ToV Players Guide
ToV Players Guide
ToV Players Guide
Player’s Guide
CREDITS
Lead Designer: Celeste Conowitch
KOBOLD WARRENS
Designers: JB Little, Sarah Madsen, Sebastian Rombach Publisher: Wolfgang Baur
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Special Thanks
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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
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.
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.
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
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).
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
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.
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.
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.
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
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
22 23
9. Saves. Use your ability modifiers and 21
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
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
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
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
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.
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.
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
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
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
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.
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.
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.
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
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.
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.
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.
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.
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
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.
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
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.
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.
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.
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
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
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.
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
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
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.
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.
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.
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.
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
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.
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
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).
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
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
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.
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.
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
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.
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.
Many adherents don’t stray far from the object of their d10 ARTISTIC EXPRESSION
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.
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.
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.
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.
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.
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.
• 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.
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.
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
RING MAIL
PLATE
BREASTPLATE
CHAIN
SHIRT
SHIELD
CHAIN MAIL
HALF PLATE
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.
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
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
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
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.
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
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.
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.
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
TASK DC
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.
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).
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).
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.
• 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.
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.
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.
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.
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
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.
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.
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.
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
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)
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).
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.
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
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
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
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.
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.
HUGE
CREATURE SIZE ON GRID
LARGE
LARGE
TINY
MEDIUM
SMALL
GARGANTUAN
HUGE
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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 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.
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),
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.
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
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.
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
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.
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
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.
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.
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
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).
Duration: Instantaneous
You work a miracle, bringing a soul whose end came too soon back CONNECTION SAVE DC MODIFIER
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.
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.
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.
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.
Labyrinthian Pantheon or lion’s pelt. Cartokk’s eyes are usually shown closed on
his statues, and open in his holy symbol.
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.
EGYPTIAN DEITIES
APPENDIX 357
GREEK DEITIES
NORSE DEITIES
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
Tusk. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.
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.
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.
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
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.
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.
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
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.
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.
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
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
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
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
strength charisma
dexterity constitution intelligence wisdom
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)
GP
©2023 Open Design LLC. Permission granted to copy this character sheet for personal use.
SP
CP
backstory
Homeland
character appearance
character name
©2023 Open Design LLC. Permission granted to copy this character sheet for personal use.
additional treasure
ability save dc bonus
character name
Total Slots Expended Slots Total Slots Expended Slots
0 Cantrips 3 6
1 7
Total Slots Expended Slots
9
©2024 Open Design LLC. Tales of the Valiant and the Kobold Press logo are trademarks of Open Design LLC.
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©2024 Open Design LLC. The Kobold Press logo is a trademark of Open Design LLC.
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©2024 Open Design LLC. The Kobold Press logo is a trademark of Open Design LLC.
©2024 Open Design LLC. Tales of the Valiant and the Kobold Press logo are trademarks of Open Design LLC.
Epic Stories
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PO Box 2811 | Kirkland WA 98083 Printed in China
www.koboldpress.com ISBN: 978-1-950789-75-7