Elf and Wizard Traits
Elf and Wizard Traits
Elves are a m agical p eop le o f otherw orldly grace, living fem ales are about the sam e height, and m ales are only
in the w orld but not entirely part o f it. They live in m arginally heavier than fem ales.
p la ces o f ethereal beauty, in the m idst o f ancient forests E lves’ coloration en com p a sses the norm al hum an
or in silvery sp ires glittering w ith faerie light, w here range and also includes skin in sh ades o f copper,
soft m usic drifts through the air and gentle fragrances bron ze, and alm ost bluish-white, hair o f green or blue,
w aft on the breeze. Elves love nature and m agic, art and eyes like p o o ls o f liquid gold or silver. Elves have no
and artistry, m usic and poetry, and the g o o d things facial and little b od y hair. Th ey favor elegant cloth in g in
o f the world. bright colors, and they enjoy sim ple yet lovely jew elry.
Sl e n d e r a n d G r a c e f u l A T ime l e ss Pe r spe c t iv e
W ith their unearthly grace and fine features, elves Elves can live w ell over 700 years, giving them a broad
appear hauntingly beautiful to hum ans and m em bers perspective on events that might trouble the shorter-
o f m any other races. They are slightly shorter than lived races m ore deeply. Th ey are m ore often am used
hum ans on average, ranging from w ell under 5 feet than excited, and m ore likely to be cu riou s than
tall to just over 6 feet. T h ey are m ore slender than greedy. They tend to rem ain a lo o f and unfazed by petty
hum ans, w eigh in g only 100 to 145 pou nds. M ales and happenstance. W h en pursuing a goal, however, w hether
adventuring on a m ission or learning a n ew skill or art, to do so. S o m e might jo in with rebels fighting against
elves can be focu sed and relentless. They are slow to oppression , and others m ight b e c o m e cham pion s o f
m ake friends and en em ies, and even slow er to forget m oral cau ses.
them. T h ey reply to petty insults w ith disdain and to
seriou s insults with vengean ce. El f Na m e s
Like the bran ches o f a youn g tree, elves are flexible
E lves are con sid ered children until they declare
in the face o f danger. T h ey trust in diplom acy and
them selves adults, so m e tim e after the hundredth
com p rom ise to resolve differences b efore they escalate
birthday, and before this p eriod they are called
to violence. T h ey have been kn ow n to retreat from
by child nam es.
intrusions into their w ood la n d h om es, confident
On declarin g adulthood, an elf selects an adult nam e,
that they can sim ply w ait the invaders out. But w hen
although th ose w h o k n ew him or her as a youngster
the n eed arises, elves reveal a stern m artial side,
m ight continue to u se the child nam e. E ach e lf’s adult
dem onstrating skill w ith sw ord, bow , and strategy.
nam e is a unique creation, though it m ight reflect
the n am es o f resp ected individuals or other fam ily
H id d e n W o o d l a n d R e a l ms
m em bers. Little distinction exists betw een m ale
M ost elves dwell in sm all forest villages hidden am ong n am es and fem ale nam es; the grou pin gs h ere reflect
the trees. Elves hunt gam e, gather food, and grow only general tendencies. In addition, every elf bears a
vegetables, and their skill and m agic allow them to fam ily nam e, typically a com bination o f other Elvish
support th em selves w ithout the n eed for clearin g and w ords. S om e elves traveling am ong hum ans translate
p low in g land. They are talented artisans, crafting finely their fam ily n am es into C om m on , but others retain the
w ork ed cloth es and art objects. Their contact with Elvish version.
outsiders is usually lim ited, though a few elves m ake a
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil.
g o o d living by trading crafted item s for m etals (w hich
Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
they have n o interest in m ining).
Syllin, Thia, Vall
Elves en cou ntered outside their ow n lands are
Male Adult Names: Adran, Aelar, A ram il, A rannis,
com m on ly traveling m instrels, artists, or sages. H um an
Aust, B eiro, Berrian, C arric , Enialis, Erdan, Erevan,
n obles com p ete for the serv ices o f elf instructors to
G alinndan, Hadarai, Heian, H im o, Im m eral, Ivellios,
teach sw ordplay or m agic to their children.
Laucian, M indartis, Paelias, Peren, Q uarion, Riardon,
R olen, S oveliss, Tham ior, Tharivol, Theren, Varis
Ex pl o r a t io n a n d A d v e n t u r e
Elves take up adventuring out o f w anderlust. S in ce
they are s o long-lived, they can enjoy centuries o f
exploration and discovery. They dislike the p a ce o f
hum an society, w hich is regim ented from day to day but
constantly changin g over d ecades, s o they find careers
that let them travel freely and set their ow n pace. Elves
also enjoy exercisin g their m artial p row ess or gaining
greater m agical pow er, and adventuring allow s them
H a u g h t y bu t G r a cio u s Trance. Elves d on ’t n eed to sleep. Instead, they
Although they can be haughty, elves are generally gracious meditate deeply, rem aining sem icon sciou s, for 4
even to those who fall short of their high expectations— hours a day. (The C om m on w ord for such m editation
which is most non-elves. Still, they can find good in just is “trance.”) W h ile meditating, you can dream after a
about anyone. fashion; such dream s are actually m ental ex ercises that
Dwarves. “ Dwarves are dull, clumsy oafs. But what they have b e c o m e reflexive through years o f practice. After
lack in humor, sophistication, and manners, they make up in resting in this way, you gain the sa m e benefit that a
valor. And I must admit, their best smiths produce art that
hum an d oes from 8 hours o f sleep.
approaches elven quality.”
Languages. You can speak, read, and w rite C om m on
Halflings. “ Halflings are people o f simple pleasures, and
and Elvish. Elvish is fluid, w ith subtle intonations and
that is not a quality to scorn. They’re good folk, they care
for each other and tend their gardens, and they have proven intricate gram m ar. Elven literature is rich and varied,
themselves tougher than they seem when the need arises." and their son g s and p oem s are fam ous am ong other
Hum ans. “All that haste, their ambition and drive to races. M any bards learn their language s o they can add
accomplish something before their brief lives pass away— Elvish ballads to their repertoires.
human endeavors seem so futile sometimes. But then Subrace. Ancient divides am ong the elven people
you look at what they have accomplished, and you have to resulted in three m ain subraces: high elves, w o o d elves,
appreciate their achievements. If only they could slow down and dark elves, w h o are com m on ly called drow. C h oose
and learn some refinement.”
on e o f th ese subraces. In som e w orlds, th ese su braces
are divided still further (such as the sun elves and m oon
Female Adult Names: Adrie, Althaea, Anastrianna, elves o f the Forgotten R ealm s), s o if you w ish, you can
Andraste, Antinua, Bethrynna, Birel, Caelynn, c h o o s e a narrow er subrace.
D rusilia, Enna, F elosial, Ielenia, Jelenneth, Keyleth,
Leshanna, Lia, M eriele, M ialee, Naivara, Q uelenna, H ig h El f
Quillathe, Sariel, Shanairra, Shava, Silaqui, A s a high elf, you have a keen m ind and a m astery o f
Theirastra, Thia, Vadania, Valanthe, X anaphia at least the ba sics o f m agic. In m any o f the w orlds
Family Nam es (Comm on Translations): A m akiir o f D&D, there are tw o kinds o f high elves. One type
(G em flow er), A m astacia (Starflow er), G alanodel (w hich includes the gray elves and valley elves o f
(M oonw hisper), H olim ion (D iam onddew ), Ilphelkiir Greyhawk, the Silvanesti o f D ragon lance, and the
(G em blossom ), Liadon (Silverfrond), M eliam ne sun elves o f the Forgotten R ealm s) is haughty and
(O akenheel), Nai'lo (Nightbreeze), S ian nodel reclusive, believing them selves to be su perior to
(M oon brook ), X iloscien t (G oldpetal) non-elves and even other elves. T h e other type
(including the high elves o f G reyhawk. the
El f T r a it s Q ualinesti o f D ragon lance, and the m oon elves
Your elf character has a variety o f natural abilities, the o f the Forgotten R ealm s) are m ore com m on
result o f th ou san ds o f years o f elven refinem ent. and m ore friendly, and often en cou ntered
Ability Score Increase. Your Dexterity s co re am ong hum ans and other races.
in creases by 2. T h e sun elves o f Faerun (also called gold
Age. A lthough elves reach physical maturity at about elves or sunrise elves) have b ron ze skin and
the sam e age as hum ans, the elven understanding o f hair o f copper, black, or golden blond. Their
adulthood g o e s beyon d physical grow th to en com p ass eyes are golden, silver, or black. M oon elves (also
w orldly experience. A n elf typically claim s adulthood called silver elves or gray elves) are m uch paler,
and an adult nam e around the age o f 100 and can live w ith alabaster skin som etim es tinged w ith blue.
to be 750 y ears old. They often have hair o f silver-white, black, or blue,
Alignment. Elves love freedom , variety, and self- but various sh ades o f blond, brow n, and red are
expression , so they lean strongly tow ard the gentler not u n com m on . T h eir eyes are blue or green and
aspects o f chaos. Th ey value and protect others' flecked w ith gold.
freedom as w ell as their ow n, and they are m ore Ability Score Increase. Your Intelligence score
often g o o d than not. T h e d row are an exception; their in creases by 1.
exile into the U nderdark has m ade them vicious and E lf Weapon Training. You have proficiency with
dangerous. D row are m ore often evil than not. the lon gsw ord, shortsw ord, shortbow , and longbow .
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
Darkvision. A ccu stom ed to twilit forests and the night
sky, you have su perior vision in dark and dim conditions.
You can see in dim light w ithin 6 0 feet o f you as if it
w ere bright light, and in dark n ess as if it w ere dim light.
You ca n ’t discern color in darkness, only shades o f gray.
Keen Senses. You have proficiency in the
P erception skill.
Fey Ancestry. You have advantage on saving throw s
against bein g charm ed, and m agic ca n ’t put you to sleep.
Cantrip. You k n ow one cantrip o f your ch oice from Da r k El f (D r o w )
the w izard spell list. Intelligence is your spellcastin g D escen d ed from an earlier su brace o f dark-skinned
ability for it. elves, the d row w ere banished from the su rface w orld
Extra Language. You can speak, read, and w rite one for follow in g the g o d d e ss Lolth dow n the path to
extra language o f your choice. evil and corruption. N ow they have built their ow n
civilization in the depths o f the Underdark, patterned
W o o d El f
after the W ay o f Lolth. A lso called dark elves, the drow
A s a w o o d elf, you have keen se n se s and intuition, and have black skin that resem b les polish ed obsidian and
your fleet feet carry you quickly and stealthily through stark w hite or pale y ellow hair. Th ey com m on ly have
your native forests. T h is category includes the w ild very pale eyes (so pale as to b e m istaken for white) in
elves (grugach) o f G reyhaw k and the K agonesti o f sh ades o f lilac, silver, pink, red, and blue. Th ey tend to
D ragon lance, as w ell as the races called w o o d elves in be sm aller and thinner than m ost elves.
G reyhaw k and the Forgotten R ealm s. In Faerun, w o o d D row adventurers are rare, and the race d o e s not exist
elves (also called w ild elves, green elves, or forest elves) in all w orlds. C h eck with your D u n geon M aster to see
are reclusive and distrusting o f non-elves. if you can play a d row character.
W o o d elves’ skin tends to be cop p erish in hue, Ability Score Increase. Your C harism a score
som etim es with traces o f green. T h eir hair tends tow ard in creases by 1.
b row n s and blacks, but it is occa sion ally blond or Superior Darkvision. Your darkvision has a
cop p er-colored . T heir eyes are green, brow n, or hazel. radius o f 120 feet.
Ability Score Increase. Your W isd om score Sunlight Sensitivity. You have disadvantage on attack
in creases by 1. rolls and on W isd om (P erception ) ch eck s that rely on
E lf Weapon Training. You have proficiency w ith the sight w hen you, the target o f your attack, or w hatever
longsw ord, sh ortsw ord, shortbow , and longbow . you are trying to perceive is in direct sunlight.
Fleet o f Foot. Your ba se w alking speed Drow Magic. You k n ow the dancing lights cantrip.
in creases to 35 feet. W h en you reach 3rd level, you can cast the faerie fire
Mask o f the Wild. You can attempt to hide even w hen spell on ce p er day. W h en you reach 5th level, you can
you are only lightly o b scu red by foliage, heavy rain, also cast the darkness spell on ce per day. C harism a is
falling snow , mist, and other natural phenom ena. your sp ellcastin g ability for these spells.
Drow Weapon Training. You have proficiency with
rapiers, sh ortsw ords, and hand crossb ow s.
T he Da r k n ess o f t h e D r o w
Were it not for one renowned exception, the race o f drow
would be universally reviled. To most, they are a race of
demon-worshiping marauders dwelling in the subterranean
depths o f the Underdark, emerging only on the blackest
nights to pillage and slaughter the surface dwellers they
despise. Their society is depraved and preoccupied with the
favor of Lolth, their spider-goddess, who sanctions murder
and the extermination o f entire families as noble houses
vie for position.
Yet one drow, at least, broke the mold. In the world o f the
Forgotten Realms, Drizzt Do'Urden, ranger o f the North, has
proven his quality as a good-hearted defender o f the weak
and innocent. Rejecting his heritage and adrift in a world that
looks upon him with terror and loathing, Drizzt is a model
for those few drow who follow in his footsteps, trying to find
a life apart from the evil society o f their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior, worthless except as slaves. Drow who develop a
conscience or find it necessary to cooperate with members of
other races find it hard to overcome that prejudice, especially
when they are so often on the receiving end o f hatred.
W iz a r d
Clad in the silver rob es that denote her station, an
elf c lo se s her eyes to shut out the distractions o f the
battlefield and beg in s her quiet chant. Fin gers w eaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.
C h ecking and rech eck in g his w ork, a hum an scrib e s
an intricate m agic circle in chalk on the bare stone
floor, then sprin kles p ow dered iron along every line and
graceful curve. W h en the circle is com plete, he dron es a
long incantation. A hole op en s in sp ace inside the circle,
bringing a w h iff o f brim ston e from the otherw orldly
plane beyond.
Crou ch in g on the floor in a du ngeon intersection, a
gnom e tosses a handful o f sm all b on es in scribed with
m ystic sym bols, muttering a few w ord s o f p ow er over
them. C losin g his eyes to see the vision s m ore clearly,
he n ods slowly, then op en s his eyes and points dow n the
pa ssa ge to his left.
W izards are suprem e m agic-users, defined and united
as a class by the spells they cast. D raw ing on the subtle
w eave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force m ind control. T heir m agic conjures
m onsters from other p lanes o f existence, glim p ses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other w orlds.
Sc h o l a r s o f t h e A r c a n e
W ild and enigm atic, varied in form and function, the
pow er o f m a gic draw s students w h o seek to m aster
its m ysteries. S om e aspire to b e c o m e like the gods,
shaping reality itself. T h ou gh the casting o f a typical
spell requ ires m erely the utterance o f a few strange
w ords, fleeting gestures, and som etim es a pinch or
clum p o f exotic m aterials, th ese su rface com pon en ts
barely hint at the expertise attained after years o f
apprenticeship and cou n tless h ours o f study.
W izards live and die by their spells. Everything else
is secon dary. Th ey learn n ew sp ells as they experim ent
and g row in experience. They can also learn them from
other w izards, from ancient tom es or inscriptions,
and from ancient creatu res (such as the fey) that are
steeped in m agic.
Th e W iz a r d
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1
T h e Lu r e o f K n o w l e d g e Q u ic k Bu il d
You can m ake a w izard quickly by follow in g these
W iz a rd s’ lives are seld om m undane. T h e closest a
suggestion s. First, Intelligence should be your highest
w izard is likely to c om e to an ordinary life is w orkin g
ability score, follow ed by Constitution or Dexterity.
as a sage or lectu rer in a library or university, teaching
If you plan to join the S c h o o l o f Enchantm ent, m ake
others the secrets o f the multiverse. Other w izard s sell
C harism a your next-best score. S econ d , c h o o s e the sage
their serv ices as diviners, serve in m ilitary forces, or
background. Third, c h o o s e the mage hand, light, and
pursue lives o f crim e or dom ination.
ray o f frost cantrips, along with the follow in g 1st-level
But the lure o f kn ow led ge and p ow er calls even the
sp ells for your sp ellbook : burning hands, charm person,
m ost unadventurous w iza rd s out o f the safety o f their
feather fall, mage armor, magic missile, and sleep.
libraries and laboratories and into cru m blin g ruins and
lost cities. M ost w izards believe that their counterparts
in ancient civilizations k n ew secrets o f m agic that have C l a s s Fe a t u r e s
been lost to the ages, and d iscov erin g th ose secrets A s a w izard, you gain the follow in g class features.
cou ld u n lock the path to a pow er greater than any m agic
available in the present age. H it Po in t s
Hit Dice: 1d6 per w izard level
C r e a t in g a W iz a r d __________ Hit Points at 1st Level: 6 + your Constitution m odifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Creating a w izard character dem ands a backstory
Constitution m odifier per w izard level after 1st
dom inated by at least on e extraordinary event. H ow
did your character first co m e into contact with m agic?
Pr o f ic ie n c ie s
H ow did you d iscover you had an aptitude for it? D o
Arm or: N one
you have a natural talent, or did you sim ply study
Weapons: D aggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
light c ro s sb o w s
m agical creature or an ancient tom e that taught you the
Tools: N one
ba sics o f m agic?
W hat drew you forth from your life o f study? D id your Saving Throws: Intelligence, W isd om
first taste o f m agical k n ow led ge leave you hungry for Skills: C h oose tw o from A rcana, History, Insight,
m ore? Have you received w ord o f a secret repository Investigation, M edicine, and R eligion
o f kn ow led ge not yet plundered by any other w izard?
Perhaps y ou ’re sim ply eager to put your new found
m agical skills to the test in the face o f danger.
Eq u ip m e n t Sp e l l b o o k
You start with the follow in g equipm ent, in addition to At 1st level, you have a sp ellb ook contain in g six 1st-level
the equipm ent granted by your background: w izard spells o f your choice.
sco re above 20 using this feature. B egin ning w hen you select this sch ool at 2nd level, the
gold and tim e you m ust spend to cop y an abjuration
Spe l l M a s t e r y spell into your sp ellb ook is halved.
3rd level without expending a spell slot. W h en you do so, Starting at 6th level, w h en a creature that you can see
you can ’t do s o again until you finish a short or long rest. w ithin 30 feet o f you takes dam age, you can u se your
If you w ant to cast either spell at a higher level, you reaction to cau se your A rca n e W ard to absorb that
m ust expend a spell slot as norm al. dam age. If this dam age red u ces the w ard to 0 hit points,
the w arded creature takes any rem aining dam age.
A r c a n e Tr a d it io n s Im pr o v e d A b j u r a t io n
T h e study o f w izardry is ancient, stretching ba ck to B egin ning at 10th level, w hen you cast an abjuration
the earliest m ortal discov eries o f m agic. It is firmly spell that requ ires you to m ake an ability ch eck as
established in the w orlds o f D&D, with various a part o f casting that spell (as in counterspell and
traditions dedicated to its com p lex study. dispel magic), you add your proficiency bon u s to that
Th e m ost co m m o n arcan e traditions in the m ultiverse ability check.
revolve around the sch o o ls o f m agic. W izard s through
object that you have seen. The object is visibly m agical,
radiating dim light out to 5 feet.
The ob ject disappears after 1 hour, w hen you use this
feature again, or if it takes any dam age.
Be n ig n T r a n s p o s it io n
Starting at 6th level, you can u se your action to teleport
up to 30 feet to an u n occu p ied sp ace that you can see.
Alternatively, you can c h o o s e a sp ace w ithin range
that is occu p ied by a Sm all or M edium creature. If that
creature is w illing, you both teleport, sw appin g p laces.
O nce you u se this feature, you c a n ’t u se it again until
you finish a long rest or you cast a conjuration spell o f
1st level or higher.
Fo c u se d C o n j u r a t io n
B egin ning at 10th level, w hile you are concentrating on
a conjuration spell, your concentration ca n ’t be broken
as a result o f taking dam age.
D u r a b l e Su m m o n s
Starting at 14th level, any creature that you
su m m on or create w ith a conjuration spell has 30
tem porary hit points.
Sc h o o l o f D iv in a t io n
Th e cou n sel o f a diviner is sought by royalty and
com m on ers alike, for all seek a clearer understanding
o f the past, present, and future. A s a diviner, you strive
to part the veils o f space, time, and co n scio u sn e ss so
that you can see clearly. You w ork to m aster spells o f
discernm ent, rem ote view ing, supernatural know ledge,
and foresight.
D iv in a t io n Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Sp e l l R e s is t a n c e
gold and tim e you must sp en d to co p y a divination spell
Starting at 14th level, you have advantage on saving
into your sp ellb ook is halved.
th row s against spells.
Furtherm ore, you have resistan ce against the Po r t e n t
dam age o f spells. Starting at 2nd level w hen you c h o o s e this sch ool,
g lim p ses o f the future begin to p ress in on your
Sc h o o l o f C o n j u r a t io n aw areness. W h en you finish a lon g rest, roll tw o d 2 0 s
A s a conjurer, you favor spells that p rod u ce objects and record the num bers rolled. You can replace any
and creatures out o f thin air. You can conjure billow ing attack roll, saving throw, or ability ch eck m ade by you or
clou d s o f killing fog or su m m on creatures from a creature that you can see with one o f th ese foretelling
elsew h ere to fight on your behalf. A s your m astery rolls. You must c h o o s e to do so b efore the roll, and you
grow s, you learn sp ells o f transportation and can can replace a roll in this w ay only on ce per turn.
teleport y ou rself a cross vast distances, even to other Each foretelling roll can be u sed only on ce. W h en you
planes o f existence, in an instant. finish a lon g rest, you lose any u nu sed foretelling rolls.
C o n j u r a t io n Sa v a n t Ex pe r t D iv in a t io n
B egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 6th level, casting divination sp ells co m e s
gold and tim e you m ust spend to cop y a conjuration spell s o easily to you that it expends only a fraction o f your
into your sp ellb ook is halved. sp ellcastin g efforts. W h en you cast a divination spell
o f 2nd level or higher using a spell slot, you regain one
M in o r C o n j u r a t io n expen ded spell slot. The slot you regain must be o f a
Starting at 2nd level w hen you select this sch ool, you level low er than the spell you cast and ca n ’t be higher
can use your action to conjure up an inanim ate object than 5th level.
in your hand or on the ground in an u n occu p ied sp ace
that you can see w ithin 10 feet o f you. This object can be T h e T h ir d Ey e
no larger than 3 feet on a side and w eigh no m ore than Starting at 10th level, you can use your action to
10 pou nds, and its form m ust be that o f a nonm agical in crease your p ow ers o f perception . W h en you do so,
c h o o s e on e o f the follow in g benefits, w h ich lasts until On a su ccessfu l save, you ca n ’t u se this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a lon g rest.
You ca n ’t use the feature again until you finish a rest. You m ust c h o o s e to u se this feature before kn ow in g
Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can ’t
feet, as d escrib ed in chapter 8. be charm ed are im m u ne to this effect.
Ethereal Sight. You can see into the Ethereal Plane
w ithin 60 feet o f you. Sp l it En c h a n t m e n t
Greater Comprehension. You can read any language. Starting at 10th level, w hen you cast an enchantm ent
S ee Invisibility. You can see invisible creatu res and spell o f 1st level or higher that targets only on e creature,
ob jects w ithin 10 feet o f you that are within line o f sight. you can have it target a se co n d creature.
G r e a t e r Po r t e n t A l t e r M e m o r ie s
Starting at 14th level, the vision s in your dream s At 14th level, you gain the ability to m ake a creature
intensify and paint a m ore accurate picture in your m ind unaw are o f your m agical influence on it. W h en you cast
o f w hat is to com e. You roll three d 2 0 s for your Portent an enchantm ent spell to charm one or m ore creatures,
feature, rather than two. you can alter on e creatu re’s understanding s o that it
rem ains unaw are o f being charm ed.
Sc h o o l o f En c h a n t m e n t Additionally, on ce before the spell expires, you can
use your action to try to m ake the ch osen creature
A s a m em ber o f the S c h o o l o f Enchantm ent, you have
forget som e o f the tim e it spent charm ed. The creature
h oned your ability to m agically entrance and beguile
must su cceed on an Intelligence saving th row against
other p eop le and m onsters. S o m e enchanters are
your w izard spell save D C or lose a num ber o f hours
p ea cem ak ers w h o bew itch the violent to lay dow n their
o f its m em ories equal to 1 + your C harism a m odifier
arm s and charm the cruel into sh ow in g m ercy. O thers
(m inim um 1). You can m ake the creature forget less
are tyrants w h o m agically bind the unw illing into their
time, and the am ount o f tim e can ’t ex ceed the duration
service. M ost enchanters fall som ew h ere in betw een.
o f your enchantm ent spell.
En c h a n t m e n t Sa v a n t
Sc h o o l o f Ev o c a t i o n
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you m ust sp en d to co p y an enchantm ent You focu s your study on m agic that creates pow erfu l
spell into your sp ellb ook is halved. elem ental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
Hy p n o t ic G a ze S om e evokers find em ploym ent in m ilitary forces,
Starting at 2nd level w hen you c h o o s e this sch ool, your serving as artillery to blast enem y arm ies from afar.
soft w ord s and enchanting gaze can m agically enthrall O thers use their spectacular pow er to protect the w eak,
another creature. A s an action, c h o o s e one creature that w hile som e seek their ow n gain as bandits, adventurers,
you can see w ithin 5 feet o f you. If the target can see or or aspiring tyrants.
hear you, it must su cce e d on a W isd om saving throw
against your w izard spell save D C or b e charm ed by you Ev o c a t io n Sa v a n t
until the end o f your next turn. The charm ed creature’s B egin ning w hen you select this sch o o l at 2nd level, the
sp eed drops to 0, and the creature is incapacitated and gold and tim e you m ust sp end to cop y an evocation spell
visibly dazed. into your sp ellb ook is halved.
On subsequent turns, you can u se your action to
m aintain this effect, extending its duration until the Sc u l pt Sp e l l s
end o f your next turn. However, the effect ends if you B egin ning at 2nd level, you can create pock ets o f
m ove m ore than 5 feet away from the creature, if the relative safety w ithin the effects o f your evocation spells.
creature can neither see n or hear you, or if the creature W h en you cast an evocation spell that affects other
takes dam age. creatures that you can see, you can c h o o s e a num ber
O nce the effect ends, or if the creature su cceed s on its o f them equal to 1 + the sp ell’s level. T h e ch osen
initial saving throw against this effect, you can ’t use this creatu res autom atically s u cce e d on their saving throw s
feature on that creature again until you finish a long rest. against the spell, and they take no dam age if they w ould
n orm ally take h alf dam age on a su ccessfu l save.
In s t in c t iv e C h a r m
w ithin 30 feet o f you m akes an attack roll against Starting at 6th level, your dam aging cantrips affect
you, you can u se your reaction to divert the attack, even creatures that avoid the brunt o f the effect. W h en
provided that another creature is w ithin the attack’s a creature su cce e d s on a saving th row against your
range. T h e attacker m ust m ake a W isd om saving throw cantrip, the creature takes h alf the cantrip’s dam age (if
against your w izard spell save DC. O n a failed save, any) but suffers no additional effect from the cantrip.
the attacker must target the creature that is closest
Em po w e r e d Ev o c a t io n
to it, not including you or itself. If multiple creatures
are closest, the attacker c h o o s e s w h ich one to target. B egin ning at 10th level, you can add your Intelligence
m odifier to the dam age roll o f any w izard evocation
spell you cast.
O v e r c h a n n e l ch oice. T h e cantrip d oesn ’t coun t against your n um ber
Starting at 14th level, you can in crease the pow er o f o f cantrips know n.
your sim pler spells. W h en you cast a w izard spell o f W h en you cast minor illusion, you can create both a
5th level or low er that deals dam age, you can deal sou n d and an im age with a single casting o f the spell.
m axim u m dam age w ith that spell.
M a l l e a b l e Il l u s io n s
The first tim e you do so, you suffer n o adverse effect.
If you u se this feature again b efore you finish a long Starting at 6th level, w hen you cast an illusion spell that
rest, you take 2 d 12 n ecrotic dam age for each level o f has a duration o f 1 m inute or longer, you can u se your
the spell, im m ediately after you cast it. E ach tim e you action to change the nature o f that illusion (using the
use this feature again before finishing a long rest, the sp ell’s n orm al param eters for the illusion), provided that
n ecrotic dam age per spell level in creases by 1d 12. This you can see the illusion.
dam age ig n ores resistan ce and immunity.
Il l u s o r y Se l f
B egin ning at 10th level, you can create an illusory
Sc h o o l o f Il l u s i o n
duplicate o f y ou rself as an instant, alm ost instinctual
You focu s your studies on m agic that dazzles the reaction to danger. W h en a creature m akes an attack
sen ses, befu ddles the mind, and tricks even the w isest roll against you, you can use your reaction to in terpose
folk. Your m agic is subtle, but the illusions crafted by the illusory duplicate b etw een the attacker and
your keen m ind m ake the im possible seem real. S om e yourself. T h e attack autom atically m isses you, then the
illusionists—including m any gnom e w iza rd s—are illusion dissipates.
benign tricksters w h o use their spells to entertain. O nce you u se this feature, you ca n ’t u se it again until
O thers are m ore sinister m asters o f deception , using you finish a sh ort or lon g rest.
their illusions to frighten and fool others for their
person al gain. Il l u s o r y R e a l it y
Sc h o o l o f N e c r o m a n c y
The S ch o o l o f N ecrom an cy explores the co sm ic forces
o f life, death, and undeath. A s you focu s your studies in
this tradition, you learn to m anipulate the energy that
anim ates all living things. A s you p rogress, you learn to
sap the life force from a creature as your m agic destroys
its body, transform ing that vital en ergy into m agical
p ow er you can m anipulate.
M ost p eop le see n ecrom a n cers as m enacing, or even
villainous, due to the clo s e a ssocia tion w ith death.
Not all n ecrom a n cers are evil, but the forces they
m anipulate are con sid ered ta boo by m any societies.
N e c r o m a n c y Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to cop y a n ecrom a n cy
spell into your sp ellb ook is halved.
G r im H a r v e s t
At 2nd level, you gain the ability to reap life en ergy from
creatu res you kill w ith your spells. O nce p er turn w hen
you kill on e or m ore creatu res w ith a spell o f 1st level
or higher, you regain hit poin ts equal to tw ice the sp ell’s
level, or three tim es its level if the spell b elon gs to the
S ch o o l o f N ecrom ancy. You d on ’t gain this benefit for
killing con stru cts or undead.
U n d e a d T h r a l l s you sp end perform in g the procedu re, you can transform
At 6th level, you add the animate dead spell to your up to 1 cu b ic foot o f material. A fter 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentratin g on
animate dead, you can target one additional c orp se a spell), the material reverts to its original substance.
or pile o f b on es, creating another zom bie or skeleton,
Tr a n s m u t e r ’s St o n e
as appropriate.
Starting at 6th level, you can spend 8 hours creating a
W h en ever you create an undead using a n ecrom an cy
transm uter’s stone that stores transm utation m agic. You
spell, it has additional benefits:
can benefit from the stone y ou rself or give it to another
• T h e creatu re’s hit point m axim u m is in creased by an creature. A creature gains a benefit o f your ch oice
am ount equal to your w izard level. as lon g as the stone is in the creatu re’s p ossession .
• T h e creature adds your proficiency bon u s to its W h en you create the stone, c h o o s e the benefit from the
w eap on dam age rolls. follow in g options:
To you, the w orld is not a fixed thing, but em inently Starting at 14th level, you can u se your action to
mutable, and you delight in being an agent o f change. con su m e the reserve o f transm utation m agic stored
You w ield the raw stuff o f creation and learn to alter both w ithin your transm uter’s stone in a single burst. W h en
physical form s and mental qualities. Your m agic gives you do so, c h o o s e one o f the follow in g effects. Your
you the tools to b e co m e a smith on reality’s forge. transm uter’s stone is destroyed and ca n ’t be rem ade
S o m e transm uters are tinkerers and pranksters, until you finish a lon g rest.
turning p eople into toads and transform ing cop p er into Major Transformation. You can transm ute one
silver for fun and o cca sion a l profit. O thers pu rsue their n on m agica l ob ject—no larger than a 5-foot cu b e —into
m agical studies w ith deadly seriou sn ess, seek in g the another nonm agical object o f sim ilar size and m a ss and
p ow er o f the g od s to m ake and destroy w orlds. o f equal or lesser value. You m ust spend 10 minutes
h andling the ob ject to transform it.
T r a n s m u t a t io n Sa v a n t Panacea. You rem ove all curses, diseases, and p oisons
B egin ning w hen you select this sc h o o l at 2nd level, the affecting a creature that you touch with the transm uter’s
gold and tim e you must spend to cop y a transm utation stone. The creature also regains all its hit points.
spell into your sp ellb ook is halved. Restore Life. You cast the raise dead spell on a
creature you touch with the transm uter’s stone, w ithout
M in o r A l c h e m y expending a spell slot or n eedin g to have the spell in
Starting at 2nd level w hen you select this sch ool, you your spellbook.
can tem porarily alter the physical properties o f one Restore Youth. You touch the transm uter’s stone to
n onm agical object, changin g it from on e su bstance into a w illing creature, and that creatu re’s apparent age is
another. You perform a sp ecia l alch em ical p rocedu re red u ced by 3 d 10 years, to a m inim um o f 13 years. This
on on e object co m p o s e d entirely o f w ood , stone (but not effect d oesn ’t extend the creatu re’s lifespan.
a gem stone), iron, copper, or silver, transform ing it into
a different on e o f th ose m aterials. F or each 10 m inutes
d8 Personality Trait Sa g e
1 I’m driven by a wanderlust that led me away You spent y ears learning the lore o f the m ultiverse. You
from home. scou red m anuscripts, studied scrolls, and listened to the
2 I watch over my friends as if they were a litter of greatest experts on the su bjects that interest you. Your
newborn pups. efforts have m ade you a m aster in your fields o f study.
3 I once ran twenty-five miles without stopping to warn Skill Proficiencies: A rcan a, H istory
to my clan of an approaching orc horde. I’d do it again Languages: Tw o o f your ch oice
if I had to. Equipment: A bottle o f black ink, a quill, a sm all knife,
4 I have a lesson for every situation, drawn from a letter from a dead colleag u e p osin g a question you
observing nature. have not yet been able to answer, a set o f com m on
5 I place no stock in wealthy or well-mannered folk. cloth es, and a belt pou ch containing 10 gp
Money and manners won’t save you from a hungry
Sp e c ia l t y
owlbear.
To determ ine the nature o f your scholarly training, roll a
6 I’m always picking things up, absently fiddling with
d8 or c h o o s e from the options in the table below.
them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than d8 Specialty d8 Specialty
people. 1 Alchemist 5 Professor
8 I was, in fact, raised by wolves. 2 Astronomer 6 Researcher
3 Discredited 7 Wizard’s apprentice
d6 Ideal academic 8 Scribe
1 Change. Life is like the seasons, in constant change, 4 Librarian
and we must change with it. (Chaotic)
2 Greater Good. It is each person’s responsibility to
make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole
clan. (Lawful)
4 Might. The strongest are meant to rule. (Evil)
5 Nature. The natural world is more important than all
the constructs o f civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and
my clan. (Any)
d6 Bond
1 My family, clan, or tribe is the most important thing in
my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an
injury to me.
3 I will bring terrible wrath down on the evildoers who
destroyed my homeland.
4 I am the last o f my tribe, and it is up to me to ensure
their names enter legend.
5 I suffer awful visions o f a coming disaster and will do
anything to prevent it.
6 It is my duty to provide children to sustain my tribe.
d6 Flaw
1 I am too enamored o f ale, wine, and other intoxicants.
2 There’s no room for caution in a life lived to the fullest.
3 I remember every insult I’ve received and nurse a silent
resentment toward anyone who’s ever wronged me.
4 I am slow to trust members of other races, tribes, and
societies.
5 Violence is my answer to almost any challenge.
6 Don’t expect me to save those who can’t save
themselves. It is nature’s way that the strong thrive
and the weak perish.
C h a p t e r 5: E q u i p m e n t
THE MARKETPLACE OF A LARGE CITY TEEMS M em bers o f the nobility trade either in legal rights, such
w ith buyers and sellers o f m any sorts: as the rights to a m ine, a port, or farmland, or in gold
dw arf sm iths and elf w oodcarvers, halfling bars, m easuring gold by the pou n d rather than by the
farm ers and gnom e jew elers, not to mention coin. Only m erchants, adventurers, and th ose offering
hum ans o f every shape, size, and color professional serv ices for hire com m on ly deal in coins.
draw n from a sp ectru m o f nations and
cultures. In the largest cities, alm ost C o in a g e
anything im aginable is offered for sale, from exotic
C om m on coin s co m e in several different denom inations
sp ices and luxurious cloth in g to w ick er baskets and
ba sed on the relative w orth o f the m etal from w h ich they
practical sw ords.
are m ade. The three m ost com m on co in s are the gold
For an adventurer, the availability o f armor, w eapon s,
p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).
backpacks, rope, and sim ilar g o o d s is o f param ount
W ith on e gold piece, a character can buy a belt
im portan ce, sin ce p roper equipm ent can m ean the
pouch, 50 feet o f g o o d rope, or a goat. A skilled (but
difference betw een life and death in a du ngeon or the
not exception al) artisan can earn on e gold p iece a day.
untam ed w ilds. T his chapter details the m undane and
T h e gold p iece is the standard unit o f m easu re for
exotic m erchandise that adventurers com m only find useful
w ealth, even if the coin itself is not com m on ly used.
in the face o f the threats that the w orlds o f D & D present.
W h en m erchants d iscu ss deals that involve g o o d s or
serv ices w orth hundreds or thousands o f gold p ieces,
St a r t i n g E q u i p m e n t the transactions d on ’t usually involve the exch an ge o f
W h en you create y ou r character, you receive equipm ent individual coin s. Rather, the gold p iece is a standard
ba sed on a com bination o f your class and background. m easu re o f value, and the actual exch an ge is in gold
Alternatively, you can start w ith a num ber o f gold p ieces bars, letters o f credit, or valuable g ood s.
ba sed on your cla ss and spend them on items from the O ne gold p iece is w orth ten silver p ieces, the m ost
lists in this chapter. S e e the Starting W ealth by Class prevalent coin am ong com m on ers. A silver p iece buys a
table to determ ine h ow m uch gold you have to spend. la borer’s w ork for a day, a flask o f lam p oil, or a night’s
You d ecide h ow your character ca m e by this starting rest in a p o o r inn.
equipm ent. It m ight have been an inheritance, or g o o d s O ne silver p iece is w orth ten cop p er p ieces, w h ich are
that the character purchased during his or her upbringing. com m on am ong laborers and beggars. A single cop p er
You might have been equipped with a w eapon, armor, and p iece buys a candle, a torch, or a p iece o f chalk.
a backpack as part o f military service. You might even have In addition, unusual co in s m ade o f other preciou s
stolen your gear. A w ea p on cou ld b e a fam ily heirloom , m etals som etim es appear in treasure hoards. The
pa ssed dow n from generation to generation until your electrum p iece (ep) and the platinum p iece (pp) originate
character finally took up the m antle and follow ed in an from fallen em pires and lost kin gdom s, and they
an cestor’s adventurous footsteps. som etim es a rou se su spicion and skepticism w hen u sed
in transactions. A n electrum p iece is w orth five silver
S t a r t in g W ea l t h by C l a s s pieces, and a platinum p iece is w orth ten gold p ieces.
A standard coin w eigh s about a third o f an ou nce,
Class Funds
so fifty coin s w eigh a pound.
Barbarian 2d4 x 10 gp
Bard 5d4 x 10 gp
S t a n d a r d Ex c h a n g e Ra t es
Cleric 5d4 x 10 gp
Coin cp sp ep gp pp
Druid 2d4 x 10 gp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Fighter 5d4 x 10 gp
Silver (sp) 10 1 1/5 1/10 1/100
Monk 5d4 gp
Electrum (ep) 50 5 1 1/2 1/20
Paladin 5d4 x 10 gp
Gold (gp) 100 10 2 1 1/10
Ranger 5d4 x 10 gp
Platinum (pp) 1,000 100 20 10 1
Rogue 4d4 x 10 gp
Sorcerer 3d4 x 10 gp
Warlock 4d4 x 10 gp
Wizard 4d4 x 10 gp
Weal t h
W ealth appears in m any form s in a D & D w orld. Coins,
gem stones, trade g ood s, art objects, anim als, and
property can reflect your character’s financial w ell-being.
M em bers o f the peasantry trade in g ood s, bartering for
what they n eed and paying taxes in grain and cheese.
W e a p o n s
R e su l t s o f Ro l e p l a y in g
L o n g Re st
T h e DM u ses your character’s actions and attitudes to
determ ine h ow an N P C reacts. A cow a rdly N P C bu ckles A lon g rest is a p eriod o f extended dow ntim e, at least 8
under threats o f violence. A stubborn dw arf refu ses to h ours long, during w h ich a character sleep s or perform s
let anyone badger her. A vain dragon laps up flattery. light activity: reading, talking, eating, or standing watch
W h en interacting with an N PC , pay clo se attention to for n o m ore than 2 hours. If the rest is interrupted by a
the D M ’s portrayal o f the N P C ’s m ood , dialogue, and p eriod o f strenuous activity—at least 1 hour o f w alking,
personality. You m ight b e able to determ ine an N P C ’s fighting, castin g spells, or sim ilar adventuring activity—
personality traits, ideals, flaws, and bon ds, then play on the characters must begin the rest again to gain any
them to influence the N P C ’s attitude. benefit from it.
Interactions in D & D are m uch like interactions in At the end o f a long rest, a character regains all lost
real life. If you can offer N P C s som eth in g they want, hit points. T h e character also regains spent Hit D ice, up
threaten them w ith som eth in g they fear, or play on their to a num ber o f dice equal to h alf o f the character’s total
sym pathies and goals, you can u se w ord s to get alm ost num ber o f them. For exam ple, if a character has eight
anything you want. O n the other hand, if you insult a Hit D ice, he or she can regain four spent Hit D ice upon
proud w arrior or sp eak ill o f a n oble’s allies, your efforts finishing a lon g rest.
to con v in ce or deceive w ill fall short. A character ca n ’t benefit from m ore than on e long rest
in a 24-hou r period, and a character m ust have at least
A b il it y C h e c k s 1 hit point at the start o f the rest to gain its benefits.
Rit u a l s
C a s t i n g in A r m o r
Certain spells have a sp ecia l tag: ritual. S u ch a spell
Because o f the mental focus and precise gestures required
can be cast follow in g the n orm al rules for spellcasting,
for spellcasting, you must be proficient with the armor you
or the spell can b e cast as a ritual. T h e ritual version o f
are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting. a spell takes 10 m inutes longer to cast than norm al.
It also d oesn ’t expend a spell slot, w hich m ea n s the
ritual version o f a spell ca n ’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster m ust have a
feature that grants the ability to do so. T h e cleric and the
druid, for exam ple, have such a feature. T h e caster must
also have the spell prepared or on his or her list o f spells
know n, u nless the character’s ritual feature sp ecifies
oth erw ise, as the w iza rd ’s does.
C a s t i n g a Sp e l l
W h en a character casts any spell, the sam e basic rules
are follow ed, regardless o f the character’s class or the
sp ell’s effects.
Each spell description in chapter 11 begin s with a block
o f inform ation, including the spell’s name, level, sch ool
o f m agic, casting time, range, com ponents, and duration.
T he rest o f a spell entry d escribes the spell’s effect.
C a s t in g T ime
M ost spells require a single action to cast, but som e
sp ells require a bon u s action, a reaction, or m uch m ore
tim e to cast.
B o n u s A c t io n
A spell cast with a bon u s action is esp ecia lly swift. You
m ust use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bon u s action
this turn. You ca n ’t cast another spell during the sam e
turn, except for a cantrip with a casting tim e o f 1 action.
R e a c t io n s
S o m e sp ells can be cast as reactions. T h ese spells
take a fraction o f a se co n d to bring about and are cast
in resp on se to som e event. If a spell can be cast as a
reaction, the spell description tells you exactly w hen
you can do so.
L o n g e r C a s t in g T im e s
Ra n g e
The target o f a spell m ust be w ithin the sp ell’s range.
For a spell like magic missile, the target is a creature.
F or a spell like fireball, the target is the point in sp ace
w here the ball o f fire erupts.
M ost sp ells have ran ges ex p ressed in feet. S om e
sp ells can target only a creature (including you) that you
touch. Other spells, such as the shield spell, affect only
you. T h ese spells have a range o f self.
S p ells that create co n e s or lin es o f effect that originate
from you also have a range o f self, indicating that the
origin point o f the sp ell’s effect must be you (see “A reas
o f E ffect” later in the this chapter).
O nce a spell is cast, its effects aren’t limited by its Th e S c h o o l s o f Ma g ic
range, unless the spell’s description says otherwise. Academies o f magic group spells into eight categories called
schools o f magic. Scholars, particularly wizards, apply these
C o m po n e n t s categories to all spells, believing that all magic functions in
essentially the same way, whether it derives from rigorous
A sp ell’s com pon en ts are the physical requirem ents you
study or is bestowed by a deity.
m ust m eet in order to cast it. E ach spell’s description The schools of magic help describe spells; they have no
indicates w hether it requ ires verbal (V), som atic (S), rules of their own, although some rules refer to the schools.
or m aterial (M ) com pon en ts. If you ca n ’t provide one Abjuration spells are protective in nature, though some
or m ore o f a sp ell’s com pon en ts, you are unable to o f them have aggressive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, or banish creatures
to other planes o f existence.
V e r b a l (V ) Conjuration spells involve the transportation of objects
M ost spells require the chanting o f m ystic w ords. The and creatures from one location to another. Some spells
w ord s them selves aren’t the so u rce o f the sp ell’s pow er; summon creatures or objects to the caster’s side, whereas
others allow the caster to teleport to another location. Some
rather, the particular com bination o f sou n ds, with
conjurations create objects or effects out o f nothing.
sp ecific pitch and reson an ce, sets the threads o f m agic
Divination spells reveal information, whether in the form of
in m otion. Thus, a character w h o is gagged or in an area
secrets long forgotten, glimpses o f the future, the locations
o f silence, such as on e created by the silence spell, ca n ’t o f hidden things, the truth behind illusions, or visions of
cast a spell w ith a verbal com ponent. distant people or places.
Enchantment spells affect the minds o f others, influencing
So m a t ic (S ) or controlling their behavior. Such spells can make enemies
Spellcasting gestures m ight include a forceful see the caster as a friend, force creatures to take a course of
gesticulation or an intricate set o f gestures. If a spell action, or even control another creature like a puppet.
requ ires a som atic com pon ent, the caster must have free Evocation spells manipulate magical energy to produce a
use o f at least one hand to perform these gestures. desired effect. Some call up blasts o f fire or lightning. Others
channel positive energy to heal wounds.
M a t e r ia l (M ) Illusion spells deceive the senses or minds o f others. They
Casting so m e spells requ ires particular objects, cause people to see things that are not there, to miss things
that are there, to hear phantom noises, or to remember
sp ecified in paren th eses in the com p on en t entry.
things that never happened. Some illusions create phantom
A character can use a component pouch or a
images that any creature can see, but the most insidious
spellcasting focus (found in chapter 5) in place o f illusions plant an image directly in the mind o f a creature.
the com p on en ts sp ecified for a spell. But if a cost is Necromancy spells manipulate the energies o f life and
indicated for a com pon ent, a character m ust have that death. Such spells can grant an extra reserve o f life force,
sp ecific com pon en t before he or sh e can cast the spell. drain the life energy from another creature, create the
If a spell states that a material com p on en t is undead, or even bring the dead back to life.
con su m ed by the spell, the caster m ust provide this Creating the undead through the use of necromancy spells
com p on en t for each castin g o f the spell. such as animate dead is not a good act, and only evil casters
use such spells frequently.
A spellcaster must have a hand free to a c c e s s these
Transmutation spells change the properties o f a creature,
com pon en ts, but it can be the sam e hand that he or she
object, or environment. They might turn an enemy into a
u ses to p erform som atic com pon ents.
harmless creature, bolster the strength o f an ally, make an
object move at the caster’s command, or enhance a creature’s
D u r a t io n innate healing abilities to rapidly recover from injury.
A spell's duration is the length o f tim e the spell persists.
A duration can be ex p ressed in rounds, m inutes, hours, N orm al activity, such as m ovin g and attacking, d oesn ’t
or even years. S o m e spells sp ecify that their effects last interfere w ith concentration. The follow in g factors can
until the sp ells are dispelled or destroyed. break concentration:
A line extends from its point o f origin in a straight path The worlds within the D&D multiverse are magical places.
up to its length and covers an area defined by its width. All existence is suffused with magical power, and potential
A lin e’s point o f origin is not included in the line’s area energy lies untapped in every rock, stream, and living
o f effect, u n less you d ecide otherw ise. creature, and even in the air itself. Raw magic is the stuff of
creation, the mute and mindless will o f existence, permeating
Sp h e r e every bit o f matter and present in every manifestation of
energy throughout the multiverse.
You select a sp here’s point o f origin, and the sphere
Mortals can’t directly shape this raw magic. Instead, they
extends outw ard from that point. T h e sp here’s
make use o f a fabric o f magic, a kind o f interface between
size is ex pressed as a radius in feet that extends
the will of a spellcaster and the stuff o f raw magic. The
from the point. spellcasters o f the Forgotten Realms call it the Weave and
A sp h ere’s point o f origin is included in the sp h ere’s recognize its essence as the goddess Mystra, but casters
area o f effect. have varied ways o f naming and visualizing this interface. By
any name, without the Weave, raw magic is locked away and
Sa v i n g T h r o w s inaccessible;the most powerful archmage can't light a candle
with magic in an area where the Weave has been torn. But
Many spells sp ecify that a target can m ake a saving
surrounded by the Weave, a spellcaster can shape lightning
th row to avoid som e or all o f a sp ell’s effects. The spell to blast foes, transport hundreds o f miles in the blink o f an
sp ecifies the ability that the target u ses for the save and eye, or even reverse death itself.
w hat happens on a s u c ce s s or failure. All magic depends on the Weave, though different kinds
T h e D C to resist on e o f your sp ells equals 8 + your o f magic access it in a variety of ways. The spells o f wizards,
spellcastin g ability m odifier + your proficiency bon u s + warlocks, sorcerers, and bards are commonly called arcane
any sp ecia l m odifiers. magic. These spells rely on an understanding— learned or
intuitive— o f the workings o f the Weave. The caster plucks
A t t a c k Ro l l s directly at the strands o f the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
S o m e spells require the caster to m ake an attack roll magic. The spells o f clerics, druids, paladins, and rangers are
to determ ine w hether the spell effect hits the intended called divine magic. These spellcasters’ access to the Weave
target. Your attack bon u s w ith a spell attack equals your is mediated by divine power— gods, the divine forces of
spellcastin g ability m odifier + your proficiency bonus. nature, or the sacred weight o f a paladin’s oath.
M ost spells that require attack rolls involve ranged Whenever a magic effect is created, the threads o f the
attacks. R em em ber that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible.
When characters use divination spells such as detect magic or
ranged attack roll if you are w ithin 5 feet o f a hostile
identify, they glimpse the Weave. A spell such as dispel magic
creature that can see you and that isn’t incapacitated
smooths the Weave. Spells such as antimagic field rearrange
(see chapter 9). the Weave so that magic flows around, rather than through,
the area affected by the spell. And in places where the Weave
C o m bin in g M a g ic a l Ef f e c t s is damaged or torn, magic works in unpredictable ways— or
The effects o f different spells add together w hile not at all.
the durations o f th ose sp ells overlap. The effects o f
the sam e spell cast multiple tim es don't com bine,
however. Instead, the m ost potent effect—such as the
highest bon u s—from th ose castin gs applies w hile their
durations overlap.
For exam ple, if tw o clerics cast bless on the sam e
target, that character gains the sp ell’s benefit only
on ce; he or she d oesn ’t get to roll tw o bon u s dice.
Owl Po i s o n o u s Sn a k e
Tiny beast, unaligned Tiny beast, unaligned
A c t io n s ____________________________________________
Flyby. The owl provokes no opportunity attacks when it flies
out of an enemy’s reach. Bite. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Keen S ight. The owl has advantage on Wisdom (Perception) Constitution saving throw, taking 5 (2d4) poison damage on a
checks that rely on sight. failed save, or half as much damage on a successful one.
A c t io n s ____________________________________________
Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one target. S ting. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
on a DC 11 Constitution saving throw or become poisoned for
Claw. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
1 hour. If its saving throw result is 6 or lower, the target falls
Hit: 4 (1d4 + 2) slashing damage.
unconscious for the same duration, or until it takes damage or
another creature uses an action to wake it.