TEXT:  
   
   
   
  
   
   
  Chapter 1: Subclasses 
  The main figures in any D&D campaign are the characters created by the players. The heroics, 
  folly, righteousness, and potential villainy of your characters are at the heart of the story. This 
  chapter provides a variety of new options for them, focusing on additional subclasses for each of 
  the classes in the Player’s Handbook. 
  Each class offers a character-defining choice at 1st, 2nd, or 3rd level that unlocks a series of 
  special features, not available to the class as a whole. That choice is called a subclass. Each class 
  has a collective term that describes its subclasses; in the fighter, for instance, the subclasses are 
  called martial archetypes, and in the paladin, they’re sacred oaths. The table below identifies 
  each of the subclasses in this book. In addition, the section for druids presents details on how the 
  Wild Shape feature works, and the warlock receives a collection of new choices for the class’s 
  Eldritch Invocations feature. 
  Each of the class presentations leads off with advice on how to add depth and detail to your 
  character’s personality. You can use the tables in these sections as a source of inspiration, or roll 
  a die to randomly determine a result if desired. 
  Following the subclasses, the section called “This Is Your Life” presents a series of tables for 
  adding detail to your character’s backstory. 
  The chapter concludes with a selection of feats for the races in the Player’s Handbook, offering 
  ways to delve deeper into a character’s racial identity. 
  Subclasses 
  Class 
  Subclass 
  Level 
  Available 
  Description 
  Barbarian Path of the Ancestral 
  Guardian 
  3rd 
  Calls on the spirits of honored ancestors to 
  protect others 
  Barbarian Path of the Storm 
  Herald 
  3rd 
  Filled with a rage that channels the primal magic 
  of the storm 
  Barbarian Path of the Zealot 
  3rd 
  Fueled by a religious zeal that visits destruction 
  on foes 
  Bard 
  College of Glamour 
  3rd 
  Wields the beguiling, glorious magic of the 
  Feywild 
  Bard 
  College of Swords 
  3rd 
  Entertains and slays with daring feats of weapon 
  prowess 
  Bard 
  College of Whispers 3rd 
  Plants fear and doubt in the minds of others 
  Cleric 
  Forge Domain 
  1st 
  Clad in heavy armor, serves a god of the forge or 
  creation 
  
   
   
  Class 
  Subclass 
  Level 
  Available 
  Description 
  Cleric 
  Grave Domain 
  1st 
  Opposes the blight of undeath 
  Druid 
  Circle of Dreams 
  2nd 
  Mends wounds, guards the weary, and strides 
  through dreams 
  Druid 
  Circle of the 
  Shepherd 
  2nd 
  Summons nature spirits to bolster friends and 
  harry foes 
  Fighter 
  Arcane Archer 
  3rd 
  Imbues arrows with spectacular magical effects 
  Fighter 
  Cavalier 
  3rd 
  Defends allies and knocks down enemies, often 
  on horseback 
  Fighter 
  Samurai 
  3rd 
  Combines resilience with courtly elegance and 
  mighty strikes 
  Monk 
  Way of the Drunken 
  Master 
  3rd 
  Confounds foes through a martial arts tradition 
  inspired by the swaying of a drunkard 
  Monk 
  Way of the Kensei 
  3rd 
  Channels ki through a set of mastered weapons 
  Monk 
  Way of the Sun Soul 3rd 
  Transforms ki into bursts of fire and searing bolts 
  of light 
  Paladin 
  Oath of Conquest 
  3rd 
  Strikes terror in enemies and crushes the forces 
  of chaos 
  Paladin 
  Oath of Redemption 3rd 
  Offers redemption to the worthy and destruction 
  to those who refuse mercy or righteousness 
  Ranger 
  Gloom Stalker 
  3rd 
  Unafraid of the dark, relentlessly stalks and 
  ambushes foes 
  Ranger 
  Horizon Walker 
  3rd 
  Finds portals to other worlds and channels planar 
  magic 
  Ranger 
  Monster Slayer 
  3rd 
  Hunts down creatures of the night and wielders of 
  grim magic 
  Rogue 
  Inquisitive 
  3rd 
  Roots out secrets, akin to a masterful detective 
  Rogue 
  Mastermind 
  3rd 
  A master tactician, manipulates others 
  Rogue 
  Scout 
  3rd 
  Combines stealth with a knack for survival 
  Rogue 
  Swashbuckler 
  3rd 
  Delivers deadly strikes with speed and panache 
  Sorcerer Divine Soul 
  1st 
  Harnesses magic bestowed by a god or other 
  divine source 
  Sorcerer Shadow Magic 
  1st 
  Wields the grim magic of the Shadowfell 
  Sorcerer Storm Sorcery 
  1st 
  Crackles with the power of the storm 
  Warlock The Celestial 
  1st 
  Forges a pact with a being from celestial realms 
  Warlock The Hexblade 
  1st 
  Serves a shadowy entity that bestows dread 
  curses 
  Wizard 
  War Magic 
  2nd 
  Mixes evocation and abjuration magic to 
  
   
   
  Class 
  Subclass 
  Level 
  Available 
  Description 
  dominate the battlefield 
  Barbarian 
  I have witnessed the indomitable performance of barbarians on the field of battle, and it makes 
  me wonder what force lies at the heart of their rage. 
  — Seret, archwizard 
   
  The anger felt by a normal person resembles the rage of a barbarian in the same way that a gentle 
  breeze is akin to a furious thunderstorm. The barbarian’s driving force comes from a place that 
  transcends mere emotion, making its manifestation all the more terrible. Whether the impetus for 
  the fury comes entirely from within or from forging a link with a spirit animal, a raging barbarian 
  becomes able to perform supernatural feats of strength and endurance. The outburst is temporary, 
  but while it lasts, it takes over body and mind, driving the barbarian on despite peril and injury, 
  until the last enemy falls. 
  It can be tempting to play a barbarian character that is a straightforward application of the classic 
  archetype — a brute, and usually a dimwitted one at that, who rushes in where others fear to 
  tread. But not all the barbarians in the world are cut from that cloth, so you can certainly put your 
  own spin on things. Either way, consider adding some flourishes to make your barbarian stand 
  out from all others; see the following sections for some ideas. 
  Rawr! I’m really angry! Funny, I don’t feel any stronger. Maybe because I’m always angry, I’m 
  always in top condition. Stands to reason. 
  
   
   
   
  Personal Totems 
  Barbarians tend to travel light, carrying little in the way of personal effects or other unnecessary 
  gear. The few possessions they do carry often include small items that have special significance. 
  A personal totem is significant because it has a mystical origin or is tied to an important moment 
  in the character’s life — perhaps a remembrance from the barbarian’s past or a harbinger of what 
  lies ahead. 
  A personal totem of this sort might be associated with a barbarian’s spirit animal, or might 
  actually be the totem object for the animal, but such a connection is not essential. One who has a 
  bear totem spirit, for instance, could still carry an eagle’s feather as a personal totem. 
  Consider creating one or more personal totems for your character — objects that hold a special 
  link to your character’s past or future. Think about how a totem might affect your character’s 
  actions. 
  Personal Totems 
  d6 
  Totem 
  1 A tuft of fur from a solitary wolf that you befriended during a hunt 
  2 Three eagle feathers given to you by a wise shaman, who told you they would play a role in 
  determining your fate 
  3 A necklace made from the claws of a young cave bear that you slew singlehandedly as a 
  child 
  4 A small leather pouch holding three stones that represent your ancestors 
  5 A few small bones from the first beast you killed, tied together with colored wool 
  6 An egg-sized stone in the shape of your spirit animal that appeared one day in your belt 
  pouch 
  Tattoos 
  The members of many barbarian clans decorate their bodies with tattoos, each of which 
  represents a significant moment in the life of the bearer or the bearer’s ancestors, or which 
  symbolizes a feeling or an attitude. As with personal totems, a barbarian’s tattoos might or might 
  not be related to an animal spirit. 
  Each tattoo a barbarian displays contributes to that individual’s identity. If your character wears 
  tattoos, what do they look like, and what do they represent? 
  
   
   
  Tattoos 
  d6 
  Tattoo 
  1 The wings of an eagle are spread wide across your upper back. 
  2 Etched on the backs of your hands are the paws of a cave bear. 
  3 The symbols of your clan are displayed in viny patterns along your arms. 
  4 The antlers of an elk are inked across your back. 
  5 Images of your spirit animal are tattooed along your weapon arm and hand. 
  6 The eyes of a wolf are marked on your back to help you see and ward off evil spirits. 
  Superstitions 
  Barbarians vary widely in how they understand life. Some follow gods and look for guidance 
  from those deities in the cycles of nature and the animals they encounter. These barbarians 
  believe that spirits inhabit the plants and animals of the world, and the barbarians look to them 
  for omens and power. 
  Other barbarians trust only in the blood that runs in their veins and the steel they hold in their 
  hands. They have no use for the invisible world, instead relying on their senses to hunt and 
  survive like the wild beasts they emulate. 
  Both of these attitudes can give rise to superstitions. These beliefs are often passed down within 
  a family or shared among the members of a clan or a hunting group. 
  If your barbarian character has any superstitions, were they ingrained in you by your family, or 
  are they the result of personal experience? 
   
   
  
   
   
  Superstitions 
  d6 
  Superstition 
  1 If you disturb the bones of the dead, you inherit all the troubles that plagued them in life. 
  2 Never trust a wizard. They’re all devils in disguise, especially the friendly ones. 
  3 Dwarves have lost their spirits, and are almost like the undead. That’s why they live 
  underground. 
  4 Magical things bring trouble. Never sleep with a magic object within ten feet of you. 
  5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your 
  body. 
  6 If an elf looks you in the eyes, she’s trying to read your thoughts. 
   
   
   
  
   
   
  Primal Paths 
  At 3rd level, a barbarian gains the Primal Path feature. The following options are available to a 
  barbarian, in addition to those offered in the Player’s Handbook: the Path of the Ancestral 
  Guardian, the Path of the Storm Herald, and the Path of the Zealot. 
  Path of the Ancestral Guardian 
  Some barbarians hail from cultures that revere their ancestors. These tribes teach that the 
  warriors of the past linger in the world as mighty spirits, who can guide and protect the living. 
  When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls 
  on these guardian spirits for aid. 
  Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their 
  allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover 
  themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of 
  victories against terrible monsters and other fearsome rivals. 
  So ancestors are people who did the procreation thing to make more people before you were 
  born? Like how many people?  
  That’s a lot of the procreation thing. 
  Ew. You’re disgusting. 
   
  Path of the Ancestral Guardian Features 
  Barbarian Level 
  Feature 
  3rd 
  Ancestral Protectors 
  6th 
  Spirit Shield (2d6) 
  10th 
  Consult the Spirits, Spirit Shield (3d6) 
  14th 
  Vengeful Ancestors, Spirit Shield (4d6) 
  Ancestral Protectors 
  Starting when you choose this path at 3rd level, spectral warriors appear when you enter your 
  rage. While you’re raging, the first creature you hit with an attack on your turn becomes the 
  target of the warriors, which hinder its attacks. Until the start of your next turn, that target has 
  disadvantage on any attack roll that isn’t against you, and when the target hits a creature other 
  than you with an attack, that creature has resistance to the damage dealt by the attack. The effect 
  on the target ends early if your rage ends. 
  
   
   
  Spirit Shield 
  Beginning at 6th level, the guardian spirits that aid you can provide supernatural protection to 
  those you defend. If you are raging and another creature you can see within 30 feet of you takes 
  damage, you can use your reaction to reduce that damage by 2d6. 
  When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th 
  level and by 4d6 at 14th level. 
  Consult the Spirits 
  At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you 
  cast the augury or clairvoyance spell, without using a spell slot or material components. Rather 
  than creating a spherical sensor, this use of clairvoyance invisibly summons one of your 
  ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells. 
  After you cast either spell in this way, you can’t use this feature again until you finish a short or 
  long rest. 
  Vengeful Ancestors 
  At 14th level, your ancestral spirits grow powerful enough to retaliate. When you use your Spirit 
  Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to 
  the damage that your Spirit Shield prevents. 
  Path of the Storm Herald 
  All barbarians harbor a fury within. Their rage grants them superior strength, durability, and 
  speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a 
  mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps 
  into the forces of nature to create powerful magical effects. 
  Storm heralds are typically elite champions who train alongside druids, rangers, and others 
  sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by 
  storms, in the frozen reaches at the world’s end, or deep in the hottest deserts. 
  You know one of the great benefits of living underground? No weather. Don’t mess this up for 
  me. 
   
   
  
   
   
   
  Path of the Storm Herald Features 
  Barbarian Level 
  Feature 
  3rd 
  Storm Aura 
  6th 
  Storm Soul 
  10th 
  Shielding Storm 
  14th 
  Raging Storm 
  Storm Aura 
  Starting at 3rd level, you emanate a stormy, magical aura while you rage. The aura extends 10 
  feet from you in every direction, but not through total cover. 
  Your aura has an effect that activates when you enter your rage, and you can activate the effect 
  again on each of your turns as a bonus action. Choose desert, sea, or tundra. Your aura’s effect 
  depends on that chosen environment, as detailed below. You can change your environment 
  choice whenever you gain a level in this class. 
  If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your 
  Constitution modifier. 
  Desert. When this effect is activated, all other creatures in your aura take 2 fire damage each. 
  The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 
  10th level, 5 at 15th level, and 6 at 20th level. 
  Sea. When this effect is activated, you can choose one other creature you can see in your aura. 
  The target must make a Dexterity saving throw. The target takes 1d6 lightning damage on a 
  failed save, or half as much damage on a successful one. The damage increases when you reach 
  
   
   
  certain levels in this class, increasing to 2d6 at 10th level, 3d6 at 15th level, and 4d6 at 20th 
  level. 
  Tundra. When this effect is activated, each creature of your choice in your aura gains 2 
  temporary hit points, as icy spirits inure it to suffering. The temporary hit points increase when 
  you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, 
  and 6 at 20th level. 
  Storm Soul 
  At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are 
  based on the environment you chose for your Storm Aura. 
  Desert. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as 
  described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable 
  object that isn’t being worn or carried by anyone else and set it on fire. 
  Sea. You gain resistance to lightning damage, and you can breathe underwater. You also gain a 
  swimming speed of 30 feet. 
  Tundra. You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as 
  described in the Dungeon Master’s Guide. Moreover, as an action, you can touch water and turn 
  a 5-foot cube of it into ice, which melts after 1 minute. This action fails if a creature is in the 
  cube. 
  Shielding Storm 
  At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your 
  choice has the damage resistance you gained from the Storm Soul feature while the creature is in 
  your Storm Aura. 
  Raging Storm 
  At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The 
  effect is based on the environment you chose for your Storm Aura. 
  Desert. Immediately after a creature in your aura hits you with an attack, you can use your 
  reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature 
  takes fire damage equal to half your barbarian level. 
  Sea. When you hit a creature in your aura with an attack, you can use your reaction to force that 
  creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if 
  struck by a wave. 
  
   
   
  Tundra. Whenever the effect of your Storm Aura is activated, you can choose one creature you 
  can see in the aura. That creature must succeed on a Strength saving throw, or its speed is 
  reduced to 0 until the start of your next turn, as magical frost covers it. 
  Path of the Zealot 
  Some deities inspire their followers to pitch themselves into a ferocious battle fury. These 
  barbarians are zealots — warriors who channel their rage into powerful displays of divine power. 
  A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus 
  from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In 
  general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are 
  evil, but few are good. 
  Path of the Zealot Features 
  Barbarian Level 
  Feature 
  3rd 
  Divine Fury, Warrior of the Gods 
  6th 
  Fanatical Focus 
  10th 
  Zealous Presence 
  14th 
  Rage beyond Death 
  Divine Fury 
  Starting when you choose this path at 3rd level, you can channel divine fury into your weapon 
  strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack 
  takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or 
  radiant; you choose the type of damage when you gain this feature. 
  Warrior of the Gods 
  At 3rd level, your soul is marked for endless battle. If a spell, such as raise dead, has the sole 
  effect of restoring you to life (but not undeath), the caster doesn’t need material components to 
  cast the spell on you. 
  Fanatical Focus 
  Starting at 6th level, the divine power that fuels your rage can protect you. If you fail a saving 
  throw while you’re raging, you can reroll it, and you must use the new roll. You can use this 
  ability only once per rage. 
  
   
   
  Zealous Presence 
  At 10th level, you learn to channel divine power to inspire zealotry in others. As a bonus action, 
  you unleash a battle cry infused with divine energy. Up to ten other creatures of your choice 
  within 60 feet of you that can hear you gain advantage on attack rolls and saving throws until the 
  start of your next turn. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
  Rage beyond Death 
  Beginning at 14th level, the divine power that fuels your rage allows you to shrug off fatal 
  blows. 
  While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make 
  death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. 
  However, if you would die due to failing death saving throws, you don’t die until your rage ends, 
  and you die then only if you still have 0 hit points. 
   
   
  
   
   
  Bard 
  Music is the fruit of the divine tree that vibrates with the Words of Creation. But the question I 
  ask you is, can a bard go to the root of this tree? Can one tap into the source of that power? Ah, 
  then what manner of music they would bring to this world! 
  — Fletcher Danairia, master bard 
   
  Bards bring levity during grave times; they impart wisdom to offset ignorance; and they make 
  the ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales 
  perpetuating the memory of great events down through time — knowledge so important that it is 
  memorized and passed along as oral history, to survive even when no written record remains. 
  It is also the bard’s role to chronicle smaller and more contemporary events — the stories of 
  today’s heroes, including their feats of valor as well as their less than impressive failures. 
  Of course, the world has many people who can carry a tune or tell a good story, and there’s much 
  more to any adventuring bard than a glib tongue and a melodious voice. Yet what truly sets bards 
  apart from others — and from one another — are the style and substance of their performances. 
  To grab and hold the attention of an audience, bards are typically flamboyant and outgoing when 
  they perform. The most famous of them are essentially the D&D world’s equivalent of pop stars. 
  If you’re playing a bard, consider using one of your favorite musicians as a role model for your 
  character. 
  You can add some unique aspects to your bard character by considering the suggestions that 
  follow. 
  
   
   
  Music is stupid. Wait. I changed my mind. Music is fun. Play more music. No, I was right the 
  first time. Music is stupid. But I won’t maim you after all, in case I change my mind again. 
   
  Defining Work 
  Every successful bard is renowned for at least one piece of performance art, typically a song or a 
  poem that is popular with everyone who hears it. These performances are spoken about for years 
  by those who view them, and some spectators have had their lives forever changed because of 
  the experience. 
  If your character is just starting out, your ultimate defining work is likely in the future. But in 
  order to make any sort of living at your profession, chances are you already have a piece or two 
  in your repertoire that have proven to be audience pleasers. 
  Defining Works 
  d6 
  Defining Work 
  1 “The Three Flambinis,” a ribald song concerning mistaken identities and unfettered desire 
  2 “Waltz of the Myconids,” an upbeat tune that children in particular enjoy 
  3 “Asmodeus’s Golden Arse,” a dramatic poem you claim was inspired by your personal visit to 
  Avernus 
  4 “The Pirates of Luskan,” your firsthand account of being kidnapped by sea reavers as a child 
  5 “A Hoop, Two Pigeons, and a Hell Hound,” a subtle parody of an incompetent noble 
  6 “A Fool in the Abyss,” a comedic poem about a jester’s travels among demons 
  Instrument 
  In a bard’s quest for the ultimate performance and the highest acclaim, one’s instrument is at 
  least as important as one’s vocal ability. The instrument’s quality of manufacture is a critical 
  factor, of course; the best ones make the best music, and some bards are continually on the 
  lookout for an improvement. Perhaps just as important, though, is the instrument’s own 
  entertainment value; those that are bizarrely constructed or made of exotic materials are likely to 
  leave a lasting impression on an audience. 
  You might have an “off the rack” instrument, perhaps because it’s all you can afford right now. 
  Or, if your first instrument was gifted to you, it might be of a more elaborate sort. Are you 
  satisfied with the instrument you have, or do you aspire to replace it with something truly 
  distinctive? 
  
   
   
  Instruments 
  d6 
  Instrument 
  1 A masterfully crafted halfling fiddle 
  2 A mithral horn made by elves 
  3 A zither made with drow spider silk 
  4 An orcish drum 
  5 A wooden bullywug croak box 
  6 A tinker’s harp of gnomish design 
  Embarrassment 
  Almost every bard has suffered at least one bad experience in front of an audience, and chances 
  are you’re no exception. No one becomes famous right away, after all; perhaps you had a few 
  small difficulties early in your career, or maybe it took you a while to restore your reputation 
  after one agonizing night when the fates conspired to bring about your theatrical ruin. 
  The ways that a performance can go wrong are as varied as the fish in the sea. No matter what 
  sort of disaster might occur, however, a bard has the courage and the confidence to rebound from 
  it — either pressing on with the show (if possible) or promising to come back tomorrow with a 
  new performance that’s guaranteed to please. 
  Embarrassments 
  d6 
  Embarrassment 
  1 The time when your comedic song, “Big Tom’s Hijinks” — which, by the way, you thought 
  was brilliant — did not go over well with Big Tom 
  2 The matinee performance when a circus’s owlbear got loose and terrorized the crowd 
  3 When your opening song was your enthusiastic but universally hated rendition of “Song of 
  the Froghemoth” 
  4 The first and last public performance of “Mirt, Man about Town” 
  5 The time on stage when your wig caught fire and you threw it down — which set fire to the 
  stage 
  6 When you sat on your lute by mistake during the final stanza of “Starlight Serenade” 
  A Bard’s Muse 
  Naturally, every bard has a repertoire of songs and stories. Some bards are generalists who can 
  draw from a wide range of topics for each performance, and who take pride in their versatility. 
  Others adopt a more personal approach to their art, driven by their attachment to a muse — a 
  particular concept that inspires much of what those bards do in front of an audience. 
  
   
   
  A bard who follows a muse generally does so to gain a deeper understanding of what that muse 
  represents and how to best convey that understanding to others through performance. 
  If your bard character has a muse, it could be one of the three described here, or one of your own 
  devising. 
  Nature. You feel a kinship with the natural world, and its beauty and mystery inspire you. For 
  you, a tree is deeply symbolic, its roots delving into the dark unknown to draw forth the power of 
  the earth, while its branches reach toward the sun to nourish their flowers and fruit. Nature is the 
  ancient witness who has seen every kingdom rise and fall, even those whose names have been 
  forgotten and wait to be rediscovered. The gods of nature share their secrets with druids and 
  sages, opening their hearts and minds to new ways of seeing, and as with those individuals, you 
  find that your creativity blossoms while you wander in an open field of waving grass or walk in 
  silent reverence through a grove of ancient oaks. 
  Love. You are on a quest to identify the essence of true love. Though you do not disdain the 
  superficial love of flesh and form, the deeper form of love that can inspire thousands or bring joy 
  to one’s every moment is what you are interested in. Love of this sort takes on many forms, and 
  you can see its presence everywhere — from the sparkling of a beautiful gem to the song of a 
  simple fisher thanking the sea for its bounty. You are on the trail of love, that most precious and 
  mysterious of emotions, and your search fills your stories and your songs with vitality and 
  passion. 
  Conflict. Drama embodies conflict, and the best stories have conflict as a key element. From the 
  morning-after tale of a tavern brawl to the saga of an epic battle, from a lover’s spat to a rift 
  between powerful dynasties, conflict is what inspires tale-tellers like you to create your best 
  work. Conflict can bring out the best in some people, causing their heroic nature to shine forth 
  and transform the world, but it can cause others to gravitate toward darkness and fall under the 
  sway of evil. You strive to experience or witness all forms of conflict, great and small, so as to 
  study this eternal aspect of life and immortalize it in your words and music. 
   
   
  
   
   
  Bard Colleges 
  At 3rd level, a bard gains the Bard College feature. The following options are available to a bard, 
  in addition to those offered in the Player’s Handbook: the College of Glamour, the College of 
  Swords, and the College of Whispers. 
  College of Glamour 
  The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the 
  Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and 
  other fey, these bards learn to use their magic to delight and captivate others. 
  The bards of this college are regarded with a mixture of awe and fear. Their performances are the 
  stuff of legend. These bards are so eloquent that a speech or song that one of them performs can 
  cause captors to release the bard unharmed and can lull a furious dragon into complacency. The 
  same magic that allows them to quell beasts can also bend minds. Villainous bards of this college 
  can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic 
  bards of this college instead use this power to gladden the downtrodden and undermine 
  oppressors. 
  Illusions? How quaint. Before I destroy you, make one that looks like a really big goldfish — like 
  as big as me! Hmm. That’s too big. Goodbye! 
   
  College of Glamour Features 
  Bard Level 
  Feature 
  3rd 
  Mantle of Inspiration, Enthralling Performance 
  6th 
  Mantle of Majesty 
  14th 
  Unbreakable Majesty 
  Mantle of Inspiration 
  When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey 
  magic that imbues your allies with vigor and speed. 
  As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a 
  wondrous appearance. When you do so, choose a number of creatures you can see and that can 
  see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of 
  one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit 
  points, it can immediately use its reaction to move up to its speed, without provoking opportunity 
  attacks. 
  
   
   
  The number of temporary hit points increases when you reach certain levels in this class, 
  increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level. 
  Enthralling Performance 
  Starting at 3rd level, you can charge your performance with seductive, fey magic. 
  If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by 
  singing, reciting a poem, or dancing. At the end of the performance, choose a number of 
  humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to 
  your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw 
  against your spell save DC or be charmed by you. While charmed in this way, the target idolizes 
  you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes 
  you, although it avoids violence unless it was already inclined to fight on your behalf. This effect 
  ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you 
  attacking or damaging any of its allies. 
  If a target succeeds on its saving throw, the target has no hint that you tried to charm it. 
  Once you use this feature, you can’t use it again until you finish a short or long rest. 
  Mantle of Majesty 
  At 6th level, you gain the ability to cloak yourself in a fey magic that makes others want to serve 
  you. As a bonus action, you cast command, without expending a spell slot, and you take on an 
  appearance of unearthly beauty for 1 minute or until your concentration ends (as if you were 
  concentrating on a spell). During this time, you can cast command as a bonus action on each of 
  your turns, without expending a spell slot. 
  Any creature charmed by you automatically fails its saving throw against the command you cast 
  with this feature. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
  Unbreakable Majesty 
  At 14th level, your appearance permanently gains an otherworldly aspect that makes you look 
  more lovely and fierce. 
  In addition, as a bonus action, you can assume a magically majestic presence for 1 minute or 
  until you are incapacitated. For the duration, whenever any creature tries to attack you for the 
  first time on a turn, the attacker must make a Charisma saving throw against your spell save DC. 
  On a failed save, it can’t attack you on this turn, and it must choose a new target for its attack or 
  the attack is wasted. On a successful save, it can attack you on this turn, but it has disadvantage 
  on any saving throw it makes against your spells on your next turn. 
  
   
   
  Once you assume this majestic presence, you can’t do so again until you finish a short or long 
  rest. 
  College of Swords 
   
  Bards of the College of Swords are called blades, and they entertain through daring feats of 
  weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, 
  and mock combats. Though they use their weapons to entertain, they are also highly trained and 
  skilled warriors in their own right. 
  Their talent with weapons inspires many blades to lead double lives. One blade might use a 
  circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other 
  blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes 
  are happy to accept a blade’s talent for the excitement it adds to a performance, but few 
  entertainers fully trust a blade in their ranks. 
  Blades who abandon their lives as entertainers have often run into trouble that makes 
  maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante 
  justice is too great a liability for most troupes. With their weapon skills and magic, these blades 
  either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. 
  
   
   
  College of Swords Features 
  Bard Level 
  Feature 
  3rd 
  Bonus Proficiencies, Fighting Style, Blade Flourish 
  6th 
  Extra Attack 
  14th 
  Master’s Flourish 
  Bonus Proficiencies 
  When you join the College of Swords at 3rd level, you gain proficiency with medium armor and 
  the scimitar. 
  If you’re proficient with a simple or martial melee weapon, you can use it as a spellcasting focus 
  for your bard spells. 
  Fighting Style 
  At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. 
  You can’t take a Fighting Style option more than once, even if something in the game lets you 
  choose again. 
  Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a 
  +2 bonus to damage rolls with that weapon. 
  Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability 
  modifier to the damage of the second attack. 
  Blade Flourish 
  At 3rd level, you learn to perform impressive displays of martial prowess and speed. 
  Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until 
  the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you 
  can use one of the following Blade Flourish options of your choice. You can use only one Blade 
  Flourish option per turn. 
  Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to 
  deal extra damage to the target you hit. The damage equals the number you roll on the Bardic 
  Inspiration die. You also add the number rolled to your AC until the start of your next turn. 
  Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to 
  deal extra damage to the target you hit and to any other creature of your choice that you can see 
  within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. 
  
   
   
  Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal 
  extra damage to the target you hit. The damage equals the number you roll on the Bardic 
  Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet 
  equal to the number you roll on that die. You can then immediately use your reaction to move up 
  to your walking speed to an unoccupied space within 5 feet of the target. 
  Extra Attack 
  Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action 
  on your turn. 
  Master’s Flourish 
  Starting at 14th level, whenever you use a Blade Flourish option, you can roll a d6 and use it 
  instead of expending a Bardic Inspiration die. 
  College of Whispers 
   
  Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use 
  this to their advantage. They appear to be like other bards, sharing news, singing songs, and 
  telling tales to the audiences they gather. In truth, the College of Whispers teaches its students 
  that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets 
  and turn them against others through extortion and threats. 
  Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard’s 
  reputation to acquire wealth and power. For this reason, members of this college rarely reveal 
  their true nature. They typically claim to follow some other college, or they keep their actual 
  calling secret in order to infiltrate and exploit royal courts and other settings of power. 
  Speak up! It’s really hard to hear you over the screaming. Nope. It’s no use. I’ll have to stop the 
  screaming. Disintegrations all around, then. 
   
  
   
   
  College of Whispers Features 
  Bard Level 
  Feature 
  3rd 
  Psychic Blades, Words of Terror 
  6th 
  Mantle of Whispers 
  14th 
  Shadow Lore 
  Psychic Blades 
  When you join the College of Whispers at 3rd level, you gain the ability to make your weapon 
  attacks magically toxic to a creature’s mind. 
  When you hit a creature with a weapon attack, you can expend one use of your Bardic 
  Inspiration to deal an extra 2d6 psychic damage to that target. You can do so only once per round 
  on your turn. 
  The psychic damage increases when you reach certain levels in this class, increasing to 3d6 at 
  5th level, 5d6 at 10th level, and 8d6 at 15th level. 
  Words of Terror 
  At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire 
  terror. 
  If you speak to a humanoid alone for at least 1 minute, you can attempt to seed paranoia in its 
  mind. At the end of the conversation, the target must succeed on a Wisdom saving throw against 
  your spell save DC or be frightened of you or another creature of your choice. The target is 
  frightened in this way for 1 hour, until it is attacked or damaged, or until it witnesses its allies 
  being attacked or damaged. 
  If the target succeeds on its saving throw, the target has no hint that you tried to frighten it. 
  Once you use this feature, you can’t use it again until you finish a short or long rest. 
  Mantle of Whispers 
  At 6th level, you gain the ability to adopt a humanoid’s persona. When a humanoid dies within 
  30 feet of you, you can magically capture its shadow using your reaction. You retain this shadow 
  until you use it or you finish a long rest. 
  You can use the shadow as an action. When you do so, it vanishes, magically transforming into a 
  disguise that appears on you. You now look like the dead person, but healthy and alive. This 
  disguise lasts for 1 hour or until you end it as a bonus action. 
  
   
   
  While you’re in the disguise, you gain access to all information that the humanoid would freely 
  share with a casual acquaintance. Such information includes general details on its background 
  and personal life, but doesn’t include secrets. The information is enough that you can pass 
  yourself off as the person by drawing on its memories. 
  Another creature can see through this disguise by succeeding on a Wisdom (Insight) check 
  contested by your Charisma (Deception) check. You gain a +5 bonus to your check. 
  Once you capture a shadow with this feature, you can’t capture another one with it until you 
  finish a short or long rest. 
  Shadow Lore 
  At 14th level, you gain the ability to weave dark magic into your words and tap into a creature’s 
  deepest fears. 
  As an action, you magically whisper a phrase that only one creature of your choice within 30 feet 
  of you can hear. The target must make a Wisdom saving throw against your spell save DC. It 
  automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a 
  successful saving throw, your whisper sounds like unintelligible mumbling and has no effect. 
  On a failed saving throw, the target is charmed by you for the next 8 hours or until you or your 
  allies attack it, damage it, or force it to make a saving throw. It interprets the whispers as a 
  description of its most mortifying secret. You gain no knowledge of this secret, but the target is 
  convinced you know it. 
  The charmed creature obeys your commands for fear that you will reveal its secret. It won’t risk 
  its life for you or fight for you, unless it was already inclined to do so. It grants you favors and 
  gifts it would offer to a close friend. 
  When the effect ends, the creature has no understanding of why it held you in such fear. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
   
   
  
   
   
  Cleric 
  To become a cleric is to become a messenger of the gods. The power the divine offers is great, 
  but it always comes with tremendous responsibility. 
  — Riggby the patriarch 
   
  Almost all the folk in the world who revere a deity live their lives without ever being directly 
  touched by a divine being. As such, they can never know what it feels like to be a cleric — 
  someone who is not only a devout worshiper, but who has also been invested with a measure of a 
  deity’s power. 
  The question has long been debated: Does a mortal become a cleric as a consequence of deep 
  devotion to one’s deity, thereby attracting the god’s favor? Or is it the deity who sees the 
  potential in a person and calls that individual into service? Ultimately, perhaps, the answer 
  doesn’t matter. However clerics come into being, the world needs clerics as much as clerics and 
  deities need each other. 
  If you’re playing a cleric character, the following sections offer ways to add some detail to that 
  character’s history and personality. 
  I don’t understand the attraction of gods. Why would anyone worship anything other than me? 
   
  Temple 
  Most clerics start their lives of service as priests in an order, then later realize that they have been 
  blessed by their god with the qualities needed to become a cleric. To prepare for this new duty, 
  
   
   
  candidates typically receive instruction from a cleric of a temple or another place of study 
  devoted to their deity. 
  Some temples are cut off from the world so that their occupants can focus on devotions, while 
  other temples open their doors to minister to and heal the masses. What is noteworthy about the 
  temple you studied at? 
  Temples 
  d6 
  Temple 
  1 Your temple is said to be the oldest surviving structure built to honor your god. 
  2 Acolytes of several like-minded deities all received instruction together in your temple. 
  3 You come from a temple famed for the brewery it operates. Some say you smell like one of 
  its ales. 
  4 Your temple is a fortress and a proving ground that trains warrior-priests. 
  5 Your temple is a peaceful, humble place, filled with vegetable gardens and simple priests. 
  6 You served in a temple in the Outer Planes. 
  Keepsake 
  Many clerics have items among their personal gear that symbolize their faith, remind them of 
  their vows, or otherwise help to keep them on their chosen paths. Even though such an item is 
  not imbued with divine power, it is vitally important to its owner because of what it represents. 
  Keepsakes 
  d6 
  Keepsake 
  1 The finger bone of a saint 
  2 A metal-bound book that tells how to hunt and destroy infernal creatures 
  3 A pig’s whistle that reminds you of your humble and beloved mentor 
  4 A braid of hair woven from the tail of a unicorn 
  5 A scroll that describes how best to rid the world of necromancers 
  6 A runestone said to be blessed by your god 
   
  Secret 
  No mortal soul is entirely free of second thoughts or doubt. Even a cleric must grapple with dark 
  desires or the forbidden attraction of turning against the teachings of one’s deity. 
  
   
   
  If you haven’t considered this aspect of your character yet, see the table entries for some 
  possibilities, or use them for inspiration. Your deep, dark secret might involve something you did 
  (or are doing), or it could be rooted in the way you feel about the world and your role in it. 
  Secrets 
  d6 
  Secret 
  1 An imp offers you counsel. You try to ignore the creature, but sometimes its advice is helpful. 
  2 You believe that, in the final analysis, the gods are nothing more than ultrapowerful mortal 
  creatures. 
  3 You acknowledge the power of the gods, but you think that most events are dictated by pure 
  chance. 
  4 Even though you can work divine magic, you have never truly felt the presence of a divine 
  essence within yourself. 
  5 You are plagued by nightmares that you believe are sent by your god as punishment for 
  some unknown transgression. 
  6 In times of despair, you feel that you are but a plaything of the gods, and you resent their 
  remoteness. 
  SERVING A PANTHEON, PHILOSOPHY, OR FORCE 
  The typical cleric is an ordained servant of a particular god and chooses a Divine Domain 
  associated with that deity. The cleric’s magic flows from the god or the god’s sacred realm, and 
  often the cleric bears a holy symbol that represents that divinity. 
  Some clerics, especially in a world like Eberron, serve a whole pantheon, rather than a single 
  deity. In certain campaigns, a cleric might instead serve a cosmic force, such as life or death, or a 
  philosophy or concept, such as love, peace, or one of the nine alignments. Chapter 1 of the 
  Dungeon Master’s Guide explores options like these, in the section “Gods of Your World.” 
  Talk with your DM about the divine options available in your campaign, whether they’re gods, 
  pantheons, philosophies, or cosmic forces. Whatever being or thing your cleric ends up serving, 
  choose a Divine Domain that is appropriate for it, and if it doesn’t have a holy symbol, work 
  with your DM to design one. 
  The cleric’s class features often refer to your deity. If you are devoted to a pantheon, cosmic 
  force, or philosophy, your cleric features still work for you as written. Think of the references to 
  a god as references to the divine thing you serve that gives you your magic. 
  Divine Domains 
  At 1st level, a cleric gains the Divine Domain feature. The following domain options are 
  available to a cleric, in addition to those offered in the Player’s Handbook: Forge and Grave. 
  
   
   
  Forge Domain 
  The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith 
  who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-
  tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience 
  and hard work, even the most intractable metal can be transformed from a lump of ore to a 
  beautifully wrought object. Clerics of these deities search for objects lost to the forces of 
  darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to 
  create potent magic items. Followers of these gods take great pride in their work, and they are 
  willing to craft and use heavy armor and powerful weapons to protect them. Deities of this 
  domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu. 
  I’ve got a minion that forges things.  
  An ink-stained little twerp with excellent penmanship. So how do the hammers and fire help the 
  process? Wouldn’t the paper get burned? Oh, the fire must be for the wax seals! 
   
  Forge Domain Features 
  Cleric Level 
  Feature 
  1st 
  Domain Spells, Bonus Proficiencies, Blessing of the Forge 
  2nd 
  Channel Divinity: Artisan’s Blessing 
  6th 
  Soul of the Forge 
  8th 
  Divine Strike (1d8) 
  14th 
  Divine Strike (2d8) 
  17th 
  Saint of Forge and Fire 
  Domain Spells 
  You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the 
  Divine Domain class feature for how domain spells work. 
  Forge Domain Spells 
  Cleric Level 
  Spells 
  1st 
  identify, searing smite 
  3rd 
  heat metal, magic weapon 
  5th 
  elemental weapon, protection from energy 
  7th 
  fabricate, wall of fire 
  9th 
  animate objects, creation 
  
   
   
   
  Bonus Proficiencies 
  When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s 
  tools. 
  Blessing of the Forge 
  At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long 
  rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. 
  Until the end of your next long rest or until you die, the object becomes a magic item, granting a 
  +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
  Channel Divinity: Artisan’s Blessing 
  Starting at 2nd level, you can use your Channel Divinity to create simple items. 
  You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a 
  simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another 
  metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these 
  items). The creation is completed at the end of the hour, coalescing in an unoccupied space of 
  your choice on a surface within 5 feet of you. 
  
   
   
  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, 
  you must lay out metal, which can include coins, with a value equal to the creation. The metal 
  irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming 
  even nonmetal parts of the creation. 
  The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you 
  possess the original during the ritual. 
   
  Soul of the Forge 
  Starting at 6th level, your mastery of the forge grants you special abilities: 
   
  You gain resistance to fire damage. 
   
  While wearing heavy armor, you gain a +1 bonus to AC. 
  Divine Strike 
  At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. 
  Once on each of your turns when you hit a creature with a weapon attack, you can cause the 
  attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra 
  damage increases to 2d8. 
  Saint of Forge and Fire 
  At 17th level, your blessed affinity with fire and metal becomes more powerful: 
   
  You gain immunity to fire damage. 
   
  While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. 
  
   
   
  Grave Domain 
  Gods of the grave watch over the line between life and death. To these deities, death and the 
  afterlife are a foundational part of the multiverse. To desecrate the peace of the dead is an 
  abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the 
  Undying Court, Hades, Anubis, and Osiris. Followers of these deities seek to put wandering 
  spirits to rest, destroy the undead, and ease the suffering of the dying. Their magic also allows 
  them to stave off death for a time, particularly for a person who still has some great work to 
  accomplish in the world. This is a delay of death, not a denial of it, for death will eventually get 
  its due. 
  I guess if you can’t disintegrate them or eat them, burying dead bodies makes as much 
  sense as anything else. 
  Grave Domain Features 
  Cleric Level 
  Feature 
  1st 
  Domain Spells, Circle of Mortality, Eyes of the Grave 
  2nd 
  Channel Divinity: Path to the Grave 
  6th 
  Sentinel at Death’s Door 
  8th 
  Potent Spellcasting 
  17th 
  Keeper of Souls 
  Domain Spells 
  You gain domain spells at the cleric levels listed in the Grave Domain Spells table. See the 
  Divine Domain class feature for how domain spells work. 
  Grave Domain Spells 
  Cleric Level 
  Spells 
  1st 
  bane, false life 
  3rd 
  gentle repose, ray of enfeeblement 
  5th 
  revivify, vampiric touch 
  7th 
  blight, death ward 
  9th 
  antilife shell, raise dead 
  
   
   
   
  Circle of Mortality 
  At 1st level, you gain the ability to manipulate the line between life and death. When you would 
  normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you 
  instead use the highest number possible for each die. 
  In addition, you learn the spare the dying cantrip, which doesn’t count against the number of 
  cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action. 
  Eyes of the Grave 
  At 1st level, you gain the ability to occasionally sense the presence of the undead, whose 
  existence is an insult to the natural cycle of life. As an action, you can open your awareness to 
  magically detect undead. Until the end of your next turn, you know the location of any undead 
  within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. 
  This sense doesn’t tell you anything about a creature’s capabilities or identity. 
  You can use this feature a number of times equal to your Wisdom modifier (minimum of once). 
  You regain all expended uses when you finish a long rest. 
  
   
   
  Channel Divinity: Path to the Grave 
  Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for 
  termination. 
  As an action, you choose one creature you can see within 30 feet of you, cursing it until the end 
  of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, 
  the creature has vulnerability to all of that attack’s damage, and then the curse ends. 
   
  Sentinel at Death’s Door 
  At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a 
  creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal 
  hit. Any effects triggered by a critical hit are canceled. 
  You can use this feature a number of times equal to your Wisdom modifier (minimum of once). 
  You regain all expended uses when you finish a long rest. 
  Potent Spellcasting 
  Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric 
  cantrip. 
  
   
   
  Keeper of Souls 
  Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the 
  living. When an enemy you can see dies within 60 feet of you, you or one creature of your 
  choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. 
  You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again 
  until the start of your next turn. 
   
   
  
   
   
  Druid 
  Even in death, each creature plays its part in maintaining the Great Balance. But now an 
  imbalance grows, a force that seeks to hold sway over nature. This is the destructive behavior of 
  the mortal races. The farther away from nature their actions take them, the more corrupting 
  their influence becomes. As druids, we seek mainly to protect and educate, to preserve the Great 
  Balance, but there are times when we must rise up against danger and eradicate it. 
  — Safhran, archdruid 
   
  Druids are the caretakers of the natural world, and it is said that in time a druid becomes the 
  voice of nature, speaking the truth that is too subtle for the general populace to hear. Many who 
  become druids find that they naturally gravitate toward nature; its forces, cycles, and movements 
  fill their minds and spirits with wonder and insight. Many sages and wise folk have studied 
  nature, writing volumes about its mystery and power, but druids are a special kind of being: at 
  some point, they begin to embody these natural forces, producing magical phenomena that link 
  them to the spirit of nature and the flow of life. Because of their strange and mysterious power, 
  druids are often revered, shunned, or considered dangerous by the people around them. 
  Your druid character might be a true worshiper of nature, one who has always scorned 
  civilization and found solace in the wild. Or your character could be a child of the city who now 
  strives to bring the civilized world into harmony with the wilderness. You can use the sections 
  that follow to flesh out your druid, regardless of how your character came to the profession. 
  I’ve always liked druids, because they are made of natural ingredients. And I believe that 
  everyone should have such a healthy diet. 
   
  
   
   
  Treasured Item 
  Some druids carry one or more items that are sacred to them or have deep personal significance. 
  Such items are not necessarily magical, but every one is an object whose meaning connects the 
  druid’s mind and heart to a profound concept or spiritual outlook. 
  When you decide what your character’s treasured item is, think about giving it an origin story: 
  how did you come by the item, and why is it important to you? 
  Treasured Items 
  d6 
  Item 
  1 A twig from the meeting tree that stands in the center of your village 
  2 A vial of water from the source of a sacred river 
  3 Special herbs tied together in a bundle 
  4 A small bronze bowl engraved with animal images 
  5 A rattle made from a dried gourd and holly berries 
  6 A miniature golden sickle handed down to you by your mentor 
  Guiding Aspect 
  Many druids feel a strong link to a specific aspect of the natural world, such as a body of water, 
  an animal, a type of tree, or some other sort of plant. You identify with your chosen aspect; by its 
  behavior or its very nature, it sets an example that you seek to emulate. 
  Guiding Aspects 
  d6 
  Guiding Aspect 
  1 Yew trees remind you of renewing your mind and spirit, letting the old die and the new spring 
  forth. 
  2 Oak trees represent strength and vitality. Meditating under an oak fills your body and mind 
  with resolve and fortitude. 
  3 The river’s endless flow reminds you of the great span of the world. You seek to act with the 
  long-term interests of nature in mind. 
  4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting 
  change is necessary to sustain yourself in the world. 
  5 The birds in the sky are evidence that even the smallest creatures can survive if they remain 
  above the fray. 
  6 As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to 
  the power of the pack. 
  
   
   
  Mentor 
  It’s not unusual for would-be druids to seek out (or be sought out by) instructors or elders who 
  teach them the basics of their magical arts. Most druids who learn from a mentor begin their 
  training at a young age, and the mentor has a vital role in shaping a student’s attitudes and 
  beliefs. 
  If your character received training from someone else, who or what was that individual, and what 
  was the nature of your relationship? Did your mentor imbue you with a particular outlook or 
  otherwise influence your approach to achieving the goals of your chosen path? 
  Mentors 
  d6 
  Mentor 
  1 Your mentor was a wise treant who taught you to think in terms of years and decades rather 
  than days or months. 
  2 You were tutored by a dryad who watched over a slumbering portal to the Abyss. During 
  your training, you were tasked with watching for hidden threats to the world. 
  3 Your tutor always interacted with you in the form of a falcon. You never saw the tutor’s 
  humanoid form. 
  4 You were one of several youngsters who were mentored by an old druid, until one of your 
  fellow pupils betrayed your group and killed your master. 
  5 Your mentor has appeared to you only in visions. You have yet to meet this person, and you 
  are not sure such a person exists in mortal form. 
  6 Your mentor was a werebear who taught you to treat all living things with equal regard. 
   
   
   
  
   
   
  Druid Circles 
  At 2nd level, a druid gains the Druid Circle feature. The following options are available to a 
  druid, in addition to those offered in the Player’s Handbook: the Circle of Dreams and the Circle 
  of the Shepherd. 
  Circle of Dreams 
  Druids who are members of the Circle of Dreams hail from regions that have strong ties to the 
  Feywild and its dreamlike realms. The druids’ guardianship of the natural world makes for a 
  natural alliance between them and good-aligned fey. These druids seek to fill the world with 
  dreamy wonder. Their magic mends wounds and brings joy to downcast hearts, and the realms 
  they protect are gleaming, fruitful places, where dream and reality blur together and where the 
  weary can find rest. 
  I don’t dream because I don’t sleep. I’m always awake so no one can ever sneak up on me.  
  If I dreamed, they would be bigger dreams than yours, though, because my head is bigger. 
   
  Circle of Dreams Features 
  Druid Level 
  Feature 
  2nd 
  Balm of the Summer Court 
  6th 
  Hearth of Moonlight and Shadow 
  10th 
  Hidden Paths 
  14th 
  Walker in Dreams 
  
   
   
   
  Balm of the Summer Court 
  At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of 
  energy that offers respite from injuries. You have a pool of fey energy represented by a number 
  of d6s equal to your druid level. 
  As a bonus action, you can choose one creature you can see within 120 feet of you and spend a 
  number of those dice equal to half your druid level or less. Roll the spent dice and add them 
  together. The target regains a number of hit points equal to the total. The target also gains 1 
  temporary hit point per die spent. 
  You regain all expended dice when you finish a long rest. 
  Hearth of Moonlight and Shadow 
  At 6th level, home can be wherever you are. During a short or long rest, you can invoke the 
  shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you 
  touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that 
  point. Total cover blocks the sphere. 
  
   
   
  While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom 
  (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the 
  like) isn’t visible outside it. 
  The sphere vanishes at the end of the rest or when you leave the sphere. 
  Hidden Paths 
  Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse 
  space in the blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an 
  unoccupied space you can see. Alternatively, you can use your action to teleport one willing 
  creature you touch up to 30 feet to an unoccupied space you can see. 
  You can use this feature a number of times equal to your Wisdom modifier (minimum of once), 
  and you regain all expended uses of it when you finish a long rest. 
  Walker in Dreams 
  At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically 
  through dreamlands. 
  When you finish a short rest, you can cast one of the following spells, without expending a spell 
  slot or requiring material components: dream (with you as the messenger), scrying, or 
  teleportation circle. 
  This use of teleportation circle is special. Rather than opening a portal to a permanent 
  teleportation circle, it opens a portal to the last location where you finished a long rest on your 
  current plane of existence. If you haven’t taken a long rest on your current plane, the spell fails 
  but isn’t wasted. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
   
   
  
   
   
  Circle of the Shepherd 
  Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of 
  beasts and the fey, and call to those spirits for aid. These druids recognize that all living things 
  play a role in the natural world, yet they focus on protecting animals and fey creatures that have 
  difficulty defending themselves. Shepherds, as they are known, see such creatures as their 
  charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than 
  necessary, and prevent civilization from encroaching on rare animal habitats and on sites sacred 
  to the fey. Many of these druids are happiest far from cities and towns, content to spend their 
  days in the company of animals and the fey creatures of the wilds. 
  Members of this circle become adventurers to oppose forces that threaten their charges or to seek 
  knowledge and power that will help them safeguard their charges better. Wherever these druids 
  go, the spirits of the wilderness are with them. 
  Circle of the Shepherd Features 
  Druid Level 
  Feature 
  2nd 
  Speech of the Woods, Spirit Totem 
  6th 
  Mighty Summoner 
  10th 
  Guardian Spirit 
  14th 
  Faithful Summons 
   
  
   
   
  Speech of the Woods 
  At 2nd level, you gain the ability to converse with beasts and many fey. 
  You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and 
  you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to 
  convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or 
  heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can 
  combine this ability with gifts to curry favor with them as you would with any nonplayer 
  character. 
  Spirit Totem 
  Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a 
  bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 
  feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a 
  creature nor an object, though it has the spectral appearance of the creature it represents. 
  As a bonus action, you can move the spirit up to 60 feet to a point you can see. 
  The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t 
  use it again until you finish a short or long rest. 
  The effect of the spirit’s aura depends on the type of spirit you summon from the options below. 
  Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of 
  your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid 
  level. In addition, you and your allies gain advantage on Strength checks and Strength saving 
  throws while in the aura. 
  Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen 
  sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your 
  reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on 
  Wisdom (Perception) checks while in the aura. 
  Unicorn Spirit. The unicorn spirit lends its protection to those nearby. You and your allies gain 
  advantage on all ability checks made to detect creatures in the spirit’s aura. In addition, if you 
  cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, 
  each creature of your choice in the aura also regains hit points equal to your druid level. 
  Mighty Summoner 
  Starting at 6th level, beasts and fey that you conjure are more resilient than normal. Any beast or 
  fey summoned or created by a spell that you cast gains the following benefits: 
  
   
   
   
  The creature appears with more hit points than normal: 2 extra hit points per Hit Die it 
  has. 
   
  The damage from its natural weapons is considered magical for the purpose of 
  overcoming immunity and resistance to nonmagical attacks and damage. 
  Guardian Spirit 
  Beginning at 10th level, your Spirit Totem safeguards the beasts and fey that you call forth with 
  your magic. When a beast or fey that you summoned or created with a spell ends its turn in your 
  Spirit Totem aura, that creature regains a number of hit points equal to half your druid level. 
  Faithful Summons 
  Starting at 14th level, the nature spirits you commune with protect you when you are the most 
  defenseless. If you are reduced to 0 hit points or are incapacitated against your will, you can 
  immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It 
  summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts 
  appear within 20 feet of you. If they receive no commands from you, they protect you from harm 
  and attack your foes. The spell lasts for 1 hour, requiring no concentration, or until you dismiss it 
  (no action required). 
  Once you use this feature, you can’t use it again until you finish a long rest. 
   
  Learning Beast Shapes 
  The Wild Shape feature in the Player’s Handbook lets you transform into a beast that you’ve 
  seen. That rule gives you a tremendous amount of flexibility, making it easy to amass an array of 
  beast form options for yourself, but you must abide by the limitations in the Beast Shapes table 
  in that book. 
  
   
   
  When you gain Wild Shape as a 2nd-level druid, you might wonder which beasts you’ve already 
  seen. The following tables organize beasts from the Monster Manual according to the beasts’ 
  most likely environments. Consider the environment your druid grew up in, then consult the 
  appropriate table for a list of animals that your druid has probably seen by 2nd level. 
  If I could turn into something else, I wouldn’t. Because everything else is inferior to me. 
   
  These tables can also help you and your DM determine which animals you might see on your 
  travels. In addition, the tables include each beast’s challenge rating and note whether a beast has 
  a flying or swimming speed. This information will help you determine whether you qualify to 
  assume that beast’s form. 
  The tables include all the individual beasts that are eligible for Wild Shape (up to a challenge 
  rating of 1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6). 
  Arctic 
  CR 
  Beast 
  Fly/Swim 
  0 
  Owl 
  Fly 
  1/8 Blood hawk 
  Fly 
  1/4 Giant owl 
  Fly 
  1 
  Brown bear 
  — 
  2 
  Polar bear 
  Swim 
  2 
  Saber-toothed tiger — 
  6 
  Mammoth 
  — 
  Coast 
  CR 
  Beast 
  Fly/Swim 
  0 
  Crab 
  Swim 
  0 
  Eagle 
  Fly 
  1/8 Blood hawk 
  Fly 
  1/8 Giant crab 
  Swim 
  1/8 Poisonous snake Swim 
  1/8 Stirge 
  Fly 
  1/4 Giant lizard 
  — 
  1/4 Giant wolf spider — 
  1/4 Pteranodon 
  Fly 
  
   
   
  CR 
  Beast 
  Fly/Swim 
  1 
  Giant eagle 
  Fly 
  1 
  Giant toad 
  Swim 
  2 
  Plesiosaurus 
  Swim 
  Desert 
  CR 
  Beast 
  Fly/Swim 
  0 
  Cat 
  — 
  0 
  Hyena 
  — 
  0 
  Jackal 
  — 
  0 
  Scorpion 
  — 
  0 
  Vulture 
  Fly 
  1/8 Camel 
  — 
  1/8 Flying snake 
  Fly 
  1/8 Mule 
  — 
  1/8 Poisonous snake 
  Swim 
  1/8 Stirge 
  Fly 
  1/4 Constrictor snake 
  Swim 
  1/4 Giant lizard 
  — 
  1/4 Giant poisonous snake Swim 
  1/4 Giant wolf spider 
  — 
  1 
  Giant hyena 
  — 
  1 
  Giant spider 
  — 
  1 
  Giant toad 
  Swim 
  1 
  Giant vulture 
  Fly 
  1 
  Lion 
  — 
  2 
  Giant constrictor snake Swim 
  3 
  Giant scorpion 
  — 
  Forest 
  CR 
  Beast 
  Fly/Swim 
  0 
  Baboon 
  — 
  0 
  Badger 
  — 
  0 
  Cat 
  — 
  0 
  Deer 
  — 
  0 
  Hyena 
  — 
  
   
   
  CR 
  Beast 
  Fly/Swim 
  0 
  Owl 
  Fly 
  1/8 Blood hawk 
  Fly 
  1/8 Flying snake 
  Fly 
  1/8 Giant rat 
  — 
  1/8 Giant weasel 
  — 
  1/8 Poisonous snake 
  Swim 
  1/8 Mastiff 
  — 
  1/8 Stirge 
  Fly 
  1/4 Boar 
  — 
  1/4 Constrictor snake 
  Swim 
  1/4 Elk 
  — 
  1/4 Giant badger 
  — 
  1/4 Giant bat 
  Fly 
  1/4 Giant frog 
  Swim 
  1/4 Giant lizard 
  — 
  1/4 Giant owl 
  Fly 
  1/4 Giant poisonous snake Swim 
  1/4 Giant wolf spider 
  — 
  1/4 Panther 
  — 
  1/4 Wolf 
  — 
  1/2 Ape 
  — 
  1/2 Black bear 
  — 
  1/2 Giant wasp 
  Fly 
  1 
  Brown bear 
  — 
  1 
  Dire wolf 
  — 
  1 
  Giant hyena 
  — 
  1 
  Giant spider 
  — 
  1 
  Giant toad 
  Swim 
  1 
  Tiger 
  — 
  2 
  Giant boar 
  — 
  2 
  Giant constrictor snake Swim 
  2 
  Giant elk 
  — 
  Grassland 
  CR 
  Beast 
  Fly/Swim 
  
   
   
  CR 
  Beast 
  Fly/Swim 
  0 
  Cat 
  — 
  0 
  Deer 
  — 
  0 
  Eagle 
  Fly 
  0 
  Goat 
  — 
  0 
  Hyena 
  — 
  0 
  Jackal 
  — 
  0 
  Vulture 
  Fly 
  1/8 Blood hawk 
  Fly 
  1/8 Flying snake 
  Fly 
  1/8 Giant weasel 
  — 
  1/8 Poisonous snake 
  Swim 
  1/8 Stirge 
  Fly 
  1/4 Axe beak 
  — 
  1/4 Boar 
  — 
  1/4 Elk 
  — 
  1/4 Giant poisonous snake Swim 
  1/4 Giant wolf spider 
  — 
  1/4 Panther (leopard) 
  — 
  1/4 Pteranodon 
  Fly 
  1/4 Riding horse 
  — 
  1/4 Wolf 
  — 
  1/2 Giant goat 
  — 
  1/2 Giant wasp 
  Fly 
  1 
  Giant eagle 
  Fly 
  1 
  Giant hyena 
  — 
  1 
  Giant vulture 
  Fly 
  1 
  Lion 
  — 
  1 
  Tiger 
  — 
  2 
  Allosaurus 
  — 
  2 
  Giant boar 
  — 
  2 
  Giant elk 
  — 
  2 
  Rhinoceros 
  — 
  3 
  Ankylosaurus 
  — 
  4 
  Elephant 
  — 
  5 
  Triceratops 
  — 
  
   
   
  Hill 
  CR 
  Beast 
  Fly/Swim 
  0 
  Baboon 
  — 
  0 
  Eagle 
  Fly 
  0 
  Goat 
  — 
  0 
  Hyena 
  — 
  0 
  Raven 
  Fly 
  0 
  Vulture 
  Fly 
  1/8 Blood hawk 
  Fly 
  1/8 Giant weasel 
  — 
  1/8 Mastiff 
  — 
  1/8 Mule 
  — 
  1/8 Poisonous snake Swim 
  1/8 Stirge 
  Fly 
  1/4 Axe beak 
  — 
  1/4 Boar 
  — 
  1/4 Elk 
  — 
  1/4 Giant owl 
  Fly 
  1/4 Giant wolf spider — 
  1/4 Panther (cougar) — 
  1/4 Wolf 
  — 
  1/2 Giant goat 
  — 
  1 
  Brown bear 
  — 
  1 
  Dire wolf 
  — 
  1 
  Giant eagle 
  Fly 
  1 
  Giant hyena 
  — 
  1 
  Lion 
  — 
  2 
  Giant boar 
  — 
  2 
  Giant elk 
  — 
  Mountain 
  CR 
  Beast 
  Fly/Swim 
  0 
  Eagle 
  Fly 
  0 
  Goat 
  — 
  1/8 Blood hawk 
  Fly 
  1/8 Stirge 
  Fly 
  
   
   
  CR 
  Beast 
  Fly/Swim 
  1/4 Pteranodon 
  Fly 
  1/2 Giant goat 
  — 
  1 
  Giant eagle 
  Fly 
  1 
  Lion 
  — 
  2 
  Giant elk 
  — 
  2 
  Saber-toothed tiger — 
  Swamp 
  CR 
  Beast 
  Fly/Swim 
  0 
  Rat 
  — 
  0 
  Raven 
  Fly 
  1/8 Giant rat 
  — 
  1/8 Poisonous snake 
  Swim 
  1/8 Stirge 
  Fly 
  1/4 Constrictor snake 
  Swim 
  1/4 Giant frog 
  Swim 
  1/4 Giant lizard 
  — 
  1/4 Giant poisonous snake Swim 
  1/2 Crocodile 
  Swim 
  1 
  Giant spider 
  — 
  1 
  Giant toad 
  Swim 
  2 
  Giant constrictor snake Swim 
  5 
  Giant crocodile 
  Swim 
  Underdark 
  CR 
  Beast 
  Fly/Swim 
  0 
  Giant fire beetle 
  — 
  1/8 Giant rat 
  — 
  1/8 Stirge 
  Fly 
  1/4 Giant bat 
  Fly 
  1/4 Giant centipede 
  — 
  1/4 Giant lizard 
  — 
  1/4 Giant poisonous snake Swim 
  1 
  Giant spider 
  — 
  1 
  Giant toad 
  Swim 
  
   
   
  CR 
  Beast 
  Fly/Swim 
  2 
  Giant constrictor snake Swim 
  2 
  Polar bear (cave bear) Swim 
  Underwater 
  CR 
  Beast 
  Fly/Swim 
  0 
  Quipper 
  Swim 
  1/4 Constrictor snake 
  Swim 
  1/2 Giant sea horse 
  Swim 
  1/2 Reef shark 
  Swim 
  1 
  Giant octopus 
  Swim 
  2 
  Giant constrictor snake Swim 
  2 
  Hunter shark 
  Swim 
  2 
  Plesiosaurus 
  Swim 
  3 
  Killer whale 
  Swim 
  5 
  Giant shark 
  Swim 
   
   
   
  
   
   
  Fighter 
  Let me know when you’re all done talking. 
  — Tordek 
   
  Of all the adventurers in the worlds of D&D, the fighter is perhaps the greatest paradox. On the 
  one hand, a singular feature of the class is that no two fighters ply their craft in quite the same 
  way; their weapons, armor, and tactics differ across a vast spectrum. On the other hand, 
  regardless of the tools and methods one uses, at the heart of every fighter’s motivation lies the 
  same basic truth: it is better to wound than to be wounded. 
  Although some adventuring fighters risk their lives fighting for glory or treasure, others are 
  primarily concerned with the welfare of others. They put more value on the well-being of the 
  society, the village, or the group than on their own safety. Even if there’s gold in the offing, the 
  true reward for most fighters comes from sending enemies to their doom. 
  The sections below offer ways to add a little depth and a few personal touches to your fighter 
  character. 
  Sticks and stones may break my bones, but swords will never hurt me — as long as I stay really 
  high and shoot down at an angle. 
   
  Heraldic Sign 
  Fighters typically do battle for a cause. Some fight on behalf of kingdoms besieged by monsters, 
  while others quest only for personal glory. In either case, a fighter often displays a heraldic sign 
  
   
   
  that represents that cause, either adopting the symbol of a nation or a royal line, or creating a 
  crest to represent one’s self-interest. 
  Your character could be affiliated with an organization or a cause, and thus might already travel 
  under a banner of some sort. If that’s not the case, consider devising a heraldic sign that 
  symbolizes an aspect of your nature or speaks to what you see as your purpose in the world. 
  Heraldic Signs 
  d6 
  Sign 
  1 A rampant golden dragon on a green field, representing valor and a quest for wealth 
  2 The fist of a storm giant clutching lightning before a storm cloud, symbolizing wrath and 
  power 
  3 Crossed greatswords in front of a castle gate, signifying the defense of a city or kingdom 
  4 A skull with a dagger through it, representing the doom you bring to your enemies 
  5 A phoenix in a ring of fire, an expression of an indomitable spirit 
  6 Three drops of blood beneath a horizontal sword blade on a black background, symbolizing 
  three foes you have sworn to kill 
  Instructor 
  Some fighters are natural-born combatants who have a talent for surviving in battle. Others 
  learned the basics of their combat prowess in their formative years from spending time in a 
  military or some other martial organization, when they were taught by the leaders of the group. 
  A third type of fighter comes from the ranks of those who received one-on-one instruction from 
  an accomplished veteran of the craft. That instructor was, or perhaps still is, well versed in a 
  certain aspect of combat that relates to the student’s background. 
  If you decide that your character had an individual instructor, what is that person’s specialty? Do 
  you emulate your instructor in how you fight, or did you take the instructor’s teachings and adapt 
  them to your own purposes? 
  Instructors 
  d6 
  Instructor 
  1 Gladiator. Your instructor was a slave who fought for freedom in the arena, or one who 
  willingly chose the gladiator’s life to earn money and fame. 
  2 Military. Your trainer served with a group of soldiers and knows much about working as a 
  team. 
  3 City Watch. Crowd control and peacekeeping are your instructor’s specialties. 
  4 Tribal Warrior. Your instructor grew up in a tribe, where fighting for one’s life was practically 
  an everyday occurrence. 
  
   
   
  d6 
  Instructor 
  5 Street Fighter. Your trainer excels at urban combat, combining close-quarters work with 
  silence and efficiency. 
  6 Weapon Master. Your mentor helped you to become one with your chosen weapon, by 
  imparting highly specialized knowledge of how to wield it most effectively. 
  Signature Style 
  Many fighters distinguish themselves from their peers by adopting and perfecting a particular 
  style or method of waging combat. Although this style might be a natural outgrowth of a 
  fighter’s personality, that’s not always the case — someone’s approach to the world in general 
  does not necessarily dictate how that person operates when lives are on the line. 
  Do you have a combat style that mirrors your outlook on life, or is something else inside you 
  unleashed when weapons are drawn? 
  Signature Styles 
  d6 
  Style 
  1 Elegant. You move with precise grace and total control, never using more energy than you 
  need. 
  2 Brutal. Your attacks rain down like hammer blows, meant to splinter bone or send blood 
  flying. 
  3 Cunning. You dart in to attack at just the right moment and use small-scale tactics to tilt the 
  odds in your favor. 
  4 Effortless. You rarely perspire or display anything other than a stoic expression in battle. 
  5 Energetic. You sing and laugh during combat as your spirit soars. You are happiest when 
  you have a foe in front of you and a weapon in hand. 
  6 Sinister. You scowl and sneer while fighting, and you enjoy mocking your foes as you defeat 
  them. 
   
   
   
  
   
   
  Martial Archetypes 
  At 3rd level, a fighter gains the Martial Archetype feature. The following options are available to 
  a fighter, in addition to those offered in the Player’s Handbook: the Arcane Archer, the Cavalier, 
  and the Samurai. 
  Arcane Archer 
  An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to 
  produce supernatural effects. Arcane Archers are some of the most elite warriors among the 
  elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers 
  and using magic-infused arrows to defeat monsters and invaders before they can reach elven 
  settlements. Over the centuries, the methods of these elf archers have been learned by members 
  of other races who can also balance arcane aptitude with archery. 
  Arrows are the worst. They go much farther than eye rays. That’s why I stay indoors all the time. 
  Besides, the sky is totally overrated. 
   
  Arcane Archer Features 
  Fighter Level 
  Feature 
  3rd 
  Arcane Archer Lore, Arcane Shot (2 options) 
  7th 
  Curving Shot, Magic Arrow, Arcane Shot (3 options) 
  10th 
  Arcane Shot (4 options) 
  15th 
  Ever-Ready Shot, Arcane Shot (5 options) 
  18th 
  Arcane Shot (6 options, improved shots) 
  Arcane Archer Lore 
  At 3rd level, you learn magical theory or some of the secrets of nature — typical for practitioners 
  of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature 
  skill, and you choose to learn either the prestidigitation or the druidcraft cantrip. 
  Arcane Shot 
  At 3rd level, you learn to unleash special magical effects with some of your shots. When you 
  gain this feature, you learn two Arcane Shot options of your choice (see “Arcane Shot Options” 
  below). 
  
   
   
  Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, 
  you can apply one of your Arcane Shot options to that arrow. You decide to use the option when 
  the arrow hits a creature, unless the option doesn’t involve an attack roll. You have two uses of 
  this ability, and you regain all expended uses of it when you finish a short or long rest. 
  You gain an additional Arcane Shot option of your choice when you reach certain levels in this 
  class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level 
  fighter. 
  Magic Arrow 
  At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical 
  arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming 
  resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow 
  immediately after it hits or misses its target. 
  Curving Shot 
  At 7th level, you learn how to direct an errant arrow toward a new target. When you make an 
  attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll 
  against a different target within 60 feet of the original target. 
  Ever-Ready Shot 
  Starting at 15th level, your magical archery is available whenever battle starts. If you roll 
  initiative and have no uses of Arcane Shot remaining, you regain one use of it. 
  Arcane Shot Options 
  The Arcane Shot feature lets you choose options for it at certain levels. The options are presented 
  here in alphabetical order. They are all magical effects, and each one is associated with one of 
  the schools of magic. 
  If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency 
  bonus + your Intelligence modifier. 
  Banishing Arrow. You use abjuration magic to try to temporarily banish your target to a 
  harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma 
  saving throw or be banished. While banished in this way, the target’s speed is 0, and it is 
  incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the 
  nearest unoccupied space if that space is occupied. 
  After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits 
  it. 
  
   
   
  Beguiling Arrow. Your enchantment magic causes this arrow to temporarily beguile its target. 
  The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies 
  within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed 
  by the chosen ally until the start of your next turn. This effect ends early if the chosen ally 
  attacks the charmed target, deals damage to it, or forces it to make a saving throw. 
  The psychic damage increases to 4d6 when you reach 18th level in this class. 
  Bursting Arrow. You imbue your arrow with force energy drawn from the school of evocation. 
  The energy detonates after your attack. Immediately after the arrow hits the creature, the target 
  and all other creatures within 10 feet of it take 2d6 force damage each. 
  The force damage increases to 4d6 when you reach 18th level in this class. 
  Enfeebling Arrow. You weave necromantic magic into your arrow. The creature hit by the arrow 
  takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, 
  or the damage dealt by its weapon attacks is halved until the start of your next turn. 
  The necrotic damage increases to 4d6 when you reach 18th level in this class. 
  Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, 
  poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 
  2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first 
  time on each turn it moves 1 foot or more without teleporting. The target or any creature that can 
  reach it can use its action to remove the brambles with a successful Strength (Athletics) check 
  against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use 
  this option again. 
  The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this 
  class. 
  Piercing Arrow. You use transmutation magic to give your arrow an ethereal quality. When you 
  use this option, you don’t make an attack roll for the attack. Instead, the arrow shoots forward in 
  a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly 
  through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. 
  On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing 
  damage. On a successful save, a target takes half as much damage. 
  The piercing damage increases to 2d6 when you reach 18th level in this class. 
  Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out a target. 
  When you use this option, you don’t make an attack roll for the attack. Instead, choose one 
  creature you have seen in the past minute. The arrow flies toward that creature, moving around 
  corners if necessary and ignoring three-quarters cover and half cover. If the target is within the 
  weapon’s range and there is a path large enough for the arrow to travel to the target, the target 
  must make a Dexterity saving throw. Otherwise, the arrow disappears after traveling as far as it 
  
   
   
  can. On a failed save, the target takes damage as if it were hit by the arrow, plus an extra 1d6 
  force damage, and you learn the target’s current location. On a successful save, the target takes 
  half as much damage, and you don’t learn its location. 
  The force damage increases to 2d6 when you reach 18th level in this class. 
  Shadow Arrow. You weave illusion magic into your arrow, causing it to occlude your foe’s 
  vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it 
  must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away 
  until the start of your next turn. 
  The psychic damage increases to 4d6 when you reach 18th level in this class. 
  So there are different names for different sorts of people who swing swords? Why? Let me try: 
  big sword swinger and tiny sword swinger. No, that sounds like it’s the size of the sword that 
  matters. How about: big meat bag with a sword and little meat bag with a sword! 
   
  Cavalier 
  The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised 
  at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state 
  dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the 
  protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many 
  of these fighters leave their lives of comfort to embark on glorious adventure. 
  Cavalier Features 
  Fighter Level 
  Feature 
  3rd 
  Bonus Proficiency, Born to the Saddle, Unwavering Mark 
  7th 
  Warding Maneuver 
  10th 
  Hold the Line 
  15th 
  Ferocious Charger 
  18th 
  Vigilant Defender 
  Bonus Proficiency 
  When you choose this archetype at 3rd level, you gain proficiency in one of the following skills 
  of your choice: Animal Handling, History, Insight, Performance, or Persuasion. Alternatively, 
  you learn one language of your choice. 
  
   
   
  Born to the Saddle 
  Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving 
  throws made to avoid falling off your mount. If you fall off your mount and descend no more 
  than 10 feet, you can land on your feet if you’re not incapacitated. 
  Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half 
  your speed. 
  Unwavering Mark 
  Starting at 3rd level, you can menace your foes, foiling their attacks and punishing them for 
  harming others. When you hit a creature with a melee weapon attack, you can mark the creature 
  until the end of your next turn. This effect ends early if you are incapacitated or you die, or if 
  someone else marks the creature. 
  While it is within 5 feet of you, a creature marked by you has disadvantage on any attack roll that 
  doesn’t target you. 
  In addition, if a creature marked by you deals damage to anyone other than you, you can make a 
  special melee weapon attack against the marked creature as a bonus action on your next turn. 
  You have advantage on the attack roll, and if it hits, the attack’s weapon deals extra damage to 
  the target equal to half your fighter level. 
  Regardless of the number of creatures you mark, you can make this special attack a number of 
  times equal to your Strength modifier (minimum of once), and you regain all expended uses of it 
  when you finish a long rest. 
  Warding Maneuver 
  At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby. 
  If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a 
  reaction if you’re wielding a melee weapon or a shield. Roll the die, and add the number rolled to 
  the target’s AC against that attack. If the attack still hits, the target has resistance against the 
  attack’s damage. 
  You can use this feature a number of times equal to your Constitution modifier (minimum of 
  once), and you regain all expended uses of it when you finish a long rest. 
  Hold the Line 
  At 10th level, you become a master of locking down your enemies. Creatures provoke an 
  opportunity attack from you when they move 5 feet or more while within your reach, and if you 
  hit a creature with an opportunity attack, the target’s speed is reduced to 0 until the end of the 
  current turn. 
  
   
   
  Ferocious Charger 
  Starting at 15th level, you can run down your foes, whether you’re mounted or not. If you move 
  at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, 
  that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your 
  Strength modifier) or be knocked prone. You can use this feature only once on each of your 
  turns. 
  Vigilant Defender 
  Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a 
  special reaction that you can take once on every creature’s turn, except your turn. You can use 
  this special reaction only to make an opportunity attack, and you can’t use it on the same turn 
  that you take your normal reaction. 
  CAVALIERS, SAMURAI, AND HISTORY 
  While both cavaliers and samurai existed in the real world, our inspirations for both fighter 
  archetypes are taken from popular culture (folk tales, movies, and comic books), not from 
  history. Our intent is to capture the cinematic, heroic element of both archetypes in the game, 
  rather than create an accurate historical representation of either one. 
  Samurai 
  The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A 
  Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: 
  yield or die fighting. 
  Samurai Features 
  Fighter Level 
  Feature 
  3rd 
  Bonus Proficiency, Fighting Spirit (5 temp. hp) 
  7th 
  Elegant Courtier 
  10th 
  Tireless Spirit, Fighting Spirit (10 temp. hp) 
  15th 
  Rapid Strike, Fighting Spirit (15 temp. hp) 
  18th 
  Strength before Death 
  
   
   
   
  Bonus Proficiency 
  When you choose this archetype at 3rd level, you gain proficiency in one of the following skills 
  of your choice: History, Insight, Performance, or Persuasion. Alternatively, you learn one 
  language of your choice. 
  Fighting Spirit 
  Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus 
  action on your turn, you can give yourself advantage on weapon attack rolls until the end of the 
  current turn. When you do so, you also gain 5 temporary hit points. The number of temporary hit 
  points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 
  at 15th level. 
  You can use this feature three times, and you regain all expended uses of it when you finish a 
  long rest. 
  Elegant Courtier 
  Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. 
  Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your 
  Wisdom modifier. 
  
   
   
  Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already 
  have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws 
  (your choice). 
  Tireless Spirit 
  Starting at 10th level, when you roll initiative and have no uses of Fighting Spirit remaining, you 
  regain one use. 
  Rapid Strike 
  Starting at 15th level, you learn to trade accuracy for swift strikes. If you take the Attack action 
  on your turn and have advantage on an attack roll against one of the targets, you can forgo the 
  advantage for that roll to make an additional weapon attack against that target, as part of the 
  same action. You can do so no more than once per turn. 
  Strength before Death 
  Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that 
  reduces you to 0 hit points and doesn’t kill you outright, you can use your reaction to delay 
  falling unconscious, and you can immediately take an extra turn, interrupting the current turn. 
  While you have 0 hit points during that extra turn, taking damage causes death saving throw 
  failures as normal, and three death saving throw failures can still kill you. When the extra turn 
  ends, you fall unconscious if you still have 0 hit points. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
   
   
  
   
   
  Monk 
  Do not mistake my silence for acceptance of your villainy. While you blustered and threatened, 
  I’ve planned four different ways to snap your neck with my bare hands. 
  — Ember, grand master of flowers 
   
  Monks walk a path of contradiction. They study their art as a wizard does, and like a wizard, 
  they wear no armor and typically eschew weapons. Yet they are deadly combatants, their 
  abilities on a par with those of a raging barbarian or a superbly trained fighter. Monks embrace 
  this seeming contradiction, for it speaks to the core of all monastic study. By coming to know 
  oneself completely, one learns much of the wider world. 
  A monk’s focus on inner mastery leads many such individuals to become detached from society, 
  more concerned with their personal experience than with happenings elsewhere. Adventuring 
  monks are a rare breed of an already rare type of character, taking their quest for perfection 
  beyond the walls of the monastery into the world at large. 
  Playing a monk character offers many intriguing opportunities to try something different. To 
  distinguish your monk character even further, consider the options in the sections that follow. 
   
   
  I bet I could be a monk if I wanted. 
  What? Why are you laughing? 
  
   
   
   
  Monastery 
  A monk studies in a monastery in preparation for a life of asceticism. Most of those who enter a 
  monastery make it their home for the rest of their lives, with the exception of adventurers and 
  others who have reason to leave. For those individuals, a monastery might serve as a refuge 
  between excursions to the world or as a source of support in times of need. 
  What sort of place was your monastery, and where is it located? Did attending it contribute to 
  your experience in an unusual or distinctive way? 
  Monasteries 
  d6 
  Monastery 
  1 Your monastery is carved out of a mountainside, where it looms over a treacherous pass. 
  2 Your monastery is high in the branches of an immense tree in the Feywild. 
  3 Your monastery was founded long ago by a cloud giant and is inside a cloud castle that can 
  be reached only by flying. 
  4 Your monastery is built beside a volcanic system of hot springs, geysers, and sulfur pools. 
  You regularly received visits from azer traders. 
  5 Your monastery was founded by gnomes and is an underground labyrinth of tunnels and 
  rooms. 
  6 Your monastery was carved from an iceberg in the frozen reaches of the world. 
  Monastic Icon 
  Even in the monastic lifestyle, which eschews materialism and personal possessions, symbolism 
  plays an important part in defining the identity of an order. Some monastic orders treat certain 
  creatures with special regard, either because the creature is tied to the order’s history or because 
  it serves as an example of a quality the monks seek to emulate. 
  If your character’s monastery had a special icon, you might wear a crude image of the creature 
  somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your 
  order’s icon does not have a physical form but is expressed through a gesture or a posture that 
  you adopt, and which other monks might know how to interpret. 
  Monastic Icons 
  d6 
  Icon 
  1 Monkey. Quick reflexes and the ability to travel through the treetops are two of the reasons 
  why your order admires the monkey. 
  
   
   
  d6 
  Icon 
  2 Dragon Turtle. The monks of your seaside monastery venerate the dragon turtle, reciting 
  ancient prayers and offering garlands of flowers to honor this living spirit of the sea. 
  3 Ki-rin. Your monastery sees its main purpose as watching over and protecting the land in the 
  manner of the ki-rin. 
  4 Owlbear. The monks of your monastery revere a family of owlbears and have coexisted with 
  them for generations. 
  5 Hydra. Your order singles out the hydra for its ability to unleash several attacks 
  simultaneously. 
  6 Dragon. A dragon once laired within your monastery. Its influence remains long after its 
  departure. 
  Master 
  During your studies, you were likely under the tutelage of a master who imparted to you the 
  precepts of the order. Your master was the one most responsible for shaping your understanding 
  of the martial arts and your attitude toward the world. What sort of person was your master, and 
  how did your relationship with your master affect you? 
  Masters 
  d6 
  Master 
  1 Your master was a tyrant whom you had to defeat in single combat to complete your 
  instruction. 
  2 Your master was kindly and taught you to pursue the cause of peace. 
  3 Your master was merciless in pushing you to your limits. You nearly lost an eye during one 
  especially brutal practice session. 
  4 Your master seemed goodhearted while tutoring you, but betrayed your monastery in the 
  end. 
  5 Your master was cold and distant. You suspect that the two of you might be related. 
  6 Your master was kind and generous, never critical of your progress. Nevertheless, you feel 
  you never fully lived up to the expectations placed on you. 
   
   
   
  
   
   
  Monastic Traditions 
  At 3rd level, a monk gains the Monastic Tradition feature. The following options are available to 
  a monk, in addition to those offered in the Player’s Handbook: the Way of the Drunken Master, 
  the Way of the Kensei, and the Way of the Sun Soul. 
  Way of the Drunken Master 
  The Way of the Drunken Master teaches its students to move with the jerky, unpredictable 
  movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what 
  seems like an incompetent combatant who proves frustrating to engage. The drunken master’s 
  erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and 
  retreats. 
  A drunken master often enjoys playing the fool to bring gladness to the despondent or to 
  demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a 
  maddening, masterful foe. 
  Way of the Drunken Master Features 
  Monk Level 
  Feature 
  3rd 
  Bonus Proficiencies, Drunken Technique 
  6th 
  Tipsy Sway 
  11th 
  Drunkard’s Luck 
  17th 
  Intoxicated Frenzy 
  Bonus Proficiencies 
  When you choose this tradition at 3rd level, you gain proficiency in the Performance skill if you 
  don’t already have it. Your martial arts technique mixes combat training with the precision of a 
  dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t 
  already have it. 
  Drunken Technique 
  At 3rd level, you learn how to twist and turn quickly as part of your Flurry of Blows. Whenever 
  you use Flurry of Blows, you gain the benefit of the Disengage action, and your walking speed 
  increases by 10 feet until the end of the current turn. 
  Tipsy Sway 
  Starting at 6th level, you can move in sudden, swaying ways. You gain the following benefits. 
  
   
   
  Leap to Your Feet. When you’re prone, you can stand up by spending 5 feet of movement, rather 
  than half your speed. 
  Redirect Attack. When a creature misses you with a melee attack roll, you can spend 1 ki point 
  as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that 
  you can see within 5 feet of you. 
  Drunkard’s Luck 
  Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you 
  make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you 
  can spend 2 ki points to cancel the disadvantage for that roll. 
  Intoxicated Frenzy 
  At 17th level, you gain the ability to make an overwhelming number of attacks against a group of 
  enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it 
  (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a 
  different creature this turn. 
  Way of the Kensei 
  Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the 
  weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition 
  has expanded to include many different weapons. 
  A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. 
  Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of 
  the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of 
  intense devotion, practice, and study. 
  Why did the samurai cross the road? … Now you say “Why?” … Okay, here’s the joke part: I 
  kensei. Get it? What? Why aren’t you laughing? The joke is solid gold, and my delivery was 
  perfect. Maybe you didn’t get it because you’re stupid. 
   
  Way of the Kensei Features 
  Monk Level 
  Feature 
  3rd 
  Path of the Kensei (2 weapons) 
  6th 
  One with the Blade, Path of the Kensei (3 weapons) 
  11th 
  Sharpen the Blade, Path of the Kensei (4 weapons) 
  
   
   
  Monk Level 
  Feature 
  17th 
  Unerring Accuracy, Path of the Kensei (5 weapons) 
   
  Path of the Kensei 
  When you choose this tradition at 3rd level, your special martial arts training leads you to master 
  the use of certain weapons. This path also includes instruction in the deft strokes of calligraphy 
  or painting. You gain the following benefits. 
  Kensei Weapons. Choose two types of weapons to be your kensei weapons: one melee weapon 
  and one ranged weapon. Each of these weapons can be any simple or martial weapon that lacks 
  the heavy and special properties. The longbow is also a valid choice. You gain proficiency with 
  these weapons if you don’t already have it. Weapons of the chosen types are monk weapons for 
  you. Many of this tradition’s features work only with your kensei weapons. When you reach 6th, 
  11th, and 17th level in this class, you can choose another type of weapon — either melee or 
  ranged — to be a kensei weapon for you, following the criteria above. 
  Agile Parry. If you make an unarmed strike as part of the Attack action on your turn and are 
  holding a kensei weapon, you can use it to defend yourself if it is a melee weapon. You gain a +2 
  bonus to AC until the start of your next turn, while the weapon is in your hand and you aren’t 
  incapacitated. 
  Kensei’s Shot. You can use a bonus action on your turn to make your ranged attacks with a 
  kensei weapon more deadly. When you do so, any target you hit with a ranged attack using a 
  
   
   
  kensei weapon takes an extra 1d4 damage of the weapon’s type. You retain this benefit until the 
  end of the current turn. 
  Way of the Brush. You gain proficiency with your choice of calligrapher’s supplies or painter’s 
  supplies. 
  One with the Blade 
  At 6th level, you extend your ki into your kensei weapons, granting you the following benefits. 
  Magic Kensei Weapons. Your attacks with your kensei weapons count as magical for the 
  purpose of overcoming resistance and immunity to nonmagical attacks and damage. 
  Deft Strike. When you hit a target with a kensei weapon, you can spend 1 ki point to cause the 
  weapon to deal extra damage to the target equal to your Martial Arts die. You can use this 
  feature only once on each of your turns. 
  Sharpen the Blade 
  At 11th level, you gain the ability to augment your weapons further with your ki. As a bonus 
  action, you can expend up to 3 ki points to grant one kensei weapon you touch a bonus to attack 
  and damage rolls when you attack with it. The bonus equals the number of ki points you spent. 
  This bonus lasts for 1 minute or until you use this feature again. This feature has no effect on a 
  magic weapon that already has a bonus to attack and damage rolls. 
  Unerring Accuracy 
  At 17th level, your mastery of weapons grants you extraordinary accuracy. If you miss with an 
  attack roll using a monk weapon on your turn, you can reroll it. You can use this feature only 
  once on each of your turns. 
  Way of the Sun Soul 
  Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. 
  They teach that meditation can unlock the ability to unleash the indomitable light shed by the 
  soul of every living creature. 
  So you have this soul, but you can’t see it or touch it. And when you die, this invisible thing 
  leaves your body and goes to a place you can’t see. And you people think I’m crazy? 
   
  
   
   
  Way of the Sun Soul Features 
  Monk Level 
  Feature 
  3rd 
  Radiant Sun Bolt 
  6th 
  Searing Arc Strike 
  11th 
  Searing Sunburst 
  17th 
  Sun Shield 
  Radiant Sun Bolt 
  Starting when you choose this tradition at 3rd level, you can hurl searing bolts of magical 
  radiance. 
  You gain a new attack option that you can use with the Attack action. This special attack is a 
  ranged spell attack with a range of 30 feet. You are proficient with it, and you add your Dexterity 
  modifier to its attack and damage rolls. Its damage is radiant, and its damage die is a d4. This die 
  changes as you gain monk levels, as shown in the Martial Arts column of the Monk table. 
  When you take the Attack action on your turn and use this special attack as part of it, you can 
  spend 1 ki point to make the special attack twice as a bonus action. 
  When you gain the Extra Attack feature, this special attack can be used for any of the attacks you 
  make as part of the Attack action. 
  Searing Arc Strike 
  At 6th level, you gain the ability to channel your ki into searing waves of energy. Immediately 
  after you take the Attack action on your turn, you can spend 2 ki points to cast the burning hands 
  spell as a bonus action. 
  You can spend additional ki points to cast burning hands as a higher-level spell. Each additional 
  ki point you spend increases the spell’s level by 1. The maximum number of ki points (2 plus 
  any additional points) that you can spend on the spell equals half your monk level. 
  Searing Sunburst 
  At 11th level, you gain the ability to create an orb of light that erupts into a devastating 
  explosion. As an action, you magically create an orb and hurl it at a point you choose within 150 
  feet, where it erupts into a sphere of radiant light for a brief but deadly instant. 
  Each creature in that 20-foot-radius sphere must succeed on a Constitution saving throw or take 
  2d6 radiant damage. A creature doesn’t need to make the save if the creature is behind total 
  cover that is opaque. 
  
   
   
  You can increase the sphere’s damage by spending ki points. Each point you spend, to a 
  maximum of 3, increases the damage by 2d6. 
  Sun Shield 
  At 17th level, you become wreathed in a luminous, magical aura. You shed bright light in a 30-
  foot radius and dim light for an additional 30 feet. You can extinguish or restore the light as a 
  bonus action. 
  If a creature hits you with a melee attack while this light shines, you can use your reaction to deal 
  radiant damage to the creature. The radiant damage equals 5 + your Wisdom modifier. 
   
   
  
   
   
  Paladin 
  The true worth of a paladin is measured not in foes defeated or dungeons plundered. It is 
  measured in lives saved and hearts turned to the causes of mercy and justice. 
  — Isteval 
   
  A paladin is a living embodiment of an oath — a promise or a vow made manifest in the person 
  of a holy warrior who has the skill and the determination to see the cause through to the end. 
  Some paladins devote themselves expressly to protecting the innocent and spreading justice in 
  the world, while others resolve to attain that goal by conquering those who stand defiant and 
  bringing them under the rule of law. 
  Although no paladin in the world could be described as typical, a number of them are narrow-
  minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. 
  Paladins who take up the adventuring life, however, rarely remain so rigid in their attitudes — if 
  only to keep from alienating their companions. 
  You can flesh out your paladin character by using the suggestions below. It’s important to keep 
  in mind that most paladins aren’t robots. They have doubts and prejudices and harbor 
  contradictory thoughts just as any other character does. Some are compelled by an internal 
  motivation that might sometimes be at odds with the principles of their oaths. 
  Living up to an oath? That sounds ridiculous. Why would anyone ever do that? There’s nothing 
  wrong with making promises, but only suckers keep them. 
   
  
   
   
  Personal Goal 
  The precepts of a paladin’s oath provide purpose to the character and dictate an ultimate goal or 
  an overall intent that the paladin abides by and advances. Aside from that, some paladins are 
  driven by a personal goal that either complements or transcends the dictates of their oaths. 
  Paladins who swear different oaths might have the same personal goal, differing only in how 
  they apply that goal to their actions when upholding their oaths. 
  If your paladin character has a personal goal, it might be drawn from some life event and thus 
  not directly tied to the oath. 
  Personal Goals 
  d6 
  Goal 
  1 Peace. You fight so that future generations will not have to. 
  2 Revenge. Your oath is the vehicle through which you will right an ancient wrong. 
  3 Duty. You will live up to what you have sworn to do, or die trying. 
  4 Leadership. You will win a great battle that bards will sing about, and in so doing, you will 
  become an example to inspire others. 
  5 Faith. You know your path is righteous, or else the gods would not have set you upon it. 
  6 Glory. You will lead the world into a grand new era, one that will be branded with your name. 
  Symbol 
  Paladins are mindful of the influence of symbols, and many of them adopt or design an artistic 
  device that bears a distinctive image. Your symbol exemplifies the oath you have taken and 
  communicates that message to those around you, friend and foe alike. 
  Your symbol might be displayed on a banner, a flag, or your clothing for all to see. Or it could be 
  less obvious, such as a trinket or a token that you carry concealed on your person. 
  Symbols 
  d6 
  Symbol 
  1 A dragon, emblematic of your nobility in peace and your ferocity in combat 
  2 A clenched fist, because you are always ready to fight for your beliefs 
  3 An upraised open hand, indicating your preference for diplomacy over combat 
  4 A red heart, showing the world your commitment to justice 
  5 A black heart, signifying that emotions such as pity do not sway your dedication to your oath 
  6 An unblinking eye, meaning that you are ever alert to all threats against your cause 
  
   
   
  Nemesis 
  Their adherence to a sacred oath demands that paladins take an active stance in carrying their 
  beliefs into the world. This activity naturally leads to conflict with creatures or entities that 
  oppose those beliefs. Among those opponents, one often stands out as a paladin’s most persistent 
  or most formidable foe — a nemesis whose presence or influence is a constant factor in a 
  paladin’s life. 
  Your paladin character might have an enemy that dates from the days before you took up your 
  path. Or you could be a target because when you became a paladin, you immediately attracted 
  the attention of those that would do you in. If you have a nemesis, who or what is it? Whom 
  among your enemies do you consider to be the biggest threat to achieving your goals? 
  Nemeses 
  d6 
  Nemesis 
  1 A mighty orc war chief who threatens to overrun and destroy everything you hold sacred 
  2 A fiend or a celestial, the agent of a power of the Outer Planes, who has been charged with 
  corrupting or redeeming you, as appropriate 
  3 A dragon whose servants dog your steps 
  4 A high priest who sees you as a misguided fool and wants you to abandon your religion 
  5 A rival paladin who trained with you but became an oath-breaker and holds you responsible 
  6 A vampire who has sworn revenge against all paladins after being defeated by one 
  Temptation 
  Although paladins are dedicated to their oaths, they are mortals, and thus they are flawed. Many 
  of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest 
  ideals of their calling. 
  What is the temptation that your character succumbs to or finds it difficult to resist? 
  Temptations 
  d6 
  Temptation 
  1 Fury. When your anger is roused, you have trouble thinking straight, and you fear you might 
  do something you’ll regret. 
  2 Pride. Your deeds are noteworthy, and no one takes note of them more often than you. 
  3 Lust. You can’t resist an attractive face and a pleasant smile. 
  4 Envy. You are mindful of what some famous folk have accomplished, and you feel 
  inadequate when your deeds don’t compare to theirs. 
  5 Despair. You consider the great strength of the enemies you must defeat, and at times you 
  see no way to achieve final victory. 
  
   
   
  d6 
  Temptation 
  6 Greed. Regardless of how much glory and treasure you amass, it’s never enough for you. 
   
   
   
  
   
   
  Sacred Oaths 
  At 3rd level, a paladin gains the Sacred Oath feature. The following options are available to a 
  paladin, in addition to those offered in the Player’s Handbook: the Oath of Conquest and the 
  Oath of Redemption. 
  Oath of Conquest 
   
  The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their 
  enemies. It isn’t enough for these paladins to establish order. They must crush the forces of 
  chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into 
  grim orders that serve gods or philosophies of war and well-ordered might. 
  Some of these paladins go so far as to consort with the powers of the Nine Hells, valuing the rule 
  of law over the balm of mercy. The archdevil Bel, warlord of Avernus, counts many of these 
  paladins — called hell knights — as his most ardent supporters. Hell knights cover their armor 
  with trophies taken from fallen enemies, a grim warning to any who dare oppose them and the 
  decrees of their lords. These knights are often most fiercely resisted by other paladins of this 
  oath, who believe that the hell knights have wandered too far into darkness. 
  
   
   
  Tenets of Conquest 
  A paladin who takes this oath has the tenets of conquest seared on the upper arm. 
  Douse the Flame of Hope. It is not enough to merely defeat an enemy in battle. Your victory 
  must be so overwhelming that your enemies’ will to fight is shattered forever. A blade can end a 
  life. Fear can end an empire. 
  Rule with an Iron Fist. Once you have conquered, tolerate no dissent. Your word is law. Those 
  who obey it shall be favored. Those who defy it shall be punished as an example to all who 
  might follow. 
  Strength Above All. You shall rule until a stronger one arises. Then you must grow mightier and 
  meet the challenge, or fall to your own ruin. 
  Conquest sounds cool.  
  Do you have to leave your house for that? Because I’ve got a fish named Sylgar, and I can’t be 
  away for too long or he gets sad. 
   
  Oath of Conquest Features 
  Paladin Level 
  Feature 
  3rd 
  Oath Spells, Channel Divinity 
  7th 
  Aura of Conquest (10 ft.) 
  15th 
  Scornful Rebuke 
  18th 
  Aura of Conquest (30 ft.) 
  20th 
  Invincible Conqueror 
  Oath Spells 
  You gain oath spells at the paladin levels listed in the Oath of Conquest Spells table. See the 
  Sacred Oath class feature for how oath spells work. 
  Oath of Conquest Spells 
  Paladin Level 
  Spells 
  3rd 
  armor of Agathys, command 
  5th 
  hold person, spiritual weapon 
  9th 
  bestow curse, fear 
  13th 
  dominate beast, stoneskin 
  
   
   
  Paladin Level 
  Spells 
  17th 
  cloudkill, dominate person 
  Channel Divinity 
  When you take this oath at 3rd level, you gain the following two Channel Divinity options. See 
  the Sacred Oath class feature for how Channel Divinity works. 
  Conquering Presence. You can use your Channel Divinity to exude a terrifying presence. As an 
  action, you force each creature of your choice that you can see within 30 feet of you to make a 
  Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The 
  frightened creature can repeat this saving throw at the end of each of its turns, ending the effect 
  on itself on a success. 
  Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When 
  you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You 
  make this choice after you see the roll, but before the DM says whether the attack hits or misses. 
  Aura of Conquest 
  Starting at 7th level, you constantly emanate a menacing aura while you’re not incapacitated. 
  The aura extends 10 feet from you in every direction, but not through total cover. 
  If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature 
  takes psychic damage equal to half your paladin level if it starts its turn there. 
  At 18th level, the range of this aura increases to 30 feet. 
  Scornful Rebuke 
  Starting at 15th level, those who dare to strike you are psychically punished for their audacity. 
  Whenever a creature hits you with an attack, that creature takes psychic damage equal to your 
  Charisma modifier (minimum of 1) if you’re not incapacitated. 
  Invincible Conqueror 
  At 20th level, you gain the ability to harness extraordinary martial prowess. As an action, you 
  can magically become an avatar of conquest, gaining the following benefits for 1 minute: 
   
  You have resistance to all damage. 
   
  When you take the Attack action on your turn, you can make one additional attack as 
  part of that action. 
   
  Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
  
   
   
  Oath of Redemption 
   
  The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use 
  violence only as a last resort. Paladins who dedicate themselves to this oath believe that any 
  person can be redeemed and that the path of benevolence and justice is one that anyone can walk. 
  These paladins face evil creatures in the hope of turning their foes to the light, and they slay their 
  enemies only when such a deed will clearly save other lives. Paladins who follow this path are 
  known as redeemers. 
  While redeemers are idealists, they are no fools. Redeemers know that undead, demons, devils, 
  and other supernatural threats can be inherently evil. Against such foes, paladins who swear this 
  oath bring the full wrath of their weapons and spells to bear. Yet the redeemers still pray that, 
  one day, even creatures of wickedness will invite their own redemption. 
  Tenets of Redemption 
  The tenets of the Oath of Redemption hold a paladin to a high standard of peace and justice. 
  Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-
  lasting peace. 
  Innocence. All people begin life in an innocent state, and it is their environment or the influence 
  of dark forces that drives them to evil. By setting the proper example, and working to heal the 
  wounds of a deeply flawed world, you can set anyone on a righteous path. 
  
   
   
  Patience. Change takes time. Those who have walked the path of the wicked must be given 
  reminders to keep them honest and true. Once you have planted the seed of righteousness in a 
  creature, you must work day after day to allow that seed to survive and flourish. 
  Wisdom. Your heart and mind must stay clear, for eventually you will be forced to admit defeat. 
  While every creature can be redeemed, some are so far along the path of evil that you have no 
  choice but to end their lives for the greater good. Any such action must be carefully weighed and 
  the consequences fully understood, but once you have made the decision, follow through with it 
  knowing your path is just. 
  Redemption. So you feel bad about having done something, and then you have to do something to 
  feel better? Why don’t you just kill and eat someone? That always makes me feel better. 
   
  Oath of Redemption Features 
  Paladin Level 
  Feature 
  3rd 
  Oath Spells, Channel Divinity 
  7th 
  Aura of the Guardian (10 ft.) 
  15th 
  Protective Spirit 
  18th 
  Aura of the Guardian (30 ft.) 
  20th 
  Emissary of Redemption 
  Oath Spells 
  You gain oath spells at the paladin levels listed in the Oath of Redemption Spells table. See the 
  Sacred Oath class feature for how oath spells work. 
  Oath of Redemption Spells 
  Paladin Level 
  Spells 
  3rd 
  sanctuary, sleep 
  5th 
  calm emotions, hold person 
  9th 
  counterspell, hypnotic pattern 
  13th 
  Otiluke’s resilient sphere, stoneskin 
  17th 
  hold monster, wall of force 
  Channel Divinity 
  When you take this oath at 3rd level, you gain the following two Channel Divinity options. 
  
   
   
  Emissary of Peace. You can use your Channel Divinity to augment your presence with divine 
  power. As a bonus action, you grant yourself a +5 bonus to Charisma (Persuasion) checks for the 
  next 10 minutes. 
  Rebuke the Violent. You can use your Channel Divinity to rebuke those who use violence. 
  Immediately after an attacker within 30 feet of you deals damage with an attack against a 
  creature other than you, you can use your reaction to force the attacker to make a Wisdom saving 
  throw. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a 
  successful save, it takes half as much damage. 
  Aura of the Guardian 
  Starting at 7th level, you can shield others from harm at the cost of your own health. When a 
  creature within 10 feet of you takes damage, you can use your reaction to magically take that 
  damage, instead of that creature taking it. This feature doesn’t transfer any other effects that 
  might accompany the damage, and this damage can’t be reduced in any way. 
  At 18th level, the range of this aura increases to 30 feet. 
  Protective Spirit 
  Starting at 15th level, a holy presence mends your wounds in battle. You regain hit points equal 
  to 1d6 + half your paladin level if you end your turn in combat with fewer than half of your hit 
  points remaining and you aren’t incapacitated. 
  Emissary of Redemption 
  At 20th level, you become an avatar of peace, which gives you two benefits: 
   
  You have resistance to all damage dealt by other creatures (their attacks, spells, and 
  other effects). 
   
  Whenever a creature hits you with an attack, it takes radiant damage equal to half the 
  damage you take from the attack. 
  If you attack a creature, cast a spell on it, or deal damage to it by any means but this feature, 
  neither benefit works against that creature until you finish a long rest. 
   
   
  
   
   
  Ranger 
  I spend a lot of my life away from civilization, keeping to its fringes to protect it. Don’t assume 
  that because I don’t bend the knee to your king that I haven’t done more to protect him than all 
  his knights put together. 
  — Soveliss 
   
  Rangers are free-minded wanderers and seekers who patrol the edges of civilized territory, 
  turning back the denizens of the wild lands beyond. It is a thankless job, since their efforts are 
  rarely understood and almost never rewarded. Yet rangers persist in their duties, never doubting 
  that their work makes the world a safer place. 
  A relationship with civilization informs every ranger’s personality and history. Some rangers see 
  themselves as enforcers of the law and bringers of justice on civilization’s frontier, answering to 
  no sovereign power. Others are survivalists who eschew civilization altogether. They vanquish 
  monsters to keep themselves safe while they live in and travel through the perilous wild areas of 
  the world. If their efforts also benefit the kingdoms and other civilized realms that they avoid, so 
  be it. 
  If you’re creating or playing a ranger character, the following sections offer ideas for 
  embellishing the character and enhancing your roleplaying experience. 
  I’m a monster. Are you going to try to kill me? Didn’t think so. Go kill some goblins or 
  something. On second thought, goblins aren’t monsters — they’re people. So maybe you should 
  call yourself a people killer. 
   
  
   
   
  View of the World 
  A ranger’s view of the world begins (and sometimes ends) with that character’s outlook toward 
  civilized folk and the places they occupy. Some rangers have an attitude toward civilization 
  that’s deeply rooted in disdain, while others pity the people they have sworn to protect — though 
  on the battlefield, it’s impossible to tell the difference between one ranger and another. Indeed, to 
  those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters 
  why rangers do what they do. That said, no two rangers are likely to express their opinions on 
  any matter in the same way. 
  If you haven’t yet thought about the details of your character’s worldview, consider putting a 
  finer point on things by summarizing that viewpoint in a short statement (such as the entries on 
  the following table). How might that feeling affect the way you conduct yourself? 
  Views of the World 
  d6 
  View 
  1 Towns and cities are the best places for those who can’t survive on their own. 
  2 The advancement of civilization is the best way to thwart chaos, but its reach must be 
  monitored. 
  3 Towns and cities are a necessary evil, but once the wilderness is purged of supernatural 
  threats, we will need them no more. 
  4 Walls are for cowards, who huddle behind them while others do the work of making the world 
  safe. 
  5 Visiting a town is not unpleasant, but after a few days I feel the irresistible call to return to the 
  wild. 
  6 Cities breed weakness by isolating folk from the harsh lessons of the wild. 
  Homeland 
  All rangers, regardless of how they came to take up the profession, have a strong connection to 
  the natural world and its various terrains. For some rangers, the wilderness is where they grew 
  up, either as a result of being born there or moving there at a young age. For other rangers, 
  civilization was originally home, but the wilderness became a second homeland. 
  Think of your character’s backstory and decide what terrain feels most like home, whether or not 
  you were born there. What does that terrain say about your personality? Does it influence which 
  spells you choose to learn? Have your experiences there shaped who your favored enemies are? 
  Homelands 
  d6 
  Homeland 
  1 You patrolled an ancient forest, darkened and corrupted by several crossings to the 
  Shadowfell. 
  
   
   
  d6 
  Homeland 
  2 As part of a group of nomads, you acquired the skills for surviving in the desert. 
  3 Your early life in the Underdark prepared you for the challenges of combating its denizens. 
  4 You dwelled on the edge of a swamp, in an area imperiled by land creatures as well as 
  aquatic ones. 
  5 Because you grew up among the peaks, finding the best path through the mountains is 
  second nature to you. 
  6 You wandered the far north, learning how to protect yourself and prosper in a realm overrun 
  by ice. 
  Sworn Enemy 
  Every ranger begins with a favored enemy (or two). The determination of a favored enemy might 
  be tied to a specific event in the character’s early life, or it might be entirely a matter of choice. 
  What spurred your character to select a particular enemy? Was the choice made because of 
  tradition or curiosity, or do you have a grudge to settle? 
  Sworn Enemies 
  d6 
  Enemy 
  1 You seek revenge on nature’s behalf for the great transgressions your foe has committed. 
  2 Your forebears or predecessors fought these creatures, and so shall you. 
  3 You bear no enmity toward your foe. You stalk such creatures as a hunter tracks down a wild 
  animal. 
  4 You find your foe fascinating, and you collect books of tales and history concerning it. 
  5 You collect tokens of your fallen enemies to remind you of each kill. 
  6 You respect your chosen enemy, and you see your battles as a test of respective skills. 
   
   
   
  
   
   
  Ranger Archetypes 
  At 3rd level, a ranger gains the Ranger Archetype feature. The following options are available to 
  a ranger, in addition to those offered in the Player’s Handbook: the Gloom Stalker, the Horizon 
  Walker, and the Monster Slayer. 
  Gloom Stalker 
  Gloom Stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in 
  primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, 
  but a Gloom Stalker ventures boldly into the darkness, seeking to ambush threats before they can 
  reach the broader world. Such rangers are often found in the Underdark, but they will go any 
  place where evil lurks in the shadows. 
  So you sneak around in the dark? You know most everything but humans can see in the dark, 
  right? We all see you. Tiptoeing doesn’t turn you invisible. 
   
  Gloom Stalker Features 
  Ranger Level 
  Feature 
  3rd 
  Gloom Stalker Magic, Dread Ambusher, Umbral Sight 
  7th 
  Iron Mind 
  11th 
  Stalker’s Flurry 
  15th 
  Shadowy Dodge 
  Gloom Stalker Magic 
  Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as 
  shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn’t 
  count against the number of ranger spells you know. 
  Gloom Stalker Spells 
  Ranger Level 
  Spell 
  3rd 
  disguise self 
  5th 
  rope trick 
  9th 
  fear 
  13th 
  greater invisibility 
  17th 
  seeming 
  
   
   
  Dread Ambusher 
  At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative 
  rolls equal to your Wisdom modifier. 
  At the start of your first turn of each combat, your walking speed increases by 10 feet, which 
  lasts until the end of that turn. If you take the Attack action on that turn, you can make one 
  additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 
  damage of the weapon’s damage type. 
  Umbral Sight 
  At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from 
  your race, its range increases by 30 feet. 
  You are also adept at evading creatures that rely on darkvision. While in darkness, you are 
  invisible to any creature that relies on darkvision to see you in that darkness. 
  Iron Mind 
  By 7th level, you have honed your ability to resist the mind-altering powers of your prey. You 
  gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain 
  proficiency in Intelligence or Charisma saving throws (your choice). 
  Stalker’s Flurry 
  At 11th level, you learn to attack with such unexpected speed that you can turn a miss into 
  another strike. Once on each of your turns when you miss with a weapon attack, you can make 
  another weapon attack as part of the same action. 
  Shadowy Dodge 
  Starting at 15th level, you can dodge in unforeseen ways, with wisps of supernatural shadow 
  around you. Whenever a creature makes an attack roll against you and doesn’t have advantage on 
  the roll, you can use your reaction to impose disadvantage on it. You must use this feature before 
  you know the outcome of the attack roll. 
   
   
  
   
   
  Horizon Walker 
  Horizon Walkers guard the world against threats that originate from other planes or that seek to 
  ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch 
  over them, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. 
  These rangers are also friends to any forces in the multiverse — especially benevolent dragons, 
  fey, and elementals — that work to preserve life and the order of the planes. 
  You can’t walk to the horizon, because it keeps on getting farther away. Boom! Did I just blow 
  your mind?  
  I did, didn’t I?  
   
  Horizon Walker Features 
  Ranger Level 
  Feature 
  3rd 
  Horizon Walker Magic, Detect Portal, Planar Warrior (1d8) 
  7th 
  Ethereal Step 
  11th 
  Distant Strike, Planar Warrior (2d8) 
  15th 
  Spectral Defense 
  Horizon Walker Magic 
  Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as 
  shown in the Horizon Walker Spells table. The spell counts as a ranger spell for you, but it 
  doesn’t count against the number of ranger spells you know. 
  Horizon Walker Spells 
  Ranger Level 
  Spell 
  3rd 
  protection from evil and good 
  5th 
  misty step 
  9th 
  haste 
  13th 
  banishment 
  17th 
  teleportation circle 
  
   
   
   
  Detect Portal 
  At 3rd level, you gain the ability to magically sense the presence of a planar portal. As an action, 
  you detect the distance and direction to the closest planar portal within 1 mile of you. 
  Once you use this feature, you can’t use it again until you finish a short or long rest. 
  See the “Planar Travel” section in chapter 2 of the Dungeon Master’s Guide for examples of 
  planar portals. 
  Planar Warrior 
  At 3rd level, you learn to draw on the energy of the multiverse to augment your attacks. 
  As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit 
  that creature on this turn with a weapon attack, all damage dealt by the attack becomes force 
  damage, and the creature takes an extra 1d8 force damage from the attack. When you reach 11th 
  level in this class, the extra damage increases to 2d8. 
  Ethereal Step 
  At 7th level, you learn to step through the Ethereal Plane. As a bonus action, you can cast the 
  etherealness spell with this feature, without expending a spell slot, but the spell ends at the end of 
  the current turn. 
  Once you use this feature, you can’t use it again until you finish a short or long rest. 
  
   
   
  Distant Strike 
  At 11th level, you gain the ability to pass between the planes in the blink of an eye. When you 
  take the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space 
  you can see. 
  If you attack at least two different creatures with the action, you can make one additional attack 
  with it against a third creature. 
  Spectral Defense 
  At 15th level, your ability to move between planes enables you to slip through the planar 
  boundaries to lessen the harm done to you during battle. When you take damage from an attack, 
  you can use your reaction to give yourself resistance to all of that attack’s damage on this turn. 
  Monster Slayer 
  You have dedicated yourself to hunting down creatures of the night and wielders of grim magic. 
  A Monster Slayer seeks out vampires, dragons, evil fey, fiends, and other magical threats. 
  Trained in supernatural techniques to overcome such monsters, slayers are experts at unearthing 
  and defeating mighty, mystical foes. 
  Monster Slayer Features 
  Ranger Level 
  Feature 
  3rd 
  Monster Slayer Magic, Hunter’s Sense, Slayer’s Prey 
  7th 
  Supernatural Defense 
  11th 
  Magic-User’s Nemesis 
  15th 
  Slayer’s Counter 
  Monster Slayer Magic 
  Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as 
  shown in the Monster Slayer Spells table. The spell counts as a ranger spell for you, but it 
  doesn’t count against the number of ranger spells you know. 
  Monster Slayer Spells 
  Ranger Level 
  Spell 
  3rd 
  protection from evil and good 
  5th 
  zone of truth 
  9th 
  magic circle 
  13th 
  banishment 
  
   
   
  Ranger Level 
  Spell 
  17th 
  hold monster 
  Hunter’s Sense 
  At 3rd level, you gain the ability to peer at a creature and magically discern how best to hurt it. 
  As an action, choose one creature you can see within 60 feet of you. You immediately learn 
  whether the creature has any damage immunities, resistances, or vulnerabilities and what they 
  are. If the creature is hidden from divination magic, you sense that it has no damage immunities, 
  resistances, or vulnerabilities. 
  You can use this feature a number of times equal to your Wisdom modifier (minimum of once). 
  You regain all expended uses of it when you finish a long rest. 
  Slayer’s Prey 
  Starting at 3rd level, you can focus your ire on one foe, increasing the harm you inflict on it. As a 
  bonus action, you designate one creature you can see within 60 feet of you as the target of this 
  feature. The first time each turn that you hit that target with a weapon attack, it takes an extra 
  1d6 damage from the weapon. 
  This benefit lasts until you finish a short or long rest. It ends early if you designate a different 
  creature. 
  Supernatural Defense 
  At 7th level, you gain extra resilience against your prey’s assaults on your mind and body. 
  Whenever the target of your Slayer’s Prey forces you to make a saving throw and whenever you 
  make an ability check to escape that target’s grapple, add 1d6 to your roll. 
  Magic-User’s Nemesis 
  At 11th level, you gain the ability to thwart someone else’s magic. When you see a creature 
  casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically 
  foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its 
  spell or teleport fails and is wasted. 
  Once you use this feature, you can’t use it again until you finish a short or long rest. 
  Slayer’s Counter 
  At 15th level, you gain the ability to counterattack when your prey tries to sabotage you. If the 
  target of your Slayer’s Prey forces you to make a saving throw, you can use your reaction to 
  make one weapon attack against the quarry. You make this attack immediately before making 
  
   
   
  the saving throw. If your attack hits, your save automatically succeeds, in addition to the attack’s 
  normal effects. 
   
   
  
   
   
  Rogue 
  People forget that the entire point of venturing down into a dusty tomb is to bring back the prizes 
  hidden away there. Fighting is for fools. Dead men can’t spend their fortunes. 
  — Barnabas Bladecutter 
   
  When brute force won’t get the job done, or when magic isn’t available or appropriate, the rogue 
  rises to the fore. With skills tied to stealth, subterfuge, and trickery, rogues can get into and out 
  of trouble in ways that few other characters can emulate. 
  Some rogues who turn to adventuring are former criminals who have decided that dodging 
  monsters is preferable to remaining one step ahead of the law. Others are professional killers in 
  search of a profitable application of their talents between contracts. Some simply love the thrill 
  of overcoming any challenge that stands in their way. 
  On adventures, a rogue is likely to mix an outwardly cautious approach — few rogues enjoy 
  combat — with a ravenous hunger for loot. Most of the time, in a rogue’s mind, taking up arms 
  against a creature is not about killing the creature but about becoming the new owner of its 
  treasure. 
  The following sections explore certain facets of what it means to be a rogue, which you can use 
  to add depth to your character. 
   
  Thieves are the worst. I hate anyone that handles my stuff when I’m not looking, especially if 
  they don’t put it back where they found it. 
   
  
   
   
  Guilty Pleasure 
  Most of what rogues do revolves around obtaining treasure and preventing others from doing the 
  same. Little gets in the way of attaining those goals, except that many rogues are enticed away 
  from that path by a compulsion that clouds their thinking — an irresistible need that must be 
  satisfied, even if doing so is risky. 
  A rogue’s guilty pleasure could be the acquisition of a physical item, something to be 
  experienced, or a way of conducting oneself at certain times. One rogue might not be able to pass 
  up any loot made of silver, for instance, even if said loot is hanging around the neck of a castle 
  guard. Another one can’t go through a day in the city without lifting a purse or two, just to keep 
  in practice. 
  What’s the one form of temptation that your rogue character can’t resist when the opportunity 
  presents itself, even if giving into it might mean trouble for you and your companions? 
  Guilty Pleasures 
  d6 
  Pleasure 
  1 Large gems 
  2 A smile from a pretty face 
  3 A new ring for your finger 
  4 The chance to deflate someone’s ego 
  5 The finest food and drink 
  6 Adding to your collection of exotic coins 
  Adversary 
  Naturally, those who enforce the law are bound to come up against those who break it, and it’s 
  the rare rogue who isn’t featured on at least one wanted poster. Beyond that, it’s in the nature of 
  their profession that rogues often come into contact with criminal elements, whether out of 
  choice or necessity. Some of those people can be adversaries too, and they’re likely to be harder 
  to deal with than the average member of the city watch. 
  If your character’s backstory doesn’t already include a personage of this sort, you could work 
  with your DM to come up with a reason why an adversary has appeared in your life. Perhaps 
  you’ve been the subject of scrutiny for a while from someone who wants to use you for nefarious 
  purposes and has just now become known to you. Such an incident could be the basis for an 
  upcoming adventure. 
  Does your rogue character have an adversary who also happens to be a criminal? If so, how is 
  this relationship affecting your life? 
  
   
   
  Adversaries 
  d6 
  Adversary 
  1 The pirate captain on whose ship you once served; what you call moving on, the captain 
  calls mutiny 
  2 A master spy to whom you unwittingly fed bad information, which led to the assassination of 
  the wrong target 
  3 The master of the local thieves’ guild, who wants you to join the organization or leave town 
  4 An art collector who uses illegal means to acquire masterpieces 
  5 A fence who uses you as a messenger to set up illicit meetings 
  6 The proprietor of an illegal pit fighting arena where you once took bets 
  Benefactor 
  Few rogues make it far in life before needing someone’s help, which means thereafter owing that 
  benefactor a significant debt. 
  If your character’s backstory doesn’t already include a personage of this sort, you could work 
  with your DM to determine why a benefactor has appeared in your life. Perhaps you benefited 
  from something your benefactor did for you without realizing who was responsible, and that 
  person has now just become known to you. Who helped you in the past, whether or not you knew 
  it at the time, and what do you owe that person as recompense? 
  Benefactors 
  d6 
  Benefactor 
  1 A smuggler kept you from getting caught but lost a valuable shipment in doing so. Now you 
  owe that person an equally valuable favor. 
  2 The Beggar King has hidden you from your pursuers many times, in return for future 
  considerations. 
  3 A magistrate once kept you out of jail in return for information on a powerful crime lord. 
  4 Your parents used their savings to bail you out of trouble in your younger days and are now 
  destitute. 
  5 A dragon didn’t eat you when it had a chance, and in return you promised to set aside choice 
  pieces of treasure for it. 
  6 A druid once helped you out of a tight spot; now any random animal you see could be that 
  benefactor, perhaps come to claim a return favor. 
  
   
   
  Roguish Archetypes 
  At 3rd level, a rogue gains the Roguish Archetype feature. The following options are available to 
  a rogue, in addition to those offered in the Player’s Handbook: the Inquisitive, the Mastermind, 
  the Scout, and the Swashbuckler. 
  Inquisitive 
  As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely 
  on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of 
  other creatures to determine their true intent. You excel at defeating creatures that hide among 
  and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well 
  equipped to expose and end hidden evils. 
  Inquisitive Features 
  Rogue Level 
  Feature 
  3rd 
  Ear for Deceit, Eye for Detail, Insightful Fighting 
  9th 
  Steady Eye 
  13th 
  Unerring Eye 
  17th 
  Eye for Weakness 
   
  Ear for Deceit 
  When you choose this archetype at 3rd level, you develop a talent for picking out lies. Whenever 
  you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or 
  lower on the d20 as an 8. 
  Eye for Detail 
  Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a 
  hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher 
  clues. 
  
   
   
  Insightful Fighting 
  At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to 
  them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see 
  that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, 
  you can use your Sneak Attack against that target even if you don’t have advantage on the attack 
  roll, but not if you have disadvantage on it. 
  This benefit lasts for 1 minute or until you successfully use this feature against a different target. 
  Steady Eye 
  Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence 
  (Investigation) check if you move no more than half your speed on the same turn. 
  Unerring Eye 
  Beginning at 13th level, your senses are almost impossible to foil. As an action, you sense the 
  presence of illusions, shapechangers not in their original form, and other magic designed to 
  deceive the senses within 30 feet of you, provided you aren’t blinded or deafened. You sense that 
  an effect is attempting to trick you, but you gain no insight into what is hidden or into its true 
  nature. 
  You can use this feature a number of times equal to your Wisdom modifier (minimum of once), 
  and you regain all expended uses of it when you finish a long rest. 
  Eye for Weakness 
  At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and 
  movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack 
  damage against that creature increases by 3d6. 
  Mastermind 
  Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and 
  schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as 
  knives or poison, and secrets and favors are some of your favorite treasures. 
  Oh, please. If anyone is a mastermind around here, it’s me. You’re like a master doofus or a 
  master dummy. No, you are! 
   
  
   
   
  Mastermind Features 
  Rogue Level 
  Feature 
  3rd 
  Master of Intrigue, Master of Tactics 
  9th 
  Insightful Manipulator 
  13th 
  Misdirection 
  17th 
  Soul of Deceit 
  Master of Intrigue 
  When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the 
  forgery kit, and one gaming set of your choice. You also learn two languages of your choice. 
  Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear 
  speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular 
  land, provided that you know the language. 
  Master of Tactics 
  Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use 
  the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 
  feet of you, rather than within 5 feet of you, if the target can see or hear you. 
  Insightful Manipulator 
  Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature 
  outside combat, you can learn certain information about its capabilities compared to your own. 
  The DM tells you if the creature is your equal, superior, or inferior in regard to two of the 
  following characteristics of your choice: 
   
  Intelligence score 
   
  Wisdom score 
   
  Charisma score 
   
  Class levels (if any) 
  At the DM’s option, you might also realize you know a piece of the creature’s history or one of 
  its personality traits, if it has any. 
  Misdirection 
  Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for 
  you. When you are targeted by an attack while a creature within 5 feet of you is granting you 
  cover against that attack, you can use your reaction to have the attack target that creature instead 
  of you. 
  
   
   
  Soul of Deceit 
  Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow 
  it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by 
  the mind reader’s Wisdom (Insight) check. 
  Additionally, no matter what you say, magic that would determine if you are telling the truth 
  indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by 
  magic. 
  Scout 
  You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead 
  of your companions during expeditions. Rogues who embrace this archetype are at home in the 
  wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war 
  bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as 
  they range the world. 
  Scout Features 
  Rogue Level 
  Feature 
  3rd 
  Skirmisher, Survivalist 
  9th 
  Superior Mobility 
  13th 
  Ambush Master 
  17th 
  Sudden Strike 
  Skirmisher 
  Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your 
  speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t 
  provoke opportunity attacks. 
  Survivalist 
  When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival 
  skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you 
  make that uses either of those proficiencies. 
  Superior Mobility 
  At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming 
  speed, this increase applies to that speed as well. 
  
   
   
  Ambush Master 
  Starting at 13th level, you excel at leading ambushes and acting first in a fight. 
  You have advantage on initiative rolls. In addition, the first creature you hit during the first round 
  of a combat becomes easier for you and others to strike; attack rolls against that target have 
  advantage until the start of your next turn. 
  Sudden Strike 
  Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your 
  turn, you can make one additional attack as a bonus action. This attack can benefit from your 
  Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack 
  against the same target more than once in a turn. 
  Swashbuckler 
  You focus your training on the art of the blade, relying on speed, elegance, and charm in equal 
  parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost 
  like a performance. Duelists and pirates typically belong to this archetype. 
  A Swashbuckler excels in single combat, and can fight with two weapons while safely darting 
  away from an opponent. 
  What’s a swashbuckler? Do you swash buckles or buckle swashes? You can’t tell me you don’t 
  think that word is funny. 
   
  Swashbuckler Features 
  Rogue Level 
  Feature 
  3rd 
  Fancy Footwork, Rakish Audacity 
  9th 
  Panache 
  13th 
  Elegant Maneuver 
  17th 
  Master Duelist 
  Fancy Footwork 
  When you choose this archetype at 3rd level, you learn how to land a strike and then slip away 
  without reprisal. During your turn, if you make a melee attack against a creature, that creature 
  can’t make opportunity attacks against you for the rest of your turn. 
  
   
   
  Rakish Audacity 
  Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to 
  your initiative rolls equal to your Charisma modifier. 
  You also gain an additional way to use your Sneak Attack; you don’t need advantage on the 
  attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other 
  creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the 
  other rules for Sneak Attack still apply to you. 
  Panache 
  At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a 
  Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature 
  must be able to hear you, and the two of you must share a language. 
  If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls 
  against targets other than you and can’t make opportunity attacks against targets other than you. 
  This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a 
  spell, or until you and the target are more than 60 feet apart. 
  If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 
  minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately 
  if you or your companions do anything harmful to it. 
  Elegant Maneuver 
  Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next 
  Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. 
  Master Duelist 
  Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If 
  you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use 
  this feature again until you finish a short or long rest. 
   
   
  
   
   
  Sorcerer 
  Practice and study are for amateurs. True power is a birthright. 
  — Hennet, scion of Tiamat 
   
  When it comes to drawing forth their abilities in times of need, sorcerers have it easy compared 
  to other characters. Their power not only rests within them, but it likely takes some effort to keep 
  it at bay. Every sorcerer is born to the role, or stumbles into it through cosmic chance. Unlike 
  other characters, who must actively learn, embrace, and pursue their talents, sorcerers have their 
  power thrust upon them. 
  Because the idea of an innately magical being traveling among them does not sit well with many 
  folk, sorcerers tend to breed mistrust and suspicion in others they come across. Nonetheless, 
  many sorcerers succeed in overcoming that prejudice through deeds that benefit their less 
  magically gifted contemporaries. 
  Sorcerers are often defined by the events surrounding the manifestation of their power. For those 
  who receive it as an expected birthright, its appearance is a cause for celebration. Other sorcerers 
  are treated as outcasts, banished from their homes after the sudden, terrifying arrival of their 
  abilities. 
  Playing a sorcerer character can be as rewarding as it is challenging. The sections below offer 
  suggestions on how to flesh out and personalize your persona. 
  Divine? Arcane? What difference does it make where magic comes from? You’ve got it or you 
  don’t. Fortunately, I’ve got loads of the stuff. 
   
  
   
   
  Arcane Origin 
  Some sorcerers understand where their power came from, based on how their abilities 
  manifested. Others can only speculate, since their powers came to them in a way that suggests no 
  particular cause. 
  Does your character know the source of your magical power? Does it tie back to some distant 
  relative, a cosmic event, or blind chance? If your sorcerer doesn’t know where their power arose 
  from, your DM can use this table (or select an origin) and reveal it to you when the information 
  plays a role in the campaign. 
  Arcane Origins 
  d6 
  Origin 
  1 Your power arises from your family’s bloodline. You are related to some powerful creature, 
  or you inherited a blessing or a curse. 
  2 You are the reincarnation of a being from another plane of existence. 
  3 A powerful entity entered the world. Its magic changed you. 
  4 Your birth was prophesied in an ancient text, and you are foretold to use your power for 
  terrible ends. 
  5 You are the product of generations of careful, selective breeding. 
  6 You were made in a vat by an alchemist. 
  Reaction 
  When a new sorcerer enters the world, either at birth or later when one’s power becomes evident, 
  the consequences of that event depend greatly on how its witnesses react to what they have seen. 
  When your sorcerer’s powers appeared, how did the world around you respond? Were other 
  people supportive, fearful, or somewhere in between? 
  Reactions 
  d6 
  Reaction 
  1 Your powers are seen as a great blessing by those around you, and you are expected to use 
  them in service to your community. 
  2 Your powers caused destruction and even a death when they became evident, and you were 
  treated as a criminal. 
  3 Your neighbors hate and fear your power, causing them to shun you. 
  4 You came to the attention of a sinister cult that plans on exploiting your abilities. 
  5 People around you believe that your powers are a curse levied on your family for a past 
  transgression. 
  
   
   
  d6 
  Reaction 
  6 Your powers are believed to be tied to an ancient line of mad kings that supposedly ended in 
  a bloody revolt over a century ago. 
  Supernatural Mark 
  A sorcerer at rest is almost indistinguishable from a normal person; it’s only when their magic 
  flies forth that sorcerers reveal their true nature. Even so, many sorcerers have a subtle but telling 
  physical trait that sets them apart from other folk. 
  If your sorcerer has a supernatural mark, it might be one that’s easily concealed, or it could be a 
  source of pride that you keep on constant display. 
  Supernatural Marks 
  d6 
  Mark 
  1 Your eyes are an unusual color, such as red. 
  2 You have an extra toe on one foot. 
  3 One of your ears is noticeably larger than the other. 
  4 Your hair grows at a prodigious rate. 
  5 You wrinkle your nose repeatedly while you are chewing. 
  6 A red splotch appears on your neck once a day, then vanishes after an hour. 
  Sign of Sorcery 
  As the world well knows, some sorcerers are better than others at controlling their spellcasting. 
  Sometimes a wild display of magic gone awry emanates from a sorcerer who casts a spell. But 
  even when one’s magic goes off as planned, the act of casting is often accompanied by a telltale 
  sign that makes it clear where that magical energy came from. 
  When your sorcerer character casts a spell, does the effort reveal itself in a sign of sorcery? Is 
  this sign tied to your origin or some other aspect of who you are, or is it a seemingly random 
  phenomenon? 
  Signs of Sorcery 
  d6 
  Sign 
  1 You deliver the verbal components of your spells in the booming voice of a titan. 
  2 For a moment after you cast a spell, the area around you grows dark and gloomy. 
  3 You sweat profusely while casting a spell and for a few seconds thereafter. 
  4 Your hair and garments are briefly buffeted about, as if by a breeze, whenever you call forth 
  a spell. 
  
   
   
  d6 
  Sign 
  5 If you are standing when you cast a spell, you rise six inches into the air and gently float 
  back down. 
  6 Illusory blue flames wreathe your head as you begin your casting, then abruptly disappear. 
   
   
   
  
   
   
  Sorcerous Origins 
  At 1st level, a sorcerer gains the Sorcerous Origin feature. The following options are available to 
  a sorcerer, in addition to those offered in the Player’s Handbook: Divine Soul, Shadow Magic, 
  and Storm Sorcery. 
  Divine Soul 
  Sometimes the spark of magic that fuels a sorcerer comes from a divine source that glimmers 
  within the soul. Having such a blessed soul is a sign that your innate magic might come from a 
  distant but powerful familial connection to a divine being. Perhaps your ancestor was an angel, 
  transformed into a mortal and sent to fight in a god’s name. Or your birth might align with an 
  ancient prophecy, marking you as a servant of the gods or a chosen vessel of divine magic. 
  A Divine Soul, with a natural magnetism, is seen as a threat by some religious hierarchies. As an 
  outsider who commands sacred power, a Divine Soul can undermine an existing order by 
  claiming a direct tie to the divine. 
  In some cultures, only those who can claim the power of a Divine Soul may command religious 
  power. In these lands, ecclesiastical positions are dominated by a few bloodlines and preserved 
  over generations. 
   Why do so many celestial things have bird wings and infernal things have bat wings? 
  It seems arbitrary. There should be a bat angel!  
   
  Divine Soul Features 
  Sorcerer Level 
  Feature 
  1st 
  Divine Magic, Favored by the Gods 
  6th 
  Empowered Healing 
  14th 
  Otherworldly Wings 
  18th 
  Unearthly Recovery 
  Divine Magic 
  Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting 
  feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you 
  can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise 
  obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. 
  
   
   
  In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or 
  neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer 
  spell for you, but it doesn’t count against your number of sorcerer spells known. If you later 
  replace this spell, you must replace it with a spell from the cleric spell list. 
  Affinity 
  Spell 
  Good 
  cure wounds 
  Evil 
  inflict wounds 
  Law 
  bless 
  Chaos 
  bane 
  Neutrality protection from evil and good 
  Favored by the Gods 
  Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an 
  attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use 
  this feature, you can’t use it again until you finish a short or long rest. 
  Empowered Healing 
  Starting at 6th level, the divine energy coursing through you can empower healing spells. 
  Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a 
  spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided 
  you aren’t incapacitated. You can use this feature only once per turn. 
  Otherworldly Wings 
  Starting at 14th level, you can use a bonus action to manifest a pair of spectral wings from your 
  back. While the wings are present, you have a flying speed of 30 feet. The wings last until you’re 
  incapacitated, you die, or you dismiss them as a bonus action. 
  The affinity you chose for your Divine Magic feature determines the appearance of the spectral 
  wings: eagle wings for good or law, bat wings for evil or chaos, and dragonfly wings for 
  neutrality. 
  Unearthly Recovery 
  At 18th level, you gain the ability to overcome grievous injuries. As a bonus action when you 
  have fewer than half of your hit points remaining, you can regain a number of hit points equal to 
  half your hit point maximum. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
  
   
   
  Shadow Magic 
  You are a creature of shadow, for your innate magic comes from the Shadowfell itself. You 
  might trace your lineage to an entity from that place, or perhaps you were exposed to its fell 
  energy and transformed by it. 
  The power of shadow magic casts a strange pall over your physical presence. The spark of life 
  that sustains you is muffled, as if it struggles to remain viable against the dark energy that 
  imbues your soul. At your option, you can pick from or roll on the Shadow Sorcerer Quirks table 
  to create a quirk for your character. 
  Sometimes I disintegrate my shadow when I see it, because I think it’s a different beholder. 
   
   
  Shadow Sorcerer Quirks 
  d6 
  Quirk 
  1 You are always icy cold to the touch. 
  2 When you are asleep, you don’t appear to breathe (though you must still breathe to survive). 
  3 You barely bleed, even when badly injured. 
  4 Your heart beats once per minute. This event sometimes surprises you. 
  5 You have trouble remembering that living creatures and corpses should be treated 
  differently. 
  6 You blinked. Once. Last week. 
  Shadow Magic Features 
  Sorcerer Level 
  Feature 
  1st 
  Eyes of the Dark, Strength of the Grave 
  3rd 
  Eyes of the Dark (darkness) 
  6th 
  Hound of Ill Omen 
  14th 
  Shadow Walk 
  18th 
  Umbral Form 
  
   
   
   
  Eyes of the Dark 
  Starting at 1st level, you have darkvision with a range of 120 feet. 
  When you reach 3rd level in this class, you learn the darkness spell, which doesn’t count against 
  your number of sorcerer spells known. In addition, you can cast it by spending 2 sorcery points 
  or by expending a spell slot. If you cast it with sorcery points, you can see through the darkness 
  created by the spell. 
  Strength of the Grave 
  Starting at 1st level, your existence in a twilight state between life and death makes you difficult 
  to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 
  5 + the damage taken). On a success, you instead drop to 1 hit point. You can’t use this feature if 
  you are reduced to 0 hit points by radiant damage or by a critical hit. 
  After the saving throw succeeds, you can’t use this feature again until you finish a long rest. 
  Hound of Ill Omen 
  At 6th level, you gain the ability to call forth a howling creature of darkness to harass your foes. 
  As a bonus action, you can spend 3 sorcery points to magically summon a hound of ill omen to 
  target one creature you can see within 120 feet of you. The hound uses the dire wolf’s statistics 
  (see the Monster Manual or appendix C in the Player’s Handbook), with the following changes: 
  
   
   
   
  The hound is size Medium, not Large, and it counts as a monstrosity, not a beast. 
   
  It appears with a number of temporary hit points equal to half your sorcerer level. 
   
  It can move through other creatures and objects as if they were difficult terrain. The 
  hound takes 5 force damage if it ends its turn inside an object. 
   
  At the start of its turn, the hound automatically knows its target’s location. If the target 
  was hidden, it is no longer hidden from the hound. 
  The hound appears in an unoccupied space of your choice within 30 feet of the target. Roll 
  initiative for the hound. On its turn, it can move only toward its target by the most direct route, 
  and it can use its action only to attack its target. The hound can make opportunity attacks, but 
  only against its target. Additionally, while the hound is within 5 feet of the target, the target has 
  disadvantage on saving throws against any spell you cast. The hound disappears if it is reduced 
  to 0 hit points, if its target is reduced to 0 hit points, or after 5 minutes. 
  Shadow Walk 
  At 14th level, you gain the ability to step from one shadow into another. When you are in dim 
  light or darkness, as a bonus action, you can magically teleport up to 120 feet to an unoccupied 
  space you can see that is also in dim light or darkness. 
  Umbral Form 
  Starting at 18th level, you can spend 6 sorcery points as a bonus action to magically transform 
  yourself into a shadowy form. In this form, you have resistance to all damage except force and 
  radiant damage, and you can move through other creatures and objects as if they were difficult 
  terrain. You take 5 force damage if you end your turn inside an object. 
  You remain in this form for 1 minute. It ends early if you are incapacitated, if you die, or if you 
  dismiss it as a bonus action. 
  Storm Sorcery 
  Your innate magic comes from the power of elemental air. Many with this power can trace their 
  magic back to a near-death experience caused by the Great Rain, but perhaps you were born 
  during a howling gale so powerful that folk still tell stories of it, or your lineage might include 
  the influence of potent air creatures such as djinn. Whatever the case, the magic of the storm 
  permeates your being. 
  Storm sorcerers are invaluable members of a ship’s crew. Their magic allows them to exert 
  control over wind and weather in their immediate area. Their abilities also prove useful in 
  repelling attacks by sahuagin, pirates, and other waterborne threats. 
   
   
  
   
   
  What is it with people and the weather?  
  It’s just the sky weeping and shouting because it’s so far away from me. 
   
  Storm Sorcery Features 
  Sorcerer Level 
  Feature 
  1st 
  Wind Speaker, Tempestuous Magic 
  6th 
  Heart of the Storm, Storm Guide 
  14th 
  Storm’s Fury 
  18th 
  Wind Soul 
  Wind Speaker 
  The arcane magic you command is infused with elemental air. You can speak, read, and write 
  Primordial. Knowing this language allows you to understand and be understood by those who 
  speak its dialects: Aquan, Auran, Ignan, and Terran. 
  Tempestuous Magic 
  Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental 
  air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. 
  Doing so allows you to fly up to 10 feet without provoking opportunity attacks. 
  Heart of the Storm 
  At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you 
  start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic 
  erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of 
  you to take lightning or thunder damage (choose each time this ability activates) equal to half 
  your sorcerer level. 
  Storm Guide 
  At 6th level, you gain the ability to subtly control the weather around you. 
  If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere 
  centered on you. You can end this effect as a bonus action. 
  If it is windy, you can use a bonus action each round to choose the direction that the wind blows 
  in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of 
  your next turn. This feature doesn’t alter the speed of the wind. 
  
   
   
  Storm’s Fury 
  Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal 
  lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also 
  make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker 
  is pushed in a straight line up to 20 feet away from you. 
  Wind Soul 
  At 18th level, you gain immunity to lightning and thunder damage. 
  You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed 
  to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your 
  Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once 
  you reduce your flying speed in this way, you can’t do so again until you finish a short or long 
  rest. 
   
  
   
   
  Warlock 
  You think me mad? I think true insanity is being content to live a life of mortal drudgery when 
  knowledge and power is there for the taking in the realm beyond. 
  — Xarren, herald of Acamar 
   
  Warlocks are finders and keepers of secrets. They push at the edge of our understanding of the 
  world, always seeking to expand their expertise. Where sages or wizards might heed a clear sign 
  of danger and end their research, a warlock plunges ahead, heedless of the cost. Thus, it takes a 
  peculiar mixture of intelligence, curiosity, and recklessness to produce a warlock. Many folk 
  would describe that combination as evidence of madness. Warlocks see it as a demonstration of 
  bravery. 
  Warlocks are defined by two elements that work in concert to forge their path into this class. The 
  first element is the event or circumstances that led to a warlock’s entering into a pact with a 
  planar entity. The second one is the nature of the entity a warlock is bound to. Unlike clerics, 
  who typically embrace a deity and that god’s ethos, a warlock might have no love for a patron, or 
  vice versa. 
  The sections that follow provide ways to embellish a warlock character that could generate some 
  intriguing story and roleplaying opportunities. 
  So you got your powers by making a contract with something? Is it in writing, perchance? Well, 
  never mind. Just tell me this: Can I get your powers by eating you? 
   
  
   
   
  Patron’s Attitude 
  Every relationship is a two-way street, but in the case of warlocks and their patrons it’s not 
  necessarily true that both sides of the street are the same width or made of the same stuff. The 
  feeling that a warlock holds for their patron, whether positive or negative, might be reciprocated 
  by the patron, or the two participants in the pact might view one another with opposing emotions. 
  When you determine the attitude your warlock character holds toward your patron, also consider 
  how things look from the patron’s perspective. How does your patron behave toward you? Is 
  your patron a friend and ally, or an enemy that grants you power only because you forced a pact 
  upon it? 
  Patron Attitudes 
  d6 
  Attitude 
  1 Your patron has guided and helped your family for generations and is kindly toward you. 
  2 Each interaction with your capricious patron is a surprise, whether pleasant or painful. 
  3 Your patron is the spirit of a long-dead hero who sees your pact as a way for it to continue to 
  influence the world. 
  4 Your patron is a strict disciplinarian but treats you with a measure of respect. 
  5 Your patron tricked you into a pact and treats you as a slave. 
  6 You are mostly left to your own devices with no interference from your patron. Sometimes 
  you dread the demands it will make when it does appear. 
  Special Terms of the Pact 
  A pact can range from a loose agreement to a formal contract with lengthy, detailed clauses and 
  lists of requirements. The terms of a pact — what a warlock must do to receive a patron’s favor 
  — are always dictated by the patron. On occasion, those terms include a special proviso that 
  might seem odd or whimsical, but warlocks take these dictates as seriously as they do the other 
  requirements of their pacts. 
  Does your character have a pact that requires you to change your behavior in an unusual or 
  seemingly frivolous way? Even if your patron hasn’t imposed such a duty on you already, that’s 
  not to say it couldn’t still happen. 
  Special Terms 
  d6 
  Term 
  1 When directed, you must take immediate action against a specific enemy of your patron. 
  2 Your pact tests your willpower; you are required to abstain from alcohol and other 
  intoxicants. 
  3 At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of 
  
   
   
  d6 
  Term 
  a building. 
  4 You must occasionally conduct bizarre rituals to maintain your pact. 
  5 You can never wear the same outfit twice, since your patron finds such predictability to be 
  boring. 
  6 When you use an eldritch invocation, you must speak your patron’s name aloud or risk 
  incurring its displeasure. 
  Binding Mark 
  Some patrons make a habit of, and often enjoy, marking the warlocks under their sway in some 
  fashion. A binding mark makes it clear — to those who know about such things — that the 
  individual in question is bound to the patron’s service. A warlock might take advantage of such a 
  mark, claiming it as proof of one’s pact, or might want to keep it under wraps (if possible) to 
  avoid the difficulties it might bring. 
  If your warlock’s pact comes with a binding mark, how you feel about displaying it probably 
  depends on the nature of your relationship with the one who gave it to you. Is the mark a source 
  of pride or something you are secretly ashamed of? 
  Binding Marks 
  d6 
  Mark 
  1 One of your eyes looks the same as one of your patron’s eyes. 
  2 Each time you wake up, the small blemish on your face appears in a different place. 
  3 You display outward symptoms of a disease but suffer no ill effects from it. 
  4 Your tongue is an unnatural color. 
  5 You have a vestigial tail. 
  6 Your nose glows in the dark. 
  Otherworldly Patrons 
  At 1st level, a warlock gains the Otherworldly Patron feature. The following options are 
  available to a warlock, in addition to those offered in the Player’s Handbook: the Celestial and 
  the Hexblade. 
  The Celestial 
  Your patron is a powerful being of the Upper Planes. You have bound yourself to an ancient 
  empyrean, solar, ki-rin, unicorn, or other entity that resides in the planes of everlasting bliss. 
  Your pact with that being allows you to experience the barest touch of the holy light that 
  illuminates the multiverse. 
  
   
   
  Being connected to such power can cause changes in your behavior and beliefs. You might find 
  yourself driven to annihilate the undead, to defeat fiends, and to protect the innocent. At times, 
  your heart might also be filled with a longing for the celestial realm of your patron, and a desire 
  to wander that paradise for the rest of your days. But you know that your mission is among 
  mortals for now, and that your pact binds you to bring light to the dark places of the world. 
  Celestial Features 
  Warlock Level 
  Feature 
  1st 
  Expanded Spell List, Bonus Cantrips, Healing Light 
  6th 
  Radiant Soul 
  10th 
  Celestial Resilience 
  14th 
  Searing Vengeance 
  Expanded Spell List 
  The Celestial lets you choose from an expanded list of spells when you learn a warlock spell. 
  The following spells are added to the warlock spell list for you. 
  Celestial Expanded Spells 
  Spell Level 
  Spells 
  1st 
  cure wounds, guiding bolt 
  2nd 
  flaming sphere, lesser restoration 
  3rd 
  daylight, revivify 
  4th 
  guardian of faith, wall of fire 
  5th 
  flame strike, greater restoration 
  
   
   
   
  Bonus Cantrips 
  At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for 
  you, but they don’t count against your number of cantrips known. 
  Healing Light 
  At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of 
  d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock 
  level. 
  As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice 
  from the pool. The maximum number of dice you can spend at once equals your Charisma 
  modifier (minimum of one die). Roll the dice you spend, add them together, and restore a 
  number of hit points equal to the total. 
  Your pool regains all expended dice when you finish a long rest. 
  Radiant Soul 
  Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. 
  You have resistance to radiant damage, and when you cast a spell that deals radiant or fire 
  
   
   
  damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell 
  against one of its targets. 
   
  Celestial Resilience 
  Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. 
  These temporary hit points equal your warlock level + your Charisma modifier. Additionally, 
  choose up to five creatures you can see at the end of the rest. Those creatures each gain 
  temporary hit points equal to half your warlock level + your Charisma modifier. 
  Searing Vengeance 
  Starting at 14th level, the radiant energy you channel allows you to resist death. When you have 
  to make a death saving throw at the start of your turn, you can instead spring back to your feet 
  with a burst of radiant energy. You regain hit points equal to half your hit point maximum, and 
  then you stand up if you so choose. Each creature of your choice that is within 30 feet of you 
  takes radiant damage equal to 2d8 + your Charisma modifier, and it is blinded until the end of 
  the current turn. 
  Once you use this feature, you can’t use it again until you finish a long rest. 
  The Hexblade 
  You have made your pact with a mysterious entity from the Shadowfell — a force that manifests 
  in sentient magic weapons carved from the stuff of shadow. The mighty sword Blackrazor is the 
  most notable of these weapons, which have been spread across the multiverse over the ages. The 
  shadowy force behind these weapons can offer power to warlocks who form pacts with it. Many 
  hexblade warlocks create weapons that emulate those formed in the Shadowfell. Others forgo 
  such arms, content to weave the dark magic of that plane into their spellcasting. 
  
   
   
  Because the Raven Queen is known to have forged the first of these weapons, many sages 
  speculate that she and the force are one and that the weapons, along with hexblade warlocks, are 
  tools she uses to manipulate events on the Material Plane to her inscrutable ends. 
  Hexblade. What a cool name! So is your sword evil or cursed or something? But you’re evil, 
  right? … Okay, now I don’t like the name. Names aren’t cool if they don’t make sense. Like 
  mine: The Xanathar. See? It’s cool, and it makes sense! 
   
  Hexblade Features 
  Warlock Level 
  Feature 
  1st 
  Expanded Spell List, Hexblade’s Curse, Hex Warrior 
  6th 
  Accursed Specter 
  10th 
  Armor of Hexes 
  14th 
  Master of Hexes 
  Expanded Spell List 
  The Hexblade lets you choose from an expanded list of spells when you learn a warlock spell. 
  The following spells are added to the warlock spell list for you. 
  Hexblade Expanded Spells 
  Spell Level 
  Spells 
  1st 
  shield, wrathful smite 
  2nd 
  blur, branding smite 
  3rd 
  blink, elemental weapon 
  4th 
  phantasmal killer, staggering smite 
  5th 
  banishing smite, cone of cold 
  
   
   
   
  Hexblade’s Curse 
  Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, 
  choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The 
  curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you 
  gain the following benefits: 
   
  You gain a bonus to damage rolls against the cursed target. The bonus equals your 
  proficiency bonus. 
   
  Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on 
  the d20. 
   
  If the cursed target dies, you regain hit points equal to your warlock level + your 
  Charisma modifier (minimum of 1 hit point). 
  You can’t use this feature again until you finish a short or long rest. 
  Hex Warrior 
  At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain 
  proficiency with medium armor, shields, and martial weapons. 
  The influence of your patron also allows you to mystically channel your will through a particular 
  weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with 
  and that lacks the two-handed property. When you attack with that weapon, you can use your 
  
   
   
  Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit 
  lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit 
  extends to every pact weapon you conjure with that feature, no matter the weapon’s type. 
  Accursed Specter 
  Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your 
  service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter, 
  the statistics for which are in the Monster Manual. When the specter appears, it gains temporary 
  hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. 
  It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your 
  Charisma modifier (minimum of +0). 
  The specter remains in your service until the end of your next long rest, at which point it 
  vanishes to the afterlife. 
  Once you bind a specter with this feature, you can’t use the feature again until you finish a long 
  rest. 
  Armor of Hexes 
  At 10th level, your hex grows more powerful. If the target cursed by your Hexblade’s Curse hits 
  you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead 
  misses you, regardless of its roll. 
  Master of Hexes 
  Starting at 14th level, you can spread your Hexblade’s Curse from a slain creature to another 
  creature. When the creature cursed by your Hexblade’s Curse dies, you can apply the curse to a 
  different creature you can see within 30 feet of you, provided you aren’t incapacitated. When 
  you apply the curse in this way, you don’t regain hit points from the death of the previously 
  cursed creature. 
  Eldritch Invocations 
  At 2nd level, a warlock gains the Eldritch Invocations feature. Here are new options for that 
  feature, in addition to the options in the Player’s Handbook. 
  If an eldritch invocation has a prerequisite, you must meet it to learn the invocation. You can 
  learn the invocation at the same time that you meet its prerequisite. A level prerequisite refers to 
  your level in this class. 
  Aspect of the Moon 
  Prerequisite: Pact of the Tome feature 
  
   
   
  You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a 
  long rest, you can spend all 8 hours doing light activity, such as reading your Book of Shadows 
  and keeping watch. 
  Cloak of Flies 
  Prerequisite: 5th level 
  As a bonus action, you can surround yourself with a magical aura that looks like buzzing flies. 
  The aura extends 5 feet from you in every direction, but not through total cover. It lasts until 
  you’re incapacitated or you dismiss it as a bonus action. 
  The aura grants you advantage on Charisma (Intimidation) checks but disadvantage on all other 
  Charisma checks. Any other creature that starts its turn in the aura takes poison damage equal to 
  your Charisma modifier (minimum of 0 damage). 
  Once you use this invocation, you can’t use it again until you finish a short or long rest. 
  Eldritch Smite 
  Prerequisite: 5th level, Pact of the Blade feature 
  Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell 
  slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, 
  and you can knock the target prone if it is Huge or smaller. 
  Ghostly Gaze 
  Prerequisite: 7th level 
  As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that 
  range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or 
  until your concentration ends (as if you were concentrating on a spell). During that time, you 
  perceive objects as ghostly, transparent images. 
  Once you use this invocation, you can’t use it again until you finish a short or long rest. 
  Gift of the Depths 
  Prerequisite: 5th level 
  You can breathe underwater, and you gain a swimming speed equal to your walking speed. 
  You can also cast water breathing once without expending a spell slot. You regain the ability to 
  do so when you finish a long rest. 
  
   
   
  Gift of the Ever-Living Ones 
  Prerequisite: Pact of the Chain feature 
  Whenever you regain hit points while your familiar is within 100 feet of you, treat any dice 
  rolled to determine the hit points you regain as having rolled their maximum value for you. 
  Grasp of Hadar 
  Prerequisite: eldritch blast cantrip 
  Once on each of your turns when you hit a creature with your eldritch blast, you can move that 
  creature in a straight line 10 feet closer to you. 
  Improved Pact Weapon 
  Prerequisite: Pact of the Blade feature 
  You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus 
  for your warlock spells. 
  In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic 
  weapon that already has a bonus to those rolls. 
  Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy 
  crossbow. 
  
   
   
   
  Lance of Lethargy 
  Prerequisite: eldritch blast cantrip 
  Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that 
  creature’s speed by 10 feet until the end of your next turn. 
  Maddening Hex 
  Prerequisite: 5th level, hex spell or a warlock feature that curses 
  As a bonus action, you cause a psychic disturbance around the target cursed by your hex spell or 
  by a warlock feature of yours, such as Hexblade’s Curse or Sign of Ill Omen. When you do so, 
  you deal psychic damage to the cursed target and each creature of your choice that you can see 
  within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage). 
  To use this invocation, you must be able to see the cursed target, and it must be within 30 feet of 
  you. 
  Relentless Hex 
  Prerequisite: 7th level, hex spell or a warlock feature that curses 
  
   
   
  Your curse creates a temporary bond between you and your target. As a bonus action, you can 
  magically teleport up to 30 feet to an unoccupied space you can see within 5 feet of the target 
  cursed by your hex spell or by a warlock feature of yours, such as Hexblade’s Curse or Sign of 
  Ill Omen. To teleport in this way, you must be able to see the cursed target. 
  Shroud of Shadow 
  Prerequisite: 15th level 
  You can cast invisibility at will, without expending a spell slot. 
  Tomb of Levistus 
  Prerequisite: 5th level 
  As a reaction when you take damage, you can entomb yourself in ice, which melts away at the 
  end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of 
  the triggering damage as possible. Immediately after you take the damage, you gain vulnerability 
  to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including 
  any remaining temporary hit points, all end when the ice melts. 
  Once you use this invocation, you can’t use it again until you finish a short or long rest. 
  Trickster’s Escape 
  Prerequisite: 7th level 
  You can cast freedom of movement once on yourself without expending a spell slot. You regain 
  the ability to do so when you finish a long rest. 
   
   
  
   
   
  Wizard 
  Wizardry requires understanding. The knowledge of how and why magic works, and our efforts 
  to broaden that understanding, have brought about the key advances in civilization over the 
  centuries. 
  — Gimble the illusionist 
   
  Only a select few people in the world are wielders of magic. Of all those, wizards stand at the 
  pinnacle of the craft. Even the least of them can manipulate forces that flout the laws of nature, 
  and the most accomplished among them can cast spells with world-shaking effects. 
  The price that wizards pay for their mastery is that most valuable of commodities: time. It takes 
  years of study, instruction, and experimentation to learn how to harness magical energy and carry 
  spells around in one’s own mind. For adventuring wizards and other spellcasters who aspire to 
  the highest echelons of the profession, the studying never ends, nor does the quest for knowledge 
  and power. 
  If you’re playing a wizard, take advantage of the opportunity to make your character more than 
  just a stereotypical spell-slinger. Use the advice that follows to add some intriguing details to 
  how your wizard interacts with the world. 
   
   
  
   
   
  Watch. I love this trick. 
  Hey, wizard! You can’t do magic.  
  Oops, now you can.  
  Oops, now you can’t anymore. Ha ha ha! 
   
  Spellbook 
  Your wizard character’s most prized possession — your spellbook — might be an innocuous-
  looking volume whose covers show no hint of what’s inside. Or you might display some flair, as 
  many wizards do, by carrying a spellbook of an unusual sort. If you don’t own such an item 
  already, one of your goals might be to find a spellbook that sets you apart by its appearance or its 
  means of manufacture. 
  Spellbooks 
  d6 
  Spellbook 
  1 A tome with pages that are thin sheets of metal, spells etched into them with acid 
  2 Long straps of leather on which spells are written, wrapped around a staff for ease of 
  transport 
  3 A battered tome filled with pictographs that only you can understand 
  4 Small stones inscribed with spells and kept in a cloth bag 
  5 A scorched book, ravaged by dragon fire, with the script of your spells barely visible on its 
  pages 
  6 A tome full of black pages whose writing is visible only in dim light or darkness 
  Ambition 
  Few aspiring wizards undertake the study of magic without some personal goal in mind. Many 
  wizards use their spells as a tool to produce a tangible benefit, in material goods or in status, for 
  themselves or their companions. For others, the theoretical aspect of magic might have a strong 
  appeal, pushing those wizards to seek out knowledge that supports new theories of the arcane or 
  confirms old ones. 
  Beyond the obvious, why does your wizard character study magic, and what do you want to 
  achieve? If you haven’t given these questions much thought, you can do so now, and the answers 
  you come up with will likely affect how your future unfolds. 
  
   
   
  Ambitions 
  d6 
  Ambition 
  1 You will prove that the gods aren’t as powerful as folk believe. 
  2 Immortality is the end goal of your studies. 
  3 If you can fully understand magic, you can unlock its use for all and usher in an era of 
  equality. 
  4 Magic is a dangerous tool. You use it to protect what you treasure. 
  5 Arcane power must be taken away from those who would abuse it. 
  6 You will become the greatest wizard the world has seen in generations. 
  Eccentricity 
  Endless hours of solitary study and research can have a negative effect on anyone’s social skills. 
  Wizards, who are a breed apart to begin with, are no exception. An odd mannerism or two is not 
  necessarily a drawback, though; an eccentricity of this sort is usually harmless and could provide 
  a source of amusement or serve as a calling card of sorts. 
  If your character has an eccentricity, is it a physical tic or a mental one? Are you well known in 
  some circles because of it? Do you fight to overcome it, or do you embrace this minor claim to 
  fame of yours? 
  Eccentricities 
  d6 
  Eccentricity 
  1 You have the habit of tapping your foot incessantly, which often annoys those around you. 
  2 Your memory is quite good, but you have no trouble pretending to be absentminded when it 
  suits your purposes. 
  3 You never enter a room without looking to see what’s hanging from the ceiling. 
  4 Your most prized possession is a dead worm that you keep inside a potion vial. 
  5 When you want people to leave you alone, you start talking to yourself. That usually does the 
  trick. 
  6 Your fashion sense and grooming, or more accurately lack thereof, sometimes cause others 
  to assume you are a beggar. 
  Arcane Tradition 
  At 2nd level, a wizard gains the Arcane Tradition feature. The following War Magic option is 
  available to a wizard, in addition to the options offered in the Player’s Handbook. 
  
   
   
  War Magic 
  A variety of arcane colleges specialize in training wizards for war. The tradition of War Magic 
  blends principles of evocation and abjuration, rather than specializing in either of those schools. 
  It teaches techniques that empower a caster’s spells, while also providing methods for wizards to 
  bolster their own defenses. 
  Followers of this tradition are known as war mages. They see their magic as both a weapon and 
  armor, a resource superior to any piece of steel. War mages act fast in battle, using their spells to 
  seize tactical control of a situation. Their spells strike hard, while their defensive skills foil their 
  opponents’ attempts to counterattack. War mages are also adept at turning other spellcasters’ 
  magical energy against them. 
  In great battles, a war mage often works with evokers, abjurers, and other types of wizards. 
  Evokers, in particular, sometimes tease war mages for splitting their attention between offense 
  and defense. A war mage’s typical response: “What good is being able to throw a mighty fireball 
  if I die before I can cast it?” 
  War magic? Does that make you a War Wizard? I’ve heard about them. They dress in 
  purple, I think. But you’re not dressed in purple. That’s disappointing. Go change. 
  War Magic Features 
  Wizard Level 
  Feature 
  2nd 
  Arcane Deflection, Tactical Wit 
  6th 
  Power Surge 
  10th 
  Durable Magic 
  14th 
  Deflecting Shroud 
  
   
   
   
  Arcane Deflection 
  At 2nd level, you have learned to weave your magic to fortify yourself against harm. When you 
  are hit by an attack or you fail a saving throw, you can use your reaction to gain a +2 bonus to 
  your AC against that attack or a +4 bonus to that saving throw. 
  When you use this feature, you can’t cast spells other than cantrips until the end of your next 
  turn. 
  Tactical Wit 
  Starting at 2nd level, your keen ability to assess tactical situations allows you to act quickly in 
  battle. You can give yourself a bonus to your initiative rolls equal to your Intelligence modifier. 
  Power Surge 
  Starting at 6th level, you can store magical energy within yourself to later empower your 
  damaging spells. In its stored form, this energy is called a power surge. 
  You can store a maximum number of power surges equal to your Intelligence modifier 
  (minimum of one). Whenever you finish a long rest, your number of power surges resets to one. 
  Whenever you successfully end a spell with dispel magic or counterspell, you gain one power 
  
   
   
  surge, as you steal magic from the spell you foiled. If you end a short rest with no power surges, 
  you gain one power surge. 
  Once per turn when you deal damage to a creature or object with a wizard spell, you can spend 
  one power surge to deal extra force damage to that target. The extra damage equals half your 
  wizard level. 
  Durable Magic 
  Beginning at 10th level, the magic you channel helps ward off harm. While you maintain 
  concentration on a spell, you have a +2 bonus to AC and all saving throws. 
  Deflecting Shroud 
  At 14th level, your Arcane Deflection becomes infused with deadly magic. When you use your 
  Arcane Deflection feature, you can cause magical energy to arc from you. Up to three creatures 
  of your choice that you can see within 60 feet of you each take force damage equal to half your 
  wizard level.  
   
  
   
   
  Chapter 1: This Is Your Life 
  The character creation rules in the Player’s Handbook provide all the information you need to 
  define your character in preparation for a life of adventuring. What they don’t do is account for 
  all the circumstances that shaped your character during the years between your birth and the start 
  of your career as a member of a class. 
  What did your character accomplish or experience before deciding to become an adventurer? 
  What were the circumstances of your birth? How large is your family, and what sorts of 
  relationships do you have with your relatives? Which people were the greatest influences on you 
  during your formative years, for better or worse? 
  To answer these questions and more, you can use the tables and the advice in this section to 
  compose a well-developed backstory for your character — an autobiography of sorts — that you 
  can use to inform how you roleplay the character. Your DM can draw from this material as the 
  campaign proceeds, creating situations and scenarios that build off your previous life 
  experiences. 
   
  
   
   
  Ideas, Not Rules 
  Even though these pages are full of tables and die rolls, they don’t make up a rules system — in 
  fact, the opposite is true. You can use as much or as little of this material as you desire, and you 
  can make decisions in any order you want. 
  For instance, you might not want these tables to help you decide who your parents and siblings 
  are, because that’s among the information you’ve already come up with. But you can still use 
  other parts, such as the section on life events, to provide added depth and detail. 
  How and When to Use the Tables 
  If you’re comfortable with letting the dice decide a certain fact about your character, go ahead 
  and roll. If not, you can take charge and make the decision, choosing from among the 
  possibilities on a table. Of course, you also have the option of disregarding the result of a die roll 
  if it conflicts with another result. Likewise, if the text instructs you to roll on a table, that’s not 
  meant to be taken literally. You can always make your own choice. 
  Although these tables are meant to augment the step-by-step character creation process in the 
  Player’s Handbook, they don’t occupy a specific place in that process. You can use some of them 
  early on — for instance, it’s possible to determine your parents and other family members 
  immediately after deciding your character’s race — but you could also wait until later in the 
  process. You might prefer to establish more facts about your character’s game identity — such as 
  your class, ability scores, and alignment — before supplementing that information with what’s 
  offered here. 
  Section by Section 
  This material is divided into four sections, each addressing a different aspect of your character’s 
  backstory. 
  Origins. To find out who and where you came from, use the “Origins” section. When you’re 
  done, you will have a summary of facts about your parents, your siblings, and the circumstances 
  under which you grew up. 
  Personal Decisions. After you have selected your character’s background and class, use the 
  appropriate tables to determine how you came to make those choices. 
  Life Events. Your character’s existence until now, no matter how brief or uneventful, has been 
  marked by one or more life events — memorable happenings that have had an effect on who you 
  are today. 
  Supplemental Tables. Your life has intersected with the lives of plenty of other people, all the 
  way from your infancy to today. When a result mentions such a person, you can use the 
  supplemental tables (page 72) to add needed details — such as race, class, or occupation — to 
  
   
   
  that person. Some tables in the other sections direct you to one or more of the supplemental 
  tables, and you can also use them any other time you see fit. 
  Origins 
  The usual first step in creating your character’s life story is to determine your early 
  circumstances. Who were your parents? Where were you born? Did you have any siblings? Who 
  raised you? You can address these questions by using the following tables. 
  So, where are you from? Uh-huh. And the people who did the procreation thing to make you — 
  are they still alive? Okay. Cool. You know, I actually don’t care. I’m just making small talk while 
  my minion sneaks up behind you. Ha! Made you look! 
   
  Parents 
  You had parents, of course, even if they didn’t raise you. To determine what you know about 
  these people, use the Parents table. If you want, you can roll separately on the table for your 
  mother and your father. Use the supplemental tables as desired (particularly Class, Occupation, 
  and Alignment) to learn more about your parents. 
  d100 
  Parents 
  01–95 You know who your parents are or were. 
  96–00 You do not know who your parents were. 
  Nonhuman Parents. If your character is a half-elf, a half-orc, or a tiefling, you can use one of the 
  tables below to determine the race of each of your parents. When you have a result, randomly 
  determine which part of the result refers to your father and which to your mother. 
  Half-Elf Parents 
  d8 
  Parents 
  1–5 One parent was an elf and the other was a human. 
  6 
  One parent was an elf and the other was a half-elf. 
  7 
  One parent was a human and the other was a half-elf. 
  8 
  Both parents were half-elves. 
  Half-Orc Parents 
  d8 
  Parents 
  
   
   
  d8 
  Parents 
  1–3 One parent was an orc and the other was a human. 
  4–5 One parent was an orc and the other was a half-orc. 
  6–7 One parent was a human and the other was a half-orc. 
  8 
  Both parents were half-orcs. 
  Tiefling Parents 
  d8 
  Parents 
  1–4 Both parents were humans, their infernal heritage dormant until you came along. 
  5–6 One parent was a tiefling and the other was a human. 
  7 
  One parent was a tiefling and the other was a devil. 
  8 
  One parent was a human and the other was a devil. 
  Birthplace 
  After establishing your parentage, you can determine where you were born by using the 
  Birthplace table. (Modify the result or roll again if you get a result that’s inconsistent with what 
  you know about your parents.) Once you have a result, roll percentile dice. On a roll of 00, a 
  strange event coincided with your birth: the moon briefly turning red, all the milk within a mile 
  spoiling, the water in the area freezing solid in midsummer, all the iron in the home rusting or 
  turning to silver, or some other unusual event of your choice. 
  d100 
  Location 
  01–50 Home 
  51–55 Home of a family friend 
  56–63 Home of a healer or midwife 
  64–65 Carriage, cart, or wagon 
  66–68 Barn, shed, or other outbuilding 
  69–70 Cave 
  71–72 Field 
  73–74 Forest 
  75–77 Temple 
  78 
  Battlefield 
  79–80 Alley or street 
  81–82 Brothel, tavern, or inn 
  83–84 Castle, keep, tower, or palace 
  85 
  Sewer or rubbish heap 
  86–88 Among people of a different race 
  
   
   
  d100 
  Location 
  89–91 On board a boat or a ship 
  92–93 In a prison or in the headquarters of a secret organization 
  94–95 In a sage’s laboratory 
  96 
  In the Feywild 
  97 
  In the Shadowfell 
  98 
  On the Astral Plane or the Ethereal Plane 
  99 
  On an Inner Plane of your choice 
  00 
  On an Outer Plane of your choice 
  Siblings 
  You might be an only child or one of many children. Your siblings could be cherished friends or 
  hated rivals. Roll on the Number of Siblings table to determine how many brothers or sisters you 
  have. If you are a dwarf or an elf, subtract 2 from your roll. Then, roll on the Birth Order table 
  for each sibling to determine that person’s age relative to yours (older, younger, or born at the 
  same time). 
  Occupation. For each sibling of suitable age, roll on the Occupation supplemental table to 
  determine what that person does for a living. 
  Alignment. You can choose your siblings’ alignments or roll on the Alignment supplemental 
  table. 
  Status. By now, each of your siblings might be alive and well, alive and not so well, in dire 
  straits, or dead. Roll on the Status supplemental table. 
  Relationship. You can roll on the Relationship supplemental table to determine how your 
  siblings feel about you. They might all have the same attitude toward you, or some might view 
  you differently from how the others do. 
  Other Details. You can decide any other details you like about each sibling, including gender, 
  personality, and place in the world. 
  Number of Siblings 
  d10 
  Siblings 
  2 or lower None 
  3–4 
  1d3 
  5–6 
  1d4 + 1 
  7–8 
  1d6 + 2 
  9–10 
  1d8 + 3 
  
   
   
  Birth Order 
  2d6 
  Birth Order 
  2 
  Twin, triplet, or quadruplet 
  3–7 Older 
  8–12 Younger 
   
  
   
   
  Family and Friends 
  Who raised you, and what was life like for you when you were growing up? You might have 
  been raised by your parents, by relatives, or in an orphanage. Or you could have spent your 
  childhood on the streets of a crowded city with only your fellow runaways and orphans to keep 
  you company. 
  Use the Family table to determine who raised you. If you know who your parents are but you get 
  a result that does not mention one or both of them, use the Absent Parent table to determine what 
  happened. 
  Next, refer to the Family Lifestyle table to determine the general circumstances of your 
  upbringing. (Chapter 5 of the Player’s Handbook has more information about lifestyles.) The 
  result on that table includes a number that is applied to your roll on the Childhood Home table, 
  which tells you where you spent your early years. Wrap up this section by using the Childhood 
  Memories table, which tells you how you were treated by other youngsters as you were growing 
  up. 
  Supplemental Tables. You can roll on the Relationship table to determine how your family 
  members or other important figures in your life feel about you. You can also use the Race, 
  Occupation, and Alignment tables to learn more about the family members or guardians who 
  raised you. 
  Family 
  d100 
  Family 
  01 
  None 
  02 
  Institution, such as an asylum 
  03 
  Temple 
  04–05 Orphanage 
  06–07 Guardian 
  08–15 Paternal or maternal aunt, uncle, or both; or extended family such as a tribe or clan 
  16–25 Paternal or maternal grandparent(s) 
  26–35 Adoptive family (same or different race) 
  36–55 Single father or stepfather 
  56–75 Single mother or stepmother 
  76–00 Mother and father 
  Absent Parent 
  d4 
  Fate 
  1 Your parent died (roll on the Cause of Death supplemental table). 
  2 Your parent was imprisoned, enslaved, or otherwise taken away. 
  
   
   
  d4 
  Fate 
  3 Your parent abandoned you. 
  4 Your parent disappeared to an unknown fate. 
  Family Lifestyle 
  3d6 
  Lifestyle* 
  3 
  Wretched (–40) 
  4–5 
  Squalid (–20) 
  6–8 
  Poor (–10) 
  9–12 
  Modest (+0) 
  13–15 
  Comfortable (+10) 
  16–17 
  Wealthy (+20) 
  18 
  Aristocratic (+40) 
  *Use the number in this result as a modifier to your roll on the Childhood Home table. 
  Childhood Home 
  d100* 
  Home 
  0 or lower 
  On the streets 
  1–20 
  Rundown shack 
  21–30 
  No permanent residence; you moved around a lot 
  31–40 
  Encampment or village in the wilderness 
  41–50 
  Apartment in a rundown neighborhood 
  51–70 
  Small house 
  71–90 
  Large house 
  91–110 
  Mansion 
  111 or higher 
  Palace or castle 
  *After making this roll, apply the modifier from the Family Lifestyle table to arrive at the result. 
  Childhood Memories 
  3d6 + 
  Cha mod 
  Memory 
  3 or lower 
  I am still haunted by my childhood, when I was treated badly by my peers. 
  4–5 
  I spent most of my childhood alone, with no close friends. 
  6–8 
  Others saw me as being different or strange, and so I had few companions. 
  9–12 
  I had a few close friends and lived an ordinary childhood. 
  13–15 
  I had several friends, and my childhood was generally a happy one. 
  16–17 
  I always found it easy to make friends, and I loved being around people. 
  
   
   
  3d6 + 
  Cha mod 
  Memory 
  18 or higher Everyone knew who I was, and I had friends everywhere I went. 
   
  Personal Decisions 
  Your character’s life takes a particular course depending on the choices you make for the 
  character’s background and class. 
  Background 
  Roll on the appropriate table in this section as soon as you decide your background, or at any 
  later time if you choose. If a background includes a special decision point, such as a folk hero’s 
  defining event or the specialty of a criminal or a sage, it’s best to make that determination before 
  using the pertinent table below. 
  
   
   
  Acolyte 
  d6 
  I became an acolyte because … 
  1 I ran away from home at an early age and found refuge in a temple. 
  2 My family gave me to a temple, since they were unable or unwilling to care for me. 
  3 I grew up in a household with strong religious convictions. Entering the service of one or 
  more gods seemed natural. 
  4 An impassioned sermon struck a chord deep in my soul and moved me to serve the faith. 
  5 I followed a childhood friend, a respected acquaintance, or someone I loved into religious 
  service. 
  6 After encountering a true servant of the gods, I was so inspired that I immediately entered 
  the service of a religious group. 
  Charlatan 
  d6 
  I became a charlatan because … 
  1 I was left to my own devices, and my knack for manipulating others helped me survive. 
  2 I learned early on that people are gullible and easy to exploit. 
  3 I often got in trouble, but I managed to talk my way out of it every time. 
  4 I took up with a confidence artist, from whom I learned my craft. 
  5 After a charlatan fleeced my family, I decided to learn the trade so I would never be fooled by 
  such deception again. 
  6 I was poor or I feared becoming poor, so I learned the tricks I needed to keep myself out of 
  poverty. 
  Criminal 
  d6 
  I became a criminal because … 
  1 I resented authority in my younger days and saw a life of crime as the best way to fight 
  against tyranny and oppression. 
  2 Necessity forced me to take up the life, since it was the only way I could survive. 
  3 I fell in with a gang of reprobates and ne’er-do-wells, and I learned my specialty from them. 
  4 A parent or relative taught me my criminal specialty to prepare me for the family business. 
  5 I left home and found a place in a thieves’ guild or some other criminal organization. 
  6 I was always bored, so I turned to crime to pass the time and discovered I was quite good at 
  it. 
  Entertainer 
  d6 
  I became an entertainer because … 
  1 Members of my family made ends meet by performing, so it was fitting for me to follow their 
  example. 
  
   
   
  d6 
  I became an entertainer because … 
  2 I always had a keen insight into other people, enough so that I could make them laugh or cry 
  with my stories or songs. 
  3 I ran away from home to follow a minstrel troupe. 
  4 I saw a bard perform once, and I knew from that moment on what I was born to do. 
  5 I earned coin by performing on street corners and eventually made a name for myself. 
  6 A traveling entertainer took me in and taught me the trade. 
  Folk Hero 
  d6 
  I became a folk hero because … 
  1 I learned what was right and wrong from my family. 
  2 I was always enamored by tales of heroes and wished I could be something more than 
  ordinary. 
  3 I hated my mundane life, so when it was time for someone to step up and do the right thing, I 
  took my chance. 
  4 A parent or one of my relatives was an adventurer, and I was inspired by that person’s 
  courage. 
  5 A mad old hermit spoke a prophecy when I was born, saying that I would accomplish great 
  things. 
  6 I have always stood up for those who are weaker than I am. 
  Guild Artisan 
  d6 
  I became a guild artisan because … 
  1 I was apprenticed to a master who taught me the guild’s business. 
  2 I helped a guild artisan keep a secret or complete a task, and in return I was taken on as an 
  apprentice. 
  3 One of my family members who belonged to the guild made a place for me. 
  4 I was always good with my hands, so I took the opportunity to learn a trade. 
  5 I wanted to get away from my home situation and start a new life. 
  6 I learned the essentials of my craft from a mentor but had to join the guild to finish my 
  training. 
  Hermit 
  d6 
  I became a hermit because … 
  1 My enemies ruined my reputation, and I fled to the wilds to avoid further disparagement. 
  2 I am comfortable with being isolated, as I seek inner peace. 
  3 I never liked the people I called my friends, so it was easy for me to strike out on my own. 
  4 I felt compelled to forsake my past, but did so with great reluctance, and sometimes I regret 
  
   
   
  d6 
  I became a hermit because … 
  making that decision. 
  5 I lost everything — my home, my family, my friends. Going it alone was all I could do. 
  6 Society’s decadence disgusted me, so I decided to leave it behind. 
  Noble 
  d6 
  I became a noble because … 
  1 I come from an old and storied family, and it fell to me to preserve the family name. 
  2 My family has been disgraced, and I intend to clear our name. 
  3 My family recently came by its title, and that elevation thrust us into a new and strange world. 
  4 My family has a title, but none of my ancestors have distinguished themselves since we 
  gained it. 
  5 My family is filled with remarkable people. I hope to live up to their example. 
  6 I hope to increase my family’s power and influence. 
  Outlander 
  d6 
  I became an outlander because … 
  1 I spent a lot of time in the wilderness as a youngster, and I came to love that way of life. 
  2 From a young age, I couldn’t abide the stink of the cities and preferred to spend my time in 
  nature. 
  3 I came to understand the darkness that lurks in the wilds, and I vowed to combat it. 
  4 My people lived on the edges of civilization, and I learned the methods of survival from my 
  family. 
  5 After a tragedy I retreated to the wilderness, leaving my old life behind. 
  6 My family moved away from civilization, and I learned to adapt to my new environment. 
  Sage 
  d6 
  I became a sage because … 
  1 I was naturally curious, so I packed up and went to a university to learn more about the 
  world. 
  2 My mentor’s teachings opened my mind to new possibilities in that field of study. 
  3 I was always an avid reader, and I learned much about my favorite topic on my own. 
  4 I discovered an old library and pored over the texts I found there. That experience awakened 
  a hunger for more knowledge. 
  5 I impressed a wizard who told me I was squandering my talents and should seek out an 
  education to take advantage of my gifts. 
  6 One of my parents or a relative gave me a basic education that whetted my appetite, and I 
  
   
   
  d6 
  I became a sage because … 
  left home to build on what I had learned. 
  Sailor 
  d6 
  I became a sailor because … 
  1 I was press-ganged by pirates and forced to serve on their ship until I finally escaped. 
  2 I wanted to see the world, so I signed on as a deckhand for a merchant ship. 
  3 One of my relatives was a sailor who took me to sea. 
  4 I needed to escape my community quickly, so I stowed away on a ship. When the crew 
  found me, I was forced to work for my passage. 
  5 Reavers attacked my community, so I found refuge on a ship until I could seek vengeance. 
  6 I had few prospects where I was living, so I left to find my fortune elsewhere. 
  Soldier 
  d6 
  I became a soldier because … 
  1 I joined the militia to help protect my community from monsters. 
  2 A relative of mine was a soldier, and I wanted to carry on the family tradition. 
  3 The local lord forced me to enlist in the army. 
  4 War ravaged my homeland while I was growing up. Fighting was the only life I ever knew. 
  5 I wanted fame and fortune, so I joined a mercenary company, selling my sword to the 
  highest bidder. 
  6 Invaders attacked my homeland. It was my duty to take up arms in defense of my people. 
  Urchin 
  d6 
  I became an urchin because … 
  1 Wanderlust caused me to leave my family to see the world. I look after myself. 
  2 I ran away from a bad situation at home and made my own way in the world. 
  3 Monsters wiped out my village, and I was the sole survivor. I had to find a way to survive. 
  4 A notorious thief looked after me and other orphans, and we spied and stole to earn our 
  keep. 
  5 One day I woke up on the streets, alone and hungry, with no memory of my early childhood. 
  6 My parents died, leaving no one to look after me. I raised myself. 
  
   
   
   
  Class Training 
  If you haven’t chosen your class yet, do so now, keeping in mind your background and all the 
  other details you have established so far. Once you’ve made your selection, roll a d6 and find the 
  number you rolled on the appropriate table in this section, which describes how you came to be a 
  member of that class. 
  The class sections earlier in this chapter have further story suggestions, which you can use in 
  concert with the material here. 
  
   
   
  Barbarian 
  d6 
  I became a barbarian because … 
  1 My devotion to my people lifted me in battle, making me powerful and dangerous. 
  2 The spirits of my ancestors called on me to carry out a great task. 
  3 I lost control in battle one day, and it was as if something else was manipulating my body, 
  forcing it to kill every foe I could reach. 
  4 I went on a spiritual journey to find myself and instead found a spirit animal to guide, protect, 
  and inspire me. 
  5 I was struck by lightning and lived. Afterward, I found a new strength within me that let me 
  push beyond my limitations. 
  6 My anger needed to be channeled into battle, or I risked becoming an indiscriminate killer. 
  Bard 
  d6 
  I became a bard because … 
  1 I awakened my latent bardic abilities through trial and error. 
  2 I was a gifted performer and attracted the attention of a master bard who schooled me in the 
  old techniques. 
  3 I joined a loose society of scholars and orators to learn new techniques of performance and 
  magic. 
  4 I felt a calling to recount the deeds of champions and heroes, to bring them alive in song and 
  story. 
  5 I joined one of the great colleges to learn old lore, the secrets of magic, and the art of 
  performance. 
  6 I picked up a musical instrument one day and instantly discovered that I could play it. 
  Cleric 
  d6 
  I became a cleric because … 
  1 A supernatural being in service to the gods called me to become a divine agent in the world. 
  2 I saw the injustice and horror in the world and felt moved to take a stand against them. 
  3 My god gave me an unmistakable sign. I dropped everything to serve the divine. 
  4 Although I was always devout, it wasn’t until I completed a pilgrimage that I knew my true 
  calling. 
  5 I used to serve in my religion’s bureaucracy but found I needed to work in the world, to bring 
  the message of my faith to the darkest corners of the land. 
  6 I realize that my god works through me, and I do as commanded, even though I don’t know 
  why I was chosen to serve. 
  
   
   
  Druid 
  d6 
  I became a druid because … 
  1 I saw too much devastation in the wild places, too much of nature’s splendor ruined by the 
  despoilers. I joined a circle of druids to fight back against the enemies of nature. 
  2 I found a place among a group of druids after I fled a catastrophe. 
  3 I have always had an affinity for animals, so I explored my talent to see how I could best use 
  it. 
  4 I befriended a druid and was moved by druidic teachings. I decided to follow my friend’s 
  guidance and give something back to the world. 
  5 While I was growing up, I saw spirits all around me — entities no one else could perceive. I 
  sought out the druids to help me understand the visions and communicate with these beings. 
  6 I have always felt disgust for creatures of unnatural origin. For this reason, I immersed 
  myself in the study of the druidic mysteries and became a champion of the natural order. 
  Fighter 
  d6 
  I became a fighter because … 
  1 I wanted to hone my combat skills, and so I joined a war college. 
  2 I squired for a knight who taught me how to fight, care for a steed, and conduct myself with 
  honor. I decided to take up that path for myself. 
  3 Horrible monsters descended on my community, killing someone I loved. I took up arms to 
  destroy those creatures and others of a similar nature. 
  4 I joined the army and learned how to fight as part of a group. 
  5 I grew up fighting, and I refined my talents by defending myself against people who crossed 
  me. 
  6 I could always pick up just about any weapon and know how to use it effectively. 
  Monk 
  d6 
  I became a monk because … 
  1 I was chosen to study at a secluded monastery. There, I was taught the fundamental 
  techniques required to eventually master a tradition. 
  2 I sought instruction to gain a deeper understanding of existence and my place in the world. 
  3 I stumbled into a portal to the Shadowfell and took refuge in a strange monastery, where I 
  learned how to defend myself against the forces of darkness. 
  4 I was overwhelmed with grief after losing someone close to me, and I sought the advice of 
  philosophers to help me cope with my loss. 
  5 I could feel that a special sort of power lay within me, so I sought out those who could help 
  me call it forth and master it. 
  6 I was wild and undisciplined as a youngster, but then I realized the error of my ways. I 
  
   
   
  d6 
  I became a monk because … 
  applied to a monastery and became a monk as a way to live a life of discipline. 
  Paladin 
  d6 
  I became a paladin because … 
  1 A fantastical being appeared before me and called on me to undertake a holy quest. 
  2 One of my ancestors left a holy quest unfulfilled, so I intend to finish that work. 
  3 The world is a dark and terrible place. I decided to serve as a beacon of light shining out 
  against the gathering shadows. 
  4 I served as a paladin’s squire, learning all I needed to swear my own sacred oath. 
  5 Evil must be opposed on all fronts. I feel compelled to seek out wickedness and purge it from 
  the world. 
  6 Becoming a paladin was a natural consequence of my unwavering faith. In taking my vows, I 
  became the holy sword of my religion. 
  Ranger 
  d6 
  I became a ranger because … 
  1 I found purpose while I honed my hunting skills by bringing down dangerous animals at the 
  edge of civilization. 
  2 I always had a way with animals, able to calm them with a soothing word and a touch. 
  3 I suffer from terrible wanderlust, so being a ranger gave me a reason not to remain in one 
  place for too long. 
  4 I have seen what happens when the monsters come out from the dark. I took it upon myself 
  to become the first line of defense against the evils that lie beyond civilization’s borders. 
  5 I met a grizzled ranger who taught me woodcraft and the secrets of the wild lands. 
  6 I served in an army, learning the precepts of my profession while blazing trails and scouting 
  enemy encampments. 
  Rogue 
  d6 
  I became a rogue because … 
  1 I’ve always been nimble and quick of wit, so I decided to use those talents to help me make 
  my way in the world. 
  2 An assassin or a thief wronged me, so I focused my training on mastering the skills of my 
  enemy to better combat foes of that sort. 
  3 An experienced rogue saw something in me and taught me several useful tricks. 
  4 I decided to turn my natural lucky streak into the basis of a career, though I still realize that 
  improving my skills is essential. 
  5 I took up with a group of ruffians who showed me how to get what I want through sneakiness 
  
   
   
  d6 
  I became a rogue because … 
  rather than direct confrontation. 
  6 I’m a sucker for a shiny bauble or a sack of coins, as long as I can get my hands on it without 
  risking life and limb. 
  Sorcerer 
  d6 
  I became a sorcerer because … 
  1 
  When I was born, all the water in the house froze solid, the milk spoiled, or all the iron turned 
  to copper. My family is convinced that this event was a harbinger of stranger things to come 
  for me. 
  2 I suffered a terrible emotional or physical strain, which brought forth my latent magical 
  power. I have fought to control it ever since. 
  3 
  My immediate family never spoke of my ancestors, and when I asked, they would change 
  the subject. It wasn’t until I started displaying strange talents that the full truth of my heritage 
  came out. 
  4 When a monster threatened one of my friends, I became filled with anxiety. I lashed out 
  instinctively and blasted the wretched thing with a force that came from within me. 
  5 Sensing something special in me, a stranger taught me how to control my gift. 
  6 After I escaped from a magical conflagration, I realized that though I was unharmed, I was 
  not unchanged. I began to exhibit unusual abilities that I am just beginning to understand. 
  Warlock 
  d6 
  I became a warlock because … 
  1 While wandering around in a forbidden place, I encountered an otherworldly being that 
  offered to enter into a pact with me. 
  2 I was examining a strange tome I found in an abandoned library when the entity that would 
  become my patron suddenly appeared before me. 
  3 I stumbled into the clutches of my patron after I accidentally stepped through a magical 
  doorway. 
  4 When I was faced with a terrible crisis, I prayed to any being who would listen, and the 
  creature that answered became my patron. 
  5 My future patron visited me in my dreams and offered great power in exchange for my 
  service. 
  6 One of my ancestors had a pact with my patron, so that entity was determined to bind me to 
  the same agreement. 
  Wizard 
  d6 
  I became a wizard because … 
  1 An old wizard chose me from among several candidates to serve an apprenticeship. 
  
   
   
  d6 
  I became a wizard because … 
  2 When I became lost in a forest, a hedge wizard found me, took me in, and taught me the 
  rudiments of magic. 
  3 I grew up listening to tales of great wizards and knew I wanted to follow their path. I strove to 
  be accepted at an academy of magic and succeeded. 
  4 One of my relatives was an accomplished wizard who decided I was smart enough to learn 
  the craft. 
  5 While exploring an old tomb, library, or temple, I found a spellbook. I was immediately driven 
  to learn all I could about becoming a wizard. 
  6 
  I was a prodigy who demonstrated mastery of the arcane arts at an early age. When I 
  became old enough to set out on my own, I did so to learn more magic and expand my 
  power. 
   
  Life Events 
  No matter how long you’ve been alive, you have experienced at least one signature event that 
  has markedly influenced your character. Life events include wondrous happenings and tragedies, 
  conflicts and successes, and encounters with the unusual. They can help to explain why your 
  character became an adventurer, and some might still affect your life even after they are long 
  over. 
  The older a character is, the greater the chance for multiple life events, as shown on the Life 
  Events by Age table. If you have already chosen your character’s starting age, see the entry in 
  the Life Events column that corresponds to how old you are. Otherwise, you can roll dice to 
  determine your current age and number of life events randomly. 
  
   
   
  After you know the number of life events your character has experienced, roll once on the Life 
  Events table for each of them. Many of the results on that table direct you to one of the 
  secondary tables that follow. Once you have determined all of your character’s life events, you 
  can arrange them in any chronological order you see fit. 
  Life Events by Age 
  d100 
  Current Age 
  Life Events 
  01–20 20 years or younger 1 
  21–59 21–30 years 
  1d4 
  60–69 31–40 years 
  1d6 
  70–89 41–50 years 
  1d8 
  90–99 51–60 years 
  1d10 
  00 
  61 years or older 
  1d12 
  Life Events 
  d100 
  Event 
  01–10 You suffered a tragedy. Roll on the Tragedies table. 
  11–20 You gained a bit of good fortune. Roll on the Boons table. 
  21–30 You fell in love or got married. If you get this result more than once, you can choose to 
  have a child instead. Work with your DM to determine the identity of your love interest. 
  31–40 
  You made an enemy of an adventurer. Roll a d6. An odd number indicates you are to 
  blame for the rift, and an even number indicates you are blameless. Use the 
  supplemental tables and work with your DM to determine this hostile character’s identity 
  and the danger this enemy poses to you. 
  41–50 
  You made a friend of an adventurer. Use the supplemental tables and work with your 
  DM to add more detail to this friendly character and establish how your friendship 
  began. 
  51–70 You spent time working in a job related to your background. Start the game with an 
  extra 2d6 gp. 
  71–75 
  You met someone important. Use the supplemental tables to determine this character’s 
  identity and how this individual feels about you. Work out additional details with your 
  DM as needed to fit this character into your backstory. 
  76–80 
  You went on an adventure. Roll on the Adventures table to see what happened to you. 
  Work with your DM to determine the nature of the adventure and the creatures you 
  encountered. 
  81–85 You had a supernatural experience. Roll on the Supernatural Events table to find out 
  what it was. 
  86–90 
  You fought in a battle. Roll on the War table to learn what happened to you. Work with 
  your DM to come up with the reason for the battle and the factions involved. It might 
  have been a small conflict between your community and a band of orcs, or it could have 
  
   
   
  d100 
  Event 
  been a major battle in a larger war. 
  91–95 
  You committed a crime or were wrongly accused of doing so. Roll on the Crime table to 
  determine the nature of the offense and on the Punishment table to see what became of 
  you. 
  96–99 You encountered something magical. Roll on the Arcane Matters table. 
  00 
  Something truly strange happened to you. Roll on the Weird Stuff table. 
  Secondary Tables 
  These tables add detail to many of the results on the Life Events table. The tables are in 
  alphabetical order. 
  Adventures 
  d100 
  Outcome 
  01–10 You nearly died. You have nasty scars on your body, and you are missing an ear, 1d3 
  fingers, or 1d4 toes. 
  11–20 You suffered a grievous injury. Although the wound healed, it still pains you from time to 
  time. 
  21–30 You were wounded, but in time you fully recovered. 
  31–40 
  You contracted a disease while exploring a filthy warren. You recovered from the 
  disease, but you have a persistent cough, pockmarks on your skin, or prematurely gray 
  hair. 
  41–50 You were poisoned by a trap or a monster. You recovered, but the next time you must 
  make a saving throw against poison, you make the saving throw with disadvantage. 
  51–60 You lost something of sentimental value to you during your adventure. Remove one 
  trinket from your possessions. 
  61–70 You were terribly frightened by something you encountered and ran away, abandoning 
  your companions to their fate. 
  71–80 You learned a great deal during your adventure. The next time you make an ability 
  check or a saving throw, you have advantage on the roll. 
  81–90 You found some treasure on your adventure. You have 2d6 gp left from your share of it. 
  91–99 You found a considerable amount of treasure on your adventure. You have 1d20 + 50 
  gp left from your share of it. 
  00 
  You came across a common magic item (of the DM’s choice). 
  Arcane Matters 
  d10 
  Magical Event 
  1 
  You were charmed or frightened by a spell. 
  
   
   
  d10 
  Magical Event 
  2 
  You were injured by the effect of a spell. 
  3 
  You witnessed a powerful spell being cast by a cleric, a druid, a sorcerer, a warlock, or a 
  wizard. 
  4 
  You drank a potion (of the DM’s choice). 
  5 
  You found a spell scroll (of the DM’s choice) and succeeded in casting the spell it 
  contained. 
  6 
  You were affected by teleportation magic. 
  7 
  You turned invisible for a time. 
  8 
  You identified an illusion for what it was. 
  9 
  You saw a creature being conjured by magic. 
  10 
  Your fortune was read by a diviner. Roll twice on the Life Events table, but don’t apply the 
  results. Instead, the DM picks one event as a portent of your future (which might or might 
  not come true). 
  Boons 
  d10 
  Boon 
  1 
  A friendly wizard gave you a spell scroll containing one cantrip (of the DM’s choice). 
  2 
  You saved the life of a commoner, who now owes you a life debt. This individual 
  accompanies you on your travels and performs mundane tasks for you, but will leave if 
  neglected, abused, or imperiled. Determine details about this character by using the 
  supplemental tables and working with your DM. 
  3 
  You found a riding horse. 
  4 
  You found some money. You have 1d20 gp in addition to your regular starting funds. 
  5 
  A relative bequeathed you a simple weapon of your choice. 
  6 
  You found something interesting. You gain one additional trinket. 
  7 
  You once performed a service for a local temple. The next time you visit the temple, you 
  can receive healing up to your hit point maximum. 
  8 
  A friendly alchemist gifted you with a potion of healing or a flask of acid, as you choose. 
  9 
  You found a treasure map. 
  10 
  A distant relative left you a stipend that enables you to live at the comfortable lifestyle for 
  1d20 years. If you choose to live at a higher lifestyle, you reduce the price of the lifestyle by 
  2 gp during that time period. 
  Crime 
  d8 
  Crime 
  1 Murder 
  2 Theft 
  
   
   
  d8 
  Crime 
  3 Burglary 
  4 Assault 
  5 Smuggling 
  6 Kidnapping 
  7 Extortion 
  8 Counterfeiting 
  Punishment 
  d12 
  Punishment 
  1–3 You did not commit the crime and were exonerated after being accused. 
  4–6 You committed the crime or helped do so, but nonetheless the authorities found you not 
  guilty. 
  7–8 You were nearly caught in the act. You had to flee and are wanted in the community where 
  the crime occurred. 
  9–
  12 
  You were caught and convicted. You spent time in jail, chained to an oar, or performing 
  hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much 
  time. 
  Supernatural Events 
  d100 
  Event 
  01–05 You were ensorcelled by a fey and enslaved for 1d6 years before you escaped. 
  06–10 You saw a demon and ran away before it could do anything to you. 
  11–15 
  A devil tempted you. Make a DC 10 Wisdom saving throw. On a failed save, your 
  alignment shifts one step toward evil (if it’s not evil already), and you start the game with 
  an additional 1d20 + 50 gp. 
  16–20 You woke up one morning miles from your home, with no idea how you got there. 
  21–30 You visited a holy site and felt the presence of the divine there. 
  31–40 You witnessed a falling red star, a face appearing in the frost, or some other bizarre 
  happening. You are certain that it was an omen of some sort. 
  41–50 You escaped certain death and believe it was the intervention of a god that saved you. 
  51–60 You witnessed a minor miracle. 
  61–70 You explored an empty house and found it to be haunted. 
  71–75 You were briefly possessed. Roll a d6 to determine what type of creature possessed 
  you: 1, celestial; 2, devil; 3, demon; 4, fey; 5, elemental; 6, undead. 
  76–80 You saw a ghost. 
  81–85 You saw a ghoul feeding on a corpse. 
  86–90 A celestial or a fiend visited you in your dreams to give a warning of dangers to come. 
  
   
   
  d100 
  Event 
  91–95 You briefly visited the Feywild or the Shadowfell. 
  96–00 You saw a portal that you believe leads to another plane of existence. 
  Tragedies 
  d12 
  Tragedy 
  1–2 A family member or a close friend died. Roll on the Cause of Death supplemental table to 
  find out how. 
  3 
  A friendship ended bitterly, and the other person is now hostile to you. The cause might 
  have been a misunderstanding or something you or the former friend did. 
  4 
  You lost all your possessions in a disaster, and you had to rebuild your life. 
  5 
  You were imprisoned for a crime you didn’t commit and spent 1d6 years at hard labor, in 
  jail, or shackled to an oar in a slave galley. 
  6 
  War ravaged your home community, reducing everything to rubble and ruin. In the 
  aftermath, you either helped your town rebuild or moved somewhere else. 
  7 
  A lover disappeared without a trace. You have been looking for that person ever since. 
  8 
  A terrible blight in your home community caused crops to fail, and many starved. You lost a 
  sibling or some other family member. 
  9 
  You did something that brought terrible shame to you in the eyes of your family. You might 
  have been involved in a scandal, dabbled in dark magic, or offended someone important. 
  The attitude of your family members toward you becomes indifferent at best, though they 
  might eventually forgive you. 
  10 For a reason you were never told, you were exiled from your community. You then either 
  wandered in the wilderness for a time or promptly found a new place to live. 
  11 A romantic relationship ended. Roll a d6. An odd number means it ended with bad feelings, 
  while an even number means it ended amicably. 
  12 
  A current or prospective romantic partner of yours died. Roll on the Cause of Death 
  supplemental table to find out how. If the result is murder, roll a d12. On a 1, you were 
  responsible, whether directly or indirectly. 
  War 
  d12 
  War Outcome 
  1 
  You were knocked out and left for dead. You woke up hours later with no recollection of 
  the battle. 
  2–3 
  You were badly injured in the fight, and you still bear the awful scars of those wounds. 
  4 
  You ran away from the battle to save your life, but you still feel shame for your cowardice. 
  5–7 
  You suffered only minor injuries, and the wounds all healed without leaving scars. 
  8–9 
  You survived the battle, but you suffer from terrible nightmares in which you relive the 
  experience. 
  
   
   
  d12 
  War Outcome 
  10–
  11 
  You escaped the battle unscathed, though many of your friends were injured or lost. 
  12 
  You acquitted yourself well in battle and are remembered as a hero. You might have 
  received a medal for your bravery. 
  Weird Stuff 
  d12 
  What Happened 
  1 
  You were turned into a toad and remained in that form for 1d4 weeks. 
  2 
  You were petrified and remained a stone statue for a time until someone freed you. 
  3 
  You were enslaved by a hag, a satyr, or some other being and lived in that creature’s thrall 
  for 1d6 years. 
  4 
  A dragon held you as a prisoner for 1d4 months until adventurers killed it. 
  5 
  You were taken captive by a race of evil humanoids such as drow, kuo-toa, or quaggoths. 
  You lived as a slave in the Underdark until you escaped. 
  6 
  You served a powerful adventurer as a hireling. You have only recently left that service. 
  Use the supplemental tables and work with your DM to determine the basic details about 
  your former employer. 
  7 
  You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of 
  odd behavior might linger. 
  8 
  A lover of yours was secretly a silver dragon. 
  9 
  You were captured by a cult and nearly sacrificed on an altar to the foul being the cultists 
  served. You escaped, but you fear they will find you. 
  10 You met a demigod, an archdevil, an archfey, a demon lord, or a titan, and you lived to tell 
  the tale. 
  11 You were swallowed by a giant fish and spent a month in its gullet before you escaped. 
  12 A powerful being granted you a wish, but you squandered it on something frivolous. 
  
   
   
   
  Supplemental Tables 
  The supplemental tables below give you a way to randomly determine characteristics and other 
  facts about individuals who are part of your character’s life. Use these tables when directed to do 
  so by another table, or when you simply want to come up with a piece of information quickly. 
  The tables are in alphabetical order. 
   
   
  
   
   
  Alignment 
  3d6 
  Alignment 
  3 
  Chaotic evil (50%) or chaotic neutral (50%) 
  4–5 
  Lawful evil 
  6–8 
  Neutral evil 
  9–12 Neutral 
  13–15 Neutral good 
  16–17 Lawful good (50%) or lawful neutral (50%) 
  18 
  Chaotic good (50%) or chaotic neutral (50%) 
  Cause of Death 
  d12 
  Cause of Death 
  1 
  Unknown 
  2 
  Murdered 
  3 
  Killed in battle 
  4 
  Accident related to class or occupation 
  5 
  Accident unrelated to class or occupation 
  6–7 Natural causes, such as disease or old age 
  8 
  Apparent suicide 
  9 
  Torn apart by an animal or a natural disaster 
  10 Consumed by a monster 
  11 Executed for a crime or tortured to death 
  12 Bizarre event, such as being hit by a meteorite, struck down by an angry god, or killed by a 
  hatching slaad egg 
  Class 
  d100 
  Class 
  01–07 Barbarian 
  08–14 Bard 
  15–29 Cleric 
  30–36 Druid 
  37–52 Fighter 
  53–58 Monk 
  59–64 Paladin 
  65–70 Ranger 
  71–84 Rogue 
  
   
   
  d100 
  Class 
  85–89 Sorcerer 
  90–94 Warlock 
  95–00 Wizard 
  Occupation 
  d100 
  Occupation 
  01–05 Academic 
  06–10 Adventurer (roll on the Class table) 
  11 
  Aristocrat 
  12–26 Artisan or guild member 
  27–31 Criminal 
  32–36 Entertainer 
  37–38 Exile, hermit, or refugee 
  39–43 Explorer or wanderer 
  44–55 Farmer or herder 
  56–60 Hunter or trapper 
  61–75 Laborer 
  76–80 Merchant 
  81–85 Politician or bureaucrat 
  86–90 Priest 
  91–95 Sailor 
  96–00 Soldier 
  Race 
  d100 
  Race 
  01–40 Human 
  41–50 Dwarf 
  51–60 Elf 
  61–70 Halfling 
  71–75 Dragonborn 
  76–80 Gnome 
  81–85 Half-elf 
  86–90 Half-orc 
  91–95 Tiefling 
  96–00 DM’s choice 
  
   
   
  Relationship 
  3d4 
  Attitude 
  3–4 
  Hostile 
  5–10 Friendly 
  11–12 Indifferent 
  Status 
  3d6 
  Status 
  3 
  Dead (roll on the Cause of Death table) 
  4–5 
  Missing or unknown 
  6–8 
  Alive, but doing poorly due to injury, financial trouble, or relationship difficulties 
  9–12 Alive and well 
  13–15 Alive and quite successful 
  16–17 Alive and infamous 
  18 
  Alive and famous 
  What’s Next? 
  When you’re finished using these tables, you’ll have a collection of facts and notes that — at a 
  minimum — encapsulate what your character has been doing in the world up till now. 
  Sometimes that might be all the information you want, but you don’t have to stop there. 
  By using your creativity to stitch all these bits together into a continuous narrative, you can 
  create a full-fledged autobiography for your character in as little as a few sentences — an 
  excellent example of how the whole is greater than the sum of its parts. 
  Did you get a couple of results on the tables that don’t outright contradict each other but also 
  don’t seem to fit together smoothly? If so, now is your chance to explain what happened to you. 
  For instance, let’s say you were born in a castle, but your childhood home was in the wilderness. 
  It could be that your parents traveled from their forest home to seek help from a midwife at the 
  castle when your mother was close to giving birth. Or your parents might have been members of 
  the castle’s staff before you were born, but they were released from service soon after you came 
  into the world. 
  In addition to deepening your own roleplaying experience, your character’s history presents your 
  DM with opportunities to weave those elements into the story of the campaign. Any way you 
  look at it, adding definition to your character’s pre-adventuring life is time well spent. 
  
   
   
  Chapter 2: Dungeon Master's Tools 
  As the Dungeon Master, you oversee the game and weave together the story experienced by your 
  players. You’re the one who keeps it all going, and this chapter is for you. It gives you new rules 
  options, as well as some refined tools for creating and running adventures and campaigns. It is a 
  supplement to the tools and advice offered in the Dungeon Master’s Guide. 
  The chapter opens with optional rules meant to help you run certain parts of the game more 
  smoothly. The chapter then goes into greater depth on several topics — encounter building, 
  random encounters, traps, magic items, and downtime — which largely relate to how you create 
  and stage your adventures. 
  The material in this chapter is meant to make your life easier. Ignore anything you find here that 
  doesn’t help you, and don’t hesitate to customize the things that you do use. The game’s rules 
  exist to serve you and the games you run. As always, make them your own. 
  Simultaneous Effects 
  Most effects in the game happen in succession, following an order set by the rules or the DM. In 
  rare cases, effects can happen at the same time, especially at the start or end of a creature’s turn. 
  If two or more things happen at the same time on a character or monster’s turn, the person at the 
  game table — whether player or DM — who controls that creature decides the order in which 
  those things happen. For example, if two effects occur at the end of a player character’s turn, the 
  player decides which of the two effects happens first. 
  Falling 
  Falling from a great height is a significant risk for adventurers and their foes. The rule given in 
  the Player’s Handbook is simple: at the end of a fall, you take 1d6 bludgeoning damage for every 
  10 feet you fell, to a maximum of 20d6. You also land prone, unless you somehow avoid taking 
  damage from the fall. Here are two optional rules that expand on that simple rule. 
  Rate of Falling 
  The rule for falling assumes that a creature immediately drops the entire distance when it falls. 
  But what if a creature is at a high altitude when it falls, perhaps on the back of a griffon or on 
  board an airship? Realistically, a fall from such a height can take more than a few seconds, 
  extending past the end of the turn when the fall occurred. If you’d like high-altitude falls to be 
  properly time-consuming, use the following optional rule. 
  When you fall from a great height, you instantly descend up to 500 feet. If you’re still falling on 
  your next turn, you descend up to 500 feet at the end of that turn. This process continues until the 
  fall ends, either because you hit the ground or the fall is otherwise halted. 
  
   
   
  Flying Creatures and Falling 
  A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it 
  otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as 
  the fly spell. 
  If you’d like a flying creature to have a better chance of surviving a fall than a non-flying 
  creature does, use this rule: subtract the creature’s current flying speed from the distance it fell 
  before calculating falling damage. This rule is helpful to a flier that is knocked prone but is still 
  conscious and has a current flying speed that is greater than 0 feet. The rule is designed to 
  simulate the creature flapping its wings furiously or taking similar measures to slow the velocity 
  of its fall. 
  If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet 
  on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns 
  still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter 
  the prone condition (as if it were standing up in midair). 
  Sleep 
  Just as in the real world, D&D characters spend many hours sleeping, most often as part of a 
  long rest. Most monsters also need to sleep. While a creature sleeps, it is subjected to the 
  unconscious condition. Here are a few rules that expand on that basic fact. 
  Waking Someone 
  A creature that is naturally sleeping, as opposed to being in a magically or chemically induced 
  sleep, wakes up if it takes any damage or if someone else uses an action to shake or slap the 
  creature awake. A sudden loud noise — such as yelling, thunder, or a ringing bell — also 
  awakens someone that is sleeping naturally. 
  Whispers don’t disturb sleep, unless a sleeper’s passive Wisdom (Perception) score is 20 or 
  higher and the whispers are within 10 feet of the sleeper. Speech at a normal volume awakens a 
  sleeper if the environment is otherwise silent (no wind, birdsong, crickets, street sounds, or the 
  like) and the sleeper has a passive Wisdom (Perception) score of 15 or higher. 
  Sleeping in Armor 
  Sleeping in light armor has no adverse effect on the wearer, but sleeping in medium or heavy 
  armor makes it difficult to recover fully during a long rest. 
  When you finish a long rest during which you slept in medium or heavy armor, you regain only 
  one quarter of your spent Hit Dice (minimum of one die). If you have any levels of exhaustion, 
  the rest doesn’t reduce your exhaustion level. 
  
   
   
  Going without a Long Rest 
  A long rest is never mandatory, but going without sleep does have its consequences. If you want 
  to account for the effects of sleep deprivation on characters and creatures, use these rules. 
  Whenever you end a 24-hour period without finishing a long rest, you must succeed on a DC 10 
  Constitution saving throw or suffer one level of exhaustion. 
  It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 
  hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC 
  resets to 10 when you finish a long rest. 
  Adamantine Weapons 
  Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In 
  addition to being used to craft adamantine armor, the metal is also used for weapons. 
  Melee weapons and ammunition made of or coated with adamantine are unusually effective 
  when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an 
  object, the hit is a critical hit. 
  The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more 
  than the normal version, whether the weapon or ammunition is made of the metal or coated with 
  it. 
  Tying Knots 
  The rules are purposely open-ended concerning mundane tasks like tying knots, but sometimes 
  knowing how well a knot was fashioned is important in a dramatic scene when someone is trying 
  to untie a knot or slip out of one. Here’s an optional rule for determining the effectiveness of a 
  knot. 
  The creature who ties the knot makes an Intelligence (Sleight of Hand) check when doing so. 
  The total of the check becomes the DC for an attempt to untie the knot with an Intelligence 
  (Sleight of Hand) check or to slip out of it with a Dexterity (Acrobatics) check. 
  This rule intentionally links Sleight of Hand with Intelligence, rather than Dexterity. This is an 
  example of how to apply the rule in the “Variant: Skills with Different Abilities” section in 
  chapter 7 of the Player’s Handbook. 
  
   
   
  Tool Proficiencies 
  Tool proficiencies are a useful way to highlight a character’s background and talents. At the 
  game table, though, the use of tools sometimes overlaps with the use of skills, and it can be 
  unclear how to use them together in certain situations. This section offers various ways that tools 
  can be used in the game. 
  Tools and Skills Together 
  Tools have more specific applications than skills. The History skill applies to any event in the 
  past. A tool such as a forgery kit is used to make fake objects and little else. Thus, why would a 
  character who has the opportunity to acquire one or the other want to gain a tool proficiency 
  instead of proficiency in a skill? 
  To make tool proficiencies more attractive choices for the characters, you can use the methods 
  outlined below. 
  Advantage. If the use of a tool and the use of a skill both apply to a check, and a character is 
  proficient with the tool and the skill, consider allowing the character to make the check with 
  advantage. This simple benefit can go a long way toward encouraging players to pick up tool 
  proficiencies. In the tool descriptions that follow, this benefit is often expressed as additional 
  insight (or something similar), which translates into an increased chance that the check will be a 
  success. 
  Added Benefit. In addition, consider giving characters who have both a relevant skill and a 
  relevant tool proficiency an added benefit on a successful check. This benefit might be in the 
  form of more detailed information or could simulate the effect of a different sort of successful 
  check. For example, a character proficient with mason’s tools makes a successful Wisdom 
  (Perception) check to find a secret door in a stone wall. Not only does the character notice the 
  door’s presence, but you decide that the tool proficiency entitles the character to an automatic 
  success on an Intelligence (Investigation) check to determine how to open the door. 
  
   
   
   
  Tool Descriptions 
  The following sections go into detail about the tools presented in the Player’s Handbook, 
  offering advice on how to use them in a campaign. 
  Components. The first paragraph in each description gives details on what a set of supplies or 
  tools is made up of. A character who is proficient with a tool knows how to use all of its 
  component parts. 
  Skills. Every tool potentially provides advantage on a check when used in conjunction with 
  certain skills, provided a character is proficient with the tool and the skill. As DM, you can allow 
  a character to make a check using the indicated skill with advantage. Paragraphs that begin with 
  skill names discuss these possibilities. In each of these paragraphs, the benefits apply only to 
  someone who has proficiency with the tool, not someone who simply owns it. 
  With respect to skills, the system is mildly abstract in terms of what a tool proficiency 
  represents; essentially, it assumes that a character who has proficiency with a tool also has 
  learned about facets of the trade or profession that are not necessarily associated with the use of 
  the tool. 
  In addition, you can consider giving a character extra information or an added benefit on a skill 
  check. The text provides some examples and ideas when this opportunity is relevant. 
  
   
   
  Special Use. Proficiency with a tool usually brings with it a particular benefit in the form of a 
  special use, as described in this paragraph. 
  Sample DCs. A table at the end of each section lists activities that a tool can be used to perform, 
  and suggested DCs for the necessary ability checks. 
  Alchemist’s Supplies 
  Alchemist’s supplies enable a character to produce useful concoctions, such as acid or 
  alchemist’s fire. 
  Components. Alchemist’s supplies include two glass beakers, a metal frame to hold a beaker in 
  place over an open flame, a glass stirring rod, a small mortar and pestle, and a pouch of common 
  alchemical ingredients, including salt, powdered iron, and purified water. 
  Arcana. Proficiency with alchemist’s supplies allows you to unlock more information on Arcana 
  checks involving potions and similar materials. 
  Investigation. When you inspect an area for clues, proficiency with alchemist’s supplies grants 
  additional insight into any chemicals or other substances that might have been used in the area. 
  Alchemical Crafting. You can use this tool proficiency to create alchemical items. A character 
  can spend money to collect raw materials, which weigh 1 pound for every 50 gp spent. The DM 
  can allow a character to make a check using the indicated skill with advantage. As part of a long 
  rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, 
  perfume, or soap. Subtract half the value of the created item from the total gp worth of raw 
  materials you are carrying. 
  Alchemist’s Supplies 
  Activity 
  DC 
  Create a puff of thick smoke 10 
  Identify a poison 
  10 
  Identify a substance 
  15 
  Start a fire 
  15 
  Neutralize acid 
  20 
  Brewer’s Supplies 
  Brewing is the art of producing beer. Not only does beer serve as an alcoholic beverage, but the 
  process of brewing purifies water. Crafting beer takes weeks of fermentation, but only a few 
  hours of work. 
  Components. Brewer’s supplies include a large glass jug, a quantity of hops, a siphon, and 
  several feet of tubing. 
  
   
   
  History. Proficiency with brewer’s supplies gives you additional insight on Intelligence (History) 
  checks concerning events that involve alcohol as a significant element. 
  Medicine. This tool proficiency grants additional insight when you treat anyone suffering from 
  alcohol poisoning or when you can use alcohol to dull pain. 
  Persuasion. A stiff drink can help soften the hardest heart. Your proficiency with brewer’s 
  supplies can help you ply someone with drink, giving them just enough alcohol to mellow their 
  mood. 
  Potable Water. Your knowledge of brewing enables you to purify water that would otherwise be 
  undrinkable. As part of a long rest, you can purify up to 6 gallons of water, or 1 gallon as part of 
  a short rest. 
  Brewer’s Supplies 
  Activity 
  DC 
  Detect poison or impurities in a drink 10 
  Identify alcohol 
  15 
  Ignore effects of alcohol 
  20 
  Calligrapher’s Supplies 
  Calligraphy treats writing as a delicate, beautiful art. Calligraphers produce text that is pleasing 
  to the eye, using a style that is difficult to forge. Their supplies also give them some ability to 
  examine scripts and determine if they are legitimate, since a calligrapher’s training involves long 
  hours of studying writing and attempting to replicate its style and design. 
  Components. Calligrapher’s supplies include ink, a dozen sheets of parchment, and three quills. 
  Arcana. Although calligraphy is of little help in deciphering the content of magical writings, 
  proficiency with these supplies can aid in identifying who wrote a script of a magical nature. 
  History. This tool proficiency can augment the benefit of successful checks made to analyze or 
  investigate ancient writings, scrolls, or other texts, including runes etched in stone or messages in 
  frescoes or other displays. 
  Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can 
  make an Intelligence check to determine a map’s age, whether a map includes any hidden 
  messages, or similar facts. 
  Calligrapher’s Supplies 
  Activity 
  DC 
  Identify writer of nonmagical script 10 
  
   
   
  Activity 
  DC 
  Determine writer’s state of mind 
  15 
  Spot forged text 
  15 
  Forge a signature 
  20 
  Carpenter’s Tools 
  Skill at carpentry enables a character to construct wooden structures. A carpenter can build a 
  house, a shack, a wooden cabinet, or similar items. 
  Components. Carpenter’s tools include a saw, a hammer, nails, a hatchet, a square, a ruler, an 
  adze, a plane, and a chisel. 
  History. This tool proficiency aids you in identifying the use and the origin of wooden buildings 
  and other large wooden objects. 
  Investigation. You gain additional insight when inspecting areas within wooden structures, 
  because you know tricks of construction that can conceal areas from discovery. 
  Perception. You can spot irregularities in wooden walls or floors, making it easier to find trap 
  doors and secret passages. 
  Stealth. You can quickly assess the weak spots in a wooden floor, making it easier to avoid the 
  places that creak and groan when they’re stepped on. 
  Fortify. With 1 minute of work and raw materials, you can make a door or window harder to 
  force open. Increase the DC needed to open it by 5. 
  Temporary Shelter. As part of a long rest, you can construct a lean-to or a similar shelter to keep 
  your group dry and in the shade for the duration of the rest. Because it was fashioned quickly 
  from whatever wood was available, the shelter collapses 1d3 days after being assembled. 
  Carpenter’s Tools 
  Activity 
  DC 
  Build a simple wooden structure 
  10 
  Design a complex wooden structure 15 
  Find a weak point in a wooden wall 15 
  Pry apart a door 
  20 
  
   
   
  Cartographer’s Tools 
  Using cartographer’s tools, you can create accurate maps to make travel easier for yourself and 
  those who come after you. These maps can range from large-scale depictions of mountain ranges 
  to diagrams that show the layout of a dungeon level. 
  Components. Cartographer’s tools consist of a quill, ink, parchment, a pair of compasses, 
  calipers, and a ruler. 
  Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more 
  detailed information when you use these skills. For instance, you might spot hidden messages in 
  a map, identify when the map was made to determine if geographical features have changed 
  since then, and so forth. 
  Nature. Your familiarity with physical geography makes it easier for you to answer questions or 
  solve issues relating to the terrain around you. 
  Survival. Your understanding of geography makes it easier to find paths to civilization, to predict 
  areas where villages or towns might be found, and to avoid becoming lost. You have studied so 
  many maps that common patterns, such as how trade routes evolve and where settlements arise 
  in relation to geographic locations, are familiar to you. 
  Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other 
  activity. 
  Cartographer’s Tools 
  Activity 
  DC 
  Determine a map’s age and origin 
  10 
  Estimate direction and distance to a landmark 15 
  Discern that a map is fake 
  15 
  Fill in a missing part of a map 
  20 
  Cobbler’s Tools 
  Although the cobbler’s trade might seem too humble for an adventurer, a good pair of boots will 
  see a character across rugged wilderness and through deadly dungeons. 
  Components. Cobbler’s tools consist of a hammer, an awl, a knife, a shoe stand, a cutter, spare 
  leather, and thread. 
  Arcana, History. Your knowledge of shoes aids you in identifying the magical properties of 
  enchanted boots or the history of such items. 
  
   
   
  Investigation. Footwear holds a surprising number of secrets. You can learn where someone has 
  recently visited by examining the wear and the dirt that has accumulated on their shoes. Your 
  experience in repairing shoes makes it easier for you to identify where damage might come from. 
  Maintain Shoes. As part of a long rest, you can repair your companions’ shoes. For the next 24 
  hours, up to six creatures of your choice who wear shoes you worked on can travel up to 10 
  hours a day without making saving throws to avoid exhaustion. 
  Craft Hidden Compartment. With 8 hours of work, you can add a hidden compartment to a pair 
  of shoes. The compartment can hold an object up to 3 inches long and 1 inch wide and deep. You 
  make an Intelligence check using your tool proficiency to determine the Intelligence 
  (Investigation) check DC needed to find the compartment. 
  Cobbler’s Tools 
  Activity 
  DC 
  Determine a shoe’s age and origin 
  10 
  Find a hidden compartment in a boot heel 15 
  Cook’s Utensils 
  Adventuring is a hard life. With a cook along on the journey, your meals will be much better 
  than the typical mix of hardtack and dried fruit. 
  Components. Cook’s utensils include a metal pot, knives, forks, a stirring spoon, and a ladle. 
  History. Your knowledge of cooking techniques allows you to assess the social patterns involved 
  in a culture’s eating habits. 
  Medicine. When administering treatment, you can transform medicine that is bitter or sour into a 
  pleasing concoction. 
  Survival. When foraging for food, you can make do with ingredients you scavenge that others 
  would be unable to transform into nourishing meals. 
  Prepare Meals. As part of a short rest, you can prepare a tasty meal that helps your companions 
  regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit 
  Die spent during a short rest, provided you have access to your cook’s utensils and sufficient 
  food. 
  Cook’s Utensils 
  Activity 
  DC 
  Create a typical meal 
  10 
  Duplicate a meal 
  10 
  
   
   
  Activity 
  DC 
  Spot poison or impurities in food 15 
  Create a gourmet meal 
  15 
  Disguise Kit 
  The perfect tool for anyone who wants to engage in trickery, a disguise kit enables its owner to 
  adopt a false identity. 
  Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of 
  clothing. 
  Deception. In certain cases, a disguise can improve your ability to weave convincing lies. 
  Intimidation. The right disguise can make you look more fearsome, whether you want to scare 
  someone away by posing as a plague victim or intimidate a gang of thugs by taking the 
  appearance of a bully. 
  Performance. A cunning disguise can enhance an audience’s enjoyment of a performance, 
  provided the disguise is properly designed to evoke the desired reaction. 
  Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, 
  your efforts to persuade others are often more effective. 
  Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don 
  such a disguise once you have created it. You can carry only one such disguise on you at a time 
  without drawing undue attention, unless you have a bag of holding or a similar method to keep 
  them hidden. Each disguise weighs 1 pound. 
  At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your 
  appearance, and 30 minutes for one that requires more extensive changes. 
  Disguise Kit 
  Activity 
  DC 
  Cover injuries or distinguishing marks 
  10 
  Spot a disguise being used by someone else 15 
  Copy a humanoid’s appearance 
  20 
  Forgery Kit 
  A forgery kit is designed to duplicate documents and to make it easier to copy a person’s seal or 
  signature. 
  
   
   
  Components. A forgery kit includes several different types of ink, a variety of parchments and 
  papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted 
  wax to mimic a seal. 
  Arcana. A forgery kit can be used in conjunction with the Arcana skill to determine if a magic 
  item is real or fake. 
  Deception. A well-crafted forgery, such as papers proclaiming you to be a noble or a writ that 
  grants you safe passage, can lend credence to a lie. 
  History. A forgery kit combined with your knowledge of history improves your ability to create 
  fake historical documents or to tell if an old document is authentic. 
  Investigation. When you examine objects, proficiency with a forgery kit is useful for determining 
  how an object was made and whether it is genuine. 
  Other Tools. Knowledge of other tools makes your forgeries that much more believable. For 
  example, you could combine proficiency with a forgery kit and proficiency with cartographer’s 
  tools to make a fake map. 
  Quick Fake. As part of a short rest, you can produce a forged document no more than one page 
  in length. As part of a long rest, you can produce a document that is up to four pages long. Your 
  Intelligence check using a forgery kit determines the DC for someone else’s Intelligence 
  (Investigation) check to spot the fake. 
  Forgery Kit 
  Activity 
  DC 
  Mimic handwriting 
  15 
  Duplicate a wax seal 20 
  Gaming Set 
  Proficiency with a gaming set applies to one type of game, such as Three-Dragon Ante or games 
  of chance that use dice. 
  Components. A gaming set has all the pieces needed to play a specific game or type of game, 
  such as a complete deck of cards or a board and tokens. 
  History. Your mastery of a game includes knowledge of its history, as well as of important 
  events it was connected to or prominent historical figures involved with it. 
  Insight. Playing games with someone is a good way to gain understanding of their personality, 
  granting you a better ability to discern their lies from their truths and read their mood. 
  
   
   
  Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap 
  pieces, palm cards, or alter a die roll. Alternatively, engrossing a target in a game by 
  manipulating the components with dexterous movements is a great distraction for a 
  pickpocketing attempt. 
  Gaming Set 
  Activity 
  DC 
  Catch a player cheating 
  15 
  Gain insight into an opponent’s personality 15 
  Glassblower’s Tools 
  Someone who is proficient with glassblower’s tools has not only the ability to shape glass, but 
  also specialized knowledge of the methods used to produce glass objects. 
  Components. The tools include a blowpipe, a small marver, blocks, and tweezers. You need a 
  source of heat to work glass. 
  Arcana, History. Your knowledge of glassmaking techniques aids you when you examine glass 
  objects, such as potion bottles or glass items found in a treasure hoard. For instance, you can 
  study how a glass potion bottle has been changed by its contents to help determine a potion’s 
  effects. (A potion might leave behind a residue, deform the glass, or stain it.) 
  Investigation. When you study an area, your knowledge can aid you if the clues include broken 
  glass or glass objects. 
  Identify Weakness. With 1 minute of study, you can identify the weak points in a glass object. 
  Any damage dealt to the object by striking a weak spot is doubled. 
  Glassblower’s Tools 
  Activity 
  DC 
  Identify source of glass 
  10 
  Determine what a glass object once held 20 
  Herbalism Kit 
  Proficiency with an herbalism kit allows you to identify plants and safely collect their useful 
  elements. 
  Components. An herbalism kit includes pouches to store herbs, clippers and leather gloves for 
  collecting plants, a mortar and pestle, and several glass jars. 
  
   
   
  Arcana. Your knowledge of the nature and uses of herbs can add insight to your magical studies 
  that deal with plants and your attempts to identify potions. 
  Investigation. When you inspect an area overgrown with plants, your proficiency can help you 
  pick out details and clues that others might miss. 
  Medicine. Your mastery of herbalism improves your ability to treat illnesses and wounds by 
  augmenting your methods of care with medicinal plants. 
  Nature and Survival. When you travel in the wild, your skill in herbalism makes it easier to 
  identify plants and spot sources of food that others might overlook. 
  Identify Plants. You can identify most plants with a quick inspection of their appearance and 
  smell. 
  Herbalism Kit 
  Activity 
  DC 
  Find plants 
  15 
  Identify poison 20 
  Jeweler’s Tools 
  Training with jeweler’s tools includes the basic techniques needed to beautify gems. It also gives 
  you expertise in identifying precious stones. 
  Components. Jeweler’s tools consist of a small saw and hammer, files, pliers, and tweezers. 
  Arcana. Proficiency with jeweler’s tools grants you knowledge about the reputed mystical uses 
  of gems. This insight proves handy when you make Arcana checks related to gems or gem-
  encrusted items. 
  Investigation. When you inspect jeweled objects, your proficiency with jeweler’s tools aids you 
  in picking out clues they might hold. 
  Identify Gems. You can identify gems and determine their value at a glance. 
  Jeweler’s Tools 
  Activity 
  DC 
  Modify a gem’s appearance 15 
  Determine a gem’s history 20 
  
   
   
  Land and Water Vehicles 
  Proficiency with land vehicles covers a wide range of options, from chariots and howdahs to 
  wagons and carts. Proficiency with water vehicles covers anything that navigates waterways. 
  Proficiency with vehicles grants the knowledge needed to handle vehicles of that type, along 
  with knowledge of how to repair and maintain them. 
  In addition, a character proficient with water vehicles is knowledgeable about anything a 
  professional sailor would be familiar with, such as information about the sea and islands, tying 
  knots, and assessing weather and sea conditions. 
  Arcana. When you study a magic vehicle, this tool proficiency aids you in uncovering lore or 
  determining how the vehicle operates. 
  Investigation, Perception. When you inspect a vehicle for clues or hidden information, your 
  proficiency aids you in noticing things that others might miss. 
  Vehicle Handling. When piloting a vehicle, you can apply your proficiency bonus to the 
  vehicle’s AC and saving throws. 
  Vehicles 
  Activity 
  DC 
  Navigate rough terrain or waters 10 
  Assess a vehicle’s condition 
  15 
  Take a tight corner at high speed 20 
  Leatherworker’s Tools 
  Knowledge of leatherworking extends to lore concerning animal hides and their properties. It 
  also confers knowledge of leather armor and similar goods. 
  Components. Leatherworker’s tools include a knife, a small mallet, an edger, a hole punch, 
  thread, and leather scraps. 
  Arcana. Your expertise in working with leather grants you added insight when you inspect magic 
  items crafted from leather, such as boots and some cloaks. 
  Investigation. You gain added insight when studying leather items or clues related to them, as 
  you draw on your knowledge of leather to pick out details that others would overlook. 
  Identify Hides. When looking at a hide or a leather item, you can determine the source of the 
  leather and any special techniques used to treat it. For example, you can spot the difference 
  between leather crafted using dwarven methods and leather crafted using halfling methods. 
  
   
   
  Leatherworker’s Tools 
  Activity 
  DC 
  Modify a leather item’s appearance 10 
  Determine a leather item’s history 20 
  Mason’s Tools 
  Mason’s tools allow you to craft stone structures, including walls and buildings crafted from 
  brick. 
  Components. Mason’s tools consist of a trowel, a hammer, a chisel, brushes, and a square. 
  History. Your expertise aids you in identifying a stone building’s date of construction and 
  purpose, along with insight into who might have built it. 
  Investigation. You gain additional insight when inspecting areas within stone structures. 
  Perception. You can spot irregularities in stone walls or floors, making it easier to find trap doors 
  and secret passages. 
  Demolition. Your knowledge of masonry allows you to spot weak points in brick walls. You deal 
  double damage to such structures with your weapon attacks. 
  Mason’s Tools 
  Activity 
  DC 
  Chisel a small hole in a stone wall 10 
  Find a weak point in a stone wall 15 
  Musical Instruments 
  Proficiency with a musical instrument indicates you are familiar with the techniques used to play 
  it. You also have knowledge of some songs commonly performed with that instrument. 
  History. Your expertise aids you in recalling lore related to your instrument. 
  Performance. Your ability to put on a good show is improved when you incorporate an 
  instrument into your act. 
  Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your 
  instrument. You might use this ability to impress a noble or spread scandalous rumors with a 
  catchy tune. 
  
   
   
  Musical Instrument 
  Activity 
  DC 
  Identify a tune 
  10 
  Improvise a tune 20 
  Navigator’s Tools 
  Proficiency with navigator’s tools helps you determine a true course based on observing the 
  stars. It also grants you insight into charts and maps while developing your sense of direction. 
  Components. Navigator’s tools include a sextant, a compass, calipers, a ruler, parchment, ink, 
  and a quill. 
  Survival. Knowledge of navigator’s tools helps you avoid becoming lost and also grants you 
  insight into the most likely location for roads and settlements. 
  Sighting. By taking careful measurements, you can determine your position on a nautical chart 
  and the time of day. 
  Navigator’s Tools 
  Activity 
  DC 
  Plot a course 
  10 
  Discover your position on a nautical chart 15 
  Painter’s Supplies 
  Proficiency with painter’s supplies represents your ability to paint and draw. You also acquire an 
  understanding of art history, which can aid you in examining works of art. 
  Components. Painter’s supplies include an easel, canvas, paints, brushes, charcoal sticks, and a 
  palette. 
  Arcana, History, Religion. Your expertise aids you in uncovering lore of any sort that is attached 
  to a work of art, such as the magical properties of a painting or the origins of a strange mural 
  found in a dungeon. 
  Investigation, Perception. When you inspect a painting or a similar work of visual art, your 
  knowledge of the practices behind creating it can grant you additional insight. 
  Painting and Drawing. As part of a short or long rest, you can produce a simple work of art. 
  Although your work might lack precision, you can capture an image or a scene, or make a quick 
  copy of a piece of art you saw. 
  
   
   
  Painter’s Supplies 
  Activity 
  DC 
  Paint an accurate portrait 
  10 
  Create a painting with a hidden message 20 
  Poisoner’s Kit 
  A poisoner’s kit is a favored resource for thieves, assassins, and others who engage in 
  skulduggery. It allows you to apply poisons and create them from various materials. Your 
  knowledge of poisons also helps you treat them. 
  Components. A poisoner’s kit includes glass vials, a mortar and pestle, chemicals, and a glass 
  stirring rod. 
  History. Your training with poisons can help you when you try to recall facts about infamous 
  poisonings. 
  Investigation, Perception. Your knowledge of poisons has taught you to handle those substances 
  carefully, giving you an edge when you inspect poisoned objects or try to extract clues from 
  events that involve poison. 
  Medicine. When you treat the victim of a poison, your knowledge grants you added insight into 
  how to provide the best care to your patient. 
  Nature, Survival. Working with poisons enables you to acquire lore about which plants and 
  animals are poisonous. 
  Handle Poison. Your proficiency allows you to handle and apply a poison without risk of 
  exposing yourself to its effects. 
  Poisoner’s Tools 
  Activity 
  DC 
  Spot a poisoned object 
  10 
  Determine the effects of a poison 20 
  Potter’s Tools 
  Potter’s tools are used to create a variety of ceramic objects, most typically pots and similar 
  vessels. 
  Components. Potter’s tools include potter’s needles, ribs, scrapers, a knife, and calipers. 
  
   
   
  History. Your expertise aids you in identifying ceramic objects, including when they were 
  created and their likely place or culture of origin. 
  Investigation, Perception. You gain additional insight when inspecting ceramics, uncovering 
  clues others would overlook by spotting minor irregularities. 
  Reconstruction. By examining pottery shards, you can determine an object’s original, intact form 
  and its likely purpose. 
  Potter’s Tools 
  Activity 
  DC 
  Determine what a vessel once held 
  10 
  Create a serviceable pot 
  15 
  Find a weak point in a ceramic object 20 
  Smith’s Tools 
  Smith’s tools allow you to work metal, heating it to alter its shape, repair damage, or work raw 
  ingots into useful items. 
  Components. Smith’s tools include hammers, tongs, charcoal, rags, and a whetstone. 
  Arcana and History. Your expertise lends you additional insight when examining metal objects, 
  such as weapons. 
  Investigation. You can spot clues and make deductions that others might overlook when an 
  investigation involves armor, weapons, or other metalwork. 
  Repair. With access to your tools and an open flame hot enough to make metal pliable, you can 
  restore 10 hit points to a damaged metal object for each hour of work. 
  Smith’s Tools 
  Activity 
  DC 
  Sharpen a dull blade 
  10 
  Repair a suit of armor 
  15 
  Sunder a nonmagical metal object 15 
  Thieves’ Tools 
  Perhaps the most common tools used by adventurers, thieves’ tools are designed for picking 
  locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps 
  and locks. 
  
   
   
  Components. Thieves’ tools include a small file, a set of lock picks, a small mirror mounted on a 
  metal handle, a set of narrow-bladed scissors, and a pair of pliers. 
  History. Your knowledge of traps grants you insight when answering questions about locations 
  that are renowned for their traps. 
  Investigation and Perception. You gain additional insight when looking for traps, because you 
  have learned a variety of common signs that betray their presence. 
  Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can 
  create a trap using items you have on hand. The total of your check becomes the DC for someone 
  else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials 
  used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, 
  whichever the DM deems appropriate. 
  Thieves’ Tools 
  Activity 
  DC 
  Pick a lock 
  Varies 
  Disable a trap Varies 
   
  
   
   
  Tinker’s Tools 
  A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you 
  can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, 
  and patch a tattered suit of chain mail. 
  Components. Tinker’s tools include a variety of hand tools, thread, needles, a whetstone, scraps 
  of cloth and leather, and a small pot of glue. 
  History. You can determine the age and origin of objects, even if you have only a few pieces 
  remaining from the original. 
  Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged 
  and how long ago. 
  Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, 
  you need access to the raw materials required to repair it. For metal objects, you need access to 
  an open flame hot enough to make the metal pliable. 
  Tinker’s Tools 
  Activity 
  DC 
  Temporarily repair a disabled device 
  10 
  Repair an item in half the time 
  15 
  Improvise a temporary item using scraps 20 
  Weaver’s Tools 
  Weaver’s tools allow you to create cloth and tailor it into articles of clothing. 
  Components. Weaver’s tools include thread, needles, and scraps of cloth. You know how to 
  work a loom, but such equipment is too large to transport. 
  Arcana, History. Your expertise lends you additional insight when examining cloth objects, 
  including cloaks and robes. 
  Investigation. Using your knowledge of the process of creating cloth objects, you can spot clues 
  and make deductions that others would overlook when you examine tapestries, upholstery, 
  clothing, and other woven items. 
  Repair. As part of a short rest, you can repair a single damaged cloth object. 
  Craft Clothing. Assuming you have access to sufficient cloth and thread, you can create an outfit 
  for a creature as part of a long rest. 
  
   
   
  Weaver’s Tools 
  Activity 
  DC 
  Repurpose cloth 
  10 
  Mend a hole in a piece of cloth 10 
  Tailor an outfit 
  15 
  Woodcarver’s Tools 
  Woodcarver’s tools allow you to craft intricate objects from wood, such as wooden tokens or 
  arrows. 
  Components. Woodcarver’s tools consist of a knife, a gouge, and a small saw. 
  Arcana, History. Your expertise lends you additional insight when you examine wooden objects, 
  such as figurines or arrows. 
  Nature. Your knowledge of wooden objects gives you some added insight when you examine 
  trees. 
  Repair. As part of a short rest, you can repair a single damaged wooden object. 
  Craft Arrows. As part of a short rest, you can craft up to five arrows. As part of a long rest, you 
  can craft up to twenty. You must have enough wood on hand to produce them. 
  Woodcarver’s Tools 
  Activity 
  DC 
  Craft a small wooden figurine 
  10 
  Carve an intricate pattern in wood 15 
  Spellcasting 
  This section expands on the spellcasting rules presented in the Player’s Handbook and the 
  Dungeon Master’s Guide, providing clarifications and new options. 
  Perceiving a Caster at Work 
  Many spells create obvious effects: explosions of fire, walls of ice, teleportation, and the like. 
  Other spells, such as charm person, display no visible, audible, or otherwise perceptible sign of 
  their effects, and could easily go unnoticed by someone unaffected by them. As noted in the 
  Player’s Handbook, you normally don’t know that a spell has been cast unless the spell produces 
  a noticeable effect. 
  
   
   
  But what about the act of casting a spell? Is it possible for someone to perceive that a spell is 
  being cast in their presence? To be perceptible, the casting of a spell must involve a verbal, 
  somatic, or material component. The form of a material component doesn’t matter for the 
  purposes of perception, whether it’s an object specified in the spell’s description, a component 
  pouch, or a spellcasting focus. 
  If the need for a spell’s components has been removed by a special ability, such as the sorcerer’s 
  Subtle Spell feature or the Innate Spellcasting trait possessed by many creatures, the casting of 
  the spell is imperceptible. If an imperceptible casting produces a perceptible effect, it’s normally 
  impossible to determine who cast the spell in the absence of other evidence. 
  Identifying a Spell 
  Sometimes a character wants to identify a spell that someone else is casting or that was already 
  cast. To do so, a character can use their reaction to identify a spell as it’s being cast, or they can 
  use an action on their turn to identify a spell by its effect after it is cast. 
  If the character perceived the casting, the spell’s effect, or both, the character can make an 
  Intelligence (Arcana) check with the reaction or action. The DC equals 15 + the spell’s level. If 
  the spell is cast as a class spell and the character is a member of that class, the check is made 
  with advantage. For example, if the spellcaster casts a spell as a cleric, another cleric has 
  advantage on the check to identify the spell. Some spells aren’t associated with any class when 
  they’re cast, such as when a monster uses its Innate Spellcasting trait. 
  This Intelligence (Arcana) check represents the fact that identifying a spell requires a quick mind 
  and familiarity with the theory and practice of casting. This is true even for a character whose 
  spellcasting ability is Wisdom or Charisma. Being able to cast spells doesn’t by itself make you 
  adept at deducing exactly what others are doing when they cast their spells. 
  Invalid Spell Targets 
  A spell specifies what a caster can target with it: any type of creature, a creature of a certain type 
  (humanoid or beast, for instance), an object, an area, the caster, or something else. But what 
  happens if a spell targets something that isn’t a valid target? For example, someone might cast 
  charm person on a creature believed to be a humanoid, not knowing that the target is in fact a 
  vampire. If this issue comes up, handle it using the following rule. 
  If you cast a spell on someone or something that can’t be affected by the spell, nothing happens 
  to that target, but if you used a spell slot to cast the spell, the slot is still expended. If the spell 
  normally has no effect on a target that succeeds on a saving throw, the invalid target appears to 
  have succeeded on its saving throw, even though it didn’t attempt one (giving no hint that the 
  creature is in fact an invalid target). Otherwise, you perceive that the spell did nothing to the 
  target. 
  
   
   
  Areas of Effect on a Grid 
   
  The Dungeon Master’s Guide includes the following short rule for using areas of effect on a grid. 
  Choose an intersection of squares as the point of origin of an area of effect, then follow the rules 
  for that kind of area as normal (see the “Areas of Effect” section in chapter 10 of the Player’s 
  Handbook). If an area of effect is circular and covers at least half a square, it affects that square. 
  That rule works, but it can require a fair amount of on-the-spot adjudication. This section offers 
  two alternatives for determining the exact location of an area: the template method and the token 
  method. Both of these methods assume you’re using a grid and miniatures of some sort. Because 
  these methods can yield different results for the number of squares in a given area, it’s not 
  recommended that they be combined at the table — choose whichever method you and your 
  players find easier or more intuitive. 
  Template Method 
  The template method uses two-dimensional shapes that represent different areas of effect. The 
  aim of the method is to accurately portray the length and width of each area on the grid and to 
  leave little doubt about which creatures are affected by it. You’ll need to make these templates or 
  find premade ones. 
  Making a Template. Making a template is simple. Get a piece of paper or card stock, and cut it in 
  the shape of the area of effect you’re using. Every 5 feet of the area equals 1 inch of the 
  template’s size. For example, the 20-foot-radius sphere of the fireball spell, which has a 40-foot 
  diameter, would translate into a circular template with an 8-inch diameter. 
  Using a Template. To use an area-of-effect template, apply it to the grid. If the terrain is flat, you 
  can lay it on the surface; otherwise, hold the template above the surface and take note of which 
  squares it covers or partially covers. If any part of a square is under the template, that square is 
  included in the area of effect. If a creature’s miniature is in an affected square, that creature is in 
  the area. Being adjacent to the edge of the template isn’t enough for a square to be included in 
  the area of effect; the square must be entirely or partly covered by the template. 
  You can also use this method without a grid. If you do so, a creature is included in an area of 
  effect if any part of the miniature’s base is overlapped by the template. 
  When you place a template, follow all the rules in the Player’s Handbook for placing the 
  associated area of effect. If an area of effect, such as a cone or a line, originates from a 
  spellcaster, the template should extend out from the caster and be positioned however the caster 
  likes within the bounds of the rules. 
  Diagrams 2.1 and 2.2 show the template method in action. 
  
   
   
  Token Method 
  The token method is meant to make areas of effect tactile and fun. To use this method, grab some 
  dice or other tokens, which you’re going to use to represent your areas of effect. 
  Rather than faithfully representing the shapes of the different areas of effect, this method gives 
  you a way to create square-edged versions of them on a grid easily, as described in the following 
  subsections. 
  Using Tokens. Every 5-foot square of an area of effect becomes a die or other token that you 
  place on the grid. Each token goes inside a square, not at an intersection of lines. If an area’s 
  token is in a square, that square is included in the area of effect. It’s that simple. 
  Diagrams 2.3 through 2.6 show this method in action, using dice as the tokens. 
  Circles. This method depicts everything using squares, and a circular area of effect becomes 
  square in it, whether the area is a sphere, cylinder, or radius. For instance, the 10-foot radius of 
  flame strike, which has a diameter of 20 feet, is expressed as a square that is 20 feet on a side, as 
  shown in diagram 2.3. Diagram 2.4 shows that area with total cover inside it. 
  Cones. A cone is represented by rows of tokens on the grid, extending from the cone’s point of 
  origin. In the rows, the squares are adjoining side by side or corner to corner, as shown in 
  diagram 2.5. To determine the number of rows a cone contains, divide its length by 5. For 
  example, a 30-foot cone contains six rows. 
  Here’s how to create the rows. Starting with a square adjacent to the cone’s point of origin, place 
  one token. The square can be orthogonally or diagonally adjacent to the point of origin. In every 
  row beyond that one, place as many tokens as you placed in the previous row, plus one more 
  token. Place this row’s tokens so that their squares each share a side with a square in the previous 
  row. If the cone is orthogonally adjacent to the point of origin, you’ll have one more token to 
  place in the row; place it on one end or the other of the row you just created (you don’t have to 
  pick the side chosen in diagram 2.5). Keep placing tokens in this way until you’ve created all of 
  the cone’s rows. 
  Lines. A line can extend from its source orthogonally or diagonally, as shown in diagram 2.6. 
  
   
   
  
   
   
   
   
   
  
   
   
  Encounter Building 
  This section introduces new guidelines on building combat encounters for an adventure. They are 
  an alternative to the rules in “Creating Encounters” in chapter 3 of the Dungeon Master’s Guide. 
  This approach uses the same math that underlies the rules presented in that book, but it makes a 
  few adjustments to the way that math is presented to produce a more flexible system. 
  This encounter-building system assumes that, as DM, you want to have a clear understanding of 
  the threat posed by a group of monsters. It will be useful to you if you want to emphasize combat 
  in your adventure, if you want to ensure that a foe isn’t too deadly for a group of characters, and 
  if you want to understand the relationship between a character’s level and a monster’s challenge 
  rating. 
  Building an encounter using these guidelines follows a series of steps. 
  Step 1: Assess the Characters 
  To build an encounter using this system, first take stock of the player characters. This system 
  uses the characters’ levels to determine the numbers and challenge ratings of creatures you can 
  pit them against without making a fight too hard or too easy. Even though character level is 
  important, you should also take note of each character’s hit point maximum and saving throw 
  modifiers, as well as how much damage the mightiest characters can deal with a single attack. 
  Character level and challenge rating are good for defining the difficulty of an encounter, but they 
  don’t tell the whole story. You’ll make use of these additional character statistics when you 
  select monsters for an encounter in step 4. 
  Step 2: Choose Encounter Size 
  Determine whether you want to create a battle that pits one creature against the characters, or if 
  you want to use multiple monsters. If the fight is against a single opponent, your best candidate 
  for that foe is one of the game’s legendary creatures, which are designed to fill this need. If the 
  battle involves multiple monsters, decide roughly how many creatures you want to use before 
  continuing with step 3. 
  Step 3: Determine Numbers and Challenge Ratings 
  The process for building fights that feature only one legendary monster is simple. The Solo 
  Monster Challenge Rating table shows you which challenge rating (CR) to use for a legendary 
  creature opposing a party of four to six characters, creating a satisfying but difficult battle. For 
  example, for a party of five 9th-level characters, a CR 12 legendary creature makes an optimal 
  encounter. 
  
   
   
  For a more perilous battle, match up the characters with a legendary creature whose challenge 
  rating is 1 or 2 higher than optimal. For an easy fight, use a legendary creature whose challenge 
  rating is 3 or more lower than the challenge rating for an optimal encounter. 
  Solo Monster Challenge Rating 
  Character Level — — — — — Party Size — — — — — 
  6 Characters 5 Characters 4 Characters 
  1st 
  2 
  2 
  1 
  2nd 
  4 
  3 
  2 
  3rd 
  5 
  4 
  3 
  4th 
  6 
  5 
  4 
  5th 
  9 
  8 
  7 
  6th 
  10 
  9 
  8 
  7th 
  11 
  10 
  9 
  8th 
  12 
  11 
  10 
  9th 
  13 
  12 
  11 
  10th 
  14 
  13 
  12 
  11th 
  15 
  14 
  13 
  12th 
  17 
  16 
  15 
  13th 
  18 
  17 
  16 
  14th 
  19 
  18 
  17 
  15th 
  20 
  19 
  18 
  16th 
  21 
  20 
  19 
  17th 
  22 
  21 
  20 
  18th 
  22 
  21 
  20 
  19th 
  23 
  22 
  21 
  20th 
  24 
  23 
  22 
  If your encounter features multiple monsters, balancing it takes a little more work. Refer to the 
  Multiple Monsters tables, which are broken up by level ranges, providing information for how to 
  balance encounters for characters of 1st–5th level, 6th–10th level, 11th–15th level, and 16th–
  20th level. 
  First, you need to note the challenge rating for each creature the party will face. Then, to create 
  your encounter, find the level of each character on the appropriate table. Each table shows what a 
  single character of a given level is equivalent to in terms of challenge rating — a value 
  represented by a ratio that compares numbers of characters to a single monster ranked by 
  challenge rating. The first number in each expression is the number of characters of the given 
  level. The second number tells how many monsters of the listed challenge rating those characters 
  are equivalent to. 
  
   
   
  For example, reading the row for 1st-level characters from the 1st–5th Level table, we see that 
  one 1st-level character is the equivalent of two CR 1/8 monsters or one CR 1/4 monster. The 
  ratio reverses for higher challenge ratings, where a single monster is more powerful than a single 
  1st-level character. One CR 1/2 creature is equivalent to three 1st-level characters, while one CR 
  1 opponent is equivalent to five. 
  Let’s say you have a party of four 3rd-level characters. Using the table, you can see that one CR 
  2 foe is a good match for the entire party, but that the characters will likely have a hard time 
  handling a CR 3 creature. 
  Using the same guidelines, you can mix and match challenge ratings to put together a group of 
  creatures to oppose four 3rd-level characters. For example, you could select one CR 1 creature. 
  That’s worth two 3rd-level characters, leaving you with two characters’ worth of monsters to 
  allocate. You could then add two CR 1/4 monsters to account for one other character and one CR 
  1/2 monster to account for the final character. In total, your encounter has one CR 1, one CR 1/2, 
  and two CR 1/4 creatures. 
  For groups in which the characters are of different levels, you have two options. You can group 
  all characters of the same level together, match them with monsters, and then combine all the 
  creatures into one encounter. Alternatively, you can determine the group’s average level and 
  treat each character as being of that level for the purpose of selecting appropriate monsters. 
  The above guidelines are designed to create a fight that will challenge a party while still being 
  winnable. If you want to create an easier encounter that will challenge characters but not threaten 
  to defeat them, you can treat the party as if it were roughly one-third smaller than it is. For 
  example, to make an easy encounter for a party of five characters, put them up against monsters 
  that would be a tough fight for three characters. Likewise, you can treat the party as up to half 
  again larger to build a battle that is potentially deadly, though still not likely to be an automatic 
  defeat. A party of four characters facing an encounter designed for six characters would fall into 
  this category. 
  Weak Monsters and High-Level Characters 
  To save space on the tables and keep them simple, some of the lower challenge ratings are 
  missing from the higher-level tables. For low challenge ratings not appearing on the table, 
  assume a 1:12 ratio, indicating that twelve creatures of those challenge ratings are equivalent to 
  one character of a specific level. 
   
   
  
   
   
  Managing a lot of minions is hard. 
  You end up getting mad and eating half of them. It’s easier if you can keep an eye on each one. 
  So stick with ten, eleven tops 
  . 
   
   
  Step 4: Select Monsters 
  After using the tables from the previous step to determine the challenge ratings of the monsters 
  in your encounter, you’re ready to pick individual monsters. This process is more of an art than a 
  science. 
  In addition to assessing monsters by challenge rating, it’s important to look at how certain 
  monsters might stack up against your group. Hit points, attacks, and saving throws are all useful 
  indicators. Compare the damage a monster can deal to the hit point maximum of each character. 
  Be wary of any monster that is capable of dropping a character with a single attack, unless you 
  are designing the fight to be especially deadly. 
  In the same way, compare the monsters’ hit points to the damage output of the party’s strongest 
  characters, again looking for targets that can be killed with one blow. Having a significant 
  number of foes drop in the first rounds of combat can make an encounter too easy. 
  Likewise, look at whether a monster’s deadliest abilities call for saving throws that most of the 
  party members are weak with, and compare the characters’ offensive abilities to the monsters’ 
  saving throws. 
  If the only creatures you can choose from at the desired challenge rating aren’t a good match for 
  the characters’ statistics, don’t be afraid to go back to step 3. By altering your challenge rating 
  targets and adjusting the number of creatures in the encounter, you can come up with different 
  options for building the encounter. 
  
   
   
   
  Multiple Monsters: 1st–5th Level 
  Character 
  Level 
  — — — — — — — — Challenge Rating — — — — — — — — 
  1/8 
  1/4 
  1/2 
  1 
  2 
  3 
  4 
  5 
  6 
  1st 
  1:2 
  1:1 
  3:1 
  5:1 
  — 
  — 
  — 
  — 
  — 
  2nd 
  1:3 
  1:2 
  1:1 
  3:1 
  6:1 
  — 
  — 
  — 
  — 
  3rd 
  1:5 
  1:2 
  1:1 
  2:1 
  4:1 
  6:1 
  — 
  — 
  — 
  4th 
  1:8 
  1:4 
  1:2 
  1:1 
  2:1 
  4:1 
  6:1 
  — 
  — 
  5th 
  1:12 
  1:8 
  1:4 
  1:2 
  1:1 
  2:1 
  3:1 
  5:1 
  6:1 
  Multiple Monsters: 6th–10th Level 
  Character 
  Level 
  — — — — — — — — — — — — — — Challenge Rating — — — — — — — — — 
  — — — — — 
  1/8 
  1/4 
  1/2 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  6th 
  1:12 
  1:9 
  1:5 
  1:2 
  1:1 
  2:1 
  2:1 
  4:1 
  5:1 
  6:1 
  — 
  — 
  — 
  7th 
  1:12 
  1:12 
  1:6 
  1:3 
  1:1 
  1:1 
  2:1 
  3:1 
  4:1 
  5:1 
  — 
  — 
  — 
  8th 
  1:12 
  1:12 
  1:7 
  1:4 
  1:2 
  1:1 
  2:1 
  3:1 
  3:1 
  4:1 
  6:1 
  — 
  — 
  9th 
  1:12 
  1:12 
  1:8 
  1:4 
  1:2 
  1:1 
  1:1 
  2:1 
  3:1 
  4:1 
  5:1 
  6:1 
  — 
  
   
   
  Character 
  Level 
  — — — — — — — — — — — — — — Challenge Rating — — — — — — — — — 
  — — — — — 
  1/8 
  1/4 
  1/2 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  10th 
  1:12 
  1:12 
  1:10 
  1:5 
  1:2 
  1:1 
  1:1 
  2:1 
  2:1 
  3:1 
  4:1 
  5:1 
  6:1 
  Multiple Monsters: 11th–15th Level 
  Character 
  Level 
  — — — — — — — — — — — — — — — — Challenge Rating — — — — — — — 
  — — — — — — — — — 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  11th 
  1:6 
  1:3 
  1:2 1:1 2:1 
  2:1 
  2:1 3:1 4:1 
  5:1 6:1 — 
  — 
  — 
  — 
  12th 
  1:8 
  1:3 
  1:2 1:1 1:1 
  2:1 
  2:1 3:1 3:1 
  4:1 5:1 6:1 — 
  — 
  — 
  13th 
  1:9 
  1:4 
  1:2 1:2 1:1 
  1:1 
  2:1 2:1 3:1 
  3:1 4:1 5:1 6:1 — 
  — 
  14th 
  1:10 
  1:4 
  1:3 1:2 1:1 
  1:1 
  2:1 2:1 3:1 
  3:1 4:1 4:1 5:1 6:1 
  — 
  15th 
  1:12 
  1:5 
  1:3 1:2 1:1 
  1:1 
  1:1 2:1 2:1 
  3:1 3:1 4:1 5:1 5:1 
  6:1 
  Multiple Monsters: 16th–20th Level 
  Character 
  Level 
  — — — — — — — — — — — — — — — — — — — — Challenge Rating — — — 
  — — — — — — — — — — — — — — — — — 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 11 12 13 14 15 16 17 18 19 20 
  16th 
  1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 4:1 4:1 5:1 5:1 6:1 — — — — 
  17th 
  1:7 1:4 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 — — — 
  18th 
  1:7 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1 — — 
  19th 
  1:8 1:5 1:3 1:2 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1 — 
  20th 
  1:9 1:6 1:4 1:2 1:2 1:1 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 5:1 6:1 
  Step 5: Add Flavor 
  The events that unfold during an encounter have to do with a lot more than swinging weapons 
  and casting spells. The most interesting confrontations also take into account the personality or 
  behavior of the monsters, perhaps determining whether they can be communicated with or 
  whether they’re all acting in concert. Other possible factors include the nature of the physical 
  environment, such as whether it includes obstacles or other features that might come into play, 
  and the ever-present possibility of something unexpected taking place. 
  If you already have ideas for how to flesh out your encounter in these ways, go right ahead and 
  finish your creation. Otherwise, take a look at the following sections for some basic advice on 
  adding flavor elements to the simple mechanics of the fight. 
  
   
   
  Monster Personality 
  To address the question of a monster’s personality, you can use the tables in chapter 4 of the 
  Dungeon Master’s Guide, use the Monster Personality table below, or simply jot down a few 
  notes based on a creature’s Monster Manual description. During the battle, you can use these 
  ideas to inform how you portray the monsters and their actions. To keep things simple, you can 
  assign the same personality traits to an entire group of monsters. For example, one bandit gang 
  might be an unruly mob of braggarts, while the members of another gang are always on edge and 
  ready to flee at the first sign of danger. 
  d8 
  Personality 
  1 Cowardly; looking to surrender 
  2 Greedy; wants treasure 
  3 Braggart; makes a show of bravery but runs from danger 
  4 Fanatic; ready to die fighting 
  5 Rabble; poorly trained and easily rattled 
  6 Brave; stands its ground 
  7 Joker; taunts its enemies 
  8 Bully; refuses to believe it can lose 
  Monster Relationships 
  Do rivalries, hatreds, or attachments exist among the monsters in an encounter? If so, you can 
  use such relationships to inform the monsters’ behavior during combat. The death of a much-
  revered leader might throw its followers into a frenzy. On the other hand, a monster might decide 
  to flee if its spouse is killed, or a mistreated toady might be eager to surrender and betray its 
  master in return for its life. 
  d6 
  Relationship 
  1 Has a rival; wants one random ally to suffer 
  2 Is abused by others; hangs back, betrays at first opportunity 
  3 Is worshiped; allies will die for it 
  4 Is outcast by group; its allies ignore it 
  5 Is outcast by choice; cares only for itself 
  6 Is seen as a bully; its allies want to see it defeated 
  Terrain and Traps 
  A few elements that make a battlefield something other than a large area of flat ground can go a 
  long way toward spicing up an encounter. Consider setting your encounter in an area that would 
  provide challenges even if a fight were not taking place there. What potential perils or other 
  
   
   
  features might draw the characters’ attention, either before or during the fight? Why are monsters 
  lurking in this area to begin with — does it offer good hiding places, for instance? 
  To add details to an encounter area at random, look to the tables in appendix A of the Dungeon 
  Master’s Guide to determine room and area features, potential hazards, obstacles, traps, and 
  more. 
  Random Events 
  Consider what might happen in an encounter area if the characters were to never enter it. Do the 
  guards serve in shifts? What other characters or monsters might visit? Do creatures gather there 
  to eat or gossip? Are there any natural phenomena — such as strong winds, earth tremors, or rain 
  squalls — that sometimes take place in the area? Random events can add a fun element of the 
  unexpected to an encounter. Just when you think a fight’s outcome is evident, an unforeseen 
  event can make things more compelling. 
  A number of the tables in the Dungeon Master’s Guide can suggest random events. The tables 
  used for encounter location, weird locales, and wilderness weather in chapter 5 of that book are a 
  good starting point for outdoor encounters. The tables in appendix A can be useful for indoor and 
  outdoor encounters — especially the tables for obstacles, traps, and tricks. Finally, consult the 
  random encounter tables in the next section of this book for inspiration. 
  Quick Matchups 
  The guidelines above assume that you are concerned about balance in your combat encounters 
  and have enough time to prepare them. If you don’t have much time, or if you want simpler but 
  less precise guidelines, the Quick Matchups table below offers an alternative. 
  This table gives you a way to match a character of a certain level with a number of monsters. The 
  table lists the challenge ratings to use for including one, two, and four monsters per character for 
  each level. For instance, looking at the 3rd-level entry on the table, you can see that a CR 1/2 
  monster is equivalent to one 3rd-level character, as are two CR 1/4 monsters and four CR 1/8 
  ones. 
  Character Level 1 Monster 2 Monsters 4 Monsters 
  1st 
  1/4 
  1/8 
  — 
  2nd 
  1/2 
  1/4 
  — 
  3rd 
  1/2 
  1/4 
  1/8 
  4th 
  1 
  1/2 
  1/4 
  5th 
  2 
  1 
  1/2 
  6th 
  2 
  1 
  1/2 
  7th 
  3 
  1 
  1/2 
  8th 
  3 
  2 
  1 
  
   
   
  Character Level 1 Monster 2 Monsters 4 Monsters 
  9th 
  4 
  2 
  1 
  10th 
  4 
  2 
  1 
  11th 
  4 
  3 
  2 
  12th 
  5 
  3 
  2 
  13th 
  6 
  4 
  2 
  14th 
  6 
  4 
  2 
  15th 
  7 
  4 
  3 
  16th 
  7 
  4 
  3 
  17th 
  8 
  5 
  3 
  18th 
  8 
  5 
  3 
  19th 
  9 
  6 
  4 
  20th 
  10 
  6 
  4 
    
  Random Encounters 
  A World of Possibilities 
  Chapter 3 of the Dungeon Master’s Guide provides guidance on using random encounters in 
  your game. This section builds on that guidance, offering a host of random encounter tables for 
  you to use when you determine that a random encounter is going to take place. 
  Using the monster lists in appendix B of that book as a basis, we’ve built a set of tables for each 
  environment category: arctic, coastal, desert, forest, grassland, hill, mountain, swamp, 
  Underdark, underwater, and urban. Within each category, separate tables are provided for each 
  of the four tiers of play: levels 1–4, 5–10, 11–16, and 17–20. 
  Even though you can use these tables “out of the box,” the advice in the Dungeon Master’s 
  Guide still holds true: tailoring such tables to your game can reinforce the themes and flavor of 
  your campaign. We encourage you to customize this material to make it your own. 
  In the tables, a name in bold refers to a stat block in the Monster Manual. 
  Flight, or Fight, or … ? 
  Each of the results on these tables represents a certain kind of challenge or potential challenge. 
  If you let the dice have their way and the result is a large number of monsters, the generated 
  encounter might be too difficult or dangerous for the characters in their present circumstances. 
  
   
   
  They might want to flee to avoid contact, or not to approach any closer after perceiving the 
  monsters from a distance. 
  Of course, you also have the freedom to adjust the numbers, but it’s important to remember that 
  not every encounter involving a monster needs to result in combat. An encounter might indeed 
  be the prelude to a battle, a parley, or some other interaction. What happens next depends on 
  what the characters try, or what you decide is bound to occur. 
  The tables also include entries for what the Dungeon Master’s Guide calls “encounters of a less 
  monstrous nature.” Many of these results cry out to be customized or detailed, which offers you 
  an opportunity to connect them to the story of your campaign. And in so doing, you’ve taken a 
  step toward making your own personalized encounter table. Now, keep going! 
  Crazy things happen all the time. You never know what’s just around the corner or behind that 
  door or down in that pit where I threw all those dwarves. Dwarves might be down there still. 
  They’re hardy. They bounce. Sometimes. 
   
  Arctic Encounters 
  Arctic Encounters (Levels 1–4) 
  d100 
  Encounter 
  01 
  1 giant owl 
  02–05 1d6 + 3 kobolds 
  06–08 1d4 + 3 trappers (commoners) 
  09–10 1 owl 
  11–12 2d4 blood hawks 
  13–17 2d6 bandits 
  18–20 1d3 winged kobolds with 1d6 kobolds 
  21–25 The partially eaten carcass of a mammoth, from which 1d4 weeks of rations can be 
  harvested 
  26–29 2d8 hunters (tribal warriors) 
  30–35 1 half-ogre 
  36–40 Single-file tracks in the snow that stop abruptly 
  41–45 1d3 ice mephits 
  
   
   
  d100 
  Encounter 
  46–50 1 brown bear 
  51–53 1d6 + 1 orcs 
  54–55 1 polar bear 
  56–57 1d6 scouts 
  58–60 1 saber-toothed tiger 
  61–65 A frozen pond with a jagged hole in the ice that appears recently made 
  66–68 1 berserker 
  69–70 1 ogre 
  71–72 1 griffon 
  73–75 1 druid 
  76–80 3d4 refugees (commoners) fleeing from orcs 
  81 
  1d3 veterans 
  82 
  1d4 orogs 
  83 
  2 brown bears 
  84 
  1 orc Eye of Gruumsh with 2d8 orcs 
  85 
  1d3 winter wolves 
  86–87 1d4 yetis 
  88 
  1 half-ogre 
  89 
  1d3 manticores 
  90 
  1 bandit captain with 2d6 bandits 
  91 
  1 revenant 
  92–93 1 troll 
  94–95 1 werebear 
  96–97 1 young remorhaz 
  98 
  1 mammoth 
  99 
  1 young white dragon 
  00 
  1 frost giant 
  Arctic Encounters (Levels 5–10) 
  d100 
  Encounter 
  01–05 2 saber-toothed tigers 
  06–07 1d4 half-ogres 
  08–10 1d3 + 1 brown bears 
  11–15 1d3 polar bears 
  16–20 2d4 berserkers 
  
   
   
  d100 
  Encounter 
  21–25 A half-orc druid tending to an injured polar bear. If the characters assist the druid, she 
  gives them a vial of antitoxin. 
  26–30 2d8 scouts 
  31–35 2d4 ice mephits 
  36–40 2d6 + 1 zombies aboard a galleon trapped in the ice. Searching the ship yields 2d20 
  days of rations. 
  41–45 1 manticore 
  46–50 2d6 + 3 orcs 
  51–53 1d6 + 2 ogres 
  54–55 2d4 griffons 
  56–57 1d4 veterans 
  58–60 1 bandit captain with 1 druid, 1d3 berserkers, and 2d10 + 5 bandits 
  61–65 1d4 hours of extreme cold (see chapter 5 of the Dungeon Master’s Guide) 
  66–68 1 young remorhaz 
  69–72 1 orc Eye of Gruumsh with 1d6 orogs and 2d8 + 6 orcs 
  73–75 1 revenant 
  76–80 A howl that echoes over the land for 1d3 minutes 
  81–82 1d3 mammoths 
  83–84 1 young white dragon 
  85–86 2d4 winter wolves 
  87–88 1d6 + 2 yetis 
  89–90 1d2 frost giants 
  91–92 1d3 werebears 
  93–94 1d4 trolls 
  95–96 1 abominable yeti 
  97–98 1 remorhaz 
  99 
  1 roc 
  00 
  2d4 young remorhazes 
  Arctic Encounters (Levels 11–16) 
  d100 
  Encounter 
  01 
  1 abominable yeti 
  02–04 1d6 revenants 
  05–10 1d4 + 1 werebears 
  11–20 1d3 young white dragons 
  
   
   
  d100 
  Encounter 
  21–25 A blizzard that reduces visibility to 5 feet for 1d6 hours 
  26–35 1 roc 
  36–40 A herd of 3d20 + 60 caribou (deer) moving through the snow 
  41–50 1d4 mammoths 
  51–60 1d8 + 1 trolls 
  61–65 A mile-wide frozen lake in which the preserved corpses of strange creatures can be 
  seen 
  66–75 2d4 young remorhazes 
  76–80 A crumbling ice castle littered with the frozen bodies of blue-skinned humanoids 
  81–90 1 adult white dragon 
  91–96 1d8 + 1 frost giants 
  97–99 1d4 remorhazes 
  00 
  1 ancient white dragon 
  Arctic Encounters (Levels 17–20) 
  d100 
  Encounter 
  01–02 2d10 revenants 
  03–04 2d8 trolls 
  05–06 2d10 werebears 
  07–08 1 frost giant 
  09–10 2d4 young remorhazes 
  11–20 1d4 frost giants 
  21–25 
  A circular patch of black ice on the ground. The air temperature around the patch is 
  warmer than in the surrounding area, and characters who inspect the ice find bits of 
  machinery frozen within. 
  26–35 1 ancient white dragon 
  36–40 An adventurer frozen 6 feet under the ice; 50% chance the corpse has a rare magic 
  item of the DM’s choice 
  41–50 1d3 abominable yetis 
  51–60 1d4 remorhazes 
  61–65 A 500-foot-high wall of ice that is 300 feet thick and spread across 1d4 miles 
  66–75 1d4 rocs 
  76–80 The likeness of a stern woman with long, flowing hair, carved into the side of a 
  mountain 
  81–90 1d10 frost giants with 2d4 polar bears 
  91–96 1d3 adult white dragons 
  
   
   
  d100 
  Encounter 
  97–99 2d4 abominable yetis 
  00 
  1 ancient white dragon with 1d3 young white dragons 
  Coastal Encounters 
  Coastal Encounters (Levels 1–4) 
  d100 
  Encounter 
  01 
  1 pseudodragon 
  02–05 2d8 crabs 
  06–10 2d6 fishers (commoners) 
  11 
  1d3 poisonous snakes 
  12–13 1d6 guards protecting a stranded noble 
  14–15 2d4 scouts 
  16–18 2d10 merfolk 
  19–20 1d6 + 2 sahuagin 
  21–25 1d4 ghouls feeding on corpses aboard the wreckage of a merchant ship. A search 
  uncovers 2d6 bolts of ruined silk, a 50-foot length of rope, and a barrel of salted herring. 
  26–27 1d4 winged kobolds with 1d6 + 1 kobolds 
  28–29 2d6 tribal warriors 
  30–31 3d4 kobolds 
  32–33 2d4 + 5 blood hawks 
  34–35 1d8 + 1 pteranodons 
  36–40 A few dozen baby turtles struggling to make their way to the sea 
  41–42 1d6 + 2 giant lizards 
  43–44 1d6 + 4 giant crabs 
  45–46 2d4 stirges 
  47–48 2d6 + 3 bandits 
  
   
   
  d100 
  Encounter 
  49–53 2d4 sahuagin 
  54–55 1d6 + 2 scouts 
  56–60 1 sea hag 
  61–65 A momentary formation in the waves that looks like an enormous humanoid face 
  66–70 1 druid 
  71–75 1d4 harpies 
  76–80 A lone hermit (acolyte) sitting on the beach, contemplating the meaning of the 
  multiverse 
  81 
  1d4 berserkers 
  82 
  1d6 giant eagles 
  83 
  2d4 giant toads 
  84 
  1d4 ogres or 1d4 merrow 
  85 
  3d6 sahuagin 
  86 
  1d4 veterans 
  87 
  1d2 plesiosauruses 
  88 
  1 bandit captain with 2d6 bandits 
  89 
  1d3 manticores 
  90 
  1 banshee 
  91–92 1d4 + 3 griffons 
  93–94 1 sahuagin priestess with 1d3 merrow and 2d6 sahuagin 
  95–96 1 sahuagin baron 
  97–98 1 water elemental 
  99 
  1 cyclops 
  00 
  1 young bronze dragon 
  Coastal Encounters (Levels 5–10) 
  d100 
  Encounter 
  01 
  2d8 giant wolf spiders 
  02–03 3d6 pteranodons 
  04–05 2d4 scouts 
  06–07 1d6 + 2 sahuagin 
  08 
  1 sea hag 
  09–10 1d4 + 1 giant toads 
  11–15 3d6 sahuagin 
  16–20 2d6 giant eagles 
  
   
   
  d100 
  Encounter 
  21–25 A pseudodragon chasing gulls through the air 
  26–29 1d2 druids 
  30–32 2d4 + 1 giant toads 
  33–35 1 commoner singing a dirge (day only) or 
  1 banshee (night only) 
  36–40 A stoppered bottle containing an illegible note and half buried in the sand 
  41–43 3 sea hags 
  44–46 1d8 + 1 harpies 
  47–50 1d4 plesiosauruses 
  51–53 1d4 manticores 
  54–56 2d4 ogres 
  57–60 1d10 griffons 
  61–65 A battle at sea between two galleons 
  66–70 1d4 + 3 merrow 
  71–75 A pirate crew consisting of 1 bandit captain, 1 druid, 2 berserkers, and 2d12 bandits, all 
  searching for buried treasure 
  76–80 A severed humanoid hand tangled in a net 
  81–82 1 water elemental 
  83–84 1 cyclops 
  85–86 1d4 banshees (night only) 
  87–88 2d4 veterans 
  89–90 1 young bronze dragon 
  91–93 1d3 cyclopes 
  94–95 1 young blue dragon 
  96 
  1 sahuagin baron with 1d3 sahuagin priestesses and 2d8 sahuagin 
  97 
  1 djinni 
  98 
  1 roc 
  99 
  1 marid 
  00 
  1 storm giant 
  
   
   
   
  Coastal Encounters (Levels 11–16) 
  d100 
  Encounter 
  01 
  1d4 banshees (night only) 
  02–04 1 cyclops 
  05–08 1d6 + 2 manticores 
  09–10 1d8 + 2 veterans 
  11–20 1 young blue dragon 
  21–25 A nest of 1d6 dragon turtle eggs 
  26–35 1d4 sahuagin barons 
  36–40 A trident partially buried in the sand 
  41–50 1 young bronze dragon 
  51–55 1 marid 
  56–60 1d6 water elementals 
  61–65 2d6 ghasts crawling over 1d6 wrecked ships and feeding on the dead 
  66–70 1 djinni 
  71–75 1d3 young bronze dragons 
  76–80 A beached whale, dead and bloated. If it takes any damage, it explodes, and each 
  
   
   
  d100 
  Encounter 
  creature within 30 feet of it must make a DC 15 Dexterity saving throw, taking 5d6 
  bludgeoning damage on a failed save, or half as much damage on a successful one. 
  81–82 2d4 cyclopes 
  83–84 1 storm giant 
  85–86 1d3 young blue dragons 
  87–88 1 adult bronze dragon 
  89–90 1 adult blue dragon 
  91–93 1d3 rocs 
  94–97 1 dragon turtle 
  98–99 1 ancient bronze dragon 
  00 
  1 ancient blue dragon 
  Coastal Encounters (Levels 17–20) 
  d100 
  Encounter 
  01–10 1 roc 
  11–20 1 storm giant 
  21–25 An adult bronze dragon fighting an adult blue dragon to the death 
  26–40 2d6 cyclopes 
  41–50 1 adult bronze dragon or 1 adult blue dragon 
  51–60 1d3 djinn or 1d3 marids 
  61–70 1 dragon turtle 
  71–75 1d3 rocs 
  76–80 1d6 + 2 waterspouts that dance on the water before stopping abruptly 
  81–90 1d6 young blue dragons 
  91–96 1 ancient bronze dragon 
  97–99 1 ancient blue dragon 
  00 
  1d3 + 1 storm giants 
  Danger is everywhere. Always keep one eye open. 
  That’s much easier for me than it is for you. 
   
  
   
   
   
  Desert Encounters 
  Desert Encounters (Levels 1–4) 
  d100 
  Encounter 
  01 
  3d8 scorpions 
  02 
  2d4 vultures 
  03 
  1 abandoned mule 
  04 
  2d6 commoners with 2d4 camels bound for a distant city 
  05 
  1d6 flying snakes 
  06 
  2d6 hyenas or 2d6 jackals 
  07 
  1d6 guards escorting a noble to the edge of the desert, all of them astride camels 
  08 
  1d6 cats 
  09 
  1 pseudodragon 
  10 
  1d4 poisonous snakes 
  11–13 2d4 stirges 
  14–15 1d6 + 2 giant wolf spiders 
  16–17 1 scout 
  18–20 2d4 giant poisonous snakes 
  21–25 Single-file tracks marching deeper into the desert 
  26–27 4d4 kobolds 
  28–29 1 jackalwere 
  30–31 3d6 tribal warriors 
  32–33 1d6 giant lizards 
  34–35 1 swarm of insects 
  36–40 An oasis surrounded by palm trees and containing the remnants of an old camp 
  41–44 3d6 bandits 
  45–46 1d4 constrictor snakes 
  47–48 2d4 winged kobolds 
  49–50 1 dust mephit 
  51–52 1d3 + 1 giant toads 
  
   
   
  d100 
  Encounter 
  53–54 1d4 giant spiders 
  55 
  1 druid 
  56–57 2d4 hobgoblins 
  58 
  1 wight 
  59–60 1 ogre 
  61–65 A brass lamp lying on the ground 
  66–67 1d4 giant vultures 
  68 
  1 phase spider 
  69 
  1 giant constrictor snake 
  70–71 1 gnoll pack lord with 1d3 giant hyenas 
  72 
  1d6 + 2 gnolls 
  73–74 1 mummy 
  75 
  1d3 half-ogres 
  76–80 A pile of humanoid bones wrapped in rotting cloth 
  81–82 1 lamia 
  83 
  1 hobgoblin captain with 2d6 hobgoblins 
  84 
  2d4 death dogs 
  85–86 1d4 giant scorpions 
  87 
  1 yuan-ti malison with 1d4 + 1 yuan-ti purebloods 
  88–89 1 bandit captain with 1 druid and 3d6 bandits 
  90 
  2d4 thri-kreen 
  91 
  1 air elemental 
  92 
  1d3 couatls 
  93 
  1 fire elemental 
  94 
  1d4 gnoll fangs of Yeenoghu 
  95 
  1 revenant 
  96 
  1d4 weretigers 
  97 
  1 cyclops 
  98 
  1 young brass dragon 
  99 
  1 medusa 
  00 
  1 yuan-ti abomination 
  Desert Encounters (Levels 5–10) 
  d100 
  Encounter 
  01 
  1d6 scouts 
  
   
   
  d100 
  Encounter 
  02 
  2d4 jackalweres 
  03 
  2d6 hobgoblins 
  04 
  1d4 + 3 dust mephits 
  05 
  1d6 swarms of insects 
  06 
  1 giant constrictor snake 
  07–08 1 lion 
  09–10 2d4 gnolls 
  11–12 2d6 giant toads 
  13–17 1 mummy 
  18–20 1d8 + 1 giant vultures 
  21–25 A stone obelisk partly buried in the sand 
  26–28 1 ogre with 1d3 half-ogres 
  29–35 1d10 giant hyenas 
  36–40 1d6 + 1 empty tents 
  41–43 1d6 + 2 thri-kreen 
  44–46 2d4 yuan-ti purebloods 
  47–50 1d6 + 3 death dogs 
  51–52 1d4 giant scorpions 
  53 
  1 fire elemental 
  54–55 1 hobgoblin captain with 3d4 hobgoblins 
  56 
  1d6 + 2 ogres 
  57–58 1d4 lamias 
  59–60 1 air elemental 
  61–65 A meteorite resting at the bottom of a glassy crater 
  66 
  1d4 + 1 wights 
  67–68 1 young brass dragon 
  69–70 1 bandit captain with 1d3 berserkers and 3d6 bandits 
  71–72 1 cyclops 
  73 
  1d4 couatls 
  74–75 1d4 yuan-ti malisons 
  76–80 Strong winds that kick up dust and reduce visibility to 1d6 feet for 1d4 hours 
  81–83 1 revenant with 1d3 wights 
  84–85 1d8 + 1 phase spiders 
  86–87 1d6 + 2 weretigers 
  88–90 2d4 gnoll fangs of Yeenoghu 
  
   
   
  d100 
  Encounter 
  91 
  1 young blue dragon 
  92 
  1d4 cyclopes 
  93 
  1d3 yuan-ti abominations 
  94 
  1d4 medusas 
  95 
  1 guardian naga 
  96 
  1d3 young brass dragons 
  97 
  1 efreeti 
  98 
  1 roc 
  99 
  1 gynosphinx 
  00 
  1 adult brass dragon 
  Desert Encounters (Levels 11–16) 
  d100 
  Encounter 
  01 
  1 young brass dragon 
  02–05 4d6 gnolls 
  06–10 3d10 giant hyenas 
  11–12 1d8 + 1 lamias 
  13–14 2d4 gnoll fangs of Yeenoghu 
  15–17 1d6 + 2 giant scorpions 
  18–20 2d4 phase spiders 
  21–25 A desert caravan consisting of 1d6 merchants (nobles) with 2d6 guards 
  26–27 1d6 + 1 couatls 
  28–30 1d4 fire elementals 
  31–32 1 hobgoblin captain with 3d10 + 10 hobgoblins 
  33–35 2d4 wights 
  36–40 1d6 square miles of desert glass 
  41–42 1 young blue dragon 
  43–45 1d6 + 2 weretigers 
  46–48 1d4 air elementals 
  49–50 1d6 + 1 yuan-ti malisons 
  51–55 1d4 medusas 
  56–60 1d4 revenants with 3d12 skeletons 
  61–65 A plundered pyramid 
  66–70 1d4 young brass dragons 
  71–75 1d3 yuan-ti abominations 
  
   
   
  d100 
  Encounter 
  76–78 1d6 + 2 cyclopes 
  79–82 1 adult brass dragon 
  83–85 1 purple worm 
  86 
  1d2 young blue dragons 
  87–88 1 mummy lord 
  89 
  1d3 guardian nagas 
  90 
  1 adult blue dragon 
  91 
  1d2 gynosphinxes 
  92–93 1d3 efreet 
  94 
  1 androsphinx 
  95 
  1d4 rocs 
  96–97 1 adult blue dracolich 
  98–99 1 ancient brass dragon 
  00 
  1 ancient blue dragon 
  Desert Encounters (Levels 17–20) 
  d100 
  Encounter 
  01–05 1 adult brass dragon 
  06–10 1d2 yuan-ti abominations with 2d10 + 5 yuan-ti malisons and 4d6 + 6 yuan-ti 
  purebloods 
  11–14 1d6 + 2 medusas 
  15–18 1d2 purple worms 
  19–22 2d4 cyclopes 
  23–25 An abandoned city made from white marble, empty during the day. At night, harmless 
  apparitions roam the streets, replaying the final moments of their lives. 
  26–30 1d3 young blue dragons 
  31–35 1 mummy lord 
  36–40 1d4 hours of extreme heat (see chapter 5 of the Dungeon Master’s Guide) 
  41–50 1d3 guardian nagas 
  51–60 1d4 efreet 
  61–63 An old signpost identifying a single destination, called Pazar 
  64–72 1d4 rocs 
  73–80 1d3 gynosphinxes 
  81–85 1 adult blue dracolich 
  86–90 1 androsphinx 
  
   
   
  d100 
  Encounter 
  91–96 1 ancient brass dragon 
  97–99 1 ancient blue dragon 
  00 
  1d4 adult brass dragons 
   
  Forest Encounters 
  Forest Encounters (Levels 1–4) 
  d100 
  Encounter 
  01 
  1 giant owl 
  02 
  1d4 cats 
  03 
  2d4 woodcutters (commoners) 
  04 
  1 badger or 1d4 poisonous snakes 
  05 
  2d8 baboons 
  06 
  1d6 + 3 hyenas 
  07 
  1 owl 
  08 
  1 pseudodragon 
  09 
  1 panther 
  10 
  1 giant poisonous snake 
  11 
  1d6 + 2 boars 
  12 
  1d4 + 1 giant lizards 
  13 
  1 ape or 1 tiger 
  14 
  2d6 tribal warriors with 1d6 mastiffs 
  15 
  1d6 + 2 giant bats or 3d6 flying snakes 
  16 
  1 scout or 2d4 guards with 1d8 mastiffs 
  17 
  1d8 + 1 winged kobolds 
  18 
  1d3 constrictor snakes 
  19 
  1d10 + 5 giant rats or 2d6 + 3 giant weasels 
  20 
  1d4 + 1 needle blights with 1d6 + 3 twig blights 
  21–25 A lost, weeping child. If the characters take the child home, the parents reward them 
  
   
   
  d100 
  Encounter 
  with 1d3 potions of healing. 
  26 
  1d8 + 1 giant frogs 
  27 
  4d4 kobolds 
  28 
  1d3 black bears 
  29 
  3d6 stirges 
  30 
  1 satyr 
  31 
  2d4 kenku 
  32 
  1d3 vine blights with 1d12 awakened shrubs 
  33 
  1d4 swarms of ravens 
  34 
  1 faerie dragon (yellow or younger) 
  35 
  1d4 + 2 giant badgers 
  36–40 A young woodcutter (scout) racing through the forest to rescue a lost friend 
  41 
  2d4 blink dogs 
  42 
  1d8 + 1 sprites 
  43 
  1d6 + 2 elk 
  44 
  1d4 lizardfolk or 3d6 bandits 
  45 
  1d4 + 4 wolves 
  46 
  2d4 giant wolf spiders 
  47 
  1 swarm of insects or 2d8 blood hawks 
  48 
  1d6 + 2 pixies 
  49 
  1 brown bear 
  50 
  1d4 + 3 goblins 
  51 
  1d3 dryads 
  52 
  1 awakened tree 
  53 
  1 phase spider 
  54 
  1d6 harpies 
  55 
  1 ettercap or 1d8 + 1 orcs 
  56 
  1 goblin boss with 2d6 + 1 goblins 
  57 
  1 ankheg 
  58 
  1 giant constrictor snake 
  59 
  1d4 bugbears or 2d4 hobgoblins 
  60 
  1 pegasus 
  61–65 A stream of cool, clean water flowing between the trees 
  66 
  1d4 half-ogres or 1 ogre 
  67 
  1 faerie dragon (green or older) 
  
   
   
  d100 
  Encounter 
  68 
  1 werewolf or 1d8 + 1 worgs 
  69 
  1 druid harvesting mistletoe 
  70 
  1 will-o'-wisp 
  71 
  1d4 dire wolves or 1 giant boar 
  72 
  1d10 giant wasps 
  73 
  1 owlbear or 1 giant elk 
  74 
  2d6 gnolls 
  75 
  1d6 giant toads 
  76–80 1d6 web cocoons hanging from the branches, holding withered carcasses 
  81 
  1 wereboar or 1d4 giant boars 
  82 
  1d6 + 2 giant spiders 
  83 
  1d4 centaurs or 1d4 giant elk 
  84 
  1 orc Eye of Gruumsh with 2d4 + 2 orcs 
  85 
  1 gnoll fang of Yeenoghu 
  86 
  1d4 gricks 
  87 
  1 bandit captain with 2d6 + 3 bandits 
  88 
  1d4 wererats 
  89 
  1 couatl (day) or 1 banshee (night) 
  90 
  1 gnoll pack lord with 1d4 giant hyenas 
  91 
  2d4 berserkers or 1d4 veterans 
  92 
  1 lizardfolk shaman with 1d3 swarms of poisonous snakes and 1d10 + 2 lizardfolk 
  93 
  1d4 displacer beasts 
  94 
  1d3 green hags 
  95 
  1 hobgoblin captain with 2d6 hobgoblins and 1d4 giant boars 
  96 
  1 yuan-ti malison with 1d6 + 1 yuan-ti purebloods 
  97 
  1d3 weretigers 
  98 
  1 gorgon or 1 unicorn 
  99 
  1 shambling mound 
  00 
  1 yuan-ti abomination 
  
   
   
   
  Forest Encounters (Levels 5–10) 
  d100 
  Encounter 
  01 
  2d4 vine blights 
  02 
  2d6 hobgoblins or 2d6 orcs 
  03 
  2d4 apes or 2d4 satyrs 
  04 
  1d3 will-o'-wisps 
  05 
  1d4 swarms of poisonous snakes 
  06 
  1 orc Eye of Gruumsh with 1d3 orogs and 1d8 + 2 orcs 
  07 
  1d3 constrictor snakes or 1d4 tigers 
  08 
  1 goblin boss with 3d6 goblins 
  09 
  1 faerie dragon (any age) 
  10 
  1 brown bear or 1d6 + 2 black bears 
  11–13 1d4 giant boars 
  14–15 1d8 + 1 giant spiders 
  16–17 1 lizardfolk shaman with 2d4 lizardfolk 
  18 
  1d10 giant toads 
  19 
  1d4 ankhegs 
  20 
  1d3 awakened trees (day) or 1 banshee (night) 
  
   
   
  d100 
  Encounter 
  21–25 A small shack almost hidden by the deep forest. The interior is empty aside from a 
  large cast-iron oven. 
  26 
  1 couatl 
  27–28 1d4 ogres or 1d6 + 2 half-ogres 
  29–30 1 gnoll pack lord with 1d4 + 1 giant hyenas 
  31–32 1d6 wererats 
  33 
  1d4 gricks 
  34 
  1d8 + 1 yuan-ti purebloods 
  35 
  1d6 pegasi 
  36–40 An old stone archway of obvious elven design. Any character who passes under it 
  makes Wisdom (Perception) checks with advantage for 1 hour. 
  41–42 1d6 + 2 dryads 
  43 
  1d4 giant elk 
  44 
  1d8 + 1 harpies 
  45–46 1 bandit captain with 1 druid and 1d6 + 5 bandits 
  47–48 2d4 dire wolves 
  49–50 2d4 bugbears 
  51–52 2d4 centaurs 
  53–54 3d10 blink dogs 
  55–56 1d4 owlbears 
  57–58 1d8 + 1 berserkers 
  59–60 1d3 green hags 
  61–65 A clear pool of water with 1d6 sleeping animals lying around its edge 
  66–67 1d4 werewolves 
  68–69 1 werebear 
  70–71 1d8 + 1 ettercaps 
  72–73 2d10 elk 
  74–75 1d4 veterans 
  76–80 An old tree with a wizened face carved into the trunk 
  81 
  1d4 wereboars 
  82 
  2d4 displacer beasts 
  83 
  1d4 shambling mounds 
  84 
  1 hobgoblin captain with 3d10 hobgoblins and 4d12 goblins 
  85 
  1 yuan-ti abomination 
  86 
  1d8 + 1 phase spiders 
  87 
  1d4 trolls 
  
   
   
  d100 
  Encounter 
  88 
  2d4 yuan-ti malisons 
  89 
  1 oni 
  90 
  1d4 unicorns 
  91 
  1d6 + 2 weretigers 
  92 
  1 young green dragon 
  93 
  1d4 gorgons 
  94 
  1d6 + 2 gnoll fangs of Yeenoghu 
  95 
  1 treant 
  96 
  1d4 revenants 
  97 
  1 grick alpha with 1d6 + 1 gricks 
  98 
  1d4 giant apes 
  99 
  1 guardian naga 
  00 
  1 adult gold dragon 
  Forest Encounters (Levels 11–16) 
  d100 
  Encounter 
  01–03 
  1 werebear 
  04–05 
  1d4 druids performing a ritual for the dead (day only) or 1d4 banshees (night only) 
  06–07 
  1d3 couatls 
  08–10 
  1d3 gnoll fangs of Yeenoghu with 2d6 + 3 gnolls 
  11–15 
  2d4 displacer beasts 
  16–20 
  1d6 + 2 veterans 
  21–25 
  A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed 
  from the pool. 
  26–30 
  1d4 + 1 green hags with 1d3 owlbears 
  31–35 
  1d6 + 2 werewolves 
  36–40 
  A small woodland shrine dedicated to a mysterious cult named the Siswa 
  41–45 
  1d6 + 2 phase spiders 
  46–50 
  2d4 yuan-ti malisons 
  51–52 
  1d3 werebears 
  53–54 
  1d4 revenants 
  55–56 
  1 young green dragon 
  57–58 
  1d4 trolls 
  59–60 
  1d6 + 2 wereboars 
  61–65 
  A group of seven people (commoners) wearing animal masks and ambling through 
  
   
   
  d100 
  Encounter 
  the woods 
  66–67 
  1d4 gorgons 
  68–69 
  1d3 shambling mounds 
  70–71 
  1 treant 
  72–73 
  1d4 unicorns 
  74–75 
  1d6 + 2 weretigers 
  76–80 
  Peals of silvery laughter that echo from a distance 
  81–82 
  1 guardian naga 
  83–84 
  1 young gold dragon 
  85–86 
  1 grick alpha with 2d4 gricks 
  87–88 
  1d3 yuan-ti abominations 
  89–90 
  1 adult green dragon 
  91–93 
  1d8 + 1 giant apes 
  94–96 
  2d4 oni 
  97–99 
  1d3 treants 
  00 
  1 ancient green dragon 
  Forest Encounters (Levels 17–20) 
  d100 
  Encounter 
  01–05 1 young green dragon 
  06–10 1 treant 
  11–13 1 guardian naga 
  14–16 1d10 revenants 
  17–19 1d8 + 1 unicorns 
  20–22 1d3 grick alphas 
  23–25 For a few hundred feet, wherever the characters step, flowers bloom and emit soft 
  light. 
  26–28 1 young gold dragon 
  29–31 1d6 + 2 shambling mounds 
  32–34 2d4 werebears 
  35–37 1d4 oni 
  38–40 4d6 + 10 elves living in a small community in the treetops 
  41–43 1d6 + 2 gorgons 
  44–46 2d4 trolls 
  47–49 1d4 giant apes 
  
   
   
  d100 
  Encounter 
  50–52 1d3 yuan-ti abominations 
  53–62 1d3 young green dragons 
  63–65 A 50-foot-tall stone statue of an elf warrior with hand raised, palm out, as if to forbid 
  travelers from coming this way 
  66–75 1d4 treants 
  76–80 A cairn set atop a low hill 
  81–90 1 adult gold dragon 
  91–96 1 ancient green dragon 
  97–99 2d4 + 1 treants 
  00 
  1 ancient gold dragon 
   
  Grassland Encounters 
  Grassland Encounters (Levels 1–5) 
  d100 
  Encounter 
  01 
  1 hobgoblin captain with 1d4 + 1 hobgoblins 
  02 
  1 chimera 
  03 
  1 gorgon 
  04 
  1d2 couatls 
  05 
  1 ankylosaurus 
  06 
  1 weretiger 
  07 
  1d3 allosauruses 
  08–09 1d3 elephants 
  10–14 A circle of standing stones within which the air is utterly still, no matter how hard the 
  wind blows outside 
  15–16 1 phase spider 
  17–18 1 gnoll pack lord with 1d4 giant hyenas 
  19–20 1 orog or 1 pegasus 
  21–22 1 ankheg 
  23–24 1d3 rhinoceroses 
  
   
   
  d100 
  Encounter 
  25–28 1d3 cockatrices 
  29–32 1d6 + 2 giant wasps or 1d4 + 3 swarms of insects 
  33–36 1d4 jackalweres or 1d4 scouts 
  37–40 1d8 giant goats or 1d8 worgs 
  41–44 2d4 hobgoblins, 2d4 orcs, or 2d4 gnolls 
  45–46 1d2 giant poisonous snakes 
  47–48 1d6 + 2 elk or 1d6 + 2 riding horses 
  49–50 2d4 goblins 
  51–52 1d3 boars 
  53–54 1 panther (leopard) or 1 lion 
  55–58 1d6 + 3 goblins riding wolves 
  59–62 2d6 giant wolf spiders or 1 giant eagle 
  63–65 1d8 + 4 pteranodons 
  66–69 3d6 wolves 
  70–74 2d4 + 2 axe beaks 
  75–76 1 giant boar or 1d2 tigers 
  77–78 1 ogre or 1d3 bugbears 
  79–80 1 giant elk, or 1 gnoll pack lord with 1d3 giant hyenas 
  81–82 1d3 giant vultures or 1d3 hippogriffs 
  83–84 1 goblin boss with 1d6 + 2 goblins and 1d4 + 3 wolves, or 1d3 thri-kreen 
  85–89 1d3 druids patrolling the wilds 
  90–91 1d6 scarecrows or 1 wereboar 
  92–93 1d3 centaurs or 1d3 griffons 
  94 
  1d3 gnoll fangs of Yeenoghu, or 1 orc Eye of Gruumsh with 2d4 + 1 orcs 
  95–96 1 triceratops 
  97 
  1 cyclops or 1 bulette 
  98–99 1d4 manticores 
  00 
  1 tyrannosaurus rex 
  Grassland Encounters (Levels 6–10) 
  d100 
  Encounter 
  01 
  1d3 gorgons 
  02 
  1d4 cyclopes 
  03–04 1d3 gnoll fangs of Yeenoghu 
  05–06 1 chimera 
  
   
   
  d100 
  Encounter 
  07–09 1d4 + 1 veterans on riding horses 
  10–11 A tornado that touches down 1d6 miles away, tearing up the land for 1 mile before it 
  dissipates 
  12–13 1d3 manticores 
  14–15 2d4 ankhegs 
  16–17 1d8 + 1 centaurs 
  18–19 1d6 + 2 griffons 
  20–21 1d6 elephants 
  22–24 A stretch of land littered with rotting war machines, bones, and banners of forgotten 
  armies 
  25–28 1d8 + 1 bugbears 
  29–32 1 gnoll pack lord with 1d4 + 1 giant hyenas 
  33–36 2d4 scarecrows 
  37–40 1d12 lions 
  41–44 1d10 thri-kreen 
  45–46 1 allosaurus 
  47–48 1 tiger 
  49–50 1d2 giant eagles or 1d2 giant vultures 
  51–52 1 goblin boss with 2d4 goblins 
  53–54 1d2 pegasi 
  55–58 1 ankylosaurus 
  59–62 1d2 couatls 
  63–66 1 orc Eye of Gruumsh with 1d8 + 1 orcs 
  67–70 2d4 hippogriffs 
  71–74 1d4 + 1 rhinoceroses 
  75–76 1 hobgoblin captain with 2d6 hobgoblins 
  77–78 1d3 phase spiders 
  79–80 1d6 + 2 giant boars 
  81–82 2d4 giant elk 
  83–84 1d4 ogres and 1d4 orogs 
  85–87 A hot wind that carries the stench of rot 
  88–90 1d3 weretigers 
  91–92 1 bulette 
  93–94 
  A tribe of 2d20 + 20 nomads (tribal warriors) on riding horses following a herd of 
  antelope (deer). The nomads are willing to trade food, leather, and information for 
  weapons. 
  
   
   
  d100 
  Encounter 
  95–96 1d6 + 2 wereboars 
  97 
  1 young gold dragon 
  98–99 1d4 triceratops 
  00 
  1d3 tyrannosaurus rexes 
  Grassland Encounters (Levels 11–16) 
  d100 
  Encounter 
  01–05 3d6 wereboars 
  06–10 2d10 gnoll fangs of Yeenoghu 
  11–15 1d4 bulettes 
  16–17 An old road of paved stones, partly reclaimed by wilderness, that travels for 1d8 miles in 
  either direction before ending 
  18–27 1d12 couatls 
  28–30 A witch (mage) dwelling in a crude hut. She offers potions of healing, antitoxins, and 
  other consumable items for sale in exchange for food and news. 
  31–40 2d10 elephants 
  41–46 2d4 weretigers 
  47–56 1d8 + 1 cyclopes 
  57–61 1d3 chimeras 
  62–66 5 triceratops 
  67–69 A giant hole 50 feet across that descends nearly 500 feet before opening into an empty 
  cave 
  70–79 1d4 + 3 gorgons 
  80–88 1d3 young gold dragons 
  89–90 A circular section of grass nearly a quarter-mile across that appears to have been 
  pressed down; 1d4 more such circles connected by lines can be seen from overhead. 
  91–96 2d4 tyrannosaurus rexes 
  97–99 1 adult gold dragon 
  00 
  1 ancient gold dragon 
  Grassland Encounters (Levels 17–20) 
  d100 
  Encounter 
  01–10 2d6 triceratops 
  11–20 1d10 gorgons 
  21–25 2d6 hyenas feeding on the carcass of a dead dinosaur 
  26–35 3d6 bulettes 
  
   
   
  d100 
  Encounter 
  36–40 A fiery chariot that races across the sky 
  41–50 1d3 young gold dragons 
  51–60 2d4 cyclopes 
  61–65 A valley where all the grass has died and the ground is littered with stumps and fallen 
  tree trunks, all petrified 
  66–75 2d10 bugbears with 4d6 goblins and 2d10 wolves 
  76–80 A friendly adventuring party of 1d6 + 1 characters of varying races, classes, and levels 
  (average level 1d6 + 2). They share information about their recent travels. 
  81–90 1d12 chimeras 
  91–96 1d6 + 2 tyrannosaurus rexes 
  97–99 1 adult gold dragon 
  00 
  1 ancient gold dragon 
   
  Hill Encounters 
  Hill Encounters (Levels 1–4) 
  d100 
  Encounter 
  01 
  1 eagle 
  02–03 2d4 baboons 
  04–06 1d6 bandits 
  07 
  1d4 vultures 
  08 
  1d10 commoners 
  09 
  1 raven 
  10 
  1 poisonous snake 
  11–13 2d6 bandits or 2d6 tribal warriors 
  14 
  2d8 goats 
  15 
  1d6 + 4 blood hawks 
  16 
  1d4 + 3 giant weasels 
  17–18 1d3 guards with 1d2 mastiffs and 1 mule 
  19–20 1d6 + 5 hyenas 
  
   
   
  d100 
  Encounter 
  21–22 2d4 stirges 
  23–25 An empty cave littered with bones 
  26 
  1 pseudodragon or 1d3 giant owls 
  27 
  1 lion or 1 panther (cougar) 
  28–30 2d8 kobolds 
  31 
  1 hippogriff 
  32–34 2d4 goblins 
  35 
  1 worg 
  36 
  1d3 swarms of bats or 1d3 swarms of ravens 
  37 
  1 giant eagle 
  38–40 An old dwarf sitting on a stump, whittling a piece of wood 
  41 
  1d4 elk 
  42 
  1d4 winged kobolds with 1d6 kobolds 
  43 
  1d6 + 2 giant wolf spiders 
  44–45 2d4 wolves 
  46 
  1 swarm of insects 
  47 
  1d8 + 1 axe beaks 
  48–49 1 brown bear or 1d3 boars 
  50 
  1 scout 
  51 
  1 ogre 
  52–53 2d4 gnolls 
  54 
  1 giant elk 
  55 
  1d3 + 1 harpies 
  56 
  1 werewolf 
  57–58 2d4 orcs 
  59 
  1d4 half-ogres 
  60 
  1 druid or 1 veteran 
  61–63 The corpse of an adventurer that carries an intact explorer’s pack and lies atop a 
  longsword 
  64 
  1 green hag 
  65–66 1d3 dire wolves 
  67–68 A small cemetery containing 2d6 graves 
  69–70 1 hobgoblin captain with 2d4 hobgoblins 
  71 
  2d4 giant goats 
  72 
  1 manticore 
  73–74 1d6 + 2 hobgoblins 
  
   
   
  d100 
  Encounter 
  75 
  1 phase spider 
  76–78 A pile of droppings from a very large bird 
  79 
  1 gnoll fang of Yeenoghu 
  80 
  1d3 giant boars 
  81 
  1 gnoll pack lord with 1d3 giant hyenas 
  82 
  1 bandit captain with 2d4 bandits 
  83 
  1 orc Eye of Gruumsh with 1d8 + 2 orcs 
  84 
  1d3 orogs or 1d4 berserkers 
  85–86 1 ettin or 1 wereboar 
  87–88 1 goblin boss with 2d6 goblins 
  89 
  1d3 griffons 
  90 
  1d3 perytons or 1d4 pegasi 
  91–96 1d3 trolls 
  97–99 1 cyclops 
  00 
  1 stone giant 
   
  
   
   
  Hill Encounters (Levels 5–10) 
  d100 
  Encounter 
  01 
  1d4 pegasi or 1d3 perytons 
  02 
  1d6 + 2 giant goats 
  03 
  1 manticore 
  04 
  1d8 +1 gnolls or 1d8 + 1 hobgoblins 
  05 
  1d4 lions 
  06 
  1d6 + 2 worgs 
  07 
  1d4 brown bears 
  08 
  3d6 axe beaks 
  09 
  1 half-ogre with 2d6 orcs 
  10 
  2d10 winged kobolds 
  11–12 1 goblin boss with 1d4 dire wolves and 2d6 goblins 
  13 
  1d6 giant elk 
  14–15 1d8 + 1 giant eagles 
  16–17 1d4 phase spiders 
  18–19 1 gnoll pack lord with 2d4 giant hyenas 
  20 
  2d4 hippogriffs 
  21–25 A 15-foot-tall stone statue of a dwarf warrior that has been tipped over on its side 
  26–27 2d4 orogs 
  28–29 1d4 + 1 griffons 
  30–31 1d6 + 2 harpies 
  32–33 1 orc Eye of Gruumsh with 2d6 + 3 orcs 
  34–35 1d4 + 3 giant boars 
  36–40 A stone door set into the side of a steep hill, opening onto 15 feet of descending stairs 
  that end at a cave-in 
  41–42 1d3 green hags 
  43–44 1d4 werewolves 
  45–46 1d6 + 2 ogres 
  47–48 1 hobgoblin captain with 2d8 hobgoblins 
  49–50 1 bandit captain with 3d6 bandits 
  51–54 1 chimera 
  55–58 1d4 ettins 
  59–62 1d6 + 2 veterans with 2d6 berserkers 
  63–65 An abandoned wooden hut 
  66–69 1 galeb duhr 
  
   
   
  d100 
  Encounter 
  70–73 1 bulette 
  74–77 1 wyvern 
  78–80 2d6 + 10 goats with 1 herder (tribal warrior) 
  81–82 1d3 hill giants 
  83–84 2d4 wereboars 
  85–86 1d4 revenants 
  87–88 1d2 gorgons 
  89–90 1d8 + 1 gnoll fangs of Yeenoghu 
  91–93 1d4 cyclopes 
  94–96 1 young red dragon 
  97–98 1d4 stone giants 
  99 
  1d3 young copper dragons 
  00 
  1 roc 
  Hill Encounters (Levels 11–16) 
  d100 
  Encounter 
  01 
  2d8 manticores or 2d8 phase spiders 
  02–04 1d6 green hags with 1d6 wyverns 
  05–07 1 hobgoblin captain with 1 hill giant and 4d10 hobgoblins 
  08–10 2d6 + 3 werewolves 
  11–14 1d6 + 2 ettins 
  15–18 1d3 bulettes 
  19–22 1d4 werebears 
  23–24 A stream of smoke emerging from a small chimney in the hillside 
  25–28 1d4 wyverns 
  29–32 1d8 + 1 wereboars 
  33–36 1d3 revenants 
  37–38 A mild earthquake that shakes the region for 1d20 seconds 
  39–42 1d3 chimeras 
  43–46 1d4 gorgons 
  47–50 1d6 + 2 gnoll fangs of Yeenoghu 
  51–54 1d4 hill giants 
  55–58 1 young red dragon 
  59–62 1d3 + 1 galeb duhr 
  63–65 2d10 dwarf miners (commoners), whistling as they march toward their mine 
  
   
   
  d100 
  Encounter 
  66–69 1d3 young copper dragons 
  70–73 1d4 trolls 
  74–77 1d3 cyclopes 
  78–80 1d3 nobles with 1d4 scouts prospecting for gold 
  81–85 1 adult copper dragon 
  86–90 2d4 stone giants 
  91–96 1d4 rocs 
  97–99 1 adult red dragon 
  00 
  1 ancient copper dragon 
  Hill Encounters (Levels 17–20) 
  d100 
  Encounter 
  01 
  1d2 rocs 
  02–05 1 young red dragon 
  06–10 2d6 ettins 
  11–15 1d4 bulettes 
  16–20 1d10 revenants 
  21–25 The white outline of an enormous horse carved into the side of a high hill 
  26–30 1d6 + 1 gorgons 
  31–35 2d4 + 1 trolls 
  36–40 The scorched remains of 2d10 humanoids littering a hillside 
  41–45 2d4 hill giants 
  46–50 1d6 + 2 werebears 
  51–55 2d4 galeb duhr 
  56–60 1d4 + 2 wyverns 
  61–65 A massive boulder partly buried in the earth as if it fell or was thrown there 
  66–70 1 adult copper dragon 
  71–75 1d6 + 3 cyclopes 
  76–80 The stub of an old stone tower jutting from the top of a hill 
  81–85 2d4 stone giants 
  86–90 1 adult red dragon 
  91–96 1 ancient copper dragon 
  97–99 1 ancient red dragon 
  00 
  1d2 adult red dragons with 1d3 young red dragons 
  
   
   
   
  Mountain Encounters 
  Mountain Encounters (Levels 1–4) 
  d100 
  Encounter 
  01–02 1 eagle 
  03–05 1d3 swarms of bats 
  06–08 1d6 goats 
  09–11 1d10 + 5 tribal warriors 
  12–14 1d6 + 3 pteranodons 
  15–17 1d8 + 1 winged kobolds 
  18–20 1 lion 
  21–24 Stairs chiseled into the side of the mountain that climb 3d20 + 40 feet before ending 
  abruptly 
  25–27 2d10 stirges 
  28–30 2d4 aarakocra 
  31–33 2d6 dwarf soldiers (guards) with 1d6 mules laden with iron ore 
  34–36 1 giant eagle 
  37–38 A small shrine dedicated to a lawful neutral god, perched on a stone outcropping 
  39–41 2d8 + 1 blood hawks 
  42–44 1 giant goat 
  45–47 3d4 kobolds 
  48–50 1 half-ogre 
  51–53 1 berserker 
  54–55 1 orog 
  56 
  1 hell hound 
  57 
  1 druid 
  58–59 1 peryton 
  60–61 1d2 hippogriffs 
  62 
  1 manticore 
  63–64 1d6 + 2 scouts 
  
   
   
  d100 
  Encounter 
  65–67 Enormous footprints left by a giant, which head into the mountain peaks 
  68–73 2d4 orcs 
  74–75 1 giant elk 
  76–77 1 veteran 
  78–79 1 orc Eye of Gruumsh 
  80 
  1d4 harpies 
  81 
  1 ogre 
  82 
  1 griffon 
  83 
  1 basilisk 
  84–85 1 saber-toothed tiger 
  86–90 A sparkling stream of water spilling from a crevice 
  91 
  1d2 ettins 
  92 
  1 cyclops 
  93 
  1 troll 
  94 
  1 galeb duhr 
  95 
  1 air elemental 
  96 
  1 bulette 
  97 
  1 chimera 
  98 
  1 wyvern 
  99 
  1 stone giant 
  00 
  1 frost giant 
  Mountain Encounters (Levels 5–10) 
  d100 
  Encounter 
  01–02 2d8 + 1 aarakocra 
  03–04 1 lion or 1 saber-toothed tiger 
  05–06 1d8 + 1 giant goats 
  07–08 1d4 + 3 dwarf trailblazers (scouts) 
  09–10 1d6 + 2 orcs 
  11–15 1d10 giant eagles 
  16–20 1d8 + 1 hippogriffs 
  21–25 1d8 fissures venting steam that partially obscures a 20-foot cube above each fissure 
  26–30 1 basilisk 
  31–35 1d12 half-ogres 
  36–40 A ravine blocked by a 100-foot-high wall, which has an opening in the center where a 
  
   
   
  d100 
  Encounter 
  gate used to be 
  41–45 1 manticore 
  46–50 2d4 harpies 
  51–52 1 galeb duhr 
  53–54 1 bulette 
  55–56 1d10 berserkers 
  57–58 1d3 hell hounds 
  59–60 1d8 + 1 veterans 
  61–65 A distant mountain whose peak resembles a tooth 
  66–69 1d4 ettins 
  70–73 1 wyvern 
  74–75 1 orc Eye of Gruumsh with 1d6 orogs and 3d6 + 10 orcs 
  76–80 A row of 1d10 + 40 stakes upon which the bodies of kobolds, dwarves, or orcs are 
  impaled 
  81–83 1 fire giant 
  84–85 1 young silver dragon 
  86–87 1d4 air elementals 
  88–90 1d4 trolls 
  91–92 1d3 + 1 cyclopes 
  93–94 1d4 chimeras 
  95–96 1 cloud giant 
  97 
  1 roc 
  98 
  1d4 stone giants 
  99 
  1 young red dragon 
  00 
  1d4 frost giants 
  Mountain Encounters (Levels 11–16) 
  d100 
  Encounter 
  01–02 1d8 + 1 basilisks 
  03–04 2d4 hell hounds 
  05–06 1d3 chimeras 
  07–08 1 galeb duhr 
  09–10 2d6 veterans 
  11–15 1 young silver dragon 
  16–20 2d4 trolls 
  
   
   
  d100 
  Encounter 
  21–25 1 red dragon gliding through the sky above the highest mountaintops 
  26–30 1d8 + 1 manticores 
  31–35 1d4 cyclopes 
  36–40 Heavy snowfall that lasts for 1d6 hours 
  41–45 1d10 air elementals 
  46–50 1d6 + 2 bulettes 
  51–55 1d4 stone giants 
  56–60 1 fire giant 
  61–65 2 stone giants playing catch with a boulder a few hundred feet away 
  66–70 1d8 + 1 ettins 
  71–75 1d3 frost giants 
  76–80 A wide crevasse, its depths shrouded in mist 
  81–85 1d4 cloud giants 
  86–90 1 adult silver dragon 
  91–96 1 adult red dragon 
  97–98 1d4 rocs 
  99 
  1 ancient silver dragon 
  00 
  1 ancient red dragon 
  Mountain Encounters (Levels 17–20) 
  d100 
  Encounter 
  01–05 1d10 bulettes 
  06–10 1d8 + 1 chimeras 
  11–15 1 adult silver dragon 
  16–20 1d8 + 1 wyverns 
  21–25 A massive boat perched atop a mountain 
  26–30 2d4 galeb duhr 
  31–35 1d4 frost giants 
  36–40 A wooded valley haunted by secretive and reclusive elves who tell warily of their 
  master: a mad wizard who lives in the heart of the valley 
  41–45 1d10 air elementals 
  46–50 1d6 + 3 trolls 
  51–55 1 adult red dragon 
  56–60 1d4 cloud giants 
  61–65 A waterfall hundreds of feet high that drops into a clear pool 
  
   
   
  d100 
  Encounter 
  66–70 1d3 fire giants 
  71–75 2d4 stone giants 
  76–80 A force of 100 dwarves (veterans) standing guard at a mountain pass, permitting no 
  passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted) 
  81–85 1d4 rocs 
  86–90 1d4 young red dragons 
  91–96 1 ancient silver dragon 
  97–00 1 ancient red dragon 
   
  Swamp Encounters 
  Swamp Encounters (Levels 1–4) 
  d100 
  Encounter 
  01 
  1d4 poisonous snakes 
  02–05 3d6 rats 
  06–10 2d8 ravens 
  11–12 3d6 giant rats 
  13 
  1d10 + 5 tribal warriors 
  14–15 1d8 + 1 giant lizards 
  16–17 1 crocodile 
  18–19 1 swarm of insects 
  20 
  1 giant spider 
  21–22 1d4 + 1 mud huts partially sunken in murky water 
  23–25 2d8 + 1 kobolds 
  26 
  2d4 mud mephits 
  27–29 1d6 + 2 giant poisonous snakes 
  30 
  2d4 winged kobolds 
  31–32 1 scout 
  33–34 The corpse of an adventurer tangled in the weeds. Looting the body turns up an 
  explorer’s pack and perhaps (50% chance) a random common magic item. 
  
   
   
  d100 
  Encounter 
  35–38 1 giant toad 
  39–41 1d6 + 2 constrictor snakes 
  42–44 2d4 giant frogs 
  45 
  1d8 + 1 swarms of rats or 1d6 + 2 swarms of ravens 
  46–48 2d10 stirges 
  49–52 2d6 + 3 bullywugs 
  53–54 1d8 + 1 orcs 
  55–56 1d4 yuan-ti purebloods 
  57 
  1 druid 
  58–59 1 yuan-ti malison 
  60–62 1 giant constrictor snake 
  63–64 A high-pitched shriek that lasts for 1d4 minutes 
  65–67 2d4 lizardfolk 
  68–69 1d4 ghouls 
  70–71 1 will-o'-wisp 
  72 
  1 wight 
  73 
  1 ghast 
  74–75 1 swarm of poisonous snakes 
  76–77 A foul stench bubbling up from brackish waters 
  78–80 1d4 + 2 ogres 
  81–83 1 shambling mound 
  84–86 1 lizardfolk shaman with 1d6 giant lizards and 2d10 lizardfolk 
  87 
  1 troll 
  88–89 1d4 green hags 
  90–91 1 revenant 
  92–93 1 giant crocodile 
  94–95 1 orc Eye of Gruumsh with 1d3 orogs and 2d6 + 3 orcs 
  96–97 1 young black dragon 
  98 
  1 yuan-ti abomination 
  99 
  1d4 water elementals 
  00 
  1 hydra 
  Swamp Encounters (Levels 5–10) 
  d100 
  Encounter 
  01 
  1 green hag 
  
   
   
  d100 
  Encounter 
  02–03 2d4 giant lizards or 2d4 giant poisonous snakes 
  04–05 2d8 winged kobolds 
  06–07 1d10 + 1 bullywugs with 1d8 + 1 giant frogs 
  08–09 1 druid 
  10 
  1d8 + 1 swarms of insects 
  11–13 1d12 ghouls 
  14–16 2d8 scouts 
  17–19 2d10 orcs 
  20–22 2d4 giant spiders 
  23–24 Tainted water that exposes creatures that move through it to sight rot (see “Diseases” in 
  chapter 8 of the Dungeon Master’s Guide) 
  25–27 1d6 + 2 giant toads 
  28–30 3d6 lizardfolk 
  31–33 1d8 + 1 yuan-ti purebloods 
  34–36 1d4 + 1 swarms of poisonous snakes 
  37–38 A bloated humanoid corpse floating facedown in the water 
  39–41 1 shambling mound 
  42–44 1d4 + 1 will-o'-wisps 
  45–47 2d6 crocodiles 
  48–50 1d4 + 1 giant constrictor snakes 
  51–54 1 lizardfolk shaman with 1d3 swarms of poisonous snakes and 1d8 + 2 lizardfolk 
  55–58 1d8 + 1 ogres 
  59–62 2d4 ghasts 
  63–65 An altar partially sunk into the mud, devoted to a god that is part human and part frog 
  66–69 1 giant crocodile 
  70–73 1 shambling mound 
  74–77 1 orc Eye of Gruumsh with 1d3 ogres and 2d10 + 5 orcs 
  78–80 A torrential rain that lasts 1d6 minutes and puts out all unprotected flames within 1 mile 
  81–82 1 young black dragon 
  83–84 1d4 green hags with 1d6 + 1 ogres 
  85–86 1 yuan-ti abomination 
  87–88 1d4 + 1 wights 
  89–90 1d6 + 1 yuan-ti malisons 
  91–93 1d4 + 1 trolls 
  94–96 1d10 revenants 
  97–99 1d8 + 1 water elementals 
  
   
   
  d100 
  Encounter 
  00 
  1d3 hydras 
  Swamp Encounters (Levels 11–20) 
  d100 
  Encounter 
  01–10 1d4 giant crocodiles 
  11–15 1d3 yuan-ti abominations 
  16–20 1d6 + 1 green hags 
  21–25 A large, spreading tree from which 2d6 armored knights hang by the neck 
  26–30 2d4 wights 
  31–35 1d8 + 1 yuan-ti malisons 
  36–40 Fog that rolls across the terrain, making the area within 1d3 miles heavily obscured for 
  1d4 hours 
  41–45 1d4 revenants 
  46–50 1d6 shambling mounds 
  51–55 1d10 water elementals 
  56–60 1d4 young black dragons 
  61–65 An eerie, bat-headed idol almost completely covered by vines 
  66–70 1d8 + 2 trolls 
  71–75 1d3 hydras 
  76–80 The sound of drums beating several miles away 
  81–96 1 adult black dragon 
  97–00 1 ancient black dragon 
   
  Underdark Encounters 
  Underdark Encounters (Levels 1–4) 
  d100 
  Encounter 
  01 
  1 mind flayer arcanist 
  02 
  1d3 + 1 giant poisonous snakes 
  
   
   
  d100 
  Encounter 
  03 
  1d3 giant lizards 
  04 
  2d4 giant fire beetles 
  05 
  1d8 + 1 flumphs 
  06 
  1 shrieker 
  07 
  1d12 giant rats 
  08 
  2d4 kobolds 
  09 
  1d8 + 1 stirges 
  10 
  2d4 humans (tribal warriors) seeking the way to the surface, fleeing their Underdark 
  oppressors 
  11–12 1d10 troglodytes 
  13–14 1d2 gray oozes 
  15–16 3d6 stirges 
  17–18 1d3 magma mephits 
  19–20 1d10 goblins 
  21–22 Orc graffiti on the walls, suggesting something rude about the mother of someone 
  named Krusk 
  23–24 1 swarm of insects 
  25 
  1 deep gnome 
  26–28 1d8 + 1 drow 
  29–30 1d4 violet fungi 
  31–32 1d12 kuo-toa 
  33 
  1 rust monster 
  34–35 A rubble-strewn passage that appears to have been recently cleared after a cave-in 
  36–37 1d8 + 1 giant bats 
  38–39 3d6 kobolds 
  40–41 2d4 grimlocks 
  42–43 1d4 + 3 swarms of bats 
  44 
  1 dwarf prospector (scout) looking for gold 
  45 
  1 carrion crawler or 1 gelatinous cube 
  46 
  1d8 darkmantles or 2d4 piercers 
  47 
  1 hell hound 
  48 
  1d3 specters 
  49 
  1d4 bugbears 
  50 
  1d10 + 5 winged kobolds 
  51 
  1d4 fire snakes 
  52 
  2d8 + 1 troglodytes 
  
   
   
  d100 
  Encounter 
  53 
  1d6 giant spiders 
  54 
  3d6 kuo-toa 
  55 
  1 goblin boss with 2d4 goblins 
  56 
  4d4 grimlocks 
  57 
  1 ochre jelly 
  58 
  2d10 giant centipedes 
  59 
  1 nothic or 1 giant toad 
  60 
  1d4 myconid adults with 5d4 myconid sprouts 
  61 
  1 minotaur skeleton or 1 minotaur 
  62 
  3d6 drow 
  63 
  1 mimic or 1 doppelganger 
  64 
  1d6 + 3 hobgoblins 
  65 
  1 intellect devourer or 1 spectator 
  66 
  1d8 + 1 orcs 
  67–68 A faint tapping coming from inside a nearby wall 
  69 
  1 gibbering mouther or 1 water weird 
  70 
  1d12 gas spores 
  71 
  1 giant constrictor snake 
  72 
  1d10 shadows 
  73 
  1d3 grells 
  74 
  1d4 wights 
  75 
  1d8 + 1 quaggoth spore servants 
  76 
  1d2 gargoyles 
  77 
  1d4 ogres or 1d3 ettins 
  78 
  1d4 dwarf explorers (veterans) 
  79–80 An abandoned miners’ camp spattered with blood and littered with the contents of 1d3 
  dungeoneer’s packs 
  81 
  1 chuul or 1 salamander 
  82 
  1d4 phase spiders or 1d3 hook horrors 
  83 
  5d4 duergar 
  84 
  1 ghost or 1 flameskull or 1 wraith 
  85 
  1 druid with 1 polar bear (cave bear) 
  86 
  1 hobgoblin captain with 1d4 half-ogres and 2d10 hobgoblins 
  87 
  1 earth elemental or 1 black pudding 
  88 
  1 kuo-toa monitor with 1d8 + 1 kuo-toa whips 
  89 
  1 quaggoth thonot with 1d3 quaggoths 
  
   
   
  d100 
  Encounter 
  90 
  1 beholder zombie or 1 bone naga 
  91 
  1 orc Eye of Gruumsh with 1d4 orogs and 2d8 orcs 
  92 
  1d4 ghasts with 1d10 ghouls 
  93–95 A reeking puddle where slimy water has dripped from the ceiling 
  96 
  1 otyugh or 1 roper 
  97 
  1 vampire spawn 
  98 
  1 chimera 
  99 
  1 mind flayer 
  00 
  1 spirit naga 
  Underdark Encounters (Levels 5–10) 
  d100 
  Encounter 
  01 
  3d6 swarms of bats 
  02 
  1d4 giant spiders or 1d4 giant toads 
  03 
  1 mimic 
  04 
  2d4 gray oozes 
  05 
  2d10 orcs or 3d6 troglodytes 
  06 
  3d6 grimlocks 
  07 
  1d6 + 2 magma mephits 
  08 
  1 goblin boss with 2d4 goblins 
  09 
  2d4 darkmantles 
  10 
  2d8 + 1 drow 
  11 
  2d10 piercers 
  12 
  1d4 minotaur skeletons 
  13–14 3d6 deep gnomes 
  15 
  1 druid with 1 polar bear (cave bear) 
  16–17 3d6 orcs 
  18 
  1 bone naga 
  19–20 2d6 bugbears 
  21–25 Luminescent fungi growing on the walls of a moist cave, filling it with dim light 
  26 
  2d4 specters 
  27 
  1d12 + 4 shadows 
  28 
  1d3 gibbering mouthers 
  29–30 4d4 hobgoblins 
  31–32 1d4 carrion crawlers 
  
   
   
  d100 
  Encounter 
  33–34 1 black pudding 
  35 
  1d4 ochre jellies 
  36–40 A patch of mold that appears yellow when light is directed toward it 
  41 
  1d4 nothics 
  42–43 2d8 + 1 gas spores 
  44–45 1d3 gelatinous cubes 
  46 
  1 ghost 
  47–48 1 flameskull 
  49–50 2d8 duergar 
  51 
  1 wraith 
  52 
  1 umber hulk 
  53 
  1 xorn 
  54 
  1d6 + 2 dwarf hunters (veterans) searching for trolls 
  55 
  1 hobgoblin captain with 3d10 hobgoblins 
  56 
  1 roper 
  57 
  1 kuo-toa monitor with 1d4 kuo-toa whips and 1d8 + 1 kuo-toa 
  58 
  1d3 water weirds 
  59 
  1d4 ghasts with 1d10 ghouls 
  60 
  1 otyugh 
  61–62 A merchant caravan consisting of 1 drow mage, 2 drow elite warriors, and 2d10 
  quaggoths 
  63 
  1d4 wights 
  64 
  1d4 doppelgangers 
  65 
  2d8 fire snakes 
  66 
  1d4 spectators 
  67 
  1 orc Eye of Gruumsh with 1d4 orogs and 2d10 + 3 orcs 
  68 
  1d3 vampire spawn 
  69 
  1d4 hook horrors or 1d4 minotaurs 
  70 
  3d6 quaggoth spore servants 
  71–72 1d3 grells 
  73 
  1d6 + 1 intellect devourers 
  74 
  1d10 gargoyles 
  75 
  1 beholder zombie 
  76–77 1 quaggoth thonot with 2d4 quaggoths 
  78 
  1d6 ettins or 1d4 trolls 
  79 
  1d8 + 1 phase spiders 
  
   
   
  d100 
  Encounter 
  80 
  1 fomorian or 1d3 cyclopes 
  81 
  1d4 earth elementals 
  82 
  3d6 ogres 
  83 
  1d4 + 1 chuuls 
  84 
  1d10 hell hounds 
  85 
  1d3 drow elite warriors 
  86 
  1d4 chimeras 
  87 
  1d4 salamanders 
  88 
  1 cloaker 
  89 
  2d4 wights 
  90 
  1d4 driders 
  91 
  1 fire giant 
  92 
  1 grick alpha with 2d4 gricks 
  93 
  1 mind flayer arcanist 
  94 
  1d4 drow mages 
  95 
  1 spirit naga 
  96 
  1d4 mind flayers 
  97 
  1 behir 
  98 
  1 aboleth 
  99 
  1 dao or 1 stone giant 
  00 
  1 beholder 
  Underdark Encounters (Levels 11–16) 
  d100 
  Encounter 
  01–02 3d6 carrion crawlers 
  03–04 1d6 + 1 gelatinous cubes 
  05–06 1d8 + 2 gibbering mouthers 
  07–08 2d8 minotaur skeletons 
  09–10 2d6 ochre jellies 
  11–12 2d4 doppelgangers 
  13–14 1d4 quaggoth thonots with 1d10 + 2 quaggoths 
  15–16 1d3 ropers 
  17–18 3d6 gargoyles 
  19–20 1d10 mimics 
  21–25 A 100-foot-long ravine, 4d10 feet wide and 5d20 + 200 feet deep 
  
   
   
  d100 
  Encounter 
  26–27 1 hobgoblin captain with 3d10 hobgoblins 
  28–29 2d4 spectators 
  30–31 3d6 ghasts 
  32–33 2d8 intellect devourers 
  34–35 1d3 orc Eyes of Gruumsh with 2d4 orogs and 2d10 orcs 
  36–40 A large cave containing 2d10 extraordinarily detailed statues of various creatures 
  41–42 1d8 + 1 kuo-toa monitors 
  43–44 2d4 water weirds 
  45–46 2d10 gricks 
  47–48 3d6 nothics 
  49–50 2d8 + 1 ogres 
  51–52 1d6 + 2 chuuls 
  53–54 1d8 + 1 ettins 
  55 
  3d6 grells 
  56 
  2d4 flameskulls 
  57 
  2d12 dwarf soldiers (veterans) on patrol 
  58 
  2d8 hell hounds 
  59 
  1d10 ghosts 
  60 
  3d4 wights 
  61 
  3d6 phase spiders 
  62 
  1d8 + 1 bone nagas 
  63–65 A shrill scream followed by dark laughter 
  66 
  1d4 chimeras 
  67 
  1d10 black puddings 
  68 
  3d6 minotaurs 
  69 
  2d4 otyughs 
  70 
  1d6 + 1 beholder zombies 
  71 
  4d4 hook horrors 
  72 
  1d8 + 1 umber hulks 
  73 
  2d4 salamanders 
  74 
  1d3 grick alphas 
  75 
  1d6 + 2 xorn 
  76–80 
  A ruined village that once belonged to deep gnomes. A search has a 50% chance of 
  uncovering 1d3 potions of healing and a 25% chance of finding a random common 
  magic item. 
  81 
  2d4 earth elementals 
  
   
   
  d100 
  Encounter 
  82 
  1d3 spirit nagas 
  83 
  1d8 + 1 cyclopes 
  84 
  1d6 + 2 trolls 
  85 
  2d4 stone giants 
  86 
  2d4 wraiths 
  87 
  1d4 fomorians 
  88 
  1d3 drow mages with 1d4 drow elite warriors 
  89 
  1d10 vampire spawn 
  90 
  1d3 cloakers 
  91 
  1d4 fire giants 
  92 
  1 mind flayer arcanist with 1d6 + 1 mind flayers 
  93 
  1d4 dao 
  94 
  1d8 + 1 driders 
  95 
  1d3 behirs 
  96 
  1d4 aboleths 
  97 
  1 beholder 
  98 
  1 young red shadow dragon 
  99 
  1 death tyrant 
  00 
  1 purple worm 
  Underdark Encounters (Levels 17–20) 
  d100 
  Encounter 
  01 
  1d4 grick alphas 
  02 
  2d8 spectators 
  03–04 3d6 minotaurs or 2d8 kuo-toa monitors 
  05–06 2d8 grells 
  07–08 2d10 phase spiders 
  09–10 4d4 hell hounds 
  11–12 1d6 + 2 ropers 
  13–14 2d10 wights 
  15–16 3d6 doppelgangers 
  17–18 1d8 + 1 chimeras 
  19–20 1d4 cloakers 
  21 
  1d4 hobgoblin captains with 5d10 hobgoblins 
  22–23 1d8 + 1 earth elementals 
  
   
   
  d100 
  Encounter 
  24–25 2d4 vampire spawn 
  26–27 3d6 minotaurs 
  28–30 A 30-foot-tall inverted black pyramid floating 1 inch above the floor in a large 
  cave 
  31–32 1d10 beholder zombies 
  33–34 1d4 mind flayer arcanists 
  35–36 1d6 + 2 otyughs 
  37–38 1d12 trolls 
  39–40 1d10 wraiths 
  41–43 A beautiful obsidian sculpture of a panther lying on the floor 
  44–45 1d4 drow mages with 1d6 drow elite warriors 
  46–47 1d4 spirit nagas 
  48–49 1d8 + 1 salamanders 
  50–51 2d4 umber hulks 
  52–53 1d10 xorn 
  54–56 1 young red shadow dragon 
  57–59 2d4 fomorians 
  60–62 1d8 + 1 driders 
  63–65 1d20 + 20 spiders crawling on the walls of a web-filled cave 
  66–68 1d4 fire giants 
  69–70 1d10 mind flayers 
  71–73 2d4 stone giants 
  74–76 1d12 cyclopes 
  77–80 A large cave in which stands a 50-foot-tall idol of Blibdoolpoolp 
  81–85 1d3 dao 
  86–90 1d4 beholders 
  91–93 1d4 behirs 
  94–96 1 death tyrant 
  97–99 1d3 purple worms 
  00 
  2d4 aboleths 
   
  
   
   
  Underwater Encounters 
  Underwater Encounters (Levels 1–4) 
  d100 
  Encounter 
  01–10 3d6 quippers 
  11–14 2d4 steam mephits 
  15–18 1d4 sahuagin 
  19–22 2d6 merfolk 
  23–25 2d4 corpses of drowned sailors tangled in kelp 
  26–29 2d4 constrictor snakes 
  30–33 1d4 reef sharks 
  34–37 1 swarm of quippers 
  38–40 A bed of enormous clams 
  41–45 1d10 merfolk with 1d3 giant sea horses 
  46–50 1 giant octopus 
  51–55 1 merrow 
  56–60 1 plesiosaurus 
  61–65 2d10 pieces of corroded brass dinnerware littering the bottom 
  66–70 1 giant constrictor snake 
  71–75 1 sea hag 
  76–80 A school of silvery fish darting through the water 
  81–85 1d4 hunter sharks 
  86–90 1 sahuagin priestess with 2d4 sahuagin 
  91–96 1d4 killer whales 
  97–98 1 giant shark 
  99 
  1 water elemental 
  00 
  1 sahuagin baron 
  Underwater Encounters (Levels 5–10) 
  d100 
  Encounter 
  01–02 3d6 steam mephits 
  03–04 1d10 sahuagin 
  05–06 1 giant octopus 
  07–08 3d6 constrictor snakes 
  09–10 2d10 merfolk with 1d4 giant sea horses 
  11–15 1d4 sea hags 
  
   
   
  d100 
  Encounter 
  16–20 2d4 swarms of quippers 
  21–25 A sunken galleon with a 50% chance of a random treasure hoard inside (roll on the 
  Treasure Hoard: Challenge 5–10 table in chapter 7 of the Dungeon Master’s Guide) 
  26–30 1d4 plesiosauruses 
  31–35 3d6 reef sharks 
  36–40 An abandoned bathysphere 
  41–50 1d4 giant constrictor snakes 
  51–55 2d4 hunter sharks 
  56–60 1d3 sahuagin priestesses with 2d10 sahuagin 
  61–65 An empty castle made from coral 
  66–70 1d4 killer whales 
  71–75 1d10 merrow 
  76–80 An eerie statue of a squatting humanoid, with bat wings on its back and tentacles 
  sprouting from its face 
  81–85 1d4 water elementals 
  86–90 1 sahuagin baron with 2d8 sahuagin 
  91–96 1d4 giant sharks 
  97–99 1 marid 
  00 
  1 storm giant 
  Underwater Encounters (Levels 11–20) 
  d100 
  Encounter 
  01–10 1 sahuagin baron with 1d4 sahuagin priestesses and 2d10 sahuagin 
  11–35 1d10 killer whales 
  36–40 A ghost ship passing overhead, containing 2d6 + 10 ghosts 
  41–60 1d6 giant sharks 
  61–65 A 1-mile-radius sphere of effervescent water that allows air-breathing creatures to 
  breathe water while in the sphere 
  66–75 1d10 water elementals 
  76–80 A shimmering, blue-green portal to the Elemental Plane of Water 
  81–90 1d4 marids 
  91–96 1d3 storm giants 
  97–99 1 dragon turtle 
  00 
  1 kraken 
  
   
   
   
  Urban Encounters 
  Urban Encounters (Levels 1–4) 
  d100 
  Encounter 
  01 
  1d6 cats 
  02–03 1 commoner with 1d6 goats 
  04–05 2d10 rats 
  06 
  1 raven perched on a signpost 
  07 
  1 commoner on a draft horse 
  08 
  2d4 mastiffs 
  09 
  1d2 commoners leading 1d4 mules or 1d4 ponies 
  10 
  1 pseudodragon 
  11 
  1 spy 
  12–13 1d8 + 1 acolytes 
  14 
  1d6 + 6 flying snakes 
  15 
  3d6 kobolds 
  16 
  2d4 giant centipedes 
  17 
  1d8 + 1 skeletons 
  18–19 1d6 + 2 swarms of rats 
  20 
  1d12 zombies 
  21–25 A peddler weighed down with a load of pots, pans, and other basic supplies 
  26 
  1 giant wasp 
  27–28 1 warhorse 
  29 
  2d8 cultists 
  30–31 3d4 giant rats 
  32 
  2d8 stirges 
  33 
  1d3 + 2 giant poisonous snakes 
  34 
  1d4 + 2 swarms of bats 
  35 
  2d4 winged kobolds 
  36–40 A wagon loaded with apples that has a broken wheel and holds up traffic 
  
   
   
  d100 
  Encounter 
  41 
  1 crocodile 
  42–43 1 swarm of insects 
  44–45 3d6 bandits 
  46–47 1d3 + 2 nobles on riding horses with an escort of 1d10 guards 
  48 
  2d4 kenku 
  49 
  1d6 + 2 smoke mephits 
  50 
  1d8 + 1 swarms of ravens 
  51–52 1 wererat 
  53–54 1d3 half-ogres 
  55–56 1 mimic 
  57–58 1d4 ghouls 
  59–60 1d4 specters 
  61–62 1d10 shadows 
  63–65 Someone empties a chamber pot onto the street from a second-floor window 
  66–67 1 ghast 
  68–69 1 priest 
  70–71 1 will-o'-wisp 
  72–73 1d3 giant spiders 
  74–75 1d4 yuan-ti purebloods 
  76–77 2d4 thugs 
  78–80 A doomsayer who preaches the end of the world from a street corner 
  81 
  1 cambion 
  82 
  1 vampire spawn 
  83 
  1 couatl 
  84 
  1 ghost 
  85 
  1 succubus or 1 incubus 
  86 
  1 bandit captain with 3d6 bandits 
  87 
  1d4 + 1 cult fanatics 
  88 
  1 knight or 1 veteran 
  89 
  1 water weird 
  90 
  1 wight 
  91 
  1 mage 
  92 
  1 shield guardian 
  93 
  1 gladiator 
  94 
  1 revenant 
  
   
   
  d100 
  Encounter 
  95 
  2d4 gargoyles 
  96 
  1d4 doppelgangers 
  97 
  1 oni 
  98 
  1 invisible stalker 
  99 
  1d8 + 1 phase spiders 
  00 
  1 assassin 
  Urban Encounters (Levels 5–10) 
  d100 
  Encounter 
  01–02 
  1d10 kenku 
  03–04 
  2d6 giant centipedes 
  05–06 
  2d8 skeletons 
  07–08 
  1d6 swarms of bats and 1d6 swarms of rats 
  09–10 
  3d6 winged kobolds 
  11–13 
  2d4 specters 
  14–16 
  1d4 wights 
  17–19 
  4d4 acolytes on draft horses 
  20–22 
  3d6 giant centipedes 
  23–25 
  A talkative urchin, badgering passersby to serve as their guide through the community 
  for a price of 1 sp 
  26–28 
  1d10 spies 
  29–31 
  3d6 crocodiles 
  32–34 
  1d6 + 2 swarms of insects 
  35–37 
  2d4 smoke mephits 
  38–40 
  A noble shouts “Stop! Thief!” at a fleeing scoundrel (bandit) 
  41–43 
  1 succubus or 1 incubus 
  44–46 
  1d10 half-ogres 
  47–49 
  2d10 giant wasps 
  50–51 
  4d10 zombies 
  52–53 
  1d4 knights on warhorses 
  54–55 
  1d4 + 1 water weirds 
  56–57 
  1d8 + 1 mimics 
  58–59 
  2d8 giant spiders 
  60–61 
  3d6 shadows 
  62–65 
  An actor leans out from a second-story window to call to passersby, announcing a 
  
   
   
  d100 
  Encounter 
  show 
  66–67 
  1 bandit captain with 3d8 bandits 
  68–69 
  1d10 will-o'-wisps 
  70–71 
  2d4 priests 
  72–74 
  3d6 yuan-ti purebloods 
  75–76 
  2d10 thugs 
  77–80 
  A fortune-teller reads cards for those who pay a price of 1 sp 
  81 
  1d3 gladiators 
  82 
  1d4 + 1 couatls 
  83 
  1d8 ghosts 
  84 
  2d4 doppelgangers 
  85 
  1d6 +2 phase spiders 
  86 
  2d4 veterans 
  87 
  1d8 ghasts with 2d6 ghouls 
  88 
  3d6 gargoyles 
  89 
  2d10 cult fanatics 
  90 
  3d6 wererats 
  91 
  1 assassin 
  92 
  1d3 invisible stalkers 
  93 
  1 gray slaad 
  94 
  1 young silver dragon 
  95 
  1d4 cambions or 1d4 revenants 
  96 
  3d6 wights 
  97 
  1 archmage 
  98 
  2d4 vampire spawn or 1d4 oni 
  99 
  1 mage with 1 shield guardian 
  00 
  1 rakshasa or 1 vampire 
  Urban Encounters (Levels 11–16) 
  d100 
  Encounter 
  01 
  1 mimic 
  02–05 1 bandit captain with 5d10 bandits, all on riding horses 
  06–10 1d10 knights on warhorses (one knight is a doppelganger) 
  11–13 1d8 succubi or 1d8 incubi 
  14–16 3d6 cult fanatics 
  
   
   
  d100 
  Encounter 
  17–19 1d10 wights 
  20–22 3d6 wererats 
  23–25 A distant boom followed by a plume of smoke rising from the other side of the 
  community 
  26–28 1d8 + 1 ghosts 
  29–31 2d10 gargoyles 
  32–34 1d6 + 2 water weirds 
  35–37 1d4 + 4 will-o'-wisps 
  38–40 Street performers putting on a puppet show, involving two puppets beating each other 
  with sticks to the amusement of the gathered crowd 
  41–43 2d4 couatls 
  44–46 2d8 ghasts 
  47–51 1d8 + 1 veterans 
  52–55 3d4 priests 
  56–58 2d4 cambions 
  59–61 1d10 revenants 
  62–65 2d4 phase spiders 
  66–69 A scruffy commoner that ducks into an alley to make a purchase from a suspicious-
  looking figure 
  70–72 1d8 invisible stalkers 
  73–75 1d8 + 1 gladiators 
  76–80 Two farmers trading blows over the price of potatoes (50% chance for one farmer to be 
  a retired assassin) 
  81–82 1d4 young silver dragons 
  83–84 1d4 assassins 
  85–86 1d8 oni 
  87–88 1d4 mages with 1d4 shield guardians 
  89–90 1d10 vampire spawn 
  91–92 1 adult silver dragon 
  93–94 1d4 gray slaadi 
  95–96 1 spellcaster vampire or 1 warrior vampire 
  97 
  1 archmage speeding down the street on a riding horse, blasting 1d4 guards with 
  spells 
  98 
  1 rakshasa 
  99 
  1 vampire 
  00 
  1 ancient silver dragon 
  
   
   
  Urban Encounters (Levels 17–20) 
  d100 
  Encounter 
  01–05 1d10 invisible stalkers 
  06–10 1d10 revenants 
  11–14 1d6 + 2 gladiators 
  15–18 2d4 cambions 
  19–22 2d6 succubi or 2d6 incubi 
  23–25 A witch (archmage) who zooms overhead on a broom of flying 
  26–30 1d4 gray slaadi 
  31–35 2d8 couatls 
  36–40 A distraught parent who rushes up to people, begging for help for a child who fell into 
  the sewer 
  41–45 1d3 young silver dragons 
  46–50 3d6 ghosts 
  51–55 1 adult silver dragon 
  56–60 1d4 mages with 1d4 shield guardians 
  61–65 An aggressive merchant who hawks wares to passersby, claiming to be the purveyor 
  of the finest silks in all the land 
  66–70 1 ancient silver dragon 
  71–75 3d6 vampire spawn 
  76–80 A patrol of 2d10 guards marching up the street, searching for someone or something 
  81–85 1d10 assassins 
  86–90 1d4 + 1 gray slaadi 
  91–93 1d10 oni 
  94–96 1 spellcaster vampire or 1 warrior vampire 
  97 
  1d4 archmages 
  98 
  1d3 rakshasas 
  99 
  1d4 vampires 
  00 
  1 tarrasque 
  
   
   
    
  Traps Revisited 
  The rules for traps in the Dungeon Master’s Guide provide the basic information you need to 
  manage traps at the game table. The material here takes a different, more elaborate approach — 
  describing traps in terms of their game mechanics and offering guidance on creating traps of 
  your own using these new rules. 
  Rather than characterize traps as mechanical or magical, these rules separate traps into two other 
  categories: simple and complex. 
  Simple Traps 
  A simple trap activates and is thereafter harmless or easily avoided. A hidden pit dug at the 
  entrance of a goblin lair, a poison needle that pops from a lock, and a crossbow rigged to fire 
  when an intruder steps on a pressure plate are all simple traps. 
  Elements of a Simple Trap 
  The description of a simple trap begins with a line that gives the trap’s level and the severity of 
  the threat it poses. Following a general note on what the trap looks like and how it functions are 
  three paragraphs that tell how the trap works in the game. 
  
   
   
  Level and Threat. A trap’s level is actually a range of levels, equivalent to one of the tiers of play 
  (levels 1–4, 5–10, 11–16, and 17–20), indicating the appropriate time to use the trap in your 
  campaign. Additionally, each trap poses either a moderate, dangerous, or deadly threat, based on 
  its particular details. 
  Trigger. A simple trap activates when an event occurs that triggers it. This entry in a trap’s 
  description gives the location of the trigger and the activity that causes the trap to activate. 
  Effect. A trap’s effect occurs after it activates. The trap might fire a dart, unleash a cloud of 
  poison gas, cause a hidden enclosure to open, and so on. This entry specifies what the trap 
  targets, its attack bonus or saving throw DC, and what happens on a hit or a failed saving throw. 
  Countermeasures. Traps can be detected or defeated in a variety of ways by using ability checks 
  or magic. This entry in a trap’s description gives the means for counteracting the trap. It also 
  specifies what happens, if anything, on a failed attempt to disable it. 
   
  MAKING TRAPS MEANINGFUL 
  If you want to improve the chance that the characters will come up against the traps you’ve set 
  for them in an encounter or an adventure, it can be tempting to use a large number of traps. 
  Doing so ensures that the characters will have to deal with at least one or two of them, but it’s 
  better to fight that urge.  
  
   
   
  If your encounters or adventures are sown with too many traps, and if the characters are 
  victimized over and over again as a result, they are likely to take steps to prevent further bad 
  things from happening. Because of their recent experience, the characters can become overly 
  cautious, and you run the risk of the action grinding to a halt as the players search every square 
  inch of the dungeon for trip wires and pressure plates.  
  Traps are most effective when their presence comes as a surprise, not when they appear so often 
  that the characters spend all their effort watching out for the next one. 
  Running a Simple Trap 
  To prepare for using a simple trap in play, start by making note of the characters’ passive 
  Wisdom (Perception) scores. Most traps allow Wisdom (Perception) checks to detect their 
  triggers or other elements that can tip off their presence. If you stop to ask players for this 
  information, they might suspect a hidden danger. 
  When a trap is triggered, apply its effects as specified in its description. 
  If the characters discover a trap, be open to adjudicating their ideas for defeating it. The trap’s 
  description is a starting point for countermeasures, rather than a complete definition. 
  To make it easier for you to describe what happens next, the players should be specific about 
  how they want to defeat the trap. Simply stating the desire to make a check isn’t helpful for you. 
  Ask the players where their characters are positioned and what they intend to do to defeat the 
  trap. 
  Example Simple Traps 
  The following simple traps can be used to populate your adventures or as models for your own 
  creations. 
  
   
   
   
  Bear Trap 
  Simple trap (level 1–4, dangerous threat) 
  A bear trap resembles a set of iron jaws that springs shut when stepped on, clamping down on a 
  creature’s leg. The trap is spiked in the ground, leaving the victim immobilized. 
  Trigger. A creature that steps on the bear trap triggers it. 
  Effect. The trap makes an attack against the triggering creature. The attack has a +8 attack bonus 
  and deals 5 (1d10) piercing damage on a hit. This attack can’t gain advantage or disadvantage. A 
  creature hit by the trap has its speed reduced to 0. It can’t move until it breaks free of the trap, 
  which requires a successful DC 15 Strength check by the creature or another creature adjacent to 
  the trap. 
  Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful 
  DC 10 Dexterity check using thieves’ tools disables it. 
  Crossbow Trap 
  Simple trap (level 1–4, dangerous threat) 
  The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their 
  lairs. It consists of a trip wire strung across a hallway and connected to a pair of hidden heavy 
  
   
   
  crossbows. The crossbows are aimed to fire down the hallway at anyone who disturbs the trip 
  wire. 
  Trigger. A creature that walks through the trip wire triggers the trap. 
  Effect. The trap makes two attacks against the triggering creature. Each attack has a +8 attack 
  bonus and deals 5 (1d10) piercing damage on a hit. This attack can’t gain advantage or 
  disadvantage. 
  Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire. A 
  successful DC 15 Dexterity check using thieves’ tools disables the trip wire, and a check with a 
  total of 5 or lower triggers the trap. 
  Falling Portcullis 
  Simple trap (level 1–4, moderate threat) 
  Some folk who build dungeons, such as mad wizards in search of new victims, have no intention 
  of allowing their visitors to make an easy escape. A falling portcullis trap can be especially 
  devious if it causes a portcullis to drop some distance away from the pressure plate that activates 
  the trap. Although the trap is deep in the dungeon, the portcullis closes off the dungeon entrance, 
  which is hundreds of feet away, meaning that adventurers don’t know they are trapped until they 
  decide to head for the exit. 
  Trigger. A creature that steps on the pressure plate triggers the trap. 
  Effect. An iron portcullis drops from the ceiling, blocking an exit or a passageway. 
  Countermeasures. A successful DC 20 Wisdom (Perception) check reveals the pressure plate. A 
  successful DC 20 Dexterity check using thieves’ tools disables it, and a check with a total of 5 or 
  lower triggers the trap. 
  Fiery Blast 
  Simple trap (level 5–10, dangerous threat) 
  The temple of Pyremius, a god of fire, is threatened by thieves who seek to steal the fire opals 
  displayed there by the priests in tribute to their god. A mosaic on the floor of the entryway to the 
  inner sanctum delivers a fiery rebuke to intruders. 
  Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear 
  holy symbols of Pyremius don’t trigger this trap. 
  Effect. A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each 
  creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a 
  failed save, or half as much damage on a successful one. 
  
   
   
  Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the presence of ash 
  and faint burn marks in the area affected by this trap. A successful DC 15 Intelligence (Religion) 
  check enables a creature to destroy the trap by defacing a key rune on the perimeter of the 
  mosaic that is within reach; failing this check causes the trap to activate. A successful dispel 
  magic (DC 15) cast on the runes destroys the trap. 
  Net Trap 
  Simple trap (level 1–4, dangerous threat) 
  Goblins, with their propensity to enslave their enemies, prefer traps that leave intruders intact so 
  the victims can be put to work in the mines or elsewhere. 
  Trigger. A trip wire strung across a hallway is rigged to a large net. If the trip wire is broken, the 
  net falls on intruders. An iron bell is also rigged to the trip wire. It rings when the trap activates, 
  alerting nearby guards. 
  Effect. A net covering a 10-foot-by-10-foot area centered on the trip wire falls to the floor as a 
  bell rings. Any creature fully within this area must succeed on a DC 15 Dexterity saving throw or 
  be restrained. A creature can use its action to make a DC 10 Strength check to try to free itself or 
  another creature in the net. Dealing 5 slashing damage to the net (AC 10, 20 hp) also frees a 
  creature without harming the creature. 
  Countermeasures. A successful DC 15 Wisdom (Perception) check reveals the trip wire and the 
  net. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire without 
  causing the net to drop or the bell to ring; failing the check causes the trap to activate. 
  
   
   
  Pit Trap 
   
  Simple trap (level 1–4, moderate threat) 
  The simplest of pit traps consists of a 10-foot-deep hole in the floor, concealed by tattered canvas 
  that’s covered with leaves and dirt to look like solid ground. This type of trap is useful for 
  blocking off the entrance to a monster lair, and usually has narrow ledges along its sides to allow 
  for movement around it. 
  Trigger. Anyone who steps on the canvas might fall into the pit. 
  Effect. The triggering creature must make a DC 10 Dexterity saving throw. On a successful save, 
  the creature catches itself on the pit’s edge or instinctively steps back. On a failed save, the 
  creature falls into the pit and takes 3 (1d6) bludgeoning damage from the fall. 
  Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the presence of the 
  canvas and the 1-foot-wide ledge around the edges of the pit where it is safe to travel. 
  Pit traps are hilarious! 
  Because when one of you walking 
  things steps on one, you fall down! 
  And you get hurt! That’s the best part. 
  
   
   
  Poison Needle 
  Simple trap (level 1–4, deadly threat) 
  A tiny, poisoned needle hidden in a lock is a good way to discourage thieves from plundering a 
  hoard. Such a trap is usually put in a chest or in the door to a treasure chamber. 
  Trigger. Anyone attempting to pick or open the lock triggers the trap. 
  Effect. The triggering creature must make a DC 20 Constitution saving throw. On a failed save, 
  the creature takes 14 (4d6) poison damage and is poisoned for 10 minutes. While poisoned in 
  this way, the creature is paralyzed. On a successful save, the creature takes half as much damage 
  and isn’t poisoned. 
  Countermeasures. A successful DC 20 Wisdom (Perception) check reveals the needle, but only if 
  a character inspects the lock. A successful DC 20 Dexterity check using thieves’ tools disables 
  the needle, and a check with a total of 10 or lower triggers the trap. 
  Scything Blade 
  Simple trap (level 5–10, dangerous threat) 
  This trap uses moving blades that sweep down through a chamber, threatening anyone nearby. 
  Typically, a scything blade trap is activated by manipulating a lever or some other simple device. 
  Kobolds especially like this kind of trap, since it can take down bigger creatures. 
  Trigger. When the lever is pulled, the trap activates. 
  Effect. Each Medium or larger creature in a 5-foot-wide, 20-foot-long area must make a DC 15 
  Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much 
  damage on a successful one. 
  Countermeasures. The lever isn’t hidden. A successful DC 15 Wisdom (Perception) check 
  involving the surfaces in the trap’s area of effect reveals scrape marks and bloodstains on the 
  walls and floor. A successful DC 15 Dexterity check using thieves’ tools disables the lever. 
  Sleep of Ages 
  Simple trap (level 11–16, deadly threat) 
  When a sleep of ages trap activates, a pressure plate unleashes a spell that threatens to send 
  intruders into a deep slumber. The dungeon’s guardians can then more easily dispose of the 
  sleepers. 
  Trigger. Stepping on the pressure plate triggers this trap. 
  
   
   
  Effect. When activated, this trap casts a sleep spell centered on the pressure plate, using a 9th-
  level spell slot. 
  Countermeasures. A successful DC 20 Wisdom (Perception) check reveals the pressure plate. A 
  successful DC 20 Intelligence (Arcana) check made within 5 feet of the pressure plate disables 
  the trap, and a check with a total of 10 or lower triggers it. A successful dispel magic (DC 19) 
  cast on the pressure plate destroys the trap. 
  Designing Simple Traps 
  You can create your own simple traps by using the following guidelines. You can also adapt the 
  example traps for different levels and severity of threat by modifying their DCs and damage 
  values as shown below. 
  Purpose 
  Before diving into the details of your trap, think about its reason for being. Why would someone 
  build such a trap? What is its purpose? Consider the trap’s creator (in the adventure), the 
  creator’s purpose, and the location the trap protects. Traps have context in the world — they 
  aren’t created for no reason — and that context drives the trap’s nature and effects. 
  Described below are a few of the general purposes a trap might have. Use them to inspire the 
  creation of your own traps. 
  Alarm. An alarm trap is designed to alert an area’s occupants of intruders. It might cause a bell 
  or a gong to sound. This type of trap rarely involves a saving throw, because the alarm can’t be 
  avoided when the trap goes off. 
  Delay. Some traps are designed to slow down enemies, giving a dungeon’s inhabitants time to 
  mount a defense or flee. The hidden pit is a classic example of this kind of trap. A 10-foot-deep 
  pit usually deals little damage and is easy to escape, but it serves its purpose by impeding 
  intruders. Other examples of delaying traps include collapsing walls, a portcullis that drops from 
  the ceiling, and a locking mechanism that shuts and bars a door. If a delaying trap has moving 
  parts that directly threaten characters when they operate, the characters are usually required to 
  make Dexterity saving throws to avoid harm. 
  Restrain. A restraining trap tries to keep its victims in place, leaving them unable to move. Such 
  traps are often employed in conjunction with regular guard patrols, so that victims are 
  periodically extricated and taken away to be dealt with. But in an ancient dungeon, the guards 
  might be long gone. 
  Restraining traps usually require a successful Strength saving throw to be avoided, but some 
  don’t allow saving throws. In addition to dealing damage, a restraining trap also renders a 
  creature unable to move. Making a subsequent successful Strength check (using the trap’s saving 
  throw DC) or dealing damage against the trap can break it and free the captive. Examples include 
  a bear trap, a cage that drops from a ceiling, and a device that flings a net. 
  
   
   
  Slay. Some traps are designed to eliminate intruders, plain and simple. Their effects include 
  poisoned needles that spring out when a lock is tampered with, blasts of fire that fill a room, 
  poison gas, and other lethal measures. Saving throws — usually Dexterity or Constitution — 
  allow creatures to avoid or mitigate the trap’s effects. 
  Level and Lethality 
  Before creating a trap’s effects, think about its level and its lethality. 
  Traps are divided into four level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for 
  a trap gives you a starting point for determining its potency. 
  To further delineate the trap’s strength, decide whether it is a moderate, dangerous, or deadly 
  threat to characters in its level range. A moderate trap is unlikely to kill a character. A dangerous 
  trap typically deals enough damage that a character hit by one is eager for healing. A deadly trap 
  might reduce a creature to 0 hit points in one shot, and leaves most creatures hit by it in need of a 
  short or long rest. 
  Consult the following tables when determining a trap’s effects. The Trap Save DCs and Attack 
  Bonuses table provides guidelines for a trap’s saving throw DC, check DC, and attack bonus. 
  The check DC is the default for any check used to interact with the trap. 
  The Damage Severity by Level table lists the typical damage a trap deals at certain character 
  levels. The damage values given assume that the trap damages one creature. Use d6s for damage 
  in place of d10s for traps that can affect more than one creature at a time. 
  The Spell Equivalent by Level table shows the spell slot level that is appropriate for a given 
  character level and the severity of danger posed by the trap. A spell is a great foundation to use 
  as the design of a trap, whether the trap duplicates the spell (a mirror that casts charm person on 
  whoever looks into it) or uses its effects (an alchemical device that explodes like a fireball). 
  The Deadly entry for characters of 17th level or higher suggests combining a 9th-level and a 5th-
  level spell into one effect. In this case, pick two spells, or combine the effects of a spell cast 
  using a 9th-level and a 5th-level slot. For instance, a fireball spell of this sort would deal 24d6 
  fire damage on a failed saving throw. 
  Trap Save DCs and Attack Bonuses 
  Trap Danger Save/Check DC Attack Bonus 
  Moderate 
  10 
  +5 
  Dangerous 
  15 
  +8 
  Deadly 
  20 
  +12 
  Damage Severity by Level 
  Character Level Moderate Dangerous 
  Deadly 
  
   
   
  Character Level Moderate Dangerous 
  Deadly 
  1–4 
  5 (1d10) 
  11 (2d10) 
  22 (4d10) 
  5–10 
  11 (2d10) 22 (4d10) 
  55 (10d10) 
  11–16 
  22 (4d10) 55 (10d10) 99 (18d10) 
  17–20 
  55 (10d10) 99 (18d10) 132 (24d10) 
  Spell Equivalent by Level 
  Character Level Moderate Dangerous Deadly 
  1–4 
  Cantrip 
  1st 
  2nd 
  5–10 
  1st 
  3rd 
  6th 
  11–16 
  3rd 
  6th 
  9th 
  17–20 
  6th 
  9th 
  9th + 5th 
  Triggers 
  A trigger is the circumstance that needs to take place to activate the trap. 
  Decide what causes the trap to activate and determine how the characters can find the trigger. 
  Here are some example triggers: 
   
  A pressure plate that, when it is stepped on, activates the trap 
   
  A trip wire that springs a trap when it is broken, usually when someone walks through it 
   
  A doorknob that activates a trap when it is turned the wrong way 
   
  A door or chest that triggers a trap when it is opened 
  A trigger usually needs to be hidden to be effective. Otherwise, avoiding the trap is usually easy. 
  A trigger requires a Wisdom (Perception) check if simply spotting it reveals its nature. The 
  characters can foil a pit trap hidden by a leaf-covered net if they spot the pit through a gap in the 
  leaves. A trip wire is foiled if it is spotted, as is a pressure plate. 
  Other traps require careful inspection and deduction to notice. A doorknob opens a door when 
  turned to the left, but activates a trap when turned to the right. Such a subtle trap requires a 
  successful Intelligence (Investigation) check to notice. The trigger is obvious. Understanding its 
  nature is not. 
  The DC of the check, regardless of its type, depends on the skill and care taken to conceal the 
  trap. Most traps can be detected with a successful DC 20 check, but a crudely made or hastily 
  built trap has a DC of 15. Exceptionally devious traps might have a DC of 25. 
  You must then put some thought into what the characters learn with a successful check. In most 
  cases, the check reveals the trap. In other cases, it uncovers clues, but foiling the trap still 
  
   
   
  requires some deduction. The characters might succeed on the check but still trigger the trap if 
  they don’t understand what they have learned. 
  Effects 
  Designing a trap’s effects is a straightforward process. The tables for saving throw DCs, attack 
  bonuses, damage, and the like give you a starting point for most simple traps that deal damage. 
  For traps with more complex effects, your best starting point is to use the Spell Equivalent by 
  Level table to find the best match for your trap’s intended effect. Spells are a good starting point 
  because they are compact pieces of game design that deliver specific effects. 
  If you are using a spell as a starting point, check to see if you need to tweak its effects to fit the 
  trap’s nature. For instance, you can easily change the damage type a spell delivers or the saving 
  throw it requires. 
  Disarming a Simple Trap 
  Only one successful ability check is required to disarm a simple trap. Imagine how your trap 
  operates, and then think about how the characters could overcome it. More than one kind of 
  ability check might be possible. Some traps are so poorly concealed that they can be discovered 
  or circumvented without active effort. For instance, a hidden pit trap is effectively disarmed as 
  soon as the characters notice it. After that, they can simply walk around it, or they can climb 
  down one side, walk across the bottom of the pit, and climb up the other side. 
  Once you determine how a trap can be disarmed or avoided, decide the appropriate ability and 
  skill combinations that characters can use. A Dexterity check using thieves’ tools, a Strength 
  (Athletics) check, and an Intelligence (Arcana) check are all commonly used for this purpose. 
  A Dexterity check using thieves’ tools can apply to any trap that has a mechanical element. 
  Thieves’ tools can be used to disable a trip wire or a pressure plate, disassemble a poison needle 
  mechanism, or clog a valve that leaks poisonous gas into a room. 
  A Strength check is often the method for thwarting traps that can be destroyed or prevented from 
  operating through the use of brute force. A scything blade can be broken, a sliding block can be 
  held in place, or a net can be torn apart. 
  A magic trap can be disabled by someone who can undermine the magic used to power it. 
  Typically, a successful Intelligence (Arcana) check enables a character to figure out how a magic 
  trap functions and how to negate its effect. For instance, the character could discover that a statue 
  that belches a jet of magical flame can be disabled by shattering one of its glass eyes. 
  Once you know what kind of check is called for, you then determine what happens on a failed 
  attempt to disable the trap. Depending on the kind of check involved and the nature of the trap, 
  you might determine that any failed check has negative consequences — usually involving the 
  triggering of the trap. At other times, you could assign a number that the check must exceed to 
  
   
   
  prevent the trap from going off. If the total of the check is equal to or lower than that number, the 
  trap activates. 
  Placing a Simple Trap 
  Context and environment are critical when it comes to properly locating a trap. A swinging log 
  trap that’s meant to knock characters aside is a mere inconvenience on a typical forest path, 
  where it can be easily circumvented. But it’s a potentially deadly hazard on a narrow trail that 
  hugs the side of a towering cliff face. 
  Choke points and narrow passages that lead to important places in a dungeon are good spots for 
  traps, especially those that serve as alarms or restraints. The goal is to foil or delay intruders 
  before they can reach a critical location, giving the dungeon’s denizens a chance to mount a 
  defense or a counterattack. 
  A treasure chest, a door leading to a vault, or any other obstacle or container that bars the way to 
  a valuable treasure is the ideal location for a slaying trap. In such instances, the trap is the last 
  line of defense against a thief or intruder. 
  Alarm traps, since they pose no direct physical threat, are appropriate for areas that are also used 
  by a dungeon’s denizens — assuming the residents know about the trap and how to avoid setting 
  it off. Accidents can happen, but if a goblin stumbles inside its den and activates an alarm trap, 
  there’s no real harm done. The alarm sounds, the guards arrive, they punish the clumsy goblin, 
  and they reset the trap. 
  Complex Traps 
  A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains 
  dangerous round after round until the characters avoid it or disable it. Some complex traps 
  become more dangerous over time, as they accumulate power or gain speed. 
  Complex traps are also more difficult to disable than simple ones. A single check is not enough. 
  Instead, a series of checks is required to slowly disengage the trap’s components. The trap’s 
  effect degrades with each successful check until the characters finally deactivate it. 
  Most complex traps are designed so that they can be disarmed only by someone who is exposed 
  to the trap’s effect. For example, the mechanism that controls a hallway filled with scything 
  blades is on the opposite end from the entrance, or a statue that bathes an area in necrotic energy 
  can be disabled only by someone standing in the affected area. 
  Describing a Complex Trap 
  A complex trap has all the elements of a simple trap, plus special characteristics that make the 
  trap a more dynamic threat. 
  
   
   
  Level and Threat. A complex trap uses the same level and severity designations that a simple 
  trap does. 
  Trigger. Just like a simple trap, a complex trap has a trigger. Some complex traps have multiple 
  triggers. 
   
  Initiative. A complex trap takes turns as a creature does, because it functions over a period of 
  time. This part of a trap’s description tells whether the trap is slow (acts on initiative count 10), 
  fast (acts on initiative count 20), or very fast (acts on initiative count 20 and also initiative count 
  10). A trap always acts after creatures that have the same initiative count. 
  Active Elements. On a trap’s turn, it produces specific effects that are detailed in this part of its 
  description. The trap might have multiple active elements, a table you roll on to determine its 
  effect at random, or options for you to choose from. 
  
   
   
  Dynamic Elements. A dynamic element is a threat that arises or evolves while the trap functions. 
  Usually, changes involving dramatic elements take effect at the end of each of the trap’s turns or 
  in response to the characters’ actions. 
  Constant Elements. A complex trap poses a threat even when it is not taking its turn. The 
  constant elements describe how these parts of the trap function. Most make an attack or force a 
  saving throw against any creature that ends its turn within a certain area. 
  Countermeasures. A trap can be defeated in a variety of ways. A trap’s description details the 
  checks or spells that can detect or disable it. It also specifies what happens, if anything, on a 
  failed attempt to disable it. 
  Disabling a complex trap is like disarming a simple trap, except that a complex trap requires 
  more checks. It typically takes three successful checks to disable one of a complex trap’s 
  elements. Many of these traps have multiple elements, requiring a lot of work to shut down every 
  part of the trap. Usually, a successful check reduces a trap element’s effectiveness even if it 
  doesn’t disable the trap. 
  Running a Complex Trap 
  A complex trap functions in play much like a legendary monster. When it is activated, the trap’s 
  active elements act according to its initiative. On each of its initiative counts, after all creatures 
  with that same initiative count have acted, the trap’s features activate. Apply the effects detailed 
  in the trap’s description. 
  After resolving the effects of the trap’s active elements, check its dynamic elements to see if 
  anything changes about the trap. Many complex traps have effects that vary during an encounter. 
  A magical aura might do more damage the longer it is active, or a swinging blade might change 
  which area of a chamber it attacks. 
  The trap’s constant elements allow it to have effects when it isn’t the trap’s turn. At the end of 
  each creature’s turn, look at the trap’s constant elements to see if any of their effects are 
  triggered. 
  Experience for Complex Traps 
  Overcoming a complex trap merits an experience point award, depending on the danger it poses. 
  Judging whether a party has overcome a trap requires some amount of adjudication. As a rule of 
  thumb, if the characters disable a complex trap or are exposed to its effects and survive, award 
  them experience points for the effort according to the table below. 
  Complex Trap Experience Awards 
  Trap Level Experience Points 
  1–4 
  650 
  5–10 
  3,850 
  
   
   
  Trap Level Experience Points 
  11–16 
  11,100 
  17–20 
  21,500 
  Example Complex Traps 
  The following complex traps can be used to challenge characters or to inspire your own 
  creations. 
  Path of Blades 
  Complex trap (level 1–4, dangerous threat) 
  Hidden within a buried pyramid that marks the location of the Lost City of Cynidicea is the tomb 
  of King Alexander and Queen Zenobia. The entrance to their tomb is a long hallway riddled with 
  traps, accessible only by cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet 
  long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain 
  until the 130-foot mark. 
  Trigger. This trap activates as soon as a non-undead creature enters the hallway, and it remains 
  active while any non-undead creature is within the hall. 
  Initiative. The trap acts on initiative count 20 and initiative count 10. 
  Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of 
  the trap, crushing pillars that slam down from the ceiling to the floor before rising back up to the 
  ceiling in the next 50 feet, and a rune of fear in its final 30 feet. 
  Whirling Blades (Initiative 20). The blades attack each creature in the first 80 feet of the hallway, 
  with a +5 bonus to the attack roll and dealing 11 (2d10) slashing damage on a hit. 
  Crushing Pillars (Initiative 10). Each creature in the 50-foot-long area beyond the first 80 feet of 
  the hallway must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 11 
  (2d10) bludgeoning damage and is knocked prone. On a successful save, the creature takes half 
  as much damage and isn’t knocked prone. 
  Rune of Fear (Initiative 10). Each creature in the 30-foot-long area beyond the Crushing Pillars 
  must make a DC 15 Wisdom saving throw. On a failed saving throw, the creature becomes 
  frightened by the rune, and it must immediately use its reaction to move its speed in the direction 
  of the pillars. The frightened creature can’t move closer to the far end of the hallway until it uses 
  its action to make a DC 15 Wisdom saving throw, which ends the frightened condition on itself 
  on a success. 
  Dynamic Elements. The blades and the rune become more dangerous the longer the trap remains 
  active. 
  
   
   
  Blades Accelerate. The blades move with increasing speed, slowing only when they hit a target. 
  Each time the blades miss with an attack, their next attack becomes harder to avoid. After each 
  miss, the blades’ attack bonus increases by 2, and their damage increases by 3 (1d6). These 
  benefits apply until the blades hit a target, after which the values return to normal. 
  Rune’s Defense. Tampering with the Rune of Fear increases the trap’s power. Each successful 
  check on an attempt to disable the rune increases the damage of the blades and the crushing 
  pillars by 5 (1d10) and increases the rune’s saving throw DC by 1. 
  Constant Elements. The Whirling Blades and the Rune of Fear affect each creature that ends its 
  turn in an area affected by these elements. 
  Whirling Blades. Any creature that ends its turn in the blades’ area is targeted by an attack: +5 
  attack bonus; 5 (1d10) slashing damage on a hit. 
  Rune of Fear. Any creature that ends its turn within 30 feet of the far end of the corridor must 
  make a saving throw against the Rune of Fear effect. 
  Countermeasures. Each of the trap’s active elements can be thwarted by particular 
  countermeasures. 
  Whirling Blades. Characters can smash the blades, damage their components, or discern how to 
  avoid them. The blades are disabled if their attack bonus is reduced to −8. Ways to reduce it are 
  described below. 
  Intelligence (Investigation), DC 15. As an action, a creature that can see the blades can attempt 
  an Intelligence (Investigation) check. A successful check means that the character has learned 
  how to anticipate the blades’ movement, imposing disadvantage on the blades’ attacks against 
  the creature while it isn’t incapacitated. 
  Attack. A creature in the area can ready an attack to strike at one of the blades as it goes by. The 
  blade gains advantage on its attack against the creature. The creature then attacks. Each blade has 
  AC 15 and 15 hit points. Destroying a blade reduces the Whirling Blades attack bonus by 2. 
  Dexterity check using thieves’ tools, DC 15. Creatures can use thieves’ tools in the area attacked 
  by the blades to foil their mechanism. A successful check reduces the Whirling Blades attack 
  bonus by 2. 
  Crushing Pillars. The pillars are not susceptible to countermeasures. 
  Rune of Fear. The rune can be disabled with three successful DC 15 Intelligence (Arcana) 
  checks. Each check requires an action. A creature must be at the end of the hallway to attempt 
  the check, and only one creature can work on this task at once. Once a creature attempts a check 
  for this purpose, no other character can do so until the end of that creature’s next turn. 
  Alternatively, the rune can be disabled with three successful castings of dispel magic (DC 13) 
  targeting the rune. 
  
   
   
  Sphere of Crushing Doom 
  Complex trap (level 5–10, deadly threat) 
  The court jester devised a deadly trap to foil anyone who sought to steal his magic fool’s cap. 
  The jester’s tomb is located at the end of a 10-foot-wide, 150-foot-long hallway that descends 
  sharply from north to south. The entrance to the tomb is a door on the eastern wall at the bottom 
  of the slope, at the south end of the hall. 
  Trigger. This trap activates as soon as the door leading to the jester’s coffin is opened. A magic 
  portal opens at the northern end of the hallway and disgorges an enormous steel sphere, which 
  hurtles down the slope. When it reaches the bottom of the slope, a second portal briefly appears 
  and teleports the sphere back to the top of the slope to begin the process again. 
  Initiative. The trap acts on initiative count 10 (but see the dynamic element below). 
  Active Element. Although the trap is complex in nature, it has a single active element. That’s all 
  it needs. 
  Sphere of Crushing Doom (Initiative 10). The trap’s active element is a sphere of steel that 
  almost fills the 10-foot width of the hallway and rolls to the bottom of the slope on its turn. Each 
  creature in the sphere’s path must make a DC 20 Strength saving throw. On a failed save, a 
  creature takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a 
  creature takes half as much damage and isn’t knocked prone. Objects that block the sphere, such 
  as a conjured wall, take maximum damage from the impact. 
  Dynamic Element. The longer it rolls, the more lethal the sphere becomes. 
  Speed Kills. After its turn, the sphere gains speed, represented by its damage increasing by 11 
  (2d10). While its damage is 55 (10d10) or greater, it acts on initiative count 20 and 10. 
  Countermeasures. The trap can be neutralized either by stopping the sphere or preventing it from 
  teleporting. 
  Stop the Sphere. Stopping the sphere is the easiest way to disrupt the trap. A wall of force can do 
  so easily, as can any object placed in its path that has enough hit points to absorb damage from 
  the sphere without being destroyed. 
  Disrupt the Portals. Either portal can be neutralized with three successful DC 20 Intelligence 
  (Arcana) checks, but the process of analyzing a portal to disrupt it takes time. Faint runes in the 
  ceiling and floor at both ends of the hallway are involved in the functioning of the portals. A 
  creature must first use an action to examine a set of runes, then use a subsequent action to 
  attempt to vandalize the runes. Each successful check reduces the sphere’s damage by 11 (2d10), 
  as the disrupted sphere loses speed moving through the failing portal. 
  
   
   
  Alternatively, a set of runes can be disabled with three successful castings of dispel magic (DC 
  19) targeting any of the runes in the set. 
  If the southern portal is destroyed, the sphere slams into the south wall and comes to a halt. It 
  blocks the door to the tomb, but the characters can escape. 
  Poisoned Tempest 
  Complex trap (level 11–16, deadly threat) 
  This fiendish trap was built to eliminate intruders who infiltrate a yuan-ti temple. The trap is a 
  room, 60 feet on a side, with 5-foot-wide stone doors in the middle of each wall. In each corner 
  of the room stands a 10-foot-tall statue of a great serpent, coiled and ready to strike. The eyes in 
  each statue are rubies worth 200 gp apiece. 
  Trigger. This trap activates when a ruby is pried from one of the statues. Each statue’s mouth 
  slides open, revealing a 1-foot-wide pipe that runs down its throat. 
  Initiative. The trap acts on initiative count 20 and initiative count 10. 
  Active Elements. The trap fills the room with poison and other deadly effects. 
  Locked Doors (Initiative 20). The four doors to this room slam shut and are locked in place by 
  magic. This effect activates only once, the first time the trap is triggered. 
  Poison Gas (Initiative 20). Poison gas floods the room. Each creature inside must make a DC 20 
  Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much 
  damage on a successful one. 
  Tempest (Initiative 10). Air and gas boils from the trap. Roll a d6, and consult the following 
  table. 
  Tempest Effects 
  d6 
  Effect 
  1 Hallucinatory gas scrambles the mind and senses. All Intelligence and Wisdom checks made 
  in the room have disadvantage until the Tempest element activates again. 
  2 
  Explosive gas fills the area. If anyone holds an open flame, it causes an explosion. All 
  creatures in the area must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire 
  damage on a failed save, or half as much damage on a successful one. The flame is then 
  extinguished. 
  3 Weakening gas fills the room. All Strength and Dexterity checks made in the room have 
  disadvantage until the Tempest element activates again. 
  4 Buffeting winds force each creature in the room to succeed on a DC 20 Strength saving 
  throw or be knocked prone. 
  
   
   
  d6 
  Effect 
  5 Smoke fills the room. Visibility is reduced to 1 foot until the next time the Tempest element 
  activates. 
  6 Poison floods the room, forcing creatures to make saving throws as for the Poison Gas 
  element. 
  Dynamic Element. The longer the poison gas remains in the room, the more lethal it becomes. 
  Increased Potency. The damage from the Poison Gas element increases by 11 (2d10) each round 
  after it activates, to a maximum of 55 (10d10). 
  Countermeasures. There are a few ways that the trap can be overcome. 
  Open the Doors. Opening the doors is the quickest way to circumvent the trap, but they are 
  warded with magic. To open the doors, a character must first succeed on a DC 20 Wisdom 
  (Perception) check to find the locking mechanism. A successful DC 20 Intelligence (Arcana) 
  check is then required to disable the sphere of force that surrounds the lock (dispel magic is 
  ineffective against it). Success on a DC 20 Dexterity check using thieves’ tools picks the lock. 
  Finally, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each 
  check requires an action. 
  Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth. Heavily 
  damaging a statue is a bad idea, for doing so leaves the gas vents open. Reducing a statue to 0 hit 
  points (AC 17; 20 hp; resistance to fire, piercing, and slashing damage; immune to poison and 
  psychic damage) or making a successful DC 20 Strength check to break it cracks the statue and 
  increases the Poison Gas damage by 5 (1d10). A successful DC 20 Dexterity check using 
  thieves’ tools, or a successful DC 15 Strength check made to block up the statue with a cloak or 
  similar object, decreases the poison damage by 5 (1d10). Once a character succeeds on the 
  check, someone must remain next to the statue to keep it blocked up. When all four statues are 
  blocked in this manner, the trap deactivates. 
  Designing Complex Traps 
  Creating a complex trap takes more work than building a simple one, but with some practice, you 
  can learn the process and make it move quickly. 
  Familiarize yourself with the advice on designing a simple trap before proceeding with the 
  guidelines on complex traps. 
  Purpose 
  Complex traps are typically designed to protect an area by killing or disabling intruders. It is 
  worth your time to consider who made the trap, the trap’s purpose, and its desired result. Does 
  the trap protect a treasure? Does it target only certain kinds of intruders? 
  
   
   
  Level and Lethality 
  Complex traps use the same level designations and lethality descriptors that simple traps do. 
  Refer to that section for a discussion of how level and lethality help determine saving throw and 
  check DCs, attack bonuses, and other numerical elements of a complex trap. 
  Map 
  A complex trap has multiple parts, typically relies on the characters’ positions to resolve some of 
  its effects, and can bring several effects to bear in each round. The traps are called complex for a 
  reason! To begin the design process, consider drawing a map of the area to be affected by the 
  trap on graph paper, using a scale of 5 feet per square. This level of detail allows you to develop 
  a clear idea of what the trap can do and how each of its parts interact. Your map is the starting 
  point and context for the rest of the design process. 
  Don’t limit yourself to one room. Look at the passages and rooms around the area of the trap and 
  think about the role they can play. The trap might cause doors to lock and barriers to fall into 
  place to prevent escape. It could cause darts to fire from the walls in one area, forcing characters 
  to enter rooms where other devices trigger and threaten them. 
  Consider how terrain and furniture can add to the trap’s danger. A chasm or a pit might create a 
  buffer that allows a trap to send bolts of magic at the characters, while making it difficult or even 
  impossible for them to reach the runes they must deface to foil that attack. 
  Think of your map like a script. Where do the characters want to go? What does the trap protect? 
  How can the characters get there? What are their likely escape routes? Answering these 
  questions tells you where the trap’s various elements should be placed. 
  Active Elements 
  A complex trap’s active elements work the same way as a simple trap’s effects, except that a 
  complex trap activates in every round. Otherwise, the guidelines for picking saving throw DCs, 
  attack bonuses, and damage are the same. To make your trap logically consistent, make sure the 
  elements you design can activate each round. For instance, ordinary crossbows rigged to fire at 
  the characters would need a mechanism for reloading them between attacks. 
  In terms of lethality, it’s better to have multiple dangerous effects in a trap than a single deadly 
  one. For example, the Path of Blades trap uses two dangerous elements and one moderate 
  element. 
  It’s useful to create multiple active elements, with each affecting a different area. It’s also a good 
  idea to use a variety of effects. Some parts of the trap might deal damage, and others might 
  immobilize characters or isolate them from the rest of the party. A bashing lever might knock 
  characters into an area engulfed by jets of flame. Think about how the elements can work 
  together. 
  
   
   
  Constant Elements 
  In addition to the active steps a complex trap takes, it should also present a continual hazard. 
  Often, the active and constant effects are the same thing. Imagine a hallway filled with whirling 
  saw blades. On the trap’s turn, the blades attack anyone in the hall. In addition, anyone who 
  lingers in the hallway takes damage at the end of each of their turns, accounting for the constant 
  threat that the blades pose. 
  A constant element should apply its effect to any creature that ends its turn in that element’s area. 
  If an active element presents a threat when it isn’t the trap’s turn, define the threat it poses as a 
  constant element. As a rule of thumb, keep the saving throw DC or attack bonus the same as for 
  the active element but reduce the damage by half. 
  Avoid filling the entire encounter area with constant elements. Part of the challenge of a complex 
  trap lies in figuring out which areas are safe. A moment’s respite can help add an element of 
  pacing to an encounter with a complex trap and give the characters the feeling that they aren’t in 
  constant peril. For example, walls that slam together might need to reset between slams, making 
  them harmless when it isn’t their turn to act. 
  Dynamic Elements 
  Just as a battle is more interesting if the monsters change their tactics or unveil new abilities in 
  later rounds, so too are complex traps more fun if their nature changes in some way. The 
  whirling blades that protect a treasure chest do more damage each round as they speed up. The 
  poison gas in a room grows thicker as more of it floods the chamber, dealing greater damage and 
  affecting line of sight. The necrotic aura around an idol of Demogorgon produces random effects 
  each time its active element is triggered. As water floods a chamber, the characters must swim 
  across areas they could walk through just a round or two earlier. 
  Since a complex trap remains active over the course of several rounds, it might be possible to 
  predict its future behavior by examining how it functions. This information can give its targets a 
  much better chance of thwarting it. To minimize this possibility, design your trap so that it 
  presents multiple threats that can change each round. The changes can include how a trap targets 
  creatures (different attacks or saving throws), the damage or effects it produces, the areas it 
  covers, and so on. Some traps might have a random effect each round, while others follow a 
  carefully programmed sequence of attacks. 
  Dynamic elements usually occur according to a schedule. For a room that floods, you can plan 
  out how the rising water level affects the area each round. The water might be ankle deep at the 
  end of the first round, knee deep the next, and so on. Not only does the water bring a risk of 
  drowning, it also makes it harder to move across the area. On the other hand, the rising water 
  level might allow characters to swim to the upper reaches of the chamber that they couldn’t get 
  to from the floor. 
  
   
   
  Dynamic elements can also come into play in reaction to the characters’ actions. Disarming one 
  element of the trap might make the others deadlier. Disabling a rune that triggers a fire-breathing 
  statue might cause the statue to explode. 
  Triggers 
  The advice on triggers given for simple traps also applies to complex traps, with one exception. 
  Complex traps have multiple triggers, or are designed such that avoiding a trigger prevents 
  intruders from reaching the area the trap guards. Other complex traps use magical triggers that 
  activate on specific cues, such as when a door opens or someone enters an area without wearing 
  the correct badge, amulet, or robe. 
  Look at your map and consider when you want the trap to spring into action. It’s best to have a 
  complex trap trigger after the characters have committed to exploring an area. A simple trap 
  might activate when the characters open a door. A complex trap that triggers so early leaves the 
  characters still outside the trapped room, in a place where they could decide to close the door and 
  move on. A simple trap aims to keep intruders out. A complex trap wants to lure them in, so that 
  when it activates, the intruders must deal with the trap before they can escape. 
  The trigger for a complex trap should be as foolproof as you can make it. A complex trap 
  represents a serious expenditure of effort and magical power. No one builds such a trap and 
  makes it easy to avoid. Wisdom (Perception) and Intelligence (Investigation) checks might be 
  unable to spot a trigger, especially a magical one, but they can still give hints about the trap 
  before it triggers. Bloodstains, ashes, gouges in the floor, and other clues of that sort can serve as 
  evidence of the trap’s presence. 
  Initiative 
  A complex trap acts repeatedly, but unlike characters and monsters, traps don’t roll for initiative. 
  As mechanical or magical devices, their active elements operate in a periodic manner. When 
  designing a complex trap, you need to decide when and how often its active elements produce 
  their effects. 
  In a trap with multiple active elements that work in concert, those different elements would act 
  on different initiative counts. For instance, on initiative count 20, blades sweep across a treasure 
  vault, driving the characters back into the hallway. On initiative count 10, magic darts fire from 
  statues in the hallway while a portcullis falls to confine the characters. 
  Initiative 10. If a trap’s active element takes time to build up its effects, then it acts on initiative 
  count 10. This option is good for a trap that functions alongside allied monsters or other 
  guardians; the delay before it acts can give guards the chance to move out of its area or force 
  characters into the area before the trap triggers. 
  Initiative 20. If an element is designed to surprise intruders and hit them before they can react, 
  then it acts on initiative count 20. This option is generally best for a complex trap. Think of it as 
  the default. Such a trap acts quickly enough to take advantage of most characters, with nimble 
  
   
   
  characters like rogues, rangers, and monks having the best chance to move out of the area before 
  the element activates. 
  Initiative 20 and 10. Some active elements are incredibly fast acting, laying waste to intruders in 
  a few moments unless countered. They act on initiative count 20 and 10. 
  COMPLEX TRAPS AND LEGENDARY MONSTERS 
  A complex trap is like a legendary monster in some ways. It has several tricks it can use on its 
  turn, and it remains a threat throughout the round, not just on its turn. The trap’s active elements 
  are like a legendary creature’s normal actions, and its constant elements are equivalent to 
  legendary actions — except they are tied to specific areas in the trapped room.  
  Although a legendary creature can move, improvise actions, and so forth, a trap is set to a 
  specific script — an aspect that has the potential to make a complex trap stale and predictable. 
  That’s where dynamic elements come in. They keep the players on their toes and make dealing 
  with a complex trap feel like a challenging, evolving situation. 
  Defeating Complex Traps 
  A complex trap is never defeated with a single check. Instead, each successful check foils some 
  part of it or degrades its performance. Each element of the trap must be overcome individually to 
  defeat the trap as a whole. 
  As part of determining how your trap can be overcome, look at your map and consider where the 
  characters must be located to attempt an action that can foil part of the trap. As a rule, the 
  characters should need to be near or adjacent to an element to have a chance of affecting it. An 
  element can be designed so that it protects itself. A fighter might be able to break a whirling 
  blade, but moving close enough to attack it requires giving the blade a chance to strike. 
  What methods are effective against your trap? Obvious candidates are activities covered by the 
  same sorts of checks used to defeat simple traps, but use your knowledge of the trap’s design to 
  identify other options. A valve that leaks poison gas into a room can be stopped up. A statue that 
  emits a deadly aura can be pushed over and smashed. Attacks, spells, and special abilities can all 
  play a role in undermining a trap. 
  Leave room for improvisation by the characters. Don’t create a few predetermined solutions and 
  wait for the players to figure out the right approach. If you understand the mechanism behind 
  how a trap works, that makes it much easier for you to respond to the players’ ideas. If a 
  character wants to try something you haven’t allowed for, pick an ability, assess the chance of 
  success, and ask for a roll. 
  Shutting down one part of a complex trap usually requires multiple successes. As a default, it 
  takes three successful checks or actions to disable an element. The first successful check might 
  reduce the element’s saving throw DC or attack bonus. The second successful check might halve 
  the element’s damage, and the final successful check shuts it down. 
  
   
   
  For elements that don’t attack, allow each successful check to reduce that element’s effectiveness 
  by one-third. A lock’s DC is decreased, or a gate opens wide enough to allow a Small character 
  to squeeze through it. A mechanism pumping poison gas into the room becomes defective, 
  causing the gas’s damage to increase more slowly or not at all. 
  It takes time to disable a complex trap. Three characters can’t make checks in rapid succession to 
  disarm a complex trap in a matter of seconds. Each would get in another character’s way and 
  disrupt the effort. Once a character succeeds on a check, another character can’t attempt the same 
  check against the same trap element until the end of the successful character’s next turn. 
  Not all of the characters’ options need to be focused on stopping a trap from operating. Think of 
  what characters can do to mitigate or avoid a trap’s effects. Making the trap vulnerable to this 
  sort of effort is a way to engage characters who might be ill-suited to confront the trap directly. 
  A successful Intelligence (Religion) check might provide insight into the imagery displayed by a 
  trap in a temple or shrine, giving other characters a clue about how and where to direct their 
  efforts. A character could stand in front of a dart trap while holding a shield that the darts can 
  target harmlessly, while other characters trigger that element as they work to disable it. 
  Downtime Revisited 
  It’s possible for the characters to start a campaign at 1st level, dive into an epic story, and reach 
  10th level and beyond in a short amount of game time. Although that pace works fine for many 
  campaigns, some DMs prefer a campaign story with pauses built into it — times when 
  adventurers are not going on adventures. The downtime rules given in this section can be used as 
  alternatives to the approach in the Player’s Handbook and the Dungeon Master’s Guide, or you 
  can use the material here to inspire the creation of your own options. 
  By engaging the characters in downtime activities that take weeks or even months to complete, 
  you can give your campaign a longer time line — one in which events in the world play out over 
  years. Wars begin and end, tyrants come and go, and royal lines rise and fall over the course of 
  the story that you and the characters tell. 
  Downtime rules also provide ways for characters to spend — or be relieved of — the monetary 
  treasure they amass on their adventures. 
  The system presented here consists of two elements. First, it introduces the concept of rivals. 
  Second, it details a number of downtime activities that characters can undertake. 
  When minions come back from a mission, sometimes I send them shopping. 
  Shopping is this thing where minions give away their stuff to other people, and other people give 
  them different stuff. 
  It’s so strange. 
  
   
   
  Rivals 
  Rivals are NPCs who oppose the characters and make their presence felt whenever the characters 
  are engaging in downtime. A rival might be a villain you have featured in past adventures or plan 
  to use in the future. Rivals can also include good or neutral folk who are at odds with the 
  characters, whether because they have opposing goals or they simply dislike one another. The 
  cultist of Orcus whose plans the characters have foiled, the ambitious merchant prince who 
  wants to rule the city with an iron fist, and the nosy high priest of Helm who is convinced the 
  characters are up to no good are all examples of rivals. 
  A rival’s agenda changes over time. Though the characters engage in downtime only between 
  adventures, their rivals rarely rest, continuing to spin plots and work against the characters even 
  when the characters are off doing something else. 
  Creating a Rival 
  In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon 
  Master’s Guide to build a new NPC for this purpose, or pick one from your current cast of 
  supporting characters and embellish that NPC as described below. 
  It’s possible for the characters to have two or three rivals at a time, each with a separate agenda. 
  At least one should be a villain, but the others might be neutral or good; conflicts with those 
  rivals might be social or political, rather than manifesting as direct attacks. 
  The best rivals have a connection with their adversaries on a personal level. Find links in the 
  characters’ backstories or the events of recent adventures that explain what sparked the rival’s 
  actions. The best trouble to put the characters in is trouble they created for themselves. 
  Example Rivals 
  d20 
  Rival 
  1 
  Tax collector who is convinced the characters are dodging fees 
  2 
  Politician who is concerned that the characters are causing more trouble than they solve 
  3 
  High priest who worries the characters are diminishing the temple’s prestige 
  4 
  Wizard who blames the characters for some recent troubles 
  5 
  Rival adventuring party 
  6 
  Bard who loves a scandal enough to spark one 
  7 
  Childhood rival or member of a rival clan 
  8 
  Scorned sibling or parent 
  9 
  Merchant who blames the characters for any business woes 
  10 Newcomer out to make a mark on the world 
  11 Sibling or ally of defeated enemy 
  12 Official seeking to restore a tarnished reputation 
  
   
   
  d20 
  Rival 
  13 Deadly foe disguised as a social rival 
  14 Fiend seeking to tempt the characters to evil 
  15 Spurned romantic interest 
  16 Political opportunist seeking a scapegoat 
  17 Traitorous noble looking to foment a revolution 
  18 Would-be tyrant who brooks no opposition 
  19 Exiled noble looking for revenge 
  20 Corrupt official worried that recent misdeeds will be revealed 
  To add the right amount of detail to a rival you want to create, give some thought to what that 
  NPC is trying to accomplish and what resources and methods the rival can bring to bear against 
  the characters. 
  Goals. An effective rival has a clear reason for interfering with the characters’ lives. Think about 
  what the rival wants, how and why the characters stand in the way, and how the conflict could be 
  resolved. Ideally, a rival’s goal directly involves the characters or something they care about. 
  Assets. Think about the resources the rival can marshal. Does the character have enough money 
  to pay bribes or to hire a small gang of mercenaries? Does the rival hold sway over any guilds, 
  temples, or other groups? Make a list of the rival’s assets, and consider how they can be used. 
  Plans. The foundation of a rival’s presence in the campaign is the actions the rival takes or the 
  events that occur as a result of that character’s goals. Each time you resolve one or more 
  workweeks of downtime, pick one of the ways a rival’s plans might be advanced and introduce it 
  into play. 
  Think about how a rival might operate in order to bring specific plans to fruition, and jot down 
  three or four kinds of actions the rival might undertake. Some of these might be versions of the 
  downtime activities described later in this section, but these are more often efforts that are 
  specific to the rival. 
  A rival’s action might be a direct attack, such as an assassination attempt, that you play out 
  during a session. Or it might be a background activity that you describe as altering the campaign 
  in some way. For example, a rival who wants to increase the prestige of the temple of a war god 
  might hold a festival with drink, food, and gladiatorial games. Even if the characters aren’t 
  directly involved, the event becomes the talk of the town. 
  Some elements of a rival’s plans might involve events in the world that aren’t under the rival’s 
  control. Whether such an event can be easily anticipated or not, the rival’s plans might include 
  contingencies for taking advantage of such happenings. 
  
   
   
  Example Rival: Marina Rodemus 
  The Rodemus clan was a small but powerful family of traders in the city, but years ago, they 
  pulled up stakes and left town overnight. Marina Rodemus, the youngest child, has now returned 
  to restore her family’s prestige. 
  In truth, the family fled because its members became afflicted by lycanthropy. They joined a clan 
  of wererats and delved into smuggling in a distant city, out of fear that their secret would be 
  impossible to keep in their former home. After fighting her way to the top ranks of the wererat 
  clans, Marina — along with a small army of followers — has returned to claim her place among 
  the elite of her home city. She vows that if she doesn’t succeed, she’ll leave the city in ruins. 
  Goals. Marina wants to become the most respected, most important merchant in town — 
  someone to whom even the prince must yield. 
  Assets. Marina has a small fortune in gold; her abilities as a wererat, alchemist, and 
  necromancer; a group of wererats dedicated to her; and a shield guardian that protects her. 
  Plans. Marina works to discredit and ruin other merchants. Her wererats spy on her opponents 
  and sneak into warehouses, unleashing hordes of rats to spoil goods. Marina even victimizes a 
  few of her own warehouses to avoid suspicion. 
  If Marina’s plans fail, she has a terrible alternative. Her knowledge of alchemy has enabled her 
  to create a plague that she will unleash on the city through her rats. If she can’t rule, then no one 
  will. 
  Marina’s Plans 
  Element 
  Description 
  Event 
  Rats become a noticeable problem in the streets, with swarms sighted in rundown 
  neighborhoods. Folk demand that action be taken. 
  Action 
  Caravan raids by goblinoids become more common, and folk talk of gathering a militia. 
  Marina contributes generously to the effort. 
  Action 
  Warehouses are overrun with rats, ruining thousands of gold pieces worth of goods. 
  Marina blames the city for a lax effort in pest control. 
  Action 
  If the characters interfere, Marina sends her assassins against them. 
  Event 
  A sudden storm creates minor flooding, washing dozens of dead, bloated, diseased 
  rats from the sewers. Terror over the plague rips through town. 
  Action 
  Marina fans the flames of panic, spreading rumors that the characters or other rivals in 
  town are responsible for the disease. 
  
   
   
  Example Rival: High Priest Cheldar 
  The temple of Pholtus, god of the sun, seeks to bring as many folk as possible under its sway. 
  Though it has been in town for only two years, the temple is already an influential force because 
  of the determination and the brilliant oration of Cheldar, its high priest. 
  Goals. Cheldar wants to make the temple of Pholtus the most popular religion in town by 
  bringing about peace and security for all. He believes keeping adventurers in check or driving 
  them out of town is an important step in that plan. 
  Assets. The charismatic high priest has his oratory skill, divine spellcasting ability, and a few 
  hundred common folk recently converted to the temple’s cause. 
  Plans. Cheldar is stern but fundamentally a good person. He tries to win support by providing 
  charity, promoting peace, and working to enforce law and order. He is skeptical of the 
  characters, however, convinced that they are troublemakers who will undermine the peace. He 
  wants only officials of the town or the temple to be involved in handling any crises that arise. He 
  strongly believes in his goals, yet he might still be made into an ally by good-hearted characters. 
  Cheldar’s Plans 
  Element 
  Description 
  Event 
  The grand festival of Pholtus fills the streets with somber worshipers, who maintain a 
  day-long torchlit vigil. They offer food, drink, and shelter to all in the temple of Pholtus. 
  Action 
  Cheldar, along with a small group of followers, appears in a tavern frequented by 
  adventurers and seeks converts. A few NPC adventurers join his cause. 
  Action 
  In a public address in the town square, Cheldar rails against the forces of chaos, 
  laying blame for recent troubles on adventurers who are meddling in things best left 
  alone. 
  Event 
  The characters find that all adventurers in town receive an icy reception at best. 
  Action 
  Cheldar demands that the city levy enormous taxes on adventurers, claiming that they 
  must pay their fair share to keep the city safe. 
  Downtime Activities 
  Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These 
  tasks can include buying or creating magic items, pulling off crimes, and working at a job. A 
  character selects a downtime activity from among those available and pays the cost of that 
  activity in time and money. You, as DM, then follow the rules for the activity to resolve it, 
  informing the player of the results and any complications that ensue. 
  Consider handling downtime away from the game table. For example, you could have the players 
  pick their downtime activities at the end of a session, and then communicate about them by email 
  or text, until you next see them in person. 
  
   
   
  Resolving Activities 
  The description of each activity tells you how to resolve it. Many activities require an ability 
  check, so be sure to note the character’s relevant ability modifiers. Follow the steps in the 
  activity, and determine the results. 
  Most downtime activities require a workweek (5 days) to complete. Some activities require days, 
  weeks (7 days), or months (30 days). A character must spend at least 8 hours of each day 
  engaged in the downtime activity for that day to count toward the activity’s completion. 
  The days of an activity don’t need to be consecutive; you can spread them over a longer period 
  of time than is required for the activity. But that period of time should be no more than twice as 
  long as the required time; otherwise you should introduce extra complications (see below) and 
  possibly double the activity’s costs to represent the inefficiency of the character’s progress. 
  Complications 
  The description of each activity includes a discussion of complications you can throw at the 
  characters. The consequences of a complication might spawn entire adventures, introduce NPCs 
  to vex the party, or give the characters headaches or advantages in any number of other ways. 
  Each of these sections has a table that offers possible complications. You can roll to determine a 
  complication randomly, pick one from the table, or devise one of your own, and then share it 
  with the player. 
  Example Downtime Activities 
  The following activities are suitable for any character who can afford to pursue them. As DM, 
  you have the final say on which activities are available to the characters. The activities you allow 
  might depend on the nature of the area where the characters are located. For example, you might 
  disallow the creation of magic items or decide that the characters are in a town that is too isolated 
  from major markets for them to buy such items. 
  Buying a Magic Item 
  Purchasing a magic item requires time and money to seek out and contact people willing to sell 
  items. Even then, there is no guarantee a seller will have the items a character desires. 
  Resources. Finding magic items to purchase requires at least one workweek of effort and 100 gp 
  in expenses. Spending more time and money increases your chance of finding a high-quality 
  item. 
  Resolution. A character seeking to buy a magic item makes a Charisma (Persuasion) check to 
  determine the quality of the seller found. The character gains a +1 bonus on the check for every 
  workweek beyond the first that is spent seeking a seller and a +1 bonus for every additional 100 
  
   
   
  gp spent on the search, up to a maximum bonus of +10. The monetary cost includes a wealthy 
  lifestyle, for a buyer must impress potential business partners. 
  As shown on the Buying Magic Items table, the total of the check dictates which table in the 
  Dungeon Master’s Guide to roll on to determine which items are on the market. Or you can roll 
  for items from any table associated with a lower total on the Buying Magic Items table. As a 
  further option to reflect the availability of items in your campaign, you can apply a −10 penalty 
  for low magic campaigns or a +10 bonus for high magic campaigns. Furthermore, you can 
  double magic item costs in low magic campaigns. 
  Using the Magic Item Price table, you then assign prices to the available items, based on their 
  rarity. Halve the price of any consumable item, such as a potion or a scroll, when using the table 
  to determine an asking price. 
  You have final say in determining which items are for sale and their final price, no matter what 
  the tables say. 
  If the characters seek a specific magic item, first decide if it’s an item you want to allow in your 
  game. If so, include the desired item among the items for sale on a check total of 10 or higher if 
  the item is common, 15 or higher if it is uncommon, 20 or higher if it is rare, 25 or higher if it is 
  very rare, and 30 or higher if it is legendary. 
  Buying Magic Items 
  Check Total 
  Items Acquired 
  1–5 
  Roll 1d6 times on Magic Item Table A. 
  6–10 
  Roll 1d4 times on Magic Item Table B. 
  11–15 
  Roll 1d4 times on Magic Item Table C. 
  16–20 
  Roll 1d4 times on Magic Item Table D. 
  21–25 
  Roll 1d4 times on Magic Item Table E. 
  26–30 
  Roll 1d4 times on Magic Item Table F. 
  31–35 
  Roll 1d4 times on Magic Item Table G. 
  36–40 
  Roll 1d4 times on Magic Item Table H. 
  41+ 
  Roll 1d4 times on Magic Item Table I. 
  Magic Item Price 
  Rarity 
  Asking Price* 
    
  Common 
  (1d6 + 1) × 10 gp 
    
  Uncommon 1d6 × 100 gp 
    
  Rare 
  2d10 × 1,000 gp 
    
  Very rare 
  (1d4 + 1) × 10,000 gp   
  Legendary 2d6 × 25,000 gp 
    
  
   
   
  *Halved for a consumable item like a potion or scroll 
  Complications. The magic item trade is fraught with peril. The large sums of money involved 
  and the power offered by magic items attract thieves, con artists, and other villains. If you want 
  to make things more interesting for the characters, roll on the Magic Item Purchase 
  Complications table or invent your own complication. 
  Magic Item Purchase Complications 
  d12 
  Complication 
  1 
  The item is a fake, planted by an enemy.* 
  2 
  The item is stolen by the party’s enemies.* 
  3 
  The item is cursed by a god. 
  4 
  The item’s original owner will kill to reclaim it; the party’s enemies spread news of its sale.* 
  5 
  The item is at the center of a dark prophecy. 
  6 
  The seller is murdered before the sale.* 
  7 
  The seller is a devil looking to make a bargain. 
  8 
  The item is the key to freeing an evil entity. 
  9 
  A third party bids on the item, doubling its price.* 
  10 The item is an enslaved, intelligent entity. 
  11 The item is tied to a cult. 
  12 The party’s enemies spread rumors that the item is an artifact of evil.* 
  *Might involve a rival 
  
   
   
   
  Carousing 
  Carousing is a default downtime activity for many characters. Between adventures, who doesn’t 
  want to relax with a few drinks and a group of friends at a tavern? 
  Resources. Carousing covers a workweek of fine food, strong drink, and socializing. A character 
  can attempt to carouse among lower-, middle-, or upper-class folk. A character can carouse with 
  the lower class for 10 gp to cover expenses, or 50 gp for the middle class. Carousing with the 
  upper class requires 250 gp for the workweek and access to the local nobility. 
  A character with the noble background can mingle with the upper class, but other characters can 
  do so only if you judge that the character has made sufficient contacts. Alternatively, a character 
  might use a disguise kit and the Deception skill to pass as a noble visiting from a distant city. 
  Resolution. After a workweek of carousing, a character stands to make contacts within the 
  selected social class. The character makes a Charisma (Persuasion) check using the Carousing 
  table. 
  Carousing 
  Check Total 
  Result 
  1–5 
  Character has made a hostile contact. 
  6–10 
  Character has made no new contacts. 
  
   
   
  Check Total 
  Result 
  11–15 
  Character has made an allied contact. 
  16–20 
  Character has made two allied contacts. 
  21+ 
  Character has made three allied contacts. 
  Contacts are NPCs who now share a bond with the character. Each one either owes the character 
  a favor or has some reason to bear a grudge. A hostile contact works against the character, 
  placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are 
  friends who will render aid to the character, but not at the risk of their lives. 
  Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk 
  who normally frequent the cheapest taverns in town. 
  Middle-class contacts include guild members, spellcasters, town officials, and other folk who 
  frequent well-kept establishments. 
  Upper-class contacts are nobles and their personal servants. Carousing with such folk covers 
  formal banquets, state dinners, and the like. 
  Once a contact has helped or hindered a character, the character needs to carouse again to get 
  back into the NPC’s good graces. A contact provides help once, not help for life. The contact 
  remains friendly, which can influence roleplaying and how the characters interact with them, but 
  doesn’t come with a guarantee of help. 
  You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched 
  Gorgon and a guard stationed at the western gate are the character’s allied contacts. Assigning 
  specific NPCs gives the players concrete options. It brings the campaign to life and seeds the 
  area with NPCs that the characters care about. On the other hand, it can prove difficult to track 
  and might render a contact useless if that character doesn’t come into play. 
  Alternatively, you can allow the player to make an NPC into a contact on the spot, after 
  carousing. When the characters are in the area in which they caroused, a player can expend an 
  allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct 
  social class based on how the character caroused. The player should provide a reasonable 
  explanation for this relationship and work it into the game. 
  Using a mix of the two approaches is a good idea, since it gives you the added depth of specific 
  contacts while giving players the freedom to ensure that the contacts they accumulate are useful. 
  The same process can apply to hostile contacts. You can give the characters a specific NPC they 
  should avoid, or you might introduce one at an inopportune or dramatic moment. 
  At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + 
  the character’s Charisma modifier (minimum of 1). Specific, named contacts don’t count toward 
  this limit — only ones that can be used at any time to declare an NPC as a contact. 
  
   
   
  Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, 
  and building a bad reputation around town. As a rule of thumb, a character has a 10 percent 
  chance of triggering a complication for each workweek of carousing. 
  Lower-Class Carousing Complications 
  d8 
  Complication 
  1 A pickpocket lifts 1d10 × 5 gp from you.* 
  2 A bar brawl leaves you with a scar.* 
  3 You have fuzzy memories of doing something very, very illegal, but can’t remember exactly 
  what. 
  4 You are banned from a tavern after some obnoxious behavior.* 
  5 After a few drinks, you swore in the town square to pursue a dangerous quest. 
  6 Surprise! You’re married. 
  7 Streaking naked through the streets seemed like a great idea at the time. 
  8 Everyone is calling you by some weird, embarrassing nickname, like Puddle Drinker or 
  Bench Slayer, and no one will say why.* 
  *Might involve a rival 
  Middle-Class Carousing Complications 
  d8 
  Complication 
  1 You accidentally insulted a guild master, and only a public apology will let you do business 
  with the guild again.* 
  2 You swore to complete some quest on behalf of a temple or a guild. 
  3 A social gaffe has made you the talk of the town.* 
  4 A particularly obnoxious person has taken an intense romantic interest in you.* 
  5 You have made a foe out of a local spellcaster.* 
  6 You have been recruited to help run a local festival, play, or similar event. 
  7 You made a drunken toast that scandalized the locals. 
  8 You spent an additional 100 gp trying to impress people. 
  *Might involve a rival 
  Upper-Class Carousing Complications 
  d8 
  Complication 
  1 A pushy noble family wants to marry off one of their scions to you.* 
  2 You tripped and fell during a dance, and people can’t stop talking about it. 
  3 You have agreed to take on a noble’s debts. 
  4 You have been challenged to a joust by a knight.* 
  
   
   
  d8 
  Complication 
  5 You have made a foe out of a local noble.* 
  6 A boring noble insists you visit each day and listen to long, tedious theories of magic. 
  7 You have become the target of a variety of embarrassing rumors.* 
  8 You spent an additional 500 gp trying to impress people. 
  *Might involve a rival 
  Crafting an Item 
   
  A character who has the time, the money, and the needed tools can use downtime to craft armor, 
  weapons, clothing, or other kinds of nonmagical gear. 
  Resources and Resolution. In addition to the appropriate tools for the item to be crafted, a 
  character needs raw materials worth half of the item’s selling cost. To determine how many 
  workweeks it takes to create an item, divide its gold piece cost by 50. A character can complete 
  multiple items in a workweek if the items’ combined cost is 50 gp or lower. Items that cost more 
  than 50 gp can be completed over longer periods of time, as long as the work in progress is 
  stored in a safe location. 
  
   
   
  Multiple characters can combine their efforts. Divide the time needed to create an item by the 
  number of characters working on it. Use your judgment when determining how many characters 
  can collaborate on an item. A particularly tiny item, like a ring, might allow only one or two 
  workers, whereas a large, complex item might allow four or more workers. 
  A character needs to be proficient with the tools needed to craft an item and have access to the 
  appropriate equipment. Everyone who collaborates needs to have the appropriate tool 
  proficiency. You need to make any judgment calls regarding whether a character has the correct 
  equipment. The following table provides some examples. 
  Proficiency 
  Items 
  Herbalism kit 
  Antitoxin, potion of healing 
  Leatherworker’s tools Leather armor, boots 
  Smith’s tools 
  Armor, weapons 
  Weaver’s tools 
  Cloaks, robes 
  If all the above requirements are met, the result of the process is an item of the desired sort. A 
  character can sell an item crafted in this way at its listed price. 
  Crafting Magic Items. Creating a magic item requires more than just time, effort, and materials. 
  It is a long-term process that involves one or more adventures to track down rare materials and 
  the lore needed to create the item. 
  Potions of healing and spell scrolls are exceptions to the following rules. For more information, 
  see “Brewing Potions of Healing” later in this section and the “Scribing a Spell Scroll” section, 
  below. 
  To start with, a character needs a formula for a magic item in order to create it. The formula is 
  like a recipe. It lists the materials needed and steps required to make the item. 
  An item invariably requires an exotic material to complete it. This material can range from the 
  skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding 
  that material should take place as part of an adventure. 
  The Magic Item Ingredients table suggests the challenge rating of a creature that the characters 
  need to face to acquire the materials for an item. Note that facing a creature does not necessarily 
  mean that the characters must collect items from its corpse. Rather, the creature might guard a 
  location or a resource that the characters need access to. 
  Magic Item Ingredients 
  Item Rarity CR Range 
  Common 
  1–3 
  Uncommon 4–8 
  
   
   
  Item Rarity CR Range 
  Rare 
  9–12 
  Very rare 
  13–18 
  Legendary 19+ 
  If appropriate, pick a monster or a location that is a thematic fit for the item to be crafted. For 
  example, creating mariner’s armor might require the essence of a water weird. Crafting a staff of 
  charming might require the cooperation of a specific arcanaloth, who will help only if the 
  characters complete a task for it. Making a staff of power might hinge on acquiring a piece of an 
  ancient stone that was once touched by the god of magic — a stone now guarded by a suspicious 
  androsphinx. 
  In addition to facing a specific creature, creating an item comes with a gold piece cost covering 
  other materials, tools, and so on, based on the item’s rarity. Those values, as well as the time a 
  character needs to work in order to complete the item, are shown on the Magic Item Crafting 
  Time and Cost table. Halve the listed price and creation time for any consumable items. 
  Magic Item Crafting Time and Cost 
  Item Rarity Workweeks* Cost* 
  Common 
  1 
  50 gp 
  Uncommon 2 
  200 gp 
  Rare 
  10 
  2,000 gp 
  Very rare 
  25 
  20,000 gp 
  Legendary 50 
  100,000 gp 
  *Halved for a consumable item like a potion or scroll 
  To complete a magic item, a character also needs whatever tool proficiency is appropriate, as for 
  crafting a nonmagical object, or proficiency in the Arcana skill. 
  If all the above requirements are met, the result of the process is a magic item of the desired sort. 
  Complications. Most of the complications involved in creating something, especially a magic 
  item, are linked to the difficulty in finding rare ingredients or components needed to complete 
  the work. The complications a character might face as byproducts of the creation process are 
  most interesting when the characters are working on a magic item: there’s a 10 percent chance 
  for every five workweeks spent on crafting an item that a complication occurs. The Crafting 
  Complications table provides examples of what might happen. 
  Crafting Complications 
  d6 
  Complication 
  1 Rumors swirl that what you’re working on is unstable and a threat to the community.* 
  
   
   
  d6 
  Complication 
  2 Your tools are stolen, forcing you to buy new ones.* 
  3 A local wizard shows keen interest in your work and insists on observing you. 
  4 A powerful noble offers a hefty price for your work and is not interested in hearing no for an 
  answer.* 
  5 A dwarf clan accuses you of stealing its secret lore to fuel your work.* 
  6 A competitor spreads rumors that your work is shoddy and prone to failure.* 
  *Might involve a rival 
  Brewing Potions of Healing. Potions of healing fall into a special category for item crafting, 
  separate from other magic items. A character who has proficiency with the herbalism kit can 
  create these potions. The times and costs for doing so are summarized on the Potion of Healing 
  Creation table. 
  Potion of Healing Creation 
  Type 
  Time 
  Cost 
  Healing 
  1 day 
  25 gp 
  Greater healing 1 workweek 100 gp 
  Superior healing 3 workweeks 1,000 gp 
  Supreme healing 4 workweeks 10,000 gp 
  Crime 
  Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, 
  at the risk of arrest. 
  Resources. A character must spend one week and at least 25 gp gathering information on 
  potential targets before committing the intended crime. 
  Resolution. The character must make a series of checks, with the DC for all the checks chosen by 
  the character according to the amount of profit sought from the crime. 
  The chosen DC can be 10, 15, 20, or 25. Successful completion of the crime yields a number of 
  gold pieces, as shown on the Loot Value table. 
  To attempt a crime, the character makes three checks: Dexterity (Stealth), Dexterity using 
  thieves’ tools, and the player’s choice of Intelligence (Investigation), Wisdom (Perception), or 
  Charisma (Deception). 
  If none of the checks are successful, the character is caught and jailed. The character must pay a 
  fine equal to the profit the crime would have earned and must spend one week in jail for each 25 
  gp of the fine. 
  
   
   
  If only one check is successful, the heist fails but the character escapes. 
  If two checks are successful, the heist is a partial success, netting the character half the payout. 
  If all three checks are successful, the character earns the full value of the loot. 
  Loot Value 
  DC 
  Value 
  10 50 gp, robbery of a struggling merchant 
  15 100 gp, robbery of a prosperous merchant 
  20 200 gp, robbery of a noble 
  25 1,000 gp, robbery of one of the richest figures in town 
  Complications. A life of crime is filled with complications. Roll on the Crime Complications 
  table (or create a complication of your own) if the character succeeds on only one check. If the 
  character’s rival is involved in crime or law enforcement, a complication ensues if the character 
  succeeds on only two checks. 
  Crime Complications 
  d8 
  Complication 
  1 A bounty equal to your earnings is offered for information about your crime.* 
  2 An unknown person contacts you, threatening to reveal your crime if you don’t render a 
  service.* 
  3 Your victim is financially ruined by your crime. 
  4 Someone who knows of your crime has been arrested on an unrelated matter.* 
  5 Your loot is a single, easily identified item that you can’t fence in this region. 
  6 You robbed someone who was under a local crime lord’s protection, and who now wants 
  revenge. 
  7 Your victim calls in a favor from a guard, doubling the efforts to solve the case. 
  8 Your victim asks one of your adventuring companions to solve the crime. 
  *Might involve a rival 
  Gambling 
  Games of chance are a way to make a fortune — and perhaps a better way to lose one. 
  Resources. This activity requires one workweek of effort plus a stake of at least 10 gp, to a 
  maximum of 1,000 gp or more, as you see fit. 
  
   
   
  Resolution. The character must make a series of checks, with a DC determined at random based 
  on the quality of the competition that the character runs into. Part of the risk of gambling is that 
  one never knows who might end up sitting across the table. 
  The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma 
  (Intimidation). If the character has proficiency with an appropriate gaming set, that tool 
  proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 
  + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the 
  character did. 
  Gambling Results 
  Result 
  Value 
  0 successes Lose all the money you bet, and accrue a debt equal to that amount. 
  1 success 
  Lose half the money you bet. 
  2 successes Gain the amount you bet plus half again more. 
  3 successes Gain double the amount you bet. 
  Complications. Gambling tends to attract unsavory individuals. The potential complications 
  involved come from run-ins with the law and associations with various criminals tied to the 
  activity. Every workweek spent gambling brings a 10 percent chance of a complication, 
  examples of which are on the Gambling Complications table. 
  Gambling Complications 
  d6 
  Complication 
  1 You are accused of cheating. You decide whether you actually did cheat or were framed.* 
  2 The town guards raid the gambling hall and throw you in jail.* 
  3 A noble in town loses badly to you and loudly vows to get revenge.* 
  4 You won a sum from a low-ranking member of a thieves’ guild, and the guild wants its money 
  back. 
  5 A local crime boss insists you start frequenting the boss’s gambling parlor and no others. 
  6 A high-stakes gambler comes to town and insists that you take part in a game. 
  *Might involve a rival 
  Pit Fighting 
  Pit fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized 
  setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-
  the-death situation, the standard combat rules apply to that sort of activity. 
  Resources. Engaging in this activity requires one workweek of effort from a character. 
  
   
   
  Resolution. The character must make a series of checks, with a DC determined at random based 
  on the quality of the opposition that the character runs into. A big part of the challenge in pit 
  fighting lies in the unknown nature of a character’s opponents. 
  The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a special 
  Constitution check that has a bonus equal to a roll of the character’s largest Hit Die (this roll 
  doesn’t spend that die). If desired, the character can replace one of these skill checks with an 
  attack roll using one of the character’s weapons. The DC for each of the checks is 5 + 2d10; 
  generate a separate DC for each one. Consult the Pit Fighting Results table to see how the 
  character did. 
  Pit Fighting Results 
  Result 
  Value 
  0 successes Lose your bouts, earning nothing. 
  1 success 
  Win 50 gp. 
  2 successes Win 100 gp. 
  3 successes Win 200 gp. 
  Complications. Characters involved in pit fighting must deal with their opponents, the people 
  who bet on matches, and the matches’ promoters. Every workweek spent pit fighting brings a 10 
  percent chance of a complication, examples of which are on the Pit Fighting Complications table. 
  Pit Fighting Complications 
  d6 
  Complication 
  1 An opponent swears to take revenge on you.* 
  2 A crime boss approaches you and offers to pay you to intentionally lose a few matches.* 
  3 You defeat a popular local champion, drawing the crowd’s ire. 
  4 You defeat a noble’s servant, drawing the wrath of the noble’s house.* 
  5 You are accused of cheating. Whether the allegation is true or not, your reputation is 
  tarnished.* 
  6 You accidentally deliver a near-fatal wound to a foe. 
  *Might involve a rival 
  Relaxation 
  Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-
  earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers 
  who need a break. This option is also ideal for players who don’t want to make use of the 
  downtime system. 
  
   
   
  Resources. Relaxation requires one week. A character needs to maintain at least a modest 
  lifestyle while relaxing to gain the benefit of the activity. 
  Resolution. Characters who maintain at least a modest lifestyle while relaxing gain several 
  benefits. While relaxing, a character gains advantage on saving throws to recover from long-
  acting diseases and poisons. In addition, at the end of the week, a character can end one effect 
  that keeps the character from regaining hit points, or can restore one ability score that has been 
  reduced to less than its normal value. This benefit cannot be used if the harmful effect was 
  caused by a spell or some other magical effect with an ongoing duration. 
  Complications. Relaxation rarely comes with complications. If you want to make life 
  complicated for the characters, introduce an action or an event connected to a rival. 
  Religious Service 
  Characters with a religious bent might want to spend downtime in service to a temple, either by 
  attending rites or by proselytizing in the community. Someone who undertakes this activity has a 
  chance of winning the favor of the temple’s leaders. 
  Resources. Performing religious service requires access to, and often attendance at, a temple 
  whose beliefs and ethos align with the character’s. If such a place is available, the activity takes 
  one workweek of time but involves no gold piece expenditure. 
  Resolution. At the end of the required time, the character chooses to make either an Intelligence 
  (Religion) check or a Charisma (Persuasion) check. The total of the check determines the 
  benefits of service, as shown on the Religious Service table. 
  Religious Service 
  Check Total 
  Result 
  1–10 
  No effect. Your efforts fail to make a lasting impression. 
  11–20 
  You earn one favor. 
  21+ 
  You earn two favors. 
  A favor, in broad terms, is a promise of future assistance from a representative of the temple. It 
  can be expended to ask the temple for help in dealing with a specific problem, for general 
  political or social support, or to reduce the cost of cleric spellcasting by 50 percent. A favor 
  could also take the form of a deity’s intervention, such as an omen, a vision, or a minor miracle 
  provided at a key moment. This latter sort of favor is expended by the DM, who also determines 
  its nature. 
  Favors earned need not be expended immediately, but only a certain number can be stored up. A 
  character can have a maximum number of unused favors equal to 1 + the character’s Charisma 
  modifier (minimum of one unused favor). 
  
   
   
  Complications. Temples can be labyrinths of political and social scheming. Even the best-
  intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming 
  embroiled in such struggles. Every workweek spent in religious service brings a 10 percent 
  chance of a complication, examples of which are on the Religious Service Complications table. 
  Religious Service Complications 
  d6 
  Complication 
  1 You have offended a priest through your words or actions.* 
  2 Blasphemy is still blasphemy, even if you did it by accident. 
  3 A secret sect in the temple offers you membership. 
  4 Another temple tries to recruit you as a spy.* 
  5 The temple elders implore you to take up a holy quest. 
  6 You accidentally discover that an important person in the temple is a fiend worshiper. 
  *Might involve a rival 
  Research 
  Forewarned is forearmed. The research downtime activity allows a character to delve into lore 
  concerning a monster, a location, a magic item, or some other particular topic. 
  Resources. Typically, a character needs access to a library or a sage to conduct research. 
  Assuming such access is available, conducting research requires one workweek of effort and at 
  least 50 gp spent on materials, bribes, gifts, and other expenses. 
  Resolution. The character declares the focus of the research — a specific person, place, or thing. 
  After one workweek, the character makes an Intelligence check with a +1 bonus per 100 gp spent 
  beyond the initial 100 gp, to a maximum of +6. In addition, a character who has access to a 
  particularly well-stocked library or knowledgeable sages gains advantage on this check. 
  Determine how much lore a character learns using the Research Outcomes table. 
  Research Outcomes 
  Check Total 
  Outcome 
  1–5 
  No effect. 
  6–10 
  You learn one piece of lore. 
  11–20 
  You learn two pieces of lore. 
  21+ 
  You learn three pieces of lore. 
  
   
   
   
  Each piece of lore is the equivalent of one true statement about a person, place, or thing. 
  Examples include knowledge of a creature’s resistances, the password needed to enter a sealed 
  dungeon level, the spells commonly prepared by an order of wizards, and so on. 
  As DM, you are the final arbiter concerning exactly what a character learns. For a monster or an 
  NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets 
  about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards 
  the place. 
  Complications. The greatest risk in research is uncovering false information. Not all lore is 
  accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, 
  especially if the object of the research is known to the rival. The rival might plant false 
  information, bribe sages to give bad advice, or steal key tomes needed to find the truth. 
  In addition, a character might run into other complications during research. Every workweek 
  spent in research brings a 10 percent chance of a complication, examples of which are on the 
  Research Complications table. 
  Research Complications 
  d6 
  Complication 
  1 You accidentally damage a rare book. 
  
   
   
  d6 
  Complication 
  2 You offend a sage, who demands an extravagant gift.* 
  3 If you had known that book was cursed, you never would have opened it. 
  4 A sage becomes obsessed with convincing you of a number of strange theories about 
  reality.* 
  5 Your actions cause you to be banned from a library until you make reparations.* 
  6 You uncovered useful lore, but only by promising to complete a dangerous task in return. 
  *Might involve a rival 
  Scribing a Spell Scroll 
  With time and patience, a spellcaster can transfer a spell to a scroll, creating a spell scroll. 
  Resources. Scribing a spell scroll takes an amount of time and money related to the level of the 
  spell the character wants to scribe, as shown in the Spell Scroll Costs table. In addition, the 
  character must have proficiency in the Arcana skill and must provide any material components 
  required for the casting of the spell. Moreover, the character must have the spell prepared, or it 
  must be among the character’s known spells, in order to scribe a scroll of that spell. 
  If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level. 
  Spell Scroll Costs 
  Spell Level Time 
  Cost 
  Cantrip 
  1 day 
  15 gp 
  1st 
  1 day 
  25 gp 
  2nd 
  3 days 
  250 gp 
  3rd 
  1 workweek 
  500 gp 
  4th 
  2 workweeks 2,500 gp 
  5th 
  4 workweeks 5,000 gp 
  6th 
  8 workweeks 15,000 gp 
  7th 
  16 workweeks 25,000 gp 
  8th 
  32 workweeks 50,000 gp 
  9th 
  48 workweeks 250,000 gp 
  Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The 
  complications that arise are more likely to involve the preparation needed for the activity. Every 
  workweek spent scribing brings a 10 percent chance of a complication, examples of which are on 
  the Scribe a Scroll Complications table. 
  
   
   
  Scribe a Scroll Complications 
  d6 
  Complication 
  1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town. 
  2 The priest of a temple of good accuses you of trafficking in dark magic.* 
  3 A wizard eager to collect one of your spells in a book presses you to sell the scroll. 
  4 Due to a strange error in creating the scroll, it is instead a random spell of the same level. 
  5 The rare parchment you bought for your scroll has a barely visible map on it. 
  6 A thief attempts to break into your workroom.* 
  *Might involve a rival 
  Selling a Magic Item 
  Selling a magic item is by no means an easy task. Con artists and thieves are always looking out 
  for an easy score, and there’s no guarantee that a character will receive a good offer even if a 
  legitimate buyer is found. 
  Resources. A character can find a buyer for one magic item by spending one workweek and 25 
  gp, which is used to spread word of the desired sale. A character must pick one item at a time to 
  sell. 
  Resolution. A character who wants to sell an item must make a Charisma (Persuasion) check to 
  determine what kind of offer comes in. The character can always opt not to sell, instead 
  forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and 
  Magic Item Offer tables to determine the sale price. 
  Magic Item Base Prices 
  Rarity 
  Base Price* 
  Common 
  100 gp 
  Uncommon 400 gp 
  Rare 
  4,000 gp 
  Very rare 
  40,000 gp 
  Legendary 200,000 gp 
  *Halved for a consumable item like a potion or scroll 
  Magic Item Offer 
  Check Total 
  Offer 
  1–10 
  50% of base price 
  11–20 
  100% of base price 
  
   
   
  Check Total 
  Offer 
  21+ 
  150% of base price 
  Complications. The main risk in selling a magic item lies in attracting thieves and anyone else 
  who wants the item but doesn’t want to pay for it. Other folk might try to undermine a deal in 
  order to bolster their own business or seek to discredit the character as a legitimate seller. Every 
  workweek spent trying to sell an item brings a 10 percent chance of a complication, examples of 
  which are on the Magic Item Sale Complications table. 
  Magic Item Sale Complications 
  d6 
  Complication 
  1 Your enemy secretly arranges to buy the item to use it against you.* 
  2 A thieves’ guild, alerted to the sale, attempts to steal your item.* 
  3 A foe circulates rumors that your item is a fake.* 
  4 A sorcerer claims your item as a birthright and demands you hand it over. 
  5 Your item’s previous owner, or surviving allies of the owner, vow to retake the item by force. 
  6 The buyer is murdered before the sale is finalized.* 
  *Might involve a rival 
   
  
   
   
  Training 
  Given enough free time and the services of an instructor, a character can learn a language or pick 
  up proficiency with a tool. 
  Resources. Receiving training in a language or tool typically takes at least ten workweeks, but 
  this time is reduced by a number of workweeks equal to the character’s Intelligence modifier (an 
  Intelligence penalty doesn’t increase the time needed). Training costs 25 gp per workweek. 
  Complications. Complications that arise while training typically involve the teacher. Every ten 
  workweeks spent in training brings a 10 percent chance of a complication, examples of which are 
  on the Training Complications table. 
  Training Complications 
  d6 
  Complication 
  1 Your instructor disappears, forcing you to spend one workweek finding a new one.* 
  2 Your teacher instructs you in rare, archaic methods, which draw comments from others. 
  3 Your teacher is a spy sent to learn your plans.* 
  4 Your teacher is a wanted criminal. 
  5 Your teacher is a cruel taskmaster. 
  6 Your teacher asks for help dealing with a threat. 
  *Might involve a rival 
  Work 
  When all else fails, an adventurer can turn to an honest trade to earn a living. This activity 
  represents a character’s attempt to find temporary work, the quality and wages of which are 
  difficult to predict. 
  Resources. Performing a job requires one workweek of effort. 
  Resolution. To determine how much money a character earns, the character makes an ability 
  check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma 
  (Performance), or Charisma using a musical instrument. Consult the Wages table to see how 
  much money is generated according to the total of the check. 
  Wages 
  Check Total 
  Earnings 
  9 or lower 
  Poor lifestyle for the week 
  10–14 
  Modest lifestyle for the week 
  15–20 
  Comfortable lifestyle for the week 
  
   
   
  Check Total 
  Earnings 
  21+ 
  Comfortable lifestyle for the week + 25 gp 
  Complications. Ordinary work is rarely filled with significant complications. Still, the Work 
  Complications table can add some difficulties to a worker’s life. Each workweek of activity 
  brings a 10 percent chance that a character encounters a complication. 
  Work Complications 
  d6 
  Complication 
  1 A difficult customer or a fight with a coworker reduces the wages you earn by one category.* 
  2 Your employer’s financial difficulties result in your not being paid.* 
  3 A coworker with ties to an important family in town takes a dislike to you.* 
  4 Your employer is involved with a dark cult or a criminal enterprise. 
  5 A crime ring targets your business for extortion.* 
  6 
  You gain a reputation for laziness (unjustified or not, as you choose), giving you 
  disadvantage on checks made for this downtime activity for the next six workweeks you 
  devote to it.* 
  *Might involve a rival 
  Awarding Magic Items 
  Magic items are prized by D&D adventurers of all sorts and are often the main reward in an 
  adventure. The rules for magic items are presented, along with the Treasure Hoard tables, in 
  chapter 7 of the Dungeon Master’s Guide. This section expands on those rules by offering you an 
  alternative way of determining which magic items end up in the characters’ possession and by 
  adding a collection of common magic items to the game. The section ends with tables that group 
  magic items according to rarity. 
  The system in the Dungeon Master’s Guide is designed so that you can generate all treasure 
  randomly, and the tables also govern the number of magic items the characters receive. In short, 
  the tables do the work. But a DM who’s designing or modifying an adventure might prefer to 
  choose the magic items that come into play. If you’re in that situation, you can use the rules in 
  this section to personalize your treasure hoards while staying within the game’s limits for how 
  many items the characters should ultimately accumulate. 
  Distribution by Rarity 
  This alternative method of treasure determination focuses on choosing magic items based on 
  their rarity, rather than by rolling on the tables in the Dungeon Master’s Guide. This method uses 
  two tables: Magic Items Awarded by Tier and Magic Items Awarded by Rarity. 
  
   
   
  By Tier. The Magic Items Awarded by Tier table shows the number of magic items a D&D party 
  typically gains during a campaign, culminating in the group’s having accumulated one hundred 
  magic items by 20th level. The table shows how many of those items are meant to be handed out 
  during each of the four tiers of play. The emphasis on characters receiving more items during the 
  second tier (levels 5–10) than in other tiers is by design. The second tier is where much of the 
  play occurs in a typical D&D campaign, and the items gained in that tier prepare the characters 
  for higher-level adventures. 
  By Rarity. The Magic Items Awarded by Rarity table takes the numbers from the Magic Items 
  Awarded by Tier table and breaks them down to show the number of items of each rarity the 
  characters are expected to have when they reach the end of a tier. 
  Minor and Major Items. Both tables in this section make a distinction between minor magic 
  items and major magic items. This distinction exists in the Dungeon Master’s Guide, yet those 
  terms aren’t used there. In that book, the minor items are those listed on Magic Item Tables A 
  through E, and the major items are on Magic Item Tables F through I. As you can see from the 
  Treasure Hoard tables in that book, major magic items are meant to be handed out much less 
  frequently than minor items, even at higher levels of play. 
  Magic Items Awarded by Tier 
  Character Level Minor Items Major Items All Items 
  1–4 
  9 
  2 
  11 
  5–10 
  28 
  6 
  34 
  11–16 
  24 
  6 
  30 
  17–20 
  19 
  6 
  25 
  Total 
  80 
  20 
  100 
  Choosing Items Level by Level 
  You decide when to place an item in an adventure that you’re creating or modifying, usually 
  because you think the story calls for a magic item, the characters need one, or the players would 
  be especially pleased to get one. 
  When you want to select an item as treasure for an encounter, the Magic Items Awarded by 
  Rarity table serves as your item budget. Here’s how to use it: 
  1. Jot down a copy of the table in your notes, so that you can make adjustments to the numbers as 
  you select items to be placed in an adventure. 
  2. Refer to the line in the Level/CR column that corresponds to one of the following values (your 
  choice): the level of the player characters, the challenge rating of the magic item’s owner, or the 
  challenge rating of the group of creatures guarding the item. The entries in that row of the table 
  indicate the total number of items that would be appropriate for the characters to receive by the 
  end of the tier represented by that row. 
  
   
   
  3. Choose a magic item of any rarity for which the entry in this row is not 0. 
  4. When the characters obtain an item, modify your notes to indicate which part of your budget 
  this expenditure came from by subtracting 1 from the appropriate entry on the table. 
  In the future, if you choose an item of a rarity that’s not available in the current tier but is still 
  available in a lower tier, deduct the item from the lower tier. If all lower tiers also have no items 
  available of a given rarity, deduct the item from a higher tier. 
  Magic Items Awarded by Rarity 
    
  — — — — — — — Minor Magic Items — — — — — — — 
  — — — — Major Magic Items — — — — 
  Level/CR Common Uncommon Rare Very Rare Legendary Uncommon Rare Very Rare Legendary 
  1–4 
  6 
  2 
  1 
  0 
  0 
  2 
  0 
  0 
  0 
  5–10 
  10 
  12 
  5 
  1 
  0 
  5 
  1 
  0 
  0 
  11–16 
  3 
  6 
  9 
  5 
  1 
  1 
  2 
  2 
  1 
  17+ 
  0 
  0 
  4 
  9 
  6 
  0 
  1 
  2 
  3 
  Total 
  19 
  20 
  19 
  15 
  7 
  8 
  4 
  4 
  4 
  Choosing Items Piecemeal 
  If you prefer a more free-form method of choosing magic items, simply select each magic item 
  you want to give out; then, when the characters acquire one, deduct it from the Magic Items 
  Awarded by Rarity table in your notes. Whenever you do so, start with the lowest tier, and 
  deduct the item from the first number you come across in the appropriate rarity column for the 
  item, whether its minor or major. If that tier doesn’t have a number greater than 0 for that rarity, 
  go up a tier until you find one that does, and deduct the magic item from that number. Following 
  this process, you will zero out each row of the table in order, going from the lowest levels to the 
  highest. 
  Overstocking an Adventure 
  The magic item tables in this section are based on the number of items the characters are 
  expected to receive, not the number of items that are available in an adventure. When creating or 
  modifying an adventure, assume that the characters won’t find all the items you place in it, 
  unless most of the loot is in easy-to-find locations. Here’s a good rule of thumb: an adventure 
  can include a number of items that’s 25 percent higher than the numbers in the tables (round up). 
  For example, an adventure designed to take characters from 1st to 4th level might include 
  fourteen items rather than eleven, in the expectation that three of those items won’t be found. 
  BEHIND THE DESIGN: MAGIC ITEM DISTRIBUTION 
  The Dungeon Master’s Guide assumes a certain amount of treasure will be found over the 
  course of a campaign. Over twenty levels of typical play, the game expects forty-five rolls on the 
  Treasure Hoard tables, distributed as follows:  
  
   
   
   
  Seven rolls on the Challenge 0–4 table 
   
  Eighteen rolls on the Challenge 5–10 table 
   
  Twelve rolls on the Challenge 11–16 table 
   
  Eight rolls on the Challenge 17+ table 
  Because many of the table results call for more than one magic item, those forty-five rolls will 
  result in the characters obtaining roughly one hundred items. The optional system described 
  here yields the same number of items, distributed properly throughout the spectrum of rarity, 
  while enabling you to control exactly which items the characters have a chance of acquiring. 
  Common Magic Items 
  The Dungeon Master’s Guide includes many magic items of every rarity. The one exception are 
  common items; that book includes few of them. This section introduces more of them to the 
  game. These items seldom increase a character’s power, but they are likely to amuse players and 
  provide fun roleplaying opportunities. 
  CREATING ADDITIONAL COMMON ITEMS 
  The “Special Features” section in chapter 7 of the Dungeon Master’s Guide is useful if you want 
  to design other common magic items. For example, the What Minor Property Does It Have? 
  table might inspire you to create a magic item that allows a character to speak and understand the 
  Goblin language (based on the table’s Language property), a magic item that glows in the 
  presence of fiends (based on the Sentinel property), or a magic item that projects its user’s voice 
  over a great distance (based on the War Leader property). 
  Armor of Gleaming 
  Armor (any medium or heavy), common 
  This armor never gets dirty. 
  Bead of Nourishment 
  Wondrous item, common 
  This spongy, flavorless, gelatinous bead dissolves on your tongue and provides as much 
  nourishment as 1 day of rations. 
  Bead of Refreshment 
  Wondrous item, common 
  
   
   
  This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the 
  liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful 
  substances such as poison. 
  Boots of False Tracks 
  Wondrous item, common 
  Only humanoids can wear these boots. While wearing the boots, you can choose to have them 
  leave tracks like those of another kind of humanoid of your size. 
  Candle of the Deep 
  Wondrous item, common 
  The flame of this candle is not extinguished when immersed in water. It gives off light and heat 
  like a normal candle. 
  Cast-Off Armor 
  Armor (light, medium, or heavy), common 
  You can doff this armor as an action. 
  Charlatan’s Die 
  Wondrous item, common (requires attunement) 
  Whenever you roll this six-sided die, you can control which number it rolls. 
  Cloak of Billowing 
  Wondrous item, common 
  While wearing this cloak, you can use a bonus action to make it billow dramatically. 
  Cloak of Many Fashions 
  Wondrous item, common 
  While wearing this cloak, you can use a bonus action to change the style, color, and apparent 
  quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the 
  
   
   
  cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic 
  cloaks, it doesn’t gain their magical properties. 
  Clockwork Amulet 
  Wondrous item, common 
  This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a 
  plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking 
  and whirring noises coming from within. 
  When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 
  10 on the die. Once used, this property can’t be used again until the next dawn. 
  Clothes of Mending 
  Wondrous item, common 
  This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. 
  Pieces of the outfit that are destroyed can’t be repaired in this way. 
  Dark Shard Amulet 
  Wondrous item, common (requires attunement by a warlock) 
  This amulet is fashioned from a single shard of resilient extraplanar material originating from the 
  realm of your warlock patron. While you are wearing it, you gain the following benefits: 
   
  You can use the amulet as a spellcasting focus for your warlock spells. 
   
  You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock 
  spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check 
  succeeds, you cast the spell. If the check fails, so does the spell, and the action used to 
  cast the spell is wasted. In either case, you can’t use this property again until you finish a 
  long rest. 
  Dread Helm 
  Wondrous item, common 
  This fearsome steel helm makes your eyes glow red while you wear it. 
  
   
   
   
  Ear Horn of Hearing 
  Wondrous item, common 
  While held up to your ear, this horn suppresses the effects of the deafened condition on you, 
  allowing you to hear normally. 
  Enduring Spellbook 
  Wondrous item, common 
  This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion 
  in water. In addition, the spellbook doesn’t deteriorate with age. 
  Ersatz Eye 
  Wondrous item, common (requires attunement) 
  This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded 
  in your eye socket, it can’t be removed by anyone other than you, and you can see through the 
  tiny orb as though it were a normal eye. 
  Hat of Vermin 
  Wondrous item, common 
  This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges 
  and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player’s 
  Handbook or the Monster Manual for statistics). The summoned creature magically appears in 
  the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor 
  hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and 
  disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges 
  daily at dawn. 
  Hat of Wizardry 
  Wondrous item, common (requires attunement by a wizard) 
  This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are 
  wearing it, you gain the following benefits: 
   
  You can use the hat as a spellcasting focus for your wizard spells. 
  
   
   
   
  You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell 
  list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you 
  cast the spell. If the check fails, so does the spell, and the action used to cast the spell is 
  wasted. In either case, you can’t use this property again until you finish a long rest. 
  Heward’s Handy Spice Pouch 
  Wondrous item, common 
  This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an 
  action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, 
  pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A 
  pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at 
  dawn. 
  Horn of Silent Alarm 
  Wondrous item, common 
  This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear 
  the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other 
  creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at 
  dawn. 
  Instrument of Illusions 
  Wondrous item, common (requires attunement) 
  While you are playing this musical instrument, you can create harmless, illusory visual effects 
  within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 
  15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and 
  gently falling snow. The magical effects have neither substance nor sound, and they are 
  obviously illusory. The effects end when you stop playing. 
  Instrument of Scribing 
  Wondrous item, common (requires attunement) 
  This musical instrument has 3 charges. While you are playing it, you can use an action to expend 
  1 charge from the instrument and write a magical message on a nonmagical object or surface that 
  you can see within 30 feet of you. The message can be up to six words long and is written in a 
  language you know. If you are a bard, you can scribe an additional seven words and choose to 
  make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel 
  magic on the message erases it. Otherwise, the message fades away after 24 hours. 
  
   
   
  The instrument regains all expended charges daily at dawn. 
  Lock of Trickery 
  Wondrous item, common 
  This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s 
  Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart 
  burglars. Dexterity checks made to pick the lock have disadvantage. 
  Moon-Touched Sword 
  Weapon (any sword), common 
  In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-
  foot radius and dim light for an additional 15 feet. 
  Mystery Key 
  Wondrous item, common 
  A question mark is worked into the head of this key. The key has a 5 percent chance of 
  unlocking any lock into which it’s inserted. Once it unlocks something, the key disappears. 
  Orb of Direction 
  Wondrous item, common 
  While holding this orb, you can use an action to determine which way is north. This property 
  functions only on the Material Plane. 
  Orb of Time 
  Wondrous item, common 
  While holding this orb, you can use an action to determine whether it is morning, afternoon, 
  evening, or nighttime outside. This property functions only on the Material Plane. 
  Perfume of Bewitching 
  Wondrous item, common 
  
   
   
  This tiny vial contains magic perfume, enough for one use. You can use an action to apply the 
  perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all 
  Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the 
  perfume’s effect are not aware that they’ve been influenced by magic. 
  Pipe of Smoke Monsters 
  Wondrous item, common 
  While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a 
  single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to 
  fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. 
  Pole of Angling 
  Wondrous item, common 
  While holding this 10-foot pole, you can speak a command word and transform it into a fishing 
  pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole 
  back into a normal 10-foot pole. 
  Pole of Collapsing 
  Wondrous item, common 
  While holding this 10-foot pole, you can use an action to speak a command word and cause it to 
  collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You can 
  use an action to speak a different command word and cause the rod to revert to a pole; however, 
  the rod will elongate only as far as the surrounding space allows. 
  Pot of Awakening 
  Wondrous item, common 
  If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub 
  magically transforms into an awakened shrub (see the Monster Manual for statistics) at the end 
  of that time. When the shrub awakens, its roots break the pot, destroying it. 
  The awakened shrub is friendly toward you. Absent commands from you, it does nothing. 
  
   
   
   
  Rope of Mending 
  Wondrous item, common 
  You can cut this 50-foot coil of hempen rope into any number of smaller pieces, and then use an 
  action to speak a command word and cause the pieces to knit back together. The pieces must be 
  in contact with each other and not otherwise in use. A rope of mending is forever shortened if a 
  section of it is lost or destroyed. 
  Ruby of the War Mage 
  Wondrous item, common (requires attunement by a spellcaster) 
  Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial 
  weapon as a spellcasting focus for your spells. For this property to work, you must attach the 
  ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby 
  can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an 
  antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the 
  ruby ends. 
  Shield of Expression 
  Armor (shield), common 
  The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a 
  bonus action to alter the face’s expression. 
  Smoldering Armor 
  Armor (any), common 
  Wisps of harmless, odorless smoke rise from this armor while it is worn. 
  Staff of Adornment 
  Staff, common 
  If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a 
  stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and 
  remains there until it is removed or until the staff is no longer in your possession. The staff can 
  
   
   
  have up to three such objects floating over its tip at any given time. While holding the staff, you 
  can make one or more of the objects slowly spin or turn in place. 
  Staff of Birdcalls 
  Staff, common 
  This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can 
  use an action to expend 1 charge from the staff and cause it to create one of the following sounds 
  out to a range of 60 feet: a finch’s chirp, a raven’s caw, a duck’s quack, a chicken’s cluck, a 
  goose’s honk, a loon’s call, a turkey’s gobble, a seagull’s cry, an owl’s hoot, or an eagle’s shriek. 
  The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 
  d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever. 
  Staff of Flowers 
  Staff, common 
  This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge 
  from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or 
  from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented 
  daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. 
  The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a 
  d20. On a 1, the staff turns into flower petals and is lost forever. 
  Talking Doll 
  Wondrous item, common (requires attunement) 
  While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six 
  phrases, none of which can be more than six words long, and set a condition under which the doll 
  speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it 
  must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up 
  the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your 
  attunement to the doll ends. 
  Tankard of Sobriety 
  Wondrous item, common 
  
   
   
  This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other 
  nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no 
  effect on magical liquids or harmful substances such as poison. 
   
  Unbreakable Arrow 
  Weapon (arrow), common 
  This arrow can’t be broken, except when it is within an antimagic field. 
  Veteran’s Cane 
  Wondrous item, common 
  When you grasp this walking cane and use a bonus action to speak the command word, it 
  transforms into an ordinary longsword and ceases to be magical. 
  Walloping Ammunition 
  Weapon (any ammunition), common 
  This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 
  Strength saving throw or be knocked prone. 
  
   
   
  Wand of Conducting 
  Wand, common 
  This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and 
  create orchestral music by waving it around. The music can be heard out to a range of 60 feet and 
  ends when you stop waving the wand. 
  The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 
  a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed. 
  Wand of Pyrotechnics 
  Wand, common 
  This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and 
  create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst 
  of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as 
  bright as a torch flame but lasts only a second. 
  The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, 
  roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. 
  Wand of Scowls 
  Wand, common 
  This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and 
  target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 
  Charisma saving throw or be forced to scowl for 1 minute. 
  The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 
  a d20. On a 1, the wand transforms into a wand of smiles. 
  Wand of Smiles 
  Wand, common 
  This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and 
  target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 
  Charisma saving throw or be forced to smile for 1 minute. 
  The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll 
  a d20. On a 1, the wand transforms into a wand of scowls. 
  
   
   
  Magic Item Tables 
  The tables in this section classify the magic items from the Dungeon Master’s Guide and the new 
  items presented here into minor items and major items, then separate the items in each group 
  according to rarity. Each table entry includes the item’s type and an indication of whether the 
  item requires attunement. Artifacts aren’t included here; they are beyond even major items in 
  power and importance. 
  RECHARGING WITHOUT A DAWN 
  Some magic items can be used a limited number of times but are recharged by the arrival of 
  dawn. What if you’re on a plane of existence that lacks anything resembling dawn? The DM 
  should choose a time every 24 hours when such magic items recharge on that plane of existence.  
  Even on a world that experiences dawn each day, the DM is free to choose a different time — 
  perhaps noon, sunset, or midnight — when certain magic items recharge. 
  The tables in this section classify the magic items from the Dungeon Master’s Guide and the new 
  items presented here into minor items and major items, then separate the items in each group 
  according to rarity. Each table entry includes the item’s type and an indication of whether the 
  item requires attunement. Artifacts aren’t included here; they are beyond even major items in 
  power and importance. 
  Minor Items, Common 
  Item 
  Type 
  Attune? 
  Armor of gleaming 
  Armor 
  No 
  Bead of nourishment 
  Wondrous item No 
  Bead of refreshment 
  Wondrous item No 
  Boots of false tracks 
  Wondrous item No 
  Candle of the deep 
  Wondrous item No 
  Cast-off armor 
  Armor 
  No 
  Charlatan’s die 
  Wondrous item Yes 
  Cloak of billowing 
  Wondrous item No 
  Cloak of many fashions 
  Wondrous item No 
  Clockwork amulet 
  Wondrous item No 
  Clothes of mending 
  Wondrous item No 
  Dark shard amulet 
  Wondrous item Yes (warlock) 
  Dread helm 
  Wondrous item No 
  Ear horn of hearing 
  Wondrous item No 
  Enduring spellbook 
  Wondrous item No 
  
   
   
  Item 
  Type 
  Attune? 
  Ersatz eye 
  Wondrous item Yes 
  Hat of vermin 
  Wondrous item No 
  Hat of wizardry 
  Wondrous item Yes (wizard) 
  Heward’s handy spice pouch Wondrous item No 
  Horn of silent alarm 
  Wondrous item No 
  Instrument of illusions 
  Wondrous item Yes 
  Instrument of scribing 
  Wondrous item Yes 
  Lock of trickery 
  Wondrous item No 
  Moon-touched sword 
  Weapon 
  No 
  Mystery key 
  Wondrous item No 
  Orb of direction 
  Wondrous item No 
  Orb of time 
  Wondrous item No 
  Perfume of bewitching 
  Wondrous item No 
  Pipe of smoke monsters 
  Wondrous item No 
  Pole of angling 
  Wondrous item No 
  Pole of collapsing 
  Wondrous item No 
  Pot of awakening 
  Wondrous item No 
  Potion of climbing 
  Potion 
  No 
  Potion of healing 
  Potion 
  No 
  Rope of mending 
  Wondrous item No 
  Ruby of the war mage 
  Wondrous item Yes 
  (spellcaster) 
  Shield of expression 
  Armor 
  No 
  Smoldering armor 
  Armor 
  No 
  Spell scroll (cantrip) 
  Scroll 
  No 
  Spell scroll (1st level) 
  Scroll 
  No 
  Staff of adornment 
  Staff 
  No 
  Staff of birdcalls 
  Staff 
  No 
  Staff of flowers 
  Staff 
  No 
  Talking doll 
  Wondrous item Yes 
  Tankard of sobriety 
  Wondrous item No 
  Unbreakable arrow 
  Weapon 
  No 
  Veteran’s cane 
  Wondrous item No 
  Walloping ammunition 
  Weapon 
  No 
  Wand of conducting 
  Wand 
  No 
  Wand of pyrotechnics 
  Wand 
  No 
  
   
   
  Item 
  Type 
  Attune? 
  Wand of scowls 
  Wand 
  No 
  Wand of smiles 
  Wand 
  No 
  Minor Items, Uncommon 
  Item 
  Type 
  Attune? 
  Alchemy jug 
  Wondrous item No 
  Ammunition, +1 
  Weapon 
  No 
  Bag of holding 
  Wondrous item No 
  Cap of water breathing 
  Wondrous item No 
  Cloak of the manta ray 
  Wondrous item No 
  Decanter of endless water 
  Wondrous item No 
  Driftglobe 
  Wondrous item No 
  Dust of disappearance 
  Wondrous item No 
  Dust of dryness 
  Wondrous item No 
  Dust of sneezing and choking 
  Wondrous item No 
  Elemental gem 
  Wondrous item No 
  Eyes of minute seeing 
  Wondrous item No 
  Goggles of night 
  Wondrous item No 
  Helm of comprehending languages Wondrous item No 
  Immovable rod 
  Rod 
  No 
  Keoghtom’s ointment 
  Wondrous item No 
  Lantern of revealing 
  Wondrous item No 
  Mariner’s armor 
  Armor 
  No 
  Mithral armor 
  Armor 
  No 
  Oil of slipperiness 
  Potion 
  No 
  Periapt of health 
  Wondrous item No 
  Philter of love 
  Potion 
  No 
  Potion of animal friendship 
  Potion 
  No 
  Potion of fire breath 
  Potion 
  No 
  Potion of healing, greater 
  Potion 
  No 
  Potion of growth 
  Potion 
  No 
  Potion of hill giant strength 
  Potion 
  No 
  Potion of poison 
  Potion 
  No 
  Potion of resistance 
  Potion 
  No 
  Potion of water breathing 
  Potion 
  No 
  
   
   
  Item 
  Type 
  Attune? 
  Ring of swimming 
  Ring 
  No 
  Robe of useful items 
  Wondrous item No 
  Rope of climbing 
  Wondrous item No 
  Saddle of the cavalier 
  Wondrous item No 
  Sending stones 
  Wondrous item No 
  Spell scroll (2nd level) 
  Scroll 
  No 
  Spell scroll (3rd level) 
  Scroll 
  No 
  Wand of magic detection 
  Wand 
  No 
  Wand of secrets 
  Wand 
  No 
  Minor Items, Rare 
  Item 
  Type 
  Attune? 
  Ammunition, +2 
  Weapon 
  No 
  Bag of beans 
  Wondrous item No 
  Bead of force 
  Wondrous item No 
  Chime of opening 
  Wondrous item No 
  Elixir of health 
  Potion 
  No 
  Folding boat 
  Wondrous item No 
  Heward’s handy haversack 
  Wondrous item No 
  Horseshoes of speed 
  Wondrous item No 
  Necklace of fireballs 
  Wondrous item No 
  Oil of etherealness 
  Potion 
  No 
  Portable hole 
  Wondrous item No 
  Potion of clairvoyance 
  Potion 
  No 
  Potion of diminution 
  Potion 
  No 
  Potion of fire giant strength 
  Potion 
  No 
  Potion of frost giant strength Potion 
  No 
  Potion of gaseous form 
  Potion 
  No 
  Potion of heroism 
  Potion 
  No 
  Potion of invulnerability 
  Potion 
  No 
  Potion of mind reading 
  Potion 
  No 
  Potion of stone giant strength Potion 
  No 
  Potion of healing, superior 
  Potion 
  No 
  Quaal’s feather token 
  Wondrous item No 
  Scroll of protection 
  Scroll 
  No 
  
   
   
  Item 
  Type 
  Attune? 
  Spell scroll (4th level) 
  Scroll 
  No 
  Spell scroll (5th level) 
  Scroll 
  No 
  Minor Items, Very Rare 
  Item 
  Type 
  Attune? 
  Ammunition, +3 
  Weapon 
  No 
  Arrow of slaying 
  Weapon 
  No 
  Bag of devouring 
  Wondrous item No 
  Horseshoes of a zephyr 
  Wondrous item No 
  Nolzur’s marvelous pigments Wondrous item No 
  Oil of sharpness 
  Potion 
  No 
  Potion of cloud giant strength Potion 
  No 
  Potion of flying 
  Potion 
  No 
  Potion of invisibility 
  Potion 
  No 
  Potion of longevity 
  Potion 
  No 
  Potion of speed 
  Potion 
  No 
  Potion of healing, supreme 
  Potion 
  No 
  Potion of vitality 
  Potion 
  No 
  Spell scroll (6th level) 
  Scroll 
  No 
  Spell scroll (7th level) 
  Scroll 
  No 
  Spell scroll (8th level) 
  Scroll 
  No 
  Minor Items, Legendary 
  Item 
  Type 
  Attune? 
  Potion of storm giant strength Potion 
  No 
  Sovereign glue 
  Wondrous item No 
  Spell scroll (9th level) 
  Scroll 
  No 
  Universal solvent 
  Wondrous item No 
  Major Items, Uncommon 
  Item 
  Type 
  Attune? 
  Adamantine armor 
  Armor 
  No 
  Amulet of proof against detection and location Wondrous item Yes 
  
   
   
  Item 
  Type 
  Attune? 
  Bag of tricks 
  Wondrous item No 
  Boots of elvenkind 
  Wondrous item No 
  Boots of striding and springing 
  Wondrous item Yes 
  Boots of the winterlands 
  Wondrous item Yes 
  Bracers of archery 
  Wondrous item Yes 
  Brooch of shielding 
  Wondrous item Yes 
  Broom of flying 
  Wondrous item No 
  Circlet of blasting 
  Wondrous item No 
  Cloak of elvenkind 
  Wondrous item Yes 
  Cloak of protection 
  Wondrous item Yes 
  Deck of illusions 
  Wondrous item No 
  Eversmoking bottle 
  Wondrous item No 
  Eyes of charming 
  Wondrous item Yes 
  Eyes of the eagle 
  Wondrous item Yes 
  Figurine of wondrous power (silver raven) 
  Wondrous item No 
  Gauntlets of ogre power 
  Wondrous item Yes 
  Gem of brightness 
  Wondrous item No 
  Gloves of missile snaring 
  Wondrous item Yes 
  Gloves of swimming and climbing 
  Wondrous item Yes 
  Gloves of thievery 
  Wondrous item No 
  Hat of disguise 
  Wondrous item Yes 
  Headband of intellect 
  Wondrous item Yes 
  Helm of telepathy 
  Wondrous item Yes 
  Instrument of the bards (Doss lute) 
  Wondrous item Yes (bard) 
  Instrument of the bards (Fochlucan bandore) Wondrous item Yes (bard) 
  Instrument of the bards (Mac-Fuirmidh cittern) Wondrous item Yes (bard) 
  Javelin of lightning 
  Weapon 
  No 
  Medallion of thoughts 
  Wondrous item Yes 
  Necklace of adaptation 
  Wondrous item Yes 
  Pearl of power 
  Wondrous item Yes (spellcaster) 
  Periapt of wound closure 
  Wondrous item Yes 
  Pipes of haunting 
  Wondrous item No 
  Pipes of the sewers 
  Wondrous item Yes 
  Quiver of Ehlonna 
  Wondrous item No 
  Ring of jumping 
  Ring 
  Yes 
  
   
   
  Item 
  Type 
  Attune? 
  Ring of mind shielding 
  Ring 
  Yes 
  Ring of warmth 
  Ring 
  Yes 
  Ring of water walking 
  Ring 
  No 
  Rod of the pact keeper, +1 
  Rod 
  Yes (warlock) 
  Sentinel shield 
  Armor 
  No 
  Shield, +1 
  Armor 
  No 
  Slippers of spider climbing 
  Wondrous item Yes 
  Staff of the adder 
  Staff 
  Yes (cleric, druid, or warlock) 
  Staff of the python 
  Staff 
  Yes (cleric, druid, or warlock) 
  Stone of good luck (luckstone) 
  Wondrous item Yes 
  Sword of vengeance 
  Weapon 
  Yes 
  Trident of fish command 
  Weapon 
  Yes 
  Wand of magic missiles 
  Wand 
  No 
  Wand of the war mage, +1 
  Wand 
  Yes (spellcaster) 
  Wand of web 
  Wand 
  Yes (spellcaster) 
  Weapon of warning 
  Weapon 
  Yes 
  Weapon, +1 
  Weapon 
  No 
  Wind fan 
  Wondrous item No 
  Winged boots 
  Wondrous item Yes 
  Major Items, Rare 
  Item 
  Type 
  Attune? 
  Amulet of health 
  Wondrous 
  item 
  Yes 
  Armor of resistance 
  Armor 
  Yes 
  Armor of vulnerability 
  Armor 
  Yes 
  Armor, +1 
  Armor 
  No 
  Arrow-catching shield 
  Armor 
  Yes 
  Belt of dwarvenkind 
  Wondrous 
  item 
  Yes 
  Belt of hill giant strength 
  Wondrous 
  item 
  Yes 
  Berserker axe 
  Weapon 
  Yes 
  Boots of levitation 
  Wondrous 
  item 
  Yes 
  
   
   
  Item 
  Type 
  Attune? 
  Boots of speed 
  Wondrous 
  item 
  Yes 
  Bowl of commanding water 
  elementals 
  Wondrous 
  item 
  No 
  Bracers of defense 
  Wondrous 
  item 
  Yes 
  Brazier of commanding fire 
  elementals 
  Wondrous 
  item 
  No 
  Cape of the mountebank 
  Wondrous 
  item 
  No 
  Censer of controlling air elementals 
  Wondrous 
  item 
  No 
  Cloak of displacement 
  Wondrous 
  item 
  Yes 
  Cloak of the bat 
  Wondrous 
  item 
  Yes 
  Cube of force 
  Wondrous 
  item 
  Yes 
  Daern’s instant fortress 
  Wondrous 
  item 
  No 
  Dagger of venom 
  Weapon 
  No 
  Dimensional shackles 
  Wondrous 
  item 
  No 
  Dragon slayer 
  Weapon 
  No 
  Elven chain 
  Armor 
  No 
  Figurine of wondrous power (bronze 
  griffon) 
  Wondrous 
  item 
  No 
  Figurine of wondrous power (ebony 
  fly) 
  Wondrous 
  item 
  No 
  Figurine of wondrous power (golden 
  lions) 
  Wondrous 
  item 
  No 
  Figurine of wondrous power (ivory 
  goats) 
  Wondrous 
  item 
  No 
  Figurine of wondrous power (marble 
  elephant) 
  Wondrous 
  item 
  No 
  Figurine of wondrous power (onyx 
  dog) 
  Wondrous 
  item 
  No 
  Figurine of wondrous power 
  Wondrous 
  No 
  
   
   
  Item 
  Type 
  Attune? 
  (serpentine owl) 
  item 
  Flame tongue 
  Weapon 
  Yes 
  Gem of seeing 
  Wondrous 
  item 
  Yes 
  Giant slayer 
  Weapon 
  No 
  Glamoured studded leather 
  Armor 
  No 
  Helm of teleportation 
  Wondrous 
  item 
  Yes 
  Horn of blasting 
  Wondrous 
  item 
  No 
  Horn of Valhalla (silver or brass) 
  Wondrous 
  item 
  No 
  Instrument of the bards (Canaith 
  mandolin) 
  Wondrous 
  item 
  Yes (bard) 
  Instrument of the bards (Cli lyre) 
  Wondrous 
  item 
  Yes (bard) 
  Ioun stone (awareness) 
  Wondrous 
  item 
  Yes 
  Ioun stone (protection) 
  Wondrous 
  item 
  Yes 
  Ioun stone (reserve) 
  Wondrous 
  item 
  Yes 
  Ioun stone (sustenance) 
  Wondrous 
  item 
  Yes 
  Iron bands of Bilarro 
  Wondrous 
  item 
  No 
  Mace of disruption 
  Weapon 
  Yes 
  Mace of smiting 
  Weapon 
  No 
  Mace of terror 
  Weapon 
  Yes 
  Mantle of spell resistance 
  Wondrous 
  item 
  Yes 
  Necklace of prayer beads 
  Wondrous 
  item 
  Yes (cleric, druid, or paladin) 
  Periapt of proof against poison 
  Wondrous 
  item 
  No 
  Ring of animal influence 
  Ring 
  No 
  Ring of evasion 
  Ring 
  Yes 
  Ring of feather falling 
  Ring 
  Yes 
  
   
   
  Item 
  Type 
  Attune? 
  Ring of free action 
  Ring 
  Yes 
  Ring of protection 
  Ring 
  Yes 
  Ring of resistance 
  Ring 
  Yes 
  Ring of spell storing 
  Ring 
  Yes 
  Ring of the ram 
  Ring 
  Yes 
  Ring of X-ray vision 
  Ring 
  Yes 
  Robe of eyes 
  Wondrous 
  item 
  Yes 
  Rod of rulership 
  Rod 
  Yes 
  Rod of the pact keeper, +2 
  Rod 
  Yes (warlock) 
  Rope of entanglement 
  Wondrous 
  item 
  No 
  Shield of missile attraction 
  Armor 
  Yes 
  Shield, +2 
  Armor 
  No 
  Staff of charming 
  Staff 
  Yes (bard, cleric, druid, sorcerer, warlock, 
  or wizard) 
  Staff of healing 
  Staff 
  Yes (bard, cleric, or druid) 
  Staff of swarming insects 
  Staff 
  Yes (bard, cleric, druid, sorcerer, warlock, 
  or wizard) 
  Staff of the woodlands 
  Staff 
  Yes (druid) 
  Staff of withering 
  Staff 
  Yes (cleric, druid, or warlock) 
  Stone of controlling earth elementals Wondrous 
  item 
  No 
  Sun blade 
  Weapon 
  Yes 
  Sword of life stealing 
  Weapon 
  Yes 
  Sword of wounding 
  Weapon 
  Yes 
  Tentacle rod 
  Rod 
  Yes 
  Vicious weapon 
  Weapon 
  No 
  Wand of binding 
  Wand 
  Yes (spellcaster) 
  Wand of enemy detection 
  Wand 
  Yes 
  Wand of fear 
  Wand 
  Yes 
  Wand of fireballs 
  Wand 
  Yes (spellcaster) 
  Wand of lightning bolts 
  Wand 
  Yes (spellcaster) 
  Wand of paralysis 
  Wand 
  Yes (spellcaster) 
  Wand of the war mage, +2 
  Wand 
  Yes (spellcaster) 
  Wand of wonder 
  Wand 
  Yes (spellcaster) 
  
   
   
  Item 
  Type 
  Attune? 
  Weapon, +2 
  Weapon 
  No 
  Wings of flying 
  Wondrous 
  item 
  Yes 
   
  Major Items, Very Rare 
  Item 
  Type 
  Attune? 
  Amulet of the planes 
  Wondrous 
  item 
  Yes 
  Animated shield 
  Armor 
  Yes 
  Armor, +2 
  Armor 
  No 
  Belt of fire giant strength 
  Wondrous 
  item 
  Yes 
  
   
   
  Item 
  Type 
  Attune? 
  Belt of frost giant strength, Belt of stone giant 
  strength 
  Wondrous 
  item 
  Yes 
  Candle of invocation 
  Wondrous 
  item 
  Yes 
  Carpet of flying 
  Wondrous 
  item 
  No 
  Cloak of arachnida 
  Wondrous 
  item 
  Yes 
  Crystal ball (very rare) 
  Wondrous 
  item 
  Yes 
  Dancing sword 
  Weapon 
  Yes 
  Demon armor 
  Armor 
  Yes 
  Dragon scale mail 
  Armor 
  Yes 
  Dwarven plate 
  Armor 
  No 
  Dwarven thrower 
  Weapon 
  Yes (dwarf) 
  Efreeti bottle 
  Wondrous 
  item 
  No 
  Figurine of wondrous power (obsidian steed) Wondrous 
  item 
  No 
  Frost brand 
  Weapon 
  Yes 
  Helm of brilliance 
  Wondrous 
  item 
  Yes 
  Horn of Valhalla (bronze) 
  Wondrous 
  item 
  No 
  Instrument of the bards (Anstruth harp) 
  Wondrous 
  item 
  Yes (bard) 
  Ioun stone (absorption) 
  Wondrous 
  item 
  Yes 
  Ioun stone (agility) 
  Wondrous 
  item 
  Yes 
  Ioun stone (fortitude) 
  Wondrous 
  item 
  Yes 
  Ioun stone (insight) 
  Wondrous 
  item 
  Yes 
  Ioun stone (intellect) 
  Wondrous 
  item 
  Yes 
  Ioun stone (leadership) 
  Wondrous 
  item 
  Yes 
  
   
   
  Item 
  Type 
  Attune? 
  Ioun stone (strength) 
  Wondrous 
  item 
  Yes 
  Manual of bodily health 
  Wondrous 
  item 
  No 
  Manual of gainful exercise 
  Wondrous 
  item 
  No 
  Manual of golems 
  Wondrous 
  item 
  No 
  Manual of quickness of action 
  Wondrous 
  item 
  No 
  Mirror of life trapping 
  Wondrous 
  item 
  No 
  Nine lives stealer 
  Weapon 
  Yes 
  Oathbow 
  Weapon 
  Yes 
  Ring of regeneration 
  Ring 
  Yes 
  Ring of shooting stars 
  Ring 
  Yes (outdoors at night) 
  Ring of telekinesis 
  Ring 
  Yes 
  Robe of scintillating colors 
  Wondrous 
  item 
  Yes 
  Robe of stars 
  Wondrous 
  item 
  Yes 
  Rod of absorption 
  Rod 
  Yes 
  Rod of alertness 
  Rod 
  Yes 
  Rod of security 
  Rod 
  No 
  Rod of the pact keeper, +3 
  Rod 
  Yes (warlock) 
  Scimitar of speed 
  Weapon 
  Yes 
  Shield, +3 
  Armor 
  No 
  Spellguard shield 
  Armor 
  Yes 
  Staff of fire 
  Staff 
  Yes (druid, sorcerer, warlock, or 
  wizard) 
  Staff of frost 
  Staff 
  Yes (druid, sorcerer, warlock, or 
  wizard) 
  Staff of power 
  Staff 
  Yes (sorcerer, warlock, or wizard) 
  Staff of striking 
  Staff 
  Yes 
  Staff of thunder and lightning 
  Staff 
  Yes 
  Sword of sharpness 
  Weapon 
  Yes 
  Tome of clear thought 
  Wondrous 
  No 
  
   
   
  Item 
  Type 
  Attune? 
  item 
  Tome of leadership and influence 
  Wondrous 
  item 
  No 
  Tome of understanding 
  Wondrous 
  item 
  No 
  Wand of polymorph 
  Wand 
  Yes (spellcaster) 
  Wand of the war mage, +3 
  Wand 
  Yes (spellcaster) 
  Weapon, +3 
  Weapon 
  No 
  Major Items, Legendary 
  Item 
  Type 
  Attune? 
  Apparatus of Kwalish 
  Wondrous 
  item 
  No 
  Armor of invulnerability 
  Armor 
  Yes 
  Armor, +3 
  Armor 
  No 
  Belt of cloud giant strength 
  Wondrous 
  item 
  Yes 
  Belt of storm giant strength 
  Wondrous 
  item 
  Yes 
  Cloak of invisibility 
  Wondrous 
  item 
  Yes 
  Crystal ball (legendary) 
  Wondrous 
  item 
  Yes 
  Cubic gate 
  Wondrous 
  item 
  No 
  Deck of many things 
  Wondrous 
  item 
  No 
  Defender 
  Weapon 
  Yes 
  Efreeti chain 
  Armor 
  Yes 
  Hammer of thunderbolts 
  Weapon 
  Yes (Giant’s Bane) 
  Holy avenger 
  Weapon 
  Yes (paladin) 
  Horn of Valhalla (iron) 
  Wondrous 
  item 
  No 
  Instrument of the bards (Ollamh 
  harp) 
  Wondrous 
  item 
  Yes (bard) 
  Ioun stone (greater absorption) 
  Wondrous 
  item 
  Yes 
  
   
   
  Item 
  Type 
  Attune? 
  Ioun stone (mastery) 
  Wondrous 
  item 
  Yes 
  Ioun stone (regeneration) 
  Wondrous 
  item 
  Yes 
  Iron flask 
  Wondrous 
  item 
  No 
  Luck blade 
  Weapon 
  Yes 
  Plate armor of etherealness 
  Armor 
  Yes 
  Ring of air elemental command 
  Ring 
  Yes 
  Ring of djinni summoning 
  Ring 
  Yes 
  Ring of earth elemental command 
  Ring 
  Yes 
  Ring of fire elemental command 
  Ring 
  Yes 
  Ring of invisibility 
  Ring 
  Yes 
  Ring of spell turning 
  Ring 
  Yes 
  Ring of three wishes 
  Ring 
  No 
  Ring of water elemental command 
  Ring 
  Yes 
  Robe of the archmagi 
  Wondrous 
  item 
  Yes (sorcerer, warlock, or wizard) 
  Rod of lordly might 
  Rod 
  Yes 
  Rod of resurrection 
  Rod 
  Yes (cleric, druid, or paladin) 
  Scarab of protection 
  Wondrous 
  item 
  Yes 
  Sphere of annihilation 
  Wondrous 
  item 
  No 
  Staff of the magi 
  Staff 
  Yes (sorcerer, warlock, or wizard) 
  Sword of answering 
  Weapon 
  Yes (creature of same alignment as 
  sword) 
  Talisman of pure good 
  Wondrous 
  item 
  Yes (creature of good alignment) 
  Talisman of the sphere 
  Wondrous 
  item 
  Yes 
  Talisman of ultimate evil 
  Wondrous 
  item 
  Yes (creature of evil alignment) 
  Tome of the stilled tongue 
  Wondrous 
  item 
  Yes (wizard) 
  Vorpal sword 
  Weapon 
  Yes 
  Well of many worlds 
  Wondrous 
  No 
  
   
   
  Item 
  Type 
  Attune? 
  item 
   
  ARE MAGIC ITEMS NECESSARY IN A CAMPAIGN? 
  The D&D game is built on the assumption that magic items appear sporadically and that they are 
  always a boon, unless an item bears a curse. Characters and monsters are built to face each other 
  without the help of magic items, which means that having a magic item always makes a 
  character more powerful or versatile than a generic character of the same level. As DM, you 
  never have to worry about awarding magic items just so the characters can keep up with the 
  campaign’s threats. Magic items are truly prizes. Are they useful? Absolutely. Are they 
  necessary? No. 
  Magic items can go from nice to necessary in the rare group that has no spellcasters, no monk, 
  and no NPCs capable of casting magic weapon. Having no magic makes it extremely difficult for 
  a party to overcome monsters that have resistances or immunity to nonmagical damage. In such a 
  game, you’ll want to be generous with magic weapons or else avoid using such monsters. 
   Never rely on magic items. They’re so fickle. First, they work, and then they don’t. 
  On, off, on, off — in the blink of my eye! 
  Chapter 3: Spells 
   
  
   
   
  Many of the character classes in the Player’s Handbook harness magic in the form of spells. This 
  chapter provides new spells for those classes, as well as for spellcasting monsters. The Dungeon 
  Master decides which of these spells are available in a campaign and how they can be learned. 
  For example, a DM might decide that some of the spells are freely available, that others are 
  unobtainable, and that a handful can be found only after a special quest, perhaps discovered in a 
  long-lost tome of magic. Wizard spells, in particular, can be introduced to a campaign in 
  spellbooks found astreasure. 
  When a DM adds spells to a campaign, clerics, druids, and paladins require special 
  consideration. When characters of those classes prepare their spells, they have access to the 
  entire spell list for their class. Given that fact, the DM should be cautious about making all of 
  these new spells available to a player who is overwhelmed when presented with many options. 
  For such a player, consider adding only story-appropriate spells to the spell list of that player’s 
  character. 
  So why can’t people who use magic do it all the time? 
  I can disintegrate things whenever I want. Like now. And now. And now. And now … Hey, 
  where’d everybody go? 
  Spell Lists 
  The following spell lists show which spells can be cast by characters of each class. A spell’s 
  school of magic is noted in parentheses. If a spell can be cast as a ritual, the ritual tag also 
  appears in the parentheses. 
  Bard Spells 
  Cantrips (0 Level) 
  Thunderclap (evocation) 
  1st Level 
  Earth tremor (evocation) 
  2nd Level 
  Pyrotechnics (transmutation) 
  Skywrite (transmutation, ritual) 
  Warding wind (evocation) 
  
   
   
  3rd Level 
  Catnap (enchantment) 
  Enemies abound (enchantment) 
  4th Level 
  Charm monster (enchantment) 
  5th Level 
  Skill empowerment (transmutation) 
  Synaptic static (enchantment) 
  9th Level 
  Mass polymorph (transmutation) 
  Psychic scream (enchantment) 
  Cleric Spells 
  Cantrips (0 Level) 
  Toll the dead (necromancy) 
  Word of radiance (evocation) 
  1st Level 
  Ceremony (abjuration, ritual) 
  3rd Level 
  Life transference (necromancy) 
  5th Level 
  Dawn (evocation) 
  Holy weapon (evocation) 
  7th Level 
  
   
   
  Temple of the gods (conjuration) 
  Druid Spells 
  Cantrips (0 Level) 
  Control flames (transmutation) 
  Create bonfire (conjuration) 
  Frostbite (evocation) 
  Gust (transmutation) 
  Infestation (conjuration) 
  Magic stone (transmutation) 
  Mold earth (transmutation) 
  Primal savagery (transmutation) 
  Shape water (transmutation) 
  Thunderclap (evocation) 
  1st Level 
  Absorb elements (abjuration) 
  Beast bond (divination) 
  Earth tremor (evocation) 
  Ice knife (conjuration) 
  Snare (abjuration) 
  2nd Level 
  Dust devil (conjuration) 
  Earthbind (transmutation) 
  Healing spirit (conjuration) 
  
   
   
  Skywrite (transmutation, ritual) 
  Warding wind (evocation) 
  3rd Level 
  Erupting earth (transmutation) 
  Flame arrows (transmutation) 
  Tidal wave (conjuration) 
  Wall of water (evocation) 
  4th Level 
  Charm monster (enchantment) 
  Elemental bane (transmutation) 
  Guardian of nature (transmutation) 
  Watery sphere (conjuration) 
  5th Level 
  Control winds (transmutation) 
  Maelstrom (evocation) 
  Transmute rock (transmutation) 
  Wrath of nature (evocation) 
  6th Level 
  Bones of the earth (transmutation) 
  Druid grove (abjuration) 
  Investiture of flame (transmutation) 
  Investiture of ice (transmutation) 
  Investiture of stone (transmutation) 
  
   
   
  Investiture of wind (transmutation) 
  Primordial ward (abjuration) 
  7th Level 
  Whirlwind (evocation) 
  Paladin Spells 
  1st Level 
  Ceremony (abjuration, ritual) 
  4th Level 
  Find greater steed (conjuration) 
  5th Level 
  Holy weapon (evocation) 
  Ranger Spells 
  1st Level 
  Absorb elements (abjuration) 
  Beast bond (divination) 
  Snare (abjuration) 
  Zephyr strike (transmutation) 
  2nd Level 
  Healing spirit (conjuration) 
  3rd Level 
  Flame arrows (transmutation) 
  4th Level 
  Guardian of nature (transmutation) 
  
   
   
  5th Level 
  Steel wind strike (conjuration) 
  Wrath of nature (evocation) 
  Sorcerer Spells 
  Cantrips (0 Level) 
  Control flames (transmutation) 
  Create bonfire (conjuration) 
  Frostbite (evocation) 
  Gust (transmutation) 
  Infestation (conjuration) 
  Mold earth (transmutation) 
  Shape water (transmutation) 
  Thunderclap (evocation) 
  1st Level 
  Absorb elements (abjuration) 
  Catapult (transmutation) 
  Chaos bolt (evocation) 
  Earth tremor (evocation) 
  Ice knife (conjuration) 
  2nd Level 
  Aganazzar’s scorcher (evocation) 
  Dragon’s Breath (transmutation) 
  Dust devil (conjuration) 
  
   
   
  Earthbind (transmutation) 
  Maximilian’s earthen grasp (transmutation) 
  Mind spike (divination) 
  Pyrotechnics (transmutation) 
  Shadow blade (illusion) 
  Snilloc’s snowball swarm (evocation) 
  Warding wind (evocation) 
  3rd Level 
  Catnap (enchantment) 
  Enemies abound (enchantment) 
  Erupting earth (transmutation) 
  Flame arrows (transmutation) 
  Melf’s minute meteors (evocation) 
  Thunder step (conjuration) 
  Tidal wave (conjuration) 
  Wall of water (evocation) 
  4th Level 
  Charm monster (enchantment) 
  Sickening radiance (evocation) 
  Storm sphere (evocation) 
  Vitriolic sphere (evocation) 
  Watery sphere (conjuration) 
  5th Level 
  
   
   
  Control winds (transmutation) 
  Enervation (necromancy) 
  Far step (conjuration) 
  Immolation (evocation) 
  Skill empowerment (transmutation) 
  Synaptic static (enchantment) 
  Wall of light (evocation) 
  6th Level 
  Investiture of flame (transmutation) 
  Investiture of ice (transmutation) 
  Investiture of stone (transmutation) 
  Investiture of wind (transmutation) 
  Mental prison (illusion) 
  Scatter (conjuration) 
  7th Level 
  Crown of stars (evocation) 
  Power word pain (enchantment) 
  Whirlwind (evocation) 
  8th Level 
  Abi-Dalzim’s horrid wilting (necromancy) 
  9th Level 
  Mass polymorph (transmutation) 
  Psychic scream (enchantment) 
  
   
   
  Warlock Spells 
  Cantrips (0 Level) 
  Create bonfire (conjuration) 
  Frostbite (evocation) 
  Infestation (conjuration) 
  Magic stone (transmutation) 
  Thunderclap (evocation) 
  Toll the dead (necromancy) 
  1st Level 
  Cause fear (necromancy) 
  2nd Level 
  Earthbind (transmutation) 
  Mind spike (divination) 
  Shadow blade (illusion) 
  3rd Level 
  Enemies abound (enchantment) 
  Thunder step (conjuration) 
  Summon lesser demons (conjuration) 
  4th Level 
  Charm monster (enchantment) 
  Elemental bane (transmutation) 
  Shadow of moil (necromancy) 
  Sickening radiance (evocation) 
  
   
   
  Summon greater demon (conjuration) 
  5th Level 
  Danse Macabre (necromancy) 
  Enervation (necromancy) 
  Far step (conjuration) 
  Infernal calling (conjuration) 
  Negative energy flood (necromancy) 
  Synaptic static (enchantment) 
  Wall of light (evocation) 
  6th Level 
  Investiture of flame (transmutation) 
  Investiture of ice (transmutation) 
  Investiture of stone (transmutation) 
  Investiture of wind (transmutation) 
  Mental prison (illusion) 
  Scatter (conjuration) 
  Soul cage (necromancy) 
  7th Level 
  Crown of stars (evocation) 
  Power word pain (enchantment) 
  8th Level 
  Maddening darkness (evocation) 
  9th Level 
  
   
   
  Psychic scream (enchantment) 
  Wizard Spells 
  Cantrips (0 Level) 
  Control flames (transmutation) 
  Create bonfire (conjuration) 
  Frostbite (evocation) 
  Gust (transmutation) 
  Infestation (conjuration) 
  Mold earth (transmutation) 
  Shape water (transmutation) 
  Thunderclap (evocation) 
  Toll the dead (necromancy) 
  1st Level 
  Absorb elements (abjuration) 
  Catapult (transmutation) 
  Cause fear (necromancy) 
  Earth tremor (evocation) 
  Ice knife (conjuration) 
  Snare (abjuration) 
  2nd Level 
  Aganazzar’s scorcher (evocation) 
  Dragon’s Breath (transmutation) 
  Dust devil (conjuration) 
  
   
   
  Earthbind (transmutation) 
  Maximilian’s earthen grasp (transmutation) 
  Mind spike (divination) 
  Pyrotechnics (transmutation) 
  Shadow blade (illusion) 
  Skywrite (transmutation, ritual) 
  Snilloc’s snowball swarm (evocation) 
  Warding wind (evocation) 
  3rd Level 
  Catnap (enchantment) 
  Enemies abound (enchantment) 
  Erupting earth (transmutation) 
  Flame arrows (transmutation) 
  Life transference (necromancy) 
  Melf’s minute meteors (evocation) 
  Summon lesser demons (conjuration) 
  Thunder step (conjuration) 
  Tidal wave (conjuration) 
  Tiny servant (transmutation) 
  Wall of sand (evocation) 
  Wall of water (evocation) 
  4th Level 
  Charm monster (enchantment) 
  
   
   
  Elemental bane (transmutation) 
  Sickening radiance (evocation) 
  Storm sphere (evocation) 
  Summon greater demon (conjuration) 
  Vitriolic sphere (evocation) 
  Watery sphere (conjuration) 
  5th Level 
  Control winds (transmutation) 
  Danse Macabre (necromancy) 
  Dawn (evocation) 
  Enervation (necromancy) 
  Far step (conjuration) 
  Immolation (evocation) 
  Infernal calling (conjuration) 
  Negative energy flood (necromancy) 
  Skill empowerment (transmutation) 
  Steel wind strike (conjuration) 
  Synaptic static (enchantment) 
  Transmute rock (transmutation) 
  Wall of light (evocation) 
  6th Level 
  Create homunculus (transmutation) 
  Investiture of flame (transmutation) 
  
   
   
  Investiture of ice (transmutation) 
  Investiture of stone (transmutation) 
  Investiture of wind (transmutation) 
  Mental prison (illusion) 
  Scatter (conjuration) 
  Soul cage (necromancy) 
  Tenser’s transformation (transmutation) 
  7th Level 
  Crown of stars (evocation) 
  Power word pain (enchantment) 
  Whirlwind (evocation) 
  8th Level 
  Abi-Dalzim’s horrid wilting (necromancy) 
  Illusory dragon (illusion) 
  Maddening darkness (evocation) 
  Mighty fortress (conjuration) 
  9th Level 
  Invulnerability (abjuration) 
  Mass polymorph (transmutation) 
  Psychic scream (enchantment) 
    
  Spell Descriptions 
  The spells are presented in alphabetical order. 
  
   
   
  Abi-Dalzim’s Horrid Wilting 
  8th-level necromancy 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a bit of sponge) 
  Duration: Instantaneous 
  You draw the moisture from every creature in a 30-foot cube centered on a point you choose 
  within range. Each creature in that area must make a Constitution saving throw. Constructs and 
  undead aren’t affected, and plants and water elementals make this saving throw with 
  disadvantage. A creature takes 12d8 necrotic damage on a failed save, or half as much damage 
  on a successful one. 
  Nonmagical plants in the area that aren’t creatures, such as trees and shrubs, wither and die 
  instantly. 
  Absorb Elements 
  1st-level abjuration 
  Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder 
  damage 
  Range: Self 
  Components: S 
  Duration: 1 round 
  The spell captures some of the incoming energy, lessening its effect on you and storing it for 
  your next melee attack. You have resistance to the triggering damage type until the start of your 
  next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an 
  extra 1d6 damage of the triggering type, and the spell ends. 
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra 
  damage increases by 1d6 for each slot level above 1st. 
  Aganazzar’s Scorcher 
  2nd-level evocation 
  
   
   
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a red dragon’s scale) 
  Duration: Instantaneous 
  A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you 
  choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire 
  damage on a failed save, or half as much damage on a successful one. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage 
  increases by 1d8 for each slot level above 2nd. 
  Beast Bond 
  1st-level divination 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S, M (a bit of fur wrapped in a cloth) 
  Duration: Concentration, up to 10 minutes 
  You establish a telepathic link with one beast you touch that is friendly to you or charmed by 
  you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is 
  active while you and the beast are within line of sight of each other. Through the link, the beast 
  can understand your telepathic messages to it, and it can telepathically communicate simple 
  emotions and concepts back to you. While the link is active, the beast gains advantage on attack 
  rolls against any creature within 5 feet of you that you can see. 
  Bones of the Earth 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  
   
   
  You cause up to six pillars of stone to burst from places on the ground that you can see within 
  range. Each pillar is a cylinder that has a diameter of 5 feet and a height of up to 30 feet. The 
  ground where a pillar appears must be wide enough for its diameter, and you can target the 
  ground under a creature if that creature is Medium or smaller. Each pillar has AC 5 and 30 hit 
  points. When reduced to 0 hit points, a pillar crumbles into rubble, which creates an area of 
  difficult terrain with a 10-foot radius that lasts until the rubble is cleared. Each 5-foot-diameter 
  portion of the area requires at least 1 minute to clear by hand. 
  If a pillar is created under a creature, that creature must succeed on a Dexterity saving throw or 
  be lifted by the pillar. A creature can choose to fail the save. 
  If a pillar is prevented from reaching its full height because of a ceiling or other obstacle, a 
  creature on the pillar takes 6d6 bludgeoning damage and is restrained, pinched between the pillar 
  and the obstacle. The restrained creature can use an action to make a Strength or Dexterity check 
  (the creature’s choice) against the spell’s save DC. On a success, the creature is no longer 
  restrained and must either move off the pillar or fall off it. 
  At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, you can 
  create two additional pillars for each slot level above 6th. 
  Catapult 
  1st-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous 
  Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The 
  object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, 
  stopping early if it impacts against a solid surface. If the object would strike a creature, that 
  creature must make a Dexterity saving throw. On a failed save, the object strikes the target and 
  stops moving. When the object strikes something, the object and what it strikes each take 3d8 
  bludgeoning damage. 
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the 
  maximum weight of objects that you can target with this spell increases by 5 pounds, and the 
  damage increases by 1d8, for each slot level above 1st. 
  
   
   
  Catnap 
  3rd-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S, M (a pinch of sand) 
  Duration: 10 minutes 
  You make a calming gesture, and up to three willing creatures of your choice that you can see 
  within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes 
  damage or someone uses an action to shake or slap it awake. If a target remains unconscious for 
  the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell 
  again until it finishes a long rest. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can 
  target one additional willing creature for each slot level above 3rd. 
  Cause Fear 
  1st-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  You awaken the sense of mortality in one creature you can see within range. A construct or an 
  undead is immune to this effect. The target must succeed on a Wisdom saving throw or become 
  frightened of you until the spell ends. The frightened target can repeat the saving throw at the 
  end of each of its turns, ending the effect on itself on a success. 
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can 
  target one additional creature for each slot level above 1st. The creatures must be within 30 feet 
  of each other when you target them. 
  Ceremony 
  1st-level abjuration (ritual) 
  
   
   
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (25 gp worth of powdered silver, which the spell consumes) 
  Duration: Instantaneous 
  You perform a special religious ceremony that is infused with magic. When you cast the spell, 
  choose one of the following rites, the target of which must be within 10 feet of you throughout 
  the casting. 
  Atonement. You touch one willing creature whose alignment has changed, and you make a DC 
  20 Wisdom (Insight) check. On a successful check, you restore the target to its original 
  alignment. 
  Bless Water. You touch one vial of water and cause it to become holy water. 
  Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever 
  the target makes an ability check, it can roll a d4 and add the number rolled to the ability check. 
  A creature can benefit from this rite only once. 
  Dedication. You touch one humanoid who wishes to be dedicated to your god’s service. For the 
  next 24 hours, whenever the target makes a saving throw, it can roll a d4 and add the number 
  rolled to the save. A creature can benefit from this rite only once. 
  Funeral Rite. You touch one corpse, and for the next 7 days, the target can’t become undead by 
  any means short of a wish spell. 
  Wedding. You touch adult humanoids willing to be bonded together in marriage. For the next 7 
  days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature 
  can benefit from this rite again only if widowed. 
  Chaos Bolt 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  
   
   
  You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged 
  spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the 
  d8s. The number rolled on that die determines the attack’s damage type, as shown below. 
  d8 Damage Type 
  1 Acid 
  2 Cold 
  3 Fire 
  4 Force 
  5 Lightning 
  6 Poison 
  7 Psychic 
  8 Thunder 
  If you roll the same number on both d8s, the chaotic energy leaps from the target to a different 
  creature of your choice within 30 feet of it. Make a new attack roll against the new target, and 
  make a new damage roll, which could cause the chaotic energy to leap again. 
  A creature can be targeted only once by each casting of this spell. 
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, each target 
  takes 1d6 extra damage of the type rolled for each slot level above 1st. 
  Charm Monster 
  4th-level enchantment 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: 1 hour 
  You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, 
  and it does so with advantage if you or your companions are fighting it. If it fails the saving 
  throw, it is charmed by you until the spell ends or until you or your companions do anything 
  harmful to it. The charmed creature is friendly to you. When the spell ends, the creature knows it 
  was charmed by you. 
  
   
   
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can 
  target one additional creature for each slot level above 4th. The creatures must be within 30 feet 
  of each other when you target them. 
  Control Flames 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Instantaneous or 1 hour (see below) 
  You choose a nonmagical flame that you can see within range and that fits within a 5-foot cube. 
  You affect it in one of the following ways: 
   
  You instantaneously expand the flame 5 feet in one direction, provided that wood or 
  other fuel is present in the new location. 
   
  You instantaneously extinguish the flames within the cube. 
   
  You double or halve the area of bright light and dim light cast by the flame, change its 
  color, or both. The change lasts for 1 hour. 
   
  You cause simple shapes — such as the vague form of a creature, an inanimate object, 
  or a location — to appear within the flames and animate as you like. The shapes last for 
  1 hour. 
  If you cast this spell multiple times, you can have up to three non-instantaneous effects created 
  by it active at a time, and you can dismiss such an effect as an action. 
  Control Winds 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You take control of the air in a 100-foot cube that you can see within range. Choose one of the 
  following effects when you cast the spell. The effect lasts for the spell’s duration, unless you use 
  
   
   
  your action on a later turn to switch to a different effect. You can also use your action to 
  temporarily halt the effect or to restart one you’ve halted. 
  Gusts. A wind picks up within the cube, continually blowing in a horizontal direction you 
  designate. You choose the intensity of the wind: calm, moderate, or strong. If the wind is 
  moderate or strong, ranged weapon attacks that enter or leave the cube or pass through it have 
  disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind 
  must spend 1 extra foot of movement for each foot moved. 
  Downdraft. You cause a sustained blast of strong wind to blow downward from the top of the 
  cube. Ranged weapon attacks that pass through the cube or that are made against targets within it 
  have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies 
  into the cube for the first time on a turn or starts its turn there flying. On a failed save, the 
  creature is knocked prone. 
  Updraft. You cause a sustained updraft within the cube, rising upward from the cube’s bottom 
  side. Creatures that end a fall within the cube take only half damage from the fall. When a 
  creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than 
  normal. 
  Create Bonfire 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You create a bonfire on ground that you can see within range. Until the spell ends, the magic 
  bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must 
  succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the 
  saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn 
  there. 
  The bonfire ignites flammable objects in its area that aren’t being worn or carried. 
  The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th 
  level (4d8). 
  
   
   
  Create Homunculus 
  6th-level transmutation 
  Casting Time: 1 hour 
  Range: Touch 
  Components: V, S, M (clay, ash, and mandrake root, all of which the spell consumes, and a 
  jewel-encrusted dagger worth at least 1,000 gp) 
  Duration: Instantaneous 
  While speaking an intricate incantation, you cut yourself with a jewel-encrusted dagger, taking 
  2d4 piercing damage that can’t be reduced in any way. You then drip your blood on the spell’s 
  other components and touch them, transforming them into a special construct called a 
  homunculus. 
  The statistics of the homunculus are in the Monster Manual. It is your faithful companion, and it 
  dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the 
  homunculus is on the same plane of existence as you. When you do so, roll each die and add 
  your Constitution modifier to it. Your hit point maximum is reduced by the total, and the 
  homunculus’s hit point maximum and current hit points are both increased by it. This process 
  can reduce you to no lower than 1 hit point, and the change to your and the homunculus’s hit 
  points ends when you finish your next long rest. The reduction to your hit point maximum can’t 
  be removed by any means before then, except by the homunculus’s death. 
  You can have only one homunculus at a time. If you cast this spell while your homunculus lives, 
  the spell fails. 
  Crown of Stars 
  7th-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: 1 hour 
  Seven star-like motes of light appear and orbit your head until the spell ends. You can use a 
  bonus action to send one of the motes streaking toward one creature or object within 120 feet of 
  
   
   
  you. When you do so, make a ranged spell attack. On a hit, the target takes 4d12 radiant damage. 
  Whether you hit or miss, the mote is expended. The spell ends early if you expend the last mote. 
  If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim 
  light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 
  30-foot radius. 
  At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the number of 
  motes created increases by two for each slot level above 7th. 
  Danse Macabre 
  5th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you 
  can see within range. Each corpse immediately stands up and becomes undead. You decide 
  whether it is a zombie or a skeleton (the statistics for zombies and skeletons are in the Monster 
  Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability 
  modifier. 
  You can use a bonus action to mentally command the creatures you make with this spell, issuing 
  the same command to all of them. To receive the command, a creature must be within 60 feet of 
  you. You decide what action the creatures will take and where they will move during their next 
  turn, or you can issue a general command, such as to guard a chamber or passageway against 
  your foes. If you issue no commands, the creatures do nothing except defend themselves against 
  hostile creatures. Once given an order, the creatures continue to follow it until their task is 
  complete. 
  The creatures are under your control until the spell ends, after which they become inanimate 
  once more. 
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you animate 
  up to two additional corpses for each slot level above 5th. 
  
   
   
  Dawn 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a sunburst pendant worth at least 100 gp) 
  Duration: Concentration, up to 1 minute 
  The light of dawn shines down on a location you specify within range. Until the spell ends, a 30-
  foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. 
  
   
   
  When the cylinder appears, each creature in it must make a Constitution saving throw, taking 
  4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature 
  must also make this saving throw whenever it ends its turn in the cylinder. 
  If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your 
  turn. 
  Dragon’s Breath 
  2nd-level transmutation 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S, M (a hot pepper) 
  Duration: Concentration, up to 1 minute 
  You touch one willing creature and imbue it with the power to spew magical energy from its 
  mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the 
  creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in 
  that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed 
  save, or half as much damage on a successful one. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage 
  increases by 1d6 for each slot level above 2nd. 
  Druid Grove 
  6th-level abjuration 
  Casting Time: 10 minutes 
  Range: Touch 
  Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden 
  sickle under the light of a full moon) 
  Duration: 24 hours 
  You invoke the spirits of nature to protect an area outdoors or underground. The area can be as 
  small as a 30-foot cube or as large as a 90-foot cube. Buildings and other structures are excluded 
  from the affected area. If you cast this spell in the same area every day for a year, the spell lasts 
  until dispelled. 
  
   
   
  The spell creates the following effects within the area. When you cast this spell, you can specify 
  creatures as friends who are immune to the effects. You can also specify a password that, when 
  spoken aloud, makes the speaker immune to these effects. 
  The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes 
  only one of the following effects, not the entire area. That spell’s caster chooses which effect to 
  end. Only when all its effects are gone is this spell dispelled. 
  Solid Fog. You can fill any number of 5-foot squares on the ground with thick fog, making them 
  heavily obscured. The fog reaches 10 feet high. In addition, every foot of movement through the 
  fog costs 2 extra feet. To a creature immune to this effect, the fog obscures nothing and looks 
  like soft mist, with motes of green light floating in the air. 
  Grasping Undergrowth. You can fill any number of 5-foot squares on the ground that aren’t 
  filled with fog with grasping weeds and vines, as if they were affected by an entangle spell. To a 
  creature immune to this effect, the weeds and vines feel soft and reshape themselves to serve as 
  temporary seats or beds. 
  Grove Guardians. You can animate up to four trees in the area, causing them to uproot 
  themselves from the ground. These trees have the same statistics as an awakened tree, which 
  appears in the Monster Manual, except they can’t speak, and their bark is covered with druidic 
  symbols. If any creature not immune to this effect enters the warded area, the grove guardians 
  fight until they have driven off or slain the intruders. The grove guardians also obey your spoken 
  commands (no action required by you) that you issue while in the area. If you don’t give them 
  commands and no intruders are present, the grove guardians do nothing. The grove guardians 
  can’t leave the warded area. When the spell ends, the magic animating them disappears, and the 
  trees take root again if possible. 
  Additional Spell Effect. You can place your choice of one of the following magical effects 
  within the warded area: 
   
  A constant gust of wind in two locations of your choice 
   
  Spike growth in one location of your choice 
   
  Wind wall in two locations of your choice 
  To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike 
  growth is harmless. 
  Dust Devil 
  2nd-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  
   
   
  Components: V, S, M (a pinch of dust) 
  Duration: Concentration, up to 1 minute 
  Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that 
  resembles a dust devil appears in the cube and lasts for the spell’s duration. 
  Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. 
  On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away from 
  the dust devil. On a successful save, the creature takes half as much damage and isn’t pushed. 
  As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil 
  moves over sand, dust, loose dirt, or light gravel, it sucks up the material and forms a 10-foot-
  radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily 
  obscuresits area. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage 
  increases by 1d8 for each slot level above 2nd. 
  Earthbind 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  Choose one creature you can see within range. Yellow strips of magical energy loop around the 
  creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is 
  reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely 
  descends at 60 feet per round until it reaches the ground or the spell ends. 
  Earth Tremor 
  1st-level evocation 
  Casting Time: 1 action 
  Range: 10 feet 
  Components: V, S 
  
   
   
  Duration: Instantaneous 
  You cause a tremor in the ground within range. Each creature other than you in that area must 
  make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is 
  knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until 
  cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. 
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage 
  increases by 1d6 for each slot level above 1st. 
  Elemental Bane 
  4th-level transmutation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  Choose one creature you can see within range, and choose one of the following damage types: 
  acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or 
  be affected by the spell for its duration. The first time each turn the affected target takes damage 
  of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses 
  any resistance to that damage type until the spell ends. 
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can 
  target one additional creature for each slot level above 4th. The creatures must be within 30 feet 
  of each other when you target them. 
  Enemies Abound 
  3rd-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  
   
   
  You reach into the mind of one creature you can see and force it to make an Intelligence saving 
  throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, 
  the target loses the ability to distinguish friend from foe, regarding all creatures it can see as 
  enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, 
  ending the effect on itself on a success. 
  Whenever the affected creature chooses another creature as a target, it must choose the target at 
  random from among the creatures it can see within range of the attack, spell, or other ability it’s 
  using. If an enemy provokes an opportunity attack from the affected creature, the creature must 
  make that attack if it is able to. 
  Enervation 
  5th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  A tendril of inky darkness reaches out from you, touching a creature you can see within range to 
  drain life from it. The target must make a Dexterity saving throw. On a successful save, the 
  target takes 2d8 necrotic damage, and the spell ends. On a failed save, the target takes 4d8 
  necrotic damage, and until the spell ends, you can use your action on each of your turns to 
  automatically deal 4d8 necrotic damage to the target. The spell ends if you use your action to do 
  anything else, if the target is ever outside the spell’s range, or if the target has total cover from 
  you. 
  Whenever the spell deals damage to a target, you regain hit points equal to half the amount of 
  necrotic damage the target takes. 
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage 
  increases by 1d8 for each slot level above 5th. 
  Erupting Earth 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  
   
   
  Components: V, S, M (a piece of obsidian) 
  Duration: Instantaneous 
  Choose a point you can see on the ground within range. A fountain of churned earth and stone 
  erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity 
  saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much 
  damage on a successful one. Additionally, the ground in that area becomes difficult terrain until 
  cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage 
  increases by 1d12 for each slot level above 3rd. 
  Far Step 
  5th-level conjuration 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the 
  spell ends, you can use a bonus action to teleport in this way again. 
  Find Greater Steed 
  4th-level conjuration 
  Casting Time: 10 minutes 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an 
  unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a 
  peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. The creature has the statistics 
  provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend 
  (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 
  
   
   
  or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your 
  choice that you speak. 
  You control the mount in combat. While the mount is within 1 mile of you, you can 
  communicate with it telepathically. While mounted on it, you can make any spell you cast that 
  targets only you also target the mount. 
  The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an 
  action. Casting this spell again re-summons the bonded mount, with all its hit points restored and 
  any conditions removed. 
  You can’t have more than one mount bonded by this spell or find steed at the same time. As an 
  action, you can release a mount from its bond, causing it to disappear permanently. 
  Whenever the mount disappears, it leaves behind any objects it was wearing or carrying. 
  
   
   
  Flame Arrows 
  3rd-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack 
  using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. 
  The spell’s magic ends on a piece of ammunition when it hits or misses, and the spell ends when 
  twelve pieces of ammunition have been drawn from the quiver. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of 
  pieces of ammunition you can affect with this spell increases by two for each slot level above 
  3rd. 
  Frostbite 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  You cause numbing frost to form on one creature that you can see within range. The target must 
  make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has 
  disadvantage on the next weapon attack roll it makes before the end of its next turn. 
  The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Guardian of Nature 
  4th-level transmutation 
  Casting Time: 1 bonus action 
  
   
   
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  A nature spirit answers your call and transforms you into a powerful guardian. The 
  transformation lasts until the spell ends. You choose one of the following forms to assume: 
  Primal Beast or Great Tree. 
  Primal Beast. Bestial fur covers your body, your facial features become feral, and you gain the 
  following benefits: 
   
  Your walking speed increases by 10 feet. 
   
  You gain darkvision with a range of 120 feet. 
   
  You make Strength-based attack rolls with advantage. 
   
  Your melee weapon attacks deal an extra 1d6 force damage on a hit. 
  Great Tree. Your skin appears barky, leaves sprout from your hair, and you gain the following 
  benefits: 
   
  You gain 10 temporary hit points. 
   
  You make Constitution saving throws with advantage. 
   
  You make Dexterity- and Wisdom-based attack rolls with advantage. 
   
  While you are on the ground, the ground within 15 feet of you is difficult terrain for your 
  enemies. 
  Gust 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You seize the air and compel it to create one of the following effects at a point you can see 
  within range: 
   
  One Medium or smaller creature that you choose must succeed on a Strength saving 
  throw or be pushed up to 5 feet away from you. 
   
  You create a small blast of air capable of moving one object that is neither held nor 
  carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away 
  from you. It isn’t pushed with enough force to cause damage. 
  
   
   
   
  You create a harmless sensory effect using air, such as causing leaves to rustle, wind to 
  slam shutters closed, or your clothing to ripple in a breeze. 
  Healing Spirit 
  2nd-level conjuration 
  Casting Time: 1 bonus action 
  Range: 60 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that 
  is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your 
  choice). 
  Until the spell ends, whenever you or a creature you can see moves into the spirit’s space for the 
  first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that 
  creature (no action required). The spirit can’t heal constructs or undead. 
  As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing 
  increases by 1d6 for each slot level above 2nd. 
  Holy Weapon 
  5th-level evocation 
  Casting Time: 1 bonus action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You imbue a weapon you touch with holy power. Until the spell ends, the weapon emits bright 
  light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made 
  with it deal an extra 2d8 radiant damage on a hit. If the weapon isn’t already a magic weapon, it 
  becomes one for the duration. 
  
   
   
  As a bonus action on your turn, you can dismiss this spell and cause the weapon to emit a burst 
  of radiance. Each creature of your choice that you can see within 30 feet of you must make a 
  Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is 
  blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t 
  blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, 
  ending the effect on itself on a success. 
  Ice Knife 
  1st-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S, M (a drop of water or a piece of ice) 
  Duration: Instantaneous 
  You create a shard of ice and fling it at one creature within range. Make a ranged spell attack 
  against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then 
  explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving 
  throw or take 2d6 cold damage. 
  At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the cold 
  damage increases by 1d6 for each slot level above 1st. 
  Illusory Dragon 
  8th-level illusion 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: S 
  Duration: Concentration, up to 1 minute 
  By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy 
  dragon in an unoccupied space that you can see within range. The illusion lasts for the spell’s 
  duration and occupies its space, as if it were a creature. 
  When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving 
  throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location 
  
   
   
  where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect 
  on itself on a success. 
  As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its 
  movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its 
  space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or 
  poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of 
  the chosen damage type on a failed save, or half as much damage on a successful one. 
  The illusion is tangible because of the shadow stuff used to create it, but attacks miss it 
  automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A 
  creature that uses an action to examine the dragon can determine that it is an illusion by 
  succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature 
  discerns the illusion for what it is, the creature can see through it and has advantage on saving 
  throws against its breath. 
  Immolation 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V 
  Duration: Concentration, up to 1 minute 
  Flames wreathe one creature you can see within range. The target must make a Dexterity saving 
  throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On 
  a failed save, the target also burns for the spell’s duration. The burning target sheds bright light 
  in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the 
  target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a 
  successful one. These magical flames can’t be extinguished by nonmagical means. 
  If damage from this spell kills a target, the target is turned to ash. 
  Infernal Calling 
  5th-level conjuration 
  Casting Time: 1 minute 
  Range: 90 feet 
  
   
   
  Components: V, S, M (a ruby worth at least 999 gp) 
  Duration: Concentration, up to 1 hour 
  Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s 
  type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. 
  The devil appears in an unoccupied space that you can see within range. The devil disappears 
  when it drops to 0 hit points or when the spell ends. 
  The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has 
  its own turns. It is under the Dungeon Master’s control and acts according to its nature on each 
  of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt 
  you to undertake an evil act in exchange for limited service. The DM has the creature’s statistics. 
  On each of your turns, you can try to issue a verbal command to the devil (no action required by 
  you). It obeys the command if the likely outcome is in accordance with its desires, especially if 
  the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, 
  Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check 
  with advantage if you say the devil’s true name. If your check fails, the devil becomes immune 
  to your verbal commands for the duration of the spell, though it can still carry out your 
  commands if it chooses. If your check succeeds, the devil carries out your command — such as 
  “attack my enemies,” “explore the room ahead,” or “bear this message to the queen” — until it 
  completes the activity, at which point it returns to you to report having done so. 
  If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if 
  it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses 
  for 3d6 minutes, and then it disappears. 
  If you possess an individual devil’s talisman, you can summon that devil if it is of the 
  appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks 
  required. 
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the challenge 
  rating increases by 1 for each slot level above 5th. 
  
   
   
  Infestation 
  Conjuration cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a living flea) 
  Duration: Instantaneous 
  You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you 
  can see within range. The target must succeed on a Constitution saving throw, or it takes 1d6 
  
   
   
  poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 
  feet. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. This movement doesn’t 
  provoke opportunity attacks, and if the direction rolled is blocked, the target doesn’t move. 
  The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Investiture of Flame 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Flames race across your body, shedding bright light in a 30-foot radius and dim light for an 
  additional 30 feet for the spell’s duration. The flames don’t harm you. Until the spell ends, you 
  gain the following benefits: 
   
  You are immune to fire damage and have resistance to cold damage. 
   
  Any creature that moves within 5 feet of you for the first time on a turn or ends its turn 
  there takes 1d10 fire damage. 
   
  You can use your action to create a line of fire 15 feet long and 5 feet wide extending 
  from you in a direction you choose. Each creature in the line must make a Dexterity 
  saving throw. A creature takes 4d8 fire damage on a failed save, or half as much 
  damage on a successful one. 
  Investiture of Ice 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Until the spell ends, ice rimes your body, and you gain the following benefits: 
   
  You are immune to cold damage and have resistance to fire damage. 
  
   
   
   
  You can move across difficult terrain created by ice or snow without spending extra 
  movement. 
   
  The ground in a 10-foot radius around you is icy and is difficult terrain for creatures other 
  than you. The radius moves with you. 
   
  You can use your action to create a 15-foot cone of freezing wind extending from your 
  outstretched hand in a direction you choose. Each creature in the cone must make a 
  Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as 
  much damage on a successful one. A creature that fails its save against this effect has 
  its speed halved until the start of your next turn. 
  Investiture of Stone 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Until the spell ends, bits of rock spread across your body, and you gain the following benefits: 
   
  You have resistance to bludgeoning, piercing, and slashing damage from nonmagical 
  attacks. 
   
  You can use your action to create a small earthquake on the ground in a 15-foot radius 
  centered on you. Other creatures on that ground must succeed on a Dexterity saving 
  throw or be knocked prone. 
   
  You can move across difficult terrain made of earth or stone without spending extra 
  movement. You can move through solid earth or stone as if it was air and without 
  destabilizing it, but you can’t end your movement there. If you do so, you are ejected to 
  the nearest unoccupied space, this spell ends, and you are stunned until the end of your 
  next turn. 
  Investiture of Wind 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  
   
   
  Until the spell ends, wind whirls around you, and you gain the following benefits: 
   
  Ranged weapon attacks made against you have disadvantage on the attack roll. 
   
  You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, 
  unless you can somehow prevent it. 
   
  You can use your action to create a 15-foot cube of swirling wind centered on a point 
  you can see within 60 feet of you. Each creature in that area must make a Constitution 
  saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as 
  much damage on a successful one. If a Large or smaller creature fails the save, that 
  creature is also pushed up to 10 feet away from the center of the cube. 
  Invulnerability 
  9th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a small piece of adamantine worth at least 500 gp, which the spell 
  consumes) 
  Duration: Concentration, up to 10 minutes 
  You are immune to all damage until the spell ends. 
  Life Transference 
  3rd-level necromancy 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S 
  Duration: Instantaneous 
  You sacrifice some of your health to mend another creature’s injuries. You take 4d8 necrotic 
  damage, and one creature of your choice that you can see within range regains a number of hit 
  points equal to twice the necrotic damage you take. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage 
  increases by 1d8 for each slot level above 3rd. 
  
   
   
  Maddening Darkness 
  8th-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, M (a drop of pitch mixed with a drop of mercury) 
  Duration: Concentration, up to 10 minutes 
  Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere 
  until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see 
  through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, 
  can’t illuminate the area. 
  Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts 
  its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a 
  failed save, or half as much damage on a successful one. 
  Maelstrom 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (paper or leaf in the shape of a funnel) 
  Duration: Concentration, up to 1 minute 
  A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see 
  within range. The point must be on the ground or in a body of water. Until the spell ends, that 
  area is difficult terrain, and any creature that starts its turn there must succeed on a Strength 
  saving throw or take 6d6 bludgeoning damage and be pulled 10 feet toward the center. 
  Magic Stone 
  Transmutation cantrip 
  Casting Time: 1 bonus action 
  Range: Touch 
  
   
   
  Components: V, S 
  Duration: 1 minute 
  You touch one to three pebbles and imbue them with magic. You or someone else can make a 
  ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, a 
  pebble has a range of 60 feet. If someone else attacks with a pebble, that attacker adds your 
  spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes 
  bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Whether the attack hits or 
  misses, the spell then ends on the stone. 
  If you cast this spell again, the spell ends on any pebbles still affected by your previous casting. 
  Mass Polymorph 
  9th-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a caterpillar cocoon) 
  Duration: Concentration, up to 1 hour 
  You transform up to ten creatures of your choice that you can see within range. An unwilling 
  target must succeed on a Wisdom saving throw to resist the transformation. An unwilling 
  shapechanger automatically succeeds on the save. 
  Each target assumes a beast form of your choice, and you can choose the same form or different 
  ones for each target. The new form can be any beast you have seen whose challenge rating is 
  equal to or less than the target’s (or half the target’s level, if the target doesn’t have a challenge 
  rating). The target’s game statistics, including mental ability scores, are replaced by the statistics 
  of the chosen beast, but the target retains its hit points, alignment, and personality. 
  Each target gains a number of temporary hit points equal to the hit points of its new form. These 
  temporary hit points can’t be replaced by temporary hit points from another source. A target 
  reverts to its normal form when it has no more temporary hit points or it dies. If the spell ends 
  before then, the creature loses all its temporary hit points and reverts to its normal form. 
  The creature is limited in the actions it can perform by the nature of its new form. It can’t speak, 
  cast spells, or do anything else that requires hands or speech. 
  The target’s gear melds into the new form. The target can’t activate, use, wield, or otherwise 
  benefit from any of its equipment. 
  
   
   
  Maximilian’s Earthen Grasp 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V, S, M (a miniature hand sculpted from clay) 
  Duration: Concentration, up to 1 minute 
  You choose a 5-foot-square unoccupied space on the ground that you can see within range. A 
  Medium hand made from compacted soil rises there and reaches for one creature you can see 
  within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target 
  takes 2d6 bludgeoning damage and is restrained for the spell’s duration. 
  As an action, you can cause the hand to crush the restrained target, which must make a Strength 
  saving throw. The target takes 2d6 bludgeoning damage on a failed save, or half as much damage 
  on a successful one. 
  To break out, the restrained target can use its action to make a Strength check against your spell 
  save DC. On a success, the target escapes and is no longer restrained by the hand. 
  As an action, you can cause the hand to reach for a different creature or to move to a different 
  unoccupied space within range. The hand releases a restrained target if you do either. 
  Melf’s Minute Meteors 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (niter, sulfur, and pine tar formed into a bead) 
  Duration: Concentration, up to 10 minutes 
  You create six tiny meteors in your space. They float in the air and orbit you for the spell’s 
  duration. When you cast the spell — and as a bonus action on each of your turns thereafter — 
  you can expend one or two of the meteors, sending them streaking toward a point or points you 
  choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid 
  surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes 
  
   
   
  must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as 
  much damage on a successful one. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of 
  meteors created increases by two for each slot level above 3rd. 
  Mental Prison 
  6th-level illusion 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Concentration, up to 1 minute 
  You attempt to bind a creature within an illusory cell that only it perceives. One creature you can 
  see within range must make an Intelligence saving throw. The target succeeds automatically if it 
  is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and 
  the spell ends. On a failed save, the target takes 5d10 psychic damage, and you make the area 
  immediately around the target’s space appear dangerous to it in some way. You might cause the 
  target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with 
  dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it 
  and is restrained for the spell’s duration. If the target is moved out of the illusion, makes a melee 
  attack through it, or reaches any part of its body through it, the target takes 10d10 psychic 
  damage, and the spell ends. 
  Mighty Fortress 
  8th-level conjuration 
  Casting Time: 1 minute 
  Range: 1 mile 
  Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) 
  Duration: Instantaneous 
  A fortress of stone erupts from a square area of ground of your choice that you can see within 
  range. The area is 120 feet on each side, and it must not have any buildings or other structures on 
  it. Any creatures in the area are harmlessly lifted up as the fortress rises. 
  
   
   
  The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with 
  one turret on each corner. The turrets are connected to each other by stone walls that are each 80 
  feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 
  10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel 
  and a turret. You can place up to four stone doors in the fortress’s outer wall. 
  A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each 
  side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as 
  many rooms as you like, provided each room is at least 5 feet on each side. The floors of the 
  keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have 
  stone doors or open archways as you choose. The keep is furnished and decorated however you 
  like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. 
  Furnishings, food, and other objects created by this spell crumble to dust if removed from the 
  fortress. 
  A staff of one hundred invisible servants obeys any command given to them by creatures you 
  designate when you cast the spell. Each servant functions as if created by the unseen servant 
  spell. 
  The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot 
  section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and 
  psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause 
  connected sections to buckle and collapse at the DM’s discretion. 
  After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and 
  sinks back into the ground, leaving any creatures that were inside it safely on the ground. 
  Casting this spell on the same spot once every 7 days for a year makes the fortress permanent. 
  
   
   
  Mind Spike 
  2nd-level divination 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: S 
  Duration: Concentration, up to 1 hour 
  You reach into the mind of one creature you can see within range. The target must make a 
  Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a 
  successful one. On a failed save, you also always know the target’s location until the spell ends, 
  but only while the two of you are on the same plane of existence. While you have this 
  
   
   
  knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit 
  from that condition against you. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage 
  increases by 1d6 for each slot level above 2nd. 
  Mold Earth 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S 
  Duration: Instantaneous or 1 hour (see below) 
  You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot 
  cube. You manipulate it in one of the following ways: 
   
  If you target an area of loose earth, you can instantaneously excavate it, move it along 
  the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough 
  force to cause damage. 
   
  You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, 
  creating images, or shaping patterns. The changes last for 1 hour. 
   
  If the dirt or stone you target is on the ground, you cause it to become difficult terrain. 
  Alternatively, you can cause the ground to become normal terrain if it is already difficult 
  terrain. This change lasts for 1 hour. 
  If you cast this spell multiple times, you can have no more than two of its non-instantaneous 
  effects active at a time, and you can dismiss such an effect as an action. 
  Negative Energy Flood 
  5th-level necromancy 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, M (a broken bone and a square of black silk) 
  Duration: Instantaneous 
  
   
   
  You send ribbons of negative energy at one creature you can see within range. Unless the target 
  is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed 
  save, or half as much damage on a successful one. A target killed by this damage rises up as a 
  zombie at the start of your next turn. The zombie pursues whatever creature it can see that is 
  closest to it. Statistics for the zombie are in the Monster Manual. 
  If you target an undead with this spell, the target doesn’t make a saving throw. Instead, roll 5d12. 
  The target gains half the total as temporary hit points. 
  Power Word Pain 
  7th-level enchantment 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V 
  Duration: Instantaneous 
  You speak a word of power that causes waves of intense pain to assail one creature you can see 
  within range. If the target has 100 hit points or fewer, it is subject to crippling pain. Otherwise, 
  the spell has no effect on it. A target is also unaffected if it is immune to being charmed. 
  While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The 
  target also has disadvantage on attack rolls, ability checks, and saving throws, other than 
  Constitution saving throws. Finally, if the target tries to cast a spell, it must first succeed on a 
  Constitution saving throw, or the casting fails and the spell is wasted. 
  A target suffering this pain can make a Constitution saving throw at the end of each of its turns. 
  On a successful save, the pain ends. 
  Primal Savagery 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: Self 
  Components: S 
  Duration: Instantaneous 
  
   
   
  You channel primal magic to cause your teeth or fingernails to sharpen, ready to deliver a 
  corrosive attack. Make a melee spell attack against one creature within 5 feet of you. On a hit, 
  the target takes 1d10 acid damage. After you make the attack, your teeth or fingernails return to 
  normal. 
  The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 
  17th level (4d10). 
  Primordial Ward 
  6th-level abjuration 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. 
  When you take damage of one of those types, you can use your reaction to gain immunity to that 
  type of damage, including against the triggering damage. If you do so, the resistances end, and 
  you have the immunity until the end of your next turn, at which time the spell ends. 
  Psychic Scream 
  9th-level enchantment 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: S 
  Duration: Instantaneous 
  You unleash the power of your mind to blast the intellect of up to ten creatures of your choice 
  that you can see within range. Creatures that have an Intelligence score of 2 or lower are 
  unaffected. 
  Each target must make an Intelligence saving throw. On a failed save, a target takes 14d6 
  psychic damage and is stunned. On a successful save, a target takes half as much damage and 
  isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. 
  
   
   
  A stunned target can make an Intelligence saving throw at the end of each of its turns. On a 
  successful save, the stunning effect ends. 
  Pyrotechnics 
  2nd-level transmutation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within 
  range. You can extinguish the fire in that area, and you create either fireworks or smoke when 
  you do so. 
  Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of 
  the target must succeed on a Constitution saving throw or become blinded until the end of your 
  next turn. 
  Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around 
  corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a 
  strong wind disperses it. 
  Scatter 
  6th-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: V 
  Duration: Instantaneous 
  The air quivers around up to five creatures of your choice that you can see within range. An 
  unwilling creature must succeed on a Wisdom saving throw to resist this spell. You teleport each 
  affected target to an unoccupied space that you can see within 120 feet of you. That space must 
  be on the ground or on a floor. 
  
   
   
  Shadow Blade 
   
  2nd-level illusion 
  Casting Time: 1 bonus action 
  Range: Self 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You weave together threads of shadow to create a sword of solidified gloom in your hand. This 
  magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are 
  proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties 
  (range 20/60). In addition, when you use the sword to attack a target that is in dim light or 
  darkness, you make the attack roll with advantage. 
  If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell 
  persists, you can use a bonus action to cause the sword to reappear in your hand. 
  
   
   
  At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage 
  increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 
  4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8. 
  Shadow of Moil 
  4th-level necromancy 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (an undead eyeball encased in a gem worth at least 150 gp) 
  Duration: Concentration, up to 1 minute 
  Flame-like shadows wreathe your body until the spell ends, causing you to become heavily 
  obscured to others. The shadows turn dim light within 10 feet of you into darkness, and bright 
  light in the same area to dim light. 
  Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature 
  within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 
  necrotic damage. 
  Shape Water 
  Transmutation cantrip 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S 
  Duration: Instantaneous or 1 hour (see below) 
  You choose an area of water that you can see within range and that fits within a 5-foot cube. You 
  manipulate it in one of the following ways: 
   
  You instantaneously move or otherwise change the flow of the water as you direct, up to 
  5 feet in any direction. This movement doesn’t have enough force to cause damage. 
   
  You cause the water to form into simple shapes and animate at your direction. This 
  change lasts for 1 hour. 
   
  You change the water’s color or opacity. The water must be changed in the same way 
  throughout. This change lasts for 1 hour. 
  
   
   
   
  You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 
  hour. 
  If you cast this spell multiple times, you can have no more than two of its non-instantaneous 
  effects active at a time, and you can dismiss such an effect as an action. 
  Sickening Radiance 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 10 minutes 
  Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within 
  range. The light spreads around corners, and it lasts until the spell ends. 
  When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that 
  creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers 
  one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it 
  impossible for the creature to benefit from being invisible. The light and any levels of exhaustion 
  caused by this spell go away when the spell ends. 
  Skill Empowerment 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: Touch 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  Your magic deepens a creature’s understanding of its own talent. You touch one willing creature 
  and give it expertise in one skill of your choice; until the spell ends, the creature doubles its 
  proficiency bonus for ability checks it makes that use the chosen skill. 
  You must choose a skill in which the target is proficient and that isn’t already benefiting from an 
  effect, such as Expertise, that doubles its proficiency bonus. 
  
   
   
  Skywrite 
  2nd-level transmutation (ritual) 
  Casting Time: 1 action 
  Range: Sight 
  Components: V, S 
  Duration: Concentration, up to 1 hour 
  You cause up to ten words to form in a part of the sky you can see. The words appear to be made 
  of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A 
  strong wind can disperse the clouds and end the spell early. 
  Snare 
  1st-level abjuration 
  Casting Time: 1 minute 
  Range: Touch 
  Components: S, M (25 feet of rope, which the spell consumes) 
  Duration: 8 hours 
  As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the 
  floor. When you finish casting, the rope disappears and the circle becomes a magic trap. 
  This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against 
  your spell save DC to be discerned. 
  The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in 
  the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically 
  hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The 
  creature is restrained there until the spell ends. 
  A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending 
  the effect on itself on a success. Alternatively, the creature or someone else who can reach it can 
  use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, 
  the restrained effect ends. 
  After the trap is triggered, the spell ends when no creature is restrained by it. 
  
   
   
  Snilloc’s Snowball Swarm 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a piece of ice or a small white rock chip) 
  Duration: Instantaneous 
  A flurry of magic snowballs erupts from a point you choose within range. Each creature in a 5-
  foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes 
  3d6 cold damage on a failed save, or half as much damage on a successful one. 
  At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage 
  increases by 1d6 for each slot level above 2nd. 
  Soul Cage 
  6th-level necromancy 
  Casting Time: 1 reaction, which you take when a humanoid you can see within 60 feet of you 
  dies 
  Range: 60 feet 
  Components: V, S, M (a tiny silver cage worth 100 gp) 
  Duration: 8 hours 
  This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for 
  the material component. A stolen soul remains inside the cage until the spell ends or until you 
  destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it 
  in any of the ways described below. You can use a trapped soul up to six times. Once you exploit 
  a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead 
  humanoid it came from can’t be revived. 
  Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points. 
  Query Soul. You ask the soul a question (no action required) and receive a brief telepathic 
  answer, which you can understand regardless of the language used. The soul knows only what it 
  knew in life, but it must answer you truthfully and to the best of its ability. The answer is no 
  more than a sentence or two and might be cryptic. 
  
   
   
  Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life 
  experience, making your next attack roll, ability check, or saving throw with advantage. If you 
  don’t use this benefit before the start of your next turn, it is lost. 
  Eyes of the Dead. You can use an action to name a place the humanoid saw in life, which creates 
  an invisible sensor somewhere in that place if it is on the plane of existence you’re currently on. 
  The sensor remains for as long as you concentrate, up to 10 minutes (as if you were 
  concentrating on a spell). You receive visual and auditory information from the sensor as if you 
  were in its space using your senses. 
  A creature that can see the sensor (such as one using see invisibility or truesight) sees a 
  translucent image of the tormented humanoid whose soul you caged. 
  Steel Wind Strike 
  5th-level conjuration 
  Casting Time: 1 action 
  Range: 30 feet 
  Components: S, M (a melee weapon worth at least 1 sp) 
  Duration: Instantaneous 
  You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to 
  five creatures you can see within range. Make a melee spell attack against each target. On a hit, a 
  target takes 6d10 force damage. 
  You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you 
  hit or missed. 
  Storm Sphere 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  
   
   
  A 20-foot-radius sphere of whirling air springs into existence, centered on a point you choose 
  within range. The sphere remains for the spell’s duration. Each creature in the sphere when it 
  appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 
  bludgeoning damage. The sphere’s space is difficult terrain. 
  Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lightning 
  to leap from the center of the sphere toward one creature you choose within 60 feet of the center. 
  Make a ranged spell attack. You have advantage on the attack roll if the target is in the sphere. 
  On a hit, the target takes 4d6 lightning damage. 
  Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made 
  to listen. 
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage 
  for each of its effects increases by 1d6 for each slot level above 4th. 
  
   
   
  Summon Greater Demon 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) 
  Duration: Concentration, up to 1 hour 
  You utter foul words, summoning one demon from the chaos of the Abyss. You choose the 
  demon’s type, which must be one of challenge rating 5 or lower, such as a shadow demon or a 
  barlgura. The demon appears in an unoccupied space you can see within range, and the demon 
  disappears when it drops to 0 hit points or when the spell ends. 
  Roll initiative for the demon, which has its own turns. When you summon it and on each of your 
  turns thereafter, you can issue a verbal command to it (requiring no action on your part), telling it 
  what it must do on its next turn. If you issue no command, it spends its turn attacking any 
  creature within reach that has attacked it. 
  At the end of each of the demon’s turns, it makes a Charisma saving throw. The demon has 
  disadvantage on this saving throw if you say its true name. On a failed save, the demon continues 
  to obey you. On a successful save, your control of the demon ends for the rest of the duration, 
  and the demon spends its turns pursuing and attacking the nearest non-demons to the best of its 
  ability. If you stop concentrating on the spell before it reaches its full duration, an uncontrolled 
  demon doesn’t disappear for 1d6 rounds if it still has hit points. 
  As part of casting the spell, you can form a circle on the ground with the blood used as a material 
  component. The circle is large enough to encompass your space. While the spell lasts, the 
  summoned demon can’t cross the circle or harm it, and it can’t target anyone within it. Using the 
  material component in this manner consumes it when the spell ends. 
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the challenge 
  rating increases by 1 for each slot level above 4th. 
  Summon Lesser Demons 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 60 feet 
  
   
   
  Components: V, S, M (a vial of blood from a humanoid killed within the past 24 hours) 
  Duration: Concentration, up to 1 hour 
  You utter foul words, summoning demons from the chaos of the Abyss. Roll on the following 
  table to determine what appears. 
  d6 
  Demons Summoned 
  1–2 Two demons of challenge rating 1 or lower 
  3–4 Four demons of challenge rating 1/2 or lower 
  5–6 Eight demons of challenge rating 1/4 or lower 
  The DM chooses the demons, such as manes or dretches, and you choose the unoccupied spaces 
  you can see within range where they appear. A summoned demon disappears when it drops to 0 
  hit points or when the spell ends. 
  The demons are hostile to all creatures, including you. Roll initiative for the summoned demons 
  as a group, which has its own turns. The demons pursue and attack the nearest non-demons to the 
  best of their ability. 
  As part of casting the spell, you can form a circle on the ground with the blood used as a material 
  component. The circle is large enough to encompass your space. While the spell lasts, the 
  summoned demons can’t cross the circle or harm it, and they can’t target anyone within it. Using 
  the material component in this manner consumes it when the spell ends. 
  At Higher Levels. When you cast this spell using a spell slot of 6th or 7th level, you summon 
  twice as many demons. If you cast it using a spell slot of 8th or 9th level, you summon three 
  times as many demons. 
  Synaptic Static 
  5th-level enchantment 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Instantaneous 
  You choose a point within range and cause psychic energy to explode there. Each creature in a 
  20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature 
  with an Intelligence score of 2 or lower can’t be affected by this spell. A target takes 8d6 psychic 
  damage on a failed save, or half as much damage on a successful one. 
  
   
   
  After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and 
  subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution 
  saving throws to maintain concentration. The target can make an Intelligence saving throw at the 
  end of each of its turns, ending the effect on itself on a success. 
  Temple of the Gods 
  7th-level conjuration 
  Casting Time: 1 hour 
  Range: 120 feet 
  Components: V, S, M (a holy symbol worth at least 5 gp) 
  Duration: 24 hours 
  You cause a temple to shimmer into existence on ground you can see within range. The temple 
  must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains 
  until the spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by 
  the holy symbol used in the casting. 
  You make all decisions about the temple’s appearance. The interior is enclosed by a floor, walls, 
  and a roof, with one door granting access to the interior and as many windows as you wish. Only 
  you and any creatures you designate when you cast the spell can open or close the door. 
  The temple’s interior is an open space with an idol or altar at one end. You decide whether the 
  temple is illuminated and whether that illumination is bright light or dim light. The smell of 
  burning incense fills the air within, and the temperature is mild. 
  The temple opposes types of creatures you choose when you cast this spell. Choose one or more 
  of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen type 
  attempts to enter the temple, that creature must make a Charisma saving throw. On a failed save, 
  it can’t enter the temple for 24 hours. Even if the creature can enter the temple, the magic there 
  hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, 
  it must roll a d4 and subtract the number rolled from the d20 roll. 
  In addition, the sensors created by divination spells can’t appear inside the temple, and creatures 
  within can’t be targeted by divination spells. 
  Finally, whenever any creature in the temple regains hit points from a spell of 1st level or higher, 
  the creature regains additional hit points equal to your Wisdom modifier (minimum 1 hit point). 
  The temple is made from opaque magical force that extends into the Ethereal Plane, thus 
  blocking ethereal travel into the temple’s interior. Nothing can physically pass through the 
  
   
   
  temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A 
  disintegrate spell destroys the temple instantly. 
  Casting this spell on the same spot every day for a year makes this effect permanent. 
  Tenser’s Transformation 
  6th-level transmutation 
  Casting Time: 1 action 
  Range: Self 
  Components: V, S, M (a few hairs from a bull) 
  Duration: Concentration, up to 10 minutes 
  You endow yourself with endurance and martial prowess fueled by magic. Until the spell ends, 
  you can’t cast spells, and you gain the following benefits: 
   
  You gain 50 temporary hit points. If any of these remain when the spell ends, they are 
  lost. 
   
  You have advantage on attack rolls that you make with simple and martial weapons. 
   
  When you hit a target with a weapon attack, that target takes an extra 2d12 force 
  damage. 
   
  You have proficiency with all armor, shields, simple weapons, and martial weapons. 
   
  You have proficiency in Strength and Constitution saving throws. 
   
  You can attack twice, instead of once, when you take the Attack action on your turn. You 
  ignore this benefit if you already have a feature, like Extra Attack, that gives you extra 
  attacks. 
  Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or 
  suffer one level of exhaustion. 
  Thunderclap 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: S 
  Duration: Instantaneous 
  
   
   
  You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature 
  within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder 
  damage. 
  The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Thunder Step 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V 
  Duration: Instantaneous 
  You teleport yourself to an unoccupied space you can see within range. Immediately after you 
  disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must 
  make a Constitution saving throw, taking 3d10 thunder damage on a failed save, or half as much 
  damage on a successful one. The thunder can be heard from up to 300 feet away. 
  You can bring along objects as long as their weight doesn’t exceed what you can carry. You can 
  also teleport one willing creature of your size or smaller who is carrying gear up to its carrying 
  capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an 
  unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, 
  the creature is left behind. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage 
  increases by 1d10 for each slot level above 3rd. 
  Tidal Wave 
  3rd-level conjuration 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a drop of water) 
  Duration: Instantaneous 
  
   
   
  You conjure up a wave of water that crashes down on an area within range. The area can be up to 
  30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a 
  Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is 
  knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked 
  prone. The water then spreads out across the ground in all directions, extinguishing unprotected 
  flames in its area and within 30 feet of it, and then it vanishes. 
  Tiny Servant 
   
  3rd-level transmutation 
  Casting Time: 1 minute 
  Range: Touch 
  Components: V, S 
  Duration: 8 hours 
  You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t 
  being carried by another creature. The target animates and sprouts little arms and legs, becoming 
  
   
   
  a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat 
  block for its statistics. 
  As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you 
  control multiple creatures with this spell, you can command any or all of them at the same time, 
  issuing the same command to each one.) You decide what action the creature will take and where 
  it will move during its next turn, or you can issue a simple, general command, such as to fetch a 
  key, stand watch, or stack some books. If you issue no commands, the servant does nothing other 
  than defend itself against hostile creatures. Once given an order, the servant continues to follow 
  that order until its task is complete. 
  When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage 
  carries over to that form. 
  At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can 
  animate two additional objects for each slot level above 3rd. 
  Toll the Dead 
  Necromancy cantrip 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S 
  Duration: Instantaneous 
  You point at one creature you can see within range, and the sound of a dolorous bell fills the air 
  around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic 
  damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. 
  The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 
  or 3d12), and 17th level (4d8 or 4d12). 
  Transmute Rock 
  5th-level transmutation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (clay and water) 
  
   
   
  Duration: Until dispelled 
  You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within 
  range, and choose one of the following effects. 
  Transmute Rock to Mud. Nonmagical rock of any sort in the area becomes an equal volume of 
  thick, flowing mud that remains for the spell’s duration. 
  The ground in the spell’s area becomes muddy enough that creatures can sink into it. Each foot 
  that a creature moves through the mud costs 4 feet of movement, and any creature on the ground 
  when you cast the spell must make a Strength saving throw. A creature must also make the 
  saving throw when it moves into the area for the first time on a turn or ends its turn there. On a 
  failed save, a creature sinks into the mud and is restrained, though it can use an action to end the 
  restrained condition on itself by pulling itself free of the mud. 
  If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must 
  make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or 
  half as much damage on a successful one. 
  Transmute Mud to Rock. Nonmagical mud or quicksand in the area no more than 10 feet deep 
  transforms into soft stone for the spell’s duration. Any creature in the mud when it transforms 
  must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the 
  surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A 
  restrained creature, or another creature within reach, can use an action to try to break the rock by 
  succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 
  hit points, and it is immune to poison and psychic damage. 
  Vitriolic Sphere 
  4th-level evocation 
  Casting Time: 1 action 
  Range: 150 feet 
  Components: V, S, M (a drop of giant slug bile) 
  Duration: Instantaneous 
  You point at a location within range, and a glowing, 1-foot-diameter ball of emerald acid streaks 
  there and explodes in a 20-foot-radius sphere. Each creature in that area must make a Dexterity 
  saving throw. On a failed save, a creature takes 10d4 acid damage and another 5d4 acid damage 
  at the end of its next turn. On a successful save, a creature takes half the initial damage and no 
  damage at the end of its next turn. 
  
   
   
  At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the initial 
  damage increases by 2d4 for each slot level above 4th. 
  Wall of Light 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S, M (a hand mirror) 
  Duration: Concentration, up to 10 minutes 
  A shimmering wall of bright light appears at a point you choose within range. The wall appears 
  in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it 
  can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The 
  wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 
  120 feet and dim light for an additional 120 feet. 
  When the wall appears, each creature in its area must make a Constitution saving throw. On a 
  failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful 
  save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution 
  saving throw at the end of each of its turns, ending the effect on itself on a success. 
  A creature that ends its turn in the wall’s area takes 4d8 radiant damage. 
  Until the spell ends, you can use an action to launch a beam of radiance from the wall at one 
  creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 
  4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the 
  wall’s length drops to 0 feet, the spell ends. 
  At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage 
  increases by 1d8 for each slot level above 5th. 
  Wall of Sand 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a handful of sand) 
  
   
   
  Duration: Concentration, up to 10 minutes 
  You create a wall of swirling sand on the ground at a point you can see within range. You can 
  make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell 
  ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space 
  and must spend 3 feet of movement for every 1 foot it moves there. 
  Wall of Water 
  3rd-level evocation 
  Casting Time: 1 action 
  Range: 60 feet 
  Components: V, S, M (a drop of water) 
  Duration: Concentration, up to 10 minutes 
  You create a wall of water on the ground at a point you can see within range. You can make the 
  wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet 
  in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s 
  space is difficult terrain. 
  Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and 
  fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal 
  cold damage that pass through the wall cause the area of the wall they pass through to freeze 
  solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 
  15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, 
  the wall’s water doesn’t fill it. 
  Warding Wind 
  2nd-level evocation 
  Casting Time: 1 action 
  Range: Self 
  Components: V 
  Duration: Concentration, up to 10 minutes 
  A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, 
  remaining centered on you. The wind lasts for the spell’s duration. 
  
   
   
  The wind has the following effects: 
   
  It deafens you and other creatures in its area. 
   
  It extinguishes unprotected flames in its area that are torch-sized or smaller. 
   
  It hedges out vapor, gas, and fog that can be dispersed by strong wind. 
   
  The area is difficult terrain for creatures other than you. 
   
  The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or 
  out of the wind. 
  Watery Sphere 
  4th-level conjuration 
  Casting Time: 1 action 
  Range: 90 feet 
  Components: V, S, M (a droplet of water) 
  Duration: Concentration, up to 1 minute 
  You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The 
  sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell’s 
  duration. 
  Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a 
  creature is ejected from that space to the nearest unoccupied space of the creature’s choice 
  outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a 
  Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the 
  sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat 
  the saving throw, ending the effect on itself on a success. 
  The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If 
  the sphere restrains a creature that causes it to exceed this capacity, a random creature that was 
  already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. 
  As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a 
  cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any 
  creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing 
  them to make the saving throw. 
  When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 
  feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The 
  water then vanishes. 
  
   
   
  Whirlwind 
  7th-level evocation 
  Casting Time: 1 action 
  Range: 300 feet 
  Components: V, M (a piece of straw) 
  Duration: Concentration, up to 1 minute 
  A whirlwind howls down to a point that you can see on the ground within range. The whirlwind 
  is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use 
  your action to move the whirlwind up to 30 feet in any direction along the ground. The 
  whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t 
  worn or carried by anyone. 
  A creature must make a Dexterity saving throw the first time on a turn that it enters the 
  whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A 
  creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a 
  successful one. In addition, a Large or smaller creature that fails the save must succeed on a 
  Strength saving throw or become restrained in the whirlwind until the spell ends. When a 
  creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, 
  unless the creature is at the top. A restrained creature moves with the whirlwind and falls when 
  the spell ends, unless the creature has some means to stay aloft. 
  A restrained creature can use an action to make a Strength or Dexterity check against your spell 
  save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 
  10 feet away from it in a random direction. 
  Word of Radiance 
  Evocation cantrip 
  Casting Time: 1 action 
  Range: 5 feet 
  Components: V, M (a holy symbol) 
  Duration: Instantaneous 
  
   
   
  You utter a divine word, and burning radiance erupts from you. Each creature of your choice that 
  you can see within range must succeed on a Constitution saving throw or take 1d6 radiant 
  damage. 
  The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th 
  level (4d6). 
  Wrath of Nature 
  5th-level evocation 
  Casting Time: 1 action 
  Range: 120 feet 
  Components: V, S 
  Duration: Concentration, up to 1 minute 
  You call out to the spirits of nature to rouse them against your enemies. Choose a point you can 
  see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that 
  point to become animated until the spell ends. 
  Grasses and Undergrowth. Any area of ground in the cube that is covered by grass or 
  undergrowth is difficult terrain for your enemies. 
  Trees. At the start of each of your turns, each of your enemies within 10 feet of any tree in the 
  cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping 
  branches. 
  Roots and Vines. At the end of each of your turns, one creature of your choice that is on the 
  ground in the cube must succeed on a Strength saving throw or become restrained until the spell 
  ends. A restrained creature can use an action to make a Strength (Athletics) check against your 
  spell save DC, ending the effect on itself on a success. 
  Rocks. As a bonus action on your turn, you can cause a loose rock in the cube to launch at a 
  creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the 
  target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving 
  throw or fall prone. 
  Zephyr Strike 
  1st-level transmutation 
  Casting Time: 1 bonus action 
  
   
   
  Range: Self 
  Components: V 
  Duration: Concentration, up to 1 minute 
  You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity 
  attacks. 
  Once before the spell ends, you can give yourself advantage on one weapon attack roll on your 
  turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking 
  speed increases by 30 feet until the end of that turn. 
  Appendix A: Shared Campaigns 
  Coordinating a regular schedule of D&D game sessions, to keep a campaign active and vibrant, 
  can be a challenge. If the campaign’s only Dungeon Master or enough players aren’t available, 
  the next session might have to be postponed, and repeated problems of this sort can endanger the 
  continuation of the campaign. 
  In short: in a world filled with distractions, it can be hard to keep a campaign going. Enter the 
  concept of the shared campaign. 
  In a shared campaign, more than one member of the group can take on the role of DM. A shared 
  campaign is episodic rather than continuous, with each play session comprising a complete 
  adventure. 
  The largest shared campaigns are administered by the D&D Adventurers League and overseen 
  by Wizards of the Coast. You can also create your own shared campaign for a school D&D club, 
  at a game store, a library, or anywhere else where D&D players and DMs gather. 
  A shared campaign establishes a framework that allows a player to take a character from one 
  DM’s game to another one within the shared campaign. It creates a situation where almost 
  nothing can prevent a scheduled session from happening. The roster of potential players can be 
  quite large, virtually ensuring that any session has at least the minimum number of characters 
  needed to play. If everyone shows up to play at the same time, multiple DMs ensure that 
  everyone can take part. 
  In order to be successful, a shared campaign needs a champion — someone who takes on the 
  responsibility of organizing and maintaining the group. If you’re interested in learning more 
  about how to run a shared campaign and seeing how the Adventurers League handles certain 
  issues, then the rest of this appendix is meant for you. 
  CODE OF CONDUCT 
  
   
   
  Time and time again, the core rulebooks come back to the point that the most important goal of a 
  D&D play session is for everyone involved to have fun. In keeping with that goal, it’s a good 
  idea for a shared campaign to have a code of conduct. Because people who don’t normally play 
  together might end up at the same table in a shared campaign, it can be helpful to establish some 
  ground rules for behavior. On the broadest level, everyone in a shared campaign is responsible 
  for making sure that everyone else has an enjoyable time. If anyone feels offended, belittled, or 
  bullied by the actions of another person, the entire purpose of getting together to play is defeated. 
  The basic code of conduct for a shared campaign might be modeled on a similar document that 
  another organization or location uses. Beyond that, some special policies might need to be added 
  to account for what might happen at the table when players and DMs interact. As a starting point, 
  consider the following material, which is excerpted from the Adventurers League code of 
  conduct. During a play session, participants are expected to … 
   
  Follow the DM’s lead and refrain from arguing with the DM or other players over rules. 
   
  Let other players speak, and allow other players to get attention from the DM. 
   
  Avoid excessive conversation that is not relevant to the adventure. 
   
  Discourage others from using social media to bully, shame, or intimidate other 
  participants. 
   
  Make the DM or the campaign’s administrators aware of disruptive or aggressive 
  behavior so that appropriate action can be taken. 
  Designing Adventures 
  Designing adventures for a shared campaign involves a different set of considerations than 
  designing for a standard group of players. Most important, the adventure must be timed to 
  conclude when the session is scheduled to end. You also need to balance combat encounters for a 
  range of levels, since a wide range of characters might be experiencing the adventure at the same 
  time. 
  Adventure Duration 
  Every adventure in a shared campaign begins and ends in the same play session. (If a group of 
  participants wants to take longer to finish and all are willing to do so, they can exceed the time 
  limit.) A session or an event can’t end with the adventure unfinished, since there’s no way to 
  guarantee that the same players and DM will be available for the next session. 
  Typically, adventures in a shared campaign are designed to take either 2 hours or 4 hours. In 
  each hour of play, assume the characters can complete the following: 
   
  Three or four simple combat encounters, or one or two complex ones 
   
  Three or four scenes involving significant exploration or social interaction 
  Within these constraints, it can be difficult to create open-ended adventures. A time limit 
  assumes a specific starting point and endpoint. A good way to get around this restriction is to 
  create an adventure with multiple possible endings. 
  
   
   
  Location-based adventures also work well with this format. A dungeon presents a natural limit 
  on character options, while still giving the players choices. The adventure could be a quest to 
  defeat a creature or recover an item, but the path to achieving that goal can be different for each 
  group. 
  For more narrative adventures, try to focus on simple but flexible encounters or events. For 
  instance, an adventure requires the characters to protect a high priest of Tyr from assassins. Give 
  the players a chance to plan out how they want to protect the temple, complete with authority 
  over the guards. A few well-fleshed out NPCs, some of whom might be suspected of working 
  with the temple’s enemies, add a layer of tension. Consider leaving some details or plot points 
  for the DM to decide. For example, the DM might have the option to pick which member of the 
  temple guards is the traitor, ensuring that the scenario is different for each group. 
  Combat Encounters 
  Design your adventure for one of the four tiers, as set forth in chapter 1 of the Player’s 
  Handbook: tier 1 includes levels 1–4, tier 2 is levels 5–10, tier 3 is levels 11–16, and tier 4 
  includes levels 17–20. Within each tier, it’s a good idea to use a specific level as a starting point. 
  Assume a party of five 3rd-level characters for tier 1, five 8th-level characters for tier 2, five 
  13th-level characters for tier 3, and five 18th-level characters for tier 4. Use that assumption 
  when creating combat encounters, whether you use the encounter-building rules in the Dungeon 
  Master’s Guide or are making an estimate. 
  For each battle, provide guidelines to help DMs adjust the difficulty up or down to match 
  stronger or weaker parties. As a rule of thumb, account for a party two levels higher and for a 
  party two levels lower, and don’t worry about balancing the adventure for parties outside the 
  adventure’s tier. 
  Rewards 
  Adventures in a shared campaign that uses variant rules for gaining levels and acquiring treasure 
  (such as those described below) don’t include experience point awards or specific amounts and 
  kinds of treasure. 
  Character Creation 
  A shared campaign’s guidelines for character creation might include definition of which races 
  and classes players can choose from, how players generate ability scores, and which alignments 
  players can choose. 
  Player’s Handbook plus One 
  You should think about which products players can use to create a character. The Adventurers 
  League specifies that a player can use the Player’s Handbook and one other official D&D source, 
  
   
   
  such as a book or a PDF, to create a character. This restriction ensures that players don’t need to 
  own a lot of books to make a character and makes it easier for DMs to know how all the 
  characters in the campaign work. Since a DM in a shared campaign must deal with a broad range 
  of characters, rather than the same characters each week, it can be difficult to track all the 
  interactions and abilities possible through mixing options freely. We strongly recommend this 
  rule for any shared campaign. 
  Ability Scores 
  For generating ability scores, we recommend allowing players to choose between the standard 
  array — 15, 14, 13, 12, 10, 8 — and the option presented in “Variant: Customizing Ability 
  Scores” in chapter 1 of the Player’s Handbook. 
  Starting Equipment 
  For the sake of simplicity and efficiency, it’s a good idea to require that beginning characters 
  must take the starting equipment specified by a character’s class and background. 
  Variant Rules 
  A shared campaign might use some variant rules to handle certain aspects of the game. The 
  Adventurers League, for instance, has variant systems for gaining levels and acquiring treasure. 
  These “house rules,” presented below, serve as a sort of common language, ensuring that the 
  rewards all characters receive are equivalent no matter what kind of adventure a character 
  experienced. 
  Character Advancement 
  In a shared campaign, characters gain levels not by accumulating experience points but by 
  reaching experience checkpoints. This system rewards every character (and player) for taking 
  part in a play session. 
  A character reaches 1 checkpoint for each hour an adventure is designed to last. Note that the 
  award is based on the adventure’s projected playing time, rather than the actual time spent at the 
  table. The reward for completing an adventure designed for 2 hours of play is 2 checkpoints, 
  even if a group spends more than 2 hours playing through it. 
  If a character completes an adventure designed for a tier higher than the character’s current tier, 
  the character is awarded 1 additional checkpoint. For example, if a 2nd-level character completes 
  a 6th-level adventure designed to take 2 hours, the character reaches 3 checkpoints. 
  Playing time might seem like an odd way to measure experience awards, but the concept is in 
  keeping with how a shared campaign is meant to work. A character played for 10 hours reaches 
  the same number of checkpoints, whether the character went up against a dragon or spent all that 
  
   
   
  time lurking in a pub. This approach ensures that a player’s preferred style is neither penalized 
  nor rewarded. Whether someone focuses on roleplaying and social interaction, defeating 
  monsters in combat, or finding clever ways to avoid battles, this system gives credit where credit 
  is due. 
  Using Checkpoints 
  The number of checkpoints needed to gain the next level depends on a character’s level: 
   
  At levels 1–4, reaching 4 checkpoints is sufficient to advance to the next level. 
   
  At level 5 or higher, reaching 8 checkpoints is needed to advance to the next level. 
  At the end of a play session, characters must level up if they have reached enough checkpoints to 
  do so. The required number of checkpoints is expended, and any remaining checkpoints are 
  applied toward the next opportunity for advancement. 
  Individual Treasure 
  In a shared campaign, each character receives a fixed number of gold pieces upon gaining a new 
  level. (This gain represents the treasure a character might find in a standard adventure.) 
  As an additional benefit, characters are not required to put out gold to maintain a lifestyle. 
  Instead, each character begins with a modest lifestyle, which improves as the character attains 
  higher levels. 
  These benefits are summarized on the Individual Treasure table. Ways for characters to spend 
  their treasure are covered in the “Buying and Selling” section below. 
  Individual Treasure 
  Level Gained Lifestyle 
  Reward 
  2–4 
  Modest 
  75 gp 
  5–10 
  Comfortable 150 gp 
  11–16 
  Wealthy 
  550 gp 
  17–20 
  Aristocratic 5,500 gp 
  Magic Items 
  Characters earn treasure points from adventures, then redeem those points in exchange for magic 
  items. The list of available magic items is agreed to and compiled by the DMs running the 
  campaign. 
  
   
   
  Gaining Treasure Points 
  Each character earns treasure points based on an adventure’s tier and its intended playing time: 
   
  1 treasure point is awarded for every 2 hours played in a tier 1 or tier 2 adventure. 
   
  1 treasure point is awarded for every 1 hour played in a tier 3 or tier 4 adventure. 
  As with the variant rules for gaining levels, this award is based on the adventure’s projected 
  playing time, rather than the actual time a group spent at the table. 
  If a character completes an adventure of a tier higher than that character’s tier, the character 
  receives 1 additional treasure point for that adventure. 
  Creating an Item List 
  The DMs of the shared campaign should work together to compile a list of magic items that 
  players can purchase. The magic item tables in chapter 2 of this book and in chapter 7 of the 
  Dungeon Master’s Guide are the obvious starting point. Choosing which items to allow or ban is 
  a matter of personal preference, just as it is for the DM in a standard campaign. Involving all the 
  DMs helps to ensure that the list meets everyone’s expectations. When in doubt, disallow an 
  item; it’s easier to add it to the available items at a later time than it would be to remove it from 
  the game once it has been handed out. 
  Naturally, the list of available items is longer for adventures in the higher tiers, and the point cost 
  of those higher-tier items likewise increases. The Magic Items by Tier table provides the details. 
  For instance, treasure points from a tier 1 adventure can be spent on items from tables A, B, C, 
  and F. Any item on the first three tables costs 4 points, and an item from table F costs 8 points. 
  Magic Items by Tier 
  Magic Item Table Available at Tiers Point Cost 
  A 
  1–4 
  4 
  B 
  1–4 
  4 
  C 
  1–4 
  4 
  D 
  2–4 
  8 
  E 
  3–4 
  8 
  F 
  1–4 
  8 
  G 
  2–4 
  10 
  H 
  3–4 
  10 
  I 
  3–4 
  12 
  
   
   
  Spending Treasure Points 
  Players must spend treasure points at the end of a play session, immediately after determining 
  whether their characters have gained a level. The order of these steps is important, since a 
  character might enter a new tier because of the level gain. 
  Players are entitled to choose any approved item from one of the magic item tables available in 
  the current tier. Treasure points can be spread across multiple items. 
  Many items cost more treasure points than a character can earn in a 2- or 4-hour adventure. To 
  buy such an item, a character can make a deposit, spending treasure points on the item until it’s 
  paid off, at which time the character gains the item. 
  Buying and Selling 
  Characters can use their monetary treasure to purchase anything from the equipment lists in 
  chapter 5 of the Player’s Handbook. In addition, the Adventurers League allows characters to 
  purchase potions and spell scrolls, as detailed below. A spell scroll can be purchased only by a 
  character who is capable of casting the spell in question. 
  Potions for Sale 
  Potion of … 
  Cost 
  Healing 
  50 gp 
  Climbing 
  75 gp 
  Animal friendship 
  100 gp 
  Greater healing 
  100 gp 
  Water breathing 
  100 gp 
  Superior healing 
  500 gp 
  Supreme healing 
  5,000 gp 
  Invisibility 
  5,000 gp 
  Spell Scrolls for Sale 
  Spell Level 
  Cost 
  Cantrip 
  25 gp 
  1st 
  75 gp 
  2nd 
  150 gp 
  3rd 
  300 gp 
  4th 
  500 gp 
  5th 
  1,000 gp 
  
   
   
  Selling Items 
  In a shared campaign, characters are not entitled to sell items they find on adventures or 
  equipment they purchase with their personal funds. Weapons, armor, and other gear used by 
  enemies are considered too damaged to have any monetary value. 
  Appendix B: Character Names 
  Some players and DMs have a knack for coming up with character names on the fly, while others 
  find that task more of a challenge. The tables in this appendix are designed to make life easier for 
  both kinds of people, whether you’re naming a player character, a nonplayer character, a 
  monster, or even a place. 
  Each table contains names that are associated with a nonhuman character race in the Player’s 
  Handbook or a real-world ethnic or language group, with a focus on groups from antiquity and 
  the Middle Ages. You can select from the possibilities here, or use dice to determine a name. 
  Even though names are associated with races in this appendix, a character might not have a name 
  from their own race. For instance, a half-orc might have grown up among dwarves and have a 
  dwarven name. Or, as DM, you might decide that dragonborn in your campaign have a culture 
  reminiscent of ancient Rome and therefore use Roman names, rather than the dragonborn names 
  suggested here. 
  
   
   
  Nonhuman Names 
  Dragonborn, Female 
  d100 
  Name 
  01–02 Akra 
  03–04 Aasathra 
  05–06 Antrara 
  07–08 Arava 
  09–10 Biri 
  11–12 Blendaeth 
  13–14 Burana 
  15–16 Chassath 
  17–18 Daar 
  19–20 Dentratha 
  21–22 Doudra 
  23–24 Driindar 
  25–26 Eggren 
  27–28 Farideh 
  29–30 Findex 
  31–32 Furrele 
  33–34 Gesrethe 
  35–36 Gilkass 
  37–38 Harann 
  39–40 Havilar 
  41–42 Hethress 
  43–44 Hillanot 
  45–46 Jaxi 
  47–48 Jezean 
  49–50 Jheri 
  51–52 Kadana 
  53–54 Kava 
  55–56 Korinn 
  57–58 Megren 
  59–60 Mijira 
  61–62 Mishann 
  63–64 Nala 
  
   
   
  d100 
  Name 
  65–66 Nuthra 
  67–68 Perra 
  69–70 Pogranix 
  71–72 Pyxrin 
  73–74 Quespa 
  75–76 Raiann 
  77–78 Rezena 
  79–80 Ruloth 
  81–82 Saphara 
  83–84 Savaran 
  85–86 Sora 
  87–88 Surina 
  89–90 Synthrin 
  91–92 Tatyan 
  93–94 Thava 
  95–96 Uadjit 
  97–98 Vezera 
  99–00 Zykroff 
  Dragonborn, Male 
  d100 
  Name 
  01–02 Adrex 
  03–04 Arjhan 
  05–06 Azzakh 
  07–08 Balasar 
  09–10 Baradad 
  11–12 Bharash 
  13–14 Bidreked 
  15–16 Dadalan 
  17–18 Dazzazn 
  19–20 Direcris 
  21–22 Donaar 
  23–24 Fax 
  25–26 Gargax 
  27–28 Ghesh 
  
   
   
  d100 
  Name 
  29–30 Gorbundus 
  31–32 Greethen 
  33–34 Heskan 
  35–36 Hirrathak 
  37–38 Ildrex 
  39–40 Kaladan 
  41–42 Kerkad 
  43–44 Kiirith 
  45–46 Kriv 
  47–48 Maagog 
  49–50 Medrash 
  51–52 Mehen 
  53–54 Mozikth 
  55–56 Mreksh 
  57–58 Mugrunden 
  59–60 Nadarr 
  61–62 Nithther 
  63–64 Norkruuth 
  65–66 Nykkan 
  67–68 Pandjed 
  69–70 Patrin 
  71–72 Pijjirik 
  73–74 Quarethon 
  75–76 Rathkran 
  77–78 Rhogar 
  79–80 Rivaan 
  81–82 Sethrekar 
  83–84 Shamash 
  85–86 Shedinn 
  87–88 Srorthen 
  89–90 Tarhun 
  91–92 Torinn 
  93–94 Trynnicus 
  95–96 Valorean 
  97–98 Vrondiss 
  
   
   
  d100 
  Name 
  99–00 Zedaar 
  Dragonborn, Clan 
  d100 
  Name 
  01–02 Akambherylliax 
  03–04 Argenthrixus 
  05–06 Baharoosh 
  07–08 Beryntolthropal 
  09–10 Bhenkumbyrznaax 
  11–12 Caavylteradyn 
  13–14 Chumbyxirinnish 
  15–16 Clethtinthiallor 
  17–18 Daardendrian 
  19–20 Delmirev 
  21–22 Dhyrktelonis 
  23–24 Ebynichtomonis 
  25–26 Esstyrlynn 
  27–28 Fharngnarthnost 
  29–30 Ghaallixirn 
  31–32 Grrrmmballhyst 
  33–34 Gygazzylyshrift 
  35–36 Hashphronyxadyn 
  37–38 Hshhsstoroth 
  39–40 Imbixtellrhyst 
  41–42 Jerynomonis 
  43–44 Jharthraxyn 
  45–46 Kerrhylon 
  47–48 Kimbatuul 
  49–50 Lhamboldennish 
  51–52 Linxakasendalor 
  53–54 Mohradyllion 
  55–56 Mystan 
  57–58 Nemmonis 
  59–60 Norixius 
  61–62 Ophinshtalajiir 
  
   
   
  d100 
  Name 
  63–64 Orexijandilin 
  65–66 Pfaphnyrennish 
  67–68 Phrahdrandon 
  69–70 Pyraxtallinost 
  71–72 Qyxpahrgh 
  73–74 Raghthroknaar 
  75–76 Shestendeliath 
  77–78 Skaarzborroosh 
  79–80 Sumnarghthrysh 
  81–82 Tiammanthyllish 
  83–84 Turnuroth 
  85–86 Umbyrphrael 
  87–88 Vangdondalor 
  89–90 Verthisathurgiesh 
  91–92 Wivvyrholdalphiax 
  93–94 Wystongjiir 
  95–96 Xephyrbahnor 
  97–98 Yarjerit 
  99–00 Zzzxaaxthroth 
  Dwarf, Female 
  d100 
  Name 
  01–02 Anbera 
  03–04 Artin 
  05–06 Audhild 
  07–08 Balifra 
  09–10 Barbena 
  11–12 Bardryn 
  13–14 Bolhild 
  15–16 Dagnal 
  17–18 Dariff 
  19–20 Delre 
  21–22 Diesa 
  23–24 Eldeth 
  25–26 Eridred 
  
   
   
  d100 
  Name 
  27–28 Falkrunn 
  29–30 Fallthra 
  31–32 Finellen 
  33–34 Gillydd 
  35–36 Gunnloda 
  37–38 Gurdis 
  39–40 Helgret 
  41–42 Helja 
  43–44 Hlin 
  45–46 Ilde 
  47–48 Jarana 
  49–50 Kathra 
  51–52 Kilia 
  53–54 Kristryd 
  55–56 Liftrasa 
  57–58 Marastyr 
  59–60 Mardred 
  61–62 Morana 
  63–64 Nalaed 
  65–66 Nora 
  67–68 Nurkara 
  69–70 Oriff 
  71–72 Ovina 
  73–74 Riswynn 
  75–76 Sannl 
  77–78 Therlin 
  79–80 Thodris 
  81–82 Torbera 
  83–84 Tordrid 
  85–86 Torgga 
  87–88 Urshar 
  89–90 Valida 
  91–92 Vistra 
  93–94 Vonana 
  95–96 Werydd 
  
   
   
  d100 
  Name 
  97–98 Whurdred 
  99–00 Yurgunn 
  Dwarf, Male 
  d100 
  Name 
  01–02 Adrik 
  03–04 Alberich 
  05–06 Baern 
  07–08 Barendd 
  09–10 Beloril 
  11–12 Brottor 
  13–14 Dain 
  15–16 Dalgal 
  17–18 Darrak 
  19–20 Delg 
  21–22 Duergath 
  23–24 Dworic 
  25–26 Eberk 
  27–28 Einkil 
  29–30 Elaim 
  31–32 Erias 
  33–34 Fallond 
  35–36 Fargrim 
  37–38 Gardain 
  39–40 Gilthur 
  41–42 Gimgen 
  43–44 Gimurt 
  45–46 Harbek 
  47–48 Kildrak 
  49–50 Kilvar 
  51–52 Morgran 
  53–54 Morkral 
  55–56 Nalral 
  57–58 Nordak 
  59–60 Nuraval 
  
   
   
  d100 
  Name 
  61–62 Oloric 
  63–64 Olunt 
  65–66 Orsik 
  67–68 Oskar 
  69–70 Rangrim 
  71–72 Reirak 
  73–74 Rurik 
  75–76 Taklinn 
  77–78 Thoradin 
  79–80 Thorin 
  81–82 Thradal 
  83–84 Tordek 
  85–86 Traubon 
  87–88 Travok 
  89–90 Ulfgar 
  91–92 Uraim 
  93–94 Veit 
  95–96 Vonbin 
  97–98 Vondal 
  99–00 Whurbin 
  Dwarf, Clan 
  d100 
  Name 
  01–02 Aranore 
  03–04 Balderk 
  05–06 Battlehammer 
  07–08 Bigtoe 
  09–10 Bloodkith 
  11–12 Bofdann 
  13–14 Brawnanvil 
  15–16 Brazzik 
  17–18 Broodfist 
  19–20 Burrowfound 
  21–22 Caebrek 
  23–24 Daerdahk 
  
   
   
  d100 
  Name 
  25–26 Dankil 
  27–28 Daraln 
  29–30 Deepdelver 
  31–32 Durthane 
  33–34 Eversharp 
  35–36 Fallack 
  37–38 Fireforge 
  39–40 Foamtankard 
  41–42 Frostbeard 
  43–44 Glanhig 
  45–46 Goblinbane 
  47–48 Goldfinder 
  49–50 Gorunn 
  51–52 Graybeard 
  53–54 Hammerstone 
  55–56 Helcral 
  57–58 Holderhek 
  59–60 Ironfist 
  61–62 Loderr 
  63–64 Lutgehr 
  65–66 Morigak 
  67–68 Orcfoe 
  69–70 Rakankrak 
  71–72 Ruby-Eye 
  73–74 Rumnaheim 
  75–76 Silveraxe 
  77–78 Silverstone 
  79–80 Steelfist 
  81–82 Stoutale 
  83–84 Strakeln 
  85–86 Strongheart 
  87–88 Thrahak 
  89–90 Torevir 
  91–92 Torunn 
  93–94 Trollbleeder 
  
   
   
  d100 
  Name 
  95–96 Trueanvil 
  97–98 Trueblood 
  99–00 Ungart 
  Elf, Child 
  d100 Name 
  01–02 Ael 
  03–04 Ang 
  05–06 Ara 
  07–08 Ari 
  09–10 Arn 
  11–12 Aym 
  13–14 Broe 
  15–16 Bryn 
  17–18 Cael 
  19–20 Cy 
  21–22 Dae 
  23–24 Del 
  25–26 Eli 
  27–28 Eryn 
  29–30 Faen 
  31–32 Fera 
  33–34 Gael 
  35–36 Gar 
  37–38 Innil 
  39–40 Jar 
  41–42 Kan 
  43–44 Koeth 
  45–46 Lael 
  47–48 Lue 
  49–50 Mai 
  51–52 Mara 
  53–54 Mella 
  55–56 Mya 
  57–58 Naeris 
  
   
   
  d100 Name 
  59–60 Naill 
  61–62 Nim 
  63–64 Phann 
  65–66 Py 
  67–68 Rael 
  69–70 Raer 
  71–72 Ren 
  73–74 Rinn 
  75–76 Rua 
  77–78 Sael 
  79–80 Sai 
  81–82 Sumi 
  83–84 Syllin 
  85–86 Ta 
  87–88 Thia 
  89–90 Tia 
  91–92 Traki 
  93–94 Vall 
  95–96 Von 
  97–98 Wil 
  99–00 Za 
  Elf, Female Adult 
  d100 
  Name 
  01–02 Adrie 
  03–04 Ahinar 
  05–06 Althaea 
  07–08 Anastrianna 
  09–10 Andraste 
  11–12 Antinua 
  13–14 Arara 
  15–16 Baelitae 
  17–18 Bethrynna 
  19–20 Birel 
  21–22 Caelynn 
  
   
   
  d100 
  Name 
  23–24 Chaedi 
  25–26 Claira 
  27–28 Dara 
  29–30 Drusilia 
  31–32 Elama 
  33–34 Enna 
  35–36 Faral 
  37–38 Felosial 
  39–40 Hatae 
  41–42 Ielenia 
  43–44 Ilanis 
  45–46 Irann 
  47–48 Jarsali 
  49–50 Jelenneth 
  51–52 Keyleth 
  53–54 Leshanna 
  55–56 Lia 
  57–58 Maiathah 
  59–60 Malquis 
  61–62 Meriele 
  63–64 Mialee 
  65–66 Myathethil 
  67–68 Naivara 
  69–70 Quelenna 
  71–72 Quillathe 
  73–74 Ridaro 
  75–76 Sariel 
  77–78 Shanairla 
  79–80 Shava 
  81–82 Silaqui 
  83–84 Sumnes 
  85–86 Theirastra 
  87–88 Thiala 
  89–90 Tiaathque 
  91–92 Traulam 
  
   
   
  d100 
  Name 
  93–94 Vadania 
  95–96 Valanthe 
  97–98 Valna 
  99–00 Xanaphia 
  Elf, Male Adult 
  d100 
  Name 
  01–02 Adran 
  03–04 Aelar 
  05–06 Aerdeth 
  07–08 Ahvain 
  09–10 Aramil 
  11–12 Arannis 
  13–14 Aust 
  15–16 Azaki 
  17–18 Beiro 
  19–20 Berrian 
  21–22 Caeldrim 
  23–24 Carric 
  25–26 Dayereth 
  27–28 Dreali 
  29–30 Efferil 
  31–32 Eiravel 
  33–34 Enialis 
  35–36 Erdan 
  37–38 Erevan 
  39–40 Fivin 
  41–42 Galinndan 
  43–44 Gennal 
  45–46 Hadarai 
  47–48 Halimath 
  49–50 Heian 
  51–52 Himo 
  53–54 Immeral 
  55–56 Ivellios 
  
   
   
  d100 
  Name 
  57–58 Korfel 
  59–60 Lamlis 
  61–62 Laucian 
  63–64 Lucan 
  65–66 Mindartis 
  67–68 Naal 
  69–70 Nutae 
  71–72 Paelias 
  73–74 Peren 
  75–76 Quarion 
  77–78 Riardon 
  79–80 Rolen 
  81–82 Soveliss 
  83–84 Suhnae 
  85–86 Thamior 
  87–88 Tharivol 
  89–90 Theren 
  91–92 Theriatis 
  93–94 Thervan 
  95–96 Uthemar 
  97–98 Vanuath 
  99–00 Varis 
  Elf, Family 
  d100 
  Name 
  01–02 Aloro 
  03–04 Amakiir 
  05–06 Amastacia 
  07–08 Ariessus 
  09–10 Arnuanna 
  11–12 Berevan 
  13–14 Caerdonel 
  15–16 Caphaxath 
  17–18 Casilltenirra 
  19–20 Cithreth 
  
   
   
  d100 
  Name 
  21–22 Dalanthan 
  23–24 Eathalena 
  25–26 Erenaeth 
  27–28 Ethanasath 
  29–30 Fasharash 
  31–32 Firahel 
  33–34 Floshem 
  35–36 Galanodel 
  37–38 Goltorah 
  39–40 Hanali 
  41–42 Holimion 
  43–44 Horineth 
  45–46 Iathrana 
  47–48 Ilphelkiir 
  49–50 Iranapha 
  51–52 Koehlanna 
  53–54 Lathalas 
  55–56 Liadon 
  57–58 Meliamne 
  59–60 Mellerelel 
  61–62 Mystralath 
  63–64 Naïlo 
  65–66 Netyoive 
  67–68 Ofandrus 
  69–70 Ostoroth 
  71–72 Othronus 
  73–74 Qualanthri 
  75–76 Raethran 
  77–78 Rothenel 
  79–80 Selevarun 
  81–82 Siannodel 
  83–84 Suithrasas 
  85–86 Sylvaranth 
  87–88 Teinithra 
  89–90 Tiltathana 
  
   
   
  d100 
  Name 
  91–92 Wasanthi 
  93–94 Withrethin 
  95–96 Xiloscient 
  97–98 Xistsrith 
  99–00 Yaeldrin 
  Gnome, Female 
  d100 
  Name 
  01–02 Abalaba 
  03–04 Bimpnottin 
  05–06 Breena 
  07–08 Buvvie 
  09–10 Callybon 
  11–12 Caramip 
  13–14 Carlin 
  15–16 Cumpen 
  17–18 Dalaba 
  19–20 Donella 
  21–22 Duvamil 
  23–24 Ella 
  25–26 Ellyjoybell 
  27–28 Ellywick 
  29–30 Enidda 
  31–32 Lilli 
  33–34 Loopmottin 
  35–36 Lorilla 
  37–38 Luthra 
  39–40 Mardnab 
  41–42 Meena 
  43–44 Menny 
  45–46 Mumpena 
  47–48 Nissa 
  49–50 Numba 
  51–52 Nyx 
  53–54 Oda 
  
   
   
  d100 
  Name 
  55–56 Oppah 
  57–58 Orla 
  59–60 Panana 
  61–62 Pyntle 
  63–64 Quilla 
  65–66 Ranala 
  67–68 Reddlepop 
  69–70 Roywyn 
  71–72 Salanop 
  73–74 Shamil 
  75–76 Siffress 
  77–78 Symma 
  79–80 Tana 
  81–82 Tenena 
  83–84 Tervaround 
  85–86 Tippletoe 
  87–88 Ulla 
  89–90 Unvera 
  91–92 Veloptima 
  93–94 Virra 
  95–96 Waywocket 
  97–98 Yebe 
  99–00 Zanna 
  
   
   
   
  Gnome, Male 
  d100 
  Name 
  01–02 Alston 
  03–04 Alvyn 
  05–06 Anverth 
  07–08 Arumawann 
  09–10 Bilbron 
  11–12 Boddynock 
  13–14 Brocc 
  15–16 Burgell 
  17–18 Cockaby 
  19–20 Crampernap 
  21–22 Dabbledob 
  23–24 Delebean 
  25–26 Dimble 
  27–28 Eberdeb 
  29–30 Eldon 
  31–32 Erky 
  
   
   
  d100 
  Name 
  33–34 Fablen 
  35–36 Fibblestib 
  37–38 Fonkin 
  39–40 Frouse 
  41–42 Frug 
  43–44 Gerbo 
  45–46 Gimble 
  47–48 Glim 
  49–50 Igden 
  51–52 Jabble 
  53–54 Jebeddo 
  55–56 Kellen 
  57–58 Kipper 
  59–60 Namfoodle 
  61–62 Oppleby 
  63–64 Orryn 
  65–66 Paggen 
  67–68 Pallabar 
  69–70 Pog 
  71–72 Qualen 
  73–74 Ribbles 
  75–76 Rimple 
  77–78 Roondar 
  79–80 Sapply 
  81–82 Seebo 
  83–84 Senteq 
  85–86 Sindri 
  87–88 Umpen 
  89–90 Warryn 
  91–92 Wiggens 
  93–94 Wobbles 
  95–96 Wrenn 
  97–98 Zaffrab 
  99–00 Zook 
  
   
   
  Gnome, Clan 
  d100 
  Name 
  01–02 Albaratie 
  03–04 Bafflestone 
  05–06 Beren 
  07–08 Boondiggles 
  09–10 Cobblelob 
  11–12 Daergel 
  13–14 Dunben 
  15–16 Fabblestabble 
  17–18 Fapplestamp 
  19–20 Fiddlefen 
  21–22 Folkor 
  23–24 Garrick 
  25–26 Gimlen 
  27–28 Glittergem 
  29–30 Gobblefirn 
  31–32 Gummen 
  33–34 Horcusporcus 
  35–36 Humplebumple 
  37–38 Ironhide 
  39–40 Leffery 
  41–42 Lingenhall 
  43–44 Loofollue 
  45–46 Maekkelferce 
  47–48 Miggledy 
  49–50 Munggen 
  51–52 Murnig 
  53–54 Musgraben 
  55–56 Nackle 
  57–58 Ningel 
  59–60 Nopenstallen 
  61–62 Nucklestamp 
  63–64 Offund 
  65–66 Oomtrowl 
  67–68 Pilwicken 
  
   
   
  d100 
  Name 
  69–70 Pingun 
  71–72 Quillsharpener 
  73–74 Raulnor 
  75–76 Reese 
  77–78 Rofferton 
  79–80 Scheppen 
  81–82 Shadowcloak 
  83–84 Silverthread 
  85–86 Sympony 
  87–88 Tarkelby 
  89–90 Timbers 
  91–92 Turen 
  93–94 Umbodoben 
  95–96 Waggletop 
  97–98 Welber 
  99–00 Wildwander 
  Halfling, Female 
  d100 
  Name 
  01–02 Alain 
  03–04 Andry 
  05–06 Anne 
  07–08 Bella 
  09–10 Blossom 
  11–12 Bree 
  13–14 Callie 
  15–16 Chenna 
  17–18 Cora 
  19–20 Dee 
  21–22 Dell 
  23–24 Eida 
  25–26 Eran 
  27–28 Euphemia 
  29–30 Georgina 
  31–32 Gynnie 
  
   
   
  d100 
  Name 
  33–34 Harriet 
  35–36 Jasmine 
  37–38 Jillian 
  39–40 Jo 
  41–42 Kithri 
  43–44 Lavinia 
  45–46 Lidda 
  47–48 Maegan 
  49–50 Marigold 
  51–52 Merla 
  53–54 Myria 
  55–56 Nedda 
  57–58 Nikki 
  59–60 Nora 
  61–62 Olivia 
  63–64 Paela 
  65–66 Pearl 
  67–68 Pennie 
  69–70 Philomena 
  71–72 Portia 
  73–74 Robbie 
  75–76 Rose 
  77–78 Saral 
  79–80 Seraphina 
  81–82 Shaena 
  83–84 Stacee 
  85–86 Tawna 
  87–88 Thea 
  89–90 Trym 
  91–92 Tyna 
  93–94 Vani 
  95–96 Verna 
  97–98 Wella 
  99–00 Willow 
  
   
   
  Halfling, Male 
  d100 Name 
  01–02 Alton 
  03–04 Ander 
  05–06 Bernie 
  07–08 Bobbin 
  09–10 Cade 
  11–12 Callus 
  13–14 Corrin 
  15–16 Dannad 
  17–18 Danniel 
  19–20 Eddie 
  21–22 Egart 
  23–24 Eldon 
  25–26 Errich 
  27–28 Fildo 
  29–30 Finnan 
  31–32 Franklin 
  33–34 Garret 
  35–36 Garth 
  37–38 Gilbert 
  39–40 Gob 
  41–42 Harol 
  43–44 Igor 
  45–46 Jasper 
  47–48 Keith 
  49–50 Kevin 
  51–52 Lazam 
  53–54 Lerry 
  55–56 Lindal 
  57–58 Lyle 
  59–60 Merric 
  61–62 Mican 
  63–64 Milo 
  65–66 Morrin 
  67–68 Nebin 
  
   
   
  d100 Name 
  69–70 Nevil 
  71–72 Osborn 
  73–74 Ostran 
  75–76 Oswalt 
  77–78 Perrin 
  79–80 Poppy 
  81–82 Reed 
  83–84 Roscoe 
  85–86 Sam 
  87–88 Shardon 
  89–90 Tye 
  91–92 Ulmo 
  93–94 Wellby 
  95–96 Wendel 
  97–98 Wenner 
  99–00 Wes 
  Halfling, Family 
  d100 
  Name 
  01–02 Appleblossom 
  03–04 Bigheart 
  05–06 Brightmoon 
  07–08 Brushgather 
  09–10 Cherrycheeks 
  11–12 Copperkettle 
  13–14 Deephollow 
  15–16 Elderberry 
  17–18 Fastfoot 
  19–20 Fatrabbit 
  21–22 Glenfellow 
  23–24 Goldfound 
  25–26 Goodbarrel 
  27–28 Goodearth 
  29–30 Greenbottle 
  31–32 Greenleaf 
  
   
   
  d100 
  Name 
  33–34 High-hill 
  35–36 Hilltopple 
  37–38 Hogcollar 
  39–40 Honeypot 
  41–42 Jamjar 
  43–44 Kettlewhistle 
  45–46 Leagallow 
  47–48 Littlefoot 
  49–50 Nimblefingers 
  51–52 Porridgepot 
  53–54 Quickstep 
  55–56 Reedfellow 
  57–58 Shadowquick 
  59–60 Silvereyes 
  61–62 Smoothhands 
  63–64 Stonebridge 
  65–66 Stoutbridge 
  67–68 Stoutman 
  69–70 Strongbones 
  71–72 Sunmeadow 
  73–74 Swiftwhistle 
  75–76 Tallfellow 
  77–78 Tealeaf 
  79–80 Tenpenny 
  81–82 Thistletop 
  83–84 Thorngage 
  85–86 Tosscobble 
  87–88 Underbough 
  89–90 Underfoot 
  91–92 Warmwater 
  93–94 Whispermouse 
  95–96 Wildcloak 
  97–98 Wildheart 
  99–00 Wiseacre 
  
   
   
  Half-Orc, Female 
  d100 Name 
  01–02 Arha 
  03–04 Baggi 
  05–06 Bendoo 
  07–08 Bilga 
  09–10 Brakka 
  11–12 Creega 
  13–14 Drenna 
  15–16 Ekk 
  17–18 Emen 
  19–20 Engong 
  21–22 Fistula 
  23–24 Gaaki 
  25–26 Gorga 
  27–28 Grai 
  29–30 Greeba 
  31–32 Grigi 
  33–34 Gynk 
  35–36 Hrathy 
  37–38 Huru 
  39–40 Ilga 
  41–42 Kabbarg 
  43–44 Kansif 
  45–46 Lagazi 
  47–48 Lezre 
  49–50 Murgen 
  51–52 Murook 
  53–54 Myev 
  55–56 Nagrette 
  57–58 Neega 
  59–60 Nella 
  61–62 Nogu 
  63–64 Oolah 
  65–66 Ootah 
  67–68 Ovak 
  
   
   
  d100 Name 
  69–70 Ownka 
  71–72 Puyet 
  73–74 Reeza 
  75–76 Shautha 
  77–78 Silgre 
  79–80 Sutha 
  81–82 Tagga 
  83–84 Tawar 
  85–86 Tomph 
  87–88 Ubada 
  89–90 Vanchu 
  91–92 Vola 
  93–94 Volen 
  95–96 Vorka 
  97–98 Yevelda 
  99–00 Zagga 
  Half-Orc, Male 
  d100 
  Name 
  01–02 Argran 
  03–04 Braak 
  05–06 Brug 
  07–08 Cagak 
  09–10 Dench 
  11–12 Dorn 
  13–14 Dren 
  15–16 Druuk 
  17–18 Feng 
  19–20 Gell 
  21–22 Gnarsh 
  23–24 Grumbar 
  25–26 Gubrash 
  27–28 Hagren 
  29–30 Henk 
  31–32 Hogar 
  
   
   
  d100 
  Name 
  33–34 Holg 
  35–36 Imsh 
  37–38 Karash 
  39–40 Karg 
  41–42 Keth 
  43–44 Korag 
  45–46 Krusk 
  47–48 Lubash 
  49–50 Megged 
  51–52 Mhurren 
  53–54 Mord 
  55–56 Morg 
  57–58 Nil 
  59–60 Nybarg 
  61–62 Odorr 
  63–64 Ohr 
  65–66 Rendar 
  67–68 Resh 
  69–70 Ront 
  71–72 Rrath 
  73–74 Sark 
  75–76 Scrag 
  77–78 Sheggen 
  79–80 Shump 
  81–82 Tanglar 
  83–84 Tarak 
  85–86 Thar 
  87–88 Thokk 
  89–90 Trag 
  91–92 Ugarth 
  93–94 Varg 
  95–96 Vilberg 
  97–98 Yurk 
  99–00 Zed 
  
   
   
  Tiefling, Female 
  d100 
  Name 
  01–02 Akta 
  03–04 Anakis 
  05–06 Armara 
  07–08 Astaro 
  09–10 Aym 
  11–12 Azza 
  13–14 Beleth 
  15–16 Bryseis 
  17–18 Bune 
  19–20 Criella 
  21–22 Damaia 
  23–24 Decarabia 
  25–26 Ea 
  27–28 Gadreel 
  29–30 Gomory 
  31–32 Hecat 
  33–34 Ishte 
  35–36 Jezebeth 
  37–38 Kali 
  39–40 Kallista 
  41–42 Kasdeya 
  43–44 Lerissa 
  45–46 Lilith 
  47–48 Makaria 
  49–50 Manea 
  51–52 Markosian 
  53–54 Mastema 
  55–56 Naamah 
  57–58 Nemeia 
  59–60 Nija 
  61–62 Orianna 
  63–64 Osah 
  65–66 Phelaia 
  67–68 Prosperine 
  
   
   
  d100 
  Name 
  69–70 Purah 
  71–72 Pyra 
  73–74 Rieta 
  75–76 Ronobe 
  77–78 Ronwe 
  79–80 Seddit 
  81–82 Seere 
  83–84 Sekhmet 
  85–86 Semyaza 
  87–88 Shava 
  89–90 Shax 
  91–92 Sorath 
  93–94 Uzza 
  95–96 Vapula 
  97–98 Vepar 
  99–00 Verin 
  Tiefling, Male 
  d100 
  Name 
  01–02 Abad 
  03–04 Ahrim 
  05–06 Akmen 
  07–08 Amnon 
  09–10 Andram 
  11–12 Astar 
  13–14 Balam 
  15–16 Barakas 
  17–18 Bathin 
  19–20 Caim 
  21–22 Chem 
  23–24 Cimer 
  25–26 Cressel 
  27–28 Damakos 
  29–30 Ekemon 
  31–32 Euron 
  
   
   
  d100 
  Name 
  33–34 Fenriz 
  35–36 Forcas 
  37–38 Habor 
  39–40 Iados 
  41–42 Kairon 
  43–44 Leucis 
  45–46 Mamnen 
  47–48 Mantus 
  49–50 Marbas 
  51–52 Melech 
  53–54 Merihim 
  55–56 Modean 
  57–58 Mordai 
  59–60 Mormo 
  61–62 Morthos 
  63–64 Nicor 
  65–66 Nirgel 
  67–68 Oriax 
  69–70 Paymon 
  71–72 Pelaios 
  73–74 Purson 
  75–76 Qemuel 
  77–78 Raam 
  79–80 Rimmon 
  81–82 Sammal 
  83–84 Skamos 
  85–86 Tethren 
  87–88 Thamuz 
  89–90 Therai 
  91–92 Valafar 
  93–94 Vassago 
  95–96 Xappan 
  97–98 Zepar 
  99–00 Zephan 
  
   
   
  Tiefling, Virtue 
  d100 
  Name 
  01–02 Ambition 
  03–04 Art 
  05–06 Carrion 
  07–08 Chant 
  09–10 Creed 
  11–12 Death 
  13–14 Debauchery 
  15–16 Despair 
  17–18 Doom 
  19–20 Doubt 
  21–22 Dread 
  23–24 Ecstasy 
  25–26 Ennui 
  27–28 Entropy 
  29–30 Excellence 
  31–32 Fear 
  33–34 Glory 
  35–36 Gluttony 
  37–38 Grief 
  39–40 Hate 
  41–42 Hope 
  43–44 Horror 
  45–46 Ideal 
  47–48 Ignominy 
  49–50 Laughter 
  51–52 Love 
  53–54 Lust 
  55–56 Mayhem 
  57–58 Mockery 
  59–60 Murder 
  61–62 Muse 
  63–64 Music 
  65–66 Mystery 
  67–68 Nowhere 
  
   
   
  d100 
  Name 
  69–70 Open 
  71–72 Pain 
  73–74 Passion 
  75–76 Poetry 
  77–78 Quest 
  79–80 Random 
  81–82 Reverence 
  83–84 Revulsion 
  85–86 Sorrow 
  87–88 Temerity 
  89–90 Torment 
  91–92 Tragedy 
  93–94 Vice 
  95–96 Virtue 
  97–98 Weary 
  99–00 Wit 
  
   
   
  Human Names 
  
   
   
  
   
   
  Arabic, Female 
  d100 
  Name 
  01–02 Aaliyah 
  03–04 Aida 
  05–06 Akilah 
  07–08 Alia 
  09–10 Amina 
  11–12 Atefeh 
  13–14 Chaima 
  15–16 Dalia 
  17–18 Ehsan 
  19–20 Elham 
  21–22 Farah 
  23–24 Fatemah 
  25–26 Gamila 
  27–28 Iesha 
  29–30 Inbar 
  31–32 Kamaria 
  33–34 Khadija 
  35–36 Layla 
  37–38 Lupe 
  39–40 Nabila 
  41–42 Nadine 
  43–44 Naima 
  45–46 Najila 
  47–48 Najwa 
  49–50 Nakia 
  51–52 Nashwa 
  53–54 Nawra 
  55–56 Nuha 
  57–58 Nura 
  59–60 Oma 
  61–62 Qadira 
  63–64 Qamar 
  65–66 Qistina 
  67–68 Rahima 
  
   
   
  d100 
  Name 
  69–70 Rihanna 
  71–72 Saadia 
  73–74 Sabah 
  75–76 Sada 
  77–78 Saffron 
  79–80 Sahar 
  81–82 Salma 
  83–84 Shatha 
  85–86 Tahira 
  87–88 Takisha 
  89–90 Thana 
  91–92 Yadira 
  93–94 Zahra 
  95–96 Zaida 
  97–98 Zaina 
  99–00 Zeinab 
  Arabic, Male 
  d100 
  Name 
  01–02 Abbad 
  03–04 Abdul 
  05–06 Achmed 
  07–08 Akeem 
  09–10 Alif 
  11–12 Amir 
  13–14 Asim 
  15–16 Bashir 
  17–18 Bassam 
  19–20 Fahim 
  21–22 Farid 
  23–24 Farouk 
  25–26 Fayez 
  27–28 Fayyaad 
  29–30 Fazil 
  31–32 Hakim 
  
   
   
  d100 
  Name 
  33–34 Halil 
  35–36 Hamid 
  37–38 Hazim 
  39–40 Heydar 
  41–42 Hussein 
  43–44 Jabari 
  45–46 Jafar 
  47–48 Jahid 
  49–50 Jamal 
  51–52 Kalim 
  53–54 Karim 
  55–56 Kazim 
  57–58 Khadim 
  59–60 Khalid 
  61–62 Mahmud 
  63–64 Mansour 
  65–66 Musharraf 
  67–68 Mustafa 
  69–70 Nadir 
  71–72 Nazim 
  73–74 Omar 
  75–76 Qadir 
  77–78 Qusay 
  79–80 Rafiq 
  81–82 Rakim 
  83–84 Rashad 
  85–86 Rauf 
  87–88 Saladin 
  89–90 Sami 
  91–92 Samir 
  93–94 Talib 
  95–96 Tamir 
  97–98 Tariq 
  99–00 Yazid 
  
   
   
  Celtic, Female 
  d100 
  Name 
  01–02 Aife 
  03–04 Aina 
  05–06 Alane 
  07–08 Ardena 
  09–10 Arienh 
  11–12 Beatha 
  13–14 Birgit 
  15–16 Briann 
  17–18 Caomh 
  19–20 Cara 
  21–22 Cinnia 
  23–24 Cordelia 
  25–26 Deheune 
  27–28 Divone 
  29–30 Donia 
  31–32 Doreena 
  33–34 Elsha 
  35–36 Enid 
  37–38 Ethne 
  39–40 Evelina 
  41–42 Fianna 
  43–44 Genevieve 
  45–46 Gilda 
  47–48 Gitta 
  49–50 Grania 
  51–52 Gwyndolin 
  53–54 Idelisa 
  55–56 Isolde 
  57–58 Keelin 
  59–60 Kennocha 
  61–62 Lavena 
  63–64 Lesley 
  65–66 Linnette 
  67–68 Lyonesse 
  
   
   
  d100 
  Name 
  69–70 Mabina 
  71–72 Marvina 
  73–74 Mavis 
  75–76 Mirna 
  77–78 Morgan 
  79–80 Muriel 
  81–82 Nareena 
  83–84 Oriana 
  85–86 Regan 
  87–88 Ronat 
  89–90 Rowena 
  91–92 Selma 
  93–94 Ula 
  95–96 Venetia 
  97–98 Wynne 
  99–00 Yseult 
  Celtic, Male 
  d100 
  Name 
  01–02 Airell 
  03–04 Airic 
  05–06 Alan 
  07–08 Anghus 
  09–10 Aodh 
  11–12 Bardon 
  13–14 Bearacb 
  15–16 Bevyn 
  17–18 Boden 
  19–20 Bran 
  21–22 Brasil 
  23–24 Bredon 
  25–26 Brian 
  27–28 Bricriu 
  29–30 Bryant 
  31–32 Cadman 
  
   
   
  d100 
  Name 
  33–34 Caradoc 
  35–36 Cedric 
  37–38 Conalt 
  39–40 Conchobar 
  41–42 Condon 
  43–44 Darcy 
  45–46 Devin 
  47–48 Dillion 
  49–50 Donaghy 
  51–52 Donall 
  53–54 Duer 
  55–56 Eghan 
  57–58 Ewyn 
  59–60 Ferghus 
  61–62 Galvyn 
  63–64 Gildas 
  65–66 Guy 
  67–68 Harvey 
  69–70 Iden 
  71–72 Irven 
  73–74 Karney 
  75–76 Kayne 
  77–78 Kelvyn 
  79–80 Kunsgnos 
  81–82 Leigh 
  83–84 Maccus 
  85–86 Moryn 
  87–88 Neale 
  89–90 Owyn 
  91–92 Pryderi 
  93–94 Reaghan 
  95–96 Taliesin 
  97–98 Tiernay 
  99–00 Turi 
  
   
   
  Chinese, Female 
  d100 
  Name 
  01–02 Ai 
  03–04 Anming 
  05–06 Baozhai 
  07–08 Bei 
  09–10 Caixia 
  11–12 Changchang 
  13–14 Chen 
  15–16 Chou 
  17–18 Chunhua 
  19–20 Daianna 
  21–22 Daiyu 
  23–24 Die 
  25–26 Ehuang 
  27–28 Fenfang 
  29–30 Ge 
  31–32 Hong 
  33–34 Huan 
  35–36 Huifang 
  37–38 Jia 
  39–40 Jiao 
  41–42 Jiaying 
  43–44 Jingfei 
  45–46 Jinjing 
  47–48 Lan 
  49–50 Li 
  51–52 Lihua 
  53–54 Lin 
  55–56 Ling 
  57–58 Liu 
  59–60 Meili 
  61–62 Ning 
  63–64 Qi 
  65–66 Qiao 
  67–68 Rong 
  
   
   
  d100 
  Name 
  69–70 Shu 
  71–72 Shuang 
  73–74 Song 
  75–76 Ting 
  77–78 Wen 
  79–80 Xia 
  81–82 Xiaodan 
  83–84 Xiaoli 
  85–86 Xingjuan 
  87–88 Xue 
  89–90 Ya 
  91–92 Yan 
  93–94 Ying 
  95–96 Yuan 
  97–98 Yue 
  99–00 Yun 
  Chinese, Male 
  d100 
  Name 
  01–02 Bingwen 
  03–04 Bo 
  05–06 Bolin 
  07–08 Chang 
  09–10 Chao 
  11–12 Chen 
  13–14 Cheng 
  15–16 Da 
  17–18 Dingxiang 
  19–20 Fang 
  21–22 Feng 
  23–24 Fu 
  25–26 Gang 
  27–28 Guang 
  29–30 Hai 
  31–32 Heng 
  
   
   
  d100 
  Name 
  33–34 Hong 
  35–36 Huan 
  37–38 Huang 
  39–40 Huiliang 
  41–42 Huizhong 
  43–44 Jian 
  45–46 Jiayi 
  47–48 Junjie 
  49–50 Kang 
  51–52 Lei 
  53–54 Liang 
  55–56 Ling 
  57–58 Liwei 
  59–60 Meilin 
  61–62 Niu 
  63–64 Peizhi 
  65–66 Peng 
  67–68 Ping 
  69–70 Qiang 
  71–72 Qiu 
  73–74 Quan 
  75–76 Renshu 
  77–78 Rong 
  79–80 Ru 
  81–82 Shan 
  83–84 Shen 
  85–86 Tengfei 
  87–88 Wei 
  89–90 Xiaobo 
  91–92 Xiaoli 
  93–94 Xin 
  95–96 Yang 
  97–98 Ying 
  99–00 Zhong 
  
   
   
  Egyptian, Female 
  d100 
  Name 
  01–02 A’at 
  03–04 Ahset 
  05–06 Amunet 
  07–08 Aneksi 
  09–10 Atet 
  11–12 Baketamon 
  13–14 Betrest 
  15–16 Bunefer 
  17–18 Dedyet 
  19–20 Hatshepsut 
  21–22 Hentie 
  23–24 Herit 
  25–26 Hetepheres 
  27–28 Intakaes 
  29–30 Ipwet 
  31–32 Itet 
  33–34 Joba 
  35–36 Kasmut 
  37–38 Kemanub 
  39–40 Khemut 
  41–42 Kiya 
  43–44 Maia 
  45–46 Menhet 
  47–48 Merit 
  49–50 Meritamen 
  51–52 Merneith 
  53–54 Merseger 
  55–56 Muyet 
  57–58 Nebet 
  59–60 Nebetah 
  61–62 Nedjemmut 
  63–64 Nefertiti 
  65–66 Neferu 
  67–68 Neithotep 
  
   
   
  d100 
  Name 
  69–70 Nit 
  71–72 Nofret 
  73–74 Nubemiunu 
  75–76 Peseshet 
  77–78 Pypuy 
  79–80 Qalhata 
  81–82 Rai 
  83–84 Redji 
  85–86 Sadeh 
  87–88 Sadek 
  89–90 Sitamun 
  91–92 Sitre 
  93–94 Takhat 
  95–96 Tarset 
  97–98 Taweret 
  99–00 Werenro 
  Egyptian, Male 
  d100 
  Name 
  
   
   
  d100 
  Name 
  01–02 Ahmose 
  03–04 Akhom 
  05–06 Amasis 
  07–08 Amenemhet 
  09–10 Anen 
  11–12 Banefre 
  13–14 Bek 
  15–16 Djedefre 
  17–18 Djoser 
  19–20 Hekaib 
  21–22 Henenu 
  23–24 Horemheb 
  25–26 Horwedja 
  27–28 Huya 
  29–30 Ibebi 
  31–32 Idu 
  33–34 Imhotep 
  35–36 Ineni 
  37–38 Ipuki 
  39–40 Irsu 
  41–42 Kagemni 
  43–44 Kawab 
  45–46 Kenamon 
  47–48 Kewap 
  49–50 Khaemwaset 
  51–52 Khafra 
  53–54 Khusebek 
  55–56 Masaharta 
  57–58 Meketre 
  59–60 Menkhaf 
  61–62 Merenre 
  63–64 Metjen 
  65–66 Nebamun 
  67–68 Nebetka 
  69–70 Nehi 
  
   
   
  d100 
  Name 
  71–72 Nekure 
  73–74 Nessumontu 
  75–76 Pakhom 
  77–78 Pawah 
  79–80 Pawero 
  81–82 Ramose 
  83–84 Rudjek 
  85–86 Sabaf 
  87–88 Sebek-khu 
  89–90 Sebni 
  91–92 Senusret 
  93–94 Shabaka 
  95–96 Somintu 
  97–98 Thaneni 
  99–00 Thethi 
  English, Female 
  d100 
  Name 
  01–02 Adelaide 
  03–04 Agatha 
  05–06 Agnes 
  07–08 Alice 
  09–10 Aline 
  11–12 Anne 
  13–14 Avelina 
  15–16 Avice 
  17–18 Beatrice 
  19–20 Cecily 
  21–22 Egelina 
  23–24 Eleanor 
  25–26 Elizabeth 
  27–28 Ella 
  29–30 Eloise 
  31–32 Elysande 
  33–34 Emeny 
  
   
   
  d100 
  Name 
  35–36 Emma 
  37–38 Emmeline 
  39–40 Ermina 
  41–42 Eva 
  43–44 Galiena 
  45–46 Geva 
  47–48 Giselle 
  49–50 Griselda 
  51–52 Hadwisa 
  53–54 Helen 
  55–56 Herleva 
  57–58 Hugolina 
  59–60 Ida 
  61–62 Isabella 
  63–64 Jacoba 
  65–66 Jane 
  67–68 Joan 
  69–70 Juliana 
  71–72 Katherine 
  73–74 Margery 
  75–76 Mary 
  77–78 Matilda 
  79–80 Maynild 
  81–82 Millicent 
  83–84 Oriel 
  85–86 Rohesia 
  87–88 Rosalind 
  89–90 Rosamund 
  91–92 Sarah 
  93–94 Susannah 
  95–96 Sybil 
  97–98 Williamina 
  99–00 Yvonne 
  
   
   
  English, Male 
  d100 
  Name 
  01–02 Adam 
  03–04 Adelard 
  05–06 Aldous 
  07–08 Anselm 
  09–10 Arnold 
  11–12 Bernard 
  13–14 Bertram 
  15–16 Charles 
  17–18 Clerebold 
  19–20 Conrad 
  21–22 Diggory 
  23–24 Drogo 
  25–26 Everard 
  27–28 Frederick 
  29–30 Geoffrey 
  31–32 Gerald 
  33–34 Gilbert 
  35–36 Godfrey 
  
   
   
  d100 
  Name 
  37–38 Gunter 
  39–40 Guy 
  41–42 Henry 
  43–44 Heward 
  45–46 Hubert 
  47–48 Hugh 
  49–50 Jocelyn 
  51–52 John 
  53–54 Lance 
  55–56 Manfred 
  57–58 Miles 
  59–60 Nicholas 
  61–62 Norman 
  63–64 Odo 
  65–66 Percival 
  67–68 Peter 
  69–70 Ralf 
  71–72 Randal 
  73–74 Raymond 
  75–76 Reynard 
  77–78 Richard 
  79–80 Robert 
  81–82 Roger 
  83–84 Roland 
  85–86 Rolf 
  87–88 Simon 
  89–90 Theobald 
  91–92 Theodoric 
  93–94 Thomas 
  95–96 Timm 
  97–98 William 
  99–00 Wymar 
  French, Female 
  d100 
  Name 
  
   
   
  d100 
  Name 
  01–02 Aalis 
  03–04 Agatha 
  05–06 Agnez 
  07–08 Alberea 
  09–10 Alips 
  11–12 Amée 
  13–14 Amelot 
  15–16 Anne 
  17–18 Avelina 
  19–20 Blancha 
  21–22 Cateline 
  23–24 Cecilia 
  25–26 Claricia 
  27–28 Collette 
  29–30 Denisete 
  31–32 Dorian 
  33–34 Edelina 
  35–36 Emelina 
  37–38 Emmelot 
  39–40 Ermentrudis 
  41–42 Gibelina 
  43–44 Gila 
  45–46 Gillette 
  47–48 Guiburgis 
  49–50 Guillemette 
  51–52 Guoite 
  53–54 Hecelina 
  55–56 Heloysis 
  57–58 Helyoudis 
  59–60 Hodeardis 
  61–62 Isabellis 
  63–64 Jaquette 
  65–66 Jehan 
  67–68 Johanna 
  69–70 Juliote 
  
   
   
  d100 
  Name 
  71–72 Katerine 
  73–74 Luciana 
  75–76 Margot 
  77–78 Marguerite 
  79–80 Maria 
  81–82 Marie 
  83–84 Melisende 
  85–86 Odelina 
  87–88 Perrette 
  89–90 Petronilla 
  91–92 Sedilia 
  93–94 Stephana 
  95–96 Sybilla 
  97–98 Ysabeau 
  99–00 Ysabel 
  French, Male 
  d100 
  Name 
  01–02 Ambroys 
  03–04 Ame 
  05–06 Andri 
  07–08 Andriet 
  09–10 Anthoine 
  11–12 Bernard 
  13–14 Charles 
  15–16 Charlot 
  17–18 Colin 
  19–20 Denis 
  21–22 Durant 
  23–24 Edouart 
  25–26 Eremon 
  27–28 Ernault 
  29–30 Ethor 
  31–32 Felix 
  33–34 Floquart 
  
   
   
  d100 
  Name 
  35–36 Galleren 
  37–38 Gaultier 
  39–40 Gilles 
  41–42 Guy 
  43–44 Henry 
  45–46 Hugo 
  47–48 Imbert 
  49–50 Jacques 
  51–52 Jacquot 
  53–54 Jean 
  55–56 Jehannin 
  57–58 Louis 
  59–60 Louys 
  61–62 Loys 
  63–64 Martin 
  65–66 Michel 
  67–68 Mille 
  69–70 Morelet 
  71–72 Nicolas 
  73–74 Nicolle 
  75–76 Oudart 
  77–78 Perrin 
  79–80 Phillippe 
  81–82 Pierre 
  83–84 Regnault 
  85–86 Richart 
  87–88 Robert 
  89–90 Robinet 
  91–92 Sauvage 
  93–94 Simon 
  95–96 Talbot 
  97–98 Tanguy 
  99–00 Vincent 
  
   
   
  German, Female 
  d100 
  Name 
  01–02 Adelhayt 
  03–04 Affra 
  05–06 Agatha 
  07–08 Allet 
  09–10 Angnes 
  11–12 Anna 
  13–14 Apell 
  15–16 Applonia 
  17–18 Barbara 
  19–20 Brida 
  21–22 Brigita 
  23–24 Cecilia 
  25–26 Clara 
  27–28 Cristina 
  29–30 Dorothea 
  31–32 Duretta 
  33–34 Ella 
  35–36 Els 
  37–38 Elsbeth 
  39–40 Engel 
  41–42 Enlein 
  43–44 Enndlin 
  45–46 Eva 
  47–48 Fela 
  49–50 Fronicka 
  51–52 Genefe 
  53–54 Geras 
  55–56 Gerhauss 
  57–58 Gertrudt 
  59–60 Guttel 
  61–62 Helena 
  63–64 Irmel 
  65–66 Jonata 
  67–68 Katerina 
  
   
   
  d100 
  Name 
  69–70 Kuen 
  71–72 Kungund 
  73–74 Lucia 
  75–76 Madalena 
  77–78 Magdalen 
  79–80 Margret 
  81–82 Marlein 
  83–84 Martha 
  85–86 Otilia 
  87–88 Ottilg 
  89–90 Peternella 
  91–92 Reusin 
  93–94 Sibilla 
  95–96 Ursel 
  97–98 Vrsula 
  99–00 Walpurg 
  German, Male 
  d100 
  Name 
  01–02 Albrecht 
  03–04 Allexander 
  05–06 Baltasar 
  07–08 Benedick 
  09–10 Berhart 
  11–12 Caspar 
  13–14 Clas 
  15–16 Cristin 
  17–18 Cristoff 
  19–20 Dieterich 
  21–22 Engelhart 
  23–24 Erhart 
  25–26 Felix 
  27–28 Frantz 
  29–30 Fritz 
  31–32 Gerhart 
  
   
   
  d100 
  Name 
  33–34 Gotleib 
  35–36 Hans 
  37–38 Hartmann 
  39–40 Heintz 
  41–42 Herman 
  43–44 Jacob 
  45–46 Jeremias 
  47–48 Jorg 
  49–50 Karll 
  51–52 Kilian 
  53–54 Linhart 
  55–56 Lorentz 
  57–58 Ludwig 
  59–60 Marx 
  61–62 Melchor 
  63–64 Mertin 
  65–66 Michel 
  67–68 Moritz 
  69–70 Osswald 
  71–72 Ott 
  73–74 Peter 
  75–76 Rudolff 
  77–78 Ruprecht 
  79–80 Sewastian 
  81–82 Sigmund 
  83–84 Steffan 
  85–86 Symon 
  87–88 Thoman 
  89–90 Ulrich 
  91–92 Vallentin 
  93–94 Wendel 
  95–96 Wilhelm 
  97–98 Wolff 
  99–00 Wolfgang 
  
   
   
  Greek, Female 
  d100 
  Name 
  01–02 Acantha 
  03–04 Aella 
  05–06 Alektos 
  07–08 Alkippe 
  09–10 Andromeda 
  11–12 Antigone 
  13–14 Ariadne 
  15–16 Astraea 
  17–18 Chloros 
  19–20 Chryseos 
  21–22 Daphne 
  23–24 Despoina 
  25–26 Dione 
  27–28 Eileithyia 
  29–30 Elektra 
  31–32 Euadne 
  33–34 Eudora 
  35–36 Eunomia 
  37–38 Hekabe 
  39–40 Helene 
  41–42 Hermoione 
  43–44 Hippolyte 
  45–46 Ianthe 
  47–48 Iokaste 
  49–50 Iole 
  51–52 Iphigenia 
  53–54 Ismene 
  55–56 Kalliope 
  57–58 Kallisto 
  59–60 Kalypso 
  61–62 Karme 
  63–64 Kassandra 
  65–66 Kassiopeia 
  67–68 Kirke 
  
   
   
  d100 
  Name 
  69–70 Kleio 
  71–72 Klotho 
  73–74 Klytië 
  75–76 Kynthia 
  77–78 Leto 
  79–80 Megaera 
  81–82 Melaina 
  83–84 Melpomene 
  85–86 Nausikaa 
  87–88 Nemesis 
  89–90 Niobe 
  91–92 Ourania 
  93–94 Phaenna 
  95–96 Polymnia 
  97–98 Semele 
  99–00 Theia 
  Greek, Male 
  d100 
  Name 
  01–02 Adonis 
  03–04 Adrastos 
  05–06 Aeson 
  07–08 Aias 
  09–10 Aineias 
  11–12 Aiolos 
  13–14 Alekto 
  15–16 Alkeides 
  17–18 Argos 
  19–20 Brontes 
  21–22 Damazo 
  23–24 Dardanos 
  25–26 Deimos 
  27–28 Diomedes 
  29–30 Endymion 
  31–32 Epimetheus 
  
   
   
  d100 
  Name 
  33–34 Erebos 
  35–36 Euandros 
  37–38 Ganymedes 
  39–40 Glaukos 
  41–42 Hektor 
  43–44 Heros 
  45–46 Hippolytos 
  47–48 Iacchus 
  49–50 Iason 
  51–52 Kadmos 
  53–54 Kastor 
  55–56 Kephalos 
  57–58 Kepheus 
  59–60 Koios 
  61–62 Kreios 
  63–64 Laios 
  65–66 Leandros 
  67–68 Linos 
  69–70 Lykos 
  71–72 Melanthios 
  73–74 Menelaus 
  75–76 Mentor 
  77–78 Neoptolemus 
  79–80 Okeanos 
  81–82 Orestes 
  83–84 Pallas 
  85–86 Patroklos 
  87–88 Philandros 
  89–90 Phoibos 
  91–92 Phrixus 
  93–94 Priamos 
  95–96 Pyrrhos 
  97–98 Xanthos 
  99–00 Zephyros 
  
   
   
  Indian, Female 
  d100 
  Name 
  01–02 Abha 
  03–04 Aishwarya 
  05–06 Amala 
  07–08 Ananda 
  09–10 Ankita 
  11–12 Archana 
  13–14 Avani 
  15–16 Chandana 
  17–18 Chandrakanta 
  19–20 Chetan 
  21–22 Darshana 
  23–24 Devi 
  25–26 Dipti 
  27–28 Esha 
  29–30 Gauro 
  31–32 Gita 
  33–34 Indira 
  35–36 Indu 
  37–38 Jaya 
  39–40 Kala 
  41–42 Kalpana 
  43–44 Kamala 
  45–46 Kanta 
  47–48 Kashi 
  49–50 Kishori 
  51–52 Lalita 
  53–54 Lina 
  55–56 Madhur 
  57–58 Manju 
  59–60 Meera 
  61–62 Mohana 
  63–64 Mukta 
  65–66 Nisha 
  67–68 Nitya 
  
   
   
  d100 
  Name 
  69–70 Padma 
  71–72 Pratima 
  73–74 Priya 
  75–76 Rani 
  77–78 Sarala 
  79–80 Shakti 
  81–82 Shanta 
  83–84 Shobha 
  85–86 Sima 
  87–88 Sonal 
  89–90 Sumana 
  91–92 Sunita 
  93–94 Tara 
  95–96 Valli 
  97–98 Vijaya 
  99–00 Vimala 
  Indian, Male 
  d100 
  Name 
  01–02 Abhay 
  03–04 Ahsan 
  05–06 Ajay 
  07–08 Ajit 
  09–10 Akhil 
  11–12 Amar 
  13–14 Amit 
  15–16 Ananta 
  17–18 Aseem 
  19–20 Ashok 
  21–22 Bahadur 
  23–24 Basu 
  25–26 Chand 
  27–28 Chandra 
  29–30 Damodar 
  31–32 Darhsan 
  
   
   
  d100 
  Name 
  33–34 Devdan 
  35–36 Dinesh 
  37–38 Dipak 
  39–40 Gopal 
  41–42 Govind 
  43–44 Harendra 
  45–46 Harsha 
  47–48 Ila 
  49–50 Isha 
  51–52 Johar 
  53–54 Kalyan 
  55–56 Kiran 
  57–58 Kumar 
  59–60 Lakshmana 
  61–62 Mahavir 
  63–64 Narayan 
  65–66 Naveen 
  67–68 Nirav 
  69–70 Prabhakar 
  71–72 Prasanna 
  73–74 Raghu 
  75–76 Rajanikant 
  77–78 Rakesh 
  79–80 Ranjeet 
  81–82 Rishi 
  83–84 Sanjay 
  85–86 Sekar 
  87–88 Shandar 
  89–90 Sumantra 
  91–92 Vijay 
  93–94 Vikram 
  95–96 Vimal 
  97–98 Vishal 
  99–00 Yash 
  
   
   
  Japanese, Female 
  d100 Name 
  01–02 Aika 
  03–04 Akemi 
  05–06 Akiko 
  07–08 Amaya 
  09–10 Asami 
  11–12 Ayumi 
  13–14 Bunko 
  15–16 Chieko 
  17–18 Chika 
  19–20 Chiyo 
  21–22 Cho 
  23–24 Eiko 
  25–26 Emiko 
  27–28 Eri 
  29–30 Etsuko 
  31–32 Gina 
  33–34 Hana 
  35–36 Haruki 
  37–38 Hideko 
  39–40 Hikari 
  41–42 Hiroko 
  43–44 Hisoka 
  45–46 Hishi 
  47–48 Hotaru 
  49–50 Izumi 
  51–52 Kameyo 
  53–54 Kasumi 
  55–56 Kimiko 
  57–58 Kotone 
  59–60 Kyoko 
  61–62 Maiko 
  63–64 Masako 
  65–66 Mi 
  67–68 Minori 
  
   
   
  d100 Name 
  69–70 Mizuki 
  71–72 Naoki 
  73–74 Natsuko 
  75–76 Noriko 
  77–78 Rei 
  79–80 Ren 
  81–82 Saki 
  83–84 Shigeko 
  85–86 Shinju 
  87–88 Sumiko 
  89–90 Toshiko 
  91–92 Tsukiko 
  93–94 Ume 
  95–96 Usagi 
  97–98 Yasuko 
  99–00 Yuriko 
  
   
   
   
  Japanese, Male 
  d100 
  Name 
  01–02 Akio 
  03–04 Atsushi 
  05–06 Daichi 
  07–08 Daiki 
  09–10 Daisuke 
  11–12 Eiji 
  13–14 Fumio 
  
   
   
  d100 
  Name 
  15–16 Hajime 
  17–18 Haru 
  19–20 Hideaki 
  21–22 Hideo 
  23–24 Hikaru 
  25–26 Hiro 
  27–28 Hiroki 
  29–30 Hisao 
  31–32 Hitoshi 
  33–34 Isamu 
  35–36 Isao 
  37–38 Jun 
  39–40 Katashi 
  41–42 Katsu 
  43–44 Kei 
  45–46 Ken 
  47–48 Kenshin 
  49–50 Kenta 
  51–52 Kioshi 
  53–54 Makoto 
  55–56 Mamoru 
  57–58 Masato 
  59–60 Masumi 
  61–62 Noboru 
  63–64 Norio 
  65–66 Osamu 
  67–68 Ryota 
  69–70 Sadao 
  71–72 Satoshi 
  73–74 Shigeo 
  75–76 Shin 
  77–78 Sora 
  79–80 Tadao 
  81–82 Takehiko 
  83–84 Takeo 
  
   
   
  d100 
  Name 
  85–86 Takeshi 
  87–88 Takumi 
  89–90 Tamotsu 
  91–92 Tatsuo 
  93–94 Toru 
  95–96 Toshio 
  97–98 Yasuo 
  99–00 Yukio 
  Mesoamerican, Female 
  d100 
  Name 
  01–02 Ahuiliztli 
  03–04 Atl 
  05–06 Centehua 
  07–08 Chalchiuitl 
  09–10 Chipahua 
  11–12 Cihuaton 
  13–14 Citlali 
  15–16 Citlalmina 
  17–18 Coszcatl 
  19–20 Cozamalotl 
  21–22 Cuicatl 
  23–24 Eleuia 
  25–26 Eloxochitl 
  27–28 Eztli 
  29–30 Ichtaca 
  31–32 Icnoyotl 
  33–34 Ihuicatl 
  35–36 Ilhuitl 
  37–38 Itotia 
  39–40 Iuitl 
  41–42 Ixcatzin 
  43–44 Izel 
  45–46 Malinalxochitl 
  47–48 Mecatl 
  
   
   
  d100 
  Name 
  49–50 Meztli 
  51–52 Miyaoaxochitl 
  53–54 Mizquixaual 
  55–56 Moyolehuani 
  57–58 Nahuatl 
  59–60 Necahual 
  61–62 Nenetl 
  63–64 Nochtli 
  65–66 Noxochicoztli 
  67–68 Ohtli 
  69–70 Papan 
  71–72 Patli 
  73–74 Quetzalxochitl 
  75–76 Sacnite 
  77–78 Teicui 
  79–80 Tepin 
  81–82 Teuicui 
  83–84 Teyacapan 
  85–86 Tlaco 
  87–88 Tlacoehua 
  89–90 Tlacotl 
  91–92 Tlalli 
  93–94 Tlanextli 
  95–96 Xihuitl 
  97–98 Xiuhcoatl 
  99–00 Xiuhtonal 
  Mesoamerican, Male 
  d100 
  Name 
  01–02 Achcauhtli 
  03–04 Amoxtli 
  05–06 Chicahua 
  07–08 Chimalli 
  09–10 Cipactli 
  11–12 Coaxoch 
  
   
   
  d100 
  Name 
  13–14 Coyotl 
  15–16 Cualli 
  17–18 Cuauhtémoc 
  19–20 Cuetlachtilo 
  21–22 Cuetzpalli 
  23–24 Cuixtli 
  25–26 Ehecatl 
  27–28 Etalpalli 
  29–30 Huemac 
  31–32 Huitzilihuitl 
  33–34 Iccauhtli 
  35–36 Ilhicamina 
  37–38 Itztli 
  39–40 Ixtli 
  41–42 Mahuizoh 
  43–44 Manauia 
  45–46 Matlal 
  47–48 Matlalihuitl 
  49–50 Mazatl 
  51–52 Mictlantecuhtli 
  53–54 Milintica 
  55–56 Momoztli 
  57–58 Namacuix 
  59–60 Necalli 
  61–62 Necuametl 
  63–64 Nezahualcoyotl 
  65–66 Nexahualpilli 
  67–68 Nochehuatl 
  69–70 Nopaltzin 
  71–72 Ollin 
  73–74 Quauhtli 
  75–76 Tenoch 
  77–78 Teoxihuitl 
  79–80 Tepiltzin 
  81–82 Tezcacoatl 
  
   
   
  d100 
  Name 
  83–84 Tlacaelel 
  85–86 Tlacelel 
  87–88 Tlaloc 
  89–90 Tlanextic 
  91–92 Tlazohtlaloni 
  93–94 Tlazopillo 
  95–96 Uetzcayotl 
  97–98 Xipilli 
  99–00 Yaotl 
  Niger–Congo, Female 
  d100 
  Name 
  01–02 Abebi 
  03–04 Abena 
  05–06 Abimbola 
  07–08 Akoko 
  09–10 Akachi 
  11–12 Alaba 
  13–14 Anuli 
  
   
   
  d100 
  Name 
  15–16 Ayo 
  17–18 Bolanle 
  19–20 Bosede 
  21–22 Chiamaka 
  23–24 Chidi 
  25–26 Chidimma 
  27–28 Chinyere 
  29–30 Chioma 
  31–32 Dada 
  33–34 Ebele 
  35–36 Efemena 
  37–38 Ejiro 
  39–40 Ekundayo 
  41–42 Enitan 
  43–44 Funanya 
  45–46 Ifunanya 
  47–48 Ige 
  49–50 Ime 
  51–52 Kunto 
  53–54 Lesedi 
  55–56 Lumusi 
  57–58 Mojisola 
  59–60 Monifa 
  61–62 Nakato 
  63–64 Ndidi 
  65–66 Ngozi 
  67–68 Nkiruka 
  69–70 Nneka 
  71–72 Ogechi 
  73–74 Olamide 
  75–76 Oluchi 
  77–78 Omolara 
  79–80 Onyeka 
  81–82 Simisola 
  83–84 Temitope 
  
   
   
  d100 
  Name 
  85–86 Thema 
  87–88 Titlayo 
  89–90 Udo 
  91–92 Uduak 
  93–94 Ufuoma 
  95–96 Yaa 
  97–98 Yejide 
  99–00 Yewande 
  Niger–Congo, Male 
  d100 
  Name 
  01–02 Abebe 
  03–04 Abel 
  05–06 Abidemi 
  07–08 Abrafo 
  09–10 Adisa 
  11–12 Amadi 
  13–14 Amara 
  15–16 Anyim 
  17–18 Azubuike 
  19–20 Bapoto 
  21–22 Baraka 
  23–24 Bohlale 
  25–26 Bongani 
  27–28 Bujune 
  29–30 Buziba 
  31–32 Chakide 
  33–34 Chibuzo 
  35–36 Chika 
  37–38 Chimola 
  39–40 Chiratidzo 
  41–42 Dabulamanzi 
  43–44 Dumisa 
  45–46 Dwanh 
  47–48 Emeka 
  
   
   
  d100 
  Name 
  49–50 Folami 
  51–52 Gatura 
  53–54 Gebhuza 
  55–56 Gero 
  57–58 Isoba 
  59–60 Kagiso 
  61–62 Kamau 
  63–64 Katlego 
  65–66 Masego 
  67–68 Matata 
  69–70 Nthanda 
  71–72 Ogechi 
  73–74 Olwenyo 
  75–76 Osumare 
  77–78 Paki 
  79–80 Qinisela 
  81–82 Quanda 
  83–84 Samanya 
  85–86 Shanika 
  87–88 Sibonakaliso 
  89–90 Tapiwa 
  91–92 Thabo 
  93–94 Themba 
  95–96 Uzoma 
  97–98 Zuberi 
  99–00 Zuri 
  Norse, Female 
  d100 
  Name 
  01–02 Alfhild 
  03–04 Arnbjorg 
  05–06 Ase 
  07–08 Aslog 
  09–10 Astrid 
  11–12 Auda 
  
   
   
  d100 
  Name 
  13–14 Audhid 
  15–16 Bergljot 
  17–18 Birghild 
  19–20 Bodil 
  21–22 Brenna 
  23–24 Brynhild 
  25–26 Dagmar 
  27–28 Eerika 
  29–30 Eira 
  31–32 Gudrun 
  33–34 Gunborg 
  35–36 Gunhild 
  37–38 Gunvor 
  39–40 Helga 
  41–42 Hertha 
  43–44 Hilde 
  45–46 Hillevi 
  47–48 Ingrid 
  49–50 Iona 
  51–52 Jorunn 
  53–54 Kari 
  55–56 Kenna 
  57–58 Magnhild 
  59–60 Nanna 
  61–62 Olga 
  63–64 Ragna 
  65–66 Ragnhild 
  67–68 Ranveig 
  69–70 Runa 
  71–72 Saga 
  73–74 Sigfrid 
  75–76 Signe 
  77–78 Sigrid 
  79–80 Sigrunn 
  81–82 Solveg 
  
   
   
  d100 
  Name 
  83–84 Svanhild 
  85–86 Thora 
  87–88 Torborg 
  89–90 Torunn 
  91–92 Tove 
  93–94 Unn 
  95–96 Vigdis 
  97–98 Ylva 
  99–00 Yngvild 
  
   
   
  
   
   
  Norse, Male 
  d100 
  Name 
  01–02 Agni 
  03–04 Alaric 
  05–06 Anvindr 
  07–08 Arvid 
  09–10 Asger 
  11–12 Asmund 
  13–14 Bjarte 
  15–16 Bjorg 
  17–18 Bjorn 
  19–20 Brandr 
  21–22 Brandt 
  23–24 Brynjar 
  25–26 Calder 
  27–28 Colborn 
  29–30 Cuyler 
  31–32 Egil 
  33–34 Einar 
  35–36 Eric 
  37–38 Erland 
  39–40 Fiske 
  41–42 Folkvar 
  43–44 Fritjof 
  45–46 Frode 
  47–48 Geir 
  49–50 Halvar 
  51–52 Hemming 
  53–54 Hjalmar 
  55–56 Hjortr 
  57–58 Ingimarr 
  59–60 Ivar 
  61–62 Knud 
  63–64 Leif 
  65–66 Liufr 
  67–68 Manning 
  
   
   
  d100 
  Name 
  69–70 Oddr 
  71–72 Olin 
  73–74 Ormr 
  75–76 Ove 
  77–78 Rannulfr 
  79–80 Sigurd 
  81–82 Skari 
  83–84 Snorri 
  85–86 Sten 
  87–88 Stigandr 
  89–90 Stigr 
  91–92 Sven 
  93–94 Trygve 
  95–96 Ulf 
  97–98 Vali 
  99–00 Vidar 
  Polynesian, Female 
  d100 
  Name 
  01–02 Ahulani 
  03–04 Airini 
  05–06 Alani 
  07–08 Aluala 
  09–10 Anahera 
  11–12 Anuhea 
  13–14 Aolani 
  15–16 Elenoa 
  17–18 Emele 
  19–20 Fetia 
  21–22 Fiva 
  23–24 Halona 
  25–26 Hi’ilei 
  27–28 Hina 
  29–30 Hinatea 
  31–32 Huali 
  
   
   
  d100 
  Name 
  33–34 Inia 
  35–36 Inina 
  37–38 Iolani 
  39–40 Isa 
  41–42 Ka’ana’ana 
  43–44 Ka’ena 
  45–46 Kaamia 
  47–48 Kahula 
  49–50 Kailani 
  51–52 Kamaile 
  53–54 Kamakani 
  55–56 Kamea 
  57–58 Latai 
  59–60 Liona 
  61–62 Lokelani 
  63–64 Marva 
  65–66 Mehana 
  67–68 Millawa 
  69–70 Moana 
  71–72 Ngana 
  73–74 Nohea 
  75–76 Pelika 
  77–78 Sanoe 
  79–80 Satina 
  81–82 Tahia 
  83–84 Tasi 
  85–86 Tiaho 
  87–88 Tihani 
  89–90 Toroa 
  91–92 Ulanni 
  93–94 Uluwehi 
  95–96 Vaina 
  97–98 Waiola 
  99–00 Waitara 
  
   
   
  Polynesian, Male 
  d100 
  Name 
  01–02 Afa 
  03–04 Ahohako 
  05–06 Aisake 
  07–08 Aleki 
  09–10 Anewa 
  11–12 Anitelu 
  13–14 Aputi 
  15–16 Ariki 
  17–18 Butat 
  19–20 Enele 
  21–22 Fef 
  23–24 Fuifui 
  25–26 Ha’aheo 
  27–28 Hanohano 
  29–30 Haunui 
  31–32 Hekili 
  33–34 Hiapo 
  35–36 Hikawera 
  37–38 Hanano 
  39–40 Ho’onani 
  41–42 Hoku 
  43–44 Hû’eu 
  45–46 Ina 
  47–48 Itu 
  49–50 Ka’aukai 
  51–52 Ka’eo 
  53–54 Kaelani 
  55–56 Kahale 
  57–58 Kaiea 
  59–60 Kaikoa 
  61–62 Kana’I 
  63–64 Koamalu 
  65–66 Ka 
  67–68 Laki 
  
   
   
  d100 
  Name 
  69–70 Makai 
  71–72 Manu 
  73–74 Manuka 
  75–76 Nui 
  77–78 Pono 
  79–80 Popoki 
  81–82 Ruru 
  83–84 Tahu 
  85–86 Taurau 
  87–88 Tuala 
  89–90 Turoa 
  91–92 Tusitala 
  93–94 Uaine 
  95–96 Waata 
  97–98 Waipuna 
  99–00 Zamar 
  Roman, Female 
  d100 
  Name 
  01–02 Aelia 
  03–04 Aemilia 
  05–06 Agrippina 
  07–08 Alba 
  09–10 Antonia 
  11–12 Aquila 
  13–14 Augusta 
  15–16 Aurelia 
  17–18 Balbina 
  19–20 Blandina 
  21–22 Caelia 
  23–24 Camilla 
  25–26 Casia 
  27–28 Claudia 
  29–30 Cloelia 
  31–32 Domitia 
  
   
   
  d100 
  Name 
  33–34 Drusa 
  35–36 Fabia 
  37–38 Fabricia 
  39–40 Fausta 
  41–42 Flavia 
  43–44 Floriana 
  45–46 Fulvia 
  47–48 Germana 
  49–50 Glaucia 
  51–52 Gratiana 
  53–54 Hadriana 
  55–56 Hermina 
  57–58 Horatia 
  59–60 Hortensia 
  61–62 Iovita 
  63–64 Iulia 
  65–66 Laelia 
  67–68 Laurentia 
  69–70 Livia 
  71–72 Longina 
  73–74 Lucilla 
  75–76 Lucretia 
  77–78 Marcella 
  79–80 Marcia 
  81–82 Maxima 
  83–84 Nona 
  85–86 Octavia 
  87–88 Paulina 
  89–90 Petronia 
  91–92 Porcia 
  93–94 Tacita 
  95–96 Tullia 
  97–98 Verginia 
  99–00 Vita 
  
   
   
  Roman, Male 
  d100 
  Name 
  01–02 Aelius 
  03–04 Aetius 
  05–06 Agrippa 
  07–08 Albanus 
  09–10 Albus 
  11–12 Antonius 
  13–14 Appius 
  15–16 Aquilinus 
  17–18 Atilus 
  19–20 Augustus 
  21–22 Aurelius 
  23–24 Avitus 
  25–26 Balbus 
  27–28 Blandus 
  29–30 Blasius 
  31–32 Brutus 
  33–34 Caelius 
  35–36 Caius 
  37–38 Casian 
  39–40 Cassius 
  41–42 Cato 
  43–44 Celsus 
  45–46 Claudius 
  47–48 Cloelius 
  49–50 Cnaeus 
  51–52 Crispus 
  53–54 Cyprianus 
  55–56 Diocletianus 
  57–58 Egnatius 
  59–60 Ennius 
  61–62 Fabricius 
  63–64 Faustus 
  65–66 Gaius 
  67–68 Germanus 
  
   
   
  d100 
  Name 
  69–70 Gnaeus 
  71–72 Horatius 
  73–74 Iovianus 
  75–76 Iulius 
  77–78 Lucilius 
  79–80 Manius 
  81–82 Marcus 
  83–84 Marius 
  85–86 Maximus 
  87–88 Octavius 
  89–90 Paulus 
  91–92 Quintilian 
  93–94 Regulus 
  95–96 Servius 
  97–98 Tacitus 
  99–00 Varius 
  Slavic, Female 
  d100 
  Name 
  01–02 Agripina 
  03–04 Anastasiya 
  05–06 Bogdana 
  07–08 Boleslava 
  09–10 Bozhena 
  11–12 Danica 
  13–14 Darya 
  15–16 Desislava 
  17–18 Dragoslava 
  19–20 Dunja 
  21–22 Efrosinia 
  23–24 Ekaterina 
  25–26 Elena 
  27–28 Faina 
  29–30 Galina 
  31–32 Irina 
  
   
   
  d100 
  Name 
  33–34 Iskra 
  35–36 Jasna 
  37–38 Katarina 
  39–40 Katya 
  41–42 Kresimira 
  43–44 Lyudmila 
  45–46 Magda 
  47–48 Mariya 
  49–50 Militsa 
  51–52 Miloslava 
  53–54 Mira 
  55–56 Miroslava 
  57–58 Mokosh 
  59–60 Morana 
  61–62 Natasha 
  63–64 Nika 
  65–66 Olga 
  67–68 Rada 
  69–70 Radoslava 
  71–72 Raisa 
  73–74 Slavitsa 
  75–76 Sofiya 
  77–78 Stanislava 
  79–80 Svetlana 
  81–82 Tatyana 
  83–84 Tomislava 
  85–86 Veronika 
  87–88 Vesna 
  89–90 Vladimira 
  91–92 Yaroslava 
  93–94 Yelena 
  95–96 Zaria 
  97–98 Zarya 
  99–00 Zoria 
  
   
   
  Slavic, Male 
  d100 
  Name 
  01–02 Aleksandru 
  03–04 Berislav 
  05–06 Blazh 
  07–08 Bogumir 
  09–10 Boguslav 
  11–12 Borislav 
  13–14 Bozhidar 
  15–16 Bratomil 
  17–18 Bratoslav 
  19–20 Bronislav 
  21–22 Chedomir 
  23–24 Chestibor 
  25–26 Chestirad 
  27–28 Chestislav 
  29–30 Desilav 
  31–32 Dmitrei 
  33–34 Dobromil 
  35–36 Dobroslav 
  37–38 Dragomir 
  39–40 Dragutin 
  41–42 Drazhan 
  43–44 Gostislav 
  45–46 Kazimir 
  47–48 Kyrilu 
  49–50 Lyubomir 
  51–52 Mechislav 
  53–54 Milivoj 
  55–56 Milosh 
  57–58 Mstislav 
  59–60 Nikola 
  61–62 Ninoslav 
  63–64 Premislav 
  65–66 Radomir 
  67–68 Radovan 
  
   
   
  d100 
  Name 
  69–70 Ratimir 
  71–72 Rostislav 
  73–74 Slavomir 
  75–76 Stanislav 
  77–78 Svetoslav 
  79–80 Tomislav 
  81–82 Vasili 
  83–84 Velimir 
  85–86 Vladimir 
  87–88 Vladislav 
  89–90 Vlastimir 
  91–92 Volodimeru 
  93–94 Vratislav 
  95–96 Yarognev 
  97–98 Yaromir 
  99–00 Zbignev 
  Spanish, Female 
  d100 
  Name 
  01–02 Abella 
  03–04 Adalina 
  05–06 Adora 
  07–08 Adriana 
  09–10 Ana 
  11–12 Antonia 
  13–14 Basilia 
  15–16 Beatriz 
  17–18 Bonita 
  19–20 Camila 
  21–22 Cande 
  23–24 Carmen 
  25–26 Catlina 
  27–28 Dolores 
  29–30 Dominga 
  31–32 Dorotea 
  
   
   
  d100 
  Name 
  33–34 Elena 
  35–36 Elicia 
  37–38 Esmerelda 
  39–40 Felipina 
  41–42 Francisca 
  43–44 Gabriela 
  45–46 Imelda 
  47–48 Ines 
  49–50 Isabel 
  51–52 Juana 
  53–54 Leocadia 
  55–56 Leonor 
  57–58 Leta 
  59–60 Lucinda 
  61–62 Maresol 
  63–64 Maria 
  65–66 Maricela 
  67–68 Matilde 
  69–70 Melania 
  71–72 Monica 
  73–74 Neva 
  75–76 Nilda 
  77–78 Petrona 
  79–80 Rafaela 
  81–82 Ramira 
  83–84 Rosario 
  85–86 Sofia 
  87–88 Suelo 
  89–90 Teresa 
  91–92 Tomasa 
  93–94 Valentia 
  95–96 Veronica 
  97–98 Ynes 
  99–00 Ysabel 
  
   
   
  Spanish, Male 
  d100 
  Name 
  01–02 Alexandre 
  03–04 Alfonso 
  05–06 Alonso 
  07–08 Anthon 
  09–10 Arcos 
  11–12 Arnaut 
  13–14 Arturo 
  15–16 Bartoleme 
  17–18 Benito 
  19–20 Bernat 
  21–22 Blasco 
  23–24 Carlos 
  25–26 Damian 
  27–28 Diego 
  29–30 Domingo 
  31–32 Enrique 
  33–34 Escobar 
  35–36 Ettor 
  37–38 Fernando 
  39–40 Franciso 
  41–42 Gabriel 
  43–44 Garcia 
  45–46 Gaspar 
  47–48 Gil 
  49–50 Gomes 
  51–52 Goncalo 
  53–54 Gostantin 
  55–56 Jayme 
  57–58 Joan 
  59–60 Jorge 
  61–62 Jose 
  63–64 Juan 
  65–66 Machin 
  67–68 Martin 
  
   
   
  d100 
  Name 
  69–70 Mateu 
  71–72 Miguel 
  73–74 Nicolas 
  75–76 Pascual 
  77–78 Pedro 
  79–80 Porico 
  81–82 Ramiro 
  83–84 Ramon 
  85–86 Rodrigo 
  87–88 Sabastian 
  89–90 Salvador 
  91–92 Simon 
  93–94 Tomas 
  95–96 Tristan 
  97–98 Valeriano 
  99–00 Ynigo 
  Credits 
  Lead Designers: Jeremy Crawford, Mike Mearls 
  Designer: Robert J. Schwalb 
  Additional Design: Adam Lee, Christopher Perkins, Matt Sernett 
  Development: Ben Petrisor 
  Managing Editor: Jeremy Crawford 
  Editor: Kim Mohan 
  Additional Editing: Michele Carter, Scott Fitzgerald Gray 
  Art Director: Kate Irwin 
  Additional Art Direction: Shauna Narciso 
  Graphic Designer: Emi Tanji 
  
   
   
  Cover Illustrator: Jason Rainville 
  Cover Illustrator (Alternative Cover): Hydro74 
  Interior Illustrators: Rob Alexander, Mark Behm, Eric Belisle, Zoltan Boros, Christopher 
  Bradley, Noah Bradley, Sam Burley, Jedd Chevrier, jD, Olga Drebas, Jesper Ejsing, Wayne 
  England, Leesha Hannigan, Jon Hodgson, Ralph Horsley, Lake Hurwitz, Julian Kok, Raphael 
  Lübke, Warren Mahy, Mark Molnar, Scott Murphy, Adam Paquette, Claudio Pozas, Vincent 
  Proce, A.M. Sartor, Chris Seaman, David Sladek, Craig J Spearing, Cory Trego-Erdner, Beth 
  Trott, Jose Vega, Richard Whitters, Ben Wootten, Min Yum 
  Project Management: Stan!, Heather Fleming 
  Production Services: Cynda Callaway, Jefferson Dunlap, David Gershman, Kevin Yee 
  This book includes some subclasses and spells that originally appeared in Princes of the 
  Apocalypse (2015) and Sword Coast Adventurer’s Guide (2015). 
  Other D&D Team Members: Bart Carroll, Trevor Kidd, Christopher Lindsay, Shelly 
  Mazzanoble, Hilary Ross, Liz Schuh, Nathan Stewart, Greg Tito 
  Playtesters: Charles Benscoter, Dan Klinestiver, Dave Kovarik, Davena Oaks, Kevin Engling, 
  Teos Abadia, Robert Alaniz, Phil Allison, Robert Allison, Jay Anderson, Paul Aparicio, Paul 
  Van Arcken, Dee Ashe, Andrew Bahls, Chris Balboni, Jason Baxter, Jerry Behrendt, Teddy 
  Benson, Deb Berlin, Stacy Bermes, Jim Berrier, Lauren Bilanko, Jordan Brass, Ken J. Breese, 
  Robert "Bobby" Brown, Matthew Budde, Matt Burton, David Callander, Mik Calow, Richard 
  Chamberlain, Wayne Chang, Emre Cihangir, Bruno Cobbi, Garrett Colón, Mark Craddock, Max 
  Cushner, Brian Dahl, Derek DaSilva, Phil Davidson, Krupal Desai, Scott Deschler, Yorcho Diaz, 
  Mario A. DiGirolamo, Adam Dowdy, Curt Duval, Jay Elmore, Russell Engel, Andrew Epps, 
  David M. Ewalt, Justin Faris, Jared Fegan, Frank Foulis, Max Frutig, Travis Fuller, Kyle Garms, 
  Ben Garton, Louis Gentile, Genesis Emanuale Martinez Gonzalez, Derek A. Gray, Richard 
  Green, Kevin Grigsby, Christopher Hackler, Bryan Harris, Gregory Harris, Randall Harris, Fred 
  Harvey, Ian Hawthorne, Adam Hennebeck, Sterling Hershey, Justin Hicks, Will Hoffman, Scott 
  Holmgren, Paul Hughes, Daniel E. Chapman II, Stanislav Ivanov, Matt Jarmak, James Jorstad, 
  Evan Jorstad, Alex Kammer, Joshua Kaufman, Bill Grishnak Kerney, Jake Kiefer, Chet King, 
  Atis Kleinbergs, Steven Knight, David Krolnik, Yan Lacharité, Jon F. Lamkin, Marjorie Lamkin, 
  Shane Leahy, Stephen Lindberg, Tom Lommel, Michael Long, Jonathan Longstaff, Ginny 
  Loveday, Kevin D. Luebke, Michael Lydon, Matthew Maranda, Joel Marsh, Gleb Masaltsev, 
  Chris McDaniel, Chris McGovern, Jim McKay, Mark Meredith, Mark Merida, Lou Michelli, 
  David Middleton, Mike Mihalas, Mark A. Miller, Paige Miller, Ian Mills, Stacy Mills, David 
  Milman, Daren Mitchell, TL Frasqueri-Molina, Scott Moore, David Morris, Tim Mottishaw, 
  JoDee Murch, Joshua Murdock, William Myers, Walter Nau, Kevin Neff, Daniel "KBlin" 
  Oliveira, Grigory Parovichnikov, Alan Patrick, Russ Paulsen, Matt Petruzzelli, Zachary Pickett, 
  Chris Presnall, Nel Pulanco, Jack Reid, Joe Reilly, Renout van Rijn, Sam Robertson, Carlos 
  Robles, Evan Rodarte, Matthew Roderick, Zane Romine, Nathan Ross, Dave Rosser, David 
  Russell, Ruty Rutenberg, A.C. Ryder, Arthur Saucier, Benjamin Schindewolf, Ken Schreur, 
  
   
   
  James Schweiss, the Seer, Jonathan Connor Self, Nicholas Sementelli, Arthur Severance, Ben 
  Siekert, Jimmy Spiva, the Dead Squad, Francois P. Lefebvre Sr., Keaton Stamps, Matthew 
  Talley, Dan Taylor, Kirsten A. Thomas, Laura Thompson, Jia Jian Tin, Kyle Turner, Justin 
  Turner, Alex Vine, Yoerik de Voogd, Shane Walker, Matthew Warwick, Chris "Waffles" 
  Wathen, Eric Weberg, Werebear, Gary West, Andy Wieland, Keith Williams, David Williamson, 
  Travis Woodall, Arthur Wright, Keoki Young 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon 
  ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, Xanathar’s Guide 
  to Everything, all other Wizards of the Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and other countries. All characters and their 
  distinctive likenesses are property of Wizards of the Coast. This material is protected under the 
  copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Rulebooks/Supplements/Xanathars Guide To Everything (DDB Rip).pdf