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Player’s Guide

Player’s Guide
CREDITS
Lead Designer: Celeste Conowitch
KOBOLD WARRENS
Designers: JB Little, Sarah Madsen, Sebastian Rombach Publisher: Wolfgang Baur
Developer: Jeff Quick Chief Operations Officer: T. Alexander Stangroom
Lead Editor: Jeff Quick Director Of Digital Growth: Blaine McNutt
Editors: Misty Bourne, Scott Gable, Meagan Maricle, Art Director: Marc Radle
Thomas M. Reid Art Department: Amber Seger, Kennedy Williams
Proofreaders: Meagan Maricle, Kenny Webb Editorial Director: Thomas M. Reid
Cover Artist: Hugh Pindur Editorial Department: Scott Gable,
Interior Artists: Paola Andreatta, Darren Calvert, Meagan Maricle, Jeff Quick, Kenny Webb
Basith Ibrahim, Maria Viktoria Kanellopoulou, Marketing Director: Chelsea “Dot” Steverson
Erika Lundrigan, William O’Brien, Corwin Paradinha, Marketing Department: Zachery Newbill,
Ian Perks, Roberto Pitturru, Addison Rankin, Kiki Moch Kendrick Smith
Rizki, Craig J. Spearing, Florian Stitz, Bryan Syme,
Senior Game Designer: Celeste Conowitch
Egil Thompson, Eva Widermann, Mat Wilma
Project Manager: Amber Seger
Graphic Designers: Marc Radle, Amber Seger
Sales Manager: Kym Weiler
Customer Service Associate: Chris Wright

Special Thanks
To the 10,057 backers who made this volume possible and the thousands of playtesters who helped refine it!
Another special thanks to the designers and contributors to earlier printings of some of the material that appears
in this book, including, but not limited to: John Joseph Adams, Wolfgang Baur, Scott Carter, Dan Dillon,
Janet Forbes, Chris Harris, Philip Larwood, Sarah Madsen, Greg Marks, Shawn Merwin, Kelly Pawlik,
Marc Radle, Victoria Rogers, Adam Roy, Jon Sawatsky, Amber Stewart, Brian Suskind

Tales of the Valiant, the Tales of the Valiant logo, Midgard, and Kobold Press are trademarks of Open Design LLC.
All rights reserved.
©2024 Open Design LLC. All rights reserved.
System Reference Document 5.1: This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”)
by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD
5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.
org/licenses/by/4.0/legalcode. Content in this work is compatible with the fifth edition of Dungeons & Dragons.
www.koboldpress.com
PO Box 2811 | Kirkland, WA 98083
Printed in China
ISBN: 978-1-950789-75-7
Limited Edition ISBN: 978-1-950789-76-4
2 4 6 8 10 9 7 5 3 1

2 PLAYER'S GUIDE
TABLE OF CONTENTS
Introduction............................... 7 Safety Tools..................................10 Prerequisities.................................15
What Is Tales of the Valiant?.......... 7 Discussion Around Wants.............10 Experience Points..........................15
What Is a Roleplaying Game?.......... 7 Agreements Around Lines............10 Hit Points and Hit Dice.................15
Role of the Game Master................ 7 Chapter 1: Character Proficiency Bonus......................... 16
Role of a Player............................... 8 Creation & Leveling................. 11 Proficiencies................................. 16
Using This Book............................. 8 Step-by-Step Character Creation.. 11 Class Features............................... 16
What’s in the Book?........................ 8 Three Ways to Score...................... 12 Elements of a Character Sheet...... 18
How to Play.................................... 8 Find Ability Modifiers................... 13 Chapter 2:
Collaborative Storytelling............... 8 Leveling Up.................................. 14 Character Classes...................20
The Dice......................................... 8 Leveling Methods......................... 14 Spellcasting Classes......................20
Other Tools You Need.....................9 Awarding XP................................ 14 Spellcasting Ability.......................20
Fantasy in a Nutshell.......................9 Tracking Milestones..................... 14 Magic Source................................ 21
Rules to Remember........................9 Optional Rule: Multiclassing.........15 Spell Circles.................................. 21

On The Cover On The Limited Edition Cover


A wizard and his rogue companion investigate a lich’s lair A wizard’s head floats in a magical triangle, surrounded
when the rogue spots the lair’s master returning astride a by arcane symbols in this art by Addison Rankin.
massive dragon in this art by Hugh Pindur.

PLAYER'S GUIDE 3
Spell Slots..................................... 21 Rogue........................................... 78 Chapter 4:
Cantrips and Rituals..................... 21 Rogue Subclasses........................80 Backgrounds & Talents..........117
Known and Prepared Spells.......... 21 Enforcer...................................80 Backgrounds.................................117
Spellcasting Focus........................22 Thief......................................... 81 Adherent.....................................118
Elements of a Class.......................22 Sorcerer........................................ 82 Artist.......................................... 119
Progression Table.........................22 Sorcerer Subclasses.....................86 Courtier..................................... 120
Hit Points and Hit Dice................22 Chaos.......................................86 Criminal..................................... 120
Proficiencies.................................22 Draconic...................................89 Homesteader...............................121
Starting Equipment......................22 Warlock........................................ 91 Maker.........................................121
Feature Descriptions....................22 Warlock Subclasses..................... 97 Outcast....................................... 122
Subclasses....................................22 Fiend........................................ 97 Rustic..........................................123
Barbarian..................................... 23 Reaper......................................98 Scholar........................................123
Barbarian Subclasses................... 25 Wizard.........................................99 Soldier........................................ 124
Berserker.................................. 25 Wizard Subclasses..................... 102 Talents..........................................125
Wild Fury..................................26 Battle Mage............................. 102 Magic Talents..............................125
Bard............................................. 28 Cantrip Adept......................... 103 Martial Talents........................... 128
Bard Subclasses........................... 31 Technical Talents........................ 130
Chapter 3:
Lore.......................................... 31 Lineage & Heritage................ 104 Chapter 5:
Victory...................................... 32 Lineage........................................104 Equipment & Magic Items.......133
Cleric........................................... 33 Elements of a Lineage.................104 Currency.......................................133
Cleric Subclasses......................... 36 Age.............................................104 Selling Nonmagical Items..............133
Life Domain............................. 36 Size............................................104 Equipment................................... 134
Light Domain........................... 38 Speed......................................... 105 Armor.......................................... 134
War Domain............................. 39 Traits.......................................... 105 Calculating Armor Class (AC)..... 134
Druid.......................................... 40 Lineage Descriptions.................... 105 Armor Types & Proficiencies........135
Druid Subclasses.........................44 Beastkin..................................... 105 Getting Into and Out of Armor....137
Leaf..........................................44 Dwarf.........................................106 Armor Materials..........................137
Shifter....................................... 45 Elf..............................................106 Armor Properties.........................137
Fighter......................................... 47 Human....................................... 107 Weapons.......................................137
Fighter Subclasses.......................49 Kobold....................................... 108 Weapon Types & Proficiencies.....137
Spell Blade................................49 Orc............................................. 108 Improvised Weapons...................137
Weapon Master..........................51 Syderean.....................................109 Weapon Options......................... 139
Mechanist.....................................53 Smallfolk.................................... 110 Weapon Materials......................140
Mechanist Subclasses.................. 58 Heritage........................................111 Weapon Properties..................... 141
Metallurgist.............................. 58 Elements of a Heritage................111 Adventuring Gear......................... 142
Spellwright............................... 59 Languages...................................111 Object and Structure Statistics...... 146
Monk........................................... 61 Heritage Options.........................112 Tools............................................ 147
Monk Subclasses........................64 Anointed Heritage.....................112 Tool Descriptions....................... 147
Flickering Dark.........................64 Cloud Heritage..........................113 Mounts.........................................152
Open Hand............................... 65 Cosmopolitan Heritage.............113 Mount Gear and Expenses...........152
Paladin.........................................66 Cottage Heritage.......................113 Services.........................................153
Paladin Subclasses......................69 Diaspora Heritage.....................113 Spellcasting Services....................153
Devotion...................................70 Fireforge Heritage.................... 114 Food, Drink, and Lodging...........153
Justice....................................... 71 Grove Heritage......................... 114 Vehicles.........................................153
Ranger......................................... 72 Nomadic Heritage.....................115 Elements of a Vehicle.................. 154
Ranger Subclasses....................... 75 Salvager Heritage.......................115 Vehicle Movement...................... 154
Hunter...................................... 75 Slayer Heritage..........................115 Vehicle Repairs............................ 155
Pack Master.............................. 76 Stone Heritage...........................115 Vehicle Descriptions.................... 155
Supplicant Heritage.................. 116
Vexed Heritage......................... 116
Wildlands Heritage................... 116

4 PLAYER'S GUIDE
Magic Items..................................157 Buying and Selling The Three Types of Checks..........206
Elements of a Magic Item............157 Magic Items..............................160 Attack Rolls..............................206
Type.........................................157 Setting-Based Availability........160 Saves.........................................206
Rarity.......................................158 Item Type And Value................160 Ability Checks...........................206
Attunement..............................158 Magic Item Descriptions............ 162 Advantage and Disadvantage......207
Price....................................... 159 Fabled Magic Items................... 200 Skill Descriptions.......................208
Identifying Magic Items............. 159 Chapter 6: Adventuring............................... 210
Equipping Magic Items.............. 159 Playing the Game.................... 203 Tracking Time........................... 210
Multiple Items of Rolling the Dice.......................... 203 Movement.................................211
the Same Kind.......................... 159 Making Checks........................... 203 Speed.........................................211
Paired Items............................. 159 Ability Modifiers...................... 204 Special Movement Rules........... 212
Activating Magic Items............... 159 Proficiency Bonus.................... 204 Difficult Terrain........................ 212
Command Word....................... 159 Determining Success Forced Movement..................... 212
Casting Spells From an Item..... 159 or Failure................................. 204 Traveling................................... 212
Charges.................................... 160 Determining DC...................... 204 Interacting with Creatures...........213
Special Magic Items....................160 Luck.......................................... 204 Roleplaying...............................213
Cursed Magic Items.................. 160 Gaining Luck........................... 204 Interacting with Items.................213
Fabled Magic Items................... 160 Losing Luck............................. 204 Types of Items.......................... 214
Spending Luck......................... 204 Lifting and Carrying..................215
Which Ability Modifier?.............. 205

PLAYER'S GUIDE 5
Senses.........................................215 Between Adventures....................235 Spell Lists...................................246
Vision and Obscured Areas.........215 Downtime Activities....................235 Arcane Spell List.......................246
Special Senses........................... 216 Time..........................................235 Arcane Ritual List.....................248
Planes of Existence..................... 216 Cost...........................................235 Divine Spell List........................249
The Material Plane.................... 216 Resolution.................................235 Divine Ritual List...................... 250
Transitive Planes....................... 216 Activity Descriptions...................235 Primordial Spell List..................251
Other Planes............................. 216 Carousing..................................235 Primordial Ritual List............... 252
Travel Between Planes............... 217 Crafting.................................... 237 Wyrd Spell List..........................253
Life and Death............................ 217 Researching.............................. 237 Wyrd Ritual List........................ 254
Hit Points................................. 217 Training.................................... 238 Spell Descriptions........................255
Temporary Hit Points............... 217 Working................................... 238 Ritual Descriptions......................325
Damage.................................... 218 Chapter 7: Spellcasting........ 239 Appendix A: Conditions......... 352
Damage Types........................... 218 What Is a Spell?........................... 239 Blinded........................................352
Damage Resistance Sources of Magic........................ 239 Charmed.....................................352
and Vulnerability....................... 218 Arcane Source........................... 239 Deafened.....................................352
Healing..................................... 218 Divine Source.......................... 240 Exhaustion..................................353
Hit Dice.................................... 219 Primordial Source.................... 240 Frightened...................................353
Resting..................................... 219 Wyrd Source............................ 240 Grappled.....................................353
Dropping to 0 Hit Points.......... 219 Spell Circles............................... 240 Incapacitated...............................353
Death....................................... 219 Spell Slots................................... 241 Invisible.......................................353
Dying....................................... 219 Casting at Higher Circles............ 241 Paralyzed.....................................353
Stable....................................... 219 Schools of Magic........................ 241 Petrified...................................... 354
Monsters and Death.................220 Abjuration................................ 241 Poisoned.................................... 354
Other Forms of Harm.................220 Conjuration.............................. 241 Prone......................................... 354
Conditions...............................220 Divination................................ 241 Restrained.................................. 354
Curses......................................220 Enchantment............................ 241 Stunned...................................... 354
Diseases....................................220 Evocation................................. 241 Surprised.................................... 354
Dread.......................................220 Illusion.....................................242 Unconscious............................... 354
Poisons.....................................220 Necromancy.............................242 Appendix B:
Starvation and Dehydration......220 Transmutation..........................242 Gods & Pantheons....................355
Suffocating............................... 221 Known Spells.............................242 Labyrinthian Pantheon................ 355
Encounter Gameplay.................. 221 Prepared Spells...........................242 Cartokk, the Dreaming God...... 355
Initiative................................... 221 Cantrips.....................................242 Herak-Mavros........................... 355
Rounds and Turns.....................222 Rituals........................................242 Nakresh.....................................356
Determining Initiative Order....222 Casting in Armor........................ 243 Rava..........................................356
Exploration Encounters.............222 Combining Magical Effects........ 243 Sabateus....................................356
Dungeons.................................222 Elements of a Spell..................... 243 Solana.......................................356
Wilderness Survival...................222 Casting Time............................ 243 Fantasy Historical Pantheons.......357
Hazards.................................... 223 Bonus Action............................ 243 Egyptian Pantheon......................357
Traps........................................224 Reaction................................... 243 Greek Pantheon...........................357
Social Encounters.......................224 Longer Casting Times............... 243 Norse Pantheon...........................357
Settlements...............................224 Range....................................... 243 Appendix C: Creatures........... 359
Attitude.................................... 225 Area of Effect............................ 243
Combat Encounters................... 225 Index...........................................373
Components.............................244
Combat Steps............................. 225 Character Sheet..................... 378
Duration................................... 245
Movement in Combat............... 228 Instantaneous........................... 245
Actions in Combat....................229 Concentration.......................... 245
Making an Attack.......................231 Description............................... 245
Melee Attacks........................... 232 Target....................................... 245
Ranged Attacks......................... 234 Spell Saves................................ 245
Death and Dying....................... 234 Spell Attack Rolls...................... 245
Special Combat Rules............... 234

6 PLAYER'S GUIDE
INTRODUCTION
Welcome to the Labyrinth, infinite worlds linked by
twisting corridors of magic. Here, you find realms like
WHAT IS A ROLEPLAYING GAME?
Midgard, Hades, the Dreadful Domains, and homebrew A roleplaying game is a cooperative story-making game,
creations tied together by the mysterious will of the Maze. sometimes called a tabletop game. You usually gather
These countless worlds rarely resemble one another on the around a table and use paper and dice to play. Most RPGs
surface, but share a unifying truth—heroes shape them. have one player who serves as the GM, while the other
players take on the roles of PCs.

WHAT IS TALES OF THE VALIANT? ROLE OF THE GAME MASTER


The Tales of the Valiant™ game is an action-oriented
The GM’s role is to create the game’s framework and
roleplaying game (RPG) that pits a group of heroic
keep the story moving. The GM describes what the world
adventurers against supernatural dangers. One player,
looks like, introduces obstacles for PCs to overcome,
called the game master (GM), along with a group of other
and portrays all the nonplayer characters (NPCs) who
players, who adopt roles as player characters (PCs), explore
challenge or interact with the PCs.
fantastic locations and embark on adventurous quests.
The GM either invents the world and events of the
game from scratch or uses the elements of a pre-written
adventure called a “module” to set the scene for players
each time they play.

INTRODUCTION 7
ROLE OF A PLAYER
A player’s role is to portray their PC well. Imagine seeing
How to Play
the world through the character’s eyes and reacting as Gameplay incorporates the following elements.
they would to the situations presented by the GM. When
interacting with characters portrayed by the GM or other COLLABORATIVE STORYTELLING
PCs, a player’s voice serves as the character’s voice.
As with most roleplaying games, the Tales of the Valiant
game isn’t very concerned about winning and losing. The
Using This Book goal is to work together to create an exciting story.
The GM creates and introduces the basic story and rules,
This book contains the basic information you need to then the PCs interact with those elements.
play a Tales of the Valiant tabletop game. It provides Players can make choices that push the story in new
instructions for creating PCs, explains how to resolve directions. The GM then introduces new ideas, scenes, and
challenges, and contains tools for playing in fantasy worlds. characters as a response to those choices. The PCs interact
In addition to this book, a GM also needs the Monster with those new elements and things keep rolling in this
Vault for monsters to use as opponents for PCs. The Game back-and-forth way throughout the game.
Master’s Guide adds additional elements for the game As an example, let’s say the GM starts the game in a
master’s toolkit. fantasy tavern. The GM describes what the tavern looks
like, who else is there, and any other interesting details.
Then, the GM could ask the players to describe what their
WHAT’S IN THE BOOK? PCs are doing in the tavern and what they want to do next.
Chapter 1: Character Creation & Leveling describes The GM sets up the situation, and the players make choices
how to create a PC and how to level up that PC as you to decide where the story goes.
complete adventures and gain experience. Perhaps a PC decides to talk to the innkeeper and the
Chapter 2: Classes presents class options available to PCs. GM (speaking as the innkeeper) offers a reward to kill a
Chapter 3: Lineages & Heritages describes lineage and mysterious monster in the basement. If the PCs decide to
heritage options available to PCs. go to the basement, the GM then describes the new scene
Chapter 4: Backgrounds & Talents gives background with details about the basement and the creature lurking
and talent options available to PCs. within it.
Perhaps those same PCs don’t talk to the innkeeper.
Chapter 5: Equipment & Magic Items lists equipment
Instead, they decide to get to know one another over an
available to PCs and explains rules for using it. It also
ale. In this version, the PCs talk in character until they
contains magic items that PCs can find during their
decide to do something else…or until the GM introduces
adventures.
something to change the story, like interjecting with a
Chapter 6: Playing the Game details how the game description of a commotion outside.
works, breaking down rules and elements for play. Both instances are examples of the kind of back and forth
Chapter 7: Spellcasting provides rules for using magic that forms the heart of a roleplaying game.
and a selection of spells.
Appendix A: Conditions lists the conditions that can
affect PCs and monsters.
THE DICE
Most gameplay happens through talking and shared
Appendix B: Gods & Pantheons presents various gods
imagination. However, when outcomes get uncertain, the
and pantheons PCs can worship—especially clerics and
game uses dice to resolve combat and risky actions.
paladins.
This system uses several different types of polyhedral dice:
Appendix C: Creature Statistics contains a selection four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided
of stat blocks that PCs are likely to use, such as mounts, (d10), twelve-sided (d12), and twenty-sided dice (d20). It’s
familiars, and Beast forms for the druid’s Wild Shape best if each player has a set of dice that includes at least one
class feature. of each type.

8 PLAYER'S GUIDE
Dice represent the element of chance. A die roll is almost If your total equals or exceeds the target number, you
always combined with a creature’s abilities, combining succeed! If your result is lower than the target, you fail.
chance and skill.
In many cases, you roll only one die. Sometimes, you’ll see
something like “2d4 + 2.” In that case, roll two four-sided
OTHER TOOLS YOU NEED
In addition to this book and a set of dice, each player needs
(d4) dice, add them together, and then add 2 more to get
a printed or digital character sheet. That’s all you need.
your final result.
Other stuff like maps, miniatures, tokens, or digital note-
Occasionally, you might need to roll “percentile dice.” To
taking platforms can improve the game experience, but you
do that, grab two d10s. Designate one to represent the tens
can start with the basics.
digit and the other to represent the ones digit. Then roll
both at the same time. So, if you roll a 5 on the tens-digit
die and a 2 on the ones-digit die, your number rolled is 52.
If you roll 0 (zero) on both dice, read it as 100.
Fantasy in a Nutshell
A Tales of the Valiant game exists within the Labyrinth, the
CORE MECHANIC: ROLLING A D20
connected maze of infinite fantasy worlds. It’s compatible
Almost every mechanic in the game comes down to one
with any published fantasy setting or world you create. The
basic process:
game does come with a few assumptions, though.
1. Roll a d20 (called making a check). Higher numbers
are better than lower numbers. 1. FANTASY WORLDS HAVE MAGIC
2. Add any bonuses or penalties. Magic is a core principle of the fantasy genre. Your setting
3. Compare the total result to a target number that the might have a spin on how magic works, but it should be
GM decides. present, and the PCs should be able to access it.

4. ONLY ROLL WHEN PROMPTED


RULES TO REMEMBER Only roll dice when the GM calls for it. Until
While this book is full of rules and details, here are a few
then, players describe their PCs’ actions
highlights to get playing quickly!
and the GM describes how the world
1. SPECIFIC BEATS GENERAL reacts through conversation and roleplay. If
If a feature, ability, spell, or any specific rule contradicts a anything uncertain occurs, the GM breaks this
general rule of the game, the specific rule wins. flow to call for a roll. Players can suggest that
they make a check or ask for a roll when it might
2. ALWAYS ROUND DOWN help, but don’t make the roll until the GM agrees
When you end up with a fraction, round down. For example, if that a roll is called for.
you have 15 hit points (HP) and a feature tells you to add half
your hit points, halve 15 and round down to add 7 HP.
5. THE GM HAS FINAL SAY
Occasionally, the rules might not be a perfect fit. In these
3. EITHER ADVANTAGE OR DISADVANTAGE —NOT moments, the GM must make a call on how to proceed.
BOTH
Players can (and should!) offer suggestions and weigh in
When things go your way, you get advantage. When things
with their understanding of the rules. But ultimately, try to
go against you, you get disadvantage. This is a basic rule
support and trust the GM on judgment calls during play,
of the game, covered in more depth in the Advantage and
and save rule arguments or deep discussion for quieter
Disadvantage section in Chapter 6. A rule that players
moments away from the table.
sometimes miss around these ideas is that multiple instances
of advantage and disadvantage cancel each other out. 6. FUN IS COLLABORATIVE
For example, if you have one source of advantage and two The fun of a Tales of the Valiant game relies on
sources of disadvantage, don’t try to match them up and roll collaboration. Players work together to create the stories
with disadvantage. All instances cancel each other out, and of this game and your number one job is to contribute to
you make a standard roll. the fun had by the entire group. Contributing to the fun
takes many different forms depending on the needs of the
game and your group, but in general it involves listening
to, sharing the spotlight with, and generally supporting the
other players at your table.

INTRODUCTION 9
2. HEROIC ADVENTURE ABOUNDS Avoid (and gently discourage) jokes at this stage. You want
Fantasy stories are usually about heroes. And the heroes everyone to speak freely, and people speak more freely
are your PCs! They need opportunities to defeat foes, when they don’t need to defend their opinions. If a topic
make decisions with consequences, and solve problems comes up that you don’t understand, ask specific questions
with their actions. to make it clear for everyone.
Topics that players don’t want to see in-game are called
3. FANTASTIC PLACES AWAIT
lines. Topics that players are okay with mentioning
Fantasy worlds are full of unusual locales, cultures, and “offstage” (but not playing out) or topics they’re cautious
creatures. Your games should have interesting corners to about are called veils. Usually, discussing and noting
explore and wonders to uncover. everyone’s lines and veils is enough. However, if the intent
4. LARGER FORCES PLOT is to run a gritty or horror-based game, include a checklist
Villainous empires, friendly guild factions, and other large of potential themes for players to review in addition to
organizations challenge the heroes to grow. These power discussion. A checklist should cover:
structures often form the cornerstone of a campaign (a • Descriptions of physical violence (including harm to
long game that runs across many sessions) and make children, animals, and sexual assault)
compelling adventures. • Consensual sexual content
5. CONFLICT IS KEY • Themes of mental and physical health
The fantasy genre often tells stories about standing up • Real-world religion and fantasy portrayal based on real-
and winning against impossible odds. Good roleplaying world religions
adventures provide a framework for PCs to overcome • Representations of real-world social or cultural
challenges through cunning, might, and magic. discrimination and oppression
• Any other topics players bring up

Safety Tools AGREEMENTS AROUND LINES


Safety tools are rules to ensure players feel safe and Once the group has a list of lines and veils, establish what
comfortable, even when their characters don’t. At happens when the action comes close to a line or a veil.
minimum, safety tools are composed of two parts: a (Note that you might not get a full list the first time; be
discussion around what players don’t want in the game prepared to do a second version after everyone has had
and an agreement for what happens if an uncomfortable or time to think and feel about it.) You also need a guideline
hurtful element comes up. These tools help everyone stay for what happens if a line or veil pops up unexpectedly.
in the fun and feel empowered to speak about their needs Discuss how that will work. Options for someone to
and wants. indicate a concern include a specified verbal cue (“Let’s take
five”), color-coded cards (red for stop, green for go, and
DISCUSSION AROUND WANTS yellow for slow down), or silent hand signals to check in.
If someone crosses a line or veil, stop the game for a
The first part of establishing safety tools is talking with the
minute. Check in with the group to see what they need.
other players before gameplay starts. A good time to bring
Does anyone need to talk about it? Is it enough to just fade
this up is when the group is together to make characters.
to black and move on, no questions asked? Do you need
Everyone can address a concern. The GM is a good
to end the session? Do you rewind the action and run it a
leader for safety discussions, but keeping things safe and
different way? All of these are good potential options, but
fun is everyone’s shared responsibility.
stay in communication to find out which one is helpful in
Some players might not feel comfortable to discuss what
the moment. You probably won’t know what is most helpful
helps them feel safe in a group from the beginning. When
ahead of time, but if you talk about the options before it
you do have this talk, make it clear that players can speak
happens, everyone has a playbook for when it does.
directly with the GM to bring up any additional concerns.
Sometimes, talk around lines and veils is heavy and
All players need to honor that desire for privacy.
austere, but it doesn’t need to be. You’re looking out for
During this conversation, have each player (including the
each other. Take it seriously and help everyone stay in a
GM) clarify themes or elements they absolutely don’t want
mode where they can have a good time.
to see in the game. These elements could be something
specific and focused, such as “spiders” or something broad,
such as “disease.” No one needs to justify their choices.
Having the opinion is enough for it to matter.

10 PLAYER'S GUIDE
1 CHARACTER CREATION & LEVELING
The first step to play is creating your player character (PC).
Character creation involves making rules choices that
STEP 0. GATHER MATERIALS
define who your character is and what your character is Make sure these basic tools are handy to record your
good at, as well as creative choices about your character’s character choices:
history and personality. • Pencil.
This chapter contains exact steps and options to create • Blank character sheet. If needed, review the Elements
your character. If this is your first time, work with your of a Character Sheet section for a breakdown of what
game master (GM) to choose options that make a good information goes where.
play experience. This chapter also contains instructions for • Scratch paper.
leveling your character as you continue play. • Dice (see About Those Dice sidebar).

STEP-BY-STEP CHARACTER CREATION STEP 1. CREATE A CHARACTER CONCEPT


This section outlines the steps needed to create your It can help to think about what kind of character you want
character. to play before you start picking from lists. Do you want
to cast magic spells? Do you want to be good at swinging
a sword? Do you want to play as a human or some more
fantastical lineage?

1 CHARACTER CREATION 11
Talk to the other players about your ideas if they’re Each ability is assigned a number, called an ability
around. Hearing what they have in mind can help focus score. Ability scores represent your various physical and
your choices or inspire you to create a concept that works mental abilities. Higher numbers in a score mean your
well with other characters. For example, if all the other PCs character is better with that ability.
are rough-and-tumble warriors, you might want to make a As you level up, you can increase these scores, but a PC
cleric so you can patch them up with healing magic! can never have an ability score higher than 20. An average
person has 10 in every ability score, so these numbers
emphasize how powerful adventurers are!
STEP 2. CHOOSE A CLASS
Choosing your character’s class is the most important THREE WAYS TO SCORE
factor in bringing your concept into the game. A character’s
class is sort of like their job. Each class covers a different set There are three methods to determine your starting ability
of capabilities and responsibilities. scores. No method is “better” than another, but some
Your character class gives you class features—cool things people like one way more, so we include them all to appeal
your character can do—at 1st level as described in its to different kinds of players.
features table (see Chapter 2: Classes). The class features METHOD 1: ROLLING
table lists features you gain access to as your character This is the classic, providing surprises and maybe a tough
levels up. choice. It helps make a character you adapt to, instead of
Your character class also gives you proficiencies, a you making all the decisions:
game term that describes what kinds of equipment you
• Roll four d6s. Find the lowest die, and throw it out.
are trained to use (such as armor, weapons, and tools) and
Then add up the remaining three dice to get your total.
what kinds of challenges you are best at handling (skills
Write that number down on scratch paper.
and saves).
Choosing your class can also help you make a number of • Do this five more times until you have six totals
between 3 and 18.
other decisions as well. See the Class Options at a Glance
table in Chapter 2 for a brief summary and comparison of • Assign those six numbers to the ability scores however
each class. you like.
• Finally, add 2 to one score of your choice that is 16 or
below and add 1 to one score of your choice that is 17
STEP 3. DETERMINE ABILITY SCORES or below.
At their core, characters are defined by six abilities:
• Strength (STR), representing your physical might. METHOD 2: POINT-BUY
If you don’t want to leave it up to chance, you can assign
• Dexterity (DEX), representing your agility and
ability scores with the point-buy method:
reaction time.
• Start with 32 points to spend on your ability scores.
• Constitution (CON), representing your endurance
and physical fortitude. • Each score costs a certain number of points. Find the
cost of each potential score on the Point-Buy Cost
• Intelligence (INT), representing your ability to table (For example, a score of 12 costs 4 points).
acquire and apply knowledge.
• 18 is the highest ability score you can start with, and you
• Wisdom (WIS), representing your intuition and can’t have a score lower than 8.
mental fortitude.
• Buy one score for each of the six abilities.
• Charisma (CHA), representing your self-confidence
• Don’t add anything extra when you’re done here. These
and your ability to influence others.
numbers are already balanced without adding more.

POINT-BUY COST

SCORE COST SCORE COST


ABOUT THOSE DICE 8 0 14 7
The Tales of the Valiant roleplaying game uses 9 1 15 9
polyhedral dice to resolve actions. These dice are 10 2 16 11
abbreviated in game text, so a four-sided die is a d4, a 11 3 17 13
six-sided die is a d6, and so on for d8, d10, d12, and d20. 12 4 18 16
Percentile dice rolls (1–100) are rolled with two ten-sided
13 5
dice and abbreviated d%.

12 PLAYER'S GUIDE
METHOD 3: STANDARD ARRAY
To just get going, use the standard array. Start with six
STEP 5. CHOOSE A HERITAGE
numbers: 16, 14, 14, 13, 10, and 8. Assign them as ability Choose your character’s heritage from the options in the
scores however you want. Again, don’t modify them any Heritage section in Chapter 3: Lineage & Heritage.
further. That’s it! Heritage represents your character’s upbringing and
cultural traits such as skill proficiencies, languages, or
FIND ABILITY MODIFIERS knowing how to find your way in big cities. Cosmopolitan,
grove, and nomadic are example heritages.
Once you assign scores, use the following charts to figure
out your ability modifiers. Ability modifiers are the
most important part of your ability scores. As the name STEP 6. CHOOSE A BACKGROUND
suggests, these modify your dice when you roll for things. Choose your character’s background from the options
You use modifiers much more than your score to calculate presented in the Backgrounds section in Chapter 4:
success or failure in the game. Backgrounds & Talents.
Backgrounds represent what your character did as an
ABILITY MODIFIERS
individual before they took up the adventuring life, giving
ABILITY SCORE MODIFIER ABILITY SCORE MODIFIER your character skill proficiencies, talents, and languages
1 −5 12–13 +1 learned. Courtier, scholar, and soldier are a few of the
2–3 −4 14–15 +2 backgrounds.
4–5 −3 16–17 +3
6–7 −2 18–19 +4 STEP 7. STARTING EQUIPMENT
8–9 −1 20 +5 There are two methods for determining what equipment
10–11 +0 your character starts with.

METHOD 1: TAKE CLASS


STEP 4. CHOOSE A LINEAGE & BACKGROUND EQUIPMENT
Choose your character’s lineage from the options in the The simple way to get starting equipment is to take all the
Lineage section in Chapter 3: Lineage & Heritage. starting equipment listed in your base class description
Lineage represents your character’s blood ties and combined with the additional equipment listed in your
hereditary traits such as average lifespan, size, speed, background. Write the equipment from those two sources
and special adaptations like the ability to see in the dark. on your character sheet, and you’re ready to play!
Dwarf, elf, and human are just some of the lineages.

STARTING EQUIPMENT AT HIGHER LEVELS


Experienced players sometimes start their game with PCs above 1st
level. Since higher level PCs have higher hit points, more experience,
and better abilities, it is reasonable to assume they have better starting
equipment! The GM decides what starting equipment looks like in these
games, but the Starting Equipment at Higher Levels table can help.

STARTING EQUIPMENT AT HIGHER LEVELS

PC LEVEL STANDARD CAMPAIGN HIGH MAGIC CAMPAIGN


1st–4th Standard starting equipment Standard starting equipment
5th–10th 500 gp plus 1d10 × 25 gp, standard starting equipment 500 gp plus 1d10 × 25 gp, one uncommon magic item,
standard starting equipment
11th–16th 5,000 gp plus 1d10 × 250 gp, two uncommon magic 5,000 gp plus 1d10 × 250 gp, three uncommon magic
items, standard starting equipment items, one rare magic item, standard starting equipment
17th–20th 20,000 gp plus 1d10 × 250 gp, two uncommon magic 20,000 gp plus 1d10 × 250 gp, three uncommon magic
items, one rare item, standard starting equipment items, two rare items, one very rare item, standard
starting equipment

1 CHARACTER CREATION 13
METHOD 2: DETERMINE STARTING Take time to look things over and fill in any blank sections
WEALTH & BUY EQUIPMENT on your character sheet (see the Final Checklist sidebar).
Give your character a name and decide what they look
The more involved method for determining starting
like. It’s also a good idea to think about your character’s
equipment is to calculate your starting gold pieces (gp) by
history and personality, but it’s also fine to decide these
rolling 5d4 x 10 gp, and then purchase equipment using
details later. You might discover more about who you want
the equipment charts in Chapter 5: Equipment & Magic
your character to be after playing a couple of sessions.
Items. Spend as much of your starting money as you want,
then note any unspent gp on your character sheet along
with your new equipment.
Leveling Up
STEP 8. FILL IN THE BLANKS Characters start at 1st level and can advance up to 20th
level by gaining experience points (XP) during their
At this point, your big decisions are locked in. You still need
adventures. By default, PCs start with 0 XP.
to pick spells if your character is a spellcaster (see Chapter
When your PC gains a new level, you gain access to the
7: Spellcasting). But you’ve got the basics squared away.
benefits listed in the progression table for your class at the
new level. You also gain 1 hit die and more hit points.
To calculate these new hit points, roll the new hit die, add
your CON modifier to the roll, and add the total to your
FINAL CHECKLIST total hit points. If you don’t want to roll, you can use the
Double-check that you have all the following information on average hit die value (listed in each class description) plus
your character sheet. your CON modifier.
1. Your class and class features, including:
a. Your hit die size LEVELING METHODS
b. Your available spell slots and spells known (if applicable) The GM keeps players aware of progress toward the next
c. Skills you are proficient in level by awarding XP or by tracking milestones. The GM
d. Equipment and tools you are proficient with decides which method to use.
e. Saves you are proficient with
f. Your proficiency bonus (PB) AWARDING XP
g. Your starting equipment When a GM awards XP, they tally up the challenges that
2. Your ability scores are assigned, and you have used them the PCs overcame during the session and tell players the
to calculate: amount at the end. This method is good for groups that
a. Your maximum hit points battle lots of monsters and have clearly defined areas of
challenge. The Level Advancement table details the XP
b. Your spell save DC and your spellcasting attack modifier
you need to advance to new levels. Don’t reset the XP total
(if applicable)
after each level, just keep piling it on.
3. Your lineage and heritage, including:
a. Your size TRACKING MILESTONES
b. Your senses
When a GM tracks milestones, PCs level up when they
c. Your base movement speed (or speeds, if applicable)
achieve a goal established by the GM. This method works
d. Additional proficiencies (if any)
well for looser, faster-paced games or groups that focus on
4. Your background, including: storytelling over tactical combat or dungeon delving.
a. Skill or tool proficiencies
b. Your languages known LEVEL ADVANCEMENT
c. Your talent
LEVEL XP LEVEL XP LEVEL XP
d. Additional starting equipment
1 0 8 34,000 15 165,000
e. Your adventuring motivation
2 300 9 48,000 16 195,000
5. Set your Luck to 0 3 900 10 64,000 17 225,000
6. Your name and basic descriptive information like height, 4 2,700 11 85,000 18 265,000
weight, hair color, and eye color 5 6,500 12 100,000 19 305,000
Your character is ready to play! 6 14,000 13 120,000 20 355,000
7 23,000 14 140,000

14 PLAYER'S GUIDE
As a general rule, 1st-level PCs should hit a milestone EXPERIENCE POINTS
after a single game session. Then, 2nd-level PCs should
The experience point (XP) cost to gain a level is always
hit a milestone after two game sessions, and 3rd-level PCs
based on your total character level, as shown in the Level
should hit a milestone after three game sessions. They
Advancement table, not your level in a particular class. So,
should hit another milestone approximately every three
if you are a 6th-level cleric and 1st-level fighter, you must
sessions after that. A GM can exercise dramatic license to
gain enough XP to reach 8th level before you can take your
speed up or slow down milestone advancement.
second level of fighter or your seventh level of cleric.

OPTIONAL RULE: MULTICLASSING HIT POINTS AND HIT DICE


Multiclassing is an optional rule that allows you to gain You gain hit points from your new class as described
levels in multiple classes. This lets you mix class features to for levels after 1st. You don’t use the 1st-level hit point
realize a character concept that might not be reflected in calculation for the 1st level of a multiclass.
one of the standard class options. Add the hit dice granted by all your classes to form your
If your GM approves use of this rule, you can gain a level pool of hit dice. If the hit dice are the same die type, pool
in a new class whenever you advance in level, instead of
gaining a level in your current class. Add all your class levels
together to determine your character level. For example, if
you have three levels in wizard and two in fighter, you’re a
5th-level character.
As you advance in levels, you might remain a member of
your original class with a few levels in another class, or you
might change course entirely. You might even start in a
third or fourth class. Multiclass characters sacrifice focus
for versatility.

PREREQUISITES
To qualify for a new class, you must meet the ability score
prerequisites for both your current class and your new
one, as shown in the Multiclassing Prerequisites table.
For example, a barbarian who decides to multiclass into
druid must have both STR and WIS scores of 13 or higher.
Without the full training that a beginning character receives,
you must be a quick study in your new class, having a natural
aptitude that is reflected by above average ability scores.

MULTICLASSING PREREQUISITES MULTICLASSING PROFICIENCIES

CLASS ABILITY SCORE MINIMUM CLASS PROFICIENCIES GAINED


Barbarian STR 13 Barbarian Shields, simple weapons, martial weapons
Bard CHA 13 Bard Light armor, one tool of your choice
Cleric WIS 13 Cleric Light armor, medium armor, shields
Druid WIS 13 Druid Light armor, medium armor, shields
Fighter STR 13 or DEX 13 Fighter Light armor, medium armor, shields, simple weapons, martial weapons
Mechanist INT 13 Mechanist Light armor, medium armor, shields, simple weapons, martial weapons
Monk DEX 13 and WIS 13 Monk Simple weapons, shortswords
Paladin STR 13 and CHA 13 Paladin Light armor, medium armor, shields, simple weapons, martial weapons
Ranger STR 13 or DEX 13 and WIS 13 Ranger Light armor, medium armor, shields, simple weapons, martial weapons
Rogue DEX 13 Rogue Light armor, one tool of your choice
Sorcerer CHA 13 Sorcerer —
Warlock CHA 13 Warlock Light armor, simple weapons
Wizard INT 13 Wizard —

1 CHARACTER CREATION 15
them together. For example, both the fighter and the CHANNEL DIVINITY
paladin have a d10, so if you are a 5th-level paladin and If you already have the Channel Divinity feature and gain
5th‑level fighter, you have ten d10 hit dice. If your classes a level in a different class that grants the feature, you gain
give you hit dice of different types, track them separately. the Channel Divinity effects granted by that class, but you
If you are a 5th-level paladin and 5th-level cleric, for don’t get an additional use of it. You gain additional uses
example, you have five d10 hit dice and five d8 hit dice. only when you reach a class level that explicitly grants
them to you, and you don’t add uses from multiple classes
PROFICIENCY BONUS together. For example, if you are a 6th-level cleric and
Your proficiency bonus (PB) is always based on your total 4th‑level paladin, you can use Channel Divinity twice
character level, not your level in a class. For example, if between rests because you are high enough level in the
you are a 3rd-level fighter and 2nd-level rogue, you have cleric class to have more uses. Whenever you use the
the PB of a 5th-level character, which is +3. feature, you can choose any of the Channel Divinity effects
available from any of your classes.
PROFICIENCIES MULTIATTACK
When you gain your first level in a class other than If you gain the Multiattack feature from more than one
your initial class, you gain only some of the new class’s class, the features don’t add together to give you more
starting proficiencies, as shown in the Multiclassing attacks. You gain additional uses only when you reach a
Proficiencies table. class level that explicitly grants them to you, and you don’t
add uses from multiple classes together. For example, if
CLASS FEATURES you are a 9th-level fighter and 5th-level monk, you can use
Multiattack to make three attacks, not five.
When you gain a new level in a class, you get its features
for that level. You don’t, however, receive the class’s UNARMORED DEFENSE
starting equipment, and a few features have additional If you already have the Unarmored Defense feature, you
rules when you’re multiclassing: Channel Divinity, can’t gain it again from another class. For example, if
Multiattack, Unarmored Defense, and Spellcasting. you have levels of barbarian and monk, you only get the
benefits of the Unarmored Defense feature from whichever
class you chose for your first character level.

SPELLCASTING
Your capacity for spellcasting depends partly on your
combined levels in all your spellcasting classes and partly
on your individual levels in those classes. Once you have
the Spellcasting feature from more than one class, use the
rules below. If you multiclass but have the Spellcasting
feature from only one class, follow the rules as described in
that class.
Spells Known and Prepared. Determine what spells
you know and can prepare for each class individually, as
if you were a single-classed member of that class. If you
are a 4th-level ranger and 3rd-level wizard, for example,
you know three 1st-circle Primordial spells based on your
ranger class levels. As a 3rd-level wizard, you know three
Arcane cantrips, and your spellbook contains ten Arcane
spells, two of which (the two you gained when you reached
3rd level as a wizard) can be 2nd-circle spells. If your
Intelligence is 16, you can prepare six Arcane spells from
your spellbook.
Each spell you know and prepare is associated with one
of your classes, and you use the spellcasting ability of that
class when you cast the spell. Similarly, a spellcasting focus,
such as a holy symbol, can be used only for the spells from
the class associated with that focus.

16 PLAYER'S GUIDE
Spell Slots. Determine your available spell slots by
adding together all your levels in the bard, cleric, druid,
sorcerer, and wizard classes, and half your levels (rounded
down) in the paladin and ranger classes. Use this total to
determine your spell slots by consulting the Multiclass
Spellcaster table.
If you have more than one spellcasting class, this table
might give you spell slots of a circle that is higher than the
spells you know or can prepare. You can use those slots,
but only to cast your lower-circle spells. If a lower-circle
spell that you cast, like burning hands, has an enhanced
effect when cast using a higher-circle slot, you can use the
enhanced effect, even though you don't have spells of that
higher circle.
For example, if you are a 4th-level ranger and 3rd
level wizard, you count as a 5th-level character when
determining your spell slots: you have four 1st-circle slots,
three 2nd-circle slots, and two 3rd-circle slots. However,
you don't know any 3rd-circle spells, nor do you know any
2nd-circle Primordial spells. You can use the spell slots of
those circles to cast the spells you do know and potentially
enhance their effects.

MULTICLASS SPELLCASTER: SPELL SLOTS PER SPELL CIRCLE TOTAL SPELL SLOTS
CHARACTER LEVEL 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
1st 2 — — — — — — — —
2nd 3 — — — — — — — —
3rd 4 2 — — — — — — —
4th 4 3 — — — — — — —
5th 4 3 2 — — — — — —
6th 4 3 3 — — — — — —
7th 4 3 3 1 — — — — —
8th 4 3 3 2 — — — — —
9th 4 3 3 3 1 — — — —
10th 4 3 3 3 2 — — — —
11th 4 3 3 3 2 1 — — —
12th 4 3 3 3 2 1 — — —
13th 4 3 3 3 2 1 1 — —
14th 4 3 3 3 2 1 1 — —
15th 4 3 3 3 2 1 1 1 —
16th 4 3 3 3 2 1 1 1 —
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 1 1 1

1 CHARACTER CREATION 17
Elements of a
ability modifiers and your proficiency bonus (for
checked skills) to calculate your modifier for each skill.

Character Sheet 11. Proficiency Bonus. Note your proficiency bonus (PB),
which can be found in the Proficiency Bonus column
The standard Tales of the Valiant character sheet included of your class progression table (see Chapter 2). At 1st
at the back of this book has three pages. The first two level, your PB is +2.
apply to every character, and the third is specifically for 12. Initiative. Record your bonus to initiative rolls. Unless
spellcasting characters. While the sections on the second you have a special feature, your initiative bonus equals
page are self-explanatory (noting character details like your DEX modifier (see Initiative in Chapter 6).
appearance, backstory, and additional notetaking space),
13. Speed. Record your base walking speed in the first
the first and third pages include many areas to populate
box. Unless you have a special feature, your speed is 30
with rules information.
feet. Two other boxes are provided to record any other
Smaller versions of the two more complex pages are shown
speeds you have like a flying, climbing, or swimming
here. The sections are keyed with numbers that correspond
speed (see Movement in Chapter 6).
to the following explanations regarding their use.
14. Passive Skills. Use these boxes to calculate common
1. Class and Level. Record your level and character class passive checks: passive Insight, Investigation, and
chosen from the options in Chapter 2. Perception. A passive score equals 10 + the modifier for
2. Subclass. When you choose a subclass at 3rd level (see each skill.
Chapter 2), record it. 15. Luck. As you gain and spend Luck during play, check
3. Experience Points. Note experience points gained at and erase boxes in this section.
the end of each session here. If you
are using the milestone system for 1 5
leveling up (see Leveling Methods in CLASS & LEVEL
character name
LINEAGE

2 4 6
this chapter), you can leave this blank. SUBCLASS HERITAGE

3 7
4. Character and Player Name. EXPERIENCE POINTS player name BACKGROUND

Write your name and your chosen 9

character name. strength


8
charisma
dexterity constitution intelligence wisdom

5. Lineage. Record your lineage choice


from the options in Chapter 3.
proficiency initiative speed speed speed hit points
10
SKILLS bonus

6. Heritage. Record your heritage


max current temp
Acrobatics (Dex) 11 12 13
18
choice from the options in Animal Handling (Wis)
Arcana (Int) passive passive passive luck

Chapter 3.
insight investigation perception
15
14
Athletics (Str)
hit dice
Deception (Cha)
type used max
7. Background. Record your History (Int)
attacks
Insight (Wis) Name
16 Bonus Damage/Type Range/Properties Weapon Options

background choice from the options Intimidation (Cha)


Investigation (Int) 19 DEATH SAVES
in Chapter 4. Medicine (Wis) successes
Nature (Int)

8. Ability Scores and Modifiers. Write


failures
Perception (Wis)
Performance (Cha)
your ability scores (see Step-by-Step Persuasion (Cha) armor EXHAUSTION
armor 17 armor
Character Creation in this chapter). Religion (Int) class Name Base AC Properties class
(With Shield) (No Shield) CONDITIONS
Sleight of Hand (Dex)

There are also spaces to write your Stealth (Dex)


20
Survival (Wis)
ability modifiers (see Find Ability
Modifiers in this chapter). proficiencies,
languages, & talents
treasure & equipment
PP
features & traits

22 23
9. Saves. Use your ability modifiers and 21

the save proficiencies granted by your GP


©2023 Open Design LLC. Permission granted to copy this character sheet for personal use.

class to calculate then record your SP

save modifiers for each ability.


10. Skills. Check each skill you have CP

proficiency in. Skill proficiencies are


granted by your lineage, heritage,
background, and class. Use your

18 PLAYER'S GUIDE
16. Attacks. Record your common attacks. Note the 26. Cantrips. Record the cantrips you can cast.
damage, attack bonus, properties, and weapon options 27. Total Slots. Record the total number of spell slots
of your primary weapon. If you have damage-dealing you have for each circle in the appropriate circle lists.
cantrips, they can also go here. Detailed information Update these numbers as you level up and gain more
about calculating weapon attack bonuses is provided spell slots.
in Chapter 5. Find information about calculating your
spell attack bonus in your character class description in 28. Expended Slots. During gameplay, use these sections
Chapter 2. to track each time you spend a spell slot. As soon as
you’ve used a number of spell slots equal to the number
17. Armor. Record any equipment or items that affect listed in the total slot section, you’re out of spell slots
your armor class (AC) in this section. Instructions for for that circle.
calculating AC and descriptions of armor properties
are in Chapter 5. Add everything up and record your 29. Spell Lists. Write the names of the spells you know
total AC in the Armor Class boxes. Two boxes are or are most likely to prepare of each circle in the
provided so you can easily know what your AC is if you relevant list.
wield a shield versus just carrying it—or if your shield 30. Prepared Checkboxes. If your spellcasting class is
is knocked out of your hand! cleric, druid, or wizard, use these boxes to check spells
18. Hit Points. Calculate your maximum hit points (HP) you’ve prepared (versus spells you know or that appear
using information in your character class description on your source list but haven’t prepared). Update these
in Chapter 2. Use these boxes to track your max HP if you change your list of prepared spells when you
(which increases as you level up), damage you take or finish a long rest.
heal during a session, and temporary hit points you
gain. See Life and Death in Chapter 6 for more
information about damage and hit points.
25
24
ability save dc bonus

19. Death Saves. When you are reduced to 0 HP Spellcaster Class & Source

but not killed outright, use this section to track character name

the result of your death saves (see Dropping to


Total Slots Expended Slots Total Slots Expended Slots

0 26 Cantrips 3 27 28 6
0 Hit Points in Chapter 6).
20. Exhaustion and Conditions. When you gain 29
30
a level of exhaustion or other condition, note it
(see Other Forms of Harm in Chapter 6).
21. Proficiencies, Languages, and Talents. Note
any tool proficiencies, vehicle proficiencies,
known languages, or talents granted by your Total Slots Expended Slots Total Slots Expended Slots

class, lineage, heritage, or background. 1 7


Total Slots Expended Slots

22. Treasure and Equipment. Record equipment


4
or items you are carrying (see Equipment in
Chapter 5) and the coins you carry (see Wealth
in Chapter 5).
23. Features and Traits. Note features granted by Total Slots Expended Slots

your class, lineage, heritage, background, or 8


talents that you want to quickly reference.
24. Spellcasting Class and Source. Record your Total Slots Expended Slots

spellcasting class and the magic source for 2


Total Slots Expended Slots

your class. 5
©2023 Open Design LLC. Permission granted to copy this character sheet for personal use.

25. Spellcasting Ability, Save DC, and Bonus. Total Slots Expended Slots

Note your primary spellcasting ability (as shown 9


in your class description). Use the instructions
in the Spellcasting feature of your chosen class
to find and record your spell save DC and spell
attack bonus. Update these numbers as you
level up!

1 CHARACTER CREATION 19
2 CHARACTER CLASSES
The first step toward playing is to create your player
character (PC). Building your PC involves making rules
SPELLCASTING CLASSES
choices that define who they are and what they’re good at as Spellcasters are a varied lot, in character and in rules.
well as creative choices about their history and personality. Information about casting spells is covered in detail in
This chapter contains the specific steps and options Chapter 7: Spellcasting, but this overview covers the terms
needed to create your PC. If this is your first character, it you encounter when you read about spellcaster classes.
can be helpful to work with your game master (GM) to
choose options that support your vision.
SPELLCASTING ABILITY
To be an adventurer, each PC needs a character class, Each spellcasting class has an ability score it relies on
which dictates the majority of their heroic abilities. to cast spells, known as spellcasting ability. Spell
It can be helpful to think of a character’s class as their descriptions often refer to a caster’s spellcasting ability.
“job.” Each class covers a different set of capabilities and When a target must save against a caster’s spell or when
responsibilities. the caster makes an attack roll with a spell, add this ability
The Class Options at a Glance table gives an overview modifier to your PB to determine the total (see Spell Saves
of the classes detailed in this section. and Spell Attack Rolls in Chapter 7).
Spell save DC = 8 + your proficiency bonus (PB) + your
spellcasting ability modifier
Spell attack modifier = your proficiency bonus (PB) +
your spellcasting ability modifier

20 PLAYER'S GUIDE
CLASS OPTIONS AT A GLANCE
HIT KEY SAVE
CLASS DESCRIPTION DIE ABILITY PROFICIENCIES EQUIPMENT PROFICIENCIES
Barbarian Ferocious warriors who harness d12 STR STR, CON Light and Medium Armor, Shields, All
primal power. Weapons
Bard Skilled performers who inspire allies d8 CHA DEX, CHA Light Armor, Simple Weapons, Martial
and wield Arcane magic. Weapons with the Finesse Property
Cleric Faithful casters who wield Divine magic. d8 WIS WIS, CHA Light and Medium Armor, Shields,
Simple Weapons
Druid Guardians of nature who wield d8 WIS INT, WIS Light and Medium Armor, Shields,
Primordial magic. Simple Weapons
Fighter Hardy adventurers who excel in combat d10 STR STR, CON All Armor, Shields, All Weapons
and weapon-use. (or DEX)
Mechanist Crafty engineers who sculpt mystic d10 INT CON, INT Light and Medium Armor, Shields, All
forces into items. Weapons
Monk Martial artists who harness mystical energy. d8 DEX, WIS STR, DEX Simple Weapons, Shortswords
Paladin Holy warriors who smite foes with d10 STR, CHA WIS, CHA All Armor, Shields, All Weapons
Divine power.
Ranger Resourceful survivalists with a mystic d10 DEX, WIS STR, DEX Light and Medium Armor, Shields, All
connection to nature. Weapons
Rogue Cunning adventurers who rely on agility d8 DEX DEX, INT Light Armor, Simple Weapons, Martial
and trickery. Weapons with the Finesse Property
Sorcerer Powerful casters who channel raw d6 CHA CON, CHA Simple Weapons
Arcane power from within.
Warlock Supernatural casters who draw magic d8 CHA WIS, CHA Light and Medium Armor, Shields,
from Wyrd forces. Simple Weapons
Wizard Cerebral casters who wield Arcane magic. d6 INT INT, WIS Simple Weapons

MAGIC SOURCE CANTRIPS AND RITUALS


This book contains hundreds of spells, but characters of a In addition to regular spells, two other types of spells
given class can only access some of them. The set of spells exist: cantrips and rituals. Cantrips and rituals don’t use
that a class can access is determined by the magic source the spell slots.
class casts from: Arcane, Divine, Primordial, or Wyrd. See Cantrips are simple spells that some casters can use.
the Description column in the Class Options at a Glance Cantrips never need preparation and there’s no limit to
table in this section to find which source a class casts from. the number you can cast before a rest. Your class defines
whether you can cast cantrips and how many you know.
SPELL CIRCLES Rituals are spells that that take at least 1 minute to cast
and often require expensive materials. They’re usually not
The power level of a spell is measured by its circle. Circles
suitable for combat. Your class defines whether you can
go from one to nine, and a higher circle means a more
cast rituals and how many you know.
powerful spell. The higher your level, the higher the circle
you can cast. Specifics about what and how many spells of a
given circle are available are in a class’s progression table.
KNOWN AND PREPARED SPELLS
Some spellcasting classes have a large stockpile of spells
SPELL SLOTS and must plan their choices for the day. Others know a
few spells very well, and can cast from that short list on
Spell slots are the number of spells you can cast before you
the fly. Different classes go about this in their own ways.
need to rest and replenish your energy.
See the Spellcaster Distinctions table in this section for a
When you cast a spell, you expend a spell slot to power it.
summary of differences.
To get spell slots back, you must finish a long rest (although
Known spells are the whole range of spells a caster can
some classes have ways to replenish during a short rest).
access. For example, clerics know all spells on the Divine
As you gain levels, you gain new slots for higher circles and
spell list. Wizards know the Arcane spells they have written
additional slots for circles you already can access. Check the
in their spellbooks. Rangers know a very few Primordial
progression table for your class to see how many spell slots
spells. Your class defines how many spells you know and
your character has at a given level.
can learn as you gain levels.

2 CLASSES 21
Prepared spells are the spells a caster has narrowed Occasionally, a feature might allow you to double your
down from a field of options. Preparation represents time PB on certain rolls, but doubled or not, apply your PB to a
spent meditating and planning for expected challenges. particular roll only once.
Generally, only classes with a wide array of known spells Ability checks and the role of PB when making them is
must prepare spells. Your class defines what you must do to explained in greater detail in Chapter 6.
prepare spells and how many spells you can have prepared
at any given level. HIT POINTS AND HIT DICE
Your class determines the size of your hit dice (HD), which
SPELLCASTING FOCUS you use to calculate your hit points (HP).
A spellcasting focus (see Equipment in Chapter 5) is a Your hit point total represents your character’s life force.
piece of equipment that a spellcaster can use in place of Classes with a bigger hit die, like a d10, are more likely to
most material components for a spell. It works just a like survive a few hits in combat than a class with smaller hit die,
component pouch. However, if a material component has like a d6.
a specific cost (for instance, the continual flame spell has a At 1st level, your character starts with a hit point total
material component of ruby dust worth 50 gp), a pouch or equal to the highest number on their hit die, plus their CON
focus can’t substitute for it. modifier. So a 1st-level fighter (d10 hit die) with a CON +3
Even what is normally a non-spellcasting class can have a starts with a hit point total of 13.
subclass that grants the ability to cast spells. How a subclass
deals with knowing and preparing spells is detailed in its PROFICIENCIES
description.
Proficiencies describe what kinds of equipment you are
trained to use, like armor, weapons, and tools. They also
ELEMENTS OF A CLASS describe what kind of challenges you are best at handling,
This section breaks down the various components of a represented by skills and saves.
character class.
STARTING EQUIPMENT
PROGRESSION TABLE Each character class includes a list of starting equipment. If
The progression table for your class tells you what class you are creating a 1st-level character, you get this equipment
features you get at 1st level and what new features you gain along with any equipment granted by your background.
as you level up.
FEATURE DESCRIPTIONS
LEVEL
Each class includes descriptions of each of the features
Characters start at 1st level and can advance up to 20th level.
listed in the class progression table.
PROFICIENCY BONUS
Proficiency bonus (PB) represents the benefit of training. SUBCLASSES
As your character advances in level, your proficiency bonus Each class has access to a specialization of some kind—
increases, improving your performance in checks where further study or training in a particular subject. These
you have proficiency. specializations are called subclasses. Details on subclass
When you make a check that involves a save, skill, or options are at the end of each class.
tool that you have proficiency in, add your PB to that roll.

SPELLCASTER DISTINCTIONS
SPELLCASTING HOW MANY DO YOU
CLASS MAGIC SOURCE ABILITY CANTRIPS? RITUALS? SPELLS KNOWN? PREPARE?
Bard Arcane CHA Yes Yes Several No
Cleric Divine WIS Yes Yes All Divine Yes
Druid Primordial WIS Yes Yes All Primordial Yes
Paladin Divine CHA No No Small number No
Ranger Primordial WIS No No Small number No
Sorcerer Arcane CHA Yes No Small number No
Warlock Wyrd CHA Yes No Small number No
Wizard Arcane INT Yes Yes In spellbook Yes

22 PLAYER'S GUIDE
STARTING EQUIPMENT
BARBARIAN You start with the following equipment, in addition to the
Some warriors hail from untamed lands deemed equipment granted by your background:
inhospitable. These combatants, barbarians by name, are
• (a) a greataxe or (b) any martial melee weapon
among the hardiest and most physically powerful warriors
in the world. Though you may be born in the frozen wastes, • (a) two handaxes or (b) any simple weapon
the sweltering jungle, or the vast plains, your class options • An explorer’s pack and four javelins
focus around your ability to slip into a state of frenzy,
RAGE
compounding your natural toughness and strength.
1st-Level Barbarian Feature
Barbarian is a class that fights supremely well in bursts.
In battle, you fight with primal ferocity. On your turn, you
Your class favors offense over defense, and has a lot of hit
can rage as a bonus action.
points to help absorb all the hits you’ll be taking.
While raging, you gain the following benefits if you aren’t
BARBARIANS AS ADVENTURERS wearing heavy armor:
• You have advantage on STR ability checks and saves.
Barbarians rely on immense strength and a familiarity with
• When you make a melee weapon attack using STR,
violence to work as capable adventurers. Most barbarians
you gain a bonus to the damage roll, which increases
feel more at home in the wilds or a battlefield than they do
as you gain levels as a barbarian (as shown in the Rage
in big cities or unfamiliar finery.
Damage column of the Barbarian Progression table).
Though barbarian adventurers commonly ally with skilled
The damage type of this extra damage matches that of
diplomats and cunning scholars, no ally is better suited to
the weapon used to deal it.
the bloodshed and chaos of combat than the barbarian.
Whether facing maniacal hazards, scaling sheer cliffs, or • You have resistance to bludgeoning, piercing, and
slashing damage.
holding off a swarm of ravenous undead, the barbarian is a
powerhouse who survives horrific punishment with a smile.

CLASS FEATURES
As a barbarian, you have the following class features.

HIT POINTS
Hit Dice: 1d12 per barbarian level
Hit Points at 1st Level: 12 + your CON modifier
Hit Points at Higher Levels: 1d12 (or 7) + your
CON modifier per barbarian level after 1st
PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Herbalism tools
Saves: STR, CON
Skills: Choose two from Animal Handling,
Athletics, Intimidation, Nature,
Perception, and Survival

2 CLASSES 23
If you can cast spells, you can’t cast them or concentrate advantage on melee weapon attack rolls using STR during
on them while raging. this turn, but attack rolls against you have advantage until
Your rage lasts for 1 minute. It ends early if you are the start of your next turn.
knocked unconscious or if your turn ends and you haven’t
BARBARIAN SUBCLASS
attacked a hostile creature or taken damage from a hostile
3rd, 7th, 11th, and 15th-Level Barbarian Feature
creature since the start of your last turn. You can also end
your rage early with a bonus action on your turn. Choose a subclass that reflects the path you walk, either
You can rage a number of times equal to the number Berserker or Wild Fury (detailed at the end of this class).
Your choice grants you features at 3rd, 7th, 11th, and
listed in the Barbarian Progression table. You regain all
15th level.
expended uses of Rage when you finish a long rest.
IMPROVEMENT
UNARMORED DEFENSE
4th, 8th, 12th, 16th, and 19th-Level Barbarian Feature
1st-Level Barbarian Feature
Choose one of the following improvements (ability scores
While you aren't wearing any armor, your AC equals 13 +
can’t be raised above 20 with this feature):
your CON modifier. (DEX doesn't factor into your AC
for this class feature.) You can use a shield and still gain • Increase a single ability score by 2.
this benefit. • Increase two different ability scores by 1 each.
• Increase one ability score by 1 and select a talent
DANGER SENSE
from the martial talents list (see Martial Talents
2nd-Level Barbarian Feature
in Chapter 4).
You gain an uncanny sense of impending danger, giving you
an edge when avoiding harm. You have advantage on DEX FAST MOVEMENT
saves while you aren't blinded, deafened, or incapacitated. 5th-Level Barbarian Feature
RECKLESS ATTACK Your speed increases by 10 feet while you aren’t wearing
heavy armor. In addition, when you roll initiative, you can
2nd-Level Barbarian Feature
immediately move up to half your speed.
You can throw aside concern for defense in favor of
ferocious attack. When you make an attack on your turn,
you can decide to do it recklessly. Doing so gives you

BARBARIAN PROGRESSION
RAGE
LEVEL PB RAGES DAMAGE FEATURES
1st +2 2 +2 Rage, Unarmored Defense
2nd +2 2 +2 Danger Sense, Reckless Attack
3rd +2 3 +2 Barbarian Subclass
4th +2 3 +2 Improvement
5th +3 3 +2 Fast Movement, Multiattack (2/Attack Action)
6th +3 4 +2 Feral Instinct
7th +3 4 +2 Subclass Feature
8th +3 4 +2 Improvement
9th +4 4 +3 Brutal Critical (1 Die)
10th +4 4 +3 Heroic Boon
11th +4 4 +3 Subclass Feature
12th +4 5 +3 Improvement
13th +5 5 +3 Brutal Critical (2 Dice)
14th +5 5 +3 Persistent Rage
15th +5 5 +3 Subclass Feature
16th +5 5 +4 Improvement
17th +6 6 +4 Brutal Critical (3 Dice)
18th +6 6 +4 Unyielding Might
19th +6 6 +4 Improvement
20th +6 Unlimited +5 Epic Boon

24 PLAYER'S GUIDE
MULTIATTACK
5th-Level Barbarian Feature
BARBARIAN QUICK BUILD
Your physical prowess has grown. On your turn, you can
To quickly create a barbarian, follow these steps during
make two attacks when you take the Attack action.
character creation:
FERAL INSTINCT • For ability scores, prioritize STR and then CON.
6th-Level Barbarian Feature • For lineage and heritage, choose any combination
Your honed instincts give you advantage on initiative you like.
rolls. In addition, if you are surprised at the beginning of • For background and talent, choose Homesteader
combat and aren’t incapacitated, you can act normally on and Aware.
your first turn, if you enter a rage before doing anything
else on that turn.
BRUTAL CRITICAL
9th, 13th, and 17th-Level Barbarian Feature EPIC BOON
You score a critical hit on a d20 roll of 19 or 20 with melee 20th-Level Barbarian Feature
weapons and unarmed strikes. You also roll one additional Your commitment to the barbarian’s path grants you a
weapon damage die when determining the extra damage powerful new ability. You gain the following epic boon:
for a critical hit with a melee attack. • Primal Champion. You embody untamed power.
This extra damage increases to two additional dice at 13th Your STR and CON scores each increase by 4. Your
level and three additional dice at 17th level. maximum for those scores is now 24.

HEROIC BOON
10th-Level Barbarian Feature
Your commitment to the barbarian’s path grants you a
PLAYER ADVICE
powerful ability. Choose one of the following heroic boons:
Even though barbarians are proficient with light and medium armor,
• Instant Rage. You can rage (no bonus action required) wearing armor might not be the path to your best AC. Make sure your
when you roll initiative and use your Fast Movement barbarian isn’t better off taking the AC bonus from the Unarmored
feature, if you have at least one use of Rage left to Defense feature before you buy a whole suit of armor.
expend.
• Stubborn Rage. Your rage ends only when its duration
expires, you fall unconscious, or you choose to end it.

RELENTLESS RAGE BARBARIAN SUBCLASSES


14th-Level Barbarian Feature As you strengthen yourself against peril, you gain new
Your rage lets you shrug off even lethal wounds. While capacity to channel your abilities in and out of combat.
raging, if you are reduced to 0 hit points, you can make a The subclass you choose reflects both the teachings of your
DC 10 CON save. On a success, you don't fall unconscious forebears and the ways your might manifests.
until your current rage ends. You still make death saves
and can be killed outright if you take damage from a single BERSERKER
source equal to your hit point maximum. Even if you fail
three death saves during your rage, you only die if you end Through primal rite or natural bloodthirst, some
your turn with 0 hit points. barbarians can work themselves into a rage so ferocious
Each time you use this feature after the first, the DC and explosively violent that it risks breaking their bodies.
increases by 5. When you finish a short or long rest, the DC Berserkers may lose themselves in their frenzy, seething
resets to 10. with raw brutality, embracing the blood-soaked battlefield,
uncaring of their own safety.
UNYIELDING MIGHT
BERSERKER PROGRESSION
18th-Level Barbarian Feature
You have perfected the application of might and mettle. BARBARIAN
LEVEL FEATURES
You gain the following benefits:
3rd Frenzy, Ruthless Bearing
• When you make an ability check or save using STR or
7th Mindless Rage
CON, treat any d20 roll of 9 or lower as a 10.
11th Intimidating Presence
• Your melee weapon attacks deal additional damage,
equal to your STR score, to objects and structures. 15th Retaliation

2 CLASSES 25
FRENZY RETALIATION
3rd-Level Berserker Feature 15th-Level Berserker Feature
You can choose to go into a frenzy as part of the same When a creature hits or misses you with an attack, you can
bonus action you use to activate your Rage feature. Once use your reaction to move up to half your speed toward
you do so, for its duration, you can make a single melee that creature and make a single melee attack against it. If
weapon attack as a bonus action on each of your turns. the creature is Large or larger, you have advantage on the
attack roll.
RUTHLESS BEARING
3rd-Level Berserker Feature
WILD FURY
Your ferocity looms at all times. You gain proficiency in
the Intimidation skill. If you are already proficient, double Barbarians that travel the path of Wild Fury share an
your PB instead for Intimidation checks. affinity and connection with the most ferocious and
cunning animals of the natural world. Such barbarians
MINDLESS RAGE often share close connections with druids or primordial
7th-Level Berserker Feature spirits, but even a skeptical warrior might don the skin of a
While raging, you gain the following benefits: felled beast and feel its power fuel their rage.
• You ignore any levels of exhaustion you currently suffer
WILD FURY PROGRESSION
for the duration of your rage.
BARBARIAN LEVEL FEATURES
• You can’t be charmed or frightened while raging. If you
are already charmed or frightened when you enter a 3rd Animal Focus, Nature’s Cunning
rage, the effect is suspended for the duration of the rage. 7th Primal Aspect
• During a Frenzy, if you score a critical hit or reduce a 11th Ferocious Howl
creature to 0 HP, you gain a number of temporary hit 15th Empowered Rage
points equal to your PB + your CON modifier. These hit
points last until expended or until you finish a short or
long rest.

INTIMIDATING PRESENCE
11th-Level Berserker Feature
Your weapon attacks deal an amount of
additional damage, equal to your PB (of
the same damage type as the weapon), to
frightened creatures.
In addition, as a bonus action, you can attempt
to frighten a number of creatures, up to your PB,
within 30 feet of you that can see or hear you.
Each target must make a WIS save (DC 8 + your
PB + your CHA modifier + the number temporary hit
points you currently have from your Mindless Rage
feature). On a failure, a creature is frightened of you
until the end of your next turn.
On subsequent turns, you can use your bonus
action to extend the duration of this effect on each
frightened creature until the end of your next
turn. This effect ends if the creature ends its
turn more than 60 feet away from you or can
no longer see or hear you.
If the creature succeeds on its save, you
can’t use this feature on that creature again
for 24 hours.

26 PLAYER'S GUIDE
ANIMAL FOCUS Lizard
3rd-Level Wild Fury Feature Your speed increases by 10 feet, and you gain a climbing
You adopt the methods and abilities of a beast from your speed equal to your walking speed. In addition, when you
homeland to hone the power granted by your rage. To take the Dash action, you can also gain the effects of a
channel a beast’s might, you must have a marking, symbol, Disengage action in the same action.
or token that represents it, such as tattoos reminiscent of a Turtle
tiger’s stripes, a helm and cloak made of a bear’s hide, or a You gain a +1 bonus to AC while not wearing armor.
token made from hawk feathers. While wearing armor, you gain a bonus to DEX saves
The Beasts listed here might not be appropriate for your equal to your rage damage bonus.
character. In such instances, choose a listed option and
Wolf
represent it instead with a more fitting Beast. For example,
Allies that can see or hear you have advantage on attack
a constrictor could stand in for an alligator or a mountain
rolls against creatures within 5 feet of you.
lion instead of a tiger.
Alligator FEROCIOUS HOWL
While raging, creatures you grapple are also restrained, 11th-Level Wild Fury Feature
and your speed isn’t halved while carrying or dragging a You learn to spur your allies with the primal ferocity of your
creature that you are grappling. As a bonus action, you rage. When you enter a rage, you can use your reaction to
can deal force damage equal to your STR modifier + your bellow a primal battle cry. Each ally within 60 feet of you
rage damage bonus to one creature grappled by you. that can hear you gains advantage on ability checks, attack
rolls, and saves until the start of your next turn.
Bear
While raging, you can use a bonus action to gain EMPOWERED RAGE
temporary hit points, equal to your barbarian level + your 15th-Level Wild Fury Feature
CON modifier, that last for 1 hour. While you have any of Your connection with the beasts of the world is down in your
these temporary hit points, you have advantage on attack marrow. Your rage is further improved by ties with another
rolls made with melee weapons. beast. You must possess an additional marking, symbol, or
Tiger token related to the chosen animal to gain this effect.
While raging, when you use your action to Dash, you can
Crane
use a bonus action to make a melee weapon attack. If
While raging, your jump distance increases by 20 feet,
you move 20 feet or more in a straight line immediately
and you take no damage from falling 100 feet or less.
before making this attack, you gain a +5 bonus to the
In addition, your reach with melee weapons (but not
attack and damage rolls. On a critical hit, roll your
unarmed attacks) increases by 5 feet.
weapon’s damage dice three times instead of twice.
Toad Ram
While raging, you gain resistance to all damage types While raging, if you move 20 feet or more in a straight
except psychic. line toward a Huge or smaller creature and hit it with
a melee weapon attack, the target takes 2d6 additional
NATURE’S CUNNING damage (of the same damage type as the weapon) and is
3rd-Level Wild Fury Feature knocked prone.
The ways of the wild embolden you. You gain proficiency
Shark
in the Animal Handling skill. If you are already proficient,
While raging, each time you hit a creature that is below
double your PB instead for Animal Handling checks.
its hit point maximum with a melee weapon attack, the
PRIMAL ASPECT attack deals an additional 1d12 damage (of the same
7th-Level Wild Fury Feature damage type as the weapon).
The bestial power within you has grown, offering you one of Snake
the following benefits, granted by a beast you have an affinity While raging, you have advantage on opportunity attacks.
for. You must possess an additional marking, symbol, or When you hit a creature with an opportunity attack, you
token related to the chosen animal to gain this effect. can move up to your speed to remain within reach of the
Hawk target.
You have advantage on Perception checks and gain a +5
bonus to passive Perception. If you hit a creature with
two or more melee attacks on a turn, you can attempt to
grapple it as a bonus action.

2 CLASSES 27
BARD
Bards are born performers who complement their diverse
skillset with magical prowess. Their breadth of expertise
makes them exceptional at whatever options they choose
to cultivate. As a bard, your innate charisma makes you
the class best suited to dealing with others, whether
navigating tense social encounters or ensuring your allies
survive a fight.
Bard is a class that can do a little bit of everything in a
game that often rewards specialization. The signature trick
of a bard is your ability to quickly, directly boost your allies.
Use this ability early and often.

BARDS AS ADVENTURERS
All bards are driven to seek stories, secrets, songs—and
audiences—which are gained most readily on the road.
Whether traveling with a performing troupe or as a
solitary wanderer trading songs for supper, a bard’s mix
of proficiencies and spellcasting make them more than
capable of handling a challenge.

CLASS FEATURES
As a bard, you have the following class features.

HIT POINTS
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your CON modifier
Hit Points at Higher Levels: 1d8 (or 5) + your CON
modifier per bard level after 1st Tools: One type of musical instrument and two other tools
your choice
PROFICIENCIES Saves: DEX, CHA
Armor: Light armor Skills: Any three skills of your choice
Weapons: Simple weapons, martial weapons with the
Finesse property STARTING EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) a rapier or (b) any simple weapon
• (a) a diplomat’s pack or (b) an entertainer’s pack
BARD QUICK BUILD • (a) a musical instrument or (b) a different tool you are
To quickly create a bard, follow these steps during proficient with
character creation: • Leather armor and a dagger
• For ability scores, prioritize CHA and then DEX.
SPELLCASTING
• For lineage and heritage, choose any combination
1st-Level Bard Feature
you like.
As a conduit for arcane power, you can cast Arcane
• For background and talent, choose Artist
spells. See Chapter 7: Spellcasting for general rules of
and Scrutinous.
spellcasting and the Arcane spell list.
• For spells, choose the light, message, and vicious
mockery cantrips. Then choose your 1st-circle spells: Cantrips
charm, hideous laughter, and thunderwave from the At 1st level, choose three cantrips from the Arcane spell
Arcane spell list and cure wounds from the Divine list to learn. You choose more Arcane cantrips to learn at
source spell list. For your ritual, choose unseen servant. higher levels, as shown in the Cantrips Known column of
the Bard Progression table.

28 PLAYER'S GUIDE
Casting Spells spell slots. For instance, when you reach 3rd level as a bard,
You know several spells and can cast any of them by using you can learn one new Arcane spell of 1st or 2nd circle. The
an Arcane spell slot of the spell’s circle or higher. You don't Magical Secrets feature also lets you learn spells from other
need to prepare spells ahead of time. sources at certain levels.
The Bard Progression table shows how many spells you In addition, when you gain a level of bard, you can
know and how many Arcane spell slots you have at a given choose one Arcane spell you know and replace it with
level. For example, at 3rd level, you have four 1st-circle slots another spell of your choice from the Arcane spell list. The
and two 2nd-circle slots. If you know the 1st-circle spell replacement spell must be of a circle for which you have
magic missile and have a 1st-circle and a 2nd-circle spell slot Arcane spell slots.
available, you can cast magic missile using either slot. If you
Spellcasting Ability
use a 1st-circle slot, you have three 1st-circle slots remaining.
Charisma (CHA) is your spellcasting ability. Your CHA
You regain all used spell slots when you finish a long rest.
modifier determines the save DC or the attack modifier for
Spells Known of 1st Circle and Higher certain spells you cast:
At 1st level, choose four 1st-circle spells that you know. Spell save DC = 8 + your proficiency bonus (PB)
Three of these spells must be from the Arcane spell list, but + your CHA modifier
the fourth can be from any source spell list. Regardless of its Spell attack modifier = your proficiency bonus (PB)
source, it is an Arcane spell for you. + your CHA modifier
The Spells Known column of the Bard Progression table
shows when you learn additional Arcane spells. Each spell Rituals
you choose must be from a circle for which you have Arcane You can also cast a type of long-form spell called a ritual.

BARD PROGRESSION ARCANE SPELL SLOTS BY CIRCLE

CANTRIPS RITUALS SPELLS


LEVEL PB FEATURES KNOWN KNOWN KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
1st +2 Bardic Inspiration (d6), 3 1 4 2 — — — — — — — —
Spellcasting
2nd +2 Bardic Performance: 3 1 5 3 — — — — — — — —
Celebrate Life, Bardic
Performance: Cutting
Words, Expertise (2)
3rd +2 Bard Subclass 3 2 6 4 2 — — — — — — —
4th +2 Improvement 4 2 7 4 3 — — — — — — —
5th +3 Bardic Inspiration (d8), 4 3 8 4 3 2 — — — — — —
Font of Inspiration
6th +3 Bardic Performance: 4 3 9 4 3 3 — — — — — —
Clarity of Thought,
Expertise (4)
7th +3 Subclass Feature 4 4 10 4 3 3 1 — — — — —
8th +3 Improvement 4 4 11 4 3 3 2 — — — — —
9th +4 Bardic Inspiration (d10), 4 5 13 4 3 3 3 1 — — — —
Magical Secrets
10th +4 Heroic Boon 5 5 14 4 3 3 3 2 — — — —
11th +4 Subclass Feature 5 6 15 4 3 3 3 2 1 — — —
12th +4 Improvement 5 6 15 4 3 3 3 2 1 — — —
13th +5 Magical Secrets 5 7 17 4 3 3 3 2 1 1 — —
14th +5 Bardic Inspiration (d12) 5 7 18 4 3 3 3 2 1 1 — —
15th +5 Subclass Feature 5 8 19 4 3 3 3 2 1 1 1 —
16th +5 Improvement 5 8 19 4 3 3 3 2 1 1 1 —
17th +6 Grand Performance 5 9 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 5 9 22 4 3 3 3 3 1 1 1 1
19th +6 Improvement 5 9 22 4 3 3 3 3 2 1 1 1
20th +6 Epic Boon 5 9 22 4 3 3 3 3 2 2 1 1

2 CLASSES 29
Rituals don’t count against your known spell total, and BARDIC PERFORMANCE
they don’t use up spell slots. 2nd and 6th-Level Bard Feature
At 1st level, choose one ritual from any spell list—Arcane, You weave magic into ongoing performances to produce
Divine, Primordial, or Wyrd (see Chapter 7: Spellcasting). effects beyond spells. You start with two effects: Celebrate
Regardless of its source, it becomes an Arcane spell for you. Life and Cutting Words. You gain a new effect at 6th level,
You choose more rituals to learn at higher levels, as shown and some bard subclasses grant additional effects (see
in the Rituals Known column of the Bard Progression Bard Subclasses). Unless stated otherwise, targets must
table, but only from a circle for which you have spell slots. be within 30 feet of you and be able to hear or see you
Rituals you learn don't count against the number of spells (depending on the type of performance) to be affected.
you learn at each level. As an action, you can use your Bardic Performance
feature, choosing which performance effect you create
Spellcasting Focus
when you do so. Once active, you can continue the
You can use a musical instrument (see Tools in Chapter
performance for up to 1 minute, as long as you spend a
5) or an arcane focus (see Adventuring Gear in Chapter
bonus action at the start of each of your subsequent turns
5) as a spellcasting focus for your Arcane spells. At your
to maintain it. You can also choose to use your Bardic
GM’s discretion, you can use a suitable tool or object from
Inspiration feature as part of the same bonus action
a different tool kit you are proficient with as a spellcasting
required to maintain this performance.
focus instead.
Your performance ends early if you become incapacitated,
BARDIC INSPIRATION silenced, use an action to begin a new performance, or
1st, 5th, 9th, and 14th-Level Bard Feature choose to end the effect (no action required by you to do so).
You can inspire others through stirring words, music, or You can use your Bardic Performance feature to start a
other kinds of performance. As a bonus action on your new performance a number of times equal to your PB,
turn, you can choose a creature within 60 feet of you, other regaining all expended uses when you finish a long rest.
than yourself, who can hear or see you. That creature gains
Bardic Performance: Celebrate Life
one Bardic Inspiration die, a d6.
At 2nd level, while your Bardic Performance feature is
Once within the next 10 minutes, the creature can
active, allies within range can choose to expend one of their
roll that die and add the number rolled to one ability
hit dice at the start of their turn. When they do so, they roll
check, attack roll, or save that it makes. Once the Bardic
the expended die and recover a number of hit points equal
Inspiration die is rolled, it is lost. A creature can have only
to the result + your CHA modifier.
one Bardic Inspiration die at a time.
In addition, allies within range have advantage on death
You can use this feature a number of times equal to your
saves, though they don’t need to see or hear you to receive
CHA modifier. You regain any expended uses when you
this benefit.
finish a long rest.
Your Bardic Inspiration die changes when you reach Bardic Performance: Cutting Words
certain levels in this class. The die becomes a d8 at 5th level, At 2nd level you gain a special reaction while your Bardic
d10 at 10th, and d12 at 14th. Performance feature is active. When a creature within
range that you can see makes an ability check, attack roll,
EXPERTISE or damage roll, you can use your reaction to expend a use
2nd and 6th-Level Bard Feature of your Bardic Inspiration feature, rolling the die and
Choose two of your skill proficiencies, or one skill subtracting the number rolled from the creature’s roll.
proficiency and one tool proficiency. Double your PB for
any ability check you make that uses either of the chosen Bardic Performance: Clarity of Thought
proficiencies. Starting at 6th level, you gain this Bardic Performance
At 6th level, you can choose two more of your option. While using your Bardic Performance feature, allies
proficiencies (any combination of skills or tools) to gain within 30 feet of you can’t be charmed and have advantage
this benefit. on saves against being frightened. If an ally within range
is already charmed or frightened when you begin your
performance, it has advantage on any saves it makes to end
the effect as long as your performance continues.

BARD SUBCLASS
3rd, 7th, 11th, and 15th-Level Bard Feature
Choose a subclass that reflects the college you align with,
either Lore or Victory (detailed at the end of this class). Your
choice grants you features at 3rd, 7th, 11th, and 15th level.

30 PLAYER'S GUIDE
IMPROVEMENT GRAND PERFORMANCE
4th, 8th, 12th, 16th, and 19th-Level Bard Feature 17th-Level Bard Feature
Choose one of the following improvements (ability scores Your Bardic Performance feature now affects creatures
can’t be raised above 20 with this feature): within 60 feet of you that can hear or see you.
• Increase a single ability score by 2. EPIC BOON
• Increase two different ability scores by 1 each. 20th-Level Bard Feature
• Increase one ability score by 1 and select a talent from Your commitment to the bard’s path grants you a powerful
the technical talents list (see Technical Talents in new ability. You gain the following epic boon:
Chapter 4). • Curtain Call. If you start your turn with no uses of your
FONT OF INSPIRATION Bardic Inspiration feature remaining, you can use your
5th-Level Bard Feature bonus action to recover a number of uses equal to your
CHA modifier (minimum of 1). This bonus action can be
You now regain all expended uses of your Bardic
taken as part of the bonus action required to maintain
Inspiration feature when you finish a short or long rest.
your Bardic Performance feature. Once you use this
In addition, you can now use your Bardic Inspiration dice
feature, you can’t do so again until you finish a long rest.
in a new way. When a creature within 60 feet of you that
you can hear or see you fails an ability check, attack roll,
or save, you can use your reaction to expend a use of your BARD SUBCLASSES
Bardic Inspiration feature. When you do, roll the Bardic The bardic arts are ancient and heavy with traditions
Inspiration die and add the number rolled to the target’s handed down from master to apprentice. While most bards
check total—potentially turning a failure into a success. still learn their craft from a single teacher, large settlements
increasingly have colleges dedicated to training groups of
MAGICAL SECRETS students. These colleges typically focus on aspects of art
9th, 13th, and 18th-Level Bard Feature deemed most useful to their patrons, which categorizes
You’ve picked up magical knowledge from just about bards in ways that align with their abilities.
everywhere. Choose two spells (or cantrips) from any spell
list. A spell you choose must be of a circle you can cast with LORE
your spell slots, as shown on the Bard Progression table.
Bards who align with the college of Lore value knowledge
The chosen spells count as Arcane spells for you and
most highly. Many from this college are preoccupied
are already included in the number in the Spells Known
with preserving ancient rituals, folklore, and stories—or
column at these levels on the Bard Progression table.
recovering such things that were lost. These bards glean
You learn two additional spells from any source at 13th
wisdom from all manner of cultures and sources, allowing
level and again at 18th level.
them to utilize their magic and talents in novel ways.
HEROIC BOON
LORE PROGRESSION
10th-Level Bard Feature
BARD LEVEL FEATURES
Your commitment to the bard’s path grants you a powerful
3rd Bardic Performance: Ode to Heroes,
new ability. Choose one of the following heroic boons: Expanded Talent List, Jack of All Trades
• Persistent Inspiration. When a creature adds one of 7th Swift Ritual
your Bardic Inspiration dice to an ability check, attack
11th Magical Rites
roll, or save, and the roll still fails, the die isn’t lost and
can be used again. 15th Peerless Skill

• Valiant Inspiration. When a creature with one of your


BARDIC PERFORMANCE
Bardic Inspiration dice successfully deals damage with
an attack, the creature can expend and roll the die to 3rd-Level Lore Feature
deal additional damage equal to the result. The extra You gain the following Bardic Performance option.
damage is of the same type as that of the triggering Bardic Performance: Ode to Heroes
attack (though the attacker chooses which type if there You invoke songs and stories of legend to inspire your
are more than one). Alternatively, when a creature with allies to new heights of heroism and to intimidate your
one of your Bardic Inspiration dice takes damage, the foes. When you use your Bardic Performance feature,
creature can use its reaction to expend and roll the die choose STR, DEX, CON, INT, WIS, or CHA. While your
to reduce the amount of damage taken by an amount performance lasts, allies within range have advantage on
equal to the result + your CHA modifier. ability checks that use that ability and enemies within range
have disadvantage on ability checks that use that ability.

2 CLASSES 31
EXPANDED TALENT LIST BATTLE MARCH
3rd-Level Lore Feature 3rd-Level Victory Feature
When you gain a new talent, you can select it from either You gain the following Bardic Performance option.
the magic or the technical talents list (see Talents in
Bardic Performance: Battle March
Chapter 4).
When you use your Bardic Performance feature and as
JACK OF ALL TRADES part of each bonus action spent maintaining it, you can
3rd-Level Lore Feature command up to three willing allies, who can hear or see
You make it your business to collect lessons and practical you, to use their reaction to move up to half their speed.
guidance from the stories, songs, and cultures you This movement doesn’t provoke opportunity attacks.
encounter. You can add half your PB, rounded down, to any
BONUS PROFICIENCIES
ability check you make that doesn’t already include your PB.
3rd-Level College of Victory Feature
SWIFT RITUAL You gain proficiency with medium armor, shields, and one
7th-Level Lore Feature martial weapon of your choice.
You can cast an Arcane ritual you know as an action,
EXPANDED TALENT LIST
instead of using the ritual’s listed casting time. You must
3rd-Level Victory Feature
still provide all other components necessary for the
When your bard level grants you the Improvement feature
casting. Once used, you can't use this feature again until
and you choose to gain a new talent, you can select it from
you finish a long rest.
either the martial or the technical talents list (see Talents
MAGICAL RITES in Chapter 4).
11th-Level Lore Feature
MULTIATTACK
You learn two ritual spells of your choice from any source
7th-Level Victory Feature
list. Each spell you choose must be of a circle for which you
Your physical prowess has grown. On your turn, you can
have spell slots, as shown in the Bard Progression table.
make two attacks when you take the Attack action.
The chosen rituals count as Arcane spells for you and aren't
included in the number in the Rituals Known column of UNIFIED FRONT
the Bard Progression table. 11th-Level Victory Feature
PEERLESS SKILL When you are affected by a spell or feature that targets an
area and requires a save—like the fireball spell or a dragon’s
15th-Level Lore Feature
breath weapon—you can use your reaction to expend
When you make an ability check and have at least one use
a Bardic Inspiration die and add the result to your save
of your Bardic Inspiration feature available, you can use it
against the effect. On a success, any friendly creatures in the
to roll a Bardic Inspiration die and add the number rolled
affected area automatically succeed on their saves as well.
to your ability check. If you succeed on the check, you get
to keep the Bardic Inspiration die, but if you fail the check, INSPIRED STRIKE
the die is expended. 15th-Level Victory Feature
Once per turn, when you make a weapon or spell attack roll
VICTORY and have at least one use of your Bardic Inspiration feature
available, you can roll a Bardic Inspiration die and add the
Bards who align with the college of Victory are tacticians
result to your attack roll. If you successfully hit with the
who thrive in the heat of battle. Whether rallying battalions
attack, you get to keep the Bardic Inspiration die, but if you
of troops or skirmishing with smaller parties, these bards
fail to hit, the die is expended.
lead allies to glory with their commanding presence and
strategic genius.

VICTORY PROGRESSION

BARD LEVEL FEATURES


3rd Battle March, Bonus Proficiencies,
Expanded Talent List
7th Multiattack (2/Attack Action)
11th Unified Front
15th Inspired Strike

32 PLAYER'S GUIDE
SPELLCASTING
CLERIC 1st-Level Cleric Feature
Clerics are as diverse as the gods they serve, but all are As a conduit for divine power, you can cast Divine
united in their mission to act as their faith demands. A spells. See Chapter 7: Spellcasting for general rules of
cleric’s abilities reflect the strength of their faith. The spellcasting and the Divine spell list.
more powerful a cleric becomes, the more their features
resemble those of the god they worship. Cantrips
Cleric is a class that specializes in healing—a crucial part At 1st level, choose three cantrips from the Divine spell
of the adventuring job. Your class features still give you list to learn. You choose more Divine cantrips to learn at
plenty to do when no one is hurt, but no other class is set higher levels, as shown in the Cantrips Known column of
up to heal and restore damaged allies like yours. the Cleric Progression table.
Preparing Spells
CLERICS AS ADVENTURERS You must prepare spells in advance before you can cast
Few people can channel divine power as easily as a cleric, them. You can prepare any spell on the Divine spell list
so they are typically expected to face the world’s challenges from circles for which you have Divine spell slots. (You
from an early age—or are compelled to do so if their power determine which spell slots you can access by checking your
comes to them later in life. level on the Cleric Progression table). You can choose a
Clerics possess awesome healing capabilities, a healthy
mix of spells capable of harming foes or bolstering allies,
and sturdy constitutions that allow them to survive a fight
more easily than other casting classes. All these qualities
make them welcome additions to an adventuring party.
However, clerics are bound to serve their faith first and
their companions second. When faced with ethically or
morally complex situations, a cleric’s presence can be a
boon—or hindrance—to making decisions as a group.

CLASS FEATURES
As a cleric, you have the following class features.

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

PROFICIENCIES
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: None
Saves: WIS, CHA
Skills: Choose two from History, Insight, Medicine,
Persuasion, and Religion

STARTING EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) a mace or (b) a warhammer (if proficient)
• (a) scale mail, (b) leather armor, or (c) chain mail (if
proficient)
• (a) light crossbow and 20 bolts or (b) any simple weapon
• (a) a priest’s pack or (b) an explorer’s pack
• A shield and a holy symbol

2 CLASSES 33
number of spells equal to your WIS modifier + your cleric Rituals
level (minimum of one spell). This is your list of prepared You can also cast a type of long-form spell called a ritual.
spells from which you can cast. Rituals don’t need to be prepared, and they don’t use up
Preparing a new list of spells requires time spent in prayer spell slots.
and meditation: at least 1 minute per spell circle for each At 1st level, choose one ritual from the Divine ritual list
spell you change. You can change your list of prepared (see Divine Ritual List in Chapter 7). You learn more
spells as part of a long rest. rituals at higher levels, as shown in the Rituals Known
column of the Cleric Progression table, but only from a
Casting Spells
circle for which you have spell slots. Rituals you learn don't
You have prepared a number of spells and can cast any
count against the number of spells you learn at each level.
of them by using a Divine spell slot of the spell’s circle or
higher. Spellcasting Focus
The Cleric Progression table shows how many Divine You can use a holy symbol (see Adventuring Gear in
spell slots you have at a given level. For example, at 3rd Chapter 5) as a spellcasting focus for your Divine spells.
level, you have four 1st-circle and two 2nd-circle spell slots,
MANIFESTATION OF FAITH
and with a 16 WIS, you can have six prepared spells of 1st
1st-Level Cleric Feature
or 2nd circle, in any combination. You only have two spell
slots for 2nd-circle spells though, so if you prepare only Clerics demonstrate their faith in one of two primary
2nd-circle spells, you won’t be able to use your 1st-circle ways, wielding it as a holy warrior or calling it as a miracle
spell slots at all. worker. Choose how you manifest your faith with one of
the following.
Casting a spell doesn’t remove it from your list of
prepared spells, it just uses up a spell slot. You regain all Manifest Might. You gain proficiency with heavy armor
used spell slots when you finish a long rest. and one type of martial weapon of your choice (see
Weapons in Chapter 5). In addition, you gain the ability
Spellcasting Ability to infuse your weapon strikes with divine energy: once per
Wisdom (WIS) is your spellcasting ability. Your WIS turn, when you hit a creature with a weapon attack, you can
modifier determines the save DC and the attack modifier deal additional radiant or necrotic damage (your choice)
for certain spells you cast: equal to your PB.
Spell save DC = 8 + your proficiency bonus (PB) Manifest Miracles. You learn one additional cantrip of
+ your WIS modifier your choice from any source of magic. This cantrip counts
Spell attack modifier = your proficiency bonus (PB) as a Divine cantrip for you, but it doesn’t count against the
+ your WIS modifier number of cantrips you know. In addition, you can add
your PB to the damage you deal with any Divine cantrip.

CHANNEL DIVINITY
2nd, 6th, 13th, and 18th-Level Cleric Feature
You gain the ability to channel divine energy directly from
CLERIC QUICK BUILD your deity to produce effects beyond spells. You start
To quickly create a cleric, follow these steps during with one effect: Turn the Profane. Some subclasses grant
character creation: additional effects as you advance in levels, as noted in their
• For ability scores, prioritize WIS and then either STR descriptions (see Cleric Subclasses).
or CON (depending on if you take Manifest Might or When you use your Channel Divinity feature, choose
Manifest Miracles). which specific effect you want, such as Turn the Profane.
• For lineage and heritage, choose any combination Some of these effects require a save, and in those cases, the
you like. DC is equal to your cleric spell save DC.
• For background and talent, choose Adherent and Beginning at 2nd level, you can use your Channel Divinity
Mental Fortitude. feature once until you finish a short or long rest, then twice
between rests at 6th level, three times at 13th level, and four
• For spells, choose the guidance, sacred flame, and
times at 18th level. When you finish a short or long rest, you
thaumaturgy cantrips (plus ray of frost if taking
regain all expended uses.
Manifest Miracles). Then prepare your 1st-circle Divine
spells (choose a number of the following spells equal
to your WIS modifier + 1): bless, cure wounds, guiding
bolt, healing word, and shield of faith. Finally, choose
your 1st-circle ritual: detect poison and disease.

34 PLAYER'S GUIDE
Channel Divinity: Turn the Profane
As an action, you present your holy symbol and speak a
prayer to censure unholy creatures. Each Fiend and Undead CLERICS AND GODS
of your choice within 30 feet of you and that can see or hear One of the most important aspects of creating a cleric
you must make a WIS save. If the creature fails its save, it is is choosing which god (or gods) you revere. Your
turned for 1 minute or until it takes any damage. relationship to these holy entities defines much of what
A turned creature must try to move as far away from you you do and how others view you. Who you worship
as it can, though it can’t first get closer to you to do it. On factors heavily into the subclass you choose at 3rd
its turn, it can use only the Dash action or otherwise try level, so think ahead and keep the themes of your faith
to escape from an effect that prevents it from moving. If in mind.
there’s nowhere to move, it can use the Dodge action. It Most campaign settings include pantheons of gods
can’t take any reactions. tailored to that particular setting. Your GM’s homebrew
setting might have unique deities for your cleric to
CLERIC SUBCLASS
worship, as well. See Appendix B: Gods & Pantheons
3rd, 7th, 11th, and 15th-Level Cleric Feature
for a list of deities unique to the Labyrinth setting.
Choose a subclass that reflects your relationship to your
deity, Life, Light, or War (detailed at the end of this class).
Your choice grants you spells and other features at 3rd, 7th,
11th, and 15th level.
count against the number of spells you can prepare.
Domain Spells However, casting a domain spell still expends a Divine
Each cleric subclass has a list of domain spells that you spell slot as normal.
can access as soon as you can cast spells of that circle (as If one of these spells isn’t on the Divine spell list, it still
shown on the Cleric Progression table). Once you gain counts as a Divine spell for you.
such a spell, you always have it prepared, and it doesn’t

CLERIC PROGRESSION DIVINE SPELL SLOTS BY CIRCLE

CANTRIPS RITUALS
LEVEL PB FEATURES KNOWN KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
1st +2 Manifestation of Faith, Spellcasting 3 1 2 — — — — — — — —
2nd +2 Channel Divinity: Turn the Profane 3 1 3 — — — — — — — —
(1/Rest)
3rd +2 Cleric Subclass 3 2 4 2 — — — — — — —
4th +2 Improvement 4 2 4 3 — — — — — — —
5th +3 Destroy the Profane (CR 1/2) 4 3 4 3 2 — — — — — —
6th +3 Channel Divinity (2/Rest) 4 3 4 3 3 — — — — — —
7th +3 Subclass Feature 4 4 4 3 3 1 — — — — —
8th +3 Destroy the Profane (CR 1), 4 4 4 3 3 2 — — — — —
Improvement
9th +4 Divine Intervention 4 5 4 3 3 3 1 — — — —
10th +4 Heroic Boon 5 5 4 3 3 3 2 — — — —
11th +4 Destroy the Profane (CR 2), 5 6 4 3 3 3 2 1 — — —
Subclass Feature
12th +4 Improvement 5 6 4 3 3 3 2 1 — — —
13th +5 Channel Divinity (3/Rest) 5 7 4 3 3 3 2 1 1 — —
14th +5 Destroy the Profane (CR 3) 5 7 4 3 3 3 2 1 1 — —
15th +5 Subclass Feature 5 8 4 3 3 3 2 1 1 1 —
16th +5 Improvement 5 8 4 3 3 3 2 1 1 1 —
17th +6 Destroy the Profane (CR 4) 5 9 4 3 3 3 2 1 1 1 1
18th +6 Channel Divinity (4/Rest) 5 9 4 3 3 3 3 1 1 1 1
19th +6 Improvement 5 9 4 3 3 3 3 2 1 1 1
20th +6 Epic Boon 5 9 4 3 3 3 3 2 2 1 1

2 CLASSES 35
IMPROVEMENT HEROIC BOON
4th, 8th, 12th, 16th, and 19th-Level Cleric Feature 10th-Level Cleric Feature
Choose one of the following improvements (ability scores Your commitment to the cleric’s path grants you a powerful
can’t be raised above 20 with this feature): new ability. Choose one of the following heroic boons:
• Increase a single ability score by 2. • Gift of Consecration. You are now immune to disease,
• Increase two different ability scores by 1 each. poison damage, and the poisoned condition. If you die,
• Increase one ability score by 1 and select a talent from your body is instantly preserved as per the gentle repose
the magic talents list (see Magic Talents in Chapter 4). spell for up to a year and a day.
• Gift of Wrath. Choose either the radiant or necrotic
DESTROY THE PROFANE damage type. You are now resistant to damage of the
5th, 8th, 11th, 14th, and 17th-Level Cleric Feature chosen type. In addition, when you cast a spell that
When a Fiend or Undead fails its save against your Turn deals damage of any type, you can choose for it to deal
the Profane feature, it is instantly destroyed if its challenge radiant or necrotic damage instead (you choose which
rating (CR) is at or below a certain threshold, as shown in each casting).
the Destroy the Profane table.
EPIC BOON
DESTROY THE PROFANE 20th-Level Cleric Feature
CLERIC LEVEL DESTROYS FIENDS OR UNDEAD OF CR . . . Your commitment to the cleric’s path grants you a powerful
5th 1/2 or lower new ability. You gain the following epic boon:
8th 1 or lower • Divine Herald. When you use your Divine
11th 2 or lower Intervention feature, your deity automatically
intervenes without a roll, and you no longer have to
14th 3 or lower
wait a week before you use Divine Intervention again,
17th 4 or lower
though you can still use it only once per long rest. You
are still bound by the other restrictions of the feature.
DIVINE INTERVENTION
9th-Level Cleric Feature CLERIC SUBCLASSES
You can call on your deity to intervene on your behalf when You have proved your devotion, and your efforts are
your need is great. At the start of your turn, you can request rewarded. You gain access to the powers of a domain that
aid from your deity by rolling a d20 and adding your PB. If your god presides over or that best aligns with your faith.
the result is 19 or lower, your request fails, and your deity Three domains are presented here: Life, Light, and War.
doesn't intervene. If the result is 20 or higher, your deity
intervenes on your behalf, imbuing you with a fraction of LIFE DOMAIN
their power.
If your deity intervenes, you can immediately use your Gods of the Life domain celebrate natural cycles of life and
action to cast any spell with a casting time of 1 action death, exemplifying health and vitality. Devotees of this
from the Divine spell list or your domain spell list, domain are encouraged to heal the wounded, care for the
regardless of preparation rules. Casting a spell in this way sick, and oppose the perversion of undeath.
doesn't expend a spell slot and doesn’t require material LIFE DOMAIN PROGRESSION
components. If the spell is of a higher circle than you
CLERIC LEVEL FEATURES
can normally cast, you must make an ability check using
3rd Channel Divinity: Preserve Life, Disciple of Life,
your spellcasting ability to determine whether you cast it Life Domain Spells
successfully. The DC for this check equals 10 + the spell’s
7th Blessed Healer
circle. On a failed check, the spell fails, your deity’s power
11th Greater Preservation
fades, and your action is lost.
Alternatively, on a successful intervention, your GM 15th Perfect Healing
can propose the form of the intervention. Anything that
replicates the effects of a Divine spell is appropriate. In this CHANNEL DIVINITY
instance, you still use your action but don’t cast a spell. You 3rd-Level Life Feature
have final say on allowing the GM to pursue this option or You gain the following Channel Divinity option.
choosing your own spell.
Channel Divinity: Preserve Life
If your deity intervenes, you can’t use this feature again
As an action, you present your holy symbol and evoke
for 1 week. Otherwise, you can use it again after you finish
healing energy that can restore a number of hit points
a long rest.
equal to 5 × your cleric level.

36 PLAYER'S GUIDE
Choose any creatures within 30 feet of you and divide
those hit points among them. This feature can restore a
creature to no more than half of its hit point maximum.
This healing has no effect on Undead or Constructs.

DISCIPLE OF LIFE
3rd-Level Life Feature
Your healing spells are more effective. When you use a
Divine spell of 1st circle or higher to restore hit points to a
creature, the creature regains additional hit points equal to
2 + the spell’s circle.

LIFE DOMAIN SPELLS


3rd-Level Life Feature
You gain domain spells at the cleric levels listed in the Life
Domain Spells table. See the Cleric Subclass class feature
for how these spells work.
LIFE DOMAIN SPELLS

CLERIC LEVEL SPELLS


3rd bless, cure wounds, gentle repose, restoration
5th mass healing word, revivify
7th death ward, guardian of faith
9th greater restoration, mass cure wounds

BLESSED HEALER
7th-Level Life Feature
Healing spells you cast on others heal you as well. When
you cast a Divine spell of 1st circle or higher that restores
hit points to a creature other than you, you regain hit
points equal to 2 + the spell’s circle.

GREATER PRESERVATION
11th-Level Life Feature
The Preserve Life effect of your Channel Divinity feature
can now affect any creatures within 60 feet of you. In PERFECT HEALING
addition, when you use Preserve Life, one target of your 15th-Level Life Feature
choice can also receive one of the following benefits: When you cast a Divine spell of 1st circle or higher
• Cure all diseases affecting the target. that restores hit points, you automatically restore the
• End one of the following conditions affecting the maximum possible number of hit points. For example,
target: blinded, deafened, paralyzed, or poisoned. if a cure wounds spell heals 1d8 + 3 hit points, rather than
• Neutralize all poisons affecting the target. rolling, the target heals 11 hit points.

WHAT IF THE DOMAIN I WANT ISN’T LISTED WITH MY GOD?


Since a cleric picks their god at 1st level and commits to a warfare, listed with the War domain, would also have use
domain at 3rd level, you might find that you want a domain for a cleric devoted to the Death domain.
that isn’t listed with your god on the Deities tables in Selecting a nontraditional domain for your cleric’s god
Appendix B: Gods & Pantheons. Don’t worry! Suggested could even lead to interesting stories. If you think your
domains are just that—suggestions. Gods are powerful, desired domain is completely at odds with your cleric’s
mysterious beings with many facets. For example, it is god, work with your GM to discuss solutions that make
completely reasonable to say that Ares, the Greek god of sense for the game.

2 CLASSES 37
LIGHT DOMAIN OVERWHELMING FLASH
3rd-Level Light Feature
Gods of the Light domain dedicate themselves to bringing
When a creature within 10 feet of you makes an attack roll,
light and warmth to the people of the world, burning away
you can use your reaction to release a brilliant flash of divine
darkness and the evils that it hides. Devotees of this domain
light. The creature suffers a penalty to the attack roll equal
are often associated with the sun and moon, stars, truth,
to your WIS modifier, potentially missing their target. If
and the cleansing powers of fire.
the attack still hits, the attacking creature is blinded until
LIGHT DOMAIN PROGRESSION the end of its turn.
CLERIC LEVEL FEATURES You can use this feature a number of times equal to your
3rd Channel Divinity: Searing Radiance, Imbue PB. You regain all expended uses when you finish a long rest.
Light, Light Domain Spells, Overwhelming Flash
RADIANT SPELLCASTING
7th Radiant Spellcasting
7th-Level Light Feature
11th Lux Malediction
Your Divine cantrips that deal damage deal an additional
15th Luminous Shroud
1d8 radiant damage. In addition, while you have light or
continual flame cast on a weapon that you are holding, the
CHANNEL DIVINITY first time that weapon deals damage on a turn, it deals
3rd-Level Light Feature additional radiant damage equal to your WIS modifier.
You gain the following Channel Divinity option.
Channel Divinity: Searing Radiance
As an action, you present your holy symbol and channel
divine radiance through every magical light source that
you’ve created so long as they’re on the same plane as
you. Each hostile creature within the bright light of those
sources must make a CON save. Roll a number of d8s equal
to twice your PB. A creature takes radiant damage equal
to the result on a failed save, or half as much damage on a
successful save. Aberrations and Undead have disadvantage
on the save.

IMBUE LIGHT
3rd-Level Light Feature
You learn the light and dancing lights cantrips if you don’t
already know them. Dancing lights no longer requires
concentration when you cast it and lasts for the duration or
until you cast the spell again. These cantrips count as Divine
spells when you cast them, but they don’t count against
the number of cantrips you know as listed in the Cleric
Progression table.

LIGHT DOMAIN SPELLS


3rd-Level Light Feature
You gain domain spells at the cleric levels listed
in the Light Domain Spells table. See the Cleric
Subclass class feature for how these spells work.

LIGHT DOMAIN SPELLS

CLERIC LEVEL SPELLS


3rd burning hands, guiding bolt,
moonbeam, scorching ray
5th daylight, fireball
7th elemental shield, wall of fire
9th dispel evil and good, flame strike

38 PLAYER'S GUIDE
LUX MALEDICTION DISCIPLE OF WAR
11th-Level Light Feature 3rd-Level War Feature
The Searing Radiance effect of your Channel Divinity Victory brings you closer to the divine, inspiring you to
feature now causes all sources of light you’ve made to press beyond your normal limits. Once per turn, when
become magical sunlight for 1 minute. you successfully hit a creature with an attack while using
In addition, when you use your Overwhelming Flash the Attack action, you can choose to make an additional
feature against a creature, they are cursed by your weapon attack as part of that same action.
luminance in one of the following ways: You can use this feature a number of times equal to your
• The creature can’t regain hit points until the end of PB. You regain all expended uses when you finish a short or
its next turn. long rest.
• The creature takes radiant damage equal to your
EXPANDED TALENT LIST
cleric level.
3rd-Level War Feature
• The creature suffers a −10 penalty to WIS (Perception)
When you gain a new talent, you can select that talent from
checks for 10 minutes.
the magic or martial talent list (see Talents in Chapter 4).
• The target can’t benefit from being invisible for 1 minute.
A remove curse spell ends this effect. A creature can suffer WAR DOMAIN SPELLS
only one curse at a time. If the creature starts and ends 3rd-Level War Feature
its turn in magical darkness, a Lux Malediction curse You gain domain spells at the cleric levels listed in the War
afflicting it ends. Domain Spells table. See the Cleric Subclass class feature
for how these spells work.
LUMINOUS SHROUD
15th-Level Light Feature WAR DOMAIN SPELLS
While you are within an area of bright light, the radiance fills CLERIC LEVEL SPELLS
you with devout surety. You have advantage on saves, can't be 3rd command, magic weapon, shield of faith,
charmed or frightened, and gain either immunity to radiant warding bond
damage or resistance to necrotic damage (your choice). 5th fear, spirit guardians
7th death ward, guardian of faith
WAR DOMAIN 9th antilife shell, flame strike

Gods of the War domain celebrate strength, the glory of


victory, and the thrill of competition. Those gods with evil BLESSED WARRIOR
or chaotic proclivities emphasize destruction and violence, 7th-Level War Feature
but most societies and heroic characters worship war gods Attacks you make are particularly potent. When you deal
who honor courage and excellence in battle and cherish damage with a weapon or spell attack made with a Divine
those who fight when the need is great. spell, you can reroll any 1s you roll on the damage dice. You
must take the new result for any dice rerolled in this way.
WAR DOMAIN PROGRESSION

CLERIC LEVEL FEATURES GREATER TRIUMPH


3rd Channel Divinity: Mark of Triumph, Disciple of 11th-Level War Feature
War, Expanded Talent List, War Domain Spells, When you use the Mark of Triumph effect of your Channel
7th Blessed Warrior Divinity feature, you can mystically mark a number of
11th Greater Triumph creatures equal to your PB. All targets must be within 60
15th Holy Strike
feet of you.
In addition, when a creature marked by your Mark of
Triumph feature is reduced to 0 HP, you can use your
CHANNEL DIVINITY
reaction to move the mark to a different target within 60
3rd-Level War Feature feet of you that you can see. A mark moved in this way still
You gain the following Channel Divinity option. disappears at the start of your next turn, as normal.
Channel Divinity: Mark of Triumph HOLY STRIKE
As a bonus action, you present your holy symbol and
15th-Level War Feature
mystically mark one creature within 60 feet of you that you
Once per turn, when you successfully hit a creature with a
can see. Until the start of your next turn, all creatures who
weapon or spell attack made with a Divine spell, you can
attack a marked creature have advantage on the first attack
treat the attack as if you rolled a critical hit.
roll they make against it.

2 CLASSES 39
DRUID
Druids are the guardians and warriors of the natural world.
All druids feel a deep affinity for the environment, whether
it manifests as a spiritual connection to the beasts of the
land, the plants of the earth, or the elemental energies that
keep all things in balance.
Druid is a class that interacts with the environment often.
Your class is a “pure” spellcasting class, but your Wild
Shape feature gives you some ability to mix it up. Lean into
exploration with your various spells and capabilities.

DRUIDS AS ADVENTURERS
Druids are exceptional explorers and warriors. They hold
an impressive range of magical abilities that allow them to
heal allies, gather information, and invoke nature’s wrath.
While druids regularly confront threats in the wild, their
passions often clash with the values and ambitions of the
civilized world. Few understand the awesome and often
devastating forces of nature—and even fewer understand
those who place nature’s interests above their own.

CLASS FEATURES
As a druid, you have the following class features.

HIT POINTS
Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your CON modifier
Hit Points at Higher Levels: 1d8 (or 5) + your CON
modifier per druid level after 1st

PROFICIENCIES
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons
Tools: Herbalist tools
Cantrips
Saves: INT, WIS At 1st level, choose three cantrips from the Primordial spell
Skills: Choose two from Animal Handling, Arcana, list to learn. You choose more Primordial cantrips to learn
Insight, Medicine, Nature, Perception, Religion, at higher levels, as shown in the Cantrips Known column
and Survival of the Druid Progression table.
STARTING EQUIPMENT Preparing Spells
You start with the following equipment, in addition to the You must prepare spells in advance before you can cast
equipment granted by your background: them. You can prepare any spell on the Primordial spell list
• (a) a shield or (b) any simple weapon from circles for which you have Primordial spell slots. (You
determine which spell slots you can access by checking your
• (a) a scimitar or (b) any simple melee weapon
level on the Druid Progression table). You can choose a
• Leather armor, an explorer’s pack, and a druidic focus number of spells equal to your WIS modifier + your druid
SPELLCASTING level (minimum of one spell). This is your list of prepared
1st-Level Druid Feature spells from which you can cast.
Preparing a new list of spells requires time spent in prayer
As a conduit for primordial power, you can cast Primordial
and meditation: at least 1 minute per spell circle for each
spells. See Chapter 7: Spellcasting for general rules of
spell you change. You can change your list of prepared
spellcasting and the Primordial spell list.
spells as part of a long rest.

40 PLAYER'S GUIDE
Casting Spells
You have prepared a number of spells and can cast any of
them by using a Primordial spell slot of the spell’s circle or DRUID QUICK BUILD
higher. To quickly create a druid, follow these steps during
The Druid Progression table shows how many character creation:
Primordial spell slots you have per day at a given level. • For ability scores, prioritize WIS and then CON.
For example, at 3rd level, you have four 1st-circle and two • For lineage and heritage, choose any combination
2nd-circle spell slots, and with a 16 WIS, you can have six you like.
prepared spells of 1st or 2nd circle, in any combination. • For background and talent, choose Homesteader
You only have two spell slots for 2nd-circle spells though, and Aware.
so if you prepare only 2nd-circle spells, you won’t be able to
• For spells, choose the druidcraft, produce flame,
use your 1st-circle spell slots at all.
and shillelagh cantrips. Then prepare your 1st-circle
Casting a spell doesn’t remove it from your list of
Primordial spells (choose a number of the following
prepared spells, it just uses up a spell slot. You regain all
spells equal to your WIS modifier + 1): burning
used spell slots when you finish a long rest.
hands, entangle, fire under the tongue, goodberry,
Spellcasting Ability and speak with animals. Finally, choose your 1st-circle
Wisdom (WIS) is your spellcasting ability. Your WIS ritual: purify food and drink.
modifier determines the save DC or the attack modifier for
certain spells you cast:
Spell save DC = 8 + your proficiency bonus (PB)
Rituals
+ your WIS modifier
You can also cast a type of long-form spell called a ritual.
Spell attack modifier = your proficiency bonus (PB) Rituals don’t need to be prepared, and they don’t use up
+ your WIS modifier spell slots.

DRUID PROGRESSION PRIMORDIAL SPELL SLOTS BY CIRCLE


BEAST
FORMS CANTRIPS RITUALS
LEVEL PB KNOWN FEATURES KNOWN KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
Druidic, Nature’s Gift,
1st +2 — 3 1 2 — — — — — — — —
Spellcasting
Wild Shape: Beast Form, Wild
2nd +2 2 3 1 3 — — — — — — — —
Shape: Draw Power (1/Rest)
3rd +2 2 Druid Subclass 3 2 4 2 — — — — — — —
4th +2 2 Improvement 4 2 4 3 — — — — — — —
Improved Beast Form
5th +3 3 4 3 4 3 2 — — — — — —
(CR 1/2)
6th +3 3 Wild Shape (2/Rest) 4 3 4 3 3 — — — — — —
7th +3 3 Subclass Feature 4 4 4 3 3 1 — — — — —
8th +3 3 Improvement 4 4 4 3 3 2 — — — — —
9th +4 4 Improved Beast Form (CR 1) 4 5 4 3 3 3 1 — — — —
10th +4 4 Heroic Boon 5 5 4 3 3 3 2 — — — —
11th +4 4 Subclass Feature 5 6 4 3 3 3 2 1 — — —
12th +4 4 Improvement 5 6 4 3 3 3 2 1 — — —
13th +5 5 Wild Shape (3/Rest) 5 7 4 3 3 3 2 1 1 — —
14th +5 5 Improved Beast Form (CR 2) 5 7 4 3 3 3 2 1 1 — —
15th +5 5 Subclass Feature 5 8 4 3 3 3 2 1 1 1 —
16th +5 5 Improvement 5 8 4 3 3 3 2 1 1 1 —
17th +6 6 Nature's Grace 5 9 4 3 3 3 2 1 1 1 1
18th +6 6 Wild Shape (4/Rest) 5 9 4 3 3 3 3 1 1 1 1
19th +6 6 Improvement 5 9 4 3 3 3 3 2 1 1 1
20th +6 6 Epic Boon 5 9 4 3 3 3 3 2 2 1 1`

2 CLASSES 41
At 1st level, choose one ritual from the Primordial ritual feet of you (this can be you). When you do so, roll a number
list (see Primordial Ritual List in Chapter 7). You learn of d4s equal to your PB (minimum of 2d4). That creature
more rituals at higher levels, as shown in the Rituals Known regains hit points equal to the total rolled. This feature has
column of the Druid Progression table, but only from a no effect on Constructs or Undead.
circle for which you have spell slots. Rituals you learn don't You can use this feature a number of times per day equal
count against the number of spells you learn at each level. to your PB. You recover expended uses when you complete
a long rest.
Spellcasting Focus
You can use a druidic focus (see Adventuring Gear in WILD SHAPE
Chapter 5) as a spellcasting focus for your Primordial spells. 2nd, 6th, 13th, and 18th-Level Druid Feature
DRUIDIC You gain the ability to channel energy directly from nature
1st-Level Druid Feature to produce effects beyond spells. You start with two effects:
You know Druidic, the secret language of druids. You can Beast Form and Draw Power. Some subclasses grant
speak the language and use a system of natural elements additional effects as you advance in levels, as noted in their
to leave hidden messages that only other druids will descriptions (see Druid Subclasses).
understand. You and others who know this language When you use your Wild Shape feature, simply choose
automatically spot such a message. Others spot the which specific effect you want, such as Beast Form. Some
message’s presence with a successful WIS (Perception) of these effects require a save, and in those cases, the DC is
check but can’t decipher it without magic. equal to your druid spell save DC.
Beginning at 2nd level, you can use your Wild Shape
NATURE’S GIFT feature once until you finish a short or long rest, then twice
1st-Level Druid Feature between rests at 6th level, three times at 13th level, and four
You have learned to harness the ambient energy of nature times at 18th level. When you finish a short or long rest, you
and can redirect that energy to encourage growth and regain all expended uses.
healing. As a bonus action, choose one creature within 5

RULES OF TRANSFORMATION
the excess damage doesn’t reduce your normal form to 0
You can stay in a beast form for a number of hours equal
HP, you remain conscious.
to your PB. You then revert to your normal form unless
You are limited by the actions you can perform by the
you expend another use of Wild Shape. You can also
nature of your new form, and you can’t speak or take
choose to revert to your normal form as a bonus action.
any other action that requires hands or speech unless
You automatically revert if you become unconscious, drop
your new form is capable of such actions. You can’t cast
to 0 HP while in beast form, or die.
spells while transformed. However, transforming doesn’t
While transformed, your game statistics are replaced by
automatically break your concentration on a spell you’ve
those of your new form, except you retain your INT, WIS,
already cast or prevent you from taking actions that are
and CHA scores. You also retain your personality. If you
part of an ongoing spell—such as those required by the
make an ability check or save while in beast form, you
call lightning spell.
can choose whether to use either your normal character
Your gear and anything you are wielding melds into your
proficiencies and PB or else use the Beast’s listed ability
new form. You can’t activate, use, or otherwise benefit
modifier to determine the check total (without your PB in
from any of your gear while transformed.
this case).
Your hit points for the new form are set to a new amount
HIT POINTS BY FORM SIZE
dependent on the size of your new form, as shown in the
FORM SIZE HIT POINTS
Hit Points by Form Size table. When you revert to your
Tiny 2 + your PB
normal form, you return to the number of hit points you
had before you transformed. If you revert as a result of Small 5 + your PB
dropping to 0 HP, any excess damage carries over to your Medium 12 + your PB
normal form. For example, if you take 10 damage while Large 22 + your PB
in beast form and your beast form has only 1 HP left, you Huge or Gargantuan 84 + your PB
revert to your normal form and take 9 damage. As long as

42 PLAYER'S GUIDE
Wild Shape: Beast Form IMPROVED BEAST FORM
As an action, you can magically assume the form of a Beast. 5th, 9th, and 14th-Level Druid Feature
When you first gain this feature, choose two Beasts of You can now use the Beast Form effect of your Wild Shape
challenge rating (CR) 1/4 or less as your known forms. To feature to assume more powerful beast forms. When you
select a known form, you must have seen or interacted with learn a new form, you can choose a Beast of CR 1/2 or less.
a Beast in your past. For example, a druid that hails from a At 9th level, you can assume the form of any Beast of CR 1
desert environment is unlikely to be familiar enough with a or less. At 14th level, you can assume the form of any Beast
sea-dwelling creature like a dolphin to select it as a known of CR 2 or less.
form. The Beast you choose can’t have any legendary
actions or lair actions. See Appendix C: Creature HEROIC BOON
Statistics for a selection of suitable Beasts to choose from. 10th-Level Druid Feature
As you advance in druid levels, you can choose more beast Your commitment to the druid’s path grants you a powerful
forms as shown in the Beast Forms Known column of the new ability. Choose one of the following heroic boons:
Druid Progression table. • Rite of the Kingdom. All Beasts and creatures with
When you gain a level of druid, you can replace one known the Animal tag understand your speech, and you
form with a different form of your choosing. Any new form can understand their noises and motions as if they
you choose must abide by the form restrictions. were speaking, even if they don't speak a language.
This ability doesn’t grant Beasts the intelligence to
Wild Shape: Draw Power
understand or communicate complex concepts, but you
As a bonus action, you can reshape the natural energies
can share basic information with ease. Your GM has
around you to draw them within yourself and recharge
final say on what a particular creature can express. In
your spellcasting ability. When you do so, choose a single addition, you have advantage on Charisma checks made
expended Primordial spell slot to recover. The recovered to interact with or influence such creatures.
spell slot must be of a circle equal to or less than your
• Rite of the Shaper. When you roll initiative and have
proficiency bonus (PB). For example, a 5th-level druid with
no remaining uses of Wild Shape, you regain one use.
a PB of +3 could recover an expended 1st, 2nd, or 3rd-circle
Once you use this feature, you can’t do so again until
Primordial spell slot with this feature.
you complete a long rest.
You can’t use Draw Power while transformed by the Beast
Form effect of your Wild Shape feature, even if you have
multiple uses of Wild Shape available to expend.

DRUID SUBCLASS PLAYER ADVICE


3rd, 7th, 11th, and 15th-Level Druid Feature Nature’s Gift is not a spell, which means a druid can use it even while
Choose a subclass that reflects your values and magical transformed by their Wild Shape class feature.
practices, either Leaf or Shifter (detailed at the end of this
class). Your choice grants you spells and other features at
3rd, 7th, 11th, and 15th level.
Ring Spells
Each subclass has a list of ring spells that you can access as
soon as you can cast spells of that circle (as shown on the
DRUIDIC SIGNS AND SYMBOLS
Druid Progression table). Once you gain such a spell, you Druidic makes use of hidden
always have it prepared, and it doesn’t count against the signs to communicate messages.
number of spells you can prepare. However, casting a ring Examples of such signs
spell still expends a Primordial spell slot as normal. are shown here.
Mushroom Ring
If one of these spells isn’t on the Primordial spell list, it
still counts as a Primordial spell for you.

IMPROVEMENT
Stacked Stones
4th, 8th, 12th, 16th, and 19th-Level Druid Feature
Choose one of the following improvements (ability scores
can’t be raised above 20 with this feature):
• Increase a single ability score by 2.
Entwined Flowers Acorn
• Increase two different ability scores by 1 each.
Black Stones
• Increase one ability score by 1 and select a talent from in Bird's Nest
the magic talents list (see Magic Talents in Chapter 4).

2 CLASSES 43
NATURE’S GRACE LEAF RING SPELLS
17th-Level Druid Feature DRUID LEVEL SPELLS
Your attunement to the natural energies of the world 3rd barkskin, entangle, goodberry, spike growth
infuses your body, sustaining you and protecting you from 5th plant growth, speak with plants
unnatural harm. You gain the following benefits: 7th blight, freedom of movement
• You can’t be magically aged, and you suffer none of the 9th greater hold, tree stride
frailty of old age. You can still die of old age though.
• You no longer need food or water to survive.
• Your ability scores and hit point maximum can’t be GREEN SONG
lowered by any means short of a wish spell. 3rd-Level Leaf Feature
Your deep connection to plants allows you to communicate
EPIC BOON with them. As an action, you can focus on a nonmagical
20th-Level Druid Feature plant within 30 feet of you that you can see. When you do
Your commitment to the druid’s path grants you a powerful so, you immediately learn its basic properties, including
new ability. You gain the following epic boon: whether it is edible, whether it is poisonous or otherwise
• Archdruid. You can use the Beast Form effect of your dangerous, and what type of environment it typically grows
Wild Shape feature an unlimited number of times. in. You also learn its condition, including whether it is
In addition, you can ignore the verbal and somatic unwell due to magical or mundane means.
components of Primordial spells, as well as any In addition, Plant type creatures can understand your
material components that lack a cost. speech, and you can understand them as if they were
speaking a language—regardless of what languages they
know (if any).
DRUID SUBCLASSES
WILD SHAPE
While all druids revere nature, subclasses represent the
specific ways druids best commune with the primordial 3rd-Level Leaf Feature
forces of the world. The subclass you choose represents the You gain the following Wild Shape option.
rites, traditions, and mysteries you embrace in your quest to Wild Shape: Sacred Grove
better understand the awesome powers of nature. As an action, you can expend a use of your Wild Shape
feature to infuse the area around you with primordial
LEAF power, shaping it into a magical pocket grove.
When you use this feature, vitality surges into the ground
Druids who align with the ring of the Leaf feel a deep
in a 10-foot radius centered on you. Normal plants in the
connection to plants. Leaf druids are drawn to the quiet,
affected area rapidly expand, and magical plants sprout
natural spaces of the world. They find great peace and
from the ground. The sacred grove remains magical
wisdom among hidden groves, ancient forests, and
for 1 minute, until you use a feature that causes it to be
overgrown gardens left to flourish without the influence
destroyed, or you fall unconscious. After its magic fades,
of civilization. To you, nothing is more important than
any nonmagical plants remain healthy and overgrown. You
nurturing the flora that makes all life possible.
can choose to end this effect early (no action required). You
LEAF PROGRESSION can maintain only one sacred grove at a time.
DRUID LEVEL FEATURES When you first create the grove, choose one of the
following magical properties the grove has while its magic
3rd Green Song, Leaf Ring Spells,
Wild Shape: Sacred Grove is active:
7th Take Root • Tangle Weed. Creeping vines or brambles weave across
11th Grove Warden
the ground, making the area difficult terrain. When a
creature attempts to move within the grove, you can
15th Heart of the Forest
use your reaction to command the vines to grab it. The
target must succeed on a STR save against your spell
LEAF RING SPELLS save DC or be restrained by the grasping plants for the
3rd-Level Leaf Feature sacred grove’s duration. A creature restrained by the
You gain ring spells at the druid levels listed in the Leaf plants can use its action to make a STR check against
Ring Spells table. See the Druid Subclass class feature for your spell save DC. On a success, the creature is no
how these spells work. longer restrained.

44 PLAYER'S GUIDE
• Tree Line. Saplings surge from the ground, creating SHIFTER
a protective circle. All creatures, except you, have
Druids that align with the ring of the Shifter feel a deep
disadvantage on attacks against creatures within the
connection to the animals that walk the world. Shifters
grove’s area. In addition, if you would take damage from
delve into the mysteries of transformation, spending much
a weapon or spell attack while on solid ground within
the grove, you can use your reaction to command the of their time in the forms of the beasts they so admire.
grove to intercept it. When you do, you take no damage To you, there is no greater joy than feeling wind beneath
from the triggering attack and the grove is destroyed. your wings, stalking prey on padded paws, or swimming
through crystalline depths.
• Wildflowers. Patches of aromatic magical flowers
calm and clarify minds. All creatures in the grove have SHIFTER PROGRESSION
advantage on saves against being charmed or frightened. DRUID LEVEL FEATURES
In addition, as a bonus action, you can choose to destroy
3rd Potent Forms, Quick Shift, Shifter Ring Spells
the grove to end all conditions affecting one creature in
7th Beast’s Fury
the grove’s area. When you do so, all creatures of your
choice on solid ground in the grove gain temporary hit 11th Elemental Infusion
points equal to your PB. 15th Manifold Mind

TAKE ROOT
POTENT FORMS
7th-Level Leaf Feature
3rd-Level Shifter Feature
While standing on solid ground, you can use a bonus action
to root yourself in place. While rooted, your speed is 0 feet, You can select more powerful creatures for the known
and you can’t be forced to move or be knocked prone by any forms used with the Beast Form effect of your Wild Shape
means. You remain rooted until you choose to end the effect feature. When you gain this feature, you can choose any
(no action required). Beast or creature with the Animal tag with a CR of 1 or
If you are rooted when your turn begins, you can choose to lower as a known form.
spend one of your hit dice. When you do so, roll the die and
regain hit points equal to the result plus your CON modifier.

GROVE WARDEN PLAYER ADVICE


11th-Level Leaf Feature Your GM has the full list of creatures with the Animal tag that are
Your bond to your sacred grove has deepened, allowing you compatible with this feature, but common options include owlbear,
more precise control over it. The grove you summon using griffon, hippogriff, pegasus, and worg. Some suitable options are
the Sacred Grove effect of your Wild Shape feature now included in Appendix C: Creature Statistics.
covers a 30-foot-radius circle centered on you, and you can
now decide whether allied creatures (including yourself)
within the grove are immune to any effects it imposes.
In addition, you can now speak any language you know
HEART OF THE FOREST while in beast form—even if your chosen form would not
15th-Level Leaf Feature typically allow you to do so. However, you still can’t cast
If you are reduced to 0 HP while within your sacred grove, spells while transformed, even if a spell requires only a
the grove withers, and you regain a number of hit points verbal component.
equal to your druid level. Once you use this feature, you At higher druid levels, you can choose beast forms with a
can’t use it again until you finish a long rest. CR as high as your druid level divided by 3, rounded down
If your body is destroyed completely, after the grove (ignoring CR limitations in your Improved Beast Form
withers, a single acorn is left at its center. If this acorn is feature). For example, upon achieving 6th level of druid,
either undisturbed or planted somewhere, you gain a new you can choose any Beast of CR 2 or lower as a known
body in 1d10 days and regain all your hit points. Your new form, CR 3 or lower at 9th level, and so on—as shown in
body appears within 5 feet of the acorn, which is destroyed the Potent Forms table.
as soon as you regain consciousness.
POTENT FORMS
DRUID MAX DRUID MAX
LEVEL CR EXAMPLE LEVEL CR EXAMPLE
3rd 1 Wolf 12th 4 Elephant
5th 1 Hippogriff 15th 5 Triceratops
6th 2 Pegasus 18th 6 Mammoth
9th 3 Owlbear

2 CLASSES 45
QUICK SHIFT from you in a random direction and knocked prone. If
3rd-Level Shifter Feature a thrown target strikes a solid surface, it takes 3 (1d6)
By delving into the mysteries of the shifters, you have bludgeoning damage for every 10 feet it was thrown. If
learned to change form more rapidly. When you use the the target lands in the same space as another creature,
Beast Form effect of your Wild Shape feature, you can that creature must succeed on a DC 13 DEX save or
transform as a bonus action instead of as an action. take the same damage and be knocked prone. The
target is then prone in an adjacent unoccupied space.
SHIFTER RING SPELLS If the target’s STR save is successful, a target takes half
3rd-Level Shifter Feature damage and isn’t flung or knocked prone.
You gain ring spells at the druid levels listed in the Shifter
Earth
Ring Spells table. See the Druid Subclass class feature for
You gain a 30-foot burrowing speed and can burrow
how these spells work.
through nonmagical, unworked earth and stone without
SHIFTER RING SPELLS disturbing the material you move through. You gain
DRUID LEVEL SPELLS tremorsense to a range of 60 feet and are resistant to
bludgeoning, piercing, and slashing damage. Melee attacks
3rd alter self, animal friendship, speak with
animals, wildsense you make deal double damage to objects and structures.
5th conjure animals, water breathing Fire
7th giant insect, polymorph You shed bright light in a 30-foot-radius and dim light
9th dominate, insect plague for an additional 30 feet. You are immune to fire damage.
Melee attacks you make deal an additional 1d8 fire damage.
BEAST’S FURY When you deal fire damage to a flammable creature or
7th-Level Shifter Feature object, you can choose whether it ignites—an ignited
target takes 5 (1d10) fire damage at the start of each of its
Immediately after you take the Attack action on your
turns until a creature uses an action to douse it. Your GM
turn while in beast form, you can use your bonus action
determines what constitutes a flammable creature or object.
to make a single unarmed strike with your claws, hooves,
fangs, or whatever natural weapon suits your chosen Water
form. This attack deals 1d6 + your PB damage, and you are You gain a 90-foot swimming speed and can breathe
considered proficient with it. You decide if this attack deals underwater. You are resistant to cold and poison damage.
bludgeoning, piercing, or slashing damage when you first You gain the following action:
assume your beast form. • Wave (Recharge 4–6). Each creature within 5 feet of you
In addition, all damage you deal with melee weapon must make a STR save (DC 10 + your PB). On a failure,
attacks while in beast form now counts as magical damage a target takes 2d8 + your PB bludgeoning damage. If a
for the purposes of overcoming resistance or immunity to target is Large or smaller, it is also grappled (escape DC
nonmagical damage. 14). Until this grapple ends, the target is restrained and
ELEMENTAL INFUSION unable to breathe unless it can breathe in water. On a
11th-Level Shifter Feature successful STR save, a creature takes half damage and
isn’t grappled. At the start of each of your turns, each
By expending two uses of the Beast Form effect of your
target grappled by you takes 2d8 + your PB bludgeoning
Wild Shape feature, you can infuse your chosen form
damage. A creature within 5 feet of a grappled target
with one of the four elemental powers described here.
can pull it out of the grapple if it expends an action to
Alternatively, you can use your reaction to spend one use of
attempt a DC 14 STR (Athletics) check—freeing the
Wild Shape while already transformed by the Beast Form
target on a success.
effect, either infusing yourself with one of the following
powers or changing which power is active. MANIFOLD MIND
15th-Level Shifter Feature
Air
You gain a 90-foot flying (hover) speed and are resistant You can now cast Primordial spells while in beast form,
to lightning and thunder damage. You gain the following and your form doesn't hinder performing the somatic and
action: verbal components of spells. You must still provide any
required material components as normal.
• Whirl (Recharge 4–6). Each Large or smaller creature
within 5 feet of you must make a STR save (DC 10 +
your PB). On a failure, a target takes 3d8 + your PB
bludgeoning damage and is flung up to 20 feet away

46 PLAYER'S GUIDE
LAST STAND
FIGHTER 1st-Level Fighter Feature
There are many ways to build a fighter, but at the end of When you take damage that would reduce your hit points
the day, their talents shine brightest in the thick of a fight. to less than half your hit point maximum (rounded down),
Whether archer, knight, wrestler, or general, your class you can use your reaction to spend hit dice, up to a number
options are designed to make you the best at dishing out equal to your PB. Immediately roll those hit dice. You
damage with your favorite weapons. regain hit points equal to the sum of all dice rolled + your
What fighters are good at is written on the label. Your class CON modifier.
gives you more options than just standing and swinging
to hit, however. Use weapon options to change up a fight MARTIAL ACTION
and make things easier for the less martially inclined party 1st-Level Fighter Feature
memebers. Your tactical expertise allows you to act quickly on the
battlefield. You can take a bonus action on each of your
FIGHTERS AS ADVENTURERS turns in combat to perform a weapon option (see Weapon
Options in Chapter 5) or one of the martial actions
Fighters are capable and hardy, and they excel at combat—
granted by this feature.
all qualities well-suited to life as an adventurer. With the
Choose one of the following martial actions that you know.
diverse weapon and armor options available, they can easily
thrive on the frontlines of combat or decimate foes from
afar with ranged attacks.
While everyone benefits from having a fighter at their
side in combat, fighters often serve as a grounding force
in adventuring parties. A fighter’s skills are recognizable
across numerous cultures and communities. This can make
them more relatable to common folk who understand skill
with a weapon more than rarefied magic use.

CLASS FEATURES
As a fighter, you have the following class features.

HIT POINTS
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your CON modifier
Hit Points at Higher Levels: 1d10 (or 6) + your CON
modifier per fighter level after 1st
PROFICIENCIES
Armor: All armor and shields
Weapons: Simple weapons, martial weapons
Tools: None
Saves: STR, CON
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception,
and Survival
STARTING EQUIPMENT
You start with the following equipment, in addition to the
equipment granted by your background:
• (a) chain mail or (b) leather armor, longbow,
and 20 arrows
• (a) a martial weapon and a shield or
(b) two martial weapons
• (a) a light crossbow and 20 bolts or (b) two handaxes
• (a) a dungeoneer’s pack or (b) an explorer’s pack

2 CLASSES 47
FIGHTER PROGRESSION Quick Strike
LEVEL PB FEATURES Requires Wielding Two Light Weapons
1st +2 Last Stand, Martial Action After you take the Attack action on your turn and attack
2nd +2 Action Surge with a Light melee weapon that you’re holding in one
3rd +2 Fighter Subclass hand, you can use a bonus action to make two attacks with
4th +2 Improvement a different Light melee weapon that you’re holding in the
5th +3 Multiattack (2/Attack Action) other hand—instead of the one attack typically granted by
two-weapon fighting. Don’t add your ability modifier to
6th +3 Improvement
the damage of these additional attacks unless the modifier
7th +3 Subclass Feature
is negative.
8th +3 Improvement
Wind Up
9th +4 Multiattack (3/Attack Action)
Requires Wielding a Heavy or a Versatile Melee Weapon
10th +4 Heroic Boon
with Both Hands
11th +4 Subclass Feature
As a bonus action, you ready a powerful attack against a
12th +4 Improvement
nearby target. Select one target you can see within 10 feet of
13th +5 Action Surge (2/Rest) you. If you hit that target with a melee weapon attack before
14th +5 Improvement the end of your turn, the first such attack deals extra damage
15th +5 Subclass Feature equal to your PB (of the same damage type as the weapon).
16th +5 Improvement ACTION SURGE
17th +6 Multiattack (4/Attack Action) 2nd, 13th, and 18th-Level Fighter Feature
18th +6 Action Surge (3/Rest) When the need is great, you push your body to its absolute
19th +6 Improvement limit. On your turn, you can activate this feature to gain
20th +6 Epic Boon another action—in addition to the action and possible
bonus action you regularly get on your turn.
Once you use this feature, you must complete a short or
Aim
long rest before you can use it again. Starting at 13th level,
Requires Wielding a Ranged or Thrown Weapon
you can use it twice before a rest but only once on the
As a bonus action, you take the time to increase the same turn. At 18th level, you can use it three times before a
effectiveness of your next ranged weapon attack. Select
rest but only once on the same turn
one target you can see. If you make a ranged weapon attack
against that target before the end of your turn, double your FIGHTER SUBCLASS
PB for the first attack roll. 3rd, 7th, 11th, and 15th-Level Fighter Feature
Guard Choose a subclass that reflects your role in battle, either
Requires Wielding a Shield Spell Blade or Weapon Master (detailed at the end of this
class). Your choice grants you features at 3rd, 7th, 11th, and
As a bonus action, you raise your shield to intercept
15th level.
incoming attacks. Select one enemy creature within 5 feet
of you. That creature has disadvantage on the first attack IMPROVEMENT
roll it makes against you or an ally within 5 feet of you 4th, 6th, 8th, 12th, 14th, 16th, and 19th-Level Fighter Feature
before the start of your next turn. Choose one of the following improvements (ability scores
can’t be raised above 20 with this feature):
• Increase a single ability score by 2.
FIGHTER QUICK BUILD • Increase two different ability scores by 1 each.
To quickly create a fighter, follow these steps during • Increase one ability score by 1 and select a talent
character creation: from the martial talents list (see Martial Talents in
• For ability scores, prioritize STR and then either INT (if Chapter 4).
you plan to take Spell Blade subclass) or DEX.
MULTIATTACK
• For lineage and heritage, choose any combination 5th, 9th, and 17th-Level Fighter Feature
you like.
Your physical prowess has grown. On your turn, you can
• For background and talent, choose Soldier and either make two attacks when you take the Attack action.
Combat Casting (if you plan to take Spell Blade Starting at 9th level, you can make three attacks when you
subclass) or Combat Conditioning. take the Attack action. At 17th level, you can make four.

48 PLAYER'S GUIDE
HEROIC BOON FIGHTER SUBCLASSES
10th-Level Fighter Feature As you develop mastery, you gain new abilities that support
Your commitment to the fighter’s path grants you a your preferred combat tactics. The subclass you choose
powerful new ability. Choose one of the following heroic represents your specialized training in pursuit of ever-
boons: greater martial might.
• Defiant. When you fail a save, you can instead choose
to succeed on the save. You can use this feature once SPELL BLADE
and regain the use of it when you finish a long rest. You Fighters of the Spell Blade discipline view fighting with
can use it twice before a long rest at 13th level, and three swords and sorcery as a logical marriage of power. For you,
times at 17th. magic can be wielded as a weapon, and honing your mind is
• Unstoppable. When you start your turn, you can choose just as important as honing your body.
to end one of the following conditions affecting you:
blinded, charmed, frightened, incapacitated, paralyzed, ARCANE SPELLCASTING
or stunned. You can use this feature a number of times 3rd-Level Spell Blade Feature
equal to your PB, and you regain all expended uses when You enhance your martial prowess with the ability to cast
you finish a long rest. Arcane spells. See Spell Rules in Chapter 7: Spellcasting
for the general rules of spellcasting and the Arcane spell list.
EPIC BOON
20th-Level Fighter Feature Cantrips
Your commitment to the fighter’s path grants you a At 3rd level, choose two cantrips to learn from the Arcane
powerful new ability. You gain the following epic boon: spell list. You choose more Arcane cantrips to learn at
higher levels, as shown in the Cantrips Known column of
• Turn the Tide. Once on each of your turns, when you
the Spell Blade Progression table.
hit a creature or object with a weapon attack on your
turn, you can cause the attack to deal additional damage Casting Spells
(of the same damage type as the weapon) equal to your You know a small number of spells and can cast any of
STR or DEX score (your choice). The attack’s damage them by using an Arcane spell slot of the spell’s circle or
ignores resistance and immunity, and it can’t be reduced higher. You don't need to prepare spells ahead of time.
or avoided by any means.

SPELL BLADE PROGRESSION ARCANE SPELL SLOTS BY CIRCLE


FIGHTER CANTRIPS SPELLS
LEVEL FEATURES KNOWN KNOWN 1ST 2ND 3RD 4TH
3rd Arcane Spellcasting, Enchant Weapon (+1), 2 3 2 — — —
Expanded Talent List
4th — 2 4 3 — — —
5th — 2 4 3 — — —
6th — 2 4 3 — — —
7th Spell Multiattack 2 5 4 2 — —
8th — 2 6 4 2 — —
9th — 2 6 4 2 — —
10th — 3 7 4 3 — —
11th Enchant Weapon (+2), Follow Through 3 8 4 3 — —
12th — 3 8 4 3 — —
13th — 3 9 4 3 2 —
14th — 3 10 4 3 2 —
15th Charged Strike, Enchant Weapon (+3) 3 10 4 3 2 —
16th — 3 11 4 3 3 —
17th — 3 11 4 3 3 —
18th — 3 11 4 3 3 —
19th — 3 12 4 3 3 1
20th — 3 13 4 3 3 1

2 CLASSES 49
The Spell Blade Progression table shows how many
spells you know and how many spell slots you have at a
given level. For example, at 7th level, you have four 1st-
circle slots and two 2nd-circle slots. If you know the 1st-
circle spell shield and have a 1st-circle and a 2nd-circle spell
slot available, you can cast shield using either slot. If you use
a 1st-circle slot, you have three 1st-circle slots remaining.
You regain all used spell slots when you finish a long rest.
Spells Known of 1st Circle and Higher
At 3rd level, choose three 1st-circle spells from the Arcane
spell list that you know, two of which must be from either
the abjuration or evocation schools.
The Spells Known column of the Spell Blade
Progression table shows when you learn additional Arcane
spells. Each spell you choose must be an abjuration or
evocation spell and from a circle for which you have Arcane
spell slots.
In addition, when you gain a level of fighter, you can
choose one Arcane spell you know and replace it with
another spell of your choice from the Arcane spell list.
The replacement spell must be of a circle for which you
have Arcane spell slots, and it must be an abjuration or
evocation spell—unless you’re replacing the third
spell you gained at 3rd level.
Spellcasting Ability
Intelligence (INT) is your spellcasting ability. Your
INT modifier determines the save DC or the attack
modifier for certain spells you cast:
Spell save DC = 8 + your proficiency bonus (PB)
+ your INT modifier
Spell attack modifier = your proficiency bonus
(PB)
+ your INT modifier

ENCHANT WEAPON
3rd, 11th, and 15th-Level Spell Blade Feature Creatures who handle or inspect the enchanted weapon
can tell it isn’t a true magic item (unless the weapon was
A crucial step on the path of the spell blade is learning
magic to begin with). Otherwise, it follows the rules of a
to imbue your weapons with magical power. If you
typical magic item (see Magic Items in Chapter 5).
spend 1 hour of uninterrupted focus in contact with a
weapon (which can be done during a rest) you can imbue Starting at 11th level, the bonus increases to +2. At 15th
that weapon with a limited form of enchantment. This level, it becomes +3.
enchantment lasts until you either choose to end it or use EXPANDED TALENT LIST
this feature to enchant a different weapon. 3rd-Level Spell Blade Feature
Your enchanted weapon functions as a magic weapon
When you gain a new talent, you can select it from either the
with the following properties:
magic or the martial talents list (see Talents in Chapter 4).
• If it is on the same plane of existence as you, you can
use a bonus action to summon the weapon. When you SPELL MULTIATTACK
do so, the weapon instantly appears in your hand. 7th-Level Spell Blade Feature
• You have a +1 bonus to attack and damage rolls made When you use your Multiattack class feature to make
with it. If the weapon would normally grant a magical multiple attacks with the Attack action, you can replace one
bonus to attack and damage rolls, your enchantment of those attacks with the casting of a cantrip that you know
bonus stacks with the weapon’s existing bonus. with a casting time of 1 action. You can’t cast more than
one cantrip in one Attack action in this way.

50 PLAYER'S GUIDE
FOLLOW THROUGH Saves. Some stunts require your target to make a save to
11th-Level Spell Blade Feature resist its effects. The save DC for these stunts is calculated
When you take the Cast a Spell action, you can make a as follows:
single weapon attack as part of that same action, provided a Stunt save DC = 8 + your proficiency bonus (PB)
target is within range. + your STR or DEX modifier (your choice)
CHARGED STRIKE Stunts are presented in alphabetical order.
15th-Level Spell Blade Feature Arcing Strike
You can add your INT modifier (minimum of +1) to the Requires a Heavy Melee Weapon
damage of your melee weapon attacks in addition to either When you deal damage with a heavy weapon wielded
your STR or DEX modifier. in both hands, you can also deal half the damage you
In addition, any damage you deal with a weapon is dealt to a different target within reach that you can see.
considered magical. If the second target is an object, it takes the full damage
instead. You can decide to use this after you know your
WEAPON MASTER damage roll.
Most fighters feel a deep connection to their weapons, Cheap Shot
but none more so than the Weapon Master. For them, a Requires a Melee Weapon
favored bow or blade is a natural extension of their body When you successfully hit a target with a melee weapon
and a trusted ally. Fighters who pursue this subclass learn as part of the Attack action, you can immediately make
to use their chosen arms with efficiency and artistry. an unarmed strike against that target as part of the same
WEAPON MASTER PROGRESSION Attack action.
FIGHTER LEVEL FEATURES Make It Count
3rd Mastery, Stunts When you take the Attack action, you can make a single
7th Deadly Flourish weapon attack with a +10 to the attack roll. On a hit,
11th Advanced Stunts the attack deals additional damage equal to your fighter
15th Grand Finale
level. You can’t make additional attacks as part of that
Attack action, even if a feature like Multiattack would
normally allow you to do so.
MASTERY
Parry
3rd-Level Weapon Master Feature
Requires a Melee Weapon
Choose three types of simple or martial weapons with
When a creature you can see hits you with a weapon
which you have proficiency. You have mastered the use of
attack, you can use your reaction to reduce the damage
those three weapons.
you take by 1d10 + your PB (to a minimum of 0 damage).
Once per turn, when you roll damage for an attack with
a weapon you have mastered, you can reroll the weapon’s Redirect
damage dice and use either result. When you miss a target with a weapon attack, you can
Alternatively, once per turn, when you use a weapon use your reaction to immediately reroll the attack, but
option (see Weapon Options in Chapter 5) for a weapon you must select a different target you can see within 5
that you have mastered, you can roll the attack’s damage feet of the original target.
even if the weapon option doesn’t normally allow it. Riposte
STUNTS Requires a Melee Weapon
3rd-Level Weapon Master Feature When a creature you can see within range misses you
with a weapon attack, you can use your reaction to
As part of your training, you’ve learned to use unique
immediately make a melee weapon attack against that
tactics with certain weapons. You gain access to special
creature.
maneuvers called stunts.
To use a stunt, you must wield a weapon that matches the Straight Through
weapon type listed in the stunt description (if one is listed). Requires a Ranged Weapon
You can only use one stunt per turn. You gain access to When you deal damage with a ranged weapon attack,
advanced stunts at higher levels. you can also deal half the damage you dealt to a different
All stunts listed are available to you at 3rd level. You can target you can see within 5 feet of the original target. You
perform stunts a number of times equal to your PB + 1. can decide to use this after you know your damage roll.
After that, you must finish a short or long rest to regain
expended uses.

2 CLASSES 51
Tactical Retreat Rapid Release
Requires a Melee Weapon Requires a Ranged or Thrown Weapon
When you hit a creature with a weapon as part of the After you take the Attack action, you can use a bonus
Attack action, you can immediately move up to half action to make an additional attack with a ranged or
your speed as part of the same action without provoking thrown weapon. You can draw a thrown weapon as part
opportunity attacks. of the attack.
Wrestler’s Clutch
DEADLY FLOURISH
Requires a Melee Weapon
7th-Level Weapon Master Feature
When you hit a creature with a melee attack, the creature
Attacks made with weapons you have mastered through must succeed on a STR save or become grappled by
your Mastery feature score critical hits on rolls of 19 or 20.
you. While this grapple persists, stunts you use against
When you score a critical hit, you can use your reaction to
the grappled creature don't expend uses of your Stunts
do one of the following:
feature. This grapple ends if you attack another creature,
• Make a ranged weapon attack against a number of the target escapes, or you end it (no action required).
creatures equal to your PB within 15 feet of the target
hit by your critical hit. GRAND FINALE
• Make a separate melee attack against each creature 15th-Level Weapon Master Feature
within 5 feet of you. When you roll initiative and have no uses of your Stunts
feature remaining, you can regain 3 uses. You must
ADVANCED STUNTS
complete a long rest before you can use this feature again.
11th-Level Weapon Master Feature
The following powerful stunts are available to you
whenever you could use a stunt.
Assassin’s Ambush
When you hit a creature, from which you are hidden,
with a weapon attack, roll your weapon damage dice
twice instead of once. On a critical hit,
roll the weapon’s damage dice three
times instead of twice.
Bulwark
Requires a Shield
When you take damage from a spell
or ability that requires a save, such as the
fireball spell, you can use your reaction to
reduce the damage dealt to you by an amount
equal to your AC. Psychic damage can't be
reduced by this stunt.
Felling Sweep
Requires a Heavy Melee Weapon
As an action, you can make a single
melee attack that targets each creature within
reach, using a single attack and damage roll.
Preemptive Strike
Requires a Melee Weapon
When a creature comes within reach of your
weapon, you can use your reaction to make a single
attack against it. On a hit, the target’s speed is
reduced by 15 feet until the start of your next turn.

52 PLAYER'S GUIDE
MECHANIST
Mechanists are inventors, makers, and engineers,
interested in the composition of material objects and in
the components of creation itself. While others dedicate
their lives to mastering magic or science, the mechanist
sees such forces as flexible components within a grander
design. To walk the path of the mechanist is to open
the back of the universe, observe its moving parts, and
restructure them as suits your needs.
Mechanist is a class that invites creative interpretation
by players. Your class can hold up in combat, but finding
ways to use the items and objects around you brings out the
aspects that make this class shine.

MECHANISTS AS ADVENTURERS
Mechanists are capable warriors with an arsenal of magical
tricks. With a little creativity, a mechanist can create items
or tools to suit any purpose, whether creating weapons
that exploit a foe’s weakness, conjuring a device to save a
falling friend, or enhancing a vehicle to reach a destination
in record time.

CLASS FEATURES
As a mechanist, you have the following class features.
HIT POINTS
Hit Dice: 1d10 per mechanist level
Hit Points at 1st Level: 10 + your CON modifier
Hit Points at Higher Levels: 1d10 (or 6) + your CON
modifier per mechanist level after 1st
PROFICIENCIES (if any). You learn whether any spells are affecting the item
Armor: Light armor, medium armor, and shields and what they are. If the item was created by a spell, you
learn which spell created it.
Weapons: Simple weapons, martial weapons
Tools: Tinker tools and two additional tools your choice SHARD OF CREATION
Saves: CON, INT 1st-Level Mechanist Feature
Skills: Choose two from Arcana, History, Investigation, You learn how to craft a shard of creation, which is a Tiny
Perception, and Sleight of Hand magical object with many uses that appears on your person.
In its base state, the shard appears as a constantly shifting,
STARTING EQUIPMENT fluid-like bundle of plasma.
You start with the following equipment, in addition to the The shard vanishes instantly if you are slain or if it is not in
equipment granted by your background: your possession for more than 24 consecutive hours. If the
• (a) a martial weapon and a shield or shard is destroyed or you lose it, you can perform a 1-hour
(b) two simple weapons ritual to create a replacement. This ritual can be performed
• Light crossbow and 20 bolts as part of a short or long rest.
• (a) scale mail or (b) leather armor The shard has a number of charges equal to your INT
• Tinker tools and a dungeoneer’s pack modifier (minimum of 1), and you regain all expended
charges when you finish a long rest. Charges can be spent to
EYES OF THE MAKER activate the following properties.
1st-Level Mechanist Feature Inspire
When you touch a magic item or some other magic-imbued When you make an ability check while touching the shard
object, you learn its properties and how to use it, whether (regardless of its current form), you can spend 1 charge to
it requires attunement to use, and how many charges it has roll a d6 and add the number rolled to your check result.

2 CLASSES 53
A transformed shard remains in its new form until
you die, use an action to return it to its original state,
MECHANIST QUICK BUILD or use an action to transform it again. No matter what
To quickly create a mechanist, follow these steps shape the shard assumes, those who handle the shard
during character creation: can sense something strange about its nature. The shard
• For ability scores, prioritize INT and then either can’t be passed off as a typical item for purposes of
STR or DEX (depending on if you want to focus on buying and selling.
melee or ranged weapons).
AUGMENT
• For lineage and heritage, choose any combination
2nd-Level Mechanist Feature
you like.
You gain the ability to channel magical energy into items.
• For background and talent, choose Maker and
To use this ability, you must spend 1 hour focusing on the
Trade Skills.
item that you wish to augment while remaining in physical
contact with it (which can be done as part of a short or
long rest).
Transform You gain two augment effects of your choice. Augment
While touching the shard, you can use an action to effect options are detailed at the end of the class
transform it into any type of nonmagical weapon or description. At certain mechanist levels, you gain
shield or into any object of Medium size or smaller. The additional augment effects of your choice, as shown in
object appears in an unoccupied space within 10 feet the Augment Effects Known column of the Mechanist
of you, but the chosen space must contain a surface or Progression table.
liquid capable of supporting the object. If the object you When you use this ability, choose an effect from those
create is of an appropriate size to be worn or held, you you know. Regardless of the effect, an augmented item is
can choose for the object to appear in your hand or on considered a magic item while the effect remains active.
your person. The total value (in gold pieces) of an object You can apply these effects to existing magic items, and
created can’t be more than 20 × your mechanist level. any bonuses or features granted by an augment effect stack
with any properties a magic item already possesses.
MECHANIST PROGRESSION Unless specified otherwise, a chosen effect lasts
AUGMENT AUGMENTED indefinitely, but as an action, you can touch an item to end
LEVEL PB EFFECTS KNOWN ITEMS FEATURES an ongoing effect that you created. You can have effects
1st +2 — — Eyes of the Maker, active on multiple items, provided you spend the required
Shard of Creation time focusing on each item individually. However, an item
2nd +2 2 3 Augment, can only bear one effect at a time. Multiple uses of the
Efficient Action same effect don’t stack.
3rd +2 3 3 Mechanist Subclass The maximum number of items you can affect with
4th +2 3 3 Improvement this feature at one time is listed in the Augmented Items
5th +3 4 4 Multiattack column of the Mechanist Progression table. If you try to
(2/Attack Action) exceed your maximum, you must choose an ongoing effect
6th +3 4 4 Rapid Augment to end.
7th +3 5 4 Subclass Feature You can also augment your transformed shard of
8th +3 5 4 Improvement creation, provided its form meets the requirements for the
9th +4 6 5 Greater Creation chosen effect. The effect remains with the shard when it
transforms as long as the new form remains compatible—
10th +4 6 5 Heroic Boon
if not, the effect immediately ends.
11th +4 6 5 Subclass Feature
12th +4 7 5 Improvement EFFICIENT ACTION
13th +5 7 6 Engineer’s Insight 2nd-Level Mechanist Feature
14th +5 7 6 Ranged Augment Your mechanical expertise allows you to use items more
15th +5 8 6 Subclass Feature efficiently in the chaos of battle. You can use a bonus action
16th +5 8 6 Improvement to take the Use an Object action (see Actions in Combat
17th +6 8 7 Always Prepared in Chapter 6) or to perform a weapon option (see Weapon
Options in Chapter 5).
18th +6 9 7 Perfect Creation
19th +6 9 7 Improvement
20th +6 9 7 Epic Boon

54 PLAYER'S GUIDE
MECHANIST SUBCLASS is a creature, it can attempt a CON save against your
3rd, 7th, 11th, and 15th-Level Mechanist Feature augment save DC (see Augment Effects) each time it
Choose a subclass that reflects your relationship to your takes a new instance of damage, ending the curse on
craft, either Metallurgist or Spellwright (detailed at the end a success. Once you use this feature, you must finish a
of this class). Your choice grants you features at 3rd, 7th, long rest before you can use it again.
11th, and 15th level. • Mend the Broken. As an action, you touch a creature
or item and cause it to magically regain a number of hit
IMPROVEMENT points equal to 5 × your mechanist level. This effect also
4th, 8th, 12th, 16th, and 19th-Level Mechanist Feature repairs any catastrophic damage suffered by the target,
Choose one of the following improvements (ability scores such as lost limbs, missing parts, or other harm that
can’t be raised above 20 with this feature): would ordinarily be irreparable. If the item doesn’t have
• Increase a single ability score by 2. a hit point total, your touch restores it to working order
• Increase two different ability scores by 1 each. as best it can with the pieces available. This feature can’t
• Increase one ability score by 1 and select a talent from restore expended charges on magic items or restore
either the martial or the technical talents list (see magical properties to nonmagical items that were once
Talents in Chapter 4). magical. Once you use this feature, you must finish a
long rest before you can use it again.
MULTIATTACK
5th-Level Mechanist Feature ENGINEER’S INSIGHT
Your physical prowess has grown. On your turn, you can 13th-Level Mechanist Feature
make two attacks when you take the Attack action. As long as you have at least 1 minute of uninterrupted focus
on a task, when you make an ability check, treat any d20
RAPID AUGMENT
roll of 9 or lower as though you rolled a 10.
6th-Level Mechanist Feature
Normal activity like moving doesn’t interrupt focus, but
You can now use your Augment feature more rapidly. As attacking, taking damage, or participating in anything that
a bonus action, you can touch an item and imbue it with a requires initiative order does interrupt focus.
known augment effect of your choice. You remain bound
by all other restrictions of the Augment feature, including RANGED AUGMENT
number of items. 14th-Level Mechanist Feature
You can use your Rapid Augment feature a number of You can now use your Rapid Augment feature on items
times equal to your INT modifier and regain all expended you can see within 60 feet of you. (You no longer need to
uses when you finish a long rest. touch them.)
In addition, if an effect from your Augment feature
GREATER CREATION
would typically require you to touch the item to activate its
9th-Level Mechanist Feature
properties, you no longer need to do so as long as the item
Your growing insight into the nature of reality allows you is within 60 feet of you. You don’t need to see the item to
greater control over your Shard of Creation feature. You activate its properties in this way.
receive the following enhancements to its given properties.
Inspire
ALWAYS PREPARED
Your bonus to ability checks is now 1d8 (instead of 1d6). 17th-Level Mechanist Feature
Transform When you would take damage from an attack, you can use a
You can now transform the shard into any Large or reaction to take the Use an Object action.
smaller tool or nonmagical object. All other restrictions PERFECT CREATION
still apply, including the limit on the gold piece value. 18th-Level Mechanist Feature
HEROIC BOON Your growing insight into the nature of reality allows you
10th-Level Mechanist Feature greater control over your Shard of Creation feature. You
receive the following enhancements to its given properties.
Your commitment to the mechanist’s path grants you a
powerful new ability. Choose one of the following heroic Inspire
boons: Your bonus to ability checks is now 1d10 (instead of 1d8).
• Curse of Unmaking. As an action, you can make a Transform
melee spell attack using your augment attack modifier You can now transform the shard into any item—
(see Augment Effects) against a creature or item including structures and vehicles—of Huge size or
within reach. On a successful hit, the target becomes smaller. You are no longer bound by any cost restrictions
cursed so that it is vulnerable to all damage. If the target when choosing a form.

2 CLASSES 55
EPIC BOON Small. The target’s size can’t be reduced further by multiple
20th-Level Mechanist Feature uses of this feature. As an action, you can touch the target
Your commitment to the mechanist’s path grants you a and cause it to return to its original size.
powerful new ability. You gain the following epic boon: At Higher Levels. Once you reach 9th level in the
• Creative Engine. You gain a +1 bonus to your saves for mechanist class, you can affect Huge or smaller items that
each effect from your Augment feature currently active meet the other requirements.
on items within 60 feet of you. If you fail a save while DETECTING
any of those items are within 60 feet of you, you can Item Requirement: Goggles, Glasses, Spyglass, or Similar
automatically end one of those effects (your choice) to Equipment or Object with a Transparent Surface
succeed on the save instead.
You imbue an item with magical capabilities to enhance
perception. While you touch the item, you can use an action
AUGMENT EFFECTS to activate one of the listed effects. You must equip, wear,
This section lists the effects available for mechanists to or actively look through the augmented item to gain the
learn and use with their Augment feature. Each option benefit of the chosen effect:
lists the type of item required for the effect to function and • Darkvision. You gain darkvision out to a range of
provides a description of how the effect works. Any effects 30 feet.
that require an action to activate their properties can be • Invisi-Vision. You can see invisible creatures and
activated with the Use an Object action. items as if they were visible. You are also aware of any
Some effects require you to make an attack roll or require creatures within 30 feet of you or if any creatures come
your target to make a save. The attack bonus and save DC within 30 feet of you, regardless of lighting conditions.
for these is calculated as follows: • Magic Vision. You gain the benefits of the detect magic
Augment save DC = 8 + your proficiency bonus (PB) spell within 30 feet of you.
+ your Intelligence (INT) modifier • X-Ray Vision. You gain the ability to see through
Augment attack modifier = your proficiency bonus solid material within 30 feet of you. To you, solid items
(PB) + your Intelligence (INT) modifier within that radius appear transparent and don’t prevent
light from passing through them. The vision can
ADHESIVE penetrate 1 foot of stone, 1 inch of common metal, or up
Item Requirement: Large or Smaller Equipment or Object that to 3 feet of wood or dirt. Thicker substances block your
Isn’t Being Worn or Held vision, as does a thin sheet of lead.
You imbue an item with the ability to stick to surfaces. While While the augmented item is activated, you can use an
the item is within 30 feet of you, you can use an action to action to deactivate it or switch the type of vision the item
speak a command word and affix the item to a solid surface bestows. You can keep the item activated for up to 1 minute,
it is touching. The chosen surface can’t be part of a creature. all at once or in several shorter spans, each one using a
While affixed, the item can support up to 1,000 pounds minimum of 6 seconds (1 round) from the duration. The
of weight. If additional weight is added, the item detaches effect fully recharges when you finish a long rest.
from the surface (falling or moving as appropriate). At Higher Levels. Once you reach 9th level in the
A creature can spend an action to attempt to remove the mechanist class, the range of all vision effects increases to
affixed item with a STR (Athletics) check. The DC for this 60 feet.
check equals 8 + your PB + your INT modifier. If a creature
succeeds on this check, the item detaches from the surface. EMPOWERED
If the item isn’t forcefully detached, it remains attached Item Requirement: Weapon
for 24 hours or until you use an action to detach it. If the You imbue a weapon with offensive power. The weapon
item is detached by any means, its adhesive properties can’t gains a +1 bonus to attack and damage rolls. If it wasn’t
be activated again until you finish a long rest. already magical, it is now. If it was already magical, this
bonus stacks with any existing bonuses.
COLLAPSIBLE At Higher Levels. Once you reach 9th level in the
Item Requirement: Large or Smaller Item that Isn’t Being Worn, mechanist class, the attack and damage bonus increases to
Held, or Fixed in Place +2. At 15th level, it becomes +3.
You imbue an item with the ability to become smaller.
While you touch the item, you can use an action to ILLUSIVE
reduce its size. When you do so, the target is halved in all Item Requirement: Large or Smaller Item
dimensions, its weight is reduced to 1/8 of normal, and it You imbue an item with the ability to mask its true
decreases its size category by one, such as from Medium to appearance. While you touch the target, you can use an

56 PLAYER'S GUIDE
action to cause the item to appear as a different item of can choose whether this light shines normally or whether
the same size and general composition. You can’t use this it can only be seen by a number of creatures of your choice
feature to change a target’s overall nature. For instance, a within 30 feet of you. The maximum number of creatures
vehicle must always appear as another kind of vehicle, and you can include equals your INT modifier. The light can be
equipment must appear as some other kind of equipment. any color you choose.
Otherwise, the extent of the illusion is up to you. You can cause the item to stop emitting light at any time
The change in appearance doesn't hold up to physical (no action required).
inspection. For example, if you use this effect to make a At Higher Levels. Once you reach 9th level in the
sharpened sword seem dull, anyone who touched the blade mechanist class, the radius increases to bright light in a
would be harmed as if they touched a fine-edged blade. 30‑foot radius and dim light for an additional 30 feet. You
To discern whether an item is disguised, a creature can use can choose for the bright light to be sunlight (see Vision
its action to inspect the item and must succeed on an INT and Obscured Areas in Chapter 6).
(Investigation) check against your augment save DC.
PROPULSIVE
At Higher Levels. Once you reach 9th level in the
Item Requirement: Armor (not Shields) or Small or Smaller
mechanist class, you can affect Huge or smaller items.
Object that Can Be Worn
LOADING You imbue an item with the ability to increase the wearer’s
Item Requirement: Weapon with the Ammunition Property speed. While wearing the augmented item, your base
You imbue an item with the ability to conjure magic movement speed is increased by 5 feet.
ammunition. When you wield the weapon, an appropriate In addition, while you wear the item, you can use
piece of ammunition magically appears in place as an action to move vertically up to 10 feet and remain
you attack. Any damage dealt by this ammunition is suspended there for up to 1 minute. You can repeat this
considered magical. action on subsequent turns, rising up to an additional 10
If you use this effect on a weapon with the Loading feet each time you do so.
property, you don’t need to spend any time reloading the While suspended, you can move only by pushing or
weapon. pulling against a fixed item or surface within reach (such as
a wall or ceiling), which allows you to move as if you were
PHOSPHORESCENT
climbing. When this effect ends or you choose to end it (no
Item Requirement: Small or Smaller Item that Can Be Worn
action required), you float gently to the ground if you are
or Held
still aloft, and you can’t activate this Augment effect again
You imbue an item with the ability to glow. While the item until you finish a long rest.
is on your person, you can use an action to cause the item At Higher Levels. Once you reach 9th level in the
to emit bright light in a 20-foot radius and dim light for an mechanist class, the movement speed bonus increases to
additional 20 feet. When you first activate the item, you 10 feet. At 15th level, it becomes 20 feet.

TYPES OF ITEMS
Mechanist rules refer to items and sub-categories of items • Object: An object is a broad type of item that includes
at various times, and those differences are important, so a everyday things such as a barrel, a length of rope, or an
clear understanding of the terms can help keep things on iron door. An object typically has a size, hit points, and
track. See the Interacting with Items section in Chapter 6 armor class, and it can be interacted with and broken.
for more detail on different types of items. Reviewing Object and Structure Statistics section in
Item: This broad category includes many kinds of Chapter 5 is helpful for understanding objects.
physical materials. All equipment, objects, structures, and • Structure: A structure is a type of item that is similar to an
vehicles are items. Most nonliving, constructed things a object, but it is usually large in scale and immobile, such
PC could encounter are items. Items can be divided into as a wall, hut, or well. It typically has a size, hit points, and
sub‑categories: armor class, and it can be interacted with and destroyed.
• Equipment: A piece of equipment is a specific type of Reviewing the Object and Structure Statistics section in
item that can be worn or wielded by PCs, such as most Chapter 5 is also helpful for understanding structures.
of the weapons, armor, tools, and adventuring gear • Vehicle: A vehicle is a type of item with its own stat block
described in Chapter 5. and governed by distinct mechanics, such as a boat or
wagon. See Vehicles in Chapter 5 for more details.

2 CLASSES 57
PROTEAN RETURNING
Item Requirement: Weapon Target: Equipment or Object that Can Fit in the Hand and Isn’t
You imbue a weapon with the ability to change its damage Being Worn or Held
type. When you successfully deal damage with the You imbue an item with the ability to return to your hand.
augmented weapon, you can replace the weapon’s damage While the augmented item is within 60 feet, you can cause it
type with another type of your choice. Damage altered to instantly teleport into your hand (no action required). You
in this way is always considered magical for purposes of must have at least one hand free for this ability to function.
overcoming resistances and immunities. At Higher Levels. Once you reach 9th level in the
You can use this augment effect a number of times equal mechanist class, you can affect an item up to 120 feet away
to your PB and regain all expended uses when you finish a from you. At 15th level, you can affect an item anywhere on
long rest. the same plane as you.
REACTIVE REPELLANT
Item Requirement: Large or Smaller Item that Isn’t Being Worn, Item Requirement: Shield
Held, or Fixed in Place You imbue an item with the ability to repel attackers. When
You imbue an item with the ability to detect specific a Large or smaller creature hits you with a melee attack, you
triggers and react in one of several ways. While you touch can use your reaction to force the target to make a STR save
the item, you can use an action to set or change the item’s against your augment save DC. On a failure, the creature is
trigger and reaction. pushed 15 feet away from you. If the creature encounters a
You can set the item to trigger when a creature you specify solid surface (like a wall) before moving the full amount, it
comes within 30 feet of it. This can be a specific creature takes 1d6 bludgeoning for each 10-foot increment it moved.
you have met, such as “Jon the messenger,” a general At Higher Levels. Once you reach 9th level in the
visual description, such as “anyone wearing a city watch mechanist class, a target that fails its save is pushed 30 feet
uniform,” or a creature type, such as “Celestials.” Your GM away from you.
has final say on what is reasonable for a trigger.
When triggered, you instantly become mentally aware
that the item has been triggered, and the item can react in MECHANIST SUBCLASSES
one of the following ways. At your GM’s discretion, an item As you perfect your craft, you gain new abilities that reflect
might be able to react in other comparable ways: the specific ways you’ve learned to restructure the forces of
Recording. The item begins to record everything it can the universe. Your choice of subclass speaks to the kinds of
“see” and “hear” within 60 feet of it for the next hour, mystic creations you excel at making.
perceiving as a creature with typical vision or hearing
could. After 1 hour, the item ceases to record new METALLURGIST
information and stores the recording until the item is no
Mechanists who pursue the Metallurgist’s craft delight
longer augmented or until you use an action to set a new
in the thrill of combat and engineered armaments.
trigger or reaction. While a recording is stored, you or any
Metallurgist creations are awesome to behold in battle,
creature of your choosing can touch the item to mentally
though few enemies live to spread tales of their terrifying
see and hear anything contained in the recording.
metal mechanisms.
Sound. The item emits a sound for up to 1 minute that
can be heard to a range of 60 feet (you choose quality METALLURGIST PROGRESSION
and range), such as the sound of ringing bells or a set of MECHANIST LEVEL FEATURES
bird calls. Alternatively, you can cause it to emit a pre- 3rd Augment: Absorbing, Mystic Metal
determined message of 25 words or less in your own voice.
7th Heavy Hitter (d6)
At Higher Levels. Once you reach 9th level in the
9th Heavy Hitter (d8), Juggernaut
mechanist class, the item can react when a specified
creature comes within 60 feet of it. 15th Full Metal, Heavy Hitter (d10)

REINFORCED
AUGMENT: ABSORBING
Item Requirement: Item with Hit Points
3rd-Level Metallurgist Feature
You fortify an item. The target’s hit points and hit point
You gain the following unique effect for your Augment
maximum increase by an amount equal to 5 × your
feature. This effect can’t be replaced and doesn’t count
mechanist level. If the item is destroyed while this effect is
against the number of effects that you know, as shown in
active, the effect ends.
the Augment Effects Known column of the Mechanist
Progression table.

58 PLAYER'S GUIDE
Absorbing Creatures who handle or inspect the mystic metal can tell
Item Requirement: Armor or Shield it isn’t a true magic item. Otherwise, it follows the rules of
You empower armor or a shield with the ability to absorb a typical magic item (see Magic Items in Chapter 5).
and adapt to different damage types. When you take a
HEAVY HITTER
single instance of acid, cold, fire, force, lightning, poison,
7th-Level Metallurgist Feature
or thunder damage while wearing or wielding the item,
you can use your reaction to reduce the damage taken by an You learn to upgrade the offensive capabilities of your
amount equal to twice your INT modifier. You then gain Mystic Metal feature. While wearing the armor, you gain
resistance to the triggering damage type for 1 minute or the following benefits:
until you use this feature to absorb a different damage type. • When you deal damage with a weapon attack, you deal
You can use this feature a number of times equal to your an additional 1d6 force damage. This extra damage
PB, regaining all expended charges when you finish a increases at higher levels, becoming 1d8 at 9th level and
long rest. 1d10 at 15th level.
• When you make a weapon attack, you score a critical hit
MYSTIC METAL
on a roll of 19 or 20.
3rd-Level Metallurgist Feature
You learn to transmute armor into a mystical form. If JUGGERNAUT
you spend 1 hour of uninterrupted focus in contact with 11th-Level Metallurgist Feature
a nonmagical suit of armor (which can be done as part of While wearing the armor from your Mystic Metal feature,
a short or long rest), you can transmute that armor into you have proficiency in the Athletics skill, and you have
a suit of mystic metal. The transformation lasts until you advantage on any check made to initiate a grapple or shove,
choose to end it or until you use this feature to transmute a or to perform any weapon option that requires a STR check.
different suit of armor. In addition, if you move at least 15 feet on your turn before
Any ongoing effects from your Augment feature on the making a melee weapon attack, you have advantage on the
armor automatically end when the armor reverts to its attack roll.
normal state. If anyone other than you attempts to don the
mystic metal, it instantly reverts to its normal state. FULL METAL
Once transformed, the mystic metal resembles a head-to- 15th-Level Metallurgist Feature
toe suit of metallic armor, but you choose its color, style, While wearing the armor from your Mystic Metal
and other cosmetic details. Regardless of appearance, feature, you can use a bonus action to transform it into
mystic metal armor is not made of natural materials such a nigh‑impervious state for 1 minute. If you are reduced
as metal or wood. Therefore, it isn’t affected by magic like to 0 HP, you can choose for the Full Metal feature to
the heat metal spell or abilities like that of a rust monster. automatically activate (no action required).
The mystic metal is lightweight and doesn’t hinder While this state is active, you are immune to bludgeoning,
movement, and you are considered proficient with it. piercing, and slashing damage, and you have resistance to
Your mystic metal functions as a magic suit of armor with all other damage types.
the following properties: Once this state is used, you can’t activate it again until you
• Each gauntlet of the armor functions as a simple complete a long rest.
melee weapon with the Light property (which you are
proficient with). You can choose whether you use your SPELLWRIGHT
STR or INT modifier to determine the attack bonus
and damage dealt by the gauntlets. On a successful hit, Mechanists who pursue the Spellwright’s craft are
a gauntlet deals 1d6 + your STR or INT modifier (your fascinated by the intricacies of magic and its potential to
choice) magical bludgeoning damage. enhance their creations. Spellwrights are the enchanters,
tinkers, and crafters responsible for countless magic items
• If it is on the same plane as you, you can use a bonus
found across the world.
action to summon the armor. When you do so, you
choose whether the armor appears in an unoccupied ARTIFICE INTUITION
space within 5 feet of you or if it appears on you, fully 3rd-Level Spellwright Feature
donned. If you are already wearing armor when you
When you wield a magic weapon (including those with
summon the mystic metal armor, it can’t appear on you.
active effects from your Augment feature), you can use your
• While worn, the armor is attached to your body and INT instead of STR or DEX to determine the weapon’s
can’t be removed against your will. attack bonus and damage.
• While you wear the armor, your AC equals 13 + your
INT modifier.

2 CLASSES 59
AUGMENT: IMBUE SPELL normal spellcaster would, but you know these spells for the
3rd-Level Spellwright Feature purposes of use with this feature.
You gain the following unique effect for your Augment You learn more imbued spells in this way as you
feature. This effect can’t be replaced and doesn’t count progress in mechanist levels as shown on the Spellwright
against the number of effects that you know, as shown in Progression table. Each imbued spell must be from the
the Augment Effects Known column of the Mechanist abjuration or evocation school and each must be from the
Progression table. same circle or lower as the circle listed in the Maximum
Circle column. When you gain a new level of mechanist,
Imbue Spell you can replace one imbued spell you know with another
Item Requirement: Weapon, Shield, or Object that Can Be Worn spell of your choice that fits the required criteria.
or Held
Spellcasting Ability
You imbue an item with spell-like offensive or defensive
Intelligence (INT) is your spellcasting ability. Your INT
magical properties, choosing one of your known imbued
spells (see Imbued Spells Known) when you do so. modifier determines the save DC or the attack modifier for
While holding the item, you—and only you—can take your imbued spells:
an action to produce the spell’s effect from it, using your Spell save DC = 8 + your proficiency bonus (PB) +
spellcasting ability (see Spellcasting Ability). Any imbued your Intelligence (INT) modifier
spell you cast in this way is always cast at the highest circle Spell attack modifier = your proficiency bonus (PB) +
you have access to via the Maximum Circle column of your Intelligence (INT) modifier
the Spellwright Progression table. If the imbued spell
ENERGY EFFICIENT
requires concentration, you must concentrate as the normal
spellcasting rules (see Chapter 7: Spellcasting). You can 7th-Level Spellwright Feature
use an imbued spell a number of times equal to your PB, When you cast a spell from a magic item (including items
regaining expended uses when you complete a long rest. you have augmented), you can apply one of the following
applicable benefits:
Imbued Spells Known
• Casting the spell expends 1 fewer charge than the listed
When you first gain access to this feature, choose two 1st-
cost, to a minimum of 1 charge.
circle spells from the abjuration or evocation school. These
are your imbued spells. They can be from any source— • The spell deals additional damage equal to your INT
modifier (of the same damage type as the spell). If the
Arcane, Divine, Primordial, or Wyrd—but they must have
spell has multiple targets, you choose which target takes
a casting time of 1 action. You can’t cast these spells as a
the additional damage. Don’t add this bonus more than
once on the same casting.
SPELLWRIGHT PROGRESSION
• Double your PB when determining the spell save DC
MECHANIST IMBUED SPELLS MAXIMUM
LEVEL FEATURES KNOWN CIRCLE for this casting of the spell.
3rd Artifice Intuition, 2 1st
DEVICE SAVANT
Augment: Imbue Spell
11th-Level Spellwright Feature
4th — 3 1st
Your metaphysical understanding of magic items allows
5th — 4 1st
you to use them with ease. You ignore all restrictions on use
6th — 4 1st
of magic items, including class, lineage, level requirements,
7th Energy Efficient 5 2nd or access to specific spells.
8th — 5 2nd If an item requires you use of your spell save DC or spell
9th — 6 2nd attack modifier, use Intelligence (INT) as your spellcasting
10th — 6 2nd ability (see Spellcasting Ability in this subclass).
11th Device Savant 7 2nd OVERCHARGE
12th — 7 2nd 15th-Level Spellwright Feature
13th — 8 3rd When you cast one of your imbued spells, you can modify
14th — 8 3rd it in one of the following ways. Once you do so, you can’t
15th Overcharge 9 3rd modify that same spell again until you finish a long rest:
16th — 9 3rd • When you cast a spell that targets only you, you can
17th — 10 3rd
choose to double the spell’s duration.
18th — 10 3rd
• When you successfully hit a target with a spell attack or
when a target fails to make its save against your spell,
19th — 11 4th
you can use your reaction to cause your spell to deal
20th — 11 4th
maximum damage (no roll required).

60 PLAYER'S GUIDE
MONK
Monks are martial warriors that might hail from palatial
fortresses in the sand-choked desert, forlorn island
hermitages where they study the stars, or expansive
communes where they toil to perfect their bodies and
minds. All monks possess a near-perfect understanding
of their bodies and have deeper connections to the world
that are indistinguishable from magic, be it anatomical,
mystical, or occult in origin.
Monk is a class that can more easily stand alone than
others. Your class sports powerful attacks, strong defenses,
and fast movement.

MONKS AS ADVENTURERS
Monks seek out ever greater understanding and challenges.
Due to their strict adherence to personal improvement,
monks are among the most self-sufficient class, prepared to
take on a variety of obstacles and journeys.
Though they’re capable warriors, most monks follow
teachings or seek specific experiences that might not align
with every party. The monk’s self-reliance, strict discipline,
and morality might conflict with traveling companions
intent on following materialistic desires.

CLASS FEATURES
As a monk, you have the following class features.

HIT POINTS
STARTING EQUIPMENT
Hit Dice: 1d8 per monk level
You start with the following equipment, in addition
Hit Points at 1st Level: 8 + your CON modifier
to the equipment granted by your background:
Hit Points at Higher Levels: 1d8 (or 5) + your CON
modifier per monk level after 1st • (a) any simple weapon
• (a) a dungeoneer’s pack or (b) an explorer’s pack
PROFICIENCIES
• (a) 10 darts or (b) a sling
Armor: None
Weapons: Simple weapons, shortswords MARTIAL ARTS
Tools: One of your choice 1st-Level Monk Feature
Saves: STR, DEX You have mastery of combat styles that use unarmed strikes
Skills: Choose two from Acrobatics, Athletics, History, and monk weapons, which are shortswords and any simple
Insight, Religion, and Stealth melee weapons that don’t have the Two-handed or Heavy
property. You gain the following benefits while you are
unarmed or wielding only monk weapons and you aren’t
wearing armor or wielding a shield:
• You can roll a d4 in place of the normal damage of your
MONK QUICK BUILD
unarmed strike or monk weapon. This die changes as
To quickly create a monk, follow these steps during
you gain monk levels, as shown in the Martial Arts
character creation:
column of the Monk Progression table.
• For ability scores, prioritize DEX and then WIS.
• You can use DEX instead of STR for attack and damage
• For lineage and heritage, choose any combination rolls of your unarmed strikes and monk weapons.
you like.
• When you are hit by a ranged weapon attack, you can
• For background and talent, choose Adherent and use your reaction to reduce the damage you take from
Mental Fortitude. the attack by 1d10 + your DEX modifier + your monk
level. If you reduce the damage to 0, you can catch the

2 CLASSES 61
missile or thrown weapon if it is small enough for you determines the number of points you have, as shown in the
to hold in one hand and you have at least one hand Technique Points column of the Monk Progression table.
free. If you catch a missile in this way, you can make a You can spend these points to fuel various techniques. You
ranged attack with the weapon or piece of ammunition start knowing three techniques: Flurry of Blows, Patient
you just caught, as part of the same reaction. You make Defense, and Step of the Wind. You learn more technique
this attack with proficiency, regardless of your weapon features as you gain levels in this class.
proficiencies, and the missile counts as a monk weapon You recover \ expended technique points when you finish
for the attack, with a normal range of 20 feet and a long a short or long rest. You must spend at least 30 minutes of
range of 60 feet. the rest meditating to regain your technique points.
• When you use the Attack action with an unarmed Some of your techniques require your target to make
strike or a monk weapon on your turn, you can make a save to resist the technique’s effects. The save DC is
one unarmed strike as a bonus action. For example, calculated as follows:
if you take the Attack action and attack with a Technique save DC = 8 + your proficiency bonus (PB)
quarterstaff, you can also make an unarmed strike as + your WIS modifier
a bonus action, assuming you haven’t already taken a
bonus action this turn. Flurry of Blows
Immediately after you use an action on your turn, you can
UNARMORED DEFENSE spend 1 technique point to make two unarmed strikes or
1st-Level Monk Feature make one attack with a monk weapon as a bonus action.
While you are wearing no armor and not wielding a shield,
your AC equals 10 + your DEX modifier + your WIS Patient Defense
modifier. You can spend 1 technique point to take the Dodge action
as a bonus action on your turn.
TECHNIQUES
2nd-Level Monk Feature Step of the Wind
You can spend 1 technique point to take the Disengage or
Your training gives you access to special techniques that
Dash action as a bonus action on your turn. When you do
allow you to amplify and manipulate the energy within
so, your jump distance is doubled until the start of your
yourself and the environment. Your ability to use this
next turn (see Special Movement Rules in Chapter 6).
energy is represented by technique points. Your monk level

MONK PROGRESSION

MARTIAL TECHNIQUE UNARMORED


LEVEL PB ARTS POINTS MOVEMENT FEATURES
1st +2 1d4 — — Martial Arts, Unarmored Defense
2nd +2 1d4 3 +10 ft Techniques, Unarmored Movement
3rd +2 1d4 5 +10 ft Monk Subclass
4th +2 1d4 5 +10 ft Improvement
5th +3 1d6 6 +10 ft Multiattack (2/Attack Action), Stunning Strike
6th +3 1d6 7 +15 ft Empowered Strikes, Evasion
7th +3 1d6 8 +15 ft Subclass Feature
8th +3 1d6 9 +15 ft Improvement
9th +4 1d6 9 +15 ft Perfect Motion
10th +4 1d6 10 +20 ft Heroic Boon
11th +4 1d8 11 +20 ft Subclass Feature
12th +4 1d8 12 +20 ft Improvement
13th +5 1d8 13 +20 ft Astral Teachings
14th +5 1d8 14 +25 ft Diamond Soul
15th +5 1d8 15 +25 ft Subclass Feature
16th +5 1d8 16 +25 ft Improvement
17th +6 1d10 17 +25 ft Timeless Self
18th +6 1d10 18 +30 ft Empty Body
19th +6 1d10 19 +30 ft Improvement
20th +6 1d10 20 +30 ft. Epic Boon

62 PLAYER'S GUIDE
UNARMORED MOVEMENT PERFECT MOTION
2nd-Level Monk Feature 9th-Level Monk Feature
Your speed increases by 10 feet while you aren’t wearing While you aren’t wearing armor or wielding a shield, you
armor or wielding a shield. This bonus increases when gain the following benefits:
you reach certain monk levels, as shown in the Monk • When you fall, you can use your reaction to reduce any
Progression table. falling damage you would take by an amount equal to 5 ×
your monk level.
MONK SUBCLASS
• You can move along vertical surfaces and across liquids
3rd, 7th, 11th, and 15th-Level Monk Feature
on your turn without falling during the move. If you
Choose a subclass that reflects your method for
end your movement or if your movement is interrupted
connecting with the energies of the universe, either
while you are standing on a vertical surface or on liquid,
Flickering Dark or Open Hand (detailed at the end of this
you fall as normal.
class). Your subclass grants you features at 3rd, 7th, 11th,
and 15th level. HEROIC BOON
10th-Level Monk Feature
IMPROVEMENT
Your commitment to the monk’s path grants you a powerful
4th, 8th, 12th, 16th, and 19th-Level Monk Feature
new ability. Choose one of the following heroic boons:
• Choose one of the following improvements (ability
• Purity of Body. Your mastery of the energy flowing
scores can’t be raised above 20 with this feature):
through your body makes you immune to disease, poison
• Increase a single ability score by 2. damage, and the poisoned condition. In addition, when
• Increase two different ability scores by 1 each. you are reduced to 0 HP but not killed outright, you
• Increase one ability score by 1 and select a talent can instantly reset your hit point total to your current
from the martial talents list (see Martial Talents in number of technique points. You can’t recover hit points
Chapter 4). in this way again until you finish a long rest.

MULTIATTACK
5th-Level Monk Feature
Your physical prowess has grown. On your turn, you can
make two attacks when you take the Attack action.

STUNNING STRIKE
5th-Level Monk Feature
You can interfere with the flow of energy in an opponent’s
body. Once per turn, when you successfully hit another
creature with an unarmed strike or monk weapon, you
can spend 1 technique point to attempt to stun your foe.
When you do so, the target takes damage from your attack
as normal and then it must succeed on a CON save or
be stunned until the end of your next turn. Each time a
stunned target takes damage, it can repeat the save, ending
the stunned effect on a success.

EMPOWERED STRIKES
6th-Level Monk Feature
Your unarmed strikes count as magical for the purpose
of overcoming resistance and immunity to nonmagical
attacks and damage.

EVASION
6th-Level Monk Feature
You can dodge out of the way of certain area effects, such as
a blue dragon’s lightning breath or a fireball spell. When you
are subjected to an effect that allows you to make a DEX
save to take only half damage, you instead take no damage
if you succeed on the save and only half damage if you fail.

2 CLASSES 63
• Purity of Mind. The clearness of your mind gives you FLICKERING DARK
advantage on Wisdom saves. As a bonus action, you
Those few monks who coax and feed the shadows from
can end one effect on yourself that is causing you to be
beyond the veil may bond with the all-consuming darkness.
charmed or frightened.
They can conjure life-devouring expanses of shadow, peer
ASTRAL TEACHINGS beyond the material world, and funnel that endless hunger
13th-Level Monk Feature into a strike that bridges the gap between here and beyond.
As an action, you can expend 2 technique points to become FLICKERING DARK PROGRESSION
proficient in one language, skill, tool, or weapon of your MONK LEVEL FEATURES
choice until you are incapacitated or use this feature again.
3rd Dark Flame, Obsidian Eyes
DIAMOND SOUL 7th Grace of Umbra
14th-Level Monk Feature 11th Feeding Dark
Your mastery of energy grants you proficiency in all saves. 15th Strike of Searing Shadow
In addition, when you make a save and fail, you can spend 1
technique point to reroll it. You must take the second result.
DARK FLAME
TIMELESS SELF 3rd-Level Flickering Dark Feature
17th-Level Monk Feature As a bonus action, you can spend 2 technique points to
Your spirit sustains you, body and mind. You gain the shroud yourself in a 10-foot radius of coiling, flickering
following benefits: magical darkness. The darkness moves with you, remaining
• You can’t be magically aged and suffer none of the centered on you, and lasts for 1 minute. It can't be dispelled
frailty of old age. You can still die of old age, however. by a spell of 5th circle or lower.
• You no longer need food or water. When you first summon the dark flames, choose one of
the following properties:
• Your ability scores and hit point maximum can’t be
lowered or reduced by any means short of a wish spell. • Clawing Shadows. Creatures that enter the darkness
for the first time on a turn or end their turn within it
EMPTY BODY take necrotic damage equal to your martial arts damage
18th-Level Monk Feature die. You regain hit points equal to the necrotic damage
You can use your action to spend 4 technique points dealt. Constructs and Undead are unaffected.
to become invisible for 1 minute (see Appendix A: • Grasp of Nothingness. Your unarmed strikes deal
Conditions). During that time, you also have resistance additional necrotic damage equal to your PB.
to all damage but force damage. In addition, you can • Spreading Darkness. While the darkness is active,
spend 8 technique points to cast the astral projection spell you can use an action to spend 1 technique point to
as an action (ignoring the standard casting time), without cast the darkness spell without expending a spell slot or
needing material components. When you do so, you can’t material component. This spell ends if you cast it again
take any other creatures with you. or dismiss it (no action required).
EPIC BOON At 11th level, you can choose two options instead of one
20th-Level Monk Feature each time you use this feature.
Your commitment to the monk’s path grants you a OBSIDIAN EYES
powerful new ability. You gain the following epic boon:
3rd-Level Flickering Dark Feature
• Boundless Technique. When you roll for initiative, With 1 minute of quiet meditation (which can be done
you regain up to 4 expended technique points. If you as part of a rest), you fill the eyes of a willing creature,
start your turn with no technique points remaining, you including yourself, with inky black shadow. Until that
regain 2 technique points. creature finishes a long rest, it can see in dim light,
darkness, and magical darkness as if it were bright light, to
MONK SUBCLASSES a distance of 60 feet.
Your mastery of mind and body has opened new insights At 7th level, the target can see invisible creatures. At 11th
into the nature of existence. Perhaps you began your studies level, the target can't be blinded.
into each of these disciplines long ago, but now, you might
GRACE OF UMBRA
pursue them to the fullest. Two are presented here, the way
7th-Level Flickering Dark Feature
of the Open Hand and the way of the Flickering Dark.
A wisp of true darkness shrouds your movement. When
you use your Step of the Wind technique, you become as

64 PLAYER'S GUIDE
insubstantial as darkness until the end of your next turn. FOCUS INTENT
While you aren’t in sunlight, you and everything you’re 3rd-Level Open Hand Feature
carrying and wearing becomes intangible, and you can When you or a creature within 5 feet of you makes an ability
move through small holes, cracks, and narrow openings. check or attack roll, you can use your reaction to roll your
In addition, you can spend 1 additional technique point as martial arts die. The target gains a bonus or a penalty (your
part of the same bonus action to teleport up to your speed choice) to its roll equal to the number you rolled.
to an unoccupied space that you can see within an area of You can use this feature a number of times equal to your
dim light, darkness, or magical darkness. WIS modifier. You regain all expended uses when you
At 15th, level, you have resistance to all damage, except finish a long rest.
radiant, while this feature is active.
OPEN HAND TECHNIQUE
FEEDING DARK 3rd-Level Open Hand Feature
11th-Level Flickering Dark Feature You can manipulate your enemy’s energy with your own.
Your hold over shadow siphons energy from those around When you hit a creature with one of the attacks granted by
you. Creatures that start their turn within an area of your Flurry of Blows technique, you can impose one of the
magical darkness created by you must succeed on a CON following effects on that target:
save or deal only half damage with weapon attacks that use • It can’t take reactions until the end of your next turn.
STR or DEX until the end of its turn.
• It must succeed on a DEX save or be knocked prone.
Whenever a creature succeeds or fails its save against this
feature, you can use your reaction to teleport up to 1 mile • It must succeed on a STR save or be pushed up to 15 feet
to a space adjacent to the target. Once you use this feature, away from you.
you can’t use it again until you finish a long rest, unless you WHOLENESS OF BODY
spend 3 technique points to do so. 7th-Level Open Hand Feature
STRIKE OF SEARING SHADOW When you roll initiative and have at least 1 hit point, you
15th-Level Flickering Dark Feature regain a number of hit points equal to your CON modifier
When you hit a target with a melee attack, you can use your + your monk level.
reaction to spend 5 technique points. When you do, your TRANQUIL SOUL
strike carries a touch of infinite nothingness. The target 11th-Level Open Hand Feature
must make a CON save, taking 3d10 fire damage and 3d10 You have learned the way of war, so you may better walk
necrotic damage on a failed save or half as much damage the world in peace. As an action, you can spend 3 technique
on a successful one. Each creature of your choice within points to cast the sanctuary spell on yourself. The spell lasts
30 feet of the target must succeed on a STR save against until the end of your next short or long rest (or it can end
your technique save DC or take 2d10 force damage and be early as normal).
pulled up to 20 feet directly toward the target.
When you reduce a creature to 0 HP with this feature, QUIVERING PALM
it is reduced to ash, and its shadow remains permanently 15th-Level Open Hand Feature
affixed to the surface upon which it died. You gain a As an action, you can make a single unarmed strike against
number of temporary hit points equal to half the creature’s a creature. On a hit, you can spend 4 technique points to fill
hit point maximum. that creature with potentially lethal vibrations that last for
a number of days equal to your monk level.
OPEN HAND For the duration, so long as you and the target are on the
same plane, you can use an action to end the vibrations,
Monks of the Open Hand hone their bodies to physical ripping the creature apart. When you do, the target must
perfection. They learn techniques to push and trip their make a CON save. On a failure, the target takes force
opponents, practice advanced meditation to protect them damage equal to 5 × your monk level and is paralyzed
from harm, and develop secret techniques to transform until the end of your next turn. On a success, the target is
their bodies into the ultimate weapon. stunned for 1 minute, and at the end of each of their turns,
OPEN HAND PROGRESSION and each time they take damage, the target can repeat the
MONK LEVEL FEATURES save, ending the effect on a success. A target that fails the
save by 5 or more instantly dies.
3rd Focus Intent, Open Hand Technique
Each time you use this feature after the first, the technique
7th Wholeness of Body
cost to use it increases by 2. When you finish a long rest, the
11th Tranquil Soul
cost resets. This feature can affect only one target at a time.
15th Quivering Palm

2 CLASSES 65
PALADIN
Though many consider a life pursuing divinity to be a life of
healing, learning, and worship, there are a few who pledge
themselves as unbending instruments of a greater cause.
These divinely guided warriors are called paladins, and
each of them follows a set of principles—an oath sworn to
a god, themselves, or the tides of fate.
Paladin is a class that combines aspects of healing and
fighting. Your class can hit very hard a small number of
times, so stay in the thick of things to be useful when
the moment comes up.

PALADINS AS ADVENTURERS
Paladins are versatile warriors with a variety
of divine and martial abilities and proficiencies
that make them perfect for a life of adventuring. They
are hardy traveling companions, capable of shrugging
off physical and mental strain, and they often possess
rousing personalities and unshakable resolve that fortifies
adventure, whether in backstabbing noble courts or
monster-strewn badlands.
Unlike clerics, paladins aren't bound to the
sometimes‑mercurial whim of gods, but to an oath that
allows them to act with utter surety. Companions who
try to subvert that oath might find themselves at odds
with the powerful divine warrior.

PALADIN PROGRESSION DIVINE SPELL SLOTS BY CIRCLE

SPELLS
LEVEL PB FEATURES KNOWN 1ST 2ND 3RD 4TH 5TH
1st +2 Divine Sense, Lay on Hands — — — — — —
2nd +2 Divine Smite, Martial Action, Spellcasting 2 2 — — — —
3rd +2 Paladin Subclass 3 3 — — — —
4th +2 Improvement 3 3 — — — —
5th +3 Multiattack (2/Attack Action) 4 4 2 — — —
6th +3 Aura of Protection 4 4 2 — — —
7th +3 Subclass Feature 5 4 3 — — —
8th +3 Improvement 5 4 3 — — —
9th +4 Aura of Courage 6 4 3 2 — —
10th +4 Heroic Boon 6 4 3 2 — —
11th +4 Subclass Feature 7 4 3 3 — —
12th +4 Improvement 7 4 3 3 — —
13th +5 Channel Divinity (2/Rest) 8 4 3 3 1 —
14th +5 Cleansing Touch 8 4 3 3 1 —
15th +5 Subclass Feature 9 4 3 3 2 —
16th +5 Improvement 9 4 3 3 2 —
17th +6 Aura Improvements 10 4 3 3 3 1
18th +6 Channel Divinity (3/Rest) 10 4 3 3 3 1
19th +6 Improvement 11 4 3 3 3 2
20th +6 Epic Boon 11 4 3 3 3 2

66 PLAYER'S GUIDE
CLASS FEATURES
As a paladin, you have the following class features. PALADIN QUICK BUILD
HIT POINTS To quickly create a paladin, follow these steps during
character creation:
Hit Dice: 1d10 per paladin level
Hit Points at 1st Level: 10 + your CON modifier • For ability scores, prioritize STR and then CHA.
• For lineage and heritage, choose any combination
Hit Points at Higher Levels: 1d10 (or 6) + your CON
modifier per paladin level after 1st you like.
• For background and talent, choose Courtier and
PROFICIENCIES Combat Conditioning.
Armor: All armor and shields
Weapons: Simple weapons, martial weapons
Tools: None
Saves: WIS, CHA
As a bonus action, you can use this feature to affect
Skills: Choose two from Athletics, Insight, Intimidation,
yourself instead of a different creature. This feature has no
Medicine, Persuasion, and Religion
effect on Constructs or Undead.
STARTING EQUIPMENT DIVINE SMITE
You start with the following equipment, in addition to the 2nd-Level Paladin Feature
equipment granted by your background:
Once per turn, when you hit a creature with a weapon
• (a) a martial weapon and a shield or attack, you can expend one Divine spell slot to deal extra
(b) two martial weapons radiant damage to the target, in addition to the weapon’s
• (a) five javelins or (b) any simple melee weapon normal damage. The extra damage is 2d8 for a 1st-circle
• (a) a priest’s pack or (b) an explorer's pack spell slot, plus 1d8 for each circle higher than 1st, to a
maximum of 5d8. The damage increases by 1d8 if the target
• Chain mail and a holy symbol
is a Fiend or Undead.
DIVINE SENSE
MARTIAL ACTION
1st-Level Paladin Feature
2nd-Level Paladin Feature
During your turn, you can open your awareness to detect
Your tactical expertise allows you to act quickly on the
the presence of supernatural forces (no action required).
battlefield. You can take a bonus action on each of your
For 1 minute, you know the location of any Celestial,
turns in combat to perform a weapon option (see Weapon
Fiend, or Undead within 60 feet of you that isn’t behind
Options in Chapter 5) or one of the martial actions
total cover. You know the creature type of any being whose
granted by this feature.
presence you sense, but you don’t know which specific
Choose one of the following martial actions that you know.
creature it is. Within the same radius, you also detect the
presence of any place or object that has been consecrated or Guard
desecrated with the hallow spell. Requires Wielding a Shield
You can use this feature a number of times equal to your As a bonus action, you raise your shield to intercept
PB + 1. When you finish a long rest, you regain all uses. incoming attacks. Select one enemy creature within 5 feet
of you. That creature has disadvantage on the first attack
LAY ON HANDS
roll it makes against you or an ally within 5 feet of you
1st-Level Paladin Feature before the start of your next turn.
Your blessed touch can heal wounds. You have a pool of
healing power that replenishes when you take a long rest. Wind Up
With that pool, you can restore a total number of hit points Requires Wielding a Heavy or a Versatile Weapon
equal to 5 × your paladin level. with Both Hands
As an action, you can touch a willing creature and draw As a bonus action, you ready a powerful attack against a
from the pool to restore a number of hit points to that nearby target. Select one target you can see within 10 feet
creature up to the maximum amount remaining in your of you. If you hit that target with a melee weapon attack
pool. Alternatively, you can expend 5 hit points from your before the end of your turn, the first such attack deals
pool of healing to cure the target of one disease or neutralize extra damage equal to your PB (of the same damage type
one poison affecting it. You can cure multiple diseases and as the weapon).
neutralize multiple poisons with a single use of this feature,
expending hit points separately for each one.

2 CLASSES 67
SPELLCASTING Spellcasting Focus
2nd-Level Paladin Feature You can use a holy symbol (see Adventuring Gear in
At 2nd level, you enhance your martial prowess with the Chapter 5) as a spellcasting focus for your Divine spells.
ability to cast Divine spells. See Chapter 7: Spellcasting PALADIN SUBCLASS
for general rules of spellcasting and the Divine spell list.
3rd, 7th, 11th, and 15th-Level Paladin Feature
Casting Spells Choose a subclass that reflects the oath you swear to
You know a small number of spells and can cast any of uphold, either Devotion or Justice (detailed at the end of
them by using a Divine spell slot of the spell’s circle or this class). Your choice grants you spells and other features
higher. You don't need to prepare spells ahead of time. at 3rd, 7th, 11th, and 15th level.
The Paladin Progression table shows how many spells
Oath Spells
you know and how many Divine spell slots you have at a
Each paladin subclass has a list of oath spells that you
given level. For example, at 5th level, you have four 1st-
can access as soon as you can cast spells of that circle (as
circle slots and two 2nd-circle slots. If you know the 1st-
shown in the Paladin Progression table). Once you gain
circle spell bless and have a 1st-circle and a 2nd-circle spell
such a spell, it is always on your list of known spells, and
slot available, you can cast bless using either slot. If you use
it doesn’t count against the number of spells you know.
a 1st-circle slot, you have three 1st-circle slots remaining.
However, casting an oath spell still expends a Divine spell
You regain all used spell slots when you finish a long rest.
slot as normal.
If one of these spells isn’t on the Divine spell list, it still
counts as a Divine spell for you. You can’t replace oath
spells when you gain a level of paladin.
PLAYER ADVICE Channel Divinity
Your Channel Divinity powers don’t require concentration unless Each paladin subclass gives you one or more ways to
the ability explicitly states that it does. An oath of Justice paladin channel divine energy into magical effects, and each
can, at high levels, affect a single target or multiple targets with subclass explains how they work.
Burden of Guilt and Judgement, prioritizing damage on certain When you use your Channel Divinity feature, choose
targets and limiting the escape ability of others. which effect you want. Some of these effects require a save,
and in those cases, the DC is equal to your spell save DC.
Beginning at 13th level, you can use your Channel
Divinity feature twice between rests, then three times at
Spells Known of 1st Circle and Higher 18th level. When you finish a short or long rest, you regain
At 2nd level, choose two 1st-circle spells from the Divine any expended uses.
spell list to learn.
IMPROVEMENT
The Spells Known column of the Paladin Progression
table shows when you learn additional Divine spells. Each 4th, 8th, 12th, 16th, and 19th-Level Paladin Feature
spell you choose must be from a circle for which you have Choose one of the following improvements (ability scores
Divine spell slots. For instance, when you reach 5th level as can’t be raised above 20 with this feature):
a paladin, you can learn one new Divine spell from the 1st • Increase a single ability score by 2.
or 2nd circle. • Increase two different ability scores by 1 each.
In addition, when you gain a level of paladin, you can • Increase one ability score by 1 and select a talent
choose one Divine spell you know and replace it with from the martial talents list (see Martial Talents in
another spell of your choice from the Divine spell list. The Chapter 4).
replacement spell must be of a circle for which you have
Divine spell slots. MULTIATTACK
5th-Level Paladin Feature
Spellcasting Ability
Charisma (CHA) is your spellcasting ability. Your CHA Your physical prowess has grown. On your turn, you can
modifier determines the save DC or the attack modifier for make two attacks when you take the Attack action.
certain spells you cast: AURA OF PROTECTION
Spell save DC = 8 + your proficiency bonus (PB) + 6th-Level Paladin Feature
your CHA modifier When you or a friendly creature within 10 feet of you
Spell attack modifier = your proficiency bonus (PB) + makes a save, the creature gains a bonus to the save equal
your CHA modifier to your CHA modifier (minimum bonus of +1). You must

68 PLAYER'S GUIDE
be conscious to grant this bonus. A creature can only AURA IMPROVEMENTS
receive the benefits of one Aura of Protection feature at a 17th-Level Paladin Feature
time (that is, auras from multiple paladins don’t stack). The range of your Aura of Protection and Aura of Courage
AURA OF COURAGE features (and any auras granted by your paladin subclass)
increases to 30 feet.
9th-Level Paladin Feature
You and friendly creatures within 10 feet of you can’t be EPIC BOON
frightened while you are conscious. 20th-Level Paladin Feature
HEROIC BOON Your commitment to the paladin’s path grants you a
powerful new ability. You gain the following epic boon:
10th-Level Paladin Feature
• Aura of Salvation. As an action, you can exude a
Your commitment to the paladin’s path grants you a
calming reassurance for 1 hour. While the aura is active,
powerful new ability. Choose one of the following heroic
you and friendly creatures within 30 feet of you have
boons:
resistance to nonmagical damage and automatically
• Divine Recovery. When you heal a creature with your
succeed on death saving throws. A creature with at least
Lay on Hands feature, the target can expend one of
1 HP that starts its turn in the aura regains hit points
their hit dice, roll the die, and add their CON modifier
equal to your CHA modifier. This effect ends early if
to it. The target regains that many hit points, in
you are incapacitated or die. Once used, you can't use it
addition to any healing received from Lay on Hands.
again until you finish a long rest.
• Radiant Strikes. Your every strike is divinely
empowered. When you hit a creature with a weapon,
the attack deals an extra 1d8 radiant damage. Fiends PALADIN SUBCLASSES
and Undead instead take 2d8 radiant damage. This When you have strengthened your resolve, pitted yourself
extra damage stacks with any damage from your Divine against wickedness, and proven that fate is on your side,
Smite feature. you will be ready to take your sacred oath. Each oath is
both a set of principles to which you will strive
CLEANSING TOUCH and a reflection of manifestation of
14th-Level Paladin Feature your divine powers.
You can use your action to end one
spell on yourself or on one willing
creature you touch.
You can use this feature a number
of times equal to your CHA modifier
(minimum of one). You regain
expended uses when you finish a
long rest.

2 CLASSES 69
Choose wisely, for breaking your oath may strip you of If the effected weapon isn’t already magical, it becomes
your powers until you right the wrong or overcome the magical for the duration.
adversity that broke your oath in the first place. You can end this effect on your turn (no action required).
It ends early if you fall unconscious.
DEVOTION
Channel Divinity: Sanctifying Light
Swearing an oath of Devotion binds a paladin to the As an action, you present your holy symbol and speak
principles of duty, honor, justice, and order. These paladins a prayer to bathe yourself in a flash of holy light. Each
define themselves as holy warriors or knights, pledged to Aberration, Fey, Fiend, and Undead of your choice within
further a righteous cause to which they devote themselves. 30 feet of you that can see you must make a CHA save. If
They typically hold angels, resplendent servants of good, in the creature fails its save, it is blinded for 1 minute. At the
high regard, often adorning their armor, shield, or weapon end of each of its turns, a target can make a CON save,
with their iconography. ending the effect for itself on a success.
TENETS OF DEVOTION DEVOTION OATH SPELLS
Though the exact words and strictures of the oath of 3rd-Level Devotion Feature
Devotion vary, its paladins share these tenets.
You gain oath spells at the paladin levels listed in the
Compassion. Protect the weak, aid the helpless, and show Devotion Oath Spells table. See the Paladin Subclass class
mercy to your enemies whenever you are able. feature for how these spells work.
Courage. Though caution is wise, never fear to act.
Duty. Do always as you have sworn to do. Obey those who DEVOTION OATH SPELLS

have authority over you. PALADIN LEVEL SPELLS


Honesty. Never tell a lie when the truth will suffice. Your 3rd sanctuary
word is your sacred promise. 5th warding bond
Honor. Treat others with fairness. Let your deeds prove 9th protection from energy
your character. 13th stoneskin
DEVOTION PROGRESSION 17th mass cure wounds
PALADIN
LEVEL FEATURES
3rd Channel Divinity: Sacred Weapon, Channel Divinity: AURA OF DEVOTION
Sanctifying Light, Devotion Oath Spells 7th-Level Devotion Feature
7th Aura of Devotion You and friendly creatures within 10 feet of you can’t be
11th Purity of Spirit charmed while you are conscious. This aura is enhanced by
15th Holy Nimbus the 18th‑level Aura Improvements class feature.

PURITY OF SPIRIT
CHANNEL DIVINITY 11th-Level Devotion Feature
3rd-Level Devotion Feature Your connection to divinity gives you constant protection
You gain the following two Channel Divinity options. from the influence of supernatural creatures. You always
have the following protections against Aberrations,
Channel Divinity: Sacred Weapon
Celestials, Elementals, Fey, Fiends, Undead, and creatures
As an action, you can imbue one weapon you are holding
with the Outsider tag:
with positive energy. For 1 minute, you add your CHA
modifier to attack rolls you make with that weapon • Listed creatures have disadvantage on attack rolls
(minimum bonus of +1). The weapon also emits bright against you.
light in a 20-foot radius and dim light 20 feet beyond that. • You can use your Divine Sense feature to detect
any listed creatures, not just Celestials, Fiends, and
Undead.
• You can’t be charmed, frightened, or possessed by
listed creatures.
PLAYER ADVICE
The Sacred Weapon feature can enhance ranged weapons as well as HOLY NIMBUS
melee weapons. For example, if you use it on a longbow, the bow itself 15th-Level Devotion Feature
becomes the sacred weapon, so all arrows fired from it receive the bonus As an action, you can emanate a nimbus of sunlight. For
to attack rolls—you aren’t imbuing individual arrows with divine energy. 1 minute, bright light shines from you in a 30-foot radius,
and dim light shines 30 feet beyond that. This light counts

70 PLAYER'S GUIDE
as true sunlight, such as when interacting with Sunlight against the target, and your weapon attacks against it deal
Hypersensitivity, and it banishes areas of magical darkness additional radiant damage equal to your CHA modifier.
created by the darkness spell or similar magic. This effect ends early if you deal damage to a creature other
When an enemy creature starts its turn in the bright light, than the target of this feature.
it takes radiant damage equal to your paladin level. In
JUSTICE OATH SPELLS
addition, for the duration, you have advantage on saves.
Once you use this feature, you can’t use it again until you 3rd-Level Justice Feature
finish a long rest. You gain oath spells at the paladin levels listed in the
Justice Oath Spells table. See the Paladin Subclass class
feature for how these spells work.
JUSTICE
JUSTICE OATH SPELLS
Swearing an oath of Justice binds a paladin to the purpose
of bringing great evil to justice. These paladins have been PALADIN
LEVEL SPELLS
stripped of concerns for honor, piety, or purity—given
3rd pendulum
free rein to oppose evil as they find prudent. They have
promised themselves only to enact divine justice on those 5th misty step
who bring harm and terror. Oftentimes, these paladins 9th haste
can be identified by the trappings with which they adorn 13th greater invisibility
themselves—ceremonial weapons, etchings of scripture, or 17th greater hold
vestments depicting their fallen enemies.

TENETS OF JUSTICE AURA OF VIGILANCE


Simple, sharp, and undeniable, the tenets of justice are as 7th-Level Justice Feature
efficient as the paladins who swear them. Enacting them While you aren't incapacitated, you and friendly creatures
supersedes the paladin’s desires, fears, promises, and within 10 feet of you gain a bonus to initiative rolls equal
righteousness, so long as justice is served. to your proficiency bonus. This aura is enhanced by the
Bury the Fallen. Put to rest anyone who falls while facing 18th‑level Aura Improvements class feature.
your sworn enemy.
Excise the Wicked. Those who sow evil and terror must be UNWORTHY ADVERSARY
destroyed. 11th-Level Justice Feature
No Mercy. Forgiveness of evil is evil itself. When a creature you can see within 30 feet of you makes
an attack against an ally, you can use your reaction to move
JUSTICE PROGRESSION
up to half your speed toward the attacking creature. If the
PALADIN
LEVEL FEATURES attacking creature is the target of the Judgement effect of
3rd Channel Divinity: Burden of Guilt, Channel Divinity: your Channel Divinity feature, you can make a weapon
Judgement, Justice Oath Spells attack against that creature as part of the same reaction.
7th Aura of Vigilance DIVINE EXECUTIONER
11th Unworthy Adversary 15th-Level Justice Feature
15th Divine Executioner Using your action, you can channel the full might of order,
balance, and righteous violence into yourself and become
CHANNEL DIVINITY an instrument of decisive justice. You gain the following
3rd-Level Justice Feature benefits for 1 hour:
You gain the following two Channel Divinity options. • Each time you deal damage, you can reroll the damage,
but you must use the new result.
Channel Divinity: Burden of Guilt
• When you take the attack action on your turn, you can
As a bonus action, you can call upon your divine power to
make one additional attack as part of that action.
curse a single foe you can see within 30 feet. For 1 minute,
the target’s speed is halved. If it is flying at the end of its • When an enemy you can see within 10 feet of you deals
turn, it must succeed on a CHA save or fall to the ground. damage to you or an ally within 10 feet of you, you can
This effect ends early if you fall unconscious. use your reaction to force that creature to also take half
the damage it dealt, of the same damage type.
Channel Divinity: Judgement Once used, you can't use this feature again until you finish
As a bonus action, you can use your Channel Divinity to a long rest.
designate a single target within 10 feet of you as your divine
quarry. For 1 minute, you have advantage on attack rolls

2 CLASSES 71
RANGER
Rangers are unparalleled explorers with a mystical
connection to the natural world. A combination of martial
prowess, spellcasting, and supernatural awareness ensures
rangers excel as scouts, trackers, and hunters. Few classes
prove as deadly as a ranger once their quarry is within sight.
Ranger is a class that blends features from multiple classes
and has plenty of opportunity for customization. Your class
features lend themselves to creating a skirmisher, archer,
or warrior focused on high-utility magic.

RANGERS AS ADVENTURERS
Rangers are born adventurers. No class is better suited
to surviving the rigors of the wild than a ranger, and their
excellent survival skills are often the difference between life
and death for adventuring parties far from civilization.
While rangers shine outside of combat, they also possess
an impressive array of martial abilities. They might lack
the brawn of fighters or full spellcasting abilities of druids,
but they make up for it with excellent damage output and
mobility.

CLASS FEATURES
As a ranger, you have the following class features.

HIT POINTS
Hit Dice: 1d10 per ranger level
Hit Points at 1st Level: 10 + your CON modifier
Hit Points at Higher Levels: 1d10 (or 6) + your CON
modifier per ranger level after 1st

PROFICIENCIES
Armor: Light armor, medium armor, and shields
Weapons: Simple weapons, martial weapons EXPLORER
Tools: Your choice of herbalist tools, navigator tools, or 1st-Level Ranger Feature
trapper tools Your ability to deal with environmental challenges is
Saves: STR, DEX unmatched. You gain the following benefits:
Skills: Choose three from Animal Handling, Athletics, • You gain either a climbing speed or swimming speed
Insight, Investigation, Nature, Perception, Stealth, and equal to your base movement speed.
Survival • You have advantage on checks to track a creature (see
Tracking in Chapter 6).
STARTING EQUIPMENT
• Your speed isn’t halved when you move through
You start with the following equipment, in addition to the nonmagical or magical difficult terrain. You suffer
equipment granted by your background: other penalties caused by moving through difficult
• (a) scale mail or (b) leather armor terrain as normal.
• (a) two shortswords or (b) two simple weapons
MYSTIC MARK
• (a) a dungeoneer's pack or (b) an explorer's pack
1st, 6th, 13th, and 17th-Level Ranger Feature
• A longbow and quiver of 20 arrows
When you hit a creature with an attack roll, you can
mystically mark it as your favored quarry. The creature
remains marked for 1 minute, until you use this feature to
mark a different creature, or until you become incapacitated.

72 PLAYER'S GUIDE
While a creature is marked (including for the attack that
triggered the mark), you deal an extra 1d4 damage to it
(of the same damage type as the weapon) each time you RANGER QUICK BUILD
successfully hit it with a weapon attack. To quickly create a ranger, follow these steps during
You can use this feature a number of times equal to your character creation:
PB. You regain all uses when you finish a long rest. • For ability scores, prioritize DEX and then WIS.
This extra damage increases as you gain ranger levels, • For lineage and heritage, choose any combination
becoming 1d6 at 6th level, 1d8 at 13th, and 1d10 at 17th. you like.
• For background and talent, choose Homesteader
MARTIAL ACTION
and Far Traveler.
2nd-Level Ranger Feature
Your tactical expertise allows you to act quickly on the
battlefield. You can take a bonus action on each of your
turns in combat to perform a weapon option (see Weapon
Options in Chapter 5) or one of the martial actions
granted by this feature. Quick Strike
Choose one of the following martial actions that you know. Requires Wielding Two Light Weapons
After you take the Attack action on your turn and attack
Aim
with a Light melee weapon that you’re holding in one
Requires Wielding a Ranged or Thrown Weapon
hand, you can use a bonus action to make two attacks
As a bonus action, you take the time to increase the with a different Light melee weapon that you’re holding
effectiveness of your next ranged weapon attack. Select in the other hand—instead of the one attack typically
one target you can see. If you make a ranged weapon granted by two-weapon fighting. Don’t add your ability
attack against that target before the end of your turn, modifier to the damage of these additional attacks unless
double your PB for the first attack roll. the modifier is negative.

RANGER PROGRESSION PRIMORDIAL SPELL SLOTS BY CIRCLE


SPELLS
LEVEL PB FEATURES KNOWN 1ST 2ND 3RD 4TH 5TH
1st +2 Explorer, Mystic Mark — — — — — —
2nd +2 Martial Action, Spellcasting 2 2 — — — —
3rd +2 Ranger Subclass 3 3 — — — —
4th +2 Improvement 3 3 — — — —
5th +3 Multiattack (2/Attack Action) 4 4 2 — — —
6th +3 Empowered Mark, Mystic Mark (d6) 4 4 2 — — —
7th +3 Subclass Feature 5 4 3 — — —
8th +3 Improvement 5 4 3 — — —
9th +4 Stalker’s Step 6 4 3 2 — —
10th +4 Heroic Boon 6 4 3 2 — —
11th +4 Subclass Feature 7 4 3 3 — —
12th +4 Improvement 7 4 3 3 — —
13th +5 Mystic Mark (d8) 8 4 3 3 1 —
14th +5 Keensense 8 4 3 3 1 —
15th +5 Subclass Feature 9 4 3 3 2 —
16th +5 Improvement 9 4 3 3 2 —
17th +6 Mystic Mark (d10) 10 4 3 3 3 1
18th +6 Strider 10 4 3 3 3 1
19th +6 Improvement 11 4 3 3 3 2
20th +6 Epic Boon 11 4 3 3 3 2

2 CLASSES 73
SPELLCASTING RANGER SUBCLASS
2nd-Level Ranger Feature 3rd, 7th, 11th, and 15th-Level Ranger Feature
At 2nd level, you enhance your martial prowess with Choose a subclass that reflects your connection to the
the ability to cast Primordial spells. See Chapter 7: natural world, either Hunter or Pack Master (detailed at
Spellcasting for general rules of spellcasting and the the end of this class). Your choice grants you spells and
Primordial spell list. other features at 3rd, 7th, 11th, and 15th level.
Casting Spells Calling Spells
You know a small number of spells and can cast any of them Each ranger subclass has a list of calling spells that you can
by using a Primordial spell slot of the spell’s circle or higher. access as soon as you can cast spells of that circle (as shown
You don't need to prepare spells ahead of time. in the Ranger Progression table). Once you gain such a
The Ranger Progression table shows how many spells spell, it is always on your list of known spells, and it doesn’t
you know and how many Primordial spell slots you have count against the number of spells you know. However,
at a given level. For example, at 5th level, you have four casting a calling spell still expends a Primordial spell slot as
1st-circle slots and two 2nd-circle slots. If you know the normal.
1st-circle spell animal friendship and have a 1st-circle and a If one of these spells isn’t on the Primordial spell list, it
2nd-circle spell slot available, you can cast animal friendship still counts as a Primordial spell for you. You can’t replace
using either slot. If you use a 1st-circle slot, you have three calling spells when you gain a level of ranger.
1st-circle slots remaining.
IMPROVEMENT
You regain all used spell slots when you finish a long rest.
4th, 8th, 12th, 16th, and 19th-Level Ranger Feature
Spells Known of 1st Circle and Higher Choose one of the following improvements (ability scores
At 2nd level, choose two 1st-circle spells from the Primordial can’t be raised above 20 with this feature):
spell list that you know. • Increase a single ability score by 2.
The Spells Known column of the Ranger Progression
• Increase two different ability scores by 1 each.
table shows when you learn additional Primordial spells.
• Increase one ability score by 1 and select a talent from
Each spell you choose must be from a circle for which you
either the martial or the technical talents list (see
have Primordial spell slots. For instance, when you reach
Talents in Chapter 4).
5th level as a ranger, you can learn one new Primordial spell
from the 1st or 2nd circle. MULTIATTACK
In addition, when you gain a level of ranger, you can 5th-Level Ranger Feature
choose one Primordial spell you know and replace it with Your physical prowess has grown. On your turn, you can
another spell of your choice from the Primordial spell list. make two attacks when you take the Attack action.
The replacement spell must be of a circle for which you have
Primordial spell slots. EMPOWERED MARK
6th-Level Ranger Feature
Spellcasting Ability
Your instincts have sharpened, granting you supernatural
Wisdom (WIS) is your spellcasting ability. Your WIS
awareness of your quarry. While a creature marked by your
modifier determines the save DC or the attack modifier for
Mystic Mark feature is within 60 feet of you, you know
certain spells you cast:
its exact location, and it can’t gain advantage on attacks
Spell save DC = 8 + your proficiency bonus (PB) + your against you as a result of being invisible or otherwise
WIS modifier unseen. In addition, when you attack a marked creature
Spell attack modifier = your proficiency bonus (PB) + within 60 feet of you, an inability to see it doesn’t impose
your WIS modifier disadvantage on your attack rolls against it.
Spellcasting Focus STALKER’S STEP
You can use a druidic focus (see Adventuring Gear in 9th-Level Ranger Feature
Chapter 5) as a spellcasting focus for your Primordial spells. While you are in dim light, darkness, or are lightly obscured
or heavily obscured by foliage, mist, or some other natural
phenomenon, you can use a bonus action to magically
become invisible (see Appendix A: Conditions), along
with any equipment you are wearing or carrying, until the
start of your next turn. This invisibility ends early if you
attack or cast a spell.
You can use this feature a number of times equal to your
PB and regain all uses when you complete a long rest.

74 PLAYER'S GUIDE
HEROIC BOON RANGER SUBCLASSES
10th-Level Ranger Feature As a ranger fosters their skills, they gain new abilities that
Your commitment to the ranger’s path grants you a powerful reflect their deepening relationship with the natural world.
new ability. Choose one of the following heroic boons: Your choice of subclass represents the way your connection
• Path of the Predator. When you roll initiative, you can to the Primordial manifests.
expend a use of Mystic Mark to automatically mark one
creature you can see, no attack required. In addition, if HUNTER
a marked creature is reduced to 0 HP, you can use your Rangers who heed the calling of the Hunter are no mere
reaction to transfer the mark to a different creature you trappers or furriers. They are the last line of defense between
can see within 60 feet of the original target. the natural and the supernatural world. Hunters seek, stalk,
• Path of the Sage. You learn two cantrips of your choice and slay monstrous predators like outsiders, fiends, and
from the Primordial spell list. You also learn two ritual undead who devastate populations with their malign magic.
spells of your choice from the Primordial spell list. Both
HUNTER PROGRESSION
ritual spells must be from circles you have spell slots
for, as shown on the Ranger Progression table. Ritual RANGER
LEVEL FEATURES
spells learned this way don't count against your total
number of spells known. WIS is your spellcasting ability 3rd Hunter Calling Spells, Killer Instinct, Relentless Pursuit
for cantrips and ritual spells learned in this way. When 7th Favored Foe
you gain a level of ranger, you can replace one of these 11th No Escape
cantrips and one of these rituals with another cantrip or 15th Predator’s Shield
ritual spell from the Primordial spell list, as long as the
replacement ritual spell is still of a circle you have spell HUNTER CALLING SPELLS
slots for. 3rd-Level Hunter Feature
KEENSENSE You gain calling spells at the ranger levels listed in the
14th-Level Ranger Feature Hunter Calling Spells table. See the Ranger Subclass class
You have keensense (see Special Senses in Chapter 6) feature for how these spells work.
to a range of 10 feet. Your keensense ceases to function HUNTER CALLING SPELLS
while you are deafened (see Appendix A: Conditions) or RANGER LEVEL SPELLS
otherwise deprived of hearing.
3rd protection from evil and good
STRIDER 5th misty step
18th-Level Ranger Feature 9th nondetection
Your movement never provokes opportunity attacks, and 13th banishment
you have advantage on any check made to resist an effect 17th greater hold
that would cause you to become grappled, restrained, or
paralyzed or that would otherwise reduce your movement KILLER INSTINCT
speed to 0 feet (see Appendix A: Conditions).
3rd-Level Hunter Feature
EPIC BOON As a bonus action, choose a creature within 60 feet of you
20th-Level Ranger Feature that you can see. You immediately learn the creature’s
Your commitment to the ranger’s path grants you a immunities, resistances, and vulnerabilities, or you learn
powerful new ability. You gain the following epic boon: if it has none. This feature doesn’t function if the target is
magically concealed by a nondetection spell or similar effect
• Foe Slayer. You can add your WIS modifier to either
that counters divination magic.
the attack roll or the damage roll of each attack you
You can use this feature a number of times equal to your
make against a creature marked by your Mystic Mark
on your turn. PB and regain all uses of it when you finish a long rest.

RELENTLESS PURSUIT
3rd-Level Hunter Feature
Your tenacity wears down even potent foes. When you hit a
creature with a weapon attack, you deal extra damage if the
target is below its hit point maximum. The extra damage is
equal to the amount your Mystic Mark feature deals at your
level and is of the same damage type as the weapon. You can
deal this extra damage only once per turn.

2 CLASSES 75
FAVORED FOE BEAST SPIRIT
7th-Level Hunter Feature 3rd-Level Pack Master Feature
As part of a long rest, you can spend time reviewing your You learn a ritual that allows you to bind a beast spirit
research and preparing to face a specific type of monster. into a physical form to fight alongside you as a trusted
Choose a type of enemy: Aberration, Beast, Celestial, companion. The ritual takes 1 hour to complete and can be
Construct, Dragon, Elemental, Fey, Fiend, Giant, done as part of a short or long rest.
Monstrosity, Ooze, Plant, or Undead. For 24 hours, Once the ritual is complete, the spirit appears in an
creatures of that type have disadvantage on attack rolls unoccupied space of your choice that you can see within 30
against you. You also have advantage on saves against being feet of you. You choose whether the spirit assumes an avian,
charmed, frightened, or possessed by them. agile, aquatic, or sturdy form. Your choice of form affects
At the end of your next long rest, you can choose the the creature’s statistics, as shown in the beast spirit stat
same type of creature or a different creature type as your block. Your choice also affects how the spirit looks, causing
Favored Foe. it to resemble a Medium animal of your choice that suits
the chosen form. As part of a long rest, you can change the
NO ESCAPE spirit’s form.
11th-Level Hunter Feature The spirit has the ability to understand one language of
When a creature marked by your mystic mark attempts your choice that you speak, and you can communicate with
to move, you can use your reaction to magically teleport it telepathically while it is within 1 mile of you.
up to 30 feet. If you teleport to a space within your The beast spirit is friendly to you and your companions and
weapon’s reach of the target, you can immediately make an obeys your commands. See this creature’s statistics in the
opportunity attack as part of the same reaction. beast spirit stat block, which uses your PB in several places.
PREDATOR’S SHIELD In combat, the spirit shares your initiative count, but it
15th-Level Hunter Feature takes its turn immediately after yours. It obeys your verbal
When you take damage from a creature you can see, you commands (no action required by you). If you don’t
can use your reaction to supernaturally ward yourself issue any commands, it takes the Dodge action
against that creature for a short time. You have resistance and uses its move to avoid danger.
to all damage dealt by the target for 1 minute, including
resistance to the damage dealt by the triggering attack. This
effect ends early if you become incapacitated.
Once used, this feature can’t be used again until you finish
a long rest.

PACK MASTER
Pack masters rarely choose this calling, rather they are
chosen by it. Rangers who heed the call of the Pack Master
are the appointed guardians of wild creatures. They
naturally move to defend the interests of the wild and gain
the service of a spirit creature.

PACK MASTER PROGRESSION


RANGER
LEVEL FEATURES
3rd Beast Spirit, Life Link, Pack Master
Calling Spells
7th Shared Mark
11th Soul Bond
15th Undying Friendship

76 PLAYER'S GUIDE
The spirit has a number of hit dice (d10s) equal to your instead. Damage you take in this way isn’t reduced by any
ranger level. It can spend these Hit Dice to recover hit resistances or immunities you have.
points during a short rest just as a PC would. It recovers all You can use this feature a number of times equal to your
hit points during a long rest. PB. You regain all expended uses when you finish a long rest.
If the spirit is reduced to 0 hit points, its body is instantly
PACK MASTER CALLING SPELLS
destroyed, and you must perform the 1-hour ritual to create
3rd-Level Pack Master Feature
a new body for it. The new body appears in an unoccupied
space within 30 feet of you, assuming the form it had when You gain calling spells at the ranger levels listed in the Pack
it was destroyed or a different form of your choosing. Master Calling Spells table. See the Ranger Subclass class
Even though it receives a new body, the spirit retains its feature for how these spells work.
memories and personality, unless you decide otherwise. PACK MASTER CALLING SPELLS

RANGER LEVEL SPELLS


Beast Spirit CR —
3rd animal friendship
Medium Beast 5th wildsense
Armor Class 11 + your PB (natural armor), 13 + your PB in 9th spirit guardians
Sturdy Form
13th polymorph
Hit Points 5 + five × your ranger level (the companion has a
number of Hit Dice [d10s] equal to your ranger level) 17th dominate

Perception 12 Stealth 14
Speed 30 ft., climb 30 ft. (Agile only); fly 60 ft. (Avian only); SHARED MARK
swim 30 ft. (Aquatic only) 7th-Level Pack Master Feature
Senses darkvision 60 ft. Time spent with your companion has deepened your
Languages understands the languages you speak mystical connection. Your beast spirit’s attacks now count
as magical for the purpose of overcoming resistance or
STR DEX CON INT WIS CHA immunity to nonmagical attacks.
+4 +0 +3 −3 +2 −3 In addition, while a creature is marked by your Mystic
Mark feature, your beast spirit deals an extra 1d6 damage
Agile Form. The spirit has a climbing speed equal to its to it each time it successfully hits the target with a weapon
walking speed and has advantage on saves to avoid being attack. This extra damage scales at the same rate as yours,
knocked prone. becoming 1d8 when you reach 13th level and 1d10 when you
Aquatic Form. The spirit has a swimming speed equal to its reach 17th level in the ranger class.
walking speed and can hold its breath for up to 20 minutes.
Avian Form. The spirit has a flying speed equal to its walking SOUL BOND
speed. Carrying a heavy load or creature of its size or larger 11th-Level Pack Master Feature
while flying reduces its speed by half. When you are targeted by a spell, you can choose for your
Sturdy Form. The spirit has a natural AC 13 + your PB. In beast spirit to also be targeted, if it is within 30 feet of you
addition, the creature counts as one size larger when when the spell is cast, receiving the same benefits as you.
determining its carrying capacity and the weight it can push In addition, when you cast a spell without a range of
or drag.
self, your beast spirit can deliver the spell as if it had cast
ACTIONS the spell. It must still be within 100 feet of you and must
use its reaction to deliver the spell when you cast it. If the
Multiattack. The spirit makes a number of attacks equal to
half your PB (rounded down). spell requires an attack roll or save, use your spellcasting
Natural Weapons. Melee Weapon Attack: +4 + your PB to hit,
modifier and spell save DC.
reach 5 ft., one target. Hit: 8 + your PB (1d8 + 4 + your PB) UNDYING FRIENDSHIP
damage. You decide whether this attack deals bludgeoning,
15th-Level Pack Master Feature
piercing, or slashing damage when you choose the spirit’s
form. If you are reduced to 0 HP or killed outright while your
beast spirit is active, you can choose to allow your beast
spirit to sacrifice itself. If you do so, the beast spirit’s body is
LIFE LINK
destroyed, and you return to life with a number of hit points
3rd-Level Pack Master Feature equal to the number of hit points your spirit had when it
Your connection to your companion allows you to ease was destroyed.
its injuries by taking on some of its pain. When your beast When a spirit is destroyed in this way, you must complete a
spirit takes damage while you are within 30 feet of it, you long rest before you can perform the 1-hour ritual required
can use your reaction to take any amount of that damage to create a new body for it.

2 CLASSES 77
ROGUE
Rogues are clever and cunning with a wide array of
skills. Their broad expertise makes them well suited for
challenges that can’t be overcome by either brute force or
magic. There’s no “standard” rogue; they come in all sizes
and dispositions.
Rogue is a class that can shine out of combat, but you
remain fearsome in the fight. Your class needs someone
else around to draw fire, though. Don’t get too far away
from allies once weapons come out.

ROGUES AS ADVENTURERS
Rogues are jacks-of-all-trades who thrive in high-pressure
situations—perfect adventurer qualities. Given the nature
of their skill set, rogues are drawn to adventure. No class
is better suited to bypassing obstacles quickly and quietly,
whether confronted with a locked door, a trapped hallway,
or a dozing guard.
A rogue’s strength in combat relies on agility and
precision. They can’t hold down a front line for long.
However, when allowed to play to their strengths, they dart
around the battlefield, positioning to make deadly strikes
against unprotected flanks.

CLASS FEATURES
As a rogue, you have the following class features.

HIT POINTS
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your CON modifier
Hit Points at Higher Levels: 1d8 (or 5) + your CON EXPERTISE
modifier per rogue level after 1st 1st and 6th-Level Rogue Feature
Choose two of your skill proficiencies, or one skill
PROFICIENCIES
proficiency and one tool proficiency. Double your PB for
Armor: Light armor any ability check you make that uses either of the chosen
Weapons: Simple weapons, martial weapons with the proficiencies.
Finesse property At 6th level, choose two more of your proficiencies (any
Tools: Thieves’ tools combination of skills or tools) to gain this benefit.
Saves: DEX, INT
SNEAK ATTACK
Skills: Choose four from Acrobatics, Athletics, Deception,
1st-Level Rogue Feature
Insight, Intimidation, Investigation, Perception,
You know how to strike subtly and exploit a foe’s
Performance, Persuasion, Sleight of Hand, and Stealth
distraction. Once per turn, you can deal an extra 1d6
STARTING EQUIPMENT damage to one creature you hit with an attack if you have
You start with the following equipment, in addition to the advantage on the attack roll. The weapon you use must have
equipment granted by your background: the Finesse property or be a ranged weapon.
• (a) a rapier or (b) a shortsword You don’t need advantage on the attack roll if another
• (a) a shortbow and quiver of 20 arrows or (b) a enemy of the target is within 5 feet of it, that enemy isn’t
shortsword incapacitated, and you don’t have disadvantage on the
attack roll.
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an
explorer’s pack The amount of your extra damage you deal increases as
you gain levels in this class, as shown in the Sneak Attack
• Leather armor, two daggers, and a set of thieves’ tools
column of the Rogue Progression table.

78 PLAYER'S GUIDE
THIEVES’ CANT ROGUE PROGRESSION
1st-Level Rogue Feature SNEAK
LEVEL PB ATTACK FEATURES
During your rogue training, you learned Thieves’ Cant, a
secret mix of dialect, jargon, and code that allows you to 1st +2 1d6 Expertise (2), Sneak Attack,
Thieves’ Cant
hide messages in seemingly normal conversation. Only
another creature who knows Thieves’ Cant understands 2nd +2 1d6 Cunning Action
such messages. It takes four times longer to convey a 3rd +2 2d6 Rogue Subclass
message in Thieves’ Cant than it does to speak the same 4th +2 2d6 Improvement
idea plainly. 5th +3 3d6 Uncanny Dodge
In addition, you understand a set of secret signs and 6th +3 3d6 Evasion, Expertise (4)
symbols used to convey short, simple messages, such as 7th +3 4d6 Subclass Feature
whether an area is dangerous or the territory of a thieves’
8th +3 4d6 Improvement
guild, whether loot is nearby, or whether people in an area
9th +4 5d6 Reliable Talent
are easy marks or will provide a safe house for thieves on
the run. 10th +4 5d6 Heroic Boon
11th +4 6d6 Subclass Feature
CUNNING ACTION 12th +4 6d6 Improvement
2nd-Level Rogue Feature
13th +5 7d6 Precise Critical (1 Die)
Your quick thinking and agility allow you to move and
14th +5 7d6 Keensense
act quickly. You can use a bonus action to take the Dash,
15th +5 8d6 Subclass Feature
Disengage, or Hide action (see Combat in Chapter 6).
16th +5 8d6 Improvement
ROGUE SUBCLASS 17th +6 9d6 Precise Critical (2 Dice)
3rd, 7th, 11th, and 15th-Level Rogue Feature
18th +6 9d6 Elusive
Choose a subclass that represents your specialized set of
19th +6 10d6 Improvement
skills, either Enforcer or Thief (detailed at the end of this
20th +6 10d6 Epic Boon
class). Your choice grants you features at 3rd, 7th, 11th, and
15th level.
UNCANNY DODGE
IMPROVEMENT
5th-Level Rogue Feature
4th, 8th, 12th, 16th, and 19th-Level Rogue Feature
When an attacker that you can see hits you with an attack,
Choose one of the following improvements (ability scores
you can use your reaction to reduce the attack’s damage
can’t be raised above 20 with this feature):
against you by half.
• Increase a single ability score by 2.
• Increase two different ability scores by 1 each. EVASION
• Increase one ability score by 1 and select a talent from 6th-Level Rogue Feature
the technical talents list (see Technical Talents in You can dodge out of the way of certain area effects, such as
Chapter 4). a blue dragon’s lightning breath or a fireball spell. When you
are subjected to an effect that allows you to make a DEX
save to take only half damage, you instead take no damage
if you succeed on the save and only half damage if you fail.
THIEVES’ CANT SIGNS AND SYMBOLS
Thieves' Cant makes use of hidden signs
to communicate messages. Examples of ROGUE QUICK BUILD
such signs are shown here.
To quickly create a rogue, follow these steps during
character creation:
Flame • For ability scores, prioritize DEX and then either STR (if
Thieves' Guild
you plan to take Enforcer subclass) or any other ability.
• For lineage and heritage, choose any combination
you like.
Secret Door
• For background and talent, choose Outcast and either
Aware (if you plan to take Enforcer subclass) or Touch
Closed Eye Trap of Luck.

2 CLASSES 79
RELIABLE TALENT ROGUE SUBCLASSES
9th-Level Rogue Feature Not all rogues are criminals, but the long history of
You have refined your chosen skills until they approach rogues working on the wrong side of the law carries
perfection. When you make an ability check with a skill, forward in discussion of your roguish specialties. Your
tool, or vehicle that you have proficiency with, treat a d20 subclass represents the brand of skullduggery you bring
roll of 9 or lower as if you rolled a 10. to the table, typically (but not necessarily) in the context
HEROIC BOON of a criminal operation.
10th-Level Rogue Feature
Your commitment to the rogue’s path grants you a powerful ENFORCER
new ability. Choose one of the following heroic boons: Enforcers excel at practical violence. Whether plying their
• Escape Artist. When you are subjected to an effect that trade as bounty hunters, assassins, or mercenaries, rogues
allows you to make any kind of save (including DEX of this specialty strive to make their bloody craft efficient
saves) to take only half damage, you instead take no and effective.
damage if you succeed on the save and only half damage
ENFORCER PROGRESSION
if you fail.
ROGUE LEVEL FEATURES
• Jack of All Trades. When you gain a new talent, you
can choose it from any talent list. Immediately gain one 3rd Ambush, Cold-Blooded, Expanded Talent List
talent of your choice (that you meet the prerequisites 7th Brawler
for) when you gain this feature. 11th Ready to Rumble

PRECISE CRITICAL 15th Kill Shot

13th and 17th-Level Rogue Feature


You score a critical hit on a d20 roll of 19 or 20 with ranged AMBUSH
weapons and weapons with the Finesse property. In 3rd-Level Enforcer Feature
addition, you can roll one additional weapon damage die During the first round of combat, you have advantage on
(not an additional Sneak Attack die) when determining the the first attack roll you make against any creature involved
extra damage for a critical hit with a ranged weapon attack in the combat. In addition, when you make a successful
or attack made with a Finesse weapon. attack roll against a creature with the surprised condition,
This extra damage increases to two additional dice at 17th that attack is automatically considered a critical hit.
level.
COLD-BLOODED
KEENSENSE 3rd-Level Enforcer Feature
14th-Level Rogue Feature Once per turn when you reduce a creature to 0 HP
You have keensense (see Senses in Chapter 6) to a range with a weapon attack, you can use the same weapon to
of 10 feet. Your keensense ceases to function while you immediately make an additional weapon attack against
are deafened (see Appendix A: Conditions) or otherwise a different creature you can see within your weapon’s
deprived of hearing. normal range. You can’t add Sneak Attack damage to this
ELUSIVE additional attack, even if circumstances would normally
18th-Level Rogue Feature allow you to do so.
You are so evasive that attackers rarely gain the upper hand EXPANDED TALENT LIST
against you. While you aren’t incapacitated, attack rolls 3rd-Level Enforcer Feature
can’t have advantage against you, regardless of the source When you gain a new talent, you can select that talent
of advantage. from either the martial or the technical talents list (see
EPIC BOON Talents in Chapter 4).
20th-Level Rogue Feature BRAWLER
Your commitment to the rogue’s path grants you a 7th-Level Enforcer Feature
powerful new ability. You gain the following epic boon: You can now use your Sneak Attack feature against a
• Stroke of Luck. You have got it when it counts. If target within 5 feet of you even if no other creatures
your attack misses a target within normal range, you (besides the target) are within 5 feet of you. You don’t
can turn the miss into a hit. Alternatively, if you fail an need to have advantage on the attack roll, but you can’t
ability check, you can treat the d20 roll as a 20. Once have disadvantage on it. All other required conditions for
you use this feature, you can’t use it again until you Sneak Attack still apply.
finish a short or long rest.

80 PLAYER'S GUIDE
In addition, you can now use your Sneak Attack feature In addition, when you make a long jump, you cover a
with unarmed strikes (in addition to ranged weapons and number of feet equal to your walking speed if you move at
weapons with the Finesse property). least 10 feet on foot immediately before the jump. When
you make a standing long jump, you can leap half your
READY TO RUMBLE walking speed. Either way, each foot you clear on the jump
11th-Level Enforcer Feature costs a foot of movement. In the event a STR (Athletics)
You have advantage on DEX checks made to determine your check is required to clear or extend a jump, you can choose
place in initiative order. As long as you aren’t incapacitated, to make a DEX (Acrobatics) check instead.
you can’t be surprised (see Appendix A: Conditions).
APPRAISING EYE
KILL SHOT 7th-Level Thief Feature
15th-Level Enforcer Feature You’ve developed an eye for quality. As an action, you can
When you roll Sneak Attack damage, you can reroll any inspect any object within 10 feet of you that you can see to
number of the dice, but you must take the new result. learn whether it is nonmagical or magical. If the object is
In addition, you can apply your Sneak Attack feature to nonmagical, you immediately learn its approximate value
any eligible weapon attack you make as part of an attack of in gold pieces. You also learn whether the object is fake
opportunity if you haven’t already used your Sneak Attack or could conceal other objects inside it (though you don’t
during the round. learn whether it is currently concealing objects or what
those objects are).
THIEF If the object is magical, you can spend 1 minute
examining it to learn its type, rarity, whether it is cursed,
You have a reputation for quick thinking and quicker and if it requires attunement (and any specific attunement
fingers. Leave throat-cutting and con-running to lesser requirements it has). After you have examined a magic
scoundrels. You live to liberate treasures held under lock item in this way, you learn how to use it and can ignore
and key. The thrill of bypassing a sealed door, complex trap, any class or feature requirements that would normally
or other “impassable” obstacle is the true prize—followed prevent you from using it (though you still must abide by
by the payday that comes from whatever you took. any level restrictions). If a magic item requires the use of a
THIEF PROGRESSION spellcasting ability, use your DEX to determine your spell
ROGUE LEVEL FEATURES
save DC or spell attack bonus.
3rd Fast Hands, Second-Story Work TRAP SPECIALIST
7th Appraising Eye 11th-Level Thief Feature
11th Trap Specialist When you or a creature within 5 feet of you triggers a
15th Thief’s Reflexes trap, you can use your reaction to roll an ability check to
attempt to disarm the trap. If you are successful, the trap
is disarmed and not triggered. If you are unsuccessful, the
FAST HANDS trap is triggered as normal.
3rd-Level Thief Feature In addition, you can now disarm any magical traps that
Experience has honed your skills, allowing you to would typically require the use of the dispel magic spell.
accomplish precision work in a flash. In addition to its When you do so, make an ability check using only your
standard uses, you can now use the bonus action granted by DEX modifier, without adding any other modifiers to the
your Cunning Action feature to do any of the following: roll. If the result meets or exceeds the trap’s DC (your GM
• Make a DEX (Sleight of Hand) check. has this number), it is disarmed as if you had successfully
• Take the Use an Object action. cast the dispel magic spell.
• Use thieves’ tools to attempt to disarm a trap or open THIEF’S REFLEXES
a lock.
15th-Level Thief Feature
SECOND-STORY WORK You have become adept at laying ambushes and quickly
3rd-Level Thief Feature escaping danger. Now, you can take two turns during the
You’ve never met a wall you couldn’t conquer, and climbing first round of any combat. You take your first turn at your
them is second nature. You gain a climbing speed equal to normal initiative and your second turn at your initiative
your walking speed. If you already have a climbing speed minus 10. You can’t use this feature if you are surprised
when you gain this feature, it increases by 10 feet. (see Appendix A: Conditions).

2 CLASSES 81
SORCERER
Though magic courses through all things, some people
are so intrinsically tied to it that they can command
magic through force of will. These spellcasters, called
sorcerers, feel magic coursing through them just as
they might feel their own heartbeat.
Sorcerer is a class that revolves around manipulating
the game mechanics of spells, changing up timing,
distance, targets, and effects. Your class doesn't give
you a variety of spells, but this is not a hard limit on
your play options.

SORCERERS AS ADVENTURERS
Sorcerers command a masterful control over a small
reservoir of magic. No god, patron, book, or instrument
holds sway over a sorcerer’s magical abilities. They are
versatile, reliable spellcasters capable of harnessing
extremely potent magic as a part of their being.
Though most sorcerers embrace a life of adventure, they
must rely on the skills, abilities, and equipment of others
to truly thrive. Those who travel with the sorcerer must
watch them closely, for the allure of power can overtake an
otherwise amenable nature.

CLASS FEATURES
As a sorcerer, you have the following class features.
FONT OF MAGIC
HIT POINTS
1st-Level Sorcerer Feature
Hit Dice: 1d6 per sorcerer level You begin to draw from an internal wellspring of magic.
Hit Points at 1st Level: 6 + your CON modifier This wellspring is represented by sorcery points, which
Hit Points at Higher Levels: 1d6 (or 4) + your CON allow you to create a variety of magical effects.
modifier per sorcerer level after 1st
Sorcery Points
PROFICIENCIES You start with 2 sorcery points at 1st level, and you gain
Armor: None more as you reach higher levels, as shown in the Sorcery
Weapons: Simple weapons Points column of the Sorcerer Progression table. You can
never have more sorcery points than shown in the table for
Tools: None
your level. You regain all spent sorcery points when you
Saves: CON, CHA finish a long rest.
Skills: Choose two from Arcana, Deception, Insight,
Intimidation, Persuasion, and Religion Flexible Casting
You can sacrifice spell slots to gain additional sorcery points
STARTING EQUIPMENT or use your sorcery points to gain additional spell slots. You
You start with the following equipment, in addition to the learn other ways to use your sorcery points as you reach
equipment granted by your background: higher levels.
• (a) a light crossbow and 20 bolts or Converting a Spell Slot to Sorcery Points. As a bonus
(b) any simple weapon action, you can expend one Arcane spell slot and gain a
• (a) a component pouch or (b) an arcane focus number of sorcery points equal to the spell slot’s circle.
Creating Spell Slots. You can spend sorcery points to
• (a) a dungeoneer’s pack or (b) an explorer’s pack
gain one Arcane spell slot as a bonus action on your turn.
• Two daggers The Creating Spell Slots table shows the cost of creating
a spell slot of a given circle. You can create spell slots no
higher than 5th circle with this feature, and the spell slots
you create vanish when you finish a long rest.

82 PLAYER'S GUIDE
CREATING SPELL SLOTS The Sorcerer Progression table shows how many spells
SPELL SLOT SORCERY SPELL SLOT SORCERY you know and how many Arcane spell slots you have at
CIRCLE POINT COST CIRCLE POINT COST
a given level. For example, at 3rd level, you have four
1st 2 4th 6 1st-circle slots and two 2nd-circle slots. If you know the
2nd 3 5th 7 1st-circle spell magic missile and have a 1st-circle and a
3rd 5 2nd-circle spell slot available, you can cast magic missile
using either slot. If you use a 1st-circle slot, you have three
SPELLCASTING 1st-circle slots remaining.
You regain all used spell slots when you finish a long rest.
1st-Level Sorcerer Feature
As a conduit for arcane power, you can cast Arcane
spells. See Chapter 7: Spellcasting for general rules of
spellcasting and the Arcane spell list.
Cantrips
SORCERER QUICK BUILD
At 1st level, choose three cantrips from the Arcane spell To quickly create a sorcerer, follow these steps during
list to learn. You choose more Arcane cantrips to learn at character creation:
higher levels, as shown in the Cantrips Known column of • For ability scores, prioritize CHA and then CON.
the Sorcerer Progression table. • For lineage and heritage, choose any combination
you like.
Casting Spells
You know a small number of spells and can cast any of • For background and talent, choose Outcast and Aware.
them by using an Arcane spell slot of the spell’s circle or • For spells, choose the light, ray of frost, and shocking
higher. You don't need to prepare spells ahead of time. grasp cantrips. Then choose your 1st-circle Arcane
spells: shield and magic missile.

SORCERER PROGRESSION ARCANE SPELL SLOTS BY CIRCLE


SORCERY CANTRIPS SPELLS
LEVEL PB POINTS FEATURES KNOWN KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
1st +2 2 Font of Magic, Spellcasting 3 2 2 — — — — — — — —
2nd +2 3 Metamagic (2) 3 3 3 — — — — — — — —
3rd +2 4 Sorcerer Subclass 3 4 4 2 — — — — — — —
4th +2 5 Improvement 4 5 4 3 — — — — — — —
5th +3 6 Sorcerous Renewal (1 Die) 4 6 4 3 2 — — — — — —
6th +3 7 Metamagic (3) 4 7 4 3 3 — — — — — —
7th +3 8 Subclass Feature 4 8 4 3 3 1 — — — — —
8th +3 9 Improvement 4 9 4 3 3 2 — — — — —
9th +4 10 Sorcerous Renewal (2 Dice) 4 10 4 3 3 3 1 — — — —
10th +4 11 Heroic Boon 5 11 4 3 3 3 2 — — — —
11th +4 12 Subclass Feature 5 12 4 3 3 3 2 1 — — —
12th +4 13 Improvement 5 12 4 3 3 3 2 1 — — —
13th +5 14 Metamagic (4), Sorcerous 5 13 4 3 3 3 2 1 1 — —
Renewal (3 Dice)
14th +5 15 Devour Spell 5 13 4 3 3 3 2 1 1 — —
15th +5 16 Subclass Feature 5 14 4 3 3 3 2 1 1 1 —
16th +5 17 Improvement 5 14 4 3 3 3 2 1 1 1 —
17th +6 18 Sorcerous Renewal (4 Dice) 5 15 4 3 3 3 2 1 1 1 1
18th +6 19 Metamagic (5) 5 15 4 3 3 3 3 1 1 1 1
19th +6 20 Improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 21 Epic Boon 5 15 4 3 3 3 3 2 2 1 1

2 CLASSES 83
Spells Known of 1st Circle and Higher Empowered Spell
At 1st level, choose two 1st-circle spells from the Arcane When you roll damage for a spell, you can spend 1
spell list to learn. sorcery point to reroll a number of damage dice up to
The Spells Known column of the Sorcerer Progression your CHA modifier (minimum of one). You must use
table shows when you learn additional Arcane spells. Each the new roll results.
spell you choose must be from a circle for which you have You can use the Empowered Spell option even if you
Arcane spell slots. For instance, when you reach 3rd level have already used a different Metamagic option during
as a sorcerer, you can learn one new Arcane spell of 1st or the casting of the spell.
2nd circle.
Enlarged Spell
In addition, when you gain a level of sorcerer, you can
When you cast a spell with a range of self that affects
choose one Arcane spell you know and replace it with
an area (not a specific target), you can spend 3 sorcery
another spell of your choice from the Arcane spell list. The
points to increase the size of the spell’s area of effect in
replacement spell must be of a circle for which you have
one of the following ways (depending on the shape of
Arcane spell slots.
the spell effect):
Spellcasting Ability • Circle, Cylinder, or Sphere. The radius of circle,
Charisma (CHA) is your spellcasting ability. Your CHA sphere, or circular base of the cylinder increases
modifier determines the save DC or the attack modifier for by 5 feet. For example, the darkness spell could be
certain spells you cast: altered to affect a 20-foot-radius sphere (instead of
Spell save DC = 8 + your proficiency bonus (PB) a 15-foot-radius sphere).
+ your CHA modifier • Cone. The cone’s size increases by 15 feet. For
Spell attack modifier = your proficiency bonus (PB) example, the burning hands spell could be altered to
+ your CHA modifier affect a 30-foot cone (instead of a 15-foot cone).
• Cube. The length of each cube face increases by
Spellcasting Focus
5 feet. For example, the thunderwave spell could be
You can use an arcane focus (see Adventuring Gear in
altered to affect a 20-foot cube (instead of a 15-foot
Chapter 5) as a spellcasting focus for your Arcane spells.
cube).
METAMAGIC • Line. The length of the line increases by 15 feet. For
2nd, 6th, 13th, and 18th-Level Sorcerer Feature example, the lightning bolt spell could be altered to
You gain the ability to twist your spells to suit your needs affect a 115-foot line (instead of a 100-foot line).
in the moment. You start with two of the following
Extended Spell
Metamagic feature options of your choice. You gain
When you cast a spell that has a duration of 1 minute
another option at 6th, 13th, and 18th levels.
or longer, you can spend 1 sorcery point to increase its
You can use only one Metamagic option on a spell when
duration to 10 minutes. Spells with a duration of 10
you cast it, unless otherwise noted. To alter a spell with
minutes or longer instead have their duration doubled,
metamagic, a spell must count as an Arcane spell for you.
to a maximum duration of 24 hours.
When your sorcerer level grants you the Improvement
feature, you can replace one Metamagic option you know Flexible Spell
with a different Metamagic option from this list. When you cast a spell, you can spend 1 sorcery point
to change the spell’s damage type to any other damage
Careful Spell
type, except psychic. Spells that naturally deal psychic
When you cast a spell that forces creatures to make a
damage can't benefit from the Flexible Spell option.
save, you can spend 1 sorcery point to exclude some of
them from the effect. When you do, choose a number of Heightened Spell
those creatures up to half your sorcerer level (rounded When you cast a spell that forces a target to make a save
up). A chosen creature automatically succeeds on its save to resist its effects, you can spend 3 sorcery points to give
and takes no damage from the spell. one target of the spell disadvantage on its first save made
You can use the Careful Spell option even if you have against the spell.
already used a different Metamagic option during the
Hunting Spell
casting of the spell.
When you cast a spell that requires a target to make a
Distant Spell save or take damage, you can spend 2 sorcery points
When you cast a spell that has a range of 5 feet or greater, to cause the spell to deal half damage even if a target
you can spend 1 sorcery point to increase its range by 100 succeeds on its save. This damage still affects targets who
feet. Spells with a range of touch instead have their range could normally avoid taking all damage on a successful
increased to 30 feet. save (via Evasion or similar features).

84 PLAYER'S GUIDE
Lucky Spell Origin Spells
When you cast a spell that requires an attack roll and Each sorcerer subclass has a list of origin spells that you
miss, you can spend 2 sorcery points to add the total can access as soon as you can cast spells of that circle (as
number of Luck that you currently have to the attack shown in the Sorcerer Progression table). Once you gain
roll, potentially turning a failure into a success. Luck such a spell, it is always on your list of known spells and
isn’t expended by this Metamagic option and can doesn’t count against the number of spells you know.
subsequently be spent on the attack roll normally. However, casting an origin spell still expends an Arcane
spell slot as normal.
Quickened Spell
If one of these spells isn’t on the Arcane spell list, it still
When you cast a spell that has a casting time of 1 action,
counts as an Arcane spell for you. You can’t replace origin
you can spend 2 sorcery points to change the casting
spells when you gain a level of sorcerer.
time to 1 bonus action for this casting. You can’t use this
feature to cast two 1st-circle or higher spells on the IMPROVEMENT
same turn. 4th, 8th, 12th, 16th, and 19th-Level Sorcerer Feature
Retain Spell Choose one of the following improvements (ability scores
When you cast a spell that requires concentration, you can’t be raised above 20 with this feature):
can spend 2 sorcery point to have advantage on any • Increase a single ability score by 2.
concentration checks made to maintain the spell for its • Increase two different ability scores by 1 each.
duration. Your concentration isn’t automatically broken
• Increase one ability score by 1 and select a talent from
for that spell if you become incapacitated, meaning
the magic talents list (see Magic Talents in Chapter 4).
that you can still attempt concentration checks as you
normally would.
You can use the Retain Spell option even if you have
already used a different Metamagic option during the
casting of the spell. PLAYER ADVICE
While the Subtle Spell option of the Metamagic feature seems
Shielding Spell straightforward on paper, it allows for a wide array of powerful
When you cast a spell, you can spend 2 sorcery points to rules interactions. For example, spells cast using the Subtle Spell
gain a number of temporary hit points equal to 3 × the option can't be the target of the counterspell spell. Creatures have
spell’s circle. These temporary hit points last for 1 hour. disadvantage on Insight and Perception checks made to determine
Subtle Spell that you were the source of such a spell. Plus, it allows you to cast
without the use of your hands, which means you can cast even if
When you cast a spell, you can spend 1 sorcery point to
you are bound or while wielding other objects.
cast it without any somatic or verbal components.
Twinned Spell
When you cast a spell that targets only one creature and
doesn’t have a range of self, you can spend a number of
sorcery points equal to 1 + the spell’s circle to target a SORCEROUS RENEWAL
second creature in range with the same spell. (Cantrips 5th, 9th, 13th, and 17th-Level Sorcerer Feature
cost only 1 sorcery point.) When you finish a short rest, roll 1d4 + 1 and regain that
To be eligible, a spell must be incapable of targeting many sorcery points.
more than one creature at the spell’s current circle. For At higher levels, your Sorcerous Renewal feature
example, magic missile and scorching ray aren’t eligible but improves: you roll 2d4 + 1 at 9th level, 3d4 + 1 at 13th, and
acid arrow and ray of enfeeblement are. 4d4 + 1 at 17th.

HEROIC BOON
SORCERER SUBCLASS
10th-Level Sorcerer Feature
3rd, 7th, 11th, and 15th-Level Sorcerer Feature
Your commitment to the sorcerer’s path grants you a
Choose a subclass that reflects the origins of your magical
powerful new ability. Choose one of the following heroic
power, either Chaos or Draconic (detailed at the end of
boons:
this class). Your choice grants you spells and other features
at 3rd, 7th, 11th, and 15th level. • Arcane Instruction. You find new ways to tap into
internal magical resources. When you fail an ability
check, you can spend 1 sorcery point to add your CHA
modifier to the result, potentially turning a failure into
a success.

2 CLASSES 85
• Innate Spell. You learn one spell of 1st or 2nd circle SORCERER SUBCLASSES
from the Arcane, Primordial, or Wyrd spell list. You can When you started adventuring, you might have been
cast that spell at its lowest circle by expending a number unaware of the source of your magical abilities. Now, as
of sorcery points equal to that spell’s circle instead of your power grows, so too does your understanding of your
using a spell slot. When you gain a level in sorcerer, you magic’s origins. Alternatively, you may have had a passing
can replace your innate spell with another spell of 1st or knowledge of your sorcerous origin long ago, but as you
2nd circle from the available lists. gain greater mastery of the magic within, you move into its
DEVOUR SPELL fuller power.
14th-Level Sorcerer Feature
When a creature you can see targets you with a spell, you
CHAOS
can use your reaction to attempt to immediately draw the Be it a blessing or a curse, your innate magic stems from
spell’s power into yourself. Make a CHA check with a DC the churning chaos that spawned reality. You may have
equal to 10 + the spell’s circle. On a success, you and every harnessed this enigmatic power through an ancient ritual,
other target of the spell have advantage on saves against it proximity to a cataclysmic event, or maybe you haplessly
and take only half as much damage from it. You also gain a wandered into a ley line amid a cosmic convergence, wholly
number of sorcery points equal to the spell’s circle. unaware. This magic pulses inside you, prepared to spring
Alternatively, you can target a magical effect within 30 feet forth, unbidden, whenever it may.
of you that was created by a spell, such as fog cloud or wall of CHAOS PROGRESSION
fire. On a successful CHA check, the spell ends. SORCERER LEVEL FEATURES
Once you successfully devour a spell, you can't use this 3rd Chaos Manifestation, Chaos Origin
feature again until you finish a long rest, unless you spend Spells, Volatile Magic
4 sorcery points to do so. 7th Embrace Chaos

EPIC BOON 11th Inflict Disorder


20th-Level Sorcerer Feature 15th Apotheosis of Discord
Your commitment to the sorcerer’s path grants you a
powerful new ability. You gain the following epic boon:
CHAOS MANIFESTATION
• Arcane Conjunction. When a spell or magical effect 3rd-Level Chaos Feature
affects you, you can use your reaction to target one
When you reduce one or more creatures to 0 HP or score
creature you can see within 120 feet of you. That
a critical hit with a spell attack, the chaos within you
creature is affected as though it were also the target.
manifests in a random way. To determine the effect, roll a
Once used, you can't use this feature again until you
d6 and consult the Chaos Manifestation table. Once you
finish a short or long rest, unless you spend 10 sorcery
trigger a benefit, you can’t trigger another before the start
points to do so.
of your next turn.

CHAOS ORIGIN SPELLS


3rd-Level Chaos Feature
You gain origin spells at the sorcerer levels listed in the
Chaos Origin Spells table. See the Sorcerer Subclass class
feature for how these spells work.

CHAOS MANIFESTATION
d6 EFFECT
1 You become invisible until the end of your next turn (see Appendix A: Conditions). This invisibility ends early if you attack or cast a spell.
2 Threads of magic explode out from you, dealing 1d4 + your PB force damage to each creature within 30 feet of you of your choice.
You gain a +1 bonus to AC for each hostile creature within 30 feet of you that you can see, up to a number equal to your PB, until the
3
end of your next turn.
Until the end of your next turn, you can move through creatures and objects as though they were difficult terrain. If you end your turn
4
inside a creature or object, you take 4d10 force damage and are pushed to the nearest unoccupied space.
Until the end of your next turn, magical darkness pours out from you in a 10-foot-radius sphere. The darkness is centered on you and
5
moves with you. You can see normally through this darkness.
You teleport to an unoccupied space within 60 feet of you that you can see. You must succeed on a DC 10 CON save or be stunned until
6
the start of your next turn.

86 PLAYER'S GUIDE
CHAOS ORIGIN SPELLS

SORCERER LEVEL SPELLS


3rd misty step, shatter
5th blink, hypnotic pattern
7th compulsion, polymorph
9th seeming, telekinesis
11th eyebite, irresistible dance

VOLATILE MAGIC
3rd-Level Chaos Feature
The magic that courses through you is unpredictable at best,
dangerous at worst. When you cast a spell of 1st circle or
higher, you must roll a d20 against your volatile save DC.
On a failure, the spell’s effects happen, but the spell becomes
volatile, and you must roll on the Volatile Spell Effect table
to determine any additional effects the spell has:
Volatile save DC = 20 − your sorcerer level + the circle
of the spell
You can spend Luck, as normal, on the d20 roll to
determine whether your magic is volatile. However, if you
make a volatile magic roll while you have 0 Luck, roll twice
and take the higher result.
Any effects created by the volatile spell that require a save
use your sorcerer spell save DC.

EMBRACE CHAOS
7th-Level Chaos Feature
As a bonus action, you can roll on the Volatile Spell Effect
table and suffer the effects as though you are the target
of any effect or spell. If the result of your roll is an even
number, you gain a number of sorcery points equal to your
PB. If the result of your roll is an odd number, you gain a
number of temporary hit points equal to your CON score, APOTHEOSIS OF DISCORD
which last for 1 hour. 15th-Level Chaos Feature
Once used, you can't use this feature again until you finish When you cast a spell of 6th circle or higher, you can
a short or long rest. choose to become a conduit for the magic around you,
INFLICT DISORDER overwhelming you with Arcane power. This state lasts for
11th-Level Chaos Feature 1 minute or until you are knocked unconscious. While
When a creature targets you with a spell or attack, you can affected, you gain the following benefits:
use your reaction to roll on the Volatile Spell Effect table. • The number of sorcery points required to use each
After you roll, but before the effect takes place, you can metamagic option you know is reduced by 1 (to a
spend 1 sorcery point to force the attacking creature to be minimum of 0).
the target of the effect instead of you. • When you cast a spell of 1st circle or higher, you gain
Once used, you can't use this feature again until you resistance to all damage until the end of your next turn.
finish a short or long rest, unless you spend 2 sorcery • You can cast any Arcane or origin spell you know
points to do so. without expending a spell slot or needing any
components. To do so, the spell must have a casting
time of 1 minute or less and be of a spell circle no
higher than half your PB (rounded down).
Once used, you can't use this feature again until you
finish a long rest, unless you spend 15 sorcery points to
do so.

2 CLASSES 87
VOLATILE SPELL EFFECT
d100 EFFECT
1–2 Roll on this table at the start of each of your turns for the next minute. For the duration, the cost of your Metamagic options is
reduced by 1 (to a minimum of 0).
3–4 At the end of your next turn, a 3rd-circle fireball spell will detonate centered on you. If you are completely covered by water or dirt,
the fireball doesn’t go off.
5–6 A mischievous and judgmental quasit named Gerknoz appears in an unoccupied space within 30 feet of you. Gerknoz remains for 1
hour or until slain and is controlled by the GM.
7–8 The target of your spell is enlarged as if by the enlarge/reduce spell. If the spell has no target, you are enlarged instead.
9–10 At the end of your turn, wind blasts out from you in all directions (as the gust of wind spell).
11–12 You become as heavy as iron and are knocked prone. Until the end of your next turn, your speed is reduced to 0. A creature
grappling, restraining, or carrying you must succeed on a DC 30 STR save or fall prone as well.
13–14 You rise 30 feet into the air and hover there until the end of your next turn, at which point you fall.
15–16 You are cloaked in shadow and reek of brimstone for 1 hour. Light sources within 5 feet of you have the range of their bright and
dim light reduced by 20 feet. During this time, you have advantage on DEX (Stealth) checks and CHA (Intimidation) checks but
disadvantage on CHA (Persuasion) checks.
17–18 Inky crows appear circling around you for 1 minute. The crows release a shrill caw that gives you and each creature within 20 feet of
you disadvantage on concentration checks.
19–20 A falling star hurtles toward the target of your spell. If the spell has no target, the target is you. At the end of your next turn, if the
target is within 100 feet of where it was when you cast the spell, they must succeed on a DEX save or take 3d10 bludgeoning damage
and 3d10 fire damage from the meteor.
21–22 You and a being from another plane can use a bonus action to see, hear, and speak to one another for 1 minute. The being is neither
hostile nor helpful, though that can change at GM’s discretion.
23–24 You and a random creature that can see or hear you take 1 piercing damage as your mouths are stitched shut by arcane thread.
Until a creature uses an action to cut the thread, you and the target can speak only in muffled groans and can't supply the verbal
components for spellcasting.
25–26 Tar drips from the sky in a 30-foot radius around you. The tar makes the area difficult terrain, and any open flames in the area grow
by 1d10 feet toward you at the start of each of your turns. The downfall persists for 1 minute.
27–28 A plush armchair, an end table with a magically burning oil lamp, and one of your favorite books all appear in an unoccupied space
within 10 feet of you. You regain 2 additional sorcery points if you complete a short rest in such luxury.
29–30 Your hair falls out and takes the vague shape of an animated sword. The sword follows and defends you until it is reduced to 0 HP,
at which point the hair scurries off, now free. Your hair regrows normally.
31–32 You gain resistance to all damage for 1 minute or until you are incapacitated.
33–34 Until you finish a short or long rest, you can't see or hear Fey, such as sprites.
35–36 You gain truesight to a distance of 100 feet for 1 hour. For the duration, you can’t tell a lie by any means short of divine intervention.
37–38 Your skin glows with pale, colorful light. For 1 hour, you gain a bonus to AC equal to half your sorcerer level, rounded up.
39–40 A portal to a random elemental plane is ripped open in an unoccupied space within 10 feet of your spell’s target. The portal remains
for 1 minute. Roll a d4: 1, Plane of Fire; 2, Plane of Air; 3, Plane of Water; 4, Plane of Earth. On initiative count 20 of each round, roll a
d20. On a roll of 20, an elemental creature of the GM’s choice emerges from the portal.
41–42 Your skin becomes translucent, showing the muscle and vein beneath. For 1 minute, you gain vulnerability to bludgeoning, piercing,
and slashing damage.
43–44 Each friendly creature within 30 feet of you can instantly choose to teleport up to 1 mile. The creature must be able to see or be
familiar with the location in order to teleport there.
45–46 One creature of your choice on the same plane as you becomes paralyzed until the end of your next turn. Creatures with legendary
actions are unaffected.
47–48 You and each hostile creature within 30 feet of you become stunned for 1 minute. A creature can repeat the save at the end of each
of its turns, ending the effect for all stunned creatures on a success.
49–50 Until you finish a long rest, every word you utter sounds normal to you but is heard by others as incomprehensible babbling. This
effect doesn’t impair your ability to cast spells.
51–52 The sun or moon (depending on the time of day) is eclipsed for 10 minutes. For the duration, you are incorporeal and can move
through creatures and objects as though they were difficult terrain. If you end your turn inside a creature or object, you take 1d10
force damage and are shunted to the nearest unoccupied space.
53–54 Arcane energy thrums through you, creating an unnatural warble that is audible to a distance of 300 feet. For 1 hour, your cantrips
deal additional damage equal to your CHA modifier.
55–56 Until you finish a long rest, your movement speed increases by 15 feet. When you take the Dash action, your jump distance is tripled
until the end of your turn.

88 PLAYER'S GUIDE
57–58 For 1 hour, you leave behind smoldering footprints of hellfire. Ice, snow, or difficult terrain caused by a liquid, such as mud or oil, is
burned away and doesn’t affect you for the duration.
59–60 The surface upon which you stand becomes as smooth as polished glass to a distance of 300 feet. Difficult terrain in the area is
instantly removed and creatures that move more than half their speed on the surface must succeed on a DEX save or fall prone.
61–62 You and another creature within 30 feet of you regain 3d10 hit points. If no other creature is within 30 feet of you, you instead take
necrotic damage equal to half your current hit points.
63–64 Your STR score increases to 19 for 1 hour. If your STR score is 19 or higher already, your STR score instead becomes 10.
65–66 One item you are carrying or wearing ignites in harmless flames, as with the continual flame spell.
67–68 The target of your spell is bathed in a sickening pink light. The creature has disadvantage on attack rolls and saves until the start of
your next turn.
69–70 Treat the next ability check, attack roll, or save that you make before the end of your next turn as though you rolled a 20 on the d20.
71–72 You and each creature within 20 feet of you are instantly dressed in fine clothing worth a total of 100 gp.
73–74 The target of your spell teleports to an unoccupied space within 5 feet of you. While you remain within 5 feet of the target, you are
invisible to it.
75–76 You can immediately cast a cantrip or take the Attack, Dash, Disengage, Hide, or Use Object action as part of casting the spell that
became volatile.
77–78 You fall asleep until a creature uses its action to shake you awake or you take damage. While asleep, hostile creatures within 20 feet
of you take 1d6 psychic damage from your nightmares.
79–80 Each creature within 20 feet of you (other than you) is targeted by the heat metal spell as though you cast it. You lose concentration
on any other spell you are currently concentrating on and begin concentrating on heat metal as though you cast it.
81–82 You become a fine pink mist, as with the gaseous form spell, for 1 hour. You can use your action to revert to your true form.
83–84 You take 2d6 piercing damage as bony spikes sprout from your limbs, chest, and head. For 10 minutes, a creature that touches you
or hits you with a melee attack takes 2d6 piercing damage.
85–86 Massive insect wings, like those of either a dragonfly or a moth, sprout from your back. You gain a flying speed of 60 feet for 1 hour.
87–88 A nonmagical weapon held by the target of your spell (or the closest creature holding a weapon) becomes a scorpion. The scorpion
has 30 temporary hit points, INT 7 (-2), can speak Abyssal, and regards the caster as a trusted friend.
89–90 A number of your teeth (1d4 + 1) fall out. For each tooth that hits the ground, a skeleton appears. Any such skeletons are hostile to
everyone except you, and they fight until destroyed. Your teeth regrow when you finish a short or long rest.
91–92 You and the target of your spell (if any) can choose to teleport up to 30 feet to an unoccupied space you can see.
93–94 Each hostile creature within 30 feet of you that can see or hear you is frightened of you for 1 minute. A creature can repeat the save
at the end of each of its turns, ending the effect for itself on a success.
95–96 Any metal weapons, armor, or jewelry you are wearing crackle with lightning and shine bright light in a 20-foot radius and dim light
for an additional 10 feet for 1 minute. A creature that touches you or hits you with a melee attack takes 1d6 lightning damage.
97–98 For 1 hour, should you die, you instead remain at 1 hit point and appear in the location in which you last took a long rest.
99–100 You regain a number of sorcery points equal to half your PB (rounded up) at the start of each of your turns for the next minute. At
the end of each of your turns for the duration, you take force damage equal to the number of sorcery points you have.

DRACONIC
Through lineage, bargain, or unrequited gift, the origins of
your magic lie in the preternatural power of dragons. These
beings, monumental in their age, power, and size, possess
unshakeable bearing, unstoppable might, and mastery over
the elements of the natural world.
DRACONIC PROGRESSION
SORCERER LEVEL FEATURES
3rd Draconic Origin Spells, Draconic
Resilience, Dragon Ancestor
7th Elemental Affinity
11th Imperious Wings
15th Draconian Vengeance

2 CLASSES 89
DRACONIC ORIGIN SPELLS You can now speak, read, and write Draconic. In addition,
3rd-Level Draconic Feature when you make an ability check when interacting with or
You gain origin spells at the sorcerer levels listed in the recalling information about dragons, treat any d20 roll less
Dragon Ancestor Damage Type and Spells table. See the than your sorcerer level as if you rolled a number equal to
Sorcerer Subclass class feature for how these spells work. your sorcerer level.
Note that one of the spells you gain at each listed sorcerer ELEMENTAL AFFINITY
level is determined by the type of dragon you select as your
7th-Level Draconic Feature
ancestor (see Dragon Ancestor).
When you cast a spell that deals damage of the type
DRACONIC ORIGIN SPELLS associated with your draconic ancestry (including spells
SORCERER LEVEL SPELLS with a damage type modified by features such as your
3rd command, dragon ancestor spell
Flexible Spell metamagic option), you can spend 1 sorcery
point to gain one of the following benefits:
5th elemental blade, dragon ancestor spell
• Each target takes additional damage equal to your PB.
7th fear, dragon ancestor spell
9th elemental shield, dragon ancestor spell
• You gain resistance to that damage type for 1 minute.
11th dominate, dragon ancestor spell IMPERIOUS WINGS
11th-Level Draconic Feature
DRACONIC RESILIENCE You gain the ability to sprout a pair of dragon wings from
3rd-Level Draconic Feature your back, gaining a fly speed equal to your walking speed.
As magic flows through your body, it causes physical You can create these wings as a bonus action on your turn,
traits of your dragon ancestors to emerge. Your hit point and they last until you dismiss them (also as a bonus action
maximum increases immediately by 1 and by an additional on your turn). While the wings are manifested, creatures
1 when you gain a level of sorcerer. that can see you have disadvantage on checks and saves to
In addition, parts of your skin are covered by a thin sheen avoid being frightened or intimidated by you.
of dragon-like scales. When you aren’t wearing armor, your You can’t manifest your wings while wearing armor.
AC equals 13 + your DEX modifier.
DRACONIAN VENGEANCE
DRAGON ANCESTOR 15th-Level Draconic Feature
3rd-Level Draconic Feature As an action, you can target one creature within 60 feet
You begin to manifest traits of the type of dragon that of you that you can see to brand it with your draconic
instilled you with power. Choose that dragon’s type now. element. The target must succeed on a CHA save against
This choice also dictates some of your spells gained with your spell save DC or become vulnerable to the damage
your Draconic Origin Spells feature, and the damage type type associated with your draconic ancestry until the end
associated with each dragon is used by additional features of your next turn. A target resistant to that damage type
you gain later. loses that resistance for the duration, but a target immune
to the damage type is still immune to it, even if the target
fails the save.
Once used, you can't use this feature again until you finish
a long rest, unless you spend 4 sorcery points to do so.

DRAGON ANCESTOR DAMAGE TYPE AND SPELLS


DRAGON TYPE DAMAGE TYPE 3RD LEVEL 5TH LEVEL 7TH LEVEL 9TH LEVEL 11TH LEVEL
Black or Copper Acid grease acid arrow stinking cloud stone shape cloudkill
Blue or Bronze Lightning thunderwave invisibility lightning bolt greater invisibility conjure elemental (air)
Brass, Gold, or Red Fire burning hands heat metal fireball wall of fire flame strike
Green Poison entangle barkskin stinking cloud blight contagion
Silver or White Cold fog cloud hold sleet storm ice storm cone of cold
Necrotic inflict wounds ray of vampiric touch blight antilife shell
Void
enfeeblement
Yellow Radiant guiding bolt moonbeam daylight mass faerie fire flame strike

90 PLAYER'S GUIDE
WARLOCK
Warlocks are ruled by their connection to the supernatural
forces that lurk beyond the veil of reality. In exchange for
secret knowledge and eldritch power, warlocks make pacts
with mysterious entities who dwell in distant realms. The
motivations of such beings are often shrouded, but many
consent to sell their power to those that hunger for it—
until they call in their marker.
Warlock is a class that does a handful of things very
well. Your class features make you the very best at the
things you decide to be best at, and chief among them is
ranged combat. For the inevitable gaps that occur, rely on
other characters to fill in.

WARLOCKS AS ADVENTURERS
Warlocks are exceptional combatants who back up
damage-dealing capabilities with an array of spells and
invocations. They have many available options, which
means they can tailor their powers to become explorers or
socializers. Either way, their raw blasting power shines on
the battlefield.
Few understand the relationship between warlocks
and their patrons, which often leads to distrust and
misunderstandings. This can make adventuring life
more attractive than remaining in one place. Travel also
allows warlocks to uncover hidden knowledge to increase
their own power or that of the patrons they serve.

WARLOCK PROGRESSION WYRD SPELL SLOTS BY CIRCLE


INVOCATIONS CANTRIPS SPELLS
LEVEL PB KNOWN FEATURES KNOWN KNOWN 1ST 2ND 3RD 4TH 5TH
1st +2 — Eldritch Blast, Pact Boon — — — — — — —
2nd +2 2 Eldritch Invocations, Spellcasting 2 2 2 — — — —
3rd +2 2 Warlock Subclass 2 3 3 — — — —
4th +2 2 Improvement 3 3 3 — — — —
5th +3 3 Eldritch Blast (2 Beams) 3 4 4 2 — — —
6th +3 3 Enhanced Boon 3 4 4 2 — — —
7th +3 4 Subclass Feature 3 5 4 3 — — —
8th +3 4 Improvement 3 5 4 3 — — —
9th +4 5 Eldritch Blast (3 Beams) 3 6 4 3 2 — —
10th +4 5 Heroic Boon 4 6 4 3 2 — —
11th +4 6 Subclass Feature 4 7 4 3 3 — —
12th +4 6 Improvement 4 7 4 3 3 — —
13th +5 7 Pact Magic (3/Rest) 4 8 4 3 3 1 —
14th +5 7 Eldritch Blast (4 Beams) 4 8 4 3 3 1 —
15th +5 8 Subclass Feature 4 9 4 3 3 2 —
16th +5 8 Improvement 4 9 4 3 3 2 —
17th +6 9 Pact Magic (4/Rest) 4 10 4 3 3 3 1
18th +6 9 Patron’s Favor 4 10 4 3 3 3 1
19th +6 10 Improvement 4 11 4 3 3 3 2
20th +6 10 Epic Boon 4 11 4 3 3 3 2

2 CLASSES 91
CLASS FEATURES PACT BOON
1st-Level Warlock Feature
As a warlock, you have the following class features.
The initial pact that grants you your warlock powers is
HIT POINTS sealed with the gift of a Pact Boon. You gain one of the
Hit Dice: 1d8 per warlock level following boons of your choice.
Hit Points at 1st Level: 8 + your CON modifier Pact of the Blade
Hit Points at Higher Levels: 1d8 (or 5) + your CON You can use your action to create a pact weapon in
modifier per warlock level after 1st your empty hand. You can choose the form that this
melee weapon takes each time you create it. You have
PROFICIENCIES proficiency with it while you wield it. This weapon counts
Armor: Light armor, medium armor, shields as magical for the purpose of overcoming resistance and
Weapons: Simple weapons immunity to nonmagical attacks and damage. When you
Tools: None attack with the weapon, you can use your CHA modifier,
Saves: WIS, CHA instead of STR or DEX, for attack and damage rolls.
Your pact weapon disappears if it is more than 5 feet
Skills: Choose two from Arcana, Deception, History,
away from you for 1 minute or more. It also disappears if
Intimidation, Investigation, Nature, and Religion
you use this feature again, if you dismiss the weapon (no
STARTING EQUIPMENT action required), or if you die.
You start with the following equipment, in addition to the You can transform an existing weapon into your pact
equipment granted by your background: weapon by performing a special ritual while you hold
• (a) a light crossbow and 20 bolts or the weapon. You perform the ritual over the course of
(b) any simple weapon 1 hour, which can be done during a short or long rest.
• (a) a component pouch or (b) a wyrd focus You can then dismiss the weapon, shunting it into an
• (a) a scholar’s pack or (b) a dungeoneer’s pack extradimensional space, and it appears when you create
your pact weapon thereafter. You can’t affect an artifact
• Leather armor, any simple weapon, and two daggers
or a sentient weapon in this way. The weapon ceases being
ELDRITCH BLAST your pact weapon if you die, if you perform the 1-hour
1st, 5th, 9th, and 14th-Level Warlock Feature ritual on a different weapon, or if you use a 1-hour ritual to
As a result of binding yourself to otherworldly powers, you break your bond to it. The weapon appears at your feet if it
can conjure a baleful magical energy. As an action, you can is in the extradimensional space when the bond breaks.
send a beam of crackling eldritch power toward a creature
Pact of the Chain
within 120 feet of you. When you do so, make a ranged
You learn a more potent version of the find familiar
spell attack against the target. On a hit, the target takes
ritual and can cast it without the need for any material
1d10 force damage.
components. The spell doesn’t count against your
Upon achieving higher levels of warlock, you can create number of spells known. A familiar summoned with this
more than one beam: two beams at 5th level, three at 9th, feature has the following differences from a standard
and four at 14th. You can direct the beams at the same or familiar summoned by the spell:
different target. You make a separate attack roll for each
• When you cast the spell, you can choose one of the
beam.
normal familiar forms or one of the following special
forms: blink dog, imp, pseudodragon, or quasit.
• You can telepathically communicate or see through
your familiar’s eyes as long as it is on the same
PLAYER ADVICE plane as you, ignoring the standard 100-foot range
Though the Eldritch Blast class feature uses a ranged spell attack, restriction. In addition, while perceiving through
it is not truly a spell. That means it can’t be affected by the your familiar’s senses, you can also speak through
counterspell spell, altered by features like Metamagic, or affected by your familiar in your own voice, even if your familiar
any other features that specifically interact with spells. is normally incapable of speech.
• Your familiar can attack. In combat, your familiar
shares your initiative count, but it takes its turn
immediately after yours. It obeys your verbal
commands (no action required by you). If you don’t
issue any commands, it takes the Dodge action and
uses its move to avoid danger.

92 PLAYER'S GUIDE
Pact of the Tome
You receive an eldritch grimoire called a Book of
Shadows. You can use your Book of Shadows as a WARLOCK QUICK BUILD
spellcasting focus for your spells. When you gain this To quickly create a warlock, follow these steps during
feature, choose three cantrips from any source spell list character creation:
(they don’t have to be from the same list). While the book • For ability scores, prioritize CHA and then CON.
is on your person, you can cast those cantrips. These • For lineage and heritage, choose any combination
cantrips count as Wyrd spells for you. you like.
If your Book of Shadows is lost or destroyed, you can • For background and talent, choose Outcast and
perform a 1-hour ceremony to create a replacement. The Opportunist.
replacement contains any spells previously transcribed
• Choose Pact of the Blade for your Pact Boon feature.
within it. This ceremony can be performed as part of a
short or long rest, and it destroys the previous grimoire—
if it still exists. The book is unreadable by anyone but you,
and it is instantly destroyed when you die. Spells Known of 1st-Circle and Higher
ELDRITCH INVOCATIONS At 2nd level, choose two 1st-circle spells from the Wyrd
2nd-Level Warlock Feature spell list to learn.
In your study of occult lore, you have unearthed eldritch The Spells Known column of the Warlock Progression
invocations. These fragments of forbidden knowledge table shows when you learn additional Wyrd spells. Each
imbue you with magical abilities that abide beyond any spell you choose must be from a circle for which you have
mere spell duration Wyrd spell slots. For instance, when you reach 5th level as
a warlock, you can learn one new Wyrd spell of 1st or 2nd
You gain two eldritch invocations of your choice, though
circle.
you must meet any prerequisites. Invocation options are
In addition, when you gain a level of warlock, you can
detailed at the end of the class description. At certain
choose one Wyrd spell you know and replace it with
warlock levels, you gain additional invocations of your
another spell of your choice from the Wyrd spell list. The
choice, as shown in the Invocations Known column of the
replacement spell must be of a circle for which you have
Warlock Progression table.
Wyrd spell slots.
In addition, when you gain a level in this class, you can
choose one invocation you know and replace it with Spellcasting Ability
another invocation that you meet the prerequisites for. Charisma (CHA) is your spellcasting ability. Your CHA
modifier determines the save DC or the attack modifier for
SPELLCASTING
certain spells you cast:
2nd-Level Warlock Feature
Spell save DC = 8 + your proficiency bonus (PB)
Your eldritch power deepens, giving you the ability to cast
+ your CHA modifier
Wyrd spells. See Chapter 7: Spellcasting for general rules
of spellcasting and the Wyrd spell list. Spell attack modifier = your proficiency bonus (PB)
+ your CHA modifier
Cantrips
Spellcasting Focus
At 2nd level, choose two cantrips from the Wyrd spell list
You can use a wyrd focus (see Adventuring Gear in
to learn. You choose more Wyrd cantrips to learn at higher
Chapter 5) as a spellcasting focus for your Wyrd spells.
levels, as shown in the Cantrips Known column of the
Warlock Progression table. WARLOCK SUBCLASS
3rd, 7th, 11th, and 15th-Level Warlock Feature
Casting Spells
You know a small number of spells and can cast any of Choose a subclass that reflects the type of entity that
them by using a Wyrd spell slot of the spell’s circle or becomes your patron, either Fiend or Reaper (detailed at
higher. You don't need to prepare spells ahead of time. the end of this class). Your choice grants you spells and
other features at 3rd, 7th, 11th, and 15th level.
The Warlock Progression table shows how many spells
you know and how many spell slots you have per day at a Pact Spells
given level. For example, at 5th level, you have four 1st- Each warlock subclass has a list of pact spells that you can
circle slots and two 2nd-circle slots. If you know the 1st- access as soon as you can cast spells of that circle (as shown
circle spell bane and have a 1st-circle and a 2nd-circle spell in the Warlock Progression table). Once you gain such a
slot available, you can cast bane using either slot. If you use spell, it is always on your list of known spells and doesn’t
a 1st-circle slot, you have three 1st-circle slots remaining. count against the number of spells you know. However,
You regain all used spell slots when you finish a long rest. casting a pact spell still expends a Wyrd spell slot as normal.

2 CLASSES 93
If one of these spells isn’t on the Wyrd spell list, it still Pact of the Chain. When you complete a short or long
counts as a Wyrd spell for you. You can’t replace pact spells rest, your familiar gains temporary hit points equal to your
when you gain a level of warlock. PB + your CHA modifier. In addition, when you make an
attack against a creature within 5 feet of your familiar, your
Pact Magic
familiar can use its reaction to give you advantage on the
Your patron gives you access to a special reservoir of
attack roll.
power called Pact Magic. You can expend one use of Pact
Pact of the Tome. You can now inscribe rituals into your
Magic to cast any Pact Spell you know without expending
Book of Shadows. Choose two rituals of 1st or 2nd circle
a spell slot, though they are always treated as cast at
(in any combination) from the Wyrd ritual list. The rituals
the highest‑circle warlock spell slot you can access (see
appear in the book and don’t count against the number of
Warlock Progression).
spells you know. With your Book of Shadows in hand, you
You can use this feature twice, whether casting the
can cast the chosen rituals.
same or different spells from your Pact Spells. You gain
On your adventures, you can add other Wyrd rituals you
additional uses of Pact Magic at higher warlock levels: at
find to your Book of Shadows if a ritual’s circle is equal to
13th level, you can use it three times between rests, and at
or less than half your warlock level (rounded up) and if you
17th level, you can use it four times between rests.
can spare the time to transcribe the spell. For each circle of
You regain all expended uses of Pact Magic when you
the ritual, the transcription process takes 2 hours and costs
finish a short or long rest.
50 gp for the rare inks needed to inscribe it.
IMPROVEMENT
HEROIC BOON
4th, 8th, 12th, 16th, and 18th-Level Warlock Feature
10th-Level Warlock Feature
Choose one of the following improvements (ability scores
Your commitment to the warlock’s path grants you a
can’t be raised above 20 with this feature):
powerful new ability. Choose one of the following heroic
• Increase a single ability score by 2. boons:
• Increase two different ability scores by 1 each. • Echoes of Knowledge. You learn one 1st-circle and
• Increase one ability score by 1 and select a talent from one 2nd-circle spell of your choice from any spell list,
the magic talents list (see Magic Talents in Chapter 4). they count as Wyrd spells for you. The chosen spells
can’t be rituals, and they don’t count against your total
ENHANCED BOON
spells known. These spells are added to your list of Pact
6th-Level Warlock Feature
Spells and can be cast by expending a use of Pact Magic
Your patron enhances your Pact Boon as a reward for your or by expending Wyrd spell slots as normal.
service. You gain one of the following enhancements as
• Echoes of Power. When you successfully hit with
determined by your chosen Pact Boon. If you have more
one of your Eldritch Blast beams and roll a 10 on the
than one Pact Boon, choose which one is enhanced.
damage die, you can roll the d10 again and add the
Pact of the Blade. You can attack with your pact weapon
result as extra force damage dealt by that beam.
twice, instead of once, when you take the Attack action on
your turn. PATRON’S FAVOR
18th-Level Warlock Feature
You can call upon your patron’s power by expending a use
of your Pact Magic feature to cast any spell you know of
5th-circle or lower from any spell list.
PACTS AND PATRONS
A crucial aspect of creating a warlock is choosing what EPIC BOON
kind of beings you forge pacts with. When you create 20th-Level Warlock Feature
your warlock, your power is likely drawn from pacts with Your commitment to the warlock’s path grants you a
lesser or unnamed entities. As your power grows, your powerful new ability. You gain the following epic boon:
alliance shifts to a greater being called a patron. • Eldritch Master. If you start your turn with no uses
For example, at 1st level you might receive your pact of Pact Magic remaining, you can beseech your patron
powers from alliances with lesser devils. Your success to immediately restore all expended uses (no action
with these eventually draws the attention of a fiendish required). You must finish a long rest before you can use
patron at 3rd level. Alternatively, your initial pacts could this feature again.
be forged with a creature whose nature is unknown
to you, but it reveals itself as a true patron when your
strengths manifest.

94 PLAYER'S GUIDE
ELDRITCH INVOCATIONS ELDRITCH BURST
Prerequisite: None
This section lists the eldritch invocations available for
warlocks to learn. If an invocation has prerequisites, you You gain the following benefits when you use your Eldritch
must meet them to learn it. You can learn the invocation at Blast feature:
the same time that you meet its prerequisites. • You don’t have disadvantage on ranged spell attack rolls
If a prerequisite lists a level requirement, that is the to hit a prone target (see Appendix A: Conditions) if it
minimum warlock level required (you can take it at higher is more than 5 feet away from you.
warlock levels). • You don’t have disadvantage on ranged spell attack rolls
if you are within 5 feet of a hostile creature who can see
AGONIZING BLAST you and who isn’t incapacitated.
Prerequisite: None
When you use your Eldritch Blast feature, add your CHA ELDRITCH SIGHT
modifier to the damage each beam deals on a successful hit. Prerequisite: None
You can cast the detect magic spell as often as you wish,
ARMOR OF SHADOWS
without expending a spell slot.
Prerequisite: None
While you aren’t wearing armor or wielding a shield, ELDRITCH SPEAR
your AC becomes 13 + your CHA modifier. This effect is Prerequisite: None
suppressed while you are unconscious (see Appendix A: When you use your Eldritch Blast feature, you can now
Conditions) or in an area affected by an antimagic field spell. target creatures within 300 feet of you.

ASCENDANT STEP FIENDISH VIGOR


Prerequisite: 9th Level Prerequisite: None
You can cast the levitate spell on yourself as often as You can cast the false life spell on yourself as often as
you wish, without expending a spell slot or material you wish, without expending a spell slot or material
components. components. You can cast it at the highest circle you have a
Wyrd spell slot for (see Warlock Progression table).
BEWITCHING WHISPERS
Prerequisite: 7th Level GAZE OF TWO MINDS
You can cast the compulsion spell once without expending Prerequisite: None
a spell slot or material components. You can’t do so again You can use your action to touch a willing Humanoid and
until you finish a long rest. perceive through its senses until the end of your next turn.
As long as the creature is on the same plane as you, you
BEYOND SIGHT
can use your action on subsequent turns to maintain this
Prerequisite: None connection, extending the duration until the end of your
You can see in dim light, darkness, and magical darkness next turn. While perceiving through the other creature’s
as though it were bright light, to a range of 120 feet (see senses, you benefit from any special senses possessed by
Vision and Light in Chapter 6). that creature, and you are blinded and deafened to your
own surroundings.
BOON SAVANT
Prerequisite: 7th-Level Warlock, Second Boon LIFEDRINKER
Your second Pact Boon becomes more powerful, gaining Prerequisite: 11th Level
the benefits detailed in your Enhanced Boon feature. When you hit a creature with a weapon attack, the creature
takes additional necrotic damage equal to your CHA
CHAINS OF CARCERI
modifier (minimum of 1).
Prerequisite: 15th Level
You can cast the greater hold spell without expending a spell MASK OF MANY FACES
slot or material components. You can’t do so again until Prerequisite: None
you finish a long rest. You can cast the disguise self spell as often as you wish,
without expending a spell slot.
DREADFUL WORD
Prerequisite: 7th Level MIRE THE MIND
You can cast the confusion spell once without expending a Prerequisite: 5th Level
spell slot or material components. You can’t do so again You can cast the slow spell without expending a spell slot or
until you finish a long rest. material components. You can’t do so again until you finish
a long rest.

2 CLASSES 95
MISTY VISIONS movement is interrupted by the target encountering a
Prerequisite: None solid surface (such as being pushed into a stone wall), the
You can cast the silent image spell as often as you wish, target also takes 1d6 bludgeoning damage for each 10-foot
without expending a spell slot or material components. increment it moved.

MYSTIC ARCANUM SCULPTOR OF FLESH


Prerequisite: 11th Level Prerequisite: 7th Level
Your patron bestows a magical secret called an arcanum. You can cast the polymorph spell without expending a spell
Choose one non-ritual spell from the Wyrd spell list as slot or material components. You can’t do so again until
this arcanum. The highest circle spell you can choose is you finish a long rest.
determined by your current warlock level, as shown in the SECOND BOON
Maximum Circle by Level table. Prerequisite: 5th Level
You can cast your arcanum spell once without expending
You gain the benefits of a second boon from the options
a spell slot. You must finish a long rest before you can cast
described in the 1st level feature Pact Boon: Pact of the
it in this way again. Alternatively, if your arcanum is of a
Blade, Pact of the Chain, or Pact of the Tome.
circle for which you have spell slots, you can expend a spell
slot to cast it as you would a standard spell. SIGN OF ILL OMEN
You can take this invocation multiple times, choosing a Prerequisite: 5th Level
different spell each time. You can cast the bestow curse spell without expending a spell
slot or material components. You can’t do so again until
MAXIMUM CIRCLE BY LEVEL
you finish a long rest.
WARLOCK LEVEL MAXIMUM SPELL CIRCLE OF ARCANUM
11th 6th Circle SPIRIT TRANSLATOR
13th 7th Circle
Prerequisite: None
15th 8th Circle You can cast the comprehend languages spell on yourself
as often as you wish, without expending a spell slot or
17th 9th Circle
material components.
STOLEN KNOWLEDGE
ONE WITH SHADOWS
Prerequisite: None
Prerequisite: 5th Level
You gain proficiency in any two skills or tools of your
When you are in an area of dim light, darkness, or magical
choice (in any combination).
darkness, you can use your action to become invisible
You can take this invocation multiple times, choosing
(see Appendix A: Conditions) until you move or take an
different proficiencies each time.
action or a reaction.
THIEF OF FIVE FATES
OTHERWORLDLY LEAP
Prerequisite: None
Prerequisite: 9th Level
You can cast bane as a 1st-circle spell as often as you wish,
You can cast the longstrider spell on yourself as often as
without expending a spell slot or material components.
you wish, without expending a spell slot or material
components. VISIONS OF DISTANT REALMS
Prerequisite: 15th Level
PATRON’S ANCHOR
Prerequisite: None You can cast the arcane eye spell as often as you wish,
without expending a spell slot or material components.
When you make a CON save to maintain concentration
on a Wyrd spell or a spell cast with an Eldritch Invocation, WHISPERS OF THE GRAVE
you can choose to make a CHA save instead. In addition, Prerequisite: 9th Level
you have advantage on the first save you make to maintain You can perform the speak with dead ritual as often as you
concentration each round. wish, without a ritual book or material components.
REPELLING BLAST WITCH SIGHT
Prerequisite: None Prerequisite: 15th-Level
When you successfully hit a creature with one or more You can see the true form of any creature with the
beams created by your Eldritch Blast feature, you can Shapechanger tag or creature concealed by illusion or
push the creature up to 10 feet per beam away from you transmutation magic while the creature is within 30 feet of
in a straight line (in addition to dealing damage). If this you and within line of sight.

96 PLAYER'S GUIDE
WARLOCK SUBCLASSES
You have attracted the attention of a powerful being called
a patron. When you choose (or are chosen by) a patron, all
eldritch pacts previously made with lesser creatures pass
into the patron’s possession.
Patrons are distant beings who often display little care
for the mundanities of mortal affairs. Patrons may impart
knowledge of their desires to their warlocks, but far
more often, their motivations are shrouded in mystery.
Regardless of day-to-day involvement, your
patron will someday require your services at a
time and in the manner of their choosing. You
will be in no position to decline.

FIEND
Your patron is a greater fiend who holds
dominion over lesser demons or devils.
Fiendish patrons are uncontestably
bound to the forces of evil—though the
warlocks they choose rarely are. These
patrons often delight in granting power to mortals, even
if those mortals openly strive against their destructive
aims. Whether these tendencies are exercises in corruption
or serve a more nefarious design, few can say.

FIEND PROGRESSION

WARLOCK LEVEL FEATURES


3rd Dark One’s Blessing, Fiend Pact Spells
7th Dark One’s Own Luck
11th Fiendish Resilience
DARK ONE’S OWN LUCK
15th Hurl Through Hell
7th-Level Fiend Feature
You can call on your patron to alter fate in your favor. When
DARK ONE’S BLESSING you make an ability check or a save, you can use this feature
3rd-Level Fiend Feature to add 1d10 to your roll.
When you reduce a hostile creature to 0 HP or when a Once you use this feature, you can’t use it again until you
hostile creature within 30 feet of you is reduced to 0 HP, finish a short or long rest.
you gain temporary hit points equal to your PB + your
warlock level. These hit points last until expended or until
you complete a long rest.
FIEND PACT SPELLS PLAYER ADVICE
3rd-Level Fiend Feature Multiple sources of temporary hit points can’t stack! If you have
You gain pact spells at the warlock levels listed in the Fiend temporary hit points and receive more of them, you must decide
Pact Spells table. See the Warlock Subclass class feature whether to keep the ones you have or to gain the new ones.
for how these spells work.
FIEND PACT SPELLS
WARLOCK LEVEL SPELLS
3rd burning hands, command FIENDISH RESILIENCE
5th scorching ray, suggestion 11th-Level Fiend Feature
9th fireball, stinking cloud You can choose one damage type when you finish a short or
long rest. You gain resistance to that damage type until you
13th blight, wall of fire
choose a different one with this feature.
17th dominate, flame strike

2 CLASSES 97
HURL THROUGH HELL REAPER’S MANTLE
15th-Level Fiend Feature 3rd-Level Reaper Feature
When you hit a creature with an attack, you can use this You can wrap yourself in a mantle of eldritch power that
feature to instantly transport the target, causing it to weakens nearby foes. As a bonus action, you can activate
disappear and hurtle through a nightmare landscape. this mantle for 1 minute. It ends early if you die or become
At the end of your next turn, the target returns to the incapacitated. While active, you gain the following benefits:
space it previously occupied or to the nearest unoccupied • If a hostile creature within 5 feet of you dies, you regain
space. hit points equal to your PB.
If the target is not a Fiend, it takes 10d10 psychic damage • When you deal damage to a creature within 5 feet of
as it reels from its horrific experience. you, that creature takes additional necrotic damage
Once you use this feature, you can’t use it again until you equal to your PB.
finish a long rest.
• When you make an attack roll against a creature within
5 feet of you, the attack is considered a critical hit on a
REAPER roll of 19 or 20.
Your patron is a formless entity given life by an endless You can’t use this feature again until you finish a short or
hunger for death. These patrons are sometimes called long rest.
spirits, but their power is far beyond that of the mere
ELDRITCH WARRIOR
undead. Whether born from the collective consciousness
of a slaughtered army, a legendary warrior murdered by 7th-Level Reaper Feature
treachery, or a sentience bound within a cursed blade— When you take an action to use your Eldritch Blast feature,
Reaper patrons desire glorious bloodshed above all else you can also make a single melee attack against a creature
and seek warlocks capable of feeding their hunger. within 5 feet of you as part of that same action.

REAPER PROGRESSION SHIELD OF SOULS


11th-Level Reaper Feature
WARLOCK LEVEL FEATURES
3rd Expanded Talent List, Reaper Pact Spells,
When you reduce a hostile creature to 0 HP while your
Reaper’s Mantle reaper’s mantle is active, you can use your reaction to
7th Eldritch Warrior
absorb part of the slain creature’s spirit. When you do so,
you gain a +1 to AC. This bonus is cumulative, increasing to
11th Shield of Souls
a maximum bonus equal to your CHA modifier (minimum
15th Swift Wings of +1). This bonus lasts for the duration of your reaper’s
mantle or until you take any amount of damage.
EXPANDED TALENT LIST SWIFT WINGS
3rd-Level Reaper Feature 15th-Level Reaper Feature
When you gain a new talent, you can select that talent from As an action, you can make a single melee weapon attack
the magic or martial talent list (see Talents in Chapter 4). against each creature of your choice within 5 feet of you.
REAPER PACT SPELLS On a successful hit, a creature takes additional necrotic
3rd-Level Reaper Feature damage equal to your CHA modifier (minimum of 1). If
none of your targets are reduced to 0 HP by these attacks,
You gain pact spells at the warlock levels listed in the
you gain one level of exhaustion.
Reaper Spells table. See the Warlock Subclass class feature
Once you use this feature, you can’t use it again until you
for how these spells work.
finish a long rest.
REAPER PACT SPELLS
WARLOCK LEVEL SPELLS
3rd false life, shield
5th branding smite, spiritual weapon
9th haste, vampiric touch
13th death ward, phantasmal killer
17th antilife shell, cloudkill

98 PLAYER'S GUIDE
WIZARD
The study of magic is infinitely complex,
and every wizard develops a different
approach to studying its intricacies. Regardless
of the specific aspects you study, your class options
reflect an ongoing dedication to mastering magic
through research and experimentation.
Wizard is a spellcasting class that revels in a breadth
of options. Your class features make you the expert on
magic, and thinking ahead lets you do your best work.
You’re likely to have a spell for any occasion if you have
time to prepare for it.

WIZARDS AS ADVENTURERS
Wizards are academics at heart, and their cerebral pursuits
are typically ill-suited to the rigors of an adventuring life.
Despite the troubles they might face when confronted
by an armed minion or a sheer cliff face, many take up
adventuring because it is the best way to acquire hidden CLASS FEATURES
knowledge and magical treasures to further their research. As a wizard, you have the
While wizards rely on other party members for physical following class features.
protection, every adventuring party benefits from having a
wizard’s knowledge and versatility in their corner. Whether HIT POINTS
staring down an enchanted foe, blocked by a mystic barrier, Hit Dice: 1d6 per wizard level
or ensorcelled by a possessed artifact, a well-prepared Hit Points at 1st Level: 6 + your CON modifier
wizard is likely to have a magic solution (or five) in the Hit Points at Higher Levels: 1d6 (or 4) + your CON
pages of their spellbook. modifier per wizard level after 1st

WIZARD PROGRESSION ARCANE SPELL SLOTS BY CIRCLE


CANTRIPS RITUALS
LEVEL PB FEATURES KNOWN KNOWN 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
1st +2 Arcane Recovery, Spellcasting 3 1 2 — — — — — — — —
2nd +2 Magic Sense 3 1 3 — — — — — — — —
3rd +2 Wizard Subclass 3 2 4 2 — — — — — — —
4th +2 Improvement 4 2 4 3 — — — — — — —
5th +3 Rote Spell (1st-Circle) 4 3 4 3 2 — — — — — —
6th +3 Superior Recovery 4 3 4 3 3 — — — — — —
7th +3 Subclass Feature 4 4 4 3 3 1 — — — — —
8th +3 Improvement 4 4 4 3 3 2 — — — — —
9th +4 Rote Spell (2nd-Circle) 4 5 4 3 3 3 1 — — — —
10th +4 Heroic Boon 5 5 4 3 3 3 2 — — — —
11th +4 Subclass Feature 5 6 4 3 3 3 2 1 — — —
12th +4 Improvement 5 6 4 3 3 3 2 1 — — —
13th +5 Rote Spell (3rd-Circle) 5 7 4 3 3 3 2 1 1 — —
14th +5 Spellguard 5 7 4 3 3 3 2 1 1 — —
15th +5 Subclass Feature 5 8 4 3 3 3 2 1 1 1 —
16th +5 Improvement 5 8 4 3 3 3 2 1 1 1 —
17th +6 Rote Spell (4th-Circle) 5 9 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 9 4 3 3 3 3 1 1 1 1
19th +6 Improvement 5 9 4 3 3 3 3 2 1 1 1
20th +6 Epic Boon 5 9 4 3 3 3 3 2 2 1 1

2 CLASSES 99
SPELLCASTING
1st-Level Wizard Feature
WIZARD QUICK BUILD As a student of Arcane magic, you have a spellbook
To quickly create a wizard, follow these steps during containing spells that show the first glimmerings of your
character creation: true power. See Chapter 7: Spellcasting for general rules
• For ability scores, prioritize INT and then either DEX of spellcasting and the Arcane spell list.
or CON.
Cantrips
• For lineage and heritage, choose any combination
At 1st level, choose three cantrips from the Arcane spell
you like.
list to learn. You choose more Arcane cantrips to learn at
• For background and talent, choose Soldier and Combat higher levels, as shown in the Cantrips Known column of
Casting (if you plan to take Battle Mage subclass) or the Wizard Progression table.
otherwise Scholar and School Specialization.
Spellbook
• For spells, choose the light, mage hand, and ray of
At 1st level, your spellbook contains six 1st-circle Arcane
frost cantrips. Your spellbook contains the following
spells of your choice. It is the repository of all the Arcane
1st-circle Arcane spells: burning hands, charm, feather
spells you know—except for your cantrips, which are so
fall, mage armor, magic missile, and sleep. Prepare a
simple and well-rehearsed that you don’t even need to
number of them equal to your INT modifier + 1. Then
write them down.
choose your 1st-circle ritual: identify.
Preparing Spells
You must prepare spells in advance before you can cast
them. You can prepare any spell in your spellbook for
which you have Arcane spell slots. (You determine which
PROFICIENCIES
spell slots you can access by checking your level on the
Armor: None
Wizard Progression table.) You can choose a number
Weapons: Simple weapons of spells equal to your INT modifier + your wizard level
Tools: None (minimum of one spell). This is your list of prepared spells
Saves: INT, WIS from which you can cast.
Skills: Choose two from Arcana, History, Insight, Preparing a new list of spells requires time studying your
Investigation, Medicine, and Religion spellbook and re-memorizing incantations and gestures: at
least 1 minute per spell circle for each spell you change. You
STARTING EQUIPMENT
can change your list of prepared spells as part of a long rest.
You start with the following equipment, in addition to the
equipment granted by your background: Casting Spells
• (a) a quarterstaff or (b) a dagger You have prepared a number of spells and can cast any of
• (a) a component pouch or (b) an arcane focus them by using an Arcane spell slot of the spell’s circle or
higher.
• (a) a scholar’s pack or (b) an explorer’s pack
The Wizard Progression table shows how many Arcane
• A spellbook spell slots you have at a given level. For example, at 3rd
level, you have four 1st-circle and two 2nd-circle spell slots,
ARCANE RECOVERY
and with a 16 INT, you can have six prepared spells of 1st
1st-Level Wizard Feature
or 2nd circle, in any combination. You only have two spell
You have learned to regain some of your magical energy slots for 2nd-circle spells though, so if you prepare only
by studying your spellbook. Once per day, when you finish 2nd-circle spells, you won’t be able to use your 1st-circle
a short rest, you can recover expended Arcane spell slots spell slots at all.
of your choice. Recovered spell slots can have a combined Casting a spell doesn’t remove it from your list of
circle total equal to or less than half your wizard level
prepared spells, it just uses up a spell slot. You regain all
(rounded up).
used spell slots when you finish a long rest.
For example, if you’re a 4th-level wizard, you can recover
up to two circles’ worth of spell slots. So you could choose Learning Spells of 1st Circle and Higher
to recover either a single 2nd-circle spell slot or two 1st- Each time you gain a wizard level, you can add two Arcane
circle spell slots. spells of your choice to your spellbook for free. Each spell
must be of a circle for which you have Arcane spell slots,
as shown on the Wizard Progression table. During your
adventures, you might also find other Arcane spells to add
to your spellbook (see the Your Spellbook sidebar).

100 PLAYER'S GUIDE


Spellcasting Ability with spellcasting ability, ongoing spell effects, or magic
Intelligence (INT) is your spellcasting ability. Your INT items within 30 feet of you. If the magical effect is the result
modifier determines the save DC or the attack modifier for of an ongoing spell, you learn which school of magic the
certain spells you cast: spell belongs to.
Spell save DC = 8 + your proficiency bonus (PB) This sense can penetrate most barriers, but it is blocked
+ your INT modifier by 1 foot of stone, 1 inch of common metal, a thin sheet of
Spell attack modifier = your proficiency bonus (PB) lead, or 3 feet of wood or dirt.
+ your INT modifier You can use this feature a number of times equal to your
PB + 1. When you finish a long rest, you regain all uses.
Rituals
You can also cast a type of long-form spell called a ritual. WIZARD SUBCLASS
Rituals don’t need to be prepared, and they don’t use up 3rd, 7th, 11th, and 15th-Level Wizard Feature
spell slots. Choose a subclass that reflects your specialized field
At 1st level, choose one ritual from the Arcane ritual list of magical study, either Battle Mage or Cantrip Adept
(see Arcane Ritual List in Chapter 7). You learn more (detailed at the end of this class). Your choice grants you
rituals at higher levels, as shown in the Rituals Known features at 3rd, 7th, 11th, and 15th level.
column of the Wizard Progression table, but only from a
IMPROVEMENT
circle for which you have spell slots. Rituals you learn don't
4th, 8th, 12th, 16th, and 19th-Level Wizard Feature
count against the number of spells you learn at each level.
Rituals are contained in your spellbook alongside your Choose one of the following improvements (ability scores
regular spells, and new rituals written on spell scrolls can be can’t be raised above 20 with this feature):
copied into your spellbook like normal Arcane spells. • Increase a single ability score by 2.
• Increase two different ability scores by 1 each.
Spellcasting Focus
You can use an arcane focus (see Adventuring Gear in • Increase one ability score by 1 and select a talent from
Chapter 5) as a spellcasting focus for your Arcane spells. the magic talents list (see Magic Talents in Chapter 4).

MAGIC SENSE ROTE SPELL


2nd-Level Wizard Feature 5th, 9th, 13th, and 17th-Level Wizard Feature
You learn to perceive magical workings. As an action, you Your continued practice of spellcraft has honed your mind,
can open your awareness to detect magical forces. Until the allowing you to affix a limited number of spells—called
end of your next turn, you know the location of creatures rote spells—in your mind. Choose one 1st-circle Arcane

YOUR SPELLBOOK Replacing the Book. You can copy a spell from your own
spellbook into another book—for example, if you want
The spells you automatically add to your spellbook as you
gain levels reflect the spell research you conduct on your to make a backup copy of your spellbook. This is just like
own. However, you might find other spells during your copying a new spell into your spellbook but faster and
adventures as well. You could discover a spell recorded easier since you understand your own notation and already
on a scroll in a dungeon chest or in a dusty tome in an know how to cast the spell. You need spend only 1 hour
ancient library. and 10 gp for each circle of the copied spell.
If you lose your spellbook, you can use the same
Copying a Spell into the Book. When you find an
procedure to transcribe the spells you have prepared into a
Arcane spell of 1st circle or higher, you can add it to your
new spellbook. Filling out the remainder of your spellbook
spellbook if it is of a spell circle you can prepare and if
requires you to find new spells, as normal. For this reason,
you can make time to decipher and copy it. For each
many wizards keep backup spellbooks in a safe place.
circle of the spell, the process takes 2 hours and costs 50
gp. The cost represents material components expended The Book’s Appearance. Your spellbook is a unique
as you experiment with the spell to master it as well as compilation of spells with its own decorative flourishes
the fine inks you need to record it. Once you have spent and margin notes. It might be a plain, functional leather
this time and money, you can prepare the spell just like volume, a finely bound gilt-edge tome, or even a loose
your other Arcane spells. collection of notes bound together after you lost your
previous spellbook in a magical mishap.

2 CLASSES 101
spell from your spellbook, and that spell is now a rote spell. SPELLGUARD
You always have a rote spell prepared, and it doesn’t count 14th-Level Wizard Feature
against the number of spells you can prepare during a long Your knowledge of magic allows you to better assess the
rest. Casting a rote spell still uses a spell slot as normal. intentions and power of hostile spells and spell attacks,
Over the course of 8 hours or as part of a long rest, you can increasing your chance to avoid their effects. You have
exchange one rote spell for a different Arcane spell of the advantage on saves against spells and resistance to damage
same circle contained in your spellbook. dealt by spells and spell attacks.
At higher levels, you can select more rote spells: you
choose a 2nd-circle Arcane spell to become a rote spell at SPELL MASTERY
9th level, a 3rd-circle Arcane spell at 13th, and a 4th-circle 18th-Level Wizard Feature
Arcane spell at 17th. You can cast each of your rote spells at their lowest circle
once without expending a spell slot. Once you cast a rote
SUPERIOR RECOVERY spell, you can’t cast that same spell in this way again until
6th-Level Wizard Feature you finish a short or long rest.
When you use your Arcane Recovery feature, you can If you want to cast any of your rote spells at a higher circle,
choose to swap out a number of prepared Arcane spells you must expend an Arcane spell slot as normal.
with different Arcane spells from your spellbook—in
addition to recovering Arcane spell slots. You can swap EPIC BOON
out a number of prepared spells equal to half your PB 20th-Level Wizard Feature
(rounded down) in this way. Your commitment to the wizard’s path grants you a
powerful new ability. You gain the following epic boon:
• Archmage. When you cast a spell of 1st circle or higher
and that spell expends an Arcane spell slot, you can
PLAYER ADVICE choose to roll a d10. If the number rolled is higher than
The ability to find spells in the world and copy them into your the circle of the expended spell slot, you automatically
spellbook is a unique element of the wizard base class. Keep your recover that slot. For example, if you expend a 1st-
eye out for spellbooks and spell scrolls during your adventures. If circle spell slot, a result of 2 or higher on the d10 means
it’s been a while since your character found—or had an opportunity that you recover that 1st-circle spell slot. Once you
to purchase—such treasures, ask your GM about creating more successfully recover a spell slot in this way, you can’t use
opportunities to expand your repertoire. this feature again until you complete a short rest.

WIZARD SUBCLASSES
As long as there has been magic, there have been creatures
HEROIC BOON determined to experiment with it, quantify it, and define it.
10th-Level Wizard Feature Most of them are wizards.
Your commitment to the wizard’s path grants you a Centuries of magical study have led to various arcane
powerful new ability. Choose one of the following heroic traditions that encompass different methods of thinking
boons: about—and practicing—spellcasting. The subclass you
choose represents the lens through which you focus your
• Rite of the Ritualist. When you learn a new ritual
ongoing study of magic.
as part of gaining a level of wizard, you can choose it
from any source of magic. In addition, you can now
copy ritual spells from any source of magic into your BATTLE MAGE
spellbook. Any rituals gained in this way count as Wizards who follow the Battle Mage tradition aren't
Arcane spells for you. interested in theoretical musings or tedious experiments.
• Rite of the Source Master. Choose the Divine, Instead, they pursue new ways to enhance their power so
Primordial, or Wyrd source of magic. When you add that they can destroy their foes (and defend their allies)
new spells to your spellbook as part of gaining a level of with ever-greater efficiency.
wizard (including the level you gain this feature), you
BATTLE MAGE PROGRESSION
can choose spells from the Arcane spell list or spells
WIZARD LEVEL FEATURES
from your chosen source. Each spell must be a of a
circle for which you have spell slots. In addition, you 3rd Expanded Talent List, Spell Ward, Tactical Caster
can now copy spells of your chosen source into your 7th Contingency Plan
spellbook. Any spells gained in this way count as Arcane 11th Blasting Power
spells for you. 15th Counterstrike

102 PLAYER'S GUIDE


EXPANDED TALENT LIST CANTRIP ADEPT
3rd-Level Battle Mage Feature
It’s easy to dismiss the cantrip as an unsophisticated
When your gain a new talent, you can select it from afterthought plied by hedge wizards. But clever, cautious
either the magic or the martial talents list (see Talents in wizards sometimes specialize in these humble magics.
Chapter 4). While other mages must weigh the use of their magical
SPELL WARD resources, Cantrip Adepts hardly even notice. At their
3rd-Level Battle Mage Feature command, cantrips aren’t so humble.
You can redirect a portion of your spellcasting energy into a CANTRIP ADEPT PROGRESSION
defensive shield. When you cast an Arcane spell of 1st circle WIZARD LEVEL FEATURES
or higher, you can simultaneously weave a protective ward 3rd Arcane Alacrity, Cantrip Polymath
around yourself. 7th Versatile Cantrips
While the ward is active, you gain the following benefits if 11th Potent Cantrip
you aren’t wearing medium or heavy armor:
15th Empowered Cantrips
• You gain a bonus to your armor class (AC) equal to
your PB.
ARCANE ALACRITY
• You have resistance to bludgeoning, piercing, and
3rd-Level Cantrip Adept Feature
slashing damage.
When you cast an Arcane cantrip that has a casting time of
The ward lasts for 1 minute, but ends early if you are
1 action, you can change the casting time to a bonus action
knocked unconscious or if your turn ends and you haven’t
for that casting. You can use this feature a number of times
cast an Arcane spell of 1st circle or higher since your last
equal to your PB, and you regain all uses of it when you
turn. You can also choose to dismiss your ward at any time
finish a long rest.
(no action required by you).
You can use this feature a number of times equal to your CANTRIP POLYMATH
PB, and you regain all uses of it when you finish a long rest. 3rd-Level Cantrip Adept Feature
TACTICAL CASTER You learn two cantrips of your choice from the spell list of
any magic source. For you, these cantrips count as Arcane
3rd-Level Battle Mage Feature
cantrips and don’t count against the number of cantrips
When you cast an Arcane spell that causes damage, you can you know. In addition, any cantrip you learn or can cast
choose yourself and any number of allies you can see to be from any source, such as from a lineage or talent, counts as
immune to the damage caused by the spell. You can use this an Arcane cantrip for you.
feature a number of times equal to your PB, and you regain
all uses of it when you finish a long rest. VERSATILE CANTRIPS
7th-Level Cantrip Adept Feature
CONTINGENCY PLAN
When you finish a short or long rest, you can replace one
7th-Level Battle Mage Feature
Arcane cantrip that you know with another cantrip from
When you fail to hit a creature with a spell attack, you can your list of available Arcane cantrips (including cantrips
use your reaction to redirect the spell toward a different learned via the Cantrip Polymath feature).
target within the spell’s range. You must make a new spell
attack roll for the new target. If you miss the new target, POTENT CANTRIP
you can’t redirect again with the same spell attack. 11th-Level Cantrip Adept Feature
BLASTING POWER You can add your INT modifier to one damage roll of any
Arcane cantrip you cast.
11th-Level Battle Mage Feature
When you deal damage with an Arcane spell, you can reroll EMPOWERED CANTRIPS
any 1s you roll on any number of the damage dice. You 15th-Level Cantrip Adept Feature
must take the new result for any dice rerolled in this way Once per turn, when you cast an Arcane cantrip that deals
(even if the new result is also a 1). damage, you can instead deal maximum damage with it.
COUNTERSTRIKE You can use this feature a number of times equal to your
PB, and you regain all expended uses of it when you finish
15th-Level Battle Mage Feature
a long rest.
When a creature succeeds on a save against an Arcane spell
you cast and would take no damage or otherwise suffer any
effects, they instead take force damage equal to a number
of d6 dice equal to the spell’s circle + your INT modifier.

2 CLASSES 103
3 LINEAGE AND HERITAGE
When you create your character, you can choose to play as
a human or a fantastic creature—a choice represented by
ELEMENTS OF A LINEAGE
your lineage. Your lineage dictates certain traits that your character has
You also choose whether your character was raised among due to their ancestry. The following sections are included
a typical community of their lineage or from a totally among the descriptions of each lineage option.
different culture—a choice represented by your heritage.
AGE

Lineage This notes the age when a member of the lineage grows
into adulthood, and their expected lifespan. You can
choose any starting age for your adventurer, but if you want
Lineage represents the blood ties and hereditary traits of
to play a very young or very old character, make sure to run
a creature. It’s what you’re born to, no matter where you
it by your GM first.
were born. Lineage options include beastkin, dwarf, elf,
human, kobold, orc, syderean, and smallfolk.
SIZE
Most lineages are Medium, a size category including
creatures that are roughly 4 to 8 feet tall. Members of a few
lineages are Small (between 2 and 4 feet tall) or can choose
to be Small—a few rules affect them differently. The most

104 PLAYER'S GUIDE


important of these rules is that Small characters have BEASTKIN LINEAGE TRAITS
trouble wielding weapons with the Heavy property (see Your beastkin character has the following hereditary traits.
Weapon Properties in Chapter 5). Age. Beastkin mature far more quickly than most
Humanoids, reaching adulthood within 5 years. Though
SPEED they may live nearly a century, some beastkin live only 20
Your speed determines how far you can move when or 30 years.
traveling overland and in combat. Most creatures have Size. Your size is Medium or Small. Beastkin vary
only a walking speed, but some lineages grant special types in weight and height, depending on their Beast
of movement such as a climbing or swimming speed (see characteristics. Most are between 4 and 8 feet tall, but if
Movement in Chapter 6 for more information on various you choose to play a beastkin shorter than 4 feet, you can
kinds of movement). choose your size to be Small. Your weight varies depending
on your Beast characteristics. For example, a Medium
TRAITS beastkin descended from bears likely weighs upward of 350
pounds, while an avian beastkin of the same size is likely to
In addition to the standard information—age, size, and
weigh around 100 pounds.
speed—each lineage grants hereditary traits that are
Speed. Your base walking speed is 30 feet.
unique to members of that lineage. These are traits your
Animal Instinct. You have proficiency in either the
character is born with, such as a dwarf ’s ability to see in the
Perception or Survival skill (your choice).
dark. This can sometimes grant magical effects such as the
Natural Weapons. You have claws, horns, hooves, fangs,
syderean’s Blessed or Dreadful Guise trait.
spines, or a similar adaptation that serves as a natural
NATURAL ADAPTATION weapon. Work with your GM to determine what type of
Some lineages include the Natural Adaptation trait, which
further defines specifics of your character’s ancestry. In
these instances, choose only one of the options presented.

LINEAGE DESCRIPTIONS
This section lists the lineage options available to characters.

BEASTKIN
Born between civilization and the wilds, beastkin are as
varied as the animal kingdom itself. Sometimes called
wildkin or werefolk, beastkin universally share the bipedal
form of humans, elves, or dwarves, but have pronounced
traits of a specific beast, such as hawk wings, a scorpion’s
tail, rabbit ears, owl eyes, a crab-like carapace, razor-sharp
shark teeth, or bony ox horns. Some beastkin show only
slight bestial features, while others resemble bipedal
versions of their animal kin.
Some beastkin believe they are relatives of the intelligent
beasts that hold court in the fey realms. Others claim
they are descendants of lycanthropes or other magically
transformed beings. Whatever the case, all beastkin share a
tie to the natural world, and many choose to live alongside
the animals they resemble.
Young beastkin are often driven by curiosity to seek out
other civilizations and far-flung environments. Though
such wanderlust may last for years, most beastkin return
to their natural homes in later life, where they often act as
wardens of their home territory.
While all beastkin contend with primal urges, they are
quick to form unshakable bonds with those who show
them compassion and loyalty, whether humanoid or beast.

3 LINEAGE & HERITAGE 105


natural weapon you possess and decide whether it does
bludgeoning, piercing, or slashing damage. You can use
your natural weapon to make unarmed strikes. When
you hit with it, the strike deals 1d6 + your STR or DEX
modifier damage (choose which during character creation)
of your chosen type, instead of the bludgeoning damage
normal for an unarmed strike.
Natural Adaptation. You inherit one of the following
traits determined by what kind of animal characteristics
you want your character to have:
• Avian. Leathery, feathery, or gossamer wings sprout
from your back or connect to your outstretched arms.
You have a flying speed equal to your walking speed.
You can’t fly while wearing medium or heavy armor.
Carrying a heavy load or a creature of your size or larger
while flying reduces your speed by half.
• Agile. Sharp claws, cloven hooves, robust limbs,
reversed joints, or suction pads on your hands and feet
allow you to scrabble up trees, rock faces, and uneven
surfaces with ease. You have a climbing speed equal to
your walking speed. In addition, you have advantage on
saves made to avoid being knocked prone.
• Aquatic. Oily fur, scales, fins, webbed hands and feet,
or long, gangly limbs are common for your people. You
have a swimming speed equal to your walking speed.
You can hold your breath for up to 20 minutes.
• Sturdy. Powerful limbs, fat reserves, or a thick hide DWARF LINEAGE TRAITS
allow you to endure harm and accomplish feats of
Your dwarf character has the following hereditary traits.
remarkable athleticism. When you aren’t wearing
Age. Dwarves are physically mature around age 20, but
armor, you have a natural AC of 13 + your DEX
most consider themselves young until they reach age 50.
modifier. In addition, you count as one size larger when
On average, they live about 350 years.
determining your carrying capacity and the weight you
can push or drag. Size. Your size is Medium. Dwarves vary little in height or
size, with most standing between 4 and 5 feet tall. Even the
DWARF smallest dwarves possess broad frames and rarely weigh
less than 150 pounds.
Dwarves are a hardy people, as sturdy and solid as stone. Speed. Your base walking speed is 30 feet.
Most dwarves believe they were sculpted from living rock Darkvision. You have darkvision to a range of 60 feet.
and were given life in the forge of a progenitor god.
Dwarven Resilience. You have advantage on saves against
The first dwarven cities were built below the world’s becoming poisoned, and you are resistant to poison
surface, filling chiseled mountain halls and sprawling damage.
caverns deep within the earth. Plentiful ore and minerals
Dwarven Toughness. Your hit point maximum increases
led to mastery of stoneworking and metalworking, giving
by 1, and it increases by 1 every time you gain a level.
these first dwarves tools to survive the monsters lurking
near their homes.
ELF
As ages passed, dwarves spread across many lands. Some
chose lives far from their ancestral halls. However, dwarves Elves are a long-lived people, regarded as the first mortal
still bear many adaptations that allowed their ancestors beings to walk the world. They boast ancestral ties to magic
to thrive, including vision suited for sunless caverns and realms populated by immortal creatures. Some elves claim
resistances to the poisonous denizens of the world below. that their ancestors were themselves immortal beings
made mortal to steward newborn lands.
Most elven settlements were established before any living
memory. These beautiful cities are situated in quiet groves
deep within ancient forests or atop mist-shrouded peaks
that touch the sky—rich in magic and in beauty.

106 PLAYER'S GUIDE


Due to their long lifespans, even elves born far from elven
cities eventually feel compelled to visit the towering forests
and windswept peaks so beloved by their ancestors. These
compulsions also drive elves to deepen bonds with other
creatures who share their long lifespan.

ELF LINEAGE TRAITS


Your elf character has the following hereditary traits.
Age. Although elves reach physical maturity around age
20, mental and emotional faculties reach full maturity
around the age of 100. Elves can live to be 750 years old.
Size. Your size is Medium. Elves range from under 5 feet
to over 6 feet tall and tend toward slender builds, averaging
around 110 pounds.
Speed. Your base walking speed is 30 feet.
Heightened Senses. You have advantage on Perception
checks that rely on sight or hearing. You can see through
lightly obscured areas normally and areas of dim light as if
it were bright light.
Magic Ancestry. You have advantage on saves against
being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they enter a
meditative trance state, remaining semiconscious for 4
hours a day. You choose whether or not you can dream
while meditating. After resting in this way, you gain the
same benefit that other creatures do from 8 hours of sleep.

HUMAN
Humans are the youngest people of the world, and their
tenacity and flexibility has allowed them to quickly spread.
Humans are diverse in appearance and culture, so it’s not
surprising that their creation myths are similarly plentiful.
Despite, or perhaps as a consequence of their tangled
history, humans leave their stamp wherever they go. A
natural drive fills their lives with dreams of long-lasting
achievements. More than just a few reach those dreams.
Humans are found in nearly every environment, in
nearly every form of community. Humans crop up even in
surprising places with an adaptability and a burning desire
to succeed.

HUMAN LINEAGE TRAITS


Your human character has the following hereditary traits.
Age. Humans reach adulthood in their late teenage years
and rarely live to be more than 100 years old.
Size. Your size is Medium or Small. Humans vary in
height and weight, but most adults range between 5 feet
and 6 feet tall and average around 150 pounds. If you
choose to play a human shorter than 4 feet however, you
can choose your size to be Small.

3 LINEAGE & HERITAGE 107


Speed. Your base walking speed is 30 feet. However, you can choose to play a rare oversized type of
Ambitious. You gain proficiency in one skill of your kobold known as a truescale. Truescales stand around 5 feet
choice, and you gain one talent of your choice. This talent tall and are Medium size. Your size determines which trait
can be from any of the talent lists, but you must meet the you have access to via the Natural Adaptation feature.
talent’s prerequisites if any are required (see Talents in Speed. Your base walking speed is 30 feet.
Chapter 4). Darkvision. You have darkvision to a range of 60 feet.
Tinker’s Fascination. Your innate fascination with how
KOBOLD things work allows you to use tools with ease. When you
Kobolds are a cunning people with draconic features. make an ability check with a tool, you can roll a d8 and add
Many kobolds believe ancient dragons made kobolds the result to the check.
in their likeness, to serve their draconic masters. Cagey Natural Adaptation. You inherited one of the following
and strategic, these diminutive draconic humanoids unique traits, determined by your size.
instinctually seek safety in tunnels and similar enclosed • Fierce (Small). When a Large or larger creature you
spaces such as collapsed architecture or rubble. can see within 5 feet of you attacks you, you can use
Kobolds display an inborn mechanical aptitude which your reaction to attack that creature immediately after
often manifests as trap-making and tinkering. The crafting its attack.
of traps became such a monumental part of kobold • Truescale (Medium). Your naturally thick scales provide
civilization that those rare kobolds born away from their significant protection. You have a natural AC of 13 +
own people still gravitate toward occupations and hobbies your DEX modifier. In addition, you have resistance
that allow them to craft small, potentially dastardly, to one of following types of damage: acid, cold, fire,
creations. Though they can live for decades, a penchant for lightning, or poison (choose during character creation).
curiosity claims as many kobold lives as time does.
ORC
KOBOLD LINEAGE TRAITS
Your kobold character has the following hereditary traits. Orcs are a resilient people, whose origin was sudden and
Age. Kobolds reach adulthood in their early teenage years forceful. Indeed, many orcish priests believe they are
and reach elderly status around the age of 80. Kobolds blessed by the god of war. Though scholars and historians
rarely live to be more than 100 years old. claim they’ve seen no sign of sprawling orcish empires,
Size. Your size is Small. Kobolds are rarely more than many orcs sing songs of glittering realms, crowded
3 feet tall, and tend toward extremes of body weight. battlefields, and military brilliance against unknown foes—
and some long-lived creatures remember a time before the
orcs’ unexpected appearance.
Despite their relatively short lives, orcs are driven by
a powerful thirst for exploration and discovery. Even
orcs born far away from orcish communities gravitate
toward a life of travel, adventure, and thrill seeking. Due
to their extraordinary survivability, orcs have been found
desiccated within desert temples, locked within frozen
lakes, and entombed in collapsed tunnels, only to make a
full recovery within days of being freed.

ORC LINEAGE TRAITS


Your orc character has the following hereditary traits.
Age. Orcs reach adulthood within two decades and
seldom live longer than 60 years. However, orcs remain in
their prime for most of their lives, undergoing few physical
changes or signs of aging between adulthood and the end
of their natural lifespan.
Size. Your size is Medium. Orcs stand between 6 and 8 feet
tall and commonly range from 110 to 350 pounds in weight.
Speed. Your base walking speed is 30 feet.
Heightened Senses. You have advantage on Perception
checks that rely on sight or hearing. You can see through
lightly obscured areas normally and areas of dim light as if
it were bright light.

108 PLAYER'S GUIDE


Orcish Perseverance. When you would die due to
suffocating or gaining levels of exhaustion, you
instead enter a death-like stasis. While in stasis you are
incapacitated, can’t move, can’t speak, and are unaware of
your surroundings. You also cease to age, and your body is
protected from decay. You can remain in this state until you
are restored by mundane or magical healing, or your body
is completely destroyed.
Stalwart. When you are subjected to an effect that
requires you to make a save at the end of your turn, you can
instead choose to make the save at the start of your turn.

SYDEREAN
Sydereans (sigh-DEER-ee-ans) are mystical beings sired
by creatures or powers from a different plane of existence.
Sometimes called starborn or plane-touched, their origins
are as varied and mysterious as the cosmic forces that
shaped them.
Though sydereans may be conceived by the physical
union of a mortal with an outsider—such as a celestial
or fiend—such pairings are rare and steeped in portents
or conspiracy. More often, sydereans are born to an
unsuspecting mortal family perhaps as the result of
magical upheaval, an ancient dormant trait within the

family’s bloodline, or a reincarnated soul returned by some


unknown design. There are even instances of fully grown
humanoids suddenly transformed into a syderean in a flash
of light or a burst of smoke.
All sydereans live between two worlds: that of their
mortal peers and a world connected to their indwelling
magic. Sydereans may be shaped by celestials, born of
fiends, or derived from less understood entities.
Regardless of parentage, sydereans aren't bound to the
cosmic laws that govern their sires. They are the masters of
their own destinies, free to embrace, reject, or ignore the
cosmic struggles of their immortal kin.

PLAYER ADVICE
Note that a save made with the Stalwart trait is the first thing
that happens at the start of the PC’s turn, superseding any other
effects that may trigger at the start of the turn. This distinction is
important in certain circumstances. For example, if a PC is suffering
an ongoing effect that deals damage at the start of their turn until
they succeed on a save at the end of their turn, the Stalwart trait
gives the PC the chance to end the ongoing damage effect before
they take the damage.

3 LINEAGE & HERITAGE 109


Sydereans can be found among any humanoid culture,
but often gravitate toward large cities, where they can
skip the scrutiny of a village life. Sydereans welcomed
by mortal peers often find success as clergy, leaders, or
arcane scholars. The less fortunate might avoid civilization
entirely, seeking solitude, embracing banditry, or adopting
lives dedicated to travel and adventure.

SYDEREAN LINEAGE TRAITS


Your syderean character has the following hereditary traits.
Age. Sydereans reach adulthood by the age of 20. On
average, they live about 150 years.
Size. Your size is Medium. Sydereans stand between 5 and
7 feet tall and average 160 pounds.
Speed. Your base walking speed is 30 feet.
Far Sight. You have darkvision to a range of 60 feet and
can see in magical darkness to a range of 30 feet.
Otherworldly Form. You have resistance to necrotic
damage and the amount of time you can survive without air,
food, water, or sleep is double that of a typical character.
Natural Adaptation. You have inherited one set of the
following unique traits, determined by the nature of the
forces that shaped you.
• Celestial. You possess notable physical characteristics
that mark your connection to realms of good or order.
You might have luminous eyes, metallic-hued skin, or
possess the ability to stay perfectly still for hours. You
also gain the following:
Blessed Guise. Once per long rest, you can use a
bonus action to assume an otherworldly guise for 1
minute. When you do so, you sprout spectral wings SMALLFOLK
and gain a flying speed equal to your walking speed
for the duration of your transformation. While Smallfolk are diminutive humanoids who rely on
transformed, once on each of your turns when you community and cleverness to survive a world of big
deal damage with an attack or spell, you can choose to threats. These brave people have walked the land for
convert the damage type (or types) to radiant damage. centuries but are largely overlooked in historical accounts,
since they are rarely perceived to be a threat by larger
• Fiendish. You possess notable physical characteristics
peoples, or “bigfolk.”
that mark your connection to realms of evil or chaos.
All smallfolk share a near-supernatural affinity for the
You might bear bony horns that jut from your skull,
emit a perpetual odor of smoke, or have a barbed tail. earth, and distinct groups of smallfolk are categorized by
You also gain the following: how they embraced that affinity. One group, gnomes, split
off to build communities almost entirely underground.
Dreadful Guise. Once per long rest, you can use a
The other group, halflings, remained on the surface to
bonus action to assume an otherworldly guise for 1
build farming communities. Regardless of where they
minute. While the transformation lasts, creatures
choose to live, smallfolk possess boundless enthusiasm for
of your choice that come within 10 feet of you for
improving the world around them. Their ancestral homes
the first time on a turn or start their turn there must
are filled with bounteous creature comforts resulting from
succeed on a CHA save (DC equals 10 + your PB) or
ingenuity and hard work.
become frightened of you until the end of your next
While many smallfolk contentedly live their lives in
turn. Once a creature succeeds on this save, they can’t
be affected by this feature again for 24 hours. While cozy communities with others of their kind, a seemingly
transformed, once on each of your turns when you bottomless zest for life drives more adventurous members
deal damage with an attack or spell, you can choose to of this lineage to travel the world or settle in more unusual
convert the damage type (or types) to necrotic or fire climes. Smallfolk fit in wherever they go, and troubles
damage (your choice). seem to roll off their backs magically—qualities that have
ensured their success spreading across the world.

110 PLAYER'S GUIDE


SMALLFOLK LINEAGE TRAITS
Your smallfolk character has the following hereditary traits. Heritage
Age. Smallfolk reach adulthood around 20 and typically
Heritage represents the upbringing and culture of a
live to be around 150 years old, though gnomes sometimes
character. It’s what your family, community, or other
live twice as long.
formative authority figures taught you. Sample heritages
Size. Your size is Small. Smallfolk are rarely more than 3
include cosmopolitan (city dwellers), grove (forest
feet tall and average about 40 pounds.
denizens), and stone (undermountain folk).
Speed. Your base walking speed is 30 feet. Heroic characters sometimes come from unexpected
Grounded. Once per day, when you fail a save, you can origins. Your character might have been raised among
reroll the die and use the new roll. Regardless of whether a typical community of their lineage or from a totally
the new roll is a success or failure, you generate 1 Luck. different life.
Small Stature. You can move through the space of any
creature that is Medium or larger size. You can also attempt
to hide when you are obscured by a creature of Medium or ELEMENTS OF A HERITAGE
larger size. Heritage dictates certain abilities you have because of
Natural Adaptation. You inherited one of the following your connection to a group or society. Heritage includes
unique traits, determined by whether your characteristics both tangible and intangible cultural elements, such
are gnomish or halfling: as architecture, art, folklore, traditions, language, and
• Gnomish. Your ancestors made their homes natural environment.
underground or in dark woodlands, providing you with
LANGUAGES
darkvision to a range of 60 feet. In addition, you learn
the minor illusion cantrip. Choose whether INT, WIS, Your heritage includes how many languages you know. By
or CHA is your spellcasting ability for this spell during default, all characters know the Common language and
character creation. one other language, but some heritages and backgrounds
• Halfling. Your ancestors made their homes on the allow more. Choose from the Standard Languages
surface, displaying outsized pluck to drive back hostile table or one typical in your campaign. With the GM’s
wildlife and monsters. You have advantage on saves permission, you can instead choose a language from the
against being charmed or frightened. Esoteric Languages table or a secret language, such as
Thieves’ Cant (see Rogue Class Features in Chapter 2) or
Druidic (see Druid Class Features in Chapter 2). If you
are unsure which language to choose, look at the suggested
languages provided in each heritage option.

3 LINEAGE & HERITAGE 111


Some languages are actually language families with many
dialects. For example, the Primordial language includes
HERITAGE OPTIONS
the Auran, Aquan, Ignan, and Terran dialects, one for This section contains descriptions of the heritage options
each of the four elemental planes. Creatures who speak available to characters. If you’re not sure what to choose or
different dialects of the same language can communicate want a character that reflects common fantasy archetypes,
with one another. choose a recommended heritage listed on the Common
Heritages by Lineage table. For instance, if you want to
STANDARD LANGUAGES play a typical dwarf, select a heritage option listed in the
LANGUAGE TYPICAL SPEAKERS SCRIPT dwarf section.
Common Humans Common However, you can choose any heritage, regardless of
Dwarvish Dwarves Dwarvish lineage. For example, if your character has one human
parent and one elven parent, you could choose the human
Elvish Elves Elvish
lineage to represent your dominant hereditary traits, but
Giant Ogres, giants Dwarvish
a common elven heritage to represent being raised in a
Gnomish Gnomes Common predominantly elven society.
Goblin Goblinoids Dwarvish
COMMON HERITAGES BY LINEAGE
Halfling Halflings Common
LINEAGE RECOMMENDED HERITAGES
Orcish Orcs Dwarvish
Beastkin Slayer, Wildlands
Dwarf Fireforge, Stone
ESOTERIC LANGUAGES Elf Cloud, Grove
LANGUAGE TYPICAL SPEAKERS SCRIPT Human Cosmopolitan, Nomadic
Abyssal Demons Infernal Kobold Supplicant, Salvager
Celestial Celestials Celestial Orc Diaspora, Slayer
Draconic Dragons, kobolds Draconic Syderean Anointed, Vexed
Infernal Devils Infernal Smallfolk Cottage, Salvager
Unreadable by non-
Machine Speech Mechadrons
Constructs
Primordial Elementals Dwarvish ANOINTED HERITAGE
Sylvan Fey Elvish Anointed heritage characters have accepted a supernatural
Undercommon Underworld traders Elvish connection to extraplanar creatures or cosmic forces.
Selected by fate, favored by divinity, or made to bear
an ancestral burden, you have wholly embraced a mystic
purpose beyond your understanding. Your birth may have
been marked by omens or you may have experienced a
calling later in life.
Characters who bear this heritage come from all manner of
backgrounds and lineages. Many forsake blood relatives and
birthplaces to seek others who share their great purpose.
Anointed communities are few and often scattered, but
those within them are loyal to one another, bound by
common goals and calling. Opposing anointed factions
may clash violently, especially if their goals or otherworldly
bonds conflict. As such, anointed individuals often foster
relationships and join culture with sympathetic clergy
or cults from a young age. An anointed character might
even serve as an emissary or herald to their guiding power,
undergoing sacred rites or performing acts of devotion to
understand their destined path.
Favored Disciple. You know the thaumaturgy cantrip and
you have advantage on death saves.

112 PLAYER'S GUIDE


Occult Studies. You have proficiency in the History or Worldly Wisdom. You have proficiency with the History
Religion skill. When you make a check to recall or interpret skill. When you make a check related to understanding the
information about Celestials, Fiends, or creatures with the purpose or significance of a building, rite, or object from
Outsider tag, you can make a skill check with advantage. a culture you aren’t familiar with, you can add your PB to
Languages. You know Common and two additional the roll. If you have proficiency in a relevant skill or tool,
languages of your choice. Typical anointed heritage double your PB for the roll.
characters choose an esoteric language aligned with their Languages. You know Common and three additional
guiding power: Abyssal, Celestial, or Infernal. languages of your choice. Typical cosmopolitan heritage
characters choose Dwarvish and Elvish.
CLOUD HERITAGE
Cloud heritage characters come from communities deeply
COTTAGE HERITAGE
entwined with Arcane magic. Characters from this heritage were raised with the skills
Many accounts concerning the origins of the elves have and practicality of an organized, integrated, agricultural
been spun, and almost all are deeply intertwined with tales community.
of magic. In a time long lost to memory, a group of elves You hail from a self-sufficient community of people
clung to these tales and named themselves mages, stewards whose lives revolve around tending the land. People of this
of the magical forces that coursed through the cosmos. heritage are hardworking, possessing skills to grow food,
These elves formed the first cloud communities, and the care for livestock, and create necessary goods.
towers they built to study the skies eventually became the Whether these people hail from a sleepy village of dozens
hearts of thriving cities. or a thriving countryside full of vineyards, family and
Though many elves still dwell within these towering community are critical to the cottage way of life. Even
cities, striving for a greater understanding of magic, people characters who choose to leave this life behind often carry
from all over the world are drawn as well, eager to study strong ties to the hearth and home as they adventure into
spellcasting at the finest magic academies or simply to the wider world.
dwell among kindred spirits for whom magic is the center Comforts of Home. As part of a long rest, you can cook
of their world. a meal, tell stories, or perform some other activity that
Touch of Magic. Choose a school of magic and learn a comforts your allies. Choose a number of creatures who
cantrip of your choice from that school. When you reach participated in the long rest equal to your PB (this can
3rd level, choose a 1st-circle spell from that school to learn. include you). Those creatures gain temporary HP equal to
You can cast it at its lowest circle without expending a twice your PB. These temporary HP last until expended or
spell slot. Once you cast this spell, you must finish a long until you complete your next long rest.
rest before you can cast it again using this feature. Your Homesteader. You have proficiency in either the Animal
spellcasting ability for these spells is CHA, INT, or WIS Handling or Nature skill.
(choose which during character creation). Languages. You know Common and one additional
World of Wonders. You have proficiency in the Arcana skill. language of your choice. Typical cottage heritage characters
Languages. You know Common and two additional choose Halfling or Gnomish.
languages of your choice. Typical cloud heritage characters
choose Elvish and Draconic. DIASPORA HERITAGE
Diaspora heritage characters were raised in a displaced
COSMOPOLITAN HERITAGE community dedicated to the legacy of a lost ancestral
Cosmopolitan characters are citizens of the world whose empire. Your people may have been forced from their home
values, interests, and ideas are influenced by exposure by a cataclysm, dangerous creatures or deities, or financial
to many different peoples and cultures. Creatures of this or political ruin. Regardless, they work to reestablish their
heritage hail from major cities populated by people from once-great empire, secure a new homeland, or uncover the
many different parts of the world. Alternatively, it could mystery surrounding the collapse.
mean you spent your formative years moving from place to Though fractured, diaspora communities take pains
place, immersing yourself in the customs and traditions of to forge alliances, amass resources, and train future
each community you lived with. generations to preserve their traditions. Many diaspora
Street Smarts. While in a city or other urban environment, communities brand themselves as guilds, mercenary
you have advantage on ability checks made to avoid getting companies, or religions to safeguard from enemies and
lost and checks made to find a particular kind of business swell their ranks with others who seek a noble cause.
or other destination open to the public. In addition, while Adventuring is an admirable trade within diaspora
you are in such environments, you can’t be surprised unless communities, allowing members to travel and nurture
you are asleep or otherwise incapacitated.

3 LINEAGE & HERITAGE 113


alliances that could help restore their legacy. Many others
work as soldiers of fortune, bodyguards, or military
advisors, as opportunity allows.
Preserved Traditions. You gain proficiency with the
History skill. You also gain proficiency with one type of
martial weapon of your choice (see Weapons in Chapter 5).
Timeless Resolve. When you or an allied creature within 5
feet of you makes a save against becoming frightened, you
and the ally have advantage on the save.
Languages. You know Common and one additional
language of your choice. Many diaspora communities learn
the languages most common to soldiers, mercenaries,
and traders near the area in which they reside, most often
Orcish or Dwarven.

FIREFORGE HERITAGE
Fireforge heritage characters were raised with the values
and traditions of crafting communities dependent on the
resources found in fiery—and often inhospitable—locales.
Dwarven legends are united in the belief that the best
metalcrafting is done in the fires of the earth. Long ago,
groups of dwarves following this tradition settled near
areas of volcanic activity, turning such places into their
forges. These dwarves were the first fireforge clans. These
communities still toil in the heat of magma, creating
weapons, armor, and goods noteworthy even among the
finest crafts made across the world. They trade these goods
for necessities not found in their harsh environment.
Because fireforge communities are built around
sources of extreme heat, they often encounter and
make relationships with Elemental creatures drawn to
these same environments. Fireforge communities and
elementals commonly form alliances when threatened by
giants, dragons, and other volcano or mountain-dwelling world rather than seeking dominion. These communities
creatures who compete for territory. preserve the forests they call home, communing with
Forgecraft. You gain proficiency with Smithing tools nature in sacred groves and taking up arms against those
(see Tools in Chapter 5). Double your PB for any ability who dare to claim ownership of the land.
check you make that uses them. In addition, you know the As competing interests threaten natural spaces, all
mending cantrip. manner of creatures have come to share the values of grove
Heat Resilience. Lifelong exposure has made you resilient communities. Those whose hearts are open to the truths
to the effects of severe heat. You are resistant to fire damage. taught by the forests are welcome to settle among them.
Languages. You know Common and one additional Canopy Walker. You have a climbing speed equal to your
language of your choice. Typical fireforge heritage walking speed.
characters choose Dwarvish. Nature’s Camouflage. You have advantage on DEX
(Stealth) checks made while you are lightly obscured by
GROVE HERITAGE foliage, heavy rain, falling snow, mist, and other natural
Grove heritage characters grow in the values and phenomena. While in such conditions, you can always
traditions of forest communities dedicated to living in attempt to take the Hide action, even if circumstances
harmony with nature. would not normally allow you to do so.
When elves first walked the world, many chose to settle in Languages. You know Common and one additional
the bounteous forests. These were the first grove elves, who language of your choice. Typical grove heritage characters
established communities that intertwined with the natural choose Elvish.

114 PLAYER'S GUIDE


NOMADIC HERITAGE SLAYER HERITAGE
Nomadic heritage characters hail from a tight-knit Members of a slayer heritage were raised in a society of like-
community that regularly moves to and from different minded people dedicated to hunting monsters.
areas. Your people might migrate with plants and game Slayer communities dedicate their lives to hunting
in seasons, follow established trade routes, or roam for a powerful predators that might topple natural ecosystems,
more unique reason. People of nomadic heritage are suited such as dragons or trolls. Sometimes slayer packs accept
to the rigors of travel and often understand environmental coin to kill specific monsters or types of monsters. More
cycles and the hazards or benefits that come with them. often, they support themselves with treasure seized from
Resilient. You have advantage on checks or saves made monster lairs or profits from selling harvested monster
to resist debilitating weather effects, such as those caused parts. They might hunt Huge and Gargantuan monsters
by extreme heat or cold. In addition, when you complete as a pack or scatter to hunt individually and reconvene at
a short rest, you can reduce your exhaustion level by one. intervals.
Once used, you can't reduce your exhaustion level in this Given their lifestyle, slayer communities value strength
way again until you complete a long rest. and tracking skill highly. From infancy, members of slayer
Traveler. You have proficiency in the Survival skill. communities are taught to hunt, track, and survive in
Languages. You know Common and one additional wilderness environments. Slayers who can no longer hunt
language of your choice. Depending on the regions your due to age, illness, or injury are honorably retired from the
people frequent or the kinds of communities your people pack to live with non-slayer relatives, and some still serve as
trade with, typical nomadic heritage characters choose fundraisers and information gatherers. Rumors also tell of
Dwarvish or Elvish. hidden enclaves populated by retired slayers.
Natural Predator. You have proficiency in the Intimidation
SALVAGER HERITAGE skill. You have advantage on Intimidation checks to
influence Beasts and creatures with the Animal tag.
Characters who choose this heritage were raised with the
skills and tenacity of making do with what’s at hand. Tracker. When you make a check to locate, spot, or track
a creature, you can add your PB to the roll. If you have
Your people have, for whatever reason, carved out a
proficiency in the skill or tool being used, double your PB
society away from the comforts of traditional cities or
for the roll.
settlements. From an early age, members of this heritage
learn to build shelter, weaponry, and tools from whatever Languages. You know Common and one additional
materials they find. language of your choice. Typical slayer heritage characters
choose Primordial or Sylvan.
Salvager communities might cluster in inhospitable
or difficult-to-access locations. Or perhaps they patrol
enormous expanses, moving from opportunity to
STONE HERITAGE
opportunity without drawing attention. Among these Stone heritage characters were raised in a subterranean
patient opportunists, knowledge and resourcefulness are community of miners and stoneworkers.
deeply respected skills, prized above all else. Above all else, the residents of the ancient cities of the
Repurpose. You can create Tiny nonmagical items using stone dwarf clans value tradition and champion the
materials from your surroundings. An item takes 1 minute deeds of ancestors who allowed their people to find safety
to create and can be anything of 25 gp value or less from the within the earth. From childhood, people of the stone
Adventuring Gear table (see Adventuring Gear in Chapter are instructed in the arts of smithing, metalworking, and
5). When done, it must sit or float on a surface within 5 feet masonry. Many devote their lives to mining and working
of you. The item is obviously kitbashed, and resale value is precious metals beneath the surface of the world.
minimal. After one use, the item becomes nonfunctional. Though members of the stone heritage take great pride
Tinkerer. You have proficiency with tinker’s tools or one in their societies, life in their cities is far from easy. The
other kind of tool of your choice (see Tools in Chapter splendid caverns and mines occupied by stone communities
5). When you make a check to create, identify, or disarm a come under frequent attack by other subterranean
magical or nonmagical object, trap, or device, where you denizens. As children are raised to swing a mining pick, they
have a relevant proficiency, double your PB for the roll. are also taught to swing arms against the enemies that seek
Languages. You know Common and one additional generations of dwarven treasures for themselves.
language of your choice. Typical scavenger heritage Ancestral Arts. You gain proficiency with Construction
characters choose Draconic or Gnomish. tools (see Tools in Chapter 5). Double your PB for any
ability check you make that uses them. You also gain
proficiency with one type of martial weapon of your choice
(see Weapons in Chapter 5).

3 LINEAGE & HERITAGE 115


Eye for Quality. When you make an ability check related debt. Regardless, something or someone has a plan for you,
to the origin or purpose of an object or structure made of and your life has been characterized by running from its
metal or stone, you can add your PB to the roll. If you have influence.
proficiency in a relevant skill or tool, double your PB for Most vexed characters suffer in self-imposed solitude,
the roll. burdened with shame and fear of their foretold fate. Many
Languages. You know Common and one additional such vexed spend their lives fleeing from their supposed
language of your choice. Typical stone heritage characters destiny. Others seek answers that can free them from forces
choose Dwarvish. that hunt them. Though active communities of vexed are
rare, some occultists and scholars take keen interest in the
SUPPLICANT HERITAGE circumstances surrounding such people’s lives.
Characters of this heritage were raised in a community Prodigal Disciple. When you make a save to resist
bound to serve a monstrous overlord. becoming charmed or possessed, you can treat any d20 die
roll of 9 or lower as though you rolled a 10.
Monstrous creatures of fearsome might and intelligence
have always sought dominion. But dominion implies Quarry’s Cunning. You have proficiency in either the
someone to dominate—minions and subjects made loyal Deception or Insight skill.
through adoration or fear. Languages. You know Common and one additional
Your people served, or still serve, such an overlord. They language of your choice. To better avoid an unwanted
built their lives around whatever whims and commands destiny, typical vexed heritage characters choose an esoteric
fell to them. Many creatures make suitable monstrous language most closely aligned with their pursing power or
overlords, but the most common are dragons who use force: Abyssal, Celestial, or Infernal.
servants to maintain and defend their lairs. As such, most
supplicant communities live in natural shelters such WILDLANDS HERITAGE
as caves, thickets, and precarious rock faces near their Wildlands heritage characters were raised in communities
overlord’s redoubt. There, they cultivate traps and deadly deeply entwined with Primordial magic.
hazards for protection. Some wild places well up with magic. Such an abundance of
It’s easy to imagine why a member of this heritage power might come from a mystic connection to the primal
might leave. In addition to running away, an overlord fey realms or an echo of a Primordial spell cast long ago. This
might command subjects to take an expedition to gather power transforms beasts who dwell there, granting gifts
information or treasure. Perhaps an overlord has been of speech and reason. They develop nature-based societies
recently dispatched, forcing your people to explore a unlike those found in humanoid civilizations.
strange, new freedom . . . or to seek a new overlord. Members of these communities live in unspoiled territory,
Scurry. As a bonus action, you can move up to 10 feet where beasts and humanoids live as equals. A wildlands
without provoking opportunity attacks. This movement community is typically composed of intelligent beasts
doesn't trigger traps or hazards that you are aware of, even and humanoids with animalistic traits, such as beastkin,
if they are armed. working together.
Supplicant. You have proficiency in either the Insight or Preservation of common interests is one of the few reasons
Persuasion skill. When a creature within 30 feet of you members of this heritage ever leave. When encroaching
spends Doom, you have advantage on ability checks and powers put a wildlands community at risk, the task of
saves until the beginning of your next turn. gathering information or forging diplomatic relations falls
Languages. You know Common and one additional upon the more humanoid-like members of the group.
language of your choice, typically the language favored by Beast Affinity. Using gestures and sounds, you can
your current or previous overlord (such as Draconic, Giant, communicate simple ideas with Beasts and creatures with
or Undercommon). the Animal tag, and you have advantage on checks made to
interact with such creatures.
VEXED HERITAGE Shepherd’s Gift. You have proficiency in the Animal
The lives of vexed heritage characters are defined by their Handling skill. Any Beast or creature with the Animal tag
defiance of a supernatural connection to extraplanar whose CR is equal to or less than your PB that targets you
creatures or cosmic forces. Characters of this heritage are with an attack must first make a WIS check contested by
often a “culture” of one person. your WIS (Animal Handling). If you succeed, the creature
You have spent your life trying to break free of the forces must choose a new target or lose the attack.
that have a grip on you. You might have been claimed by Languages. You know Common and one additional
a powerful outsider at birth, haunted by whispers in your language of your choice. Typical wildlands heritage
dreams, or found yourself the inheritor of an ancient blood characters choose Sylvan.

116 PLAYER'S GUIDE


4 BACKGROUNDS AND TALENTS
Backgrounds
Background helps define your character’s personal
CUSTOMIZING A BACKGROUND
history before becoming an adventurer. When choosing If you want to tweak a background or start from scratch,
a background, consider how it plays into your character’s here are the components and changeable parts:
heritage and class. Did life as a soldier pave the way for you Talent. Replace one talent with any other talent
to become a fighter? Did a religious experience pull you accessible to a 1st-level PC.
away from a community that holds a different faith? Skill Proficiencies. Choose any two skills that fit the
Your background can provide some missing detail background’s theme.
and give you access to additional proficiencies, talents, Tool Proficiencies or Languages. Choose any
equipment, or languages. combination of two tools or languages.
You can also trade the cost of any equipment package
for items of equivalent value from the equipment lists in
Chapter 5. Finally, if no adventuring motivations appeal
to you, work with your GM to create one that does.

4 BACKGROUNDS & TALENTS 117


ELEMENTS OF A BACKGROUND ADVENTURING MOTIVATION
This section explains the components of a background. A background contains suggested motivations to help
inform your reasons for becoming an adventurer. You can
SKILL PROFICIENCES roll to determine it randomly, pick one off the list, or use
them as inspiration for creating your own motivation.
Each background gives you proficiency in two skills. If your
character would already gain the same skill proficiency
from their class, lineage, or heritage features, you can ADHERENT
choose a different skill proficiency instead. Before you began adventuring, you committed yourself
to a faith, belief, or cause. The exacting tasks required of
ADDITIONAL PROFICIENCES OR this commitment—daily prayers, holy rites, or cryptic
LANGUAGES ceremonies—instilled in you a sense of duty and purpose.
Most backgrounds grant proficiency with one or more Perhaps you were a hopeful inductee into the war god’s
tools (see Tools in Chapter 5) or vehicles, or allow a clergy, a priest excommunicated from a fiend-worshipping
character to learn additional languages. sect, or a lifelong member of a secret society with global
reach. In any case, you still carry the teachings and
EQUIPMENT traditions of your devotion.
Each background provides a package of starting equipment. Skill Proficiencies: Choose two from History,
Investigation, Religion, or Persuasion.
TALENT Additional Proficiencies: Gain proficiency with artist’s
tools and an additional tool of your choice.
Each background allows a character to choose one talent
Equipment: A prayer book or ceremonial dagger, a holy
from a few options. These options are typically a mix from
symbol, a block of fragrant incense, vestments, a set of
different talent lists, so they allow you to grab a talent your
common clothes, and a pouch containing 10 gp.
class might not have access to in the future.

118 PLAYER'S GUIDE


TALENT
You devoted yourself to an array of highly specific tasks
and teachings known only to your order, each of which
demanded mental and emotional precision. Choose a
talent from this list to represent your experience: Field
Medic, Mental Fortitude, or Ritualist.

ADVENTURING MOTIVATION ARTISTIC EXPRESSION

Many adherents don’t stray far from the object of their d10 ARTISTIC EXPRESSION

devotion. Those who roam often do so for reasons specific 1 Painting


to their order. When you begin your adventures, consider 2 Sculpture
what tempted—or perhaps called—your character to step 3 Poetry
into the unknown. 4 Storytelling
ADVENTURING MOTIVATION 5 Acting
d8 ADVENTURING MOTIVATION 6 Dancing
1 I can test the limits of my devotion out in the wider world 7 Juggling
through adventuring. 8 Puppetry
2 Adventuring allows me to learn about and report on other 9 Music
religions and orders.
10 Gymnastics
3 Adventuring frees me to practice more unorthodox
methods of worship.
4 I may find others sworn to my order when I am out TALENT
adventuring.
You have developed the skills and talents required to
5 Encountering new people while adventuring lets me share
delight the masses and capture the imaginations of even
my faith with heretics, pagans, and the uninitiated.
nobility. Choose a talent from this list to represent your
6 When I triumph through adventuring, I will bring glory and
experience: Quick, Scrutinous, or Trade Skills.
notoriety to my order.
7 Adventuring furnishes me with the tithe my order deserves.
ADVENTURING MOTIVATION
8 Staying on the move keeps me from being dragged back to
the order from which I narrowly escaped. Artists are risk takers at heart. Though some enjoy a quiet
life of self-discovery, many are driven to seek unknown
experiences with new audiences, chasing perfection of
their craft. Contemplate why your character decided—or
ARTIST was forced—to forgo comfort and choose a path that may
You doggedly practiced artistic pursuits before taking lead anywhere.
up the adventuring life. Countless hours of practice,
ADVENTURING MOTIVATION
reflection, and expression altered the way you see the
world, and demand for your artistic expression grew. d8 ADVENTURING MOTIVATION

Perhaps you began an acrobat honing your body, a shadow 1 Adventuring secures my fortune while my art secures my
reputation.
puppeteer hungry for monstrous material, a dour thespian
in search of a patron to admire your dark performances, 2 Adventuring inspires me by allowing me to meet new
people and experience new places.
or a bubbly singer enraptured by the applause of strangers.
No matter what form your expression has taken, you 3 The thrills and terror of adventuring make me far more
comfortable in front of even hostile crowds.
still thrive where an audience waits to be entertained,
4 Adventuring develops skills for me to use when
frightened, or inspired.
entertaining a crowd.
Skill Proficiencies: Choose two from Acrobatics, Insight,
5 Adventuring puts me out of reach of the patron I’ve
Performance, or Persuasion. neglected.
Additional Proficiencies: Learn one additional language 6 My mentor was an adventurer. If their travels made them a
of your choice and gain proficiency with one tool master, it may work for me as well!
representative of your artistic pursuits. 7 Adventuring is how I will find someone who appreciates my
Equipment: A musical instrument or tool you are art as much as it deserves.
proficient with, a steel mirror, a set of fine clothes, an ink 8 Tales of heroism born from adventuring will make my fans
pen and bottle of ink, and a coin purse containing 4 gp. hungry for more of my art.

4 BACKGROUNDS & TALENTS 119


COURTIER CRIMINAL
You spent a great deal of time in a royal court. Lessons You were a cutpurse, grifter, thief, or assassin. Surviving in
of decorum and expectations of duty and honor granted the criminal underworld while plying your nefarious trade
expert understanding of the world and your place within it, taught you patience, resourcefulness, and careful planning.
as well as the station and manner of others. Perhaps you were a pickpocket jailed one too many times,
Perhaps you were a dignitary from a far-off land, a master a con artist hoping to fleece nobles out of their ill-gotten
of spies working at the queen’s bidding, a constable gains, or an assassin ready to turn over a new leaf after
tasked with capturing fugitives, or a noble stricken with being left for dead. Regardless, a life of crime has left you
wanderlust. Regardless of your courtly appointment, your tied to society’s underbelly.
life was one of leadership, service, or privilege, driven by Skill Proficiencies: Choose two from Stealth,
the expectations of others and your own ambitions. You Investigation, Insight, or Deception.
still carry these with you. Additional Proficiencies: You know Thieves’ Cant. If you
Skill Proficiencies: Choose two from History, Religion, already know this language, you learn a different language
Insight, or Deception. of your choice. Gain proficiency with a tool and a vehicle.
Additional Proficiencies: Learn one additional language Equipment: Five pieces of chalk, a grappling hook, a
of your choice and gain proficiency with either artist’s set of dark traveler’s clothes or a costume, and a pouch
tools or navigator’s tools and a musical instrument of containing 10 gp.
your choice.
Equipment: A writ of nobility or patronage from a TALENT
noble, signet ring, a set of fine clothes, and a coin purse You have eked out a living on the fringes of lawful society.
containing 12 gp. Choose a talent from this list to represent your experience:
Covert, Scrutinous, or Touch of Luck.
TALENT
You have intimate knowledge of people and experience SECRET
with courtly ceremony and propriety. Choose a talent
Criminals collect secrets as often as coin during their life
from this list to represent your experience: Combat
of crime. Roll on the Criminal Secret table to determine
Conditioning, Mental Fortitude, or Polyglot.
such a secret, choose one, or create your own. This secret is
known only to your closest allies and fiercest enemies at the
ADVENTURING MOTIVATION start of your adventuring career.
Courtiers travel for any number of purposes, but most
CRIMINAL SECRET
return to court as quickly as possible. When you begin your
adventures, consider why your character chose—or was d12 SECRET
made to—eschew the courtly life. 1 I inherited a massive fortune but lost it all.
2 My closest friend wants me dead, and I deserve it.
ADVENTURING MOTIVATION
3 I am not who I claim to be. I borrowed this life from a
d8 ADVENTURING MOTIVATION dying criminal.
1 Adventuring allows me to experience the world firsthand, 4 I have a rare terminal illness, and it’s making me reckless.
without court drama.
5 My loving family regularly sends me messages begging me
2 Adventuring is how I will attain glory and stand apart from to come home.
others of my station.
6 I only pretend to be a criminal to make life exciting.
3 Adventuring is a means to amass power and influence, which
I’ll use to found my own kingdom. 7 I sometimes make mistakes on purpose just so things will
turn violent.
4 I have been cast out from royal court in disgrace.
Adventuring is my best way to find redemption. 8 I am terrified of the person I was becoming and pray that I
can still change.
5 Danger is my obsession, and adventure is how I’ll slake my
thirst for it. 9 I used to be a royal spy until my sovereign betrayed me.

6 I have been ordered to adventure by royal decree, and so I 10 I plan to manipulate adventurers who trust me into
shall, until summoned back to court. destroying the enemies of my guild.

7 Through adventuring, I shall forge new alliances for the 11 My family doesn't know I am a criminal, and I’ll kill to keep
benefit of the realm. that secret.

8 I wish to destroy another member of the court—perhaps 12 I am a celebrity in some parts of the world.
adventuring will provide me the means to do so.

120 PLAYER'S GUIDE


ADVENTURING MOTIVATION ADVENTURING MOTIVATION
Most criminals are content with life in a guild or gang, Most homesteaders have already answered their call to
trusting a select few and staying near their next mark. At the adventure. It led them into the wilds in the first place.
start of your adventuring career, decide what—or who— When you begin your adventures, consider what tempted—
made your character step away to face a less certain life. or forced—your character to step away from their previous
life in exchange for another grand adventure.
ADVENTURING MOTIVATION
d8 ADVENTURING MOTIVATION ADVENTURING MOTIVATION
1 The bounty on my head is too high! I adventure to keep d8 ADVENTURING MOTIVATION
ahead of those who seek to claim it.
1 Adventuring will give me new challenges to overcome
2 An adventurer got me out of prison, and I’ll never go back. without the expectation of settling down.
3 My allies turned on me and left me for dead. Adventuring 2 I’ve been alone for too long. Adventuring will allow me to
will help me build a new life. find companionship.
4 Adventuring is easy coin, nothing more. 3 My name is all I have, and adventuring will help it grow into
5 Adventuring tests the limits of my skills, something crime something to be proud of.
hasn’t done in years. 4 Adventuring will take me to exotic places where I may start
6 I’ve done too many dark things to ever sleep well, but my next, or last, expedition.
adventuring might help me make amends. 5 Hopefully adventuring will give me enough coin to buy back
7 It’s time to dismantle the criminal guild I helped create, and the camp that was stolen from me.
adventuring will give me the power to do so. 6 Settling down didn’t work for me, so adventuring is how
8 A dogged constable is after me, but even they won’t go I find thrills.
where adventuring will take me. 7 I accompany travelers on their adventure for
pay—promises, gold, or favors.
8 I’ve yet to find anyone
as skilled and reliable in
HOMESTEADER the wilds as I am, but
You forged a livelihood in the places between civilization adventuring may change that.
and the unknown hinterlands. The demands of frontier life
calloused you, but you understand the wilderness and your
place in it.
Perhaps you were a weather-beaten frontiersman done
with the lumber camps behind, a hermit who wished to quit
your seclusion, or a young hunter ready to test your mettle
on more dangerous prey. No matter, you forged your own
path in a harsh wilderness, and those skills will only help
you forge ahead.
Skill Proficiencies: Survival and choose one from
Athletics, Animal Handling, or Intimidation.
Additional Proficiencies: Gain proficiency with either
herbalism tools or navigator’s tools.
Equipment: A hunting trap, fishing tackle, a razor-sharp
skinning knife, a canvas hammock, a set of heavy traveler’s
clothes, and a pouch containing 8 gp worth of gold-
crusted quartz.

TALENT
You have pitted yourself against danger in far-flung
places few have ever seen. Choose a talent from this list to
represent your experience: Aware, Dungeoneer,
or Far Traveler.

4 BACKGROUNDS & TALENTS 121


MAKER
You pursued a unique, often profitable craft and
became an expert. Those with an eye for quality might
seek your work out among hundreds of other crafters.
Perhaps you were the disgraced scion of
an illustrious family of jewelers, a famous
swordsmith ready to test your finest work,
or a toy maker who manufactured clockwork
monstrosities. No matter what your artform,
you worked so fervently that it stays a part of
you wherever you go.
Skill Proficiencies: Investigation and one skill
of your choice from the following: History,
Performance, or Sleight of Hand.
Additional Proficiencies: Gain proficiency
with one tool. Double your PB when you make a
check using that tool.
Equipment: A tool you are proficient with; a wax seal,
ink stamp, or chisel of your personal emblem; a set of
traveler’s clothes, and a pouch containing 10 gp worth of
gold shavings or silver dust.

TALENT
You have invested time in perfecting a singular craft,
securing patronage, and learning from trial and error or
under the watchful guidance of a master craftsperson.
Choose a talent from this list to represent your experience:
Artillerist, School Specialization, or Trade Skills.
OUTCAST
ADVENTURING MOTIVATION You spent your life surviving on scraps and taking what
Rare is the maker who abandons their shop and supplies you could. Living on the streets sometimes left you on the
in favor of the long road. When you begin your adventures, wrong side of the law, but you were instilled with skills to
decide why your character chose—or was driven—to leave survive, overcome, and prosper.
their workshop, peers, and accustomed surroundings to Perhaps you were an urchin chased from your stomping
venture into the unknown. grounds, a pickpocket who tried to make ends meet,
or a bandit who left the life, wanting to make amends.
ADVENTURING MOTIVATION Whatever your circumstances, the thrills and misfortunes
d8 ADVENTURING MOTIVATION of life outside polite society will never leave you.
1 I seek inspiration so divine or perilous that only adventuring Skill Proficiencies: Choose two from Deception, Insight,
may provide it. Sleight of Hand, or Stealth.
2 Adventuring allows me to test my creations to the fullest. Additional Proficiencies: You gain proficiency with one
3 Adventuring aids me in discovering rare and otherwise type of game set and one of the following: charlatan’s tools,
unknown ingredients. herbalism tools, or thieves’ tools.
4 Jealousy drove my peers to chase me from my workshop, but Equipment: A dark cloak and a set of dark, common
adventuring may secure my fortune once again. clothes, a silver coin given to you by a kind stranger, and a
5 Adventuring is how I make the coin required to fund my pouch containing 10 gp.
artifice to its fullest.
6 I have yet to find an equal in my craft, and I hope that in TALENT
adventuring one will cross my path.
7 Adventuring is the only way to grow my fame, as my craft is
You developed skills and physical abilities to survive on
too unique or obscure for common minds. the streets. Choose a talent from this list to represent your
8 Adventuring is the only way I might find someone worthy of experience: Aware, Opportunist, or Quick.
possessing my greatest work.

122 PLAYER'S GUIDE


ADVENTURING MOTIVATION TALENT
Outcasts like you are familiar with the hardships You spent your life working to put food on the table and
adventurers face, but think about how your own history of squeeze out a better living than those who came before you.
hardship shapes your relationships and reasons to travel Choose a talent from this list to represent your experience:
to unfamiliar places. When you begin your adventures, Comrade, Hand to Hand, or Physical Fortitude.
consider why your character chose—or was forced—to
leave an unglamorous, but safe routine for a life of ADVENTURING MOTIVATION
exploration and bravura. Most commoners accept their lot in life, despite the tedium.
ADVENTURING MOTIVATION When you begin your adventures, determine why your
d8 ADVENTURING MOTIVATION character took the opportunity to—happily or regrettably—
leave their fellows behind for a life of uncertainty.
1 Adventuring is a way to stay ahead of the law, I hope.
2 Adventuring is how I’ll finally earn (or seize) my fortune. ADVENTURING MOTIVATION
3 I will amass power and influence by adventuring before I d8 ADVENTURING MOTIVATION
return home. 1 Adventuring gives me thrills I never experienced back home.
4 Adventuring is how I’ll make amends for a life of wrongdoing. 2 Adventuring supplies coin that will secure a better future—if
5 I can master my skills through adventuring without fear of not for me, for my family.
ending up in a cell. 3 I’d rather risk my life adventuring than waste it in obscurity.
6 Adventuring will give me the clout to make a name for myself 4 Adventuring will give me such stories to tell around the fire
that will be feared and respected. when it’s time to settle down again.
7 I’ll track down the person who ruined my life while I’m 5 I can’t face my friends after what I did—not until I make a
adventuring. name for myself through adventuring.
8 Adventuring is a way to find a crew I can trust. 6 Maybe adventuring can teach me the skills I need to become
a noble.
7 I was blamed for the ill fate that befell my home. Maybe by
adventuring, I can make things right.
RUSTIC 8 An adventurer saved my life, and I won't rest until I do the
You spent most of your life as no one of consequence. Years same for others.
of hard work gave you an unshakeable resolve, but your
past is no mystery and affords you no grand understanding
of the world.
Perhaps you were the blacksmith’s child who preferred
SCHOLAR
to wear the armor, a shepherd who watched her flock You spent years researching a branch of study. Time spent
devoured by ogres, or an elderly dwarf miner who wanted in academic pursuits honed your mind, allowing you to
to see the world before the end. Wherever you come from, view the world through an intellectual lens afforded to few.
whoever you were, even a perilous future seems better than Perhaps you were only recently a student eager to learn
the doldrums of your past. outside the classroom, a teacher who retired but wasn’t
ready to stop hands-on learning, or a discredited researcher
Skill Proficiencies: Choose two from Athletics,
expelled but driven to prove your theories. Regardless,
Acrobatics, Investigation, or Medicine.
your way has always been lit by your keen mind, and you
Additional Proficiencies: Gain proficiency with vehicles
retain a desire to know more.
(land) and one of the following: a martial weapon, a
musical instrument, a tool, or one type of armor. Skill Proficiencies: Choose two from Arcana, History,
Nature, or Religion.
Equipment: A backpack, a bedroll, a warm blanket woven
by a friend or family member, three candles, a set of Additional Proficiencies: Learn two additional languages
traveler’s clothes, and a pouch containing 20 sp. of your choice or gain proficiency with a tool or vehicle
relevant to your field of study.
Equipment: A bottle of ink, a quill, a small knife, a
reference book on a highly specific subject, a set of
common clothes, and a pouch containing 10 gp.

4 BACKGROUNDS & TALENTS 123


SOLDIER
You spent a significant amount of time risking your life
to defend others. You survived through rigorous training,
discipline, and sacrificing comforts that most people take
for granted.
Perhaps you were a veteran who washed out, a deserter
who ran from the atrocities of war, or a fresh-faced patriot
who went looking for new ways to fight for your cause.
Whatever course you took, you remain forever changed
having borne the weight of duty.
Skill Proficiencies: Choose two from Animal Handling,
Athletics, Medicine, or Survival.
Additional Proficiencies: Gain proficiency with a tool and
a vehicle of your choice.
Equipment: A symbol of rank (like a letter, badge, or
identification tags), a mess kit, a pack of playing cards
or a set of dice, a set of common clothes, and a pouch
containing 10 gp.
TALENT
You have spent time researching particular academic
TALENT
subjects at an institute of learning or under a knowledgeable You have received special training or honed natural
teacher. Choose a talent from this list to represent your capabilities that kept you safe during your service. Choose
experience: Polyglot, Ritualist, or School Specialization. a talent from this list to represent your experience: Combat
Casting, Combat Conditioning, or Field Medic.
ADVENTURING MOTIVATION
Most scholars spend their lives cloistered within libraries,
ADVENTURING MOTIVATION
laboratories, and workshops, immersed in academia. When You know the dangers and demands of an adventurer’s
you begin your adventures, consider why your character lifestyle, but consider how your military responsibilities
chose—or was driven—to leave a traditional lifestyle and have altered to accommodate your new path. When you
brave the unknown. begin your adventures, consider why your character’s
duties as a soldier ended—or changed—to allow for less-
ADVENTURING MOTIVATION
regimented pursuits.
d8 ADVENTURING MOTIVATION
ADVENTURING MOTIVATION
1 The coin I need for my research comes from adventuring.
2 Adventuring provides valuable field experience relevant d8 ADVENTURING MOTIVATION
to my study. 1 After a dishonorable discharge, adventuring is the way I make
3 I will prove those fools wrong with my discoveries made a living.
through adventuring. 2 Adventuring is a way to continue fighting, even though the
4 Adventuring pays the bills until I can prove the validity of war is over.
my theories. 3 Adventuring is a way to keep protecting others, since those I
5 I can uncover lost or forbidden knowledge by adventuring used to protect are gone.
for it. No institution can provide that! 4 Adventuring lets me use the skills I learned without having to
6 Adventuring is the best way to collect data for my patron give my life to the military.
or employer. 5 I perform special missions for those I serve when I go
7 Adventuring will lead me to the answers I desperately seek. adventuring.

8 Adventuring is a way to escape a life of academia I never 6 When I go adventuring, I take justice into my own hands
wanted. without concern for policy or politics.
7 Adventuring is the return to action I’ve craved since my
retirement.
8 Adventuring is a way to keep my skills sharp before I can
return to duty.

124 PLAYER'S GUIDE


Talents Elemental Savant
Prerequisite: Ability to Cast at Least One Spell that Deals Damage
Choose one of the following elemental damage types: acid,
Talents represent the specific ways an adventurer improves cold, fire, lightning, or thunder. When you cast a spell that
over the course of their adventures. Talents are divided deals damage, you can convert the damage type of that spell
into three categories: magic talents, martial talents, and to your chosen elemental damage type. You must decide to
technical talents. Your class typically determines which convert the damage type when you declare you are casting
talent lists you have access to. Talents are gained in two the spell.
main ways:
In addition, when you roll damage for a spell that
• When you choose a background during character naturally uses your chosen elemental damage type—not a
creation, select one talent from a list of options spell you convert to your chosen type—you can reroll any
provided in that background. You must still meet a damage dice results of 1. You must keep the new result.
talent’s prerequisites. You can select this talent multiple times, selecting a
• When a class grants an Improvement, you can choose different damage type each time.
to select a talent from the list specified by their class or
subclass features—assuming you meet any necessary
prerequisites.

MAGIC TALENTS
Most magic talents affect a character’s spellcasting
abilities, but they also include features that strengthen the
mind and defend against harmful magic effects.

Arcanist
Prerequisite: Spellcasting Class Feature
Your focus on magical studies yielded incredible results,
granting these benefits:
• Double your PB for any ability check you make that uses
the Arcana skill.
• You can replace one cantrip or spell that you know (not
a spell in a spellbook) with a different cantrip or spell of
the same circle from your Spellcasting feature’s source
list. The spell must be of a circle you can cast.
• You learn one additional cantrip from your Spellcasting
feature’s source list.

Combat Casting
Experience on the battlefield has given you superior focus
to cast your spells. You gain these benefits:
• When you make a CON save to maintain concentration
on a spell, treat any d20 roll of 7 or less as though you
rolled an 8.
• When a creature provokes an opportunity attack from
you, you can use your reaction to cast a cantrip instead
of making a melee attack.
• You can use a shield or weapon you wield as a
spellcasting focus. As normal, you can use the same
hand or hands holding this focus to perform somatic
spell components.

4 BACKGROUNDS & TALENTS 125


Focus (Death) empowered until the end of your next turn. While
Prerequisite: Access to 2nd-Circle Spell Slots empowered, your and your target’s speed increase by 5
Your focus on the magic of life, death, and seeing beyond feet for each circle of the expended spell slot and your
grants you these benefits: movement doesn't provoke opportunity attacks.
• When you succeed on a death save, you can expend a • You learn one 1st-circle conjuration or transmutation
spell slot of 2nd circle or higher to regain a number of spell from any source spell list. When you cast that
hit points equal to five times the circle of the expended spell, you can choose to expend 2 hit dice instead of a
spell slot. Once used, you can’t use this feature again spell slot to cast it at its lowest circle.
until you finish a long rest. A character can have only one focus talent.
• You learn one 1st-circle divination or necromancy spell
from any source spell list. When you cast that spell, you Focus (Fey)
can choose to expend 2 hit dice instead of a spell slot to Prerequisite: Access to 2nd-Circle Spell Slots
cast it at its lowest circle. Your focus on the spells of the fey have instilled in you
A character can have only one focus talent. these benefits:
• When you expend a spell slot to cast an enchantment or
Focus (Creation) illusion spell of 1st circle or higher, roll a d6. On a roll of
Prerequisite: Access to 2nd-Circle Spell Slots 6, the spell slot isn’t expended.
Your focus on the magic of reshaping and translocating has • You learn one 1st-circle enchantment or illusion spell
granted you these benefits: from any source spell list. When you cast that spell, you
• When you cast a conjuration or transmutation spell, can choose to expend 2 hit dice instead of a spell slot to
you can use your reaction to expend a spell slot of cast it at its lowest circle.
2nd circle or higher. When you do, you and one other A character can have only one focus talent.
creature summoned or targeted by your spell are

126 PLAYER'S GUIDE


Focus (War) Ritualist
Prerequisite: Access to 2nd-Circle Spell Slots Prerequisite: Spellcasting Class Feature
Your focus on battlefield magic, both protective and Your study of magic has unlocked the mysteries of ritual
destructive, grants you these benefits: spells. When you gain this talent, you also gain a ritual
• When you or a creature within 10 feet of you takes book, which contains the rituals you know. To cast a ritual
damage, you can use your reaction to expend a spell spell, you must have your ritual book in hand.
slot of 2nd circle or higher. When you do, the creature Choose a spell source: Arcane, Divine, Primordial, or
either gains a number of temporary hit points or takes Wyrd. You must choose your rituals from that source’s spell
additional damage of the triggering type (your choice) list. Regardless of which source you choose, you use your
equal to twice the circle of the expended spell slot. normal spellcasting ability for these spells.
• You learn one 1st-circle abjuration or evocation spell When you gain your ritual book, add one ritual of each
from any source spell list. When you cast that spell, you spell circle you have already unlocked via your spellcasting
can choose to expend 2 hit dice instead of a spell slot to class. For example, a cleric who selects this talent at 4th
cast it at its lowest circle. level has spell slots for 1st and 2nd circles, so they would add
A character can have only one focus talent. one 1st-circle ritual and one 2nd-circle ritual to their book.
Each time you gain access to a new circle of spell slots by
gaining a level in your spellcasting class, add one new ritual
Mental Fortitude
spell to your book. This new ritual must be from the same
Through rigid mental exercise, you have fortified yourself
circle of magic you originally chose, and it must be of a
against mind-altering effects. You gain these benefits:
circle for which you have spell slots. For example, when a
• Once per short rest, when you fail an INT, WIS, or
cleric reaches 5th level, they gain access to 3rd-circle spells,
CHA save, you can choose to reroll the save and take
so the cleric would select one ritual spell of 3rd circle or
the new result.
lower to add to their ritual book.
• When you start your turn charmed, frightened,
paralyzed, or stunned, you gain 1 Luck.
School Specialization
Choose one of the eight schools of magic: abjuration,
Psycanist conjuration, divination, enchantment, evocation, illusion,
Prerequisite: INT 13 or Higher necromancy, or transmutation. You gain these benefits:
Through magic, you learned to influence and manipulate • When you cast spells of your chosen school, your spell
the world around you with your mind. You gain one of the attack bonus and spell save DC are both increased by 1.
following benefits:
• If you use a spellbook to cast your spells, the gold and
• You can telepathically speak with any creature within time you must spend copying a spell of that school into
30 feet of you. A creature doesn't need to share a your spellbook is halved.
language with you to communicate this way, but it must
• When you spend two or more sorcery points while
understand at least one language. Creatures you speak
casting a spell of that school, you regain 1 sorcery point
to can reply to you telepathically, but can’t initiate a
at the end of your turn.
telepathic conversation.
You can select this talent multiple times, selecting a
• As a bonus action, you can read the aura of a single
different school of magic each time.
creature that you can see within 30 feet of you until
the end of your next turn. For the duration, the target
isn’t invisible or heavily obscured to you. You know Spell Duelist
its current hit points, its resistances, immunities, and Prerequisite: Ability to Cast One or More Cantrips
vulnerabilities, and learn the creature’s emotional state, When a creature you can see damages you with a spell,
including whether it is hostile or docile. you can use your reaction to cast a cantrip targeting that
• As a bonus action, you can attempt to lift, push, pull, or creature. In addition, when you cast a spell that requires an
shove one Medium or smaller creature or object (up to attack roll, you gain these benefits:
200 pounds) that you can see within 30 feet of you. A • Double the range of the spell. If the spell’s range is
creature that succeeds on a STR save against your spell touch, its range increases to 15 feet.
save DC is unaffected. On a failed save, the creature or • The spell ignores any AC bonus granted by cover.
object is pulled, pushed, or lifted 5 feet in the direction
of your choice.
You can select this talent multiple times, choosing a
different benefit each time.

4 BACKGROUNDS & TALENTS 127


Artillerist
MARTIAL TALENTS Prerequisite: STR 13 or Higher
Martial talents affect a character’s combat abilities,
You trained to master complex ranged weapons. You gain
including enhancements to overall fitness and the ability to
these benefits:
wield weaponry.
• You ignore the Loading property of all weapons with
which you are proficient.
Athletic
You focused on honing your athletic capabilities. You gain • You have advantage on attack rolls made with siege
these benefits: weapons or other Medium or larger projectile‑launching
objects that you operate. Your GM has final say on
• Double your PB for any ability check you make that uses
whether an object falls into this category.
the Athletics skill.
• When you make an attack roll with a ranged weapon
• When factoring your carrying capacity, multiply your
and have advantage on the roll, you can reroll one of the
STR score by 18 instead of 15. When factoring the
d20s once.
amount you can push, drag, or lift, multiply your STR
score by 35 instead of 30 (see Lifting and Carrying in
Chapter 6). Combat Conditioning
You’ve endured extensive training to withstand the rigors
• You can stand up from being prone on your turn by
of combat. You gain these benefits:
expending 5 feet of movement.
• Your hit point maximum increases by 2 for each
• The length of your running long jump increases by 10
character level you have. Each time you gain a level after
feet. The height of your running high jump increases by
taking this talent, your hit point maximum increases
3 feet.
by 2.
• When you roll hit dice to recover hit points, treat any
Armor Expert
roll lower than your current PB as though it were equal
Prerequisite: STR 13 or Higher
to your PB.
Your experience with armor allows you to weather mighty
onslaughts. While you are wearing medium or heavy armor
with which you are proficient, you gain these benefits: Critical Training
You’ve learned to aim for vital points on your targets.
• Your AC increases by 1.
You gain these benefits:
• You have advantage on saves to avoid being pulled,
• You score a critical hit on a d20 roll of 19 or 20 when
shoved, or knocked prone.
attacking with a weapon.
• When calculating the extra damage of a critical hit with
Armor Training
a weapon, add the ability modifier used in the attack to
Prerequisite: Proficiency with Light or Medium Armor
the damage one additional time.
You’ve trained to improve your use of armor. You gain
these benefits:
Furious Charge
• If you are proficient with light armor, you gain
You’ve learned to press every advantage and hammer into
proficiency with medium armor. If you are proficient
enemies. Each time you move 20 feet in a straight line
with medium armor, you gain proficiency with heavy
toward a creature and hit it with a melee weapon attack or
armor and shields.
an unarmed strike, the attack gains your choice of two of
• If you are wearing armor that would normally impose the following benefits:
disadvantage on DEX (Stealth) checks, you instead roll
• The attack deals additional damage of your weapon’s
normally and can’t have advantage or disadvantage on
damage type equal to your PB.
the check.
• If the target is one size larger than you or smaller, it is
• You can add up to +3 (instead of +2) to your AC based
pushed 10 feet directly away from you.
on your DEX while wearing medium armor.
• The target must succeed on a STR save or be knocked
prone. The save DC equals 8 + your PB + your STR
modifier.
• If the target is Huge or smaller, you swap places with it.
To gain any of these benefits, you must be wielding a
melee weapon with which you are proficient that doesn't
have the Light property.

128 PLAYER'S GUIDE


Hand to Hand Ranged Weapon Mastery
You mastered techniques that allow you to efficiently fight Prerequisite: Character 4th Level or Higher
barehanded. You gain these benefits: You have great skill with ranged weapons. While wielding a
• The damage of your unarmed strikes increases from 1 + ranged or thrown weapon, you gain these benefits:
STR modifier to 1d6 + STR modifier. • You don’t have disadvantage on attack rolls made at long
• You gain proficiency with improvised weapons. While range or when a hostile creature is within 5 feet of you.
wielding an improvised weapon with one hand, the In addition, your accuracy borders on the unnatural. As
weapon deals a minimum of 1d8 + STR modifier a bonus action on each of your turns, you can give yourself
damage. While wielding an improvised weapon with one of the following benefits:
two hands, the weapon deals a minimum of 1d10 + STR • The next ranged weapon or thrown weapon attack you
modifier damage. make ignores half and three-quarters cover.
• You have advantage on ability checks made to initiate • Your next ranged weapon or thrown weapon attack has
or escape a grapple. When you start your turn grappled a penalty to the attack roll equal to your PB. If the attack
with or restrained by a creature, that creature takes hits, it deals additional damage equal to double your PB.
bludgeoning damage equal to your STR modifier.
Return Fire
Heavy Weapon Mastery You are skilled at suppressing long-ranged foes in combat.
Prerequisite: Character 4th Level or Higher When a creature you can see hits or misses you with a ranged
You have great skill with two-handed weapons. While attack, as a reaction you can make a single weapon attack
wielding a melee weapon with the Heavy property in two against that creature with a ranged or thrown weapon if the
hands, you gain these benefits: target is within your weapon’s range (short or long).
• When you score a critical hit, you can make one
additional melee weapon attack as part of that Attack Shield Mastery
action. Prerequisite: Character 4th Level or Higher
In addition, your attacks become overpowering. As a You can wield a shield as an extension of your own body.
bonus action on each of your turns, you can give yourself While wielding a shield, you gain these benefits:
one of the following benefits:
• As a bonus action, you can attempt to shove a creature
• The next melee attack you make with a Heavy weapon within 5 feet of you with your shield. If you move 10
ignores resistance to your weapon’s damage. feet or more directly toward a creature before using this
• Your next melee attack with a Heavy weapon has a −5 bonus action, you have advantage on the check.
penalty to the attack roll. If the attack hits, it deals extra • When you use your action to Dodge, your AC increases
damage equal to half your STR score. by an amount equal to the armor bonus of your shield.
• When you make a DEX save to avoid taking damage,
Opportunist you can use your reaction to halve any damage taken by
You find openings in your targets’ defenses. taking shelter behind your shield.
You gain these benefits:
• When you make an opportunity attack, you have Spell Hunter
advantage on the attack roll. You have a penchant for overpowering even skilled
• A creature within reach of your melee weapon provokes spellcasters. You gain these benefits:
an opportunity attack from you when they stand up • When a creature you can see within your reach casts
from being prone or take the Use an Object action. a spell, as a reaction you can make a single melee
attack against that creature. On a hit, the attack deals
Physical Fortitude additional damage equal to the circle of the spell they
You’ve fortified yourself against physically debilitating are casting. On a critical hit, the spell is interrupted and
effects. You gain these benefits: isn’t cast, but the spell slot isn’t expended.
• Once per turn, when you fail a STR or CON save, you • While you are within 5 feet of a creature, you have
can expend one of your hit dice to reroll the save. You advantage on saves against their spells and they have
must take the new result. disadvantage on saves made to maintain concentration.
• When you start your turn blinded, deafened, restrained, • While you are grappling a creature, it can’t cast spells
or poisoned, you gain 1 Luck. that require a somatic component.
• You have advantage on checks and saves to avoid being
knocked prone, pulled, or pushed.

4 BACKGROUNDS & TALENTS 129


Two Weapon Mastery • When you reduce a creature to 0 HP with your chosen
Prerequisite: Character 4th Level or Higher weapon, you gain temporary hit points equal to your
You have mastered the art of wielding two weapons PB. These temporary hit points last for 1 minute or until
simultaneously. While wielding a different melee weapon expended.
in each hand, you gain these benefits: You can select this talent multiple times, selecting a
• You can use the bonus action attack granted by two- different weapon each time.
weapon fighting even if the weapons you are wielding
don’t have the Light property. You are no longer Wrestling Mastery
restricted to the use of Light weapons if you have the Prerequisite: STR 15 or Higher, Character Level 4 or Higher
Quick Strike Martial Action. You excel in close-quarters combat. You gain these
• When you take the Attack action and hit a creature, benefits:
the bonus attack granted by two-weapon fighting • You have advantage on checks made to initiate or
deals additional damage equal to your PB against that escape a grapple and advantage on attack rolls against
creature. creatures you are grappling.
• You can draw or stow two one-handed weapons in the • When a creature starts its turn grappling or being
same time it would normally take you to draw or stow a grappled by you, it takes bludgeoning damage equal to
single weapon. your STR modifier.
• When you score a critical hit or reduce a creature to • As an action, you can attempt to twist a creature you
0 HP with the bonus action attack granted by two- are grappling into a dangerous position. Make a STR
weapon fighting, you can move up to half your speed (Athletics) check contested by the grappled target’s STR
without provoking opportunity attacks and make a (Athletics) or DEX (Acrobatics) check. If you succeed,
single melee weapon attack against a creature or object the target is restrained until the grapple ends.
within reach.

Vanguard TECHNICAL TALENTS


You trained in capitalizing on every opening and stopping Technical talents affect a character’s noncombat abilities,
enemies in their tracks. You gain these benefits: granting utility-based improvements to social encounters,
exploration, and object interactions.
• When a creature within reach makes a melee attack
against a target other than you, as a reaction you can
make a melee weapon attack against the attacking Aware
creature. You have exceptional situational awareness. When you
select this talent, you gain these benefits:
• You can make an opportunity attack against a creature
that leaves your reach even if their movement doesn't • When you roll for initiative, treat any d20 roll of 9 or
provoke opportunity attacks. lower as though you rolled a 10.
• When you take the Ready action to attack with a melee • As long as you are conscious, you can’t be affected by
weapon, you gain a bonus to your attack and damage the surprised condition.
rolls equal to your PB when the trigger occurs. On a hit, • Hidden creatures don’t have advantage on attack rolls
the creature’s speed is reduced to 0 feet until the end of made against you.
its next turn.
Bottomless Luck
Weapon Discipline Your skill is only outmatched by your infectious lucky
Prerequisite: Proficiency with at Least One Martial Weapon streak. You gain these benefits:
You seek perfection with a single weapon. Choose a • When you roll a 20 on a d20 roll, one ally of your choice
simple or martial weapon (such as spear, heavy crossbow, that can see or hear you gains 1 Luck.
or greataxe) you are proficient with. While wielding that
• When you make a die roll to reset your Luck total, roll
weapon, you gain these benefits:
two dice and keep the result you prefer.
• You gain a +1 bonus to attack and damage rolls made
• When you spend Luck to reroll a d20, roll two dice and
with your chosen weapon.
keep the result you prefer.
• When you score a critical hit with your chosen weapon,
you can roll one additional weapon damage die for
damage.

130 PLAYER'S GUIDE


Comrade Far Traveler
You excel while helping others. You gain these benefits: You have traveled the world and been to many fantastical
• You can use the Help action as a bonus action on each places. You gain these benefits:
of your turns. • You and your allies can travel up to 10 hours each day,
• When an ally you can see or hear within 30 feet of you instead of the standard 8, before you must make a CON
spends one or more Luck, you can also spend Luck to save for a forced march.
increase their roll. • Traveling at a fast pace doesn’t impose the standard −5
• When an ally within 30 feet of you is reduced to 0 hit penalty to your passive Perception.
points or fails a death save, you gain 2 Luck. • You have advantage when you make a WIS (Survival)
check to determine if you become lost.
Covert • You ignore the effects of having one level of exhaustion.
Prerequisite: Proficiency with the Stealth Skill, DEX 13 or Higher When you have two or more levels of exhaustion, you
suffer the effects of exhaustion normally.
You trained in the art of espionage. You gain these benefits:
• You can attempt to hide while in three-quarters cover or
while lightly obscured. Field Medic
You trained to provide emergency medical assistance.
• Creatures that rely on darkvision can’t see you while
When you select this talent, you gain these benefits:
you remain motionless in dim light or darkness. This
effect ends if you move, take an action or bonus action, • When you make a WIS (Medicine) check, treat any d20
or use a reaction while in the creature’s line of sight. roll of 9 or lower as though you rolled a 10.

• You don’t have disadvantage on attack rolls and WIS • As an action, you can tend to the wounds of a creature
(Perception) checks against targets in dim light. you can see and touch. When you do, the creature
regains a number of hit points equal to your PB + their
• If you make a ranged attack against a creature or if
CON modifier. A creature healed in this way can’t
a creature spots you while you are hidden, you can
receive the benefits of this feature again until it finishes
use your reaction to make a DEX (Stealth) check at
a short or long rest.
disadvantage opposed by the creature’s Perception. On a
success, you remain hidden and the creature is unaware • When you spend hit dice to regain hit points during a
of your position. Once used on a creature, the target short rest, you can reroll a number of dice equal to your
can’t be affected by this feature again for 24 hours. PB and must take the new result.

Dungeoneer Hard Target


You’ve studied—or at least survived—your share of You’ve shored up weaknesses in a particular ability. You
hazards and learned a thing or two about sniffing out gain these benefits:
secrets. You gain these benefits: • You gain proficiency in saves with one ability of your
• You can add your PB to checks made to disarm traps choice.
and open doors, even if you aren't proficient with the • When you fail a save in that ability, you can expend
tools to do so. The first time you fail an ability check one hit die, roll it, and add the number rolled to the
while disarming a trap, opening a door, or passing save result.
a hazard, the failure doesn't trigger the trap, block
You can select this talent multiple times, selecting a
the door, or force you into the hazard’s area—no
different ability each time.
consequence befalls you from the failure.
• You have advantage on Perception and Investigation
Noxious Apothecary
checks made to search for secret doors, find traps, and
Prerequisite: INT 13 or Higher or Proficiency with Herbalism Tools
see through illusions.
You invested countless hours in the art of poison crafting.
• You have advantage on saves made to avoid or resist You gain these benefits:
traps or hazards. You are resistant to damage from
• Double your PB when using herbalism tools to harvest
traps and hazards.
a poison.
• When combat begins, you and allies within 5 feet
• When you harvest poison from a natural source, such as
of you can attempt a DEX (Stealth) check for the
a creature or plant, you harvest twice as much.
purpose of determining who is surprised (see Combat
Encounters in Chapter 6). • When you apply poison to weapons and ammunition, it
lasts 1 hour instead of 1 minute.

4 BACKGROUNDS & TALENTS 131


With one hour of work, you can concentrate, customize, • If you hear a creature speak for 1 minute or longer, you
or otherwise empower a single dose of poison. When you can mimic its voice. A creature familiar with your target
do, that poison gains these benefits: can succeed on a WIS (Insight) check opposed by your
• The poison ignores resistance to poison damage. CHA (Deception) to understand the ruse.
• The poison’s save DC and damage both increase by an
amount equal to your PB. Trade Skills
You honed your skills to work in a particular profession.
• A creature that fails its save against your poison by 5 is
When you select this talent, decide what that profession is
poisoned until the end of its next turn (see Appendix
and gain these benefits:
A: Conditions).
• Gain proficiency with one skill and a tool or vehicle
relevant to your chosen profession. Alternatively,
Polyglot
gain proficiency with any combination of two tools or
You have studied language extensively. You can
vehicles relevant to your chosen profession.
communicate in multiple languages and puzzle out critical
information from languages you don’t know. When you • Double your PB for one skill you are proficient with.
select this talent, you gain these benefits: That skill must not already double your PB.
• Learn three languages of your choice. • You have advantage on checks you make where both a
tool and skill you are proficient with would apply to the
• When you converse with a creature in a language you
check. For example, when identifying a plant, if you are
both know (other than Common) you have advantage
proficient with the herbalism kit and the Nature skill,
on a single CHA ability check made to influence or
your check would have advantage.
interact with that creature. Once you use this feature,
you can’t do so again until you finish a long rest. You can select this talent multiple times, but you must
choose a different profession each time.
• When you make an ability check related to
understanding the meaning of a verbal or written
language you don’t know, you can add your PB to the Touch of Luck
result. If you have proficiency in a relevant skill or tool, Fortune’s favor always makes its way back to you. You gain
double your PB for the roll. these benefits:
• When you would gain 1 Luck as a result of failing an
Quick attack roll or save, you instead gain 2 Luck.
You are uncommonly agile. While not wearing medium or • If you have 5 Luck and would gain a 6th, your Luck total
heavy armor, you gain these benefits: resets to 1d4 + 1.
• Your speed increases by 10 feet.
• When you take the Dash action, you can move along
vertical surfaces during your movement.
• If you fall, as a reaction you can ignore a number of feet
equal to 5 times your PB, lessening any fall damage you
take. If this allows you to ignore the entire distance of a
fall, you can land on your feet.
• As a bonus action you can move up to 5 feet without
provoking an opportunity attack or expending
movement.

Scrutinous
You have a keen eye for detail. You gain these benefits:
• When a creature you can see speaks in a language that
you know, you can discern what they are saying even if
you can’t hear them.
• You gain a +5 bonus to your passive Perception and
passive Investigation.
• When you spend 1 minute or longer examining an
object for fine or hidden details, you can ask your GM
one question about it, and they must answer truthfully.

132 PLAYER'S GUIDE


5 EQUIPMENT & MAGIC ITEMS
Equipment and treasure are a vital part of every heroic CURRENCY CONVERSION
adventure, both as tools and as loot. This chapter lists the COIN CP SP GP PP
equipment available to PCs and explains the rules for using Copper (cp) 1 1/10 1/100 1/1,000
it. It also contains magic items PCs might find during their Silver (sp) 10 1 1/10 1/100
adventures.
Gold (gp) 100 10 1 1/10
Platinum (pp) 1,000 100 10 1
Currency
Selling Nonmagical Items
Coins are minted in precious metals valuable almost
everywhere. The four most common coins are the copper
piece (cp), the silver piece (sp), the gold piece (gp), and
the platinum piece (pp). Gold is the common coin for A nonmagical item can be resold for roughly half its
adventurers, but most people use silver and copper for original value, if it is in good shape. Equipment taken from
day‑to-day transactions. An average coin weighs less than the corpses of monsters is rarely in resale condition.
half an ounce. A pouch of 50 coins weighs 1 pound. Nonmagical treasures like cut gemstones, works of art,
or fine jewelry can generally be resold at full price.

5 EQUIPMENT & MAGIC ITEMS 133


In remote communities or communities that reject
standardized currency, you can use trade goods to buy and
sell items instead of coins. There, you can spend a sack
Equipment
of flour or a full waterskin as you would spend gold of This section covers standard nonmagical equipment and
equivalent value. the rules for using it. Equipment is anything you can wear,
For rules on buying and selling magic items, see the wield, or carry on your person—primarily armor, weapons,
Magic Items section in this chapter. adventuring gear, and tools.

ARMOR
This section lists the types of armor available to PCs and
covers special rules regarding their use. The Armor table
PLAYER ADVICE lists the cost, AC bonus, weight, special properties, and
When buying or selling equipment and treasure, remember that proficiencies required for every kind of armor.
the GM has final say on market conditions and prices. Their job
is to immerse you in a fantasy setting, including its economic CALCULATING ARMOR CLASS (AC)
challenges. Sometimes that means ruling that a particular town
Wearing armor increases your armor class (AC), which in
is too poor to purchase treasure, or a store can’t sell basic gear
turn increases your chance of avoiding enemy attacks. An
because bandits stole the latest supply shipment. If your party
enemy’s attack roll total must meet or beat your AC to deal
continuously runs into issues buying or selling items, ask your GM
damage. So, the higher your AC, the greater your chance of
how you can establish a reliable contact to ease transactions.
avoiding damage!
A typical PC who isn’t wearing armor has an AC of 10 +
their DEX modifier.

STUDDED
LEATHER

BRIGANDINE

PADDED

LEATHER
SCALE MAIL

HIDE

134 PLAYER'S GUIDE


When you wear armor, use the AC equation listed with the Leather. The breastplate and shoulder protectors of this
type of armor you are wearing instead of the typical 10 + armor are made of leather that has been stiffened by being
DEX modifier equation. See the Armor table for an armor boiled in oil. The rest of the armor is made of softer and
type’s AC equation as well as specific bonuses or limitations more flexible materials.
it imposes when calculating AC. Studded Leather. Made from tough but flexible leather,
studded leather is reinforced with close-set rivets or spikes.
ARMOR TYPES & PROFICIENCIES Brigandine. This knee-length coat is made of heavy cloth
Armor types are categorized into three weights: light, or canvas lined with small metal plates.
medium, or heavy. You need proficiency in a weight MEDIUM ARMOR
of armor to use it well. For instance, a character with
Medium armor provides more protection than light
proficiency in light armor can wear any type of armor listed
armor, but it uses bulkier materials that interfere with
as light armor without penalty.
range of motion.
Your character can wear any kind of armor, regardless of
Hide. This full-body suit of armor consists of thick furs
proficiency. However, if you don’t have proficiency, you
and pelts.
have disadvantage on all STR and DEX ability checks made
Chain Shirt. A chain shirt is made of interlocking metal
while wearing it. You also can’t cast spells while wearing
rings that are worn between layers of clothing or leather.
armor you aren’t proficient with.
This armor protects the wearer’s upper body and the
LIGHT ARMOR outer layers muffle the sound of the rings rubbing against
Light armor provides minimal protection while still one another.
allowing its wearer to move with relative ease.
Padded. This full-body outfit consists of quilted layers of
cloth and batting.
SPLINT

RING MAIL

PLATE

BREASTPLATE

CHAIN
SHIRT

SHIELD

CHAIN MAIL

HALF PLATE

5 EQUIPMENT & MAGIC ITEMS 135


ARMOR

ARMOR COST ARMOR CLASS (AC) WEIGHT PROPERTIES


Light Armor
Padded 5 gp 11 + DEX modifier 8 lb. Noisy *
Leather 10 gp 11 + DEX modifier 10 lb. Natural Materials
Studded leather 45 gp 12 + DEX modifier 13 lb. —
Brigandine 50 gp 13 + DEX modifier 25 lb. Noisy
Medium Armor
Hide 10 gp 12 + DEX modifier (max 2) 12 lb. Natural Materials
Chain Shirt 50 gp 13 + DEX modifier (max 2) 20 lb. —
Scale mail 50 gp 14 + DEX modifier (max 2) 45 lb. Noisy
Breastplate 400 gp 14 + DEX modifier (max 2) 20 lb. —
Half plate 750 gp 15 + DEX modifier (max 2) 40 lb. Noisy
Heavy Armor
Ring mail 30 gp 15 40 lb. Noisy
Chain mail 75 gp 16 55 lb. Cumbersome (STR 13), Noisy
Splint 200 gp 17 60 lb. Cumbersome (STR 15), Noisy
Plate 1,500 gp 18 65 lb. Cumbersome (STR 16), Noisy
Shield
Shield 10 gp +2 6 lb. —*
*
At the GM’s discretion, this armor can have the Natural Materials property. Make this decision when you acquire it and note it on your character sheet.

Scale Mail. This armor consists of a coat and leggings HEAVY ARMOR
(and perhaps a separate skirt) of leather covered with Heavy armor provides the most protection of any armor
overlapping pieces of metal, much like the scales of a fish. type, but wearing it demands great physical prowess.
Breastplate. This armor consists of a fitted metal Ring Mail. This leather armor has heavy rings sewn into
chest lined with supple leather. This armor leaves limbs it. The rings help reinforce the armor against attacks.
unprotected but provides good protection for vital organs Chain Mail. This is a head-to-toe suit of armor made of
and allows for easier movement than most medium armor. interlocking metal rings. Chain mail includes a layer of
Half Plate. Half plate consists of shaped metal plates quilted fabric worn underneath the mail to prevent chafing
that cover most of the wearer's body. It doesn’t include leg and to cushion the impact of blows.
protection beyond greaves attached with leather straps. Splint. This armor is made of narrow vertical strips of
metal riveted to a backing of leather that is worn over cloth
padding. Flexible chain mail protects the joints.
Plate. Plate consists of shaped, interlocking metal plates
to cover the entire body. A suit of plate includes gauntlets,
WHAT ABOUT EQUIPMENT SIZE? heavy leather boots, a visored helmet, and thick layers
To keep things simple, assume that PCs can wear any of padding underneath the armor. Buckles and straps
nonmagical armor or wield any nonmagical equipment distribute the weight over the body.
they find, within bounds of common sense. For SHIELDS
example, it’s unlikely that a smallfolk could wear armor A shield is handheld armor that is wielded instead of
taken from a slain giant. Note that magic items have worn. This means their AC bonus can be lost if the shield
special sizing rules (see Magic Items in this chapter). is destroyed or becomes disarmed. Wielding a shield
However, a GM can decide a piece of armor or requires the use of one hand, which means a PC can’t use
equipment requires alteration or won’t work for a two-handed weapons while holding a shield. You can only
PC due to its size. The cost for resizing a piece of benefit from one shield AC bonus at a time, even if you
equipment varies from 10 to 40 percent of the item’s wield multiple shields.
base cost depending on how much alteration is needed Shield. This broad piece of wood and metal is held by a
and whether the item is made of special materials. handle attached to one side.

136 PLAYER'S GUIDE


GETTING INTO AND OUT OF ARMOR Natural Materials. This armor is made from materials
like wood, leather, or other organic materials. This renders
The time it takes to don (put on) or doff (take off) armor the item immune to the effects of spells like heat metal or
depends on the armor’s weight. features like the rust monster’s Antenna action.
Don. This is the time it takes to put on armor. You benefit Noisy. This armor imposes disadvantage on any ability
from the armor’s AC only if you take the full time to don checks made to avoid notice, like sneaking, hiding, or
the suit of armor. otherwise attempting to move silently.
Doff. This is the time it takes to remove armor. If you have
help, halve this time, except for shields, which take 1 action
regardless of help.

DONNING AND DOFFING ARMOR


PLAYER ADVICE
CATEGORY DON DOFF
Casting spells with somatic components requires at least one free
Light Armor 1 minute 1 minute hand. Unless you have a feature that allows you to work around this
Medium Armor 5 minutes 1 minute (such as the Combat Caster talent), you can’t cast spells while you
Heavy Armor 10 minutes 5 minutes wield both a weapon and a shield.
Shield 1 action 1 action

ARMOR MATERIALS WEAPONS


The Weapons table lists the cost, damage dice and type,
Armor can be made from a special material that gives it
weight, weapon options, and special properties for
additional properties. Note that these properties aren't
common weapons. The table is also split by the proficiencies
considered magical.
required (simple or martial) to wield the various weapons
Armor made from special materials typically costs (and
most effectively.
can be sold for) more than the same armor made with
standard materials. Some well-known special armor
WEAPON TYPES & PROFICIENCIES
materials are described here. Your GM decides whether
armor made from special materials is available for purchase. Each weapon is categorized into a type associated with a
Adamantine. Adamantine is an exceptionally hard metal proficiency. For instance, a character with proficiency in
that is difficult to find and costly to mine. While wearing martial weapons gets to add their PB to attack rolls made
adamantine armor, any critical hit against you becomes with any weapon listed in the martial weapons section of
a normal hit. Adamantine armor can be purchased for the Weapons table.
an amount equal to the item’s base cost + 1,000 gp. Only Any character can wield any weapon, but only a character
medium or heavy armor without the Natural Materials with proficiency can add their PB to attack rolls with those
property can be made from adamantine. weapons.
Mithral. Mithral is a light yet durable metal that is MELEE WEAPONS
difficult to find and requires master-level skill to work. Melee weapons are used to attack nearby targets within
Armor made from mithral doesn’t impose disadvantage reach. Unless the weapon has the Reach property, melee
on DEX (Stealth) checks or have a STR requirement, even weapons have a reach of 5 feet.
if the standard version of the armor has the Cumbersome
or Noisy properties. Mithral armor can be purchased for RANGED WEAPONS
an amount equal to the item’s base cost + 1,000 gp. Only Ranged weapons are used to attack targets at a distance.
medium or heavy armor without the Natural Materials
SIMPLE WEAPONS
property can be made from mithral.
Simple weapons require little experience to use effectively.
ARMOR PROPERTIES MARTIAL WEAPONS
Many sets of armor have properties that affect their use, as Martial weapons, including swords, axes, and polearms,
shown in the Properties column of the Armor table. require training to use effectively.
Cumbersome. This armor is heavy and difficult to move
in unless you have the required STR score. If your STR IMPROVISED WEAPONS
score doesn’t equal or exceed the STR score listed in When your favorite weapon is across the room, you can
parentheses, your movement speed is reduced by 10 feet attack with whatever’s handy. An improvised weapon
while you wear the armor, even if you’re proficient with it. includes any object you can wield in one or two hands,

5 EQUIPMENT & MAGIC ITEMS 137


WEAPONS

WEAPON COST DAMAGE WEIGHT WEAPON OPTION PROPERTIES


Simple Melee Weapons
Club 1 sp 1d4 bludgeoning 2 lb. Bash Light
Dagger 2 gp 1d4 piercing 1 lb. Pinning Shot Finesse, Light, Thrown (range
20/60 ft.)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Bash Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Hamstring Light, Thrown (range 20/60 ft.)
Javelin 5 sp 1d6 piercing 2 lb. Pinning Shot Thrown (range 30/120 ft.)
Light hammer 2 sp 1d4 bludgeoning 2 lb. Bash Light, Thrown (range 20/60 ft.)
Mace 5 gp 1d6 bludgeoning 4 lb. Bash —
Quarterstaff 2 sp 1d6/1d8 bludgeoning 4 lb. Bash Versatile
Sickle 1 gp 1d4 slashing 2 lb. Hamstring Light
Spear 1 gp 1d6/1d8 piercing 3 lb. Pull, Trip Thrown (range 20/60 ft.), Versatile

Simple Ranged Weapons


Crossbow, light 25 gp 1d8 piercing 5 lb. — Ammunition (range 80/320 ft.),
Loading, Two-handed
Dart 5 cp 1d4 piercing 1/4 lb. — Finesse, Thrown (range 20/60 ft.)
Shortbow 25 gp 1d6 piercing 2 lb. — Ammunition (range 80/320 ft.),
Two-handed
Sling 1 sp 1d4 bludgeoning — Ricochet Shot Ammunition (range 30/120 ft.)

Martial Melee Weapons


Battleaxe 10 gp 1d8/1d10 slashing 4 lb. Disarm, Hamstring Versatile
Flail 10 gp 1d8 bludgeoning 2 lb. Bash, Disarm —
Glaive 20 gp 1d10 slashing 6 lb. Trip Heavy, Reach, Two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Disarm, Hamstring Heavy, Two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Disarm, Hamstring Heavy, Two-handed
Halberd 20 gp 1d10 slashing 6 lb. Trip Heavy, Reach, Two-handed
Lance 10 gp 1d12 piercing 6 lb. — Reach, Special
Longsword 15 gp 1d8/1d10 slashing 3 lb. Disarm, Hamstring Versatile
Maul 10 gp 2d6 bludgeoning 10 lb. Bash, Disarm Heavy, Two-handed
Morningstar 15 gp 1d8 piercing 4 lb. Disarm —
Pike 5 gp 1d10 piercing 18 lb. Trip Heavy, Reach, Two-handed
Rapier 25 gp 1d8 piercing 2 lb. Disarm Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Hamstring Finesse, Light
Scythe 20 gp 2d4 slashing 4 lb. Pull, Trip Reach, Two-handed
Shortsword 10 gp 1d6 piercing 2 lb. Disarm Finesse, Light
Trident 5 gp 1d6/1d8 piercing 4 lb. Disarm Thrown (range 20/60 ft.), Versatile
War pick 5 gp 1d8 piercing 2 lb. Disarm —
Warhammer 15 gp 1d8/1d10 bludgeoning 2 lb. Bash, Disarm Versatile
Whip 2 gp 1d4 slashing 3 lb. Pull, Trip Finesse, Reach

Martial Ranged Weapons


Blowgun 10 gp 1 piercing 1 lb. — Ammunition (range 25/100 ft.),
Loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Pinning Shot Ammunition (range 30/120 ft.),
Light, Loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Pinning Shot Ammunition (range 100/400 ft.),
Heavy, Loading, Two-handed
Longbow 50 gp 1d8 piercing 2 lb. Pinning Shot Ammunition (range 150/600 ft.),
Heavy, Two-handed

138 PLAYER'S GUIDE


such as broken glass, a table leg, a frying pan, a wagon
wheel, or a dead goblin.
When in doubt about how much damage an object
should deal, find a weapon on the Weapons table
most like the object and use its damage die. For
example, a table leg is a lot like a club. At the GM’s
discretion, a character proficient with a weapon can JAVELIN
use a similar object as if it were that weapon and add
their PB as normal. DAGGER

If a character uses a ranged weapon to make a melee


HANDAXE
attack or throws a melee weapon that doesn’t have the
Thrown property, those are improvised weapons, and
typically deal 1d4 damage of an appropriate damage CLUB

type. An improvised thrown weapon typically has


range of 20 feet and a long range of 60 feet.
GREATCLUB
WEAPON OPTIONS
This section offers options for using weapons in
ways other than dealing damage. The Weapon LIGHT
HAMMER
Option column on the Weapons table shows which
weapons can be used to perform which weapon
options. A character can use a weapon option only
if the character is wielding and is proficient with an
appropriate weapon.
Weapon Option Saves. If an option requires a creature
to make an ability check or save, the DC equals 8 + the
attacker’s PB + the attacker’s STR or DEX modifier
(attacker’s choice).
Unless specified otherwise, a weapon attack used MACE

to perform a weapon option has only the option’s


SICKLE
listed effect and doesn’t deal normal weapon damage.
Weapon options can be used only when a wielder takes
the Attack action on their turn, unless a feature like the
fighter’s Martial Action allows a weapon option attack
to be performed as a bonus action. Characters with the
QUARTERSTAFF
Multiattack feature can perform a weapon option in
place of one of the attacks granted by Multiattack.
At the GM’s discretion, some weapon options might SPEAR

not work against certain creatures. For example, the


trip weapon option might not work against a creature
without discernable legs, such as an ooze, or that is
anchored or attached to the ground in some way, such
as a tree with animated limbs.

BASH
Make an attack roll with this weapon. On a hit, the
target has disadvantage on its next attack roll.

DISARM DART
Make an attack roll with this weapon. On a hit, the
target must succeed on a STR or DEX save (target’s CROSSBOW, SHORTBOW
choice) or drop a weapon, shield, or object it is LIGHT

wielding. The dropped item lands in an unoccupied


space within 5 feet of the target. If no unoccupied space
SLING
is within range, the item lands at the target’s feet.

5 EQUIPMENT & MAGIC ITEMS 139


HAMSTRING
Make an attack roll with this weapon. On a hit, the
target’s base movement speed is reduced by 10 feet for
BATTLEAXE 1 minute. A creature’s speed can’t be reduced by more
than 10 feet with this weapon option. A creature within
5 feet of the target can take an action to tend the wound
GREATAXE with a successful WIS (Medicine) check (against your
weapon option DC), ending the effect on the target. The
effect also ends if the target receives any magical healing.

PINNING SHOT
FLAIL
Make an attack roll with this weapon against a Large
or smaller creature. On a hit, the target must succeed
GLAIVE
on a STR or DEX save (target’s choice) or its speed
becomes 0 feet until the end of its next turn. A creature,
including the target, can use its action to attempt to
free the target with a STR (Athletics) check or a DEX
(Acrobatics) check (the creature’s choice) versus the
GREATSWORD attacker’s weapon option DC. On a success, the target
is freed and can move as normal. A target must make
only one check to free itself, using the highest DC of
characters performing this weapon option, regardless
of the number of arrows or bolts holding it in place.
HALBERD PULL
Make an attack roll with this weapon against a Large
or smaller creature. On a hit, the target is pulled up
to 5 feet closer to you. If this movement would pull a
creature into damaging terrain, such as lava or a pit, it
can make a STR or DEX (target’s choice) save to avoid
the pull on a success.
RICOCHET SHOT
Make an attack roll with this weapon against a target
you can see that has half or three-quarters cover. Your
chosen target must be within 10 feet of another object or
structure that isn’t the same item providing it with cover.
When you do so, you can treat the target’s AC as if it
wasn’t behind cover. If the attack is successful, the target
takes damage from the attack as it would with a standard
weapon attack. This weapon option expends the same
ammunition as a normal attack with this weapon.
TRIP
Make an attack roll with this weapon against a Large or
smaller creature. On a hit, the target must succeed on
MAUL a STR or DEX save (target’s choice) or fall prone. If the
LONGSWORD target is mounted, it has advantage on the save.

WEAPON MATERIALS
A weapon can be made from a special material that
LANCE gives it additional properties. These properties aren't
considered magical.
PIKE Weapons made from special materials typically cost
MORNINGSTAR
(and can be sold for) more than the same weapon made

140 PLAYER'S GUIDE


SCYTHE
with standard materials. Some well-known special
weapon materials are described here. Your GM decides
whether weapons made from special materials are
available for purchase.
Adamantine. Adamantine is an exceptionally hard
metal that is difficult to find and costly to mine. On a
successful hit, a weapon made of adamantine deals an
extra 1d6 damage of the weapon’s type to objects and to
RAPIER
creatures with the Golem tag. An adamantine weapon
TRIDENT
or 10 pieces of ammunition can be purchased for an SCIMITAR
amount equal to the item’s base cost + 500 gp.
Silvered. Silvered weapons are standard weapons
WARHAMMER
plated with silver. On a successful hit, a silvered
weapon deals an extra 1d6 damage of the weapon’s
type to creatures with the Shapechanger tag. Silvering
weapons is a specialty service that skilled blacksmiths
with the appropriate resources can provide. Silvering
a weapon or 10 pieces of ammunition costs 100 gp,
and a pre-silvered weapon or ammunition can be
purchased for an amount equal to the item’s base cost +
100 gp. Note that any magical or nonmagical weapon
or ammunition can be silvered, even those made from
other special materials.

WEAPON PROPERTIES
Many weapons have special properties that affect
their use, as shown in the Properties column of the
SHORTSWORD
Weapons table.
WAR PICK
Ammunition. You can use a weapon that has the
Ammunition property to make a ranged attack only if
you have ammunition to fire from it (see Adventuring
Gear in this chapter). Each time you attack with the
weapon, you expend one piece of ammunition. You need
a free hand to load a one-handed weapon, and drawing
the ammunition from a quiver, case, or other container
WHIP
is part of the attack. At the end of an encounter, you can BLOWGUN

recover half your expended ammunition by taking 1


minute to search the battlefield.
If you use a weapon with the Ammunition property to
make a melee attack, treat it as an improvised weapon
(see Improvised Weapons in this chapter). A sling
must be loaded to deal damage when used as LONGBOW
an improvised weapon.
Finesse. When making an attack with a Finesse
weapon, use your choice of your STR or DEX modifier
for the attack and damage rolls. You must use the same
modifier for both rolls.
Heavy. Small creatures have disadvantage on attack
rolls with Heavy weapons. Tiny creatures can’t wield CROSSBOW, HEAVY
Heavy weapons.
Light. A Light weapon is needed for use with two-
weapon fighting (see Melee Attacks in Chapter 6).
CROSSBOW, HAND
Loading. Because of the time required to load this
weapon, you can fire only one piece of ammunition

5 EQUIPMENT & MAGIC ITEMS 141


from it when you use an action, bonus action, or reaction property to make a ranged attack. If the weapon can also
to fire it, regardless of the number of attacks you can be a melee weapon, use the same ability modifier for that
normally make. attack roll and damage roll that you would use for a melee
Range. A weapon that can be used to make a ranged attack with the weapon. For example, if you throw a
attack has a range in parentheses after the Ammunition handaxe or javelin, use your STR modifier, but if you throw
or Thrown property. The range lists two numbers. The a dagger, you can use either your STR or DEX modifier,
first is the weapon’s normal range in feet, and the second since the dagger has the Finesse property.
indicates the weapon’s long range. When attacking a target Two-Handed. This weapon requires you to use two hands
beyond normal range and up to its long range, you have when you attack with it.
disadvantage on the attack roll. You can’t attack a target Versatile. This weapon can be used with one or two hands.
beyond the weapon’s long range. These weapons have two damage values listed. The higher
Reach. This weapon adds 5 feet to your reach when you damage value is used when you use two hands to make a
make melee attacks with it, as well as when determining melee weapon attack.
your reach for opportunity attacks with it.
Special (Lance). You have disadvantage when you use a ADVENTURING GEAR
lance to attack a target within 5 feet of you. Also, a lance Useful equipment that isn’t armor or weapons is called
requires two hands to wield when you aren’t mounted (see Adventuring Gear. The Adventuring Gear table lists the
Mounted Combat in Chapter 6). price and weight of items commonly available for purchase.
Thrown. You can throw a weapon with the Thrown Items that have special rules or require further explanation
are listed in the Special Gear section.

SPECIAL GEAR
EQUIPMENT PACKS
The starting equipment you get from your class includes This section describes items that have special rules or
a collection of useful adventuring gear, put together in require further explanation.
a pack. The contents of these packs are listed here. You Acid. As an action, you can splash the contents of this vial
can purchase a pack for the price shown, which might onto a creature within 5 feet of you or throw the vial up
be cheaper than buying the items individually. to 20 feet, shattering it on impact. In either case, make a
ranged attack against a creature or object, treating the acid
Burglar’s Pack (16 gp). Backpack, bag of 1,000 ball
as an improvised weapon. On a hit, the target takes 2d6
bearings, 10 feet of string, bell, 5 candles, crowbar,
acid damage.
hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days
Alchemist’s Fire. This sticky, adhesive fluid ignites when
of rations, tinderbox, and waterskin. The pack also has
exposed to air. As an action, you can throw this flask up
50 feet of rope strapped to the side.
to 20 feet, shattering it on impact. Make a ranged attack
Diplomat’s Pack (39 gp). Chest, 2 cases for maps and
against a creature or object, treating the alchemist’s fire
scrolls, set of fine clothes, bottle of ink, ink pen, lamp, 2
as an improvised weapon. On a hit, the target takes 1d4
flasks of oil, 5 sheets of paper, vial of perfume, sealing
fire damage at the start of each of its turns. A creature can
wax, and soap.
end this damage by using its action to make a DC 10 DEX
Dungeoneer’s Pack (12 gp). Backpack, crowbar, (Sleight of Hand) check to extinguish the flames.
hammer, 10 pitons, 10 torches, tinderbox, 10 days of Antitoxin. A creature that drinks this vial of liquid gains
rations, and waterskin. The pack also has 50 feet of rope advantage on saves against poison for 1 hour. It confers no
strapped to the side. benefit to Undead or Constructs.
Entertainer’s Pack (40 gp). Backpack, bedroll, 2 Arcane Focus. This item can be used as a spellcasting
costumes, 5 candles, 5 days of rations, waterskin, and a focus to channel Arcane spells. Examples include an orb, a
variety of cosmetics. crystal, a rod, a specially made staff, or a wooden wand.
Explorer’s Pack (10 gp). Backpack, bedroll, mess kit, Ball Bearings. As an action, you can spill these tiny metal
tinderbox, 10 torches, 10 days of rations, and waterskin. balls from their pouch to cover a level, square area, 10 feet
The pack also has 50 feet of rope strapped to the side. on a side. A creature moving in this area must succeed on
Priest’s Pack (19 gp). Backpack, blanket, 10 candles, a DC 10 DEX save or fall prone. A creature moving in the
tinderbox, alms box, 2 blocks of incense, censer, area at half speed doesn’t need to make the save.
vestments, 2 days of rations, and waterskin. Block and Tackle. This is a set of pulleys with a cable
Scholar’s Pack (40 gp). Backpack, book of lore, bottle threaded through them and a hook to attach to items. A
of ink, ink pen, 10 sheets of parchment, little bag of sand, block and tackle allows you to hoist up to four times the
and a small knife. weight you can normally lift.

142 PLAYER'S GUIDE


ADVENTURING GEAR
GEAR COST WEIGHT GEAR COST WEIGHT
Abacus 2 gp 2 lb. Poison, basic (vial) 5 gp —
Alchemical Concoctions Poison, essence of ether (vial) 300 gp —
Acid (vial) 25 gp 1 lb. Poison, last gasp (vial) 200 gp —
Alchemist’s fire (flask) 50 gp 1 lb. Poison, midnight tears (vial) 1,500 gp —
Oil (flask) 1 sp 1 lb. Holy water (flask) 25 gp 1 lb.
Ammunition Hourglass 25 gp 1 lb.
Arrows (20) 1 gp 1 lb. Hunting trap, basic 5 gp 25 lb.
Blowgun needles (50) 1 gp 1 lb. Ink (1-ounce bottle) 10 gp —
Crossbow bolts (20) 1 gp 1 1/2 lb. Ink pen 2 cp —
Sling bullets (20) 4 cp 1 1/2 lb. Ladder (10-foot) 1 sp 25 lb.
Ball bearings (bag of 1,000) 1 gp 2 lb. Lamp 5 sp 1 lb.
Bedroll 1 gp 7 lb. Lantern, bullseye 10 gp 2 lb.
Bell 1 gp — Lantern, hooded 5 gp 2 lb.
Blanket 5 sp 3 lb. Lock 10 gp 1 lb.
Block and tackle 1 gp 5 lb. Magnifying glass 100 gp —
Book 25 gp 5 lb. Manacles 2 gp 6 lb.
Caltrops (bag of 20) 1 gp 2 lb. Mess kit 2 sp 1 lb.
Candle 1 cp — Mirror, compact 5 gp 1/2 lb.
Case, map or scroll 1 gp 1 lb. Net 1 gp 3 lb.
Chain (10 feet) 5 gp 10 lb. Paper (one sheet) 2 sp —
Chalk (1 piece) 1 cp — Pick, miner’s 2 gp 10 lb.
Climber’s kit 25 gp 12 lb. Piton 5 cp 1/4 lb.
Clothes, common 5 sp 3 lb. Pole (10-foot) 5 cp 7 lb.
Clothes, costume 5 gp 4 lb. Potion of healing 50 gp 1/2 lb.
Clothes, fine 15 gp 6 lb. Quiver 1 gp 1 lb.
Component pouch 25 gp 2 lb. Ram, portable 4 gp 35 lb.
Containers Rations (1 day) 5 sp 2 lb.
Backpack 2 gp 5 lb. Rope (50 feet) 1 gp 10 lb.
Barrel 2 gp 70 lb. Sealing wax 5 sp —
Basket 4 sp 2 lb. Scale, merchant’s 5 gp 3 lb.
Bottle, glass 2 gp 2 lb. Shovel 2 gp 5 lb.
Chest 5 gp 25 lb. Signal whistle 5 cp —
Flask or tankard 2 cp 1 lb. Signet ring 5 gp —
Jug or pitcher 2 cp 4 lb. Soap 2 cp —
Pot, cooking 2 gp 10 lb. Spellbook 50 gp 3 lb.
Pouch 5 sp 1 lb. Spellcasting Foci
Sack 1 cp 1/2 lb. Arcane focus 5 gp 2 lb.
Vial 1 gp — Holy symbol 5 gp 2 lb.
Waterskin 2 sp 5 lb. (full) Primordial focus 5 gp 2 lb.
Crowbar 2 gp 5 lb. Wyrd focus 5 gp 2 lb.
Fishing tackle 1 gp 4 lb. Spikes, iron (10) 1 gp 5 lb.
Hammer 1 gp 3 lb. Spyglass 1,000 gp 1 lb.
Healer’s kit 5 gp 3 lb. Tent, two-person 2 gp 20 lb.
Herbal Concoctions Tinderbox 5 sp 1 lb.
Antitoxin (vial) 50 gp — Torch 1 cp 1 lb.
Perfume (vial) 5 gp — Whetstone 1 cp 1 lb.

5 EQUIPMENT & MAGIC ITEMS 143


Book. A book might contain poetry, historical accounts, 7), except for those material components that have a listed
information pertaining to a field of lore, diagrams, notes gp cost (as indicated in a spell’s description).
on contraptions, or just about anything that can be Crowbar. Using a crowbar grants advantage to STR
represented using text or pictures. A spellbook is a separate checks where the crowbar’s leverage can be applied.
item described later in this section. Fishing Tackle. This kit includes a wooden rod, silken line,
Caltrops. As an action, you can spread a bag of caltrops corkwood bobbers, iron hooks, lead sinkers, velvet lures,
to cover a 5-foot-square area. A Large or smaller creature and netting.
that enters the area must succeed on a DC 15 DEX save or Healer’s Kit. This kit is a leather pouch containing
stop moving this turn and take 1 piercing damage. Taking bandages, salves, and splints. The kit has 10 uses. As an
this damage reduces the creature’s walking speed by 10 feet action, you can expend one use of the kit to stabilize a
until the creature regains at least 1 hit point. A creature creature that has 0 HP without needing to make a WIS
moving through the area at half speed doesn’t need to (Medicine) check.
make the save. Holy Symbol. This item can be used as a spellcasting focus
Candle. For 1 hour, a candle sheds bright light in a 5-foot to channel Divine spells. Examples include an amulet
radius and dim light for an additional 5 feet. depicting a deity’s symbol, that same symbol engraved or
Case, Map or Scroll. This cylindrical leather case can hold inlaid as an emblem on a shield, or a tiny box holding a
up to ten rolled-up sheets of paper. fragment of a sacred relic.
Chain. A chain is an object that has AC 20 and 10 HP. It Holy Water. As an action, you can splash the contents of
can be broken as an action with a successful DC 20 STR this flask onto a creature within 5 feet of you or throw the
(Athletics) check. flask up to 20 feet, shattering it on impact. In either case,
Climber’s Kit. A climber’s kit includes special pitons, boot make a ranged attack against a target creature, treating the
tips, gloves, and a harness. You can use the climber’s kit as holy water as an improvised weapon. If the target is a Fiend
an action to anchor yourself to a solid surface within 5 feet or Undead, it takes 2d6 radiant damage—otherwise, the
of you (this surface can’t be part of a creature); when you water has no effect.
do, you can’t fall more than 25 feet from your anchor point, A creature that can cast at least one 1st-circle Divine
and you can’t climb more than 25 feet away from that point spells can create holy water by performing a special ritual.
without undoing the anchor. The ritual takes 1 hour to perform, uses 25 gp worth of
Component Pouch. A component pouch is a small, powdered silver, and requires the caster to expend a 1st-
watertight leather belt pouch that has compartments to circle spell slot.
hold all the material components and other special items Hunting Trap, Basic. As an action, you can set a trap in
you need to cast your spells (see Components in Chapter an unoccupied space within 5 feet of you. When set, this
trap forms a saw-toothed steel ring that snaps shut when a
creature steps on a pressure plate in the center. A Large or
smaller creature that enters the trap’s space must succeed
CONTAINER CAPACITY on a DC 13 DEX save or take 1d4 piercing damage and
Capacities for the various containers included on the become grappled until freed. A creature can use its action
Adventuring Gear table are given in the Container to make a DC 13 STR (Athletics) check, freeing itself or
Capacity table. another creature within its reach on a success. Each failed
CONTAINER CAPACITY check deals 1 piercing damage to the trapped creature.
VOLUME WEIGHT
Lamp. While lit, a lamp casts bright light in a 15-foot
CONTAINER CAPACITY CAPACITY radius and dim light for an additional 30 feet. Once lit, it
Backpack 1 cubic foot 30 lb. burns for 6 hours on a flask (1 pint) of oil.
Barrel 4 cubic feet 300 lb. Lantern, Bullseye. While lit, a bullseye lantern casts bright
or 40 gallons light in a 60-foot cone and dim light for an additional 60
Basket 2 cubic feet 40 lb. feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Bottle, flask, or tankard 1 pint 1 lb. Lantern, Hooded. While lit, a hooded lantern casts bright
light in a 30-foot radius and dim light for an additional 30
Chest 12 cubic feet 300 lb.
feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Jug, pitcher, or pot 1 gallon 8 lb.
As an action, you can lower the hood, reducing the light to
Pouch 1/5 cubic foot 6 lb. dim light in a 5-foot radius.
Sack 1 cubic foot 30 lb., Lock. A key is provided with the lock. Without the key,
Vial 4 oz 1/4 lb. a creature proficient with thieves’ tools (see Tools in this
Waterskin 4 pints 4 lb. chapter) can pick this lock with a successful DC 15 DEX

144 PLAYER'S GUIDE


(Thieves’ Tools) check. Your GM can decide that better The unconscious effect ends if the creature takes damage or
locks are available for higher prices. if another creature takes an action to shake it awake.
Magnifying Glass. This lens allows a closer look at small Poison, Last Gasp (Contact). A creature subjected to this
items. It is also useful as a substitute for flint and steel poison must succeed on a DC 13 CON save or be poisoned
when starting fires. Lighting a fire with a magnifying glass for 1 minute. The poisoned creature is paralyzed. The
requires sunlight to focus, tinder to light, and about 5 creature can repeat the save at the end of each of its turns,
minutes for the fire to ignite. A magnifying glass grants ending both effects on a success.
advantage on any ability check made to appraise or inspect Poison, Midnight Tears (Ingested). A creature who ingests
an item that is small or highly detailed. this poison suffers no effect until the stroke of midnight.
Manacles. These metal restraints can bind a Small or If the poison has not been neutralized before then, the
Medium creature. To escape the manacles, a creature must creature must succeed on a DC 17 CON save, taking 31
use their action to make a successful DC 20 DEX (Sleight (9d6) poison damage on a failure or half as much damage
of Hand) check or break them with a successful DC 20 STR on a success.
(Athletics) check. Each set of manacles comes with one key.
Without the key, a creature proficient with thieves’ tools
can pick the manacles’ lock with a successful DC 15 DEX
(Thieves’ Tools) check. Manacles are an object that has AC
19 and 15 HP. USING POISON
Mess Kit. This tin box contains a cup and simple cutlery. Given their insidious and deadly nature, poisons are
The box clamps together; one side can be used as a cooking illegal to create and sell in most societies but are a
pan and the other as a plate or shallow bowl.
favorite of assassins and criminal organizations. If the
Net. As an action, you can throw a net at a Large or GM allows it, PCs with the appropriate proficiencies
smaller creature within 15 feet of you. The net has no effect
and materials can craft these poisons via the Crafting
on creatures that are formless or incorporeal (like ghosts).
downtime activity (see Downtime Activities in Chapter
Make a ranged attack against the creature, treating the net
6). This option should be made available to PCs with the
as an improvised weapon. On a hit, the target is restrained
Noxious Apothecary talent (see Talents in Chapter 4).
until it is freed. A creature can use its action to make a DC
There are four types of poisons that can be crafted or
10 STR (Athletics) check, freeing itself or another creature
purchased.
within its reach on a success. Dealing 5 slashing damage to
Contact. Contact poison is smeared on an object
the net (AC 10) also frees the creature without harming it,
ending the effect and destroying the net. and remains potent until it is touched or washed off. A
Oil. Oil usually comes in a clay flask that holds 1 pint. As creature that touches contact poison with exposed skin
an action, you can splash oil onto a creature within 5 feet of suffers its effects.
you or throw the flask up to 20 feet, shattering on impact. Ingested. A creature must swallow a full dose of
Make a ranged attack against a target creature or object, ingested poison to suffer its effects. The dose can be
treating the oil as an improvised weapon. On a hit, the delivered in food or a liquid. You might decide that
target is covered in oil. If the target takes any fire damage a partial dose has a reduced effect, such as having
before the oil dries (after 1 minute), the target takes an advantage on the save or dealing half damage on a
additional 5 fire damage from the burning oil. You can also failed save.
pour a flask of oil on the ground to cover a 5-foot-square Inhaled. These poisons are powders or gases that take
area, provided that the surface is level. If lit, the oil burns effect when breathed in. Blowing powder or releasing
for 2 rounds and deals 5 fire damage to any creature that gas subjects creatures in a 5-foot cube to its effect.
enters the area or ends its turn in the area. A creature can The resulting cloud dissipates immediately afterward.
take this damage only once per turn. Holding your breath is ineffective against inhaled
Poison, Basic (Injury). You can use the poison in this vial poisons, as they affect nasal membranes, tear ducts,
to coat one weapon or up to three pieces of ammunition and other parts of the body.
that deal piercing or slashing damage. Applying the poison Injury. Injury poison can be applied to weapons,
takes an action. A creature hit by the poisoned weapon or ammunition, traps, and objects that deal piercing or
ammunition must succeed on a DC 10 CON save or take slashing damage. Once applied to a weapon or piece
1d4 poison damage (in addition to the weapon’s normal of ammunition, the poison remains potent for 1 minute,
damage). Once applied, the poison retains potency for 1
or until delivered through a wound or washed off. A
minute before drying.
creature that takes piercing or slashing damage from an
Poison, Essence of Ether (Inhaled). A creature subjected
object coated with the poison is exposed to its effects.
to this poison must succeed on a DC 15 CON save or be
poisoned for 8 hours. The poisoned creature is unconscious.

5 EQUIPMENT & MAGIC ITEMS 145


Potion of Healing. A character who drinks the magical
red fluid in this vial regains 2d4 + 2 hit points. Drinking Object and Structure
or administering a potion takes an action. For more
information about this item, see potion of healing in the Statistics
Magic Item Descriptions section in this chapter. Given enough time, PCs can (and will) destroy most
Pouch. A cloth or leather pouch can hold up to 20 sling breakable objects. In these cases, the GM decides what
bullets or 50 blowgun needles, among other things. A a PC can reasonably accomplish. For example, it’s
compartmentalized pouch for holding spell components is reasonable to say a fighter can never cut through a stone
called a component pouch (described earlier in this section). wall with a sword.
Primordial Focus. This item can be used as a spellcasting However, when time is a factor—like cutting through the
focus to channel Primordial spells. Examples include a ropes of a bridge before a horde of angry goblins charges
totem made from natural materials like feather or bone, a across—giving objects some statistics helps everyone
wooden staff carved from a living tree, or a yew wand. understand what’s achievable.
Quiver. A quiver can hold up to 20 arrows or 20 crossbow Armor Class. An object’s AC is a measure of how difficult
bolts. it is to damage the object by striking it. The object can’t
Ram, Portable. You can use a portable ram to break down dodge, but its AC represents its material resilience. The
doors. You have advantage on relevant STR (Athletic) Object Armor Class table provides suggested AC values
checks made to do so. for various substances.
Rations. Rations consist of dry foods suitable for
extended travel, including jerky, dried fruit, hardtack, and OBJECT ARMOR CLASS

nuts. One unit of rations is enough to feed one Medium or SUBSTANCE AC SUBSTANCE AC
smaller creature for one day. Cloth, paper, rope 11 Iron, steel 19
Rope. Rope is an object with AC 11 and 2 HP. It can be Crystal, glass, ice 13 Mithral 21
burst with a DC 17 STR (Athletics) check. Wood, bone 15 Adamantine 23
Scale, Merchant’s. A scale includes a small balance, pans,
Stone 17
and a suitable assortment of weights up to 2 lb. With it, you
can measure the exact weight of suitably sized objects, such Hit Points. An object’s hit points measure how much
as raw precious metals or trade goods, to help determine damage it can take before losing structural integrity
their worth. and breaking. Objects have hit points based on size and
Spellbook. A spellbook is a leather‑bound tome with 100 resilience. Larger objects tend to have more hit points than
blank pages suitable for recording spells. smaller ones. Within size categories, objects are either
Spyglass. Objects viewed through a spyglass are magnified fragile or resilient and have differing hit points. The GM
to twice their size. A spyglass grants advantage on any decides whether an object is fragile or resilient. The Object
ability check made to view or inspect items that are far away. Hit Points table provides suggested hit points for fragile
Tent. A simple, portable canvas shelter that sleeps two and resilient objects that are Large or smaller.
Medium or smaller creatures.
OBJECT HIT POINTS
Tinderbox. This small container holds flint, fire steel, and
tinder (usually dry cloth soaked in light oil) used to kindle SIZE FRAGILE RESILIENT
a fire. Using it to light a torch—or anything else with Tiny (bottle, lock) 2 (1d4) 5 (2d4)
abundant, exposed fuel—takes an action. Lighting any Small (chest, lute) 3 (1d6) 10 (3d6)
other fire takes 1 minute. Medium (barrel, chandelier) 4 (1d8) 18 (4d8)
Torch. A torch burns for 1 hour, providing bright light in Large (cart, 10-ft.-by-10-ft. window) 5 (1d10) 27 (5d10)
a 20-foot radius and dim light for an additional 20 feet. If
you make a melee attack with a burning torch and hit, it
Huge and Gargantuan Objects. Normal weapons are
deals 1 fire damage.
of little use against many Huge and Gargantuan objects,
Wyrd Focus. This item can be used as a spellcasting focus
such as a colossal statue or massive boulder. That said, one
to channel Wyrd spells. Examples include an amulet carved
torch can burn a Huge tapestry, and an earthquake spell can
from bone, a charm bag filled with rare herbs and crystals,
reduce a colossus to rubble. Consider also that destroying
or a wand made of starmetal.
a key section could ruin an entire Gargantuan object. For
example, a Gargantuan statue of a human might topple
when one of its Large legs is reduced to 0 HP.
Damage Threshold. Structures or big objects that are
part of a structure (such as a castle wall) often have extra

146 PLAYER'S GUIDE


resilience represented by a damage threshold. An object ALCHEMIST TOOLS
with a damage threshold ignores any single attack that Alchemist tools are used to perform a variety of tasks
deals damage equal to or less than its damage threshold. such as identifying potions or foreign substances, mixing
For example, if a wall has a damage threshold of 10, attacks reagents together to cause alchemical reactions, and
that deal 9 or less damage to it deal no damage at all. crafting alchemical substances.
Objects, Structures, and Damage Types. All objects and Associated Abilities: DEX, INT.
structures are immune to poison and psychic damage. Your Components. This tool kit includes an array of mixing and
GM might also decide that some damage types are more or storage vessels, an alembic still, a metal frame for holding
less effective against a particular object or substance. For a mixing vessel above a flame, a mortar and pestle, and a
example, bludgeoning damage works well for smashing variety of common alchemical reagents.
things but not for cutting rope or leather. Paper or cloth
Craft Items. Alchemist tools can be used to make items
objects might well be vulnerable to fire.
like those listed in the Alchemical Concoctions section
of the Adventuring Gear table (see Special Gear in
TOOLS this chapter), with the crafting downtime activity (see
Tools help adventurers do complex tasks that they can’t Downtime Activities in Chapter 6).
complete with skill alone. For example, you use tools to
pick locks, forge documents, cook gourmet meals, and ALCHEMIST TOOLS EXAMPLE TASKS

forge weapons. For tasks that require tools, your GM might TASK DC
call for an ability check that uses a tool instead of a skill. Purify water for safe consumption 10
Sometimes a tool is a single item, like a musical Start a volatile chemical reaction (such as smoke or fire) or 15
instrument. Other times a tool encompasses a kit or set of neutralize a toxic substance (such as an acid or base)
supplies containing multiple items. When using a tool, you Identify a rare or obscure poison 20
must have all of its component items to make ability checks
with it.
Your background, class, heritage, lineage, or talent
features can give you proficiency with certain tools. Just like
skills, you don’t need to be proficient in a tool to use it, but
proficiency with a tool allows you to add your PB to ability
checks you make using that tool.
Also, like skills, tools aren’t tied to specific ability scores.
The ability score assigned to each ability check using a tool
depends on what you are trying to accomplish. For example,
when using construction tools, the GM might ask you to
make a STR (Construction Tools) check to hammer nails
into a hard surface, but ask for a DEX (Construction Tools)
check to use the same tools to carve a wooden sculpture.

TOOL DESCRIPTIONS
The tools available to PCs are described in this section.
Entries generally include the following information.
Associated Abilities. Like skills, checks made with tools can
involve any ability score. However, the abilities most used
with each tool are included for easy reference.
Components. Each description lists all the individual items
that comprise the tool set or kit. ABILITY CHECKS: SKILL OR TOOL?
Special Uses. Specific uses that require additional Some ability checks can’t be performed without using a
explanation are noted individually by name. tool. For example, there is no way to pick a lock without
Example Tasks. A short table presents example tasks and thieves’ tools. A PC without thieves’ tools can attempt
DCs for each tool. to break down or force their way through a locked
door, but only thieves’ tools allow them to pick the lock.
The GM has final say on whether a tool is required to
accomplish a task.

5 EQUIPMENT & MAGIC ITEMS 147


ARTIST TOOLS Create Disguise. Over the course of an hour (which can be
Artist tools are used to create illustrated art objects and done as part of a rest) you can create a disguise to make
ornamental documents, pen illuminated texts, and yourself or someone else—including any clothing or
skillfully paint objects. equipment—look like a different creature. A disguise can
Associated Abilities: DEX, CHA. make a creature seem slightly taller, shorter, fatter, or
Components. This tool kit includes brushes, spades, stirrers, thinner, but can’t conceal true size or basic arrangement
inks, paints, a square and triangle, a canvas stretcher and of limbs. It takes 1 minute to don such a disguise once
an easel, and rolls of vellum, parchment, and canvas. created. A set of charlatan tools only has enough materials
to create one disguise at a time, but you can disassemble
Craft Items. Artist tools can be used to make art objects
a disguise to create a new disguise as part of the time
with the crafting downtime activity (see Downtime
spent making a disguise. A creature can use its action to
Activities in Chapter 6).
inspect a disguised appearance, and must succeed on an
ARTIST TOOLS EXAMPLE TASKS INT (Investigation) contest versus your DEX (Charlatan
TASK DC Tools) to discern a disguise.
Sketch an accurate image of person, place, or symbol Forge Documents. Over the course of one hour (which can
10
you’ve seen be done as part of a rest) you can create a simple false
Quickly paint a complex glyph or symbol 15 document of 5 pages or less—like a personal letter, a party
Replicate someone else’s art style 20 invitation, or a sales permit. With the GM’s permission
you can create longer or more complicated documents
over the course of several hours or days. A creature can
use its action to inspect a forged document, and must
succeed on an INT (Investigation) contest versus your
DEX (Charlatan Tools) check to discern a forgery.

CHARLATAN TOOLS EXAMPLE TASKS


TASK DC
Hide a noteworthy physical feature or minor injury 10
Forge a signature from memory 15
Make yourself look like a well-known celebrity 20

CLOTHIER TOOLS
Clothier tools are used to sew, make, or tailor fabric objects
such as clothing or shoes.
Associated Abilities: DEX, CHA.
Components. This tool kit includes pins and needles,
specially sharpened shears, a small hammer and shoe
horn, a variety of dyed threads on spools, and thicker
waxed threads and yarns.
Craft Items. Clothier tools can be used to make items with
the crafting downtime activity (see Downtime Activities
in Chapter 6).

CHARLATAN TOOLS
Charlatan tools are used to craft disguises
and forge documents.
Associated Abilities: DEX, CHA.
Components. This tool kit includes hair dyes, small props,
cosmetics, a few choice articles of clothing, a selection
of wax seals, gold and silver leaf, inks, a variety of
parchments, and sculpting tools to fashion melted wax
into seals or prosthetics.

148 PLAYER'S GUIDE


CLOTHIER TOOLS EXAMPLE TASKS GAMING SET
TASK DC Gaming sets are used to gamble, entertain, or
Determine a garment’s age and origin 10
engage in fortune-telling. There are three types:
cards, dice, and board games. When you have
Sew an injury closed 15
proficiency in a gaming set, choose one type
Patch a torn sail during a raging storm 20 for your proficiency, not all gaming sets.
You must have multiple proficiencies
to have proficiency with more than one
CONSTRUCTION TOOLS
type of gaming set.
Construction tools are used to build and repair items
Associated Abilities: DEX, CHA.
primarily made of wood or stone.
Components. A gaming set is typically a full set
Associated Abilities: STR, DEX.
of cards, a full set of dice with a dice cup, or a collection
Components. This tool kit includes hammers and a mallet,
of special pieces used to play a particular game. If you are
a variety of fasteners, a square and triangle, chisels, a saw,
unsure what to choose, consult your GM about games
brushes, and spades.
and game sets played in the world of your game.
Fortify. You can spend 1 minute fortifying a chest, door,
window, or other sealable object or structure. When you GAMING SET EXAMPLE TASKS
do so, the object’s AC increases by an amount equal to TASK DC
your PB or creatures have disadvantage on STR (Athletics) Distract a bored sentry 10
checks made to penetrate the fortification (the GM
decides which is more relevant). An item doesn’t receive Perform a card trick that looks like real magic 15

additional benefits from multiple attempts to fortify it. Cheat against an experienced opponent 20
Build Cover. You can spend 1 hour (which can be done as
part of a long rest) erecting a 5-foot by 5-foot wall panel in HERBALIST TOOLS
an unoccupied space, provided you have the raw materials Herbalist tools are used to store and brew plants and other
to do so. The panel provides three-quarters cover (see organic materials into potions, antidotes, and poisons.
Cover in Chapter 6) for one Medium or smaller creature, Associated Abilities: INT, WIS.
and it can’t be moved. A panel of cover created with this
Components. This tool kit includes glass vials, a mortar and
feature is an object with an AC equal to 10 + your PB and
pestle, pouches for ingredient storage, clippers, a pair of
15 HP if made of wood or 25 HP if made of stone. It is
leather gloves, and a small pot for brewing.
immune to psychic and poison damage.
Craft Items. Herbalist tools can be used to make items
Craft Items. Construction tools can be used to make items
like those listed in the Herbal Concoctions section
with the crafting downtime activity (see Downtime
of the Adventuring Gear table (see Special Gear in
Activities in Chapter 6).
this chapter), with the crafting downtime activity (see
CONSTRUCTION TOOLS EXAMPLE TASKS Downtime Activities in Chapter 6).
TASK DC HERBALIST TOOLS EXAMPLE TASKS
Drive a spike into a stone (or similarly hard) surface 10 TASK DC
Break down and repurpose materials from a woodshed 15 Safely harvest and preserve a plant for later use 10
Construct a temporary brace to keep a roof from collapsing 20 Identify a poison with a sample of affected flesh 15
Mix a hasty concoction to temporarily halt the effects 20
of a deadly disease

5 EQUIPMENT & MAGIC ITEMS 149


Associated Abilities: INT, WIS.
Components. This tool kit includes quills, ink, and
parchment along with two compasses, calipers, and a ruler
as well as a sextant or telescope.
Draw Map. Navigator tools can be used to create accurate
maps while traveling, which grant advantage on checks
made to prevent becoming lost.
NAVIGATION TOOLS EXAMPLE TASKS

TASK DC

Plot and track a travel course in a familiar region 10

Discover your position according to a map or 15


nautical chart
Extrapolate a hidden or secret location on an 20
unmarked map

MUSICAL INSTRUMENT PROVISIONER TOOLS


Musical instruments come in many shapes and sizes
Associated Abilities: CON, WIS.
with varying regional and cultural popularity. When you
Provisioner tools are used to prepare meals, make rations,
have proficiency in a musical instrument, choose one
and craft beverages.
type: strings, brass, woodwinds, percussion, or keyboard
instruments. You must have multiple proficiencies to have Components. This tool kit includes a large jug, several jars,
proficiency with more than one type of instrument. a siphon with several feet of tubing, a rolled set of knives
Associated Abilities: DEX, CHA. for chopping, sawing, paring, and deboning, a metal soup
Components. A musical instrument typically includes pot and a large skillet, a small bundle of spoons, spatulas,
an instrument, a protective case, and any small pieces ladels, and whisks, several mixing bowls, a cutting board,
necessary for play, such as picks or reeds. and quantities of hops, dried herbs, and powdered spices.
Craft Items. Provisioner tools can be used to make items
MUSICAL INSTRUMENT EXAMPLE TASKS with the crafting downtime activity (see Downtime
TASK DC Activities in Chapter 6).
Imitate a sound or tune you’ve heard before 10 PROVISIONER TOOLS EXAMPLE TASKS
Provide accompaniment for an ongoing performance 15 TASK DC
Outplay a professional (or similarly skilled) musician in Transform basic rations or subpar ingredients into 10
20
direct competition a tavern-worthy meal
Mask the pungent flavor of a poisonous herb mixed 15
NAVIGATOR TOOLS into a drink
Navigator tools are used to Outcook a professional (or similarly skilled) chef in 20
read and draw maps, direct competition
find your path or
prevent you from
becoming lost, and
determine likely
locations
on a map for
secret doors or
hidden features.

150 PLAYER'S GUIDE


SMITHING TOOLS
Smithing tools are used to build and repair items primarily
made of metal. The use of smithing tools typically requires
a dedicated forge, furnace, or some other source of intense
heat. A campfire is only suitable for the smallest tasks like
spot repairs.
Associated Abilities: DEX, CON.
Components. This tool kit includes a small anvil, tongs,
hammers, heat-resistant hide or cloth towels, calipers, TINKER TOOLS
and billows. Tinker tools are used to construct mechanical or clockwork
Craft Items. Smithing tools can be used to make items with devices, repair damaged devices, or determine how to use
the crafting downtime activity (see Downtime Activities unfamiliar mechanical or clockwork systems.
in Chapter 6). Associated Abilities: DEX, INT.
SMITHING TOOLS EXAMPLE TASKS Components. This tool kit includes an array of hand tools,
an array of files, pliers, tweezers, etching styluses, threads,
TASK DC
needles, cloth and leather scraps, glue, loose cogs and
Identify the type and origin of a particular kind of metal 10 pins, and a few sheets of thinly hammered metal.
Melt down and repurpose materials from horseshoes 15 Craft Items. Tinker tools can be used to make items with
Safely pull an item out of a roaring fire before it’s destroyed 20 the crafting downtime activity (see Downtime Activities
in Chapter 6).
THIEVES’ TOOLS TINKER TOOLS EXAMPLE TASKS
Thieves’ tools are used to pick locks, disable traps, and TASK DC
sabotage unattended items like saddles and doffed armor.
Provide accurate written or spoken instructions on 10
Associated Abilities: DEX, INT. operating a device you are familiar with
Components. This kit includes a roll of lockpicks and Craft a temporary replacement for a missing part of a 15
probes, a small, telescoping mirror on a pole, several machine or device
triangular files, a long set of scissors, and a pair of pliers.
Disarm a complex device that is seconds from exploding 20
Disarm Traps. Thieves’ tools can be used to disarm traps
(see Disarm Traps in Chapter 6).
Pick Locks. Thieves’ tools can be used to pick locks. If no TRAPPER TOOLS
DC to pick a lock is provided, a standard nonmagical lock Trapper tools are used to set hunting traps, harvest hides or
can be opened with a DC of 15. fur, and craft or repair leather goods like armor, pouches,
or sturdy garments.
THIEVES’ TOOLS EXAMPLE TASKS
Associated Abilities: DEX, WIS.
TASK DC Components. This tool kit includes a knife, a small shovel, a
Spot a patrolling guard from around a corner 10 wooden mallet, a small bundle of edgers, hole punchers,
Pick a standard nonmagical lock 15
and sturdy needles, thread, leather scraps, a 30-ft. length
of strong cord, a quantity of salt, and tanning oil.
Sabotage a ship to slowly fill with water as soon as
20 Craft Items. Trapper tools can be used to make items with
it hits deep ocean
the crafting downtime activity (see Downtime Activities
in Chapter 6).

5 EQUIPMENT & MAGIC ITEMS 151


Mounts
TRAPPER TOOLS EXAMPLE TASKS

TASK DC

Identify a leather good, hide, or fur’s age and origin 10 A good mount can carry you quickly across long distances,
Perfectly field strip the remains of creature with an 15 but its primary purpose is to carry gear. The Mounts table
unusually hard or magical hide—like that of a Dragon shows the speed and base carrying capacity for many
Secure a damaged leather saddle strap while atop a 20 common mounts.
galloping horse Rules for running mounts during combat encounters are
covered in the Mounted Combat section in Chapter 6.

MOUNTS
TOOLS
SPEED CARRYING
TOOL COST WEIGHT MOUNT COST (PER ROUND) CAPACITY
Alchemist tools 50 gp 8 lb. Donkey or mule 8 gp 40 ft. 420 lb.
Artist tools 10 gp 5 lb. Horse, draft 50 gp 40 ft. 540 lb.
Charlatan tools 25 gp 3 lb. Horse, riding 75 gp 60 ft. 480 lb.
Clothier tools 10 gp 10 lb. Horse, war 400 gp 60 ft. 540 lb.
Construction tools 10 gp 8 lb. Mastiff 25 gp 40 ft. 195 lb.
Gaming set Pony 30 gp 40 ft. 225 lb.
Card set 5 sp —
Dice set 1 sp —
Herbalist tools 5 gp 3 lb.
MOUNT GEAR AND EXPENSES
Musical instruments The Mount Gear and Expenses table lists gear for sale
Bagpipes 30 gp 6 lb.
specifically for use with mounts. Items that have special
rules or require further explanation are covered here.
Drum 6 gp 3 lb.
Barding. Barding is armor designed to protect a mount’s
Flute 2 gp 1 lb.
head, neck, chest, and body. Any type of armor shown
Horn 3 gp 2 lb. on the Armor table in this chapter can be purchased as
Lute 35 gp 2 lb. barding. The cost of barding is four times the equivalent
Lyre 30 gp 2 lb. armor made for Humanoids and weighs twice as much.
Navigator tools 25 gp 2 lb. Drawn Objects. A mount pulling a drawn object like a
Provisioner tools 20 gp 9 lb. carriage, cart, chariot, sled, or wagon can move weight up
Smithing tools 20 gp 8 lb. to five times its base carrying capacity, including the weight
of the drawn object. If multiple animals pull the same
Thieves’ tools 25 gp 1 lb.
object, they can add their carrying capacity together.
Tinker tools 50 gp 10 lb.
Saddle. A saddle braces the rider, helping you keep your
Trapper tools 5 gp 5 lb.
seat in battle. It gives you advantage on any ability check or
save you make to remain mounted. At the GM’s discretion,
a saddle crafted for an unusually sized or shaped mount
might double or triple the cost.

MOUNT GEAR AND EXPENSES

ITEM COST WEIGHT


Barding ×4 (base armor cost) ×2 (base armor weight)
MAGICAL MOUNTS Drawn Objects
Mounts other than those listed here are available in Carriage 100 gp 600 lb.
fantasy worlds, but they aren't normally available for Cart 15 gp 200 lb.
purchase. These include flying mounts (pegasi, griffons, Chariot 250 gp 100 lb.
hippogriffs, and similar creatures) and even aquatic
Sled 20 gp 300 lb.
mounts (such as giant sea horses and hippocampi).
Wagon 35 gp 400 lb.
Acquiring such a mount often means securing an egg and
Feed (per day) 5 cp 10 lb.
raising the creature, making a bargain with a powerful
entity, or negotiating with the mount itself. Saddle 10 gp 25 lb.
Stabling (per day) 5 sp —

152 PLAYER'S GUIDE


Services from a dangerous locale or traversing a monster-infested
wilderness to deliver something to a distant settlement.
The Spellcasting Services table provides a rough pricing
Adventurers can pay NPCs for help. Most hirelings have guide for spellcasting services, but the GM has final say on
ordinary skills, others are masters of a craft, and a few pricing and availability.
experts have specialized adventuring talents.
Some standard hirelings appear on the Common Services SPELLCASTING SERVICES
table, but you can hire out for nearly any task. For example, SPELL CIRCLE PRICE
a wizard might pay a carpenter to construct an elaborate Cantrip 10 gp + material components cost
chest (and its miniature replica) for use in the secret chest 1st 50 gp + material components cost
ritual spell. A fighter might commission a blacksmith to
2nd 100 gp + material components cost
forge a special sword. A bard might pay a tailor to make
3rd 200 gp + material components cost
exquisite clothing for a performance in front of the duke.
4th 350 gp + material components cost
Other hirelings provide more skilled services. Mercenary
soldiers paid to help take on a hobgoblin army are hirelings, 5th 650 gp + material components cost
as are sages hired to research ancient or esoteric lore. A 6th 1,500 gp + material components cost
high-level adventurer establishing a stronghold might hire 7th Priceless
a whole staff of servants and agents to run the place. These 8th Priceless
hirelings often enjoy food, stabling, and a place to live 9th Priceless
within the stronghold as part of the deal.
Skilled Hirelings. Skilled hirelings come with a proficiency
(armor, weapon, tool, vehicle, or skill). A mercenary, artisan, FOOD, DRINK, AND LODGING
or scribe would be skilled. The pay shown is a minimum; Prices on this table are for individual food items and a
true experts might require double or even triple pay. single night’s lodging.
Untrained Hirelings. Untrained hirelings are hired for
physical work that doesn’t require specialized study. FOOD, DRINK, AND LODGING
Examples include laborers, porters, or waiters. ITEM COST
Ale
COMMON SERVICES
Pitcher (gallon) 2 sp
SERVICE PAY
Mug 4 cp
Coach cab
Inn stay (per day)
Between towns 3 cp per mile
Typical room 5 sp
Within a city 1 cp
Luxury room 2 gp
Hireling
Meals (per day)
Skilled 2 gp per day
Meal, common 3 sp
Untrained 2 sp per day
Meal, feast 8 sp
Messenger 2 cp per mile
Wine
Road or gate toll 1 cp
Common (pitcher) 2 sp
Ship’s passage 1 sp per mile
Fine (bottle) 10 gp

SPELLCASTING SERVICES
You might find a spellcaster for hire, but they’re rare and
they know it.
Vehicles
Hiring someone to cast a 1st- or 2nd-circle spell, such as Vehicles are items that move independently in initiative.
cure wounds or identify, is doable in most cities or towns. They don’t qualify as equipment, objects, or structures (see
Finding someone to cast a higher-circle spell might involve Interacting with Items in Chapter 6).
traveling to a large city or a crossroads town like Zobeck, A vehicle is a collection of items that form a large whole,
with a university or prominent temple. like a structure. Unlike structures, vehicles can move and
Finding someone to cast a spell of 7th circle or higher is take actions if crew members are available to operate
extremely difficult and should only be available through them. Note that vehicles are more complex than objects
narrative circumstances. Money is seldom an issue for drawn by animals or operated by unskilled hands. A cart,
NPCs at this level. For payment, a spellcaster tends to prefer for example, has more in common with an object than a
adventurer-style services, such as retrieving a rare item vehicle (and should be treated accordingly).

5 EQUIPMENT & MAGIC ITEMS 153


Vehicle Proficiency. Vehicle proficiency works just like exhaustion, frightened, incapacitated, paralyzed, petrified,
tool proficiency (see Tools in this chapter). When you have poisoned, prone, stunned, and unconscious. Instead
proficiency in a vehicle, choose one type: land or water. You of writing all those immunities out in each stat block, a
must have multiple proficiencies to have proficiency with vehicle that fits this standard has Vehicle Resilience in the
more than one type of vehicle. Immune line of its stat block.
Vehicle proficiency allows you to add your PB to any
INITIATIVE
check you make to control all vehicles of that type in
Each vehicle has a set count for when it acts in initiative and
difficult circumstances. You can also repair damaged
loses ties with non-vehicles. In case of ties between vehicles,
vehicles of that type.
the GM determines their initiative order. For more on
ELEMENTS OF A VEHICLE initiative rules, see the Initiative section in Chapter 6.

Each vehicle has the following characteristics. CREW


A vehicle needs a crew to operate. It can’t move or take
SIZE
actions on its turn unless it has the number of required
Every vehicle has a listed size just like creatures do. crew members. A crew member doesn’t roll their own
TYPE initiative in combat since their actions and movement are
A vehicle is made to traverse a particular terrain. This is fully dedicated to operating the vehicle.
represented by a vehicle’s type, which can include one or A crew member must be capable of performing their
more of the following options. tasks. A Beast, for example, is unlikely to have the skills
Land. A land vehicle can travel on solid surfaces and across necessary to operate a vehicle with complex mechanical
physical terrain. Such vehicles include war wagons and controls. While there are no specifically designated roles
sand skimmers. If a land vehicle can traverse horizontal for each vehicle or vessel, the GM has final say on whether a
and upside-down surfaces, it has a climbing speed. If it can creature qualifies as a crew member.
travel underground, it has a burrowing speed. PASSENGERS
Water. A water vehicle can travel on or below water Some vehicles can carry passengers in addition to crew.
or other liquid surfaces. These include ships and This section assumes the passengers are Small or Medium
submersibles. If a water vehicle can travel while submerged, creatures.
it has a swimming speed.
CARGO CAPACITY
ARMOR CLASS & DAMAGE THRESHOLD
Cargo capacity refers to the carrying capacity of non-
Each vehicle has an armor class (AC) which determines
essential goods and materials. This capacity is measured in
how difficult it is to hit. In addition, vehicles have a damage
pounds or tons; however, a GM can rule that the nature of
threshold which represents the damage amount that must
a vehicle prevents it from carrying certain kinds of cargo.
be met before the vehicle loses hit points. If the vehicle is hit
by a single instance of damage that fails to meet its damage ACTIONS
threshold, it instead takes no damage. A vehicle’s damage On each of its turns, a vehicle with the required number of
threshold appears in parentheses next to the vehicle’s AC. crew members a vehicle can move up to its speed and use
one action—just like a PC or monster.
HIT POINTS
This works like creature hit points, though a vehicle is
VEHICLE MOVEMENT
destroyed when it drops to 0 HP. A vehicle reduced to 0 HP
is beyond repair (see Vehicle Repairs in this section). While in initiative, at the start of a vehicle’s turn, crew
members can pick the direction they want the vehicle to
SPEED go. Due to size and bulk, most vehicles can only use their
A vehicle’s movement is measured in feet and miles movement to travel in a single direction during their turn.
per hour. The speed in feet is for use in combat or any A vehicle with a full crew can move up to its speed on its
encounter that requires initiative. The miles per hour turn. A vehicle with fewer than half its crew members can
and per day measurements are used when traveling long only move up to half its speed on its turn. A vehicle with no
distances (see Travel Pace in Chapter 6). crew members has a speed of 0 feet.
VULNERABILITIES, RESISTANCES, Some vehicles have the Maneuverable trait which allows
AND IMMUNITIES them to turn and travel in different directions on the same
Like creatures, vehicles can be vulnerable, resistant, and turn. If a vehicle has the Maneuverable trait, it is noted in
immune to certain damage types or conditions. Like most parentheses after its speed.
items, vehicles are immune to poison and psychic damage, Outside of initiative, crew members can change a vehicle’s
and the following conditions: blinded, charmed, deafened, direction as they wish.

154 PLAYER'S GUIDE


VEHICLE REPAIRS Galley
When a vehicle is damaged, a creature with proficiency in Gargantuan Water Vehicle (130 ft. by 20 ft.)
that type of vehicle and the appropriate tools and materials Armor Class 15 (damage threshold 20)
can attempt to repair the vehicle in one of two ways: a Hit Points 500
patch job or replacing parts. Unless specified otherwise, Speed 35 ft., 4 mph (96 miles per day)
a creature can’t conduct repairs on a vehicle while it is Immune Vehicle Resilience
moving or in use. Initiative 4
PATCH JOB Crew 80 Passengers 40
If the vehicle is damaged but has at least half its hit points Cargo Capacity 150 tons
(rounded down), a creature can spend 1 hour patching
the damage. At the end of the hour, the vehicle regains a STR DEX CON INT WIS CHA
number of temporary hit points equal to its AC (up to the +7 −3 +5 +0 +0 +0
vehicle’s hit point maximum). These temporary hit points
last until depleted. A vehicle can only gain temporary hit Sails. While in initiative, the galley’s speed is reduced to 15 ft.
points in this way once per day. when sailing against the wind. While sailing with the wind, its
speed becomes 50 feet.
REPLACE PARTS
If a vehicle has taken damage and has fewer than half its ACTIONS
hit points (rounded down), a creature can spend 1 hour or On its turn, the galley can take two actions, choosing from the
more and the necessary gp worth of spare parts to repair options below (it can take the same action multiple times). It
the damage. At the end of each hour, the vehicle regains can take only one action if it has fewer than 40 crew. It can’t
move or take actions if it has fewer than 3 crew.
hit points equal to its AC (up to the vehicle’s hit point
maximum). One hour of repairs requires spare parts worth Fire Ballista. Ranged Weapon Attack: +7 hit, range 120/480
ft., one target. Hit: 23 (3d10 + 7) piercing damage.
a gp amount equal to 10 percent of the vehicle’s base cost,
Fire Mangonels. Ranged Weapon Attack: +7 hit, range
as shown on the Vehicle Base Cost table.
200/800 ft. (can’t hit targets within 60 feet), one target. Hit:
34 (5d10 + 7) bludgeoning damage.
VEHICLE DESCRIPTIONS Row. The galley takes the Dash action.
This section contains a selection of vehicles, including their
KEELBOAT
descriptions and stat blocks.
Keelboats are small sailing vessels that operate with
VEHICLE BASE COST minimal crew. Keelboats are good for day trips or
TRAVEL SPEED transporting small amounts of cargo or passengers.
VEHICLE COST (PER HOUR) The keelboat stat block included here is outfitted with a
Land Vehicles ballista, but less expensive keelboats without weaponry are
Sand Skimmer 50 gp 4 mph commonly available for purchase.
War Wagon 25,000 gp 3 mph
Water Vehicles
Keelboat
Galley 30,000 gp 4 mph Gargantuan Water Vehicle (60 ft. by 20 ft.)
Keelboat 3,000 gp 3 mph Armor Class 15 (damage threshold 10)
Keelboat (unarmed) 2,500 gp 3 mph Hit Points 100
Speed 25 ft., 3 mph (72 miles per day)
Rowboat 50 gp 3 mph
Immune Vehicle Resilience
Initiative 7
GALLEY
Crew 3 Passengers 4
Galleys are massive vessels ideal for transporting cargo
Cargo Capacity 1,000 lbs.
and used by merchants to carry trade goods. These
weighty vessels are equipped with sails, but frequently
STR DEX CON INT WIS CHA
rely on dozens of crew members rowing below decks for
propulsion. Since galleys carry stores of cargo, they’re +3 −2 +1 +0 +0 +0
almost always equipped with weaponry and defended by
squadrons of hired swords. Sails. While in initiative, the keelboat’s speed is reduced to 15
ft. when sailing against the wind. While sailing with the wind,
its speed becomes 50 feet.

5 EQUIPMENT & MAGIC ITEMS 155


ACTIONS
STR DEX CON INT WIS CHA
On its turn, the keelboat can take one action, choosing from +0 +1 +0 +0 +0 +0
the options below. It can’t take any actions if it has fewer than
2 crew.
Maneuverable. The sand skimmer can move up to its speed
Fire Ballista. Ranged Weapon Attack: +6 hit, range 120/480
and make one 90-degree turn.
ft., one target. Hit: 16 (3d10 + 6) piercing damage.
Row. The keelboat takes the Dash action. ACTIONS
Drift. The sand skimmer turns 90 degrees in its current
ROWBOAT
space and moves up to half its speed into a different space.
Rowboats are powered by rowing and current. They can’t Creatures within 5 feet of spaces occupied by the skimmer
be rowed against any significant current, but they can be when it turns must succeed on a DC 13 CON save or be
pulled upstream by draft animals on the shore. A rowboat blinded until the start of the skimmer’s next turn.
weighs 100 pounds for portage purposes.
WAR WAGON
Rowboat Designed to transport armored combatants across
battlefields, this heavy wooden wagon is reinforced with
Large Water Vehicle (10 ft. by 5 ft.)
metal bands and can be adorned with spikes or armored
Armor Class 11 (damage threshold 0)
plating. This version of the war wagon is powered by an
Hit Points 50
arcane engine, but less expensive war wagons drawn by
Speed 15 ft. (maneuverable), 3 mph (72 miles per day)
beasts (not powered by magic) are more common in low-
Immune Vehicle Resilience
fantasy settings.
Initiative 8
Crew 2 Passengers 2 War Wagon
Cargo Capacity 500 lbs.
Huge Land Vehicle (15 ft. by 10 ft.)
Armor Class 17 (damage threshold 10)
STR DEX CON INT WIS CHA
Hit Points 200
+0 −1 +0 +0 +0 +0
Speed 30 ft., 3 mph (72 miles per day)
Lightweight. If the rowboat is going downstream, add the Immune Vehicle Resilience
speed of the current (typically 3 miles per hour) to its speed. Initiative 10
The rowboat’s speed is 0 ft. while traveling against any Crew 8 Passengers 0
significant current. Cargo Capacity 1,000 lbs.
Maneuverable. The rowboat can move up to its speed and
make one 90-degree turn. STR DEX CON INT WIS CHA
+4 +0 +4 +0 +0 +0
ACTIONS
Row Hard. The rowboat takes the Dash action.
Armored Vehicle. Creatures inside the war wagon have
SAND SKIMMER three-quarters cover from attacks outside the wagon.
This wooden land vehicle slides atop a loose or slick surface, Rolling Death. The war wagon can move through spaces
occupied by Medium or smaller creatures. Those caught in
propelled by a single sail. The skimmer can’t move through
its path must make a successful DC 13 DEX save to avoid
uneven or rocky terrain, but it can move across icy surfaces,
being run over or take 22 (4d10) bludgeoning damage and
sand, or similar terrain. A skimmer weighs 50 pounds and be knocked prone.
has a folding mast, allowing it to be transported in a cart or
dragged. Depending on wind conditions, sand skimmers ACTIONS
can reach speeds up to 8 miles per hour. On its turn, the war wagon can take two actions, choosing
from the options below (it can take the same action multiple
Sand Skimmer times). It can take only one action if it has fewer than 4 crew. It
can take no actions if it has fewer than 2 crew.
Large Land Vehicle (10 ft. by 5 ft.)
Ram. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Armor Class 11 (damage threshold 0)
Hit: 25 (6d6 + 4) bludgeoning damage.
Hit Points 50
Volley. Ranged Weapon Attack: +5 hit, range 120 ft., one
Speed 35 ft. (maneuverable), 4 mph (96 miles per day)
target. Hit: 16 (3d10) piercing damage.
Immune Vehicle Resilience
Power Surge. The war wagon immediately moves up to its
Initiative 12 speed in a straight line. This action can be taken only once
Crew 1 Passengers 1 per turn.
Cargo Capacity 300 lbs.

156 PLAYER'S GUIDE


Magic Items its wielder. Magic armor follows all the same rules that
apply to the use of nonmagical armor (see Armor in this
chapter). Some magic items in this category specify the
Finding magic items can be the highlight of a game session.
type of armor they are, while others allow you to choose
This section covers the rules for magic items and provides a
the type or allow the GM to determine it randomly—any
huge selection of magic items PCs might find. Of the many
specific restrictions are called out in parentheses in the
rewards available to adventurers, magic items are the most
item’s description.
beloved. They are distinct, hard to find, and valuable.
The GM decides where magic items appear, but they POTIONS
are often given as rewards for crawling through deadly Potions are consumable magic items. Items in this
dungeons or slaying the creatures that guard (and wield) category are liquids, salves, oils, or similar substances.
them. Magic items might be available to buy and sell, Drinking a potion or administering it requires an action
although this is highly dependent on the setting. unless stated otherwise. Potions have a single use and take
effect immediately on consumption.
ELEMENTS OF A MAGIC ITEM RINGS
When a character uses a magic item, the basic rules are Magic rings are powerful implements favored by
the same regardless of magic item type. Each description spellcasters of every stripe. Unless stated otherwise, a ring
includes the magic item’s type, rarity, whether it requires must be worn on a finger or similarly suitable appendage
attunement, its price, and a description of its properties. for its magic to function.

TYPE RODS
Rods are heavy, cylindrical objects that channel potent
Every magic item has a type that characterizes its general
magic. Rods are made from a variety of materials and
appearance and use. Each type is described here.
weigh around 5 pounds. A magic rod can be used as an
ARMOR Arcane spellcasting focus (see Adventuring Gear in this
Shining just a bit brighter than most armor, magic armor chapter). Unless a rod’s description says otherwise, it can
must be worn or actively wielded to confer benefits upon also be used as a club (see Weapons in this chapter).

5 EQUIPMENT & MAGIC ITEMS 157


SCROLLS people know the secrets of crafting magic items of any
Scrolls are consumable magic items that store spells in rarity, and creation of legendary or fabled items is beyond
physical form. Scrolls are typically rolls of thick paper the scope of most mortals.
painstakingly inscribed with the magic inks and seals Given the way magic items can affect gameplay, the rules
necessary to bind their magic. Any creature who can see assume that at low level, the entire party has only one or two
and has a minimum INT score of 5 (modifier −3) can cast items of common or uncommon rarity. Rare magic items
a spell from a scroll. The scroll is destroyed when the spell become available to PCs at mid-level tiers (5th level and
contained within is cast. Wizards can copy spells from higher), very rare occurs at higher tiers (9th level and higher)
scrolls into their spellbooks—a process which leaves the and legendary items appear at high tier (15th and higher).
scroll intact. A GM can, of course, provide a 1st-level character with a
legendary item for story purposes, but this imbalance of
STAFFS
power can slant the game in the players’ favor without some
From gnarled oak to gem-encrusted iron, few magic staffs
thought about rebalancing. Since fabled items level up with
look alike, but most are around 5 feet long and weigh
their owner, they can be included at any tier.
around 5 pounds. A magic staff can be used as an Arcane
spellcasting focus (see Adventuring Gear in this chapter).
ATTUNEMENT
Unless a staff ’s description says otherwise, a staff can also
be used as a quarterstaff (see Weapons in this chapter). Some magic items require a creature to form a bond with
them before their magical properties can be used. This bond
WANDS is called attunement.
Magic wands are lightweight objects around a foot long, Certain items have a prerequisite for attunement. If the
often topped with a gem or focus at one end. A magic prerequisite is a class, a creature must be a member of that
wand can be used as an Arcane spellcasting focus (see class to attune to the item. If the prerequisite is to be a
Adventuring Gear in this chapter). spellcaster, a creature qualifies if it can cast at least one spell
WEAPONS using a trait or feature, not from an external source like a
magic item. If an item requires attunement, it is marked in
A magic weapon must be actively wielded to confer
parentheses in the item’s description.
benefits upon its wielder. Magic weapons follow all the
same rules that apply to the use of nonmagical weapons Without becoming attuned to an item that requires
(see Weapons in this chapter). Some magic items in attunement, a creature gains only the item’s nonmagical
this category specify the type of weapon they are, while benefits, unless its description states otherwise. For
others allow you to choose the type or allow the GM to example, a magic shield that requires attunement provides
determine it randomly—any restrictions are called out in the benefits of a normal shield to an unattuned creature, but
parentheses in the item’s description. none of its magical properties.
Attuning to an item requires a creature to spend one hour
WONDROUS ITEMS focused on only that item while being in physical contact
While each wondrous item is a marvel unto itself, these with it. This process can occur as part of a short or long
magic items don’t fit in other categories. Wondrous items rest. If the process is interrupted, the attunement attempt
include worn objects that aren’t armor, such as amulets, fails. Otherwise, at the end of the hour, the creature gains
boots, belts, capes, and gloves. This category also includes an intuitive understanding of how to activate the magical
more unusual items like figurines, furniture, instruments, properties of the item, including any necessary command
and much more. words.
An item can be attuned to only one creature at a time,
RARITY and a creature can be attuned to no more than a number of
Every magic item has a rarity. Rarity describes how items equal to its proficiency bonus (PB) at any one time.
difficult a magic item is to find and gives a rough rating of If a creature attempts to attune to an additional item, its
its power compared to other magic items. attunement to one item of their choice immediately ends.
The range of rarity is common, uncommon, rare, very In addition, a creature can’t attune to more than one of the
rare, and legendary. Fabled is an additional category, same item. For example, a creature can’t attune to more
which exists outside of this range (see Fabled Magic than one ring of protection at a time.
Items in this chapter). In addition, artifacts are one-of- A creature’s attunement to an item ends if the creature no
a-kind magic items that affect entire campaigns, and are longer satisfies the prerequisites for attunement, if the item
mainly handled by GMs. has been more than 100 feet away for at least 24 hours, if
As their names imply, more common magic items the creature dies, or if another creature attunes to the item.
circulate in the world than uncommon items, more A creature can also voluntarily end attunement to an item at
uncommon items than rare items, and so on. Few living any time as an action—unless the item is cursed.

158 PLAYER'S GUIDE


PRICE MULTIPLE ITEMS OF THE SAME KIND
Magic items are incredibly difficult to find, let alone buy Use common sense to determine whether more than one
in any old store or shop. However, each item description of a given kind of magic item can be worn. A character can’t
contains a basic cost estimate for use in the event that normally wear more than one pair of footwear, one pair of
a magic item is available for sale. The Buying and gloves or gauntlets, one pair of bracers, one suit of armor,
Selling Magic Items section in this chapter provides one item of headwear, and one cloak. Your GM might
detail regarding pricing and availability of magic items. allow exceptions. For example, a GM could rule that a PC
Regardless of listed price, the GM has final say on magic can wear a circlet under a helmet or layer two cloaks.
item costs and availability.
PAIRED ITEMS
IDENTIFYING MAGIC ITEMS Items that come in pairs—such as boots, bracers,
Nearly anything can be a magic item, and some items are gauntlets, and gloves—impart their benefits only if both
clearly magical just from their appearance. Others are items of the pair are worn. For example, a character
designed to conceal their nature. Regardless, a creature wearing a boot of striding and springing on one foot and a boot
handling a magic item can tell that it is magical. Learning of elvenkind on the other foot gains no benefit from either.
its rarity, properties, and other information, however,
takes effort. ACTIVATING MAGIC ITEMS
Casting the identify spell is the quickest and easiest Activating some magic items requires a user to do
way to learn about an unidentified magic item’s nature something special, such as holding the item and uttering
and function. Alternatively, any PC can learn an item’s a command word. The description of an item category or
properties if they spend 1 hour focusing on the item while individual item details how an item is activated. Certain
in direct contact with it—which can be done as part of a items use the following rules for their activation.
short or long rest. At the end of the hour, the PC learns all
If an item requires an action to activate, that action isn’t a
the item’s properties and how to use them.
function of the Use an Object action.
An adventurer can use some properties of a magic item
without identifying it first. Using a magic item might COMMAND WORD
reveal hints about the item’s nature. For example, a PC
wearing boots of elvenkind is likely to notice their steps make A command word is a word or phrase that must be
no noise. This allows a PC to guess an item’s benefits even spoken for an item to work. A magic item that requires a
before it’s properly identified. command word can’t be activated in an area where sound is
prevented, such as in the area of a silence spell.

EQUIPPING MAGIC ITEMS CASTING SPELLS FROM AN ITEM


Using a magic item’s properties requires reading, holding,
Some magic items allow you to cast a spell from them.
ingesting, wearing or wielding the item. A magic item
When you do, the spell is cast at the lowest possible
meant to be worn must be donned in the intended fashion:
spell circle, doesn’t expend any of your spell slots, and
boots go on the feet, gloves on the hands, hats and helmets
requires no components, unless the item’s description
on the head, and rings on the finger. Magic armor must
says otherwise. If a spell cast from a magic item requires
be donned, a shield strapped to the arm, a cloak fastened
concentration, you must still concentrate on it following
about the shoulders. A weapon must be held.
normal concentration rules (see Concentration in
In most cases, a magic item meant to be worn can fit a Chapter 7).
creature regardless of size or build. Many magic garments
A magic item states whether an action, bonus action,
magically adjust themselves to the wearer. Rare exceptions
reaction, or no action is required to cast a spell from it.
exist. If the story suggests a good reason for an item to fit
If the item doesn't specify a spell’s casting time, range,
only creatures of a certain size or shape, the GM can rule
and duration, or other exceptions to a spell’s normal
that it doesn’t adjust.
operation, use the spell’s information as listed in Chapter
When a nonhumanoid tries to wear an item, it is up 7: Spellcasting.
to GM discretion as to whether the item functions as
Many items, such as potions, grant a spell’s effects with
intended. A ring placed on a tentacle might work, but a
their usual duration without casting the spell. However,
serpentfolk with a tail instead of legs can’t wear boots.
a few items, potions included, change the casting time,
duration, or other parts of a spell. Any deviations from the
spell’s description are identified in the item description.

5 EQUIPMENT & MAGIC ITEMS 159


Some staffs require you to use your own spellcasting PROPERTIES AND ATTUNEMENT
ability to cast a spell from them. If you have more than one A fabled magic item begins as a common magic item. The
spellcasting ability, you choose which one to use with an item grants a minor, useful trait to its owner which doesn't
item that requires it. If you don’t have a spellcasting ability, require attunement to use.
your spellcasting ability modifier is +0 for the item, and To access any higher-level trait, a PC must attune to it
apply your PB. using standard attunement rules (see Attunement in this
chapter). Once attuned, a PC can use the fabled item’s
CHARGES more powerful properties as they increase in level. If a PC
Many magic items have charges that must be expended to higher than 1st level attunes to a fabled item, its level-
activate their properties. The number of charges an item dependent properties, up to the character’s current level,
has remaining is revealed when an item is identified (see are immediately available.
Identifying Magic Items in this chapter) and when a At the GM’s discretion, an item’s more powerful
creature attunes to it. In addition, when an item regains properties might become available only after the character
charges, the creature attuned to it learns how many charges completes a particular quest or event related to the
it regained. If an item’s properties don't specify a number item’s story rather than immediately upon reaching each
of charges, it can be used as often as the user wishes to property’s required level.
spend the actions to activate it. If a PC chooses not to attune to a fabled item, it remains
a common magic item, granting only its minor property,
regardless of the character’s level.
SPECIAL MAGIC ITEMS Unless otherwise noted, properties granted by a fabled
Some unique kinds of magic items have additional rules item are in effect as long at the character is wearing,
governing their use. The main categories of these magic carrying, or touching the item.
items are covered here.

CURSED MAGIC ITEMS BUYING AND SELLING MAGIC ITEMS


Some magic items are cursed—bearing curses that activate In most settings, magic items are expensive, hard to find,
when the user attunes to the item. Basic methods of and hard to sell. PCs can’t expect to walk into a store and
identification, like the identify spell, typically don't reveal if find magic items on sale. Usually, finding a buyer or seller
an item is cursed. If an identifying method does detect the of a particular magic item involves additional Downtime
presence of a curse, it is stated in the feature description. Rules (see Chapter 6: Playing the Game) or completing
Attunement to a cursed item can’t be ended voluntarily narrative challenges set by the GM. This section provides
unless the curse is broken or suppressed by a spell like guidelines for pricing magic items when circumstances
remove curse or similar magic. allow, but as always, the GM has final say on availability
and price.

SETTING-BASED AVAILABILITY
PLAYER ADVICE The scarcity or abundance of magic in your game setting
Remember that a cursed item’s curse doesn't take effect (and its influences a magic item’s price. For example, in a
cursed nature isn’t revealed) until a PC chooses to attune to the high‑magic setting where everyone knows at least a little
item. This is an important distinction. Simply touching, picking up, or magic, magic items probably aren’t hard to come by. In a
carrying a cursed item doesn't extend any curse penalties or effects low-magic setting, where magic is rare and miraculous,
to a PC, unless the curse description explicitly states otherwise. magic items are much harder to find. When pricing magic
items, a good general rule is to subtract 10 percent from
the base item price in high-magic settings and to add 10
percent to the base item price in low-magic settings.

FABLED MAGIC ITEMS ITEM TYPE AND VALUE


Fabled magic items are distinct as a rarity. A fabled item Magic items fall into one of three pricing categories that
grows in power alongside the character who wields it. help gauge market value:
Rules for fabled items are summarized here and a few
• Consumable. Items like potions, ammunition, or
fabled magic items can be found in Fabled Magic Item
scrolls are used only once. Because of this, they are
Descriptions in this chapter.
significantly less expensive than other magic items.

160 PLAYER'S GUIDE


CONSUMABLE PRICING BY SPELL LEVEL
SPELL CIRCLE COST RARITY EQUIVALENT CONSUMABLE
Cantrip 10 gp Common Potion of climbing
1st Circle 50 gp Common Ammunition +1
2nd Circle 100 gp Uncommon Ammunition +2
3rd Circle 200 gp Uncommon Potion of gaseous form
4th Circle 350 gp Rare Ammunition +3
5th Circle 650 gp Rare Arrow of slaying
6th Circle 1,500 gp Very Rare Potion of supreme healing
7th Circle 2,500 gp Very Rare Oil of etherealness
8th Circle 5,000 gp Very Rare Spell scroll (8th circle)
9th Circle 10,500 gp Legendary Potion of storm giant strength

• Enchanted. These items have a magic benefit that could ENCHANTED MAGIC ITEM PRICING BY MAGIC BONUS
be applied to any similar object, and the item is usually EQUIVALENT
crafted before the magic is applied, such as a +1 weapon BONUS COST RARITY ENCHANTED ITEM
or the Adamantine property. They are more widely +1 1,000 gp + Uncommon Weapon, +1
available than permanent magic items and are therefore base item cost
generally less expensive. +1 1,500 gp + Rare Vicious weapon
base item cost
• Permanent. Items with a set of magic properties
unique to that object are magical from their inception. +2 5,000 gp + Rare Armor of resistance
base item cost
They are the rarest and most expensive type of magic
item. Fabled magic items are permanent items. +2 7,500 gp + Very Rare Armor, +2
base item cost
PRICING CONSUMABLE MAGIC ITEMS +3 15,000 gp + Very Rare Weapon, +3
Consumable magic items are used once (or a few times) base item cost
and then expended. This limited life span makes them +3 25,000 gp + Legendary Armor, +3
significantly cheaper than permanent magic items. When base item cost
pricing consumables, consider their benefits as if the items
were spells. If they have no obvious spell comparison, price PRICING PERMANENT MAGIC ITEMS
them by rarity. The Consumable Pricing by Spell Level Permanent magic items make up the majority of magic
table gives you guidelines for pricing consumable items in items found in the Labyrinth. Their unique powers make
this way. them the most expensive magic items.
PRICING ENCHANTED MAGIC ITEMS Pricing for these items is highly variable. The Permanent
Enchanted magic items are more generic than permanent Pricing by Rarity table gives you approximate price ranges.
magic items. Their benefits can be bestowed on multiple
PERMANENT PRICING BY RARITY
types of relevant items. If you are unsure whether or not
BASE VALUE RANGE
an item is enchanted, double-check its description. A RARITY (STANDARD-MAGIC SETTING)
tag in parentheses beside the item type, such as armor
Common 25–100 gp
(medium or heavy) or weapon (any), likely indicates an
Uncommon 500–5,000 gp
enchanted item. An item with +1, +2, or +3 in its name
is also a good indicator. Note that a magic item that has Rare 2,000–20,000 gp
one of these bonuses in addition to other magic effects Very Rare 15,000–50,000 gp
should be treated as a permanent magic item instead of an Legendary 25,000–200,000 gp
enchanted magic item. Fabled Priceless
The easiest way to price enchanted items is to
cross‑reference their magic bonus and rarity. Or, if they
have no obvious magic bonus (+1, +2, or +3), try to equate
their effects to one of those levels and cross-reference PRICING FABLED ITEMS
them by rarity. The Enchanted Magic Item Pricing by Since fabled items are one of a kind, they defy pricing
Magic Bonus table gives you some guidelines for pricing conventions. Fabled items aren’t bought or sold—they
enchanted items. should only be given by the GM as a heroic event.

5 EQUIPMENT & MAGIC ITEMS 161


Amulet of Proof Against Detection and Location

CONVERSION PRICING EXCEPTIONS Wondrous Item, Uncommon 4,000 gp


When converting magic items from a source that isn’t a (Requires Attunement)
Tales of the Valiant sourcebook, consider pricing magic While carrying this amulet, you are hidden from divination
items that grant or allow any of the following abilities as magic. You can’t be targeted by spells from the divination
if they were one category above their listed rarity: school or perceived through magical scrying sensors.
• Flight, a flying mount, or a flying speed
• Wishes Animated Shield
• Invisibility or conceals a character’s presence Armor (Shield), Very Rare 30,000 gp
• Teleportation, access to a different plane of existence, (Requires Attunement)
or a pocket dimension large enough for at least one While wielding this shield, you can speak its command
Medium creature word as a bonus action to cause it to animate. The shield
• Infinite resources like food or water leaps into the air and hovers in your space to protect you as
if you were wielding it, leaving your hands free. The shield
remains animated for 1 minute, until you use a bonus
action to end this effect, or until you are incapacitated or
die. Then the shield falls to the ground or flies into your
MAGIC ITEM DESCRIPTIONS hand if you have one free.
This section lists hundreds of possible magic items. Each
entry provides key information about the item, including Anklets of Alacrity
its type, its rarity, whether it requires attunement, its
Wondrous Item, Common 50 gp
general price, and its properties.
This pair of light silver anklets look like a running cat
chasing a swallow in flight. When you roll initiative while
Ammunition, +1, +2, or +3
wearing the anklets, you can add your PB to your initiative.
Weapon (Any Ammunition), Rarity Varies Price Varies You can’t use this property if you are surprised.
You have a bonus to attack and damage rolls made Once this feature is used, you can’t use it again until you
with this piece of magic ammunition. The bonus is finish a long rest.
determined by the rarity of the ammunition. Once it
successfully hits a target, the ammunition becomes a Apparatus of the Crab
nonmagical piece of ammunition.
Wondrous Item, Legendary 50,000 gp
MAGIC AMMUNITION RARITY This item first appears to be a Large sealed iron barrel
BONUS RARITY COST weighing 500 pounds. The barrel has a hidden catch, which
+1 Uncommon 50 gp (each) can be found with a successful DC 20 INT (Investigation)
+2 Rare 100 gp (each) check. Releasing the catch unlocks a hatch at one end of
the barrel, allowing two Medium or smaller creatures
+3 Very Rare 350 gp (each)
to crawl inside. Ten levers are set in a row at the far end,
each in a neutral position, able to move either up or down.
When certain levers are used, the apparatus transforms to
Amulet of Health resemble a giant lobster. See the Levers of the Apparatus
Wondrous Item, Rare 8,000 gp table for what each lever does.
(Requires Attunement) The apparatus of the crab is a Large object with AC 20 and
200 HP.
Your CON score is 19 while
you carry this amulet. It has
no effect on you if your CON
is already 19 or higher.

162 PLAYER'S GUIDE


LEVERS ON THE APPARATUS

LEVER UP DOWN
1 Legs and tail extend, allowing the apparatus to Legs and tail retract, reducing the apparatus’s speed to 0
walk and swim. and making it unable to benefit from bonuses to speed.
2 Forward window shutter opens. Forward window shutter closes.
3 Side window shutters open (two per side). Side window shutters close (two per side).
4 Two claws extend from the front side of the apparatus. The claws retract.
5 Each extended claw makes the following melee weapon attack: Each extended claw makes the following melee weapon
+8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. attack: +8 to hit, reach 5 ft., one target. Hit: The target is
grappled (escape DC 15).
6 The apparatus walks or swims forward. The apparatus walks or swims backward.
7 The apparatus turns 90 degrees left. The apparatus turns 90 right.
8 Eyelike fixtures emit bright light in a 30-foot radius The lights turn off.
and dim light for an additional 30 feet.
9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid.
10 The rear hatch unseals and opens. The rear hatch closes and seals.

Armor of Resistance Armor, +1, +2, or +3


Armor (Light, Medium, or Heavy), Rare 5,000 gp + armor base cost Armor (Light, Medium, Heavy), Rarity Varies Price Varies
(Requires Attunement) While wearing this armor, you receive the armor’s
You are resistant to one type of damage while you wear this standard bonus to AC and an additional AC bonus equal
armor. The GM chooses the type or determines it randomly to its rarity bonus.
from the options below.
ARMOR RARITY
ARMOR OF RESISTANCE DAMAGE TYPE BONUS RARITY COST
d10 DAMAGE TYPE d10 DAMAGE TYPE +1 Rare 1,500 gp + armor base cost
1 Acid 6 Necrotic +2 Very Rare 7,500 gp + armor base cost
2 Cold 7 Poison +3 Legendary 25,000 gp + armor base cost
3 Fire 8 Psychic
4 Force 9 Radiant
5 Lightning 10 Thunder

5 EQUIPMENT & MAGIC ITEMS 163


BAG OF BEANS EFFECTS

D100 EFFECT
01 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 CON save or
take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary HP for 1 hour.
02–10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM’s choice) 30 feet into the air for 1d12 rounds.
11–20 A treant sprouts. There’s a 50 percent chance that the treant is cruelly wicked and attacks.
21–30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come
near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same
plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31–40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41–50 1d6 + 6 shriekers sprout.
51–60 1d4 + 8 bright pink toads crawl forth. When a toad is touched, it transforms into a Large or smaller monster of the GM’s choice.
The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61–70 A hungry bulette burrows up and attacks.
71–80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested
poison of the GM’s choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81–90 A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 CON save. On a successful save, a creature
permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
takes 10d6 force damage from an internal magical explosion.
91–99 A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated
as the mummy lord’s lair, and its sarcophagus contains treasure of the GM’s choice.
00 A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view,
a cloud giant’s castle, or a different plane of existence.

Arrow of Slaying Bag of Beans


Weapon (Arrow), Very Rare 650 gp Wondrous Item, Rare 80,000 gp
An arrow of slaying is a piece of magic Inside this heavy cloth bag are 3d4 dry beans. The bag
ammunition effective against a particular kind weighs 1/2 pound plus 1/4 pound for each bean it contains.
of creature. If a creature belonging to the type If you dump the bag’s contents out on the ground, they
associated with an arrow of slaying takes damage explode in a 10-foot radius, extending from the beans. Each
from the arrow, the creature must make a DC creature in the area, including you, must make a DC 15 DEX
17 CON save, taking an extra 6d10 piercing save, taking 5d4 fire damage on a failed save or half as much
damage on a failed save, or half as much extra damage on a successful one. The fire ignites flammable
damage on a successful one. objects in the area that aren’t being worn or carried.
Once an arrow of slaying deals its extra If you remove a bean from the bag, plant it in dirt or sand,
damage to a creature, it becomes a and then water it, the bean produces an effect 1 minute later
nonmagical arrow. from the ground where it was planted. The GM can choose
Ammunition of this type exists for other an effect from the following table, determine it randomly,
weapons, such as bolts of slaying meant or create an effect.
for a crossbow, though arrows are most
common. Bag of Holding
Wondrous Item, Uncommon 1,000 gp
Arrow-Catching Shield
This bag has an interior space considerably larger than
Armor (Shield), Rare 8,000 gp its outside dimensions, roughly 2 feet in diameter at the
(Requires Attunement) mouth and 4 feet deep. The bag can hold up to 500 pounds,
You gain a +2 bonus to AC against ranged attacks while not exceeding a volume of 64 cubic feet. The bag weighs 15
you wield this shield. This bonus is in addition to the pounds, regardless of its contents. Retrieving an item from
shield’s normal bonus to AC. In addition, when an the bag requires an action.
attacker makes a ranged attack against a target within 5 If the bag is overloaded, pierced, or torn, it ruptures and is
feet of you, you can use your reaction to become the target destroyed, and its contents are scattered in another plane of
of the attack instead. existence. If the bag is turned inside out, its contents spill
forth, unharmed, but the bag must be put right before it

164 PLAYER'S GUIDE


can be used again. Breathing creatures inside the bag can Bagpipes of Battle
survive up to a number of minutes equal to 10 divided by
the number of creatures (minimum 1 minute), after which Wondrous Item, Uncommon 600 gp
time they begin to suffocate. (Requires Attunement)
Placing a bag of holding inside an extradimensional space You must have proficiency with instruments (woodwinds)
created by a handy haversack, portable hole, or similar item to use these bagpipes. You can use an action to play them
instantly destroys both items and opens a gate to another and create a fearsome and inspiring tune. Each ally within
plane. The gate originates where the one item was placed 60 feet of you that can hear the tune gains a d12 Bardic
inside the other. Any creature within 10 feet of the gate Inspiration die for 10 minutes. Each creature within 60
is sucked through it to a random location within another feet of you that can hear the tune and that is hostile to you
plane. The gate then closes. The gate is one-way only and must succeed on a DC 15 WIS save or be frightened of
can’t be reopened. you for 1 minute. A hostile creature has disadvantage on
this saving throw if it is within 5 feet of you or your ally. A
Bag of Tricks frightened creature must take the Dash action and move
away from you by the safest available route on each of
Wondrous Item, Uncommon 4,000 gp its turns, unless there is nowhere to move. A frightened
This ordinary bag, made from gray, rust, or tan cloth, creature can repeat the saving throw at the end of each
appears empty. Reaching inside the bag, however, reveals a of its turns, ending the effect on itself on a success. Once
small, fuzzy object. The bag weighs 1/2 pound. used, the bagpipes can’t be used in this way again until the
You can use an action to pull the fuzzy object from the next dawn.
bag and throw it up to 20 feet. When the object lands, it
transforms into a creature you determine by rolling a d8 Bead of Force
and consulting the table that corresponds to the bag’s
color. The creature vanishes at the next dawn or when it is Wondrous Item, Rare 650 gp each
reduced to 0 HP. This small, black sphere measures 3/4 of an inch in
The creature is friendly to you and your companions, diameter and weighs 1 ounce. Typically, 1d4 + 4 beads of force
and it acts on your turn. You can use a bonus action to are found together.
command how the creature moves and what action it You can use an action to throw a bead up to 60 feet. The
takes on its next turn, or to give it general orders, such as bead explodes on impact and is destroyed. Each creature
to attack your enemies. In the absence of such orders, the within a 10-foot radius of where the bead landed must
creature acts in a fashion appropriate to its nature. succeed on a DC 15 DEX save or take 5d4 force damage.
Once three fuzzy objects have been pulled from the bag, A sphere of transparent force then encloses the area for 1
the bag can’t be used again until the next dawn. minute. Any creature that fails the save and is completely
within the area is trapped inside this sphere. Creatures that
GRAY BAG OF TRICKS RUST BAG OF TRICKS TAN BAG OF TRICKS succeed on the save, or are partially within the area, are
d8 CREATURE d8 CREATURE d8 CREATURE pushed away from the center of the sphere until they are no
1 Weasel 1 Rat 1 Jackal
longer inside it. Only breathable air can pass through the
sphere’s wall. No attack or other effect can.
2 Giant rat 2 Owl 2 Ape
An enclosed creature can use its action to push against the
3 Badger 3 Mastiff 3 Baboon
sphere’s wall, moving the sphere up to half the creature’s
4 Boar 4 Goat 4 Axe beak walking speed. The sphere can be picked up, and its magic
5 Panther 5 Giant goat 5 Black bear causes it to weigh only 1 pound, regardless of the weight of
6 Giant 6 Giant boar 6 Giant weasel creatures inside.
badger 7 Lion 7 Giant hyena
7 Dire wolf 8 Brown bear 8 Tiger Beast Buckle
8 Giant elk
Wondrous Item, Common 100 gp
(Requires Attunement)
This burnished brass belt buckle is shaped like a heavily
muscled bison. While attuned, your hit points and hit point
maximum increase by 5.

5 EQUIPMENT & MAGIC ITEMS 165


Belt of Dwarvenkind When a hostile creature damages you while the axe is in
your possession, you must succeed on a DC 15 WIS save or
Wondrous Item, Rare 8,000 gp go berserk. While berserk, you must use your action each
(Requires Attunement) round to attack the creature nearest to you with the axe.
While wearing this belt, you gain the following benefits: If you can make extra attacks as part of the Attack action,
• Your CON score increases by 2, to a maximum of 20. you use those extra attacks, moving to attack the next
• You have advantage on CHA (Persuasion) checks made nearest creature after you fell your current target. If you
to interact with dwarves. have multiple possible targets, you attack one at random.
You are berserk until you start your turn with no creatures
In addition, while attuned to the belt, you have a 50 percent within 60 feet of you that you can see or hear.
chance each day at dawn of growing a full beard if you’re
capable of growing one, or a visibly thicker beard if you
Boots of Elvenkind
already have one.
If you aren’t a dwarf, you gain the following additional Wondrous Item, Uncommon 1,000 gp
benefits while wearing the belt: While you wear these boots, your steps make no sound,
• You have advantage on saves against poison, and you regardless of the surface you are moving across. You also
are resistant to poison damage. have advantage on DEX (Stealth) checks that rely on
• You have darkvision to a range of 60 feet. moving silently.
• You can speak, read, and write Dwarvish.
Boots of Galloping
Belt of Giant Strength Wondrous Item, Common 25 gp
Wondrous Item, Rarity Varies Price Varies These white and brown suede boots are patterned like
(Requires Attunement) a horse’s coat. While wearing the boots, you can use a
While wearing this belt, your STR score changes to a score bonus action to make your footfalls sound like those of a
granted by the belt. If your STR is already equal to or galloping horse until the start of your next turn. The sound
greater than the belt’s score, the item has no effect on you. is audible out to 300 feet. A creature that hears the sound
Six varieties of this belt exist, corresponding with and can tell it is an imitation with a successful DC 10 INT
having rarity according to six kinds of giants. A belt of (Investigation) check.
stone giant strength and a belt of frost giant strength look
different but have the same effect. Boots of Levitation

BELT OF GIANT STRENGTH TYPE


Wondrous Item, Rare 4,000 gp
(Requires Attunement)
TYPE STRENGTH RARITY COST
While you wear these boots, you can use an action to cast
Hill giant 21 Rare 10,000 gp
the levitate spell from them on yourself.
Stone/frost giant 23 Very rare 30,000 gp
Fire giant 25 Very rare 40,000 gp
Cloud giant 27 Legendary 60,000 gp
Storm giant 29 Legendary 80,000 gp

Berserker Axe
Weapon (Any Axe), Rare 5,000 gp
(Requires Attunement)
You gain a +1 bonus to attack and damage rolls made with
this magic weapon. In addition, while you are attuned to
this weapon, your hit point maximum increases by 1 for
each level you have attained.
Curse. This axe is cursed, and becoming attuned to it
extends the curse to you. As long as you remain cursed, you
are unwilling to part with the axe, keeping it within reach
at all times. You also have disadvantage on attack rolls with
weapons other than this one, unless no foe is within 60 feet
of you that you can see or hear.

166 PLAYER'S GUIDE


Boots of Speed Bracers of Baleful Reprisal
Wondrous Item, Rare 8,000 gp Wondrous Item, Common 50 gp
(Requires Attunement) (Requires Attunement)
While you wear these boots, you can use a bonus action These metal bracers are made of fire-blued steel. While
and click the boots’ heels together. If you do, the boots attuned, when a creature you can see misses you with
double your walking speed, and any creature that makes an attack, you can use your reaction to balefully mark
an opportunity attack against you has disadvantage on the the creature for 1 minute. A marked creature rolls a d4
attack roll. If you click your heels together again, you end each time they make an attack roll and must subtract the
the effect. number rolled from the total. The mark ends early if the
When the boots’ property has been used for a total of 10 affected target misses with an attack.
minutes, the magic ceases to function until the next dawn.
Bracers of Defense
Boots of Striding and Springing
Wondrous Item, Rare 8,000 gp
Wondrous Item, Uncommon 1,000 gp (Requires Attunement)
(Requires Attunement) While wearing these bracers, you gain a +2 bonus to AC if
While you wear these boots, your walking speed becomes you are wearing no armor and using no shield.
30 feet, unless your walking speed is higher, and your
speed isn’t reduced if you are encumbered or wearing Brazier of Commanding Fire Elementals
heavy armor. In addition, you can jump three times the
Wondrous Item, Rare 14,500 gp
normal distance, though you can’t jump farther than your
remaining movement would allow. This brass brazier weighs 5 pounds. While a fire burns in it,
you can use an action to speak the brazier’s command word
Boots of the Winterlands and summon a fire elemental, as if you had cast the conjure
elemental spell. The brazier can’t be used this way again until
Wondrous Item, Uncommon 2,000 gp the next dawn.
(Requires Attunement)
These furred boots are snug and feel quite warm. While you Brooch of Shielding
wear them, you gain the following benefits:
Wondrous Item, Uncommon 2,000 gp
• You are resistant to cold damage. (Requires Attunement)
• You ignore difficult terrain created by ice or snow.
While wearing this brooch, you are resistant to force
• You can tolerate temperatures as low as −50 degrees damage, and you are immune to the damage from the magic
Fahrenheit without any additional protection. If you missile spell.
wear heavy clothes, you can tolerate temperatures as
low as −100 degrees Fahrenheit. Broom of Flying

Bowl of Commanding Water Elementals Wondrous Item, Uncommon 16,000 gp


This wooden broom weighs 3 pounds. It functions like a
Wondrous Item, Rare 14,500 gp
mundane broom until you stand astride it and speak its
This bowl is about 1 foot in diameter and half as deep. It command word. It then hovers beneath you and can be
weighs 3 pounds and holds about 3 gallons. While this ridden in the air. It has a flying speed of 50 feet. It can carry
bowl is filled with water, you can use an action to speak the up to 400 pounds, but its flying speed becomes 30 feet
bowl’s command word and summon a water elemental, as while carrying over 200 pounds. The broom stops hovering
if you had cast the conjure elemental spell. The bowl can’t be when you land.
used this way again until the next dawn. You can send the broom to travel alone to a destination
within 1 mile of you if you speak the command word, name
Bracers of Archery the location, and are familiar with that place. The broom
comes back to you when you speak another command
Wondrous Item, Uncommon 2,000 gp
word, provided that the broom is still within 1 mile of you.
(Requires Attunement)
While wearing these bracers, you have proficiency with
longbow and shortbow, and you gain a +2 bonus to damage
rolls on ranged attacks made with such weapons.

5 EQUIPMENT & MAGIC ITEMS 167


Cape of the Mountebank Chime of Opening
Wondrous Item, Rare 60,000 gp Wondrous Item, Rare 3,000 gp
This cape smells faintly of brimstone. While wearing it, you This hollow metal tube measures about 1 foot long and
can use it to cast the dimension door spell as an action. This weighs 1 pound. You can strike it as an action, pointing it
property of the cape can’t be used again until the next dawn. at an object within 120 feet of you that can be opened, such
When you disappear, you leave behind a cloud of smoke, as a door, lid, or lock. The chime issues a clear tone, and
and you appear in a cloud of smoke at your destination. The one lock or latch on the object opens unless the sound can’t
smoke lightly obscures the space you left and the space you reach the object. If no locks or latches remain, the object
appear in, and it dissipates at the end of your next turn. A itself opens.
light or stronger wind disperses the smoke. The chime can be used ten times. After the tenth time, it
cracks and becomes useless.
Carpet of Flying
Circlet of Blasting
Wondrous Item, Very Rare 200,000 gp
You can speak the carpet’s command word as an action to Wondrous Item, Uncommon 3,000 gp
make the carpet hover and fly. It moves according to your While wearing this circlet, you can use an action to cast the
spoken directions, provided that you are within 30 feet of it. scorching ray spell with it. When you make the spell’s attacks,
Four sizes of carpet of flying exist. The GM chooses the size you do so with an attack bonus of +5. The circlet can’t be
of a given carpet or determines it randomly. used this way again until the next dawn.

FLYING CARPET SIZE


Cloak of Arachnida
d100 SIZE CAPACITY FLYING SPEED
01–20 3 ft. × 5 ft. 200 lb. 80 ft.
Wondrous Item, Very Rare 31,000 gp
(Requires Attunement)
21–55 4 ft. × 6 ft. 400 lb. 60 ft.
This fine garment is made of black silk interwoven with
56–80 5 ft. × 7 ft. 600 lb. 40 ft.
faint silvery threads. While wearing it, you gain the
81–100 6 ft. × 9 ft. 800 lb. 30 ft.
following benefits:
• You are resistant to poison damage.
A carpet can carry up to twice the weight shown on the
• You have a climbing speed equal to your walking speed.
table, but it flies at half speed if it carries more than its
normal capacity. • You can move up, down, and across vertical surfaces
and upside down along ceilings, while leaving your
hands free.
Censer of Controlling Air Elementals
• You can’t be caught in webs of any sort and can move
Wondrous Item, Rare 14,500 gp through webs as if they were difficult terrain.
This 6-inch-wide, 1-foot-high vessel resembles a chalice • You can use an action to cast the web spell (save DC
with a decorated lid. It weighs 1 pound. While incense is 13). The web created by the spell fills twice its normal
burning in this censer, you can use an action to speak the area. Once used, this property of the cloak can’t be used
censer’s command word and summon an air elemental, as again until the next dawn.
if you had cast the conjure elemental spell. The censer can’t be
used this way again until the next dawn.

168 PLAYER'S GUIDE


Cloak of Displacement
Wondrous Item, Very Rare 60,000 gp
(Requires Attunement)
While you wear this cloak, it projects an illusion that
makes you appear to be standing in a place near your actual
location, causing any creature to have disadvantage on
attack rolls against you. If you take damage, the illusion
ceases to function until the start of your next turn. This
effect is suppressed while you are incapacitated, restrained,
or otherwise unable to move.

Cloak of Elvenkind
Wondrous Item, Uncommon 4,000 gp
(Requires Attunement)
While you wear this cloak with its hood up, WIS
(Perception) checks made to see you have disadvantage,
and you have advantage on DEX (Stealth) checks made to
hide, as the cloak’s color shifts to camouflage you. Pulling
the hood up or down requires an action. Crystal Ball
Wondrous Item, Rarity Varies Price Varies
Cloak of Protection
(Requires Attunement)
Wondrous Item, Uncommon 2,000 gp The typical crystal ball is a very rare magic item about 6
(Requires Attunement) inches in diameter. While touching it, as an action, you can
You gain a +1 bonus to AC and saves while you wear this cast the scrying spell (save DC 17) from it.
cloak. The following crystal ball variants are legendary items and
have additional properties.
Cloak of the Bat Crystal Ball of Mind Reading. While scrying with the
crystal ball, you can use an action to cast the detect thoughts
Wondrous Item, Rare 33,500 gp spell (save DC 17) from it, targeting creatures you can see
(Requires Attunement) within 30 feet of the spell’s scrying sensor. You don’t need
While wearing this cloak, you have advantage on DEX to concentrate to maintain detect thoughts for the duration
(Stealth) checks. In an area of dim light or darkness, you of the spell, but it ends if the scrying spell ends.
can grip the edges of the cloak with both hands and use it Crystal Ball of Telepathy. While scrying with the crystal
to fly at a speed of 40 feet. If you ever fail to grip the cloak’s ball, you can communicate telepathically with creatures
edges while flying in this way, or if you are no longer in dim you can see within 30 feet of the spell’s scrying sensor (no
light or darkness, you lose this flying speed. action required). You can also use an action to cast the
While wearing the cloak in an area of dim light or suggestion spell (save DC 17) from it through the sensor on
darkness, you can use your action to cast polymorph on one of those creatures. You don’t need to concentrate to
yourself, transforming into a bat. While you are in the form maintain suggestion for the duration of the spell, but it ends
of the bat, you retain your INT, WIS, and CHA scores. The if the scrying spell ends. The suggestion spell of the crystal
cloak can’t be used this way again until the next dusk. ball can’t be used again until the next dawn.
Crystal Ball of True Seeing. While scrying with the crystal
Cloak of the Manta Ray ball, you have truesight with a radius of 120 feet centered
on the spell’s scrying sensor.
Wondrous Item, Uncommon 1,000 gp
CRYSTAL BALL VARIANTS
While wearing this cloak with its hood up, you can breathe
VARIANT RARITY COST
underwater, and you have a swimming speed of 60 feet.
Pulling the hood up or down requires an action. Crystal Ball Very Rare 30,000 gp
Crystal Ball of Mind Reading Legendary 52,000 gp
Crystal Ball of Telepathy Legendary 60,000 gp
Crystal Ball of True Seeing Legendary 70,000 gp

5 EQUIPMENT & MAGIC ITEMS 169


Cube of Force Dagger of Venom
Wondrous Item, Rare 17,600 gp Weapon (Dagger), Rare 8,000 gp
(Requires Attunement) You gain a +1 bonus to attack and damage rolls made with
This cube is about 1 inch across. Each face has a distinct this magic weapon.
marking that can be pressed. The cube starts with 36 charges. You can use an action to cause thick, black poison to coat
You can use an action to press one of the cube’s faces, the blade. The poison remains for 1 minute or until an
expending a number of charges based on the chosen face, attack using this weapon hits a creature. That creature must
as shown in the Cube of Force Faces table. Each face succeed on a DC 15 CON save or take 2d10 poison damage
has a different effect. If the cube has insufficient charges and become poisoned for 1 minute. The dagger can’t be
remaining, nothing happens. used this way again until the next dawn.
Otherwise, a barrier of invisible force springs into
existence, forming a cube 15 feet on a side. The barrier is Dancing Lockpicks
centered on you, moves with you, and lasts for 1 minute,
until you use an action to press the cube’s sixth face, or the Wondrous Item, Common 50 gp
cube runs out of charges. This magic item functions as a normal set of thieves’ tools
You can change the barrier’s effect by pressing a different (see Tools in Chapter 5) in addition to its other magical
cube face and expending the requisite number of charges, properties. Dancing lockpicks have 3 charges. You can expend
resetting the duration. When you press a different face, the 1 charge to have the lockpicks float into the air and make
current face effect ends. a DEX (Thieves’ Tools) check to open a lock or disarm a
If your movement causes the barrier to come into contact trap within 15 feet of you (no action required by you). The
with a solid object that can’t pass through the cube, you can’t lockpicks use your statistics to make this check, and you are
move any closer to that object as long as the barrier remains. considered proficient with thieves’ tools when you use the
item in this way.
CUBE OF FORCE FACES
The lockpicks regain 1d3 charges daily at dusk. If
FACE CHARGES EFFECT you expend the last charge, roll a d20. On a 1, the set
1 1 Gases, wind, and fog can’t pass through permanently transforms into a nonmagical set of thieves’
the barrier. tools (see Adventuring Gear in Chapter 5).
2 2 Nonliving matter can’t pass through the
barrier. Walls, floors, and ceilings can pass
through at your discretion.
Dancing Sword
3 3 Living matter can’t pass through the barrier. Weapon (Any Sword), Very Rare 30,000 gp
4 4 Spell effects can’t pass through the barrier. (Requires Attunement)
5 5 Nothing can pass through the barrier. You can use a bonus action to toss this magic sword into
Walls, floors, and ceilings can pass through the air and speak the command word. When you do so, the
at your discretion.
sword begins to hover, flies up to 30 feet, and attacks one
6 0 The barrier deactivates. creature of your choice within 5 feet of it. The sword uses
your attack roll and ability score modifier to damage rolls.
The cube loses charges when the barrier is targeted by While the sword hovers, you can use a bonus action to
certain spells or comes into contact with certain spell or cause it to fly up to 30 feet to another spot within 30 feet
magic item effects, as shown on the Cube of Force Charge of you. As part of the same bonus action, you can cause the
Loss table. sword to attack one creature within 5 feet of it.
CUBE OF FORCE CHARGE LOSS After the hovering sword attacks for the fourth time, it flies
CHARGES CHARGES up to 30 feet and tries to return to your hand. If you have
SPELL OR ITEM LOST SPELL OR ITEM LOST no hand free, it falls to the ground at your feet. If the sword
Disintegrate 1d12 Prismatic spray 1d20 has no unobstructed path to you, it moves as close to you as
Horn of blasting 1d10 Wall of fire 1d4 it can and then falls to the ground. It also ceases to hover if
Passwall 1d6
you grasp it or move more than 30 feet away from it.

The cube regains 1d20 expended charges daily at dawn.

170 PLAYER'S GUIDE


Decanter of Endless Water Dimensional Shackles
Wondrous Item, Uncommon 4,000 gp Wondrous Item, Rare 8,000 gp
This stoppered flask sloshes when shaken, as if it contains You can use an action to place these shackles on an
water. The decanter weighs 2 pounds. You can use an action incapacitated creature. The shackles adjust to fit a creature
to remove the stopper and speak one of three command of Small to Large size. In addition to serving as mundane
words, whereupon an amount of fresh water or salt water manacles, the shackles prevent a creature bound by them
(your choice) pours out of the flask. The water stops from using any method of extradimensional movement,
pouring out at the start of your next turn. Choose from the including teleportation or travel to a different plane of
following options: existence. They don’t prevent the creature from passing
• “Stream” produces 1 gallon of water. through an interdimensional portal.
• “Fountain” produces 5 gallons of water. You and any creature you designate when you use the
shackles can use an action to remove them. Once every 30
• “Geyser” produces 30 gallons of water that gushes
days, the bound creature can make a DC 30 STR (Athletics)
forth in a geyser 30 feet long and 1 foot wide. As a bonus
check. On a success, the creature breaks free and destroys
action while holding the decanter, you can aim the
the shackles.
geyser at a creature you can see within 30 feet of you.
The target must succeed on a DC 13 STR save or take
Dragon Scale Mail
1d4 bludgeoning damage and fall prone. Instead of a
creature, you can target an object that isn’t being worn Armor (Scale Mail), Very Rare 60,000 gp
or carried and that weighs no more than 200 pounds. (Requires Attunement)
The object is either knocked over or pushed up to 15 feet
Dragon scale mail is made of the scales of one kind of
away from you.
dragon. Sometimes dragons collect their cast-off scales
and gift them. Other times, hunters skin and preserve the
Defender hide of a dead dragon. In either case, dragon scale mail is
Weapon (Any Sword), Legendary 100,000 gp highly valued.
(Requires Attunement) While wearing this armor, you gain a +1 bonus to AC, you
have advantage on saves against the Frightful Presence and
You gain a +3 bonus to attack and damage rolls made with
breath weapons of dragons, and you are resistant to one
this magic weapon.
type of damage. The damage type depends on the dragon
The first time you attack with this sword on each of your
scales used to make the armor, as shown on the Dragon
turns, you can transfer some or all of the sword’s bonus to
Scale Mail Type table.
your AC, instead of using the bonus on attacks that turn.
In addition, you can focus your senses as an action to
For example, you could reduce the bonus to your attack
magically discern the distance and direction to the closest
and damage rolls to +1 and gain a +2 bonus to AC. The
dragon within 30 miles of you that is of the same type as
adjusted bonuses remain in effect until the start of your
the armor. This special action can’t be used again until the
next turn, although you must hold the sword to gain a
next dawn.
bonus to AC from it.
DRAGON SCALE MAIL TYPE

Demon Armor DRAGON DAMAGE DRAGON DAMAGE


Black Acid Gold Fire
Armor (Plate), Very Rare 60,000 gp
Blue Lightning Green Poison
(Requires Attunement)
Brass Fire Red Fire
While wearing this armor, you gain a +1 bonus to AC, and
Bronze Lightning Silver Cold
you can understand and speak Abyssal. In addition, the
Copper Acid White Cold
armor’s clawed gauntlets turn unarmed strikes with your
hands into magic weapons that deal slashing damage, with
a +1 bonus to attack rolls and damage rolls and a damage Dragon Slayer
die of 1d8.
Curse. Once you don this cursed armor, you can’t doff it Weapon (Any Sword), Rare 8,000 gp
unless you are targeted by a remove curse spell or similar You gain a +1 bonus to attack and damage rolls made with
magic. While wearing the armor, you have disadvantage this magic weapon.
on attack rolls against demons and on saves against their When you hit a dragon with this weapon, the target takes
spells and special abilities. an extra 3d6 damage of the weapon’s type. For the purpose
of this weapon, “dragon” refers to any creature with the
Dragon type, including dragon turtles and wyverns.

5 EQUIPMENT & MAGIC ITEMS 171


Dust of Disappearance Dwarven Thrower
Wondrous Item, Uncommon 100 gp Weapon (Warhammer), Very Rare 30,000 gp
Found in a small packet, this powder resembles very fine (Requires Attunement by a Dwarf)
sand. There is enough of it for one use. When you use an You gain a +3 bonus to attack and damage rolls made with
action to throw the dust into the air, you and each creature this magic weapon. It has the Thrown property with a
and object within 10 feet of you become invisible for 2d4 normal range of 20 feet and a long range of 60 feet. When
minutes. The duration is the same for all subjects, and the you hit with a ranged attack using this weapon, the target
dust is consumed when its magic takes effect. If a creature takes an extra 1d8 bludgeoning damage or, if the target is
affected by the dust attacks or casts a spell, the invisibility a Giant, it takes an extra 2d8 bludgeoning damage. The
ends for that creature. weapon flies back to your hand immediately after the attack.

Dust of Dryness Efficient Quiver


Wondrous Item, Uncommon 250 gp Wondrous Item, Uncommon 2,000 gp
This small packet contains 1d6 + 4 pinches of dust. You can Each of this quiver’s three compartments connects to an
use an action to sprinkle a pinch of it over water. The dust extradimensional space that allows the quiver to hold
turns a cube of water 15 feet on a side into one marble- numerous items while never weighing more than 2 pounds.
sized pellet, which floats or rests near where the dust was The shortest compartment can hold up to sixty arrows,
sprinkled. The pellet’s weight is negligible. bolts, or similar objects. The midsize compartment holds
A creature can use an action to smash the pellet against a up to eighteen javelins or similar objects. The longest
hard surface, causing the pellet to shatter and release the compartment holds up to six long objects, such as bows,
water the dust absorbed. Doing so ends that pellet’s magic. quarterstaffs, or spears.
An elemental composed mostly of water that is exposed You can draw any item the quiver contains as if doing so
to a pinch of the dust must make a DC 13 CON save, taking from a regular quiver or scabbard.
10d6 necrotic damage on a failed save, or half as much
damage on a successful one. Efreeti Bottle
Wondrous Item, Very Rare 10,500 gp
Dust of Sneezing and Choking
This painted brass bottle weighs 1 pound. When you use
Wondrous Item, Uncommon 100 gp an action to remove the stopper, a cloud of thick smoke
Found in a small container, this powder resembles very fine flows out of the bottle. At the end of your turn, the smoke
sand. It appears to be dust of disappearance, and an identify disappears with a flash of harmless fire, and an efreeti
spell reveals it to be such. There is enough of it for one use. appears in an unoccupied space within 30 feet of you.
When you use an action to throw a handful of the dust The first time the bottle is opened, the GM rolls to
into the air, you and each creature that needs to breathe determine what happens.
within 30 feet of you must succeed on a DC 15 CON save or
EFREETI BOTTLE EFFECTS
become unable to breathe, while sneezing uncontrollably.
A creature affected in this way is incapacitated and d100 EFFECT
suffocating. As long as it is conscious, a creature can repeat 01–10 The efreeti attacks you. After fighting for 5 rounds, the
the save at the end of each of its turns, ending the effect on efreeti disappears, and the bottle loses its magic.
it on a success. The lesser restoration spell can also end the 11–90 The efreeti serves you for 1 hour, doing as you
effect on a creature. command. Then the efreeti returns to the bottle, and a
new stopper contains it. The stopper can’t be removed
for 24 hours. The next two times the bottle is opened,
Dwarven Plate
the same effect occurs. If the bottle is opened a fourth
Armor (Plate), Very Rare 10,000 gp time, the efreeti escapes and disappears, and the
bottle loses its magic.
While wearing this armor, you gain a +2 bonus to AC. In
91–00 The efreeti can cast the wish spell three times for you.
addition, if an effect moves you against your will along the
It disappears when it grants the final wish or after 1
ground, you can use your reaction to reduce the distance hour, and the bottle loses its magic.
you are moved by up to 10 feet.

172 PLAYER'S GUIDE


Elemental Gem Feather Token
Wondrous Item, Uncommon 650 gp Wondrous Item, Rare 350 gp
This gem contains a mote of elemental energy. When you This Tiny object looks like a feather. Different types exist,
use an action to break the gem, an elemental is summoned each with a different single-use effect. The GM chooses the
as if you had cast the conjure elemental spell, and the gem’s kind of feather token or determines it randomly.
magic is lost. The type of gem determines the elemental FEATHER TOKEN TYPE
summoned by the spell.
d100 FEATHER TOKEN d100 FEATHER TOKEN
ELEMENTAL GEM TYPE 01–20 Anchor 51–65 Swan boat
GEM SUMMONED ELEMENTAL 21–35 Bird 66–90 Tree
Blue sapphire Air elemental 36–50 Fan 91–100 Whip
Yellow diamond Earth elemental
Anchor. You can use an action to touch the token to a boat
Red corundum Fire elemental
or ship. For the next 24 hours, the vessel can’t be moved by
Emerald Water elemental
any means. Touching the token to the vessel again ends the
effect. When the effect ends, the token disappears.
Eyes of Charming Bird. You can use an action to toss the token 5 feet into the
air. The token disappears and an enormous, multicolored
Wondrous Item, Uncommon 1,500 gp
bird takes its place. The bird has the statistics of a roc, but it
These crystal lenses fit over the eyes. They have 3 charges obeys your simple commands and can’t attack. It can carry
and regain all expended charges daily at dawn. While up to 500 pounds while flying at a speed of 16 miles an
wearing them, you can expend 1 charge as an action to cast hour or 1,000 pounds at half that speed (to a maximum of
the charm spell (save DC 13) on a Humanoid within 30 feet 144 miles per day, with a one-hour rest for every 3 hours of
of you, provided that you and the target can see each other. flying). The bird doesn't need to check for exhaustion, but it
disappears after flying its maximum distance for a day or if
Eyes of Minute Seeing it drops to 0 HP. You can dismiss the bird as an action.
Wondrous Item, Uncommon 1,000 gp Fan. If you are on a boat or ship, you can use an action to
toss the token up to 10 feet in the air. The token disappears,
These crystal lenses fit over the eyes. While wearing them,
and a giant flapping fan takes its place. The fan floats and
you can see much better than normal to a range of 1 foot.
creates a wind strong enough to fill the sails of one ship,
You have advantage on INT (Investigation) checks that
increasing its speed by 5 miles per hour for 8 hours. You can
rely on sight while searching an area or studying an object
dismiss the fan as an action.
within that range.
Swan Boat. You can use an action to touch the token
to a body of water at least 60 feet in diameter. The token
disappears, and a 50-foot-long, 20-foot-wide boat shaped
like a swan takes its place. The boat is self-propelled and
moves across water at a speed of 6 miles per hour. You can
use an action while on the boat to command it to move or
to turn up to 90 degrees. The boat can carry up to thirty-
two Medium or smaller creatures. A Large creature counts
as four Medium creatures, while a Huge creature counts as
nine. The boat remains for 24 hours and then disappears.
Eyes of the Eagle You can dismiss the boat as an action.
Wondrous Item, Uncommon 1,000 gp Tree. You must be outdoors to use this token. You can use
(Requires Attunement) an action to touch it to an unoccupied space on the ground.
The token disappears, and in its place a nonmagical oak
These crystal lenses fit over the eyes. While wearing them,
tree springs into existence. The tree is 60 feet tall and has
you have advantage on WIS (Perception) checks that rely
a 5-foot-diameter trunk, and its branches at the top spread
on sight. In conditions of clear visibility, you can make out
out in a 20-foot radius.
details of even extremely distant creatures and objects as
small as 2 feet across. Whip. You can use an action to throw this token to a point
within 10 feet of you. The token disappears, and a floating
whip takes its place. You can then use a bonus action to

5 EQUIPMENT & MAGIC ITEMS 173


make a melee spell attack against a creature within 10 feet Giant Fly
of the whip, with an attack bonus of +9. On a hit, the target
takes 1d6 + 5 force damage. Large Beast
As a bonus action on your turn, you can direct the whip Armor Class 11
to fly up to 20 feet and repeat the attack against a creature Hit Points 19 (3d10 + 3)
within 10 feet of it. The whip disappears after 1 hour, Speed 30 ft., fly 60 ft.
when you use an action to dismiss it, or when you are Perception 10 Stealth 11
incapacitated or die. Senses darkvision 60 ft.
Languages —
Featherlight Armor
STR DEX CON INT WIS CHA
Armor (Light, Medium, or Heavy), Common 25 gp +2 +1 +1 −4 +0 −4
+ armor base cost
These suits of armor are etched with cloud and feather Golden Lions (Rare, 16,000 gp). These gold statuettes of
motifs. When you would take falling damage while wearing lions are always created in pairs. You can use one figurine
this armor, roll a d12 and subtract the result from the or both simultaneously. Each can become a lion for up to 1
damage taken. hour. Once a lion has been used, it can’t be used again until
7 days have passed.
Figurine of Wondrous Power Ivory Goats (Rare, 24,000 gp). These ivory statuettes of
Wondrous Item, Rarity by Figurine Price Varies goats are always created in sets of three. Each goat looks
unique and functions differently from the others. Their
A figurine of wondrous power is a statuette of a beast small
properties are as follows:
enough to fit in a pocket. If you use an action to speak the
• The goat of traveling can become a Large goat with the
command word and throw the figurine to a point on the
same statistics as a riding horse. It has 24 charges,
ground within 60 feet of you, the figurine becomes a living
and each hour or portion thereof it spends in this form
creature. If the space where the creature would appear
costs 1 charge. While it has charges, you can use it as
is occupied by other creatures or objects, or if there isn’t
often as you wish. When it runs out of charges, it reverts
enough space for the creature, the figurine doesn’t become
to a figurine and can’t be used again until 7 days have
a creature.
passed, when it regains all its charges.
The creature is friendly to you and your companions.
It understands your languages and obeys your spoken • The goat of travail becomes a giant goat for up to 3
commands. If you issue no commands, the creature hours. Once it has been used, it can’t be used again until
30 days have passed.
defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. • The goat of terror becomes a giant goat for up to 3 hours.
At the end of the duration, the creature reverts to its figurine The goat can’t attack, but you can remove its horns and
form. It reverts to a figurine early if it drops to 0 HP or if use them as weapons. One horn becomes a +1 lance,
you use an action to speak the command word again while and the other becomes a +2 longsword. Removing a
touching it. When the creature reverts to a figurine, its horn requires an action, and the weapons disappear and
property can’t be used again until a certain amount of time the horns return when the goat reverts to figurine form.
In addition, the goat radiates a 30-foot-radius aura
has passed, as specified in the figurine’s description.
of terror while you are riding it. Any creature hostile
Bronze Griffon (Rare, 60,000 gp). This bronze statuette
to you that starts its turn in the aura must succeed on
is of a griffon rampant. It can become a griffon for up to
a DC 15 WIS save or be frightened of the goat for 1
6 hours. Once it reverts, it can’t be used again until 5 days
minute, or until the goat reverts to figurine form. The
have passed.
frightened creature can repeat the save at the end of
Ebony Fly (Rare, 60,000 gp). This ebony statuette is carved each of its turns, ending the effect on itself on a success.
in the likeness of a horsefly. It can become a giant fly for up Once it successfully saves against the effect, a creature is
to 12 hours and can be ridden as a mount. Once it reverts, it immune to the goat’s aura for the next 24 hours. Once
can’t be used again until 2 days have passed. the figurine has been used, it can’t be used again until 15
days have passed.
Marble Elephant (Rare, 8,000 gp). This marble statuette
is about 4 inches high and long. It can become an elephant
for up to 24 hours. Once it has been used, it can’t be used
again until 7 days have passed.

174 PLAYER'S GUIDE


Obsidian Steed (Very Rare, 50,000 gp). This polished Frost Brand
obsidian horse can become a nightmare for up to 24 hours.
Weapon (Any Sword), Very Rare 5,000 gp + base weapon cost
The nightmare fights only to defend itself. Once it has been
(Requires Attunement)
used, it can’t be used again until 5 days have passed.
Each time you use it, the figurine has a 10 percent chance When you hit with an attack using this magic sword, the
to ignore your orders, including a command to revert target takes an extra 1d6 cold damage. In addition, while
to figurine form. If you mount the nightmare while it is you hold the sword, you are resistant to fire damage.
ignoring your orders, you and the nightmare are instantly
transported to a random location on the Ethereal Plane, Gauntlets of Ogre Power
where the nightmare reverts to figurine form. Wondrous Item, Uncommon 2,000 gp
Onyx Dog (Rare, 8,000 gp). This onyx statuette of a (Requires Attunement)
dog can become a mastiff for up to 6 hours. The mastiff
Your STR score is 19 while you wear these gauntlets. They
has an INT score of 8 and can speak Common. It also
have no effect on you if your STR is already 19 or higher.
has darkvision to a range of 60 feet and can see invisible
creatures and objects within that range. Once it has been
used, it can’t be used again until 7 days have passed.
Serpentine Owl (Rare, 8,000 gp). This serpentine statuette
of an owl can become a giant owl for up to 8 hours. The
owl can telepathically communicate with you at any range
if you and it are on the same plane of existence. Once it has
been used, it can’t be used again until 2 days have passed.
Silver Raven (Uncommon, 2,000 gp). This silver statuette
of a raven can become a raven for up to 12 hours. While
in raven form, the figurine allows you to cast the animal
messenger spell on it as an action. Once it has been used, it
can’t be used again until 2 days have passed.

Flame Tongue
Gem of Brightness
Weapon (Any Sword), Rare 5,000 gp + base weapon cost
(Requires Attunement) Wondrous Item, Uncommon 200 gp
You can use a bonus action to speak this magic sword’s This prism has 50 charges. While you are holding it, you
command word, causing flames to erupt from the blade. can use an action to speak one of three command words to
The flames are harmless to you and the weapon. These cause one of the following effects:
flames shed bright light in a 40-foot radius and dim light • The first command word causes the gem to shed bright
for an additional 40 feet. While the sword is ablaze, it deals light in a 30-foot radius and dim light for an additional
an extra 2d6 fire damage to any target it hits. The flames 30 feet. This effect doesn’t expend a charge. It lasts until
last until you use a bonus action to speak the command you use a bonus action to repeat the command word or
word again or until you drop or sheathe the sword. until you use another function of the gem.
• The second command word expends 1 charge and causes
Flute of Saurian Summoning the gem to fire a brilliant beam of light at one creature
you can see within 60 feet of you. The creature must
Wondrous Item, Uncommon 1,000 gp
succeed on a DC 15 CON save or become blinded for 1
This scaly, clawed flute has a musky smell, and it releases minute. The creature can repeat the save at the end of
a predatory, screeching roar with reptilian overtones each of its turns, ending the effect on itself on a success.
when blown. You must have proficiency with instruments
• The third command word expends 5 charges and
(woodwinds) to use this flute. You can use an action to
causes the gem to flare with blinding light in a 30-foot
play the flute and conjure dinosaurs. This works like the
cone originating from it. Each creature in the cone
conjure animals spell, except the animals you conjure must must succeed on a DC 15 CON save or become blinded
be dinosaurs or Medium or larger lizards. The dinosaurs for 1 minute.
remain for 1 hour, until they die, or until you dismiss
them as a bonus action. The flute can’t be used to conjure When all of the gem’s charges are expended, the gem
dinosaurs again until the next dawn. becomes a nonmagical jewel worth 50 gp.

5 EQUIPMENT & MAGIC ITEMS 175


Gem of Seeing Handy Haversack
Wondrous Item, Rare 4,400 gp Wondrous Item, Rare 8,000 gp
(Requires Attunement) This backpack has a central pouch and two side pouches,
This gem has 3 charges. As an action, you can speak the each of which is an extradimensional space. Each side
gem’s command word and expend 1 charge. For the next 10 pouch can hold up to 20 pounds of material, not exceeding
minutes, you have truesight to a range of 120 feet when you a volume of 2 cubic feet. The large central pouch can hold
peer through the gem. up to 8 cubic feet or 80 pounds of material. The backpack
The gem regains 1d3 expended charges daily at dawn. always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal
Giant Slayer rules for interacting with objects. Retrieving an item from
the haversack requires you to use an action. When you
Weapon (Any Axe or Sword), Rare 1,500 gp + base item cost reach into the haversack for a specific item, the item is
You gain a +1 bonus to attack and damage rolls made with always magically on top.
this magic weapon. The haversack has a few limitations. If it is overloaded, or
When you use it to hit a creature with the Giant type, the if a sharp object pierces it or tears it, the haversack ruptures
creature takes an extra 2d6 damage of the weapon’s type and is destroyed. If the haversack is destroyed, its contents
and must succeed on a DC 15 STR save or fall prone. are lost forever, although exceptionally powerful magic
items lost in the bag always turn up again somewhere. If
Gloves of Missile Snaring the haversack is turned inside out, its contents spill forth,
unharmed, and the haversack must be put right before
Wondrous Item, Uncommon 2,000 gp it can be used again. If a breathing creature is placed
(Requires Attunement) within the haversack, the creature can survive for up to 10
These gloves seem to almost meld into your hands when minutes, after which time it begins to suffocate.
you don them. When a ranged weapon attack hits you while Placing the haversack inside an extradimensional space
you’re wearing them, and you have a free hand, you can use created by a bag of holding, portable hole, or similar item
your reaction to reduce the damage by 1d10 + your DEX instantly destroys both items and opens a gate to the Astral
modifier. If you reduce the damage to 0, you can catch the Plane. The gate originates where the one item was placed
missile if it is small enough for you to hold in that hand. inside the other. Any creature within 10 feet of the gate is
sucked through it and deposited in a random location on
Gloves of Swimming and Climbing the Astral Plane. The gate then closes. The gate is one-way
only and can’t be reopened.
Wondrous Item, Uncommon 1,000 gp
(Requires Attunement)
Hat of Disguise
While wearing these gloves, climbing and swimming don’t
cost you extra movement, and you gain a +5 bonus to STR Wondrous Item, Uncommon 1,500 gp
(Athletics) checks made to climb or swim. (Requires Attunement)
While wearing this hat, you can use an action to cast the
Goggles of Night disguise self spell from it. The spell ends if the hat is removed.

Wondrous Item, Uncommon 1,000 gp


Headband of Intellect
While wearing these goggles, you have darkvision to a
range of 60 feet. If you already have darkvision, wearing Wondrous Item, Uncommon 1,500 gp
the goggles increases its range by 60 feet. (Requires Attunement)
Your INT score is 19 while you wear this headband. It has
Hampering Ammunition no effect on you if your INT is already 19 or higher.

Weapon (Any Ammunition), Common 10 gp


Helm of Brilliance
+ ammunition base cost
This ammunition slows a target’s movement. A creature Wondrous Item, Very Rare 120,000 gp
hit by the ammunition must succeed on a DC 10 CON save (Requires Attunement)
or have their base movement speed reduced by 5 feet for 1 This dazzling helm is set with 1d10 diamonds, 2d10 rubies,
minute. An affected target can repeat this save at the end of 3d10 fire opals, and 4d10 opals. Any gem pried from the
each turn to end the reduction. helm crumbles to dust. When all the gems are removed or
destroyed, the helm loses its magic.

176 PLAYER'S GUIDE


You gain the following benefits while wearing it: Helm of Teleportation
• You can use an action to cast one of the following
spells (save DC 18), using one of the helm’s gems of the Wondrous Item, Rare 40,000 gp
specified type as a component: daylight (opal), fireball (Requires Attunement)
(fire opal), prismatic spray (diamond), or wall of fire This helm has 3 charges. While wearing it, you can use an
(ruby). The gem is destroyed when the spell is cast and action and expend 1 charge to cast the teleport spell from it.
disappears from the helm. The helm regains 1d3 expended charges daily at dawn.
• As long as it has at least one diamond, the helm emits
dim light in a 30-foot radius when at least one Undead Holy Avenger
is within that area. Any Undead that starts its turn in
that area takes 1d6 radiant damage. Weapon (Any Sword), Legendary 200,000 gp
(Requires Attunement)
• As long as the helm has at least one ruby, you have
resistance to fire damage. You gain a +3 bonus to attack and damage rolls made with
• As long as the helm has at least one fire opal, you can this magic weapon. When you hit a Fiend or an Undead
use an action and speak a command word to cause with it, the target takes an extra 2d10 radiant damage.
one weapon you are wielding to burst into flames. The While you wield this sword, it creates an aura in a 10-foot
flames emit bright light in a 10-foot radius and dim radius around you. You and all creatures friendly to you in
light for an additional 10 feet. The flames are harmless the aura have advantage on saves against spells and other
to you and the weapon. When you hit with an attack magical effects. If you have 17 or more levels in the paladin
using the blazing weapon, the target takes an extra 1d6 class, the radius of the aura increases to 30 feet.
fire damage. The flames last until you use a bonus action
to speak the command word again or until you drop or Horn of Blasting
stow the weapon.
Wondrous Item, Rare 8,000 gp
Roll a d20 if you are wearing the helm and take fire
You can use an action to speak the horn’s command word
damage as a result of failing a save against a spell. On a
and then blow the horn, which emits a thunderous blast in
roll of 1, the helm emits beams of light from its remaining
a 30-foot cone that is audible to 600 feet. Each creature in
gems. Each creature within 60 feet of the helm other than
the cone must make a DC 15 CON save. On a failed save,
you must succeed on a DC 17 DEX save or be struck by a
a creature takes 5d6 thunder damage and is deafened for 1
beam, taking radiant damage equal to the number of gems
minute. On a successful save, a creature takes half as much
in the helm. The helm and its gems are then destroyed.
damage and isn’t deafened. Creatures and objects made
of glass or crystal have disadvantage on the saves and take
Helm of Comprehending Languages 10d6 thunder damage instead of 5d6.
Wondrous Item, Uncommon 2,500 gp Each use of the horn’s magic has a 20 percent chance of
causing the horn to explode. The explosion deals 10d6 fire
While wearing this helm, you can use an action to cast the
damage to the blower and destroys the horn.
comprehend languages spell from it.

Helm of Telepathy
Wondrous Item, Uncommon 3,000 gp
(Requires Attunement)
While wearing this helm, you can use an action to cast the
detect thoughts spell (save DC 13) from it. As long as you
maintain concentration on the spell, you can use a bonus
action to send a telepathic message to a creature you are
focused on. It can reply—using a bonus action to do so—
while your focus on it continues.
While focusing on a creature with detect thoughts, you can
use an action to cast the suggestion spell (save DC 13) from
the helm on that creature. You don’t need to concentrate to
maintain suggestion for the duration of the spell, but it ends
if the detect thoughts spell ends. Once used, the suggestion
property can’t be used again until the next dawn.

5 EQUIPMENT & MAGIC ITEMS 177


Horseshoes of a Zephyr successful one. In either case, the creature is pushed to an
unoccupied space outside but next to the fortress. Objects
Wondrous Item, Very Rare 30,000 gp in the area that aren’t being worn or carried take this
These iron horseshoes come in a set of four. While all damage and are pushed automatically.
four shoes are affixed to the hooves of a horse or similar The tower is made of adamantine, and its magic prevents
creature, they allow the creature to move normally while it from being tipped over. The roof, the door, and the walls
floating 4 inches above the ground. This effect means the each have 100 HP, are immune to damage from nonmagical
creature can cross or stand above nonsolid or unstable weapons excluding siege weapons, and are resistant to all
surfaces, such as water or lava. The creature leaves no tracks other damage. Only a wish spell can repair the fortress.
and ignores difficult terrain. In addition, the creature can Each casting of wish causes the roof, the door, or one wall to
move at normal speed for up to 12 hours a day without regain 50 HP.
suffering exhaustion from a forced march.
Ioun Stone
Howling Arrow
Wondrous Item, Rarity Varies Price Varies
Weapon (any ammunition), Common 10 gp (Requires Attunement)
This ammunition is made from hollowed antler or bone Many types of Ioun stones exist, each type a distinct
and emits a shrill whistle while airborne. When you hit a combination of shape and color.
creature with it, the ammunition deals only half its damage, When you use an action to toss one of these stones into the
but the target must succeed on a DC 11 CON save or be air, the stone orbits your head at a distance of 1d3 feet and
deafened until the end of its next turn. confers a benefit to you. Thereafter, another creature must
use an action to grasp or net the stone to separate it from
Immovable Rod you, either by making a successful attack roll against AC 24
or a successful DC 24 DEX (Acrobatics) check. You can use
Rod, Uncommon 1,000 gp
an action to seize and stow the stone, ending its effect.
This flat iron rod has a button on one end. You can use an A stone has AC 24 and 10 HP, and it is resistant to all
action to press the button, which causes the rod to become damage. It is considered an object that is also a carried item
magically fixed in place. Until you or another creature while it orbits your head.
uses an action to push the button again, the rod doesn’t Absorption (Very Rare, 32,000 gp). While this pale
move, even if it defies gravity. The rod can hold up to 8,000 lavender ellipsoid orbits your head, you can use your
pounds of weight. More weight causes the rod to deactivate reaction to cancel a spell of 4th circle or lower cast by a
and fall. A creature can use an action to make a DC 30 STR creature you can see and targeting only you.
check, moving the fixed rod up to 10 feet on a success.
Once the stone has canceled 20 circles worth of spells, it
burns out and turns dull gray, losing its magic. If you are
Instant Fortress targeted by a spell whose circle is higher than the number
Wondrous Item, Rare 16,000 gp of spell rings the stone has left, the stone can’t cancel it.
You can use an action to place this 1-inch metal cube on the
ground and speak its command word. The cube rapidly
grows into a fortress that remains until you use
an action to dismiss it, which works only if the
fortress is empty.
The fortress is a square tower, 20 feet on a
side and 30 feet high, with arrow slits on all sides
and a battlement atop it. Its interior is divided into
two floors, with a ladder running along one wall to
connect them. The ladder ends at a trapdoor leading
to the roof. When activated, the tower has a small
door on the side facing you. The door opens only at your
command, which you can speak as a bonus action. It is
immune to the knock spell and similar magic, such as that
of a chime of opening.
Each creature in the area where the fortress appears
must make a DC 15 DEX save, taking 10d10 bludgeoning
damage on a failed save, or half as much damage on a

178 PLAYER'S GUIDE


Agility (Very Rare, 30,000 gp). Your DEX score increases but is otherwise treated as if you cast the spell. Once cast,
by 2, to a maximum of 20, while this deep red sphere orbits the spell is expended, freeing up space.
your head. Strength (Very Rare, 30,000 gp). Your STR score increases
Awareness (Rare, 4,000 gp). You can’t be surprised while by 2, to a maximum of 20, while this pale blue rhomboid
this dark blue rhomboid orbits your head. orbits your head.
Fortitude (Very Rare, 30,000 gp). Your CON score Sustenance (Rare, 4,000 gp). You don’t need to eat or
increases by 2, to a maximum of 20, while this pink drink while this clear spindle orbits your head.
rhomboid orbits your head.
Greater Absorption (Legendary, 75,000 gp). While this Iron Bands of Binding
marbled lavender and green ellipsoid orbits your head, you
Wondrous Item, Rare 8,000 gp
can use your reaction to cancel a spell of 8th circle or lower
cast by a creature you can see and targeting only you. This rusty iron sphere measures 3 inches in diameter
Once the stone has canceled 50 circles worth of spells, it and weighs 1 pound. You can use an action to speak the
burns out and turns dull gray, losing its magic. If you are command word and throw the sphere at a Huge or smaller
targeted by a spell whose circle is higher than the number creature you can see within 60 feet of you. As the sphere
of spell rings the stone has left, the stone can’t cancel it. moves through the air, it opens into a tangle of metal bands.
Insight (Very Rare, 30,000 gp). Your WIS score increases Make a ranged attack roll with an attack bonus equal
by 2, to a maximum of 20, while this incandescent blue to your DEX modifier plus your proficiency bonus. On a
sphere orbits your head. hit, the target is restrained until you take a bonus action
Intellect (Very Rare, 30,000 gp). Your INT score increases to speak the command word to release it. Doing so, or
by 2, to a maximum of 20, while this marbled scarlet and missing with the attack, causes the bands to contract and
blue sphere orbits your head. become a sphere once more.
Leadership (Very Rare, 30,000 gp). Your CHA score A creature, including the one restrained, can use an action
increases by 2, to a maximum of 20, while this marbled to make a DC 20 STR check to break the iron bands. On a
pink and green sphere orbits your head. success, the item is destroyed, and the restrained creature
is freed. If the check fails, any further attempts made by
Mastery (Legendary, 50,000 gp). Your proficiency bonus
that creature automatically fail until 24 hours have elapsed.
increases by 1 while this pale green prism orbits your head.
Once the bands are used, they can’t be used again until the
Protection (Rare, 8,000 gp). You gain a +1 bonus to AC
next dawn.
while this dusty rose prism orbits your head.
Regeneration (Legendary, 50,000 gp). You regain 15 HP at
the end of each hour this pearly white spindle orbits your Iron Flask
head, provided that you have at least 1 HP. Wondrous Item, Legendary 100,000 gp
Reserve (Rare, 6,000 gp). This vibrant purple prism stores This iron bottle has a brass stopper. You can use an action
spells cast into it, holding them until you use them. The to speak the flask’s command word, targeting a creature
stone can store up to 3 circles worth of spells at a time. that you can see within 60 feet of you. If the target is native
When found, it contains 1d4 − 1 circles of stored spells to a plane of existence other than the one you’re on, the
chosen by the GM. target must succeed on a DC 17 WIS save or be trapped in
Any creature can cast a spell of 1st through 3rd circle into the flask. If the target has been trapped by the flask before,
the stone by touching it as the spell is cast. The spell has it has advantage on the save. Once trapped, a creature
no effect, other than to be stored in the stone. If the stone remains in the flask until released. The flask can hold only
can’t hold the spell, the spell is expended without effect. one creature at a time. A creature trapped in the flask
The circle of the slot used to cast the spell determines how doesn’t need to breathe, eat, or drink and doesn’t age.
much space it uses. You can use an action to remove the flask’s stopper
While this stone orbits your head, you can cast any spell and release the creature the flask contains. The creature
stored in it. The spell uses the spell slot, spell save DC, spell is friendly to you and your companions for 1 hour and
attack bonus, and spellcasting ability of the original caster, obeys your commands for that duration. If you give no

IRON FLASK CONTENTS


d100 CONTENTS d100 CONTENTS d100 CONTENTS d100 CONTENTS
1–50 Empty 70–73 Devil (lesser) 84–86 Invisible stalker 96 Solar
51–66 Demon 74–75 Djinni 87–90 Night hag 97–99 Succubus/incubus
67 Deva 76–77 Efreeti 91 Planetar 100 Xorn
68–69 Devil (greater) 78–83 Elemental (any) 92–95 Salamander

5 EQUIPMENT & MAGIC ITEMS 179


commands or give it a command that is likely to result from it. This property can’t be used again until the next
in its death, it defends itself but otherwise takes no dawn and never recharges. The sword loses this property if
actions. At the end of the duration, the creature it has no charges.
acts in accordance with its normal disposition.
An identify spell reveals that a creature is inside Lucky Roller Dice
the flask, but the only way to determine
Wondrous Item, Common 100 gp
the type of creature is to open the flask.
A newly discovered bottle might already This pair of bone-carved dice has 5 charges. Once per day,
contain a creature chosen by the GM you can use an action to expend 1 charge and immediately
or determined randomly. The GM gain 1 Luck. Once all charges are spent, the dice become
has the creature’s statistics. nonmagical.

Javelin of Lightning Mace of Disruption

Weapon (Javelin), Uncommon 2,000 gp Weapon (Mace), Rare 8,000 gp


(Requires Attunement)
This javelin is a magic weapon. When you hurl
it and speak its command word, it transforms When you hit a Fiend or Undead with this magic weapon,
into a bolt of lightning, forming a line 5 feet the target takes an extra 2d6 radiant damage. If the
wide that extends from you to a target within target has 25 HP or fewer after taking this damage, it
120 feet. Each creature in the line excluding must succeed on a DC 15 WIS save or be destroyed. On a
you and the target must make a DC 13 DEX successful save, the creature becomes frightened of you
save, taking 4d6 lightning damage on a failed until the end of your next turn.
save, and half as much damage on a successful While you hold this weapon, it sheds bright light in a 20-
one. The lightning bolt turns back into a foot radius and dim light for an additional 20 feet.
javelin when it reaches the target. Make a
ranged weapon attack against the target. On Mace of Smiting
a hit, the target takes damage from the javelin
Weapon (Mace), Rare 8,000 gp
plus 4d6 lightning damage.
The javelin’s property can’t be used again You gain a +1 bonus to attack and damage rolls made with
until the next dawn. In the meantime, the this magic weapon. The bonus increases to +3 when you use
javelin can still be used as a magic weapon. the mace to attack a Construct.
When you roll a 20 on an attack roll with this weapon,
Lantern of Revealing the target takes an extra 2d6 bludgeoning damage, or 4d6
bludgeoning damage if it’s a Construct. If a Construct has
Wondrous Item, Uncommon 2,000 gp 25 HP or fewer after taking this damage, it is destroyed.
While lit, this hooded lantern burns for 6 hours on 1 pint of
oil, shedding bright light in a 30-foot radius and dim light Mace of Terror
for an additional 30 feet. Invisible creatures and objects are
Weapon (Mace), Rare 8,800 gp
visible if they are in the lantern’s bright light. You can use
(Requires Attunement)
an action to lower the hood, reducing the light to dim light
in a 5-foot radius. This magic weapon has 3 charges. While holding it, you
can use an action and expend 1 charge to release a wave
Luck Blade of terror. Each creature of your choice in a 30-foot radius
extending from you must succeed on a DC 15 WIS save
Weapon (Any Sword), Legendary Priceless or become frightened of you for 1 minute. While it is
(Requires Attunement) frightened in this way, a creature must spend its turns
You gain a +1 bonus to attack and damage rolls made with trying to move as far away from you as it can, and it can’t
this magic weapon. While carried, you also gain a +1 bonus willingly move to a space within 30 feet of you. It also can’t
to saves. take reactions. For its action, it can use only the Dash
Luck. While you carry this sword, you can call on its luck action or try to escape from an effect that prevents it from
(no action required) to reroll one attack roll, ability check, moving. If it has nowhere it can move, the creature can use
or save you dislike. You must use the second roll. This the Dodge action. At the end of each of its turns, a creature
property can’t be used again until the next dawn. can repeat the save, ending the effect on itself on a success.
Wish. The sword has 1d4 − 1 charges. While holding it, you The mace regains 1d3 expended charges daily at dawn.
can use an action to expend 1 charge and cast the wish spell

180 PLAYER'S GUIDE


Mailbreaker Manual of Golems
Weapon (Warhammer), Common 100 gp + weapon base cost Wondrous Item, Very Rare Price Varies
This hammer’s face is covered with armor-shredding teeth. This tome contains information and incantations
When you make a successful melee weapon attack against necessary to make a particular type of creature with the
a creature wearing armor, you can reduce your target’s AC Golem tag. The GM chooses the type or determines it
by 1 in addition to dealing normal damage. A set of armor randomly. To decipher and use the manual, you must be a
can’t be affected by this feature again until it is repaired. spellcaster with at least two 5th-circle spell slots. A creature
This AC reduction can be removed if a creature spends 1 that can’t use a manual of golems and attempts to read it
hour making repairs to the damaged armor, which can be takes 6d6 psychic damage.
done as part of a short or long rest. MANUAL OF GOLEMS TYPE
d20 GOLEM TIME COST
Mantle of Spell Resistance
1–5 Clay 30 days 65,000 gp
Wondrous Item, Rare 8,000 gp 6–17 Flesh 60 days 50,000 gp
(Requires Attunement) 18 Iron 120 days 100,000 gp
You have advantage on saves against spells while you wear 19–20 Stone 90 days 80,000 gp
this cloak.
To create a golem, you must spend the time shown on
Manuals of Advantageous Exertion the Manual of Golems Type table, working without
interruption with the manual at hand and resting no more
Wondrous Item, Very Rare 30,000 gp than 8 hours per day. You must also pay the specified cost to
These handwritten books contain exercises and insights purchase supplies.
into improving your ability scores. Their words are charged Once you finish creating the golem, the book is consumed
with magic. If you spend 48 hours over a period of 6 days in flames. The golem becomes animate when the ashes of
or fewer studying a book’s contents and practicing its the manual are sprinkled on it. It is under your control, and
guidelines, one of your ability scores increases by 2, as does it understands and obeys your spoken commands.
your maximum for that score. The ability that increases is
shown on the Manuals of Advantageous Exertion Type Marvelous Pigments
table. Afterward, the manual loses its magic, but regains it
in a century. Wondrous Item, Very Rare 30,000 gp
Typically found in 1d4 pots inside a fine wooden box with
MANUAL OF ADVANTAGEOUS EXERTION TYPE
a brush (weighing 1 pound in total), these pigments allow
MANUAL ABILITY SCORE IMPROVED you to create three-dimensional objects by painting them
Manual of Bodily Health CON in two dimensions. The paint flows from the brush to form
Manual of Gainful Exercise STR the desired object as you concentrate on its image.
Manual of Quickness of Action DEX Each pot of paint is sufficient to cover 1,000 square feet of
Tome of Clear Thought INT a surface, which lets you create inanimate objects or terrain
features—such as a door, a pit, flowers, trees, cells, rooms,
Tome of Leadership and Influence CHA
or weapons—that are up to 10,000 cubic feet. It takes 10
Tome of Understanding WIS
minutes to cover 100 square feet.
When you complete the painting, the object or terrain
feature depicted becomes a real, nonmagical object. Thus,
painting a door on a wall creates an actual door that can
be opened to whatever is beyond. Painting a pit on a floor
creates a real pit, and its depth counts against the total area
of objects you create.
Nothing created by the pigments can have a value greater
than 25 gp. If you paint an object of greater value (such as
a diamond or a pile of gold), the object looks authentic,
but close inspection reveals it is made from paste, bone, or
some other worthless material.
If you paint a form of energy such as fire or lightning, the
energy appears but dissipates as soon as you complete the
painting, doing no harm.

5 EQUIPMENT & MAGIC ITEMS 181


Medallion of Thoughts Nine Lives Stealer
Wondrous Item, Uncommon 1,020 gp Weapon (Any Sword), Very Rare 8,800 gp
(Requires Attunement) (Requires Attunement)
This medallion has 3 charges. While wearing it, you can You gain a +2 bonus to attack and damage rolls made with
use an action and expend 1 charge to cast the detect thoughts this magic weapon.
spell (save DC 13) from it. The medallion regains 1d3 The sword has 1d8 + 1 charges. If you score a critical hit
expended charges daily at dawn. against a creature that has fewer than 100 HP, it must
succeed on a DC 15 CON save or be slain instantly as
Necklace of Adaptation the sword tears its life force from its body (a Construct
or an Undead is immune). The sword loses 1 charge if
Wondrous Item, Uncommon 1,000 gp
the creature is slain. When the sword has no charges
(Requires Attunement)
remaining, it loses this property.
While wearing this necklace, you can breathe normally
in any environment. You also have advantage on saves
Oathbow
made against harmful gases and vapors, such as cloudkill
and stinking cloud effects, inhaled poisons, and the breath Weapon (Longbow), Very Rare 16,000 gp
weapons of some dragons. (Requires Attunement)
When you nock an arrow on this bow, it whispers in Elvish,
Necklace of Fireballs “Swift defeat to my enemies.” When you use this weapon to
Wondrous Item, Rare 200 gp per bead make a ranged attack, you can, as a command phrase, say,
“Swift death to you who have wronged me.” The target of
This necklace has 1d6 + 3 beads hanging from it. You can
your attack becomes your sworn enemy until it dies or until
use an action to detach a bead and throw it up to 60 feet
dawn seven days later. You can have only one such sworn
away. When it reaches the end of its trajectory, the bead
enemy at a time. When your sworn enemy dies, you can
detonates as a 3rd-circle fireball spell (save DC 15).
choose a new one after the next dawn.
You can hurl multiple beads, or even the whole necklace,
When you make a ranged attack roll with this weapon
as one action. When you do so, increase the spell circle of
against your sworn enemy, you have advantage on the roll.
the fireball by 1 for each bead beyond the first.
In addition, your target gains no benefit from cover, other
than total cover, and you suffer no disadvantage due to long
Necklace of Prayer Beads
range. If the attack hits, your sworn enemy takes an extra
Wondrous Item, Rare 75,000 gp 3d6 piercing damage.
(Requires Attunement by a Cleric, Druid, or Paladin) While your sworn enemy lives, you have disadvantage on
This necklace has 1d4 + 2 magic beads made from attack rolls with all other weapons.
aquamarine, black pearl, or topaz. It also has nonmagical
beads made from stones such as amber, bloodstone, Oil of Etherealness
citrine, coral, jade, pearl, or quartz. If a magic bead is
Potion, Rare 2,500 gp
removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type Beads of this cloudy gray oil form on the outside of its
of each bead on the necklace or determines it randomly. container and quickly evaporate. The oil can cover a
A necklace can have more than one bead of the same type. Medium or smaller creature, along with the equipment it’s
To use one, you must be wearing the necklace. Each bead wearing and carrying (one additional vial is required for
contains a spell that you can cast from it as a bonus action each size category above Medium). Applying the oil takes
(using your spell save DC if necessary). Once a bead’s spell 10 minutes. The affected creature then gains the effect of
is cast, that bead can’t be used again until the next dawn. the etherealness spell for 1 hour.
PRAYER BEAD EFFECTS
Oil of Sharpness
d20 BEAD OF . . . SPELL
1–6 Blessing Bless Potion, Very Rare 1,500 gp
7–12 Curing Cure wounds (2nd-circle) This clear, gelatinous oil sparkles with tiny, ultrathin silver
or lesser restoration shards. The oil can coat one slashing or piercing weapon
13–16 Favor Greater restoration or up to 5 pieces of slashing or piercing ammunition.
17–18 Smiting Branding smite Applying the oil takes 1 minute. For 1 hour, the coated item
19 Summons Planar ally is magical and has a +3 bonus to attack and damage rolls.
20 Wind walking Wind walk

182 PLAYER'S GUIDE


Oil of Slipperiness Periapt of Proof against Poison
Potion, Uncommon 350 gp Wondrous Item, Rare 500 gp
This sticky black unguent is thick and heavy in the This delicate silver chain has a brilliant-cut black and green
container, but it flows quickly when poured. The oil gem pendant. While you wear it, poisons have no effect
can cover a Medium or smaller creature, along with the on you. You are immune to the poisoned condition and to
equipment it wears and carries (one additional vial is poison damage.
required for each size category above Medium). Applying
the oil takes 10 minutes. The affected creature then gains Periapt of Wound Closure
the effect of a freedom of movement spell for 8 hours.
Wondrous Item, Uncommon 500 gp
Alternatively, the oil can be poured on the ground as an
(Requires Attunement)
action, where it covers a 10-foot square, duplicating the
effect of the grease spell in that area for 8 hours. While you wear this pendant, you stabilize whenever you
are dying at the start of your turn. In addition, when you
Pearl of Power roll a hit die to regain hit points, double the number of hit
points it restores.
Wondrous Item, Uncommon 500 gp
(Requires Attunement by a Spellcaster) Pipes of Haunting
While this pearl is on your person, you can use an action to
Wondrous Item, Uncommon 2,200 gp
speak its command word and regain one expended spell
slot. If the expended slot was of 4th circle or higher, the You must have proficiency with instruments (woodwinds)
new slot is 3rd circle. Once you use the pearl, it can’t be to use these pipes. They have 3 charges. You can use an
used again until the next dawn. action to play them and expend 1 charge to create
an eerie, spellbinding tune. Each
Pendulous Periapt creature within 30 feet of you that
hears you play must succeed on a DC
Wondrous Item, Common 50 gp 15 WIS save or become frightened
This clockwork necklace contains tiny weights and of you for 1 minute. If you wish,
gyroscopes enchanted to maintain balance with each all creatures in the area that aren’t
other. When you make a weapon attack while wearing the hostile toward you automatically
necklace, you can forgo rolling a d20 to choose a result succeed on the save. A creature that
of 1 (failing in this way doesn't generate Luck). The next fails the save can repeat it at the end
weapon attack you make within 1 minute is considered a of each of its turns, ending the effect
critical hit, no roll required. Once used, this property can’t on itself on a success. A creature that
be used again until the next dawn. succeeds on its save is immune
to the effect of these pipes for
Periapt of Health 24 hours. The pipes regain 1d3
expended charges daily at dawn.
Wondrous Item, Uncommon 500 gp
You are immune to contracting any disease while you wear Portable Hole
this pendant. If you are already infected with a disease, the
effects are suppressed while you wear the pendant. Wondrous Item, Rare 30,000 gp
This fine black cloth, soft as silk, is folded up to the
Periapt of the Small and Mighty dimensions of a handkerchief. It unfolds into a circular
sheet 6 feet in diameter.
Wondrous Item, Common 50 gp You can use an action to unfold a portable hole and place
This brass locket contains an image of a smiling kobold. it on or against a solid surface, whereupon the portable
While wearing the amulet, you can use the Help action as a hole creates an extradimensional hole 10 feet deep. The
bonus action. Once used, you can’t use this property again cylindrical space within the hole exists on a different
until you spend 1 Luck to recharge the amulet (no action plane, so it can’t be used to create open passages. Any
required to recharge). creature inside an open portable hole can exit the hole by
climbing out of it.
You can use an action to close a portable hole by taking hold
of the edges of the cloth and folding it up. Folding the cloth
closes the hole, and any creatures or objects within remain

5 EQUIPMENT & MAGIC ITEMS 183


in the extradimensional space. No matter what’s in it, the Potion of Due Notice
hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s Potion, Common 50 gp
extradimensional space can use an action to make a DC 10 When you drink this potion, double your PB for the
STR check. On a successful check, the creature forces its purpose of calculating your passive Insight, Investigation,
way out and appears within 5 feet of the portable hole or the and Perception scores for 1 hour. If you don't have
creature carrying it. A breathing creature within a closed proficiency in any of these skills, you gain proficiency in
portable hole can survive for up to 10 minutes, after which them for the duration of the potion. This potion’s liquid has
time it begins to suffocate. a bright green effervescence.
Placing a portable hole inside an extradimensional space
created by a bag of holding, handy haversack, or similar item Potion of Flying
instantly destroys both items and opens a gate to the Astral
Potion, Very Rare 200 gp
Plane. The gate originates where the one item was placed
inside the other. Any creature within 10 feet of the gate is When you drink this potion, you gain a flying speed equal
sucked through it and deposited in a random location on to your walking speed for 1 hour and can hover. If you’re
the Astral Plane. The gate then closes. The gate is one-way in the air when the potion wears off, you fall unless you
only and can’t be reopened. have some other means of staying aloft. This potion’s clear
liquid floats at the top of its container and cloudy white
Potion of Animal Friendship impurities drift in it.

Potion, Uncommon 50 gp
When you drink this potion, animals tend to be friendly
to you for 1 hour. For the duration, you can use an action
to cast the animal friendship spell (save DC 13) at any time.
Agitating this muddy liquid brings little bits into view: a fish
scale, a hummingbird tongue, a cat claw, or a squirrel hair.

Potion of Clairvoyance
Potion, Rare 200 gp
When you drink this potion, you gain the effect of the
clairvoyance spell. An eyeball bobs in this yellowish liquid
but vanishes when the potion is opened.

Potion of Climbing
Potion, Uncommon 100 gp
When you drink this potion, you gain a climbing speed
equal to your walking speed for 1 hour. During this time,
you have advantage on STR (Athletics) checks you make to
climb. The potion is separated into brown, silver, and gray
layers resembling bands of stone.

Potion of Diminution
Potion, Rare 200 gp
When you drink this potion, you gain the “reduce” effect
of the enlarge/reduce spell for 1d4 hours (no concentration
required). The red in the potion’s liquid continuously
contracts to a tiny bead and then expands to color the clear
liquid around it.

184 PLAYER'S GUIDE


Potion of Gaseous Form Potion of Heroism
Potion, Rare 200 gp Potion, Rare 350 gp
When you drink this potion, you gain the effect of the gaseous For 1 hour after drinking it, you gain 10 temporary HP that
form spell for 1 hour (no concentration required) or until last for 1 hour. For the same duration, you are under the
you end the effect as a bonus action. This potion’s container effect of the bless spell (no concentration required). This
seems to hold fog that moves and pours like water. blue potion bubbles and steams as if boiling.

Potion of Giant Strength Potion of Invisibility


Potion, Rarity Varies Price Varies Potion, Very Rare 100 gp
When you drink this potion, your STR score changes for 1 When you drink this potion, you become invisible for 1
hour. The type of Giant determines the score, as shown on hour. Anything you wear or carry is invisible with you. The
the Potion of Giant Strength Type table. The potion has effect ends early if you attack or cast a spell. This potion’s
no effect if your STR score equals or exceeds that score. container looks empty but feels as though it holds liquid.
This potion’s transparent liquid has floating in it a sliver of
fingernail from a giant of the appropriate type. The potion Potion of Mind Reading
of frost giant strength and the potion of stone giant strength have
Potion, Rare 100 gp
the same effect.
When you drink this potion, you gain the effect of the
POTION OF GIANT STRENGTH TYPE
detect thoughts spell (save DC 13). The potion’s dense, purple
TYPE OF GIANT STRENGTH RARITY COST liquid has an ovoid cloud of pink floating in it.
Hill giant 21 Uncommon 100 gp
Frost/stone giant 23 Rare 350 gp
Potion of Resistance

Fire giant 25 Rare 350 gp Potion, Uncommon 10 gp


Cloud giant 27 Very rare 1,500 When you drink this potion, you become resistant to one
type of damage for 1 hour. The GM chooses the type or
Storm giant 29 Legendary 10,500
determines it randomly from the options below.
DAMAGE RESISTANCE TYPE
Potion of Growth d10 DAMAGE TYPE d10 DAMAGE TYPE

Potion, Uncommon 200 gp 1 Acid 6 Necrotic

When you drink this potion, you gain the “enlarge” effect 2 Cold 7 Poison
of the enlarge/reduce spell for 1d4 hours (no concentration 3 Fire 8 Psychic
required). The red in the potion’s liquid continuously 4 Force 9 Radiant
expands from a tiny bead to color the clear liquid around it 5 Lightning 10 Thunder
and then contracts. Shaking the bottle fails to interrupt
this process.
Potion of Speed
Potion of Healing Potion, Very Rare 200 gp
Potion, Rarity Varies Price Varies When you drink this potion, you gain the effect of the haste
This red, glimmering potion allows you to regain hit points spell for 1 minute (no concentration required). The potion’s
when you drink it. The number of hit points depends on yellow fluid is streaked with black and swirls on its own.
the potion’s rarity, as detailed on the Potions of Healing
Rarity table. Potion of Water Breathing
POTIONS OF HEALING RARITY Potion, Uncommon 200 gp
POTION OF . . . RARITY HP REGAINED PRICE You can breathe underwater for 1 hour after drinking this
Healing Common 2d4 + 2 50 gp potion. Its cloudy green fluid smells of the sea and has a
Greater Healing Uncommon 4d4 + 4 100 gp jellyfish-like bubble floating in it.
Superior Healing Rare 8d4 + 8 350 gp
Supreme Healing Very Rare 10d4 + 20 1,500 gp

5 EQUIPMENT & MAGIC ITEMS 185


Quick Quaff Bandolier Ring of Animal Influence
Wondrous Item, Common 100 gp Ring, Rare 4,000 gp
This practical three-slot bandolier has a sewn-in bottle This ring has 3 charges and regains 1d3 expended charges
opener, an always-warm wax melter, and a wine key daily at dawn. While wearing the ring, you can use an action
on a chain. Over the course of 1 minute, which can be to expend 1 charge to cast one of the following spells:
done as part of a short or long rest, you can load up to • Animal friendship (save DC 13)
three potions into the bandolier’s slots. Drinking or • Fear (save DC 13), targeting only Beasts or creatures
administering a potion loaded into the bandolier takes a with the Animal tag that have an INT score of 3 or lower
bonus action instead of an action. • Speak with animals

Quickbuckle Armor Ring of Djinni Summoning


Armor (Any), Common 250 gp + base armor cost Ring, Legendary (Requires Attunement) 100,000 gp
While carrying or wearing this armor, you can use your While wearing this ring, you can speak its command
action to speak a command word to instantly don or doff it. word as an action to summon a particular djinni from
the Elemental Plane of Air. The djinni appears in an
Quillback Armor unoccupied space you choose within 120 feet of you. It
remains as long as you concentrate (as if concentrating on
Armor (Leather or Hide), Common 100 gp + armor base cost
a spell), for up to 1 hour or until it drops to 0 HP. It then
This armor has sharp porcupine quills sewn throughout the returns to its home plane.
body. While you are grappling a creature, the creature takes While summoned, the djinni is friendly to you and your
1d4 damage at the start of each of your turns. companions. It obeys any commands you give it, no matter
what language you use. If you fail to command it, the djinni
Reciprocating Polearm defends itself against attackers but takes no other actions.
Weapon (Spear, Glaive, or Halberd), Common 100 gp After the djinni departs, it can’t be summoned again for
+ weapon base cost 24 hours. The ring becomes nonmagical if the djinni dies.
When you miss an attack with this clockwork-enhanced
polearm, you can gain advantage on your next attack made Ring of Evasion
with it within 1 minute. Once used, this property can’t be Ring, Rare (Requires Attunement) 4,400 gp
used again for 1 minute. This ring has 3 charges and regains 1d3 expended charges
daily at dawn. When you fail a DEX save while wearing it,
Restorative Ointment you can use your reaction to expend 1 charge to succeed on
Wondrous Item, Uncommon 100 gp that save instead.
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses
Ring of Feather Falling
of a thick mixture that smells faintly of aloe. The jar and its
contents weigh 1/2 pound. Ring, Uncommon 4,500 gp
As an action, one dose of the ointment can be swallowed (Requires Attunement)
or applied to the skin. The creature that receives it regains When you fall while
2d8 + 2 hit points, ceases to be poisoned, and is cured of wearing this ring,
any disease. you descend 60 feet
per round and take no
Returning Charm damage from falling.
Wondrous Item, Common 100 gp
This golden tassel has a series of loops that wrap around
each other and connect in a returning pattern at their
beginning. You must spend 1 minute to tie the tassel onto a
weapon with the Thrown property to use the charm’s effect.
A weapon with a returning charm returns to your hand
immediately after it is used to make a ranged weapon attack.

186 PLAYER'S GUIDE


Ring of Free Action Ring of Regeneration
Ring, Rare 7,500 gp Ring, Very Rare 55,000 gp
(Requires Attunement) (Requires Attunement)
While you wear this ring, difficult terrain doesn’t cost you While wearing this ring, you regain 1d6 HP every 10
extra movement. In addition, magic can neither reduce minutes, provided that you have at least 1 HP. If you lose a
your speed nor cause you to be paralyzed or restrained. body part, the ring causes the missing part to regrow and
return to full functionality after 1d6 + 1 days if you have at
Ring of Invisibility least 1 HP the whole time.

Ring, Legendary 101,000 gp


Ring of Resistance
(Requires Attunement)
While wearing this ring, you can turn invisible as an action. Ring, Rare 8,000 gp
Anything you are wearing or carrying is invisible with you. (Requires Attunement)
You remain invisible until the ring is removed, until you You are resistant to one damage type while wearing this
attack or cast a spell, or until you use a bonus action to ring. The gem in the ring indicates the type, which the GM
become visible again. chooses or determines randomly.
RING OF RESISTANCE DAMAGE TYPE
Ring of Jumping DAMAGE DAMAGE
d10 TYPE GEM d10 TYPE GEM
Ring, Uncommon 1,500 gp 1 Acid Pearl 6 Necrotic Jet
(Requires Attunement) 2 Cold Tourmaline 7 Poison Amethyst
While wearing this ring, you can cast the jump spell from it 3 Fire Garnet 8 Psychic Jade
as a bonus action. You can target only yourself with it. 4 Force Sapphire 9 Radiant Topaz
5 Lightning Citrine 10 Thunder Spinel

Ring of Mind Shielding


Ring, Uncommon 8,000 gp Ring of Shooting Stars
(Requires Attunement) Ring, Very Rare 33,000 gp
While wearing this ring, you are immune to magic that (Requires Attunement Outdoors at Night)
allows other creatures to read your thoughts, determine While wearing this ring in dim light or darkness, as an
whether you are lying, or know your creature type. action you can cast dancing lights and light from it.
Creatures can telepathically communicate with you only For its other properties, the ring has 6 charges.
if you allow it.
Faerie Fire. You can expend 1 charge as an action to cast
You can use an action to cause the ring to become invisible faerie fire from the ring.
until you use another action to make it visible, until you
Ball Lightning. You can expend 2 charges as an action to
remove the ring, or until you die.
create one to four 3-foot-diameter spheres of lightning. The
If you die while wearing the ring, your soul enters it,
more spheres you create, the less power each sphere has.
unless it already houses a soul. You can remain in the
Each sphere appears in an unoccupied space you can
ring or depart for the afterlife. As long as your soul is in
see within 120 feet of you. The spheres last as long as you
the ring, you can telepathically communicate with any
concentrate (as if concentrating on a spell), up to 1 minute.
creature wearing it. A wearer can’t prevent this telepathic
Each sphere sheds dim light in a 30-foot radius. As a
communication.
bonus action, you can move each sphere up to 30 feet, but
no farther than 120 feet away from you. When a creature
Ring of Protection
other than you comes within 5 feet of a sphere, the sphere
Ring, Rare 8,000 gp discharges lightning at that creature and disappears. That
(Requires Attunement) creature must make a DC 15 DEX save. On a failed save, the
You gain a +1 bonus to AC and saves while wearing this ring. creature takes lightning damage based on the number of
spheres you created.

BALL LIGHTNING DAMAGE


LIGHTNING LIGHTNING
SPHERES DAMAGE SPHERES DAMAGE
4 2d4 2 5d4
3 2d6 1 4d12

5 EQUIPMENT & MAGIC ITEMS 187


Shooting Stars. You can expend 1 to 3 charges as an action. Ring of the Ram
For every charge you expend, you launch a glowing mote of
light from the ring at a point you can see within 60 feet of Ring, Rare 4,400 gp
you. Each creature within a 15-foot cube originating from (Requires Attunement)
that point is showered in sparks and must make a DC 15 This ring has 3 charges and regains 1d3 expended charges
DEX save, taking 5d4 fire damage on a failed save or half as daily at dawn. While wearing the ring, you can use an
much damage on a successful one. action to expend 1 to 3 of its charges to make a ranged spell
The ring regains 1d6 expended charges daily at dawn. attack against one creature or object that isn’t being carried
within 60 feet of you. The ring produces a spectral ram’s
Ring of Spell Storing head and makes its attack roll with a +7 bonus. On a hit, for
each charge you spend, the target takes 2d10 force damage
Ring, Rare 10,500 gp and is pushed 5 feet away from you.
(Requires Attunement)
This ring stores spells cast into it, holding them until the Ring of Three Wishes
attuned wearer uses them. The ring can store up to 5 circles’
worth of spells at a time. When found, it contains 1d6 − 1 Ring, Legendary 130,000 gp
circles of stored spells chosen by the GM. This ring has 3 charges. While wearing it, you can use an
Any creature can cast a spell of 1st through 5th circle into action to expend 1 charge to cast the wish spell from it. The
the ring by touching the ring as the spell is cast. The spell ring becomes nonmagical when you use the last charge.
has no effect, other than to be stored in the ring. If the ring
can’t hold the spell, the spell is expended without effect. Ring of Warmth
The circle of the spell slot used to cast the spell determines
Ring, Uncommon 2,000 gp
how much space it uses.
(Requires Attunement)
While wearing this ring, you can cast any spell stored in
it. The spell uses the slot circle, spell save DC, spell attack While wearing this ring, you have resistance to cold damage.
bonus, and spellcasting ability of the original caster, but is In addition, you and your equipment are unharmed by
otherwise treated as if you cast the spell. A spell cast from temperatures as low as -50 degrees Fahrenheit.
the ring is no longer stored in it, freeing up space.
Ring of Water Walking
Ring of Spell Turning Ring, Uncommon 3,000 gp
Ring, Legendary 100,000 gp While wearing this ring, you can stand on and move across
(Requires Attunement) any liquid surface as if it were solid ground.
While wearing this ring, you have advantage on saves
against any spell that targets only you. In addition, if you Ring of X-Ray Vision
roll a 20 for the save and the spell is 7th circle or lower, the Ring, Rare 2,000 gp
spell has no effect on you and instead targets the caster, (Requires Attunement)
using the spell slot, spell save DC, attack bonus, and
While wearing this ring, you can use an action to speak
spellcasting ability of the caster.
its command word. When you do so, you can see into and
through solid matter for 1 minute. This vision has a radius
Ring of Swimming of 30 feet. To you, solid objects within that radius appear
Ring, Uncommon 1,000 gp transparent and don’t prevent light from passing through
them. The vision can penetrate 1 foot of stone, 1 inch of
While wearing this ring, your swimming speed is 40 feet.
common metal, or up to 3 feet of wood or dirt. Thicker
substances block the vision, as does a thin sheet of lead.
Ring of Telekinesis
When you use the ring again before taking a long rest,
Ring, Very Rare 36,500 gp you must succeed on a DC 15 CON save or gain one level
(Requires Attunement) of exhaustion.
While wearing this ring, you can cast the telekinesis spell,
but you can target only objects that aren’t being worn or
carried.

188 PLAYER'S GUIDE


Robe of Eyes Robe of Useful Items

Wondrous Item, Rare 8,000 gp Wondrous Item, Uncommon 5,000 gp


(Requires Attunement) This robe has cloth patches of various shapes and colors
This robe is adorned with eyelike patterns. While you wear covering it. While wearing the robe, you can use an action
the robe, you gain the following benefits: to detach one of the patches, causing it to become the
• You can see in all directions, and you have advantage on object or creature it represents. Once the last patch is
WIS (Perception) checks that rely on sight. removed, the robe becomes an ordinary garment.
• You have darkvision to a range of 120 feet. The robe has two of each of the following patches:
• Dagger
• You can see invisible creatures and objects, as well as see
into the Ethereal Plane, to a range of 120 feet. • Bullseye lantern (filled and lit)
The eyes on the robe can’t be closed or averted. Although • Steel mirror
you can close or avert your own eyes, you are never • 10-foot pole
considered to be doing so while wearing this robe. • Hempen rope (50 feet, coiled)
A light spell cast on the robe or a daylight spell cast within • Sack
5 feet of the robe causes you to be blinded for 1 minute. At In addition, the robe has 4d4 other patches. The GM
the end of each of your turns, you can make a CON save chooses the patches or determines them randomly.
(DC 11 for light or DC 15 for daylight), ending the blindness
PATCH EFFECTS
on a success.
d100 PATCH
Robe of Scintillating Colors 01–08 Bag of 100 gp
09–15 Silver coffer (1 foot long, 6 inches wide and deep)
Wondrous Item, Very Rare 33,000 gp worth 500 gp
(Requires Attunement)
16–22 Iron door (up to 10 feet wide and 10 feet high, barred
This robe has 3 charges and regains 1d3 expended charges on one side of your choice), which you can place in an
daily at dawn. While you wear it, you can use an action and opening you can reach; it conforms to fit the opening,
expend 1 charge to cause the garment to display a shifting attaching and hinging itself
pattern of dazzling hues until the end of your next turn. 23–30 Ten gems worth 100 gp each
During this time, the robe sheds bright light in a 30-foot 31–44 Wooden ladder (24 feet long)
radius and dim light for an additional 30 feet. Creatures 45–51 A riding horse with saddle bags
that can see you have disadvantage on attack rolls against 52–59 Pit (a cube 10 feet on a side), which you can place on
you. In addition, any creature in the bright light that can the ground within 10 feet of you
see you when the robe’s power is activated must succeed on 60–68 Four potions of healing
a DC 15 WIS save or become stunned until the effect ends. 69–75 Rowboat (12 feet long)
76–83 Spell scroll containing one spell of 1st to 3rd circle
Robe of Stars
84–90 Two mastiffs
Wondrous Item, Very Rare 50,500 gp 91–96 Window (2 feet by 4 feet, up to 2 feet deep), which
(Requires Attunement) you can place on a vertical surface you can reach
This black or dark blue robe is embroidered with small 97–00 Portable ram
white or silver stars. You gain a +1 bonus to saves while you
wear it.
Six stars, located on the robe’s upper front portion, are Robe of the Archmagi
particularly large. While wearing this robe, you can use an Wondrous Item, Legendary 100,000 gp
action to pull off one of the stars and use it to cast magic (Requires Attunement by a Sorcerer, Warlock, or Wizard)
missile as a 5th-circle spell. Daily at dusk, 1d6 removed stars
This elegant garment is made from exquisite cloth of white,
reappear on the robe.
gray, or black and adorned with silvery runes.
While you wear the robe, you can use an action to enter
You gain these benefits while wearing the robe:
the Astral Plane along with everything you are wearing
• If you aren’t wearing armor, your base AC is 15 + your
and carrying. You remain there until you use an action to
DEX modifier.
return to the plane you were on. You reappear in the last
space you occupied, or if that space is occupied, the nearest • You have advantage on saves against spells and other
unoccupied space. magical effects.
• Your spell save DC and spell attack bonus each increase
by 2.

5 EQUIPMENT & MAGIC ITEMS 189


Rod of Absorption Rod of Rulership
Rod, Very Rare 30,000 gp Rod, Rare 11,500 gp
(Requires Attunement) (Requires Attunement)
While holding this rod, you can use your reaction to absorb You can use an action to present the rod and command
a spell that targets only you. The absorbed spell’s effect is obedience from each creature of your choice that you
canceled, and the spell’s energy—not the spell itself—is can see within 120 feet of you. Each target must succeed
stored in the rod. The energy has the same circle as the on a DC 15 WIS save or be charmed by you for 8 hours.
spell when it was cast. The rod can absorb and store up to While charmed in this way, the creature regards you as
50 circles’ worth of energy over the course of its existence. its trusted leader. If harmed by you or your companions,
Once the rod absorbs 50 circles’ worth of spell slots, it can’t or commanded to do something contrary to its nature, a
absorb more. If you are targeted by a spell that the rod can’t target ceases to be charmed in this way.
store, the rod has no effect on that spell. The rod can’t be used again until the next dawn.
When you become attuned to the rod, you know how
many circles’ worth of spell energy the rod has absorbed Rod of Security
over the course of its existence, and how many circles it
currently has stored. Rod, Very Rare 100,000 gp
If you are a spellcaster holding the rod, you can convert While holding this rod, you can use an action to activate it.
energy stored in it into spell slots to cast spells you have The rod then instantly transports you and up to 199 other
prepared or know. You can create spell slots only of a willing creatures you can see to a paradise that exists in an
circle equal to or lower than your own spell slots, up to a extraplanar space. You choose the form that the paradise
maximum of 5th circle. You use the stored circles in place takes. It could be a tranquil garden, lovely glade, cheery
of your slots, but otherwise cast the spell as normal. For tavern, immense palace, tropical island, fantastic carnival,
example, you can use 3 circles stored in the rod as a 3rd- or whatever else you can imagine. Regardless of its nature,
circle spell slot. the paradise contains enough water and food to sustain its
A newly found rod of absorption has 1d10 circles of spell visitors. Everything else that can be interacted with inside
energy stored in it already. A rod that can no longer the extraplanar space can exist only there. For example, a
absorb spell energy and has no energy remaining becomes flower picked from a garden in the paradise disappears if it
nonmagical. is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit
Rod of Alertness points as if it had spent 1 hit die. Although time passes
normally in the paradise, creatures don’t age
Rod, Very Rare 121,000 gp there. Visitors can remain in the paradise
(Requires Attunement) for up to 200 days divided by the number of
This rod has a flanged head and the following properties. creatures present (round down).
Alertness. While holding the rod, you have advantage on When the time runs out or you use an action
WIS (Perception) checks and on rolls for initiative. to end it, all visitors reappear in the location
Spells. While holding the rod, you can use an action to cast they occupied when you activated the rod, or an
one of the following spells from it: detect evil and good, detect unoccupied space nearest that spot. The rod can’t
magic, detect poison and disease, or see invisibility. be used again until 10 days have passed.

Protective Aura. As an action, you can plant the haft


Rope of Climbing
end of the rod in the ground, whereupon the rod’s head
sheds bright light in a 60-foot radius and dim light for an Wondrous Item, Uncommon 1,000 gp
additional 60 feet. While in that bright light, you and any This 60-foot length of silk rope
creature that is friendly to you gain a +1 bonus to AC and weighs 3 pounds and can hold up
saves and can sense the location of any invisible hostile to 3,000 pounds. If you hold
creature that is also in the bright light. one end of the rope and
The rod’s head stops glowing and the effect ends after 10 use an action to speak the
minutes, or when a creature uses an action to pull the rod command word, the rope
from the ground. This property can’t be used again until
the next dawn.

190 PLAYER'S GUIDE


animates. As a bonus action, you can command the other Shield of Clamor
end to move toward a destination you choose. That end has
a flying speed of 10 feet. It moves 10 feet on your turn when Armor (Shield), Common 25 gp + base shield cost
you first command it and 10 feet on each of your turns until The surface of this shield vibrates unpredictably when
reaching its destination, up to its maximum length away, or struck. When a weapon attack misses you while you are
until you tell it to stop. You can also tell the rope to fasten wielding this shield, it makes one of several sounds that
itself securely to an object or to unfasten itself, to knot or are audible to 60 feet. Choose which sound it makes from
unknot itself, or to coil itself for carrying. the following options: a beaten drum, a duck’s quack,
If you tell the rope to knot, large knots appear at 1-foot a gopher’s screech, an elephant’s trumpet, a foghorn, a
intervals along the rope. While knotted, the rope shortens bleating goat, or a ringing bell.
to a 50‑foot length and grants advantage on checks made to
climb it. Shield of Missile Attraction
The rope has AC 20 and 20 HP. It regains 1 HP every 5
Armor (Shield), Rare 8,000 gp
minutes as long as it has at least 1 HP. If the rope drops to 0
(Requires Attunement)
HP, it is destroyed.
While holding this shield, you have resistance to damage
Rope of Entanglement from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses you until
Wondrous Item, Rare 8,000 gp you are targeted by the remove curse spell or similar magic.
This rope is 30 feet long and weighs 3 pounds. If you hold Removing the shield fails to end the curse on you. When a
one end of the rope and use an action to speak its command ranged weapon attack is made against a target within 10 feet
word, the other end darts forward to entangle a creature of you, the curse causes you to become the target instead.
you can see within 20 feet of you. The target must succeed
on a DC 15 DEX save or become restrained. Slipforged Armor
You can release the creature by using a bonus action to
speak a second command word. A target restrained by the Armor (Any), Common 100 gp + armor base cost
rope can use an action to make a DC 15 STR or DEX check Every surface of this armor is slippery and hard to hold on
(target’s choice). On a success, the creature is no longer to. While you wear this armor, creatures have disadvantage
restrained by the rope. on checks made to grapple or restrain you and you have
The rope has AC 20 and 20 HP. It regains 1 HP every 5 advantage on checks made to escape a grapple.
minutes as long as it has at least 1 HP. If the rope drops to 0
HP, it is destroyed. Slippers of Spider Climbing
Wondrous Item, Uncommon 2,000 gp
Scimitar of Speed (Requires Attunement)
Weapon (Scimitar), Very Rare 60,000 gp While you wear these light shoes, you can move up,
(Requires Attunement) down, and across vertical surfaces and upside down along
You gain a +2 bonus to attack and damage rolls made with ceilings, while leaving your hands free. You have a climbing
this magic weapon. In addition, you can make one attack speed equal to your walking speed. However, the slippers
with it as a bonus action on each of your turns. don’t allow you to move this way on a slippery surface, such
as one covered by ice or oil.
Shield, +1, +2, or +3
Sovereign Glue
Armor (Shield), Rarity Varies Price Varies
Wondrous Item, Legendary 25,000 gp
While wielding this shield, you have a bonus to AC
determined by the shield’s rarity. This bonus is in addition This viscous, milky-white substance can form a permanent
to the shield’s normal bonus to AC. bond between any two objects. It must be stored in a jar or
flask that has been coated inside with oil of slipperiness. When
MAGIC SHIELD RARITY
found, a container contains 1d6 + 1 ounces.
BONUS RARITY PRICE One ounce of the glue can cover a 1-foot square surface.
+1 Uncommon 1,000 gp + shield base cost The glue takes 1 minute to set. Once it has done so, the
+2 Rare 5,000 gp + shield base cost bond it creates can be broken only by the application of
+3 Very Rare 15,000 gp + shield base cost universal solvent or oil of etherealness, or with a wish spell.

5 EQUIPMENT & MAGIC ITEMS 191


Spellguard Shield
Armor (Shield), Very Rare (Requires Attunement) 60,000 gp
While wielding this shield, you have advantage on saves
against spells and other magical effects, and spell attacks
have disadvantage against you.

Staff of False Hues


Staff, Common 25 gp
If you touch a Large or smaller item with this staff, you can
cause the item to temporarily become a different color of
your choice. You can affect up to three different targets at a
time like this. The color change lasts for 1 hour or until you
choose to end the effect (no action required). If you target a
Spell Scroll fourth object with the staff, the effect ends on the item that
Scroll, Rarity Varies Price Varies has been transformed the longest.
Creatures that can see through illusions can see the true
A spell scroll bears the words of a single spell, written in a
color of an item transformed by the staff.
mystical cipher. You can read the scroll and cast its spell
without providing any material components. Casting
Staff of Fire
the spell by reading the scroll requires the spell’s normal
casting time. Once the spell is cast, the words on the scroll Staff, Very Rare 63,500 gp
fade, and it crumbles to dust. If the casting is interrupted, (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
the scroll is not lost. You have resistance to fire damage while you hold this staff.
If the spell is on your source’s spell list but of a higher The staff has 10 charges. While holding it, you can use an
circle than you can normally cast, you must make an ability action to expend 1 or more of its charges to cast one of the
check using your spellcasting ability to determine whether following spells from it, using your spell save DC: burning
you cast it successfully. The DC equals 10 + the spell’s circle. hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
On a failed check, the spell disappears from the scroll with The staff regains 1d6 + 4 expended charges daily at dawn.
no other effect. If you expend the last charge, roll a d20. On a 1, the staff
The circle of the spell on the scroll determines the spell’s blackens, crumbles into cinders, and is destroyed.
save DC and attack bonus, as well as the scroll’s rarity, as
shown in the Spell Scroll Rarity table.
Staff of Frost
An Arcane circle spell on a spell scroll can be copied just as
spells in spellbooks can be copied. When a spell is copied Staff, Very Rare 63,500 gp
from a spell scroll, the copier must succeed on an INT (Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard)
(Arcana) check with a DC equal to 10 + the spell’s circle. If You have resistance to cold damage while you hold this staff.
the check succeeds, the spell is successfully copied. Whether The staff has 10 charges. While holding it, you can use an
the check succeeds or fails, the spell scroll is destroyed. action to expend 1 or more of its charges to cast one of the
following spells from it, using your spell save DC: cone of
SPELL SCROLL RARITY
cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or
SPELL SAVE ATTACK
CIRCLE RARITY DC BONUS PRICE wall of ice (4 charges).
Cantrip Common 13 +5 10 gp The staff regains 1d6 + 4 expended charges daily at dawn.
1st Common 13 +5 50 gp
If you expend the last charge, roll a d20. On a 1, the staff
turns to water and is destroyed.
2nd Uncommon 13 +5 100 gp
3rd Uncommon 15 +7 200 gp
Staff of Healing
4th Rare 15 +7 350 gp
5th Rare 17 +9 650 gp Staff, Rare 22,500 gp
(Requires Attunement by a Bard, Cleric, or Druid)
6th Very Rare 17 +9 1,500 gp
7th Very Rare 18 +10 2,500 gp This staff has 10 charges. While holding it, you can use an
action to expend 1 or more of its charges to cast one of
8th Very Rare 18 +10 5,000 gp
the following spells from it, using your spell save DC and
9th Legendary 19 +11 10,500 gp

192 PLAYER'S GUIDE


spellcasting ability modifier: cure wounds (1 charge per spell Staff of Striking
circle, up to 4th), restoration (2 charges), or mass cure wounds
(5 charges). Staff, Very Rare 66,000 gp
The staff regains 1d6 + 4 expended charges daily at dawn. (Requires Attunement)
If you expend the last charge, roll a d20. On a 1, the staff This staff can be wielded as a magic quarterstaff that grants
vanishes in a flash of light, lost forever. a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack
Staff of Power using it, you can expend up to 3 of its charges as part of your
Attack action. For each charge you expend, the target takes
Staff, Very Rare 125,000 gp
an extra 1d6 force damage.
(Requires Attunement by a Sorcerer, Warlock, or Wizard)
The staff regains 1d6 + 4 expended charges daily at dawn.
This staff can be wielded as a magic quarterstaff that grants If you expend the last charge, roll a d20. On a 1, the staff
a +2 bonus to attack and damage rolls made with it. While becomes a nonmagical quarterstaff.
holding it, you gain a +2 bonus to AC, saves, and spell
attack rolls. Staff of Swarming Insects
The staff has 20 charges and regains 2d8 + 4 expended
charges daily at dawn. If you expend the last charge, roll Staff, Rare 15,300 gp
a d20. On a 1, the staff retains its +2 bonus to attack and (Requires Attunement by a Bard, Cleric, Druid, Sorcerer,
damage rolls but loses all other properties. On a 20, the Warlock, or Wizard)
staff regains 1d8 + 2 charges. The staff has the following This staff has 10 charges and regains 1d6 + 4 expended
additional properties: charges daily at dawn. If you expend the last charge, roll
Power Strike. When you hit with a melee attack using the a d20. On a 1, a swarm of insects consumes and destroys
staff, you can expend 1 charge as part of your Attack action the staff, then disperses. The staff has the following
to deal an extra 1d6 force damage to the target. additional properties:
Spells. While holding this staff, you can use an action to Spells. While holding the staff, you can use an action to
expend 1 or more of its charges to cast one of the following expend some of its charges to cast one of the following
spells from it, using your spell save DC and spell attack spells from it, using your spell save DC: giant insect (4
bonus: cone of cold (5 charges), fireball (5th-circle version, charges) or insect plague (5 charges).
5 charges), globe of invulnerability (6 charges), greater Insect Cloud. While holding the staff, you can use an
hold (5 charges), levitate (2 charges), lightning bolt (5th- action and expend 1 charge to cause a swarm of harmless
circle version, 5 charges), magic missile (1 charge), ray of flying insects to spread out in a 30‑foot radius from you.
enfeeblement (1 charge), or wall of force (5 charges). The insects remain for 10 minutes, making the area heavily
Retributive Strike. You can use an action to break the obscured for creatures other than you. The swarm moves
staff over your knee or against a solid surface, performing with you, remaining centered on you. A wind of at least 10
a retributive strike. The staff is destroyed and releases its miles per hour disperses the swarm and ends the effect.
remaining magic in an explosion that expands to fill a
30-foot-radius sphere centered on it. Staff of the Magi
You have a 50 percent chance to instantly travel to a Staff, Legendary Priceless
random plane of existence, avoiding the explosion. If you (Requires Attunement by a Sorcerer, Warlock, or Wizard)
fail to avoid the effect, you take force damage equal to 16 ×
This staff can be wielded as a magic quarterstaff that grants
the number of charges in the staff.
a +2 bonus to attack and damage rolls made with it. While
Every other creature in the area must make a DC 17
you hold it, you gain a +2 bonus to spell attack rolls.
DEX save. On a failed save, a creature takes an amount
The staff has 50 charges and regains 4d6 + 2 expended
of damage based on how far away it is from the point of
charges daily at dawn. If you expend the last charge, roll a
origin, as shown in the following table. On a successful
d20. On a 20, the staff regains 1d12 + 1 charges. The staff
save, a creature takes half as much damage.
has the following additional properties:
RETRIBUTIVE STRIKE DAMAGE Spell Absorption. While holding the staff, you have
DISTANCE advantage on saves against spells. In addition, you can
FROM ORIGIN DAMAGE
use your reaction when another creature casts a spell that
10 ft. away or closer 8 × the number of charges in the staff
targets only you. If you do, the staff absorbs the magic of the
11 to 20 ft. away 6 × the number of charges in the staff spell, canceling its effect and gaining a number of charges
21 to 30 ft. away 4 × the number of charges in the staff equal to the absorbed spell’s circle. However, if doing so
brings the staff ’s total number of charges above 50, the staff

5 EQUIPMENT & MAGIC ITEMS 193


explodes as if you activated its retributive strike (see below). the snake reverts to staff form before losing all its HP, it
Spells. While holding the staff, you can use an action to regains all of them.
expend some of its charges to cast one of the following
spells from it, using your spell save DC and spellcasting Staff of Thunder and Lightning
ability: conjure elemental (7 charges), dispel magic (3 charges), Staff, Very Rare 120,000 gp
fireball (7th-circle version, 7 charges), flaming sphere (2 (Requires Attunement)
charges), ice storm (4 charges), invisibility (2 charges), knock
This staff can be wielded as a magic quarterstaff
(2 charges), lightning bolt (7th-circle version, 7 charges),
that grants a +2 bonus to attack and damage
passwall (5 charges), plane shift (7 charges), telekinesis (5
rolls made with it. The staff has the following
charges), wall of fire (4 charges), or web (2 charges).
additional properties:
You can also use an action to cast one of the following
Lightning. When you hit with a melee
spells from the staff without using any charges: arcane lock,
attack using the staff, you can choose (no
detect magic, enlarge/reduce, light, mage hand, or protection
action required) to deal an extra 2d6 lightning
from evil and good.
damage to the target.
Retributive Strike. You can use an action to break the
Thunder. When you hit with a melee attack
staff over your knee or against a solid surface, performing
using the staff, you can choose (no action
a retributive strike. The staff is destroyed and releases its
required) for the staff to emit a crack of thunder,
remaining magic in an explosion that expands to fill a
audible to 300 feet. The target you hit must
30‑foot‑radius sphere centered on it.
succeed on a DC 17 CON save or become
You have a 50 percent chance to instantly travel to a
stunned until the end of your next turn.
random plane of existence, avoiding the explosion. If you
Lightning Strike. You can use an action to cause
fail to avoid the effect, you take force damage equal to 16 ×
a bolt of lightning to leap from the staff ’s tip in
the number of charges in the staff.
a line that is 5 feet wide and 120 feet long. Each
Every other creature in the area must make a DC 17
creature in that line must make a DC 17 DEX
DEX save. On a failed save, a creature takes an amount
save, taking 9d6 lightning damage on a failed
of damage based on how far away it is from the point of
save, or half as much damage on a successful one.
origin, as shown in the following table. On a successful
Thunderclap. You can use an action to cause the
save, a creature takes half as much damage.
staff to issue a deafening thunderclap, audible to
RETRIBUTIVE STRIKE DAMAGE 600 feet. Each creature within 60 feet of you (not
DISTANCE including you) must make a DC 17 CON save. On
FROM ORIGIN DAMAGE
a failed save, a creature takes 2d6 thunder damage
10 ft. away or closer 8 × the number of charges in the staff
and is deafened for 1 minute. On a successful
11 to 20 ft. away 6 × the number of charges in the staff
save, it takes half damage and isn’t deafened.
21 to 30 ft. away 4 × the number of charges in the staff Thunder and Lightning. You can use an action
to use the Lightning Strike and Thunderclap
properties at the same time. Doing so doesn’t
Staff of the Python
expend the daily use of those properties, only the
Staff, Uncommon 2,000 gp use of this one.
(Requires Attunement by a Cleric, Druid, or Wizard) When one of these properties is used, it can’t be used
You can use an action to speak this staff ’s command word again until the next dawn.
and throw the staff on the ground within 10 feet of you.
The staff becomes a giant constrictor snake under your Staff of Withering
control and acts on its own initiative count. By using a
Staff, Rare 8,800 gp
bonus action to speak the command word again, you
(Requires Attunement by a Cleric, Druid, or Warlock)
return the staff to its normal form in a space formerly
occupied by the snake. This staff has 3 charges and regains 1d3 expended charges
On your turn, you can mentally command the snake if it daily at dawn.
is within 60 feet of you and you aren’t incapacitated. You The staff can be wielded as a magic quarterstaff. On a
decide what action the snake takes and where it moves hit, it deals damage as a normal quarterstaff, and you can
during its next turn, or you can issue it a general command, expend 1 charge as part of your Attack action to deal an
such as to attack your enemies or guard a location. extra 2d10 necrotic damage to the target. In addition,
If the snake is reduced to 0 HP, it dies and reverts to the target must succeed on a DC 15 CON save or have
its staff form. The staff then shatters and is destroyed. If disadvantage for 1 hour on any ability check or save that
uses STR or CON.

194 PLAYER'S GUIDE


Staff of the Woodlands Sun Blade
Staff, Rare 15,300 gp Weapon (Longsword), Rare 8,000 gp
(Requires Attunement by a Druid) (Requires Attunement)
This staff can be wielded as a magic quarterstaff that grants This item appears to be a longsword hilt. While grasping
a +2 bonus to attack and damage rolls made with it. While the hilt, you can use a bonus action to cause a blade of
carrying it, you have a +2 bonus to spell attack rolls. pure radiance to spring into existence, or make
The staff has 10 charges. The staff has the following the blade disappear. While the blade exists, this
additional properties: magic longsword has the Finesse property.
Spells. You can use an action to expend 1 or more of the If you are proficient with shortswords or
staff ’s charges to cast one of the following spells from longswords, you are proficient with a sun
it, using your spell save DC: animal friendship (1 charge), blade. You gain a +2 bonus to attack and
awaken (5 charges), barkskin (2 charges), locate animals or damage rolls made with this weapon,
plants (2 charges), speak with animals (1 charge), speak with which deals radiant damage
plants (3 charges), or wall of thorns (6 charges). instead of slashing damage.
You can also use an action to cast the pass without trace When you hit an Undead with
spell from the staff without expending any charges. it, the target takes an extra 1d8
Tree Form. You can use an action to plant one end of the radiant damage.
staff in fertile earth and expend 1 charge to transform the The sword’s luminous blade
staff into a healthy tree. The tree is 60 feet tall and has a emits bright light in a 15‑foot
5-foot-diameter trunk, and its branches at the top spread radius and dim light for an
out in a 20‑foot radius. additional 15 feet. The light
The tree appears ordinary but radiates a faint aura of is sunlight. While the blade
transmutation magic if targeted by detect magic. While persists, you can use an
touching the tree and using another action to speak its action to expand or reduce
command word, you return the staff to its normal form. its radius of bright and dim
Any creature in the tree falls when it reverts to a staff. light by 5 feet each, to a
The staff regains 1d6 + 4 expended charges daily at dawn. maximum of 30 feet each or
If you expend the last charge, roll a d20. On a 1, the staff a minimum of 10 feet each.
loses its properties and becomes a nonmagical quarterstaff.

Stone of Controlling Earth Elementals


Wondrous Item, Rare 14,500 gp
This carved stone weighs 5 pounds. If the stone is touching
the ground, you can use an action to speak its command Surefire Stock Pot
word and summon an earth elemental, as if you had cast
the conjure elemental spell. The stone can’t be used this way Wondrous Item, Common 25 gp
again until the next dawn. This large, steel stock pot has arcane symbols etched into
its bottom. No matter how wet, windy, cold, or high in
Stone of Good Luck (Luckstone) elevation you are, you can use this pot to cook food with no
campfire, stove, or other heat source required.
Wondrous Item, Uncommon 2,000 gp
(Requires Attunement)
Sword of Life Stealing
While carrying this polished agate, you gain a +1 bonus to
ability checks and saves. Weapon (Any Sword), Rare 8,000 gp
(Requires Attunement)
When you attack a creature with this magic weapon and
roll a 20 on the attack roll, that target takes an extra 3d6
necrotic damage, provided that the target isn’t a Construct
or an Undead. You gain temporary HP equal to the extra
damage dealt.

5 EQUIPMENT & MAGIC ITEMS 195


Sword of Sharpness Vicious Weapon
Weapon (Any Sword That Deals Slashing Damage) 60,000 gp Weapon (Any), Very Rare 1,500 gp + base weapon cost
Very Rare (Requires Attunement) When you roll a 20 on your attack roll with this magic
When you attack an object with this magic sword and hit, weapon, your critical hit deals an extra 2d6 damage of the
maximize your weapon damage dice against the target. weapon’s type to the target.
When you attack a creature with this weapon and roll a 20
on the attack roll, that target takes an extra 4d6 slashing Vorpal Sword
damage. Then roll another d20. If you roll a 20, you lop
Weapon (Any Sword That Deals Slashing Damage) 50,000 gp
off one of the target’s limbs, with the effect of such loss
Legendary (Requires Attunement)
determined by the GM. If the creature has no limb to sever,
you lop off a portion of its body instead. You gain a +3 bonus to attack and damage rolls made
In addition, you can speak the sword’s command word to with this magic weapon. In addition, the weapon ignores
cause the blade to shed bright light in a 10-foot radius and resistance to slashing damage.
dim light for an additional 10 feet. Speaking the command When you attack a creature that has at least one head
word again or sheathing the sword puts out the light. with this weapon and roll a 20 on the attack roll, you cut
off one of the creature’s heads. The creature dies if it can’t
Sword of Wounding survive without the lost head. A creature is immune to this
effect if it is immune to slashing damage, doesn’t have or
Weapon (Any Sword), Rare 8,000 gp need a head, has legendary actions, or the GM decides that
(Requires Attunement) the creature is too big for its head to be cut off with this
Hit points lost to this weapon’s damage can be regained weapon. Such a creature instead takes an extra 6d8 slashing
only through a short or long rest, rather than by damage from the hit.
regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack Wand of Binding
using this magic weapon, you can choose (no action
Wand, Rare 10,900 gp
required) to wound the target. At the start of each of the
(Requires Attunement by a Spellcaster)
wounded creature’s turns, it takes 1d4 necrotic damage
for each time you’ve wounded it. It can then make a DC 15 This wand has 7 charges and regains 1d6 + 1 expended
CON save, ending the effect of all such wounds on itself charges daily at dawn. If you expend the wand’s last charge,
on a success. Alternatively, the wounded creature, or a roll a d20. On a 1, it crumbles into ashes and is destroyed.
creature within 5 feet of it, can use an action to make a DC The wand has the following additional properties:
15 WIS (Medicine) check, ending the effect of such wounds Spells. While holding the wand, you can use an action to
on it on a success. expend some of its charges to cast one of the following
spells (save DC 17): greater hold (5 charges) or hold (2
charges).
Trident of Fish Command
Assisted Escape. While holding the wand, you can use your
Weapon (Trident), Uncommon 2,040 gp reaction to expend 1 charge and gain advantage on a save
(Requires Attunement) you make to avoid being paralyzed or restrained, or you can
This trident is a magic weapon. It has 3 charges and expend 1 charge and gain advantage on any check you make
regains 1d3 expended charges daily at dawn. While you to escape a grapple.
carry it, you can use an action and expend 1 charge to cast
dominate (save DC 15) from it on a Beast that has an innate Wand of Enemy Detection
swimming speed. Wand, Rare 4,400 gp
(Requires Attunement)
Universal Solvent
This wand has 7 charges. While holding it, you can use an
Wondrous Item, Legendary 10,500 gp action and expend 1 charge to speak its command word.
This tube holds milky liquid with a strong alcohol smell. For the next minute, you know the direction of the nearest
You can use an action to pour its contents onto a surface creature hostile to you within 60 feet, but not its distance
within reach. The liquid instantly dissolves up to 1 square from you. The wand can sense the presence of hostile
foot of adhesive it touches, including sovereign glue. creatures that are ethereal, invisible, disguised, or hidden,
as well as those in plain sight. The effect ends if you stop
holding the wand.

196 PLAYER'S GUIDE


The wand regains 1d6 + 1 expended charges daily at dawn. Wand of Paralysis
If you expend the wand’s last charge, roll a d20. On a 1, the
wand crumbles into ashes and is destroyed. Wand, Rare 4,400 gp
(Requires Attunement by a Spellcaster)
Wand of Fireballs This wand has 7 charges. While holding it, you can use an
action to expend 1 of its charges to cause a thin blue ray to
Wand, Rare 10,000 gp
streak from the tip toward a creature you can see within
(Requires Attunement by a Spellcaster)
60 feet of you. The target must succeed on a DC 15 CON
This wand has 7 charges. While holding it, you can use save or be paralyzed for 1 minute. At the end of each of the
an action to expend 1 or more of its charges to cast the target’s turns, it can repeat the save, ending the effect on
fireball spell (save DC 15) from it. For 1 charge, you cast the itself on a success.
3rd‑circle version of the spell. You can increase the spell slot The wand regains 1d6 + 1 expended charges daily
circle by one for each additional charge you expend. at dawn. If you expend the wand’s last charge, roll
The wand regains 1d6 + 1 expended charges daily at dawn. a d20. On a 1, the wand crumbles into ashes and is
If you expend the wand’s last charge, roll a d20. On a 1, destroyed.
the wand crumbles into ashes and is destroyed.
Wand of Polymorph
Wand of Lightning Bolts
Wand, Very Rare 18,500 gp
Wand, Rare 10,000 gp (Requires Attunement by a Spellcaster)
(Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you
This wand has 7 charges. While holding it, you can use an can use an action to expend 1 of its charges to
action to expend 1 or more of its charges to cast the lightning cast the polymorph spell (save DC 15) from it.
bolt spell (save DC 15) from it. For 1 charge, you cast the The wand regains 1d6 + 1 expended charges
3rd-circle version of the spell. You can increase the spell slot daily at dawn. If you expend the wand’s last
circle by one for each additional charge you expend. charge, roll a d20. On a 1, the wand crumbles
The wand regains 1d6 + 1 expended charges daily at dawn. into ashes and is destroyed.
If you expend the wand’s last charge, roll a d20. On a 1, the
wand crumbles into ashes and is destroyed.
Wand of Secrets

Wand of Magic Detection Wand, Uncommon 550 gp


This wand has 3 charges. While holding
Wand, Uncommon 1,000 gp
it, you can use an action to expend 1 of
This wand has 3 charges. While holding it, you can expend 1 its charges, and if a secret door or trap is
charge as an action to cast the detect magic spell from it. The within 30 feet of you, the wand pulses and
wand regains 1d3 expended charges daily at dawn. points at the one nearest to you. The wand
regains 1d3 expended charges daily at dawn.
Wand of Magic Missiles
Wand, Uncommon 2,500 gp Wand of the War Mage, +1, +2, or +3
This wand has 7 charges. While holding it, you can use an Wand, Rarity Varies Price Varies
action to expend 1 or more of its charges to cast the magic (Requires Attunement by a Spellcaster)
missile spell from it. For 1 charge, you cast the 1st-circle While holding this wand, you gain a bonus to spell attack
version of the spell. You can increase the spell slot circle by rolls determined by the wand’s rarity. In addition, you
one for each additional charge you expend. ignore half cover when making a spell attack.
The wand regains 1d6 + 1 expended charges daily at dawn.
If you expend the wand’s last charge, roll a d20. On a 1, the WAND OF THE WAR MAGE RARITY
wand crumbles into ashes and is destroyed. BONUS RARITY PRICE
+1 Uncommon 1,000 gp + wand base cost
+2 Rare 5,000 gp +wand base cost
+3 Very Rare 15,000 gp + wand base cost

5 EQUIPMENT & MAGIC ITEMS 197


Wand of Web Wand of Wonder
Wand, Uncommon 3,000 gp Wand, Rare 19,600 gp
(Requires Attunement by a Spellcaster) (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can use an This wand has 7 charges. While holding it, you can use an
action to expend 1 of its charges to cast the web spell (save action to expend 1 of its charges and choose a target within
DC 15) from it. 120 feet of you. The target can be a creature, an object, or a
The wand regains 1d6 + 1 expended charges daily at dawn. point in space. Roll d100 and consult the following table to
If you expend the wand’s last charge, roll a d20. On a 1, the discover what happens.
wand crumbles into ashes and is destroyed. If the effect causes you to cast a spell from the wand,
the spell’s save DC is 15. If the spell normally has a range
expressed in feet, its range becomes 120 feet.

WAND OF WONDER EFFECTS


d100 EFFECT
01–05 You cast slow.
06–10 You cast faerie fire.
11–15 You are stunned until the start of your next turn, believing something awesome just happened.
16–20 You cast gust of wind.
21–25 You cast detect thoughts on the target you chose. If you didn’t target a creature, you instead take 1d6 psychic damage.
26–30 You cast stinking cloud.
31–33 Rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your
next turn.
34–36 An animal appears in the unoccupied space nearest the target. The animal isn’t under your control and acts as it normally would.
Roll a d100: on a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears.
37–46 You cast lightning bolt.
47–49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The
butterflies remain for 10 minutes.
50–53 You enlarge the target as if you had cast enlarge/reduce. If the target can’t be affected by that spell, or if you didn’t target a
creature, you become the target.
54–58 You cast darkness.
59–62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal
size and remains overgrown for 1 minute.
63–65 An object of the GM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
of the target, and no larger than 10 feet in any dimension.
66–69 You shrink as if you had cast enlarge/reduce on yourself.
70–79 You cast fireball.
80–84 You cast invisibility on yourself.
85–87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point.
Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88–90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand’s tip in a line 30 feet long and 5 feet wide. Each gem deals 1
bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91–95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must
succeed on a DC 15 CON save or become blinded for 1 minute. A creature can repeat the save at the end of each of its turns,
ending the effect on itself on a success.
96–97 The target’s skin turns blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98–100 If you targeted a creature, it must make a DC 15 CON save. If you didn’t target a creature, you become the target and must
make the save. If the save fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained
and begins to turn to stone. While restrained in this way, the target must repeat the save at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration
spell or similar magic.

198 PLAYER'S GUIDE


If an effect covers an area, you must center the spell on and Winged Boots
include the target. If an effect has multiple possible subjects,
the GM randomly determines which ones are affected. Wondrous Item, Uncommon 8,000 gp
The wand regains 1d6 + 1 expended charges daily at dawn. (Requires Attunement)
If you expend the wand’s last charge, roll a d20. On a 1, the While you wear these boots, you have a flying speed equal
wand crumbles into dust and is destroyed. to your walking speed. You can use the boots to fly for up
to 4 hours, all at once or in several shorter flights, each one
Weapon, +1, +2, or +3 using a minimum of 1 minute from the duration. If you are
flying when the duration expires, you descend at a rate of
Weapon (Any), Rarity Varies Price Varies
30 feet per round until you land.
You have a bonus to attack and damage rolls made with The boots regain 2 hours of flying capability for every 12
this magic weapon. The bonus is determined by the hours they aren’t in use.
weapon’s rarity.
WEAPON RARITY Wings of Flying
BONUS RARITY PRICE
Wondrous Item, Rare 8,000 gp
+1 Uncommon 1,000 gp + weapon base cost
(Requires Attunement)
+2 Rare 5,000 gp + weapon base cost
While wearing this cloak, you can use an action to speak
+3 Very Rare 15,000 gp + weapon base cost
its command word. This turns the cloak into a pair of bat
wings or bird wings on your back for 1 hour or until you
repeat the command word as an action. The wings give you
Wind Fan a flying speed of 60 feet. When they disappear, you can’t
use them again for 1d12 hours.
Wondrous Item, Uncommon 3,000 gp
While holding this fan, you can use an action to cast the
gust of wind spell (save DC 13) from it. Once used, the
fan shouldn’t be used again until the next dawn. Each
time it is used again before then, it has a cumulative 20
percent chance of not working and tearing into useless,
nonmagical tatters.

5 EQUIPMENT & MAGIC ITEMS 199


Fabled Magic Items the spikes deal 1d4 piercing damage. You are proficient
with this attack and use your STR modifier for the attack
and damage rolls.
Fabled items grow in power along with their owner. This Frightening Armor (Requires Attunement). As your level
section lists some fabled magic items. Each entry provides increases, you gain the following benefits while wearing
key information about the item, including its type, any this armor.
attunement factors, and a description of its properties. 5th Level. Once per turn, when you hit a creature with
your armor spikes, you cause unnatural bleeding from
Blood Spike Armor the resulting wounds. After you hit a creature with the
Armor (Plate), Fabled Priceless armor’s spikes, it takes 1d4 necrotic damage at the start
(5th-Level and Higher Properties Require Attunement) of each of its turns from a bleeding wound. Each time you
hit that creature with the armor’s spikes, the damage dealt
This ancient plate armor is crafted from a strange, black
by the wound increases by 1d4. At the end of the creature’s
metal. Vicious spikes protrude from the shoulders and
turn, it can make a DC 15 CON save, ending the effect
breastplate. Hideous, demonic faces are etched into the
on itself on a success. Alternatively, any creature can take
metal. While wearing this armor, you can use a bonus
an action to stanch the wound with a successful DC 15
action to make one melee weapon attack with the armor’s
WIS (Medicine) check. The wound also closes if the target
spikes against a target within 5 feet of you. If the attack hits,
receives magical healing.

200 PLAYER'S GUIDE


Book of Names
Wondrous Item, Fabled Priceless
(5th-Level and Higher Properties Require Attunement)
This leather-bound tome smells faintly of blood and
brimstone and is filled with names from throughout the
ages, past and present, both great and small. When you
hold this book, you have advantage on INT (History)
checks involving specific creatures.
Intimate Details (Requires Attunement). As your level
increases, you gain the following benefits while holding
this book.
5th Level. If a specific creature’s name is recorded in the
book, you are considered familiar with the creature for
purposes of sending and similar magic. There is a 30 percent
chance a specific creature’s name is already recorded in the
book when you obtain it. You can spend 10 minutes and 25
gp worth of magical ink to scribe a specific creature’s name
into the book.
In addition, you can spend 10 minutes meditating with
the book, focusing on a specific creature whose name is in
the book. The creature must make a DC 18 CHA save. On a
failure, you gain insight into the creature’s emotional state
and know the topic that is at the forefront of their mind. If
the creature is on a different plane of existence than you,
there is a 10 percent chance this property fails. You can't
use the book in this way again until the next dawn.
9th Level. The book has 10 charges. You can use an
action to expend 1 or more of its charges to cast one of the
following spells from it, using CHA as the spellcasting
ability and only targeting a creature whose name is in
the book: dream (5 charges), locate (4 charges), scrying (5
charges), and sending (3 charges).
13th Level. You can spend 10 minutes meditating with
the book, focusing on a specific creature whose name is
in the book. The creature must make a DC 18 CHA save.
On a failure, for the next 24 hours, if the creature is on the
same plane of existence as you, you know the distance and
9th Level. You gain a +1 bonus to AC and to attack and direction to the creature. If the creature is moving, you
damage rolls with the armor’s spikes. know the speed and direction of their movement. If the
13th Level. You now gain a +2 bonus to AC and to attack creature is on a different plane of existence, you learn the
and damage rolls with the armor’s spikes, instead of +1. In plane but not their specific location. You can't use the book
addition, you can use an action to frighten a creature you in this way again until the next dawn.
can see within 30 feet of you. If the creature can see you, it 17th Level. You can spend 10 minutes meditating with
must succeed on a WIS save (DC = 8 + your PB + your CHA the book, focusing on a specific creature whose name is
modifier) or be frightened until the end of your next turn. in the book. The creature must succeed on a DC 20 CHA
On the following turn, you can use an action to extend save. A creature can choose to fail this save. On a failure,
the duration of this effect until the end of your next turn. you can apply a Boon or a Bane to the creature, as described
You can continue extending the duration in this way until below. Once you successfully use this property, it can't be
the creature is no longer frightened, it ends its turn out of used again for 7 days.
line of sight, or it is more than 60 feet away from you. If a • Boon. The creature is under magical protection for the
creature succeeds on its save, you can’t use this property on next 7 days. For the duration, it can't be targeted by any
that creature again for 1 day. divination magic or perceived through magical scrying
17th Level. You now gain a +3 bonus to AC and to attack sensors except by you, it gains a +2 bonus to AC, and it
and damage rolls with the armor’s spikes, instead of +2. has advantage on all saves.

5 EQUIPMENT & MAGIC ITEMS 201


• Bane. The creature is cursed for the next 7 days. For the 17th Level. You have immunity to fire damage. In
duration, the target is vulnerable to all damage types. addition, once per day, you can use a bonus action to
If it has any damage resistances, this negates those speak the ring’s command word and polymorph into a fire
resistances. If it has any damage immunities, it instead elemental. While in this form, your statistics are replaced
has resistance to those damage types. In addition, each by the statistics of the fire elemental, but you retain your
dawn for the duration, the target gains one level of personality, and INT, WIS, and CHA scores. This change
exhaustion. lasts for 4 hours, until you use a bonus action to revert to
your normal form, or until you drop to 0 HP or die.
Ring of the Flamekeeper
Quickfinger Gloves
Wondrous Item, Fabled Priceless
(5th-Level and Higher Properties Require Attunement) Wondrous Item, Fabled Priceless
This ring is made of a reddish metal and set with a brilliant (5th-Level and Higher Properties Require Attunement)
star ruby. While wearing this ring, you can cast the produce These gloves are made of a soft, supple leather. While
flame cantrip. wearing these gloves, you have proficiency in the Sleight of
One with the Fire (Requires Attunement). As your level Hand skill. In addition, you know the guidance cantrip.
increases, you gain the following benefits while wearing Legerdemain (Requires Attunement). As your level
this ring. For any spells that allow a choice of element type, increases, you gain the following benefits while wearing
you must choose fire. these gloves.
5th Level. You have resistance to fire damage. In addition, 5th Level. Your DEX score increases by 1, to a maximum
the ring has 5 charges. You can cast the following spells of 20. When making a DEX check that involves the use of
from the ring, expending the necessary number of charges: fine motor skills, such as using thieves’ tools or the Sleight
burning hands (1 charge), elemental blade (2 charges), or of Hand skill, you have advantage on the check.
fireball (3 charges). The ring regains all expended charges at 9th Level. When you take the Attack action with a Light
the next dawn. or ranged weapon on your turn, you gain an extra attack
9th Level. In addition to the previously listed spells, you with that weapon. In addition, you can use a bonus action
can cast the following spells from the ring, expending the to take the Use an Object action during combat.
necessary number of charges: elemental shield (4 charges); 13th Level. Your DEX score increases by 2, to a maximum
flame strike (5 charges). of 20. In addition, the gloves have 3 charges. As an action,
13th Level. You can use an action to speak the ring’s you can expend 1 charge to cast haste on yourself.
command word and summon a fire elemental. The 17th Level. If you fail a DEX (Sleight of Hand) or DEX
creature appears in an unoccupied space that you can see check using tools, you can choose to succeed instead. Once
within 30 feet of you. For the next 24 hours, the elemental used, the gloves can’t be used in this way again until the
is friendly to you and your companions. It obeys any next dawn.
commands you give it, no matter what language you use.
If you fail to command it, the elemental defends itself
against attackers but takes no other actions. The elemental
disappears after 24 hours, if it is reduced to 0 HP, or if you
dismiss it as a bonus action. The ring can’t be used again in
this way until 5 days have passed.

202 PLAYER'S GUIDE


6 PLAYING THE GAME
This chapter details the rules and elements necessary for
play for both players and game masters (GMs).

MAKING CHECKS
Rolling the Dice Most dice rolls in the game are checks.
All checks involve rolling a 20-sided die
Most of what happens during Tales of the Valiant called a d20.
gameplay can be handled through conversations between To make a check, roll a d20 to determine
the players and the GM. But whenever a player character your starting number. Then add one of the six
(PC) attempts something remarkable, with potential to fail, ability modifiers on your character sheet. Finally,
it’s time to roll dice. if you are proficient in something relevant to the
This section describes how dice rolls are used to roll, add your proficiency bonus (PB). The total of
determine success or failure. It outlines the stages of those numbers is your check result.
making a roll and how a roll can be affected by character
capabilities or external circumstances. Check Formula
Check Result = d20 + Ability Modifier + PB
(If you have a relevant proficiency)

6 PLAYING THE GAME 203


ABILITY MODIFIERS When the rules don’t provide a DC, the GM sets an
appropriate number. If you’re the GM and you aren’t sure,
All checks in the game are tied to one of the six ability think about how hard you want a task to be. Then consult
modifiers—Strength (STR), Dexterity (DEX), Constitution the Typical Difficulty Class table to assign a number. You
(CON), Wisdom (WIS), Intelligence (INT), or Charisma can always set it at a number that isn’t divisible by 5.
(CHA). You add one of these six ability modifiers to every
check. The rules typically dictate which modifier you must TYPICAL DIFFICULTY CLASS
use for a particular check, but in cases where no ability is DIFFICULTY CHANCE OF SUCCESS DC
listed, the GM decides which one is relevant. Easy High Chance of Success 10 or less
For more information about applying ability modifiers to
Medium Moderate Chance of Success 15
checks, see the Which Ability Modifier? sidebar.
Hard Low Chance of Success 20

PROFICIENCY BONUS Very Hard Almost No Chance of Success 25 or higher

All PCs have a proficiency bonus (PB) determined by their


level. Monsters also have this bonus incorporated into the
various components of their stat blocks.
LUCK
You only ever add your PB to a roll once. For example, if Every PC has a special resource called Luck. You use Luck
two different rules allow you to add your PB to a WIS save, to influence the result of any check.
you still add it only once.
Occasionally, you might double or halve your PB before
GAINING LUCK
you add it to a roll. If some circumstance suggests that your When you create your character, start with 0 Luck. You
PB applies more than once to the same roll, you still add it gain Luck in the following ways:
only once and double or halve it only once. • Once per turn, when you fail to hit with an attack roll or
If your PB doesn’t apply to a roll, doubling doesn’t change fail a save, gain 1 Luck.
that. For instance, if you lack proficiency in the History • The GM can award 1 Luck as a reward for a clever idea,
skill, you gain no benefit from a feature that lets you double excellent roleplaying, or pursuing an interesting—
your PB when you make INT (History) checks. rather than optimal—choice.
In general, don’t double your PB for attack rolls or saves.
• The GM can award any amount of Luck to one or more
If some feature or effect allows you to do so, the above rules
PCs for surviving difficult encounters or achieving story
still apply.
goals (in addition to XP or other rewards).

LOSING LUCK
You can have a maximum of 5 Luck at one time. If you
PLAYER ADVICE already have 5 Luck and gain more, you must immediately
The cap on Luck is meant to incentivize players to spend Luck roll a d4 and reset your Luck total to the number rolled.
instead of hoarding it. Make sure to use it often so you don’t risk
losing it. You have to regularly take risks to make your own luck! SPENDING LUCK
You spend Luck to add a 1-for-1 bonus to any check you
make. For example, if you have 4 Luck, and roll a 13 on the
die, you can spend 2 Luck to make your result a 15 (leaving
DETERMINING SUCCESS OR FAILURE you with 2 Luck for later).
In most cases, you measure your check result against a Alternatively, immediately after you make a check (attack,
target number the GM sets for you, called a difficulty ability check, or save), you can spend 3 Luck to reroll a d20
class (DC). If your check result is equal to or higher than used for the check.
the DC, your roll succeeds! If it’s less than the DC, you fail. Luck can’t stop a critical miss on a 1 or create a critical hit
by adding up to 20 (see Critical Miss or Critical Hit in this
DETERMINING DC chapter). Note that Luck gained from a failed attack or save
can’t be used to enhance the same roll that generated the
Most of the time, the rules tell the GM what a DC should
Luck—you only accrue Luck after you officially fail the roll!
be. For example, a PC must get a check result of 19 or
higher to successfully attack a creature with an AC 19 (AC
is one example of a pre-determined DC).

204 PLAYER'S GUIDE


WHICH ABILITY MODIFIER?
Here is a handy reference to the various ways ability modifiers are used in the game
with examples of which ability is relevant to a given check.

STRENGTH (STR) INTELLIGENCE (INT)


Associated Skills: Athletics Associated Skills: Arcana, History, Investigation,
Strength measures bodily power, athletic aptitude, Nature, Religion
and the extent to which you can exert raw physical force. Intelligence measures mental acuity, accuracy of recall,
STR is used to: and the ability to reason. INT is used to:
• Calculate attack rolls and damage with melee weapons • Calculate certain class spellcasting abilities
• Determine how much weight can be lifted or carried Use INT for checks to draw on logic, education,
Use STR for checks that involve feats of bodily force, memory, or deductive reasoning, such as:
such as: • Communicating without using words
• Kicking down a door, breaking free of bonds, or • Estimating the value of a precious item
smashing a lock • Forging a document
• Pulling, pushing, or lifting heavy objects • Recalling lore about a craft or trade
• Climbing a rope or swimming against the current • Winning a game of skill
• Resisting an attempt to grab, pull, or push you
WISDOM (WIS)
DEXTERITY (DEX) Associated Skills: Animal Handling, Insight, Medicine,
Associated Skills: Acrobatics, Sleight of Hand, Stealth Perception, Survival
Dexterity measures agility, reflexes, and balance. Wisdom reflects how attuned you are to the world
DEX is used to: around you and represents perceptiveness and intuition.
• Calculate attack rolls and damage with ranged WIS is used to:
weapons or melee weapons with the Finesse property • Calculate certain class spellcasting abilities
• Calculate Armor Class Use WIS for checks to intuit clues about the
• Determine initiative order during encounter gameplay environment and people or treat the injured, such as:
Use DEX for checks that involve reflexes, precise motion, • Getting a gut feeling about next steps
or swift response time such as: • Discerning if a seemingly dead creature is Undead
• Maintaining balance while on a moving vehicle • Picking up on subtle signals happening around you
or scooting along a narrow ledge • Bandage a wound or recognize a disease
• Picking a pocket without being noticed
• Picking a lock or disabling a trap CHARISMA (CHA)
• Crafting a small or detailed object Associated Skills: Deception, Intimidation,
• Moving silently or sneaking up on prey Performance, Persuasion
• Resisting an attempt to grab, pull, or push you Charisma measures your ability to interact with
others and can represent a charming or commanding
CONSTITUTION (CON) personality. CHA is used to:
Associated Skills: None • Calculate certain class spellcasting abilities
Constitution measures health, stamina, and vital force. Use CHA for checks to influence or entertain, make
CON is used to: an impression, tell a convincing lie, or navigate a tricky
• Calculate hit points (HP) social situation, such as:
Use CON for checks that involve endurance or • Finding the best person to talk to for news, rumors,
weathering extreme conditions, such as: and gossip
• Holding your breath • Pulling together a disguise to pass as a city guard
• Extended marching or labor without rest • Blending into a crowd to get the sense of key topics
• Going without sleep of conversation
• Surviving without food or water
• Quaffing an entire stein of ale in one go

6 PLAYING THE GAME 205


a success. You overcome the challenge. Otherwise, it’s
THE THREE TYPES OF CHECKS a failure. You make no progress toward the objective,
There are three types of checks. All follow the Check
or you make some progress but also suffer a setback, as
Formula described in the Making Checks section, but
determined by the GM.
each is used in different circumstances and has different
rules around the relevant proficiency you might use to add CONTESTS
your PB. Each type of check is described here. Sometimes your efforts are directly opposed by someone
else. This can occur when multiple creatures try to do the
ATTACK ROLLS same thing but only one can succeed, such as snatching a
Attack rolls are checks used almost exclusively during magic ring falling to the floor. It can also occur when one
combat for attacking. Attack rolls are fully covered in the creature tries to prevent another one from accomplishing
Making an Attack section in this chapter. a goal—for example, a monster might try to force open
a door while an adventurer holds it closed. In situations
RELEVANT PROFICIENCIES like these, the outcome is determined by a special form of
If you have proficiency with the weapon you’re making an ability check, called a contest.
attack with, making an unarmed strike attack (all creatures Every participant in a contest makes an ability check.
are proficient with this), or casting a spell you know or have Apply appropriate bonuses and penalties, but instead of
prepared, add your PB to the attack roll. comparing the total to a DC, compare the check results
to each other. The participant with the highest check
SAVES result wins the contest and either succeeds at the action or
Saves are checks made to resist or avoid threats from prevents other participants from succeeding.
spells, traps, poisons, diseases, or similar hazards. The GM If the contest results in a tie, the situation remains the
normally asks you to make a save because your character same. Thus, one participant might win by default. If two
is at risk of harm. There are six types of saves in the game, creatures tie in a contest to snatch a ring off the floor,
each tied to one of the six ability scores: STR, DEX, CON, neither character grabs it. In a contest between a monster
INT, WIS, or CHA. trying to open a door and an adventurer trying to keep it
To make a save, roll a d20 and add the appropriate ability closed, a tie means that the door stays shut.
modifier. For example, if your GM asks you to make a DEX PASSIVE CHECKS
save, roll a d20 and add your DEX modifier to find the A passive check doesn’t involve any die rolls. This kind
check result. of ability check can represent an average outcome for a task
The DC for a save is determined by the effect that calls for done repeatedly, such as searching for secret doors over
it. For example, when you make a save against a spell, the and over again. Or a GM can use it to secretly determine
DC is determined by the caster’s relevant ability modifier whether a PC succeeds at something the player doesn’t
and PB. know to try to do, such as noticing a hidden monster.
The consequences of success or failure are described after A passive check total is called a score. Here’s how to
an effect’s DC. A successful save usually means that you determine a character’s passive score:
suffer no harm, or partial harm, from an effect. • 10 + all modifiers that normally apply to the check.
RELEVANT PROFICIENCIES • If the character has advantage, add 5. For disadvantage,
Your character class gives you proficiency in at least two subtract 5.
saves. The wizard, for example, is proficient in INT and So, for example, if a 1st-level character has a WIS +2
WIS saves. Talents and similar features can also give you ability modifier and is proficient in the Perception skill,
proficiency with a certain type of save. Add your PB when they have a passive Perception score of 14 (10 + 2 for WIS
you make a save you have proficiency with. modifier + 2 for PB).

ABILITY CHECKS WORKING TOGETHER


Sometimes two or more creatures work together. In this
When you want to do something that isn’t covered by an case, the creature with the highest ability modifier is
attack roll or save, make an ability check. Since ability designated the lead for the effort. That creature can make
checks are so wide-ranging, they are more complex than an ability check with advantage, reflecting the help others
the other two types of checks. give. In combat, a creature can only provide this kind
To make an ability check, roll a d20 and add the of assistance by taking the Help action (see Actions in
appropriate ability modifier. As with other d20 rolls, apply Combat in this chapter).
bonuses and penalties, and compare the total to the DC. A creature can only provide help if they have capacity to
If the total equals or exceeds the DC, the ability check is do the task. For example, trying to open a lock requires

206 PLAYER'S GUIDE


proficiency with thieves’ tools, so a creature who lacks For example, if a character attempts to climb a
that proficiency can’t provide help with a lock-picking job. dangerous cliff, the GM might ask for a STR (Athletics)
Moreover, a creature can provide help only when their check. If the character is proficient in Athletics, the
assistance would be productive. Threading a needle doesn’t player rolls a d20, adds their character’s STR modifier
get any easier with another pair of hands. and then adds PB. If the character lacks that proficiency,
the player rolls a d20 and adds only their character’s
GROUP CHECKS
STR modifier.
When several individuals try to accomplish something as
The rules in a scenario usually prompt a GM to ask
a group, the GM might ask for a group check. In this
for an ability check using a specific skill. For example,
case, characters who are skilled at a task help cover for
“Make a WIS (Perception) check.” Sometimes though,
those who aren’t.
more than one skill might reasonably apply. You can ask
To make a group check, each member of the group makes the GM if a different skill is relevant to the check. If the
the ability check separately. If at least half the members GM agrees, you can use that skill instead.
succeed (round up), the whole group succeeds. Otherwise,
See the following Skills section for a full list of skill
the group fails.
proficiencies and more information about their use.
Group checks don’t come up often, and they’re most
useful when all characters succeed or fail as a group. For Tool Proficiencies
example, when adventurers navigate a swamp, the GM Some tasks require a particular tool to accomplish, such
might call for a WIS (Survival) group check to see if the as repairing an item, forging a document, or picking a
whole party can avoid quicksand and sinkholes. If at least lock. Your background, class, heritage, lineage, or talents
half the group succeeds, the successful characters guide can give you proficiency with certain tools. Proficiency
their companions out of danger. Otherwise, the group with a tool allows you to add your PB to any ability check
stumbles into a hazard. you make using that tool.
Tool use isn’t tied to a single ability modifier. The
RELEVANT PROFICIENCIES check depends on what you’re trying to do, at the GM’s
Two main types of proficiencies can modify an ability check. discretion. For example, when using construction tools,
Skill Proficiencies the GM might ask for a DEX (Construction Tools) check
Every PC starts the game with skill proficiencies granted to carve out fine detail or a STR (Construction Tools)
by their background, class, heritage, lineage, or talents. check to make something out of particularly hard wood.
Proficiency in a skill means you can add your PB to ability See Tools in Chapter 5 for a full list of tool
checks that involve that skill. Without proficiency in a proficiencies and information about their use.
skill, you don’t add your PB to ability checks.

ADVANTAGE AND DISADVANTAGE


Sometimes special circumstances allow you to roll a one d20. This works no matter how many
check with advantage or force you to roll a check circumstances grant advantage or impose
with disadvantage. disadvantage. If they conflict at all, you have
• Rolling with advantage means that you roll two d20s, neither advantage nor disadvantage.
then use the higher of the two numbers to calculate When you have advantage or disadvantage
your check result. and a rule lets you reroll the d20, you can reroll
only one of the dice. You choose which one. For
• Rolling with disadvantage means you roll two d20s,
example, if you have advantage or disadvantage on
then use the lower of the two numbers to calculate
your check result. an ability check and roll a 1 and a 13, you could reroll
the 1 or the 13, but not both.
For example, if you have advantage and roll a 17 and a 5,
You usually gain advantage or disadvantage through the
you use the 17. If you instead have disadvantage, use the 5.
use of special abilities, actions, or spells. You can also use
If two or more favorable situations grant advantage, you
Luck (see Luck) to grant advantage. Finally, the GM can
still roll only one additional d20, and the same is true for
decide that circumstances influence a roll in one direction
disadvantage. You only ever roll a maximum of two d20s.
or the other and grant advantage or impose disadvantage
If circumstances cause a roll to have both advantage and as a situational call.
disadvantage, they cancel each other out, and you roll only

6 PLAYING THE GAME 207


SKILL DESCRIPTIONS hazards on a climb, jumping unusually far, pulling off a
stunt while jumping, swimming in treacherous currents, or
These descriptions include different ways you can use a skill. staying afloat when a creature tries to pull you underwater.
ACROBATICS Grappling and Shoving
Associated Ability: DEX Grappling and shoving are unique ways that a PC can use
Your DEX (Acrobatics) check covers your attempt to stay the Athletics skill. See the Special Melee Attacks section
on your feet in a tricky situation, such as running across a in this chapter for more detail.
sheet of ice, balancing on a tightrope, or staying upright
DECEPTION
on a rocking ship’s deck. The GM might also call for a DEX
(Acrobatics) check to see if you can perform acrobatic Associated Ability: Charisma (CHA)
stunts, including dives, rolls, somersaults, and flips. Your CHA (Deception) check determines whether you can
convincingly hide the truth, verbally or through actions.
Avoid or Escape a Grapple Deception ranges from misleading through ambiguity to
Escaping a grapple is a unique way that a PC can use the telling outright lies. Typical situations include trying to
Acrobatics skill. When a creature attempts to grapple you fast-talk a guard, con a merchant, cheat at gambling, or
in combat, you can use the Acrobatics skill to attempt to wear a convincing disguise.
avoid or escape it. See the Special Melee Attacks section
in this chapter for more detail. HISTORY
Associated Ability: Intelligence (INT)
ANIMAL HANDLING
Your INT (History) check measures your ability to recall
Associated Ability: Wisdom (WIS)
lore about matters such as legendary people, ancient
When you want to calm a domesticated animal, keep kingdoms, past disputes, recent wars, and lost civilizations.
a mount from getting spooked, or intuit an animal’s
intentions, the GM might call for a WIS (Animal INSIGHT
Handling) check. You also make a WIS (Animal Handling) Associated Ability: Wisdom (WIS)
check to control your mount when you try something risky. Your WIS (Insight) check decides whether you can
determine the true intentions of a creature, such as when
ARCANA
searching out a lie or predicting someone’s next move. This
Associated Ability: Intelligence (INT)
involves gleaning clues from body language, speech habits,
Your INT (Arcana) check measures your ability to recall and changes in mannerisms.
lore about matters such as spells, magic items, eldritch
symbols, magical traditions, the planes of existence, and INTIMIDATION
inhabitants of those planes. Associated Ability: Charisma (CHA)
An attempt to influence someone through threats, hostility,
ATHLETICS
and physical violence requires a CHA (Intimidation) check.
Associated Ability: Strength (STR)
Examples include prying information out of a prisoner,
Your STR (Athletics) check covers difficult situations convincing street thugs to back down, or using a broken
you encounter while climbing, jumping, or swimming. bottle to suggest that a sneering vizier reconsider.
Examples include scaling a rain-slicked cliff, avoiding

ABILITY MODIFIERS AND ASSOCIATED SKILLS


A skill is usually paired with a specific ability. That’s why a For example, if you have to swim to an island, the GM
certain ability appears in parentheses after each skill on the might call for a CON (Athletics) check to see if you have
character sheet. For example, the Athletics skill is almost the stamina to make it there. If your character is proficient
always used to modify STR ability checks, so it’s listed as in Athletics, you would add your PB to the CON check
“Athletics (STR)” on the character sheet. instead of the normal STR (Athletics) check. Similarly, if your
However, some situations might call for a different barbarian smashes a table to intimidate an enemy, your
approach, and the GM might ask for a check using an GM might ask for a STR (Intimidation) check, even though
unusual combination of ability and skill. You might also want Intimidation is normally associated with CHA.
to ask to use a different combination if it seems appropriate.

208 PLAYER'S GUIDE


INVESTIGATION PERSUASION
Associated Ability: Intelligence (INT) Associated Ability: Charisma (CHA)
Looking around for clues and making deductions based When you attempt to influence someone or a group
on those clues involves an INT (Investigation) check. You of people with tact, social graces, or good nature, the
might deduce the location of a hidden object, discern from GM might ask for a CHA (Persuasion) check. You
a wound what kind of weapon dealt it, or determine the use Persuasion when acting in good faith, to foster
weakest point in a tunnel that could cause it to collapse. friendships, make cordial requests, or exhibit proper
Poring through ancient scrolls for a fragment of hidden etiquette. Examples include convincing a chamberlain
knowledge might also call for an INT (Investigation) check. to let your party see the king, negotiating peace between
warring tribes, or inspiring a crowd.
MEDICINE
Associated Ability: Wisdom (WIS) RELIGION
A WIS (Medicine) check lets you try to stabilize an Associated Ability: Intelligence (INT)
unconscious companion at 0 HP or diagnose an illness. Your INT (Religion) check measures your ability to recall
Stabilize lore about matters such as deities, rites and prayers,
Stabilizing a creature is a unique way that a PC can use religious hierarchies, holy symbols, and secret cults.
the Medicine skill. When a PC is reduced to 0 HP during SLEIGHT OF HAND
encounter gameplay, you can make a Medicine check to Associated Ability: Dexterity (DEX)
try to stabilize the fallen character so that they stop having An act of legerdemain or manual trickery, such as planting
to make death saves and risk death (see Stabilizing a an item on someone else or concealing an object on your
Creature under Death Saves in this chapter). person, calls for a DEX (Sleight of Hand) check. The
NATURE GM might also call for a DEX (Sleight of Hand) check to
Associated Ability: Intelligence (INT) determine whether you lift a coin purse off another person
Your INT (Nature) check measures your ability to recall or slip something out of another person’s pocket.
lore about matters such as terrain, plants and animals,
weather, and natural cycles.

PERCEPTION
Associated Ability: Wisdom (WIS)
Your WIS (Perception) check lets you spot, hear, or
otherwise detect the presence of something. It measures
your general awareness of surroundings and keenness
of senses. For example, you might try to overhear a
conversation through a closed door, eavesdrop under an
open window, or catch the scent of monsters skulking
through the forest. You might also try to spot things that
are obscured or easy to miss, such as orcs lying in
ambush, thugs hiding in the shadows of an alley, or
candlelight under a closed secret door.
Passive Perception
Passive Perception is a unique way that a PC can use the
Perception skill. Calculating passive Perception works
the same as calculating any passive check (see Passive
Checks in this chapter). Passive Perception gives you a
chance to spot hidden threats, such as ambushes, even
when you aren’t looking for them and lets you discover
hazards or traps before you trigger them.

PERFORMANCE
Associated Ability: Charisma (CHA)
Your CHA (Performance) check determines how well
you delight an audience with music, dance, acting,
storytelling, or other forms of entertainment.

6 PLAYING THE GAME 209


STEALTH impossible to track a creature that moved through an
Associated Ability: Dexterity (DEX) area weeks ago because too much time has passed.
Make a DEX (Stealth) check when you attempt to conceal If a GM determines tracking is possible, they decide
yourself from enemies, slink past guards, slip away without whether a check is necessary. For example, clear signs
being noticed, or sneak up on someone. of passage, such as muddy footprints on a wooden floor,
Hiding might mean tracking automatically succeeds.
Hiding is a unique way that a PC can use the Stealth skill. If a GM determines a check is necessary, the tracking
It’s tied to taking the Hide action in combat encounters PC must succeed on a WIS (Survival) check. The DC for
(see Actions in Combat in this chapter). Any character this check is set by the GM.
can attempt to hide, even if they don’t have proficiency
in the Stealth skill.
The GM decides when circumstances are appropriate Adventuring
for hiding. When you attempt to hide, make a DEX This section covers the various rules that come with
(Stealth) check. Until you are discovered or stop hiding, exploring the world and some important ways PCs interact
that check result is contested by the Perception score of a with the environment.
creature that might discover you.
You can’t attempt to hide from a creature that can
sense you clearly, and you give away your position if you TRACKING TIME
make noise, such as shouting a warning or knocking During the majority of gameplay, time passes much as
over a vase. it does in our world. Actions and events are measured in
A creature with the invisible condition (see Appendix minutes, hours, days, and years. Gameplay during
A: Conditions) can always attempt to hide and has encounters is often measured more closely in rounds and
advantage on DEX (Stealth) checks to do so. turns (see Encounter Gameplay in this chapter).
In combat, most creatures stay alert for signs of When passage of time matters, the GM determines how
danger, so if you come out of hiding and approach a long a task takes. A GM should always feel free to shift
creature, it typically detects you. However, under certain between scales to match what’s happening in the game and
circumstances, the GM might allow you to stay hidden to keep the story moving.
as you approach a distracted creature, granting you Minutes. In tense environments like a dungeon full of
advantage on an attack roll (see Unseen Attackers and patrolling monsters, a GM is likely to track PC progress in
Targets under Making an Attack in this chapter). a scale of minutes. It might take a minute to creep down
Perception Score. In a monster or NPC stat block, each a long hallway, another minute to check for traps on the
creature has a Perception score. Whether a monster door at the end of the hall, and a good 10 minutes to search
is actively searching for you or just going about their the chamber beyond for anything interesting or valuable.
business, the GM compares your DEX (Stealth) check Minutes are also used in some dangerous situations, like
result to the creature’s Perception score to see whether measuring how long a PC can hold their breath before
they notice you. suffocating. Minutes also factor into spellcasting. Many
spell durations are measured in minutes and ritual spells
SURVIVAL
always take 10 minutes or more to cast.
Associated Ability: Wisdom (WIS)
Hours. In less time-sensitive situations like touring a
The GM might ask you to make a WIS (Survival) check to city or exploring a large forest, a scale of hours is more
follow tracks, hunt wild game, guide your group through appropriate. Hours also factor into how often PCs need
frozen wastelands, identify signs that owlbears live to rest and how much time passes during a short rest
nearby, predict the weather, or avoid quicksand and other versus a long rest. Hours also factor into how much a PC
natural hazards. can accomplish by engaging with downtime activities (see
Tracking Downtime Activities in this chapter).
Tracking is a unique way that a PC can use the Survival Days. For long journeys, a scale of days works best.
skill. It involves detecting and following signs of a For example, a journey could take multiple days that
creature’s passage through an area. Any character can are (mostly) uneventful. A GM might roll on a random
attempt to track, even if they don’t have proficiency in encounter table once per day to see if anything notable
the Survival skill. happens during the journey. If it does, the time scale might
A PC who wants to track a creature declares their shift into hours to explore, minutes to investigate, or
intention to do so. Then the GM determines whether rounds to fight! Days also factor into how often PCs can
tracking is possible. For example, a GM could rule it is use some abilities or magic items.

210 PLAYER'S GUIDE


MOVEMENT
Swimming across a rushing river, sneaking down a CALENDARS AND SETTING-SPECIFIC TIME
dungeon corridor, scaling a treacherous mountain slope— Tales of the Valiant doesn’t assume a specific setting
all sorts of movement play into fantasy adventures. and has no calendar or rules governing how long days,
The GM can summarize movement without calculating weeks, months, seasons, or years are. A published
exact distances or travel times: “You travel through the campaign setting often provides this information. If you
forest and find the dungeon entrance late in the evening are playing in a world of your own creation, think about
of the third day.” Even in a large dungeon, the GM might the basic cycles of days, weeks, months, and seasons.
summarize movement between encounters: “After killing For ease of play, keeping days in your setting similar
the guardian at the entrance to the ancient dwarven to the real world avoids a lot of issues. Extending
stronghold, you consult your map, which leads you or minimizing the hours in a day can interfere with
through miles of echoing corridors to a chasm bridged by a character abilities that key to specific numbers of hours
narrow stone arch.” (like rests or some magic item abilities). The more similar
Sometimes though, it’s important to know more precisely your days, weeks, months, seasons, and year cycles are
how long it takes to get somewhere. Rules for this depend to the real world, the more easily players can remember
on a few factors: the speed and travel pace of the creatures and engage with passage of time.
moving and the terrain they’re moving over.

SPEED
Every creature has one or more ways to move through Movement Rules in this chapter). In addition, creatures
the world, called speed. Speed is the distance a creature with a swimming speed don’t make melee weapon attacks
can cover with a move. On a character sheet or in monster at disadvantage while underwater (see Underwater
statistics, speed is always listed with a number measured Combat under Special Combat Rules in this chapter).
in feet.
All creatures have a base walking speed. Creatures
that have no ground-based movement have a base
walking speed of 0. In addition to base walking speed,
creatures can have one or more of the following
additional movement speeds.

BURROWING
Creatures with a burrowing speed can move
through sand, earth, mud, or ice. A creature can’t
burrow through solid rock unless it has a special trait
for that.

CLIMBING
Creatures with a climbing speed can move with ease
on vertical surfaces. Unlike most creatures, a creature
with a climbing speed doesn’t need to spend extra
movement when climbing (see Special Movement
Rules in this chapter).

FLYING
A creature with a flying speed can use all or part of
its movement to fly through the air. Most creatures
with a flying speed must stay in continual motion to
remain airborne, but some can hover. If a creature can
hover, it is noted in parentheses after its flying speed.

SWIMMING
Creatures with a swimming speed can move with
ease in water or similar liquids. Unlike most creatures,
a creature with a swimming speed doesn’t need to
spend extra movement when swimming (see Special

6 PLAYING THE GAME 211


SPECIAL MOVEMENT RULES under Other Forms of Harm in this chapter). Certain
weapons are also more difficult to use while swimming
Adventurers often find themselves traversing dangerous
(see Underwater Combat under Special Combat Rules
environments or navigating perilous situations that
in this chapter).
require special kinds of movement. PCs might have to
climb, crawl, swim, or jump to get where they need to go.
DIFFICULT TERRAIN
In such circumstances, the following special movement
rules apply. Adventurers often travel on rough ground: dense forests,
deep swamps, rubble-filled ruins, and sheets of ice. Such
CLIMBING areas are considered difficult terrain.
While climbing, you move at half speed—each foot of You move at half speed in difficult terrain. Moving 1 foot
movement costs 1 extra foot. If you climb in difficult in difficult terrain costs 2 feet of speed. If two or more
terrain, each foot of movement costs 2 extra feet. At the sources of difficult terrain occur in the same space, you still
GM’s option, climbing a slippery vertical surface or one move at only half speed.
with few handholds might require one or more successful Difficult terrain is often a natural part of the landscape,
STR (Athletics) checks. Failing such a check might cause a but some class features or spells, such as entangle, can create
creature to fall (see Falling in this section). it for a short time. The space of another creature, whether
CRAWLING hostile or not, also counts as difficult terrain.
While crawling, you move at half speed—each foot of
movement costs 1 extra foot. If you crawl in difficult FORCED MOVEMENT
terrain, each foot of movement costs 2 extra feet. Some effects or consequences move you against your will.
Forced movement never provokes opportunity attacks
JUMPING
from hostile creatures.
Several factors determine how far and how high a creature
can jump. FALLING
Long Jump. When you make a long jump, you can cover a Falling is a common adventuring hazard. At the end of
number of feet up to half your walking speed if you move a fall, a creature lands prone and takes 1d6 bludgeoning
at least 10 feet on foot immediately before the jump. When damage for every 10 feet it fell (to a maximum of 20d6)
you make a standing long jump, you can leap only a quarter unless it has a feature or trait that allows it to avoid taking
of your walking speed. Either way, each foot you clear on damage from the fall. In most cases, falling happens so
the jump costs 1 foot of movement. quickly that a creature takes the damage immediately.
This rule assumes that the height of your jump doesn’t If a flying creature is knocked prone (see Appendix
matter, such as a jump across a stream or chasm. At the A: Conditions), has its flying speed reduced to 0, or
GM’s option, you must succeed on a DC 10 STR (Athletics) otherwise loses the ability to move, it immediately falls to
check to clear a low obstacle (no taller than a quarter of the the ground, unless it has the ability to hover or is held aloft
jump’s distance), such as a hedge or low wall. Otherwise, by other means.
you hit it.
PULLING AND PUSHING
When you attempt to land in difficult terrain, you must
Some effects such as a roper’s Reel bonus action or an ogre
succeed on a DC 10 DEX (Acrobatics) check to land on
using a shove attack can pull or push you away from the
your feet. Otherwise, you land prone.
source. A creature that has grappled you might also drag
High Jump. When you make a high jump, you leap into
you with it during its move (see Grappling under Special
the air a number of feet equal to 3 + your STR modifier if
Melee Attacks in this chapter).
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
TRAVELING
the jump costs 1 foot of movement. At the GM’s discretion, Traveling is the method of movement used when creatures
you might be able to make a STR (Athletics) check to jump journey across great distances for long periods of time.
higher than you normally can. When traveling, use travel pace rules to abstract this
kind of movement.
SWIMMING
While swimming, you move at half speed—each foot of TRAVEL PACE
movement costs 1 extra foot. At the GM’s discretion, While traveling, the party collectively decides if they
gaining distance in rough water might also require a move at a fast, normal, or slow pace. Consult the Travel
successful STR (Athletics) check. Failing such a check Pace table to find how far a group can move in a period of
might cause a creature to start drowning (see Suffocating time for their pace, and whether traveling at the pace has

212 PLAYER'S GUIDE


any benefits or penalties. For example, a fast pace makes ROLEPLAYING
travelers less perceptive, while a slow pace makes it possible
to sneak around and to search an area more carefully. Roleplaying is the main way that players interact with the
Note that the Travel Pace table assumes a party is moving game world—through their characters. Most players are
through normal terrain. If a party is traveling through tasked with roleplaying only their own PC, while the GM
difficult terrain, the distance they can travel is halved. plays all the other creatures that appear.
Forced March. A standard travel pace assumes that you Roleplaying is very similar to a basic form of acting,
travel for 8 hours in a day. You can push beyond that limit at requiring a player to imagine how their character might
the risk of exhaustion. think and feel as they experience the sights, sounds, and
events described by the GM or other players at the table.
For each additional hour of travel beyond 8 hours, you
Then, the player describes how their PC responds or literally
cover the distance shown in the Hour column for your
speaks the words their PC would say in that circumstance.
pace, and each character must make a CON save at the end
of the hour. Roleplaying a character doesn’t mean you can’t talk to
the other real people at your table as your real self. In fact,
The DC is 10 + 1 for each hour past 8 hours. On a failed
“staying in character” the entire game can be harmful
save, a character suffers one level of exhaustion (see
to navigating the overarching game experience. The key
Appendix A: Conditions).
to great roleplaying is to identify and communicate the
Mounts and Vehicles. For short time spans (up to 1 hour),
moments in the game where speaking or thinking “in
many animals move much faster than Humanoids. A
character” is the best way to engage with the story.
mounted character can ride at a gallop for about an hour,
covering twice the usual distance for a fast pace. If fresh
mounts are available every 8 to 10 miles, characters can INTERACTING WITH ITEMS
cover larger distances at this pace, but this is rare except in A character’s interaction with items in an environment is
densely populated areas. often simple to resolve in the game. The player tells the GM
Characters in wagons, carriages, or other land vehicles that their character is doing something, such as moving a
choose a pace on the table as normal. Characters in a lever, and the GM describes what happens.
waterborne vessel are limited to the speed of the vessel, and For example, a character pulls a lever. The GM might say
they don’t suffer penalties for a fast pace or gain benefits that this opens a chute causing a room to flood with water.
from a slow pace. Depending on the vessel and the size of Or it might open a secret door in a nearby wall.
the crew, ships might be able to travel up to 24 hours per day.
Special mounts, such as a pegasus or griffon, or special
vehicles allow you to travel even more swiftly. For more
details see Mounts and Vehicles in Chapter 5.
PLAYER ADVICE
TRAVEL PACE
While you roleplay only your own character, the GM has many more
DISTANCE TRAVELED PER . . .
PACE MINUTE HOUR DAY EFFECT
characters—sometimes several at once. Always remember to be
Fast 400 feet 4 miles 30 miles −5 penalty to
kind to your GM as they bring the world to life.
Perception score Here are a few concrete ways to show that kindness:
Normal 300 feet 3 miles 24 miles — • If you notice a conversation with a PC and NPC isn’t going
Slow 200 feet 2 miles 18 miles Can use stealth anywhere, the GM has started repeating answers or information,
or an interaction has a player (not a character) frustrated,
consider stepping “out of character” to ask directly if there
is anything left to gain through conversation or if a different
INTERACTING WITH CREATURES approach can move the story along.
While exploring, PCs inevitably meet all manner of people • Meeting new characters has a place in the game, but there are
and monsters. Creature is the broad term used to describe moments where stopping the action to talk to random creatures
every living or sentient being in the game, which includes brings things to a halt. Stay aware of how much time you spend
all PCs, monsters, and NPCs. All social interactions follow talking to NPCs versus the amount of time other PCs do. Adjust
the same basic structure and are primarily accomplished as needed.
through roleplaying. However, attempting to make a • No matter how brilliantly you roleplay or how well you roll the
creature behave in a certain way—especially one contrary to dice, some creatures won’t ever act or respond the way you want
its nature—usually involves rolling dice. Complex or tense them to—just like real life. If you made a good effort and aren’t
social interactions can even present themselves as a social getting the response you want, stop trying, let someone else
encounter (see Encounter Gameplay in this chapter). have a turn, and let the game move along.

6 PLAYING THE GAME 213


If the lever is rusted in position though, a character might ITEMS
need to force it. In such a situation, the GM might call for Items is the highest-level category. It includes almost
a STR check to see whether the character can wrench the everything that isn’t a creature or natural terrain. Items
lever into place. The GM sets the DC based on the difficulty include equipment, objects, structures, and vehicles, and
of the task (see Determining DC in this chapter). it’s a catchall for things that don’t fit neatly into another
Characters can also damage objects. Objects are immune category.
to poison and psychic damage, but otherwise they can
EQUIPMENT
be affected by physical and magical attacks. The GM
determines an object’s AC and HP and might decide that The equipment category includes all items that can be
certain objects have resistance or immunity to certain carried or wielded by characters. Most weapons,
kinds of attacks (it’s hard to cut a rope with a club, for armor, adventuring gear, tools, and magic items (see
example). Objects always fail STR and DEX saves, and they Chapter 5: Equipment & Magic Items) fall into this
are immune to effects that require other saves. When an category. Typically, equipment doesn’t have AC or hit
object drops to 0 HP, it breaks. For more information, see points, and it can’t be broken or damaged like other kinds
Object and Structure Statistics in Chapter 5. of items.
A character can also attempt a STR check to break an OBJECTS
object. The GM sets the DC for any such check. The object category includes all items that can’t be carried
or wielded or items. Objects generally have an AC and
TYPES OF ITEMS hit points. Typically, objects can be broken (see Object
Certain rules, spells, and abilities affect items in different and Structure Statistics in Chapter 5). In many cases, it
ways. In such scenarios, it’s often important to further makes more sense to treat Huge or Gargantuan objects as
define the item’s type. This section breaks down the various structures.
categories of items and provides examples of what kinds of
items belong to each.

214 PLAYER'S GUIDE


STRUCTURES VARIANT: ENCUMBRANCE
The structure category contains items that are massive in The rules for lifting and carrying are intentionally simple.
scale or composed of many smaller objects. For example, For more detailed rules to determine how a character is
a single wall might be an object, but an entire castle would hindered by carried weight, try this variant. When you use
be a structure. Like objects, most structures can be broken. this, ignore the Cumbersome property of armor sets on the
However, due to their scale, they often possess unique rules Armor table in Chapter 5.
around breaking (see Object and Structure Statistics in If you carry weight in excess of 5 times your Strength
Chapter 5). score, you are encumbered, which means your speed
drops by 10 feet.
VEHICLES
If you carry weight in excess of 10 times your Strength
The vehicle category includes items that are similar in
score, up to your maximum carrying capacity, you are
size to structures and composed of many smaller objects.
instead heavily encumbered, which means your speed
Vehicles specifically have their own vehicle stat block.
drops by 20 feet and you have disadvantage on ability
Vehicles work differently from other items and are
checks, attack rolls, and saving throws that use Strength,
governed by their own rules (see Vehicles in Chapter 5).
Dexterity, or Constitution.
LIFTING AND CARRYING
Your Strength score determines the amount of weight SENSES
you can bear. The following terms define what you can lift Fundamental adventuring tasks—noticing danger, finding
or carry. hidden objects, hitting an enemy, and targeting a spell—
rely heavily on a character’s ability to perceive the world
Carrying Capacity. Your carrying capacity is your
around them.
Strength score multiplied by 15. This is the weight (in
pounds) that you can carry, which is high enough that
VISION AND OBSCURED AREAS
most characters don't usually have to worry about it.
Push, Drag, or Lift. You can push, drag, or lift a weight in Creatures primarily perceive the world by sight. This is
pounds up to twice your carrying capacity (or 30 times called vision. Creatures usually have secondary senses
your Strength score). While pushing or dragging weight in of hearing, smell, and touch that also allow them to
excess of your carrying capacity, your speed drops to 5 feet. interact with the environment, but vision is considered the
“standard” primary sense.
Size and Strength. Larger creatures can bear more weight,
Darkness and other effects that obscure vision can prove
whereas Tiny creatures can carry less. For each size
a significant hindrance. Areas of darkness or other effects
category above Medium, double the creature's carrying
that interfere with vision are labeled as either lightly or
capacity and the amount it can push, drag, or lift. For a
heavily obscured.
Tiny creature, halve these weights.
LIGHTLY OBSCURED
In a lightly obscured area, such as dim light, patchy
fog, or moderate foliage, creatures have disadvantage on
WIS (Perception) checks that rely on sight.

LIGHT Dim light, also called shadows, creates a lightly obscured


The presence or absence of light in an environment is the area. An area of dim light is usually a boundary between
common factor in determining whether an area is lightly or a source of bright light, such as a torch, and surrounding
heavily obscured. The amount of light in any given area is darkness. The soft light of twilight and dawn also counts as
measured in one of five categories: sunlight, bright light, dim light. A brilliant full moon might bathe the land in dim
dim light, darkness, and magical darkness. light.
Sunlight lets most creatures see normally. It also has Darkness creates a heavily obscured area. Characters face
special effects on certain creatures with the Sunlight darkness outdoors at night (even most moonlit nights) or
Sensitivity trait or similar features. within the confines of an unlit dungeon.
Bright light lets most creatures see normally. Even Magical darkness creates a heavily obscured area like
gloomy days provide bright light, as do torches, lanterns, darkness, but it also obscures the vision of creatures who
fires, and other light sources within a short radius. can see in darkness due to darkvision or similar abilities.

6 PLAYING THE GAME 215


HEAVILY OBSCURED Many spells and magic items draw energy from
In a heavily obscured area, such as darkness, opaque another plane, summon creatures that dwell there, open
fog, or dense foliage, a creature effectively suffers from communication with their denizens, and allow adventurers
the blinded condition (see Appendix A: Conditions) to travel there. Therefore, most game settings include some
when trying to see something in that area. A blinded model for how the planes are ordered and how creatures
creature can’t see and automatically fails any ability check travel from plane to plane. Whether using a published
that requires sight. Attack rolls against the creature have setting like the Labyrinth or a homebrew setting , the
advantage, and the creature’s attack rolls have disadvantage. following types of planes are assumed to be included in
some capacity.
SPECIAL SENSES
In addition to basic vision, creatures can have one or more THE MATERIAL PLANE
of the following additional senses. The Material Plane is most similar to our world.
DARKVISION Everything in the Material Plane is governed by consistent
and measurable principles such as gravity, mortality,
A creature with darkvision can see in darkness. Within
and entropy. All fantasy worlds exist within the Material
darkvision range, the creature can see in dim light as if
Plane, making it the starting point for most campaigns
it were bright light and can see in darkness as if it were
and adventures. Because it is the default, other planes are
dim light. A creature can’t discern color in darkness, only
defined in relation to the Material Plane.
shades of gray.

KEENSENSE
A creature with keensense can perceive its surroundings
TRANSITIVE PLANES
using a sense other than vision. Creatures without eyes The Ethereal Plane and the Astral Plane are called the
typically have this sense, as do creatures with echolocation Transitive Planes. They are mostly featureless, primarily
or an extraordinary sense of smell. If a creature has no serving as ways to travel between planes. Spells such as
other form of sensing, it has a parenthetical note to this etherealness and astral projection allow PCs to enter these
effect, indicating that the radius of its keensense defines the planes and use them to reach other planes.
maximum range of its ability to perceive the world. The Ethereal Plane is a misty, fog-bound dimension.
Its edges overlap with the Material Plane (and often
TREMORSENSE other planes). Every location on the Material Plane has a
A creature with tremorsense can detect and pinpoint the corresponding location in the Ethereal. Because of this
source of vibrations when it and the source are in contact overlap, spirits of mortals who die in the Material Plane can
with the same ground or substance. Tremorsense typically become trapped in the Ethereal, wandering the two planes
can’t detect flying or incorporeal creatures. as ghosts or other supernatural entities. Some creatures
can see into the Ethereal, and spells like see invisibility and
TRUESIGHT
true seeing also grant this ability. Some magic effects like the
A creature with truesight can see in dim light, darkness,
spells forcecage and wall of force affect space in the Material
and magical darkness as if it were bright light. It also
Plane and its corresponding location in the Ethereal.
sees creatures and objects with the invisible condition
The Astral Plane is a realm of thought and dream. It
(see Appendix A: Conditions), it automatically detects
constantly shifts to fill spaces between bordering planes. It
visual illusions and succeed on saves against them,
resembles a great silvery sea, studded with swirling motes
and it perceives the true form of a creature with the
of light that resemble stars. Occasional islands of solid
Shapechanger tag or a creature that is transformed by
matter coalesce here, but most of the Astral Plane is an
magic. Furthermore, the creature can see into the Ethereal
endless open expanse.
Plane within truesight range.

OTHER PLANES
Planes of Existence Planes beyond the Material and Transitive Planes are
realms of myth and mystery. They are governed by qualities
Planes are dimensions governed by distinct laws of physics,
completely alien to the Material Plane. The types of planes
magic, and other principles. Planes vary greatly in size and
mentioned here go by many different names, but usually
the space they occupy. Some contain hundreds of individual
appear in fantasy game settings.
worlds. Some consist of a single continent or are home to
one entity. They can exist next to one another or occupy the • Celestial Planes. Celestial creature types are
same space, intersecting or layered atop one another. summoned from or banished to these planes. Some
celestial planes are ruled by different deities or

216 PLAYER'S GUIDE


pantheons. Realms of this type are typically associated
with universal forces of good or law.
• Fiendish Plane. Fiend creature types are summoned WHAT ARE DEMIPLANES?
from or banished to these planes. Some fiendish planes Demiplanes are small, extradimensional spaces with
are ruled by different categories of Fiend, such as the their own rules. They are pieces of reality that don’t
Hells of devils and the Abysses of demons. Realms of fit anywhere else. Some are created by spells, such
this type are typically associated with universal forces of as demiplane. Others are generated at the desire of
evil or chaos. a deity or supernatural force. Demiplanes can exist
• Elemental Plane. Elemental creature types are naturally, as a fold of existing reality pinched off from
summoned from or banished to these planes. There are the rest of the multiverse, or as a baby universe growing
often four separate planes, one associated with each into existence. A given demiplane can be entered
element: air, earth, fire, and water. through a single point where it touches another plane.
• A Place for the Dead. When mortals die, their spirits Theoretically, a plane shift spell can carry travelers to a
need an otherworldly place to return from when demiplane, but the proper frequency required for the
resurrected or contacted. Spirits might go to a celestial tuning fork is hard to acquire. The gate spell is more
or fiendish plane or a land of the dead beyond the reliable, assuming the caster knows of the demiplane.
Material Plane.
• A Home for Deities. Gods, deities, and pantheons
usually dwell in a plane and can be contacted there. This
could be in one of the previously described planes or
their own demiplanes.
At full health, a creature is at its hit point maximum. At
any given moment, a creature’s current hit points can
TRAVEL BETWEEN PLANES be any number from its hit point maximum down to 0. This
Travel into other planes of existence is a legendary journey number changes frequently as a creature takes damage and
to a mythic destination. You can go beyond the Material receives healing.
Plane in two ways: casting a spell or using a planar portal. Whenever your character takes damage, subtract that
Spells. A number of spells open to other planes. Plane amount from its current hit points. The loss of hit points
shift and gate can transport you directly to any other plane. has no effect on a creature’s capabilities until the creature
Etherealness lets you enter the Ethereal Plane. The astral drops to 0 hit points.
projection spell lets you enter the Astral Plane.
Portals. Portals (sometimes called “gates” or “gateways”) TEMPORARY HIT POINTS
are crossing points that allow a creature to travel from one Some spells and special abilities give you temporary hit
specific location to another specific location on a different points. These are a buffer against damage, an extra pool of
plane. Some portals are like doorways, and stepping hit points that protects your current hit points.
through (knowingly or unknowingly) activates its travel
When you take damage while you have temporary hit
property. Other portals are distinct locations of their own:
points, subtract the damage amount from the temporary
circles of standing stones, soaring towers, sailing ships,
hit points first. Any leftover damage then carries over
or even whole towns that exist in multiple planes at once,
to your current hit points. For example, if you have 5
transporting all creatures within as they flicker from plane
temporary hit points and take 7 damage, you lose the
to plane.
5 temporary hit points and then take 2 damage to your
current hit points.
Life and Death Because temporary hit points are separate from
your current hit points, they can exceed your hit point
Injury and the risk of death are constant companions of a maximum. You can be at full hit points and receive
fantasy adventurer. temporary hit points.
Healing can’t restore temporary hit points, and you
can’t stack temporary hit points together. If you have
HIT POINTS a pool of temporary hit points and then get more from
Every creature has a number of hit points (HP) another source, decide whether to keep the ones you have
representing a combination of its physical and mental or take the new ones. For example, if a spell grants you 12
durability. Creatures with more hit points are more difficult temporary hit points when you already have 10, you can
to kill. Those with fewer hit points are more fragile. have 12 or 10, not 22.

6 PLAYING THE GAME 217


If you have 0 HP, receiving temporary hit points doesn’t it. If a creature or an object has vulnerability to a
restore you to consciousness or stabilize you. If they damage type, damage of that type is doubled against it.
absorb all the damage from a hit, you don’t have to fail a Resistance and then vulnerability are applied after all
death save. other modifiers to damage. For example, a creature has
Unless a feature that grants you temporary hit points has resistance to bludgeoning damage and is hit by an attack
a listed duration, they last until depleted or you finish a that deals 25 bludgeoning damage. The creature is also
long rest. within a magical aura that reduces all damage by 5. The
25 damage is first reduced by 5 and then halved, so the
creature takes 10 damage.
DAMAGE Multiple instances of resistance or vulnerability that
The most common type of harm dealt to creatures is affect the same damage type count as only one instance.
represented by damage. Different attacks, spells, and other For example, if a creature has resistance to fire damage as
harmful effects deal different types of damage. well as resistance to nonmagical damage, the damage of a
DAMAGE TYPES nonmagical fire is reduced by half against the creature, not
reduced by three-quarters.
Damage types have no rules of their own, but other rules,
such as damage resistance, rely on the types.
The damage types are provided here, with examples to HEALING
help a GM assign a damage type to a new effect. Unless it results in death, damage isn’t permanent. Rest
Acid. The corrosive spray of a black dragon’s breath and can restore a creature’s hit points, and magical methods
the dissolving enzymes secreted by a black pudding deal such as a cure wounds spell or a potion of healing can remove
acid damage. damage in an instant.
Bludgeoning. Blunt force attacks, such as hammers, When a creature receives healing of any kind, hit points
falling, and constriction, deal bludgeoning damage. regained are added to its current hit points. A creature’s
Cold. The infernal chill radiating from an ice devil’s spear hit points can’t exceed its hit point maximum, so any
and the frigid blast of a white dragon’s breath deal cold hit points regained in excess of this number are lost. For
damage. example, a druid heals a ranger for 8 HP. If the ranger has
Fire. Red dragons breathe fire, and many spells conjure 14 current hit points and has a hit point maximum of 20,
flames to deal fire damage. the ranger regains only 6 HP, not 8.
Force. Force is pure magical energy focused into a A creature that dies can’t regain hit points until magic
damaging form. Most effects that deal force damage are such as the revivify spell has restored it to life.
spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon’s breath
deal lightning damage.
Necrotic. Necrotic damage, dealt by certain Undead and a
spell such as grave touch, withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including
spears and monster bites, deal piercing damage.
Poison. Venomous stings and the toxic gas of a green
dragon’s breath deal poison damage.
Radiant. Radiant damage, dealt by a cleric’s flame strike
spell or an angel’s smiting weapon, sears the flesh like fire
and overloads the spirit with power.
Slashing. Swords, axes, and claws deal slashing damage.
Thunder. A concussive burst of sound, such as the effect of
the thunderwave spell, deals thunder damage.

DAMAGE RESISTANCE
AND VULNERABILITY
Some creatures and objects are exceedingly difficult or
easy to hurt with certain damage types.
If a creature or an object has resistance to a
damage type, damage of that type is halved against

218 PLAYER'S GUIDE


HIT DICE dangers covered in the Other Forms of Harm section. The
GM decides how these rules function in deadly situations
Every PC has a number of hit dice equal to their character
that occur outside of initiative.
level. Hit dice are a measure of a character’s personal
fortitude and allow you to heal yourself without magical
DEATH
assistance during a short rest.
The size of your hit dice depends on your class levels. Massive damage can kill you instantly. When damage
Wizards have a d6, while barbarians have a d12 (see Hit reduces you to 0 HP and more damage remains to be
Points and Hit Dice in Chapter 1). taken, keep track of it. Your character is dead when you
Spending and recovering hit dice are explained in the are at 0 HP and have either failed three death saves or taken
Short Rest and Long Rest sections in this chapter. as much damage as your hit point maximum while at 0
HP. Magical healing or a WIS (Medicine) check can’t help
RESTING you at this point. Only a spell like revivify or resurrection can
bring the character back to life.
Heroic though they might be, adventurers need rest—time
For example, a cleric with a hit point maximum of 12
to sleep, eat, tend their wounds, refresh their minds and
currently has 6 HP. If she takes 18 damage from an attack,
spirits for spellcasting, and prepare for further adventure.
she is reduced to 0 HP, and 12 damage remains. Because
Adventurers can take short rests during an adventuring
the remaining damage equals her hit point maximum, the
day and a long rest to end the day.
cleric dies.
SHORT REST
DEATH SAVES
A short rest is a period of downtime, at least 1 hour long,
When you start your turn with 0 HP, you must make a
during which a character does nothing more strenuous
special save, called a death save, to determine whether
than eating, drinking, reading, and tending to wounds.
you creep closer to death or cling to life. Unlike other saves,
You can spend one or more hit dice at the end of a short
a death save isn’t tied to any ability score.
rest, up to your maximum number of hit dice (which is
Roll a d20. If the roll is 10 or higher, you succeed on the
equal to your character’s level). For each hit die spent in this
death save. Otherwise, you fail. An individual success or
way, roll the die, and add your character’s CON modifier to
failure has no immediate effect. However, on your third
it. The character regains hit points equal to the total. You
success, you become stable. On your third failure, you die.
can decide to spend an additional hit die after each roll until
Successes and failures don’t need to be consecutive; keep
you run out of hit dice. You regain some spent hit dice upon
track of both until you collect three of a kind. The number
finishing a long rest, as explained in the Long Rest section.
of both resets to zero when you regain any hit points or
LONG REST become stable.
A long rest is a period of extended downtime, at least 8 Rolling 1 or 20. When you make a death save and roll a
hours long, during which a character sleeps or performs 1 on the d20, it counts as two failures. If you roll a 20 on
light activity: reading, talking, eating, or standing watch for the d20, you regain 1 hit point and are conscious again, no
no more than 2 hours. If the rest is interrupted by strenuous longer needing to make death saves.
activity—at least 1 hour of walking, fighting, casting spells, Damage at 0 HP. If you take any damage while you
or similar adventuring activity—the character must begin have 0 HP, you suffer an automatic death save failure. If
the rest again to gain any benefit from it. the damage is from a critical hit, you suffer two failures
At the end of a long rest, you regain all lost hit points up instead. If the damage equals or exceeds your hit point
to your hit point maximum. You also regain spent hit dice, maximum, you die instantly.
up to half of your maximum (minimum of 1). For example,
if your character has 8 hit dice, you regain 4 of them upon DYING
finishing a long rest. If damage reduces you to 0 HP and doesn’t kill you, you
A character can’t benefit from more than one long rest in are dying. Dying is when you are at 0 HP and must make
a 24-hour period, and a character must have at least 1 hit a death save at the start of your next turn. You have the
point at the start of the rest to gain its benefits. unconscious condition (see Appendix A: Conditions).
If you gain hit points while dying, you stop dying. Your
DROPPING TO 0 HIT POINTS unconscious condition ends, but you are still prone.
When you drop to 0 HP, you either die outright or fall
unconscious and are dying. These rules are primarily
STABLE
used during initiative in an encounter (see Encounter The best way to help a creature with 0 HP is to heal it.
Gameplay in this chapter). In rare instances, character Barring that, the creature can at least be stabilized. You
death can occur outside of an encounter, especially through are stable when you are at 0 HP and don't need to make

6 PLAYING THE GAME 219


a death save. You still have the unconscious condition. CURSES
Becoming stable wipes the slate clean of successes and
Curses are supernatural afflictions that magically hamper
failures on death saves.
or alter their victims. Objects, creatures, and even areas can
You can use your action to try to stabilize a dying creature
be the target of a curse. Most curses can be ended through
with a successful DC 10 WIS (Medicine) check. A stable
use of a remove curse spell, greater restoration spell, or similar
creature remains at 0 HP and is still unconscious, but it
magic. Some curses, like those that come with cursed
doesn’t make death saves and is not in imminent danger
magic items (see Magic Items in Chapter 5), are only
of death. If the creature takes any damage while stable, it
temporarily suppressed by spells like remove curse. The most
returns to dying and must start making death saves again if
powerful curses can be broken only by performing specific
it takes any damage.
actions or triggering narrative effects specific to the curse.
A stable creature that isn’t healed but takes no more
damage regains 1 hit point and ends the unconscious DISEASES
condition after 1d4 hours.
Diseases are physical afflictions that can be contracted
MONSTERS AND DEATH from some monsters, hazards, or exposure to necromantic
magic. A disease typically ravages its victim over multiple
Monsters generally die the instant they drop to 0 HP, since days, causing more damage the longer it is left untreated.
tracking death saves for a dozen monsters can be tedious. While common diseases might be cured with a WIS
Mighty villains and special NPCs are common (Medicine) check, spells like lesser restoration and similar
exceptions, though. The GM can decide to have them fall magic are often required to cure more potent diseases.
unconscious and follow the same rules as PCs if it better
suits the story. DREAD
When PCs witness terrors beyond mortal comprehension,
OTHER FORMS OF HARM they might be inflicted with dread. Dread goes beyond
While damage is the most common form of harm, other standard fear. It is severe psychological harm that can
effects can bring short-term or long-term harm to PCs. scar a creature for minutes or indefinitely until magical
intervention is used.
CONDITIONS
POISONS
Many monster attacks, spells, and other dangers impose
Poisons are tools used by PCs and monsters to cause harm
conditions on PCs. A condition, such as blinded,
or injury. Several poisons are described in Chapter 5:
charmed, or frightened, can hinder a creature without
Equipment & Magic Items, but PCs might encounter (or
damaging it. Depending on its source, a condition can last
learn to craft) more varieties of poison in their travels.
for a few seconds or until a magical cure is found.
The full list of conditions is available in Appendix A:
STARVATION AND DEHYDRATION
Conditions. Pay special attention to exhaustion—that
condition can outright kill a PC and is often inflicted by Characters who don’t eat or drink suffer the effects of
environmental hazards and other forms of harm covered in exhaustion (see Appendix A: Conditions). Exhaustion
this chapter. caused by lack of food or water can’t be removed until the
character eats and drinks the full required amount.
FOOD
A typical character needs to eat one pound of food per day.
FORCED TRANSFORMATION AND CONSENT You can make food last longer by eating half rations. Eating
Several diseases and curses, such as the ghoul hunger half rations in a day counts as half a day without food.
disease or the curse of lycanthropy, can result in a PC A character can go without food for a number of days
transforming into a different creature under the GM’s equal to 3 + CON modifier (minimum 1). Beyond that, a
partial or full control. When the possibility of such character automatically suffers one level of exhaustion at
an effect comes up, discuss possible consequences, the end of each day they haven’t eaten.
solutions, and outcomes with your players. Whether
One normal day of eating resets the count of days without
through charm, illusion, or lycanthropy, losing
food to zero.
autonomy over your own PC can feel like a personal WATER
invasion. For strategies on how to safely approach this, A character needs one gallon of water per day or two
see the Safety Tools section in the Introduction. gallons per day if the weather is hot. A character who drinks
only half that much water must succeed on a DC 15 CON

220 PLAYER'S GUIDE


save or suffer one level of exhaustion at the end of the day. A
character who drinks even less water automatically suffers
HOLDING YOUR BREATH AND INHALED EFFECTS
one level of exhaustion at the end of the day.
In most cases, holding your breath is ineffective against
If the character already has at least one level of
inhaled poisons, harmful gasses, and similar effects
exhaustion, the character suffers two levels each day with
because such hazards are caustic. They still affect the
little or no water.
nasal membranes, ducts, and respiratory systems of
SUFFOCATING creatures that need air to survive. However, such effects
don’t work against creatures that don’t need to breathe
Most creatures, particularly most PCs, need to breathe air (such as Constructs and Undead), because they don’t
to survive. When a creature can’t breathe, such as while rely on a respiratory system for survival.
submersed in water, it must hold its breath.
Unless an inhaled effect specifically states otherwise,
A creature can hold its breath for a number of minutes assume it always affects breathing creatures—even if
equal to 1 + its CON modifier (minimum of 30 seconds).
they hold their breath—and doesn’t affect creatures
When a creature runs out of breath or is choking, it can that don’t need to breathe.
survive for a number of rounds equal to its CON modifier
(minimum of 1 round). If it is still out of air at the start of its
next turn, it drops to 0 HP and begins making death saves.
The creature can’t regain hit points or be stabilized until it of rounds and turns. Different types of encounters can
can breathe again. modify how initiative works, but the core mechanic stays
For example, a creature with a CON modifier of +2 can the same.
hold its breath for 3 minutes. If it starts suffocating, it has 2
rounds to reach air before it drops to 0 HP.

WHAT DEFINES AN ENCOUNTER?


Encounter Gameplay Consider these guidelines to help determine what
constitutes encounter gameplay:
While the rest of the rules in this chapter cover what
• Encounters are time-sensitive. If PCs have unlimited
happens during the majority of gameplay, this section covers
time to complete a task or accomplish a goal, they
rules specific to gameplay during encounters. Encounters
likely aren’t engaged in an encounter.
are moments in the game that are especially challenging,
• Encounters are dangerous. If there is a significant
intense, and time-sensitive. Most game sessions include at
chance of harm befalling the PCs, primarily in the
least one encounter, and two to five encounters is standard.
form of damage, disease, exhaustion, or death, the
Encounters can be Social, Exploration, or Combat.
PCs are likely engaged in an encounter.
All three types of encounters are likely to use the rule
systems covered here. Challenges or rules specific to each • Encounters have consequences. Encounters are
type of encounter are discussed later in this chapter. meant to test the PCs, which means some risk or
pressure is necessary to create stakes. The most
common consequence of an encounter is injury or
INITIATIVE death. However, consequences can take many forms,
Encounters are often action-packed with many participants like losing allies, failing to retrieve an important item,
clamoring to accomplish their goals. Because all encounters letting a monster live to become more powerful, or
are time-sensitive, most make use of a system called similar events that alter the outcome of a story.
initiative to organize these moments of chaos into a cycle

WHEN TO TRACK FOOD AND WATER?


In certain campaigns or games, tracking how much food and adventures feel dangerous and meaningful. Tracking
and water the PCs are carrying can feel like a hassle. In food and water also allows survivalist characters like
those situations, as long as your GM approves, it is fine rangers to really shine.
to assume you have enough rations and water to avoid So, before handwaving resource management, make sure
starvation or dehydration. However, resource management your group discusses if a campaign, adventure, or story arc
plays a critical role in making exploration‑heavy campaigns could actually benefit from using these rules!

6 PLAYING THE GAME 221


ROUNDS AND TURNS
A round represents about 6 seconds in the game
world. During a round, each participant takes a turn.
The order of turns is determined at the beginning of an
encounter, when all participants—PCs and monsters
alike—roll initiative to determine initiative order. Once
everyone has taken a turn, the fight continues to the
next round if neither side has defeated the other.

PLAYER ADVICE
In most encounters, rounds should last 6 seconds. Combat
encounters in particular need that 6-second timeframe to function
properly. However, in social encounters and free-form exploration
encounters, initiative can help manage the action. If players all
clamor to do different things at the same time, the GM can call for
initiative and set an order, so everyone gets a fair chance to act.

DETERMINING INITIATIVE ORDER


Initiative determines the order of turns during an
encounter. When the GM calls for initiative (typically
when an encounter starts), every participant (all involved
PCs and NPCs) makes a DEX check (d20 + DEX
modifier) to determine their place in the
initiative order. If a large group of identical
creatures is involved in the encounter, the GM
makes one roll for the whole group, so each
group member acts at the same time.
Once all participants have rolled, the GM ranks all
participants in order from the one with the highest DEX DUNGEONS
check result to the one with the lowest. This is called
Crawling through dangerous dungeons is a good way
initiative order, and the GM follows it to determine
to gain experience, acquire powerful magic items, and
when each participant acts during each round. Initiative
uncover secrets about the game world. Classic fantasy
order remains the same from round to round.
dungeons are often underground complexes populated
In case of a tie, the GM decides the order among tied with monsters, treasures, traps, and puzzles. However, a
NPCs, and the PCs decide among their tied characters. The dungeon can be any self-contained area with sections to
GM decides the order if the tie is between an NPC and a explore like a castle, a natural cave system, or ancient ruins.
PC. Optionally, the GM can have tied creatures each roll a
While dungeons contain social and combat encounters,
d20 with no modifiers to determine the order, highest roll
they are excellent vehicles for exploration encounters.
going first.
Many rules in this chapter—particularly involving
movement and senses—play a key role in exploration.
EXPLORATION ENCOUNTERS Dungeons also make heavy use of the dangers discussed in
Exploration encounters deal with obstacles that aren't the Hazards and Traps sections.
direct creature interactions. Finding shelter in a blizzard,
searching for a book in an ancient library, and following WILDERNESS SURVIVAL
the trail of a runaway pet are all exploration encounters. Whether moving between settlements, seeking a long-lost
This is a brief discussion of the kinds of things you might dungeon, or hunting monsters, PCs contend with the
face in an exploration encounter. dangers of the wilderness.

222 PLAYER'S GUIDE


Though overland trekking involves combat encounters, daily amount of required drinking water (see Starvation
exploration encounters are the primary component of and Dehydration in Chapter 6).
wilderness survival. Wild environments are full of hazards Effects: After the first hour, an exposed creature
and involve rules of the dangers covered in the Other must succeed on a DC 10 CON save or gain one level of
Forms of Harm section in this chapter. More information exhaustion. The creature must repeat this save at the end
about wilderness survival is often included in campaign of each hour of continued exposure, increasing the DC
setting books since environmental dangers are best tailored by 1 for each hour of exposure beyond the first (DC 11 at 2
to the magical and nonmagical environments that appear hours, DC 12 at 3 hours, etc.). Creatures have disadvantage
in fantasy worlds. on these saves if they are vulnerable to fire damage, wearing
metal armor or Heavy armor, or wearing clothing not
HAZARDS designed for hot climates.
Hazards are location-based threats as opposed to threats Resolution: If an exposed creature is removed from the
presented by creatures (though creatures can create or affect affected area or otherwise avoids exposure for at least 1
a hazard). Weather conditions can impose hazards like hour, the CON save made against this hazard resets to DC
extreme heat or cold, or alter an area’s light or obscurement 10. Otherwise, this hazard ends once a creature leaves the
(see Senses in this chapter). Ambient magic is also affected area or environmental conditions significantly
frequently responsible for bizarre and fantastical hazards. change.
Four of the most common hazards are included here. GALE WINDS
EXTREME COLD Hazard
Hazard Heavy gusting winds can appear with little warning,
Exposure to temperatures below 0 degrees Fahrenheit battering the weak and impairing many activities. Gale
threatens creatures not adapted to the cold. The hazard is winds disperse fog, extinguish open flames, and make
generally continual. movement difficult for small and flying creatures. As a
weather hazard, it is usually only minutes long, though in
Trigger: This hazard begins when a creature is exposed to
canyons or mountainous regions, it can be continual.
extreme cold for at least 1 hour. A creature avoids exposure
if it is resistant or immune to cold damage, if it has natural Trigger: This hazard begins when a creature enters an
adaptation to cold climates, or it is wearing dry winter area affected by gale winds.
clothing such as a heavy coat and furs, gloves, and a hat. Effects: Gale winds impose disadvantage on ranged
Effects: After the first hour, an exposed creature attacks and WIS (Perception) checks that rely on hearing.
must succeed on a DC 10 CON save or gain one level of Small and Tiny creatures must succeed on a DC 11 STR
exhaustion. The creature must repeat this save at the end save or fall prone at the start of each of their turns while
of each hour of continued exposure, increasing the DC in the area. A flying creature must land at the end of each
by 1 for each hour of exposure beyond the first (DC 11 at 2 turn spent in the area or make a DC 11 STR save. On a
hours, DC 12 at 3 hours, etc.). Creatures have disadvantage failure, the creature falls to the ground instantly and takes
on these saves if they are vulnerable to cold damage, falling damage.
wearing metal armor, wearing clothing not designed for Resolution: An affected creature must find shelter or
winter conditions, or are wet. leave the area.
Resolution: If an exposed creature is removed from the TORRENTIAL PRECIPITATION
affected area or otherwise avoids exposure for at least 1 Hazard
hour, the CON save made against this hazard resets to DC Precipitation such as heavy rain or snowfall causes a variety
10. Otherwise, this hazard ends once a creature leaves the of problems. It can last from minutes to days.
affected area or environmental conditions significantly
Trigger: This hazard begins when a creature enters an
change.
area affected by torrential precipitation.
EXTREME HEAT Effects: Everything within the area is considered lightly
Hazard obscured (see Vision and Obscured Areas in Chapter
Exposure to temperatures above 100 degrees Fahrenheit 6). A creature that starts its turn within torrential
threatens creatures not adapted to the heat. The hazard is precipitation has disadvantage on WIS (Perception)
generally continual. checks. If the torrential precipitation is heavy rain, it
Trigger: This hazard begins when a creature is exposed to extinguishes open flame. If it is heavy snowfall, the ground
extreme heat for at least 1 hour. A creature avoids exposure is difficult terrain.
if it is resistant or immune to fire damage, if it has natural Resolution: An affected creature must find shelter or
adaptation to hot climates, or if it has access to twice its leave the area.

6 PLAYING THE GAME 223


TRAPS DISARM TRAPS
If a PC detects a trap before triggering it, they might be able
Traps can be almost anywhere. One wrong step in an
to disarm it. Every trap has a specific way it can be disarmed
ancient tomb might trigger a series of scything blades. The
(or avoided), but typically, disarming a trap requires a PC to
seemingly innocuous vines that hang over a cave entrance
succeed on a DEX (Thieves Tools) check against the trap’s
might choke anyone who pushes through them. A net
DC (set by the GM). Complex traps might first require
hidden among the trees might drop on unwary travelers.
a successful INT (Investigation) check just to deduce
Detecting and disarming traps are your best defense
the trap’s operation. Some magical traps require an INT
against these troubles.
(Arcana) check to detect or disarm and might even require
TRAP TYPES a spell like dispel magic to disarm instead of thieves’ tools.
A trap can be either mechanical or magical. Either kind can
also be complex.
SOCIAL ENCOUNTERS
Mechanical Traps Social encounters involve interacting with creatures in
Mechanical traps include things that depend on a ways other than direct combat, usually with a specific
mechanism to operate, such as pits, arrow traps, falling objective. Convincing an official to help your cause,
blocks, water-filled rooms, and whirling blades. improvising a captivating performance, and interviewing
Magic Traps witnesses are all social encounters. This is a brief, player-
Magic traps consist of magical devices that activate spell facing discussion of the kinds of things you might face in
effects. Spells like glyph of warding and symbol function as an exploration encounter.
magic traps.
SETTLEMENTS
Complex Traps
Complex traps continue to execute on rounds after Fantasy worlds often have pockets of safety and civilization
activation instead of triggering once and being done. For in the untamed lands ruled by monsters and magic. During
example, a trap that slowly floods a room is a complex their adventures, PCs might well visit towns, cities, or
trap. On the trap’s turn, the water level rises. After other settlements to rest and restock between quests. Since
several rounds, the room is completely flooded. settlements mean lots of people, they are great places for
Complex traps can start initiative (see Initiative in social encounters and downtime (see Downtime Activities
this chapter) and act independently in initiative order. in this chapter).
On each of its turns, the trap takes an action, usually
making successive attacks or maintaining an effect that
changes over time. Until triggered, a complex trap can
be detected and disabled like a standard trap.

DETECTING TRAPS
Every trap in the game has a specific way it can be detected,
but a trap usually requires a PC to actively spot it with
a WIS (Perception) check against the trap’s DC (set
by the GM). Some basic traps can be
automatically spotted with a high
enough passive Perception score
(see Passive Checks in this
chapter), but the deadliest
traps often are hidden too
well for passive detection.
Your group’s travel pace (see
Traveling under Adventuring
in this chapter) can also
reduce your ability to
passively spot
hidden dangers.

224 PLAYER'S GUIDE


ATTITUDE 2. ESTABLISH POSITIONS
The GM decides where all the PCs and adversaries are
Friendly, hostile, and neutral are the three categories used
located at the start of the combat encounter based on
to describe a creature’s attitude toward PCs. These terms
player descriptions and story events.
appear in class features, spells, and conditions to describe
Typically, a GM places all creatures involved in combat
who can be affected by certain effects and how they behave.
on a physical or virtual map, to give players an idea of
A friendly NPC is willing to actively help PCs and
where they can move during their turns. Even during
generally wants to see the PCs survive and flourish. A
theater of the mind combat with no map, participants take
hostile NPC is unwilling to help PCs and generally wants
up the same amount of space and move as they would on a
to see the PCs fail. A neutral NPC has no strong feelings
map divided into squares where each square represents a
towards the PCs (positive or negative) and treats them as is
5-by-5-foot space.
most beneficial or logical for the NPC in the moment.
By default, most NPCs are neutral toward the party. PCs Space
who routinely have positive interactions with a neutral A standard space covers a 5-by-5-foot square. A space is the
NPC can shift their attitude to friendly. PCs who harm, area in feet that a creature effectively controls in combat,
threaten, or mistreat NPCs can shift their attitude to not just an expression of its physical dimensions. A typical
hostile. It’s easy to force a creature’s attitude toward hostile Medium creature isn’t 5 feet wide, for example, but in
and more difficult to shift an attitude to friendly. a fight, it controls that amount of space. If a Medium
hobgoblin stands in a 5-foot-wide doorway, other creatures
can’t get through unless the hobgoblin lets them.
COMBAT ENCOUNTERS A creature’s space also reflects the area it needs to fight
A typical combat encounter is a clash between two sides, effectively, which limits the number of creatures that
a flurry of weapon swings, feints, parries, footwork, and can surround one target in combat. Assuming Medium
spellcasting. The game organizes this chaos into a cycle of combatants, eight creatures can fit around one target.
rounds and turns. Because larger creatures take up more space, fewer of
A round represents about 6 seconds in the game world. them can surround a target. If five Large creatures crowd
During a round, each participant takes a turn. The order around a Medium or smaller creature, there’s little room
of turns is determined at the beginning of a combat for anyone else. In contrast, as many as twenty Medium
encounter, when all participants—PCs and monsters creatures can surround a Gargantuan one.
alike—roll initiative. Once everyone has taken a turn, if
neither side has won, a new round begins.
GM-facing information regarding building and running
combat encounters is available in the Monster Vault.

COMBAT STEPS COMBAT STEP-BY-STEP


The basic steps of combat are detailed here. Every combat follows the same basic steps.
Use this checklist to quickly get your fights
1. DETERMINE SURPRISE up and running!
When a combat encounter begins, but before initiative is 1. Determine surprise. The GM determines
rolled, the GM determines whether any participants might whether anyone involved in the combat
be surprised and get the surprised condition (see Appendix encounter is surprised.
A: Conditions). If no participants are trying to be stealthy,
2. Establish positions. The GM decides where all the
everyone notices each other and no one is surprised.
PCs and adversaries are located on the battlefield
Otherwise, the GM compares the DEX (Stealth) checks
or map, based on stated descriptions and what best
of any creatures actively hiding at the start of combat with
reflects what is happening in the story.
the passive Perception score (for PCs) or Perception score
3. Roll initiative. The GM calls for initiative, and everything
(for NPCs or monsters) of creatures on the opposing side.
involved in the combat rolls to determine their place in
Individual members of a group can be surprised even if
other members aren’t. initiative order (see Initiative).
Some hazards, traps, and other environmental effects 4. Take turns. Each participant in the battle takes a turn in
can also cause surprise when triggered. If an effect has this initiative order.
ability, its relevant DCs are listed in the description. 5. Begin the next round. After everyone involved in the combat
has taken a turn, the round ends and a new round begins.
Repeat step 4 until the fighting stops.

6 PLAYING THE GAME 225


3. ROLL INITIATIVE
Combat encounters use the initiative system described in
SQUEEZING INTO A SMALLER SPACE the Determining Initiative Order section in this chapter.
A creature can squeeze through a space that is large
enough for a creature one size smaller than it. Thus, a 4. TAKE YOUR TURN
Large creature can squeeze through a passage that’s On your turn in combat, you can move a distance up to
only 5 feet wide. While squeezing through a space, a your speed and take one action. You decide whether to
creature must spend 1 extra foot for every foot it moves move first or take your action first.
there, and it has disadvantage on attack rolls and DEX The Movement in Combat section in this chapter gives
saves. Attack rolls against a squeezing creature have more detailed rules for your move.
advantage. The most common actions you can take are described in
the Actions in Combat section in this chapter. Many class
features and other abilities provide additional options for
your action.
Creature Size You don’t have to move, take an action, or do anything
Each creature takes up a different amount of space. The at all on your turn. If you can’t decide what to do on your
Size Categories table shows how much space a creature of turn, consider taking the Dodge or Ready action (see
a particular size can control in combat. Actions in Combat in this chapter).
SIZE CATEGORIES Bonus Actions
SIZE SPACE Various class features, spells, and other abilities let you take
Tiny 2½ by 2½ ft. (one-quarter of a space) a bonus action on your turn in addition to your normal
Small 5 by 5 ft. (one space) action and movement. A bonus action is an extra ability
Medium 5 by 5 ft. (one space) to act that you only get to take in special circumstances.
Large 10 by 10 ft. (4 spaces)
By default, most creatures don’t have any bonus actions
to take. You can only take a bonus action if you have a class
Huge 15 by 15 ft. (9 spaces)
feature, spell, or some other ability that specifically allows
Gargantuan 20 by 20 ft. or larger (16 spaces)
GARGANTUAN

HUGE
CREATURE SIZE ON GRID
LARGE

TINY SMALL MEDIUM

LARGE

TINY

MEDIUM

SMALL

226 PLAYER'S GUIDE


you to take a bonus action. Most features that can be used You choose when to take a bonus action during your turn,
as a bonus action have specific restrictions on when you can unless the bonus action’s timing is specified. Anything that
use that bonus action and specifically what you can use it to deprives you of your ability to take an action, such as the
do. For example, the rogue’s Cunning Action class feature incapacitated condition (see Appendix A: Conditions),
allows a rogue to take a bonus action, but only to use the also prevents you from taking a bonus action.
Dash, Disengage, or Hide actions. Reactions
You can only ever take one bonus action on your turn, so Certain special abilities, spells, and situations allow you
you must choose which bonus action to use when more to take a reaction. A reaction is an instant response to a
than one is available. trigger (specified in the reaction’s description), which can

GARGANTUAN

HUGE

6 PLAYING THE GAME 227


occur on your turn or on someone else’s. The opportunity BREAKING UP YOUR MOVE
attack is the most common type of reaction. You can break up your movement on your turn, using some
You can take only one reaction until the start of your speed before and then the remainder after your action. For
next turn. If a reaction interrupts another creature’s turn, example, if you have a speed of 30 feet, you can move 10
that creature can continue its turn after the effects of the feet, take your action, and then move 20 feet.
reaction are resolved.
MOVING BETWEEN ATTACKS
Other Activity on Your Turn If your action includes more than one weapon attack, you
You can accomplish a variety of minor things during your can break up your movement by moving between attacks.
turn that don’t interfere with your normal action and For example, a fighter who can make two attacks with the
movement. Here are the kinds of things you might be able Multiattack feature and has a speed of 30 feet could move
to accomplish in this way: 10 feet, make an attack, move 20 feet, and then attack a
• You can communicate at any time (even on someone different target.
else’s turn) through brief talking and gestures.
• You can interact with one object or aspect of the USING DIFFERENT SPEEDS
environment for free, during your move or your action. If you have more than one speed, such as a walking speed
For example, you could open a door during your move, and a flying speed, you can switch between them during your
draw your weapon as part of your Attack action, or stow move. Whenever you switch, subtract the distance you’ve
a shield as part of a Ready action. already moved from the new speed. The result determines
how much farther you can move. If the result is 0 or less, you
• If you want to interact with a second object, you must
can’t use the new speed during the current move.
commit your action to it with the Use an Object action.
For example, if you have a speed of 30 and a flying speed
• Some magic items and other special objects always
of 60 because a wizard cast the fly spell on you, you could fly
require an action to use, as stated in their descriptions.
20 feet, then walk 10 feet. If you wanted to walk any farther,
The GM might require you to use an action for any you’d be done for your move, but you could still leap into
activity that needs special care or presents an unusual the air to fly 30 feet more.
obstacle. For instance, the GM could reasonably expect
you to use an action to open a stuck door or turn a crank to DIFFICULT TERRAIN
lower a drawbridge. Areas of difficult terrain hamper movement (see Difficult
Terrain in Movement in this chapter). In addition, during
combat encounters, any space occupied by another creature
(hostile or not), also counts as difficult terrain.

PLAYER ADVICE FALLING PRONE AND STANDING UP


Actions and bonus actions aren't interchangeable! If something Combatants often get knocked down or throw themselves
specifies that it takes a bonus action, you can’t use your action to down. This condition is called prone, described in
do it, and vice versa. For example, you can’t use your action to cast Appendix A: Conditions.
a spell with a casting time of 1 bonus action. You can choose to fall prone on your turn freely, without
using any speed. Standing up from prone costs half your
speed for the turn. For example, if your speed is 30 feet,
you must spend 15 feet of movement to stand up. You can’t
stand up if you don’t have enough movement left or if your
MOVEMENT IN COMBAT speed is 0.
In combat, characters and monsters are in constant To move while prone, you must crawl (see Special
motion, often using movement and position to gain the Movement Rules in this chapter) or use magic such as
upper hand. teleportation.
On your turn, you can move a distance up to your speed.
MOVING AROUND OTHER CREATURES
You can use as much or as little of your speed as you like on
You can move through a nonhostile creature’s space. You
your turn.
can only move through a hostile creature’s space if the
Your movement can include jumping, climbing, and
creature is at least two sizes larger or smaller than you.
swimming. These different modes of movement can be
Another creature’s space is difficult terrain for you.
combined with walking, or they can be your entire move.
Regardless of attitude, you can’t willingly end your move
However you move, deduct the distance of each part of
in another creature’s space.
your move from your speed until it is used up or until you
If you leave a hostile creature’s reach during your move,
are done moving.
you provoke an opportunity attack.

228 PLAYER'S GUIDE


OPPORTUNITY ATTACKS Any increase or decrease to your speed changes this
In a fight, everyone is constantly watching for a chance additional movement by the same amount. For instance, if
to strike an enemy who flees or passes by. Such a strike is your normal speed of 30 feet is reduced to 15 feet, you can
called an opportunity attack. move up to 30 feet on your turn with a Dash.
A creature (PC or monster) can make an opportunity
DISENGAGE
attack when a hostile creature it can see moves out of its
When you take the Disengage action, your movement
reach (see Reach under Melee Attacks in this chapter).
doesn’t provoke opportunity attacks (see Opportunity
To make the opportunity attack, use your reaction to
Attacks under Movement in Combat in this chapter) for
make one melee attack against the provoking creature (see
the rest of the turn.
Making an Attack in this chapter). The opportunity attack
triggers as the creature leaves your reach, so you resolve DODGE
your attack before it finishes its movement. When you take the Dodge action, you focus entirely on
You can avoid provoking an opportunity attack by taking avoiding attacks. Until the start of your next turn, you
the Disengage action (see Actions in Combat). You also make DEX saves with advantage and attack rolls made
don’t provoke an opportunity attack when you teleport or against you have disadvantage if you can see the attacker.
when movement is forced. For example, you don’t provoke You lose this benefit if you are incapacitated (see Appendix
an opportunity attack if an explosion hurls you out of a A: Conditions) or suffer a similar penalty that reduces
foe’s reach, you are shoved by a hostile creature, or if gravity your speed to 0.
causes you to fall past an enemy.
HELP
ACTIONS IN COMBAT The Help action lets you aid a creature to complete a task.
That creature gains advantage on the next ability check it
When you take your action on your turn, you can take one
makes to perform the task you are helping with, provided
of the actions presented here or an action gained from your
that it makes the check before the start of your next turn.
class or some other feature. Monsters have distinct actions
listed in their stat blocks.
When you describe an action not detailed elsewhere
in the rules, the GM tells you whether that action is
possible and what kind of roll you need to make, if any, to ATTACKS STEP-BY-STEP
determine success. Whether you’re striking with a melee
weapon, firing a weapon at range, or
ATTACK
making an attack roll as part of a spell, an
The most common action in combat is the Attack action,
attack has a simple structure.
whether you swing a sword, fire an arrow from a bow, or
brawl with your fists. With this action, you make one melee 1. Declare attack type and target. Declare what
or ranged attack. Certain features, such as the fighter’s kind of attack you are making: melee or ranged.
Multiattack, allow you to make more than one attack with Then choose a suitable target within reach of your
this action. melee attack or within range of your ranged attack.
See the Making an Attack section in this chapter for a 2. Determine modifiers. The GM determines whether
detailed breakdown of how this action works. the target has cover and whether you have advantage or
disadvantage on an attack against your chosen target. In
CAST A SPELL
addition, spells, special abilities, and other effects can apply
Spellcasting characters, such as clerics and wizards, can
penalties or bonuses to your attack roll.
take the Cast a Spell action to cast a spell in combat. You
can only cast spells this way if the spell has a casting time 3. Make an attack roll. You make your attack roll to determine
of 1 action. If a spell’s casting time is longer than an action whether you successfully hit your target, factoring in any modifiers
(minutes or hours), a bonus action or a reaction, you can’t determined in step 2. Note that some spells or special attacks skip
take this action to cast it. this step and have a target make a save instead of requiring you to
See Chapter 7: Spellcasting for detailed rules of make an attack roll. In these instances, skip to step 4.
spellcasting. 4. Resolve the attack. If your attack roll failed to hit the target, the
attack is over and you resolve the rest of your turn (or make your
DASH
next attack if you have a class feature like Multiattack). If your attack
When you take the Dash action, you gain extra movement
roll was a success, you hit! Roll the damage listed in the attack
for this turn. Move up to your speed, effectively doubling
unless the particular attack has rules that specify otherwise. Some
your movement for your turn. With a speed of 30 feet, for
attacks cause special effects in addition to or instead of damage.
example, you can move up to 60 feet on your turn if you
take the Dash action.

6 PLAYING THE GAME 229


You can also take the Help action to aid a friendly creature You can ready a spell with the Ready action. You cast it
attack a target within 5 feet of you. You feint, distract the as normal but hold its energy. Then, after the trigger, you
target, or otherwise team up to make your ally’s attack release it with your reaction.
more effective. If your ally attacks the target before your To be readied, a spell must have a casting time of 1 action,
next turn, they get advantage on their first attack roll. and holding the energy requires concentration. If your
concentration is broken, the spell dissipates without
HIDE
taking effect. For example, if you are concentrating on
When you take the Hide action, you make a DEX (Stealth) the web spell and ready magic missile, your web spell ends.
check in an attempt to hide, following the rules for hiding Furthermore, if you take damage before you release the
(see Hiding under Stealth in this chapter). If you succeed, readied magic missile, your concentration might be broken.
you gain certain benefits, as described in the Unseen
Attackers and Targets section in this chapter. SEARCH
The Search action lets you devote your attention to finding
READY
something. Depending on the nature of your search, the
When you take the Ready action, you prepare to do GM might have you make a WIS (Perception) check or an
something on another creature’s turn using your reaction. INT (Investigation) check.
This lets you get the jump on a foe or wait for a particular
circumstance before you act. You must take your readied USE AN OBJECT
reaction before the start of your next turn. When you take the Use an Object action, you focus
First, name a perceivable circumstance that triggers your specifically on that interaction. Since you can normally
reaction. Then, state the action or move you plan to take in interact with an object while doing something else (see
response to that trigger. Examples include, “If the cultist Other Activity on Your Turn under Take Your Turn in
steps on the trapdoor, I’ll pull the lever that opens it,” and this chapter), such as drawing a sword as part of an attack,
“If the goblin steps next to me, I move away.” this action is usually only needed when you want to interact
When the trigger occurs, you can either take your reaction with more than one object on your turn. If an object is
right after the trigger finishes or ignore the trigger. complex or requires an ability check to use, the GM might
Remember that you can take only one reaction per round. require this action even if it’s the only object you’ve handled
this turn.

230 PLAYER'S GUIDE


MAKING AN ATTACK 2. DETERMINE MODIFIERS
When a PC makes an attack roll, the two most common
When you use the Attack action in combat to make an
modifiers to the roll are an ability modifier and the
attack, you typically make an attack roll to hit your
character’s proficiency bonus (PB). When a monster makes
target. Your attack roll determines whether the attack hits
an attack roll, it uses the modifier provided for the action in
or misses. To make an attack roll, roll a d20 and add the
its stat block.
appropriate modifiers. If the check result equals or exceeds
Other factors can help an attack roll succeed, such as those
the target’s Armor Class (AC), the attack hits. If your attack
granted by various class features. Environmental factors,
roll is successful, you deal damage or achieve the goal of
cover, or attempting to attack an invisible target make
your attack.
attack rolls more difficult.
Various rules factor into determining the success or
failure of attack rolls and the effectiveness of damage.
These rules are described in this section.
PLAYER ADVICE
1. DECLARE ATTACK TYPE & TARGET
You make attack rolls only during encounter gameplay. If you aren’t
To make an attack, first choose the type of attack you
acting in initiative order, you should likely be making an ability check
intend to make: a melee attack or a ranged attack. You then
instead of an attack roll. However, if you do something that the GM
choose a target (or targets) within reach or range of the
believes is an attack, the GM can call for initiative and determine
kind of attack you want to make. See the Melee Attacks
your place in initiative order before you make an attack roll or
and Ranged Attacks sections in this chapter for more resolve any damage or other effects of your attack.
details about the specific types of melee and ranged attacks.
If you are using the Cast a Spell action, the spell’s
description states if the spell is a melee or ranged attack.
Ability Modifier
Melee Attack The ability modifier for a melee weapon attack is STR, and
Used in hand-to-hand combat, a melee attack typically uses the ability modifier for a ranged weapon attack is DEX.
a handheld weapon such as a sword, warhammer, or axe. A Weapons with the Finesse or Thrown property break this
typical monster makes a melee attack when it strikes with rule; see Weapon Properties in Chapter 5 for more on that.
its claws, horns, or teeth. Some spells also require an attack roll. The ability modifier
Reach. You can make melee attacks only against targets used for a spell attack depends on the spellcasting ability of
within a specified reach. Most creatures have a 5-foot reach the spellcaster. For more on this, see the Spell Attack Rolls
and can thus attack targets within 5 feet of them when section in Chapter 7.
making a melee attack. Certain creatures (typically those
larger than Medium) have melee attacks with a greater Proficiency Bonus
reach than 5 feet, as noted in their descriptions. Add your proficiency bonus (PB) to your attack roll when
you attack using a weapon with which you have proficiency
Ranged Attack and any time you attack with a spell.
When you make a ranged attack, you might fire a bow, hurl
Cover
a handaxe, or send projectiles to strike at a distance. A
Walls, trees, creatures, and other obstacles can provide
monster might shoot spines from its tail. Many spells also
cover during combat, making a target more difficult to
involve making a ranged attack.
harm. A target benefits from cover only when an attack or
Range. You can make ranged attacks only against targets other effect originates on the opposite side of the cover.
within a specified range. If a ranged attack, such as one
made with a spell, has a single range, you can’t attack HALF COVER THREE-QUARTERS COVER
a target beyond this range.
Long Range. Some ranged attacks, such as those
made with a longbow or a shortbow, have two ranges.
The smaller number is the normal range, and the
larger number is the long range. Your attack roll has
disadvantage when your target is at long range, and
you can’t attack a target beyond long range.
Close Range. Making a ranged attack is more difficult
when a foe is next to you. When you make a ranged
attack, you have disadvantage on the attack roll if you
are within 5 feet of a hostile creature who can see you
and who isn’t incapacitated.

6 PLAYING THE GAME 231


There are three degrees of cover. If a target is behind Critical Miss or Critical Hit
multiple sources of cover, only the most protective cover Sometimes fate blesses or curses a combatant, causing the
applies. For example, if a target is behind a creature that novice to hit and the veteran to miss.
gives half cover and a tree trunk that gives three-quarters If the d20 roll for an attack is a 20, the attack hits
cover, the target has three-quarters cover. regardless of any modifiers or the target’s AC. This is called
A target with half cover has a +2 bonus to AC and a critical hit. Critical hits also allow you to deal extra
DEX saves. A target has half cover if an obstacle blocks at damage as described in the Resolve the Attack section.
least half of its body. The obstacle might be a low wall, a If the d20 roll for an attack is a 1, the attack is a critical
large piece of furniture, a narrow tree trunk, or a creature, miss, and it misses regardless of any modifiers or the
friendly or hostile. target’s AC.
A target with three-quarters cover has a +5 bonus
to AC and DEX saves. A target has three-quarters cover if 4. RESOLVE THE ATTACK
three-quarters of it is covered by an obstacle. The obstacle If your attack roll failed to hit the target, the attack is over
might be a portcullis, an arrow slit, or a thick tree trunk. and you play out the rest of your turn (or make your next
A target with total cover can’t be targeted directly by attack if you have a class feature like Multiattack). If your
an attack or a spell, although some spells can reach a target attack roll was a success, you hit! Roll the damage listed in
with total cover by including it in an area of effect. A target the attack unless the particular attack has rules that specify
has total cover if it is completely concealed by an obstacle. otherwise. Some attacks cause special effects in addition to
or instead of damage.
Unseen Attackers and Targets
Combatants can try to escape notice by hiding (see Hiding Damage Rolls and Modifiers
under Stealth in this chapter), casting the invisibility spell, If you successfully hit with an attack roll, you deal the
or lurking in darkness. attack’s damage. Each weapon, spell, and harmful monster
When you attack a target you can’t see, you have ability specifies the damage it deals. You roll the damage die
disadvantage on the attack roll. This is true whether you’re or dice, add any modifiers, and apply the damage to your
guessing at the target’s location or targeting a creature you target. Magic weapons, special abilities, and other factors
can hear but not see. If the target isn’t in the location you can grant a bonus to damage. A penalty might cause you to
targeted, you automatically miss, though the GM might deal 0 damage, but you never deal negative damage.
just say that you missed, not whether you guessed the When attacking with a weapon, add your ability modifier
target’s location correctly. (the same one used for the attack roll) to the damage. A
When a creature can’t see you, you have advantage on spell tells you which dice to roll for damage and whether to
attack rolls against it. If you are hidden—both unseen and add any modifiers.
unheard—when you make an attack, you give away your If a spell or other effect deals damage to more than one
location when the attack hits or misses. target at the same time, roll damage once for all of them.
For example, when a wizard casts fireball, the player rolls
3. MAKE AN ATTACK ROLL damage once for all creatures caught in the blast.
When you make an attack, your attack roll determines
whether the attack hits or misses. To make an attack roll, Critical Hits
roll a d20 and add the appropriate modifiers. If the check When you score a critical hit (you roll a 20 on the attack roll
result equals or exceeds the target’s Armor Class (AC), the die), you get to roll extra dice for the attack’s damage. Roll
attack hits. all of the attack’s damage dice twice and add them together.
Then add any relevant modifiers as normal. To speed up
play, you can roll all damage dice at once.
For example, if you score a critical hit with a dagger, roll
KNOCKING A CREATURE OUT 2d4 for the damage, rather than 1d4, and then add your
By default, all damage you deal to a creature is ability modifier. If the attack involves other damage dice,
potentially lethal, causing death if the target is reduced such as from the rogue’s Sneak Attack feature, roll those
to 0 HP. But sometimes you want to incapacitate a foe dice twice as well.
rather than kill. When an attacker reduces a creature to
0 HP with a melee attack (not a ranged or spell attack), MELEE ATTACKS
the attacker can choose to knock the creature out
This section describes the rules and types of melee attacks.
instead of killing it (sometimes referred to as a nonlethal
attack). The attacker can make this choice the instant REACH
the damage is dealt. The creature falls unconscious and Most creatures have a 5-foot reach and can thus attack
is stable. targets within 5 feet of them when making a melee attack.
Certain creatures (typically those larger than Medium)

232 PLAYER'S GUIDE


have melee attacks with a greater reach than 5 feet, as noted SPECIAL MELEE ATTACKS
in their descriptions. A melee attack usually involves an attack roll and dealing
damage. However, you can try a special melee attack option
MELEE WEAPON ATTACKS
instead of a standard melee attack.
Most melee attacks are melee weapon attacks. A
melee attack typically uses a handheld weapon such as a Grappling
sword, a warhammer, or an axe. A typical monster makes Using the Attack action, you can make a special melee
a melee attack when it strikes with its claws, horns, teeth, attack to grapple a creature, potentially imposing the
tentacles, or other body part—these kind of attacks are also grappled condition. If you can make multiple attacks with
considered melee weapon attacks. the Attack action, a grapple attack can replace one.
Unarmed Strikes
Instead of using a weapon to make a melee weapon
attack, you can use an unarmed strike: a punch, kick, PLAYER ADVICE
headbutt, or similar forceful blow. Although this is still a Remember that unarmed strikes are considered melee weapon
melee weapon attack, an unarmed strike doesn't count as a attacks, even though they aren’t considered weapons. This
weapon and the damage dealt can’t be modified by effects distinction is important for many class features that enhance or
that increase weapon dice. On a hit, an unarmed strike deals work with melee weapon attacks!
bludgeoning damage equal to 1 + your STR modifier. You
are always considered proficient with your unarmed strikes.

MELEE SPELL ATTACKS The target must be no more than one size larger than you
Some spells are considered melee attacks and are called and within your reach. Using at least one free hand, you
melee spell attacks. Typically, these spells have a try to seize the target by making a grapple check instead
range of touch. If a spell requires you to make a melee spell of an attack roll. Make a STR (Athletics) check contested
attack, it is noted in the spell description. See Chapter 7 by the target’s STR (Athletics) or DEX (Acrobatics) check
Spellcasting for general rules of spellcasting. (target chooses).

6 PLAYING THE GAME 233


If you win the contest, the target takes no damage but has Your attack roll has disadvantage when your target is in
the grappled condition (see Appendix A: Conditions). long range, and you can’t attack a target beyond long range.
The condition specifies what ends it, and you can release
Close Range
the target whenever you like (no action required).
Making a ranged attack is more difficult when a foe is next
Escaping a Grapple. A grappled creature can use its action to you. When you make a ranged attack with a weapon, a
to escape. To do so, it must succeed on a STR (Athletics) or spell, or some other means, you have disadvantage on the
DEX (Acrobatics) check (it chooses) contested by your STR attack roll if you are within 5 feet of a hostile creature who
(Athletics) check. can see you and who isn’t incapacitated.
Moving a Grappled Creature. When you move, you can
drag or carry a grappled creature with you, but your speed RANGED WEAPON ATTACKS
is halved unless the creature is two or more sizes smaller Many ranged attacks are ranged weapon attacks.
than you. A ranged attack typically uses a weapon that fires
ammunition via the Ammunition property, such as a bow,
Shoving sling, or crossbow. Weapons with the Thrown property can
Using the Attack action, you can make a special melee also be used for ranged weapon attacks.
attack to shove a creature, either to knock it prone or push
it away from you. If you can make multiple attacks with the RANGED SPELL ATTACKS
Attack action, a shove attack can replace one. The majority of spells that require a spellcaster to make
The target must be no more than one size larger than an attack are ranged spell attacks. If a spell requires
you and within your reach. Instead of an attack roll, you you to make a ranged spell attack, it is noted in the spell
make a STR (Athletics) check contested by the target’s STR description. See Chapter 7: Spellcasting for general rules
(Athletics) or DEX (Acrobatics) check (target chooses). of spellcasting.
If you win the contest, you knock the target prone (see WEAPON OPTIONS
Appendix A: Conditions) or push it 5 feet away from you. Weapon Options available for use with ranged weapons
(see Weapon Options in Chapter 5) are considered special
Two-Weapon Fighting
ranged attacks. When using the Attack action, you can use
When you take the Attack action and attack with a Light
a weapon option as a special ranged attack. If you can make
melee weapon you are wielding in one hand, you can
multiple attacks with the Attack action, this attack can
use a bonus action to attack with a different Light melee
replace one.
weapon you are wielding in the other hand (see Weapon
Properties in Chapter 5). You don’t add your ability DEATH AND DYING
modifier to the damage of the bonus attack, unless that
modifier is negative. If a PC is reduced to 0 HP in combat, follow the rules in the
If either Light weapon has the Thrown property, you can Dropping to 0 Hit Points section under Life and Death
throw the weapon instead of making a melee attack with it. in this chapter.

Weapon Options SPECIAL COMBAT RULES


Weapon Options available for melee weapons (see Weapon This section covers rules for unusual combat situations.
Options in Chapter 5) are also considered special melee
attacks. When using the Attack action, you can use a weapon MOUNTED COMBAT
option as a special melee attack. If you can make multiple A willing creature at least one size larger than you and that
attacks with the Attack action, this attack can replace one. has an appropriate anatomy can serve as a mount, granting
you use of their speed and mobility. Additional mount rules
RANGED ATTACKS are covered in the Mounts section of Chapter 5.

This section describes the rules and types of ranged attacks. Mounting and Dismounting
Once during your move, you can mount a creature that
RANGE is within 5 feet of you, or you can dismount. This costs
You can make ranged attacks only against targets within a an amount of movement equal to half your speed. For
specified range. If a ranged attack, such as one made with example, if your speed is 30 feet, you must spend 15 feet
a spell, has a single range, you can’t attack a target beyond of movement to mount a horse. You can’t mount it if you
this range. don’t have 15 feet of movement left or if your speed is 0.
If an effect moves your mount against its will while you’re
Long Range
on it, you must succeed on a DC 10 DEX save or fall off the
Some ranged attacks, such as those made with a longbow
mount, landing prone in a space within 5 feet of it. If you’re
or a shortbow, have two ranges. The smaller number is the
knocked prone while mounted, you must make the same
normal range, and the larger number is the long range.
save with the same results.

234 PLAYER'S GUIDE


If your mount is knocked prone, you can use your reaction Once the GM has established how much downtime is
to dismount and land on your feet as it falls. Otherwise, you available, PCs select their chosen downtime activity from
are dismounted and fall prone in a space within 5 feet of it. the options available, pay costs listed for that activity
Controlling a Mount (if any), and spend the time required to perform that
While you’re mounted, you can either control the mount or activity. Once these conditions are met, the GM resolves
allow it to act independently. Intelligent creatures, such as the activity following the resolution rules listed in the
dragons, generally prefer to act independently. activity’s description.
You can control a mount only if it has been trained to If a PC has more downtime available than their chosen
accept a rider. Domesticated horses, donkeys, and similar activity requires, they can continue to pursue the same
creatures are assumed to have such training. The initiative activity for a longer period or switch to a different
of a controlled mount changes to match yours when you downtime activity.
mount it. It moves as you direct it, and it has only three A GM can award periods of downtime at the end of an
action options: Dash, Disengage, and Dodge. A controlled adventure or when story objectives are met—just like they
mount can move and act even on the turn that you mount it. would award XP, treasure, or Luck.
An independent mount retains its place in the initiative
TIME
order. Bearing a rider puts no restrictions on the actions
the mount can take, and it moves and acts as it wishes. It Each downtime activity lists the minimum amount of
might flee from combat, rush to devour a downed foe, or downtime that must be spent to make significant progress
otherwise act against your wishes. toward that activity. Typically, activities require at least one
In either case, if the mount provokes an opportunity attack week of downtime, but some only require one or more days.
while you’re on it, the attacker can target you or the mount.
COST
UNDERWATER COMBAT
Many downtime activities require the PC to spend coin. An
Fighting underwater is a challenging environment with
activity’s description includes any monetary costs required
special rules to represent that challenge.
to pursue them.
When making a melee weapon attack, a creature that
doesn’t have a swimming speed (either natural or granted RESOLUTION
by magic) has disadvantage on attack rolls unless the
weapon is a dagger, javelin, shortsword, spear, or trident. Each downtime activity includes instructions for resolving
A ranged weapon attack can’t hit a target beyond its that activity. For example, many activities require a PC to
normal range. The attack roll has disadvantage even within make an ability check to represent the overall success of
normal range unless the weapon is a crossbow, net, or a their time spent engaged in a chosen activity.
weapon that is thrown like a javelin (such as a spear, trident,
or dart). ACTIVITY DESCRIPTIONS
Creatures and objects that are fully immersed in water These downtime activities cover a range of options
have resistance to fire damage. including fun nights out, making things, or earning
money. If you don't find an activity that fits with how you

Between Adventures want to spend your downtime, discuss with your GM to


devise an alternative.
Just as PCs rest to recover between encounters, they also
need time between adventures to care for themselves,
CAROUSING
pursue their interests, and work to maintain their lifestyles. You can spend downtime blowing off steam and making
This time between adventures is called downtime and it new friends. Enterprising characters can use carousing to
allows characters to engage in time-consuming tasks or make connections, gain favors, and forge friendships with
offstage pursuits that don’t warrant the in-depth attention people outside their adventuring party.
given to adventuring. Time. To carouse, a PC must spend at least one week of
downtime attending social events and gatherings in a city
DOWNTIME ACTIVITIES or other densely populated area.
Downtime activities are typically measured in weeks. Cost. Carousing requires a PC to spend money based on
A downtime week encompasses at least five days where the class of individuals they want to carouse with: lower
8 hours are spent pursuing the chosen activity. Some class, middle class, or upper class. Carousing with the
downtime activities can be accomplished more quickly and upper class costs more than carousing with the lower class
are measured in days, but most activities require at least a due to the higher cost of events, clothing, and food enjoyed
full week of downtime to make significant progress. by the wealthy.

6 PLAYING THE GAME 235


USING DOWNTIME IN YOUR GAMES
You can handle downtime activities in two ways: during order. As you take turns in this way, each turn comprises a
the game session or between game sessions. single workweek rather than the 6 seconds of a standard
During the Session. When you use downtime activities combat encounter.
during a session, the characters are usually in a safe Between Sessions. You can use downtime activities to keep
environment, not actively adventuring, and outside your players engaged in the game even if they miss sessions
concerns aren't immediately pressing. Time flies as days or sessions are less frequent than the group might like.
and weeks are spent working on personal goals. This time Most downtime activities require minimal effort to narrate
can be difficult to reconcile and even undesirable for some and play out and instead employ bookkeeping and dice
players who feel an immediate threat or a time‑sensitive calculations to complete. It is fair for GMs to require players
concern. In addition to the attention paid to time spent, to use a dice rolling application or some other means of
downtime activities can take some actual playtime to honest reporting of dice results to maintain fairness. Using
fully run their course. One way you can manage this is by downtime activities in this way can keep everyone interested
calling for initiative and having everyone enter in a turn and helps create a living campaign.

Select one of the following options or ask your GM to CAROUSING RESOLUTION


select based on the kind of people you wish to carouse CHECK
with. Note that if more than one PC engages in the RESULT RESOLUTION

same carousing activity, the cost must be paid for each 1–5 Lose a contact or a favor owed by an existing contact.

participant, but only one PC must expend the required 6–10 Make no new contacts and gain no favors.
downtime. Listed costs cover an entire week of carousing. 11–15 Make one new contact or gain one favor with an
existing contact.
• Lower Class (10 gp). This type of carousing is for nights
of drinking at a favorite tavern, outdoor concerts and 16–20 Make two new contacts or gain two favors with existing
contacts (or one of each).
fairs, and late-night loitering. Members of the lower
class typically include students, servants, laborers, petty 21+ Make three new contacts or gain three favors with
existing contacts (or a combination of those options).
criminals, soldiers, acolytes, and sailors.
• Middle Class (50 gp). This type of carousing is for
USING CONTACTS AND FAVORS
pub crawls, concerts and plays, and similar ticketed
Making a contact via carousing represents time spent
activities. Members of the middle class typically include
business owners, skilled tradespeople, professors, building a bond with a specific NPC. When a new contact is
scholars, and military officers. gained, the GM and PC can work together to decide if they
made a contact of a suitable NPC previously encountered
• Upper Class (250 gp). This type of carousing is for
in the game, a new distinct NPC that needs a name and
invitation-only soirees, hobnobbing with nobility,
personality, or if an NPC’s function is needed more than a
lavish consecutive dinners out, and other costly
person, such as “city guard” or “spice merchant.”
endeavors. Members of the upper class typically include
Contacts can be called on to help PCs by performing
nobles, celebrities, high priests, archmages, crime
favors for them. A new contact automatically owes the
bosses, and generals.
PC one favor. After a PC has made at least one contact by
Resolution. After each week spent carousing, a PC makes a carousing, future carousing successes can be used to gain
CHA (Persuasion) check or a similarly relevant ability check new contacts or accrue favors with existing contacts.
to determine if they made any contacts or gained any favors, In general, favors can be called in to accomplish tasks
as shown on the Carousing Resolution table. that don’t put contacts at risk of harm or betray their
nature. For example, a favor likely can’t be called in to
make a contact fight for you, but a favor could be called in
to have a contact find a talented mercenary willing to work
for you at a discounted rate.
The type of favors a contact can perform depend on
which economic class they belong to. Suggestions of favors
appropriate for each category are given in the Favors by
Status table, but the GM has final say on what a particular
contact can accomplish.

236 PLAYER'S GUIDE


FAVORS BY STATUS RESEARCHING
STATUS SUGGESTED FAVORS
You can spend downtime accruing information about the
Lower Track the comings and goings of an employer or other creatures, myths, and mysteries of your campaign setting.
Class specific person for up to a week.
This activity typically requires access to some repository of
Ensure a particular door or window is left unlocked.
knowledge such as a noble’s private library, a public space
Discretely deliver a message or package.
like a college or university, witness or expert accounts,
Middle Find a supplier selling materials or equipment at a gossip gathered over drinks, or even a field study where
Class discounted rate.
your chosen topic occurs naturally.
Provide your party with free food and accommodations
for up to a week. To begin, discuss with your GM what you are looking
Agree to become your regular instructor (see the
for. Your GM then determines whether the information
Training activity in this section). is available (or alternatives if it isn’t), how much time you
Upper Get an invitation for you to an exclusive party or event. must spend to find and understand the information, and
Class Connect you with someone willing to buy or sell rare
possible limitations or hurdles that impede access.
goods or magic items. Time. To conduct research, a PC must spend at least one
Lend you a substantial amount of money (to be paid week of downtime reading, studying, attending lectures, or
back at a later date). conducting interviews where multiple sources of relevant
information are found.
Cost. Each week of downtime you spend researching, you
CRAFTING must spend at least 50 gp to cover expenses, or more if the
GM rules the information you seek is difficult to find. This
You can spend downtime creating nonmagical items like
cost represents materials purchased, palms greased to gain
the gear and objects found in Chapter 5: Equipment &
access, donations required to access public records, and
Magic Items. Crafting always requires the use of at least
similar expenses.
one type of tool that you are proficient with and access to
Resolution. At the end of each week spent researching, a
raw crafting materials.
PC makes an INT (Arcana), INT (History), INT (Nature),
Time. Your progress toward crafting items is measured
INT (Religion) check (or a similarly relevant ability check)
in days of downtime. For each workday spent crafting, you
to determine whether they learned any clues about the
can craft one item worth 10 gp or multiple items worth a
topic of their research, as shown on the Researching
combined total of 10 gp. If something you want to craft
Resolution table.
is worth more than that, you can spend multiple days of
downtime working to complete the item, making 10 gp REASEARCHING RESOLUTION
worth of progress each day, until it is completed. You don’t CHECK
need to work consecutive days to make progress, but the RESULT RESOLUTION
GM might rule you need to start over if long periods of time 1–5 Learn an incorrect “clue.” You believe it to be true
or lose an unused clue.
pass without resuming work on the same item.
6–10 Research leads to a dead end. You gain no clues.
More than one character can work together to craft
an item more quickly, as long as they are also proficient 11–15 Learn one clue.
with the relevant tools and have access to the appropriate 16–20 Learn two clues.
materials. The GM has final say on how many characters 21+ Learn three clues.
can work on a single item at once. A large project, such as
building a cart, might offer plenty of room for characters to
work together while a belt might be small enough that only
one character can work on it at a time. WHAT ABOUT MAGIC ITEMS?
Cost. Crafting items requires a PC to spend money on Very few people—even in high
materials necessary to make them. To craft an item, a fantasy settings—have the knowledge
PC must purchase materials equal to half the cost of the to make magic items. This scarcity is
item’s listed value (see costs for equipment in Chapter 5: important in most campaigns, which
Equipment & Magic Items). is one reason the crafting downtime
Resolution. Once all required components and tools are in activity can’t be used for magic items.
hand and downtime is spent, the item is successfully crafted. While magic item creation is outside the
scope of this book, more information
about crafting magic items can be found
in the Tales of the Valiant Game Master's Guide.

6 PLAYING THE GAME 237


USING CLUES Cost. A PC must pay an instructor at least 1 gp per week to
A clue is a secret or otherwise valuable piece of receive their tutelage, unless the GM determines that the
information regarding the subject of your research. When instructor requires a higher amount. Some instructors,
you gain a new clue, you can spend it immediately to have especially those gained through carousing, might require a
the GM give one true (and useful) fact about the research student to regularly perform tasks for them in addition to
topic you discussed with and GM when you began the paying money.
research downtime activity. Resolution. At the end of each week spent training, a PC
Alternatively, you can hold a clue to spend at a later time. rolls a d20 and adds their PB to determine the result of
A held clue can be used to automatically succeed on a their training as shown on the Training Resolution table.
future INT-based ability check made to learn about the Luck can be spent 1-for-1 to increase the result of this roll,
research topic. but Luck can’t be used to grant advantage on the roll and
A clue is a concise, specific, and true fact about a creature, no other features can modify it. Once the full time and cost
place, historical event, or item. The best clues provide are spent, your character learns the new feature.
helpful hints, warnings, or leads relevant to the story. The
TRAINING RESOLUTION
Sample Clues table contains some suggested clues.
CHECK
SAMPLE CLUES
RESULT RESOLUTION
1–5 Lose a week of progress toward your goal or you lose
RESEARCH
TOPIC SUGGESTED CLUES
your instructor and you must find another one before
you can continue training (player’s choice).
Creatures A list of immunities, vulnerabilities, and resistances
or similar mechanical information. 6–10 Make one week of progress toward your goal.
Details of where a particular creature might lair or 11–15 Make two weeks of progress toward your goal.
signs to detect its presence in a region. 16–20 Make three weeks of progress toward your goal, or
Lore about a particular creature’s history or origin. a number of weeks of progress equal to your PB
(whichever is higher).
Items The last known location of a particular magic item.
The name or history of an item’s creator. 21+ Halve the total number of remaining weeks needed to
meet your goal (to a minimum of 1 week remaining).
Properties of a magic item or signs of its use.
Places Directions to a particular location.
Hazards (magical or mundane) in an area. WORKING
Information on the customs of people in an area.
You can spend downtime earning income by engaging in a
profession or by taking odd jobs as work becomes available.
TRAINING To select this activity, you must have access to customers or
clients willing and able to pay for the services you offer.
You can spend downtime training to learn a new language,
Time. To work, a PC must spend at least one week of
gain proficiency with a skill, weapon, tool, or armor, or
downtime.
gain a new talent (provided you meet the prerequisites).
Resolution. At the end of a week spent working, the PC
Your GM might offer options for training different things
makes a single ability check using a skill or tool that the
as well.
PC and GM agree is most relevant to the type of work
To begin training, you need a skilled and willing
performed. The result of the check determines how much
instructor who speaks your language and can teach
money the PC earned for the week, as shown on the
you. The GM determines how long it takes to find an
Working Resolution table. Monetary values assume a
instructor and determines whether any ability checks are
standard economy in a typical fantasy setting, but the GM
required to convince the instructor to teach you. Note
should feel free to adjust these values as suits the needs of
that the Carousing downtime activity is an excellent way
the game.
to find a teacher.
Time. Training typically requires at least 50 weeks before WORKING RESOLUTION
mastering a new proficiency or talent, but the GM can CHECK
increase or decrease this number as makes sense for the RESULT RESOLUTION
pace and story of a campaign. Successful resolution checks 1–5 You earn 10 sp for the week
can dramatically shorten this time. 6–10 You earn 5 gp for the week
11–15 You earn 10 gp for the week
16–20 You earn 20 gp for the week
21+ You earn 20 gp for the week + bonus gp equal to
your PB × 5

238 PLAYER'S GUIDE


7 SPELLCASTING
Potent energies permeate the multiverse, and magic is the Creating a new spell is a work of creativity and effort,
manipulation of those energies to change reality. Those often resulting from a lifetime of study. Because of this,
who can harness such energies are called spellcasters, most casters choose their spells from established pools of
who are categorized into groups based on the source of knowledge.
their power. Regardless of where their power comes from,
the laws that rule these reality-shaping effects, known
as spells, are the same. This section outlines the rules of
SOURCES OF MAGIC
spellcasting and includes a selection of spells commonly All magic requires energy. The four sources of magic
seen throughout the Labyrinth. represent the four types of cosmic energy and each fuels
the abilities of different spellcasters. Every time a caster
produces a spell, they use their personal ability to draw
What Is a Spell? energy from one of the four sources of magic: Arcane,
Divine, Primordial, and Wyrd. This section explains each
A spell is a manipulation of reality combining will and one and its role in spellcasting.
energy. Every spell must have energy to fuel its effects and
a spellcaster to control that energy. Spells can accomplish ARCANE SOURCE
any number of things—harm, protection, problem-
Arcane casters draw power from measurable forces that
solving—all guided by a caster’s imagination.
govern material reality. This includes forces like heat,
space, and gravity. An Arcane caster can use a precise

7 SPELLCASTING 239
combination of words, gestures, and materials to ignite a Primordial magic is defined by how a caster interacts
roaring flame or link two distant locations. with energy that is actively present in the environment,
Arcane magic is governed by an extensive set of rules and whether amplifying, suppressing, altering, redirecting,
calculations, which a caster uses to enact effects. Due to its or encouraging it. A Primordial caster understands that a
complexity, Arcane spellcasting often resembles a fusion finite amount of energy exists in nature, and this magic tips
of philosophy and mystical workings. Harnessing magic the scales of balance in just the right ways to enact a caster’s
from this source requires creativity, precision, and a drive will. Primordial magic always draws from nature itself and
for perfection. can’t be accessed without placing its interests first.
The tools of Arcane magic are varied and often highly A spell might be Primordial if it:
personal to the caster. Common tools include runes,
• Alters or enhances a creature’s biological characteristics.
recitations, and hand gestures.
• Specifically interacts with plants or animals.
A spell might be Arcane if it:
• Replicates an effect that could possibly occur as a
• Detects, suppresses, ends, or otherwise interacts with natural phenomenon.
mechanical aspects of spellcasting.
• Harnesses elemental energy (acid, cold, fire, lightning, WYRD SOURCE
or thunder).
Wyrd casters draw power from forces that dwell beyond
• Interacts with a creature’s senses, whether to fool them material reality. A Wyrd caster can draw unnatural energy
or to extend their capabilities. to form a mass of writhing tendrils, summon a creature
from a different plane, or banish foes to the spinning void.
DIVINE SOURCE The use of Wyrd magic requires a caster to become
Divine casters draw power from the connectivity between a conduit. The caster is the material anchor that calls
beings. A Divine caster can imbue a dying creature with unnatural energies into the world, then shapes them to the
the will to live, channel a god’s wrath into a fierce storm, or caster’s will. Dealing with such bizarre forces is incredibly
restore withered crops to a starving community. dangerous, and tapping such powers usually requires the
Divine magic requires a connection between the caster assistance of beings familiar with the unfamiliar. Forging
and at least one other being to function. Harnessing magic a pact with an extraplanar being or negotiating with spirits
from this source requires devotion, awareness of others, that dwell beyond physical reality are common ways to
and belief in improving the world for those served. interact with Wyrd powers while shielding a caster from
The common model for Divine magic frames it within total ruin. Wyrd magic always breaks the physical world to
religious faith, where an individual enacts the will of a god. allow forces from beyond to creep in.
However, the Divine source is also accessible to a caster A spell might be Wyrd if it:
who acts out of devotion to a particular community, an evil • Summons a creature from a different plane or realm
pact set forth by a cult, or any similarly compelling external of existence.
source. Wherever need exists, there is the potential for
• Harnesses energy that isn’t elemental in nature.
Divine magic.
• Allows travel between different planes of existence.
A spell might be Divine if it:
• Specifically interacts with another creature’s life force,
whether to heal or harm. SPELL CIRCLES
Every spell has a circle, ranked from 1st to 9th. The higher
• Harnesses radiant or necrotic energy.
a spell’s circle, the more energy it requires to cast and the
• Specifies interaction with a deity or includes the word stronger its effect.
“faith” in the description.
Like the rings within a tree trunk, circles of magic encircle
one another. A novice spellcaster starts at the center of
PRIMORDIAL SOURCE the circle with access only to the 1st circle. As a spellcaster
Primordial casters draw power from the primal energies grows in ability, their power expands outward, giving
of nature. A Primordial caster can cause a forest to sprout them access to higher circles. The further a circle is from
from barren land, spur the rapid decay of flesh, or instantly the center, the higher level a spellcaster must be to use that
restructure their biology to change forms. circle’s spells.
Harnessing magic from this circle requires awareness of Each class provides a table of what spellcaster level you
the environment, knowledge of the building blocks of life, must achieve before you gain access to new spell circles.
and respect for the power inherent in nature. Typically, a spellcaster must be at least 17th level before
they can cast spells from the 9th—and final—circle.

240 PLAYER'S GUIDE


SPELL SLOTS ABJURATION
Spell slots are a measure of the reserves that a caster has to Abjuration spells use wards, shields, and other means
hold spell energy, like the reservoir behind a dam. Check of deflection to defend a target. Such spells might look
the progression table for your spellcasting class to see how like creating a force shield to block incoming missiles or
many spell slots your character has at a given level. As you imbuing a homestead with a ward to deter unwanted pests.
gain levels, you gain new slots to cast spells from higher
circles and additional slots to cast spells from lower circles. CONJURATION
A caster who has used all their spell slots is spent Conjuration spells restructure space, enabling objects,
physically and mentally. They’re out of reserves for further creatures, and other targets to be transported from place
spellcasting. To replenish spell slots, you must complete to place. Such spells might look like causing a lost key to
a short or long rest. Each class specifies which type of appear in your hand or creating a portal that allows for
rest is required and how many slots you regain when you instantaneous travel to another plane of existence.
complete one. This rest represents the time needed to
recover from the toll spellcasting takes on the body and DIVINATION
mind.
Divination spells collect information, allowing a user to
CASTING AT HIGHER CIRCLES glean locations, outcomes, or sensory feedback beyond the
limitations of standard perception. Such spells might look
Some spell descriptions end with an At Higher Circles like sensing the location of a hidden entrance or predicting
section. Casting a spell at a higher circle uses a higher spell the outcome of future events.
slot and increases the spell’s power.
When you cast a spell at a higher circle, the spell assumes ENCHANTMENT
all aspects of the higher circle for that casting. For instance,
Enchantment spells influence the minds of creatures,
if a wizard casts magic missile using a 2nd-circle spell slot,
allowing a user to manipulate emotions or behavior. Such
that magic missile is considered a 2nd-circle spell. Effectively,
spells might compel a creature to behave erratically or
the spell expands to fill the slot into which it is put.
convince a former enemy to perceive you as a trusted friend.

SCHOOLS OF MAGIC EVOCATION


Practitioners and sages have attempted to quantify and Evocation spells amplify and focus energy, allowing a user
categorize the complexities of magic into eight universally to create awesome—and often destructive—unnatural
recognized categories known as spell schools. These effects. Such spells might look like causing an object
schools have no inherent influence on a spell, but they help to emit light, causing the air to explode into flames, or
identify a spell’s effect. Specific class features or character stirring the skies into a raging storm.
abilities may refer to these schools. The eight schools are
broadly explained in this section.

7 SPELLCASTING 241
ILLUSION CANTRIPS
Illusion spells deceive the senses, allowing a user to Some spellcasters can cast a simple type of spell called a
mask or alter the truth and create objects that seem real. cantrip. A caster can cast a cantrip without using a spell slot
Such spells might allow a caster to completely alter their and without preparing it. Repeated practice has fixed the
appearance or torment enemies with nightmarish visions. spell in the caster’s mind and infused the caster with the
energy needed to produce the effect on demand. A cantrip’s
NECROMANCY spell circle is 0.
Necromancy spells manipulate the forces of life and death, Your character class defines whether you can access
allowing a user to heal, harm, or even raise creatures from cantrips and how many cantrips you know at each class level.
the dead. Such spells might cause a missing limb to regrow
or cause living flesh to instantly rot. RITUALS
Ritual spells are uniquely powerful magic that take 1
TRANSMUTATION
minute or longer to cast and often require costly material
Transmutation spells alter the forms of creatures or components. A caster can only learn ritual spells associated
objects, allowing a user to change or enhance them. Such with their source spell list. Your character class defines
spells might change lead into gold or transform an enemy whether you can access ritual spells and how many rituals
into a toad. you know at each class level.
Ritual spells don’t use spell slots and therefore can’t be
KNOWN SPELLS cast at higher circles (see Casting at Higher Circles in this
chapter) in the way standard spells can. However, certain
A spellcaster must be extremely familiar with a spell or
ritual spells automatically increase in power as a caster
possess a magic item imbued with the spell to cast it. Each
gains access to higher circle spell slots. This represents how
spellcasting class solves this familiarity issue differently.
casters channel greater amounts of magic as they advance
For example, a wizard catalogs their known spells in a
in level. For example, a 3rd-level cleric can cast the base
spellbook and can add to it when they discover a new spell.
version of the 2nd-circle ritual spell prayer of healing to heal
Your character class defines how many spells you know and
up to 2d8 + WIS modifier hit points. When that same cleric
can potentially learn as you gain more class levels.
gets access to 3rd-circle spell slots at 5th level, their prayer
of healing spell automatically becomes more powerful,
PREPARED SPELLS allowing them to heal up to 3d8 + WIS modifier hit points.
A prepared spell is ready to cast quickly, in the heat of
battle—all the reading and setup is done beforehand. Due
to the intense mental fortitude necessary, the number of
spells a caster can prepare at one time is generally limited.
Some spellcasters, such as clerics and wizards, must
prepare all their spells ahead of time through study or
meditation. Different spellcasting classes with shorter
known spell lists can automatically prepare all their
known spells.
Your character class defines what you must do to prepare
spells and how many spells you can have prepared at any
given level.

242 PLAYER'S GUIDE


For the purposes of setting DCs for effects like dispel LONGER CASTING TIMES
magic, ritual spells that scale are always assumed to be cast
Certain spells (particularly rituals) require more time to
at the highest circle the caster has access to or the spell’s
cast, often minutes or even hours. When you cast a spell with
listed circle, whichever is higher.
a casting time longer than a single action, bonus action, or
Otherwise, ritual spells follow normal spellcasting rules.
reaction, you must spend your action each turn casting,
and you must maintain concentration while you do so (see
CASTING IN ARMOR Concentration later in this section). If your concentration
Because of the mental focus and precise gestures required is broken, the spell fails, but the attempt doesn’t expend
for spellcasting, you must be proficient with any armor you a spell slot or material components unless the spell states
are wearing to cast a spell. You are otherwise too distracted otherwise. To try casting the spell again, you must start over.
and hampered for spellcasting.
RANGE
COMBINING MAGICAL EFFECTS The target of a spell must be within the spell’s range. For
The effects of different spells combine while the durations a spell like magic missile, the target is a creature. For a spell
of those spells overlap. The effects of the same spell cast like fireball, the target is a point in space where the ball of
multiple times don’t combine, however. Instead, the most fire erupts.
potent effect, such as the highest bonus from multiple Most spells have ranges expressed in feet. Some spells can
castings, applies while their durations overlap. target only a creature (including you) that you touch. Other
For example, if two wizards cast mage armor on the same spells, such as the shield spell, affect only you. These spells
target, that target gains the spell’s benefit only once; they have a range of self.
don’t get multiple AC bonuses. Spells that appear in cones or lines that originate from
you also have a range of self, indicating that the origin point

Elements of a Spell must be you (see Area of Effect).


Once a spell is cast, its effects aren’t limited by its range
unless the spell’s description says otherwise.
When a character casts a spell, the basic rules are the same
regardless of the spell circle or its source.
Each spell in this chapter includes basic information, AREA OF EFFECT
including the spell’s name, circle, source, school, casting Spells such as burning hands and cone of cold cover an area,
time, range, required components, and duration. Every allowing them to affect multiple creatures at once.
spell also contains a description of its effects. A spell’s description specifies its area of effect, which
typically has one of five different shapes: cone, cube,
cylinder, line, or sphere. Every area of effect has a point of
CASTING TIME origin, a location from which the spell’s energy erupts. The
Most spells require a single action to cast, but some can be rules for each shape specify how you position its point of
accomplished in a shorter or longer span. origin. Usually, it is a point in space that you choose within
the spell’s range, though some spells originate from a
BONUS ACTION creature or an object.
A spell cast with a bonus action is fast. You must use a A spell’s effect expands in straight lines from its point of
bonus action on your turn to cast the spell, provided you origin. If no unblocked straight line extends from the point
haven’t already taken a bonus action this turn. If you use of origin to a location within the area of effect, that location
your bonus action to cast a spell from the 1st circle or isn’t included in the spell’s area. To block one of these
higher on your turn, you can’t also use your action to cast a straight lines, an obstruction must provide total cover (see
spell from the 1st circle or higher during the same turn. Cover in Chapter 6).

REACTION CONE
Some spells can be cast as reactions. These spells take A cone extends in a direction you choose from its point of
a fraction of a second to bring about and are cast in origin (typically the spellcaster). A cone’s width at a given
response to specific triggering events. If a spell can be cast point along its length is equal to that point’s distance
as a reaction, the spell description specifies the trigger from the point of origin. A cone’s area of effect specifies its
condition that must be met before the spell can be cast. maximum length.
A cone’s point of origin isn’t included in the cone’s area of
effect unless you decide otherwise.

7 SPELLCASTING 243
POINT OF ORIGIN

CUBE COMPONENTS
You select a cube’s point of origin, which lies anywhere on A spell’s components are the physical requirements you
one face of the cubic effect. The cube’s size is expressed as must provide to cast it. Each spell’s description indicates
the length of each side. whether it requires verbal (V), somatic (S), or material (M)
A cube’s point of origin isn’t included in the cube’s area of components. If you can’t provide one or more of a spell’s
effect unless you decide otherwise. components, you can’t cast the spell.

CYLINDER VERBAL (V)


A cylinder’s point of origin is the center of a circle of a Most spells require the chanting of mystic words. The
particular radius, as given in the spell description. The combination of sounds, with specific pitch and resonance,
circle with the point of origin must either be on the ground sets the magic in motion. Thus, a character who is gagged,
or at the height of the spell effect. The energy in a cylinder affected by the deafened condition (see Appendix A:
expands in straight lines from the point of origin to the Conditions), or in an area of silence, such as one created by
perimeter of the circle, forming the base of the cylinder. the silence spell, can’t cast a spell with a verbal component.
The spell’s effect then shoots up from the base or down
SOMATIC (S)
from the top to a distance equal to the height of the
cylinder. Spellcasting might include a forceful gesticulation or
A cylinder’s point of origin is included in the cylinder’s an intricate set of motions. If a spell requires a somatic
area of effect. component, the caster must have free use of at least one
hand to perform these gestures. Note this means spells
LINE with somatic components typically can’t be cast while
holding a weapon in one hand and a shield in the other.
A line extends from its point of origin in a straight path up
to its length and covers an area defined by its width. MATERIAL (M)
A line’s point of origin isn’t included in the line’s area of Casting some spells requires specific objects detailed
effect unless you decide otherwise. in parentheses in the component entry. A character
can typically use a component pouch or a spellcasting
SPHERE focus (see Equipment in Chapter 5) in place of material
You select a sphere’s point of origin, and the sphere extends components specified for a spell. However, if a specific cost
outward from that point. The sphere’s size is expressed as a is indicated for a material component, a pouch or focus
radius in feet that extends from the point. can’t substitute for it. The character must have that specific
A sphere’s point of origin is included in the sphere’s area component to cast the spell. If a spell specifies a cost for
of effect. a material component, the component provided must be
worth at least the listed amount, but a suitable component
worth more than the specified amount can be used.
If a spell states that a material component is consumed by
the spell, the caster must provide this component for each
casting of the spell.
A spellcaster must have a hand free to access a spell’s
material components—or to hold a spellcasting focus—
but it can be the same hand that they use to perform
somatic components.

244 PLAYER'S GUIDE


DURATION DESCRIPTION
A spell’s duration is the length of time the spell persists. Each spell includes a description of its effects, including
A duration can be expressed in rounds, minutes, or even key information about how the spell works. When a spell
years. Some spells specify that their effects last until the refers to a creature with a particular challenge rating, it is
spells are dispelled or destroyed. abbreviated to CR.

INSTANTANEOUS TARGET
Many spells are instantaneous. The spell harms, heals, A typical spell requires you to pick one or more targets to
creates, or alters a creature or an object in a way that can’t be affected by the spell’s magic. A spell tells you whether
be dispelled, because its magic exists only for an instant. the spell targets creatures, objects, or a point of origin for
Some spells list an instantaneous duration but create long- an area of effect (see Area of Effect in this chapter).
lasting effects described in detail in the spell description. Unless a spell has a perceptible effect, a creature might
not know it was targeted by a spell at all. An effect like
CONCENTRATION crackling lightning is obvious, but a more subtle effect,
Some spells require concentration to keep the magic active. such as an attempt to read a creature’s thoughts, typically
If you lose concentration on a spell that requires it, the goes unnoticed unless a spell says otherwise.
spell ends. A CLEAR PATH TO THE TARGET
If a spell must be maintained with concentration, it will To target something, you must have a clear path to it, so it
say so in its duration entry, and it specifies how long you can’t be behind total cover (see Cover in Chapter 6).
can concentrate on it. You can end concentration at any If you place an area of effect at a point that you can’t see
time (no action required). and an obstruction, such as a wall, is between you and
Normal activity, such as moving and attacking, doesn’t the point, the point of origin appears on the side of that
interfere with concentration. The following factors can obstruction nearest to you.
break concentration:
• Casting another spell that requires concentration. TARGETING YOURSELF
You immediately lose concentration on the first spell if If a spell targets a creature of your choice, you can choose
you cast another spell that requires concentration. You yourself unless the spell says otherwise. For example,
can’t concentrate on two spells at once. some spells specify that the target must be hostile to you or
specifically a creature other than you. If you are in the area
• Taking damage. When you take damage while you
of effect of a spell you cast, you can target yourself.
are concentrating on a spell, you must make a CON
save to maintain your concentration. The DC of this
save equals 10 or half the damage you take, whichever
SPELL SAVES
number is higher. If you take damage from multiple Many spells specify that a target can make a save to avoid
sources, such as an arrow and a dragon’s breath, make a some or all of a spell’s effects. The spell specifies the ability
separate save for each source of damage. the target uses for the save, such as DEX or WIS, and what
• Being incapacitated or killed. You lose concentration happens on a success or failure.
on a spell if you are incapacitated or if you die. The DC to resist a spell equals 8 + your spellcasting
The GM might also decide that certain environmental ability modifier + your PB + any special modifiers. Your
phenomena, such as a wave crashing over you while you’re spellcasting class typically dictates which spellcasting
on a storm-tossed ship, require you to succeed on a CON ability modifier you use.
save to maintain concentration on a spell.
SPELL ATTACK ROLLS
Some spells require the caster to make an attack roll to
determine whether the spell effect hits the intended target.
Your attack bonus for a spell attack equals your spellcasting
ability modifier + your PB. Your spellcasting class typically
dictates which spellcasting ability modifier you use.
Most spells that require attack rolls involve ranged
attacks. Remember that you have disadvantage on a ranged
attack roll if you are within 5 feet of a hostile creature that
can see you and isn’t incapacitated.

7 SPELLCASTING 245
Spell Lists 2ND CIRCLE
Acid Arrow (Evocation) Ranged acid
This section lists the spells available to casters of the various circles of magic. Each attack.
list is organized by source, then by spell circle. Each spell also belongs to a school Blindness/Deafness (Necromancy) Blind
of magic, identified in parentheses after the spell’s name. Finally, each spell or deafen foe.
includes a brief summary of its effects. These summaries aren't comprehensive; Blur (Illusion) Blur self to give
they’re meant as reminders and introductions to help you make quick choices disadvantage.
when consulting the spell lists. Continual Flame (Evocation) Heatless,
long-lasting flame.
Darkness (Evocation) 15-ft. radius
1ST CIRCLE
ARCANE SPELL LIST magical darkness.
These spells are available to Burning Hands (Evocation) Fire harms Darkvision (Transmutation) Allies can
casters who draw power from foes, ignites objects. see in the dark.
the Arcane source. Charm (Enchantment) Compel Detect Thoughts (Divination) Know a
creature to trust you. creature’s thoughts.
CANTRIPS Color Spray (Illusion) 15-ft. cone of light Elemental Blade (Evocation) Deal
Acid Splash (Conjuration) Acid bursts blinds foes. melee elemental damage.
over foes. Comprehend Languages (Divination) Enlarge/Reduce (Transmutation) Alter
Dancing Lights (Evocation) Make and Understand literal meanings. a target’s size.
control four lights. Detect Magic (Divination) Sense nearby Flaming Sphere (Evocation) Move fire
Fire Bolt (Evocation) Fire harms foe, magic. to harm and ignite.
ignites objects. Disguise Self (Illusion) Change your Gear Barrage (Conjuration) Cone of
Grave Touch (Necromancy) Necrotic basic appearance. gears deals slashing.
harm, prevent healing. Expeditious Retreat (Transmutation) Gust of Wind (Evocation) Wind pushes
Light (Evocation) Object emits bright Dash as a bonus action. and disperses.
light. False Life (Necromancy) Gain Heat Metal (Transmutation) Make
Mage Hand (Conjuration) Magical temporary hit points. metal too hot to use.
hand for simple tasks. Feather Fall (Transmutation) Targets Hold (Enchantment) Paralyze a
Mending (Transmutation) Minor fall slowly. Medium creature.
repairs to an object. Floating Disk (Conjuration) Floating Invisibility (Illusion) Ally becomes
Message (Enchantment) Only target platform carries 500 lbs. invisible.
hears your whisper. Fog Cloud (Conjuration) Fog obscures Knock (Transmutation) Open a locked
Minor Illusion (Illusion) Small illusory an area. object.
sound or image. Grease (Conjuration) Create slippery Levitate (Transmutation) Target hovers
Poison Spray (Conjuration) Poison foe terrain. at your command.
at 10 ft. Hideous Laughter (Enchantment) Foe Magic Weapon (Transmutation)
Prestidigitation (Transmutation) laughs uncontrollably. Enchant a weapon for 1 hour.
Harmless magical effect. Longstrider (Transmutation) Boost Mirror Image (Illusion) Copies of you
Ray of Frost (Evocation) Cold harms speed and jump distance. deflect attacks.
and slows foe. Mage Armor (Abjuration) Protect an Misty Step (Conjuration) Quick
Shocking Grasp (Evocation) Lightning unarmored ally. teleport at short range.
harms and slows. Magic Missile (Evocation) Guaranteed Ray of Enfeeblement (Necromancy) Sap
Vicious Mockery (Enchantment) force damage. a foe’s strength.
Psychic harm and disadvantage. Pendulum (Enchantment) Alter Rope Trick (Conjuration)
target’s probabilities. Extradimensional hideaway.
Shield (Abjuration) Repel an incoming Scorching Ray (Evocation) Launch
attack. three fire rays.
Silent Image (Illusion) Make a small See Invisibility (Divination) See
visual illusion. invisible and ethereal.
Sleep (Enchantment) Lull foes into Shatter (Evocation) 10-ft. radius
sleep. thunder.
Thunderwave (Evocation) Push and Spider Climb (Transmutation) Walk on
damage foes. walls and ceilings.

246 PLAYER'S GUIDE


Suggestion (Enchantment) Creature 4TH CIRCLE Seeming (Illusion) Disguise self for a
obeys your order. group.
Arcane Eye (Divination) Floating eye to
Web (Conjuration) 20-ft. cube of sticky Telekinesis (Transmutation) Move
spy through.
web. targets with your mind.
Banishment (Abjuration) Send target to
Telepathic Bond (Divination) Connect
another plane for 1 min.
3RD CIRCLE allies’ thoughts.
Compulsion (Enchantment) Charm foes
Blink (Transmutation) Fast shift to Wall of Force (Evocation) Shape force
to move as you will.
ethereal and back. wall to block passage.
Confusion (Enchantment) Targets act at
Counterspell (Abjuration) Interrupt Wall of Stone (Evocation) Shape a thick
random.
target’s spell. stone wall.
Conjure Minor Elementals (Conjuration)
Dispel Magic (Abjuration) Break an Call Elementals to help.
ongoing spell. 6TH CIRCLE
Dimension Door (Conjuration) Teleport
Fear (Illusion) Frighten a group. 500 ft. for two. Blade Barrier (Evocation) Make a wall
Fireball (Evocation) Explode fire in Elemental Shield (Evocation) Resist an of deadly blades.
20-ft. radius. element, deal it when hit. Chain Lightning (Evocation) Lightning
Fly (Transmutation) Ally gets 60 ft. Freedom of Movement (Abjuration) Ally to targets in series.
flying speed. can’t be slowed or hindered. Circle of Death (Necromancy) Necrotic
Gaseous Form (Transmutation) Ally Greater Invisibility (Illusion) Better in 60-ft. radius.
becomes a slow cloud. invisibility.
Haste (Transmutation) Ally speed × 2, Ice Storm (Evocation) Bludgeoning and
+2 AC, more fast boosts. cold hail.
Hypnotic Pattern (Illusion) Charm foes Phantasmal Killer (Illusion) Frighten,
in 30-ft. cube. psychic to foe.
Lightning Bolt (Evocation) Deal Polymorph (Transmutation) Turn
lightning in a line. creature into a Beast.
Major Image (Illusion) Make a complex Resilient Sphere (Evocation) Target in
illusion. sphere can’t be hurt.
Nondetection (Abjuration) Hide target Wall of Fire (Evocation) Shape fire wall
from divination. that deals fire.
Protection from Energy (Abjuration) Ally
has damage type resistance. 5TH CIRCLE
Sending (Enchantment) Send a 25-word Animate Objects (Transmutation)
message anywhere. Objects become Constructs for 1 min.
Slow (Transmutation) Foes move and Arcane Hand (Evocation) Giant fist
act slowly. fights for you.
Stinking Cloud (Conjuration) 20-ft. Cloudkill (Conjuration) 20-ft. cloud
cloud nauseates, obscures. deals poison.
Tongues (Divination) Target Cone of Cold (Evocation) 60-ft. cone of
understands all language. cold.
Vampiric Touch (Necromancy) Harm Conjure Elemental (Conjuration) Call an
another to heal yourself. Elemental to help.
Water Breathing (Transmutation) Allies Dominate (Enchantment) Control a
breathe underwater. Medium creature.
Wind Wall (Evocation) Shape a wall of Greater Hold (Enchantment) Paralyze
strong wind. any creature.
Legend Lore (Divination) Instantly
know about a legend.
Mislead (Illusion) Make decoy, become
invisible.
Modify Memory (Enchantment) Change
memory of an event.
Passwall (Transmutation) Make an
opening on a surface.

7 SPELLCASTING 247
Disintegrate (Transmutation) Force, Incendiary Cloud (Conjuration) 20-ft. 3RD CIRCLE
utter destruction at 0 HP. radius fire cloud for 1 min.
Animate Dead (Necromancy) Make a
Freezing Sphere (Evocation) Cold Maze (Conjuration) Send target to
skeleton or zombie.
sphere, use now or later. demiplane maze.
Clairvoyance (Divination) View or hear
Globe of Invulnerability (Abjuration) Mind Blank (Abjuration) Block all
up to 1 mile away.
Block spells in 10-ft. radius of you. mental effects.
Glyph of Warding (Abjuration) Leave an
Irresistible Dance (Enchantment) Foe Power Word Stun (Enchantment) Stun a
invisible trap.
dances uncontrollably. foe up to 150 HP.
Magic Circle (Abjuration) Ward against
Mass Suggestion (Enchantment) Group creature types.
obeys your order. 9TH CIRCLE
Tiny Hut (Evocation) Dome blocks
Programmed Illusion (Illusion) Gate (Conjuration) Link to another passage to inside.
Complex illusion acts on cue. plane.
True Seeing (Divination) Ally sees Meteor Swarm (Evocation) Rain 4TH CIRCLE
things truly. massive harm in huge area.
Fabricate (Transmutation) Make items
Wall of Ice (Evocation) Shape ice wall Power Word Kill (Enchantment) Kill a
from raw materials.
that deals cold. foe up to 100 HP.
Hallucinatory Terrain (Illusion) Terrain
Prismatic Wall (Abjuration) Rainbow
appears as you will it.
7TH CIRCLE wall deals layers of harm.
Private Sanctum (Abjuration) Ensure
Arcane Sword (Evocation) Sword fights Time Stop (Transmutation) Take 1d4 +
an area’s privacy.
for you. 1 turns in a row.
Secret Chest (Abjuration) Hide chest in
Delayed Blast Fireball (Evocation) True Polymorph (Transmutation) Turn
Ethereal Plane.
Fireball, after a delay. target into anything.
Etherealness (Transmutation) Travel to, Weird (Illusion) Better phantasmal 5TH CIRCLE
in Ethereal Plane. killer.
Contact Other Plane (Divination) Ask an
Finger of Death (Necromancy) Major Wish (Conjuration) Wish for anything.
entity five questions.
necrotic, zombify Humanoid.
Creation (Illusion) Make an object
Fire Storm (Evocation) Ten 10-ft. cubes
of fire. ARCANE RITUAL LIST from shadow.
These rituals are available to Dream (Illusion) Visit targets’ dreams.
Forcecage (Evocation) Imprison foes
casters who draw power from Geas (Enchantment) Compel target to
for 1 hour.
the Arcane source. obey you.
Prismatic Spray (Evocation) Rainbow
Planar Binding (Abjuration) Bind
rays deal random effects.
1ST CIRCLE planar creature to service.
Project Image (Illusion) Perceive
Alarm (Abjuration) Set an alarm for Scrying (Divination) Superior spying
through illusion of you.
intruders. method.
Reverse Gravity (Transmutation) Down
Create Familiar (Transmutation) Make Teleportation Circle (Conjuration)
is up in 50-ft. radius.
a Beast to serve you. Teleport to fixed locations.
Sequester (Transmutation) Hide target
in stasis. Identify (Divination) Discover magic
6TH CIRCLE
Teleport (Conjuration) Send allies on target.
anywhere you know. Illusory Script (Illusion) Write hidden Contingency (Evocation) Set a spell for
messages. just in case.
8TH CIRCLE Unseen Servant (Conjuration) Make an Create Undead (Necromancy) Make
invisible helper. ghouls or worse Undead.
Antimagic Field (Abjuration) No magic
Guards and Wards (Abjuration) Many
works in 10-ft. radius of you.
2ND CIRCLE effects to guard a building.
Demiplane (Conjuration) Door to a
Arcane Lock (Abjuration) Lock a door, Instant Summons (Conjuration) Mark
small dimension.
chest, etc. an item to summon later.
Feeblemind (Enchantment) Deal
psychic; foe’s INT, CHA = 1. Arcanist’s Magic Aura (Illusion) Ally
7TH CIRCLE
Glibness (Transmutation) Your CHA deceives divinations.
check, save roll is 15. Locate (Divination) Find a target. Magnificent Mansion (Conjuration) An
Greater Dominate (Enchantment) Magic Mouth (Illusion) Object speaks extradimensional dwelling.
Control any creature. your message. Mirage Arcane (Illusion) Better
hallucinatory terrain.

248 PLAYER'S GUIDE


Simulacrum (Illusion) Inferior copy of Divine Favor (Evocation) Your weapon
someone. deals extra radiant.
Symbol (Abjuration) Powerful glyph, Guiding Bolt (Evocation) Radiant
many effects. harms and halos foe.
Healing Word (Necromancy) Minor
8TH CIRCLE heal at 60 ft.
Antipathy/Sympathy (Enchantment) Heroism (Enchantment) Ally is
Repel or attract creatures. immune to fear, gains temporary HP.
Clone (Necromancy) Backup body for a Inflict Wounds (Necromancy) Average
creature. necrotic to foe.
Protection from Evil and Good
9TH CIRCLE (Abjuration) Ward against creature
types.
Astral Projection (Necromancy) Group
travel to Astral Plane. Sanctuary (Abjuration) Ward a creature
against attacks.
Foresight (Divination) Ally sees
immediate future. Shield of Faith (Abjuration) Creature
gets +2 AC.
Imprisonment (Abjuration) Create a
unique prison.
2ND CIRCLE
Aid (Abjuration) Raises current and
DIVINE SPELL LIST maximum HP.
These spells are available to Blindness/Deafness (Necromancy) Blind
casters who draw power from or deafen foe.
the Divine source. Branding Smite (Evocation) Better
divine favor.
CANTRIPS
Calm Emotions (Enchantment) Soothe
Guidance (Divination) Ally adds d4 to riled-up Humanoids.
ability check. Gentle Repose (Necromancy) Ward
Light (Evocation) Object emits bright corpse from decay, undeath.
light. Hold (Enchantment) Paralyze a
Mending (Transmutation) Minor Medium creature.
repairs to an object. Protection from Poison (Abjuration)
Resistance (Abjuration) Ally adds d4 to Stop, resist poison for ally.
save. Ray of Enfeeblement (Necromancy) Sap
Sacred Flame (Evocation) Foe has no 3RD CIRCLE
a foe’s strength.
cover from radiant. Restoration (Abjuration) Cure disease Beacon of Hope (Abjuration) Give
Spare the Dying (Necromancy) Stabilize or condition on ally. advantage, maximize heals.
a dying creature. See Invisibility (Divination) See invisible Bestow Curse (Necromancy) Choose a
Thaumaturgy (Transmutation) and ethereal. bad effect for a foe.
Harmless display of power. Silence (Illusion) 20-ft. radius Create Food and Water (Conjuration) 45
deafening quiet. lbs. food, 30 gallons water.
1ST CIRCLE Daylight (Evocation) Create a sphere of
Spiritual Weapon (Evocation) Spectral
Bane (Enchantment) Foes subtract d4 weapon deals force. daylight.
from rolls. Suggestion (Enchantment) Creature Dispel Magic (Abjuration) Break an
Bless (Enchantment) Allies add d4 to obeys your order. ongoing spell.
rolls. Warding Bond (Abjuration) Halve, Mass Healing Word (Necromancy)
Command (Enchantment) Creature share pain with ally. Minor heal to many at 60 ft.
obeys one-word order. Zone of Truth (Enchantment) Targets Protection from Energy (Abjuration) Ally
Cure Wounds (Necromancy) Average can’t lie. has damage type resistance.
heal to ally. Remove Curse (Abjuration) End curses
Detect Evil and Good (Divination) affecting ally.
Locate creature types nearby. Revivify (Necromancy) Resurrect 1
minute dead.

7 SPELLCASTING 249
Sending (Enchantment) Send a Harm (Necromancy) Necrotic that 2ND CIRCLE
25‑word message anywhere. won’t quite kill.
Augury (Divination) Get an omen
Spirit Guardians (Conjuration) Spirits Heal (Necromancy) Major heal to
about your plans.
damage foes around you. creature.
Find Steed (Conjuration) Call, bond
Tongues (Divination) Target Sunbeam (Evocation) Line of blinding
with a mount.
understands all language. radiant.
Locate (Divination) Find a target.
Vampiric Touch (Necromancy) Harm True Seeing (Divination) Ally sees
Prayer of Healing (Evocation) Moderate
another to heal yourself. things truly.
heal to allies.
Word of Recall (Conjuration) Teleport
4TH CIRCLE group to chosen place.
3RD CIRCLE
Banishment (Abjuration) Send target to
7TH CIRCLE Animate Dead (Necromancy) Make a
another plane for 1 min.
skeleton or zombie.
Blight (Necromancy) Necrotic to living Divine Word (Evocation) Banish, harm
Clairvoyance (Divination) View or hear
creature. extraplanar foes.
up to 1 mile away.
Compulsion (Enchantment) Charm Finger of Death (Necromancy) Major
Magic Circle (Abjuration) Ward against
foes to move as you will it. necrotic, zombify Humanoid.
creature types.
Confusion (Enchantment) Targets act at Plane Shift (Conjuration) Take allies or
Speak with Dead (Necromancy) Ask a
random. banish foe to plane.
corpse five questions.
Control Water (Transmutation) Make Sequester (Transmutation) Hide target
water move as you will it. in stasis.
4TH CIRCLE
Death Ward (Abjuration) Ally has 1 HP
8TH CIRCLE Divination (Divination) Question the
when it would have 0 HP.
future or present.
Faithful Hound (Conjuration) Invisible Glibness (Transmutation) Your CHA
Private Sanctum (Abjuration) Ensure
sentry barks and bites. check, save roll is 15.
an area’s privacy.
Freedom of Movement (Abjuration) Ally Holy Aura (Abjuration) Allies light up,
can’t be slowed or hindered. boost defenses.
5TH CIRCLE
Guardian of Faith (Conjuration) Sentry Power Word Stun (Enchantment) Stun a
deals radiant to nearby foes. creature up to 150 HP. Geas (Enchantment) Compel target to
obey you.
Sunburst (Evocation) 60-ft. radius
5TH CIRCLE blinding radiant. Hallow (Abjuration) Ward from
creature types, more effects.
Antilife Shell (Abjuration) 10-ft. field
9TH CIRCLE Planar Binding (Abjuration) Bind
blocks the living.
planar creature to service.
Contagion (Necromancy) Sicken foe Mass Heal (Necromancy) Heal 700 HP
Raise Dead (Necromancy) Resurrect 10
with disease. across allies.
days dead.
Dispel Evil and Good (Abjuration) Send Power Word Kill (Enchantment) Kill a
Scrying (Divination) Superior spying
creature types home. foe up to 100 HP.
method.
Flame Strike (Evocation) 10-ft. radius Power Word Recover (Enchantment)
column of fire, radiant. Fully heal an ally.
6TH CIRCLE
Greater Hold (Enchantment) Paralyze Storm of Vengeance (Conjuration)
any creature. Increasing harm for 10 rounds. Create Undead (Necromancy) Make
Greater Restoration (Abjuration) Better ghouls or worse Undead.
restoration. Forbiddance (Abjuration) Ward area
Legend Lore (Divination) Instantly DIVINE RITUAL LIST against magical travel.
know about a legend. These rituals are available to Heroes’ Feast (Conjuration) Feast gives
Mass Cure Wounds (Necromancy) casters who draw power from eaters benefits.
Average heal to allies. the Divine source. Planar Ally (Conjuration) Call for
extraplanar aid.
6TH CIRCLE 1ST CIRCLE
7TH CIRCLE
Circle of Death (Necromancy) Necrotic Detect Poison and Disease (Divination)
in 60-ft. radius. Sense nearby poison, disease. Regenerate (Transmutation) Heal
Flesh to Stone (Transmutation) Slowly Purify Food and Drink (Transmutation) creature slowly, completely.
petrify creature. Make food, drink safe to eat. Resurrection (Necromancy) Resurrect
100 years dead.

250 PLAYER'S GUIDE


8TH CIRCLE Goodberry (Transmutation) Ten berries Pass Without Trace (Abjuration) Group
heal 1 HP each. has +10 Stealth, no tracks.
Antipathy/Sympathy (Enchantment)
Longstrider (Transmutation) Boost Protection from Poison (Abjuration)
Attract or repel creatures.
speed and jump distance. Stop, resist poison for ally.
Control Weather (Transmutation)
Speak with Animals (Divination) Restoration (Abjuration) Cure disease
Change weather within 5 miles.
Converse with Beasts. or condition on target.
9TH CIRCLE
Thunderwave (Evocation) Push and Spider Climb (Transmutation) Walk on
damage foes. walls and ceilings.
Foresight (Divination) Ally sees
Spike Growth (Transmutation) Hidden
immediate future. 2ND CIRCLE ground deals piercing.
True Resurrection (Necromancy)
Alter Self (Transmutation) Change your Wildsense (Divination) Perceive
Resurrect 200 years dead.
form and appearance. through a Beast’s senses.
Barkskin (Transmutation) Ally’s AC is
PRIMORDIAL SPELL LIST at least 16. 3RD CIRCLE
These spells are available to c Darkvision (Transmutation) Allies can Call Lightning (Conjuration) Lightning
asters who draw power from see in the dark. in 60-ft. radius.
the Primordial source. Enhance Ability (Transmutation) Boost Conjure Animals (Conjuration) Call
an ability score for 1 hr. Beasts to help.
CANTRIPS Enlarge/Reduce (Transmutation) Alter Create Food and Water (Conjuration) 45
Dancing Lights (Evocation) Make and a target’s size. lbs. food, 30 gal. water.
control four lights. Flaming Sphere (Evocation) Move fire to Daylight (Evocation) Create a sphere
Druidcraft (Transmutation) Harmless harm and ignite. of daylight.
natural effects. Gust of Wind (Evocation) Wind pushes
Poison Spray (Conjuration) Poison foe and disperses.
at 10 ft. Heat Metal (Transmutation) Make
Produce Flame (Conjuration) Fire for metal too hot to use.
light or harm to target. Moonbeam (Evocation) Vertical
Resistance (Abjuration) Ally adds d4 to beam of radiant for 1 min.
save.
Shillelagh (Transmutation) Empower
your wooden weapon.
Shocking Grasp (Evocation) Lightning
harms and slows.

1ST CIRCLE
Animal Friendship (Enchantment)
Charm a Beast for a day.
Burning Hands (Evocation) Fire harms
targets, ignites objects.
Create or Destroy Water (Transmutation)
Affect gallons of water.
Cure Wounds (Necromancy) Average
heal to ally.
Entangle (Conjuration) Restrains
targets in 20-ft. square.
Expeditious Retreat (Transmutation)
Dash as a bonus action.
Feather Fall (Transmutation) Targets
fall slowly.
Fire Under the Tongue (Transmutation)
Eat fire, use it later.
Fog Cloud (Conjuration) Fog obscures
an area.

7 SPELLCASTING 251
Fly (Transmutation) Ally gets 60 ft.
flying speed.
Tree Stride (Conjuration) Teleport 500
feet using trees.
PRIMORDIAL RITUAL LIST
These rituals are available to
Gaseous Form (Transmutation) Ally Wall of Stone (Evocation) Shape a thick
casters who draw power from
becomes a slow cloud. stone wall.
the Primordial source.
Meld into Stone (Transmutation) Hide
inside a stone surface. 6TH CIRCLE 1ST CIRCLE
Plant Growth (Transmutation) Plants Heal (Necromancy) Major heal to Detect Poison and Disease (Divination)
slow movement or grow richly. creature. Sense nearby poison, disease.
Protection from Energy (Abjuration) Ally Move Earth (Transmutation) Shape Purify Food and Drink (Transmutation)
has damage type resistance. terrain as you will it. Make food, drink safe to eat.
Sleet Storm (Conjuration) Ice disrupts Sunbeam (Evocation) Line of blinding
movement, concentration. radiant. 2ND CIRCLE
Speak with Plants (Transmutation) Transport via Plants (Conjuration)
Converse with Plants. Animal Messenger (Enchantment) Tiny
Better tree stride.
Beast delivers a message.
Water Breathing (Transmutation) Allies Wall of Ice (Evocation) Shape ice wall
breathe underwater. Circle of Stones (Abjuration) Magic
that deals cold.
rocks attack trespassers.
Wind Wall (Evocation) Shape a wall of Wall of Thorns (Evocation) Thorns
strong wind. Find Steed (Conjuration) Call, bond
pierce those who pass.
with a mount.
Wind Walk (Transmutation) Allies
4TH CIRCLE Locate (Divination) Find a target.
become fast clouds.
Blight (Necromancy) Necrotic to living
3RD CIRCLE
creature. 7TH CIRCLE
Conjure Woodland Beings (Conjuration) Trestle (Conjuration) Vines make
Fire Storm (Evocation) Ten 10-ft. cubes
Call Fey to help. climbing easy.
of fire.
Control Water (Transmutation) Make Water Walk (Transmutation) Allies can
Four Winds (Transmutation)
water move as you will it. walk on liquids.
Whirlwinds bludgeon, toss foes.
Giant Insect (Transmutation) Make Reverse Gravity (Transmutation) Down
4TH CIRCLE
target insects giant. is up in 50-ft. radius.
Ice Storm (Evocation) Bludgeoning and Briar Rose (Enchantment) Flower
Transmogrification (Transmutation)
cold hail. induces long slumber.
Give yourself monstrous traits.
Polymorph (Transmutation) Turn Song of the Forest (Transmutation)
creature into a Beast. 8TH CIRCLE
Sense everything sharply.
Stone Shape (Transmutation) Mold
Animal Shapes (Transmutation) Turn
stone into any shape. 5TH CIRCLE
allies into Beasts.
Stoneskin (Abjuration) Ally has Awaken (Transmutation) Make a Beast
Earthquake (Evocation) Open fissures,
resistance to weapon harm. or Plant sentient.
harm structures.
Wall of Fire (Evocation) Shape fire wall Commune with Nature (Divination) Get
Sunburst (Evocation) 60-ft. radius
that deals fire. facts about surrounding area.
blinding radiant.
Reincarnate (Transmutation) Dead
Tidal Wave (Evocation) Call a massive
5TH CIRCLE Humanoid returns in new body.
wave of water.
Antilife Shell (Abjuration) 10-ft. field
blocks the living. 6TH CIRCLE
9TH CIRCLE
Cone of Cold (Evocation) 60-ft. cone of Find the Path (Divination) Know the
Mass Heal (Necromancy) Heal 700 HP
cold. most expedient route.
across targets.
Contagion (Necromancy) Sicken foe Heroes’ Feast (Conjuration) Feast gives
Meteor Swarm (Evocation) Rain
with disease. eaters benefits.
massive harm in huge area.
Greater Restoration (Abjuration) Better
Shapechange (Transmutation) Turn into
restoration. 7TH CIRCLE
anything.
Insect Plague (Conjuration) Call a Oculus Blossoms (Divination) Spy
Storm of Vengeance (Conjuration)
swarm of biting locusts. through flowers.
Increasing harm for 10 rounds.
Mass Cure Wounds (Necromancy) Regenerate (Transmutation) Heal
True Polymorph (Transmutation) Turn
Average heal to allies. creature slowly, completely.
target into anything.

252 PLAYER'S GUIDE


8TH CIRCLE Hideous Laughter (Enchantment) Foe Major Image (Illusion) Make a complex
laughs uncontrollably. illusion.
Antipathy/Sympathy (Enchantment)
Attract or repel creatures. Inflict Wounds (Necromancy) Average Nondetection (Abjuration) Hide target
necrotic to foe. from divination.
Control Weather (Transmutation)
Change weather within 5 miles. Protection from Evil and Good Remove Curse (Abjuration) End curses
(Abjuration) Ward against creature affecting ally.
9TH CIRCLE
types. Revivify (Necromancy) Resurrect 1
Sleep (Enchantment) Lull foes into minute dead.
Metamorphosis (Transmutation)
sleep. Sending (Enchantment) Send a 25-word
Permanently alter ally’s form.
message anywhere.
2ND CIRCLE Spirit Guardians (Conjuration) Spirits
WYRD SPELL LIST Blindness/Deafness (Necromancy) Blind damage foes around you.
Stinking Cloud (Conjuration) 20-ft.
These spells are available to or deafen foe.
Darkness (Evocation) 15-ft. radius cloud nauseates, obscures.
casters who draw power from
magical darkness. Vampiric Touch (Necromancy) Harm
the Wyrd source.
Detect Thoughts (Divination) Know a another to heal yourself.
CANTRIPS creature’s thoughts.
Enthrall (Enchantment) Group sees, 4TH CIRCLE
Dancing Lights (Evocation) Make and
control four lights. hears only you. Banishment (Abjuration) Send target to
Grave Touch (Necromancy) Necrotic to Hold (Enchantment) Paralyze a another plane for 1 min.
foe, prevent healing. Medium creature. Black Tentacles (Conjuration) Tentacles
Guidance (Divination) Ally adds d4 to Invisibility (Illusion) Ally becomes bludgeon, restrain.
ability check. invisible.
Mage Hand (Conjuration) Magical Magic Weapon (Transmutation)
hand for simple tasks. Enchant a weapon for 1 hour.
Message (Enchantment) Only target Mirror Image (Illusion) Copies of you
hears your whisper. deflect attacks.
Minor Illusion (Illusion) Small illusory Misty Step (Conjuration) Quick
sound or image. teleport at short range.
Thaumaturgy (Transmutation) Ray of Enfeeblement (Necromancy) Sap
Harmless display of power. a foe’s strength.
Vicious Mockery (Enchantment) Psychic Rope Trick (Conjuration)
to foe and disadvantage. Extradimensional hideaway.
See Invisibility (Divination) See
1ST CIRCLE invisible and ethereal.
Silence (Illusion) 20-ft. radius
Bane (Enchantment) Foes subtract d4
deafening quiet.
from rolls.
Spiritual Weapon (Evocation) Spectral
Charm (Enchantment) Compel
weapon deals force.
creature to trust you.
Suggestion (Enchantment) Creature
Command (Enchantment) Foe obeys
obeys your order.
one-word order.
Detect Evil and Good (Divination)
3RD CIRCLE
Locate creature types nearby.
Detect Magic (Divination) Sense nearby Bestow Curse (Necromancy) Choose a
magic. bad effect for a foe.
Disguise Self (Illusion) Change your Blink (Transmutation) Fast shift to
basic appearance. Ethereal Plane and back.
Faerie Fire (Evocation) Light up foes for Conjure Animals (Conjuration) Call
advantage. Beasts to help.
Guiding Bolt (Evocation) Radiant Fear (Illusion) Frighten a group.
harms and halos foe. Hypnotic Pattern (Illusion) Charm foes
Hellish Rebuke (Evocation) Retaliate in 30-ft. cube.
with fire.

7 SPELLCASTING 253
Compulsion (Enchantment) Charm 7TH CIRCLE 3RD CIRCLE
foes to move as you will it. Clairvoyance (Divination) View or hear
Etherealness (Transmutation) Travel to,
Confusion (Enchantment) Targets act at up to 1 mile away.
in Ethereal Plane.
random. Magic Circle (Abjuration) Ward against
Finger of Death (Necromancy) Major
Conjure Minor Elementals (Conjuration) creature types.
necrotic, zombify Humanoid.
Call Elementals to help. Phantom Steed (Illusion) Make a fast
Forcecage (Evocation) Imprison foes
Dimension Door (Conjuration) Teleport steed for 1 hour.
for 1 hour.
500 ft. for two. Speak with Dead (Necromancy) Ask a
Plane Shift (Conjuration) Take allies or
Faithful Hound (Conjuration) Invisible corpse five questions.
banish foe to plane.
sentry barks and bites.
Greater Invisibility (Illusion) Better
8TH CIRCLE 4TH CIRCLE
invisibility. Hallucinatory Terrain (Illusion) Terrain
Mass Faerie Fire (Evocation) Better Demiplane (Conjuration) Door to a
small dimension. appears as you will it.
faerie fire. Secret Chest (Abjuration) Hide chest in
Phantasmal Killer (Illusion) Frighten, Greater Dominate (Enchantment)
Control any creature. Ethereal Plane.
psychic to foe.
Maze (Conjuration) Send target to
5TH CIRCLE
5TH CIRCLE demiplane maze.
Power Word Stun (Enchantment) Stun a Contact Other Plane (Divination) Ask an
Cloudkill (Conjuration) 20-ft. cloud entity five questions.
foe up to 150 HP.
deals poison. Dream (Illusion) Visit targets’ dreams.
Conjure Elemental (Conjuration) Call
9TH CIRCLE Geas (Enchantment) Compel target to
an Elemental to help. obey you.
Dispel Evil and Good (Abjuration) Send Gate (Conjuration) Link to another
plane. Planar Binding (Abjuration) Bind
creature types home. planar creature to service.
Dominate (Enchantment) Control a Power Word Kill (Enchantment) Kill a
Medium creature. foe up to 100 HP.
6TH CIRCLE
Greater Hold (Enchantment) Paralyze Weird (Illusion) Better phantasmal
killer. Magic Jar (Necromancy) Possess a
any creature.
Wish (Conjuration) Wish for anything. Humanoid’s body.
Seeming (Illusion) Disguise self for a
Planar Ally (Conjuration) Call for
group.
extraplanar aid.
Telekinesis (Transmutation) Move WYRD RITUAL LIST
targets with your mind. These rituals are available to 7TH CIRCLE
Telepathic Bond (Divination) Connect casters who draw power from
allies’ thoughts. Magnificent Mansion (Conjuration) An
the Wyrd source.
Wall of Force (Evocation) Shape force extradimensional dwelling.
wall to block passage. 1ST CIRCLE Mirage Arcane (Illusion) Better
hallucinatory terrain.
Find Familiar (Conjuration) Call a
6TH CIRCLE Beast to serve you.
8TH CIRCLE
Circle of Death (Necromancy) Necrotic Illusory Script (Illusion) Write hidden
in 60-ft. radius. messages. Antipathy/Sympathy (Enchantment)
Disintegrate (Transmutation) Force, Unseen Servant (Conjuration) Make an Attract or repel creatures.
utter destruction at 0 HP. invisible helper.
9TH CIRCLE
Eyebite (Transmutation) Panic, sicken,
or sleep foes. 2ND CIRCLE Astral Projection (Necromancy) Group
Harm (Necromancy) Necrotic that Augury (Divination) Get an omen travel to Astral Plane.
won’t quite kill. about your plans. Imprisonment (Abjuration) Create a
Irresistible Dance (Enchantment) Foe Locate (Divination) Find a creature or unique prison.
dances uncontrollably. object.
Mass Suggestion (Enchantment) Group Magic Mouth (Illusion) Object speaks
obeys your order. your message.
True Seeing (Divination) Ally sees
things truly.

254 PLAYER'S GUIDE


Spell Descriptions AID
2nd-Circle Divine (Abjuration)
This section presents descriptions of spells commonly Casting Time: 1 action
used throughout the Labyrinth. The spells are listed in Range: 30 feet
alphabetical order. Components: V, S, M (a tiny strip of white cloth)
Duration: 8 hours

A
You heal your allies for a small amount and temporarily increase
their hit point maximums.
Your spell bolsters your allies with toughness and resolve.
ACID ARROW Choose up to three creatures within range. Each target’s
hit point maximum and current hit points increase by 5 for
2nd-Circle Arcane (Evocation) the duration.
Casting Time: 1 action At Higher Circles. When you cast this spell using a spell
Range: 90 feet slot of 3rd circle or higher, a target’s hit points increase by
Components: V, S, M (powdered rhubarb leaf and an an additional 5 for each slot above 2nd.
adder’s stomach)
Duration: Instantaneous ALTER SELF
You launch a missile of acid toward your target. 2nd-Circle Primordial (Transmutation)
A shimmering green arrow streaks toward a target within Casting Time: 1 action
range and bursts in a spray of acid. Make a ranged spell Range: Self
attack against the target. On a hit, the target takes 4d4 acid Components: V, S
damage immediately and 2d4 acid damage at the end of Duration: Concentration, up to 1 hour
its next turn. On a miss, the arrow splashes the target with
Your body takes on a new appearance, grows
acid for half as much of the initial damage and no damage
natural weapons, or adapts to your
at the end of its next turn.
environment.
At Higher Circles. When you cast this spell using a spell
slot of 3rd circle or higher, the damage (both initial and You magically alter your form.
later) increases by 1d4 for each slot above 2nd. When you cast the spell, choose
one of the following options,
ACID SPLASH the effects of which last for the
duration of the spell. While the
Arcane Cantrip (Conjuration) spell lasts, you can end one
Casting Time: 1 action option as an action to gain the
Range: 60 feet benefits of a different one.
Components: V, S Aquatic Adaptation.
Duration: Instantaneous You adapt your body to
You conjure a glob of acid to burst over your enemies. an aquatic environment,
sprouting gills and
Choose one creature within range, or choose two creatures
within range that are within 5 feet of each other. A target
must succeed on a DEX save or take 1d6 acid damage.
This spell’s damage increases by 1d6 when you reach 5th
level (2d6), 11th level (3d6), and 17th level (4d6).

7 SPELLCASTING 255
growing webbing between your fingers. You can breathe ANIMAL SHAPES
underwater and gain a swimming speed equal to your
8th-Circle Primordial (Transmutation)
walking speed.
Casting Time: 1 action
Change Appearance. You transform your appearance.
You decide what you look like, including your height, Range: 30 feet
weight, facial features, the sound of your voice, hair length, Components: V, S
coloration, and distinguishing characteristics, if any. You Duration: Concentration, up to 24 hours
can make yourself appear as a member of another lineage, You transform a group of willing creatures into animals.
though none of your statistics change. You can’t appear
Your magic turns others into animals. Choose any number
as a creature of a different size than you, and your basic
of willing creatures that you can see within range. You
shape stays the same; if you’re bipedal, you can’t use this
transform each target into the form of a Large or smaller
spell to become quadrupedal, for instance. At any time for
Beast or creature with the Animal tag with a CR 4 or lower.
the duration of the spell, you can use your action to change
On subsequent turns, you can use your action to transform
your appearance in this way again.
affected creatures into new forms.
Natural Weapons. You grow a natural weapon of The transformation lasts for the duration for each target
your choice, such as claws, fangs, spines, or horns. Your or until the target drops to 0 HP or dies. You can choose
unarmed strikes deal 1d6 bludgeoning, piercing, or a different form for each target. A target’s game statistics
slashing damage as appropriate to the natural weapon you are replaced by the statistics of the chosen form, though
chose, and you are proficient with your unarmed strikes. the target retains its personality and INT, WIS, and CHA
Finally, the natural weapon is magic, and you have a +1 scores. The target assumes the hit points of its new form,
bonus to attack and damage rolls you make using it. and when it reverts to its normal form, it returns to the
number of hit points it had before it transformed. If it
ANIMAL FRIENDSHIP reverts as a result of dropping to 0 HP, any excess damage
1st-Circle Primordial (Enchantment) carries over to its normal form. As long as the excess
Casting Time: 1 action damage doesn’t reduce the creature’s normal form to 0 HP,
Range: 30 feet it isn’t knocked unconscious. The creature is limited in the
Components: V, S, M (a morsel of food) actions it can perform by the nature of its new form, and it
Duration: 24 hours can’t speak or cast spells.
The target’s gear melds into the new form. The target
You charm a Beast or Animal for a day.
can’t activate, wield, or otherwise benefit from any of its
This spell lets you convince an animal that you mean it no equipment.
harm. Choose a Beast or creature with the Animal tag that
you can see within range. It must see and hear you. If the ANIMATE OBJECTS
creature’s INT is 4 (−3) or higher, the spell fails. Otherwise,
5th-Circle Arcane (Transmutation)
the creature must succeed on a WIS save or be charmed
Casting Time: 1 action
by you for the spell’s duration. If you or one of your
companions harms the target, the spell ends. Range: 120 feet
At Higher Circles. When you cast this spell using a spell Components: V, S
slot of 2nd circle or higher, you can affect one additional Duration: Concentration, up to 1 minute
creature for each slot above 1st. You cause nearby objects to spring to life and obey your instructions.
Objects come to life at your command. Choose up to ten
nonmagical objects within range that aren't being worn or
carried. Medium targets count as two objects, Large targets
count as four objects, and Huge targets count as eight
objects. You can’t animate any object larger than Huge.

ANIMATED OBJECT STATISTICS


SIZE EXAMPLE OBJECT HP AC STR DEX ATTACK
Tiny Inkpot, ladle, throwing dart 20 18 4 (−3) 18 (+4) +8 to hit, 1d4 + 4 damage
Small Book, chair, stew pot 25 16 6 (−2) 14 (+2) +6 to hit, 1d8 + 2 damage
Medium Handcart, saddle, table 40 13 10 (+0) 12 (+1) +5 to hit, 2d6 + 1 damage
Large Armoire, memorial statue, kiln 50 10 14 (+2) 10 (+0) +6 to hit, 2d10 + 2 damage
Huge Carriage, dinosaur fossil, granary silo 80 10 18 (+4) 6 (−2) +8 to hit, 2d12 + 4 damage

256 PLAYER'S GUIDE


Each target animates and becomes a creature under your ANTIMAGIC FIELD
control until the spell ends or until reduced to 0 HP.
8th-Circle Arcane (Abjuration)
As a bonus action, you can mentally command any
creature you made with this spell if the creature is within Casting Time: 1 action
500 feet of you (if you control multiple creatures, you can Range: Self (10-foot-radius sphere)
command any or all of them at the same time, issuing Components: V, S, M (powdered iron or iron filings)
the same command to each one). You decide what action Duration: Concentration, up to 1 hour
the creature will take and where it will move during its You weave a sphere around you that suppresses all magic.
next turn, or you can issue a general command, such as
A 10-foot-radius invisible sphere of antimagic surrounds
to guard a particular chamber or corridor. If you issue no
you. This area is divorced from the magical energy that
commands, the creature only defends itself against hostile
suffuses the multiverse. Within the sphere, spells can’t be
creatures. Once given an order, the creature continues to
cast, summoned creatures disappear, and even magic items
follow it until its task is complete.
become mundane. Until the spell ends, the sphere moves
An animated object is a Construct with AC, hit points,
with you, centered on you.
attacks, STR, and DEX determined by its size. Its CON
Spells and other magical effects, except those created
is 10 (+0), its INT and WIS are 3 (−4), and its CHA is 1
by an artifact or a deity, are suppressed in the sphere and
(−5). Its speed is 30 feet; if the object lacks legs or other
can’t protrude into it. A slot expended to cast a suppressed
appendages it can use for locomotion, it instead has
spell is consumed. While an effect is suppressed, it doesn’t
a flying speed of 30 feet and can hover. If the object is
function, but the time it spends suppressed counts against
securely attached to a surface or a larger object, such as a
its duration.
chain bolted to a wall, its speed is 0. It has tremorsense
Targeted Effects. Spells and other magical effects, such as
with a radius of 30 feet and is blind beyond that radius.
magic missile and charm, that target a creature or an object in
When the animated object drops to 0 HP, it reverts to its
the sphere have no effect on that target.
original object form, and any remaining damage carries
Areas of Magic. The area of another spell or magical
over to its original object form.
effect, such as fireball, can’t extend into the sphere. If the
If you command an object to attack, it can make a single
sphere overlaps an area of magic, the part of the area that is
melee attack against a creature within 5 feet of it. It makes
covered by the sphere is suppressed. For example, the flames
a Slam attack with an attack bonus and bludgeoning
created by a wall of fire are suppressed within the sphere,
damage determined by its size. The GM might rule that a
creating a gap in the wall if the overlap is large enough.
specific object inflicts slashing or piercing damage based
Spells. Any active spell or other magical effect on a
on its form.
creature or an object in the sphere is suppressed while the
At Higher Circles. If you cast this spell using a spell slot of creature or object is in it.
6th circle or higher, you can animate two additional objects
Magic Items. The properties and powers of magic items
for each slot above 5th.
are suppressed in the sphere. For example, a +1 longsword
in the sphere functions as a nonmagical longsword. A
ANTILIFE SHELL
magic weapon’s properties and powers are suppressed if
5th-Circle Divine and Primordial (Abjuration) it is used against a target in the sphere or wielded by an
Casting Time: 1 action attacker in the sphere. If a magic weapon or a piece of magic
Range: Self (10-foot radius) ammunition fully leaves the sphere (for example, if you fire
Components: V, S a magic arrow or throw a magic spear at a target outside the
Duration: Concentration, up to 1 hour sphere), the magic of the item ceases to be suppressed as
soon as it exits.
You surround yourself with a ward that prevents living things
Magical Travel. Teleportation and planar travel fail to
from passing through.
work in the sphere, whether the sphere is the destination
A shimmering barrier extends out from you in a 10-foot or the departure point for such magical travel. A portal to
radius and moves with you. It remains centered on you, another location, world, or plane of existence, as well as an
hedging out creatures other than Undead and Constructs. opening to an extradimensional space such as that created
The barrier lasts for the duration. by the rope trick spell, temporarily closes while in the sphere.
The barrier prevents an affected creature from passing Creatures and Objects. A creature or object summoned
or reaching through. An affected creature can cast spells or created by magic temporarily winks out of existence in
or make attacks with ranged or reach weapons through the sphere. Such a creature instantly reappears once the
the barrier. space the creature occupied is no longer within the sphere.
If you move so that an affected creature is forced to pass
through the barrier, the spell ends.

7 SPELLCASTING 257
Dispel Magic. Spells and magical effects such as dispel Forceful Hand. The hand attempts to push a creature
magic have no effect on the sphere. Likewise, the spheres within 5 feet of it in a direction you choose. Make a check
created by different antimagic field spells don’t nullify with the hand’s STR contested by the STR (Athletics) check
each other. of the target. If the target is Medium or smaller, you have
advantage on the check. If you succeed, the hand pushes
ARCANE EYE the target up to 5 feet plus a number of feet equal to five
4th-Circle Arcane (Divination) times your spellcasting ability modifier. The hand moves
with the target to remain within 5 feet of it.
Casting Time: 1 action
Grasping Hand. The hand attempts to grapple a Huge
Range: 30 feet
or smaller creature within 5 feet of it. You use the hand’s
Components: V, S, M (a bit of bat fur)
STR to resolve the grapple. If the target is Medium or
Duration: Concentration, up to 1 hour smaller, you have advantage on the check. While the hand
You manifest a movable and invisible eye that you can look is grappling the target, you can use a bonus action to
through. have the hand crush it. When you do so, the target takes
You create an invisible, magical eye within range that bludgeoning damage equal to 2d6 + your spellcasting
hovers in the air for the duration. You mentally receive ability modifier.
visual information from the eye, which has normal vision Interposing Hand. The hand interposes itself between
and darkvision to a range of 30 feet. The eye can look in you and a creature you choose until you give the hand a
every direction. different command. The hand moves to stay between you
As an action, you can move the eye up to 30 feet in any and the target, providing you with half cover against the
direction. There is no limit to how far away from you the target. The target can’t move through the hand’s space if
eye can move, but it can’t enter another plane of existence. its STR score is less than or equal to the hand’s STR score.
A solid barrier blocks the eye’s movement, but the eye can If its STR score is higher than the hand’s STR score, the
pass through an opening as small as 1 inch in diameter. target can move toward you through the hand’s space, but
that space is difficult terrain for the target.
ARCANE HAND At Higher Circles. When you cast this spell using a spell
5th-Circle Arcane (Evocation) slot of 6th circle or higher, the damage from the Clenched
Fist increases by 2d8 and the damage from the grasping hand
Casting Time: 1 action
increases by 2d6 for each slot above 5th.
Range: 120 feet
Components: V, S, M (an eggshell and a snakeskin glove)
ARCANE SWORD
Duration: Concentration, up to 1 minute
7th-Circle Arcane (Evocation)
You create a Large hand made of magical energy capable of
Casting Time: 1 action
striking, pushing, grabbing, or blocking foes.
Range: 60 feet
You create a Large hand of shimmering, translucent force Components: V, S, M (a miniature platinum sword with a
in an unoccupied space that you can see within range. The grip and pommel of copper and zinc worth 250 gp)
hand lasts for the spell’s duration, and it moves at your
Duration: Concentration, up to 1 minute
command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points You create a blade of magic energy that attacks at your command.
equal to your hit point maximum. If it drops to 0 HP, the When the sword appears, you make two melee spell attacks
spell ends. It has a STR of 26 (+8) and a DEX of 10 (+0). with the blade, each one against a target of your choice
Creatures can occupy the same space as the hand. within 5 feet of the sword. On a hit, the target takes 3d10
When you cast the spell and as a bonus action on your + your spellcasting modifier force damage. Until the spell
subsequent turns, you can move the hand up to 60 feet and ends, you can use a bonus action on each of your turns to
then cause one of the following effects with it. move the sword up to 30 feet to an unoccupied spot you can
Clenched Fist. The hand strikes one creature or object see and repeat these attacks against targets within 5 feet of
within 5 feet of it. Make a melee spell attack for the hand the blade.
using your own spell attack modifier. On a hit, the target
takes 4d8 force damage.

258 PLAYER'S GUIDE


B BARKSKIN
2nd-Circle Primordial (Transmutation)
Casting Time: 1 action
BANE Range: Touch
1st-Circle Divine and Wyrd (Enchantment) Components: V, S, M (a handful of oak bark)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 30 feet You transform a target’s skin, making it as craggy and resilient as
Components: V, S, M (a drop of blood) tree bark.
Duration: Concentration, up to 1 minute You touch a willing creature. Until the spell ends, the
You curse targets with a penalty to attacks and saves. creature’s skin has a rough, bark-like appearance, and its
AC can’t be less than 16, regardless of the armor it wears.
Up to three creatures of your choice that you can see within
range must succeed on a CHA save or become cursed.
BEACON OF HOPE
When a cursed target makes an attack roll or a save before
the spell ends, the target must roll a d4 and subtract the 3rd-Circle Divine (Abjuration)
number rolled from the attack roll or save. Casting Time: 1 action
At Higher Circles. When you cast this spell using a spell Range: Self (30-foot radius)
slot of 2nd circle or higher, you can target one additional Components: V, S
creature for each slot above 1st. Duration: Concentration, up to 1 minute
You bolster the will and healing of creatures close to you.
BANISHMENT
This spell bestows hope and vitality. Choose any number
4th-Circle Arcane, Divine, and Wyrd (Abjuration) of creatures within range. For the duration, each target has
Casting Time: 1 action advantage on WIS saves and death saves, and regains the
Range: 60 feet maximum number of hit points possible from any healing.
Components: V, S, M (an item distasteful to the target)
Duration: Concentration, up to 1 minute BESTOW CURSE
You banish a creature to another plane for a short while. 3rd-Circle Divine and Wyrd (Necromancy)
You attempt to send one creature that you can see within Casting Time: 1 action
range to another plane of existence. The target must Range: Touch
succeed on a CHA save or be banished. Components: V, S
If the target is native to the plane of existence you’re on, Duration: Concentration, up to 1 minute
you banish the target to a harmless demiplane. While there, You inflict a creature you touch with a weakness of your choosing.
the target is incapacitated. The target remains there until
You touch a creature, and that creature must succeed on a
the spell ends, at which point the target reappears in the
WIS save or become cursed for the duration of the spell.
space it left or in the nearest unoccupied space if that space
When you cast this spell, choose the nature of the curse
is occupied.
from the following options:
If the target is native to a different plane of existence
than the one you’re on, the target is banished with a faint • Choose one ability. While cursed, the target has
popping noise, returning to its home plane. If the spell disadvantage on ability checks and saves made with
ends before 1 minute has passed, the target reappears in the that ability.
space it left or in the nearest unoccupied space if that space • While cursed, the target has disadvantage on attack
is occupied. Otherwise, the target doesn’t return. rolls against you.
At Higher Circles. When you cast this spell using a spell • While cursed, the target must make a WIS save at the
slot of 5th circle or higher, you can target one additional start of each of its turns. If it fails, it wastes its action
creature for each slot above 4th. that turn doing nothing.
• While the target is cursed, your attacks and spells deal
an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the GM’s
discretion, you may choose an alternative curse effect, but
it should be no more powerful than those described above.

7 SPELLCASTING 259
At Higher Circles. When you cast this spell using a spell slot BLADE BARRIER
of 4th circle or higher, the duration becomes concentration,
6th-Circle Arcane (Evocation)
up to 10 minutes. If you use a spell slot of 5th circle or
higher, the duration is 8 hours (no concentration). If you Casting Time: 1 action
use a spell slot of 7th circle or higher, the duration is 24 Range: 90 feet
hours (no concentration). If you use a 9th circle spell slot, Components: V, S
the spell lasts until dispelled (no concentration). Duration: Concentration, up to 10 minutes
You speak a word and gesture to call up a wall of deadly,
BLACK TENTACLES spinning blades.
4th-Circle Wyrd (Conjuration) You create a vertical wall of whirling, razor-sharp blades
Casting Time: 1 action made of magical energy within the spell’s range. You
Range: 90 feet can make a straight wall up to 100 feet long, 20 feet
Components: V, S, M (a piece of tentacle from a giant high, and 5 feet thick, or a ringed wall up to 60 feet in
octopus or a giant squid) diameter, 20 feet high, and 5 feet thick. The wall provides
Duration: Concentration, up to 1 minute three‑quarters cover to creatures behind it, and its space
is difficult terrain.
You conjure up a mass of writhing tentacles to bludgeon and
When a creature enters the wall’s area for the first time
restrain creatures.
on a turn or starts its turn there, the creature must make
Squirming, ebony tentacles fill a 20-foot square on ground a DEX save. On a failure, the creature takes 6d10 slashing
that you can see within range. For the duration, these damage or half as much damage on a success.
tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time
on a turn or starts its turn there, the creature
must succeed on a DEX save or take 3d6
bludgeoning damage and be restrained
by the tentacles until the spell ends. A
creature that starts its turn in the area and
is already restrained by the tentacles takes
3d6 bludgeoning damage.
A creature restrained by the tentacles can
use its action to make a STR or DEX check
(its choice) against your spell save DC. On a
success, it frees itself.

260 PLAYER'S GUIDE


BLESS BLINDNESS/DEAFNESS
1st-Circle Divine (Enchantment) 2nd-Circle Arcane, Divine, and Wyrd (Necromancy)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S, M (a sprinkling of holy water) Components: V
Duration: Concentration, up to 1 minute Duration: 1 minute
You call on the divine to give targets a bonus to attacks and saves. You magically blind or deafen a nearby creature.
You bless up to three creatures of your choice within range. You can blind or deafen a foe. Choose one creature that
When a target makes an attack roll or a save before the spell you can see within range to make a CON save. If it fails,
ends, the target can roll a d4 and add the number rolled to the target is either blinded or deafened (your choice) for
the attack roll or save. the duration. At the end of each of its turns, the target can
At Higher Circles. When you cast this spell using a spell make a CON save. On a success, it is no longer affected by
slot of 2nd circle or higher, you can target one additional the spell.
creature for each slot above 1st. At Higher Circles. When you cast this spell using a spell
slot of 3rd circle or higher, you can target one additional
BLIGHT creature for each slot above 2nd.
4th-Circle Divine and Primordial (Necromancy)
Casting Time: 1 action BLINK
Range: 30 feet 3rd-Circle Arcane and Wyrd (Transmutation)
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Self
You siphon moisture and vitality from a nearby creature or plant. Components: V, S
Duration: 1 minute
Necromantic energy washes over a creature of your
choice that you can see within range, draining moisture You phase in and out of your current plane, avoiding harm via the
and vitality from it. The target must make a CON save. It Ethereal Plane.
takes 8d8 necrotic damage on a failed save, or half as much Roll a d20 at the end of each of your turns for the duration
damage on a successful one. This spell has no effect on of the spell. On a roll of 11 or higher, you vanish from your
Constructs or Undead. current plane of existence and appear in the Ethereal Plane
If you target a Plant creature or a magical plant, it makes (if you were on the Ethereal Plane when you cast the spell,
the save with disadvantage, and the spell deals maximum the spell fails and the casting is wasted). At the start of your
damage to it. next turn, and when the spell ends if you are on the Ethereal
If you target a nonmagical plant that isn’t a creature, such Plane, you return to an unoccupied space of your choice
as a tree or shrub, it withers and dies. that you can see within 10 feet of the space you vanished
At Higher Circles. When you cast this spell using a spell from. If no unoccupied space is available within that range,
slot of 5th circle or higher, the damage increases by 1d8 for you appear in the nearest unoccupied space (chosen at
each slot above 4th. random if more than one space is equally near). You can
dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the
plane you began in, which is cast in shades of gray, and
you can’t see anything there more than 60 feet away. You
can only affect and be affected by other creatures on the
Ethereal Plane.
Creatures that aren’t there can’t perceive you or interact
with you unless they can see into the Ethereal Plane via the
see invisibility spell or similar magic.

7 SPELLCASTING 261
C
BLUR
2nd-Circle Arcane (Illusion)
Casting Time: 1 action
Range: Self CALL LIGHTNING
Components: V 3rd-Circle Primordial (Conjuration)
Duration: Concentration, up to 1 minute Casting Time: 1 action
You cloak yourself in an illusion that makes you hard to hit. Range: 120 feet
Your body becomes blurred, shifting and wavering to Components: V, S
all who can see you. For the duration, creatures have Duration: Concentration, up to 10 minutes
disadvantage on attack rolls against you. An attacker is You conjure a storm cloud that shoots a lightning strike each round.
immune to this effect if it doesn’t rely on sight, as with
keensense, or can see through illusions, as with truesight. A storm cloud appears in the shape of a cylinder that is 10
feet tall with a 60-foot radius, centered on a point you can
BRANDING SMITE see 100 feet directly above you. The spell fails if you can’t
see a point in the air where the storm cloud could appear
2nd-Circle Divine (Evocation) (for example, if you are in a room that can’t accommodate
Casting Time: 1 bonus action the cloud).
Range: Self When you cast the spell, choose a point you can see within
Components: V range. A bolt of lightning flashes down from the cloud to
Duration: Concentration, up to 1 minute that point. Each creature within 5 feet of that point must
You empower a weapon with damaging radiance that makes foes make a DEX save. A creature takes 3d10 lightning damage
visible. on a failed save, or half as much damage on a successful
one. On each of your turns until the spell ends, you can
The next time you hit a creature with a weapon attack
use your action to call down lightning in this way again,
before this spell ends, the weapon gleams with astral
targeting the same point or a different one.
radiance as you strike. The attack deals an extra 2d6 radiant
If you are outdoors in stormy conditions when you cast
damage to the target, which becomes visible if it’s invisible,
this spell, the spell gives you control over the existing storm
and the target sheds dim light in a 5-foot radius and can’t
instead of creating a new one. Under such conditions, the
become invisible until the spell ends.
spell’s damage increases by 1d10.
At Higher Circles. When you cast this spell using a spell
At Higher Circles. When you cast this spell using a spell
slot of 3rd circle or higher, the extra damage increases by
slot of 4th circle or higher, the damage increases by 1d10
1d6 for each slot above 2nd.
for each slot above 3rd.
BURNING HANDS
CALM EMOTIONS
1st-Circle Arcane and Primordial (Evocation)
2nd-Circle Divine (Enchantment)
Casting Time: 1 action
Casting Time: 1 action
Range: Self (15-foot cone)
Range: 60 feet
Components: V, S
Components: V, S
Duration: Instantaneous
Duration: Concentration, up to 1 minute
You create a cone of fire that burns creatures and sets objects
With supernatural charm, you soothe a group of people.
aflame.
You attempt to suppress strong emotions in a group
A thin sheet of flames shoots forth from your outstretched
of people. Each Humanoid in a 20-foot-radius sphere
fingertips. Each creature in a 15-foot cone must make a
centered on a point you choose within range must make
DEX save. A creature takes 3d6 fire damage on a failed
a CHA save; a creature can choose to fail this save if
save, or half as much damage on a successful one.
it wishes. If a creature fails its save, choose one of the
The fire ignites any flammable objects in the area that
following effects.
aren’t being worn or carried.
• Suppression. You can suppress any effect causing a
At Higher Circles. When you cast this spell using a spell
target to be charmed or frightened. When this spell
slot of 2nd circle or higher, the extra damage increases by
ends, any suppressed effect resumes, provided that its
1d6 for each circle above 1st.
duration has not expired in the meantime.

262 PLAYER'S GUIDE


• Indifference. Alternatively, you can make a target CIRCLE OF DEATH
indifferent about creatures of your choice that it is
6th-Circle Arcane, Divine, and Wyrd (Necromancy)
hostile toward. This indifference ends if the target is
attacked or harmed by a spell or if it witnesses any of its Casting Time: 1 action
friends being harmed. When the spell ends, the creature Range: 150 feet
becomes hostile again, unless the GM rules otherwise. Components: V, S, M (the powder of a crushed black
pearl)
CHAIN LIGHTNING Duration: Instantaneous
6th-Circle Arcane (Evocation) You emit a sphere of harmful energy that rots and decays
Casting Time: 1 action nearby creatures.
Range: 150 feet A sphere of negative energy ripples out in a 60-foot-radius
Components: V, S, M (a bit of fur; a piece of amber, glass, sphere from a point within range. Each creature in that
or a crystal rod; and three silver pins) area must make a CON save. A target takes 8d6 necrotic
Duration: Instantaneous damage on a failed save, or half as much damage on a
successful one.
You create a bolt of lightning that splits and hits four targets.
At Higher Circles. When you cast this spell using a spell
You create a bolt of lightning that arcs toward a target of
slot of 7th circle or higher, the damage increases by 2d6 for
your choice that you can see within range. Three bolts then
each slot above 6th.
leap from that target to as many as three other targets, each
of which must be within 30 feet of the first target. A target
CLOUDKILL
can be a creature or an object and can be targeted by only
one of the bolts. 5th-Circle Arcane and Wyrd (Conjuration)
A target must make a DEX save. The target takes 10d8 Casting Time: 1 action
lightning damage on a failed save, or half as much damage Range: 120 feet
on a successful one. Components: V, S
At Higher Circles. When you cast this spell using a spell slot Duration: Concentration, up to 10 minutes
of 7th circle or higher, one additional bolt leaps from the You conjure up a cloud that poisons creatures within it.
first target to another target for each slot above 6th.
You create a 20-foot-radius sphere of poisonous, yellow-
green fog centered on a point you choose within range.
CHARM
The fog spreads around corners. It lasts for the duration
1st-Circle Arcane and Wyrd (Enchantment) or until strong wind disperses the fog, ending the spell. Its
Casting Time: 1 action area is heavily obscured.
Range: 30 feet When a creature enters the spell’s area for the first time
Components: V, S on a turn or starts its turn there, that creature must make
Duration: 1 hour a CON save. On a failure, the creature takes 5d8 poison
damage or half as much damage on a success.
Your entrancing words and motions compel your target to trust you.
Creatures are affected even if they hold their breath or
You attempt to charm a creature that you can see within don’t need to breathe.
range. To be affected by this spell, the target must be able The fog moves 10 feet away from you at the start of each
to understand at least one language, though it need not of your turns, rolling along the surface of the ground. The
be a language you speak. The target must make a WIS save vapors, being heavier than air, sink to the lowest level of the
and does so with advantage if you or your companions are land, even pouring down openings.
fighting it. On a failed save, it is charmed by you until the
At Higher Circles. When you cast this spell using a spell
spell ends or until you or your companions do anything
slot of 6th circle or higher, the damage increases by 1d8 for
harmful to it. The charmed creature regards you as a
each slot above 5th.
friendly acquaintance. When the spell ends, the creature
knows it was charmed by you.
At Higher Circles. When you cast this spell using a spell
slot of 2nd circle or higher, you can target one additional
creature for each circle slot above 1st. The creatures must
be within 30 feet of each other when you target them. In
addition, if you cast this spell using a spell slot of 4th circle
or higher, targeted creatures don’t need to understand any
languages to be affected.

7 SPELLCASTING 263
COLOR SPRAY
1st-Circle Arcane (Illusion)
Casting Time: 1 action
Range: Self (15-foot cone)
Components: V, S, M (a pinch of powder or
sand that is colored red, yellow, and blue)
Duration: 1 round
You blind foes with an illusory array
of colorful lights.
A dazzling array of flashing, colored light
springs from your hand. Roll 8d10 and total
the result. This total is how many hit points of
creatures this spell can affect. Creatures in a
15-foot cone originating from you are affected
in ascending order of their current hit points
(ignoring unconscious creatures and
creatures that can’t see).
Starting with the creature that
has the lowest current hit points,
each creature affected by this spell
is blinded until the spell ends.
Subtract each creature’s current
hit points from the total before
moving on to the creature with
the next lowest hit points.
A creature’s hit points must
be equal to or less than the
remaining total for that creature
to be affected.
At Higher Circles. When you cast
this spell using a spell slot of 2nd
circle or higher, roll an additional
2d10 for each slot above 1st.

COMMAND
1st-Circle Divine and Wyrd (Enchantment)
Casting Time: 1 action Approach. The target moves toward you by the shortest
and most direct route, ending its turn if it moves within 5
Range: 60 feet
feet of you.
Components: V
Drop. The target drops whatever it is holding and then
Duration: Instantaneous
ends its turn.
You utter a command your target must obey. Flee. The target spends its turn moving away from you by
You speak a one-word command to a creature you can the fastest available means.
see within range. The target must succeed on a WIS save Grovel. The target falls prone and then ends its turn.
or follow the command at the start of its next turn. The Halt. The target doesn’t move and takes no actions. A
spell has no effect if the target is Undead, if it doesn’t flying creature stays aloft, provided that it is able to do so.
understand your language, or if your command is directly If it must move to stay aloft, it flies the minimum distance
harmful to it. needed to remain in the air.
Some typical commands and their effects follow. You At Higher Circles. When you cast this spell using a spell
might issue a command other than one described here. If slot of 2nd circle or higher, you can affect one additional
you do so, the GM determines how the target behaves. If creature for each slot above 1st. The creatures must be
the target can’t follow your command, the spell ends. within 30 feet of each other when you target them.

264 PLAYER'S GUIDE


COMPREHEND LANGUAGES CONE OF COLD
1st-Circle Arcane (Divination) 5th-Circle Arcane and Primordial (Evocation)
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Self (60-foot cone)
Components: V, S, M (a pinch of soot and salt) Components: V, S, M (a small crystal or glass cone)
Duration: 1 hour Duration: Instantaneous
You understand any language you hear or read. You shoot a powerful cone of frosty air from your hands.
For the duration, you understand the literal meaning of any A blast of cold air erupts from your hands. Each creature
spoken language that you hear. You also understand any in a 60-foot cone must make a CON save. A creature takes
written language that you see, but you must be touching 8d8 cold damage on a failed save, or half as much damage
the surface on which the words are written. It takes about 1 on a successful one.
minute to read one page of text. A creature killed by this spell becomes a frozen statue
This spell doesn’t decode secret messages in a text or a until it thaws.
glyph, such as an arcane sigil, that isn’t part of a written At Higher Circles. When you cast this spell using a spell
language. slot of 6th circle or higher, the damage increases by 1d8 for
At Higher Circles. When you cast this spell using a spell each circle above 5th.
slot of 2nd circle or higher, you can affect one additional
willing creature (besides yourself) for each slot above 1st. CONFUSION
The creatures must be within 30 feet of you when you 4th-Circle Arcane, Divine, and Wyrd (Enchantment)
target them.
Casting Time: 1 action
Range: 90 feet
COMPULSION
Components: V, S, M (three nut shells)
4th-Circle Arcane, Divine, and Wyrd (Enchantment)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You juggle three nuts, speak nonsense, and befuddle creatures to act
Range: 30 feet
in a random way each turn.
Components: V, S
This spell assaults and twists creatures’ minds, spawning
Duration: Concentration, up to 1 minute
delusions and provoking uncontrolled action. Each
You compel a creature to move in a direction you choose each round. creature in a 10-foot-radius sphere centered on a point you
Creatures of your choice that you can see within range choose within range must succeed on a WIS save when you
and that can hear you must make a WIS save. A target cast this spell or be affected by it.
automatically succeeds on this save if it can’t be charmed. An affected target can’t take reactions and must roll a d10
On a failed save, a target is affected by this spell. Until at the start of each of its turns to determine its behavior for
the spell ends, you can use a bonus action on each of your that turn.
turns to designate a direction that is horizontal to you. At the end of each of its turns, an affected target can make
Each affected target must use as much of its movement as a WIS save, ending the effect on itself on a success.
possible to move in that direction on its next turn. It can At Higher Circles. When you cast this spell using a spell
take its action before it moves. After moving in this way, it slot of 5th circle or higher, the radius of the sphere increases
can make another WIS save to try to end the effect. A target by 5 feet for each slot above 4th.
isn’t compelled to move into an obviously deadly hazard,
such as a fire or pit, but it will provoke opportunity attacks
to move in the designated direction.

CONFUSION EFFECTS
d10 BEHAVIOR
The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to
1
each die face. The creature doesn’t take an action this turn.
2–6 The creature doesn’t move or take actions this turn.
The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature
7–8
within reach, the creature does nothing this turn.
The creature can act and move normally. At the end of each of its turns, an affected creature can make a WIS save, ending the
9–10
effect on itself on a success.

7 SPELLCASTING 265
CONJURE ANIMALS The Elemental is friendly to you and your companions
for the duration. In combat, the Elemental acts on your
3rd-Circle Primordial and Wyrd (Conjuration)
initiative and takes its turn immediately after yours. It
Casting Time: 1 action obeys any verbal commands that you issue to it (no action
Range: 60 feet required by you). If you don’t issue any commands to the
Components: V, S Elemental, it defends itself from hostile creatures but
Duration: Concentration, up to 1 hour otherwise takes no actions.
With an ancient word of power, you compel spirits to appear as At Higher Circles. When you cast this spell using a spell
everyday beasts. slot of 6th circle or higher, you can choose to summon
You summon Fey spirits that take the form of Beasts and an Elemental of a CR equal to or below the circle of the
appear in unoccupied spaces that you can see within range. expended slot. For example, expending an 8th circle slot
Choose one of the following options for what appears: allows you to summon an Elemental creature of CR 8 or
lower.
• One Beast of CR 2 or lower
• Two Beasts of CR 1 or lower CONJURE MINOR ELEMENTALS
• Four Beasts of CR 1/2 or lower 4th-Circle Arcane and Wyrd (Conjuration)
• Eight Beasts of CR 1/4 or lower Casting Time: 1 action
Each Beast is also considered Fey, and it disappears when Range: 90 feet
it drops to 0 HP or when the spell ends. Components: V, S, M
The summoned creatures are friendly to you and your Duration: Concentration, up to 1 hour
companions. The summoned creatures act on your
You summon a cohort of elemental creatures.
initiative, taking their turns immediately after yours. They
obey any verbal commands you issue to them (no action You summon Elemental creatures that appear in
required by you). If you don’t give any commands, they unoccupied spaces that you can see within range. Choose
defend themselves from hostile creatures but otherwise one of the following options for what appears:
take no actions. The GM has the creatures’ statistics. • One Elemental creature of CR 2 or lower
At Higher Circles. When you cast this spell using certain • Two Elemental creatures of CR 1 or lower
higher-circle spell slots, you choose one of the summoning • Four Elemental creatures of CR 1/2 or lower
options above, and more creatures appear: twice as many A summoned creature disappears when it drops to 0 HP
with a 5th-circle slot, three times as many with a 7th-circle or when the spell ends.
slot, and four times as many with a 9th-circle slot.
The summoned creatures are friendly to you and your
companions. The summoned creatures act on your
CONJURE ELEMENTAL
initiative, taking their turns immediately after yours.
5th-Circle Arcane and Wyrd (Conjuration) They obey any verbal commands you give them (no action
Casting Time: 1 action required by you). If you don’t give any commands, they
Range: 90 feet defend themselves from hostile creatures but otherwise
Components: V, S, M (burning incense for air, soft clay for take no actions. The GM has the creatures’ statistics.
earth, sulfur and phosphorus for fire, or water and sand At Higher Circles. When you cast this spell using certain
for water) higher-circle spell slots, choose one of the summoning
Duration: Concentration, up to 1 hour options above, and more creatures appear: twice as many
Using elemental materials, you summon a powerful Elemental ally. with a 6th-circle slot and three times as many with an
8th‑circle slot.
You summon an Elemental servant that appears in an
unoccupied space you can see within range. Choose which
Elemental appears: an air elemental, earth elemental, a fire
elemental, or a water elemental. The GM has the creature’s
statistics. If your GM allows it, you can use this spell to
summon a different Elemental of your choice of CR 5 or
lower. This spell can’t summon creatures with Legendary
Actions. The creature disappears when it drops to 0 hit
points or when the spell ends.

266 PLAYER'S GUIDE


CONJURE WOODLAND BEINGS Filth Fever. A raging fever sweeps through the creature’s
body. The creature has disadvantage on STR checks, STR
4th-Circle Primordial (Conjuration)
saves, and attack rolls that use STR.
Casting Time: 1 action
Flesh Rot. The creature’s flesh decays. The creature has
Range: 60 feet disadvantage on CHA checks and becomes vulnerable to
Components: V, S, M (a holly berry for each creature all damage.
summoned) Mindfire. The creature’s mind becomes feverish. The
Duration: Concentration, up to 1 hour creature has disadvantage on INT checks and INT saves,
You summon a cohort of fey creatures. and the creature behaves as if under the effects of the
You summon Fey creatures that appear in unoccupied confusion spell during combat.
spaces that you can see within range. Choose one of the Seizure. The creature is overcome with shaking. The
following options for what appears: creature has disadvantage on DEX checks, DEX saves, and
attack rolls that use DEX.
• One Fey creature of CR 2 or lower
Slimy Doom. The creature begins to bleed
• Two Fey creatures of CR 1 or lower uncontrollably. The creature has disadvantage on CON
• Four Fey creatures of CR 1/2 or lower checks and CON saves. In addition, when the creature
A summoned creature disappears when it drops to 0 HP takes damage, it is stunned until the end of its next turn.
or when the spell ends.
The summoned creatures are friendly to you and your CONTINUAL FLAME
companions. The summoned creatures act on your 2nd-Circle Arcane (Evocation)
initiative, taking their turns immediately after yours.
Casting Time: 1 action
They obey any verbal commands you give them (no action
Range: Touch
required by you). If you don’t give any commands, they
defend themselves from hostile creatures but otherwise Components: V, S, M (ruby dust worth 50 gp, which the
take no actions. The GM has the creatures’ statistics. spell consumes)
Duration: Until dispelled
At Higher Circles. When you cast this spell using certain
higher-circle spell slots, choose one of the summoning You create a heatless flame that lasts until dispelled.
options above, and more creatures appear: twice as many A flame equivalent in brightness to a torch springs from an
with a 6th-circle slot and three times as many with an 8th- object that you touch. The effect looks like a regular flame,
circle slot. but it creates no heat and doesn’t use oxygen. The flame can
be covered or hidden but not smothered or quenched.
CONTAGION
5th-Circle Divine and Primordial (Necromancy) CONTROL WATER
Casting Time: 1 action 4th-Circle Divine and Primordial (Transmutation)
Range: Touch Casting Time: 1 action
Components: V, S Range: 300 feet
Duration: 7 days Components: V, S, M (a drop of water and a pinch of dust)
You touch a creature and inflict it with a debilitating disease. Duration: Concentration, up to 10 minutes
Make a melee spell attack against a creature within your You command a body of water to flood, part, flow, and swirl.
reach. On a hit, you afflict the creature with a disease of Until the spell ends, you control any freestanding water
your choice selected from the options below. inside an area you choose that is a cube up to 100 feet on
At the end of each of the target’s turns, it must make a a side. You can choose from any of the following effects
CON save. After failing three of these saves, the disease’s when you cast this spell. As an action on your turn, you can
effects last for the duration, and the creature stops making repeat the same effect or choose a different one.
these saves. After succeeding on three of these saves, the Flood. You cause the level of all standing water in the
creature recovers from the disease and the spell ends. area to rise by as much as 20 feet. If the area includes a
Since this spell induces a natural disease in its target, shore, the flooding water spills over onto dry land. If you
any effect that removes or suppresses a disease’s effects choose an area in a large body of water, you instead create
apply to it. a 20-foot-tall wave that travels from one side of the area
Blinding Sickness. Pain grips the creature’s mind, and to the other and then crashes down. Any Huge or smaller
its eyes turn milky white. The creature has disadvantage on vehicles in the wave’s path are carried with it to the other
WIS checks and WIS saves and is blinded. side. Any Huge or smaller vehicles struck by the wave have

7 SPELLCASTING 267
a 25 percent chance of capsizing. The water level remains COUNTERSPELL
elevated until the spell ends or you choose a different effect.
3rd-Circle Arcane (Abjuration)
If this effect produced a wave, the wave repeats on the start
Casting Time: 1 reaction, when you see a creature within
of your next turn while the flood effect lasts.
60 feet of you casting a spell
Part Water. You separate water in the area, creating a
Range: 60 feet
trench in the water. The trench extends across the spell’s
area, and the separated water forms a wall to either side. Components: S
The trench remains until the spell ends or you choose a Duration: Instantaneous
different effect. The water then slowly fills in the trench With rippling motions, you prevent a creature you can see from
over the course of the next round until the normal water casting a spell.
level is restored. You attempt to interrupt a creature in the process of
Redirect Flow. You cause flowing water in the area casting a spell. If the creature is casting a spell of 3rd circle
to move in a direction you choose, even if the water has or lower, its spell automatically fails and has no effect. If
to flow over obstacles, up walls, or in other unlikely it is casting a spell of 4th circle or above, make an ability
directions. The water moves as you direct it, but once it check using your spellcasting ability. The DC equals 10 +
moves beyond the spell’s area, it resumes its flow based the spell’s circle. On a success, the creature’s spell fails and
on terrain conditions. The water continues to move in the has no effect.
direction you chose until the spell ends or you choose a
At Higher Circles. When you cast this spell using a
different effect.
spell slot of 4th circle or higher, the interrupted spell
Whirlpool. This effect requires a body of water at least 50 automatically has no effect if its circle is less than or equal
feet square and 25 feet deep. You cause a whirlpool to form to the circle of the spell slot you used.
in the center of the area. The whirlpool forms a vortex that
is 5 feet wide at the base, up to 50 feet wide at the top, and CREATE FOOD AND WATER
25 feet tall. Any creature or object in the water and within
3rd-Circle Divine and Primordial (Conjuration)
25 feet of the vortex is pulled 10 feet toward it. A creature
can swim away from the vortex by making a STR (Athletics) Casting Time: 1 action
check against your spell save DC. When a creature enters Range: 30 feet
the vortex for the first time on a turn or starts its turn Components: V, S
there, it must make a STR save. On a failed save, the Duration: Instantaneous
creature takes 2d8 bludgeoning damage and is caught in You conjure enough food and water to sustain a large group.
the vortex until the spell ends. On a successful save, the
You create 45 pounds of food and 30 gallons of water on the
creature takes half as much damage and isn’t caught in the
ground or in containers within range, enough to sustain up
vortex. A creature caught in the vortex can use its action
to twenty Large or smaller creatures for 24 hours. The food
to try to swim away from the vortex as described above but
is bland but nourishing but spoils if uneaten after 24 hours.
has disadvantage on the STR (Athletics) check to do so.
The water is clean and doesn’t go bad.
The first time each turn that an object enters the vortex, the
object takes 2d8 bludgeoning damage; this damage occurs
CREATE OR DESTROY WATER
each round it remains in the vortex.
1st-Circle Primordial (Transmutation)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a drop of water if creating water or
a few grains of sand if destroying it)
Duration: Instantaneous
You either create or destroy water.
When you cast this spell, choose which of the following
effects to create.
Create Water. You create up to 10 gallons of clean water
within range in an open container. Alternatively, the water
falls as rain in a 30-foot cube within range, extinguishing
exposed flames in the area.
Destroy Water. You destroy up to 10 gallons of water in an
open container within range. Alternatively, you destroy fog
in a 30-foot cube within range.

268 PLAYER'S GUIDE


At Higher Circles. When you cast this spell using a spell DARKNESS
slot of 2nd circle or higher, you create or destroy 10
2nd-Circle Arcane and Wyrd (Evocation)
additional gallons of water, or the size of the cube increases
by 5 feet, for each slot above 1st. Casting Time: 1 action
Range: 60 feet
CURE WOUNDS Components: V, M (bat fur and a drop of pitch
or piece of coal)
1st-Circle Divine and Primordial (Necromancy)
Duration: Concentration, up to 10 minutes
Casting Time: 1 action
Range: Touch You conjure a globe of magical darkness.
Components: V, S Magical darkness spreads from a point you choose within
Duration: Instantaneous range to fill a 15-foot-radius sphere for the duration.
The darkness spreads around corners. A creature with
You heal a wounded creature with a touch and a word.
darkvision can’t see through this darkness, and nonmagical
A creature you touch regains a number of hit points equal light can’t illuminate it.
to 1d8 + your spellcasting ability modifier. If the point you choose is on an object you are holding or
This spell has no effect on Constructs or Undead. one that isn’t being worn or carried, the darkness emanates
At Higher Circles. When you cast this spell using a spell from the object and moves with it. Completely covering
slot of 2nd circle or higher, the healing increases by 1d8 for the source of the darkness with an opaque object, such as a
each slot above 1st. bowl or a helm, blocks the darkness.
If any of this spell’s area overlaps with an area of light
created by a 2nd circle spell or lower, the spell that created

D the light is dispelled.

DARKVISION
DANCING LIGHTS 2nd-Circle Arcane and Primordial (Transmutation)
Arcane, Primordial, and Wyrd Cantrip (Evocation) Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 120 feet Components: V, S, M (a pinch of dried carrot or an agate)
Components: V, S, M (a bit of phosphorus or wychwood, Duration: 8 hours
or a glowworm)
You transform a creature’s eyes to see in the dark.
Duration: Concentration, up to 1 minute
You touch a willing creature to grant it the ability to see in
By waving a glowworm and chanting, you bring hovering magical
nonmagical darkness. For the duration, that creature has
lights under your control.
darkvision to a range of 60 feet.
You create up to four torch-sized lights within range, At Higher Circles. When you cast this spell using a spell
making them appear as torches, lanterns, or glowing orbs slot of 3rd circle or higher, you can target one additional
that hover in the air for the duration. You can also combine creature for each slot above 2nd.
the four lights into one glowing vaguely Humanoid form of
Medium size. Whichever form you choose, each light sheds DAYLIGHT
dim light in a 10-foot radius.
3rd-Circle Divine and Primordial (Evocation)
As a bonus action on your turn, you can move the lights
up to 60 feet to a new spot within range. A light must be Casting Time: 1 action
within 20 feet of another light created by this spell, and a Range: 60 feet
light winks out if it exceeds the spell’s range. Components: V, S
Duration: 1 hour
You create a sphere of daylight that banishes magical darkness.
A 60-foot-radius sphere of daylight spreads out from a
point you choose within range. The sphere is bright light
and sheds dim light for an additional 60 feet.
If you choose a point on an object you are holding or one
that isn’t being worn or carried, the light shines from the
object and moves with it. Completely covering the affected
object with an opaque object, such as a bowl or a helm,
blocks the light.

7 SPELLCASTING 269
If any of this spell’s area overlaps with an area of darkness DEMIPLANE
created by a spell of 3rd circle or lower such as that created
8th-Circle Arcane and Wyrd (Conjuration)
by the darkness spell, the spell that created the darkness is
Casting Time: 1 action
dispelled.
Range: 60 feet
DEATH WARD Components: S
Duration: 1 hour
4th-Circle Divine (Abjuration)
Casting Time: 1 action You conjure a doorway to a separate, smaller plane of existence.
Range: Touch You create a shadowy door on a flat solid surface that you
Components: V, S can see within range. The door is large enough to allow
Duration: 8 hours Medium creatures to pass through unhindered. When
opened, the door leads to a demiplane that appears to be
Your touch grants a warding against death.
an empty room 30 feet in each dimension, made of wood
The first time the target of this spell would drop to 0 HP as or stone. When the spell ends, the door disappears, and any
a result of taking damage, the target instead drops to 1 HP, creatures or objects inside the demiplane remain trapped
and the spell ends. there, as the door also disappears from the other side.
If the target is subjected to an effect that would kill it Each time you cast this spell, you can create a new
instantaneously without dealing damage, that effect is demiplane, or have the shadowy door connect to a
instead negated against the target, and the spell ends. demiplane you created with a previous casting of this
spell. In addition, if you know the nature and contents of
DELAYED BLAST FIREBALL a demiplane created by a casting of this spell by another
7th-Circle Arcane (Evocation) creature, you can have the shadowy door connect to its
Casting Time: 1 action demiplane instead.
Range: 150 feet (20-foot-radius sphere)
DETECT EVIL AND GOOD
Components: V, S, M (a tiny ball of bat guano and sulfur)
Duration: Concentration, up to 1 minute 1st-Circle Divine and Wyrd (Divination)
Casting Time: 1 action
You create a bead of shimmering fire, which explodes when you
throw it. Range: Self
Components: V, S
A beam of yellow light flashes from your pointing finger,
Duration: Concentration, up to 10 minutes
then condenses to linger at a chosen point within range
as a glowing bead for the duration. When the spell ends, You sense nearby supernatural creatures, places, and objects.
either because your concentration is broken or because For the duration, you know if there is an Aberration,
you decide to end it, the bead blossoms with a low roar into Celestial, Elemental, Fey, Fiend, or Undead within 30 feet
an explosion of flame that spreads around corners. Each of you, as well as where the creature is located. Similarly,
creature in a 20-foot-radius sphere centered on that point you know if there is a place or object within 30 feet of you
must make a DEX save. A creature takes fire damage equal that has been magically consecrated or desecrated.
to the total accumulated damage on a failed save, or half as The spell can penetrate most barriers, but it is blocked by 1
much damage on a successful one. foot of stone, 1 inch of common metal, a thin sheet of lead,
The spell’s base damage is 12d6. If at the end of your turn or 3 feet of wood or dirt.
the bead has not yet detonated, the damage increases by
1d6. DETECT MAGIC
If the glowing bead is touched before the interval has 1st-Circle Arcane and Wyrd (Divination)
expired, the creature touching it must make a DEX save. Casting Time: 1 action
On a failed save, the spell ends immediately, causing the
Range: Self
bead to erupt in flame.
Components: V, S
On a successful save, the creature can throw the bead up
Duration: Concentration, up to 10 minutes
to 40 feet. When it strikes a creature or a solid object, the
spell ends, and the bead explodes. You sense the presence of nearby magic.
The fire damages objects in the area and ignites flammable For the duration, you sense the presence of magic within
objects that aren’t being worn or carried. 30 feet of you. If you sense magic in this way, you can use
At Higher Circles. When you cast this spell using a spell your action to see a faint aura around any visible creature or
slot of 8th circle or higher, the base damage increases by object in the area that bears magic, and you learn its school
1d6 for each slot above 7th. of magic, if any.

270 PLAYER'S GUIDE


The spell can penetrate most barriers, but it is blocked Once you detect the presence of a creature in this way,
by 1 foot of stone, 1 inch of common metal, a thin sheet of you can read its thoughts for the rest of the duration as
lead, or 3 feet of wood or dirt. described above, even if you can’t see it, but it must still be
within range.
DETECT THOUGHTS
2nd-Circle Arcane and Wyrd (Divination) DIMENSION DOOR
Casting Time: 1 action 4th-Circle Arcane and Wyrd (Conjuration)
Range: Self Casting Time: 1 action
Components: V, S, M (a copper piece) Range: 500 feet
Duration: Concentration, up to 1 minute Components: V
You reach out to sense the minds and thoughts of others. Duration: Instantaneous

For the duration, you can read the thoughts of certain You teleport yourself and one other creature to a spot you can see
creatures. When you cast the spell and as your action on or visualize.
each turn until the spell ends, you can focus your mind on You teleport yourself from your current location to any
any one creature that you can see within 30 feet of you. If other spot within range. You arrive at exactly the spot
the creature you choose has an INT of 3 (−4) or lower or desired. It can be a place you can see, one you can visualize,
doesn’t speak any languages, the creature is unaffected. or one you can describe by stating distance and direction,
You initially learn the surface thoughts of the creature— such as “200 feet straight downward” or “upward to the
what is most on its mind in that moment. As an action, northwest at a 45-degree angle, 300 feet.”
you can either shift your attention to another creature’s You can bring along objects as long as their weight doesn’t
thoughts or attempt to probe deeper into the same exceed what you can carry. You can also bring one willing
creature’s mind. If you probe deeper, the target must make creature of your size or smaller who is
a WIS save. If it fails, you gain insight into its reasoning (if carrying gear up to its carrying capacity.
any), its emotional state, and something that looms large The creature must be within 5 feet of
in its mind (such as something it worries over, loves, or you when you cast this spell.
hates). If it succeeds, the spell ends. Either way, the target
knows that you are probing into its mind, and unless you
shift your attention to another creature’s thoughts, the
creature can use its action on its turn to make an INT
check contested by your INT check; if the target succeeds,
the spell ends.
Questions verbally directed
at the target creature
naturally shape the
course of its thoughts, so
this spell is particularly
effective as part of an
interrogation.
You can also use this
spell to detect the
presence of thinking
creatures you can’t see.
When you cast the spell or
as your action during the
duration, you can search for
thoughts within 30 feet of you.
The spell can penetrate barriers,
but 2 feet of rock, 2 inches of any
metal other than lead, or a thin sheet of
lead blocks you. You can’t detect a creature
with an INT of 3 (−4) or lower or one that
doesn’t speak any languages.

7 SPELLCASTING 271
If you would arrive in a place already occupied by an
object or a creature, you and any creature traveling with
you each take 4d6 force damage, and the spell fails to
teleport you.

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

DISINTEGRATE
6th-Circle Arcane and Wyrd (Transmutation)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a lodestone and pinch of dust)
Duration: Instantaneous
by means of a true resurrection or a wish spell. If the target
You emit a ray that utterly destroys a target, reducing it to dust. is destroyed, any magic items it was wearing or holding
A thin green ray springs from your pointing finger to a drop onto the ground in a space previously occupied by
target that you can see within range. The target can be a the target.
creature, an object, or a creation of magical force, such as This spell automatically disintegrates a Large or smaller
the wall created by a wall of force spell. nonmagical object or a creation of magical force. If the
A creature targeted by this spell must make a DEX save. target is a Huge or larger object or creation of force, this
On a failed save, the target takes 10d6 + 40 force damage. If spell disintegrates a 10-foot-cube portion of it. A magic
this damage reduces the target to 0 HP, it is disintegrated. item is unaffected by this spell.
A disintegrated creature and everything it is wearing At Higher Circles. When you cast this spell using a spell
and carrying, except magic items, are reduced to a pile slot of 7th circle or higher, the damage increases by 3d6
of fine gray dust. The creature can be restored to life only for each slot above 6th.

272 PLAYER'S GUIDE


DISPEL EVIL AND GOOD DIVINE FAVOR
5th-Circle Divine and Wyrd (Abjuration) 1st-Circle Divine (Evocation)
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: Self
Components: V, S, M (holy water or powdered silver Components: V, S
and iron) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute You recite a prayer to enhance your weapon’s damage.
You ward yourself against supernatural creatures and can end Your prayer empowers you with divine radiance. Until the
their influence or return them to their home plane. spell ends, your weapon attacks deal an extra 1d4 radiant
Shimmering energy surrounds and protects you from damage on a hit.
certain types of creatures: Celestials, Elementals, Fey,
Fiends, Undead, and creatures with the Outsider tag. DIVINE WORD
Creatures of those types have disadvantage on attack rolls 7th-Circle Divine (Evocation)
against you.
Casting Time: 1 bonus action
You can end the spell early by using either of the following
Range: 30 feet
special functions.
Components: V
Break Enchantment. As your action, you touch a
creature you can reach that is charmed, frightened, or Duration: Instantaneous
possessed by one of the listed creature types. The creature You recite a single word of divine power that harms foes and
you touch is no longer charmed, frightened, or possessed banishes supernatural creatures.
by such creatures. You utter a divine word, imbued with the power that shaped
Dismissal. As your action, make a melee spell attack the world at the dawn of creation. Choose any number of
against a creature of one of the listed types you can reach. creatures you can see within range. Each creature that can
On a hit, you attempt to drive the creature back to its home hear you must make a CHA save. On a failed save, a creature
plane. The creature must succeed on a CHA save or be suffers an effect based on its current hit points:
sent back to its home plane (if it isn’t there already) or a • 50 HP or fewer: deafened for 1 minute
different plane deemed appropriate by the GM.
• 40 HP or fewer: deafened and blinded for 10 minutes
DISPEL MAGIC • 30 HP or fewer: blinded, deafened, and stunned for
1 hour
3rd-Circle Arcane and Divine (Abjuration)
• 20 HP or fewer: killed instantly
Casting Time: 1 action
Range: 120 feet Regardless of its current hit points, a Celestial, an
Elemental, a Fey, or a Fiend that fails its save is forced
Components: V, S
back to its plane of origin (if it isn’t there already) and can’t
Duration: Instantaneous
return to your current plane for 24 hours by any means
You dismiss an ongoing spell with a cutting motion and sharp short of a wish spell.
word.
Choose one creature, object, or magical effect within DOMINATE
range. Any spell of 3rd circle or lower on the target ends. 5th-Circle Arcane and Wyrd (Enchantment)
For each spell of 4th circle or higher on the target, make an Casting Time: 1 action
ability check using your spellcasting ability. The DC equals
Range: 60 feet
10 + the spell’s circle. On a successful check, the spell ends.
Components: V, S
At Higher Circles. When you cast this spell using a spell
Duration: Concentration, up to 1 minute
slot of 4th circle or higher, you automatically end the
effects of a spell on the target if the spell’s circle is equal to You charm a Medium or smaller creature, and gain telepathic
or less than the circle of the spell slot you used. control of their actions.
Choose a Medium or smaller creature that you can see
within range. This spell has no effect on creatures immune
to the charmed condition. The target must succeed on a
WIS save or be charmed by you for the duration. If you
or creatures that are friendly to you are fighting it, it has
advantage on the save.

7 SPELLCASTING 273
E
While the creature is charmed, you have a telepathic
link with it as long as the two of you are on the same
plane of existence. You can use this telepathic link to
issue commands to the creature while you are conscious
(no action required), which it does its best to obey. You EARTHQUAKE
can specify a simple and general course of action, such 8th-Circle Primordial (Evocation)
as “attack that creature,” “run over there,” or “fetch Casting Time: 1 action
that object.” If the creature completes the order and Range: 500 feet (100-foot-radius circle)
doesn’t receive further direction from you, it defends and Components: V, S, M (a pinch of dirt, a piece of rock, and
preserves itself to the best of its ability. a lump of clay)
You can use your action to take total and precise control Duration: Concentration, up to 1 minute
of the target. Until the end of your next turn, the creature
You command the earth to quake, opening great fissures, toppling
takes only the actions you choose and doesn’t do anything
structures, and harming creatures.
that you don’t allow it to do.
During this time, you can also cause the creature to use You create a seismic disturbance at a point on the ground
a reaction, but this requires you to use your own reaction that you can see within range. For the duration, an intense
as well. tremor rips through the ground in a 100-foot-radius circle
Each time the target takes damage, it makes a new WIS centered on that point and shakes creatures and structures
save against the spell, ending the spell on a success. in contact with the ground in that area.
The ground in the area becomes difficult terrain. Each
At Higher Circles. When you cast this spell using a
creature on the ground that is concentrating must make a
6th‑circle spell slot, the duration is concentration, up
CON save. On a failed save, the creature’s concentration
to 10 minutes. When you use a 7th-circle spell slot,
is broken.
the duration is concentration, up to 1 hour. When you
When you cast this spell and at the end of each turn you
use a spell slot of 8th circle or higher, the duration is
spend concentrating on it, each creature on the ground
concentration, up to 8 hours.
in the area must make a DEX save. On a failed save, the
creature is knocked prone.
DRUIDCRAFT
This spell can have additional effects depending on the
Primordial Cantrip (Transmutation) terrain in the area, as determined by the GM.
Casting Time: 1 action Fissures. Fissures open throughout the spell’s area at
Range: 30 feet the start of your next turn after you cast the spell. A total
Components: V, S of 1d6 such fissures open in locations chosen by the GM.
Duration: Instantaneous Each is 1d10 × 10 feet deep, 10 feet wide, and extends from
You can create a harmless natural effect. one edge of the spell’s area to the opposite side. A creature
standing on a spot where a fissure opens must succeed
Whispering to the spirits of nature, you create one of the
on a DEX save or fall in. A creature that successfully
following effects within range:
saves moves with the fissure’s edge as it opens. A fissure
• You create a tiny, harmless sensory effect that predicts that opens beneath a structure causes it to automatically
what the weather will be at your location for the next collapse (see following section).
24 hours. The effect might manifest as a golden orb for
Structures. The tremor deals 50 bludgeoning damage to
clear skies, a cloud for rain, falling snowflakes for snow,
any structure in contact with the ground in the area when
and so on. This effect persists for 1 round.
you cast the spell and at the start of each of your turns until
• You instantly make a flower blossom, a seed pod open, the spell ends. If a structure drops to 0 HP, it collapses and
or a leaf bud bloom. potentially damages nearby creatures. A creature within
• You create an instantaneous, harmless sensory effect, half the distance of a structure’s height must make a DEX
such as falling leaves, a puff of wind, the sound of a save. On a failed save, the creature takes 5d6 bludgeoning
small animal, or the faint odor of skunk. The effect damage, is knocked prone, and is buried in the rubble,
must fit in a 5-foot cube. requiring a DC 20 STR (Athletics) check as an action
• You instantly light or snuff out a candle, torch, or to escape. The GM can adjust the DC higher or lower,
small campfire. depending on the nature of the rubble. On a successful
save, the creature takes half as much damage and doesn’t
fall prone or become buried.

274 PLAYER'S GUIDE


ELEMENTAL BLADE ELEMENTAL SHIELD
2nd-Circle Arcane (Evocation) 4th-Circle Arcane (Evocation)
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Self
Components: V, S, M (a leaf of sumac) Components: V, S, M (a bit of phosphorus or a firefly)
Duration: Concentration, up to 10 minutes Duration: 10 minutes
You throw a leaf into the air, and a blade of elemental energy A ward of flames envelops you to stave off intense heat or fierce cold
appears in your hand. and attackers.
You evoke an elemental blade in your free hand. The blade Elemental energy wreathes your body for the duration,
is similar in size and shape to a scimitar, and it lasts for shedding bright light in a 10-foot radius and dim light for
the duration. If you let go of the blade, it disappears, but an additional 10 feet. You can end the spell early by using
you can evoke the blade again as a bonus action. When the an action to dismiss it. When the shield first appears, you
blade first appears, you decide whether it deals acid, cold, decide whether it is made of acid, cold, fire, lightning, or
fire, lightning, or thunder damage. thunder energy.
You can use your action to make a melee spell attack with The shield grants you resistance to the damage of your
the elemental blade. On a hit, the target takes 3d6 damage chosen elemental type.
of the chosen type. The elemental blade sheds bright light In addition, when a creature within 5 feet of you hits you
in a 10-foot radius and dim light with a melee attack, the shield erupts with energy. The
for an additional 10 feet. attacker takes 2d8 damage of the chosen type.
At Higher Circles. When you
cast this spell using a spell slot of ENHANCE ABILITY
4th circle or higher, the damage 2nd-Circle Primordial (Transmutation)
increases by 1d6 for every two Casting Time: 1 action
slots above 2nd.
Range: Touch
Components: V, S, M (fur or a feather from a beast)
Duration: Concentration, up to 1 hour
Your touch strengthens a creature’s ability score.
You touch a creature and bestow one of the following
effects upon it. It gains that effect until the spell ends.
Bear’s Endurance. The target has advantage on CON
checks and gains 2d6 temporary HP, which are lost when
the spell ends.
Bull’s Strength. The target has advantage on STR checks,
and its carrying capacity doubles.
Cat’s Grace. The target has advantage on DEX checks.
It also doesn’t take damage from falling 20 feet or less if it
isn’t incapacitated.
Eagle’s Splendor. The target has advantage on CHA
checks and saves against the charmed condition.
Fox’s Cunning. The target has advantage on INT checks
and checks made to Hide or otherwise avoid notice.
Owl’s Wisdom. The target has advantage on WIS checks
and can’t be surprised.
At Higher Circles. When you cast this spell using a spell
slot of 3rd circle or higher, you can target one additional
creature for each slot above 2nd.

7 SPELLCASTING 275
ENLARGE/REDUCE ENTHRALL
2nd-Circle Arcane and Primordial (Transmutation) 2nd-Circle Wyrd (Enchantment)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 60 feet
Components: V, S, M (a pinch of powdered iron) Components: V, S
Duration: Concentration, up to 1 minute Duration: 1 minute
You increase or decrease a target’s size by one category. Your words captivate your targets, making other creatures harder
You cause a creature or an object you can see within to perceive.
range to grow larger or smaller for the duration. Choose You weave a distracting string of words, causing creatures
a creature or an object that is neither worn nor carried. of your choice that you can see within range and that can
If the target is unwilling, it can make a CON save. On a hear you to make a WIS save. Any creature that can’t be
success, the spell has no effect. If the target is a creature, charmed succeeds on this save automatically, and if you or
everything it is wearing and carrying changes size with your companions are fighting a creature, it has advantage
it. Any item dropped by an affected creature returns to on the save. On a failed save, the target has disadvantage
normal size at once. on WIS (Perception) checks made to perceive any creature
Enlarge. The target’s size doubles in all dimensions, and other than you until the spell ends or until the target can no
its weight is multiplied by eight. This growth increases longer hear you. The spell ends if you are incapacitated or
its size by one category— from Medium to Large, for can no longer speak.
example. If there isn’t enough room for the target to
double its size, the creature or object attains the maximum ETHEREALNESS
possible size in the space available. Until the spell ends, the 7th-Circle Arcane and Wyrd (Transmutation)
target also has advantage on STR checks and STR saves. Casting Time: 1 action
The target’s weapons also grow to match its new size.
Range: Self
While these weapons are enlarged, the target’s attacks with
Components: V, S
them deal 1d4 extra damage.
Duration: 8 hours
Reduce. The target’s size is halved in all dimensions,
and its weight is reduced to one-eighth of normal. This You leave the material world and step into the Ethereal Plane.
reduction decreases its size by one category—from You step into the border regions of the Ethereal Plane, in
Medium to Small, for example. Until the spell ends, the the area where it overlaps with your current plane. You
target also has disadvantage on STR checks and STR saves. remain in the Ethereal Plane for the duration or until you
The target’s weapons also shrink to match its new size. use your action to dismiss the spell. During this time, you
While these weapons are reduced, the target’s attacks with can move in any direction. If you move up or down, every
them deal 1d4 less damage (this can’t reduce the damage foot of movement costs an extra foot. You can see and hear
below 1). the plane you originated from, but everything there looks
gray, and you can’t see anything more than 60 feet away.
ENTANGLE While on the Ethereal Plane, you can only affect and be
1st-Circle Primordial (Conjuration) affected by other creatures on that plane. Creatures that
Casting Time: 1 action aren’t on the Ethereal Plane can’t perceive you and can’t
interact with you unless a special ability or magic has given
Range: 90 feet
them the ability to do so.
Components: V, S
You ignore all objects and effects that aren’t on the
Duration: Concentration, up to 1 minute
Ethereal Plane, allowing you to move through objects you
You create grasping vines that restrain creatures in the area. perceive on the plane you originated from.
Grasping weeds and vines sprout from the ground in a When the spell ends, you immediately return to the plane
20-foot square starting from a point within range. For you originated from in the spot you currently occupy. If
the duration, these plants turn the ground in the area into you occupy the same spot as a solid object or creature when
difficult terrain. A creature in the area when you cast the this happens, you are immediately shunted to the nearest
spell must succeed on a STR save or be restrained by the unoccupied space that you can occupy and take force
entangling plants until the spell ends. A creature restrained damage equal to twice the number of feet you are moved.
by the plants can use its action to make a STR check This spell has no effect if you cast it while you are on the
against your spell save DC. On a success, it frees itself. Ethereal Plane or a plane that doesn’t border it.
When the spell ends, the conjured plants wilt away.

276 PLAYER'S GUIDE


F
At Higher Circles. When you cast this spell using a spell
slot of 8th circle or higher, you can target up to three
willing creatures (including you) for each slot above 7th.
The creatures must be within 10 feet of you when you cast
the spell. FAERIE FIRE
1st-Circle Wyrd (Evocation)
EXPEDITIOUS RETREAT Casting Time: 1 action
1st-Circle Arcane and Primordial (Transmutation) Range: 60 feet
Casting Time: 1 bonus action Components: V
Range: Self Duration: Concentration, up to 1 minute
Components: V, S You illuminate targets with fey radiance that makes them visible
Duration: Concentration, up to 1 minute and vulnerable to attack.
You gain additional movement each turn. Each object in a 20-foot cube within range is outlined in
This spell allows you to move at an incredible pace. When blue, green, or violet light (your choice). Any creature in the
you first cast this spell, and then as a bonus action on each area when the spell is cast is also outlined in light if it fails a
of your turns until the spell ends, you can take the Dash DEX save. For the duration, objects and affected creatures
action. shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object
EYEBITE has advantage if the attacker can see it, and the affected
creature or object can’t benefit from being invisible.
6th-Circle Wyrd (Transmutation)
Casting Time: 1 action
FAITHFUL HOUND
Range: Self
4th-Circle Divine and Wyrd (Conjuration)
Components: V, S
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 30 feet
You transform your eyes into wells of eldritch power; creatures you
Components: V, S, M (a tiny silver whistle, a piece of bone,
gaze upon fall unconscious, panic, or become sick.
and a thread)
For the spell’s duration, your eyes become an inky void Duration: 8 hours
imbued with dread power. One creature of your choice
You conjure an invisible watchdog that stands guard and attacks
within 60 feet of you that you can see must succeed on a
trespassers.
WIS save or be affected by one of the following effects of
your choice for the duration. On each of your turns until You conjure a phantom watchdog in an unoccupied space
the spell ends, you can use your action to target another that you can see within range, where it remains for the
creature but can’t target a creature again if it has succeeded duration, until you dismiss it as an action, or until you
on a save against this casting of eyebite. move more than 100 feet away from it.
Asleep. The target falls unconscious. It wakes up if it The hound is invisible to all creatures except you and can’t
takes any damage or if another creature uses its action to be harmed. When a Small or larger creature comes within
shake the sleeper awake. 30 feet of it without first speaking the password that you
Panicked. The target is frightened of you. On each of specify when you cast this spell, the hound starts barking
its turns, the frightened creature must take the Dash loudly. The hound sees invisible creatures and can see into
action and move away from you by the safest and shortest the Ethereal Plane. It ignores illusions.
available route, unless there is nowhere to move. If the At the start of each of your turns, the hound attempts to
target moves to a place at least 60 feet away from you where bite one creature within 5 feet of it that is hostile to you. The
it can no longer see you, this effect ends. hound’s attack bonus is equal to your spellcasting ability
Sickened. The target has disadvantage on attack rolls and modifier + your PB. On a hit, it deals 4d8 piercing damage.
ability checks. At the end of each of its turns, it can make
another WIS save. If it succeeds, the effect ends.

7 SPELLCASTING 277
FALSE LIFE
1st-Circle Arcane (Necromancy)
Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or
distilled spirits)
Duration: 1 hour
You enhance your life force with necromantic preservation.
You bolster yourself with a touch of the same necromantic
powers used to preserve the dead. You gain 1d4 + 4
temporary hit points for the duration.
At Higher Circles. When you cast this spell using a 2nd-
circle spell slot or higher, you gain 5 additional temporary FEEBLEMIND
hit points for each slot above 1st. 8th-Circle Arcane (Enchantment)
Casting Time: 1 action
FEAR Range: 150 feet
3rd-Circle Arcane and Wyrd (Illusion) Components: V, M (a handful of clay, crystal, glass, or
Casting Time: 1 action mineral spheres)
Range: Self (30-foot cone) Duration: Instantaneous
Components: V, S, M (a white feather or the heart of a hen) You shred the mind of a creature within range, rendering it
Duration: Concentration, up to 1 minute incapable of complex thought.
You frighten creatures with illusory images of their worst fears. You blast the mind of a creature that you can see within
You project a phantasmal image of a creature’s worst fears. range, attempting to shatter its intellect and personality.
Each creature in a 30-foot cone must succeed on a WIS The target takes 4d6 psychic damage and must make an
save or drop whatever it is holding and become frightened INT save.
of you for the duration. On a failed save, the creature’s INT and CHA become 1
While frightened by this spell, a creature must take the (−5). The creature can’t cast spells, activate magic items,
Dash action and move away from you by the safest available understand language, or communicate in any intelligible
route on each of its turns, unless there is nowhere to move. way. However, the creature can identify its friends, follow
If the creature ends its turn in a location where it doesn’t them, and even protect them.
have line of sight to you, the creature can make a WIS save, At the end of every 30 days, the creature can repeat its save
ending the effect on itself on a success. against this spell, ending the spell on a success.
The spell can also be ended by the greater restoration, heal,
FEATHER FALL or wish spells.
1st-Circle Arcane and Primordial (Transmutation)
FINGER OF DEATH
Casting Time: 1 reaction, when you or a creature within
60 feet of you falls 7th-Circle Arcane, Divine, and Wyrd (Necromancy)
Range: 60 feet Casting Time: 1 action
Components: V, M (a small feather or piece of down) Range: 60 feet
Duration: 1 minute Components: V, S
You throw a feather into the air, to help falling creatures float Duration: Instantaneous
harmlessly to the ground. You launch negative energy at a creature, damaging it and
Choose up to five falling creatures within range. A falling potentially turning it into a zombie under your control.
creature’s rate of descent slows to 60 feet per round until You send negative energy coursing through a creature that
the spell ends. If the creature lands before the spell ends, you can see within range, causing it searing pain. The target
it takes no falling damage and can land on its feet, and the must make a CON save. It takes 7d8 + 30 necrotic damage
spell ends for that creature. on a failed save, or half as much damage on a success.
A Humanoid killed by this spell rises as a zombie at the
start of your next turn. The zombie is permanently under
your command and follows your verbal orders to the best
of its ability.

278 PLAYER'S GUIDE


FIRE BOLT campfire-sized flames deal 2d6 fire damage, while Tiny
torch-sized flames deal 1d6 fire damage. Once you have
Arcane Cantrip (Evocation)
spit out the flames, the fire goes out immediately unless it
Casting Time: 1 action hits flammable material that can keep it fed.
Range: 120 feet
Components: V, S FIREBALL
Duration: Instantaneous
3rd-Circle Arcane (Evocation)
You send a bolt of fire blazing toward your target. Casting Time: 1 action
You hurl a mote of fire at a creature or object within range. Range: 150 feet
Make a ranged spell attack against the target. On a hit, the Components: V, S, M (a tiny ball of bat guano and sulfur)
target takes 1d10 fire damage. A flammable object hit by Duration: Instantaneous
this spell ignites if it isn’t being worn or carried.
You hurl a ball of flame that explodes, harming creatures and
This spell’s damage increases by 1d10 when you reach 5th
igniting objects in a large area.
level (2d10), 11th level (3d10), and 17th level (4d10).
A bright streak flashes from your pointing finger to a point
FIRE STORM you choose within range and then blossoms with a low roar
into an explosion of flame. Each creature in a 20-foot-
7th-Circle Arcane and Primordial (Evocation)
radius sphere centered on that point must make a DEX
Casting Time: 1 action save. A target takes 8d6 fire damage on a failed save, or half
Range: 150 feet as much damage on a success.
Components: V, S The fire spreads around corners. It ignites flammable
Duration: Instantaneous objects in the area that aren’t being worn or carried.
You command the skies to rain down torrents of roaring flame. At Higher Circles. When you cast this spell using a spell
A storm made up of sheets of roaring flame appears in slot of 4th circle or higher, the
a location you choose within damage increases by 1d6 for
range. The area of the each slot above 3rd.
storm consists of up to ten
10‑foot cubes, which you
can arrange as you wish.
Each cube must have at least
one face adjacent to the face of
another cube.
Each creature in the area must make a
DEX save. It takes 7d10 fire damage on a failed save, or
half as much damage on a successful one.
The fire damages objects in the area and ignites flammable
objects that aren’t being worn or carried. If you choose,
plant life in the area is unaffected by this spell.

FIRE UNDER THE TONGUE


1st-Circle Primordial (Transmutation)
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: 24 hours
You consume fire and hold it until you spit out the flames.
You can ingest a nonmagical fire up to the size of a Small
campfire within range. The fire is stored harmlessly in
your mouth and dissipates without effect if it isn’t expelled
before the spell ends.
Once ingested, you can spit out the stored fire as an action.
If you try to hit a particular target with the flames, treat
this as a ranged spell attack with a range of 10 feet. Small

7 SPELLCASTING 279
FLAME STRIKE FLESH TO STONE
5th-Circle Divine (Evocation) 6th-Circle Divine (Transmutation)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S, M (a pinch of sulfur) Components: V, S, M (a pinch of lime, water, and earth)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You call down a column of blazing radiance to immolate your foes. You turn a creature into stone.
A vertical column of divine fire roars down from the You attempt to turn one creature that you can see within
heavens in a location you specify. Each creature in a range into stone. If the target’s body is made of flesh, the
10-foot-radius, 40-foot-high cylinder centered on a point creature must make a CON save. On a failed save, it is
within range must make a DEX save. A creature takes 4d6 restrained as its flesh begins to harden. On a successful
fire damage and 4d6 radiant damage on a failed save, or half save, the creature isn’t affected.
as much damage on a success. A creature restrained by this spell must make another
At Higher Circles. When you cast this spell using a spell slot CON save at the end of each of its turns. If it successfully
of 6th circle or higher, the fire damage or the radiant damage saves against this spell three times, the spell ends. If it fails
(your choice) increases by 1d6 for each slot above 5th. its saves three times, it is turned to stone and subjected to
the petrified condition for the duration. The successes and
FLAMING SPHERE failures don’t need to be consecutive; keep track of both
until the target collects three of a kind.
2nd-Circle Arcane and Primordial (Evocation)
If the creature is physically broken while petrified, it
Casting Time: 1 action
suffers from similar damage if it reverts to its original state,
Range: 60 feet
automatically dying if it can’t survive without the damaged
Components: V, S, M (a bit of tallow, a pinch of brimstone, body part (such as the head or other area of the body with
and a dusting of powdered iron) vital organs).
Duration: Concentration, up to 1 minute If you maintain your concentration on this spell for the
You create a roiling ball of flame that moves on your command. entire possible duration, the creature is turned to stone
A 5-foot-diameter sphere of fire appears in an unoccupied until the effect is removed.
space of your choice within range and lasts for the duration.
Any creature that ends its turn within 5 feet of the sphere FLOATING DISK
must make a DEX save. The creature takes 2d6 fire damage 1st-Circle Arcane (Conjuration)
on a failed save, or half as much damage on a successful one. Casting Time: 1 action
As a bonus action, you can move the sphere up to 30 feet. Range: 30 feet
If you ram the sphere into a creature, that creature must
Components: V, S, M (a drop of mercury)
make the save against the sphere’s damage, and the sphere
Duration: 1 hour
stops moving this turn.
When you move the sphere, you can direct it over barriers You conjure a floating platform to carry things for you.
up to 5 feet tall and jump it across pits up to 10 feet wide. This spell creates a circular, horizontal plane of force 3 feet
The sphere ignites flammable objects not being worn or in diameter and 1 inch thick that floats 3 feet above the
carried, and it sheds bright light in a 20-foot radius and dim ground in an unoccupied space of your choice that you can
light for an additional 20 feet. see within range. The disk remains for the duration and can
At Higher Circles. When you cast this spell using a spell slot hold up to 500 pounds. If more weight is placed on it, the
of 3rd circle or higher, the damage increases by 1d6 for each spell ends, and everything on the disk falls to the ground.
slot above 2nd. The disk is immobile while you are within 20 feet of
it. If you move more than 20 feet away from it, the disk
follows you so that it remains within 20 feet of you. It can
move across uneven terrain, up or down stairs, slopes,
and the like, but it can’t cross an elevation change of 10
feet or more. For example, the disk can’t move across
a 10‑foot‑deep pit, nor could it leave such a pit if it was
created at the bottom.
If you move more than 100 feet from the disk (typically
because it can’t move around an obstacle to follow you), the
spell ends.

280 PLAYER'S GUIDE


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

FOG CLOUD
1st-Circle Arcane and Primordial (Conjuration) are pushed away from the center of the area until they are
completely outside it.
Casting Time: 1 action
A creature inside the cage can’t leave it by nonmagical
Range: 120 feet
means. If the creature tries to use a spell or any other
Components: V, S
magical means of teleportation or interplanar travel to
Duration: Concentration, up to 1 hour leave the cage, it must first make a CHA save. On a success,
You conjure a sphere of mist that obscures everything within. the creature can use that magic to exit the cage. On a
You create a 20-foot-radius sphere of fog centered on a failure, the creature can’t exit the cage and wastes the use of
point within range. The sphere spreads around corners, the spell or effect. The cage also extends into the Ethereal
and its area is heavily obscured. It lasts for the duration or Plane, blocking ethereal travel.
until a wind of moderate or greater speed (at least 10 miles This spell can’t be dispelled by dispel magic.
per hour) disperses it.
At Higher Circles. When you cast this spell using a 2nd- FOUR WINDS
circle spell slot or higher, the radius of the fog increases by 7th-Circle Primordial (Transmutation)
20 feet for each slot above 1st. Casting Time: 1 action
Range: 90 feet
FORCECAGE Components: V, S, M (an ivory war horn or set of pipes
7th-Circle Arcane and Wyrd (Evocation) worth at least 500 gp)
Casting Time: 1 action Duration: 1 minute
Range: 100 feet You create four moving whirlwinds that bludgeon and fling
Components: V, S, M (ruby dust worth at least 1,500 gp) creatures caught in their path.
Duration: Concentration, up to 1 hour You stir the air to create four whirlwinds on the ground at
You create a nigh-inescapable cage of force to trap targets. points you can see within range. Each whirlwind is a 5-foot-
An immobile, invisible, cube-shaped prison composed of radius, 30-foot-tall cylinder of swirling air centered on that
magical force springs into existence around an area you point. The whirlwinds last for the duration of the spell.
choose within range. The prison can be a cage or a solid box Each creature that enters a space occupied by a whirlwind
(your choice). for the first time on a turn (including when the whirlwinds
A prison in the shape of a cage can be up to 20 feet on a first appear) or starts its turn in a space occupied by a
side and is made from 1/2-inch-diameter bars spaced 1/2 whirlwind must make a STR save. On a failed save, a Large
inch apart. or smaller creature takes 4d10 bludgeoning damage and is
A prison in the shape of a box can be up to 10 feet on a thrown up to 60 feet in a random direction and knocked
side, creating a solid barrier that prevents any matter from prone. On a failed save, a Huge or larger creature takes the
passing through it and blocking any spells cast into or out bludgeoning damage and is not thrown but is restrained
from the area. until the beginning of its next turn. On a successful save,
When you cast the spell, any creature that is completely creatures of any size take only half as much damage and
inside the cage’s area is trapped. Creatures only partially are pushed out of the whirlwind into a random unoccupied
within the area and those too large to fit inside the area space within 5 feet of the whirlwind.

7 SPELLCASTING 281
If a thrown creature strikes a solid surface, it takes 1d6 make a CON save. A creature takes 10d6 cold damage on a
bludgeoning damage for every 10 feet it is thrown. If the failed save, or half as much damage on a successful one.
creature is thrown at another creature, the hit creature If the globe strikes a body of water or a liquid that is
must succeed on a DEX save against your spell save DC principally water (not including water-based creatures),
or take the same damage as the thrown creature and be it freezes the liquid to a depth of 6 inches over an area 30
knocked prone. If a thrown creature is thrown into another feet square. This ice lasts for 1 minute. Creatures that were
whirlwind, it is then thrown from the new whirlwind up to swimming on the surface of frozen water are trapped in
60 feet again in a random direction. the ice. A trapped creature can use an action to make a STR
At the start of each of your turns after the whirlwinds first check against your spell save DC to break free.
appear, you can use your action to control them, moving You can refrain from firing the globe after completing
each one up to 30 feet in a direction you choose. If you can’t the spell, if you wish. A small globe about the size of a sling
use your action or choose not to use your action to control stone, cool to the touch, appears in your hand. At any time,
the whirlwinds, each whirlwind moves up to 30 feet in a you, or a creature you give the globe to, can throw the globe
random direction, potentially affecting you along with any (to a range of 40 feet) or hurl it with a sling (to the sling’s
other creatures it encounters. If multiple whirlwinds would normal range). It shatters on impact, with the same effect
end their turn in the same space or overlapping spaces, one as the normal casting of the spell. You can also set the globe
whirlwind moves to the space, and the other moves to the down without shattering it. After 1 minute, if the globe
nearest adjacent space not occupied by a whirlwind. hasn’t already shattered, it explodes.
You can use an action to end the spell early, which causes At Higher Circles. When you cast this spell using a spell
the whirlwinds to disappear. The spell also ends early if you slot of 7th circle or higher, the damage increases by 1d6 for
are incapacitated or die. each slot above 6th.

FREEDOM OF MOVEMENT
4th-Circle Arcane and Divine (Abjuration)
Casting Time: 1 action
Range: Touch
G
GASEOUS FORM
Components: V, S, M (a leather strap, bound around the
arm or a similar appendage) 3rd-Circle Arcane and Primordial (Transmutation)
Duration: 1 hour Casting Time: 1 action
You touch a creature to protect it against immobility Range: Touch
and confinement. Components: V, S, M (a bit of gauze and a wisp of smoke)
Duration: Concentration, up to 1 hour
You touch a willing creature. For the duration, the target’s
movement is unaffected by difficult terrain, and spells and You transform a creature into a malleable, slow-moving cloud
other magical effects can neither reduce the target’s speed of mist.
nor cause the target to be paralyzed or restrained. You transform a willing creature you touch, along with
The target can also spend 5 feet of movement to everything it’s wearing and carrying, into a misty cloud for
automatically escape from nonmagical restraints, such as the duration. The spell ends if the creature drops to 0 HP.
manacles or a creature that has it grappled. Finally, being An incorporeal creature isn’t affected.
underwater imposes no penalties on the target’s movement While in this form, the target’s only method of movement
or attacks. is a flying speed of 10 feet. The target can enter and occupy
the space of another creature. The target has resistance to
FREEZING SPHERE damage from nonmagical attacks, and it has advantage on
6th-Circle Arcane (Evocation) STR, DEX, and CON saves. The target can pass through
Casting Time: 1 action small holes, narrow openings, and even mere cracks,
though it treats liquids as though they were solid surfaces.
Range: 300 feet (60-foot-radius sphere)
The target can’t fall and remains hovering in the air even
Components: V, S, M (a small crystal sphere)
when stunned or otherwise incapacitated.
Duration: Instantaneous
While in the form of a misty cloud, the target can’t talk
You create a globe of frost that damages creatures and freezes or manipulate objects, and any objects it was carrying or
liquids in a large area. holding can’t be dropped, used, or otherwise interacted
A frigid globe of cold energy streaks from your fingertips to with. The target can’t attack or cast spells.
a point of your choice within range, where it explodes in a
60-foot-radius sphere. Each creature within the area must

282 PLAYER'S GUIDE


GATE you are on, the portal opens in the named creature’s
immediate vicinity and draws the creature through it to
9th-Circle Arcane and Wyrd (Conjuration)
the nearest unoccupied space on your side of the portal.
Casting Time: 1 action You gain no special power over the creature, and it is free
Range: 60 feet to act as the GM deems appropriate. It might leave, attack
Components: V, S, M (a diamond worth at least 5,000 gp) you, or help you.
Duration: Concentration, up to 1 hour
You open a portal to another plane of existence. GEAR BARRAGE
You conjure a portal linking an unoccupied space you can 2nd-Circle Arcane (Conjuration)
see within range to a precise location on a different plane of Casting Time: 1 action
existence. The portal is a circular opening, which you can Range: Self (30-foot cone)
make 5 to 20 feet in diameter. You can orient the portal in Components: V, S, M (a handful of gears worth 5 gp)
any direction you choose. The portal lasts for the duration. Duration: Instantaneous
The portal has a front and a back on each plane where
You expel a cone of sharp, whirling gears.
it appears. Travel through the portal is possible only
by moving through its front. Anything that does so is You conjure a burst of magically propelled gears. Each
instantly transported to the other plane, appearing in the creature in a 30-foot cone must make a DEX save. On a
unoccupied space nearest to the portal. failure, a creature takes 3d8 slashing damage, or half as
Deities and other planar rulers can prevent portals much damage on a success. Constructs have disadvantage
created by this spell from opening in their presence or on this save.
anywhere within their domains. At Higher Circles. When you cast this spell using a spell
When you cast this spell, you can speak the name of a slot of 3rd circle or higher, the damage increases by 1d8 for
specific creature (a pseudonym, title, or nickname doesn’t each slot above 2nd.
work). If that creature is on a plane other than the one

7 SPELLCASTING 283
GENTLE REPOSE GLIBNESS
2nd-Circle Divine (Necromancy) 8th-Circle Arcane and Divine (Transmutation)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Self
Components: V, S, M (a pinch of salt and one copper Components: V
piece placed on each of the corpse’s eyes, which must Duration: Concentration, up to 1 hour
remain there for the duration) You become irresistibly compelling and perceived as trustworthy
Duration: 10 days by all others.
You ward a corpse against decay and necromantic influence. Until the spell ends, when you make a CHA ability check
You touch a corpse or other remains. For the duration, the or save, you can replace the number you roll with a 15.
target is protected from decay and can’t become Undead. In addition, no matter what you say, magic that would
The spell also effectively extends the time limit on raising determine if you are telling the truth indicates that you are
the target from the dead, since days spent under the being truthful.
influence of this spell don’t count against the time limit of
spells such as raise dead. GLOBE OF INVULNERABILITY
6th-Circle Arcane (Abjuration)
GIANT INSECT
Casting Time: 1 action
4th-Circle Primordial (Transmutation) Range: Self (10-foot radius)
Casting Time: 1 action Components: V, S, M (a glass or crystal bead that shatters
Range: 30 feet when the spell ends)
Components: V, S Duration: Concentration, up to 1 minute
Duration: Concentration, up to 10 minutes You surround yourself with a sphere that protects everything
You enlarge nearby insects and command them to fight for you. within from spells.
You transform up to ten centipedes, three spiders, five An immobile, faintly shimmering barrier springs into
wasps, or one scorpion within range into giant versions of existence in a 10-foot radius around you and remains for
their natural forms for the duration. A centipede becomes the duration.
a giant centipede, a spider becomes a giant spider, a Spell attacks that originate from a creature outside the
wasp becomes a giant wasp, and a scorpion becomes a barrier or any spell of 5th circle or lower cast from outside
giant scorpion. the barrier can’t affect creatures or objects within it, even if
Each creature obeys your verbal commands, and in the spell is cast using a higher circle spell slot. Such a spell
combat, they act on your turn each round. The GM has attack or spell can target creatures and objects within the
the statistics for these creatures and resolves their actions barrier, but the spell attack or spell has no effect on them.
and movement. Similarly, the area within the barrier is excluded from the
A creature remains in its giant size for the duration, until areas affected by such spells.
it drops to 0 HP, or until you use an action to dismiss the At Higher Circles. When you cast this spell using a spell
effect on it. slot of 7th circle or higher, the barrier blocks spells of one
The GM might allow you to choose different targets. For circle higher for each slot above 6th.
example, if you transform a bee, its giant version might
have the same statistics as a giant wasp. GOODBERRY
1st-Circle Primordial (Transmutation)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a handful of berries)
Duration: Instantaneous
You transform normal berries into magical healing berries.
You transform up to ten berries in your hand, infusing
them with magic for up to 24 hours. A creature can use its
action to eat one berry. Eating a berry restores 1 HP and
provides enough nourishment to sustain a creature for one
day, though a creature can’t be sustained by eating berries
two or more days in a row.

284 PLAYER'S GUIDE


The berries lose their potency if they have not been or creatures that are friendly to you are fighting it, it has
consumed within 24 hours of the casting of this spell. advantage on the save.
While the creature is charmed, you have a telepathic
GRAVE TOUCH link with it as long as the two of you are on the same
Arcane and Wyrd Cantrip (Necromancy) plane of existence. You can use this telepathic link to
issue commands to the creature while you are conscious
Casting Time: 1 action
(no action required), which it does its best to obey. You
Range: 120 feet
can specify a simple and general course of action, such
Components: V, S as “attack that creature,” “run over there,” or “fetch that
Duration: 1 round object.” If the creature completes the order and doesn’t
You conjure a ghostly hand to attack your target and prevent it receive further direction from you, it defends and preserves
from healing. itself to the best of its ability.
You create a ghostly, skeletal hand in the space of a creature You can use your action to take total and precise control
within range. Make a ranged spell attack against the of the target. Until the end of your next turn, the creature
creature to assail it with the chill of the grave. On a hit, takes only the actions you choose and doesn’t do anything
the target takes 1d8 necrotic damage, and it can’t regain that you don’t allow it to do.
hit points until the start of your next turn. Until then, the During this time, you can also cause the creature to use
hand clings to the target. a reaction, but this requires you to use your own reaction
If you hit an Undead target with this attack, it also has as well.
disadvantage on attack rolls against you until the end of Each time the target takes damage, it makes a new WIS
your next turn. save against the spell, ending the spell on a success.
This spell’s damage increases by 1d8 when you reach 5th At Higher Circles. When you cast this spell with a 9th‑circle
level (2d8), 11th level (3d8), and 17th level (4d8). spell slot, the duration is concentration, up to 8 hours.

GREASE GREATER HOLD


1st-Circle Arcane (Conjuration) 5th-Circle Arcane, Divine, and Wyrd (Enchantment)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 90 feet
Components: V, S, M (a bit of pork rind or butter) Components: V, S, M (a small, straight piece of iron)
Duration: 1 minute Duration: Concentration, up to 1 minute
With a touch of oily fat, you create an area of slippery grease that You paralyze a creature.
causes creatures to fall. Choose any creature that you can see within range. The
Slick grease covers the ground in a 10-foot square centered target must succeed on a WIS save or be paralyzed for the
on a point within range and turns it into difficult terrain for duration. At the end of each of its turns, an affected target
the duration. can repeat the WIS save, ending the effect on itself on a
When the grease appears, each creature standing in its success. This spell has no effect on Undead.
area must succeed on a DEX save or fall prone. A creature At Higher Circles. When you cast this spell using a spell
that enters the area or ends its turn there must also succeed slot of 6th circle or higher, you can target one additional
on a DEX save or fall prone. creature for each slot above 5th. The creatures must be
within 30 feet of each other when you target them.
GREATER DOMINATE
8th-Circle Arcane and Wyrd (Enchantment) GREATER INVISIBILITY
Casting Time: 1 action 4th-Circle Arcane and Wyrd (Illusion)
Range: 60 feet Casting Time: 1 action
Components: V, S Range: Touch
Duration: Concentration, up to 1 hour Components: V, S
You charm a creature, establishing a mental link and allowing Duration: Concentration, up to 1 minute
you control of their actions. You make a creature you touch invisible for a short time.
You attempt to beguile any creature that you can see You or a creature you touch becomes invisible until the
within range. This spell has no effect on creatures immune spell ends. Anything the target is wearing or carrying is
to the charmed condition. The target must succeed on a invisible as long as it is on the target’s person.
WIS save or be charmed by you for the duration. If you

7 SPELLCASTING 285
GREATER RESTORATION GUIDING BOLT
5th-Circle Divine and Primordial (Abjuration) 1st-Circle Divine and Wyrd (Evocation)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (diamond dust worth at least 100 Components: V, S
gp, which the spell consumes) Duration: 1 round
Duration: Instantaneous You hurl an energy bolt that damages your target and makes them
Your touch alleviates exhaustion or ends a magical curse, vulnerable to the next attack.
condition, or other ailment. A flash of light streaks toward a creature of your choice
You imbue a creature you touch with positive energy to within range. Make a ranged spell attack against the target.
undo a debilitating effect. You can reduce the target’s On a hit, the target takes 4d6 radiant damage, and the next
exhaustion level by one or end one of the following effects attack roll made against this target before the end of your
on the target: next turn has advantage, thanks to the mystical dim light
• One effect that charmed or petrified the target glittering on the target until then.
• One curse, including the target’s attunement to a At Higher Circles. When you cast this spell using a
cursed magic item 2nd‑circle spell slot or higher, the damage increases by
• Any reduction to one of the target’s ability scores 1d6 for each slot above 1st.
• One effect reducing the target’s hit point maximum

GUARDIAN OF FAITH
4th-Circle Divine (Conjuration)
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 8 hours
You utter a prayer and summon a ghostly
warrior to guard a fixed area.
A Large spectral guardian appears and hovers for
the duration in an unoccupied space of your choice that
you can see within range. The guardian occupies that space
and is indistinct except for a gleaming sword and shield
emblazoned with the symbol of your faith.
Any creature hostile to you that moves to a space within
10 feet of the guardian for the first time on a turn
must succeed on a DEX save. The creature takes
20 radiant damage on a failed save, or half as
much damage on a successful one. The guardian
vanishes when it has dealt a total of 60 damage.

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

286 PLAYER'S GUIDE


GUST OF WIND HASTE
2nd-Circle Arcane and Primordial (Evocation) 3rd-Circle Arcane (Transmutation)
Casting Time: 1 action Casting Time: 1 action
Range: Self (60-foot line) Range: 30 feet
Components: V, S, M (a legume seed) Components: V, S, M (a shaving of licorice root)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You emit a continuous line of wind that pushes creatures and You grant your target magical speed, making them hard to hit and
clears the air. faster to hit back.
A line of strong wind 60 feet long and 10 feet wide blasts Choose a willing creature that you can see within range.
from you in a direction you choose for the spell’s duration. Until the spell ends, the target’s speed is doubled, it gains
Each creature that starts its turn in the line must succeed a +2 bonus to AC, it has advantage on DEX saves, and it
on a STR save or be pushed 15 feet away from you in a gains an additional action on each of its turns. That action
direction following the line. can be used only to take the Attack (one weapon attack
Any creature in the line must spend 2 feet of movement only), Dash, Disengage, Hide, or Use an Object action.
for every 1 foot it moves when moving closer to you. When the spell ends, the target can’t move or take actions
The gust disperses gas or vapor, and extinguishes candles, until after its next turn, as a wave of lethargy sweeps over it.
torches, and similar unprotected flames in the area. It
causes protected flames, such as those of lanterns, to dance HEAL
wildly and has a 50 percent chance to extinguish them. 6th-Circle Divine and Primordial (Necromancy)
As a bonus action on each of your turns before the spell Casting Time: 1 action
ends, you can change the direction in which the line blasts
Range: 60 feet
from you.
Components: V, S
Duration: Instantaneous

H You heal a creature for a massive amount and simultaneously end


all physical afflictions affecting it.
Choose a creature that you can see within range. A surge of
HARM positive energy washes through the creature, causing it to
6th-Circle Divine and Wyrd (Necromancy) regain 70 HP. This spell also ends blindness, deafness, and
Casting Time: 1 action any diseases affecting the target. This spell has no effect on
Constructs or Undead.
Range: 60 feet
At Higher Circles. When you cast this spell using a spell
Components: V, S
slot of 7th circle or higher, the amount of healing increases
Duration: Instantaneous
by 10 HP for each slot above 6th.
You infect a creature with a disease that damages them and
reduces their hit point maximum for one hour. HEALING WORD
You unleash a virulent disease on a creature that you can 1st-Circle Divine (Necromancy)
see within range. The target must make a CON save. On Casting Time: 1 bonus action
a failure, it takes 14d6 necrotic damage, or half as much
Range: 60 feet
damage on a success. The damage can’t reduce the target’s
Components: V
hit points below 1. If the target fails the save, its hit point
maximum is reduced for 1 hour by an amount equal to the Duration: Instantaneous
necrotic damage it took. Any effect that removes a disease You utter a quick prayer that restores a little health to a
allows a creature’s hit point maximum to return to normal nearby creature.
before that time passes. A creature of your choice that you can see within range
regains hit points equal to 1d4 + your spellcasting ability
modifier. This spell has no effect on Constructs or Undead.
At Higher Circles. When you cast this spell using a spell
slot of 2nd circle or higher, the healing increases by 1d4 for
each slot above 1st.

7 SPELLCASTING 287
HEAT METAL HEROISM
2nd-Circle Arcane and Primordial (Transmutation) 1st-Circle Divine (Enchantment)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a piece of iron and a flame) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You superheat a metal object, harming creatures who touch it. You touch a willing target, warding it against fear and bolstering
Choose a manufactured metal object (not a creature), such its health.
as a metal weapon or a suit of armor that lacks the Natural A willing creature you touch is imbued with bravery. Until
Materials property, that you can see within range. You cause the spell ends, the creature is immune to being frightened
the object to glow red-hot. Any creature in physical contact and gains temporary hit points equal to your spellcasting
with the object takes 2d8 fire damage when you cast the ability modifier at the start of each of its turns. When the
spell. Until the spell ends, you can use a bonus action on spell ends, the target loses any remaining temporary hit
each of your subsequent turns to cause this damage again. points from this spell.
If a creature is holding or wearing the object and takes At Higher Circles. When you cast this spell using a spell
damage from it, the creature must succeed on a CON save slot of 2nd circle or higher, you can target one additional
or drop the object if it can. If it doesn’t drop the object, it creature for each slot above 1st.
has disadvantage on attack rolls and ability checks until the
start of your next turn. HIDEOUS LAUGHTER
At Higher Circles. When you cast this spell using a spell 1st-Circle Arcane and Wyrd (Enchantment)
slot of 3rd circle or higher, the damage increases by 1d8 for Casting Time: 1 action
each slot above 2nd.
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved
HELLISH REBUKE
in the air)
1st-Circle Wyrd (Evocation) Duration: Concentration, up to 1 minute
Casting Time: 1 reaction, when damaged by a creature
You infect your target with uncontrollable laughter.
within 60 feet of you that you can see
Range: 60 feet A creature of your choice that you can see within range
perceives everything as hilariously funny and falls into fits
Components: V, S
of laughter if this spell affects it. The target must succeed
Duration: Instantaneous
on a WIS save or fall prone, becoming incapacitated and
You retaliate against an attacker with a burst of hellfire. unable to stand up for the duration. A creature with an
You point your finger, and the creature that damaged you INT of 3 (−4) or lower isn’t affected by this spell.
is momentarily surrounded by hellish flames. The creature At the end of each of its turns and each time it takes
must make a DEX save. It takes 2d10 fire damage on a damage, the target can make another WIS save, ending the
failed save, or half as much damage on a successful one. spell on a success. The target has advantage on the save if
At Higher Circles. When you cast this spell using a spell it’s triggered by damage.
slot of 2nd circle or higher, the damage increases by 1d10
for each slot above 1st. HOLD
2nd-Circle Arcane, Divine, and Wyrd (Enchantment)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
You paralyze a Medium or smaller creature.
Choose a Medium or smaller creature that you can see
within range. The target must succeed on a WIS save or be
paralyzed for the duration. At the end of each of its turns,
an affected target can repeat the WIS save, ending the effect
on itself on a success. This spell has no effect on Undead.

288 PLAYER'S GUIDE


At Higher Circles. When you cast this spell using a spell HYPNOTIC PATTERN
slot of 3rd circle or higher, you can target one additional
3rd-Circle Arcane and Wyrd (Illusion)
creature for each slot above 2nd. The creatures must be
within 30 feet of each other when you target them. Casting Time: 1 action
Range: 120 feet
HOLY AURA Components: S, M (a glowing stick of incense or a crystal
vial filled with phosphorescent material)
8th-Circle Divine (Abjuration)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
Range: Self You create mesmerizing colors that charm creatures who can
see them.
Components: V, S, M (a tiny reliquary worth at least 1,000
gp containing a sacred relic, such as a scrap of cloth from You create a twisting pattern of colors that weaves through
a saint’s robe) the air inside a 30-foot cube within range. The pattern
Duration: Concentration, up to 1 minute appears for a moment and vanishes. Each creature in the
area who sees the pattern must make a WIS save. On a
You emit a holy aura that protects allies standing near you and
failure, the creature becomes charmed for the duration.
blinds profane creatures that attack them.
While charmed by this spell, the creature is incapacitated
Divine light washes out from you and coalesces in a soft and has a speed of 0.
radiance in a 30-foot radius around you. Creatures of your The spell ends for an affected creature if it takes any
choice in that radius when you cast this spell shed dim damage or if someone else uses an action to shake the
light in a 5-foot radius and have advantage on all saves, and creature out of its stupor.
other creatures have disadvantage on attack rolls against
them until the spell ends. In addition, when a Fiend or an
Undead hits an affected creature with a melee attack, the
aura flashes with brilliant light. The attacker must succeed
on a CON save or be blinded until the spell ends.

7 SPELLCASTING 289
I INFLICT WOUNDS
1st-Circle Divine and Wyrd (Necromancy)
Casting Time: 1 action
ICE STORM Range: Touch
4th-Circle Arcane and Primordial (Evocation) Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 300 feet You attack a target you touch with harmful energy.
Components: S, M (a pinch of dust and a few drops Make a melee spell attack against a creature you can reach.
of water) On a hit, the target takes 3d10 necrotic damage.
Duration: Instantaneous At Higher Circles. When you cast this spell using a spell
You create a torrent of hailstones that deals significant damage and slot of 2nd circle or higher, the damage increases by 1d10
creates difficult terrain. for each slot above 1st.
A hail of rock-hard ice pounds to the ground in a 20-foot-
INSECT PLAGUE
radius, 40-foot-high cylinder centered on a point within
range. Each creature in the cylinder must make a DEX 5th-Circle Primordial (Conjuration)
save. A creature takes 2d8 bludgeoning damage and 4d6 Casting Time: 1 action
cold damage on a failed save, or half as much damage on a Range: 300 feet
successful one. Components: V, S, M (a few grains of sugar, some kernels
Hailstones turn the storm’s area of effect into difficult of grain, and a smear of fat)
terrain until the end of your next turn. Duration: Concentration, up to 10 minutes
At Higher Circles. When you cast this spell using a spell You conjure a swarm of locusts that hamper movement and
slot of 5th circle or higher, the bludgeoning damage damage creatures.
increases by 1d8 for each slot above 4th.
Swarming, biting locusts fill a 20-foot-radius sphere
INCENDIARY CLOUD centered on a point you choose within range. The sphere
spreads around corners. The sphere remains for the
8th-Circle Arcane (Conjuration) duration, and its area is lightly obscured. The sphere’s area
Casting Time: 1 action is difficult terrain.
Range: 150 feet (20-foot-radius sphere) When the area appears, each creature in it must make a
Components: V, S CON save. A creature takes 4d10 piercing damage on a
Duration: Concentration, up to 1 minute failed save, or half as much damage on a successful one. A
You conjure a flaming cloud that burns creatures caught within it. creature must also make this save when it enters the spell’s
area for the first time on a turn or ends its turn there.
A swirling cloud of smoke shot through with white-hot
At Higher Circles. When you cast this spell using a spell
embers appears in a 20-foot-radius sphere centered on a
slot of 6th circle or higher, the damage increases by 1d10
point within range. The cloud spreads around corners and
for each slot above 5th.
is heavily obscured. It lasts for the duration or until a wind
of moderate or greater speed (at least 10 miles per hour)
INVISIBILITY
disperses it.
When the cloud appears, each creature in it must make 2nd-Circle Arcane and Wyrd (Illusion)
a DEX save. A creature takes 10d8 fire damage on a failed Casting Time: 1 action
save, or half as much damage on a successful one. A Range: Touch
creature must also make this save when it enters the spell’s Components: V, S, M (an eyelash encased in tree sap)
area for the first time on a turn or ends its turn there. Duration: Concentration, up to 1 hour
The cloud moves 10 feet directly away from you in a
You make a creature invisible for up to an hour, if it doesn’t attack
direction that you choose at the start of each of your turns.
or cast a spell.
A creature you touch becomes invisible until the spell
ends. Anything the target is wearing or carrying is invisible
as long as it is on the target’s person. The spell ends for a
target that attacks or casts a spell.
At Higher Circles. When you cast this spell using a spell
slot of 3rd circle or higher, you can target one additional
creature for each slot above 2nd.

290 PLAYER'S GUIDE


IRRESISTIBLE DANCE
6th-Circle Arcane and Wyrd (Enchantment)
Casting Time: 1 action
K
Range: 30 feet KNOCK
Components: V 2nd-Circle Arcane (Transmutation)
Duration: Concentration, up to 1 minute Casting Time: 1 action
You compel a creature to dance in place, hampering its attack and Range: 60 feet
making it easier to hit. Components: V
Choose one creature that you can see within range. The Duration: Instantaneous
target begins a comic dance in place: shuffling, tapping its You unlock, unstick, or unbar an object with a single word.
feet, and capering for the duration. Creatures that can’t be
Choose an object that you can see within range. The object
charmed are immune to this spell.
can be a door, a box, a chest, a set of manacles, a padlock, or
A dancing creature must use all its movement to dance
another object that contains a mundane or magical means
without leaving its space and has disadvantage on DEX
that prevents access.
saves and attack rolls. While the target is affected by this
A target that is held shut by a mundane lock or that is
spell, other creatures have advantage on attack rolls against
stuck or barred becomes unlocked, unstuck, or unbarred. If
it. As an action, a dancing creature can make a WIS save to
the object has multiple locks, only one of them is unlocked.
regain control of itself. On a successful save, the spell ends.
If you choose a target that is held shut with arcane lock, that
spell is suppressed for 10 minutes, during which time the
target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far
away as 300 feet, emanates from the target object.

7 SPELLCASTING 291
L LIGHT
Arcane and Divine Cantrip (Evocation)
Casting Time: 1 action
LEGEND LORE Range: Touch
5th-Circle Arcane and Divine (Divination) Components: V, S, M (a firefly or phosphorescent moss)
Casting Time: 1 action Duration: 1 hour
Range: Self You make an object emit bright light.
Components: V, S, M (incense worth at least 250 gp, You touch one object that is no larger than 10 feet in any
which the spell consumes) dimension. Until the spell ends, the object sheds bright
Duration: Instantaneous light in a 20-foot radius and dim light for an additional
You instantly learn significant lore about a person, place, or object 20 feet. The light can be colored as you like. Completely
of legendary importance. covering the object with something opaque blocks the light.
The spell ends if you cast it again or dismiss it as an action.
Name or describe a person, place, or object. The spell
If you target an object held or worn by a hostile creature,
brings to your mind a brief summary of the significant
that creature must succeed on a DEX save to avoid the spell.
lore about the thing you named. The lore might consist of
current tales, forgotten stories, or even secret lore that has
never been widely known. If the thing you named isn’t of
LIGHTNING BOLT
legendary importance, you gain no information. The more 3rd-Circle Arcane (Evocation)
information you already have about the thing, the more Casting Time: 1 action
precise and detailed the information you receive is. Range: Self (100-foot line)
The information you learn is accurate but might be Components: V, S, M (a bit of fur and a rod of amber,
couched in figurative language. For example, if you have crystal, or glass)
a mysterious magic axe on hand, the spell might yield this Duration: Instantaneous
information: “Woe to the evildoer whose hand touches the
You send a line of electricity lancing out from your fingertips.
axe, for even the haft slices the hand of the evil ones. Only a
true Child of Stone, lover and beloved of the dwarven gods, A stroke of lightning forming a line 100 feet long and 5 feet
may awaken the true powers of the axe, and only with the wide blasts out from you in a direction you choose. Each
sacred word Rudnoss on the lips.” creature in the line must make a DEX save. A creature
takes 8d6 lightning damage on a failed save, or half as much
LEVITATE damage on a successful one.
The lightning ignites flammable objects in the area that
2nd-Circle Arcane (Transmutation)
aren’t being worn or carried.
Casting Time: 1 action
At Higher Circles. When you cast this spell using a spell
Range: 60 feet
slot of 4th circle or higher, the damage increases by 1d6 for
Components: V, S, M (a small leather loop or a piece of
each slot above 3rd.
golden wire with a long shank on one end)
Duration: Concentration, up to 10 minutes LONGSTRIDER
You lift your target into the air. 1st-Circle Arcane and Primordial (Transmutation)
One creature or object of your choice that you can see Casting Time: 1 action
within range rises vertically, up to 20 feet, and remains Range: Touch
suspended there for the duration. The spell can levitate a Components: V, S, M (a pinch of dirt)
target that weighs up to 500 pounds. An unwilling creature
Duration: 1 hour
that succeeds on a CON save is unaffected.
The target can move only by pushing or pulling against Your touch enhances a creature’s ability to move and jump.
a fixed object or surface within reach (such as a wall or a You touch a creature. Its speed increases by 10 feet and its
ceiling), which allows it to move as if it were climbing. You jump distance is tripled until the spell ends.
can change the target’s altitude by up to 20 feet in either At Higher Circles. When you cast this spell using a spell
direction on your turn. If you are the target, you can move slot of 2nd circle or higher, you can target one additional
up or down as part of your move. Otherwise, you can use creature for each slot above 1st.
your action to move the target, which must remain within
the spell’s range.
When the spell ends, the target floats gently to the ground
if it is still aloft.

292 PLAYER'S GUIDE


M MAGIC WEAPON
2nd-Circle Arcane and Wyrd (Transmutation)
Casting Time: 1 bonus action
MAGE ARMOR Range: Touch
1st-Circle Arcane (Abjuration) Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: Touch You enchant a weapon with a magical bonus to attack and damage.
Components: V, S, M (a piece of cured leather) You touch a nonmagical weapon. Until the spell ends, that
Duration: 8 hours weapon becomes a magic weapon with a +1 bonus to attack
Your touch weaves magical defenses around an unarmored creature. rolls and damage rolls.
You touch a willing creature who isn’t wearing armor, and At Higher Circles. When you cast this spell using a spell
a protective magical force surrounds it until the spell ends. slot of 4th circle or higher, the bonus increases to +2.
The target’s base AC becomes 13 + its DEX modifier. The When you use a spell slot of 6th circle or higher, the bonus
spell ends if the target dons armor or if you dismiss the spell increases to +3.
as an action.
MAJOR IMAGE
MAGE HAND 3rd-Circle Arcane and Wyrd (Illusion)
Arcane and Wyrd Cantrip (Conjuration) Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: 30 feet Components: V, S, M (a bit of fleece)
Components: V, S Duration: Concentration, up to 10 minutes
Duration: 1 minute You conjure an intricate illusion that functions at your
You conjure a spectral hand that can perform simple tasks. mental command.

A spectral, floating hand appears at a point you choose You create the image of an object, a creature, or some
within range. The hand lasts for the duration or until you other visible phenomenon that is no larger than a 20-foot
dismiss it as an action. The hand vanishes if it is ever more cube. The image appears at a spot that you can see within
than 30 feet away from you or if you cast this spell again. range and lasts for the duration. It seems completely real,
You can use your action to control the hand. You can use including sounds, smells, and temperature appropriate to
the hand to manipulate an object, open an unlocked door or the thing depicted. You can’t create sufficient heat or cold
container, stow or retrieve an item from an open container, to cause damage, a sound loud enough to deal thunder
or pour the contents out of a vial. You can move the hand up damage or deafen a creature, or a smell that might sicken a
to 30 feet each time you use it. creature (like a troglodyte’s stench).
The hand can’t attack, activate magic items, or carry more As long as you are within range of the illusion, you can use
than 10 pounds. your action to cause the image to move to any other spot
within range. As the image changes location, you can alter
its appearance so that its movements appear natural for the
MAGIC MISSILE
image. For example, if you create an image of a creature
1st-Circle Arcane (Evocation) and move it, you can alter the image so that it appears to
Casting Time: 1 action be walking. Similarly, you can cause the illusion to make
Range: 120 feet different sounds at different times, even making it carry on
Components: V, S a conversation, for example.
Duration: Instantaneous Physical interaction with the image reveals it to be an
You launch glowing motes of force guaranteed to hit one or illusion, because things can pass through it. A creature that
more targets. uses its action to examine the image can determine that it
is an illusion with a successful INT (Investigation) check
You create three darts that each hit a creature of your choice
against your spell save DC. If a creature discerns the illusion
you can see within range. You can choose whether the darts
for what it is, the creature can see through the image, and its
hit the same creature or different creatures. Each dart deals
other sensory qualities become faint to the creature.
1d4 + 1 force damage to its target.
At Higher Circles. When you cast this spell using a spell
At Higher Circles. When you cast this spell using a spell
slot of 6th circle or higher, the spell lasts until dispelled,
slot of 2nd circle or higher, it creates one additional dart for
without requiring your concentration.
each slot above 1st.

7 SPELLCASTING 293
MASS CURE WOUNDS MASS HEALING WORD
5th-Circle Divine and Primordial (Necromancy) 3rd-Circle Divine (Necromancy)
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet (30-foot-radius sphere) Range: 60 feet
Components: V, S Components: V
Duration: Instantaneous Duration: Instantaneous
You heal the wounds of up to six creatures. You swiftly heal nearby creatures.
A wave of healing energy washes out from a point of As you call out words of restoration, up to six creatures of
your choice within range. Choose up to six creatures in a your choice that you can see within range regain hit points
30-foot-radius sphere centered on that point. Each target equal to 1d4 + your spellcasting ability modifier. This spell
regains hit points equal to 3d8 + your spellcasting ability has no effect on Constructs or Undead.
modifier. This spell has no effect on Constructs or Undead. At Higher Circles. When you cast this spell using a spell
At Higher Circles. When you cast this spell using a spell slot of 4th circle or higher, the healing increases by 1d4 for
slot of 6th circle or higher, the healing increases by 1d8 for each slot above 3rd.
each slot above 5th.

MASS FAERIE FIRE


4th-Circle Wyrd (Evocation)
Casting Time: 1 action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 minute
You illuminate targets in three different areas with radiance that
makes them visible and vulnerable to attack.
You can place up to three 20-foot cubes each centered on
a point you can see within range. Each object in a cube is
outlined in blue, green, or violet light (your choice). Any
creature in a cube when the spell is cast is also outlined in
light if it fails a DEX save. A creature in the area of more
than one cube is affected only once. For the duration, each
affected object and creature sheds dim light in a 10-foot
radius for the duration.
Any attack roll against an affected creature or object
has advantage if the attacker can see it, and the affected
creature or object can’t benefit from being invisible.

MASS HEAL
9th-Circle Divine and Primordial (Necromancy)
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You heal nearby creatures for a massive amount and also end all
physical afflictions affecting them.
A flood of healing energy flows from you into injured
creatures around you. You restore up to 700 HP, divided
as you choose among any number of creatures that you can
see within range. Creatures healed by this spell are also
cured of all diseases and any effect making them blinded or
deafened. This spell has no effect on Constructs or Undead.

294 PLAYER'S GUIDE


MASS SUGGESTION MELD INTO STONE
6th-Circle Arcane and Wyrd (Enchantment) 3rd-Circle Primordial (Transmutation)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, M (a snake’s tongue and either a bit of Components: V, S
honeycomb or a drop of sweet oil) Duration: 8 hours
Duration: 24 hours You fuse yourself into a nearby stone surface for hours.
You compel a group of creatures to follow a suggested course You step into a stone object or surface large enough to fully
of activity. contain your body, melding yourself and all the equipment
You suggest a course of activity (limited to a sentence or you carry with it for the duration. Using your movement,
two) and magically influence up to twelve creatures of your you step into the stone at a point you can touch. Nothing
choice that you can see within range and that can hear of your presence remains visible or otherwise detectable by
and understand you. Creatures that can’t be charmed are nonmagical senses.
immune to this effect. The suggestion must be worded While merged with the stone, you can’t see what occurs
in such a manner as to make the course of action sound outside it, and any WIS (Perception) checks you make to
reasonable. Asking the creature to stab itself, throw itself hear sounds outside it are made with disadvantage. You
onto a spear, immolate itself, or do some other obviously remain aware of the passage of time and can cast spells
harmful act automatically negates the effect of the spell. on yourself while merged in the stone. You can use your
Each target must make a WIS save. On a failed save, it movement to leave the stone where you entered it, which
pursues the course of action you described to the best of its ends the spell. Otherwise, you can’t move.
ability. The suggested course of action can continue for the Minor physical damage to the stone doesn’t harm you,
entire duration. If the suggested activity can be completed but its partial destruction or a change in its shape (to the
in a shorter time, the spell ends when the subject finishes extent that you no longer fit within it) expels you and deals
what it was asked to do. 6d6 bludgeoning damage to you. The stone’s complete
You can also specify conditions that will trigger a special destruction (or transmutation into a different substance)
activity during the duration. For example, you might expels you and deals 50 bludgeoning damage to you. If
suggest that a group of soldiers give all their money to the expelled, you fall prone in an unoccupied space closest to
first beggar they meet. If the condition isn’t met before the where you first entered.
spell ends, the activity isn’t performed.
If you or any of your companions damage a creature MENDING
affected by this spell, the spell ends for that creature. Arcane and Divine Cantrip (Transmutation)
At Higher Circles. When you cast this spell using a Casting Time: 1 action
7th‑circle spell slot, the duration is 10 days. When you use Range: Touch
an 8th-circle spell slot, the duration is 30 days. When you
Components: V, S, M (two lodestones)
use a 9th-circle spell slot, the duration is a year and a day.
Duration: Instantaneous
MAZE You make minor repairs to an object.
8th-Circle Arcane and Wyrd (Conjuration) This spell repairs a single break or tear in an object you
Casting Time: 1 action touch, such as a broken chain link, two halves of a broken
key, a torn cloak, or a leaking wineskin. As long as the break
Range: 60 feet
or tear is no larger than 1 foot in any dimension, you mend
Components: V, S
it, leaving no trace of the former damage. If this spell is
Duration: Concentration, up to 10 minutes
used to repair an object with hit points, it can restore up
You send one creature to a nigh-inescapable maze on another plane to 1 HP per casting but can’t raise an object’s hit points to
of existence. more than half its hit point maximum.
You banish a creature that you can see within range into a This spell can cosmetically repair a magic item or
labyrinthine demiplane. The target remains there for the Construct, but the spell can’t restore magic or hit points to
duration or until it escapes the maze. The target can use such targets.
its action to attempt to escape. When it does so, it makes
a DC 20 INT check. If it succeeds, it escapes, and the
spell ends. When the spell ends, the target reappears in
the space it left or, if that space is occupied, in the nearest
unoccupied space.

7 SPELLCASTING 295
MESSAGE MINOR ILLUSION
Arcane and Wyrd Cantrip (Enchantment) Arcane and Wyrd Cantrip (Illusion)
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 30 feet
Components: V, S, M (a short piece of copper wire) Components: S, M (a bit of fleece)
Duration: 1 round Duration: 1 minute
You send a mental message to your target and allow them You create a small-scale visual or auditory illusion.
to respond. You create a sound or an image of an object within range
You point your finger toward a creature within range and that lasts for the duration. The illusion also ends if you
whisper a message. The target (and only the target) hears the dismiss it as an action or cast this spell again.
message and can reply in a whisper that only you can hear. If you create a sound, its volume can range from a whisper
You can cast this spell through solid objects if you are to a scream. It can be your voice, someone else’s voice, a
familiar with the target and know it is beyond the barrier. lion’s roar, a beating of drums, or any other sound you
Magical silence, 1 foot of stone, 1 inch of common metal, choose. The sound continues unabated throughout the
a thin sheet of lead, or 3 feet of wood blocks the spell. The duration, or you can make discrete sounds at different
spell doesn’t have to follow a straight line and can travel times before the spell ends.
freely around corners or through openings. If you create an image of an object, such as a chair, muddy
footprints, or a small chest, it must be no larger than a
METEOR SWARM 5-foot cube. The image can’t create sound, light, smell, or
9th-Circle Arcane and Primordial (Evocation) any other sensory effect.
Casting Time: 1 action Physical interaction with the image reveals it to be an
Range: 1 mile (40-foot-radius sphere) illusion because things can pass through it.
Components: V, S If a creature uses its action to examine the sound or
image, the creature can determine that it is an illusion with
Duration: Instantaneous
a successful INT (Investigation) check against your spell
You command the skies to rain down flaming meteors that save DC. If a creature discerns the illusion for what it is, the
devastate creatures and objects in the area. illusion becomes faint to the creature.
Blazing orbs of fire plummet to the ground at four different
points you can see within range. Each creature in a 40-foot- MIRROR IMAGE
radius sphere centered on each point you choose must 2nd-Circle Arcane and Wyrd (Illusion)
make a DEX save. The sphere spreads around corners. A
Casting Time: 1 action
creature takes 20d6 fire damage and 20d6 bludgeoning
Range: Self
damage on a failed save, or half as much damage on a
Components: V, S
successful one. A creature in the area of more than one fiery
burst is affected only once. Duration: 1 minute
The spell damages objects in the area and ignites You surround yourself with three illusory copies of yourself to
flammable objects that aren’t being worn or carried. deflect enemy attacks.
Three illusory duplicates of yourself appear in your space.
MIND BLANK Until the spell ends, the duplicates move with you and
8th-Circle Arcane (Abjuration) mimic your actions, shifting position so it’s impossible
Casting Time: 1 action to track which image is real. You can use your action to
Range: Touch dismiss the illusory duplicates.
Components: V, S Each time a creature targets you with an attack during the
spell’s duration, roll a d20 to determine whether the attack
Duration: 24 hours
instead targets one of your duplicates.
You shield a creature from psychic damage, magical detection, If you have three duplicates, you must roll a 6 or
and mind-altering effects. higher to change the attack’s target to a duplicate. With
Until the spell ends, one willing creature you touch is two duplicates, you must roll an 8 or higher. With one
immune to psychic damage, any effect that would sense duplicate, you must roll an 11 or higher.
its emotions or read its thoughts, divination spells, and A duplicate’s AC equals 10 + your DEX modifier. If
the charmed condition. The spell even foils wish spells and an attack hits a duplicate, the duplicate is destroyed.
spells or effects of similar power used to affect the target’s A duplicate can be destroyed only by an attack that
mind or to gain information about the target. specifically targeted you (and by extension, the duplicate),

296 PLAYER'S GUIDE


not area-of-effect spells such as fireball. It ignores all
other damage and effects. The spell ends when all three
duplicates are destroyed.
A creature’s attacks are unaffected by this spell if the
creature can’t see, if it relies on senses other than sight, MISTY STEP
such as keensense, or if it can see through illusions, as 2nd-Circle Arcane and Wyrd (Conjuration)
with truesight. Casting Time: 1 bonus action
Range: Self
MISLEAD Components: V
5th-Circle Arcane (Illusion) Duration: Instantaneous
Casting Time: 1 action You quickly teleport a short distance to a spot you can see.
Range: Self
Briefly surrounded by silvery mist, you teleport up to 30
Components: S feet to an unoccupied space that you can see.
Duration: Concentration, up to 1 hour
You become invisible and create an illusory copy of yourself that MODIFY MEMORY
moves and speaks as you direct, and you share the copy’s senses. 5th-Circle Arcane (Enchantment)
You become invisible at the same time that an illusory Casting Time: 1 action
double of you appears where you are standing. The double Range: 30 feet
lasts for the duration, but the invisibility ends if you attack Components: V, S
or cast a spell.
Duration: Concentration, up to 1 minute
You can use your action to move your illusory double up
to twice your speed and make it gesture, speak, and behave You attempt to reshape another creature’s memories.
in whatever way you choose. One creature that you can see must make a WIS save. If you
You can see through its eyes and hear through its ears are fighting the creature, it has advantage on the save. On
as if you were located where it is. On each of your turns a failed save, the target becomes charmed by you for the
as a bonus action, you can switch from using its senses duration. The charmed target is incapacitated and unaware
to using your own, or back again. While you are using its of its surroundings, though it can still hear you. If it takes
senses, you are blinded and deafened in regard to your any damage or is targeted by another spell, this spell ends,
own surroundings. and none of the target’s memories are modified.

7 SPELLCASTING 297
While this charm lasts, you can affect the target’s memory On each of your turns after you cast this spell, you can use
of an event that it experienced within the last 24 hours and an action to move the beam 60 feet in any direction.
that lasted no more than 10 minutes. You can permanently At Higher Circles. When you cast this spell using a spell
eliminate all memory of the event, allow the target to recall slot of 3rd circle or higher, the damage increases by 1d10
the event with perfect clarity and exacting detail, change its for each slot above 3rd.
memory of the details of the event, or create a memory of
some other event. MOVE EARTH
You must speak to the target to describe how its memories
6th-Circle Primordial (Transmutation)
are affected, and it must be able to understand your
Casting Time: 1 action
language for the modified memories to take root. Its mind
fills in any gaps in the details of your description. If the Range: 120 feet
spell ends before you have finished describing the modified Components: V, S, M (an iron blade and a small bag
memories, the creature’s memory isn’t altered. containing a mixture of soils—clay, loam, and sand)
Otherwise, the modified memories take hold when the Duration: Concentration, up to 2 hours
spell ends. You reshape an area of dirt, sand, or clay.
A modified memory doesn’t necessarily affect how a Choose an area of terrain no larger than 40 feet on a side
creature behaves, particularly if the memory contradicts within range. You can reshape dirt, sand, or clay in the area
the creature’s natural inclinations or beliefs. An illogical in any manner you choose for the duration. You can raise
modified memory, such as implanting a memory of or lower the area’s elevation, create or fill in a trench, erect
how much the creature enjoyed dousing itself in acid, is or flatten a wall, or form a pillar. The extent of any such
dismissed, perhaps as a bad dream. The GM might deem a changes can’t exceed half the area’s largest dimension. So,
modified memory too nonsensical to affect a creature in a if you affect a 40-foot square, you can create a pillar up to
significant manner. 20 feet high, raise or lower the square’s elevation by up to
A remove curse or greater restoration spell cast on the target 20 feet, dig a trench up to 20 feet deep, and so on. It takes
restores the creature’s true memory. 10 minutes for these changes to complete.
At Higher Circles. If you cast this spell using a spell slot At the end of every 10 minutes you spend concentrating
of 6th circle or higher, you can alter the target’s memories on the spell, you can choose a new area of terrain to
of an event that took place up to 7 days ago (6th circle), 30 affect. Because the terrain’s transformation occurs slowly,
days ago (7th circle), 1 year ago (8th circle), or any time in creatures in the area can’t usually be trapped or injured by
the creature’s past (9th circle). the ground’s movement. This spell can’t manipulate natural
stone or stone construction. Rocks and structures shift
MOONBEAM to accommodate the new terrain. If the way you shape the
2nd-Circle Primordial (Evocation) terrain would make a structure unstable, it might collapse.
Similarly, this spell doesn’t directly affect plant growth. The
Casting Time: 1 action
moved earth carries any plants along with it.
Range: 120 feet
Components: V, S, M (several seeds of any moonseed
plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
You create a continuous beam of moonlight that harms creatures
and forces them to reveal their true form.
A silvery beam of pale, dim light shines down in a
5-foot‑radius, 40-foot-high cylinder centered on a point
you choose within range. When a creature enters the spell’s
area for the first time on a turn or starts its turn there, it is
engulfed in ghostly flames that cause searing pain, and it
must make a CON save. It takes 2d10 radiant damage on a
failed save, or half as much damage on a successful one.
A creature with the Shapechanger tag makes this save with
disadvantage. If it fails, it also instantly reverts to its true
form and can’t assume a different form until it leaves the
spell’s light.

298 PLAYER'S GUIDE


N When the opening disappears, any creatures or objects
still in the passage created by the spell are safely ejected to
an unoccupied space nearest to the surface on which you
cast the spell.
NONDETECTION
3rd-Circle Arcane and Wyrd (Abjuration) PENDULUM
Casting Time: 1 action
1st-Circle Arcane (Enchantment)
Range: Touch
Casting Time: 1 action
Components: V, S, M (a pinch of diamond dust worth 25
Range: Touch
gp sprinkled over the target, which the spell consumes)
Components: V, S, M (a small pendulum or metronome
Duration: 8 hours
made of brass and rosewood worth 10 gp)
Your touch hides a target from divination and scrying. Duration: Concentration, up to 1 minute
For the duration, you hide a target that you touch from You regulate fate for a creature you touch.
divination magic. The target can be a willing creature,
You give the touched creature an aspect of regularity in its
place, or object no larger than 10 feet in any dimension.
motions and fortunes. An unwilling target must make a
The target can’t be targeted by any divination magic or
WIS save. On a failure, the target doesn’t make d20 checks
perceived through magical scrying sensors.
to determine the results of attack rolls, ability checks, and
saves for the duration of the spell. Instead, when it would

P make a check, its results follow the sequence 1, 20, 2, 19,


3, 18, 4, 17, and so on. A creature affected by this spell can
repeat the save at the end of each of its turns, ending the
effect on a success. If all results on a d20 are exhausted, the
PASS WITHOUT TRACE
spell also ends.
2nd-Circle Primordial (Abjuration) Since this spell doesn't allow its target to roll a d20,
Casting Time: 1 action Luck isn’t applicable to the sequence. Advantage and
Range: Self disadvantage do apply and use up the next two consecutive
Components: V, S, M (ashes from a burned leaf of results from the sequence.
mistletoe and sprig of spruce)
Duration: Concentration, up to 1 hour PHANTASMAL KILLER
You emit an aura of shadow to better hide yourself and creatures 4th-Circle Arcane and Wyrd (Illusion)
near you. Casting Time: 1 action
A veil of shadows and silence radiates from you, masking Range: 120 feet
you and your companions from detection. For the Components: V, S
duration, each creature you choose within 30 feet of you Duration: Concentration, up to 1 minute
(including you) has a +10 bonus to DEX (Stealth) checks
You use a creature’s worst nightmares to frighten it and
and can’t be tracked except by magical means. A creature
damage its mind.
that receives this bonus leaves behind no tracks or other
traces of its passage. You tap into the nightmares of a creature you can see
within range and create an illusory manifestation of its
PASSWALL deepest fears, visible only to that creature. The target must
make a WIS save. On a failed save, the target becomes
5th-Circle Arcane (Transmutation)
frightened of you for the duration. At the end of each of
Casting Time: 1 action the target’s turns before the spell ends, the target must
Range: 30 feet succeed on a WIS save or take 4d10 psychic damage. On a
Components: V, S, M (a pinch of sesame seeds) successful save, the spell ends.
Duration: 1 hour At Higher Circles. When you cast this spell using a spell
You create a passageway in a solid surface. slot of 5th circle or higher, the damage increases by 1d10 for
each slot above 4th.
A passage appears at a point of your choice that you can
see on a wooden, plaster, or stone surface (such as a wall, a
ceiling, or a floor) within range, and lasts for the duration.
You choose the opening’s dimensions: up to 5 feet wide, 8
feet tall, and 20 feet deep. The passage creates no instability
in a structure surrounding it.

7 SPELLCASTING 299
PLANE SHIFT You can use this spell to banish an unwilling creature to
another plane. Choose a creature within your reach and
7th-Circle Divine and Wyrd (Conjuration)
make a melee spell attack against it. On a hit, the creature
Casting Time: 1 action must make a CHA save. On a failure, the creature is
Range: Touch transported to a random location on the plane of existence
Components: V, S, M (a forked, metal rod worth at least you specify. A creature so transported must find its own
250 gp, attuned to a particular plane of existence) way back to your current plane of existence.
Duration: Instantaneous
You instantly teleport yourself and other creatures to a different PLANT GROWTH
plane of existence. 3rd-Circle Primordial (Transmutation)
You and up to eight willing creatures who link hands in a Casting Time: 1 action or 8 hours
circle are transported to a different plane of existence. You Range: 150 feet
can specify a target destination in general terms, such as Components: V, S
the city of Fandeval in the Shadow Realm, and you appear Duration: Instantaneous
in or near that destination. If you are trying to reach
You either help normal plants grow wildly to slow movement or
Fandeval, for example, you might arrive in the Old Market
you make crops double their yield.
Square district at the heart of the city, on the road that leads
to the Sleeper’s Gate entrance, or looking at the city from There are two possible uses for this spell, depending on
across the River Styx, at the GM’s discretion. its casting time, granting either immediate or long-term
Alternatively, if you know the sigil sequence of a benefits.
teleportation circle on another plane of existence, this spell If you cast this spell using 1 action, choose a point within
can take you to that circle. If the teleportation circle is too range. All normal plants in a 100-foot radius centered
small to hold all the creatures you transported, they appear on that point become thick and overgrown. A creature
in the closest unoccupied spaces next to the circle. moving through the area must spend 4 feet of movement

300 PLAYER'S GUIDE


for every 1 foot it moves. You can exclude one or more POWER WORD KILL
areas of any size within the spell’s area from being affected.
9th-Circle Arcane, Divine, and Wyrd (Enchantment)
If you cast this spell over 8 hours, you enrich the land.
Casting Time: 1 action
All plants in a half-mile radius centered on a point within
Range: 60 feet
range become enriched for 1 year. The plants yield twice
the normal amount of food when harvested. Components: V
Duration: Instantaneous
POISON SPRAY You utter a profane word that instantly kills a weak or injured
Arcane and Primordial Cantrip (Conjuration) creature.
Casting Time: 1 action You utter a word of power that can compel one creature
Range: 10 feet you can see within range to die instantly. If the creature you
Components: V, S choose has 100 HP or fewer, it dies. Otherwise, the spell
Duration: Instantaneous has no effect.

You fling a spume of poison at a nearby target. POWER WORD RECOVER


You extend your hand toward a creature you can see within 9th-Circle Divine (Enchantment)
range and project a puff of noxious gas from your palm.
Casting Time: 1 action
The creature must succeed on a CON save or take 1d12
Range: 60 feet
poison damage.
This spell’s damage increases by 1d12 when you reach 5th Components: V
level (2d12), 11th level (3d12), and 17th level (4d12). Duration: Instantaneous
You utter a divine word that restores a creature to perfect health.
POLYMORPH You utter a word of power that completely heals one
4th-Circle Arcane and Primordial (Transmutation) creature you can see within range. The creature is restored
Casting Time: 1 action to maximum hit points. In addition, any charmed,
Range: 60 feet frightened, paralyzed, or stunned conditions affecting
Components: V, S, M (a caterpillar cocoon) the target immediately end. This spell has no effect on
Constructs or Undead.
Duration: Concentration, up to 1 hour
You transform a creature into a beast. POWER WORD STUN
This spell transforms a creature that you can see within 8th-Circle Arcane, Divine, and Wyrd (Enchantment)
range into a new form. The new form can be any Beast
Casting Time: 1 action
whose challenge rating is equal to or less than the target’s
Range: 60 feet
challenge rating (or the target’s level, if it doesn’t have a
Components: V
challenge rating). The target’s game statistics, including
INT, WIS, and CHA, are replaced by those of the chosen Duration: Instantaneous
Beast. It retains its personality. You utter an arresting word that stuns a creature.
An unwilling creature must make a WIS save to avoid You speak a word of power that can overwhelm the mind
the effect. The spell has no effect on a creature with of one creature you can see within range, leaving it dazed.
the Shapechanger tag or a creature with 0 HP. The If the target has 150 HP or fewer, it is stunned. Otherwise,
transformation lasts for the duration, until the target the spell has no effect. The stunned target must make a
drops to 0 HP, or until it dies. CON save at the end of each of its turns, ending the effect
The target has the maximum hit points of its new form. on itself on a success.
When it reverts to its normal form, the creature returns to
the number of hit points it had before it transformed. If it
reverts as a result of dropping to 0 HP, any excess damage
carries over to its normal form. As long as the excess
damage doesn’t reduce the creature’s normal form to 0
HP, it isn’t knocked unconscious.
The creature is limited by the nature of its new form. It
can’t speak, cast spells, or take any action that requires
hands or speech. The target’s gear melds into the new
form. The creature can’t activate, use, wield, or otherwise
benefit from any of its equipment.

7 SPELLCASTING 301
PRESTIDIGITATION • You chill, warm, or flavor up to 1 cubic foot of nonliving
material for 1 hour.
Arcane Cantrip (Transmutation)
• You make a color, a small mark, or a symbol appear on
Casting Time: 1 action
an object or a surface for 1 hour.
Range: 10 feet
• You create a nonmagical trinket or an illusory image
Components: V, S
that can fit in your hand and that lasts until the end of
Duration: Up to 1 hour
your next turn.
You create a harmless magical effect. If you cast this spell multiple times, you can have up to
This spell is a minor trick that novice spellcasters use for three of its non-instantaneous effects active at a time, and
practice. You create one of the following magical effects you can dismiss such an effect as an action.
within range:
• You create an instantaneous, harmless sensory effect, PRISMATIC SPRAY
such as a shower of sparks, a puff of wind, faint musical 7th-Circle Arcane (Evocation)
notes, or an odd odor.
Casting Time: 1 action
• You instantaneously light or snuff out a candle, Range: Self (60-foot cone)
a torch, or a small campfire. Components: V, S
• You instantaneously clean or soil an Duration: Instantaneous
object no larger than 1 cubic foot.
You emit a cone of multicolored rays of light that inflict random
harmful effects on each creature caught within it.
Eight multicolored rays of light flash from your hand.
Each ray is a different color and has a different power and
purpose. Each creature in a 60-foot cone must make a
DEX save. For each target, roll a d8 to determine which
color ray affects it.

d8 COLOR RAY
1 Red. The target takes 10d6 fire damage on a failed save, or
half as much damage on a successful one.
2 Orange. The target takes 10d6 acid damage on a failed save,
or half as much damage on a successful one.
3 Yellow. The target takes 10d6 lightning damage on a failed
save, or half as much damage on a successful one.
4 Green. The target takes 10d6 poison damage on a failed
save, or half as much damage on a successful one.
5 Blue. The target takes 10d6 cold damage on a failed save, or
half as much damage on a successful one.
6 Indigo. On a failed save, the target is restrained. It must
then make a CON save at the end of each of its turns. If
it successfully saves three times, the spell ends. If it fails
its save three times, it permanently turns to stone and is
subjected to the petrified condition. The successes and
failures don’t need to be consecutive; keep track of both
until the target collects three of a kind.
7 Violet. On a failed save, the target is blinded. It must then
make a WIS save at the start of your next turn. A successful
save ends the blindness. If it fails that save, the creature
is transported to another plane of existence of the GM’s
choosing and is no longer blinded. Typically, a creature that
is on a plane that isn’t its home plane is banished home,
while other creatures are usually cast into the Astral or
Ethereal planes.
8 Special. The target is struck by two rays. Roll twice more,
rerolling any 8.

302 PLAYER'S GUIDE


PRISMATIC WALL Blue. The creature takes 10d6 cold damage on a failed
save, or half as much damage on a successful one. This layer
9th-Circle Arcane (Abjuration)
can be destroyed by dealing at least 25 fire damage to it.
Casting Time: 1 action
Indigo. On a failed save, the creature is restrained. It
Range: 60 feet
must then make a CON save at the end of each of its turns.
Components: V, S If it successfully saves three times, the spell ends. If it fails
Duration: 10 minutes its save three times, it permanently turns to stone and is
You create a wall or sphere of scintillating colors that blinds subjected to the petrified condition. The successes and
creatures and punishes those who pass through it with seven effects. failures don’t need to be consecutive; keep track of both
A shimmering, multicolored plane of light forms a vertical, until the creature collects three of a kind. While this layer
opaque wall—up to 90 feet long, 30 feet high, and 1 inch is in place, spells can’t be cast through the wall. The layer is
thick—centered on a point you can see within range. destroyed by bright light shed by a daylight spell or a similar
Alternatively, you can shape the wall into a sphere up to spell of equal or higher circle.
30 feet in diameter centered on a point you choose within Violet. On a failed save, the creature is blinded. It must
range. The wall remains in place for the duration. If you then make a WIS save at the start of your next turn. A
position the wall so that it passes through a space occupied successful save ends the blindness. If it fails that save,
by a creature, the spell fails, and your action and the spell the creature is transported to another plane of the GM’s
slot are wasted. choosing and is no longer blinded. Typically, a creature that
The wall sheds bright light to a range of 100 feet and dim is on a plane that isn’t its home plane is banished home,
light for an additional 100 feet. You and creatures you while other creatures are usually cast into the Astral or
designate at the time you cast the spell can pass through Ethereal planes. This layer is destroyed by a dispel magic
and remain near the wall without harm. If another creature spell or a similar spell of equal or higher circle that can end
that can see the wall moves to within 20 feet of it or starts spells and magical effects.
its turn there, the creature must succeed on a CON save or
become blinded for 1 minute. PRODUCE FLAME
The wall consists of seven layers, each with a different Primordial Cantrip (Conjuration)
color. When a creature attempts to reach into or pass Casting Time: 1 action
through the wall, it does so one layer at a time through all Range: Self
the wall’s layers. As it passes or reaches through each layer, Components: V, S
the creature must make a DEX save or be affected by that
Duration: 10 minutes
layer’s properties as described below.
The wall can be destroyed, also one layer at a time, in You conjure a handheld flame that can light the way or be hurled
order from red to violet, by means specific to each layer. at enemies.
Once a layer is destroyed, it remains so for the duration of A flickering flame appears in your hand. It remains for the
the spell. An antimagic field has no effect on the wall. duration and harms neither you nor your equipment. The
Red. The creature takes 10d6 fire damage on a failed flame sheds bright light in a 10-foot radius and dim light
save, or half as much damage on a successful one. While for an additional 10 feet. The spell ends if you dismiss it as
this layer is in place, nonmagical ranged attacks can’t pass an action or if you cast it again.
through the wall. The layer can be destroyed by dealing at You can also attack with the flame, although doing so ends
least 25 cold damage to it. the spell. When you cast this spell, or as an action on a later
Orange. The creature takes 10d6 acid damage on a failed turn, you can hurl the flame at a creature within 30 feet of
save, or half as much damage on a successful one. While you. Make a ranged spell attack. On a hit, the target takes
this layer is in place, magical ranged attacks can’t pass 1d8 fire damage.
through the wall. The layer is destroyed by a strong wind. This spell’s damage increases by 1d8 when you reach 5th
Yellow. The creature takes 10d6 lightning damage on a level (2d8), 11th level (3d8), and 17th level (4d8).
failed save, or half as much damage on a successful one.
This layer can be destroyed by dealing at least 60 force
damage to it.
Green. The creature takes 10d6 poison damage on a failed
save, or half as much damage on a successful one. A passwall
spell, or another spell of equal or greater circle that can
open a portal on a solid surface, destroys this layer.

7 SPELLCASTING 303
PROGRAMMED ILLUSION You can use your action to move this illusion up to twice
your speed and make it gesture, speak, and behave in
6th-Circle Arcane (Illusion)
whatever way you choose. It mimics your mannerisms
Casting Time: 1 action perfectly.
Range: 120 feet You can see through its eyes and hear through its ears as if
Components: V, S, M (a bit of fleece and jade worth at you were in its space. On your turn as a bonus action, you
least 25 gp) can switch from using its senses to using your own, or back
Duration: Until dispelled again. While you are using its senses, you are blinded and
You create a complex illusion activated by a specific trigger. deafened in regard to your own surroundings.
You create an illusion of an object, a creature, or some Physical interaction with the image reveals it to be an
other visible phenomenon within range that activates when illusion because things can pass through it. A creature that
a specific condition occurs. The illusion is imperceptible uses its action to examine the image can determine that it
until then. It must be no larger than a 30-foot cube, and is an illusion with a successful INT (Investigation) check
you decide when you cast the spell how the illusion behaves against your spell save DC. If a creature discerns the illusion
and what sounds it makes. This scripted performance can for what it is, the creature can see through the image, and
last up to 5 minutes. any noise it makes sounds hollow to the creature.
When the condition you specify occurs, the illusion
springs into existence and performs in the manner you PROTECTION FROM ENERGY
described. Once the illusion finishes performing, it 3rd-Circle Arcane, Divine, and Primordial (Abjuration)
disappears and remains dormant for 10 minutes. After this Casting Time: 1 action
time, the illusion can be activated again. Range: Touch
The triggering condition can be as general or as detailed Components: V, S
as you like, though it must be based on visual or audible Duration: Concentration, up to 1 hour
conditions that occur within 30 feet of the area. For
You ward your target against one type of elemental damage.
example, you could create an illusion of yourself to appear
and warn off others who attempt to open a trapped door, For the duration, one willing creature you touch has
or you could set the illusion to trigger only when a creature resistance to one damage type of your choice: acid, cold,
says the correct word or phrase. fire, lightning, or thunder.
Physical interaction with the image reveals it to be an
illusion because things can pass through it. A creature that PROTECTION FROM EVIL AND GOOD
uses its action to examine the image can determine that it 1st-Circle Divine and Wyrd (Abjuration)
is an illusion with a successful INT (Investigation) check Casting Time: 1 action
against your spell save DC. If a creature discerns the illusion Range: Touch
for what it is, the creature can see through the image, and
Components: V, S, M (holy water or powdered silver and
any noise it makes sounds hollow to the creature.
iron, which the spell consumes)
Duration: Concentration, up to 10 minutes
PROJECT IMAGE
You ward your target against the attacks of supernatural creatures.
7th-Circle Arcane (Illusion)
Until the spell ends, one willing creature you touch is
Casting Time: 1 action
protected against certain types of creatures: Aberrations,
Range: 500 feet
Celestials, Elementals, Fey, Fiends, and Undead.
Components: V, S, M (a small replica of you made from
The protection grants several benefits. Creatures of those
materials worth at least 5 gp)
types have disadvantage on attack rolls against the target.
Duration: Concentration, up to 1 day The target also can’t be charmed, frightened, or possessed
You create an illusory copy of yourself that you can share senses by them. If the target is already charmed, frightened, or
with and move independently. possessed by such a creature, the target has advantage on
You create an illusory copy of yourself that lasts for the any new save against the relevant effect.
duration. The copy can appear at any location within
range that you have seen before, regardless of intervening
obstacles. The illusion looks and sounds like you but is
intangible. If the illusion takes any damage, it disappears,
and the spell ends.

304 PLAYER'S GUIDE


PROTECTION FROM POISON REMOVE CURSE
2nd-Circle Divine and Primordial (Abjuration) 3rd-Circle Divine and Wyrd (Abjuration)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S
Duration: 1 hour Duration: Instantaneous
You touch a creature, neutralizing a poison affecting it and Your touch breaks a curse afflicting a target.
protecting it against other poisons. At your touch, all curses affecting one creature or object
You touch a creature. If it is poisoned, you neutralize the end. If the object is a cursed magic item, its curse remains,
poison. If more than one poison afflicts the target, you but the spell breaks its owner’s attunement to the object so
neutralize one poison that you know is present, or you it can be removed or discarded.
neutralize one at random.
For the duration, the target has advantage on saves against RESILIENT SPHERE
being poisoned, and it has resistance to poison damage. 4th-Circle Arcane (Evocation)
At Higher Circles. When you cast this spell using a spell Casting Time: 1 action
slot of 3rd circle or higher, you can target one additional Range: 30 feet
creature for each slot above 2nd. Components: V, S, M (a hemispherical piece of clear
crystal and a matching hemispherical piece of gum arabic)

R
Duration: Concentration, up to 1 minute
You seal your target in an impermeable and movable sphere.
A sphere of shimmering force encloses a creature or
RAY OF ENFEEBLEMENT object of Large size or smaller within range. An unwilling
2nd-Circle Arcane, Divine, and Wyrd (Necromancy) creature must make a DEX save. On a failed save, the
creature is enclosed for the duration. Nothing—not
Casting Time: 1 action
physical objects, energy, or other spell effects—can pass
Range: 60 feet
through the barrier, in or out, though a creature in the
Components: V, S
sphere can breathe there. The sphere is immune to all
Duration: Concentration, up to 1 minute damage, and a creature or object inside can’t be damaged
You shoot a beam of energy that drains your target’s strength. by attacks or effects originating from outside, nor can a
A beam of enervating energy springs from your finger creature inside the sphere damage anything outside it.
toward a creature within range. Make a ranged spell attack The sphere is weightless and just large enough to contain
against the target. On a hit, the target deals only half the creature or object inside. An enclosed creature can use
damage with attacks that use STR until the spell ends. its action to push against the sphere’s walls and thus roll
At the end of each of the target’s turns, it can make a CON the sphere at up to half the creature’s speed. Similarly, the
save against the spell. On a success, the spell ends. globe can be picked up and moved by other creatures.
A disintegrate spell targeting the globe destroys it without
RAY OF FROST harming anything inside it.

Arcane Cantrip (Evocation) RESISTANCE


Casting Time: 1 action
Range: 60 feet Divine and Primordial Cantrip (Abjuration)
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: Touch
Components: V, S, M (a miniature cloak)
You create an icy ray that harms and slows your target.
Duration: Concentration, up to 1 minute
A frigid beam of blue-white light streaks toward a creature
You give your target a bonus to a save.
within range. Make a ranged spell attack against the target.
On a hit, it takes 1d8 cold damage, and its speed is reduced You touch one willing creature. Once before the spell ends,
by 10 feet until the start of your next turn. the target can roll a d4 and add the number rolled to one
The spell’s damage increases by 1d8 when you reach 5th save of its choice. It can roll the die before or after making
level (2d8), 11th level (3d8), and 17th level (4d8). the save. The spell then ends.

7 SPELLCASTING 305
RESTORATION ROPE TRICK
2nd-Circle Divine and Primordial (Abjuration) 2nd-Circle Arcane and Wyrd (Conjuration)
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S Components: V, S, M (a length of rope up to 60 feet long)
Duration: Instantaneous Duration: 1 hour
Your touch ends one disease or condition afflicting a creature. You open a portal to a small extradimensional
You touch a creature and can end one disease or one space accessible via climbing rope.
condition afflicting it. The condition can be blinded, You touch a length of rope that
deafened, paralyzed, or poisoned. is up to 60 feet long. One
end of the rope then rises
REVERSE GRAVITY into the air until the whole
7th-Circle Arcane and Primordial (Transmutation) rope hangs perpendicular
to the ground. At the
Casting Time: 1 action
upper end of the
Range: 100 feet
rope, an invisible
Components: V, S, M (a lodestone and iron filings)
entrance opens to
Duration: Concentration, up to 1 minute an extradimensional
You reverse gravity in a huge area, causing unanchored targets to space that lasts until the
fall upwards. spell ends.
This spell reverses gravity in a 50-foot-radius, 100-foot‑high The extradimensional space can
cylinder centered on a point within range. All creatures and be reached by climbing to the
objects that aren’t somehow anchored to the ground in the top of the rope. The space can
area fall upward and reach the top of the area when you cast hold as many as eight Medium
this spell. A creature can make a DEX save to grab onto a or smaller creatures. The
fixed object it can reach, thus avoiding the fall. rope can be pulled into
If some solid object (such as a ceiling) is encountered the space, making the
in this fall, falling objects and creatures strike it just as rope disappear from view
they would during a normal downward fall. If an object outside the space.
or creature reaches the top of the area without striking Attacks and spells can’t cross
anything, it remains there, oscillating slightly, for the through the entrance into or
duration. out of the extradimensional
At the end of the duration, affected objects and creatures space, but those inside can see
fall back down. out of it as if through a 3-foot-
by-5‑foot window centered
REVIVIFY on the rope.
Anything inside the
3rd-Circle Divine and Wyrd (Necromancy)
extradimensional
Casting Time: 1 action space falls to the
Range: Touch ground when the
Components: V, S, M (diamonds worth 300 gp, which the spell ends.
spell consumes)
Duration: Instantaneous
You restore a recently slain creature to life.
You touch a creature that has died within the last minute.
That creature returns to life with 1 HP. This spell can’t
return to life a creature that has died of old age, nor can it
restore any missing body parts.

306 PLAYER'S GUIDE


S SEE INVISIBILITY
2nd-Circle Arcane, Divine, and Wyrd (Divination)
Casting Time: 1 action
SACRED FLAME Range: Self
Divine Cantrip (Evocation) Components: V, S, M (a pinch of talc and a small
Casting Time: 1 action sprinkling of powdered silver)
Range: 60 feet Duration: 1 hour
Components: V, S You can see ethereal and invisible creatures and objects.
Duration: Instantaneous For the duration, you see invisible creatures and objects
You attack a creature with searing radiance. as if they were visible, and you can see into the Ethereal
Plane. Ethereal creatures and objects appear ghostly and
Flame-like radiance descends on a creature that you can
translucent.
see within range. The target must succeed on a DEX save or
take 1d8 radiant damage. The target gains no benefit from
SEEMING
cover for this save.
The spell’s damage increases by 1d8 when you reach 5th 5th-Circle Arcane and Wyrd (Illusion)
level (2d8), 11th level (3d8), and 17th level (4d8). Casting Time: 1 action
Range: 30 feet
SANCTUARY Components: V, S
1st-Circle Divine (Abjuration) Duration: 8 hours
Casting Time: 1 bonus action You disguise any creature within range with an illusory
Range: 30 feet appearance.
Components: V, S, M (a small silver mirror) This spell allows you to change the appearance of any
Duration: 1 minute number of creatures that you can see within range. You
You utter a protective prayer that makes your target difficult to give each target you choose a new, illusory appearance. An
attack. unwilling target can make a CHA save, and if it succeeds, it
is unaffected by this spell.
You ward a creature within range against attack. Until
The spell disguises physical appearance as well as clothing,
the spell ends, any creature who targets the warded
armor, weapons, and equipment. You can make each
creature with an attack or a harmful spell must first make
creature seem 1 foot shorter or taller and appear thin, fat,
a WIS save. On a failed save, the creature must choose a
or in between. You can’t change a target’s body type, so you
new target or lose the attack or spell. This spell doesn’t
must choose a form that has the same basic arrangement
protect the warded creature from area effects, such as the
of limbs. Otherwise, the extent of the illusion is up to you.
explosion of a fireball.
The spell lasts for the duration, unless you use your action
If the warded creature makes an attack or casts a spell that
to dismiss it sooner.
affects an enemy creature, this spell ends.
The changes wrought by this spell fail to hold up to
physical inspection. For example, if you use this spell to
SCORCHING RAY
add a hat to a creature’s outfit, objects pass through the hat,
2nd-Circle Arcane (Evocation) and anyone who touches it would feel nothing or would
Casting Time: 1 action feel the creature’s head and hair. If you use this spell to
Range: 120 feet appear thinner than you are, the hand of someone who
Components: V, S reaches out to touch you would bump into you while it was
Duration: Instantaneous seemingly still in midair.
A creature can use its action to inspect a target and make
You launch fiery rays at your chosen targets.
an INT (Investigation) check against your spell save DC. If
You create three rays of fire and hurl them at targets within it succeeds, it becomes aware that the target is disguised.
range. You can hurl them at one target or several. Make a
ranged spell attack for each ray. On a hit, the target takes
2d6 fire damage.
At Higher Circles. When you cast this spell using a spell
slot of 3rd circle or higher, you create one additional ray for
each slot above 2nd.

7 SPELLCASTING 307
SENDING SHAPECHANGE
3rd-Circle Arcane, Divine, and Wyrd (Enchantment) 9th-Circle Primordial (Transmutation)
Casting Time: 1 action Casting Time: 1 action
Range: Unlimited Range: Self
Components: V, S, M (a short piece of fine copper wire) Components: V, S, M (a jade circlet worth at least 1,500
Duration: 1 round gp, which you must place on your head before you cast
You direct a mental message that your target can understand the spell)
and respond to. Duration: Concentration, up to 1 hour

You send a message of twenty-five words or fewer to a You can assume the forms of different creatures for an hour.
creature with whom you are familiar. Regardless of INT You assume the form of a different creature for the
and language, the creature hears the message in its mind, duration. The new form can be of any creature with a
recognizes you as the sender if it knows you, and can challenge rating equal to your level or lower. The creature
answer in a like manner immediately. can’t be a Construct or an Undead, and you must have seen
You can send the message across any distance and even to the sort of creature at least once.
other planes of existence, but if the target is on a different You transform into an average example of that creature,
plane than you, there is a 5 percent chance that the message one without any class levels or the Spellcasting trait.
doesn’t arrive. Your game statistics are replaced by the statistics of the
chosen creature, though you retain your INT, WIS, and
SEQUESTER CHA scores. You also retain all of your skill and save
7th-Circle Arcane and Divine (Transmutation) proficiencies. When you make an ability check or save,
you can choose to use your modifiers or the creature’s
Casting Time: 1 action
(whichever is higher). You can’t use any legendary actions
Range: Touch
or lair actions of the new form.
Components: V, S, M (a powder composed of gemstone
You assume the hit points and hit dice of the new form.
dust worth at least 5,000 gp, which the spell consumes)
When you revert to your normal form, you return to the
Duration: Until dispelled
number of hit points you had before you transformed.
You hide a willing creature or object away, shielding it from If you revert as a result of dropping to 0 HP, any excess
magical detection and keeping it in stasis until a condition is met. damage carries over to your normal form. As long as the
By means of this spell, a willing creature or an object can be excess damage doesn’t reduce your normal form to 0 HP,
hidden away, safe from detection for the duration. When you aren’t knocked unconscious.
you cast the spell and touch the target, it becomes invisible You retain the benefit of any features from your class,
and can’t be targeted by divination spells or perceived lineage, or other source and can use them, provided that
through scrying sensors created by divination spells. your new form is physically capable of doing so. You can’t
If the target is a creature, it falls into a state of suspended use any special senses you have (for example, darkvision)
animation. Time ceases to flow for it, and it doesn’t grow unless your new form also has that sense. You can only
older. speak if the creature can normally speak.
You can set a condition for the spell to end early. The When you transform, you choose whether your
condition can be anything you choose, but it must occur equipment falls to the ground, merges into the new form,
or be visible within 1 mile of the target. Examples include or is worn by it. Worn equipment functions as normal. The
“after 1,000 years” or “when the tarrasque awakens.” This GM determines whether it is practical for the new form to
spell also ends if the target takes any damage. wear a piece of equipment based on the creature’s shape
and size. Your equipment doesn’t change shape or size
to match the new form, and any equipment that the new
form can’t wear must either fall to the ground or merge
into your new form. Equipment that merges has no effect
in that state.
During this spell’s duration, you can use your action to
assume a different form following the same restrictions
and rules for the original form, with one exception: if your
new form has more hit points than your current one, your
hit points remain at their current value.

308 PLAYER'S GUIDE


SHATTER SHILLELAGH
2nd-Circle Arcane (Evocation) Primordial Cantrip (Transmutation)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: Touch
Components: V, S, M (a chip of mica) Components: V, S, M (mistletoe, a shamrock leaf, and a
Duration: Instantaneous club or quarterstaff)
You create a thunderous burst of sound that harms creatures and Duration: 1 minute
destroys objects. You transform a stick or staff into a magic weapon.
A sudden loud ringing noise, painfully intense, erupts from The wood of a club or quarterstaff you are holding is
a point of your choice within range. Each creature in a imbued with nature’s power. For the duration, you can
10-foot-radius sphere centered on that point must make a use your spellcasting ability instead of STR for the attack
CON save. A creature takes 3d8 thunder damage on a failed and damage rolls of melee attacks using that weapon, and
save, or half as much damage on a success. A creature made the weapon’s damage die becomes a d8. The weapon also
of inorganic material such as stone, crystal, or metal has becomes magical if it isn’t already. As part of the same
disadvantage on this save. action used to cast this spell, you can make a single melee
A nonmagical object that isn’t being worn or carried also attack with the shillelagh, provided a creature is within the
takes the damage if it’s in the spell’s area. weapon’s range.
At Higher Circles. When you cast this spell using a spell The spell ends if you cast it again or if you let go of the
slot of 3rd circle or higher, the damage increases by 1d8 for weapon.
each slot above 2nd.
SHOCKING GRASP
SHIELD Arcane and Primordial Cantrip (Evocation)
1st-Circle Arcane (Abjuration) Casting Time: 1 action
Casting Time: 1 reaction, when you are hit by an attack or Range: Touch
targeted by the magic missile spell Components: V, S
Range: Self Duration: Instantaneous
Components: V, S Your touch delivers a shock that harms a creature and slows
Duration: 1 round reaction time.
You create a magic barrier to repel an incoming attack. Lightning springs from your hand to deliver a shock to a
An invisible barrier of magical force appears and protects creature you touch. Make a melee spell attack against the
you. Until the start of your next turn, you have a +5 bonus target. You have advantage on the attack roll if the target
to AC, including against the triggering attack, and you take is wearing metal armor or armor that lacks the Natural
no damage from darts created by the magic missile spell. Materials property. On a hit, the target takes 1d8 lightning
damage, and it can’t take reactions until the start of its
SHIELD OF FAITH next turn.
1st-Circle Divine (Abjuration) The spell’s damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Casting Time: 1 bonus action
Range: 60 feet
Components: V, S, M (a small parchment with a bit of holy
text written on it)
Duration: Concentration, up to 10 minutes
You create a ward that enhances a creature’s defenses.
A shimmering field appears and surrounds a creature of
your choice within range, granting it a +2 bonus to AC for
the duration.

7 SPELLCASTING 309
SILENCE SLEEP
2nd-Circle Divine and Wyrd (Illusion) 1st-Circle Arcane and Wyrd (Enchantment)
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 90 feet
Components: V, S Components: V, S, M (a pinch of fine sand, rose petals, or
Duration: Concentration, up to 10 minutes a cricket)
You create a globe of silence that deafens creatures and prevents all Duration: 1 minute
verbal spellcasting. You lull creatures into magic-induced slumber.
For the duration, no sound can be created within or pass This spell sends creatures into a magical slumber. Roll
through a 20-foot-radius sphere centered on a point you 8d8; the result is how many hit points of creatures this
choose within range. Any creature or object entirely inside spell can affect. Creatures within 20 feet of a point you
the sphere is immune to thunder damage, and creatures choose within range are affected in ascending order of their
are deafened while entirely inside it. Casting a spell that current hit points (ignoring unconscious creatures).
includes a verbal component is impossible while inside Starting with the creature that has the lowest current hit
the sphere. points, each creature affected by this spell falls unconscious
until the spell ends, the sleeper takes damage, or someone
SILENT IMAGE uses an action to shake or slap the sleeper awake. Subtract
1st-Circle Arcane (Illusion) each creature’s hit points from the total before moving on
to the creature with the next lowest hit points. A creature’s
Casting Time: 1 action
hit points must be equal to or less than the remaining total
Range: 60 feet
for that creature to be affected.
Components: V, S, M (a bit of fleece)
Undead and creatures immune to being charmed aren’t
Duration: Concentration, up to 10 minutes
affected by this spell.
You create a visual illusion in a small area. At Higher Circles. When you cast this spell using a spell
You create the image of an object, a creature, or some other slot of 2nd circle or higher, roll an additional 2d8 for each
visible phenomenon that is no larger than a 15‑foot cube. slot above 1st.
The image appears at a spot within range and lasts for the
duration. The image is purely visual; it isn’t accompanied by SLEET STORM
sound, smell, or other sensory effects. 3rd-Circle Primordial (Conjuration)
You can use your action to cause the image to move to
Casting Time: 1 action
any spot within range. As the image changes location,
Range: 150 feet
you can alter its appearance so that its movements appear
Components: V, S, M (a pinch of dust and a few drops
natural for the image. For example, if you create an image
of water)
of a creature and move it, you can alter the image so that it
appears to be walking. Duration: Concentration, up to 1 minute
Physical interaction with the image reveals it to be an You conjure a sleet storm that hampers movement
illusion because things can pass through it. A creature that and concentration.
uses its action to examine the image can determine that it Until the spell ends, freezing rain and sleet fall in a 20-foot-
is an illusion with a successful INT (Investigation) check tall cylinder with a 40-foot radius centered on a point you
against your spell save DC. If a creature discerns the illusion choose within range. The area is heavily obscured, and
for what it is, the creature can see through the image. exposed flames are doused.
The ground in the area is covered with slick ice, making it
difficult terrain. When a creature enters the spell’s area for
the first time on a turn or starts its turn there, it must make
a DEX save. On a failed save, it falls prone.
If a creature is concentrating in the spell’s area, the
creature must make a successful CON save against your
spell save DC or lose concentration.

310 PLAYER'S GUIDE


SLOW SPEAK WITH PLANTS
3rd-Circle Arcane (Transmutation) 3rd-Circle Primordial (Transmutation)
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (30-foot radius)
Components: V, S, M (a drop of molasses) Components: V, S
Duration: Concentration, up to 1 minute Duration: 10 minutes
You lengthen time around your targets, reducing their reaction time. You awaken a crude intelligence in nearby plants that allows you
You alter time around up to six creatures of your choice in to speak with and command them.
a 40-foot cube within range. Each target must succeed on a You imbue plants within 30 feet of you with limited
WIS save or be affected by this spell for the duration. sentience and animation, giving them the ability to
An affected target’s speed is halved, it takes a −2 penalty communicate with you and follow your simple commands.
to AC and DEX saves, and it can’t use reactions. On its You can question plants about events in the spell’s area
turn, it can use either an action or a bonus action, not both. within the past day, gaining information about creatures
Regardless of the creature’s abilities or magic items, it can’t that have passed, weather, and other circumstances.
make more than one melee or ranged attack during its turn. You can also turn difficult terrain caused by plant growth
If the creature attempts to cast a spell with a casting time of (such as thickets and undergrowth) into ordinary terrain
1 action, roll a d20. On an 11 or higher, the spell doesn’t take that lasts for the duration. Or you can turn ordinary
effect until the creature’s next turn, and the creature must terrain where plants are present into difficult terrain
use its action on that turn to complete the spell. If it can’t, that lasts for the duration, causing vines and branches to
the spell is wasted. hinder pursuers, for example.
A creature affected by this spell makes another WIS save at Plants might be able to perform other tasks on your
the end of its turn, ending the effect on itself on a success. behalf, at the GM’s discretion. The spell doesn’t enable
plants to uproot themselves and move about, but they can
SPARE THE DYING freely move branches, tendrils, and stalks.
If a Plant creature is in the area, you can communicate
Divine Cantrip (Necromancy)
with it as if you shared a common language, but you gain
Casting Time: 1 action
no magical ability to influence it.
Range: 10 feet
This spell can cause the plants created by the entangle spell
Components: V, S to release a restrained creature.
Duration: Instantaneous
You touch a dying creature and stabilize it. SPIDER CLIMB
You touch a living creature that has 0 HP. The creature 2nd-Circle Arcane and Primordial (Transmutation)
becomes stable. This spell has no effect on Constructs or Casting Time: 1 action
Undead. Range: Touch
Components: V, S, M (a drop of bitumen and a spider)
SPEAK WITH ANIMALS
Duration: Concentration, up to 1 hour
1st-Circle Primordial (Divination)
You grant the ability to walk up walls, ceilings, and vertical
Casting Time: 1 action surfaces such as trees or cliffs.
Range: Self
Until the spell ends, one willing creature you touch gains
Components: V, S
the ability to move up, down, and across vertical surfaces
Duration: 10 minutes and upside down along ceilings while leaving its hands
You can understand and speak to animals for a short time. free. The target also gains a climbing speed equal to its
You gain the ability to understand and verbally walking speed.
communicate with Beasts and creatures with the Animal
tag for the duration. The knowledge and awareness of
such creatures are limited by their INT, but at minimum,
targets can give you information about nearby locations
and monsters, including whatever they can perceive or
have perceived within the past day. You might be able to
persuade a target to perform a small favor for you, at the
GM’s discretion.

7 SPELLCASTING 311
SPIKE GROWTH SPIRITUAL WEAPON
2nd-Circle Primordial (Transmutation) 2nd-Circle Divine and Wyrd (Evocation)
Casting Time: 1 action Casting Time: 1 bonus action
Range: 150 feet Range: 60 feet
Components: V, S, M (seven sharp thorns or seven Components: V, S
sharpened twigs) Duration: Instantaneous
Duration: Concentration, up to 10 minutes You create a ghostly weapon that fights at your command.
You create a concealed patch of difficult terrain full of You create a floating, spectral weapon within range that
harmful thorns. lasts for the duration or until you cast this spell again. The
The ground in a 20-foot radius centered on a point within weapon can take any form you choose. When you cast the
range twists and sprouts hard spikes and thorns. The area spell, you can make a melee spell attack against a creature
becomes difficult terrain for the duration. When a creature within 5 feet of the weapon. On a hit, the target takes force
moves into or within the area, it takes 2d4 piercing damage damage equal to 1d8 + your spellcasting ability modifier.
for every 5 feet it travels. As a bonus action on each of your subsequent turns, you
The transformation of the ground is camouflaged to look can move the weapon up to 20 feet and repeat the attack
natural. Any creature that can’t see the area at the time the against a creature within 5 feet of it.
spell is cast must make a WIS (Perception) check against At Higher Circles. When you cast this spell using a spell
your spell save DC to recognize the terrain as hazardous slot of 3rd circle or higher, the damage increases by 1d8 for
before entering it. every two slots above 2nd.

SPIRIT GUARDIANS
3rd-Circle Divine and Wyrd (Conjuration)
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a memento from a dead person)
Duration: Concentration, up to 10 minutes
You summon a swarm of spirits to guard you and
harry nearby foes.
You call forth spirits to protect you. They
flit around you to a distance of 15 feet for
the duration.
When you cast this spell, you can
designate any number of creatures
you can see to be unaffected by it. An
affected creature’s speed is halved in the
area, and when the creature enters the
area for the first time on a turn or starts its
turn there, it must make a WIS save.
On a failure, the creature takes 3d8
radiant damage or 3d8 necrotic damage,
or half as much damage on a success.
At Higher Circles. When you cast
this spell using a spell slot of 4th circle
or higher, the damage increases by 1d8 for
each slot above 3rd.

312 PLAYER'S GUIDE


STINKING CLOUD STONESKIN
3rd-Circle Arcane and Wyrd (Conjuration) 4th-Circle Primordial (Abjuration)
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: Touch
Components: V, S, M (a rotten egg or several skunk Components: V, S, M (diamond dust worth 100 gp,
cabbage leaves) which the spell consumes)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 hour
You conjure a cloud that sickens creatures caught within it. Your touch makes a creature’s skin hard enough to resist
You create a 20-foot-radius sphere of yellow, nauseating mundane damage.
gas centered on a point within range. The cloud spreads This spell turns the flesh of a willing creature you touch
around corners, and its area is heavily obscured. The cloud as hard as stone. Until the spell ends, the target has
lingers in the air for the duration. resistance to nonmagical bludgeoning, piercing, and
Each creature that is completely within the cloud at the slashing damage.
start of its turn must make a CON save against poison. On a
failed save, the creature spends its action that turn retching STORM OF VENGEANCE
and reeling. Creatures that don’t need to breathe or are 9th-Circle Divine and Primordial (Conjuration)
immune to poison automatically succeed on this save.
Casting Time: 1 action
A moderate wind (at least 10 miles per hour) disperses the
Range: Sight
cloud after 4 rounds. A strong wind (at least 20 miles per
Components: V, S
hour) disperses it after 1 round.
Duration: Concentration, up to 1 minute
You conjure a potent magical storm that affects a huge area,
unleashing more devastating effects the longer it lasts.
A churning storm cloud forms, centered on a point you
can see and spreading to a radius of 360 feet. Lightning
flashes in the area, thunder booms, and strong winds
roar. Each creature under the cloud (no more than 5,000
feet beneath the cloud) when it appears must make a
CON save. On a failed save, a creature takes 2d6 thunder
damage and becomes deafened for 5 minutes.
Each round you maintain concentration on this spell, the
storm produces additional effects on your turn.
Round 2. Acidic rain falls from the cloud. Each creature
and object under the cloud takes 1d6 acid damage.
Round 3. You call six bolts of lightning from the cloud to
STONE SHAPE strike six creatures or objects of your choice beneath the
4th-Circle Primordial (Transmutation) cloud. A given creature or object can’t be struck by more
Casting Time: 1 action than one bolt. A struck creature must make a DEX save.
Range: Touch The creature takes 10d6 lightning damage on a failed save,
Components: V, S, M (soft clay, which must be worked or half as much damage on a successful one.
into roughly the desired shape of the stone object) Round 4. Hailstones rain down from the cloud. Each
Duration: Instantaneous creature under the cloud takes 2d6 bludgeoning damage.
Rounds 5–10. Gusts and freezing rain assail the area
You can mold a stone object you touch as if it were soft clay.
under the cloud. The area becomes difficult terrain
You touch a stone object of Medium size or smaller or and is heavily obscured. Each creature there takes 1d6
a section of stone no more than 5 feet in any dimension cold damage. Ranged weapon attacks in the area are
and form it into any shape that suits your purpose. For impossible. If a creature starts its turn in the storm’s area
example, you could shape a large rock into a weapon, idol, and is concentrating on a spell, the creature must make
or coffer, or make a small passage through a wall, as long a successful CON save against your spell save DC or lose
as the wall is less than 5 feet thick. You could also shape a concentration. Finally, gusts of strong wind (ranging
stone door or its frame to seal the door shut. The object from 20 to 50 miles per hour) automatically disperse
you create can have up to two hinges and a latch, but finer fog, mists, and similar phenomena in the area, whether
mechanical detail isn’t possible. mundane or magical.

7 SPELLCASTING 313
SUGGESTION SUNBURST
2nd-Circle Arcane, Divine, and Wyrd (Enchantment) 8th-Circle Divine and Primordial (Evocation)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 150 feet (60-foot-radius sphere)
Components: V, M (a snake’s tongue and either a bit of Components: V, S, M (fire and a piece of sunstone)
honeycomb or a drop of sweet oil) Duration: Instantaneous
Duration: Concentration, up to 8 hours You create a sphere of searing and blinding sunlight.
You compel a creature to follow a suggested course of action. Brilliant sunlight flashes in a 60-foot-radius sphere
You suggest a course of activity (limited to a sentence or centered on a point you choose within range. Each creature
two) and magically influence a creature you can see within in that light must make a CON save. On a failed save, a
range that can hear and understand you. Creatures that creature takes 12d6 radiant damage and is blinded for 1
can’t be charmed are immune to this effect. The suggestion minute. On a successful save, it takes half as much damage
must be worded in such a manner as to make the course of and isn’t blinded by this spell. Undead have disadvantage
action sound reasonable. Asking the creature to stab itself, on this save.
immolate itself, or do some other obviously harmful act A creature blinded by this spell makes another CON save
ends the spell. at the end of each of its turns. On a successful save, it is no
The target must make a WIS save. On a failed save, it longer blinded.
pursues the course of action you described to the best of its This spell dispels any darkness in its area that was created
ability. The suggested course of action can continue for the by a spell.
entire duration. If the suggested activity can be completed
in a shorter time, the spell ends when the subject finishes
what it was asked to do.
You can also specify conditions that will trigger a special
activity during the duration. For example, you might
T
suggest that a knight give her warhorse to the first beggar TELEKINESIS
she meets. If the condition isn’t met before the spell 5th-Circle Arcane and Wyrd (Transmutation)
expires, the activity isn’t performed.
Casting Time: 1 action
If you or any of your companions damage the target, the
Range: 60 feet
spell ends.
Components: V, S
SUNBEAM Duration: Concentration, up to 10 minutes

6th-Circle Divine and Primordial (Evocation) You can move creatures and objects with your mind for the
duration of the spell.
Casting Time: 1 action
Range: Self (60-foot line) You gain the ability to move or manipulate creatures or
Components: V, S, M (a magnifying glass) objects by thought. When you cast the spell, and as your
action each round for the duration, you can exert your will
Duration: Concentration, up to 1 minute
on one creature or object that you can see within range,
You hold a magnifying glass and a line of searing, blinding causing the appropriate effect below. You can affect the
sunlight springs from your hand. same target round after round, or choose a new one at any
A beam of brilliant light flashes out from your hand in a time. If you switch targets, the prior target is no longer
5-foot-wide, 60-foot-long line. Each creature in the line affected by the spell.
must make a CON save. On a failure, a creature takes 6d8 Creature. You can try to move a Huge or smaller
radiant damage and is blinded until your next turn. On a creature. Make an ability check with your spellcasting
success, it takes half as much damage and isn’t blinded by ability contested by the creature’s STR check. If you win
this spell. Undead have disadvantage on this save. the contest, you move the creature up to 30 feet in any
You can create a new line of radiance as your action on direction, including upward but not beyond the range of
each turn until the spell ends. this spell. Until the end of your next turn, the creature is
For the duration, a mote of brilliant radiance shines in restrained in your telekinetic grip. A creature lifted upward
your hand. It sheds bright light in a 30-foot radius and dim is suspended in mid-air.
light for an additional 30 feet. This light is sunlight. On subsequent rounds, you can use your action to
attempt to maintain your telekinetic grip on the creature by
repeating the contest.

314 PLAYER'S GUIDE


Object. You can try to move an object that weighs up to The destination you choose must be known to you, and
1,000 pounds. If the object isn’t being worn or carried, you it must be on the same plane of existence as you. Your
automatically move it up to 30 feet in any direction, but not familiarity with the destination determines whether you
beyond the range of this spell. arrive there successfully. The GM rolls d100 and consults
If the object is worn or carried by a creature, you must make the Destination Accuracy table.
an ability check with your spellcasting ability contested by Familiarity. “Permanent circle” means a permanent
that creature’s STR check. If you succeed, you pull the object teleportation circle whose sigil sequence you know.
away from that creature and can move it up to 30 feet in any “Associated object” means that you possess an object
direction but not beyond the range of this spell. taken from the desired destination within the last six
You can exert fine control on objects with your telekinetic months, such as a book from a wizard’s library, bed linen
grip, such as manipulating a simple tool, opening a door from a royal suite, or a chunk of marble from a lich’s
or a container, stowing or retrieving an item from an open secret tomb.
container, or pouring the contents from a vial. “Very familiar” is a place you have been very often, a
place you have carefully studied, or a place you can see
TELEPATHIC BOND when you cast the spell.
“Seen casually” is a place you have seen more than once
5th-Circle Arcane and Wyrd (Divination)
but with which you aren’t very familiar.
Casting Time: 1 action
“Viewed once” is a place you have seen once, possibly
Range: 30 feet
using magic.
Components: V, S, M (pieces of eggshell from two different “Description” is a place whose location and appearance
kinds of creatures) you know through someone else’s description, perhaps
Duration: 1 hour from a map.
You create a telepathic link between willing creatures for one hour. “False destination” is a place that doesn’t exist. Perhaps
You forge a telepathic link among up to eight willing you tried to scry an enemy’s sanctum but instead viewed
creatures of your choice within range, psychically linking an illusion, or you are attempting to teleport to a familiar
each creature to all the others for the duration. Creatures location that no longer exists.
with an INT of 3 (−4) or lower aren’t affected by this On Target. You and your group (or the target object)
spell. Until the spell ends, the targets can communicate appear where you want to.
telepathically through the bond whether or not they have a Off Target. You and your group (or the target object)
common language. The communication is possible over any appear a random distance away from the destination
distance, though it can’t extend to other planes of existence. in a random direction. Distance off target is 1d10 ×
1d10 percent of the distance that was to be traveled. For
TELEPORT example, if you tried to travel 120 miles, landed off target,
and rolled a 5 and 3 on the two d10s, then you would be
7th-Circle Arcane (Conjuration)
off target by 15 percent, or 18 miles. The GM determines
Casting Time: 1 action the direction off target randomly by rolling a d8 and
Range: 10 feet designating 1 as north, 2 as northeast, 3 as east, and so on
Components: V around the points of the compass. If you were teleporting
Duration: Instantaneous to a coastal city and wound up 18 miles out at sea, you
You teleport yourself and willing creatures or an object to a familiar could be in trouble.
destination anywhere on your current plane of existence. Similar Area. You and your group (or the target object)
wind up in a different area that’s visually or thematically
This spell instantly transports you and up to eight willing
similar to the target area. If you are heading for your
creatures of your choice that you can see within range, or a
home laboratory, for example, you might wind up in
single object that you can see within range, to a destination
another wizard’s laboratory or in an alchemical supply
you select. If you target an object, it must be able to fit
shop that has many of the same tools and implements
entirely inside a 10-foot cube, and it can’t be held or carried
as your laboratory. Generally, you appear in the closest
by an unwilling creature.

DESTINATION ACCURACY
SIMILAR OFF SIMILAR OFF ON
FAMILIARITY MISHAP AREA TARGET ON TARGET FAMILIARITY MISHAP AREA TARGET TARGET
Permanent circle — — — 01–100 Viewed once 01–43 44–53 54–73 74–100
Associated object — — — 01–100 Description 01–43 44–53 54–73 74–100
Very familiar 01–05 06–13 14–24 25–100 False destination 01–50 51–100 — —
Seen casually 01–33 34–43 44–53 54–100

7 SPELLCASTING 315
similar place, but since the spell has no range limit, you • You create an instantaneous sound that originates from
could conceivably wind up anywhere on the plane. a point of your choice within range, such as a rumble of
Mishap. The spell’s unpredictable magic results in a thunder, the cry of a raven, or ominous whispers.
difficult journey. Each teleporting creature (or the target • You instantaneously cause an unlocked door or window
object) takes 3d10 force damage, and the GM rerolls on to fly open or slam shut.
the table to see where you wind up (multiple mishaps can • You alter the appearance of your eyes for 1 minute.
occur, dealing damage each time).
If you cast this spell multiple times, you can have up to
three of its 1-minute effects active at a time, and you can
THAUMATURGY
dismiss such an effect as an action.
Divine and Wyrd Cantrip (Transmutation)
Casting Time: 1 action THUNDERWAVE
Range: 30 feet 1st-Circle Arcane and Primordial (Evocation)
Components: V Casting Time: 1 action
Duration: Up to 1 minute Range: Self (15-foot cube)
You create a minor supernatural effect. Components: V, S
You manifest a minor wonder, a sign of supernatural Duration: Instantaneous
power, within range. You create one of the following You create a booming wave of force that damages creatures and
magical effects within range: pushes targets away from you.
• Your voice booms up to three times as loud as normal A wave of thunderous force sweeps out from you. Each
for 1 minute. creature in a 15-foot cube originating from you must
• You cause flames to flicker, brighten, dim, or change make a CON save. On a failed save, a creature takes 2d8
color for 1 minute. thunder damage and is pushed 10 feet away from you. On
• You cause harmless tremors in the ground for 1 minute. a successful save, the creature takes half as much damage
and isn’t pushed.

316 PLAYER'S GUIDE


In addition, unsecured objects that are completely TIME STOP
within the area of effect are automatically pushed 10 feet
9th-Circle Arcane (Transmutation)
away from you by the spell’s effect, and the spell emits a
Casting Time: 1 action
thunderous boom audible out to 300 feet.
Range: Self
At Higher Circles. When you cast this spell using a spell
Components: V
slot of 2nd circle or higher, the damage increases by 1d8 for
each slot above 1st. Duration: Instantaneous
You stop time for a brief window, allowing you to take multiple
TIDAL WAVE turns before others can act.
8th-Circle Primordial (Evocation) You briefly stop the flow of time for everyone but yourself.
Casting Time: 1 action No time passes for other creatures while you take 1d4 + 1
turns in a row, during which you can use actions and move
Range: 1 mile
as normal.
Components: V, S
This spell ends if one of the actions you use during this
Duration: Concentration, up to 1 minute
period, or any effects that you create during this period,
You conjure a massive wave that batters and drags creatures affects a creature other than you or an object being worn or
caught in its wake. carried by someone other than you. In addition, the spell
You cause a massive wave to appear at a point you can see ends if you move to a place more than 1,000 feet from the
within range. When you cast this spell, the wave appears location where you cast it.
as a wall of water 300 feet long, 300 feet high, and 50 feet
thick. Huge or smaller creatures in the wave’s area when TONGUES
it appears are automatically caught in the wave and must 3rd-Circle Arcane and Divine (Divination)
make a STR save. On a failure, a creature takes 6d10 Casting Time: 1 action
bludgeoning damage or half as much damage on a success. Range: Touch
Huge or smaller objects in the area are also caught in the
Components: V, S, M (a small clay model of a ziggurat)
wave if they aren’t fixed to a solid surface.
Duration: 1 hour
Creatures caught in the wave can attempt to exit by
swimming through the water. A creature attempting to Your target can understand every language, and their speech is
move in this way must first succeed on a STR (Athletics) understood by all creatures.
check against your spell save DC. If it succeeds on this This spell grants the creature you touch the ability to
check, it can swim as far as its movement allows. On a understand any spoken language it hears. Moreover, when
failure, a creature’s speed is 0 until the beginning of its next the target speaks, any creature that knows at least one
turn. Creatures that successfully swim out of the wave’s language and can hear the target understands what it says.
area fall to the ground in an unoccupied space adjacent to
the wave. TRANSMOGRIFICATION
At the start of each of your turns after the wave appears, 7th-Circle Primordial (Transmutation)
the wave and all creatures and objects caught within it Casting Time: 1 action
move 50 feet away from you (in the same direction each
Range: Self
round). Any Huge or smaller creatures that start their turn
Components: V, S, M (flesh from a Fiend, a feather from
caught in the wave, who enter the wave for the first time,
a Celestial, or a scale from a Dragon worth 50 gp)
or are occupying spaces the wave moves through must
Duration: 1 minute
succeed on a STR save or take 5d10 bludgeoning damage. A
target can only take damage in this way once per round. At You rapidly transform parts of your body to give yourself
the end of each turn that this movement occurs, the wall’s monstrous traits.
height is reduced by 50 feet, and the bludgeoning damage You transform your body to grant yourself benefits of
dealt by the wave is reduced by 1d10. If the wave’s height is monstrous forms. When you cast this spell, choose one of
ever reduced to 0 feet, the spell ends. the listed transformations that your form first assumes.
While the spell is active, you can use a bonus action to
exchange your current transformation for a different
option you haven’t already used during this casting of
the spell. Once you assume your third form, you can’t
shift into a different listed form for the duration, but you
can use a bonus action to end the spell early and assume
your original form. The spell also ends early if you are
incapacitated or if you die.

7 SPELLCASTING 317
Wings. You sprout wings from your shoulders and gain a
flying speed of 60 feet. The wings can be batlike or feathered.
Breath Weapon. You gain a breath weapon of one of these
types of your choice: acid, cold, fire, lightning, or poison.
While active, you can use an action to unleash your breath
weapon in a 15-foot line that is 5 feet wide. Each creature
in the line must make a DEX save, taking 8d8 damage of
the chosen type on a failure, or half as much damage on a
success. You can use the breath weapon up to three times,
and it expires after the third use.
Limbs. Two appendages resembling tentacles, insectoid
legs, pincers, or something similar sprout from your body
(they don’t replace your existing limbs). When they first
appear, choose if these appendages deal bludgeoning,
piercing, or slashing damage. While active, you can use an
action to make a melee weapon attack with each appendage
(two attacks total) against a target or targets within 10 TRANSPORT VIA PLANTS
feet of you. You are considered proficient with the use of
6th-Circle Primordial (Conjuration)
the appendages as weapons, and you use your spellcasting
Casting Time: 1 action
modifier to calculate your bonus to hit with them. On a
Range: 10 feet
successful hit, an appendage deals 2d12 + your spellcasting
modifier damage of the chosen type. Components: V, S
Radiating Light. You emit light in a 10-foot radius. The Duration: 1 round
light can come from a halo, ghostly flames, your eyes, or You transform a nearby plant into a portal that can teleport
a similar source you choose. When it first appears, you creatures to a different plant.
choose whether the light deals necrotic, fire, or radiant This spell creates a magical link between a Large or larger
damage. A creature other than you that enters the light for nonmagical plant within range and another plant, at any
the first time on its turn or starts its turn in the light must distance, on the same plane of existence. Creatures of the
make a CON save, taking 2d10 damage of the chosen type Plant type can’t be targeted by this spell. You must have seen
on a failure or half as much damage on a success. A creature or touched the destination plant at least once before. For
can take this damage only once per turn. the duration, any creature can step into the target plant and
Regeneration. While this feature is active, you can choose exit from the destination plant by using 5 feet of movement.
to recover 10 HP at the start of your turn. You can use this
ability up to three times, and it expires after the third use. TREE STRIDE
Overwhelming Might. When you hit a target with a 5th-Circle Primordial (Conjuration)
weapon attack, the target takes the attack’s standard
Casting Time: 1 action
damage plus an extra 2d8 force damage and must succeed
Range: Self
on a STR save or be knocked prone.
Components: V, S
Frightening Presence. As an action, choose any number
of creatures within 30 feet of you that can see you. Each Duration: Concentration, up to 1 minute
creature must succeed on a WIS save or become frightened You enter a tree and teleport to emerge from a different tree.
of you for 1 minute. A creature frightened in this way can You gain the ability to enter a tree and move from inside
repeat the save at the end of each of its turns, ending the it to inside another tree of the same kind within 500 feet.
effect on itself on a success. If a creature’s save is successful Both trees must be living and at least the same size as
or the effect ends for it, the creature is immune to this you. You must use 5 feet of movement to enter a tree. You
feature for the next 24 hours. You can use this ability up to instantly know the location of all other trees of the same
three times, and it expires after the third use. kind within 500 feet and, as part of the move used to enter
the tree, can either pass into one of those trees or step out
of the tree you’re in. You appear in a space of your choice
within 5 feet of the destination tree using another 5 feet
of movement. If you have no movement left, you appear
within 5 feet of the tree you entered.
You can use this transportation ability once per round for
the duration. You must end each turn outside a tree.

318 PLAYER'S GUIDE


TRUE POLYMORPH Creature into Object. If you turn a creature into an
object, it transforms along with whatever it is wearing and
9th-Circle Arcane and Primordial (Transmutation)
carrying into that form. The creature’s statistics become
Casting Time: 1 action
those of the object, and the creature has no memory of time
Range: 30 feet
spent in this form after the spell ends and it returns to its
Components: V, S, M (a drop of mercury, a dollop of gum normal form.
arabic, and a wisp of smoke)
Duration: Concentration, up to 1 hour TRUE SEEING
You transform a creature into a different creature or an object, or 6th-Circle Arcane, Divine, and Wyrd (Divination)
you transform an object into a creature.
Casting Time: 1 action
Choose one creature or nonmagical object that you Range: Touch
can see within range. You transform the creature into Components: V, S, M (ointment made from powdered
a different creature, the creature into an object, or the mushrooms and saffron worth 25 gp, which the spell
object into a creature (the object must be neither worn consumes)
nor carried by another creature). The transformation lasts
Duration: 1 hour
for the duration or until the target drops to 0 HP or dies.
If you concentrate on this spell for the full duration, the You touch a willing creature and grant it truesight.
transformation lasts until it is dispelled. You touch a willing creature to grant it the ability to see
This spell has no effect on a creature with the things as they actually are. For the duration, that creature
Shapechanger tag or a creature with 0 HP. An unwilling has truesight to a range of 120 feet.
creature can make a WIS save, and if it succeeds, it isn’t At Higher Circles. When you cast this spell using a spell
affected by this spell. slot of 7th circle or higher, you can target one additional
Creature into Creature. If you turn a creature into creature for each slot above 6th.
another kind of creature, the new form can be any kind you
choose whose challenge rating is equal to or less than the
target’s (or its level, if the target doesn’t have a challenge
rating). The target’s game statistics, including mental
ability scores, are replaced by the statistics of the new form.
V
It retains its personality. VAMPIRIC TOUCH
The target assumes the hit points of its new form, and 3rd-Circle Arcane, Divine, and Wyrd (Necromancy)
when it reverts to its normal form, the creature returns to
Casting Time: 1 action
the number of hit points it had before it transformed. If it
Range: Self
reverts as a result of dropping to 0 HP, any excess damage
Components: V, S
carries over to its normal form. As long as the excess
damage doesn’t reduce the creature’s normal form to 0 HP, Duration: Concentration, up to 1 minute
it isn’t knocked unconscious. You touch a creature to drain its life force, then use it to heal yourself.
The creature is limited in the actions it can perform by The touch of your shadow-wreathed hand can siphon life
the nature of its new form, and it can’t speak, cast spells, or force from others to heal your wounds. Make a melee spell
take any other action that requires hands or speech unless attack against a creature within your reach. On a hit, the
its new form is capable of such actions. target takes 3d6 necrotic damage, and you regain hit points
The target’s gear melds into the new form. The creature equal to half the amount of necrotic damage dealt. Until the
can’t activate, use, wield, or otherwise benefit from any of spell ends, you can make the attack again on each of your
its equipment. turns as an action.
Object into Creature. You can turn an object into any At Higher Circles. When you cast this spell using a spell slot
kind of creature, as long as the creature’s size is no larger of 4th circle or higher, the damage increases by 1d6 for each
than the object’s size and the creature’s challenge rating slot above 3rd.
is 9 or lower. The creature is friendly to you and your
companions. It acts on each of your turns. You decide what
action it takes and how it moves. The GM has the creature’s
statistics and resolves all of its actions and movement.
If the spell becomes permanent, you no longer control the
creature. It might remain friendly to you, depending on
how you have treated it.

7 SPELLCASTING 319
VICIOUS MOCKERY WALL OF FORCE
Arcane and Wyrd Cantrip (Enchantment) 5th-Circle Arcane and Wyrd (Evocation)
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V Components: V, S, M (a pinch of powder made by crushing
Duration: Instantaneous a clear gemstone)
You attack a creature with words that damage its psyche and will Duration: Concentration, up to 10 minutes
to fight. You create an invisible wall, dome, or sphere of impassable energy.
You unleash a string of insults laced with subtle An invisible wall of force springs into existence at a
enchantments at a creature you can see within range. If the point you choose within range. The wall appears in any
target can hear you (though it need not understand you), orientation you choose as a horizontal or vertical barrier
it must succeed on a WIS save or take 1d4 psychic damage or at an angle. It can be free floating or resting on a solid
and have disadvantage on the next attack roll it makes surface. You can form it into a hemispherical dome or a
before the end of its next turn. sphere with a radius of up to 10 feet, or you can shape a flat
This spell’s damage increases by 1d4 when you reach 5th surface made up of ten 10-foot-by-10-foot panels. Each
level (2d4), 11th level (3d4), and 17th level (4d4). panel must be contiguous with another panel. In any form,
the wall is 1/4 inch thick. It lasts for the duration. If the wall
cuts through a creature’s space when it appears, the creature

W is pushed to one side of the wall (your choice).


Nothing can physically pass through the wall. It is immune
to all damage and can’t be dispelled by the dispel magic spell.
WALL OF FIRE However, a disintegrate spell destroys the wall instantly. The
4th-Circle Arcane and Primordial (Evocation) wall also extends into the Ethereal Plane, blocking ethereal
travel through the wall.
Casting Time: 1 action
Range: 120 feet
WALL OF ICE
Components: V, S, M (a small piece of phosphorus)
6th-Circle Arcane and Primordial (Evocation)
Duration: Concentration, up to 1 minute
Casting Time: 1 action
You create a wall of roiling flame that burns nearby creatures.
Range: 120 feet
You create a wall of fire on a solid surface within range. You Components: V, S, M (a small piece of quartz)
can make the wall in a line up to 60 feet long, 20 feet high, Duration: Concentration, up to 10 minutes
and 1 foot thick or in a circle up to 20 feet in diameter, 20
feet high, and 1 foot thick. The wall is opaque and lasts for You create a wall, dome, or sphere of solid ice that damages
the duration. nearby creatures.
When the wall appears, each creature within its area must You create a wall of ice on a solid surface within range. You
make a DEX save. A creature takes 5d8 fire damage on a can form it into a hemispherical dome or a sphere with
failed save, or half as much damage on a successful one. a radius of up to 10 feet, or you can shape a flat surface
One side of the wall, selected by you when you cast this made up of ten 10-foot-square panels. Each panel must be
spell, deals 5d8 fire damage to each creature that ends its contiguous with another panel. In any form, the wall is 1
turn within 10 feet of that side or inside the wall. A creature foot thick and lasts for the duration.
takes the same damage when it enters the wall for the first If the wall cuts through a creature’s space when it appears,
time on a turn or ends its turn there. The other side of the the creature within its area is pushed to one side of the wall
wall deals no damage. (your choice) and must make a DEX save. On a failure, the
At Higher Circles. When you cast this spell using a spell creature takes 10d6 cold damage or half as much damage
slot of 5th circle or higher, the damage increases by 1d8 for on a success.
each slot above 4th. The wall is an object that can be damaged and thus
breached. It has AC 12 and 30 HP per 10-foot section, and it
is vulnerable to fire damage. Reducing a 10-foot section of
wall to 0 HP destroys it and leaves behind a sheet of frigid air
in the space the wall occupied. A creature moving through
the sheet of frigid air for the first time on a turn must make
a CON save. That creature takes 5d6 cold damage on a failed
save, or half as much damage on a successful one.

320 PLAYER'S GUIDE


At Higher Circles. When you cast this spell using a spell WALL OF THORNS
slot of 7th circle or higher, the damage the wall deals when
6th-Circle Primordial (Evocation)
it appears increases by 2d6, and the damage from passing
Casting Time: 1 action
through the sheet of frigid air increases by 1d6, for each
slot above 6th. Range: 120 feet
Components: V, S, M (a handful of thorns)
WALL OF STONE Duration: Concentration, up to 10 minutes
5th-Circle Arcane and Primordial (Evocation) You create a wall or ring of piercing thorns.
Casting Time: 1 action You create a wall of tough, pliable, tangled brush bristling
Range: 120 feet with needle-sharp thorns. The wall appears within range
Components: V, S, M (a small block of granite) on a solid surface and lasts for the duration. You choose
Duration: Concentration, up to 10 minutes to make the wall up to 60 feet long, 10 feet high, and 5 feet
thick or a circle that has a 20-foot diameter and is up to 20
You create a wall, bridge, or ramp made of stone.
feet high and 5 feet thick. The wall blocks line of sight.
A nonmagical wall of solid stone springs into existence at When the wall appears, each creature within its area
a point you choose within range. The wall is 6 inches thick must make a DEX save. On a failure, a creature takes 7d8
and is composed of ten 10-foot-by-10-foot panels. Each piercing damage or half as much damage on a success.
panel must be contiguous with at least one other panel. A creature can move through the wall, albeit slowly and
Alternatively, you can create 10-foot-by-20-foot panels painfully. For every 1 foot a creature moves through the
that are only 3 inches thick. wall, it must spend 4 feet of movement. Furthermore, the
If the wall cuts through a creature’s space when it first time a creature enters the wall on a turn or ends its
appears, the creature is pushed to one side of the wall turn there, the creature must make a DEX save. It takes 7d8
(your choice). If a creature would be surrounded on all slashing damage on a failed save, or half as much damage
sides by the wall (or the wall and another solid surface), on a successful one.
that creature can make a DEX save. On a success, it can
At Higher Circles. When you cast this spell using a spell
use its reaction to move up to its speed so that it is no
slot of 7th circle or higher, both types of damage increase
longer enclosed by the wall.
by 1d8 for each slot above 6th.
The wall can have any shape you desire, though it can’t
occupy the same space as a creature or object. The wall WARDING BOND
doesn’t need to be vertical or rest on any firm foundation.
It must, however, merge with and be solidly supported 2nd-Circle Divine (Abjuration)
by existing stone. Thus, you can use this spell to bridge a Casting Time: 1 action
chasm or create a ramp. Range: Touch
If you create a span greater than 20 feet in length, you Components: V, S, M (a pair of platinum rings worth at
must halve the size of each panel to create supports. least 50 gp each, which you and the target must wear for
You can crudely shape the wall to create crenellations, the duration)
battlements, and so on. Duration: 1 hour
The wall is an object made of stone that can be damaged You bless a pair of rings to link you to another creature, affording
and thus breached. Each panel has AC 15 and 30 HP per them protection, but you share their pain.
inch of thickness. Reducing a panel to 0 HP destroys it
This spell wards a willing creature you touch and creates
and might cause connected panels to collapse at the
a mystic connection between you and the target until the
GM’s discretion.
spell ends. While the target is within 60 feet of you, it gains
If you maintain your concentration on this spell for its
a +1 bonus to AC and saves, and it has resistance to all
whole duration, the wall becomes permanent and can’t
damage. However, each time it takes damage, you take the
be dispelled. Otherwise, the wall disappears when the
same amount of damage.
spell ends.
The spell ends if you drop to 0 HP or if you and the target
become separated by more than 60 feet. It also ends if the
spell is cast again on either of the connected creatures. You
can also dismiss the spell as an action.

7 SPELLCASTING 321
WATER BREATHING WEIRD
3rd-Circle Arcane and Primordial (Transmutation) 9th-Circle Arcane and Wyrd (Illusion)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 120 feet (30-foot-radius sphere)
Components: V, S, M (a short reed or a piece of straw) Components: V, S
Duration: 24 hours Duration: Concentration, up to 1 minute
You grant a large group of creatures the ability to breathe You manifest the worst nightmares of multiple creatures to
underwater. frighten them and damage their minds.
This spell grants up to ten willing creatures you can see Drawing on the deepest fears of a group of creatures, you
within range the ability to breathe underwater until the create illusory creatures in their minds visible only to them.
spell ends. Affected creatures also retain their normal Each creature in a 30-foot-radius sphere centered on a
mode of respiration. point of your choice within range must make a WIS save.
On a failed save, a creature becomes frightened of you for
WEB the duration. The illusion calls on the creature’s deepest
2nd-Circle Arcane (Conjuration) fears, manifesting its worst nightmares as an implacable
Casting Time: 1 action threat. At the end of each of the frightened creature’s turns,
it must succeed on a WIS save or take 4d10 psychic damage.
Range: 60 feet
On a successful save, the spell ends for that creature.
Components: V, S, M (a bit of spiderweb)
Duration: Concentration, up to 1 hour
You conjure a swath of flammable webs that
restrain creatures.
You conjure a mass of thick, sticky
webbing at a point of your choice within
range. The webs fill a 20-foot cube from
that point for the duration. The webs
are difficult terrain and lightly obscure
their area. If the webs aren’t anchored
between two solid masses
(such as walls or trees) or
layered across a floor, wall,
or ceiling, the conjured web
collapses on itself, and the
spell ends at the start of your
next turn. Webs layered over a
flat surface have a depth of 5 feet.
Each creature that starts its turn
in the webs or that enters them during its
turn must make a DEX save. On a failed
save, the creature is restrained as long as
it remains in the webs or until it breaks
free. A creature restrained by the webs can
use its action to make a STR check against
your spell save DC. If it succeeds, it is no
longer restrained.
The webs are flammable. Any 5-foot
cube of webs exposed to fire burns away
in 1 round, dealing 2d4 fire damage to any
creature that starts its turn in the fire.

322 PLAYER'S GUIDE


WILDSENSE in any way you choose so long as it makes one continuous
path along the ground. The wall lasts for the duration.
2nd-Circle Primordial (Divination)
When the wall appears, each creature within its area must
Casting Time: 1 action make a STR save. A creature takes 3d8 bludgeoning damage
Range: Touch on a failed save, or half as much damage on a success.
Components: S The strong wind keeps fog, smoke, and other gasses at
Duration: 1 hour bay. Small or smaller flying creatures or objects can’t pass
You perceive the world through a willing creature’s senses. through the wall. Loose, lightweight materials brought
into the wall fly upward. Arrows, bolts, and other ordinary
You touch a willing Beast or creature with the Animal tag,
projectiles launched at targets behind the wall are deflected
creating a mystic link that lasts for the duration. While
upward and automatically miss. (Boulders hurled by giants
linked, you can use an action to see through the target’s
or siege engines, and similar projectiles, are unaffected.)
eyes, hear what it hears, and perceive what it perceives via
Creatures in gaseous form can’t pass through it.
any of its special senses. You are blinded and deafened
while using the target’s senses. As an action, you can
resume use of your own senses. At any time, you can use an WISH
action to break the link completely, ending the spell. 9th-Circle Arcane and Wyrd (Conjuration)
Casting Time: 1 action
WIND WALK Range: Self
6th-Circle Primordial (Transmutation) Components: V
Casting Time: 1 action Duration: Instantaneous
Range: 30 feet You alter the foundations of reality but risk never being able to do
Components: V, S, M (fire and rainwater) so again.
Duration: 8 hours Wish is the mightiest spell a mortal creature can cast. By
You transform willing creatures into gaseous forms capable simply speaking aloud, you can alter the very foundations
of swift flight. of reality in accord with your desires. The basic use of this
spell is to duplicate any other spell of 8th circle or lower.
You and up to ten willing creatures you can see within
You don’t need to meet any requirements in that spell,
range assume a gaseous form for the duration, appearing
including costly components. The spell simply takes effect.
as wisps of cloud. While in this cloud form, a creature has a
Alternatively, you can create one of the following effects of
flying speed of 300 feet and has resistance to damage from
your choice:
nonmagical attacks. The only actions a creature can take in
this form are the Dash action or to revert to its normal form. • You create one object of up to 25,000 gp in value that
Reverting takes 1 minute, during which time a creature isn’t a magic item. The object can be no more than 300
is incapacitated and can’t move. Until the spell ends, a feet in any dimension, and it appears in an unoccupied
creature can revert to cloud form, which also requires the space you can see on the ground.
1-minute transformation. • You allow up to twenty creatures that you can see to
If a creature is in cloud form and flying when the effect regain all hit points, and you end all effects on them
ends, the creature descends 60 feet per round for 1 minute described in the greater restoration spell.
until it lands, which it does safely. If it can’t land after 1 • You grant up to ten creatures that you can see resistance
minute, the creature falls the remaining distance. to a damage type you choose.
• You grant up to ten creatures you can see immunity
WIND WALL to a single spell or other magical effect for 8 hours.
3rd-Circle Arcane and Primordial (Evocation) For instance, you could make yourself and all your
Casting Time: 1 action companions immune to a lich’s Life Drain attack.
Range: 120 feet • You undo a single recent event by forcing a reroll of
Components: V, S, M (a tiny fan and a feather) any roll made within the last round (including your
last turn). Reality reshapes itself to accommodate
Duration: Concentration, up to 1 minute
the new result. For example, a wish spell could undo
You conjure a wall of swirling winds that buffets nearby creatures an opponent’s successful save, a foe’s critical hit, or a
and whisks away flimsy projectiles and airborne gasses. friend’s failed save. You can force the reroll to be made
A wall of strong wind rises from the ground at a point you with advantage or disadvantage, and you can choose
choose within range. You can make the wall up to 50 feet whether to use the reroll or the original roll.
long, 15 feet high, and 1 foot thick. You can shape the wall

7 SPELLCASTING 323
Z
You might be able to achieve something beyond the
scope of the above examples. State your wish to the GM as
precisely as possible. The GM has great latitude in ruling
what occurs in such an instance; the greater the wish, the
greater the likelihood that something goes wrong. This ZONE OF TRUTH
spell might simply fail, the effect you desire might only 2nd-Circle Divine (Enchantment)
be partly achieved, or you might suffer some unforeseen Casting Time: 1 action
consequence as a result of how you worded the wish. For Range: 60 feet
example, wishing that a villain were dead might propel Components: V, S
you forward in time to a period when that villain is no Duration: 10 minutes
longer alive, effectively removing you from the game.
You create an area in which creatures can’t lie.
Similarly, wishing for a legendary magic item or artifact
might instantly transport you to the presence of the item’s You create a magical zone that guards against deception in
current owner. a 15-foot-radius sphere centered on a point of your choice
The stress of casting this spell to produce any effect within range. Until the spell ends, a creature that enters the
other than duplicating another spell weakens you. After spell’s area for the first time on a turn or starts its turn there
enduring that stress, each time you cast a spell until you must make a CHA save. On a failed save, a creature can’t
finish a long rest, you take 1d10 necrotic damage per circle speak a deliberate lie while in the radius. You know whether
of that spell. This damage can’t be reduced or prevented in each creature succeeds or fails on its save.
any way. In addition, your STR score drops to 3, if it isn’t An affected creature is aware of the spell and can thus avoid
3 or lower already, for 2d4 days. For each of those days answering questions to which it would normally respond
that you spend resting and doing nothing more than light with a lie. Such a creature can be evasive in its answers as
activity, your remaining recovery time decreases by 2 days. long as it remains within the boundaries of the truth.
Finally, there is a 33 percent chance that you are unable to
cast wish ever again if you suffer this stress.

WORD OF RECALL
6th-Circle Divine (Conjuration)
Casting Time: 1 action
Range: 5 feet
Components: V
Duration: Instantaneous
You teleport nearby creatures to a chosen sanctuary.
You and up to five willing creatures within 5
feet of you instantly teleport to a previously
designated sanctuary. You and creatures
that teleport with you appear in an unoccupied
space nearest to the spot you designated when
you prepared your sanctuary. If you cast this spell
without first preparing a sanctuary, the spell has
no effect.
You must designate a sanctuary by casting this
spell within a location, such as a temple, dedicated
to or strongly linked to your deity. If you attempt
to cast the spell in this manner in an area that isn’t
dedicated to your deity, the spell has no effect.

324 PLAYER'S GUIDE


Ritual Descriptions When the messenger arrives, it delivers your message to
the creature that you described, replicating the sound of
your voice. Then the spell ends, and the Beast makes its
The following section presents a sampling of ritual spells way back to where you cast the spell. The messenger speaks
most commonly used throughout the Labyrinth. The only to a creature matching the description you gave. If the
rituals are listed in alphabetical order. messenger doesn’t reach its destination before the spell
ends, the message is lost, and the Beast makes its way back
ALARM to where you cast this spell.
1st-Circle Arcane Ritual (Abjuration) If you attempt to cast this spell again while the first casting
Casting Time: 1 minute is still active, the second casting fails.
Range: 30 feet At Higher Circles. As you unlock higher circles, this ritual
Components: V, S, M (silver hand bell worth at least 10 gp) grows in potency. Once you have access to 3rd circle spell
Duration: 8 hours slots or higher, the duration of the spell increases by 48
hours for each circle you have slots for above 2nd.
You ward an area to alert you when intruders pass through.
You set an alarm against unwanted intrusion. Choose a ANIMATE DEAD
door, a window, or an area within range that is no larger
3rd-Circle Arcane and Divine Ritual (Necromancy)
than a 20-foot cube. Until the spell ends, an alarm alerts
you when a Tiny or larger creature touches or enters the Casting Time: 1 minute
warded area. When you cast the spell, you can designate Range: 10 feet
creatures that won’t set off the alarm. You also choose Components: V, S, M (a bloodstone worth at least 10 gp,
whether the alarm is mental or audible. which the spell consumes)
A mental alarm alerts you with a ping in your mind if you Duration: Instantaneous
are within 1 mile of the warded area. This ping awakens you You transform a corpse into an undead servant.
if you are sleeping.
This spell creates an Undead servant. Choose a pile of
An audible alarm produces the sound of a hand bell for 10
bones or a corpse of a Medium or Small Humanoid
seconds within 60 feet.
within range. Your spell imbues the target with a foul
If you perform this ritual a second time before the mimicry of life, raising it as an Undead creature. The target
duration of the first alarm spell has ended, the first alarm becomes a skeleton if you chose bones or a zombie if you
immediately ends. chose a corpse.
On each of your turns, you can use a bonus action to
ANIMAL MESSENGER mentally command any creature you made with this spell if
2nd-Circle Primordial Ritual (Enchantment) the creature is within 60 feet of you (if you control multiple
Casting Time: 1 minute creatures, you can command any or all of them at the same
Range: 30 feet time, issuing the same command to each one). You decide
Components: V, S, M (a morsel of food) what action the creature takes and where it moves during
Duration: 24 hours its next turn, or you can issue a general command, such as
to guard a particular chamber or corridor.
You enlist the aid of a nearby beast to deliver a message for you.
If you issue no commands, the creature only defends itself
Choose a Tiny Beast you can see within range, such as against hostile creatures. Once given an order, the creature
a squirrel, blue jay, or bat. Specify a location, which you continues to follow it until its task is complete.
must have visited, and a recipient who matches a general The creature is under your control for 24 hours, after
description, such as “a person dressed in the uniform of the which it stops obeying any command you’ve given it. To
town guard” or “a red-haired dwarf wearing a pointed hat.” maintain control of the creature for another 24 hours, you
Then speak a message of up to twenty-five words. The Beast must cast this spell on the creature again before the current
travels for the duration of the spell toward the specified 24-hour period ends. This use of the spell reasserts your
location, covering about 50 miles per 24 hours for a flying control over a creature you have animated with this spell,
messenger or 25 miles for other animals. rather than animating a new one.

7 SPELLCASTING 325
ANTIPATHY/SYMPATHY
8th-Circle Arcane, Divine, Primordial, and Wyrd Ritual
(Enchantment)
Casting Time: 1 hour
Range: 60 feet
Components: V, S, M (either a lump of alum soaked in
vinegar for the antipathy effect or a drop of honey for the
sympathy effect)
Duration: 10 days
You generate a semi-persistent aura that attracts or repels
certain creatures.
This spell attracts or repels creatures of your choice. You
target something within range, either a Huge or smaller
object or creature or an area that is no larger than a 200-
foot cube. Then specify a kind of intelligent creature, such
as red dragons, goblins, or vampires. You invest the target
with an aura that either attracts or repels the specified
creatures for the duration. Choose antipathy or sympathy
as the aura’s effect.
Antipathy. The enchantment causes creatures of the kind
you designated to feel an intense urge to leave the area and
avoid the target. When such a creature can see the target
or comes within 60 feet of it, the creature must succeed
on a WIS save or become frightened. The creature remains
frightened while it can see the target or is within 60 feet of
it. While frightened by the target, the creature must use its
movement to move to the nearest safe spot from which it
can’t see the target. If the creature moves more than 60 feet
from the target and can’t see it, the creature is no longer
frightened, but the creature becomes frightened again if it
regains sight of the target or moves within 60 feet of it.
Sympathy. The enchantment causes the specified
creatures to feel an intense urge to approach the target
while within 60 feet of it or able to see it. When such a
creature can see the target or comes within 60 feet of it, the
creature must succeed on a WIS save or use its movement
on each of its turns to enter the area or move within reach
You can’t have more than 4 creatures created by this spell
of the target. When the creature has done so, it can’t
active at one time. If you attempt to cast this spell again
willingly move away from the target.
while the maximum number of servants created by the first
Ending the Effect. If an affected creature ends its turn
casting are still active, the servant that has been active the
while not within 60 feet of the target or able to see it, the
longest is immediately destroyed.
creature makes a WIS save. On a success, the creature is no
At Higher Circles. As you unlock higher circles, this ritual longer affected by the target and recognizes the feeling of
grows in potency. Once you have access to 4th circle spell repugnance or attraction as magical. In addition, a creature
slots or higher, the maximum number of Undead creatures affected by the spell is allowed another WIS save every
you can have active at one time increases. You can animate 24 hours while the spell persists. If the target damages or
a maximum of two additional Undead creatures for each otherwise harms an affected creature, the affected creature
slot level above 3rd. Each creature must come from a can make a WIS save to end the effect.
different corpse or pile of bones. A creature that saves against this effect is immune to it for
1 minute, after which it can be affected again.
If you attempt to cast this spell again while the effects of
the first casting are still active, the effects of the first casting
immediately end.

326 PLAYER'S GUIDE


ARCANE LOCK ASTRAL PROJECTION
2nd-Circle Arcane Ritual (Abjuration) 9th-Circle Arcane and Wyrd Ritual (Necromancy)
Casting Time: 1 minute Casting Time: 1 hour
Range: Touch Range: 10 feet
Components: V, S, M (gold dust worth at least 25 gp, Components: V, S, M (for each creature you affect with
which the spell consumes) this spell, you must provide one jacinth worth at least
Duration: Until dispelled 1,000 gp and one ornately carved bar of silver worth at
You magically seal an entryway or container. least 100 gp, all of which the spell consumes)
Duration: Special
You touch a closed door, window, gate, chest, or other
entryway, and it becomes locked for the duration. You You place yourself and several others into a deep sleep and
and the creatures you designate when you cast this spell transport your consciousnesses into the Astral Plane.
can open the object normally. You can also set a password You and up to eight willing creatures within range project
that, when spoken within 5 feet of the object, suppresses your astral bodies into the Astral Plane (the spell fails and
this spell for 1 minute. Otherwise, it is impassable until it the casting is wasted if you are already on that plane). The
is broken, or the spell is dispelled or suppressed. Casting material body you leave behind is unconscious and in a
knock on the object suppresses arcane lock for 10 minutes. state of suspended animation; it doesn’t need food or air
While affected by this spell, the object is more difficult to and doesn’t age.
break or force open; the DC to break it or pick any locks on Your astral body resembles your mortal form in almost
it increases by 10. every way, replicating your game statistics and possessions.
The principal difference is the addition of a silvery cord
ARCANIST’S MAGIC AURA that extends from between your shoulder blades and trails
2nd-Circle Arcane Ritual (Illusion) behind you, fading to invisibility after 1 foot. This cord is
your tether to your material body. As long as the tether
Casting Time: 1 minute
remains intact, you can find your way home. If the cord
Range: Touch
is cut—something that can happen only when an effect
Components: V, S, M (a small square of silk and burning specifically states that it does—your soul and body are
incense worth at least 10 gp, which the spell consumes) separated, killing you instantly.
Duration: 24 hours Your astral form can freely travel through the Astral Plane
You drape your target in an illusory aura, masking its true nature. and can pass through portals there leading to any other
You place an illusion on a creature or an object you touch plane. If you enter a new plane or return to the plane you
so that divination spells reveal false information about it. were on when casting this spell, your body and possessions
The target can be a willing creature or an object that isn’t are transported along the silver cord, allowing you to
being carried or worn by another creature. re-enter your body as you enter the new plane. Your astral
When you cast the spell, choose one or both of the form is a separate incarnation. Any damage or other effects
following effects. The effect lasts for the duration. If you that apply to it have no effect on your physical body, nor do
cast this spell on the same creature or object every day for they persist when you return to it.
30 days, placing the same effect on it each time, the illusion The spell ends for you and your companions when you use
lasts until it is dispelled. your action to dismiss it. When the spell ends, the affected
False Aura. You change the way the target appears to creature returns to its physical body, and it awakens.
spells and magical effects, such as detect magic, that detect The spell might also end early for you or one of your
magical auras. You can make a nonmagical object appear companions. A successful dispel magic spell used against an
magical, a magical object appear nonmagical, or change astral or physical body ends the spell for that creature. If a
the object’s magical aura so that it appears to belong to a creature’s original body or its astral form drops to 0 HP, the
specific school of magic that you choose. When you use this spell ends for that creature. If the spell ends and the silver
effect on an object, you can make the false magic apparent cord is intact, the cord pulls the creature’s astral form back
to any creature that handles the item. to its body, ending its state of suspended animation.
Mask. You change the way the target appears to spells If you are returned to your body prematurely, your
and magical effects that detect creature types, such as a companions remain in their astral forms and must find
paladin’s Divine Sense or the trigger of a symbol spell. You their own way back to their bodies, usually by dropping to
choose a creature type, and other spells and magical effects 0 HP.
treat the target as if it were a creature of that type.

7 SPELLCASTING 327
AUGURY The awakened Beast or Plant is charmed by you for 30 days
or until you or your companions do anything harmful to it.
2nd-Circle Divine and Wyrd Ritual (Divination)
When the charmed condition ends, the awakened creature
Casting Time: 1 minute chooses whether to remain friendly to you based on how
Range: Self you treated it while it was charmed.
Components: V, S, M (specially marked sticks, bones, or
similar tokens worth at least 25 gp) BRIAR ROSE
Duration: Instantaneous
4th-Circle Primordial Ritual (Enchantment)
You receive an omen about the potential outcome of your plans. Casting Time: 1 hour
By casting gem-inlaid sticks, rolling dragon bones, laying Range: Touch
out ornate cards, or employing some other divining tool, Components: V, S, M (a rose or similar flower cut within
you receive an omen from an otherworldly entity about the past 24 hours and ritual oils worth 100 gp, which the
the results of a specific course of action that you plan to spell consumes)
take within the next 30 minutes. The GM chooses from the Duration: 10 days
following possible omens:
You imbue a flower with magic that lulls those who touch it into
• Weal, for good results magical slumber.
• Woe, for bad results
You spend an hour anointing a rose (or similar flower)
• Weal and woe, for both good and bad results with scented oils and imbuing it with potent magic,
• Nothing, for results that aren’t especially good or bad transforming it into a magic flower for the duration. The
The spell doesn’t take into account any possible first creature other than you that touches the flower before
circumstances that might change the outcome, such as the spell ends must make a CHA save. On a success, the
the casting of additional spells or the loss or gain of a flower retains its magic, and the creature can’t be affected
companion. by the flower’s magic for the next 24 hours. On a failure, the
If you cast the spell two or more times before completing flower becomes nonmagical, the creature falls into a deep
your next long rest, there is a cumulative 25 percent slumber for 24 hours. It can be awoken only by a greater
chance for each casting after the first that you get a random restoration spell or similar magic, or if you choose to end the
reading. The GM makes this roll in secret. spell as an action. While slumbering, the creature doesn’t
need to eat or drink, and it ceases to age.
AWAKEN Each time the slumbering creatures takes damage, it makes
a new CHA save, ending the spell on itself on a success.
5th-Circle Primordial Ritual (Transmutation)
If you cast this spell a second time while the first magical
Casting Time: 8 hours
flower is still active, the first flower becomes nonmagical.
Range: Touch
At Higher Circles. As you unlock higher circles, this ritual
Components: V, S, M (an agate worth at least 1,000 gp,
grows in potency. Once you have access to 6th-circle spell
which the spell consumes)
slots, you can increase the slumber’s duration to 7 days.
Duration: Instantaneous Once you have access to 7th-circle spell slots, the duration
You imbue a beast or plant with permanent sentience. can be up to 30 days. Once you have access to 8th-circle
After spending the casting time tracing magical pathways spell slots, the duration can be up to 180 days. Once you
within a precious gemstone, you touch a Huge or smaller have access to 9th-circle spell slots, the duration can be up
Beast or Plant. The target must have no INT or an INT of 3 to 1 year.
(−4) or lower to be affected by this spell.
The target gains INT of 10 (+0) and the ability to speak
one language you know. If the target is a Plant, it gains
mobility, can move its limbs, roots, vines, creepers, and
so forth, and gains senses similar to a human’s. Your GM
chooses statistics appropriate for the awakened Plant,
such as the statistics for the awakened shrub or the
awakened tree.

328 PLAYER'S GUIDE


CIRCLE OF STONES A creature that can see the sensor (such as a creature
benefiting from see invisibility or truesight) sees a luminous,
2nd-Circle Primordial Ritual (Transmutation)
intangible orb about the size of your fist.
Casting Time: 1 minute
Range: 30 feet (10-foot-radius circle) CLONE
Components: V, S, M (four or more crystals worth at least
8th-Circle Arcane Ritual (Necromancy)
5 gp each)
Casting Time: 1 hour
Duration: 8 hours
Range: Touch
You enchant a ring of magical crystals to attack
Components: V, S, M (a diamond worth at least 1,000 gp;
approaching creatures.
at least 1 cubic inch of flesh of the creature that is to be
You place four crystals on the ground in an area within cloned, which the spell consumes; and a vessel worth at
range that is no larger than a 10-foot-radius circle and least 2,000 gp that has a sealable lid and is large enough
imbue them with defensive magic. When you cast this spell, to hold a Medium creature, such as a huge urn, coffin,
you designate any number of specific creatures or creature mud-filled cyst in the ground, or crystal container filled
types to be ignored by the spell’s magic. with salt water)
Until the spell ends, when a creature you didn’t designate Duration: Instantaneous
comes within 30 feet of the crystals for the first time on a
You create a spare body for a creature of your choice as a
turn or ends its turn there, one crystal launches itself at
contingency plan.
the intruder. The creature must succeed on a DEX save or
take 1d6 magical bludgeoning damage. Once a crystal has This spell grows an inert duplicate of a living creature
attacked a target in this way, it becomes nonmagical and falls as a safeguard against death. This clone forms inside a
to the ground at the target’s feet. Even if you can’t see the sealed vessel and grows to full size and maturity after 120
crystals, you immediately know when a crystal is triggered. days; you can also choose to have the clone be a younger
The spell ends when all the crystals have become version of the same creature. It remains inert and endures
nonmagical. If you cast this spell while a previous casting indefinitely, as long as its vessel remains undisturbed.
of circle of stones is still active, the crystals used in the first At any time after the clone matures, if the original creature
casting immediately become nonmagical, and the spell ends. dies, its soul transfers to the clone, provided that the soul is
free and willing to return. The clone is physically identical
At Higher Circles. As you unlock higher circles, this ritual
to the original and has the same personality, memories, and
grows in potency. Once you have access to 3rd-circle spell
abilities, but none of the original’s equipment. The original
slots, you can affect one additional crystal for each slot
creature’s physical remains, if they still exist, become inert
you have access to above 2nd (assuming you have the
and can’t thereafter be restored to life, since the creature’s
components to do so).
soul is elsewhere.
CLAIRVOYANCE If you attempt to cast this spell to create a clone of a
creature that already has a clone created by this spell, the
3rd-Circle Arcane, Divine, and Wyrd Ritual (Divination) spell fails.
Casting Time: 10 minutes
Range: 1 mile COMMUNE WITH NATURE
Components: V, S, M (a focus worth at least 100 gp, either 5th-Circle Primordial Ritual (Divination)
a jeweled horn for hearing or a glass eye for seeing)
Casting Time: 1 minute
Duration: Concentration, up to 10 minutes
Range: Self
You conjure a small, invisible sphere through which you can spy Components: V, S, M (a forked stick, a bowl of purified
and sense nearby locations. water, and a polished stone or bone of an animal native to
You create an invisible sensor within range in a location where you are)
familiar to you (a place you have visited or seen before) or in Duration: Instantaneous
an obvious location that is unfamiliar to you (such as behind
You become one with nature, gaining knowledge of the
a door, around a corner, or in a grove of trees). The sensor
surrounding territory.
remains in place for the duration, and it can’t be attacked or
otherwise interacted with. You must be outdoors to cast this spell. When you do so,
When you cast the spell, you choose seeing or hearing. You the spell gives you knowledge of the land within 3 miles
can use the chosen sense through the sensor as if you were of you. In caves and other natural underground settings,
in its space. As your action, you can switch between seeing the radius is limited to 300 feet. The spell doesn’t function
and hearing. where nature has been replaced by construction, such as in
dungeons and towns.

7 SPELLCASTING 329
You instantly know up to three facts of your choice about CONTINGENCY
any of the following subjects as they relate to the area:
6th-Circle Arcane Ritual (Evocation)
• Terrain and bodies of water
Casting Time: 10 minutes
• Prevalent plants, minerals, animals, or peoples Range: Self
• Powerful Celestials, Fey, Fiends, Elementals, or Components: V, S, M (a statuette of yourself carved from
Undead ivory and decorated with gems worth at least 1,500 gp)
• Influence from other planes of existence Duration: 10 days
• Buildings You prepare another spell to activate when certain
For example, you could determine the location of conditions are met.
powerful Undead in the area, the location of major sources Choose a spell of 5th circle or lower that you can cast,
of safe drinking water, and the location of any nearby that has a casting time of 1 action, and that can target
towns. you. You cast that spell—called the contingent spell—as
Once you perform this ritual, you can’t do so again until part of casting contingency, expending a spell slot for the
24 hours have passed. contingent spell, but the contingent spell doesn’t come into
effect. Instead, it takes effect when a certain circumstance
CONTACT OTHER PLANE occurs. You describe that circumstance when you cast
5th-Circle Arcane and Wyrd Ritual (Divination) the two spells. For example, a contingency cast with water
Casting Time: 10 minutes breathing might stipulate that water breathing comes into
Range: Self effect when you are engulfed in water or a similar liquid.
The contingent spell takes effect immediately after the
Components: V, M (incense or a sacrificial offering
circumstance is met for the first time, whether or not you
appropriate for the entity contacted worth 25 gp, which
want it to, and then contingency ends.
the spell consumes)
The contingent spell takes effect only on you, even if it can
Duration: 1 minute
normally target others. You can use only one contingency
You contact a being from another plane to answer questions. spell at a time. If you cast this spell again, the effect of
You mentally contact a demigod, the spirit of a long-dead another contingency spell on you ends.
sage, or some entity from another plane. Contacting Also, contingency ends on you if its material component is
this extraplanar being can strain or even break your ever not on your person.
mind. When you cast this spell, make a DC 15 INT
save. On a failure, you take 6d6 psychic damage and CONTROL WEATHER
become incapacitated until you finish a long rest. While 8th-Circle Divine and Primordial Ritual (Transmutation)
incapacitated in this way, you can’t take actions, can’t
Casting Time: 10 minutes
understand what other creatures say, can’t read, and speak
Range: Self (5-mile radius)
only in gibberish. A greater restoration spell cast on you ends
this effect. Components: V, S, M (burning incense and bits of earth
On a successful save, you can ask the entity up to five and wood mixed in water)
questions. You must ask your questions before the spell Duration: Concentration, up to 8 hours
ends. The GM answers each question with one word, such You command the weather to change to suit your wishes.
as “yes,” “no,” “maybe,” “never,” “irrelevant,” or “unclear” You take control of the weather within 5 miles of you for the
(if the entity doesn’t know the answer to the question). If duration. You must be outdoors to cast this spell. Moving
a one-word answer would be misleading, the GM might to a place where you don’t have a clear path to the sky ends
instead offer a short phrase as an answer. the spell early.
If you cast the spell two or more times before finishing When you cast the spell, you change the current weather
your next long rest, there is a cumulative 25 percent chance conditions, which are determined by the GM based on
for each casting that you get no answer. The GM makes this the climate and season. You can change precipitation,
roll in secret. If you receive no answer, you can’t attempt to temperature, and wind. It takes 1d4 × 10 minutes for the
cast this spell again until 24 hours have passed. new conditions to take effect.
Once they do, you can change the conditions again. When
the spell ends, the weather gradually returns to normal.
When you change the weather conditions, find a current
condition on the following tables and change its stage by
one, up or down. When changing the wind, you can change
its direction.

330 PLAYER'S GUIDE


PRECIPITATION

STAGE CONDITION
1 Clear
2 Overcast or ground fog
3 Rain, hail, or snow
4 Torrential precipitation (see Hazards in Chapter 6)

TEMPERATURE

STAGE CONDITION
1 Extreme heat (see Hazards in Chapter 6)
2 Hot
3 Warm
4 Cool
5 Cold
6 Extreme Cold (see Hazards in Chapter 6)

WIND
STAGE CONDITION
1 Calm
2 Moderate wind
3 Strong wind
4 Gale winds (see Hazards in Chapter 6)

CREATE FAMILIAR
1st-Circle Arcane Ritual (Transmutation)
Casting Time: 1 hour
Range: 5 feet
Communicating with Your Familiar. While your
Components: V, S, M (a life-sized statue, puppet, stuffed familiar is on the same plane or realm of existence as you, it
animal, or other suitable vessel worth at least 10 gp, which can magically convey what it sees or senses to you, and you
the spell consumes) can communicate with it telepathically.
Duration: Instantaneous Controlling Your Familiar. Your familiar acts
You gain a helpful animal pet to act as your aide and companion. independently of you, but it always obeys your commands.
As part of this ritual, you imbue your chosen vessel with a In combat, it rolls its own initiative and acts on its own
spark of your own life force to create an arcane familiar. turn. A familiar can’t attack, but it can take other actions
This familiar assumes an animal form you choose from as normal.
the following options: bat, cat, crab, frog (toad), hawk, When you cast a spell with a range of touch, your familiar
lizard, octopus, owl, poisonous snake, fish (quipper), can deliver the spell as if it had cast the spell. Your familiar
rat, raven, seahorse, spider, or weasel (see Appendix must be within 100 feet of you to do so, and it must use its
C: Creature Statistics). Upon completion of the ritual, reaction to deliver the spell when you cast it. If the spell
your familiar appears in an unoccupied space within 5 feet requires an attack roll, you use your spell attack modifier
of you. The familiar has the statistics of the chosen form, for the roll.
though it is considered a Construct rather than a Beast for As an action, you can touch your familiar to reincorporate
any relevant spells or effects. it into your body. When you do so, it melds into your skin,
Bound in Blood. When your familiar first appears, your where it awaits your summons. While it is incorporated,
hit point maximum decreases by one. If you permanently you can use an action to expel it from your body, causing it
dismiss your familiar or it is otherwise permanently to appear in an unoccupied space within 5 feet of you.
destroyed, your hit point maximum returns to normal. Destroying Your Familiar. If a familiar drops to 0 HP,
This reduction can’t be offset by any means as long as your its body is instantly destroyed. If you still live, your familiar
familiar lives. regrows a new body in 1 hour, regaining all its hit points
and becoming active again. The new body appears in an

7 SPELLCASTING 331
unoccupied space within 5 feet of you. If you die, your CREATION
familiar is permanently destroyed, and the ritual must be
5th-Circle Arcane Ritual (Illusion)
performed again to create a new familiar. At any time, you
can use an action to permanently dismiss your familiar, Casting Time: 1 minute
which instantly destroys it. Range: 30 feet
You can have only one familiar at a time. If you attempt Components: V, S, M (a tiny piece of matter of the same
to cast this spell while your current familiar still lives, the type of the item you plan to create)
ritual fails. Duration: Special
You transform wisps of shadow into nonliving matter that lasts for
CREATE UNDEAD a short time.
6th-Circle Arcane and Divine Ritual (Necromancy) You pull wisps of shadow from the Shadow Realm to create
Casting Time: 1 minute a nonliving object or vegetable matter within range: soft
Range: 10 feet goods, rope, wood, or something similar. You can also use
Components: V, S, M (one pot filled with grave dirt, one this spell to create mineral objects such as stone, crystal, or
pot filled with brackish water, and one 150 gp black onyx metal. The object created must be no larger than a 5-foot
stone for each corpse, which the spell consumes) cube, and the object must be of a form and material that
Duration: Instantaneous you have seen before.
The duration depends on the object’s material. If it is
You transform corpses into potent undead creatures under
composed of multiple materials, use the shortest duration.
your command.
CREATION MATERIALS
You can cast this spell only at night. Choose up to three
MATERIAL DURATION MATERIAL DURATION
corpses of Medium or Small Humanoids within range.
Vegetable matter 1 day Gems 10 minutes
Each corpse becomes a ghoul under your control (the GM
has statistics for these creatures). Stone or crystal 12 hours Adamantine 1 minute
or mithral
As a bonus action on each of your turns, you can mentally
command any creature you animated with this spell if the Precious metals 1 hour
creature is within 120 feet of you (if you control multiple
Using any material created by this spell as another spell’s
creatures, you can command any or all of them at the same
material component causes that spell to fail. If you attempt
time, issuing the same command to each one). You decide
to cast this spell a second time while material created by
what action the creature will take and where it will move
the first casting still exists, the material created by the first
during its next turn, or you can issue a general command,
casting is destroyed.
such as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself against At Higher Circles. As you unlock higher circles, this ritual
hostile creatures. Once given an order, the creatures grows in potency. Once you have access to 6th-circle spell
continues to follow it until its task is complete. slots, the cube increases by 5 feet for each slot you have
The creature is under your control for 24 hours, after access to above 5th.
which it stops obeying any command you have given it. To
maintain control of the creatures for another 24 hours, DETECT POISON AND DISEASE
you must cast this spell on the creature before the current 1st-Circle Divine and Primordial Ritual (Divination)
24-hour period ends. This use of the spell reasserts your Casting Time: 1 minute
control over up to three creatures you have animated with Range: Self
this spell, rather than animating new ones. Components: V, S, M (a dried snake rattle)
If you attempt to cast this spell again while Undead Duration: Concentration, up to 10 minutes
created by the first casting are still active, the Undead
You sense nearby poisons, poisonous creatures, and diseases.
created from the first casting are no longer under your
control and immediately become hostile toward you. For the duration, you can sense the presence and location
At Higher Circles. As you unlock higher circles, this ritual of poisons and diseases within 30 feet of you. This spell also
grows in potency. Once you have access to 6th-circle spell detects the presence of creatures affected by an ongoing
slots, you can animate or reassert control over four ghouls. poison or disease, creatures that deal poison damage, and
Once you have access to 8th-circle spell slots, you can creatures that can infect other creatures with a disease,
animate or reassert control over five ghouls or two ghasts such as ghouls and mummies. You also identify the kind of
or wights. Once you have access to 9th-circle spell slots, poison, creature, or disease in each case.
you can animate or reassert control over six ghouls, three The spell can penetrate most barriers, but it is blocked by 1
ghasts or wights, or two mummies. foot of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt.

332 PLAYER'S GUIDE


DIVINATION If you cast the spell two or more times before finishing
your next long rest, there is a cumulative 25 percent chance
4th-Circle Divine Ritual (Divination)
for each casting that you get no answer. The GM makes this
Casting Time: 10 minutes roll in secret. If you receive no answer, you can’t attempt to
Range: Self cast this spell again until 24 hours have passed.
Components: V, S, M (incense or a sacrificial offering
appropriate for your religion worth 25 gp, which the spell DREAM
consumes)
5th-Circle Arcane and Wyrd Ritual (Illusion)
Duration: 1 minute
Casting Time: 1 minute
You contact a divine being to read the future or answer questions Range: Special
about the present. Components: V, S, M (a handful of sand, a dab of ink,
Your magic and an offering put you in contact with your and a writing quill plucked from a sleeping bird)
deity or divine proxy. When you cast this spell, you can use Duration: 8 hours
it in one of the following ways:
You enter a creature’s dream to shape it or deliver a message.
• Read the Future. You ask a single question concerning
This spell shapes a creature’s dreams. Choose a creature
a specific goal, event, or activity to occur within 7 days.
The GM offers a truthful reply. The reply might be a known to you as the target of this spell. The target must be
short phrase, a cryptic rhyme, or an omen. The spell on the same plane of existence as you. Creatures that don’t
doesn’t take into account any possible circumstances sleep, such as elves, can’t be contacted by this spell. You or
that might change the outcome, such as the casting of a willing creature you touch enters a trance state, acting as
additional spells or the loss or gain of a companion. a messenger. While in the trance, the messenger is aware of
its surroundings but can’t take actions or move.
• Read the Present. You ask up to three questions
If the target is asleep, the messenger appears in the
that can be answered with a yes or no. You must ask
target’s dreams and can converse with the target as long
your questions before the spell ends. You receive a
as it remains asleep, through the duration of the spell.
correct answer for each question. Divine beings aren’t
The messenger can also shape the environment of the
necessarily omniscient, so you might receive “unclear”
dream, creating landscapes, objects, and other images. The
as an answer if a question pertains to information that
messenger can emerge from the trance at any time, ending
lies beyond the deity’s knowledge or pertains to future
the effect of the spell early. The target recalls the dream
events that have not yet transpired. In a case where a
perfectly upon waking. If the target is awake when you cast
one-word answer could be misleading or contrary to
the deity’s interests, the GM might offer a short phrase the spell, the messenger knows it and can either end the
as an answer instead to provide needed clarification. trance (and the spell) or wait for the target to fall asleep, at
which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and
terrifying to the target. If you do, the messenger can deliver
a message of no more than ten words and then the target
must make a WIS save. On a failed save, echoes of the
phantasmal monstrosity spawn a nightmare that lasts the
duration of the target’s sleep and prevents the target from
gaining any benefit from that rest. In addition, when the
target wakes up, it takes 3d6 psychic damage.
If you have a body part, lock of hair, clipping from a nail,
or similar portion of the target’s body, the target makes its
save with disadvantage.
Once you cast this spell, you can’t do so again until you
complete a long rest.

7 SPELLCASTING 333
FABRICATE a sufficient quantity of raw material. If you are working
with metal, stone, or another mineral substance, however,
4th-Circle Arcane Ritual (Transmutation)
the fabricated object can be no larger than Medium
Casting Time: 10 minutes (contained within a single 5-foot cube). The quality of
Range: 120 feet objects made by the spell is commensurate with the
Components: V, S quality of the raw materials.
Duration: Instantaneous Creatures or magic items can’t be created or transmuted
You create fully functional, crafted objects from by this spell. You also can’t use it to create items that
unworked materials. ordinarily require a high degree of craftsmanship, such
as jewelry, weapons, glass, or armor, unless you have
You convert raw materials into products of the same
proficiency with the type of artisan’s tools used to craft
material. For example, you can fabricate a wooden bridge
such objects.
from a clump of trees, a rope from a patch of hemp, and
clothes from flax or wool. Once you cast this spell, you can’t do so again until you
Choose raw materials that you can see within range. You complete a long rest.
can fabricate a Large or smaller object (contained within
a 10-foot cube, or eight connected 5-foot cubes), given

334 PLAYER'S GUIDE


FIND FAMILIAR FIND STEED
1st-Circle Wyrd Ritual (Conjuration) 2nd-Circle Divine and Primordial Ritual (Conjuration)
Casting Time: 1 hour Casting Time: 10 minutes
Range: 10 feet Range: 30 feet
Components: V, S, M (charcoal, incense, and herbs Components: V, S
collectively worth 10 gp, which the spell consumes) Duration: Instantaneous
Duration: Instantaneous You conjure a spirit steed and develop a bond with it as rider.
You bind a supernatural creature to serve you. You summon a spirit that assumes the form of an
You gain the service of a familiar, a spirit that takes one of unusually intelligent, strong, and loyal steed, creating a
the following Beast forms you choose: bat, cat, crab, frog long-lasting bond with it. Appearing in an unoccupied
(toad), hawk, lizard, octopus, owl, poisonous snake, space within range, the steed takes a form that you choose:
fish (quipper), rat, raven, seahorse, spider, or weasel warhorse, pony, camel, elk, or mastiff. (Your GM might
(see Appendix C: Creature Statistics). Upon completion allow other animals to be summoned as steeds.) The
of the ritual, your familiar appears in an unoccupied space steed has the statistics of its chosen form, though it is a
within 10 feet of you. The familiar has the statistics of the Celestial, Fey, or Fiend (your choice) instead of its normal
chosen form, though it is considered a Celestial, Fey, or type. However, if the form has an INT of 5 (−3) or lower,
Fiend (your choice) rather than a Beast for any relevant your steed’s INT becomes 6 (−2), and it gains the ability to
spells or effects. understand one language of your choice that you speak.
Communicating with Your Familiar. While your Your steed serves you as a mount, both in combat and
familiar is on the same plane or realm of existence as you, out. You have an instinctive bond that allows you to fight
it can magically convey what it sees or senses to you, and together as a seamless unit. While mounted on your steed,
you can communicate with it telepathically. you can make any spell you cast that targets only you also
Controlling Your Familiar. Your familiar acts target your steed.
independently of you, but it always obeys your When the steed drops to 0 HP, it disappears, leaving no
commands. In combat, it rolls its own initiative and acts physical form. You can also dismiss your steed at any time
on its own turn. A familiar can’t attack, but it can take as an action, causing it to disappear. In either case, casting
other actions as normal. this spell again summons the same steed, restored to its hit
When you cast a spell with a range of touch, your familiar point maximum.
can deliver the spell as if it had cast the spell. Your familiar While your steed is within 1 mile of you, you can
must be within 100 feet of you to do so, and it must use its communicate with it telepathically. You can’t have more
reaction to deliver the spell when you cast it. If the spell than one steed bonded by this spell at a time. As an action,
requires an attack roll, you use your spell attack modifier you can release the steed from its bond at any time, causing
for the roll. it to disappear.
As an action, you can temporarily dismiss your familiar.
It disappears into a pocket dimension where it awaits your FIND THE PATH
summons. As an action while it is temporarily dismissed, 6th-Circle Primordial Ritual (Divination)
you can cause it to reappear in any unoccupied space
Casting Time: 1 minute
within 30 feet of you.
Range: Self
Destroying Your Familiar. If a familiar drops to 0 HP, it
Components: V, S, M (a set of divinatory tools—such as
disappears, leaving behind no physical form. It reappears
bones, ivory sticks, cards, teeth, or carved runes—worth
after you cast this spell again. Alternatively, you can use
100 gp and an object from the location you wish to find)
an action to dismiss your familiar forever. When you do
Duration: Concentration, up to 1 day
so, the next time you cast this spell, a different familiar of
your choosing is summoned. You divine the most direct way to reach your chosen destination.
You can’t have more than one familiar at a time. If This spell allows you to find the shortest, most direct
you cast this spell while you already have a familiar, you physical route to a specific fixed location that you are
instead cause it to adopt a new form. Choose a form familiar with on the same plane of existence. If you name
from the familiars list. Your familiar transforms into the a destination on another plane of existence, a destination
chosen creature. that moves (such as a mobile fortress), or a destination that
isn’t specific (such as “a green dragon’s lair”), the spell fails.
For the duration, as long as you are on the same plane of
existence as the destination, you know how far it is and in

7 SPELLCASTING 335
what direction it lies. While you are traveling there, when FORESIGHT
you are presented with a choice of paths along the way, you
9th-Circle Arcane and Divine Ritual (Divination)
automatically determine which path is the shortest and
most direct route (but not necessarily the safest route) to Casting Time: 1 minute
the destination. Range: Touch
Components: V, S, M (a gilded hourglass worth at least
FORBIDDANCE 500 gp, which the spell consumes)
Duration: 8 hours
6th-Circle Divine Ritual (Abjuration)
Casting Time: 10 minutes Your touch gives a creature the power to see into the future,
Range: Touch increasing its reaction time and making it harder to hit.
Components: V, S, M (a sprinkling of holy water, rare You touch a willing creature and bestow a limited ability
incense, and powdered ruby worth at least 1,000 gp) to see into the immediate future. For the duration, the
Duration: 1 day target can’t be surprised and has advantage on attack
rolls, ability checks, and saves. In addition, other
You ward a local area against the teleportation and trespassing of
creatures have disadvantage on attack rolls against the
extraplanar creatures.
target for the duration.
You create a ward against magical travel that protects up This spell immediately ends if you cast it again before its
to 40,000 square feet of floor space to a height of 30 feet duration ends.
above the floor. For the duration, creatures can’t teleport Once you target a creature with this spell, the same
into the area or use portals, such as those created by the creature can’t gain the benefits of this spell until 7 days
gate spell, to enter the area. The spell proofs the area have passed.
against planar travel and therefore prevents creatures from
accessing the area by way of the Astral Plane, Ethereal GEAS
Plane, Shadow Realm, Summerlands, or the plane shift spell.
5th-Circle Arcane, Divine, and Wyrd Ritual (Enchantment)
In addition, the spell damages certain types of creatures
that you choose when you cast it. Choose one or more of Casting Time: 1 minute
the following: Celestials, Elementals, Fey, Fiends, Undead, Range: 60 feet
and creatures with the Outsider tag. When a chosen Components: V, M (a set of silver manacles worth 50 gp,
creature enters the spell’s area for the first time on a turn which the spell consumes)
or starts its turn there, the creature takes 5d10 radiant or Duration: 30 days
necrotic damage (your choice when you cast this spell). You compel a creature to either perform a service or refrain from
When you cast this spell, you can designate a password. A an activity for many days.
creature that speaks the password as it enters the area takes
You place a magical command on a creature that you
no damage from the spell.
can see within range, forcing it to carry out some service
The spell’s area can’t overlap with the area of another
or refrain from some action or course of activity as
forbiddance spell. If you cast forbiddance every day for 30 days
you decide. If the creature can understand you, it must
in the same location, the spell lasts until it is dispelled, and
succeed on a WIS save or become charmed by you for the
the material components are consumed on the last casting.
duration. While the creature is charmed by you, it takes
5d10 psychic damage each time it acts in a manner directly
counter to your instructions, but no more than once each
day. A creature that can’t understand you is unaffected by
the spell.
You can issue any command you choose. However,
should you issue a command that would result in certain
death, the spell ends.
You can end the spell early by using an action to dismiss it.
A remove curse, greater restoration, or wish spell also ends it.
At Higher Circles. As you unlock higher circles, this ritual
grows in potency. Once you have access to 7th-circle spell
slots, the duration of this spell is 1 year. Once you have
access to 9th-circle spell slots, the spell lasts until it is
ended by one of the spells mentioned above.

336 PLAYER'S GUIDE


GLYPH OF WARDING
3rd-Circle Arcane Ritual (Abjuration)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (incense and powdered diamond
worth at least 200 gp, which the spell consumes)
Duration: Until dispelled or triggered
You ward a small area with a near-invisible mark that explodes
or casts a spell.
When you cast this spell, you inscribe a glyph that harms
other creatures, either upon a surface (such as a table
or a section of floor or wall) or within an object that can
be closed (such as a book, a scroll, or a treasure chest)
to conceal the glyph. If you choose a surface, the glyph
can cover an area of the surface no larger than 10 feet in
diameter. If you choose an object, that object must remain
in its place; if the object is moved more than 10 feet from
where you cast this spell, the glyph is broken, and the spell
ends without being triggered. creature that triggered the glyph. If the spell affects an area,
The glyph is nearly invisible and requires a successful the area is centered on that creature. If the spell summons
INT (Investigation) check against your spell save DC to hostile creatures or creates harmful objects or traps, they
be found. appear as close as possible to the intruder and attack it. If
You decide what triggers the glyph when you cast the the spell requires concentration, it lasts until the end of its
spell. For glyphs inscribed on a surface, the most typical full duration.
triggers include touching or standing on the glyph, At Higher Circles. As you unlock higher circles, this ritual
removing another object covering the glyph, approaching grows in potency. Once you have access to 4th-circle spell
within a certain distance of the glyph, or manipulating the slots, the damage of an explosive runes glyph increases by
object on which the glyph is inscribed. For glyphs inscribed 1d8 for each slot you have access to above 3rd. If you create
within an object, the most common triggers include a spell glyph, you can store any spell of up to the same circle
opening that object, approaching within a certain distance as the highest circle you have access to.
of the object, or seeing or reading the glyph. Once a glyph
is triggered, this spell ends. GUARDS AND WARDS
You can further refine the trigger so the spell activates 6th-Circle Arcane Ritual (Abjuration)
only under certain circumstances or according to physical
Casting Time: 10 minutes
characteristics (such as height or weight) or creature kind
Range: Touch
(for example, the ward could be set to affect Aberrations or
drow). You can also set conditions for creatures that don’t Components: V, S, M (burning incense, a small measure
trigger the glyph, such as those who say a certain password. of brimstone and oil, a knotted string, and a silver rod
worth at least 10 gp)
When you inscribe the glyph, choose explosive runes or a
spell glyph. Duration: 24 hours
Explosive Runes. When triggered, the glyph erupts with You protect a location with bewildering effects and
magical energy in a 20-foot-radius sphere centered on the cunning obstacles.
glyph. The sphere spreads around corners. Each creature You create a ward that protects up to 2,500 square feet of
in the area must make a DEX save. On a failure, a creature floor space (an area 50 feet square, or one hundred 5-foot
takes 5d8 acid, cold, fire, lightning, or thunder damage squares or twenty-five 10-foot squares). The warded area
(your choice when you create the glyph), or half as much can be up to 20 feet tall and shaped as you desire. You can
damage on a success. ward several stories of a stronghold by dividing the area
Spell Glyph. You can store a known spell of 3rd circle among them, as long as you can walk into each contiguous
or lower in the glyph by casting it as part of creating the area while you are casting the spell.
glyph. The spell must target a single creature or an area to When you cast this spell, you can specify individuals that
be stored. The spell being stored has no immediate effect are unaffected by any or all of the effects that you choose.
when cast in this way. When the glyph is triggered, the You can also specify a password that, when spoken aloud,
stored spell is cast. If the spell has a target, it targets the makes the speaker immune to these effects.

7 SPELLCASTING 337
Guards and wards creates the following effects within the upon entering the area. You can exclude one or more of
warded area. those types of creatures from this effect.
Corridors. Fog fills all the warded corridors, making Second, you can bind an extra effect to the area. Choose
them heavily obscured. In addition, at each intersection or an effect from the following list, or choose an effect offered
branching passage offering a choice of direction, there is a by the GM. Some of these effects apply to creatures in the
50 percent chance that a creature other than you will believe area; you can designate whether the effect applies to all
it is going in the opposite direction from the one it chooses. creatures, creatures that follow a specific deity or leader,
Doors. All doors in the warded area are magically locked or creatures of a specific sort, such as orcs or trolls. When
as if sealed by an arcane lock spell. In addition, you can cover a creature that would be affected enters the spell’s area for
up to ten doors with an illusion (equivalent to the illusory the first time on a turn or starts its turn there, it can make
object function of the minor illusion spell) to make them a CHA save. On a success, the creature ignores the extra
appear as plain sections of wall. effect until it leaves the area.
Stairs. Webs fill all stairs in the warded area from top to Courage. Affected creatures can’t be frightened while in
bottom, as the web spell. These strands regrow in 10 minutes the area.
if they are burned or torn away while guards and wards lasts. Darkness. Darkness fills the area. Normal light, as well as
Other Spell Effect. You can place your choice of one of magical light created by spells of a lower circle than the slot
the following magical effects within the warded area: you used to cast this spell, can’t illuminate the area.
Daylight. Bright light fills the area. Magical darkness
• Place dancing lights in four corridors. You can designate
created by spells of a lower circle than the slot you used to
a simple program that the lights repeat as long as guards
cast this spell can’t extinguish the light.
and wards lasts.
Energy Protection. Affected creatures in the area have
• Place magic mouth in two locations.
resistance to one damage type of your choice except for
• Place stinking cloud in two locations. The vapors appear bludgeoning, piercing, or slashing.
in the places you designate; they return within 10 Energy Vulnerability. Affected creatures in the area have
minutes if dispersed by wind while guards and wards lasts. vulnerability to one damage type of your choice except for
• Place a constant gust of wind in one corridor or room. bludgeoning, piercing, or slashing.
• Place a suggestion in one location. You select an area of up Everlasting Rest. Dead bodies interred in the area can’t
to 5 feet square, and any creature that enters or passes be turned into Undead.
through the area receives the suggestion mentally. Extradimensional Interference. Affected creatures can’t
The whole warded area radiates magic. A dispel magic cast move or travel using teleportation or by extradimensional
on a specific effect, if successful, removes only that effect. or interplanar means.
You can create a permanently guarded and warded area by Fear. Affected creatures are frightened while in the area.
casting this spell there every day for one year. Silence. No sound can emanate from within the area, and
no sound can reach into it.
HALLOW Tongues. Affected creatures can communicate with
5th-Circle Divine Ritual (Abjuration) any other creature in the area, even if they don’t share a
common language.
Casting Time: 24 hours
Range: Touch
HALLUCINATORY TERRAIN
Components: V, S, M (herbs, oils, and incense worth at
least 1,000 gp, which the spell consumes) 4th-Circle Arcane and Wyrd Ritual (Illusion)
Duration: Until dispelled Casting Time: 10 minutes
Range: 300 feet
You ward an area against extraplanar interlopers and give it an
Components: V, S, M (a stone, a twig, and a bit
additional effect.
of green plant)
You touch a point and infuse an area around it with holy (or
Duration: 24 hours
unholy) power. The area can have a radius up to 60 feet, and
the spell fails if the radius includes an area already under You blanket an area with illusions to make it look like a different
the effect of a hallow spell. The affected area is subject to the kind of natural terrain.
following effects. You make natural terrain in a 150-foot cube in range look,
First, Celestials, Elementals, Fey, Fiends, Undead, and sound, and smell like some other sort of natural terrain.
creatures with the Outsider tag can’t enter the area, nor can Thus, open fields or a road can be made to resemble a
such creatures charm, frighten, or possess creatures within swamp, hill, crevasse, or some other difficult or impassable
it. Any creature charmed, frightened, or possessed by such terrain. A pond can be made to seem like a grassy meadow,
a creature is no longer charmed, frightened, or possessed a precipice like a gentle slope, or a rock-strewn gully

338 PLAYER'S GUIDE


like a wide and smooth road. Manufactured structures, ILLUSORY SCRIPT
equipment, and creatures within the area aren’t changed in
1st-Circle Arcane and Wyrd Ritual (Illusion)
appearance.
The tactile characteristics of the terrain are unchanged, Casting Time: 1 minute
so creatures entering the area are likely to see through Range: Touch
the illusion. If the difference isn’t obvious by touch, a Components: V, S, M (a lead-based ink worth at least 10
creature carefully examining the illusion can attempt an gp, which the spell consumes)
INT (Investigation) check against your spell save DC to Duration: 10 days
disbelieve it. A creature who discerns the illusion for what You scribe an illusion of false, hidden, or indiscernible script.
it is sees it as a vague image superimposed on the terrain.
You write on parchment, paper, or some other suitable
writing material and imbue it with a potent illusion that
HEROES’ FEAST
lasts for the duration.
6th-Circle Divine and Primordial Ritual (Conjuration) To you and any creatures you designate when you cast
Casting Time: 10 minutes the spell, the writing appears normal, written in your
Range: 30 feet hand, and conveys whatever meaning you intended when
Components: V, S, M (a gem-encrusted bowl worth at you wrote the text. To all others, the writing appears as
least 1,000 gp, which the spell consumes) if it were written in an unknown or magical script that is
Duration: Instantaneous unintelligible. Alternatively, you can cause the writing to
appear to be an entirely different message, written in a
You conjure a bountiful and delicious feast that fills bellies and
different hand and language, though the language must be
uplifts spirits.
one you know.
You bring forth a great feast, including magnificent If the spell is dispelled, the original script and the illusion
food and drink. The feast takes 1 hour to consume and both disappear.
disappears at the end of that time, and the beneficial effects A creature with truesight can read the hidden message.
don’t set in until this hour is over. Up to twelve other
creatures can partake of the feast. IMPRISONMENT
A creature that partakes of the feast gains several benefits.
The creature is cured of all diseases and poison, becomes 9th-Circle Arcane and Wyrd Ritual (Abjuration)
immune to poison and being frightened, and makes all Casting Time: 1 minute
WIS saves with advantage. Its hit point maximum also Range: 30 feet
increases by 2d10, and it gains the same number of hit Components: V, S, M (a vellum depiction or a carved
points. These benefits last for 24 hours. statuette in the likeness of the target and a special
You must complete a long rest before you can cast this component that varies according to the version of the spell
spell again. you choose worth at least 500 gp per hit die of the target)
Duration: Until dispelled
IDENTIFY You place a creature in a nigh-inescapable magical prison.
1st-Circle Arcane Ritual (Divination) You create a magical restraint to hold a creature that you can
Casting Time: 1 minute see within range. The target must succeed on a WIS save or
Range: Touch be bound by the spell; if it succeeds, it is immune to this spell
Components: V, S, M (a pearl worth at least 100 gp and an if you cast it again. While affected by this spell, the creature
owl feather) doesn’t need to breathe, eat, or drink, and it doesn’t age.
Duration: Instantaneous Divination spells can’t locate or perceive the target.
When you cast the spell, you choose one of the following
You touch an object or a creature to learn its magical properties or
forms of imprisonment.
any spells affecting it.
Burial. The target is entombed far beneath the earth in a
You choose one object that you must touch throughout sphere of magical force that is just large enough to contain
the casting of the spell. If it is a magic item or some other the target. Nothing can pass through the sphere, nor can any
magic-imbued object, you learn its properties and how to creature teleport or use planar travel to get into or out of it.
use them, whether it requires attunement to use, and how
The special component for this version of the spell is a
many charges it has, if any. You learn whether any spells are
small mithral orb.
affecting the item and what they are. If the item was created
Chaining. Heavy chains, firmly rooted in the ground, hold
by a spell, you learn which spell created it.
the target in place. The target is restrained until the spell
If you instead touch a creature throughout the casting,
ends, and it can’t move or be moved by any means until then.
you learn what spells, if any, are currently affecting it.

7 SPELLCASTING 339
The special component for this version of the spell is a fine At any time thereafter, you can use your action to speak
chain of precious metal. the item’s name and crush the sapphire, destroying it. The
Hedged Prison. The spell transports the target into a tiny item instantly appears in your hand regardless of physical
demiplane that is warded against teleportation and planar or planar distances, and the spell ends.
travel. The demiplane can be a labyrinth, a cage, a tower, or If another creature is holding or carrying the item,
any similar confined structure or area of your choice. crushing the sapphire doesn’t transport the item to you,
The special component for this version of the spell is a but instead you learn who the creature possessing the
miniature representation of the prison made from jade. item is and roughly where that creature is located at that
Minimus Containment. The target shrinks to a height moment.
of 1 inch and is imprisoned inside a gemstone or similar Dispel magic or a similar effect successfully applied to the
object. Light can pass through the gemstone normally sapphire ends this spell’s effect.
(allowing the target to see out and other creatures to see
in), but nothing else can pass through, even by means of LOCATE
teleportation or planar travel. The gemstone can’t be cut or 2nd-Circle Arcane, Divine, Primordial, and Wyrd Ritual
broken while the spell remains in effect. (Divination)
The special component for this version of the spell Casting Time: 1 minute
is a large, transparent gemstone such as a corundum,
Range: Self (1 mile)
diamond, or ruby.
Components: V, S, M (a figurine of a bloodhound worth at
Slumber. The target falls asleep and can’t be awoken.
least 25 gp, which the spell consumes)
The special component for this version of the spell
Duration: Concentration, up to 10 minutes
consists of rare soporific herbs.
Ending the Spell. During the casting of the spell, in any You discern the direction and distance of desired objects
of its versions, you can specify a condition that will cause or creatures.
the spell to end and release the target. The condition can be Describe or name a particular kind of object (such as
as specific or as elaborate as you choose, but the GM must a certain kind of apparel, jewelry, tool, or weapon) or
agree that the condition is reasonable and has a likelihood particular kind of creature (such as a human or a unicorn).
of coming to pass. If a suitable target is within range of the spell, you sense the
The conditions can be based on a creature’s name, direction to the nearest creature or object within the spell’s
identity, or deity but otherwise must be based on range. If the target is moving, you know the direction of its
observable actions or qualities and not based on movement.
intangibles such as level, CR, class, or hit points. This spell can’t locate a creature or object if it in is
A dispel magic spell can end the spell only if it is cast as a a different form, such as being under the effects of a
9th-circle spell, targeting either the prison or the special polymorph spell, or if the target is shielded by an effect that
component used to create it. blocks divination magic, like the nondetection spell.
You can use a particular special component to create You can only have a single casting of locate active on
only one prison at a time. If you cast the spell again using yourself at one time. If you cast this spell a second time, the
the same component, the target of the first casting is first casting immediately ends.
immediately freed from its binding. At Higher Circles. As you unlock higher circles, this ritual
grows in potency. Once you have access to 4th-circle spell
INSTANT SUMMONS slots, you can use this spell to locate a specific creature or
6th-Circle Arcane Ritual (Conjuration) object that is familiar to you. In addition, the duration of
this spell increases to concentration, up to 1 hour.
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a sapphire worth 1,000 gp)
Duration: Until dispelled
You mystically mark an object, allowing you to summon it to your
hand from any distance or plane.
You touch an item weighing 10 pounds or less whose
longest dimension is 6 feet or less. The spell leaves an
invisible mark on its surface and invisibly inscribes the
name of the item on the sapphire you use as the material
component. Each time you cast this spell, you must use a
different sapphire.

340 PLAYER'S GUIDE


MAGIC CIRCLE from evil and good or magic circle spell can’t be possessed).
The target must make a CHA save. On a failure, your soul
3rd-Circle Arcane, Divine, and Wyrd Ritual (Abjuration)
moves into the target’s body, and the target’s soul becomes
Casting Time: 1 minute trapped in the container. On a success, the target resists
Range: 10 feet your efforts to possess it, and you can’t attempt to possess it
Components: V, S, M (holy water or powdered silver and again for 24 hours.
iron worth at least 100 gp, which the spell consumes) Once you possess a creature’s body, you control it. Your
Duration: 1 hour game statistics are replaced by the statistics of the creature,
You circle a small location with warding magic and arcane runes, though you retain your personality and your INT, WIS,
barring access for certain foes. and CHA scores. You retain the benefit of your own class
features. If the target has any class levels, you can’t use any
You create a 10-foot-radius, 20-foot-tall cylinder of magical
of its class features.
energy centered on a point on the ground that you can see
within range. Glowing runes appear wherever the cylinder Meanwhile, the possessed creature’s soul can perceive
intersects with the floor or other surface. from the container using its own senses, but it can’t move
Choose one or more of the following types of creatures: or take actions at all.
Celestials, Elementals, Fey, Fiends, or Undead. The circle While possessing a body, you can use your action to return
affects a creature of the chosen type in the following ways: from the host body to the container if it is within 100 feet
• The creature can’t willingly enter the cylinder by of you, returning the host creature’s soul to its body. If the
nonmagical means. If the creature tries to use host body dies while you’re in it, the creature dies, and you
teleportation or interplanar travel to do so, it must first must make a CHA save against your own spellcasting DC.
succeed on a CHA save. On a success, you return to the container if it is within 100
feet of you. Otherwise, you die.
• The creature has disadvantage on attack rolls against
targets within the cylinder. If the container is destroyed or the spell ends, your soul
immediately returns to your body. If your body is more
• Targets within the cylinder can’t be charmed,
frightened, or possessed by the creature. than 100 feet away from you or if your body is dead when
you attempt to return to it, you die. If another creature’s
When you cast this spell, you can elect to cause its magic
soul is in the container when it is destroyed, the creature’s
to operate in the reverse direction, preventing a creature of
soul returns to its body if the body is alive and within 100
the specified type from leaving the cylinder and protecting
feet. Otherwise, that creature dies.
targets outside it.
When the spell ends, the container is destroyed.
At Higher Circles. As you unlock higher circles, this ritual
grows in potency. Once you have access to 4th-circle spell
MAGIC MOUTH
slots, the duration increases by 1 hour for each slot you
have access to above 3rd. 2nd-Circle Arcane and Wyrd Ritual (Illusion)
Casting Time: 10 minutes
MAGIC JAR Range: 30 feet
6th-Circle Wyrd Ritual (Necromancy) Components: V, S, M (a small bit of honeycomb and jade
dust worth at least 10 gp, which the spell consumes)
Casting Time: 1 minute
Duration: Until dispelled
Range: Self
Components: V, S, M (a gem, crystal, or ornamental You enchant an object to deliver a short message when the
container worth at least 500 gp) time is right.
Duration: Until dispelled You implant a message within an object in range, a message
You place your soul in a magic container, allowing you to possess a that is uttered when a trigger condition is met. Choose an
different creature and trap their soul in the process. object that you can see and that isn’t being worn or carried
by another creature. Then speak the message, which must be
Your body falls into a catatonic state as your soul leaves it
twenty-five words or fewer, though it can be delivered over
and enters the container you used for the spell’s material
as long as 10 minutes. Finally, determine the circumstance
component. While your soul inhabits the container, you are
that will trigger the spell to deliver your message.
aware of your surroundings as if you were in the container’s
When that circumstance occurs, a magical mouth appears
space. You can’t move or use reactions. The only action you
on the object and recites the message in your voice and at
can take is to project your soul up to 100 feet out of the
the same volume you spoke. If the object you chose has a
container, either returning to your living body (and ending
mouth or something that looks like a mouth (for example,
the spell) or attempting to possess a humanoid’s body.
the mouth of a statue), the magical mouth appears there so
You can attempt to possess any Humanoid within 100
that the words appear to come from the object’s mouth.
feet of you that you can see (creatures warded by a protection

7 SPELLCASTING 341
When you cast this spell, you can have the spell end after METAMORPHOSIS
it delivers its message, or it can remain and repeat its
9th-Circle Primordial Ritual (Transmutation)
message when the trigger occurs.
Casting Time: 10 minutes
The triggering circumstance can be as general or as
detailed as you like, though it must be based on visual or Range: Touch
audible conditions that occur within 30 feet of the object. Components: V, S, M (raw silk worth 1,000 gp, which the
For example, you could instruct the mouth to speak when spell consumes)
any creature moves within 30 feet of the object or when a Duration: Instantaneous
silver bell rings within 30 feet of it. You permanently transform a willing creature’s physical
characteristics.
MAGNIFICENT MANSION You touch a willing creature and transform it in one of the
7th-Circle Arcane and Wyrd Ritual (Conjuration) following four ways (the target must agree with the option
Casting Time: 10 minutes you choose):
Range: 300 feet • If the creature is Humanoid, you can change its lineage
Components: V, S, M (a miniature portal carved from to any other lineage you choose. It loses any traits and
ivory, a small piece of polished marble, and a tiny silver abilities associated with its former lineage and gains any
spoon, each item worth at least 5 gp) traits and abilities of the new lineage.
Duration: 24 hours • You can lower one of its ability scores by 2 (modifier
You conjure an extradimensional mansion, fully stocked with decreases by −1) and increase a different ability score by
food and staffed with invisible servants. 2 (modifier increases by +1), to a maximum of 20.
• You give the creature birdlike or batlike wings. It gains a
You conjure an extradimensional dwelling in range that
flying speed of 30 feet. Alternatively, you can remove its
lasts for the duration. You choose where its one entrance
wings, which takes away an existing flying speed.
is located. The entrance shimmers faintly and is 5 feet wide
and 10 feet tall. You and any creature you designate when You might be able to achieve a different effect of a similar
you cast the spell can enter the extradimensional dwelling kind with the permission of your GM.
as long as the portal remains open. You can open or close A creature can be affected by this spell only once a year.
the portal if you are within 30 feet of it. While closed, the If the spell is cast on it again before a year has passed, the
portal is invisible. Beyond the portal is a magnificent foyer casting fails.
with numerous chambers beyond. The atmosphere is
clean, fresh, and warm. MIRAGE ARCANE
You can create any floor plan you like, but the space can’t 7th-Circle Arcane and Wyrd Ritual (Illusion)
exceed 50 cubes, each cube being 10 feet on each side. Casting Time: 10 minutes
The place is furnished and decorated as you choose. It Range: Sight
contains sufficient food to serve a nine-course banquet for
Components: V, S
up to one hundred people. A staff of one hundred near-
Duration: 10 days
transparent servants attends all who enter. You decide the
visual appearance of these servants and their attire. They You grant an illusory appearance to a huge swath of terrain.
are completely obedient to your orders. Each servant can You make terrain in an area up to 1 mile square look, sound,
perform any task a normal human servant could perform, smell, and even feel like some other sort of terrain. The
but they can’t attack or take any action that would directly terrain’s general shape remains the same, however. Open
harm another creature. Thus, the servants can fetch fields or a road could be made to resemble a swamp, hill,
things, clean, mend, fold clothes, light fires, serve food, crevasse, or some other difficult or impassable terrain. A
pour wine, and so on. The servants can go anywhere in the pond can be made to seem like a grassy meadow, a precipice
mansion but can’t leave it. Furnishings and other objects like a gentle slope, or a rock-strewn gully like a wide and
created by this spell dissipate into smoke if removed from smooth road.
the mansion. When the spell ends, any creatures inside the Similarly, you can alter the appearance of structures in the
extradimensional space are expelled into the open spaces area or add them where none are present. The spell doesn’t
nearest to the entrance. disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory
elements, so it can turn clear ground into difficult terrain (or
vice versa) or otherwise impede movement through the area.
Any piece of the illusory terrain (such as a rock or stick) that
is removed from the spell’s area disappears immediately.

342 PLAYER'S GUIDE


Creatures with truesight can see through the illusion Creatures that can see invisible things via spells like
to the terrain’s true form; however, all other elements of see invisibility or features like truesight see a luminous,
the illusion remain, so while the creature is aware of the intangible eye in place of a blossom when they look at a
illusion’s presence, the creature can still physically interact flower created by this spell.
with the illusion. If you attempt to cast this spell a second time while
flowers from the first casting are still active, the flowers
OCULUS BLOSSOMS from the first casting are immediately destroyed.
7th-Circle Primordial Ritual (Divination) At Higher Circles. As you unlock higher circles, this ritual
Casting Time: 1 minute grows in potency. Once you have access to 8th-circle spell
Range: 60 feet slots, the duration increases to 7 days. Once you have
Components: V, S, M (a seed or bulb carved with the access to 9th-circle spell slots, the duration is 30 days.
image of an eye)
PHANTOM STEED
Duration: 24 hours
3rd-Circle Wyrd Ritual (Illusion)
You plant several magic flowers; you can hear and see through them.
Casting Time: 1 minute
You cause up to five Tiny magical flowers to sprout in spaces
Range: 30 feet
you can see within range. The spaces you select must contain
Components: V, S, M (an apple made of gold worth 5 gp)
an area suitable for supporting a living plant, such as a patch
of open ground, a pot of dirt, or similar. The flowers that Duration: 1 hour
appear are always of a type native to the area and at a glance You conjure a ghostly mount that can run at incredible speed for a
are indistinguishable from nonmagical flowers. short time.
Until the spell ends, you can use an action to see and hear A Large, quasi-real, horse-like creature appears on the
through any of the flowers as if you were standing in their ground in an unoccupied space of your choice within
space. You can do so no matter how far away you are from range. You decide the creature’s appearance, but it
the flowers as long as you and the flowers are on the same is equipped with a saddle, bit, and bridle. Any of the
plane of existence. While perceiving through a flower, you equipment created by the spell vanishes in a puff of smoke
can use a bonus action to switch your senses to a different if it is ever more than 10 feet away from the steed.
flower or end the effect.

7 SPELLCASTING 343
For the duration, you or a creature you choose can ride the
steed. The creature uses the statistics for a riding horse,
except it has a speed of 100 feet and can travel 10 miles
in an hour, or 13 miles at a fast pace. When the spell ends,
the steed gradually fades, giving the rider 1 minute to
dismount. The spell ends if you use an action to dismiss
it, if the steed takes any damage, or if you use this spell
to summon a different steed.

PLANAR ALLY
6th-Circle Divine and Wyrd Ritual (Conjuration)
Casting Time: 10 minutes
Range: 60 feet
Components: V, S
Duration: Instantaneous
You chant the names and praises of an extraplanar
creature to bargain for their support and services.
You beseech an otherworldly entity for aid.
The being must be known to you: a god,
a demon prince, or some other being of
cosmic power. That entity sends a Celestial,
an Elemental, or a Fiend loyal to it to aid you,
making the creature appear in an unoccupied
space within range. If you know a specific
creature’s name, you can speak that name when
you cast this spell to request that creature,
though you might get a different creature
anyway (GM’s choice).
When the creature appears, it is under no
compulsion to behave in any particular way.
You can ask the creature to perform a service in
exchange for payment, but it isn’t obliged to do so. The
requested task could range from simple (“fly us across
the chasm,” or “help us fight a battle”) to complex (“spy
on our enemies,” or “protect us during our foray into the
dungeon”). You must be able to communicate with the
creature to bargain for its services.
Payment can take a variety of forms. A Celestial might require only half the suggested payment, while especially
require a sizable donation of gold or magic items to an dangerous tasks might require a greater gift.
allied temple, while a Fiend might demand a living sacrifice Creatures rarely accept tasks that would cause them harm.
or a gift of treasure. Some creatures might exchange their After the creature completes the task or when the
service for a quest undertaken by you. agreed‑upon duration of service expires, the creature
As a rule of thumb, a task that can be measured in returns to its home plane after reporting back to you (if
minutes requires a payment worth 100 gp per minute. A appropriate to the task and if possible). If you are unable
task measured in hours requires 1,000 gp per hour. And a to agree on a price for the creature’s service, the creature
task measured in days (up to 10 days) requires 10,000 gp immediately returns to its home plane.
per day. The GM can adjust these payments based on the You can’t have more than one ally at any one time.
circumstances under which you cast the spell. If the task Once you cast this spell, you can’t beseech the same entity
is aligned with the creature’s ethos, the payment might with another casting of this spell until 7 days have passed.
be halved or even waived. Nonhazardous tasks typically

344 PLAYER'S GUIDE


PLANAR BINDING At Higher Circles. As you unlock higher circles, this ritual
grows in potency. Once you have access to 3rd-circle spell
5th-Circle Arcane, Divine, and Wyrd Ritual (Abjuration)
slots or higher, the healing increases by 1d8 for each slot
Casting Time: 1 hour above 3rd.
Range: 60 feet
Components: V, S, M (a jewel worth at least 1,000 gp, PRIVATE SANCTUM
which the spell consumes)
4th-Circle Arcane and Divine Ritual (Abjuration)
Duration: 24 hours
Casting Time: 10 minutes
You bind an extraplanar creature into your service. Range: 120 feet
You attempt to bind a Celestial, an Elemental, a Fey, or a Components: V, S, M (a thin sheet of lead, a piece of
Fiend into your service. The creature must be within range opaque glass, a wad of cloth, and powdered chrysolite)
for the entire casting of the spell. Typically, the creature Duration: 24 hours
is first summoned into the center of an inverted magic
You magically secure an area with magical tricks and defensive
circle in order to keep it trapped while this spell is cast.
properties.
At the completion of the casting, the target must make
a CHA save. On a failed save, it is bound to serve you for You make an area within range magically secure. The area is
the duration. If the creature was summoned or created by a cube that can be as small as 5 feet to as large as 100 feet on
another spell, that spell’s duration is extended to match each side. The spell lasts for the duration or until you use an
the duration of this spell. action to dismiss it.
A bound creature must follow your instructions to the When you cast the spell, you decide what sort of
best of its ability. You might command the creature to security the spell provides, choosing any or all of the
accompany you on an adventure, to guard a location, or following properties:
to deliver a message. The creature obeys the letter of your • Sounds can’t pass through the barrier at the edge of the
instructions, but if the creature is hostile to you, it strives warded area.
to twist your words to achieve its own objectives. If the • The barrier of the warded area appears dark and foggy,
creature carries out your instructions completely before preventing vision (including darkvision) through it.
the spell ends, it travels to you to report this fact if you are • Sensors created by divination spells can’t appear
on the same plane of existence. If you are on a different inside the protected area or pass through the barrier at
plane of existence, it returns to the place where you bound its perimeter.
it and remains there until the spell ends.
• Creatures in the area can’t be targeted by divination
At Higher Circles. As you unlock higher circles, this ritual spells.
grows in potency. Once you have access to 6th-circle spell
• Nothing can teleport into or out of the warded area.
slots, the duration increases to 10 days. Once you have
access to 7th-circle spell slots the duration is 30 days. Once • Planar travel is blocked within the warded area.
you have access to 8th-circle spell slots, the duration is 180 Casting this spell on the same spot every day for a year
days. Once you have access to 9th-circle spell slots, the makes this effect permanent.
duration is 1 year. If you attempt to cast this spell a second time while
the first casting is active, the effects of the first spell
PRAYER OF HEALING immediately end.
2nd-Circle Divine Ritual (Necromancy) At Higher Circles. When you cast this spell using a spell
Casting Time: 10 minutes slot of 5th circle or higher, you can increase the size of the
Range: 30 feet cube by 100 feet for each slot you have access to above 4th.
Thus, you could protect a cube that can be up to 200 feet on
Components: V
one side once you have access to 5th-circle spell slots.
Duration: Instantaneous
You heal a large group of creatures.
Up to six creatures of your choice that you can see
within range each regain hit points equal to 2d8 + your
spellcasting ability modifier. This spell has no effect on
Constructs or Undead.
Once you cast this spell, you can’t do so again until you
complete a long rest.

7 SPELLCASTING 345
PURIFY FOOD AND DRINK The target’s severed body members (fingers, legs, tails,
and so on), if any, are restored after 2 minutes. If you
1st-Circle Divine and Primordial Ritual (Transmutation)
have the severed part and hold it to the stump, the spell
Casting Time: 1 minute
instantaneously causes the limb to knit to the stump.
Range: 10 feet
Once you cast this spell, you can’t do so again until you
Components: V, S complete a long rest.
Duration: Instantaneous
You cleanse food and drink for safe consumption. REINCARNATE
All nonmagical food and drink within a 5-foot-radius 5th-Circle Primordial Ritual (Transmutation)
sphere centered on a point of your choice within range is Casting Time: 1 hour
purified and rendered free of poison and disease. Range: Touch
Components: V, S, M (rare oils and unguents worth at
RAISE DEAD least 1,000 gp, which the spell consumes)
5th-Circle Divine Ritual (Necromancy) Duration: Instantaneous
Casting Time: 1 hour This long ritual brings a dead soul back to life in a completely
Range: Touch new body.
Components: V, S, M (a diamond worth at least 500 gp, You touch a dead Humanoid or a piece of a dead
which the spell consumes) Humanoid. Provided that the creature has been dead no
Duration: Instantaneous longer than 10 days, the spell forms a new adult body for it
You return a creature that has died in the past ten days to life. and then calls the soul to enter that body. If the target’s soul
You return a dead creature you touch to life, provided that isn’t free or willing to do so, the spell fails.
it has been dead no longer than 10 days. If the creature’s The magic fashions a new body for the creature to inhabit,
soul is both willing and at liberty to rejoin the body, the which likely causes the creature’s lineage to change. The
creature returns to life with 1 HP. GM rolls a d100 and consults the Reincarnation Bodies
This spell also neutralizes any poisons and cures table to determine what form the creature takes when
nonmagical diseases that affected the creature at the time it restored to life, or the GM chooses a form.
died. This spell doesn’t, however, remove magical diseases, The reincarnated creature recalls its former life and
curses, or similar effects; if these aren’t first removed prior experiences. It retains the capabilities it had in its original
to casting the spell, they take effect when the creature form, except it exchanges its original lineage for the new
returns to life. The spell can’t return an Undead creature one and changes its lineage traits accordingly.
to life. This spell closes all mortal wounds, but it doesn’t
REINCARNATION BODIES
restore missing body parts. If the creature is lacking body
d100 LINEAGE
parts or organs integral for its survival—its head, for
instance—the spell automatically fails. 01–04 Beastkin, Avian

Coming back from the dead is an ordeal. The target takes 05–08 Beastkin, Agile
a −4 penalty to all attack rolls, saves, and ability checks. 09–10 Beastkin, Aquatic
Every time the target finishes a long rest, the penalty is 11–13 Beastkin, Sturdy
reduced by 1 until it disappears. 14–24 Dwarf
25–36 Elf
REGENERATE 37–58 Human
7th-Circle Divine and Primordial Ritual (Transmutation) 59–62 Kobold
Casting Time: 1 minute 63–64 Kobold, Truescale
Range: Touch 65–69 Orc
Components: V, S, M (a prayer wheel or an intact sleeve of 70–75 Syderean, Celestial
snakeskin and holy water)
76–81 Syderean, Fiendish
Duration: 1 hour
82–93 Smallfolk, Gnome
You slowly heal a creature you touch, restoring hit points and 94–00 Smallfolk, Halfling
severed limbs.
You touch a creature and stimulate its natural healing
ability. The target regains 4d8 + 15 hit points. For the
duration of the spell, the target regains 1 HP at the start of
each of its turns (10 HP each minute).

346 PLAYER'S GUIDE


WISDOM SAVE MODIFER
RESURRECTION
KNOWLEDGE SAVE DC MODIFIER
7th-Circle Divine Ritual (Necromancy)
Secondhand
Casting Time: 1 hour +5
(you have heard of the target)
Range: Touch
Firsthand (you have met the target) +0
Components: V, S, M (a diamond worth at least 1,000 gp,
which the spell consumes) Familiar (you know the target well) −5

Duration: Instantaneous
You work a miracle, bringing a soul whose end came too soon back CONNECTION SAVE DC MODIFIER

from the dead. Likeness or picture −2

You touch a dead creature that has been dead for no more Possession or garment −4
than a century, that didn’t die of old age, and that isn’t Body part, lock of hair, bit of nail,
−10
Undead. If its soul is free and willing, the target returns to or the like
life with all its hit points.
This spell neutralizes any poisons and cures normal On a successful save, the target isn’t affected, and you can’t
diseases afflicting the creature when it died. It doesn’t, use this spell against it again for 24 hours.
however, remove magical diseases, curses, and the like; if On a failed save, the spell creates an invisible sensor
such effects aren’t removed prior to casting the spell, they within 10 feet of the target. You can see and hear through
afflict the target on its return to life. the sensor as if you were there. The sensor moves with the
This spell closes all mortal wounds and restores any target, remaining within 10 feet of it for the duration. A
missing body parts. creature that can see invisible objects sees the sensor as a
Coming back from the dead is an ordeal. The target takes luminous orb about the size of your fist.
a −4 penalty to all attack rolls, saves, and ability checks. Instead of targeting a creature,
Every time the target finishes a long rest, the penalty is you can choose a location
reduced by 1 until it disappears. you have seen before as
Casting this spell to restore life to a creature that has been the target of this spell.
dead for one year or longer taxes you greatly. Until you When you do, the sensor
finish a long rest, you can’t cast spells again, and you have appears at that location
disadvantage on all attack rolls, ability checks, and saves. and doesn’t move.

SCRYING
5th-Circle Arcane and Divine Ritual (Divination)
Casting Time: 10 minutes
Range: Self
Components: V, S, M (a focus worth at least 1,000 gp such
as a crystal ball, a silver mirror, or a font filled with holy
water)
Duration: Concentration, up to 10 minutes
You can spy on a particular creature or location.
You can see and hear a particular creature you choose that
is on the same plane of existence as you. The target must
make a WIS save, the DC for which is modified by how well
you know the target and the sort of physical connection
you have to it. If a target knows you’re casting this spell, it
can fail the save voluntarily if it wants to be observed.

7 SPELLCASTING 347
SECRET CHEST After 60 days, there is a cumulative 5 percent chance per
day that the spell’s effect ends. This effect ends if you cast this
4th-Circle Arcane and Wyrd Ritual (Abjuration)
spell again, if the smaller replica chest is destroyed, or if you
Casting Time: 1 minute choose to end the spell as an action. If the spell ends and the
Range: Touch larger chest is on the Ethereal Plane, it is irretrievably lost.
Components: V, S, M (an exquisite chest, 3 feet by 2 feet If you attempt to cast this spell while a chest from a
by 2 feet, constructed from rare materials worth at least previous casting is still active, the spell fails.
5,000 gp and a Tiny replica made from the same materials
worth at least 50 gp) SIMULACRUM
Duration: Instantaneous
7th-Circle Arcane Ritual (Illusion)
You conceal a chest on the Ethereal Plane, which you can access Casting Time: 12 hours
and send back as needed.
Range: Touch
You hide a chest and all its contents on the Ethereal Plane. Components: V, S, M (snow or ice in quantities sufficient
You must touch the chest and the miniature replica that to make a life-size copy of the duplicated creature; some
serves as a material component for the spell. The chest can hair, fingernail clippings, or other piece of that creature’s
contain up to 12 cubic feet of nonliving material (3 feet by 2 body placed inside the snow or ice; and powdered ruby
feet by 2 feet). worth 1,500 gp sprinkled over the duplicate, which the
While the chest remains on the Ethereal Plane, you can use spell consumes)
an action and touch the replica to recall the chest. It appears Duration: Until dispelled
in an unoccupied space on the ground within 5 feet of you.
You create a facsimile of a creature from snow, bits of hair, and
You can send the chest back to the Ethereal Plane by using
crystalline dust.
an action and touching both the chest and the replica.
You shape an illusory duplicate of one Beast or Humanoid
that is within range for the entire casting time of the spell.
The duplicate is a creature, partially real and formed from
ice or snow, and it can take actions and otherwise be affected
as a normal creature. It appears to be the same as the
original, but it has half the creature’s hit point maximum
and is formed without any equipment. Otherwise, the
illusion uses all the statistics of the creature it duplicates.
The simulacrum is friendly to you and creatures you
designate. It obeys your spoken commands, moving and
acting in accordance with your wishes and acting on your
turn in combat. The simulacrum lacks the ability to learn
or become more powerful, so it never increases its level or
other abilities, nor can it regain expended spell slots.
If the simulacrum is damaged, you can repair it in an
alchemical laboratory using rare herbs and minerals worth
100 gp per hit point it regains. The simulacrum lasts until it
drops to 0 HP, at which point it reverts to snow and melts
instantly.
If you cast this spell again, any currently active duplicates
you created with this spell are instantly destroyed.

348 PLAYER'S GUIDE


SONG OF THE FOREST SYMBOL
4th-Circle Primordial Ritual (Transmutation) 7th-Circle Arcane Ritual (Abjuration)
Casting Time: 10 minutes Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (a dried leaf, crumpled and released) Components: V, S, M (mercury, phosphorus, and
Duration: Concentration, up to 10 minutes powdered diamond and opal with a total value of at least
Your senses become supernaturally keen, so you can perceive near- 1,000 gp, which the spell consumes)
inaudible sounds. Duration: Until dispelled or triggered

You attune your senses to the natural world so that you can You inscribe a nigh-invisible glyph to ward something or some
detect every sound that occurs within 60 feet of you. You place with a potent effect of your choice.
can clearly picture the source of each sound in your mind. When you cast this spell, you inscribe a harmful glyph
While the spell is active, you have tremorsense to a range either on a surface (such as a section of floor, a wall, or a
of 10 feet, darkvision to a range of 30 feet, and you have table) or within an object that can be closed to conceal the
advantage on WIS (Perception) checks. glyph (such as a book, a scroll, or a treasure chest). If you
Once you cast this spell, you can’t do so again until you choose a surface, the glyph can cover an area of the surface
complete a long rest. no larger than 10 feet in diameter. If you choose an object,
that object must remain in its place; if the object is moved
SPEAK WITH DEAD more than 10 feet from where you cast this spell, the glyph
3rd-Circle Divine and Wyrd Ritual (Necromancy) is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an INT
Casting Time: 1 minute
(Investigation) check against your spell save DC to find it.
Range: 10 feet
You decide what triggers the glyph when you cast the spell.
Components: V, S, M (burning incense)
For glyphs inscribed on a surface, the most typical triggers
Duration: 10 minutes include touching or stepping on the glyph, removing
You bestow sentience on a corpse long enough to ask it five another object covering it, approaching within a certain
questions. distance of it, or manipulating the object that holds it.
You grant the semblance of life and intelligence to a corpse For glyphs inscribed within an object, the most common
of your choice within range, allowing it to answer the triggers are opening the object, approaching within a
questions you pose. The corpse must still have a mouth and certain distance of it, or seeing or reading the glyph.
can’t be Undead. The spell fails if the corpse was the target You can further refine the trigger so the spell is activated
of this spell within the last 10 days. only under certain circumstances or according to a
Until the spell ends, you can ask the corpse up to five creature’s physical characteristics (such as height or
questions. The corpse knows only what it knew in life, weight), or physical kind (for example, the ward could be
including the languages it knew. Answers are usually set to affect hags or shapechangers). You can also specify
brief, cryptic, or repetitive, and the corpse is under no creatures that don’t trigger the glyph, such as those who say
compulsion to offer a truthful answer if you are hostile to it a certain password.
or it recognizes you as an enemy. This spell doesn’t return When you inscribe the glyph, choose one of the following
the creature’s soul to its body, only its animating spirit. options for its effect. Once triggered, the glyph glows,
Thus, the corpse can’t learn new information, doesn’t filling a 60-foot-radius sphere with dim light for 10
comprehend anything that has happened since it died, and minutes, after which time the spell ends. Each creature in
can’t speculate about future events. the sphere when the glyph activates is targeted by its effect,
Once you target a particular corpse with this spell, you can as is a creature that enters the sphere for the first time on a
never cast this ritual on that particular corpse again. turn or ends its turn there.
Death. Each target must make a CON save, taking 10d10
necrotic damage on a failed save, or half as much damage
on a successful save.
Discord. Each target must make a CON save. On a failed
save, a target bickers and argues with other creatures for
1 minute. During this time, it is incapable of meaningful
communication and has disadvantage on attack rolls and
ability checks.
Fear. Each target must make a WIS save, becoming
frightened for 1 minute on a failed save. While frightened,

7 SPELLCASTING 349
the target drops whatever it is holding and must move at TINY HUT
least 30 feet away from the glyph on each of its turns, if able.
3rd-Circle Arcane Ritual (Evocation)
Hopelessness. Each target must make a CHA save. On a
Casting Time: 10 minutes
failed save, the target is consumed with despair for 1 minute.
During this time, it can’t attack or target any creature with Range: Self (10-foot-radius dome)
harmful abilities, spells, or other magical effects. Components: V, S, M (a small crystal bead)
Overwhelm. Each target must make an INT save. On a Duration: 8 hours
failed save, the target is driven incapacitated for 1 minute. You create a protective dome to shield yourself and creatures
While incapacitated the target can’t take actions, can’t near you.
understand what other creatures say, can’t read, and A 10-foot-radius, immobile dome of force springs into
speaks only in gibberish. The GM controls its movement, existence around and above you and remains stationary for
which is erratic. the duration. The spell ends if you leave its area.
Pain. Each target must make a CON save, becoming Nine creatures of Medium size or smaller can fit inside
incapacitated with excruciating pain for 1 minute on a the dome with you. The spell fails if its area includes a
failed save. larger creature or more than nine creatures. Creatures
Sleep. Each target must make a WIS save, falling and objects within the dome when you cast this spell can
unconscious for 10 minutes on a failed save. A creature move through it freely. All other creatures and objects are
awakens if it takes damage or if someone uses an action to barred from passing through it. Spells and other magical
shake or slap it awake. effects can’t extend through the dome or be cast through
Stunning. Each target must make a WIS save, becoming it. The atmosphere inside the space is comfortable and dry,
stunned for 1 minute on a failed save. regardless of the weather outside.
Until the spell ends, you can command the interior to
TELEPORTATION CIRCLE become dimly lit or dark. The dome is an opaque color of
5th-Circle Arcane Ritual (Conjuration) your choice from the outside, but it is transparent from the
Casting Time: 1 minute inside.
Range: 10 feet
Components: V, M (rare chalks and inks infused with TRESTLE
precious gems worth 50 gp, which the spell consumes) 3rd-Circle Primordial Ritual (Conjuration)
Duration: 1 round Casting Time: 10 minutes
You create a portal that allows you to teleport to a defined location. Range: 30 feet
Components: V, S, M (a 1-inch piece of green vine, which
As you cast the spell, you draw a 10-foot-diameter circle
the spell consumes)
on the ground inscribed with sigils that link your location
to a permanent teleportation circle of your choice whose Duration: Until destroyed or dispelled
sigil sequence you know and that is on the same plane of You empower a climbable vine to grow supernaturally quickly.
existence as you. A shimmering portal opens within the You cause a vine to sprout from the ground and crawl
circle you drew and remains open until the end of your next across a surface or rise into the air in a direction you
turn. Any creature that enters the portal instantly appears choose. The vine must sprout from a solid surface (such as
within 5 feet of the destination circle or in the nearest the ground or a wall), and it is strong enough to support
unoccupied space if that space is occupied. 600 pounds of weight along its entire length, which can
Many major temples, guilds, and other important places be a number of feet up to 5 × the highest Primordial circle
have permanent teleportation circles inscribed somewhere you have access to. The vine collapses immediately if the
within their confines. Each such circle includes a unique weight limit is exceeded. A vine that collapses from weight
sigil sequence—a string of magical runes arranged in a or damage instantly disintegrates.
particular pattern. When you first gain the ability to cast The vine has many small shoots that can be climbed with
this spell, you learn the sigil sequences for two destinations a successful DC 5 STR (Athletics) check. It has AC 8, hit
on the Material Plane, determined by the GM. You can points equal to 5 × the highest Primordial circle you have
learn additional sigil sequences during your adventures. access to, and a damage threshold of 5.
You can commit a new sigil sequence to memory after
At Higher Circles. As you unlock higher circles, this ritual
studying it for 1 minute.
grows in potency. Once you have access to 4th-circle spell
You can create a permanent teleportation circle by casting slots or higher, the vine can support an additional 30
this spell in the same location every day for one year. You pounds and its damage threshold increases by 1 for each
need not use the circle to teleport when you cast the spell in slot you have access to above 3rd.
this way.

350 PLAYER'S GUIDE


TRUE RESURRECTION
9th-Circle Divine Ritual (Necromancy)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a sprinkle of holy water and
diamonds worth at least 25,000 gp, which the spell
consumes)
Duration: Instantaneous
You bring a dead soul back to life and banish all diseases,
curses, and ailments that affected them in life.
You touch a creature that has been dead for no longer
than 200 years and that died for any reason except
old age. If the creature’s soul is free and willing, the
creature is restored to life with all its hit points.
This spell closes all wounds, neutralizes any poison,
cures all diseases, and lifts any curses affecting the creature
when it died. The spell replaces damaged or missing organs
and limbs.
The spell can even provide a new body if the original no
longer exists, in which case you must speak the creature’s
name. The creature then appears in an unoccupied space
you choose within 10 feet of you.

UNSEEN SERVANT
1st-Circle Arcane and Wyrd Ritual (Conjuration)
Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour
You conjure an invisible servant to perform simple tasks for you.
This spell creates an invisible, mindless, shapeless force
that performs simple tasks at your command until the spell
ends. The servant springs into existence in an unoccupied
space on the ground within range. It has AC 10, 1 HP, a
WATER WALK
STR of 3 (−4), and it can’t attack. If it drops to 0 HP, the
spell ends. 3rd-Circle Primordial Ritual (Transmutation)
Once on each of your turns as a bonus action, you can Casting Time: 10 minutes
mentally command the servant to move up to 15 feet and Range: 30 feet
interact with an object. The servant can perform simple Components: V, S, M (a piece of cork)
tasks that a human servant could do, such as fetching Duration: 1 hour
things, cleaning, mending, folding clothes, lighting
You grant creatures the ability to walk across liquid surfaces.
fires, serving food, and pouring wine. Once you give the
command, the servant performs the task to the best of its This spell grants the ability to move across any liquid
ability until it completes the task, then waits for your next surface—water, acid, mud, snow, quicksand, or lava—
command. as if it were harmless solid ground (creatures crossing
If you command the servant to perform a task that would molten lava can still take damage from the heat). Up to
move it more than 60 feet away from you, the spell ends. ten willing creatures you can see within range gain this
If you cast this spell again while a servant created by the ability for the duration.
first casting is still active, the servant created from the first If you target a creature submerged in a liquid, the spell
casting is immediately destroyed. carries the target to the surface of the liquid at a rate of 60
feet per round.

7 SPELLCASTING 351
APPENDIX A: CONDITIONS
Conditions alter a creature’s capabilities in a variety of
ways and can arise as a result of a spell, class feature,
CHARMED
monster attack, or other effect. Most conditions, such as • A charmed creature
blinded, are impairments, but a few, such as invisible, can can’t attack the
be advantageous. charmer or target the
A condition lasts either until it is countered (the prone charmer with harmful
condition is countered by standing up, for example) or abilities or magical
for a duration specified by the effect that imposed the effects.
condition. • The charmer has
If multiple effects impose the same condition on a advantage on any ability
creature, each instance of the condition has its own check to interact socially
duration, but the condition’s effects don’t get worse. The with the creature.
following definitions specify what happens to a creature
while it is subjected to a condition.
DEAFENED
BLINDED • A deafened creature can’t hear and automatically fails
any ability check that requires hearing.
• A blinded creature can’t see and automatically
fails any ability check that requires sight.
• Attack rolls against a blinded creature have advantage,
and a blinded creature’s attack rolls have disadvantage.

EXHAUSTION
Some special abilities and environmental hazards, such
as starvation and the long-term effects of freezing or
scorching temperatures, can lead to a special condition
called exhaustion. Exhaustion is measured in six levels. An
effect can give a creature one or more levels of exhaustion,
as specified in the effect’s description.

352 PLAYER'S GUIDE


If an already exhausted
creature suffers another
GRAPPLED
effect that causes • A grappled creature’s speed becomes 0, and it can’t
exhaustion, its current benefit from any bonus to its speed.
level of exhaustion • The condition ends if the grappler is incapacitated (see
increases by the the incapacitated condition).
amount specified • The condition also ends if an effect removes the
in the effect’s grappled creature from the reach of the grappler or
description. grappling effect, such as when a creature is hurled away
A creature suffers by the thunderwave spell.
the effect of its current
level of exhaustion
as well as all lower
INCAPACITATED
levels. For example, • An incapacitated creature can’t take actions or
a creature suffering two reactions.
levels of exhaustion has its
speed halved and has disadvantage on ability checks. INVISIBLE
An effect that removes exhaustion reduces its level as
• An invisible creature is impossible to see without the
specified in the effect’s description. All exhaustion effects
aid of magic or a special sense. A creature with the
end if a creature’s exhaustion level is reduced below one.
invisible condition can always attempt to hide (see
Finishing a long rest reduces a creature’s exhaustion level
Stealth in Chapter 6) and has advantage on DEX
by one, provided that the creature has also had some food
(Stealth) checks to do so. The creature’s location can be
and drink.
detected by any noise it makes or any tracks it leaves.
EXHAUSTION • Attack rolls against an invisible creature have
LEVEL EFFECT disadvantage, and an invisible creature’s attack rolls
1 Disadvantage on ability checks
have advantage.
2 Speed halved
3 Disadvantage on attack rolls and saves PARALYZED
4 Hit point maximum halved
• A paralyzed creature is incapacitated (see the
5 Speed reduced to 0 incapacitated condition) and can’t move or speak.
6 Death • The creature automatically fails Strength and
Dexterity saves.
• Attack rolls against a paralyzed creature have
FRIGHTENED advantage.
• A frightened creature has disadvantage on ability • Any attack that hits a paralyzed creature is a critical hit
checks and attack rolls while the source of its fear is if the attacker is within 5 feet of the creature.
within line of sight.
• The creature can’t willingly move closer to the source
of its fear. PETRIFIED
• A petrified creature is transformed,
along with any nonmagical objects
it is wearing or carrying, into a solid
inanimate substance (usually stone).
Its weight increases by a factor of
ten, and it ceases aging.
• The creature is incapacitated
(see the incapacitated
condition), can’t move or speak,
and is unaware of its surroundings.
• Attack rolls against a petrified
creature have advantage.

APPENDIX 353
• The creature automatically fails Strength and
Dexterity saves.
RESTRAINED
• The creature has resistance to all damage. • A restrained creature’s speed
becomes 0, and it can’t benefit
• The creature is immune to poison and disease,
from any bonus to its speed.
although a poison or disease already in its system is
suspended, not neutralized. • Attack rolls against a restrained
creature have advantage, and a
restrained creature’s attack rolls
have disadvantage.
POISONED • The creature has disadvantage
• A poisoned creature has on Dexterity saves.
disadvantage on attack rolls
and ability checks.

STUNNED
• A stunned creature is incapacitated (see the
incapacitated condition), can’t move, and can speak
only falteringly.
• The creature automatically fails Strength and Dexterity
saves.
• Attack rolls against a stunned creature have advantage.

PRONE
• A prone creature's only movement options are to
crawl or to stand up. Standing up costs an amount of
movement equal to half the creature's speed and ends
the condition.
• The creature has disadvantage on attack rolls.
• An attack roll against a prone creature has advantage if
the attacker is within 5 feet of the creature. Otherwise,
the attack roll has disadvantage.

SURPRISED
• A surprised creature can’t move or take an action on its
first turn of combat, and it can’t take a reaction until
after its first turn ends.

UNCONSCIOUS
• An unconscious creature is incapacitated (see the
incapacitated condition), can’t move or speak, and is
unaware of its surroundings.
• The creature drops whatever it’s holding and falls prone
(see the prone condition).
• The creature automatically fails Strength and Dexterity
saves.
• Attack rolls against an unconscious creature have
advantage.
• Any attack that hits an unconscious creature is a critical
hit if the attacker is within 5 feet of the creature.

354 PLAYER'S GUIDE


APPENDIX B: GODS & PANTHEONS
Gods are the primary conduits of Divine magic, and they’re
usually active in the world. Clerics, paladins, priests, and
CARTOKK, THE DREAMING GOD
cultists share a small portion of their power. God of Dreams, Forest Lord, Summoner of
Most fantasy worlds have a pantheon of gods, each Seeds, Lord of Eternal Life, King in the
god presiding over an aspect of existence. Worshippers Buried Kingdom, Master of All Worlds,
commonly favor one god whose values align with theirs, the Slumbering Titan
while still revering other gods. For instance, a citizen of the Domains: Knowledge, Life, Nature
Labyrinth might worship Rava as their patron goddess but
Favored Weapon: Club
pray to Herak-Mavros before a battle. Those who dedicate
themselves to one god over all others are typically priests, Cartokk is a god of visions and
clerics, or holy champions. fertility. He governs those who
In a published campaign setting, gods are often fully seek to understand the worlds and
detailed (for examples, see Midgard Worldbook or Book their elemental spheres, the realm of plants
of Ebon Tides). In an original setting, the GM chooses or and harvests, mysteries of hibernation and rebirth, and
creates the gods (or lack thereof) and decides which ones summer feasts. Cartokk’s followers include hermits,
are available for PC clerics to follow. PCs don’t have to mystics, shepherds, witches, and farmers. His clerics and
choose a god to worship or to worship at all. However, druids call themselves Servants of the Dreaming God and
religion can help define your character’s goals, especially devote themselves to divine sleep and visions.
for clerics and paladins. Cartokk appears as a handsome, bearded man wearing a
crown of holly or barley, sometimes dressed in a bearskin

Labyrinthian Pantheon or lion’s pelt. Cartokk’s eyes are usually shown closed on
his statues, and open in his holy symbol.

Religions echo across the Labyrinth, the space between


the worlds. Every world worships differently, but six HERAK-MAVROS
gods frequently recur within the Labyrinth and among God of War and Thunder, Lord
its people. Sometimes they appear as major godheads, of Battle and Rebirth, Patron of
sometimes as lesser saints or godlings. Warriors, Master of Strife, Swift
Each god has their specialties, and many overlap in Striding Commander, Husband to
domains and in worshippers. Several claim the domain of the White Goddess
Knowledge, as knowledge is central to the Labyrinth. But
Domains: Life, Tempest, War
the many worlds are a place of manifold dangers. The need
for comfort, healing, and protection is just as great as the Favored Weapons: Spear, shortsword,
need for guidance. greatclub
The Master of Strife savors destruction,
strength, and war. Yet one of his more unusual
aspects is that of healing and rebirth, since his mysteries
involve not just death and glory, but resurrection and
the cleansing of the soul. Soldiers, watchmen, farmers,
bandits, scouts, and shepherds beseech the God of War
and Thunder for strength and guidance. His priesthood
welcomes anyone of a warlike mien.

APPENDIX 355
Herak-Mavros appears as a bearded man with long
hair. He is always depicted wearing his coat of storms—a
SABATEUS
tailored garment of heavy metal plates that perpetually The Seven-Sided God, Lord of
spark lightning. Stars and Planets, Maker of
Magic, Patron of the Shadow
Paths, King of the Moon,
NAKRESH Master of the Desert Night
The Many-handed, Patron of Thieves
Domains: Knowledge, Light
and Robbers, Archmagus among
Wizards, King of Revelry and Favored Weapons: Dagger, staff
Japes, Protector of the Poor Sabateus is an enigmatic figure, often described as the
and Destitute, Bane of the “Seven-Sided god.” His worship takes place exclusively at
Rich Man night. He might be distant and rarely moved by entreaties,
but he is no dark god and never openly malevolent.
Domains: Knowledge,
Worshippers of Sabateus are devoted to the stars,
Trickery
ancient mysteries, and knowledge from ages gone. Some
Favored Weapons: Shortsword, wand
cast horoscopes, others master magic, and a few are
Nakresh the Many-Handed works through deception, shepherds gifted with an ear for the song of the spheres in
magic, and corruption. His greed is immense, and his the desert night.
reach is unexpectedly long. He enjoys stealing things that Sabateus appears as a man dressed in a long tabard of
are considered secure to dispel his boredom and challenge black marked with white and yellow stars. He is often
his worshippers. Thieves, wizards, and diabolists follow portrayed masked or with a halo and attended by circling
Nakresh. Desperation often makes them try anything to stars and moons.
succeed. His priests share Nakresh’s rough humor and
always praise his skill.
Nakresh appears as a mandrill (a baboon-like monkey) or
SOLANA
a human-mandrill hybrid with small black horns, blazing Lady of Light, Goddess of
eyes, and six or eight arms. He often wears a wizard’s robe the Sun, Marshall of Angels,
or a mage’s severed hand on a cord around his neck. Matron of Steel and Silver,
Queen of Pure Radiance,
Forge Mother
RAVA
Domains: Crafting, Life,
The Fate Spinner, Goddess of Clockwork and
Light
Travelers, Patron of Weavers, Mistress of Birds,
Luckbringer, the Golden Gifter, Merchant Favored Weapons:
Goddess, Mother of Golems Mace, warhammer
Solana is a bright and pure goddess of the heavens,
Domains: Crafting, Knowledge,
champion to all who drive back darkness. She is among the
Trickery
most openly revered of the gods, associated with forges,
Favored Weapons: Dagger, staff
righteous strength, and sunlight banishing darkness. She
Rava is a wise goddess, a patron of provides healing, strength, and warding to her faithful.
industry with a trickster’s streak and Healers, smiths, and soldiers all worship Solana. Some
a will to travel and toil in pursuit of her followers of Sabateus consider Solana as their god’s
goals. She grants visions to oracles, and daytime face—the two faiths are often friendly.
she smooths the way for travelers and wizards, Solana appears as an elf wreathed in golden light,
helping followers gain arcane and mundane knowledge. wearing a crown of shining rays or stars.
Worshippers of Rava include smiths, tinkers, weavers,
oracles, and wizards. She is also favored by those who live
by good fortune and frequent the crossroads—travelers,
nomads, messengers, and gamblers.
Rava appears as a six-armed woman that wears a
distinctive robe embroidered with patterns of staffs
and gears. These features remain the same regardless of
which of her tri-fold forms she assumes: young maiden,
middle‑aged woman, or white-haired crone.

356 PLAYER'S GUIDE


LABYRINTHIAN DEITIES

DEITY SUGGESTED DOMAINS SYMBOLS


Cartokk, The Dreaming God Knowledge, Life, Nature Third eye, open eye, wisps of purple smoke, sparkling incense
Herak-Mavros, Master of Strife Life, Tempest, War Weapons, especially spears, shortswords, and greatclubs
Nakresh, The Many-Handed Knowledge, Trickery Open hand, star in palm
Rava, The Fate Spinner Crafting, Knowledge, Trickery Gear and staff
Sabateus, The Seven-Sided God Knowledge, Light Arcane circle with moon phases, any moon phase symbols
Solana, Lady of Light Crafting, Life, Light Radiant sun, crown of seven stars, glowing forge

Fantasy Historical Pantheons GREEK PANTHEON


These gods rule from a sky-high mountain realm called
The Egyptian, Greek, and Norse pantheons are fantasy Olympus, but they are far from removed from mortal
interpretations of historical Earth religions. Mix and affairs. Deities of this pantheon possess terrifying power
match these deities outside of a historical context to serve over natural forces but are ruled by all-too-human passions
your game’s needs. that cause them to perpetually bicker, fall in love, and
war with one another—often at the expense of mortal
bystanders caught in their wake.
EGYPTIAN PANTHEON
These gods are a dynasty of an ancient divine family, heirs
to the rulership of the cosmos. They maintain the universal NORSE PANTHEON
forces of truth, justice, law, and order. As kings and queens These gods hold court over harsh lands that can claim the
lead their vassals, these gods guide their worshippers lives of mortals not strong or clever enough to survive.
through mortality and beyond. This struggle is mirrored in the pantheon’s cosmic
struggle: perpetual warfare against forces working to end
everything. Their powers and bombastic personalities
reflect the strong leadership and decisive action required to
survive, while embracing life’s pleasures.

EGYPTIAN DEITIES

DEITY SUGGESTED DOMAINS SYMBOL


Anubis, god of judgment and guide to the dead Death Black jackal
Bast, goddess of cats and vengeance War Cat
Hathor, goddess of love, music, and motherhood Life, Light Horned cow
Isis, goddess of fertility and magic Knowledge, Life Ankh and star
Nephthys, goddess of death and grief Death Horns around a lunar disk
Osiris, god of nature and the underworld Life, Nature Crook and flail
Ptah, god of crafts and secrets Crafting, Knowledge Bull
Ra, god of the sun, ruler of the gods Life, Light Solar disk encircled by serpent
Set, god of darkness and disaster Tempest, Trickery Coiled cobra
Sobek, god of water Nature, Tempest Crocodile head
Thoth, god of knowledge and wisdom Knowledge Ibis

APPENDIX 357
GREEK DEITIES

DEITY SUGGESTED DOMAINS SYMBOL


Aphrodite, goddess of love and beauty Light Seashell
Apollo, god of light, music, and healing Knowledge, Life, Light Lyre
Ares, god of war and strife War Spear
Artemis, goddess of hunting and childbirth Life, Nature Bow and arrow on lunar disk
Athena, goddess of wisdom and civilization Knowledge, War Owl
Demeter, goddess of agriculture Life, Nature Cornucopia (horn-of-plenty)
Dionysus, god of mirth and wine Life Thyrsus (staff tipped with a pinecone)
Hades, god of the underworld Death Black ram
Hecate, goddess of magic and the moon Knowledge, Trickery Setting moon
Hephaestus, god of smithing and craft Crafting Hammer and anvil
Hera, goddess of family and intrigue Life, Trickery Peacock feather
Hermes, god of travel and commerce Trickery Caduceus (winged staff and serpents)
Pan, god of nature Nature Syrinx (pan pipes)
Poseidon, god of the sea Tempest Trident
Zeus, god of the sky, ruler of the gods Tempest Lightning bolt

NORSE DEITIES

DEITY SUGGESTED DOMAINS SYMBOL


Baldur, god of beauty and poetry Life, Light Gem-encrusted silver chalice
Forseti, god of justice and law Light Head of a bearded man
Freya, goddess of fertility and love Life, Light Falcon
Heimdall, god of watchfulness and loyalty Light, War Curling musical horn
Hel, goddess of the underworld Death Woman’s face, rotting on one side
Loki, god of thieves and trickery Trickery Flame
Njord, god of sea and wind Nature, Tempest Gold coin
Sif, goddess of war War Raised sword
Odin, god of knowledge and war Knowledge, War Watching blue eye
Thor, god of thunder, strength, and war Tempest, War Hammer
Uller, god of hunting and winter Nature Longbow

THE DOMAIN I WANT ISN’T HERE!


Not all suggested domains in these tables appear as
cleric subclass options in the Player's Guide, and even
more domains await within the Labyrinth! The domain
lists you see here are included for use with compatible
material published in other Kobold Press books,
including future Tales of the Valiant RPG releases.

358 PLAYER'S GUIDE


APPENDIX C: CREATURES
This appendix contains statistics for beasts and vermin Echolocation. The bat can’t use its keensense while
that serve as familiars or mounts for PCs. It also contains deafened.
creatures suitable for druids using the Beast Form feature Heightened Hearing. The bat’s Perception is 16 when
or creatures that might appear when a PC casts a spell, such perceiving by hearing.
as animate dead.
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Axe Beak CR 1/4 creature. Hit: 3 (1d4 + 1) piercing damage.
Large Beast
Armor Class 11 Bat, Giant CR 1/4
Hit Points 13
Large Beast
Speed 50 ft.
Armor Class 12
Perception 12 Stealth 11
Hit Points 15
Senses —
Speed 10 ft., fly 60 ft.
Languages —
Perception 11 Stealth 14
Vulnerable deafened
STR DEX CON INT WIS CHA
Resistant blinded
+2 +1 +1 −4 +0 −3
Senses keensense 60 ft.
Languages —
ACTIONS
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one STR DEX CON INT WIS CHA
creature. Hit: 6 (1d8 + 2) slashing damage. +2 +2 +0 −4 +1 −2
Bonus Actions
Evasive. The axe beak takes the Disengage or Dodge action. Echolocation. The bat can’t use its keensense while
deafened.
Heightened Hearing. The bat’s Perception is 16 when
Bat CR 0
perceiving by hearing.
Tiny Beast
Armor Class 11 ACTIONS
Hit Points 8 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Speed 5 ft., fly 30 ft. creature. Hit: 5 (1d6 + 2) piercing damage.
Perception 11 Stealth 13
BONUS ACTIONS
Vulnerable deafened
Dizzying Screech. The bat releases a dizzying screech at one
Resistant blinded
creature within 10 feet of it. If the target can hear the screech,
Senses keensense 60 ft. it must succeed on a DC 12 CON save or be disoriented until
Languages — the end of its next turn. When a disoriented creature moves,
it moves in a random direction.
STR DEX CON INT WIS CHA
−4 +1 −1 −4 +1 −3

APPENDIX 359
Bear, Black CR 1/2 Blink Dog CR 1/4
Medium Beast Medium Fey
Armor Class 11 (natural armor) Armor Class 13
Hit Points 25 Hit Points 14
Speed 40 ft., climb 30 ft. Speed 40 ft.
Perception 13 Stealth 10 Perception 13 Stealth 15
Senses — Resistant Fey Resilience
Languages — Senses —
Languages Blink Dog, understands Sylvan but can’t speak it
STR DEX CON INT WIS CHA
+2 +0 +2 −4 +1 −2 STR DEX CON INT WIS CHA
+1 +3 +1 +0 +1 +0
Heightened Smell. The bear’s Perception is 18 when
perceiving by smell. Fey Resilience. The blink dog is resistant to the charmed and
unconscious conditions.
ACTIONS
Heightened Hearing and Smell. The blink dog’s Perception
Multiattack. The bear makes one Bite attack and one Claws is 18 while perceiving by hearing or smell.
attack. Pack Tactics. The blink dog has advantage on attack rolls
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one against a creature if at least one of the dog’s allies is within 5
creature. Hit: 5 (1d6 + 2) piercing damage. feet of the creature and the ally isn’t incapacitated.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) slashing damage. ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Bear, Brown CR 1 Hit: 6 (1d6 + 3) piercing damage.
Teleport (Recharge 4–6). The blink dog teleports, along with
Large Beast any equipment it is wearing or carrying, up to 40 feet to an
Armor Class 11 (natural armor) unoccupied space it can see. Before or after teleporting, the
Hit Points 44 dog can make one Bite attack.
Speed 40 ft., climb 30 ft.
Perception 13 Stealth 10 Boar CR 1/4
Senses —
Medium Beast
Languages —
Armor Class 11 (natural armor)
Hit Points 15
STR DEX CON INT WIS CHA
Speed 40 ft.
+4 +0 +3 −4 +1 −2
Perception 9 Stealth 10
Senses —
Heightened Smell. The bear’s Perception is 18 when
perceiving by smell. Languages —

ACTIONS STR DEX CON INT WIS CHA


Multiattack. The brown bear makes one Bite attack and one +2 +0 +1 −4 −1 −3
Claws attack. If both attacks hit one creature, the target is
grappled (escape DC 14). The bear can grapple only one Charge. If the boar moves at least 20 feet straight toward a
creature at a time. target and then hits it with a Tusk attack on the same turn,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one the target takes an extra 3 (1d6) slashing damage. If the
creature. Hit: 8 (1d8 + 4) piercing damage. target is a creature, it must succeed on a DC 12 STR save or
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one be knocked prone.
target. Hit: 9 (2d4 + 4) slashing damage. Relentless (Recharges after a Short or Long Rest). If the
boar takes 4 damage or less that would reduce it to 0 HP, it
is reduced to 1 HP instead.

ACTIONS
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

360 PLAYER'S GUIDE


Camel CR 1/8 Crab CR 0
Large Beast Tiny Beast
Armor Class 10 Armor Class 11 (natural armor)
Hit Points 10 Hit Points 9
Speed 50 ft. Speed 20 ft., swim 20 ft.
Perception 9 Stealth 10 Perception 9 Stealth 12
Resistant Camel Resilience Vulnerable bludgeoning
Senses — Resistant slashing
Languages — Senses keensense 30 ft.
Languages —
STR EX CON INT WIS CHA
+2 +0 +2 −4 −1 −3 STR DEX CON INT WIS CHA
−4 +0 +0 −5 −1 −4
Camel Resilience. The camel is resistant to exhaustion, and it
requires only half the amount of water that a typical Beast of Amphibious. The crab can breathe air and water.
its size needs.
ACTIONS
ACTIONS
Claw. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 2 (1d4) bludgeoning damage, and the crab
creature. Hit: 4 (1d4 + 2) bludgeoning damage. attaches to the target. While attached, the crab can’t attack,
Bile Spit. Ranged Weapon Attack: +2 to hit, range 20/60 ft., and at the start of each of the crab’s turns, the target takes
one creature. Hit: 2 (1d4) acid damage, and the target must 2 (1d4) bludgeoning damage. The attached crab moves with
succeed on a DC 12 CON save or be smelly for 1 hour or until the target whenever the target moves, requiring none of the
a creature spends 1 minute cleaning off the spit. A smelly crab’s movement. It can detach itself by spending 5 feet of
creature has disadvantage on CHA checks. its movement on its turn. A creature, including the target,
can use its action to detach the crab.
Cat CR 0
Crocodile CR 1/2
Tiny Beast
Armor Class 11 Large Beast
Hit Points 8 Armor Class 12 (natural armor)
Speed 40 ft., climb 30 ft. Hit Points 25
Perception 13 Stealth 13 Speed 20 ft., swim 30 ft.
Senses darkvision 30 ft. Perception 10 Stealth 12
Languages — Resistant charmed
Senses —
STR DEX CON INT WIS CHA Languages —
−4 +1 +0 −4 +1 −2
STR DEX CON INT WIS CHA
Heightened Smell. The cat’s Perception is 18 when perceiving +2 +0 +1 −4 +0 −3
by smell.
Hold Breath. The crocodile can hold its breath for 15
ACTIONS minutes.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
creature. Hit: 3 (1d4 + 1) slashing damage. ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
BONUS ACTIONS creature. Hit: 6 (1d8 + 2) piercing damage, and the target is
Charming Mewl. The cat emits a soft, high-pitched meow grappled (escape DC 12). Until this grapple ends, the target
at a creature it can see within 10 feet of it. The target must is restrained, and the crocodile can’t Bite another target.
succeed on a DC 11 CHA save or be charmed until the end
of its next turn. If a creature’s save is successful or the effect BONUS ACTIONS
ends for it, the creature is immune to the cat’s Charming Death Roll. One creature grappled by the crocodile must
Mewl for the next 24 hours. make a DC 12 STR save, taking 5 (2d4) slashing damage on a
failed save, or half as much damage on a successful one.

APPENDIX 361
BONUS ACTIONS
Change Shape. The quasit magically transforms into a
Medium or smaller Beast that has a CR no higher than its
own or back into its true form, which is a Fiend. Its statistics,
other than its size and speed, are the same in each form.
Any equipment it is wearing or carrying transforms with it. It
reverts to its true form if it dies.
Scare (1/Day; True Form Only). One creature of the quasit’s
choice within 20 feet of it must succeed on a DC 13 WIS
saving throw or be frightened for 1 minute. The target can
repeat the saving throw at the end of each of its turns,
ending the effect on itself on a success.

Devil, Imp CR 1
Tiny Fiend (Devil)
Armor Class 13
Hit Points 31
Speed 20 ft., fly 40 ft.
Perception 11 Stealth 15
Demon, Quasit CR 1 Resistant Devilish Resilience
Immune Devilish Resilience
Tiny Fiend (Demon)
Senses darkvision 120 ft.
Armor Class 13
Languages Infernal, Common
Hit Points 35
Speed 40 ft.
STR DEX CON INT WIS CHA
Perception 10 Stealth 15
−2 +3 +1 +0 +1 +4
Resistant Demonic Resilience
Immune Demonic Resilience
Devil’s Sight. Magical darkness doesn’t impede the imp’s
Senses darkvision 120 ft. darkvision.
Languages Abyssal, Common Devilish Resilience. The devil is resistant to cold damage
and to bludgeoning, piercing, and slashing damage from
STR DEX CON INT WIS CHA nonmagical attacks. In addition, it is immune to fire damage
−3 +5 +0 −2 +0 +0 and poison damage and to the poisoned condition.
Magic Resistance. The imp has advantage on saves against
Demonic Resilience. The quasit is resistant to cold, fire, spells and other magical effects.
and lightning damage. In addition, it is immune to poison
damage and to the poisoned condition. ACTIONS
Magic Resistance. The quasit has advantage on saving Slam (Beast Form Only). Melee Weapon Attack: +5 to
throws against spells and other magical effects. hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning,
piercing, or slashing damage (based on the type of damage
ACTIONS dealt by the Beast form’s primary attack, such as Bite).
Claws (True Form Only). Melee Weapon Attack: +5 to hit, Sting (True Form Only). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and
the target must succeed on a DC 13 CON saving throw or the target must make a DC 12 CON save, taking 10 (3d6)
take 5 (2d4) poison damage and be poisoned for 1 minute. poison damage on a failed save, or half as much damage on
The target can repeat the saving throw at the end of each of a successful one.
its turns, ending the effect on itself on a success. Invisibility (True Form Only). The imp magically turns
Slam (Beast Form Only). Melee Weapon Attack: +5 to invisible until it attacks or uses Change Shape, or until its
hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning, concentration ends (as if concentrating on a spell). Any
piercing, or slashing damage (based on the type of damage equipment the imp wears or carries is invisible with it.
dealt by the Beast form’s primary attack, such as Bite).
Invisibility (True Form Only). The quasit magically turns
invisible until it attacks, uses Scare, or uses Change Shape, or
until its concentration ends (as if concentrating on a spell).
Any equipment the quasit wears or carries is invisible with it.

362 PLAYER'S GUIDE


BONUS ACTIONS
Eagle, Giant CR 1
Change Shape. The imp magically transforms into a Medium
Large Beast
or smaller Beast that has a CR no higher than its own or back
into its true form, which is a Fiend. Without wings, it loses Armor Class 13
its flying speed. Its statistics, other than its size and speed, Hit Points 40
are the same in each form. Any equipment it is wearing or Speed 10 ft., fly 80 ft.
carrying transforms with it. It reverts to its true form if it dies. Perception 14 Stealth 13
Vulnerable blinded
Dragonette, Pseudodragon CR 1/4 Senses —
Tiny Dragon Languages Giant Eagle, understands Common and Auran but
can’t speak them
Armor Class 13 (natural armor)
Hit Points 12
STR DEX CON INT WIS CHA
Speed 15 ft., fly 60 ft.
+3 +3 +1 −1 +2 +0
Perception 13 Stealth 12
Resistant poison | poisoned
Heightened Sight. The eagle’s Perception is 19 when
Senses darkvision 60 ft., keensense 10 ft.
perceiving by sight.
Languages understands Common and Draconic but can’t
Seabird. The eagle can swim up to 40 feet on its turn, but
speak
it must start and end its movement either flying or on a
solid surface, such as a ship or beach. If it is swimming at
STR DEX CON INT WIS CHA the end of its turn, it must succeed on a DC 11 CON save or
−2 +2 +1 +0 +3 +0 it immediately begins to sink and suffocate. A suffocating
eagle must succeed on a DC 13 STR check to fly out of the
Heightened Senses. The pseudodragon’s Perception is 18 substance where it is sinking.
when perceiving by sight, hearing, or smell.
ACTIONS
Magic Resistance. The pseudodragon has advantage on
saves against spells and other magical effects. Multiattack. The eagle makes one Beak attack and one
Talons attack.
Limited Telepathy. The pseudodragon can magically
communicate simple ideas, emotions, and images Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
telepathically with any creature within 100 feet of it that can Hit: 6 (1d6 + 3) piercing damage.
understand a language. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage, and the target is
ACTIONS grappled (escape DC 13) if it is a Medium or smaller creature.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Until this grapple ends, the target is restrained, and the eagle
Hit: 4 (1d4 + 2) piercing damage. can’t use its Talons on another target.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4)
poison damage, and the target must succeed on a DC 11
CON save or be poisoned for 1 hour. If the creature fails the
save by 5 or more, it falls unconscious while poisoned in this
way, or until it takes damage or another creature uses an
action to shake it awake.
Puff of Smoke (1/Day). The pseudodragon exhales a cloud
of smoke in a 10-foot-radius sphere centered on itself.
The sphere spreads around corners, and its area is heavily
obscured. It lasts for 1 minute or until a wind of moderate
or greater speed (at least 10 miles per hour) disperses it.

APPENDIX 363
Elk CR 1/4 Goat, Giant CR 1/2
Large Beast Large Beast
Armor Class 10 Armor Class 11 (natural armor)
Hit Points 15 Hit Points 25
Speed 50 ft. Speed 40 ft.
Perception 10 Stealth 10 Perception 11 Stealth 10
Senses — Resistant prone
Languages — Senses —
Languages —
STR DEX CON INT WIS CHA
+2 +0 +1 −4 +0 −2 STR DEX CON INT WIS CHA
+3 +0 +1 −4 +1 −2
Charge. If the elk moves at least 20 feet straight toward a
target and then hits it with a Ram attack on the same turn, Charge. If the goat moves at least 20 feet straight toward a
the target takes an extra 3 (1d6) bludgeoning damage. If the target and then hits it with a Ram attack on the same turn,
target is a creature, it must succeed on a DC 12 STR save or the target takes an extra 5 (2d4) bludgeoning damage. If the
be knocked prone. target is a creature, it must succeed on a DC 13 STR save or
be knocked prone.
ACTIONS
Ram. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. ACTIONS
Hit: 5 (1d6 + 2) bludgeoning damage. Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Kick. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Hit: 4 (1d4 + 2) bludgeoning damage, and the target must
succeed on a DC 12 STR save or be pushed up to 10 feet REACTIONS
away from the elk. Terrifying Scream. When the goat takes damage, it can
release a high-pitched scream, frightening creatures within
Frog CR 0 10 feet of it. Each creature in that area that can hear the
scream must succeed on a DC 13 WIS save or be frightened
Tiny Beast until the end of its next turn. A creature frightened in this
Armor Class 10 way can’t be frightened by this goat’s Terrifying Scream
Hit Points 9 again for the next 24 hours.
Speed 20 ft., swim 20 ft.
Perception 11 Stealth 10 Hawk CR 0
Resistant grappled Tiny Beast
Senses darkvision 30 ft. Armor Class 11
Languages — Hit Points 7
Speed 10 ft., fly 60 ft.
STR DEX CON INT WIS CHA
Perception 14 Stealth 11
−5 +0 −1 −5 −1 −4
Senses —
Languages —
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s long jump is up to 10 feet and its
STR DEX CON INT WIS CHA
high jump is up to 5 feet, with or without a running start.
−3 +1 −1 −4 +2 −2
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one Heightened Sight. The hawk’s Perception is 19 when
creature. Hit: 2 (1d4) bludgeoning damage. perceiving by sight.

ACTIONS
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage.

BONUS ACTIONS
Evasive Flight. The hawk takes the Disengage or Dodge
action. It can use this bonus action only while flying.

364 PLAYER'S GUIDE


Horse, Draft CR 1/4 Horse, War CR 1/2
Large Beast Large Beast
Armor Class 10 Armor Class 15 (scale mail barding)
Hit Points 15 Hit Points 22
Speed 40 ft. Speed 60 ft.
Perception 12 Stealth 10 Perception 11 Stealth 11
Vulnerable frightened Senses —
Senses — Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA +4 +1 +1 −4 +1 −2
+4 +0 +1 −4 +0 −2
Trampling Charge. If the horse moves at least 20 feet
Draft Animal. The draft horse can push, drag, or lift weight straight toward a creature and then hits it with a Hooves
in pounds equal to three times its carrying capacity. attack on the same turn, that target must succeed on a DC
14 STR save or be knocked prone. If the target is prone, the
ACTIONS horse can make another Hooves attack against it as a bonus
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one action.
target. Hit: 7 (1d6 + 4) bludgeoning damage.
ACTIONS
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Horse, Riding CR 1/4 target. Hit: 8 (1d8 + 4) bludgeoning damage.
Large Beast
Armor Class 10 REACTIONS

Hit Points 15 Trained Shift. If the horse’s rider is subjected to an effect


Speed 60 ft. that would knock it prone or dismount it, the horse can shift
its body to assist the rider. The rider has advantage on the
Perception 10 Stealth 10
check or save to avoid the effect.
Vulnerable frightened
Senses —
Languages —

STR DEX CON INT WIS CHA


+3 +0 +1 −4 +0 −2

Easy Gait. The horse’s steps are smooth and steady. A


creature riding the horse has advantage on saves against
exhaustion caused by a Forced March (see Traveling in
Chapter 6 of Player’s Guide).

ACTIONS
Hooves. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 6 (1d6 + 3)
bludgeoning damage.

APPENDIX 365
Lion CR 1 Lizard CR 0
Large Beast Tiny Beast
Armor Class 12 Armor Class 10
Hit Points 42 Hit Points 9
Speed 50 ft. Speed 20 ft., climb 20 ft.
Perception 13 Stealth 16 Perception 9 Stealth 12
Senses — Senses darkvision 30 ft.
Languages — Languages —

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+3 +2 +1 −4 +1 −1 −4 +0 +0 −5 −1 −4

Heightened Smell. The lion’s Perception is 18 when


perceiving by smell. ACTIONS
Pack Tactics. The lion has advantage on attack rolls against Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
a creature if at least one of the lion’s allies is within 5 feet of creature. Hit: 2 (1d4) piercing damage.
the creature and the ally isn’t incapacitated.
REACTIONS
Pounce. If the lion moves at least 20 feet straight toward a
creature and then hits it with a Claws attack on the same Detach Tail (5 HP or Fewer, Recharges after a Short or
turn, that target must succeed on a DC 13 STR save or be Long Rest). When the lizard takes damage, it can detach its
knocked prone. If the target is prone, the lion can make one tail, reducing the damage by 2 (1d4), and immediately move
Bite attack against it as a bonus action. up to its speed without provoking opportunity attacks.
Running Leap. With a 10-foot running start, the lion can long
jump up to 25 feet. Mastiff CR 1/8
ACTIONS Medium Beast
Multiattack. The lion makes one Bite attack and one Claws Armor Class 12
attack. Hit Points 9
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Speed 40 ft.
creature. Hit: 7 (1d8 + 3) piercing damage. Perception 11 Stealth 12
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Senses —
target. Hit: 6 (1d6 + 3) slashing damage. Languages —

BONUS ACTIONS
STR DEX CON INT WIS CHA
Rattling Roar (Recharge 4–6). The lion releases a bone-
+1 +2 +1 −4 +1 −2
shaking roar in a 15-foot cone. Each creature in the area
must succeed on a DC 13 CON save or have disadvantage on
attack rolls until the end of its next turn. Heightened Hearing and Smell. The mastiff’s Perception is
16 when perceiving by hearing or smell.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage. If the target is a creature, it
must succeed on a DC 12 STR save or be knocked prone.

REACTIONS
Protect Friend. When a friendly Humanoid the mastiff can
see is hit by an attack from a creature within 5 feet of the
mastiff, the mastiff can make one Bite attack against that
attacking creature.

366 PLAYER'S GUIDE


Mule CR 1/8 Owl CR 0
Medium Beast Tiny Beast
Armor Class 10 Armor Class 11
Hit Points 10 Hit Points 8
Speed 40 ft. Speed 5 ft., fly 60 ft.
Perception 10 Stealth 10 Perception 13 Stealth 13
Resistant exhaustion, prone Senses darkvision 120 ft.
Senses — Languages —
Languages —
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA −4 +1 −1 −4 +1 −2
+2 +0 +1 −4 +0 −3
Flyby. The owl doesn’t provoke opportunity attacks when it
Beast of Burden. The mule is considered to be a Large flies out of an enemy’s reach.
animal for the purpose of determining its carrying capacity. Heightened Hearing and Sight. The owl’s Perception is 18
when perceiving by hearing or sight.
ACTIONS Quiet Wings. The owl’s Stealth is 18 while flying.
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage. ACTIONS
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Octopus CR 0 creature. Hit: 3 (1d4 + 1) slashing damage.

Small Beast
Armor Class 11
Owl, Giant CR 1/4
Hit Points 8 Large Beast
Speed 5 ft., swim 30 ft. Armor Class 12
Perception 12 Stealth 13 Hit Points 15
Senses darkvision 30 ft. Speed 5 ft., fly 60 ft.
Languages — Perception 15 Stealth 14
Senses darkvision 120 ft.
STR DEX CON INT WIS CHA Languages Giant Owl, understands Common, Elvish, and
−3 +1 +0 −4 +0 −3 Sylvan but can’t speak them

Hold Breath. While out of water, the octopus can hold its STR DEX CON INT WIS CHA
breath for 30 minutes. +1 +2 +1 −1 +1 +0
Underwater Camouflage. The octopus’s Stealth is 18 while
underwater. Flyby. The owl doesn’t provoke opportunity attacks when it
Water Breathing. The octopus can breathe only underwater. flies out of an enemy’s reach.
Heightened Hearing and Sight. The owl’s Perception is 20
ACTIONS when perceiving by hearing or sight.
Tentacles. Melee Weapon Attack: +3 to hit, reach 5 ft., one Quiet Wings. The owl’s Stealth is 19 while flying.
target. Hit: 3 (1d4 + 1) bludgeoning damage, and the target
is grappled (escape DC 11), if it is a Medium or smaller ACTIONS
creature. Until this grapple ends, the octopus can’t use its Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Tentacles on another target. target. Hit: 6 (1d8 + 2) slashing damage.

REACTIONS REACTIONS
Ink Dash (Recharge 6). When a creature the octopus can Puffed Up Display. When a creature the owl is aware of and
see deals damage to it, the octopus can release a 5-foot- that is within 30 feet of it attacks it, the owl can suddenly
radius cloud of ink all around itself, if it is underwater. The turn its piercing gaze on the creature, puff up its feathers,
area is heavily obscured until the end of the octopus’s next and release a quick hiss, startling the creature. The attacker
turn, although a significant current can disperse the ink. has disadvantage on the attack roll.
Then, the octopus can swim up to its swimming speed. If it
does so, it immediately releases any creature it is grappling.

APPENDIX 367
Panther CR 1/4 Quipper CR 0
Medium Beast Tiny Beast
Armor Class 12 Armor Class 10
Hit Points 15 Hit Points 8
Speed 50 ft., climb 40 ft. Speed 0 ft., swim 40 ft.
Perception 14 Stealth 16 Perception 8 Stealth 10
Senses darkvision 60 ft. Senses darkvision 60 ft.
Languages — Languages —

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
+2 +2 +0 −4 +2 −2 −4 +0 +0 −5 −2 −4

Heightened Smell. The panther’s Perception is 19 when Blood Frenzy. The quipper has advantage on melee attack
perceiving by smell. rolls against any creature that doesn’t have all its HP.
Pounce. If the panther moves at least 20 feet straight toward Heightened Smell. The quipper’s Perception is 13 when
a creature and then hits it with a Claw attack on the same perceiving by smell.
turn, that target must succeed on a DC 12 STR save or be Water Breathing. The quipper can
knocked prone. If the target is prone, the panther can make breathe only underwater.
one Bite attack against it as a bonus action.
ACTIONS
ACTIONS
Bite. Melee Weapon Attack:
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
+2 to hit, reach 5 ft.,
creature. Hit: 5 (1d6 + 2) piercing damage.
one creature. Hit: 2 (1d4)
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. piercing damage.
Hit: 4 (1d4 + 2) slashing damage.

BONUS ACTIONS
Stealthy Hunter. The panther takes the Hide action.

Pony CR 1/8
Medium Beast
Armor Class 10
Hit Points 10
Speed 40 ft.
Rat CR 0
Perception 10 Stealth 10
Tiny Beast
Senses —
Armor Class 10
Languages —
Hit Points 9
STR DEX CON INT WIS CHA Speed 20 ft., swim 20 ft.
+2 +0 +1 −4 +0 −2 Perception 10 Stealth 12
Senses darkvision 30 ft.
Draft Animal. The draft horse can push, drag, or lift weight Languages —
in pounds equal to three times its carrying capacity.
STR DEX CON INT WIS CHA
ACTIONS −4 +0 −1 −4 +0 −3
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) bludgeoning damage. Accustomed to Filth. The rat has advantage on saves against
contracting diseases.
Heightened Smell. The rat’s Perception is 15 while perceiving
by smell.

ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.

368 PLAYER'S GUIDE


Raven CR 0
Tiny Beast
Armor Class 11
Hit Points 8
Speed 10 ft., fly 50 ft.
Perception 13 Stealth 11
Senses —
Languages —

STR DEX CON INT WIS CHA


−4 +1 −1 −3 +1 +0

Carrion Sense. The raven can pinpoint, by scent, the


location of carrion, dead creatures, and Undead without the
Incorporeal Movement trait within 60 feet of it.
Mimicry. The raven can mimic simple sounds it has heard,
Shark, Reef CR 1/2
such as a chord of a flute melody, a baby crying, or an
animal chittering. A creature that hears the sounds can tell Medium Beast
they are imitations with a successful DC 10 WIS (Insight) Armor Class 12 (natural armor)
check. Hit Points 27
Recollection. The raven knows up to 20 words in any Speed 0 ft., swim 40 ft.
language it has heard and can repeat those words in the Perception 12 Stealth 11
voices it heard them, using its Mimicry trait.
Senses keensense 30 ft.
ACTIONS Languages —
Beak. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) piercing damage. STR DEX CON INT WIS CHA
+2 +1 +1 −5 +0 −3

Seahorse CR 0
Blood Sense. The shark can pinpoint, by scent, the location
Tiny Beast of creatures that don’t have all of their HP within 60 feet of it
Armor Class 11 (natural armor) and can sense the general direction of such creatures within
Hit Points 9 1 mile of it.
Speed 0 ft., swim 20 ft. Electrical Sensitivity. Whenever the shark takes lightning
Perception 10 Stealth 12 damage, it must succeed on a DC 11 CON save or be
incapacitated until the end of its next turn.
Senses —
Pack Tactics. The shark has advantage on attack rolls against
Languages —
a creature if at least one of the shark’s allies is within 5 feet of
the creature and the ally isn’t incapacitated.
STR DEX CON INT WIS CHA
Water Breathing. The shark can breathe only underwater.
−5 +0 −1 −5 +0 −4
ACTIONS
Underwater Camouflage. The seahorse’s Stealth is 17 while Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
underwater. creature. Hit: 6 (1d8 + 2) piercing damage.
Water Breathing. The seahorse can breathe only
underwater. BONUS ACTIONS
Stealthy Hunter. The shark takes the Hide action.
ACTIONS
Ram. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.

APPENDIX 369
Skeleton CR 1/4 Snake, Constrictor CR 1/4
Medium Undead Large Beast
Armor Class 13 (armor scraps) Armor Class 12
Hit Points 14 Hit Points 15
Speed 30 ft. Speed 30 ft., swim 30 ft.
Perception 9 Stealth 14 Perception 10 Stealth 12
Vulnerable bludgeoning Senses keensense 10 ft.
Resistant piercing Languages —
Immune Undead Resilience
Senses darkvision 60 ft. STR DEX CON INT WIS CHA
Languages understands the languages it knew in life but +2 +2 +1 −5 +0 −4
can’t speak

STR DEX CON INT WIS CHA ACTIONS

+0 +2 +2 −2 −1 −3 Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.


Hit: 5 (1d6 + 2) piercing damage.
False Appearance. While the skeleton remains motionless Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
and prone, it is indistinguishable from an inanimate creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target
Humanoid skeleton. is grappled (escape DC 12), if it is a Large or smaller creature.
Until this grapple ends, the creature is restrained, and the
Undead Nature. The skeleton doesn’t require air, food,
snake can’t Constrict another target.
drink, or sleep.
Undead Resilience. The skeleton is immune to poison BONUS ACTIONS
damage, to exhaustion, and to the poisoned condition.
Crush. One creature grappled by the snake must succeed on
ACTIONS a DC 12 STR or take 4 (1d8) bludgeoning damage and begin
suffocating. The creature continues suffocating until the
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., grapple ends.
one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320
ft., one target. Hit: 5 (1d6 + 2) piercing damage. Snake, Poisonous CR 1/8
Tiny Beast
REACTIONS
Armor Class 11
Counterattack (Recharge 6). When a creature the skeleton Hit Points 9
can see hits it with an attack, the skeleton can make one
Speed 30 ft., swim 30 ft.
Shortsword or Shortbow attack against the attacker.
Perception 10 Stealth 13
Resistant poison | poisoned
Senses keensense 10 ft.
Languages —

STR DEX CON INT WIS CHA


−4 +1 +0 −5 +0 −4

ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage, and the target must succeed
on a DC 10 CON save or take 2 (1d4) poison damage.

REACTIONS
Reflexive Nip. When a creature the snake can see hits it with
a melee attack while within 5 feet of it, the snake can make a
quick nip at the creature. The attacker must succeed on a DC
10 CON save or be poisoned until the end of its next turn.

370 PLAYER'S GUIDE


Spider CR 0 ACTIONS
Multiattack. The tiger makes one Bite attack and one Claws
Tiny Beast
attack. If both attacks hit one creature, the target must
Armor Class 12 (natural armor)
succeed on a DC 13 CON save at the start of its next turn or
Hit Points 8 lose 5 (2d4) HP, as the wound continues bleeding.
Speed 20 ft., climb 20 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Perception 10 Stealth 14 creature. Hit: 6 (1d6 + 3) piercing damage.
Senses darkvision 30 ft. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Languages — target. Hit: 5 (1d4 + 3) slashing damage.

STR DEX CON INT WIS CHA Weasel CR 0


−4 +0 −1 −5 +0 −4
Tiny Beast
Armor Class 11
Spider Climb. The spider can climb difficult surfaces,
Hit Points 8
including upside down on ceilings, without needing to make
an ability check. Speed 30 ft.
Web Sense. While in contact with a web, the spider knows Perception 13 Stealth 13
the exact location of any other creature in contact with the Senses —
same web. Languages —
Web Walker. The spider ignores movement restrictions
caused by webbing. STR DEX CON INT WIS CHA
−4 +1 −1 −4 +1 −4
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
Heightened Hearing and Smell. The weasel’s Perception is
creature. Hit: 2 (1d4) piercing damage, and the target must
18 when perceiving by hearing or smell.
succeed on a DC 9 CON save or take 2 (1d4) poison damage.
ACTIONS
BONUS ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Web Shot (Recharge 4–6). The spider launches a gob of
creature. Hit: 3 (1d4 + 1) piercing damage. Instead of
webbing at one creature it can see within 15 feet of it. The
dealing damage, the weasel can steal one item the target
target must succeed on a DC 9 DEX save or have its speed
is wearing or carrying, provided the item weighs no more
reduced by 10 feet. A creature can take an action to remove
than 5 pounds, can fit in one hand, isn’t a weapon, and
the webbing, ending the effect.
isn’t wrapped around or firmly attached to the target. For
example, a weasel could steal a hat or belt pouch but not a
Tiger CR 1 creature’s shirt or armor.
Large Beast
Armor Class 12 Wolf CR 1/4
Hit Points 38 Medium Beast
Speed 40 ft. Armor Class 13 (natural armor)
Perception 13 Stealth 16 Hit Points 14
Senses darkvision 60 ft. Speed 40 ft.
Languages — Perception 11 Stealth 14
Senses —
STR DEX CON INT WIS CHA Languages —
+3 +2 +2 −4 +1 −1
STR DEX CON INT WIS CHA
Heightened Smell. The tiger’s Perception is 18 when +1 +2 +1 −4 +1 −2
perceiving by smell.
Pounce. If the tiger moves at least 20 feet straight toward
Heightened Hearing and Smell. The wolf’s Perception is 16
a creature and then hits it with a Claws attack on the same
while perceiving by hearing or smell.
turn, that target must succeed on a DC 13 STR save or be
Pack Tactics. The wolf has advantage on attack rolls against
knocked prone. If the target is prone, the tiger can make one
a creature if at least one of the wolf’s allies is within 5 feet of
Bite attack against it as a bonus action.
the creature and the ally isn’t incapacitated.

APPENDIX 371
ACTIONS ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage. If the target is a creature, it Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
must succeed on a DC 12 STR save or be knocked prone. it must succeed on a DC 13 STR save or be knocked prone.

BONUS ACTIONS
Wolf, Dire CR 1
Loathsome Howl (1/Day). The worg unleashes an unnatural
Large Beast howl audible out to a distance of 300 feet. Each creature of
Armor Class 14 (natural armor) the worg’s choice within 30 feet of it must succeed on a DC
Hit Points 40 13 CHA save or be frightened of it for 1 minute. A frightened
Speed 50 ft. creature can repeat the save at the end of each of its turns,
ending the effect on itself on a success. Until it finishes a
Perception 13 Stealth 14
long rest, the worg can sense the direction but not the exact
Resistant frightened location of each creature that was frightened by Loathsome
Senses — Howl.
Languages —
Zombie CR 1/4
STR DEX CON INT WIS CHA
+3 +2 +2 −4 +1 −2 Medium Undead
Armor Class 8
Heightened Hearing and Smell. The wolf’s Perception is 18 Hit Points 16
when perceiving by hearing or smell. Speed 20 ft.
Pack Tactics. The wolf has advantage on an attack roll Perception 10 Stealth 8
against a creature if at least one of the wolf’s allies is within 5 Immune Undead Resilience
feet of the creature and the ally isn’t incapacitated. Senses darkvision 60 ft.
Languages understands the languages it knew in life but
ACTIONS
can’t speak
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) piercing damage. If the target is a creature,
STR DEX CON INT WIS CHA
it must succeed on a DC 13 STR save or be knocked prone.
+2 −2 +3 −4 +0 −3
BONUS ACTIONS
Hungry Growl. The wolf stares down and growls at one Undead Fortitude. If damage reduces the zombie to 0 HP, it
creature it can see within 30 feet of it. The target must must make a CON save with a DC equal to 5 + the damage
succeed on a DC 13 WIS save or be frightened until the end taken, unless the damage is radiant or from a critical hit. On
of its next turn. The wolf has advantage on the next attack a success, the zombie drops to 1 HP instead.
roll it makes against the frightened creature. Undead Nature. The zombie doesn’t require air, food, drink,
or sleep.
Undead Resilience. The zombie is immune to poison
Worg CR 1/2
damage, to exhaustion, and to the poisoned condition.
Large Monstrosity (Animal)
Armor Class 13 (natural armor) ACTIONS
Hit Points 25 Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 5 (1d6 + 2) bludgeoning damage. The target is grappled
(escape DC 12) if it is a Medium or smaller creature, and the
Perception 14 Stealth 13
zombie doesn’t already have a creature grappled.
Resistant Monstrosity Resilience
Senses darkvision 60 ft. BONUS ACTIONS
Languages Goblin, Worg Rotten Hold. The zombie gnaws idly on the creature
grappled by it. The target must succeed on a DC 12 CON
STR DEX CON INT WIS CHA save or take 2 (1d4) poison damage. A Humanoid slain by
+3 +1 +1 −2 +0 −1 this bonus action rises 24 hours later as a zombie, unless the
Humanoid is restored to life or its body is destroyed.
Heightened Hearing and Smell. The worg’s Perception is 19
while perceiving by hearing or smell.
Monstrosity Resilience. The worg is resistant to exhaustion
and to the frightened condition.

372 PLAYER'S GUIDE


INDEX
A C
ability modifier 13. See also playing the game: ability carried 214. See also adventuring: interacting with items
modifiers carrying capacity 215. See also adventuring: interacting
ability score 12 with items
advantage 9. See also playing the game: advantage and character classes 20–103
disadvantage and options at a glance 21
adventuring 210–216 and spellcaster distinctions 22
interacting with creatures 213 barbarian 23–27
interacting with items 213–215 bard 28–32
light 215 cleric 33–39
movement 211–213 druids 40–46
senses 215–216 fighter 47–52
tracking time 210 mechanist 53–60
adventuring gear 142–146 monk 61–65
container capacity 144 paladin 66–71
special gear 142–146 ranger 72–77
using poison 145 rogue 78–81
armor 134–137 sorcerer 82–90
getting into and out of armor 137 warlock 91–98
materials 137 wizard 99–103
properties 137 character creation 11–17
types of armor 135–136 final checklist 14
armor class 134–135 multiclassing 15–17
attack roll 231. See also combat: and attacking starting equipment at higher levels 13
character sheet 18–19
charmed 352. See also conditions

B combat 225–235
and actions 229–230
and attacking 231–232
backgrounds 117
damage rolls 232
adherent 118–119
knocking a creature out 232
artist 119
unseen attackers and targets 232
courtier 120
and movement 228–229
criminal 120–121
and step-by-step guide 225
homesteader 121
creature size 226–227
maker 122
melee attacks 232–234
outcast 122–123
mounted combat 234–235
rustic 123
ranged attacks 234–235
scholar 123
squeezing 226
soldier 124
underwater combat 235
blinded 352. See also conditions
bonus action 226. See also combat

APPENDIX 373
conditions 220, 352–354. See also life and death
contact 236
creatures 359–372
F
critical hit 232. See also combat: and attacking friendly (attitude) 225. See also encounters: social
critical miss 232. See also combat: and attacking frightened 353. See also conditions
currency 133. See also gold
current hit points 217. See also life and death: hit points
curses 220. See also magic items: curses; See also life
and death G
game master 7
gaming sets 149. See also objects: tools

D gods 355–358. See also pantheons


gold 133. See also currency
grappled 353. See also conditions; See also grappling
dead 219. See also life and death: dropping to 0 hit points
deafened 352. See also conditions grappling 233–234. See also combat: melee attacks; See
death save 219. See also life and death: dropping to 0 hit also grappled
points
difficult terrain 212. See also adventuring: movement
disadvantage 9. See also playing the game: advantage and
disadvantage
diseases 220. See also life and death
H
half cover 232. See also combat: and attacking
downtime 235–238 hazards 223. See also encounters: hazards
carousing 235–237 heavily encumbered 215. See also adventuring:
crafting 237 interacting with items
researching 237–238 heavily obscured 216. See also adventuring: senses
training 238 heritage 111–116
working 238 anointed 112–113
dread 220. See also life and death cloud 113
dying 219. See also life and death: dropping to 0 hit points cosmopolitan 113
cottage 113
diaspora 113–114

E fireforge 114
grove 114
nomadic 115
encounters 221–235
combat 225–235 salvager 115
exploration 222–224 slayer 115
hazards 223 stone 115
initiative 221–222 supplicant 116
social 224–225 vexed 116
traps 224 wildlands 116
encumbered 215. See also adventuring: interacting with hit dice 14, 22, 219. See also life and death: healing
items hit point maximum 217. See also life and death:
equipment 134–166. See also adventuring gear; See hit points
also armor; See also weapons; See also objects; See hit points 14, 22, 217. See also life and death: hit points
also mounts; See also services; See also vehicles hostile (attitude) 225. See also encounters: social
equipment packs 142
exhaustion 352–353. See also conditions
experience points 14
I
incapacitated 353. See also conditions
initiative 222. See also encounters: initiative
initiative order 222. See also encounters: initiative
invisible 353. See also conditions

374 PLAYER'S GUIDE


halfling 111. See also lineage: smallfolk
L human 107–108
kobold 108
Labyrinth 7, 9, 35, 161, 216, 239, 255, 325, 355, 358 orc 108–109
language 111–112 smallfolk 110–111
leveling up 14–17 syderean 109–110
milestones 14–15
life and death 217–221
damage 218
dehydration 220–221
dropping to 0 hit points 219–220
M
healing 218–219 magic items 157–202
hit points 217–218 activation of 159–160
holding your breath 221 and attunement 158
resting 219 and price 159
starvation 220–221 and rarity 158
suffocation 221 buying and selling of 160–162
when to track food and water 221 curses 160
lightly obscured 215. See also adventuring: senses descriptions of 162–202
lineage 104–111 equipping of 159
beastkin 105–106 fabled magic items 200–202
dwarf 106 identification of 159
elf 106–107 types of magic items 157–158
gnome 111. See also lineage: smallfolk magic source 21

APPENDIX 375
melee spell attacks 233. See also combat: melee attacks
melee weapon attacks 233. See also combat: melee
attacks
R
mounts 152 ranged spell attacks 234. See also combat: ranged attacks
gear and expenses 152 ranged weapon attacks 234. See also combat: ranged
multiclassing 15–17. See also character creation: attacks
multiclassing reaction 227. See also combat
musical instruments 150. See also objects: tools resistance 218. See also life and death: damage
restrained 354. See also conditions
ritual descriptions 325–351
roleplaying game 7
N
neutral (attitude) 225. See also encounters: social
nonplayer character 7 S
safety tools 10
services 153
O food, drink, and lodging 153
spellcasting 153
objects 146–152 shoving 234. See also combat: melee attacks
tools 147–153 speed 211. See also adventuring: movement
opportunity attack 229. See also combat: and movement spellcasting 239–351. See also spell lists; See also spell
descriptions
and cantrips 242

P and known spells 242


and prepared spells 242
and rituals 242–243
pantheons 355–358. See also gods
paralyzed 353. See also conditions elements of a spell 243–245
petrified 353–354. See also conditions schools of magic 241–242
planes of existence 216–217 sources of magic 239–240
player character 7, 20 spell circles 240–241
playing the game 203–238. See also adventuring spell slots 241
ability checks 206 spellcasting ability 20–22. See also spellcasting
ability modifiers 204, 205 spellcasting focus 22. See also adventuring gear: special
advantage and disadvantage 207 gear
attack rolls 206 spell circles 21. See also spellcasting: spell circles
difficulty class 204 spell descriptions 255–351. See also ritual descriptions;
Luck 204 See also spell lists
making checks 203 spell lists 246–254. See also spell descriptions
proficiency bonus 204 Arcane 246–249
rolling dice 203 Divine 249–251
saves 206 Primordial 251–253
skills 208–210 Wyrd 253–254
poisoned 354. See also conditions spell slots 21. See also spellcasting: spell slots
poisons 220. See also life and death; See also adventuring stable 219. See also life and death: dropping to 0 hit points
gear starting equipment 13–14, 22
proficiencies 22 structures 146–147. See also objects
proficiency 12 stunned 354. See also conditions
proficiency bonus 22. See also playing the game: subclasses
proficiency bonus Battle Mage 102–103
prone 354. See also conditions Berserker 25–26
Cantrip Adept 103
Chaos 86–89
Devotion 70–71
Draconic 89–90

376 PLAYER'S GUIDE


U
Enforcer 80–81
Fiend 97–98
Flickering Dark 64–65
Hunter 75–76 unarmed strike 233. See also combat: melee attacks
Justice 71 unconscious 354. See also conditions
Leaf 44–45
Life Domain 36–37
Light Domain 38–39
Lore 31–32
Metallurgist 58–59
V
vehicles 153–156
Open Hand 65–66 and movement 154
Pack Master 76–77 and repairs 155
Reaper 98 vulnerability 218. See also life and death: damage
Shifter 45–46
Spell Blade 49–51

W
Spellwright 59–60
Thief 81–82
Victory 32
War Domain 39 weapons 137–147
Weapon Master 51–52 improvised weapons 137–139
Wild Fury 26–27 materials 140–141
surprised 354. See also conditions options 139–140
properties 141–142
types of weapons 137
wielded 214. See also adventuring: interacting with items
T
talents 125–132
magic talents 125–127
martial talents 128–130
technical talents 130–132
temporary hit points 217. See also life and death: hit
points
three-quarters cover 232. See also combat: and attacking
tools 147–152. See also objects: tools
total cover 232. See also combat: and attacking
traps 224. See also encounters: traps
travel pace 212. See also adventuring: movement
turn 222. See also encounters: initiative
two-weapon fighting 234. See also combat: melee attacks

APPENDIX 377
CLASS & LEVEL LINEAGE
character name

SUBCLASS HERITAGE

EXPERIENCE POINTS player name BACKGROUND

strength charisma
dexterity constitution intelligence wisdom

proficiency initiative speed speed speed hit points


SKILLS bonus
max current temp
Acrobatics (Dex)
Animal Handling (Wis)
Arcana (Int) passive passive passive luck
insight investigation perception
Athletics (Str)
hit dice
Deception (Cha)
type used max
History (Int)
attacks
Insight (Wis) Name Bonus Damage/Type Range/Properties Weapon Options

Intimidation (Cha)
Investigation (Int) DEATH SAVES
Medicine (Wis) successes
Nature (Int)
failures
Perception (Wis)
Performance (Cha)
Persuasion (Cha) EXHAUSTION
armor
armor
Name Base AC Properties
armor
Religion (Int) class class
(With Shield) (No Shield) CONDITIONS
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)

proficiencies, treasure & equipment features & traits


languages, & talents
PP

GP

©2023 Open Design LLC. Permission granted to copy this character sheet for personal use.
SP

CP
backstory

Homeland

allies & organizations

character appearance

character name

age height weight

eyes skin hair

additional features & traits


Adventuring Motivation

©2023 Open Design LLC. Permission granted to copy this character sheet for personal use.

additional treasure
ability save dc bonus

Spellcaster Class & Source

character name
Total Slots Expended Slots Total Slots Expended Slots

0 Cantrips 3 6

Total Slots Expended Slots Total Slots Expended Slots

1 7
Total Slots Expended Slots

Total Slots Expended Slots

Total Slots Expended Slots

Total Slots Expended Slots


2
5
©2023 Open Design LLC. Permission granted to copy this character sheet for personal use.
Total Slots Expended Slots

9
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