
throw,
to
determine
whether
you
creep
closer
rather
than
deal
a
killing
blow.
When
an
attacker
to
death
or
hang
onto
life.
Unlike
other
saving
reduces
a
creature
to
0
hit
points
with
a
melee
attack,
throws,
this
one
isnt
tied
to
any
ability
score.
You
the
attacker
can
knock
the
creature
out.
The
attacker
are
in
the
hands
of
fate
now,
aided
only
by
spells
and
can
make
this
choice
the
instant
the
damage
is
dealt.
features
that
improve
your
chances
of
succeeding
on
The
creature
falls
unconscious
and
is
stable.
a
saving
throw.
Roll
a
d20.
If
the
roll
is
10
or
higher,
you
succeed.
Temporary Hit Points
Otherwise,
you
fail.
A
success
or
failure
has
no
effect
by
itself.
On
your
third
success,
you
become
stable
Some
spells
and
special
abilities
confer
temporary
(see
below).
On
your
third
failure,
you
die.
The
hit
points
to
a
creature.
Temporary
hit
points
arent
successes
and
failures
dont
need
to
be
consecutive;
actual
hit
points;
they
are
a
buffer
against
damage,
a
keep
track
of
both
until
you
collect
three
of
a
kind.
pool
of
hit
points
that
protect
you
from
injury.
The
number
of
both
is
reset
to
zero
when
you
regain
When
you
have
temporary
hit
points
and
take
any
hit
points
or
become
stable.
damage,
the
temporary
hit
points
are
lost
first,
and
Rolling
1
or
20.
When
you
make
a
death
saving
any
leftover
damage
carries
over
to
your
normal
hit
throw
and
roll
a
1
on
the
d20,
it
counts
as
two
points.
For
example,
if
you
have
5
temporary
hit
failures.
If
you
roll
a
20
on
the
d20,
you
regain
1
hit
points
and
take
7
damage,
you
lose
the
temporary
point.
hit
points
and
then
take
2
damage.
Damage
at
0
Hit
Points.
If
you
take
any
damage
Because
temporary
hit
points
are
separate
from
while
you
have
0
hit
points,
you
suffer
a
death
saving
your
actual
hit
points,
they
can
exceed
your
hit
point
throw
failure.
If
the
damage
is
from
a
critical
hit,
you
maximum.
A
character
can,
therefore,
be
at
full
hit
suffer
two
failures
instead.
If
the
damage
equals
or
points
and
receive
temporary
hit
points.
exceeds
your
hit
point
maximum,
you
suffer
instant
Healing
cant
restore
temporary
hit
points,
and
death.
they
cant
be
added
together.
If
you
have
temporary
hit
points
and
receive
more
of
them,
you
decide
Stabilizing a Creature whether
to
keep
the
ones
you
have
or
to
gain
the
The
best
way
to
save
a
creature
with
0
hit
points
is
new
ones.
For
example,
if
a
spell
grants
you
12
to
heal
it.
If
healing
is
unavailable,
the
creature
can
temporary
hit
points
when
you
already
have
10,
you
at
least
be
stabilized
so
that
it
isnt
killed
by
a
failed
can
have
12
or
10,
not
22.
death
saving
throw.
If
you
have
0
hit
points,
receiving
temporary
hit
You
can
use
your
action
to
administer
first
aid
to
points
doesnt
restore
you
to
consciousness
or
an
unconscious
creature
and
attempt
to
stabilize
it,
stabilize
you.
They
can
still
absorb
damage
directed
Not
for
resale.
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granted
to
print
or
photocopy
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document
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System
Reference
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5.1
98
at
you
while
youre
in
that
state,
but
only
true
attack
and
devour
a
badly
injured
foe,
or
otherwise
healing
can
save
you.
act
against
your
wishes.
Unless
a
feature
that
grants
you
temporary
hit
In
either
case,
if
the
mount
provokes
an
points
has
a
duration,
they
last
until
theyre
depleted
opportunity
attack
while
youre
on
it,
the
attacker
or
you
finish
a
long
rest.
can
target
you
or
the
mount.
Controlling a Mount
While
youre
mounted,
you
have
two
options.
You
can
either
control
the
mount
or
allow
it
to
act
independently.
Intelligent
creatures,
such
as
dragons,
act
independently.
You
can
control
a
mount
only
if
it
has
been
trained
to
accept
a
rider.
Domesticated
horses,
donkeys,
and
similar
creatures
are
assumed
to
have
such
training.
The
initiative
of
a
controlled
mount
changes
to
match
yours
when
you
mount
it.
It
moves
as
you
direct
it,
and
it
has
only
three
action
options:
Dash,
Disengage,
and
Dodge.
A
controlled
mount
can
move
and
act
even
on
the
turn
that
you
mount
it.
An
independent
mount
retains
its
place
in
the
initiative
order.
Bearing
a
rider
puts
no
restrictions
on
the
actions
the
mount
can
take,
and
it
moves
and
acts
as
it
wishes.
It
might
flee
from
combat,
rush
to
Not
for
resale.
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granted
to
print
or
photocopy
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document
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use
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Reference
Document
5.1
99
wizards,
undergo
a
process
of
preparing
spells.
This
Spellcasting process
varies
for
different
classes,
as
detailed
in
their
descriptions.
Magic
permeates
fantasy
gaming
worlds
and
often
In
every
case,
the
number
of
spells
a
caster
can
appears
in
the
form
of
a
spell.
have
fixed
in
mind
at
any
given
time
depends
on
the
This
section
provides
the
rules
for
casting
spells.
characters
level.
Different
character
classes
have
distinctive
ways
of
learning
and
preparing
their
spells,
and
monsters
Spell Slots
use
spells
in
unique
ways.
Regardless
of
its
source,
a
spell
follows
the
rules
here.
Regardless
of
how
many
spells
a
caster
knows
or
prepares,
he
or
she
can
cast
only
a
limited
number
of
spells
before
resting.
Manipulating
the
fabric
of
What Is a Spell? magic
and
channeling
its
energy
into
even
a
simple
A
spell
is
a
discrete
magical
effect,
a
single
shaping
of
spell
is
physically
and
mentally
taxing,
and
higher-
the
magical
energies
that
suffuse
the
multiverse
into
level
spells
are
even
more
so.
Thus,
each
spellcasting
a
specific,
limited
expression.
In
casting
a
spell,
a
classs
description
(except
that
of
the
warlock)
character
carefully
plucks
at
the
invisible
strands
of
includes
a
table
showing
how
many
spell
slots
of
raw
magic
suffusing
the
world,
pins
them
in
place
in
each
spell
level
a
character
can
use
at
each
character
a
particular
pattern,
sets
them
vibrating
in
a
specific
level.
For
example,
the
3rd-level
wizard
Umara
has
way,
and
then
releases
them
to
unleash
the
desired
four
1st-level
spell
slots
and
two
2nd-level
slots.
effectin
most
cases,
all
in
the
span
of
seconds.
When
a
character
casts
a
spell,
he
or
she
expends
a
Spells
can
be
versatile
tools,
weapons,
or
slot
of
that
spells
level
or
higher,
effectively
filling
protective
wards.
They
can
deal
damage
or
undo
it,
a
slot
with
the
spell.
You
can
think
of
a
spell
slot
as
a
impose
or
remove
conditions
(see
appendix
PH-A),
groove
of
a
certain
sizesmall
for
a
1st-level
slot,
drain
life
energy
away,
and
restore
life
to
the
dead.
larger
for
a
spell
of
higher
level.
A
1st-level
spell
fits
Uncounted
thousands
of
spells
have
been
created
into
a
slot
of
any
size,
but
a
9th-level
spell
fits
only
in
over
the
course
of
the
multiverses
history,
and
a
9th-level
slot.
So
when
Umara
casts
magic
missile,
a
many
of
them
are
long
forgotten.
Some
might
yet
lie
1st-level
spell,
she
spends
one
of
her
four
1st-level
recorded
in
crumbling
spellbooks
hidden
in
ancient
slots
and
has
three
remaining.
ruins
or
trapped
in
the
minds
of
dead
gods.
Or
they
Finishing
a
long
rest
restores
any
expended
spell
might
someday
be
reinvented
by
a
character
who
slots.
has
amassed
enough
power
and
wisdom
to
do
so.
Some
characters
and
monsters
have
special
abilities
that
let
them
cast
spells
without
using
spell
Spell Level slots.
For
example,
a
monk
who
follows
the
Way
of
the
Four
Elements,
a
warlock
who
chooses
certain
Every
spell
has
a
level
from
0
to
9.
A
spells
level
is
a
eldritch
invocations,
and
a
pit
fiend
from
the
Nine
general
indicator
of
how
powerful
it
is,
with
the
Hells
can
all
cast
spells
in
such
a
way.
lowly
(but
still
impressive)
magic
missile
at
1st
level
and
the
earth-shaking
wish
at
9th.
Cantripssimple
Casting a Spell at a Higher Level
but
powerful
spells
that
characters
can
cast
almost
When
a
spellcaster
casts
a
spell
using
a
slot
that
is
of
by
roteare
level
0.
The
higher
a
spells
level,
the
a
higher
level
than
the
spell,
the
spell
assumes
the
higher
level
a
spellcaster
must
be
to
use
that
spell.
higher
level
for
that
casting.
For
instance,
if
Umara
Spell
level
and
character
level
dont
correspond
casts
magic
missile
using
one
of
her
2nd-level
slots,
directly.
Typically,
a
character
has
to
be
at
least
17th
that
magic
missile
is
2nd
level.
Effectively,
the
spell
level,
not
9th
level,
to
cast
a
9th-level
spell.
expands
to
fill
the
slot
it
is
put
into.
Known and Prepared Spells
Some
spells,
such
as
magic
missile
and
cure
wounds,
have
more
powerful
effects
when
cast
at
a
Before
a
spellcaster
can
use
a
spell,
he
or
she
must
higher
level,
as
detailed
in
a
spells
description.
have
the
spell
firmly
fixed
in
mind,
or
must
have
access
to
the
spell
in
a
magic
item.
Members
of
a
few
Casting in Armor
classes,
including
bards
and
sorcerers,
have
a
limited
Because
of
the
mental
focus
and
precise
gestures
required
list
of
spells
they
know
that
are
always
fixed
in
mind.
for
spellcasting,
you
must
be
proficient
with
the
armor
you
The
same
thing
is
true
of
many
magic-using
are
wearing
to
cast
a
spell.
You
are
otherwise
too
distracted
monsters.
Other
spellcasters,
such
as
clerics
and
and
physically
hampered
by
your
armor
for
spellcasting.
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for
resale.
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or
photocopy
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document
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personal
use
only.
System
Reference
Document
5.1
100
Cantrips as
a
reaction,
the
spell
description
tells
you
exactly
when
you
can
do
so.
A
cantrip
is
a
spell
that
can
be
cast
at
will,
without
using
a
spell
slot
and
without
being
prepared
in
Longer Casting Times
advance.
Repeated
practice
has
fixed
the
spell
in
the
Certain
spells
(including
spells
cast
as
rituals)
casters
mind
and
infused
the
caster
with
the
magic
require
more
time
to
cast:
minutes
or
even
hours.
needed
to
produce
the
effect
over
and
over.
A
When
you
cast
a
spell
with
a
casting
time
longer
cantrips
spell
level
is
0.
than
a
single
action
or
reaction,
you
must
spend
your
action
each
turn
casting
the
spell,
and
you
must
Rituals maintain
your
concentration
while
you
do
so
(see
Certain
spells
have
a
special
tag:
ritual.
Such
a
spell
Concentration
below).
If
your
concentration
is
can
be
cast
following
the
normal
rules
for
broken,
the
spell
fails,
but
you
dont
expend
a
spell
spellcasting,
or
the
spell
can
be
cast
as
a
ritual.
The
slot.
If
you
want
to
try
casting
the
spell
again,
you
ritual
version
of
a
spell
takes
10
minutes
longer
to
must
start
over.
cast
than
normal.
It
also
doesnt
expend
a
spell
slot,
which
means
the
ritual
version
of
a
spell
cant
be
Range
cast
at
a
higher
level.
The
target
of
a
spell
must
be
within
the
spells
range.
To
cast
a
spell
as
a
ritual,
a
spellcaster
must
have
a
For
a
spell
like
magic
missile,
the
target
is
a
creature.
feature
that
grants
the
ability
to
do
so.
The
cleric
and
For
a
spell
like
fireball,
the
target
is
the
point
in
the
druid,
for
example,
have
such
a
feature.
The
space
where
the
ball
of
fire
erupts.
caster
must
also
have
the
spell
prepared
or
on
his
or
Most
spells
have
ranges
expressed
in
feet.
Some
her
list
of
spells
known,
unless
the
characters
ritual
spells
can
target
only
a
creature
(including
you)
that
feature
specifies
otherwise,
as
the
wizards
does.
you
touch.
Other
spells,
such
as
the
shield
spell,
affect
only
you.
These
spells
have
a
range
of
self.
Casting a Spell
Spells
that
create
cones
or
lines
of
effect
that
originate
from
you
also
have
a
range
of
self,
When
a
character
casts
any
spell,
the
same
basic
indicating
that
the
origin
point
of
the
spells
effect
rules
are
followed,
regardless
of
the
characters
class
must
be
you
(see
Areas
of
Effect).
or
the
spells
effects.
Once
a
spell
is
cast,
its
effects
arent
limited
by
its
Each
spell
description
begins
with
a
block
of
range,
unless
the
spells
description
says
otherwise.
information,
including
the
spells
name,
level,
school
of
magic,
casting
time,
range,
components,
and
Components
duration.
The
rest
of
a
spell
entry
describes
the
spells
effect.
A
spells
components
are
the
physical
requirements
you
must
meet
in
order
to
cast
it.
Each
spells
Casting Time description
indicates
whether
it
requires
verbal
(V),
somatic
(S),
or
material
(M)
components.
If
you
cant
Most
spells
require
a
single
action
to
cast,
but
some
provide
one
or
more
of
a
spells
components,
you
are
spells
require
a
bonus
action,
a
reaction,
or
much
unable
to
cast
the
spell.
more
time
to
cast.
Verbal (V)
Bonus Action Most
spells
require
the
chanting
of
mystic
words.
A
spell
cast
with
a
bonus
action
is
especially
swift.
The
words
themselves
arent
the
source
of
the
spells
You
must
use
a
bonus
action
on
your
turn
to
cast
the
power;
rather,
the
particular
combination
of
sounds,
spell,
provided
that
you
havent
already
taken
a
with
specific
pitch
and
resonance,
sets
the
threads
of
bonus
action
this
turn.
You
cant
cast
another
spell
magic
in
motion.
Thus,
a
character
who
is
gagged
or
during
the
same
turn,
except
for
a
cantrip
with
a
in
an
area
of
silence,
such
as
one
created
by
the
casting
time
of
1
action.
silence
spell,
cant
cast
a
spell
with
a
verbal
component.
Reactions
Some
spells
can
be
cast
as
reactions.
These
spells
Somatic (S)
take
a
fraction
of
a
second
to
bring
about
and
are
Spellcasting
gestures
might
include
a
forceful
cast
in
response
to
some
event.
If
a
spell
can
be
cast
gesticulation
or
an
intricate
set
of
gestures.
If
a
spell
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resale.
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or
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document
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only.
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Document
5.1
101
requires
a
somatic
component,
the
caster
must
have
make
a
Constitution
saving
throw
to
maintain
free
use
of
at
least
one
hand
to
perform
these
gestures.
your
concentration.
The
DC
equals
10
or
half
the
damage
you
take,
whichever
number
is
higher.
If
Material (M) you
take
damage
from
multiple
sources,
such
as
an
Casting
some
spells
requires
particular
objects,
arrow
and
a
dragons
breath,
you
make
a
separate
specified
in
parentheses
in
the
component
entry.
A
saving
throw
for
each
source
of
damage.
character
can
use
a
component
pouch
or
a
Being
incapacitated
or
killed.
You
lose
spellcasting
focus
(found
in
Equipment)
in
place
concentration
on
a
spell
if
you
are
incapacitated
or
of
the
components
specified
for
a
spell.
But
if
a
cost
if
you
die.
is
indicated
for
a
component,
a
character
must
have
The
GM
might
also
decide
that
certain
that
specific
component
before
he
or
she
can
cast
the
environmental
phenomena,
such
as
a
wave
crashing
spell.
over
you
while
youre
on
a
storm-tossed
ship,
If
a
spell
states
that
a
material
component
is
require
you
to
succeed
on
a
DC
10
Constitution
consumed
by
the
spell,
the
caster
must
provide
this
saving
throw
to
maintain
concentration
on
a
spell.
component
for
each
casting
of
the
spell.
A
spellcaster
must
have
a
hand
free
to
access
a
Targets
spells
material
componentsor
to
hold
a
spellcasting
focusbut
it
can
be
the
same
hand
that
A
typical
spell
requires
you
to
pick
one
or
more
he
or
she
uses
to
perform
somatic
components.
targets
to
be
affected
by
the
spells
magic.
A
spells
description
tells
you
whether
the
spell
targets
Duration creatures,
objects,
or
a
point
of
origin
for
an
area
of
effect
(described
below).
A
spells
duration
is
the
length
of
time
the
spell
Unless
a
spell
has
a
perceptible
effect,
a
creature
persists.
A
duration
can
be
expressed
in
rounds,
might
not
know
it
was
targeted
by
a
spell
at
all.
An
minutes,
hours,
or
even
years.
Some
spells
specify
effect
like
crackling
lightning
is
obvious,
but
a
more
that
their
effects
last
until
the
spells
are
dispelled
or
subtle
effect,
such
as
an
attempt
to
read
a
creatures
destroyed.
thoughts,
typically
goes
unnoticed,
unless
a
spell
says
otherwise.
Instantaneous
Many
spells
are
instantaneous.
The
spell
harms,
A Clear Path to the Target
heals,
creates,
or
alters
a
creature
or
an
object
in
a
To
target
something,
you
must
have
a
clear
path
to
it,
way
that
cant
be
dispelled,
because
its
magic
exists
so
it
cant
be
behind
total
cover.
only
for
an
instant.
If
you
place
an
area
of
effect
at
a
point
that
you
cant
see
and
an
obstruction,
such
as
a
wall,
is
Concentration between
you
and
that
point,
the
point
of
origin
Some
spells
require
you
to
maintain
concentration
in
comes
into
being
on
the
near
side
of
that
obstruction.
order
to
keep
their
magic
active.
If
you
lose
concentration,
such
a
spell
ends.
Targeting Yourself
If
a
spell
must
be
maintained
with
concentration,
If
a
spell
targets
a
creature
of
your
choice,
you
can
that
fact
appears
in
its
Duration
entry,
and
the
spell
choose
yourself,
unless
the
creature
must
be
hostile
specifies
how
long
you
can
concentrate
on
it.
You
or
specifically
a
creature
other
than
you.
If
you
are
in
can
end
concentration
at
any
time
(no
action
the
area
of
effect
of
a
spell
you
cast,
you
can
target
required).
yourself.
Normal
activity,
such
as
moving
and
attacking,
doesnt
interfere
with
concentration.
The
following
Areas of Effect
factors
can
break
concentration:
Spells
such
as
burning
hands
and
cone
of
cold
cover
Casting
another
spell
that
requires
an
area,
allowing
them
to
affect
multiple
creatures
at
concentration.
You
lose
concentration
on
a
spell
once.
if
you
cast
another
spell
that
requires
A
spells
description
specifies
its
area
of
effect,
concentration.
You
cant
concentrate
on
two
spells
which
typically
has
one
of
five
different
shapes:
cone,
at
once.
cube,
cylinder,
line,
or
sphere.
Every
area
of
effect
Taking
damage.
Whenever
you
take
damage
has
a
point
of
origin,
a
location
from
which
the
while
you
are
concentrating
on
a
spell,
you
must
spells
energy
erupts.
The
rules
for
each
shape
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document
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specify
how
you
position
its
point
of
origin.
Typically,
Saving Throws
a
point
of
origin
is
a
point
in
space,
but
some
spells
have
an
area
whose
origin
is
a
creature
or
an
object.
Many
spells
specify
that
a
target
can
make
a
saving
A
spells
effect
expands
in
straight
lines
from
the
throw
to
avoid
some
or
all
of
a
spells
effects.
The
point
of
origin.
If
no
unblocked
straight
line
extends
spell
specifies
the
ability
that
the
target
uses
for
the
from
the
point
of
origin
to
a
location
within
the
area
save
and
what
happens
on
a
success
or
failure.
of
effect,
that
location
isnt
included
in
the
spells
The
DC
to
resist
one
of
your
spells
equals
8
+
your
area.
To
block
one
of
these
imaginary
lines,
an
spellcasting
ability
modifier
+
your
proficiency
obstruction
must
provide
total
cover.
bonus
+
any
special
modifiers.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
103
images
that
any
creature
can
see,
but
the
most
insidious
illusions
plant
an
image
directly
in
the
mind
of
a
creature.
Necromancy
spells
manipulate
the
energies
of
life
and
death.
Such
spells
can
grant
an
extra
reserve
of
life
force,
drain
the
life
energy
from
another
creature,
create
the
undead,
or
even
bring
the
dead
back
to
life.
Creating
the
undead
through
the
use
of
necromancy
spells
such
as
animate
dead
is
not
a
good
act,
and
only
evil
casters
use
such
spells
frequently.
Transmutation
spells
change
the
properties
of
a
creature,
object,
or
environment.
They
might
turn
an
enemy
into
a
harmless
creature,
bolster
the
strength
of
an
ally,
make
an
object
move
at
the
casters
command,
or
enhance
a
creatures
innate
healing
abilities
to
rapidly
recover
from
injury.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
104
See
Invisibility
Spell Lists Shatter
Silence
Bard Spells Suggestion
Zone
of
Truth
Cantrips (0 Level)
Dancing
Lights
3rd Level
Light
Bestow
Curse
Mage
Hand
Clairvoyance
Mending
Dispel
Magic
Message
Fear
Minor
Illusion
Glyph
of
Warding
Prestidigitation
Hypnotic
Pattern
True
Strike
Major
Image
Vicious
Mockery
Nondetection
Plant
Growth
1st Level Sending
Animal
Friendship
Speak
with
Dead
Bane
Speak
with
Plants
Charm
Person
Stinking
Cloud
Comprehend
Languages
Tiny
Hut
Cure
Wounds
Tongues
Detect
Magic
Disguise
Self
4th Level
Faerie
Fire
Compulsion
Feather
Fall
Confusion
Healing
Word
Dimension
Door
Heroism
Freedom
of
Movement
Hideous
Laughter
Greater
Invisibility
Identify
Hallucinatory
Terrain
Illusory
Script
Locate
Creature
Longstrider
Polymorph
Silent
Image
Sleep
5th Level
Speak
with
Animals
Animate
Objects
Thunderwave
Awaken
Unseen
Servant
Dominate
Person
Dream
2nd Level Geas
Animal
Messenger
Greater
Restoration
Blindness/Deafness
Hold
Monster
Calm
Emotions
Legend
Lore
Detect
Thoughts
Mass
Cure
Wounds
Enhance
Ability
Mislead
Enthrall
Modify
Memory
Heat
Metal
Planar
Binding
Hold
Person
Raise
Dead
Invisibility
Scrying
Knock
Seeming
Lesser
Restoration
Teleportation
Circle
Locate
Animals
or
Plants
Locate
Object
6th Level
Magic
Mouth
Eyebite
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
105
Find
the
Path
Inflict
Wounds
Guards
and
Wards
Protection
from
Evil
and
Good
Irresistible
Dance
Purify
Food
and
Drink
Mass
Suggestion
Sanctuary
Programmed
Illusion
Shield
of
Faith
True
Seeing
2nd Level
7th Level Aid
Arcane
Sword
Augury
Etherealness
Blindness/Deafness
Forcecage
Calm
Emotions
Magnificent
Mansion
Continual
Flame
Mirage
Arcane
Enhance
Ability
Project
Image
Find
Traps
Regenerate
Gentle
Repose
Resurrection
Hold
Person
Symbol
Lesser
Restoration
Teleport
Locate
Object
Prayer
of
Healing
8th Level Protection
from
Poison
Dominate
Monster
Silence
Feeblemind
Spiritual
Weapon
Glibness
Warding
Bond
Mind
Blank
Zone
of
Truth
Power
Word
Stun
3rd Level
9th Level Animate
Dead
Foresight
Beacon
of
Hope
Power
Word
Kill
Bestow
Curse
True
Polymorph
Clairvoyance
Create
Food
and
Water
Cleric Spells Daylight
Dispel
Magic
Cantrips (0 Level) Glyph
of
Warding
Guidance
Magic
Circle
Light
Mass
Healing
Word
Mending
Meld
into
Stone
Resistance
Protection
from
Energy
Sacred
Flame
Remove
Curse
Spare
the
Dying
Revivify
Thaumaturgy
Sending
Speak
with
Dead
1st Level Spirit
Guardians
Bane
Tongues
Bless
Water
Walk
Command
Create
or
Destroy
Water
4th Level
Cure
Wounds
Banishment
Detect
Evil
and
Good
Control
Water
Detect
Magic
Death
Ward
Detect
Poison
and
Disease
Divination
Guiding
Bolt
Freedom
of
Movement
Healing
Word
Guardian
of
Faith
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
106
Locate
Creature
Druid Spells
Stone
Shape
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
107
Meld
into
Stone
7th Level
Plant
Growth
Fire
Storm
Protection
from
Energy
Mirage
Arcane
Sleet
Storm
Plane
Shift
Speak
with
Plants
Regenerate
Water
Breathing
Reverse
Gravity
Water
Walk
Wind
Wall
8th Level
Animal
Shapes
4th Level Antipathy/Sympathy
Blight
Control
Weather
Confusion
Earthquake
Conjure
Minor
Elementals
Feeblemind
Conjure
Woodland
Beings
Sunburst
Control
Water
Dominate
Beast
9th Level
Freedom
of
Movement
Foresight
Giant
Insect
Shapechange
Hallucinatory
Terrain
Storm
of
Vengeance
Ice
Storm
True
Resurrection
Locate
Creature
Polymorph
Paladin Spells
Stone
Shape
Stoneskin
1st Level
Wall
of
Fire
Bless
Command
5th Level Cure
Wounds
Antilife
Shell
Detect
Evil
and
Good
Awaken
Detect
Magic
Commune
with
Nature
Detect
Poison
and
Disease
Conjure
Elemental
Divine
Favor
Contagion
Heroism
Geas
Protection
from
Evil
and
Good
Greater
Restoration
Purify
Food
and
Drink
Insect
Plague
Shield
of
Faith
Mass
Cure
Wounds
Planar
Binding
2nd Level
Reincarnate
Aid
Scrying
Branding
Smite
Tree
Stride
Find
Steed
Wall
of
Stone
Lesser
Restoration
Locate
Object
6th Level Magic
Weapon
Conjure
Fey
Protection
from
Poison
Find
the
Path
Zone
of
Truth
Heal
Heroes
Feast
3rd Level
Move
Earth
Create
Food
and
Water
Sunbeam
Daylight
Transport
via
Plants
Dispel
Magic
Wall
of
Thorns
Magic
Circle
Wind
Walk
Remove
Curse
Revivify
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
108
4th Level Stoneskin
Banishment
Death
Ward
5th Level
Locate
Creature
Commune
with
Nature
Tree
Stride
5th Level
Dispel
Evil
and
Good
Sorcerer Spells
Geas
Raise
Dead
Cantrips (0 Level)
Acid
Splash
Ranger Spells Chill
Touch
Dancing
Lights
1st Level Fire
Bolt
Alarm
Light
Animal
Friendship
Mage
Hand
Cure
Wounds
Mending
Detect
Magic
Message
Detect
Poison
and
Disease
Minor
Illusion
Fog
Cloud
Poison
Spray
Goodberry
Prestidigitation
Hunter's
Mark
Ray
of
Frost
Jump
Shocking
Grasp
Longstrider
True
Strike
Speak
with
Animals
1st Level
2nd Level Burning
Hands
Animal
Messenger
Charm
Person
Barkskin
Color
Spray
Darkvision
Comprehend
Languages
Find
Traps
Detect
Magic
Lesser
Restoration
Disguise
Self
Locate
Animals
or
Plants
Expeditious
Retreat
Locate
Object
False
Life
Pass
without
Trace
Feather
Fall
Protection
from
Poison
Fog
Cloud
Silence
Jump
Spike
Growth
Mage
Armor
Magic
Missile
3rd Level Shield
Conjure
Animals
Silent
Image
Daylight
Sleep
Nondetection
Thunderwave
Plant
Growth
Protection
from
Energy
2nd Level
Speak
with
Plants
Alter
Self
Water
Breathing
Blindness/Deafness
Water
Walk
Blur
Wind
Wall
Darkness
Darkvision
4th Level Detect
Thoughts
Conjure
Woodland
Beings
Enhance
Ability
Freedom
of
Movement
Enlarge/Reduce
Locate
Creature
Gust
of
Wind
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
109
Hold
Person
Hold
Monster
Invisibility
Insect
Plague
Knock
Seeming
Levitate
Telekinesis
Mirror
Image
Teleportation
Circle
Misty
Step
Wall
of
Stone
Scorching
Ray
See
Invisibility
6th Level
Shatter
Chain
Lightning
Spider
Climb
Circle
of
Death
Suggestion
Disintegrate
Web
Eyebite
Globe
of
Invulnerability
3rd Level Mass
Suggestion
Blink
Move
Earth
Clairvoyance
Sunbeam
Counterspell
True
Seeing
Daylight
Dispel
Magic
7th Level
Fear
Delayed
Blast
Fireball
Fireball
Etherealness
Fly
Finger
of
Death
Gaseous
Form
Fire
Storm
Haste
Plane
Shift
Hypnotic
Pattern
Prismatic
Spray
Lightning
Bolt
Reverse
Gravity
Major
Image
Teleport
Protection
from
Energy
Sleet
Storm
8th Level
Slow
Dominate
Monster
Stinking
Cloud
Earthquake
Tongues
Incendiary
Cloud
Water
Breathing
Power
Word
Stun
Water
Walk
Sunburst
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
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System
Reference
Document
5.1
110
1st Level True
Seeing
Charm
Person
Comprehend
Languages
7th Level
Expeditious
Retreat
Etherealness
Hellish
Rebuke
Finger
of
Death
Illusory
Script
Forcecage
Protection
from
Evil
and
Good
Plane
Shift
Unseen
Servant
8th Level
2nd Level Demiplane
Darkness
Dominate
Monster
Enthrall
Feeblemind
Hold
Person
Glibness
Invisibility
Power
Word
Stun
Mirror
Image
Misty
Step
9th Level
Ray
of
Enfeeblement
Astral
Projection
Shatter
Foresight
Spider
Climb
Imprisonment
Suggestion
Power
Word
Kill
True
Polymorph
3rd Level
Counterspell
Wizard Spells
Dispel
Magic
Fear
Cantrips (0 Level)
Fly
Acid
Splash
Gaseous
Form
Chill
Touch
Hypnotic
Pattern
Dancing
Lights
Magic
Circle
Fire
Bolt
Major
Image
Light
Remove
Curse
Mage
Hand
Tongues
Mending
Vampiric
Touch
Message
Minor
Illusion
4th Level Poison
Spray
Banishment
Prestidigitation
Blight
Ray
of
Frost
Dimension
Door
Shocking
Grasp
Hallucinatory
Terrain
True
Strike
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
111
Fog
Cloud
Clairvoyance
Grease
Counterspell
Hideous
Laughter
Dispel
Magic
Identify
Fear
Illusory
Script
Fireball
Jump
Fly
Longstrider
Gaseous
Form
Mage
Armor
Glyph
of
Warding
Magic
Missile
Haste
Protection
from
Evil
and
Good
Hypnotic
Pattern
Shield
Lightning
Bolt
Silent
Image
Magic
Circle
Sleep
Major
Image
Thunderwave
Nondetection
Unseen
Servant
Phantom
Steed
Protection
from
Energy
2nd Level Remove
Curse
Acid
Arrow
Sending
Alter
Self
Sleet
Storm
Arcane
Lock
Slow
Arcanists
Magic
Aura
Stinking
Cloud
Blindness/Deafness
Tiny
Hut
Blur
Tongues
Continual
Flame
Vampiric
Touch
Darkness
Water
Breathing
Darkvision
Detect
Thoughts
4th Level
Enlarge/Reduce
Arcane
Eye
Flaming
Sphere
Banishment
Gentle
Repose
Black
Tentacles
Gust
of
Wind
Blight
Hold
Person
Confusion
Invisibility
Conjure
Minor
Elementals
Knock
Control
Water
Levitate
Dimension
Door
Locate
Object
Fabricate
Magic
Mouth
Faithful
Hound
Magic
Weapon
Fire
Shield
Mirror
Image
Greater
Invisibility
Misty
Step
Hallucinatory
Terrain
Ray
of
Enfeeblement
Ice
Storm
Rope
Trick
Locate
Creature
Scorching
Ray
Phantasmal
Killer
See
Invisibility
Polymorph
Shatter
Private
Sanctum
Spider
Climb
Resilient
Sphere
Suggestion
Secret
Chest
Web
Stone
Shape
Stoneskin
3rd Level Wall
of
Fire
Animate
Dead
Bestow
Curse
5th Level
Blink
Animate
Objects
Not
for
resale.
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granted
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or
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System
Reference
Document
5.1
112
Arcane
Hand
Prismatic
Spray
Cloudkill
Project
Image
Cone
of
Cold
Reverse
Gravity
Conjure
Elemental
Sequester
Contact
Other
Plane
Simulacrum
Creation
Symbol
Dominate
Person
Teleport
Dream
Geas
8th Level
Hold
Monster
Antimagic
Field
Legend
Lore
Antipathy/Sympathy
Mislead
Clone
Modify
Memory
Control
Weather
Passwall
Demiplane
Planar
Binding
Dominate
Monster
Scrying
Feeblemind
Seeming
Incendiary
Cloud
Telekinesis
Maze
Telepathic
Bond
Mind
Blank
Teleportation
Circle
Power
Word
Stun
Wall
of
Force
Sunburst
Wall
of
Stone
9th Level
6th Level Astral
Projection
Chain
Lightning
Foresight
Circle
of
Death
Gate
Contingency
Imprisonment
Create
Undead
Meteor
Swarm
Disintegrate
Power
Word
Kill
Eyebite
Prismatic
Wall
Flesh
to
Stone
Shapechange
Freezing
Sphere
Time
Stop
Globe
of
Invulnerability
True
Polymorph
Guards
and
Wards
Weird
Instant
Summons
Wish
Irresistible
Dance
Magic
Jar
Mass
Suggestion
Move
Earth
Programmed
Illusion
Sunbeam
True
Seeing
Wall
of
Ice
7th Level
Arcane
Sword
Delayed
Blast
Fireball
Etherealness
Finger
of
Death
Forcecage
Magnificent
Mansion
Mirage
Arcane
Plane
Shift
Not
for
resale.
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System
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Document
5.1
113
increase
by
an
additional
5
for
each
slot
level
above
Spell Descriptions 2nd.
A
shimmering
green
arrow
streaks
toward
a
target
You
set
an
alarm
against
unwanted
intrusion.
within
range
and
bursts
in
a
spray
of
acid.
Make
a
Choose
a
door,
a
window,
or
an
area
within
range
ranged
spell
attack
against
the
target.
On
a
hit,
the
that
is
no
larger
than
a
20-foot
cube.
Until
the
spell
target
takes
4d4
acid
damage
immediately
and
2d4
ends,
an
alarm
alerts
you
whenever
a
Tiny
or
larger
acid
damage
at
the
end
of
its
next
turn.
On
a
miss,
creature
touches
or
enters
the
warded
area.
When
the
arrow
splashes
the
target
with
acid
for
half
as
you
cast
the
spell,
you
can
designate
creatures
that
much
of
the
initial
damage
and
no
damage
at
the
end
wont
set
off
the
alarm.
You
also
choose
whether
the
of
its
next
turn.
alarm
is
mental
or
audible.
At
Higher
Levels.
When
you
cast
this
spell
using
a
A
mental
alarm
alerts
you
with
a
ping
in
your
spell
slot
of
3rd
level
or
higher,
the
damage
(both
mind
if
you
are
within
1
mile
of
the
warded
area.
initial
and
later)
increases
by
1d4
for
each
slot
level
This
ping
awakens
you
if
you
are
sleeping.
above
2nd.
An
audible
alarm
produces
the
sound
of
a
hand
bell
for
10
seconds
within
60
feet.
Acid Splash
Conjuration
cantrip Alter Self
2nd-level
transmutation
Casting
Time:
1
action
Range:
60
feet
Casting
Time:
1
action
Components:
V,
S
Range:
Self
Duration: Instantaneous
Components:
V,
S
Duration:
Concentration,
up
to
1
hour
You
hurl
a
bubble
of
acid.
Choose
one
creature
within
range,
or
choose
two
creatures
within
range
You
assume
a
different
form.
When
you
cast
the
spell,
that
are
within
5
feet
of
each
other.
A
target
must
choose
one
of
the
following
options,
the
effects
of
succeed
on
a
Dexterity
saving
throw
or
take
1d6
acid
which
last
for
the
duration
of
the
spell.
While
the
damage.
spell
lasts,
you
can
end
one
option
as
an
action
to
This
spells
damage
increases
by
1d6
when
you
gain
the
benefits
of
a
different
one.
reach
5th
level
(2d6),
11th
level
(3d6),
and
17th
Aquatic
Adaptation.
You
adapt
your
body
to
an
level
(4d6).
aquatic
environment,
sprouting
gills
and
growing
webbing
between
your
fingers.
You
can
breathe
Aid underwater
and
gain
a
swimming
speed
equal
to
2nd-level
abjuration your
walking
speed.
Change
Appearance.
You
transform
your
Casting
Time:
1
action
appearance.
You
decide
what
you
look
like,
including
Range:
30
feet
your
height,
weight,
facial
features,
sound
of
your
Components:
V,
S,
M
(a
tiny
strip
of
white
cloth)
voice,
hair
length,
coloration,
and
distinguishing
Duration:
8
hours
characteristics,
if
any.
You
can
make
yourself
appear
Your
spell
bolsters
your
allies
with
toughness
and
as
a
member
of
another
race,
though
none
of
your
resolve.
Choose
up
to
three
creatures
within
range.
statistics
change.
You
also
cant
appear
as
a
creature
Each
targets
hit
point
maximum
and
current
hit
of
a
different
size
than
you,
and
your
basic
shape
points
increase
by
5
for
the
duration.
stays
the
same;
if
youre
bipedal,
you
cant
use
this
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
to
become
quadrupedal,
for
instance.
At
any
spell
slot
of
3rd
level
or
higher,
a
targets
hit
points
Not
for
resale.
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granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
Document
5.1
114
time
for
the
duration
of
the
spell,
you
can
use
your
destination
before
the
spell
ends,
the
message
is
lost,
action
to
change
your
appearance
in
this
way
again.
and
the
beast
makes
its
way
back
to
where
you
cast
Natural
Weapons.
You
grow
claws,
fangs,
spines,
this
spell.
horns,
or
a
different
natural
weapon
of
your
choice.
At
Higher
Levels.
If
you
cast
this
spell
using
a
spell
Your
unarmed
strikes
deal
1d6
bludgeoning,
slot
of
3nd
level
or
higher,
the
duration
of
the
spell
piercing,
or
slashing
damage,
as
appropriate
to
the
increases
by
48
hours
for
each
slot
level
above
2nd.
natural
weapon
you
chose,
and
you
are
proficient
with
your
unarmed
strikes.
Finally,
the
natural
Animal Shapes
weapon
is
magic
and
you
have
a
+1
bonus
to
the
8th-level
transmutation
attack
and
damage
rolls
you
make
using
it.
Casting
Time:
1
action
Animal Friendship Range:
30
feet
Components:
V,
S
1st-level
enchantment
Duration:
Concentration,
up
to
24
hours
Casting
Time:
1
action
Your
magic
turns
others
into
beasts.
Choose
any
Range:
30
feet
number
of
willing
creatures
that
you
can
see
within
Components:
V,
S,
M
(a
morsel
of
food)
range.
You
transform
each
target
into
the
form
of
a
Duration:
24
hours
Large
or
smaller
beast
with
a
challenge
rating
of
4
or
This
spell
lets
you
convince
a
beast
that
you
mean
it
lower.
On
subsequent
turns,
you
can
use
your
action
no
harm.
Choose
a
beast
that
you
can
see
within
to
transform
affected
creatures
into
new
forms.
range.
It
must
see
and
hear
you.
If
the
beast's
The
transformation
lasts
for
the
duration
for
each
Intelligence
is
4
or
higher,
the
spell
fails.
Otherwise,
target,
or
until
the
target
drops
to
0
hit
points
or
dies.
the
beast
must
succeed
on
a
Wisdom
saving
throw
You
can
choose
a
different
form
for
each
target.
A
or
be
charmed
by
you
for
the
spell's
duration.
If
you
targets
game
statistics
are
replaced
by
the
statistics
or
one
of
your
companions
harms
the
target,
the
of
the
chosen
beast,
though
the
target
retains
its
spells
ends.
alignment
and
Intelligence,
Wisdom,
and
Charisma
At
Higher
Levels.
When
you
cast
this
spell
using
a
scores.
The
target
assumes
the
hit
points
of
its
new
spell
slot
of
2nd
level
or
higher,
you
can
affect
one
form,
and
when
it
reverts
to
its
normal
form,
it
additional
beast
t
level
above
1st.
returns
to
the
number
of
hit
points
it
had
before
it
Animal Messenger transformed.
If
it
reverts
as
a
result
of
dropping
to
0
hit
points,
any
excess
damage
carries
over
to
its
2nd-level
enchantment
(ritual)
normal
form.
As
long
as
the
excess
damage
doesnt
Casting
Time:
1
action
reduce
the
creatures
normal
form
to
0
hit
points,
it
Range:
30
feet
isnt
knocked
unconscious.
The
creature
is
limited
in
Components:
V,
S,
M
(a
morsel
of
food)
the
actions
it
can
perform
by
the
nature
of
its
new
Duration:
24
hours
form,
and
it
cant
speak
or
cast
spells.
The
targets
gear
melds
into
the
new
form.
The
By
means
of
this
spell,
you
use
an
animal
to
deliver
a
target
cant
activate,
wield,
or
otherwise
benefit
message.
Choose
a
Tiny
beast
you
can
see
within
from
any
of
its
equipment.
range,
such
as
a
squirrel,
a
blue
jay,
or
a
bat.
You
specify
a
location,
which
you
must
have
visited,
and
Animate Dead
a
recipient
who
matches
a
general
description,
such
3rd-level
necromancy
as
a
man
or
woman
dressed
in
the
uniform
of
the
town
guard
or
a
red-haired
dwarf
wearing
a
Casting
Time:
1
minute
pointed
hat.
You
also
speak
a
message
of
up
to
Range:
10
feet
twenty-five
words.
The
target
beast
travels
for
the
Components:
V,
S,
M
(a
drop
of
blood,
a
piece
of
duration
of
the
spell
toward
the
specified
location,
flesh,
and
a
pinch
of
bone
dust)
covering
about
50
miles
per
24
hours
for
a
flying
Duration:
Instantaneous
messenger,
or
25
miles
for
other
animals.
This
spell
creates
an
undead
servant.
Choose
a
pile
When
the
messenger
arrives,
it
delivers
your
of
bones
or
a
corpse
of
a
Medium
or
Small
humanoid
message
to
the
creature
that
you
described,
within
range.
Your
spell
imbues
the
target
with
a
replicating
the
sound
of
your
voice.
The
messenger
foul
mimicry
of
life,
raising
it
as
an
undead
creature.
speaks
only
to
a
creature
matching
the
description
The
target
becomes
a
skeleton
if
you
chose
bones
or
you
gave.
If
the
messenger
doesnt
reach
its
Not
for
resale.
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granted
to
print
or
photocopy
this
document
for
personal
use
only.
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Reference
Document
5.1
115
a
zombie
if
you
chose
a
corpse
(the
GM
has
the
particular
chamber
or
corridor.
If
you
issue
no
creatures
game
statistics).
commands,
the
creature
only
defends
itself
against
On
each
of
your
turns,
you
can
use
a
bonus
action
hostile
creatures.
Once
given
an
order,
the
creature
to
mentally
command
any
creature
you
made
with
continues
to
follow
it
until
its
task
is
complete.
this
spell
if
the
creature
is
within
60
feet
of
you
(if
you
control
multiple
creatures,
you
can
command
Animated
Object
Statistics
any
or
all
of
them
at
the
same
time,
issuing
the
same
Size
HP
AC
Attack
Str
Dex
command
to
each
one).
You
decide
what
action
the
Tiny
20
18
+8
to
hit,
1d4
+
4
damage
4
18
creature
will
take
and
where
it
will
move
during
its
Small
25
16
+6
to
hit,
1d8
+
2
damage
6
14
next
turn,
or
you
can
issue
a
general
command,
such
Medium
40
13
+5
to
hit,
2d6
+
1
damage
10
12
as
to
guard
a
particular
chamber
or
corridor.
If
you
Large
50
10
+6
to
hit,
2d10
+
2
14
10
issue
no
commands,
the
creature
only
defends
itself
damage
Huge
80
10
+8
to
hit,
2d12
+
4
18
6
against
hostile
creatures.
Once
given
an
order,
the
damage
creature
continues
to
follow
it
until
its
task
is
complete.
An
animated
object
is
a
construct
with
AC,
hit
The
creature
is
under
your
control
for
24
hours,
points,
attacks,
Strength,
and
Dexterity
determined
after
which
it
stops
obeying
any
command
youve
by
its
size.
Its
Constitution
is
10
and
its
Intelligence
given
it.
To
maintain
control
of
the
creature
for
and
Wisdom
are
3,
and
its
Charisma
is
1.
Its
speed
is
another
24
hours,
you
must
cast
this
spell
on
the
30
feet;
if
the
object
lacks
legs
or
other
appendages
it
creature
again
before
the
current
24-hour
period
can
use
for
locomotion,
it
instead
has
a
flying
speed
ends.
This
use
of
the
spell
reasserts
your
control
of
30
feet
and
can
hover.
If
the
object
is
securely
over
up
to
four
creatures
you
have
animated
with
attached
to
a
surface
or
a
larger
object,
such
as
a
this
spell,
rather
than
animating
a
new
one.
chain
bolted
to
a
wall,
its
speed
is
0.
It
has
blindsight
At
Higher
Levels.
When
you
cast
this
spell
using
a
with
a
radius
of
30
feet
and
is
blind
beyond
that
spell
slot
of
4th
level
or
higher,
you
animate
or
distance.
When
the
animated
object
drops
to
0
hit
reassert
control
over
two
additional
undead
points,
it
reverts
to
its
original
object
form,
and
any
creatures
for
each
slot
level
above
3rd.
Each
of
the
remaining
damage
carries
over
to
its
original
object
creatures
must
come
from
a
different
corpse
or
pile
form.
of
bones.
If
you
command
an
object
to
attack,
it
can
make
a
Animate Objects single
melee
attack
against
a
creature
within
5
feet
of
it.
It
makes
a
slam
attack
with
an
attack
bonus
and
5th-level
transmutation
bludgeoning
damage
determined
by
its
size.
The
GM
Casting
Time:
1
action
might
rule
that
a
specific
object
inflicts
slashing
or
Range:
120
feet
piercing
damage
based
on
its
form.
Components:
V,
S
At
Higher
Levels.
If
you
cast
this
spell
using
a
spell
Duration:
Concentration,
up
to
1
minute
slot
of
6th
level
or
higher,
you
can
animate
two
additional
objects
for
each
slot
level
above
5th.
Objects
come
to
life
at
your
command.
Choose
up
to
ten
nonmagical
objects
within
range
that
are
not
Antilife Shell
being
worn
or
carried.
Medium
targets
count
as
two
5th-level
abjuration
objects,
Large
targets
count
as
four
objects,
Huge
targets
count
as
eight
objects.
You
cant
animate
any
Casting
Time:
1
action
object
larger
than
Huge.
Each
target
animates
and
Range:
Self
(10-foot
radius)
becomes
a
creature
under
your
control
until
the
Components:
V,
S
spell
ends
or
until
reduced
to
0
hit
points.
Duration:
Concentration,
up
to
1
hour
As
a
bonus
action,
you
can
mentally
command
any
A
shimmering
barrier
extends
out
from
you
in
a
10-
creature
you
made
with
this
spell
if
the
creature
is
foot
radius
and
moves
with
you,
remaining
centered
within
500
feet
of
you
(if
you
control
multiple
on
you
and
hedging
out
creatures
other
than
undead
creatures,
you
can
command
any
or
all
of
them
at
the
and
constructs.
The
barrier
lasts
for
the
duration.
same
time,
issuing
the
same
command
to
each
one).
The
barrier
prevents
an
affected
creature
from
You
decide
what
action
the
creature
will
take
and
passing
or
reaching
through.
An
affected
creature
where
it
will
move
during
its
next
turn,
or
you
can
can
cast
spells
or
make
attacks
with
ranged
or
reach
issue
a
general
command,
such
as
to
guard
a
weapons
through
the
barrier.
Not
for
resale.
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granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
116
If
you
move
so
that
an
affected
creature
is
forced
Magical
Travel.
Teleportation
and
planar
travel
to
pass
through
the
barrier,
the
spell
ends.
fail
to
work
in
the
sphere,
whether
the
sphere
is
the
destination
or
the
departure
point
for
such
magical
Antimagic Field travel.
A
portal
to
another
location,
world,
or
plane
8th-level
abjuration
of
existence,
as
well
as
an
opening
to
an
extradimensional
space
such
as
that
created
by
the
Casting
Time:
1
action
rope
trick
spell,
temporarily
closes
while
in
the
Range:
Self
(10-foot-radius
sphere)
sphere.
Components:
V,
S,
M
(a
pinch
of
powdered
iron
or
Creatures
and
Objects.
A
creature
or
object
iron
filings)
summoned
or
created
by
magic
temporarily
winks
Duration:
Concentration,
up
to
1
hour
out
of
existence
in
the
sphere.
Such
a
creature
A
10-foot-radius
invisible
sphere
of
antimagic
instantly
reappears
once
the
space
the
creature
surrounds
you.
This
area
is
divorced
from
the
occupied
is
no
longer
within
the
sphere.
magical
energy
that
suffuses
the
multiverse.
Within
Dispel
Magic.
Spells
and
magical
effects
such
as
the
sphere,
spells
cant
be
cast,
summoned
creatures
dispel
magic
have
no
effect
on
the
sphere.
Likewise,
disappear,
and
even
magic
items
become
mundane.
the
spheres
created
by
different
antimagic
field
Until
the
spell
ends,
the
sphere
moves
with
you,
spells
dont
nullify
each
other.
centered
on
you.
Spells
and
other
magical
effects,
except
those
Antipathy/Sympathy
created
by
an
artifact
or
a
deity,
are
suppressed
in
8th-level
enchantment
the
sphere
and
cant
protrude
into
it.
A
slot
Casting
Time:
1
hour
expended
to
cast
a
suppressed
spell
is
consumed.
Range:
60
feet
While
an
effect
is
suppressed,
it
doesnt
function,
but
Components:
V,
S,
M
(either
a
lump
of
alum
soaked
the
time
it
spends
suppressed
counts
against
its
in
vinegar
for
the
antipathy
effect
or
a
drop
of
duration.
honey
for
the
sympathy
effect)
Targeted
Effects.
Spells
and
other
magical
effects,
Duration:
10
days
such
as
magic
missile
and
charm
person,
that
target
a
creature
or
an
object
in
the
sphere
have
no
effect
on
This
spell
attracts
or
repels
creatures
of
your
choice.
that
target.
You
target
something
within
range,
either
a
Huge
or
Areas
of
Magic.
The
area
of
another
spell
or
smaller
object
or
creature
or
an
area
that
is
no
larger
magical
effect,
such
as
fireball,
cant
extend
into
the
than
a
200-foot
cube.
Then
specify
a
kind
of
sphere.
If
the
sphere
overlaps
an
area
of
magic,
the
intelligent
creature,
such
as
red
dragons,
goblins,
or
part
of
the
area
that
is
covered
by
the
sphere
is
vampires.
You
invest
the
target
with
an
aura
that
suppressed.
For
example,
the
flames
created
by
a
either
attracts
or
repels
the
specified
creatures
for
wall
of
fire
are
suppressed
within
the
sphere,
the
duration.
Choose
antipathy
or
sympathy
as
the
creating
a
gap
in
the
wall
if
the
overlap
is
large
auras
effect.
enough.
Antipathy.
The
enchantment
causes
creatures
of
Spells.
Any
active
spell
or
other
magical
effect
on
a
the
kind
you
designated
to
feel
an
intense
urge
to
creature
or
an
object
in
the
sphere
is
suppressed
leave
the
area
and
avoid
the
target.
When
such
a
while
the
creature
or
object
is
in
it.
creature
can
see
the
target
or
comes
within
60
feet
Magic
Items.
The
properties
and
powers
of
magic
of
it,
the
creature
must
succeed
on
a
Wisdom
saving
items
are
suppressed
in
the
sphere.
For
example,
a
throw
or
become
frightened.
The
creature
remains
+1
longsword
in
the
sphere
functions
as
a
frightened
while
it
can
see
the
target
or
is
within
60
nonmagical
longsword.
feet
of
it.
While
frightened
by
the
target,
the
creature
A
magic
weapons
properties
and
powers
are
must
use
its
movement
to
move
to
the
nearest
safe
suppressed
if
it
is
used
against
a
target
in
the
sphere
spot
from
which
it
cant
see
the
target.
If
the
creature
or
wielded
by
an
attacker
in
the
sphere.
If
a
magic
moves
more
than
60
feet
from
the
target
and
cant
weapon
or
a
piece
of
magic
ammunition
fully
leaves
see
it,
the
creature
is
no
longer
frightened,
but
the
the
sphere
(for
example,
if
you
fire
a
magic
arrow
or
creature
becomes
frightened
again
if
it
regains
sight
throw
a
magic
spear
at
a
target
outside
the
sphere),
of
the
target
or
moves
within
60
feet
of
it.
the
magic
of
the
item
ceases
to
be
suppressed
as
Sympathy.
The
enchantment
causes
the
specified
soon
as
it
exits.
creatures
to
feel
an
intense
urge
to
approach
the
target
while
within
60
feet
of
it
or
able
to
see
it.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
117
When
such
a
creature
can
see
the
target
or
comes
moves
at
your
command,
mimicking
the
movements
within
60
feet
of
it,
the
creature
must
succeed
on
a
of
your
own
hand.
Wisdom
saving
throw
or
use
its
movement
on
each
The
hand
is
an
object
that
has
AC
20
and
hit
points
of
its
turns
to
enter
the
area
or
move
within
reach
of
equal
to
your
hit
point
maximum.
If
it
drops
to
0
hit
the
target.
When
the
creature
has
done
so,
it
cant
points,
the
spell
ends.
It
has
a
Strength
of
26
(+8)
willingly
move
away
from
the
target.
and
a
Dexterity
of
10
(+0).
The
hand
doesnt
fill
its
If
the
target
damages
or
otherwise
harms
an
space.
affected
creature,
the
affected
creature
can
make
a
When
you
cast
the
spell
and
as
a
bonus
action
on
Wisdom
saving
throw
to
end
the
effect,
as
described
your
subsequent
turns,
you
can
move
the
hand
up
to
below.
60
feet
and
then
cause
one
of
the
following
effects
Ending
the
Effect.
If
an
affected
creature
ends
its
with
it.
turn
while
not
within
60
feet
of
the
target
or
able
to
Clenched
Fist.
The
hand
strikes
one
creature
or
see
it,
the
creature
makes
a
Wisdom
saving
throw.
object
within
5
feet
of
it.
Make
a
melee
spell
attack
On
a
successful
save,
the
creature
is
no
longer
for
the
hand
using
your
game
statistics.
On
a
hit,
the
affected
by
the
target
and
recognizes
the
feeling
of
target
takes
4d8
force
damage.
repugnance
or
attraction
as
magical.
In
addition,
a
Forceful
Hand.
The
hand
attempts
to
push
a
creature
affected
by
the
spell
is
allowed
another
creature
within
5
feet
of
it
in
a
direction
you
choose.
Wisdom
saving
throw
every
24
hours
while
the
spell
Make
a
check
with
the
hands
Strength
contested
by
persists.
the
Strength
(Athletics)
check
of
the
target.
If
the
A
creature
that
successfully
saves
against
this
target
is
Medium
or
smaller,
you
have
advantage
on
effect
is
immune
to
it
for
1
minute,
after
which
time
the
check.
If
you
succeed,
the
hand
pushes
the
target
it
can
be
affected
again.
up
to
5
feet
plus
a
number
of
feet
equal
to
five
times
your
spellcasting
ability
modifier.
The
hand
moves
Arcane Eye with
the
target
to
remain
within
5
feet
of
it.
4th-level
divination
Grasping
Hand.
The
hand
attempts
to
grapple
a
Huge
or
smaller
creature
within
5
feet
of
it.
You
use
Casting
Time:
1
action
the
hands
Strength
score
to
resolve
the
grapple.
If
Range:
30
feet
the
target
is
Medium
or
smaller,
you
have
advantage
Components:
V,
S,
M
(a
bit
of
bat
fur)
on
the
check.
While
the
hand
is
grappling
the
target,
Duration:
Concentration,
up
to
1
hour
you
can
use
a
bonus
action
to
have
the
hand
crush
it.
You
create
an
invisible,
magical
eye
within
range
When
you
do
so,
the
target
takes
bludgeoning
that
hovers
in
the
air
for
the
duration.
damage
equal
to
2d6
+
your
spellcasting
ability
You
mentally
receive
visual
information
from
the
modifier.
eye,
which
has
normal
vision
and
darkvision
out
to
Interposing
Hand.
The
hand
interposes
itself
30
feet.
The
eye
can
look
in
every
direction.
between
you
and
a
creature
you
choose
until
you
As
an
action,
you
can
move
the
eye
up
to
30
feet
in
give
the
hand
a
different
command.
The
hand
moves
any
direction.
There
is
no
limit
to
how
far
away
from
to
stay
between
you
and
the
target,
providing
you
you
the
eye
can
move,
but
it
cant
enter
another
with
half
cover
against
the
target.
The
target
cant
plane
of
existence.
A
solid
barrier
blocks
the
eyes
move
through
the
hands
space
if
its
Strength
score
movement,
but
the
eye
can
pass
through
an
opening
is
less
than
or
equal
to
the
hands
Strength
score.
If
as
small
as
1
inch
in
diameter.
its
Strength
score
is
higher
than
the
hands
Strength
score,
the
target
can
move
toward
you
through
the
Arcane Hand hands
space,
but
that
space
is
difficult
terrain
for
the
5th-level
evocation
target.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
spell
slot
of
6th
level
or
higher,
the
damage
from
the
Range:
120
feet
clenched
fist
option
increases
by
2d8
and
the
Components:
V,
S,
M
(an
eggshell
and
a
snakeskin
damage
from
the
grasping
hand
increases
by
2d6
for
glove)
each
slot
level
above
5th.
Duration:
Concentration,
up
to
1
minute
You
create
a
Large
hand
of
shimmering,
translucent
Arcane Lock
force
in
an
unoccupied
space
that
you
can
see
within
2nd-level
abjuration
range.
The
hand
lasts
for
the
spells
duration,
and
it
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
118
Range:
Touch
False
Aura.
You
change
the
way
the
target
Components:
V,
S,
M
(gold
dust
worth
at
least
25
gp,
appears
to
spells
and
magical
effects,
such
as
detect
which
the
spell
consumes)
magic,
that
detect
magical
auras.
You
can
make
a
Duration:
Until
dispelled
nonmagical
object
appear
magical,
a
magical
object
appear
nonmagical,
or
change
the
objects
magical
You
touch
a
closed
door,
window,
gate,
chest,
or
aura
so
that
it
appears
to
belong
to
a
specific
school
other
entryway,
and
it
becomes
locked
for
the
of
magic
that
you
choose.
When
you
use
this
effect
duration.
You
and
the
creatures
you
designate
when
on
an
object,
you
can
make
the
false
magic
apparent
you
cast
this
spell
can
open
the
object
normally.
You
to
any
creature
that
handles
the
item.
can
also
set
a
password
that,
when
spoken
within
5
Mask.
You
change
the
way
the
target
appears
to
feet
of
the
object,
suppresses
this
spell
for
1
minute.
spells
and
magical
effects
that
detect
creature
types,
Otherwise,
it
is
impassable
until
it
is
broken
or
the
such
as
a
paladins
Divine
Sense
or
the
trigger
of
a
spell
is
dispelled
or
suppressed.
Casting
knock
on
the
symbol
spell.
You
choose
a
creature
type
and
other
object
suppresses
arcane
lock
for
10
minutes.
spells
and
magical
effects
treat
the
target
as
if
it
While
affected
by
this
spell,
the
object
is
more
were
a
creature
of
that
type
or
of
that
alignment.
difficult
to
break
or
force
open;
the
DC
to
break
it
or
pick
any
locks
on
it
increases
by
10.
Astral Projection
9th-level
necromancy
Arcane Sword
7th-level
evocation
Casting
Time:
1
hour
Range:
10
feet
Casting
Time:
1
action
Components:
V,
S,
M
(for
each
creature
you
affect
Range:
60
feet
with
this
spell,
you
must
provide
one
jacinth
Components:
V,
S,
M
(a
miniature
platinum
sword
worth
at
least
1,000
gp
and
one
ornately
carved
with
a
grip
and
pommel
of
copper
and
zinc,
worth
bar
of
silver
worth
at
least
100
gp,
all
of
which
the
250
gp)
spell
consumes)
Duration:
Concentration,
up
to
1
minute
Duration:
Special
You
create
a
sword-shaped
plane
of
force
that
You
and
up
to
eight
willing
creatures
within
range
hovers
within
range.
It
lasts
for
the
duration.
project
your
astral
bodies
into
the
Astral
Plane
(the
When
the
sword
appears,
you
make
a
melee
spell
spell
fails
and
the
casting
is
wasted
if
you
are
already
attack
against
a
target
of
your
choice
within
5
feet
of
on
that
plane).
The
material
body
you
leave
behind
the
sword.
On
a
hit,
the
target
takes
3d10
force
is
unconscious
and
in
a
state
of
suspended
damage.
Until
the
spell
ends,
you
can
use
a
bonus
animation;
it
doesnt
need
food
or
air
and
doesnt
action
on
each
of
your
turns
to
move
the
sword
up
to
age.
20
feet
to
a
spot
you
can
see
and
repeat
this
attack
Your
astral
body
resembles
your
mortal
form
in
against
the
same
target
or
a
different
one.
almost
every
way,
replicating
your
game
statistics
and
possessions.
The
principal
difference
is
the
Arcanists Magic Aura
addition
of
a
silvery
cord
that
extends
from
between
2nd-level
illusion
your
shoulder
blades
and
trails
behind
you,
fading
to
Casting
Time:
1
action
invisibility
after
1
foot.
This
cord
is
your
tether
to
Range:
Touch
your
material
body.
As
long
as
the
tether
remains
Components:
V,
S,
M
(a
small
square
of
silk)
intact,
you
can
find
your
way
home.
If
the
cord
is
Duration:
24
hours
cutsomething
that
can
happen
only
when
an
effect
specifically
states
that
it
doesyour
soul
and
body
You
place
an
illusion
on
a
creature
or
an
object
you
are
separated,
killing
you
instantly.
touch
so
that
divination
spells
reveal
false
Your
astral
form
can
freely
travel
through
the
information
about
it.
The
target
can
be
a
willing
Astral
Plane
and
can
pass
through
portals
there
creature
or
an
object
that
isnt
being
carried
or
worn
leading
to
any
other
plane.
If
you
enter
a
new
plane
by
another
creature.
or
return
to
the
plane
you
were
on
when
casting
this
When
you
cast
the
spell,
choose
one
or
both
of
the
spell,
your
body
and
possessions
are
transported
following
effects.
The
effect
lasts
for
the
duration.
If
along
the
silver
cord,
allowing
you
to
re-enter
your
you
cast
this
spell
on
the
same
creature
or
object
body
as
you
enter
the
new
plane.
Your
astral
form
is
every
day
for
30
days,
placing
the
same
effect
on
it
a
separate
incarnation.
Any
damage
or
other
effects
each
time,
the
illusion
lasts
until
it
is
dispelled.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
119
that
apply
to
it
have
no
effect
on
your
physical
body,
Range:
Touch
nor
do
they
persist
when
you
return
to
it.
Components:
V,
S,
M
(an
agate
worth
at
least
1,000
The
spell
ends
for
you
and
your
companions
when
gp,
which
the
spell
consumes)
you
use
your
action
to
dismiss
it.
When
the
spell
Duration:
Instantaneous
ends,
the
affected
creature
returns
to
its
physical
After
spending
the
casting
time
tracing
magical
body,
and
it
awakens.
pathways
within
a
precious
gemstone,
you
touch
a
The
spell
might
also
end
early
for
you
or
one
of
Huge
or
smaller
beast
or
plant.
The
target
must
have
your
companions.
A
successful
dispel
magic
spell
either
no
Intelligence
score
or
an
Intelligence
of
3
or
used
against
an
astral
or
physical
body
ends
the
spell
less.
The
target
gains
an
Intelligence
of
10.
The
for
that
creature.
If
a
creatures
original
body
or
its
target
also
gains
the
ability
to
speak
one
language
astral
form
drops
to
0
hit
points,
the
spell
ends
for
you
know.
If
the
target
is
a
plant,
it
gains
the
ability
that
creature.
If
the
spell
ends
and
the
silver
cord
is
to
move
its
limbs,
roots,
vines,
creepers,
and
so
forth,
intact,
the
cord
pulls
the
creatures
astral
form
back
and
it
gains
senses
similar
to
a
humans.
Your
GM
to
its
body,
ending
its
state
of
suspended
animation.
chooses
statistics
appropriate
for
the
awakened
If
you
are
returned
to
your
body
prematurely,
plant,
such
as
the
statistics
for
the
awakened
shrub
your
companions
remain
in
their
astral
forms
and
or
the
awakened
tree.
must
find
their
own
way
back
to
their
bodies,
usually
The
awakened
beast
or
plant
is
charmed
by
you
by
dropping
to
0
hit
points.
for
30
days
or
until
you
or
your
companions
do
Augury anything
harmful
to
it.
When
the
charmed
condition
ends,
the
awakened
creature
chooses
whether
to
2nd-level
divination
(ritual)
remain
friendly
to
you,
based
on
how
you
treated
it
Casting
Time:
1
minute
while
it
was
charmed.
Range:
Self
Components:
V,
S,
M
(specially
marked
sticks,
bones,
Bane
or
similar
tokens
worth
at
least
25
gp)
1st-level
enchantment
Duration:
Instantaneous
Casting
Time:
1
action
By
casting
gem-inlaid
sticks,
rolling
dragon
bones,
Range:
30
feet
laying
out
ornate
cards,
or
employing
some
other
Components:
V,
S,
M
(a
drop
of
blood)
divining
tool,
you
receive
an
omen
from
an
Duration:
Concentration,
up
to
1
minute
otherworldly
entity
about
the
results
of
a
specific
Up
to
three
creatures
of
your
choice
that
you
can
see
course
of
action
that
you
plan
to
take
within
the
next
within
range
must
make
Charisma
saving
throws.
30
minutes.
The
GM
chooses
from
the
following
Whenever
a
target
that
fails
this
saving
throw
makes
possible
omens:
an
attack
roll
or
a
saving
throw
before
the
spell
ends,
Weal,
for
good
results
the
target
must
roll
a
d4
and
subtract
the
number
Woe,
for
bad
results
rolled
from
the
attack
roll
or
saving
throw.
Weal
and
woe,
for
both
good
and
bad
results
At
Higher
Levels.
When
you
cast
this
spell
using
a
Nothing,
for
results
that
arent
especially
good
or
spell
slot
of
2nd
level
or
higher,
you
can
target
one
bad
additional
creature
for
each
slot
level
above
1st.
The
spell
doesnt
take
into
account
any
possible
circumstances
that
might
change
the
outcome,
such
Banishment
4th-level
abjuration
as
the
casting
of
additional
spells
or
the
loss
or
gain
of
a
companion.
Casting
Time:
1
action
If
you
cast
the
spell
two
or
more
times
before
Range:
60
feet
completing
your
next
long
rest,
there
is
a
cumulative
Components:
V,
S,
M
(an
item
distasteful
to
the
25
percent
chance
for
each
casting
after
the
first
that
target)
you
get
a
random
reading.
The
GM
makes
this
roll
in
Duration:
Concentration,
up
to
1
minute
secret.
You
attempt
to
send
one
creature
that
you
can
see
Awaken within
range
to
another
plane
of
existence.
The
5th-level
transmutation
target
must
succeed
on
a
Charisma
saving
throw
or
be
banished.
Casting
Time:
8
hours
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
120
If
the
target
is
native
to
the
plane
of
existence
this
spell,
choose
the
nature
of
the
curse
from
the
youre
on,
you
banish
the
target
to
a
harmless
following
options:
demiplane.
While
there,
the
target
is
incapacitated.
Choose
one
ability
score.
While
cursed,
the
target
The
target
remains
there
until
the
spell
ends,
at
has
disadvantage
on
ability
checks
and
saving
which
point
the
target
reappears
in
the
space
it
left
throws
made
with
that
ability
score.
or
in
the
nearest
unoccupied
space
if
that
space
is
occupied.
While
cursed,
the
target
has
disadvantage
on
If
the
target
is
native
to
a
different
plane
of
attack
rolls
against
you.
existence
than
the
one
youre
on,
the
target
is
While
cursed,
the
target
must
make
a
Wisdom
banished
with
a
faint
popping
noise,
returning
to
its
saving
throw
at
the
start
of
each
of
its
turns.
If
it
home
plane.
If
the
spell
ends
before
1
minute
has
fails,
it
wastes
its
action
that
turn
doing
nothing.
passed,
the
target
reappears
in
the
space
it
left
or
in
While
the
target
is
cursed,
your
attacks
and
spells
the
nearest
unoccupied
space
if
that
space
is
deal
an
extra
1d8
necrotic
damage
to
the
target.
occupied.
Otherwise,
the
target
doesnt
return.
A
remove
curse
spell
ends
this
effect.
At
the
GMs
At
Higher
Levels.
When
you
cast
this
spell
using
a
option,
you
may
choose
an
alternative
curse
effect,
spell
slot
of
5th
level
or
higher,
you
can
target
one
but
it
should
be
no
more
powerful
than
those
additional
creature
for
each
slot
level
above
4th.
described
above.
The
GM
has
final
say
on
such
a
curses
effect.
Barkskin
At
Higher
Levels.
If
you
cast
this
spell
using
a
spell
2nd-level
transmutation
slot
of
4th
level
or
higher,
the
duration
is
concentration,
up
to
10
minutes.
If
you
use
a
spell
Casting
Time:
1
action
slot
of
5th
level
or
higher,
the
duration
is
8
hours.
If
Range:
Touch
you
use
a
spell
slot
of
7th
level
or
higher,
the
Components:
V,
S,
M
(a
handful
of
oak
bark)
duration
is
24
hours.
If
you
use
a
9th
level
spell
slot,
Duration:
Concentration,
up
to
1
hour
the
spell
lasts
until
it
is
dispelled.
Using
a
spell
slot
of
You
touch
a
willing
creature.
Until
the
spell
ends,
the
5th
level
or
higher
grants
a
duration
that
doesnt
targets
skin
has
a
rough,
bark-like
appearance,
and
require
concentration.
the
targets
AC
cant
be
less
than
16,
regardless
of
what
kind
of
armor
it
is
wearing.
Black Tentacles
4th-level
conjuration
Beacon of Hope
Casting
Time:
1
action
3rd-level
abjuration
Range:
90
feet
Casting
Time:
1
action
Components:
V,
S,
M
(a
piece
of
tentacle
from
a
Range:
30
feet
giant
octopus
or
a
giant
squid)
Components:
V,
S
Duration:
Concentration,
up
to
1
minute
Duration:
Concentration,
up
to
1
minute
Squirming,
ebony
tentacles
fill
a
20-foot
square
on
This
spell
bestows
hope
and
vitality.
Choose
any
ground
that
you
can
see
within
range.
For
the
number
of
creatures
within
range.
For
the
duration,
duration,
these
tentacles
turn
the
ground
in
the
area
each
target
has
advantage
on
Wisdom
saving
throws
into
difficult
terrain.
and
death
saving
throws,
and
regains
the
maximum
When
a
creature
enters
the
affected
area
for
the
number
of
hit
points
possible
from
any
healing.
first
time
on
a
turn
or
starts
its
turn
there,
the
creature
must
succeed
on
a
Dexterity
saving
throw
Bestow Curse or
take
3d6
bludgeoning
damage
and
be
restrained
3rd-level
necromancy
by
the
tentacles
until
the
spell
ends.
A
creature
that
starts
its
turn
in
the
area
and
is
already
restrained
Casting
Time:
1
action
by
the
tentacles
takes
3d6
bludgeoning
damage.
Range:
Touch
A
creature
restrained
by
the
tentacles
can
use
its
Components:
V,
S
action
to
make
a
Strength
or
Dexterity
check
(its
Duration:
Concentration,
up
to
1
minute
choice)
against
your
spell
save
DC.
On
a
success,
it
You
touch
a
creature,
and
that
creature
must
frees
itself.
succeed
on
a
Wisdom
saving
throw
or
become
cursed
for
the
duration
of
the
spell.
When
you
cast
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
121
Blade Barrier
If
you
target
a
plant
creature
or
a
magical
plant,
it
6th-level
evocation
makes
the
saving
throw
with
disadvantage,
and
the
spell
deals
maximum
damage
to
it.
Casting
Time:
1
action
If
you
target
a
nonmagical
plant
that
isnt
a
Range:
90
feet
creature,
such
as
a
tree
or
shrub,
it
doesnt
make
a
Components:
V,
S
saving
throw;
it
simply
withers
and
dies.
Duration:
Concentration,
up
to
10
minutes
At
Higher
Levels.
When
you
cast
this
spell
using
a
You
create
a
vertical
wall
of
whirling,
razor-sharp
spell
slot
of
5th
level
or
higher,
the
damage
increases
blades
made
of
magical
energy.
The
wall
appears
by
1d8
for
each
slot
level
above
4th.
within
range
and
lasts
for
the
duration.
You
can
make
a
straight
wall
up
to
100
feet
long,
20
feet
high,
Blindness/Deafness
and
5
feet
thick,
or
a
ringed
wall
up
to
60
feet
in
2nd-level
necromancy
diameter,
20
feet
high,
and
5
feet
thick.
The
wall
Casting
Time:
1
action
provides
three-quarters
cover
to
creatures
behind
it,
Range:
30
feet
and
its
space
is
difficult
terrain.
Components:
V
When
a
creature
enters
the
walls
area
for
the
first
Duration:
1
minute
time
on
a
turn
or
starts
its
turn
there,
the
creature
must
make
a
Dexterity
saving
throw.
On
a
failed
save,
You
can
blind
or
deafen
a
foe.
Choose
one
creature
the
creature
takes
6d10
slashing
damage.
On
a
that
you
can
see
within
range
to
make
a
Constitution
successful
save,
the
creature
takes
half
as
much
saving
throw.
If
it
fails,
the
target
is
either
blinded
or
damage.
deafened
(your
choice)
for
the
duration.
At
the
end
of
each
of
its
turns,
the
target
can
make
a
Bless Constitution
saving
throw.
On
a
success,
the
spell
1st-level
enchantment
ends.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
spell
slot
of
3rd
level
or
higher,
you
can
target
one
Range:
30
feet
additional
creature
for
each
slot
level
above
2nd.
Components:
V,
S,
M
(a
sprinkling
of
holy
water)
Duration:
Concentration,
up
to
1
minute
Blink
You
bless
up
to
three
creatures
of
your
choice
within
3rd-level
transmutation
range.
Whenever
a
target
makes
an
attack
roll
or
a
Casting
Time:
1
action
saving
throw
before
the
spell
ends,
the
target
can
Range:
Self
roll
a
d4
and
add
the
number
rolled
to
the
attack
roll
Components:
V,
S
or
saving
throw.
Duration:
1
minute
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
you
can
target
one
Roll
a
d20
at
the
end
of
each
of
your
turns
for
the
additional
creature
for
each
slot
level
above
1st.
duration
of
the
spell.
On
a
roll
of
11
or
higher,
you
vanish
from
your
current
plane
of
existence
and
Blight appear
in
the
Ethereal
Plane
(the
spell
fails
and
the
4th-level
necromancy
casting
is
wasted
if
you
were
already
on
that
plane).
At
the
start
of
your
next
turn,
and
when
the
spell
Casting
Time:
1
action
ends
if
you
are
on
the
Ethereal
Plane,
you
return
to
Range:
30
feet
an
unoccupied
space
of
your
choice
that
you
can
see
Components:
V,
S
within
10
feet
of
the
space
you
vanished
from.
If
no
Duration:
Instantaneous
unoccupied
space
is
available
within
that
range,
you
Necromantic
energy
washes
over
a
creature
of
your
appear
in
the
nearest
unoccupied
space
(chosen
at
choice
that
you
can
see
within
range,
draining
random
if
more
than
one
space
is
equally
near).
You
moisture
and
vitality
from
it.
The
target
must
make
a
can
dismiss
this
spell
as
an
action.
Constitution
saving
throw.
The
target
takes
8d8
While
on
the
Ethereal
Plane,
you
can
see
and
hear
necrotic
damage
on
a
failed
save,
or
half
as
much
the
plane
you
originated
from,
which
is
cast
in
damage
on
a
successful
one.
This
spell
has
no
effect
shades
of
gray,
and
you
cant
see
anything
there
on
undead
or
constructs.
more
than
60
feet
away.
You
can
only
affect
and
be
affected
by
other
creatures
on
the
Ethereal
Plane.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
122
Creatures
that
arent
there
cant
perceive
you
or
Call Lightning
interact
with
you,
unless
they
have
the
ability
to
do
3rd-level
conjuration
so.
Casting
Time:
1
action
Blur Range:
120
feet
2nd-level
illusion
Components:
V,
S
Duration:
Concentration,
up
to
10
minutes
Casting
Time:
1
action
Range:
Self
A
storm
cloud
appears
in
the
shape
of
a
cylinder
that
Components:
V
is
10
feet
tall
with
a
60-foot
radius,
centered
on
a
Duration:
Concentration,
up
to
1
minute
point
you
can
see
100
feet
directly
above
you.
The
spell
fails
if
you
cant
see
a
point
in
the
air
where
the
Your
body
becomes
blurred,
shifting
and
wavering
storm
cloud
could
appear
(for
example,
if
you
are
in
to
all
who
can
see
you.
For
the
duration,
any
a
room
that
cant
accommodate
the
cloud).
creature
has
disadvantage
on
attack
rolls
against
you.
When
you
cast
the
spell,
choose
a
point
you
can
An
attacker
is
immune
to
this
effect
if
it
doesnt
rely
see
within
range.
A
bolt
of
lightning
flashes
down
on
sight,
as
with
blindsight,
or
can
see
through
from
the
cloud
to
that
point.
Each
creature
within
5
illusions,
as
with
truesight.
feet
of
that
point
must
make
a
Dexterity
saving
throw.
A
creature
takes
3d10
lightning
damage
on
a
Branding Smite failed
save,
or
half
as
much
damage
on
a
successful
2nd-level
evocation
one.
On
each
of
your
turns
until
the
spell
ends,
you
Casting
Time:
1
bonus
action
can
use
your
action
to
call
down
lightning
in
this
way
Range:
Self
again,
targeting
the
same
point
or
a
different
one.
Components:
V
If
you
are
outdoors
in
stormy
conditions
when
you
Duration:
Concentration,
up
to
1
minute
cast
this
spell,
the
spell
gives
you
control
over
the
The
next
time
you
hit
a
creature
with
a
weapon
existing
storm
instead
of
creating
a
new
one.
Under
attack
before
this
spell
ends,
the
weapon
gleams
such
conditions,
the
spells
damage
increases
by
with
astral
radiance
as
you
strike.
The
attack
deals
1d10.
an
extra
2d6
radiant
damage
to
the
target,
which
At
Higher
Levels.
When
you
cast
this
spell
using
a
becomes
visible
if
it's
invisible,
and
the
target
sheds
spell
slot
of
4th
or
higher
level,
the
damage
increases
dim
light
in
a
5-foot
radius
and
can't
become
by
1d10
for
each
slot
level
above
3rd.
invisible
until
the
spell
ends.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Calm Emotions
spell
slot
of
3rd
level
or
higher,
the
extra
damage
2nd-level
enchantment
increases
by
1d6
for
each
slot
level
above
2nd.
Casting
Time:
1
action
Range:
60
feet
Burning Hands Components:
V,
S
1st-level
evocation
Duration:
Concentration,
up
to
1
minute
Casting
Time:
1
action
You
attempt
to
suppress
strong
emotions
in
a
group
Range:
Self
(15-foot
cone)
of
people.
Each
humanoid
in
a
20-foot-radius
sphere
Components:
V,
S
centered
on
a
point
you
choose
within
range
must
Duration:
Instantaneous
make
a
Charisma
saving
throw;
a
creature
can
As
you
hold
your
hands
with
thumbs
touching
and
choose
to
fail
this
saving
throw
if
it
wishes.
If
a
fingers
spread,
a
thin
sheet
of
flames
shoots
forth
creature
fails
its
saving
throw,
choose
one
of
the
from
your
outstretched
fingertips.
Each
creature
in
a
following
two
effects.
15-foot
cone
must
make
a
Dexterity
saving
throw.
A
You
can
suppress
any
effect
causing
a
target
to
be
creature
takes
3d6
fire
damage
on
a
failed
save,
or
charmed
or
frightened.
When
this
spell
ends,
any
half
as
much
damage
on
a
successful
one.
suppressed
effect
resumes,
provided
that
its
The
fire
ignites
any
flammable
objects
in
the
area
duration
has
not
expired
in
the
meantime.
that
arent
being
worn
or
carried.
Alternatively,
you
can
make
a
target
indifferent
At
Higher
Levels.
When
you
cast
this
spell
using
a
about
creatures
of
your
choice
that
it
is
hostile
spell
slot
of
2nd
level
or
higher,
the
damage
toward.
This
indifference
ends
if
the
target
is
increases
by
1d6
for
each
slot
level
above
1st.
attacked
or
harmed
by
a
spell
or
if
it
witnesses
any
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
123
of
its
friends
being
harmed.
When
the
spell
ends,
the
Components:
V,
S
creature
becomes
hostile
again,
unless
the
GM
rules
Duration:
1
round
otherwise.
You
create
a
ghostly,
skeletal
hand
in
the
space
of
a
Chain Lightning creature
within
range.
Make
a
ranged
spell
attack
against
the
creature
to
assail
it
with
the
chill
of
the
6th-level
evocation
grave.
On
a
hit,
the
target
takes
1d8
necrotic
damage,
Casting
Time:
1
action
and
it
cant
regain
hit
points
until
the
start
of
your
Range:
150
feet
next
turn.
Until
then,
the
hand
clings
to
the
target.
Components:
V,
S,
M
(a
bit
of
fur;
a
piece
of
amber,
If
you
hit
an
undead
target,
it
also
has
glass,
or
a
crystal
rod;
and
three
silver
pins)
disadvantage
on
attack
rolls
against
you
until
the
Duration:
Instantaneous
end
of
your
next
turn.
This
spells
damage
increases
by
1d8
when
you
You
create
a
bolt
of
lightning
that
arcs
toward
a
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
target
of
your
choice
that
you
can
see
within
range.
level
(4d8).
Three
bolts
then
leap
from
that
target
to
as
many
as
three
other
targets,
each
of
which
must
be
within
30
Circle of Death
feet
of
the
first
target.
A
target
can
be
a
creature
or
6th-level
necromancy
an
object
and
can
be
targeted
by
only
one
of
the
bolts.
Casting
Time:
1
action
A
target
must
make
a
Dexterity
saving
throw.
The
Range:
150
feet
target
takes
10d8
lightning
damage
on
a
failed
save,
Components:
V,
S,
M
(the
powder
of
a
crushed
black
or
half
as
much
damage
on
a
successful
one.
pearl
worth
at
least
500
gp)
At
Higher
Levels.
When
you
cast
this
spell
using
a
Duration:
Instantaneous
spell
slot
of
7th
level
or
higher,
one
additional
bolt
A
sphere
of
negative
energy
ripples
out
in
a
60-foot-
leaps
from
the
first
target
to
another
target
for
each
radius
sphere
from
a
point
within
range.
Each
slot
level
above
6th.
creature
in
that
area
must
make
a
Constitution
Charm Person saving
throw.
A
target
takes
8d6
necrotic
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
1st-level
enchantment
one.
Casting
Time:
1
action
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
30
feet
spell
slot
of
7th
level
or
higher,
the
damage
increases
Components:
V,
S
by
2d6
for
each
slot
level
above
6th.
Duration:
1
hour
Clairvoyance
You
attempt
to
charm
a
humanoid
you
can
see
3rd-level
divination
within
range.
It
must
make
a
Wisdom
saving
throw,
and
does
so
with
advantage
if
you
or
your
Casting
Time:
10
minutes
companions
are
fighting
it.
If
it
fails
the
saving
throw,
Range:
1
mile
it
is
charmed
by
you
until
the
spell
ends
or
until
you
Components:
V,
S,
M
(a
focus
worth
at
least
100
gp,
or
your
companions
do
anything
harmful
to
it.
The
either
a
jeweled
horn
for
hearing
or
a
glass
eye
for
charmed
creature
regards
you
as
a
friendly
seeing)
acquaintance.
When
the
spell
ends,
the
creature
Duration:
Concentration,
up
to
10
minutes
knows
it
was
charmed
by
you.
You
create
an
invisible
sensor
within
range
in
a
At
Higher
Levels.
When
you
cast
this
spell
using
a
location
familiar
to
you
(a
place
you
have
visited
or
spell
slot
of
2nd
level
or
higher,
you
can
target
one
seen
before)
or
in
an
obvious
location
that
is
additional
creature
for
each
slot
level
above
1st.
The
unfamiliar
to
you
(such
as
behind
a
door,
around
a
creatures
must
be
within
30
feet
of
each
other
when
corner,
or
in
a
grove
of
trees).
The
sensor
remains
in
you
target
them.
place
for
the
duration,
and
it
cant
be
attacked
or
Chill Touch otherwise
interacted
with.
When
you
cast
the
spell,
you
choose
seeing
or
Necromancy
cantrip
hearing.
You
can
use
the
chosen
sense
through
the
Casting
Time:
1
action
sensor
as
if
you
were
in
its
space.
As
your
action,
you
Range:
120
feet
can
switch
between
seeing
and
hearing.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
124
A
creature
that
can
see
the
sensor
(such
as
a
Creatures
are
affected
even
if
they
hold
their
breath
creature
benefiting
from
see
invisibility
or
truesight)
or
dont
need
to
breathe.
sees
a
luminous,
intangible
orb
about
the
size
of
The
fog
moves
10
feet
away
from
you
at
the
start
your
fist.
of
each
of
your
turns,
rolling
along
the
surface
of
the
ground.
The
vapors,
being
heavier
than
air,
sink
to
Clone the
lowest
level
of
the
land,
even
pouring
down
8th-level
necromancy
openings.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
hour
spell
slot
of
6th
level
or
higher,
the
damage
increases
Range:
Touch
by
1d8
for
each
slot
level
above
5th.
Components:
V,
S,
M
(a
diamond
worth
at
least
1,000
gp
and
at
least
1
cubic
inch
of
flesh
of
the
Color Spray
creature
that
is
to
be
cloned,
which
the
spell
1st-level
illusion
consumes,
and
a
vessel
worth
at
least
2,000
gp
that
has
a
sealable
lid
and
is
large
enough
to
hold
a
Casting
Time:
1
action
Medium
creature,
such
as
a
huge
urn,
coffin,
mud- Range:
Self
(15-foot
cone)
filled
cyst
in
the
ground,
or
crystal
container
filled
Components:
V,
S,
M
(a
pinch
of
powder
or
sand
with
salt
water)
that
is
colored
red,
yellow,
and
blue)
Duration:
Instantaneous
Duration:
1
round
This
spell
grows
an
inert
duplicate
of
a
living
A
dazzling
array
of
flashing,
colored
light
springs
creature
as
a
safeguard
against
death.
This
clone
from
your
hand.
Roll
6d10;
the
total
is
how
many
hit
forms
inside
a
sealed
vessel
and
grows
to
full
size
points
of
creatures
this
spell
can
effect.
Creatures
in
and
maturity
after
120
days;
you
can
also
choose
to
a
15-foot
cone
originating
from
you
are
affected
in
have
the
clone
be
a
younger
version
of
the
same
ascending
order
of
their
current
hit
points
(ignoring
creature.
It
remains
inert
and
endures
indefinitely,
unconscious
creatures
and
creatures
that
cant
see).
as
long
as
its
vessel
remains
undisturbed.
Starting
with
the
creature
that
has
the
lowest
At
any
time
after
the
clone
matures,
if
the
original
current
hit
points,
each
creature
affected
by
this
creature
dies,
its
soul
transfers
to
the
clone,
spell
is
blinded
until
the
spell
ends.
Subtract
each
provided
that
the
soul
is
free
and
willing
to
return.
creatures
hit
points
from
the
total
before
moving
on
The
clone
is
physically
identical
to
the
original
and
to
the
creature
with
the
next
lowest
hit
points.
A
has
the
same
personality,
memories,
and
abilities,
creatures
hit
points
must
be
equal
to
or
less
than
but
none
of
the
originals
equipment.
The
original
the
remaining
total
for
that
creature
to
be
affected.
creatures
physical
remains,
if
they
still
exist,
At
Higher
Levels.
When
you
cast
this
spell
using
a
become
inert
and
cant
thereafter
be
restored
to
life,
spell
slot
of
2nd
level
or
higher,
roll
an
additional
since
the
creatures
soul
is
elsewhere.
2d10
for
each
slot
level
above
1st.
Cloudkill Command
5th-level
conjuration
1st-level
enchantment
Casting
Time:
1
action
Casting
Time:
1
action
Range:
120
feet
Range:
60
feet
Components:
V,
S
Components:
V
Duration:
Concentration,
up
to
10
minutes
Duration:
1
round
You
create
a
20-foot-radius
sphere
of
poisonous,
You
speak
a
one-word
command
to
a
creature
you
yellow-green
fog
centered
on
a
point
you
choose
can
see
within
range.
The
target
must
succeed
on
a
within
range.
The
fog
spreads
around
corners.
It
Wisdom
saving
throw
or
follow
the
command
on
its
lasts
for
the
duration
or
until
strong
wind
disperses
next
turn.
The
spell
has
no
effect
if
the
target
is
the
fog,
ending
the
spell.
Its
area
is
heavily
obscured.
undead,
if
it
doesnt
understand
your
language,
or
if
When
a
creature
enters
the
spells
area
for
the
first
your
command
is
directly
harmful
to
it.
time
on
a
turn
or
starts
its
turn
there,
that
creature
Some
typical
commands
and
their
effects
follow.
must
make
a
Constitution
saving
throw.
The
You
might
issue
a
command
other
than
one
creature
takes
5d8
poison
damage
on
a
failed
save,
described
here.
If
you
do
so,
the
GM
determines
how
or
half
as
much
damage
on
a
successful
one.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
125
the
target
behaves.
If
the
target
cant
follow
your
You
briefly
become
one
with
nature
and
gain
command,
the
spell
ends.
knowledge
of
the
surrounding
territory.
In
the
Approach.
The
target
moves
toward
you
by
the
outdoors,
the
spell
gives
you
knowledge
of
the
land
shortest
and
most
direct
route,
ending
its
turn
if
it
within
3
miles
of
you.
In
caves
and
other
natural
moves
within
5
feet
of
you.
underground
settings,
the
radius
is
limited
to
300
Drop.
The
target
drops
whatever
it
is
holding
and
feet.
The
spell
doesnt
function
where
nature
has
then
ends
its
turn.
been
replaced
by
construction,
such
as
in
dungeons
Flee.
The
target
spends
its
turn
moving
away
from
and
towns.
you
by
the
fastest
available
means.
You
instantly
gain
knowledge
of
up
to
three
facts
Grovel.
The
target
falls
prone
and
then
ends
its
of
your
choice
about
any
of
the
following
subjects
as
turn.
they
relate
to
the
area:
Halt.
The
target
doesnt
move
and
takes
no
actions.
terrain
and
bodies
of
water
A
flying
creature
stays
aloft,
provided
that
it
is
able
to
do
so.
If
it
must
move
to
stay
aloft,
it
flies
the
prevalent
plants,
minerals,
animals,
or
peoples
minimum
distance
needed
to
remain
in
the
air.
powerful
celestials,
fey,
fiends,
elementals,
or
At
Higher
Levels.
When
you
cast
this
spell
using
a
undead
spell
slot
of
2nd
level
or
higher,
you
can
affect
one
influence
from
other
planes
of
existence
additional
creature
for
each
slot
level
above
1st.
The
buildings
creatures
must
be
within
30
feet
of
each
other
when
For
example,
you
could
determine
the
location
of
you
target
them.
powerful
undead
in
the
area,
the
location
of
major
sources
of
safe
drinking
water,
and
the
location
of
Commune any
nearby
towns.
5th-level
divination
(ritual)
Comprehend Languages
Casting
Time:
1
minute
1st-level
divination
(ritual)
Range:
Self
Components:
V,
S,
M
(incense
and
a
vial
of
holy
or
Casting
Time:
1
action
unholy
water)
Range:
Self
Duration:
1
minute
Components:
V,
S,
M
(a
pinch
of
soot
and
salt)
Duration:
1
hour
You
contact
your
deity
or
a
divine
proxy
and
ask
up
to
three
questions
that
can
be
answered
with
a
yes
For
the
duration,
you
understand
the
literal
meaning
or
no.
You
must
ask
your
questions
before
the
spell
of
any
spoken
language
that
you
hear.
You
also
ends.
You
receive
a
correct
answer
for
each
question.
understand
any
written
language
that
you
see,
but
Divine
beings
arent
necessarily
omniscient,
so
you
must
be
touching
the
surface
on
which
the
you
might
receive
unclear
as
an
answer
if
a
words
are
written.
It
takes
about
1
minute
to
read
question
pertains
to
information
that
lies
beyond
the
one
page
of
text.
deitys
knowledge.
In
a
case
where
a
one-word
This
spell
doesnt
decode
secret
messages
in
a
text
answer
could
be
misleading
or
contrary
to
the
or
a
glyph,
such
as
an
arcane
sigil,
that
isnt
part
of
a
deitys
interests,
the
GM
might
offer
a
short
phrase
written
language.
as
an
answer
instead.
If
you
cast
the
spell
two
or
more
times
before
Compulsion
finishing
your
next
long
rest,
there
is
a
cumulative
4th-level
enchantment
25
percent
chance
for
each
casting
after
the
first
that
Casting
Time:
1
action
you
get
no
answer.
The
GM
makes
this
roll
in
secret.
Range:
30
feet
Commune with Nature Components:
V,
S
Duration:
Concentration,
up
to
1
minute
5th-level
divination
(ritual)
Creatures
of
your
choice
that
you
can
see
within
Casting
Time:
1
minute
range
and
that
can
hear
you
must
make
a
Wisdom
Range:
Self
saving
throw.
A
target
automatically
succeeds
on
Components:
V,
S
this
saving
throw
if
it
can't
be
charmed.
On
a
failed
Duration:
Instantaneous
save,
a
target
is
affected
by
this
spell.
Until
the
spell
ends,
you
can
use
a
bonus
action
on
each
of
your
turns
to
designate
a
direction
that
is
horizontal
to
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
126
you.
Each
affected
target
must
use
as
much
of
its
within
its
reach.
If
there
is
no
creature
within
its
movement
as
possible
to
move
in
that
direction
on
reach,
the
creature
does
nothing
this
turn.
its
next
turn.
It
can
take
its
action
before
it
moves.
910
The
creature
can
act
and
move
normally.
After
moving
in
this
way,
it
can
make
another
Wisdom
saving
to
try
to
end
the
effect.
At
the
end
of
each
of
its
turns,
an
affected
target
A
target
isn't
compelled
to
move
into
an
obviously
can
make
a
Wisdom
saving
throw.
If
it
succeeds,
this
deadly
hazard,
such
as
a
fire
or
pit,
but
it
will
effect
ends
for
that
target.
provoke
opportunity
attacks
to
move
in
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
designated
direction.
spell
slot
of
5th
level
or
higher,
the
radius
of
the
sphere
increases
by
5
feet
for
each
slot
level
above
Cone of Cold 4th.
5th-level
evocation
Conjure Animals
Casting
Time:
1
action
3rd-level
conjuration
Range:
Self
(60-foot
cone)
Components:
V,
S,
M
(a
small
crystal
or
glass
cone)
Casting
Time:
1
action
Duration:
Instantaneous
Range:
60
feet
Components:
V,
S
A
blast
of
cold
air
erupts
from
your
hands.
Each
Duration:
Concentration,
up
to
1
hour
creature
in
a
60-foot
cone
must
make
a
Constitution
saving
throw.
A
creature
takes
8d8
cold
damage
on
a
You
summon
fey
spirits
that
take
the
form
of
beasts
failed
save,
or
half
as
much
damage
on
a
successful
and
appear
in
unoccupied
spaces
that
you
can
see
one.
within
range.
Choose
one
of
the
following
options
for
A
creature
killed
by
this
spell
becomes
a
frozen
what
appears:
statue
until
it
thaws.
One
beast
of
challenge
rating
2
or
lower
At
Higher
Levels.
When
you
cast
this
spell
using
a
Two
beasts
of
challenge
rating
1
or
lower
spell
slot
of
6th
level
or
higher,
the
damage
increases
Four
beasts
of
challenge
rating
1/2
or
lower
by
1d8
for
each
slot
level
above
5th.
Eight
beasts
of
challenge
rating
1/4
or
lower
Confusion Each
beast
is
also
considered
fey,
and
it
disappears
4th-level
enchantment
when
it
drops
to
0
hit
points
or
when
the
spell
ends.
The
summoned
creatures
are
friendly
to
you
and
Casting
Time:
1
action
your
companions.
Roll
initiative
for
the
summoned
Range:
90
feet
creatures
as
a
group,
which
has
its
own
turns.
They
Components:
V,
S,
M
(three
nut
shells)
obey
any
verbal
commands
that
you
issue
to
them
Duration:
Concentration,
up
to
1
minute
(no
action
required
by
you).
If
you
dont
issue
any
This
spell
assaults
and
twists
creatures
minds,
commands
to
them,
they
defend
themselves
from
spawning
delusions
and
provoking
uncontrolled
hostile
creatures,
but
otherwise
take
no
actions.
action.
Each
creature
in
a
10-foot-radius
sphere
The
GM
has
the
creatures
statistics.
centered
on
a
point
you
choose
within
range
must
At
Higher
Levels.
When
you
cast
this
spell
using
succeed
on
a
Wisdom
saving
throw
when
you
cast
certain
higher-level
spell
slots,
you
choose
one
of
the
this
spell
or
be
affected
by
it.
summoning
options
above,
and
more
creatures
An
affected
target
cant
take
reactions
and
must
appear:
twice
as
many
with
a
5th-level
slot,
three
roll
a
d10
at
the
start
of
each
of
its
turns
to
times
as
many
with
a
7th-level
slot,
and
four
times
as
determine
its
behavior
for
that
turn.
many
with
a
9th-level
slot.
d10
Behavior
Conjure Celestial
1
The
creature
uses
all
its
movement
to
move
in
a
7th-level
conjuration
random
direction.
To
determine
the
direction,
roll
a
d8
and
assign
a
direction
to
each
die
face.
The
Casting
Time:
1
minute
creature
doesnt
take
an
action
this
turn.
Range:
90
feet
26
The
creature
doesnt
move
or
take
actions
this
Components:
V,
S
turn.
Duration:
Concentration,
up
to
1
hour
78
The
creature
uses
its
action
to
make
a
melee
attack
against
a
randomly
determined
creature
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
127
You
summon
a
celestial
of
challenge
rating
4
or
Conjure Fey
lower,
which
appears
in
an
unoccupied
space
that
6th-level
conjuration
you
can
see
within
range.
The
celestial
disappears
when
it
drops
to
0
hit
points
or
when
the
spell
ends.
Casting
Time:
1
minute
The
celestial
is
friendly
to
you
and
your
Range:
90
feet
companions
for
the
duration.
Roll
initiative
for
the
Components:
V,
S
celestial,
which
has
its
own
turns.
It
obeys
any
verbal
Duration:
Concentration,
up
to
1
hour
commands
that
you
issue
to
it
(no
action
required
by
You
summon
a
fey
creature
of
challenge
rating
6
or
you),
as
long
as
they
dont
violate
its
alignment.
If
lower,
or
a
fey
spirit
that
takes
the
form
of
a
beast
of
you
dont
issue
any
commands
to
the
celestial,
it
challenge
rating
6
or
lower.
It
appears
in
an
defends
itself
from
hostile
creatures
but
otherwise
unoccupied
space
that
you
can
see
within
range.
The
takes
no
actions.
fey
creature
disappears
when
it
drops
to
0
hit
points
The
GM
has
the
celestials
statistics.
or
when
the
spell
ends.
At
Higher
Levels.
When
you
cast
this
spell
using
a
The
fey
creature
is
friendly
to
you
and
your
9th-level
spell
slot,
you
summon
a
celestial
of
companions
for
the
duration.
Roll
initiative
for
the
challenge
rating
5
or
lower.
creature,
which
has
its
own
turns.
It
obeys
any
verbal
commands
that
you
issue
to
it
(no
action
Conjure Elemental required
by
you),
as
long
as
they
dont
violate
its
5th-level
conjuration
alignment.
If
you
dont
issue
any
commands
to
the
Casting
Time:
1
minute
fey
creature,
it
defends
itself
from
hostile
creatures
Range:
90
feet
but
otherwise
takes
no
actions.
Components:
V,
S,
M
(burning
incense
for
air,
soft
If
your
concentration
is
broken,
the
fey
creature
clay
for
earth,
sulfur
and
phosphorus
for
fire,
or
doesnt
disappear.
Instead,
you
lose
control
of
the
water
and
sand
for
water)
fey
creature,
it
becomes
hostile
toward
you
and
your
Duration:
Concentration,
up
to
1
hour
companions,
and
it
might
attack.
An
uncontrolled
fey
creature
cant
be
dismissed
by
you,
and
it
disappears
You
call
forth
an
elemental
servant.
Choose
an
area
of
1
hour
after
you
summoned
it.
air,
earth,
fire,
or
water
that
fills
a
10-foot
cube
The
GM
has
the
fey
creatures
statistics.
within
range.
An
elemental
of
challenge
rating
5
or
At
Higher
Levels.
When
you
cast
this
spell
using
a
lower
appropriate
to
the
area
you
chose
appears
in
spell
slot
of
7th
level
or
higher,
the
challenge
rating
an
unoccupied
space
within
10
feet
of
it.
For
increases
by
1
for
each
slot
level
above
6th.
example,
a
fire
elemental
emerges
from
a
bonfire,
and
an
earth
elemental
rises
up
from
the
ground.
Conjure Minor Elementals
The
elemental
disappears
when
it
drops
to
0
hit
4th-level
conjuration
points
or
when
the
spell
ends.
The
elemental
is
friendly
to
you
and
your
Casting
Time:
1
minute
companions
for
the
duration.
Roll
initiative
for
the
Range:
90
feet
elemental,
which
has
its
own
turns.
It
obeys
any
Components:
V,
S
verbal
commands
that
you
issue
to
it
(no
action
Duration:
Concentration,
up
to
1
hour
required
by
you).
If
you
dont
issue
any
commands
You
summon
elementals
that
appear
in
unoccupied
to
the
elemental,
it
defends
itself
from
hostile
spaces
that
you
can
see
within
range.
You
choose
creatures
but
otherwise
takes
no
actions.
one
the
following
options
for
what
appears:
If
your
concentration
is
broken,
the
elemental
doesnt
disappear.
Instead,
you
lose
control
of
the
One
elemental
of
challenge
rating
2
or
lower
elemental,
it
becomes
hostile
toward
you
and
your
Two
elementals
of
challenge
rating
1
or
lower
companions,
and
it
might
attack.
An
uncontrolled
Four
elementals
of
challenge
rating
1/2
or
lower
elemental
cant
be
dismissed
by
you,
and
it
Eight
elementals
of
challenge
rating
1/4
or
lower.
disappears
1
hour
after
you
summoned
it.
An
elemental
summoned
by
this
spell
disappears
The
GM
has
the
elementals
statistics.
when
it
drops
to
0
hit
points
or
when
the
spell
ends.
At
Higher
Levels.
When
you
cast
this
spell
using
a
The
summoned
creatures
are
friendly
to
you
and
spell
slot
of
6th
level
or
higher,
the
challenge
rating
your
companions.
Roll
initiative
for
the
summoned
increases
by
1
for
each
slot
level
above
5th.
creatures
as
a
group,
which
has
its
own
turns.
They
obey
any
verbal
commands
that
you
issue
to
them
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
128
(no
action
required
by
you).
If
you
dont
issue
any
another
plane.
Contacting
this
extraplanar
commands
to
them,
they
defend
themselves
from
intelligence
can
strain
or
even
break
your
mind.
hostile
creatures,
but
otherwise
take
no
actions.
When
you
cast
this
spell,
make
a
DC
15
Intelligence
The
GM
has
the
creatures
statistics.
saving
throw.
On
a
failure,
you
take
6d6
psychic
At
Higher
Levels.
When
you
cast
this
spell
using
damage
and
are
insane
until
you
finish
a
long
rest.
certain
higher-level
spell
slots,
you
choose
one
of
the
While
insane,
you
cant
take
actions,
cant
summoning
options
above,
and
more
creatures
understand
what
other
creatures
say,
cant
read,
and
appear:
twice
as
many
with
a
6th-level
slot
and
three
speak
only
in
gibberish.
A
greater
restoration
spell
times
as
many
with
an
8th-level
slot.
cast
on
you
ends
this
effect.
On
a
successful
save,
you
can
ask
the
entity
up
to
Conjure Woodland Beings five
questions.
You
must
ask
your
questions
before
4th-level
conjuration
the
spell
ends.
The
GM
answers
each
question
with
one
word,
such
as
yes,
no,
maybe,
never,
Casting
Time:
1
action
irrelevant,
or
unclear
(if
the
entity
doesnt
know
Range:
60
feet
the
answer
to
the
question).
If
a
one-word
answer
Components:
V,
S,
M
(one
holly
berry
per
creature
would
be
misleading,
the
GM
might
instead
offer
a
summoned)
short
phrase
as
an
answer.
Duration:
Concentration,
up
to
1
hour
You
summon
fey
creatures
that
appear
in
Contagion
unoccupied
spaces
that
you
can
see
within
range.
5th-level
necromancy
Choose
one
of
the
following
options
for
what
Casting
Time:
1
action
appears:
Range:
Touch
One
fey
creature
of
challenge
rating
2
or
lower
Component:
V,
S
Two
fey
creatures
of
challenge
rating
1
or
lower
Duration:
7
days
Four
fey
creatures
of
challenge
rating
1/2
or
lower
Your
touch
inflicts
disease.
Make
a
melee
spell
attack
Eight
fey
creatures
of
challenge
rating
1/4
or
against
a
creature
within
your
reach.
On
a
hit,
you
lower
afflict
the
creature
with
a
disease
of
your
choice
A
summoned
creature
disappears
when
it
drops
to
0
from
any
of
the
ones
described
below.
hit
points
or
when
the
spell
ends.
At
the
end
of
each
of
the
targets
turns,
it
must
The
summoned
creatures
are
friendly
to
you
and
make
a
Constitution
saving
throw.
After
failing
three
your
companions.
Roll
initiative
for
the
summoned
of
these
saving
throws,
the
diseases
effects
last
for
creatures
as
a
group,
which
have
their
own
turns.
the
duration,
and
the
creature
stops
making
these
They
obey
any
verbal
commands
that
you
issue
to
saves.
After
succeeding
on
three
of
these
saving
them
(no
action
required
by
you).
If
you
dont
issue
throws,
the
creature
recovers
from
the
disease,
and
any
commands
to
them,
they
defend
themselves
the
spell
ends.
from
hostile
creatures,
but
otherwise
take
no
actions.
Since
this
spell
induces
a
natural
disease
in
its
The
GM
has
the
creatures
statistics.
target,
any
effect
that
removes
a
disease
or
At
Higher
Levels.
When
you
cast
this
spell
using
otherwise
ameliorates
a
diseases
effects
apply
to
it.
certain
higher-level
spell
slots,
you
choose
one
of
the
Blinding
Sickness.
Pain
grips
the
creatures
mind,
summoning
options
above,
and
more
creatures
and
its
eyes
turn
milky
white.
The
creature
has
appear:
twice
as
many
with
a
6th-level
slot
and
three
disadvantage
on
Wisdom
checks
and
Wisdom
saving
times
as
many
with
an
8th-level
slot.
throws
and
is
blinded.
Filth
Fever.
A
raging
fever
sweeps
through
the
Contact Other Plane creatures
body.
The
creature
has
disadvantage
on
5th-level
divination
(ritual)
Strength
checks,
Strength
saving
throws,
and
attack
rolls
that
use
Strength.
Casting
Time:
1
minute
Flesh
Rot.
The
creatures
flesh
decays.
The
Range:
Self
creature
has
disadvantage
on
Charisma
checks
and
Components:
V
vulnerability
to
all
damage.
Duration:
1
minute
Mindfire.
The
creatures
mind
becomes
feverish.
You
mentally
contact
a
demigod,
the
spirit
of
a
long- The
creature
has
disadvantage
on
Intelligence
dead
sage,
or
some
other
mysterious
entity
from
checks
and
Intelligence
saving
throws,
and
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
129
creature
behaves
as
if
under
the
effects
of
the
like
a
regular
flame,
but
it
creates
no
heat
and
confusion
spell
during
combat.
doesnt
use
oxygen.
A
continual
flame
can
be
covered
Seizure.
The
creature
is
overcome
with
shaking.
or
hidden
but
not
smothered
or
quenched.
The
creature
has
disadvantage
on
Dexterity
checks,
Dexterity
saving
throws,
and
attack
rolls
that
use
Control Water
Dexterity.
4th-level
transmutation
Slimy
Doom.
The
creature
begins
to
bleed
Casting
Time:
1
action
uncontrollably.
The
creature
has
disadvantage
on
Range:
300
feet
Constitution
checks
and
Constitution
saving
throws.
Components:
V,
S,
M
(a
drop
of
water
and
a
pinch
of
In
addition,
whenever
the
creature
takes
damage,
it
dust)
is
stunned
until
the
end
of
its
next
turn.
Duration:
Concentration,
up
to
10
minutes
Contingency Until
the
spell
ends,
you
control
any
freestanding
6th-level
evocation
water
inside
an
area
you
choose
that
is
a
cube
up
to
100
feet
on
a
side.
You
can
choose
from
any
of
the
Casting
Time:
10
minutes
following
effects
when
you
cast
this
spell.
As
an
Range:
Self
action
on
your
turn,
you
can
repeat
the
same
effect
Components:
V,
S,
M
(a
statuette
of
yourself
carved
or
choose
a
different
one.
from
ivory
and
decorated
with
gems
worth
at
least
Flood.
You
cause
the
water
level
of
all
standing
1,500
gp)
water
in
the
area
to
rise
by
as
much
as
20
feet.
If
the
Duration:
10
days
area
includes
a
shore,
the
flooding
water
spills
over
Choose
a
spell
of
5th
level
or
lower
that
you
can
cast,
onto
dry
land.
that
has
a
casting
time
of
1
action,
and
that
can
If
you
choose
an
area
in
a
large
body
of
water,
you
target
you.
You
cast
that
spellcalled
the
contingent
instead
create
a
20-foot
tall
wave
that
travels
from
spellas
part
of
casting
contingency,
expending
one
side
of
the
area
to
the
other
and
then
crashes
spell
slots
for
both,
but
the
contingent
spell
doesnt
down.
Any
Huge
or
smaller
vehicles
in
the
waves
come
into
effect.
Instead,
it
takes
effect
when
a
path
are
carried
with
it
to
the
other
side.
Any
Huge
certain
circumstance
occurs.
You
describe
that
or
smaller
vehicles
struck
by
the
wave
have
a
25
circumstance
when
you
cast
the
two
spells.
For
percent
chance
of
capsizing.
example,
a
contingency
cast
with
water
breathing
The
water
level
remains
elevated
until
the
spell
might
stipulate
that
water
breathing
comes
into
ends
or
you
choose
a
different
effect.
If
this
effect
effect
when
you
are
engulfed
in
water
or
a
similar
produced
a
wave,
the
wave
repeats
on
the
start
of
liquid.
your
next
turn
while
the
flood
effect
lasts.
The
contingent
spell
takes
effect
immediately
after
Part
Water.
You
cause
water
in
the
area
to
move
the
circumstance
is
met
for
the
first
time,
whether
or
apart
and
create
a
trench.
The
trench
extends
across
not
you
want
it
to,
and
then
contingency
ends.
the
spells
area,
and
the
separated
water
forms
a
The
contingent
spell
takes
effect
only
on
you,
even
wall
to
either
side.
The
trench
remains
until
the
spell
if
it
can
normally
target
others.
You
can
use
only
one
ends
or
you
choose
a
different
effect.
The
water
then
contingency
spell
at
a
time.
If
you
cast
this
spell
again,
slowly
fills
in
the
trench
over
the
course
of
the
next
the
effect
of
another
contingency
spell
on
you
ends.
round
until
the
normal
water
level
is
restored.
Also,
contingency
ends
on
you
if
its
material
Redirect
Flow.
You
cause
flowing
water
in
the
component
is
ever
not
on
your
person.
area
to
move
in
a
direction
you
choose,
even
if
the
water
has
to
flow
over
obstacles,
up
walls,
or
in
Continual Flame other
unlikely
directions.
The
water
in
the
area
2nd-level
evocation
moves
as
you
direct
it,
but
once
it
moves
beyond
the
spells
area,
it
resumes
its
flow
based
on
the
terrain
Casting
Time:
1
action
conditions.
The
water
continues
to
move
in
the
Range:
Touch
direction
you
chose
until
the
spell
ends
or
you
Components:
V,
S,
M
(ruby
dust
worth
50
gp,
which
choose
a
different
effect.
the
spell
consumes)
Whirlpool.
This
effect
requires
a
body
of
water
at
Duration:
Until
dispelled
least
50
feet
square
and
25
feet
deep.
You
cause
a
A
flame,
equivalent
in
brightness
to
a
torch,
springs
whirlpool
to
form
in
the
center
of
the
area.
The
forth
from
an
object
that
you
touch.
The
effect
looks
whirlpool
forms
a
vortex
that
is
5
feet
wide
at
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
130
base,
up
to
50
feet
wide
at
the
top,
and
25
feet
tall.
Temperature
Any
creature
or
object
in
the
water
and
within
25
Stage
Condition
feet
of
the
vortex
is
pulled
10
feet
toward
it.
A
1
Unbearable
heat
creature
can
swim
away
from
the
vortex
by
making
a
2
Hot
Strength
(Athletics)
check
against
your
spell
save
DC.
3
Warm
When
a
creature
enters
the
vortex
for
the
first
4
Cool
time
on
a
turn
or
starts
its
turn
there,
it
must
make
a
5
Cold
Strength
saving
throw.
On
a
failed
save,
the
creature
6
Arctic
cold
takes
2d8
bludgeoning
damage
and
is
caught
in
the
vortex
until
the
spell
ends.
On
a
successful
save,
the
Wind
creature
takes
half
damage,
and
isnt
caught
in
the
Stage
Condition
vortex.
A
creature
caught
in
the
vortex
can
use
its
1
Calm
action
to
try
to
swim
away
from
the
vortex
as
2
Moderate
wind
described
above,
but
has
disadvantage
on
the
3
Strong
wind
Strength
(Athletics)
check
to
do
so.
4
Gale
The
first
time
each
turn
that
an
object
enters
the
5
Storm
vortex,
the
object
takes
2d8
bludgeoning
damage;
this
damage
occurs
each
round
it
remains
in
the
Counterspell
vortex.
3rd-level
abjuration
Control Weather Casting
Time:
1
reaction,
which
you
take
when
you
8th-level
transmutation
see
a
creature
within
60
feet
of
you
casting
a
spell
Range:
60
feet
Casting
Time:
10
minutes
Components:
S
Range:
Self
(5-mile
radius)
Duration:
Instantaneous
Components:
V,
S,
M
(burning
incense
and
bits
of
You
attempt
to
interrupt
a
creature
in
the
process
of
earth
and
wood
mixed
in
water)
casting
a
spell.
If
the
creature
is
casting
a
spell
of
3rd
Duration:
Concentration,
up
to
8
hours
level
or
lower,
its
spell
fails
and
has
no
effect.
If
it
is
You
take
control
of
the
weather
within
5
miles
of
you
casting
a
spell
of
4th
level
or
higher,
make
an
ability
for
the
duration.
You
must
be
outdoors
to
cast
this
check
using
your
spellcasting
ability.
The
DC
equals
spell.
Moving
to
a
place
where
you
dont
have
a
clear
10
+
the
spell's
level.
On
a
success,
the
creature's
path
to
the
sky
ends
the
spell
early.
spell
fails
and
has
no
effect.
When
you
cast
the
spell,
you
change
the
current
At
Higher
Levels.
When
you
cast
this
spell
using
a
weather
conditions,
which
are
determined
by
the
spell
slot
of
4th
level
or
higher,
the
interrupted
spell
GM
based
on
the
climate
and
season.
You
can
change
has
no
effect
if
its
level
is
less
than
or
equal
to
the
precipitation,
temperature,
and
wind.
It
takes
1d4
level
of
the
spell
slot
you
used.
10
minutes
for
the
new
conditions
to
take
effect.
Once
they
do
so,
you
can
change
the
conditions
again.
Create Food and Water
When
the
spell
ends,
the
weather
gradually
returns
3rd-level
conjuration
to
normal.
Casting
Time:
1
action
When
you
change
the
weather
conditions,
find
a
Range:
30
feet
current
condition
on
the
following
tables
and
change
Components:
V,
S
its
stage
by
one,
up
or
down.
When
changing
the
Duration:
Instantaneous
wind,
you
can
change
its
direction.
You
create
45
pounds
of
food
and
30
gallons
of
Precipitation
water
on
the
ground
or
in
containers
within
range,
Stage
Condition
enough
to
sustain
up
to
fifteen
humanoids
or
five
1
Clear
steeds
for
24
hours.
The
food
is
bland
but
nourishing,
2
Light
clouds
and
spoils
if
uneaten
after
24
hours.
The
water
is
3
Overcast
or
ground
fog
clean
and
doesnt
go
bad.
4
Rain,
hail,
or
snow
5
Torrential
rain,
driving
hail,
or
blizzard
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
131
Create or Destroy Water given
it.
To
maintain
control
of
the
creature
for
1st-level
transmutation
another
24
hours,
you
must
cast
this
spell
on
the
creature
before
the
current
24-hour
period
ends.
Casting
Time:
1
action
This
use
of
the
spell
reasserts
your
control
over
up
Range:
30
feet
to
three
creatures
you
have
animated
with
this
spell,
Components:
V,
S,
M
(a
drop
of
water
if
creating
rather
than
animating
new
ones.
water
or
a
few
grains
of
sand
if
destroying
it)
At
Higher
Levels.
When
you
cast
this
spell
using
a
Duration:
Instantaneous
7th-level
spell
slot,
you
can
animate
or
reassert
You
either
create
or
destroy
water.
control
over
four
ghouls.
When
you
cast
this
spell
Create
Water.
You
create
up
to
10
gallons
of
clean
using
an
8th-level
spell
slot,
you
can
animate
or
water
within
range
in
an
open
container.
reassert
control
over
five
ghouls
or
two
ghasts
or
Alternatively,
the
water
falls
as
rain
in
a
30-foot
cube
wights.
When
you
cast
this
spell
using
a
9th-level
within
range,
extinguishing
exposed
flames
in
the
spell
slot,
you
can
animate
or
reassert
control
over
area.
six
ghouls,
three
ghasts
or
wights,
or
two
mummies.
Destroy
Water.
You
destroy
up
to
10
gallons
of
water
in
an
open
container
within
range.
Creation
Alternatively,
you
destroy
fog
in
a
30-foot
cube
5th-level
illusion
within
range.
Casting
Time:
1
minute
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
30
feet
spell
slot
of
2nd
level
or
higher,
you
create
or
Components:
V,
S,
M
(a
tiny
piece
of
matter
of
the
destroy
10
additional
gallons
of
water,
or
the
size
of
same
type
of
the
item
you
plan
to
create)
the
cube
increases
by
5
feet,
for
each
slot
level
above
Duration:
Special
1st.
You
pull
wisps
of
shadow
material
from
the
Create Undead Shadowfell
to
create
a
nonliving
object
of
vegetable
6th-level
necromancy
matter
within
range:
soft
goods,
rope,
wood,
or
something
similar.
You
can
also
use
this
spell
to
Casting
Time:
1
minute
create
mineral
objects
such
as
stone,
crystal,
or
Range:
10
feet
metal.
The
object
created
must
be
no
larger
than
a
5-
Components:
V,
S,
M
(one
clay
pot
filled
with
grave
foot
cube,
and
the
object
must
be
of
a
form
and
dirt,
one
clay
pot
filled
with
brackish
water,
and
material
that
you
have
seen
before.
one
150
gp
black
onyx
stone
for
each
corpse)
The
duration
depends
on
the
objects
material.
If
Duration:
Instantaneous
the
object
is
composed
of
multiple
materials,
use
the
You
can
cast
this
spell
only
at
night.
Choose
up
to
shortest
duration.
three
corpses
of
Medium
or
Small
humanoids
within
Material
Duration
range.
Each
corpse
becomes
a
ghoul
under
your
Vegetable
matter
1
day
control.
(The
GM
has
game
statistics
for
these
Stone
or
crystal
12
hours
creatures.)
Precious
metals
1
hour
As
a
bonus
action
on
each
of
your
turns,
you
can
Gems
10
minutes
mentally
command
any
creature
you
animated
with
Adamantine
or
mithral
1
minute
this
spell
if
the
creature
is
within
120
feet
of
you
(if
you
control
multiple
creatures,
you
can
command
Using
any
material
created
by
this
spell
as
another
any
or
all
of
them
at
the
same
time,
issuing
the
same
spells
material
component
causes
that
spell
to
fail.
command
to
each
one).
You
decide
what
action
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
creature
will
take
and
where
it
will
move
during
its
spell
slot
of
6th
level
or
higher,
the
cube
increases
by
next
turn,
or
you
can
issue
a
general
command,
such
5
feet
for
each
slot
level
above
5th.
as
to
guard
a
particular
chamber
or
corridor.
If
you
issue
no
commands,
the
creature
only
defends
itself
Cure Wounds
against
hostile
creatures.
Once
given
an
order,
the
1st-level
evocation
creature
continues
to
follow
it
until
its
task
is
Casting
Time:
1
action
complete.
Range:
Touch
The
creature
is
under
your
control
for
24
hours,
Components:
V,
S
after
which
it
stops
obeying
any
command
you
have
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
132
A
creature
you
touch
regains
a
number
of
hit
points
Darkvision
equal
to
1d8
+
your
spellcasting
ability
modifier.
2nd-level
transmutation
This
spell
has
no
effect
on
undead
or
constructs.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
spell
slot
of
2nd
level
or
higher,
the
healing
increases
Range:
Touch
by
1d8
for
each
slot
level
above
1st.
Components:
V,
S,
M
(either
a
pinch
of
dried
carrot
or
an
agate)
Dancing Lights Duration:
8
hours
Evocation
cantrip
You
touch
a
willing
creature
to
grant
it
the
ability
to
Casting
Time:
1
action
see
in
the
dark.
For
the
duration,
that
creature
has
Range:
120
feet
darkvision
out
to
a
range
of
60
feet.
Components:
V,
S,
M
(a
bit
of
phosphorus
or
wychwood,
or
a
glowworm)
Daylight
Duration:
Concentration,
up
to
1
minute
3rd-level
evocation
You
create
up
to
four
torch-sized
lights
within
range,
Casting
Time:
1
action
making
them
appear
as
torches,
lanterns,
or
glowing
Range:
60
feet
orbs
that
hover
in
the
air
for
the
duration.
You
can
Components:
V,
S
also
combine
the
four
lights
into
one
glowing
Duration:
1
hour
vaguely
humanoid
form
of
Medium
size.
Whichever
A
60-foot-radius
sphere
of
light
spreads
out
from
a
form
you
choose,
each
light
sheds
dim
light
in
a
10- point
you
choose
within
range.
The
sphere
is
bright
foot
radius.
light
and
sheds
dim
light
for
an
additional
60
feet.
As
a
bonus
action
on
your
turn,
you
can
move
the
If
you
chose
a
point
on
an
object
you
are
holding
lights
up
to
60
feet
to
a
new
spot
within
range.
A
or
one
that
isnt
being
worn
or
carried,
the
light
light
must
be
within
20
feet
of
another
light
created
shines
from
the
object
and
moves
with
it.
Completely
by
this
spell,
and
a
light
winks
out
if
it
exceeds
the
covering
the
affected
object
with
an
opaque
object,
spells
range.
such
as
a
bowl
or
a
helm,
blocks
the
light.
If
any
of
this
spells
area
overlaps
with
an
area
of
Darkness darkness
created
by
a
spell
of
3rd
level
or
lower,
the
2nd-level
evocation
spell
that
created
the
darkness
is
dispelled.
Casting
Time:
1
action
Range:
60
feet
Death Ward
Components:
V,
M
(bat
fur
and
a
drop
of
pitch
or
4th-level
abjuration
piece
of
coal)
Casting
Time:
1
action
Duration:
Concentration,
up
to
10
minutes
Range:
Touch
Magical
darkness
spreads
from
a
point
you
choose
Components:
V,
S
within
range
to
fill
a
15-foot-radius
sphere
for
the
Duration:
8
hours
duration.
The
darkness
spreads
around
corners.
A
You
touch
a
creature
and
grant
it
a
measure
of
creature
with
darkvision
cant
see
through
this
protection
from
death.
darkness,
and
nonmagical
light
cant
illuminate
it.
The
first
time
the
target
would
drop
to
0
hit
points
If
the
point
you
choose
is
on
an
object
you
are
as
a
result
of
taking
damage,
the
target
instead
drops
holding
or
one
that
isnt
being
worn
or
carried,
the
to
1
hit
point,
and
the
spell
ends.
darkness
emanates
from
the
object
and
moves
with
If
the
spell
is
still
in
effect
when
the
target
is
it.
Completely
covering
the
source
of
the
darkness
subjected
to
an
effect
that
would
kill
it
with
an
opaque
object,
such
as
a
bowl
or
a
helm,
instantaneously
without
dealing
damage,
that
effect
blocks
the
darkness.
is
instead
negated
against
the
target,
and
the
spell
If
any
of
this
spells
area
overlaps
with
an
area
of
ends.
light
created
by
a
spell
of
2nd
level
or
lower,
the
spell
that
created
the
light
is
dispelled.
Delayed Blast Fireball
7th-level
evocation
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
133
Range:
150
feet
spell
by
another
creature,
you
can
have
the
shadowy
Components:
V,
S,
M
(a
tiny
ball
of
bat
guano
and
door
connect
to
its
demiplane
instead.
sulfur)
Duration:
Concentration,
up
to
1
minute
Detect Evil and Good
1st-level
divination
A
beam
of
yellow
light
flashes
from
your
pointing
finger,
then
condenses
to
linger
at
a
chosen
point
Casting
Time:
1
action
within
range
as
a
glowing
bead
for
the
duration.
Range:
Self
When
the
spell
ends,
either
because
your
Components:
V,
S
concentration
is
broken
or
because
you
decide
to
Duration:
Concentration,
up
to
10
minutes
end
it,
the
bead
blossoms
with
a
low
roar
into
an
For
the
duration,
you
know
if
there
is
an
aberration,
explosion
of
flame
that
spreads
around
corners.
celestial,
elemental,
fey,
fiend,
or
undead
within
30
Each
creature
in
a
20-foot-radius
sphere
centered
on
feet
of
you,
as
well
as
where
the
creature
is
located.
that
point
must
make
a
Dexterity
saving
throw.
A
Similarly,
you
know
if
there
is
a
place
or
object
creature
takes
fire
damage
equal
to
the
total
within
30
feet
of
you
that
has
been
magically
accumulated
damage
on
a
failed
save,
or
half
as
consecrated
or
desecrated.
much
damage
on
a
successful
one.
The
spell
can
penetrate
most
barriers,
but
it
is
The
spells
base
damage
is
12d6.
If
at
the
end
of
blocked
by
1
foot
of
stone,
1
inch
of
common
metal,
a
your
turn
the
bead
has
not
yet
detonated,
the
thin
sheet
of
lead,
or
3
feet
of
wood
or
dirt.
damage
increases
by
1d6.
If
the
glowing
bead
is
touched
before
the
interval
Detect Magic
has
expired,
the
creature
touching
it
must
make
a
1st-level
divination
(ritual)
Dexterity
saving
throw.
On
a
failed
save,
the
spell
ends
immediately,
causing
the
bead
to
erupt
in
flame.
Casting
Time:
1
action
On
a
successful
save,
the
creature
can
throw
the
Range:
Self
bead
up
to
40
feet.
When
it
strikes
a
creature
or
a
Components:
V,
S
solid
object,
the
spell
ends,
and
the
bead
explodes.
Duration:
Concentration,
up
to
10
minutes
The
fire
damages
objects
in
the
area
and
ignites
For
the
duration,
you
sense
the
presence
of
magic
flammable
objects
that
arent
being
worn
or
carried.
within
30
feet
of
you.
If
you
sense
magic
in
this
way,
At
Higher
Levels.
When
you
cast
this
spell
using
a
you
can
use
your
action
to
see
a
faint
aura
around
spell
slot
of
8th
level
or
higher,
the
base
damage
any
visible
creature
or
object
in
the
area
that
bears
increases
by
1d6
for
each
slot
level
above
7th.
magic,
and
you
learn
its
school
of
magic,
if
any.
Demiplane
The
spell
can
penetrate
most
barriers,
but
it
is
blocked
by
1
foot
of
stone,
1
inch
of
common
metal,
a
8th-level
conjuration
thin
sheet
of
lead,
or
3
feet
of
wood
or
dirt.
Casting
Time:
1
action
Range:
60
feet
Detect Poison and Disease
Components:
S
1st-level
divination
(ritual)
Duration:
1
hour
Casting
Time:
1
action
You
create
a
shadowy
door
on
a
flat
solid
surface
Range:
Self
that
you
can
see
within
range.
The
door
is
large
Components:
V,
S,
M
(a
yew
leaf)
enough
to
allow
Medium
creatures
to
pass
through
Duration:
Concentration,
up
to
10
minutes
unhindered.
When
opened,
the
door
leads
to
a
For
the
duration,
you
can
sense
the
presence
and
demiplane
that
appears
to
be
an
empty
room
30
feet
location
of
poisons,
poisonous
creatures,
and
in
each
dimension,
made
of
wood
or
stone.
When
the
diseases
within
30
feet
of
you.
You
also
identify
the
spell
ends,
the
door
disappears,
and
any
creatures
or
kind
of
poison,
poisonous
creature,
or
disease
in
objects
inside
the
demiplane
remain
trapped
there,
each
case.
as
the
door
also
disappears
from
the
other
side.
The
spell
can
penetrate
most
barriers,
but
it
is
Each
time
you
cast
this
spell,
you
can
create
a
new
blocked
by
1
foot
of
stone,
1
inch
of
common
metal,
a
demiplane,
or
have
the
shadowy
door
connect
to
a
thin
sheet
of
lead,
or
3
feet
of
wood
or
dirt.
demiplane
you
created
with
a
previous
casting
of
this
spell.
Additionally,
if
you
know
the
nature
and
contents
of
a
demiplane
created
by
a
casting
of
this
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
134
Detect Thoughts Components:
V
2nd-level
divination
Duration:
Instantaneous
Casting
Time:
1
action
You
teleport
yourself
from
your
current
location
to
Range:
Self
any
other
spot
within
range.
You
arrive
at
exactly
Components:
V,
S,
M
(a
copper
piece)
the
spot
desired.
It
can
be
a
place
you
can
see,
one
Duration:
Concentration,
up
to
1
minute
you
can
visualize,
or
one
you
can
describe
by
stating
distance
and
direction,
such
as
200
feet
straight
For
the
duration,
you
can
read
the
thoughts
of
downward
or
upward
to
the
northwest
at
a
45-
certain
creatures.
When
you
cast
the
spell
and
as
degree
angle,
300
feet.
your
action
on
each
turn
until
the
spell
ends,
you
can
You
can
bring
along
objects
as
long
as
their
weight
focus
your
mind
on
any
one
creature
that
you
can
doesnt
exceed
what
you
can
carry.
You
can
also
see
within
30
feet
of
you.
If
the
creature
you
choose
bring
one
willing
creature
of
your
size
or
smaller
has
an
Intelligence
of
3
or
lower
or
doesnt
speak
who
is
carrying
gear
up
to
its
carrying
capacity.
The
any
language,
the
creature
is
unaffected.
creature
must
be
within
5
feet
of
you
when
you
cast
You
initially
learn
the
surface
thoughts
of
the
this
spell.
creaturewhat
is
most
on
its
mind
in
that
moment.
If
you
would
arrive
in
a
place
already
occupied
by
As
an
action,
you
can
either
shift
your
attention
to
an
object
or
a
creature,
you
and
any
creature
another
creatures
thoughts
or
attempt
to
probe
traveling
with
you
each
take
4d6
force
damage,
and
deeper
into
the
same
creatures
mind.
If
you
probe
the
spell
fails
to
teleport
you.
deeper,
the
target
must
make
a
Wisdom
saving
throw.
If
it
fails,
you
gain
insight
into
its
reasoning
(if
Disguise Self
any),
its
emotional
state,
and
something
that
looms
1st-level
illusion
large
in
its
mind
(such
as
something
it
worries
over,
loves,
or
hates).
If
it
succeeds,
the
spell
ends.
Either
Casting
Time:
1
action
way,
the
target
knows
that
you
are
probing
into
its
Range:
Self
mind,
and
unless
you
shift
your
attention
to
another
Components:
V,
S
creatures
thoughts,
the
creature
can
use
its
action
Duration:
1
hour
on
its
turn
to
make
an
Intelligence
check
contested
You
make
yourselfincluding
your
clothing,
armor,
by
your
Intelligence
check;
if
it
succeeds,
the
spell
weapons,
and
other
belongings
on
your
person
ends.
look
different
until
the
spell
ends
or
until
you
use
Questions
verbally
directed
at
the
target
creature
your
action
to
dismiss
it.
You
can
seem
1
foot
shorter
naturally
shape
the
course
of
its
thoughts,
so
this
or
taller
and
can
appear
thin,
fat,
or
in
between.
You
spell
is
particularly
effective
as
part
of
an
cant
change
your
body
type,
so
you
must
adopt
a
interrogation.
form
that
has
the
same
basic
arrangement
of
limbs.
You
can
also
use
this
spell
to
detect
the
presence
Otherwise,
the
extent
of
the
illusion
is
up
to
you.
of
thinking
creatures
you
cant
see.
When
you
cast
The
changes
wrought
by
this
spell
fail
to
hold
up
the
spell
or
as
your
action
during
the
duration,
you
to
physical
inspection.
For
example,
if
you
use
this
can
search
for
thoughts
within
30
feet
of
you.
The
spell
to
add
a
hat
to
your
outfit,
objects
pass
through
spell
can
penetrate
barriers,
but
2
feet
of
rock,
2
the
hat,
and
anyone
who
touches
it
would
feel
inches
of
any
metal
other
than
lead,
or
a
thin
sheet
of
nothing
or
would
feel
your
head
and
hair.
If
you
use
lead
blocks
you.
You
cant
detect
a
creature
with
an
this
spell
to
appear
thinner
than
you
are,
the
hand
of
Intelligence
of
3
or
lower
or
one
that
doesnt
speak
someone
who
reaches
out
to
touch
you
would
bump
any
language.
into
you
while
it
was
seemingly
still
in
midair.
Once
you
detect
the
presence
of
a
creature
in
this
To
discern
that
you
are
disguised,
a
creature
can
way,
you
can
read
its
thoughts
for
the
rest
of
the
use
its
action
to
inspect
your
appearance
and
must
duration
as
described
above,
even
if
you
cant
see
it,
succeed
on
an
Intelligence
(Investigation)
check
but
it
must
still
be
within
range.
against
your
spell
save
DC.
Dimension Door Disintegrate
4th-level
conjuration
6th-level
transmutation
Casting
Time:
1
action
Casting
Time:
1
action
Range:
500
feet
Range:
60
feet
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
135
Components:
V,
S,
M
(a
lodestone
and
a
pinch
of
already).
If
they
arent
on
their
home
plane,
undead
dust)
are
sent
to
the
Shadowfell,
and
fey
are
sent
to
the
Duration:
Instantaneous
Feywild.
A
thin
green
ray
springs
from
your
pointing
finger
to
Dispel Magic
a
target
that
you
can
see
within
range.
The
target
can
3rd-level
abjuration
be
a
creature,
an
object,
or
a
creation
of
magical
force,
such
as
the
wall
created
by
wall
of
force.
Casting
Time:
1
action
A
creature
targeted
by
this
spell
must
make
a
Range:
120
feet
Dexterity
saving
throw.
On
a
failed
save,
the
target
Components:
V,
S
takes
10d6
+
40
force
damage.
If
this
damage
Duration:
Instantaneous
reduces
the
target
to
0
hit
points,
it
is
disintegrated.
Choose
one
creature,
object,
or
magical
effect
within
A
disintegrated
creature
and
everything
it
is
range.
Any
spell
of
3rd
level
or
lower
on
the
target
wearing
and
carrying,
except
magic
items,
are
ends.
For
each
spell
of
4th
level
or
higher
on
the
reduced
to
a
pile
of
fine
gray
dust.
The
creature
can
target,
make
an
ability
check
using
your
spellcasting
be
restored
to
life
only
by
means
of
a
true
ability.
The
DC
equals
10
+
the
spells
level.
On
a
resurrection
or
a
wish
spell.
successful
check,
the
spell
ends.
This
spell
automatically
disintegrates
a
Large
or
At
Higher
Levels.
When
you
cast
this
spell
using
a
smaller
nonmagical
object
or
a
creation
of
magical
spell
slot
of
4th
level
or
higher,
you
automatically
force.
If
the
target
is
a
Huge
or
larger
object
or
end
the
effects
of
a
spell
on
the
target
if
the
spells
creation
of
force,
this
spell
disintegrates
a
10-foot-
level
is
equal
to
or
less
than
the
level
of
the
spell
slot
cube
portion
of
it.
A
magic
item
is
unaffected
by
this
you
used.
spell.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Divination
spell
slot
of
7th
level
or
higher,
the
damage
increases
4th-level
divination
(ritual)
by
3d6
for
each
slot
level
above
6th.
Casting
Time:
1
action
Dispel Evil and Good Range:
Self
5th-level
abjuration
Components:
V,
S,
M
(incense
and
a
sacrificial
offering
appropriate
to
your
religion,
together
Casting
Time:
1
action
worth
at
least
25
gp,
which
the
spell
consumes)
Range:
Self
Duration:
Instantaneous
Components:
V,
S,
M
(holy
water
or
powdered
silver
and
iron)
Your
magic
and
an
offering
put
you
in
contact
with
a
Duration:
Concentration,
up
to
1
minute
god
or
a
gods
servants.
You
ask
a
single
question
concerning
a
specific
goal,
event,
or
activity
to
occur
Shimmering
energy
surrounds
and
protects
you
within
7
days.
The
GM
offers
a
truthful
reply.
The
from
fey,
undead,
and
creatures
originating
from
reply
might
be
a
short
phrase,
a
cryptic
rhyme,
or
an
beyond
the
Material
Plane.
For
the
duration,
omen.
celestials,
elementals,
fey,
fiends,
and
undead
have
The
spell
doesnt
take
into
account
any
possible
disadvantage
on
attack
rolls
against
you.
circumstances
that
might
change
the
outcome,
such
You
can
end
the
spell
early
by
using
either
of
the
as
the
casting
of
additional
spells
or
the
loss
or
gain
following
special
functions.
of
a
companion.
Break
Enchantment.
As
your
action,
you
touch
a
If
you
cast
the
spell
two
or
more
times
before
creature
you
can
reach
that
is
charmed,
frightened,
finishing
your
next
long
rest,
there
is
a
cumulative
or
possessed
by
a
celestial,
an
elemental,
a
fey,
a
25
percent
chance
for
each
casting
after
the
first
that
fiend,
or
an
undead.
The
creature
you
touch
is
no
you
get
a
random
reading.
The
GM
makes
this
roll
in
longer
charmed,
frightened,
or
possessed
by
such
secret.
creatures.
Dismissal.
As
your
action,
make
a
melee
spell
Divine Favor
attack
against
a
celestial,
an
elemental,
a
fey,
a
fiend,
1st-level
evocation
or
an
undead
you
can
reach.
On
a
hit,
you
attempt
to
drive
the
creature
back
to
its
home
plane.
The
Casting
Time:
1
bonus
action
creature
must
succeed
on
a
Charisma
saving
throw
Range:
Self
or
be
sent
back
to
its
home
plane
(if
it
isnt
there
Components:
V,
S
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
136
Duration:
Concentration,
up
to
1
minute
direction
from
you,
it
defends
and
preserves
itself
to
the
best
of
its
ability.
Your
prayer
empowers
you
with
divine
radiance.
You
can
use
your
action
to
take
total
and
precise
Until
the
spell
ends,
your
weapon
attacks
deal
an
control
of
the
target.
Until
the
end
of
your
next
turn,
extra
1d4
radiant
damage
on
a
hit.
the
creature
takes
only
the
actions
you
choose,
and
doesnt
do
anything
that
you
dont
allow
it
to
do.
Divine Word
During
this
time,
you
can
also
cause
the
creature
to
7th-level
evocation
use
a
reaction,
but
this
requires
you
to
use
your
own
Casting
Time:
1
bonus
action
reaction
as
well.
Range:
30
feet
Each
time
the
target
takes
damage,
it
makes
a
new
Components:
V
Wisdom
saving
throw
against
the
spell.
If
the
saving
Duration:
Instantaneous
throw
succeeds,
the
spell
ends.
At
Higher
Levels.
When
you
cast
this
spell
with
a
You
utter
a
divine
word,
imbued
with
the
power
that
5th-level
spell
slot,
the
duration
is
concentration,
up
shaped
the
world
at
the
dawn
of
creation.
Choose
to
10
minutes.
When
you
use
a
6th-level
spell
slot,
any
number
of
creatures
you
can
see
within
range.
the
duration
is
concentration,
up
to
1
hour.
When
Each
creature
that
can
hear
you
must
make
a
you
use
a
spell
slot
of
7th
level
or
higher,
the
Charisma
saving
throw.
On
a
failed
save,
a
creature
duration
is
concentration,
up
to
8
hours.
suffers
an
effect
based
on
its
current
hit
points:
50
hit
points
or
fewer:
deafened
for
1
minute
Dominate Monster
40
hit
points
or
fewer:
deafened
and
blinded
for
8th-level
enchantment
10
minutes
Casting
Time:
1
action
30
hit
points
or
fewer:
blinded,
deafened,
and
Range:
60
feet
stunned
for
1
hour
Components:
V,
S
20
hit
points
or
fewer:
killed
instantly
Duration:
Concentration,
up
to
1
hour
Regardless
of
its
current
hit
points,
a
celestial,
an
You
attempt
to
beguile
a
creature
that
you
can
see
elemental,
a
fey,
or
a
fiend
that
fails
its
save
is
forced
within
range.
It
must
succeed
on
a
Wisdom
saving
back
to
its
plane
of
origin
(if
it
isnt
there
already)
throw
or
be
charmed
by
you
for
the
duration.
If
you
and
cant
return
to
your
current
plane
for
24
hours
or
creatures
that
are
friendly
to
you
are
fighting
it,
it
by
any
means
short
of
a
wish
spell.
has
advantage
on
the
saving
throw.
Dominate Beast
While
the
creature
is
charmed,
you
have
a
telepathic
link
with
it
as
long
as
the
two
of
you
are
4th-level
enchantment
on
the
same
plane
of
existence.
You
can
use
this
Casting
Time:
1
action
telepathic
link
to
issue
commands
to
the
creature
Range:
60
feet
while
you
are
conscious
(no
action
required),
which
Components:
V,
S
it
does
its
best
to
obey.
You
can
specify
a
simple
and
Duration:
Concentration,
up
to
1
minute
general
course
of
action,
such
as
Attack
that
creature,
Run
over
there,
or
Fetch
that
object.
If
You
attempt
to
beguile
a
beast
that
you
can
see
the
creature
completes
the
order
and
doesnt
receive
within
range.
It
must
succeed
on
a
Wisdom
saving
further
direction
from
you,
it
defends
and
preserves
throw
or
be
charmed
by
you
for
the
duration.
If
you
itself
to
the
best
of
its
ability.
or
creatures
that
are
friendly
to
you
are
fighting
it,
it
You
can
use
your
action
to
take
total
and
precise
has
advantage
on
the
saving
throw.
control
of
the
target.
Until
the
end
of
your
next
turn,
While
the
beast
is
charmed,
you
have
a
telepathic
the
creature
takes
only
the
actions
you
choose,
and
link
with
it
as
long
as
the
two
of
you
are
on
the
same
doesnt
do
anything
that
you
dont
allow
it
to
do.
plane
of
existence.
You
can
use
this
telepathic
link
to
During
this
time,
you
can
also
cause
the
creature
to
issue
commands
to
the
creature
while
you
are
use
a
reaction,
but
this
requires
you
to
use
your
own
conscious
(no
action
required),
which
it
does
its
best
reaction
as
well.
to
obey.
You
can
specify
a
simple
and
general
course
Each
time
the
target
takes
damage,
it
makes
a
new
of
action,
such
as
Attack
that
creature,
Run
over
Wisdom
saving
throw
against
the
spell.
If
the
saving
there,
or
Fetch
that
object.
If
the
creature
throw
succeeds,
the
spell
ends.
completes
the
order
and
doesnt
receive
further
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
137
At
Higher
Levels.
When
you
cast
this
spell
with
a
This
spell
shapes
a
creatures
dreams.
Choose
a
9th-level
spell
slot,
the
duration
is
concentration,
up
creature
known
to
you
as
the
target
of
this
spell.
The
to
8
hours.
target
must
be
on
the
same
plane
of
existence
as
you.
Creatures
that
dont
sleep,
such
as
elves,
cant
be
Dominate Person contacted
by
this
spell.
You,
or
a
willing
creature
you
5th-level
enchantment
touch,
enters
a
trance
state,
acting
as
a
messenger.
While
in
the
trance,
the
messenger
is
aware
of
his
or
Casting
Time:
1
action
her
surroundings,
but
cant
take
actions
or
move.
Range:
60
feet
If
the
target
is
asleep,
the
messenger
appears
in
Components:
V,
S
the
targets
dreams
and
can
converse
with
the
target
Duration:
Concentration,
up
to
1
minute
as
long
as
it
remains
asleep,
through
the
duration
of
You
attempt
to
beguile
a
humanoid
that
you
can
see
the
spell.
The
messenger
can
also
shape
the
within
range.
It
must
succeed
on
a
Wisdom
saving
environment
of
the
dream,
creating
landscapes,
throw
or
be
charmed
by
you
for
the
duration.
If
you
objects,
and
other
images.
The
messenger
can
or
creatures
that
are
friendly
to
you
are
fighting
it,
it
emerge
from
the
trance
at
any
time,
ending
the
effect
has
advantage
on
the
saving
throw.
of
the
spell
early.
The
target
recalls
the
dream
While
the
target
is
charmed,
you
have
a
telepathic
perfectly
upon
waking.
If
the
target
is
awake
when
link
with
it
as
long
as
the
two
of
you
are
on
the
same
you
cast
the
spell,
the
messenger
knows
it,
and
can
plane
of
existence.
You
can
use
this
telepathic
link
to
either
end
the
trance
(and
the
spell)
or
wait
for
the
issue
commands
to
the
creature
while
you
are
target
to
fall
asleep,
at
which
point
the
messenger
conscious
(no
action
required),
which
it
does
its
best
appears
in
the
targets
dreams.
to
obey.
You
can
specify
a
simple
and
general
course
You
can
make
the
messenger
appear
monstrous
of
action,
such
as
Attack
that
creature,
Run
over
and
terrifying
to
the
target.
If
you
do,
the
messenger
there,
or
Fetch
that
object.
If
the
creature
can
deliver
a
message
of
no
more
than
ten
words
completes
the
order
and
doesnt
receive
further
and
then
the
target
must
make
a
Wisdom
saving
direction
from
you,
it
defends
and
preserves
itself
to
throw.
On
a
failed
save,
echoes
of
the
phantasmal
the
best
of
its
ability.
monstrosity
spawn
a
nightmare
that
lasts
the
You
can
use
your
action
to
take
total
and
precise
duration
of
the
targets
sleep
and
prevents
the
target
control
of
the
target.
Until
the
end
of
your
next
turn,
from
gaining
any
benefit
from
that
rest.
In
addition,
the
creature
takes
only
the
actions
you
choose,
and
when
the
target
wakes
up,
it
takes
3d6
psychic
doesnt
do
anything
that
you
dont
allow
it
to
do.
damage.
During
this
time
you
can
also
cause
the
creature
to
If
you
have
a
body
part,
lock
of
hair,
clipping
from
use
a
reaction,
but
this
requires
you
to
use
your
own
a
nail,
or
similar
portion
of
the
targets
body,
the
reaction
as
well.
target
makes
its
saving
throw
with
disadvantage.
Each
time
the
target
takes
damage,
it
makes
a
new
Wisdom
saving
throw
against
the
spell.
If
the
saving
Druidcraft
throw
succeeds,
the
spell
ends.
Transmutation
cantrip
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
6th-level
spell
slot,
the
duration
is
concentration,
up
Range:
30
feet
to
10
minutes.
When
you
use
a
7th-level
spell
slot,
Components:
V,
S
the
duration
is
concentration,
up
to
1
hour.
When
Duration:
Instantaneous
you
use
a
spell
slot
of
8th
level
or
higher,
the
Whispering
to
the
spirits
of
nature,
you
create
one
of
duration
is
concentration,
up
to
8
hours.
the
following
effects
within
range:
Dream You
create
a
tiny,
harmless
sensory
effect
that
5th-level
illusion
predicts
what
the
weather
will
be
at
your
location
for
the
next
24
hours.
The
effect
might
manifest
as
Casting
Time:
1
minute
a
golden
orb
for
clear
skies,
a
cloud
for
rain,
falling
Range:
Special
snowflakes
for
snow,
and
so
on.
This
effect
Components:
V,
S,
M
(a
handful
of
sand,
a
dab
of
ink,
persists
for
1
round.
and
a
writing
quill
plucked
from
a
sleeping
bird)
Duration:
8
hours
You
instantly
make
a
flower
blossom,
a
seed
pod
open,
or
a
leaf
bud
bloom.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
138
You
create
an
instantaneous,
harmless
sensory
and
is
buried
in
the
rubble,
requiring
a
DC
20
effect,
such
as
falling
leaves,
a
puff
of
wind,
the
Strength
(Athletics)
check
as
an
action
to
escape.
sound
of
a
small
animal,
or
the
faint
odor
of
skunk.
The
GM
can
adjust
the
DC
higher
or
lower,
The
effect
must
fit
in
a
5-foot
cube.
depending
on
the
nature
of
the
rubble.
On
a
You
instantly
light
or
snuff
out
a
candle,
a
torch,
or
successful
save,
the
creature
takes
half
as
much
a
small
campfire.
damage
and
doesnt
fall
prone
or
become
buried.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
139
Enlarge/Reduce restrained
by
the
entangling
plants
until
the
spell
2nd-level
transmutation
ends.
A
creature
restrained
by
the
plants
can
use
its
action
to
make
a
Strength
check
against
your
spell
Casting
Time:
1
action
save
DC.
On
a
success,
it
frees
itself.
Range:
30
feet
When
the
spell
ends,
the
conjured
plants
wilt
away.
Components:
V,
S,
M
(a
pinch
of
powdered
iron)
Duration:
Concentration,
up
to
1
minute
Enthrall
You
cause
a
creature
or
an
object
you
can
see
within
2nd-level
enchantment
range
to
grow
larger
or
smaller
for
the
duration.
Casting
Time:
1
action
Choose
either
a
creature
or
an
object
that
is
neither
Range:
60
feet
worn
nor
carried.
If
the
target
is
unwilling,
it
can
Components:
V,
S
make
a
Constitution
saving
throw.
On
a
success,
the
Duration:
1
minute
spell
has
no
effect.
If
the
target
is
a
creature,
everything
it
is
wearing
You
weave
a
distracting
string
of
words,
causing
and
carrying
changes
size
with
it.
Any
item
dropped
creatures
of
your
choice
that
you
can
see
within
by
an
affected
creature
returns
to
normal
size
at
range
and
that
can
hear
you
to
make
a
Wisdom
once.
saving
throw.
Any
creature
that
cant
be
charmed
Enlarge.
The
targets
size
doubles
in
all
succeeds
on
this
saving
throw
automatically,
and
if
dimensions,
and
its
weight
is
multiplied
by
eight.
you
or
your
companions
are
fighting
a
creature,
it
This
growth
increases
its
size
by
one
category has
advantage
on
the
save.
On
a
failed
save,
the
from
Medium
to
Large,
for
example.
If
there
isnt
target
has
disadvantage
on
Wisdom
(Perception)
enough
room
for
the
target
to
double
its
size,
the
checks
made
to
perceive
any
creature
other
than
you
creature
or
object
attains
the
maximum
possible
size
until
the
spell
ends
or
until
the
target
can
no
longer
in
the
space
available.
Until
the
spell
ends,
the
target
hear
you.
The
spell
ends
if
you
are
incapacitated
or
also
has
advantage
on
Strength
checks
and
Strength
can
no
longer
speak.
saving
throws.
The
targets
weapons
also
grow
to
match
its
new
size.
While
these
weapons
are
Etherealness
enlarged,
the
targets
attacks
with
them
deal
1d4
7th-level
transmutation
extra
damage.
Casting
Time:
1
action
Reduce.
The
targets
size
is
halved
in
all
Range:
Self
dimensions,
and
its
weight
is
reduced
to
one-eighth
Components:
V,
S
of
normal.
This
reduction
decreases
its
size
by
one
Duration:
Up
to
8
hours
categoryfrom
Medium
to
Small,
for
example.
Until
the
spell
ends,
the
target
also
has
disadvantage
on
You
step
into
the
border
regions
of
the
Ethereal
Strength
checks
and
Strength
saving
throws.
The
Plane,
in
the
area
where
it
overlaps
with
your
targets
weapons
also
shrink
to
match
its
new
size.
current
plane.
You
remain
in
the
Border
Ethereal
for
While
these
weapons
are
reduced,
the
targets
the
duration
or
until
you
use
your
action
to
dismiss
attacks
with
them
deal
1d4
less
damage
(this
cant
the
spell.
During
this
time,
you
can
move
in
any
reduce
the
damage
below
1).
direction.
If
you
move
up
or
down,
every
foot
of
movement
costs
an
extra
foot.
You
can
see
and
hear
Entangle the
plane
you
originated
from,
but
everything
there
1st-level
conjuration
looks
gray,
and
you
cant
see
anything
more
than
60
feet
away.
Casting
Time:
1
action
While
on
the
Ethereal
Plane,
you
can
only
affect
Range:
90
feet
and
be
affected
by
other
creatures
on
that
plane.
Components:
V,
S
Creatures
that
arent
on
the
Ethereal
Plane
cant
Duration:
Concentration,
up
to
1
minute
perceive
you
and
cant
interact
with
you,
unless
a
Grasping
weeds
and
vines
sprout
from
the
ground
in
special
ability
or
magic
has
given
them
the
ability
to
a
20-foot
square
starting
from
a
point
within
range.
do
so.
For
the
duration,
these
plants
turn
the
ground
in
the
You
ignore
all
objects
and
effects
that
arent
on
the
area
into
difficult
terrain.
Ethereal
Plane,
allowing
you
to
move
through
A
creature
in
the
area
when
you
cast
the
spell
objects
you
perceive
on
the
plane
you
originated
must
succeed
on
a
Strength
saving
throw
or
be
from.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
140
When
the
spell
ends,
you
immediately
return
to
away
from
you
where
it
can
no
longer
see
you,
this
the
plane
you
originated
from
in
the
spot
you
effect
ends.
currently
occupy.
If
you
occupy
the
same
spot
as
a
Sickened.
The
target
has
disadvantage
on
attack
solid
object
or
creature
when
this
happens,
you
are
rolls
and
ability
checks.
At
the
end
of
each
of
its
immediately
shunted
to
the
nearest
unoccupied
turns,
it
can
make
another
Wisdom
saving
throw.
If
space
that
you
can
occupy
and
take
force
damage
it
succeeds,
the
effect
ends.
equal
to
twice
the
number
of
feet
you
are
moved.
This
spell
has
no
effect
if
you
cast
it
while
you
are
Fabricate
on
the
Ethereal
Plane
or
a
plane
that
doesnt
border
4th-level
transmutation
it,
such
as
one
of
the
Outer
Planes.
Casting
Time:
10
minutes
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
120
feet
spell
slot
of
8th
level
or
higher,
you
can
target
up
to
Components:
V,
S
three
willing
creatures
(including
you)
for
each
slot
Duration:
Instantaneous
level
above
7th.
The
creatures
must
be
within
10
feet
of
you
when
you
cast
the
spell.
You
convert
raw
materials
into
products
of
the
same
material.
For
example,
you
can
fabricate
a
wooden
Expeditious Retreat bridge
from
a
clump
of
trees,
a
rope
from
a
patch
of
1st-level
transmutation
hemp,
and
clothes
from
flax
or
wool.
Choose
raw
materials
that
you
can
see
within
Casting
Time:
1
bonus
action
range.
You
can
fabricate
a
Large
or
smaller
object
Range:
Self
(contained
within
a
10-foot
cube,
or
eight
connected
Components:
V,
S
5-foot
cubes),
given
a
sufficient
quantity
of
raw
Duration:
Concentration,
up
to
10
minutes
material.
If
you
are
working
with
metal,
stone,
or
This
spell
allows
you
to
move
at
an
incredible
pace.
another
mineral
substance,
however,
the
fabricated
When
you
cast
this
spell,
and
then
as
a
bonus
action
object
can
be
no
larger
than
Medium
(contained
on
each
of
your
turns
until
the
spell
ends,
you
can
within
a
single
5-foot
cube).
The
quality
of
objects
take
the
Dash
action.
made
by
the
spell
is
commensurate
with
the
quality
of
the
raw
materials.
Eyebite
Creatures
or
magic
items
cant
be
created
or
6th-level
necromancy
transmuted
by
this
spell.
You
also
cant
use
it
to
create
items
that
ordinarily
require
a
high
degree
of
Casting
Time:
1
action
craftsmanship,
such
as
jewelry,
weapons,
glass,
or
Range:
Self
armor,
unless
you
have
proficiency
with
the
type
of
Components:
V,
S
artisans
tools
used
to
craft
such
objects.
Duration:
Concentration,
up
to
1
minute
For
the
spells
duration,
your
eyes
become
an
inky
Faerie Fire
void
imbued
with
dread
power.
One
creature
of
your
1st-level
evocation
choice
within
60
feet
of
you
that
you
can
see
must
Casting
Time:
1
action
succeed
on
a
Wisdom
saving
throw
or
be
affected
by
Range:
60
feet
one
of
the
following
effects
of
your
choice
for
the
Components:
V
duration.
On
each
of
your
turns
until
the
spell
ends,
Duration:
Concentration,
up
to
1
minute
you
can
use
your
action
to
target
another
creature
but
cant
target
a
creature
again
if
it
has
succeeded
Each
object
in
a
20-foot
cube
within
range
is
on
a
saving
throw
against
this
casting
of
eyebite.
outlined
in
blue,
green,
or
violet
light
(your
choice).
Asleep.
The
target
falls
unconscious.
It
wakes
up
if
Any
creature
in
the
area
when
the
spell
is
cast
is
also
it
takes
any
damage
or
if
another
creature
uses
its
outlined
in
light
if
it
fails
a
Dexterity
saving
throw.
action
to
shake
the
sleeper
awake.
For
the
duration,
objects
and
affected
creatures
shed
Panicked.
The
target
is
frightened
of
you.
On
each
dim
light
in
a
10-foot
radius.
of
its
turns,
the
frightened
creature
must
take
the
Any
attack
roll
against
an
affected
creature
or
Dash
action
and
move
away
from
you
by
the
safest
object
has
advantage
if
the
attacker
can
see
it,
and
and
shortest
available
route,
unless
there
is
nowhere
the
affected
creature
or
object
cant
benefit
from
to
move.
If
the
target
moves
to
a
place
at
least
60
feet
being
invisible.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
141
Faithful Hound whatever
it
is
holding
and
become
frightened
for
the
4th-level
conjuration
duration.
While
frightened
by
this
spell,
a
creature
must
Casting
Time:
1
action
take
the
Dash
action
and
move
away
from
you
by
the
Range:
30
feet
safest
available
route
on
each
of
its
turns,
unless
Components:
V,
S,
M
(a
tiny
silver
whistle,
a
piece
of
there
is
nowhere
to
move.
If
the
creature
ends
its
bone,
and
a
thread)
turn
in
a
location
where
it
doesnt
have
line
of
sight
Duration:
8
hours
to
you,
the
creature
can
make
a
Wisdom
saving
You
conjure
a
phantom
watchdog
in
an
unoccupied
throw.
On
a
successful
save,
the
spell
ends
for
that
space
that
you
can
see
within
range,
where
it
creature.
remains
for
the
duration,
until
you
dismiss
it
as
an
action,
or
until
you
move
more
than
100
feet
away
Feather Fall
from
it.
1st-level
transmutation
The
hound
is
invisible
to
all
creatures
except
you
Casting
Time:
1
reaction,
which
you
take
when
you
and
cant
be
harmed.
When
a
Small
or
larger
or
a
creature
within
60
feet
of
you
falls
creature
comes
within
30
feet
of
it
without
first
Range:
60
feet
speaking
the
password
that
you
specify
when
you
Components:
V,
M
(a
small
feather
or
piece
of
cast
this
spell,
the
hound
starts
barking
loudly.
The
down)
hound
sees
invisible
creatures
and
can
see
into
the
Duration:
1
minute
Ethereal
Plane.
It
ignores
illusions.
At
the
start
of
each
of
your
turns,
the
hound
Choose
up
to
five
falling
creatures
within
range.
A
attempts
to
bite
one
creature
within
5
feet
of
it
that
falling
creatures
rate
of
descent
slows
to
60
feet
per
is
hostile
to
you.
The
hounds
attack
bonus
is
equal
round
until
the
spell
ends.
If
the
creature
lands
to
your
spellcasting
ability
modifier
+
your
before
the
spell
ends,
it
takes
no
falling
damage
and
proficiency
bonus.
On
a
hit,
it
deals
4d8
piercing
can
land
on
its
feet,
and
the
spell
ends
for
that
damage.
creature.
Bolstering
yourself
with
a
necromantic
facsimile
of
You
blast
the
mind
of
a
creature
that
you
can
see
life,
you
gain
1d4
+
4
temporary
hit
points
for
the
within
range,
attempting
to
shatter
its
intellect
and
duration.
personality.
The
target
takes
4d6
psychic
damage
At
Higher
Levels.
When
you
cast
this
spell
using
a
and
must
make
an
Intelligence
saving
throw.
spell
slot
of
2nd
level
or
higher,
you
gain
5
additional
On
a
failed
save,
the
creatures
Intelligence
and
temporary
hit
points
for
each
slot
level
above
1st.
Charisma
scores
become
1.
The
creature
cant
cast
spells,
activate
magic
items,
understand
language,
or
Fear communicate
in
any
intelligible
way.
The
creature
3rd-level
illusion
can,
however,
identify
its
friends,
follow
them,
and
even
protect
them.
Casting
Time:
1
action
At
the
end
of
every
30
days,
the
creature
can
Range:
Self
(30-foot
cone)
repeat
its
saving
throw
against
this
spell.
If
it
Components:
V,
S,
M
(a
white
feather
or
the
heart
of
succeeds
on
its
saving
throw,
the
spell
ends.
a
hen)
The
spell
can
also
be
ended
by
greater
restoration,
Duration:
Concentration,
up
to
1
minute
heal,
or
wish.
You
project
a
phantasmal
image
of
a
creatures
worst
fears.
Each
creature
in
a
30-foot
cone
must
succeed
on
a
Wisdom
saving
throw
or
drop
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
142
Find Familiar Components:
V,
S
1st-level
conjuration
(ritual)
Duration:
Instantaneous
Casting
Time:
1
hour
You
summon
a
spirit
that
assumes
the
form
of
an
Range:
10
feet
unusually
intelligent,
strong,
and
loyal
steed,
Components:
V,
S,
M
(10
gp
worth
of
charcoal,
creating
a
long-lasting
bond
with
it.
Appearing
in
an
incense,
and
herbs
that
must
be
consumed
by
fire
in
unoccupied
space
within
range,
the
steed
takes
on
a
a
brass
brazier)
form
that
you
choose:
a
warhorse,
a
pony,
a
camel,
Duration:
Instantaneous
an
elk,
or
a
mastiff.
(Your
GM
might
allow
other
You
gain
the
service
of
a
familiar,
a
spirit
that
takes
animals
to
be
summoned
as
steeds.)
The
steed
has
an
animal
form
you
choose:
bat,
cat,
crab,
frog
(toad),
the
statistics
of
the
chosen
form,
though
it
is
a
hawk,
lizard,
octopus,
owl,
poisonous
snake,
fish
celestial,
fey,
or
fiend
(your
choice)
instead
of
its
(quipper),
rat,
raven,
sea
horse,
spider,
or
weasel.
normal
type.
Additionally,
if
your
steed
has
an
Appearing
in
an
unoccupied
space
within
range,
the
Intelligence
of
5
or
less,
its
Intelligence
becomes
6,
familiar
has
the
statistics
of
the
chosen
form,
though
and
it
gains
the
ability
to
understand
one
language
of
it
is
a
celestial,
fey,
or
fiend
(your
choice)
instead
of
a
your
choice
that
you
speak.
beast.
Your
steed
serves
you
as
a
mount,
both
in
combat
Your
familiar
acts
independently
of
you,
but
it
and
out,
and
you
have
an
instinctive
bond
with
it
always
obeys
your
commands.
In
combat,
it
rolls
its
that
allows
you
to
fight
as
a
seamless
unit.
While
own
initiative
and
acts
on
its
own
turn.
A
familiar
mounted
on
your
steed,
you
can
make
any
spell
you
can't
attack,
but
it
can
take
other
actions
as
normal.
cast
that
targets
only
you
also
target
your
steed.
When
the
familiar
drops
to
0
hit
points,
it
When
the
steed
drops
to
0
hit
points,
it
disappears,
disappears,
leaving
behind
no
physical
form.
It
leaving
behind
no
physical
form.
You
can
also
reappears
after
you
cast
this
spell
again
dismiss
your
steed
at
any
time
as
an
action,
causing
While
your
familiar
is
within
100
feet
of
you,
you
it
to
disappear.
In
either
case,
casting
this
spell
again
can
communicate
with
it
telepathically.
Additionally,
summons
the
same
steed,
restored
to
its
hit
point
as
an
action,
you
can
see
through
your
familiar's
maximum.
eyes
and
hear
what
it
hears
until
the
start
of
your
While
your
steed
is
within
1
mile
of
you,
you
can
next
turn,
gaining
the
benefits
of
any
special
senses
communicate
with
it
telepathically.
that
the
familiar
has.
During
this
time,
you
are
deaf
You
cant
have
more
than
one
steed
bonded
by
and
blind
with
regard
to
your
own
senses.
this
spell
at
a
time.
As
an
action,
you
can
release
the
As
an
action,
you
can
temporarily
dismiss
your
steed
from
its
bond
at
any
time,
causing
it
to
familiar.
It
disappears
into
a
pocket
dimension
disappear.
where
it
awaits
your
summons.
Alternatively,
you
can
dismiss
it
forever.
As
an
action
while
it
is
Find the Path
temporarily
dismissed,
you
can
cause
it
to
reappear
6th-level
divination
in
any
unoccupied
space
within
30
feet
of
you.
Casting
Time:
1
minute
You
can't
have
more
than
one
familiar
at
a
time.
If
Range:
Self
you
cast
this
spell
while
you
already
have
a
familiar,
Components:
V,
S,
M
(a
set
of
divinatory
tools
you
instead
cause
it
to
adopt
a
new
form.
Choose
one
such
as
bones,
ivory
sticks,
cards,
teeth,
or
carved
of
the
forms
from
the
above
list.
Your
familiar
runesworth
100
gp
and
an
object
from
the
transforms
into
the
chosen
creature.
location
you
wish
to
find)
Finally,
when
you
cast
a
spell
with
a
range
of
touch,
Duration:
Concentration,
up
to
1
day
your
familiar
can
deliver
the
spell
as
if
it
had
cast
the
spell.
Your
familiar
must
be
within
100
feet
of
you,
This
spell
allows
you
to
find
the
shortest,
most
direct
and
it
must
use
its
reaction
to
deliver
the
spell
when
physical
route
to
a
specific
fixed
location
that
you
you
cast
it.
If
the
spell
requires
an
attack
roll,
you
use
are
familiar
with
on
the
same
plane
of
existence.
If
your
attack
modifier
for
the
roll.
you
name
a
destination
on
another
plane
of
existence,
a
destination
that
moves
(such
as
a
mobile
Find Steed fortress),
or
a
destination
that
isnt
specific
(such
as
2nd-level
conjuration
a
green
dragons
lair),
the
spell
fails.
For
the
duration,
as
long
as
you
are
on
the
same
Casting
Time:
10
minutes
plane
of
existence
as
the
destination,
you
know
how
Range:
30
feet
far
it
is
and
in
what
direction
it
lies.
While
you
are
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
143
traveling
there,
whenever
you
are
presented
with
a
A
bright
streak
flashes
from
your
pointing
finger
to
a
choice
of
paths
along
the
way,
you
automatically
point
you
choose
within
range
and
then
blossoms
determine
which
path
is
the
shortest
and
most
direct
with
a
low
roar
into
an
explosion
of
flame.
Each
route
(but
not
necessarily
the
safest
route)
to
the
creature
in
a
20-foot-radius
sphere
centered
on
that
destination.
point
must
make
a
Dexterity
saving
throw.
A
target
takes
8d6
fire
damage
on
a
failed
save,
or
half
as
Find Traps much
damage
on
a
successful
one.
2nd-level
divination
The
fire
spreads
around
corners.
It
ignites
flammable
objects
in
the
area
that
arent
being
worn
Casting
Time:
1
action
or
carried.
Range:
120
feet
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S
spell
slot
of
4th
level
or
higher,
the
damage
increases
Duration:
Instantaneous
by
1d6
for
each
slot
level
above
3rd.
You
sense
the
presence
of
any
trap
within
range
that
is
within
line
of
sight.
A
trap,
for
the
purpose
of
this
Fire Bolt
spell,
includes
anything
that
would
inflict
a
sudden
Evocation
cantrip
or
unexpected
effect
you
consider
harmful
or
Casting
Time:
1
action
undesirable,
which
was
specifically
intended
as
such
Range:
120
feet
by
its
creator.
Thus,
the
spell
would
sense
an
area
Components:
V,
S
affected
by
the
alarm
spell,
a
glyph
of
warding,
or
a
Duration:
Instantaneous
mechanical
pit
trap,
but
it
would
not
reveal
a
natural
You
hurl
a
mote
of
fire
at
a
creature
or
object
within
weakness
in
the
floor,
an
unstable
ceiling,
or
a
range.
Make
a
ranged
spell
attack
against
the
target.
hidden
sinkhole.
On
a
hit,
the
target
takes
1d10
fire
damage.
A
This
spell
merely
reveals
that
a
trap
is
present.
flammable
object
hit
by
this
spell
ignites
if
it
isn't
You
dont
learn
the
location
of
each
trap,
but
you
do
being
worn
or
carried.
learn
the
general
nature
of
the
danger
posed
by
a
This
spell's
damage
increases
by
1d10
when
you
trap
you
sense.
reach
5th
level
(2d10),
11th
level
(3d10),
and
17th
level
(4d10).
Finger of Death
7th-level
necromancy
Fire Shield
Casting
Time:
1
action
4th-level
evocation
Range:
60
feet
Casting
Time:
1
action
Components:
V,
S
Range:
Self
Duration:
Instantaneous
Components:
V,
S,
M
(a
bit
of
phosphorus
or
a
You
send
negative
energy
coursing
through
a
firefly)
creature
that
you
can
see
within
range,
causing
it
Duration:
10
minutes
searing
pain.
The
target
must
make
a
Constitution
Thin
and
wispy
flames
wreathe
your
body
for
the
saving
throw.
It
takes
7d8
+
30
necrotic
damage
on
a
duration,
shedding
bright
light
in
a
10-foot
radius
failed
save,
or
half
as
much
damage
on
a
successful
and
dim
light
for
an
additional
10
feet.
You
can
end
one.
the
spell
early
by
using
an
action
to
dismiss
it.
A
humanoid
killed
by
this
spell
rises
at
the
start
of
The
flames
provide
you
with
a
warm
shield
or
a
your
next
turn
as
a
zombie
that
is
permanently
chill
shield,
as
you
choose.
The
warm
shield
grants
under
your
command,
following
your
verbal
orders
you
resistance
to
cold
damage,
and
the
chill
shield
to
the
best
of
its
ability.
grants
you
resistance
to
fire
damage.
In
addition,
whenever
a
creature
within
5
feet
of
Fireball
you
hits
you
with
a
melee
attack,
the
shield
erupts
3rd-level
evocation
with
flame.
The
attacker
takes
2d8
fire
damage
from
Casting
Time:
1
action
a
warm
shield,
or
2d8
cold
damage
from
a
cold
Range:
150
feet
shield.
Components:
V,
S,
M
(a
tiny
ball
of
bat
guano
and
sulfur)
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
144
Fire Storm radiant
damage
on
a
failed
save,
or
half
as
much
7th-level
evocation
damage
on
a
successful
one.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Casting
Time:
1
action
spell
slot
of
6th
level
or
higher,
the
fire
damage
or
Range:
150
feet
the
radiant
damage
(your
choice)
increases
by
1d6
Components:
V,
S
for
each
slot
level
above
5th.
Duration:
Instantaneous
A
storm
made
up
of
sheets
of
roaring
flame
appears
Flaming Sphere
in
a
location
you
choose
within
range.
The
area
of
2nd-level
conjuration
the
storm
consists
of
up
to
ten
10-foot
cubes,
which
Casting
Time:
1
action
you
can
arrange
as
you
wish.
Each
cube
must
have
at
Range:
60
feet
least
one
face
adjacent
to
the
face
of
another
cube.
Components:
V,
S,
M
(a
bit
of
tallow,
a
pinch
of
Each
creature
in
the
area
must
make
a
Dexterity
brimstone,
and
a
dusting
of
powdered
iron)
saving
throw.
It
takes
7d10
fire
damage
on
a
failed
Duration:
Concentration,
up
to
1
minute
save,
or
half
as
much
damage
on
a
successful
one.
The
fire
damages
objects
in
the
area
and
ignites
A
5-foot-diameter
sphere
of
fire
appears
in
an
flammable
objects
that
arent
being
worn
or
carried.
unoccupied
space
of
your
choice
within
range
and
If
you
choose,
plant
life
in
the
area
is
unaffected
by
lasts
for
the
duration.
Any
creature
that
ends
its
turn
this
spell.
within
5
feet
of
the
sphere
must
make
a
Dexterity
saving
throw.
The
creature
takes
2d6
fire
damage
on
Flame Blade a
failed
save,
or
half
as
much
damage
on
a
successful
2nd-level
evocation
one.
As
a
bonus
action,
you
can
move
the
sphere
up
to
Casting
Time:
1
bonus
action
30
feet.
If
you
ram
the
sphere
into
a
creature,
that
Range:
Self
creature
must
make
the
saving
throw
against
the
Components:
V,
S,
M
(leaf
of
sumac)
spheres
damage,
and
the
sphere
stops
moving
this
Duration:
Concentration,
up
to
10
minutes
turn.
You
evoke
a
fiery
blade
in
your
free
hand.
The
blade
When
you
move
the
sphere,
you
can
direct
it
over
is
similar
in
size
and
shape
to
a
scimitar,
and
it
lasts
barriers
up
to
5
feet
tall
and
jump
it
across
pits
up
to
for
the
duration.
If
you
let
go
of
the
blade,
it
10
feet
wide.
The
sphere
ignites
flammable
objects
disappears,
but
you
can
evoke
the
blade
again
as
a
not
being
worn
or
carried,
and
it
sheds
bright
light
in
bonus
action.
a
20-foot
radius
and
dim
light
for
an
additional
20
You
can
use
your
action
to
make
a
melee
spell
feet.
attack
with
the
fiery
blade.
On
a
hit,
the
target
takes
At
Higher
Levels.
When
you
cast
this
spell
using
a
3d6
fire
damage.
spell
slot
of
3rd
level
or
higher,
the
damage
The
flaming
blade
sheds
bright
light
in
a
10-foot
increases
by
1d6
for
each
slot
level
above
2nd.
radius
and
dim
light
for
an
additional
10
feet.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Flesh to Stone
spell
slot
of
4th
level
or
higher,
the
damage
increases
6th-level
transmutation
by
1d6
for
every
two
slot
levels
above
2nd.
Casting
Time:
1
action
Range:
60
feet
Flame Strike Components:
V,
S,
M
(a
pinch
of
lime,
water,
and
5th-level
evocation
earth)
Casting
Time:
1
action
Duration:
Concentration,
up
to
1
minute
Range:
60
feet
You
attempt
to
turn
one
creature
that
you
can
see
Components:
V,
S,
M
(pinch
of
sulfur)
within
range
into
stone.
If
the
targets
body
is
made
Duration:
Instantaneous
of
flesh,
the
creature
must
make
a
Constitution
A
vertical
column
of
divine
fire
roars
down
from
the
saving
throw.
On
a
failed
save,
it
is
restrained
as
its
heavens
in
a
location
you
specify.
Each
creature
in
a
flesh
begins
to
harden.
On
a
successful
save,
the
10-foot-radius,
40-foot-high
cylinder
centered
on
a
creature
isnt
affected.
point
within
range
must
make
a
Dexterity
saving
A
creature
restrained
by
this
spell
must
make
throw.
A
creature
takes
4d6
fire
damage
and
4d6
another
Constitution
saving
throw
at
the
end
of
each
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
145
of
its
turns.
If
it
successfully
saves
against
this
spell
Fog Cloud
three
times,
the
spell
ends.
If
it
fails
its
saves
three
1st-level
conjuration
times,
it
is
turned
to
stone
and
subjected
to
the
petrified
condition
for
the
duration.
The
successes
Casting
Time:
1
action
and
failures
dont
need
to
be
consecutive;
keep
track
Range:
120
feet
of
both
until
the
target
collects
three
of
a
kind.
Components:
V,
S
If
the
creature
is
physically
broken
while
petrified,
Duration:
Concentration,
up
to
1
hour
it
suffers
from
similar
deformities
if
it
reverts
to
its
You
create
a
20-foot-radius
sphere
of
fog
centered
original
state.
on
a
point
within
range.
The
sphere
spreads
around
If
you
maintain
your
concentration
on
this
spell
corners,
and
its
area
is
heavily
obscured.
It
lasts
for
for
the
entire
possible
duration,
the
creature
is
the
duration
or
until
a
wind
of
moderate
or
greater
turned
to
stone
until
the
effect
is
removed.
speed
(at
least
10
miles
per
hour)
disperses
it.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Floating Disk spell
slot
of
2nd
level
or
higher,
the
radius
of
the
fog
1st-level
conjuration
(ritual)
increases
by
20
feet
for
each
slot
level
above
1st.
Casting
Time:
1
action
Range:
30
feet
Forbiddance
Components:
V,
S,
M
(a
drop
of
mercury)
6th-level
abjuration
(ritual)
Duration:
1
hour
Casting
Time:
10
minutes
This
spell
creates
a
circular,
horizontal
plane
of
force,
Range:
Touch
3
feet
in
diameter
and
1
inch
thick,
that
floats
3
feet
Components:
V,
S,
M
(a
sprinkling
of
holy
water,
above
the
ground
in
an
unoccupied
space
of
your
rare
incense,
and
powdered
ruby
worth
at
least
choice
that
you
can
see
within
range.
The
disk
1,000
gp)
remains
for
the
duration,
and
can
hold
up
to
500
Duration:
1
day
pounds.
If
more
weight
is
placed
on
it,
the
spell
ends,
You
create
a
ward
against
magical
travel
that
and
everything
on
the
disk
falls
to
the
ground.
protects
up
to
40,000
square
feet
of
floor
space
to
a
The
disk
is
immobile
while
you
are
within
20
feet
height
of
30
feet
above
the
floor.
For
the
duration,
of
it.
If
you
move
more
than
20
feet
away
from
it,
the
creatures
cant
teleport
into
the
area
or
use
portals,
disk
follows
you
so
that
it
remains
within
20
feet
of
such
as
those
created
by
the
gate
spell,
to
enter
the
you.
It
can
move
across
uneven
terrain,
up
or
down
area.
The
spell
proofs
the
area
against
planar
travel,
stairs,
slopes
and
the
like,
but
it
cant
cross
an
and
therefore
prevents
creatures
from
accessing
the
elevation
change
of
10
feet
or
more.
For
example,
the
area
by
way
of
the
Astral
Plane,
Ethereal
Plane,
disk
cant
move
across
a
10-foot-deep
pit,
nor
could
Feywild,
Shadowfell,
or
the
plane
shift
spell.
it
leave
such
a
pit
if
it
was
created
at
the
bottom.
In
addition,
the
spell
damages
types
of
creatures
If
you
move
more
than
100
feet
from
the
disk
that
you
choose
when
you
cast
it.
Choose
one
or
(typically
because
it
cant
move
around
an
obstacle
more
of
the
following:
celestials,
elementals,
fey,
to
follow
you),
the
spell
ends.
fiends,
and
undead.
When
a
chosen
creature
enters
the
spells
area
for
the
first
time
on
a
turn
or
starts
Fly its
turn
there,
the
creature
takes
5d10
radiant
or
3rd-level
transmutation
necrotic
damage
(your
choice
when
you
cast
this
Casting
Time:
1
action
spell).
Range:
Touch
When
you
cast
this
spell,
you
can
designate
a
Components:
V,
S,
M
(a
wing
feather
from
any
bird)
password.
A
creature
that
speaks
the
password
as
it
Duration:
Concentration,
up
to
10
minutes
enters
the
area
takes
no
damage
from
the
spell.
The
spells
area
cant
overlap
with
the
area
of
You
touch
a
willing
creature.
The
target
gains
a
another
forbiddance
spell.
If
you
cast
forbiddance
flying
speed
of
60
feet
for
the
duration.
When
the
every
day
for
30
days
in
the
same
location,
the
spell
spell
ends,
the
target
falls
if
it
is
still
aloft,
unless
it
lasts
until
it
is
dispelled,
and
the
material
can
stop
the
fall.
components
are
consumed
on
the
last
casting.
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
4th
level
or
higher,
you
can
target
one
additional
creature
for
each
slot
level
above
3rd.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
146
Forcecage Freedom of Movement
7th-level
evocation
4th-level
abjuration
Casting
Time:
1
action
Casting
Time:
1
action
Range:
100
feet
Range:
Touch
Components:
V,
S,
M
(ruby
dust
worth
1,500
gp)
Components:
V,
S,
M
(a
leather
strap,
bound
around
Duration:
1
hour
the
arm
or
a
similar
appendage)
Duration:
1
hour
An
immobile,
invisible,
cube-shaped
prison
composed
of
magical
force
springs
into
existence
You
touch
a
willing
creature.
For
the
duration,
the
around
an
area
you
choose
within
range.
The
prison
targets
movement
is
unaffected
by
difficult
terrain,
can
be
a
cage
or
a
solid
box,
as
you
choose.
and
spells
and
other
magical
effects
can
neither
A
prison
in
the
shape
of
a
cage
can
be
up
to
20
feet
reduce
the
targets
speed
nor
cause
the
target
to
be
on
a
side
and
is
made
from
1/2-inch
diameter
bars
paralyzed
or
restrained.
spaced
1/2
inch
apart.
The
target
can
also
spend
5
feet
of
movement
to
A
prison
in
the
shape
of
a
box
can
be
up
to
10
feet
automatically
escape
from
nonmagical
restraints,
on
a
side,
creating
a
solid
barrier
that
prevents
any
such
as
manacles
or
a
creature
that
has
it
grappled.
matter
from
passing
through
it
and
blocking
any
Finally,
being
underwater
imposes
no
penalties
on
spells
cast
into
or
out
from
the
area.
the
targets
movement
or
attacks.
When
you
cast
the
spell,
any
creature
that
is
completely
inside
the
cages
area
is
trapped.
Freezing Sphere
Creatures
only
partially
within
the
area,
or
those
too
6th-level
evocation
large
to
fit
inside
the
area,
are
pushed
away
from
the
Casting
Time:
1
action
center
of
the
area
until
they
are
completely
outside
Range:
300
feet
the
area.
Components:
V,
S,
M
(a
small
crystal
sphere)
A
creature
inside
the
cage
cant
leave
it
by
Duration:
Instantaneous
nonmagical
means.
If
the
creature
tries
to
use
teleportation
or
interplanar
travel
to
leave
the
cage,
A
frigid
globe
of
cold
energy
streaks
from
your
it
must
first
make
a
Charisma
saving
throw.
On
a
fingertips
to
a
point
of
your
choice
within
range,
success,
the
creature
can
use
that
magic
to
exit
the
where
it
explodes
in
a
60-foot-radius
sphere.
Each
cage.
On
a
failure,
the
creature
cant
exit
the
cage
and
creature
within
the
area
must
make
a
Constitution
wastes
the
use
of
the
spell
or
effect.
The
cage
also
saving
throw.
On
a
failed
save,
a
creature
takes
10d6
extends
into
the
Ethereal
Plane,
blocking
ethereal
cold
damage.
On
a
successful
save,
it
takes
half
as
travel.
much
damage.
This
spell
cant
be
dispelled
by
dispel
magic.
If
the
globe
strikes
a
body
of
water
or
a
liquid
that
is
principally
water
(not
including
water-based
Foresight creatures),
it
freezes
the
liquid
to
a
depth
of
6
inches
9th-level
divination
over
an
area
30
feet
square.
This
ice
lasts
for
1
minute.
Creatures
that
were
swimming
on
the
Casting
Time:
1
minute
surface
of
frozen
water
are
trapped
in
the
ice.
A
Range:
Touch
trapped
creature
can
use
an
action
to
make
a
Components:
V,
S,
M
(a
hummingbird
feather)
Strength
check
against
your
spell
save
DC
to
break
Duration:
8
hours
free.
You
touch
a
willing
creature
and
bestow
a
limited
You
can
refrain
from
firing
the
globe
after
ability
to
see
into
the
immediate
future.
For
the
completing
the
spell,
if
you
wish.
A
small
globe
about
duration,
the
target
cant
be
surprised
and
has
the
size
of
a
sling
stone,
cool
to
the
touch,
appears
in
advantage
on
attack
rolls,
ability
checks,
and
saving
your
hand.
At
any
time,
you
or
a
creature
you
give
throws.
Additionally,
other
creatures
have
the
globe
to
can
throw
the
globe
(to
a
range
of
40
disadvantage
on
attack
rolls
against
the
target
for
feet)
or
hurl
it
with
a
sling
(to
the
slings
normal
the
duration.
range).
It
shatters
on
impact,
with
the
same
effect
as
This
spell
immediately
ends
if
you
cast
it
again
the
normal
casting
of
the
spell.
You
can
also
set
the
before
its
duration
ends.
globe
down
without
shattering
it.
After
1
minute,
if
the
globe
hasnt
already
shattered,
it
explodes.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
147
At
Higher
Levels.
When
you
cast
this
spell
using
a
plane,
appearing
in
the
unoccupied
space
nearest
to
spell
slot
of
7th
level
or
higher,
the
damage
increases
the
portal.
by
1d6
for
each
slot
level
above
6th.
Deities
and
other
planar
rulers
can
prevent
portals
created
by
this
spell
from
opening
in
their
presence
Gaseous Form or
anywhere
within
their
domains.
3rd-level
transmutation
When
you
cast
this
spell,
you
can
speak
the
name
of
a
specific
creature
(a
pseudonym,
title,
or
Casting
Time:
1
action
nickname
doesnt
work).
If
that
creature
is
on
a
Range:
Touch
plane
other
than
the
one
you
are
on,
the
portal
opens
Components:
V,
S,
M
(a
bit
of
gauze
and
a
wisp
of
in
the
named
creatures
immediate
vicinity
and
smoke)
draws
the
creature
through
it
to
the
nearest
Duration:
Concentration,
up
to
1
hour
unoccupied
space
on
your
side
of
the
portal.
You
gain
You
transform
a
willing
creature
you
touch,
along
no
special
power
over
the
creature,
and
it
is
free
to
with
everything
its
wearing
and
carrying,
into
a
act
as
the
GM
deems
appropriate.
It
might
leave,
misty
cloud
for
the
duration.
The
spell
ends
if
the
attack
you,
or
help
you.
creature
drops
to
0
hit
points.
An
incorporeal
creature
isnt
affected.
Geas
While
in
this
form,
the
targets
only
method
of
5th-level
enchantment
movement
is
a
flying
speed
of
10
feet.
The
target
can
Casting
Time:
1
minute
enter
and
occupy
the
space
of
another
creature.
The
Range:
60
feet
target
has
resistance
to
nonmagical
damage,
and
it
Components:
V
has
advantage
on
Strength,
Dexterity,
and
Duration:
30
days
Constitution
saving
throws.
The
target
can
pass
through
small
holes,
narrow
openings,
and
even
You
place
a
magical
command
on
a
creature
that
you
mere
cracks,
though
it
treats
liquids
as
though
they
can
see
within
range,
forcing
it
to
carry
out
some
were
solid
surfaces.
The
target
cant
fall
and
remains
service
or
refrain
from
some
action
or
course
of
hovering
in
the
air
even
when
stunned
or
otherwise
activity
as
you
decide.
If
the
creature
can
understand
incapacitated.
you,
it
must
succeed
on
a
Wisdom
saving
throw
or
While
in
the
form
of
a
misty
cloud,
the
target
cant
become
charmed
by
you
for
the
duration.
While
the
talk
or
manipulate
objects,
and
any
objects
it
was
creature
is
charmed
by
you,
it
takes
5d10
psychic
carrying
or
holding
cant
be
dropped,
used,
or
damage
each
time
it
acts
in
a
manner
directly
otherwise
interacted
with.
The
target
cant
attack
or
counter
to
your
instructions,
but
no
more
than
once
cast
spells.
each
day.
A
creature
that
cant
understand
you
is
unaffected
by
the
spell.
Gate
You
can
issue
any
command
you
choose,
short
of
9th-level
conjuration
an
activity
that
would
result
in
certain
death.
Should
you
issue
a
suicidal
command,
the
spell
ends.
Casting
Time:
1
action
You
can
end
the
spell
early
by
using
an
action
to
Range:
60
feet
dismiss
it.
A
remove
curse,
greater
restoration,
or
Components:
V,
S,
M
(a
diamond
worth
at
least
wish
spell
also
ends
it.
5,000
gp)
At
Higher
Levels.
When
you
cast
this
spell
using
a
Duration:
Concentration,
up
to
1
minute
spell
slot
of
7th
or
8th
level,
the
duration
is
1
year.
You
conjure
a
portal
linking
an
unoccupied
space
When
you
cast
this
spell
using
a
spell
slot
of
9th
level,
you
can
see
within
range
to
a
precise
location
on
a
the
spell
lasts
until
it
is
ended
by
one
of
the
spells
different
plane
of
existence.
The
portal
is
a
circular
mentioned
above.
opening,
which
you
can
make
5
to
20
feet
in
diameter.
You
can
orient
the
portal
in
any
direction
Gentle Repose
you
choose.
The
portal
lasts
for
the
duration.
2nd-level
necromancy
(ritual)
The
portal
has
a
front
and
a
back
on
each
plane
Casting
Time:
1
action
where
it
appears.
Travel
through
the
portal
is
Range:
Touch
possible
only
by
moving
through
its
front.
Anything
Components:
V,
S,
M
(a
pinch
of
salt
and
one
copper
that
does
so
is
instantly
transported
to
the
other
piece
placed
on
each
of
the
corpses
eyes,
which
must
remain
there
for
the
duration)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
148
Duration:
10
days
Components:
V,
S,
M
(a
glass
or
crystal
bead
that
shatters
when
the
spell
ends)
You
touch
a
corpse
or
other
remains.
For
the
Duration:
Concentration,
up
to
1
minute
duration,
the
target
is
protected
from
decay
and
cant
become
undead.
An
immobile,
faintly
shimmering
barrier
springs
into
The
spell
also
effectively
extends
the
time
limit
on
existence
in
a
10-foot
radius
around
you
and
raising
the
target
from
the
dead,
since
days
spent
remains
for
the
duration.
under
the
influence
of
this
spell
dont
count
against
Any
spell
of
5th
level
or
lower
cast
from
outside
the
time
limit
of
spells
such
as
raise
dead.
the
barrier
cant
affect
creatures
or
objects
within
it,
even
if
the
spell
is
cast
using
a
higher
level
spell
slot.
Giant Insect Such
a
spell
can
target
creatures
and
objects
within
4th-level
transmutation
the
barrier,
but
the
spell
has
no
effect
on
them.
Similarly,
the
area
within
the
barrier
is
excluded
Casting
Time:
1
action
from
the
areas
affected
by
such
spells.
Range:
30
feet
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S
spell
slot
of
7th
level
or
higher,
the
barrier
blocks
Duration:
Concentration,
up
to
10
minutes
spells
of
one
level
higher
for
each
slot
level
above
You
transform
up
to
ten
centipedes,
three
spiders,
6th.
five
wasps,
or
one
scorpion
within
range
into
giant
versions
of
their
natural
forms
for
the
duration.
A
Glyph of Warding
centipede
becomes
a
giant
centipede,
a
spider
3rd-level
abjuration
becomes
a
giant
spider,
a
wasp
becomes
a
giant
Casting
Time:
1
hour
wasp,
and
a
scorpion
becomes
a
giant
scorpion.
Range:
Touch
Each
creature
obeys
your
verbal
commands,
and
Components:
V,
S,
M
(incense
and
powdered
in
combat,
they
act
on
your
turn
each
round.
The
GM
diamond
worth
at
least
200
gp,
which
the
spell
has
the
statistics
for
these
creatures
and
resolves
consumes)
their
actions
and
movement.
Duration:
Until
dispelled
or
triggered
A
creature
remains
in
its
giant
size
for
the
duration,
until
it
drops
to
0
hit
points,
or
until
you
When
you
cast
this
spell,
you
inscribe
a
glyph
that
use
an
action
to
dismiss
the
effect
on
it.
harms
other
creatures,
either
upon
a
surface
(such
The
GM
might
allow
you
to
choose
different
as
a
table
or
a
section
of
floor
or
wall)
or
within
an
targets.
For
example,
if
you
transform
a
bee,
its
giant
object
that
can
be
closed
(such
as
a
book,
a
scroll,
or
version
might
have
the
same
statistics
as
a
giant
a
treasure
chest)
to
conceal
the
glyph.
If
you
choose
wasp.
a
surface,
the
glyph
can
cover
an
area
of
the
surface
no
larger
than
10
feet
in
diameter.
If
you
choose
an
Glibness object,
that
object
must
remain
in
its
place;
if
the
8th-level
transmutation
object
is
moved
more
than
10
feet
from
where
you
cast
this
spell,
the
glyph
is
broken,
and
the
spell
ends
Casting
Time:
1
action
without
being
triggered.
Range:
Self
The
glyph
is
nearly
invisible
and
requires
a
Components:
V
successful
Intelligence
(Investigation)
check
against
Duration:
1
hour
your
spell
save
DC
to
be
found.
Until
the
spell
ends,
when
you
make
a
Charisma
You
decide
what
triggers
the
glyph
when
you
cast
check,
you
can
replace
the
number
you
roll
with
a
15.
the
spell.
For
glyphs
inscribed
on
a
surface,
the
most
Additionally,
no
matter
what
you
say,
magic
that
typical
triggers
include
touching
or
standing
on
the
would
determine
if
you
are
telling
the
truth
indicates
glyph,
removing
another
object
covering
the
glyph,
that
you
are
being
truthful.
approaching
within
a
certain
distance
of
the
glyph,
or
manipulating
the
object
on
which
the
glyph
is
Globe of Invulnerability inscribed.
For
glyphs
inscribed
within
an
object,
the
6th-level
abjuration
most
common
triggers
include
opening
that
object,
approaching
within
a
certain
distance
of
the
object,
Casting
Time:
1
action
or
seeing
or
reading
the
glyph.
Once
a
glyph
is
Range:
Self
(10-foot
radius)
triggered,
this
spell
ends.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
149
You
can
further
refine
the
trigger
so
the
spell
Grease
activates
only
under
certain
circumstances
or
1st-level
conjuration
according
to
physical
characteristics
(such
as
height
or
weight),
creature
kind
(for
example,
the
ward
Casting
Time:
1
action
could
be
set
to
affect
aberrations
or
drow),
or
Range:
60
feet
alignment.
You
can
also
set
conditions
for
creatures
Components:
V,
S,
M
(a
bit
of
pork
rind
or
butter)
that
dont
trigger
the
glyph,
such
as
those
who
say
a
Duration:
1
minute
certain
password.
Slick
grease
covers
the
ground
in
a
10-foot
square
When
you
inscribe
the
glyph,
choose
explosive
centered
on
a
point
within
range
and
turns
it
into
runes
or
a
spell
glyph.
difficult
terrain
for
the
duration.
Explosive
Runes.
When
triggered,
the
glyph
When
the
grease
appears,
each
creature
standing
erupts
with
magical
energy
in
a
20-foot-radius
in
its
area
must
succeed
on
a
Dexterity
saving
throw
sphere
centered
on
the
glyph.
The
sphere
spreads
or
fall
prone.
A
creature
that
enters
the
area
or
ends
around
corners.
Each
creature
in
the
area
must
its
turn
there
must
also
succeed
on
a
Dexterity
make
a
Dexterity
saving
throw.
A
creature
takes
5d8
saving
throw
or
fall
prone.
acid,
cold,
fire,
lightning,
or
thunder
damage
on
a
failed
saving
throw
(your
choice
when
you
create
Greater Invisibility
the
glyph),
or
half
as
much
damage
on
a
successful
4th-level
illusion
one.
Spell
Glyph.
You
can
store
a
prepared
spell
of
3rd
Casting
Time:
1
action
level
or
lower
in
the
glyph
by
casting
it
as
part
of
Range:
Touch
creating
the
glyph.
The
spell
must
target
a
single
Components:
V,
S
creature
or
an
area.
The
spell
being
stored
has
no
Duration:
Concentration,
up
to
1
minute
immediate
effect
when
cast
in
this
way.
When
the
You
or
a
creature
you
touch
becomes
invisible
until
glyph
is
triggered,
the
stored
spell
is
cast.
If
the
spell
the
spell
ends.
Anything
the
target
is
wearing
or
has
a
target,
it
targets
the
creature
that
triggered
the
carrying
is
invisible
as
long
as
it
is
on
the
targets
glyph.
If
the
spell
affects
an
area,
the
area
is
centered
person.
on
that
creature.
If
the
spell
summons
hostile
creatures
or
creates
harmful
objects
or
traps,
they
Greater Restoration
appear
as
close
as
possible
to
the
intruder
and
attack
5th-level
abjuration
it.
If
the
spell
requires
concentration,
it
lasts
until
the
end
of
its
full
duration.
Casting
Time:
1
action
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
Touch
spell
slot
of
4th
level
or
higher,
the
damage
of
an
Components:
V,
S,
M
(diamond
dust
worth
at
least
explosive
runes
glyph
increases
by
1d8
for
each
slot
100
gp,
which
the
spell
consumes)
level
above
3rd.
If
you
create
a
spell
glyph,
you
can
Duration:
Instantaneous
store
any
spell
of
up
to
the
same
level
as
the
slot
you
You
imbue
a
creature
you
touch
with
positive
energy
use
for
the
glyph
of
warding.
to
undo
a
debilitating
effect.
You
can
reduce
the
targets
exhaustion
level
by
one,
or
end
one
of
the
Goodberry following
effects
on
the
target:
1st-level
transmutation
One
effect
that
charmed
or
petrified
the
target
Casting
Time:
1
action
One
curse,
including
the
targets
attunement
to
a
Range:
Touch
cursed
magic
item
Components:
V,
S,
M
(a
sprig
of
mistletoe)
Any
reduction
to
one
of
the
targets
ability
scores
Duration:
Instantaneous
One
effect
reducing
the
targets
hit
point
Up
to
ten
berries
appear
in
your
hand
and
are
maximum
infused
with
magic
for
the
duration.
A
creature
can
use
its
action
to
eat
one
berry.
Eating
a
berry
Guardian of Faith
restores
1
hit
point,
and
the
berry
provides
enough
4th-level
conjuration
nourishment
to
sustain
a
creature
for
one
day.
The
berries
lose
their
potency
if
they
have
not
Casting
Time:
1
action
been
consumed
within
24
hours
of
the
casting
of
this
Range:
30
feet
spell.
Components:
V
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
150
Duration:
8
hours
Stairs.
Webs
fill
all
stairs
in
the
warded
area
from
A
Large
spectral
guardian
appears
and
hovers
for
top
to
bottom,
as
the
web
spell.
These
strands
the
duration
in
an
unoccupied
space
of
your
choice
regrow
in
10
minutes
if
they
are
burned
or
torn
that
you
can
see
within
range.
The
guardian
occupies
away
while
guards
and
wards
lasts.
that
space
and
is
indistinct
except
for
a
gleaming
Other
Spell
Effect.
You
can
place
your
choice
of
sword
and
shield
emblazoned
with
the
symbol
of
one
of
the
following
magical
effects
within
the
your
deity.
warded
area
of
the
stronghold.
Any
creature
hostile
to
you
that
moves
to
a
space
Place
dancing
lights
in
four
corridors.
You
can
within
10
feet
of
the
guardian
for
the
first
time
on
a
designate
a
simple
program
that
the
lights
repeat
turn
must
succeed
on
a
Dexterity
saving
throw.
The
as
long
as
guards
and
wards
lasts.
creature
takes
20
radiant
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
The
Place
magic
mouth
in
two
locations.
guardian
vanishes
when
it
has
dealt
a
total
of
60
Place
stinking
cloud
in
two
locations.
The
vapors
damage.
appear
in
the
places
you
designate;
they
return
within
10
minutes
if
dispersed
by
wind
while
Guards and Wards guards
and
wards
lasts.
6th-level
abjuration
Place
a
constant
gust
of
wind
in
one
corridor
or
room.
Casting
Time:
10
minutes
Place
a
suggestion
in
one
location.
You
select
an
Range:
Touch
area
of
up
to
5
feet
square,
and
any
creature
that
Components:
V,
S,
M
(burning
incense,
a
small
enters
or
passes
through
the
area
receives
the
measure
of
brimstone
and
oil,
a
knotted
string,
a
suggestion
mentally.
small
amount
of
umber
hulk
blood,
and
a
small
The
whole
warded
area
radiates
magic.
A
dispel
silver
rod
worth
at
least
10
gp)
magic
cast
on
a
specific
effect,
if
successful,
removes
Duration:
24
hours
only
that
effect.
You
create
a
ward
that
protects
up
to
2,500
square
You
can
create
a
permanently
guarded
and
feet
of
floor
space
(an
area
50
feet
square,
or
one
warded
structure
by
casting
this
spell
there
every
hundred
5-foot
squares
or
twenty-five
10-foot
day
for
one
year.
squares).
The
warded
area
can
be
up
to
20
feet
tall,
and
shaped
as
you
desire.
You
can
ward
several
Guidance
stories
of
a
stronghold
by
dividing
the
area
among
Divination
cantrip
them,
as
long
as
you
can
walk
into
each
contiguous
Casting
Time:
1
action
area
while
you
are
casting
the
spell.
Range:
Touch
When
you
cast
this
spell,
you
can
specify
Components:
V,
S
individuals
that
are
unaffected
by
any
or
all
of
the
Duration:
Concentration,
up
to
1
minute
effects
that
you
choose.
You
can
also
specify
a
password
that,
when
spoken
aloud,
makes
the
You
touch
one
willing
creature.
Once
before
the
spell
speaker
immune
to
these
effects.
ends,
the
target
can
roll
a
d4
and
add
the
number
Guards
and
wards
creates
the
following
effects
rolled
to
one
ability
check
of
its
choice.
It
can
roll
the
within
the
warded
area.
die
before
or
after
making
the
ability
check.
The
Corridors.
Fog
fills
all
the
warded
corridors,
spell
then
ends.
making
them
heavily
obscured.
In
addition,
at
each
intersection
or
branching
passage
offering
a
choice
Guiding Bolt
of
direction,
there
is
a
50
percent
chance
that
a
1st-level
evocation
creature
other
than
you
will
believe
it
is
going
in
the
Casting
Time:
1
action
opposite
direction
from
the
one
it
chooses.
Range:
120
feet
Doors.
All
doors
in
the
warded
area
are
magically
Components:
V,
S
locked,
as
if
sealed
by
an
arcane
lock
spell.
In
Duration:
1
round
addition,
you
can
cover
up
to
ten
doors
with
an
illusion
(equivalent
to
the
illusory
object
function
of
A
flash
of
light
streaks
toward
a
creature
of
your
the
minor
illusion
spell)
to
make
them
appear
as
choice
within
range.
Make
a
ranged
spell
attack
plain
sections
of
wall.
against
the
target.
On
a
hit,
the
target
takes
4d6
radiant
damage,
and
the
next
attack
roll
made
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
151
against
this
target
before
the
end
of
your
next
turn
Second,
you
can
bind
an
extra
effect
to
the
area.
has
advantage,
thanks
to
the
mystical
dim
light
Choose
the
effect
from
the
following
list,
or
choose
glittering
on
the
target
until
then.
an
effect
offered
by
the
GM.
Some
of
these
effects
At
Higher
Levels.
When
you
cast
this
spell
using
a
apply
to
creatures
in
the
area;
you
can
designate
spell
slot
of
2nd
level
or
higher,
the
damage
whether
the
effect
applies
to
all
creatures,
creatures
increases
by
1d6
for
each
slot
level
above
1st.
that
follow
a
specific
deity
or
leader,
or
creatures
of
a
specific
sort,
such
as
orcs
or
trolls.
When
a
creature
Gust of Wind that
would
be
affected
enters
the
spells
area
for
the
2nd-level
evocation
first
time
on
a
turn
or
starts
its
turn
there,
it
can
make
a
Charisma
saving
throw.
On
a
success,
the
Casting
Time:
1
action
creature
ignores
the
extra
effect
until
it
leaves
the
Range:
Self
(60-foot
line)
area.
Components:
V,
S,
M
(a
legume
seed)
Courage.
Affected
creatures
cant
be
frightened
Duration:
Concentration,
up
to
1
minute
while
in
the
area.
A
line
of
strong
wind
60
feet
long
and
10
feet
wide
Darkness.
Darkness
fills
the
area.
Normal
light,
as
blasts
from
you
in
a
direction
you
choose
for
the
well
as
magical
light
created
by
spells
of
a
lower
spells
duration.
Each
creature
that
starts
its
turn
in
level
than
the
slot
you
used
to
cast
this
spell,
cant
the
line
must
succeed
on
a
Strength
saving
throw
or
illuminate
the
area.
be
pushed
15
feet
away
from
you
in
a
direction
Daylight.
Bright
light
fills
the
area.
Magical
following
the
line.
darkness
created
by
spells
of
a
lower
level
than
the
Any
creature
in
the
line
must
spend
2
feet
of
slot
you
used
to
cast
this
spell
cant
extinguish
the
movement
for
every
1
foot
it
moves
when
moving
light.
closer
to
you.
Energy
Protection.
Affected
creatures
in
the
area
The
gust
disperses
gas
or
vapor,
and
it
have
resistance
to
one
damage
type
of
your
choice,
extinguishes
candles,
torches,
and
similar
except
for
bludgeoning,
piercing,
or
slashing.
unprotected
flames
in
the
area.
It
causes
protected
Energy
Vulnerability.
Affected
creatures
in
the
flames,
such
as
those
of
lanterns,
to
dance
wildly
and
area
have
vulnerability
to
one
damage
type
of
your
has
a
50
percent
chance
to
extinguish
them.
choice,
except
for
bludgeoning,
piercing,
or
slashing.
As
a
bonus
action
on
each
of
your
turns
before
the
Everlasting
Rest.
Dead
bodies
interred
in
the
area
spell
ends,
you
can
change
the
direction
in
which
the
cant
be
turned
into
undead.
line
blasts
from
you.
Extradimensional
Interference.
Affected
creatures
cant
move
or
travel
using
teleportation
or
Hallow by
extradimensional
or
interplanar
means.
5th-level
evocation
Fear.
Affected
creatures
are
frightened
while
in
the
area.
Casting
Time:
24
hours
Silence.
No
sound
can
emanate
from
within
the
Range:
Touch
area,
and
no
sound
can
reach
into
it.
Components:
V,
S,
M
(herbs,
oils,
and
incense
worth
Tongues.
Affected
creatures
can
communicate
at
least
1,000
gp,
which
the
spell
consumes)
with
any
other
creature
in
the
area,
even
if
they
Duration:
Until
dispelled
dont
share
a
common
language.
You
touch
a
point
and
infuse
an
area
around
it
with
holy
(or
unholy)
power.
The
area
can
have
a
radius
Hallucinatory Terrain
up
to
60
feet,
and
the
spell
fails
if
the
radius
includes
4th-level
illusion
an
area
already
under
the
effect
a
hallow
spell.
The
Casting
Time:
10
minutes
affected
area
is
subject
to
the
following
effects.
Range:
300
feet
First,
celestials,
elementals,
fey,
fiends,
and
undead
Components:
V,
S,
M
(a
stone,
a
twig,
and
a
bit
of
cant
enter
the
area,
nor
can
such
creatures
charm,
green
plant)
frighten,
or
possess
creatures
within
it.
Any
creature
Duration:
24
hours
charmed,
frightened,
or
possessed
by
such
a
creature
is
no
longer
charmed,
frightened,
or
You
make
natural
terrain
in
a
150-foot
cube
in
range
possessed
upon
entering
the
area.
You
can
exclude
look,
sound,
and
smell
like
some
other
sort
of
natural
one
or
more
of
those
types
of
creatures
from
this
terrain.
Thus,
open
fields
or
a
road
can
be
made
to
effect.
resemble
a
swamp,
hill,
crevasse,
or
some
other
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
152
difficult
or
impassable
terrain.
A
pond
can
be
made
Heal
to
seem
like
a
grassy
meadow,
a
precipice
like
a
6th-level
evocation
gentle
slope,
or
a
rock-strewn
gully
like
a
wide
and
smooth
road.
Manufactured
structures,
equipment,
Casting
Time:
1
action
and
creatures
within
the
area
arent
changed
in
Range:
60
feet
appearance.
Components:
V,
S
The
tactile
characteristics
of
the
terrain
are
Duration:
Instantaneous
unchanged,
so
creatures
entering
the
area
are
likely
Choose
a
creature
that
you
can
see
within
range.
A
to
see
through
the
illusion.
If
the
difference
isnt
surge
of
positive
energy
washes
through
the
obvious
by
touch,
a
creature
carefully
examining
the
creature,
causing
it
to
regain
70
hit
points.
This
spell
illusion
can
attempt
an
Intelligence
(Investigation)
also
ends
blindness,
deafness,
and
any
diseases
check
against
your
spell
save
DC
to
disbelieve
it.
A
affecting
the
target.
This
spell
has
no
effect
on
creature
who
discerns
the
illusion
for
what
it
is,
sees
constructs
or
undead.
it
as
a
vague
image
superimposed
on
the
terrain.
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
7th
level
or
higher,
the
amount
of
Harm healing
increases
by
10
for
each
slot
level
above
6th.
6th-level
necromancy
Casting
Time:
1
action
Healing Word
Range:
60
feet
1st-level
evocation
Components:
V,
S
Casting
Time:
1
bonus
action
Duration:
Instantaneous
Range:
60
feet
You
unleash
a
virulent
disease
on
a
creature
that
you
Components:
V
can
see
within
range.
The
target
must
make
a
Duration:
Instantaneous
Constitution
saving
throw.
On
a
failed
save,
it
takes
A
creature
of
your
choice
that
you
can
see
within
14d6
necrotic
damage,
or
half
as
much
damage
on
a
range
regains
hit
points
equal
to
1d4
+
your
successful
save.
The
damage
cant
reduce
the
targets
spellcasting
ability
modifier.
This
spell
has
no
effect
hit
points
below
1.
If
the
target
fails
the
saving
throw,
on
undead
or
constructs.
its
hit
point
maximum
is
reduced
for
1
hour
by
an
At
Higher
Levels.
When
you
cast
this
spell
using
a
amount
equal
to
the
necrotic
damage
it
took.
Any
spell
slot
of
2nd
level
or
higher,
the
healing
increases
effect
that
removes
a
disease
allows
a
creatures
hit
by
1d4
for
each
slot
level
above
1st.
point
maximum
to
return
to
normal
before
that
time
passes.
Heat Metal
2nd-level
transmutation
Haste
3rd-level
transmutation
Casting
Time:
1
action
Range:
60
feet
Casting
Time:
1
action
Components:
V,
S,
M
(a
piece
of
iron
and
a
flame)
Range:
30
feet
Duration:
Concentration,
up
to
1
minute
Components:
V,
S,
M
(a
shaving
of
licorice
root)
Duration:
Concentration,
up
to
1
minute
Choose
a
manufactured
metal
object,
such
as
a
metal
weapon
or
a
suit
of
heavy
or
medium
metal
armor,
Choose
a
willing
creature
that
you
can
see
within
that
you
can
see
within
range.
You
cause
the
object
range.
Until
the
spell
ends,
the
targets
speed
is
to
glow
red-hot.
Any
creature
in
physical
contact
doubled,
it
gains
a
+2
bonus
to
AC,
it
has
advantage
with
the
object
takes
2d8
fire
damage
when
you
cast
on
Dexterity
saving
throws,
and
it
gains
an
the
spell.
Until
the
spell
ends,
you
can
use
a
bonus
additional
action
on
each
of
its
turns.
That
action
can
action
on
each
of
your
subsequent
turns
to
cause
be
used
only
to
take
the
Attack
(one
weapon
attack
this
damage
again.
only),
Dash,
Disengage,
Hide,
or
Use
an
Object
action.
If
a
creature
is
holding
or
wearing
the
object
and
When
the
spell
ends,
the
target
cant
move
or
take
takes
the
damage
from
it,
the
creature
must
succeed
actions
until
after
its
next
turn,
as
a
wave
of
lethargy
on
a
Constitution
saving
throw
or
drop
the
object
if
sweeps
over
it.
it
can.
If
it
doesnt
drop
the
object,
it
has
disadvantage
on
attack
rolls
and
ability
checks
until
the
start
of
your
next
turn.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
153
At
Higher
Levels.
When
you
cast
this
spell
using
a
of
its
turns.
When
the
spell
ends,
the
target
loses
any
spell
slot
of
3rd
level
or
higher,
the
damage
remaining
temporary
hit
points
from
this
spell.
increases
by
1d8
for
each
slot
level
above
2nd.
At
Higher
Levels.
When
you
cast
this
spell
using
a
spell
slot
of
2nd
level
or
higher,
you
can
target
one
Hellish Rebuke additional
creature
for
each
slot
level
above
1st.
1st-level
evocation
Hideous Laughter
Casting
Time:
1
reaction,
which
you
take
in
1st-level
enchantment
response
to
being
damaged
by
a
creature
within
60
feet
of
you
that
you
can
see
Casting
Time:
1
action
Range:
60
feet
Range:
30
feet
Components:
V,
S
Components:
V,
S,
M
(tiny
tarts
and
a
feather
that
is
Duration:
Instantaneous
waved
in
the
air)
You
point
your
finger,
and
the
creature
that
Duration:
Concentration,
up
to
1
minute
damaged
you
is
momentarily
surrounded
by
hellish
A
creature
of
your
choice
that
you
can
see
within
flames.
The
creature
must
make
a
Dexterity
saving
range
perceives
everything
as
hilariously
funny
and
throw.
It
takes
2d10
fire
damage
on
a
failed
save,
or
falls
into
fits
of
laughter
if
this
spell
affects
it.
The
half
as
much
damage
on
a
successful
one.
target
must
succeed
on
a
Wisdom
saving
throw
or
At
Higher
Levels.
When
you
cast
this
spell
using
a
fall
prone,
becoming
incapacitated
and
unable
to
spell
slot
of
2nd
level
or
higher,
the
damage
stand
up
for
the
duration.
A
creature
with
an
increases
by
1d10
for
each
slot
level
above
1st.
Intelligence
score
of
4
or
less
isnt
affected.
Heroes Feast
At
the
end
of
each
of
its
turns,
and
each
time
it
takes
damage,
the
target
can
make
another
Wisdom
6th-level
conjuration
saving
throw.
The
target
has
advantage
on
the
Casting
Time:
10
minutes
saving
throw
if
its
triggered
by
damage.
On
a
Range:
30
feet
success,
the
spell
ends.
Components:
V,
S
,
M
(a
gem-encrusted
bowl
worth
at
least
1,000
gp,
which
the
spell
consumes)
Hold Monster
Duration:
Instantaneous
5th-level
enchantment
You
bring
forth
a
great
feast,
including
magnificent
Casting
Time:
1
action
food
and
drink.
The
feast
takes
1
hour
to
consume
Range:
90
feet
and
disappears
at
the
end
of
that
time,
and
the
Components:
V,
S,
M
(a
small,
straight
piece
of
iron)
beneficial
effects
dont
set
in
until
this
hour
is
over.
Duration:
Concentration,
up
to
1
minute
Up
to
twelve
other
creatures
can
partake
of
the
feast.
Choose
a
creature
that
you
can
see
within
range.
The
A
creature
that
partakes
of
the
feast
gains
several
target
must
succeed
on
a
Wisdom
saving
throw
or
be
benefits.
The
creature
is
cured
of
all
diseases
and
paralyzed
for
the
duration.
This
spell
has
no
effect
poison,
becomes
immune
to
poison
and
being
on
undead.
At
the
end
of
each
of
its
turns,
the
target
frightened,
and
makes
all
Wisdom
saving
throws
can
make
another
Wisdom
saving
throw.
On
a
with
advantage.
Its
hit
point
maximum
also
success,
the
spell
ends
on
the
target.
increases
by
2d10,
and
it
gains
the
same
number
of
At
Higher
Levels.
When
you
cast
this
spell
using
a
hit
points.
These
benefits
last
for
24
hours.
spell
slot
of
6th
level
or
higher,
you
can
target
one
Heroism additional
creature
for
each
slot
level
above
5th.
The
creatures
must
be
within
30
feet
of
each
other
when
1st-level
enchantment
you
target
them.
Casting
Time:
1
action
Range:
Touch
Hold Person
Components:
V,
S
2nd-level
enchantment
Duration:
Concentration,
up
to
1
minute
Casting
Time:
1
action
A
willing
creature
you
touch
is
imbued
with
bravery.
Range:
60
feet
Until
the
spell
ends,
the
creature
is
immune
to
being
Components:
V,
S,
M
(a
small,
straight
piece
of
iron)
frightened
and
gains
temporary
hit
points
equal
to
Duration:
Concentration,
up
to
1
minute
your
spellcasting
ability
modifier
at
the
start
of
each
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
154
Choose
a
humanoid
that
you
can
see
within
range.
maintain
your
concentration
on
the
spell
for
up
to
24
The
target
must
succeed
on
a
Wisdom
saving
throw
hours.
or
be
paralyzed
for
the
duration.
At
the
end
of
each
of
its
turns,
the
target
can
make
another
Wisdom
Hypnotic Pattern
saving
throw.
On
a
success,
the
spell
ends
on
the
3rd-level
illusion
target.
Casting
Time:
1
action
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
120
feet
spell
slot
of
3rd
level
or
higher,
you
can
target
one
Components:
S,
M
(a
glowing
stick
of
incense
or
a
additional
humanoid
for
each
slot
level
above
2nd.
crystal
vial
filled
with
phosphorescent
material)
The
humanoids
must
be
within
30
feet
of
each
other
Duration:
Concentration,
up
to
1
minute
when
you
target
them.
You
create
a
twisting
pattern
of
colors
that
weaves
Holy Aura through
the
air
inside
a
30-foot
cube
within
range.
8th-level
abjuration
The
pattern
appears
for
a
moment
and
vanishes.
Each
creature
in
the
area
who
sees
the
pattern
must
Casting
Time:
1
action
make
a
Wisdom
saving
throw.
On
a
failed
save,
the
Range:
Self
creature
becomes
charmed
for
the
duration.
While
Components:
V,
S,
M
(a
tiny
reliquary
worth
at
least
charmed
by
this
spell,
the
creature
is
incapacitated
1,000
gp
containing
a
sacred
relic,
such
as
a
scrap
and
has
a
speed
of
0.
of
cloth
from
a
saints
robe
or
a
piece
of
parchment
The
spell
ends
for
an
affected
creature
if
it
takes
from
a
religious
text)
any
damage
or
if
someone
else
uses
an
action
to
Duration:
Concentration,
up
to
1
minute
shake
the
creature
out
of
its
stupor.
Divine
light
washes
out
from
you
and
coalesces
in
a
soft
radiance
in
a
30-foot
radius
around
you.
Ice Storm
Creatures
of
your
choice
in
that
radius
when
you
4th-level
evocation
cast
this
spell
shed
dim
light
in
a
5-foot
radius
and
Casting
Time:
1
action
have
advantage
on
all
saving
throws,
and
other
Range:
300
feet
creatures
have
disadvantage
on
attack
rolls
against
Components:
V,
S,
M
(a
pinch
of
dust
and
a
few
them
until
the
spell
ends.
In
addition,
when
a
fiend
drops
of
water)
or
an
undead
hits
an
affected
creature
with
a
melee
Duration:
Instantaneous
attack,
the
aura
flashes
with
brilliant
light.
The
attacker
must
succeed
on
a
Constitution
saving
A
hail
of
rock-hard
ice
pounds
to
the
ground
in
a
20-
throw
or
be
blinded
until
the
spell
ends.
foot-radius,
40-foot-high
cylinder
centered
on
a
point
within
range.
Each
creature
in
the
cylinder
Hunters Mark must
make
a
Dexterity
saving
throw.
A
creature
1st-level
divination
takes
2d8
bludgeoning
damage
and
4d6
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Casting
Time:
1
bonus
action
successful
one.
Range:
90
feet
Hailstones
turn
the
storms
area
of
effect
into
Components:
V
difficult
terrain
until
the
end
of
your
next
turn.
Duration:
Concentration,
up
to
1
hour
At
Higher
Levels.
When
you
cast
this
spell
using
a
You
choose
a
creature
you
can
see
within
range
and
spell
slot
of
5th
level
or
higher,
the
bludgeoning
mystically
mark
it
as
your
quarry.
Until
the
spell
damage
increases
by
1d8
for
each
slot
level
above
ends,
you
deal
an
extra
1d6
damage
to
the
target
4th.
whenever
you
hit
it
with
a
weapon
attack,
and
you
have
advantage
on
any
Wisdom
(Perception)
or
Identify
Wisdom
(Survival)
check
you
make
to
find
it.
If
the
1st-level
divination
(ritual)
target
drops
to
0
hit
points
before
this
spell
ends,
you
can
use
a
bonus
action
on
a
subsequent
turn
of
Casting
Time:
1
minute
yours
to
mark
a
new
creature.
Range:
Touch
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S,
M
(a
pearl
worth
at
least
100
gp
spell
slot
of
3rd
or
4th
level,
you
can
maintain
your
and
an
owl
feather)
concentration
on
the
spell
for
up
to
8
hours.
When
Duration:
Instantaneous
you
use
a
spell
slot
of
5th
level
or
higher,
you
can
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
155
You
choose
one
object
that
you
must
touch
again.
While
affected
by
this
spell,
the
creature
throughout
the
casting
of
the
spell.
If
it
is
a
magic
doesnt
need
to
breathe,
eat,
or
drink,
and
it
doesnt
item
or
some
other
magic-imbued
object,
you
learn
age.
Divination
spells
cant
locate
or
perceive
the
its
properties
and
how
to
use
them,
whether
it
target.
requires
attunement
to
use,
and
how
many
charges
When
you
cast
the
spell,
you
choose
one
of
the
it
has,
if
any.
You
learn
whether
any
spells
are
following
forms
of
imprisonment.
affecting
the
item
and
what
they
are.
If
the
item
was
Burial.
The
target
is
entombed
far
beneath
the
created
by
a
spell,
you
learn
which
spell
created
it.
earth
in
a
sphere
of
magical
force
that
is
just
large
If
you
instead
touch
a
creature
throughout
the
enough
to
contain
the
target.
Nothing
can
pass
casting,
you
learn
what
spells,
if
any,
are
currently
through
the
sphere,
nor
can
any
creature
teleport
or
affecting
it.
use
planar
travel
to
get
into
or
out
of
it.
The
special
component
for
this
version
of
the
spell
Illusory Script is
a
small
mithral
orb.
1st-level
illusion
(ritual)
Chaining.
Heavy
chains,
firmly
rooted
in
the
ground,
hold
the
target
in
place.
The
target
is
Casting
Time:
1
minute
restrained
until
the
spell
ends,
and
it
cant
move
or
Range:
Touch
be
moved
by
any
means
until
then.
Components:
S,
M
(a
lead-based
ink
worth
at
least
The
special
component
for
this
version
of
the
spell
10
gp,
which
the
spell
consumes)
is
a
fine
chain
of
precious
metal.
Duration:
10
days
Hedged
Prison.
The
spell
transports
the
target
You
write
on
parchment,
paper,
or
some
other
into
a
tiny
demiplane
that
is
warded
against
suitable
writing
material
and
imbue
it
with
a
potent
teleportation
and
planar
travel.
The
demiplane
can
illusion
that
lasts
for
the
duration.
be
a
labyrinth,
a
cage,
a
tower,
or
any
similar
To
you
and
any
creatures
you
designate
when
you
confined
structure
or
area
of
your
choice.
cast
the
spell,
the
writing
appears
normal,
written
in
The
special
component
for
this
version
of
the
spell
your
hand,
and
conveys
whatever
meaning
you
is
a
miniature
representation
of
the
prison
made
intended
when
you
wrote
the
text.
To
all
others,
the
from
jade.
writing
appears
as
if
it
were
written
in
an
unknown
Minimus
Containment.
The
target
shrinks
to
a
or
magical
script
that
is
unintelligible.
Alternatively,
height
of
1
inch
and
is
imprisoned
inside
a
gemstone
you
can
cause
the
writing
to
appear
to
be
an
entirely
or
similar
object.
Light
can
pass
through
the
different
message,
written
in
a
different
hand
and
gemstone
normally
(allowing
the
target
to
see
out
language,
though
the
language
must
be
one
you
and
other
creatures
to
see
in),
but
nothing
else
can
know.
pass
through,
even
by
means
of
teleportation
or
Should
the
spell
be
dispelled,
the
original
script
planar
travel.
The
gemstone
cant
be
cut
or
broken
and
the
illusion
both
disappear.
while
the
spell
remains
in
effect.
A
creature
with
truesight
can
read
the
hidden
The
special
component
for
this
version
of
the
spell
message.
is
a
large,
transparent
gemstone,
such
as
a
corundum,
diamond,
or
ruby.
Imprisonment
Slumber.
The
target
falls
asleep
and
cant
be
9th-level
abjuration
awoken.
The
special
component
for
this
version
of
the
spell
consists
of
rare
soporific
herbs.
Casting
Time:
1
minute
Ending
the
Spell.
During
the
casting
of
the
spell,
in
Range:
30
feet
any
of
its
versions,
you
can
specify
a
condition
that
Components:
V,
S,
M
(a
vellum
depiction
or
a
carved
will
cause
the
spell
to
end
and
release
the
target.
The
statuette
in
the
likeness
of
the
target,
and
a
special
condition
can
be
as
specific
or
as
elaborate
as
you
component
that
varies
according
to
the
version
of
choose,
but
the
GM
must
agree
that
the
condition
is
the
spell
you
choose,
worth
at
least
500
gp
per
Hit
reasonable
and
has
a
likelihood
of
coming
to
pass.
Die
of
the
target)
The
conditions
can
be
based
on
a
creatures
name,
Duration:
Until
dispelled
identity,
or
deity
but
otherwise
must
be
based
on
You
create
a
magical
restraint
to
hold
a
creature
that
observable
actions
or
qualities
and
not
based
on
you
can
see
within
range.
The
target
must
succeed
intangibles
such
as
level,
class,
or
hit
points.
on
a
Wisdom
saving
throw
or
be
bound
by
the
spell;
if
it
succeeds,
it
is
immune
to
this
spell
if
you
cast
it
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
156
A
dispel
magic
spell
can
end
the
spell
only
if
it
is
Swarming,
biting
locusts
fill
a
20-foot-radius
sphere
cast
as
a
9th-level
spell,
targeting
either
the
prison
centered
on
a
point
you
choose
within
range.
The
or
the
special
component
used
to
create
it.
sphere
spreads
around
corners.
The
sphere
remains
You
can
use
a
particular
special
component
to
for
the
duration,
and
its
area
is
lightly
obscured.
The
create
only
one
prison
at
a
time.
If
you
cast
the
spell
spheres
area
is
difficult
terrain.
again
using
the
same
component,
the
target
of
the
When
the
area
appears,
each
creature
in
it
must
first
casting
is
immediately
freed
from
its
binding.
make
a
Constitution
saving
throw.
A
creature
takes
4d10
piercing
damage
on
a
failed
save,
or
half
as
Incendiary Cloud much
damage
on
a
successful
one.
A
creature
must
8th-level
conjuration
also
make
this
saving
throw
when
it
enters
the
spells
area
for
the
first
time
on
a
turn
or
ends
its
Casting
Time:
1
action
turn
there.
Range:
150
feet
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S
spell
slot
of
6th
level
or
higher,
the
damage
increases
Duration:
Concentration,
up
to
1
minute
by
1d10
for
each
slot
level
above
5th.
A
swirling
cloud
of
smoke
shot
through
with
white-
hot
embers
appears
in
a
20-foot-radius
sphere
Instant Summons
centered
on
a
point
within
range.
The
cloud
spreads
6th-level
conjuration
(ritual)
around
corners
and
is
heavily
obscured.
It
lasts
for
Casting
Time:
1
minute
the
duration
or
until
a
wind
of
moderate
or
greater
Range:
Touch
speed
(at
least
10
miles
per
hour)
disperses
it.
Components:
V,
S,
M
(a
sapphire
worth
1,000
gp)
When
the
cloud
appears,
each
creature
in
it
must
Duration:
Until
dispelled
make
a
Dexterity
saving
throw.
A
creature
takes
10d8
fire
damage
on
a
failed
save,
or
half
as
much
You
touch
an
object
weighing
10
pounds
or
less
damage
on
a
successful
one.
A
creature
must
also
whose
longest
dimension
is
6
feet
or
less.
The
spell
make
this
saving
throw
when
it
enters
the
spells
leaves
an
invisible
mark
on
its
surface
and
invisibly
area
for
the
first
time
on
a
turn
or
ends
its
turn
there.
inscribes
the
name
of
the
item
on
the
sapphire
you
The
cloud
moves
10
feet
directly
away
from
you
in
use
as
the
material
component.
Each
time
you
cast
a
direction
that
you
choose
at
the
start
of
each
of
this
spell,
you
must
use
a
different
sapphire.
your
turns.
At
any
time
thereafter,
you
can
use
your
action
to
speak
the
items
name
and
crush
the
sapphire.
The
Inflict Wounds item
instantly
appears
in
your
hand
regardless
of
1st-level
necromancy
physical
or
planar
distances,
and
the
spell
ends.
If
another
creature
is
holding
or
carrying
the
item,
Casting
Time:
1
action
crushing
the
sapphire
doesnt
transport
the
item
to
Range:
Touch
you,
but
instead
you
learn
who
the
creature
Components:
V,
S
possessing
the
object
is
and
roughly
where
that
Duration:
Instantaneous
creature
is
located
at
that
moment.
Make
a
melee
spell
attack
against
a
creature
you
can
Dispel
magic
or
a
similar
effect
successfully
reach.
On
a
hit,
the
target
takes
3d10
necrotic
applied
to
the
sapphire
ends
this
spells
effect.
damage.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Invisibility
spell
slot
of
2nd
level
or
higher,
the
damage
2nd-level
illusion
increases
by
1d10
for
each
slot
level
above
1st.
Casting
Time:
1
action
Range:
Touch
Insect Plague
Components:
V,
S,
M
(an
eyelash
encased
in
gum
5th-level
conjuration
arabic)
Casting
Time:
1
action
Duration:
Concentration,
up
to
1
hour
Range:
300
feet
A
creature
you
touch
becomes
invisible
until
the
Components:
V,
S,
M
(a
few
grains
of
sugar,
some
spell
ends.
Anything
the
target
is
wearing
or
kernels
of
grain,
and
a
smear
of
fat)
carrying
is
invisible
as
long
as
it
is
on
the
targets
Duration:
Concentration,
up
to
10
minutes
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
157
person.
The
spell
ends
for
a
target
that
attacks
or
If
you
choose
a
target
that
is
held
shut
with
arcane
casts
a
spell.
lock,
that
spell
is
suppressed
for
10
minutes,
during
At
Higher
Levels.
When
you
cast
this
spell
using
a
which
time
the
target
can
be
opened
and
shut
spell
slot
of
3rd
level
or
higher,
you
can
target
one
normally.
additional
creature
for
each
slot
level
above
2nd.
When
you
cast
the
spell,
a
loud
knock,
audible
from
as
far
away
as
300
feet,
emanates
from
the
Irresistible Dance target
object.
6th-level
enchantment
Legend Lore
Casting
Time:
1
action
5th-level
divination
Range:
30
feet
Components:
V
Casting
Time:
10
minutes
Duration:
Concentration,
up
to
1
minute
Range:
Self
Components:
V,
S,
M
(incense
worth
at
least
250
gp,
Choose
one
creature
that
you
can
see
within
range.
which
the
spell
consumes,
and
four
ivory
strips
The
target
begins
a
comic
dance
in
place:
shuffling,
worth
at
least
50
gp
each)
tapping
its
feet,
and
capering
for
the
duration.
Duration:
Instantaneous
Creatures
that
cant
be
charmed
are
immune
to
this
spell.
Name
or
describe
a
person,
place,
or
object.
The
spell
A
dancing
creature
must
use
all
its
movement
to
brings
to
your
mind
a
brief
summary
of
the
dance
without
leaving
its
space
and
has
significant
lore
about
the
thing
you
named.
The
lore
disadvantage
on
Dexterity
saving
throws
and
attack
might
consist
of
current
tales,
forgotten
stories,
or
rolls.
While
the
target
is
affected
by
this
spell,
other
even
secret
lore
that
has
never
been
widely
known.
creatures
have
advantage
on
attack
rolls
against
it.
If
the
thing
you
named
isnt
of
legendary
importance,
As
an
action,
a
dancing
creature
makes
a
Wisdom
you
gain
no
information.
The
more
information
you
saving
throw
to
regain
control
of
itself.
On
a
already
have
about
the
thing,
the
more
precise
and
successful
save,
the
spell
ends.
detailed
the
information
you
receive
is.
The
information
you
learn
is
accurate
but
might
be
Jump couched
in
figurative
language.
For
example,
if
you
1st-level
transmutation
have
a
mysterious
magic
axe
on
hand,
the
spell
might
yield
this
information:
Woe
to
the
evildoer
Casting
Time:
1
action
whose
hand
touches
the
axe,
for
even
the
haft
slices
Range:
Touch
the
hand
of
the
evil
ones.
Only
a
true
Child
of
Stone,
Components:
V,
S,
M
(a
grasshoppers
hind
leg)
lover
and
beloved
of
Moradin,
may
awaken
the
true
Duration:
1
minute
powers
of
the
axe,
and
only
with
the
sacred
word
You
touch
a
creature.
The
creatures
jump
distance
is
Rudnogg
on
the
lips.
tripled
until
the
spell
ends.
Lesser Restoration
Knock 2nd-level
abjuration
2nd-level
transmutation
Casting
Time:
1
action
Casting
Time:
1
action
Range:
Touch
Range:
60
feet
Components:
V,
S
Components:
V
Duration:
Instantaneous
Duration:
Instantaneous
You
touch
a
creature
and
can
end
either
one
disease
Choose
an
object
that
you
can
see
within
range.
The
or
one
condition
afflicting
it.
The
condition
can
be
object
can
be
a
door,
a
box,
a
chest,
a
set
of
manacles,
blinded,
deafened,
paralyzed,
or
poisoned.
a
padlock,
or
another
object
that
contains
a
mundane
or
magical
means
that
prevents
access.
Levitate
A
target
that
is
held
shut
by
a
mundane
lock
or
2nd-level
transmutation
that
is
stuck
or
barred
becomes
unlocked,
unstuck,
Casting
Time:
1
action
or
unbarred.
If
the
object
has
multiple
locks,
only
Range:
60
feet
one
of
them
is
unlocked.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
158
Components:
V,
S,
M
(either
a
small
leather
loop
or
lightning
damage
on
a
failed
save,
or
half
as
much
a
piece
of
golden
wire
bent
into
a
cup
shape
with
a
damage
on
a
successful
one.
long
shank
on
one
end)
The
lightning
ignites
flammable
objects
in
the
area
Duration:
Concentration,
up
to
10
minutes
that
arent
being
worn
or
carried.
At
Higher
Levels.
When
you
cast
this
spell
using
a
One
creature
or
object
of
your
choice
that
you
can
spell
slot
of
4th
level
or
higher,
the
damage
increases
see
within
range
rises
vertically,
up
to
20
feet,
and
by
1d6
for
each
slot
level
above
3rd.
remains
suspended
there
for
the
duration.
The
spell
can
levitate
a
target
that
weighs
up
to
500
pounds.
Locate Animals or Plants
An
unwilling
creature
that
succeeds
on
a
2nd-level
divination
(ritual)
Constitution
saving
throw
is
unaffected.
The
target
can
move
only
by
pushing
or
pulling
Casting
Time:
1
action
against
a
fixed
object
or
surface
within
reach
(such
Range:
Self
as
a
wall
or
a
ceiling),
which
allows
it
to
move
as
if
it
Components:
V,
S,
M
(a
bit
of
fur
from
a
were
climbing.
You
can
change
the
targets
altitude
bloodhound)
by
up
to
20
feet
in
either
direction
on
your
turn.
If
Duration:
Instantaneous
you
are
the
target,
you
can
move
up
or
down
as
part
Describe
or
name
a
specific
kind
of
beast
or
plant.
of
your
move.
Otherwise,
you
can
use
your
action
to
Concentrating
on
the
voice
of
nature
in
your
move
the
target,
which
must
remain
within
the
surroundings,
you
learn
the
direction
and
distance
spells
range.
to
the
closest
creature
or
plant
of
that
kind
within
5
When
the
spell
ends,
the
target
floats
gently
to
the
miles,
if
any
are
present.
ground
if
it
is
still
aloft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
159
Describe
or
name
an
object
that
is
familiar
to
you.
You
can
use
your
action
to
control
the
hand.
You
You
sense
the
direction
to
the
objects
location,
as
can
use
the
hand
to
manipulate
an
object,
open
an
long
as
that
object
is
within
1,000
feet
of
you.
If
the
unlocked
door
or
container,
stow
or
retrieve
an
item
object
is
in
motion,
you
know
the
direction
of
its
from
an
open
container,
or
pour
the
contents
out
of
a
movement.
vial.
You
can
move
the
hand
up
to
30
feet
each
time
The
spell
can
locate
a
specific
object
known
to
you,
you
use
it.
as
long
as
you
have
seen
it
up
closewithin
30
The
hand
cant
attack,
activate
magic
items,
or
feetat
least
once.
Alternatively,
the
spell
can
locate
carry
more
than
10
pounds.
the
nearest
object
of
a
particular
kind,
such
as
a
certain
kind
of
apparel,
jewelry,
furniture,
tool,
or
Magic Circle
weapon.
3rd-level
abjuration
This
spell
cant
locate
an
object
if
any
thickness
of
Casting
Time:
1
minute
lead,
even
a
thin
sheet,
blocks
a
direct
path
between
Range:
10
feet
you
and
the
object.
Components:
V,
S,
M
(holy
water
or
powdered
silver
and
iron
worth
at
least
100
gp,
which
the
spell
Longstrider
consumes)
1st-level
transmutation
Duration:
1
hour
Casting
Time:
1
action
You
create
a
10-foot-radius,
20-foot-tall
cylinder
of
Range:
Touch
magical
energy
centered
on
a
point
on
the
ground
Components:
V,
S,
M
(a
pinch
of
dirt)
that
you
can
see
within
range.
Glowing
runes
appear
Duration:
1
hour
wherever
the
cylinder
intersects
with
the
floor
or
You
touch
a
creature.
The
targets
speed
increases
by
other
surface.
10
feet
until
the
spell
ends.
Choose
one
or
more
of
the
following
types
of
At
Higher
Levels.
When
you
cast
this
spell
using
a
creatures:
celestials,
elementals,
fey,
fiends,
or
spell
slot
of
2nd
level
or
higher,
you
can
target
one
undead.
The
circle
affects
a
creature
of
the
chosen
additional
creature
for
each
slot
level
above
1st.
type
in
the
following
ways:
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
160
Your
body
falls
into
a
catatonic
state
as
your
soul
You
create
three
glowing
darts
of
magical
force.
Each
leaves
it
and
enters
the
container
you
used
for
the
dart
hits
a
creature
of
your
choice
that
you
can
see
spells
material
component.
While
your
soul
inhabits
within
range.
A
dart
deals
1d4
+
1
force
damage
to
the
container,
you
are
aware
of
your
surroundings
as
its
target.
The
darts
all
strike
simultaneously,
and
if
you
were
in
the
containers
space.
You
cant
move
you
can
direct
them
to
hit
one
creature
or
several.
or
use
reactions.
The
only
action
you
can
take
is
to
At
Higher
Levels.
When
you
cast
this
spell
using
a
project
your
soul
up
to
100
feet
out
of
the
container,
spell
slot
of
2nd
level
or
higher,
the
spell
creates
one
either
returning
to
your
living
body
(and
ending
the
more
dart
for
each
slot
level
above
1st.
spell)
or
attempting
to
possess
a
humanoids
body.
You
can
attempt
to
possess
any
humanoid
within
Magic Mouth
100
feet
of
you
that
you
can
see
(creatures
warded
2nd-level
illusion
(ritual)
by
a
protection
from
evil
and
good
or
magic
circle
Casting
Time:
1
minute
spell
cant
be
possessed).
The
target
must
make
a
Range:
30
feet
Charisma
saving
throw.
On
a
failure,
your
soul
Components:
V,
S,
M
(a
small
bit
of
honeycomb
and
moves
into
the
targets
body,
and
the
targets
soul
jade
dust
worth
at
least
10
gp,
which
the
spell
becomes
trapped
in
the
container.
On
a
success,
the
consumes)
target
resists
your
efforts
to
possess
it,
and
you
cant
Duration:
Until
dispelled
attempt
to
possess
it
again
for
24
hours.
Once
you
possess
a
creatures
body,
you
control
it.
You
implant
a
message
within
an
object
in
range,
a
Your
game
statistics
are
replaced
by
the
statistics
of
message
that
is
uttered
when
a
trigger
condition
is
the
creature,
though
you
retain
your
alignment
and
met.
Choose
an
object
that
you
can
see
and
that
isnt
your
Intelligence,
Wisdom,
and
Charisma
scores.
You
being
worn
or
carried
by
another
creature.
Then
retain
the
benefit
of
your
own
class
features.
If
the
speak
the
message,
which
must
be
25
words
or
less,
target
has
any
class
levels,
you
cant
use
any
of
its
though
it
can
be
delivered
over
as
long
as
10
class
features.
minutes.
Finally,
determine
the
circumstance
that
Meanwhile,
the
possessed
creatures
soul
can
will
trigger
the
spell
to
deliver
your
message.
perceive
from
the
container
using
its
own
senses,
When
that
circumstance
occurs,
a
magical
mouth
but
it
cant
move
or
take
actions
at
all.
appears
on
the
object
and
recites
the
message
in
While
possessing
a
body,
you
can
use
your
action
your
voice
and
at
the
same
volume
you
spoke.
If
the
to
return
from
the
host
body
to
the
container
if
it
is
object
you
chose
has
a
mouth
or
something
that
within
100
feet
of
you,
returning
the
host
creatures
looks
like
a
mouth
(for
example,
the
mouth
of
a
soul
to
its
body.
If
the
host
body
dies
while
youre
in
statue),
the
magical
mouth
appears
there
so
that
the
it,
the
creature
dies,
and
you
must
make
a
Charisma
words
appear
to
come
from
the
objects
mouth.
saving
throw
against
your
own
spellcasting
DC.
On
a
When
you
cast
this
spell,
you
can
have
the
spell
end
success,
you
return
to
the
container
if
it
is
within
after
it
delivers
its
message,
or
it
can
remain
and
100
feet
of
you.
Otherwise,
you
die.
repeat
its
message
whenever
the
trigger
occurs.
If
the
container
is
destroyed
or
the
spell
ends,
The
triggering
circumstance
can
be
as
general
or
your
soul
immediately
returns
to
your
body.
If
your
as
detailed
as
you
like,
though
it
must
be
based
on
body
is
more
than
100
feet
away
from
you
or
if
your
visual
or
audible
conditions
that
occur
within
30
feet
body
is
dead
when
you
attempt
to
return
to
it,
you
of
the
object.
For
example,
you
could
instruct
the
die.
If
another
creatures
soul
is
in
the
container
mouth
to
speak
when
any
creature
moves
within
30
when
it
is
destroyed,
the
creatures
soul
returns
to
feet
of
the
object
or
when
a
silver
bell
rings
within
its
body
if
the
body
is
alive
and
within
100
feet.
30
feet
of
it.
Otherwise,
that
creature
dies.
When
the
spell
ends,
the
container
is
destroyed.
Magic Weapon
2nd-level
transmutation
Magic Missile
Casting
Time:
1
bonus
action
1st-level
evocation
Range:
Touch
Casting
Time:
1
action
Components:
V,
S
Range:
120
feet
Duration:
Concentration,
up
to
1
hour
Components:
V,
S
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
161
You
touch
a
nonmagical
weapon.
Until
the
spell
ends,
Range:
120
feet
that
weapon
becomes
a
magic
weapon
with
a
+1
Components:
V,
S,
M
(a
bit
of
fleece)
bonus
to
attack
rolls
and
damage
rolls.
Duration:
Concentration,
up
to
10
minutes
At
Higher
Levels.
When
you
cast
this
spell
using
a
You
create
the
image
of
an
object,
a
creature,
or
spell
slot
of
4th
level
or
higher,
the
bonus
increases
some
other
visible
phenomenon
that
is
no
larger
to
+2.
When
you
use
a
spell
slot
of
6th
level
or
higher,
than
a
20-foot
cube.
The
image
appears
at
a
spot
that
the
bonus
increases
to
+3.
you
can
see
within
range
and
lasts
for
the
duration.
Magnificent Mansion It
seems
completely
real,
including
sounds,
smells,
and
temperature
appropriate
to
the
thing
depicted.
7th-level
conjuration
You
cant
create
sufficient
heat
or
cold
to
cause
Casting
Time:
1
minute
damage,
a
sound
loud
enough
to
deal
thunder
Range:
300
feet
damage
or
deafen
a
creature,
or
a
smell
that
might
Components:
V,
S,
M
(a
miniature
portal
carved
sicken
a
creature
(like
a
troglodytes
stench).
from
ivory,
a
small
piece
of
polished
marble,
and
a
As
long
as
you
are
within
range
of
the
illusion,
you
tiny
silver
spoon,
each
item
worth
at
least
5
gp)
can
use
your
action
to
cause
the
image
to
move
to
Duration:
24
hours
any
other
spot
within
range.
As
the
image
changes
location,
you
can
alter
its
appearance
so
that
its
You
conjure
an
extradimensional
dwelling
in
range
movements
appear
natural
for
the
image.
For
that
lasts
for
the
duration.
You
choose
where
its
one
example,
if
you
create
an
image
of
a
creature
and
entrance
is
located.
The
entrance
shimmers
faintly
move
it,
you
can
alter
the
image
so
that
it
appears
to
and
is
5
feet
wide
and
10
feet
tall.
You
and
any
be
walking.
Similarly,
you
can
cause
the
illusion
to
creature
you
designate
when
you
cast
the
spell
can
make
different
sounds
at
different
times,
even
enter
the
extradimensional
dwelling
as
long
as
the
making
it
carry
on
a
conversation,
for
example.
portal
remains
open.
You
can
open
or
close
the
Physical
interaction
with
the
image
reveals
it
to
be
portal
if
you
are
within
30
feet
of
it.
While
closed,
the
an
illusion,
because
things
can
pass
through
it.
A
portal
is
invisible.
creature
that
uses
its
action
to
examine
the
image
Beyond
the
portal
is
a
magnificent
foyer
with
can
determine
that
it
is
an
illusion
with
a
successful
numerous
chambers
beyond.
The
atmosphere
is
Intelligence
(Investigation)
check
against
your
spell
clean,
fresh,
and
warm.
save
DC.
If
a
creature
discerns
the
illusion
for
what
it
You
can
create
any
floor
plan
you
like,
but
the
is,
the
creature
can
see
through
the
image,
and
its
space
cant
exceed
50
cubes,
each
cube
being
10
feet
other
sensory
qualities
become
faint
to
the
creature.
on
each
side.
The
place
is
furnished
and
decorated
as
At
Higher
Levels.
When
you
cast
this
spell
using
a
you
choose.
It
contains
sufficient
food
to
serve
a
spell
slot
of
6th
level
or
higher,
the
spell
lasts
until
nine-course
banquet
for
up
to
100
people.
A
staff
of
dispelled,
without
requiring
your
concentration.
100
near-transparent
servants
attends
all
who
enter.
You
decide
the
visual
appearance
of
these
servants
Mass Cure Wounds
and
their
attire.
They
are
completely
obedient
to
5th-level
evocation
your
orders.
Each
servant
can
perform
any
task
a
normal
human
servant
could
perform,
but
they
cant
Casting
Time:
1
action
attack
or
take
any
action
that
would
directly
harm
Range:
60
feet
another
creature.
Thus
the
servants
can
fetch
things,
Components:
V,
S
clean,
mend,
fold
clothes,
light
fires,
serve
food,
pour
Duration:
Instantaneous
wine,
and
so
on.
The
servants
can
go
anywhere
in
A
wave
of
healing
energy
washes
out
from
a
point
of
the
mansion
but
cant
leave
it.
Furnishings
and
other
your
choice
within
range.
Choose
up
to
six
creatures
objects
created
by
this
spell
dissipate
into
smoke
if
in
a
30-foot-radius
sphere
centered
on
that
point.
removed
from
the
mansion.
When
the
spell
ends,
Each
target
regains
hit
points
equal
to
3d8
+
your
any
creatures
inside
the
extradimensional
space
are
spellcasting
ability
modifier.
This
spell
has
no
effect
expelled
into
the
open
spaces
nearest
to
the
on
undead
or
constructs.
entrance.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Major Image spell
slot
of
6th
level
or
higher,
the
healing
increases
by
1d8
for
each
slot
level
above
5th.
3rd-level
illusion
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
162
Mass Heal course
of
action
can
continue
for
the
entire
duration.
9th-level
evocation
If
the
suggested
activity
can
be
completed
in
a
shorter
time,
the
spell
ends
when
the
subject
Casting
Time:
1
action
finishes
what
it
was
asked
to
do.
Range:
60
feet
You
can
also
specify
conditions
that
will
trigger
a
Components:
V,
S
special
activity
during
the
duration.
For
example,
Duration:
Instantaneous
you
might
suggest
that
a
group
of
soldiers
give
all
A
flood
of
healing
energy
flows
from
you
into
injured
their
money
to
the
first
beggar
they
meet.
If
the
creatures
around
you.
You
restore
up
to
700
hit
condition
isnt
met
before
the
spell
ends,
the
activity
points,
divided
as
you
choose
among
any
number
of
isnt
performed.
creatures
that
you
can
see
within
range.
Creatures
If
you
or
any
of
your
companions
damage
a
healed
by
this
spell
are
also
cured
of
all
diseases
and
creature
affected
by
this
spell,
the
spell
ends
for
that
any
effect
making
them
blinded
or
deafened.
This
creature.
spell
has
no
effect
on
undead
or
constructs.
At
Higher
Levels.
When
you
cast
this
spell
using
a
7th-level
spell
slot,
the
duration
is
10
days.
When
Mass Healing Word you
use
an
8th-level
spell
slot,
the
duration
is
30
3rd-level
evocation
days.
When
you
use
a
9th-level
spell
slot,
the
duration
is
a
year
and
a
day.
Casting
Time:
1
bonus
action
Range:
60
feet
Maze
Components:
V
8th-level
conjuration
Duration:
Instantaneous
Casting
Time:
1
action
As
you
call
out
words
of
restoration,
up
to
six
Range:
60
feet
creatures
of
your
choice
that
you
can
see
within
Components:
V,
S
range
regain
hit
points
equal
to
1d4
+
your
Duration:
Concentration,
up
to
10
minutes
spellcasting
ability
modifier.
This
spell
has
no
effect
on
undead
or
constructs.
You
banish
a
creature
that
you
can
see
within
range
At
Higher
Levels.
When
you
cast
this
spell
using
a
into
a
labyrinthine
demiplane.
The
target
remains
spell
slot
of
4th
level
or
higher,
the
healing
increases
there
for
the
duration
or
until
it
escapes
the
maze.
by
1d4
for
each
slot
level
above
3rd.
The
target
can
use
its
action
to
attempt
to
escape.
When
it
does
so,
it
makes
a
DC
20
Intelligence
check.
Mass Suggestion If
it
succeeds,
it
escapes,
and
the
spell
ends
(a
6th-level
enchantment
minotaur
or
goristro
demon
automatically
succeeds).
When
the
spell
ends,
the
target
reappears
in
the
Casting
Time:
1
action
space
it
left
or,
if
that
space
is
occupied,
in
the
Range:
60
feet
nearest
unoccupied
space.
Components:
V,
M
(a
snakes
tongue
and
either
a
bit
of
honeycomb
or
a
drop
of
sweet
oil)
Meld into Stone
Duration:
24
hours
3rd-level
transmutation
(ritual)
You
suggest
a
course
of
activity
(limited
to
a
Casting
Time:
1
action
sentence
or
two)
and
magically
influence
up
to
Range:
Touch
twelve
creatures
of
your
choice
that
you
can
see
Components:
V,
S
within
range
and
that
can
hear
and
understand
you.
Duration:
8
hours
Creatures
that
cant
be
charmed
are
immune
to
this
effect.
The
suggestion
must
be
worded
in
such
a
You
step
into
a
stone
object
or
surface
large
enough
manner
as
to
make
the
course
of
action
sound
to
fully
contain
your
body,
melding
yourself
and
all
reasonable.
Asking
the
creature
to
stab
itself,
throw
the
equipment
you
carry
with
the
stone
for
the
itself
onto
a
spear,
immolate
itself,
or
do
some
other
duration.
Using
your
movement,
you
step
into
the
obviously
harmful
act
automatically
negates
the
stone
at
a
point
you
can
touch.
Nothing
of
your
effect
of
the
spell.
presence
remains
visible
or
otherwise
detectable
by
Each
target
must
make
a
Wisdom
saving
throw.
nonmagical
senses.
On
a
failed
save,
it
pursues
the
course
of
action
you
While
merged
with
the
stone,
you
cant
see
what
described
to
the
best
of
its
ability.
The
suggested
occurs
outside
it,
and
any
Wisdom
(Perception)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
163
checks
you
make
to
hear
sounds
outside
it
are
made
Meteor Swarm
with
disadvantage.
You
remain
aware
of
the
passage
9th-level
evocation
of
time
and
can
cast
spells
on
yourself
while
merged
in
the
stone.
You
can
use
your
movement
to
leave
Casting
Time:
1
action
the
stone
where
you
entered
it,
which
ends
the
spell.
Range:
1
mile
You
otherwise
cant
move.
Components:
V,
S
Minor
physical
damage
to
the
stone
doesnt
harm
Duration:
Instantaneous
you,
but
its
partial
destruction
or
a
change
in
its
Blazing
orbs
of
fire
plummet
to
the
ground
at
four
shape
(to
the
extent
that
you
no
longer
fit
within
it)
different
points
you
can
see
within
range.
Each
expels
you
and
deals
6d6
bludgeoning
damage
to
creature
in
a
40-foot-radius
sphere
centered
on
each
you.
The
stones
complete
destruction
(or
point
you
choose
must
make
a
Dexterity
saving
transmutation
into
a
different
substance)
expels
you
throw.
The
sphere
spreads
around
corners.
A
and
deals
50
bludgeoning
damage
to
you.
If
expelled,
creature
takes
20d6
fire
damage
and
20d6
you
fall
prone
in
an
unoccupied
space
closest
to
bludgeoning
damage
on
a
failed
save,
or
half
as
much
where
you
first
entered.
damage
on
a
successful
one.
A
creature
in
the
area
of
more
than
one
fiery
burst
is
affected
only
once.
Mending
The
spell
damages
objects
in
the
area
and
ignites
Transmutation
cantrip
flammable
objects
that
arent
being
worn
or
carried.
Casting
Time:
1
minute
Range:
Touch
Mind Blank
Components:
V,
S,
M
(two
lodestones)
8th-level
abjuration
Duration:
Instantaneous
Casting
Time:
1
action
This
spell
repairs
a
single
break
or
tear
in
an
object
Range:
Touch
you
touch,
such
as
a
broken
chain
link,
two
halves
of
Components:
V,
S
a
broken
key,
a
torn
cloak,
or
a
leaking
wineskin.
As
Duration:
24
hours
long
as
the
break
or
tear
is
no
larger
than
1
foot
in
Until
the
spell
ends,
one
willing
creature
you
touch
is
any
dimension,
you
mend
it,
leaving
no
trace
of
the
immune
to
psychic
damage,
any
effect
that
would
former
damage.
sense
its
emotions
or
read
its
thoughts,
divination
This
spell
can
physically
repair
a
magic
item
or
spells,
and
the
charmed
condition.
The
spell
even
construct,
but
the
spell
cant
restore
magic
to
such
foils
wish
spells
and
spells
or
effects
of
similar
power
an
object.
used
to
affect
the
targets
mind
or
to
gain
information
about
the
target.
Message
Transmutation
cantrip
Minor Illusion
Casting
Time:
1
action
Illusion
cantrip
Range:
120
feet
Casting
Time:
1
action
Components:
V,
S,
M
(a
short
piece
of
copper
wire)
Range:
30
feet
Duration:
1
round
Components:
S,
M
(a
bit
of
fleece)
You
point
your
finger
toward
a
creature
within
Duration:
1
minute
range
and
whisper
a
message.
The
target
(and
only
You
create
a
sound
or
an
image
of
an
object
within
the
target)
hears
the
message
and
can
reply
in
a
range
that
lasts
for
the
duration.
The
illusion
also
whisper
that
only
you
can
hear.
ends
if
you
dismiss
it
as
an
action
or
cast
this
spell
You
can
cast
this
spell
through
solid
objects
if
you
again.
are
familiar
with
the
target
and
know
it
is
beyond
If
you
create
a
sound,
its
volume
can
range
from
a
the
barrier.
Magical
silence,
1
foot
of
stone,
1
inch
of
whisper
to
a
scream.
It
can
be
your
voice,
someone
common
metal,
a
thin
sheet
of
lead,
or
3
feet
of
wood
elses
voice,
a
lions
roar,
a
beating
of
drums,
or
any
blocks
the
spell.
The
spell
doesnt
have
to
follow
a
other
sound
you
choose.
The
sound
continues
straight
line
and
can
travel
freely
around
corners
or
unabated
throughout
the
duration,
or
you
can
make
through
openings.
discrete
sounds
at
different
times
before
the
spell
ends.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
164
If
you
create
an
image
of
an
objectsuch
as
a
Three
illusory
duplicates
of
yourself
appear
in
your
chair,
muddy
footprints,
or
a
small
chestit
must
be
space.
Until
the
spell
ends,
the
duplicates
move
with
no
larger
than
a
5-foot
cube.
The
image
cant
create
you
and
mimic
your
actions,
shifting
position
so
its
sound,
light,
smell,
or
any
other
sensory
effect.
impossible
to
track
which
image
is
real.
You
can
use
Physical
interaction
with
the
image
reveals
it
to
be
your
action
to
dismiss
the
illusory
duplicates.
an
illusion,
because
things
can
pass
through
it.
Each
time
a
creature
targets
you
with
an
attack
If
a
creature
uses
its
action
to
examine
the
sound
during
the
spells
duration,
roll
a
d20
to
determine
or
image,
the
creature
can
determine
that
it
is
an
whether
the
attack
instead
targets
one
of
your
illusion
with
a
successful
Intelligence
(Investigation)
duplicates.
check
against
your
spell
save
DC.
If
a
creature
If
you
have
three
duplicates,
you
must
roll
a
6
or
discerns
the
illusion
for
what
it
is,
the
illusion
higher
to
change
the
attacks
target
to
a
duplicate.
becomes
faint
to
the
creature.
With
two
duplicates,
you
must
roll
an
8
or
higher.
With
one
duplicate,
you
must
roll
an
11
or
higher.
Mirage Arcane
A
duplicates
AC
equals
10
+
your
Dexterity
7th-level
illusion
modifier.
If
an
attack
hits
a
duplicate,
the
duplicate
is
destroyed.
A
duplicate
can
be
destroyed
only
by
an
Casting
Time:
10
minutes
attack
that
hits
it.
It
ignores
all
other
damage
and
Range:
Sight
effects.
The
spell
ends
when
all
three
duplicates
are
Components:
V,
S
destroyed.
Duration:
10
days
A
creature
is
unaffected
by
this
spell
if
it
cant
see,
You
make
terrain
in
an
area
up
to
1
mile
square
look,
if
it
relies
on
senses
other
than
sight,
such
as
sound,
smell,
and
even
feel
like
some
other
sort
of
blindsight,
or
if
it
can
perceive
illusions
as
false,
as
terrain.
The
terrains
general
shape
remains
the
with
truesight.
same,
however.
Open
fields
or
a
road
could
be
made
to
resemble
a
swamp,
hill,
crevasse,
or
some
other
Mislead
difficult
or
impassable
terrain.
A
pond
can
be
made
5th-level
illusion
to
seem
like
a
grassy
meadow,
a
precipice
like
a
Casting
Time:
1
action
gentle
slope,
or
a
rock-strewn
gully
like
a
wide
and
Range:
Self
smooth
road.
Components:
S
Similarly,
you
can
alter
the
appearance
of
Duration:
Concentration,
up
to
1
hour
structures,
or
add
them
where
none
are
present.
The
spell
doesnt
disguise,
conceal,
or
add
creatures.
You
become
invisible
at
the
same
time
that
an
The
illusion
includes
audible,
visual,
tactile,
and
illusory
double
of
you
appears
where
you
are
olfactory
elements,
so
it
can
turn
clear
ground
into
standing.
The
double
lasts
for
the
duration,
but
the
difficult
terrain
(or
vice
versa)
or
otherwise
impede
invisibility
ends
if
you
attack
or
cast
a
spell.
movement
through
the
area.
Any
piece
of
the
You
can
use
your
action
to
move
your
illusory
illusory
terrain
(such
as
a
rock
or
stick)
that
is
double
up
to
twice
your
speed
and
make
it
gesture,
removed
from
the
spells
area
disappears
speak,
and
behave
in
whatever
way
you
choose.
immediately.
You
can
see
through
its
eyes
and
hear
through
its
Creatures
with
truesight
can
see
through
the
ears
as
if
you
were
located
where
it
is.
On
each
of
illusion
to
the
terrains
true
form;
however,
all
other
your
turns
as
a
bonus
action,
you
can
switch
from
elements
of
the
illusion
remain,
so
while
the
using
its
senses
to
using
your
own,
or
back
again.
creature
is
aware
of
the
illusions
presence,
the
While
you
are
using
its
senses,
you
are
blinded
and
creature
can
still
physically
interact
with
the
illusion.
deafened
in
regard
to
your
own
surroundings.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
165
Briefly
surrounded
by
silvery
mist,
you
teleport
up
(8th
level),
or
any
time
in
the
creatures
past
(9th
to
30
feet
to
an
unoccupied
space
that
you
can
see.
level).
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
166
on.
It
takes
10
minutes
for
these
changes
to
Range:
30
feet
complete.
Components:
V,
S,
M
(a
pinch
of
sesame
seeds)
At
the
end
of
every
10
minutes
you
spend
Duration:
1
hour
concentrating
on
the
spell,
you
can
choose
a
new
A
passage
appears
at
a
point
of
your
choice
that
you
area
of
terrain
to
affect.
can
see
on
a
wooden,
plaster,
or
stone
surface
(such
Because
the
terrains
transformation
occurs
as
a
wall,
a
ceiling,
or
a
floor)
within
range,
and
lasts
slowly,
creatures
in
the
area
cant
usually
be
trapped
for
the
duration.
You
choose
the
openings
or
injured
by
the
grounds
movement.
dimensions:
up
to
5
feet
wide,
8
feet
tall,
and
20
feet
This
spell
cant
manipulate
natural
stone
or
stone
deep.
The
passage
creates
no
instability
in
a
construction.
Rocks
and
structures
shift
to
structure
surrounding
it.
accommodate
the
new
terrain.
If
the
way
you
shape
When
the
opening
disappears,
any
creatures
or
the
terrain
would
make
a
structure
unstable,
it
might
objects
still
in
the
passage
created
by
the
spell
are
collapse.
safely
ejected
to
an
unoccupied
space
nearest
to
the
Similarly,
this
spell
doesnt
directly
affect
plant
surface
on
which
you
cast
the
spell.
growth.
The
moved
earth
carries
any
plants
along
with
it.
Phantasmal Killer
4th-level
illusion
Nondetection
3rd-level
abjuration
Casting
Time:
1
action
Range:
120
feet
Casting
Time:
1
action
Components:
V,
S
Range:
Touch
Duration:
Concentration,
up
to
1
minute
Components:
V,
S,
M
(a
pinch
of
diamond
dust
worth
25
gp
sprinkled
over
the
target,
which
the
You
tap
into
the
nightmares
of
a
creature
you
can
spell
consumes)
see
within
range
and
create
an
illusory
Duration:
8
hours
manifestation
of
its
deepest
fears,
visible
only
to
that
creature.
The
target
must
make
a
Wisdom
saving
For
the
duration,
you
hide
a
target
that
you
touch
throw.
On
a
failed
save,
the
target
becomes
from
divination
magic.
The
target
can
be
a
willing
frightened
for
the
duration.
At
the
end
of
each
of
the
creature
or
a
place
or
an
object
no
larger
than
10
targets
turns
before
the
spell
ends,
the
target
must
feet
in
any
dimension.
The
target
cant
be
targeted
succeed
on
a
Wisdom
saving
throw
or
take
4d10
by
any
divination
magic
or
perceived
through
psychic
damage.
On
a
successful
save,
the
spell
ends.
magical
scrying
sensors.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Pass without Trace spell
slot
of
5th
level
or
higher,
the
damage
increases
by
1d10
for
each
slot
level
above
4th.
2nd-level
abjuration
Casting
Time:
1
action
Phantom Steed
Range:
Self
3rd-level
illusion
(ritual)
Components:
V,
S,
M
(ashes
from
a
burned
leaf
of
Casting
Time:
1
minute
mistletoe
and
a
sprig
of
spruce)
Range:
30
feet
Duration:
Concentration,
up
to
1
hour
Components:
V,
S
A
veil
of
shadows
and
silence
radiates
from
you,
Duration:
1
hour
masking
you
and
your
companions
from
detection.
A
Large
quasi-real,
horselike
creature
appears
on
the
For
the
duration,
each
creature
you
choose
within
30
ground
in
an
unoccupied
space
of
your
choice
within
feet
of
you
(including
you)
has
a
+10
bonus
to
range.
You
decide
the
creatures
appearance,
but
it
is
Dexterity
(Stealth)
checks
and
cant
be
tracked
equipped
with
a
saddle,
bit,
and
bridle.
Any
of
the
except
by
magical
means.
A
creature
that
receives
equipment
created
by
the
spell
vanishes
in
a
puff
of
this
bonus
leaves
behind
no
tracks
or
other
traces
of
smoke
if
it
is
carried
more
than
10
feet
away
from
its
passage.
the
steed.
Passwall
For
the
duration,
you
or
a
creature
you
choose
can
ride
the
steed.
The
creature
uses
the
statistics
for
a
5th-level
transmutation
riding
horse,
except
it
has
a
speed
of
100
feet
and
Casting
Time:
1
action
can
travel
10
miles
in
an
hour,
or
13
miles
at
a
fast
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
167
pace.
When
the
spell
ends,
the
steed
gradually
fades,
If
you
are
unable
to
agree
on
a
price
for
the
giving
the
rider
1
minute
to
dismount.
The
spell
ends
creatures
service,
the
creature
immediately
returns
if
you
use
an
action
to
dismiss
it
or
if
the
steed
takes
to
its
home
plane.
any
damage.
A
creature
enlisted
to
join
your
group
counts
as
a
member
of
it,
receiving
a
full
share
of
experience
Planar Ally points
awarded.
6th-level
conjuration
Planar Binding
Casting
Time:
10
minutes
5th-level
abjuration
Range:
60
feet
Components:
V,
S
Casting
Time:
1
hour
Duration:
Instantaneous
Range:
60
feet
Components:
V,
S,
M
(a
jewel
worth
at
least
1,000
You
beseech
an
otherworldly
entity
for
aid.
The
gp,
which
the
spell
consumes)
being
must
be
known
to
you:
a
god,
a
primordial,
a
Duration:
24
hours
demon
prince,
or
some
other
being
of
cosmic
power.
That
entity
sends
a
celestial,
an
elemental,
or
a
fiend
With
this
spell,
you
attempt
to
bind
a
celestial,
an
loyal
to
it
to
aid
you,
making
the
creature
appear
in
elemental,
a
fey,
or
a
fiend
to
your
service.
The
an
unoccupied
space
within
range.
If
you
know
a
creature
must
be
within
range
for
the
entire
casting
specific
creatures
name,
you
can
speak
that
name
of
the
spell.
(Typically,
the
creature
is
first
when
you
cast
this
spell
to
request
that
creature,
summoned
into
the
center
of
an
inverted
magic
though
you
might
get
a
different
creature
anyway
circle
in
order
to
keep
it
trapped
while
this
spell
is
(GMs
choice).
cast.)
At
the
completion
of
the
casting,
the
target
When
the
creature
appears,
it
is
under
no
must
make
a
Charisma
saving
throw.
On
a
failed
save,
compulsion
to
behave
in
any
particular
way.
You
can
it
is
bound
to
serve
you
for
the
duration.
If
the
ask
the
creature
to
perform
a
service
in
exchange
for
creature
was
summoned
or
created
by
another
spell,
payment,
but
it
isnt
obliged
to
do
so.
The
requested
that
spells
duration
is
extended
to
match
the
task
could
range
from
simple
(fly
us
across
the
duration
of
this
spell.
chasm,
or
help
us
fight
a
battle)
to
complex
(spy
on
A
bound
creature
must
follow
your
instructions
to
our
enemies,
or
protect
us
during
our
foray
into
the
the
best
of
its
ability.
You
might
command
the
dungeon).
You
must
be
able
to
communicate
with
creature
to
accompany
you
on
an
adventure,
to
the
creature
to
bargain
for
its
services.
guard
a
location,
or
to
deliver
a
message.
The
Payment
can
take
a
variety
of
forms.
A
celestial
creature
obeys
the
letter
of
your
instructions,
but
if
might
require
a
sizable
donation
of
gold
or
magic
the
creature
is
hostile
to
you,
it
strives
to
twist
your
items
to
an
allied
temple,
while
a
fiend
might
words
to
achieve
its
own
objectives.
If
the
creature
demand
a
living
sacrifice
or
a
gift
of
treasure.
Some
carries
out
your
instructions
completely
before
the
creatures
might
exchange
their
service
for
a
quest
spell
ends,
it
travels
to
you
to
report
this
fact
if
you
undertaken
by
you.
are
on
the
same
plane
of
existence.
If
you
are
on
a
As
a
rule
of
thumb,
a
task
that
can
be
measured
in
different
plane
of
existence,
it
returns
to
the
place
minutes
requires
a
payment
worth
100
gp
per
where
you
bound
it
and
remains
there
until
the
spell
minute.
A
task
measured
in
hours
requires
1,000
gp
ends.
per
hour.
And
a
task
measured
in
days
(up
to
10
At
Higher
Levels.
When
you
cast
this
spell
using
a
days)
requires
10,000
gp
per
day.
The
GM
can
adjust
spell
slot
of
a
higher
level,
the
duration
increases
to
these
payments
based
on
the
circumstances
under
10
days
with
a
6th-level
slot,
to
30
days
with
a
7th-
which
you
cast
the
spell.
If
the
task
is
aligned
with
level
slot,
to
180
days
with
an
8th-level
slot,
and
to
a
the
creatures
ethos,
the
payment
might
be
halved
or
year
and
a
day
with
a
9th-level
spell
slot.
even
waived.
Nonhazardous
tasks
typically
require
only
half
the
suggested
payment,
while
especially
Plane Shift
dangerous
tasks
might
require
a
greater
gift.
7th-level
conjuration
Creatures
rarely
accept
tasks
that
seem
suicidal.
Casting
Time:
1
action
After
the
creature
completes
the
task,
or
when
the
Range:
Touch
agreed-upon
duration
of
service
expires,
the
Components:
V,
S,
M
(a
forked,
metal
rod
worth
at
creature
returns
to
its
home
plane
after
reporting
least
250
gp,
attuned
to
a
particular
plane
of
back
to
you,
if
appropriate
to
the
task
and
if
possible.
existence)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
168
Duration:
Instantaneous
Poison Spray
You
and
up
to
eight
willing
creatures
who
link
hands
Conjuration
cantrip
in
a
circle
are
transported
to
a
different
plane
of
Casting
Time:
1
action
existence.
You
can
specify
a
target
destination
in
Range:
10
feet
general
terms,
such
as
the
City
of
Brass
on
the
Components:
V,
S
Elemental
Plane
of
Fire
or
the
palace
of
Dispater
on
Duration:
Instantaneous
the
second
level
of
the
Nine
Hells,
and
you
appear
in
You
extend
your
hand
toward
a
creature
you
can
see
or
near
that
destination.
If
you
are
trying
to
reach
within
range
and
project
a
puff
of
noxious
gas
from
the
City
of
Brass,
for
example,
you
might
arrive
in
its
your
palm.
The
creature
must
succeed
on
a
Street
of
Steel,
before
its
Gate
of
Ashes,
or
looking
at
Constitution
saving
throw
or
take
1d12
poison
the
city
from
across
the
Sea
of
Fire,
at
the
GMs
damage.
discretion.
This
spell's
damage
increases
by
1d12
when
you
Alternatively,
if
you
know
the
sigil
sequence
of
a
reach
5th
level
(2d12),
11th
level
(3d12),
and
17th
teleportation
circle
on
another
plane
of
existence,
level
(4d12).
this
spell
can
take
you
to
that
circle.
If
the
teleportation
circle
is
too
small
to
hold
all
the
Polymorph
creatures
you
transported,
they
appear
in
the
closest
4th-level
transmutation
unoccupied
spaces
next
to
the
circle.
You
can
use
this
spell
to
banish
an
unwilling
Casting
Time:
1
action
creature
to
another
plane.
Choose
a
creature
within
Range:
60
feet
your
reach
and
make
a
melee
spell
attack
against
it.
Components:
V,
S,
M
(a
caterpillar
cocoon)
On
a
hit,
the
creature
must
make
a
Charisma
saving
Duration:
Concentration,
up
to
1
hour
throw.
If
the
creature
fails
this
save,
it
is
transported
This
spell
transforms
a
creature
that
you
can
see
within
to
a
random
location
on
the
plane
of
existence
you
range
into
a
new
form.
An
unwilling
creature
must
specify.
A
creature
so
transported
must
find
its
own
make
a
Wisdom
saving
throw
to
avoid
the
effect.
The
way
back
to
your
current
plane
of
existence.
spell
has
no
effect
on
a
shapechanger
or
a
creature
with
0
hit
points.
Plant Growth
The
transformation
lasts
for
the
duration,
or
until
3rd-level
transmutation
the
target
drops
to
0
hit
points
or
dies.
The
new
form
Casting
Time:
1
action
or
8
hours
can
be
any
beast
whose
challenge
rating
is
equal
to
Range:
150
feet
or
less
than
the
targets
(or
the
targets
level,
if
it
Components:
V,
S
doesnt
have
a
challenge
rating).
The
targets
game
Duration:
Instantaneous
statistics,
including
mental
ability
scores,
are
replaced
by
the
statistics
of
the
chosen
beast.
It
This
spell
channels
vitality
into
plants
within
a
retains
its
alignment
and
personality.
specific
area.
There
are
two
possible
uses
for
the
The
target
assumes
the
hit
points
of
its
new
form.
spell,
granting
either
immediate
or
long-term
When
it
reverts
to
its
normal
form,
the
creature
benefits.
returns
to
the
number
of
hit
points
it
had
before
it
If
you
cast
this
spell
using
1
action,
choose
a
point
transformed.
If
it
reverts
as
a
result
of
dropping
to
0
within
range.
All
normal
plants
in
a
100-foot
radius
hit
points,
any
excess
damage
carries
over
to
its
centered
on
that
point
become
thick
and
overgrown.
normal
form.
As
long
as
the
excess
damage
doesnt
A
creature
moving
through
the
area
must
spend
4
reduce
the
creatures
normal
form
to
0
hit
points,
it
feet
of
movement
for
every
1
foot
it
moves.
isnt
knocked
unconscious.
You
can
exclude
one
or
more
areas
of
any
size
The
creature
is
limited
in
the
actions
it
can
within
the
spells
area
from
being
affected.
perform
by
the
nature
of
its
new
form,
and
it
cant
If
you
cast
this
spell
over
8
hours,
you
enrich
the
speak,
cast
spells,
or
take
any
other
action
that
land.
All
plants
in
a
half-mile
radius
centered
on
a
requires
hands
or
speech.
point
within
range
become
enriched
for
1
year.
The
The
targets
gear
melds
into
the
new
form.
The
plants
yield
twice
the
normal
amount
of
food
when
creature
cant
activate,
use,
wield,
or
otherwise
harvested.
benefit
from
any
of
its
equipment.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
169
Power Word Kill You
create
an
instantaneous,
harmless
sensory
9th-level
enchantment
effect,
such
as
a
shower
of
sparks,
a
puff
of
wind,
faint
musical
notes,
or
an
odd
odor.
Casting
Time:
1
action
You
instantaneously
light
or
snuff
out
a
candle,
a
Range:
60
feet
torch,
or
a
small
campfire.
Components:
V
You
instantaneously
clean
or
soil
an
object
no
Duration:
Instantaneous
larger
than
1
cubic
foot.
You
utter
a
word
of
power
that
can
compel
one
You
chill,
warm,
or
flavor
up
to
1
cubic
foot
of
creature
you
can
see
within
range
to
die
instantly.
If
nonliving
material
for
1
hour.
the
creature
you
choose
has
100
hit
points
or
fewer,
You
make
a
color,
a
small
mark,
or
a
symbol
it
dies.
Otherwise,
the
spell
has
no
effect.
appear
on
an
object
or
a
surface
for
1
hour.
You
create
a
nonmagical
trinket
or
an
illusory
Power Word Stun image
that
can
fit
in
your
hand
and
that
lasts
until
8th-level
enchantment
the
end
of
your
next
turn.
Casting
Time:
1
action
If
you
cast
this
spell
multiple
times,
you
can
have
up
Range:
60
feet
to
three
of
its
non-instantaneous
effects
active
at
a
Components:
V
time,
and
you
can
dismiss
such
an
effect
as
an
action.
Duration:
Instantaneous
Prismatic Spray
You
speak
a
word
of
power
that
can
overwhelm
the
7th-level
evocation
mind
of
one
creature
you
can
see
within
range,
leaving
it
dumbfounded.
If
the
target
has
150
hit
Casting
Time:
1
action
points
or
fewer,
it
is
stunned.
Otherwise,
the
spell
Range:
Self
(60-foot
cone)
has
no
effect.
Components:
V,
S
The
stunned
target
must
make
a
Constitution
Duration:
Instantaneous
saving
throw
at
the
end
of
each
of
its
turns.
On
a
Eight
multicolored
rays
of
light
flash
from
your
hand.
successful
save,
this
stunning
effect
ends.
Each
ray
is
a
different
color
and
has
a
different
power
and
purpose.
Each
creature
in
a
60-foot
cone
Prayer of Healing must
make
a
Dexterity
saving
throw.
For
each
target,
2nd-level
evocation
roll
a
d8
to
determine
which
color
ray
affects
it.
Casting
Time:
10
minutes
1.
Red.
The
target
takes
10d6
fire
damage
on
a
Range:
30
feet
failed
save,
or
half
as
much
damage
on
a
successful
Components:
V
one.
Duration:
Instantaneous
2.
Orange.
The
target
takes
10d6
acid
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
Up
to
six
creatures
of
your
choice
that
you
can
see
one.
within
range
each
regain
hit
points
equal
to
2d8
+
3.
Yellow.
The
target
takes
10d6
lightning
damage
your
spellcasting
ability
modifier.
This
spell
has
no
on
a
failed
save,
or
half
as
much
damage
on
a
effect
on
undead
or
constructs.
successful
one.
At
Higher
Levels.
When
you
cast
this
spell
using
a
4.
Green.
The
target
takes
10d6
poison
damage
on
spell
slot
of
3rd
level
or
higher,
the
healing
increases
a
failed
save,
or
half
as
much
damage
on
a
successful
by
1d8
for
each
slot
level
above
2nd.
one.
5.
Blue.
The
target
takes
10d6
cold
damage
on
a
Prestidigitation failed
save,
or
half
as
much
damage
on
a
successful
Transmutation
cantrip
one.
Casting
Time:
1
action
6.
Indigo.
On
a
failed
save,
the
target
is
restrained.
Range:
10
feet
It
must
then
make
a
Constitution
saving
throw
at
the
Components:
V,
S
end
of
each
of
its
turns.
If
it
successfully
saves
three
Duration:
Up
to
1
hour
times,
the
spell
ends.
If
it
fails
its
save
three
times,
it
permanently
turns
to
stone
and
is
subjected
to
the
This
spell
is
a
minor
magical
trick
that
novice
petrified
condition.
The
successes
and
failures
dont
spellcasters
use
for
practice.
You
create
one
of
the
need
to
be
consecutive;
keep
track
of
both
until
the
following
magical
effects
within
range:
target
collects
three
of
a
kind.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
170
7.
Violet.
On
a
failed
save,
the
target
is
blinded.
It
attacks
cant
pass
through
the
wall.
The
layer
can
be
must
then
make
a
Wisdom
saving
throw
at
the
start
destroyed
by
dealing
at
least
25
cold
damage
to
it.
of
your
next
turn.
A
successful
save
ends
the
2.
Orange.
The
creature
takes
10d6
acid
damage
blindness.
If
it
fails
that
save,
the
creature
is
on
a
failed
save,
or
half
as
much
damage
on
a
transported
to
another
plane
of
existence
of
the
GMs
successful
one.
While
this
layer
is
in
place,
magical
choosing
and
is
no
longer
blinded.
(Typically,
a
ranged
attacks
cant
pass
through
the
wall.
The
layer
creature
that
is
on
a
plane
that
isnt
its
home
plane
is
is
destroyed
by
a
strong
wind.
banished
home,
while
other
creatures
are
usually
3.
Yellow.
The
creature
takes
10d6
lightning
cast
into
the
Astral
or
Ethereal
planes.)
damage
on
a
failed
save,
or
half
as
much
damage
on
8.
Special.
The
target
is
struck
by
two
rays.
Roll
a
successful
one.
This
layer
can
be
destroyed
by
twice
more,
rerolling
any
8.
dealing
at
least
60
force
damage
to
it.
4.
Green.
The
creature
takes
10d6
poison
damage
Prismatic Wall on
a
failed
save,
or
half
as
much
damage
on
a
9th-level
abjuration
successful
one.
A
passwall
spell,
or
another
spell
of
equal
or
greater
level
that
can
open
a
portal
on
a
Casting
Time:
1
action
solid
surface,
destroys
this
layer.
Range:
60
feet
5.
Blue.
The
creature
takes
10d6
cold
damage
on
a
Components:
V,
S
failed
save,
or
half
as
much
damage
on
a
successful
Duration:
10
minutes
one.
This
layer
can
be
destroyed
by
dealing
at
least
A
shimmering,
multicolored
plane
of
light
forms
a
25
fire
damage
to
it.
vertical
opaque
wallup
to
90
feet
long,
30
feet
high,
6.
Indigo.
On
a
failed
save,
the
creature
is
and
1
inch
thickcentered
on
a
point
you
can
see
restrained.
It
must
then
make
a
Constitution
saving
within
range.
Alternatively,
you
can
shape
the
wall
throw
at
the
end
of
each
of
its
turns.
If
it
successfully
into
a
sphere
up
to
30
feet
in
diameter
centered
on
a
saves
three
times,
the
spell
ends.
If
it
fails
its
save
point
you
choose
within
range.
The
wall
remains
in
three
times,
it
permanently
turns
to
stone
and
is
place
for
the
duration.
If
you
position
the
wall
so
that
subjected
to
the
petrified
condition.
The
successes
it
passes
through
a
space
occupied
by
a
creature,
the
and
failures
dont
need
to
be
consecutive;
keep
track
spell
fails,
and
your
action
and
the
spell
slot
are
of
both
until
the
creature
collects
three
of
a
kind.
wasted.
While
this
layer
is
in
place,
spells
cant
be
cast
The
wall
sheds
bright
light
out
to
a
range
of
100
through
the
wall.
The
layer
is
destroyed
by
bright
feet
and
dim
light
for
an
additional
100
feet.
You
and
light
shed
by
a
daylight
spell
or
a
similar
spell
of
creatures
you
designate
at
the
time
you
cast
the
spell
equal
or
higher
level.
can
pass
through
and
remain
near
the
wall
without
7.
Violet.
On
a
failed
save,
the
creature
is
blinded.
harm.
If
another
creature
that
can
see
the
wall
It
must
then
make
a
Wisdom
saving
throw
at
the
moves
to
within
20
feet
of
it
or
starts
its
turn
there,
start
of
your
next
turn.
A
successful
save
ends
the
the
creature
must
succeed
on
a
Constitution
saving
blindness.
If
it
fails
that
save,
the
creature
is
throw
or
become
blinded
for
1
minute.
transported
to
another
plane
of
the
GMs
choosing
The
wall
consists
of
seven
layers,
each
with
a
and
is
no
longer
blinded.
(Typically,
a
creature
that
different
color.
When
a
creature
attempts
to
reach
is
on
a
plane
that
isnt
its
home
plane
is
banished
into
or
pass
through
the
wall,
it
does
so
one
layer
at
home,
while
other
creatures
are
usually
cast
into
the
a
time
through
all
the
walls
layers.
As
it
passes
or
Astral
or
Ethereal
planes.)
This
layer
is
destroyed
by
reaches
through
each
layer,
the
creature
must
make
a
dispel
magic
spell
or
a
similar
spell
of
equal
or
a
Dexterity
saving
throw
or
be
affected
by
that
higher
level
that
can
end
spells
and
magical
effects.
layers
properties
as
described
below.
The
wall
can
be
destroyed,
also
one
layer
at
a
time,
Private Sanctum
in
order
from
red
to
violet,
by
means
specific
to
each
4th-level
abjuration
layer.
Once
a
layer
is
destroyed,
it
remains
so
for
the
Casting
Time:
10
minutes
duration
of
the
spell.
A
rod
of
cancellation
destroys
a
Range:
120
feet
prismatic
wall,
but
an
antimagic
field
has
no
effect
on
Components:
V,
S,
M
(a
thin
sheet
of
lead,
a
piece
of
it.
opaque
glass,
a
wad
of
cotton
or
cloth,
and
1.
Red.
The
creature
takes
10d6
fire
damage
on
a
powdered
chrysolite)
failed
save,
or
half
as
much
damage
on
a
successful
Duration:
24
hours
one.
While
this
layer
is
in
place,
nonmagical
ranged
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
171
You
make
an
area
within
range
magically
secure.
Programmed Illusion
The
area
is
a
cube
that
can
be
as
small
as
5
feet
to
as
6th-level
illusion
large
as
100
feet
on
each
side.
The
spell
lasts
for
the
duration
or
until
you
use
an
action
to
dismiss
it.
Casting
Time:
1
action
When
you
cast
the
spell,
you
decide
what
sort
of
Range:
120
feet
security
the
spell
provides,
choosing
any
or
all
of
the
Components:
V,
S,
M
(a
bit
of
fleece
and
jade
dust
following
properties:
worth
at
least
25
gp)
Duration:
Until
dispelled
Sound
cant
pass
through
the
barrier
at
the
edge
of
the
warded
area.
You
create
an
illusion
of
an
object,
a
creature,
or
The
barrier
of
the
warded
area
appears
dark
and
some
other
visible
phenomenon
within
range
that
foggy,
preventing
vision
(including
darkvision)
activates
when
a
specific
condition
occurs.
The
through
it.
illusion
is
imperceptible
until
then.
It
must
be
no
larger
than
a
30-foot
cube,
and
you
decide
when
you
Sensors
created
by
divination
spells
cant
appear
inside
the
protected
area
or
pass
through
the
cast
the
spell
how
the
illusion
behaves
and
what
barrier
at
its
perimeter.
sounds
it
makes.
This
scripted
performance
can
last
up
to
5
minutes.
Creatures
in
the
area
cant
be
targeted
by
When
the
condition
you
specify
occurs,
the
illusion
divination
spells.
springs
into
existence
and
performs
in
the
manner
Nothing
can
teleport
into
or
out
of
the
warded
you
described.
Once
the
illusion
finishes
performing,
area.
it
disappears
and
remains
dormant
for
10
minutes.
Planar
travel
is
blocked
within
the
warded
area.
After
this
time,
the
illusion
can
be
activated
again.
Casting
this
spell
on
the
same
spot
every
day
for
a
The
triggering
condition
can
be
as
general
or
as
year
makes
this
effect
permanent.
detailed
as
you
like,
though
it
must
be
based
on
At
Higher
Levels.
When
you
cast
this
spell
using
a
visual
or
audible
conditions
that
occur
within
30
feet
spell
slot
of
5th
level
or
higher,
you
can
increase
the
of
the
area.
For
example,
you
could
create
an
illusion
size
of
the
cube
by
100
feet
for
each
slot
level
of
yourself
to
appear
and
warn
off
others
who
beyond
4th.
Thus
you
could
protect
a
cube
that
can
attempt
to
open
a
trapped
door,
or
you
could
set
the
be
up
to
200
feet
on
one
side
by
using
a
spell
slot
of
illusion
to
trigger
only
when
a
creature
says
the
5th
level.
correct
word
or
phrase.
Physical
interaction
with
the
image
reveals
it
to
be
Produce Flame an
illusion,
because
things
can
pass
through
it.
A
Conjuration
cantrip
creature
that
uses
its
action
to
examine
the
image
Casting
Time:
1
action
can
determine
that
it
is
an
illusion
with
a
successful
Range:
Self
Intelligence
(Investigation)
check
against
your
spell
Components:
V,
S
save
DC.
If
a
creature
discerns
the
illusion
for
what
it
Duration:
10
minutes
is,
the
creature
can
see
through
the
image,
and
any
noise
it
makes
sounds
hollow
to
the
creature.
A
flickering
flame
appears
in
your
hand.
The
flame
remains
there
for
the
duration
and
harms
neither
Project Image
you
nor
your
equipment.
The
flame
sheds
bright
7th-level
illusion
light
in
a
10-foot
radius
and
dim
light
for
an
additional
10
feet.
The
spell
ends
if
you
dismiss
it
as
Casting
Time:
1
action
an
action
or
if
you
cast
it
again.
Range:
500
miles
You
can
also
attack
with
the
flame,
although
doing
Components:
V,
S,
M
(a
small
replica
of
you
made
so
ends
the
spell.
When
you
cast
this
spell,
or
as
an
from
materials
worth
at
least
5
gp)
action
on
a
later
turn,
you
can
hurl
the
flame
at
a
Duration:
Concentration,
up
to
1
day
creature
within
30
feet
of
you.
Make
a
ranged
spell
You
create
an
illusory
copy
of
yourself
that
lasts
for
attack.
On
a
hit,
the
target
takes
1d8
fire
damage.
the
duration.
The
copy
can
appear
at
any
location
This
spells
damage
increases
by
1d8
when
you
within
range
that
you
have
seen
before,
regardless
of
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
intervening
obstacles.
The
illusion
looks
and
sounds
level
(4d8).
like
you
but
is
intangible.
If
the
illusion
takes
any
damage,
it
disappears,
and
the
spell
ends.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
172
You
can
use
your
action
to
move
this
illusion
up
to
Range:
Touch
twice
your
speed,
and
make
it
gesture,
speak,
and
Components:
V,
S
behave
in
whatever
way
you
choose.
It
mimics
your
Duration:
1
hour
mannerisms
perfectly.
You
touch
a
creature.
If
it
is
poisoned,
you
neutralize
You
can
see
through
its
eyes
and
hear
through
its
the
poison.
If
more
than
one
poison
afflicts
the
target,
ears
as
if
you
were
in
its
space.
On
your
turn
as
a
you
neutralize
one
poison
that
you
know
is
present,
bonus
action,
you
can
switch
from
using
its
senses
to
or
you
neutralize
one
at
random.
using
your
own,
or
back
again.
While
you
are
using
For
the
duration,
the
target
has
advantage
on
its
senses,
you
are
blinded
and
deafened
in
regard
to
saving
throws
against
being
poisoned,
and
it
has
your
own
surroundings.
resistance
to
poison
damage.
Physical
interaction
with
the
image
reveals
it
to
be
an
illusion,
because
things
can
pass
through
it.
A
Purify Food and Drink
creature
that
uses
its
action
to
examine
the
image
1st-level
transmutation
(ritual)
can
determine
that
it
is
an
illusion
with
a
successful
Intelligence
(Investigation)
check
against
your
spell
Casting
Time:
1
action
save
DC.
If
a
creature
discerns
the
illusion
for
what
it
Range:
10
feet
is,
the
creature
can
see
through
the
image,
and
any
Components:
V,
S
noise
it
makes
sounds
hollow
to
the
creature.
Duration:
Instantaneous
Protection from Energy All
nonmagical
food
and
drink
within
a
5-foot-radius
sphere
centered
on
a
point
of
your
choice
within
3rd-level
abjuration
range
is
purified
and
rendered
free
of
poison
and
Casting
Time:
1
action
disease.
Range:
Touch
Components:
V,
S
Raise Dead
Duration:
Concentration,
up
to
1
hour
5th-level
necromancy
For
the
duration,
the
willing
creature
you
touch
has
Casting
Time:
1
hour
resistance
to
one
damage
type
of
your
choice:
acid,
Range:
Touch
cold,
fire,
lightning,
or
thunder.
Components:
V,
S,
M
(a
diamond
worth
at
least
500
gp,
which
the
spell
consumes)
Protection from Evil and Good Duration:
Instantaneous
1st-level
abjuration
You
return
a
dead
creature
you
touch
to
life,
Casting
Time:
1
action
provided
that
it
has
been
dead
no
longer
than
10
Range:
Touch
days.
If
the
creatures
soul
is
both
willing
and
at
Components:
V,
S,
M
(holy
water
or
powdered
silver
liberty
to
rejoin
the
body,
the
creature
returns
to
life
and
iron,
which
the
spell
consumes)
with
1
hit
point.
Duration:
Concentration
up
to
10
minutes
This
spell
also
neutralizes
any
poisons
and
cures
nonmagical
diseases
that
affected
the
creature
at
the
Until
the
spell
ends,
one
willing
creature
you
touch
is
time
it
died.
This
spell
doesnt,
however,
remove
protected
against
certain
types
of
creatures:
magical
diseases,
curses,
or
similar
effects;
if
these
aberrations,
celestials,
elementals,
fey,
fiends,
and
arent
first
removed
prior
to
casting
the
spell,
they
undead.
take
effect
when
the
creature
returns
to
life.
The
The
protection
grants
several
benefits.
Creatures
spell
cant
return
an
undead
creature
to
life.
of
those
types
have
disadvantage
on
attack
rolls
This
spell
closes
all
mortal
wounds,
but
it
doesnt
against
the
target.
The
target
also
cant
be
charmed,
restore
missing
body
parts.
If
the
creature
is
lacking
frightened,
or
possessed
by
them.
If
the
target
is
body
parts
or
organs
integral
for
its
survivalits
already
charmed,
frightened,
or
possessed
by
such
a
head,
for
instancethe
spell
automatically
fails.
creature,
the
target
has
advantage
on
any
new
Coming
back
from
the
dead
is
an
ordeal.
The
saving
throw
against
the
relevant
effect.
target
takes
a
4
penalty
to
all
attack
rolls,
saving
Protection from Poison throws,
and
ability
checks.
Every
time
the
target
finishes
a
long
rest,
the
penalty
is
reduced
by
1
until
2nd-level
abjuration
it
disappears.
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
173
Ray of Enfeeblement Reincarnate
2nd-level
necromancy
5th-level
transmutation
Casting
Time:
1
action
Casting
Time:
1
hour
Range:
60
feet
Range:
Touch
Components:
V,
S
Components:
V,
S,
M
(rare
oils
and
unguents
worth
Duration:
Concentration,
up
to
1
minute
at
least
1,000
gp,
which
the
spell
consumes)
Duration:
Instantaneous
A
black
beam
of
enervating
energy
springs
from
your
finger
toward
a
creature
within
range.
Make
a
You
touch
a
dead
humanoid
or
a
piece
of
a
dead
ranged
spell
attack
against
the
target.
On
a
hit,
the
humanoid.
Provided
that
the
creature
has
been
dead
target
deals
only
half
damage
with
weapon
attacks
no
longer
than
10
days,
the
spell
forms
a
new
adult
that
use
Strength
until
the
spell
ends.
body
for
it
and
then
calls
the
soul
to
enter
that
body.
At
the
end
of
each
of
the
targets
turns,
it
can
make
If
the
targets
soul
isnt
free
or
willing
to
do
so,
the
a
Constitution
saving
throw
against
the
spell.
On
a
spell
fails.
success,
the
spell
ends.
The
magic
fashions
a
new
body
for
the
creature
to
inhabit,
which
likely
causes
the
creatures
race
to
Ray of Frost change.
The
GM
rolls
a
d100
and
consults
the
Evocation
cantrip
following
table
to
determine
what
form
the
creature
takes
when
restored
to
life,
or
the
GM
chooses
a
Casting
Time:
1
action
form.
Range:
60
feet
Components:
V,
S
d100
Race
Duration:
Instantaneous
0104
Dragonborn
0513
Dwarf,
hill
A
frigid
beam
of
blue-white
light
streaks
toward
a
1421
Dwarf,
mountain
creature
within
range.
Make
a
ranged
spell
attack
2225
Elf,
dark
against
the
target.
On
a
hit,
it
takes
1d8
cold
damage,
2634
Elf,
high
and
its
speed
is
reduced
by
10
feet
until
the
start
of
3542
Elf,
wood
your
next
turn.
4346
Gnome,
forest
The
spells
damage
increases
by
1d8
when
you
4752
Gnome,
rock
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
5356
Half-elf
level
(4d8).
5760
Half-orc
6168
Halfling,
lightfoot
Regenerate 6976
Halfling,
stout
7796
Human
7th-level
transmutation
9700
Tiefling
Casting
Time:
1
minute
Range:
Touch
The
reincarnated
creature
recalls
its
former
life
Components:
V,
S,
M
(a
prayer
wheel
and
holy
and
experiences.
It
retains
the
capabilities
it
had
in
water)
its
original
form,
except
it
exchanges
its
original
race
Duration:
1
hour
for
the
new
one
and
changes
its
racial
traits
accordingly.
You
touch
a
creature
and
stimulate
its
natural
healing
ability.
The
target
regains
4d8
+
15
hit
points.
Remove Curse
For
the
duration
of
the
spell,
the
target
regains
1
hit
3rd-level
abjuration
point
at
the
start
of
each
of
its
turns
(10
hit
points
each
minute).
Casting
Time:
1
action
The
targets
severed
body
members
(fingers,
legs,
Range:
Touch
tails,
and
so
on),
if
any,
are
restored
after
2
minutes.
Components:
V,
S
If
you
have
the
severed
part
and
hold
it
to
the
stump,
Duration:
Instantaneous
the
spell
instantaneously
causes
the
limb
to
knit
to
At
your
touch,
all
curses
affecting
one
creature
or
the
stump.
object
end.
If
the
object
is
a
cursed
magic
item,
its
curse
remains,
but
the
spell
breaks
its
owners
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
174
attunement
to
the
object
so
it
can
be
removed
or
You
touch
a
dead
creature
that
has
been
dead
for
no
discarded.
more
than
a
century,
that
didnt
die
of
old
age,
and
that
isnt
undead.
If
its
soul
is
free
and
willing,
the
Resilient Sphere target
returns
to
life
with
all
its
hit
points.
4th-level
evocation
This
spell
neutralizes
any
poisons
and
cures
normal
diseases
afflicting
the
creature
when
it
died.
Casting
Time:
1
action
It
doesnt,
however,
remove
magical
diseases,
curses,
Range:
30
feet
and
the
like;
if
such
effects
arent
removed
prior
to
Components:
V,
S,
M
(a
hemispherical
piece
of
clear
casting
the
spell,
they
afflict
the
target
on
its
return
crystal
and
a
matching
hemispherical
piece
of
gum
to
life.
arabic)
This
spell
closes
all
mortal
wounds
and
restores
Duration:
Concentration,
up
to
1
minute
any
missing
body
parts.
A
sphere
of
shimmering
force
encloses
a
creature
or
Coming
back
from
the
dead
is
an
ordeal.
The
object
of
Large
size
or
smaller
within
range.
An
target
takes
a
4
penalty
to
all
attack
rolls,
saving
unwilling
creature
must
make
a
Dexterity
saving
throws,
and
ability
checks.
Every
time
the
target
throw.
On
a
failed
save,
the
creature
is
enclosed
for
finishes
a
long
rest,
the
penalty
is
reduced
by
1
until
the
duration.
it
disappears.
Nothingnot
physical
objects,
energy,
or
other
Casting
this
spell
to
restore
life
to
a
creature
that
spell
effectscan
pass
through
the
barrier,
in
or
out,
has
been
dead
for
one
year
or
longer
taxes
you
though
a
creature
in
the
sphere
can
breathe
there.
greatly.
Until
you
finish
a
long
rest,
you
cant
cast
The
sphere
is
immune
to
all
damage,
and
a
creature
spells
again,
and
you
have
disadvantage
on
all
attack
or
object
inside
cant
be
damaged
by
attacks
or
rolls,
ability
checks,
and
saving
throws.
effects
originating
from
outside,
nor
can
a
creature
inside
the
sphere
damage
anything
outside
it.
Reverse Gravity
The
sphere
is
weightless
and
just
large
enough
to
7th-level
transmutation
contain
the
creature
or
object
inside.
An
enclosed
Casting
Time:
1
action
creature
can
use
its
action
to
push
against
the
Range:
100
feet
spheres
walls
and
thus
roll
the
sphere
at
up
to
half
Components:
V,
S,
M
(a
lodestone
and
iron
filings)
the
creatures
speed.
Similarly,
the
globe
can
be
Duration:
Concentration,
up
to
1
minute
picked
up
and
moved
by
other
creatures.
A
disintegrate
spell
targeting
the
globe
destroys
it
This
spell
reverses
gravity
in
a
50-foot-radius,
100-
without
harming
anything
inside
it.
foot
high
cylinder
centered
on
a
point
within
range.
All
creatures
and
objects
that
arent
somehow
Resistance anchored
to
the
ground
in
the
area
fall
upward
and
Abjuration
cantrip
reach
the
top
of
the
area
when
you
cast
this
spell.
A
creature
can
make
a
Dexterity
saving
throw
to
grab
Casting
Time:
1
action
onto
a
fixed
object
it
can
reach,
thus
avoiding
the
fall.
Range:
Touch
If
some
solid
object
(such
as
a
ceiling)
is
Components:
V,
S,
M
(a
miniature
cloak)
encountered
in
this
fall,
falling
objects
and
creatures
Duration:
Concentration,
up
to
1
minute
strike
it
just
as
they
would
during
a
normal
You
touch
one
willing
creature.
Once
before
the
spell
downward
fall.
If
an
object
or
creature
reaches
the
ends,
the
target
can
roll
a
d4
and
add
the
number
top
of
the
area
without
striking
anything,
it
remains
rolled
to
one
saving
throw
of
its
choice.
It
can
roll
the
there,
oscillating
slightly,
for
the
duration.
die
before
or
after
making
the
saving
throw.
The
At
the
end
of
the
duration,
affected
objects
and
spell
then
ends.
creatures
fall
back
down.
Resurrection Revivify
7th-level
necromancy
3rd-level
necromancy
Casting
Time:
1
hour
Casting
Time:
1
action
Range:
Touch
Range:
Touch
Components:
V,
S,
M
(a
diamond
worth
at
least
Components:
V,
S,
M
(diamonds
worth
300
gp,
1,000
gp,
which
the
spell
consumes)
which
the
spell
consumes)
Duration:
Instantaneous
Duration:
Instantaneous
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
175
You
touch
a
creature
that
has
died
within
the
last
You
ward
a
creature
within
range
against
attack.
minute.
That
creature
returns
to
life
with
1
hit
point.
Until
the
spell
ends,
any
creature
who
targets
the
This
spell
cant
return
to
life
a
creature
that
has
died
warded
creature
with
an
attack
or
a
harmful
spell
of
old
age,
nor
can
it
restore
any
missing
body
parts.
must
first
make
a
Wisdom
saving
throw.
On
a
failed
save,
the
creature
must
choose
a
new
target
or
lose
Rope Trick the
attack
or
spell.
This
spell
doesnt
protect
the
2nd-level
transmutation
warded
creature
from
area
effects,
such
as
the
explosion
of
a
fireball.
Casting
Time:
1
action
If
the
warded
creature
makes
an
attack
or
casts
a
Range:
Touch
spell
that
affects
an
enemy
creature,
this
spell
ends.
Components:
V,
S,
M
(powdered
corn
extract
and
a
twisted
loop
of
parchment)
Scorching Ray
Duration:
1
hour
2nd-level
evocation
You
touch
a
length
of
rope
that
is
up
to
60
feet
long.
Casting
Time:
1
action
One
end
of
the
rope
then
rises
into
the
air
until
the
Range:
120
feet
whole
rope
hangs
perpendicular
to
the
ground.
At
Components:
V,
S
the
upper
end
of
the
rope,
an
invisible
entrance
Duration:
Instantaneous
opens
to
an
extradimensional
space
that
lasts
until
the
spell
ends.
You
create
three
rays
of
fire
and
hurl
them
at
targets
The
extradimensional
space
can
be
reached
by
within
range.
You
can
hurl
them
at
one
target
or
climbing
to
the
top
of
the
rope.
The
space
can
hold
as
several.
many
as
eight
Medium
or
smaller
creatures.
The
Make
a
ranged
spell
attack
for
each
ray.
On
a
hit,
rope
can
be
pulled
into
the
space,
making
the
rope
the
target
takes
2d6
fire
damage.
disappear
from
view
outside
the
space.
At
Higher
Levels.
When
you
cast
this
spell
using
a
Attacks
and
spells
cant
cross
through
the
entrance
spell
slot
of
3rd
level
or
higher,
you
create
one
into
or
out
of
the
extradimensional
space,
but
those
additional
ray
for
each
slot
level
above
2nd.
inside
can
see
out
of
it
as
if
through
a
3-foot-by-5-
foot
window
centered
on
the
rope.
Scrying
Anything
inside
the
extradimensional
space
drops
5th-level
divination
out
when
the
spell
ends.
Casting
Time:
10
minutes
Range:
Self
Sacred Flame
Components:
V,
S,
M
(a
focus
worth
at
least
1,000
Evocation
cantrip
gp,
such
as
a
crystal
ball,
a
silver
mirror,
or
a
font
Casting
Time:
1
action
filled
with
holy
water)
Range:
60
feet
Duration:
Concentration,
up
to
10
minutes
Components:
V,
S
You
can
see
and
hear
a
particular
creature
you
Duration:
Instantaneous
choose
that
is
on
the
same
plane
of
existence
as
you.
Flame-like
radiance
descends
on
a
creature
that
you
The
target
must
make
a
Wisdom
saving
throw,
can
see
within
range.
The
target
must
succeed
on
a
which
is
modified
by
how
well
you
know
the
target
Dexterity
saving
throw
or
take
1d8
radiant
damage.
and
the
sort
of
physical
connection
you
have
to
it.
If
The
target
gains
no
benefit
from
cover
for
this
saving
a
target
knows
youre
casting
this
spell,
it
can
fail
the
throw.
saving
throw
voluntarily
if
it
wants
to
be
observed.
The
spells
damage
increases
by
1d8
when
you
Knowledge
Save
Modifier
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
Secondhand
(you
have
heard
of
the
target)
+5
level
(4d8).
Firsthand
(you
have
met
the
target)
+0
Familiar
(you
know
the
target
well)
5
Sanctuary Connection
Save
Modifier
1st-level
abjuration
Likeness
or
picture
2
Possession
or
garment
4
Casting
Time:
1
bonus
action
Body
part,
lock
of
hair,
bit
of
nail,
or
the
like
10
Range:
30
feet
Components:
V,
S,
M
(a
small
silver
mirror)
Duration:
1
minute
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
176
On
a
successful
save,
the
target
isnt
affected,
and
the
Ethereal
Plane.
Ethereal
creatures
and
objects
you
cant
use
this
spell
against
it
again
for
24
hours.
appear
ghostly
and
translucent.
On
a
failed
save,
the
spell
creates
an
invisible
sensor
within
10
feet
of
the
target.
You
can
see
and
Seeming
hear
through
the
sensor
as
if
you
were
there.
The
5th-level
illusion
sensor
moves
with
the
target,
remaining
within
10
Casting
Time:
1
action
feet
of
it
for
the
duration.
A
creature
that
can
see
Range:
30
feet
invisible
objects
sees
the
sensor
as
a
luminous
orb
Components:
V,
S
about
the
size
of
your
fist.
Duration:
8
hours
Instead
of
targeting
a
creature,
you
can
choose
a
location
you
have
seen
before
as
the
target
of
this
This
spell
allows
you
to
change
the
appearance
of
spell.
When
you
do,
the
sensor
appears
at
that
any
number
of
creatures
that
you
can
see
within
location
and
doesnt
move.
range.
You
give
each
target
you
choose
a
new,
illusory
appearance.
An
unwilling
target
can
make
a
Secret Chest Charisma
saving
throw,
and
if
it
succeeds,
it
is
4th-level
conjuration
unaffected
by
this
spell.
The
spell
disguises
physical
appearance
as
well
as
Casting
Time:
1
action
clothing,
armor,
weapons,
and
equipment.
You
can
Range:
Touch
make
each
creature
seem
1
foot
shorter
or
taller
and
Components:
V,
S,
M
(an
exquisite
chest,
3
feet
by
2
appear
thin,
fat,
or
in
between.
You
cant
change
a
feet
by
2
feet,
constructed
from
rare
materials
targets
body
type,
so
you
must
choose
a
form
that
worth
at
least
5,000
gp,
and
a
Tiny
replica
made
has
the
same
basic
arrangement
of
limbs.
Otherwise,
from
the
same
materials
worth
at
least
50
gp)
the
extent
of
the
illusion
is
up
to
you.
The
spell
lasts
Duration:
Instantaneous
for
the
duration,
unless
you
use
your
action
to
You
hide
a
chest,
and
all
its
contents,
on
the
Ethereal
dismiss
it
sooner.
Plane.
You
must
touch
the
chest
and
the
miniature
The
changes
wrought
by
this
spell
fail
to
hold
up
replica
that
serves
as
a
material
component
for
the
to
physical
inspection.
For
example,
if
you
use
this
spell.
The
chest
can
contain
up
to
12
cubic
feet
of
spell
to
add
a
hat
to
a
creatures
outfit,
objects
pass
nonliving
material
(3
feet
by
2
feet
by
2
feet).
through
the
hat,
and
anyone
who
touches
it
would
While
the
chest
remains
on
the
Ethereal
Plane,
you
feel
nothing
or
would
feel
the
creatures
head
and
can
use
an
action
and
touch
the
replica
to
recall
the
hair.
If
you
use
this
spell
to
appear
thinner
than
you
chest.
It
appears
in
an
unoccupied
space
on
the
are,
the
hand
of
someone
who
reaches
out
to
touch
ground
within
5
feet
of
you.
You
can
send
the
chest
you
would
bump
into
you
while
it
was
seemingly
back
to
the
Ethereal
Plane
by
using
an
action
and
still
in
midair.
touching
both
the
chest
and
the
replica.
A
creature
can
use
its
action
to
inspect
a
target
After
60
days,
there
is
a
cumulative
5
percent
and
make
an
Intelligence
(Investigation)
check
chance
per
day
that
the
spells
effect
ends.
This
effect
against
your
spell
save
DC.
If
it
succeeds,
it
becomes
ends
if
you
cast
this
spell
again,
if
the
smaller
replica
aware
that
the
target
is
disguised.
chest
is
destroyed,
or
if
you
choose
to
end
the
spell
as
an
action.
If
the
spell
ends
and
the
larger
chest
is
Sending
on
the
Ethereal
Plane,
it
is
irretrievably
lost.
3rd-level
evocation
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
177
creatures
with
Intelligence
scores
of
at
least
1
to
throw
proficiencies,
in
addition
to
gaining
those
of
understand
the
meaning
of
your
message.
the
creature.
If
the
creature
has
the
same
proficiency
You
can
send
the
message
across
any
distance
and
as
you
and
the
bonus
listed
in
its
statistics
is
higher
even
to
other
planes
of
existence,
but
if
the
target
is
than
yours,
use
the
creatures
bonus
in
place
of
on
a
different
plane
than
you,
there
is
a
5
percent
yours.
You
cant
use
any
legendary
actions
or
lair
chance
that
the
message
doesnt
arrive.
actions
of
the
new
form.
You
assume
the
hit
points
and
Hit
Dice
of
the
new
Sequester form.
When
you
revert
to
your
normal
form,
you
7th-level
transmutation
return
to
the
number
of
hit
points
you
had
before
you
transformed.
If
you
revert
as
a
result
of
Casting
Time:
1
action
dropping
to
0
hit
points,
any
excess
damage
carries
Range:
Touch
over
to
your
normal
form.
As
long
as
the
excess
Components:
V,
S,
M
(a
powder
composed
of
damage
doesnt
reduce
your
normal
form
to
0
hit
diamond,
emerald,
ruby,
and
sapphire
dust
worth
points,
you
arent
knocked
unconscious.
at
least
5,000
gp,
which
the
spell
consumes)
You
retain
the
benefit
of
any
features
from
your
Duration:
Until
dispelled
class,
race,
or
other
source
and
can
use
them,
By
means
of
this
spell,
a
willing
creature
or
an
object
provided
that
your
new
form
is
physically
capable
of
can
be
hidden
away,
safe
from
detection
for
the
doing
so.
You
cant
use
any
special
senses
you
have
duration.
When
you
cast
the
spell
and
touch
the
(for
example,
darkvision)
unless
your
new
form
also
target,
it
becomes
invisible
and
cant
be
targeted
by
has
that
sense.
You
can
only
speak
if
the
creature
can
divination
spells
or
perceived
through
scrying
normally
speak.
sensors
created
by
divination
spells.
When
you
transform,
you
choose
whether
your
If
the
target
is
a
creature,
it
falls
into
a
state
of
equipment
falls
to
the
ground,
merges
into
the
new
suspended
animation.
Time
ceases
to
flow
for
it,
and
form,
or
is
worn
by
it.
Worn
equipment
functions
as
it
doesnt
grow
older.
normal.
The
GM
determines
whether
it
is
practical
You
can
set
a
condition
for
the
spell
to
end
early.
for
the
new
form
to
wear
a
piece
of
equipment,
The
condition
can
be
anything
you
choose,
but
it
based
on
the
creatures
shape
and
size.
Your
must
occur
or
be
visible
within
1
mile
of
the
target.
equipment
doesnt
change
shape
or
size
to
match
the
Examples
include
after
1,000
years
or
when
the
new
form,
and
any
equipment
that
the
new
form
tarrasque
awakens.
This
spell
also
ends
if
the
target
cant
wear
must
either
fall
to
the
ground
or
merge
takes
any
damage.
into
your
new
form.
Equipment
that
merges
has
no
effect
in
that
state.
Shapechange
During
this
spells
duration,
you
can
use
your
9th-level
transmutation
action
to
assume
a
different
form
following
the
same
restrictions
and
rules
for
the
original
form,
with
one
Casting
Time:
1
action
exception:
if
your
new
form
has
more
hit
points
than
Range:
Self
your
current
one,
your
hit
points
remain
at
their
Components:
V,
S,
M
(a
jade
circlet
worth
at
least
current
value.
1,500
gp,
which
you
must
place
on
your
head
before
you
cast
the
spell)
Shatter
Duration:
Concentration,
up
to
1
hour
2nd-level
evocation
You
assume
the
form
of
a
different
creature
for
the
Casting
Time:
1
action
duration.
The
new
form
can
be
of
any
creature
with
Range:
60
feet
a
challenge
rating
equal
to
your
level
or
lower.
The
Components:
V,
S,
M
(a
chip
of
mica)
creature
cant
be
a
construct
or
an
undead,
and
you
Duration:
Instantaneous
must
have
seen
the
sort
of
creature
at
least
once.
You
transform
into
an
average
example
of
that
A
sudden
loud
ringing
noise,
painfully
intense,
creature,
one
without
any
class
levels
or
the
erupts
from
a
point
of
your
choice
within
range.
Spellcasting
trait.
Each
creature
in
a
10-foot-radius
sphere
centered
on
Your
game
statistics
are
replaced
by
the
statistics
that
point
must
make
a
Constitution
saving
throw.
A
of
the
chosen
creature,
though
you
retain
your
creature
takes
3d8
thunder
damage
on
a
failed
save,
alignment
and
Intelligence,
Wisdom,
and
Charisma
or
half
as
much
damage
on
a
successful
one.
A
scores.
You
also
retain
all
of
your
skill
and
saving
creature
made
of
inorganic
material
such
as
stone,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
178
crystal,
or
metal
has
disadvantage
on
this
saving
Shocking Grasp
throw.
Evocation
cantrip
A
nonmagical
object
that
isnt
being
worn
or
carried
also
takes
the
damage
if
its
in
the
spells
Casting
Time:
1
action
area.
Range:
Touch
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
V,
S
spell
slot
of
3rd
level
or
higher,
the
damage
Duration:
Instantaneous
increases
by
1d8
for
each
slot
level
above
2nd.
Lightning
springs
from
your
hand
to
deliver
a
shock
to
a
creature
you
try
to
touch.
Make
a
melee
spell
Shield attack
against
the
target.
You
have
advantage
on
the
1st-level
abjuration
attack
roll
if
the
target
is
wearing
armor
made
of
Casting
Time:
1
reaction,
which
you
take
when
you
metal.
On
a
hit,
the
target
takes
1d8
lightning
are
hit
by
an
attack
or
targeted
by
the
magic
damage,
and
it
cant
take
reactions
until
the
start
of
missile
spell
its
next
turn.
Range:
Self
The
spells
damage
increases
by
1d8
when
you
Components:
V,
S
reach
5th
level
(2d8),
11th
level
(3d8),
and
17th
Duration:
1
round
level
(4d8).
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
179
Physical
interaction
with
the
image
reveals
it
to
be
Duration:
1
minute
an
illusion,
because
things
can
pass
through
it.
A
This
spell
sends
creatures
into
a
magical
slumber.
creature
that
uses
its
action
to
examine
the
image
Roll
5d8;
the
total
is
how
many
hit
points
of
can
determine
that
it
is
an
illusion
with
a
successful
creatures
this
spell
can
affect.
Creatures
within
20
Intelligence
(Investigation)
check
against
your
spell
feet
of
a
point
you
choose
within
range
are
affected
save
DC.
If
a
creature
discerns
the
illusion
for
what
it
in
ascending
order
of
their
current
hit
points
is,
the
creature
can
see
through
the
image.
(ignoring
unconscious
creatures).
Simulacrum
Starting
with
the
creature
that
has
the
lowest
current
hit
points,
each
creature
affected
by
this
7th-level
illusion
spell
falls
unconscious
until
the
spell
ends,
the
Casting
Time:
12
hours
sleeper
takes
damage,
or
someone
uses
an
action
to
Range:
Touch
shake
or
slap
the
sleeper
awake.
Subtract
each
Components:
V,
S,
M
(snow
or
ice
in
quantities
creatures
hit
points
from
the
total
before
moving
on
sufficient
to
made
a
life-size
copy
of
the
duplicated
to
the
creature
with
the
next
lowest
hit
points.
A
creature;
some
hair,
fingernail
clippings,
or
other
creatures
hit
points
must
be
equal
to
or
less
than
piece
of
that
creatures
body
placed
inside
the
the
remaining
total
for
that
creature
to
be
affected.
snow
or
ice;
and
powdered
ruby
worth
1,500
gp,
Undead
and
creatures
immune
to
being
charmed
sprinkled
over
the
duplicate
and
consumed
by
the
arent
affected
by
this
spell.
spell)
At
Higher
Levels.
When
you
cast
this
spell
using
a
Duration:
Until
dispelled
spell
slot
of
2nd
level
or
higher,
roll
an
additional
2d8
for
each
slot
level
above
1st.
You
shape
an
illusory
duplicate
of
one
beast
or
humanoid
that
is
within
range
for
the
entire
casting
Sleet Storm
time
of
the
spell.
The
duplicate
is
a
creature,
partially
3rd-level
conjuration
real
and
formed
from
ice
or
snow,
and
it
can
take
actions
and
otherwise
be
affected
as
a
normal
Casting
Time:
1
action
creature.
It
appears
to
be
the
same
as
the
original,
Range:
150
feet
but
it
has
half
the
creatures
hit
point
maximum
and
Components:
V,
S,
M
(a
pinch
of
dust
and
a
few
is
formed
without
any
equipment.
Otherwise,
the
drops
of
water)
illusion
uses
all
the
statistics
of
the
creature
it
Duration:
Concentration,
up
to
1
minute
duplicates.
Until
the
spell
ends,
freezing
rain
and
sleet
fall
in
a
The
simulacrum
is
friendly
to
you
and
creatures
20-foot-tall
cylinder
with
a
40-foot
radius
centered
you
designate.
It
obeys
your
spoken
commands,
on
a
point
you
choose
within
range.
The
area
is
moving
and
acting
in
accordance
with
your
wishes
heavily
obscured,
and
exposed
flames
in
the
area
are
and
acting
on
your
turn
in
combat.
The
simulacrum
doused.
lacks
the
ability
to
learn
or
become
more
powerful,
The
ground
in
the
area
is
covered
with
slick
ice,
so
it
never
increases
its
level
or
other
abilities,
nor
making
it
difficult
terrain.
When
a
creature
enters
can
it
regain
expended
spell
slots.
the
spells
area
for
the
first
time
on
a
turn
or
starts
If
the
simulacrum
is
damaged,
you
can
repair
it
in
its
turn
there,
it
must
make
a
Dexterity
saving
throw.
an
alchemical
laboratory,
using
rare
herbs
and
On
a
failed
save,
it
falls
prone.
minerals
worth
100
gp
per
hit
point
it
regains.
The
If
a
creature
is
concentrating
in
the
spells
area,
simulacrum
lasts
until
it
drops
to
0
hit
points,
at
the
creature
must
make
a
successful
Constitution
which
point
it
reverts
to
snow
and
melts
instantly.
saving
throw
against
your
spell
save
DC
or
lose
If
you
cast
this
spell
again,
any
currently
active
concentration.
duplicates
you
created
with
this
spell
are
instantly
destroyed.
Slow
3rd-level
transmutation
Sleep
1st-level
enchantment
Casting
Time:
1
action
Range:
120
feet
Casting
Time:
1
action
Components:
V,
S,
M
(a
drop
of
molasses)
Range:
90
feet
Duration:
Concentration,
up
to
1
minute
Components:
V,
S,
M
(a
pinch
of
fine
sand,
rose
petals,
or
a
cricket)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
180
You
alter
time
around
up
to
six
creatures
of
your
Components:
V,
S,
M
(burning
incense)
choice
in
a
40-foot
cube
within
range.
Each
target
Duration:
10
minutes
must
succeed
on
a
Wisdom
saving
throw
or
be
You
grant
the
semblance
of
life
and
intelligence
to
a
affected
by
this
spell
for
the
duration.
corpse
of
your
choice
within
range,
allowing
it
to
An
affected
targets
speed
is
halved,
it
takes
a
2
answer
the
questions
you
pose.
The
corpse
must
still
penalty
to
AC
and
Dexterity
saving
throws,
and
it
have
a
mouth
and
cant
be
undead.
The
spell
fails
if
cant
use
reactions.
On
its
turn,
it
can
use
either
an
the
corpse
was
the
target
of
this
spell
within
the
last
action
or
a
bonus
action,
not
both.
Regardless
of
the
10
days.
creatures
abilities
or
magic
items,
it
cant
make
Until
the
spell
ends,
you
can
ask
the
corpse
up
to
more
than
one
melee
or
ranged
attack
during
its
five
questions.
The
corpse
knows
only
what
it
knew
turn.
in
life,
including
the
languages
it
knew.
Answers
are
If
the
creature
attempts
to
cast
a
spell
with
a
usually
brief,
cryptic,
or
repetitive,
and
the
corpse
is
casting
time
of
1
action,
roll
a
d20.
On
an
11
or
under
no
compulsion
to
offer
a
truthful
answer
if
higher,
the
spell
doesnt
take
effect
until
the
you
are
hostile
to
it
or
it
recognizes
you
as
an
enemy.
creatures
next
turn,
and
the
creature
must
use
its
This
spell
doesnt
return
the
creatures
soul
to
its
action
on
that
turn
to
complete
the
spell.
If
it
cant,
body,
only
its
animating
spirit.
Thus,
the
corpse
cant
the
spell
is
wasted.
learn
new
information,
doesnt
comprehend
A
creature
affected
by
this
spell
makes
another
anything
that
has
happened
since
it
died,
and
cant
Wisdom
saving
throw
at
the
end
of
its
turn.
On
a
speculate
about
future
events.
successful
save,
the
effect
ends
for
it.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
181
Spider Climb neutral)
or
3d8
necrotic
damage
(if
you
are
evil).
On
2nd-level
transmutation
a
successful
save,
the
creature
takes
half
as
much
damage.
Casting
Time:
1
action
At
Higher
Levels.
When
you
cast
this
spell
using
a
Range:
Touch
spell
slot
of
4th
level
or
higher,
the
damage
increases
Components:
V,
S,
M
(a
drop
of
bitumen
and
a
by
1d8
for
each
slot
level
above
3rd.
spider)
Duration:
Concentration,
up
to
1
hour
Spiritual Weapon
Until
the
spell
ends,
one
willing
creature
you
touch
2nd-level
evocation
gains
the
ability
to
move
up,
down,
and
across
Casting
Time:
1
bonus
action
vertical
surfaces
and
upside
down
along
ceilings,
Range:
60
feet
while
leaving
its
hands
free.
The
target
also
gains
a
Components:
V,
S
climbing
speed
equal
to
its
walking
speed.
Duration:
1
minute
Spike Growth You
create
a
floating,
spectral
weapon
within
range
2nd-level
transmutation
that
lasts
for
the
duration
or
until
you
cast
this
spell
again.
When
you
cast
the
spell,
you
can
make
a
melee
Casting
Time:
1
action
spell
attack
against
a
creature
within
5
feet
of
the
Range:
150
feet
weapon.
On
a
hit,
the
target
takes
force
damage
Components:
V,
S,
M
(seven
sharp
thorns
or
seven
equal
to
1d8
+
your
spellcasting
ability
modifier.
small
twigs,
each
sharpened
to
a
point)
As
a
bonus
action
on
your
turn,
you
can
move
the
Duration:
Concentration,
up
to
10
minutes
weapon
up
to
20
feet
and
repeat
the
attack
against
a
The
ground
in
a
20-foot
radius
centered
on
a
point
creature
within
5
feet
of
it.
within
range
twists
and
sprouts
hard
spikes
and
The
weapon
can
take
whatever
form
you
choose.
thorns.
The
area
becomes
difficult
terrain
for
the
Clerics
of
deities
who
are
associated
with
a
duration.
When
a
creature
moves
into
or
within
the
particular
weapon
(as
St.
Cuthbert
is
known
for
his
area,
it
takes
2d4
piercing
damage
for
every
5
feet
it
mace
and
Thor
for
his
hammer)
make
this
spells
travels.
effect
resemble
that
weapon.
The
transformation
of
the
ground
is
camouflaged
At
Higher
Levels.
When
you
cast
this
spell
using
a
to
look
natural.
Any
creature
that
cant
see
the
area
spell
slot
of
3rd
level
or
higher,
the
damage
at
the
time
the
spell
is
cast
must
make
a
Wisdom
increases
by
1d8
for
every
two
slot
levels
above
2nd.
(Perception)
check
against
your
spell
save
DC
to
recognize
the
terrain
as
hazardous
before
entering
it.
Stinking Cloud
3rd-level
conjuration
Spirit Guardians Casting
Time:
1
action
3rd-level
conjuration
Range:
90
feet
Casting
Time:
1
action
Components:
V,
S,
M
(a
rotten
egg
or
several
skunk
Range:
Self
(15-foot
radius)
cabbage
leaves)
Components:
V,
S,
M
(a
holy
symbol)
Duration:
Concentration,
up
to
1
minute
Duration:
Concentration,
up
to
10
minutes
You
create
a
20-foot-radius
sphere
of
yellow,
You
call
forth
spirits
to
protect
you.
They
flit
around
nauseating
gas
centered
on
a
point
within
range.
The
you
to
a
distance
of
15
feet
for
the
duration.
If
you
cloud
spreads
around
corners,
and
its
area
is
heavily
are
good
or
neutral,
their
spectral
form
appears
obscured.
The
cloud
lingers
in
the
air
for
the
angelic
or
fey
(your
choice).
If
you
are
evil,
they
duration.
appear
fiendish.
Each
creature
that
is
completely
within
the
cloud
When
you
cast
this
spell,
you
can
designate
any
at
the
start
of
its
turn
must
make
a
Constitution
number
of
creatures
you
can
see
to
be
unaffected
by
saving
throw
against
poison.
On
a
failed
save,
the
it.
An
affected
creatures
speed
is
halved
in
the
area,
creature
spends
its
action
that
turn
retching
and
and
when
the
creature
enters
the
area
for
the
first
reeling.
Creatures
that
dont
need
to
breathe
or
are
time
on
a
turn
or
starts
its
turn
there,
it
must
make
a
immune
to
poison
automatically
succeed
on
this
Wisdom
saving
throw.
On
a
failed
save,
the
creature
saving
throw.
takes
3d8
radiant
damage
(if
you
are
good
or
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
182
A
moderate
wind
(at
least
10
miles
per
hour)
Each
round
you
maintain
concentration
on
this
disperses
the
cloud
after
4
rounds.
A
strong
wind
(at
spell,
the
storm
produces
additional
effects
on
your
least
20
miles
per
hour)
disperses
it
after
1
round.
turn.
Round
2.
Acidic
rain
falls
from
the
cloud.
Each
Stone Shape creature
and
object
under
the
cloud
takes
1d6
acid
4th-level
transmutation
damage.
Round
3.
You
call
six
bolts
of
lightning
from
the
Casting
Time:
1
action
cloud
to
strike
six
creatures
or
objects
of
your
choice
Range:
Touch
beneath
the
cloud.
A
given
creature
or
object
cant
be
Components:
V,
S,
M
(soft
clay,
which
must
be
struck
by
more
than
one
bolt.
A
struck
creature
must
worked
into
roughly
the
desired
shape
of
the
make
a
Dexterity
saving
throw.
The
creature
takes
stone
object)
10d6
lightning
damage
on
a
failed
save,
or
half
as
Duration:
Instantaneous
much
damage
on
a
successful
one.
You
touch
a
stone
object
of
Medium
size
or
smaller
Round
4.
Hailstones
rain
down
from
the
cloud.
or
a
section
of
stone
no
more
than
5
feet
in
any
Each
creature
under
the
cloud
takes
2d6
dimension
and
form
it
into
any
shape
that
suits
your
bludgeoning
damage.
purpose.
So,
for
example,
you
could
shape
a
large
Round
510.
Gusts
and
freezing
rain
assail
the
rock
into
a
weapon,
idol,
or
coffer,
or
make
a
small
area
under
the
cloud.
The
area
becomes
difficult
passage
through
a
wall,
as
long
as
the
wall
is
less
terrain
and
is
heavily
obscured.
Each
creature
there
than
5
feet
thick.
You
could
also
shape
a
stone
door
takes
1d6
cold
damage.
Ranged
weapon
attacks
in
or
its
frame
to
seal
the
door
shut.
The
object
you
the
area
are
impossible.
The
wind
and
rain
count
as
create
can
have
up
to
two
hinges
and
a
latch,
but
a
severe
distraction
for
the
purposes
of
maintaining
finer
mechanical
detail
isnt
possible.
concentration
on
spells.
Finally,
gusts
of
strong
wind
(ranging
from
20
to
50
miles
per
hour)
Stoneskin automatically
disperse
fog,
mists,
and
similar
4th-level
abjuration
phenomena
in
the
area,
whether
mundane
or
magical.
Casting
Time:
1
action
Range:
Touch
Suggestion
Components:
V,
S,
M
(diamond
dust
worth
100
gp,
2nd-level
enchantment
which
the
spell
consumes)
Duration:
Concentration,
up
to
1
hour
Casting
Time:
1
action
Range:
30
feet
This
spell
turns
the
flesh
of
a
willing
creature
you
Components:
V,
M
(a
snakes
tongue
and
either
a
bit
touch
as
hard
as
stone.
Until
the
spell
ends,
the
of
honeycomb
or
a
drop
of
sweet
oil)
target
has
resistance
to
nonmagical
bludgeoning,
Duration:
Concentration,
up
to
8
hours
piercing,
and
slashing
damage.
You
suggest
a
course
of
activity
(limited
to
a
Storm of Vengeance sentence
or
two)
and
magically
influence
a
creature
9th-level
conjuration
you
can
see
within
range
that
can
hear
and
understand
you.
Creatures
that
cant
be
charmed
are
Casting
Time:
1
action
immune
to
this
effect.
The
suggestion
must
be
Range:
Sight
worded
in
such
a
manner
as
to
make
the
course
of
Components:
V,
S
action
sound
reasonable.
Asking
the
creature
to
stab
Duration:
Concentration,
up
to
1
minute
itself,
throw
itself
onto
a
spear,
immolate
itself,
or
do
A
churning
storm
cloud
forms,
centered
on
a
point
some
other
obviously
harmful
act
ends
the
spell.
you
can
see
and
spreading
to
a
radius
of
360
feet.
The
target
must
make
a
Wisdom
saving
throw.
On
Lightning
flashes
in
the
area,
thunder
booms,
and
a
failed
save,
it
pursues
the
course
of
action
you
strong
winds
roar.
Each
creature
under
the
cloud
described
to
the
best
of
its
ability.
The
suggested
(no
more
than
5,000
feet
beneath
the
cloud)
when
it
course
of
action
can
continue
for
the
entire
duration.
appears
must
make
a
Constitution
saving
throw.
On
If
the
suggested
activity
can
be
completed
in
a
a
failed
save,
a
creature
takes
2d6
thunder
damage
shorter
time,
the
spell
ends
when
the
subject
and
becomes
deafened
for
5
minutes.
finishes
what
it
was
asked
to
do.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
183
You
can
also
specify
conditions
that
will
trigger
a
Symbol
special
activity
during
the
duration.
For
example,
7th-level
abjuration
you
might
suggest
that
a
knight
give
her
warhorse
to
the
first
beggar
she
meets.
If
the
condition
isnt
met
Casting
Time:
1
minute
before
the
spell
expires,
the
activity
isnt
performed.
Range:
Touch
If
you
or
any
of
your
companions
damage
the
Components:
V,
S,
M
(mercury,
phosphorus,
and
target,
the
spell
ends.
powdered
diamond
and
opal
with
a
total
value
of
at
least
1,000
gp,
which
the
spell
consumes)
Sunbeam Duration:
Until
dispelled
or
triggered
6th-level
evocation
When
you
cast
this
spell,
you
inscribe
a
harmful
Casting
Time:
1
action
glyph
either
on
a
surface
(such
as
a
section
of
floor,
a
Range:
Self
(60-foot
line)
wall,
or
a
table)
or
within
an
object
that
can
be
Components:
V,
S,
M
(a
magnifying
glass)
closed
to
conceal
the
glyph
(such
as
a
book,
a
scroll,
Duration:
Concentration,
up
to
1
minute
or
a
treasure
chest).
If
you
choose
a
surface,
the
glyph
can
cover
an
area
of
the
surface
no
larger
than
A
beam
of
brilliant
light
flashes
out
from
your
hand
10
feet
in
diameter.
If
you
choose
an
object,
that
in
a
5-foot-wide,
60-foot-long
line.
Each
creature
in
object
must
remain
in
its
place;
if
the
object
is
the
line
must
make
a
Constitution
saving
throw.
On
a
moved
more
than
10
feet
from
where
you
cast
this
failed
save,
a
creature
takes
6d8
radiant
damage
and
spell,
the
glyph
is
broken,
and
the
spell
ends
without
is
blinded
until
your
next
turn.
On
a
successful
save,
being
triggered.
it
takes
half
as
much
damage
and
isnt
blinded
by
The
glyph
is
nearly
invisible,
requiring
an
this
spell.
Undead
and
oozes
have
disadvantage
on
Intelligence
(Investigation)
check
against
your
spell
this
saving
throw.
save
DC
to
find
it.
You
can
create
a
new
line
of
radiance
as
your
You
decide
what
triggers
the
glyph
when
you
cast
action
on
any
turn
until
the
spell
ends.
the
spell.
For
glyphs
inscribed
on
a
surface,
the
most
For
the
duration,
a
mote
of
brilliant
radiance
typical
triggers
include
touching
or
stepping
on
the
shines
in
your
hand.
It
sheds
bright
light
in
a
30-foot
glyph,
removing
another
object
covering
it,
radius
and
dim
light
for
an
additional
30
feet.
This
approaching
within
a
certain
distance
of
it,
or
light
is
sunlight.
manipulating
the
object
that
holds
it.
For
glyphs
inscribed
within
an
object,
the
most
common
Sunburst triggers
are
opening
the
object,
approaching
within
a
8th-level
evocation
certain
distance
of
it,
or
seeing
or
reading
the
glyph.
Casting
Time:
1
action
You
can
further
refine
the
trigger
so
the
spell
is
Range:
150
feet
activated
only
under
certain
circumstances
or
Components:
V,
S,
M
(fire
and
a
piece
of
sunstone)
according
to
a
creatures
physical
characteristics
Duration:
Instantaneous
(such
as
height
or
weight),
or
physical
kind
(for
example,
the
ward
could
be
set
to
affect
hags
or
Brilliant
sunlight
flashes
in
a
60-foot
radius
centered
shapechangers).
You
can
also
specify
creatures
that
on
a
point
you
choose
within
range.
Each
creature
in
dont
trigger
the
glyph,
such
as
those
who
say
a
that
light
must
make
a
Constitution
saving
throw.
On
certain
password.
a
failed
save,
a
creature
takes
12d6
radiant
damage
When
you
inscribe
the
glyph,
choose
one
of
the
and
is
blinded
for
1
minute.
On
a
successful
save,
it
options
below
for
its
effect.
Once
triggered,
the
glyph
takes
half
as
much
damage
and
isnt
blinded
by
this
glows,
filling
a
60-foot-radius
sphere
with
dim
light
spell.
Undead
and
oozes
have
disadvantage
on
this
for
10
minutes,
after
which
time
the
spell
ends.
Each
saving
throw.
creature
in
the
sphere
when
the
glyph
activates
is
A
creature
blinded
by
this
spell
makes
another
targeted
by
its
effect,
as
is
a
creature
that
enters
the
Constitution
saving
throw
at
the
end
of
each
of
its
sphere
for
the
first
time
on
a
turn
or
ends
its
turn
turns.
On
a
successful
save,
it
is
no
longer
blinded.
there.
This
spell
dispels
any
darkness
in
its
area
that
was
Death.
Each
target
must
make
a
Constitution
created
by
a
spell.
saving
throw,
taking
10d10
necrotic
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
save.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
184
Discord.
Each
target
must
make
a
Constitution
creature
up
to
30
feet
in
any
direction,
including
saving
throw.
On
a
failed
save,
a
target
bickers
and
upward
but
not
beyond
the
range
of
this
spell.
Until
argues
with
other
creatures
for
1
minute.
During
this
the
end
of
your
next
turn,
the
creature
is
restrained
time,
it
is
incapable
of
meaningful
communication
in
your
telekinetic
grip.
A
creature
lifted
upward
is
and
has
disadvantage
on
attack
rolls
and
ability
suspended
in
mid-air.
checks.
On
subsequent
rounds,
you
can
use
your
action
to
Fear.
Each
target
must
make
a
Wisdom
saving
attempt
to
maintain
your
telekinetic
grip
on
the
throw
and
becomes
frightened
for
1
minute
on
a
creature
by
repeating
the
contest.
failed
save.
While
frightened,
the
target
drops
Object.
You
can
try
to
move
an
object
that
weighs
whatever
it
is
holding
and
must
move
at
least
30
feet
up
to
1,000
pounds.
If
the
object
isnt
being
worn
or
away
from
the
glyph
on
each
of
its
turns,
if
able.
carried,
you
automatically
move
it
up
to
30
feet
in
Hopelessness.
Each
target
must
make
a
Charisma
any
direction,
but
not
beyond
the
range
of
this
spell.
saving
throw.
On
a
failed
save,
the
target
is
If
the
object
is
worn
or
carried
by
a
creature,
you
overwhelmed
with
despair
for
1
minute.
During
this
must
make
an
ability
check
with
your
spellcasting
time,
it
cant
attack
or
target
any
creature
with
ability
contested
by
that
creatures
Strength
check.
If
harmful
abilities,
spells,
or
other
magical
effects.
you
succeed,
you
pull
the
object
away
from
that
Insanity.
Each
target
must
make
an
Intelligence
creature
and
can
move
it
up
to
30
feet
in
any
saving
throw.
On
a
failed
save,
the
target
is
driven
direction
but
not
beyond
the
range
of
this
spell.
insane
for
1
minute.
An
insane
creature
cant
take
You
can
exert
fine
control
on
objects
with
your
actions,
cant
understand
what
other
creatures
say,
telekinetic
grip,
such
as
manipulating
a
simple
tool,
cant
read,
and
speaks
only
in
gibberish.
The
GM
opening
a
door
or
a
container,
stowing
or
retrieving
controls
its
movement,
which
is
erratic.
an
item
from
an
open
container,
or
pouring
the
Pain.
Each
target
must
make
a
Constitution
saving
contents
from
a
vial.
throw
and
becomes
incapacitated
with
excruciating
pain
for
1
minute
on
a
failed
save.
Telepathic Bond
Sleep.
Each
target
must
make
a
Wisdom
saving
5th-level
divination
(ritual)
throw
and
falls
unconscious
for
10
minutes
on
a
Casting
Time:
1
action
failed
save.
A
creature
awakens
if
it
takes
damage
or
Range:
30
feet
if
someone
uses
an
action
to
shake
or
slap
it
awake.
Components:
V,
S,
M
(pieces
of
eggshell
from
two
Stunning.
Each
target
must
make
a
Wisdom
different
kinds
of
creatures)
saving
throw
and
becomes
stunned
for
1
minute
on
Duration:
1
hour
a
failed
save.
You
forge
a
telepathic
link
among
up
to
eight
willing
Telekinesis creatures
of
your
choice
within
range,
psychically
5th-level
transmutation
linking
each
creature
to
all
the
others
for
the
duration.
Creatures
with
Intelligence
scores
of
2
or
Casting
Time:
1
action
less
arent
affected
by
this
spell.
Range:
60
feet
Until
the
spell
ends,
the
targets
can
communicate
Components:
V,
S
telepathically
through
the
bond
whether
or
not
they
Duration:
Concentration,
up
to
10
minutes
have
a
common
language.
The
communication
is
You
gain
the
ability
to
move
or
manipulate
creatures
possible
over
any
distance,
though
it
cant
extend
to
or
objects
by
thought.
When
you
cast
the
spell,
and
other
planes
of
existence.
as
your
action
each
round
for
the
duration,
you
can
exert
your
will
on
one
creature
or
object
that
you
Teleport
can
see
within
range,
causing
the
appropriate
effect
7th-level
conjuration
below.
You
can
affect
the
same
target
round
after
Casting
Time:
1
action
round,
or
choose
a
new
one
at
any
time.
If
you
switch
Range:
10
feet
targets,
the
prior
target
is
no
longer
affected
by
the
Components:
V
spell.
Duration:
Instantaneous
Creature.
You
can
try
to
move
a
Huge
or
smaller
creature.
Make
an
ability
check
with
your
This
spell
instantly
transports
you
and
up
to
eight
spellcasting
ability
contested
by
the
creatures
willing
creatures
of
your
choice
that
you
can
see
Strength
check.
If
you
win
the
contest,
you
move
the
within
range,
or
a
single
object
that
you
can
see
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
185
within
range,
to
a
destination
you
select.
If
you
north,
2
as
northeast,
3
as
east,
and
so
on
around
the
target
an
object,
it
must
be
able
to
fit
entirely
inside
points
of
the
compass.
If
you
were
teleporting
to
a
a
10-foot
cube,
and
it
cant
be
held
or
carried
by
an
coastal
city
and
wound
up
18
miles
out
at
sea,
you
unwilling
creature.
could
be
in
trouble.
The
destination
you
choose
must
be
known
to
you,
Similar
Area.
You
and
your
group
(or
the
target
and
it
must
be
on
the
same
plane
of
existence
as
you.
object)
wind
up
in
a
different
area
thats
visually
or
Your
familiarity
with
the
destination
determines
thematically
similar
to
the
target
area.
If
you
are
whether
you
arrive
there
successfully.
The
GM
rolls
heading
for
your
home
laboratory,
for
example,
you
d100
and
consults
the
table.
might
wind
up
in
another
wizards
laboratory
or
in
an
alchemical
supply
shop
that
has
many
of
the
same
Similar
Off
On
Familiarity
Mishap
Area
Target
Target
tools
and
implements
as
your
laboratory.
Generally,
Permanent
01100
you
appear
in
the
closest
similar
place,
but
since
the
circle
spell
has
no
range
limit,
you
could
conceivably
wind
Associated
01100
up
anywhere
on
the
plane.
object
Mishap.
The
spells
unpredictable
magic
results
in
Very
familiar
0105
0613
1424
25100
a
difficult
journey.
Each
teleporting
creature
(or
the
Seen
casually
0133
3443
4453
54100
target
object)
takes
3d10
force
damage,
and
the
GM
Viewed
once
0143
4453
5473
74100
rerolls
on
the
table
to
see
where
you
wind
up
Description
0143
4453
5473
74100
(multiple
mishaps
can
occur,
dealing
damage
each
False
0150
51100
time).
destination
Teleportation Circle
Familiarity.
Permanent
circle
means
a
5th-level
conjuration
permanent
teleportation
circle
whose
sigil
sequence
you
know.
Associated
object
means
that
you
Casting
Time:
1
minute
possess
an
object
taken
from
the
desired
destination
Range:
10
feet
within
the
last
six
months,
such
as
a
book
from
a
Components:
V,
M
(rare
chalks
and
inks
infused
wizards
library,
bed
linen
from
a
royal
suite,
or
a
with
precious
gems
with
50
gp,
which
the
spell
chunk
of
marble
from
a
lichs
secret
tomb.
consumes)
Very
familiar
is
a
place
you
have
been
very
often,
Duration:
1
round
a
place
you
have
carefully
studied,
or
a
place
you
can
As
you
cast
the
spell,
you
draw
a
10-foot-diameter
see
when
you
cast
the
spell.
Seen
casually
is
circle
on
the
ground
inscribed
with
sigils
that
link
someplace
you
have
seen
more
than
once
but
with
your
location
to
a
permanent
teleportation
circle
of
which
you
arent
very
familiar.
Viewed
once
is
a
your
choice
whose
sigil
sequence
you
know
and
that
place
you
have
seen
once,
possibly
using
magic.
is
on
the
same
plane
of
existence
as
you.
A
Description
is
a
place
whose
location
and
shimmering
portal
opens
within
the
circle
you
drew
appearance
you
know
through
someone
elses
and
remains
open
until
the
end
of
your
next
turn.
description,
perhaps
from
a
map.
Any
creature
that
enters
the
portal
instantly
appears
False
destination
is
a
place
that
doesnt
exist.
within
5
feet
of
the
destination
circle
or
in
the
Perhaps
you
tried
to
scry
an
enemys
sanctum
but
nearest
unoccupied
space
if
that
space
is
occupied.
instead
viewed
an
illusion,
or
you
are
attempting
to
Many
major
temples,
guilds,
and
other
important
teleport
to
a
familiar
location
that
no
longer
exists.
places
have
permanent
teleportation
circles
On
Target.
You
and
your
group
(or
the
target
inscribed
somewhere
within
their
confines.
Each
object)
appear
where
you
want
to.
such
circle
includes
a
unique
sigil
sequencea
Off
Target.
You
and
your
group
(or
the
target
string
of
magical
runes
arranged
in
a
particular
object)
appear
a
random
distance
away
from
the
pattern.
When
you
first
gain
the
ability
to
cast
this
destination
in
a
random
direction.
Distance
off
target
spell,
you
learn
the
sigil
sequences
for
two
is
1d10
1d10
percent
of
the
distance
that
was
to
be
destinations
on
the
Material
Plane,
determined
by
traveled.
For
example,
if
you
tried
to
travel
120
the
GM.
You
can
learn
additional
sigil
sequences
miles,
landed
off
target,
and
rolled
a
5
and
3
on
the
during
your
adventures.
You
can
commit
a
new
sigil
two
d10s,
then
you
would
be
off
target
by
15
percent,
sequence
to
memory
after
studying
it
for
1
minute.
or
18
miles.
The
GM
determines
the
direction
off
You
can
create
a
permanent
teleportation
circle
by
target
randomly
by
rolling
a
d8
and
designating
1
as
casting
this
spell
in
the
same
location
every
day
for
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
186
one
year.
You
need
not
use
the
circle
to
teleport
Time Stop
when
you
cast
the
spell
in
this
way.
9th-level
transmutation
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
187
when
the
target
speaks,
any
creature
that
knows
at
into
a
different
creature,
the
creature
into
an
object,
least
one
language
and
can
hear
the
target
or
the
object
into
a
creature
(the
object
must
be
understands
what
it
says.
neither
worn
nor
carried
by
another
creature).
The
transformation
lasts
for
the
duration,
or
until
the
Transport via Plants target
drops
to
0
hit
points
or
dies.
If
you
6th-level
conjuration
concentrate
on
this
spell
for
the
full
duration,
the
transformation
lasts
until
it
is
dispelled.
Casting
Time:
1
action
This
spell
has
no
effect
on
a
shapechanger
or
a
Range:
10
feet
creature
with
0
hit
points.
An
unwilling
creature
can
Components:
V,
S
make
a
Wisdom
saving
throw,
and
if
it
succeeds,
it
Duration:
1
round
isnt
affected
by
this
spell.
This
spell
creates
a
magical
link
between
a
Large
or
Creature
into
Creature.
If
you
turn
a
creature
into
larger
inanimate
plant
within
range
and
another
another
kind
of
creature,
the
new
form
can
be
any
plant,
at
any
distance,
on
the
same
plane
of
existence.
kind
you
choose
whose
challenge
rating
is
equal
to
You
must
have
seen
or
touched
the
destination
plant
or
less
than
the
targets
(or
its
level,
if
the
target
at
least
once
before.
For
the
duration,
any
creature
doesnt
have
a
challenge
rating).
The
targets
game
can
step
into
the
target
plant
and
exit
from
the
statistics,
including
mental
ability
scores,
are
destination
plant
by
using
5
feet
of
movement.
replaced
by
the
statistics
of
the
new
form.
It
retains
its
alignment
and
personality.
Tree Stride
The
target
assumes
the
hit
points
of
its
new
form,
5th-level
conjuration
and
when
it
reverts
to
its
normal
form,
the
creature
returns
to
the
number
of
hit
points
it
had
before
it
Casting
Time:
1
action
transformed.
If
it
reverts
as
a
result
of
dropping
to
0
Range:
Self
hit
points,
any
excess
damage
carries
over
to
its
Components:
V,
S
normal
form.
As
long
as
the
excess
damage
doesnt
Duration:
Concentration,
up
to
1
minute
reduce
the
creatures
normal
form
to
0
hit
points,
it
You
gain
the
ability
to
enter
a
tree
and
move
from
isnt
knocked
unconscious.
inside
it
to
inside
another
tree
of
the
same
kind
The
creature
is
limited
in
the
actions
it
can
within
500
feet.
Both
trees
must
be
living
and
at
perform
by
the
nature
of
its
new
form,
and
it
cant
least
the
same
size
as
you.
You
must
use
5
feet
of
speak,
cast
spells,
or
take
any
other
action
that
movement
to
enter
a
tree.
You
instantly
know
the
requires
hands
or
speech,
unless
its
new
form
is
location
of
all
other
trees
of
the
same
kind
within
capable
of
such
actions.
500
feet
and,
as
part
of
the
move
used
to
enter
the
The
targets
gear
melds
into
the
new
form.
The
tree,
can
either
pass
into
one
of
those
trees
or
step
creature
cant
activate,
use,
wield,
or
otherwise
out
of
the
tree
youre
in.
You
appear
in
a
spot
of
your
benefit
from
any
of
its
equipment.
choice
within
5
feet
of
the
destination
tree,
using
Object
into
Creature.
You
can
turn
an
object
into
another
5
feet
of
movement.
If
you
have
no
any
kind
of
creature,
as
long
as
the
creatures
size
is
movement
left,
you
appear
within
5
feet
of
the
tree
no
larger
than
the
objects
size
and
the
creatures
you
entered.
challenge
rating
is
9
or
lower.
The
creature
is
You
can
use
this
transportation
ability
once
per
friendly
to
you
and
your
companions.
It
acts
on
each
round
for
the
duration.
You
must
end
each
turn
of
your
turns.
You
decide
what
action
it
takes
and
outside
a
tree.
how
it
moves.
The
GM
has
the
creatures
statistics
and
resolves
all
of
its
actions
and
movement.
True Polymorph
If
the
spell
becomes
permanent,
you
no
longer
9th-level
transmutation
control
the
creature.
It
might
remain
friendly
to
you,
depending
on
how
you
have
treated
it.
Casting
Time:
1
action
Creature
into
Object.
If
you
turn
a
creature
into
Range:
30
feet
an
object,
it
transforms
along
with
whatever
it
is
Components:
V,
S,
M
(a
drop
of
mercury,
a
dollop
of
wearing
and
carrying
into
that
form.
The
creatures
gum
arabic,
and
a
wisp
of
smoke)
statistics
become
those
of
the
object,
and
the
Duration:
Concentration,
up
to
1
hour
creature
has
no
memory
of
time
spent
in
this
form,
Choose
one
creature
or
nonmagical
object
that
you
after
the
spell
ends
and
it
returns
to
its
normal
form.
can
see
within
range.
You
transform
the
creature
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
188
True Resurrection Unseen Servant
9th-level
necromancy
1st-level
conjuration
(ritual)
Casting
Time:
1
hour
Casting
Time:
1
action
Range:
Touch
Range:
60
feet
Components:
V,
S,
M
(a
sprinkle
of
holy
water
and
Components:
V,
S,
M
(a
piece
of
string
and
a
bit
of
diamonds
worth
at
least
25,000
gp,
which
the
spell
wood)
consumes)
Duration:
1
hour
Duration:
Instantaneous
This
spell
creates
an
invisible,
mindless,
shapeless
You
touch
a
creature
that
has
been
dead
for
no
force
that
performs
simple
tasks
at
your
command
longer
than
200
years
and
that
died
for
any
reason
until
the
spell
ends.
The
servant
springs
into
except
old
age.
If
the
creatures
soul
is
free
and
existence
in
an
unoccupied
space
on
the
ground
willing,
the
creature
is
restored
to
life
with
all
its
hit
within
range.
It
has
AC
10,
1
hit
point,
and
a
Strength
points.
of
2,
and
it
cant
attack.
If
it
drops
to
0
hit
points,
the
This
spell
closes
all
wounds,
neutralizes
any
spell
ends.
poison,
cures
all
diseases,
and
lifts
any
curses
Once
on
each
of
your
turns
as
a
bonus
action,
you
affecting
the
creature
when
it
died.
The
spell
can
mentally
command
the
servant
to
move
up
to
15
replaces
damaged
or
missing
organs
and
limbs.
feet
and
interact
with
an
object.
The
servant
can
The
spell
can
even
provide
a
new
body
if
the
perform
simple
tasks
that
a
human
servant
could
do,
original
no
longer
exists,
in
which
case
you
must
such
as
fetching
things,
cleaning,
mending,
folding
speak
the
creatures
name.
The
creature
then
clothes,
lighting
fires,
serving
food,
and
pouring
wine.
appears
in
an
unoccupied
space
you
choose
within
Once
you
give
the
command,
the
servant
performs
10
feet
of
you.
the
task
to
the
best
of
its
ability
until
it
completes
the
task,
then
waits
for
your
next
command.
True Seeing
If
you
command
the
servant
to
perform
a
task
that
6th-level
divination
would
move
it
more
than
60
feet
away
from
you,
the
spell
ends.
Casting
Time:
1
action
Range:
Touch
Vampiric Touch
Components:
V,
S,
M
(an
ointment
for
the
eyes
that
3rd-level
necromancy
costs
25
gp;
is
made
from
mushroom
powder,
saffron,
and
fat;
and
is
consumed
by
the
spell)
Casting
Time:
1
action
Duration:
1
hour
Range:
Self
Components:
V,
S
This
spell
gives
the
willing
creature
you
touch
the
Duration:
Concentration,
up
to
1
minute
ability
to
see
things
as
they
actually
are.
For
the
duration,
the
creature
has
truesight,
notices
secret
The
touch
of
your
shadow-wreathed
hand
can
doors
hidden
by
magic,
and
can
see
into
the
Ethereal
siphon
life
force
from
others
to
heal
your
wounds.
Plane,
all
out
to
a
range
of
120
feet.
Make
a
melee
spell
attack
against
a
creature
within
your
reach.
On
a
hit,
the
target
takes
3d6
necrotic
True Strike damage,
and
you
regain
hit
points
equal
to
half
the
Divination
cantrip
amount
of
necrotic
damage
dealt.
Until
the
spell
ends,
you
can
make
the
attack
again
on
each
of
your
Casting
Time:
1
action
turns
as
an
action.
Range:
30
feet
At
Higher
Levels.
When
you
cast
this
spell
using
a
Components:
S
spell
slot
of
4th
level
or
higher,
the
damage
increases
Duration:
Concentration,
up
to
1
round
by
1d6
for
each
slot
level
above
3rd.
You
extend
your
hand
and
point
a
finger
at
a
target
in
range.
Your
magic
grants
you
a
brief
insight
into
Vicious Mockery
the
targets
defenses.
On
your
next
turn,
you
gain
Enchantment
cantrip
advantage
on
your
first
attack
roll
against
the
target,
Casting
Time:
1
action
provided
that
this
spell
hasnt
ended.
Range:
60
feet
Components:
V
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
189
Duration:
Instantaneous
to
10
feet,
or
you
can
shape
a
flat
surface
made
up
of
You
unleash
a
string
of
insults
laced
with
subtle
ten
10-foot-by-10-foot
panels.
Each
panel
must
be
enchantments
at
a
creature
you
can
see
within
range.
contiguous
with
another
panel.
In
any
form,
the
wall
If
the
target
can
hear
you
(though
it
need
not
is
1/4
inch
thick.
It
lasts
for
the
duration.
If
the
wall
understand
you),
it
must
succeed
on
a
Wisdom
cuts
through
a
creatures
space
when
it
appears,
the
saving
throw
or
take
1d4
psychic
damage
and
have
creature
is
pushed
to
one
side
of
the
wall
(your
disadvantage
on
the
next
attack
roll
it
makes
before
choice
which
side).
the
end
of
its
next
turn.
Nothing
can
physically
pass
through
the
wall.
It
is
This
spell's
damage
increases
by
1d4
when
you
immune
to
all
damage
and
cant
be
dispelled
by
reach
5th
level
(2d4),
11th
level
(3d4),
and
17th
dispel
magic.
A
disintegrate
spell
destroys
the
wall
level
(4d4).
instantly,
however.
The
wall
also
extends
into
the
Ethereal
Plane,
blocking
ethereal
travel
through
the
Wall of Fire wall.
4th-level
evocation
Wall of Ice
Casting
Time:
1
action
6th-level
evocation
Range:
120
feet
Components:
V,
S,
M
(a
small
piece
of
phosphorus)
Casting
Time:
1
action
Duration:
Concentration,
up
to
1
minute
Range:
120
feet
Components:
V,
S,
M
(a
small
piece
of
quartz)
You
create
a
wall
of
fire
on
a
solid
surface
within
Duration:
Concentration,
up
to
10
minutes
range.
You
can
make
the
wall
up
to
60
feet
long,
20
feet
high,
and
1
foot
thick,
or
a
ringed
wall
up
to
20
You
create
a
wall
of
ice
on
a
solid
surface
within
feet
in
diameter,
20
feet
high,
and
1
foot
thick.
The
range.
You
can
form
it
into
a
hemispherical
dome
or
wall
is
opaque
and
lasts
for
the
duration.
a
sphere
with
a
radius
of
up
to
10
feet,
or
you
can
When
the
wall
appears,
each
creature
within
its
shape
a
flat
surface
made
up
of
ten
10-foot-square
area
must
make
a
Dexterity
saving
throw.
On
a
failed
panels.
Each
panel
must
be
contiguous
with
another
save,
a
creature
takes
5d8
fire
damage,
or
half
as
panel.
In
any
form,
the
wall
is
1
foot
thick
and
lasts
much
damage
on
a
successful
save.
for
the
duration.
One
side
of
the
wall,
selected
by
you
when
you
If
the
wall
cuts
through
a
creatures
space
when
it
cast
this
spell,
deals
5d8
fire
damage
to
each
appears,
the
creature
within
its
area
is
pushed
to
creature
that
ends
its
turn
within
10
feet
of
that
side
one
side
of
the
wall
and
must
make
a
Dexterity
or
inside
the
wall.
A
creature
takes
the
same
damage
saving
throw.
On
a
failed
save,
the
creature
takes
when
it
enters
the
wall
for
the
first
time
on
a
turn
or
10d6
cold
damage,
or
half
as
much
damage
on
a
ends
its
turn
there.
The
other
side
of
the
wall
deals
successful
save.
no
damage.
The
wall
is
an
object
that
can
be
damaged
and
thus
At
Higher
Levels.
When
you
cast
this
spell
using
a
breached.
It
has
AC
12
and
30
hit
points
per
10-foot
spell
slot
of
5th
level
or
higher,
the
damage
increases
section,
and
it
is
vulnerable
to
fire
damage.
Reducing
by
1d8
for
each
slot
level
above
4th.
a
10-foot
section
of
wall
to
0
hit
points
destroys
it
and
leaves
behind
a
sheet
of
frigid
air
in
the
space
Wall of Force the
wall
occupied.
A
creature
moving
through
the
5th-level
evocation
sheet
of
frigid
air
for
the
first
time
on
a
turn
must
make
a
Constitution
saving
throw.
That
creature
Casting
Time:
1
action
takes
5d6
cold
damage
on
a
failed
save,
or
half
as
Range:
120
feet
much
damage
on
a
successful
one.
Components:
V,
S,
M
(a
pinch
of
powder
made
by
At
Higher
Levels.
When
you
cast
this
spell
using
a
crushing
a
clear
gemstone)
spell
slot
of
7th
level
or
higher,
the
damage
the
wall
Duration:
Concentration,
up
to
10
minutes
deals
when
it
appears
increases
by
2d6,
and
the
An
invisible
wall
of
force
springs
into
existence
at
a
damage
from
passing
through
the
sheet
of
frigid
air
point
you
choose
within
range.
The
wall
appears
in
increases
by
1d6,
for
each
slot
level
above
6th.
any
orientation
you
choose,
as
a
horizontal
or
vertical
barrier
or
at
an
angle.
It
can
be
free
floating
Wall of Stone
or
resting
on
a
solid
surface.
You
can
form
it
into
a
5th-level
evocation
hemispherical
dome
or
a
sphere
with
a
radius
of
up
Casting
Time:
1
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
190
Range:
120
feet
When
the
wall
appears,
each
creature
within
its
Components:
V,
S,
M
(a
small
block
of
granite)
area
must
make
a
Dexterity
saving
throw.
On
a
failed
Duration:
Concentration,
up
to
10
minutes
save,
a
creature
takes
7d8
piercing
damage,
or
half
as
much
damage
on
a
successful
save.
A
nonmagical
wall
of
solid
stone
springs
into
A
creature
can
move
through
the
wall,
albeit
existence
at
a
point
you
choose
within
range.
The
slowly
and
painfully.
For
every
1
foot
a
creature
wall
is
6
inches
thick
and
is
composed
of
ten
10-foot-
moves
through
the
wall,
it
must
spend
4
feet
of
by-10-foot
panels.
Each
panel
must
be
contiguous
movement.
Furthermore,
the
first
time
a
creature
with
at
least
one
other
panel.
Alternatively,
you
can
enters
the
wall
on
a
turn
or
ends
its
turn
there,
the
create
10-foot-by-20-foot
panels
that
are
only
3
creature
must
make
a
Dexterity
saving
throw.
It
inches
thick.
takes
7d8
slashing
damage
on
a
failed
save,
or
half
as
If
the
wall
cuts
through
a
creatures
space
when
it
much
damage
on
a
successful
one.
appears,
the
creature
is
pushed
to
one
side
of
the
At
Higher
Levels.
When
you
cast
this
spell
using
a
wall
(your
choice).
If
a
creature
would
be
spell
slot
of
7th
level
or
higher,
both
types
of
damage
surrounded
on
all
sides
by
the
wall
(or
the
wall
and
increase
by
1d8
for
each
slot
level
above
6th.
another
solid
surface),
that
creature
can
make
a
Dexterity
saving
throw.
On
a
success,
it
can
use
its
Warding Bond
reaction
to
move
up
to
its
speed
so
that
it
is
no
2nd-level
abjuration
longer
enclosed
by
the
wall.
The
wall
can
have
any
shape
you
desire,
though
it
Casting
Time:
1
action
cant
occupy
the
same
space
as
a
creature
or
object.
Range:
Touch
The
wall
doesnt
need
to
be
vertical
or
rest
on
any
Components:
V,
S,
M
(a
pair
of
platinum
rings
worth
firm
foundation.
It
must,
however,
merge
with
and
at
least
50
gp
each,
which
you
and
the
target
must
be
solidly
supported
by
existing
stone.
Thus,
you
can
wear
for
the
duration)
use
this
spell
to
bridge
a
chasm
or
create
a
ramp.
Duration:
1
hour
If
you
create
a
span
greater
than
20
feet
in
length,
This
spell
wards
a
willing
creature
you
touch
and
you
must
halve
the
size
of
each
panel
to
create
creates
a
mystic
connection
between
you
and
the
supports.
You
can
crudely
shape
the
wall
to
create
target
until
the
spell
ends.
While
the
target
is
within
crenellations,
battlements,
and
so
on.
60
feet
of
you,
it
gains
a
+1
bonus
to
AC
and
saving
The
wall
is
an
object
made
of
stone
that
can
be
throws,
and
it
has
resistance
to
all
damage.
Also,
damaged
and
thus
breached.
Each
panel
has
AC
15
each
time
it
takes
damage,
you
take
the
same
and
30
hit
points
per
inch
of
thickness.
Reducing
a
amount
of
damage.
panel
to
0
hit
points
destroys
it
and
might
cause
The
spell
ends
if
you
drop
to
0
hit
points
or
if
you
connected
panels
to
collapse
at
the
GMs
discretion.
and
the
target
become
separated
by
more
than
60
If
you
maintain
your
concentration
on
this
spell
feet.
It
also
ends
if
the
spell
is
cast
again
on
either
of
for
its
whole
duration,
the
wall
becomes
permanent
the
connected
creatures.
You
can
also
dismiss
the
and
cant
be
dispelled.
Otherwise,
the
wall
spell
as
an
action.
disappears
when
the
spell
ends.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
191
Range:
30
feet
only
to
them.
Each
creature
in
a
30-foot-radius
Components:
V,
S,
M
(a
piece
of
cork)
sphere
centered
on
a
point
of
your
choice
within
Duration:
1
hour
range
must
make
a
Wisdom
saving
throw.
On
a
failed
save,
a
creature
becomes
frightened
for
the
This
spell
grants
the
ability
to
move
across
any
duration.
The
illusion
calls
on
the
creatures
deepest
liquid
surfacesuch
as
water,
acid,
mud,
snow,
fears,
manifesting
its
worst
nightmares
as
an
quicksand,
or
lavaas
if
it
were
harmless
solid
implacable
threat.
At
the
end
of
each
of
the
ground
(creatures
crossing
molten
lava
can
still
take
frightened
creatures
turns,
it
must
succeed
on
a
damage
from
the
heat).
Up
to
ten
willing
creatures
Wisdom
saving
throw
or
take
4d10
psychic
damage.
you
can
see
within
range
gain
this
ability
for
the
On
a
successful
save,
the
spell
ends
for
that
creature.
duration.
If
you
target
a
creature
submerged
in
a
liquid,
the
Wind Walk
spell
carries
the
target
to
the
surface
of
the
liquid
at
6th-level
transmutation
a
rate
of
60
feet
per
round.
Casting
Time:
1
minute
Web Range:
30
feet
2nd-level
conjuration
Components:
V,
S,
M
(fire
and
holy
water)
Duration:
8
hours
Casting
Time:
1
action
Range:
60
feet
You
and
up
to
ten
willing
creatures
you
can
see
Components:
V,
S,
M
(a
bit
of
spiderweb)
within
range
assume
a
gaseous
form
for
the
duration,
Duration:
Concentration,
up
to
1
hour
appearing
as
wisps
of
cloud.
While
in
this
cloud
form,
a
creature
has
a
flying
speed
of
300
feet
and
has
You
conjure
a
mass
of
thick,
sticky
webbing
at
a
resistance
to
damage
from
nonmagical
weapons.
The
point
of
your
choice
within
range.
The
webs
fill
a
20-
only
actions
a
creature
can
take
in
this
form
are
the
foot
cube
from
that
point
for
the
duration.
The
webs
Dash
action
or
to
revert
to
its
normal
form.
are
difficult
terrain
and
lightly
obscure
their
area.
Reverting
takes
1
minute,
during
which
time
a
If
the
webs
arent
anchored
between
two
solid
creature
is
incapacitated
and
cant
move.
Until
the
masses
(such
as
walls
or
trees)
or
layered
across
a
spell
ends,
a
creature
can
revert
to
cloud
form,
which
floor,
wall,
or
ceiling,
the
conjured
web
collapses
on
also
requires
the
1-minute
transformation.
itself,
and
the
spell
ends
at
the
start
of
your
next
turn.
If
a
creature
is
in
cloud
form
and
flying
when
the
Webs
layered
over
a
flat
surface
have
a
depth
of
5
effect
ends,
the
creature
descends
60
feet
per
round
feet.
for
1
minute
until
it
lands,
which
it
does
safely.
If
it
Each
creature
that
starts
its
turn
in
the
webs
or
cant
land
after
1
minute,
the
creature
falls
the
that
enters
them
during
its
turn
must
make
a
remaining
distance.
Dexterity
saving
throw.
On
a
failed
save,
the
creature
is
restrained
as
long
as
it
remains
in
the
webs
or
Wind Wall
until
it
breaks
free.
3rd-level
evocation
A
creature
restrained
by
the
webs
can
use
its
action
to
make
a
Strength
check
against
your
spell
Casting
Time:
1
action
save
DC.
If
it
succeeds,
it
is
no
longer
restrained.
Range:
120
feet
The
webs
are
flammable.
Any
5-foot
cube
of
webs
Components:
V,
S,
M
(a
tiny
fan
and
a
feather
of
exposed
to
fire
burns
away
in
1
round,
dealing
2d4
exotic
origin)
fire
damage
to
any
creature
that
starts
its
turn
in
the
Duration:
Concentration,
up
to
1
minute
fire.
A
wall
of
strong
wind
rises
from
the
ground
at
a
Weird point
you
choose
within
range.
You
can
make
the
wall
up
to
50
feet
long,
15
feet
high,
and
1
foot
thick.
9th-level
illusion
You
can
shape
the
wall
in
any
way
you
choose
so
Casting
Time:
1
action
long
as
it
makes
one
continuous
path
along
the
Range:
120
feet
ground.
The
wall
lasts
for
the
duration.
Components:
V,
S
When
the
wall
appears,
each
creature
within
its
Duration:
Concentration,
up
to
one
minute
area
must
make
a
Strength
saving
throw.
A
creature
takes
3d8
bludgeoning
damage
on
a
failed
save,
or
Drawing
on
the
deepest
fears
of
a
group
of
creatures,
half
as
much
damage
on
a
successful
one.
you
create
illusory
creatures
in
their
minds,
visible
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
192
The
strong
wind
keeps
fog,
smoke,
and
other
gases
GM
as
precisely
as
possible.
The
GM
has
great
at
bay.
Small
or
smaller
flying
creatures
or
objects
latitude
in
ruling
what
occurs
in
such
an
instance;
cant
pass
through
the
wall.
Loose,
lightweight
the
greater
the
wish,
the
greater
the
likelihood
that
materials
brought
into
the
wall
fly
upward.
Arrows,
something
goes
wrong.
This
spell
might
simply
fail,
bolts,
and
other
ordinary
projectiles
launched
at
the
effect
you
desire
might
only
be
partly
achieved,
targets
behind
the
wall
are
deflected
upward
and
or
you
might
suffer
some
unforeseen
consequence
as
automatically
miss.
(Boulders
hurled
by
giants
or
a
result
of
how
you
worded
the
wish.
For
example,
siege
engines,
and
similar
projectiles,
are
wishing
that
a
villain
were
dead
might
propel
you
unaffected.)
Creatures
in
gaseous
form
cant
pass
forward
in
time
to
a
period
when
that
villain
is
no
through
it.
longer
alive,
effectively
removing
you
from
the
game.
Similarly,
wishing
for
a
legendary
magic
item
or
Wish artifact
might
instantly
transport
you
to
the
9th-level
conjuration
presence
of
the
items
current
owner.
The
stress
of
casting
this
spell
to
produce
any
Casting
Time:
1
action
effect
other
than
duplicating
another
spell
weakens
Range:
Self
you.
After
enduring
that
stress,
each
time
you
cast
a
Components:
V
spell
until
you
finish
a
long
rest,
you
take
1d10
Duration:
Instantaneous
necrotic
damage
per
level
of
that
spell.
This
damage
Wish
is
the
mightiest
spell
a
mortal
creature
can
cast.
cant
be
reduced
or
prevented
in
any
way.
In
By
simply
speaking
aloud,
you
can
alter
the
very
addition,
your
Strength
drops
to
3,
if
it
isnt
3
or
foundations
of
reality
in
accord
with
your
desires.
lower
already,
for
2d4
days.
For
each
of
those
days
The
basic
use
of
this
spell
is
to
duplicate
any
other
that
you
spend
resting
and
doing
nothing
more
than
spell
of
8th
level
or
lower.
You
dont
need
to
meet
light
activity,
your
remaining
recovery
time
any
requirements
in
that
spell,
including
costly
decreases
by
2
days.
Finally,
there
is
a
33
percent
components.
The
spell
simply
takes
effect.
chance
that
you
are
unable
to
cast
wish
ever
again
if
Alternatively,
you
can
create
one
of
the
following
you
suffer
this
stress.
effects
of
your
choice:
Word of Recall
You
create
one
object
of
up
to
25,000
gp
in
value
6th-level
conjuration
that
isnt
a
magic
item.
The
object
can
be
no
more
than
300
feet
in
any
dimension,
and
it
appears
in
Casting
Time:
1
action
an
unoccupied
space
you
can
see
on
the
ground.
Range:
5
feet
You
allow
up
to
twenty
creatures
that
you
can
see
Components:
V
to
regain
all
hit
points,
and
you
end
all
effects
on
Duration:
Instantaneous
them
described
in
the
greater
restoration
spell.
You
and
up
to
five
willing
creatures
within
5
feet
of
You
grant
up
to
ten
creatures
that
you
can
see
you
instantly
teleport
to
a
previously
designated
resistance
to
a
damage
type
you
choose.
sanctuary.
You
and
any
creatures
that
teleport
with
You
grant
up
to
ten
creatures
you
can
see
you
appear
in
the
nearest
unoccupied
space
to
the
immunity
to
a
single
spell
or
other
magical
effect
spot
you
designated
when
you
prepared
your
for
8
hours.
For
instance,
you
could
make
yourself
sanctuary
(see
below).
If
you
cast
this
spell
without
and
all
your
companions
immune
to
a
lichs
life
first
preparing
a
sanctuary,
the
spell
has
no
effect.
drain
attack.
You
must
designate
a
sanctuary
by
casting
this
You
undo
a
single
recent
event
by
forcing
a
reroll
spell
within
a
location,
such
as
a
temple,
dedicated
to
of
any
roll
made
within
the
last
round
(including
or
strongly
linked
to
your
deity.
If
you
attempt
to
your
last
turn).
Reality
reshapes
itself
to
cast
the
spell
in
this
manner
in
an
area
that
isnt
accommodate
the
new
result.
For
example,
a
wish
dedicated
to
your
deity,
the
spell
has
no
effect.
spell
could
undo
an
opponents
successful
save,
a
foes
critical
hit,
or
a
friends
failed
save.
You
can
Zone of Truth
force
the
reroll
to
be
made
with
advantage
or
2nd-level
enchantment
disadvantage,
and
you
can
choose
whether
to
use
the
reroll
or
the
original
roll.
Casting
Time:
1
action
Range:
60
feet
You
might
be
able
to
achieve
something
beyond
the
Components:
V,
S
scope
of
the
above
examples.
State
your
wish
to
the
Duration:
10
minutes
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
193
You
create
a
magical
zone
that
guards
against
deception
in
a
15-foot-radius
sphere
centered
on
a
point
of
your
choice
within
range.
Until
the
spell
ends,
a
creature
that
enters
the
spells
area
for
the
first
time
on
a
turn
or
starts
its
turn
there
must
make
a
Charisma
saving
throw.
On
a
failed
save,
a
creature
cant
speak
a
deliberate
lie
while
in
the
radius.
You
know
whether
each
creature
succeeds
or
fails
on
its
saving
throw.
An
affected
creature
is
aware
of
the
spell
and
can
thus
avoid
answering
questions
to
which
it
would
normally
respond
with
a
lie.
Such
a
creature
can
be
evasive
in
its
answers
as
long
as
it
remains
within
the
boundaries
of
the
truth.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
194
characters
passive
Wisdom
(Perception)
score
to
Traps determine
whether
anyone
in
the
party
notices
the
Traps
can
be
found
almost
anywhere.
One
wrong
trap
in
passing.
If
the
adventurers
detect
a
trap
step
in
an
ancient
tomb
might
trigger
a
series
of
before
triggering
it,
they
might
be
able
to
disarm
it,
scything
blades,
which
cleave
through
armor
and
either
permanently
or
long
enough
to
move
past
it.
bone.
The
seemingly
innocuous
vines
that
hang
over
You
might
call
for
an
Intelligence
(Investigation)
a
cave
entrance
might
grasp
and
choke
anyone
who
check
for
a
character
to
deduce
what
needs
to
be
pushes
through
them.
A
net
hidden
among
the
trees
done,
followed
by
a
Dexterity
check
using
thieves
might
drop
on
travelers
who
pass
underneath.
In
a
tools
to
perform
the
necessary
sabotage.
fantasy
game,
unwary
adventurers
can
fall
to
their
Any
character
can
attempt
an
Intelligence
deaths,
be
burned
alive,
or
fall
under
a
fusillade
of
(Arcana)
check
to
detect
or
disarm
a
magic
trap,
in
poisoned
darts.
addition
to
any
other
checks
noted
in
the
traps
A
trap
can
be
either
mechanical
or
magical
in
description.
The
DCs
are
the
same
regardless
of
the
nature.
Mechanical
traps
include
pits,
arrow
traps,
check
used.
In
addition,
dispel
magic
has
a
chance
of
falling
blocks,
water-filled
rooms,
whirling
blades,
disabling
most
magic
traps.
A
magic
traps
and
anything
else
that
depends
on
a
mechanism
to
description
provides
the
DC
for
the
ability
check
operate.
Magic
traps
are
either
magical
device
traps
made
when
you
use
dispel
magic.
or
spell
traps.
Magical
device
traps
initiate
spell
In
most
cases,
a
traps
description
is
clear
enough
effects
when
activated.
Spell
traps
are
spells
such
as
that
you
can
adjudicate
whether
a
characters
glyph
of
warding
and
symbol
that
function
as
traps.
actions
locate
or
foil
the
trap.
As
with
many
situations,
you
shouldnt
allow
die
rolling
to
override
Traps in Play clever
play
and
good
planning.
Use
your
common
sense,
drawing
on
the
traps
description
to
When
adventurers
come
across
a
trap,
you
need
to
determine
what
happens.
No
traps
design
can
know
how
the
trap
is
triggered
and
what
it
does,
as
anticipate
every
possible
action
that
the
characters
well
as
the
possibility
for
the
characters
to
detect
the
might
attempt.
trap
and
to
disable
or
avoid
it.
You
should
allow
a
character
to
discover
a
trap
without
making
an
ability
check
if
an
action
would
Triggering a Trap clearly
reveal
the
traps
presence.
For
example,
if
a
Most
traps
are
triggered
when
a
creature
goes
character
lifts
a
rug
that
conceals
a
pressure
plate,
somewhere
or
touches
something
that
the
traps
the
character
has
found
the
trigger
and
no
check
is
creator
wanted
to
protect.
Common
triggers
include
required.
stepping
on
a
pressure
plate
or
a
false
section
of
Foiling
traps
can
be
a
little
more
complicated.
floor,
pulling
a
trip
wire,
turning
a
doorknob,
and
Consider
a
trapped
treasure
chest.
If
the
chest
is
using
the
wrong
key
in
a
lock.
Magic
traps
are
often
opened
without
first
pulling
on
the
two
handles
set
set
to
go
off
when
a
creature
enters
an
area
or
in
its
sides,
a
mechanism
inside
fires
a
hail
of
poison
touches
an
object.
Some
magic
traps
(such
as
the
needles
toward
anyone
in
front
of
it.
After
inspecting
glyph
of
warding
spell)
have
more
complicated
the
chest
and
making
a
few
checks,
the
characters
trigger
conditions,
including
a
password
that
are
still
unsure
if
its
trapped.
Rather
than
simply
prevents
the
trap
from
activating.
open
the
chest,
they
prop
a
shield
in
front
of
it
and
push
the
chest
open
at
a
distance
with
an
iron
rod.
In
Detecting and Disabling a Trap this
case,
the
trap
still
triggers,
but
the
hail
of
Usually,
some
element
of
a
trap
is
visible
to
careful
needles
fires
harmlessly
into
the
shield.
inspection.
Characters
might
notice
an
uneven
Traps
are
often
designed
with
mechanisms
that
flagstone
that
conceals
a
pressure
plate,
spot
the
allow
them
to
be
disarmed
or
bypassed.
Intelligent
gleam
of
light
off
a
trip
wire,
notice
small
holes
in
the
monsters
that
place
traps
in
or
around
their
lairs
walls
from
which
jets
of
flame
will
erupt,
or
need
ways
to
get
past
those
traps
without
harming
otherwise
detect
something
that
points
to
a
traps
themselves.
Such
traps
might
have
hidden
levers
presence.
that
disable
their
triggers,
or
a
secret
door
might
A
traps
description
specifies
the
checks
and
DCs
conceal
a
passage
that
goes
around
the
trap.
needed
to
detect
it,
disable
it,
or
both.
A
character
actively
looking
for
a
trap
can
attempt
a
Wisdom
(Perception)
check
against
the
traps
DC.
You
can
also
compare
the
DC
to
detect
the
trap
with
each
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
195
Trap Effects Sample Traps
The
effects
of
traps
can
range
from
inconvenient
to
deadly,
making
use
of
elements
such
as
arrows,
The
magical
and
mechanical
traps
presented
here
spikes,
blades,
poison,
toxic
gas,
blasts
of
fire,
and
vary
in
deadliness
and
are
presented
in
alphabetical
deep
pits.
The
deadliest
traps
combine
multiple
order.
elements
to
kill,
injure,
contain,
or
drive
off
any
creature
unfortunate
enough
to
trigger
them.
A
Collapsing Roof
traps
description
specifies
what
happens
when
it
is
Mechanical
trap
triggered.
This
trap
uses
a
trip
wire
to
collapse
the
supports
The
attack
bonus
of
a
trap,
the
save
DC
to
resist
its
keeping
an
unstable
section
of
a
ceiling
in
place.
effects,
and
the
damage
it
deals
can
vary
depending
The
trip
wire
is
3
inches
off
the
ground
and
on
the
traps
severity.
Use
the
Trap
Save
DCs
and
stretches
between
two
support
beams.
The
DC
to
Attack
Bonuses
table
and
the
Damage
Severity
by
spot
the
trip
wire
is
10.
A
successful
DC
15
Dexterity
Level
table
for
suggestions
based
on
three
levels
of
check
using
thieves
tools
disables
the
trip
wire
trap
severity.
harmlessly.
A
character
without
thieves
tools
can
A
trap
intended
to
be
a
setback
is
unlikely
to
kill
attempt
this
check
with
disadvantage
using
any
or
seriously
harm
characters
of
the
indicated
levels,
edged
weapon
or
edged
tool.
On
a
failed
check,
the
whereas
a
dangerous
trap
is
likely
to
seriously
trap
triggers.
injure
(and
potentially
kill)
characters
of
the
Anyone
who
inspects
the
beams
can
easily
indicated
levels.
A
deadly
trap
is
likely
to
kill
determine
that
they
are
merely
wedged
in
place.
As
characters
of
the
indicated
levels.
an
action,
a
character
can
knock
over
a
beam,
causing
the
trap
to
trigger.
Trap
Save
DCs
and
Attack
Bonuses
The
ceiling
above
the
trip
wire
is
in
bad
repair,
Trap
Danger
Save
DC
Attack
Bonus
and
anyone
who
can
see
it
can
tell
that
its
in
danger
Setback
1011
+3
to
+5
of
collapse.
Dangerous
1215
+6
to
+8
When
the
trap
is
triggered,
the
unstable
ceiling
Deadly
1620
+9
to
+12
collapses.
Any
creature
in
the
area
beneath
the
unstable
section
must
succeed
on
a
DC
15
Dexterity
Damage
Severity
by
Level
saving
throw,
taking
22
(4d10)
bludgeoning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Character
Level
Setback
Dangerous
Deadly
successful
one.
Once
the
trap
is
triggered,
the
floor
of
1st4th
1d10
2d10
4d10
5th10th
2d10
4d10
10d10
the
area
is
filled
with
rubble
and
becomes
difficult
11th16th
4d10
10d10
18d10
terrain.
17th20th
10d10
18d10
24d10
Falling Net
Complex Traps Mechanical
trap
Complex
traps
work
like
standard
traps,
except
once
This
trap
uses
a
trip
wire
to
release
a
net
suspended
activated
they
execute
a
series
of
actions
each
round.
from
the
ceiling.
A
complex
trap
turns
the
process
of
dealing
with
a
The
trip
wire
is
3
inches
off
the
ground
and
trap
into
something
more
like
a
combat
encounter.
stretches
between
two
columns
or
trees.
The
net
is
When
a
complex
trap
activates,
it
rolls
initiative.
hidden
by
cobwebs
or
foliage.
The
DC
to
spot
the
trip
The
traps
description
includes
an
initiative
bonus.
wire
and
net
is
10.
A
successful
DC
15
Dexterity
On
its
turn,
the
trap
activates
again,
often
taking
an
check
using
thieves
tools
breaks
the
trip
wire
action.
It
might
make
successive
attacks
against
harmlessly.
A
character
without
thieves
tools
can
intruders,
create
an
effect
that
changes
over
time,
or
attempt
this
check
with
disadvantage
using
any
otherwise
produce
a
dynamic
challenge.
Otherwise,
edged
weapon
or
edged
tool.
On
a
failed
check,
the
the
complex
trap
can
be
detected
and
disabled
or
trap
triggers.
bypassed
in
the
usual
ways.
When
the
trap
is
triggered,
the
net
is
released,
For
example,
a
trap
that
causes
a
room
to
slowly
covering
a
10-foot-square
area.
Those
in
the
area
are
flood
works
best
as
a
complex
trap.
On
the
traps
trapped
under
the
net
and
restrained,
and
those
that
turn,
the
water
level
rises.
After
several
rounds,
the
fail
a
DC
10
Strength
saving
throw
are
also
knocked
room
is
completely
flooded.
prone.
A
creature
can
use
its
action
to
make
a
DC
10
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
196
Strength
check,
freeing
itself
or
another
creature
Once
the
pit
trap
is
detected,
an
iron
spike
or
within
its
reach
on
a
success.
The
net
has
AC
10
and
similar
object
can
be
wedged
between
the
pits
cover
20
hit
points.
Dealing
5
slashing
damage
to
the
net
and
the
surrounding
floor
in
such
a
way
as
to
(AC
10)
destroys
a
5-foot-square
section
of
it,
freeing
prevent
the
cover
from
opening,
thereby
making
it
any
creature
trapped
in
that
section.
safe
to
cross.
The
cover
can
also
be
magically
held
shut
using
the
arcane
lock
spell
or
similar
magic.
Fire-Breathing Statue
Locking
Pit.
This
pit
trap
is
identical
to
a
hidden
Magic
trap
pit
trap,
with
one
key
exception:
the
trap
door
that
covers
the
pit
is
spring-loaded.
After
a
creature
falls
This
trap
is
activated
when
an
intruder
steps
on
a
into
the
pit,
the
cover
snaps
shut
to
trap
its
victim
hidden
pressure
plate,
releasing
a
magical
gout
of
inside.
flame
from
a
nearby
statue.
The
statue
can
be
of
A
successful
DC
20
Strength
check
is
necessary
to
anything,
including
a
dragon
or
a
wizard
casting
a
pry
the
cover
open.
The
cover
can
also
be
smashed
spell.
open.
A
character
in
the
pit
can
also
attempt
to
The
DC
is
15
to
spot
the
pressure
plate,
as
well
as
disable
the
spring
mechanism
from
the
inside
with
a
faint
scorch
marks
on
the
floor
and
walls.
A
spell
or
DC
15
Dexterity
check
using
thieves
tools,
provided
other
effect
that
can
sense
the
presence
of
magic,
that
the
mechanism
can
be
reached
and
the
such
as
detect
magic,
reveals
an
aura
of
evocation
character
can
see.
In
some
cases,
a
mechanism
magic
around
the
statue.
(usually
hidden
behind
a
secret
door
nearby)
opens
The
trap
activates
when
more
than
20
pounds
of
the
pit.
weight
is
placed
on
the
pressure
plate,
causing
the
Spiked
Pit.
This
pit
trap
is
a
simple,
hidden,
or
statue
to
release
a
30-foot
cone
of
fire.
Each
creature
locking
pit
trap
with
sharpened
wooden
or
iron
in
the
fire
must
make
a
DC
13
Dexterity
saving
throw,
spikes
at
the
bottom.
A
creature
falling
into
the
pit
taking
22
(4d10)
fire
damage
on
a
failed
save,
or
half
takes
11
(2d10)
piercing
damage
from
the
spikes,
in
as
much
damage
on
a
successful
one.
addition
to
any
falling
damage.
Even
nastier
versions
Wedging
an
iron
spike
or
other
object
under
the
have
poison
smeared
on
the
spikes.
In
that
case,
pressure
plate
prevents
the
trap
from
activating.
A
anyone
taking
piercing
damage
from
the
spikes
must
successful
dispel
magic
(DC
13)
cast
on
the
statue
also
make
a
DC
13
Constitution
saving
throw,
taking
destroys
the
trap.
an
22
(4d10)
poison
damage
on
a
failed
save,
or
half
Pits as
much
damage
on
a
successful
one.
Mechanical
trap
Poison Darts
Four
basic
pit
traps
are
presented
here.
Mechanical
trap
Simple
Pit.
A
simple
pit
trap
is
a
hole
dug
in
the
When
a
creature
steps
on
a
hidden
pressure
plate,
ground.
The
hole
is
covered
by
a
large
cloth
poison-tipped
darts
shoot
from
spring-loaded
or
anchored
on
the
pits
edge
and
camouflaged
with
pressurized
tubes
cleverly
embedded
in
the
dirt
and
debris.
surrounding
walls.
An
area
might
include
multiple
The
DC
to
spot
the
pit
is
10.
Anyone
stepping
on
pressure
plates,
each
one
rigged
to
its
own
set
of
the
cloth
falls
through
and
pulls
the
cloth
down
into
darts.
the
pit,
taking
damage
based
on
the
pits
depth
The
tiny
holes
in
the
walls
are
obscured
by
dust
(usually
10
feet,
but
some
pits
are
deeper).
and
cobwebs,
or
cleverly
hidden
amid
bas-reliefs,
Hidden
Pit.
This
pit
has
a
cover
constructed
from
murals,
or
frescoes
that
adorn
the
walls.
The
DC
to
material
identical
to
the
floor
around
it.
spot
them
is
15.
With
a
successful
DC
15
Intelligence
A
successful
DC
15
Wisdom
(Perception)
check
(Investigation)
check,
a
character
can
deduce
the
discerns
an
absence
of
foot
traffic
over
the
section
of
presence
of
the
pressure
plate
from
variations
in
the
floor
that
forms
the
pits
cover.
A
successful
DC
15
mortar
and
stone
used
to
create
it,
compared
to
the
Intelligence
(Investigation)
check
is
necessary
to
surrounding
floor.
Wedging
an
iron
spike
or
other
confirm
that
the
trapped
section
of
floor
is
actually
object
under
the
pressure
plate
prevents
the
trap
the
cover
of
a
pit.
from
activating.
Stuffing
the
holes
with
cloth
or
wax
When
a
creature
steps
on
the
cover,
it
swings
open
prevents
the
darts
contained
within
from
launching.
like
a
trapdoor,
causing
the
intruder
to
spill
into
the
The
trap
activates
when
more
than
20
pounds
of
pit
below.
The
pit
is
usually
10
or
20
feet
deep
but
weight
is
placed
on
the
pressure
plate,
releasing
four
can
be
deeper.
darts.
Each
dart
makes
a
ranged
attack
with
a
+8
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for
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granted
to
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or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
197
bonus
against
a
random
target
within
10
feet
of
the
space
while
its
rolling,
that
creature
must
succeed
pressure
plate
(vision
is
irrelevant
to
this
attack
roll).
on
a
DC
15
Dexterity
saving
throw
or
take
55
(If
there
are
no
targets
in
the
area,
the
darts
dont
hit
(10d10)
bludgeoning
damage
and
be
knocked
prone.
anything.)
A
target
that
is
hit
takes
2
(1d4)
piercing
The
sphere
stops
when
it
hits
a
wall
or
similar
damage
and
must
succeed
on
a
DC
15
Constitution
barrier.
It
cant
go
around
corners,
but
smart
saving
throw,
taking
11
(2d10)
poison
damage
on
a
dungeon
builders
incorporate
gentle,
curving
turns
failed
save,
or
half
as
much
damage
on
a
successful
into
nearby
passages
that
allow
the
sphere
to
keep
one.
moving.
As
an
action,
a
creature
within
5
feet
of
the
sphere
Poison Needle can
attempt
to
slow
it
down
with
a
DC
20
Strength
Mechanical
trap
check.
On
a
successful
check,
the
spheres
speed
is
reduced
by
15
feet.
If
the
spheres
speed
drops
to
0,
A
poisoned
needle
is
hidden
within
a
treasure
it
stops
moving
and
is
no
longer
a
threat.
chests
lock,
or
in
something
else
that
a
creature
might
open.
Opening
the
chest
without
the
proper
Sphere of Annihilation
key
causes
the
needle
to
spring
out,
delivering
a
Magic
trap
dose
of
poison.
When
the
trap
is
triggered,
the
needle
extends
3
Magical,
impenetrable
darkness
fills
the
gaping
inches
straight
out
from
the
lock.
A
creature
within
mouth
of
a
stone
face
carved
into
a
wall.
The
mouth
range
takes
1
piercing
damage
and
11
(2d10)
poison
is
2
feet
in
diameter
and
roughly
circular.
No
sound
damage,
and
must
succeed
on
a
DC
15
Constitution
issues
from
it,
no
light
can
illuminate
the
inside
of
it,
saving
throw
or
be
poisoned
for
1
hour.
and
any
matter
that
enters
it
is
instantly
obliterated.
A
successful
DC
20
Intelligence
(Investigation)
A
successful
DC
20
Intelligence
(Arcana)
check
check
allows
a
character
to
deduce
the
traps
reveals
that
the
mouth
contains
a
sphere
of
presence
from
alterations
made
to
the
lock
to
annihilation
that
cant
be
controlled
or
moved.
It
is
accommodate
the
needle.
A
successful
DC
15
otherwise
identical
to
a
normal
sphere
of
Dexterity
check
using
thieves
tools
disarms
the
trap,
annihilation.
removing
the
needle
from
the
lock.
Unsuccessfully
Some
versions
of
the
trap
include
an
enchantment
attempting
to
pick
the
lock
triggers
the
trap.
placed
on
the
stone
face,
such
that
specified
creatures
feel
an
overwhelming
urge
to
approach
it
Rolling Sphere and
crawl
inside
its
mouth.
This
effect
is
otherwise
Mechanical
trap
like
the
sympathy
aspect
of
the
antipathy/sympathy
spell.
A
successful
dispel
magic
(DC
18)
removes
this
When
20
or
more
pounds
of
pressure
are
placed
on
enchantment.
this
traps
pressure
plate,
a
hidden
trapdoor
in
the
ceiling
opens,
releasing
a
10-foot-diameter
rolling
sphere
of
solid
stone.
With
a
successful
DC
15
Wisdom
(Perception)
check,
a
character
can
spot
the
trapdoor
and
pressure
plate.
A
search
of
the
floor
accompanied
by
a
successful
DC
15
Intelligence
(Investigation)
check
reveals
variations
in
the
mortar
and
stone
that
betray
the
pressure
plates
presence.
The
same
check
made
while
inspecting
the
ceiling
notes
variations
in
the
stonework
that
reveal
the
trapdoor.
Wedging
an
iron
spike
or
other
object
under
the
pressure
plate
prevents
the
trap
from
activating.
Activation
of
the
sphere
requires
all
creatures
present
to
roll
initiative.
The
sphere
rolls
initiative
with
a
+8
bonus.
On
its
turn,
it
moves
60
feet
in
a
straight
line.
The
sphere
can
move
through
creatures
spaces,
and
creatures
can
move
through
its
space,
treating
it
as
difficult
terrain.
Whenever
the
sphere
enters
a
creatures
space
or
a
creature
enters
its
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or
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document
for
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only.
System
Reference
Document
5.1
198
the
mad
laughter
and
the
incapacitated
condition
on
Diseases a
success.
A
plague
ravages
the
kingdom,
setting
the
Any
humanoid
creature
that
starts
its
turn
within
adventurers
on
a
quest
to
find
a
cure.
An
adventurer
10
feet
of
an
infected
creature
in
the
throes
of
mad
emerges
from
an
ancient
tomb,
unopened
for
laughter
must
succeed
on
a
DC
10
Constitution
centuries,
and
soon
finds
herself
suffering
from
a
saving
throw
or
also
become
infected
with
the
wasting
illness.
A
warlock
offends
some
dark
power
disease.
Once
a
creature
succeeds
on
this
save,
it
is
and
contracts
a
strange
affliction
that
spreads
immune
to
the
mad
laughter
of
that
particular
whenever
he
casts
spells.
infected
creature
for
24
hours.
A
simple
outbreak
might
amount
to
little
more
At
the
end
of
each
long
rest,
an
infected
creature
than
a
small
drain
on
party
resources,
curable
by
a
can
make
a
DC
13
Constitution
saving
throw.
On
a
casting
of
lesser
restoration.
A
more
complicated
successful
save,
the
DC
for
this
save
and
for
the
save
outbreak
can
form
the
basis
of
one
or
more
to
avoid
an
attack
of
mad
laughter
drops
by
1d6.
adventures
as
characters
search
for
a
cure,
stop
the
When
the
saving
throw
DC
drops
to
0,
the
creature
spread
of
the
disease,
and
deal
with
the
recovers
from
the
disease.
A
creature
that
fails
three
consequences.
of
these
saving
throws
gains
a
randomly
determined
A
disease
that
does
more
than
infect
a
few
party
form
of
indefinite
madness,
as
described
later.
members
is
primarily
a
plot
device.
The
rules
help
describe
the
effects
of
the
disease
and
how
it
can
be
Sewer Plague
cured,
but
the
specifics
of
how
a
disease
works
Sewer
plague
is
a
generic
term
for
a
broad
category
arent
bound
by
a
common
set
of
rules.
Diseases
can
of
illnesses
that
incubate
in
sewers,
refuse
heaps,
affect
any
creature,
and
a
given
illness
might
or
and
stagnant
swamps,
and
which
are
sometimes
might
not
pass
from
one
race
or
kind
of
creature
to
transmitted
by
creatures
that
dwell
in
those
areas,
another.
A
plague
might
affect
only
constructs
or
such
as
rats
and
otyughs.
undead,
or
sweep
through
a
halfling
neighborhood
When
a
humanoid
creature
is
bitten
by
a
creature
but
leave
other
races
untouched.
What
matters
is
the
that
carries
the
disease,
or
when
it
comes
into
story
you
want
to
tell.
contact
with
filth
or
offal
contaminated
by
the
disease,
the
creature
must
succeed
on
a
DC
11
Sample Diseases Constitution
saving
throw
or
become
infected.
It
takes
1d4
days
for
sewer
plagues
symptoms
to
The
diseases
here
illustrate
the
variety
of
ways
manifest
in
an
infected
creature.
Symptoms
include
disease
can
work
in
the
game.
Feel
free
to
alter
the
fatigue
and
cramps.
The
infected
creature
suffers
saving
throw
DCs,
incubation
times,
symptoms,
and
one
level
of
exhaustion,
and
it
regains
only
half
the
other
characteristics
of
these
diseases
to
suit
your
normal
number
of
hit
points
from
spending
Hit
Dice
campaign.
and
no
hit
points
from
finishing
a
long
rest.
At
the
end
of
each
long
rest,
an
infected
creature
Cackle Fever must
make
a
DC
11
Constitution
saving
throw.
On
a
This
disease
targets
humanoids,
although
gnomes
failed
save,
the
character
gains
one
level
of
are
strangely
immune.
While
in
the
grips
of
this
exhaustion.
On
a
successful
save,
the
characters
disease,
victims
frequently
succumb
to
fits
of
mad
exhaustion
level
decreases
by
one
level.
If
a
laughter,
giving
the
disease
its
common
name
and
its
successful
saving
throw
reduces
the
infected
morbid
nickname:
the
shrieks.
creatures
level
of
exhaustion
below
1,
the
creature
Symptoms
manifest
1d4
hours
after
infection
and
recovers
from
the
disease.
include
fever
and
disorientation.
The
infected
creature
gains
one
level
of
exhaustion
that
cant
be
Sight Rot
removed
until
the
disease
is
cured.
This
painful
infection
causes
bleeding
from
the
eyes
Any
event
that
causes
the
infected
creature
great
and
eventually
blinds
the
victim.
stressincluding
entering
combat,
taking
damage,
A
beast
or
humanoid
that
drinks
water
tainted
by
experiencing
fear,
or
having
a
nightmareforces
the
sight
rot
must
succeed
on
a
DC
15
Constitution
creature
to
make
a
DC
13
Constitution
saving
throw.
saving
throw
or
become
infected.
One
day
after
On
a
failed
save,
the
creature
takes
5
(1d10)
psychic
infection,
the
creatures
vision
starts
to
become
damage
and
becomes
incapacitated
with
mad
blurry.
The
creature
takes
a
1
penalty
to
attack
laughter
for
1
minute.
The
creature
can
repeat
the
rolls
and
ability
checks
that
rely
on
sight.
At
the
end
saving
throw
at
the
end
of
each
of
its
turns,
ending
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or
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System
Reference
Document
5.1
199
of
each
long
rest
after
the
symptoms
appear,
the
penalty
worsens
by
1.
When
it
reaches
5,
the
victim
is
blinded
until
its
sight
is
restored
by
magic
such
as
lesser
restoration
or
heal.
Sight
rot
can
be
cured
using
a
rare
flower
called
Eyebright,
which
grows
in
some
swamps.
Given
an
hour,
a
character
who
has
proficiency
with
an
herbalism
kit
can
turn
the
flower
into
one
dose
of
ointment.
Applied
to
the
eyes
before
a
long
rest,
one
dose
of
it
prevents
the
disease
from
worsening
after
that
rest.
After
three
doses,
the
ointment
cures
the
disease
entirely.
Not
for
resale.
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granted
to
print
or
photocopy
this
document
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use
only.
System
Reference
Document
5.1
200
5160
The
character
must
use
his
or
her
action
each
Madness 6170
round
to
attack
the
nearest
creature.
The
character
experiences
vivid
hallucinations
In
a
typical
campaign,
characters
arent
driven
mad
and
has
disadvantage
on
ability
checks.
by
the
horrors
they
face
and
the
carnage
they
inflict
7175
The
character
does
whatever
anyone
tells
him
day
after
day,
but
sometimes
the
stress
of
being
an
or
her
to
do
that
isnt
obviously
self-
adventurer
can
be
too
much
to
bear.
If
your
destructive.
campaign
has
a
strong
horror
theme,
you
might
7680
The
character
experiences
an
overpowering
want
to
use
madness
as
a
way
to
reinforce
that
urge
to
eat
something
strange
such
as
dirt,
theme,
emphasizing
the
extraordinarily
horrific
slime,
or
offal.
nature
of
the
threats
the
adventurers
face.
8190
The
character
is
stunned.
91100
The
character
falls
unconscious.
Going Mad
Various
magical
effects
can
inflict
madness
on
an
Long-Term
Madness
otherwise
stable
mind.
Certain
spells,
such
as
d100
Effect
(lasts
1d10
10
hours)
contact
other
plane
and
symbol,
can
cause
insanity,
0110
The
character
feels
compelled
to
repeat
a
and
you
can
use
the
madness
rules
here
instead
of
specific
activity
over
and
over,
such
as
washing
the
spell
effects
of
those
spells.
Diseases,
poisons,
hands,
touching
things,
praying,
or
counting
and
planar
effects
such
as
psychic
wind
or
the
coins.
howling
winds
of
Pandemonium
can
all
inflict
1120
The
character
experiences
vivid
hallucinations
madness.
Some
artifacts
can
also
break
the
psyche
of
and
has
disadvantage
on
ability
checks.
a
character
who
uses
or
becomes
attuned
to
them.
2130
The
character
suffers
extreme
paranoia.
The
Resisting
a
madness-inducing
effect
usually
character
has
disadvantage
on
Wisdom
and
requires
a
Wisdom
or
Charisma
saving
throw.
Charisma
checks.
3140
The
character
regards
something
(usually
the
Madness Effects source
of
madness)
with
intense
revulsion,
as
if
affected
by
the
antipathy
effect
of
the
Madness
can
be
short-term,
long-term,
or
indefinite.
antipathy/sympathy
spell.
Most
relatively
mundane
effects
impose
short-term
4145
The
character
experiences
a
powerful
delusion.
madness,
which
lasts
for
just
a
few
minutes.
More
Choose
a
potion.
The
character
imagines
that
horrific
effects
or
cumulative
effects
can
result
in
he
or
she
is
under
its
effects.
long-term
or
indefinite
madness.
4655
The
character
becomes
attached
to
a
lucky
A
character
afflicted
with
short-term
madness
is
charm,
such
as
a
person
or
an
object,
and
has
subjected
to
an
effect
from
the
Short-Term
Madness
disadvantage
on
attack
rolls,
ability
checks,
and
table
for
1d10
minutes.
saving
throws
while
more
than
30
feet
from
it.
A
character
afflicted
with
long-term
madness
is
5665
The
character
is
blinded
(25%)
or
deafened
subjected
to
an
effect
from
the
Long-Term
Madness
(75%).
6675
The
character
experiences
uncontrollable
table
for
1d10
10
hours.
tremors
or
tics,
which
impose
disadvantage
on
A
character
afflicted
with
indefinite
madness
attack
rolls,
ability
checks,
and
saving
throws
gains
a
new
character
flaw
from
the
Indefinite
that
involve
Strength
or
Dexterity.
Madness
table
that
lasts
until
cured.
7685
The
character
suffers
from
partial
amnesia.
The
character
knows
who
he
or
she
is
and
retains
Short-Term
Madness
racial
traits
and
class
features,
but
doesnt
d100
Effect
(lasts
1d10
minutes)
recognize
other
people
or
remember
anything
0120
The
character
retreats
into
his
or
her
mind
and
that
happened
before
the
madness
took
effect.
becomes
paralyzed.
The
effect
ends
if
the
8690
Whenever
the
character
takes
damage,
he
or
character
takes
any
damage.
she
must
succeed
on
a
DC
15
Wisdom
saving
2130
The
character
becomes
incapacitated
and
throw
or
be
affected
as
though
he
or
she
failed
spends
the
duration
screaming,
laughing,
or
a
saving
throw
against
the
confusion
spell.
The
weeping.
confusion
effect
lasts
for
1
minute.
3140
The
character
becomes
frightened
and
must
9195
The
character
loses
the
ability
to
speak.
use
his
or
her
action
and
movement
each
96100
The
character
falls
unconscious.
No
amount
of
round
to
flee
from
the
source
of
the
fear.
jostling
or
damage
can
wake
the
character.
4150
The
character
begins
babbling
and
is
incapable
of
normal
speech
or
spellcasting.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
201
Indefinite
Madness
d100
Flaw
(lasts
until
cured)
0115
Being
drunk
keeps
me
sane.
1625
I
keep
whatever
I
find.
2630
I
try
to
become
more
like
someone
else
I
knowadopting
his
or
her
style
of
dress,
mannerisms,
and
name.
3135
I
must
bend
the
truth,
exaggerate,
or
outright
lie
to
be
interesting
to
other
people.
3645
Achieving
my
goal
is
the
only
thing
of
interest
to
me,
and
Ill
ignore
everything
else
to
pursue
it.
4650
I
find
it
hard
to
care
about
anything
that
goes
on
around
me.
5155
I
dont
like
the
way
people
judge
me
all
the
time.
5670
I
am
the
smartest,
wisest,
strongest,
fastest,
and
most
beautiful
person
I
know.
7180
I
am
convinced
that
powerful
enemies
are
hunting
me,
and
their
agents
are
everywhere
I
go.
I
am
sure
theyre
watching
me
all
the
time.
8185
Theres
only
one
person
I
can
trust.
And
only
I
can
see
this
special
friend.
8695
I
cant
take
anything
seriously.
The
more
serious
the
situation,
the
funnier
I
find
it.
96100
Ive
discovered
that
I
really
like
killing
people.
Curing Madness
A
calm
emotions
spell
can
suppress
the
effects
of
madness,
while
a
lesser
restoration
spell
can
rid
a
character
of
a
short-term
or
long-term
madness.
Depending
on
the
source
of
the
madness,
remove
curse
or
dispel
evil
might
also
prove
effective.
A
greater
restoration
spell
or
more
powerful
magic
is
required
to
rid
a
character
of
indefinite
madness.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
202
Huge
and
Gargantuan
Objects.
Normal
weapons
Objects are
of
little
use
against
many
Huge
and
Gargantuan
When
characters
need
to
saw
through
ropes,
shatter
objects,
such
as
a
colossal
statue,
towering
column
of
a
window,
or
smash
a
vampires
coffin,
the
only
hard
stone,
or
massive
boulder.
That
said,
one
torch
can
and
fast
rule
is
this:
given
enough
time
and
the
right
burn
a
Huge
tapestry,
and
an
earthquake
spell
can
tools,
characters
can
destroy
any
destructible
object.
reduce
a
colossus
to
rubble.
You
can
track
a
Huge
or
Use
common
sense
when
determining
a
characters
Gargantuan
objects
hit
points
if
you
like,
or
you
can
success
at
damaging
an
object.
Can
a
fighter
cut
simply
decide
how
long
the
object
can
withstand
through
a
section
of
a
stone
wall
with
a
sword?
No,
whatever
weapon
or
force
is
acting
against
it.
If
you
the
sword
is
likely
to
break
before
the
wall
does.
track
hit
points
for
the
object,
divide
it
into
Large
or
For
the
purpose
of
these
rules,
an
object
is
a
smaller
sections,
and
track
each
sections
hit
points
discrete,
inanimate
item
like
a
window,
door,
sword,
separately.
Destroying
one
of
those
sections
could
book,
table,
chair,
or
stone,
not
a
building
or
a
ruin
the
entire
object.
For
example,
a
Gargantuan
vehicle
that
is
composed
of
many
other
objects.
statue
of
a
human
might
topple
over
when
one
of
its
Large
legs
is
reduced
to
0
hit
points.
Statistics for Objects
Objects
and
Damage
Types.
Objects
are
immune
When
time
is
a
factor,
you
can
assign
an
Armor
Class
to
poison
and
psychic
damage.
You
might
decide
that
and
hit
points
to
a
destructible
object.
You
can
also
some
damage
types
are
more
effective
against
a
give
it
immunities,
resistances,
and
vulnerabilities
to
particular
object
or
substance
than
others.
For
specific
types
of
damage.
example,
bludgeoning
damage
works
well
for
Armor
Class.
An
objects
Armor
Class
is
a
measure
smashing
things
but
not
for
cutting
through
rope
or
of
how
difficult
it
is
to
deal
damage
to
the
object
leather.
Paper
or
cloth
objects
might
be
vulnerable
when
striking
it
(because
the
object
has
no
chance
of
to
fire
and
lightning
damage.
A
pick
can
chip
away
dodging
out
of
the
way).
The
Object
Armor
Class
stone
but
cant
effectively
cut
down
a
tree.
As
always,
table
provides
suggested
AC
values
for
various
use
your
best
judgment.
substances.
Damage
Threshold.
Big
objects
such
as
castle
walls
often
have
extra
resilience
represented
by
a
Object
Armor
Class
damage
threshold.
An
object
with
a
damage
Substance
AC
threshold
has
immunity
to
all
damage
unless
it
takes
Cloth,
paper,
rope
11
an
amount
of
damage
from
a
single
attack
or
effect
Crystal,
glass,
ice
13
equal
to
or
greater
than
its
damage
threshold,
in
Wood,
bone
15
which
case
it
takes
damage
as
normal.
Any
damage
Stone
17
that
fails
to
meet
or
exceed
the
objects
damage
Iron,
steel
19
threshold
is
considered
superficial
and
doesnt
Mithral
21
reduce
the
objects
hit
points.
Adamantine
23
Hit
Points.
An
objects
hit
points
measure
how
much
damage
it
can
take
before
losing
its
structural
integrity.
Resilient
objects
have
more
hit
points
than
fragile
ones.
Large
objects
also
tend
to
have
more
hit
points
than
small
ones,
unless
breaking
a
small
part
of
the
object
is
just
as
effective
as
breaking
the
whole
thing.
The
Object
Hit
Points
table
provides
suggested
hit
points
for
fragile
and
resilient
objects
that
are
Large
or
smaller.
Object
Hit
Points
Size
Fragile
Resilient
Tiny
(bottle,
lock)
2
(1d4)
5
(2d4)
Small
(chest,
lute)
3
(1d6)
10
(3d6)
Medium
(barrel,
chandelier)
4
(1d8)
18
(4d8)
Large
(cart,
10-ft.-by-10-ft.
window)
5
(1d10)
27
(5d10)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
203
Assassins
Blood
(Ingested).
A
creature
subjected
Poisons to
this
poison
must
make
a
DC
10
Constitution
Given
their
insidious
and
deadly
nature,
poisons
are
saving
throw.
On
a
failed
save,
it
takes
6
(1d12)
illegal
in
most
societies
but
are
a
favorite
tool
among
poison
damage
and
is
poisoned
for
24
hours.
On
a
assassins,
drow,
and
other
evil
creatures.
successful
save,
the
creature
takes
half
damage
and
Poisons
come
in
the
following
four
types.
isnt
poisoned.
Contact.
Contact
poison
can
be
smeared
on
an
Burnt
Othur
Fumes
(Inhaled).
A
creature
object
and
remains
potent
until
it
is
touched
or
subjected
to
this
poison
must
succeed
on
a
DC
13
washed
off.
A
creature
that
touches
contact
poison
Constitution
saving
throw
or
take
10
(3d6)
poison
with
exposed
skin
suffers
its
effects.
damage,
and
must
repeat
the
saving
throw
at
the
Ingested.
A
creature
must
swallow
an
entire
dose
start
of
each
of
its
turns.
On
each
successive
failed
of
ingested
poison
to
suffer
its
effects.
The
dose
can
save,
the
character
takes
3
(1d6)
poison
damage.
be
delivered
in
food
or
a
liquid.
You
may
decide
that
After
three
successful
saves,
the
poison
ends.
a
partial
dose
has
a
reduced
effect,
such
as
allowing
Crawler
Mucus
(Contact).
This
poison
must
be
advantage
on
the
saving
throw
or
dealing
only
half
harvested
from
a
dead
or
incapacitated
crawler.
A
damage
on
a
failed
save.
creature
subjected
to
this
poison
must
succeed
on
a
Inhaled.
These
poisons
are
powders
or
gases
that
DC
13
Constitution
saving
throw
or
be
poisoned
for
take
effect
when
inhaled.
Blowing
the
powder
or
1
minute.
The
poisoned
creature
is
paralyzed.
The
releasing
the
gas
subjects
creatures
in
a
5-foot
cube
creature
can
repeat
the
saving
throw
at
the
end
of
to
its
effect.
The
resulting
cloud
dissipates
each
of
its
turns,
ending
the
effect
on
itself
on
a
immediately
afterward.
Holding
ones
breath
is
success.
ineffective
against
inhaled
poisons,
as
they
affect
Drow
Poison
(Injury).
This
poison
is
typically
nasal
membranes,
tear
ducts,
and
other
parts
of
the
made
only
by
the
drow,
and
only
in
a
place
far
body.
removed
from
sunlight.
A
creature
subjected
to
this
Injury.
Injury
poison
can
be
applied
to
weapons,
poison
must
succeed
on
a
DC
13
Constitution
saving
ammunition,
trap
components,
and
other
objects
throw
or
be
poisoned
for
1
hour.
If
the
saving
throw
that
deal
piercing
or
slashing
damage
and
remains
fails
by
5
or
more,
the
creature
is
also
unconscious
potent
until
delivered
through
a
wound
or
washed
while
poisoned
in
this
way.
The
creature
wakes
up
if
off.
A
creature
that
takes
piercing
or
slashing
it
takes
damage
or
if
another
creature
takes
an
damage
from
an
object
coated
with
the
poison
is
action
to
shake
it
awake.
exposed
to
its
effects.
Essence
of
Ether
(Inhaled).
A
creature
subjected
to
this
poison
must
succeed
on
a
DC
15
Constitution
Poisons
saving
throw
or
become
poisoned
for
8
hours.
The
Item
Type
Price
per
Dose
poisoned
creature
is
unconscious.
The
creature
Assassins
blood
Ingested
150
gp
wakes
up
if
it
takes
damage
or
if
another
creature
Burnt
othur
fumes
Inhaled
500
gp
takes
an
action
to
shake
it
awake.
Crawler
mucus
Contact
200
gp
Malice
(Inhaled).
A
creature
subjected
to
this
Drow
poison
Injury
200
gp
poison
must
succeed
on
a
DC
15
Constitution
saving
Essence
of
ether
Inhaled
300
gp
throw
or
become
poisoned
for
1
hour.
The
poisoned
Malice
Inhaled
250
gp
creature
is
blinded.
Midnight
tears
Ingested
1,500
gp
Midnight
Tears
(Ingested).
A
creature
that
Oil
of
taggit
Contact
400
gp
ingests
this
poison
suffers
no
effect
until
the
stroke
Pale
tincture
Ingested
250
gp
of
midnight.
If
the
poison
has
not
been
neutralized
Purple
worm
poison
Injury
2,000
gp
before
then,
the
creature
must
succeed
on
a
DC
17
Serpent
venom
Injury
200
gp
Constitution
saving
throw,
taking
31
(9d6)
poison
Torpor
Ingested
600
gp
damage
on
a
failed
save,
or
half
as
much
damage
on
Truth
serum
Ingested
150
gp
Wyvern
poison
Injury
1,200
gp
a
successful
one.
Oil
of
Taggit
(Contact).
A
creature
subjected
to
this
poison
must
succeed
on
a
DC
13
Constitution
Sample Poisons saving
throw
or
become
poisoned
for
24
hours.
The
poisoned
creature
is
unconscious.
The
creature
Each
type
of
poison
has
its
own
debilitating
effects.
wakes
up
if
it
takes
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
204
Pale
Tincture
(Ingested).
A
creature
subjected
to
this
poison
must
succeed
on
a
DC
16
Constitution
saving
throw
or
take
3
(1d6)
poison
damage
and
become
poisoned.
The
poisoned
creature
must
repeat
the
saving
throw
every
24
hours,
taking
3
(1d6)
poison
damage
on
a
failed
save.
Until
this
poison
ends,
the
damage
the
poison
deals
cant
be
healed
by
any
means.
After
seven
successful
saving
throws,
the
effect
ends
and
the
creature
can
heal
normally.
Purple
Worm
Poison
(Injury).
This
poison
must
be
harvested
from
a
dead
or
incapacitated
purple
worm.
A
creature
subjected
to
this
poison
must
make
a
DC
19
Constitution
saving
throw,
taking
42
(12d6)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Serpent
Venom
(Injury).
This
poison
must
be
harvested
from
a
dead
or
incapacitated
giant
poisonous
snake.
A
creature
subjected
to
this
poison
must
succeed
on
a
DC
11
Constitution
saving
throw,
taking
10
(3d6)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Torpor
(Ingested).
A
creature
subjected
to
this
poison
must
succeed
on
a
DC
15
Constitution
saving
throw
or
become
poisoned
for
4d6
hours.
The
poisoned
creature
is
incapacitated.
Truth
Serum
(Ingested).
A
creature
subjected
to
this
poison
must
succeed
on
a
DC
11
Constitution
saving
throw
or
become
poisoned
for
1
hour.
The
poisoned
creature
cant
knowingly
speak
a
lie,
as
if
under
the
effect
of
a
zone
of
truth
spell.
Wyvern
Poison
(Injury).
This
poison
must
be
harvested
from
a
dead
or
incapacitated
wyvern.
A
creature
subjected
to
this
poison
must
make
a
DC
15
Constitution
saving
throw,
taking
24
(7d6)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
205
also
voluntarily
end
attunement
by
spending
Magic Items another
short
rest
focused
on
the
item,
unless
the
item
is
cursed.
Magic
items
are
gleaned
from
the
hoards
of
conquered
monsters
or
discovered
in
long-lost
vaults.
Such
items
grant
capabilities
a
character
Wearing and Wielding Items
could
rarely
have
otherwise,
or
they
complement
Using
a
magic
items
properties
might
mean
wearing
their
owners
capabilities
in
wondrous
ways.
or
wielding
it.
A
magic
item
meant
to
be
worn
must
be
donned
in
the
intended
fashion:
boots
go
on
the
Attunement feet,
gloves
on
the
hands,
hats
and
helmets
on
the
head,
and
rings
on
the
finger.
Magic
armor
must
be
Some
magic
items
require
a
creature
to
form
a
bond
donned,
a
shield
strapped
to
the
arm,
a
cloak
with
them
before
their
magical
properties
can
be
fastened
about
the
shoulders.
A
weapon
must
be
used.
This
bond
is
called
attunement,
and
certain
held.
items
have
a
prerequisite
for
it.
If
the
prerequisite
is
In
most
cases,
a
magic
item
thats
meant
to
be
a
class,
a
creature
must
be
a
member
of
that
class
to
worn
can
fit
a
creature
regardless
of
size
or
build.
attune
to
the
item.
(If
the
class
is
a
spellcasting
class,
Many
magic
garments
are
made
to
be
easily
a
monster
qualifies
if
it
has
spell
slots
and
uses
that
adjustable,
or
they
magically
adjust
themselves
to
classs
spell
list.)
If
the
prerequisite
is
to
be
a
the
wearer.
Rare
exceptions
exist.
If
the
story
spellcaster,
a
creature
qualifies
if
it
can
cast
at
least
suggests
a
good
reason
for
an
item
to
fit
only
one
spell
using
its
traits
or
features,
not
using
a
creatures
of
a
certain
size
or
shape,
you
can
rule
that
magic
item
or
the
like.
it
doesnt
adjust.
For
example,
drow-made
armor
Without
becoming
attuned
to
an
item
that
might
fit
elves
only.
Dwarves
might
make
items
requires
attunement,
a
creature
gains
only
its
usable
only
by
dwarf-sized
and
dwarf-shaped
folk.
nonmagical
benefits,
unless
its
description
states
When
a
nonhumanoid
tries
to
wear
an
item,
use
otherwise.
For
example,
a
magic
shield
that
requires
your
discretion
as
to
whether
the
item
functions
as
attunement
provides
the
benefits
of
a
normal
shield
intended.
A
ring
placed
on
a
tentacle
might
work,
but
to
a
creature
not
attuned
to
it,
but
none
of
its
magical
a
yuan-ti
with
a
snakelike
tail
instead
of
legs
cant
properties.
wear
boots.
Attuning
to
an
item
requires
a
creature
to
spend
a
short
rest
focused
on
only
that
item
while
being
in
Multiple Items of the Same Kind
physical
contact
with
it
(this
cant
be
the
same
short
rest
used
to
learn
the
items
properties).
This
focus
Use
common
sense
to
determine
whether
more
than
can
take
the
form
of
weapon
practice
(for
a
weapon),
one
of
a
given
kind
of
magic
item
can
be
worn.
A
meditation
(for
a
wondrous
item),
or
some
other
character
cant
normally
wear
more
than
one
pair
of
appropriate
activity.
If
the
short
rest
is
interrupted,
footwear,
one
pair
of
gloves
or
gauntlets,
one
pair
of
the
attunement
attempt
fails.
Otherwise,
at
the
end
bracers,
one
suit
of
armor,
one
item
of
headwear,
of
the
short
rest,
the
creature
gains
an
intuitive
and
one
cloak.
You
can
make
exceptions;
a
character
understanding
of
how
to
activate
any
magical
might
be
able
to
wear
a
circlet
under
a
helmet,
for
properties
of
the
item,
including
any
necessary
example,
or
to
layer
two
cloaks.
command
words.
An
item
can
be
attuned
to
only
one
creature
at
a
Paired Items
time,
and
a
creature
can
be
attuned
to
no
more
than
Items
that
come
in
pairssuch
as
boots,
bracers,
three
magic
items
at
a
time.
Any
attempt
to
attune
to
gauntlets,
and
glovesimpart
their
benefits
only
if
a
fourth
item
fails;
the
creature
must
end
its
both
items
of
the
pair
are
worn.
For
example,
a
attunement
to
an
item
first.
Additionally,
a
creature
character
wearing
a
boot
of
striding
and
springing
cant
attune
to
more
than
one
copy
of
an
item.
For
on
one
foot
and
a
boot
of
elvenkind
on
the
other
foot
example,
a
creature
cant
attune
to
more
than
one
gains
no
benefit
from
either.
ring
of
protection
at
a
time.
A
creatures
attunement
to
an
item
ends
if
the
creature
no
longer
satisfies
the
prerequisites
for
Activating an Item
attunement,
if
the
item
has
been
more
than
100
feet
Activating
some
magic
items
requires
a
user
to
do
away
for
at
least
24
hours,
if
the
creature
dies,
or
if
something
special,
such
as
holding
the
item
and
another
creature
attunes
to
the
item.
A
creature
can
uttering
a
command
word.
The
description
of
each
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
206
item
category
or
individual
item
details
how
an
item
charges,
the
creature
attuned
to
it
learns
how
many
is
activated.
Certain
items
use
the
following
rules
for
charges
it
regained.
their
activation.
If
an
item
requires
an
action
to
activate,
that
action
isnt
a
function
of
the
Use
an
Item
action,
so
a
Magic Items A-Z
feature
such
as
the
rogues
Fast
Hands
cant
be
used
to
activate
the
item.
Magic
items
are
presented
in
alphabetical
order.
A
magic
items
description
gives
the
items
name,
its
Command Word category,
its
rarity,
and
its
magical
properties.
A
command
word
is
a
word
or
phrase
that
must
be
Adamantine Armor
spoken
for
an
item
to
work.
A
magic
item
that
Armor
(medium
or
heavy,
but
not
hide),
uncommon
requires
a
command
word
cant
be
activated
in
an
area
where
sound
is
prevented,
as
in
the
area
of
the
This
suit
of
armor
is
reinforced
with
adamantine,
silence
spell.
one
of
the
hardest
substances
in
existence.
While
youre
wearing
it,
any
critical
hit
against
you
Consumables becomes
a
normal
hit.
Some
items
are
used
up
when
they
are
activated.
A
Ammunition, +1, +2, or +3
potion
or
an
elixir
must
be
swallowed,
or
an
oil
Weapon
(any
ammunition),
uncommon
(+1),
rare
applied
to
the
body.
The
writing
vanishes
from
a
(+2),
or
very
rare
(+3)
scroll
when
it
is
read.
Once
used,
a
consumable
item
loses
its
magic.
You
have
a
bonus
to
attack
and
damage
rolls
made
with
this
piece
of
magic
ammunition.
The
bonus
is
Spells determined
by
the
rarity
of
the
ammunition.
Once
it
Some
magic
items
allow
the
user
to
cast
a
spell
from
hits
a
target,
the
ammunition
is
no
longer
magical.
the
item.
The
spell
is
cast
at
the
lowest
possible
spell
level,
doesnt
expend
any
of
the
users
spell
slots,
and
Amulet of Health
requires
no
components,
unless
the
items
Wondrous
item,
rare
(requires
attunement)
description
says
otherwise.
The
spell
uses
its
normal
Your
Constitution
score
is
19
while
you
wear
this
casting
time,
range,
and
duration,
and
the
user
of
the
amulet.
It
has
no
effect
on
you
if
your
Constitution
is
item
must
concentrate
if
the
spell
requires
already
19
or
higher.
concentration.
Many
items,
such
as
potions,
bypass
the
casting
of
a
spell
and
confer
the
spells
effects,
Amulet of Proof against Detection and
with
their
usual
duration.
Certain
items
make
Location
exceptions
to
these
rules,
changing
the
casting
time,
Wondrous
item,
uncommon
(requires
attunement)
duration,
or
other
parts
of
a
spell.
A
magic
item,
such
as
certain
staffs,
may
require
While
wearing
this
amulet,
you
are
hidden
from
you
to
use
your
own
spellcasting
ability
when
you
divination
magic.
You
cant
be
targeted
by
such
cast
a
spell
from
the
item.
If
you
have
more
than
one
magic
or
perceived
through
magical
scrying
sensors.
spellcasting
ability,
you
choose
which
one
to
use
with
the
item.
If
you
dont
have
a
spellcasting
Amulet of the Planes
abilityperhaps
youre
a
rogue
with
the
Use
Magic
Wondrous
item,
very
rare
(requires
attunement)
Device
featureyour
spellcasting
ability
modifier
is
While
wearing
this
amulet,
you
can
use
an
action
to
+0
for
the
item,
and
your
proficiency
bonus
does
name
a
location
that
you
are
familiar
with
on
apply.
another
plane
of
existence.
Then
make
a
DC
15
Intelligence
check.
On
a
successful
check,
you
cast
Charges the
plane
shift
spell.
On
a
failure,
you
and
each
Some
magic
items
have
charges
that
must
be
creature
and
object
within
15
feet
of
you
travel
to
a
expended
to
activate
their
properties.
The
number
of
random
destination.
Roll
a
d100.
On
a
160,
you
charges
an
item
has
remaining
is
revealed
when
an
travel
to
a
random
location
on
the
plane
you
named.
identify
spell
is
cast
on
it,
as
well
as
when
a
creature
On
a
61100,
you
travel
to
a
randomly
determined
attunes
to
it.
Additionally,
when
an
item
regains
plane
of
existence.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
207
Animated Shield allowing
the
apparatus
reducing
the
apparatuss
Armor
(shield),
very
rare
(requires
attunement)
to
walk
and
swim.
speed
to
0
and
making
it
unable
to
benefit
from
While
holding
this
shield,
you
can
speak
its
bonuses
to
speed.
command
word
as
a
bonus
action
to
cause
it
to
2
Forward
window
shutter
Forward
window
shutter
animate.
The
shield
leaps
into
the
air
and
hovers
in
opens.
closes.
your
space
to
protect
you
as
if
you
were
wielding
it,
3
Side
window
shutters
Side
window
shutters
leaving
your
hands
free.
The
shield
remains
open
(two
per
side).
close
(two
per
side).
animated
for
1
minute,
until
you
use
a
bonus
action
4
Two
claws
extend
from
The
claws
retract.
the
front
sides
of
the
to
end
this
effect,
or
until
you
are
incapacitated
or
apparatus.
die,
at
which
point
the
shield
falls
to
the
ground
or
5
Each
extended
claw
Each
extended
claw
into
your
hand
if
you
have
one
free.
makes
the
following
makes
the
following
melee
weapon
attack:
melee
weapon
attack:
+8
Apparatus of the Crab +8
to
hit,
reach
5
ft.,
one
to
hit,
reach
5
ft.,
one
Wondrous
item,
legendary
target.
Hit:
7
(2d6)
target.
Hit:
The
target
is
This
item
first
appears
to
be
a
Large
sealed
iron
bludgeoning
damage.
grappled
(escape
DC
15).
6
The
apparatus
walks
or
The
apparatus
walks
or
barrel
weighing
500
pounds.
The
barrel
has
a
hidden
swims
forward.
swims
backward.
catch,
which
can
be
found
with
a
successful
DC
20
7
The
apparatus
turns
90
The
apparatus
turns
90
Intelligence
(Investigation)
check.
Releasing
the
degrees
left.
degrees
right.
catch
unlocks
a
hatch
at
one
end
of
the
barrel,
8
Eyelike
fixtures
emit
The
light
turns
off.
allowing
two
Medium
or
smaller
creatures
to
crawl
bright
light
in
a
30-foot
inside.
Ten
levers
are
set
in
a
row
at
the
far
end,
each
radius
and
dim
light
for
in
a
neutral
position,
able
to
move
either
up
or
down.
an
additional
30
feet.
When
certain
levers
are
used,
the
apparatus
9
The
apparatus
sinks
as
The
apparatus
rises
up
transforms
to
resemble
a
giant
lobster.
much
as
20
feet
in
to
20
feet
in
liquid.
The
apparatus
of
the
Crab
is
a
Large
object
with
liquid.
the
following
statistics:
10
The
rear
hatch
unseals
The
rear
hatch
closes
and
opens.
and
seals.
Armor
Class:
20
Hit
Points:
200
Armor, +1, +2, or +3
Speed:
30
ft.,
swim
30
ft.
(or
0
ft.
for
both
if
the
legs
Armor
(light,
medium,
or
heavy),
rare
(+1),
very
rare
and
tail
arent
extended)
(+2),
or
legendary
(+3)
Damage
Immunities:
poison,
psychic
You
have
a
bonus
to
AC
while
wearing
this
armor.
To
be
used
as
a
vehicle,
the
apparatus
requires
one
The
bonus
is
determined
by
its
rarity.
pilot.
While
the
apparatuss
hatch
is
closed,
the
compartment
is
airtight
and
watertight.
The
Armor of Invulnerability
compartment
holds
enough
air
for
10
hours
of
Armor
(plate),
legendary
(requires
attunement)
breathing,
divided
by
the
number
of
breathing
creatures
inside.
You
have
resistance
to
nonmagical
damage
while
The
apparatus
floats
on
water.
It
can
also
go
you
wear
this
armor.
Additionally,
you
can
use
an
underwater
to
a
depth
of
900
feet.
Below
that,
the
action
to
make
yourself
immune
to
nonmagical
vehicle
takes
2d6
bludgeoning
damage
per
minute
damage
for
10
minutes
or
until
you
are
no
longer
from
pressure.
wearing
the
armor.
Once
this
special
action
is
used,
A
creature
in
the
compartment
can
use
an
action
it
cant
be
used
again
until
the
next
dawn.
to
move
as
many
as
two
of
the
apparatuss
levers
up
or
down.
After
each
use,
a
lever
goes
back
to
its
Armor of Resistance
neutral
position.
Each
lever,
from
left
to
right,
Armor
(light,
medium,
or
heavy),
rare
(requires
functions
as
shown
in
the
Apparatus
of
the
Crab
attunement)
Levers
table.
You
have
resistance
to
one
type
of
damage
while
you
Apparatus
of
the
Crab
Levers
wear
this
armor.
The
GM
chooses
the
type
or
determines
it
randomly
from
the
options
below.
Lever
Up
Down
1
Legs
and
tail
extend,
Legs
and
tail
retract,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
208
d10
Damage
Type
d10
Damage
Type
Bag of Beans
1
Acid
6
Necrotic
Wondrous
item,
rare
2
Cold
7
Poison
3
Fire
8
Psychic
Inside
this
heavy
cloth
bag
are
3d4
dry
beans.
The
4
Force
9
Radiant
bag
weighs
1/2
pound
plus
1/4
pound
for
each
bean
5
Lightning
10
Thunder
it
contains.
If
you
dump
the
bags
contents
out
on
the
ground,
Armor of Vulnerability they
explode
in
a
10-foot
radius,
extending
from
the
Armor
(plate),
rare
(requires
attunement)
beans.
Each
creature
in
the
area,
including
you,
must
While
wearing
this
armor,
you
have
resistance
to
make
a
DC
15
Dexterity
saving
throw,
taking
5d4
fire
one
of
the
following
damage
types:
bludgeoning,
damage
on
a
failed
save,
or
half
as
much
damage
on
piercing,
or
slashing.
The
GM
chooses
the
type
or
a
successful
one.
The
fire
ignites
flammable
objects
determines
it
randomly.
in
the
area
that
arent
being
worn
or
carried.
Curse.
This
armor
is
cursed,
a
fact
that
is
revealed
If
you
remove
a
bean
from
the
bag,
plant
it
in
dirt
only
when
an
identify
spell
is
cast
on
the
armor
or
or
sand,
and
then
water
it,
the
bean
produces
an
you
attune
to
it.
Attuning
to
the
armor
curses
you
effect
1
minute
later
from
the
ground
where
it
was
until
you
are
targeted
by
the
remove
curse
spell
or
planted.
The
GM
can
choose
an
effect
from
the
similar
magic;
removing
the
armor
fails
to
end
the
following
table,
determine
it
randomly,
or
create
an
curse.
While
cursed,
you
have
vulnerability
to
two
of
effect.
the
three
damage
types
associated
with
the
armor
d100
Effect
(not
the
one
to
which
it
grants
resistance).
01
5d4
toadstools
sprout.
If
a
creature
eats
a
toadstool,
roll
any
die.
On
an
odd
roll,
the
eater
Arrow-Catching Shield must
succeed
on
a
DC
15
Constitution
saving
Armor
(shield),
rare
(requires
attunement)
throw
or
take
5d6
poison
damage
and
become
poisoned
for
1
hour.
On
an
even
roll,
the
eater
You
gain
a
+2
bonus
to
AC
against
ranged
attacks
gains
5d6
temporary
hit
points
for
1
hour.
while
you
wield
this
shield.
This
bonus
is
in
addition
0210
A
geyser
erupts
and
spouts
water,
beer,
berry
to
the
shields
normal
bonus
to
AC.
In
addition,
juice,
tea,
vinegar,
wine,
or
oil
(GMs
choice)
30
whenever
an
attacker
makes
a
ranged
attack
against
feet
into
the
air
for
1d12
rounds.
a
target
within
5
feet
of
you,
you
can
use
your
1120
A
treant
sprouts.
Theres
a
50
percent
chance
reaction
to
become
the
target
of
the
attack
instead.
that
the
treant
is
chaotic
evil
and
attacks.
2130
An
animate,
immobile
stone
statue
in
your
Arrow of Slaying likeness
rises.
It
makes
verbal
threats
against
Weapon
(arrow),
very
rare
you.
If
you
leave
it
and
others
come
near,
it
describes
you
as
the
most
heinous
of
villains
and
An
arrow
of
slaying
is
a
magic
weapon
meant
to
slay
directs
the
newcomers
to
find
and
attack
you.
If
a
particular
kind
of
creature.
Some
are
more
focused
you
are
on
the
same
plane
of
existence
as
the
than
others;
for
example,
there
are
both
arrows
of
statue,
it
knows
where
you
are.
The
statue
dragon
slaying
and
arrows
of
blue
dragon
slaying.
If
a
becomes
inanimate
after
24
hours.
creature
belonging
to
the
type,
race,
or
group
3140
A
campfire
with
blue
flames
springs
forth
and
associated
with
an
arrow
of
slaying
takes
damage
burns
for
24
hours
(or
until
it
is
extinguished).
from
the
arrow,
the
creature
must
make
a
DC
17
4150
1d6
+
6
shriekers
sprout
5160
1d4
+
8
bright
pink
toads
crawl
forth.
Whenever
Constitution
saving
throw,
taking
an
extra
6d10
a
toad
is
touched,
it
transforms
into
a
Large
or
piercing
damage
on
a
failed
save,
or
half
as
much
smaller
monster
of
the
GMs
choice.
The
extra
damage
on
a
successful
one.
monster
remains
for
1
minute,
then
disappears
Once
an
arrow
of
slaying
deals
its
extra
damage
to
in
a
puff
of
bright
pink
smoke.
a
creature,
it
becomes
a
nonmagical
arrow.
6170
A
hungry
bulette
burrows
up
and
attacks.
Other
types
of
magic
ammunition
of
this
kind
exist,
7180
A
fruit
tree
grows.
It
has
1d10
+
20
fruit,
1d8
of
such
as
bolts
of
slaying
meant
for
a
crossbow,
though
which
act
as
randomly
determined
magic
arrows
are
most
common.
potions,
while
one
acts
as
an
ingested
poison
of
the
GMs
choice.
The
tree
vanishes
after
1
hour.
Picked
fruit
remains,
retaining
any
magic
for
30
days.
8190
A
nest
of
1d4
+
3
eggs
springs
up.
Any
creature
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
209
that
eats
an
egg
must
make
a
DC
20
Constitution
its
contents.
Retrieving
an
item
from
the
bag
saving
throw.
On
a
successful
save,
a
creature
requires
an
action.
permanently
increases
its
lowest
ability
score
by
If
the
bag
is
overloaded,
pierced,
or
torn,
it
1,
randomly
choosing
among
equally
low
scores.
ruptures
and
is
destroyed,
and
its
contents
are
On
a
failed
save,
the
creature
takes
10d6
force
scattered
in
the
Astral
Plane.
If
the
bag
is
turned
damage
from
an
internal
magical
explosion.
inside
out,
its
contents
spill
forth,
unharmed,
but
the
9199
A
pyramid
with
a
60-foot-square
base
bursts
bag
must
be
put
right
before
it
can
be
used
again.
upward.
Inside
is
a
sarcophagus
containing
a
mummy
lord.
The
pyramid
is
treated
as
the
Breathing
creatures
inside
the
bag
can
survive
up
to
mummy
lords
lair,
and
its
sarcophagus
contains
a
number
of
minutes
equal
to
10
divided
by
the
treasure
of
the
GMs
choice.
number
of
creatures
(minimum
1
minute),
after
00
A
giant
beanstalk
sprouts,
growing
to
a
height
of
which
time
they
begin
to
suffocate.
the
GMs
choice.
The
top
leads
where
the
GM
Placing
a
bag
of
holding
inside
an
chooses,
such
as
to
a
great
view,
a
cloud
giants
extradimensional
space
created
by
a
handy
castle,
or
a
different
plane
of
existence.
haversack,
portable
hole,
or
similar
item
instantly
destroys
both
items
and
opens
a
gate
to
the
Astral
Bag of Devouring Plane.
The
gate
originates
where
the
one
item
was
Wondrous
item,
very
rare
placed
inside
the
other.
Any
creature
within
10
feet
of
the
gate
is
sucked
through
it
to
a
random
location
This
bag
superficially
resembles
a
bag
of
holding
but
on
the
Astral
Plane.
The
gate
then
closes.
The
gate
is
is
a
feeding
orifice
for
a
gigantic
extradimensional
one-way
only
and
cant
be
reopened.
creature.
Turning
the
bag
inside
out
closes
the
orifice.
Bag of Tricks
The
extradimensional
creature
attached
to
the
bag
Wondrous
item,
uncommon
can
sense
whatever
is
placed
inside
the
bag.
Animal
or
vegetable
matter
placed
wholly
in
the
bag
is
This
ordinary
bag,
made
from
gray,
rust,
or
tan
cloth,
devoured
and
lost
forever.
When
part
of
a
living
appears
empty.
Reaching
inside
the
bag,
however,
creature
is
placed
in
the
bag,
as
happens
when
reveals
the
presence
of
a
small,
fuzzy
object.
The
bag
someone
reaches
inside
it,
there
is
a
50
percent
weighs
1/2
pound.
chance
that
the
creature
is
pulled
inside
the
bag.
A
You
can
use
an
action
to
pull
the
fuzzy
object
from
creature
inside
the
bag
can
use
its
action
to
try
to
the
bag
and
throw
it
up
to
20
feet.
When
the
object
escape
with
a
successful
DC
15
Strength
check.
lands,
it
transforms
into
a
creature
you
determine
by
Another
creature
can
use
its
action
to
reach
into
the
rolling
a
d8
and
consulting
the
table
that
bag
to
pull
a
creature
out,
doing
so
with
a
successful
corresponds
to
the
bags
color.
The
creature
DC
20
Strength
check
(provided
it
isnt
pulled
inside
vanishes
at
the
next
dawn
or
when
it
is
reduced
to
0
the
bag
first).
Any
creature
that
starts
its
turn
inside
hit
points.
the
bag
is
devoured,
its
body
destroyed.
The
creature
is
friendly
to
you
and
your
Inanimate
objects
can
be
stored
in
the
bag,
which
companions,
and
it
acts
on
your
turn.
You
can
use
a
can
hold
a
cubic
foot
of
such
material.
However,
once
bonus
action
to
command
how
the
creature
moves
each
day,
the
bag
swallows
any
objects
inside
it
and
and
what
action
it
takes
on
its
next
turn,
or
to
give
it
spits
them
out
into
another
plane
of
existence.
The
general
orders,
such
as
to
attack
your
enemies.
In
GM
determines
the
time
and
plane.
the
absence
of
such
orders,
the
creature
acts
in
a
If
the
bag
is
pierced
or
torn,
it
is
destroyed,
and
fashion
appropriate
to
its
nature.
anything
contained
within
it
is
transported
to
a
Once
three
fuzzy
objects
have
been
pulled
from
random
location
on
the
Astral
Plane.
the
bag,
the
bag
cant
be
used
again
until
the
next
dawn.
Bag of Holding
Wondrous
item,
uncommon
Gray
Bag
of
Tricks
d8
Creature
This
bag
has
an
interior
space
considerably
larger
1
Weasel
than
its
outside
dimensions,
roughly
2
feet
in
2
Giant
rat
diameter
at
the
mouth
and
4
feet
deep.
The
bag
can
3
Badger
hold
up
to
500
pounds,
not
exceeding
a
volume
of
64
4
Boar
cubic
feet.
The
bag
weighs
15
pounds,
regardless
of
5
Panther
6
Giant
badger
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
210
7
Dire
wolf
Belt of Dwarvenkind
8
Giant
elk
Wondrous
item,
rare
(requires
attunement)
While
wearing
this
belt,
you
gain
the
following
Rust
Bag
of
Tricks
benefits:
d8
Creature
Your
Constitution
score
increases
by
2,
to
a
1
Rat
2
Owl
maximum
of
20.
3
Mastiff
You
have
advantage
on
Charisma
(Persuasion)
4
Goat
checks
made
to
interact
with
dwarves.
5
Giant
goat
In
addition,
while
attuned
to
the
belt,
you
have
a
50
6
Giant
boar
percent
chance
each
day
at
dawn
of
growing
a
full
7
Lion
beard
if
youre
capable
of
growing
one,
or
a
visibly
8
Brown
bear
thicker
beard
if
you
already
have
one.
If
you
arent
a
dwarf,
you
gain
the
following
Tan
Bag
of
Tricks
additional
benefits
while
wearing
the
belt:
d8
Creature
You
have
advantage
on
saving
throws
against
1
Jackal
poison,
and
you
have
resistance
against
poison
2
Ape
damage.
3
Baboon
You
have
darkvision
out
to
a
range
of
60
feet.
4
Axe
beak
You
can
speak,
read,
and
write
Dwarvish.
5
Black
bear
6
Giant
weasel
Belt of Giant Strength
7
Giant
hyena
Wondrous
item,
rarity
varies
(requires
attunement)
8
Tiger
While
wearing
this
belt,
your
Strength
score
changes
Bead of Force to
a
score
granted
by
the
belt.
If
your
Strength
is
Wondrous
item,
rare
already
equal
to
or
greater
than
the
belts
score,
the
item
has
no
effect
on
you.
This
small
black
sphere
measures
3/4
of
an
inch
in
Six
varieties
of
this
belt
exist,
corresponding
with
diameter
and
weighs
an
ounce.
Typically,
1d4
+
4
and
having
rarity
according
to
the
six
kinds
of
true
beads
of
force
are
found
together.
giants.
The
belt
of
stone
giant
strength
and
the
belt
of
You
can
use
an
action
to
throw
the
bead
up
to
60
frost
giant
strength
look
different,
but
they
have
the
feet.
The
bead
explodes
on
impact
and
is
destroyed.
same
effect.
Each
creature
within
a
10-foot
radius
of
where
the
bead
landed
must
succeed
on
a
DC
15
Dexterity
Type
Strength
Rarity
saving
throw
or
take
5d4
force
damage.
A
sphere
of
Hill
giant
21
Rare
transparent
force
then
encloses
the
area
for
1
Stone/frost
giant
23
Very
rare
minute.
Any
creature
that
failed
the
save
and
is
Fire
giant
25
Very
rare
completely
within
the
area
is
trapped
inside
this
Cloud
giant
27
Legendary
Storm
giant
29
Legendary
sphere.
Creatures
that
succeeded
on
the
save,
or
are
partially
within
the
area,
are
pushed
away
from
the
center
of
the
sphere
until
they
are
no
longer
inside
it.
Berserker Axe
Only
breathable
air
can
pass
through
the
spheres
Weapon
(any
axe),
rare
(requires
attunement)
wall.
No
attack
or
other
effect
can.
You
gain
a
+1
bonus
to
attack
and
damage
rolls
An
enclosed
creature
can
use
its
action
to
push
made
with
this
magic
weapon.
In
addition,
while
you
against
the
spheres
wall,
moving
the
sphere
up
to
are
attuned
to
this
weapon,
your
hit
point
maximum
half
the
creatures
walking
speed.
The
sphere
can
be
increases
by
1
for
each
level
you
have
attained.
picked
up,
and
its
magic
causes
it
to
weigh
only
1
Curse.
This
axe
is
cursed,
and
becoming
attuned
to
pound,
regardless
of
the
weight
of
creatures
inside.
it
extends
the
curse
to
you.
As
long
as
you
remain
cursed,
you
are
unwilling
to
part
with
the
axe,
keeping
it
within
reach
at
all
times.
You
also
have
disadvantage
on
attack
rolls
with
weapons
other
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
211
than
this
one,
unless
no
foe
is
within
60
feet
of
you
Boots of the Winterlands
that
you
can
see
or
hear.
Wondrous
item,
uncommon
(requires
attunement)
Whenever
a
hostile
creature
damages
you
while
the
axe
is
in
your
possession,
you
must
succeed
on
a
These
furred
boots
are
snug
and
feel
quite
warm.
DC
15
Wisdom
saving
throw
or
go
berserk.
While
While
you
wear
them,
you
gain
the
following
berserk,
you
must
use
your
action
each
round
to
benefits:
attack
the
creature
nearest
to
you
with
the
axe.
If
You
have
resistance
to
cold
damage.
you
can
make
extra
attacks
as
part
of
the
Attack
You
ignore
difficult
terrain
created
by
ice
or
snow.
action,
you
use
those
extra
attacks,
moving
to
attack
You
can
tolerate
temperatures
as
low
as
50
the
next
nearest
creature
after
you
fell
your
current
degrees
Fahrenheit
without
any
additional
target.
If
you
have
multiple
possible
targets,
you
protection.
If
you
wear
heavy
clothes,
you
can
attack
one
at
random.
You
are
berserk
until
you
start
tolerate
temperatures
as
low
as
100
degrees
your
turn
with
no
creatures
within
60
feet
of
you
Fahrenheit.
that
you
can
see
or
hear.
Bowl of Commanding Water Elementals
Boots of Elvenkind Wondrous
item,
rare
Wondrous
item,
uncommon
While
this
bowl
is
filled
with
water,
you
can
use
an
While
you
wear
these
boots,
your
steps
make
no
action
to
speak
the
bowls
command
word
and
sound,
regardless
of
the
surface
you
are
moving
summon
a
water
elemental,
as
if
you
had
cast
the
across.
You
also
have
advantage
on
Dexterity
conjure
elemental
spell.
The
bowl
cant
be
used
this
(Stealth)
checks
that
rely
on
moving
silently.
way
again
until
the
next
dawn.
The
bowl
is
about
1
foot
in
diameter
and
half
as
Boots of Levitation deep.
It
weighs
3
pounds
and
holds
about
3
gallons.
Wondrous
item,
rare
(requires
attunement)
While
you
wear
these
boots,
you
can
use
an
action
to
Bracers of Archery
cast
the
levitate
spell
on
yourself
at
will.
Wondrous
item,
uncommon
(requires
attunement)
While
wearing
these
bracers,
you
have
proficiency
Boots of Speed with
the
longbow
and
shortbow,
and
you
gain
a
+2
Wondrous
item,
rare
(requires
attunement)
bonus
to
damage
rolls
on
ranged
attacks
made
with
While
you
wear
these
boots,
you
can
use
a
bonus
such
weapons.
action
and
click
the
boots
heels
together.
If
you
do,
the
boots
double
your
walking
speed,
and
any
Bracers of Defense
creature
that
makes
an
opportunity
attack
against
Wondrous
item,
rare
(requires
attunement)
you
has
disadvantage
on
the
attack
roll.
If
you
click
While
wearing
these
bracers,
you
gain
a
+2
bonus
to
your
heels
together
again,
you
end
the
effect.
AC
if
you
are
wearing
no
armor
and
using
no
shield.
When
the
boots
property
has
been
used
for
a
total
of
10
minutes,
the
magic
ceases
to
function
until
you
Brazier of Commanding Fire Elementals
finish
a
long
rest.
Wondrous
item,
rare
Boots of Striding and Springing While
a
fire
burns
in
this
brass
brazier,
you
can
use
Wondrous
item,
uncommon
(requires
attunement)
an
action
to
speak
the
braziers
command
word
and
summon
a
fire
elemental,
as
if
you
had
cast
the
While
you
wear
these
boots,
your
walking
speed
conjure
elemental
spell.
The
brazier
cant
be
used
becomes
30
feet,
unless
your
walking
speed
is
higher,
this
way
again
until
the
next
dawn.
and
your
speed
isnt
reduced
if
you
are
encumbered
The
brazier
weighs
5
pounds.
or
wearing
heavy
armor.
In
addition,
you
can
jump
three
times
the
normal
distance,
though
you
cant
Brooch of Shielding
jump
farther
than
your
remaining
movement
would
Wondrous
item,
uncommon
(requires
attunement)
allow.
While
wearing
this
brooch,
you
have
resistance
to
force
damage,
and
you
have
immunity
to
damage
from
the
magic
missile
spell.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
212
Broom of Flying
Alternatively,
when
you
light
the
candle
for
the
Wondrous
item,
uncommon
first
time,
you
can
cast
the
gate
spell
with
it.
Doing
so
destroys
the
candle.
This
wooden
broom,
which
weighs
3
pounds,
functions
like
a
mundane
broom
until
you
stand
Cape of the Mountebank
astride
it
and
speak
its
command
word.
It
then
Wondrous
item,
rare
hovers
beneath
you
and
can
be
ridden
in
the
air.
It
has
a
flying
speed
of
50
feet.
It
can
carry
up
to
400
This
cape
smells
faintly
of
brimstone.
While
wearing
pounds,
but
its
flying
speed
becomes
30
feet
while
it,
you
can
use
it
to
cast
the
dimension
door
spell
as
carrying
over
200
pounds.
The
broom
stops
an
action.
This
property
of
the
cape
cant
be
used
hovering
when
you
land.
again
until
the
next
dawn.
You
can
send
the
broom
to
travel
alone
to
a
When
you
disappear,
you
leave
behind
a
cloud
of
destination
within
1
mile
of
you
if
you
speak
the
smoke,
and
you
appear
in
a
similar
cloud
of
smoke
at
command
word,
name
the
location,
and
are
familiar
your
destination.
The
smoke
lightly
obscures
the
with
that
place.
The
broom
comes
back
to
you
when
space
you
left
and
the
space
you
appear
in,
and
it
you
speak
another
command
word,
provided
that
dissipates
at
the
end
of
your
next
turn.
A
light
or
the
broom
is
still
within
1
mile
of
you.
stronger
wind
disperses
the
smoke.
This
slender
taper
is
dedicated
to
a
deity
and
shares
You
can
speak
the
carpets
command
word
as
an
that
deitys
alignment.
The
candles
alignment
can
be
action
to
make
the
carpet
hover
and
fly.
It
moves
detected
with
the
detect
evil
and
good
spell.
The
GM
according
to
your
spoken
directions,
provided
that
chooses
the
god
and
associated
alignment
or
you
are
within
30
feet
of
it.
determines
the
alignment
randomly.
Four
sizes
of
carpet
of
flying
exist.
The
GM
chooses
the
size
of
a
given
carpet
or
determines
it
randomly.
d20
Alignment
12
Chaotic
evil
d100
Size
Capacity
Flying
Speed
34
Chaotic
neutral
0120
3
ft.
5
ft.
200
lb.
80
feet
57
Chaotic
good
2155
4
ft.
6
ft.
400
lb.
60
feet
89
Neutral
evil
5680
5
ft.
7
ft.
600
lb.
40
feet
1011
Neutral
81100
6
ft.
9
ft.
800
lb.
30
feet
1213
Neutral
good
1415
Lawful
evil
A
carpet
can
carry
up
to
twice
the
weight
shown
1617
Lawful
neutral
on
the
table,
but
it
flies
at
half
speed
if
it
carries
1820
Lawful
good
more
than
its
normal
capacity.
The
candles
magic
is
activated
when
the
candle
is
Censer of Controlling Air Elementals
lit,
which
requires
an
action.
After
burning
for
4
Wondrous
item,
rare
hours,
the
candle
is
destroyed.
You
can
snuff
it
out
While
incense
is
burning
in
this
censer,
you
can
use
early
for
use
at
a
later
time.
Deduct
the
time
it
an
action
to
speak
the
censers
command
word
and
burned
in
increments
of
1
minute
from
the
candles
summon
an
air
elemental,
as
if
you
had
cast
the
total
burn
time.
conjure
elemental
spell.
The
censer
cant
be
used
this
While
lit,
the
candle
sheds
dim
light
in
a
30-foot
way
again
until
the
next
dawn.
radius.
Any
creature
within
that
light
whose
This
6-inch-wide,
1-foot-high
vessel
resembles
a
alignment
matches
that
of
the
candle
makes
attack
chalice
with
a
decorated
lid.
It
weighs
1
pound.
rolls,
saving
throws,
and
ability
checks
with
advantage.
In
addition,
a
cleric
or
druid
in
the
light
Chime of Opening
whose
alignment
matches
the
candles
can
cast
1st-
Wondrous
item,
rare
level
spells
he
or
she
has
prepared
without
expending
spell
slots,
though
the
spells
effect
is
as
if
This
hollow
metal
tube
measures
about
1
foot
long
cast
with
a
1st-level
slot.
and
weighs
1
pound.
You
can
strike
it
as
an
action,
pointing
it
at
an
object
within
120
feet
of
you
that
can
be
opened,
such
as
a
door,
lid,
or
lock.
The
chime
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
213
issues
a
clear
tone,
and
one
lock
or
latch
on
the
shifts
to
camouflage
you.
Pulling
the
hood
up
or
object
opens
unless
the
sound
cant
reach
the
object.
down
requires
an
action.
If
no
locks
or
latches
remain,
the
object
itself
opens.
The
chime
can
be
used
ten
times.
After
the
tenth
Cloak of Protection
time,
it
cracks
and
becomes
useless.
Wondrous
item,
uncommon
(requires
attunement)
While
you
wear
this
cloak,
it
projects
an
illusion
that
The
typical
crystal
ball,
a
very
rare
item,
is
about
6
makes
you
appear
to
be
standing
in
a
place
near
inches
in
diameter.
While
touching
it,
you
can
cast
your
actual
location,
causing
any
creature
to
have
the
scrying
spell
(save
DC
17)
with
it.
disadvantage
on
attack
rolls
against
you.
If
you
take
The
following
crystal
ball
variants
are
legendary
damage,
the
property
ceases
to
function
until
the
items
and
have
additional
properties.
start
of
your
next
turn.
This
property
is
suppressed
Crystal
Ball
of
Mind
Reading.
You
can
use
an
while
you
are
incapacitated,
restrained,
or
otherwise
action
to
cast
the
detect
thoughts
spell
(save
DC
17)
unable
to
move.
while
you
are
scrying
with
the
crystal
ball,
targeting
creatures
you
can
see
within
30
feet
of
the
spells
Cloak of Elvenkind sensor.
You
dont
need
to
concentrate
on
this
detect
Wondrous
item,
uncommon
(requires
attunement)
thoughts
to
maintain
it
during
its
duration,
but
it
ends
if
scrying
ends.
While
you
wear
this
cloak
with
its
hood
up,
Wisdom
Crystal
Ball
of
Telepathy.
While
scrying
with
the
(Perception)
checks
made
to
see
you
have
crystal
ball,
you
can
communicate
telepathically
with
disadvantage,
and
you
have
advantage
on
Dexterity
creatures
you
can
see
within
30
feet
of
the
spells
(Stealth)
checks
made
to
hide,
as
the
cloaks
color
sensor.
You
can
also
use
an
action
to
cast
the
suggestion
spell
(save
DC
17)
through
the
sensor
on
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
214
one
of
those
creatures.
You
dont
need
to
Spell
or
Item
Charges
Lost
concentrate
on
this
suggestion
to
maintain
it
during
Disintegrate
1d12
its
duration,
but
it
ends
if
scrying
ends.
Once
used,
Horn
of
blasting
1d10
the
suggestion
power
of
the
crystal
ball
cant
be
used
Passwall
1d6
again
until
the
next
dawn.
Prismatic
spray
1d20
Wall
of
fire
1d4
Crystal
Ball
of
True
Seeing.
While
scrying
with
the
crystal
ball,
you
have
truesight
with
a
radius
of
120
feet
centered
on
the
spells
sensor.
Cubic Gate
Wondrous
item,
legendary
Cube of Force This
cube
is
3
inches
across
and
radiates
palpable
Wondrous
item,
rare
(requires
attunement)
magical
energy.
The
six
sides
of
the
cube
are
each
This
cube
is
about
an
inch
across.
Each
face
has
a
keyed
to
a
different
plane
of
existence,
one
of
which
distinct
marking
on
it
that
can
be
pressed.
The
cube
is
the
Material
Plane.
The
other
sides
are
linked
to
starts
with
36
charges,
and
it
regains
1d20
expended
planes
determined
by
the
GM.
charges
daily
at
dawn.
You
can
use
an
action
to
press
one
side
of
the
cube
You
can
use
an
action
to
press
one
of
the
cubes
to
cast
the
gate
spell
with
it,
opening
a
portal
to
the
faces,
expending
a
number
of
charges
based
on
the
plane
keyed
to
that
side.
Alternatively,
if
you
use
an
chosen
face,
as
shown
in
the
Cube
of
Force
Faces
action
to
press
one
side
twice,
you
can
cast
the
plane
table.
Each
face
has
a
different
effect.
If
the
cube
has
shift
spell
(save
DC
17)
with
the
cube
and
transport
insufficient
charges
remaining,
nothing
happens.
the
targets
to
the
plane
keyed
to
that
side.
Otherwise,
a
barrier
of
invisible
force
springs
into
The
cube
has
3
charges.
Each
use
of
the
cube
existence,
forming
a
cube
15
feet
on
a
side.
The
expends
1
charge.
The
cube
regains
1d3
expended
barrier
is
centered
on
you,
moves
with
you,
and
lasts
charges
daily
at
dawn.
for
1
minute,
until
you
use
an
action
to
press
the
cubes
sixth
face,
or
the
cube
runs
out
of
charges.
Dagger of Venom
You
can
change
the
barriers
effect
by
pressing
a
Weapon
(dagger),
rare
different
face
of
the
cube
and
expending
the
You
gain
a
+1
bonus
to
attack
and
damage
rolls
requisite
number
of
charges,
resetting
the
duration.
made
with
this
magic
weapon.
If
your
movement
causes
the
barrier
to
come
into
You
can
use
an
action
to
cause
thick,
black
poison
contact
with
a
solid
object
that
cant
pass
through
to
coat
the
blade.
The
poison
remains
for
1
minute
the
cube,
you
cant
move
any
closer
to
that
object
as
or
until
an
attack
using
this
weapon
hits
a
creature.
long
as
the
barrier
remains.
That
creature
must
succeed
on
a
DC
15
Constitution
saving
throw
or
take
2d10
poison
damage
and
Cube
of
Force
Faces
become
poisoned
for
1
minute.
The
dagger
cant
be
Face
Charges
Effect
used
this
way
again
until
the
next
dawn.
1
1
Gases,
wind,
and
fog
cant
pass
through
the
barrier.
Dancing Sword
2
2
Nonliving
matter
cant
pass
through
the
Weapon
(any
sword),
very
rare
(requires
attunement)
barrier.
Walls,
floors,
and
ceilings
can
pass
through
at
your
discretion.
You
can
use
a
bonus
action
to
toss
this
magic
sword
3
3
Living
matter
cant
pass
through
the
into
the
air
and
speak
the
command
word.
When
you
barrier.
do
so,
the
sword
begins
to
hover,
flies
up
to
30
feet,
4
4
Spell
effects
cant
pass
through
the
barrier.
and
attacks
one
creature
of
your
choice
within
5
feet
5
5
Nothing
can
pass
through
the
barrier.
of
it.
The
sword
uses
your
attack
roll
and
ability
Walls,
floors,
and
ceilings
can
pass
through
score
modifier
to
damage
rolls.
at
your
discretion.
While
the
sword
hovers,
you
can
use
a
bonus
6
0
The
barrier
deactivates.
action
to
cause
it
to
fly
up
to
30
feet
to
another
spot
within
30
feet
of
you.
As
part
of
the
same
bonus
The
cube
loses
charges
when
the
barrier
is
action,
you
can
cause
the
sword
to
attack
one
targeted
by
certain
spells
or
comes
into
contact
with
creature
within
5
feet
of
it.
certain
spell
or
magic
item
effects,
as
shown
in
the
After
the
hovering
sword
attacks
for
the
fourth
table
below.
time,
it
flies
up
to
30
feet
and
tries
to
return
to
your
hand.
If
you
have
no
hand
free,
it
falls
to
the
ground
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
215
at
your
feet.
If
the
sword
has
no
unobstructed
path
with
a
successful
DC
15
Intelligence
(Investigation)
to
you,
it
moves
as
close
to
you
as
it
can
and
then
check.
The
creature
then
appears
translucent.
falls
to
the
ground.
It
also
ceases
to
hover
if
you
The
illusion
lasts
until
its
card
is
moved
or
the
grasp
it
or
move
more
than
30
feet
away
from
it.
illusion
is
dispelled.
When
the
illusion
ends,
the
image
on
its
card
disappears,
and
that
card
cant
be
Decanter of Endless Water used
again.
Wondrous
item,
uncommon
Playing
Card
Illusion
This
stoppered
flask
sloshes
when
shaken,
as
if
it
Ace
of
hearts
Red
dragon
contains
water.
The
decanter
weighs
2
pounds.
King
of
hearts
Knight
and
four
guards
You
can
use
an
action
to
remove
the
stopper
and
Queen
of
hearts
Succubus
or
incubus
speak
one
of
three
command
words,
whereupon
an
Jack
of
hearts
Druid
Ten
of
hearts
Cloud
giant
amount
of
fresh
water
or
salt
water
(your
choice)
Nine
of
hearts
Ettin
pours
out
of
the
flask.
The
water
stops
pouring
out
at
Eight
of
hearts
Bugbear
the
start
of
your
next
turn.
Choose
from
the
Two
of
hearts
Goblin
following
options:
Ace
of
diamonds
Beholder
Stream
produces
1
gallon
of
water.
King
of
diamonds
Archmage
and
mage
apprentice
Fountain
produces
5
gallons
of
water.
Queen
of
diamonds
Night
hag
Geyser
produces
30
gallons
of
water
that
gushes
Jack
of
diamonds
Assassin
forth
in
a
geyser
30
feet
long
and
1
foot
wide.
As
a
Ten
of
diamonds
Fire
giant
bonus
action
while
holding
the
decanter,
you
can
Nine
of
diamonds
Ogre
mage
aim
the
geyser
at
a
creature
you
can
see
within
30
Eight
of
diamonds
Gnoll
feet
of
you.
The
target
must
succeed
on
a
DC
13
Two
of
diamonds
Kobold
Strength
saving
throw
or
take
1d4
bludgeoning
Ace
of
spades
Lich
damage
and
fall
prone.
Instead
of
a
creature,
you
King
of
spades
Priest
and
two
acolytes
can
target
an
object
that
isnt
being
worn
or
Queen
of
spades
Medusa
carried
and
that
weighs
no
more
than
200
pounds.
Jack
of
spades
Veteran
The
object
is
either
knocked
over
or
pushed
up
to
Ten
of
spades
Frost
giant
15
feet
away
from
you.
Nine
of
spades
Troll
Eight
of
spades
Hobgoblin
Deck of Illusions Two
of
spades
Goblin
Wondrous
item,
uncommon
Ace
of
clubs
Iron
golem
This
box
contains
a
set
of
parchment
cards.
A
full
King
of
clubs
Bandit
captain
and
three
bandits
deck
has
34
cards.
A
deck
found
as
treasure
is
Queen
of
clubs
Erinyes
usually
missing
1d20
1
cards.
Jack
of
clubs
Berserker
The
magic
of
the
deck
functions
only
if
cards
are
Ten
of
clubs
Hill
giant
drawn
at
random
(you
can
use
an
altered
deck
of
Nine
of
clubs
Ogre
playing
cards
to
simulate
the
deck).
You
can
use
an
Eight
of
clubs
Orc
Two
of
clubs
Kobold
action
to
draw
a
card
at
random
from
the
deck
and
throw
it
to
the
ground
at
a
point
within
30
feet
of
Jokers
(2)
You
(the
decks
owner)
you.
An
illusion
of
one
or
more
creatures
forms
over
Deck of Many Things
the
thrown
card
and
remains
until
dispelled.
An
Wondrous
item,
legendary
illusory
creature
appears
real,
of
the
appropriate
size,
and
behaves
as
if
it
were
a
real
creature
except
Usually
found
in
a
box
or
pouch,
this
deck
contains
a
that
it
can
do
no
harm.
While
you
are
within
120
feet
number
of
cards
made
of
ivory
or
vellum.
Most
(75
of
the
illusory
creature
and
can
see
it,
you
can
use
an
percent)
of
these
decks
have
only
thirteen
cards,
but
action
to
move
it
magically
anywhere
within
30
feet
the
rest
have
twenty-two.
of
its
card.
Any
physical
interaction
with
the
illusory
Before
you
draw
a
card,
you
must
declare
how
creature
reveals
it
to
be
an
illusion,
because
objects
many
cards
you
intend
to
draw
and
then
draw
them
pass
through
it.
Someone
who
uses
an
action
to
randomly
(you
can
use
an
altered
deck
of
playing
visually
inspect
the
creature
identifies
it
as
illusory
cards
to
simulate
the
deck).
Any
cards
drawn
in
excess
of
this
number
have
no
effect.
Otherwise,
as
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
216
soon
as
you
draw
a
card
from
the
deck,
its
magic
Euryale.
The
cards
medusa-like
visage
curses
you.
takes
effect.
You
must
draw
each
card
no
more
than
You
take
a
2
penalty
on
saving
throws
while
cursed
1
hour
after
the
previous
draw.
If
you
fail
to
draw
in
this
way.
Only
a
god
or
the
magic
of
The
Fates
the
chosen
number,
the
remaining
number
of
cards
card
can
end
this
curse.
fly
from
the
deck
on
their
own
and
take
effect
all
at
The
Fates.
Realitys
fabric
unravels
and
spins
once.
anew,
allowing
you
to
avoid
or
erase
one
event
as
if
Once
a
card
is
drawn,
it
fades
from
existence.
it
never
happened.
You
can
use
the
cards
magic
as
Unless
the
card
is
the
Fool
or
the
Jester,
the
card
soon
as
you
draw
the
card
or
at
any
other
time
reappears
in
the
deck,
making
it
possible
to
draw
the
before
you
die.
same
card
twice.
Flames.
A
powerful
devil
becomes
your
enemy.
The
devil
seeks
your
ruin
and
plagues
your
life,
Playing
Card
Card
Ace
of
diamonds
Vizier*
savoring
your
suffering
before
attempting
to
slay
King
of
diamonds
Sun
you.
This
enmity
lasts
until
either
you
or
the
devil
Queen
of
diamonds
Moon
dies.
Jack
of
diamonds
Star
Fool.
You
lose
10,000
XP,
discard
this
card,
and
Two
of
diamonds
Comet*
draw
from
the
deck
again,
counting
both
draws
as
Ace
of
hearts
The
Fates*
one
of
your
declared
draws.
If
losing
that
much
XP
King
of
hearts
Throne
would
cause
you
to
lose
a
level,
you
instead
lose
an
Queen
of
hearts
Key
amount
that
leaves
you
with
just
enough
XP
to
keep
Jack
of
hearts
Knight
your
level.
Two
of
hearts
Gem*
Gem.
Twenty-five
pieces
of
jewelry
worth
2,000
Ace
of
clubs
Talons*
gp
each
or
fifty
gems
worth
1,000
gp
each
appear
at
King
of
clubs
The
Void
your
feet.
Queen
of
clubs
Flames
Idiot.
Permanently
reduce
your
Intelligence
by
Jack
of
clubs
Skull
1d4
+
1
(to
a
minimum
score
of
1).
You
can
draw
one
Two
of
clubs
Idiot*
additional
card
beyond
your
declared
draws.
Ace
of
spades
Donjon*
Jester.
You
gain
10,000
XP,
or
you
can
draw
two
King
of
spades
Ruin
Queen
of
spades
Euryale
additional
cards
beyond
your
declared
draws.
Jack
of
spades
Rogue
Key.
A
rare
or
rarer
magic
weapon
with
which
you
Two
of
spades
Balance*
are
proficient
appears
in
your
hands.
The
GM
Joker
(with
TM)
Fool*
chooses
the
weapon.
Joker
(without
TM)
Jester
Knight.
You
gain
the
service
of
a
4th-level
fighter
*Found
only
in
a
deck
with
twenty-two
cards
who
appears
in
a
space
you
choose
within
30
feet
of
you.
The
fighter
is
of
the
same
race
as
you
and
serves
Balance.
Your
mind
suffers
a
wrenching
alteration,
you
loyally
until
death,
believing
the
fates
have
causing
your
alignment
to
change.
Lawful
becomes
drawn
him
or
her
to
you.
You
control
this
character.
chaotic,
good
becomes
evil,
and
vice
versa.
If
you
are
Moon.
You
are
granted
the
ability
to
cast
the
wish
true
neutral
or
unaligned,
this
card
has
no
effect
on
spell
1d3
times.
you.
Rogue.
A
nonplayer
character
of
the
GMs
choice
Comet.
If
you
single-handedly
defeat
the
next
becomes
hostile
toward
you.
The
identity
of
your
hostile
monster
or
group
of
monsters
you
encounter,
new
enemy
isnt
known
until
the
NPC
or
someone
you
gain
experience
points
enough
to
gain
one
level.
else
reveals
it.
Nothing
less
than
a
wish
spell
or
Otherwise,
this
card
has
no
effect.
divine
intervention
can
end
the
NPCs
hostility
Donjon.
You
disappear
and
become
entombed
in
a
toward
you.
state
of
suspended
animation
in
an
extradimensional
Ruin.
All
forms
of
wealth
that
you
carry
or
own,
sphere.
Everything
you
were
wearing
and
carrying
other
than
magic
items,
are
lost
to
you.
Portable
stays
behind
in
the
space
you
occupied
when
you
property
vanishes.
Businesses,
buildings,
and
land
disappeared.
You
remain
imprisoned
until
you
are
you
own
are
lost
in
a
way
that
alters
reality
the
least.
found
and
removed
from
the
sphere.
You
cant
be
Any
documentation
that
proves
you
should
own
located
by
any
divination
magic,
but
a
wish
spell
can
something
lost
to
this
card
also
disappears.
reveal
the
location
of
your
prison.
You
draw
no
more
Skull.
You
summon
an
avatar
of
deatha
ghostly
cards.
humanoid
skeleton
clad
in
a
tattered
black
robe
and
carrying
a
spectral
scythe.
It
appears
in
a
space
of
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
217
the
GMs
choice
within
10
feet
of
you
and
attacks
you,
world.
However,
the
keep
is
currently
in
the
hands
of
warning
all
others
that
you
must
win
the
battle
alone.
monsters,
which
you
must
clear
out
before
you
can
The
avatar
fights
until
you
die
or
it
drops
to
0
hit
claim
the
keep
as
yours.
points,
whereupon
it
disappears.
If
anyone
tries
to
Vizier.
At
any
time
you
choose
within
one
year
of
help
you,
the
helper
summons
its
own
avatar
of
drawing
this
card,
you
can
ask
a
question
in
death.
A
creature
slain
by
an
avatar
of
death
cant
be
meditation
and
mentally
receive
a
truthful
answer
to
restored
to
life.
that
question.
Besides
information,
the
answer
helps
you
solve
a
puzzling
problem
or
other
dilemma.
In
Avatar
of
Death
other
words,
the
knowledge
comes
with
wisdom
on
Medium
undead,
neutral
evil
how
to
apply
it.
The
Void.
This
black
card
spells
disaster.
Your
soul
Armor
Class
20
is
drawn
from
your
body
and
contained
in
an
object
Hit
Points
half
the
hit
point
maximum
of
its
summoner
in
a
place
of
the
GMs
choice.
One
or
more
powerful
Speed
60
ft.,
fly
60
ft.
(hover)
beings
guard
the
place.
While
your
soul
is
trapped
in
this
way,
your
body
is
incapacitated.
A
wish
spell
STR
DEX
CON
INT
WIS
CHA
cant
restore
your
soul,
but
the
spell
reveals
the
16
(+3)
16
(+3)
16
(+3)
16
(+3)
16
(+3)
16
(+3)
location
of
the
object
that
holds
it.
You
draw
no
more
cards.
Damage
Immunities
necrotic,
poison
Condition
Immunities
charmed,
frightened,
paralyzed,
Defender
petrified,
poisoned,
unconscious
Weapon
(any
sword),
legendary
(requires
attunement)
Senses
darkvision
60
ft.,
truesight
60
ft.,
passive
Perception
13
You
gain
a
+3
bonus
to
attack
and
damage
rolls
Languages
all
languages
known
to
its
summoner
made
with
this
magic
weapon.
The
first
time
you
attack
with
the
sword
on
each
of
Challenge
(0
XP)
your
turns,
you
can
transfer
some
or
all
of
the
swords
bonus
to
your
Armor
Class,
instead
of
using
Incorporeal
Movement.
The
avatar
can
move
through
the
bonus
on
any
attacks
that
turn.
For
example,
you
other
creatures
and
objects
as
if
they
were
difficult
could
reduce
the
bonus
to
your
attack
and
damage
terrain.
It
takes
5
(1d10)
force
damage
if
it
ends
its
turn
rolls
to
+1
and
gain
a
+2
bonus
to
AC.
The
adjusted
inside
an
object.
bonuses
remain
in
effect
until
the
start
of
your
next
turn,
although
you
must
hold
the
sword
to
gain
a
Turning
Immunity.
The
avatar
is
immune
to
features
bonus
to
AC
from
it.
that
turn
undead.
Demon Armor
Actions
Armor
(plate),
very
rare
(requires
attunement)
Reaping
Scythe. The
avatar
sweeps
its
spectral
scythe
While
wearing
this
armor,
you
gain
a
+1
bonus
to
AC,
through
a
creature
within
5
feet
of
it,
dealing
7
(1d8
+
and
you
can
understand
and
speak
Abyssal.
In
3)
slashing
damage
plus
4
(1d8)
necrotic
damage.
addition,
the
armors
clawed
gauntlets
turn
unarmed
strikes
with
your
hands
into
magic
weapons
that
Star.
Increase
one
of
your
ability
scores
by
2.
The
deal
slashing
damage,
with
a
+1
bonus
to
attack
rolls
score
can
exceed
20
but
cant
exceed
24.
and
damage
rolls
and
a
damage
die
of
1d8.
Sun.
You
gain
50,000
XP,
and
a
wondrous
item
Curse.
Once
you
don
this
cursed
armor,
you
cant
(which
the
GM
determines
randomly)
appears
in
doff
it
unless
you
are
targeted
by
the
remove
curse
your
hands.
spell
or
similar
magic.
While
wearing
the
armor,
you
Talons.
Every
magic
item
you
wear
or
carry
have
disadvantage
on
attack
rolls
against
demons
disintegrates.
Artifacts
in
your
possession
arent
and
on
saving
throws
against
their
spells
and
special
destroyed
but
do
vanish.
abilities.
Throne.
You
gain
proficiency
in
the
Persuasion
skill,
and
you
double
your
proficiency
bonus
on
checks
made
with
that
skill.
In
addition,
you
gain
rightful
ownership
of
a
small
keep
somewhere
in
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
218
Dimensional Shackles refers
to
any
creature
with
the
dragon
type,
Wondrous
item,
rare
including
dragon
turtles
and
wyverns.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
219
Dwarven Plate bottle
is
opened
a
fourth
time,
the
efreeti
Armor
(plate),
very
rare
escapes
and
disappears,
and
the
bottle
loses
its
magic.
While
wearing
this
armor,
you
gain
a
+2
bonus
to
AC.
9100
The
efreeti
can
cast
the
wish
spell
three
times
for
In
addition,
if
an
effect
moves
you
against
your
will
you.
It
disappears
when
it
grants
the
final
wish
or
along
the
ground,
you
can
use
your
reaction
to
after
1
hour,
and
the
bottle
loses
its
magic.
reduce
the
distance
you
are
moved
by
up
to
10
feet.
Elemental Gem
Dwarven Thrower Wondrous
item,
uncommon
Weapon
(warhammer),
very
rare
(requires
This
gem
contains
a
mote
of
elemental
energy.
When
attunement
by
a
dwarf)
you
use
an
action
to
break
the
gem,
an
elemental
is
You
gain
a
+3
bonus
to
attack
and
damage
rolls
summoned
as
if
you
had
cast
the
conjure
elemental
made
with
this
magic
weapon.
It
has
the
thrown
spell,
and
the
gems
magic
is
lost.
The
type
of
gem
property
with
a
normal
range
of
20
feet
and
a
long
determines
the
elemental
summoned
by
the
spell.
range
of
60
feet.
When
you
hit
with
a
ranged
attack
Gem
Summoned
Elemental
using
this
weapon,
it
deals
an
extra
1d8
damage
or,
if
Blue
sapphire
Air
elemental
the
target
is
a
giant,
2d8
damage.
Immediately
after
Yellow
diamond
Earth
elemental
the
attack,
the
weapon
flies
back
to
your
hand.
Red
corundum
Fire
elemental
Efficient Quiver Emerald
Water
elemental
Wondrous
item,
uncommon
Elven Chain
Each
of
the
quivers
three
compartments
connects
to
Armor
(chain
shirt),
rare
an
extradimensional
space
that
allows
the
quiver
to
hold
numerous
items
while
never
weighing
more
You
gain
a
+1
bonus
to
AC
while
you
wear
this
armor.
than
2
pounds.
The
shortest
compartment
can
hold
You
are
considered
proficient
with
this
armor
even
if
up
to
sixty
arrows,
bolts,
or
similar
objects.
The
you
lack
proficiency
with
medium
armor.
midsize
compartment
holds
up
to
eighteen
javelins
or
similar
objects.
The
longest
compartment
holds
Eversmoking Bottle
up
to
six
long
objects,
such
as
bows,
quarterstaffs,
or
Wondrous
item,
uncommon
spears.
Smoke
leaks
from
the
lead-stoppered
mouth
of
this
You
can
draw
any
item
the
quiver
contains
as
if
brass
bottle,
which
weighs
1
pound.
When
you
use
doing
so
from
a
regular
quiver
or
scabbard.
an
action
to
remove
the
stopper,
a
cloud
of
thick
Efreeti Bottle smoke
pours
out
in
a
60-foot
radius
from
the
bottle.
The
clouds
area
is
heavily
obscured.
Each
minute
Wondrous
item,
very
rare
the
bottle
remains
open
and
within
the
cloud,
the
This
painted
brass
bottle
weighs
1
pound.
When
you
radius
increases
by
10
feet
until
it
reaches
its
use
an
action
to
remove
the
stopper,
a
cloud
of
thick
maximum
radius
of
120
feet.
smoke
flows
out
of
the
bottle.
At
the
end
of
your
turn,
The
cloud
persists
as
long
as
the
bottle
is
open.
the
smoke
disappears
with
a
flash
of
harmless
fire,
Closing
the
bottle
requires
you
to
speak
its
and
an
efreeti
appears
in
an
unoccupied
space
command
word
as
an
action.
Once
the
bottle
is
within
30
feet
of
you.
closed,
the
cloud
disperses
after
10
minutes.
A
The
first
time
the
bottle
is
opened,
the
GM
rolls
to
moderate
wind
(11
to
20
miles
per
hour)
can
also
determine
what
happens.
disperse
the
smoke
after
1
minute,
and
a
strong
d100
Effect
wind
(21
or
more
miles
per
hour)
can
do
so
after
1
0110
The
efreeti
attacks
you.
After
fighting
for
5
round.
rounds,
the
efreeti
disappears,
and
the
bottle
loses
its
magic.
Eyes of Charming
1190
The
efreeti
serves
you
for
1
hour,
doing
as
you
Wondrous
item,
uncommon
(requires
attunement)
command.
Then
the
efreeti
returns
to
the
bottle,
These
crystal
lenses
fit
over
the
eyes.
They
have
3
and
a
new
stopper
contains
it.
The
stopper
cant
charges.
While
wearing
them,
you
can
expend
1
be
removed
for
24
hours.
The
next
two
times
the
bottle
is
opened,
the
same
effect
occurs.
If
the
charge
as
an
action
to
cast
the
charm
person
spell
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
220
(save
DC
13)
on
a
humanoid
within
30
feet
of
you,
token
disappears,
and
a
giant
flapping
fan
takes
its
provided
that
you
and
the
target
can
see
each
other.
place.
The
fan
floats
and
creates
a
wind
strong
The
lenses
regain
all
expended
charges
daily
at
dawn.
enough
to
fill
the
sails
of
one
ship,
increasing
its
speed
by
5
miles
per
hour
for
8
hours.
You
can
Eyes of Minute Seeing dismiss
the
fan
as
an
action.
Wondrous
item,
uncommon
Swan
Boat.
You
can
use
an
action
to
touch
the
token
to
a
body
of
water
at
least
60
feet
in
diameter.
These
crystal
lenses
fit
over
the
eyes.
While
wearing
The
token
disappears,
and
a
50-foot-long,
20-foot-
them,
you
can
see
much
better
than
normal
out
to
a
wide
boat
shaped
like
a
swan
takes
its
place.
The
range
of
1
foot.
You
have
advantage
on
Intelligence
boat
is
self-propelled
and
moves
across
water
at
a
(Investigation)
checks
that
rely
on
sight
while
speed
of
6
miles
per
hour.
You
can
use
an
action
searching
an
area
or
studying
an
object
within
that
while
on
the
boat
to
command
it
to
move
or
to
turn
range.
up
to
90
degrees.
The
boat
can
carry
up
to
thirty-two
Medium
or
smaller
creatures.
A
Large
creature
Eyes of the Eagle
counts
as
four
Medium
creatures,
while
a
Huge
Wondrous
item,
uncommon
(requires
attunement)
creature
counts
as
nine.
The
boat
remains
for
24
These
crystal
lenses
fit
over
the
eyes.
While
wearing
hours
and
then
disappears.
You
can
dismiss
the
boat
them,
you
have
advantage
on
Wisdom
(Perception)
as
an
action.
checks
that
rely
on
sight.
In
conditions
of
clear
Tree.
You
must
be
outdoors
to
use
this
token.
You
visibility,
you
can
make
out
details
of
even
extremely
can
use
an
action
to
touch
it
to
an
unoccupied
space
distant
creatures
and
objects
as
small
as
2
feet
on
the
ground.
The
token
disappears,
and
in
its
place
across.
a
nonmagical
oak
tree
springs
into
existence.
The
tree
is
60
feet
tall
and
has
a
5-foot-diameter
trunk,
Feather Token and
its
branches
at
the
top
spread
out
in
a
20-foot
Wondrous
item,
rare
radius.
Whip.
You
can
use
an
action
to
throw
the
token
to
This
tiny
object
looks
like
a
feather.
Different
types
a
point
within
10
feet
of
you.
The
token
disappears,
of
feather
tokens
exist,
each
with
a
different
single-
and
a
floating
whip
takes
its
place.
You
can
then
use
use
effect.
The
GM
chooses
the
kind
of
token
or
a
bonus
action
to
make
a
melee
spell
attack
against
a
determines
it
randomly.
creature
within
10
feet
of
the
whip,
with
an
attack
d100
Feather
Token
d100
Feather
Token
bonus
of
+9.
On
a
hit,
the
target
takes
1d6
+
5
force
0120
Anchor
5165
Swan
boat
damage.
2135
Bird
6690
Tree
As
a
bonus
action
on
your
turn,
you
can
direct
the
3650
Fan
9100
Whip
whip
to
fly
up
to
20
feet
and
repeat
the
attack
against
a
creature
within
10
feet
of
it.
The
whip
Anchor.
You
can
use
an
action
to
touch
the
token
disappears
after
1
hour,
when
you
use
an
action
to
to
a
boat
or
ship.
For
the
next
24
hours,
the
vessel
dismiss
it,
or
when
you
are
incapacitated
or
die.
cant
be
moved
by
any
means.
Touching
the
token
to
the
vessel
again
ends
the
effect.
When
the
effect
ends,
Figurine of Wondrous Power
the
token
disappears.
Wondrous
item,
rarity
by
figurine
Bird.
You
can
use
an
action
to
toss
the
token
5
feet
into
the
air.
The
token
disappears
and
an
enormous,
A
figurine
of
wondrous
power
is
a
statuette
of
a
beast
multicolored
bird
takes
its
place.
The
bird
has
the
small
enough
to
fit
in
a
pocket.
If
you
use
an
action
to
statistics
of
a
roc,
but
it
obeys
your
simple
speak
the
command
word
and
throw
the
figurine
to
commands
and
cant
attack.
It
can
carry
up
to
500
a
point
on
the
ground
within
60
feet
of
you,
the
pounds
while
flying
at
its
maximum
speed
(16
miles
figurine
becomes
a
living
creature.
If
the
space
an
hour
for
a
maximum
of
144
miles
per
day,
with
a
where
the
creature
would
appear
is
occupied
by
one-hour
rest
for
every
3
hours
of
flying),
or
1,000
other
creatures
or
objects,
or
if
there
isnt
enough
pounds
at
half
that
speed.
The
bird
disappears
after
space
for
the
creature,
the
figurine
doesnt
become
a
flying
its
maximum
distance
for
a
day
or
if
it
drops
to
creature.
0
hit
points.
You
can
dismiss
the
bird
as
an
action.
The
creature
is
friendly
to
you
and
your
Fan.
If
you
are
on
a
boat
or
ship,
you
can
use
an
companions.
It
understands
your
languages
and
action
to
toss
the
token
up
to
10
feet
in
the
air.
The
obeys
your
spoken
commands.
If
you
issue
no
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
221
commands,
the
creature
defends
itself
but
takes
no
The
goat
of
travail
becomes
a
giant
goat
for
up
to
3
other
actions.
hours.
Once
it
has
been
used,
it
cant
be
used
again
The
creature
exists
for
a
duration
specific
to
each
until
30
days
have
passed.
figurine.
At
the
end
of
the
duration,
the
creature
The
goat
of
terror
becomes
a
giant
goat
for
up
to
3
reverts
to
its
figurine
form.
It
reverts
to
a
figurine
hours.
The
goat
cant
attack,
but
you
can
remove
early
if
it
drops
to
0
hit
points
or
if
you
use
an
action
its
horns
and
use
them
as
weapons.
One
horn
to
speak
the
command
word
again
while
touching
it.
becomes
a
+1
lance,
and
the
other
becomes
a
+2
When
the
creature
becomes
a
figurine
again,
its
longsword.
Removing
a
horn
requires
an
action,
property
cant
be
used
again
until
a
certain
amount
and
the
weapons
disappear
and
the
horns
return
of
time
has
passed,
as
specified
in
the
figurines
when
the
goat
reverts
to
figurine
form.
In
addition,
description.
the
goat
radiates
a
30-foot-radius
aura
of
terror
Bronze
Griffon
(Rare).
This
bronze
statuette
is
of
while
you
are
riding
it.
Any
creature
hostile
to
you
a
griffon
rampant.
It
can
become
a
griffon
for
up
to
6
that
starts
its
turn
in
the
aura
must
succeed
on
a
hours.
Once
it
has
been
used,
it
cant
be
used
again
DC
15
Wisdom
saving
throw
or
be
frightened
of
until
5
days
have
passed.
the
goat
for
1
minute,
or
until
the
goat
reverts
to
Ebony
Fly
(Rare).
This
ebony
statuette
is
carved
figurine
form.
The
frightened
creature
can
repeat
in
the
likeness
of
a
horsefly.
It
can
become
a
giant
fly
the
saving
throw
at
the
end
of
each
of
its
turns,
for
up
to
12
hours
and
can
be
ridden
as
a
mount.
ending
the
effect
on
itself
on
a
success.
Once
it
Once
it
has
been
used,
it
cant
be
used
again
until
2
successfully
saves
against
the
effect,
a
creature
is
days
have
passed.
immune
to
the
goats
aura
for
the
next
24
hours.
Once
the
figurine
has
been
used,
it
cant
be
used
Giant
Fly
again
until
15
days
have
passed.
Large
beast,
unaligned
Marble
Elephant
(Rare).
This
marble
statuette
is
Armor
Class
11
about
4
inches
high
and
long.
It
can
become
an
elephant
for
up
to
24
hours.
Once
it
has
been
used,
it
Hit
Points
19
(3d10
+
3)
cant
be
used
again
until
7
days
have
passed.
Speed
30
ft.,
fly
60
ft.
Obsidian
Steed
(Very
Rare).
This
polished
obsidian
horse
can
become
a
nightmare
for
up
to
24
STR
DEX
CON
INT
WIS
CHA
hours.
The
nightmare
fights
only
to
defend
itself.
14
(+2)
13
(+1)
13
(+1)
2
(4)
10
(+0)
3
(4)
Once
it
has
been
used,
it
cant
be
used
again
until
5
days
have
passed.
Senses
darkvision
60
ft.,
passive
Perception
10
If
you
have
a
good
alignment,
the
figurine
has
a
10
Languages
percent
chance
each
time
you
use
it
to
ignore
your
orders,
including
a
command
to
revert
to
figurine
Golden
Lions
(Rare).
These
gold
statuettes
of
form.
If
you
mount
the
nightmare
while
it
is
ignoring
lions
are
always
created
in
pairs.
You
can
use
one
your
orders,
you
and
the
nightmare
are
instantly
figurine
or
both
simultaneously.
Each
can
become
a
transported
to
a
random
location
on
the
plane
of
lion
for
up
to
1
hour.
Once
a
lion
has
been
used,
it
Hades,
where
the
nightmare
reverts
to
figurine
form.
cant
be
used
again
until
7
days
have
passed.
Onyx
Dog
(Rare).
This
onyx
statuette
of
a
dog
can
Ivory
Goats
(Rare).
These
ivory
statuettes
of
become
a
mastiff
for
up
to
6
hours.
The
mastiff
has
goats
are
always
created
in
sets
of
three.
Each
goat
an
Intelligence
of
8
and
can
speak
Common.
It
also
looks
unique
and
functions
differently
from
the
has
darkvision
out
to
a
range
of
60
feet
and
can
see
others.
Their
properties
are
as
follows:
invisible
creatures
and
objects
within
that
range.
Once
it
has
been
used,
it
cant
be
used
again
until
7
The
goat
of
traveling
can
become
a
Large
goat
with
days
have
passed.
the
same
statistics
as
a
riding
horse.
It
has
24
Serpentine
Owl
(Rare).
This
serpentine
statuette
charges,
and
each
hour
or
portion
thereof
it
of
an
owl
can
become
a
giant
owl
for
up
to
8
hours.
spends
in
beast
form
costs
1
charge.
While
it
has
Once
it
has
been
used,
it
cant
be
used
again
until
2
charges,
you
can
use
it
as
often
as
you
wish.
When
days
have
passed.
The
owl
can
telepathically
it
runs
out
of
charges,
it
reverts
to
a
figurine
and
communicate
with
you
at
any
range
if
you
and
it
are
cant
be
used
again
until
7
days
have
passed,
when
on
the
same
plane
of
existence.
it
regains
all
its
charges.
Silver
Raven
(Uncommon).
This
silver
statuette
of
a
raven
can
become
a
raven
for
up
to
12
hours.
Once
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
222
it
has
been
used,
it
cant
be
used
again
until
2
days
In
freezing
temperatures,
the
blade
sheds
bright
have
passed.
While
in
raven
form,
the
figurine
allows
light
in
a
10-foot
radius
and
dim
light
for
an
you
to
cast
the
animal
messenger
spell
on
it
at
will.
additional
10
feet.
When
you
draw
this
weapon,
you
can
extinguish
Flame Tongue all
nonmagical
flames
within
30
feet
of
you.
This
Weapon
(any
sword),
rare
(requires
attunement)
property
can
be
used
no
more
than
once
per
hour.
You
can
use
a
bonus
action
to
speak
this
magic
Gauntlets of Ogre Power
swords
command
word,
causing
flames
to
erupt
Wondrous
item,
uncommon
(requires
attunement)
from
the
blade.
These
flames
shed
bright
light
in
a
40-foot
radius
and
dim
light
for
an
additional
40
feet.
Your
Strength
score
is
19
while
you
wear
these
While
the
sword
is
ablaze,
it
deals
an
extra
2d6
fire
gauntlets.
They
have
no
effect
on
you
if
your
damage
to
any
target
it
hits.
The
flames
last
until
you
Strength
is
already
19
or
higher.
use
a
bonus
action
to
speak
the
command
word
again
or
until
you
drop
or
sheathe
the
sword.
Gem of Brightness
Wondrous
item,
uncommon
Folding Boat
This
prism
has
50
charges.
While
you
are
holding
it,
Wondrous
item,
rare
you
can
use
an
action
to
speak
one
of
three
This
object
appears
as
a
wooden
box
that
measures
command
words
to
cause
one
of
the
following
12
inches
long,
6
inches
wide,
and
6
inches
deep.
It
effects:
weighs
4
pounds
and
floats.
It
can
be
opened
to
store
The
first
command
word
causes
the
gem
to
shed
items
inside.
This
item
also
has
three
command
bright
light
in
a
30-foot
radius
and
dim
light
for
an
words,
each
requiring
you
to
use
an
action
to
speak
additional
30
feet.
This
effect
doesnt
expend
a
it.
charge.
It
lasts
until
you
use
a
bonus
action
to
One
command
word
causes
the
box
to
unfold
into
repeat
the
command
word
or
until
you
use
a
boat
10
feet
long,
4
feet
wide,
and
2
feet
deep.
The
another
function
of
the
gem.
boat
has
one
pair
of
oars,
an
anchor,
a
mast,
and
a
lateen
sail.
The
boat
can
hold
up
to
four
Medium
The
second
command
word
expends
1
charge
and
creatures
comfortably.
causes
the
gem
to
fire
a
brilliant
beam
of
light
at
The
second
command
word
causes
the
box
to
one
creature
you
can
see
within
60
feet
of
you.
The
unfold
into
a
ship
24
feet
long,
8
feet
wide,
and
6
feet
creature
must
succeed
on
a
DC
15
Constitution
deep.
The
ship
has
a
deck,
rowing
seats,
five
sets
of
saving
throw
or
become
blinded
for
1
minute.
The
oars,
a
steering
oar,
an
anchor,
a
deck
cabin,
and
a
creature
can
repeat
the
saving
throw
at
the
end
of
mast
with
a
square
sail.
The
ship
can
hold
fifteen
each
of
its
turns,
ending
the
effect
on
itself
on
a
Medium
creatures
comfortably.
success.
When
the
box
becomes
a
vessel,
its
weight
The
third
command
word
expends
5
charges
and
becomes
that
of
a
normal
vessel
its
size,
and
causes
the
gem
to
flare
with
blinding
light
in
a
30-
anything
that
was
stored
in
the
box
remains
in
the
foot
cone
originating
from
it.
Each
creature
in
the
boat.
cone
must
make
a
saving
throw
as
if
struck
by
the
The
third
command
word
causes
the
folding
boat
beam
created
with
the
second
command
word.
to
fold
back
into
a
box,
provided
that
no
creatures
When
all
of
the
gems
charges
are
expended,
the
gem
are
aboard.
Any
objects
in
the
vessel
that
cant
fit
becomes
a
nonmagical
jewel
worth
50
gp.
inside
the
box
remain
outside
the
box
as
it
folds.
Any
objects
in
the
vessel
that
can
fit
inside
the
box
do
so.
Gem of Seeing
Wondrous
item,
rare
(requires
attunement)
Frost Brand This
gem
has
3
charges.
As
an
action,
you
can
speak
Weapon
(any
sword),
very
rare
(requires
attunement)
the
gems
command
word
and
expend
1
charge.
For
When
you
hit
with
an
attack
using
this
magic
sword,
the
next
10
minutes,
you
have
truesight
out
to
120
the
target
takes
an
extra
1d6
cold
damage.
In
feet
when
you
peer
through
the
gem.
addition,
while
you
hold
the
sword,
you
have
The
gem
regains
1d3
expended
charges
daily
at
resistance
to
fire
damage.
dawn.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
223
Giant Slayer Hammer of Thunderbolts
Weapon
(any
axe
or
sword),
rare
Weapon
(maul),
legendary
You
gain
a
+1
bonus
to
attack
and
damage
rolls
You
gain
a
+1
bonus
to
attack
and
damage
rolls
made
with
this
magic
weapon.
made
with
this
magic
weapon.
When
you
hit
a
giant
with
it,
the
giant
takes
an
Giants
Bane
(Requires
Attunement).
You
must
extra
2d6
damage
of
the
weapons
type
and
must
be
wearing
a
belt
of
giant
strength
(any
variety)
and
succeed
on
a
DC
15
Strength
saving
throw
or
fall
gauntlets
of
ogre
power
to
attune
to
this
weapon.
The
prone.
For
the
purpose
of
this
weapon,
giant
refers
attunement
ends
if
you
take
off
either
of
those
items.
to
any
creature
with
the
giant
type,
including
ettins
While
you
are
attuned
to
this
weapon
and
holding
it,
and
trolls.
your
Strength
score
increases
by
4
and
can
exceed
20,
but
not
30.
When
you
roll
a
20
on
an
attack
roll
Glamoured Studded Leather made
with
this
weapon
against
a
giant,
the
giant
Armor
(studded
leather),
rare
must
succeed
on
a
DC
17
Constitution
saving
throw
or
die.
While
wearing
this
armor,
you
gain
a
+1
bonus
to
AC.
The
hammer
also
has
5
charges.
While
attuned
to
You
can
also
use
a
bonus
action
to
speak
the
armors
it,
you
can
expend
1
charge
and
make
a
ranged
command
word
and
cause
the
armor
to
assume
the
weapon
attack
with
the
hammer,
hurling
it
as
if
it
appearance
of
a
normal
set
of
clothing
or
some
other
had
the
thrown
property
with
a
normal
range
of
20
kind
of
armor.
You
decide
what
it
looks
like,
feet
and
a
long
range
of
60
feet.
If
the
attack
hits,
the
including
color,
style,
and
accessories,
but
the
armor
hammer
unleashes
a
thunderclap
audible
out
to
300
retains
its
normal
bulk
and
weight.
The
illusory
feet.
The
target
and
every
creature
within
30
feet
of
appearance
lasts
until
you
use
this
property
again
or
it
must
succeed
on
a
DC
17
Constitution
saving
remove
the
armor.
throw
or
be
stunned
until
the
end
of
your
next
turn.
The
hammer
regains
1d4
+
1
expended
charges
daily
Gloves of Missile Snaring
at
dawn.
Wondrous
item,
uncommon
(requires
attunement)
These
gloves
seem
to
almost
meld
into
your
hands
Handy Haversack
when
you
don
them.
When
a
ranged
weapon
attack
Wondrous
item,
rare
hits
you
while
youre
wearing
them,
you
can
use
This
backpack
has
a
central
pouch
and
two
side
your
reaction
to
reduce
the
damage
by
1d10
+
your
pouches,
each
of
which
is
an
extradimensional
space.
Dexterity
modifier,
provided
that
you
have
a
free
Each
side
pouch
can
hold
up
to
20
pounds
of
hand.
If
you
reduce
the
damage
to
0,
you
can
catch
material,
not
exceeding
a
volume
of
2
cubic
feet.
The
the
missile
if
it
is
small
enough
for
you
to
hold
in
that
large
central
pouch
can
hold
up
to
8
cubic
feet
or
80
hand.
pounds
of
material.
The
backpack
always
weighs
5
pounds,
regardless
of
its
contents.
Gloves of Swimming and Climbing
Placing
an
object
in
the
haversack
follows
the
Wondrous
item,
uncommon
(requires
attunement)
normal
rules
for
interacting
with
objects.
Retrieving
While
wearing
these
gloves,
climbing
and
swimming
an
item
from
the
haversack
requires
you
to
use
an
dont
cost
you
extra
movement,
and
you
gain
a
+5
action.
When
you
reach
into
the
haversack
for
a
bonus
to
Strength
(Athletics)
checks
made
to
climb
specific
item,
the
item
is
always
magically
on
top.
or
swim.
The
haversack
has
a
few
limitations.
If
it
is
overloaded,
or
if
a
sharp
object
pierces
it
or
tears
it,
Goggles of Night the
haversack
ruptures
and
is
destroyed.
If
the
Wondrous
item,
uncommon
haversack
is
destroyed,
its
contents
are
lost
forever,
although
an
artifact
always
turns
up
again
While
wearing
these
dark
lenses,
you
have
somewhere.
If
the
haversack
is
turned
inside
out,
its
darkvision
out
to
a
range
of
60
feet.
If
you
already
contents
spill
forth,
unharmed,
and
the
haversack
have
darkvision,
wearing
the
goggles
increases
its
must
be
put
right
before
it
can
be
used
again.
If
a
range
by
60
feet.
breathing
creature
is
placed
within
the
haversack,
the
creature
can
survive
for
up
to
10
minutes,
after
which
time
it
begins
to
suffocate.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
224
Placing
the
haversack
inside
an
extradimensional
the
target
takes
an
extra
1d6
fire
damage.
The
space
created
by
a
bag
of
holding,
portable
hole,
or
flames
last
until
you
use
a
bonus
action
to
speak
similar
item
instantly
destroys
both
items
and
opens
the
command
word
again
or
until
you
drop
or
a
gate
to
the
Astral
Plane.
The
gate
originates
where
stow
the
weapon.
the
one
item
was
placed
inside
the
other.
Any
Roll
a
d20
if
you
are
wearing
the
helm
and
take
creature
within
10
feet
of
the
gate
is
sucked
through
fire
damage
as
a
result
of
failing
a
saving
throw
it
and
deposited
in
a
random
location
on
the
Astral
against
a
spell.
On
a
roll
of
1,
the
helm
emits
beams
Plane.
The
gate
then
closes.
The
gate
is
one-way
only
of
light
from
its
remaining
gems.
Each
creature
and
cant
be
reopened.
within
60
feet
of
the
helm
other
than
you
must
succeed
on
a
DC
17
Dexterity
saving
throw
or
be
Hat of Disguise struck
by
a
beam,
taking
radiant
damage
equal
to
the
Wondrous
item,
uncommon
(requires
attunement)
number
of
gems
in
the
helm.
The
helm
and
its
gems
While
wearing
this
hat,
you
can
use
an
action
to
cast
are
then
destroyed.
the
disguise
self
spell
from
it
at
will.
The
spell
ends
if
the
hat
is
removed.
Helm of Comprehending Languages
Wondrous
item,
uncommon
Headband of Intellect While
wearing
this
helm,
you
can
use
an
action
to
Wondrous
item,
uncommon
(requires
attunement)
cast
the
comprehend
languages
spell
from
it
at
will.
Your
Intelligence
score
is
19
while
you
wear
this
headband.
It
has
no
effect
on
you
if
your
Intelligence
Helm of Telepathy
is
already
19
or
higher.
Wondrous
item,
uncommon
(requires
attunement)
While
wearing
this
helm,
you
can
use
an
action
to
Helm of Brilliance cast
the
detect
thoughts
spell
(save
DC
13)
from
it.
As
Wondrous
item,
very
rare
(requires
attunement)
long
as
you
maintain
concentration
on
the
spell,
you
This
dazzling
helm
is
set
with
1d10
diamonds,
2d10
can
use
a
bonus
action
to
send
a
telepathic
message
rubies,
3d10
fire
opals,
and
4d10
opals.
Any
gem
to
a
creature
you
are
focused
on.
It
can
replyusing
pried
from
the
helm
crumbles
to
dust.
When
all
the
a
bonus
action
to
do
sowhile
your
focus
on
it
gems
are
removed
or
destroyed,
the
helm
loses
its
continues.
magic.
While
focusing
on
a
creature
with
detect
thoughts,
You
gain
the
following
benefits
while
wearing
it:
you
can
use
an
action
to
cast
the
suggestion
spell
(save
DC
13)
from
the
helm
on
that
creature.
Once
You
can
use
an
action
to
cast
one
of
the
following
used,
the
suggestion
property
cant
be
used
again
spells
(save
DC
18),
using
one
of
the
helms
gems
until
the
next
dawn.
of
the
specified
type
as
a
component:
daylight
(opal),
fireball
(fire
opal),
prismatic
spray
Helm of Teleportation
(diamond),
or
wall
of
fire
(ruby).
The
gem
is
Wondrous
item,
rare
(requires
attunement)
destroyed
when
the
spell
is
cast
and
disappears
from
the
helm.
This
helm
has
3
charges.
While
wearing
it,
you
can
As
long
as
it
has
at
least
one
diamond,
the
helm
use
an
action
and
expend
1
charge
to
cast
the
emits
dim
light
in
a
30-foot
radius
when
at
least
teleport
spell
from
it.
The
helm
regains
1d3
one
undead
is
within
that
area.
Any
undead
that
expended
charges
daily
at
dawn.
starts
its
turn
in
that
area
takes
1d6
radiant
damage.
Holy Avenger
Weapon
(any
sword),
legendary
(requires
attunement
As
long
as
the
helm
has
at
least
one
ruby,
you
have
resistance
to
fire
damage.
by
a
paladin)
As
long
as
the
helm
has
at
least
one
fire
opal,
you
You
gain
a
+3
bonus
to
attack
and
damage
rolls
can
use
an
action
and
speak
a
command
word
to
made
with
this
magic
weapon.
When
you
hit
a
fiend
cause
one
weapon
you
are
holding
to
burst
into
or
an
undead
with
it,
that
creature
takes
an
extra
flames.
The
flames
emit
bright
light
in
a
10-foot
2d10
radiant
damage.
radius
and
dim
light
for
an
additional
10
feet.
The
While
you
hold
the
drawn
sword,
it
creates
an
flames
are
harmless
to
you
and
the
weapon.
When
aura
in
a
10-foot
radius
around
you.
You
and
all
you
hit
with
an
attack
using
the
blazing
weapon,
creatures
friendly
to
you
in
the
aura
have
advantage
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
225
on
saving
throws
against
spells
and
other
magical
Horseshoes of a Zephyr
effects.
If
you
have
17
or
more
levels
in
the
paladin
Wondrous
item,
very
rare
class,
the
radius
of
the
aura
increases
to
30
feet.
These
iron
horseshoes
come
in
a
set
of
four.
While
Horn of Blasting all
four
shoes
are
affixed
to
the
hooves
of
a
horse
or
Wondrous
item,
rare
similar
creature,
they
allow
the
creature
to
move
normally
while
floating
4
inches
above
the
ground.
You
can
use
an
action
to
speak
the
horns
command
This
effect
means
the
creature
can
cross
or
stand
word
and
then
blow
the
horn,
which
emits
a
above
nonsolid
or
unstable
surfaces,
such
as
water
thunderous
blast
in
a
30-foot
cone
that
is
audible
or
lava.
The
creature
leaves
no
tracks
and
ignores
600
feet
away.
Each
creature
in
the
cone
must
make
difficult
terrain.
In
addition,
the
creature
can
move
a
DC
15
Constitution
saving
throw.
On
a
failed
save,
a
at
normal
speed
for
up
to
12
hours
a
day
without
creature
takes
5d6
thunder
damage
and
is
deafened
suffering
exhaustion
from
a
forced
march.
for
1
minute.
On
a
successful
save,
a
creature
takes
half
as
much
damage
and
isnt
deafened.
Creatures
Horseshoes of Speed
and
objects
made
of
glass
or
crystal
have
Wondrous
item,
rare
disadvantage
on
the
saving
throw
and
take
10d6
thunder
damage
instead
of
5d6.
These
iron
horseshoes
come
in
a
set
of
four.
While
Each
use
of
the
horns
magic
has
a
20
percent
all
four
shoes
are
affixed
to
the
hooves
of
a
horse
or
chance
of
causing
the
horn
to
explode.
The
explosion
similar
creature,
they
increase
the
creatures
deals
10d6
fire
damage
to
the
blower
and
destroys
walking
speed
by
30
feet.
the
horn.
Immovable Rod
Horn of Valhalla Rod,
uncommon
Wondrous
item,
rare
(silver
or
brass),
very
rare
This
flat
iron
rod
has
a
button
on
one
end.
You
can
(bronze),
or
legendary
(iron)
use
an
action
to
press
the
button,
which
causes
the
You
can
use
an
action
to
blow
this
horn.
In
response,
rod
to
become
magically
fixed
in
place.
Until
you
or
warrior
spirits
from
the
Valhalla
appear
within
60
another
creature
uses
an
action
to
push
the
button
feet
of
you.
They
use
the
statistics
of
a
berserker.
again,
the
rod
doesnt
move,
even
if
it
is
defying
They
return
to
Valhalla
after
1
hour
or
when
they
gravity.
The
rod
can
hold
up
to
8,000
pounds
of
drop
to
0
hit
points.
Once
you
use
the
horn,
it
cant
weight.
More
weight
causes
the
rod
to
deactivate
be
used
again
until
7
days
have
passed.
and
fall.
A
creature
can
use
an
action
to
make
a
DC
Four
types
of
horn
of
Valhalla
are
known
to
exist,
30
Strength
check,
moving
the
fixed
rod
up
to
10
feet
each
made
of
a
different
metal.
The
horns
type
on
a
success.
determines
how
many
berserkers
answer
its
summons,
as
well
as
the
requirement
for
its
use.
The
Instant Fortress
GM
chooses
the
horns
type
or
determines
it
Wondrous
item,
rare
randomly.
You
can
use
an
action
to
place
this
1-inch
metal
cube
d100
Horn
Berserkers
Requirement
on
the
ground
and
speak
its
command
word.
The
Type
Summoned
cube
rapidly
grows
into
a
fortress
that
remains
until
0140
Silver
2d4
+
2
None
you
use
an
action
to
speak
the
command
word
that
4175
Brass
3d4
+
3
Proficiency
with
all
dismisses
it,
which
works
only
if
the
fortress
is
simple
weapons
empty.
7690
Bronze
4d4
+
4
Proficiency
with
all
The
fortress
is
a
square
tower,
20
feet
on
a
side
medium
armor
and
30
feet
high,
with
arrow
slits
on
all
sides
and
a
9100
Iron
5d4
+
5
Proficiency
with
all
battlement
atop
it.
Its
interior
is
divided
into
two
martial
weapons
floors,
with
a
ladder
running
along
one
wall
to
connect
them.
The
ladder
ends
at
a
trapdoor
leading
If
you
blow
the
horn
without
meeting
its
to
the
roof.
When
activated,
the
tower
has
a
small
requirement,
the
summoned
berserkers
attack
you.
door
on
the
side
facing
you.
The
door
opens
only
at
If
you
meet
the
requirement,
they
are
friendly
to
you
your
command,
which
you
can
speak
as
a
bonus
and
your
companions
and
follow
your
commands.
action.
It
is
immune
to
the
knock
spell
and
similar
magic,
such
as
that
of
a
chime
of
opening.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
226
Each
creature
in
the
area
where
the
fortress
Greater
Absorption
(Legendary).
While
this
appears
must
make
a
DC
15
Dexterity
saving
throw,
marbled
lavender
and
green
ellipsoid
orbits
your
taking
10d10
bludgeoning
damage
on
a
failed
save,
head,
you
can
use
your
reaction
to
cancel
a
spell
of
or
half
as
much
damage
on
a
successful
one.
In
either
8th
level
or
lower
cast
by
a
creature
you
can
see
and
case,
the
creature
is
pushed
to
an
unoccupied
space
targeting
only
you.
outside
but
next
to
the
fortress.
Objects
in
the
area
Once
the
stone
has
canceled
50
levels
of
spells,
it
that
arent
being
worn
or
carried
take
this
damage
burns
out
and
turns
dull
gray,
losing
its
magic.
If
you
and
are
pushed
automatically.
are
targeted
by
a
spell
whose
level
is
higher
than
the
The
tower
is
made
of
adamantine,
and
its
magic
number
of
spell
levels
the
stone
has
left,
the
stone
prevents
it
from
being
tipped
over.
The
roof,
the
cant
cancel
it.
door,
and
the
walls
each
have
100
hit
points,
Insight
(Very
Rare).
Your
Wisdom
score
immunity
to
damage
from
nonmagical
weapons
increases
by
2,
to
a
maximum
of
20,
while
this
excluding
siege
weapons,
and
resistance
to
all
other
incandescent
blue
sphere
orbits
your
head.
damage.
Only
a
wish
spell
can
repair
the
fortress
Intellect
(Very
Rare).
Your
Intelligence
score
(this
use
of
the
spell
counts
as
replicating
a
spell
of
increases
by
2,
to
a
maximum
of
20,
while
this
8th
level
or
lower).
Each
casting
of
wish
causes
the
marbled
scarlet
and
blue
sphere
orbits
your
head.
roof,
the
door,
or
one
wall
to
regain
50
hit
points.
Leadership
(Very
Rare).
Your
Charisma
score
increases
by
2,
to
a
maximum
of
20,
while
this
Ioun Stone marbled
pink
and
green
sphere
orbits
your
head.
Wondrous
item,
rarity
varies
(requires
attunement)
Mastery
(Legendary).
Your
proficiency
bonus
increases
by
1
while
this
pale
green
prism
orbits
An
Ioun
stone
is
named
after
Ioun,
a
god
of
your
head.
knowledge
and
prophecy
revered
on
some
worlds.
Protection
(Rare).
You
gain
a
+1
bonus
to
AC
Many
types
of
Ioun
stone
exist,
each
type
a
distinct
while
this
dusty
rose
prism
orbits
your
head.
combination
of
shape
and
color.
Regeneration
(Legendary).
You
regain
15
hit
When
you
use
an
action
to
toss
one
of
these
stones
points
at
the
end
of
each
hour
this
pearly
white
into
the
air,
the
stone
orbits
your
head
at
a
distance
spindle
orbits
your
head,
provided
that
you
have
at
of
1d3
feet
and
confers
a
benefit
to
you.
Thereafter,
least
1
hit
point.
another
creature
must
use
an
action
to
grasp
or
net
Reserve
(Rare).
This
vibrant
purple
prism
stores
the
stone
to
separate
it
from
you,
either
by
making
a
spells
cast
into
it,
holding
them
until
you
use
them.
successful
attack
roll
against
AC
24
or
a
successful
The
stone
can
store
up
to
3
levels
worth
of
spells
at
a
DC
24
Dexterity
(Acrobatics)
check.
You
can
use
an
time.
When
found,
it
contains
1d4
1
levels
of
action
to
seize
and
stow
the
stone,
ending
its
effect.
stored
spells
chosen
by
the
GM.
A
stone
has
AC
24,
10
hit
points,
and
resistance
to
Any
creature
can
cast
a
spell
of
1st
through
3rd
all
damage.
It
is
considered
to
be
an
object
that
is
level
into
the
stone
by
touching
it
as
the
spell
is
cast.
being
worn
while
it
orbits
your
head.
The
spell
has
no
effect,
other
than
to
be
stored
in
the
Absorption
(Very
Rare).
While
this
pale
lavender
stone.
If
the
stone
cant
hold
the
spell,
the
spell
is
ellipsoid
orbits
your
head,
you
can
use
your
reaction
expended
without
effect.
The
level
of
the
slot
used
to
to
cancel
a
spell
of
4th
level
or
lower
cast
by
a
cast
the
spell
determines
how
much
space
it
uses.
creature
you
can
see
and
targeting
only
you.
While
this
stone
orbits
your
head,
you
can
cast
any
Once
the
stone
has
canceled
20
levels
of
spells,
it
spell
stored
in
it.
The
spell
uses
the
slot
level,
spell
burns
out
and
turns
dull
gray,
losing
its
magic.
If
you
save
DC,
spell
attack
bonus,
and
spellcasting
ability
are
targeted
by
a
spell
whose
level
is
higher
than
the
of
the
original
caster,
but
is
otherwise
treated
as
if
number
of
spell
levels
the
stone
has
left,
the
stone
you
cast
the
spell.
The
spell
cast
from
the
stone
is
no
cant
cancel
it.
longer
stored
in
it,
freeing
up
space.
Agility
(Very
Rare).
Your
Dexterity
score
Strength
(Very
Rare).
Your
Strength
score
increases
by
2,
to
a
maximum
of
20,
while
this
deep
increases
by
2,
to
a
maximum
of
20,
while
this
pale
red
sphere
orbits
your
head.
blue
rhomboid
orbits
your
head.
Awareness
(Rare).
You
cant
be
surprised
while
Sustenance
(Rare).
You
dont
need
to
eat
or
drink
this
dark
blue
rhomboid
orbits
your
head.
while
this
clear
spindle
orbits
your
head.
Fortitude
(Very
Rare).
Your
Constitution
score
increases
by
2,
to
a
maximum
of
20,
while
this
pink
rhomboid
orbits
your
head.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
227
Iron Bands of Binding d100
Contents
Wondrous
item,
rare
150
Empty
5154
Demon
(type
1)
This
rusty
iron
sphere
measures
3
inches
in
5558
Demon
(type
2)
diameter
and
weighs
1
pound.
You
can
use
an
action
5962
Demon
(type
3)
to
speak
the
command
word
and
throw
the
sphere
at
6364
Demon
(type
4)
a
Huge
or
smaller
creature
you
can
see
within
60
65
Demon
(type
5)
feet
of
you.
As
the
sphere
moves
through
the
air,
it
66
Demon
(type
6)
opens
into
a
tangle
of
metal
bands.
67
Deva
Make
a
ranged
attack
roll
with
an
attack
bonus
6869
Devil
(greater)
equal
to
your
Dexterity
modifier
plus
your
7073
Devil
(lesser)
proficiency
bonus.
On
a
hit,
the
target
is
restrained
7475
Djinni
until
you
take
a
bonus
action
to
speak
the
command
7677
Efreeti
word
again
to
release
it.
Doing
so,
or
missing
with
7883
Elemental
(any)
the
attack,
causes
the
bands
to
contract
and
become
8486
Invisible
stalker
a
sphere
once
more.
8790
Night
hag
A
creature,
including
the
one
restrained,
can
use
91
Planetar
an
action
to
make
a
DC
20
Strength
check
to
break
9295
Salamander
the
iron
bands.
On
a
success,
the
item
is
destroyed,
96
Solar
and
the
restrained
creature
is
freed.
If
the
check
fails,
9799
Succubus/incubus
any
further
attempts
made
by
that
creature
100
Xorn
automatically
fail
until
24
hours
have
elapsed.
Once
the
bands
are
used,
they
cant
be
used
again
Javelin of Lightning
until
the
next
dawn.
Weapon
(javelin),
uncommon
This
javelin
is
a
magic
weapon.
When
you
hurl
it
and
Iron Flask speak
its
command
word,
it
transforms
into
a
bolt
of
Wondrous
item,
legendary
lightning,
forming
a
line
5
feet
wide
that
extends
out
This
iron
bottle
has
a
brass
stopper.
You
can
use
an
from
you
to
a
target
within
120
feet.
Each
creature
in
action
to
speak
the
flasks
command
word,
targeting
the
line
excluding
you
and
the
target
must
make
a
a
creature
that
you
can
see
within
60
feet
of
you.
If
DC
13
Dexterity
saving
throw,
taking
4d6
lightning
the
target
is
native
to
a
plane
of
existence
other
than
damage
on
a
failed
save,
and
half
as
much
damage
on
the
one
youre
on,
the
target
must
succeed
on
a
DC
a
successful
one.
The
lightning
bolt
turns
back
into
a
17
Wisdom
saving
throw
or
be
trapped
in
the
flask.
javelin
when
it
reaches
the
target.
Make
a
ranged
If
the
target
has
been
trapped
by
the
flask
before,
it
weapon
attack
against
the
target.
On
a
hit,
the
target
has
advantage
on
the
saving
throw.
Once
trapped,
a
takes
damage
from
the
javelin
plus
4d6
lightning
creature
remains
in
the
flask
until
released.
The
flask
damage.
can
hold
only
one
creature
at
a
time.
A
creature
The
javelins
property
cant
be
used
again
until
the
trapped
in
the
flask
doesnt
need
to
breathe,
eat,
or
next
dawn.
In
the
meantime,
the
javelin
can
still
be
drink
and
doesnt
age.
used
as
a
magic
weapon.
You
can
use
an
action
to
remove
the
flasks
stopper
and
release
the
creature
the
flask
contains.
Lantern of Revealing
The
creature
is
friendly
to
you
and
your
companions
Wondrous
item,
uncommon
for
1
hour
and
obeys
your
commands
for
that
While
lit,
this
hooded
lantern
burns
for
6
hours
on
1
duration.
If
you
give
no
commands
or
give
it
a
pint
of
oil,
shedding
bright
light
in
a
30-foot
radius
command
that
is
likely
to
result
in
its
death,
it
and
dim
light
for
an
additional
30
feet.
Invisible
defends
itself
but
otherwise
takes
no
actions.
At
the
creatures
and
objects
are
visible
as
long
as
they
are
end
of
the
duration,
the
creature
acts
in
accordance
in
the
lanterns
bright
light.
You
can
use
an
action
to
with
its
normal
disposition
and
alignment.
lower
the
hood,
reducing
the
light
to
dim
light
in
a
5-
An
identify
spell
reveals
that
a
creature
is
inside
foot
radius.
the
flask,
but
the
only
way
to
determine
the
type
of
creature
is
to
open
the
flask.
A
newly
discovered
bottle
might
already
contain
a
creature
chosen
by
the
GM
or
determined
randomly.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
228
Luck Blade away
from
you
as
it
can,
and
it
cant
willingly
move
Weapon
(any
sword),
legendary
(requires
to
a
space
within
30
feet
of
you.
It
also
cant
take
attunement)
reactions.
For
its
action,
it
can
use
only
the
Dash
action
or
try
to
escape
from
an
effect
that
prevents
it
You
gain
a
+1
bonus
to
attack
and
damage
rolls
from
moving.
If
it
has
nowhere
it
can
move,
the
made
with
this
magic
weapon.
While
the
sword
is
on
creature
can
use
the
Dodge
action.
At
the
end
of
each
your
person,
you
also
gain
a
+1
bonus
to
saving
of
its
turns,
a
creature
can
repeat
the
saving
throw,
throws.
ending
the
effect
on
itself
on
a
success.
Luck.
If
the
sword
is
on
your
person,
you
can
call
The
mace
regains
1d3
expended
charges
daily
at
on
its
luck
(no
action
required)
to
reroll
one
attack
dawn.
roll,
ability
check,
or
saving
throw
you
dislike.
You
must
use
the
second
roll.
This
property
cant
be
used
Mantle of Spell Resistance
again
until
the
next
dawn.
Wondrous
item,
rare
(requires
attunement)
Wish.
The
sword
has
1d4
1
charges.
While
holding
it,
you
can
use
an
action
to
expend
1
charge
You
have
advantage
on
saving
throws
against
spells
and
cast
the
wish
spell
from
it.
This
property
cant
be
while
you
wear
this
cloak.
used
again
until
the
next
dawn.
The
sword
loses
this
property
if
it
has
no
charges.
Manual of Bodily Health
Wondrous
item,
very
rare
Mace of Disruption This
book
contains
health
and
diet
tips,
and
its
Weapon
(mace),
rare
(requires
attunement)
words
are
charged
with
magic.
If
you
spend
48
hours
When
you
hit
a
fiend
or
an
undead
with
this
magic
over
a
period
of
6
days
or
fewer
studying
the
books
weapon,
that
creature
takes
an
extra
2d6
radiant
contents
and
practicing
its
guidelines,
your
damage.
If
the
target
has
25
hit
points
or
fewer
after
Constitution
score
increases
by
2,
as
does
your
taking
this
damage,
it
must
succeed
on
a
DC
15
maximum
for
that
score.
The
manual
then
loses
its
Wisdom
saving
throw
or
be
destroyed.
On
a
magic,
but
regains
it
in
a
century.
successful
save,
the
creature
becomes
frightened
of
you
until
the
end
of
your
next
turn.
Manual of Gainful Exercise
While
you
hold
this
weapon,
it
sheds
bright
light
in
Wondrous
item,
very
rare
a
20-foot
radius
and
dim
light
for
an
additional
20
This
book
describes
fitness
exercises,
and
its
words
feet.
are
charged
with
magic.
If
you
spend
48
hours
over
a
period
of
6
days
or
fewer
studying
the
books
Mace of Smiting contents
and
practicing
its
guidelines,
your
Strength
Weapon
(mace),
rare
score
increases
by
2,
as
does
your
maximum
for
that
You
gain
a
+1
bonus
to
attack
and
damage
rolls
score.
The
manual
then
loses
its
magic,
but
regains
it
made
with
this
magic
weapon.
The
bonus
increases
in
a
century.
to
+3
when
you
use
the
mace
to
attack
a
construct.
When
you
roll
a
20
on
an
attack
roll
made
with
Manual of Golems
this
weapon,
the
target
takes
an
extra
2d6
Wondrous
item,
very
rare
bludgeoning
damage,
or
4d6
bludgeoning
damage
if
This
tome
contains
information
and
incantations
its
a
construct.
If
a
construct
has
25
hit
points
or
necessary
to
make
a
particular
type
of
golem.
The
fewer
after
taking
this
damage,
it
is
destroyed.
GM
chooses
the
type
or
determines
it
randomly.
To
decipher
and
use
the
manual,
you
must
be
a
Mace of Terror spellcaster
with
at
least
two
5th-level
spell
slots.
A
Weapon
(mace),
rare
(requires
attunement)
creature
that
cant
use
a
manual
of
golems
and
This
magic
weapon
has
3
charges.
While
holding
it,
attempts
to
read
it
takes
6d6
psychic
damage.
you
can
use
an
action
and
expend
1
charge
to
release
d20
Golem
Time
Cost
a
wave
of
terror.
Each
creature
of
your
choice
in
a
15
Clay
30
days
65,000
gp
30-foot
radius
extending
from
you
must
succeed
on
617
Flesh
60
days
50,000
gp
a
DC
15
Wisdom
saving
throw
or
become
frightened
18
Iron
120
days
100,000
gp
of
you
for
1
minute.
While
it
is
frightened
in
this
way,
1920
Stone
90
days
80,000
gp
a
creature
must
spend
its
turns
trying
to
move
as
far
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
229
To
create
a
golem,
you
must
spend
the
time
shown
Medallion of Thoughts
on
the
table,
working
without
interruption
with
the
Wondrous
item,
uncommon
(requires
attunement)
manual
at
hand
and
resting
no
more
than
8
hours
per
day.
You
must
also
pay
the
specified
cost
to
The
medallion
has
3
charges.
While
wearing
it,
you
purchase
supplies.
can
use
an
action
and
expend
1
charge
to
cast
the
Once
you
finish
creating
the
golem,
the
book
is
detect
thoughts
spell
(save
DC
13)
from
it.
The
consumed
in
eldritch
flames.
The
golem
becomes
medallion
regains
1d3
expended
charges
daily
at
animate
when
the
ashes
of
the
manual
are
sprinkled
dawn.
on
it.
It
is
under
your
control,
and
it
understands
and
obeys
your
spoken
commands.
Mirror of Life Trapping
Wondrous
item,
very
rare
Manual of Quickness of Action When
this
4-foot-tall
mirror
is
viewed
indirectly,
its
Wondrous
item,
very
rare
surface
shows
faint
images
of
creatures.
The
mirror
This
book
contains
coordination
and
balance
weighs
50
pounds,
and
it
has
AC
11,
10
hit
points,
exercises,
and
its
words
are
charged
with
magic.
If
and
vulnerability
to
bludgeoning
damage.
It
shatters
you
spend
48
hours
over
a
period
of
6
days
or
fewer
and
is
destroyed
when
reduced
to
0
hit
points.
studying
the
books
contents
and
practicing
its
If
the
mirror
is
hanging
on
a
vertical
surface
and
guidelines,
your
Dexterity
score
increases
by
2,
as
you
are
within
5
feet
of
it,
you
can
use
an
action
to
does
your
maximum
for
that
score.
The
manual
then
speak
its
command
word
and
activate
it.
It
remains
loses
its
magic,
but
regains
it
in
a
century.
activated
until
you
use
an
action
to
speak
the
command
word
again.
Marvelous Pigments
Any
creature
other
than
you
that
sees
its
reflection
Wondrous
item,
very
rare
in
the
activated
mirror
while
within
30
feet
of
it
must
succeed
on
a
DC
15
Charisma
saving
throw
or
Typically
found
in
1d4
pots
inside
a
fine
wooden
box
be
trapped,
along
with
anything
it
is
wearing
or
with
a
brush
(weighing
1
pound
in
total),
these
carrying,
in
one
of
the
mirrors
twelve
pigments
allow
you
to
create
three-dimensional
extradimensional
cells.
This
saving
throw
is
made
objects
by
painting
them
in
two
dimensions.
The
with
advantage
if
the
creature
knows
the
mirrors
paint
flows
from
the
brush
to
form
the
desired
nature,
and
constructs
succeed
on
the
saving
throw
object
as
you
concentrate
on
its
image.
automatically.
Each
pot
of
paint
is
sufficient
to
cover
1,000
An
extradimensional
cell
is
an
infinite
expanse
square
feet
of
a
surface,
which
lets
you
create
filled
with
thick
fog
that
reduces
visibility
to
10
feet.
inanimate
objects
or
terrain
featuressuch
as
a
Creatures
trapped
in
the
mirrors
cells
dont
age,
and
door,
a
pit,
flowers,
trees,
cells,
rooms,
or
weapons they
dont
need
to
eat,
drink,
or
sleep.
A
creature
that
are
up
to
10,000
cubic
feet.
It
takes
10
minutes
trapped
within
a
cell
can
escape
using
magic
that
to
cover
100
square
feet.
permits
planar
travel.
Otherwise,
the
creature
is
When
you
complete
the
painting,
the
object
or
confined
to
the
cell
until
freed.
terrain
feature
depicted
becomes
a
real,
nonmagical
If
the
mirror
traps
a
creature
but
its
twelve
object.
Thus,
painting
a
door
on
a
wall
creates
an
extradimensional
cells
are
already
occupied,
the
actual
door
that
can
be
opened
to
whatever
is
mirror
frees
one
trapped
creature
at
random
to
beyond.
Painting
a
pit
on
a
floor
creates
a
real
pit,
accommodate
the
new
prisoner.
A
freed
creature
and
its
depth
counts
against
the
total
area
of
objects
appears
in
an
unoccupied
space
within
sight
of
the
you
create.
mirror
but
facing
away
from
it.
If
the
mirror
is
Nothing
created
by
the
pigments
can
have
a
value
shattered,
all
creatures
it
contains
are
freed
and
greater
than
25
gp.
If
you
paint
an
object
of
greater
appear
in
unoccupied
spaces
near
it.
value
(such
as
a
diamond
or
a
pile
of
gold),
the
object
While
within
5
feet
of
the
mirror,
you
can
use
an
looks
authentic,
but
close
inspection
reveals
it
is
action
to
speak
the
name
of
one
creature
trapped
in
made
from
paste,
bone,
or
some
other
worthless
it
or
call
out
a
particular
cell
by
number.
The
material.
creature
named
or
contained
in
the
named
cell
If
you
paint
a
form
of
energy
such
as
fire
or
appears
as
an
image
on
the
mirrors
surface.
You
and
lightning,
the
energy
appears
but
dissipates
as
soon
the
creature
can
then
communicate
normally.
as
you
complete
the
painting,
doing
no
harm
to
In
a
similar
way,
you
can
use
an
action
to
speak
a
anything.
second
command
word
and
free
one
creature
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
230
trapped
in
the
mirror.
The
freed
creature
appears,
is
cast,
that
bead
cant
be
used
again
until
the
next
along
with
its
possessions,
in
the
unoccupied
space
dawn.
nearest
to
the
mirror
and
facing
away
from
it.
d20
Bead
of
Spell
16
Blessing
Bless
Mithral Armor 712
Curing
Cure
wounds
(2nd
level)
or
lesser
Armor
(medium
or
heavy,
but
not
hide),
uncommon
restoration
Mithral
is
a
light,
flexible
metal.
A
mithral
chain
shirt
1316
Favor
Greater
restoration
or
breastplate
can
be
worn
under
normal
clothes.
If
1718
Smiting
Branding
smite
19
Summons
Planar
ally
the
armor
normally
imposes
disadvantage
on
20
Wind
Wind
walk
Dexterity
(Stealth)
checks
or
has
a
Strength
walking
requirement,
the
mithral
version
of
the
armor
doesnt.
Nine Lives Stealer
Weapon
(any
sword),
very
rare
(requires
attunement)
Necklace of Adaptation
Wondrous
item,
uncommon
(requires
attunement)
You
gain
a
+2
bonus
to
attack
and
damage
rolls
made
with
this
magic
weapon.
While
wearing
this
necklace,
you
can
breathe
The
sword
has
1d8
+
1
charges.
If
you
score
a
normally
in
any
environment,
and
you
have
critical
hit
against
a
creature
that
has
fewer
than
100
advantage
on
saving
throws
made
against
harmful
hit
points,
it
must
succeed
on
a
DC
15
Constitution
gases
and
vapors
(such
as
cloudkill
and
stinking
saving
throw
or
be
slain
instantly
as
the
sword
tears
cloud
effects,
inhaled
poisons,
and
the
breath
its
life
force
from
its
body
(a
construct
or
an
undead
weapons
of
some
dragons).
is
immune).
The
sword
loses
1
charge
if
the
creature
is
slain.
When
the
sword
has
no
charges
remaining,
Necklace of Fireballs it
loses
this
property.
Wondrous
item,
rare
This
necklace
has
1d6
+
3
beads
hanging
from
it.
You
Oathbow
can
use
an
action
to
detach
a
bead
and
throw
it
up
to
Weapon
(longbow),
very
rare
(requires
attunement)
60
feet
away.
When
it
reaches
the
end
of
its
When
you
nock
an
arrow
on
this
bow,
it
whispers
in
trajectory,
the
bead
detonates
as
a
3rd-level
fireball
Elvish,
Swift
defeat
to
my
enemies.
When
you
use
spell
(save
DC
15).
this
weapon
to
make
a
ranged
attack,
you
can,
as
a
You
can
hurl
multiple
beads,
or
even
the
whole
command
phrase,
say,
Swift
death
to
you
who
have
necklace,
as
one
action.
When
you
do
so,
increase
the
wronged
me.
The
target
of
your
attack
becomes
level
of
the
fireball
by
1
for
each
bead
beyond
the
your
sworn
enemy
until
it
dies
or
until
dawn
seven
first.
days
later.
You
can
have
only
one
such
sworn
enemy
at
a
time.
When
your
sworn
enemy
dies,
you
can
Necklace of Prayer Beads
choose
a
new
one
after
the
next
dawn.
Wondrous
item,
rare
(requires
attunement
by
a
cleric,
When
you
make
a
ranged
attack
roll
with
this
druid,
or
paladin)
weapon
against
your
sworn
enemy,
you
have
This
necklace
has
1d4
+
2
magic
beads
made
from
advantage
on
the
roll.
In
addition,
your
target
gains
aquamarine,
black
pearl,
or
topaz.
It
also
has
many
no
benefit
from
cover,
other
than
total
cover,
and
nonmagical
beads
made
from
stones
such
as
amber,
you
suffer
no
disadvantage
due
to
long
range.
If
the
bloodstone,
citrine,
coral,
jade,
pearl,
or
quartz.
If
a
attack
hits,
your
sworn
enemy
takes
an
extra
3d6
magic
bead
is
removed
from
the
necklace,
that
bead
piercing
damage.
loses
its
magic.
While
your
sworn
enemy
lives,
you
have
Six
types
of
magic
beads
exist.
The
GM
decides
the
disadvantage
on
attack
rolls
with
all
other
weapons.
type
of
each
bead
on
the
necklace
or
determines
it
randomly.
A
necklace
can
have
more
than
one
bead
Oil of Etherealness
of
the
same
type.
To
use
one,
you
must
be
wearing
Potion,
rare
the
necklace.
Each
bead
contains
a
spell
that
you
can
Beads
of
this
cloudy
gray
oil
form
on
the
outside
of
cast
from
it
as
a
bonus
action
(using
your
spell
save
its
container
and
quickly
evaporate.
The
oil
can
DC
if
a
save
is
necessary).
Once
a
magic
beads
spell
cover
a
Medium
or
smaller
creature,
along
with
the
equipment
its
wearing
and
carrying
(one
additional
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
231
vial
is
required
for
each
size
category
above
effect
on
you.
You
are
immune
to
the
poisoned
Medium).
Applying
the
oil
takes
10
minutes.
The
condition
and
have
immunity
to
poison
damage.
affected
creature
then
gains
the
effect
of
the
etherealness
spell
for
1
hour.
Periapt of Wound Closure
Wondrous
item,
uncommon
(requires
attunement)
Oil of Sharpness
While
you
wear
this
pendant,
you
stabilize
whenever
Potion,
very
rare
you
are
dying
at
the
start
of
your
turn.
In
addition,
This
clear,
gelatinous
oil
sparkles
with
tiny,
ultrathin
whenever
you
roll
a
Hit
Die
to
regain
hit
points,
silver
shards.
The
oil
can
coat
one
slashing
or
double
the
number
of
hit
points
it
restores.
piercing
weapon
or
up
to
5
pieces
of
slashing
or
piercing
ammunition.
Applying
the
oil
takes
1
Philter of Love
minute.
For
1
hour,
the
coated
item
is
magical
and
Potion,
uncommon
has
a
+3
bonus
to
attack
and
damage
rolls.
The
next
time
you
see
a
creature
within
10
minutes
Oil of Slipperiness after
drinking
this
philter,
you
become
charmed
by
that
creature
for
1
hour.
If
the
creature
is
of
a
species
Potion,
uncommon
and
gender
you
are
normally
attracted
to,
you
This
sticky
black
unguent
is
thick
and
heavy
in
the
regard
it
as
your
true
love
while
you
are
charmed.
container,
but
it
flows
quickly
when
poured.
The
oil
This
potions
rose-hued,
effervescent
liquid
contains
can
cover
a
Medium
or
smaller
creature,
along
with
one
easy-to-miss
bubble
shaped
like
a
heart.
the
equipment
its
wearing
and
carrying
(one
additional
vial
is
required
for
each
size
category
Pipes of Haunting
above
Medium).
Applying
the
oil
takes
10
minutes.
Wondrous
item,
uncommon
The
affected
creature
then
gains
the
effect
of
a
You
must
be
proficient
with
wind
instruments
to
use
freedom
of
movement
spell
for
8
hours.
these
pipes.
They
have
3
charges.
You
can
use
an
Alternatively,
the
oil
can
be
poured
on
the
ground
action
to
play
them
and
expend
1
charge
to
create
an
as
an
action,
where
it
covers
a
10-foot
square,
eerie,
spellbinding
tune.
Each
creature
within
30
feet
duplicating
the
effect
of
the
grease
spell
in
that
area
of
you
that
hears
you
play
must
succeed
on
a
DC
15
for
8
hours.
Wisdom
saving
throw
or
become
frightened
of
you
for
1
minute.
If
you
wish,
all
creatures
in
the
area
Pearl of Power
that
arent
hostile
toward
you
automatically
succeed
Wondrous
item,
uncommon
(requires
attunement
by
a
on
the
saving
throw.
A
creature
that
fails
the
saving
spellcaster)
throw
can
repeat
it
at
the
end
of
each
of
its
turns,
While
this
pearl
is
on
your
person,
you
can
use
an
ending
the
effect
on
itself
on
a
success.
A
creature
action
to
speak
its
command
word
and
regain
one
that
succeeds
on
its
saving
throw
is
immune
to
the
expended
spell
slot.
If
the
expended
slot
was
of
4th
effect
of
these
pipes
for
24
hours.
The
pipes
regain
level
or
higher,
the
new
slot
is
3rd
level.
Once
you
1d3
expended
charges
daily
at
dawn.
use
the
pearl,
it
can t
be
used
again
until
the
next
dawn.
Pipes of the Sewers
Wondrous
item,
uncommon
(requires
attunement)
Periapt of Health You
must
be
proficient
with
wind
instruments
to
use
Wondrous
item,
uncommon
these
pipes.
While
you
are
attuned
to
the
pipes,
You
are
immune
to
contracting
any
disease
while
ordinary
rats
and
giant
rats
are
indifferent
toward
you
wear
this
pendant.
If
you
are
already
infected
you
and
will
not
attack
you
unless
you
threaten
or
with
a
disease,
the
effects
of
the
disease
are
harm
them.
suppressed
you
while
you
wear
the
pendant.
The
pipes
have
3
charges.
If
you
play
the
pipes
as
an
action,
you
can
use
a
bonus
action
to
expend
1
to
Periapt of Proof against Poison 3
charges,
calling
forth
one
swarm
of
rats
with
each
Wondrous
item,
rare
expended
charge,
provided
that
enough
rats
are
within
half
a
mile
of
you
to
be
called
in
this
fashion
This
delicate
silver
chain
has
a
brilliant-cut
black
(as
determined
by
the
GM).
If
there
arent
enough
gem
pendant.
While
you
wear
it,
poisons
have
no
rats
to
form
a
swarm,
the
charge
is
wasted.
Called
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
232
swarms
move
toward
the
music
by
the
shortest
creature
forces
its
way
out
and
appears
within
5
feet
available
route
but
arent
under
your
control
of
the
portable
hole
or
the
creature
carrying
it.
A
otherwise.
The
pipes
regain
1d3
expended
charges
breathing
creature
within
a
closed
portable
hole
can
daily
at
dawn.
survive
for
up
to
10
minutes,
after
which
time
it
Whenever
a
swarm
of
rats
that
isnt
under
another
begins
to
suffocate.
creatures
control
comes
within
30
feet
of
you
while
Placing
a
portable
hole
inside
an
extradimensional
you
are
playing
the
pipes,
you
can
make
a
Charisma
space
created
by
a
bag
of
holding,
handy
haversack,
check
contested
by
the
swarms
Wisdom
check.
If
or
similar
item
instantly
destroys
both
items
and
you
lose
the
contest,
the
swarm
behaves
as
it
opens
a
gate
to
the
Astral
Plane.
The
gate
originates
normally
would
and
cant
be
swayed
by
the
pipes
where
the
one
item
was
placed
inside
the
other.
Any
music
for
the
next
24
hours.
If
you
win
the
contest,
creature
within
10
feet
of
the
gate
is
sucked
through
the
swarm
is
swayed
by
the
pipes
music
and
it
and
deposited
in
a
random
location
on
the
Astral
becomes
friendly
to
you
and
your
companions
for
as
Plane.
The
gate
then
closes.
The
gate
is
one-way
only
long
as
you
continue
to
play
the
pipes
each
round
as
and
cant
be
reopened.
an
action.
A
friendly
swarm
obeys
your
commands.
If
you
issue
no
commands
to
a
friendly
swarm,
it
Potion of Animal Friendship
defends
itself
but
otherwise
takes
no
actions.
If
a
Potion,
uncommon
friendly
swarm
starts
its
turn
and
cant
hear
the
When
you
drink
this
potion,
you
can
cast
the
animal
pipes
music,
your
control
over
that
swarm
ends,
and
friendship
spell
(save
DC
13)
for
1
hour
at
will.
the
swarm
behaves
as
it
normally
would
and
cant
be
Agitating
this
muddy
liquid
brings
little
bits
into
swayed
by
the
pipes
music
for
the
next
24
hours.
view:
a
fish
scale,
a
hummingbird
tongue,
a
cat
claw,
or
a
squirrel
hair.
Plate Armor of Etherealness
Armor
(plate),
legendary
(requires
attunement)
Potion of Clairvoyance
While
youre
wearing
this
armor,
you
can
speak
its
Potion,
rare
command
word
as
an
action
to
gain
the
effect
of
the
When
you
drink
this
potion,
you
gain
the
effect
of
the
etherealness
spell,
which
last
for
10
minutes
or
until
clairvoyance
spell.
An
eyeball
bobs
in
this
yellowish
you
remove
the
armor
or
use
an
action
to
speak
the
liquid
but
vanishes
when
the
potion
is
opened.
command
word
again.
This
property
of
the
armor
cant
be
used
again
until
the
next
dawn.
Potion of Climbing
Potion,
common
Portable Hole
Wondrous
item,
rare
When
you
drink
this
potion,
you
gain
a
climbing
speed
equal
to
your
walking
speed
for
1
hour.
This
fine
black
cloth,
soft
as
silk,
is
folded
up
to
the
During
this
time,
you
have
advantage
on
Strength
dimensions
of
a
handkerchief.
It
unfolds
into
a
(Athletics)
checks
you
make
to
climb.
The
potion
is
circular
sheet
6
feet
in
diameter.
separated
into
brown,
silver,
and
gray
layers
You
can
use
an
action
to
unfold
a
portable
hole
and
resembling
bands
of
stone.
Shaking
the
bottle
fails
to
place
it
on
or
against
a
solid
surface,
whereupon
the
mix
the
colors.
portable
hole
creates
an
extradimensional
hole
10
feet
deep.
The
cylindrical
space
within
the
hole
Potion of Diminution
exists
on
a
different
plane,
so
it
cant
be
used
to
Potion,
rare
create
open
passages.
Any
creature
inside
an
open
portable
hole
can
exit
the
hole
by
climbing
out
of
it.
When
you
drink
this
potion,
you
gain
the
reduce
You
can
use
an
action
to
close
a
portable
hole
by
effect
of
the
enlarge/reduce
spell
for
1d4
hours
(no
taking
hold
of
the
edges
of
the
cloth
and
folding
it
up.
concentration
required).
The
red
in
the
potions
Folding
the
cloth
closes
the
hole,
and
any
creatures
liquid
continuously
contracts
to
a
tiny
bead
and
then
or
objects
within
remain
in
the
extradimensional
expands
to
color
the
clear
liquid
around
it.
Shaking
space.
No
matter
whats
in
it,
the
hole
weighs
next
to
the
bottle
fails
to
interrupt
this
process.
nothing.
If
the
hole
is
folded
up,
a
creature
within
the
holes
extradimensional
space
can
use
an
action
to
make
a
DC
10
Strength
check.
On
a
successful
check,
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
233
Potion of Flying Whatever
its
potency,
the
potions
red
liquid
Potion,
very
rare
glimmers
when
agitated.
When
you
drink
this
potion,
you
gain
a
flying
speed
Potions
of
Healing
equal
to
your
walking
speed
for
1
hour
and
can
Potion
of
Rarity
HP
Regained
hover.
If
youre
in
the
air
when
the
potion
wears
off,
Healing
Common
2d4
+
2
you
fall
unless
you
have
some
other
means
of
staying
Greater
healing
Uncommon
4d4
+
4
aloft.
This
potions
clear
liquid
floats
at
the
top
of
its
Superior
healing
Rare
8d4
+
8
container
and
has
cloudy
white
impurities
drifting
in
Supreme
healing
Very
rare
10d4
+
20
it.
Potion of Heroism
Potion of Gaseous Form Potion,
rare
Potion,
rare
For
1
hour
after
drinking
it,
you
gain
10
temporary
When
you
drink
this
potion,
you
gain
the
effect
of
the
hit
points
that
last
for
1
hour.
For
the
same
duration,
gaseous
form
spell
for
1
hour
(no
concentration
you
are
under
the
effect
of
the
bless
spell
(no
required)
or
until
you
end
the
effect
as
a
bonus
concentration
required).
This
blue
potion
bubbles
action.
This
potions
container
seems
to
hold
fog
that
and
steams
as
if
boiling.
moves
and
pours
like
water.
Potion of Invisibility
Potion of Giant Strength Potion,
very
rare
Potion,
rarity
varies
This
potions
container
looks
empty
but
feels
as
When
you
drink
this
potion,
your
Strength
score
though
it
holds
liquid.
When
you
drink
it,
you
changes
for
1
hour.
The
type
of
giant
determines
the
become
invisible
for
1
hour.
Anything
you
wear
or
score
(see
the
table
below).
The
potion
has
no
effect
carry
is
invisible
with
you.
The
effect
ends
early
if
on
you
if
your
Strength
is
equal
to
or
greater
than
you
attack
or
cast
a
spell.
that
score.
This
potions
transparent
liquid
has
floating
in
it
a
Potion of Mind Reading
sliver
of
fingernail
from
a
giant
of
the
appropriate
Potion,
rare
type.
The
potion
of
frost
giant
strength
and
the
potion
When
you
drink
this
potion,
you
gain
the
effect
of
the
of
stone
giant
strength
have
the
same
effect.
detect
thoughts
spell
(save
DC
13).
The
potions
Type
of
Giant
Strength
Rarity
dense,
purple
liquid
has
an
ovoid
cloud
of
pink
Hill
giant
21
Uncommon
floating
in
it.
Frost/stone
giant
23
Rare
Fire
giant
25
Rare
Potion of Poison
Cloud
giant
27
Very
rare
Potion,
uncommon
Storm
giant
29
Legendary
This
concoction
looks,
smells,
and
tastes
like
a
potion
Potion of Growth of
healing
or
other
beneficial
potion.
However,
it
is
Potion,
uncommon
actually
poison
masked
by
illusion
magic.
An
identify
spell
reveals
its
true
nature.
When
you
drink
this
potion,
you
gain
the
enlarge
If
you
drink
it,
you
take
3d6
poison
damage,
and
effect
of
the
enlarge/reduce
spell
for
1d4
hours
(no
you
must
succeed
on
a
DC
13
Constitution
saving
concentration
required).
The
red
in
the
potions
throw
or
be
poisoned.
At
the
start
of
each
of
your
liquid
continuously
expands
from
a
tiny
bead
to
turns
while
you
are
poisoned
in
this
way,
you
take
color
the
clear
liquid
around
it
and
then
contracts.
3d6
poison
damage.
At
the
end
of
each
of
your
turns,
Shaking
the
bottle
fails
to
interrupt
this
process.
you
can
repeat
the
saving
throw.
On
a
successful
save,
the
poison
damage
you
take
on
your
Potion of Healing subsequent
turns
decreases
by
1d6.
The
poison
ends
Potion,
rarity
varies
when
the
damage
decreases
to
0.
You
regain
hit
points
when
you
drink
this
potion.
The
number
of
hit
points
depends
on
the
potions
rarity,
as
shown
in
the
Potions
of
Healing
table.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
234
Potion of Resistance Ring of Djinni Summoning
Potion,
uncommon
Ring,
legendary
(requires
attunement)
When
you
drink
this
potion,
you
gain
resistance
to
While
wearing
this
ring,
you
can
speak
its
command
one
type
of
damage
for
1
hour.
The
GM
chooses
the
word
as
an
action
to
summon
a
particular
djinni
type
or
determines
it
randomly
from
the
options
from
the
Elemental
Plane
of
Air.
The
djinni
appears
below.
in
an
unoccupied
space
you
choose
within
120
feet
of
you.
It
remains
as
long
as
you
concentrate
(as
if
d10
Damage
Type
d10
Damage
Type
1
Acid
6
Necrotic
concentrating
on
a
spell),
to
a
maximum
of
1
hour,
or
2
Cold
7
Poison
until
it
drops
to
0
hit
points.
It
then
returns
to
its
3
Fire
8
Psychic
home
plane.
4
Force
9
Radiant
While
summoned,
the
djinni
is
friendly
to
you
and
5
Lightning
10
Thunder
your
companions.
It
obeys
any
commands
you
give
it,
no
matter
what
language
you
use.
If
you
fail
to
Potion of Speed command
it,
the
djinni
defends
itself
against
Potion,
very
rare
attackers
but
takes
no
other
actions.
After
the
djinni
departs,
it
cant
be
summoned
When
you
drink
this
potion,
you
gain
the
effect
of
the
again
for
24
hours,
and
the
ring
becomes
nonmagical
haste
spell
for
1
minute
(no
concentration
required).
if
the
djinni
dies.
The
potions
yellow
fluid
is
streaked
with
black
and
swirls
on
its
own.
Ring of Elemental Command
Ring,
legendary
(requires
attunement)
Potion of Water Breathing
Potion,
uncommon
This
ring
is
linked
to
one
of
the
four
Elemental
Planes.
The
GM
chooses
or
randomly
determines
the
You
can
breathe
underwater
for
1
hour
after
linked
plane.
drinking
this
potion.
Its
cloudy
green
fluid
smells
of
While
wearing
this
ring,
you
have
advantage
on
the
sea
and
has
a
jellyfish-like
bubble
floating
in
it.
attack
rolls
against
elementals
from
the
linked
plane,
and
they
have
disadvantage
on
attack
rolls
against
Restorative Ointment you.
In
addition,
you
have
access
to
properties
based
Wondrous
item,
uncommon
on
the
linked
plane.
This
glass
jar,
3
inches
in
diameter,
contains
1d4
+
1
The
ring
has
5
charges.
It
regains
1d4
+
1
doses
of
a
thick
mixture
that
smells
faintly
of
aloe.
expended
charges
daily
at
dawn.
Spells
cast
from
the
The
jar
and
its
contents
weigh
1/2
pound.
ring
have
a
save
DC
of
17.
As
an
action,
one
dose
of
the
ointment
can
be
Ring
of
Air
Elemental
Command.
You
can
expend
swallowed
or
applied
to
the
skin.
The
creature
that
2
of
the
rings
charges
to
cast
dominate
monster
on
receives
it
regains
2d8
+
2
hit
points,
ceases
to
be
an
air
elemental.
In
addition,
when
you
fall,
you
poisoned,
and
is
cured
of
any
disease.
descend
60
feet
per
round
and
take
no
damage
from
falling.
You
can
also
speak
and
understand
Auran.
Ring of Animal Influence
If
you
help
slay
an
air
elemental
while
attuned
to
Ring,
rare
the
ring,
you
gain
access
to
the
following
additional
properties:
This
ring
has
3
charges,
and
it
regains
1d3
expended
charges
daily
at
dawn.
While
wearing
the
ring,
you
You
have
resistance
to
lightning
damage.
can
use
an
action
to
expend
1
of
its
charges
to
cast
You
have
a
flying
speed
equal
to
your
walking
one
of
the
following
spells:
speed
and
can
hover.
You
can
cast
the
following
spells
from
the
ring,
Animal
friendship
(save
DC
13)
expending
the
necessary
number
of
charges:
chain
Fear
(save
DC
13),
targeting
only
beasts
that
have
lightning
(3
charges),
gust
of
wind
(2
charges),
or
an
Intelligence
of
3
or
lower
wind
wall
(1
charge).
Speak
with
animals
Ring
of
Earth
Elemental
Command.
You
can
expend
2
of
the
rings
charges
to
cast
dominate
monster
on
an
earth
elemental.
In
addition,
you
can
move
in
difficult
terrain
that
is
composed
of
rubble,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
235
rocks,
or
dirt
as
if
it
were
normal
terrain.
You
can
reaction
to
expend
1
of
its
charges
to
succeed
on
that
also
speak
and
understand
Terran.
saving
throw
instead.
If
you
help
slay
an
earth
elemental
while
attuned
to
the
ring,
you
gain
access
to
the
following
Ring of Feather Falling
additional
properties:
Ring,
rare
(requires
attunement)
You
have
resistance
to
acid
damage.
When
you
fall
while
wearing
this
ring,
you
descend
You
can
move
through
solid
earth
or
rock
as
if
60
feet
per
round
and
take
no
damage
from
falling.
those
areas
were
difficult
terrain.
If
you
end
your
turn
there,
you
are
shunted
out
to
the
nearest
Ring of Free Action
unoccupied
space
you
last
occupied.
Ring,
rare
(requires
attunement)
You
can
cast
the
following
spells
from
the
ring,
While
you
wear
this
ring,
difficult
terrain
doesnt
expending
the
necessary
number
of
charges:
stone
cost
you
extra
movement.
In
addition,
magic
can
shape
(2
charges),
stoneskin
(3
charges),
or
wall
of
neither
reduce
your
speed
nor
cause
you
to
be
stone
(3
charges).
paralyzed
or
restrained.
Ring
of
Fire
Elemental
Command.
You
can
expend
2
of
the
rings
charges
to
cast
dominate
Ring of Invisibility
monster
on
a
fire
elemental.
In
addition,
you
have
Ring,
legendary
(requires
attunement)
resistance
to
fire
damage.
You
can
also
speak
and
understand
Ignan.
While
wearing
this
ring,
you
can
turn
invisible
as
an
If
you
help
slay
a
fire
elemental
while
attuned
to
action.
Anything
you
are
wearing
or
carrying
is
the
ring,
you
gain
access
to
the
following
additional
invisible
with
you.
You
remain
invisible
until
the
properties:
ring
is
removed,
until
you
attack
or
cast
a
spell,
or
until
you
use
a
bonus
action
to
become
visible
again.
You
are
immune
to
fire
damage.
You
can
cast
the
following
spells
from
the
ring,
Ring of Jumping
expending
the
necessary
number
of
charges:
Ring,
uncommon
(requires
attunement)
burning
hands
(1
charge),
fireball
(2
charges),
and
While
wearing
this
ring,
you
can
cast
the
jump
spell
wall
of
fire
(3
charges).
from
it
as
a
bonus
action
at
will,
but
can
target
only
Ring
of
Water
Elemental
Command.
You
can
yourself
when
you
do
so.
expend
2
of
the
rings
charges
to
cast
dominate
monster
on
a
water
elemental.
In
addition,
you
can
Ring of Mind Shielding
stand
on
and
walk
across
liquid
surfaces
as
if
they
Ring,
uncommon
(requires
attunement)
were
solid
ground.
You
can
also
speak
and
understand
Aquan.
While
wearing
this
ring,
you
are
immune
to
magic
If
you
help
slay
a
water
elemental
while
attuned
to
that
allows
other
creatures
to
read
your
thoughts,
the
ring,
you
gain
access
to
the
following
additional
determine
whether
you
are
lying,
know
your
properties:
alignment,
or
know
your
creature
type.
Creatures
can
telepathically
communicate
with
you
only
if
you
You
can
breathe
underwater
and
have
a
allow
it.
swimming
speed
equal
to
your
walking
speed.
You
can
use
an
action
to
cause
the
ring
to
become
You
can
cast
the
following
spells
from
the
ring,
invisible
until
you
use
another
action
to
make
it
expending
the
necessary
number
of
charges:
visible,
until
you
remove
the
ring,
or
until
you
die.
create
or
destroy
water
(1
charge),
control
water
(3
If
you
die
while
wearing
the
ring,
your
soul
enters
charges),
ice
storm
(2
charges),
or
wall
of
ice
(3
it,
unless
it
already
houses
a
soul.
You
can
remain
in
charges).
the
ring
or
depart
for
the
afterlife.
As
long
as
your
soul
is
in
the
ring,
you
can
telepathically
Ring of Evasion communicate
with
any
creature
wearing
it.
A
wearer
Ring,
rare
(requires
attunement)
cant
prevent
this
telepathic
communication.
This
ring
has
3
charges,
and
it
regains
1d3
expended
charges
daily
at
dawn.
When
you
fail
a
Dexterity
saving
throw
while
wearing
it,
you
can
use
your
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
236
Ring of Protection
As
a
bonus
action,
you
can
move
each
sphere
up
to
Ring,
rare
(requires
attunement)
30
feet,
but
no
farther
than
120
feet
away
from
you.
When
a
creature
other
than
you
comes
within
5
feet
You
gain
a
+1
bonus
to
AC
and
saving
throws
while
of
a
sphere,
the
sphere
discharges
lightning
at
that
wearing
this
ring.
creature
and
disappears.
That
creature
must
make
a
DC
15
Dexterity
saving
throw.
On
a
failed
save,
the
Ring of Regeneration creature
takes
lightning
damage
based
on
the
Ring,
very
rare
(requires
attunement)
number
of
spheres
you
created.
While
wearing
this
ring,
you
regain
1d6
hit
points
Spheres
Lightning
Damage
every
10
minutes,
provided
that
you
have
at
least
1
4
2d4
hit
point.
If
you
lose
a
body
part,
the
ring
causes
the
3
2d6
missing
part
to
regrow
and
return
to
full
2
5d4
functionality
after
1d6
+
1
days
if
you
have
at
least
1
1
4d12
hit
point
the
whole
time.
Shooting
Stars.
You
can
expend
1
to
3
charges
as
Ring of Resistance an
action.
For
every
charge
you
expend,
you
launch
a
Ring,
rare
(requires
attunement)
glowing
mote
of
light
from
the
ring
at
a
point
you
can
see
within
60
feet
of
you.
Each
creature
within
a
You
have
resistance
to
one
damage
type
while
15-foot
cube
originating
from
that
point
is
showered
wearing
this
ring.
The
gem
in
the
ring
indicates
the
in
sparks
and
must
make
a
DC
15
Dexterity
saving
type,
which
the
GM
chooses
or
determines
randomly.
throw,
taking
5d4
fire
damage
on
a
failed
save,
or
d10
Damage
Type
Gem
half
as
much
damage
on
a
successful
one.
1
Acid
Pearl
2
Cold
Tourmaline
Ring of Spell Storing
3
Fire
Garnet
Ring,
rare
(requires
attunement)
4
Force
Sapphire
5
Lightning
Citrine
This
ring
stores
spells
cast
into
it,
holding
them
until
6
Necrotic
Jet
the
attuned
wearer
uses
them.
The
ring
can
store
up
7
Poison
Amethyst
to
5
levels
worth
of
spells
at
a
time.
When
found,
it
8
Psychic
Jade
contains
1d6
1
levels
of
stored
spells
chosen
by
the
9
Radiant
Topaz
GM.
10
Thunder
Spinel
Any
creature
can
cast
a
spell
of
1st
through
5th
level
into
the
ring
by
touching
the
ring
as
the
spell
is
Ring of Shooting Stars cast.
The
spell
has
no
effect,
other
than
to
be
stored
Ring,
very
rare
(requires
attunement
outdoors
at
in
the
ring.
If
the
ring
cant
hold
the
spell,
the
spell
is
night)
expended
without
effect.
The
level
of
the
slot
used
to
While
wearing
this
ring
in
dim
light
or
darkness,
you
cast
the
spell
determines
how
much
space
it
uses.
can
cast
dancing
lights
and
light
from
the
ring
at
will.
While
wearing
this
ring,
you
can
cast
any
spell
Casting
either
spell
from
the
ring
requires
an
action.
stored
in
it.
The
spell
uses
the
slot
level,
spell
save
The
ring
has
6
charges
for
the
following
other
DC,
spell
attack
bonus,
and
spellcasting
ability
of
the
properties.
The
ring
regains
1d6
expended
charges
original
caster,
but
is
otherwise
treated
as
if
you
cast
daily
at
dawn.
the
spell.
The
spell
cast
from
the
ring
is
no
longer
Faerie
Fire.
You
can
expend
1
charge
as
an
action
stored
in
it,
freeing
up
space.
to
cast
faerie
fire
from
the
ring.
Ball
Lightning.
You
can
expend
2
charges
as
an
Ring of Spell Turning
action
to
create
one
to
four
3-foot-diameter
spheres
Ring,
legendary
(requires
attunement)
of
lightning.
The
more
spheres
you
create,
the
less
While
wearing
this
ring,
you
have
advantage
on
powerful
each
sphere
is
individually.
saving
throws
against
any
spell
that
targets
only
you
Each
sphere
appears
in
an
unoccupied
space
you
(not
in
an
area
of
effect).
In
addition,
if
you
roll
a
20
can
see
within
120
feet
of
you.
The
spheres
last
as
for
the
save
and
the
spell
is
7th
level
or
lower,
the
long
as
you
concentrate
(as
if
concentrating
on
a
spell
has
no
effect
on
you
and
instead
targets
the
spell),
up
to
1
minute.
Each
sphere
sheds
dim
light
in
caster,
using
the
slot
level,
spell
save
DC,
attack
a
30-foot
radius.
bonus,
and
spellcasting
ability
of
the
caster.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
237
Ring of Swimming see
into
and
through
solid
matter
for
1
minute.
This
Ring,
uncommon
vision
has
a
radius
of
30
feet.
To
you,
solid
objects
within
that
radius
appear
transparent
and
dont
You
have
a
swimming
speed
of
40
feet
while
wearing
prevent
light
from
passing
through
them.
The
vision
this
ring.
can
penetrate
1
foot
of
stone,
1
inch
of
common
metal,
or
up
to
3
feet
of
wood
or
dirt.
Thicker
Ring of Telekinesis substances
block
the
vision,
as
does
a
thin
sheet
of
Ring,
very
rare
(requires
attunement)
lead.
While
wearing
this
ring,
you
can
cast
the
telekinesis
Whenever
you
use
the
ring
again
before
taking
a
spell
at
will,
but
you
can
target
only
objects
that
long
rest,
you
must
succeed
on
a
DC
15
Constitution
arent
being
worn
or
carried.
saving
throw
or
gain
one
level
of
exhaustion.
This
ring
has
3
charges,
and
it
regains
1d3
expended
This
robe
is
adorned
with
eyelike
patterns.
While
charges
daily
at
dawn.
While
wearing
the
ring,
you
you
wear
the
robe,
you
gain
the
following
benefits:
can
use
an
action
to
expend
1
to
3
of
its
charges
to
The
robe
lets
you
see
in
all
directions,
and
you
attack
one
creature
you
can
see
within
60
feet
of
you.
have
advantage
on
Wisdom
(Perception)
checks
The
ring
produces
a
spectral
rams
head
and
makes
that
rely
on
sight.
its
attack
roll
with
a
+7
bonus.
On
a
hit,
for
each
You
have
darkvision
out
to
a
range
of
120
feet.
charge
you
spend,
the
target
takes
2d10
force
You
can
see
invisible
creatures
and
objects,
as
well
damage
and
is
pushed
5
feet
away
from
you.
as
see
into
the
Ethereal
Plane,
out
to
a
range
of
Alternatively,
you
can
expend
1
to
3
of
the
rings
120
feet.
charges
as
an
action
to
try
to
break
an
object
you
can
see
within
60
feet
of
you
that
isnt
being
worn
or
The
eyes
on
the
robe
cant
be
closed
or
averted.
carried.
The
ring
makes
a
Strength
check
with
a
+5
Although
you
can
close
or
avert
your
own
eyes,
you
bonus
for
each
charge
you
spend.
are
never
considered
to
be
doing
so
while
wearing
this
robe.
Ring of Three Wishes
A
light
spell
cast
on
the
robe
or
a
daylight
spell
Ring,
legendary
cast
within
5
feet
of
the
robe
causes
you
to
be
blinded
for
1
minute.
At
the
end
of
each
of
your
While
wearing
this
ring,
you
can
use
an
action
to
turns,
you
can
make
a
Constitution
saving
throw
(DC
expend
1
of
its
3
charges
to
cast
the
wish
spell
from
11
for
light
or
DC
15
for
daylight),
ending
the
it.
The
ring
becomes
nonmagical
when
you
use
the
blindness
on
a
success.
last
charge.
Robe of Scintillating Colors
Ring of Warmth Wondrous
item,
very
rare
(requires
attunement)
Ring,
uncommon
(requires
attunement)
This
robe
has
3
charges,
and
it
regains
1d3
expended
While
wearing
this
ring,
you
have
resistance
to
cold
charges
daily
at
dawn.
While
you
wear
it,
you
can
damage.
In
addition,
you
and
everything
you
wear
use
an
action
and
expend
1
charge
to
cause
the
and
carry
are
unharmed
by
temperatures
as
low
as
garment
to
display
a
shifting
pattern
of
dazzling
50
degrees
Fahrenheit.
hues
until
the
end
of
your
next
turn.
During
this
time,
the
robe
sheds
bright
light
in
a
30-foot
radius
and
Ring of Water Walking dim
light
for
an
additional
30
feet.
Creatures
that
can
Ring,
uncommon
see
you
have
disadvantage
on
attack
rolls
against
While
wearing
this
ring,
you
can
stand
on
and
move
you.
In
addition,
any
creature
in
the
bright
light
that
across
any
liquid
surface
as
if
it
were
solid
ground.
can
see
you
when
the
robes
power
is
activated
must
succeed
on
a
DC
15
Wisdom
saving
throw
or
become
Ring of X-ray Vision stunned
until
the
effect
ends.
Ring,
rare
(requires
attunement)
While
wearing
this
ring,
you
can
use
an
action
to
speak
its
command
word.
When
you
do
so,
you
can
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
238
Robe of Stars
In
addition,
the
robe
has
4d4
other
patches.
The
Wondrous
item,
very
rare
(requires
attunement)
GM
chooses
the
patches
or
determines
them
randomly.
This
black
or
dark
blue
robe
is
embroidered
with
small
white
or
silver
stars.
You
gain
a
+1
bonus
to
d100
Patch
saving
throws
while
you
wear
it.
0108
Bag
of
100
gp
0915
Silver
coffer
(1
foot
long,
6
inches
wide
and
Six
stars,
located
on
the
robes
upper
front
portion,
deep)
worth
500
gp
are
particularly
large.
While
wearing
this
robe,
you
1622
Iron
door
(up
to
10
feet
wide
and
10
feet
high,
can
use
an
action
to
pull
off
one
of
the
stars
and
use
barred
on
one
side
of
your
choice),
which
you
it
to
cast
magic
missile
as
a
5th-level
spell.
Daily
at
can
place
in
an
opening
you
can
reach;
it
dusk,
1d6
removed
stars
reappear
on
the
robe.
conforms
to
fit
the
opening,
attaching
and
While
you
wear
the
robe,
you
can
use
an
action
to
hinging
itself
enter
the
Astral
Plane
along
with
everything
you
are
2330
10
gems
worth
100
gp
each
wearing
and
carrying.
You
remain
there
until
you
3144
Wooden
ladder
(24
feet
long)
use
an
action
to
return
to
the
plane
you
were
on.
You
4551
A
riding
horse
with
saddle
bags
reappear
in
the
last
space
you
occupied,
or
if
that
5259
Pit
(a
cube
10
feet
on
a
side),
which
you
can
space
is
occupied,
the
nearest
unoccupied
space.
place
on
the
ground
within
10
feet
of
you
6068
4
potions
of
healing
Robe of the Archmagi 6975
Rowboat
(12
feet
long)
Wondrous
item,
legendary
(requires
attunement
by
a
7683
Spell
scroll
containing
one
spell
of
1st
to
3rd
sorcerer,
warlock,
or
wizard)
level
8490
2
mastiffs
This
elegant
garment
is
made
from
exquisite
cloth
of
9196
Window
(2
feet
by
4
feet,
up
to
2
feet
deep),
white,
gray,
or
black
and
adorned
with
silvery
runes.
which
you
can
place
on
a
vertical
surface
you
The
robes
color
corresponds
to
the
alignment
for
can
reach
which
the
item
was
created.
A
white
robe
was
made
9700
Portable
ram
for
good,
gray
for
neutral,
and
black
for
evil.
You
cant
attune
to
a
robe
of
the
archmagi
that
doesnt
Rod of Absorption
correspond
to
your
alignment.
Rod,
very
rare
(requires
attunement)
You
gain
these
benefits
while
wearing
the
robe:
While
holding
this
rod,
you
can
use
your
reaction
to
If
you
arent
wearing
armor,
your
base
Armor
absorb
a
spell
that
is
targeting
only
you
and
not
with
Class
is
15
+
your
Dexterity
modifier.
an
area
of
effect.
The
absorbed
spells
effect
is
You
have
advantage
on
saving
throws
against
canceled,
and
the
spells
energynot
the
spell
spells
and
other
magical
effects.
itselfis
stored
in
the
rod.
The
energy
has
the
same
Your
spell
save
DC
and
spell
attack
bonus
each
level
as
the
spell
when
it
was
cast.
The
rod
can
increase
by
2.
absorb
and
store
up
to
50
levels
of
energy
over
the
course
of
its
existence.
Once
the
rod
absorbs
50
Robe of Useful Items levels
of
energy,
it
cant
absorb
more.
If
you
are
Wondrous
item,
uncommon
targeted
by
a
spell
that
the
rod
cant
store,
the
rod
has
no
effect
on
that
spell.
This
robe
has
cloth
patches
of
various
shapes
and
When
you
become
attuned
to
the
rod,
you
know
colors
covering
it.
While
wearing
the
robe,
you
can
how
many
levels
of
energy
the
rod
has
absorbed
use
an
action
to
detach
one
of
the
patches,
causing
it
over
the
course
of
its
existence,
and
how
many
levels
to
become
the
object
or
creature
it
represents.
Once
of
spell
energy
it
currently
has
stored.
the
last
patch
is
removed,
the
robe
becomes
an
If
you
are
a
spellcaster
holding
the
rod,
you
can
ordinary
garment.
convert
energy
stored
in
it
into
spell
slots
to
cast
The
robe
has
two
of
each
of
the
following
patches:
spells
you
have
prepared
or
know.
You
can
create
Dagger
spell
slots
only
of
a
level
equal
to
or
lower
than
your
Bullseye
lantern
(filled
and
lit)
own
spell
slots,
up
to
a
maximum
of
5th
level.
You
Steel
mirror
use
the
stored
levels
in
place
of
your
slots,
but
otherwise
cast
the
spell
as
normal.
For
example,
you
10-foot
pole
can
use
3
levels
stored
in
the
rod
as
a
3rd-level
spell
Hempen
rope
(50
feet,
coiled)
slot.
Sack
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
239
A
newly
found
rod
has
1d10
levels
of
spell
energy
the
rods
handle
lengthens
into
a
6-foot
haft,
stored
in
it
already.
A
rod
that
can
no
longer
absorb
transforming
the
rod
into
a
magic
spear
that
grants
a
spell
energy
and
has
no
energy
remaining
becomes
+3
bonus
to
attack
and
damage
rolls
made
with
it.
nonmagical.
If
you
press
button
4,
the
rod
transforms
into
a
climbing
pole
up
to
50
feet
long,
as
you
specify.
In
Rod of Alertness surfaces
as
hard
as
granite,
a
spike
at
the
bottom
and
Rod,
very
rare
(requires
attunement)
three
hooks
at
the
top
anchor
the
pole.
Horizontal
bars
3
inches
long
fold
out
from
the
sides,
1
foot
This
rod
has
a
flanged
head
and
the
following
apart,
forming
a
ladder.
The
pole
can
bear
up
to
properties.
4,000
pounds.
More
weight
or
lack
of
solid
Alertness.
While
holding
the
rod,
you
have
anchoring
causes
the
rod
to
revert
to
its
normal
advantage
on
Wisdom
(Perception)
checks
and
on
form.
rolls
for
initiative.
If
you
press
button
5,
the
rod
transforms
into
a
Spells.
While
holding
the
rod,
you
can
use
an
handheld
battering
ram
and
grants
its
user
a
+10
action
to
cast
one
of
the
following
spells
from
it:
bonus
to
Strength
checks
made
to
break
through
detect
evil
and
good,
detect
magic,
detect
poison
and
doors,
barricades,
and
other
barriers.
disease,
or
see
invisibility.
If
you
press
button
6,
the
rod
assumes
or
remains
Protective
Aura.
As
an
action,
you
can
plant
the
in
its
normal
form
and
indicates
magnetic
north.
haft
end
of
the
rod
in
the
ground,
whereupon
the
(Nothing
happens
if
this
function
of
the
rod
is
used
rods
head
sheds
bright
light
in
a
60-foot
radius
and
in
a
location
that
has
no
magnetic
north.)
The
rod
dim
light
for
an
additional
60
feet.
While
in
that
also
gives
you
knowledge
of
your
approximate
depth
bright
light,
you
and
any
creature
that
is
friendly
to
beneath
the
ground
or
your
height
above
it.
you
gain
a
+1
bonus
to
AC
and
saving
throws
and
can
Drain
Life.
When
you
hit
a
creature
with
a
melee
sense
the
location
of
any
invisible
hostile
creature
attack
using
the
rod,
you
can
force
the
target
to
that
is
also
in
the
bright
light.
make
a
DC
17
Constitution
saving
throw.
On
a
failure,
The
rods
head
stops
glowing
and
the
effect
ends
the
target
takes
an
extra
4d6
necrotic
damage,
and
after
10
minutes,
or
when
a
creature
uses
an
action
you
regain
a
number
of
hit
points
equal
to
half
that
to
pull
the
rod
from
the
ground.
This
property
cant
necrotic
damage.
This
property
cant
be
used
again
be
used
again
until
the
next
dawn.
until
the
next
dawn.
Rod of Lordly Might
Paralyze.
When
you
hit
a
creature
with
a
melee
attack
using
the
rod,
you
can
force
the
target
to
Rod,
legendary
(requires
attunement)
make
a
DC
17
Strength
saving
throw.
On
a
failure,
This
rod
has
a
flanged
head,
and
it
functions
as
a
the
target
is
paralyzed
for
1
minute.
The
target
can
magic
mace
that
grants
a
+3
bonus
to
attack
and
repeat
the
saving
throw
at
the
end
of
each
of
its
damage
rolls
made
with
it.
The
rod
has
properties
turns,
ending
the
effect
on
a
success.
This
property
associated
with
six
different
buttons
that
are
set
in
a
cant
be
used
again
until
the
next
dawn.
row
along
the
haft.
It
has
three
other
properties
as
Terrify.
While
holding
the
rod,
you
can
use
an
well,
detailed
below.
action
to
force
each
creature
you
can
see
within
30
Six
Buttons.
You
can
press
one
of
the
rods
six
feet
of
you
to
make
a
DC
17
Wisdom
saving
throw.
buttons
as
a
bonus
action.
A
buttons
effect
lasts
On
a
failure,
a
target
is
frightened
of
you
for
1
until
you
push
a
different
button
or
until
you
push
minute.
A
frightened
target
can
repeat
the
saving
the
same
button
again,
which
causes
the
rod
to
throw
at
the
end
of
each
of
its
turns,
ending
the
revert
to
its
normal
form.
effect
on
itself
on
a
success.
This
property
cant
be
If
you
press
button
1,
the
rod
becomes
a
flame
used
again
until
the
next
dawn.
tongue,
as
a
fiery
blade
sprouts
from
the
end
opposite
the
rods
flanged
head.
Rod of Rulership
If
you
press
button
2,
the
rods
flanged
head
folds
Rod,
rare
(requires
attunement)
down
and
two
crescent-shaped
blades
spring
out,
You
can
use
an
action
to
present
the
rod
and
transforming
the
rod
into
a
magic
battleaxe
that
command
obedience
from
each
creature
of
your
grants
a
+3
bonus
to
attack
and
damage
rolls
made
choice
that
you
can
see
within
120
feet
of
you.
Each
with
it.
target
must
succeed
on
a
DC
15
Wisdom
saving
If
you
press
button
3,
the
rods
flanged
head
folds
throw
or
be
charmed
by
you
for
8
hours.
While
down,
a
spear
point
springs
from
the
rods
tip,
and
charmed
in
this
way,
the
creature
regards
you
as
its
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
240
trusted
leader.
If
harmed
by
you
or
your
companions,
The
rope
has
AC
20
and
20
hit
points.
It
regains
1
or
commanded
to
do
something
contrary
to
its
hit
point
every
5
minutes
as
long
as
it
has
at
least
1
nature,
a
target
ceases
to
be
charmed
in
this
way.
hit
point.
If
the
rope
drops
to
0
hit
points,
it
is
The
rod
cant
be
used
again
until
the
next
dawn.
destroyed.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
241
Shield, +1, +2, or +3 scroll
fade,
and
it
crumbles
to
dust.
If
the
casting
is
Armor
(shield),
uncommon
(+1),
rare
(+2),
or
very
interrupted,
the
scroll
is
not
lost.
rare
(+3)
If
the
spell
is
on
your
classs
spell
list
but
of
a
higher
level
than
you
can
normally
cast,
you
must
While
holding
this
shield,
you
have
a
bonus
to
AC
make
an
ability
check
using
your
spellcasting
ability
determined
by
the
shields
rarity.
This
bonus
is
in
to
determine
whether
you
cast
it
successfully.
The
addition
to
the
shields
normal
bonus
to
AC.
DC
equals
10
+
the
spells
level.
On
a
failed
check,
the
spell
disappears
from
the
scroll
with
no
other
effect.
Shield of Missile Attraction
The
level
of
the
spell
on
the
scroll
determines
the
Armor
(shield),
rare
(requires
attunement)
spells
saving
throw
DC
and
attack
bonus,
as
well
as
While
holding
this
shield,
you
have
resistance
to
the
scrolls
rarity,
as
shown
in
the
Spell
Scroll
table.
damage
from
ranged
weapon
attacks.
Curse.
This
shield
is
cursed.
Attuning
to
it
curses
Spell
Scroll
you
until
you
are
targeted
by
the
remove
curse
spell
or
similar
magic.
Removing
the
shield
fails
to
end
the
Spell
Level
Rarity
Save
DC
Attack
Bonus
curse
on
you.
Whenever
a
ranged
weapon
attack
is
Cantrip
Common
13
+5
1st
Common
13
+5
made
against
a
target
within
10
feet
of
you,
the
curse
2nd
Uncommon
13
+5
causes
you
to
become
the
target
instead.
3rd
Uncommon
15
+7
4th
Rare
15
+7
Slippers of Spider Climbing 5th
Rare
17
+9
Wondrous
item,
uncommon
(requires
attunement)
6th
Very
rare
17
+9
While
you
wear
these
light
shoes,
you
can
move
up,
7th
Very
rare
18
+10
down,
and
across
vertical
surfaces
and
upside
down
8th
Very
rare
18
+10
9th
Legendary
19
+11
along
ceilings,
while
leaving
your
hands
free.
You
have
a
climbing
speed
equal
to
your
walking
speed.
However,
the
slippers
dont
allow
you
to
move
this
A
wizard
spell
on
a
spell
scroll
can
be
copied
just
as
way
on
a
slippery
surface,
such
as
one
covered
by
ice
spells
in
spellbooks
can
be
copied.
When
a
spell
is
or
oil.
copied
from
a
spell
scroll,
the
copier
must
succeed
on
an
Intelligence
(Arcana)
check
with
a
DC
equal
to
10
Sovereign Glue +
the
spells
level.
If
the
check
succeeds,
the
spell
is
Wondrous
item,
legendary
successfully
copied.
Whether
the
check
succeeds
or
fails,
the
spell
scroll
is
destroyed.
This
viscous,
milky-white
substance
can
form
a
permanent
adhesive
bond
between
any
two
objects.
Spellguard Shield
It
must
be
stored
in
a
jar
or
flask
that
has
been
Armor
(shield),
very
rare
(requires
attunement)
coated
inside
with
oil
of
slipperiness.
When
found,
a
container
contains
1d6
+
1
ounces.
While
holding
this
shield,
you
have
advantage
on
One
ounce
of
the
glue
can
cover
a
1-foot
square
saving
throws
against
spells
and
other
magical
surface.
The
glue
takes
1
minute
to
set.
Once
it
has
effects,
and
spell
attacks
have
disadvantage
against
done
so,
the
bond
it
creates
can
be
broken
only
by
you.
the
application
of
universal
solvent
or
oil
of
etherealness,
or
with
a
wish
spell.
Sphere of Annihilation
Wondrous
item,
legendary
Spell Scroll This
2-foot-diameter
black
sphere
is
a
hole
in
the
Scroll,
varies
multiverse,
hovering
in
space
and
stabilized
by
a
A
spell
scroll
bears
the
words
of
a
single
spell,
magical
field
surrounding
it.
written
in
a
mystical
cipher.
If
the
spell
is
on
your
The
sphere
obliterates
all
matter
it
passes
through
classs
spell
list,
you
can
read
the
scroll
and
cast
its
and
all
matter
that
passes
through
it.
Artifacts
are
spell
without
providing
any
material
components.
the
exception.
Unless
an
artifact
is
susceptible
to
Otherwise,
the
scroll
is
unintelligible.
Casting
the
damage
from
a
sphere
of
annihilation,
it
passes
spell
by
reading
the
scroll
requires
the
spells
normal
through
the
sphere
unscathed.
Anything
else
that
casting
time.
Once
the
spell
is
cast,
the
words
on
the
touches
the
sphere
but
isnt
wholly
engulfed
and
obliterated
by
it
takes
4d10
force
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
242
The
sphere
is
stationary
until
someone
controls
it.
Staff of Fire
If
you
are
within
60
feet
of
an
uncontrolled
sphere,
Staff,
very
rare
(requires
attunement
by
a
druid,
you
can
use
an
action
to
make
a
DC
25
Intelligence
sorcerer,
warlock,
or
wizard)
(Arcana)
check.
On
a
success,
the
sphere
levitates
in
one
direction
of
your
choice,
up
to
a
number
of
feet
You
have
resistance
to
fire
damage
while
you
hold
equal
to
5
your
Intelligence
modifier
(minimum
5
this
staff.
feet).
On
a
failure,
the
sphere
moves
10
feet
toward
The
staff
has
10
charges.
While
holding
it,
you
can
you.
A
creature
whose
space
the
sphere
enters
must
use
an
action
to
expend
1
or
more
of
its
charges
to
succeed
on
a
DC
13
Dexterity
saving
throw
or
be
cast
one
of
the
following
spells
from
it,
using
your
touched
by
it,
taking
4d10
force
damage.
spell
save
DC:
burning
hands
(1
charge),
fireball
(3
If
you
attempt
to
control
a
sphere
that
is
under
charges),
or
wall
of
fire
(4
charges).
another
creatures
control,
you
make
an
Intelligence
The
staff
regains
1d6
+
4
expended
charges
daily
(Arcana)
check
contested
by
the
other
creatures
at
dawn.
If
you
expend
the
last
charge,
roll
a
d20.
On
Intelligence
(Arcana)
check.
The
winner
of
the
a
1,
the
staff
blackens,
crumbles
into
cinders,
and
is
contest
gains
control
of
the
sphere
and
can
levitate
it
destroyed.
as
normal.
If
the
sphere
comes
into
contact
with
a
planar
Staff of Frost
portal,
such
as
that
created
by
the
gate
spell,
or
an
Staff,
very
rare
(requires
attunement
by
a
druid,
extradimensional
space,
such
as
that
within
a
sorcerer,
warlock,
or
wizard)
portable
hole,
the
GM
determines
randomly
what
You
have
resistance
to
cold
damage
while
you
hold
happens,
using
the
following
table.
this
staff.
d100
Result
The
staff
has
10
charges.
While
holding
it,
you
can
0150
The
sphere
is
destroyed.
use
an
action
to
expend
1
or
more
of
its
charges
to
5185
The
sphere
moves
through
the
portal
or
into
cast
one
of
the
following
spells
from
it,
using
your
the
extradimensional
space.
spell
save
DC:
cone
of
cold
(5
charges),
fog
cloud
(1
8600
A
spatial
rift
sends
each
creature
and
object
charge),
ice
storm
(4
charges),
or
wall
of
ice
(4
within
180
feet
of
the
sphere,
including
the
charges).
sphere,
to
a
random
plane
of
existence.
The
staff
regains
1d6
+
4
expended
charges
daily
at
dawn.
If
you
expend
the
last
charge,
roll
a
d20.
On
Staff of Charming a
1,
the
staff
turns
to
water
and
is
destroyed.
Staff,
rare
(requires
attunement
by
a
bard,
cleric,
druid,
sorcerer,
warlock,
or
wizard)
Staff of Healing
While
holding
this
staff,
you
can
use
an
action
to
Staff,
rare
(requires
attunement
by
a
bard,
cleric,
or
expend
1
of
its
10
charges
to
cast
charm
person,
druid)
command,
or
comprehend
languages
from
it
using
This
staff
has
10
charges.
While
holding
it,
you
can
your
spell
save
DC.
The
staff
can
also
be
used
as
a
use
an
action
to
expend
1
or
more
of
its
charges
to
magic
quarterstaff.
cast
one
of
the
following
spells
from
it,
using
your
If
you
are
holding
the
staff
and
fail
a
saving
throw
spell
save
DC
and
spellcasting
ability
modifier:
cure
against
an
enchantment
spell
that
targets
only
you,
wounds
(1
charge
per
spell
level,
up
to
4th),
lesser
you
can
turn
your
failed
save
into
a
successful
one.
restoration
(2
charges),
or
mass
cure
wounds
(5
You
cant
use
this
property
of
the
staff
again
until
the
charges).
next
dawn.
If
you
succeed
on
a
save
against
an
The
staff
regains
1d6
+
4
expended
charges
daily
enchantment
spell
that
targets
only
you,
with
or
at
dawn.
If
you
expend
the
last
charge,
roll
a
d20.
On
without
the
staffs
intervention,
you
can
use
your
a
1,
the
staff
vanishes
in
a
flash
of
light,
lost
forever.
reaction
to
expend
1
charge
from
the
staff
and
turn
the
spell
back
on
its
caster
as
if
you
had
cast
the
spell.
Staff of Power
The
staff
regains
1d8
+
2
expended
charges
daily
Staff,
very
rare
(requires
attunement
by
a
sorcerer,
at
dawn.
If
you
expend
the
last
charge,
roll
a
d20.
On
warlock,
or
wizard)
a
1,
the
staff
becomes
a
nonmagical
quarterstaff.
This
staff
can
be
wielded
as
a
magic
quarterstaff
that
grants
a
+2
bonus
to
attack
and
damage
rolls
made
with
it.
While
holding
it,
you
gain
a
+2
bonus
to
Armor
Class,
saving
throws,
and
spell
attack
rolls.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
243
The
staff
has
20
charges
for
the
following
Staff of Swarming Insects
properties.
The
staff
regains
2d8
+
4
expended
Staff,
rare
(requires
attunement
by
a
bard,
cleric,
charges
daily
at
dawn.
If
you
expend
the
last
charge,
druid,
sorcerer,
warlock,
or
wizard)
roll
a
d20.
On
a
1,
the
staff
retains
its
+2
bonus
to
attack
and
damage
rolls
but
loses
all
other
This
staff
has
10
charges
and
regains
1d6
+
4
properties.
On
a
20,
the
staff
regains
1d8
+
2
charges.
expended
charges
daily
at
dawn.
If
you
expend
the
Power
Strike.
When
you
hit
with
a
melee
attack
last
charge,
roll
a
d20.
On
a
1,
a
swarm
of
insects
using
the
staff,
you
can
expend
1
charge
to
deal
an
consumes
and
destroys
the
staff,
then
disperses.
extra
1d6
force
damage
to
the
target.
Spells.
While
holding
the
staff,
you
can
use
an
Spells.
While
holding
this
staff,
you
can
use
an
action
to
expend
some
of
its
charges
to
cast
one
of
action
to
expend
1
or
more
of
its
charges
to
cast
one
the
following
spells
from
it,
using
your
spell
save
DC:
of
the
following
spells
from
it,
using
your
spell
save
giant
insect
(4
charges)
or
insect
plague
(5
charges).
DC
and
spell
attack
bonus:
cone
of
cold
(5
charges),
Insect
Cloud.
While
holding
the
staff,
you
can
use
fireball
(5th-level
version,
5
charges),
globe
of
an
action
and
expend
1
charge
to
cause
a
swarm
of
invulnerability
(6
charges),
hold
monster
(5
charges),
harmless
flying
insects
to
spread
out
in
a
30-foot
levitate
(2
charges),
lightning
bolt
(5th-level
version,
radius
from
you.
The
insects
remain
for
10
minutes,
5
charges),
magic
missile
(1
charge),
ray
of
making
the
area
heavily
obscured
for
creatures
enfeeblement
(1
charge),
or
wall
of
force
(5
charges).
other
than
you.
The
swarm
moves
with
you,
Retributive
Strike.
You
can
use
an
action
to
break
remaining
centered
on
you.
A
wind
of
at
least
10
the
staff
over
your
knee
or
against
a
solid
surface,
miles
per
hour
disperses
the
swarm
and
ends
the
performing
a
retributive
strike.
The
staff
is
effect.
destroyed
and
releases
its
remaining
magic
in
an
explosion
that
expands
to
fill
a
30-foot-radius
sphere
Staff of the Magi
centered
on
it.
Staff,
legendary
(requires
attunement
by
a
sorcerer,
You
have
a
50
percent
chance
to
instantly
travel
to
warlock,
or
wizard)
a
random
plane
of
existence,
avoiding
the
explosion.
This
staff
can
be
wielded
as
a
magic
quarterstaff
that
If
you
fail
to
avoid
the
effect,
you
take
force
damage
grants
a
+2
bonus
to
attack
and
damage
rolls
made
equal
to
16
the
number
of
charges
in
the
staff.
with
it.
While
you
hold
it,
you
gain
a
+2
bonus
to
Every
other
creature
in
the
area
must
make
a
DC
17
spell
attack
rolls.
Dexterity
saving
throw.
On
a
failed
save,
a
creature
The
staff
has
50
charges
for
the
following
takes
an
amount
of
damage
based
on
how
far
away
it
properties.
It
regains
4d6
+
2
expended
charges
is
from
the
point
of
origin,
as
shown
in
the
following
daily
at
dawn.
If
you
expend
the
last
charge,
roll
a
table.
On
a
successful
save,
a
creature
takes
half
as
d20.
On
a
20,
the
staff
regains
1d12
+
1
charges.
much
damage.
Spell
Absorption.
While
holding
the
staff,
you
Distance
from
Origin
Damage
have
advantage
on
saving
throws
against
spells.
In
10
ft.
away
or
closer
8
the
number
of
charges
in
the
staff
addition,
you
can
use
your
reaction
when
another
11
to
20
ft.
away
6
the
number
of
charges
in
the
staff
creature
casts
a
spell
that
targets
only
you.
If
you
do,
21
to
30
ft.
away
4
the
number
of
charges
in
the
staff
the
staff
absorbs
the
magic
of
the
spell,
canceling
its
effect
and
gaining
a
number
of
charges
equal
to
the
Staff of Striking absorbed
spells
level.
However,
if
doing
so
brings
Staff,
very
rare
(requires
attunement)
the
staffs
total
number
of
charges
above
50,
the
staff
explodes
as
if
you
activated
its
retributive
strike
(see
This
staff
can
be
wielded
as
a
magic
quarterstaff
that
below).
grants
a
+3
bonus
to
attack
and
damage
rolls
made
Spells.
While
holding
the
staff,
you
can
use
an
with
it.
action
to
expend
some
of
its
charges
to
cast
one
of
The
staff
has
10
charges.
When
you
hit
with
a
the
following
spells
from
it,
using
your
spell
save
DC
melee
attack
using
it,
you
can
expend
up
to
3
of
its
and
spellcasting
ability:
conjure
elemental
(7
charges.
For
each
charge
you
expend,
the
target
charges),
dispel
magic
(3
charges),
fireball
(7th-level
takes
an
extra
1d6
force
damage.
The
staff
regains
version,
7
charges),
flaming
sphere
(2
charges),
ice
1d6
+
4
expended
charges
daily
at
dawn.
If
you
storm
(4
charges),
invisibility
(2
charges),
knock
(2
expend
the
last
charge,
roll
a
d20.
On
a
1,
the
staff
charges),
lightning
bolt
(7th-level
version,
7
charges),
becomes
a
nonmagical
quarterstaff.
passwall
(5
charges),
plane
shift
(7
charges),
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
244
telekinesis
(5
charges),
wall
of
fire
(4
charges),
or
Staff of the Woodlands
web
(2
charges).
Staff,
rare
(requires
attunement
by
a
druid)
You
can
also
use
an
action
to
cast
one
of
the
following
spells
from
the
staff
without
using
any
This
staff
can
be
wielded
as
a
magic
quarterstaff
that
charges:
arcane
lock,
detect
magic,
enlarge/reduce,
grants
a
+2
bonus
to
attack
and
damage
rolls
made
light,
mage
hand,
or
protection
from
evil
and
good.
with
it.
While
holding
it,
you
have
a
+2
bonus
to
spell
Retributive
Strike.
You
can
use
an
action
to
break
attack
rolls.
the
staff
over
your
knee
or
against
a
solid
surface,
The
staff
has
10
charges
for
the
following
performing
a
retributive
strike.
The
staff
is
properties.
It
regains
1d6
+
4
expended
charges
destroyed
and
releases
its
remaining
magic
in
an
daily
at
dawn.
If
you
expend
the
last
charge,
roll
a
explosion
that
expands
to
fill
a
30-foot-radius
sphere
d20.
On
a
1,
the
staff
loses
its
properties
and
centered
on
it.
becomes
a
nonmagical
quarterstaff.
You
have
a
50
percent
chance
to
instantly
travel
to
Spells.
You
can
use
an
action
to
expend
1
or
more
a
random
plane
of
existence,
avoiding
the
explosion.
of
the
staffs
charges
to
cast
one
of
the
following
If
you
fail
to
avoid
the
effect,
you
take
force
damage
spells
from
it,
using
your
spell
save
DC:
animal
equal
to
16
the
number
of
charges
in
the
staff.
friendship
(1
charge),
awaken
(5
charges),
barkskin
Every
other
creature
in
the
area
must
make
a
DC
17
(2
charges),
locate
animals
or
plants
(2
charges),
Dexterity
saving
throw.
On
a
failed
save,
a
creature
speak
with
animals
(1
charge),
speak
with
plants
(3
takes
an
amount
of
damage
based
on
how
far
away
it
charges),
or
wall
of
thorns
(6
charges).
is
from
the
point
of
origin,
as
shown
in
the
following
You
can
also
use
an
action
to
cast
the
pass
without
table.
On
a
successful
save,
a
creature
takes
half
as
trace
spell
from
the
staff
without
using
any
charges.
much
damage.
Tree
Form.
You
can
use
an
action
to
plant
one
end
of
the
staff
in
fertile
earth
and
expend
1
charge
to
Distance
from
Origin
Damage
transform
the
staff
into
a
healthy
tree.
The
tree
is
60
10
ft.
away
or
closer
8
the
number
of
charges
in
the
staff
feet
tall
and
has
a
5-foot-diameter
trunk,
and
its
11
to
20
ft.
away
6
the
number
of
charges
in
the
staff
branches
at
the
top
spread
out
in
a
20-foot
radius.
21
to
30
ft.
away
4
the
number
of
charges
in
the
staff
The
tree
appears
ordinary
but
radiates
a
faint
aura
of
transmutation
magic
if
targeted
by
detect
magic.
Staff of the Python
While
touching
the
tree
and
using
another
action
to
Staff,
uncommon
(requires
attunement
by
a
cleric,
speak
its
command
word,
you
return
the
staff
to
its
druid,
or
warlock)
normal
form.
Any
creature
in
the
tree
falls
when
it
You
can
use
an
action
to
speak
this
staffs
command
reverts
to
a
staff.
word
and
throw
the
staff
on
the
ground
within
10
feet
of
you.
The
staff
becomes
a
giant
constrictor
Staff of Thunder and Lightning
snake
under
your
control
and
acts
on
its
own
Staff,
very
rare
(requires
attunement)
initiative
count.
By
using
a
bonus
action
to
speak
the
This
staff
can
be
wielded
as
a
magic
quarterstaff
that
command
word
again,
you
return
the
staff
to
its
grants
a
+2
bonus
to
attack
and
damage
rolls
made
normal
form
in
a
space
formerly
occupied
by
the
with
it.
It
also
has
the
following
additional
snake.
properties.
When
one
of
these
properties
is
used,
it
On
your
turn,
you
can
mentally
command
the
cant
be
used
again
until
the
next
dawn.
snake
if
it
is
within
60
feet
of
you
and
you
arent
Lightning.
When
you
hit
with
a
melee
attack
using
incapacitated.
You
decide
what
action
the
snake
the
staff,
you
can
cause
the
target
to
take
an
extra
takes
and
where
it
moves
during
its
next
turn,
or
you
2d6
lightning
damage.
can
issue
it
a
general
command,
such
as
to
attack
Thunder.
When
you
hit
with
a
melee
attack
using
your
enemies
or
guard
a
location.
the
staff,
you
can
cause
the
staff
to
emit
a
crack
of
If
the
snake
is
reduced
to
0
hit
points,
it
dies
and
thunder,
audible
out
to
300
feet.
The
target
you
hit
reverts
to
its
staff
form.
The
staff
then
shatters
and
is
must
succeed
on
a
DC
17
Constitution
saving
throw
destroyed.
If
the
snake
reverts
to
staff
form
before
or
become
stunned
until
the
end
of
your
next
turn.
losing
all
its
hit
points,
it
regains
all
of
them.
Lightning
Strike.
You
can
use
an
action
to
cause
a
bolt
of
lightning
to
leap
from
the
staffs
tip
in
a
line
that
is
5
feet
wide
and
120
feet
long.
Each
creature
in
that
line
must
make
a
DC
17
Dexterity
saving
throw,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
245
taking
9d6
lightning
damage
on
a
failed
save,
or
half
You
gain
a
+2
bonus
to
attack
and
damage
rolls
as
much
damage
on
a
successful
one.
made
with
this
weapon,
which
deals
radiant
damage
Thunderclap.
You
can
use
an
action
to
cause
the
instead
of
slashing
damage.
When
you
hit
an
undead
staff
to
issue
a
deafening
thunderclap,
audible
out
to
with
it,
that
target
takes
an
extra
1d8
radiant
600
feet.
Each
creature
within
60
feet
of
you
(not
damage.
including
you)
must
make
a
DC
17
Constitution
The
swords
luminous
blade
emits
bright
light
in
a
saving
throw.
On
a
failed
save,
a
creature
takes
2d6
15-foot
radius
and
dim
light
for
an
additional
15
feet.
thunder
damage
and
becomes
deafened
for
1
minute.
The
light
is
sunlight.
While
the
blade
persists,
you
On
a
successful
save,
a
creature
takes
half
damage
can
use
an
action
to
expand
or
reduce
its
radius
of
and
isnt
deafened.
bright
and
dim
light
by
5
feet
each,
to
a
maximum
of
Thunder
and
Lightning.
You
can
use
an
action
to
30
feet
each
or
a
minimum
of
10
feet
each.
use
the
Lightning
Strike
and
Thunderclap
properties
at
the
same
time.
Doing
so
doesnt
expend
the
daily
Sword of Life Stealing
use
of
those
properties,
only
the
use
of
this
one.
Weapon
(any
sword),
rare
(requires
attunement)
When
you
attack
a
creature
with
this
magic
weapon
Staff of Withering
and
roll
a
20
on
the
attack
roll,
that
target
takes
an
Staff,
rare
(requires
attunement
by
a
cleric,
druid,
or
extra
3d6
necrotic
damage,
provided
that
the
target
warlock)
isnt
a
construct
or
an
undead.
You
gain
temporary
This
staff
has
3
charges
and
regains
1d3
expended
hit
points
equal
to
the
extra
damage
dealt.
charges
daily
at
dawn.
The
staff
can
be
wielded
as
a
magic
quarterstaff.
Sword of Sharpness
On
a
hit,
it
deals
damage
as
a
normal
quarterstaff,
Weapon
(any
sword
that
deals
slashing
damage),
very
and
you
can
expend
1
charge
to
deal
an
extra
2d10
rare
(requires
attunement)
necrotic
damage
to
the
target.
In
addition,
the
target
When
you
attack
an
object
with
this
magic
sword
must
succeed
on
a
DC
15
Constitution
saving
throw
and
hit,
maximize
your
weapon
damage
dice
against
or
have
disadvantage
for
1
hour
on
any
ability
check
the
target.
or
saving
throw
that
uses
Strength
or
Constitution.
When
you
attack
a
creature
with
this
weapon
and
Stone of Controlling Earth Elementals roll
a
20
on
the
attack
roll,
that
target
takes
an
extra
4d6
slashing
damage.
Then
roll
another
d20.
If
you
Wondrous
item,
rare
roll
a
20,
you
lop
off
one
of
the
targets
limbs,
with
If
the
stone
is
touching
the
ground,
you
can
use
an
the
effect
of
such
loss
determined
by
the
GM.
If
the
action
to
speak
its
command
word
and
summon
an
creature
has
no
limb
to
sever,
you
lop
off
a
portion
of
earth
elemental,
as
if
you
had
cast
the
conjure
its
body
instead.
elemental
spell.
The
stone
cant
be
used
this
way
In
addition,
you
can
speak
the
swords
command
again
until
the
next
dawn.
The
stone
weighs
5
word
to
cause
the
blade
to
shed
bright
light
in
a
10-
pounds.
foot
radius
and
dim
light
for
an
additional
10
feet.
Speaking
the
command
word
again
or
sheathing
the
Stone of Good Luck (Luckstone) sword
puts
out
the
light.
Wondrous
item,
uncommon
(requires
attunement)
Sword of Wounding
While
this
polished
agate
is
on
your
person,
you
gain
Weapon
(any
sword),
rare
(requires
attunement)
a
+1
bonus
to
ability
checks
and
saving
throws.
Hit
points
lost
to
this
weapons
damage
can
be
Sun Blade regained
only
through
a
short
or
long
rest,
rather
Weapon
(longsword),
rare
(requires
attunement)
than
by
regeneration,
magic,
or
any
other
means.
Once
per
turn,
when
you
hit
a
creature
with
an
This
item
appears
to
be
a
longsword
hilt.
While
attack
using
this
magic
weapon,
you
can
wound
the
grasping
the
hilt,
you
can
use
a
bonus
action
to
cause
target.
At
the
start
of
each
of
the
wounded
creatures
a
blade
of
pure
radiance
to
spring
into
existence,
or
turns,
it
takes
1d4
necrotic
damage
for
each
time
make
the
blade
disappear.
While
the
blade
exists,
youve
wounded
it,
and
it
can
then
make
a
DC
15
this
magic
longsword
has
the
finesse
property.
If
you
Constitution
saving
throw,
ending
the
effect
of
all
are
proficient
with
shortswords
or
longswords,
you
such
wounds
on
itself
on
a
success.
Alternatively,
the
are
proficient
with
the
sun
blade.
wounded
creature,
or
a
creature
within
5
feet
of
it,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
246
can
use
an
action
to
make
a
DC
15
Wisdom
If
you
are
an
evil
cleric
or
paladin,
you
can
use
the
(Medicine)
check,
ending
the
effect
of
such
wounds
talisman
as
a
holy
symbol,
and
you
gain
a
+2
bonus
on
it
on
a
success.
to
spell
attack
rolls
while
you
wear
or
hold
it.
The
talisman
has
6
charges.
If
you
are
wearing
or
Talisman of Pure Good holding
it,
you
can
use
an
action
to
expend
1
charge
Wondrous
item,
legendary
(requires
attunement
by
a
from
the
talisman
and
choose
one
creature
you
can
creature
of
good
alignment)
see
on
the
ground
within
120
feet
of
you.
If
the
target
is
of
good
alignment,
a
flaming
fissure
opens
This
talisman
is
a
mighty
symbol
of
goodness.
A
under
it.
The
target
must
succeed
on
a
DC
20
creature
that
is
neither
good
nor
evil
in
alignment
Dexterity
saving
throw
or
fall
into
the
fissure
and
be
takes
6d6
radiant
damage
upon
touching
the
destroyed,
leaving
no
remains.
The
fissure
then
talisman.
An
evil
creature
takes
8d6
radiant
damage
closes,
leaving
no
trace
of
its
existence.
When
you
upon
touching
the
talisman.
Either
sort
of
creature
expend
the
last
charge,
the
talisman
dissolves
into
takes
the
damage
again
each
time
it
ends
its
turn
foul-smelling
slime
and
is
destroyed.
holding
or
carrying
the
talisman.
If
you
are
a
good
cleric
or
paladin,
you
can
use
the
Tome of Clear Thought
talisman
as
a
holy
symbol,
and
you
gain
a
+2
bonus
Wondrous
item,
very
rare
to
spell
attack
rolls
while
you
wear
or
hold
it.
The
talisman
has
7
charges.
If
you
are
wearing
or
This
book
contains
memory
and
logic
exercises,
and
holding
it,
you
can
use
an
action
to
expend
1
charge
its
words
are
charged
with
magic.
If
you
spend
48
from
it
and
choose
one
creature
you
can
see
on
the
hours
over
a
period
of
6
days
or
fewer
studying
the
ground
within
120
feet
of
you.
If
the
target
is
of
evil
books
contents
and
practicing
its
guidelines,
your
alignment,
a
flaming
fissure
opens
under
it.
The
Intelligence
score
increases
by
2,
as
does
your
target
must
succeed
on
a
DC
20
Dexterity
saving
maximum
for
that
score.
The
manual
then
loses
its
throw
or
fall
into
the
fissure
and
be
destroyed,
magic,
but
regains
it
in
a
century.
leaving
no
remains.
The
fissure
then
closes,
leaving
no
trace
of
its
existence.
When
you
expend
the
last
Tome of Leadership and Influence
charge,
the
talisman
disperses
into
motes
of
golden
Wondrous
item,
very
rare
light
and
is
destroyed.
This
book
contains
guidelines
for
influencing
and
Talisman of the Sphere charming
others,
and
its
words
are
charged
with
magic.
If
you
spend
48
hours
over
a
period
of
6
days
Wondrous
item,
legendary
(requires
attunement)
or
fewer
studying
the
books
contents
and
practicing
When
you
make
an
Intelligence
(Arcana)
check
to
its
guidelines,
your
Charisma
score
increases
by
2,
as
control
a
sphere
of
annihilation
while
you
are
does
your
maximum
for
that
score.
The
manual
then
holding
this
talisman,
you
double
your
proficiency
loses
its
magic,
but
regains
it
in
a
century.
bonus
on
the
check.
In
addition,
when
you
start
your
turn
with
control
over
a
sphere
of
annihilation,
you
Tome of Understanding
can
use
an
action
to
levitate
it
10
feet
plus
a
number
Wondrous
item,
very
rare
of
additional
feet
equal
to
10
your
Intelligence
This
book
contains
intuition
and
insight
exercises,
modifier.
and
its
words
are
charged
with
magic.
If
you
spend
48
hours
over
a
period
of
6
days
or
fewer
studying
Talisman of Ultimate Evil
the
books
contents
and
practicing
its
guidelines,
Wondrous
item,
legendary
(requires
attunement
by
a
your
Wisdom
score
increases
by
2,
as
does
your
creature
of
evil
alignment)
maximum
for
that
score.
The
manual
then
loses
its
This
item
symbolizes
unrepentant
evil.
A
creature
magic,
but
regains
it
in
a
century.
that
is
neither
good
nor
evil
in
alignment
takes
6d6
necrotic
damage
upon
touching
the
talisman.
A
good
Trident of Fish Command
creature
takes
8d6
necrotic
damage
upon
touching
Weapon
(trident),
uncommon
(requires
attunement)
the
talisman.
Either
sort
of
creature
takes
the
This
trident
is
a
magic
weapon.
It
has
3
charges.
damage
again
each
time
it
ends
its
turn
holding
or
While
you
carry
it,
you
can
use
an
action
and
expend
carrying
the
talisman.
1
charge
to
cast
dominate
beast
(save
DC
15)
from
it
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
247
on
a
beast
that
has
an
innate
swimming
speed.
The
Wand of Enemy Detection
trident
regains
1d3
expended
charges
daily
at
dawn.
Wand,
rare
(requires
attunement)
Universal Solvent This
wand
has
7
charges.
While
holding
it,
you
can
Wondrous
item,
legendary
use
an
action
and
expend
1
charge
to
speak
its
command
word.
For
the
next
minute,
you
know
the
This
tube
holds
milky
liquid
with
a
strong
alcohol
direction
of
the
nearest
creature
hostile
to
you
smell.
You
can
use
an
action
to
pour
the
contents
of
within
60
feet,
but
not
its
distance
from
you.
The
the
tube
onto
a
surface
within
reach.
The
liquid
wand
can
sense
the
presence
of
hostile
creatures
instantly
dissolves
up
to
1
square
foot
of
adhesive
it
that
are
ethereal,
invisible,
disguised,
or
hidden,
as
touches,
including
sovereign
glue.
well
as
those
in
plain
sight.
The
effect
ends
if
you
stop
holding
the
wand.
Vicious Weapon
The
wand
regains
1d6
+
1
expended
charges
daily
Weapon
(any),
rare
at
dawn.
If
you
expend
the
wands
last
charge,
roll
a
When
you
roll
a
20
on
your
attack
roll
with
this
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
magic
weapon,
your
critical
hit
deals
an
extra
2d6
destroyed.
damage
of
the
weapons
type.
Wand of Fear
Vorpal Sword Wand,
rare
(requires
attunement)
Weapon
(any
sword
that
deals
slashing
damage),
This
wand
has
7
charges
for
the
following
properties.
legendary
(requires
attunement)
It
regains
1d6
+
1
expended
charges
daily
at
dawn.
If
You
gain
a
+3
bonus
to
attack
and
damage
rolls
you
expend
the
wands
last
charge,
roll
a
d20.
On
a
1,
made
with
this
magic
weapon.
In
addition,
the
the
wand
crumbles
into
ashes
and
is
destroyed.
weapon
ignores
resistance
to
slashing
damage.
Command.
While
holding
the
wand,
you
can
use
When
you
attack
a
creature
that
has
at
least
one
an
action
to
expend
1
charge
and
command
another
head
with
this
weapon
and
roll
a
20
on
the
attack
creature
to
flee
or
grovel,
as
with
the
command
spell
roll,
you
cut
off
one
of
the
creatures
heads.
The
(save
DC
15).
creature
dies
if
it
cant
survive
without
the
lost
head.
Cone
of
Fear.
While
holding
the
wand,
you
can
use
A
creature
is
immune
to
this
effect
if
it
is
immune
to
an
action
to
expend
2
charges,
causing
the
wands
tip
slashing
damage,
doesnt
have
or
need
a
head,
has
to
emit
a
60-foot
cone
of
amber
light.
Each
creature
legendary
actions,
or
the
GM
decides
that
the
in
the
cone
must
succeed
on
a
DC
15
Wisdom
saving
creature
is
too
big
for
its
head
to
be
cut
off
with
this
throw
or
become
frightened
of
you
for
1
minute.
weapon.
Such
a
creature
instead
takes
an
extra
6d8
While
it
is
frightened
in
this
way,
a
creature
must
slashing
damage
from
the
hit.
spend
its
turns
trying
to
move
as
far
away
from
you
as
it
can,
and
it
cant
willingly
move
to
a
space
within
Wand of Binding 30
feet
of
you.
It
also
cant
take
reactions.
For
its
Wand,
rare
(requires
attunement
by
a
spellcaster)
action,
it
can
use
only
the
Dash
action
or
try
to
escape
from
an
effect
that
prevents
it
from
moving.
If
This
wand
has
7
charges
for
the
following
properties.
it
has
nowhere
it
can
move,
the
creature
can
use
the
It
regains
1d6
+
1
expended
charges
daily
at
dawn.
If
Dodge
action.
At
the
end
of
each
of
its
turns,
a
you
expend
the
wands
last
charge,
roll
a
d20.
On
a
1,
creature
can
repeat
the
saving
throw,
ending
the
the
wand
crumbles
into
ashes
and
is
destroyed.
effect
on
itself
on
a
success.
Spells.
While
holding
the
wand,
you
can
use
an
action
to
expend
some
of
its
charges
to
cast
one
of
Wand of Fireballs
the
following
spells
(save
DC
17):
hold
monster
(5
Wand,
rare
(requires
attunement
by
a
spellcaster)
charges)
or
hold
person
(2
charges).
Assisted
Escape.
While
holding
the
wand,
you
can
This
wand
has
7
charges.
While
holding
it,
you
can
use
your
reaction
to
expend
1
charge
and
gain
use
an
action
to
expend
1
or
more
of
its
charges
to
advantage
on
a
saving
throw
you
make
to
avoid
cast
the
fireball
spell
(save
DC
15)
from
it.
For
1
being
paralyzed
or
restrained,
or
you
can
expend
1
charge,
you
cast
the
3rd-level
version
of
the
spell.
charge
and
gain
advantage
on
any
check
you
make
to
You
can
increase
the
spell
slot
level
by
one
for
each
escape
a
grapple.
additional
charge
you
expend.
The
wand
regains
1d6
+
1
expended
charges
daily
at
dawn.
If
you
expend
the
wands
last
charge,
roll
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
248
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
Wand of Polymorph
destroyed.
Wand,
very
rare
(requires
attunement
by
a
spellcaster)
Wand of Lightning Bolts
Wand,
rare
(requires
attunement
by
a
spellcaster)
This
wand
has
7
charges.
While
holding
it,
you
can
use
an
action
to
expend
1
of
its
charges
to
cast
the
This
wand
has
7
charges.
While
holding
it,
you
can
polymorph
spell
(save
DC
15)
from
it.
use
an
action
to
expend
1
or
more
of
its
charges
to
The
wand
regains
1d6
+
1
expended
charges
daily
cast
the
lightning
bolt
spell
(save
DC
15)
from
it.
For
at
dawn.
If
you
expend
the
wands
last
charge,
roll
a
1
charge,
you
cast
the
3rd-level
version
of
the
spell.
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
You
can
increase
the
spell
slot
level
by
one
for
each
destroyed.
additional
charge
you
expend.
The
wand
regains
1d6
+
1
expended
charges
daily
Wand of Secrets
at
dawn.
If
you
expend
the
wands
last
charge,
roll
a
Wand,
uncommon
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
destroyed.
The
wand
has
3
charges.
While
holding
it,
you
can
use
an
action
to
expend
1
of
its
charges,
and
if
a
Wand of Magic Detection secret
door
or
trap
is
within
30
feet
of
you,
the
wand
Wand,
uncommon
pulses
and
points
at
the
one
nearest
to
you.
The
wand
regains
1d3
expended
charges
daily
at
dawn.
This
wand
has
3
charges.
While
holding
it,
you
can
expend
1
charge
as
an
action
to
cast
the
detect
magic
Wand of the War Mage, +1, +2, or +3
spell
from
it.
The
wand
regains
1d3
expended
Wand,
uncommon
(+1),
rare
(+2),
or
very
rare
(+3)
charges
daily
at
dawn.
(requires
attunement
by
a
spellcaster)
Wand of Magic Missiles While
holding
this
wand,
you
gain
a
bonus
to
spell
Wand,
uncommon
attack
rolls
determined
by
the
wands
rarity.
In
addition,
you
ignore
half
cover
when
making
a
spell
This
wand
has
7
charges.
While
holding
it,
you
can
attack.
use
an
action
to
expend
1
or
more
of
its
charges
to
cast
the
magic
missile
spell
from
it.
For
1
charge,
you
Wand of Web
cast
the
1st-level
version
of
the
spell.
You
can
Wand,
uncommon
(requires
attunement
by
a
increase
the
spell
slot
level
by
one
for
each
spellcaster)
additional
charge
you
expend.
The
wand
regains
1d6
+
1
expended
charges
daily
This
wand
has
7
charges.
While
holding
it,
you
can
at
dawn.
If
you
expend
the
wands
last
charge,
roll
a
use
an
action
to
expend
1
of
its
charges
to
cast
the
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
web
spell
(save
DC
15)
from
it.
destroyed.
The
wand
regains
1d6
+
1
expended
charges
daily
at
dawn.
If
you
expend
the
wands
last
charge,
roll
a
Wand of Paralysis d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
Wand,
rare
(requires
attunement
by
a
spellcaster)
destroyed.
This
wand
has
7
charges.
While
holding
it,
you
can
Wand of Wonder
use
an
action
to
expend
1
of
its
charges
to
cause
a
Wand,
rare
(requires
attunement
by
a
spellcaster)
thin
blue
ray
to
streak
from
the
tip
toward
a
creature
you
can
see
within
60
feet
of
you.
The
target
must
This
wand
has
7
charges.
While
holding
it,
you
can
succeed
on
a
DC
15
Constitution
saving
throw
or
be
use
an
action
to
expend
1
of
its
charges
and
choose
a
paralyzed
for
1
minute.
At
the
end
of
each
of
the
target
within
120
feet
of
you.
The
target
can
be
a
targets
turns,
it
can
repeat
the
saving
throw,
ending
creature,
an
object,
or
a
point
in
space.
Roll
d100
and
the
effect
on
itself
on
a
success.
consult
the
following
table
to
discover
what
happens.
The
wand
regains
1d6
+
1
expended
charges
daily
If
the
effect
causes
you
to
cast
a
spell
from
the
at
dawn.
If
you
expend
the
wands
last
charge,
roll
a
wand,
the
spells
save
DC
is
15.
If
the
spell
normally
d20.
On
a
1,
the
wand
crumbles
into
ashes
and
is
has
a
range
expressed
in
feet,
its
range
becomes
120
destroyed.
feet
if
it
isnt
already.
If
an
effect
covers
an
area,
you
must
center
the
spell
on
and
include
the
target.
If
an
effect
has
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
249
multiple
possible
subjects,
the
GM
randomly
divided
equally
among
all
creatures
in
the
line.
determines
which
ones
are
affected.
9195
A
burst
of
colorful
shimmering
light
extends
The
wand
regains
1d6
+
1
expended
charges
daily
from
you
in
a
30-foot
radius.
You
and
each
at
dawn.
If
you
expend
the
wands
last
charge,
roll
a
creature
in
the
area
that
can
see
must
succeed
d20.
On
a
1,
the
wand
crumbles
into
dust
and
is
on
a
DC
15
Constitution
saving
throw
or
become
blinded
for
1
minute.
A
creature
can
repeat
the
destroyed.
saving
throw
at
the
end
of
each
of
its
turns,
d100
Effect
ending
the
effect
on
itself
on
a
success.
0105
You
cast
slow.
9697
The
targets
skin
turns
bright
blue
for
1d10
days.
0610
You
cast
faerie
fire.
If
you
chose
a
point
in
space,
the
creature
1115
You
are
stunned
until
the
start
of
your
next
turn,
nearest
to
that
point
is
affected.
believing
something
awesome
just
happened.
9800
If
you
targeted
a
creature,
it
must
make
a
DC
15
1620
You
cast
gust
of
wind.
Constitution
saving
throw.
If
you
didnt
target
a
2125
You
cast
detect
thoughts
on
the
target
you
creature,
you
become
the
target
and
must
make
chose.
If
you
didnt
target
a
creature,
you
the
saving
throw.
If
the
saving
throw
fails
by
5
or
instead
take
1d6
psychic
damage.
more,
the
target
is
instantly
petrified.
On
any
2630
You
cast
stinking
cloud.
other
failed
save,
the
target
is
restrained
and
3133
Heavy
rain
falls
in
a
60-foot
radius
centered
on
begins
to
turn
to
stone.
While
restrained
in
this
the
target.
The
area
becomes
lightly
obscured.
way,
the
target
must
repeat
the
saving
throw
at
The
rain
falls
until
the
start
of
your
next
turn.
the
end
of
its
next
turn,
becoming
petrified
on
a
3436
An
animal
appears
in
the
unoccupied
space
failure
or
ending
the
effect
on
a
success.
The
nearest
the
target.
The
animal
isnt
under
your
petrification
lasts
until
the
target
is
freed
by
the
control
and
acts
as
it
normally
would.
Roll
a
d100
greater
restoration
spell
or
similar
magic.
to
determine
which
animal
appears.
On
a
0125,
a
rhinoceros
appears;
on
a
2650,
an
elephant
Weapon, +1, +2, or +3
appears;
and
on
a
51100,
a
rat
appears.
Weapon
(any),
uncommon
(+1),
rare
(+2),
or
very
3746
You
cast
lightning
bolt.
rare
(+3)
4749
A
cloud
of
600
oversized
butterflies
fills
a
30-foot
radius
centered
on
the
target.
The
area
becomes
You
have
a
bonus
to
attack
and
damage
rolls
made
heavily
obscured.
The
butterflies
remain
for
10
with
this
magic
weapon.
The
bonus
is
determined
by
minutes.
the
weapons
rarity.
5053
You
enlarge
the
target
as
if
you
had
cast
enlarge/reduce.
If
the
target
cant
be
affected
by
Well of Many Worlds
that
spell,
or
if
you
didnt
target
a
creature,
you
Wondrous
item,
legendary
become
the
target.
5458
You
cast
darkness.
This
fine
black
cloth,
soft
as
silk,
is
folded
up
to
the
5962
Grass
grows
on
the
ground
in
a
60-foot
radius
dimensions
of
a
handkerchief.
It
unfolds
into
a
centered
on
the
target.
If
grass
is
already
there,
circular
sheet
6
feet
in
diameter.
it
grows
to
ten
times
its
normal
size
and
remains
You
can
use
an
action
to
unfold
and
place
the
well
overgrown
for
1
minute.
of
many
worlds
on
a
solid
surface,
whereupon
it
6365
An
object
of
the
GMs
choice
disappears
into
the
creates
a
two-way
portal
to
another
world
or
plane
Ethereal
Plane.
The
object
must
be
neither
worn
of
existence.
Each
time
the
item
opens
a
portal,
the
nor
carried,
within
120
feet
of
the
target,
and
no
GM
decides
where
it
leads.
You
can
use
an
action
to
larger
than
10
feet
in
any
dimension.
close
an
open
portal
by
taking
hold
of
the
edges
of
6669
You
shrink
yourself
as
if
you
had
cast
the
cloth
and
folding
it
up.
Once
well
of
many
worlds
enlarge/reduce
on
yourself.
7079
You
cast
fireball.
has
opened
a
portal,
it
cant
do
so
again
for
1d8
8084
You
cast
invisibility
on
yourself.
hours.
8587
Leaves
grow
from
the
target.
If
you
chose
a
point
in
space
as
the
target,
leaves
sprout
from
the
Wind Fan
creature
nearest
to
that
point.
Unless
they
are
Wondrous
item,
uncommon
picked
off,
the
leaves
turn
brown
and
fall
off
While
holding
this
fan,
you
can
use
an
action
to
cast
after
24
hours.
the
gust
of
wind
spell
(save
DC
13)
from
it.
Once
used,
8890
A
stream
of
1d4
10
gems,
each
worth
1
gp,
the
fan
shouldnt
be
used
again
until
the
next
dawn.
shoots
from
the
wands
tip
in
a
line
30
feet
long
and
5
feet
wide.
Each
gem
deals
1
bludgeoning
Each
time
it
is
used
again
before
then,
it
has
a
damage,
and
the
total
damage
of
the
gems
is
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
250
cumulative
20
percent
chance
of
not
working
and
Abilities
tearing
into
useless,
nonmagical
tatters.
A
sentient
magic
item
has
Intelligence,
Wisdom,
and
Charisma
scores.
You
can
choose
the
items
abilities
Winged Boots or
determine
them
randomly.
To
determine
them
Wondrous
item,
uncommon
(requires
attunement)
randomly,
roll
4d6
for
each
one,
dropping
the
lowest
While
you
wear
these
boots,
you
have
a
flying
speed
roll
and
totaling
the
rest.
equal
to
your
walking
speed.
You
can
use
the
boots
to
fly
for
up
to
4
hours,
all
at
once
or
in
several
Communication
shorter
flights,
each
one
using
a
minimum
of
1
A
sentient
item
has
some
ability
to
communicate,
minute
from
the
duration.
If
you
are
flying
when
the
either
by
sharing
its
emotions,
broadcasting
its
duration
expires,
you
descend
at
a
rate
of
30
feet
per
thoughts
telepathically,
or
speaking
aloud.
You
can
round
until
you
land.
choose
how
it
communicates
or
roll
on
the
following
The
boots
regain
2
hours
of
flying
capability
for
table.
every
12
hours
they
arent
in
use.
d100
Communication
0160
The
item
communicates
by
transmitting
emotion
Wings of Flying to
the
creature
carrying
or
wielding
it.
Wondrous
item,
rare
(requires
attunement)
6190
The
item
can
speak,
read,
and
understand
one
or
more
languages.
While
wearing
this
cloak,
you
can
use
an
action
to
9100
The
item
can
speak,
read,
and
understand
one
speak
its
command
word.
This
turns
the
cloak
into
a
or
more
languages.
In
addition,
the
item
can
pair
of
bat
wings
or
bird
wings
on
your
back
for
1
communicate
telepathically
with
any
character
hour
or
until
you
repeat
the
command
word
as
an
that
carries
or
wields
it.
action.
The
wings
give
you
a
flying
speed
of
60
feet.
When
they
disappear,
you
cant
use
them
again
for
Senses
1d12
hours.
With
sentience
comes
awareness.
A
sentient
item
can
perceive
its
surroundings
out
to
a
limited
range.
Sentient Magic Items You
can
choose
its
senses
or
roll
on
the
following
table.
Some
magic
items
possess
sentience
and
personality.
Such
an
item
might
be
possessed,
haunted
by
the
d4
Senses
spirit
of
a
previous
owner,
or
self-aware
thanks
to
1
Hearing
and
normal
vision
out
to
30
feet.
2
Hearing
and
normal
vision
out
to
60
feet
the
magic
used
to
create
it.
In
any
case,
the
item
3
Hearing
and
normal
vision
out
to
120
feet.
behaves
like
a
character,
complete
with
personality
4
Hearing
and
darkvision
out
to
120
feet.
quirks,
ideals,
bonds,
and
sometimes
flaws.
A
sentient
item
might
be
a
cherished
ally
to
its
wielder
Alignment
or
a
continual
thorn
in
the
side.
A
sentient
magic
item
has
an
alignment.
Its
creator
Most
sentient
items
are
weapons.
Other
kinds
of
or
nature
might
suggest
an
alignment.
If
not,
you
can
items
can
manifest
sentience,
but
consumable
items
pick
an
alignment
or
roll
on
the
following
table.
such
as
potions
and
scrolls
are
never
sentient.
Sentient
magic
items
function
as
NPCs
under
the
d100
Alignment
d100
Alignment
GMs
control.
Any
activated
property
of
the
item
is
0115
Lawful
good
7485
Chaotic
neutral
under
the
items
control,
not
its
wielders.
As
long
as
1635
Neutral
good
8689
Lawful
evil
the
wielder
maintains
a
good
relationship
with
the
3650
Chaotic
good
9096
Neutral
evil
item,
the
wielder
can
access
those
properties
5163
Lawful
neutral
9700
Chaotic
evil
6473
Neutral
normally.
If
the
relationship
is
strained,
the
item
can
suppress
its
activated
properties
or
even
turn
them
against
the
wielder.
Special Purpose
You
can
give
a
sentient
item
an
objective
it
pursues,
Creating Sentient Magic Items perhaps
to
the
exclusion
of
all
else.
As
long
as
the
wielders
use
of
the
item
aligns
with
that
special
When
you
decide
to
make
a
magic
item
sentient,
you
purpose,
the
item
remains
cooperative.
Deviating
create
the
items
persona
in
the
same
way
you
would
from
this
course
might
cause
conflict
between
the
create
an
NPC,
with
a
few
exceptions
described
here.
wielder
and
the
item,
and
could
even
cause
the
item
to
prevent
the
use
of
its
activated
properties.
You
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
251
can
pick
a
special
purpose
or
roll
on
the
following
throw,
with
a
DC
equal
to
12
+
the
items
Charisma
table.
modifier.
On
a
failed
save,
the
wielder
is
charmed
by
the
item
for
1d12
hours.
While
charmed,
the
wielder
d10
Purpose
1
Aligned:
The
item
seeks
to
defeat
or
destroy
those
of
a
must
try
to
follow
the
items
commands.
If
the
diametrically
opposed
alignment.
(Such
an
item
is
wielder
takes
damage,
it
can
repeat
the
saving
throw,
never
neutral.)
ending
the
effect
on
a
success.
Whether
the
attempt
2
Bane:
The
item
seeks
to
defeat
or
destroy
creatures
of
to
control
its
user
succeeds
or
fails,
the
item
cant
a
particular
kind,
such
as
fiends,
shapechangers,
trolls,
use
this
power
again
until
the
next
dawn.
or
wizards.
3
Protector:
The
item
seeks
to
defend
a
particular
race
or
kind
of
creature,
such
as
elves
or
druids.
Artifacts
4
Crusader:
The
item
seeks
to
defeat,
weaken,
or
destroy
the
servants
of
a
particular
deity.
Orb of Dragonkind
5
Templar:
The
item
seeks
to
defend
the
servants
and
Wondrous
item,
artifact
(requires
attunement)
interests
of
a
particular
deity.
6
Destroyer:
The
item
craves
destruction
and
goads
its
Ages
past,
elves
and
humans
waged
a
terrible
war
user
to
fight
arbitrarily.
against
evil
dragons.
When
the
world
seemed
7
Glory
Seeker:
The
item
seeks
renown
as
the
greatest
doomed,
powerful
wizards
came
together
and
magic
item
in
the
world,
by
establishing
its
user
as
a
worked
their
greatest
magic,
forging
five
Orbs
of
famous
or
notorious
figure.
Dragonkind
(or
Dragon
Orbs)
to
help
them
defeat
the
8
Lore
Seeker:
The
item
craves
knowledge
or
is
dragons.
One
orb
was
taken
to
each
of
the
five
determined
to
solve
a
mystery,
learn
a
secret,
or
wizard
towers,
and
there
they
were
used
to
speed
unravel
a
cryptic
prophecy.
the
war
toward
a
victorious
end.
The
wizards
used
9
Destiny
Seeker:
The
item
is
convinced
that
it
and
its
the
orbs
to
lure
dragons
to
them,
then
destroyed
the
wielder
have
key
roles
to
play
in
future
events.
dragons
with
powerful
magic.
10
Creator
Seeker:
The
item
seeks
its
creator
and
wants
As
the
wizard
towers
fell
in
later
ages,
the
orbs
to
understand
why
it
was
created.
were
destroyed
or
faded
into
legend,
and
only
three
are
thought
to
survive.
Their
magic
has
been
warped
Conflict and
twisted
over
the
centuries,
so
although
their
primary
purpose
of
calling
dragons
still
functions,
A
sentient
item
has
a
will
of
its
own,
shaped
by
its
they
also
allow
some
measure
of
control
over
personality
and
alignment.
If
its
wielder
acts
in
a
dragons.
manner
opposed
to
the
items
alignment
or
purpose,
Each
orb
contains
the
essence
of
an
evil
dragon,
a
conflict
can
arise.
When
such
a
conflict
occurs,
the
presence
that
resents
any
attempt
to
coax
magic
item
makes
a
Charisma
check
contested
by
the
from
it.
Those
lacking
in
force
of
personality
might
wielders
Charisma
check.
If
the
item
wins
the
find
themselves
enslaved
to
an
orb.
contest,
it
makes
one
or
more
of
the
following
An
orb
is
an
etched
crystal
globe
about
10
inches
demands:
in
diameter.
When
used,
it
grows
to
about
20
inches
in
diameter,
and
mist
swirls
inside
it.
The
item
insists
on
being
carried
or
worn
at
all
While
attuned
to
an
orb,
you
can
use
an
action
to
times.
peer
into
the
orbs
depths
and
speak
its
command
The
item
demands
that
its
wielder
dispose
of
word.
You
must
then
make
a
DC
15
Charisma
check.
anything
the
item
finds
repugnant.
On
a
successful
check,
you
control
the
orb
for
as
long
The
item
demands
that
its
wielder
pursue
the
as
you
remain
attuned
to
it.
On
a
failed
check,
you
items
goals
to
the
exclusion
of
all
other
goals.
become
charmed
by
the
orb
for
as
long
as
you
The
item
demands
to
be
given
to
someone
else.
remain
attuned
to
it.
If
its
wielder
refuses
to
comply
with
the
items
While
you
are
charmed
by
the
orb,
you
cant
wishes,
the
item
can
do
any
or
all
of
the
following:
voluntarily
end
your
attunement
to
it,
and
the
orb
casts
suggestion
on
you
at
will
(save
DC
18),
urging
Make
it
impossible
for
its
wielder
to
attune
to
it.
you
to
work
toward
the
evil
ends
it
desires.
The
Suppress
one
or
more
of
its
activated
properties.
dragon
essence
within
the
orb
might
want
many
Attempt
to
take
control
of
its
wielder.
things:
the
annihilation
of
a
particular
people,
If
a
sentient
item
attempts
to
take
control
of
its
freedom
from
the
orb,
to
spread
suffering
in
the
wielder,
the
wielder
must
make
a
Charisma
saving
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
252
world,
to
advance
the
worship
of
Tiamat,
or
something
else
the
GM
decides.
Random
Properties.
An
Orb
of
Dragonkind
has
the
following
random
properties:
2
minor
beneficial
properties
1
minor
detrimental
property
1
major
detrimental
property
Spells.
The
orb
has
7
charges
and
regains
1d4
+
3
expended
charges
daily
at
dawn.
If
you
control
the
orb,
you
can
use
an
action
and
expend
1
or
more
charges
to
cast
one
of
the
following
spells
(save
DC
18)
from
it:
cure
wounds
(5th-level
version,
3
charges),
daylight
(1
charge),
death
ward
(2
charges),
or
scrying
(3
charges).
You
can
also
use
an
action
to
cast
the
detect
magic
spell
from
the
orb
without
using
any
charges.
Call
Dragons.
While
you
control
the
orb,
you
can
use
an
action
to
cause
the
artifact
to
issue
a
telepathic
call
that
extends
in
all
directions
for
40
miles.
Evil
dragons
in
range
feel
compelled
to
come
to
the
orb
as
soon
as
possible
by
the
most
direct
route.
Dragon
deities
such
as
Tiamat
are
unaffected
by
this
call.
Dragons
drawn
to
the
orb
might
be
hostile
toward
you
for
compelling
them
against
their
will.
Once
you
have
used
this
property,
it
cant
be
used
again
for
1
hour.
Destroying
an
Orb.
An
Orb
of
Dragonkind
appears
fragile
but
is
impervious
to
most
damage,
including
the
attacks
and
breath
weapons
of
dragons.
A
disintegrate
spell
or
one
good
hit
from
a
+3
magic
weapon
is
sufficient
to
destroy
an
orb,
however.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
253
have
magical
powers,
but
most
are
unintelligent
and
Monsters lack
any
society
or
language.
Beasts
include
all
varieties
of
ordinary
animals,
dinosaurs,
and
giant
A
monsters
statistics,
sometimes
referred
to
as
its
versions
of
animals.
stat
block,
provide
the
essential
information
that
Celestials
are
creatures
native
to
the
Upper
you
need
to
run
the
monster.
Planes.
Many
of
them
are
the
servants
of
deities,
employed
as
messengers
or
agents
in
the
mortal
Size realm
and
throughout
the
planes.
Celestials
are
good
A
monster
can
be
Tiny,
Small,
Medium,
Large,
Huge,
by
nature,
so
the
exceptional
celestial
who
strays
or
Gargantuan.
The
Size
Categories
table
shows
how
from
a
good
alignment
is
a
horrifying
rarity.
much
space
a
creature
of
a
particular
size
controls
in
Celestials
include
angels,
couatls,
and
pegasi.
combat.
See
the
Players
Handbook
for
more
Constructs
are
made,
not
born.
Some
are
information
on
creature
size
and
space.
programmed
by
their
creators
to
follow
a
simple
set
of
instructions,
while
others
are
imbued
with
Size
Categories
sentience
and
capable
of
independent
thought.
Size
Space
Examples
Golems
are
the
iconic
constructs.
Many
creatures
Tiny
2
by
2
ft.
Imp,
sprite
native
to
the
outer
plane
of
Mechanus,
such
as
Small
5
by
5
ft.
Giant
rat,
goblin
modrons,
are
constructs
shaped
from
the
raw
Medium
5
by
5
ft.
Orc,
werewolf
material
of
the
plane
by
the
will
of
more
powerful
Large
10
by
10
ft.
Hippogriff,
ogre
creatures.
Huge
15
by
15
ft.
Fire
giant,
treant
Dragons
are
large
reptilian
creatures
of
ancient
Gargantuan
20
by
20
ft.
or
larger
Kraken,
purple
worm
origin
and
tremendous
power.
True
dragons,
including
the
good
metallic
dragons
and
the
evil
chromatic
dragons,
are
highly
intelligent
and
have
Modifying Creatures
innate
magic.
Also
in
this
category
are
creatures
Despite
the
versatile
collection
of
monsters
in
this
book,
you
distantly
related
to
true
dragons,
but
less
powerful,
might
be
at
a
loss
when
it
comes
to
finding
the
perfect
less
intelligent,
and
less
magical,
such
as
wyverns
creature
for
part
of
an
adventure.
Feel
free
to
tweak
an
and
pseudodragons.
existing
creature
to
make
it
into
something
more
useful
for
Elementals
are
creatures
native
to
the
elemental
you,
perhaps
by
borrowing
a
trait
or
two
from
a
different
monster
or
by
using
a
variant
or
template,
such
as
the
ones
planes.
Some
creatures
of
this
type
are
little
more
in
this
book.
Keep
in
mind
that
modifying
a
monster,
than
animate
masses
of
their
respective
elements,
including
when
you
apply
a
template
to
it,
might
change
its
including
the
creatures
simply
called
elementals.
challenge
rating.
Others
have
biological
forms
infused
with
elemental
energy.
The
races
of
genies,
including
djinn
and
efreet,
form
the
most
important
civilizations
on
the
elemental
planes.
Other
elemental
creatures
include
Type azers
and
invisible
stalkers.
A
monsters
type
speaks
to
its
fundamental
nature.
Fey
are
magical
creatures
closely
tied
to
the
forces
Certain
spells,
magic
items,
class
features,
and
other
of
nature.
They
dwell
in
twilight
groves
and
misty
effects
in
the
game
interact
in
special
ways
with
forests.
In
some
worlds,
they
are
closely
tied
to
the
creatures
of
a
particular
type.
For
example,
an
arrow
Feywild,
also
called
the
Plane
of
Faerie.
Some
are
of
dragon
slaying
deals
extra
damage
not
only
to
also
found
in
the
Outer
Planes,
particularly
the
dragons
but
also
other
creatures
of
the
dragon
type,
planes
of
Arborea
and
the
Beastlands.
Fey
include
such
as
dragon
turtles
and
wyverns.
dryads,
pixies,
and
satyrs.
The
game
includes
the
following
monster
types,
Fiends
are
creatures
of
wickedness
that
are
native
which
have
no
rules
of
their
own.
to
the
Lower
Planes.
A
few
are
the
servants
of
deities,
Aberrations
are
utterly
alien
beings.
Many
of
but
many
more
labor
under
the
leadership
of
them
have
innate
magical
abilities
drawn
from
the
archdevils
and
demon
princes.
Evil
priests
and
creatures
alien
mind
rather
than
the
mystical
forces
mages
sometimes
summon
fiends
to
the
material
of
the
world.
The
quintessential
aberrations
are
world
to
do
their
bidding.
If
an
evil
celestial
is
a
aboleths,
beholders,
mind
flayers,
and
slaadi.
rarity,
a
good
fiend
is
almost
inconceivable.
Fiends
Beasts
are
nonhumanoid
creatures
that
are
a
include
demons,
devils,
hell
hounds,
rakshasas,
and
natural
part
of
the
fantasy
ecology.
Some
of
them
yugoloths.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
254
Giants
tower
over
humans
and
their
kind.
They
game,
such
as
a
magic
item,
might
refer
to
them.
For
are
humanlike
in
shape,
though
some
have
multiple
instance,
a
spear
that
is
especially
effective
at
heads
(ettins)
or
deformities
(fomorians).
The
six
fighting
demons
would
work
against
any
monster
varieties
of
true
giant
are
hill
giants,
stone
giants,
that
has
the
demon
tag.
frost
giants,
fire
giants,
cloud
giants,
and
storm
giants.
Besides
these,
creatures
such
as
ogres
and
Alignment
trolls
are
giants.
A
monsters
alignment
provides
a
clue
to
its
Humanoids
are
the
main
peoples
of
a
fantasy
disposition
and
how
it
behaves
in
a
roleplaying
or
gaming
world,
both
civilized
and
savage,
including
combat
situation.
For
example,
a
chaotic
evil
humans
and
a
tremendous
variety
of
other
species.
monster
might
be
difficult
to
reason
with
and
might
They
have
language
and
culture,
few
if
any
innate
attack
characters
on
sight,
whereas
a
neutral
magical
abilities
(though
most
humanoids
can
learn
monster
might
be
willing
to
negotiate.
See
the
spellcasting),
and
a
bipedal
form.
The
most
common
Players
Handbook
for
descriptions
of
the
different
humanoid
races
are
the
ones
most
suitable
as
player
alignments.
characters:
humans,
dwarves,
elves,
and
halflings.
The
alignment
specified
in
a
monsters
stat
block
Almost
as
numerous
but
far
more
savage
and
brutal,
is
the
default.
Feel
free
to
depart
from
it
and
change
and
almost
uniformly
evil,
are
the
races
of
goblinoids
a
monsters
alignment
to
suit
the
needs
of
your
(goblins,
hobgoblins,
and
bugbears),
orcs,
gnolls,
campaign.
If
you
want
a
good-aligned
green
dragon
lizardfolk,
and
kobolds.
or
an
evil
storm
giant,
theres
nothing
stopping
you.
Monstrosities
are
monsters
in
the
strictest
Some
creatures
can
have
any
alignment.
In
other
sensefrightening
creatures
that
are
not
ordinary,
words,
you
choose
the
monsters
alignment.
Some
not
truly
natural,
and
almost
never
benign.
Some
are
monsters
alignment
entry
indicates
a
tendency
or
the
results
of
magical
experimentation
gone
awry
aversion
toward
law,
chaos,
good,
or
evil.
For
(such
as
owlbears),
and
others
are
the
product
of
example,
a
berserker
can
be
any
chaotic
alignment
terrible
curses
(including
minotaurs
and
yuan-ti).
(chaotic
good,
chaotic
neutral,
or
chaotic
evil),
as
They
defy
categorization,
and
in
some
sense
serve
as
befits
its
wild
nature.
a
catch-all
category
for
creatures
that
dont
fit
into
Many
creatures
of
low
intelligence
have
no
any
other
type.
comprehension
of
law
or
chaos,
good
or
evil.
They
Oozes
are
gelatinous
creatures
that
rarely
have
a
dont
make
moral
or
ethical
choices,
but
rather
act
fixed
shape.
They
are
mostly
subterranean,
dwelling
on
instinct.
These
creatures
are
unaligned,
which
in
caves
and
dungeons
and
feeding
on
refuse,
carrion,
means
they
dont
have
an
alignment.
or
creatures
unlucky
enough
to
get
in
their
way.
Black
puddings
and
gelatinous
cubes
are
among
the
Armor Class
most
recognizable
oozes.
Plants
in
this
context
are
vegetable
creatures,
not
A
monster
that
wears
armor
or
carries
a
shield
has
ordinary
flora.
Most
of
them
are
ambulatory,
and
an
Armor
Class
(AC)
that
takes
its
armor,
shield,
and
some
are
carnivorous.
The
quintessential
plants
are
Dexterity
into
account.
Otherwise,
a
monsters
AC
is
the
shambling
mound
and
the
treant.
Fungal
based
on
its
Dexterity
modifier
and
natural
armor,
if
creatures
such
as
the
gas
spore
and
the
myconid
also
any.
If
a
monster
has
natural
armor,
wears
armor,
or
fall
into
this
category.
carries
a
shield,
this
is
noted
in
parentheses
after
its
Undead
are
once-living
creatures
brought
to
a
AC
value.
horrifying
state
of
undeath
through
the
practice
of
necromantic
magic
or
some
unholy
curse.
Undead
Hit Points
include
walking
corpses,
such
as
vampires
and
A
monster
usually
dies
or
is
destroyed
when
it
drops
zombies,
as
well
as
bodiless
spirits,
such
as
ghosts
to
0
hit
points.
For
more
on
hit
points,
see
the
and
specters.
Players
Handbook.
A
monsters
hit
points
are
presented
both
as
a
die
Tags expression
and
as
an
average
number.
For
example,
A
monster
might
have
one
or
more
tags
appended
to
a
monster
with
2d8
hit
points
has
9
hit
points
on
its
type,
in
parentheses.
For
example,
an
orc
has
the
average
(2
4).
humanoid
(orc)
type.
The
parenthetical
tags
provide
A
monsters
size
determines
the
die
used
to
additional
categorization
for
certain
creatures.
The
calculate
its
hit
points,
as
shown
in
the
Hit
Dice
by
tags
have
no
rules
of
their
own,
but
something
in
the
Size
table.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
255
Hit
Dice
by
Size
Ability Scores
Monster
Size
Hit
Die
Average
HP
per
Die
Every
monster
has
six
ability
scores
(Strength,
Tiny
d4
2
Dexterity,
Constitution,
Intelligence,
Wisdom,
and
Small
d6
3
Charisma)
and
corresponding
modifiers.
For
more
Medium
d8
4
Large
d10
5
information
on
ability
scores
and
how
theyre
used
Huge
d12
6
in
play,
see
the
Players
Handbook.
Gargantuan
d20
10
Saving Throws
A
monsters
Constitution
modifier
also
affects
the
The
Saving
Throws
entry
is
reserved
for
creatures
number
of
hit
points
it
has.
Its
Constitution
modifier
that
are
adept
at
resisting
certain
kinds
of
effects.
is
multiplied
by
the
number
of
Hit
Dice
it
possesses,
For
example,
a
creature
that
isnt
easily
charmed
or
and
the
result
is
added
to
its
hit
points.
For
example,
frightened
might
gain
a
bonus
on
its
Wisdom
saving
if
a
monster
has
a
Constitution
of
12
(+1
modifier)
throws.
Most
creatures
dont
have
special
saving
and
2d8
Hit
Dice,
it
has
2d8
+
2
hit
points
(average
throw
bonuses,
in
which
case
this
section
is
absent.
11).
A
saving
throw
bonus
is
the
sum
of
a
monsters
relevant
ability
modifier
and
its
proficiency
bonus,
Speed which
is
determined
by
the
monsters
challenge
A
monsters
speed
tells
you
how
far
it
can
move
on
rating
(as
shown
in
the
Proficiency
Bonus
by
its
turn.
For
more
information
on
speed,
see
the
Challenge
Rating
table).
Players
Handbook.
Proficiency
Bonus
by
Challenge
Rating
All
creatures
have
a
walking
speed,
simply
called
the
monsters
speed.
Creatures
that
have
no
form
of
Proficiency
Proficiency
ground-based
locomotion
have
a
walking
speed
of
0
Challenge
Bonus
Challenge
Bonus
0
+2
14
+5
feet.
1/8
+2
15
+5
Some
creatures
have
one
or
more
of
the
following
1/4
+2
16
+5
additional
movement
modes.
1/2
+2
17
+6
1
+2
18
+6
Burrow 2
+2
19
+6
A
monster
that
has
a
burrowing
speed
can
use
that
3
+2
20
+6
speed
to
move
through
sand,
earth,
mud,
or
ice.
A
4
+2
21
+7
monster
cant
burrow
through
solid
rock
unless
it
5
+3
22
+7
has
a
special
trait
that
allows
it
to
do
so.
6
+3
23
+7
7
+3
24
+7
Climb 8
+3
25
+8
A
monster
that
has
a
climbing
speed
can
use
all
or
9
+4
26
+8
part
of
its
movement
to
move
on
vertical
surfaces.
10
+4
27
+8
The
monster
doesnt
need
to
spend
extra
movement
11
+4
28
+8
to
climb.
12
+4
29
+9
13
+5
30
+9
Fly
A
monster
that
has
a
flying
speed
can
use
all
or
part
of
its
movement
to
fly.
Some
monsters
have
the
Skills
ability
to
hover,
which
makes
them
hard
to
knock
The
Skills
entry
is
reserved
for
monsters
that
are
out
of
the
air
(as
explained
in
the
rules
on
flying
in
proficient
in
one
or
more
skills.
For
example,
a
the
Players
Handbook).
Such
a
monster
stops
monster
that
is
very
perceptive
and
stealthy
might
hovering
when
it
dies.
have
bonuses
to
Wisdom
(Perception)
and
Dexterity
(Stealth)
checks.
Swim
A
skill
bonus
is
the
sum
of
a
monsters
relevant
A
monster
that
has
a
swimming
speed
doesnt
need
ability
modifier
and
its
proficiency
bonus,
which
is
to
spend
extra
movement
to
swim.
determined
by
the
monsters
challenge
rating
(as
shown
in
the
Proficiency
Bonus
by
Challenge
Rating
table).
Other
modifiers
might
apply.
For
instance,
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
256
monster
might
have
a
larger-than-expected
bonus
Tremorsense
(usually
double
its
proficiency
bonus)
to
account
for
A
monster
with
tremorsense
can
detect
and
pinpoint
its
heightened
expertise.
the
origin
of
vibrations
within
a
specific
radius,
provided
that
the
monster
and
the
source
of
the
Vulnerabilities, Resistances, and vibrations
are
in
contact
with
the
same
ground
or
Immunities substance.
Tremorsense
cant
be
used
to
detect
flying
or
incorporeal
creatures.
Many
burrowing
Some
creatures
have
vulnerability,
resistance,
or
creatures,
such
as
ankhegs
and
umber
hulks,
have
immunity
to
certain
types
of
damage.
Particular
this
special
sense.
creatures
are
even
resistant
or
immune
to
damage
from
nonmagical
attacks
(a
magical
attack
is
an
Truesight
attack
delivered
by
a
spell,
a
magic
item,
or
another
A
monster
with
truesight
can,
out
to
a
specific
range,
magical
source).
In
addition,
some
creatures
are
see
in
normal
and
magical
darkness,
see
invisible
immune
to
certain
conditions.
creatures
and
objects,
automatically
detect
visual
illusions
and
succeed
on
saving
throws
against
them,
Senses and
perceive
the
original
form
of
a
shapechanger
or
The
Senses
entry
notes
a
monsters
passive
Wisdom
a
creature
that
is
transformed
by
magic.
(Perception)
score,
as
well
as
any
special
senses
the
Furthermore,
the
monster
can
see
into
the
Ethereal
monster
might
have.
Special
senses
are
described
Plane
within
the
same
range.
below.
Languages
Blindsight The
languages
that
a
monster
can
speak
are
listed
in
A
monster
with
blindsight
can
perceive
its
alphabetical
order.
Sometimes
a
monster
can
surroundings
without
relying
on
sight,
within
a
understand
a
language
but
cant
speak
it,
and
this
is
specific
radius.
noted
in
its
entry.
A
indicates
that
a
creature
Creatures
without
eyes,
such
as
grimlocks
and
neither
speaks
nor
understands
any
language.
gray
oozes,
typically
have
this
special
sense,
as
do
creatures
with
echolocation
or
heightened
senses,
Telepathy
such
as
bats
and
true
dragons.
Telepathy
is
a
magical
ability
that
allows
a
monster
If
a
monster
is
naturally
blind,
it
has
a
to
communicate
mentally
with
another
creature
parenthetical
note
to
this
effect,
indicating
that
the
within
a
specified
range.
The
contacted
creature
radius
of
its
blindsight
defines
the
maximum
range
doesnt
need
to
share
a
language
with
the
monster
to
of
its
perception.
communicate
in
this
way
with
it,
but
it
must
be
able
to
understand
at
least
one
language.
A
creature
Darkvision without
telepathy
can
receive
and
respond
to
A
monster
with
darkvision
can
see
in
the
dark
within
telepathic
messages
but
cant
initiate
or
terminate
a
a
specific
radius.
The
monster
can
see
in
dim
light
telepathic
conversation.
within
the
radius
as
if
it
were
bright
light,
and
in
A
telepathic
monster
doesnt
need
to
see
a
darkness
as
if
it
were
dim
light.
The
monster
cant
contacted
creature
and
can
end
the
telepathic
discern
color
in
darkness,
only
shades
of
gray.
Many
contact
at
any
time.
The
contact
is
broken
as
soon
as
creatures
that
live
underground
have
this
special
the
two
creatures
are
no
longer
within
range
of
each
sense.
other
or
if
the
telepathic
monster
contacts
a
Armor, Weapon, and Tool Proficiencies different
creature
within
range.
A
telepathic
monster
can
initiate
or
terminate
a
telepathic
conversation
Assume
that
a
creature
is
proficient
with
its
armor,
weapons,
without
using
an
action,
but
while
the
monster
is
and
tools.
If
you
swap
them
out,
you
decide
whether
the
incapacitated,
it
cant
initiate
telepathic
contact,
and
creature
is
proficient
with
its
new
equipment.
any
current
contact
is
terminated.
For
example,
a
hill
giant
typically
wears
hide
armor
and
wields
a
greatclub.
You
could
equip
a
hill
giant
with
chain
A
creature
within
the
area
of
an
antimagic
field
or
mail
and
a
greataxe
instead,
and
assume
the
giant
is
in
any
other
location
where
magic
doesnt
function
proficient
with
both,
one
or
the
other,
or
neither.
cant
send
or
receive
telepathic
messages.
See
the
Players
Handbook
for
rules
on
using
armor
or
weapons
without
proficiency.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
257
Challenge Special Traits
A
monsters
challenge
rating
tells
you
how
great
a
Special
traits
(which
appear
after
a
monsters
threat
the
monster
is.
An
appropriately
equipped
challenge
rating
but
before
any
actions
or
reactions)
and
well-rested
party
of
four
adventurers
should
be
are
characteristics
that
are
likely
to
be
relevant
in
a
able
to
defeat
a
monster
that
has
a
challenge
rating
combat
encounter
and
that
require
some
equal
to
its
level
without
suffering
any
deaths.
For
explanation.
example,
a
party
of
four
3rd-level
characters
should
find
a
monster
with
a
challenge
rating
of
3
to
be
a
Innate Spellcasting
worthy
challenge,
but
not
a
deadly
one.
A
monster
with
the
innate
ability
to
cast
spells
has
Monsters
that
are
significantly
weaker
than
1st- the
Innate
Spellcasting
special
trait.
Unless
noted
level
characters
have
a
challenge
rating
lower
than
1.
otherwise,
an
innate
spell
of
1st
level
or
higher
is
Monsters
with
a
challenge
rating
of
0
are
always
cast
at
its
lowest
possible
level
and
cant
be
insignificant
except
in
large
numbers;
those
with
no
cast
at
a
higher
level.
If
a
monster
has
a
cantrip
effective
attacks
are
worth
no
experience
points,
where
its
level
matters
and
no
level
is
given,
use
the
while
those
that
have
attacks
are
worth
10
XP
each.
monsters
challenge
rating.
Some
monsters
present
a
greater
challenge
than
An
innate
spell
can
have
special
rules
or
even
a
typical
20th-level
party
can
handle.
These
restrictions.
For
example,
a
drow
mage
can
innately
monsters
have
a
challenge
rating
of
21
or
higher
and
cast
the
levitate
spell,
but
the
spell
has
a
self
only
are
specifically
designed
to
test
player
skill.
restriction,
which
means
that
the
spell
affects
only
the
drow
mage.
Experience Points
A
monsters
innate
spells
cant
be
swapped
out
The
number
of
experience
points
(XP)
a
monster
is
with
other
spells.
If
a
monsters
innate
spells
dont
worth
is
based
on
its
challenge
rating.
Typically,
XP
require
attack
rolls,
no
attack
bonus
is
given
for
is
awarded
for
defeating
the
monster,
although
the
them.
GM
may
also
award
XP
for
neutralizing
the
threat
posed
by
the
monster
in
some
other
manner.
Spellcasting
Unless
something
tells
you
otherwise,
a
monster
A
monster
with
the
Spellcasting
special
trait
has
a
summoned
by
a
spell
or
other
magical
ability
is
spellcaster
level
and
spell
slots,
which
it
uses
to
cast
worth
the
XP
noted
in
its
stat
block.
its
spells
of
1st
level
and
higher
(as
explained
in
the
Players
Handbook).
The
spellcaster
level
is
also
used
Experience
Points
by
Challenge
Rating
for
any
cantrips
included
in
the
feature.
Challenge
XP
Challenge
XP
The
monster
has
a
list
of
spells
known
or
prepared
0
0
or
10
14
11,500
from
a
specific
class.
The
list
might
also
include
1/8
25
15
13,000
spells
from
a
feature
in
that
class,
such
as
the
Divine
1/4
50
16
15,000
Domain
feature
of
the
cleric
or
the
Druid
Circle
1/2
100
17
18,000
feature
of
the
druid.
The
monster
is
considered
a
1
200
18
20,000
member
of
that
class
when
attuning
to
or
using
a
2
450
19
22,000
magic
item
that
requires
membership
in
the
class
or
3
700
20
25,000
access
to
its
spell
list.
4
1,100
21
33,000
A
monster
can
cast
a
spell
from
its
list
at
a
higher
5
1,800
22
41,000
6
2,300
23
50,000
level
if
it
has
the
spell
slot
to
do
so.
For
example,
a
7
2,900
24
62,000
drow
mage
with
the
3rd-level
lightning
bolt
spell
can
8
3,900
25
75,000
cast
it
as
a
5th-level
spell
by
using
one
of
its
5th-level
9
5,000
26
90,000
spell
slots.
10
5,900
27
105,000
You
can
change
the
spells
that
a
monster
knows
or
11
7,200
28
120,000
has
prepared,
replacing
any
spell
on
its
spell
list
with
12
8,400
29
135,000
a
spell
of
the
same
level
and
from
the
same
class
list.
13
10,000
30
155,000
If
you
do
so,
you
might
cause
the
monster
to
be
a
greater
or
lesser
threat
than
suggested
by
its
challenge
rating.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
258
Psionics Reactions
A
monster
that
casts
spells
using
only
the
power
of
its
mind
has
the
psionics
tag
added
to
its
Spellcasting
If
a
monster
can
do
something
special
with
its
or
Innate
Spellcasting
special
trait.
This
tag
carries
reaction,
that
information
is
contained
here.
If
a
no
special
rules
of
its
own,
but
other
parts
of
the
creature
has
no
special
reaction,
this
section
is
game
might
refer
to
it.
A
monster
that
has
this
tag
absent.
typically
doesnt
require
any
components
to
cast
its
spells.
Limited Usage
Some
special
abilities
have
restrictions
on
the
Actions number
of
times
they
can
be
used.
When
a
monster
takes
its
action,
it
can
choose
from
X/Day.
The
notation
X/Day
means
a
special
the
options
in
the
Actions
section
of
its
stat
block
or
ability
can
be
used
X
number
of
times
and
that
a
use
one
of
the
actions
available
to
all
creatures,
such
monster
must
finish
a
long
rest
to
regain
expended
as
the
Dash
or
Hide
action,
as
described
in
the
uses.
For
example,
1/Day
means
a
special
ability
Players
Handbook.
can
be
used
once
and
that
the
monster
must
finish
a
long
rest
to
use
it
again.
Melee and Ranged Attacks
Recharge
XY.
The
notation
Recharge
XY
The
most
common
actions
that
a
monster
will
take
means
a
monster
can
use
a
special
ability
once
and
in
combat
are
melee
and
ranged
attacks.
These
can
that
the
ability
then
has
a
random
chance
of
be
spell
attacks
or
weapon
attacks,
where
the
recharging
during
each
subsequent
round
of
combat.
weapon
might
be
a
manufactured
item
or
a
natural
At
the
start
of
each
of
the
monsters
turns,
roll
a
d6.
weapon,
such
as
a
claw
or
tail
spike.
For
more
If
the
roll
is
one
of
the
numbers
in
the
recharge
information
on
different
kinds
of
attacks,
see
the
notation,
the
monster
regains
the
use
of
the
special
Players
Handbook.
ability.
The
ability
also
recharges
when
the
monster
Creature
vs.
Target.
The
target
of
a
melee
or
finishes
a
short
or
long
rest.
ranged
attack
is
usually
either
one
creature
or
one
For
example,
Recharge
56
means
a
monster
can
target,
the
difference
being
that
a
target
can
be
a
use
the
special
ability
once.
Then,
at
the
start
of
the
creature
or
an
object.
monsters
turn,
it
regains
the
use
of
that
ability
if
it
Hit.
Any
damage
dealt
or
other
effects
that
occur
rolls
a
5
or
6
on
a
d6.
as
a
result
of
an
attack
hitting
a
target
are
described
Recharge
after
a
Short
or
Long
Rest.
This
after
the
Hit
notation.
You
have
the
option
of
notation
means
that
a
monster
can
use
a
special
taking
average
damage
or
rolling
the
damage;
for
ability
once
and
then
must
finish
a
short
or
long
rest
this
reason,
both
the
average
damage
and
the
die
to
use
it
again.
expression
are
presented.
Grapple Rules for Monsters
Miss.
If
an
attack
has
an
effect
that
occurs
on
a
miss,
that
information
is
presented
after
the
Miss:
Many
monsters
have
special
attacks
that
allow
them
to
notation.
quickly
grapple
prey.
When
a
monster
hits
with
such
an
attack,
it
doesnt
need
to
make
an
additional
ability
check
to
determine
whether
the
grapple
succeeds,
unless
the
attack
Multiattack
says
otherwise.
A
creature
that
can
make
multiple
attacks
on
its
turn
A
creature
grappled
by
the
monster
can
use
its
action
to
has
the
Multiattack
action.
A
creature
cant
use
try
to
escape.
To
do
so,
it
must
succeed
on
a
Strength
Multiattack
when
making
an
opportunity
attack,
(Athletics)
or
Dexterity
(Acrobatics)
check
against
the
escape
which
must
be
a
single
melee
attack.
DC
in
the
monsters
stat
block.
If
no
escape
DC
is
given,
assume
the
DC
is
10
+
the
monsters
Strength
(Athletics)
Ammunition modifier.
A
monster
carries
enough
ammunition
to
make
its
ranged
attacks.
You
can
assume
that
a
monster
has
Equipment
2d4
pieces
of
ammunition
for
a
thrown
weapon
A
stat
block
rarely
refers
to
equipment,
other
than
attack,
and
2d10
pieces
of
ammunition
for
a
armor
or
weapons
used
by
a
monster.
A
creature
projectile
weapon
such
as
a
bow
or
crossbow.
that
customarily
wears
clothes,
such
as
a
humanoid,
is
assumed
to
be
dressed
appropriately.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
259
You
can
equip
monsters
with
additional
gear
and
noted
in
this
section.
Regional
effects
end
abruptly
trinkets
however
you
like,
and
you
decide
how
much
or
dissipate
over
time
when
the
legendary
creature
of
a
monsters
equipment
is
recoverable
after
the
dies.
creature
is
slain
and
whether
any
of
that
equipment
is
still
usable.
A
battered
suit
of
armor
made
for
a
monster
is
rarely
usable
by
someone
else,
for
instance.
If
a
spellcasting
monster
needs
material
components
to
cast
its
spells,
assume
that
it
has
the
material
components
it
needs
to
cast
the
spells
in
its
stat
block.
Legendary Creatures
A
legendary
creature
can
do
things
that
ordinary
creatures
cant.
It
can
take
special
actions
outside
its
turn,
and
it
might
exert
magical
influence
for
miles
around.
If
a
creature
assumes
the
form
of
a
legendary
creature,
such
as
through
a
spell,
it
doesnt
gain
that
forms
legendary
actions,
lair
actions,
or
regional
effects.
Legendary Actions
A
legendary
creature
can
take
a
certain
number
of
special
actionscalled
legendary
actionsoutside
its
turn.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creatures
turn.
A
creature
regains
its
spent
legendary
actions
at
the
start
of
its
turn.
It
can
forgo
using
them,
and
it
cant
use
them
while
incapacitated
or
otherwise
unable
to
take
actions.
If
surprised,
it
cant
use
them
until
after
its
first
turn
in
the
combat.
Lair Actions
If
a
legendary
creature
has
lair
actions,
it
can
use
them
to
harness
the
ambient
magic
in
its
lair.
On
initiative
count
20
(losing
all
initiative
ties),
it
can
use
one
of
its
lair
action
options.
It
cant
do
so
while
incapacitated
or
otherwise
unable
to
take
actions.
If
surprised,
it
cant
use
one
until
after
its
first
turn
in
the
combat.
Regional Effects
The
mere
presence
of
a
legendary
creature
can
have
strange
and
wondrous
effects
on
its
environment,
as
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
260
Tail.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.
one
Monsters (A) target.
Hit:
15
(3d6
+
5)
bludgeoning
damage.
Enslave
(3/Day).
The
aboleth
targets
one
creature
it
can
see
within
30
feet
of
it.
The
target
must
succeed
on
Aboleth
a
DC
14
Wisdom
saving
throw
or
be
magically
charmed
Large
aberration,
lawful
evil
by
the
aboleth
until
the
aboleth
dies
or
until
it
is
on
a
Armor
Class
17
(natural
armor)
different
plane
of
existence
from
the
target.
The
charmed
target
is
under
the
aboleths
control
and
cant
Hit
Points
135
(18d10
+
36)
take
reactions,
and
the
aboleth
and
the
target
can
Speed
10
ft.,
swim
40
ft.
communicate
telepathically
with
each
other
over
any
STR
DEX
CON
INT
WIS
CHA
distance.
Whenever
the
charmed
target
takes
damage,
the
21
(+5)
9
(1)
15
(+2)
18
(+4)
15
(+2)
18
(+4)
target
can
repeat
the
saving
throw.
On
a
success,
the
Saving
Throws
Con
+6,
Int
+8,
Wis
+6
effect
ends.
No
more
than
once
every
24
hours,
the
target
can
also
repeat
the
saving
throw
when
it
is
at
Skills
History
+12,
Perception
+10
least
1
mile
away
from
the
aboleth.
Senses
darkvision
120
ft.,
passive
Perception
20
Languages
Deep
Speech,
telepathy
120
ft.
Legendary
Actions
Challenge
10
(5,900
XP)
The
aboleth
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Amphibious.
The
aboleth
can
breathe
air
and
water.
another
creatures
turn.
The
aboleth
regains
spent
Mucous
Cloud.
While
underwater,
the
aboleth
is
legendary
actions
at
the
start
of
its
turn.
surrounded
by
transformative
mucus.
A
creature
that
Detect.
The
aboleth
makes
a
Wisdom
(Perception)
touches
the
aboleth
or
that
hits
it
with
a
melee
attack
check.
while
within
5
feet
of
it
must
make
a
DC
14
Constitution
saving
throw.
On
a
failure,
the
creature
is
Tail
Swipe.
The
aboleth
makes
one
tail
attack.
diseased
for
1d4
hours.
The
diseased
creature
can
Psychic
Drain
(Costs
2
Actions).
One
creature
charmed
breathe
only
underwater.
by
the
aboleth
takes
10
(3d6)
psychic
damage,
and
Probing
Telepathy.
If
a
creature
communicates
the
aboleth
regains
hit
points
equal
to
the
damage
telepathically
with
the
aboleth,
the
aboleth
learns
the
the
creature
takes.
creatures
greatest
desires
if
the
aboleth
can
see
the
creature.
Angels
Actions
Deva
Multiattack.
The
aboleth
makes
three
tentacle
attacks.
Medium
celestial,
lawful
good
Tentacle.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
Armor
Class
17
(natural
armor)
one
target.
Hit:
12
(2d6
+
5)
bludgeoning
damage.
If
Hit
Points
136
(16d8
+
64)
the
target
is
a
creature,
it
must
succeed
on
a
DC
14
Constitution
saving
throw
or
become
diseased.
The
Speed
30
ft.,
fly
90
ft.
disease
has
no
effect
for
1
minute
and
can
be
removed
STR
DEX
CON
INT
WIS
CHA
by
any
magic
that
cures
disease.
After
1
minute,
the
diseased
creatures
skin
becomes
translucent
and
slimy,
18
(+4)
18
(+4)
18
(+4)
17
(+3)
20
(+5)
20
(+5)
the
creature
cant
regain
hit
points
unless
it
is
Saving
Throws
Wis
+9,
Cha
+9
underwater,
and
the
disease
can
be
removed
only
by
Skills
Insight
+9,
Perception
+9
heal
or
another
disease-curing
spell
of
6th
level
or
higher.
When
the
creature
is
outside
a
body
of
water,
it
Damage
Resistances
radiant;
bludgeoning,
piercing,
takes
6
(1d12)
acid
damage
every
10
minutes
unless
and
slashing
from
nonmagical
attacks
moisture
is
applied
to
the
skin
before
10
minutes
have
Condition
Immunities
charmed,
exhaustion,
frightened
passed.
Senses
darkvision
120
ft.,
passive
Perception
19
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
261
Languages
all,
telepathy
120
ft.
Saving
Throws
Con
+12,
Wis
+11,
Cha
+12
Challenge
10
(5,900
XP)
Skills
Perception
+11
Damage
Resistances
radiant;
bludgeoning,
piercing,
Angelic
Weapons.
The
devas
weapon
attacks
are
and
slashing
from
nonmagical
attacks
magical.
When
the
deva
hits
with
any
weapon,
the
Condition
Immunities
charmed,
exhaustion,
frightened
weapon
deals
an
extra
4d8
radiant
damage
(included
in
Senses
truesight
120
ft.,
passive
Perception
21
the
attack).
Languages
all,
telepathy
120
ft.
Innate
Spellcasting.
The
devas
spellcasting
ability
is
Charisma
(spell
save
DC
17).
The
deva
can
innately
cast
Challenge
16
(15,000
XP)
the
following
spells,
requiring
only
verbal
components:
At
will:
detect
evil
and
good
Angelic
Weapons.
The
planetars
weapon
attacks
are
1/day
each:
commune,
raise
dead
magical.
When
the
planetar
hits
with
any
weapon,
the
weapon
deals
an
extra
5d8
radiant
damage
(included
in
Magic
Resistance.
The
deva
has
advantage
on
saving
the
attack).
throws
against
spells
and
other
magical
effects.
Divine
Awareness.
The
planetar
knows
if
it
hears
a
lie.
Actions
Innate
Spellcasting.
The
planetars
spellcasting
ability
Multiattack.
The
deva
makes
two
melee
attacks.
is
Charisma
(spell
save
DC
20).
The
planetar
can
innately
cast
the
following
spells,
requiring
no
material
Mace.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
components:
target.
Hit:
7
(1d6
+
4)
bludgeoning
damage
plus
18
(4d8)
radiant
damage.
At
will:
detect
evil
and
good,
invisibility
(self
only)
Healing
Touch
(3/Day).
The
deva
touches
another
3/day
each:
blade
barrier,
dispel
evil
and
good,
flame
creature.
The
target
magically
regains
20
(4d8
+
2)
hit
strike,
raise
dead
points
and
is
freed
from
any
curse,
disease,
poison,
1/day
each:
commune,
control
weather,
insect
plague
blindness,
or
deafness.
Magic
Resistance.
The
planetar
has
advantage
on
Change
Shape.
The
deva
magically
polymorphs
into
a
saving
throws
against
spells
and
other
magical
effects.
humanoid
or
beast
that
has
a
challenge
rating
equal
to
or
less
than
its
own,
or
back
into
its
true
form.
It
Actions
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Multiattack.
The
planetar
makes
two
melee
attacks.
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Greatsword.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
form
(the
devas
choice).
ft.,
one
target.
Hit:
21
(4d6
+
7)
slashing
damage
plus
In
a
new
form,
the
deva
retains
its
game
statistics
22
(5d8)
radiant
damage.
and
ability
to
speak,
but
its
AC,
movement
modes,
Strength,
Dexterity,
and
special
senses
are
replaced
by
Healing
Touch
(4/Day).
The
planetar
touches
another
those
of
the
new
form,
and
it
gains
any
statistics
and
creature.
The
target
magically
regains
30
(6d8
+
3)
hit
capabilities
(except
class
features,
legendary
actions,
points
and
is
freed
from
any
curse,
disease,
poison,
and
lair
actions)
that
the
new
form
has
but
that
it
lacks.
blindness,
or
deafness.
Planetar
Solar
Large
celestial,
lawful
good
Large
celestial,
lawful
good
Speed 40 ft., fly 120 ft. Speed 50 ft., fly 150 ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
24
(+7)
20
(+5)
24
(+7)
19
(+4)
22
(+6)
25
(+7)
26
(+8)
22
(+6)
26
(+8)
25
(+7)
25
(+7)
30
(+10)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
262
Saving
Throws
Int
+14,
Wis
+14,
Cha
+17
points
and
is
freed
from
any
curse,
disease,
poison,
blindness,
or
deafness.
Skills
Perception
+14
Damage
Resistances
radiant;
bludgeoning,
piercing,
Legendary
Actions
and
slashing
from
nonmagical
attacks
The
solar
can
take
3
legendary
actions,
choosing
from
Damage
Immunities
necrotic,
poison
the
options
below.
Only
one
legendary
action
option
Condition
Immunities
charmed,
exhaustion,
frightened,
can
be
used
at
a
time
and
only
at
the
end
of
another
poisoned
creatures
turn.
The
solar
regains
spent
legendary
Senses
truesight
120
ft.,
passive
Perception
24
actions
at
the
start
of
its
turn.
Languages
all,
telepathy
120
ft.
Teleport.
The
solar
magically
teleports,
along
with
any
Challenge
21
(33,000
XP)
equipment
it
is
wearing
or
carrying,
up
to
120
feet
to
an
unoccupied
space
it
can
see.
Searing
Burst
(Costs
2
Actions).
The
solar
emits
Angelic
Weapons.
The
solars
weapon
attacks
are
magical,
divine
energy.
Each
creature
of
its
choice
in
magical.
When
the
solar
hits
with
any
weapon,
the
a
10-foot
radius
must
make
a
DC
23
Dexterity
saving
weapon
deals
an
extra
6d8
radiant
damage
(included
in
throw,
taking
14
(4d6)
fire
damage
plus
14
(4d6)
the
attack).
radiant
damage
on
a
failed
save,
or
half
as
much
Divine
Awareness.
The
solar
knows
if
it
hears
a
lie.
damage
on
a
successful
one.
Innate
Spellcasting.
The
solars
spellcasting
ability
is
Blinding
Gaze
(Costs
3
Actions).
The
solar
targets
one
Charisma
(spell
save
DC
25).
It
can
innately
cast
the
creature
it
can
see
within
30
feet
of
it.
If
the
target
following
spells,
requiring
no
material
components:
can
see
it,
the
target
must
succeed
on
a
DC
15
At
will:
detect
evil
and
good,
invisibility
(self
only)
Constitution
saving
throw
or
be
blinded
until
magic
3/day
each:
blade
barrier,
dispel
evil
and
good,
such
as
the
lesser
restoration
spell
removes
the
resurrection
blindness.
1/day
each:
commune,
control
weather
Magic
Resistance.
The
solar
has
advantage
on
saving
Animated Objects
throws
against
spells
and
other
magical
effects.
Animated
Armor
Actions
Medium
construct,
unaligned
Multiattack.
The
solar
makes
two
greatsword
attacks.
Armor
Class
18
(natural
armor)
Greatsword.
Melee
Weapon
Attack:
+15
to
hit,
reach
5
Hit
Points
33
(6d8
+
6)
ft.,
one
target.
Hit:
22
(4d6
+
8)
slashing
damage
plus
Speed
25
ft.
27
(6d8)
radiant
damage.
STR
DEX
CON
INT
WIS
CHA
Slaying
Longbow.
Ranged
Weapon
Attack:
+13
to
hit,
range
150/600
ft.,
one
target.
Hit:
15
(2d8
+
6)
piercing
14
(+2)
11
(+0)
13
(+1)
1
(5)
3
(4)
1
(5)
damage
plus
27
(6d8)
radiant
damage.
If
the
target
is
a
Damage
Immunities
poison,
psychic
creature
that
has
100
hit
points
or
fewer,
it
must
succeed
on
a
DC
15
Constitution
saving
throw
or
die.
Condition
Immunities
blinded,
charmed,
deafened,
exhaustion,
frightened,
paralyzed,
petrified,
Flying
Sword.
The
solar
releases
its
greatsword
to
poisoned
hover
magically
in
an
unoccupied
space
within
5
feet
of
it.
If
the
solar
can
see
the
sword,
the
solar
can
mentally
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
command
it
as
a
bonus
action
to
fly
up
to
50
feet
and
passive
Perception
6
either
make
one
attack
against
a
target
or
return
to
the
Languages
solars
hands.
If
the
hovering
sword
is
targeted
by
any
Challenge
1
(200
XP)
effect,
the
solar
is
considered
to
be
holding
it.
The
hovering
sword
falls
if
the
solar
dies.
Antimagic
Susceptibility.
The
armor
is
incapacitated
Healing
Touch
(4/Day).
The
solar
touches
another
while
in
the
area
of
an
antimagic
field.
If
targeted
by
creature.
The
target
magically
regains
40
(8d8
+
4)
hit
dispel
magic,
the
armor
must
succeed
on
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
263
Constitution
saving
throw
against
the
casters
spell
Hit
Points
33
(6d10)
save
DC
or
fall
unconscious
for
1
minute.
Speed
10
ft.
False
Appearance.
While
the
armor
remains
motionless,
it
is
indistinguishable
from
a
normal
suit
of
STR
DEX
CON
INT
WIS
CHA
armor.
17
(+3)
14
(+2)
10
(+0)
1
(5)
3
(4)
1
(5)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
264
Actions
Monsters (B)
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
slashing
damage
plus
3
(1d6)
acid
damage.
If
the
target
is
a
Large
or
smaller
creature,
Basilisk
it
is
grappled
(escape
DC
13).
Until
this
grapple
ends,
Medium
monstrosity,
unaligned
the
ankheg
can
bite
only
the
grappled
creature
and
has
Armor
Class
15
(natural
armor)
advantage
on
attack
rolls
to
do
so.
Hit
Points
52
(8d8
+
16)
Acid
Spray
(Recharge
6).
The
ankheg
spits
acid
in
a
line
that
is
30
feet
long
and
5
feet
wide,
provided
that
it
has
Speed
20
ft.
no
creature
grappled.
Each
creature
in
that
line
must
STR
DEX
CON
INT
WIS
CHA
make
a
DC
13
Dexterity
saving
throw,
taking
10
(3d6)
acid
damage
on
a
failed
save,
or
half
as
much
damage
16
(+3)
8
(1)
15
(+2)
2
(4)
8
(1)
7
(2)
on
a
successful
one.
Senses
darkvision
60
ft.,
passive
Perception
9
Languages
Azer
Challenge
3
(700
XP)
Medium
elemental,
lawful
neutral
Armor
Class
17
(natural
armor,
shield)
Petrifying
Gaze.
If
a
creature
starts
its
turn
within
30
Hit
Points
39
(6d8
+
12)
feet
of
the
basilisk
and
the
two
of
them
can
see
each
other,
the
basilisk
can
force
the
creature
to
make
a
DC
Speed
30
ft.
12
Constitution
saving
throw
if
the
basilisk
isnt
STR
DEX
CON
INT
WIS
CHA
incapacitated.
On
a
failed
save,
the
creature
magically
17
(+3)
12
(+1)
15
(+2)
12
(+1)
13
(+1)
10
(+0)
begins
to
turn
to
stone
and
is
restrained.
It
must
repeat
the
saving
throw
at
the
end
of
its
next
turn.
On
a
Saving
Throws
Con
+4
success,
the
effect
ends.
On
a
failure,
the
creature
is
Damage
Immunities
fire,
poison
petrified
until
freed
by
the
greater
restoration
spell
or
other
magic.
Condition
Immunities
poisoned
A
creature
that
isnt
surprised
can
avert
its
eyes
to
Senses
passive
Perception
11
avoid
the
saving
throw
at
the
start
of
its
turn.
If
it
does
Languages
Ignan
so,
it
cant
see
the
basilisk
until
the
start
of
its
next
turn,
Challenge
2
(450
XP)
when
it
can
avert
its
eyes
again.
If
it
looks
at
the
basilisk
in
the
meantime,
it
must
immediately
make
the
save.
Heated
Body.
A
creature
that
touches
the
azer
or
hits
it
If
the
basilisk
sees
its
reflection
within
30
feet
of
it
in
with
a
melee
attack
while
within
5
feet
of
it
takes
5
bright
light,
it
mistakes
itself
for
a
rival
and
targets
(1d10)
fire
damage.
itself
with
its
gaze.
Heated
Weapons.
When
the
azer
hits
with
a
metal
melee
weapon,
it
deals
an
extra
3
(1d6)
fire
damage
Actions
(included
in
the
attack).
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Illumination.
The
azer
sheds
bright
light
in
a
10-foot
target.
Hit:
10
(2d6
+
3)
piercing
damage
plus
7
(2d6)
radius
and
dim
light
for
an
additional
10
feet.
poison
damage.
Actions
Behir
Warhammer.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d8
+
3)
bludgeoning
damage,
or
Huge
monstrosity,
neutral
evil
8
(1d10
+
3)
bludgeoning
damage
if
used
with
two
Armor
Class
17
(natural
armor)
hands
to
make
a
melee
attack,
plus
3
(1d6)
fire
damage.
Hit
Points
168
(16d12
+
64)
Speed
50
ft.,
climb
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
265
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
23
(+6)
16
(+3)
18
(+4)
7
(2)
14
(+2)
12
(+1)
15
(+2)
14
(+2)
13
(+1)
8
(1)
11
(+0)
9
(1)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
266
Deadly
Leap.
If
the
bulette
jumps
at
least
15
feet
as
part
of
its
movement,
it
can
then
use
this
action
to
land
Chimera
on
its
feet
in
a
space
that
contains
one
or
more
other
Large
monstrosity,
chaotic
evil
creatures.
Each
of
those
creatures
must
succeed
on
a
DC
16
Strength
or
Dexterity
saving
throw
(targets
Armor
Class
14
(natural
armor)
choice)
or
be
knocked
prone
and
take
14
(3d6
+
4)
Hit
Points
114
(12d10
+
48)
bludgeoning
damage
plus
14
(3d6
+
4)
slashing
Speed
30
ft.,
fly
60
ft.
damage.
On
a
successful
save,
the
creature
takes
only
half
the
damage,
isnt
knocked
prone,
and
is
pushed
5
STR
DEX
CON
INT
WIS
CHA
feet
out
of
the
bulettes
space
into
an
unoccupied
19
(+4)
11
(+0)
19
(+4)
3
(4)
14
(+2)
10
(+0)
space
of
the
creatures
choice.
If
no
unoccupied
space
is
within
range,
the
creature
instead
falls
prone
in
the
Skills
Perception
+8
bulettes
space.
Senses
darkvision
60
ft.,
passive
Perception
18
Languages
understands
Draconic
but
cant
speak
Challenge
6
(2,300
XP)
Monsters (C)
Actions
Centaur
Multiattack.
The
chimera
makes
three
attacks:
one
with
its
bite,
one
with
its
horns,
and
one
with
its
claws.
Large
monstrosity,
neutral
good
When
its
fire
breath
is
available,
it
can
use
the
breath
Armor
Class
12
in
place
of
its
bite
or
horns.
Hit
Points
45
(6d10
+
12)
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
piercing
damage.
Speed
50
ft.
Horns.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
STR
DEX
CON
INT
WIS
CHA
target.
Hit:
10
(1d12
+
4)
bludgeoning
damage.
18
(+4)
14
(+2)
14
(+2)
9
(1)
13
(+1)
11
(+0)
Claws.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Skills
Athletics
+6,
Perception
+3,
Survival
+3
Fire
Breath
(Recharge
56).
The
dragon
head
exhales
Senses
passive
Perception
13
fire
in
a
15-foot
cone.
Each
creature
in
that
area
must
Languages
Elvish,
Sylvan
make
a
DC
15
Dexterity
saving
throw,
taking
31
(7d8)
Challenge
2
(450
XP)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Charge.
If
the
centaur
moves
at
least
30
feet
straight
toward
a
target
and
then
hits
it
with
a
pike
attack
on
Chuul
the
same
turn,
the
target
takes
an
extra
10
(3d6)
Large
aberration,
chaotic
evil
piercing
damage.
Armor
Class
16
(natural
armor)
Actions
Hit
Points
93
(11d10
+
33)
Multiattack.
The
centaur
makes
two
attacks:
one
with
Speed
30
ft.,
swim
30
ft.
its
pike
and
one
with
its
hooves
or
two
with
its
STR
DEX
CON
INT
WIS
CHA
longbow.
Pike.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
19
(+4)
10
(+0)
16
(+3)
5
(3)
11
(+0)
5
(3)
target.
Hit:
9
(1d10
+
4)
piercing
damage.
Skills
Perception
+4
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Damage
Immunities
poison
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Condition
Immunities
poisoned
Longbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
Senses
darkvision
60
ft.,
passive
Perception
14
150/600
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
damage.
Languages
understands
Deep
Speech
but
cant
speak
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
267
Challenge
4
(1,100
XP)
Actions
Multiattack.
The
cloaker
makes
two
attacks:
one
with
Amphibious.
The
chuul
can
breathe
air
and
water.
its
bite
and
one
with
its
tail.
Sense
Magic.
The
chuul
senses
magic
within
120
feet
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
of
it
at
will.
This
trait
otherwise
works
like
the
detect
creature.
Hit:
10
(2d6
+
3)
piercing
damage,
and
if
the
magic
spell
but
isnt
itself
magical.
target
is
Large
or
smaller,
the
cloaker
attaches
to
it.
If
the
cloaker
has
advantage
against
the
target,
the
Actions
cloaker
attaches
to
the
targets
head,
and
the
target
is
Multiattack.
The
chuul
makes
two
pincer
attacks.
If
the
blinded
and
unable
to
breathe
while
the
cloaker
is
chuul
is
grappling
a
creature,
the
chuul
can
also
use
its
attached.
While
attached,
the
cloaker
can
make
this
tentacles
once.
attack
only
against
the
target
and
has
advantage
on
the
attack
roll.
The
cloaker
can
detach
itself
by
spending
5
Pincer.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
feet
of
its
movement.
A
creature,
including
the
target,
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
The
can
take
its
action
to
detach
the
cloaker
by
succeeding
target
is
grappled
(escape
DC
14)
if
it
is
a
Large
or
on
a
DC
16
Strength
check.
smaller
creature
and
the
chuul
doesnt
have
two
other
creatures
grappled.
Tail.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
creature.
Hit:
7
(1d8
+
3)
slashing
damage.
Tentacles.
One
creature
grappled
by
the
chuul
must
succeed
on
a
DC
13
Constitution
saving
throw
or
be
Moan.
Each
creature
within
60
feet
of
the
cloaker
that
poisoned
for
1
minute.
Until
this
poison
ends,
the
can
hear
its
moan
and
that
isnt
an
aberration
must
target
is
paralyzed.
The
target
can
repeat
the
saving
succeed
on
a
DC
13
Wisdom
saving
throw
or
become
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
frightened
until
the
end
of
the
cloakers
next
turn.
If
a
on
itself
on
a
success.
creatures
saving
throw
is
successful,
the
creature
is
immune
to
the
cloakers
moan
for
the
next
24
hours
Phantasms
(Recharges
after
a
Short
or
Long
Rest).
The
Cloaker
cloaker
magically
creates
three
illusory
duplicates
of
Large
aberration,
chaotic
neutral
itself
if
it
isnt
in
bright
light.
The
duplicates
move
with
Armor
Class
14
(natural
armor)
it
and
mimic
its
actions,
shifting
position
so
as
to
make
it
impossible
to
track
which
cloaker
is
the
real
one.
If
Hit
Points
78
(12d10
+
12)
the
cloaker
is
ever
in
an
area
of
bright
light,
the
Speed
10
ft.,
fly
40
ft.
duplicates
disappear.
STR
DEX
CON
INT
WIS
CHA
Whenever
any
creature
targets
the
cloaker
with
an
attack
or
a
harmful
spell
while
a
duplicate
remains,
17
(+3)
15
(+2)
12
(+1)
13
(+1)
12
(+1)
14
(+2)
that
creature
rolls
randomly
to
determine
whether
it
Skills
Stealth
+5
targets
the
cloaker
or
one
of
the
duplicates.
A
creature
is
unaffected
by
this
magical
effect
if
it
cant
see
or
if
it
Senses
darkvision
60
ft.,
passive
Perception
11
relies
on
senses
other
than
sight.
Languages
Deep
Speech,
Undercommon
A
duplicate
has
the
cloakers
AC
and
uses
its
saving
Challenge
8
(3,900
XP)
throws.
If
an
attack
hits
a
duplicate,
or
if
a
duplicate
fails
a
saving
throw
against
an
effect
that
deals
damage,
the
duplicate
disappears.
Damage
Transfer.
While
attached
to
a
creature,
the
cloaker
takes
only
half
the
damage
dealt
to
it
(rounded
down),
and
that
creature
takes
the
other
half.
Cockatrice
False
Appearance.
While
the
cloaker
remains
Small
monstrosity,
unaligned
motionless
without
its
underside
exposed,
it
is
Armor
Class
11
indistinguishable
from
a
dark
leather
cloak.
Hit
Points
27
(6d6
+
6)
Light
Sensitivity.
While
in
bright
light,
the
cloaker
has
disadvantage
on
attack
rolls
and
Wisdom
(Perception)
Speed
20
ft.,
fly
40
ft.
checks
that
rely
on
sight.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
268
STR
DEX
CON
INT
WIS
CHA
Shielded
Mind.
The
couatl
is
immune
to
scrying
and
to
any
effect
that
would
sense
its
emotions,
read
its
6
(2)
12
(+1)
12
(+1)
2
(4)
13
(+1)
5
(3)
thoughts,
or
detect
its
location.
Senses
darkvision
60
ft.,
passive
Perception
11
Languages
Actions
Challenge
1/2
(100
XP)
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
creature.
Hit:
8
(1d6
+
5)
piercing
damage,
and
the
Actions
target
must
succeed
on
a
DC
13
Constitution
saving
throw
or
be
poisoned
for
24
hours.
Until
this
poison
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
ends,
the
target
is
unconscious.
Another
creature
can
creature.
Hit:
3
(1d4
+
1)
piercing
damage,
and
the
use
an
action
to
shake
the
target
awake.
target
must
succeed
on
a
DC
11
Constitution
saving
throw
against
being
magically
petrified.
On
a
failed
Constrict.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
save,
the
creature
begins
to
turn
to
stone
and
is
one
Medium
or
smaller
creature.
Hit:
10
(2d6
+
3)
restrained.
It
must
repeat
the
saving
throw
at
the
end
bludgeoning
damage,
and
the
target
is
grappled
of
its
next
turn.
On
a
success,
the
effect
ends.
On
a
(escape
DC
15).
Until
this
grapple
ends,
the
target
is
failure,
the
creature
is
petrified
for
24
hours.
restrained,
and
the
couatl
cant
constrict
another
target.
Change
Shape.
The
couatl
magically
polymorphs
into
a
Couatl
humanoid
or
beast
that
has
a
challenge
rating
equal
to
Medium
celestial,
lawful
good
or
less
than
its
own,
or
back
into
its
true
form.
It
Armor
Class
19
(natural
armor)
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Hit
Points
97
(13d8
+
39)
form
(the
couatls
choice).
Speed
30
ft.,
fly
90
ft.
In
a
new
form,
the
couatl
retains
its
game
statistics
and
ability
to
speak,
but
its
AC,
movement
modes,
STR
DEX
CON
INT
WIS
CHA
Strength,
Dexterity,
and
other
actions
are
replaced
by
16
(+3)
20
(+5)
17
(+3)
18
(+4)
20
(+5)
18
(+4)
those
of
the
new
form,
and
it
gains
any
statistics
and
Saving
Throws
Con
+5,
Wis
+7,
Cha
+6
capabilities
(except
class
features,
legendary
actions,
and
lair
actions)
that
the
new
form
has
but
that
it
lacks.
Damage
Resistances
radiant
If
the
new
form
has
a
bite
attack,
the
couatl
can
use
its
Damage
Immunities
psychic;
bludgeoning,
piercing,
bite
in
that
form.
and
slashing
from
nonmagical
attacks
Senses
truesight
120
ft.,
passive
Perception
15
Languages
all,
telepathy
120
ft.
Challenge
4
(1,100
XP)
Monsters (D)
Darkmantle
Innate
Spellcasting.
The
couatls
spellcasting
ability
is
Charisma
(spell
save
DC
14).
It
can
innately
cast
the
Small
monstrosity,
unaligned
following
spells,
requiring
only
verbal
components:
Armor
Class
11
At
will:
detect
evil
and
good,
detect
magic,
detect
Hit
Points
22
(5d6
+
5)
thoughts
Speed
10
ft.,
fly
30
ft.
3/day
each:
bless,
create
food
and
water,
cure
wounds,
lesser
restoration,
protection
from
poison,
sanctuary,
STR
DEX
CON
INT
WIS
CHA
shield
16
(+3)
12
(+1)
13
(+1)
2
(4)
10
(+0)
5
(3)
1/day
each:
dream,
greater
restoration,
scrying
Skills
Stealth
+3
Magic
Weapons.
The
couatls
weapon
attacks
are
Senses
blindsight
60
ft.,
passive
Perception
10
magical.
Languages
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
269
Challenge
1/2
(100
XP)
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Echolocation.
The
darkmantle
cant
use
its
blindsight
Senses
truesight
120
ft.,
passive
Perception
13
while
deafened.
Languages
Abyssal,
telepathy
120
ft.
False
Appearance.
While
the
darkmantle
remains
Challenge
19
(22,000
XP)
motionless,
it
is
indistinguishable
from
a
cave
formation
such
as
a
stalactite
or
stalagmite.
Death
Throes.
When
the
balor
dies,
it
explodes,
and
Actions
each
creature
within
30
feet
of
it
must
make
a
DC
20
Dexterity
saving
throw,
taking
70
(20d6)
fire
damage
Crush.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
on
a
failed
save,
or
half
as
much
damage
on
a
creature.
Hit:
6
(1d6
+
3)
bludgeoning
damage,
and
the
successful
one.
The
explosion
ignites
flammable
darkmantle
attaches
to
the
target.
If
the
target
is
objects
in
that
area
that
arent
being
worn
or
carried,
Medium
or
smaller
and
the
darkmantle
has
advantage
and
it
destroys
the
balors
weapons.
on
the
attack
roll,
it
attaches
by
engulfing
the
targets
head,
and
the
target
is
also
blinded
and
unable
to
Fire
Aura.
At
the
start
of
each
of
the
balors
turns,
each
breathe
while
the
darkmantle
is
attached
in
this
way.
creature
within
5
feet
of
it
takes
10
(3d6)
fire
damage,
While
attached
to
the
target,
the
darkmantle
can
and
flammable
objects
in
the
aura
that
arent
being
attack
no
other
creature
except
the
target
but
has
worn
or
carried
ignite.
A
creature
that
touches
the
advantage
on
its
attack
rolls.
The
darkmantles
speed
balor
or
hits
it
with
a
melee
attack
while
within
5
feet
also
becomes
0,
it
cant
benefit
from
any
bonus
to
its
of
it
takes
10
(3d6)
fire
damage.
speed,
and
it
moves
with
the
target.
Magic
Resistance.
The
balor
has
advantage
on
saving
A
creature
can
detach
the
darkmantle
by
making
a
throws
against
spells
and
other
magical
effects.
successful
DC
13
Strength
check
as
an
action.
On
its
Magic
Weapons.
The
balors
weapon
attacks
are
turn,
the
darkmantle
can
detach
itself
from
the
target
magical.
by
using
5
feet
of
movement.
Darkness
Aura
(1/Day).
A
15-foot
radius
of
magical
Actions
darkness
extends
out
from
the
darkmantle,
moves
with
Multiattack.
The
balor
makes
two
attacks:
one
with
its
it,
and
spreads
around
corners.
The
darkness
lasts
as
longsword
and
one
with
its
whip.
long
as
the
darkmantle
maintains
concentration,
up
to
Longsword.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
10
minutes
(as
if
concentrating
on
a
spell).
Darkvision
ft.,
one
target.
Hit:
21
(3d8
+
8)
slashing
damage
plus
cant
penetrate
this
darkness,
and
no
natural
light
can
13
(3d8)
lightning
damage.
If
the
balor
scores
a
critical
illuminate
it.
If
any
of
the
darkness
overlaps
with
an
hit,
it
rolls
damage
dice
three
times,
instead
of
twice.
area
of
light
created
by
a
spell
of
2nd
level
or
lower,
the
spell
creating
the
light
is
dispelled.
Whip.
Melee
Weapon
Attack:
+14
to
hit,
reach
30
ft.,
one
target.
Hit:
15
(2d6
+
8)
slashing
damage
plus
10
(3d6)
fire
damage,
and
the
target
must
succeed
on
a
Demons DC
20
Strength
saving
throw
or
be
pulled
up
to
25
feet
toward
the
balor.
Balor
Teleport.
The
balor
magically
teleports,
along
with
any
Huge
fiend
(demon),
chaotic
evil
equipment
it
is
wearing
or
carrying,
up
to
120
feet
to
Armor
Class
19
(natural
armor)
an
unoccupied
space
it
can
see.
Hit
Points
262
(21d12
+
126)
Speed
40
ft.,
fly
80
ft.
Dretch
Small
fiend
(demon),
chaotic
evil
STR
DEX
CON
INT
WIS
CHA
26
(+8)
15
(+2)
22
(+6)
20
(+5)
16
(+3)
22
(+6)
Armor
Class
11
(natural
armor)
Hit
Points
18
(4d6
+
4)
Saving
Throws
Str
+14,
Con
+12,
Wis
+9,
Cha
+12
Speed
20
ft.
Damage
Resistances
cold,
lightning;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
270
STR
DEX
CON
INT
WIS
CHA
Innate
Spellcasting.
The
glabrezus
spellcasting
ability
is
Intelligence
(spell
save
DC
16).
The
glabrezu
can
11
(+0)
11
(+0)
12
(+1)
5
(3)
8
(1)
3
(4)
innately
cast
the
following
spells,
requiring
no
material
Damage
Resistances
cold,
fire,
lightning
components:
Damage
Immunities
poison
At
will:
darkness,
detect
magic,
dispel
magic
Condition
Immunities
poisoned
1/day
each:
confusion,
fly,
power
word
stun
Senses
darkvision
60
ft.,
passive
Perception
9
Magic
Resistance.
The
glabrezu
has
advantage
on
Languages
Abyssal,
telepathy
60
ft.
(works
only
with
saving
throws
against
spells
and
other
magical
effects.
creatures
that
understand
Abyssal)
Actions
Challenge
1/4
(50
XP)
Multiattack.
The
glabrezu
makes
four
attacks:
two
with
Actions
its
pincers
and
two
with
its
fists.
Alternatively,
it
makes
two
attacks
with
its
pincers
and
casts
one
spell.
Multiattack.
The
dretch
makes
two
attacks:
one
with
its
bite
and
one
with
its
claws.
Pincer.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
target.
Hit:
16
(2d10
+
5)
bludgeoning
damage.
If
Bite.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
the
target
is
a
Medium
or
smaller
creature,
it
is
target.
Hit:
3
(1d6)
piercing
damage.
grappled
(escape
DC
15).
The
glabrezu
has
two
pincers,
Claws.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
each
of
which
can
grapple
only
one
target.
target.
Hit:
5
(2d4)
slashing
damage.
Fist.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
Fetid
Cloud
(1/Day).
A
10-foot
radius
of
disgusting
target.
Hit:
7
(2d4
+
2)
bludgeoning
damage.
green
gas
extends
out
from
the
dretch.
The
gas
spreads
around
corners,
and
its
area
is
lightly
obscured.
It
lasts
for
1
minute
or
until
a
strong
wind
disperses
it.
Any
Hezrou
creature
that
starts
its
turn
in
that
area
must
succeed
Large
fiend
(demon),
chaotic
evil
on
a
DC
11
Constitution
saving
throw
or
be
poisoned
Armor
Class
16
(natural
armor)
until
the
start
of
its
next
turn.
While
poisoned
in
this
way,
the
target
can
take
either
an
action
or
a
bonus
Hit
Points
136
(13d10
+
65)
action
on
its
turn,
not
both,
and
cant
take
reactions.
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
Glabrezu
19
(+4)
17
(+3)
20
(+5)
5
(3)
12
(+1)
13
(+1)
Large
fiend
(demon),
chaotic
evil
Saving
Throws
Str
+7,
Con
+8,
Wis
+4
Armor
Class
17
(natural
armor)
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
Hit
Points
157
(15d10
+
75)
piercing,
and
slashing
from
nonmagical
attacks
Speed
40
ft.
Damage
Immunities
poison
STR
DEX
CON
INT
WIS
CHA
Condition
Immunities
poisoned
20
(+5)
15
(+2)
21
(+5)
19
(+4)
17
(+3)
16
(+3)
Senses
darkvision
120
ft.,
passive
Perception
11
Languages
Abyssal,
telepathy
120
ft.
Saving
Throws
Str
+9,
Con
+9,
Wis
+7,
Cha
+7
Challenge
8
(3,900
XP)
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Damage
Immunities
poison
Magic
Resistance.
The
hezrou
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Condition
Immunities
poisoned
Stench.
Any
creature
that
starts
its
turn
within
10
feet
Senses
truesight
120
ft.,
passive
Perception
13
of
the
hezrou
must
succeed
on
a
DC
14
Constitution
Languages
Abyssal,
telepathy
120
ft.
saving
throw
or
be
poisoned
until
the
start
of
its
next
Challenge
9
(5,000
XP)
turn.
On
a
successful
saving
throw,
the
creature
is
immune
to
the
hezrous
stench
for
24
hours.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
271
Actions
Teleport.
The
marilith
magically
teleports,
along
with
any
equipment
it
is
wearing
or
carrying,
up
to
120
feet
Multiattack.
The
hezrou
makes
three
attacks:
one
with
to
an
unoccupied
space
it
can
see.
its
bite
and
two
with
its
claws.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Reactions
target.
Hit:
15
(2d10
+
4)
piercing
damage.
Parry.
The
marilith
adds
5
to
its
AC
against
one
melee
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
attack
that
would
hit
it.
To
do
so,
the
marilith
must
see
target.
Hit:
11
(2d6
+
4)
slashing
damage.
the
attacker
and
be
wielding
a
melee
weapon.
Marilith
Nalfeshnee
Large
fiend
(demon),
chaotic
evil
Large
fiend
(demon),
chaotic
evil
Armor
Class
18
(natural
armor)
Armor
Class
18
(natural
armor)
Hit
Points
189
(18d10
+
90)
Hit
Points
184
(16d10
+
96)
Speed
40
ft.
Speed
20
ft.,
fly
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
18
(+4)
20
(+5)
20
(+5)
18
(+4)
16
(+3)
20
(+5)
21
(+5)
10
(+0)
22
(+6)
19
(+4)
12
(+1)
15
(+2)
Saving
Throws
Str
+9,
Con
+10,
Wis
+8,
Cha
+10
Saving
Throws
Con
+11,
Int
+9,
Wis
+6,
Cha
+7
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
piercing,
and
slashing
from
nonmagical
attacks
Damage
Immunities
poison
Damage
Immunities
poison
Condition
Immunities
poisoned
Condition
Immunities
poisoned
Senses
truesight
120
ft.,
passive
Perception
13
Senses
truesight
120
ft.,
passive
Perception
11
Languages
Abyssal,
telepathy
120
ft.
Languages
Abyssal,
telepathy
120
ft.
Challenge
16
(15,000
XP)
Challenge
13
(10,000
XP)
Magic
Resistance.
The
marilith
has
advantage
on
Magic
Resistance.
The
nalfeshnee
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
saving
throws
against
spells
and
other
magical
effects.
Magic
Weapons.
The
mariliths
weapon
attacks
are
magical.
Actions
Reactive.
The
marilith
can
take
one
reaction
on
every
Multiattack.
The
nalfeshnee
uses
Horror
Nimbus
if
it
turn
in
a
combat.
can.
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Actions
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
Multiattack.
The
marilith
makes
seven
attacks:
six
with
target.
Hit:
32
(5d10
+
5)
piercing
damage.
its
longswords
and
one
with
its
tail.
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Longsword.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(3d6
+
5)
slashing
damage.
one
target.
Hit:
13
(2d8
+
4)
slashing
damage.
Horror
Nimbus
(Recharge
56).
The
nalfeshnee
Tail.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
magically
emits
scintillating,
multicolored
light.
Each
creature.
Hit:
15
(2d10
+
4)
bludgeoning
damage.
If
the
creature
within
15
feet
of
the
nalfeshnee
that
can
see
target
is
Medium
or
smaller,
it
is
grappled
(escape
DC
the
light
must
succeed
on
a
DC
15
Wisdom
saving
19).
Until
this
grapple
ends,
the
target
is
restrained,
the
throw
or
be
frightened
for
1
minute.
A
creature
can
marilith
can
automatically
hit
the
target
with
its
tail,
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
and
the
marilith
cant
make
tail
attacks
against
other
ending
the
effect
on
itself
on
a
success.
If
a
creatures
targets.
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
272
creature
is
immune
to
the
nalfeshnees
Horror
Nimbus
turns,
with
disadvantage
if
the
quasit
is
within
line
of
for
the
next
24
hours.
sight,
ending
the
effect
on
itself
on
a
success.
Teleport.
The
nalfeshnee
magically
teleports,
along
Invisibility.
The
quasit
magically
turns
invisible
until
it
with
any
equipment
it
is
wearing
or
carrying,
up
to
120
attacks
or
uses
Scare,
or
until
its
concentration
ends
(as
feet
to
an
unoccupied
space
it
can
see.
if
concentrating
on
a
spell).
Any
equipment
the
quasit
wears
or
carries
is
invisible
with
it.
Quasit
Tiny
fiend
(demon,
shapechanger),
chaotic
evil
Vrock
Large
fiend
(demon),
chaotic
evil
Armor
Class
13
Hit
Points
7
(3d4)
Armor
Class
15
(natural
armor)
Speed
40
ft.
Hit
Points
104
(11d10
+
44)
Speed
40
ft.,
fly
60
ft.
STR
DEX
CON
INT
WIS
CHA
5
(3)
17
(+3)
10
(+0)
7
(2)
10
(+0)
10
(+0)
STR
DEX
CON
INT
WIS
CHA
17
(+3)
15
(+2)
18
(+4)
8
(1)
13
(+1)
8
(1)
Skills
Stealth
+5
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
Saving
Throws
Dex
+5,
Wis
+4,
Cha
+2
piercing,
and
slashing
from
nonmagical
attacks
Damage
Resistances
cold,
fire,
lightning;
bludgeoning,
Damage
Immunities
poison
piercing,
and
slashing
from
nonmagical
attacks
Condition
Immunities
poisoned
Damage
Immunities
poison
Senses
darkvision
120
ft.,
passive
Perception
10
Condition
Immunities
poisoned
Languages
Abyssal,
Common
Senses
darkvision
120
ft.,
passive
Perception
11
Challenge
1
(200
XP)
Languages
Abyssal,
telepathy
120
ft.
Challenge
6
(2,300
XP)
Shapechanger.
The
quasit
can
use
its
action
to
polymorph
into
a
beast
form
that
resembles
a
bat
Magic
Resistance.
The
vrock
has
advantage
on
saving
(speed
10
ft.
fly
40
ft.),
a
centipede
(40
ft.,
climb
40
ft.),
throws
against
spells
and
other
magical
effects.
or
a
toad
(40
ft.,
swim
40
ft.),
or
back
into
its
true
form.
Its
statistics
are
the
same
in
each
form,
except
for
the
Actions
speed
changes
noted.
Any
equipment
it
is
wearing
or
Multiattack.
The
vrock
makes
two
attacks:
one
with
its
carrying
isnt
transformed.
It
reverts
to
its
true
form
if
beak
and
one
with
its
talons.
it
dies.
Beak.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Magic
Resistance.
The
quasit
has
advantage
on
saving
target.
Hit:
10
(2d6
+
3)
piercing
damage.
throws
against
spells
and
other
magical
effects.
Talons.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Actions
one
target.
Hit:
14
(2d10
+
3)
slashing
damage.
Spores
(Recharge
6).
A
15-foot-radius
cloud
of
toxic
Claws
(Bite
in
Beast
Form).
Melee
Weapon
Attack:
+4
spores
extends
out
from
the
vrock.
The
spores
spread
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d4
+
3)
piercing
around
corners.
Each
creature
in
that
area
must
damage,
and
the
target
must
succeed
on
a
DC
10
succeed
on
a
DC
14
Constitution
saving
throw
or
Constitution
saving
throw
or
take
5
(2d4)
poison
become
poisoned.
While
poisoned
in
this
way,
a
target
damage
and
become
poisoned
for
1
minute.
The
target
takes
5
(1d10)
poison
damage
at
the
start
of
each
of
its
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns.
A
target
can
repeat
the
saving
throw
at
the
end
turns,
ending
the
effect
on
itself
on
a
success.
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
Scare
(1/Day).
One
creature
of
the
quasits
choice
success.
Emptying
a
vial
of
holy
water
on
the
target
within
20
feet
of
it
must
succeed
on
a
DC
10
Wisdom
also
ends
the
effect
on
it.
saving
throw
or
be
frightened
for
1
minute.
The
target
can
repeat
the
saving
throw
at
the
end
of
each
of
its
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
273
Stunning
Screech
(1/Day).
The
vrock
emits
a
horrific
a
flammable
object
that
isnt
being
worn
or
carried,
it
screech.
Each
creature
within
20
feet
of
it
that
can
hear
also
catches
fire.
it
and
that
isnt
a
demon
must
succeed
on
a
DC
14
Constitution
saving
throw
or
be
stunned
until
the
end
Bearded
Devil
of
the
vrocks
next
turn.
Medium
fiend
(devil),
lawful
evil
Devils Armor
Class
13
(natural
armor)
Hit
Points
52
(8d8
+
16)
Barbed
Devil
Speed
30
ft.
Medium
fiend
(devil),
lawful
evil
STR
DEX
CON
INT
WIS
CHA
Armor
Class
15
(natural
armor)
16
(+3)
15
(+2)
15
(+2)
9
(1)
11
(+0)
11
(+0)
Hit
Points
110
(13d8
+
52)
Speed
30
ft.
Saving
Throws
Str
+5,
Con
+4,
Wis
+2
Damage
Resistances
cold;
bludgeoning,
piercing,
and
STR
DEX
CON
INT
WIS
CHA
slashing
from
nonmagical
attacks
that
arent
silvered
16
(+3)
17
(+3)
18
(+4)
12
(+1)
14
(+2)
14
(+2)
Damage
Immunities
fire,
poison
Saving
Throws
Str
+6,
Con
+7,
Wis
+5,
Cha
+5
Condition
Immunities
poisoned
Skills
Deception
+5,
Insight
+5,
Perception
+8
Senses
darkvision
120
ft.,
passive
Perception
10
Damage
Resistances
cold;
bludgeoning,
piercing,
and
Languages
Infernal,
telepathy
120
ft.
slashing
from
nonmagical
attacks
that
arent
silvered
Challenge
3
(700
XP)
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Devils
Sight.
Magical
darkness
doesnt
impede
the
Senses
darkvision
120
ft.,
passive
Perception
18
devils
darkvision.
Languages
Infernal,
telepathy
120
ft.
Magic
Resistance.
The
devil
has
advantage
on
saving
Challenge
5
(1,800
XP)
throws
against
spells
and
other
magical
effects.
Steadfast.
The
devil
cant
be
frightened
while
it
can
see
an
allied
creature
within
30
feet
of
it.
Barbed
Hide.
At
the
start
of
each
of
its
turns,
the
barbed
devil
deals
5
(1d10)
piercing
damage
to
any
Actions
creature
grappling
it.
Multiattack.
The
devil
makes
two
attacks:
one
with
its
Devils
Sight.
Magical
darkness
doesnt
impede
the
beard
and
one
with
its
glaive.
devils
darkvision.
Beard.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Magic
Resistance.
The
devil
has
advantage
on
saving
creature.
Hit:
6
(1d8
+
2)
piercing
damage,
and
the
throws
against
spells
and
other
magical
effects.
target
must
succeed
on
a
DC
12
Constitution
saving
throw
or
be
poisoned
for
1
minute.
While
poisoned
in
Actions
this
way,
the
target
cant
regain
hit
points.
The
target
Multiattack.
The
devil
makes
three
melee
attacks:
one
can
repeat
the
saving
throw
at
the
end
of
each
of
its
with
its
tail
and
two
with
its
claws.
Alternatively,
it
can
turns,
ending
the
effect
on
itself
on
a
success.
use
Hurl
Flame
twice.
Glaive.
Melee
Weapon
Attack:
+5
to
hit,
reach
10
ft.,
Claw.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
one
target.
Hit:
8
(1d10
+
3)
slashing
damage.
If
the
target.
Hit:
6
(1d6
+
3)
piercing
damage.
target
is
a
creature
other
than
an
undead
or
a
Tail.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
construct,
it
must
succeed
on
a
DC
12
Constitution
target.
Hit:
10
(2d6
+
3)
piercing
damage.
saving
throw
or
lose
5
(1d10)
hit
points
at
the
start
of
Hurl
Flame.
Ranged
Spell
Attack:
+5
to
hit,
range
150
each
of
its
turns
due
to
an
infernal
wound.
Each
time
ft.,
one
target.
Hit:
10
(3d6)
fire
damage.
If
the
target
is
the
devil
hits
the
wounded
target
with
this
attack,
the
damage
dealt
by
the
wound
increases
by
5
(1d10).
Any
creature
can
take
an
action
to
stanch
the
wound
with
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
274
successful
DC
12
Wisdom
(Medicine)
check.
The
wound
STR
DEX
CON
INT
WIS
CHA
also
closes
if
the
target
receives
magical
healing.
18
(+4)
15
(+2)
18
(+4)
11
(+0)
12
(+1)
14
(+2)
Bone
Devil
Saving
Throws
Con
+7,
Wis
+4,
Cha
+5
Large
fiend
(devil),
lawful
evil
Damage
Resistances
cold;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
that
arent
silvered
Armor
Class
19
(natural
armor)
Damage
Immunities
fire,
poison
Hit
Points
142
(15d10
+
60)
Condition
Immunities
poisoned
Speed
40
ft.,
fly
40
ft.
Senses
darkvision
120
ft.,
passive
Perception
11
STR
DEX
CON
INT
WIS
CHA
Languages
Infernal,
telepathy
120
ft.
18
(+4)
16
(+3)
18
(+4)
13
(+1)
14
(+2)
16
(+3)
Challenge
8
(3,900
XP)
Saving
Throws
Int
+5,
Wis
+6,
Cha
+7
Devils
Sight.
Magical
darkness
doesnt
impede
the
Skills
Deception
+7,
Insight
+6
devils
darkvision.
Damage
Resistances
cold;
bludgeoning,
piercing,
and
Magic
Resistance.
The
devil
has
advantage
on
saving
slashing
from
nonmagical
attacks
that
arent
silvered
throws
against
spells
and
other
magical
effects.
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Actions
Senses
darkvision
120
ft.,
passive
Perception
12
Multiattack.
The
devil
makes
two
attacks
with
its
Languages
Infernal,
telepathy
120
ft.
chains.
Challenge
9
(5,000
XP)
Chain.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
The
target
is
grappled
(escape
DC
14)
if
the
devil
isnt
Devils
Sight.
Magical
darkness
doesnt
impede
the
already
grappling
a
creature.
Until
this
grapple
ends,
devils
darkvision.
the
target
is
restrained
and
takes
7
(2d6)
piercing
Magic
Resistance.
The
devil
has
advantage
on
saving
damage
at
the
start
of
each
of
its
turns.
throws
against
spells
and
other
magical
effects.
Animate
Chains
(Recharges
after
a
Short
or
Long
Rest).
Up
to
four
chains
the
devil
can
see
within
60
feet
of
it
Actions
magically
sprout
razor-edged
barbs
and
animate
under
Multiattack.
The
devil
makes
three
attacks:
two
with
the
devils
control,
provided
that
the
chains
arent
its
claws
and
one
with
its
sting.
being
worn
or
carried.
Claw.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
Each
animated
chain
is
an
object
with
AC
20,
20
hit
one
target.
Hit:
8
(1d8
+
4)
slashing
damage.
points,
resistance
to
piercing
damage,
and
immunity
to
psychic
and
thunder
damage.
When
the
devil
uses
Sting.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
Multiattack
on
its
turn,
it
can
use
each
animated
chain
one
target.
Hit:
13
(2d8
+
4)
piercing
damage
plus
17
to
make
one
additional
chain
attack.
An
animated
(5d6)
poison
damage,
and
the
target
must
succeed
on
chain
can
grapple
one
creature
of
its
own
but
cant
a
DC
14
Constitution
saving
throw
or
become
poisoned
make
attacks
while
grappling.
An
animated
chain
for
1
minute.
The
target
can
repeat
the
saving
throw
at
reverts
to
its
inanimate
state
if
reduced
to
0
hit
points
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
or
if
the
devil
is
incapacitated
or
dies.
on
a
success.
Reactions
Chain
Devil
Unnerving
Mask.
When
a
creature
the
devil
can
see
Medium
fiend
(devil),
lawful
evil
starts
its
turn
within
30
feet
of
the
devil,
the
devil
can
Armor
Class
16
(natural
armor)
create
the
illusion
that
it
looks
like
one
of
the
creatures
departed
loved
ones
or
bitter
enemies.
If
the
Hit
Points
85
(10d8
+
40)
creature
can
see
the
devil,
it
must
succeed
on
a
DC
14
Speed
30
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
275
Wisdom
saving
throw
or
be
frightened
until
the
end
of
Horned
Devil
its
turn.
Large
fiend
(devil),
lawful
evil
Armor
Class
18
(natural
armor)
Erinyes
Hit
Points
178
(17d10
+
85)
Medium
fiend
(devil),
lawful
evil
Speed
20
ft.,
fly
60
ft.
Armor
Class
18
(plate)
Hit
Points
153
(18d8
+
72)
STR
DEX
CON
INT
WIS
CHA
Speed
30
ft.,
fly
60
ft.
22
(+6)
17
(+3)
21
(+5)
12
(+1)
16
(+3)
17
(+3)
STR
DEX
CON
INT
WIS
CHA
Saving
Throws
Str
+10,
Dex
+7,
Wis
+7,
Cha
+7
18
(+4)
16
(+3)
18
(+4)
14
(+2)
14
(+2)
18
(+4)
Damage
Resistances
cold;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
not
made
with
Saving
Throws
Dex
+7,
Con
+8,
Wis
+6,
Cha
+8
silvered
weapons
Damage
Resistances
cold;
bludgeoning,
piercing,
and
Damage
Immunities
fire,
poison
slashing
from
nonmagical
attacks
that
arent
silvered
Condition
Immunities
poisoned
Damage
Immunities
fire,
poison
Senses
darkvision
120
ft.,
passive
Perception
13
Condition
Immunities
poisoned
Languages
Infernal,
telepathy
120
ft.
Senses
truesight
120
ft.,
passive
Perception
12
Challenge
11
(7,200
XP)
Languages
Infernal,
telepathy
120
ft.
Challenge
12
(8,400
XP)
Devils
Sight.
Magical
darkness
doesnt
impede
the
devils
darkvision.
Hellish
Weapons.
The
erinyess
weapon
attacks
are
Magic
Resistance.
The
devil
has
advantage
on
saving
magical
and
deal
an
extra
13
(3d8)
poison
damage
on
a
throws
against
spells
and
other
magical
effects.
hit
(included
in
the
attacks).
Magic
Resistance.
The
erinyes
has
advantage
on
saving
Actions
throws
against
spells
and
other
magical
effects.
Multiattack.
The
devil
makes
three
melee
attacks:
two
with
its
fork
and
one
with
its
tail.
It
can
use
Hurl
Flame
Actions
in
place
of
any
melee
attack.
Multiattack.
The
erinyes
makes
three
attacks.
Fork.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Longsword.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(2d8
+
6)
piercing
damage.
one
target.
Hit:
8
(1d8
+
4)
slashing
damage,
or
9
(1d10
Tail.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
+
4)
slashing
damage
if
used
with
two
hands,
plus
13
target.
Hit:
10
(1d8
+
6)
piercing
damage.
If
the
target
is
(3d8)
poison
damage.
a
creature
other
than
an
undead
or
a
construct,
it
must
Longbow.
Ranged
Weapon
Attack:
+7
to
hit,
range
succeed
on
a
DC
17
Constitution
saving
throw
or
lose
150/600
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
10
(3d6)
hit
points
at
the
start
of
each
of
its
turns
due
damage
plus
13
(3d8)
poison
damage,
and
the
target
to
an
infernal
wound.
Each
time
the
devil
hits
the
must
succeed
on
a
DC
14
Constitution
saving
throw
or
wounded
target
with
this
attack,
the
damage
dealt
by
be
poisoned.
The
poison
lasts
until
it
is
removed
by
the
the
wound
increases
by
10
(3d6).
Any
creature
can
take
lesser
restoration
spell
or
similar
magic.
an
action
to
stanch
the
wound
with
a
successful
DC
12
Wisdom
(Medicine)
check.
The
wound
also
closes
if
the
Reactions
target
receives
magical
healing.
Parry.
The
erinyes
adds
4
to
its
AC
against
one
melee
Hurl
Flame.
Ranged
Spell
Attack:
+7
to
hit,
range
150
attack
that
would
hit
it.
To
do
so,
the
erinyes
must
see
ft.,
one
target.
Hit:
14
(4d6)
fire
damage.
If
the
target
is
the
attacker
and
be
wielding
a
melee
weapon.
a
flammable
object
that
isnt
being
worn
or
carried,
it
also
catches
fire.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
276
Ice
Devil
successful
one.
The
wall
lasts
for
1
minute
or
until
the
devil
is
Large
fiend
(devil),
lawful
evil
incapacitated
or
dies.
The
wall
can
be
damaged
and
Armor
Class
18
(natural
armor)
breached;
each
10-foot
section
has
AC
5,
30
hit
points,
Hit
Points
180
(19d10
+
76)
vulnerability
to
fire
damage,
and
immunity
to
acid,
cold,
necrotic,
poison,
and
psychic
damage.
If
a
section
is
Speed
40
ft.
destroyed,
it
leaves
behind
a
sheet
of
frigid
air
in
the
STR
DEX
CON
INT
WIS
CHA
space
the
wall
occupied.
Whenever
a
creature
finishes
21
(+5)
14
(+2)
18
(+4)
18
(+4)
15
(+2)
18
(+4)
moving
through
the
frigid
air
on
a
turn,
willingly
or
otherwise,
the
creature
must
make
a
DC
17
Saving
Throws
Dex
+7,
Con
+9,
Wis
+7,
Cha
+9
Constitution
saving
throw,
taking
17
(5d6)
cold
damage
Damage
Resistances
bludgeoning,
piercing,
and
on
a
failed
save,
or
half
as
much
damage
on
a
slashing
from
nonmagical
attacks
that
arent
silvered
successful
one.
The
frigid
air
dissipates
when
the
rest
of
the
wall
vanishes.
Damage
Immunities
cold,
fire,
poison
Condition
Immunities
poisoned
Imp
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Perception
12
Tiny
fiend
(devil,
shapechanger),
lawful
evil
Languages
Infernal,
telepathy
120
ft.
Armor
Class
13
Challenge
14
(11,500
XP)
Hit
Points
10
(3d4
+
3)
Speed
20
ft.,
fly
40
ft.
Devils
Sight.
Magical
darkness
doesnt
impede
the
STR
DEX
CON
INT
WIS
CHA
devils
darkvision.
6
(2)
17
(+3)
13
(+1)
11
(+0)
12
(+1)
14
(+2)
Magic
Resistance.
The
devil
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Skills
Deception
+4,
Insight
+3,
Persuasion
+4,
Stealth
+5
Actions
Damage
Resistances
cold;
bludgeoning,
piercing,
and
Multiattack.
The
devil
makes
three
attacks:
one
with
slashing
from
nonmagical
attacks
that
arent
silvered
its
bite,
one
with
its
claws,
and
one
with
its
tail.
Damage
Immunities
fire,
poison
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
Condition
Immunities
poisoned
target.
Hit:
12
(2d6
+
5)
piercing
damage
plus
10
(3d6)
Senses
darkvision
120
ft.,
passive
Perception
11
cold
damage.
Languages
Infernal,
Common
Claws.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d4
+
5)
slashing
damage
plus
10
Challenge
1
(200
XP)
(3d6)
cold
damage.
Tail.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
Shapechanger.
The
imp
can
use
its
action
to
target.
Hit:
12
(2d6
+
5)
bludgeoning
damage
plus
10
polymorph
into
a
beast
form
that
resembles
a
rat
(3d6)
cold
damage.
(speed
20
ft.),
a
raven
(20
ft.,
fly
60
ft.),
or
a
spider
(20
Wall
of
Ice
(Recharge
6).
The
devil
magically
forms
an
ft.,
climb
20
ft.),
or
back
into
its
true
form.
Its
statistics
opaque
wall
of
ice
on
a
solid
surface
it
can
see
within
are
the
same
in
each
form,
except
for
the
speed
60
feet
of
it.
The
wall
is
1
foot
thick
and
up
to
30
feet
changes
noted.
Any
equipment
it
is
wearing
or
carrying
long
and
10
feet
high,
or
its
a
hemispherical
dome
up
isnt
transformed.
It
reverts
to
its
true
form
if
it
dies.
to
20
feet
in
diameter.
Devils
Sight.
Magical
darkness
doesnt
impede
the
When
the
wall
appears,
each
creature
in
its
space
is
imps
darkvision.
pushed
out
of
it
by
the
shortest
route.
The
creature
Magic
Resistance.
The
imp
has
advantage
on
saving
chooses
which
side
of
the
wall
to
end
up
on,
unless
the
throws
against
spells
and
other
magical
effects.
creature
is
incapacitated.
The
creature
then
makes
a
DC
17
Dexterity
saving
throw,
taking
35
(10d6)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
277
Actions
STR
DEX
CON
INT
WIS
CHA
Sting
(Bite
in
Beast
Form).
Melee
Weapon
Attack:
+5
26
(+8)
14
(+2)
24
(+7)
22
(+6)
18
(+4)
24
(+7)
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d4
+
3)
piercing
damage,
and
the
target
must
make
on
a
DC
11
Saving
Throws
Dex
+8,
Con
+13,
Wis
+10
Constitution
saving
throw,
taking
10
(3d6)
poison
Damage
Resistances
cold;
bludgeoning,
piercing,
and
damage
on
a
failed
save,
or
half
as
much
damage
on
a
slashing
from
nonmagical
attacks
that
arent
silvered
successful
one.
Damage
Immunities
fire,
poison
Invisibility.
The
imp
magically
turns
invisible
until
it
Condition
Immunities
poisoned
attacks
or
until
its
concentration
ends
(as
if
Senses
truesight
120
ft.,
passive
Perception
14
concentrating
on
a
spell).
Any
equipment
the
imp
Languages
Infernal,
telepathy
120
ft.
wears
or
carries
is
invisible
with
it.
Challenge
20
(25,000
XP)
Lemure
Medium
fiend
(devil),
lawful
evil
Fear
Aura.
Any
creature
hostile
to
the
pit
fiend
that
starts
its
turn
within
20
feet
of
the
pit
fiend
must
make
Armor
Class
7
a
DC
21
Wisdom
saving
throw,
unless
the
pit
fiend
is
Hit
Points
13
(3d8)
incapacitated.
On
a
failed
save,
the
creature
is
Speed
15
ft.
frightened
until
the
start
of
its
next
turn.
If
a
creatures
saving
throw
is
successful,
the
creature
is
immune
to
STR
DEX
CON
INT
WIS
CHA
the
pit
fiends
Fear
Aura
for
the
next
24
hours.
10
(+0)
5
(3)
11
(+0)
1
(5)
11
(+0)
3
(4)
Magic
Resistance.
The
pit
fiend
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Damage
Resistances
cold
Magic
Weapons.
The
pit
fiends
weapon
attacks
are
Damage
Immunities
fire,
poison
magical.
Condition
Immunities
charmed,
frightened,
poisoned
Innate
Spellcasting.
The
pit
fiends
spellcasting
ability
Senses
darkvision
120
ft.,
passive
Perception
10
is
Charisma
(spell
save
DC
21).
The
pit
fiend
can
Languages
understands
Infernal
but
cant
speak
innately
cast
the
following
spells,
requiring
no
material
components:
Challenge
0
(10
XP)
At
will:
detect
magic,
fireball
3/day
each:
hold
monster,
wall
of
fire
Devils
Sight.
Magical
darkness
doesnt
impede
the
lemures
darkvision.
Actions
Hellish
Rejuvenation.
A
lemure
that
dies
in
the
Nine
Hells
comes
back
to
life
with
all
its
hit
points
in
1d10
Multiattack.
The
pit
fiend
makes
four
attacks:
one
with
days
unless
it
is
killed
by
a
good-aligned
creature
with
a
its
bite,
one
with
its
claw,
one
with
its
mace,
and
one
bless
spell
cast
on
that
creature
or
its
remains
are
with
its
tail.
sprinkled
with
holy
water.
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
5
ft.,
one
target.
Hit:
22
(4d6
+
8)
piercing
damage.
The
target
Actions
must
succeed
on
a
DC
21
Constitution
saving
throw
or
become
poisoned.
While
poisoned
in
this
way,
the
Fist.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
2
(1d4)
bludgeoning
damage.
target
cant
regain
hit
points,
and
it
takes
21
(6d6)
poison
damage
at
the
start
of
each
of
its
turns.
The
poisoned
target
can
repeat
the
saving
throw
at
the
end
Pit
Fiend
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
Large
fiend
(devil),
lawful
evil
success.
Armor
Class
19
(natural
armor)
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
one
target.
Hit:
17
(2d8
+
8)
slashing
damage.
Hit
Points
300
(24d10
+
168)
Speed
30
ft.,
fly
60
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
278
Mace.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
If
the
target
is
prone,
the
triceratops
can
make
one
one
target.
Hit:
15
(2d6
+
8)
bludgeoning
damage
plus
stomp
attack
against
it
as
a
bonus
action.
21
(6d6)
fire
damage.
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
one
Actions
target.
Hit:
24
(3d10
+
8)
bludgeoning
damage.
Gore.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
target.
Hit:
24
(4d8
+
6)
piercing
damage.
Dinosaurs Stomp.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
prone
creature.
Hit:
22
(3d10
+
6)
bludgeoning
Plesiosaurus
damage.
Large
beast,
unaligned
Armor
Class
13
(natural
armor)
Tyrannosaurus
Rex
Hit
Points
68
(8d10
+
24)
Huge
beast,
unaligned
Speed
20
ft.,
swim
40
ft.
Armor
Class
13
(natural
armor)
Hit
Points
136
(13d12
+
52)
STR
DEX
CON
INT
WIS
CHA
Speed
50
ft.
18
(+4)
15
(+2)
16
(+3)
2
(4)
12
(+1)
5
(3)
STR
DEX
CON
INT
WIS
CHA
Skills
Perception
+3,
Stealth
+4
25
(+7)
10
(+0)
19
(+4)
2
(4)
12
(+1)
9
(1)
Senses
passive
Perception
13
Languages
Skills
Perception
+4
Challenge
2
(450
XP)
Senses
passive
Perception
14
Languages
Hold
Breath.
The
plesiosaurus
can
hold
its
breath
for
1
Challenge
8
(3,900
XP)
hour.
Actions
Actions
Multiattack.
The
tyrannosaurus
makes
two
attacks:
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
one
with
its
bite
and
one
with
its
tail.
It
cant
make
target.
Hit:
14
(3d6
+
4)
piercing
damage.
both
attacks
against
the
same
target.
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Triceratops
one
target.
Hit:
33
(4d12
+
7)
piercing
damage.
If
the
target
is
a
Medium
or
smaller
creature,
it
is
grappled
Huge
beast,
unaligned
(escape
DC
17).
Until
this
grapple
ends,
the
target
is
Armor
Class
13
(natural
armor)
restrained,
and
the
tyrannosaurus
cant
bite
another
Hit
Points
95
(10d12
+
30)
target.
Speed
50
ft.
Tail.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
target.
Hit:
20
(3d8
+
7)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
22
(+6)
9
(1)
17
(+3)
2
(4)
11
(+0)
5
(3)
Doppelganger
Senses
passive
Perception
10
Medium
monstrosity
(shapechanger),
neutral
Languages
Armor
Class
14
Challenge
5
(1,800
XP)
Hit
Points
52
(8d8
+
16)
Speed
30
ft.
Trampling
Charge.
If
the
triceratops
moves
at
least
20
STR
DEX
CON
INT
WIS
CHA
feet
straight
toward
a
creature
and
then
hits
it
with
a
gore
attack
on
the
same
turn,
that
target
must
succeed
11
(+0)
18
(+4)
14
(+2)
11
(+0)
12
(+1)
14
(+2)
on
a
DC
13
Strength
saving
throw
or
be
knocked
prone.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
279
Skills
Deception
+6,
Insight
+3
STR
DEX
CON
INT
WIS
CHA
Condition
Immunities
charmed
27
(+8)
14
(+2)
25
(+7)
16
(+3)
15
(+2)
19
(+4)
Senses
darkvision
60
ft.,
passive
Perception
11
Saving
Throws
Dex
+9,
Con
+14,
Wis
+9,
Cha
+11
Languages
Common
Skills
Perception
+16,
Stealth
+9
Challenge
3
(700
XP)
Damage
Immunities
acid
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Shapechanger.
The
doppelganger
can
use
its
action
to
Perception
26
polymorph
into
a
Small
or
Medium
humanoid
it
has
Languages
Common,
Draconic
seen,
or
back
into
its
true
form.
Its
statistics,
other
than
its
size,
are
the
same
in
each
form.
Any
equipment
it
is
Challenge
21
(33,000
XP)
wearing
or
carrying
isnt
transformed.
It
reverts
to
its
true
form
if
it
dies.
Amphibious.
The
dragon
can
breathe
air
and
water.
Ambusher.
In
the
first
round
of
a
combat,
the
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
doppelganger
has
advantage
on
attack
rolls
against
any
saving
throw,
it
can
choose
to
succeed
instead.
creature
it
has
surprised.
Surprise
Attack.
If
the
doppelganger
surprises
a
Actions
creature
and
hits
it
with
an
attack
during
the
first
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
round
of
combat,
the
target
takes
an
extra
10
(3d6)
It
then
makes
three
attacks:
one
with
its
bite
and
two
damage
from
the
attack.
with
its
claws.
Bite.
Melee
Weapon
Attack:
+15
to
hit,
reach
15
ft.,
Actions
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
9
Multiattack.
The
doppelganger
makes
two
melee
(2d8)
acid
damage.
attacks.
Claw.
Melee
Weapon
Attack:
+15
to
hit,
reach
10
ft.,
Slam.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
target.
Hit:
7
(1d6
+
4)
bludgeoning
damage.
Tail.
Melee
Weapon
Attack:
+15
to
hit,
reach
20
ft.,
one
Read
Thoughts.
The
doppelganger
magically
reads
the
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
surface
thoughts
of
one
creature
within
60
feet
of
it.
Frightful
Presence.
Each
creature
of
the
dragons
The
effect
can
penetrate
barriers,
but
3
feet
of
wood
or
choice
that
is
within
120
feet
of
the
dragon
and
aware
dirt,
2
feet
of
stone,
2
inches
of
metal,
or
a
thin
sheet
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
of
lead
blocks
it.
While
the
target
is
in
range,
the
become
frightened
for
1
minute.
A
creature
can
repeat
doppelganger
can
continue
reading
its
thoughts,
as
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
long
as
the
doppelgangers
concentration
isnt
broken
the
effect
on
itself
on
a
success.
If
a
creatures
saving
(as
if
concentrating
on
a
spell).
While
reading
the
throw
is
successful
or
the
effect
ends
for
it,
the
targets
mind,
the
doppelganger
has
advantage
on
creature
is
immune
to
the
dragons
Frightful
Presence
Wisdom
(Insight)
and
Charisma
(Deception,
for
the
next
24
hours.
Intimidation,
and
Persuasion)
checks
against
the
target.
Acid
Breath
(Recharge
56).
The
dragon
exhales
acid
in
a
90-foot
line
that
is
10
feet
wide.
Each
creature
in
that
Dragons, Chromatic line
must
make
a
DC
22
Dexterity
saving
throw,
taking
67
(15d8)
acid
damage
on
a
failed
save,
or
half
as
much
Black Dragon damage
on
a
successful
one.
Legendary
Actions
Ancient
Black
Dragon
The
dragon
can
take
3
legendary
actions,
choosing
Gargantuan
dragon,
chaotic
evil
from
the
options
below.
Only
one
legendary
action
Armor
Class
22
(natural
armor)
option
can
be
used
at
a
time
and
only
at
the
end
of
Hit
Points
367
(21d20
+
147)
another
creatures
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
280
Detect.
The
dragon
makes
a
Wisdom
(Perception)
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
check.
the
effect
on
itself
on
a
success.
If
a
creatures
saving
Tail
Attack.
The
dragon
makes
a
tail
attack.
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragons
Frightful
Presence
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
for
the
next
24
hours.
wings.
Each
creature
within
15
feet
of
the
dragon
must
succeed
on
a
DC
23
Dexterity
saving
throw
or
Acid
Breath
(Recharge
56).
The
dragon
exhales
acid
in
take
15
(2d6
+
8)
bludgeoning
damage
and
be
a
60-foot
line
that
is
5
feet
wide.
Each
creature
in
that
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
line
must
make
a
DC
18
Dexterity
saving
throw,
taking
flying
speed.
54
(12d8)
acid
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Adult
Black
Dragon
Legendary
Actions
Huge
dragon,
chaotic
evil
The
dragon
can
take
3
legendary
actions,
choosing
Armor
Class
19
(natural
armor)
from
the
options
below.
Only
one
legendary
action
Hit
Points
195
(17d12
+
85)
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creatures
turn.
The
dragon
regains
spent
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
legendary
actions
at
the
start
of
its
turn.
STR
DEX
CON
INT
WIS
CHA
Detect.
The
dragon
makes
a
Wisdom
(Perception)
23
(+6)
14
(+2)
21
(+5)
14
(+2)
13
(+1)
17
(+3)
check.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Saving
Throws
Dex
+7,
Con
+10,
Wis
+6,
Cha
+8
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Skills
Perception
+11,
Stealth
+7
wings.
Each
creature
within
10
feet
of
the
dragon
Damage
Immunities
acid
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
take
13
(2d6
+
6)
bludgeoning
damage
and
be
Perception
21
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
flying
speed.
Languages
Common,
Draconic
Challenge
14
(11,500
XP)
Young
Black
Dragon
Large
dragon,
chaotic
evil
Amphibious.
The
dragon
can
breathe
air
and
water.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Armor
Class
18
(natural
armor)
saving
throw,
it
can
choose
to
succeed
instead.
Hit
Points
127
(15d10
+
45)
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Actions
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
STR
DEX
CON
INT
WIS
CHA
It
then
makes
three
attacks:
one
with
its
bite
and
two
19
(+4)
14
(+2)
17
(+3)
12
(+1)
11
(+0)
15
(+2)
with
its
claws.
Saving
Throws
Dex
+5,
Con
+6,
Wis
+3,
Cha
+5
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
Skills
Perception
+6,
Stealth
+5
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
4
(1d8)
acid
damage.
Damage
Immunities
acid
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Perception
16
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
Languages
Common,
Draconic
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
Challenge
7
(2,900
XP)
Frightful
Presence.
Each
creature
of
the
dragons
choice
that
is
within
120
feet
of
the
dragon
and
aware
Amphibious.
The
dragon
can
breathe
air
and
water.
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
281
Actions
Ancient
Blue
Dragon
Multiattack.
The
dragon
makes
three
attacks:
one
with
Gargantuan
dragon,
lawful
evil
its
bite
and
two
with
its
claws.
Armor
Class
22
(natural
armor)
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Hit
Points
481
(26d20
+
208)
target.
Hit:
15
(2d10
+
4)
piercing
damage
plus
4
(1d8)
acid
damage.
Speed
40
ft.,
burrow
40
ft.,
fly
80
ft.
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
STR
DEX
CON
INT
WIS
CHA
target.
Hit:
11
(2d6
+
4)
slashing
damage.
29
(+9)
10
(+0)
27
(+8)
18
(+4)
17
(+3)
21
(+5)
Acid
Breath
(Recharge
56).
The
dragon
exhales
acid
in
a
30-foot
line
that
is
5
feet
wide.
Each
creature
in
that
Saving
Throws
Dex
+7,
Con
+15,
Wis
+10,
Cha
+12
line
must
make
a
DC
14
Dexterity
saving
throw,
taking
Skills
Perception
+17,
Stealth
+7
49
(11d8)
acid
damage
on
a
failed
save,
or
half
as
much
Damage
Immunities
lightning
damage
on
a
successful
one.
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Perception
27
Black
Dragon
Wyrmling
Languages
Common,
Draconic
Medium
dragon,
chaotic
evil
Challenge
23
(50,000
XP)
Armor
Class
17
(natural
armor)
Hit
Points
33
(6d8
+
6)
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
saving
throw,
it
can
choose
to
succeed
instead.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
282
Legendary
Actions
Tail.
Melee
Weapon
Attack:
+12
to
hit,
reach
15
ft.,
one
target.
Hit:
16
(2d8
+
7)
bludgeoning
damage.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Frightful
Presence.
Each
creature
of
the
dragons
option
can
be
used
at
a
time
and
only
at
the
end
of
choice
that
is
within
120
feet
of
the
dragon
and
aware
another
creatures
turn.
The
dragon
regains
spent
of
it
must
succeed
on
a
DC
17
Wisdom
saving
throw
or
legendary
actions
at
the
start
of
its
turn.
become
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Detect.
The
dragon
makes
a
Wisdom
(Perception)
the
effect
on
itself
on
a
success.
If
a
creatures
saving
check.
throw
is
successful
or
the
effect
ends
for
it,
the
Tail
Attack.
The
dragon
makes
a
tail
attack.
creature
is
immune
to
the
dragons
Frightful
Presence
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
for
the
next
24
hours.
wings.
Each
creature
within
15
feet
of
the
dragon
Lightning
Breath
(Recharge
56).
The
dragon
exhales
must
succeed
on
a
DC
24
Dexterity
saving
throw
or
lightning
in
a
90-foot
line
that
is
5
feet
wide.
Each
take
16
(2d6
+
9)
bludgeoning
damage
and
be
creature
in
that
line
must
make
a
DC
19
Dexterity
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
saving
throw,
taking
66
(12d10)
lightning
damage
on
a
flying
speed.
failed
save,
or
half
as
much
damage
on
a
successful
one.
Adult
Blue
Dragon
Legendary
Actions
Huge
dragon,
lawful
evil
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Armor
Class
19
(natural
armor)
option
can
be
used
at
a
time
and
only
at
the
end
of
Hit
Points
225
(18d12
+
108)
another
creatures
turn.
The
dragon
regains
spent
Speed
40
ft.,
burrow
30
ft.,
fly
80
ft.
legendary
actions
at
the
start
of
its
turn.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
STR
DEX
CON
INT
WIS
CHA
check.
25
(+7)
10
(+0)
23
(+6)
16
(+3)
15
(+2)
19
(+4)
Tail
Attack.
The
dragon
makes
a
tail
attack.
Saving
Throws
Dex
+5,
Con
+11,
Wis
+7,
Cha
+9
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Skills
Perception
+12,
Stealth
+5
wings.
Each
creature
within
10
feet
of
the
dragon
must
succeed
on
a
DC
20
Dexterity
saving
throw
or
Damage
Immunities
lightning
take
14
(2d6
+
7)
bludgeoning
damage
and
be
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Perception
22
flying
speed.
Languages
Common,
Draconic
Challenge
16
(15,000
XP)
Young
Blue
Dragon
Large
dragon,
lawful
evil
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Armor
Class
18
(natural
armor)
saving
throw,
it
can
choose
to
succeed
instead.
Hit
Points
152
(16d10
+
64)
Actions
Speed
40
ft.,
burrow
20
ft.,
fly
80
ft.
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
STR
DEX
CON
INT
WIS
CHA
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
21
(+5)
10
(+0)
19
(+4)
14
(+2)
13
(+1)
17
(+3)
Bite.
Melee
Weapon
Attack:
+12
to
hit,
reach
10
ft.,
Saving
Throws
Dex
+4,
Con
+8,
Wis
+5,
Cha
+7
one
target.
Hit:
18
(2d10
+
7)
piercing
damage
plus
5
Skills
Perception
+9,
Stealth
+4
(1d10)
lightning
damage.
Damage
Immunities
lightning
Claw.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
ft.,
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
one
target.
Hit:
14
(2d6
+
7)
slashing
damage.
Perception
19
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
283
Languages
Common,
Draconic
Green Dragon
Challenge
9
(5,000
XP)
Ancient
Green
Dragon
Actions
Gargantuan
dragon,
lawful
evil
Multiattack.
The
dragon
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Armor
Class
21
(natural
armor)
Bite.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
Hit
Points
385
(22d20
+
154)
target.
Hit:
16
(2d10
+
5)
piercing
damage
plus
5
(1d10)
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
lightning
damage.
STR
DEX
CON
INT
WIS
CHA
Claw.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
target.
Hit:
12
(2d6
+
5)
slashing
damage.
27
(+8)
12
(+1)
25
(+7)
20
(+5)
17
(+3)
19
(+4)
Lightning
Breath
(Recharge
56).
The
dragon
exhales
Saving
Throws
Dex
+8,
Con
+14,
Wis
+10,
Cha
+11
lightning
in
an
60-foot
line
that
is
5
feet
wide.
Each
Skills
Deception
+11,
Insight
+10,
Perception
+17,
creature
in
that
line
must
make
a
DC
16
Dexterity
Persuasion
+11,
Stealth
+8
saving
throw,
taking
55
(10d10)
lightning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Damage
Immunities
poison
Saving
Throws
Dex
+2,
Con
+4,
Wis
+2,
Cha
+4
Actions
Skills
Perception
+4,
Stealth
+2
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Damage
Immunities
lightning
It
then
makes
three
attacks:
one
with
its
bite
and
two
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
with
its
claws.
Perception
14
Bite.
Melee
Weapon
Attack:
+15
to
hit,
reach
15
ft.,
Languages
Draconic
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
10
(3d6)
poison
damage.
Challenge
3
(700
XP)
Claw.
Melee
Weapon
Attack:
+15
to
hit,
reach
10
ft.,
Actions
one
target.
Hit:
22
(4d6
+
8)
slashing
damage.
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Tail.
Melee
Weapon
Attack:
+15
to
hit,
reach
20
ft.,
one
target.
Hit:
8
(1d10
+
3)
piercing
damage
plus
3
(1d6)
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
lightning
damage.
Frightful
Presence.
Each
creature
of
the
dragons
Lightning
Breath
(Recharge
56).
The
dragon
exhales
choice
that
is
within
120
feet
of
the
dragon
and
aware
lightning
in
a
30-foot
line
that
is
5
feet
wide.
Each
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
creature
in
that
line
must
make
a
DC
12
Dexterity
become
frightened
for
1
minute.
A
creature
can
repeat
saving
throw,
taking
22
(4d10)
lightning
damage
on
a
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
failed
save,
or
half
as
much
damage
on
a
successful
one.
the
effect
on
itself
on
a
success.
If
a
creatures
saving
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragons
Frightful
Presence
for
the
next
24
hours.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
284
Poison
Breath
(Recharge
56).
The
dragon
exhales
Actions
poisonous
gas
in
a
90-foot
cone.
Each
creature
in
that
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
area
must
make
a
DC
22
Constitution
saving
throw,
It
then
makes
three
attacks:
one
with
its
bite
and
two
taking
77
(22d6)
poison
damage
on
a
failed
save,
or
with
its
claws.
half
as
much
damage
on
a
successful
one.
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
Legendary
Actions
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
7
(2d6)
poison
damage.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
option
can
be
used
at
a
time
and
only
at
the
end
of
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
another
creatures
turn.
The
dragon
regains
spent
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
legendary
actions
at
the
start
of
its
turn.
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Frightful
Presence.
Each
creature
of
the
dragons
check.
choice
that
is
within
120
feet
of
the
dragon
and
aware
Tail
Attack.
The
dragon
makes
a
tail
attack.
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
wings.
Each
creature
within
15
feet
of
the
dragon
the
effect
on
itself
on
a
success.
If
a
creatures
saving
must
succeed
on
a
DC
23
Dexterity
saving
throw
or
throw
is
successful
or
the
effect
ends
for
it,
the
take
15
(2d6
+
8)
bludgeoning
damage
and
be
creature
is
immune
to
the
dragons
Frightful
Presence
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
for
the
next
24
hours.
flying
speed.
Poison
Breath
(Recharge
56).
The
dragon
exhales
poisonous
gas
in
a
60-foot
cone.
Each
creature
in
that
Adult
Green
Dragon
area
must
make
a
DC
18
Constitution
saving
throw,
Huge
dragon,
lawful
evil
taking
56
(16d6)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Armor
Class
19
(natural
armor)
Hit
Points
207
(18d12
+
90)
Legendary
Actions
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
The
dragon
can
take
3
legendary
actions,
choosing
STR
DEX
CON
INT
WIS
CHA
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
23
(+6)
12
(+1)
21
(+5)
18
(+4)
15
(+2)
17
(+3)
another
creatures
turn.
The
dragon
regains
spent
Saving
Throws
Dex
+6,
Con
+10,
Wis
+7,
Cha
+8
legendary
actions
at
the
start
of
its
turn.
Skills
Deception
+8,
Insight
+7,
Perception
+12,
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Persuasion
+8,
Stealth
+6
check.
Damage
Immunities
poison
Tail
Attack.
The
dragon
makes
a
tail
attack.
Condition
Immunities
poisoned
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
wings.
Each
creature
within
10
feet
of
the
dragon
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
Perception
22
take
13
(2d6
+
6)
bludgeoning
damage
and
be
Languages
Common,
Draconic
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Challenge
15
(13,000
XP)
flying
speed.
Amphibious.
The
dragon
can
breathe
air
and
water.
Young
Green
Dragon
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Large
dragon,
lawful
evil
saving
throw,
it
can
choose
to
succeed
instead.
Armor
Class
18
(natural
armor)
Hit
Points
136
(16d10
+
48)
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
285
STR
DEX
CON
INT
WIS
CHA
19
(+4)
12
(+1)
17
(+3)
16
(+3)
13
(+1)
15
(+2)
Amphibious.
The
dragon
can
breathe
air
and
water.
Saving
Throws
Dex
+4,
Con
+6,
Wis
+4,
Cha
+5
Actions
Skills
Deception
+5,
Perception
+7,
Stealth
+4
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Damage
Immunities
poison
target.
Hit:
7
(1d10
+
2)
piercing
damage
plus
3
(1d6)
Condition
Immunities
poisoned
poison
damage.
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
Poison
Breath
(Recharge
56).
The
dragon
exhales
Perception
17
poisonous
gas
in
a
15-foot
cone.
Each
creature
in
that
area
must
make
a
DC
11
Constitution
saving
throw,
Languages
Common,
Draconic
taking
21
(6d6)
poison
damage
on
a
failed
save,
or
half
Challenge
8
(3,900
XP)
as
much
damage
on
a
successful
one.
Amphibious.
The
dragon
can
breathe
air
and
water.
Red Dragon
Actions
Multiattack.
The
dragon
makes
three
attacks:
one
with
Ancient
Red
Dragon
its
bite
and
two
with
its
claws.
Gargantuan
dragon,
chaotic
evil
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Armor
Class
22
(natural
armor)
target.
Hit:
15
(2d10
+
4)
piercing
damage
plus
7
(2d6)
poison
damage.
Hit
Points
546
(28d20
+
252)
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
target.
Hit:
11
(2d6
+
4)
slashing
damage.
STR
DEX
CON
INT
WIS
CHA
Poison
Breath
(Recharge
56).
The
dragon
exhales
30
(+10)
10
(+0)
29
(+9)
18
(+4)
15
(+2)
23
(+6)
poisonous
gas
in
a
30-foot
cone.
Each
creature
in
that
area
must
make
a
DC
14
Constitution
saving
throw,
Saving
Throws
Dex
+7,
Con
+16,
Wis
+9,
Cha
+13
taking
42
(12d6)
poison
damage
on
a
failed
save,
or
Skills
Perception
+16,
Stealth
+7
half
as
much
damage
on
a
successful
one.
Damage
Immunities
fire
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Green
Dragon
Wyrmling
Perception
26
Medium
dragon,
lawful
evil
Languages
Common,
Draconic
Armor
Class
17
(natural
armor)
Challenge
24
(62,000
XP)
Hit
Points
38
(7d8
+
7)
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
STR
DEX
CON
INT
WIS
CHA
15
(+2)
12
(+1)
13
(+1)
14
(+2)
11
(+0)
13
(+1)
Actions
Saving
Throws
Dex
+3,
Con
+3,
Wis
+2,
Cha
+3
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Skills
Perception
+4,
Stealth
+3
It
then
makes
three
attacks:
one
with
its
bite
and
two
with
its
claws.
Damage
Immunities
poison
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
15
ft.,
Condition
Immunities
poisoned
one
target.
Hit:
21
(2d10
+
10)
piercing
damage
plus
14
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
(4d6)
fire
damage.
Perception
14
Claw.
Melee
Weapon
Attack:
+17
to
hit,
reach
10
ft.,
Languages
Draconic
one
target.
Hit:
17
(2d6
+
10)
slashing
damage.
Challenge
2
(450
XP)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
286
Tail.
Melee
Weapon
Attack:
+17
to
hit,
reach
20
ft.,
one
Languages
Common,
Draconic
target.
Hit:
19
(2d8
+
10)
bludgeoning
damage.
Challenge
17
(18,000
XP)
Frightful
Presence.
Each
creature
of
the
dragons
choice
that
is
within
120
feet
of
the
dragon
and
aware
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
of
it
must
succeed
on
a
DC
21
Wisdom
saving
throw
or
saving
throw,
it
can
choose
to
succeed
instead.
become
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Actions
the
effect
on
itself
on
a
success.
If
a
creatures
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
creature
is
immune
to
the
dragons
Frightful
Presence
It
then
makes
three
attacks:
one
with
its
bite
and
two
for
the
next
24
hours.
with
its
claws.
Fire
Breath
(Recharge
56).
The
dragon
exhales
fire
in
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
a
90-foot
cone.
Each
creature
in
that
area
must
make
a
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
7
DC
24
Dexterity
saving
throw,
taking
91
(26d6)
fire
(2d6)
fire
damage.
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
5
ft.,
successful
one.
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
one
Legendary
Actions
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
The
dragon
can
take
3
legendary
actions,
choosing
Frightful
Presence.
Each
creature
of
the
dragons
from
the
options
below.
Only
one
legendary
action
choice
that
is
within
120
feet
of
the
dragon
and
aware
option
can
be
used
at
a
time
and
only
at
the
end
of
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
another
creatures
turn.
The
dragon
regains
spent
become
frightened
for
1
minute.
A
creature
can
repeat
legendary
actions
at
the
start
of
its
turn.
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Detect.
The
dragon
makes
a
Wisdom
(Perception)
the
effect
on
itself
on
a
success.
If
a
creatures
saving
check.
throw
is
successful
or
the
effect
ends
for
it,
the
Tail
Attack.
The
dragon
makes
a
tail
attack.
creature
is
immune
to
the
dragons
Frightful
Presence
for
the
next
24
hours.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
wings.
Each
creature
within
15
feet
of
the
dragon
Fire
Breath
(Recharge
56).
The
dragon
exhales
fire
in
must
succeed
on
a
DC
25
Dexterity
saving
throw
or
a
60-foot
cone.
Each
creature
in
that
area
must
make
a
take
17
(2d6
+
10)
bludgeoning
damage
and
be
DC
21
Dexterity
saving
throw,
taking
63
(18d6)
fire
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
damage
on
a
failed
save,
or
half
as
much
damage
on
a
flying
speed.
successful
one.
Legendary
Actions
Adult
Red
Dragon
The
dragon
can
take
3
legendary
actions,
choosing
Huge
dragon,
chaotic
evil
from
the
options
below.
Only
one
legendary
action
Armor
Class
19
(natural
armor)
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creatures
turn.
The
dragon
regains
spent
Hit
Points
256
(19d12
+
133)
legendary
actions
at
the
start
of
its
turn.
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
STR
DEX
CON
INT
WIS
CHA
check.
27
(+8)
10
(+0)
25
(+7)
16
(+3)
13
(+1)
21
(+5)
Tail
Attack.
The
dragon
makes
a
tail
attack.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Saving
Throws
Dex
+6,
Con
+13,
Wis
+7,
Cha
+11
wings.
Each
creature
within
10
feet
of
the
dragon
Skills
Perception
+13,
Stealth
+6
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
Damage
Immunities
fire
take
15
(2d6
+
8)
bludgeoning
damage
and
be
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Perception
23
flying
speed.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
287
Young
Red
Dragon
Challenge
4
(1,100
XP)
Large
dragon,
chaotic
evil
Actions
Armor
Class
18
(natural
armor)
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Hit
Points
178
(17d10
+
85)
target.
Hit:
9
(1d10
+
4)
piercing
damage
plus
3
(1d6)
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
fire
damage.
Fire
Breath
(Recharge
56).
The
dragon
exhales
fire
in
STR
DEX
CON
INT
WIS
CHA
a
15-foot
cone.
Each
creature
in
that
area
must
make
a
23
(+6)
10
(+0)
21
(+5)
14
(+2)
11
(+0)
19
(+4)
DC
13
Dexterity
saving
throw,
taking
24
(7d6)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Saving
Throws
Dex
+4,
Con
+9,
Wis
+4,
Cha
+8
successful
one.
Skills
Perception
+8,
Stealth
+4
Damage
Immunities
fire
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
White Dragon
Perception
18
Languages
Common,
Draconic
Ancient
White
Dragon
Challenge
10
(5,900
XP)
Gargantuan
dragon,
chaotic
evil
Multiattack.
The
dragon
makes
three
attacks:
one
with
Hit
Points
333
(18d20
+
144)
its
bite
and
two
with
its
claws.
Speed
40
ft.,
burrow
40
ft.,
fly
80
ft.,
swim
40
ft.
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
STR
DEX
CON
INT
WIS
CHA
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
3
26
(+8)
10
(+0)
26
(+8)
10
(+0)
13
(+1)
14
(+2)
(1d6)
fire
damage.
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
Saving
Throws
Dex
+6,
Con
+14,
Wis
+7,
Cha
+8
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Skills
Perception
+13,
Stealth
+6
Fire
Breath
(Recharge
56).
The
dragon
exhales
fire
in
Damage
Immunities
cold
a
30-foot
cone.
Each
creature
in
that
area
must
make
a
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
DC
17
Dexterity
saving
throw,
taking
56
(16d6)
fire
Perception
23
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Languages
Common,
Draconic
Challenge
20
(25,000
XP)
Red
Dragon
Wyrmling
Medium
dragon,
chaotic
evil
Ice
Walk.
The
dragon
can
move
across
and
climb
icy
surfaces
without
needing
to
make
an
ability
check.
Armor
Class
17
(natural
armor)
Additionally,
difficult
terrain
composed
of
ice
or
snow
Hit
Points
75
(10d8
+
30)
doesnt
cost
it
extra
moment.
Speed
30
ft.,
climb
30
ft.,
fly
60
ft.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
saving
throw,
it
can
choose
to
succeed
instead.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
10
(+0)
17
(+3)
12
(+1)
11
(+0)
15
(+2)
Actions
Saving
Throws
Dex
+2,
Con
+5,
Wis
+2,
Cha
+4
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Skills
Perception
+4,
Stealth
+2
with
its
claws.
Damage
Immunities
fire
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
one
target.
Hit:
19
(2d10
+
8)
piercing
damage
plus
9
Perception
14
(2d8)
cold
damage.
Languages
Draconic
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
288
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Perception
21
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
20
ft.,
one
Languages
Common,
Draconic
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
Challenge
13
(10,000
XP)
Frightful
Presence.
Each
creature
of
the
dragons
choice
that
is
within
120
feet
of
the
dragon
and
aware
Ice
Walk.
The
dragon
can
move
across
and
climb
icy
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
surfaces
without
needing
to
make
an
ability
check.
become
frightened
for
1
minute.
A
creature
can
repeat
Additionally,
difficult
terrain
composed
of
ice
or
snow
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
doesnt
cost
it
extra
moment.
the
effect
on
itself
on
a
success.
If
a
creatures
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
creature
is
immune
to
the
dragons
Frightful
Presence
saving
throw,
it
can
choose
to
succeed
instead.
for
the
next
24
hours.
Actions
Cold
Breath
(Recharge
56).
The
dragon
exhales
an
icy
blast
in
a
90-foot
cone.
Each
creature
in
that
area
must
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
make
a
DC
22
Constitution
saving
throw,
taking
72
It
then
makes
three
attacks:
one
with
its
bite
and
two
(16d8)
cold
damage
on
a
failed
save,
or
half
as
much
with
its
claws.
damage
on
a
successful
one.
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
one
target.
Hit:
17
(2d10
+
6)
piercing
damage
plus
4
Legendary
Actions
(1d8)
cold
damage.
The
dragon
can
take
3
legendary
actions,
choosing
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
from
the
options
below.
Only
one
legendary
action
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
option
can
be
used
at
a
time
and
only
at
the
end
of
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
another
creatures
turn.
The
dragon
regains
spent
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
legendary
actions
at
the
start
of
its
turn.
Frightful
Presence.
Each
creature
of
the
dragons
Detect.
The
dragon
makes
a
Wisdom
(Perception)
choice
that
is
within
120
feet
of
the
dragon
and
aware
check.
of
it
must
succeed
on
a
DC
14
Wisdom
saving
throw
or
Tail
Attack.
The
dragon
makes
a
tail
attack.
become
frightened
for
1
minute.
A
creature
can
repeat
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
wings.
Each
creature
within
15
feet
of
the
dragon
the
effect
on
itself
on
a
success.
If
a
creatures
saving
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
throw
is
successful
or
the
effect
ends
for
it,
the
take
15
(2d6
+
8)
bludgeoning
damage
and
be
creature
is
immune
to
the
dragons
Frightful
Presence
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
for
the
next
24
hours.
flying
speed.
Cold
Breath
(Recharge
56).
The
dragon
exhales
an
icy
blast
in
a
60-foot
cone.
Each
creature
in
that
area
must
make
a
DC
19
Constitution
saving
throw,
taking
54
Adult
White
Dragon
(12d8)
cold
damage
on
a
failed
save,
or
half
as
much
Huge
dragon,
chaotic
evil
damage
on
a
successful
one.
Armor
Class
18
(natural
armor)
Legendary
Actions
Hit
Points
200
(16d12
+
96)
The
dragon
can
take
3
legendary
actions,
choosing
Speed
40
ft.,
burrow
30
ft.,
fly
80
ft.,
swim
40
ft.
from
the
options
below.
Only
one
legendary
action
STR
DEX
CON
INT
WIS
CHA
option
can
be
used
at
a
time
and
only
at
the
end
of
22
(+6)
10
(+0)
22
(+6)
8
(1)
12
(+1)
12
(+1)
another
creatures
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
Saving
Throws
Dex
+5,
Con
+11,
Wis
+6,
Cha
+6
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Skills
Perception
+11,
Stealth
+5
check.
Damage
Immunities
cold
Tail
Attack.
The
dragon
makes
a
tail
attack.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
289
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Hit
Points
32
(5d8
+
10)
wings.
Each
creature
within
10
feet
of
the
dragon
Speed
30
ft.,
burrow
15
ft.,
fly
60
ft.,
swim
30
ft.
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
take
13
(2d6
+
6)
bludgeoning
damage
and
be
STR
DEX
CON
INT
WIS
CHA
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
14
(+2)
10
(+0)
14
(+2)
5
(3)
10
(+0)
11
(+0)
flying
speed.
Saving
Throws
Dex
+2,
Con
+4,
Wis
+2,
Cha
+2
Young
White
Dragon
Skills
Perception
+4,
Stealth
+2
Damage
Immunities
cold
Large
dragon,
chaotic
evil
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Armor
Class
17
(natural
armor)
Perception
14
Hit
Points
133
(14d10
+
56)
Languages
Draconic
Speed
40
ft.,
burrow
20
ft.,
fly
80
ft.,
swim
40
ft.
Challenge
2
(450
XP)
STR
DEX
CON
INT
WIS
CHA
Actions
18
(+4)
10
(+0)
18
(+4)
6
(2)
11
(+0)
12
(+1)
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Saving
Throws
Dex
+3,
Con
+7,
Wis
+3,
Cha
+4
target.
Hit:
7
(1d10
+
2)
piercing
damage
plus
2
(1d4)
Skills
Perception
+6,
Stealth
+3
cold
damage.
Damage
Immunities
cold
Cold
Breath
(Recharge
56).
The
dragon
exhales
an
icy
blast
of
hail
in
a
15-foot
cone.
Each
creature
in
that
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
Perception
16
area
must
make
a
DC
12
Constitution
saving
throw,
taking
22
(5d8)
cold
damage
on
a
failed
save,
or
half
as
Languages
Common,
Draconic
much
damage
on
a
successful
one.
Challenge
6
(2,300
XP)
Dragons, Metallic
Ice
Walk.
The
dragon
can
move
across
and
climb
icy
surfaces
without
needing
to
make
an
ability
check.
Brass Dragon
Additionally,
difficult
terrain
composed
of
ice
or
snow
doesnt
cost
it
extra
moment.
Ancient
Brass
Dragon
Actions
Gargantuan
dragon,
chaotic
good
Multiattack.
The
dragon
makes
three
attacks:
one
with
Armor
Class
20
(natural
armor)
its
bite
and
two
with
its
claws.
Hit
Points
297
(17d20
+
119)
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Speed
40
ft.,
burrow
40
ft.,
fly
80
ft.
target.
Hit:
15
(2d10
+
4)
piercing
damage
plus
4
(1d8)
cold
damage.
STR
DEX
CON
INT
WIS
CHA
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
27
(+8)
10
(+0)
25
(+7)
16
(+3)
15
(+2)
19
(+4)
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Saving
Throws
Dex
+6,
Con
+13,
Wis
+8,
Cha
+10
Cold
Breath
(Recharge
56).
The
dragon
exhales
an
icy
blast
in
a
30-foot
cone.
Each
creature
in
that
area
must
Skills
History
+9,
Perception
+14,
Persuasion
+10,
make
a
DC
15
Constitution
saving
throw,
taking
45
Stealth
+6
(10d8)
cold
damage
on
a
failed
save,
or
half
as
much
Damage
Immunities
fire
damage
on
a
successful
one.
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Perception
24
White
Dragon
Wyrmling
Languages
Common,
Draconic
Medium
dragon,
chaotic
evil
Challenge
20
(25,000
XP)
Armor
Class
16
(natural
armor)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
290
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Legendary
Actions
saving
throw,
it
can
choose
to
succeed
instead.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Actions
option
can
be
used
at
a
time
and
only
at
the
end
of
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
another
creatures
turn.
The
dragon
regains
spent
It
then
makes
three
attacks:
one
with
its
bite
and
two
legendary
actions
at
the
start
of
its
turn.
with
its
claws.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
check.
one
target.
Hit:
19
(2d10
+
8)
piercing
damage.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
wings.
Each
creature
within
15
feet
of
the
dragon
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
20
ft.,
one
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
take
15
(2d6
+
8)
bludgeoning
damage
and
be
Frightful
Presence.
Each
creature
of
the
dragons
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
choice
that
is
within
120
feet
of
the
dragon
and
aware
flying
speed.
of
it
must
succeed
on
a
DC
18
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
Adult
Brass
Dragon
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
creatures
saving
Huge
dragon,
chaotic
good
throw
is
successful
or
the
effect
ends
for
it,
the
Armor
Class
18
(natural
armor)
creature
is
immune
to
the
dragons
Frightful
Presence
Hit
Points
172
(15d12
+
75)
for
the
next
24
hours.
Speed
40
ft.,
burrow
30
ft.,
fly
80
ft.
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
of
the
following
breath
weapons:
STR
DEX
CON
INT
WIS
CHA
Fire
Breath.
The
dragon
exhales
fire
in
an
90-foot
line
23
(+6)
10
(+0)
21
(+5)
14
(+2)
13
(+1)
17
(+3)
that
is
10
feet
wide.
Each
creature
in
that
line
must
make
a
DC
21
Dexterity
saving
throw,
taking
56
Saving
Throws
Dex
+5,
Con
+10,
Wis
+6,
Cha
+8
(16d6)
fire
damage
on
a
failed
save,
or
half
as
much
Skills
History
+7,
Perception
+11,
Persuasion
+8,
Stealth
damage
on
a
successful
one.
+5
Sleep
Breath.
The
dragon
exhales
sleep
gas
in
a
90-foot
Damage
Immunities
fire
cone.
Each
creature
in
that
area
must
succeed
on
a
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
DC
21
Constitution
saving
throw
or
fall
unconscious
Perception
21
for
10
minutes.
This
effect
ends
for
a
creature
if
the
Languages
Common,
Draconic
creature
takes
damage
or
someone
uses
an
action
to
wake
it.
Challenge
13
(10,000
XP)
Change
Shape.
The
dragon
magically
polymorphs
into
a
humanoid
or
beast
that
has
a
challenge
rating
no
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
higher
than
its
own,
or
back
into
its
true
form.
It
saving
throw,
it
can
choose
to
succeed
instead.
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Actions
form
(the
dragons
choice).
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
In
a
new
form,
the
dragon
retains
its
alignment,
hit
It
then
makes
three
attacks:
one
with
its
bite
and
two
points,
Hit
Dice,
ability
to
speak,
proficiencies,
with
its
claws.
Legendary
Resistance,
lair
actions,
and
Intelligence,
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
statistics
and
capabilities
are
otherwise
replaced
by
those
of
the
new
form,
except
any
class
features
or
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
legendary
actions
of
that
form.
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
291
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
STR
DEX
CON
INT
WIS
CHA
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
19
(+4)
10
(+0)
17
(+3)
12
(+1)
11
(+0)
15
(+2)
Frightful
Presence.
Each
creature
of
the
dragons
choice
that
is
within
120
feet
of
the
dragon
and
aware
Saving
Throws
Dex
+3,
Con
+6,
Wis
+3,
Cha
+5
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
Skills
Perception
+6,
Persuasion
+5,
Stealth
+3
become
frightened
for
1
minute.
A
creature
can
repeat
Damage
Immunities
fire
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
the
effect
on
itself
on
a
success.
If
a
creatures
saving
Perception
16
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragons
Frightful
Presence
Languages
Common,
Draconic
for
the
next
24
hours.
Challenge
6
(2,300
XP)
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
of
the
following
breath
weapons.
Actions
Fire
Breath.
The
dragon
exhales
fire
in
an
60-foot
line
Multiattack.
The
dragon
makes
three
attacks:
one
with
that
is
5
feet
wide.
Each
creature
in
that
line
must
its
bite
and
two
with
its
claws.
make
a
DC
18
Dexterity
saving
throw,
taking
45
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
(13d6)
fire
damage
on
a
failed
save,
or
half
as
much
target.
Hit:
15
(2d10
+
4)
piercing
damage.
damage
on
a
successful
one.
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Sleep
Breath.
The
dragon
exhales
sleep
gas
in
a
60-foot
target.
Hit:
11
(2d6
+
4)
slashing
damage.
cone.
Each
creature
in
that
area
must
succeed
on
a
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
DC
18
Constitution
saving
throw
or
fall
unconscious
of
the
following
breath
weapons.
for
10
minutes.
This
effect
ends
for
a
creature
if
the
Fire
Breath.
The
dragon
exhales
fire
in
a
40-foot
line
creature
takes
damage
or
someone
uses
an
action
to
that
is
5
feet
wide.
Each
creature
in
that
line
must
wake
it.
make
a
DC
14
Dexterity
saving
throw,
taking
42
Legendary
Actions
(12d6)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
The
dragon
can
take
3
legendary
actions,
choosing
Sleep
Breath.
The
dragon
exhales
sleep
gas
in
a
30-foot
from
the
options
below.
Only
one
legendary
action
cone.
Each
creature
in
that
area
must
succeed
on
a
option
can
be
used
at
a
time
and
only
at
the
end
of
DC
14
Constitution
saving
throw
or
fall
unconscious
another
creatures
turn.
The
dragon
regains
spent
for
5
minutes.
This
effect
ends
for
a
creature
if
the
legendary
actions
at
the
start
of
its
turn.
creature
takes
damage
or
someone
uses
an
action
to
Detect.
The
dragon
makes
a
Wisdom
(Perception)
wake
it.
check.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Brass
Dragon
Wyrmling
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Medium
dragon,
chaotic
good
wings.
Each
creature
within
10
feet
of
the
dragon
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
Armor
Class
16
(natural
armor)
take
13
(2d6
+
6)
bludgeoning
damage
and
be
Hit
Points
16
(3d8
+
3)
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Speed
30
ft.,
burrow
15
ft.,
fly
60
ft.
flying
speed.
STR
DEX
CON
INT
WIS
CHA
Young
Brass
Dragon
15
(+2)
10
(+0)
13
(+1)
10
(+0)
11
(+0)
13
(+1)
Large
dragon,
chaotic
good
Saving
Throws
Dex
+2,
Con
+3,
Wis
+2,
Cha
+3
Armor
Class
17
(natural
armor)
Skills
Perception
+4,
Stealth
+2
Hit
Points
110
(13d10
+
39)
Damage
Immunities
fire
Speed
40
ft.,
burrow
20
ft.,
fly
80
ft.
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Perception
14
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
292
Languages
Draconic
Actions
Challenge
1
(200
XP)
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Actions
with
its
claws.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Bite.
Melee
Weapon
Attack:
+16
to
hit,
reach
15
ft.,
target.
Hit:
7
(1d10
+
2)
piercing
damage.
one
target.
Hit:
20
(2d10
+
9)
piercing
damage.
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
Claw.
Melee
Weapon
Attack:
+16
to
hit,
reach
10
ft.,
of
the
following
breath
weapons.
one
target.
Hit:
16
(2d6
+
9)
slashing
damage.
Fire
Breath.
The
dragon
exhales
fire
in
an
20-foot
line
Tail.
Melee
Weapon
Attack:
+16
to
hit,
reach
20
ft.,
one
that
is
5
feet
wide.
Each
creature
in
that
line
must
target.
Hit:
18
(2d8
+
9)
bludgeoning
damage.
make
a
DC
11
Dexterity
saving
throw,
taking
14
(4d6)
Frightful
Presence.
Each
creature
of
the
dragons
fire
damage
on
a
failed
save,
or
half
as
much
damage
choice
that
is
within
120
feet
of
the
dragon
and
aware
on
a
successful
one.
of
it
must
succeed
on
a
DC
20
Wisdom
saving
throw
or
Sleep
Breath.
The
dragon
exhales
sleep
gas
in
a
15-foot
become
frightened
for
1
minute.
A
creature
can
repeat
cone.
Each
creature
in
that
area
must
succeed
on
a
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
DC
11
Constitution
saving
throw
or
fall
unconscious
the
effect
on
itself
on
a
success.
If
a
creatures
saving
for
1
minute.
This
effect
ends
for
a
creature
if
the
throw
is
successful
or
the
effect
ends
for
it,
the
creature
takes
damage
or
someone
uses
an
action
to
creature
is
immune
to
the
dragons
Frightful
Presence
wake
it.
for
the
next
24
hours.
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
of
the
following
breath
weapons.
Bronze Dragon
Lightning
Breath.
The
dragon
exhales
lightning
in
a
120-foot
line
that
is
10
feet
wide.
Each
creature
in
Ancient
Bronze
Dragon
that
line
must
make
a
DC
23
Dexterity
saving
throw,
Gargantuan
dragon,
lawful
good
taking
88
(16d10)
lightning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Armor
Class
22
(natural
armor)
Repulsion
Breath.
The
dragon
exhales
repulsion
energy
Hit
Points
444
(24d20
+
192)
in
a
30-foot
cone.
Each
creature
in
that
area
must
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
succeed
on
a
DC
23
Strength
saving
throw.
On
a
failed
save,
the
creature
is
pushed
60
feet
away
from
STR
DEX
CON
INT
WIS
CHA
the
dragon.
29
(+9)
10
(+0)
27
(+8)
18
(+4)
17
(+3)
21
(+5)
Change
Shape.
The
dragon
magically
polymorphs
into
Saving
Throws
Dex
+7,
Con
+15,
Wis
+10,
Cha
+12
a
humanoid
or
beast
that
has
a
challenge
rating
no
higher
than
its
own,
or
back
into
its
true
form.
It
Skills
Insight
+10,
Perception
+17,
Stealth
+7
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Damage
Immunities
lightning
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
form
(the
dragons
choice).
Perception
27
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Languages
Common,
Draconic
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Legendary
Resistance,
lair
actions,
and
Intelligence,
Challenge
22
(41,000
XP)
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
statistics
and
capabilities
are
otherwise
replaced
by
Amphibious.
The
dragon
can
breathe
air
and
water.
those
of
the
new
form,
except
any
class
features
or
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
legendary
actions
of
that
form.
saving
throw,
it
can
choose
to
succeed
instead.
Legendary
Actions
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
293
option
can
be
used
at
a
time
and
only
at
the
end
of
of
it
must
succeed
on
a
DC
17
Wisdom
saving
throw
or
another
creatures
turn.
The
dragon
regains
spent
become
frightened
for
1
minute.
A
creature
can
repeat
legendary
actions
at
the
start
of
its
turn.
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Detect.
The
dragon
makes
a
Wisdom
(Perception)
the
effect
on
itself
on
a
success.
If
a
creatures
saving
check.
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragons
Frightful
Presence
Tail
Attack.
The
dragon
makes
a
tail
attack.
for
the
next
24
hours.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
wings.
Each
creature
within
15
feet
of
the
dragon
of
the
following
breath
weapons.
must
succeed
on
a
DC
24
Dexterity
saving
throw
or
take
16
(2d6
+
9)
bludgeoning
damage
and
be
Lightning
Breath.
The
dragon
exhales
lightning
in
a
90-
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
foot
line
that
is
5
feet
wide.
Each
creature
in
that
line
flying
speed.
must
make
a
DC
19
Dexterity
saving
throw,
taking
66
(12d10)
lightning
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Adult
Bronze
Dragon
Repulsion
Breath.
The
dragon
exhales
repulsion
energy
Huge
dragon,
lawful
good
in
a
30-foot
cone.
Each
creature
in
that
area
must
Armor
Class
19
(natural
armor)
succeed
on
a
DC
19
Strength
saving
throw.
On
a
failed
save,
the
creature
is
pushed
60
feet
away
from
Hit
Points
212
(17d12
+
102)
the
dragon.
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Change
Shape.
The
dragon
magically
polymorphs
into
STR
DEX
CON
INT
WIS
CHA
a
humanoid
or
beast
that
has
a
challenge
rating
no
25
(+7)
10
(+0)
23
(+6)
16
(+3)
15
(+2)
19
(+4)
higher
than
its
own,
or
back
into
its
true
form.
It
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Saving
Throws
Dex
+5,
Con
+11,
Wis
+7,
Cha
+9
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Skills
Insight
+7,
Perception
+12,
Stealth
+5
form
(the
dragons
choice).
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Damage
Immunities
lightning
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Legendary
Resistance,
lair
actions,
and
Intelligence,
Perception
22
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
Languages
Common,
Draconic
statistics
and
capabilities
are
otherwise
replaced
by
Challenge
15
(13,000
XP)
those
of
the
new
form,
except
any
class
features
or
legendary
actions
of
that
form.
Amphibious.
The
dragon
can
breathe
air
and
water.
Legendary
Actions
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
The
dragon
can
take
3
legendary
actions,
choosing
saving
throw,
it
can
choose
to
succeed
instead.
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Actions
another
creatures
turn.
The
dragon
regains
spent
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
legendary
actions
at
the
start
of
its
turn.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Detect.
The
dragon
makes
a
Wisdom
(Perception)
with
its
claws.
check.
Bite.
Melee
Weapon
Attack:
+12
to
hit,
reach
10
ft.,
Tail
Attack.
The
dragon
makes
a
tail
attack.
one
target.
Hit:
18
(2d10
+
7)
piercing
damage.
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Claw.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
ft.,
wings.
Each
creature
within
10
feet
of
the
dragon
one
target.
Hit:
14
(2d6
+
7)
slashing
damage.
must
succeed
on
a
DC
20
Dexterity
saving
throw
or
Tail.
Melee
Weapon
Attack:
+12
to
hit,
reach
15
ft.,
one
take
14
(2d6
+
7)
bludgeoning
damage
and
be
target.
Hit:
16
(2d8
+
7)
bludgeoning
damage.
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Frightful
Presence.
Each
creature
of
the
dragons
flying
speed.
choice
that
is
within
120
feet
of
the
dragon
and
aware
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
294
Young
Bronze
Dragon
STR
DEX
CON
INT
WIS
CHA
Large
dragon,
lawful
good
17
(+3)
10
(+0)
15
(+2)
12
(+1)
11
(+0)
15
(+2)
Armor
Class
18
(natural
armor)
Saving
Throws
Dex
+2,
Con
+4,
Wis
+2,
Cha
+4
Hit
Points
142
(15d10
+
60)
Skills
Perception
+4,
Stealth
+2
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Damage
Immunities
lightning
STR
DEX
CON
INT
WIS
CHA
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Perception
14
21
(+5)
10
(+0)
19
(+4)
14
(+2)
13
(+1)
17
(+3)
Languages
Draconic
Saving
Throws
Dex
+3,
Con
+7,
Wis
+4,
Cha
+6
Challenge
2
(450
XP)
Skills
Insight
+4,
Perception
+7,
Stealth
+3
Damage
Immunities
lightning
Amphibious.
The
dragon
can
breathe
air
and
water.
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
Perception
17
Actions
Languages
Common,
Draconic
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Challenge
8
(3,900
XP)
target.
Hit:
8
(1d10
+
3)
piercing
damage.
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
Amphibious.
The
dragon
can
breathe
air
and
water.
of
the
following
breath
weapons.
Lightning
Breath.
The
dragon
exhales
lightning
in
a
40-
Actions
foot
line
that
is
5
feet
wide.
Each
creature
in
that
line
must
make
a
DC
12
Dexterity
saving
throw,
taking
16
Multiattack.
The
dragon
makes
three
attacks:
one
with
(3d10)
lightning
damage
on
a
failed
save,
or
half
as
its
bite
and
two
with
its
claws.
much
damage
on
a
successful
one.
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
one
Repulsion
Breath.
The
dragon
exhales
repulsion
energy
target.
Hit:
16
(2d10
+
5)
piercing
damage.
in
a
30-foot
cone.
Each
creature
in
that
area
must
Claw.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
succeed
on
a
DC
12
Strength
saving
throw.
On
a
target.
Hit:
12
(2d6
+
5)
slashing
damage.
failed
save,
the
creature
is
pushed
30
feet
away
from
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
the
dragon.
of
the
following
breath
weapons.
Lightning
Breath.
The
dragon
exhales
lightning
in
a
60-
foot
line
that
is
5
feet
wide.
Each
creature
in
that
line
Copper Dragon
must
make
a
DC
15
Dexterity
saving
throw,
taking
55
(10d10)
lightning
damage
on
a
failed
save,
or
half
as
Ancient
Copper
Dragon
much
damage
on
a
successful
one.
Gargantuan
dragon,
chaotic
good
Repulsion
Breath.
The
dragon
exhales
repulsion
energy
in
a
30-foot
cone.
Each
creature
in
that
area
must
Armor
Class
21
(natural
armor)
succeed
on
a
DC
15
Strength
saving
throw.
On
a
Hit
Points
350
(20d20
+
140)
failed
save,
the
creature
is
pushed
40
feet
away
from
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
the
dragon.
STR
DEX
CON
INT
WIS
CHA
Bronze
Dragon
Wyrmling
27
(+8)
12
(+1)
25
(+7)
20
(+5)
17
(+3)
19
(+4)
Medium
dragon,
lawful
good
Saving
Throws
Dex
+8,
Con
+14,
Wis
+10,
Cha
+11
Armor
Class
17
(natural
armor)
Skills
Deception
+11,
Perception
+17,
Stealth
+8
Hit
Points
32
(5d8
+
10)
Damage
Immunities
acid
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Perception
27
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
295
Languages
Common,
Draconic
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Challenge
21
(33,000
XP)
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Legendary
Resistance,
lair
actions,
and
Intelligence,
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
statistics
and
capabilities
are
otherwise
replaced
by
saving
throw,
it
can
choose
to
succeed
instead.
those
of
the
new
form,
except
any
class
features
or
legendary
actions
of
that
form.
Actions
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Legendary
Actions
It
then
makes
three
attacks:
one
with
its
bite
and
two
The
dragon
can
take
3
legendary
actions,
choosing
with
its
claws.
from
the
options
below.
Only
one
legendary
action
Bite.
Melee
Weapon
Attack:
+15
to
hit,
reach
15
ft.,
option
can
be
used
at
a
time
and
only
at
the
end
of
one
target.
Hit:
19
(2d10
+
8)
piercing
damage.
another
creatures
turn.
The
dragon
regains
spent
Claw.
Melee
Weapon
Attack:
+15
to
hit,
reach
10
ft.,
legendary
actions
at
the
start
of
its
turn.
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Tail.
Melee
Weapon
Attack:
+15
to
hit,
reach
20
ft.,
one
check.
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Frightful
Presence.
Each
creature
of
the
dragons
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
choice
that
is
within
120
feet
of
the
dragon
and
aware
wings.
Each
creature
within
15
feet
of
the
dragon
of
it
must
succeed
on
a
DC
19
Wisdom
saving
throw
or
must
succeed
on
a
DC
23
Dexterity
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
take
15
(2d6
+
8)
bludgeoning
damage
and
be
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
the
effect
on
itself
on
a
success.
If
a
creatures
saving
flying
speed.
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
dragons
Frightful
Presence
Adult
Copper
Dragon
for
the
next
24
hours.
Huge
dragon,
chaotic
good
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
of
the
following
breath
weapons.
Armor
Class
18
(natural
armor)
Acid
Breath.
The
dragon
exhales
acid
in
an
90-foot
line
Hit
Points
184
(16d12
+
80)
that
is
10
feet
wide.
Each
creature
in
that
line
must
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
make
a
DC
22
Dexterity
saving
throw,
taking
63
(14d8)
acid
damage
on
a
failed
save,
or
half
as
much
STR
DEX
CON
INT
WIS
CHA
damage
on
a
successful
one.
23
(+6)
12
(+1)
21
(+5)
18
(+4)
15
(+2)
17
(+3)
Slowing
Breath.
The
dragon
exhales
gas
in
a
90-foot
Saving
Throws
Dex
+6,
Con
+10,
Wis
+7,
Cha
+8
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
22
Constitution
saving
throw.
On
a
failed
save,
Skills
Deception
+8,
Perception
+12,
Stealth
+6
the
creature
cant
use
reactions,
its
speed
is
halved,
Damage
Immunities
acid
and
it
cant
make
more
than
one
attack
on
its
turn.
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
In
addition,
the
creature
can
use
either
an
action
or
a
Perception
22
bonus
action
on
its
turn,
but
not
both.
These
effects
Languages
Common,
Draconic
last
for
1
minute.
The
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
Challenge
14
(11,500
XP)
effect
on
itself
with
a
successful
save.
Change
Shape.
The
dragon
magically
polymorphs
into
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
a
humanoid
or
beast
that
has
a
challenge
rating
no
saving
throw,
it
can
choose
to
succeed
instead.
higher
than
its
own,
or
back
into
its
true
form.
It
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
wearing
or
carrying
is
absorbed
or
borne
by
the
new
form
(the
dragons
choice).
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
296
Actions
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
wings.
Each
creature
within
10
feet
of
the
dragon
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
must
succeed
on
a
DC
19
Dexterity
saving
throw
or
It
then
makes
three
attacks:
one
with
its
bite
and
two
take
13
(2d6
+
6)
bludgeoning
damage
and
be
with
its
claws.
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
flying
speed.
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
Claw.
Melee
Weapon
Attack:
+11
to
hit,
reach
5
ft.,
Young
Copper
Dragon
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Large
dragon,
chaotic
good
Tail.
Melee
Weapon
Attack:
+11
to
hit,
reach
15
ft.,
one
target.
Hit:
15
(2d8
+
6)
bludgeoning
damage.
Armor
Class
17
(natural
armor)
Frightful
Presence.
Each
creature
of
the
dragons
Hit
Points
119
(14d10
+
42)
choice
that
is
within
120
feet
of
the
dragon
and
aware
Speed
40
ft.,
climb
40
ft.,
fly
80
ft.
of
it
must
succeed
on
a
DC
16
Wisdom
saving
throw
or
become
frightened
for
1
minute.
A
creature
can
repeat
STR
DEX
CON
INT
WIS
CHA
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
19
(+4)
12
(+1)
17
(+3)
16
(+3)
13
(+1)
15
(+2)
the
effect
on
itself
on
a
success.
If
a
creatures
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Saving
Throws
Dex
+4,
Con
+6,
Wis
+4,
Cha
+5
creature
is
immune
to
the
dragons
Frightful
Presence
Skills
Deception
+5,
Perception
+7,
Stealth
+4
for
the
next
24
hours.
Damage
Immunities
acid
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
of
the
following
breath
weapons.
Perception
17
Acid
Breath.
The
dragon
exhales
acid
in
an
60-foot
line
Languages
Common,
Draconic
that
is
5
feet
wide.
Each
creature
in
that
line
must
Challenge
7
(2,900
XP)
make
a
DC
18
Dexterity
saving
throw,
taking
54
(12d8)
acid
damage
on
a
failed
save,
or
half
as
much
Actions
damage
on
a
successful
one.
Multiattack.
The
dragon
makes
three
attacks:
one
with
Slowing
Breath.
The
dragon
exhales
gas
in
a
60-foot
its
bite
and
two
with
its
claws.
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
18
Constitution
saving
throw.
On
a
failed
save,
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
the
creature
cant
use
reactions,
its
speed
is
halved,
target.
Hit:
15
(2d10
+
4)
piercing
damage.
and
it
cant
make
more
than
one
attack
on
its
turn.
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
In
addition,
the
creature
can
use
either
an
action
or
a
target.
Hit:
11
(2d6
+
4)
slashing
damage.
bonus
action
on
its
turn,
but
not
both.
These
effects
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
last
for
1
minute.
The
creature
can
repeat
the
saving
of
the
following
breath
weapons.
throw
at
the
end
of
each
of
its
turns,
ending
the
Acid
Breath.
The
dragon
exhales
acid
in
an
40-foot
line
effect
on
itself
with
a
successful
save.
that
is
5
feet
wide.
Each
creature
in
that
line
must
Legendary
Actions
make
a
DC
14
Dexterity
saving
throw,
taking
40
(9d8)
acid
damage
on
a
failed
save,
or
half
as
much
The
dragon
can
take
3
legendary
actions,
choosing
damage
on
a
successful
one.
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
another
creatures
turn.
The
dragon
regains
spent
legendary
actions
at
the
start
of
its
turn.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
check.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
297
Slowing
Breath.
The
dragon
exhales
gas
in
a
30-foot
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
14
Constitution
saving
throw.
On
a
failed
save,
Gold Dragon
the
creature
cant
use
reactions,
its
speed
is
halved,
and
it
cant
make
more
than
one
attack
on
its
turn.
Ancient
Gold
Dragon
In
addition,
the
creature
can
use
either
an
action
or
a
bonus
action
on
its
turn,
but
not
both.
These
effects
Gargantuan
dragon,
lawful
good
last
for
1
minute.
The
creature
can
repeat
the
saving
Armor
Class
22
(natural
armor)
throw
at
the
end
of
each
of
its
turns,
ending
the
Hit
Points
546
(28d20
+
252)
effect
on
itself
with
a
successful
save.
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
Copper
Dragon
Wyrmling
STR
DEX
CON
INT
WIS
CHA
Medium
dragon,
chaotic
good
30
(+10)
14
(+2)
29
(+9)
18
(+4)
17
(+3)
28
(+9)
Armor
Class
16
(natural
armor)
Saving
Throws
Dex
+9,
Con
+16,
Wis
+10,
Cha
+16
Hit
Points
22
(4d8
+
4)
Skills
Insight
+10,
Perception
+17,
Persuasion
+16,
Speed
30
ft.,
climb
30
ft.,
fly
60
ft.
Stealth
+9
Damage
Immunities
fire
STR
DEX
CON
INT
WIS
CHA
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
15
(+2)
12
(+1)
13
(+1)
14
(+2)
11
(+0)
13
(+1)
Perception
27
Saving
Throws
Dex
+3,
Con
+3,
Wis
+2,
Cha
+3
Languages
Common,
Draconic
Skills
Perception
+4,
Stealth
+3
Challenge
24
(62,000
XP)
Damage
Immunities
acid
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Amphibious.
The
dragon
can
breathe
air
and
water.
Perception
14
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Languages
Draconic
saving
throw,
it
can
choose
to
succeed
instead.
Challenge
1
(200
XP)
Actions
Actions
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
It
then
makes
three
attacks:
one
with
its
bite
and
two
target.
Hit:
7
(1d10
+
2)
piercing
damage.
with
its
claws.
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
15
ft.,
of
the
following
breath
weapons.
one
target.
Hit:
21
(2d10
+
10)
piercing
damage.
Acid
Breath.
The
dragon
exhales
acid
in
an
20-foot
line
Claw.
Melee
Weapon
Attack:
+17
to
hit,
reach
10
ft.,
that
is
5
feet
wide.
Each
creature
in
that
line
must
one
target.
Hit:
17
(2d6
+
10)
slashing
damage.
make
a
DC
11
Dexterity
saving
throw,
taking
18
(4d8)
Tail.
Melee
Weapon
Attack:
+17
to
hit,
reach
20
ft.,
one
acid
damage
on
a
failed
save,
or
half
as
much
target.
Hit:
19
(2d8
+
10)
bludgeoning
damage.
damage
on
a
successful
one.
Frightful
Presence.
Each
creature
of
the
dragons
Slowing
Breath.
The
dragon
exhales
gas
in
a
15-foot
choice
that
is
within
120
feet
of
the
dragon
and
aware
cone.
Each
creature
in
that
area
must
succeed
on
a
of
it
must
succeed
on
a
DC
24
Wisdom
saving
throw
or
DC
11
Constitution
saving
throw.
On
a
failed
save,
become
frightened
for
1
minute.
A
creature
can
repeat
the
creature
cant
use
reactions,
its
speed
is
halved,
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
and
it
cant
make
more
than
one
attack
on
its
turn.
the
effect
on
itself
on
a
success.
If
a
creatures
saving
In
addition,
the
creature
can
use
either
an
action
or
a
throw
is
successful
or
the
effect
ends
for
it,
the
bonus
action
on
its
turn,
but
not
both.
These
effects
creature
is
immune
to
the
dragons
Frightful
Presence
last
for
1
minute.
The
creature
can
repeat
the
saving
for
the
next
24
hours.
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
with
a
successful
save.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
298
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
of
the
following
breath
weapons.
STR
DEX
CON
INT
WIS
CHA
Fire
Breath.
The
dragon
exhales
fire
in
a
90-foot
cone.
Each
creature
in
that
area
must
make
a
DC
24
27
(+8)
14
(+2)
25
(+7)
16
(+3)
15
(+2)
24
(+7)
Dexterity
saving
throw,
taking
71
(13d10)
fire
Saving
Throws
Dex
+8,
Con
+13,
Wis
+8,
Cha
+13
damage
on
a
failed
save,
or
half
as
much
damage
on
Skills
Insight
+8,
Perception
+14,
Persuasion
+13,
a
successful
one.
Stealth
+8
Weakening
Breath.
The
dragon
exhales
gas
in
a
90-foot
Damage
Immunities
fire
cone.
Each
creature
in
that
area
must
succeed
on
a
DC
24
Strength
saving
throw
or
have
disadvantage
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
on
Strength-based
attack
rolls,
Strength
checks,
and
Perception
24
Strength
saving
throws
for
1
minute.
A
creature
can
Languages
Common,
Draconic
repeat
the
saving
throw
at
the
end
of
each
of
its
Challenge
17
(18,000
XP)
turns,
ending
the
effect
on
itself
on
a
success.
Change
Shape.
The
dragon
magically
polymorphs
into
Amphibious.
The
dragon
can
breathe
air
and
water.
a
humanoid
or
beast
that
has
a
challenge
rating
no
higher
than
its
own,
or
back
into
its
true
form.
It
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
saving
throw,
it
can
choose
to
succeed
instead.
wearing
or
carrying
is
absorbed
or
borne
by
the
new
form
(the
dragons
choice).
Actions
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
points,
Hit
Dice,
ability
to
speak,
proficiencies,
It
then
makes
three
attacks:
one
with
its
bite
and
two
Legendary
Resistance,
lair
actions,
and
Intelligence,
with
its
claws.
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
Bite.
Melee
Weapon
Attack:
+14
to
hit,
reach
10
ft.,
statistics
and
capabilities
are
otherwise
replaced
by
one
target.
Hit:
19
(2d10
+
8)
piercing
damage.
those
of
the
new
form,
except
any
class
features
or
Claw.
Melee
Weapon
Attack:
+14
to
hit,
reach
5
ft.,
legendary
actions
of
that
form.
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Legendary
Actions
Tail.
Melee
Weapon
Attack:
+14
to
hit,
reach
15
ft.,
one
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Frightful
Presence.
Each
creature
of
the
dragons
option
can
be
used
at
a
time
and
only
at
the
end
of
choice
that
is
within
120
feet
of
the
dragon
and
aware
another
creatures
turn.
The
dragon
regains
spent
of
it
must
succeed
on
a
DC
21
Wisdom
saving
throw
or
legendary
actions
at
the
start
of
its
turn.
become
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Detect.
The
dragon
makes
a
Wisdom
(Perception)
the
effect
on
itself
on
a
success.
If
a
creatures
saving
check.
throw
is
successful
or
the
effect
ends
for
it,
the
Tail
Attack.
The
dragon
makes
a
tail
attack.
creature
is
immune
to
the
dragons
Frightful
Presence
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
for
the
next
24
hours.
wings.
Each
creature
within
15
feet
of
the
dragon
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
must
succeed
on
a
DC
25
Dexterity
saving
throw
or
of
the
following
breath
weapons.
take
17
(2d6
+
10)
bludgeoning
damage
and
be
Fire
Breath.
The
dragon
exhales
fire
in
a
60-foot
cone.
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Each
creature
in
that
area
must
make
a
DC
21
flying
speed.
Dexterity
saving
throw,
taking
66
(12d10)
fire
damage
on
a
failed
save,
or
half
as
much
damage
on
Adult
Gold
Dragon
a
successful
one.
Huge
dragon,
lawful
good
Armor
Class
19
(natural
armor)
Hit
Points
256
(19d12
+
133)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
299
Weakening
Breath.
The
dragon
exhales
gas
in
a
60-foot
Saving
Throws
Dex
+6,
Con
+9,
Wis
+5,
Cha
+9
cone.
Each
creature
in
that
area
must
succeed
on
a
Skills
Insight
+5,
Perception
+9,
Persuasion
+9,
Stealth
DC
21
Strength
saving
throw
or
have
disadvantage
+6
on
Strength-based
attack
rolls,
Strength
checks,
and
Strength
saving
throws
for
1
minute.
A
creature
can
Damage
Immunities
fire
repeat
the
saving
throw
at
the
end
of
each
of
its
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
turns,
ending
the
effect
on
itself
on
a
success.
Perception
19
Change
Shape.
The
dragon
magically
polymorphs
into
Languages
Common,
Draconic
a
humanoid
or
beast
that
has
a
challenge
rating
no
Challenge
10
(5,900
XP)
higher
than
its
own,
or
back
into
its
true
form.
It
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Amphibious.
The
dragon
can
breathe
air
and
water.
form
(the
dragons
choice).
Actions
In
a
new
form,
the
dragon
retains
its
alignment,
hit
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Multiattack.
The
dragon
makes
three
attacks:
one
with
Legendary
Resistance,
lair
actions,
and
Intelligence,
its
bite
and
two
with
its
claws.
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
statistics
and
capabilities
are
otherwise
replaced
by
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
those
of
the
new
form,
except
any
class
features
or
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
legendary
actions
of
that
form.
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
Legendary
Actions
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
of
the
following
breath
weapons.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Fire
Breath.
The
dragon
exhales
fire
in
a
30-foot
cone.
option
can
be
used
at
a
time
and
only
at
the
end
of
Each
creature
in
that
area
must
make
a
DC
17
another
creatures
turn.
The
dragon
regains
spent
Dexterity
saving
throw,
taking
55
(10d10)
fire
legendary
actions
at
the
start
of
its
turn.
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
check.
Weakening
Breath.
The
dragon
exhales
gas
in
a
30-foot
cone.
Each
creature
in
that
area
must
succeed
on
a
Tail
Attack.
The
dragon
makes
a
tail
attack.
DC
17
Strength
saving
throw
or
have
disadvantage
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
on
Strength-based
attack
rolls,
Strength
checks,
and
wings.
Each
creature
within
10
feet
of
the
dragon
Strength
saving
throws
for
1
minute.
A
creature
can
must
succeed
on
a
DC
22
Dexterity
saving
throw
or
repeat
the
saving
throw
at
the
end
of
each
of
its
take
15
(2d6
+
8)
bludgeoning
damage
and
be
turns,
ending
the
effect
on
itself
on
a
success.
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
flying
speed.
Gold
Dragon
Wyrmling
Medium
dragon,
lawful
good
Young
Gold
Dragon
Large
dragon,
lawful
good
Armor
Class
17
(natural
armor)
Hit
Points
60
(8d8
+
24)
Armor
Class
18
(natural
armor)
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
Hit
Points
178
(17d10
+
85)
Speed
40
ft.,
fly
80
ft.,
swim
40
ft.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
14
(+2)
17
(+3)
14
(+2)
11
(+0)
16
(+3)
STR
DEX
CON
INT
WIS
CHA
23
(+6)
14
(+2)
21
(+5)
16
(+3)
13
(+1)
20
(+5)
Saving
Throws
Dex
+4,
Con
+5,
Wis
+2,
Cha
+5
Skills
Perception
+4,
Stealth
+4
Damage
Immunities
fire
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
300
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Perception
14
saving
throw,
it
can
choose
to
succeed
instead.
Languages
Draconic
Actions
Challenge
3
(700
XP)
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
It
then
makes
three
attacks:
one
with
its
bite
and
two
Amphibious.
The
dragon
can
breathe
air
and
water.
with
its
claws.
Actions
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
15
ft.,
one
target.
Hit:
21
(2d10
+
10)
piercing
damage.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Claw.
Melee
Weapon
Attack:
+17
to
hit,
reach
10
ft.,
target.
Hit:
9
(1d10
+
4)
piercing
damage.
one
target.
Hit:
17
(2d6
+
10)
slashing
damage.
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
Tail.
Melee
Weapon
Attack:
+17
to
hit,
reach
20
ft.,
one
of
the
following
breath
weapons.
target.
Hit:
19
(2d8
+
10)
bludgeoning
damage.
Fire
Breath.
The
dragon
exhales
fire
in
a
15-foot
cone.
Frightful
Presence.
Each
creature
of
the
dragons
Each
creature
in
that
area
must
make
a
DC
13
choice
that
is
within
120
feet
of
the
dragon
and
aware
Dexterity
saving
throw,
taking
22
(4d10)
fire
damage
of
it
must
succeed
on
a
DC
21
Wisdom
saving
throw
or
on
a
failed
save,
or
half
as
much
damage
on
a
become
frightened
for
1
minute.
A
creature
can
repeat
successful
one.
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
Weakening
Breath.
The
dragon
exhales
gas
in
a
15-foot
the
effect
on
itself
on
a
success.
If
a
creatures
saving
cone.
Each
creature
in
that
area
must
succeed
on
a
throw
is
successful
or
the
effect
ends
for
it,
the
DC
13
Strength
saving
throw
or
have
disadvantage
creature
is
immune
to
the
dragons
Frightful
Presence
on
Strength-based
attack
rolls,
Strength
checks,
and
for
the
next
24
hours.
Strength
saving
throws
for
1
minute.
A
creature
can
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
repeat
the
saving
throw
at
the
end
of
each
of
its
of
the
following
breath
weapons.
turns,
ending
the
effect
on
itself
on
a
success.
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
90-
foot
cone.
Each
creature
in
that
area
must
make
a
Silver Dragon DC
24
Constitution
saving
throw,
taking
67
(15d8)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Ancient
Silver
Dragon
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
Gargantuan
dragon,
lawful
good
a
90-foot
cone.
Each
creature
in
that
area
must
Armor
Class
22
(natural
armor)
succeed
on
a
DC
24
Constitution
saving
throw
or
be
paralyzed
for
1
minute.
A
creature
can
repeat
the
Hit
Points
487
(25d20
+
225)
saving
throw
at
the
end
of
each
of
its
turns,
ending
Speed
40
ft.,
fly
80
ft.
the
effect
on
itself
on
a
success.
STR
DEX
CON
INT
WIS
CHA
Change
Shape.
The
dragon
magically
polymorphs
into
a
humanoid
or
beast
that
has
a
challenge
rating
no
30
(+10)
10
(+0)
29
(+9)
18
(+4)
15
(+2)
23
(+6)
higher
than
its
own,
or
back
into
its
true
form.
It
Saving
Throws
Dex
+7,
Con
+16,
Wis
+9,
Cha
+13
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
Skills
Arcana
+11,
History
+11,
Perception
+16,
Stealth
wearing
or
carrying
is
absorbed
or
borne
by
the
new
+7
form
(the
dragons
choice).
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Damage
Immunities
cold
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Legendary
Resistance,
lair
actions,
and
Intelligence,
Perception
26
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
Languages
Common,
Draconic
statistics
and
capabilities
are
otherwise
replaced
by
Challenge
23
(50,000
XP)
those
of
the
new
form,
except
any
class
features
or
legendary
actions
of
that
form.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
301
Legendary
Actions
Frightful
Presence.
Each
creature
of
the
dragons
choice
that
is
within
120
feet
of
the
dragon
and
aware
The
dragon
can
take
3
legendary
actions,
choosing
of
it
must
succeed
on
a
DC
18
Wisdom
saving
throw
or
from
the
options
below.
Only
one
legendary
action
become
frightened
for
1
minute.
A
creature
can
repeat
option
can
be
used
at
a
time
and
only
at
the
end
of
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
another
creatures
turn.
The
dragon
regains
spent
the
effect
on
itself
on
a
success.
If
a
creatures
saving
legendary
actions
at
the
start
of
its
turn.
throw
is
successful
or
the
effect
ends
for
it,
the
Detect.
The
dragon
makes
a
Wisdom
(Perception)
creature
is
immune
to
the
dragons
Frightful
Presence
check.
for
the
next
24
hours.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
of
the
following
breath
weapons.
wings.
Each
creature
within
15
feet
of
the
dragon
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
60-
must
succeed
on
a
DC
25
Dexterity
saving
throw
or
foot
cone.
Each
creature
in
that
area
must
make
a
take
17
(2d6
+
10)
bludgeoning
damage
and
be
DC
20
Constitution
saving
throw,
taking
58
(13d8)
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
cold
damage
on
a
failed
save,
or
half
as
much
flying
speed.
damage
on
a
successful
one.
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
Adult
Silver
Dragon
a
60-foot
cone.
Each
creature
in
that
area
must
Huge
dragon,
lawful
good
succeed
on
a
DC
20
Constitution
saving
throw
or
be
paralyzed
for
1
minute.
A
creature
can
repeat
the
Armor
Class
19
(natural
armor)
saving
throw
at
the
end
of
each
of
its
turns,
ending
Hit
Points
243
(18d12
+
126)
the
effect
on
itself
on
a
success.
Speed
40
ft.,
fly
80
ft.
Change
Shape.
The
dragon
magically
polymorphs
into
a
humanoid
or
beast
that
has
a
challenge
rating
no
STR
DEX
CON
INT
WIS
CHA
higher
than
its
own,
or
back
into
its
true
form.
It
27
(+8)
10
(+0)
25
(+7)
16
(+3)
13
(+1)
21
(+5)
reverts
to
its
true
form
if
it
dies.
Any
equipment
it
is
wearing
or
carrying
is
absorbed
or
borne
by
the
new
Saving
Throws
Dex
+5,
Con
+12,
Wis
+6,
Cha
+10
form
(the
dragons
choice).
Skills
Arcana
+8,
History
+8,
Perception
+11,
Stealth
+5
In
a
new
form,
the
dragon
retains
its
alignment,
hit
Damage
Immunities
cold
points,
Hit
Dice,
ability
to
speak,
proficiencies,
Senses
blindsight
60
ft.,
darkvision
120
ft.,
passive
Legendary
Resistance,
lair
actions,
and
Intelligence,
Perception
21
Wisdom,
and
Charisma
scores,
as
well
as
this
action.
Its
statistics
and
capabilities
are
otherwise
replaced
by
Languages
Common,
Draconic
those
of
the
new
form,
except
any
class
features
or
Challenge
16
(15,000
XP)
legendary
actions
of
that
form.
Legendary
Resistance
(3/Day).
If
the
dragon
fails
a
Legendary
Actions
saving
throw,
it
can
choose
to
succeed
instead.
The
dragon
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
Actions
option
can
be
used
at
a
time
and
only
at
the
end
of
Multiattack.
The
dragon
can
use
its
Frightful
Presence.
another
creatures
turn.
The
dragon
regains
spent
It
then
makes
three
attacks:
one
with
its
bite
and
two
legendary
actions
at
the
start
of
its
turn.
with
its
claws.
Detect.
The
dragon
makes
a
Wisdom
(Perception)
Bite.
Melee
Weapon
Attack:
+13
to
hit,
reach
10
ft.,
check.
one
target.
Hit:
19
(2d10
+
8)
piercing
damage.
Tail
Attack.
The
dragon
makes
a
tail
attack.
Claw.
Melee
Weapon
Attack:
+13
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(2d6
+
8)
slashing
damage.
Tail.
Melee
Weapon
Attack:
+13
to
hit,
reach
15
ft.,
one
target.
Hit:
17
(2d8
+
8)
bludgeoning
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
302
Wing
Attack
(Costs
2
Actions).
The
dragon
beats
its
Silver
Dragon
Wyrmling
wings.
Each
creature
within
10
feet
of
the
dragon
Medium
dragon,
lawful
good
must
succeed
on
a
DC
21
Dexterity
saving
throw
or
take
15
(2d6
+
8)
bludgeoning
damage
and
be
Armor
Class
17
(natural
armor)
knocked
prone.
The
dragon
can
then
fly
up
to
half
its
Hit
Points
45
(6d8
+
18)
flying
speed.
Speed
30
ft.,
fly
60
ft.
Young
Silver
Dragon
STR
DEX
CON
INT
WIS
CHA
Large dragon, lawful good 19 (+4) 10 (+0) 17 (+3) 12 (+1) 11 (+0) 15 (+2)
Armor
Class
18
(natural
armor)
Saving
Throws
Dex
+2,
Con
+5,
Wis
+2,
Cha
+4
Hit
Points
168
(16d10
+
80)
Skills
Perception
+4,
Stealth
+2
Speed
40
ft.,
fly
80
ft.
Damage
Immunities
cold
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
STR
DEX
CON
INT
WIS
CHA
Perception
14
23
(+6)
10
(+0)
21
(+5)
14
(+2)
11
(+0)
19
(+4)
Languages
Draconic
Saving
Throws
Dex
+4,
Con
+9,
Wis
+4,
Cha
+8
Challenge
2
(450
XP)
Skills
Arcana
+6,
History
+6,
Perception
+8,
Stealth
+4
Actions
Damage
Immunities
cold
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Senses
blindsight
30
ft.,
darkvision
120
ft.,
passive
target.
Hit:
9
(1d10
+
4)
piercing
damage.
Perception
18
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
Languages
Common,
Draconic
of
the
following
breath
weapons.
Challenge
9
(5,000
XP)
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
15-
Actions
foot
cone.
Each
creature
in
that
area
must
make
a
DC
13
Constitution
saving
throw,
taking
18
(4d8)
cold
Multiattack.
The
dragon
makes
three
attacks:
one
with
damage
on
a
failed
save,
or
half
as
much
damage
on
its
bite
and
two
with
its
claws.
a
successful
one.
Bite.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
one
target.
Hit:
17
(2d10
+
6)
piercing
damage.
a
15-foot
cone.
Each
creature
in
that
area
must
Claw.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
succeed
on
a
DC
13
Constitution
saving
throw
or
be
one
target.
Hit:
13
(2d6
+
6)
slashing
damage.
paralyzed
for
1
minute.
A
creature
can
repeat
the
Breath
Weapons
(Recharge
56).
The
dragon
uses
one
saving
throw
at
the
end
of
each
of
its
turns,
ending
of
the
following
breath
weapons.
the
effect
on
itself
on
a
success.
Cold
Breath.
The
dragon
exhales
an
icy
blast
in
a
30-
foot
cone.
Each
creature
in
that
area
must
make
a
Dragon
Turtle
DC
17
Constitution
saving
throw,
taking
54
(12d8)
Gargantuan
dragon,
neutral
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Armor
Class
20
(natural
armor)
Paralyzing
Breath.
The
dragon
exhales
paralyzing
gas
in
Hit
Points
341
(22d20
+
110)
a
30-foot
cone.
Each
creature
in
that
area
must
Speed
20
ft.,
swim
40
ft.
succeed
on
a
DC
17
Constitution
saving
throw
or
be
paralyzed
for
1
minute.
A
creature
can
repeat
the
STR
DEX
CON
INT
WIS
CHA
saving
throw
at
the
end
of
each
of
its
turns,
ending
25
(+7)
10
(+0)
20
(+5)
10
(+0)
12
(+1)
12
(+1)
the
effect
on
itself
on
a
success.
Saving
Throws
Dex
+6,
Con
+11,
Wis
+7
Damage
Resistances
fire
Senses
darkvision
120
ft.,
passive
Perception
11
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
303
Languages
Aquan,
Draconic
innately
cast
the
following
spells,
requiring
no
material
Challenge
17
(18,000
XP)
components:
At
will:
dancing
lights
Amphibious.
The
dragon
turtle
can
breathe
air
and
1/day
each:
darkness,
faerie
fire
water.
Spider
Climb.
The
drider
can
climb
difficult
surfaces,
including
upside
down
on
ceilings,
without
needing
to
Actions
make
an
ability
check.
Multiattack.
The
dragon
turtle
makes
three
attacks:
Sunlight
Sensitivity.
While
in
sunlight,
the
drider
has
one
with
its
bite
and
two
with
its
claws.
It
can
make
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
one
tail
attack
in
place
of
its
two
claw
attacks.
(Perception)
checks
that
rely
on
sight.
Bite.
Melee
Weapon
Attack:
+13
to
hit,
reach
15
ft.,
Web
Walker.
The
drider
ignores
movement
restrictions
one
target.
Hit:
26
(3d12
+
7)
piercing
damage.
caused
by
webbing.
Claw.
Melee
Weapon
Attack:
+13
to
hit,
reach
10
ft.,
one
target.
Hit:
16
(2d8
+
7)
slashing
damage.
Actions
Tail.
Melee
Weapon
Attack:
+13
to
hit,
reach
15
ft.,
one
Multiattack.
The
drider
makes
three
attacks,
either
target.
Hit:
26
(3d12
+
7)
bludgeoning
damage.
If
the
with
its
longsword
or
its
longbow.
It
can
replace
one
of
target
is
a
creature,
it
must
succeed
on
a
DC
20
those
attacks
with
a
bite
attack.
Strength
saving
throw
or
be
pushed
up
to
10
feet
away
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
from
the
dragon
turtle
and
knocked
prone.
creature.
Hit:
2
(1d4)
piercing
damage
plus
9
(2d8)
Steam
Breath
(Recharge
56).
The
dragon
turtle
poison
damage.
exhales
scalding
steam
in
a
60-foot
cone.
Each
creature
Longsword.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
in
that
area
must
make
a
DC
18
Constitution
saving
one
target.
Hit:
7
(1d8
+
3)
slashing
damage,
or
8
(1d10
throw,
taking
52
(15d6)
fire
damage
on
a
failed
save,
or
+
3)
slashing
damage
if
used
with
two
hands.
half
as
much
damage
on
a
successful
one.
Being
Longbow.
Ranged
Weapon
Attack:
+6
to
hit,
range
underwater
doesnt
grant
resistance
against
this
150/600
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
damage.
damage
plus
4
(1d8)
poison
damage.
Drider
Dryad
Large
monstrosity,
chaotic
evil
Medium
fey,
neutral
Armor
Class
19
(natural
armor)
Armor
Class
11
(16
with
barkskin)
Hit
Points
123
(13d10
+
52)
Hit
Points
22
(5d8)
Speed
30
ft.,
climb
30
ft.
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16
(+3)
16
(+3)
18
(+4)
13
(+1)
14
(+2)
12
(+1)
10
(+0)
12
(+1)
11
(+0)
14
(+2)
15
(+2)
18
(+4)
Skills
Perception
+5,
Stealth
+9
Skills
Perception
+4,
Stealth
+5
Senses
darkvision
120
ft.,
passive
Perception
15
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
Elvish,
Undercommon
Languages
Elvish,
Sylvan
Challenge
6
(2,300
XP)
Challenge
1
(200
XP)
Fey
Ancestry.
The
drider
has
advantage
on
saving
Innate
Spellcasting.
The
dryads
innate
spellcasting
throws
against
being
charmed,
and
magic
cant
put
the
ability
is
Charisma
(spell
save
DC
14).
The
dryad
can
drider
to
sleep.
innately
cast
the
following
spells,
requiring
no
material
Innate
Spellcasting.
The
driders
innate
spellcasting
components:
ability
is
Wisdom
(spell
save
DC
13).
The
drider
can
At
will:
druidcraft
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
304
3/day
each:
entangle,
goodberry
Damage
Resistances
poison
1/day
each:
barkskin,
pass
without
trace,
shillelagh
Senses
darkvision
120
ft.,
passive
Perception
10
Magic
Resistance.
The
dryad
has
advantage
on
saving
Languages
Dwarvish,
Undercommon
throws
against
spells
and
other
magical
effects.
Challenge
1
(200
XP)
Speak
with
Beasts
and
Plants.
The
dryad
can
communicate
with
beasts
and
plants
as
if
they
shared
a
language.
Duergar
Resilience.
The
duergar
has
advantage
on
saving
throws
against
poison,
spells,
and
illusions,
as
Tree
Stride.
Once
on
her
turn,
the
dryad
can
use
10
well
as
to
resist
being
charmed
or
paralyzed.
feet
of
her
movement
to
step
magically
into
one
living
tree
within
her
reach
and
emerge
from
a
second
living
Sunlight
Sensitivity.
While
in
sunlight,
the
duergar
has
tree
within
60
feet
of
the
first
tree,
appearing
in
an
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
unoccupied
space
within
5
feet
of
the
second
tree.
(Perception)
checks
that
rely
on
sight.
Both
trees
must
be
Large
or
bigger.
Actions
Actions
Enlarge
(Recharges
after
a
Short
or
Long
Rest).
For
1
Club.
Melee
Weapon
Attack:
+2
to
hit
(+6
to
hit
with
minute,
the
duergar
magically
increases
in
size,
along
shillelagh),
reach
5
ft.,
one
target.
Hit:
2
(1d4)
with
anything
it
is
wearing
or
carrying.
While
enlarged,
bludgeoning
damage,
or
8
(1d8
+
4)
bludgeoning
the
duergar
is
Large,
doubles
its
damage
dice
on
damage
with
shillelagh.
Strength-based
weapon
attacks
(included
in
the
attacks),
and
makes
Strength
checks
and
Strength
Fey
Charm.
The
dryad
targets
one
humanoid
or
beast
saving
throws
with
advantage.
If
the
duergar
lacks
the
that
she
can
see
within
30
feet
of
her.
If
the
target
can
room
to
become
Large,
it
attains
the
maximum
size
see
the
dryad,
it
must
succeed
on
a
DC
14
Wisdom
possible
in
the
space
available.
saving
throw
or
be
magically
charmed.
The
charmed
creature
regards
the
dryad
as
a
trusted
friend
to
be
War
Pick.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
heeded
and
protected.
Although
the
target
isnt
under
one
target.
Hit:
6
(1d8
+
2)
piercing
damage,
or
11
(2d8
the
dryads
control,
it
takes
the
dryads
requests
or
+
2)
piercing
damage
while
enlarged.
actions
in
the
most
favorable
way
it
can.
Javelin.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
Each
time
the
dryad
or
its
allies
do
anything
harmful
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
5
(1d6
+
to
the
target,
it
can
repeat
the
saving
throw,
ending
2)
piercing
damage,
or
9
(2d6
+
2)
piercing
damage
the
effect
on
itself
on
a
success.
Otherwise,
the
effect
while
enlarged.
lasts
24
hours
or
until
the
dryad
dies,
is
on
a
different
Invisibility
(Recharges
after
a
Short
or
Long
Rest).
The
plane
of
existence
from
the
target,
or
ends
the
effect
duergar
magically
turns
invisible
until
it
attacks,
casts
a
as
a
bonus
action.
If
a
targets
saving
throw
is
spell,
or
uses
its
Enlarge,
or
until
its
concentration
is
successful,
the
target
is
immune
to
the
dryads
Fey
broken,
up
to
1
hour
(as
if
concentrating
on
a
spell).
Charm
for
the
next
24
hours.
Any
equipment
the
duergar
wears
or
carries
is
invisible
The
dryad
can
have
no
more
than
one
humanoid
and
with
it.
up
to
three
beasts
charmed
at
a
time.
Duergar
Medium
humanoid
(dwarf),
lawful
evil
Monsters (E)
Armor
Class
16
(scale
mail,
shield)
Elementals
Hit
Points
26
(4d8
+
8)
Speed
25
ft.
Air
Elemental
Large
elemental,
neutral
STR
DEX
CON
INT
WIS
CHA
Armor
Class
15
14
(+2)
11
(+0)
14
(+2)
11
(+0)
10
(+0)
9
(1)
Hit
Points
90
(12d10
+
24)
Speed
0
ft.,
fly
90
ft.
(hover)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
305
STR
DEX
CON
INT
WIS
CHA
Damage
Immunities
poison
14
(+2)
20
(+5)
14
(+2)
6
(2)
10
(+0)
6
(2)
Condition
Immunities
exhaustion,
paralyzed,
petrified,
poisoned,
unconscious
Damage
Resistances
lightning,
thunder;
bludgeoning,
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
piercing,
and
slashing
from
nonmagical
attacks
Perception
10
Damage
Immunities
poison
Languages
Terran
Condition
Immunities
exhaustion,
grappled,
paralyzed,
Challenge
5
(1,800
XP)
petrified,
poisoned,
prone,
restrained,
unconscious
Senses
darkvision
60
ft.,
passive
Perception
10
Earth
Glide.
The
elemental
can
burrow
through
Languages
Auran
nonmagical,
unworked
earth
and
stone.
While
doing
so,
Challenge
5
(1,800
XP)
the
elemental
doesnt
disturb
the
material
it
moves
through.
Air
Form.
The
elemental
can
enter
a
hostile
creatures
Siege
Monster.
The
elemental
deals
double
damage
to
space
and
stop
there.
It
can
move
through
a
space
as
objects
and
structures.
narrow
as
1
inch
wide
without
squeezing.
Actions
Actions
Multiattack.
The
elemental
makes
two
slam
attacks.
Multiattack.
The
elemental
makes
two
slam
attacks.
Slam.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
Slam.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
one
target.
Hit:
14
(2d8
+
5)
bludgeoning
damage.
target.
Hit:
14
(2d8
+
5)
bludgeoning
damage.
Whirlwind
(Recharge
46).
Each
creature
in
the
Fire
Elemental
elementals
space
must
make
a
DC
13
Strength
saving
Large
elemental,
neutral
throw.
On
a
failure,
a
target
takes
15
(3d8
+
2)
bludgeoning
damage
and
is
flung
up
20
feet
away
from
Armor
Class
13
the
elemental
in
a
random
direction
and
knocked
Hit
Points
102
(12d10
+
36)
prone.
If
a
thrown
target
strikes
an
object,
such
as
a
Speed
50
ft.
wall
or
floor,
the
target
takes
3
(1d6)
bludgeoning
damage
for
every
10
feet
it
was
thrown.
If
the
target
is
STR
DEX
CON
INT
WIS
CHA
thrown
at
another
creature,
that
creature
must
10
(+0)
17
(+3)
16
(+3)
6
(2)
10
(+0)
7
(2)
succeed
on
a
DC
13
Dexterity
saving
throw
or
take
the
same
damage
and
be
knocked
prone.
Damage
Resistances
bludgeoning,
piercing,
and
If
the
saving
throw
is
successful,
the
target
takes
half
slashing
from
nonmagical
attacks
the
bludgeoning
damage
and
isnt
flung
away
or
Damage
Immunities
fire,
poison
knocked
prone.
Condition
Immunities
exhaustion,
grappled,
paralyzed,
petrified,
poisoned,
prone,
restrained,
unconscious
Earth
Elemental
Senses
darkvision
60
ft.,
passive
Perception
10
Large
elemental,
neutral
Languages
Ignan
Armor
Class
17
(natural
armor)
Challenge
5
(1,800
XP)
Hit
Points
126
(12d10
+
60)
Speed
30
ft.,
burrow
30
ft.
Fire
Form.
The
elemental
can
move
through
a
space
as
narrow
as
1
inch
wide
without
squeezing.
A
creature
STR
DEX
CON
INT
WIS
CHA
that
touches
the
elemental
or
hits
it
with
a
melee
20
(+5)
8
(1)
20
(+5)
5
(3)
10
(+0)
5
(3)
attack
while
within
5
feet
of
it
takes
5
(1d10)
fire
damage.
In
addition,
the
elemental
can
enter
a
hostile
Damage
Vulnerabilities
thunder
creatures
space
and
stop
there.
The
first
time
it
enters
Damage
Resistances
bludgeoning,
piercing,
and
a
creatures
space
on
a
turn,
that
creature
takes
5
slashing
from
nonmagical
attacks
(1d10)
fire
damage
and
catches
fire;
until
someone
Not
for
resale.
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to
print
or
photocopy
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Document
5.1
306
takes
an
action
to
douse
the
fire,
the
creature
takes
5
Whelm
(Recharge
46).
Each
creature
in
the
(1d10)
fire
damage
at
the
start
of
each
of
its
turns.
elementals
space
must
make
a
DC
15
Strength
saving
Illumination.
The
elemental
sheds
bright
light
in
a
30- throw.
On
a
failure,
a
target
takes
13
(2d8
+
4)
foot
radius
and
dim
light
in
an
additional
30
feet.
bludgeoning
damage.
If
it
is
Large
or
smaller,
it
is
also
grappled
(escape
DC
14).
Until
this
grapple
ends,
the
Water
Susceptibility.
For
every
5
feet
the
elemental
target
is
restrained
and
unable
to
breathe
unless
it
can
moves
in
water,
or
for
every
gallon
of
water
splashed
breathe
water.
If
the
saving
throw
is
successful,
the
on
it,
it
takes
1
cold
damage.
target
is
pushed
out
of
the
elementals
space.
Actions
The
elemental
can
grapple
one
Large
creature
or
up
to
two
Medium
or
smaller
creatures
at
one
time.
At
the
Multiattack.
The
elemental
makes
two
touch
attacks.
start
of
each
of
the
elementals
turns,
each
target
Touch.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
grappled
by
it
takes
13
(2d8
+
4)
bludgeoning
damage.
target.
Hit:
10
(2d6
+
3)
fire
damage.
If
the
target
is
a
A
creature
within
5
feet
of
the
elemental
can
pull
a
creature
or
a
flammable
object,
it
ignites.
Until
a
creature
or
object
out
of
it
by
taking
an
action
to
make
creature
takes
an
action
to
douse
the
fire,
the
target
a
DC
14
Strength
and
succeeding.
takes
5
(1d10)
fire
damage
at
the
start
of
each
of
its
turns.
Elf,
Drow
Medium
humanoid
(elf),
neutral
evil
Water
Elemental
Armor
Class
15
(chain
shirt)
Large
elemental,
neutral
Hit
Points
13
(3d8)
Armor
Class
14
(natural
armor)
Speed
30
ft.
Hit
Points
114
(12d10
+
48)
Speed
30
ft.,
swim
90
ft.
STR
DEX
CON
INT
WIS
CHA
10
(+0)
14
(+2)
10
(+0)
11
(+0)
11
(+0)
12
(+1)
STR
DEX
CON
INT
WIS
CHA
18
(+4)
14
(+2)
18
(+4)
5
(3)
10
(+0)
8
(1)
Skills
Perception
+2,
Stealth
+4
Senses
darkvision
120
ft.,
passive
Perception
12
Damage
Resistances
acid;
bludgeoning,
piercing,
and
Languages
Elvish,
Undercommon
slashing
from
nonmagical
attacks
Challenge
1/4
(50
XP)
Damage
Immunities
poison
Condition
Immunities
exhaustion,
grappled,
paralyzed,
petrified,
poisoned,
prone,
restrained,
unconscious
Fey
Ancestry.
The
drow
has
advantage
on
saving
throws
against
being
charmed,
and
magic
cant
put
the
Senses
darkvision
60
ft.,
passive
Perception
10
drow
to
sleep.
Languages
Aquan
Innate
Spellcasting.
The
drows
spellcasting
ability
is
Challenge
5
(1,800
XP)
Charisma
(spell
save
DC
11).
It
can
innately
cast
the
following
spells,
requiring
no
material
components:
Water
Form.
The
elemental
can
enter
a
hostile
At
will:
dancing
lights
creatures
space
and
stop
there.
It
can
move
through
a
1/day
each:
darkness,
faerie
fire
space
as
narrow
as
1
inch
wide
without
squeezing.
Sunlight
Sensitivity.
While
in
sunlight,
the
drow
has
Freeze.
If
the
elemental
takes
cold
damage,
it
partially
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
freezes;
its
speed
is
reduced
by
20
feet
until
the
end
of
(Perception)
checks
that
rely
on
sight.
its
next
turn.
Actions
Actions
Shortsword.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
Multiattack.
The
elemental
makes
two
slam
attacks.
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Slam.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Hand
Crossbow.
Ranged
Weapon
Attack:
+4
to
hit,
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
range
30/120
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
307
damage,
and
the
target
must
succeed
on
a
DC
13
also
ends
if
the
webbing
is
destroyed.
The
webbing
has
Constitution
saving
throw
or
be
poisoned
for
1
hour.
If
AC
10,
5
hit
points,
vulnerability
to
fire
damage,
and
the
saving
throw
fails
by
5
or
more,
the
target
is
also
immunity
to
bludgeoning,
poison,
and
psychic
damage.
unconscious
while
poisoned
in
this
way.
The
target
wakes
up
if
it
takes
damage
or
if
another
creature
Ettin
takes
an
action
to
shake
it
awake.
Large
giant,
chaotic
evil
Ettercap
Armor
Class
12
(natural
armor)
Medium
monstrosity,
neutral
evil
Hit
Points
85
(10d10
+
30)
Speed
40
ft.
Armor
Class
13
(natural
armor)
Hit
Points
44
(8d8
+
8)
STR
DEX
CON
INT
WIS
CHA
Speed
30
ft.,
climb
30
ft.
21
(+5)
8
(1)
17
(+3)
6
(2)
10
(+0)
8
(1)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
308
False
Appearance.
While
the
violet
fungus
remains
Monsters (F) motionless,
it
is
indistinguishable
from
an
ordinary
fungus.
Fungi Actions
Multiattack.
The
fungus
makes
1d4
Rotting
Touch
Shrieker
attacks.
Medium
plant,
unaligned
Rotting
Touch.
Melee
Weapon
Attack:
+2
to
hit,
reach
Armor
Class
5
10
ft.,
one
creature.
Hit:
4
(1d8)
necrotic
damage.
Hit
Points
13
(3d8)
Speed
0
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
309
Genies
A
creature
can
use
its
action
to
free
a
creature
restrained
by
the
whirlwind,
including
itself,
by
Djinni
succeeding
on
a
DC
18
Strength
check.
If
the
check
Large
elemental,
chaotic
good
succeeds,
the
creature
is
no
longer
restrained
and
moves
to
the
nearest
space
outside
the
whirlwind.
Armor
Class
17
(natural
armor)
Hit
Points
161
(14d10
+
84)
Efreeti
Speed
30
ft.,
fly
90
ft.
Large
elemental,
lawful
evil
STR
DEX
CON
INT
WIS
CHA
Armor
Class
17
(natural
armor)
21
(+5)
15
(+2)
22
(+6)
15
(+2)
16
(+3)
20
(+5)
Hit
Points
200
(16d10
+
112)
Saving
Throws
Dex
+6,
Wis
+7,
Cha
+9
Speed
40
ft.,
fly
60
ft.
Damage
Immunities
lightning,
thunder
STR
DEX
CON
INT
WIS
CHA
Senses
darkvision
120
ft.,
passive
Perception
13
22
(+6)
12
(+1)
24
(+7)
16
(+3)
15
(+2)
16
(+3)
Languages
Auran
Saving
Throws
Int
+7,
Wis
+6,
Cha
+7
Challenge
11
(7,200
XP)
Damage
Immunities
fire
Senses
darkvision
120
ft.,
passive
Perception
12
Elemental
Demise.
If
the
djinni
dies,
its
body
disintegrates
into
a
warm
breeze,
leaving
behind
only
Languages
Ignan
equipment
the
djinni
was
wearing
or
carrying.
Challenge
11
(7,200
XP)
Innate
Spellcasting.
The
djinnis
innate
spellcasting
ability
is
Charisma
(spell
save
DC
17,
+9
to
hit
with
spell
Elemental
Demise.
If
the
efreeti
dies,
its
body
attacks).
It
can
innately
cast
the
following
spells,
disintegrates
in
a
flash
of
fire
and
puff
of
smoke,
requiring
no
material
components:
leaving
behind
only
equipment
the
efreeti
was
wearing
At
will:
detect
evil
and
good,
detect
magic,
or
carrying.
thunderwave
Innate
Spellcasting.
The
efreetis
innate
spellcasting
3/day
each:
create
food
and
water
(can
create
wine
ability
is
Charisma
(spell
save
DC
15,
+7
to
hit
with
spell
instead
of
water),
tongues,
wind
walk
attacks).
It
can
innately
cast
the
following
spells,
1/day
each:
conjure
elemental
(air
elemental
only),
requiring
no
material
components:
creation,
gaseous
form,
invisibility,
major
image,
At
will:
detect
magic
plane
shift
3/day:
enlarge/reduce,
tongues
1/day
each:
conjure
elemental
(fire
elemental
only),
Actions
gaseous
form,
invisibility,
major
image,
plane
shift,
Multiattack.
The
djinni
makes
three
scimitar
attacks.
wall
of
fire
Scimitar.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
target.
Hit:
12
(2d6
+
5)
slashing
damage
plus
3
Actions
(1d6)
lightning
or
thunder
damage
(djinnis
choice).
Multiattack.
The
efreeti
makes
two
scimitar
attacks
or
Create
Whirlwind.
A
5-foot-radius,
30-foot-tall
cylinder
uses
its
Hurl
Flame
twice.
of
swirling
air
magically
forms
on
a
point
the
djinni
can
Scimitar.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
see
within
120
feet
of
it.
The
whirlwind
lasts
as
long
as
one
target.
Hit:
13
(2d6
+
6)
slashing
damage
plus
7
the
djinni
maintains
concentration
(as
if
concentrating
(2d6)
fire
damage.
on
a
spell).
Any
creature
but
the
djinni
that
enters
the
Hurl
Flame.
Ranged
Spell
Attack:
+7
to
hit,
range
120
whirlwind
must
succeed
on
a
DC
18
Strength
saving
ft.,
one
target.
Hit:
17
(5d6)
fire
damage.
throw
or
be
restrained
by
it.
The
djinni
can
move
the
whirlwind
up
to
60
feet
as
an
action,
and
creatures
restrained
by
the
whirlwind
move
with
it.
The
whirlwind
ends
if
the
djinni
loses
sight
of
it.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
310
Ghost
with
a
greater
restoration
spell,
but
only
within
24
hours
of
it
occurring.
Medium
undead,
any
alignment
Possession
(Recharge
6).
One
humanoid
that
the
ghost
Armor
Class
11
can
see
within
5
feet
of
it
must
succeed
on
a
DC
13
Hit
Points
45
(10d8)
Charisma
saving
throw
or
be
possessed
by
the
ghost;
Speed
0
ft.,
fly
40
ft.
(hover)
the
ghost
then
disappears,
and
the
target
is
incapacitated
and
loses
control
of
its
body.
The
ghost
STR
DEX
CON
INT
WIS
CHA
now
controls
the
body
but
doesnt
deprive
the
target
7
(2)
13
(+1)
10
(+0)
10
(+0)
12
(+1)
17
(+3)
of
awareness.
The
ghost
cant
be
targeted
by
any
Damage
Resistances
acid,
fire,
lightning,
thunder;
attack,
spell,
or
other
effect,
except
ones
that
turn
bludgeoning,
piercing,
and
slashing
from
nonmagical
undead,
and
it
retains
its
alignment,
Intelligence,
attacks
Wisdom,
Charisma,
and
immunity
to
being
charmed
and
frightened.
It
otherwise
uses
the
possessed
Damage
Immunities
cold,
necrotic,
poison
targets
statistics,
but
doesnt
gain
access
to
the
Condition
Immunities
charmed,
exhaustion,
frightened,
targets
knowledge,
class
features,
or
proficiencies.
grappled,
paralyzed,
petrified,
poisoned,
prone,
The
possession
lasts
until
the
body
drops
to
0
hit
restrained
points,
the
ghost
ends
it
as
a
bonus
action,
or
the
ghost
Senses
darkvision
60
ft.,
passive
Perception
11
is
turned
or
forced
out
by
an
effect
like
the
dispel
evil
Languages
any
languages
it
knew
in
life
and
good
spell.
When
the
possession
ends,
the
ghost
reappears
in
an
unoccupied
space
within
5
feet
of
the
Challenge
4
(1,100
XP)
body.
The
target
is
immune
to
this
ghosts
Possession
for
24
hours
after
succeeding
on
the
saving
throw
or
Ethereal
Sight.
The
ghost
can
see
60
feet
into
the
after
the
possession
ends.
Ethereal
Plane
when
it
is
on
the
Material
Plane,
and
vice
versa.
Ghouls
Incorporeal
Movement.
The
ghost
can
move
through
other
creatures
and
objects
as
if
they
were
difficult
Ghast
terrain.
It
takes
5
(1d10)
force
damage
if
it
ends
its
turn
Medium
undead,
chaotic
evil
inside
an
object.
Armor
Class
13
Actions
Hit
Points
36
(8d8)
Withering
Touch.
Melee
Weapon
Attack:
+5
to
hit,
Speed
30
ft.
reach
5
ft.,
one
target.
Hit:
17
(4d6
+
3)
necrotic
STR
DEX
CON
INT
WIS
CHA
damage.
16
(+3)
17
(+3)
10
(+0)
11
(+0)
10
(+0)
8
(1)
Etherealness.
The
ghost
enters
the
Ethereal
Plane
from
the
Material
Plane,
or
vice
versa.
It
is
visible
on
the
Damage
Resistances
necrotic
Material
Plane
while
it
is
in
the
Border
Ethereal,
and
Damage
Immunities
poison
vice
versa,
yet
it
cant
affect
or
be
affected
by
anything
on
the
other
plane.
Condition
Immunities
charmed,
exhaustion,
poisoned
Horrifying
Visage.
Each
non-undead
creature
within
60
Senses
darkvision
60
ft.,
passive
Perception
10
feet
of
the
ghost
that
can
see
it
must
succeed
on
a
DC
Languages
Common
13
Wisdom
saving
throw
or
be
frightened
for
1
minute.
Challenge
2
(450
XP)
If
the
save
fails
by
5
or
more,
the
target
also
ages
1d4
10
years.
A
frightened
target
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
Stench.
Any
creature
that
starts
its
turn
within
5
feet
of
frightened
condition
on
itself
on
a
success.
If
a
targets
the
ghast
must
succeed
on
a
DC
10
Constitution
saving
saving
throw
is
successful
or
the
effect
ends
for
it,
the
throw
or
be
poisoned
until
the
start
of
its
next
turn.
On
target
is
immune
to
this
ghosts
Horrifying
Visage
for
a
successful
saving
throw,
the
creature
is
immune
to
the
next
24
hours.
The
aging
effect
can
be
reversed
the
ghasts
Stench
for
24
hours.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
311
Turning
Defiance.
The
ghast
and
any
ghouls
within
30
Speed
40
ft.
feet
of
it
have
advantage
on
saving
throws
against
effects
that
turn
undead.
STR
DEX
CON
INT
WIS
CHA
27
(+8)
10
(+0)
22
(+6)
12
(+1)
16
(+3)
16
(+3)
Actions
Saving
Throws
Con
+10,
Wis
+7,
Cha
+7
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Skills
Insight
+7,
Perception
+7
creature.
Hit:
12
(2d8
+
3)
piercing
damage.
Senses
passive
Perception
17
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
slashing
damage.
If
the
target
is
Languages
Common,
Giant
a
creature
other
than
an
undead,
it
must
succeed
on
a
Challenge
9
(5,000
XP)
DC
10
Constitution
saving
throw
or
be
paralyzed
for
1
minute.
The
target
can
repeat
the
saving
throw
at
the
Keen
Smell.
The
giant
has
advantage
on
Wisdom
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
(Perception)
checks
that
rely
on
smell.
success.
Innate
Spellcasting.
The
giants
innate
spellcasting
ability
is
Charisma.
It
can
innately
cast
the
following
Ghoul
spells,
requiring
no
material
components:
Medium
undead,
chaotic
evil
At
will:
detect
magic,
fog
cloud,
light
Armor
Class
12
3/day
each:
feather
fall,
fly,
misty
step,
telekinesis
Hit
Points
22
(5d8)
1/day
each:
control
weather,
gaseous
form
Speed
30
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
Multiattack.
The
giant
makes
two
morningstar
attacks.
13
(+1)
15
(+2)
10
(+0)
7
(2)
10
(+0)
6
(2)
Morningstar.
Melee
Weapon
Attack:
+12
to
hit,
reach
Damage
Immunities
poison
10
ft.,
one
target.
Hit:
21
(3d8
+
8)
piercing
damage.
Condition
Immunities
charmed,
exhaustion,
poisoned
Rock.
Ranged
Weapon
Attack:
+12
to
hit,
range
60/240
ft.,
one
target.
Hit:
30
(4d10
+
8)
bludgeoning
damage.
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
Common
Fire
Giant
Challenge
1
(200
XP)
Huge
giant,
lawful
evil
Actions
Armor
Class
18
(plate)
Bite.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
Hit
Points
162
(13d12
+
78)
creature.
Hit:
9
(2d6
+
2)
piercing
damage.
Speed
30
ft.
Claws.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(2d4
+
2)
slashing
damage.
If
the
target
is
STR
DEX
CON
INT
WIS
CHA
a
creature
other
than
an
elf
or
undead,
it
must
succeed
25
(+7)
9
(1)
23
(+6)
10
(+0)
14
(+2)
13
(+1)
on
a
DC
10
Constitution
saving
throw
or
be
paralyzed
for
1
minute.
The
target
can
repeat
the
saving
throw
at
Saving
Throws
Dex
+3,
Con
+10,
Cha
+5
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
Skills
Athletics
+11,
Perception
+6
on
a
success.
Damage
Immunities
fire
Senses
passive
Perception
16
Giants Languages
Giant
Cloud
Giant
Challenge
9
(5,000
XP)
Huge
giant,
neutral
good
(50%)
or
neutral
evil
(50%)
Actions
Armor
Class
14
(natural
armor)
Multiattack.
The
giant
makes
two
greatsword
attacks.
Hit
Points
200
(16d12
+
96)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
312
Greatsword.
Melee
Weapon
Attack:
+11
to
hit,
reach
Greatclub.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
10
ft.,
one
target.
Hit:
28
(6d6
+
7)
slashing
damage.
ft.,
one
target.
Hit:
18
(3d8
+
5)
bludgeoning
damage.
Rock.
Ranged
Weapon
Attack:
+11
to
hit,
range
60/240
Rock.
Ranged
Weapon
Attack:
+8
to
hit,
range
60/240
ft.,
one
target.
Hit:
29
(4d10
+
7)
bludgeoning
damage.
ft.,
one
target.
Hit:
21
(3d10
+
5)
bludgeoning
damage.
Frost
Giant
Stone
Giant
Huge
giant,
neutral
evil
Huge
giant,
neutral
Armor
Class
15
(patchwork
armor)
Armor
Class
17
(natural
armor)
Hit
Points
138
(12d12
+
60)
Hit
Points
126
(11d12
+
55)
Speed
40
ft.
Speed
40
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
23
(+6)
9
(1)
21
(+5)
9
(1)
10
(+0)
12
(+1)
23
(+6)
15
(+2)
20
(+5)
10
(+0)
12
(+1)
9
(1)
Saving
Throws
Con
+8,
Wis
+3,
Cha
+4
Saving
Throws
Dex
+5,
Con
+8,
Wis
+4
Skills
Athletics
+9,
Perception
+3
Skills
Athletics
+12,
Perception
+4
Damage
Immunities
cold
Senses
darkvision
60
ft.,
passive
Perception
14
Senses
passive
Perception
13
Languages
Giant
Languages
Giant
Challenge
7
(2,900
XP)
Challenge
8
(3,900
XP)
Stone
Camouflage.
The
giant
has
advantage
on
Actions
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Multiattack.
The
giant
makes
two
greataxe
attacks.
Greataxe.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
Actions
one
target.
Hit:
25
(3d12
+
6)
slashing
damage.
Multiattack.
The
giant
makes
two
greatclub
attacks.
Rock.
Ranged
Weapon
Attack:
+9
to
hit,
range
60/240
Greatclub.
Melee
Weapon
Attack:
+9
to
hit,
reach
15
ft.,
one
target.
Hit:
28
(4d10
+
6)
bludgeoning
damage.
ft.,
one
target.
Hit:
19
(3d8
+
6)
bludgeoning
damage.
Rock.
Ranged
Weapon
Attack:
+9
to
hit,
range
60/240
Hill
Giant
ft.,
one
target.
Hit:
28
(4d10
+
6)
bludgeoning
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
17
Huge
giant,
chaotic
evil
Strength
saving
throw
or
be
knocked
prone.
Armor
Class
13
(natural
armor)
Hit
Points
105
(10d12
+
40)
Reactions
Speed
40
ft.
Rock
Catching.
If
a
rock
or
similar
object
is
hurled
at
the
giant,
the
giant
can,
with
a
successful
DC
10
STR
DEX
CON
INT
WIS
CHA
Dexterity
saving
throw,
catch
the
missile
and
take
no
21
(+5)
8
(1)
19
(+4)
5
(3)
9
(1)
6
(2)
bludgeoning
damage
from
it.
Skills
Perception
+2
Storm
Giant
Senses
passive
Perception
12
Huge
giant,
chaotic
good
Languages
Giant
Challenge
5
(1,800
XP)
Armor
Class
16
(scale
mail)
Hit
Points
230
(20d12
+
100)
Actions
Speed
50
ft.,
swim
50
ft.
Multiattack.
The
giant
makes
two
greatclub
attacks.
STR
DEX
CON
INT
WIS
CHA
29
(+9)
14
(+2)
20
(+5)
16
(+3)
18
(+4)
18
(+4)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
313
Saving
Throws
Str
+14,
Con
+10,
Wis
+9,
Cha
+9
Aberrant
Ground.
The
ground
in
a
10-foot
radius
around
the
mouther
is
doughlike
difficult
terrain.
Each
Skills
Arcana
+8,
Athletics
+14,
History
+8,
Perception
creature
that
starts
its
turn
in
that
area
must
succeed
+9
on
a
DC
10
Strength
saving
throw
or
have
its
speed
Damage
Resistances
cold
reduced
to
0
until
the
start
of
its
next
turn.
Damage
Immunities
lightning,
thunder
Gibbering.
The
mouther
babbles
incoherently
while
it
Senses
passive
Perception
19
can
see
any
creature
and
isnt
incapacitated.
Each
Languages
Common,
Giant
creature
that
starts
its
turn
within
20
feet
of
the
mouther
and
can
hear
the
gibbering
must
succeed
on
a
Challenge
13
(10,000
XP)
DC
10
Wisdom
saving
throw.
On
a
failure,
the
creature
cant
take
reactions
until
the
start
of
its
next
turn
and
Amphibious.
The
giant
can
breathe
air
and
water.
rolls
a
d8
to
determine
what
it
does
during
its
turn.
On
Innate
Spellcasting.
The
giants
innate
spellcasting
a
1
to
4,
the
creature
does
nothing.
On
a
5
or
6,
the
ability
is
Charisma
(spell
save
DC
17).
It
can
innately
creature
takes
no
action
or
bonus
action
and
uses
all
its
cast
the
following
spells,
requiring
no
material
movement
to
move
in
a
randomly
determined
components:
direction.
On
a
7
or
8,
the
creature
makes
a
melee
At
will:
detect
magic,
feather
fall,
levitate,
light
attack
against
a
randomly
determined
creature
within
its
reach
or
does
nothing
if
it
cant
make
such
an
attack.
3/day
each:
control
weather,
water
breathing
Actions
Actions
Multiattack.
The
gibbering
mouther
makes
one
bite
Multiattack.
The
giant
makes
two
greatsword
attacks.
attack
and,
if
it
can,
uses
its
Blinding
Spittle.
Greatsword.
Melee
Weapon
Attack:
+14
to
hit,
reach
Bites.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
10
ft.,
one
target.
Hit:
30
(6d6
+
9)
slashing
damage.
creature.
Hit:
17
(5d6)
piercing
damage.
If
the
target
is
Rock.
Ranged
Weapon
Attack:
+14
to
hit,
range
60/240
Medium
or
smaller,
it
must
succeed
on
a
DC
10
ft.,
one
target.
Hit:
35
(4d12
+
9)
bludgeoning
damage.
Strength
saving
throw
or
be
knocked
prone.
If
the
Lightning
Strike
(Recharge
56).
The
giant
hurls
a
target
is
killed
by
this
damage,
it
is
absorbed
into
the
magical
lightning
bolt
at
a
point
it
can
see
within
500
mouther.
feet
of
it.
Each
creature
within
10
feet
of
that
point
Blinding
Spittle
(Recharge
56).
The
mouther
spits
a
must
make
a
DC
17
Dexterity
saving
throw,
taking
54
chemical
glob
at
a
point
it
can
see
within
15
feet
of
it.
(12d8)
lightning
damage
on
a
failed
save,
or
half
as
The
glob
explodes
in
a
blinding
flash
of
light
on
impact.
much
damage
on
a
successful
one.
Each
creature
within
5
feet
of
the
flash
must
succeed
on
a
DC
13
Dexterity
saving
throw
or
be
blinded
until
Gibbering
Mouther
the
end
of
the
mouthers
next
turn.
Medium
aberration,
neutral
Gnoll
Armor
Class
9
Medium
humanoid
(gnoll),
chaotic
evil
Hit
Points
67
(9d8
+
27)
Speed
10
ft.,
swim
10
ft.
Armor
Class
15
(hide
armor,
shield)
Hit
Points
22
(5d8)
STR
DEX
CON
INT
WIS
CHA
Speed
30
ft.
10
(+0)
8
(1)
16
(+3)
3
(4)
10
(+0)
6
(2)
STR
DEX
CON
INT
WIS
CHA
Condition
Immunities
prone
14
(+2)
12
(+1)
11
(+0)
6
(2)
10
(+0)
7
(2)
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
Senses
darkvision
60
ft.,
passive
Perception
10
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
314
Rampage.
When
the
gnoll
reduces
a
creature
to
0
hit
Poisoned
Dart.
Ranged
Weapon
Attack:
+4
to
hit,
points
with
a
melee
attack
on
its
turn,
the
gnoll
can
range
30/120
ft.,
one
creature.
Hit:
4
(1d4
+
2)
piercing
take
a
bonus
action
to
move
up
to
half
its
speed
and
damage,
and
the
target
must
succeed
on
a
DC
12
make
a
bite
attack.
Constitution
saving
throw
or
be
poisoned
for
1
minute.
The
target
can
repeat
the
saving
throw
at
the
end
of
Actions
each
of
its
turns,
ending
the
effect
on
itself
on
a
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
success.
creature.
Hit:
4
(1d4
+
2)
piercing
damage.
Spear.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
Goblin
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
5
(1d6
+
Small
humanoid
(goblinoid),
neutral
evil
2)
piercing
damage,
or
6
(1d8
+
2)
piercing
damage
if
used
with
two
hands
to
make
a
melee
attack.
Armor
Class
15
(leather
armor,
shield)
Longbow.
Ranged
Weapon
Attack:
+3
to
hit,
range
Hit
Points
7
(2d6)
150/600
ft.,
one
target.
Hit:
5
(1d8
+
1)
piercing
Speed
30
ft.
damage.
STR
DEX
CON
INT
WIS
CHA
8
(1)
14
(+2)
10
(+0)
10
(+0)
8
(1)
8
(1)
Gnome,
Deep
(Svirfneblin)
Small
humanoid
(gnome),
neutral
good
Skills
Stealth
+6
Senses
darkvision
60
ft.,
passive
Perception
9
Armor
Class
15
(chain
shirt)
Languages
Common,
Goblin
Hit
Points
16
(3d6
+
6)
Challenge
1/4
(50
XP)
Speed
20
ft.
STR
DEX
CON
INT
WIS
CHA
Nimble
Escape.
The
goblin
can
take
the
Disengage
or
15
(+2)
14
(+2)
14
(+2)
12
(+1)
10
(+0)
9
(1)
Hide
action
as
a
bonus
action
on
each
of
its
turns.
Skills
Investigation
+3,
Perception
+2,
Stealth
+4
Actions
Senses
darkvision
120
ft.,
passive
Perception
12
Scimitar.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Languages
Gnomish,
Terran,
Undercommon
one
target.
Hit:
5
(1d6
+
2)
slashing
damage.
Challenge
1/2
(100
XP)
Shortbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
80/320
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Stone
Camouflage.
The
gnome
has
advantage
on
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Golems
Gnome
Cunning.
The
gnome
has
advantage
on
Intelligence,
Wisdom,
and
Charisma
saving
throws
Clay
Golem
against
magic.
Large
construct,
unaligned
Innate
Spellcasting.
The
gnomes
innate
spellcasting
Armor
Class
14
(natural
armor)
ability
is
Intelligence
(spell
save
DC
11).
It
can
innately
Hit
Points
133
(14d10
+
56)
cast
the
following
spells,
requiring
no
material
components:
Speed
20
ft.
At
will:
nondetection
(self
only)
STR
DEX
CON
INT
WIS
CHA
1/day
each:
blindness/deafness,
blur,
disguise
self
20
(+5)
9
(1)
18
(+4)
3
(4)
8
(1)
1
(5)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
315
Senses
darkvision
60
ft.,
passive
Perception
9
Damage
Immunities
lightning,
poison;
bludgeoning,
Languages
understands
the
languages
of
its
creator
but
piercing,
and
slashing
from
nonmagical
attacks
that
cant
speak
arent
adamantine
Challenge
9
(5,000
XP)
Condition
Immunities
charmed,
exhaustion,
frightened,
paralyzed,
petrified,
poisoned
Acid
Absorption.
Whenever
the
golem
is
subjected
to
Senses
darkvision
60
ft.,
passive
Perception
10
acid
damage,
it
takes
no
damage
and
instead
regains
a
Languages
understands
the
languages
of
its
creator
but
number
of
hit
points
equal
to
the
acid
damage
dealt.
cant
speak
Berserk.
Whenever
the
golem
starts
its
turn
with
60
hit
Challenge
5
(1,800
XP)
points
or
fewer,
roll
a
d6.
On
a
6,
the
golem
goes
berserk.
On
each
of
its
turns
while
berserk,
the
golem
Berserk.
Whenever
the
golem
starts
its
turn
with
40
hit
attacks
the
nearest
creature
it
can
see.
If
no
creature
is
points
or
fewer,
roll
a
d6.
On
a
6,
the
golem
goes
near
enough
to
move
to
and
attack,
the
golem
attacks
berserk.
On
each
of
its
turns
while
berserk,
the
golem
an
object,
with
preference
for
an
object
smaller
than
attacks
the
nearest
creature
it
can
see.
If
no
creature
is
itself.
Once
the
golem
goes
berserk,
it
continues
to
do
near
enough
to
move
to
and
attack,
the
golem
attacks
so
until
it
is
destroyed
or
regains
all
its
hit
points.
an
object,
with
preference
for
an
object
smaller
than
Immutable
Form.
The
golem
is
immune
to
any
spell
or
itself.
Once
the
golem
goes
berserk,
it
continues
to
do
effect
that
would
alter
its
form.
so
until
it
is
destroyed
or
regains
all
its
hit
points.
Magic
Resistance.
The
golem
has
advantage
on
saving
The
golems
creator,
if
within
60
feet
of
the
berserk
throws
against
spells
and
other
magical
effects.
golem,
can
try
to
calm
it
by
speaking
firmly
and
Magic
Weapons.
The
golems
weapon
attacks
are
persuasively.
The
golem
must
be
able
to
hear
its
magical.
creator,
who
must
take
an
action
to
make
a
DC
15
Charisma
(Persuasion)
check.
If
the
check
succeeds,
the
Actions
golem
ceases
being
berserk.
If
it
takes
damage
while
still
at
40
hit
points
or
fewer,
the
golem
might
go
Multiattack.
The
golem
makes
two
slam
attacks.
berserk
again.
Slam.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
Aversion
of
Fire.
If
the
golem
takes
fire
damage,
it
has
target.
Hit:
16
(2d10
+
5)
bludgeoning
damage.
If
the
disadvantage
on
attack
rolls
and
ability
checks
until
the
target
is
a
creature,
it
must
succeed
on
a
DC
15
end
of
its
next
turn.
Constitution
saving
throw
or
have
its
hit
point
maximum
reduced
by
an
amount
equal
to
the
damage
Immutable
Form.
The
golem
is
immune
to
any
spell
or
taken.
The
target
dies
if
this
attack
reduces
its
hit
point
effect
that
would
alter
its
form.
maximum
to
0.
The
reduction
lasts
until
removed
by
Lightning
Absorption.
Whenever
the
golem
is
the
greater
restoration
spell
or
other
magic.
subjected
to
lightning
damage,
it
takes
no
damage
and
Haste
(Recharge
56).
Until
the
end
of
its
next
turn,
instead
regains
a
number
of
hit
points
equal
to
the
the
golem
magically
gains
a
+2
bonus
to
its
AC,
has
lightning
damage
dealt.
advantage
on
Dexterity
saving
throws,
and
can
use
its
Magic
Resistance.
The
golem
has
advantage
on
saving
slam
attack
as
a
bonus
action.
throws
against
spells
and
other
magical
effects.
Magic
Weapons.
The
golems
weapon
attacks
are
Flesh
Golem
magical.
Medium
construct,
neutral
Actions
Armor
Class
9
Multiattack.
The
golem
makes
two
slam
attacks.
Hit
Points
93
(11d8
+
44)
Slam.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Speed
30
ft.
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
9
(1)
18
(+4)
6
(2)
10
(+0)
5
(3)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
316
Iron
Golem
STR
DEX
CON
INT
WIS
CHA
Large
construct,
unaligned
22
(+6)
9
(1)
20
(+5)
3
(4)
11
(+0)
1
(5)
Armor
Class
20
(natural
armor)
Damage
Immunities
poison,
psychic;
bludgeoning,
Hit
Points
210
(20d10
+
100)
piercing,
and
slashing
from
nonmagical
attacks
that
Speed
30
ft.
arent
adamantine
Condition
Immunities
charmed,
exhaustion,
frightened,
STR
DEX
CON
INT
WIS
CHA
paralyzed,
petrified,
poisoned
24
(+7)
9
(1)
20
(+5)
3
(4)
11
(+0)
1
(5)
Senses
darkvision
120
ft.,
passive
Perception
10
Damage
Immunities
fire,
poison,
psychic;
bludgeoning,
Languages
understands
the
languages
of
its
creator
but
piercing,
and
slashing
from
nonmagical
attacks
that
cant
speak
arent
adamantine
Challenge
10
(5,900
XP)
Condition
Immunities
charmed,
exhaustion,
frightened,
paralyzed,
petrified,
poisoned
Immutable
Form.
The
golem
is
immune
to
any
spell
or
Senses
darkvision
120
ft.,
passive
Perception
10
effect
that
would
alter
its
form.
Languages
understands
the
languages
of
its
creator
but
Magic
Resistance.
The
golem
has
advantage
on
saving
cant
speak
throws
against
spells
and
other
magical
effects.
Challenge
16
(15,000
XP)
Magic
Weapons.
The
golems
weapon
attacks
are
magical.
Fire
Absorption.
Whenever
the
golem
is
subjected
to
fire
damage,
it
takes
no
damage
and
instead
regains
a
Actions
number
of
hit
points
equal
to
the
fire
damage
dealt.
Multiattack.
The
golem
makes
two
slam
attacks.
Immutable
Form.
The
golem
is
immune
to
any
spell
or
Slam.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
effect
that
would
alter
its
form.
one
target.
Hit:
19
(3d8
+
6)
bludgeoning
damage.
Magic
Resistance.
The
golem
has
advantage
on
saving
Slow
(Recharge
56).
The
golem
targets
one
or
more
throws
against
spells
and
other
magical
effects.
creatures
it
can
see
within
10
feet
of
it.
Each
target
Magic
Weapons.
The
golems
weapon
attacks
are
must
make
a
DC
17
Wisdom
saving
throw
against
this
magical.
magic.
On
a
failed
save,
a
target
cant
use
reactions,
its
speed
is
halved,
and
it
cant
make
more
than
one
Actions
attack
on
its
turn.
In
addition,
the
target
can
take
Multiattack.
The
golem
makes
two
melee
attacks.
either
an
action
or
a
bonus
action
on
its
turn,
not
both.
These
effects
last
for
1
minute.
A
target
can
repeat
the
Slam.
Melee
Weapon
Attack:
+13
to
hit,
reach
5
ft.,
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
one
target.
Hit:
20
(3d8
+
7)
bludgeoning
damage.
effect
on
itself
on
a
success.
Sword.
Melee
Weapon
Attack:
+13
to
hit,
reach
10
ft.,
one
target.
Hit:
23
(3d10
+
7)
slashing
damage.
Gorgon
Poison
Breath
(Recharge
6).
The
golem
exhales
poisonous
gas
in
a
15-foot
cone.
Each
creature
in
that
Large
monstrosity,
unaligned
area
must
make
a
DC
19
Constitution
saving
throw,
Armor
Class
19
(natural
armor)
taking
45
(10d8)
poison
damage
on
a
failed
save,
or
Hit
Points
114
(12d10
+
48)
half
as
much
damage
on
a
successful
one.
Speed
40
ft.
Stone
Golem
STR
DEX
CON
INT
WIS
CHA
Large
construct,
unaligned
20
(+5)
11
(+0)
18
(+4)
2
(4)
12
(+1)
7
(2)
Armor
Class
17
(natural
armor)
Skills
Perception
+4
Hit
Points
178
(17d10
+
85)
Condition
Immunities
petrified
Speed
30
ft.
Senses
darkvision
60
ft.,
passive
Perception
14
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
317
Languages
Tentacles.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Challenge
5
(1,800
XP)
one
target.
Hit:
9
(2d6
+
2)
slashing
damage.
Beak.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Trampling
Charge.
If
the
gorgon
moves
at
least
20
feet
straight
toward
a
creature
and
then
hits
it
with
a
gore
attack
on
the
same
turn,
that
target
must
succeed
on
a
Griffon
DC
16
Strength
saving
throw
or
be
knocked
prone.
If
Large
monstrosity,
unaligned
the
target
is
prone,
the
gorgon
can
make
one
attack
with
its
hooves
against
it
as
a
bonus
action.
Armor
Class
12
Hit
Points
59
(7d10
+
21)
Actions
Speed
30
ft.,
fly
80
ft.
Gore.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
STR
DEX
CON
INT
WIS
CHA
target.
Hit:
18
(2d12
+
5)
piercing
damage.
18
(+4)
15
(+2)
16
(+3)
2
(4)
13
(+1)
8
(1)
Hooves.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
target.
Hit:
16
(2d10
+
5)
bludgeoning
damage.
Skills
Perception
+5
Petrifying
Breath
(Recharge
56).
The
gorgon
exhales
Senses
darkvision
60
ft.,
passive
Perception
15
petrifying
gas
in
a
30-foot
cone.
Each
creature
in
that
Languages
area
must
succeed
on
a
DC
13
Constitution
saving
throw.
On
a
failed
save,
a
target
begins
to
turn
to
stone
Challenge
2
(450
XP)
and
is
restrained.
The
restrained
target
must
repeat
the
saving
throw
at
the
end
of
its
next
turn.
On
a
Keen
Sight.
The
griffon
has
advantage
on
Wisdom
success,
the
effect
ends
on
the
target.
On
a
failure,
the
(Perception)
checks
that
rely
on
sight.
target
is
petrified
until
freed
by
the
greater
restoration
spell
or
other
magic.
Actions
Multiattack.
The
griffon
makes
two
attacks:
one
with
Grick
its
beak
and
one
with
its
claws.
Medium
monstrosity,
neutral
Beak.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d8
+
4)
piercing
damage.
Armor
Class
14
(natural
armor)
Claws.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Hit
Points
27
(6d8)
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Speed
30
ft.,
climb
30
ft.
STR
DEX
CON
INT
WIS
CHA
Grimlock
14
(+2)
14
(+2)
11
(+0)
3
(4)
14
(+2)
5
(3)
Medium
humanoid
(grimlock),
neutral
evil
Damage
Resistances
bludgeoning,
piercing,
and
Armor
Class
11
slashing
from
nonmagical
attacks
Hit
Points
11
(2d8
+
2)
Senses
darkvision
60
ft.,
passive
Perception
12
Speed
30
ft.
Languages
STR
DEX
CON
INT
WIS
CHA
Challenge
2
(450
XP)
16
(+3)
12
(+1)
12
(+1)
9
(1)
8
(1)
6
(2)
Stone
Camouflage.
The
grick
has
advantage
on
Skills
Athletics
+5,
Perception
+3,
Stealth
+3
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Condition
Immunities
blinded
Senses
blindsight
30
ft.
or
10
ft.
while
deafened
(blind
Actions
beyond
this
radius),
passive
Perception
13
Multiattack.
The
grick
makes
one
attack
with
its
Languages
Undercommon
tentacles.
If
that
attack
hits,
the
grick
can
make
one
Challenge
1/4
(50
XP)
beak
attack
against
the
same
target.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
318
Actions
Blind
Senses.
The
grimlock
cant
use
its
blindsight
while
Claws.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
deafened
and
unable
to
smell.
target.
Hit:
13
(2d8
+
4)
slashing
damage.
Keen
Hearing
and
Smell.
The
grimlock
has
advantage
Illusory
Appearance.
The
hag
covers
herself
and
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
anything
she
is
wearing
or
carrying
with
a
magical
smell.
illusion
that
makes
her
look
like
another
creature
of
Stone
Camouflage.
The
grimlock
has
advantage
on
her
general
size
and
humanoid
shape.
The
illusion
ends
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
if
the
hag
takes
a
bonus
action
to
end
it
or
if
she
dies.
The
changes
wrought
by
this
effect
fail
to
hold
up
to
Actions
physical
inspection.
For
example,
the
hag
could
appear
Spiked
Bone
Club.
Melee
Weapon
Attack:
+5
to
hit,
to
have
smooth
skin,
but
someone
touching
her
would
reach
5
ft.,
one
target.
Hit:
5
(1d4
+
3)
bludgeoning
feel
her
rough
flesh.
Otherwise,
a
creature
must
take
damage
plus
2
(1d4)
piercing
damage.
an
action
to
visually
inspect
the
illusion
and
succeed
on
a
DC
20
Intelligence
(Investigation)
check
to
discern
that
the
hag
is
disguised.
Monsters (H) Invisible
Passage.
The
hag
magically
turns
invisible
until
she
attacks
or
casts
a
spell,
or
until
her
Hags concentration
ends
(as
if
concentrating
on
a
spell).
While
invisible,
she
leaves
no
physical
evidence
of
her
Green
Hag
passage,
so
she
can
be
tracked
only
by
magic.
Any
Medium
fey,
neutral
evil
equipment
she
wears
or
carries
is
invisible
with
her.
Armor
Class
17
(natural
armor)
Night
Hag
Hit
Points
82
(11d8
+
33)
Medium
fiend,
neutral
evil
Speed
30
ft.
Armor
Class
17
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
Hit
Points
112
(15d8
+
45)
18
(+4)
12
(+1)
16
(+3)
13
(+1)
14
(+2)
14
(+2)
Speed
30
ft.
Skills
Arcana
+3,
Deception
+4,
Perception
+4,
Stealth
STR
DEX
CON
INT
WIS
CHA
+3
18
(+4)
15
(+2)
16
(+3)
16
(+3)
14
(+2)
16
(+3)
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
Common,
Draconic,
Sylvan
Skills
Deception
+7,
Insight
+6,
Perception
+6,
Stealth
Challenge
3
(700
XP)
+6
Damage
Resistances
cold,
fire;
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
not
made
with
Amphibious.
The
hag
can
breathe
air
and
water.
silvered
weapons
Innate
Spellcasting.
The
hags
innate
spellcasting
Condition
Immunities
charmed
ability
is
Charisma
(spell
save
DC
12).
She
can
innately
cast
the
following
spells,
requiring
no
material
Senses
darkvision
120
ft.,
passive
Perception
16
components:
Languages
Abyssal,
Common,
Infernal,
Primordial
At
will:
dancing
lights,
minor
illusion,
vicious
mockery
Challenge
5
(1,800
XP)
Mimicry.
The
hag
can
mimic
animal
sounds
and
humanoid
voices.
A
creature
that
hears
the
sounds
can
Innate
Spellcasting.
The
hags
innate
spellcasting
tell
they
are
imitations
with
a
successful
DC
14
Wisdom
ability
is
Charisma
(spell
save
DC
14,
+6
to
hit
with
spell
(Insight)
check.
attacks).
She
can
innately
cast
the
following
spells,
requiring
no
material
components:
At
will:
detect
magic,
magic
missile
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
319
2/day
each:
plane
shift
(self
only),
ray
of
enfeeblement,
form
must
make
a
DC
11
Wisdom
saving
throw.
On
a
sleep
failed
save,
the
creature
is
frightened
for
1
minute.
A
Magic
Resistance.
The
hag
has
advantage
on
saving
creature
can
repeat
the
saving
throw
at
the
end
of
throws
against
spells
and
other
magical
effects.
each
of
its
turns,
with
disadvantage
if
the
hag
is
within
line
of
sight,
ending
the
effect
on
itself
on
a
success.
If
Actions
a
creatures
saving
throw
is
successful
or
the
effect
ends
for
it,
the
creature
is
immune
to
the
hags
Horrific
Claws
(Hag
Form
Only).
Melee
Weapon
Attack:
+7
to
Appearance
for
the
next
24
hours.
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
slashing
Unless
the
target
is
surprised
or
the
revelation
of
the
damage.
hags
true
form
is
sudden,
the
target
can
avert
its
eyes
Change
Shape.
The
hag
magically
polymorphs
into
a
and
avoid
making
the
initial
saving
throw.
Until
the
Small
or
Medium
female
humanoid,
or
back
into
her
start
of
its
next
turn,
a
creature
that
averts
its
eyes
has
true
form.
Her
statistics
are
the
same
in
each
form.
Any
disadvantage
on
attack
rolls
against
the
hag.
equipment
she
is
wearing
or
carrying
isnt
transformed.
She
reverts
to
her
true
form
if
she
dies.
Actions
Etherealness.
The
hag
magically
enters
the
Ethereal
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Plane
from
the
Material
Plane,
or
vice
versa.
To
do
so,
target.
Hit:
10
(2d6
+
3)
slashing
damage.
the
hag
must
have
a
heartstone
in
her
possession.
Death
Glare.
The
hag
targets
one
frightened
creature
Nightmare
Haunting
(1/Day).
While
on
the
Ethereal
she
can
see
within
30
feet
of
her.
If
the
target
can
see
Plane,
the
hag
magically
touches
a
sleeping
humanoid
the
hag,
it
must
succeed
on
a
DC
11
Wisdom
saving
on
the
Material
Plane.
A
protection
from
evil
and
good
throw
against
this
magic
or
drop
to
0
hit
points.
spell
cast
on
the
target
prevents
this
contact,
as
does
a
Illusory
Appearance.
The
hag
covers
herself
and
magic
circle.
As
long
as
the
contact
persists,
the
target
anything
she
is
wearing
or
carrying
with
a
magical
has
dreadful
visions.
If
these
visions
last
for
at
least
1
illusion
that
makes
her
look
like
an
ugly
creature
of
her
hour,
the
target
gains
no
benefit
from
its
rest,
and
its
general
size
and
humanoid
shape.
The
effect
ends
if
hit
point
maximum
is
reduced
by
5
(1d10).
If
this
effect
the
hag
takes
a
bonus
action
to
end
it
or
if
she
dies.
reduces
the
targets
hit
point
maximum
to
0,
the
target
The
changes
wrought
by
this
effect
fail
to
hold
up
to
dies,
and
if
the
target
was
evil,
its
soul
is
trapped
in
the
physical
inspection.
For
example,
the
hag
could
appear
hags
soul
bag.
The
reduction
to
the
targets
hit
point
to
have
no
claws,
but
someone
touching
her
hand
maximum
lasts
until
removed
by
the
greater
might
feel
the
claws.
Otherwise,
a
creature
must
take
restoration
spell
or
similar
magic.
an
action
to
visually
inspect
the
illusion
and
succeed
on
a
DC
16
Intelligence
(Investigation)
check
to
discern
Sea
Hag
that
the
hag
is
disguised.
Medium
fey,
chaotic
evil
Armor
Class
14
(natural
armor)
Half-Dragon Template
Hit
Points
52
(7d8
+
21)
A
beast,
humanoid,
giant,
or
monstrosity
can
become
Speed
30
ft.,
swim
40
ft.
a
half-dragon.
It
keeps
its
statistics,
except
as
follows.
Challenge.
To
avoid
recalculating
the
creatures
STR
DEX
CON
INT
WIS
CHA
challenge
rating,
apply
the
template
only
to
a
16
(+3)
13
(+1)
16
(+3)
12
(+1)
12
(+1)
13
(+1)
creature
that
meets
the
optional
prerequisite
in
the
Breath
Weapon
table
below.
Otherwise,
recalculate
Senses
darkvision
60
ft.,
passive
Perception
11
the
rating
after
you
apply
the
template.
Languages
Aquan,
Common,
Giant
Senses.
The
half-dragon
gains
blindsight
with
a
radius
of
10
feet
and
darkvision
with
a
radius
of
60
Challenge
2
(450
XP)
feet.
Resistances.
The
half-dragon
gains
resistance
to
a
Amphibious.
The
hag
can
breathe
air
and
water.
type
of
damage
based
on
its
color.
Horrific
Appearance.
Any
humanoid
that
starts
its
turn
Color
Damage
Resistance
within
30
feet
of
the
hag
and
can
see
the
hags
true
Black
or
copper
Acid
Blue
or
bronze
Lightning
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
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System
Reference
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5.1
320
Brass,
gold,
or
red
Fire
Green
Poison
Harpy
Silver
or
white
Cold
Medium
monstrosity,
chaotic
evil
Languages.
The
half-dragon
speaks
Draconic
in
Armor
Class
11
addition
to
any
other
languages
it
knows.
New
Action:
Breath
Weapon.
The
half-dragon
has
Hit
Points
38
(7d8
+
7)
the
breath
weapon
of
its
dragon
half.
The
half- Speed
20
ft.,
fly
40
ft.
dragons
size
determines
how
this
action
functions.
STR
DEX
CON
INT
WIS
CHA
Optional
12
(+1)
13
(+1)
12
(+1)
7
(2)
10
(+0)
13
(+1)
Size
Breath
Weapon
Prerequisite
Large
or
As
a
wyrmling
Challenge
2
or
higher
Senses
passive
Perception
10
smaller
Languages
Common
Huge
As
a
young
dragon
Challenge
7
or
higher
Gargantuan
As
an
adult
dragon
Challenge
8
or
higher
Challenge
1
(200
XP)
Actions
Half-Red
Dragon
Veteran
Medium
humanoid
(human),
any
alignment
Multiattack.
The
harpy
makes
two
attacks:
one
with
its
claws
and
one
with
its
club.
Armor
Class
18
(plate)
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Hit
Points
65
(10d8
+
20)
target.
Hit:
6
(2d4
+
1)
slashing
damage.
Speed
30
ft.
Club.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
3
(1d4
+
1)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
Luring
Song.
The
harpy
sings
a
magical
melody.
Every
16
(+3)
13
(+1)
14
(+2)
10
(+0)
11
(+0)
10
(+0)
humanoid
and
giant
within
300
feet
of
the
harpy
that
Skills
Athletics
+5,
Perception
+2
can
hear
the
song
must
succeed
on
a
DC
11
Wisdom
saving
throw
or
be
charmed
until
the
song
ends.
The
Damage
Resistances
fire
harpy
must
take
a
bonus
action
on
its
subsequent
turns
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
to
continue
singing.
It
can
stop
singing
at
any
time.
The
Perception
12
song
ends
if
the
harpy
is
incapacitated.
Languages
Common,
Draconic
While
charmed
by
the
harpy,
a
target
is
Challenge
5
(1,800
XP)
incapacitated
and
ignores
the
songs
of
other
harpies.
If
the
charmed
target
is
more
than
5
feet
away
from
the
Actions
harpy,
the
target
must
move
on
its
turn
toward
the
harpy
by
the
most
direct
route,
trying
to
get
within
5
Multiattack.
The
veteran
makes
two
longsword
attacks.
feet.
It
doesnt
avoid
opportunity
attacks,
but
before
If
it
has
a
shortsword
drawn,
it
can
also
make
a
moving
into
damaging
terrain,
such
as
lava
or
a
pit,
and
shortsword
attack.
whenever
it
takes
damage
from
a
source
other
than
Longsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
the
harpy,
the
target
can
repeat
the
saving
throw.
A
one
target.
Hit:
7
(1d8
+
3)
slashing
damage,
or
8
(1d10
charmed
target
can
also
repeat
the
saving
throw
at
the
+
3)
slashing
damage
if
used
with
two
hands.
end
of
each
of
its
turns.
If
the
saving
throw
is
Shortsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
successful,
the
effect
ends
on
it.
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
A
target
that
successfully
saves
is
immune
to
this
Heavy
Crossbow.
Ranged
Weapon
Attack:
+3
to
hit,
harpys
song
for
the
next
24
hours.
range
100/400
ft.,
one
target.
Hit:
6
(1d10
+
1)
piercing
damage.
Hell
Hound
Fire
Breath
(Recharge
56).
The
veteran
exhales
fire
in
Medium
fiend,
lawful
evil
a
15-foot
cone.
Each
creature
in
that
area
must
make
a
DC
15
Dexterity
saving
throw,
taking
24
(7d6)
fire
Armor
Class
15
(natural
armor)
damage
on
a
failed
save,
or
half
as
much
damage
on
a
Hit
Points
45
(7d8
+
14)
successful
one.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
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5.1
321
Speed
50
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
Multiattack.
The
hippogriff
makes
two
attacks:
one
with
its
beak
and
one
with
its
claws.
17
(+3)
12
(+1)
14
(+2)
6
(2)
13
(+1)
6
(2)
Beak.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Skills
Perception
+5
target.
Hit:
8
(1d10
+
3)
piercing
damage.
Damage
Immunities
fire
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Senses
darkvision
60
ft.,
passive
Perception
15
target.
Hit:
10
(2d6
+
3)
slashing
damage.
Languages
understands
Infernal
but
cant
speak
it
Challenge
3
(700
XP)
Hobgoblin
Medium
humanoid
(goblinoid),
lawful
evil
Keen
Hearing
and
Smell.
The
hound
has
advantage
on
Armor
Class
18
(chain
mail,
shield)
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Hit
Points
11
(2d8
+
2)
smell.
Speed
30
ft.
Pack
Tactics.
The
hound
has
advantage
on
an
attack
roll
against
a
creature
if
at
least
one
of
the
hounds
STR
DEX
CON
INT
WIS
CHA
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
13
(+1)
12
(+1)
12
(+1)
10
(+0)
10
(+0)
9
(1)
incapacitated.
Senses
darkvision
60
ft.,
passive
Perception
10
Actions
Languages
Common,
Goblin
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Challenge
1/2
(100
XP)
target.
Hit:
7
(1d8
+
3)
piercing
damage
plus
7
(2d6)
fire
damage.
Martial
Advantage.
Once
per
turn,
the
hobgoblin
can
Fire
Breath
(Recharge
56).
The
hound
exhales
fire
in
a
deal
an
extra
7
(2d6)
damage
to
a
creature
it
hits
with
a
15-foot
cone.
Each
creature
in
that
area
must
make
a
weapon
attack
if
that
creature
is
within
5
feet
of
an
ally
DC
12
Dexterity
saving
throw,
taking
21
(6d6)
fire
of
the
hobgoblin
that
isnt
incapacitated.
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Actions
Longsword.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
Hippogriff
one
target.
Hit:
5
(1d8
+
1)
slashing
damage,
or
6
(1d10
Large
monstrosity,
unaligned
+
1)
slashing
damage
if
used
with
two
hands.
Armor
Class
11
Longbow.
Ranged
Weapon
Attack:
+3
to
hit,
range
150/600
ft.,
one
target.
Hit:
5
(1d8
+
1)
piercing
Hit
Points
19
(3d10
+
3)
damage.
Speed
40
ft.,
fly
60
ft.
STR
DEX
CON
INT
WIS
CHA
Homunculus
17
(+3)
13
(+1)
13
(+1)
2
(4)
12
(+1)
8
(1)
Tiny
construct,
neutral
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
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5.1
322
Languages
understands
the
languages
of
its
creator
but
Wakeful.
While
the
hydra
sleeps,
at
least
one
of
its
cant
speak
heads
is
awake.
Challenge
0
(10
XP)
Actions
Multiattack.
The
hydra
makes
as
many
bite
attacks
as
Telepathic
Bond.
While
the
homunculus
is
on
the
same
it
has
heads.
plane
of
existence
as
its
master,
it
can
magically
convey
what
it
senses
to
its
master,
and
the
two
can
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
one
communicate
telepathically.
target.
Hit:
10
(1d10
+
5)
piercing
damage.
Actions
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
1
piercing
damage,
and
the
target
must
Monsters (I)
succeed
on
a
DC
10
Constitution
saving
throw
or
be
poisoned
for
1
minute.
If
the
saving
throw
fails
by
5
or
Invisible
Stalker
more,
the
target
is
instead
poisoned
for
5
(1d10)
Medium
elemental, neutral
minutes
and
unconscious
while
poisoned
in
this
way.
Armor
Class
14
Hit
Points
104
(16d8
+
32)
Hydra
Speed
50
ft.,
fly
50
ft.
(hover)
Huge
monstrosity,
unaligned
Armor
Class
15
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
Hit Points 172 (15d12 + 75) 16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
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use
only.
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323
Monsters (K) Languages
understands
Abyssal,
Celestial,
Infernal,
and
Primordial
but
cant
speak,
telepathy
120
ft.
Challenge
23
(50,000
XP)
Kobold
Small
humanoid
(kobold),
lawful
evil
Amphibious.
The
kraken
can
breathe
air
and
water.
Armor
Class
12
Freedom
of
Movement.
The
kraken
ignores
difficult
Hit
Points
5
(2d6
2)
terrain,
and
magical
effects
cant
reduce
its
speed
or
cause
it
to
be
restrained.
It
can
spend
5
feet
of
Speed
30
ft.
movement
to
escape
from
nonmagical
restraints
or
STR
DEX
CON
INT
WIS
CHA
being
grappled.
7
(2)
15
(+2)
9
(1)
8
(1)
7
(2)
8
(1)
Siege
Monster.
The
kraken
deals
double
damage
to
objects
and
structures.
Senses
darkvision
60
ft.,
passive
Perception
8
Languages
Common,
Draconic
Actions
Challenge
1/8
(25
XP)
Multiattack.
The
kraken
makes
three
tentacle
attacks,
each
of
which
it
can
replace
with
one
use
of
Fling.
Sunlight
Sensitivity.
While
in
sunlight,
the
kobold
has
Bite.
Melee
Weapon
Attack:
+17
to
hit,
reach
5
ft.,
one
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
target.
Hit:
23
(3d8
+
10)
piercing
damage.
If
the
target
(Perception)
checks
that
rely
on
sight.
is
a
Large
or
smaller
creature
grappled
by
the
kraken,
that
creature
is
swallowed,
and
the
grapple
ends.
Pack
Tactics.
The
kobold
has
advantage
on
an
attack
While
swallowed,
the
creature
is
blinded
and
roll
against
a
creature
if
at
least
one
of
the
kobolds
restrained,
it
has
total
cover
against
attacks
and
other
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
effects
outside
the
kraken,
and
it
takes
42
(12d6)
acid
incapacitated.
damage
at
the
start
of
each
of
the
krakens
turns.
Actions
If
the
kraken
takes
50
damage
or
more
on
a
single
turn
from
a
creature
inside
it,
the
kraken
must
succeed
Dagger.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
on
a
DC
25
Constitution
saving
throw
at
the
end
of
that
one
target.
Hit:
4
(1d4
+
2)
piercing
damage.
turn
or
regurgitate
all
swallowed
creatures,
which
fall
Sling.
Ranged
Weapon
Attack:
+4
to
hit,
range
30/120
prone
in
a
space
within
10
feet
of
the
kraken.
If
the
ft.,
one
target.
Hit:
4
(1d4
+
2)
bludgeoning
damage.
kraken
dies,
a
swallowed
creature
is
no
longer
restrained
by
it
and
can
escape
from
the
corpse
using
15
feet
of
movement,
exiting
prone.
Kraken
Tentacle.
Melee
Weapon
Attack:
+17
to
hit,
reach
30
ft.,
Gargantuan
monstrosity
(titan), chaotic
evil
one
target.
Hit:
20
(3d6
+
10)
bludgeoning
damage,
and
Armor
Class
18
(natural
armor)
the
target
is
grappled
(escape
DC
18).
Until
this
grapple
Hit
Points
472
(27d20
+
189)
ends,
the
target
is
restrained.
The
kraken
has
ten
tentacles,
each
of
which
can
grapple
one
target.
Speed
20
ft.,
swim
60
ft.
Fling.
One
Large
or
smaller
object
held
or
creature
STR
DEX
CON
INT
WIS
CHA
grappled
by
the
kraken
is
thrown
up
to
60
feet
in
a
30
(+10)
11
(+0)
25
(+7)
22
(+6)
18
(+4)
20
(+5)
random
direction
and
knocked
prone.
If
a
thrown
target
strikes
a
solid
surface,
the
target
takes
3
(1d6)
Saving
Throws
Str
+17,
Dex
+7,
Con
+14,
Int
+13,
Wis
bludgeoning
damage
for
every
10
feet
it
was
thrown.
If
+11
the
target
is
thrown
at
another
creature,
that
creature
Damage
Immunities
lightning;
bludgeoning,
piercing,
must
succeed
on
a
DC
18
Dexterity
saving
throw
or
and
slashing
from
nonmagical
attacks
take
the
same
damage
and
be
knocked
prone.
Condition
Immunities
frightened,
paralyzed
Lightning
Storm.
The
kraken
magically
creates
three
Senses
truesight
120
ft.,
passive
Perception
14
bolts
of
lightning,
each
of
which
can
strike
a
target
the
kraken
can
see
within
120
feet
of
it.
A
target
must
make
a
DC
23
Dexterity
saving
throw,
taking
22
(4d10)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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Reference
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5.1
324
lightning
damage
on
a
failed
save,
or
half
as
much
At
will:
disguise
self
(any
humanoid
form),
major
image
damage
on
a
successful
one.
3/day
each:
charm
person,
mirror
image,
scrying,
suggestion
Legendary
Actions
1/day:
geas
The
kraken
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
option
Actions
can
be
used
at
a
time
and
only
at
the
end
of
another
Multiattack.
The
lamia
makes
two
attacks:
one
with
its
creatures
turn.
The
kraken
regains
spent
legendary
claws
and
one
with
its
dagger
or
Intoxicating
Touch.
actions
at
the
start
of
its
turn.
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Tentacle
Attack
or
Fling.
The
kraken
makes
one
target.
Hit:
14
(2d10
+
3)
slashing
damage.
tentacle
attack
or
uses
its
Fling.
Dagger.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
Lightning
Storm
(Costs
2
Actions).
The
kraken
uses
one
target.
Hit:
5
(1d4
+
3)
piercing
damage.
Lightning
Storm.
Intoxicating
Touch.
Melee
Spell
Attack:
+5
to
hit,
reach
Ink
Cloud
(Costs
3
Actions).
While
underwater,
the
5
ft.,
one
creature.
Hit:
The
target
is
magically
cursed
kraken
expels
an
ink
cloud
in
a
60-foot
radius.
The
for
1
hour.
Until
the
curse
ends,
the
target
has
cloud
spreads
around
corners,
and
that
area
is
disadvantage
on
Wisdom
saving
throws
and
all
ability
heavily
obscured
to
creatures
other
than
the
kraken.
checks.
Each
creature
other
than
the
kraken
that
ends
its
turn
there
must
succeed
on
a
DC
23
Constitution
saving
throw,
taking
16
(3d10)
poison
damage
on
a
Lich
failed
save,
or
half
as
much
damage
on
a
successful
Medium
undead,
any
evil
alignment
one.
A
strong
current
disperses
the
cloud,
which
otherwise
disappears
at
the
end
of
the
krakens
next
Armor
Class
17
(natural
armor)
turn.
Hit
Points
135
(18d8
+
54)
Speed
30
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
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document
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5.1
325
to
hit
with
spell
attacks).
The
lich
has
the
following
Disrupt
Life
(Costs
3
Actions).
Each
non-undead
wizard
spells
prepared:
creature
within
20
feet
of
the
lich
must
make
a
DC
Cantrips
(at
will):
mage
hand,
prestidigitation,
ray
of
18
Constitution
saving
throw
against
this
magic,
frost
taking
21
(6d6)
necrotic
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
1st
level
(4
slots):
detect
magic,
magic
missile,
shield,
thunderwave
2nd
level
(3
slots):
acid
arrow,
detect
thoughts,
Lizardfolk
invisibility,
mirror
image
Medium
humanoid
(lizardfolk),
neutral
3rd
level
(3
slots):
animate
dead,
counterspell,
dispel
Armor
Class
15
(natural
armor,
shield)
magic,
fireball
Hit
Points
22
(4d8
+
4)
4th
level
(3
slots):
blight,
dimension
door
Speed
30
ft.,
swim
30
ft.
5th
level
(3
slots):
cloudkill,
scrying
6th
level
(1
slot):
disintegrate,
globe
of
invulnerability
STR
DEX
CON
INT
WIS
CHA
7th level (1 slot): finger of death, plane shift 15 (+2) 10 (+0) 13 (+1) 7 (2) 12 (+1) 7 (2)
8th
level
(1
slot):
dominate
monster,
power
word
stun
Skills
Perception
+3,
Stealth
+4,
Survival
+5
9th
level
(1
slot):
power
word
kill
Senses
passive
Perception
13
Turn
Resistance.
The
lich
has
advantage
on
saving
Languages
Draconic
throws
against
any
effect
that
turns
undead.
Challenge
1/2
(100
XP)
Actions
Hold
Breath.
The
lizardfolk
can
hold
its
breath
for
15
Paralyzing
Touch.
Melee
Spell
Attack:
+12
to
hit,
reach
minutes.
5
ft.,
one
creature.
Hit:
10
(3d6)
cold
damage.
The
target
must
succeed
on
a
DC
18
Constitution
saving
Actions
throw
or
be
paralyzed
for
1
minute.
The
target
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
Multiattack.
The
lizardfolk
makes
two
melee
attacks,
ending
the
effect
on
itself
on
a
success.
each
one
with
a
different
weapon.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Legendary
Actions
target.
Hit:
5
(1d6
+
2)
piercing
damage.
The
lich
can
take
3
legendary
actions,
choosing
from
Heavy
Club.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
the
options
below.
Only
one
legendary
action
option
ft.,
one
target.
Hit:
5
(1d6
+
2)
bludgeoning
damage.
can
be
used
at
a
time
and
only
at
the
end
of
another
Javelin.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
creatures
turn.
The
lich
regains
spent
legendary
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
5
(1d6
+
actions
at
the
start
of
its
turn.
2)
piercing
damage.
Cantrip.
The
lich
casts
a
cantrip.
Spiked
Shield.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
Paralyzing
Touch
(Costs
2
Actions).
The
lich
uses
its
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Paralyzing
Touch.
Frightening
Gaze
(Costs
2
Actions).
The
lich
fixes
its
Lycanthropes
gaze
on
one
creature
it
can
see
within
10
feet
of
it.
The
target
must
succeed
on
a
DC
18
Wisdom
saving
Werebear
throw
against
this
magic
or
become
frightened
for
1
Medium
humanoid
(human,
shapechanger),
neutral
minute.
The
frightened
target
can
repeat
the
saving
good
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
on
itself
on
a
success.
If
a
targets
saving
throw
Armor
Class
10
in
humanoid
form,
11
(natural
armor)
is
successful
or
the
effect
ends
for
it,
the
target
is
in
bear
and
hybrid
form
immune
to
the
lichs
gaze
for
the
next
24
hours.
Hit
Points
135
(18d8
+
54)
Speed
30
ft.
(40
ft.,
climb
30
ft.
in
bear
or
hybrid
form)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
326
STR
DEX
CON
INT
WIS
CHA
Skills
Perception
+2
19
(+4)
10
(+0)
17
(+3)
11
(+0)
12
(+1)
12
(+1)
Damage
Immunities
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
not
made
with
Skills
Perception
+7
silvered
weapons
Senses
passive
Perception
12
Damage
Immunities
bludgeoning,
piercing,
and
Languages
Common
(cant
speak
in
boar
form)
slashing
from
nonmagical
attacks
not
made
with
silvered
weapons
Challenge
4
(1,100
XP)
Senses
passive
Perception
17
Shapechanger.
The
wereboar
can
use
its
action
to
Languages
Common
(cant
speak
in
bear
form)
polymorph
into
a
boar-humanoid
hybrid
or
into
a
boar,
Challenge
5
(1,800
XP)
or
back
into
its
true
form,
which
is
humanoid.
Its
statistics,
other
than
its
AC,
are
the
same
in
each
form.
Shapechanger.
The
werebear
can
use
its
action
to
Any
equipment
it
is
wearing
or
carrying
isnt
polymorph
into
a
Large
bear-humanoid
hybrid
or
into
a
transformed.
It
reverts
to
its
true
form
if
it
dies.
Large
bear,
or
back
into
its
true
form,
which
is
Charge
(Boar
or
Hybrid
Form
Only).
If
the
wereboar
humanoid.
Its
statistics,
other
than
its
size
and
AC,
are
moves
at
least
15
feet
straight
toward
a
target
and
the
same
in
each
form.
Any
equipment
it
is
wearing
or
then
hits
it
with
its
tusks
on
the
same
turn,
the
target
carrying
isnt
transformed.
It
reverts
to
its
true
form
if
takes
an
extra
7
(2d6)
slashing
damage.
If
the
target
is
it
dies.
a
creature,
it
must
succeed
on
a
DC
13
Strength
saving
Keen
Smell.
The
werebear
has
advantage
on
Wisdom
throw
or
be
knocked
prone.
(Perception)
checks
that
rely
on
smell.
Relentless
(Recharges
after
a
Short
or
Long
Rest).
If
the
wereboar
takes
14
damage
or
less
that
would
Actions
reduce
it
to
0
hit
points,
it
is
reduced
to
1
hit
point
Multiattack.
In
bear
form,
the
werebear
makes
two
instead.
claw
attacks.
In
humanoid
form,
it
makes
two
greataxe
attacks.
In
hybrid
form,
it
can
attack
like
a
bear
or
a
Actions
humanoid.
Multiattack
(Humanoid
or
Hybrid
Form
Only).
The
Bite
(Bear
or
Hybrid
Form
Only).
Melee
Weapon
wereboar
makes
two
attacks,
only
one
of
which
can
be
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
15
(2d10
+
with
its
tusks.
4)
piercing
damage.
If
the
target
is
a
humanoid,
it
must
Maul
(Humanoid
or
Hybrid
Form
Only).
Melee
succeed
on
a
DC
14
Constitution
saving
throw
or
be
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
cursed
with
werebear
lycanthropy.
10
(2d6
+
3)
bludgeoning
damage.
Claw
(Bear
or
Hybrid
Form
Only).
Melee
Weapon
Tusks
(Boar
or
Hybrid
Form
Only).
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
4)
slashing
damage.
3)
slashing
damage.
If
the
target
is
a
humanoid,
it
must
Greataxe
(Humanoid
or
Hybrid
Form
Only).
Melee
succeed
on
a
DC
12
Constitution
saving
throw
or
be
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
cursed
with
wereboar
lycanthropy.
10
(1d12
+
4)
slashing
damage.
Wererat
Wereboar
Medium
humanoid
(human,
shapechanger),
lawful
evil
Medium
humanoid
(human,
shapechanger),
neutral
evil
Armor
Class
12
Armor
Class
10
in
humanoid
form,
11
(natural
armor)
Hit
Points
33
(6d8
+
6)
in
boar
or
hybrid
form
Speed
30
ft.
Hit
Points
78
(12d8
+
24)
STR
DEX
CON
INT
WIS
CHA
Speed
30
ft.
(40
ft.
in
boar
form)
10
(+0)
15
(+2)
12
(+1)
11
(+0)
10
(+0)
8
(1)
STR
DEX
CON
INT
WIS
CHA
Skills
Perception
+2,
Stealth
+4
17
(+3)
10
(+0)
15
(+2)
10
(+0)
11
(+0)
8
(1)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
327
Damage
Immunities
bludgeoning,
piercing,
and
Languages
Common
(cant
speak
in
tiger
form)
slashing
from
nonmagical
attacks
not
made
with
Challenge
4
(1,100
XP)
silvered
weapons
Senses
darkvision
60
ft.
(rat
form
only),
passive
Shapechanger.
The
weretiger
can
use
its
action
to
Perception
12
polymorph
into
a
tiger-humanoid
hybrid
or
into
a
tiger,
Languages
Common
(cant
speak
in
rat
form)
or
back
into
its
true
form,
which
is
humanoid.
Its
Challenge
2
(450
XP)
statistics,
other
than
its
size,
are
the
same
in
each
form.
Any
equipment
it
is
wearing
or
carrying
isnt
transformed.
It
reverts
to
its
true
form
if
it
dies.
Shapechanger.
The
wererat
can
use
its
action
to
polymorph
into
a
rat-humanoid
hybrid
or
into
a
giant
Keen
Hearing
and
Smell.
The
weretiger
has
advantage
rat,
or
back
into
its
true
form,
which
is
humanoid.
Its
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
statistics,
other
than
its
size,
are
the
same
in
each
form.
smell.
Any
equipment
it
is
wearing
or
carrying
isnt
Pounce
(Tiger
or
Hybrid
Form
Only).
If
the
weretiger
transformed.
It
reverts
to
its
true
form
if
it
dies.
moves
at
least
15
feet
straight
toward
a
creature
and
Keen
Smell.
The
wererat
has
advantage
on
Wisdom
then
hits
it
with
a
claw
attack
on
the
same
turn,
that
(Perception)
checks
that
rely
on
smell.
target
must
succeed
on
a
DC
14
Strength
saving
throw
or
be
knocked
prone.
If
the
target
is
prone,
the
Actions
weretiger
can
make
one
bite
attack
against
it
as
a
bonus
action.
Multiattack
(Humanoid
or
Hybrid
Form
Only).
The
wererat
makes
two
attacks,
only
one
of
which
can
be
a
Actions
bite.
Multiattack
(Humanoid
or
Hybrid
Form
Only).
In
Bite
(Rat
or
Hybrid
Form
Only).
Melee
Weapon
Attack:
humanoid
form,
the
weretiger
makes
two
scimitar
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d4
+
2)
attacks
or
two
longbow
attacks.
In
hybrid
form,
it
can
piercing
damage.
If
the
target
is
a
humanoid,
it
must
attack
like
a
humanoid
or
make
two
claw
attacks.
succeed
on
a
DC
11
Constitution
saving
throw
or
be
cursed
with
wererat
lycanthropy.
Bite
(Tiger
or
Hybrid
Form
Only).
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
8
(1d10
+
Shortsword
(Humanoid
or
Hybrid
Form
Only).
Melee
3)
piercing
damage.
If
the
target
is
a
humanoid,
it
must
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
5
succeed
on
a
DC
13
Constitution
saving
throw
or
be
(1d6
+
2)
piercing
damage.
cursed
with
weretiger
lycanthropy.
Hand
Crossbow
(Humanoid
or
Hybrid
Form
Only).
Claw
(Tiger
or
Hybrid
Form
Only).
Melee
Weapon
Ranged
Weapon
Attack:
+4
to
hit,
range
30/120
ft.,
one
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d8
+
3)
target.
Hit:
5
(1d6
+
2)
piercing
damage.
slashing
damage.
Scimitar
(Humanoid
or
Hybrid
Form
Only).
Melee
Weretiger
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
6
Medium
humanoid
(human,
shapechanger),
neutral
(1d6
+
3)
slashing
damage.
Armor
Class
12
Longbow
(Humanoid
or
Hybrid
Form
Only).
Ranged
Weapon
Attack:
+4
to
hit,
range
150/600
ft.,
one
target.
Hit
Points
120
(16d8
+
48)
Hit:
6
(1d8
+
2)
piercing
damage.
Speed
30
ft.
(40
ft.
in
tiger
form)
STR
DEX
CON
INT
WIS
CHA
Werewolf
17
(+3)
15
(+2)
16
(+3)
10
(+0)
13
(+1)
11
(+0)
Medium
humanoid
(human,
shapechanger),
chaotic
evil
Skills
Perception
+5,
Stealth
+4
Damage
Immunities
bludgeoning,
piercing,
and
Armor
Class
11
in
humanoid
form,
12
(natural
armor)
slashing
from
nonmagical
attacks
not
made
with
in
wolf
or
hybrid
form
silvered
weapons
Hit
Points
58
(9d8
+
18)
Senses
darkvision
60
ft.,
passive
Perception
15
Speed
30
ft.
(40
ft.
in
wolf
form)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
328
STR
DEX
CON
INT
WIS
CHA
Speed
30
ft.
15
(+2)
13
(+1)
14
(+2)
10
(+0)
11
(+0)
10
(+0)
STR
DEX
CON
INT
WIS
CHA
Skills
Perception
+4,
Stealth
+3
7
(2)
15
(+2)
12
(+1)
8
(1)
11
(+0)
10
(+0)
Damage
Immunities
bludgeoning,
piercing,
and
Damage
Resistances
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
not
made
with
slashing
from
nonmagical
attacks
silvered
weapons
Damage
Immunities
fire
Senses
passive
Perception
14
Senses
darkvision
60
ft.,
passive
Perception
10
Languages
Common
(cant
speak
in
wolf
form)
Languages
Ignan
Challenge
3
(700
XP)
Challenge
1/2
(100
XP)
Shapechanger.
The
werewolf
can
use
its
action
to
Death
Burst.
When
the
magmin
dies,
it
explodes
in
a
polymorph
into
a
wolf-humanoid
hybrid
or
into
a
wolf,
burst
of
fire
and
magma.
Each
creature
within
10
feet
or
back
into
its
true
form,
which
is
humanoid.
Its
of
it
must
make
a
DC
11
Dexterity
saving
throw,
taking
statistics,
other
than
its
AC,
are
the
same
in
each
form.
7
(2d6)
fire
damage
on
a
failed
save,
or
half
as
much
Any
equipment
it
is
wearing
or
carrying
isnt
damage
on
a
successful
one.
Flammable
objects
that
transformed.
It
reverts
to
its
true
form
if
it
dies.
arent
being
worn
or
carried
in
that
area
are
ignited.
Keen
Hearing
and
Smell.
The
werewolf
has
advantage
Ignited
Illumination.
As
a
bonus
action,
the
magmin
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
can
set
itself
ablaze
or
extinguish
its
flames.
While
smell.
ablaze,
the
magmin
sheds
bright
light
in
a
10-foot
radius
and
dim
light
for
an
additional
10
feet.
Actions
Multiattack
(Humanoid
or
Hybrid
Form
Only).
The
Actions
werewolf
makes
two
attacks:
one
with
its
bite
and
one
Touch.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
with
its
claws
or
spear.
target.
Hit:
7
(2d6)
fire
damage.
If
the
target
is
a
Bite
(Wolf
or
Hybrid
Form
Only).
Melee
Weapon
creature
or
a
flammable
object,
it
ignites.
Until
a
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d8
+
2)
creature
takes
an
action
to
douse
the
fire,
the
target
piercing
damage.
If
the
target
is
a
humanoid,
it
must
takes
3
(1d6)
fire
damage
at
the
end
of
each
of
its
turns.
succeed
on
a
DC
12
Constitution
saving
throw
or
be
cursed
with
werewolf
lycanthropy.
Manticore
Claws
(Hybrid
Form
Only).
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
7
(2d4
+
2)
slashing
Large
monstrosity,
lawful
evil
damage.
Armor
Class
14
(natural
armor)
Spear
(Humanoid
Form
Only).
Melee
or
Ranged
Hit
Points
68
(8d10
+
24)
Weapon
Attack:
+4
to
hit,
reach
5
ft.
or
range
20/60
ft.,
Speed
30
ft.,
fly
50
ft.
one
creature.
Hit:
5
(1d6
+
2)
piercing
damage,
or
6
(1d8
+
2)
piercing
damage
if
used
with
two
hands
to
STR
DEX
CON
INT
WIS
CHA
make
a
melee
attack.
17
(+3)
16
(+3)
17
(+3)
7
(2)
12
(+1)
8
(1)
Senses
darkvision
60
ft.,
passive
Perception
11
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
329
Actions
surface
within
30
feet
of
it
and
in
an
area
of
bright
light,
the
medusa
is,
due
to
its
curse,
affected
by
its
own
Multiattack.
The
manticore
makes
three
attacks:
one
gaze.
with
its
bite
and
two
with
its
claws
or
three
with
its
tail
spikes.
Actions
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Multiattack.
The
medusa
makes
either
three
melee
target.
Hit:
7
(1d8
+
3)
piercing
damage.
attacksone
with
its
snake
hair
and
two
with
its
Claw.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
shortswordor
two
ranged
attacks
with
its
longbow.
target.
Hit:
6
(1d6
+
3)
slashing
damage.
Snake
Hair.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
Tail
Spike.
Ranged
Weapon
Attack:
+5
to
hit,
range
one
creature.
Hit:
4
(1d4
+
2)
piercing
damage
plus
14
100/200
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
(4d6)
poison
damage.
damage.
Shortsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Medusa
Longbow.
Ranged
Weapon
Attack:
+5
to
hit,
range
Medium
monstrosity,
lawful
evil
150/600
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
Armor
Class
15
(natural
armor)
damage
plus
7
(2d6)
poison
damage.
Hit
Points
127
(17d8
+
51)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
330
Actions
(2d4)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Claws.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
4
(1d4
+
2)
slashing
damage.
Blinding
Breath
(Recharge
6).
The
mephit
exhales
a
15- Magma
Mephit
foot
cone
of
blinding
dust.
Each
creature
in
that
area
Small
elemental,
neutral
evil
must
succeed
on
a
DC
10
Dexterity
saving
throw
or
be
Armor
Class
11
blinded
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
ending
the
effect
Hit
Points
22
(5d6
+
5)
on
itself
on
a
success.
Speed
30
ft.,
fly
30
ft.
STR
DEX
CON
INT
WIS
CHA
Ice
Mephit
8
(1)
12
(+1)
12
(+1)
7
(2)
10
(+0)
10
(+0)
Small
elemental,
neutral
evil
Skills
Stealth
+3
Armor
Class
11
Damage
Vulnerabilities
cold
Hit
Points
21
(6d6)
Damage
Immunities
fire,
poison
Speed
30
ft.,
fly
30
ft.
Condition
Immunities
poisoned
STR
DEX
CON
INT
WIS
CHA
Senses
darkvision
60
ft.,
passive
Perception
10
7
(2)
13
(+1)
10
(+0)
9
(1)
11
(+0)
12
(+1)
Languages
Ignan,
Terran
Skills
Perception
+2,
Stealth
+3
Challenge
1/2
(100
XP)
Damage
Vulnerabilities
bludgeoning,
fire
Damage
Immunities
cold,
poison
Death
Burst.
When
the
mephit
dies,
it
explodes
in
a
Condition
Immunities
poisoned
burst
of
lava.
Each
creature
within
5
feet
of
it
must
Senses
darkvision
60
ft.,
passive
Perception
12
make
a
DC
11
Dexterity
saving
throw,
taking
7
(2d6)
fire
damage
on
a
failed
save,
or
half
as
much
damage
Languages
Aquan,
Auran
on
a
successful
one.
Challenge
1/2
(100
XP)
False
Appearance.
While
the
mephit
remains
motionless,
it
is
indistinguishable
from
an
ordinary
Death
Burst.
When
the
mephit
dies,
it
explodes
in
a
mound
of
magma.
burst
of
jagged
ice.
Each
creature
within
5
feet
of
it
Innate
Spellcasting
(1/Day).
The
mephit
can
innately
must
make
a
DC
10
Dexterity
saving
throw,
taking
4
cast
heat
metal
(spell
save
DC
10),
requiring
no
(1d8)
slashing
damage
on
a
failed
save,
or
half
as
much
material
components.
Its
innate
spellcasting
ability
is
damage
on
a
successful
one.
Charisma.
False
Appearance.
While
the
mephit
remains
motionless,
it
is
indistinguishable
from
an
ordinary
Actions
shard
of
ice.
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Innate
Spellcasting
(1/Day).
The
mephit
can
innately
creature.
Hit:
3
(1d4
+
1)
slashing
damage
plus
2
(1d4)
cast
fog
cloud,
requiring
no
material
components.
Its
fire
damage.
innate
spellcasting
ability
is
Charisma.
Fire
Breath
(Recharge
6).
The
mephit
exhales
a
15-foot
cone
of
fire.
Each
creature
in
that
area
must
make
a
DC
Actions
11
Dexterity
saving
throw,
taking
7
(2d6)
fire
damage
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
on
a
failed
save,
or
half
as
much
damage
on
a
creature.
Hit:
3
(1d4
+
1)
slashing
damage
plus
2
(1d4)
successful
one.
cold
damage.
Frost
Breath
(Recharge
6).
The
mephit
exhales
a
15- Steam
Mephit
foot
cone
of
cold
air.
Each
creature
in
that
area
must
Small
elemental,
neutral
evil
succeed
on
a
DC
10
Dexterity
saving
throw,
taking
5
Armor
Class
10
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
331
Hit
Points
21
(6d6)
Actions
Speed
30
ft.,
fly
30
ft.
Spear.
Melee
or
Ranged
Weapon
Attack:
+2
to
hit,
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
3
(1d6)
STR
DEX
CON
INT
WIS
CHA
piercing
damage,
or
4
(1d8)
piercing
damage
if
used
5
(3)
11
(+0)
10
(+0)
11
(+0)
10
(+0)
12
(+1)
with
two
hands
to
make
a
melee
attack.
Damage
Immunities
fire,
poison
Condition
Immunities
poisoned
Merrow
Senses
darkvision
60
ft.,
passive
Perception
10
Large
monstrosity,
chaotic
evil
Languages
Aquan,
Ignan
Armor
Class
13
(natural
armor)
Challenge
1/4
(50
XP)
Hit
Points
45
(6d10
+
12)
Speed
10
ft.,
swim
40
ft.
Death
Burst.
When
the
mephit
dies,
it
explodes
in
a
STR
DEX
CON
INT
WIS
CHA
cloud
of
steam.
Each
creature
within
5
feet
of
the
mephit
must
succeed
on
a
DC
10
Dexterity
saving
18
(+4)
10
(+0)
15
(+2)
8
(1)
10
(+0)
9
(1)
throw
or
take
4
(1d8)
fire
damage.
Senses
darkvision
60
ft.,
passive
Perception
10
Innate
Spellcasting
(1/Day).
The
mephit
can
innately
Languages
Abyssal,
Aquan
cast
blur,
requiring
no
material
components.
Its
innate
spellcasting
ability
is
Charisma.
Challenge
2
(450
XP)
Actions
Amphibious.
The
merrow
can
breathe
air
and
water.
Claws.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
creature.
Hit:
2
(1d4)
slashing
damage
plus
2
(1d4)
fire
Actions
damage.
Multiattack.
The
merrow
makes
two
attacks:
one
with
Steam
Breath
(Recharge
6).
The
mephit
exhales
a
15- its
bite
and
one
with
its
claws
or
harpoon.
foot
cone
of
scalding
steam.
Each
creature
in
that
area
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
must
succeed
on
a
DC
10
Dexterity
saving
throw,
taking
target.
Hit:
8
(1d8
+
4)
piercing
damage.
4
(1d8)
fire
damage
on
a
failed
save,
or
half
as
much
Claws.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
damage
on
a
successful
one.
target.
Hit:
9
(2d4
+
4)
slashing
damage.
Harpoon.
Melee
or
Ranged
Weapon
Attack:
+6
to
hit,
Merfolk
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
11
(2d6
+
Medium
humanoid
(merfolk),
neutral
4)
piercing
damage.
If
the
target
is
a
Huge
or
smaller
creature,
it
must
succeed
on
a
Strength
contest
against
Armor
Class
11
the
merrow
or
be
pulled
up
to
20
feet
toward
the
Hit
Points
11
(2d8
+
2)
merrow.
Speed
10
ft.,
swim
40
ft.
STR
DEX
CON
INT
WIS
CHA
Mimic
10
(+0)
13
(+1)
12
(+1)
11
(+0)
11
(+0)
12
(+1)
Medium
monstrosity
(shapechanger),
neutral
Armor
Class
12
(natural
armor)
Skills
Perception
+2
Senses
passive
Perception
12
Hit
Points
58
(9d8
+
18)
Challenge
1/8
(25
XP)
STR
DEX
CON
INT
WIS
CHA
17
(+3)
12
(+1)
15
(+2)
5
(3)
13
(+1)
8
(1)
Amphibious.
The
merfolk
can
breathe
air
and
water.
Skills
Stealth
+5
Damage
Immunities
acid
Not
for
resale.
Permission
granted
to
print
or
photocopy
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document
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personal
use
only.
System
Reference
Document
5.1
332
Condition
Immunities
prone
the
same
turn,
the
target
takes
an
extra
9
(2d8)
Senses
darkvision
60
ft.,
passive
Perception
11
piercing
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
14
Strength
saving
throw
or
be
Languages
pushed
up
to
10
feet
away
and
knocked
prone.
Challenge
2
(450
XP)
Labyrinthine
Recall.
The
minotaur
can
perfectly
recall
any
path
it
has
traveled.
Shapechanger.
The
mimic
can
use
its
action
to
Reckless.
At
the
start
of
its
turn,
the
minotaur
can
gain
polymorph
into
an
object
or
back
into
its
true,
advantage
on
all
melee
weapon
attack
rolls
it
makes
amorphous
form.
Its
statistics
are
the
same
in
each
during
that
turn,
but
attack
rolls
against
it
have
form.
Any
equipment
it
is
wearing
or
carrying
isnt
advantage
until
the
start
of
its
next
turn.
transformed.
It
reverts
to
its
true
form
if
it
dies.
Adhesive
(Object
Form
Only).
The
mimic
adheres
to
Actions
anything
that
touches
it.
A
Huge
or
smaller
creature
Greataxe.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
adhered
to
the
mimic
is
also
grappled
by
it
(escape
DC
one
target.
Hit:
17
(2d12
+
4)
slashing
damage.
13).
Ability
checks
made
to
escape
this
grapple
have
Gore.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
disadvantage.
target.
Hit:
13
(2d8
+
4)
piercing
damage.
False
Appearance
(Object
Form
Only).
While
the
mimic
remains
motionless,
it
is
indistinguishable
from
an
ordinary
object.
Mummies
Grappler.
The
mimic
has
advantage
on
attack
rolls
Mummy
against
any
creature
grappled
by
it.
Medium
undead, lawful
evil
Actions
Armor
Class
11
(natural
armor)
Pseudopod.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
Hit
Points
58
(9d8
+
18)
ft.,
one
target.
Hit:
7
(1d8
+
3)
bludgeoning
damage.
If
Speed
20
ft.
the
mimic
is
in
object
form,
the
target
is
subjected
to
its
Adhesive
trait.
STR
DEX
CON
INT
WIS
CHA
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
16
(+3)
8
(1)
15
(+2)
6
(2)
10
(+0)
12
(+1)
target.
Hit:
7
(1d8
+
3)
piercing
damage
plus
4
(1d8)
Saving
Throws
Wis
+2
acid
damage.
Damage
Vulnerabilities
fire
Minotaur
Damage
Resistances
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Large
monstrosity,
chaotic
evil
Damage
Immunities
necrotic,
poison
Armor
Class
14
(natural
armor)
Condition
Immunities
charmed,
exhaustion,
frightened,
Hit
Points
76
(9d10
+
27)
paralyzed,
poisoned
Speed
40
ft.
Senses
darkvision
60
ft.,
passive
Perception
10
STR
DEX
CON
INT
WIS
CHA
Languages
the
languages
it
knew
in
life
18
(+4)
11
(+0)
16
(+3)
6
(2)
16
(+3)
9
(1)
Challenge
3
(700
XP)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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use
only.
System
Reference
Document
5.1
333
target
cant
regain
hit
points,
and
its
hit
point
1st
level
(4
slots):
command,
guiding
bolt,
shield
of
maximum
decreases
by
10
(3d6)
for
every
24
hours
faith
that
elapse.
If
the
curse
reduces
the
targets
hit
point
2nd
level
(3
slots):
hold
person,
silence,
spiritual
maximum
to
0,
the
target
dies,
and
its
body
turns
to
weapon
dust.
The
curse
lasts
until
removed
by
the
remove
3rd
level
(3
slots):
animate
dead,
dispel
magic
curse
spell
or
other
magic.
4th
level
(3
slots):
divination,
guardian
of
faith
Dreadful
Glare.
The
mummy
targets
one
creature
it
can
see
within
60
feet
of
it.
If
the
target
can
see
the
5th
level
(2
slots):
contagion,
insect
plague
mummy,
it
must
succeed
on
a
DC
11
Wisdom
saving
6th
level
(1
slot):
harm
throw
against
this
magic
or
become
frightened
until
the
end
of
the
mummys
next
turn.
If
the
target
fails
Actions
the
saving
throw
by
5
or
more,
it
is
also
paralyzed
for
Multiattack.
The
mummy
can
use
its
Dreadful
Glare
the
same
duration.
A
target
that
succeeds
on
the
and
makes
one
attack
with
its
rotting
fist.
saving
throw
is
immune
to
the
Dreadful
Glare
of
all
Rotting
Fist.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
mummies
(but
not
mummy
lords)
for
the
next
24
hours.
ft.,
one
target.
Hit:
14
(3d6
+
4)
bludgeoning
damage
plus
21
(6d6)
necrotic
damage.
If
the
target
is
a
Mummy
Lord
creature,
it
must
succeed
on
a
DC
16
Constitution
Medium
undead,
lawful
evil
saving
throw
or
be
cursed
with
mummy
rot.
The
cursed
target
cant
regain
hit
points,
and
its
hit
point
Armor
Class
17
(natural
armor)
maximum
decreases
by
10
(3d6)
for
every
24
hours
Hit
Points
97
(13d8
+
39)
that
elapse.
If
the
curse
reduces
the
targets
hit
point
Speed
20
ft.
maximum
to
0,
the
target
dies,
and
its
body
turns
to
dust.
The
curse
lasts
until
removed
by
the
remove
STR
DEX
CON
INT
WIS
CHA
curse
spell
or
other
magic.
18
(+4)
10
(+0)
17
(+3)
11
(+0)
18
(+4)
16
(+3)
Dreadful
Glare.
The
mummy
lord
targets
one
creature
it
can
see
within
60
feet
of
it.
If
the
target
can
see
the
Saving
Throws
Con
+8,
Int
+5,
Wis
+9,
Cha
+8
mummy
lord,
it
must
succeed
on
a
DC
16
Wisdom
Skills
History
+5,
Religion
+5
saving
throw
against
this
magic
or
become
frightened
Damage
Vulnerabilities
fire
until
the
end
of
the
mummys
next
turn.
If
the
target
Damage
Immunities
necrotic,
poison;
bludgeoning,
fails
the
saving
throw
by
5
or
more,
it
is
also
paralyzed
piercing,
and
slashing
from
nonmagical
attacks
for
the
same
duration.
A
target
that
succeeds
on
the
saving
throw
is
immune
to
the
Dreadful
Glare
of
all
Condition
Immunities
charmed,
exhaustion,
frightened,
mummies
and
mummy
lords
for
the
next
24
hours.
paralyzed,
poisoned
Senses
darkvision
60
ft.,
passive
Perception
14
Legendary
Actions
Languages
the
languages
it
knew
in
life
The
mummy
lord
can
take
3
legendary
actions,
Challenge
15
(13,000
XP)
choosing
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
Magic
Resistance.
The
mummy
lord
has
advantage
on
of
another
creatures
turn.
The
mummy
lord
regains
saving
throws
against
spells
and
other
magical
effects.
spent
legendary
actions
at
the
start
of
its
turn.
Rejuvenation.
A
destroyed
mummy
lord
gains
a
new
Attack.
The
mummy
lord
makes
one
attack
with
its
body
in
24
hours
if
its
heart
is
intact,
regaining
all
its
hit
rotting
fist
or
uses
its
Dreadful
Glare.
points
and
becoming
active
again.
The
new
body
Blinding
Dust.
Blinding
dust
and
sand
swirls
magically
appears
within
5
feet
of
the
mummy
lords
heart.
around
the
mummy
lord.
Each
creature
within
5
feet
Spellcasting.
The
mummy
lord
is
a
10th-level
of
the
mummy
lord
must
succeed
on
a
DC
16
spellcaster.
Its
spellcasting
ability
is
Wisdom
(spell
save
Constitution
saving
throw
or
be
blinded
until
the
end
DC
17,
+9
to
hit
with
spell
attacks).
The
mummy
lord
of
the
creatures
next
turn.
has
the
following
cleric
spells
prepared:
Cantrips
(at
will):
sacred
flame,
thaumaturgy
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
334
Blasphemous
Word
(Costs
2
Actions).
The
mummy
components
to
cast
its
spells.
It
has
the
following
cleric
lord
utters
a
blasphemous
word.
Each
non-undead
spells
prepared:
creature
within
10
feet
of
the
mummy
lord
that
can
Cantrips
(at
will):
mending,
sacred
flame,
thaumaturgy
hear
the
magical
utterance
must
succeed
on
a
DC
16
1st
level
(4
slots):
command,
cure
wounds,
shield
of
Constitution
saving
throw
or
be
stunned
until
the
faith
end
of
the
mummy
lords
next
turn.
2nd
level
(3
slots):
calm
emotions,
hold
person
Channel
Negative
Energy
(Costs
2
Actions).
The
mummy
lord
magically
unleashes
negative
energy.
3rd
level
(3
slots):
bestow
curse,
clairvoyance
Creatures
within
60
feet
of
the
mummy
lord,
4th
level
(3
slots):
banishment,
freedom
of
movement
including
ones
behind
barriers
and
around
corners,
5th
level
(2
slots):
flame
strike,
geas
cant
regain
hit
points
until
the
end
of
the
mummy
6th
level
(1
slot):
true
seeing
lords
next
turn.
Whirlwind
of
Sand
(Costs
2
Actions).
The
mummy
lord
Actions
magically
transforms
into
a
whirlwind
of
sand,
moves
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
one
up
to
60
feet,
and
reverts
to
its
normal
form.
While
creature.
Hit:
8
(1d8
+
4)
piercing
damage,
and
the
in
whirlwind
form,
the
mummy
lord
is
immune
to
all
target
must
make
a
DC
15
Constitution
saving
throw,
damage,
and
it
cant
be
grappled,
petrified,
knocked
taking
45
(10d8)
poison
damage
on
a
failed
save,
or
prone,
restrained,
or
stunned.
Equipment
worn
or
half
as
much
damage
on
a
successful
one.
carried
by
the
mummy
lord
remain
in
its
possession.
Spit
Poison.
Ranged
Weapon
Attack:
+8
to
hit,
range
15/30
ft.,
one
creature.
Hit:
The
target
must
make
a
DC
15
Constitution
saving
throw,
taking
45
(10d8)
poison
Monsters (N) damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Nagas
Spirit
Naga
Guardian
Naga
Large
monstrosity,
chaotic
evil
Large
monstrosity,
lawful
good
Armor
Class
15
(natural
armor)
Armor
Class
18
(natural
armor)
Hit
Points
75
(10d10
+
20)
Hit
Points
127
(15d10
+
45)
Speed
40
ft.
Speed
40
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
18
(+4)
17
(+3)
14
(+2)
16
(+3)
15
(+2)
16
(+3)
19
(+4)
18
(+4)
16
(+3)
16
(+3)
19
(+4)
18
(+4)
Saving
Throws
Dex
+6,
Con
+5,
Wis
+5,
Cha
+6
Saving
Throws
Dex
+8,
Con
+7,
Int
+7,
Wis
+8,
Cha
+8
Damage
Immunities
poison
Damage
Immunities
poison
Condition
Immunities
charmed,
poisoned
Condition
Immunities
charmed,
poisoned
Senses
darkvision
60
ft.,
passive
Perception
12
Senses
darkvision
60
ft.,
passive
Perception
14
Languages
Abyssal,
Common
Languages
Celestial,
Common
Challenge
8
(3,900
XP)
Challenge
10
(5,900
XP)
Rejuvenation.
If
it
dies,
the
naga
returns
to
life
in
1d6
Rejuvenation.
If
it
dies,
the
naga
returns
to
life
in
1d6
days
and
regains
all
its
hit
points.
Only
a
wish
spell
can
days
and
regains
all
its
hit
points.
Only
a
wish
spell
can
prevent
this
trait
from
functioning.
prevent
this
trait
from
functioning.
Spellcasting.
The
naga
is
a
10th-level
spellcaster.
Its
Spellcasting.
The
naga
is
an
11th-level
spellcaster.
Its
spellcasting
ability
is
Intelligence
(spell
save
DC
14,
+6
spellcasting
ability
is
Wisdom
(spell
save
DC
16,
+8
to
to
hit
with
spell
attacks),
and
it
needs
only
verbal
hit
with
spell
attacks),
and
it
needs
only
verbal
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
335
components
to
cast
its
spells.
It
has
the
following
wizard
spells
prepared:
Monsters (O)
Cantrips
(at
will):
mage
hand,
minor
illusion,
ray
of
frost
Ogre
1st
level
(4
slots):
charm
person,
detect
magic,
sleep
Large
giant,
chaotic
evil
2nd
level
(3
slots):
detect
thoughts,
hold
person
Armor
Class
11
(hide
armor)
3rd
level
(3
slots):
lightning
bolt,
water
breathing
Hit
Points
59
(7d10
+
21)
4th
level
(3
slots):
blight,
dimension
door
Speed
40
ft.
5th
level
(2
slots):
dominate
person
STR
DEX
CON
INT
WIS
CHA
Actions
19
(+4)
8
(1)
16
(+3)
5
(3)
7
(2)
7
(2)
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
Senses
darkvision
60
ft.,
passive
Perception
8
creature.
Hit:
7
(1d6
+
4)
piercing
damage,
and
the
Languages
Common,
Giant
target
must
make
a
DC
13
Constitution
saving
throw,
taking
31
(7d8)
poison
damage
on
a
failed
save,
or
half
Challenge
2
(450
XP)
as
much
damage
on
a
successful
one.
Actions
Greatclub.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Nightmare
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
Large
fiend,
neutral
evil
Javelin.
Melee
or
Ranged
Weapon
Attack:
+6
to
hit,
Armor
Class
13
(natural
armor)
reach
5
ft.
or
range
30/120
ft.,
one
target.
Hit:
11
(2d6
Hit
Points
68
(8d10
+
24)
+
4)
piercing
damage.
Speed
60
ft.,
fly
90
ft.
Oni
STR
DEX
CON
INT
WIS
CHA
Large
giant,
lawful
evil
18
(+4)
15
(+2)
16
(+3)
10
(+0)
13
(+1)
15
(+2)
Armor
Class
16
(chain
mail)
Damage
Immunities
fire
Hit
Points
110
(13d10
+
39)
Senses
passive
Perception
11
Speed
30
ft.,
fly
30
ft.
Languages
understands
Abyssal,
Common,
and
Infernal
but
cant
speak
STR
DEX
CON
INT
WIS
CHA
Challenge
3
(700
XP)
19
(+4)
11
(+0)
16
(+3)
14
(+2)
12
(+1)
15
(+2)
Saving
Throws
Dex
+3,
Con
+6,
Wis
+4,
Cha
+5
Confer
Fire
Resistance.
The
nightmare
can
grant
Skills
Arcana
+5,
Deception
+8,
Perception
+4
resistance
to
fire
damage
to
anyone
riding
it.
Senses
darkvision
60
ft.,
passive
Perception
14
Illumination.
The
nightmare
sheds
bright
light
in
a
10-
Languages
Common,
Giant
foot
radius
and
dim
light
for
an
additional
10
feet.
Challenge
7
(2,900
XP)
Actions
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Innate
Spellcasting.
The
onis
innate
spellcasting
ability
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage
plus
is
Charisma
(spell
save
DC
13).
The
oni
can
innately
cast
7
(2d6)
fire
damage.
the
following
spells,
requiring
no
material
components:
Ethereal
Stride.
The
nightmare
and
up
to
three
willing
At
will:
darkness,
invisibility
creatures
within
5
feet
of
it
magically
enter
the
1/day
each:
charm
person,
cone
of
cold,
gaseous
form,
Ethereal
Plane
from
the
Material
Plane,
or
vice
versa.
sleep
Magic
Weapons.
The
onis
weapon
attacks
are
magical.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
336
Regeneration.
The
oni
regains
10
hit
points
at
the
start
ammunition
made
of
metal
or
wood
that
hits
the
of
its
turn
if
it
has
at
least
1
hit
point.
pudding
is
destroyed
after
dealing
damage.
The
pudding
can
eat
through
2-inch-thick,
Actions
nonmagical
wood
or
metal
in
1
round.
Multiattack.
The
oni
makes
two
attacks,
either
with
its
Spider
Climb.
The
pudding
can
climb
difficult
surfaces,
claws
or
its
glaive.
including
upside
down
on
ceilings,
without
needing
to
Claw
(Oni
Form
Only).
Melee
Weapon
Attack:
+7
to
hit,
make
an
ability
check.
reach
5
ft.,
one
target.
Hit:
8
(1d8
+
4)
slashing
damage.
Actions
Glaive.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
target.
Hit:
15
(2d10
+
4)
slashing
damage,
or
9
Pseudopod.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
(1d10
+
4)
slashing
damage
in
Small
or
Medium
form.
ft.,
one
target.
Hit:
6
(1d6
+
3)
bludgeoning
damage
plus
18
(4d8)
acid
damage.
In
addition,
nonmagical
Change
Shape.
The
oni
magically
polymorphs
into
a
armor
worn
by
the
target
is
partly
dissolved
and
takes
Small
or
Medium
humanoid,
into
a
Large
giant,
or
back
a
permanent
and
cumulative
1
penalty
to
the
AC
it
into
its
true
form.
Other
than
its
size,
its
statistics
are
offers.
The
armor
is
destroyed
if
the
penalty
reduces
its
the
same
in
each
form.
The
only
equipment
that
is
AC
to
10.
transformed
is
its
glaive,
which
shrinks
so
that
it
can
be
wielded
in
humanoid
form.
If
the
oni
dies,
it
reverts
to
Reactions
its
true
form,
and
its
glaive
reverts
to
its
normal
size.
Split.
When
a
pudding
that
is
Medium
or
larger
is
subjected
to
lightning
or
slashing
damage,
it
splits
into
Oozes two
new
puddings
if
it
has
at
least
10
hit
points.
Each
new
pudding
has
hit
points
equal
to
half
the
original
Black
Pudding
puddings,
rounded
down.
New
puddings
are
one
size
Large
ooze,
unaligned
smaller
than
the
original
pudding.
Armor
Class
7
Hit
Points
85
(10d10
+
30)
Gelatinous
Cube
Speed
20
ft.,
climb
20
ft.
Large
ooze,
unaligned
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
337
action
to
pull
a
creature
or
object
out
of
the
cube.
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
Doing
so
requires
a
successful
DC
12
Strength
check,
passive
Perception
8
and
the
creature
making
the
attempt
takes
10
(3d6)
Languages
acid
damage.
Challenge
1/2
(100
XP)
The
cube
can
hold
only
one
Large
creature
or
up
to
four
Medium
or
smaller
creatures
inside
it
at
a
time.
Transparent.
Even
when
the
cube
is
in
plain
sight,
it
Amorphous.
The
ooze
can
move
through
a
space
as
takes
a
successful
DC
15
Wisdom
(Perception)
check
to
narrow
as
1
inch
wide
without
squeezing.
spot
a
cube
that
has
neither
moved
nor
attacked.
A
Corrode
Metal.
Any
nonmagical
weapon
made
of
creature
that
tries
to
enter
the
cubes
space
while
metal
that
hits
the
ooze
corrodes.
After
dealing
unaware
of
the
cube
is
surprised
by
the
cube.
damage,
the
weapon
takes
a
permanent
and
cumulative
1
penalty
to
damage
rolls.
If
its
penalty
Actions
drops
to
5,
the
weapon
is
destroyed.
Nonmagical
Pseudopod.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ammunition
made
of
metal
that
hits
the
ooze
is
ft.,
one
creature.
Hit:
10
(3d6)
acid
damage.
destroyed
after
dealing
damage.
The
ooze
can
eat
through
2-inch-thick,
nonmagical
Engulf.
The
cube
moves
up
to
its
speed.
While
doing
so,
metal
in
1
round.
it
can
enter
Large
or
smaller
creatures
spaces.
Whenever
the
cube
enters
a
creatures
space,
the
False
Appearance.
While
the
ooze
remains
motionless,
creature
must
make
a
DC
12
Dexterity
saving
throw.
it
is
indistinguishable
from
an
oily
pool
or
wet
rock.
On
a
successful
save,
the
creature
can
choose
to
be
pushed
5
feet
back
or
to
the
side
of
the
cube.
A
Actions
creature
that
chooses
not
to
be
pushed
suffers
the
Pseudopod.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
consequences
of
a
failed
saving
throw.
ft.,
one
target.
Hit:
4
(1d6
+
1)
bludgeoning
damage
On
a
failed
save,
the
cube
enters
the
creatures
plus
7
(2d6)
acid
damage,
and
if
the
target
is
wearing
space,
and
the
creature
takes
10
(3d6)
acid
damage
nonmagical
metal
armor,
its
armor
is
partly
corroded
and
is
engulfed.
The
engulfed
creature
cant
breathe,
is
and
takes
a
permanent
and
cumulative
1
penalty
to
restrained,
and
takes
21
(6d6)
acid
damage
at
the
start
the
AC
it
offers.
The
armor
is
destroyed
if
the
penalty
of
each
of
the
cubes
turns.
When
the
cube
moves,
the
reduces
its
AC
to
10.
engulfed
creature
moves
with
it.
An
engulfed
creature
can
try
to
escape
by
taking
an
Ochre
Jelly
action
to
make
a
DC
12
Strength
check.
On
a
success,
the
creature
escapes
and
enters
a
space
of
its
choice
Large
ooze,
unaligned
within
5
feet
of
the
cube.
Armor
Class
8
Hit
Points
45
(6d10
+
12)
Gray
Ooze
Speed
10
ft.,
climb
10
ft.
Medium
ooze,
unaligned
STR
DEX
CON
INT
WIS
CHA
Armor
Class
8
15
(+2)
6
(2)
14
(+2)
2
(4)
6
(2)
1
(5)
Hit
Points
22
(3d8
+
9)
Damage
Resistances
acid
Speed
10
ft.,
climb
10
ft.
Damage
Immunities
lightning,
slashing
STR
DEX
CON
INT
WIS
CHA
Condition
Immunities
blinded,
charmed,
deafened,
12
(+1)
6
(2)
16
(+3)
1
(5)
6
(2)
2
(4)
exhaustion,
frightened,
prone
Skills
Stealth
+2
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
passive
Perception
8
Damage
Resistances
acid,
cold,
fire
Languages
Condition
Immunities
blinded,
charmed,
deafened,
exhaustion,
frightened,
prone
Challenge
2
(450
XP)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
338
Amorphous.
The
jelly
can
move
through
a
space
as
Hit
Points
114
(12d10
+
48)
narrow
as
1
inch
wide
without
squeezing.
Speed
30
ft.
Spider
Climb.
The
jelly
can
climb
difficult
surfaces,
including
upside
down
on
ceilings,
without
needing
to
STR
DEX
CON
INT
WIS
CHA
make
an
ability
check.
16
(+3)
11
(+0)
19
(+4)
6
(2)
13
(+1)
6
(2)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
339
Hit
Points
59
(7d10
+
21)
Pseudodragon
Speed
40
ft.
Tiny
dragon,
neutral
good
STR
DEX
CON
INT
WIS
CHA
Armor
Class
13
(natural
armor)
20
(+5)
12
(+1)
17
(+3)
3
(4)
12
(+1)
7
(2)
Hit
Points
7
(2d4
+
2)
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Speed
50
ft.,
burrow
30
ft.
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
28
(+9)
7
(2)
22
(+6)
1
(5)
8
(1)
4
(3)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
340
Saving
Throws
Con
+11,
Wis
+4
Skills
Deception
+10,
Insight
+8
Senses
blindsight
30
ft.,
tremorsense
60
ft.,
passive
Damage
Vulnerabilities
piercing
from
magic
weapons
Perception
9
wielded
by
good
creatures
Languages
Damage
Immunities
bludgeoning,
piercing,
and
Challenge
15
(13,000
XP)
slashing
from
nonmagical
attacks
Senses
darkvision
60
ft.,
passive
Perception
13
Tunneler.
The
worm
can
burrow
through
solid
rock
at
Languages
Common,
Infernal
half
its
burrow
speed
and
leaves
a
10-foot-diameter
Challenge
13
(10,000
XP)
tunnel
in
its
wake.
Limited
Magic
Immunity.
The
rakshasa
cant
be
Actions
affected
or
detected
by
spells
of
6th
level
or
lower
Multiattack.
The
worm
makes
two
attacks:
one
with
its
unless
it
wishes
to
be.
It
has
advantage
on
saving
bite
and
one
with
its
stinger.
throws
against
all
other
spells
and
magical
effects.
Bite.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
ft.,
one
Innate
Spellcasting.
The
rakshasas
innate
spellcasting
target.
Hit:
22
(3d8
+
9)
piercing
damage.
If
the
target
is
ability
is
Charisma
(spell
save
DC
18,
+10
to
hit
with
a
Large
or
smaller
creature,
it
must
succeed
on
a
DC
19
spell
attacks).
The
rakshasa
can
innately
cast
the
Dexterity
saving
throw
or
be
swallowed
by
the
worm.
A
following
spells,
requiring
no
material
components:
swallowed
creature
is
blinded
and
restrained,
it
has
At
will:
detect
thoughts,
disguise
self,
mage
hand,
total
cover
against
attacks
and
other
effects
outside
minor
illusion
the
worm,
and
it
takes
21
(6d6)
acid
damage
at
the
start
of
each
of
the
worms
turns.
3/day
each:
charm
person,
detect
magic,
invisibility,
If
the
worm
takes
30
damage
or
more
on
a
single
major
image,
suggestion
turn
from
a
creature
inside
it,
the
worm
must
succeed
1/day
each:
dominate
person,
fly,
plane
shift,
true
on
a
DC
21
Constitution
saving
throw
at
the
end
of
that
seeing
turn
or
regurgitate
all
swallowed
creatures,
which
fall
prone
in
a
space
within
10
feet
of
the
worm.
If
the
Actions
worm
dies,
a
swallowed
creature
is
no
longer
Multiattack.
The
rakshasa
makes
two
claw
attacks.
restrained
by
it
and
can
escape
from
the
corpse
by
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
using
20
feet
of
movement,
exiting
prone.
target.
Hit:
9
(2d6
+
2)
slashing
damage,
and
the
target
Tail
Stinger.
Melee
Weapon
Attack:
+9
to
hit,
reach
10
is
cursed
if
it
is
a
creature.
The
magical
curse
takes
ft.,
one
creature.
Hit:
19
(3d6
+
9)
piercing
damage,
and
effect
whenever
the
target
takes
a
short
or
long
rest,
the
target
must
make
a
DC
19
Constitution
saving
filling
the
targets
thoughts
with
horrible
images
and
throw,
taking
42
(12d6)
poison
damage
on
a
failed
save,
dreams.
The
cursed
target
gains
no
benefit
from
or
half
as
much
damage
on
a
successful
one.
finishing
a
short
or
long
rest.
The
curse
lasts
until
it
is
lifted
by
a
remove
curse
spell
or
similar
magic.
Monsters (R) Remorhaz
Huge
monstrosity,
unaligned
Rakshasa
Armor
Class
17
(natural
armor)
Medium
fiend,
lawful
evil
Hit
Points
195
(17d12
+
85)
Armor
Class
16
(natural
armor)
Speed
30
ft.,
burrow
20
ft.
Hit
Points
110
(13d8
+
52)
STR
DEX
CON
INT
WIS
CHA
Speed
40
ft.
24
(+7)
13
(+1)
21
(+5)
4
(3)
10
(+0)
5
(3)
STR
DEX
CON
INT
WIS
CHA
14
(+2)
17
(+3)
18
(+4)
13
(+1)
16
(+3)
20
(+5)
Not
for
resale.
Permission
granted
to
print
or
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this
document
for
personal
use
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System
Reference
Document
5.1
341
Damage
Immunities
cold,
fire
Challenge
11
(7,200
XP)
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
Perception
10
Keen
Sight.
The
roc
has
advantage
on
Wisdom
Languages
(Perception)
checks
that
rely
on
sight.
Challenge
11
(7,200
XP)
Actions
Multiattack.
The
roc
makes
two
attacks:
one
with
its
Heated
Body.
A
creature
that
touches
the
remorhaz
or
beak
and
one
with
its
talons.
hits
it
with
a
melee
attack
while
within
5
feet
of
it
takes
10
(3d6)
fire
damage.
Beak.
Melee
Weapon
Attack:
+13
to
hit,
reach
10
ft.,
one
target.
Hit:
27
(4d8
+
9)
piercing
damage.
Actions
Talons.
Melee
Weapon
Attack:
+13
to
hit,
reach
5
ft.,
one
target.
Hit:
23
(4d6
+
9)
slashing
damage,
and
the
Bite.
Melee
Weapon
Attack:
+11
to
hit,
reach
10
ft.,
target
is
grappled
(escape
DC
19).
Until
this
grapple
one
target.
Hit:
40
(6d10
+
7)
piercing
damage
plus
10
ends,
the
target
is
restrained,
and
the
roc
cant
use
its
(3d6)
fire
damage.
If
the
target
is
a
creature,
it
is
talons
on
another
target.
grappled
(escape
DC
17).
Until
this
grapple
ends,
the
target
is
restrained,
and
the
remorhaz
cant
bite
another
target.
Roper
Swallow.
The
remorhaz
makes
one
bite
attack
against
Large
monstrosity,
neutral
evil
a
Medium
or
smaller
creature
it
is
grappling.
If
the
Armor
Class
20
(natural
armor)
attack
hits,
that
creature
takes
the
bites
damage
and
is
swallowed,
and
the
grapple
ends.
While
swallowed,
the
Hit
Points
93
(11d10
+
33)
creature
is
blinded
and
restrained,
it
has
total
cover
Speed
10
ft.,
climb
10
ft.
against
attacks
and
other
effects
outside
the
remorhaz,
and
it
takes
21
(6d6)
acid
damage
at
the
start
of
each
STR
DEX
CON
INT
WIS
CHA
of
the
remorhazs
turns.
18
(+4)
8
(1)
17
(+3)
7
(2)
16
(+3)
6
(2)
If
the
remorhaz
takes
30
damage
or
more
on
a
single
Skills
Perception
+6,
Stealth
+5
turn
from
a
creature
inside
it,
the
remorhaz
must
succeed
on
a
DC
15
Constitution
saving
throw
at
the
Senses
darkvision
60
ft.,
passive
Perception
16
end
of
that
turn
or
regurgitate
all
swallowed
creatures,
Languages
which
fall
prone
in
a
space
within
10
feet
of
the
Challenge
5
(1,800
XP)
remorhaz.
If
the
remorhaz
dies,
a
swallowed
creature
is
no
longer
restrained
by
it
and
can
escape
from
the
corpse
using
15
feet
of
movement,
exiting
prone.
False
Appearance.
While
the
roper
remains
motionless,
it
is
indistinguishable
from
a
normal
cave
formation,
such
as
a
stalagmite.
Roc
Grasping
Tendrils.
The
roper
can
have
up
to
six
tendrils
Gargantuan
monstrosity,
unaligned
at
a
time.
Each
tendril
can
be
attacked
(AC
20;
10
hit
Armor
Class
15
(natural
armor)
points;
immunity
to
poison
and
psychic
damage).
Hit
Points
248
(16d20
+
80)
Destroying
a
tendril
deals
no
damage
to
the
roper,
which
can
extrude
a
replacement
tendril
on
its
next
Speed
20
ft.,
fly
120
ft.
turn.
A
tendril
can
also
be
broken
if
a
creature
takes
an
STR
DEX
CON
INT
WIS
CHA
action
and
succeeds
on
a
DC
15
Strength
check
against
it.
28
(+9)
10
(+0)
20
(+5)
3
(4)
10
(+0)
9
(1)
Spider
Climb.
The
roper
can
climb
difficult
surfaces,
Saving
Throws
Dex
+4,
Con
+9,
Wis
+4,
Cha
+3
including
upside
down
on
ceilings,
without
needing
to
Skills
Perception
+4
make
an
ability
check.
Senses
passive
Perception
14
Languages
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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personal
use
only.
System
Reference
Document
5.1
342
Actions
metal
shield
being
worn
or
carried,
its
takes
a
permanent
and
cumulative
1
penalty
to
the
AC
it
Multiattack.
The
roper
makes
four
attacks
with
its
offers.
Armor
reduced
to
an
AC
of
10
or
a
shield
that
tendrils,
uses
Reel,
and
makes
one
attack
with
its
bite.
drops
to
a
+0
bonus
is
destroyed.
If
the
object
touched
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
is
a
held
metal
weapon,
it
rusts
as
described
in
the
Rust
target.
Hit:
22
(4d8
+
4)
piercing
damage.
Metal
trait.
Tendril.
Melee
Weapon
Attack:
+7
to
hit,
reach
50
ft.,
one
creature.
Hit:
The
target
is
grappled
(escape
DC
15).
Until
the
grapple
ends,
the
target
is
restrained
and
has
disadvantage
on
Strength
checks
and
Strength
saving
Monsters (S)
throws,
and
the
roper
cant
use
the
same
tendril
on
another
target.
Sahuagin
Reel.
The
roper
pulls
each
creature
grappled
by
it
up
to
Medium
humanoid
(sahuagin),
lawful
evil
25
feet
straight
toward
it.
Armor
Class
12
(natural
armor)
Rust
Monster
Hit
Points
22
(4d8
+
4)
Medium
monstrosity,
unaligned
Speed
30
ft.,
swim
40
ft.
Armor
Class
14
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
Hit
Points
27
(5d8
+
5)
13
(+1)
11
(+0)
12
(+1)
12
(+1)
13
(+1)
9
(1)
Speed
40
ft.
Skills
Perception
+5
STR
DEX
CON
INT
WIS
CHA
Senses
darkvision
120
ft.,
passive
Perception
15
13
(+1)
12
(+1)
13
(+1)
2
(4)
13
(+1)
6
(2)
Languages
Sahuagin
Challenge
1/2
(100
XP)
Senses
darkvision
60
ft.,
passive
Perception
11
Languages
Blood
Frenzy.
The
sahuagin
has
advantage
on
melee
Challenge
1/2
(100
XP)
attack
rolls
against
any
creature
that
doesnt
have
all
its
hit
points.
Iron
Scent.
The
rust
monster
can
pinpoint,
by
scent,
Limited
Amphibiousness.
The
sahuagin
can
breathe
air
the
location
of
ferrous
metal
within
30
feet
of
it.
and
water,
but
it
needs
to
be
submerged
at
least
once
Rust
Metal.
Any
nonmagical
weapon
made
of
metal
every
4
hours
to
avoid
suffocating.
that
hits
the
rust
monster
corrodes.
After
dealing
Shark
Telepathy.
The
sahuagin
can
magically
command
damage,
the
weapon
takes
a
permanent
and
any
shark
within
120
feet
of
it,
using
a
limited
cumulative
1
penalty
to
damage
rolls.
If
its
penalty
telepathy.
drops
to
5,
the
weapon
is
destroyed.
Nonmagical
ammunition
made
of
metal
that
hits
the
rust
monster
Actions
is
destroyed
after
dealing
damage.
Multiattack.
The
sahuagin
makes
two
melee
attacks:
Actions
one
with
its
bite
and
one
with
its
claws
or
spear.
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
3
(1d4
+
1)
piercing
damage.
target.
Hit:
5
(1d8
+
1)
piercing
damage.
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Antennae.
The
rust
monster
corrodes
a
nonmagical
target.
Hit:
3
(1d4
+
1)
slashing
damage.
ferrous
metal
object
it
can
see
within
5
feet
of
it.
If
the
object
isnt
being
worn
or
carried,
the
touch
destroys
a
Spear.
Melee
or
Ranged
Weapon
Attack:
+3
to
hit,
1-foot
cube
of
it.
If
the
object
is
being
worn
or
carried
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d6
+
by
a
creature,
the
creature
can
make
a
DC
11
Dexterity
1)
piercing
damage,
or
5
(1d8
+
1)
piercing
damage
if
saving
throw
to
avoid
the
rust
monsters
touch.
used
with
two
hands
to
make
a
melee
attack.
If
the
object
touched
is
either
metal
armor
or
a
Not
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resale.
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granted
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or
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Reference
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343
Salamander
STR
DEX
CON
INT
WIS
CHA
Large
elemental,
neutral
evil
12
(+1)
16
(+3)
11
(+0)
12
(+1)
10
(+0)
14
(+2)
Armor
Class
15
(natural
armor)
Skills
Perception
+2,
Performance
+6,
Stealth
+5
Hit
Points
90
(12d10
+
24)
Senses
passive
Perception
12
Speed
30
ft.
Languages
Common,
Elvish,
Sylvan
STR
DEX
CON
INT
WIS
CHA
Challenge
1/2
(100
XP)
18
(+4)
14
(+2)
15
(+2)
11
(+0)
10
(+0)
12
(+1)
Magic
Resistance.
The
satyr
has
advantage
on
saving
Damage
Vulnerabilities
cold
throws
against
spells
and
other
magical
effects.
Damage
Resistances
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Actions
Damage
Immunities
fire
Ram.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Senses
darkvision
60
ft.,
passive
Perception
10
target.
Hit:
6
(2d4
+
1)
bludgeoning
damage.
Languages
Ignan
Shortsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
Challenge
5
(1,800
XP)
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
Hit
Points
31
(7d8)
Shadow
Stealth.
While
in
dim
light
or
darkness,
the
shadow
can
take
the
Hide
action
as
a
bonus
action.
Speed
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
344
Sunlight
Weakness.
While
in
sunlight,
the
shadow
has
succeed
on
a
DC
14
Constitution
saving
throw
at
the
disadvantage
on
attack
rolls,
ability
checks,
and
saving
start
of
each
of
the
mounds
turns
or
take
13
(2d8
+
4)
throws.
bludgeoning
damage.
If
the
mound
moves,
the
engulfed
target
moves
with
it.
The
mound
can
have
Actions
only
one
creature
engulfed
at
a
time.
Strength
Drain.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
9
(2d6
+
2)
necrotic
damage,
Shield
Guardian
and
the
targets
Strength
score
is
reduced
by
1d4.
The
Large
construct,
unaligned
target
dies
if
this
reduces
its
Strength
to
0.
Otherwise,
the
reduction
lasts
until
the
target
finishes
a
short
or
Armor
Class
17
(natural
armor)
long
rest.
Hit
Points
142
(15d10
+
60)
If
a
non-evil
humanoid
dies
from
this
attack,
a
new
Speed
30
ft.
shadow
rises
from
the
corpse
1d4
hours
later.
STR
DEX
CON
INT
WIS
CHA
Shambling
Mound
18
(+4)
8
(1)
18
(+4)
7
(2)
10
(+0)
3
(4)
Large
plant,
unaligned
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
Armor
Class
15
(natural
armor)
Perception
10
Hit
Points
136
(16d10
+
48)
Damage
Immunities
poison
Speed
20
ft.,
swim
20
ft.
Condition
Immunities
charmed,
exhaustion,
frightened,
paralyzed,
poisoned
STR
DEX
CON
INT
WIS
CHA
Languages
understands
commands
given
in
any
18
(+4)
8
(1)
16
(+3)
5
(3)
10
(+0)
5
(3)
language
but
cant
speak
Skills
Stealth
+2
Challenge
7
(2,900
XP)
Damage
Resistances
cold,
fire
Damage
Immunities
lightning
Bound.
The
shield
guardian
is
magically
bound
to
an
amulet.
As
long
as
the
guardian
and
its
amulet
are
on
Condition
Immunities
blinded,
deafened,
exhaustion
the
same
plane
of
existence,
the
amulets
wearer
can
Senses
blindsight
60
ft.
(blind
beyond
this
radius),
telepathically
call
the
guardian
to
travel
to
it,
and
the
passive
Perception
10
guardian
knows
the
distance
and
direction
to
the
Languages
amulet.
If
the
guardian
is
within
60
feet
of
the
amulets
Challenge
5
(1,800
XP)
wearer,
half
of
any
damage
the
wearer
takes
(rounded
up)
is
transferred
to
the
guardian.
Regeneration.
The
shield
guardian
regains
10
hit
points
Lightning
Absorption.
Whenever
the
shambling
mound
at
the
start
of
its
turn
if
it
has
at
least
1
hit
point.
is
subjected
to
lightning
damage,
it
takes
no
damage
and
regains
a
number
of
hit
points
equal
to
the
Spell
Storing.
A
spellcaster
who
wears
the
shield
lightning
damage
dealt.
guardians
amulet
can
cause
the
guardian
to
store
one
spell
of
4th
level
or
lower.
To
do
so,
the
wearer
must
Actions
cast
the
spell
on
the
guardian.
The
spell
has
no
effect
but
is
stored
within
the
guardian.
When
commanded
Multiattack.
The
shambling
mound
makes
two
slam
to
do
so
by
the
wearer
or
when
a
situation
arises
that
attacks.
If
both
attacks
hit
a
Medium
or
smaller
target,
was
predefined
by
the
spellcaster,
the
guardian
casts
the
target
is
grappled
(escape
DC
14),
and
the
the
stored
spell
with
any
parameters
set
by
the
original
shambling
mound
uses
its
Engulf
on
it.
caster,
requiring
no
components.
When
the
spell
is
cast
Slam.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
or
a
new
spell
is
stored,
any
previously
stored
spell
is
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
lost.
Engulf.
The
shambling
mound
engulfs
a
Medium
or
smaller
creature
grappled
by
it.
The
engulfed
target
is
Actions
blinded,
restrained,
and
unable
to
breathe,
and
it
must
Multiattack.
The
guardian
makes
two
fist
attacks.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
345
Fist.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Senses
darkvision
60
ft.,
passive
Perception
9
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Languages
understands
Abyssal
but
cant
speak
Challenge
2
(450
XP)
Reactions
Shield.
When
a
creature
makes
an
attack
against
the
wearer
of
the
guardians
amulet,
the
guardian
grants
a
Charge.
If
the
skeleton
moves
at
least
10
feet
straight
+2
bonus
to
the
wearers
AC
if
the
guardian
is
within
5
toward
a
target
and
then
hits
it
with
a
gore
attack
on
feet
of
the
wearer.
the
same
turn,
the
target
takes
an
extra
9
(2d8)
piercing
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
14
Strength
saving
throw
or
be
Skeletons pushed
up
to
10
feet
away
and
knocked
prone.
Skeleton
Actions
Medium
undead,
lawful
evil
Greataxe.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Armor
Class
13
(armor
scraps)
one
target.
Hit:
17
(2d12
+
4)
slashing
damage.
Hit
Points
13
(2d8
+
4)
Gore.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Speed
30
ft.
target.
Hit:
13
(2d8
+
4)
piercing
damage.
STR
DEX
CON
INT
WIS
CHA
Warhorse
Skeleton
10
(+0)
14
(+2)
15
(+2)
6
(2)
8
(1)
5
(3)
Large
undead,
lawful
evil
Damage
Vulnerabilities
bludgeoning
Armor
Class
13
(barding
scraps)
Damage
Immunities
poison
Hit
Points
22
(3d10
+
6)
Condition
Immunities
exhaustion,
poisoned
Speed
60
ft.
Senses
darkvision
60
ft.,
passive
Perception
9
STR
DEX
CON
INT
WIS
CHA
Languages
understands
all
languages
it
knew
in
life
but
cant
speak
18
(+4)
12
(+1)
15
(+2)
2
(4)
8
(1)
5
(3)
Challenge
1/4
(50
XP)
Damage
Vulnerabilities
bludgeoning
Damage
Immunities
poison
Actions
Condition
Immunities
exhaustion,
poisoned
Shortsword.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Senses
darkvision
60
ft.,
passive
Perception
9
Shortbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
Languages
80/320
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Challenge
1/2
(100
XP)
Actions
Minotaur
Skeleton
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Large
undead,
lawful
evil
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Armor
Class
12
(natural
armor)
Hit
Points
67
(9d10
+
18)
Specter
Speed
40
ft.
Medium
undead,
chaotic
evil
STR
DEX
CON
INT
WIS
CHA
Armor
Class
12
18
(+4)
11
(+0)
15
(+2)
6
(2)
8
(1)
5
(3)
Hit
Points
22
(5d8)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
346
Damage
Resistances
acid,
cold,
fire,
lightning,
thunder;
Languages
Common,
Sphinx
bludgeoning,
piercing,
and
slashing
from
nonmagical
Challenge
17
(18,000
XP)
attacks
Damage
Immunities
necrotic,
poison
Inscrutable.
The
sphinx
is
immune
to
any
effect
that
Condition
Immunities
charmed,
exhaustion,
grappled,
would
sense
its
emotions
or
read
its
thoughts,
as
well
paralyzed,
petrified,
poisoned,
prone,
restrained,
as
any
divination
spell
that
it
refuses.
Wisdom
(Insight)
unconscious
checks
made
to
ascertain
the
sphinxs
intentions
or
Senses
darkvision
60
ft.,
passive
Perception
10
sincerity
have
disadvantage.
Languages
understands
all
languages
it
knew
in
life
but
Magic
Weapons.
The
sphinxs
weapon
attacks
are
cant
speak
magical.
Challenge
1
(200
XP)
Spellcasting.
The
sphinx
is
a
12th-level
spellcaster.
Its
spellcasting
ability
is
Wisdom
(spell
save
DC
18,
+10
to
hit
with
spell
attacks).
It
requires
no
material
Incorporeal
Movement.
The
specter
can
move
through
components
to
cast
its
spells.
The
sphinx
has
the
other
creatures
and
objects
as
if
they
were
difficult
following
cleric
spells
prepared:
terrain.
It
takes
5
(1d10)
force
damage
if
it
ends
its
turn
Cantrips
(at
will):
sacred
flame,
spare
the
dying,
inside
an
object.
thaumaturgy
Sunlight
Sensitivity.
While
in
sunlight,
the
specter
has
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
1st
level
(4
slots):
command,
detect
evil
and
good,
detect
magic
(Perception)
checks
that
rely
on
sight.
2nd
level
(3
slots):
lesser
restoration,
zone
of
truth
Actions
3rd
level
(3
slots):
dispel
magic,
tongues
Life
Drain.
Melee
Spell
Attack:
+4
to
hit,
reach
5
ft.,
one
4th
level
(3
slots):
banishment,
freedom
of
movement
creature.
Hit:
10
(3d6)
necrotic
damage.
The
target
5th
level
(2
slots):
flame
strike,
greater
restoration
must
succeed
on
a
DC
10
Constitution
saving
throw
or
6th
level
(1
slot):
heroes
feast
its
hit
point
maximum
is
reduced
by
an
amount
equal
to
the
damage
taken.
This
reduction
lasts
until
the
Actions
creature
finishes
a
long
rest.
The
target
dies
if
this
effect
reduces
its
hit
point
maximum
to
0.
Multiattack.
The
sphinx
makes
two
claw
attacks.
Claw.
Melee
Weapon
Attack:
+12
to
hit,
reach
5
ft.,
one
target.
Hit:
17
(2d10
+
6)
slashing
damage.
Sphinxes
Roar
(3/Day).
The
sphinx
emits
a
magical
roar.
Each
Androsphinx
time
it
roars
before
finishing
a
long
rest,
the
roar
is
Large
monstrosity,
lawful
neutral
louder
and
the
effect
is
different,
as
detailed
below.
Each
creature
within
500
feet
of
the
sphinx
and
able
to
Armor
Class
17
(natural
armor)
hear
the
roar
must
make
a
saving
throw.
Hit
Points
199
(19d10
+
95)
First
Roar.
Each
creature
that
fails
a
DC
18
Wisdom
Speed
40
ft.,
fly
60
ft.
saving
throw
is
frightened
for
1
minute.
A
frightened
creature
can
repeat
the
saving
throw
at
the
end
of
STR
DEX
CON
INT
WIS
CHA
each
of
its
turns,
ending
the
effect
on
itself
on
a
22
(+6)
10
(+0)
20
(+5)
16
(+3)
18
(+4)
23
(+6)
success.
Saving
Throws
Dex
+6,
Con
+11,
Int
+9,
Wis
+10
Second
Roar.
Each
creature
that
fails
a
DC
18
Wisdom
saving
throw
is
deafened
and
frightened
for
1
Skills
Arcana
+9,
Perception
+10,
Religion
+15
minute.
A
frightened
creature
is
paralyzed
and
can
Damage
Immunities
psychic;
bludgeoning,
piercing,
repeat
the
saving
throw
at
the
end
of
each
of
its
and
slashing
from
nonmagical
attacks
turns,
ending
the
effect
on
itself
on
a
success.
Condition
Immunities
charmed,
frightened
Senses
truesight
120
ft.,
passive
Perception
20
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
347
Third
Roar.
Each
creature
makes
a
DC
18
Constitution
Spellcasting.
The
sphinx
is
a
9th-level
spellcaster.
Its
saving
throw.
On
a
failed
save,
a
creature
takes
44
spellcasting
ability
is
Intelligence
(spell
save
DC
16,
+8
(8d10)
thunder
damage
and
is
knocked
prone.
On
a
to
hit
with
spell
attacks).
It
requires
no
material
successful
save,
the
creature
takes
half
as
much
components
to
cast
its
spells.
The
sphinx
has
the
damage
and
isnt
knocked
prone.
following
wizard
spells
prepared:
Cantrips
(at
will):
mage
hand,
minor
illusion,
Legendary
Actions
prestidigitation
The
sphinx
can
take
3
legendary
actions,
choosing
from
1st
level
(4
slots):
detect
magic,
identify,
shield
the
options
below.
Only
one
legendary
action
option
2nd
level
(3
slots):
darkness,
locate
object,
suggestion
can
be
used
at
a
time
and
only
at
the
end
of
another
creatures
turn.
The
sphinx
regains
spent
legendary
3rd
level
(3
slots):
dispel
magic,
remove
curse,
tongues
actions
at
the
start
of
its
turn.
4th
level
(3
slots):
banishment,
greater
invisibility
Claw
Attack.
The
sphinx
makes
one
claw
attack.
5th
level
(1
slot):
legend
lore
Teleport
(Costs
2
Actions).
The
sphinx
magically
teleports,
along
with
any
equipment
it
is
wearing
or
Actions
carrying,
up
to
120
feet
to
an
unoccupied
space
it
Multiattack.
The
sphinx
makes
two
claw
attacks.
can
see.
Claw.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
Cast
a
Spell
(Costs
3
Actions).
The
sphinx
casts
a
spell
target.
Hit:
13
(2d8
+
4)
slashing
damage.
from
its
list
of
prepared
spells,
using
a
spell
slot
as
normal.
Legendary
Actions
The
sphinx
can
take
3
legendary
actions,
choosing
from
Gynosphinx
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
another
Large
monstrosity,
lawful
neutral
creatures
turn.
The
sphinx
regains
spent
legendary
Armor
Class
17
(natural
armor)
actions
at
the
start
of
its
turn.
Hit
Points
136
(16d10
+
48)
Claw
Attack.
The
sphinx
makes
one
claw
attack.
Speed
40
ft.,
fly
60
ft.
Teleport
(Costs
2
Actions).
The
sphinx
magically
teleports,
along
with
any
equipment
it
is
wearing
or
STR
DEX
CON
INT
WIS
CHA
carrying,
up
to
120
feet
to
an
unoccupied
space
it
18
(+4)
15
(+2)
16
(+3)
18
(+4)
18
(+4)
18
(+4)
can
see.
Skills
Arcana
+12,
History
+12,
Perception
+8,
Religion
Cast
a
Spell
(Costs
3
Actions).
The
sphinx
casts
a
spell
+8
from
its
list
of
prepared
spells,
using
a
spell
slot
as
normal.
Damage
Resistances
bludgeoning,
piercing,
and
slashing
from
nonmagical
attacks
Damage
Immunities
psychic
Sprite
Condition
Immunities
charmed,
frightened
Tiny
fey,
neutral
good
Senses
truesight
120
ft.,
passive
Perception
18
Armor
Class
15
(leather
armor)
Languages
Common,
Sphinx
Hit
Points
2
(1d4)
Challenge
11
(7,200
XP)
Speed
10
ft.,
fly
40
ft.
STR
DEX
CON
INT
WIS
CHA
Inscrutable.
The
sphinx
is
immune
to
any
effect
that
3
(4)
18
(+4)
10
(+0)
14
(+2)
13
(+1)
11
(+0)
would
sense
its
emotions
or
read
its
thoughts,
as
well
as
any
divination
spell
that
it
refuses.
Wisdom
(Insight)
Skills
Perception
+3,
Stealth
+8
checks
made
to
ascertain
the
sphinxs
intentions
or
Senses
passive
Perception
13
sincerity
have
disadvantage.
Languages
Common,
Elvish,
Sylvan
Magic
Weapons.
The
sphinxs
weapon
attacks
are
Challenge
1/4
(50
XP)
magical.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
348
Actions
Succubus/Incubus
Longsword.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
Medium
fiend
(shapechanger),
neutral
evil
one
target.
Hit:
1
slashing
damage.
Armor
Class
15
(natural
armor)
Shortbow.
Ranged
Weapon
Attack:
+6
to
hit,
range
Hit
Points
66
(12d8
+
12)
40/160
ft.,
one
target.
Hit:
1
piercing
damage,
and
the
target
must
succeed
on
a
DC
10
Constitution
saving
Speed
30
ft.,
fly
60
ft.
throw
or
become
poisoned
for
1
minute.
If
its
saving
STR
DEX
CON
INT
WIS
CHA
throw
result
is
5
or
lower,
the
poisoned
target
falls
unconscious
for
the
same
duration,
or
until
it
takes
8
(1)
17
(+3)
13
(+1)
15
(+2)
12
(+1)
20
(+5)
damage
or
another
creature
takes
an
action
to
shake
it
Skills
Deception
+9,
Insight
+5,
Perception
+5,
awake.
Persuasion
+9,
Stealth
+7
Heart
Sight.
The
sprite
touches
a
creature
and
Damage
Resistances
cold,
fire,
lightning,
poison;
magically
knows
the
creatures
current
emotional
state.
bludgeoning,
piercing,
and
slashing
from
nonmagical
If
the
target
fails
a
DC
10
Charisma
saving
throw,
the
attacks
sprite
also
knows
the
creatures
alignment.
Celestials,
Senses
darkvision
60
ft.,
passive
Perception
15
fiends,
and
undead
automatically
fail
the
saving
throw.
Languages
Abyssal,
Common,
Infernal,
telepathy
60
ft.
Invisibility.
The
sprite
magically
turns
invisible
until
it
attacks
or
casts
a
spell,
or
until
its
concentration
ends
Challenge
4
(1,100
XP)
(as
if
concentrating
on
a
spell).
Any
equipment
the
sprite
wears
or
carries
is
invisible
with
it.
Telepathic
Bond.
The
fiend
ignores
the
range
restriction
on
its
telepathy
when
communicating
with
a
Stirge
creature
it
has
charmed.
The
two
dont
even
need
to
be
on
the
same
plane
of
existence.
Tiny
beast,
unaligned
Shapechanger.
The
fiend
can
use
its
action
to
Armor
Class
14
(natural
armor)
polymorph
into
a
Small
or
Medium
humanoid,
or
back
Hit
Points
2
(1d4)
into
its
true
form.
Without
wings,
the
fiend
loses
its
Speed
10
ft.,
fly
40
ft.
flying
speed.
Other
than
its
size
and
speed,
its
statistics
are
the
same
in
each
form.
Any
equipment
it
is
wearing
STR
DEX
CON
INT
WIS
CHA
or
carrying
isnt
transformed.
It
reverts
to
its
true
form
4
(3)
16
(+3)
11
(+0)
2
(4)
8
(1)
6
(2)
if
it
dies.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
349
Constitution
saving
throw
against
this
magic,
taking
32
Actions
(5d10
+
5)
psychic
damage
on
a
failed
save,
or
half
as
Multiattack.
The
tarrasque
can
use
its
Frightful
much
damage
on
a
successful
one.
The
targets
hit
Presence.
It
then
makes
five
attacks:
one
with
its
bite,
point
maximum
is
reduced
by
an
amount
equal
to
the
two
with
its
claws,
one
with
its
horns,
and
one
with
its
damage
taken.
This
reduction
lasts
until
the
target
tail.
It
can
use
its
Swallow
instead
of
its
bite.
finishes
a
long
rest.
The
target
dies
if
this
effect
reduces
its
hit
point
maximum
to
0.
Bite.
Melee
Weapon
Attack:
+19
to
hit,
reach
10
ft.,
one
target.
Hit:
36
(4d12
+
10)
piercing
damage.
If
the
Etherealness.
The
fiend
magically
enters
the
Ethereal
target
is
a
creature,
it
is
grappled
(escape
DC
20).
Until
Plane
from
the
Material
Plane,
or
vice
versa.
this
grapple
ends,
the
target
is
restrained,
and
the
tarrasque
cant
bite
another
target.
Claw.
Melee
Weapon
Attack:
+19
to
hit,
reach
15
ft.,
Monsters (T) one
target.
Hit:
28
(4d8
+
10)
slashing
damage.
Horns.
Melee
Weapon
Attack:
+19
to
hit,
reach
10
ft.,
one
target.
Hit:
32
(4d10
+
10)
piercing
damage.
Tarrasque
Tail.
Melee
Weapon
Attack:
+19
to
hit,
reach
20
ft.,
one
Gargantuan
monstrosity
(titan),
unaligned
target.
Hit:
24
(4d6
+
10)
bludgeoning
damage.
If
the
Armor
Class
25
(natural
armor)
target
is
a
creature,
it
must
succeed
on
a
DC
20
Hit
Points
676
(33d20
+
330)
Strength
saving
throw
or
be
knocked
prone.
Speed
40
ft.
Frightful
Presence.
Each
creature
of
the
tarrasques
choice
within
120
feet
of
it
and
aware
of
it
must
STR
DEX
CON
INT
WIS
CHA
succeed
on
a
DC
17
Wisdom
saving
throw
or
become
30
(+10)
11
(+0)
30
(+10)
3
(4)
11
(+0)
11
(+0)
frightened
for
1
minute.
A
creature
can
repeat
the
saving
throw
at
the
end
of
each
of
its
turns,
with
Saving
Throws
Int
+5,
Wis
+9,
Cha
+9
disadvantage
if
the
tarrasque
is
within
line
of
sight,
Damage
Immunities
fire,
poison;
bludgeoning,
piercing,
ending
the
effect
on
itself
on
a
success.
If
a
creatures
and
slashing
from
nonmagical
attacks
saving
throw
is
successful
or
the
effect
ends
for
it,
the
Condition
Immunities
charmed,
frightened,
paralyzed,
creature
is
immune
to
the
tarrasques
Frightful
poisoned
Presence
for
the
next
24
hours.
Senses
blindsight
120
ft.,
passive
Perception
10
Swallow.
The
tarrasque
makes
one
bite
attack
against
a
Large
or
smaller
creature
it
is
grappling.
If
the
attack
Languages
hits,
the
target
takes
the
bites
damage,
the
target
is
Challenge
30
(155,000
XP)
swallowed,
and
the
grapple
ends.
While
swallowed,
the
creature
is
blinded
and
restrained,
it
has
total
cover
Legendary
Resistance
(3/Day).
If
the
tarrasque
fails
a
against
attacks
and
other
effects
outside
the
tarrasque,
saving
throw,
it
can
choose
to
succeed
instead.
and
it
takes
56
(16d6)
acid
damage
at
the
start
of
each
of
the
tarrasques
turns.
Magic
Resistance.
The
tarrasque
has
advantage
on
If
the
tarrasque
takes
60
damage
or
more
on
a
single
saving
throws
against
spells
and
other
magical
effects.
turn
from
a
creature
inside
it,
the
tarrasque
must
Reflective
Carapace.
Any
time
the
tarrasque
is
succeed
on
a
DC
20
Constitution
saving
throw
at
the
targeted
by
a
magic
missile
spell,
a
line
spell,
or
a
spell
end
of
that
turn
or
regurgitate
all
swallowed
creatures,
that
requires
a
ranged
attack
roll,
roll
a
d6.
On
a
1
to
5,
which
fall
prone
in
a
space
within
10
feet
of
the
the
tarrasque
is
unaffected.
On
a
6,
the
tarrasque
is
tarrasque.
If
the
tarrasque
dies,
a
swallowed
creature
unaffected,
and
the
effect
is
reflected
back
at
the
is
no
longer
restrained
by
it
and
can
escape
from
the
caster
as
though
it
originated
from
the
tarrasque,
corpse
by
using
30
feet
of
movement,
exiting
prone.
turning
the
caster
into
the
target.
Siege
Monster.
The
tarrasque
deals
double
damage
to
Legendary
Actions
objects
and
structures.
The
tarrasque
can
take
3
legendary
actions,
choosing
from
the
options
below.
Only
one
legendary
action
option
can
be
used
at
a
time
and
only
at
the
end
of
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
350
another
creatures
turn.
The
tarrasque
regains
spent
Troll
legendary
actions
at
the
start
of
its
turn.
Large
giant,
chaotic
evil
Attack.
The
tarrasque
makes
one
claw
attack
or
tail
attack.
Armor
Class
15
(natural
armor)
Move.
The
tarrasque
moves
up
to
half
its
speed.
Hit
Points
84
(8d10
+
40)
Chomp
(Costs
2
Actions).
The
tarrasque
makes
one
Speed
30
ft.
bite
attack
or
uses
its
Swallow.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
13
(+1)
20
(+5)
7
(2)
9
(1)
7
(2)
Treant
Skills
Perception
+2
Huge
plant,
chaotic
good
Senses
darkvision
60
ft.,
passive
Perception
12
Armor
Class
16
(natural
armor)
Languages
Giant
Hit
Points
138
(12d12
+
60)
Challenge
5
(1,800
XP)
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
Keen
Smell.
The
troll
has
advantage
on
Wisdom
23
(+6)
8
(1)
21
(+5)
12
(+1)
16
(+3)
12
(+1)
(Perception)
checks
that
rely
on
smell.
Regeneration.
The
troll
regains
10
hit
points
at
the
Damage
Resistances
bludgeoning,
piercing
start
of
its
turn.
If
the
troll
takes
acid
or
fire
damage,
Damage
Vulnerabilities
fire
this
trait
doesnt
function
at
the
start
of
the
trolls
next
Senses
passive
Perception
13
turn.
The
troll
dies
only
if
it
starts
its
turn
with
0
hit
Languages
Common,
Druidic,
Elvish,
Sylvan
points
and
doesnt
regenerate.
Challenge
9
(5,000
XP)
Actions
Multiattack.
The
troll
makes
three
attacks:
one
with
its
False
Appearance.
While
the
treant
remains
bite
and
two
with
its
claws.
motionless,
it
is
indistinguishable
from
a
normal
tree.
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Siege
Monster.
The
treant
deals
double
damage
to
target.
Hit:
7
(1d6
+
4)
piercing
damage.
objects
and
structures.
Claw.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Actions
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Multiattack.
The
treant
makes
two
slam
attacks.
Slam.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
one
target.
Hit:
16
(3d6
+
6)
bludgeoning
damage.
Monsters (U)
Rock.
Ranged
Weapon
Attack:
+10
to
hit,
range
60/180
ft.,
one
target.
Hit:
28
(4d10
+
6)
bludgeoning
damage.
Unicorn
Animate
Trees
(1/Day).
The
treant
magically
animates
Large
celestial, lawful
good
one
or
two
trees
it
can
see
within
60
feet
of
it.
These
trees
have
the
same
statistics
as
a
treant,
except
they
Armor
Class
12
have
Intelligence
and
Charisma
scores
of
1,
they
cant
Hit
Points
67
(9d10
+
18)
speak,
and
they
have
only
the
Slam
action
option.
An
Speed
50
ft.
animated
tree
acts
as
an
ally
of
the
treant.
The
tree
remains
animate
for
1
day
or
until
it
dies;
until
the
STR
DEX
CON
INT
WIS
CHA
treant
dies
or
is
more
than
120
feet
from
the
tree;
or
18
(+4)
14
(+2)
15
(+2)
11
(+0)
17
(+3)
16
(+3)
until
the
treant
takes
a
bonus
action
to
turn
it
back
into
an
inanimate
tree.
The
tree
then
takes
root
if
possible.
Damage
Immunities
poison
Condition
Immunities
charmed,
paralyzed,
poisoned
Senses
darkvision
60
ft.,
passive
Perception
13
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
351
Languages
Celestial,
Elvish,
Sylvan,
telepathy
60
ft.
Shimmering
Shield
(Costs
2
Actions).
The
unicorn
Challenge
5
(1,800
XP)
creates
a
shimmering,
magical
field
around
itself
or
another
creature
it
can
see
within
60
feet
of
it.
The
target
gains
a
+2
bonus
to
AC
until
the
end
of
the
Charge.
If
the
unicorn
moves
at
least
20
feet
straight
unicorns
next
turn.
toward
a
target
and
then
hits
it
with
a
horn
attack
on
Heal
Self
(Costs
3
Actions).
The
unicorn
magically
the
same
turn,
the
target
takes
an
extra
9
(2d8)
regains
11
(2d8
+
2)
hit
points.
piercing
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
15
Strength
saving
throw
or
be
knocked
prone.
Innate
Spellcasting.
The
unicorns
innate
spellcasting
Monsters (V)
ability
is
Charisma
(spell
save
DC
14).
The
unicorn
can
innately
cast
the
following
spells,
requiring
no
components:
Vampires
At
will:
detect
evil
and
good,
druidcraft,
pass
without
Vampire
trace
Medium
undead
(shapechanger),
lawful
evil
1/day
each:
calm
emotions,
dispel
evil
and
good,
entangle
Armor
Class
16
(natural
armor)
Magic
Resistance.
The
unicorn
has
advantage
on
Hit
Points
144
(17d8
+
68)
saving
throws
against
spells
and
other
magical
effects.
Speed
30
ft.
Magic
Weapons.
The
unicorns
weapon
attacks
are
STR
DEX
CON
INT
WIS
CHA
magical.
18
(+4)
18
(+4)
18
(+4)
17
(+3)
15
(+2)
18
(+4)
Actions
Saving
Throws
Dex
+9,
Wis
+7,
Cha
+9
Multiattack.
The
unicorn
makes
two
attacks:
one
with
Skills
Perception
+7,
Stealth
+9
its
hooves
and
one
with
its
horn.
Damage
Resistances
necrotic;
bludgeoning,
piercing,
Hooves.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
and
slashing
from
nonmagical
attacks
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Senses
darkvision
120
ft.,
passive
Perception
17
Horn.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Languages
the
languages
it
knew
in
life
target.
Hit:
8
(1d8
+
4)
piercing
damage.
Challenge
13
(10,000
XP)
Healing
Touch
(3/Day).
The
unicorn
touches
another
creature
with
its
horn.
The
target
magically
regains
11
(2d8
+
2)
hit
points.
In
addition,
the
touch
removes
all
Shapechanger.
If
the
vampire
isnt
in
sunlight
or
diseases
and
neutralizes
all
poisons
afflicting
the
target.
running
water,
it
can
use
its
action
to
polymorph
into
a
Teleport
(1/Day).
The
unicorn
magically
teleports
itself
Tiny
bat
or
a
Medium
cloud
of
mist,
or
back
into
its
and
up
to
three
willing
creatures
it
can
see
within
5
true
form.
feet
of
it,
along
with
any
equipment
they
are
wearing
While
in
bat
form,
the
vampire
cant
speak,
its
or
carrying,
to
a
location
the
unicorn
is
familiar
with,
up
walking
speed
is
5
feet,
and
it
has
a
flying
speed
of
30
to
1
mile
away.
feet.
Its
statistics,
other
than
its
size
and
speed,
are
unchanged.
Anything
it
is
wearing
transforms
with
it,
Legendary
Actions
but
nothing
it
is
carrying
does.
It
reverts
to
its
true
form
if
it
dies.
The
unicorn
can
take
3
legendary
actions,
choosing
While
in
mist
form,
the
vampire
cant
take
any
from
the
options
below.
Only
one
legendary
action
actions,
speak,
or
manipulate
objects.
It
is
weightless,
option
can
be
used
at
a
time
and
only
at
the
end
of
has
a
flying
speed
of
20
feet,
can
hover,
and
can
enter
another
creatures
turn.
The
unicorn
regains
spent
a
hostile
creatures
space
and
stop
there.
In
addition,
if
legendary
actions
at
the
start
of
its
turn.
air
can
pass
through
a
space,
the
mist
can
do
so
Hooves.
The
unicorn
makes
one
attack
with
its
hooves.
without
squeezing,
and
it
cant
pass
through
water.
It
has
advantage
on
Strength,
Dexterity,
and
Constitution
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
352
saving
throws,
and
it
is
immune
to
all
nonmagical
or
restrained.
Hit:
7
(1d6
+
4)
piercing
damage
plus
10
damage,
except
the
damage
it
takes
from
sunlight.
(3d6)
necrotic
damage.
The
targets
hit
point
maximum
Legendary
Resistance
(3/Day).
If
the
vampire
fails
a
is
reduced
by
an
amount
equal
to
the
necrotic
damage
saving
throw,
it
can
choose
to
succeed
instead.
taken,
and
the
vampire
regains
hit
points
equal
to
that
amount.
The
reduction
lasts
until
the
target
finishes
a
Misty
Escape.
When
it
drops
to
0
hit
points
outside
its
long
rest.
The
target
dies
if
this
effect
reduces
its
hit
resting
place,
the
vampire
transforms
into
a
cloud
of
point
maximum
to
0.
A
humanoid
slain
in
this
way
and
mist
(as
in
the
Shapechanger
trait)
instead
of
falling
then
buried
in
the
ground
rises
the
following
night
as
a
unconscious,
provided
that
it
isnt
in
sunlight
or
vampire
spawn
under
the
vampires
control.
running
water.
If
it
cant
transform,
it
is
destroyed.
While
it
has
0
hit
points
in
mist
form,
it
cant
revert
Charm.
The
vampire
targets
one
humanoid
it
can
see
to
its
vampire
form,
and
it
must
reach
its
resting
place
within
30
feet
of
it.
If
the
target
can
see
the
vampire,
within
2
hours
or
be
destroyed.
Once
in
its
resting
the
target
must
succeed
on
a
DC
17
Wisdom
saving
place,
it
reverts
to
its
vampire
form.
It
is
then
paralyzed
throw
against
this
magic
or
be
charmed
by
the
vampire.
until
it
regains
at
least
1
hit
point.
After
spending
1
The
charmed
target
regards
the
vampire
as
a
trusted
hour
in
its
resting
place
with
0
hit
points,
it
regains
1
hit
friend
to
be
heeded
and
protected.
Although
the
target
point.
isnt
under
the
vampires
control,
it
takes
the
vampires
requests
or
actions
in
the
most
favorable
way
it
can,
Regeneration.
The
vampire
regains
20
hit
points
at
the
and
it
is
a
willing
target
for
the
vampires
bite
attack.
start
of
its
turn
if
it
has
at
least
1
hit
point
and
isnt
in
Each
time
the
vampire
or
the
vampires
companions
sunlight
or
running
water.
If
the
vampire
takes
radiant
do
anything
harmful
to
the
target,
it
can
repeat
the
damage
or
damage
from
holy
water,
this
trait
doesnt
saving
throw,
ending
the
effect
on
itself
on
a
success.
function
at
the
start
of
the
vampires
next
turn.
Otherwise,
the
effect
lasts
24
hours
or
until
the
Spider
Climb.
The
vampire
can
climb
difficult
surfaces,
vampire
is
destroyed,
is
on
a
different
plane
of
including
upside
down
on
ceilings,
without
needing
to
existence
than
the
target,
or
takes
a
bonus
action
to
make
an
ability
check.
end
the
effect.
Vampire
Weaknesses.
The
vampire
has
the
following
Children
of
the
Night
(1/Day).
The
vampire
magically
flaws:
calls
2d4
swarms
of
bats
or
rats,
provided
that
the
sun
Forbiddance.
The
vampire
cant
enter
a
residence
isnt
up.
While
outdoors,
the
vampire
can
call
3d6
without
an
invitation
from
one
of
the
occupants.
wolves
instead.
The
called
creatures
arrive
in
1d4
Harmed
by
Running
Water.
The
vampire
takes
20
rounds,
acting
as
allies
of
the
vampire
and
obeying
its
acid
damage
if
it
ends
its
turn
in
running
water.
spoken
commands.
The
beasts
remain
for
1
hour,
until
Stake
to
the
Heart.
If
a
piercing
weapon
made
of
the
vampire
dies,
or
until
the
vampire
dismisses
them
wood
is
driven
into
the
vampires
heart
while
the
as
a
bonus
action.
vampire
is
incapacitated
in
its
resting
place,
the
vampire
is
paralyzed
until
the
stake
is
removed.
Legendary
Actions
Sunlight
Hypersensitivity.
The
vampire
takes
20
The
vampire
can
take
3
legendary
actions,
choosing
radiant
damage
when
it
starts
its
turn
in
sunlight.
from
the
options
below.
Only
one
legendary
action
While
in
sunlight,
it
has
disadvantage
on
attack
rolls
option
can
be
used
at
a
time
and
only
at
the
end
of
and
ability
checks.
another
creatures
turn.
The
vampire
regains
spent
Actions
legendary
actions
at
the
start
of
its
turn.
Move.
The
vampire
moves
up
to
its
speed
without
Multiattack
(Vampire
Form
Only).
The
vampire
makes
provoking
opportunity
attacks.
two
attacks,
only
one
of
which
can
be
a
bite
attack.
Unarmed
Strike.
The
vampire
makes
one
unarmed
Unarmed
Strike
(Vampire
Form
Only).
Melee
Weapon
strike.
Attack:
+9
to
hit,
reach
5
ft.,
one
creature.
Hit:
8
(1d8
+
4)
bludgeoning
damage.
Instead
of
dealing
damage,
Bite
(Costs
2
Actions).
The
vampire
makes
one
bite
the
vampire
can
grapple
the
target
(escape
DC
18).
attack.
Bite
(Bat
or
Vampire
Form
Only).
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
willing
creature,
or
a
creature
that
is
grappled
by
the
vampire,
incapacitated,
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
353
Vampire
Spawn
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
willing
creature,
or
a
creature
that
is
grappled
by
the
Medium
undead,
neutral
evil
vampire,
incapacitated,
or
restrained.
Hit:
6
(1d6
+
3)
Armor
Class
15
(natural
armor)
piercing
damage
plus
7
(2d6)
necrotic
damage.
The
Hit
Points
82
(11d8
+
33)
targets
hit
point
maximum
is
reduced
by
an
amount
equal
to
the
necrotic
damage
taken,
and
the
vampire
Speed
30
ft.
regains
hit
points
equal
to
that
amount.
The
reduction
STR
DEX
CON
INT
WIS
CHA
lasts
until
the
target
finishes
a
long
rest.
The
target
dies
16
(+3)
16
(+3)
16
(+3)
11
(+0)
10
(+0)
12
(+1)
if
this
effect
reduces
its
hit
point
maximum
to
0.
Saving
Throws
Dex
+6,
Wis
+3
Skills
Perception
+3,
Stealth
+6
Damage
Resistances
necrotic;
bludgeoning,
piercing,
Monsters (W)
and
slashing
from
nonmagical
attacks
Senses
darkvision
60
ft.,
passive
Perception
13
Wight
Languages
the
languages
it
knew
in
life
Medium
undead,
neutral
evil
Challenge
5
(1,800
XP)
Armor
Class
14
(studded
leather)
Hit
Points
45
(6d8
+
18)
Regeneration.
The
vampire
regains
10
hit
points
at
the
Speed
30
ft.
start
of
its
turn
if
it
has
at
least
1
hit
point
and
isnt
in
sunlight
or
running
water.
If
the
vampire
takes
radiant
STR
DEX
CON
INT
WIS
CHA
damage
or
damage
from
holy
water,
this
trait
doesnt
15
(+2)
14
(+2)
16
(+3)
10
(+0)
13
(+1)
15
(+2)
function
at
the
start
of
the
vampires
next
turn.
Skills
Perception
+3,
Stealth
+4
Spider
Climb.
The
vampire
can
climb
difficult
surfaces,
Damage
Resistances
necrotic;
bludgeoning,
piercing,
including
upside
down
on
ceilings,
without
needing
to
and
slashing
from
nonmagical
attacks
that
arent
make
an
ability
check.
silvered
Vampire
Weaknesses.
The
vampire
has
the
following
Damage
Immunities
poison
flaws:
Forbiddance.
The
vampire
cant
enter
a
residence
Condition
Immunities
exhaustion,
poisoned
without
an
invitation
from
one
of
the
occupants.
Senses
darkvision
60
ft.,
passive
Perception
13
Harmed
by
Running
Water.
The
vampire
takes
20
Languages
the
languages
it
knew
in
life
acid
damage
when
it
ends
its
turn
in
running
water.
Challenge
3
(700
XP)
Stake
to
the
Heart.
The
vampire
is
destroyed
if
a
piercing
weapon
made
of
wood
is
driven
into
its
heart
while
it
is
incapacitated
in
its
resting
place.
Sunlight
Sensitivity.
While
in
sunlight,
the
wight
has
Sunlight
Hypersensitivity.
The
vampire
takes
20
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
radiant
damage
when
it
starts
its
turn
in
sunlight.
(Perception)
checks
that
rely
on
sight.
While
in
sunlight,
it
has
disadvantage
on
attack
rolls
and
ability
checks.
Actions
Multiattack.
The
wight
makes
two
longsword
attacks
Actions
or
two
longbow
attacks.
It
can
use
its
Life
Drain
in
place
Multiattack.
The
vampire
makes
two
attacks,
only
one
of
one
longsword
attack.
of
which
can
be
a
bite
attack.
Life
Drain.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Claws.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
one
creature.
Hit:
5
(1d6
+
2)
necrotic
damage.
The
creature.
Hit:
8
(2d4
+
3)
slashing
damage.
Instead
of
target
must
succeed
on
a
DC
13
Constitution
saving
dealing
damage,
the
vampire
can
grapple
the
target
throw
or
its
hit
point
maximum
is
reduced
by
an
(escape
DC
13).
amount
equal
to
the
damage
taken.
This
reduction
lasts
until
the
target
finishes
a
long
rest.
The
target
dies
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
354
if
this
effect
reduces
its
hit
point
maximum
to
0.
additional
number
of
feet
equal
to
the
chosen
radius.
A
humanoid
slain
by
this
attack
rises
24
hours
later
The
will-o-wisp
can
alter
the
radius
as
a
bonus
action.
as
a
zombie
under
the
wights
control,
unless
the
humanoid
is
restored
to
life
or
its
body
is
destroyed.
Actions
The
wight
can
have
no
more
than
twelve
zombies
Shock.
Melee
Spell
Attack:
+4
to
hit,
reach
5
ft.,
one
under
its
control
at
one
time.
creature.
Hit:
9
(2d8)
lightning
damage.
Longsword.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Invisibility.
The
will-o-wisp
and
its
light
magically
one
target.
Hit:
6
(1d8
+
2)
slashing
damage,
or
7
(1d10
become
invisible
until
it
attacks
or
uses
its
Consume
+
2)
slashing
damage
if
used
with
two
hands.
Life,
or
until
its
concentration
ends
(as
if
concentrating
Longbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
on
a
spell).
150/600
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
damage.
Wraith
Medium
undead,
neutral
evil
Will-o-Wisp
Armor
Class
13
Tiny
undead,
chaotic
evil
Hit
Points
67
(9d8
+
27)
Armor
Class
19
Speed
0
ft.,
fly
60
ft.
(hover)
Hit
Points
22
(9d4)
Speed
0
ft.,
fly
50
ft.
(hover)
STR
DEX
CON
INT
WIS
CHA
6
(2)
16
(+3)
16
(+3)
12
(+1)
14
(+2)
15
(+2)
STR
DEX
CON
INT
WIS
CHA
1
(5)
28
(+9)
10
(+0)
13
(+1)
14
(+2)
11
(+0)
Damage
Resistances
acid,
cold,
fire,
lightning,
thunder;
bludgeoning,
piercing,
and
slashing
from
nonmagical
Damage
Immunities
lightning,
poison
attacks
that
arent
silvered
Damage
Resistances
acid,
cold,
fire,
necrotic,
thunder;
Damage
Immunities
necrotic,
poison
bludgeoning,
piercing,
and
slashing
from
nonmagical
Condition
Immunities
charmed,
exhaustion,
grappled,
attacks
paralyzed,
petrified,
poisoned,
prone,
restrained
Condition
Immunities
exhaustion,
grappled,
paralyzed,
Senses
darkvision
60
ft.,
passive
Perception
12
poisoned,
prone,
restrained,
unconscious
Languages
the
languages
it
knew
in
life
Senses
darkvision
120
ft.,
passive
Perception
12
Challenge
5
(1,800
XP)
Languages
the
languages
it
knew
in
life
Challenge
2
(450
XP)
Incorporeal
Movement.
The
wraith
can
move
through
other
creatures
and
objects
as
if
they
were
difficult
Consume
Life.
As
a
bonus
action,
the
will-o-wisp
can
terrain.
It
takes
5
(1d10)
force
damage
if
it
ends
its
turn
target
one
creature
it
can
see
within
5
feet
of
it
that
inside
an
object.
has
0
hit
points
and
is
still
alive.
The
target
must
Sunlight
Sensitivity.
While
in
sunlight,
the
wraith
has
succeed
on
a
DC
10
Constitution
saving
throw
against
disadvantage
on
attack
rolls,
as
well
as
on
Wisdom
this
magic
or
die.
If
the
target
dies,
the
will-o-wisp
(Perception)
checks
that
rely
on
sight.
regains
10
(3d6)
hit
points.
Ephemeral.
The
will-o-wisp
cant
wear
or
carry
Actions
anything.
Life
Drain.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Incorporeal
Movement.
The
will-o-wisp
can
move
one
creature.
Hit:
21
(4d8
+
3)
necrotic
damage.
The
through
other
creatures
and
objects
as
if
they
were
target
must
succeed
on
a
DC
14
Constitution
saving
difficult
terrain.
It
takes
5
(1d10)
force
damage
if
it
throw
or
its
hit
point
maximum
is
reduced
by
an
ends
its
turn
inside
an
object.
amount
equal
to
the
damage
taken.
This
reduction
Variable
Illumination.
The
will-o-wisp
sheds
bright
lasts
until
the
target
finishes
a
long
rest.
The
target
dies
light
in
a
5-
to
20-foot
radius
and
dim
light
for
an
if
this
effect
reduces
its
hit
point
maximum
to
0.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
355
Create
Specter.
The
wraith
targets
a
humanoid
within
STR
DEX
CON
INT
WIS
CHA
10
feet
of
it
that
has
been
dead
for
no
longer
than
1
17
(+3)
10
(+0)
22
(+6)
11
(+0)
10
(+0)
11
(+0)
minute
and
died
violently.
The
targets
spirit
rises
as
a
specter
in
the
space
of
its
corpse
or
in
the
nearest
Skills
Perception
+6,
Stealth
+3
unoccupied
space.
The
specter
is
under
the
wraiths
Damage
Resistances
piercing
and
slashing
from
control.
The
wraith
can
have
no
more
than
seven
nonmagical
attacks
that
arent
adamantine
specters
under
its
control
at
one
time.
Senses
darkvision
60
ft.,
tremorsense
60
ft.,
passive
Perception
16
Wyvern
Languages
Terran
Large
dragon,
unaligned
Challenge
5
(1,800
XP)
Armor
Class
13
(natural
armor)
Hit
Points
110
(13d10
+
39)
Earth
Glide.
The
xorn
can
burrow
through
nonmagical,
Speed
20
ft.,
fly
80
ft.
unworked
earth
and
stone.
While
doing
so,
the
xorn
doesnt
disturb
the
material
it
moves
through.
STR
DEX
CON
INT
WIS
CHA
Stone
Camouflage.
The
xorn
has
advantage
on
19
(+4)
10
(+0)
16
(+3)
5
(3)
12
(+1)
6
(2)
Dexterity
(Stealth)
checks
made
to
hide
in
rocky
terrain.
Skills
Perception
+4
Treasure
Sense.
The
xorn
can
pinpoint,
by
scent,
the
location
of
precious
metals
and
stones,
such
as
coins
Senses
darkvision
60
ft.,
passive
Perception
14
and
gems,
within
60
feet
of
it.
Languages
Challenge
6
(2,300
XP)
Actions
Multiattack.
The
xorn
makes
three
claw
attacks
and
Actions
one
bite
attack.
Multiattack.
The
wyvern
makes
two
attacks:
one
with
Claw.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
its
bite
and
one
with
its
stinger.
While
flying,
it
can
use
target.
Hit:
6
(1d6
+
3)
slashing
damage.
its
claws
in
place
of
one
other
attack.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
one
target.
Hit:
13
(3d6
+
3)
piercing
damage.
creature.
Hit:
11
(2d6
+
4)
piercing
damage.
Claws.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
slashing
damage.
Stinger.
Melee
Weapon
Attack:
+7
to
hit,
reach
10
ft.,
Monsters (Z)
one
creature.
Hit:
11
(2d6
+
4)
piercing
damage.
The
target
must
make
a
DC
15
Constitution
saving
throw,
Zombies
taking
24
(7d6)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Zombie
Medium
undead,
neutral
evil
Armor
Class
8
Monsters (X) Hit
Points
22
(3d8
+
9)
Speed
20
ft.
Xorn
STR
DEX
CON
INT
WIS
CHA
Medium
elemental,
neutral
13
(+1)
6
(2)
16
(+3)
3
(4)
6
(2)
5
(3)
Armor
Class
19
(natural
armor)
Saving
Throws
Wis
+0
Hit
Points
73
(7d8
+
42)
Damage
Immunities
poison
Speed
20
ft.,
burrow
20
ft.
Condition
Immunities
poisoned
Senses
darkvision
60
ft.,
passive
Perception
8
Not
for
resale.
Permission
granted
to
print
or
photocopy
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document
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use
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System
Reference
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5.1
356
Languages
understands
the
languages
it
knew
in
life
but
cant
speak
Challenge
1/4
(50
XP)
Undead
Fortitude.
If
damage
reduces
the
zombie
to
0
hit
points,
it
must
make
a
Constitution
saving
throw
with
a
DC
of
5
+
the
damage
taken,
unless
the
damage
is
radiant
or
from
a
critical
hit.
On
a
success,
the
zombie
drops
to
1
hit
point
instead.
Actions
Slam.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d6
+
1)
bludgeoning
damage.
Ogre
Zombie
Large
undead,
neutral
evil
Armor
Class
8
Hit
Points
85
(9d10
+
36)
Speed
30
ft.
Actions
Morningstar.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
13
(2d8
+
4)
bludgeoning
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
357
Appendix PH-A:
6
Death
If
an
already
exhausted
creature
suffers
another
effect
that
Conditions
causes
exhaustion,
its
current
level
of
exhaustion
increases
by
the
amount
specified
in
the
effects
description.
A
creature
suffers
the
effect
of
its
current
level
of
Conditions
alter
a
creatures
capabilities
in
a
variety
exhaustion
as
well
as
all
lower
levels.
For
example,
a
creature
of
ways
and
can
arise
as
a
result
of
a
spell,
a
class
suffering
level
2
exhaustion
has
its
speed
halved
and
has
feature,
a
monster s
attack,
or
other
effect.
Most
disadvantage
on
ability
checks.
conditions,
such
as
blinded,
are
impairments,
but
a
An
effect
that
removes
exhaustion
reduces
its
level
as
few,
such
as
invisible,
can
be
advantageous.
specified
in
the
effects
description,
with
all
exhaustion
A
condition
lasts
either
until
it
is
countered
(the
effects
ending
if
a
creatures
exhaustion
level
is
reduced
prone
condition
is
countered
by
standing
up,
for
below
1.
example)
or
for
a
duration
specified
by
the
effect
Finishing
a
long
rest
reduces
a
creatures
exhaustion
level
that
imposed
the
condition.
by
1,
provided
that
the
creature
has
also
ingested
some
food
and
drink.
If
multiple
effects
impose
the
same
condition
on
a
creature,
each
instance
of
the
condition
has
its
own
duration,
but
the
conditions
effects
dont
get
worse.
Frightened
A
creature
either
has
a
condition
or
doesnt.
A
frightened
creature
has
disadvantage
on
ability
The
following
definitions
specify
what
happens
to
checks
and
attack
rolls
while
the
source
of
its
fear
a
creature
while
it
is
subjected
to
a
condition.
is
within
line
of
sight.
The
creature
cant
willingly
move
closer
to
the
Blinded source
of
its
fear.
A
blinded
creature
cant
see
and
automatically
fails
any
ability
check
that
requires
sight.
Grappled
Attack
rolls
against
the
creature
have
advantage,
A
grappled
creatures
speed
becomes
0,
and
it
and
the
creatures
attack
rolls
have
disadvantage.
cant
benefit
from
any
bonus
to
its
speed.
The
condition
ends
if
the
grappler
is
incapacitated
Charmed (see
the
condition).
A
charmed
creature
cant
attack
the
charmer
or
The
condition
also
ends
if
an
effect
removes
the
target
the
charmer
with
harmful
abilities
or
grappled
creature
from
the
reach
of
the
grappler
magical
effects.
or
grappling
effect,
such
as
when
a
creature
is
The
charmer
has
advantage
on
any
ability
check
to
hurled
away
by
the
thunder-wave
spell.
interact
socially
with
the
creature.
Incapacitated
Deafened An
incapacitated
creature
cant
take
actions
or
A
deafened
creature
cant
hear
and
automatically
reactions.
fails
any
ability
check
that
requires
hearing.
Invisible
An
invisible
creature
is
impossible
to
see
without
Exhaustion the
aid
of
magic
or
a
special
sense.
For
the
purpose
Some
special
abilities
and
environmental
hazards,
such
as
of
hiding,
the
creature
is
heavily
obscured.
The
starvation
and
the
long-term
effects
of
freezing
or
scorching
creatures
location
can
be
detected
by
any
noise
it
temperatures,
can
lead
to
a
special
condition
called
makes
or
any
tracks
it
leaves.
exhaustion.
Exhaustion
is
measured
in
six
levels.
An
effect
Attack
rolls
against
the
creature
have
can
give
a
creature
one
or
more
levels
of
exhaustion,
as
disadvantage,
and
the
creatures
attack
rolls
have
specified
in
the
effects
description.
advantage.
Level
Effect
Paralyzed
1
Disadvantage
on
ability
checks
A
paralyzed
creature
is
incapacitated
(see
the
2
Speed
halved
condition)
and
cant
move
or
speak.
3
Disadvantage
on
attack
rolls
and
saving
throws
The
creature
automatically
fails
Strength
and
4
Hit
point
maximum
halved
Dexterity
saving
throws.
5
Speed
reduced
to
0
Attack
rolls
against
the
creature
have
advantage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
358
Any
attack
that
hits
the
creature
is
a
critical
hit
if
Unconscious
the
attacker
is
within
5
feet
of
the
creature.
An
unconscious
creature
is
incapacitated
(see
the
condition),
cant
move
or
speak,
and
is
unaware
of
Petrified its
surroundings
A
petrified
creature
is
transformed,
along
with
any
The
creature
drops
whatever
its
holding
and
falls
nonmagical
object
it
is
wearing
or
carrying,
into
a
prone.
solid
inanimate
substance
(usually
stone).
Its
The
creature
automatically
fails
Strength
and
weight
increases
by
a
factor
of
ten,
and
it
ceases
Dexterity
saving
throws.
aging.
Attack
rolls
against
the
creature
have
advantage.
The
creature
is
incapacitated
(see
the
condition),
Any
attack
that
hits
the
creature
is
a
critical
hit
if
cant
move
or
speak,
and
is
unaware
of
its
the
attacker
is
within
5
feet
of
the
creature.
surroundings.
Attack
rolls
against
the
creature
have
advantage.
The
creature
automatically
fails
Strength
and
Dexterity
saving
throws.
The
creature
has
resistance
to
all
damage.
The
creature
is
immune
to
poison
and
disease,
although
a
poison
or
disease
already
in
its
system
is
suspended,
not
neutralized.
Poisoned
A
poisoned
creature
has
disadvantage
on
attack
rolls
and
ability
checks.
Prone
A
prone
creatures
only
movement
option
is
to
crawl,
unless
it
stands
up
and
thereby
ends
the
condition.
The
creature
has
disadvantage
on
attack
rolls.
An
attack
roll
against
the
creature
has
advantage
if
the
attacker
is
within
5
feet
of
the
creature.
Otherwise,
the
attack
roll
has
disadvantage.
Restrained
A
restrained
creatures
speed
becomes
0,
and
it
cant
benefit
from
any
bonus
to
its
speed.
Attack
rolls
against
the
creature
have
advantage,
and
the
creatures
attack
rolls
have
disadvantage.
The
creature
has
disadvantage
on
Dexterity
saving
throws.
Stunned
A
stunned
creature
is
incapacitated
(see
the
condition),
cant
move,
and
can
speak
only
falteringly.
The
creature
automatically
fails
Strength
and
Dexterity
saving
throws.
Attack
rolls
against
the
creature
have
advantage.
Not
for
resale.
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granted
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print
or
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359
The Egyptian Pantheon
Appendix PH-B: These
gods
are
a
young
dynasty
of
an
ancient
divine
family,
heirs
to
the
rulership
of
the
cosmos
and
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
360
Math
Mathonwy,
god
of
magic
NE
Knowledge
Staff
Morrigan,
goddess
of
battle
CE
War
Two
crossed
spears
Nuada,
god
of
war
and
warriors
N
War
Silver
hand
on
black
background
Oghma,
god
of
speech
and
writing
NG
Knowledge
Unfurled
scroll
Silvanus,
god
of
nature
and
forests
N
Nature
Summer
oak
tree
Greek
Deities
Deity
Alignment
Suggested
Domains
Symbol
Zeus,
god
of
the
sky,
ruler
of
the
gods
N
Tempest
Fist
full
of
lightning
bolts
Aphrodite,
goddess
of
love
and
beauty
CG
Light
Sea
shell
Apollo,
god
of
light,
music,
and
healing
CG
Knowledge,
Life,
Light
Lyre
Ares,
god
of
war
and
strife
CE
War
Spear
Artemis,
goddess
of
hunting
and
childbirth
NG
Life,
Nature
Bow
and
arrow
on
lunar
disk
Athena,
goddess
of
wisdom
and
civilization
LG
Knowledge,
War
Owl
Demeter,
goddess
of
agriculture
NG
Life
Mare s
head
Dionysus,
god
of
mirth
and
wine
CN
Life
Thyrsus
(staff
tipped
with
pine
cone)
Hades,
god
of
the
underworld
LE
Death
Black
ram
Hecate,
goddess
of
magic
and
the
moon
CE
Knowledge,
Trickery
Setting
moon
Hephaestus,
god
of
smithing
and
craft
NG
Knowledge
Hammer
and
anvil
Hera,
goddess
of
marriage
and
intrigue
CN
Trickery
Fan
of
peacock
feathers
Hercules,
god
of
strength
and
adventure
CG
Tempest,
War
Lion s
head
Hermes,
god
of
travel
and
commerce
CG
Trickery
Caduceus
(winged
staff
and
serpents)
Hestia,
goddess
of
home
and
family
NG
Life
Hearth
Nike,
goddess
of
victory
LN
War
Winged
woman
Pan,
god
of
nature
CN
Nature
Syrinx
(pan
pipes)
Poseidon,
god
of
the
sea
and
earthquakes
CN
Tempest
Trident
Tyche,
goddess
of
good
fortune
N
Trickery
Red
pentagram
Egyptian
Deities
Deity
Alignment
Suggested
Domains
Symbol
Re-Horakhty,
god
of
the
sun,
ruler
of
the
gods
LG
Life,
Light
Solar
disk
encircled
by
serpent
Anubis,
god
of
judgment
and
death
LN
Death
Black
jackal
Apep,
god
of
evil,
fire,
and
serpents
NE
Trickery
Flaming
snake
Bast,
goddess
of
cats
and
vengeance
CG
War
Cat
Bes,
god
of
luck
and
music
CN
Trickery
Image
of
the
misshapen
deity
Hathor,
goddess
of
love,
music,
and
motherhood
NG
Life,
Light
Horned
cow s
head
with
lunar
disk
Imhotep,
god
of
crafts
and
medicine
NG
Knowledge
Step
pyramid
Isis,
goddess
of
fertility
and
magic
NG
Knowledge,
Life
Ankh
and
star
Nephthys,
goddess
of
death
and
grief
CG
Death
Horns
around
a
lunar
disk
Osiris,
god
of
nature
and
the
underworld
LG
Life,
Nature
Crook
and
flail
Ptah,
god
of
crafts,
knowledge,
and
secrets
LN
Knowledge
Bull
Set,
god
of
darkness
and
desert
storms
CE
Death,
Tempest,
Trickery
Coiled
cobra
Sobek,
god
of
water
and
crocodiles
LE
Nature,
Tempest
Crocodile
head
with
horns
and
plumes
Thoth,
god
of
knowledge
and
wisdom
N
Knowledge
Ibis
Norse
Deities
Deity
Alignment
Suggested
Domains
Symbol
Odin,
god
of
knowledge
and
war
NG
Knowledge,
War
Watching
blue
eye
Aegir,
god
of
the
sea
and
storms
NE
Tempest
Rough
ocean
waves
Balder,
god
of
beauty
and
poetry
NG
Life,
Light
Gem-encrusted
silver
chalice
Forseti,
god
of
justice
and
law
N
Light
Head
of
a
bearded
man
Frey,
god
of
fertility
and
the
sun
NG
Life,
Light
Ice-blue
greatsword
Freya,
goddess
of
fertility
and
love
NG
Life
Falcon
Not
for
resale.
Permission
granted
to
print
or
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use
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Reference
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5.1
361
Frigga,
goddess
of
birth
and
fertility
N
Life,
Light
Cat
Heimdall,
god
of
watchfulness
and
loyalty
LG
Light,
War
Curling
musical
horn
Hel,
goddess
of
the
underworld
NE
Death
Woman s
face,
rotting
on
one
side
Hermod,
god
of
luck
CN
Trickery
Winged
scroll
Loki,
god
of
thieves
and
trickery
CE
Trickery
Flame
Njord,
god
of
sea
and
wind
NG
Nature,
Tempest
Gold
coin
Odur,
god
of
light
and
the
sun
CG
Light
Solar
disk
Sif,
goddess
of
war
CG
War
Upraised
sword
Skadi,
god
of
earth
and
mountains
N
Nature
Mountain
peak
Surtur,
god
of
fire
giants
and
war
LE
War
Flaming
sword
Thor,
god
of
storms
and
thunder
CG
Tempest,
War
Hammer
Thrym,
god
of
frost
giants
and
cold
CE
War
White
double-bladed
axe
Tyr,
god
of
courage
and
strategy
LN
Knowledge,
War
Sword
Uller,
god
of
hunting
and
winter
CN
Nature
Longbow
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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personal
use
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Reference
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5.1
362
Planar Travel
Appendix PH-C: When
adventurers
travel
into
other
planes
of
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
363
and
true
seeing
spell
grant
that
ability.
Some
magical
actual
homes
are
not
literally
places
at
all,
but
effects
also
extend
from
the
Material
Plane
into
the
exemplify
the
idea
that
the
Outer
Planes
are
realms
Border
Ethereal,
particularly
effects
that
use
force
of
thought
and
spirit.
As
with
the
Elemental
Planes,
energy
such
as
forcecage
and
wall
of
force.
The
one
can
imagine
the
perceptible
part
of
the
Outer
depths
of
the
plane,
the
Deep
Ethereal,
are
a
region
Planes
as
a
sort
of
border
region,
while
extensive
of
swirling
mists
and
colorful
fogs.
spiritual
regions
lie
beyond
ordinary
sensory
The
Astral
Plane
is
the
realm
of
thought
and
experience.
dream,
where
visitors
travel
as
disembodied
souls
to
Even
in
those
perceptible
regions,
appearances
reach
the
planes
of
the
divine
and
demonic.
It
is
a
can
be
deceptive.
Initially,
many
of
the
Outer
Planes
great,
silvery
sea,
the
same
above
and
below,
with
appear
hospitable
and
familiar
to
natives
of
the
swirling
wisps
of
white
and
gray
streaking
among
Material
Plane.
But
the
landscape
can
change
at
the
motes
of
light
resembling
distant
stars.
Erratic
whims
of
the
powerful
forces
that
live
on
the
Outer
whirlpools
of
color
flicker
in
midair
like
spinning
Planes.
The
desires
of
the
mighty
forces
that
dwell
coins.
Occasional bits
of
solid
matter
can
be
found
on
these
planes
can
remake
them
completely,
here,
but
most
of
the
Astral
Plane
is
an
endless,
open
effectively
erasing
and
rebuilding
existence
itself
to
domain.
better
fulfill
their
own
needs.
Distance
is
a
virtually
meaningless
concept
on
the
Inner Planes Outer
Planes.
The
perceptible
regions
of
the
planes
The
Inner
Planes
surround
and
enfold
the
Material
often
seem
quite
small,
but
they
can
also
stretch
on
Plane
and
its
echoes,
providing
the
raw
elemental
to
what
seems
like
infinity.
It
might
be
possible
to
substance
from
which
all
the
worlds
were
made.
The
take
a
guided
tour
of
the
Nine
Hells,
from
the
first
four
Elemental
PlanesAir,
Earth,
Fire,
and
layer
to
the
ninth,
in
a
single
dayif
the
powers
of
Waterform
a
ring
around
the
Material
Plane,
the
Hells
desire
it.
Or
it
could
take
weeks
for
suspended
within
the
churning
Elemental
Chaos.
travelers
to
make
a
grueling
trek
across
a
single
At
their
innermost
edges,
where
they
are
closest
layer.
to
the
Material
Plane
(in
a
conceptual
if
not
a
literal
The
most
well-known
Outer
Planes
are
a
group
of
geographical
sense),
the
four
Elemental
Planes
sixteen
planes
that
correspond
to
the
eight
resemble
a
world
in
the
Material
Plane.
The
four
alignments
(excluding
neutrality)
and
the
shades
of
elements
mingle
together
as
they
do
in
the
Material
distinction
between
them.
Plane,
forming
land,
sea,
and
sky.
Farther
from
the
Material
Plane,
though,
the
Elemental
Planes
are
Outer Planes
both
alien
and
hostile.
Here,
the
elements
exist
in
The
planes
with
some
element
of
good
in
their
their
purest
formgreat
expanses
of
solid
earth,
nature
are
called
the
Upper
Planes.
Celestial
creatures
such
as
angels
and
pegasi
dwell
in
the
blazing
fire,
crystal-clear
water,
and
unsullied
air.
Upper
Planes.
Planes
with
some
element
of
evil
are
These
regions
are
little-known,
so
when
discussing
the
Lower
Planes.
Fiends
such
as
demons
and
devils
the
Plane
of
Fire,
for
example,
a
speaker
usually
means
just
the
border
region.
At
the
farthest
extents
dwell
in
the
Lower
Planes.
A
planes
alignment
is
its
of
the
Inner
Planes,
the
pure
elements
dissolve
and
essence,
and
a
character
whose
alignment
doesnt
bleed
together
into
an
unending
tumult
of
clashing
match
the
planes
experiences
a
profound
sense
of
energies
and
colliding
substance,
the
Elemental
dissonance
there.
When
a
good
creature
visits
Elysium,
for
example
(a
neutral
good
Upper
Plane),
Chaos.
it
feels
in
tune
with
the
plane,
but
an
evil
creature
Outer Planes feels
out
of
tune
and
more
than
a
little
uncomfortable.
If
the
Inner
Planes
are
the
raw
matter
and
energy
that
makes
up
the
multiverse,
the
Outer
Planes
are
Demiplanes
the
direction,
thought
and
purpose
for
such
Demiplanes
are
small
extradimensional
spaces
with
construction.
Accordingly,
many
sages
refer
to
the
their
own
unique
rules.
They
are
pieces
of
reality
Outer
Planes
as
divine
planes,
spiritual
planes,
or
that
dont
seem
to
fit
anywhere
else.
Demiplanes
godly
planes,
for
the
Outer
Planes
are
best
known
as
come
into
being
by
a
variety
of
means.
Some
are
the
homes
of
deities.
created
by
spells,
such
as
demiplane,
or
generated
at
When
discussing
anything
to
do
with
deities,
the
the
desire
of
a
powerful
deity
or
other
force.
They
language
used
must
be
highly
metaphorical.
Their
may
exist
naturally,
as
a
fold
of
existing
reality
that
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
364
has
been
pinched
off
from
the
rest
of
the
multiverse,
or
as
a
baby
universe
growing
in
power.
A
given
demiplane
can
be
entered
through
a
single
point
where
it
touches
another
plane.
Theoretically,
a
plane
shift
spell
can
also
carry
travelers
to
a
demiplane,
but
the
proper
frequency
required
for
the
tuning
fork
is
extremely
hard
to
acquire.
The
gate
spell
is
more
reliable,
assuming
the
caster
knows
of
the
demiplane.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
365
Appendix MM-A:
False
Appearance.
While
the
shrub
remains
motionless,
it
is
indistinguishable
from
a
normal
shrub.
Miscellaneous Actions
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
366
STR
DEX
CON
INT
WIS
CHA
Senses
darkvision
30
ft.,
passive
Perception
11
14
(+2)
12
(+1)
12
(+1)
2
(4)
10
(+0)
5
(3)
Languages
Challenge
0
(10
XP)
Senses
passive
Perception
10
Languages
Keen
Smell.
The
badger
has
advantage
on
Wisdom
Challenge
1/4
(50
XP)
(Perception)
checks
that
rely
on
smell.
Actions
Actions
Beak.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Bite.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d8
+
2)
slashing
damage.
target.
Hit:
1
piercing
damage.
An
axe
beak
is
a
tall
flightless
bird
with
strong
legs
and
a
heavy,
wedge-shaped
beak.
It
has
a
nasty
Bat
disposition
and
tends
to
attack
any
unfamiliar
Tiny
beast,
unaligned
creature
that
wanders
too
close.
Armor
Class
12
Hit
Points
1
(1d4
1)
Baboon
Speed
5
ft.,
fly
30
ft.
Small
beast,
unaligned
STR
DEX
CON
INT
WIS
CHA
Armor
Class
12
2
(4)
15
(+2)
8
(1)
2
(4)
12
(+1)
4
(3)
Hit
Points
3
(1d6)
Speed
30
ft.,
climb
30
ft.
Senses
blindsight
60
ft.,
passive
Perception
11
Languages
STR
DEX
CON
INT
WIS
CHA
Challenge
0
(10
XP)
8
(1)
14
(+2)
11
(+0)
4
(3)
12
(+1)
6
(2)
Senses
passive
Perception
11
Echolocation.
The
bat
cant
use
its
blindsight
while
Languages
deafened.
Challenge
0
(10
XP)
Keen
Hearing.
The
bat
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing.
Pack
Tactics.
The
baboon
has
advantage
on
an
attack
Actions
roll
against
a
creature
if
at
least
one
of
the
baboons
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
Bite.
Melee
Weapon
Attack:
+0
to
hit,
reach
5
ft.,
one
incapacitated.
creature.
Hit:
1
piercing
damage.
Actions
Black
Bear
Bite.
Melee
Weapon
Attack:
+1
to
hit,
reach
5
ft.,
one
Medium
beast,
unaligned
target.
Hit:
1
(1d4
1)
piercing
damage.
Armor
Class
11
(natural
armor)
Hit
Points
19
(3d8
+
6)
Badger
Speed
40
ft.,
climb
30
ft.
Tiny
beast,
unaligned
Armor
Class
10
STR
DEX
CON
INT
WIS
CHA
Hit
Points
3
(1d4
+
1)
15
(+2)
10
(+0)
14
(+2)
2
(4)
12
(+1)
7
(2)
Speed
20
ft.,
burrow
5
ft.
Skills
Perception
+3
STR
DEX
CON
INT
WIS
CHA
Senses
passive
Perception
13
4
(3)
11
(+0)
12
(+1)
2
(4)
12
(+1)
5
(3)
Languages
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
367
Challenge
1/2
(100
XP)
Blood
Hawk
Small
beast,
unaligned
Keen
Smell.
The
bear
has
advantage
on
Wisdom
Armor
Class
12
(Perception)
checks
that
rely
on
smell.
Hit
Points
7
(2d6)
Actions
Speed
10
ft.,
fly
60
ft.
Multiattack.
The
bear
makes
two
attacks:
one
with
its
STR
DEX
CON
INT
WIS
CHA
bite
and
one
with
its
claws.
6
(2)
14
(+2)
10
(+0)
3
(4)
14
(+2)
5
(3)
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Skills
Perception
+4
Claws.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Senses
passive
Perception
14
target.
Hit:
7
(2d4
+
2)
slashing
damage.
Languages
Challenge
1/8
(25
XP)
Blink
Dog
Medium
fey,
lawful
good
Keen
Sight.
The
hawk
has
advantage
on
Wisdom
Armor
Class
13
(Perception)
checks
that
rely
on
sight.
Hit
Points
22
(4d8
+
4)
Pack
Tactics.
The
hawk
has
advantage
on
an
attack
roll
against
a
creature
if
at
least
one
of
the
hawks
allies
is
Speed
40
ft.
within
5
feet
of
the
creature
and
the
ally
isnt
STR
DEX
CON
INT
WIS
CHA
incapacitated.
12
(+1)
17
(+3)
12
(+1)
10
(+0)
13
(+1)
11
(+0)
Actions
Skills
Perception
+3,
Stealth
+5
Beak.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Senses
passive
Perception
13
target.
Hit:
4
(1d4
+
2)
piercing
damage.
Languages
Blink
Dog,
understands
Sylvan
but
cant
speak
it
Taking
its
name
from
its
crimson
feathers
and
Challenge
1/4
(50
XP)
aggressive
nature,
the
blood
hawk
fearlessly
attacks
almost
any
animal,
stabbing
it
with
its
daggerlike
beak.
Blood
hawks
flock
together
in
large
numbers,
Keen
Hearing
and
Smell.
The
dog
has
advantage
on
attacking
as
a
pack
to
take
down
prey.
Wisdom
(Perception)
checks
that
rely
on
hearing
or
smell.
Boar
Actions
Medium
beast,
unaligned
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Armor
Class
11
(natural
armor)
target.
Hit:
4
(1d6
+
1)
piercing
damage.
Hit
Points
11
(2d8
+
2)
Teleport
(Recharge
46).
The
dog
magically
teleports,
Speed
40
ft.
along
with
any
equipment
it
is
wearing
or
carrying,
up
to
40
feet
to
an
unoccupied
space
it
can
see.
Before
or
STR
DEX
CON
INT
WIS
CHA
after
teleporting,
the
dog
can
make
one
bite
attack.
13
(+1)
11
(+0)
12
(+1)
2
(4)
9
(1)
5
(3)
A
blink
dog
takes
its
name
from
its
ability
to
blink
in
Senses
passive
Perception
9
and
out
of
existence,
a
talent
it
uses
to
aid
its
attacks
Languages
and
to
avoid
harm.
Challenge
1/4
(50
XP)
Charge.
If
the
boar
moves
at
least
20
feet
straight
toward
a
target
and
then
hits
it
with
a
tusk
attack
on
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
368
the
same
turn,
the
target
takes
an
extra
3
(1d6)
Senses
passive
Perception
9
slashing
damage.
If
the
target
is
a
creature,
it
must
Languages
succeed
on
a
DC
11
Strength
saving
throw
or
be
knocked
prone.
Challenge
1/8
(25
XP)
Relentless
(Recharges
after
a
Short
or
Long
Rest).
If
Actions
the
boar
takes
7
damage
or
less
that
would
reduce
it
to
0
hit
points,
it
is
reduced
to
1
hit
point
instead.
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
2
(1d4)
bludgeoning
damage.
Actions
Tusk.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Cat
target.
Hit:
4
(1d6
+
1)
slashing
damage.
Tiny
beast,
unaligned
Armor
Class
12
Brown
Bear
Hit
Points
2
(1d4)
Large
beast,
unaligned
Speed
40
ft.,
climb
30
ft.
Armor
Class
11
(natural
armor)
STR
DEX
CON
INT
WIS
CHA
Hit
Points
34
(4d10
+
12)
3
(4)
15
(+2)
10
(+0)
3
(4)
12
(+1)
7
(2)
Speed
40
ft.,
climb
30
ft.
Skills
Perception
+3,
Stealth
+4
STR
DEX
CON
INT
WIS
CHA
Senses
passive
Perception
13
19
(+4)
10
(+0)
16
(+3)
2
(4)
13
(+1)
7
(2)
Languages
Skills
Perception
+3
Challenge
0
(10
XP)
Senses
passive
Perception
13
Languages
Keen
Smell.
The
cat
has
advantage
on
Wisdom
Challenge
1
(200
XP)
(Perception)
checks
that
rely
on
smell.
Actions
Keen
Smell.
The
bear
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
smell.
Claws.
Melee
Weapon
Attack:
+0
to
hit,
reach
5
ft.,
one
target.
Hit:
1
slashing
damage.
Actions
Multiattack.
The
bear
makes
two
attacks:
one
with
its
Constrictor
Snake
bite
and
one
with
its
claws.
Large
beast,
unaligned
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Armor
Class
12
target.
Hit:
8
(1d8
+
4)
piercing
damage.
Hit
Points
13
(2d10
+
2)
Claws.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
11
(2d6
+
4)
slashing
damage.
Speed
30
ft.,
swim
30
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
369
Constrict.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
target
is
grappled
(escape
DC
12).
Until
this
grapple
one
creature.
Hit:
6
(1d8
+
2)
bludgeoning
damage,
and
ends,
the
target
is
restrained,
and
the
crocodile
cant
the
target
is
grappled
(escape
DC
14).
Until
this
grapple
bite
another
target.
ends,
the
creature
is
restrained,
and
the
snake
cant
constrict
another
target.
Death
Dog
Medium
monstrosity,
neutral
evil
Crab
Armor
Class
12
Tiny
beast,
unaligned
Hit
Points
39
(6d8
+
12)
Armor
Class
11
(natural
armor)
Speed
40
ft.
Hit
Points
2
(1d4)
Speed
20
ft.,
swim
20
ft.
STR
DEX
CON
INT
WIS
CHA
15
(+2)
14
(+2)
14
(+2)
3
(4)
13
(+1)
6
(2)
STR
DEX
CON
INT
WIS
CHA
2
(4)
11
(+0)
10
(+0)
1
(5)
8
(1)
2
(4)
Skills
Perception
+5,
Stealth
+4
Senses
darkvision
120
ft.,
passive
Perception
15
Skills
Stealth
+2
Languages
Senses
blindsight
30
ft.,
passive
Perception
9
Challenge
1
(200
XP)
Languages
Challenge
0
(10
XP)
Two-Headed.
The
dog
has
advantage
on
Wisdom
(Perception)
checks
and
on
saving
throws
against
being
Amphibious.
The
crab
can
breathe
air
and
water.
blinded,
charmed,
deafened,
frightened,
stunned,
or
knocked
unconscious.
Actions
Claw.
Melee
Weapon
Attack:
+0
to
hit,
reach
5
ft.,
one
Actions
target.
Hit:
1
bludgeoning
damage.
Multiattack.
The
dog
makes
two
bite
attacks.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Crocodile
target.
Hit:
5
(1d6
+
2)
piercing
damage.
If
the
target
is
a
creature,
it
must
succeed
on
a
DC
12
Constitution
Large
beast,
unaligned
saving
throw
against
disease
or
become
poisoned
until
Armor
Class
12
(natural
armor)
the
disease
is
cured.
Every
24
hours
that
elapse,
the
Hit
Points
19
(3d10
+
3)
creature
must
repeat
the
saving
throw,
reducing
its
hit
point
maximum
by
5
(1d10)
on
a
failure.
This
reduction
Speed
20
ft.,
swim
30
ft.
lasts
until
the
disease
is
cured.
The
creature
dies
if
the
STR
DEX
CON
INT
WIS
CHA
disease
reduces
its
hit
point
maximum
to
0.
15
(+2)
10
(+0)
13
(+1)
2
(4)
10
(+0)
5
(3)
A
death
dog
is
an
ugly
two-headed
hound
that
Skills
Stealth
+2
roams
plains,
and
deserts.
Hate
burns
in
a
death
Senses
passive
Perception
10
dogs
heart,
and
a
taste
for
humanoid
flesh
drives
it
Languages
to
attack
travelers
and
explorers.
Death
dog
saliva
carries
a
foul
disease
that
causes
a
victims
flesh
to
Challenge
1/2
(100
XP)
slowly
rot
off
the
bone.
Hold
Breath.
The
crocodile
can
hold
its
breath
for
15
Deer
minutes.
Medium
beast,
unaligned
Actions
Armor
Class
13
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Hit
Points
4
(1d8)
creature.
Hit:
7
(1d10
+
2)
piercing
damage,
and
the
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
370
Speed
50
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
18
(+4)
10
(+0)
12
(+1)
2
(4)
11
(+0)
7
(2)
11
(+0)
16
(+3)
11
(+0)
2
(4)
14
(+2)
5
(3)
Senses
passive
Perception
10
Senses
passive
Perception
12
Languages
Languages
Challenge
1/4
(50
XP)
Challenge
0
(10
XP)
Actions
Actions
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
9
(2d4
+
4)
bludgeoning
damage.
Bite.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
target.
Hit:
2
(1d4)
piercing
damage.
Eagle
Dire
Wolf
Small
beast,
unaligned
Large
beast,
unaligned
Armor
Class
12
Armor
Class
14
(natural
armor)
Hit
Points
3
(1d6)
Hit
Points
37
(5d10
+
10)
Speed
10
ft.,
fly
60
ft.
Speed
50
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
6
(2)
15
(+2)
10
(+0)
2
(4)
14
(+2)
7
(2)
17
(+3)
15
(+2)
15
(+2)
3
(4)
12
(+1)
7
(2)
Skills
Perception
+4
Skills
Perception
+3,
Stealth
+4
Senses
passive
Perception
14
Senses
passive
Perception
13
Languages
Languages
Challenge
0
(10
XP)
Challenge
1
(200
XP)
Keen
Sight.
The
eagle
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
sight.
Keen
Hearing
and
Smell.
The
wolf
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Actions
smell.
Talons.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Pack
Tactics.
The
wolf
has
advantage
on
an
attack
roll
one
target.
Hit:
4
(1d4
+
2)
slashing
damage.
against
a
creature
if
at
least
one
of
the
wolfs
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
incapacitated.
Elephant
Huge
beast,
unaligned
Actions
Armor
Class
12
(natural
armor)
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
piercing
damage.
If
the
target
is
Hit
Points
76
(8d12
+
24)
a
creature,
it
must
succeed
on
a
DC
13
Strength
saving
Speed
40
ft.
throw
or
be
knocked
prone.
STR
DEX
CON
INT
WIS
CHA
22
(+6)
9
(1)
17
(+3)
3
(4)
11
(+0)
6
(2)
Draft
Horse
Large
beast,
unaligned
Senses
passive
Perception
10
Languages
Armor
Class
10
Challenge
4
(1,100
XP)
Hit
Points
19
(3d10
+
3)
Speed
40
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
371
Trampling
Charge.
If
the
elephant
moves
at
least
20
STR
DEX
CON
INT
WIS
CHA
feet
straight
toward
a
creature
and
then
hits
it
with
a
4
(3)
18
(+4)
11
(+0)
2
(4)
12
(+1)
5
(3)
gore
attack
on
the
same
turn,
that
target
must
succeed
on
a
DC
12
Strength
saving
throw
or
be
knocked
prone.
Senses
blindsight
10
ft.,
passive
Perception
11
If
the
target
is
prone,
the
elephant
can
make
one
Languages
stomp
attack
against
it
as
a
bonus
action.
Challenge
1/8
(25
XP)
Actions
Gore.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
Flyby.
The
snake
doesnt
provoke
opportunity
attacks
target.
Hit:
19
(3d8
+
6)
piercing
damage.
when
it
flies
out
of
an
enemys
reach.
Stomp.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
Actions
one
prone
creature.
Hit:
22
(3d10
+
6)
bludgeoning
damage.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
1
piercing
damage
plus
7
(3d4)
poison
damage.
Elk
Large
beast,
unaligned
A
flying
snake
is
a
brightly
colored,
winged
serpent
Armor
Class
10
found
in
remote
jungles.
Tribespeople
and
cultists
sometimes
domesticate
flying
snakes
to
serve
as
Hit
Points
13
(2d10
+
2)
messengers
that
deliver
scrolls
wrapped
in
their
Speed
50
ft.
coils.
STR
DEX
CON
INT
WIS
CHA
16
(+3)
10
(+0)
12
(+1)
2
(4)
10
(+0)
6
(2)
Frog
Tiny
beast,
unaligned
Senses
passive
Perception
10
Languages
Armor
Class
11
Challenge
1/4
(50
XP)
Hit
Points
1
(1d4
1)
Speed
20
ft.,
swim
20
ft.
Charge.
If
the
elk
moves
at
least
20
feet
straight
STR
DEX
CON
INT
WIS
CHA
toward
a
target
and
then
hits
it
with
a
ram
attack
on
1
(5)
13
(+1)
8
(1)
1
(5)
8
(1)
3
(4)
the
same
turn,
the
target
takes
an
extra
7
(2d6)
damage.
If
the
target
is
a
creature,
it
must
succeed
on
Skills
Perception
+1,
Stealth
+3
a
DC
13
Strength
saving
throw
or
be
knocked
prone.
Senses
darkvision
30
ft.,
passive
Perception
11
Actions
Languages
Challenge
0
(0
XP)
Ram.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
bludgeoning
damage.
Hooves.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
Amphibious.
The
frog
can
breathe
air
and
water.
one
prone
creature.
Hit:
8
(2d4
+
3)
bludgeoning
Standing
Leap.
The
frogs
long
jump
is
up
to
10
feet
damage.
and
its
high
jump
is
up
to
5
feet,
with
or
without
a
running
start.
Flying
Snake
A
frog
has
no
effective
attacks.
It
feeds
on
small
Tiny
beast,
unaligned
insects
and
typically
dwells
near
water,
in
trees,
or
Armor
Class
14
underground.
The
frogs
statistics
can
also
be
used
to
Hit
Points
5
(2d4)
represent
a
toad.
Speed
30
ft.,
fly
60
ft.,
swim
30
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
372
Giant
Ape
Giant
Bat
Huge
beast,
unaligned
Large
beast,
unaligned
Armor
Class
12
Armor
Class
13
Hit
Points
157
(15d12
+
60)
Hit
Points
22
(4d10)
Speed
40
ft.,
climb
40
ft.
Speed
10
ft.,
fly
60
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
23
(+6)
14
(+2)
18
(+4)
7
(2)
12
(+1)
7
(2)
15
(+2)
16
(+3)
11
(+0)
2
(4)
12
(+1)
6
(2)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
373
Actions
grapple
ends,
the
creature
is
restrained,
and
the
snake
cant
constrict
another
target.
Tusk.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
slashing
damage.
Giant
Crab
Giant
Centipede
Medium
beast,
unaligned
Small
beast,
unaligned
Armor
Class
15
(natural
armor)
Armor
Class
13
(natural
armor)
Hit
Points
13
(3d8)
Hit
Points
4
(1d6
+
1)
Speed
30
ft.,
swim
30
ft.
Speed
30
ft.,
climb
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
13
(+1)
15
(+2)
11
(+0)
1
(5)
9
(1)
3
(4)
5
(3)
14
(+2)
12
(+1)
1
(5)
7
(2)
3
(4)
Skills
Stealth
+4
Senses
blindsight
30
ft.,
passive
Perception
8
Senses
blindsight
30
ft.,
passive
Perception
9
Languages
Languages
Challenge
1/4
(50
XP)
Challenge
1/8
(25
XP)
Actions
Amphibious.
The
crab
can
breathe
air
and
water.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
creature.
Hit:
4
(1d4
+
2)
piercing
damage,
and
the
Actions
target
must
succeed
on
a
DC
11
Constitution
saving
Claw.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
throw
or
take
10
(3d6)
poison
damage.
If
the
poison
target.
Hit:
4
(1d6
+
1)
bludgeoning
damage,
and
the
damage
reduces
the
target
to
0
hit
points,
the
target
is
target
is
grappled
(escape
DC
11).
The
crab
has
two
stable
but
poisoned
for
1
hour,
even
after
regaining
hit
claws,
each
of
which
can
grapple
only
one
target.
points,
and
is
paralyzed
while
poisoned
in
this
way.
Giant
Crocodile
Giant
Constrictor
Snake
Huge
beast,
unaligned
Huge
beast,
unaligned
Armor
Class
14
(natural
armor)
Armor
Class
12
Hit
Points
85
(9d12
+
27)
Hit
Points
60
(8d12
+
8)
Speed
30
ft.,
swim
50
ft.
Speed
30
ft.,
swim
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
21
(+5)
9
(1)
17
(+3)
2
(4)
10
(+0)
7
(2)
19
(+4)
14
(+2)
12
(+1)
1
(5)
10
(+0)
3
(4)
Skills
Stealth
+5
Skills
Perception
+2
Senses
passive
Perception
10
Senses
blindsight
10
ft.,
passive
Perception
12
Languages
Languages
Challenge
5
(1,800
XP)
Challenge
2
(450
XP)
Actions
Hold
Breath.
The
crocodile
can
hold
its
breath
for
30
minutes.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
creature.
Hit:
11
(2d6
+
4)
piercing
damage.
Actions
Constrict.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Multiattack.
The
crocodile
makes
two
attacks:
one
one
creature.
Hit:
13
(2d8
+
4)
bludgeoning
damage,
with
its
bite
and
one
with
its
tail.
and
the
target
is
grappled
(escape
DC
16).
Until
this
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
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use
only.
System
Reference
Document
5.1
374
Bite.
Melee
Weapon
Attack:
+8
to
hit,
reach
5
ft.,
one
Speed
60
ft.
target.
Hit:
21
(3d10
+
5)
piercing
damage,
and
the
target
is
grappled
(escape
DC
16).
Until
this
grapple
STR
DEX
CON
INT
WIS
CHA
ends,
the
target
is
restrained,
and
the
crocodile
cant
19
(+4)
16
(+3)
14
(+2)
7
(2)
14
(+2)
10
(+0)
bite
another
target.
Skills
Perception
+4
Tail.
Melee
Weapon
Attack:
+8
to
hit,
reach
10
ft.,
one
Senses
passive
Perception
14
target
not
grappled
by
the
crocodile.
Hit:
14
(2d8
+
5)
bludgeoning
damage.
If
the
target
is
a
creature,
it
must
Languages
Giant
Elk,
understands
Common,
Elvish,
and
succeed
on
a
DC
16
Strength
saving
throw
or
be
Sylvan
but
cant
speak
them
knocked
prone.
Challenge
2
(450
XP)
Giant
Eagle
Charge.
If
the
elk
moves
at
least
20
feet
straight
Large
beast,
neutral
good
toward
a
target
and
then
hits
it
with
a
ram
attack
on
the
same
turn,
the
target
takes
an
extra
7
(2d6)
Armor
Class
13
damage.
If
the
target
is
a
creature,
it
must
succeed
on
Hit
Points
26
(4d10
+
4)
a
DC
14
Strength
saving
throw
or
be
knocked
prone.
Speed
10
ft.,
fly
80
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
Ram.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
16
(+3)
17
(+3)
13
(+1)
8
(1)
14
(+2)
10
(+0)
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Skills
Perception
+4
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
prone
creature.
Hit:
22
(4d8
+
4)
bludgeoning
Senses
passive
Perception
14
damage.
Languages
Giant
Eagle,
understands
Common
and
Auran
but
cant
speak
them
The
majestic
giant
elk
is
rare
to
the
point
that
its
Challenge
1
(200
XP)
appearance
is
often
taken
as
a
foreshadowing
of
an
important
event,
such
as
the
birth
of
a
king.
Legends
Keen
Sight.
The
eagle
has
advantage
on
Wisdom
tell
of
gods
that
take
the
form
of
giant
elk
when
(Perception)
checks
that
rely
on
sight.
visiting
the
Material
Plane.
Many
cultures
therefore
believe
that
to
hunt
these
creatures
is
to
invite
Actions
divine
wrath.
Multiattack.
The
eagle
makes
two
attacks:
one
with
its
beak
and
one
with
its
talons.
Giant
Fire
Beetle
Beak.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Small
beast,
unaligned
target.
Hit:
6
(1d6
+
3)
piercing
damage.
Armor
Class
13
(natural
armor)
Talons.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
Hit
Points
4
(1d6
+
1)
one
target.
Hit:
10
(2d6
+
3)
slashing
damage.
Speed
30
ft.
A
giant
eagle
is
a
noble
creature
that
speaks
its
own
STR
DEX
CON
INT
WIS
CHA
language
and
understands
speech
in
the
Common
8
(1)
10
(+0)
12
(+1)
1
(5)
7
(2)
3
(4)
tongue.
A
mated
pair
of
giant
eagles
typically
has
up
to
four
eggs
or
young
in
their
nest
(treat
the
young
Senses
blindsight
30
ft.,
passive
Perception
8
as
normal
eagles).
Languages
Giant
Elk
Challenge
0
(10
XP)
Huge
beast,
unaligned
Armor
Class
14
(natural
armor)
Illumination.
The
beetle
sheds
bright
light
in
a
10-foot
radius
and
dim
light
for
an
additional
10
feet.
Hit
Points
42
(5d12
+
10)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
375
Actions
feet
of
movement,
exiting
prone.
Bite.
Melee
Weapon
Attack:
+1
to
hit,
reach
5
ft.,
one
target.
Hit:
2
(1d6
1)
slashing
damage.
Giant
Goat
Large
beast,
unaligned
A
giant
fire
beetle
is
a
nocturnal
creature
that
takes
Armor
Class
11
(natural
armor)
its
name
from
a
pair
of
glowing
glands
that
give
off
Hit
Points
19
(3d10
+
3)
light.
Miners
and
adventurers
prize
these
creatures,
for
a
giant
fire
beetles
glands
continue
to
shed
light
Speed
40
ft.
for
1d6
days
after
the
beetle
dies.
Giant
fire
beetles
STR
DEX
CON
INT
WIS
CHA
are
most
commonly
found
underground
and
in
dark
forests.
17
(+3)
11
(+0)
12
(+1)
3
(4)
12
(+1)
6
(2)
Senses
passive
Perception
11
Giant
Frog
Languages
Medium
beast,
unaligned
Challenge
1/2
(100
XP)
Armor
Class
11
Hit
Points
18
(4d8)
Charge.
If
the
goat
moves
at
least
20
feet
straight
Speed
30
ft.,
swim
30
ft.
toward
a
target
and
then
hits
it
with
a
ram
attack
on
the
same
turn,
the
target
takes
an
extra
5
(2d4)
STR
DEX
CON
INT
WIS
CHA
bludgeoning
damage.
If
the
target
is
a
creature,
it
must
12
(+1)
13
(+1)
11
(+0)
2
(4)
10
(+0)
3
(4)
succeed
on
a
DC
13
Strength
saving
throw
or
be
knocked
prone.
Skills
Perception
+2,
Stealth
+3
Sure-Footed.
The
goat
has
advantage
on
Strength
and
Senses
darkvision
30
ft.,
passive
Perception
12
Dexterity
saving
throws
made
against
effects
that
Languages
would
knock
it
prone.
Challenge
1/4
(50
XP)
Actions
Ram.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Amphibious.
The
frog
can
breathe
air
and
water.
target.
Hit:
8
(2d4
+
3)
bludgeoning
damage.
Standing
Leap.
The
frogs
long
jump
is
up
to
20
feet
and
its
high
jump
is
up
to
10
feet,
with
or
without
a
running
start.
Giant
Hyena
Large
beast,
unaligned
Actions
Armor
Class
12
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Hit
Points
45
(6d10
+
12)
target.
Hit:
4
(1d6
+
1)
piercing
damage,
and
the
target
Speed
50
ft.
is
grappled
(escape
DC
11).
Until
this
grapple
ends,
the
target
is
restrained,
and
the
frog
cant
bite
another
STR
DEX
CON
INT
WIS
CHA
target.
16
(+3)
14
(+2)
14
(+2)
2
(4)
12
(+1)
7
(2)
Swallow.
The
frog
makes
one
bite
attack
against
a
Small
or
smaller
target
it
is
grappling.
If
the
attack
hits,
Skills
Perception
+3
the
target
is
swallowed,
and
the
grapple
ends.
The
Senses
passive
Perception
13
swallowed
target
is
blinded
and
restrained,
it
has
total
Languages
cover
against
attacks
and
other
effects
outside
the
frog,
Challenge
1
(200
XP)
and
it
takes
5
(2d4)
acid
damage
at
the
start
of
each
of
the
frogs
turns.
The
frog
can
have
only
one
target
swallowed
at
a
time.
Rampage.
When
the
hyena
reduces
a
creature
to
0
hit
If
the
frog
dies,
a
swallowed
creature
is
no
longer
points
with
a
melee
attack
on
its
turn,
the
hyena
can
restrained
by
it
and
can
escape
from
the
corpse
using
5
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
376
take
a
bonus
action
to
move
up
to
half
its
speed
and
Underwater
Camouflage.
The
octopus
has
advantage
make
a
bite
attack.
on
Dexterity
(Stealth)
checks
made
while
underwater.
Water
Breathing.
The
octopus
can
breathe
only
Actions
underwater.
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
piercing
damage.
Actions
Tentacles.
Melee
Weapon
Attack:
+5
to
hit,
reach
15
ft.,
Giant
Lizard
one
target.
Hit:
10
(2d6
+
3)
bludgeoning
damage.
If
the
target
is
a
creature,
it
is
grappled
(escape
DC
16).
Large
beast,
unaligned
Until
this
grapple
ends,
the
target
is
restrained,
and
the
Armor
Class
12
(natural
armor)
octopus
cant
use
its
tentacles
on
another
target.
Hit
Points
19
(3d10
+
3)
Ink
Cloud
(Recharges
after
a
Short
or
Long
Rest).
A
20-
Speed
30
ft.,
climb
30
ft.
foot-radius
cloud
of
ink
extends
all
around
the
octopus
if
it
is
underwater.
The
area
is
heavily
obscured
for
1
STR
DEX
CON
INT
WIS
CHA
minute,
although
a
significant
current
can
disperse
the
15
(+2)
12
(+1)
13
(+1)
2
(4)
10
(+0)
5
(3)
ink.
After
releasing
the
ink,
the
octopus
can
use
the
Dash
action
as
a
bonus
action.
Senses
darkvision
30
ft.,
passive
Perception
10
Languages
Giant
Owl
Challenge
1/4
(50
XP)
Large
beast,
neutral
Actions
Armor
Class
12
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Hit
Points
19
(3d10
+
3)
target.
Hit:
6
(1d8
+
2)
piercing
damage.
Speed
5
ft.,
fly
60
ft.
STR
DEX
CON
INT
WIS
CHA
A
giant
lizard
can
be
ridden
or
used
as
a
draft
animal.
Lizardfolk
also
keep
them
as
pets,
and
13
(+1)
15
(+2)
12
(+1)
8
(1)
13
(+1)
10
(+0)
subterranean
giant
lizards
are
used
as
mounts
and
Skills
Perception
+5,
Stealth
+4
pack
animals
by
drow,
duergar,
and
others.
Senses
darkvision
120
ft.,
passive
Perception
15
Languages
Giant
Owl,
understands
Common,
Elvish,
Giant
Octopus
and
Sylvan
but
cant
speak
them
Large
beast,
unaligned
Challenge
1/4
(50
XP)
Armor
Class
11
Hit
Points
52
(8d10
+
8)
Flyby.
The
owl
doesnt
provoke
opportunity
attacks
Speed
10
ft.,
swim
60
ft.
when
it
flies
out
of
an
enemys
reach.
Keen
Hearing
and
Sight.
The
owl
has
advantage
on
STR
DEX
CON
INT
WIS
CHA
Wisdom
(Perception)
checks
that
rely
on
hearing
or
17
(+3)
13
(+1)
13
(+1)
4
(3)
10
(+0)
4
(3)
sight.
Skills
Perception
+4,
Stealth
+5
Actions
Senses
darkvision
60
ft.,
passive
Perception
14
Talons.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
Languages
one
target.
Hit:
8
(2d6
+
1)
slashing
damage.
Challenge
1
(200
XP)
Giant
owls
often
befriend
fey
and
other
sylvan
Hold
Breath.
While
out
of
water,
the
octopus
can
hold
creatures
and
are
guardians
of
their
woodland
its
breath
for
1
hour.
realms.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
377
Giant
Poisonous
Snake
Variant: Diseased Giant Rats
Medium
beast,
unaligned
Some
giant
rats
carry
vile
diseases
that
they
spread
with
their
bites.
A
diseased
giant
rat
has
a
challenge
rating
of
1/8
(25
Armor
Class
14
XP)
and
the
following
action
instead
of
its
normal
bite
attack.
Hit
Points
11
(2d8
+
2)
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d4
+
2)
piercing
damage.
If
the
target
is
a
Speed
30
ft.,
swim
30
ft.
creature,
it
must
succeed
on
a
DC
10
Constitution
saving
STR
DEX
CON
INT
WIS
CHA
throw
or
contract
a
disease.
Until
the
disease
is
cured,
the
target
cant
regain
hit
points
except
by
magical
means,
and
10
(+0)
18
(+4)
13
(+1)
2
(4)
10
(+0)
3
(4)
the
targets
hit
point
maximum
decreases
by
3
(1d6)
every
24
hours.
If
the
targets
hit
point
maximum
drops
to
0
as
a
result
Skills
Perception
+2
of
this
disease,
the
target
dies.
Senses
blindsight
10
ft.,
passive
Perception
12
Languages
Giant
Scorpion
Challenge
1/4
(50
XP)
Large
beast,
unaligned
Actions
Armor
Class
15
(natural
armor)
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
10
ft.,
one
Hit
Points
52
(7d10
+
14)
target.
Hit:
6
(1d4
+
4)
piercing
damage,
and
the
target
Speed
40
ft.
must
make
a
DC
11
Constitution
saving
throw,
taking
10
(3d6)
poison
damage
on
a
failed
save,
or
half
as
STR
DEX
CON
INT
WIS
CHA
much
damage
on
a
successful
one.
15
(+2)
13
(+1)
15
(+2)
1
(5)
9
(1)
3
(4)
Senses
blindsight
60
ft.,
passive
Perception
9
Giant
Rat
Languages
Small
beast,
unaligned
Challenge
3
(700
XP)
Armor
Class
12
Hit
Points
7
(2d6)
Actions
Speed
30
ft.
Multiattack.
The
scorpion
makes
three
attacks:
two
with
its
claws
and
one
with
its
sting.
STR
DEX
CON
INT
WIS
CHA
Claw.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
7
(2)
15
(+2)
11
(+0)
2
(4)
10
(+0)
4
(3)
target.
Hit:
6
(1d8
+
2)
bludgeoning
damage,
and
the
Senses
darkvision
60
ft.,
passive
Perception
10
target
is
grappled
(escape
DC
12).
The
scorpion
has
two
claws,
each
of
which
can
grapple
only
one
target.
Languages
Sting.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Challenge
1/8
(25
XP)
creature.
Hit:
7
(1d10
+
2)
piercing
damage,
and
the
target
must
make
a
DC
12
Constitution
saving
throw,
Keen
Smell.
The
rat
has
advantage
on
Wisdom
taking
22
(4d10)
poison
damage
on
a
failed
save,
or
(Perception)
checks
that
rely
on
smell.
half
as
much
damage
on
a
successful
one.
Pack
Tactics.
The
rat
has
advantage
on
an
attack
roll
against
a
creature
if
at
least
one
of
the
rats
allies
is
Giant
Sea
Horse
within
5
feet
of
the
creature
and
the
ally
isnt
Large
beast,
unaligned
incapacitated.
Armor
Class
13
(natural
armor)
Actions
Hit
Points
16
(3d10)
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Speed
0
ft.,
swim
40
ft.
target.
Hit:
4
(1d4
+
2)
piercing
damage.
STR
DEX
CON
INT
WIS
CHA
12
(+1)
15
(+2)
11
(+0)
2
(4)
12
(+1)
5
(3)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
378
Senses
passive
Perception
11
A
giant
shark
is
30
feet
long
and
normally
found
in
deep
oceans.
Utterly
fearless,
it
preys
on
anything
Languages
that
crosses
its
path,
including
whales
and
ships.
Challenge
1/2
(100
XP)
Giant
Spider
Charge.
If
the
sea
horse
moves
at
least
20
feet
straight
toward
a
target
and
then
hits
it
with
a
ram
attack
on
Large
beast,
unaligned
the
same
turn,
the
target
takes
an
extra
7
(2d6)
Armor
Class
14
(natural
armor)
bludgeoning
damage.
It
the
target
is
a
creature,
it
must
Hit
Points
26
(4d10
+
4)
succeed
on
a
DC
11
Strength
saving
throw
or
be
knocked
prone.
Speed
30
ft.,
climb
30
ft.
Water
Breathing.
The
sea
horse
can
breathe
only
STR
DEX
CON
INT
WIS
CHA
underwater.
14
(+2)
16
(+3)
12
(+1)
2
(4)
11
(+0)
4
(3)
Actions
Skills
Stealth
+7
Ram.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
target.
Hit:
4
(1d6
+
1)
bludgeoning
damage.
Perception
10
Languages
Like
their
smaller
kin,
giant
sea
horses
are
shy,
Challenge
1
(200
XP)
colorful
fish
with
elongated
bodies
and
curled
tails.
Aquatic
elves
train
them
as
mounts.
Spider
Climb.
The
spider
can
climb
difficult
surfaces,
including
upside
down
on
ceilings,
without
needing
to
Giant
Shark
make
an
ability
check.
Huge
beast,
unaligned
Web
Sense.
While
in
contact
with
a
web,
the
spider
Armor
Class
13
(natural
armor)
knows
the
exact
location
of
any
other
creature
in
contact
with
the
same
web.
Hit
Points
126
(11d12
+
55)
Web
Walker.
The
spider
ignores
movement
restrictions
Speed
0
ft.,
swim
50
ft.
caused
by
webbing.
STR
DEX
CON
INT
WIS
CHA
Actions
23
(+6)
11
(+0)
21
(+5)
1
(5)
10
(+0)
5
(3)
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Skills
Perception
+3
creature.
Hit:
7
(1d8
+
3)
piercing
damage,
and
the
Senses
blindsight
60
ft.,
passive
Perception
13
target
must
make
a
DC
11
Constitution
saving
throw,
taking
9
(2d8)
poison
damage
on
a
failed
save,
or
half
Languages
as
much
damage
on
a
successful
one.
If
the
poison
Challenge
5
(1,800
XP)
damage
reduces
the
target
to
0
hit
points,
the
target
is
stable
but
poisoned
for
1
hour,
even
after
regaining
hit
Blood
Frenzy.
The
shark
has
advantage
on
melee
attack
points,
and
is
paralyzed
while
poisoned
in
this
way.
rolls
against
any
creature
that
doesnt
have
all
its
hit
Web
(Recharge
56).
Ranged
Weapon
Attack:
+5
to
hit,
points.
range
30/60
ft.,
one
creature.
Hit:
The
target
is
Water
Breathing.
The
shark
can
breathe
only
restrained
by
webbing.
As
an
action,
the
restrained
underwater.
target
can
make
a
DC
12
Strength
check,
bursting
the
webbing
on
a
success.
The
webbing
can
also
be
Actions
attacked
and
destroyed
(AC
10;
hp
5;
vulnerability
to
fire
damage;
immunity
to
bludgeoning,
poison,
and
Bite.
Melee
Weapon
Attack:
+9
to
hit,
reach
5
ft.,
one
psychic
damage).
target.
Hit:
22
(3d10
+
6)
piercing
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
379
To
snare
its
prey,
a
giant
spider
spins
elaborate
Speed
10
ft.,
fly
60
ft.
webs
or
shoots
sticky
strands
of
webbing
from
its
abdomen.
Giant
spiders
are
most
commonly
found
STR
DEX
CON
INT
WIS
CHA
underground,
making
their
lairs
on
ceilings
or
in
15
(+2)
10
(+0)
15
(+2)
6
(2)
12
(+1)
7
(2)
dark,
web-filled
crevices.
Such
lairs
are
often
festooned
with
web
cocoons
holding
past
victims.
Skills
Perception
+3
Senses
passive
Perception
13
Giant
Toad
Languages
understands
Common
but
cant
speak
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
380
target
must
make
a
DC
11
Constitution
saving
throw,
Spider
Climb.
The
spider
can
climb
difficult
surfaces,
taking
10
(3d6)
poison
damage
on
a
failed
save,
or
half
including
upside
down
on
ceilings,
without
needing
to
as
much
damage
on
a
successful
one.
If
the
poison
make
an
ability
check.
damage
reduces
the
target
to
0
hit
points,
the
target
is
Web
Sense.
While
in
contact
with
a
web,
the
spider
stable
but
poisoned
for
1
hour,
even
after
regaining
hit
knows
the
exact
location
of
any
other
creature
in
points,
and
is
paralyzed
while
poisoned
in
this
way.
contact
with
the
same
web.
Web
Walker.
The
spider
ignores
movement
restrictions
Giant
Weasel
caused
by
webbing.
Medium
beast,
unaligned
Actions
Armor
Class
13
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Hit
Points
9
(2d8)
creature.
Hit:
4
(1d6
+
1)
piercing
damage,
and
the
Speed
40
ft.
target
must
make
a
DC
11
Constitution
saving
throw,
taking
7
(2d6)
poison
damage
on
a
failed
save,
or
half
STR
DEX
CON
INT
WIS
CHA
as
much
damage
on
a
successful
one.
If
the
poison
11
(+0)
16
(+3)
10
(+0)
4
(3)
12
(+1)
5
(3)
damage
reduces
the
target
to
0
hit
points,
the
target
is
stable
but
poisoned
for
1
hour,
even
after
regaining
hit
Skills
Perception
+3,
Stealth
+5
points,
and
is
paralyzed
while
poisoned
in
this
way.
Senses
darkvision
60
ft.,
passive
Perception
13
Languages
Smaller
than
a
giant
spider,
a
giant
wolf
spider
Challenge
1/8
(25
XP)
hunts
prey
across
open
ground
or
hides
in
a
burrow
or
crevice,
or
in
a
hidden
cavity
beneath
debris.
Keen
Hearing
and
Smell.
The
weasel
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Goat
smell.
Medium
beast,
unaligned
Actions
Armor
Class
10
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Hit
Points
4
(1d8)
target.
Hit:
5
(1d4
+
3)
piercing
damage.
Speed
40
ft.
STR
DEX
CON
INT
WIS
CHA
Giant
Wolf
Spider
12
(+1)
10
(+0)
11
(+0)
2
(4)
10
(+0)
5
(3)
Medium
beast,
unaligned
Senses
passive
Perception
10
Armor
Class
13
Languages
Hit
Points
11
(2d8
+
2)
Challenge
0
(10
XP)
Speed
40
ft.,
climb
40
ft.
STR
DEX
CON
INT
WIS
CHA
Charge.
If
the
goat
moves
at
least
20
feet
straight
12
(+1)
16
(+3)
13
(+1)
3
(4)
12
(+1)
4
(3)
toward
a
target
and
then
hits
it
with
a
ram
attack
on
the
same
turn,
the
target
takes
an
extra
2
(1d4)
Skills
Perception
+3,
Stealth
+7
bludgeoning
damage.
If
the
target
is
a
creature,
it
must
Senses
blindsight
10
ft.,
darkvision
60
ft.,
passive
succeed
on
a
DC
10
Strength
saving
throw
or
be
Perception
13
knocked
prone.
Languages
Sure-Footed.
The
goat
has
advantage
on
Strength
and
Challenge
1/4
(50
XP)
Dexterity
saving
throws
made
against
effects
that
would
knock
it
prone.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
381
Actions
Actions
Ram.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
3
(1d4
+
1)
bludgeoning
damage.
target.
Hit:
13
(2d8
+
4)
piercing
damage.
Hawk
Smaller
than
a
giant
shark
but
larger
and
fiercer
than
a
reef
shark,
a
hunter
shark
haunts
deep
Tiny
beast,
unaligned
waters.
It
usually
hunts
alone,
but
multiple
hunter
Armor
Class
13
sharks
might
feed
in
the
same
area.
A
fully
grown
Hit
Points
1
(1d4
1)
hunter
shark
is
15
to
20
feet
long.
Speed
10
ft.,
fly
60
ft.
Hyena
STR
DEX
CON
INT
WIS
CHA
Medium
beast,
unaligned
5
(3)
16
(+3)
8
(1)
2
(4)
14
(+2)
6
(2)
Armor
Class
11
Skills
Perception
+4
Hit
Points
5
(1d8
+
1)
Senses
passive
Perception
14
Speed
50
ft.
Languages
Challenge
0
(10
XP)
STR
DEX
CON
INT
WIS
CHA
Actions
Languages
Challenge
0
(10
XP)
Talons.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
1
slashing
damage.
Pack
Tactics.
The
hyena
has
advantage
on
an
attack
roll
against
a
creature
if
at
least
one
of
the
hyenas
Hunter
Shark
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
Large
beast,
unaligned
incapacitated.
Armor
Class
12
(natural
armor)
Actions
Hit
Points
45
(6d10
+
12)
Bite.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
Speed
0
ft.,
swim
40
ft.
target.
Hit:
3
(1d6)
piercing
damage.
STR
DEX
CON
INT
WIS
CHA
18
(+4)
13
(+1)
15
(+2)
1
(5)
10
(+0)
4
(3)
Jackal
Skills
Perception
+2
Small
beast,
unaligned
Senses
blindsight
30
ft.,
passive
Perception
12
Armor
Class
12
Languages
Hit
Points
3
(1d6)
Challenge
2
(450
XP)
Speed
40
ft.
STR
DEX
CON
INT
WIS
CHA
Blood
Frenzy.
The
shark
has
advantage
on
melee
attack
8
(1)
15
(+2)
11
(+0)
3
(4)
12
(+1)
6
(2)
rolls
against
any
creature
that
doesnt
have
all
its
hit
points.
Skills
Perception
+3
Water
Breathing.
The
shark
can
breathe
only
Senses
passive
Perception
13
underwater.
Languages
Challenge
0
(10
XP)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
382
Skills
Perception
+3,
Stealth
+6
Keen
Hearing
and
Smell.
The
jackal
has
advantage
on
Senses
passive
Perception
13
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Languages
smell.
Challenge
1
(200
XP)
Pack
Tactics.
The
jackal
has
advantage
on
an
attack
roll
against
a
creature
if
at
least
one
of
the
jackals
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
Keen
Smell.
The
lion
has
advantage
on
Wisdom
incapacitated.
(Perception)
checks
that
rely
on
smell.
Pack
Tactics.
The
lion
has
advantage
on
an
attack
roll
Actions
against
a
creature
if
at
least
one
of
the
lions
allies
is
Bite.
Melee
Weapon
Attack:
+1
to
hit,
reach
5
ft.,
one
within
5
feet
of
the
creature
and
the
ally
isnt
target.
Hit:
1
(1d4
1)
piercing
damage.
incapacitated.
Pounce.
If
the
lion
moves
at
least
20
feet
straight
Killer
Whale
toward
a
creature
and
then
hits
it
with
a
claw
attack
on
the
same
turn,
that
target
must
succeed
on
a
DC
13
Huge
beast,
unaligned
Strength
saving
throw
or
be
knocked
prone.
If
the
Armor
Class
12
(natural
armor)
target
is
prone,
the
lion
can
make
one
bite
attack
Hit
Points
90
(12d12
+
12)
against
it
as
a
bonus
action.
Speed
0
ft.,
swim
60
ft.
Running
Leap.
With
a
10-foot
running
start,
the
lion
can
long
jump
up
to
25
feet.
STR
DEX
CON
INT
WIS
CHA
19
(+4)
10
(+0)
13
(+1)
3
(4)
12
(+1)
7
(2)
Actions
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Skills
Perception
+3
target.
Hit:
7
(1d8
+
3)
piercing
damage.
Senses
blindsight
120
ft.,
passive
Perception
13
Claw.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
Languages
target.
Hit:
6
(1d6
+
3)
slashing
damage.
Challenge
3
(700
XP)
Lizard
Echolocation.
The
whale
cant
use
its
blindsight
while
Tiny
beast,
unaligned
deafened.
Armor
Class
10
Hold
Breath.
The
whale
can
hold
its
breath
for
30
minutes.
Hit
Points
2
(1d4)
Keen
Hearing.
The
whale
has
advantage
on
Wisdom
Speed
20
ft.,
climb
20
ft.
(Perception)
checks
that
rely
on
hearing.
STR
DEX
CON
INT
WIS
CHA
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Senses
darkvision
30
ft.,
passive
Perception
9
target.
Hit:
21
(5d6
+
4)
piercing
damage.
Languages
Challenge
0
(10
XP)
Lion
Large
beast,
unaligned
Actions
Bite.
Melee
Weapon
Attack:
+0
to
hit,
reach
5
ft.,
one
Armor
Class
12
target.
Hit:
1
piercing
damage.
Hit
Points
26
(4d10
+
4)
Speed
50
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
383
Mammoth
Keen
Hearing
and
Smell.
The
mastiff
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Huge
beast,
unaligned
smell.
Armor
Class
13
(natural
armor)
Hit
Points
126
(11d12
+
55)
Actions
Speed
40
ft.
Bite.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d6
+
1)
piercing
damage.
If
the
target
is
STR
DEX
CON
INT
WIS
CHA
a
creature,
it
must
succeed
on
a
DC
11
Strength
saving
24
(+7)
9
(1)
21
(+5)
3
(4)
11
(+0)
6
(2)
throw
or
be
knocked
prone.
Senses
passive
Perception
10
Mastiffs
are
impressive
hounds
prized
by
Languages
humanoids
for
their
loyalty
and
keen
senses.
Challenge
6
(2,300
XP)
Mastiffs
can
be
trained
as
guard
dogs,
hunting
dogs,
and
war
dogs.
Halflings
and
other
Small
humanoids
ride
them
as
mounts.
Trampling
Charge.
If
the
mammoth
moves
at
least
20
feet
straight
toward
a
creature
and
then
hits
it
with
a
gore
attack
on
the
same
turn,
that
target
must
succeed
Mule
on
a
DC
18
Strength
saving
throw
or
be
knocked
prone.
Medium
beast,
unaligned
If
the
target
is
prone,
the
mammoth
can
make
one
stomp
attack
against
it
as
a
bonus
action.
Armor
Class
10
Hit
Points
11
(2d8
+
2)
Actions
Speed
40
ft.
Gore.
Melee
Weapon
Attack:
+10
to
hit,
reach
10
ft.,
one
target.
Hit:
25
(4d8
+
7)
piercing
damage.
STR
DEX
CON
INT
WIS
CHA
Stomp.
Melee
Weapon
Attack:
+10
to
hit,
reach
5
ft.,
14
(+2)
10
(+0)
13
(+1)
2
(4)
10
(+0)
5
(3)
one
prone
creature.
Hit:
29
(4d10
+
7)
bludgeoning
Senses
passive
Perception
10
damage.
Languages
Challenge
1/8
(25
XP)
A
mammoth
is
an
elephantine
creature
with
thick
fur
and
long
tusks.
Stockier
and
fiercer
than
normal
elephants,
mammoths
inhabit
a
wide
range
of
climes,
Beast
of
Burden.
The
mule
is
considered
to
be
a
Large
from
subarctic
to
subtropical.
animal
for
the
purpose
of
determining
its
carrying
capacity.
Mastiff
Sure-Footed.
The
mule
has
advantage
on
Strength
and
Dexterity
saving
throws
made
against
effects
that
Medium
beast,
unaligned
would
knock
it
prone.
Armor
Class
12
Hit
Points
5
(1d8
+
1)
Actions
Speed
40
ft.
Hooves.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
target.
Hit:
4
(1d4
+
2)
bludgeoning
damage.
STR
DEX
CON
INT
WIS
CHA
13
(+1)
14
(+2)
12
(+1)
3
(4)
12
(+1)
7
(2)
Octopus
Skills
Perception
+3
Small
beast,
unaligned
Senses
passive
Perception
13
Armor
Class
12
Languages
Hit
Points
3
(1d6)
Challenge
1/8
(25
XP)
Speed
5
ft.,
swim
30
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
384
STR
DEX
CON
INT
WIS
CHA
Actions
4
(3)
15
(+2)
11
(+0)
3
(4)
10
(+0)
4
(3)
Talons.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
target.
Hit:
1
slashing
damage.
Skills
Perception
+2,
Stealth
+4
Senses
darkvision
30
ft.,
passive
Perception
12
Panther
Languages
Medium
beast,
unaligned
Challenge
0
(10
XP)
Armor
Class
12
Hold
Breath.
While
out
of
water,
the
octopus
can
hold
Hit
Points
13
(3d8)
its
breath
for
30
minutes.
Speed
50
ft.,
climb
40
ft.
Underwater
Camouflage.
The
octopus
has
advantage
STR
DEX
CON
INT
WIS
CHA
on
Dexterity
(Stealth)
checks
made
while
underwater.
14
(+2)
15
(+2)
10
(+0)
3
(4)
14
(+2)
7
(2)
Water
Breathing.
The
octopus
can
breathe
only
underwater.
Skills
Perception
+4,
Stealth
+6
Senses
passive
Perception
14
Actions
Languages
Tentacles.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
Challenge
1/4
(50
XP)
one
target.
Hit:
1
bludgeoning
damage,
and
the
target
is
grappled
(escape
DC
10).
Until
this
grapple
ends,
the
octopus
cant
use
its
tentacles
on
another
target.
Keen
Smell.
The
panther
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
smell.
Ink
Cloud
(Recharges
after
a
Short
or
Long
Rest).
A
5-
foot-radius
cloud
of
ink
extends
all
around
the
octopus
Pounce.
If
the
panther
moves
at
least
20
feet
straight
if
it
is
underwater.
The
area
is
heavily
obscured
for
1
toward
a
creature
and
then
hits
it
with
a
claw
attack
on
minute,
although
a
significant
current
can
disperse
the
the
same
turn,
that
target
must
succeed
on
a
DC
12
ink.
After
releasing
the
ink,
the
octopus
can
use
the
Strength
saving
throw
or
be
knocked
prone.
If
the
Dash
action
as
a
bonus
action.
target
is
prone,
the
panther
can
make
one
bite
attack
against
it
as
a
bonus
action.
Owl
Actions
Tiny
beast,
unaligned
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Armor
Class
11
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Hit
Points
1
(1d4
1)
Claw.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Speed
5
ft.,
fly
60
ft.
target.
Hit:
4
(1d4
+
2)
slashing
damage.
STR
DEX
CON
INT
WIS
CHA
Phase
Spider
3
(4)
13
(+1)
8
(1)
2
(4)
12
(+1)
7
(2)
Large
monstrosity,
unaligned
Skills
Perception
+3,
Stealth
+3
Armor
Class
13
(natural
armor)
Senses
darkvision
120
ft.,
passive
Perception
13
Hit
Points
32
(5d10
+
5)
Languages
Speed
30
ft.,
climb
30
ft.
Challenge
0
(10
XP)
STR
DEX
CON
INT
WIS
CHA
15
(+2)
15
(+2)
12
(+1)
6
(2)
10
(+0)
6
(2)
Flyby.
The
owl
doesnt
provoke
opportunity
attacks
when
it
flies
out
of
an
enemys
reach.
Skills
Stealth
+6
Keen
Hearing
and
Sight.
The
owl
has
advantage
on
Senses
darkvision
60
ft.,
passive
Perception
10
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Languages
sight.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
385
Challenge
3
(700
XP)
Polar
Bear
Ethereal
Jaunt.
As
a
bonus
action,
the
spider
can
Large
beast,
unaligned
magically
shift
from
the
Material
Plane
to
the
Ethereal
Armor
Class
12
(natural
armor)
Plane,
or
vice
versa.
Hit
Points
42
(5d10
+
15)
Spider
Climb.
The
spider
can
climb
difficult
surfaces,
including
upside
down
on
ceilings,
without
needing
to
Speed
40
ft.,
swim
30
ft.
make
an
ability
check.
STR
DEX
CON
INT
WIS
CHA
Web
Walker.
The
spider
ignores
movement
restrictions
20
(+5)
10
(+0)
16
(+3)
2
(4)
13
(+1)
7
(2)
caused
by
webbing.
Skills
Perception
+3
Actions
Senses
passive
Perception
13
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Languages
creature.
Hit:
7
(1d10
+
2)
piercing
damage,
and
the
Challenge
2
(450
XP)
target
must
make
a
DC
11
Constitution
saving
throw,
taking
18
(4d8)
poison
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
If
the
poison
Keen
Smell.
The
bear
has
advantage
on
Wisdom
damage
reduces
the
target
to
0
hit
points,
the
target
is
(Perception)
checks
that
rely
on
smell.
stable
but
poisoned
for
1
hour,
even
after
regaining
hit
points,
and
is
paralyzed
while
poisoned
in
this
way.
Actions
Multiattack.
The
bear
makes
two
attacks:
one
with
its
A
phase
spider
possesses
the
magical
ability
to
bite
and
one
with
its
claws.
phase
in
and
out
of
the
Ethereal
Plane.
It
seems
to
Bite.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
appear
out
of
nowhere
and
quickly
vanishes
after
target.
Hit:
9
(1d8
+
5)
piercing
damage.
attacking.
Its
movement
on
the
Ethereal
Plane
before
coming
back
to
the
Material
Plane
makes
it
seem
like
Claws.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
it
can
teleport.
target.
Hit:
12
(2d6
+
5)
slashing
damage.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
386
Quipper
Actions
Tiny
beast,
unaligned
Bite.
Melee
Weapon
Attack:
+0
to
hit,
reach
5
ft.,
one
target.
Hit:
1
piercing
damage.
Armor
Class
13
Hit
Points
1
(1d4
1)
Raven
Speed
0
ft.,
swim
40
ft.
Tiny
beast,
unaligned
STR
DEX
CON
INT
WIS
CHA
Armor
Class
12
2
(4)
16
(+3)
9
(1)
1
(5)
7
(2)
2
(4)
Hit
Points
1
(1d4
1)
Senses
darkvision
60
ft.,
passive
Perception
8
Speed
10
ft.,
fly
50
ft.
Languages
STR
DEX
CON
INT
WIS
CHA
Challenge
0
(10
XP)
2
(4)
14
(+2)
8
(1)
2
(4)
12
(+1)
6
(2)
Blood
Frenzy.
The
quipper
has
advantage
on
melee
Skills
Perception
+3
attack
rolls
against
any
creature
that
doesnt
have
all
Senses
passive
Perception
13
its
hit
points.
Languages
Water
Breathing.
The
quipper
can
breathe
only
Challenge
0
(10
XP)
underwater.
Actions
Mimicry.
The
raven
can
mimic
simple
sounds
it
has
heard,
such
as
a
person
whispering,
a
baby
crying,
or
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
an
animal
chittering.
A
creature
that
hears
the
sounds
target.
Hit:
1
piercing
damage.
can
tell
they
are
imitations
with
a
successful
DC
10
Wisdom
(Insight)
check.
A
quipper
is
a
carnivorous
fish
with
sharp
teeth.
Quippers
can
adapt
to
any
aquatic
environment,
Actions
including
cold
subterranean
lakes.
They
frequently
Beak.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
gather
in
swarms;
the
statistics
for
a
swarm
of
quippers
appear
later
in
this
appendix.
target.
Hit:
1
piercing
damage.
Reef
Shark
Rat
Medium
beast,
unaligned
Tiny
beast,
unaligned
Armor
Class
12
(natural
armor)
Armor
Class
10
Hit
Points
22
(4d8
+
4)
Hit
Points
1
(1d4
1)
Speed
0
ft.,
swim
40
ft.
Speed
20
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
14
(+2)
13
(+1)
13
(+1)
1
(5)
10
(+0)
4
(3)
2
(4)
11
(+0)
9
(1)
2
(4)
10
(+0)
4
(3)
Skills
Perception
+2
Senses
darkvision
30
ft.,
passive
Perception
10
Senses
blindsight
30
ft.,
passive
Perception
12
Languages
Languages
Challenge
0
(10
XP)
Challenge
1/2
(100
XP)
Keen
Smell.
The
rat
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
smell.
Pack
Tactics.
The
shark
has
advantage
on
an
attack
roll
against
a
creature
if
at
least
one
of
the
sharks
allies
is
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
387
within
5
feet
of
the
creature
and
the
ally
isnt
Senses
passive
Perception
10
incapacitated.
Languages
Water
Breathing.
The
shark
can
breathe
only
Challenge
1/4
(50
XP)
underwater.
Actions
Actions
Hooves.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
one
target.
Hit:
8
(2d4
+
3)
bludgeoning
damage.
target.
Hit:
6
(1d8
+
2)
piercing
damage.
Smaller
than
giant
sharks
and
hunter
sharks,
reef
Saber-Toothed
Tiger
sharks
inhabit
shallow
waters
and
coral
reefs,
Large
beast,
unaligned
gathering
in
small
packs
to
hunt.
A
full-grown
Armor
Class
12
specimen
measures
6
to
10
feet
long.
Hit
Points
52
(7d10
+
14)
Speed
40
ft.
Rhinoceros
Large
beast,
unaligned
STR
DEX
CON
INT
WIS
CHA
18
(+4)
14
(+2)
15
(+2)
3
(4)
12
(+1)
8
(1)
Armor
Class
11
(natural
armor)
Hit
Points
45
(6d10
+
12)
Skills
Perception
+3,
Stealth
+6
Speed
40
ft.
Senses
passive
Perception
13
Languages
STR
DEX
CON
INT
WIS
CHA
Challenge
2
(450
XP)
21
(+5)
8
(1)
15
(+2)
2
(4)
12
(+1)
6
(2)
Senses
passive
Perception
11
Keen
Smell.
The
tiger
has
advantage
on
Wisdom
Languages
(Perception)
checks
that
rely
on
smell.
Challenge
2
(450
XP)
Pounce.
If
the
tiger
moves
at
least
20
feet
straight
toward
a
creature
and
then
hits
it
with
a
claw
attack
on
Charge.
If
the
rhinoceros
moves
at
least
20
feet
the
same
turn,
that
target
must
succeed
on
a
DC
14
straight
toward
a
target
and
then
hits
it
with
a
gore
Strength
saving
throw
or
be
knocked
prone.
If
the
attack
on
the
same
turn,
the
target
takes
an
extra
9
target
is
prone,
the
tiger
can
make
one
bite
attack
(2d8)
bludgeoning
damage.
If
the
target
is
a
creature,
it
against
it
as
a
bonus
action.
must
succeed
on
a
DC
15
Strength
saving
throw
or
be
Actions
knocked
prone.
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Actions
target.
Hit:
10
(1d10
+
5)
piercing
damage.
Gore.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
ft.,
one
Claw.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
target.
Hit:
14
(2d8
+
5)
bludgeoning
damage.
target.
Hit:
12
(2d6
+
5)
slashing
damage.
Riding
Horse
Scorpion
Large
beast,
unaligned
Tiny
beast,
unaligned
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
16
(+3)
10
(+0)
12
(+1)
2
(4)
11
(+0)
7
(2)
2
(4)
11
(+0)
8
(1)
1
(5)
8
(1)
2
(4)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
388
Senses
blindsight
10
ft.,
passive
Perception
9
Web
Sense.
While
in
contact
with
a
web,
the
spider
knows
the
exact
location
of
any
other
creature
in
Languages
contact
with
the
same
web.
Challenge
0
(10
XP)
Web
Walker.
The
spider
ignores
movement
restrictions
Actions
caused
by
webbing.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
389
Hit
Points
22
(5d8)
Actions
Speed
20
ft.,
climb
20
ft.
Bites.
Melee
Weapon
Attack:
+6
to
hit,
reach
0
ft.,
one
creature
in
the
swarms
space.
Hit:
7
(2d6)
piercing
STR
DEX
CON
INT
WIS
CHA
damage,
or
3
(1d6)
piercing
damage
if
the
swarm
has
3
(4)
13
(+1)
10
(+0)
1
(5)
7
(2)
1
(5)
half
of
its
hit
points
or
fewer.
The
target
must
make
a
Damage
Resistances
bludgeoning,
piercing,
slashing
DC
10
Constitution
saving
throw,
taking
14
(4d6)
poison
damage
on
a
failed
save,
or
half
as
much
Condition
Immunities
charmed,
frightened,
grappled,
damage
on
a
successful
one.
paralyzed,
petrified,
prone,
restrained,
stunned
Senses
blindsight
10
ft.,
passive
Perception
8
Swarm
of
Quippers
Languages
Medium
swarm
of
Tiny
beasts,
unaligned
Challenge
1/2
(100
XP)
Armor
Class
13
Swarm.
The
swarm
can
occupy
another
creatures
Hit
Points
28
(8d8
8)
space
and
vice
versa,
and
the
swarm
can
move
through
Speed
0
ft.,
swim
40
ft.
any
opening
large
enough
for
a
Tiny
insect.
The
swarm
STR
DEX
CON
INT
WIS
CHA
cant
regain
hit
points
or
gain
temporary
hit
points.
13
(+1)
16
(+3)
9
(1)
1
(5)
7
(2)
2
(4)
Actions
Damage
Resistances
bludgeoning,
piercing,
slashing
Bites.
Melee
Weapon
Attack:
+3
to
hit,
reach
0
ft.,
one
Condition
Immunities
charmed,
frightened,
grappled,
target
in
the
swarms
space.
Hit:
10
(4d4)
piercing
paralyzed,
petrified,
prone,
restrained,
stunned
damage,
or
5
(2d4)
piercing
damage
if
the
swarm
has
half
of
its
hit
points
or
fewer.
Senses
darkvision
60
ft.,
passive
Perception
8
Languages
Swarm
of
Poisonous
Snakes
Challenge
1
(200
XP)
Medium
swarm
of
Tiny
beasts,
unaligned
Blood
Frenzy.
The
swarm
has
advantage
on
melee
Armor
Class
14
attack
rolls
against
any
creature
that
doesnt
have
all
Hit
Points
36
(8d8)
its
hit
points.
Speed
30
ft.,
swim
30
ft.
Swarm.
The
swarm
can
occupy
another
creatures
space
and
vice
versa,
and
the
swarm
can
move
through
STR
DEX
CON
INT
WIS
CHA
any
opening
large
enough
for
a
Tiny
quipper.
The
8
(1)
18
(+4)
11
(+0)
1
(5)
10
(+0)
3
(4)
swarm
cant
regain
hit
points
or
gain
temporary
hit
Damage
Resistances
bludgeoning,
piercing,
slashing
points.
Condition
Immunities
charmed,
frightened,
grappled,
Water
Breathing.
The
swarm
can
breathe
only
paralyzed,
petrified,
prone,
restrained,
stunned
underwater.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
390
Speed
30
ft.
Actions
STR
DEX
CON
INT
WIS
CHA
Beaks.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
target
in
the
swarms
space.
Hit:
7
(2d6)
piercing
9
(1)
11
(+0)
9
(1)
2
(4)
10
(+0)
3
(4)
damage,
or
3
(1d6)
piercing
damage
if
the
swarm
has
Damage
Resistances
bludgeoning,
piercing,
slashing
half
of
its
hit
points
or
fewer.
Condition
Immunities
charmed,
frightened,
grappled,
paralyzed,
petrified,
prone,
restrained,
stunned
Variant: Insect Swarms
Senses
darkvision
30
ft.,
passive
Perception
10
Different
kinds
of
insects
can
gather
in
swarms,
and
each
Languages
swarm
has
the
special
characteristics
described
below.
Challenge
1/4
(50
XP)
Swarm
of
Beetles.
A
swarm
of
beetles
gains
a
burrowing
speed
of
5
feet.
Swarm
of
Centipedes.
A
creature
reduced
to
0
hit
points
Keen
Smell.
The
swarm
has
advantage
on
Wisdom
by
a
swarm
of
centipedes
is
stable
but
poisoned
for
1
hour,
(Perception)
checks
that
rely
on
smell.
even
after
regaining
hit
points,
and
paralyzed
while
poisoned
in
this
way.
Swarm.
The
swarm
can
occupy
another
creatures
Swarm
of
Spiders.
A
swarm
of
spiders
has
the
following
space
and
vice
versa,
and
the
swarm
can
move
through
additional
traits.
any
opening
large
enough
for
a
Tiny
rat.
The
swarm
Spider
Climb.
The
swarm
can
climb
difficult
surfaces,
cant
regain
hit
points
or
gain
temporary
hit
points.
including
upside
down
on
ceilings,
without
needing
to
make
an
ability
check.
Actions
Web
Sense.
While
in
contact
with
a
web,
the
swarm
knows
the
exact
location
of
any
other
creature
in
contact
with
the
Bites.
Melee
Weapon
Attack:
+2
to
hit,
reach
0
ft.,
one
same
web.
target
in
the
swarms
space.
Hit:
7
(2d6)
piercing
Web
Walker.
The
swarm
ignores
movement
restrictions
damage,
or
3
(1d6)
piercing
damage
if
the
swarm
has
caused
by
webbing.
half
of
its
hit
points
or
fewer.
Swarm
of
Wasps.
A
swarm
of
wasps
has
a
walking
speed
of
5
feet,
a
flying
speed
of
30
feet,
and
no
climbing
speed.
Swarm
of
Ravens
Medium
swarm
of
Tiny
beasts,
unaligned
Tiger
Armor
Class
12
Large
beast,
unaligned
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
391
target
is
prone,
the
tiger
can
make
one
bite
attack
against
it
as
a
bonus
action.
Trampling
Charge.
If
the
horse
moves
at
least
20
feet
straight
toward
a
creature
and
then
hits
it
with
a
Actions
hooves
attack
on
the
same
turn,
that
target
must
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
succeed
on
a
DC
14
Strength
saving
throw
or
be
target.
Hit:
8
(1d10
+
3)
piercing
damage.
knocked
prone.
If
the
target
is
prone,
the
horse
can
Claw.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
make
another
attack
with
its
hooves
against
it
as
a
target.
Hit:
7
(1d8
+
3)
slashing
damage.
bonus
action.
Actions
Vulture
Hooves.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
Medium
beast,
unaligned
one
target.
Hit:
11
(2d6
+
4)
bludgeoning
damage.
Armor
Class
10
Hit
Points
5
(1d8
+
1)
Weasel
Speed
10
ft.,
fly
50
ft.
Tiny
beast,
unaligned
Not
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or
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Senses
passive
Perception
15
Challenge
1/4
(50
XP)
Languages
Common,
Giant,
Winter
Wolf
Challenge
3
(700
XP)
Keen
Hearing
and
Smell.
The
wolf
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
smell.
Keen
Hearing
and
Smell.
The
wolf
has
advantage
on
Wisdom
(Perception)
checks
that
rely
on
hearing
or
Pack
Tactics.
The
wolf
has
advantage
on
attack
rolls
smell.
against
a
creature
if
at
least
one
of
the
wolfs
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
Pack
Tactics.
The
wolf
has
advantage
on
an
attack
roll
incapacitated.
against
a
creature
if
at
least
one
of
the
wolfs
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
Actions
incapacitated.
Bite.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
Snow
Camouflage.
The
wolf
has
advantage
on
target.
Hit:
7
(2d4
+
2)
piercing
damage.
If
the
target
is
Dexterity
(Stealth)
checks
made
to
hide
in
snowy
a
creature,
it
must
succeed
on
a
DC
11
Strength
saving
terrain.
throw
or
be
knocked
prone.
Actions
Bite.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
ft.,
one
Worg
target.
Hit:
11
(2d6
+
4)
piercing
damage.
If
the
target
is
Large
monstrosity,
neutral
evil
a
creature,
it
must
succeed
on
a
DC
14
Strength
saving
Armor
Class
13
(natural
armor)
throw
or
be
knocked
prone.
Hit
Points
26
(4d10
+
4)
Cold
Breath
(Recharge
56).
The
wolf
exhales
a
blast
of
freezing
wind
in
a
15-foot
cone.
Each
creature
in
that
Speed
50
ft.
area
must
make
a
DC
12
Dexterity
saving
throw,
taking
STR
DEX
CON
INT
WIS
CHA
18
(4d8)
cold
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
16
(+3)
13
(+1)
13
(+1)
7
(2)
11
(+0)
8
(1)
Skills
Perception
+4
The
arctic-dwelling
winter
wolf
is
as
large
as
a
dire
Senses
darkvision
60
ft.,
passive
Perception
14
wolf
but
has
snow-white
fur
and
pale
blue
eyes.
Languages
Goblin,
Worg
Frost
giants
use
these
evil
creatures
as
guards
and
hunting
companions,
putting
the
wolves
deadly
Challenge
1/2
(100
XP)
breath
weapon
to
use
against
their
foes.
Winter
wolves
communicate
with
one
another
using
growls
Keen
Hearing
and
Smell.
The
worg
has
advantage
on
and
barks,
but
they
speak
Common
and
Giant
well
Wisdom
(Perception)
checks
that
rely
on
hearing
or
enough
to
follow
simple
conversations.
smell.
Wolf
Actions
Medium
beast,
unaligned
Bite.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
10
(2d6
+
3)
piercing
damage.
If
the
target
is
Armor
Class
13
(natural
armor)
a
creature,
it
must
succeed
on
a
DC
13
Strength
saving
Hit
Points
11
(2d8
+
2)
throw
or
be
knocked
prone.
Speed
40
ft.
A
worg
is
an
evil
predator
that
delights
in
hunting
STR
DEX
CON
INT
WIS
CHA
and
devouring
creatures
weaker
than
itself.
Cunning
12
(+1)
15
(+2)
12
(+1)
3
(4)
12
(+1)
6
(2)
and
malevolent,
worgs
roam
across
the
remote
wilderness
or
are
raised
by
goblins
and
hobgoblins.
Skills
Perception
+3,
Stealth
+4
Those
creatures
use
worgs
as
mounts,
but
a
worg
Senses
passive
Perception
13
will
turn
on
its
rider
if
it
feels
mistreated
or
Languages
malnourished.
Worgs
speak
in
their
own
language
Not
for
resale.
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granted
to
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or
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Reference
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5.1
393
and
Goblin,
and
a
few
learn
to
speak
Common
as
well.
Not
for
resale.
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granted
to
print
or
photocopy
this
document
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use
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5.1
394
Appendix MM-B:
Languages
any
one
language
(usually
Common)
Challenge
1/4
(50
XP)
Nonplayer Spellcasting.
The
acolyte
is
a
1st-level
spellcaster.
Its
spellcasting
ability
is
Wisdom
(spell
save
DC
12,
+4
to
Characters hit
with
spell
attacks).
The
acolyte
has
following
cleric
spells
prepared:
Cantrips
(at
will):
light,
sacred
flame,
thaumaturgy
This
appendix
contains
statistics
for
various
humanoid
nonplayer
characters
(NPCs)
that
1st
level
(3
slots):
bless,
cure
wounds,
sanctuary
adventurers
might
encounter
during
a
campaign,
including
lowly
commoners
and
mighty
archmages.
Actions
These
stat
blocks
can
be
used
to
represent
both
Club.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
human
and
nonhuman
NPCs.
target.
Hit:
2
(1d4)
bludgeoning
damage.
Customizing NPCs
Acolytes
are
junior
members
of
a
clergy,
usually
There
are
many
easy
ways
to
customize
the
NPCs
in
answerable
to
a
priest.
They
perform
a
variety
of
this
appendix
for
your
home
campaign.
functions
in
a
temple
and
are
granted
minor
Racial
Traits.
You
can
add
racial
traits
to
an
NPC.
spellcasting
power
by
their
deities.
For
example,
a
halfling
druid
might
have
a
speed
of
25
feet
and
the
Lucky
trait.
Adding
racial
traits
to
an
NPC
doesnt
alter
its
challenge
rating.
For
more
on
Archmage
racial
traits,
see
the
Players
Handbook.
Medium
humanoid
(any
race),
any
alignment
Spell
Swaps.
One
way
to
customize
an
NPC
spellcaster
is
to
replace
one
or
more
of
its
spells.
You
Armor
Class
12
(15
with
mage
armor)
can
substitute
any
spell
on
the
NPCs
spell
list
with
a
Hit
Points
99
(18d8
+
18)
different
spell
of
the
same
level
from
the
same
spell
Speed
30
ft.
list.
Swapping
spells
in
this
manner
doesnt
alter
an
NPCs
challenge
rating.
STR
DEX
CON
INT
WIS
CHA
Armor
and
Weapon
Swaps.
You
can
upgrade
or
10
(+0)
14
(+2)
12
(+1)
20
(+5)
15
(+2)
16
(+3)
downgrade
an
NPCs
armor,
or
add
or
switch
weapons.
Adjustments
to
Armor
Class
and
damage
Saving
Throws
Int
+9,
Wis
+6
can
change
an
NPCs
challenge
rating.
Skills
Arcana
+13,
History
+13
Magic
Items.
The
more
powerful
an
NPC,
the
more
likely
it
has
one
or
more
magic
items
in
its
Damage
Resistance
damage
from
spells;
nonmagical
possession.
An
archmage,
for
example,
might
have
a
bludgeoning,
piercing,
and
slashing
(from
stoneskin)
magic
staff
or
wand,
as
well
as
one
or
more
potions
Senses
passive
Perception
12
and
scrolls.
Giving
an
NPC
a
potent
damage-dealing
Languages
any
six
languages
magic
item
could
alter
its
challenge
rating.
Challenge
12
(8,400
XP)
Acolyte
Medium
humanoid
(any
race),
any
alignment
Magic
Resistance.
The
archmage
has
advantage
on
saving
throws
against
spells
and
other
magical
effects.
Armor
Class
10
Spellcasting.
The
archmage
is
an
18th-level
spellcaster.
Hit
Points
9
(2d8)
Its
spellcasting
ability
is
Intelligence
(spell
save
DC
17,
Speed
30
ft.
+9
to
hit
with
spell
attacks).
The
archmage
can
cast
STR
DEX
CON
INT
WIS
CHA
disguise
self
and
invisibility
at
will
and
has
the
following
wizard
spells
prepared:
10
(+0)
10
(+0)
10
(+0)
10
(+0)
14
(+2)
11
(+0)
Cantrips
(at
will):
fire
bolt,
light,
mage
hand,
Skills
Medicine
+4,
Religion
+2
prestidigitation,
shocking
grasp
Senses
passive
Perception
12
Not
for
resale.
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granted
to
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or
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Reference
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1st
level
(4
slots):
detect
magic,
identify,
mage
armor,*
Challenge
8
(3,900
XP)
magic
missile
2nd
level
(3
slots):
detect
thoughts,
mirror
image,
misty
Assassinate.
During
its
first
turn,
the
assassin
has
step
advantage
on
attack
rolls
against
any
creature
that
3rd
level
(3
slots):
counterspell,
fly,
lightning
bolt
hasnt
taken
a
turn.
Any
hit
the
assassin
scores
against
4th
level
(3
slots):
banishment,
fire
shield,
stoneskin*
a
surprised
creature
is
a
critical
hit.
5th
level
(3
slots):
cone
of
cold,
scrying,
wall
of
force
Evasion.
If
the
assassin
is
subjected
to
an
effect
that
allows
it
to
make
a
Dexterity
saving
throw
to
take
only
6th
level
(1
slot):
globe
of
invulnerability
half
damage,
the
assassin
instead
takes
no
damage
if
it
7th
level
(1
slot):
teleport
succeeds
on
the
saving
throw,
and
only
half
damage
if
8th
level
(1
slot):
mind
blank*
it
fails.
9th
level
(1
slot):
time
stop
Sneak
Attack.
Once
per
turn,
the
assassin
deals
an
*The
archmage
casts
these
spells
on
itself
before
extra
14
(4d6)
damage
when
it
hits
a
target
with
a
combat.
weapon
attack
and
has
advantage
on
the
attack
roll,
or
when
the
target
is
within
5
feet
of
an
ally
of
the
Actions
assassin
that
isnt
incapacitated
and
the
assassin
doesnt
have
disadvantage
on
the
attack
roll.
Dagger.
Melee
or
Ranged
Weapon
Attack:
+6
to
hit,
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d4
+
Actions
2)
piercing
damage.
Multiattack.
The
assassin
makes
two
shortsword
attacks.
Archmages
are
powerful
(and
usually
quite
old)
spellcasters
dedicated
to
the
study
of
the
arcane
arts.
Shortsword.
Melee
Weapon
Attack:
+6
to
hit,
reach
5
Benevolent
ones
counsel
kings
and
queens,
while
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage,
and
evil
ones
rule
as
tyrants
and
pursue
lichdom.
Those
the
target
must
make
a
DC
15
Constitution
saving
who
are
neither
good
nor
evil
sequester
themselves
throw,
taking
24
(7d6)
poison
damage
on
a
failed
save,
in
remote
towers
to
practice
their
magic
without
or
half
as
much
damage
on
a
successful
one.
interruption.
Light
Crossbow.
Ranged
Weapon
Attack:
+6
to
hit,
An
archmage
typically
has
one
or
more
apprentice
range
80/320
ft.,
one
target.
Hit:
7
(1d8
+
3)
piercing
mages,
and
an
archmages
abode
has
numerous
damage,
and
the
target
must
make
a
DC
15
magical
wards
and
guardians
to
discourage
Constitution
saving
throw,
taking
24
(7d6)
poison
interlopers.
damage
on
a
failed
save,
or
half
as
much
damage
on
a
successful
one.
Assassin
Medium
humanoid
(any
race),
any
non-good
alignment
Trained
in
the
use
of
poison,
assassins
are
remorseless
killers
who
work
for
nobles,
Armor
Class
15
(studded
leather)
guildmasters,
sovereigns,
and
anyone
else
who
can
Hit
Points
78
(12d8
+
24)
afford
them.
Speed
30
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
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use
only.
System
Reference
Document
5.1
396
Senses
passive
Perception
10
Reactions
Languages
any
one
language
(usually
Common)
Parry.
The
captain
adds
2
to
its
AC
against
one
melee
Challenge
1/8
(25
XP)
attack
that
would
hit
it.
To
do
so,
the
captain
must
see
the
attacker
and
be
wielding
a
melee
weapon.
Actions
Scimitar.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
It
takes
a
strong
personality,
ruthless
cunning,
and
a
one
target.
Hit:
4
(1d6
+
1)
slashing
damage.
silver
tongue
to
keep
a
gang
of
bandits
in
line.
The
bandit
captain
has
these
qualities
in
spades.
Light
Crossbow.
Ranged
Weapon
Attack:
+3
to
hit,
In
addition
to
managing
a
crew
of
selfish
range
80
ft./320
ft.,
one
target.
Hit:
5
(1d8
+
1)
piercing
malcontents,
the
pirate
captain
is
a
variation
of
the
damage.
bandit
captain,
with
a
ship
to
protect
and
command.
To
keep
the
crew
in
line,
the
captain
must
mete
out
Bandits
rove
in
gangs
and
are
sometimes
led
by
rewards
and
punishment
on
a
regular
basis.
thugs,
veterans,
or
spellcasters.
Not
all
bandits
are
More
than
treasure,
a
bandit
captain
or
pirate
evil.
Oppression,
drought,
disease,
or
famine
can
captain
craves
infamy.
A
prisoner
who
appeals
to
the
often
drive
otherwise
honest
folk
to
a
life
of
banditry.
captains
vanity
or
ego
is
more
likely
to
be
treated
Pirates
are
bandits
of
the
high
seas.
They
might
be
fairly
than
a
prisoner
who
does
not
or
claims
not
to
freebooters
interested
only
in
treasure
and
murder,
know
anything
of
the
captains
colorful
reputation.
or
they
might
be
privateers
sanctioned
by
the
crown
to
attack
and
plunder
an
enemy
nations
vessels.
Berserker
Medium
humanoid
(any
race),
any
chaotic
alignment
Bandit
Captain
Armor
Class
13
(hide
armor)
Medium
humanoid
(any
race),
any
non-lawful
alignment
Hit
Points
67
(9d8
+
27)
Speed
30
ft.
Armor
Class
15
(studded
leather)
Hit
Points
65
(10d8
+
20)
STR
DEX
CON
INT
WIS
CHA
Speed
30
ft.
16
(+3)
12
(+1)
17
(+3)
9
(1)
11
(+0)
9
(1)
Actions
Actions
Multiattack.
The
captain
makes
three
melee
attacks:
Greataxe.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
two
with
its
scimitar
and
one
with
its
dagger.
Or
the
one
target.
Hit:
9
(1d12
+
3)
slashing
damage.
captain
makes
two
ranged
attacks
with
its
daggers.
Scimitar.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
Hailing
from
uncivilized
lands,
unpredictable
one
target.
Hit:
6
(1d6
+
3)
slashing
damage.
berserkers
come
together
in
war
parties
and
seek
Dagger.
Melee
or
Ranged
Weapon
Attack:
+5
to
hit,
conflict
wherever
they
can
find
it.
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
5
(1d4
+
3)
piercing
damage.
Not
for
resale.
Permission
granted
to
print
or
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document
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System
Reference
Document
5.1
397
Commoner
acolytes,
cultists
often
show
signs
of
insanity
in
their
beliefs
and
practices.
Medium
humanoid
(any
race),
any
alignment
Armor
Class
10
Cult
Fanatic
Hit
Points
4
(1d8)
Medium
humanoid
(any
race),
any
non-good
alignment
Speed
30
ft.
Armor
Class
13
(leather
armor)
STR
DEX
CON
INT
WIS
CHA
Hit
Points
33
(6d8
+
6)
10
(+0)
10
(+0)
10
(+0)
10
(+0)
10
(+0)
10
(+0)
Speed
30
ft.
Senses
passive
Perception
10
STR
DEX
CON
INT
WIS
CHA
Languages
any
one
language
(usually
Common)
11
(+0)
14
(+2)
12
(+1)
10
(+0)
13
(+1)
14
(+2)
Challenge
0
(10
XP)
Skills
Deception
+4,
Persuasion
+4,
Religion
+2
Actions
Senses
passive
Perception
11
Club.
Melee
Weapon
Attack:
+2
to
hit,
reach
5
ft.,
one
Languages
any
one
language
(usually
Common)
target.
Hit:
2
(1d4)
bludgeoning
damage.
Challenge
2
(450
XP)
Commoners
include
peasants,
serfs,
slaves,
servants,
pilgrims,
merchants,
artisans,
and
hermits.
Dark
Devotion.
The
fanatic
has
advantage
on
saving
throws
against
being
charmed
or
frightened.
Spellcasting.
The
fanatic
is
a
4th-level
spellcaster.
Its
Cultist
spellcasting
ability
is
Wisdom
(spell
save
DC
11,
+3
to
Medium
humanoid
(any
race),
any
non-good
alignment
hit
with
spell
attacks).
The
fanatic
has
the
following
cleric
spells
prepared:
Armor
Class
12
(leather
armor)
Cantrips
(at
will):
light,
sacred
flame,
thaumaturgy
Hit
Points
9
(2d8)
1st
level
(4
slots):
command,
inflict
wounds,
shield
of
Speed
30
ft.
faith
STR
DEX
CON
INT
WIS
CHA
2nd
level
(3
slots):
hold
person,
spiritual
weapon
11
(+0)
12
(+1)
10
(+0)
10
(+0)
11
(+0)
10
(+0)
Actions
Skills
Deception
+2,
Religion
+2
Multiattack.
The
fanatic
makes
two
melee
attacks.
Senses
passive
Perception
10
Dagger.
Melee
or
Ranged
Weapon
Attack:
+4
to
hit,
Languages
any
one
language
(usually
Common)
reach
5
ft.
or
range
20/60
ft.,
one
creature.
Hit:
4
(1d4
Challenge
1/8
(25
XP)
+
2)
piercing
damage.
Dark
Devotion.
The
cultist
has
advantage
on
saving
Fanatics
are
often
part
of
a
cults
leadership,
using
throws
against
being
charmed
or
frightened.
their
charisma
and
dogma
to
influence
and
prey
on
those
of
weak
will.
Most
are
interested
in
personal
Actions
power
above
all
else.
Scimitar.
Melee
Weapon
Attack:
+3
to
hit,
reach
5
ft.,
one
creature.
Hit:
4
(1d6
+
1)
slashing
damage.
Druid
Medium
humanoid
(any
race),
any
alignment
Cultists
swear
allegiance
to
dark
powers
such
as
Armor
Class
11
(16
with
barkskin)
elemental
princes,
demon
lords,
or
archdevils.
Most
conceal
their
loyalties
to
avoid
being
ostracized,
Hit
Points
27
(5d8
+
5)
imprisoned,
or
executed
for
their
beliefs.
Unlike
evil
Speed
30
ft.
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
398
STR
DEX
CON
INT
WIS
CHA
Brave.
The
gladiator
has
advantage
on
saving
throws
against
being
frightened.
10
(+0)
12
(+1)
13
(+1)
12
(+1)
15
(+2)
11
(+0)
Brute.
A
melee
weapon
deals
one
extra
die
of
its
Skills
Medicine
+4,
Nature
+3,
Perception
+4
damage
when
the
gladiator
hits
with
it
(included
in
the
Senses
passive
Perception
14
attack).
Languages
Druidic
plus
any
two
languages
Actions
Challenge
2
(450
XP)
Multiattack.
The
gladiator
makes
three
melee
attacks
or
two
ranged
attacks.
Spellcasting.
The
druid
is
a
4th-level
spellcaster.
Its
Spear.
Melee
or
Ranged
Weapon
Attack:
+7
to
hit,
spellcasting
ability
is
Wisdom
(spell
save
DC
12,
+4
to
reach
5
ft.
and
range
20/60
ft.,
one
target.
Hit:
11
(2d6
hit
with
spell
attacks).
It
has
the
following
druid
spells
+
4)
piercing
damage,
or
13
(2d8
+
4)
piercing
damage
prepared:
if
used
with
two
hands
to
make
a
melee
attack.
Cantrips
(at
will):
druidcraft,
produce
flame,
shillelagh
Shield
Bash.
Melee
Weapon
Attack:
+7
to
hit,
reach
5
1st
level
(4
slots):
entangle,
longstrider,
speak
with
ft.,
one
creature.
Hit:
9
(2d4
+
4)
bludgeoning
damage.
animals,
thunderwave
If
the
target
is
a
Medium
or
smaller
creature,
it
must
2nd
level
(3
slots):
animal
messenger,
barkskin
succeed
on
a
DC
15
Strength
saving
throw
or
be
knocked
prone.
Actions
Quarterstaff.
Melee
Weapon
Attack:
+2
to
hit
(+4
to
hit
Reactions
with
shillelagh),
reach
5
ft.,
one
target.
Hit:
3
(1d6)
Parry.
The
gladiator
adds
3
to
its
AC
against
one
melee
bludgeoning
damage,
4
(1d8)
bludgeoning
damage
if
attack
that
would
hit
it.
To
do
so,
the
gladiator
must
wielded
with
two
hands,
or
6
(1d8
+
2)
bludgeoning
see
the
attacker
and
be
wielding
a
melee
weapon.
damage
with
shillelagh.
Gladiators
battle
for
the
entertainment
of
raucous
Druids
dwell
in
forests
and
other
secluded
crowds.
Some
gladiators
are
brutal
pit
fighters
who
wilderness
locations,
where
they
protect
the
natural
treat
each
match
as
a
life-or-death
struggle,
while
world
from
monsters
and
the
encroachment
of
others
are
professional
duelists
who
command
huge
civilization.
Some
are
tribal
shamans
who
heal
the
fees
but
rarely
fight
to
the
death.
sick,
pray
to
animal
spirits,
and
provide
spiritual
guidance.
Guard
Medium
humanoid
(any
race),
any
alignment
Gladiator
Armor
Class
16
(chain
shirt,
shield)
Medium
humanoid
(any
race),
any
alignment
Hit
Points
11
(2d8
+
2)
Armor
Class
16
(studded
leather,
shield)
Speed
30
ft.
Hit
Points
112
(15d8
+
45)
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
13
(+1)
12
(+1)
12
(+1)
10
(+0)
11
(+0)
10
(+0)
STR
DEX
CON
INT
WIS
CHA
18
(+4)
15
(+2)
16
(+3)
10
(+0)
12
(+1)
15
(+2)
Skills
Perception
+2
Senses
passive
Perception
12
Saving
Throws
Str
+7,
Dex
+5,
Con
+6
Languages
any
one
language
(usually
Common)
Skills
Athletics
+10,
Intimidation
+5
Challenge
1/8
(25
XP)
Senses
passive
Perception
11
Languages
any
one
language
(usually
Common)
Actions
Challenge
5
(1,800
XP)
Spear.
Melee
or
Ranged
Weapon
Attack:
+3
to
hit,
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d6
+
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
399
1)
piercing
damage,
or
5
(1d8
+
1)
piercing
damage
if
alignment
determines
the
extent
to
which
a
pledge
is
used
with
two
hands
to
make
a
melee
attack.
honored.
Whether
undertaking
a
quest
or
patrolling
a
realm,
a
knight
often
travels
with
an
entourage
Guards
include
members
of
a
city
watch,
sentries
in
that
includes
squires
and
hirelings
who
are
a
citadel
or
fortified
town,
and
the
bodyguards
of
commoners.
merchants
and
nobles.
Mage
Knight
Medium
humanoid
(any
race),
any
alignment
Medium
humanoid
(any
race),
any
alignment
Armor
Class
12
(15
with
mage
armor)
Armor
Class
18
(plate)
Hit
Points
40
(9d8)
Hit
Points
52
(8d8
+
16)
Speed
30
ft.
Speed
30
ft.
STR
DEX
CON
INT
WIS
CHA
STR
DEX
CON
INT
WIS
CHA
9
(1)
14
(+2)
11
(+0)
17
(+3)
12
(+1)
11
(+0)
16
(+3)
11
(+0)
14
(+2)
11
(+0)
11
(+0)
15
(+2)
Saving
Throws
Int
+6,
Wis
+4
Saving
Throws
Con
+4,
Wis
+2
Skills
Arcana
+6,
History
+6
Senses
passive
Perception
10
Senses
passive
Perception
11
Languages
any
one
language
(usually
Common)
Languages
any
four
languages
Challenge
3
(700
XP)
Challenge
6
(2,300
XP)
Brave.
The
knight
has
advantage
on
saving
throws
Spellcasting.
The
mage
is
a
9th-level
spellcaster.
Its
against
being
frightened.
spellcasting
ability
is
Intelligence
(spell
save
DC
14,
+6
to
hit
with
spell
attacks).
The
mage
has
the
following
Actions
wizard
spells
prepared:
Multiattack.
The
knight
makes
two
melee
attacks.
Cantrips
(at
will):
fire
bolt,
light,
mage
hand,
Greatsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
prestidigitation
ft.,
one
target.
Hit:
10
(2d6
+
3)
slashing
damage.
1st
level
(4
slots):
detect
magic,
mage
armor,
magic
Heavy
Crossbow.
Ranged
Weapon
Attack:
+2
to
hit,
missile,
shield
range
100/400
ft.,
one
target.
Hit:
5
(1d10)
piercing
2nd
level
(3
slots):
misty
step,
suggestion
damage.
3rd
level
(3
slots):
counterspell,
fireball,
fly
Leadership
(Recharges
after
a
Short
or
Long
Rest).
For
4th
level
(3
slots):
greater
invisibility,
ice
storm
1
minute,
the
knight
can
utter
a
special
command
or
5th
level
(1
slot):
cone
of
cold
warning
whenever
a
nonhostile
creature
that
it
can
see
within
30
feet
of
it
makes
an
attack
roll
or
a
saving
Actions
throw.
The
creature
can
add
a
d4
to
its
roll
provided
it
can
hear
and
understand
the
knight.
A
creature
can
Dagger.
Melee
or
Ranged
Weapon
Attack:
+5
to
hit,
benefit
from
only
one
Leadership
die
at
a
time.
This
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d4
+
effect
ends
if
the
knight
is
incapacitated.
2)
piercing
damage.
Reactions
Mages
spend
their
lives
in
the
study
and
practice
of
magic.
Good-aligned
mages
offer
counsel
to
nobles
Parry.
The
knight
adds
2
to
its
AC
against
one
melee
and
others
in
power,
while
evil
mages
dwell
in
attack
that
would
hit
it.
To
do
so,
the
knight
must
see
isolated
sites
to
perform
unspeakable
experiments
the
attacker
and
be
wielding
a
melee
weapon.
without
interference.
Knights
are
warriors
who
pledge
service
to
rulers,
religious
orders,
and
noble
causes.
A
knights
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
400
Noble
Divine
Eminence.
As
a
bonus
action,
the
priest
can
expend
a
spell
slot
to
cause
its
melee
weapon
attacks
Medium
humanoid
(any
race),
any
alignment
to
magically
deal
an
extra
10
(3d6)
radiant
damage
to
a
Armor
Class
15
(breastplate)
target
on
a
hit.
This
benefit
lasts
until
the
end
of
the
Hit
Points
9
(2d8)
turn.
If
the
priest
expends
a
spell
slot
of
2nd
level
or
higher,
the
extra
damage
increases
by
1d6
for
each
Speed
30
ft.
level
above
1st.
STR
DEX
CON
INT
WIS
CHA
Spellcasting.
The
priest
is
a
5th-level
spellcaster.
Its
11
(+0)
12
(+1)
11
(+0)
12
(+1)
14
(+2)
16
(+3)
spellcasting
ability
is
Wisdom
(spell
save
DC
13,
+5
to
hit
with
spell
attacks).
The
priest
has
the
following
Skills
Deception
+5,
Insight
+4,
Persuasion
+5
cleric
spells
prepared:
Senses
passive
Perception
12
Cantrips
(at
will):
light,
sacred
flame,
thaumaturgy
Languages
any
two
languages
1st
level
(4
slots):
cure
wounds,
guiding
bolt,
sanctuary
Challenge
1/8
(25
XP)
2nd
level
(3
slots):
lesser
restoration,
spiritual
weapon
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
personal
use
only.
System
Reference
Document
5.1
401
Actions
Hand
Crossbow.
Ranged
Weapon
Attack:
+4
to
hit,
range
30/120
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
Multiattack.
The
scout
makes
two
melee
attacks
or
damage.
two
ranged
attacks.
Shortsword.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
Rulers,
nobles,
merchants,
guildmasters,
and
other
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
wealthy
individuals
use
spies
to
gain
the
upper
hand
Longbow.
Ranged
Weapon
Attack:
+4
to
hit,
ranged
in
a
world
of
cutthroat
politics.
A
spy
is
trained
to
150/600
ft.,
one
target.
Hit:
6
(1d8
+
2)
piercing
secretly
gather
information.
Loyal
spies
would
damage.
rather
die
than
divulge
information
that
could
compromise
them
or
their
employers.
Scouts
are
skilled
hunters
and
trackers
who
offer
their
services
for
a
fee.
Most
hunt
wild
game,
but
a
few
work
as
bounty
hunters,
serve
as
guides,
or
Thug
provide
military
reconnaissance.
Medium
humanoid
(any
race),
any
non-good
alignment
Armor
Class
11
(leather
armor)
Spy
Hit
Points
32
(5d8
+
10)
Medium
humanoid
(any
race),
any
alignment
Speed
30
ft.
Armor
Class
12
STR
DEX
CON
INT
WIS
CHA
Hit
Points
27
(6d8)
15
(+2)
11
(+0)
14
(+2)
10
(+0)
10
(+0)
11
(+0)
Speed
30
ft.
Skills
Intimidation
+2
STR
DEX
CON
INT
WIS
CHA
Senses
passive
Perception
10
10
(+0)
15
(+2)
10
(+0)
12
(+1)
14
(+2)
16
(+3)
Languages
any
one
language
(usually
Common)
Skills
Deception
+5,
Insight
+4,
Investigation
+5,
Challenge
1/2
(100
XP)
Perception
+6,
Persuasion
+5,
Sleight
of
Hand
+4,
Stealth
+4
Pack
Tactics.
The
thug
has
advantage
on
an
attack
roll
Senses
passive
Perception
16
against
a
creature
if
at
least
one
of
the
thugs
allies
is
Languages
any
two
languages
within
5
feet
of
the
creature
and
the
ally
isnt
incapacitated.
Challenge
1
(200
XP)
Actions
Cunning
Action.
On
each
of
its
turns,
the
spy
can
use
a
Multiattack.
The
thug
makes
two
melee
attacks.
bonus
action
to
take
the
Dash,
Disengage,
or
Hide
Mace.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
ft.,
one
action.
creature.
Hit:
5
(1d6
+
2)
bludgeoning
damage.
Sneak
Attack
(1/Turn).
The
spy
deals
an
extra
7
(2d6)
Heavy
Crossbow.
Ranged
Weapon
Attack:
+2
to
hit,
damage
when
it
hits
a
target
with
a
weapon
attack
and
range
100/400
ft.,
one
target.
Hit:
5
(1d10)
piercing
has
advantage
on
the
attack
roll,
or
when
the
target
is
damage.
within
5
feet
of
an
ally
of
the
spy
that
isnt
incapacitated
and
the
spy
doesnt
have
disadvantage
on
the
attack
roll.
Thugs
are
ruthless
enforcers
skilled
at
intimidation
and
violence.
They
work
for
money
and
have
few
Actions
scruples.
Multiattack.
The
spy
makes
two
melee
attacks.
Shortsword.
Melee
Weapon
Attack:
+4
to
hit,
reach
5
Tribal
Warrior
ft.,
one
target.
Hit:
5
(1d6
+
2)
piercing
damage.
Medium
humanoid
(any
race),
any
alignment
Armor
Class
12
(hide
armor)
Hit
Points
11
(2d8
+
2)
Not
for
resale.
Permission
granted
to
print
or
photocopy
this
document
for
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only.
System
Reference
Document
5.1
402
Speed
30
ft.
Shortsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
6
(1d6
+
3)
piercing
damage.
STR
DEX
CON
INT
WIS
CHA
Heavy
Crossbow.
Ranged
Weapon
Attack:
+3
to
hit,
13
(+1)
11
(+0)
12
(+1)
8
(1)
11
(+0)
8
(1)
range
100/400
ft.,
one
target.
Hit:
6
(1d10
+
1)
piercing
Senses
passive
Perception
10
damage.
Languages
any
one
language
Veterans
are
professional
fighters
that
take
up
arms
Challenge
1/8
(25
XP)
for
pay
or
to
protect
something
they
believe
in
or
value.
Their
ranks
include
soldiers
retired
from
long
Pack
Tactics.
The
warrior
has
advantage
on
an
attack
service
and
warriors
who
never
served
anyone
but
roll
against
a
creature
if
at
least
one
of
the
warriors
themselves.
allies
is
within
5
feet
of
the
creature
and
the
ally
isnt
incapacitated.
Actions
Spear.
Melee
or
Ranged
Weapon
Attack:
+3
to
hit,
reach
5
ft.
or
range
20/60
ft.,
one
target.
Hit:
4
(1d6
+
1)
piercing
damage,
or
5
(1d8
+
1)
piercing
damage
if
used
with
two
hands
to
make
a
melee
attack.
Tribal
warriors
live
beyond
civilization,
most
often
subsisting
on
fishing
and
hunting.
Each
tribe
acts
in
accordance
with
the
wishes
of
its
chief,
who
is
the
greatest
or
oldest
warrior
of
the
tribe
or
a
tribe
member
blessed
by
the
gods.
Veteran
Medium
humanoid
(any
race),
any
alignment
Armor
Class
17
(splint)
Hit
Points
58
(9d8
+
18)
Speed
30
ft.
Actions
Multiattack.
The
veteran
makes
two
longsword
attacks.
If
it
has
a
shortsword
drawn,
it
can
also
make
a
shortsword
attack.
Longsword.
Melee
Weapon
Attack:
+5
to
hit,
reach
5
ft.,
one
target.
Hit:
7
(1d8
+
3)
slashing
damage,
or
8
(1d10
+
3)
slashing
damage
if
used
with
two
hands.
Not for resale. Permission granted to print or photocopy this document for personal use only. System Reference Document 5.1 403