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Elf and Wizard Traits

The document provides an overview of elven culture and society, describing elves as graceful, long-lived beings who value nature, magic, art, and beauty. They live in hidden forest villages or glittering cities. While haughty, elves are generally gracious even to other races. The summary also lists common elven names.

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0% found this document useful (0 votes)
145 views29 pages

Elf and Wizard Traits

The document provides an overview of elven culture and society, describing elves as graceful, long-lived beings who value nature, magic, art, and beauty. They live in hidden forest villages or glittering cities. While haughty, elves are generally gracious even to other races. The summary also lists common elven names.

Uploaded by

bensu demirtoz
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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El f

“ I HAVE N EVER IM A G IN E D SU C H B E A U T Y E X ISTE D ,”

Goldmoon said softly. The day’s march had been difficult,


but the reward at the end was beyond their dreams.
The companions stood on a high cliff over the fabled
city of Qualinost.
Four slender spires rose from the city’s corners like glisten-
ing spindles, their brilliant white stone marbled with shining
silver. Graceful arches, swoopingfrom spire to spire, soared
through the air. Crafted by ancient dwarven metalsmiths,
they were strong enough to hold the weight of an army, yet
they appeared so delicate that a bird lighting on them might
overthrow the balance. These glistening arches were the
city’s only boundaries; there was no wall around Qualinost.
The elven city opened its arms lovingly to the wilderness.
—M a rg a ret W eis & T ra cy H ick m a n ,
Dragons of Autumn Twilight

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

— Spells Slots per Spell Level —


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — —
— —

2nd +2 Arcane Tradition 3 3 — — — — — — — —


3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —

6th +3 Arcane Tradition feature 4 4 3 3 — — — — — —


7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Arcane Tradition feature 5 4 3 3 3 2 — — — —


11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th +6 — 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.

• (a) a quarterstaff or (b) a dagger


Pr e p a r in g a n d C a s t in g Sp e l l s
• (a) a com pon en t pou ch or (b) an arcane focu s
T h e W izard table sh ow s h ow m any spell slots you have
• (a) a sch ola r’s pack o r (b) an explorer’s pack
to cast your spells o f 1st level and higher. To cast on e o f
• A sp ellb ook
these spells, you m ust expend a slot o f the sp ell’s level
or higher. You regain all expen ded spell slots w hen you
Spe l l c a s t in g
finish a lon g rest.
A s a student o f arcan e m agic, you have a sp ellb ook You prepare the list o f w izard spells that are available
contain in g spells that sh ow the first glim m erings of for you to cast. To do so. c h o o s e a num ber o f w izard
your true pow er. S e e chapter 10 for the general rules of spells from your sp ellb ook equal to your Intelligence
sp ellcastin g and chapter 11 for the w izard spell list. m odifier + your w izard level (m inim um o f on e spell). The
spells must be o f a level for w hich you have spell slots.
Ca n t r ip s
For exam ple, if you're a 3rd-level w izard, you have
At 1st level, you k n ow three cantrips o f your ch oice four 1st-level and tw o 2nd-level spell slots. W ith an
from the w izard spell list. You learn additional w izard Intelligence o f 16, your list o f prepared sp ells can
cantrips o f your ch oice at higher levels, as sh ow n in the include six spells o f 1st or 2nd level, in any com bination,
Cantrips K n ow n colum n o f the W izard table. ch osen from your sp ellbook . If you prepare the 1st-level
spell magic missile, you can cast it using a 1st-level or a
Yo u r Spe l lb o o k 2nd-level slot. Casting the spell d oesn ’t rem ove it from
The spells that you add to your spellbook as you gain levels your list o f prepared spells.
reflect the arcane research you conduct on your own, as well You can change your list o f prepared spells w hen
as intellectual breakthroughs you have had about the nature you finish a long rest. P reparin g a n ew list o f w izard
o f the multiverse. You might find other spells during your spells requires tim e spent studying your sp ellb ook and
adventures. You could discover a spell recorded on a scroll in
m em orizin g the incantations and gestures you m ust
an evil wizard's chest, for example, or in a dusty tome in an
m ake to cast the spell: at least 1 m inute per spell level
ancient library.
for each spell on your list.
Copying a S pell into the Book. When you find a wizard spell
o f 1st level or higher, you can add it to your spellbook if it is
Sp e l l c a s t in g A b il it y
of a level for which you have spell slots and if you can spare
the time to decipher and copy it. Intelligence is your sp ellcastin g ability for your w izard
Copying a spell into your spellbook involves reproducing spells, sin ce you learn your sp ells through dedicated
the basic form o f the spell, then deciphering the unique study and m em orization. You use your Intelligence
system o f notation used by the wizard who wrote it. You w hen ever a spell refers to your sp ellcastin g ability.
must practice the spell until you understand the sounds In addition, you u se your Intelligence m odifier w hen
or gestures required, then transcribe it into your spellbook setting the saving th row D C for a w izard spell you cast
using your own notation. and w hen m akin g an attack roll w ith one.
For each level o f the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you Spell save D C = 8 + your proficiency bonus +
expend as you experiment with the spell to master it, as well your Intelligence modifier
as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your Spell attack modifier = your proficiency bonus +
other spells. your intelligence modifier
R eplacing the Book. You can copy a spell from your own
spellbook into another book— for example, if you want R it u a l C a s t in g
to make a backup copy o f your spellbook. This is just like You ca n cast a w izard spell as a ritual if that spell has
copying a new spell into your spellbook, but faster and easier, the ritual tag and you have the spell in your sp ellbook .
since you understand your own notation and already know You don't n eed to have the sp ell prepared.
how to cast the spell. You need spend only 1 hour and 10 gp
for each level o f the copied spell. Sp e l l c a s t in g Fo c u s
If you lose your spellbook, you can use the same procedure You can use an arcane focu s (found in chapter 5) as a
to transcribe the spells that you have prepared into a new
spellcastin g focu s for your w izard spells.
spellbook. Filling out the remainder o f your spellbook
requires you to find new spells to do so, as normal. For this
L e a r n in g Sp e l l s o f 1s t L e v e l a n d H ig h e r
reason, many wizards keep backup spellbooks in a safe place.
E ach tim e you gain a w izard level, you can add tw o
The Book’s Appearance. Your spellbook is a unique
compilation o f spells, with its own decorative flourishes and w izard spells o f your ch oice to your sp ellbook . Each
margin notes. It might be a plain, functional leather volume o f these spells must b e o f a level for w hich you have
that you received as a gift from your master, a finely bound spell slots, as sh ow n on the W izard table. O n your
gilt-edged tome you found in an ancient library, or even a adventures, you m ight find other spells that you can add
loose collection o f notes scrounged together after you lost to your sp ellb ook (see the “Your S p e llb o o k ” sidebar).
your previous spellbook in a mishap.
A r c a n e Re c o v e r y the ages have cataloged thousands o f spells, grouping
them into eight categories called sch ools, as d escrib ed
You have learn ed to regain som e o f your m agical energy
in chapter 10. In som e places, these traditions are
by studying your sp ellbook . O n ce p er day w hen you
literally sch ools; a w izard m ight study at the S c h o o l o f
finish a short rest, you ca n c h o o s e expen ded spell slots
Illusion w hile another studies a cross tow n at the S ch o o l
to recover. The spell slots can have a com b in ed level that
o f Enchantm ent. In other institutions, the sch ools are
is equal to or less than h alf your w izard level (rounded
m ore like acad em ic departm ents, w ith rival faculties
up), and n one o f the slots can be 6th level or higher. com petin g for students and funding. Even w iza rd s w ho
For example, if you’re a 4th-level wizard, you can recover
train apprentices in the solitude o f their ow n tow ers use
up to tw o levels w orth o f spell slots. You can recover either
the division o f m agic into sch o o ls as a learning device,
a 2nd-level spell slot or tw o 1st-level spell slots.
sin ce the spells o f each sch o o l require m astery o f
different techniques.
A r c a n e T r a d it io n
W h en you reach 2nd level, you c h o o s e an arcane Sc h o o l o f A bj u r a t io n
tradition, shaping your practice o f m agic through one
T h e S c h o o l o f Abjuration em p h a sizes m agic that block s,
o f eight sch ools: Abjuration, Conjuration, Divination,
banishes, or protects. D etractors o f this sc h o o l say
Enchantm ent, Evocation, Illusion, N ecrom ancy,
that its tradition is about denial, negation rather than
or Transmutation, all detailed at the end o f the
positive assertion. You understand, however, that ending
class description.
harm ful effects, protecting the w eak, and banishing evil
Your ch oice grants you features at 2nd level and again
influences is anything but a p h ilosoph ica l void. It is a
at 6th, 10th, and 14th level.
proud and resp ected vocation.
C alled abjurers, m em bers o f this sch o o l are sought
A b i l i t y S c o r e Im p r o v e m e n t
w hen baleful spirits require exorcism , w hen im portant
W h en you reach 4th level, and again at 8th, 12th, 16th, location s m ust be guarded against m agical spying, and
and 19th level, you can in crease on e ability sc o r e o f your w hen portals to other planes o f existence must be closed.
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability A b j u r a t io n Sa v a n t

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.

At 18th level, you have achieved such m astery over A r c a n e Wa r d


certain sp ells that you can cast them at w ill. C h oose a
Starting at 2nd level, you can w eave m agic around
1st-level w izard spell and a 2nd-level w izard spell that
you rself for protection. W h en you cast an abjuration
are in your sp ellbook . You can cast th ose spells at their
spell o f 1st level or higher, you can sim ultaneously use a
low est level without expending a spell slot w hen you
strand o f the spell’s m agic to create a m agical w ard on
have them prepared. If you w ant to cast either spell at a
you rself that lasts until you finish a long rest. T h e w ard
higher level, you must expend a spell slot as norm al.
has hit points equal to tw ice your w izard level + your
By spen din g 8 hours in study, you can exchange one
Intelligence modifier. W h enever you take dam age, the
or both o f the spells you c h ose for different spells o f
w ard takes the dam age instead. If this dam age reduces
the sa m e levels.
the w ard to 0 hit points, you take any rem aining dam age.
W h ile the w ard has 0 hit points, it ca n ’t absorb
Sig n a t u r e Spe l l s
dam age, but its m agic rem ains. W h enever you cast an
W h en you reach 20th level, you gain m astery over tw o abjuration spell o f 1st level or higher, the w ard regains a
pow erful spells and can cast them with little effort. num ber o f hit points equal to tw ice the level o f the spell.
C h oose tw o 3rd-level w izard spells in your sp ellbook O n ce you create the w ard, you can't create it again
as your signature spells. You always have th ese spells until you finish a long rest.
prepared, they don ’t count against the num ber o f spells
you have prepared, and you can cast each o f them on ce at Pr o j e c t e d Wa r d

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

B egin ning at 6th level, w hen a creature you can see Po t e n t Ca n t r ip

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

By 14th level, you have learned the secret o f w eaving


Il l u s io n Sa v a n t
sh ad ow m agic into your illusions to give them a sem i-
B egin ning w hen you select this sch o o l at 2nd level, the reality. W h en you cast an illusion spell o f 1st level or
gold and tim e you m ust spend to cop y an illusion spell higher, you can c h o o s e one inanim ate, n onm agical
into your sp ellb ook is halved. object that is part o f the illusion and m ake that object
real. You ca n do this on your turn as a bon u s action
Im pr o v e d M in o r Il l u s io n
w hile the spell is on goin g. T h e object rem ains real for
W h en you c h o o s e this sch ool at 2nd level, you learn
1 minute. For exam ple, you can create an illusion o f a
the minor illusion cantrip. If you already k n ow this
bridge over a chasm and then m ake it real long en ough
cantrip, you learn a different w izard cantrip o f your
for your allies to cross.
The object ca n ’t deal dam age or oth erw ise
directly harm anyone.

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:

In u r e d t o U n d e a t h • D arkvision out to a range o f 60 feet, as d escrib ed in


B egin n in g at 10th level, you have resistan ce to n ecrotic chapter 8
dam age, and your hit point m axim u m can't be reduced. • A n in crease to sp eed o f 10 feet w hile the creature is
You have spent s o m uch tim e dealing w ith undead and u n en cu m bered
the forces that anim ate them that you have b e c o m e • P roficien cy in Constitution saving throw s
inured to so m e o f their w orst effects. • R esistan ce to acid, cold, fire, lightning, or thunder
dam age (your ch oice w henever you c h o o s e this
C o m m a n d U n d e a d benefit)
Starting at 14th level, you can use m a gic to bring
E ach tim e you cast a transm utation spell o f 1st level
undead under your control, even th ose created by other
or higher, you can change the effect o f your stone if the
w izards. A s an action, you can c h o o s e one undead that
stone is on your person.
you ca n see w ithin 60 feet o f you. That creature must
If you create a n ew transm uter’s stone, the previous
m ake a C harism a saving th row against your w izard
on e c e a se s to function.
spell save DC. If it su cceed s, you ca n ’t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and Sh a pe c h a n g e r
ob ey s your com m a n d s until you use this feature again. At 10th level, you add the polymorph spell to your
Intelligent undead are harder to con trol in this way. sp ellbook , if it is not there already. You can cast
If the target has an Intelligence o f 8 or higher, it has polymorph w ithout expending a spell slot. W h en you
advantage on the saving throw. If it fails the saving do so, you can target only y ou rself and transform into a
th row and h as an Intelligence o f 12 or higher, it can beast w h o s e challenge rating is 1 or lower.
repeat the saving th row at the end o f every h our until it O nce you cast polymorph in this way, you ca n ’t do so
s u c ce e d s and break s free. again until you finish a short or lon g rest, though you
can still cast it n orm ally using an available spell slot.
Sc h o o l o f Tr a n sm u t a t io n
You are a student o f spells that m odify energy and matter. M a s t e r T r a n s m u t e r

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

Name Cost Damage Weight Properties


Sim p le Melee W eapons
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. —
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Unarmed strike — 1 bludgeoning — —
Sim ple R an ge d W eapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120)
M a rtia l M elee W eapons
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb. —
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb. —
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb. —
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
M a rtia l R an ge d W eapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp — 3 lb. Special, thrown (range 5/15)
A d v e n t u r in g G ea r

Item Cost Weight Item Cost Weight


Abacus 2 gp 2 lb. Holy symbol
Acid (vial) 25 gp 1 lb. Amulet 5 gp 1 lb.
Alchemist’s fire (flask) 50 gp 1 lb. Emblem 5 gp —
Ammunition Reliquary 5 gp 2 lb.
Arrows (20) 1 gp 1 lb. Holy water (flask) 25 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb. Hourglass 25 gp 1 lb.
Crossbow bolts (20) 1 gp 11/2 lb. Hunting trap 5 gp 25 lb.
Sling bullets (20) 4 cp 11/2 lb. Ink (1 ounce bottle) 10 gp —
Antitoxin (vial) 50 gp — Ink pen 2 cp —
Arcane focus Jug or pitcher 2 cp 4 lb.
Crystal 10 gp 1 lb. Ladder (10-foot) 1 sp 25 lb.
Orb 20 gp 3 lb. Lamp 5 sp 1 lb.
Rod 10 gp 2 lb. Lantern, bullseye 10 gp 2 lb.
Staff 5 gp 4 lb. Lantern, hooded 5 gp 2 lb.
Wand 10 gp 1 lb. Lock 10 gp 1 lb.
Backpack 2 gp 5 lb. Magnifying glass 100 gp —
Ball bearings (bag o f 1,000) 1 gp 2 lb. Manacles 2 gp 6 lb.
Barrel 2 gp 70 lb. Mess kit 2 sp 1 lb.
Basket 4 sp 2 lb. Mirror, steel 5 gp 1/2 lb.
Bedroll 1 gp 7 lb. Oil (flask) 1 sp 1 lb.
Bell 1 gp Paper (one sheet) 2 sp —
Blanket 5 sp 3 lb. Parchment (one sheet) 1 sp —
Block and tackle 1 gp 5 lb. Perfume (vial) 5 gp —
Book 25 gp 5 lb. Pick, miner’s 2 gp 10 lb.
Bottle, glass 2 gp 2 lb. Piton 5 cp 1/4 lb.
Bucket 5 cp 2 lb. Poison, basic (vial) 100 gp —
Caltrops (bag of 20) 1 gp 2 lb. Pole (10-foot) 5 cp 7 lb.
Candle 1 cp — Pot, iron 2 gp 10 lb.
Case, crossbow bolt 1 gp 1 lb. Potion o f healing 50 gp 1/2 lb.
Case, map or scroll 1 gp 1 lb. Pouch 5 sp 1 lb.
Chain (10 feet) 5 gp 10 lb. Quiver 1 gp 1 lb.
Chalk (1 piece) 1 cp — Ram, portable 4 gp 35 lb.
Chest 5 gp 25 lb. Rations (1 day) 5 sp 2 lb.
Climber's kit 25 gp 12 lb. Robes 1 gp 4 lb.
Clothes, common 5 sp 3 lb. Rope, hempen (50 feet) 1 gp 10 lb.
Clothes, costume 5 gp 4 lb. Rope, silk (50 feet) 10 gp 5 lb.
Clothes, fine 15 gp 6 lb. Sack 1 cp 1/2 lb.
Clothes, traveler’s 2 gp 4 lb. Scale, merchant’s 5 gp 3 lb.
Component pouch 25 gp 2 lb. Sealing wax 5 sp
Crowbar 2 gp 5 lb. Shovel 2 gp 5 lb.
Druidic focus Signal whistle 5 cp —
Sprig o f mistletoe 1 gp — Signet ring 5 gp —
Totem 1 gp — Soap 2 cp —
Wooden staff 5 gp 4 lb. Spellbook 50 gp 3 lb.
Yew wand 10 gp 1 lb. Spikes, iron (10) 1 gp 5 lb.
Fishing tackle 1 gp 4 lb. Spyglass 1,000 gp 1 lb.
Flask or tankard 2 cp 1 lb. Tent, two-person 2 gp 2 0 lb.
Grappling hook 2 gp 4 lb. Tinderbox 5 sp 1 lb.
Hammer 1 gp 3 lb. Torch 1 cp 1 lb.
Hammer, sledge 2 gp 10 lb. Vial 1 gp —
Healer’s kit 5 gp 3 lb. Waterskin 2 sp 5 lb. (full)
Whetstone 1 cp 1 lb.
the alchem ist's fire as an im provised w eapon . O n a Druidic Focus. A druidic focu s m ight b e a sprig o f
hit, the target takes 1d4 fire dam age at the start o f m istletoe or holly, a w an d or scepter m ade o f y ew or
each o f its turns. A creature can end this dam age by another special w ood , a staff drawn w hole out o f a living
using its action to m ake a D C 10 D exterity ch eck to tree, or a totem object incorporating feathers, fur, bones,
extinguish the flam es. and teeth from sacred animals. A druid can u se such an
Antitoxin. A creature that drinks this vial o f liquid object as a spellcasting focus, as described in chapter 10.
gains advantage on saving throw s against p oison for 1 Fishing Tackle. T his kit includes a w o o d e n rod, silken
hour. It con fers no benefit to undead or constructs. line, c o rk w o o d b ob b ers, steel h ooks, lead sinkers, velvet
Arcane Focus. A n arcan e focu s is a sp ecia l item— lures, and n arrow netting.
an orb, a crystal, a rod, a sp ecially con stru cted staff, Healer’s Kit. T h is kit is a leather pou ch containing
a w and-like length o f w ood , or so m e sim ilar item — bandages, salves, and splints. T h e kit has ten u ses. A s
design ed to channel the p ow er o f arcan e spells. A an action, you can expend on e u se o f the kit to stabilize
sorcerer, w arlock, or w izard can u se such an item as a a creature that h as 0 hit points, w ithout n eedin g to m ake
sp ellcastin g focus, as d escrib ed in chapter 10. a W isd om (M edicine) check.
Ball Bearings. A s an action, you can spill th ese tiny Holy Symbol. A holy sym bol is a representation o f
m etal balls from their p ou ch to cover a level area 10 a god or pantheon. It m ight b e an am ulet depicting a
feet square. A creature m oving a cross the covered area sym b ol representing a deity, the sa m e sym bol carefully
m ust s u cce e d on a D C 10 D exterity saving th row or fall engraved or inlaid as an em blem on a shield, or a tiny
prone. A creature m ovin g through the area at h alf sp eed b ox h olding a fragm ent o f a sa cred relic. A pp en dix B
d oesn ’t n eed to m ake the saving throw. lists the sy m b ols com m on ly a ssocia ted w ith m any g ods
Block and Tackle. A set o f pulleys w ith a cable in the multiverse. A cleric or paladin can use a holy
threaded through them and a h ook to attach to objects, a sym bol as a sp ellcastin g focus, as d escrib ed in chapter
b lock and tackle allow s you to hoist up to four tim es the 10. To u se the sym bol in this way, the caster m ust hold it
w eight you can n orm ally lift. in hand, w ear it visibly, or bea r it on a shield.
Book. A b o o k might contain poetry, historical Holy Water. A s an action, you can splash the contents
accoun ts, inform ation pertaining to a particular field o f this flask onto a creature w ithin 5 feet o f you or throw
o f lore, diagram s and notes on gnom ish contraptions, it up to 20 feet, shattering it on im pact. In either case,
or ju st about anything else that can b e represented m ake a ranged attack against a target creature, treating
usin g text or pictures. A b o o k o f sp ells is a sp ellb ook the holy w ater as an im provised w eapon . If the target is
(d escribed later in this section). a fiend or undead, it takes 2d6 radiant dam age.
Caltrops. A s an action, you can spread a single bag
o f caltrops to cover a 5-foot-square area. Any creature Eq u ip m e n t Pa cks
that enters the area m ust su cce e d on a D C 15 Dexterity The starting equipment you get from your class includes a
saving th row or stop m ovin g and take 1 piercing collection of useful adventuring gear, put together in a pack.
dam age. Until the creature regains at least 1 hit point, The contents o f these packs are listed here. If you are buying
its w alk in g sp eed is red u ced by 10 feet. A creature your starting equipment, you can purchase a pack for the
m ovin g through the area at h alf sp eed d oesn ’t n eed to price shown, which might be cheaper than buying the items
m ake the saving throw. individually.
Candle. F or 1 hour, a can dle sh eds bright light in a Burglar’s Pack (16 gp ). Includes a backpack, a bag of 1,000
5-foot radius and dim light for an additional 5 feet. ball bearings, 10 feet o f string, a bell, 5 candles, a crowbar, a
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
Case, Crossbow Bolt. Th is w o o d e n ca se ca n hold up
rations, a tinderbox, and a waterskin. The pack also has 50
to tw enty c ro s s b o w bolts.
feet o f hempen rope strapped to the side o f it.
Case, Map or Scroll. Th is cylindrical leather ca se can Diplom a t 's Pack (39 gp). Includes a chest, 2 cases for maps
hold up to ten rolled-up sheets o f paper or five rolled-up and scrolls, a set of fine clothes, a bottle o f ink, an ink pen,
sh eets o f parchm ent. a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
Chain. A chain has 10 hit points. It can be burst with a sealing wax, and soap.
su ccessfu l D C 20 Strength check. Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar,
Climber’s Kit. A clim b er’s kit includes sp ecia l pitons, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
b oot tips, gloves, and a harness. You can u se the o f rations, and a waterskin. The pack also has 50 feet of
clim b er’s kit as an action to an chor yourself; w hen you hempen rope strapped to the side o f it.
Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,
do, you ca n ’t fall m ore than 25 feet from the point w here
2 costumes, 5 candles, 5 days o f rations, a waterskin, and a
you an chored yourself, and you can't clim b m ore than 25
disguise kit.
feet away from that point w ithout undoing the anchor. Explorer’s Pack (10 gp ). Includes a backpack, a bedroll,
Component Pouch. A com p on en t pou ch is a sm all, a mess kit, a tinderbox, 10 torches, 10 days of rations, and
watertight leather belt p ou ch that h as com partm ents a waterskin. The pack also has 50 feet o f hempen rope
to h old all the m aterial com pon en ts and other special strapped to the side of it.
item s you n eed to cast your spells, except for those Priest’s Pack (19 gp). Includes a backpack, a blanket, 10
com pon en ts that have a sp ecific co st (as indicated in a candles, a tinderbox, an alms box, 2 blocks of incense, a
spell's description). censer, vestments, 2 days of rations, and a waterskin.
Crowbar. Using a crow bar grants advantage S cholar’s Pack (40 gp). Includes a backpack, a book o f lore,
a bottle o f ink, an ink pen, 10 sheets o f parchment, a little
to Strength ch ecks w here the crow ba r’s leverage
bag of sand, and a small knife.
can b e applied.
A cleric or paladin m ay create holy water by Magnifying Glass. T his lens allow s a closer look at
perform in g a sp ecia l ritual. T h e ritual takes 1 hour sm all objects. It is also useful as a substitute for flint
to perform , u ses 25 gp w orth o f p ow dered silver, and and steel w hen starting fires. Lighting a fire w ith a
requ ires the caster to expend a 1st-level spell slot. m agnifying glass requ ires light as bright as sunlight to
Hunting Trap. W h en you u se your action to set it, focus, tinder to ignite, and about 5 m inutes for the fire
this trap form s a saw -toothed steel ring that snaps shut to ignite. A m agnifying glass grants advantage on any
w hen a creature steps on a pressure plate in the center. ability ch eck m ade to appraise or in spect an item that is
The trap is affixed by a heavy chain to an im m obile sm all or highly detailed.
object, su ch as a tree or a spike driven into the ground. Manacles. T h ese m etal restraints can bind a Sm all
A creature that steps on the plate m ust su cce e d on a DC or M edium creature. E sca pin g the m anacles requ ires
13 D exterity saving th row o r take 1d4 piercin g dam age a su ccessfu l D C 20 D exterity check. B reakin g them
and stop m oving. Thereafter, until the creature breaks requ ires a su ccessfu l D C 20 Strength check. Each
free o f the trap, its m ovem ent is lim ited by the length set o f m anacles c o m e s with on e key. W ithout the key,
o f the chain (typically 3 feet long). A creature can use a creature proficient w ith th ieves’ tools can pick the
its action to m ake a D C 13 Strength check, freeing m a n a cles’ lo ck w ith a su ccessfu l D C 15 Dexterity
itself or another creature w ithin its reach on a su ccess. check. M an acles have 15 hit points.
E ach failed ch eck deals 1 piercin g dam age to the Mess Kit. This tin b ox contain s a cup and sim ple
trapped creature. cutlery. T h e b ox clam ps together, and on e side can
Lamp. A lam p casts bright light in a 15-foot radius b e u sed as a c o o k in g pan and the other as a plate or
and dim light for an additional 30 feet. O nce lit, it burns sh allow bow l.
for 6 h ours on a flask (1 pint) o f oil. Oil. Oil usually c om es in a clay flask that holds 1
Lantern, Bullseye. A bullseye lantern casts bright pint. A s an action, you can splash the oil in this flask
light in a 60 -foot con e and dim light for an additional 60 onto a creature w ithin 5 feet o f you or th row it up to
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil. 20 feet, shattering it on im pact. M ake a ranged attack
Lantern, Hooded. A h ood ed lantern casts bright light against a target creature or object, treating the oil as
in a 30 -foot radius and dim light for an additional 30 an im provised w eapon . On a hit, the target is covered
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f in oil. If the target takes any fire dam age before the oil
oil. A s an action, you can low er the h ood , reducing the dries (after 1 minute), the target takes an additional 5
light to dim light in a 5-foot radius. fire dam age from the burning oil. You can also pou r a
Lock. A key is provided w ith the lock. W ithout the flask o f oil on the ground to cover a 5-foot-square area,
key, a creature proficient w ith thieves’ tools can pick provided that the su rface is level. If lit, the oil burns for
this lock w ith a su ccessfu l D C 15 Dexterity check. 2 roun ds and deals 5 fire dam age to any creature that
Your D M m ay d ecide that better lock s are available enters the area or en ds its turn in the area. A creature
for higher p rices. can take this dam age only o n ce per turn.
Poison, Basic. You can use the p oison in this vial Spyglass. O bjects view ed through a spyglass are
to coat one slashing or piercing w ea p on or up to three m agnified to tw ice their size.
p ie ce s o f am m unition. Applying the p oison takes Tent. A sim ple and portable canvas shelter, a
an action. A creature hit by the p oison ed w eap on or tent sleep s two.
am m unition m ust m ake a D C 10 Constitution saving Tinderbox. This sm all container holds flint, fire steel,
th row o r take 1d4 p oison dam age. O n ce applied, the and tinder (usually dry cloth soa k ed in light oil) u sed to
p o iso n retains potency for 1 m inute b efore drying. kindle a fire. U sing it to light a torch —or anything else
Potion o f Healing. A character w h o drinks the m agical w ith abundant, e x p osed fuel—takes an action. Lighting
red fluid in this vial regains 2d4 + 2 hit points. D rinking any other fire takes 1 minute.
or adm inistering a potion takes an action. Torch. A torch burns for 1 hour, providing bright light
Pouch. A cloth or leather pou ch can hold up to 20 in a 20-foot radius and dim light for an additional 20
slin g bullets or 50 blow gu n n eedles, am ong other feet. If you m ake a m elee attack w ith a burning torch
things. A com partm entalized p ou ch for h olding spell and hit, it deals 1 fire dam age.
com pon en ts is called a com p on en t p ou ch (described
earlier in this section). C o n t a in e r C a p a c it y

Quiver. A quiver can hold up to 20 arrow s. Container Capacity


Ram, Portable. Y ou can u se a portable ram to break
Backpack* 1 cubic foot/30 pounds of gear
dow n doors. W h en doin g so, you gain a + 4 bon u s on the
Barrel 40 gallons liquid, 4 cubic feet solid
Stren gth check. One other character can help you use
Basket 2 cubic feet/40 pounds of gear
the ram , giving you advantage on this check.
Bottle 11/2 pints liquid
Rations. R ation s con sist o f dry fo o d s suitable
for extended travel, including jerky, dried fruit, Bucket 3 gallons liquid, 1/2 cubic foot solid
hardtack, and nuts. Chest 12 cubic feet/300 pounds o f gear
Rope. R op e, w hether m ade o f hem p or silk, has 2 hit Flask or tankard 1 pint liquid
points and can be burst w ith a D C 17 Strength check. Jug or pitcher 1 gallon liquid
Scale, Merchant’s. A sca le includes a sm all balance, Pot, iron 1 gallon liquid
pans, and a suitable assortm ent o f w eights up to 2 Pouch 1/5 cubic foot/6 pounds of gear
pou nds. W ith it, you can m easu re the exact w eigh t of Sack 1 cubic foot/30 pounds of gear
sm all objects, such as raw p reciou s m etals or trade
Vial 4 ounces liquid
g ood s, to help determ ine their w orth.
Waterskin 4 pints liquid
Spellbook. E ssential for w izards, a sp ellb ook is
a leather-bound tom e w ith 100 blank vellum pages * You can also strap items, such as a bedroll or a coil of rope,
suitable for record in g spells. to the outside o f a backpack.
Artisan’s Tools. T h ese sp ecia l tools include the item s
To o l s n eeded to pursue a craft or trade. The table sh ow s
A tool helps you to do som eth in g you couldn't oth erw ise exam ples o f the m ost co m m o n types o f tools, each
do, such as craft or repair an item, forge a docum ent, or providing item s related to a single craft. P roficien cy
pick a lock. Your race, class, background, or feats give w ith a set o f artisan’s tools lets you add your proficiency
you proficien cy w ith certain tools. P roficiency w ith a tool b on u s to any ability ch eck s you m ake using the tools
allow s you to add your proficiency bon u s to any ability in your craft. E ach type o f artisan’s tools requ ires a
ch eck you m ake using that tool. T ool use is not tied to separate proficiency.
a single ability, sin ce proficiency w ith a tool represents Disguise Kit. T h is pou ch o f cosm etics, hair dye, and
broader kn ow led ge o f its use. For exam ple, the DM sm all p rops lets you create d isgu ises that change your
m ight ask you to m ake a D exterity ch eck to carve a fine physical appearance. P roficien cy w ith this kit lets you
detail w ith your w o o d ca rv e r ’s tools, or a Strength ch eck add your proficiency bon u s to any ability ch eck s you
to m ake som eth in g out o f particularly hard w ood . m ake to create a visual disguise.
Forgery Kit. T h is sm all b o x contain s a variety o f
To o l s
papers and parchm ents, pen s and inks, sea ls and
Item Cost Weight sea lin g w ax, gold and silver leaf, and other supplies
Artisan’s tools n ecessa ry to create con vin cin g forgeries o f physical
Alchemist’s supplies 50 gp 8 lb. docum ents. P roficien cy w ith this kit lets you add your
Brewer’s supplies 20 gp proficiency bon u s to any ability ch eck s you m ake to
9 lb.
create a physical forgery o f a docum ent.
Calligrapher's supplies 10 gp 5 lb.
Gaming Set. T his item e n com p a sses a w ide range
Carpenter’s tools 8 gp 6 lb.
o f gam e p ieces, including d ice and deck s o f cards (for
Cartographer’s tools 15 g p 6 lb.
gam es such as T h ree-D ragon Ante). A few com m on
Cobbler’s tools 5 gp 5 lb. exam ples appear on the T ools table, but other kinds o f
Cook’s utensils 1 gp 8 lb. gam ing sets exist. If you are proficient w ith a gam ing
Glassblower’s tools 30 gp 5 lb. set, you can add your p roficiency bon u s to ability ch eck s
Jeweler’s tools 25 gp 2 lb. you m ake to play a gam e w ith that set. E ach type o f
Leatherworker’s tools 5 gp 5 lb. gam ing set requ ires a separate proficiency.
Mason’s tools 10 gp 8 lb. Herbalism Kit. T h is kit contain s a variety o f
Painter’s supplies 10 gp 5 lb. instrum ents such as clippers, m ortar and pestle, and
Potter’s tools 10 gp 3 lb. p ou ch es and vials u sed by herbalists to create rem edies
and potions. P roficien cy w ith this kit lets you add your
Smith’s tools 20 gp 8 lb.
proficiency bon u s to any ability ch eck s you m ake to
Tinker’s tools 50 gp 10 lb.
identify or apply herbs. A lso, proficiency w ith this kit is
Weaver’s tools 1 gp 5 lb.
required to create antitoxin and potions o f healing.
Woodcarver's tools 1 gp 5 lb.
Musical Instrument. Several o f the m ost com m on
Disguise kit 25 gp 3 lb. types o f m usical instrum ents are sh ow n on the table as
Forgery kit 15 gp 5 lb. exam ples. If you have proficiency w ith a given m usical
Gaming set instrum ent, you can add your p roficiency bon u s to
Dice set 1 sp — any ability ch eck s you m ake to play m usic w ith the
Dragonchess set 1 gp 1/2 lb. instrument. A bard can use a m usical instrum ent as a
Playing card set 5 sp — spellcastin g focus, as d escrib ed in chapter 10. E ach type
Three-Dragon Ante set — o f m u sical instrum ent requ ires a separate proficiency.
1 gp
Herbalism kit 3 lb. Navigator’s Tools. Th is set o f instrum ents is u sed
5 gp
for navigation at sea. P roficien cy w ith navigator's tools
Musical instrument
lets you chart a ship's cou rse and follow navigation
Bagpipes 30 gp 6 lb.
charts. In addition, th ese tools allow you to add your
Drum 6 gp 3 lb.
proficiency bon u s to any ability ch eck you m ake to avoid
Dulcimer 25 gp 10 lb. getting lost at sea.
Flute 2 gp 1 lb. Poisoner’s Kit. A p o is o n e r’s kit includes the vials,
Lute 35 gp 2 lb. chem icals, and other equipm ent n ecessa ry for the
Lyre 30 gp 2 lb. creation o f poison s. P roficien cy w ith this kit lets you add
Horn 3 gp 2 lb. your proficiency bon u s to any ability ch eck s you m ake to
Pan flute 12 gp 2 lb. craft or u se p oison s.
Shawm 2 gp 1 lb. Thieves’ Tools. T h is set o f tools in cludes a sm all file,
Viol 30 gp 1 lb. a set o f lo ck picks, a sm all m irror m ounted on a m etal
Navigator’s tools handle, a set o f n arrow -bladed scissors, and a pair o f
25 gp 2 lb.
pliers. P roficien cy w ith these tools lets you add your
Poisoner’s kit 50 gp 2 lb.
proficiency bon u s to any ability ch eck s you m ake to
Thieves’ tools 25 gp 1 lb.
disarm traps or op en locks.
Vehicles (land or water) * *

* See the “ Mounts and Vehicles” section.


G r a ppl e r In s pir in g L e a d e r
Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher
Y ou’ve developed the skills n ecessa ry to hold your You can sp end 10 m inutes inspiring your com panion s,
ow n in close-q u a rters grappling. You gain the sh orin g up their resolve to fight. W h en you d o so, c h o o s e
follow in g benefits: up to six friendly creatu res (w hich can include you rself)
• You have advantage on attack rolls against a creature w ithin 30 feet o f you w h o can see or hear you and w h o
you are grappling. can understand you. E ach creature ca n gain tem porary
• You can u se your action to try to pin a creature grap- hit points equal to your level + your C harism a modifier.
pled by you. To do so, m ake another grapple check. If A creature ca n ’t gain tem porary hit poin ts from this feat
you su cceed , you and the creature are both restrained again until it has finished a short or long rest.
until the grapple ends.
• Creatures that are one size larger than you d on ’t auto- K e e n M in d
m atically su cceed on ch eck s to esca p e your grapple. You have a m ind that ca n track tim e, direction,
and detail w ith uncanny precision. You gain the
G r e a t W e a po n M a st e r follow in g benefits.
Y ou’ve learned to put the w eight o f a w eap on to your
• In crease your Intelligence sc o r e by 1, to a m axim um
advantage, letting its m om entum em p ow er your strikes.
o f 20.
You gain the follow in g benefits:
• You always k n ow w h ich w ay is north.
• O n your turn, w hen you sco re a critical hit w ith a • You always k n ow the num ber o f h ours left before the
m elee w eap on or redu ce a creature to 0 hit points next su n rise or sunset.
w ith one, you can m ake one m elee w eapon attack as a • You can accurately recall anything you have seen or
bon u s action. heard w ithin the past m onth.
• B efore you m ake a m elee attack w ith a heavy w eapon
that you are proficient with, you can c h o o s e to take a L ig h t l y A r m o r e d
- 5 penalty to the attack roll. If the attack hits, you add You have trained to m aster the u se o f light armor,
+10 to the attack’s dam age. gaining the follow in g benefits:

H e a l e r • In crease your Strength or D exterity s co re by 1, to a


m axim u m o f 20.
You are an able physician, allow ing you to m end w oun ds
• You gain proficiency w ith light armor.
quickly and get your allies back in the fight. You gain the
follow in g benefits:
L in g u ist
• W h en you u se a h ealer’s kit to stabilize a dying crea- You have studied languages and c o d e s, gaining the
ture, that creature also regains 1 hit point. follow in g benefits:
• A s an action, you can spend on e use o f a h ealer’s kit to
tend to a creature and restore 1d6 + 4 hit poin ts to it, • Increase your Intelligence score by 1, to a m aximum o f 20.
plus additional hit points equal to the creatu re’s m ax- • You learn three languages o f your choice.
im um num ber o f Hit D ice. The creature ca n ’t regain • You can ably create written ciphers. O thers ca n ’t d eci-
hit points from this feat again until it finishes a short pher a c o d e you create u n less you teach them, they
or long rest. su cce e d on an Intelligence ch eck (D C equal to your
Intelligence sc o r e + your proficiency bonus), or they
H e a v il y A r mo r e d u se m agic to deciph er it.

Prerequisite: Proficiency with medium armor Lu c k y


Y ou have trained to m aster the u se o f heavy armor,
You have inexplicable luck that seem s to kick in at just
gaining the follow in g benefits:
the right m om ent.
• Increase your Strength score by 1, to a m axim um o f 20. You have 3 luck points. W h enever you m ake an attack
• You gain proficiency w ith heavy armor. roll, an ability check, or a saving throw, you can spend
on e luck point to roll an additional d20. You can c h o o s e
H e a v y A r mo r M a st e r to spend one o f your luck points after you roll the die,
but before the ou tcom e is determ ined. You c h o o s e w hich
Prerequisite: Proficiency with heavy armor
o f the d 2 0 s is u sed for the attack roll, ability check, or
Y ou ca n use your arm or to deflect strikes that w ould kill saving throw.
others. You gain the follow in g benefits: You can also spend on e luck point w hen an attack
• In crease your Strength score by 1, to a m axim um o f 20. roll is m ade against you. R oll a d20, and then c h o o s e
• W h ile you are w earin g heavy arm or, bludgeoning, w hether the attack u ses the attacker’s roll or yours.
piercing, and slashing dam age that you take from non If m ore than one creature sp en ds a luck point to
m agical w eap on s is reduced by 3. influence the ou tcom e o f a roll, the poin ts can cel each
other out; n o additional d ice are rolled.
You regain your ex pen ded luck points w h en you
finish a long rest.
• Creatures w ithin 5 feet o f you provoke opportunity • W h en you cast a spell that requ ires you to m ake an
attacks from you even if they take the D isengage attack roll, the sp ell’s range is doubled.
action before leaving your reach. • Your ranged spell attacks ignore h alf cover and
• W h en a creature w ithin 5 feet o f you m akes an attack three-quarters cover.
against a target other than you (and that target d oesn ’t • You learn on e cantrip that requ ires an attack roll.
have this feat), you can use your reaction to m ake a C h oose the cantrip from the bard, cleric, druid, s o r -
m elee w eap on attack against the attacking creature. cerer, w arlock, or w izard spell list. Your sp ellcastin g
ability for this cantrip depen ds on the spell list you
Sh a r p s h o o t e r c h ose from : C harism a for bard, sorcerer, or w arlock;
You have m astered ranged w eap on s and can m ake W isd om for cleric or druid; or Intelligence for w izard.
sh ots that others find im possible. You gain the
follow in g benefits: Ta v e r n Br a w l e r
A ccu stom ed to rough-and-tum ble fighting using
• Attacking at long range doesn't im p ose disadvantage
w hatever w eap on s happen to be at hand, you gain the
on your ranged w eap on attack rolls.
follow in g benefits:
• Your ranged w eap on attacks ignore half cover and
three-quarters cover. • In crease your Strength or Constitution sc o r e by 1,
• B efore you m ake an attack w ith a ranged w eap on that to a m axim u m o f 20.
you are proficient with, you can c h o o s e to take a - 5 • You are proficient with im provised w ea p on s and
penalty to the attack roll. If the attack hits, you add +10 u narm ed strikes.
to the attack’s dam age. • Your unarm ed strike u ses a d4 for dam age.
• W h en you hit a creature w ith an unarm ed strike or an
Sh ie l d M a s t e r im provised w eap on on your turn, you can use a bonus
You use shields not just for protection but also for action to attempt to grapple the target.
offense. You gain the follow in g benefits w hile you are
w ielding a shield: T o u g h
Your hit point m axim u m in creases by an am ount equal
• If you take the Attack action on your turn, you can use
to tw ice your level w hen you gain this feat. W h enever
a bon u s action to try to shove a creature w ithin 5 feet
you gain a level thereafter, your hit point m axim um
o f you with your shield.
in creases by an additional 2 hit points.
• If you aren’t incapacitated, you can add your shield’s AC
bon u s to any Dexterity saving th row you m ake against
Wa r C a st e r
a spell or other harm ful effect that targets only you.
• If you are su bjected to an effect that allow s you to Prerequisite: The ability to cast at least one spell
m ake a D exterity saving throw to take only h alf dam - You have practiced castin g sp ells in the m idst o f
age, you can use your reaction to take no dam age if com bat, learning tech niques that grant you the
you su cce e d on the saving throw, interposing your follow in g benefits:
shield betw een y ou rself and the so u rce o f the effect.
• You have advantage on Constitution saving throw s
Sk il l e d that you m ake to m aintain your concentration on a
spell w hen you take dam age.
You gain proficiency in any com bination o f three skills
• You can perform the som atic com pon en ts o f spells
or tools o f your choice.
even w hen you have w eap on s or a shield in one or
both hands.
Sk u l k e r
• W h en a hostile creatu re’s m ovem ent provok es an
Prerequisite: Dexterity 13 or higher opportunity attack from you, you can use your reac-
You are expert at slinking through sh adow s. You gain tion to cast a spell at the creature, rather than m aking
the follow in g benefits: an opportunity attack. The spell m ust have a casting
tim e o f 1 action and m ust target only that creature.
• You can try to hide w hen you are lightly ob scu red
from the creature from w hich you are hiding. W e a po n M a st e r
• W h en you are hidden from a creature and m iss it with
You have practiced extensively with a variety o f
a ranged w eap on attack, m aking the attack doesn't
w eapon s, gaining the follow in g benefits:
reveal your position.
• D im light d oesn ’t im p ose disadvantage on your • In crease your Strength or Dexterity sc o r e by 1, to a
W isd om (P erception ) ch eck s relying on sight. m axim u m o f 20.
• You gain proficiency w ith four w ea p on s o f your ch oice.
Spe l l Sn ipe r
Prerequisite: The ability to cast at least one spell
You have learned tech niques to en hance your
attacks w ith certain kinds o f spells, gaining the
follow in g benefits:
W h en using descriptive roleplaying, keep the on your best bon u ses and skills. If the group n eed s to
follow in g things in mind: trick a guard into letting them into a castle, the rogue
w h o is proficient in D eception is the best bet to lead the
• D escrib e your character’s em otion s and attitude.
discu ssion . W h en negotiating for a h osta ge’s release,
• F ocu s on your character’s intent and h ow others
the cleric w ith P ersu asion should do m ost o f the talking.
m ight perceive it.
• Provide as m uch em bellishm ent as you feel
com fortab le with. Re s t in g
D on ’t w orry about getting things exactly right. Just H eroic though they m ight be, adventurers ca n ’t spend
focu s on thinking about w hat your character w ould do every h our o f the day in the thick o f exploration, socia l
and d escribin g w hat you see in your m ind. interaction, and com bat. They n eed rest—tim e to
sleep and eat, tend their w ounds, refresh their m inds
A c t iv e A ppr o a c h t o Ro l e p l a y in g and spirits for spellcasting, and brace them selves for
If descriptive roleplaying tells your DM and your fellow further adventure.
players w hat your character thinks and does, active Adventurers can take short rests in the m idst o f an
roleplaying shows them. adventuring day and a long rest to end the day.
W h en you use active roleplaying, you speak with your
character’s voice, like an actor taking on a role. You might Sh o r t R e st
even echo your character’s m ovem ents and body language. A short rest is a p eriod o f dow ntim e, at least 1 hour long,
T h is approach is m ore im m ersive than descriptive during w h ich a character d oes nothing m ore strenuous
roleplaying, though you still n eed to d escrib e things than eating, drinking, reading, and tending to w ounds.
that ca n ’t be reason ably acted out. A character can spend on e or m ore Hit D ice at the end
G oin g back to the exam ple o f Chris roleplaying Tordek o f a short rest, up to the character’s m axim u m num ber
above, h ere’s h ow the scen e m ight play out if Chris used o f Hit D ice, w hich is equal to the character's level. For
active roleplaying: each Hit D ie spent in this way, the player rolls the die
S p eak in g as Tordek, Chris says in a gruff, deep voice, and adds the character’s Constitution m odifier to it. The
“I w as w on derin g w hy it suddenly sm elled aw ful in here. character regains hit points equal to the total. The player
If I w anted to hear anything out o f you, I'd snap your can decide to spend an additional Hit D ie after each roll.
arm and enjoy your screa m s.” In his n orm al voice, Chris A character regains so m e spent Hit D ice u pon finishing
then adds, “I get up, glare at the elf, and head to the bar.” a lon g rest, as explained below.

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.

In addition to roleplaying, ability ch eck s are key in


determ ining the ou tcom e o f an interaction. Be t w e e n A d v e n t u r e s
Your roleplaying efforts can alter an N P C ’s attitude, B etw een trips to du ngeon s and battles against ancient
but there might still be an elem ent o f ch a n ce in the evils, adventurers n eed tim e to rest, recuperate, and
situation. For exam ple, your DM can call for a Charism a prepare for their next adventure. M any adventurers also
ch eck at any point during an interaction if he or she use this tim e to perform other tasks, such as crafting
w ants the d ice to play a role in determ ining an N P C ’s arm s and armor, perform in g research, or spending
reactions. Other ch eck s m ight be appropriate in certain their hard-earned gold.
situations, at your D M ’s discretion. In som e ca ses, the pa ssage o f tim e is som eth in g that
Pay attention to your skill proficiencies w hen thinking o c cu rs w ith little fanfare or description. W h en starting
o f h ow you w ant to interact with an N PC , and stack a n ew adventure, the DM might sim ply declare that a
the d eck in your favor by using an approach that relies certain am ount o f tim e has pa ssed and allow you to
C h a p t e r 10: S p e l l c a s t i n g
AGIC PERMEATES THE WORLDS OF D&D AND
M In every case, the num ber o f sp ells a caster can
m ost often appears in the form o f a spell. have fixed in m ind at any given tim e depen ds on the
Th is chapter provides the rules for character’s level.
casting spells. D ifferent character
cla sses have distinctive w ays o f learning Spe l l Sl o t s
and preparin g their spells, and m onsters
R egardless o f h ow m any sp ells a caster k n ow s or
use sp ells in unique w ays. R eg ardless o f its sou rce,
prepares, he or she can cast only a lim ited num ber o f
a spell follow s the rules here.
spells before resting. M anipulating the fabric o f m agic
and chann elin g its energy into even a sim ple spell is
W h a t I s a Sp e l l ? physically and mentally taxing, and higher-level spells
A spell is a discrete m agical effect, a single shaping are even m ore so. Thus, each sp ellcastin g cla ss’s
o f the m agical energies that suffuse the m ultiverse description (except that o f the w arlock) includes a table
into a specific, lim ited expression . In casting a spell, sh ow in g h ow m any spell slots o f each spell level a
a character carefully plucks at the invisible strands of character can u se at each character level. For exam ple,
raw m agic suffusing the w orld, pins them in place in a the 3rd-level w izard Um ara has four 1st-level spell slots
particular pattern, sets them vibrating in a sp ecific way, and tw o 2nd-level slots.
and then releases them to unleash the desired effect—in W h en a character casts a spell, he or she expends
m ost cases, all in the span o f secon d s. a slot o f that sp ell’s level or higher, effectively “filling”
S p ells can b e versatile tools, w eapon s, or protective a slot w ith the spell. You can think o f a spell slot as a
w ards. Th ey can deal dam age or undo it, im p ose or g roove o f a certain size—sm all for a 1st-level slot, larger
rem ove condition s (see appendix A), drain life energy for a spell o f higher level. A 1st-level spell fits into a slot
away, and restore life to the dead. o f any size, but a 9th-level spell fits only in a 9th-level
U ncounted th ou san ds o f spells have been created slot. S o w hen Um ara casts magic missile, a 1st-level
over the cou rse o f the m ultiverse’s history, and m any o f spell, she sp en ds on e o f her four 1st-level slots and has
them are long forgotten. S o m e m ight yet lie record ed in three rem aining.
cru m blin g sp ellb ook s hidden in ancient ruins or trapped Finishing a lon g rest restores any expended spell slots
in the m inds o f dead gods. O r they m ight som eday be (see chapter 8 for the rules on resting).
reinvented by a character w h o has am assed enough S o m e characters and m on sters have sp ecia l abilities
pow er and w isd om to d o so. that let them cast spells w ithout using spell slots. For
exam ple, a m on k w ho follow s the W ay o f the Four
Spe l l L e v e l Elem ents, a w arlock w ho c h o o s e s certain eldritch
invocations, and a pit fiend from the Nine H ells can all
Every spell has a level from 0 to 9. A sp ell’s level is a
cast spells in such a way.
general indicator o f h ow p ow erfu l it is, w ith the low ly
(but still im pressive) magic missile at 1st level and C a s t in g a Sp e l l a t a H ig h e r Le v e l
the earth-shaking wish at 9th. Cantrips—sim ple but
W h en a sp ellcaster casts a spell using a slot that is o f a
pow erfu l sp ells that characters can cast alm ost by rote—
higher level than the spell, the spell a ssu m es the higher
are level 0. T h e h igher a sp ell’s level, the higher level a
level for that casting. For instance, if Um ara casts magic
sp ellcaster m ust be to u se that spell.
missile u sing on e o f her 2nd-level slots, that magic
S p ell level and character level d on ’t corresp on d missile is 2nd level. Effectively, the spell expands to fill
directly. Typically, a character has to be at least 17th
the slot it is put into.
level, not 9th level, to cast a 9th-level spell.
S o m e spells, such as magic missile and cure wounds,
have m ore pow erfu l effects w hen cast at a higher level,
K n o w n a n d Pr e pa r e d Spe l l s
as detailed in a sp ell’s description.
B efore a spellcaster can u se a spell, he or she must
have the spell firm ly fixed in m ind, or m ust have a cce ss C a n t r ips
to the spell in a m agic item. M em bers o f a few classes,
A cantrip is a spell that can be cast at will, w ithout
including bards and sorcerers, have a lim ited list o f
using a spell slot and w ithout being prepared in
sp ells they k n ow that are always fixed in m ind. The
advance. R epeated practice h as fixed the spell in the
sam e thing is true o f m any m agic-using m onsters. Other
caster’s m ind and in fused the caster w ith the m agic
spellcasters, such as clerics and w izards, u ndergo a
n eeded to produ ce the effect over and over. A cantrip’s
p r o ce s s o f preparin g spells. T h is p r o ce s s varies for
spell level is 0.
different classes, as detailed in their descriptions.

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

Certain spells (including spells cast as rituals) require


m ore time to cast: m inutes or even hours. W h en you
cast a spell w ith a castin g tim e longer than a single
action or reaction, you m ust sp en d your action each
turn casting the spell, and you must maintain your
concentration w hile you do s o (see “C oncentration”
below ). If your concentration is broken, the spell fails,
but you don ’t expend a spell slot. If you w ant to try
castin g the spell again, you m ust start over.

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:

In s t a n t a n e o u s • Casting another spell that requires concentration.


M any spells are instantaneous. T h e spell harm s, You lose concentration on a spell if you cast another
heals, creates, or alters a creature or an ob ject in a w ay spell that requ ires concentration. You ca n ’t c o n c e n -
that ca n ’t b e dispelled, b eca u se its m agic exists only trate on tw o sp ells at once.
for an instant. • Taking damage. W h enever you take dam age w hile
you are concentratin g on a spell, you must m ake a
C o n c e n t r a t io n Constitution saving th row to m aintain your con cen tra-
S o m e spells require you to m aintain concentration tion. T h e D C equals 10 or h alf the dam age you take,
in order to keep their m a gic active. If you lose w hichever num ber is higher. If you take dam age from
concentration, such a spell ends. multiple sou rces, such as an arrow and a dragon ’s
If a spell m ust be m aintained w ith concentration, breath, you m ake a separate saving th row for each
that fact appears in its D uration entry, and the spell sou rce o f dam age.
sp ecifies h ow lon g you can concentrate on it. You can • Being incapacitated or killed. You lose concentration
end concentration at any tim e (no action required). on a sp ell if you are incapacitated or if you die.
Th e DM m ight also decide that certain environm ental position its point o f origin. Typically,
phenom ena, such as a wave crash in g over you w hile a point o f origin is a point in sp ace, but
y ou ’re on a storm -tossed ship, require you to su cceed som e sp ells have an area w h ose origin is a
on a D C 10 Constitution saving th row to maintain creature or an object.
concentration on a spell. A sp ell’s effect expands in straight lin es from the point
o f origin. If n o u nblock ed straight line extends from the
Ta rge t s point o f origin to a location w ithin the area o f effect, that
A typical spell requires you to pick one or m ore targets location isn’t included in the sp ell’s area. To block one o f
to be affected by the sp ell’s m agic. A spell's description these im aginary lines, an obstruction m ust provide total
tells you w hether the spell targets creatures, objects, or cover, as explained in chapter 9.
a point o f origin for an area o f effect (described below).
C o n e
U n less a spell has a perceptible effect, a creature
A c on e extends in a direction you c h o o s e from its point
might not k n ow it w as targeted by a spell at all. A n effect
o f origin. A c o n e ’s w idth at a given point along its length
like cracklin g lightning is obvious, but a m ore subtle
is equal to that poin t’s distance from the point o f origin.
effect, such as an attempt to read a creatu re’s thoughts,
A c o n e ’s area o f effect sp ecifies its m axim u m length.
typically g oes u nnoticed, u nless a spell says otherw ise.
A c o n e ’s point o f origin is not included in the c o n e ’s
A C l e a r Pa t h t o t h e Ta r g e t area o f effect, unless you d ecide otherw ise.
To target som ething, you m ust have a clear path to it,
Cu be
so it ca n ’t be beh in d total cover.
You select a cu b e’s point o f origin, w hich lies anyw here
If you place an area o f effect at a point that you ca n ’t
on a face o f the cubic effect. T h e cu b e ’s size is ex p ressed
see and an obstruction, such as a wall, is betw een you
as the length o f each side.
and that point, the point o f origin co m e s into being on
A c u b e ’s point o f origin is not included in the cu b e ’s
the near side o f that obstruction.
area o f effect, unless you d ecide otherw ise.
Ta r g e t in g Yo u r se l f
C y l in d e r
If a sp ell targets a creature o f your ch oice, you can
A cylinder’s point o f origin is the center o f a circle o f a
c h o o s e yourself, unless the creature must be h ostile or
particular radius, as given in the spell description. The
sp ecifically a creature other than you. If you are in the
circle m ust either b e on the grou nd or at the height o f
area o f effect o f a spell you cast, you can target yourself.
the spell effect. The en ergy in a cylinder expands in
straight lines from the point o f origin to the perim eter o f
A r e a s o f Ef f e c t
the circle, form in g the ba se o f the cylinder. The sp ell’s
S p ells such as burning hands and cone o f cold cover an effect then sh oots up from the ba se or dow n from the
area, allow ing them to affect m ultiple creatu res at on ce. top, to a distance equal to the height o f the cylinder.
A sp ell’s description sp ecifies its area o f effect, A cylinder’s point o f origin is included in the cylinder’s
w hich typically has on e o f five different shapes: cone, area o f effect.
cube, cylinder, line, or sphere. Every area o f effect has
a point o f origin, a location from w hich the spell’s
energy erupts. The rules for each shape sp ecify h ow you
L in e Th e W ea v e o f M a g ic

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

Armor Class 11 Armor Class 13


Hit Points 1 (1d4 - 1) Hit Points 2 (1d4)
Speed 5 ft., fly 60 ft. Speed 30 ft., swim 30 ft.

STR DEX CON IN T W IS CHA STR DEX CON IN T W IS CHA


3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +3, Stealth +3 Senses blindsight 10 ft., passive Perception 10


Senses darkvision 120 ft., passive Perception 13 Languages —
Languages — Challenge 1/8 (25 XP)
Challenge 0 (10 XP)

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 ____________________________________________

Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Ps e u d o d r a g o n


H it : 1 slashing damage. Tiny dragon, neutral good

Armor C lass 13 (natural armor)


Pa n t h e r Hit Points 7 (2d4 + 2)
M edium beast, unaligned Speed 15 ft., fly 60 ft.

Armor C lass 12 STR DEX CON IN T W IS CHA


Hit Points 13 (3d8) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Speed 50 ft., climb 40 ft.
Skills Perception +3, Stealth +4
STR DEX CON IN T W IS CHA Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2) Languages understands Common and Draconic but doesn’t
speak
Skills Perception +4, Stealth +6 Challenge 1/4 (50 XP)
Senses passive Perception 14
Languages —
Keen S enses. The pseudodragon has advantage on Wisdom
Challenge 1/4 (50 XP)
(Perception) checks that rely on sight, hearing, or smell.

M agic R esistance. The pseudodragon has advantage on saving


Keen S m ell. The panther has advantage on Wisdom
throws against spells and other magical effects.
(Perception) checks that rely on smell.
L im ited Telepathy. The pseudodragon can communicate
Pounce. If the panther moves at least 20 feet straight toward
simple ideas, emotions, and images telepathically with any
a creature right before hitting it with a claw attack, the target
creature within 100 feet o f it that can understand a language.
must succeed on a DC 12 Strength saving throw or be knocked
prone. If the target is prone, the panther can take a bonus A c t io n s ____________________________________________
action to make one bite attack against it.
Bite. M elee W eapon Attack: + 4 to hit, reach 5 ft., one target.
A c t io n s ____________________________________________ Hit: 4 (1d4 + 2) piercing damage.

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.

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