Online Supplement version 0.3 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Designers: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell Editors: Chris Sims, Michele Carter, Scott Fitzgerald Gray, Jennifer Clarke Wilkes Producer: Greg Bilsland Art Directors: Kate Irwin, Shauna Narciso Graphic Designers: Bree Heiss, Emi Tanji Project Management: Neil Shinkle, John Hay Production Services: Jefferson Dunlap, Anita Williams Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom, Trevor Kidd Based on the original D&D game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Kuntz, James Ward, and Don Kaye Release: November 7, 2014 (version 3) DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 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. Available for download at DungeonsandDragons.com ©2014 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Magic This section collects the magic items referenced in the Hoard of the Dragon Queen adventure. For the rules governing magic item use, such as rarity and attunement, see the Dungeon Master’s D&D basic rules, available at DungeonsandDragons.com. These items are from the Dungeon Master’s Guide and are provided here for your convenience. For spells referenced by magic items in the adventure (including spell scrolls), see the “Spells” section of this supplement and the D&D basic rules. +1 Armor Armor (any), rare You have a +1 bonus to AC while wearing this armor. +1 Weapon Weapon (any), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Arrow-Catching Shield Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. Bag of Holding Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Bracers of Defense Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Dagger of Venom Weapon (dagger), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. Oil of Etherealness Potion, rare Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour. Potion of Gaseous Form Potion, rare When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water. Potion of Healing Potion, rarity varies You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated. Potions of Healing Potion of … Rarity HP Regained Healing Common 2d4 + 2 Greater healing Uncommon 4d4 + 4 Spell Scroll Scroll, varies See the “Spells” section of this supplement for information on spell scrolls found in the adventure. Staff of Fire Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. Hoard of the Dragon Queen v0.3 | Magic Items 2 The section collects the stat blocks for those monsters referenced in the Hoard of the Dragon Queen adventure, excluding those found in that adventure’s appendix. These monsters are from the Monster Manual and are provided here for your convenience. For more information on monsters and how to read a monster’s statistics, see the D&D basic rules or the Monster Manual. Medium humanoid (any race), any alignment Armor Class 10 Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) Skills Medicine +4, Religion +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/4 (50 XP) Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Huge dragon, lawful evil Armor Class 19 (natural armor) Hit Points 225 (18d12 + 108) Speed 40 ft., burrow 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 25 (+7) 10 (+0) 23 (+6) 16 (+3) 15 (+2) 19 (+4) Saving Throws Dex +5, Con +11, Wis +7, Cha +9 Skills Perception +12, Stealth +5 Damage Immunities lightning Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22 Languages Common, Draconic Challenge 16 (15,000 XP) Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Huge dragon, chaotic evil Large elemental, neutral Armor Class 18 (natural armor) Hit Points 200 (16d12 + 96) Speed 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft. Armor Class 15 Hit Points 90 (12d10 + 24) Speed 0 ft., fly 90 ft. (hover) STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 22 (+6) 8 (−1) 12 (+1) 12 (+1) 14 (+2) 20 (+5) 14 (+2) 6 (−2) 10 (+0) 6 (−2) Saving Throws Dex +5, Con +11, Wis +6, Cha +6 Skills Perception +11, Stealth +5 Damage Immunities cold Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21 Languages Common, Draconic Challenge 13 (10,000 XP) Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost it extra moment. Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Actions Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage. Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage. Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 5 (1,800 XP) Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. Medium humanoid (any race), any non-good alignment Armor Class 15 (studded leather) Hit Points 78 (12d8 + 24) Speed 30 ft. Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +4, Perception +4, Stealth +11 Damage Resistances poison Senses passive Perception 14 Languages Thieves’ cant plus any two languages Challenge 8 (3,900 XP) Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a critical hit. Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Sneak Attack (1/Turn). The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll. Actions Multiattack. The assassin makes two shortsword attacks. Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Light Crossbow. Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Medium humanoid (any race), any non-lawful alignment Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP) Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Medium humanoid (any race), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) Senses passive Perception 10 Languages any one language (usually Common) Challenge 2 (450 XP) Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Medium humanoid (bullywug), neutral evil Large beast, unaligned Armor Class 15 (hide armor, shield) Hit Points 11 (2d8 + 2) Speed 20 ft., swim 40 ft. Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 20 ft., swim 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 13 (+1) 7 (−2) 10 (+0) 7 (−2) 15 (+2) 10 (+0) 13 (+1) 2 (−4) 10 (+0) 5 (−3) Skills Stealth +3 Senses passive Perception 10 Languages Bullywug Challenge 1/4 (50 XP) Skills Stealth +2 Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Amphibious. The bullywug can breathe air and water. Speak with Frogs and Toads. The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug. Swamp Camouflage. The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain. Standing Leap. The bullywug’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Multiattack. The bullywug makes two melee attacks: one with its bite and one with its spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Medium humanoid (any race), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Challenge 0 (10 XP) Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Hold Breath. The crocodile can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. Medium humanoid (any race), any non-good alignment Armor Class 12 (leather armor) Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Skills Deception +2, Religion +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP) Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Medium beast, unaligned Armor Class 13 Hit Points 4 (1d8) Speed 50 ft. STR DEX CON INT WIS CHA 11 (+0) 16 (+3) 11 (+0) 2 (−4) 14 (+2) 5 (−3) Senses passive Perception 12 Languages — Challenge 0 (10 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Medium monstrosity (shapechanger), neutral Armor Class 14 Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) Skills Deception +6, Insight +3 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised. Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Actions Multiattack. The doppelganger makes two melee attacks. Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Large beast, unaligned Armor Class 10 Hit Points 13 (2d10 + 2) Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 12 (+1) 2 (−4) 10 (+0) 6 (−2) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage. For dwarf NPCs in the adventure, use an appropriate NPC stat block from this section, then add dwarf racial traits (see the Player’s Handbook or the D&D basic rules). Medium monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 44 (8d8 + 8) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 13 (+1) 7 (−2) 12 (+1) 8 (−1) Skills Perception +3, Stealth +4, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 2 (450 XP) Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web. Web Walker. The ettercap ignores movement restrictions caused by webbing. Actions Multiattack. The ettercap makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Web (Recharge 5–6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, resistance to bludgeoning damage, and immunity to poison and psychic damage. Medium elemental, chaotic evil Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 16 (+3) 6 (−2) 11 (+0) 7 (−2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine Damage Immunities poison Condition Immunities exhaustion, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 2 (450 XP) False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Actions Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Small beast, unaligned Armor Class 13 (natural armor) Hit Points 4 (1d6 + 1) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 5 (−3) 14 (+2) 12 (+1) 1 (−5) 7 (−2) 3 (−4) Senses blindsight 30 ft., passive Perception 8 Languages — Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Medium beast, unaligned Giant Spider Large beast, unaligned Armor Class 11 Hit Points 18 (4d8) Speed 30 ft., swim 30 ft. Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 11 (+0) 2 (−4) 10 (+0) 3 (−4) 14 (+2) 16 (+3) 12 (+1) 2 (−4) 11 (+0) 4 (−3) Skills Perception +2, Stealth +3 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 1/4 (50 XP) Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Amphibious. The frog can breathe air and water. Standing Leap. The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target. Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Giant Large beast, unaligned Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 15 (+2) 12 (+1) 13 (+1) 2 (−4) 10 (+0) 5 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Medium humanoid (any race), any alignment Skills Stealth +2 Damage Resistances acid, cold, fire Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 1/2 (100 XP) Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing. Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage. The ooze can eat through 2-inch-thick, nonmagical metal in 1 round. False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock. Actions Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. Large monstrosity, unaligned Armor Class 12 Hit Points 59 (7d10 + 21) Speed 30 ft., fly 80 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 2 (−4) 13 (+1) 8 (−1) Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 2 (450 XP) Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The griffon makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Armor Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 1/8 (25 XP) Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Half-Orc For half-orc NPCs in the adventure, use an appropriate NPC stat block from this section, then add half-orc racial traits (see the Player’s Handbook). Alternatively, use the orc stat block. Medium construct, neutral Armor Class 20 (plate, shield) Hit Points 60 (8d8 + 24) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Skills Perception +4 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine Damage Immunities force, necrotic, poison Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14 Languages understands the languages of its creator but can’t speak Challenge 4 (1,100 XP) Magic Resistance. The helmed horror has advantage on saving throws against spells and other magical effects. Spell Immunity. The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt. Actions Multiattack. The helmed horror makes two longsword attacks. Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands. Medium humanoid (goblinoid), lawful evil Medium humanoid (any race), any alignment Armor Class 18 (chain mail, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (−1) 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1/2 (100 XP) Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Captain Medium humanoid (goblinoid), lawful evil Armor Class 17 (half plate) Hit Points 39 (6d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 14 (+2) 12 (+1) 10 (+0) 13 (+1) Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 3 (700 XP) Saving Throws Con +4, Wis +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 3 (700 XP) Brave. The knight has advantage on saving throws against being frightened. Actions Multiattack. The knight makes two melee attacks. Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. Reactions Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. Martial Advantage. Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. Actions Multiattack. The hobgoblin makes two greatsword attacks. Greatsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Leadership (Recharges after a Short or Long Rest). For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated. Kobold Small humanoid (kobold), lawful evil Mage Medium humanoid (any race), any alignment Armor Class 12 Hit Points 5 (2d6 − 2) Speed 30 ft. Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR DEX CON 7 (−2) 15 (+2) 9 (−1) INT 8 (−1) WIS 7 (−2) CHA 8 (−1) STR DEX CON INT WIS CHA 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0) Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 1/8 (25 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Medium humanoid (lizardfolk), neutral Armor Class 15 (natural armor, shield) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 15 (+2) 10 (+0) 13 (+1) 7 (−2) 12 (+1) 7 (−2) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages any four languages Challenge 6 (2,300 XP) Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Medium humanoid (any race), any alignment Armor Class 15 (breastplate) Hit Points 9 (2d8) Speed 30 ft. Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 10 Languages any two languages Challenge 1/8 (25 XP) Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. Large aberration, neutral Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 2 (450 XP) Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Medium humanoid (orc), chaotic evil Armor Class 13 (hide armor) Hit Points 15 (2d8 + 6) Speed 30 ft. Saving Throws Con +7 Senses darkvision 120 ft., passive Perception 11 Languages Otyugh Challenge 5 (1,800 XP) Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn’t allow the receiving creature to telepathically respond. Actions Multiattack. The otyugh makes three attacks: one with its bite and two with its tentacles. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours Skills Intimidation +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 1/2 (100 XP) Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. maximum lasts until the disease is cured. Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target. Tentacle Slam. The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Strength saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh’s next turn. On a successful save, the target takes half the bludgeoning damage and isn’t stunned. Medium monstrosity, chaotic evil Armor Class 13 (natural armor) Hit Points 33 (6d8 + 6) Speed 20 ft., fly 60 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 13 (+1) 9 (−1) 12 (+1) 10 (+0) Skills Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Senses passive Perception 15 Languages understands Common and Elvish but can’t speak Challenge 2 (450 XP) 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Large monstrosity, neutral evil Armor Class 20 (natural armor) Hit Points 93 (11d10 + 33) Speed 10 ft., climb 10 ft. STR DEX CON INT WIS CHA 18 (+4) 8 (−1) 17 (+3) 7 (−2) 16 (+3) 6 (−2) Dive Attack. If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target. Flyby. The peryton doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Keen Sight and Smell. The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Multiattack. The peryton makes one gore attack and one talon attack. Gore. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. Medium humanoid (any race), any alignment Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) Skills Medicine +7, Persuasion +3, Religion +4 Senses passive Perception 13 Languages any two languages Challenge 2 (450 XP) Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary Skills Perception +6, Stealth +5 Senses darkvision 60 ft., passive Perception 16 Languages — Challenge 5 (1,800 XP) False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite. Grasping Tendrils. The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it. Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack. The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target. Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it. Large construct, unaligned Large plant, unaligned Armor Class 12 Hit Points 33 (6d10) Speed 10 ft. Armor Class 15 (natural armor) Hit Points 136 (16d10 + 48) Speed 20 ft., swim 20 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 10 (+0) 1 (−5) 3 (−4) 1 (−5) 18 (+4) 8 (−1) 16 (+3) 5 (−3) 10 (+0) 5 (−3) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages — Challenge 2 (450 XP) Antimagic Susceptibility. The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. Damage Transfer. While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half. False Appearance. While the rug remains motionless, it is indistinguishable from a normal rug. Actions Smother. Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. Hit: The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can’t smother another target. In addition, at the start of each of the target’s turns, the target takes 10 (2d6 + 3) bludgeoning damage. Medium humanoid (any race), any alignment Skills Stealth +2 Damage Resistances cold, fire Damage Immunities lightning Condition Immunities blinded, deafened, exhaustion Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10 Languages — Challenge 5 (1,800 XP) Lightning Absorption. Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt. Actions Multiattack. The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Engulf. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound’s turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time. Armor Class 13 (leather armor) Hit Points 16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Skills Nature +4, Perception +5, Stealth +6, Survival +5 Senses passive Perception 15 Languages any one language (usually Common) Challenge 1/2 (100 XP) Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack. The scout makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Medium undead, chaotic evil Medium humanoid (any race), any alignment Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 50 ft. (hover) Armor Class 12 Hit Points 27 (6d8) Speed 30 ft. STR DEX CON INT WIS CHA 1 (−5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0) STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages understands all languages it knew in life but can’t speak Challenge 1 (200 XP) Incorporeal Movement. The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4 Senses passive Perception 16 Languages any two languages Challenge 1 (200 XP) Cunning Action. On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action. Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn’t incapacitated and the spy doesn’t have disadvantage on the attack roll. Actions Multiattack. The spy makes two melee attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Tiny beast, unaligned Armor Class 14 (natural armor) Hit Points 2 (1d4) Speed 10 ft., fly 40 ft. STR DEX CON INT WIS CHA 4 (−3) 16 (+3) 11 (+0) 2 (−4) 8 (−1) 6 (−2) Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 1/8 (25 XP) Actions Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. Stone Giant Huge giant, neutral Armor Class 17 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft. STR DEX CON INT WIS CHA 23 (+6) 15 (+2) 20 (+5) 10 (+0) 12 (+1) 9 (−1) Saving Throws Dex +5, Con +8, Wis +4 Skills Athletics +12, Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Giant Challenge 7 (2,900 XP) Stone Camouflage. The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The giant makes two greatclub attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone. Reactions Rock Catching. If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it. Stone Golem Large construct, unaligned Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 30 ft. STR DEX CON INT WIS CHA 22 (+6) 9 (−1) 20 (+5) 3 (−4) 11 (+0) 1 (−5) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 10 (5,900 XP) Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Use the swarm of insects stat block, below. Medium swarm of Tiny beasts, unaligned Armor Class 12 (natural armor) Hit Points 22 (5d8) Speed 20 ft., climb 20 ft. STR DEX CON INT WIS CHA 3 (−4) 13 (+1) 10 (+0) 1 (−5) 7 (−2) 1 (−5) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8 Languages — Challenge 1/2 (100 XP) Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. Immutable Form. The golem is immune to any spell or effect that would alter its form. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two slam attacks. Medium swarm of Tiny beasts, unaligned Large giant, chaotic evil Armor Class 10 Hit Points 24 (7d8 − 7) Speed 30 ft. Armor Class 15 (natural armor) Hit Points 84 (8d10 + 40) Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 9 (−1) 11 (+0) 9 (−1) 2 (−4) 10 (+0) 3 (−4) 18 (+4) 13 (+1) 20 (+5) 7 (−2) 9 (−1) 7 (−2) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. Skills Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 5 (1,800 XP) Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Medium humanoid (troglodyte), chaotic evil Skills Stealth +2 Senses darkvision 60 ft., passive Perception 10 Languages Troglodyte Challenge 1/4 (50 XP) Chameleon Skin. The troglodyte has advantage on Dexterity (Stealth) checks made to hide. Stench. Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour. Sunlight Sensitivity. While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The troglodyte makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Medium undead (shapechanger), lawful evil Armor Class 16 (natural armor) Hit Points 144 (17d8 + 68) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4) Saving Throws Dex +9, Wis +7, Cha +9 Skills Perception +7, Stealth +9 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120 ft., passive Perception 17 Languages the languages it knew in life Challenge 13 (10,000 XP) Shapechanger. If the vampire isn’t in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form. While in bat form, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies. While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight. Legendary Resistance (3/Day). If the vampire fails a saving throw, it can choose to succeed instead. Misty Escape. When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn’t in sunlight or running water. If it can’t transform, it is destroyed. While it has 0 hit points in mist form, it can’t revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point. Regeneration. The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water. Stake to the Heart. If a piercing weapon made of wood is driven into the vampire’s heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack (Vampire Form Only). The vampire makes two attacks, only one of which can be a bite attack. Unarmed Strike (Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18). Bite (Bat or Vampire Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control. Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn’t under the vampire’s control, it takes the vampire’s requests or actions in the most favorable way it can, and it is a willing target for the vampire’s bit attack. Each time the vampire or the vampire’s companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect. Children of the Night (1/Day). The vampire magically calls 2d4 swarms of bats or rats, provided that the sun isn’t up. While outdoors, the vampire can call 3d6 wolves instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action. Legendary Actions The vampire can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The vampire regains spent legendary actions at the start of its turn. Move. The vampire moves up to its speed without provoking opportunity attacks. Unarmed Strike. The vampire makes one unarmed strike. Bite (Costs 2 Actions). The vampire makes one bite attack. Spawn Medium undead, neutral evil Medium humanoid (any race), any alignment Armor Class 15 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft. Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Saving Throws Dex +6, Wis +3 Skills Perception +3, Stealth +6 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 5 (1,800 XP) Regeneration. The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn’t in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn’t function at the start of the vampire’s next turn. Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Vampire Weaknesses. The vampire has the following flaws: Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants. Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water. Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place. Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks. Actions Multiattack. The vampire makes two attacks, only one of which can be a bite attack. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13). Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 3 (700 XP) Actions Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Medium plant, unaligned Armor Class 5 Hit Points 18 (4d8) Speed 5 ft. STR DEX CON INT WIS CHA 3 (−4) 1 (−5) 10 (+0) 1 (−5) 3 (−4) 1 (−5) Condition Immunities blinded, deafened, frightened Senses blindsight 30 ft. (blind beyond this radius), passive Perception 6 Languages — Challenge 1/4 (50 XP) False Appearance. While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus. Actions Multiattack. The fungus makes 1d4 Rotting Touch attacks. Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. Hit: 4 (1d8) necrotic damage. Small humanoid (kobold), lawful evil Damage Immunities lightning, poison Damage Resistances acid, cold, fire, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious Senses darkvision 120 ft., passive Perception 12 Languages the languages it knew in life Challenge 2 (450 XP) Consume Life. As a bonus action, the will-o’-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points. Ephemeral. The will-o’-wisp can’t wear or carry anything. Incorporeal Movement. The will-o’-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Variable Illumination. The will-o’-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action. Actions Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage. Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Life Drain, or until its concentration ends (as if concentrating on a spell). Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 1/4 (50 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Dropped Rock. Ranged Weapon Attack: +5 to hit, one target directly below the kobold. Hit: 6 (1d6 + 3) bludgeoning damage. Large dragon, unaligned Armor Class 13 (natural armor) Hit Points 110 (13d10 + 39) Speed 20 ft., fly 80 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 5 (−3) 12 (+1) 6 (−2) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 6 (2,300 XP) Actions Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Yuan-ti Medium monstrosity (shapechanger, yuan-ti), neutral evil Armor Class 12 Hit Points 66 (12d8 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 13 (+1) 14 (+2) 12 (+1) 16 (+3) Skills Deception +5, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 11 Languages Abyssal, Common, Draconic Challenge 3 (700 XP) Shapechanger. The yuan-ti can use its action to polymorph into a Medium snake, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It doesn’t change form if it dies. Innate Spellcasting (Yuan‑ti Form Only). The yuan-ti’s innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day: suggestion Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Malison Type. The yuan-ti has one of the following types: Type 1: Human body with snake head Type 2: Human head and body with snakes for arms Type 3: Human head and upper body with a serpentine lower body instead of legs Actions for Type 1 Multiattack (Yuan‑ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Scimitar (Yuan‑ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Yuan‑ti Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. Actions for Type 2 Multiattack (Yuan‑ti Form Only). The yuan-ti makes two bite attacks using its snake arms. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Actions for Type 3 Multiattack (Yuan‑ti Form Only). The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once. Bite (Snake Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage. Constrict. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can’t constrict another target. Scimitar (Yuan‑ti Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Longbow (Yuan‑ti Form Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Yuan-ti Medium humanoid (yuan-ti), neutral evil Armor Class 11 Hit Points 40 (9d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 13 (+1) 12 (+1) 14 (+2) Skills Deception +6, Perception +3, Stealth +3 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 13 Languages Abyssal, Common, Draconic Challenge 1 (200 XP) Innate Spellcasting. The yuan-ti’s spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components: At will: animal friendship (snakes only) 3/day each: poison spray, suggestion Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects. Actions Multiattack. The yuan-ti makes two melee attacks. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Shortbow. Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. Hit: 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage. Hoard of the Dragon Queen v0.3 | Monsters 22 Spells This section collects the spells referenced in the Hoard of the Dragon Queen adventure, excluding those already available in the D&D basic rules. This includes spells mentioned in monster stat blocks (both in the adventure appendix and this supplement) and spells referred to by magic items in the adventure. These spells are from the Player’s Handbook and are provided here for your convenience. For the rules governing magic and spellcasting, see the D&D basic rules or the Player’s Handbook. Animal Friendship 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a morsel of food) Duration: 24 hours This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast’s Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell’s duration. If you or one of your companions harms the target, the spells ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. Antimagic Shell Where this spell is referenced for possible player use in the adventure, see the antimagic field spell in the Player’s Handbook. Barkskin 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a handful of oak bark) Duration: Concentration, up to 1 hour You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing. Beast Sense 2nd-level divination (ritual) Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings. Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Calm Emotions 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise. Chromatic Orb 1st-level evocation Casting Time: 1 action Range: 90 feet Components: V, S, M (a diamond worth at least 50 gp) Duration: Instantaneous You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Color Spray 1st-level illusion Casting Time: 1 action Range: Self (15-foot cone) Components: V, S, M (a pinch of powder or sand that is colored red, yellow, and blue) Duration: 1 round A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. Confusion 4th-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (three nut shells) Duration: Concentration, up to 1 minute This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 2–6 The creature doesn’t move or take actions this turn. 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. Daylight 3rd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this spell’s area overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created the darkness is dispelled. Detect Evil and Good 1st-level divination Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Detect Thoughts 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range. Druidcraft Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: Instantaneous Whispering to the spirits of nature, you create one of the following effects within range: • You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. • You instantly light or snuff out a candle, a torch, or a small campfire. Entangle 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. Evard’s Black Tentacles 4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a piece of tentacle from a giant octopus or a giant squid) Duration: Concentration, up to 1 minute Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 3d6 bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your spell save DC. On a success, it frees itself. Feather Fall 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature. Fog Cloud 1st-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. Gaseous Form 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a bit of gauze and a wisp of smoke) Duration: Concentration, up to 1 hour You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected. While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells. Gust of Wind 2nd-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. Insect Plague 5th-level conjuration Casting Time: 1 action Range: 300 feet Components: V, S, M (a few grains of sugar, some kernels of grain, and a smear of fat) Duration: Concentration, up to 10 minutes Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. Longstrider 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of dirt) Duration: 1 hour You touch a creature. The target’s speed increases by 10 feet until the spell ends. 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. Mirror Image 2nd-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. Mislead 5th-level illusion Casting Time: 1 action Range: Self Components: S Duration: Concentration, up to 1 hour You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Phantasmal Force 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 1 minute You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends. While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. Plant Growth 3rd-level transmutation Casting Time: 1 action or 8 hours Range: 150 feet Components: V, S Duration: Instantaneous This spell channels vitality into plants within a specific area. There are two possible uses for the spell, granting either immediate or long-term benefits. If you cast this spell using 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the spell’s area from being affected. If you cast this spell over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. Poison Cloud Where this spell is referenced in Pharblex Spattergoo’s stat block, see the poison spray spell in the Player’s Handbook. Scorching Ray 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. Seeming 5th-level illusion Casting Time: 1 action Range: 30 feet Components: V, S Duration: 8 hours This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell. The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised. Sending 3rd-level evocation Casting Time: 1 action Range: Unlimited Components: V, S, M (a short piece of fine copper wire) Duration: 1 round You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive. Sleet Storm 3rd-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Concentration, up to 1 minute Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration. Spike Growth 2nd-level transmutation Casting Time: 1 action Range: 150 feet Components: V, S, M (seven sharp thorns or seven small twigs, each sharpened to a point) Duration: Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. Water Walk 3rd-level transmutation (ritual) Casting Time: 1 action Range: 30 feet Components: V, S, M (a piece of cork) Duration: 1 hour This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round. Player’s Basic Rules Version 0.2 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Producer: Greg Bilsland Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Kolkowsky, Melissa Rapier, Shauna Narciso Graphic Designers: Bree Heiss, Emi Tanji Interior Illustrator: Jaime Jones Additional Contributors: Kim Mohan, Matt Sernett, Chris Dupuis, Tom LaPille, Richard Baker, Chris Tulach, Miranda Horner, Jennifer Clarke Wilkes, Steve Winter, Nina Hess Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, Jefferson Dunlap, Anita Williams Based on the original D&D game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Kuntz, James Ward, and Don Kaye Drawing from further development by J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Heinsoo Playtesting provided by over 175,000 fans of D&D. Thank you! Additional consultation provided by Jeff Grubb, Kenneth Hite, Kevin Kulp, Robin Laws, S. John Ross, the RPGPundit, Vincent Venturella, and Zak S. Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom Release: August 12, 2014 Available for download at DungeonsandDragons.com DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 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. ©2014 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents. Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others. In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure. One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected. The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new capabilities. This increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood. Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win. Worlds of Adventure The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and spectacular adventures. They begin with a foundation of medieval fantasy and then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and mysterious ways to one another and to other planes of existence, such as the Elemental Plane of Fire and the Infinite Depths of the Abyss. Within this multiverse are an endless variety of worlds. Many of them have been published as official settings for the D&D game. The legends of the Forgotten Realms, Dragonlance, Greyhawk, Dark Sun, Mystara, and Eberron settings are woven together in the fabric of the multiverse. Alongside these worlds are hundreds of thousands more, created by generations of D&D players for their own games. And amid all the richness of the multiverse, you might create a world of your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races unknown in other settings, such as Eberron’s warforged, soldiers created and imbued with life to fight in the Last War. Some worlds are dominated by one great story, like the War of the Lance that plays a central role in the Dragonlance setting. But they’re all D&D worlds, and you can use the rules in this book to create a character and play in any one of them. Your DM might set the campaign on one of these worlds or on one that he or she created. Because there is so much diversity among the worlds of D&D, you should check with your DM about any house rules that will affect your play of the game. Ultimately, the Dungeon Master is the authority on the campaign and its setting, even if the setting is a published world. Using These Rules The D&D Basic Rules document is divided into three parts. Part 1 is about creating a character, providing the rules and guidance you need to make the character you’ll play in the game. It includes information on the various races, classes, backgrounds, equipment, and other customization options that you can choose from. Many of the rules in part 1 rely on material in parts 2 and 3. Part 2 details the rules of how to play the game, beyond the basics described in this introduction. That part covers the kinds of die rolls you make to determine success or failure at the tasks your character attempts, and describes the three broad categories of activity in the game: exploration, interaction, and combat. Part 3 is all about magic. It covers the nature of magic in the worlds of D&D, the rules for spellcasting, and a selection of typical spells available to magic-using characters (and monsters) in the game. How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern. 1. The DM describes the environment. The DM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on). 2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions. Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action. 3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1. This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure. Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is. Game Dice The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores. In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use). Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add them together, and add 5 to the total. The same d notation appears in the expressions “1d3” and “1d2.” To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it’s a 2.) The D20 Does an adventurer’s sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure. Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf. Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps. 1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See chapter 1 for details on each ability and how to determine an ability’s modifier.) 2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check. 3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail. The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC). This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game. Advantage and Disadvantage Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. More detailed rules for advantage and disadvantage are presented in chapter 7. Specific Beats General This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins. Exceptions to the rules are often minor. For instance, many adventurers don’t have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules. Round Down There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Adventures The Dungeons & Dragons game consists of a group of characters embarking on an adventure that the Dungeon Master presents to them. Each character brings particular capabilities to the adventure in the form of ability scores and skills, class features, racial traits, equipment, and magic items. Every character is different, with various strengths and weaknesses, so the best party of adventurers is one in which the characters complement each other and cover the weaknesses of their companions. The adventurers must cooperate to successfully complete the adventure. The adventure is the heart of the game, a story with a beginning, a middle, and an end. An adventure might be created by the Dungeon Master or purchased off the shelf, tweaked and modified to suit the DM’s needs and desires. In either case, an adventure features a fantastic setting, whether it’s an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city. It features a rich cast of characters: the adventurers created and played by the other players at the table, as well as nonplayer characters (NPCs). Those characters might be patrons, allies, enemies, hirelings, or just background extras in an adventure. Often, one of the NPCs is a villain whose agenda drives much of an adventure’s action. Over the course of their adventures, the characters are confronted by a variety of creatures, objects, and situations that they must deal with in some way. Sometimes the adventurers and other creatures do their best to kill or capture each other in combat. At other times, the adventurers talk to another creature (or even a magical object) with a goal in mind. And often, the adventurers spend time trying to solve a puzzle, bypass an obstacle, find something hidden, or unravel the current situation. Meanwhile, the adventurers explore the world, making decisions about which way to travel and what they’ll try to do next. Adventures vary in length and complexity. A short adventure might present only a few challenges, and it might take no more than a single game session to complete. A long adventure can involve hundreds of combats, interactions, and other challenges, and take dozens of sessions to play through, stretching over weeks or months of real time. Usually, the end of an adventure is marked by the adventurers heading back to civilization to rest and enjoy the spoils of their labors. But that’s not the end of the story. You can think of an adventure as a single episode of a TV series, made up of multiple exciting scenes. A campaign is the whole series—a string of adventures joined together, with a consistent group of adventurers following the narrative from start to finish. The Three Pillars of Adventure Adventurers can try to do anything their players can imagine, but it can be helpful to talk about their activities in three broad categories: exploration, social interaction, and combat. Exploration includes both the adventurers’ movement through the world and their interaction with objects and situations that require their attention. Exploration is the give-and-take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social interaction features the adventurers talking to someone (or something) else. It might mean demanding that a captured scout reveal the secret entrance to the goblin lair, getting information from a rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in chapters 7 and 8 support exploration and social interaction, as do many class features in chapter 3 and personality traits in chapter 4. Combat, the focus of chapter 9, involves characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or forcing a rout. Combat is the most structured element of a D&D session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s still plenty of opportunity for adventurers to attempt wacky stunts like surfing down a flight of stairs on a shield, to examine the environment (perhaps by pulling a mysterious lever), and to interact with other creatures, including allies, enemies, and neutral parties. The Wonders of Magic Few D&D adventures end without something magical happening. Whether helpful or harmful, magic appears frequently in the life of an adventurer, and it is the focus of chapters 10 and 11. In the worlds of Dungeons & Dragons, practitioners of magic are rare, set apart from the masses of people by their extraordinary talent. Common folk might see evidence of magic on a regular basis, but it’s usually minor—a fantastic monster, a visibly answered prayer, a wizard walking through the streets with an animated shield guardian as a bodyguard. For adventurers, though, magic is key to their survival. Without the healing magic of clerics and paladins, adventurers would quickly succumb to their wounds. Without the uplifting magical support of bards and clerics, warriors might be overwhelmed by powerful foes. Without the sheer magical power and versatility of wizards and druids, every threat would be magnified tenfold. Magic is also a favored tool of villains. Many adventures are driven by the machinations of spellcasters who are hellbent on using magic for some ill end. A cult leader seeks to awaken a god who slumbers beneath the sea, a hag kidnaps youths to magically drain them of their vigor, a mad wizard labors to invest an army of automatons with a facsimile of life, a dragon begins a mystical ritual to rise up as a god of destruction—these are just a few of the magical threats that adventurers might face. With magic of their own, in the form of spells and magic items, the adventurers might prevail! 1: Creating Character Chapter 1: Step-by-Step Characters Your first step in playing an adventurer in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination. You choose a race (such as human or halfling) and a class (such as fighter or wizard). You also invent the personality, appearance, and backstory of your character. Once completed, your character serves as your representative in the game, your avatar in the Dungeons & Dragons world. Before you dive into step 1 below, think about the kind of adventurer you want to play. You might be a courageous fighter, a skulking rogue, a fervent cleric, or a flamboyant wizard. Or you might be more interested in an unconventional character, such as a brawny rogue who likes hand-to-hand combat, or a sharpshooter who picks off enemies from afar. Do you like fantasy fiction featuring dwarves or elves? Try building a character of one of those races. Do you want your character to be the toughest adventurer at the table? Consider the fighter class. If you don’t know where else to begin, take a look at the illustrations in this book to see what catches your interest. Once you have a character in mind, follow these steps in order, making decisions that reflect the character you want. Your conception of your character might evolve with each choice you make. What’s important is that you come to the table with a character you’re excited to play. Throughout this chapter, we use the term character sheet to mean whatever you use to track your character, whether it’s a formal character sheet (like the one at the end of these rules), some form of digital record, or a piece of notebook paper. An official D&D character sheet is a fine place to start until you know what information you need and how you use it during the game. Building Bruenor Each step of character creation includes an example of that step, with a player named Bob building his dwarf character, Bruenor. 1. Choose a Race Every character belongs to a race, one of the many intelligent humanoid species in the D&D world. The most common player character races are dwarves, elves, halflings, and humans. Some races also have subraces, such as mountain dwarf or wood elf. Chapter 2 provides more information about these races. The race you choose contributes to your character’s identity in an important way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful wizards. Sometimes playing against type can be fun, too. Halfling paladins and mountain dwarf wizards, for example, can be unusual but memorable characters. Your race also increases one or more of your ability scores, which you determine in step 3. Note these increases and remember to apply them later. Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well. Building Bruenor, Step 1 Bob is sitting down to create his character. He decides that a gruff mountain dwarf fits the character he wants to play. He notes all the racial traits of dwarves on his character sheet, including his speed of 25 feet and the languages he knows: Common and Dwarvish. 2. Choose a Class Every adventurer is a member of a class. Class broadly describes a character’s vocation, what special talents he or she possesses, and the tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in chapter 3. Your character receives a number of benefits from your choice of class. Many of these benefits are class features—capabilities (including spellcasting) that set your character apart from members of other classes. You also gain a number of proficiencies: armor, weapons, skills, saving throws, and sometimes tools. Your proficiencies define many of the things your character can do particularly well, from using certain weapons to telling a convincing lie. On your character sheet, record all the features that your class gives you at 1st level. Level Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before. Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the game, or if you are joining an existing D&D campaign, your DM might decide to have you begin at a higher level, on the assumption that your character has already survived a few harrowing adventures. Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st-level character has 0 XP. A higher-level character typically begins with the minimum amount of XP required to reach that level (see “Beyond 1st Level” later in this chapter). Hit Points and Hit Dice Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point Dice). At 1st level, your character has 1 Hit Die, and the die type is determined by your class. You start with hit points equal to the highest roll of that die, as indicated in your class description. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your hit point maximum. Record your character’s hit points on your character sheet. Also record the type of Hit Die your character uses and the number of Hit Dice you have. After you rest, you can spend Hit Dice to regain hit points (see “Resting” in chapter 8). Proficiency Bonus The table that appears in your class description shows your proficiency bonus, which is +2 for a 1st-level character. Your proficiency bonus applies to many of the numbers you’ll be recording on your character sheet: • Attack rolls using weapons you’re proficient with • Attack rolls with spells you cast • Ability checks using skills you’re proficient in • Ability checks using tools you’re proficient with • Saving throws you’re proficient in • Saving throw DCs for spells you cast (explained in each spellcasting class) Your class determines your weapon proficiencies, your saving throw proficiencies, and some of your skill and tool proficiencies. (Skills are described in chapter 7, tools in chapter 5.) Your background gives you additional skill and tool proficiencies, and some races give you more proficiencies. Be sure to note all of these proficiencies, as well as your proficiency bonus, on your character sheet. Your proficiency bonus can’t be added to a single die roll or other number more than once. Occasionally, your proficiency bonus might be modified (doubled or halved, for example) before you apply it. If a circumstance suggests that your proficiency bonus applies more than once to the same roll or that it should be multiplied more than once, you nevertheless add it only once, multiply it only once, and halve it only once. Building Bruenor, Step 2 Bob imagines Bruenor charging into battle with an axe, one horn on his helmet broken off. He makes Bruenor a fighter and notes the fighter’s proficiencies and 1st-level class features on his character sheet. As a 1st-level fighter, Bruenor has 1 Hit Die—a d10— and starts with hit points equal to 10 + his Constitution modifier. Bob notes this, and will record the final number after he determines Bruenor’s Constitution score (see step 3). Bob also notes the proficiency bonus for a 1st-level character, which is +2. 3. Determine Ability Scores Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet. The six abilities and their use in the game are described in chapter 7. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important. You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8. Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice. After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores. Building Bruenor, Step 3 Bob decides to use the standard set of scores (15, 14, 13, 12, 10, 8) for Bruenor’s abilities. Since he’s a fighter, he puts his highest score, 15, in Strength. His next- highest, 14, goes in Constitution. Bruenor might be a brash fighter, but Bob decides he wants the dwarf to be older, wiser, and a good leader, so he puts decent scores in Wisdom and Charisma. After applying his racial benefits (increasing Bruenor’s Constitution by 2 and his Strength by 2), Bruenor’s ability scores and modifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (–1), Wisdom 13 (+1), Charisma 12 (+1). Ability Scores and Modifiers Ability Score Summary Strength Measures: Natural athleticism, bodily power Important for: Fighter Racial Increases: Mountain dwarf (+2) Human (+1) Dexterity Measures: Physical agility, reflexes, balance, poise Important for: Rogue Racial Increases: Elf (+2) Halfling (+2) Human (+1) Constitution Measures: Health, stamina, vital force Important for: Everyone Racial Increases: Dwarf (+2) Stout halfling (+1) Human (+1) Intelligence Measures: Mental acuity, information recall, analytical skill Important for: Wizard Racial Increases: High elf (+1) Human (+1) Wisdom Measures: Awareness, intuition, insight Important for: Cleric Racial Increases: Hill dwarf (+1) Wood elf (+1) Human (+1) Charisma Measures: Confidence, eloquence, leadership Important for: Leaders and diplomatic characters Racial Increases: Lightfoot halfling (+1) Human (+1) Bob fills in Bruenor’s final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points. Variant: Customizing Ability Scores At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8. This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes. 4. Describe Your Character Ability Score Point Cost Score Cost Score Cost 8 0 12 4 9 1 13 5 10 2 14 7 11 3 15 9 Once you know the basic game aspects of your character, it’s time to flesh him or her out as a person. Your character needs a name. Spend a few minutes thinking about what he or she looks like and how he or she behaves in general terms. Using the information in chapter 4, you can flesh out your character’s physical appearance and personality traits. Choose your character’s alignment (the moral compass that guides his or her decisions) and ideals. Chapter 4 also helps you identify the things your character holds most dear, called bonds, and the flaws that could one day undermine him or her. Your character’s background describes where he or she came from, his or her original occupation, and the character’s place in the D&D world. Your DM might offer additional backgrounds beyond the ones included in chapter 4, and might be willing to work with you to craft a background that’s a more precise fit for your character concept. A background gives your character a background feature (a general benefit) and proficiency in two skills, and it might also give you additional languages or proficiency with certain kinds of tools. Record this information, along with the personality information you develop, on your character sheet. Your Character’s Abilities Take your character’s ability scores and race into account as you flesh out his or her appearance and personality. A very strong character with low Intelligence might think and behave very differently from a very smart character with low Strength. For example, high Strength usually corresponds with a burly or athletic body, while a character with low Strength might be scrawny or plump. A character with high Dexterity is probably lithe and slim, while a character with low Dexterity might be either gangly and awkward or heavy and thick-fingered. A character with high Constitution usually looks healthy, with bright eyes and abundant energy. A character with low Constitution might be sickly or frail. A character with high Intelligence might be highly inquisitive and studious, while a character with low Intelligence might speak simply or easily forget details. A character with high Wisdom has good judgment, empathy, and a general awareness of what’s going on. A character with low Wisdom might be absent-minded, foolhardy, or oblivious. A character with high Charisma exudes confidence, which is usually mixed with a graceful or intimidating presence. A character with a low Charisma might come across as abrasive, inarticulate, or timid. Building Bruenor, Step 4 Bob fills in some of Bruenor’s basic details: his name, his sex (male), his height and weight, and his alignment (lawful good). His high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence suggests a degree of forgetfulness. Bob decides that Bruenor comes from a noble line, but his clan was expelled from its homeland when Bruenor was very young. He grew up working as a smith in the remote villages of Icewind Dale. But Bruenor has a heroic destiny—to reclaim his homeland—so Bob chooses the folk hero background for his dwarf. He notes the proficiencies and special feature this background gives him. Bob has a pretty clear picture of Bruenor’s personality in mind, so he skips the personality traits suggested in the folk hero background, noting instead that Bruenor is a caring, sensitive dwarf who genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling demeanor. He chooses the ideal of fairness from the list in his background, noting that Bruenor believes that no one is above the law. Given his history, Bruenor’s bond is obvious: he aspires to someday reclaim Mithral Hall, his homeland, from the shadow dragon that drove the dwarves out. His flaw is tied to his caring, sensitive nature—he has a soft spot for orphans and wayward souls, leading him to show mercy even when it might not be warranted. 5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All such items are detailed in chapter 5. Instead of taking the gear given to you by your class and background, you can purchase your starting equipment. You have a number of gold pieces (gp) to spend based on your class, as shown in chapter 5. Extensive lists of equipment, with prices, also appear in that chapter. If you wish, you can also have one trinket at no cost (see the Trinkets table at the end of chapter 5). Your Strength score limits the amount of gear you can carry. Try not to purchase equipment with a total weight (in pounds) exceeding your Strength score times 15. Chapter 7 has more information on carrying capacity. Armor Class Your Armor Class (AC) represents how well your character avoids being wounded in battle. Things that contribute to your AC include the armor you wear, the shield you carry, and your Dexterity modifier. Not all characters wear armor or carry shields, however. Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet. Your character needs to be proficient with armor and shields to wear and use them effectively, and your armor and shield proficiencies are determined by your class. There are drawbacks to wearing armor or carrying a shield if you lack the required proficiency, as explained in chapter 5. Some spells and class features give you a different way to calculate your AC. If you have multiple features that give you different ways to calculate your AC, you choose which one to use. Weapons For each weapon your character wields, calculate the modifier you use when you attack with the weapon and the damage you deal when you hit. When you make an attack with a weapon, you roll a d20 and add your proficiency bonus (but only if you are proficient with the weapon) and the appropriate ability modifier. • For attacks with melee weapons, use your Strength modifier for attack and damage rolls. A weapon that has the finesse property, such as a rapier, can use your Dexterity modifier instead. • For attacks with ranged weapons, use your Dexterity modifier for attack and damage rolls. A weapon that has the thrown property, such as a handaxe, can use your Strength modifier instead. Building Bruenor, Step 5 Bob writes down the starting equipment from the fighter class and the folk hero background. His starting equipment includes chain mail and a shield, which combine to give Bruenor an Armor Class of 18. For Bruenor’s weapons, Bob chooses a battleaxe and two handaxes. His battleaxe is a melee weapon, so Bruenor uses his Strength modifier for his attacks and damage. His attack bonus is his Strength modifier (+3) plus his proficiency bonus (+2), for a total of +5. The battleaxe deals 1d8 slashing damage, and Bruenor adds his Strength modifier to the damage when he hits, for a total of 1d8 + 3 slashing damage. When throwing a handaxe, Bruenor has the same attack bonus (handaxes, as thrown weapons, use Strength for attacks and damage), and the weapon deals 1d6 + 3 slashing damage when it hits. 6. Come Together Most D&D characters don’t work alone. Each character plays a role within a party, a group of adventurers working together for a common purpose. Teamwork and cooperation greatly improve your party’s chances to survive the many perils in the worlds of Dungeons & Dragons. Talk to your fellow players and your DM to decide whether your characters know one another, how they met, and what sorts of quests the group might undertake. Beyond 1st Level As your character goes on adventures and overcomes challenges, he or she gains experience, represented by experience points. A character who reaches a specified experience point total advances in capability. This advancement is called gaining a level. When your character gains a level, his or her class often grants additional features, as detailed in the class description. Some of these features allow you to increase your ability scores, either increasing two scores by 1 each or increasing one score by 2. You can’t increase an ability score above 20. In addition, every character’s proficiency bonus increases at certain levels. Each time you gain a level, you gain 1 additional Hit Die. Roll that Hit Die, add your Constitution modifier to the roll, and add the total to your hit point maximum. Alternatively, you can use the fixed value shown in your class entry, which is the average result of the die roll (rounded up). When your Constitution modifier increases by 1, your hit point maximum increases by 1 for each level you have attained. For example, when Bruenor reaches 8th level as a fighter, he increases his Constitution score from 17 to 18, thus increasing his Constitution modifier from +3 to +4. His hit point maximum then increases by 8. The Character Advancement table summarizes the XP you need to advance in levels from level 1 through level 20, and the proficiency bonus for a character of that level. Consult the information in your character’s class description to see what other improvements you gain at each level. Tiers of Play The shading in the Character Advancement table shows the four tiers of play. The tiers don’t have any rules associated with them; they are a general description of how the play experience changes as characters gain levels. In the first tier (levels 1–4), characters are effectively apprentice adventurers. They are learning the features that define them as members of particular classes, including the major choices that flavor their class features as they advance (such as a wizard’s Arcane Tradition or a fighter’s Martial Archetype). The threats they face are relatively minor, usually posing a danger to local farmsteads or villages. In the second tier (levels 5–10), characters come into their own. Many spellcasters gain access to 3rd-level spells at the start of this tier, crossing a new threshold of magical power with spells such as fireball and lightning bolt. At this tier, many weapon-using classes gain the ability to make multiple attacks in one round. These characters have become important, facing dangers that threaten cities and kingdoms. In the third tier (levels 11–16), characters have reached a level of power that sets them high above the ordinary populace and makes them special even among adventurers. At 11th level, many spellcasters gain access to 6th-level spells, some of which create effects previously impossible for player characters to achieve. Other characters gain features that allow them to make more attacks or do more impressive things with those attacks. These mighty adventurers often confront threats to whole regions and continents. At the fourth tier (levels 17–20), characters achieve the pinnacle of their class features, becoming heroic (or villainous) archetypes in their own right. The fate of the world or even the fundamental order of the multiverse might hang in the balance during their adventures. Character Advancement Experience Points Level Proficiency Bonus 0 1 +2 300 2 +2 900 3 +2 2,700 4 +2 6,500 5 +3 14,000 6 +3 23,000 7 +3 34,000 8 +3 48,000 9 +4 64,000 10 +4 85,000 11 +4 100,000 12 +4 120,000 13 +5 140,000 14 +5 165,000 15 +5 195,000 16 +5 225,000 17 +6 265,000 18 +6 305,000 19 +6 355,000 20 +6 Chapter 2: A visit to one of the great cities in the worlds of Dungeons & Dragons—Waterdeep, the Free City of Greyhawk, or even uncanny Sigil, the City of Doors— overwhelms the senses. Voices chatter in countless different languages. The smells of cooking in dozens of different cuisines mingle with the odors of crowded streets and poor sanitation. Buildings in myriad architectural styles display the diverse origins of their inhabitants. And the people themselves—people of varying size, shape, and color, dressed in a dazzling spectrum of styles and hues—represent many different races, from diminutive halflings and stout dwarves to majestically beautiful elves, mingling among a variety of human ethnicities. Scattered among the members of these more common races are the true exotics: a hulking dragonborn here, pushing his way through the crowd, and a sly tiefling there, lurking in the shadows with mischief in her eyes. A group of gnomes laughs as one of them activates a clever wooden toy that moves of its own accord. Half- elves and half-orcs live and work alongside humans, without fully belonging to the races of either of their parents. And there, well out of the sunlight, is a lone drow—a fugitive from the subterranean expanse of the Underdark, trying to make his way in a world that fears his kind. The Player’s Handbook has more information about these unusual races. Choosing a Race Humans are the most common people in the worlds of D&D, but they live and work alongside dwarves, elves, halflings, and countless other fantastic species. Your character belongs to one of these peoples. Not every intelligent race of the multiverse is appropriate for a player-controlled adventurer. Dwarves, elves, halflings, and humans are the most common races to produce the sort of adventurers who make up typical parties. Other races and subraces are less common as adventurers. Your choice of race affects many different aspects of your character. It establishes fundamental qualities that exist throughout your character’s adventuring career. When making this decision, keep in mind the kind of character you want to play. For example, a halfling could be a good choice for a sneaky rogue, a dwarf makes a tough warrior, and an elf can be a master of arcane magic. Your character race not only affects your ability scores and traits but also provides the cues for building your character’s story. Each race’s description in this chapter includes information to help you roleplay a character of that race, including personality, physical appearance, features of society, and racial alignment tendencies. These details are suggestions to help you think about your character; adventurers can deviate widely from the norm for their race. It’s worthwhile to consider why your character is different, as a helpful way to think about your character’s background and personality. Racial Traits The description of each race includes racial traits that are common to members of that race. The following entries appear among the traits of most races. Ability Score Increase Every race increases one or more of a character’s ability scores. Age The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom. Alignment Most races have tendencies toward certain alignments, described in this entry. These are not binding for player characters, but considering why your dwarf is chaotic, for example, in defiance of lawful dwarf society can help you better define your character. Size Characters of most races are Medium, a size category including creatures that are roughly 4 to 8 feet tall. Members of a few races are Small (between 2 and 4 feet tall), which means that certain rules of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. Speed Your speed determines how far you can move when traveling (chapter 8) and fighting (chapter 9). Languages By virtue of your race, your character can speak, read, and write certain languages. Chapter 4 lists the most common languages of the D&D multiverse. Subraces Some races have subraces. Members of a subrace have the traits of the parent race in addition to the traits specified for their subrace. Relationships among subraces vary significantly from race to race and world to world. In the Dragonlance campaign setting, for example, mountain dwarves and hill dwarves live together as different clans of the same people, but in the Forgotten Realms, they live far apart in separate kingdoms and call themselves shield dwarves and gold dwarves, respectively. Dwarf “Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray- streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find ye in trouble if I came out an’ looked for ye!” —R. A. Salvatore, The Crystal Shard Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves. Short and Stout Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully. Long Memory, Long Grudges Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge. Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud. Clans and Kingdoms Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf. Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty. Gods, Gold, and Clan Dwarves who take up the adventuring life might be motivated by a desire for treasure—for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago. Dwarf Names A dwarf’s name is granted by a clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name belongs to the clan, not to the individual. A dwarf who misuses or brings shame to a clan name is stripped of the name and forbidden by law to use any dwarven name in its place. Male Names: Adrik, Alberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, Delg, Eberk, Einkil, Fargrim, Flint, Gardain, Harbek, Kildrak, Morgran, Orsik, Oskar, Rangrim, Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal Female Names: Amber, Artin, Audhild, Bardryn, Dagnal, Diesa, Eldeth, Falkrunn, Finellen, Gunnloda, Gurdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, Mardred, Riswynn, Sannl, Torbera, Torgga, Vistra Clan Names: Balderk, Battlehammer, Brawnanvil, Dankil, Fireforge, Frostbeard, Gorunn, Holderhek, Ironfist, Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, Ungart Dwarf Traits Your dwarf character has an assortment of inborn abilities, part and parcel of dwarven nature. Ability Score Increase. Your Constitution score increases by 2. Age. Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9). Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak. Subrace. Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces. Hill Dwarf As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. The gold dwarves of Faerûn in their mighty southern kingdom are hill dwarves, as are the exiled Neidar and the debased Klar of Krynn in the Dragonlance setting. Ability Score Increase. Your Wisdom score increases by 1. Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. Mountain Dwarf As a mountain dwarf, you’re strong and hardy, accustomed to a difficult life in rugged terrain. You’re probably on the tall side (for a dwarf), and tend toward lighter coloration. The shield dwarves of northern Faerûn, as well as the ruling Hylar clan and the noble Daewar clan of Dragonlance, are mountain dwarves. Ability Score Increase. Your Strength score increases by 2. Dwarven Armor Training. You have proficiency with light and medium armor. Elf “I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a high cliff over the fabled city of Qualinost. Four slender spires rose from the city’s corners like glisten- ing spindles, their brilliant white stone marbled with shining silver. Graceful arches, swooping from spire to spire, soared through the air. Crafted by ancient dwarven metalsmiths, they were strong enough to hold the weight of an army, yet they appeared so delicate that a bird lighting on them might overthrow the balance. These glistening arches were the city’s only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness. —Margaret Weis & Tracy Hickman, Dragons of Autumn Twilight Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world. Slender and Graceful With their unearthly grace and fine features, elves appear hauntingly beautiful to humans and members of many other races. They are slightly shorter than humans on average, ranging from well under 5 feet tall to just over 6 feet. They are more slender than humans, weighing only 100 to 145 pounds. Males and females are about the same height, and males are only marginally heavier than females. Elves’ coloration encompasses the normal human range and also includes skin in shades of copper, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they enjoy simple yet lovely jewelry. A Timeless Perspective Elves can live well over 700 years, giving them a broad perspective on events that might trouble the shorter- lived races more deeply. They are more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art, elves can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy. Hidden Woodland Realms Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a good living by trading crafted items for metals (which they have no interest in mining). Elves encountered outside their own lands are commonly traveling minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children. Exploration and Adventure Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes. Elf Names Elves are considered children until they declare themselves adults, some time after the hundredth birthday, and before this period they are called by child names. On declaring adulthood, an elf selects an adult name, although those who knew him or her as a youngster might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists between male names and female names; the groupings here reflect only general tendencies. In addition, every elf bears a family name, typically a combination of other Elvish words. Some elves traveling among humans translate their family names into Common, but others retain the Elvish version. Child Names: Ara, Bryn, Del, Eryn, Faen, Innil, Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall Male Adult Names: Adran, Aelar, Aramil, Arannis, Aust, Beiro, Berrian, Carric, Enialis, Erdan, Erevan, Galinndan, Hadarai, Heian, Himo, Immeral, Ivellios, Laucian, Mindartis, Paelias, Peren, Quarion, Riardon, Rolen, Soveliss, Thamior, Tharivol, Theren, Varis Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, Drusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, Meriele, Mialee, Naivara, Quelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, Xanaphia Family Names (Common Translations): Amakiir (Gemflower), Amastacia (Starflower), Galanodel (Moonwhisper), Holimion (Diamonddew), Ilphelkiir (Gemblossom), Liadon (Silverfrond), Meliamne (Oakenheel), Naïlo (Nightbreeze), Siannodel (Moonbrook), Xiloscient (Goldpetal) Elf Traits Your elf character has a variety of natural abilities, the result of thousands of years of elven refinement. Ability Score Increase. Your Dexterity score increases by 2. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires. Subrace. Ancient divides among the elven people resulted in three main subraces: high elves, wood elves, and dark elves, who are commonly called drow. This document presents two of these subraces to choose from. In some worlds, these subraces are divided still further (such as the sun elves and moon elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace. High Elf As a high elf, you have a keen mind and a mastery of at least the basics of magic. In many of the worlds of D&D, there are two kinds of high elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races. The sun elves of Faerûn (also called gold elves or sunrise elves) have bronze skin and hair of copper, black, or golden blond. Their eyes are golden, silver, or black. Moon elves (also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold. Ability Score Increase. Your Intelligence score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Extra Language. You can speak, read, and write one extra language of your choice. Wood Elf As a wood elf, you have keen senses and intuition, and your fleet feet carry you quickly and stealthily through your native forests. This category includes the wild elves (grugach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called wood elves in Greyhawk and the Forgotten Realms. In Faerûn, wood elves (also called wild elves, green elves, or forest elves) are reclusive and distrusting of non-elves. Wood elves’ skin tends to be copperish in hue, sometimes with traces of green. Their hair tends toward browns and blacks, but it is occasionally blond or copper-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow. Fleet of Foot. Your base walking speed increases to 35 feet. Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Halfling Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers be- hind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick that served as his fishing pole rose up above him, clenched between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface of Maer Dualdon. —R.A. Salvatore, The Crystal Shard The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along an dirt road or a raft floating downriver. Small and Practical The diminutive halflings survive in a world full of larger creatures by avoiding notice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors. Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering. Kind and Curious Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times. Blend into the Crowd Halflings are adept at fitting into a community of humans, dwarves, or elves, making themselves valuable and welcome. The combination of their inherent stealth and their unassuming nature helps halflings to avoid unwanted attention. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened. Pastoral Pleasantries Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much land beyond their quiet shires. They typically don’t recognize any sort of halfling nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling communities travel as a way of life, driving wagons or guiding boats from place to place and maintaining no permanent home. Exploring Opportunities Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity. Halfling Names A halfling has a given name, a family name, and possibly a nickname. Family names are often nicknames that stuck so tenaciously they have been passed down through the generations. Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, Wellby Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, Shaena, Trym, Vani, Verna Family Names: Brushgather, Goodbarrel, Greenbottle, High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough Halfling Traits Your halfling character has a number of traits in common with all other halflings. Ability Score Increase. Your Dexterity score increases by 2. Age. A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century. Alignment. Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their community and the comfort of their old ways. Size. Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small. Speed. Your base walking speed is 25 feet. Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. Brave. You have advantage on saving throws against being frightened. Halfling Nimbleness. You can move through the space of any creature that is of a size larger than yours. Languages. You can speak, read, and write Common and Halfling. The Halfling language isn’t secret, but halflings are loath to share it with others. They write very little, so they don’t have a rich body of literature. Their oral tradition, however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they dwell or through which they are traveling. Subrace. The two main kinds of halfling, lightfoot and stout, are more like closely related families than true subraces. Choose one of these subraces. Lightfoot As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. In the Forgotten Realms, lightfoot halflings have spread the farthest and thus are the most common variety. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. In the world of Greyhawk, these halflings are called hairfeet or tallfellows. Ability Score Increase. Your Charisma score increases by 1. Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. Stout As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood. In the Forgotten Realms, these halflings are called stronghearts, and they’re most common in the south. Ability Score Increase. Your Constitution score increases by 1. Stout Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Human These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle. She’d never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land. —Elaine Cunningham, Daughter of the Drow In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds. A Broad Spectrum With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century. Variety in All Things Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics. Lasting Institutions Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone. Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands. Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups. Human Names and Ethnicities Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors. The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east—and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features. In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein Chondathan Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea. Chondathan Names: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag Damaran Found primarily in the northwest of Faerûn, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common. Damaran Names: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag Illuskan Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair. Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt Rashemi Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair. Rashemi Names: (Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina Shou The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to the east of Faerûn. They are yellowish-bronze in hue, with black hair and dark eyes. Shou surnames are usually presented before the given name. Shou Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan Tethyrian Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names. Turami Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. Turami Names: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo Human Traits It’s hard to make generalizations about humans, but your human character has these traits. Ability Score Increase. Your ability scores each increase by 1. Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Chapter 3: Classes Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead. They are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against. Class is the primary definition of what your character can do. It’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know a number of priests, paladins, and devotees who share his faith. Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more and your existing features often improve. Each class entry in this chapter includes a table summarizing the benefits you gain at every level, and a detailed explanation of each one. Adventurers sometimes advance in more than one class. A rogue might switch direction in life and dabble in the cleric class while continuing to advance as a rogue. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multiclassing, can be found in the Player’s Handbook. Four basic classes—listed in the Classes table—are found in almost every D&D world and define most typical adventurers. See the Player’s Handbook for information about other classes. Classes Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions. Chanting a song of glory, a dwarf swings his axe in wide swaths to cut through the ranks of orcs arrayed against him, shouting praise to the gods with every foe’s fall. Calling down a curse upon the forces of undeath, a human lifts her holy symbol as light pours from it to drive back the zombies crowding in on her companions. Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. Healers and Warriors Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling. Harnessing divine magic doesn’t rely on study or training. A cleric might learn formulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sense of a deity’s wishes. Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side. Divine Agents Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods’ will through prayer and sacrifice, not by magic and strength of arms. In some cities, priesthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies. Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies Cleric A priestly champion who wields divine magic in service of a higher power d8 Wisdom Wisdom & Charisma Light and medium armor, shields, simple weapons Fighter A master of martial combat, skilled with a variety of weapons and armor d10 Strength or Dexterity Strength & Constitution All armor, shields, simple and martial weapons Rogue A scoundrel who uses stealth and trickery to overcome obstacles and enemies d8 Dexterity Dexterity & Intelligence Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords Wizard A scholarly magic-user capable of manipulating the structures of reality d6 Intelligence Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, light crossbows When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities’ worshipers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world. Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric’s aid, or a high priest might be in a position to demand it. Creating a Cleric As you create a cleric, the most important question to consider is which deity to serve and what principles you want your character to embody. The Player’s Handbook includes lists of many of the gods of the multiverse. Check with your DM to learn which deities are in your campaign. Once you’ve chosen a deity, consider your cleric’s relationship to that god. Did you enter this service willingly? Or did the god choose you, impelling you into service with no regard for your wishes? How do the temple priests of your faith regard you: as a champion or a troublemaker? What are your ultimate goals? Does your deity have a special task in mind for you? Or are you striving to prove yourself worthy of a great quest? The Cleric Quick Build You can make a cleric quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the acolyte background. Class Features As a cleric, you gain the following class features. Hit Points Hit Dice: 1d8 per cleric level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st Proficiencies Armor: Light armor, medium armor, shields Weapons: All simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) a mace or (b) a warhammer (if proficient) • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) Proficiency Bonus Cantrips Known —Spell Slots per Spell Level— Level Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — — 2nd +2 Channel Divinity (1/rest), Divine Domain feature 3 3 — — — — — — — — 3rd +2 — 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — — 6th +3 Channel Divinity (2/rest), Divine Domain feature 4 4 3 3 — — — — — — 7th +3 — 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement, Destroy Undead (CR 1), Divine Domain feature 4 4 3 3 2 — — — — — 9th +4 — 4 4 3 3 3 1 — — — — 10th +4 Divine Intervention 5 4 3 3 3 2 — — — — 11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 — 5 4 3 3 3 2 1 1 — — 14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — — 15th +5 — 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 Destroy Undead (CR 4), Divine Domain feature 5 4 3 3 3 2 1 1 1 1 18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1 ◦ (a) a light crossbow and 20 bolts or (b) any simple weapon ◦ (a) a priest’s pack or (b) an explorer’s pack ◦ A shield and a holy symbol Spellcasting As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells. Divine Domain Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Domain Spells Each domain has a list of spells—its domain spells— that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Channel Divinity At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description. When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses. Channel Divinity: Turn Undead As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Destroy Undead Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table. Destroy Undead Cleric Level Destroys Undead of CR . . . 5th 1/2 or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower Divine Intervention Beginning at 10th level, you can call on your deity to intervene on your behalf when your need is great. Imploring your deity’s aid requires you to use your action. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your cleric level, your deity intervenes. The DM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate. If your deity intervenes, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest. At 20th level, your call for intervention succeeds automatically, no roll required. Divine Domains In a pantheon, every deity has influence over different aspects of mortal life and civilization, called a deity’s domain. All the domains over which a deity has influence are called the deity’s portfolio. For example, the portfolio of the Greek god Apollo includes the domains of Knowledge, Life, and Light. As a cleric, you choose one aspect of your deity’s portfolio to emphasize, and you are granted powers related to that domain. Your choice might correspond to a particular sect dedicated to your deity. Apollo, for example, could be worshiped in one region as Phoebus (“radiant”) Apollo, emphasizing his influence over the Light domain, and in a different place as Apollo Acesius (“healing”), emphasizing his association with the Life domain. Alternatively, your choice of domain could simply be a matter of personal preference, the aspect of the deity that appeals to you most. Each domain’s description gives examples of deities who have influence over that domain. Gods are included from the worlds of the Forgotten Realms, Greyhawk, Dragonlance, and Eberron campaign settings, as well as from the Celtic, Greek, Norse, and Egyptian pantheons of antiquity. Life Domain The Life domain focuses on the vibrant positive energy—one of the fundamental forces of the universe— that sustains all life. The gods of life promote vitality and health through healing the sick and wounded, caring for those in need, and driving away the forces of death and undeath. Almost any non-evil deity can claim influence over this domain, particularly agricultural deities (such as Chauntea, Arawai, and Demeter), sun gods (such as Lathander, Pelor, and Re-Horakhty), gods of healing or endurance (such as Ilmater, Mishakal, Apollo, and Diancecht), and gods of home and community (such as Hestia, Hathor, and Boldrei). Life Domain Spells Cleric Level Spells 1st bless, cure wounds 3rd lesser restoration, spiritual weapon 5th beacon of hope, revivify 7th death ward, guardian of faith 9th mass cure wounds, raise dead Bonus Proficiency When you choose this domain at 1st level, you gain proficiency with heavy armor. Disciple of Life Also starting at 1st level, your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level. Channel Divinity: Preserve Life Starting at 2nd level, you can use your Channel Divinity to heal the badly injured. As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. Blessed Healer Beginning at 6th level, the healing spells you cast on others heal you as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. Divine Strike At 8th level, you gain the ability to infuse your weapon strikes with divine energy. 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 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8. Supreme Healing Starting at 17th level, when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die. For example, instead of restoring 2d6 hit points to a creature, you restore 12. A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his exquisite bow. The half-orc nearby shouts orders, helping the two combatants coordinate their assault to the best advantage. A dwarf in chain mail interposes his shield between the ogre’s club and his companion, knocking the deadly blow aside. His companion, a half-elf in scale armor, swings two scimitars in a blinding whirl as she circles the ogre, looking for a blind spot in its defenses. A gladiator fights for sport in an arena, a master with his trident and net, skilled at toppling foes and moving them around for the crowd’s delight—and his own tactical advantage. His opponent’s sword flares with blue light an instant before she sends lightning flashing forth to smite him. All of these heroes are fighters, perhaps the most diverse class of characters in the worlds of Dungeons & Dragons. Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. Well-Rounded Specialists Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike. Trained for Danger Not every member of the city watch, the village militia, or the queen’s army is a fighter. Most of these troops are relatively untrained soldiers with only the most basic combat knowledge. Veteran soldiers, military officers, trained bodyguards, dedicated knights, and similar figures are fighters. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example. Creating a Fighter As you build your fighter, think about two related elements of your character’s background: Where did you get your combat training, and what set you apart from the mundane warriors around you? Were you particularly ruthless? Did you get extra help from a mentor, perhaps because of your exceptional dedication? What drove you to this training in the first place? A threat to your homeland, a thirst for revenge, or a need to prove yourself might all have been factors. You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war academy, learning strategy, tactics, and military history. Or you might be self-taught—unpolished but well tested. Did you take up the sword as a way to escape the limits of life on a farm, or are you following a proud family tradition? Where did you acquire your weapons and armor? They might have been military issue or family heirlooms, or perhaps you scrimped and saved for years to buy them. Your armaments are now among your most important possessions—the only things that stand between you and death’s embrace. Quick Build You can make a fighter quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution. Second, choose the soldier background. Class Features As a fighter, you gain the following class features. Hit Points Hit Dice: 1d10 per fighter level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving Throws: Strength, Constitution Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: • (a) chain mail or (b) leather, longbow, and 20 arrows • (a) a martial weapon and a shield or (b) two martial weapons • (a) a light crossbow and 20 bolts or (b) two handaxes • (a) a dungeoneer’s pack or (b) an explorer’s pack Fighting Style You adopt a particular 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 you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Defense While you are wearing armor, you gain a +1 bonus to AC. 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. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The Champion archetype is detailed at the end of the class description; see the Player’s Handbook for information on other martial archetypes. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. Ability Score Improvement When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Indomitable Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. The Fighter Martial Archetypes Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach. Champion The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Improved Critical Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Remarkable Athlete Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. Additional Fighting Style At 10th level, you can choose a second option from the Fighting Style class feature. Superior Critical Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20. Survivor At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points. Signaling for her companions to wait, a halfling creeps forward through the dungeon hall. She presses an ear to the door, then pulls out a set of tools and picks the lock in the blink of an eye. Then she disappears into the shadows as her fighter friend moves forward to kick the door open. A human lurks in the shadows of an alley while his accomplice prepares for her part in the ambush. When their target—a notorious slaver—passes the alleyway, the accomplice cries out, the slaver comes to investigate, and the assassin’s blade cuts his throat before he can make a sound. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her companions are free to make their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. Skill and Precision Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities. A Shady Living Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal? What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents. Quick Build You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the criminal background. Class Features As a rogue, you have the following class features. Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves’ tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background: ◦ (a) a rapier or (b) a shortsword ◦ (a) a shortbow and quiver of 20 arrows or (b) a shortsword ◦ (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack ◦ Leather armor, two daggers, and thieves’ tools Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Thieves’ Cant During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. The Thief archetype is detailed here; see the Player’s Handbook for other archetypes. Your choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. The Rogue Level Proficiency Bonus Sneak Attack Features 1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant 2nd +2 1d6 Cunning Action 3rd +2 2d6 Roguish Archetype 4th +2 2d6 Ability Score Improvement 5th +3 3d6 Uncanny Dodge 6th +3 3d6 Expertise 7th +3 4d6 Evasion 8th +3 4d6 Ability Score Improvement 9th +4 5d6 Roguish Archetype feature 10th +4 5d6 Ability Score Improvement 11th +4 6d6 Reliable Talent 12th +4 6d6 Ability Score Improvement 13th +5 7d6 Roguish Archetype feature 14th +5 7d6 Blindsense 15th +5 8d6 Slippery Mind 16th +5 8d6 Ability Score Improvement 17th +6 9d6 Roguish Archetype feature 18th +6 9d6 Elusive 19th +6 10d6 Ability Score Improvement 20th +6 10d6 Stroke of Luck Uncanny Dodge Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Reliable Talent By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you. Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. Elusive Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated. Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest. Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques. Thief You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn. Use Magic Device By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items. Thief’s Reflexes When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised. Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her spell and launches a tiny bead of fire toward the enemy ranks, where it erupts into a conflagration that engulfs the soldiers. Checking and rechecking his work, a human scribes an intricate magic circle in chalk on the bare stone floor, then sprinkles powdered iron along every line and graceful curve. When the circle is complete, he drones a long incantation. A hole opens in space inside the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols, muttering a few words of power over them. Closing his eyes to see the visions more clearly, he nods slowly, then opens his eyes and points down the passage to his left. Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds. The Wizard Scholars of the Arcane Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic. The Lure of Knowledge Wizards’ lives are seldom mundane. The closest a wizard is likely to come to an ordinary life is working as a sage or lecturer in a library or university, teaching others the secrets of the multiverse. Other wizards sell their services as diviners, serve in military forces, or pursue lives of crime or domination. But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age. Proficiency Bonus Cantrips Known —Spell Slots per Spell Level — Level Features 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — — — — 2nd +2 Arcane Tradition 3 3 — — — — — — — — 3rd +2 — 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 4 3 — — — — — — — 5th +3 — 4 4 3 2 — — — — — — 6th +3 Arcane Tradition feature 4 4 3 3 — — — — — — 7th +3 — 4 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 — 4 4 3 3 3 1 — — — — 10th +4 Arcane Tradition feature 5 4 3 3 3 2 — — — — 11th +4 — 5 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — — 13th +5 — 5 4 3 3 3 2 1 1 — — 14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — — 15th +5 — 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 — 5 4 3 3 3 2 1 1 1 1 18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1 Creating a Wizard Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had an aptitude for it? Do you have a natural talent, or did you simply study hard and practice incessantly? Did you encounter a magical creature or an ancient tome that taught you the basics of magic? What drew you forth from your life of study? Did your first taste of magical knowledge leave you hungry for more? Have you received word of a secret repository of knowledge not yet plundered by any other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger. Quick Build You can make a wizard quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage background. Third, choose the light, mage hand, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, mage armor, magic missile, shield, and sleep. Class Features As a wizard, you gain the following class features. Hit Points Hit Dice: 1d6 per wizard level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: ◦ (a) a quarterstaff or (b) a dagger ◦ (a) a component pouch or (b) an arcane focus ◦ (a) a scholar’s pack or (b) an explorer’s pack ◦ A spellbook Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (found in chapter 5) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). Arcane Recovery You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. Arcane Tradition When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The school of Evocation is detailed at the end of the class description; see the Player’s Handbook for information on the other schools. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Spell Mastery At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd-level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels. Signature Spells When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level wizard spells in your spellbook as your signature spells. You always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal. Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to its complex study. The most common arcane traditions in the multiverse revolve around the schools of magic. Wizards through the ages have cataloged thousands of spells, grouping them into eight categories called schools, as described in chapter 10. In some places, these traditions are literally schools. Elsewhere, they are more like academic departments, with rival faculties competing for students and funding. Even wizards who train apprentices in the solitude of their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques. School of Evocation You focus your study on magic that creates powerful elemental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find employment in military forces, serving as artillery to blast enemy armies from afar. Others use their spectacular power to protect the weak, while some seek their own gain as bandits, adventurers, or aspiring tyrants. Evocation Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an evocation spell into your spellbook is halved. Sculpt Spells Beginning at 2nd level, you can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Potent Cantrip Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip. Empowered Evocation Beginning at 10th level, you can add your Intelligence modifier to the damage roll of any wizard evocation spell you cast. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deals damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. Chapter 4: Characters are defined by much more than their race and class. They’re individuals with their own stories, interests, connections, and capabilities beyond those that class and race define. This chapter expounds on the details that distinguish characters from one another, including the basics of name and physical description, the rules of backgrounds and languages, and the finer points of personality and alignment. Character Details Your character’s name and physical description might be the first things that the other players at the table learn about you. It’s worth thinking about how these characteristics reflect the character you have in mind. Name Your character’s race description includes sample names for members of that race. Put some thought into your name even if you’re just picking one from a list. Sex You can play a male or female character without gaining any special benefits or hindrances. Think about how your character does or does not conform to the broader culture’s expectations of sex, gender, and sexual behavior. For example, a male drow cleric defies the traditional gender divisions of drow society, which could be a reason for your character to leave that society and come to the surface. You don’t need to be confined to binary notions of sex and gender. The elf god Corellon Larethian is often seen as androgynous or hermaphroditic, for example, and some elves in the multiverse are made in Corellon’s image. You could also play a female character who presents herself as a man, a man who feels trapped in a female body, or a bearded female dwarf who hates being mistaken for a male. Likewise, your character’s sexual orientation is for you to decide. Height and Weight You can decide your character’s height and weight, using the information provided in your race description or on the Random Height and Weight table. Think about what your character’s ability scores might say about his or her height and weight. A weak but agile character might be thin. A strong and tough character might be tall or just heavy. If you want to, you can roll randomly for your character’s height and weight using the Random Height and Weight table. The dice roll given in the Height Modifier column determines the character’s extra height (in inches) beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight (in pounds) beyond the base weight. Random Height and Weight Race Base Height Height Modifier Base Weight Weight Modifier Human 4'8" +2d10 110 lb. × (2d4) lb. Dwarf, hill 3'8" +2d4 115 lb. × (2d6) lb. Dwarf, mountain 4' +2d4 130 lb. × (2d6) lb. Elf, high 4'6" +2d10 90 lb. × (1d4) lb. Elf, wood 4'6" +2d10 100 lb. × (1d4) lb. Halfling 2'7" +2d4 35 lb. × 1 lb. For example, as a human, Tika has a height of 4 feet 8 inches plus 2d10 inches. Her player rolls 2d10 and gets a total of 12, so Tika stands 5 feet 8 inches tall. Then the player uses that same roll of 12 and multiplies it by 2d4 pounds. Her 2d4 roll is 3, so Tika weighs an extra 36 pounds (12 × 3) on top of her base 110 pounds, for a total of 146 pounds. Other Physical Characteristics You choose your character’s age and the color of his or her hair, eyes, and skin. To add a touch of distinctiveness, you might want to give your character an unusual or memorable physical characteristic, such as a scar, a limp, or a tattoo. Alignment A typical creature in the worlds of Dungeons & Dragons has an alignment, which broadly describes its moral and personal attitudes. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward society and order (lawful, chaotic, or neutral). Thus, nine distinct alignments define the possible combinations. These brief summaries of the nine alignments describe the typical behavior of a creature with that alignment. Individuals might vary significantly from that typical behavior, and few people are perfectly and consistently faithful to the precepts of their alignment. Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good. Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good. Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. Lawful neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some wizards are lawful neutral. Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardfolk, most druids, and many humans are neutral. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and rogues, and some bards, are chaotic neutral. Lawful evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. Neutral evil (NE) is the alignment of those who do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil. Chaotic evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil. Alignment in the Multiverse For many thinking creatures, alignment is a moral choice. Humans, dwarves, elves, and other humanoid races can choose whether to follow the paths of good or evil, law or chaos. According to myth, the good-aligned gods who created these races gave them free will to choose their moral paths, knowing that good without free will is slavery. The evil deities who created other races, though, made those races to serve them. Those races have strong inborn tendencies that match the nature of their gods. Most orcs share the violent, savage nature of the orc god, Gruumsh, and are thus inclined toward evil. Even if an orc chooses a good alignment, it struggles against its innate tendencies for its entire life. (Even half-orcs feel the lingering pull of the orc god’s influence.) Alignment is an essential part of the nature of celestials and fiends. A devil does not choose to be lawful evil, and it doesn’t tend toward lawful evil, but rather it is lawful evil in its essence. If it somehow ceased to be lawful evil, it would cease to be a devil. Most creatures that lack the capacity for rational thought do not have alignments—they are unaligned. Such a creature is incapable of making a moral or ethical choice and acts according to its bestial nature. Sharks are savage predators, for example, but they are not evil; they have no alignment. Languages Your race indicates the languages your character can speak by default, and your background might give you access to one or more additional languages of your choice. Note these languages on your character sheet. Choose your languages from the Standard Languages table, or choose one that is common in your campaign. With your DM’s permission, you can instead choose a language from the Exotic Languages table or a secret language, such as thieves’ cant or the tongue of druids. Some of these languages are actually families of languages with many dialects. For example, the Primordial language includes the Auran, Aquan, Ignan, and Terran dialects, one for each of the four elemental planes. Creatures that speak different dialects of the same language can communicate with one another. Standard Languages Language Typical Speakers Script Common Humans Common Dwarvish Dwarves Dwarvish Elvish Elves Elvish Giant Ogres, giants Dwarvish Gnomish Gnomes Dwarvish Goblin Goblinoids Dwarvish Halfling Halflings Common Orc Orcs Dwarvish Exotic Languages Language Typical Speakers Script Abyssal Demons Infernal Celestial Celestials Celestial Draconic Dragons, dragonborn Draconic Deep Speech Mind flayers, beholders — Infernal Devils Infernal Primordial Elementals Dwarvish Sylvan Fey creatures Elvish Undercommon Underdark traders Elvish Personal Characteristics Fleshing out your character’s personality—the array of traits, mannerisms, habits, beliefs, and flaws that give a person a unique identity—will help you bring him or her to life as you play the game. Four categories of characteristics are presented here: personality traits, ideals, bonds, and flaws. Beyond those categories, think about your character’s favorite words or phrases, tics and habitual gestures, vices and pet peeves, and whatever else you can imagine. Each background presented later in this chapter includes suggested characteristics that you can use to spark your imagination. You’re not bound to those options, but they’re a good starting point. Personality Traits Give your character two personality traits. Personality traits are small, simple ways to help you set your character apart from every other character. Your personality traits should tell you something interesting and fun about your character. They should be self- descriptions that are specific about what makes your character stand out. “I’m smart” is not a good trait, because it describes a lot of characters. “I’ve read every book in Candlekeep” tells you something specific about your character’s interests and disposition. Personality traits might describe the things your character likes, his or her past accomplishments, things your character dislikes or fears, your character’s self- attitude or mannerisms, or the influence of his or her ability scores. A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait related to each. Either one could be positive or negative: you might work hard to overcome a low score, for example, or be cocky about your high score. Ideals Describe one ideal that drives your character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to your core belief system. Ideals might answer any of these questions: What are the principles that you will never betray? What would prompt you to make sacrifices? What drives you to act and guides your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has more to do with the particular background than with moral or ethical perspectives. Bonds Create one bond for your character. Bonds represent a character’s connections to people, places, and events in the world. They tie you to things from your background. They might inspire you to heights of heroism, or lead you to act against your own best interests if they are threatened. They can work very much like ideals, driving a character’s motivations and goals. Bonds might answer any of these questions: Whom do you care most about? To what place do you feel a special connection? What is your most treasured possession? Your bonds might be tied to your class, your background, your race, or some other aspect of your character’s history or personality. You might also gain new bonds over the course of your adventures. Flaws Finally, choose a flaw for your character. Your character’s flaw represents some vice, compulsion, fear, or weakness—in particular, anything that someone else could exploit to bring you to ruin or cause you to act against your best interests. More significant than negative personality traits, a flaw might answer any of these questions: What enrages you? What’s the one person, concept, or event that you are terrified of? What are your vices? Inspiration Inspiration is a rule the Dungeon Master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaw. By using inspiration, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a spell that has been laid on you. Gaining Inspiration Your DM can choose to give you inspiration for a variety of reasons. Typically, DMs award it when you play out your personality traits, give in to the drawbacks presented by a flaw or bond, and otherwise portray your character in a compelling way. Your DM will tell you how you can earn inspiration in the game. You either have inspiration or you don’t—you can’t stockpile multiple “inspirations” for later use. Using Inspiration If you have inspiration, you can expend it when you make an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. Additionally, if you have inspiration, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game. When another player character does something that really contributes to the story in a fun and interesting way, you can give up your inspiration to give that character inspiration. Backgrounds Every story has a beginning. Your character’s background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character’s identity. The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don’t you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The sample backgrounds in this chapter provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions. Proficiencies Each background gives a character proficiency in two skills. Skills are described in chapter 7. In addition, most backgrounds give a character proficiency with one or more tools. Tools and tool proficiencies are detailed in chapter 5. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. Languages Some backgrounds also allow characters to learn additional languages beyond those given by race. See “Languages” earlier in this chapter. Equipment Each background provides a package of starting equipment. If you use the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipment from your background. Suggested Characteristics A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation. Customizing a Background You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t find a feature that matches your desired background, work with your DM to create one. Acolyte You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service. Appendix B contains a sample pantheon, from the Forgotten Realms setting. Were you a lesser functionary in a temple, raised from childhood to assist the priests in the sacred rites? Or were you a high priest who suddenly experienced a call to serve your god in a different way? Perhaps you were the leader of a small cult outside of any established temple structure, or even an occult group that served a fiendish master that you now deny. Skill Proficiencies: Insight, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Suggested Characteristics Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. Criminal You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society. Skill Proficiencies: Deception, Stealth Tool Proficiencies: One type of gaming set, thieves’ tools Equipment: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp Criminal Specialty There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. d8 Specialty d8 Specialty 1 Blackmailer 5 Highway robber 2 Burglar 6 Hired killer 3 Enforcer 7 Pickpocket 4 Fence 8 Smuggler Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Suggested Characteristics Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority. Variant Criminal: Spy Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder. Folk Hero You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Proficiencies: Animal Handling, Survival Tool Proficiencies: One type of artisan’s tools, vehicles (land) Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a belt pouch containing 10 gp Defining Event You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people. d10 Defining Event 1 I stood up to a tyrant’s agents. 2 I saved people during a natural disaster. 3 I stood alone against a terrible monster. 4 I stole from a corrupt merchant to help the poor. 5 I led a militia to fight off an invading army. 6 I broke into a tyrant’s castle and stole weapons to arm the people. 7 I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers. 8 A lord rescinded an unpopular decree after I led a symbolic act of protest against it. 9 A celestial, fey, or similar creature gave me a blessing or revealed my secret origin. 10 Recruited into a lord’s army, I rose to leadership and was commended for my heroism. Feature: Rustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you. Suggested Characteristics A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. Noble You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to your own children. Not only do you need to determine your noble title, but you should also work with the DM to describe your family and their influence on you. Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the common people regard them? What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you in your family’s good graces, or shunned by the rest of your family? Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the time? An animal you regard as a symbol of your line or even a spiritual member of the family? These details help establish your family and your title as features of the world of the campaign. Skill Proficiencies: History, Persuasion Tool Proficiencies: One type of gaming set Languages: One of your choice Equipment: A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp Feature: Position of Privilege Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. Suggested Characteristics Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles (including the sovereign), to the people entrusted to the family’s care, or even to the title itself. But this responsibility is often a good way to undermine a noble. Sage You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Proficiencies: Arcana, History Languages: Two of your choice Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp Specialty To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below. d8 Specialty 1 Alchemist 2 Astronomer 4 Librarian Feature: Researcher d8 Specialty 5 Professor 6 Researcher 7 Wizard’s apprentice 8 Scribe When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. Suggested Characteristics Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly— sometimes in its own right, sometimes as a means toward other ideals. d6 Flaw 1 I am easily distracted by the promise of information. 2 Most people scream and run when they see a demon. I stop and take notes on its anatomy. 3 Unlocking an ancient mystery is worth the price of a civilization. 4 I overlook obvious solutions in favor of complicated ones. 5 I speak without really thinking through my words, invariably insulting others. 6 I can’t keep a secret to save my life, or anyone else’s. Soldier War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company. Skill Proficiencies: Athletics, Intimidation Tool Proficiencies: One type of gaming set, vehicles (land) Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a belt pouch containing 10 gp Specialty During your time as a soldier, you had a specific role to play in your unit or army. Roll a d8 or choose from the options in the table below to determine your role: d8 Specialty 1 Officer 2 Scout 3 Infantry 4 Cavalry 5 Healer d8 Specialty 6 Quartermaster 7 Standard bearer Feature: Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized. Suggested Characteristics The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. Chapter 5: The marketplace of a large city teems with buyers and sellers of many sorts: dwarf smiths and elf woodcarvers, halfling farmers and gnome jewelers, not to mention humans of every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker baskets and practical swords. For an adventurer, the availability of armor, weapons, backpacks, rope, and similar goods is of paramount importance, since proper equipment can mean the difference between life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present. Starting Equipment When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from the lists in this chapter. See the Starting Wealth by Class table to determine how much gold you have to spend. You decide how your character came by this starting equipment. It might have been an inheritance, or goods that the character purchased during his or her upbringing. You might have been equipped with a weapon, armor, and a backpack as part of military service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps. Starting Wealth by Class Class Funds Cleric 5d4 × 10 gp Fighter 5d4 × 10 gp Rogue 4d4 × 10 gp Wizard 4d4 × 10 gp Wealth Wealth appears in many forms in a D&D world. Coins, gemstones, trade goods, art objects, animals, and property can reflect your character’s financial well-being. Members of the peasantry trade in goods, bartering for what they need and paying taxes in grain and cheese. Members of the nobility trade either in legal rights, such as the rights to a mine, a port, or farmland, or in gold bars, measuring gold by the pound rather than by the coin. Only merchants, adventurers, and those offering professional services for hire commonly deal in coins. Coinage Common coins come in several different denominations based on the relative worth of the metal from which they are made. The three most common coins are the gold piece (gp), the silver piece (sp), and the copper piece (cp). With one gold piece, a character can buy a quiver, 50 feet of good rope, or a goat. A skilled (but not exceptional) artisan can earn one gold piece a day. The gold piece is the standard unit of measure for wealth, even if the coin itself is not commonly used. When merchants discuss deals that involve goods or services worth hundreds or thousands of gold pieces, the transactions don’t usually involve the exchange of individual coins. Rather, the gold piece is a standard measure of value, and the actual exchange is in gold bars, letters of credit, or valuable goods. One gold piece is worth ten silver pieces, the most prevalent coin among commoners. A silver piece buys a set of dice, a flask of lamp oil, or a night’s rest in a poor inn. One silver piece is worth ten copper pieces, which are common among laborers and beggars. A single copper piece buys a candle, a torch, or a piece of chalk. In addition, unusual coins made of other precious metals sometimes appear in treasure hoards. The electrum piece (ep) and the platinum piece (pp) originate from fallen empires and lost kingdoms, and they sometimes arouse suspicion and skepticism when used in transactions. An electrum piece is worth five silver pieces, and a platinum piece is worth ten gold pieces. A standard coin weighs about a third of an ounce, so fifty coins weigh a pound. Standard Exchange Rates Coin cp sp ep gp pp Copper (cp) 1 1/10 1/50 1/100 1/1,000 Silver (sp) 10 1 1/5 1/10 1/100 Electrum (ep) 50 5 1 1/2 1/20 Gold (gp) 100 10 2 1 1/10 Platinum (pp) 1,000 100 20 10 1 Selling Treasure Opportunities abound to find treasure, equipment, weapons, armor, and more in the dungeons you explore. Normally, you can sell your treasures and trinkets when you return to a town or other settlement, provided that you can find buyers and merchants interested in your loot. Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch half their cost when sold in a market. Weapons and armor used by monsters are rarely in good enough condition to sell. Magic Items. Selling magic items is problematic. Finding someone to buy a potion or a scroll isn’t too hard, but other items are out of the realm of most but the wealthiest nobles. Likewise, aside from a few common magic items, you won’t normally come across magic items or spells to purchase. The value of magic is far beyond simple gold and should always be treated as such. Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either trade them in for coin or use them as currency for other transactions. For exceptionally valuable treasures, the DM might require you to find a buyer in a large town or larger community first. Trade Goods. On the borderlands, many people conduct transactions through barter. Like gems and art objects, trade goods—bars of iron, bags of salt, livestock, and so on—retain their full value in the market and can be used as currency. Armor and Shields D&D worlds are a vast tapestry made up of many different cultures, each with its own technology level. For this reason, adventurers have access to a variety of armor types, ranging from leather armor to chain mail to costly plate armor, with several other kinds of armor in between. The Armor table collects the most commonly available types of armor found in the game and separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. The Armor table shows the cost, weight, and other properties of the common types of armor worn in the worlds of D&D. Armor Proficiency. Anyone can put on a suit of armor or strap a shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and you can’t cast spells. Armor Class (AC). Armor protects its wearer from attacks. The armor (and shield) you wear determines your base Armor Class. Armor Heavy Armor. Heavier armor interferes with the wearer’s ability to move quickly, stealthily, and freely. If the Armor table shows “Str 13” or “Str 15” in the Strength column for an armor type, the armor reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score. Stealth. If the Armor table shows “Disadvantage” in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. Light Armor Made from supple and thin materials, light armor favors agile adventurers since it offers some protection without sacrificing mobility. If you wear light armor, you add your Dexterity modifier to the base number from your armor type to determine your Armor Class. Padded. Padded armor consists of quilted layers of cloth and batting. Armor Cost Armor Class (AC) Strength Stealth Weight Light Armor Padded 5 gp 11 + Dex modifier — Disadvantage 8 lb. Leather 10 gp 11 + Dex modifier — — 10 lb. Studded leather 45 gp 12 + Dex modifier — — 13 lb. Medium Armor Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb. Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb. Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb. Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb. Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb. Heavy Armor Ring mail 30 gp 14 — Disadvantage 40 lb. Chain mail 75 gp 16 Str 13 Disadvantage 55 lb. Splint 200 gp 17 Str 15 Disadvantage 60 lb. Plate 1,500 gp 18 Str 15 Disadvantage 65 lb. Shield Shield 10 gp +2 — — 6 lb. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. Studded Leather. Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. Medium Armor Medium armor offers more protection than light armor, but it also impairs movement more. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class. Hide. This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor. Chain Shirt. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer’s upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. Breastplate. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered. Half Plate. Half plate consists of shaped metal plates that cover most of the wearer’s body. It does not include leg protection beyond simple greaves that are attached with leather straps. Heavy Armor Of all the armor categories, heavy armor offers the best protection. These suits of armor cover the entire body and are designed to stop a wide range of attacks. Only proficient warriors can manage their weight and bulk. Heavy armor doesn’t let you add your Dexterity modifier to your Armor Class, but it also doesn’t penalize you if your Dexterity modifier is negative. Ring Mail. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it’s usually worn only by those who can’t afford better armor. Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets. Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Getting Into and Out of Armor The time it takes to don or doff armor depends on the armor’s category. Don. This is the time it takes to put on armor. You benefit from the armor’s AC only if you take the full time to don the suit of armor. Doff. This is the time it takes to take off armor. If you have help, reduce this time by half. Donning and Doffing Armor Category Don Doff Light Armor 1 minute 1 minute Medium Armor 5 minutes 1 minute Heavy Armor 10 minutes 5 minutes Shield 1 action 1 action Weapons Your class grants proficiency in certain weapons, reflecting both the class’s focus and the tools you are most likely to use. Whether you favor a longsword or a longbow, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring. The Weapons table shows the most common weapons used in the worlds of D&D, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance. Weapon Proficiency Your race, class, and feats can grant you proficiency with certain weapons or categories of weapons. The two categories are simple and martial. Most people can use simple weapons with proficiency. These weapons include clubs, maces, and other weapons often found in the hands of commoners. Martial weapons, including swords, axes, and polearms, require more specialized training to use effectively. Most warriors use martial weapons because these weapons put their fighting style and training to best use. Proficiency with a weapon allows you to add your proficiency bonus to the attack roll for any attack you make with that weapon. If you make an attack roll using a weapon with which you lack proficiency, you do not add your proficiency bonus to the attack roll. Weapon Properties Many weapons have special properties related to their use, as shown in the Weapons table. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. Weapons Name Cost Damage Weight Properties Simple Melee Weapons Club 1 sp 1d4 bludgeoning 2 lb. Light Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60) Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120) Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60) Mace 5 gp 1d6 bludgeoning 4 lb. — Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8) Sickle 1 gp 1d4 slashing 2 lb. Light Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8) Unarmed strike — 1 bludgeoning — — Simple Ranged Weapons Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120) Martial Melee Weapons Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10) Flail 10 gp 1d8 bludgeoning 2 lb. — Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed Lance 10 gp 1d12 piercing 6 lb. Reach, special Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10) Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed Morningstar 15 gp 1d8 piercing 4 lb. — Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed Rapier 25 gp 1d8 piercing 2 lb. Finesse Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8) War pick 5 gp 1d8 piercing 2 lb. — Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10) Whip 2 gp 1d4 slashing 3 lb. Finesse, reach Martial Ranged Weapons Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed Net 1 gp — 3 lb. Special, thrown (range 5/15) If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons” later in the section). A sling must be loaded to deal any damage when used in this way. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Heavy. Small creatures have disadvantage on attack rolls with heavy weapons. A heavy weapon’s size and bulk make it too large for a Small creature to use effectively. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. See the rules for two-weapon fighting in chapter 9. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Reach. This weapon adds 5 feet to your reach when you attack with it. Special. A weapon with the special property has unusual rules governing its use, explained in the weapon’s description (see “Special Weapons” later in this section). Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Two-Handed. This weapon requires two hands to use. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Improvised Weapons Sometimes characters don’t have their weapons and have to attack with whatever is close at hand. An improvised weapon includes any object you can wield in one or two hands, such as broken glass, a table leg, a frying pan, a wagon wheel, or a dead goblin. In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus. An object that bears no resemblance to a weapon deals 1d4 damage (the DM assigns a damage type appropriate to the object). If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it also deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet. Silvered Weapons Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver weapons, so cautious adventurers invest extra coin to plate their weapons with silver. You can silver a single weapon or ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the weapon without making it less effective. Special Weapons Weapons with special rules are described here. Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted. Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make. Adventuring Gear This section describes items that have special rules or require further explanation. Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage. Alchemist’s Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames. Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs. Arcane Focus. An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item— designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus, as described in chapter 10. Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw. Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift. Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a spellbook (described later in this section). Caltrops. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature Adventuring Gear Item Cost Weight Abacus 2 gp 2 lb. Acid (vial) 25 gp 1 lb. Alchemist’s fire (flask) 50 gp 1 lb. Ammunition Arrows (20) 1 gp 1 lb. Blowgun needles (50) 1 gp 1 lb. Crossbow bolts (20) 1 gp 1½ lb. Sling bullets (20) 4 cp 1½ lb. Antitoxin (vial) 50 gp — Arcane focus Crystal 10 gp 1 lb. Orb 20 gp 3 lb. Rod 10 gp 2 lb. Staff 5 gp 4 lb. Wand 10 gp 1 lb. Backpack 2 gp 5 lb. Ball bearings (bag of 1,000) 1 gp 2 lb. Barrel 2 gp 70 lb. Basket 4 sp 2 lb. Bedroll 1 gp 7 lb. Bell 1 gp — Blanket 5 sp 3 lb. Block and tackle 1 gp 5 lb. Book 25 gp 5 lb. Bottle, glass 2 gp 2 lb. Bucket 5 cp 2 lb. Caltrops (bag of 20) 1 gp 2 lb. Candle 1 cp — Case, crossbow bolt 1 gp 1 lb. Case, map or scroll 1 gp 1 lb. Chain (10 feet) 5 gp 10 lb. Chalk (1 piece) 1 cp — Chest 5 gp 25 lb. Climber’s kit 25 gp 12 lb. Clothes, common 5 sp 3 lb. Clothes, costume 5 gp 4 lb. Clothes, fine 15 gp 6 lb. Clothes, traveler’s 2 gp 4 lb. Component pouch 25 gp 2 lb. Crowbar 2 gp 5 lb. Druidic focus Sprig of mistletoe 1 gp — Totem 1 gp — Wooden staff 5 gp 4 lb. Yew wand 10 gp 1 lb. Fishing tackle 1 gp 4 lb. Flask or tankard 2 cp 1 lb. Grappling hook 2 gp 4 lb. Hammer 1 gp 3 lb. Hammer, sledge 2 gp 10 lb. Healer’s kit 5 gp 3 lb. moving through the area at half speed doesn’t need to make the saving throw. Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt. This wooden case can hold up to twenty crossbow bolts. Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment. Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check. Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can’t climb more than 25 feet away from that point without undoing the anchor. Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description). Crowbar. Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied. Druidic Focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid (see chapter 3 of the Player’s Handbook) can use such an object as a spellcasting focus, as described in chapter 10. Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. Holy Symbol. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. The Player’s Handbook lists many gods in the multiverse and their typical symbols. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in chapter 10. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot. Hunting Trap. When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature. Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius. Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices. Magnifying Glass. This lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite. A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed. Manacles. These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves’ tools can pick the manacles’ lock with a successful DC 15 Dexterity check. Manacles have 15 hit points. Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl. Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn. Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying. Potion of Healing. A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section). Quiver. A quiver can hold up to 20 arrows. Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check. Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check. Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth. Spellbook. Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells. Spyglass. Objects viewed through a spyglass are magnified to twice their size. Tent. A simple and portable canvas shelter, a tent sleeps two. Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage. Container Capacity Container Capacity Backpack* 1 cubic foot/30 pounds of gear Barrel 40 gallons liquid, 4 cubic feet solid Basket 2 cubic feet/40 pounds of gear Bottle 1½ pints liquid Bucket 3 gallons liquid, 1/2 cubic foot solid Chest 12 cubic feet/300 pounds of gear Flask or tankard 1 pint liquid Jug or pitcher 1 gallon liquid Pot, iron 1 gallon liquid Pouch 1/5 cubic foot/6 pounds of gear Sack 1 cubic foot/30 pounds of gear Vial 4 ounces liquid Waterskin 4 pints liquid • You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Tools A tool helps you to do something you couldn’t otherwise do, such as craft or repair an item, forge a document, or pick a lock. Your race, class, background, or feats give you proficiency with certain tools. Proficiency with a tool allows you to add your proficiency bonus to any ability check you make using that tool. Tool use is not tied to a single ability, since proficiency with a tool represents broader knowledge of its use. For example, the DM might ask you to make a Dexterity check to carve a fine detail with your woodcarver’s tools, or a Strength check to make something out of particularly hard wood. Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency. Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise. Tools * See the “Mounts and Vehicles” section. Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document. Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Three-Dragon Ante). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency. Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing. Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. Each type of musical instrument requires a separate proficiency. Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency with navigator’s tools lets you chart a ship’s course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea. Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons. Thieves’ Tools. This set of tools includes 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. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. Mounts and Vehicles A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal’s speed and base carrying capacity. An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together. Mounts other than those listed here are available in the worlds of D&D, but they are rare and not normally available for purchase. These include flying mounts (pegasi, griffons, hippogriffs, and similar animals) and even aquatic mounts (giant sea horses, for example). Acquiring such a mount often means securing an egg and raising the creature yourself, making a bargain with a powerful entity, or negotiating with the mount itself. Barding. Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much. Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances. Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land. Mounts and Other Animals Item Cost Speed Carrying Capacity Camel 50 gp 50 ft. 480 lb. Donkey or mule 8 gp 40 ft. 420 lb. Elephant 200 gp 40 ft. 1,320 lb. Horse, draft 50 gp 40 ft. 540 lb. Horse, riding 75 gp 60 ft. 480 lb. Mastiff 25 gp 40 ft. 195 lb. Pony 30 gp 40 ft. 225 lb. Warhorse 400 gp 60 ft. 540 lb. Tack, Harness, and Drawn Vehicles Item Cost Weight Barding ×4 ×2 Bit and bridle 2 gp 1 lb. Carriage 100 gp 600 lb. Cart 15 gp 200 lb. Chariot 250 gp 100 lb. Feed (per day) 5 cp 10 lb. Saddle Exotic 60 gp 40 lb. Military 20 gp 30 lb. Pack 5 gp 15 lb. Riding 10 gp 25 lb. Saddlebags 4 gp 8 lb. Sled 20 gp 300 lb. Stabling (per day) 5 sp — Wagon 35 gp 400 lb. Waterborne Vehicles Item Cost Speed Galley 30,000 gp 4 mph Keelboat 3,000 gp 1 mph Longship 10,000 gp 3 mph Rowboat 50 gp 1½ mph Sailing ship 10,000 gp 2 mph Warship 25,000 gp 2½ mph Trade Goods Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest). Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods. Trade Goods Cost Goods 1 cp 1 lb. of wheat 2 cp 1 lb. of flour or one chicken 5 cp 1 lb. of salt 1 sp 1 lb. of iron or 1 sq. yd. of canvas 5 sp 1 lb. of copper or 1 sq. yd. of cotton cloth 1 gp 1 lb. of ginger or one goat 2 gp 1 lb. of cinnamon or pepper, or one sheep 3 gp 1 lb. of cloves or one pig 5 gp 1 lb. of silver or 1 sq. yd. of linen 10 gp 1 sq. yd. of silk or one cow 15 gp 1 lb. of saffron or one ox 50 gp 1 lb. of gold 500 gp 1 lb. of platinum Expenses When not descending into the depths of the earth, exploring ruins for lost treasures, or waging war against the encroaching darkness, adventurers face more mundane realities. Even in a fantastical world, people require basic necessities such as shelter, sustenance, and clothing. These things cost money, although some lifestyles cost more than others. Lifestyle Expenses Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls. At the start of each week or month (your choice), choose a lifestyle from the Expenses table and pay the price to sustain that lifestyle. The prices listed are per day, so if you wish to calculate the cost of your chosen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle might change from one period to the next, based on the funds you have at your disposal, or you might maintain the same lifestyle throughout your character’s career. Your lifestyle choice can have consequences. Maintaining a wealthy lifestyle might help you make contacts with the rich and powerful, though you run the risk of attracting thieves. Likewise, living frugally might help you avoid criminals, but you are unlikely to make powerful connections. Lifestyle Expenses Lifestyle Price/Day Wretched — Squalid 1 sp Poor 2 sp Modest 1 gp Comfortable 2 gp Wealthy 4 gp Aristocratic 10 gp minimum Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people. Squalid. You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment, in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease. Poor. A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections, but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers, peddlers, thieves, mercenaries, and other disreputable types. Modest. A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like. Comfortable. Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople, and military officers. Wealthy. Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. Aristocratic. You live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the finest inn. You dine at the best restaurants, retain the most skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the social gatherings of the rich and powerful, and spend evenings in the company of politicians, guild leaders, high priests, and nobility. You must also contend with the highest levels of deceit and treachery. The wealthier you are, the greater the chance you will be drawn into political intrigue as a pawn or participant. Food, Drink, and Lodging The Food, Drink, and Lodging table gives prices for individual food items and a single night’s lodging. These prices are included in your total lifestyle expenses. Food, Drink, and Lodging Item Cost Ale Gallon 2 sp Mug 4 cp Banquet (per person) 10 gp Bread, loaf 2 cp Cheese, hunk 1 sp Inn stay (per day) Squalid 7 cp Poor 1 sp Modest 5 sp Comfortable 8 sp Wealthy 2 gp Aristocratic 4 gp Meals (per day) Squalid 3 cp Poor 6 cp Modest 3 sp Comfortable 5 sp Wealthy 8 sp Aristocratic 2 gp Meat, chunk 3 sp Wine Common (pitcher) 2 sp Fine (bottle) 10 gp Services Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a craft or art, and a few are experts with specialized adventuring skills. Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety of people who inhabit a typical town or city, when the adventurers pay them to perform a specific task. For example, a wizard might pay a carpenter to construct an elaborate chest (and its miniature replica) for use in the Leomund’s secret chest spell. A fighter might commission a blacksmith to forge a special sword. A bard might pay a tailor to make exquisite clothing for an upcoming performance in front of the duke. Other hirelings provide more expert or dangerous services. Mercenary soldiers paid to help the adventurers take on a hobgoblin army are hirelings, as are sages hired to research ancient or esoteric lore. If a high-level adventurer establishes a stronghold of some kind, he or she might hire a whole staff of servants and agents to run the place, from a castellan or steward to menial laborers to keep the stables clean. These hirelings often enjoy a long-term contract that includes a place to live within the stronghold as part of the offered compensation. Services Service Pay Coach cab Between towns 3 cp per mile Within a city 1 cp Hireling Skilled 2 gp per day Untrained 2 sp per day Messenger 2 cp per mile Road or gate toll 1 cp Ship’s passage 1 sp per mile Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, artisan, scribe, and so on. The pay shown is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for menial work that requires no particular skill and can include laborers, porters, maids, and similar workers. Spellcasting Services People who are able to cast spells don’t fall into the category of ordinary hirelings. It might be possible to find someone willing to cast a spell in exchange for coin or favors, but it is rarely easy and no established pay rates exist. As a rule, the higher the level of the desired spell, the harder it is to find someone who can cast it and the more it costs. Hiring someone to cast a relatively common spell of 1st or 2nd level, such as cure wounds or identify, is easy enough in a city or town, and might cost 10 to 50 gold pieces (plus the cost of any expensive material components). Finding someone able and willing to cast a higher-level spell might involve traveling to a large city, perhaps one with a university or prominent temple. Once found, the spellcaster might ask for a service instead of payment—the kind of service that only adventurers can provide, such as retrieving a rare item from a dangerous locale or traversing a monster- infested wilderness to deliver something important to a distant settlement. Trinkets When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creature’s pockets. Trinkets d100 Trinket d100 Trinket 21 A tiny gnome-crafted music box that plays a song you dimly remember from your childhood 65 A nightcap that, when worn, gives you pleasant dreams 22 A small wooden statuette of a smug halfling 66 A single caltrop made from bone 23 A brass orb etched with strange runes 67 A gold monocle frame without the lens 24 A multicolored stone disk 68 A 1-inch cube, each side painted a different color 25 A tiny silver icon of a raven 69 A crystal knob from a door 26 A bag containing forty-seven humanoid teeth, one of which is rotten 70 A small packet filled with pink dust 71 A fragment of a beautiful song, written as musical notes on two pieces of parchment 27 A shard of obsidian that always feels warm to the touch 72 A silver teardrop earring made from a real teardrop 28 A dragon's bony talon hanging from a plain leather necklace 73 The shell of an egg painted with scenes of human misery in disturbing detail 29 A pair of old socks 74 A fan that, when unfolded, shows a sleeping cat 30 A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking 75 A set of bone pipes 76 A four-leaf clover pressed inside a book discussing manners and etiquette 31 A silver badge in the shape of a five-pointed star 32 A knife that belonged to a relative 77 A sheet of parchment upon which is drawn a complex mechanical contraption 33 A glass vial filled with nail clippings 34 A rectangular metal device with two tiny metal cups on one end that throws sparks when wet 78 An ornate scabbard that fits no blade you have found so far 35 A white, sequined glove sized for a human 79 An invitation to a party where a murder happened 36 A vest with one hundred tiny pockets 80 A bronze pentacle with an etching of a rat's head in its center 37 A small, weightless stone block 38 A tiny sketch portrait of a goblin 81 A purple handkerchief embroidered with the name of a powerful archmage 39 An empty glass vial that smells of perfume when opened 82 Half of a floorplan for a temple, castle, or some other structure 40 A gemstone that looks like a lump of coal when examined by anyone but you 83 A bit of folded cloth that, when unfolded, turns into a stylish cap 41 A scrap of cloth from an old banner 42 A rank insignia from a lost legionnaire 84 A receipt of deposit at a bank in a far-flung city 43 A tiny silver bell without a clapper 85 A diary with seven missing pages 44 A mechanical canary inside a gnome-crafted lamp 86 An empty silver snuffbox bearing an inscription on the surface that says “dreams” 45 A tiny chest carved to look like it has numerous feet on the bottom 87 An iron holy symbol devoted to an unknown god 46 A dead sprite inside a clear glass bottle 88 A book that tells the story of a legendary hero's rise and fall, with the last chapter missing 47 A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice) 89 A vial of dragon blood 90 An ancient arrow of elven design 48 A glass orb filled with water, in which swims a clockwork goldfish 91 A needle that never bends 92 An ornate brooch of dwarven design 49 A silver spoon with an M engraved on the handle 93 An empty wine bottle bearing a pretty label that says, “The Wizard of Wines Winery, Red Dragon Crush, 331422-W” 50 A whistle made from gold-colored wood 51 A dead scarab beetle the size of your hand 52 Two toy soldiers, one with a missing head 94 A mosaic tile with a multicolored, glazed surface 53 A small box filled with different-sized buttons 95 A petrified mouse 54 A candle that can’t be lit 96 A black pirate flag adorned with a dragon's skull and crossbones 55 A tiny cage with no door 56 An old key 97 A tiny mechanical crab or spider that moves about when it’s not being observed 57 An indecipherable treasure map 58 A hilt from a broken sword 98 A glass jar containing lard with a label that reads, “Griffon Grease” 59 A rabbit’s foot 60 A glass eye 99 A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body 61 A cameo carved in the likeness of a hideous person 62 A silver skull the size of a coin 100 A metal urn containing the ashes of a hero 63 An alabaster mask 64 A pyramid of sticky black incense that smells very bad Chapter 6: Customization The combination of ability scores, race, class, and background defines your character’s capabilities in the game, and the personal details you create set your character apart from every other character. Even within your class and race, you have options to fine-tune what your character can do. But a few players—with the DM’s permission—want to go a step further. Chapter 6 of the Player’s Handbook defines two optional sets of rules for customizing your character: multiclassing and feats. Multiclassing lets you combine classes together, and feats are special options you can choose instead of increasing your ability scores as you gain levels. Your DM decides whether these options are available in a campaign. Multiclassing Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options. With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you’re a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you’ll sacrifice some focus in exchange for versatility. Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table in the Player’s Handbook. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores. Experience Points The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. Hit Points and Hit Dice You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character. You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. If your classes give you Hit Dice of different types, keep track of them separately. Proficiency Bonus Your proficiency bonus is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. Proficiencies When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies. See chapter 6 of the Player’s Handbook for more information. Class Features When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you’re multiclassing. See chapter 6 of the Player’s Handbook for more information. Feats A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides. See chapter 6 of the Player’s Handbook for more information. At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise. You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. 2: Chapter 7: Six abilities provide a quick description of every creature’s physical and mental characteristics: ◦ Strength, measuring physical power ◦ Dexterity, measuring agility ◦ Constitution, measuring endurance ◦ Intelligence, measuring reasoning and memory • Wisdom, measuring perception and insight • Charisma, measuring force of personality Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities—a creature’s assets as well as weaknesses. The three main rolls of the game—the ability check, the saving throw, and the attack roll—rely on the six ability scores. The book’s introduction describes the basic rule behind these rolls: roll a d20, add an ability modifier derived from one of the six ability scores, and compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9. Ability Scores and Modifiers Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature’s training and competence in activities related to that ability. A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has a modifier, derived from the score and ranging from −5 (for an ability score of 1) to +10 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30. Ability Scores and Modifiers Game Scores To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down). Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores. Advantage and Disadvantage Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17. If multiple situations affect a roll and each one grants advantage or imposes disadvantage on it, you don’t roll more than one additional d20. If two favorable situations grant advantage, for example, you still roll only one additional d20. If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. When you have advantage or disadvantage and something in the game, such as the halfling’s Lucky trait, lets you reroll the d20, you can reroll only one of the dice. You choose which one. For example, if a halfling has advantage on an ability check and rolls a 1 and a 13, the halfling could use the Lucky trait to reroll the 1. You usually gain advantage or disadvantage through the use of special abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on checks related to the character’s personality, ideals, or bonds. The DM can also decide that circumstances influence a roll in one direction or the other and grant advantage or impose disadvantage as a result. Proficiency Bonus Characters have a proficiency bonus determined by level, as detailed in chapter 1. Monsters also have this bonus, which is incorporated in their stat blocks. The bonus is used in the rules on ability checks, saving throws, and attack rolls. Your proficiency bonus can’t be added to a single die roll or other number more than once. For example, if two different rules say you can add your proficiency bonus to a Wisdom saving throw, you nevertheless add the bonus only once when you make the save. Occasionally, your proficiency bonus might be multiplied or divided (doubled or halved, for example) before you apply it. For example, the rogue’s Expertise feature doubles the proficiency bonus for certain ability checks. If a circumstance suggests that your proficiency bonus applies more than once to the same roll, you still add it only once and multiply or divide it only once. By the same token, if a feature or effect allows you to multiply your proficiency bonus when making an ability check that wouldn’t normally benefit from your proficiency bonus, you still don’t add the bonus to the check. For that check your proficiency bonus is 0, given the fact that multiplying 0 by any number is still 0. For instance, if you lack proficiency in the History skill, you gain no benefit from a feature that lets you double your proficiency bonus when you make Intelligence (History) checks. In general, you don’t multiply your proficiency bonus for attack rolls or saving throws. If a feature or effect allows you to do so, these same rules apply. Ability Checks An ability check tests a character’s or monster’s innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results. For every ability check, the DM decides which of the six abilities is relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common DCs. Typical Difficulty Classes monster tries to force open a door that an adventurer is holding closed. In situations like these, the outcome is determined by a special form of ability check, called a contest. Both participants in a contest make ability checks appropriate to their efforts. They apply all appropriate bonuses and penalties, but instead of comparing the total to a DC, they compare the totals of their two checks. The participant with the higher check total wins the contest. That character or monster either succeeds at the action or prevents the other one from succeeding. If the contest results in a tie, the situation remains the same as it was before the contest. Thus, one contestant might win the contest by default. If two characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest between a monster trying to open a door and an adventurer trying to keep the door closed, a tie means that the door remains shut. Skills Each ability covers a broad range of capabilities, including skills that a character or a monster can be proficient in. A skill represents a specific aspect of an ability score, and an individual’s proficiency in a skill demonstrates a focus on that aspect. (A character’s starting skill proficiencies are determined at character creation, and a monster’s skill proficiencies appear in the monster’s stat block.) For example, a Dexterity check might reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each of these aspects of Dexterity has an associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and hiding. The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this chapter for examples of how to use a skill associated with an ability. To make an ability check, roll a d20 and add the relevant ability modifier. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success—the creature overcomes the challenge at hand. Otherwise, it’s a failure, which means the character or monster makes no progress toward the objective or makes progress combined with a setback determined by the DM. Contests Strength Athletics Dexterity Acrobatics Sleight of Hand Stealth Intelligence Arcana History Investigation Nature Religion Wisdom Animal Handling Insight Medicine Perception Survival Charisma Deception Intimidation Performance Persuasion Sometimes one character’s or monster’s efforts are directly opposed to another’s. This can occur when both of them are trying to do the same thing and only one can succeed, such as attempting to snatch up a magic ring that has fallen on the floor. This situation also applies when one of them is trying to prevent the other one from accomplishing a goal—for example, when a Sometimes, the DM might ask for an ability check using a specific skill—for example, “Make a Wisdom (Perception) check.” At other times, a player might ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill means an individual can add his or her proficiency bonus to ability checks that involve that skill. Without proficiency in the skill, the individual makes a normal ability check. For example, if a character attempts to climb up a dangerous cliff, the Dungeon Master might ask for a Strength (Athletics) check. If the character is proficient in Athletics, the character’s proficiency bonus is added to the Strength check. If the character lacks that proficiency, he or she just makes a Strength check. Variant: Skills with Different Abilities Normally, your proficiency in a skill applies only to a specific kind of ability check. Proficiency in Athletics, for example, usually applies to Strength checks. In some situations, though, your proficiency might reasonably apply to a different kind of check. In such cases, the DM might ask for a check using an unusual combination of ability and skill, or you might ask your DM if you can apply a proficiency to a different check. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. So if you’re proficient in Athletics, you apply your proficiency bonus to the Constitution check just as you would normally do for a Strength (Athletics) check. Similarly, when your dwarf fighter uses a display of raw strength to intimidate an enemy, your DM might ask for a Strength (Intimidation) check, even though Intimidation is normally associated with Charisma. Passive Checks A passive check is a special kind of ability check that doesn’t involve any die rolls. Such a check can represent the average result for a task done repeatedly, such as searching for secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster. Here’s how to determine a character’s total for a passive check: 10 + all modifiers that normally apply to the check If the character has advantage on the check, add 5. For disadvantage, subtract 5. The game refers to a passive check total as a score. For example, if a 1st-level character has a Wisdom of 15 and proficiency in Perception, he or she has a passive Wisdom (Perception) score of 14. The rules on hiding in the “Dexterity” section below rely on passive checks, as do the exploration rules in chapter 8. Working Together Sometimes two or more characters team up to attempt a task. The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9). A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help. Group Checks When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t. To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. Group checks don’t come up very often, and they’re most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the DM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards. Using Each Ability Every task that a character or monster might attempt in the game is covered by one of the six abilities. This section explains in more detail what those abilities mean and the ways they are used in the game. Strength Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force. Strength Checks A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities: • You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off. • You try to jump an unusually long distance or pull off a stunt midjump. • You struggle to swim or stay afloat in treacherous cur- rents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwa- ter or otherwise interfere with your swimming. Other Strength Checks. The DM might also call for a Strength check when you try to accomplish tasks like the following: • Force open a stuck, locked, or barred door • Break free of bonds • Push through a tunnel that is too small • Hang on to a wagon while being dragged behind it ◦ Tip over a statue ◦ Keep a boulder from rolling Attack Rolls and Damage You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack. Lifting and Carrying Your Strength score determines the amount of weight you can bear. The following terms define what you can lift or carry. Carrying Capacity. Your carrying capacity is your Strength score multiplied by 15. This is the weight (in pounds) that you can carry, which is high enough that most characters don’t usually have to worry about it. Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). While pushing or dragging weight in excess of your carrying capacity, your speed drops to 5 feet. Size and Strength. Larger creatures can bear more weight, whereas Tiny creatures can carry less. For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights. Variant: Encumbrance The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table in chapter 5. If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution. Dexterity Dexterity measures agility, reflexes, and balance. Dexterity Checks A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The Acrobatics, Sleight of Hand, and Stealth skills reflect aptitude in certain kinds of Dexterity checks. Acrobatics. Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. Sleight of Hand. Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The DM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person’s pocket. Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard. Other Dexterity Checks. The DM might call for a Dexterity check when you try to accomplish tasks like the following: • Control a heavily laden cart on a steep descent • Steer a chariot around a tight turn • Pick a lock • Disable a trap • Securely tie up a prisoner • Wriggle free of bonds • Play a stringed instrument • Craft a small or detailed object Attack Rolls and Damage You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow. You can also add your Dexterity modifier to your attack roll and your damage roll when attacking with a melee weapon that has the finesse property, such as a dagger or a rapier. Armor Class Depending on the armor you wear, you might add some or all of your Dexterity modifier to your Armor Class, as described in chapter 5. Initiative At the beginning of every combat, you roll initiative by making a Dexterity check. Initiative determines the order of creatures’ turns in combat, as described in chapter 9. Constitution Constitution measures health, stamina, and vital force. Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this ability represents is largely passive rather than involving a specific effort on the part of a character or monster. A Constitution check can model your attempt to push beyond normal limits, however. The DM might call for a Constitution check when you try to accomplish tasks like the following: ◦ Hold your breath ◦ March or labor for hours without rest ◦ Go without sleep ◦ Survive without food or water ◦ Quaff an entire stein of ale in one go Hit Points Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points. If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level and your Constitution modifier increases from +1 to +2, you adjust your hit point maximum as though the modifier had always been +2. So you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your new modifier. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7. Intelligence Intelligence measures mental acuity, accuracy of recall, and the ability to reason. Intelligence Checks An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana. Your Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. History. Your Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. Investigation. When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. Nature. Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. Religion. Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks. The DM might call for an Intelligence check when you try to accomplish tasks like the following: • Communicate with a creature without using words • Estimate the value of a precious item • Pull together a disguise to pass as a city guard • Forge a document • Recall lore about a craft or trade • Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. Wisdom Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition. Wisdom Checks A Wisdom check might reflect an effort to read body language, understand someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of Wisdom checks. Animal Handling. When there is any question whether you can calm down a domesticated animal, keep a mount from getting spooked, or intuit an animal’s intentions, the DM might call for a Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. Insight. Your Wisdom (Insight) check decides whether you can determine the true intentions of a creature, such as when searching out a lie or predicting someone’s next move. Doing so involves gleaning clues from body language, speech habits, and changes in mannerisms. Medicine. A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. Perception. Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door. Survival. The DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. Other Wisdom Checks. The DM might call for a Wisdom check when you try to accomplish tasks like the following: ◦ Get a gut feeling about what course of action to follow ◦ Discern whether a seemingly dead or living crea- ture is undead Spellcasting Ability Clerics use Wisdom as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. Charisma Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality. Charisma Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant lie. Intimidation. When you attempt to influence someone through overt threats, hostile actions, and physical violence, the DM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision. Performance. Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. Persuasion. When you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. Other Charisma Checks. The DM might call for a Charisma check when you try to accomplish tasks like the following: • Find the best person to talk to for news, rumors, and gossip • Blend into a crowd to get the sense of key topics of conversation Spellcasting Ability Bards, paladins, sorcerers, and warlocks use Charisma as their spellcasting ability, which helps determine the saving throw DCs of spells they cast. Saving Throws A saving throw—also called a save—represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm. To make a saving throw, roll a d20 and add the appropriate ability modifier. For example, you use your Dexterity modifier for a Dexterity saving throw. A saving throw can be modified by a situational bonus or penalty and can be affected by advantage and disadvantage, as determined by the DM. Each class gives proficiency in at least two saving throws. The wizard, for example, is proficient in Intelligence saves. As with skill proficiencies, proficiency in a saving throw lets a character add his or her proficiency bonus to saving throws made using a particular ability score. Some monsters have saving throw proficiencies as well. The Difficulty Class for a saving throw is determined by the effect that causes it. For example, the DC for a saving throw allowed by a spell is determined by the caster’s spellcasting ability and proficiency bonus. The result of a successful or failed saving throw is also detailed in the effect that allows the save. Usually, a successful save means that a creature suffers no harm, or reduced harm, from an effect. Chapter 8: Delving into the ancient Tomb of Horrors, slipping through the back alleys of Waterdeep, hacking a fresh trail through the thick jungles on the Isle of Dread— these are the things that Dungeons & Dragons adventures are made of. Your character in the game might explore forgotten ruins and uncharted lands, uncover dark secrets and sinister plots, and slay foul monsters. And if all goes well, your character will survive to claim rich rewards before embarking on a new adventure. This chapter covers the basics of the adventuring life, from the mechanics of movement to the complexities of social interaction. The rules for resting are also in this chapter, along with a discussion of the activities your character might pursue between adventures. Whether adventurers are exploring a dusty dungeon or the complex relationships of a royal court, the game follows a natural rhythm, as outlined in the book’s introduction: 1. The DM describes the environment. 2. The players describe what they want to do. 3. The DM narrates the results of their actions. Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map. Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the situation at hand. In a dungeon environment, the adventurers’ movement happens on a scale of minutes. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. In a city or wilderness, a scale of hours is often more appropriate. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours’ time. For long journeys, a scale of days works best. Following the road from Baldur’s Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9. Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope— all sorts of movement play a key role in D&D adventures. The DM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.” Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over. Speed Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life- threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information). Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion (see appendix A). Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas. Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel (see chapter 5), and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly. The Dungeon Master’s Guide contains more information on special methods of travel. Travel Pace Distance Traveled per . . . Pace Minute Hour Day Effect Fast 400 feet 4 miles 30 miles −5 penalty to passive Wisdom (Perception) scores Normal 300 feet 3 miles 24 miles — Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain. You move at half speed in difficult terrain—moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day. Special Types of Movement Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go. Climbing, Swimming, and Crawling While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check. Jumping Your Strength determines how far you can jump. Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement. This rule assumes that the height of your jump doesn’t matter, such as a jump across a stream or chasm. At your DM’s option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump’s distance), such as a hedge or low wall. Otherwise, you hit it. When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone. High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your DM might allow you to make a Strength (Athletics) check to jump higher than you normally can. You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1½ times your height. Activity While Traveling As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group’s journey. Marching Order The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out. A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank. Fewer Than Three Ranks. If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there’s only one rank, it’s considered a front rank. Stealth While traveling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter. See the rules for hiding in chapter 7. Noticing Threats Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot. While traveling at a fast pace, characters take a –5 penalty to their passive Wisdom (Perception) scores to notice hidden threats. Encountering Creatures. If the DM determines that the adventurers encounter other creatures while they’re traveling, it’s up to both groups to decide what happens next. Either group might decide to attack, initiate a conversation, run away, or wait to see what the other group does. Surprising Foes. If the adventurers encounter a hostile creature or group, the DM determines whether the adventurers or their foes might be surprised when combat erupts. See chapter 9 for more about surprise. Other Activities Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM’s permission. Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) Draw a Map. The character can draw a map that records the group’s progress and helps the characters get back on course if they get lost. No ability check is required. Track. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules for tracking.) Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules for foraging.) The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations. Falling A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. Suffocating A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When a creature runs out of breath, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying. For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. Vision and Light The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few— rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A). The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. Blindsight A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense. Darkvision Many creatures in the worlds of D&D, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. Truesight A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane. Food and Water Characters who don’t eat or drink suffer the effects of exhaustion (see appendix A). Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount. Food A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food. A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero. Water A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day. If the character already has one or more levels of exhaustion, the character takes two levels in either case. Interacting with Objects A character’s interaction with objects in an environment is often simple to resolve in the game. The player tells the DM that his or her character is doing something, such a moving a lever, and the DM describes what, if anything happens. For example, a character might decide to pull a lever, which might, in turn, raise a portcullis, cause a room to flood with water, or open a secret door in a nearby wall. If the lever is rusted in position, though, a character might need to force it. In such a situation, the DM might call for a Strength check to see whether the character can wrench the lever into place. The DM sets the DC for any such check based on the difficulty of the task. Characters can also damage objects with their weapons and spells. Objects are immune to poison and psychic damage, but otherwise they can be affected by physical and magical attacks much like creatures can. The DM determines an object’s Armor Class and hit points, and might decide that certain objects have resistance or immunity to certain kinds of attacks. (It’s hard to cut a rope with a club, for example.) Objects always fail Strength and Dexterity saving throws, and they are immune to effects that require other saves. When an object drops to 0 hit points, it breaks. A character can also attempt a Strength check to break an object. The DM sets the DC for any such check. Social Interaction Exploring dungeons, overcoming obstacles, and slaying monsters are key parts of D&D adventures. No less important, though, are the social interactions that adventurers have with other inhabitants of the world. Interaction takes on many forms. You might need to convince an unscrupulous thief to confess to some malfeasance, or you might try to flatter a dragon so that it will spare your life. The DM assumes the roles of any characters who are participating in the interaction that don’t belong to another player at the table. Any such character is called a nonplayer character (NPC). In general terms, an NPC’s attitude toward you is described as friendly, indifferent, or hostile. Friendly NPCs are predisposed to help you, and hostile ones are inclined to get in your way. It’s easier to get what you want from a friendly NPC, of course. Social interactions have two primary aspects: roleplaying and ability checks. Roleplaying Roleplaying is, literally, the act of playing out a role. In this case, it’s you as a player determining how your character thinks, acts, and talks. Roleplaying is a part of every aspect of the game, and it comes to the fore during social interactions. Your character’s quirks, mannerisms, and personality influence how interactions resolve. There are two styles you can use when roleplaying your character: the descriptive approach and the active approach. Most players use a combination of the two styles. Use whichever mix of the two works best for you. Descriptive Approach to Roleplaying With this approach, you describe your character’s words and actions to the DM and the other players. Drawing on your mental image of your character, you tell everyone what your character does and how he or she does it. For instance, Chris plays Tordek the dwarf. Tordek has a quick temper and blames the elves of the Cloakwood for his family’s misfortune. At a tavern, an obnoxious elf minstrel sits at Tordek’s table and tries to strike up a conversation with the dwarf. Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and glares at the minstrel before ordering another drink.” In this example, Chris has conveyed Tordek’s mood and given the DM a clear idea of his character’s attitude and actions. When using descriptive roleplaying, keep the following things in mind: • Describe your character’s emotions and attitude. • Focus on your character’s intent and how others might perceive it. • Provide as much embellishment as you feel comfortable with. Don’t worry about getting things exactly right. Just focus on thinking about what your character would do and describing what you see in your mind. Active Approach to Roleplaying If descriptive roleplaying tells your DM and your fellow players what your character thinks and does, active roleplaying shows them. When you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s movements and body language. This approach is more immersive than descriptive roleplaying, though you still need to describe things that can’t be reasonably acted out. Going back to the example of Chris roleplaying Tordek above, here’s how the scene might play out if Chris used active roleplaying: Speaking as Tordek, Chris says in a gruff, deep voice, “I was wondering why it suddenly smelled awful in here. If I wanted to hear anything out of you, I’d snap your arm and enjoy your screams.” In his normal voice, Chris then adds, “I get up, glare at the elf, and head to the bar.” Results of Roleplaying The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats of violence. A stubborn dwarf refuses to let anyone badger her. A vain dragon laps up flattery. When interacting with an NPC, pay close attention to the DM’s portrayal of the NPC’s mood, dialogue, and personality. You might be able to determine an NPC’s personality traits, ideals, flaws, and bonds, then play on them to influence the NPC’s attitude. Interactions in D&D are much like interactions in real life. If you can offer NPCs something they want, threaten them with something they fear, or play on their sympathies and goals, you can use words to get almost anything you want. On the other hand, if you insult a proud warrior or speak ill of a noble’s allies, your efforts to convince or deceive will fall short. Ability Checks In addition to roleplaying, ability checks are key in determining the outcome of an interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking. Resting Heroic though they might be, adventurers can’t spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest—time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure. Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. Short Rest A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll. A character regains some spent Hit Dice upon finishing a long rest, as explained below. Long Rest A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity— the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. Between Adventures Between trips to dungeons and battles against ancient evils, adventurers need time to rest, recuperate, and prepare for their next adventure. Many adventurers also use this time to perform other tasks, such as crafting arms and armor, performing research, or spending their hard-earned gold. In some cases, the passage of time is something that occurs with little fanfare or description. When starting a new adventure, the DM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the DM might want to keep track of just how much time is passing as events beyond your perception stay in motion. Lifestyle Expenses Between adventures, you choose a particular quality of life and pay the cost of maintaining that lifestyle, as described in chapter 5. Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the city than if you live in poverty. Downtime Activities Between adventures, the DM might ask you what your character is doing during his or her downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity. Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your DM. Crafting You can craft nonmagical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisan’s tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a sword or suit of armor. For every day of downtime you spend crafting, you can craft one or more items with a total market value not exceeding 5 gp, and you must expend raw materials worth half the total market value. If something you want to craft has a market value greater than 5 gp, you make progress every day in 5-gp increments until you reach the market value of the item. For example, a suit of plate armor (market value 1,500 gp) takes 300 days to craft by yourself. Multiple characters can combine their efforts toward the crafting of a single item, provided that the characters all have proficiency with the requisite tools and are working together in the same place. Each character contributes 5 gp worth of effort for every day spent helping to craft the item. For example, three characters with the requisite tool proficiency and the proper facilities can craft a suit of plate armor in 100 days, at a total cost of 750 gp. While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day, or a comfortable lifestyle at half the normal cost (see chapter 5 for more information on lifestyle expenses). Practicing a Profession You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day (see chapter 5 for more information on lifestyle expenses). This benefit lasts as long you continue to practice your profession. If you are a member of an organization that can provide gainful employment, such as a temple or a thieves’ guild, you earn enough to support a comfortable lifestyle instead. If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. Recuperating You can use downtime between adventures to recover from a debilitating injury, disease, or poison. After three days of downtime spent recuperating, you can make a DC 15 Constitution saving throw. On a successful save, you can choose one of the following results: • End one effect on you that prevents you from regain- ing hit points. • For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. Researching The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. When you begin your research, the DM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The DM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available. For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5). Training You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options. First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required. The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool. Chapter 9: Combat The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this chapter, the rules address you, the player or Dungeon Master. The Dungeon Master controls all the monsters and nonplayer characters involved in combat, and each other player controls an adventurer. “You” can also mean the character or monster that you control. The Order of Combat A typical combat encounter is a clash between two sides, a flurry of weapon swings, feints, parries, footwork, and spellcasting. The game organizes the chaos of combat into a cycle of rounds and turns. A round represents about 6 seconds in the game world. During a round, each participant in a battle takes a turn. The order of turns is determined at the beginning of a combat encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. Surprise A band of adventurers sneaks up on a bandit camp, springing from the trees to attack them. A gelatinous cube glides down a dungeon passage, unnoticed by the adventurers until the cube engulfs one of them. In these situations, one side of the battle gains surprise over the other. The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter. If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t. Initiative Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order. The DM makes one roll for an entire group of identical creatures, so each member of the group acts at the same time. The DM ranks the combatants in order from the one with the highest Dexterity check total to the one with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. If a tie occurs, the DM decides the order among tied DM-controlled creatures, and the players decide the order among their tied characters. The DM can decide the order if the tie is between a monster and a player character. Optionally, the DM can have the tied characters and monsters each roll a d20 to determine the order, highest roll going first. Your Turn On your turn, you can move a distance up to your speed and take one action. You decide whether to move first or take your action first. Your speed—sometimes called your walking speed—is noted on your character sheet. The most common actions you can take are described in the “Actions in Combat” section later in this chapter. Many class features and other abilities provide additional options for your action. The “Movement and Position” section later in this chapter gives the rules for your move. You can forgo moving, taking an action, or doing anything at all on your turn. If you can’t decide what to do on your turn, consider taking the Dodge or Ready action, as described in “Actions in Combat.” Bonus Actions Various class features, spells, and other abilities let you take an additional action on your turn called a bonus action. The Cunning Action feature, for example, allows a rogue to take a bonus action. You can take a bonus action only when a special ability, spell, or other feature of the game states that you can do something as a bonus action. You otherwise don’t have a bonus action to take. You can take only one bonus action on your turn, so you must choose which bonus action to use when you have more than one available. You choose when to take a bonus action during your turn, unless the bonus action’s timing is specified, and anything that deprives you of your ability to take actions also prevents you from taking a bonus action. Other Activity on Your Turn Your turn can include a variety of flourishes that require neither your action nor your move. You can communicate however you are able, through brief utterances and gestures, as you take your turn. You can also interact with one object or feature of the environment for free, during either your move or your action. For example, you could open a door during your move as you stride toward a foe, or you could draw your weapon as part of the same action you use to attack. If you want to interact with a second object, you need to use your action. Some magic items and other special objects always require an action to use, as stated in their descriptions. The DM might require you to use an action for any of these activities when it needs special care or when it presents an unusual obstacle. For instance, the DM could reasonably expect you to use an action to open a stuck door or turn a crank to lower a drawbridge. Reactions Certain special abilities, spells, and situations allow you to take a special action called a reaction. A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. The opportunity attack, described later in this chapter, is the most common type of reaction. When you take a reaction, you can’t take another one until the start of your next turn. If the reaction interrupts another creature’s turn, that creature can continue its turn right after the reaction. Movement and Position In combat, characters and monsters are in constant motion, often using movement and position to gain the upper hand. On your turn, you can move a distance up to your speed. You can use as much or as little of your speed as you like on your turn, following the rules here. Your movement can include jumping, climbing, and swimming. These different modes of movement can be combined with walking, or they can constitute your entire move. However you’re moving, you deduct the distance of each part of your move from your speed until it is used up or until you are done moving. The “Special Types of Movement” section in chapter 8 gives the particulars for jumping, climbing, and swimming. Breaking Up Your Move You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet. Moving between Attacks If you take an action that includes more than one weapon attack, you can break up your movement even further by moving between those attacks. For example, a fighter who can make two attacks with the Extra Attack feature and who has a speed of 25 feet could move 10 feet, make an attack, move 15 feet, and then attack again. Using Different Speeds If you have more than one speed, such as your walking speed and a flying speed, you can switch back and forth between your speeds during your move. Whenever you switch, subtract the distance you’ve already moved from the new speed. The result determines how much farther you can move. If the result is 0 or less, you can’t use the new speed during the current move. For example, if you have a speed of 30 and a flying speed of 60 because a wizard cast the fly spell on you, you could fly 20 feet, then walk 10 feet, and then leap into the air to fly 30 feet more. Difficult Terrain Combat rarely takes place in bare rooms or on featureless plains. Boulder-strewn caverns, briar- choked forests, treacherous staircases—the setting of a typical fight contains difficult terrain. Every foot of movement in difficult terrain costs 1 extra foot. This rule is true even if multiple things in a space count as difficult terrain. Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain. The space of another creature, whether hostile or not, also counts as difficult terrain. Being Prone Combatants often find themselves lying on the ground, either because they are knocked down or because they throw themselves down. In the game, they are prone, a condition described in appendix A. You can drop prone without using any of your speed. Standing up takes more effort; doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to stand up. You can’t stand up if you don’t have enough movement left or if your speed is 0. To move while prone, you must crawl or use magic such as teleportation. Every foot of movement while crawling costs 1 extra foot. Crawling 1 foot in difficult terrain, therefore, costs 3 feet of movement. Moving Around Other Creatures You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Remember that another creature’s space is difficult terrain for you. Whether a creature is a friend or an enemy, you can’t willingly end your move in its space. If you leave a hostile creature’s reach during your move, you provoke an opportunity attack, as explained later in the chapter. Flying Movement Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell. Creature Size Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same size categories. Size Categories Size Space Tiny 2½ by 2½ ft. Small 5 by 5 ft. Medium 5 by 5 ft. Large 10 by 10 ft. Huge 15 by 15 ft. Gargantuan 20 by 20 ft. or larger Space A creature’s space is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn’t 5 feet wide, for example, but it does control a space that wide. If a Medium hobgoblin stands in a 5-foot-wide doorway, other creatures can’t get through unless the hobgoblin lets them. A creature’s space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight creatures can fit in a 5-foot radius around another one. Because larger creatures take up more space, fewer of them can surround a creature. If five Large creatures crowd around a Medium or smaller one, there’s little room for anyone else. In contrast, as many as twenty Medium creatures can surround a Gargantuan one. Squeezing into a Smaller Space A creature can squeeze through a space that is large enough for a creature one size smaller than it. Thus, a Large creature can squeeze through a passage that’s only 5 feet wide. While squeezing through a space, a creature must spend 1 extra foot for every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space. Actions in Combat When you take your action on your turn, you can take one of the actions presented here, an action you gained from your class or a special feature, or an action that you improvise. Many monsters have action options of their own in their stat blocks. When you describe an action not detailed elsewhere in the rules, the DM tells you whether that action is possible and what kind of roll you need to make, if any, to determine success or failure. Attack The most common action to take in combat is the Attack action, whether you are swinging a sword, firing an arrow from a bow, or brawling with your fists. With this action, you make one melee or ranged attack. See the “Making an Attack” section for the rules that govern attacks. Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action. Cast a Spell Spellcasters such as wizards and clerics, as well as many monsters, have access to spells and can use them to great effect in combat. Each spell has a casting time, which specifies whether the caster must use an action, a reaction, minutes, or even hours to cast the spell. Casting a spell is, therefore, not necessarily an action. Most spells do have a casting time of 1 action, so a spellcaster often uses his or her action in combat to cast such a spell. See chapter 10 for the rules on spellcasting. Dash When you take the Dash action, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on your turn if you dash. Any increase or decrease to your speed changes this additional movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. Disengage If you take the Disengage action, your movement doesn’t provoke opportunity attacks for the rest of the turn. Dodge When you take the Dodge action, you focus entirely on avoiding attacks. Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your speed drops to 0. Help You can lend your aid to another creature in the completion of a task. When you take the Help action, the creature you aid gains advantage on the next ability check it makes to perform the task you are helping with, provided that it makes the check before the start of your next turn. Alternatively, you can aid a friendly creature in attacking a creature within 5 feet of you. You feint, distract the target, or in some other way team up to make your ally’s attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage. Hide When you take the Hide action, you make a Dexterity (Stealth) check in an attempt to hide, following the rules in chapter 7 for hiding. If you succeed, you gain certain benefits, as described in the “Unseen Attackers and Targets” section later in this chapter. Ready Sometimes you want to get the jump on a foe or wait for a particular circumstance before you act. To do so, you can take the Ready action on your turn so that you can act later in the round using your reaction. First, you decide what perceivable circumstance will trigger your reaction. Then, you choose the action you will take in response to that trigger, or you choose to move up to your speed in response to it. Examples include “If the cultist steps on the trapdoor, I’ll pull the lever that opens it,” and “If the goblin steps next to me, I move away.” When the trigger occurs, you can either take your reaction right after the trigger finishes or ignore the trigger. Remember that you can take only one reaction per round. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration (explained in chapter 10). If your concentration is broken, the spell dissipates without taking effect. For example, if you are concentrating on the web spell and ready magic missile, your web spell ends, and if you take damage before you release magic missile with your reaction, your concentration might be broken. Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check. Use an Object You normally interact with an object while doing something else, such as when you draw a sword as part of an attack. When an object requires your action for its use, you take the Use an Object action. This action is also useful when you want to interact with more than one object on your turn. Making an Attack Whether you’re striking with a melee weapon, firing a weapon at range, or making an attack roll as part of a spell, an attack has a simple structure. 1. Choose a target. Pick a target within your attack’s range: a creature, an object, or a location. 2. Determine modifiers. The DM determines whether the target has cover and whether you have advantage or disadvantage against the target. In addition, spells, special abilities, and other effects can apply penalties or bonuses to your attack roll. 3. Resolve the attack. You make the attack roll. On a hit, you roll damage, unless the particular attack has rules that specify otherwise. Some attacks cause special effects in addition to or instead of damage. If there’s ever any question whether something you’re doing counts as an attack, the rule is simple: if you’re making an attack roll, you’re making an attack. Attack Rolls When you make an attack, your attack roll determines whether the attack hits or misses. To make an attack roll, roll a d20 and add the appropriate modifiers. If the total of the roll plus modifiers equals or exceeds the target’s Armor Class (AC), the attack hits. The AC of a character is determined at character creation, whereas the AC of a monster is in its stat block. Modifiers to the Roll When a character makes an attack roll, the two most common modifiers to the roll are an ability modifier and the character’s proficiency bonus. When a monster makes an attack roll, it uses whatever modifier is provided in its stat block. Ability Modifier. The ability modifier used for a melee weapon attack is Strength, and the ability modifier used for a ranged weapon attack is Dexterity. Weapons that have the finesse or thrown property break this rule. Some spells also require an attack roll. The ability modifier used for a spell attack depends on the spellcasting ability of the spellcaster, as explained in chapter 10. Proficiency Bonus. You add your proficiency bonus to your attack roll when you attack using a weapon with which you have proficiency, as well as when you attack with a spell. Rolling 1 or 20 Sometimes fate blesses or curses a combatant, causing the novice to hit and the veteran to miss. If the d20 roll for an attack is a 20, the attack hits regardless of any modifiers or the target’s AC. In addition, the attack is a critical hit, as explained later in this chapter. If the d20 roll for an attack is a 1, the attack misses regardless of any modifiers or the target’s AC. Unseen Attackers and Targets Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness. When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target’s location correctly. When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses. Ranged Attacks When you make a ranged attack, you fire a bow or a crossbow, hurl a handaxe, or otherwise send projectiles to strike a foe at a distance. A monster might shoot spines from its tail. Many spells also involve making a ranged attack. Range You can make ranged attacks only against targets within a specified range. If a ranged attack, such as one made with a spell, has a single range, you can’t attack a target beyond this range. Some ranged attacks, such as those made with a longbow or a shortbow, have two ranges. The smaller number is the normal range, and the larger number is the long range. Your attack roll has disadvantage when your target is beyond normal range, and you can’t attack a target beyond the long range. Ranged Attacks in Close Combat Aiming a ranged attack is more difficult when a foe is next to you. When you make a ranged attack with a weapon, a spell, or some other means, you have disadvantage on the attack roll if you are within 5 feet of a hostile creature who can see you and who isn’t incapacitated. Melee Attacks Used in hand-to-hand combat, a melee attack allows you to attack a foe within your reach. A melee attack typically uses a handheld weapon such as a sword, a warhammer, or an axe. A typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. Most creatures have a 5-foot reach and can thus attack targets within 5 feet of them when making a melee attack. Certain creatures (typically those larger than Medium) have melee attacks with a greater reach than 5 feet, as noted in their descriptions. When you are unarmed, you can fight in melee by making an unarmed strike, as shown in the Weapons table in chapter 5. Opportunity Attacks In a fight, everyone is constantly watching for enemies to drop their guard. You can rarely move heedlessly past your foes without putting yourself in danger; doing so provokes an opportunity attack. You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack interrupts the provoking creature’s movement, occurring right before the creature leaves your reach. You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy. Two-Weapon Fighting When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative. If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it. Grappling When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your grapple must be no more than one size larger than you, and it must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check, a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, you subject the target to the grappled condition (see appendix A). The condition specifies the things that end it, and you can release the target whenever you like (no action required). Escaping a Grapple. A grappled creature can use its action to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check contested by your Strength (Athletics) check. Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you. Shoving a Creature Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Attack action, this attack replaces one of them. The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you. Cover Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three- quarters cover, the target has three-quarters cover. A target with half cover has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. A target with three-quarters cover has a +5 bonus to AC and Dexterity saving throws. A target has three- quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. A target with total cover can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed by an obstacle. Damage and Healing Injury and the risk of death are constant companions of those who explore the worlds of D&D. The thrust of a sword, a well-placed arrow, or a blast of flame from a fireball spell all have the potential to damage, or even kill, the hardiest of creatures. Hit Points Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile. A creature’s current hit points (usually just called hit points) can be any number from the creature’s hit point maximum down to 0. This number changes frequently as a creature takes damage or receives healing. Whenever a creature takes damage, that damage is subtracted from its hit points. The loss of hit points has no effect on a creature’s capabilities until the creature drops to 0 hit points. Damage Rolls Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. When attacking with a weapon, you add your ability modifier—the same modifier used for the attack roll— to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers. If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell’s damage is rolled once for all creatures caught in the blast. Critical Hits When you score a critical hit, you get to roll extra dice for the attack’s damage against the target. Roll all of the attack’s damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once. For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue’s Sneak Attack feature, you roll those dice twice as well. Damage Types Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types. The damage types follow, with examples to help a DM assign a damage type to a new effect. Acid. The corrosive spray of a black dragon’s breath and the dissolving enzymes secreted by a black pudding deal acid damage. Bludgeoning. Blunt force attacks—hammers, falling, constriction, and the like—deal bludgeoning damage. Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast of a white dragon’s breath deal cold damage. Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage. Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon. Lightning. A lightning bolt spell and a blue dragon’s breath deal lightning damage. Necrotic. Necrotic damage, dealt by certain undead and some spells, withers matter and even the soul. Piercing. Puncturing and impaling attacks, including spears and monsters’ bites, deal piercing damage. Poison. Venomous stings and the toxic gas of a green dragon’s breath deal poison damage. Psychic. Mental abilities such as a mind flayer’s psionic blast deal psychic damage. Radiant. Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power. Slashing. Swords, axes, and monsters’ claws deal slashing damage. Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage. Damage Resistance and Vulnerability Some creatures and objects are exceedingly difficult or unusually easy to hurt with certain types of damage. If a creature or an object has resistance to a damage type, damage of that type is halved against it. If a creature or an object has vulnerability to a damage type, damage of that type is doubled against it. Resistance and then vulnerability are applied after all other modifiers to damage. For example, a creature has resistance to bludgeoning damage and is hit by an attack that deals 25 bludgeoning damage. The creature is also within a magical aura that reduces all damage by 5. The 25 damage is first reduced by 5 and then halved, so the creature takes 10 damage. Multiple instances of resistance or vulnerability that affect the same damage type count as only one instance. For example, if a creature has resistance to fire damage as well as resistance to all nonmagical damage, the damage of a nonmagical fire is reduced by half against the creature, not reduced by three-quarters. Healing Unless it results in death, damage isn’t permanent. Even death is reversible through powerful magic. Rest can restore a creature’s hit points (as explained in chapter 8), and magical methods such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit point maximum of 20, the ranger regains 6 hit points from the druid, not 8. A creature that has died can’t regain hit points until magic such as the revivify spell has restored it to life. Dropping to 0 Hit Points When you drop to 0 hit points, you either die outright or fall unconscious, as explained in the following sections. Instant Death Massive damage can kill you instantly. When damage reduces you to 0 hit points and there is damage remaining, you die if the remaining damage equals or exceeds your hit point maximum. For example, a cleric with a maximum of 12 hit points currently has 6 hit points. If she takes 18 damage from an attack, she is reduced to 0 hit points, but 12 damage remains. Because the remaining damage equals her hit point maximum, the cleric dies. Falling Unconscious If damage reduces you to 0 hit points and fails to kill you, you fall unconscious (see appendix A). This unconsciousness ends if you regain any hit points. Death Saving Throws Whenever you start your turn with 0 hit points, you must make a special saving throw, called a death saving throw, to determine whether you creep closer to death or hang onto life. Unlike other saving throws, this one isn’t tied to any ability score. You are in the hands of fate now, aided only by spells and features that improve your chances of succeeding on a saving throw. Roll a d20. If the roll is 10 or higher, you succeed. Otherwise, you fail. A success or failure has no effect by itself. On your third success, you become stable (see below). On your third failure, you die. The successes and failures don’t need to be consecutive; keep track of both until you collect three of a kind. The number of both is reset to zero when you regain any hit points or become stable. Rolling 1 or 20. When you make a death saving throw and roll a 1 on the d20, it counts as two failures. If you roll a 20 on the d20, you regain 1 hit point. Damage at 0 Hit Points. If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death. Stabilizing a Creature The best way to save a creature with 0 hit points is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw. You can use your action to administer first aid to an unconscious creature and attempt to stabilize it, which requires a successful DC 10 Wisdom (Medicine) check. A stable creature doesn’t make death saving throws, even though it has 0 hit points, but it does remain unconscious. The creature stops being stable, and must start making death saving throws again, if it takes any damage. A stable creature that isn’t healed regains 1 hit point after 1d4 hours. Monsters and Death Most DMs have a monster die the instant it drops to 0 hit points, rather than having it fall unconscious and make death saving throws. Mighty villains and special nonplayer characters are common exceptions; the DM might have them fall unconscious and follow the same rules as player characters. Knocking a Creature Out Sometimes an attacker wants to incapacitate a foe, rather than deal a killing blow. When an attacker reduces a creature to 0 hit points with a melee attack, the attacker can knock the creature out. The attacker can make this choice the instant the damage is dealt. The creature falls unconscious and is stable. Temporary Hit Points Some spells and special abilities confer temporary hit points to a creature. Temporary hit points aren’t actual hit points; they are a buffer against damage, a pool of hit points that protect you from injury. When you have temporary hit points and take damage, the temporary hit points are lost first, and any leftover damage carries over to your normal hit points. For example, if you have 5 temporary hit points and take 7 damage, you lose the temporary hit points and then take 2 damage. Because temporary hit points are separate from your actual hit points, they can exceed your hit point maximum. A character can, therefore, be at full hit points and receive temporary hit points. Healing can’t restore temporary hit points, and they can’t be added together. If you have temporary hit points and receive more of them, you decide whether to keep the ones you have or to gain the new ones. For example, if a spell grants you 12 temporary hit points when you already have 10, you can have 12 or 10, not 22. If you have 0 hit points, receiving temporary hit points doesn’t restore you to consciousness or stabilize you. They can still absorb damage directed at you while you’re in that state, but only true healing can save you. Unless a feature that grants you temporary hit points has a duration, they last until they’re depleted or you finish a long rest. Mounted Combat A knight charging into battle on a warhorse, a wizard casting spells from the back of a griffon, or a cleric soaring through the sky on a pegasus all enjoy the benefits of speed and mobility that a mount can provide. A willing creature that is at least one size larger than you and that has an appropriate anatomy can serve as a mount, using the following rules. Mounting and Dismounting Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can’t mount it if you don’t have 15 feet of movement left or if your speed is 0. If an effect moves your mount against its will while you’re on it, you must succeed on a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it. If you’re knocked prone while mounted, you must make the same saving throw. If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it. Controlling a Mount While you’re mounted, you have two options. You can either control the mount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a mount only if it has been trained to accept a rider. Domesticated horses, donkeys, and similar creatures are assumed to have such training. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. An independent mount retains its place in the initiative order. Bearing a rider puts no restrictions on the actions the mount can take, and it moves and acts as it wishes. It might flee from combat, rush to attack and devour a badly injured foe, or otherwise act against your wishes. In either case, if the mount provokes an opportunity attack while you’re on it, the attacker can target you or the mount. Underwater Combat When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply. When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident. A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart). Creatures and objects that are fully immersed in water have resistance to fire damage. 3: of Magic Chapter 10: Spellcasting Magic permeates the worlds of D&D and most often appears in the form of a spell. This chapter provides the rules for casting spells. Different character classes have distinctive ways of learning and preparing their spells, and monsters use spells in unique ways. Regardless of its source, a spell follows the rules here. What Is a Spell? A spell is a discrete magical effect, a single shaping of the magical energies that suffuse the multiverse into a specific, limited expression. In casting a spell, a character carefully plucks at the invisible strands of raw magic suffusing the world, pins them in place in a particular pattern, sets them vibrating in a specific way, and then releases them to unleash the desired effect—in most cases, all in the span of seconds. Spells can be versatile tools, weapons, or protective wards. They can deal damage or undo it, impose or remove conditions (see appendix A), drain life energy away, and restore life to the dead. Uncounted thousands of spells have been created over the course of the multiverse’s history, and many of them are long forgotten. Some might yet lie recorded in crumbling spellbooks hidden in ancient ruins or trapped in the minds of dead gods. Or they might someday be reinvented by a character who has amassed enough power and wisdom to do so. Spell Level Every spell has a level from 0 to 9. A spell’s level is a general indicator of how powerful it is, with the lowly (but still impressive) magic missile at 1st level and the incredible time stop at 9th. Cantrips—simple but powerful spells that characters can cast almost by rote— are level 0. The higher a spell’s level, the higher level a spellcaster must be to use that spell. Spell level and character level don’t correspond directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell. Known and Prepared Spells Before a spellcaster can use a spell, he or she must have the spell firmly fixed in mind, or must have access to the spell in a magic item. Members of a few classes have a limited list of spells they know that are always fixed in mind. The same thing is true of many magic- using monsters. Other spellcasters, such as clerics and wizards, undergo a process of preparing spells. This process varies for different classes, as detailed in their descriptions. In every case, the number of spells a caster can have fixed in mind at any given time depends on the character’s level. Spell Slots Regardless of how many spells a caster knows or prepares, he or she can cast only a limited number of spells before resting. Manipulating the fabric of magic and channeling its energy into even a simple spell is physically and mentally taxing, and higher- level spells are even more so. Thus, each spellcasting class’s description includes a table showing how many spell slots of each spell level a character can use at each character level. For example, the 3rd-level wizard Umara has four 1st-level spell slots and two 2nd-level slots. When a character casts a spell, he or she expends a slot of that spell’s level or higher, effectively “filling” a slot with the spell. You can think of a spell slot as a groove of a certain size—small for a 1st-level slot, larger for a spell of higher level. A 1st-level spell fits into a slot of any size, but a 9th-level spell fits only in a 9th-level slot. So when Umara casts magic missile, a 1st-level spell, she spends one of her four 1st-level slots and has three remaining. Finishing a long rest restores any expended spell slots (see chapter 8 for the rules on resting). Some characters and monsters have special abilities that let them cast spells without using spell slots. Casting a Spell at a Higher Level When a spellcaster casts a spell using a slot that is of a higher level than the spell, the spell assumes the higher level for that casting. For instance, if Umara casts magic missile using one of her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into. Some spells, such as magic missile and cure wounds, have more powerful effects when cast at a higher level, as detailed in a spell’s description. Cantrips A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster’s mind and infused the caster with the magic needed to produce the effect over and over. A cantrip’s spell level is 0. Rituals Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list of spells known, unless the character’s ritual feature specifies otherwise, as the wizard’s does. Casting a Spell When a character casts any spell, the same basic rules are followed, regardless of the character’s class or the spell’s effects. Each spell description in chapter 11 begins with a block of information, including the spell’s name, level, school of magic, casting time, range, components, and duration. The rest of a spell entry describes the spell’s effect. Casting Time Most spells require a single action to cast, but some spells require a bonus action, a reaction, or much more time to cast. Bonus Action A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven’t already taken a bonus action this turn. You can’t cast another spell during the same turn, except for a cantrip with a casting time of 1 action. Reactions Some spells can be cast as reactions. These spells take a fraction of a second to bring about and are cast in response to some event. If a spell can be cast as a reaction, the spell description tells you exactly when you can do so. Longer Casting Times Certain spells (including spells cast as rituals) require more time to cast: minutes or even hours. When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below). If your concentration is broken, the spell fails, but you don’t expend a spell slot. If you want to try casting the spell again, you must start over. Range The target of a spell must be within the spell’s range. For a spell like magic missile, the target is a creature. For a spell like fireball, the target is the point in space where the ball of fire erupts. Most spells have ranges expressed in feet. Some spells can target only a creature (including you) that you touch. Other spells, such as the shield spell, affect only you. These spells have a range of self. Spells that create cones or lines of effect that originate from you also have a range of self, indicating that the origin point of the spell’s effect must be you (see “Areas of Effect” later in the this chapter). Once a spell is cast, its effects aren’t limited by its range, unless the spell’s description says otherwise. Components A spell’s components are the physical requirements you must meet in order to cast it. Each spell’s description indicates whether it requires verbal (V), somatic (S), or material (M) components. If you can’t provide one or more of a spell’s components, you are unable to cast the spell. Verbal (V) Most spells require the chanting of mystic words. The words themselves aren’t the source of the spell’s power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component. Somatic (S) Spellcasting gestures might include a forceful gesticulation or an intricate set of gestures. If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. Material (M) Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell. If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting of the spell. A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components. Duration A spell’s duration is the length of time the spell persists. A duration can be expressed in rounds, minutes, hours, or even years. Some spells specify that their effects last until the spells are dispelled or destroyed. Instantaneous Many spells are instantaneous. The spell harms, heals, creates, or alters a creature or an object in a way that can’t be dispelled, because its magic exists only for an instant. Concentration Some spells require you to maintain concentration in order to keep their magic active. If you lose concentration, such a spell ends. If a spell must be maintained with concentration, that fact appears in its Duration entry, and the spell specifies how long you can concentrate on it. You can end concentration at any time (no action required). Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration: • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concen- trate on two spells at once. • Taking damage. Whenever you take damage while you are concentrating on a spell, you must make a Constitution saving throw to maintain your concentra- tion. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as an arrow and a dragon’s breath, you make a separate saving throw for each source of damage. • Being incapacitated or killed. You lose concentration on a spell if you are incapacitated or if you die. The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving throw to maintain concentration on a spell. Targets A typical spell requires you to pick one or more targets to be affected by the spell’s magic. A spell’s description tells you whether the spell targets creatures, objects, or a point of origin for an area of effect (described below). Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise. A Clear Path to the Target To target something, you must have a clear path to it, so it can’t be behind total cover. If you place an area of effect at a point that you can’t see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of that obstruction. Targeting Yourself If a spell targets a creature of your choice, you can choose yourself, unless the creature must be hostile or specifically a creature other than you. If you are in the area of effect of a spell you cast, you can target yourself. Areas of Effect Spells such as burning hands and cone of cold cover an area, allowing them to affect multiple creatures at once. A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Every area of effect has a point of origin, a location from which the spell’s energy erupts. The rules for each shape specify how you position its point of origin. Typically, a point of origin is a point in space, but some spells have an area whose origin is a creature or an object. A spell’s effect expands in straight lines from the point of origin. If no unblocked straight line extends from the point of origin to a location within the area of effect, that location isn’t included in the spell’s area. To block one of these imaginary lines, an obstruction must provide total cover, as explained in chapter 9. Cone A cone extends in a direction you choose from its point of origin. A cone’s width at a given point along its length is equal to that point’s distance from the point of origin. A cone’s area of effect specifies its maximum length. A cone’s point of origin is not included in the cone’s area of effect, unless you decide otherwise. Cube You select a cube’s point of origin, which lies anywhere on a face of the cubic effect. The cube’s size is expressed as the length of each side. A cube’s point of origin is not included in the cube’s area of effect, unless you decide otherwise. Cylinder A cylinder’s point of origin is the center of a circle of a particular radius, as given in the spell description. The circle must either be on the ground or at the height of the spell effect. The energy in a cylinder expands in straight lines from the point of origin to the perimeter of the circle, forming the base of the cylinder. The spell’s effect then shoots up from the base or down from the top, to a distance equal to the height of the cylinder. A cylinder’s point of origin is included in the cylinder’s area of effect. Line A line extends from its point of origin in a straight path up to its length and covers an area defined by its width. A line’s point of origin is not included in the line’s area of effect, unless you decide otherwise. Sphere You select a sphere’s point of origin, and the sphere extends outward from that point. The sphere’s size is expressed as a radius in feet that extends from the point. A sphere’s point of origin is included in the sphere’s area of effect. Saving Throws Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure. The DC to resist one of your spells equals 8 + your spellcasting ability modifier + your proficiency bonus + any special modifiers. Attack Rolls Some spells require the caster to make an attack roll to determine whether the spell effect hits the intended target. Your attack bonus with a spell attack equals your spellcasting ability modifier + your proficiency bonus. Most spells that require attack rolls involve ranged attacks. Remember that you have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated (see chapter 9). Combining Magical Effects The effects of different spells add together while the durations of those spells overlap. The effects of the same spell cast multiple times don’t combine, however. Instead, the most potent effect—such as the highest bonus—from those castings applies while their durations overlap. For example, if two clerics cast bless on the same target, that character gains the spell’s benefit only once; he or she doesn’t get to roll two bonus dice. Chapter 11: Spells This chapter describes the most common spells in the worlds of Dungeons & Dragons. The chapter begins with lists of selected spell lists for the most common spellcasting classes. The remainder contains spell descriptions, presented in alphabetical order by the name of the spell. Wizard Spells Cantrips (0 Level) Acid Splash Dancing Lights Fire Bolt Light 4th Level Arcane Eye Dimension Door Greater Invisibility Ice Storm Stoneskin Wall of Fire Cleric Spells Cantrips (0 Level) Guidance Light Resistance Sacred Flame Spare the Dying Thaumaturgy 1st Level Bless Command Cure Wounds Detect Magic Guiding Bolt Healing Word Inflict Wounds Sanctuary Shield of Faith 2nd Level Aid Augury Hold Person Lesser Restoration Prayer of Healing Silence Spiritual Weapon Warding Bond 3rd Level Beacon of Hope Dispel Magic Mass Healing Word Protection from Energy Remove Curse Revivify Speak with Dead Spirit Guardians 4th Level Death Ward Divination Freedom of Movement Guardian of Faith Locate Creature 5th Level Commune Flame Strike Greater Restoration Mass Cure Wounds Raise Dead 6th Level Blade Barrier Find the Path Harm Heal Heroes’ Feast True Seeing 7th Level Etherealness Fire Storm Regenerate Resurrection 8th Level Antimagic Field Earthquake Holy Aura 9th Level Astral Projection Gate Mass Heal True Resurrection Mage Hand Minor Illusion Poison Spray Prestidigitation Ray of Frost Shocking Grasp 1st Level Burning Hands Charm Person Comprehend Languages Detect Magic Disguise Self Identify Mage Armor Magic Missile Shield Silent Image Sleep Thunderwave 2nd Level Arcane Lock Blur Darkness Flaming Sphere Hold Person Invisibility Knock Levitate Magic Weapon Misty Step Shatter Spider Climb Suggestion Web 3rd Level Counterspell Dispel Magic Fireball Fly Haste Lightning Bolt Major Image Protection from Energy 5th Level Cone of Cold Dominate Person Dream Passwall Wall of Stone 6th Level Chain Lightning Disintegrate Globe of Invulnerability Mass Suggestion Otto’s Irresistible Dance True Seeing 7th Level Delayed Blast Fireball Finger of Death Mordenkainen’s Sword Teleport 8th Level Dominate Monster Maze Power Word Stun Sunburst 9th Level Foresight Imprisonment Meteor Swarm Power Word Kill Time Stop Spell Descriptions The spells are presented in alphabetical order. Acid Splash Conjuration cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. Antimagic Field 8th-level abjuration Casting Time: 1 action Range: Self (10-foot-radius sphere) Components: V, S, M (a pinch of powdered iron or iron filings) Duration: Concentration, up to 1 hour A 10-foot-radius invisible sphere of antimagic surrounds you. This area is divorced from the magical energy that suffuses the multiverse. Within the sphere, spells can’t be cast, summoned creatures disappear, and even magic items become mundane. Until the spell ends, the sphere moves with you, centered on you. Spells and other magical effects, except those created by an artifact or a deity, are suppressed in the sphere and can’t protrude into it. A slot expended to cast a suppressed spell is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. Targeted Effects. Spells and other magical effects, such as magic missile and charm person, that target a creature or an object in the sphere have no effect on that target. Areas of Magic. The area of another spell or magical effect, such as fireball, can’t extend into the sphere. If the sphere overlaps an area of magic, the part of the area that is covered by the sphere is suppressed. For example, the flames created by a wall of fire are suppressed within the sphere, creating a gap in the wall if the overlap is large enough. Spells. Any active spell or other magical effect on a creature or an object in the sphere is suppressed while the creature or object is in it. Magic Items. The properties and powers of magic items are suppressed in the sphere. For example, a +1 longsword in the sphere functions as a nonmagical longsword. A magic weapon’s properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in the sphere. If a magic weapon or a piece of magic ammunition fully leaves the sphere (for example, if you fire a magic arrow or throw a magic spear at a target outside the sphere), the magic of the item ceases to be suppressed as soon as it exits. Magical Travel. Teleportation and planar travel fail to work in the sphere, whether the sphere is the destination or the departure point for such magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the sphere. Creatures and Objects. A creature or object summoned or created by magic temporarily winks out of existence in the sphere. Such a creature instantly reappears once the space the creature occupied is no longer within the sphere. Dispel Magic. Spells and magical effects such as dispel magic have no effect on the sphere. Likewise, the spheres created by different antimagic field spells don’t nullify each other. Arcane Eye 4th-level divination Casting Time: 1 action Range: 30 feet Components: V, S, M (a bit of bat fur) Duration: Concentration, up to 1 hour You create an invisible, magical eye within range that hovers in the air for the duration. You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction. As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can’t enter another plane of existence. A solid barrier blocks the eye’s movement, but the eye can pass through an opening as small as 1 inch in diameter. Arcane Lock 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (gold dust worth at least 25 gp, which the spell consumes) Duration: Until dispelled You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes. While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. Astral Projection 9th-level necromancy Casting Time: 1 hour Range: 10 feet Components: V, S, M (for each creature you affect with this spell, you must provide one jacinth worth at least 1,000 gp and one ornately carved bar of silver worth at least 100 gp, all of which the spell consumes) Duration: Special You and up to eight willing creatures within range project your astral bodies into the Astral Plane (the spell fails and the casting is wasted if you are already on that plane). The material body you leave behind is unconscious and in a state of suspended animation; it doesn’t need food or air and doesn’t age. Your astral body resembles your mortal form in almost every way, replicating your game statistics and possessions. The principal difference is the addition of a silvery cord that extends from between your shoulder blades and trails behind you, fading to invisibility after 1 foot. This cord is your tether to your material body. As long as the tether remains intact, you can find your way home. If the cord is cut—something that can happen only when an effect specifically states that it does—your soul and body are separated, killing you instantly. Your astral form can freely travel through the Astral Plane and can pass through portals there leading to any other plane. If you enter a new plane or return to the plane you were on when casting this spell, your body and possessions are transported along the silver cord, allowing you to re-enter your body as you enter the new plane. Your astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on your physical body, nor do they persist when you return to it. The spell ends for you and your companions when you use your action to dismiss it. When the spell ends, the affected creature returns to its physical body, and it awakens. The spell might also end early for you or one of your companions. A successful dispel magic spell used against an astral or physical body ends the spell for that creature. If a creature’s original body or its astral form drops to 0 hit points, the spell ends for that creature. If the spell ends and the silver cord is intact, the cord pulls the creature’s astral form back to its body, ending its state of suspended animation. If you are returned to your body prematurely, your companions remain in their astral forms and must find their own way back to their bodies, usually by dropping to 0 hit points. Augury 2nd-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp) Duration: Instantaneous By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens: • Weal, for good results • Woe, for bad results • Weal and woe, for both good and bad results • Nothing, for results that aren’t especially good or bad The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. Beacon of Hope 3rd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 1 minute This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. Blade Barrier 6th-level evocation Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. Bless 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. 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. Blur 2nd-level illusion Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight. Burning Hands 1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Components: V, S Duration: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. 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. Chain Lightning 6th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins) Duration: Instantaneous You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning 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 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. Charm Person 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and 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 regards you as a friendly acquaintance. 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 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. Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Commune 5th-level divination (ritual) Casting Time: 1 minute Range: Self Components: V, S, M (incense and a vial of holy or unholy water) Duration: 1 minute You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question. Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the DM might offer a short phrase as an answer instead. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The DM makes this roll in secret. Comprehend Languages 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language. Cone of Cold 5th-level evocation Casting Time: 1 action Range: Self (60-foot cone) Components: V, S, M (a small crystal or glass cone) Duration: Instantaneous A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. 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. Counterspell 3rd-level abjuration Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used. Cure Wounds 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Darkness 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop of pitch or piece of coal) Duration: Concentration, up to 10 minutes Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. Death Ward 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends. If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spell ends. Delayed Blast Fireball 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Concentration, up to 1 minute A beam of yellow light flashes from your pointing finger, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the spell ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The spell’s base damage is 12d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the spell ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the spell ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. Detect Magic 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. Dimension Door 4th-level conjuration Casting Time: 1 action Range: 500 feet Components: V Duration: Instantaneous You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.” You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring 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. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you. Disguise Self 1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. Disintegrate 6th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a lodestone and a pinch of dust) Duration: Instantaneous A thin green ray springs from your pointing finger to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. Dispel Magic 3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used. Divination 4th-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes) Duration: Instantaneous Your magic and an offering put you in contact with a god or a god’s servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret. Dominate Monster 8th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. Dominate Person 5th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. At Higher Levels. When you cast this spell using a 6th-level spell slot, the duration is concentration, up to 10 minutes. When you use a 7th-level spell slot, the duration is concentration, up to 1 hour. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. Dream 5th-level illusion Casting Time: 1 minute Range: Special Components: V, S, M (a handful of sand, a dab of ink, and a writing quill plucked from a sleeping bird) Duration: 8 hours This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move. If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams. You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage. If you have a body part, lock of hair, clipping from a nail, or similar portion of the target’s body, the target makes its saving throw with disadvantage. Earthquake 8th-level evocation Casting Time: 1 action Range: 500 feet Components: V, S, M (a pinch of dirt, a piece of rock, and a lump of clay) Duration: Concentration, up to 1 minute You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you cast this spell and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This spell can have additional effects depending on the terrain in the area, as determined by the DM. Fissures. Fissures open throughout the spell’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 × 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). Structures. The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you cast the spell and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. Etherealness 7th-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: Up to 8 hours You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything there looks gray, and you can’t see anything more than 60 feet away. While on the Ethereal Plane, you can only affect and be affected by other creatures on that plane. Creatures that aren’t on the Ethereal Plane can’t perceive you and can’t interact with you, unless a special ability or magic has given them the ability to do so. You ignore all objects and effects that aren’t on the Ethereal Plane, allowing you to move through objects you perceive on the plane you originated from. When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If you occupy the same spot as a solid object or creature when this happens, you are immediately shunted to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you are moved. This spell has no effect if you cast it while you are on the Ethereal Plane or a plane that doesn’t border it, such as one of the Outer Planes. At Higher Levels. When you cast this spell using a spell slot of 8th level or higher, you can target up to three willing creatures (including you) for each slot level above 7th. The creatures must be within 10 feet of you when you cast the spell. Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes— worth 100 gp and an object from the location you wish to find) Duration: Concentration, up to 1 day This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails. For the duration, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination. Faerie Fire 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. Finger of Death 7th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 7d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this spell rises at the start of your next turn as a zombie that is permanently under your command, following your verbal orders to the best of its ability. Fireball 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Fire Bolt Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). Fire Storm 7th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S Duration: Instantaneous A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make a Dexterity saving throw. It takes 7d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this spell. Flame Strike 5th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (pinch of sulfur) Duration: Instantaneous A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th. Flaming Sphere 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron) Duration: Concentration, up to 1 minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. 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. Fly 3rd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a wing feather from any bird) Duration: Concentration, up to 10 minutes You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. Foresight 9th-level divination Casting Time: 1 minute Range: Touch Components: V, S, M (a hummingbird feather) Duration: 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This spell immediately ends if you cast it again before its duration ends. Freedom of Movement 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a leather strap, bound around the arm or a similar appendage) Duration: 1 hour You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained. The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks. Gate 9th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a diamond worth at least 5,000 gp) Duration: Concentration, up to 1 minute You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration. The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created by this spell from opening in their presence or anywhere within their domains. When you cast this spell, you can speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens in the named creature’s immediate vicinity and draws the creature through it to the nearest unoccupied space on your side of the portal. You gain no special power over the creature, and it is free to act as the DM deems appropriate. It might leave, attack you, or help you. Globe of Invulnerability 6th-level abjuration Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a glass or crystal bead that shatters when the spell ends) Duration: Concentration, up to 1 minute An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration. Any spell of 5th level or lower cast from outside the barrier can’t affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th. Greater Invisibility 4th-level illusion Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. Greater Restoration 5th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth at least 100 gp, which the spell consumes) Duration: Instantaneous You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: • One effect that charmed or petrified the target • One curse, including the target’s attunement to a cursed magic item • Any reduction to one of the target’s ability scores • One effect reducing the target’s hit point maximum Guardian of Faith 4th-level conjuration Casting Time: 1 action Range: 30 feet Components: V Duration: 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. Guidance Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Guiding Bolt 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. 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. Harm 6th-level necromancy Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. Haste 3rd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. Heal 6th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the amount of healing increases by 10 for each slot level above 6th. Healing Word 1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Heroes’ Feast 6th-level conjuration Casting Time: 10 minutes Range: 30 feet Components: V, S , M (a gem-encrusted bowl worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours. Hold Person 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. Holy Aura 8th-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a tiny reliquary worth at least 1,000 gp containing a sacred relic, such as a scrap of cloth from a saint’s robe or a piece of parchment from a religious text) Duration: Concentration, up to 1 minute Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends. Ice Storm 4th-level evocation Casting Time: 1 action Range: 300 feet Components: V, S, M (a pinch of dust and a few drops of water) Duration: Instantaneous A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th. Identify 1st-level divination (ritual) Casting Time: 1 minute Range: Touch Components: V, S, M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it. Imprisonment 9th-level abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (a vellum depiction or a carved statuette in the likeness of the target, and a special component that varies according to the version of the spell you choose, worth at least 500 gp per Hit Die of the target) Duration: Until dispelled You create a magical restraint to hold a creature that you can see within range. The target must succeed on a Wisdom saving throw or be bound by the spell; if it succeeds, it is immune to this spell if you cast it again. While affected by this spell, the creature doesn’t need to breathe, eat, or drink, and it doesn’t age. Divination spells can’t locate or perceive the target. When you cast the spell, you choose one of the following forms of imprisonment. Burial. The target is entombed far beneath the earth in a sphere of magical force that is just large enough to contain the target. Nothing can pass through the sphere, nor can any creature teleport or use planar travel to get into or out of it. The special component for this version of the spell is a small mithral orb. Chaining. Heavy chains, firmly rooted in the ground, hold the target in place. The target is restrained until the spell ends, and it can’t move or be moved by any means until then. The special component for this version of the spell is a fine chain of precious metal. Hedged Prison. The spell transports the target into a tiny demiplane that is warded against teleportation and planar travel. The demiplane can be a labyrinth, a cage, a tower, or any similar confined structure or area of your choice. The special component for this version of the spell is a miniature representation of the prison made from jade. Minimus Containment. The target shrinks to a height of 1 inch and is imprisoned inside a gemstone or similar object. Light can pass through the gemstone normally (allowing the target to see out and other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can’t be cut or broken while the spell remains in effect. The special component for this version of the spell is a large, transparent gemstone, such as a corundum, diamond, or ruby. Slumber. The target falls asleep and can’t be awoken. The special component for this version of the spell consists of rare soporific herbs. Ending the Spell. During the casting of the spell, in any of its versions, you can specify a condition that will cause the spell to end and release the target. The condition can be as specific or as elaborate as you choose, but the DM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or deity but otherwise must be based on observable actions or qualities and not based on intangibles such as level, class, or hit points. A dispel magic spell can end the spell only if it is cast as a 9th-level spell, targeting either the prison or the special component used to create it. You can use a particular special component to create only one prison at a time. If you cast the spell again using the same component, the target of the first casting is immediately freed from its binding. Inflict Wounds 1st-level necromancy Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. Invisibility 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Knock 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally. When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object. Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Levitate 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end) Duration: Concentration, up to 10 minutes One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range. When the spell ends, the target floats gently to the ground if it is still aloft. Light Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Lightning Bolt 3rd-level evocation Casting Time: 1 action Range: Self (100-foot line) Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass) Duration: Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. Locate Creature 4th-level divination Casting Time: 1 action Range: Self Components: V, S, M (a bit of fur from a bloodhound) Duration: Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close—within 30 feet—at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn’t locate the creature. This spell can’t locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. Mage Armor 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds. Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Magic Weapon 2nd-level transmutation Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3. Major Image 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20- foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. Mass Cure Wounds 5th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th. Mass Heal 9th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs. Mass Healing Word 3rd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd. Mass Suggestion 6th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: 24 hours You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell. Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the spell ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this spell, the spell ends for that creature. At Higher Levels. When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day. Maze 8th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You banish a creature that you can see within range into a labyrinthine demiplane. The target remains there for the duration or until it escapes the maze. The target can use its action to attempt to escape. When it does so, it makes a DC 20 Intelligence check. If it succeeds, it escapes, and the spell ends (a minotaur or goristro demon automatically succeeds). When the spell ends, the target reappears in the space it left or, if that space is occupied, in the nearest unoccupied space. Meteor Swarm 9th-level evocation Casting Time: 1 action Range: 1 mile Components: V, S Duration: Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The spell damages objects in the area and ignites flammable objects that aren’t being worn or carried. Minor Illusion Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. Misty Step 2nd-level conjuration Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Mordenkainen’s Sword 7th-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a miniature platinum sword with a grip and pommel of copper and zinc, worth 250 gp) Duration: Concentration, up to 1 minute You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee spell attack against a target of your choice within 5 feet of the sword. On a hit, the target takes 3d10 force damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. Otto’s Irresistible Dance 6th-level enchantment Casting Time: 1 action Range: 30 feet Components: V Duration: Concentration, up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends. Passwall 5th-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a pinch of sesame seeds) Duration: 1 hour A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell. Poison Spray Conjuration cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Instantaneous You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). Power Word Kill 9th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect. Power Word Stun 8th-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous You speak a word of power that can overwhelm the mind of one creature you can see within range, leaving it dumbfounded. If the target has 150 hit points or fewer, it is stunned. Otherwise, the spell has no effect. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. Prayer of Healing 2nd-level evocation Casting Time: 10 minutes Range: 30 feet Components: V Duration: Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd. Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: ◦ You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musi- cal notes, or an odd odor. ◦ You instantaneously light or snuff out a candle, a torch, or a small campfire. ◦ You instantaneously clean or soil an object no larger than 1 cubic foot. ◦ You chill, warm, or flavor up to 1 cubic foot of nonliv- ing material for 1 hour. ◦ You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. ◦ You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Protection from Energy 3rd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. Raise Dead 5th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn’t, however, remove magical diseases, curses, or similar effects; if these aren’t first removed prior to casting the spell, they take effect when the creature returns to life. The spell can’t return an undead creature to life. This spell closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Regenerate 7th-level transmutation Casting Time: 1 minute Range: Touch Components: V, S, M (a prayer wheel and holy water) Duration: 1 hour You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 hit points. For the duration of the spell, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). The target’s severed body members (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the spell instantaneously causes the limb to knit to the stump. Remove Curse 3rd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded. Resistance Abjuration cantrip Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends. Resurrection 7th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a diamond worth at least 1,000 gp, which the spell consumes) Duration: Instantaneous You touch a dead creature that has been dead for no more than a century, that didn’t die of old age, and that isn’t undead. If its soul is free and willing, the target returns to life with all its hit points. This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn’t, however, remove magical diseases, curses, and the like; if such effects aren’t removed prior to casting the spell, they afflict the target on its return to life. This spell closes all mortal wounds and restores any missing body parts. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can’t cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws. Revivify 3rd-level conjuration Casting Time: 1 action Range: Touch Components: V, S, M (diamonds worth 300 gp, which the spell consumes) Duration: Instantaneous You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts. Sacred Flame Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Sanctuary 1st-level abjuration Casting Time: 1 bonus action Range: 30 feet Components: V, S, M (a small silver mirror) Duration: 1 minute You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends. Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s 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. Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Shield of Faith 1st-level abjuration Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. Shocking Grasp Evocation cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Silence 2nd-level illusion (ritual) Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there. Silent Image 1st-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image. Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Spare the Dying Necromancy cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs. Speak with Dead 3rd-level necromancy Casting Time: 1 action Range: 10 feet Components: V, S, M (burning incense) Duration: 10 minutes You grant the semblance of life and intelligence to a corpse of your choice within range, allowing it to answer the questions you pose. The corpse must still have a mouth and can’t be undead. The spell fails if the corpse was the target of this spell within the last 10 days. Until the spell ends, you can ask the corpse up to five questions. The corpse knows only what it knew in life, including the languages it knew. Answers are usually brief, cryptic, or repetitive, and the corpse is under no compulsion to offer a truthful answer if you are hostile to it or it recognizes you as an enemy. This spell doesn’t return the creature’s soul to its body, only its animating spirit. Thus, the corpse can’t learn new information, doesn’t comprehend anything that has happened since it died, and can’t speculate about future events. Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. 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. Spiritual Weapon 2nd-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V, S Duration: 1 minute You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd. Stoneskin 4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (diamond dust worth 100 gp, which the spell consumes) Duration: Concentration, up to 1 hour This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage. Suggestion 2nd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil) Duration: Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed. If you or any of your companions damage the target, the spell ends. Sunburst 8th-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (fire and a piece of sunstone) Duration: Instantaneous Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell. Teleport 7th-level conjuration Casting Time: 1 action Range: 10 feet Components: V Duration: Instantaneous This spell instantly transports you and up to eight willing creatures of your choice that you can see within range, or a single object that you can see within range, to a destination you select. If you target an object, it must be able to fit entirely inside a 10-foot cube, and it can’t be held or carried by an unwilling creature. The destination you choose must be known to you, and it must be on the same plane of existence as you. Your familiarity with the destination determines whether you arrive there successfully. The DM rolls d100 and consults the table. Familiarity. “Permanent circle” means a permanent teleportation circle whose sigil sequence you know. “Associated object” means that you possess an object taken from the desired destination within the last six months, such as a book from a wizard’s library, bed linen from a royal suite, or a chunk of marble from a lich’s secret tomb. “Very familiar” is a place you have been very often, a place you have carefully studied, or a place you can see when you cast the spell. “Seen casually” is someplace you have seen more than once but with which you aren’t very familiar. “Viewed once” is a place you have seen once, possibly using magic. “Description” is a place whose location and appearance you know through someone else’s description, perhaps from a map. “False destination” is a place that doesn’t exist. Perhaps you tried to scry an enemy’s sanctum but instead viewed an illusion, or you are attempting to teleport to a familiar location that no longer exists. On Target. You and your group (or the target object) appear where you want to. Off Target. You and your group (or the target object) appear a random distance away from the destination in a random direction. Distance off target is 1d10 × 1d10 percent of the distance that was to be traveled. For example, if you tried to travel 120 miles, landed off target, and rolled a 5 and 3 on the two d10s, then you would be off target by 15 percent, or 18 miles. The DM determines the direction off target randomly by rolling a d8 and designating 1 as north, 2 as northeast, 3 as east, and so on around the points of the compass. If you were teleporting to a coastal city and wound up 18 miles out at sea, you could be in trouble. Similar Area. You and your group (or the target object) wind up in a different area that’s visually or thematically similar to the target area. If you are heading for your home laboratory, for example, you might wind up in another wizard’s laboratory or in an alchemical supply shop that has many of the same tools and implements as your laboratory. Generally, you appear in the closest similar place, but since the spell has no range limit, you could conceivably wind up anywhere on the plane. Mishap. The spell’s unpredictable magic results in a difficult journey. Each teleporting creature (or the target object) takes 3d10 force damage, and the DM rerolls on the table to see where you wind up (multiple mishaps can occur, dealing damage each time). Familiarity Mishap Similar Area Off Target On Target Permanent circle — — — 01–100 Associated object — — — 01–100 Very familiar 01–05 06–13 14–24 25–100 Seen casually 01–33 34–43 44–53 54–100 Viewed once 01–43 44–53 54–73 74–100 Description 01–43 44–53 54–73 74–100 False destination 01–50 51–100 — — Thaumaturgy Transmutation cantrip Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: • Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute. • You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or omi- nous whispers. • You instantaneously cause an unlocked door or win- dow to fly open or slam shut. • You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Thunderwave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Time Stop 9th-level transmutation Casting Time: 1 action Range: Self Components: V Duration: Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 1d4 + 1 turns in a row, during which you can use actions and move as normal. This spell ends if one of the actions you use during this period, or any effects that you create during this period, affects a creature other than you or an object being worn or carried by someone other than you. In addition, the spell ends if you move to a place more than 1,000 feet from the location where you cast it. True Resurrection 9th-level necromancy Casting Time: 1 hour Range: Touch Components: V, S, M (a sprinkle of holy water and diamonds worth at least 25,000 gp, which the spell consumes) Duration: Instantaneous You touch a creature that has been dead for no longer than 200 years and that died for any reason except old age. If the creature’s soul is free and willing, the creature is restored to life with all its hit points. This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and limbs. The spell can even provide a new body if the original no longer exists, in which case you must speak the creature’s name. The creature then appears in an unoccupied space you choose within 10 feet of you. True Seeing 6th-level divination Casting Time: 1 action Range: Touch Components: V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) Duration: 1 hour This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. Wall of Fire 4th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a small piece of phosphorus) Duration: Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. Wall of Stone 5th-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (a small block of granite) Duration: Concentration, up to 10 minutes A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. The wall doesn’t need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends. Warding Bond 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration) Duration: 1 hour This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage. The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action. Web 2nd-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (a bit of spiderweb) Duration: Concentration, up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. A: Conditions Conditions alter a creature’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster’s attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition. If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition’s effects don’t get worse. A creature either has a condition or doesn’t. The following definitions specify what happens to a creature while it is subjected to a condition. Blinded ◦ A blinded creature can’t see and automatically fails any ability check that requires sight. ◦ Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. Charmed ◦ A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. ◦ The charmer has advantage on any ability check to interact socially with the creature. Deafened ◦ A deafened creature can’t hear and automatically fails any ability check that requires hearing. Frightened ◦ A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. ◦ The creature can’t willingly move closer to the source of its fear. Grappled ◦ A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. ◦ The condition ends if the grappler is incapacitated (see the condition). ◦ The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell. Incapacitated ◦ An incapacitated creature can’t take actions or reactions. Invisible ◦ An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding, the creature is heavily obscured. The crea- ture’s location can be detected by any noise it makes or any tracks it leaves. • Attack rolls against the creature have disadvantage, and the creature’s attack rolls have advantage. Paralyzed • A paralyzed creature is incapacitated (see the condi- tion) and can’t move or speak. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. Petrified • A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging. • The creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. • Attack rolls against the creature have advantage. • The creature automatically fails Strength and Dexterity saving throws. • The creature has resistance to all damage. • The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized. Poisoned • A poisoned creature has disadvantage on attack rolls and ability checks. Prone • A prone creature’s only movement option is to crawl, unless it stands up and thereby ends the condition. • The creature has disadvantage on attack rolls. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Restrained • A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. • Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. • The creature has disadvantage on Dexterity saving throws. Stunned • A stunned creature is incapacitated (see the condi- tion), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. Unconscious ◦ An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. ◦ The creature drops whatever it’s holding and falls prone. ◦ The creature automatically fails Strength and Dexterity saving throws. ◦ Attack rolls against the creature have advantage. ◦ Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. B: Gods Religion is an important part of life in the worlds of the D&D multiverse. When gods walk the world, clerics channel divine power, evil cults perform dark sacrifices in subterranean lairs, and shining paladins stand like beacons against the darkness, it’s hard to be ambivalent about the deities and deny their existence. Many people in the worlds of D&D worship different gods at different times and circumstances. People in the Forgotten Realms, for example, might pray to Sune for luck in love, make an offering to Waukeen before heading to the market, and pray to appease Talos when a severe storm blows in—all in the same day. Many people have a favorite among the gods, one whose ideals and teachings they make their own. And a few people dedicate themselves entirely to a single god, usually serving as a priest or champion of that god’s ideals. Your DM determines which gods, if any, are worshiped in his or her campaign. From among the gods available, you can choose a single deity for your character to serve, worship, or pay lip service to. Or you can pick a few that your character prays to most often. Or just make a mental note of the gods who are revered in your DM’s campaign so you can invoke their names when appropriate. If you’re playing a cleric or a character with the Acolyte background, decide which god your deity serves or served, and consider the deity’s suggested domains when selecting your character’s domain. D&D Pantheons Each world in the D&D multiverse has its own pantheons of deities. This appendix deals with one pantheon, that of the Forgotten Realms. The Forgotten Realms Dozens of deities are revered, worshiped, and feared throughout the world of the Forgotten Realms. At least thirty deities are widely known across the Realms, and many more are worshiped locally, by individual tribes, small cults, or certain sects of larger religious temples. Nonhuman Deities Certain gods closely associated with nonhuman races are revered on many different worlds, though not always in the same way. The nonhuman races of the Forgotten Realms and Greyhawk share these deities. Nonhuman races often have whole pantheons of their own. Besides Moradin, for example, the dwarf gods include Moradin’s wife, Berronar Truesilver, and a number of other gods thought to be their children and grandchildren: Abbathor, Clangeddin Silverbeard, Dugmaren Brightmantle, Dumathoin, Gorm Gulthyn, Haela Brightaxe, Marthammor Duin, Sharindlar, Thard Harr, and Vergadain. Individual clans and kingdoms of dwarves might revere some, all, or none of these deities, and some have other gods unknown (or known by other names) to outsiders. Deities of the Forgotten Realms Deity Alignment Suggested Domains Symbol Auril, goddess of winter NE Nature, Tempest Six-pointed snowflake Azuth, god of wizards LN Knowledge Left hand pointing upward, outlined in fire Bane, god of tyranny LE War Upright black right hand, thumb and fingers together Beshaba, goddess of misfortune CE Trickery Black antlers Bhaal, god of murder NE Death Skull surrounded by a ring of blood droplets Chauntea, goddess of agriculture NG Life Sheaf of grain or a blooming rose over grain Cyric, god of lies CE Trickery White jawless skull on black or purple sunburst Deneir, god of writing NG Knowledge Lit candle above an open eye Eldath, goddess of peace NG Life, Nature Waterfall plunging into still pool Gond, god of craft N Knowledge Toothed cog with four spokes Helm, god of protection LN Life, Light Staring eye on upright left gauntlet Ilmater, god of endurance LG Life Hands bound at the wrist with red cord Kelemvor, god of the dead LN Death Upright skeletal arm holding balanced scales Lathander, god of birth and renewal NG Life, Light Road traveling into a sunrise Leira, goddess of illusion CN Trickery Point-down triangle containing a swirl of mist Lliira, goddess of joy CG Life Triangle of three six-pointed stars Loviatar, goddess of pain LE Death Nine-tailed barbed scourge Malar, god of the hunt CE Nature Clawed paw Mask, god of thieves CN Trickery Black mask Mielikki, goddess of forests NG Nature Unicorn’s head Milil, god of poetry and song NG Light Five-stringed harp made of leaves Myrkul, god of death NE Death White human skull Mystra, goddess of magic NG Knowledge Circle of seven stars, or nine stars encircling a flowing red mist, or a single star Oghma, god of knowledge N Knowledge Blank scroll Savras, god of divination and fate LN Knowledge Crystal ball containing many kinds of eyes Selûne, goddess of the moon CG Knowledge, Life Pair of eyes surrounded by seven stars Shar, goddess of darkness and loss NE Death, Trickery Black disk encircled with a border Silvanus, god of wild nature N Nature Oak leaf Sune, goddess of love and beauty CG Life, Light Face of a beautiful red-haired woman Talona, goddess of disease and poison CE Death Three teardrops on a triangle Talos, god of storms CE Tempest Three lightning bolts radiating from a central point Tempus, god of war N War Upright flaming sword Torm, god of courage and self-sacrifice LG War White right gauntlet Tymora, goddess of good fortune CG Trickery Face-up coin Tyr, god of justice LG War Balanced scales resting on a warhammer Umberlee, goddess of the sea CE Tempest Wave curling left and right Waukeen, goddess of trade N Knowledge, Trickery Upright coin with Waukeen’s profile facing left C: Many characters created in the Forgotten Realms setting, especially those for organized D&D play, belong to one of five factions that have risen to prominence in the Realms. Each faction has its own motivations, goals, and philosophy. Some are more heroic than others, but all band together in times of trouble to thwart major threats. Harpers This clandestine network of spellcasters and spies seeks to tip the scales in favor of the innocent, the weak, and the poor within the Realms. Harper agents pride themselves on being incorruptible defenders of good, and they never hesitate to aid the oppressed. Because they prefer to work behind the scenes, they are rarely noticed as they thwart tyrants, depose rulers, and head off any growing force that is rumored to have evil intent. The Harpers has its finger on the pulse of power in the Realms and works tirelessly to even the odds for the downtrodden. Individual Harper agents operate alone, relying on their wits and extensive information networks to gain an advantage over their enemies. They know that knowledge is power, so gathering intelligence beforehand is paramount to their success. They are well-informed and always have access to aid, magical and otherwise. Veteran members have access to secret caches of knowledge stashed all over Faerûn, along with trusted sources stationed in every major town and city. The organization is always on the lookout for powerful items, expressly to keep them out of the hands of evildoers. To this end its agents use various guises and identities to gain access to carefully guarded secrets such as ancestral maps, buried cities, and mages’ keeps. The bond between Harpers is strong, and their friendships are nigh unbreakable. Rarely do they operate in the open, but on rare occasions they must, because there is no other choice. When that happens, you can be sure that a fellow Harper is watching closely, ready to emerge from the shadows and help a comrade at a moment’s notice. “A Harper is first and foremost self-reliant, for once you are autonomous then no one can tempt you into using power as a crutch. You are sovereign unto yourself. “Therefore, a Harper’s soul must be incorruptible. Many believe themselves to be so, but power comes in many guis- es, and it will surely find your weakness. Of this you may be certain. Only a true Harper can pass this test and transform weakness into strength. That is why we are the hand that stops the tyrant, feeds the oppressed, and asks for noth- ing in return. “We are the song for those who have no voice.” — Remallia “Remi” Haventree Order of the Gauntlet The Order of the Gauntlet is a relatively new organization dedicated to smiting evil wherever it lurks and without hesitation. The Order understands that evil wears many guises, playing games and tricking others in order to spread. That is why its members act on their own authority, identifying threats and smashing them before they can grow. Because the seeds of evil are nourished in the shadows, the Order of the Gauntlet rides out to the most dangerous dungeons, the darkest caverns, and the foulest pits to weed out wrongdoers. But the Order is keenly aware that the shadow of evil lies within everyone, waiting for a moment when it can gain a foothold on their souls. Thus its paladins, monks, and clerics spend long hours deep in prayer to keep their inner eye vigilant and focused on their own thoughts and emotions. In this way they purify themselves from within before taking up their swords to cleanse the world. The Order of the Gauntlet believes that all sentient beings must come to the light of reason and goodness of their own volition. That is why it is not interested in controlling minds: it focuses only on deeds, setting an example to the world in hopes of inspiring and enlightening others. The Order holds that faith in one’s god, one’s friends, and one’s self are the greatest weapons in quelling the hordes of malice. With such devout conviction, the Order’s members can be depended on as a source of strength to themselves and others, a bright light against the darkness. They are not preemptive bullies, though. A strict code of honor allows them to strike only when evil deeds are being committed. Thus, the Order of the Gauntlet is hypervigilant, using every resource at their disposal—both divine and mundane—to know where and when dark deeds will occur. “That’s the thing about evil: it is darkness, it is shadow, it hides in your blind spot. Then, when you are distracted, it sneaks in. Evil is a master of disguise—and what is the greatest disguise, you ask? Yourself. Evil will cloak itself in thoughts and emotions pretending to be your own, telling you to get angry, to be greedy and envious, to hold yourself above others. “People aren’t born evil—it takes time for evil to fool you into thinking that its voice is yours. That is why to know who you truly are is what the Order requires from each hopeful who wishes to join our ranks. Bravery isn’t fighting the dragon out there—it is fighting the dragon within. That is what we do in our prayers. Once you have slain that dragon, you have overcome the darkness lurking within yourself. Only then do you have the capacity to know true goodness. Only then are you ready to take up the sword and wear the badge of our Order.” — Kajiso Steelhand Emerald Enclave The Emerald Enclave is a far-ranging group that opposes threats to the natural world and helps others survive in the wilderness. Branches of the organization are scattered throughout Faerûn and often operate in isolation from the others. This existence teaches the Enclave’s members a fierce self-reliance and mastery of certain fighting and survival skills. A ranger of the Enclave might be hired to lead a caravan through a treacherous mountain pass or the frozen tundra of Icewind Dale. A druid might volunteer to help a village prepare for a long, brutal winter. Barbarians and druids who live as hermits might appear from nowhere to help defend a town against marauding orcs. Members of the Emerald Enclave know how to survive and, more importantly, to help others do the same. They are not opposed to civilization or progress, but they strive to keep it in balance with the wild. They restore and preserve the natural order, even as they root out and destroy all that is unnatural. They keep the elemental forces of the world in check and keep civilization and the wilderness from destroying one another. “The Emerald Enclave exists as gatekeepers to that vast space beyond the city walls. We are the defenders of the wil- derness and of the society that does not understand it. Most have forgotten that there is an ancient, natural order that existed long before our intellectual concepts of it. To come into contact with that primal order is to touch the power that guides all of life. “Those who walk the way of the Emerald Enclave are in- fused with this power; we embody it, and it moves us to do our work. That is why we are never alone. Even in the midst of a noisy, crowded city we can feel the presence of the nat- ural world inside us, fresh, strong, and alive. The Enclave seeks to make awareness of this power available to all. “Freedom. Is not this the highest of callings?” — Delaan Winterhound Lords’ Alliance The Lords’ Alliance is an association of rulers from cities and towns across Faerûn (primarily in the North), who believe that solidarity is needed to keep evil at bay. The rulers of Waterdeep, Silverymoon, Neverwinter, and other free cities dominate the coalition, and all lords in the Alliance work primarily for the fate and fortune of their individual settlements. Alliance agents include sophisticated bards, zealous paladins, talented mages, and grizzled warriors. They are chosen primarily for their loyalty and are experts in observation, stealth, innuendo, and combat. Backed by the wealthy and the privileged, they carry fine equipment (often disguised to appear common), including large numbers of scrolls scribed with spells of communication. Agents of the Lords’ Alliance ensure the safety and prosperity of civilized Faerûn by standing united against the forces that threaten civilization. They proactively eliminate such threats by any means, fighting with pride for the glory and security of their people, and for the lords who rule over them. However, Alliance operatives are often glory hounds, looking to gain a leg up on their counterparts from other Alliance cities. The leaders of the Alliance know that the order will survive only if its members support each other, requiring a balance between pride and diplomacy. Rogue agents within the Lords’ Alliance are rare, but defections have been known to occur. “Everyone wants to sleep at night and feel safe in their homes, but how many want to do what it takes to keep the tide of evil at bay? To stand in the cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting. “The Lords’ Alliance fights the things that the shopkeep- er in his bed has never even heard of. We remove threats before the town mayor even knows about it. We make bad things go away. That’s what we’re good at.” — Rameel Jos Zhentarim The Zhentarim, or Black Network, is an organization of well-trained mercenaries, savvy rogues, and crafty warlocks who seek to expand their influence and power throughout Faerûn. Agents of the Zhentarim feel that if they play by the rules, nothing gets done. Ultimately, they want to make the rules—and, in some cases, they already do. They walk a fine line when it comes to the letter of the law and don’t shy away from the occasional shady deal or illicit activity to get what they want. To the Zhentarim, wealth is power. Its agents know that nothing else inspires such confidence and dispels doubt so well. In an instant, wealth speaks louder than a thousand bards. Zhentarim agents routinely carry the finest weapons and armor, with no expense spared. When a merchant needs an escort for a caravan, when a noble family requires bodyguards to protect its holdings, or when a city is desperate for trained soldiers to defend its walls, the Zhentarim provides the best warriors money can buy. The organization encourages individual ambition and rewards innovators who take matters into their own hands. Results are all that matter. Those who come into the Black Network with nothing can become major players within the organization through their own moxie and hard work. “Membership in the Zhentarim is like a key to a thousand doors, each one a gateway to fulfilling a personal desire. Most people shy away from this kind of freedom. They like their restraints, laws, and swaddling—it gives them the illusion of security. “The Black Network provides what I need to explore realms and dimensions that would tear apart minds accustomed to limits. Only in such places can I find magic powerful enough to defeat beings that know no such thing as time, fear, or mercy. You might not like the Zhentarim’s methods, but when a demon crawls out of the Abyss and comes for your family, you’ll be glad that I have gone to the darkest of realms to find the answer to your problem.” — Ianna Asterion What Comes Next? aving delved into the depths of character creation, it’s time to consider your next steps. The fun of D&D is in playing the game, not just making up characters (though that’s fun, too). The Starter Set is a great next step if you want to try your hand at being a Dungeon Master and introduce your friends to the game. If you don’t know any DMs, try taking on that role yourself. The Starter Set is the best place to begin your journey. The Player’s Handbook is your essential guide to additional races, classes, backgrounds, and other customization options such as feats and multiclassing. You’ll also find more than two hundred extra spells and a beautiful array of art depicting elements of D&D. The Monster Manual describes the most important monsters in the Dungeons & Dragons universe. The manual is aimed at DMs, but it’s also a useful reference for players. The Dungeon Master’s Guide is the ultimate tome of DM lore. It includes magic items, optional rules, and guidelines for creating everything from a simple dungeon to an entire cosmos for your campaign. Each year brings the publication of new D&D adventures. These scenarios and campaigns are the perfect way to try your hand at running a D&D game with a minimum of work. Looking for a regular D&D game or prefer dropping in when you have time? Check the Store and Event Locator on our website to see if your local game store is running events such as D&D Encounters or D&D Expeditions. Bring your games to life with a suite of enhancements from a robust set of player and DM digital tools to accessories like miniatures, vinyl mats, campaign maps, clothing, and more. It isn’t always possible to gather a regular gaming group. In such situations, Dungeons & Dragons board games present an ideal casual play experience. You’ll also find a variety of digital games that offer a D&D experience across Mac, PC, tablets, and mobile devices. Level up your D&D game by visiting DungeonsandDragons.com to see the suite of Dungeons & Dragons offerings. Dungeon Master’s Basic Rules Version 0.3 Credits D&D Lead Designers: Mike Mearls, Jeremy Crawford Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell Editing Team: Chris Sims, Michele Carter, Scott Fitzgerald Gray Producer: Greg Bilsland Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Kolkowsky, Melissa Rapier, Shauna Narciso Graphic Designers: Bree Heiss, Emi Tanji Interior Illustrator: Jaime Jones Based on the original D&D game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Kuntz, James Ward, and Don Kaye Drawing from further development by J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Harold Johnson, David “Zeb” Cook, Ed Greenwood, Keith Baker, Tracy Hickman, Margaret Weis, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Heinsoo Playtesting provided by over 175,000 fans of D&D. Thank you! Additional Contributors: Kim Mohan, Matt Sernett, Chris Dupuis, Tom LaPille, Chris Tulach, Miranda Horner, Jennifer Clarke Wilkes, Steve Winter, Chris Youngs, Ben Petrisor, Tom Olsen Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, Jefferson Dunlap, Anita Williams Brand and Marketing: Nathan Stewart, Liz Schuh, Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom, Trevor Kidd Release: November 4, 2014 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, 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. Available for download at DungeonsandDragons.com ©2014 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Monsters Guidelines for understanding the information found in a monster’s statistics are presented below. Statistics A monster’s statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster. Size A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the player’s D&D basic rules or the Player’s Handbook for more information on creature size and space. Size Categories Size Tiny Small Medium Large Huge Gargantuan Space 2½ by 2½ ft. 5 by 5 ft. 5 by 5 ft. 10 by 10 ft. 15 by 15 ft. 20 by 20 ft. or larger Examples Imp, sprite Giant rat, goblin Orc, werewolf Hippogriff, ogre Fire giant, treant Kraken, purple worm Type A monster’s type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. The game includes the following monster types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature’s alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind flayers, and slaadi. Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (goblins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. Monstrosities are monsters in the strictest sense— frightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others are the product of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don’t fit into any other type. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 2 Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. Tags A monster might have one or more tags appended to its type, in parentheses. For example, an orc has the humanoid (orc) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag. Alignment A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to negotiate. See the player’s D&D basic rules or the Player’s Handbook for descriptions of the different alignments. The alignment specified in a monster’s stat block is the default. Feel free to depart from it and change a monster’s alignment to suit the needs of your campaign. If you want a good-aligned green dragon or an evil storm giant, there’s nothing stopping you. Some creatures can have any alignment. In other words, you choose the monster’s alignment. Some monster’s alignment entry indicates a tendency or aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don’t make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don’t have an alignment. Armor Class A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster’s AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. Hit Points A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the player’s D&D basic rules or the Player’s Handbook. A monster’s hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 × 4½). A monster’s size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. Hit Dice by Size Monster Size Tiny Small Medium Large Huge Gargantuan Hit Die d4 d6 d8 d10 d12 d20 Average HP per Die 2½ 3½ 4½ 5½ 6½ 10½ A monster’s Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a monster has a Constitution of 12 (+1 modifier) and 2d8 Hit Dice, it has 2d8 + 2 hit points (average 11). Speed A monster’s speed tells you how far it can move on its turn. For more information on speed, see the player’s D&D basic rules or the Player’s Handbook. All creatures have a walking speed, simply called the monster’s speed. Creatures that have no form of groundbased locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow A monster that has a burrowing speed can use that speed to move through sand, earth, mud, or ice. A monster can’t burrow through solid rock unless it has a special trait that allows it to do so. Climb A monster that has a climbing speed can use all or part of its movement to move on vertical surfaces. The monster doesn’t need to spend extra movement to climb. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 3 Fly A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the player’s D&D basic rules or the Player’s Handbook). Such a monster stops hovering when it dies. Swim A skill bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-expected bonus (usually double its proficiency bonus) to account for its heightened expertise. A monster that has a swimming speed doesn’t need to spend extra movement to swim. Vulnerabilities, Resistances, and Immunities Ability Scores Some creatures have vulnerability, resistance, or immunity to certain types of damage. Additionally, some creatures are immune to certain conditions. If a monster is immune to a game effect that isn’t considered damage or a condition, it has a special trait. Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma) and corresponding modifiers. For more information on ability scores and how they’re used in play, see the player’s D&D basic rules or the Player’s Handbook. Saving Throws The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn’t easily charmed or frightened might gain a bonus on its Wisdom saving throws. Most creatures don’t have special saving throw bonuses, in which case this section is absent. A saving throw bonus is the sum of a monster’s relevant ability modifier and its proficiency bonus, which is determined by the monster’s challenge rating (as shown in the Proficiency Bonus by Challenge Rating table). Proficiency Bonus by Challenge Rating Challenge 0 1/8 1/4 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 Proficiency Bonus +2 +2 +2 +2 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 Challenge 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 Proficiency Bonus +5 +5 +5 +6 +6 +6 +6 +7 +7 +7 +7 +8 +8 +8 +8 +9 +9 Skills The Skills entry is reserved for monsters that are proficient in one or more skills. For example, a monster that is very perceptive and stealthy might have bonuses to Wisdom (Perception) and Dexterity (Stealth) checks. Senses The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. Blindsight A monster with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as grimlocks and gray oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons. If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the maximum range of its perception. Darkvision A monster with darkvision can see in the dark within a specific radius. The monster can see in dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can’t discern color in darkness, only shades of gray. Many creatures that live underground have this special sense. Tremorsense A monster with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the monster and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect flying or incorporeal creatures. Many burrowing creatures, such as ankhegs and umber hulks, have this special sense. Truesight A monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the monster can see into the Ethereal Plane within the same range. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 4 Languages Experience Points by Challenge Rating The languages that a monster can speak are listed in alphabetical order. Sometimes a monster can understand a language but can’t speak it, and this is noted in its entry. A “—” indicates that a creature neither speaks nor understands any language. Challenge 0 1/8 1/4 1/2 1 2 3 4 5 6 7 8 9 10 11 12 13 Telepathy Telepathy is a magical ability that allows a monster to communicate mentally with another creature within a specified range. The contacted creature doesn’t need to share a language with the monster to communicate in this way with it, but it must be able to understand at least one language. A creature without telepathy can receive and respond to telepathic messages but can’t initiate or terminate a telepathic conversation. A telepathic monster doesn’t need to see a contacted creature and can end the telepathic contact at any time. The contact is broken as soon as the two creatures are no longer within range of each other or if the telepathic monster contacts a different creature within range. A telepathic monster can initiate or terminate a telepathic conversation without using an action, but while the monster is incapacitated, it can’t initiate telepathic contact, and any current contact is terminated. A creature within the area of an antimagic field or in any other location where magic doesn’t function can’t send or receive telepathic messages. Challenge A monster’s challenge rating tells you how great a threat the monster is. An appropriately equipped and well-rested party of four adventurers should be able to defeat a monster that has a challenge rating equal to its level without suffering any deaths. For example, a party of four 3rd-level characters should find a monster with a challenge rating of 3 to be a worthy challenge, but not a deadly one. Monsters that are significantly weaker than 1st-level characters have a challenge rating lower than 1. Monsters with a challenge rating of 0 are insignificant except in large numbers; those with no effective attacks are worth no experience points, while those that have attacks are worth 10 XP each. Some monsters present a greater challenge than even a typical 20th-level party can handle. These monsters have a challenge rating of 21 or higher and are specifically designed to test player skill. Experience Points The number of experience points (XP) a monster is worth is based on its challenge rating. Typically, XP is awarded for defeating the monster, although the DM may also award XP for neutralizing the threat posed by the monster in some other manner. Unless something tells you otherwise, a monster summoned by a spell or other magical ability is worth the XP noted in its stat block. The guidelines later in this document explain how to create encounters using XP budgets, as well as how to adjust an encounter’s difficulty. XP 0 or 10 25 50 100 200 450 700 1,100 1,800 2,300 2,900 3,900 5,000 5,900 7,200 8,400 10,000 Challenge 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 XP 11,500 13,000 15,000 18,000 20,000 22,000 25,000 33,000 41,000 50,000 62,000 75,000 90,000 105,000 120,000 135,000 155,000 Special Traits Special traits (which appear after a monster’s challenge rating but before any actions or reactions) are characteristics that are likely to be relevant in a combat encounter and that require some explanation. Innate Spellcasting A monster with the innate ability to cast spells has the Innate Spellcasting special trait. Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can’t be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster’s challenge rating. An innate spell can have special rules or restrictions. For example, a drow mage can innately cast the levitate spell, but the spell has a “self only” restriction, which means that the spell affects only the drow mage. A monster’s innate spells can’t be swapped out with other spells. If a monster’s innate spells don’t require attack rolls, no attack bonus is given for them. Spellcasting A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the player’s D&D basic rules and the Player’s Handbook). The spellcaster level is also used for any cantrips included in the feature. The monster has a list of spells known or prepared from a particular class. The list might also include spells from a feature in that class, such as the Divine Domain feature of the cleric. A monster can cast a spell from its list at a higher level if it has the spell slot to do so. For example, a drow mage with the 3rd-level lightning bolt spell can cast it as a 5th-level spell by using one of its 5th-level spell slots. You can change the spells that a monster knows or has prepared, replacing any spell on a monster’s spell list with a different spell of the same level and from D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 5 the same class list. If you do so, you might cause the monster to be a greater or lesser threat than suggested by its challenge rating. Actions When a monster takes its action, it can choose from the options in the Actions section of its stat block or use one of the actions available to all creatures, such as the Dash or Hide action, as described in the player’s D&D basic rules and the Player’s Handbook. Melee and Ranged Attacks The most common actions that a monster will take in combat are melee and ranged attacks. These can be spell attacks or weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, such as a claw or tail spike. For more information on different kinds of attacks, see the player’s D&D basic rules or the Player’s Handbook. Creature vs. Target. The target of a melee or ranged attack is usually either one creature or one target, the difference being that a “target” can be a creature or an object. Hit. Any damage dealt or other effects that occur as a result of an attack hitting a target are described after the “Hit” notation. You have the option of taking average damage or rolling the damage; for this reason, both the average damage and the die expression are presented. Miss. If an attack has an effect that occurs on a miss, that information is presented after the “Miss:” notation. Multiattack A creature that can make multiple attacks on its turn has the Multiattack ability. A creature can’t use Multiattack when making an opportunity attack, which must be a single melee attack. Ammunition A monster carries enough ammunition to make its ranged attacks. You can assume that a monster has 2d4 pieces of ammunition for a thrown weapon attack, and 2d10 pieces of ammunition for a projectile weapon such as a bow or crossbow. Reactions If a monster can do something special with its reaction, that information is contained here. If a creature has no special reaction, this section is absent. Grapple Rules for Monsters Many monsters have special attacks that allow them to quickly grapple prey. When a monster hits with such an attack, it doesn’t need to make an additional ability check to determine whether the grapple succeeds, unless the attack says otherwise. A creature grappled by the monster can use its action to try to escape. To do so, it must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against the escape DC in the monster’s stat block. If no escape DC is given, assume the DC is 10 + the monster’s Strength (Athletics) modifier. Limited Usage Some special abilities have restrictions on the number of times they can be used. X/Day. The notation “X/Day” means a special ability can be used X number of times and that a monster must finish a long rest to regain expended uses. For example, “1/Day” means a special ability can be used once and that the monster must finish a long rest to use it again. Recharge X–Y. The notation “Recharge X–Y” means a monster can use a special ability once and that the ability then has a random chance of recharging during each subsequent round of combat. At the start of each of the monster’s turns, roll a d6. If the roll is one of the numbers in the recharge notation, the monster regains the use of the special ability. The ability also recharges when the monster finishes a short or long rest. For example, “Recharge 5–6” means a monster can use the special ability once. Then, at the start of the monster’s turn, it regains the use of that ability if it rolls a 5 or 6 on a d6. Recharge after a Short or Long Rest. This notation means that a monster can use a special ability once and then must finish a short or long rest to use it again. Equipment A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately. You can equip monsters with additional gear and trinkets however you like, using the equipment chapter of the player’s D&D basic rules or the Player’s Handbook for inspiration, and you decide how much of a monster’s equipment is recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting monster needs material components to cast its spells, assume that it has the material components it needs to cast the spells in its stat block. Legendary Creatures A legendary creature can do things that ordinary creatures can’t. Legendary creatures can take special actions outside their turns, and a few can exert power over their environment, causing extraordinary magical effects to occur in their vicinity. Legendary Actions A legendary creature can take a certain number of special actions—called legendary actions—outside its turn. Only one legendary action option can be used at a time and only at the end of another creature’s turn. A legendary creature regains spent legendary actions at the start of its turn. It isn’t required to use its legendary actions, and it can’t use legendary actions while incapacitated. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 6 A Legendary Creature’s Lair A legendary creature might have a section describing its lair and the special effects it can create while there, either by act of will or simply by being present. Not all legendary creatures have lairs. This section only applies to legendary creatures that spend a great deal of time in their lairs and are most likely to be encountered there. Lair Actions If a legendary creature has lair actions, it can use them to harness the ambient magic in its lair. On initiative count 20 (losing all initiative ties), the creature can use one of its lair action options, or forgo using any of them that round. Regional Effects The mere presence of a legendary creature can have strange and wondrous effects on its environment, as noted in this section. Regional effects end abruptly or dissipate over time when the legendary creature dies. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 7 Adult Red Dragon A Red Dragon’s Lair Huge dragon, chaotic evil Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead. Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control. Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. Actions Lair Actions Armor Class 19 (natural armor) Hit Points 256 (19d12 + 133) Speed 40 ft., climb 40 ft., fly 80 ft. STR 27 (+8) DEX 10 (+0) CON 25 (+7) INT 16 (+3) WIS 13 (+1) CHA 21 (+5) Saving Throws Dex +6, Con +13, Wis +7, Cha +11 Skills Perception +13, Stealth +6 Damage Immunities fire Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 Languages Common, Draconic Challenge 17 (18,000 XP) Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage. Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage. Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours. Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one. Legendary Actions The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn. Detect. The dragon makes a Wisdom (Perception) check. Tail Attack. The dragon makes a tail attack. Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed. The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row: • Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. • A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. • Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated. Regional Effects The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: • Small earthquakes are common within 6 miles of the dragon’s lair. • Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur. • Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby. If the dragon dies, these effects fade over the course of 1d10 days. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 8 Air Elemental Pounce. If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action. Large elemental, neutral Armor Class 15 Hit Points 90 (12d10 + 24) Speed 0 ft., fly 90 ft. (hover) STR 14 (+2) DEX 20 (+5) Actions CON 14 (+2) INT 6 (−2) WIS 10 (+0) CHA 6 (−2) Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Auran Challenge 5 (1,800 XP) Air Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Whirlwind (Recharge 4–6). Each creature in the elemental’s space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn’t flung away or knocked prone. An air elemental is a funneling cloud of whirling air with a vague semblance of a face. It can turn itself into a screaming cyclone, creating a whirlwind that batters creatures even as it flings them away. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. The allosaurus is a predatory dinosaur of great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws. Animated Armor Medium construct, unaligned Armor Class 18 (natural armor) Hit Points 33 (6d8 + 6) Speed 25 ft. STR 14 (+2) DEX 11 (+0) CON 13 (+1) INT 1 (−5) WIS 3 (−4) CHA 1 (−5) Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6 Languages — Challenge 1 (200 XP) Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor. Actions Multiattack. The armor makes two melee attacks. Allosaurus Large beast, unaligned Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Armor Class 13 (natural armor) Hit Points 51 (6d10 + 18) Speed 60 ft. This suit of magically animated plate armor clamors as it moves, banging and grinding like the vengeful spirit of a fallen knight. STR 19 (+4) DEX 13 (+1) CON 17 (+3) INT 2 (−4) WIS 12 (+1) CHA 5 (−3) Skills Perception +5 Senses passive Perception 15 Languages — Challenge 2 (450 XP) D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 9 Ankylosaurus Awakened Shrub Armor Class 15 (natural armor) Hit Points 68 (8d12 + 16) Speed 30 ft. Armor Class 9 Hit Points 10 (3d6) Speed 20 ft. Huge beast, unaligned STR 19 (+4) DEX 11 (+0) Small plant, unaligned CON 15 (+2) INT 2 (−4) WIS 12 (+1) CHA 5 (−3) Senses passive Perception 11 Languages — Challenge 3 (700 XP) STR 3 (−4) DEX 8 (−1) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 6 (−2) Damage Vulnerabilities fire Damage Resistances piercing Senses passive Perception 10 Languages one language known by its creator Challenge 0 (10 XP) Actions Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. False Appearance. While the shrub remains motionless, it is indistinguishable from a normal shrub. Thick armor plating covers the body of the planteating dinosaur ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) slashing damage. Ape Awakened Tree Medium beast, unaligned DEX 14 (+2) An awakened shrub is an ordinary shrub given sentience and mobility by magic. Huge plant, unaligned Armor Class 12 Hit Points 19 (3d8 + 6) Speed 30 ft., climb 30 ft. STR 16 (+3) Actions Armor Class 13 (natural armor) Hit Points 59 (7d12 + 14) Speed 20 ft. CON 14 (+2) INT 6 (−2) WIS 12 (+1) CHA 7 (−2) Skills Athletics +5, Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP) STR 19 (+4) DEX 6 (−2) CON 15 (+2) INT 10 (+0) WIS 10 (+0) CHA 7 (−2) Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing Senses passive Perception 10 Languages one language known by its creator Challenge 2 (450 XP) Actions Multiattack. The ape makes two fist attacks. Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree. Actions Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. An awakened tree is an ordinary tree given sentience and mobility by magic. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 10 Axe Beak Banshee Armor Class 11 Hit Points 19 (3d10 + 3) Speed 50 ft. Armor Class 12 Hit Points 58 (13d8) Speed 0 ft., fly 40 ft. (hover) Large beast, unaligned STR 14 (+2) DEX 12 (+1) Medium undead, chaotic evil CON 12 (+1) INT 2 (−4) WIS 10 (+0) CHA 5 (−3) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage. An axe beak is a tall flightless bird with strong legs, a wedge-shaped beak, and a nasty disposition. Baboon Small beast, unaligned DEX 14 (+2) CON 11 (+0) INT 4 (−3) WIS 12 (+1) CHA 6 (−2) Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage. Badger Armor Class 10 Hit Points 3 (1d4 + 1) Speed 20 ft., burrow 5 ft. CON 12 (+1) INT 12 (+1) WIS 11 (+0) CHA 17 (+3) Saving Throws Wis +2, Cha +4 Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages Common, Elvish Challenge 4 (1,100 XP) Detect Life. The banshee can magically sense the presence of living creatures up to 5 miles away. She knows the general direction they’re in but not their exact locations. Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage. Horrifying Visage. Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the banshee’s Horrifying Visage for the next 24 hours. Wail (1/Day). The banshee releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.The woeful banshee is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it. Tiny beast, unaligned DEX 11 (+0) CON 10 (+0) Actions Senses passive Perception 11 Languages — Challenge 0 (10 XP) STR 4 (−3) DEX 14 (+2) Incorporeal Movement. The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object. Armor Class 12 Hit Points 3 (1d6) Speed 30 ft., climb 30 ft. STR 8 (−1) STR 1 (−5) INT 2 (−4) WIS 12 (+1) CHA 5 (−3) Senses darkvision 30 ft., passive Perception 11 Languages — Challenge 0 (10 XP) Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 1 piercing damage. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 11 Bat Black Bear Armor Class 12 Hit Points 1 (1d4 − 1) Speed 5 ft., fly 30 ft. Armor Class 11 (natural armor) Hit Points 19 (3d8 + 6) Speed 40 ft., climb 30 ft. Tiny beast, unaligned STR 2 (−4) DEX 15 (+2) Medium beast, unaligned CON 8 (−1) INT 2 (−4) WIS 12 (+1) CHA 4 (−3) Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 0 (10 XP) STR 15 (+2) DEX 10 (+0) CON 14 (+2) INT 2 (−4) WIS 12 (+1) CHA 7 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/2 (100 XP) Echolocation. The bat can’t use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 piercing damage. Basilisk Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Medium monstrosity, unaligned Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. Armor Class 15 (natural armor) Hit Points 52 (8d8 + 16) Speed 20 ft. Blink Dog STR 16 (+3) DEX 8 (−1) CON 15 (+2) Medium fey, lawful good INT 2 (−4) WIS 8 (−1) CHA 7 (−2) Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn’t incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. A basilisk is a multilegged, reptilian horror whose deadly gaze transforms victims into porous stone. With it strong jaws, the creature consumes this stone, which returns to organic form in its gullet. Armor Class 13 Hit Points 22 (4d8 + 4) Speed 40 ft. STR 12 (+1) DEX 17 (+3) CON 12 (+1) INT 10 (+0) WIS 13 (+1) CHA 11 (+0) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages Blink Dog, understands Sylvan but can’t speak it Challenge 1/4 (50 XP) Keen Hearing and Smell. The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Teleport (Recharge 4–6). The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack. A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 12 Blood Hawk Brown Bear Armor Class 12 Hit Points 7 (2d6) Speed 10 ft., fly 60 ft. Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. Small beast, unaligned STR 6 (−2) DEX 14 (+2) Large beast, unaligned CON 10 (+0) INT 3 (−4) WIS 14 (+2) CHA 5 (−3) STR 19 (+4) DEX 10 (+0) CON 16 (+3) INT 2 (−4) WIS 13 (+1) CHA 7 (−2) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 1/8 (25 XP) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks with its daggerlike beak. Boar Armor Class 11 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft. DEX 11 (+0) CON 12 (+1) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Bugbear Medium humanoid (goblinoid), chaotic evil Armor Class 16 (hide armor, shield) Hit Points 27 (5d8 + 5) Speed 30 ft. Medium beast, unaligned STR 13 (+1) Multiattack. The bear makes two attacks: one with its bite and one with its claws. STR 15 (+2) INT 2 (−4) WIS 9 (−1) CHA 5 (−3) Senses passive Perception 9 Languages — Challenge 1/4 (50 XP) Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. DEX 14 (+2) CON 13 (+1) INT 8 (−1) WIS 11 (+0) CHA 9 (−1) Skills Stealth +6, Survival +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1 (200 XP) Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack). Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack. Actions Relentless (Recharges after a Short or Long Rest). If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. Actions Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range. Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Bugbears are hairy goblinoids born for battle and mayhem. They survive by raiding and hunting, but are fond of setting ambushes and fleeing when outmatched. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 13 Camel Actions Armor Class 9 Hit Points 15 (2d10 + 4) Speed 50 ft. Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) piercing damage. Large beast, unaligned STR 16 (+3) DEX 8 (−1) CON 14 (+2) Multiattack. The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. INT 2 (−4) WIS 8 (−1) CHA 5 (−3) Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Senses passive Perception 9 Languages — Challenge 1/8 (25 XP) A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Chimera Cat Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., fly 60 ft. Tiny beast, unaligned Armor Class 12 Hit Points 2 (1d4) Speed 40 ft., climb 30 ft. STR 3 (−4) DEX 15 (+2) CON 10 (+0) STR 19 (+4) INT 3 (−4) WIS 12 (+1) CHA 7 (−2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Centaur INT 3 (−4) WIS 14 (+2) CHA 10 (+0) Skills Perception +8 Senses darkvision 60 ft., passive Perception 18 Languages understands Draconic but can’t speak Challenge 6 (2,300 XP) Multiattack. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Fire Breath (Recharge 5–6). The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one. Armor Class 12 Hit Points 45 (6d10 + 12) Speed 50 ft. CON 14 (+2) CON 19 (+4) Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Large monstrosity, neutral good DEX 14 (+2) DEX 11 (+0) Actions Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. STR 18 (+4) Large monstrosity, chaotic evil INT 9 (−1) WIS 13 (+1) CHA 11 (+0) Skills Athletics +6, Perception +3, Survival +3 Senses passive Perception 13 Languages Elvish, Sylvan Challenge 2 (450 XP) A chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack. Charge. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 14 Cockatrice Crab Armor Class 11 Hit Points 27 (6d6 + 6) Speed 20 ft., fly 40 ft. Armor Class 11 (natural armor) Hit Points 2 (1d4) Speed 20 ft., swim 20 ft. Small monstrosity, unaligned STR 6 (−2) DEX 12 (+1) CON 12 (+1) Tiny beast, unaligned INT 2 (−4) WIS 13 (+1) CHA 5 (−3) Senses darkvision 60 ft., passive Perception 11 Languages — Challenge 1/2 (100 XP) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. The cockatrice looks like a hideous hybrid of lizard, bird, and bat. It is infamous for its ability to turn flesh to stone. Constrictor Snake Armor Class 12 Hit Points 13 (2d10 + 2) Speed 30 ft., swim 30 ft. CON 12 (+1) INT 1 (−5) WIS 10 (+0) CON 10 (+0) INT 1 (−5) WIS 8 (−1) CHA 2 (−4) Amphibious. The crab can breathe air and water. Actions Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage. Crocodile Large beast, unaligned Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 20 ft., swim 30 ft. STR 15 (+2) Large beast, unaligned DEX 14 (+2) DEX 11 (+0) Skills Stealth +2 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Actions STR 15 (+2) STR 2 (−4) CHA 3 (−4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. DEX 10 (+0) CON 13 (+1) INT 2 (−4) WIS 10 (+0) CHA 5 (−3) Skills Stealth +2 Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Hold Breath. The crocodile can hold its breath for 15 minutes. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 15 Cyclops Deer Armor Class 14 (natural armor) Hit Points 138 (12d12 + 60) Speed 30 ft. Armor Class 13 Hit Points 4 (1d8) Speed 50 ft. Huge giant, chaotic neutral STR 22 (+6) DEX 11 (+0) CON 20 (+5) Medium beast, unaligned INT 8 (−1) WIS 6 (−2) CHA 10 (+0) STR 11 (+0) DEX 16 (+3) CON 11 (+0) Senses passive Perception 8 Languages Giant Challenge 6 (2,300 XP) Senses passive Perception 12 Languages — Challenge 0 (10 XP) Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away. Actions Actions Multiattack. The cyclops makes two greatclub attacks. Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are a terrifying threat in combat due to their size and strength, but they can often be tricked by clever foes. Medium monstrosity, neutral evil Armor Class 12 Hit Points 39 (6d8 + 12) Speed 40 ft. DEX 14 (+2) CON 14 (+2) WIS 14 (+2) CHA 5 (−3) Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. Dire Wolf Large beast, unaligned Armor Class 14 (natural armor) Hit Points 37 (5d10 + 10) Speed 50 ft. STR 17 (+3) DEX 15 (+2) CON 15 (+2) INT 3 (−4) WIS 12 (+1) CHA 7 (−2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Death Dog STR 15 (+2) INT 2 (−4) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. INT 3 (−4) WIS 13 (+1) CHA 6 (−2) Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Languages — Challenge 1 (200 XP) Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Actions Multiattack. The dog makes two bite attacks. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 16 Doppelganger Actions Armor Class 14 Hit Points 52 (8d8 + 16) Speed 30 ft. Eagle Medium monstrosity (shapechanger), neutral Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. Small beast, unaligned STR 11 (+0) DEX 18 (+4) CON 14 (+2) INT 11 (+0) WIS 12 (+1) CHA 14 (+2) Skills Deception +6, Insight +3 Condition Immunities charmed Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) Armor Class 12 Hit Points 3 (1d6) Speed 10 ft., fly 60 ft. STR 6 (−2) Shapechanger. The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised. DEX 15 (+2) CON 10 (+0) INT 2 (−4) WIS 14 (+2) CHA 7 (−2) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 0 (10 XP) Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. Actions Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. Actions Earth Elemental Multiattack. The doppelganger makes two melee attacks. Large elemental, neutral Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. Armor Class 17 (natural armor) Hit Points 126 (12d10 + 60) Speed 30 ft., burrow 30 ft. Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target. Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. STR 20 (+5) DEX 8 (−1) CON 20 (+5) INT 5 (−3) WIS 10 (+0) CHA 5 (−3) Damage Vulnerabilities thunder Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 10 Languages Terran Challenge 5 (1,800 XP) Draft Horse Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn’t disturb the material it moves through. Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Siege Monster. The elemental deals double damage to objects and structures. Large beast, unaligned STR 18 (+4) DEX 10 (+0) CON 12 (+1) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions INT 2 (−4) WIS 11 (+0) CHA 7 (−2) Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 17 Elephant Fire Elemental Armor Class 12 (natural armor) Hit Points 76 (8d12 + 24) Speed 40 ft. Armor Class 13 Hit Points 102 (12d10 + 36) Speed 50 ft. Huge beast, unaligned STR 22 (+6) DEX 9 (−1) Large elemental, neutral CON 17 (+3) INT 3 (−4) WIS 11 (+0) CHA 6 (−2) Senses passive Perception 10 Languages — Challenge 4 (1,100 XP) Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 21 (3d10 + 5) bludgeoning damage. Elk CON 16 (+3) INT 6 (−2) WIS 10 (+0) CHA 7 (−2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities fire, poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Ignan Challenge 5 (1,800 XP) Fire Form. The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the elemental can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Armor Class 10 Hit Points 13 (2d10 + 2) Speed 50 ft. DEX 10 (+0) DEX 17 (+3) Illumination. The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 feet. Large beast, unaligned STR 16 (+3) STR 10 (+0) CON 12 (+1) INT 2 (−4) WIS 10 (+0) CHA 6 (−2) Actions Multiattack. The elemental makes two touch attacks. Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns. Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. A faint humanoid shape shows in a fire elemental’s capricious devastation. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage. Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. Hit: 8 (2d4 + 3) bludgeoning damage. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 18 Fire Giant Flameskull Armor Class 18 (plate) Hit Points 162 (13d12 + 78) Speed 30 ft. Armor Class 13 Hit Points 40 (9d4 + 18) Speed 0 ft., fly 40 ft. Huge giant, lawful evil STR 25 (+7) DEX 9 (−1) CON 23 (+6) Tiny undead, neutral evil INT 10 (+0) WIS 14 (+2) CHA 13 (+1) Saving Throws Dex +3, Con +10, Cha +5 Skills Athletics +11, Perception +6 Damage Immunities fire Senses passive Perception 16 Languages Giant Challenge 9 (5,000 XP) Actions Multiattack. The giant makes two greatsword attacks. Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage. Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy. STR 1 (−5) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 10 (+0) CHA 11 (+0) Skills Arcana +5, Perception +2 Damage Resistances lightning, necrotic, piercing Damage Immunities cold, fire, poison Condition Immunities charmed, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 12 Languages Common Challenge 4 (1,100 XP) Illumination. The flameskull sheds either dim light in a 15foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects. Rejuvenation. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared: Cantrip (at will): mage hand 1st level (3 slots): magic missile, shield 2nd level (2 slots): blur, flaming sphere 3rd level (1 slot): fireball Actions Multiattack. The flameskull uses Fire Ray twice. Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) fire damage. Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied skull blasts foes with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 19 Flesh Golem Flying Snake Armor Class 9 Hit Points 93 (11d8 + 44) Speed 30 ft. Armor Class 14 Hit Points 5 (2d4) Speed 30 ft., fly 60 ft., swim 30 ft. Medium construct, neutral STR 19 (+4) DEX 9 (−1) CON 18 (+4) Tiny beast, unaligned INT 6 (−2) WIS 10 (+0) CHA 5 (−3) Damage Immunities lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 5 (1,800 XP) Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form. The golem is immune to any spell or effect that would alter its form. Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Actions Multiattack. The golem makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons. STR 4 (−3) DEX 18 (+4) CON 11 (+0) INT 2 (−4) WIS 12 (+1) CHA 5 (−3) Senses blindsight 10 ft., passive Perception 11 Languages — Challenge 1/8 (25 XP) Flyby. The snake doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 7 (3d4) poison damage. A flying snake is a brightly colored, winged serpent found in remote jungles. Flying Sword Small construct, unaligned Armor Class 17 (natural armor) Hit Points 17 (5d6) Speed 0 ft., fly 50 ft. STR 12 (+1) DEX 15 (+2) CON 11 (+0) INT 1 (−5) WIS 5 (−3) CHA 1 (−5) Saving Throws Dex +4 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7 Languages — Challenge 1/4 (50 XP) Antimagic Susceptibility. The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute. False Appearance. While the sword remains motionless and isn’t flying, it is indistinguishable from a normal sword. Actions Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage. A magically animated flying sword dances through the air, fighting like a warrior that can’t be injured. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 20 Frog Gargoyle Armor Class 11 Hit Points 1 (1d4 − 1) Speed 20 ft., swim 20 ft. Armor Class 15 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., fly 60 ft. Tiny beast, unaligned STR 1 (−5) DEX 13 (+1) Medium elemental, chaotic evil CON 8 (−1) INT 1 (−5) WIS 8 (−1) CHA 3 (−4) Skills Perception +1, Stealth +3 Senses darkvision 30 ft., passive Perception 11 Languages — Challenge 0 (0 XP) STR 15 (+2) DEX 11 (+0) CON 16 (+3) INT 6 (−2) WIS 11 (+0) CHA 7 (−2) Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine Damage Immunities poison Condition Immunities exhaustion, petrified, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Terran Challenge 2 (450 XP) Amphibious. The frog can breathe air and water. Standing Leap. The frog’s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start. A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. Frost Giant False Appearance. While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. Actions Multiattack. The gargoyle makes two attacks: one with its bite and one with its claws. Huge giant, neutral evil Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Armor Class 15 (patchwork armor) Hit Points 138 (12d12 + 60) Speed 40 ft. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. STR 23 (+6) DEX 9 (−1) CON 21 (+5) INT 9 (−1) WIS 10 (+0) CHA 12 (+1) Saving Throws Con +8, Wis +3, Cha +4 Skills Athletics +9, Perception +3 Damage Immunities cold Senses passive Perception 13 Languages Giant Challenge 8 (3,900 XP) These malevolent creatures of elemental earth resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, delighting in the terror it creates when it breaks from its suspended pose. Actions Multiattack. The giant makes two greataxe attacks. Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6) slashing damage. Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage. Frost giants are creatures of ice and snow, with hair and beards of pale white or light blue, and flesh as blue as glacial ice. They respect only brute strength and skill in battle. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 21 Ghost Ghoul Armor Class 11 Hit Points 45 (10d8) Speed 0 ft., fly 40 ft. Armor Class 12 Hit Points 22 (5d8) Speed 30 ft. Medium undead, any alignment STR 7 (−2) DEX 13 (+1) CON 10 (+0) Medium undead, chaotic evil INT 10 (+0) WIS 12 (+1) CHA 17 (+3) Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 11 Languages any languages it knew in life Challenge 4 (1,100 XP) Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. Incorporeal Movement. The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Actions Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane. Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring. Possession (Recharge 6). One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends. STR 13 (+1) DEX 15 (+2) CON 10 (+0) INT 7 (−2) WIS 10 (+0) CHA 6 (−2) Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP) Actions Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Giant Ape Huge beast, unaligned Armor Class 12 Hit Points 157 (15d12 + 60) Speed 40 ft., climb 40 ft. STR 23 (+6) DEX 14 (+2) CON 18 (+4) INT 7 (−2) WIS 12 (+1) CHA 7 (−2) Skills Athletics +9, Perception +4 Senses passive Perception 14 Languages — Challenge 7 (2,900 XP) Actions Multiattack. The ape makes two fist attacks. Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage. Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. Hit: 30 (7d6 + 6) bludgeoning damage. A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 22 Giant Badger Giant Boar Armor Class 10 Hit Points 13 (2d8 + 4) Speed 30 ft., burrow 10 ft. Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft. Medium beast, unaligned STR 13 (+1) DEX 10 (+0) CON 15 (+2) Large beast, unaligned INT 2 (−4) WIS 12 (+1) CHA 5 (−3) STR 17 (+3) DEX 10 (+0) CON 16 (+3) INT 2 (−4) WIS 7 (−2) CHA 5 (−3) Senses darkvision 30 ft., passive Perception 11 Languages — Challenge 1/4 (50 XP) Senses passive Perception 8 Languages — Challenge 2 (450 XP) Keen Smell. The badger has advantage on Wisdom (Perception) checks that rely on smell. Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Actions Multiattack. The badger makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Giant Bat Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Small beast, unaligned Armor Class 13 Hit Points 22 (4d10) Speed 10 ft., fly 60 ft. DEX 16 (+3) Actions Giant Centipede Large beast, unaligned STR 15 (+2) Relentless (Recharges after a Short or Long Rest). If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. CON 11 (+0) INT 2 (−4) WIS 12 (+1) CHA 6 (−2) Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 1/4 (50 XP) Armor Class 13 (natural armor) Hit Points 4 (1d6 + 1) Speed 30 ft., climb 30 ft. STR 5 (−3) DEX 14 (+2) CON 12 (+1) INT 1 (−5) WIS 7 (−2) CHA 3 (−4) Senses blindsight 30 ft., passive Perception 8 Languages — Challenge 1/4 (50 XP) Echolocation. The bat can’t use its blindsight while deafened. Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 23 Giant Constrictor Snake Giant Crocodile Armor Class 12 Hit Points 60 (8d12 + 8) Speed 30 ft., swim 30 ft. Armor Class 14 (natural armor) Hit Points 85 (9d12 + 27) Speed 30 ft., swim 50 ft. Huge beast, unaligned STR 19 (+4) DEX 14 (+2) CON 12 (+1) INT 1 (−5) WIS 10 (+0) CHA 3 (−4) Huge beast, unaligned STR 21 (+5) DEX 9 (−1) CON 17 (+3) INT 2 (−4) WIS 10 (+0) CHA 7 (−2) Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 2 (450 XP) Skills Stealth +5 Senses passive Perception 10 Languages — Challenge 5 (1,800 XP) Actions Hold Breath. The crocodile can hold its breath for 30 minutes. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Actions Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target. Medium beast, unaligned Armor Class 15 (natural armor) Hit Points 13 (3d8) Speed 30 ft., swim 30 ft. DEX 15 (+2) CON 11 (+0) Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target. Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. Giant Crab STR 13 (+1) Multiattack. The crocodile makes two attacks: one with its bite and one with its tail. Giant Eagle INT 1 (−5) WIS 9 (−1) CHA 3 (−4) Skills Stealth +4 Senses blindsight 30 ft., passive Perception 9 Languages — Challenge 1/8 (25 XP) Amphibious. The crab can breathe air and water. Actions Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target. Large beast, neutral good Armor Class 13 Hit Points 26 (4d10 + 4) Speed 10 ft., fly 80 ft. STR 16 (+3) DEX 17 (+3) CON 13 (+1) INT 8 (−1) WIS 14 (+2) CHA 10 (+0) Skills Perception +4 Senses passive Perception 14 Languages Giant Eagle, understands Common and Auran but can’t speak them Challenge 1 (200 XP) Keen Sight. The eagle has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The eagle makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. A giant eagle is a noble creature that speaks its own language and understands some speech. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 24 Giant Elk Giant Frog Armor Class 14 (natural armor) Hit Points 42 (5d12 + 10) Speed 60 ft. Armor Class 11 Hit Points 18 (4d8) Speed 30 ft., swim 30 ft. Huge beast, unaligned STR 19 (+4) DEX 16 (+3) Medium beast, unaligned CON 14 (+2) INT 7 (−2) WIS 14 (+2) CHA 10 (+0) Skills Perception +4 Senses passive Perception 14 Languages Giant Elk, understands Common, Elvish, and Sylvan but can’t speak them Challenge 2 (450 XP) STR 12 (+1) DEX 13 (+1) CON 11 (+0) INT 2 (−4) WIS 10 (+0) CHA 3 (−4) Skills Perception +2, Stealth +3 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 1/4 (50 XP) Amphibious. The frog can breathe air and water. Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Actions Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. Hit: 22 (4d8 + 4) bludgeoning damage. Giant Fire Beetle Small beast, unaligned Armor Class 13 (natural armor) Hit Points 4 (1d6 + 1) Speed 30 ft. STR 8 (−1) DEX 10 (+0) CON 12 (+1) INT 1 (−5) WIS 7 (−2) CHA 3 (−4) Senses blindsight 30 ft., passive Perception 8 Languages — Challenge 0 (10 XP) Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 feet. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) slashing damage. A giant fire beetle is a nocturnal creature that features a pair of glowing glands that give off light for 1d6 days after the beetle dies. Standing Leap. The frog’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can’t bite another target. Swallow. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog’s turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Giant Goat Large beast, unaligned Armor Class 11 (natural armor) Hit Points 19 (3d10 + 3) Speed 40 ft. STR 17 (+3) DEX 11 (+0) CON 12 (+1) INT 3 (−4) WIS 12 (+1) CHA 6 (−2) Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 25 Giant Hyena Giant Octopus Armor Class 12 Hit Points 45 (6d10 + 12) Speed 50 ft. Armor Class 11 Hit Points 52 (8d10 + 8) Speed 10 ft., swim 60 ft. Large beast, unaligned STR 16 (+3) DEX 14 (+2) Large beast, unaligned CON 14 (+2) INT 2 (−4) WIS 12 (+1) CHA 7 (−2) STR 17 (+3) DEX 13 (+1) CON 13 (+1) INT 4 (−3) WIS 10 (+0) CHA 4 (−3) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Skills Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 1 (200 XP) Rampage. When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. Hold Breath. While out of water, the octopus can hold its breath for 1 hour. Actions Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Water Breathing. The octopus can breathe only underwater. Giant Lizard Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can’t use its tentacles on another target. Large beast, unaligned Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 30 ft., climb 30 ft. STR 15 (+2) DEX 12 (+1) CON 13 (+1) INT 2 (−4) WIS 10 (+0) CHA 5 (−3) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Ink Cloud (Recharges after a Short or Long Rest). A 20-footradius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Giant Owl Large beast, neutral Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Giant lizards are fearsome predators often used as mounts or draft animals by reptilian humanoids and residents of the Underdark. Armor Class 12 Hit Points 19 (3d10 + 3) Speed 5 ft., fly 60 ft. STR 13 (+1) DEX 15 (+2) CON 12 (+1) INT 8 (−1) WIS 13 (+1) CHA 10 (+0) Skills Perception +5, Stealth +4 Senses darkvision 120 ft., passive Perception 15 Languages Giant Owl, understands Common, Elvish, and Sylvan but can’t speak them Challenge 1/4 (50 XP) Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage. Giant owls are intelligent creatures that are the guardians of their woodland realms. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 26 Giant Poisonous Snake Giant Scorpion Armor Class 14 Hit Points 11 (2d8 + 2) Speed 30 ft., swim 30 ft. Armor Class 15 (natural armor) Hit Points 52 (7d10 + 14) Speed 40 ft. Medium beast, unaligned STR 10 (+0) DEX 18 (+4) CON 13 (+1) INT 2 (−4) WIS 10 (+0) Large beast, unaligned CHA 3 (−4) Skills Perception +2 Senses blindsight 10 ft., passive Perception 12 Languages — Challenge 1/4 (50 XP) DEX 13 (+1) CON 15 (+2) INT 1 (−5) WIS 9 (−1) CHA 3 (−4) Senses blindsight 60 ft., passive Perception 9 Languages — Challenge 3 (700 XP) Actions Actions Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. Giant Rat Armor Class 12 Hit Points 7 (2d6) Speed 30 ft. DEX 15 (+2) Multiattack. The scorpion makes three attacks: two with its claws and one with its sting. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target. Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Small beast, unaligned STR 7 (−2) STR 15 (+2) CON 11 (+0) INT 2 (−4) WIS 10 (+0) CHA 4 (−3) Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Giant Sea Horse Large beast, unaligned Armor Class 13 (natural armor) Hit Points 16 (3d10) Speed 0 ft., swim 40 ft. STR 12 (+1) DEX 15 (+2) CON 11 (+0) INT 2 (−4) WIS 12 (+1) CHA 5 (−3) Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Charge. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Water Breathing. The sea horse can breathe only underwater. Actions Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Giant sea horses are often used as mounts by aquatic humanoids. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 27 Giant Shark webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). Huge beast, unaligned Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 0 ft., swim 50 ft. STR 23 (+6) DEX 11 (+0) CON 21 (+5) Giant Toad Large beast, unaligned INT 1 (−5) WIS 10 (+0) CHA 5 (−3) Skills Perception +3 Senses blindsight 60 ft., passive Perception 13 Languages — Challenge 5 (1,800 XP) STR 15 (+2) Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) piercing damage. A giant shark is 30 feet long and normally found in deep oceans. Giant Spider Large beast, unaligned Armor Class 14 (natural armor) Hit Points 26 (4d10 + 4) Speed 30 ft., climb 30 ft. STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 2 (−4) WIS 11 (+0) Armor Class 11 Hit Points 39 (6d10 + 6) Speed 20 ft., swim 40 ft. CHA 4 (−3) Skills Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 Languages — Challenge 1 (200 XP) DEX 13 (+1) CON 13 (+1) INT 2 (−4) WIS 10 (+0) CHA 3 (−4) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1 (200 XP) Amphibious. The toad can breathe air and water. Standing Leap. The toad’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can’t bite another target. Swallow. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad’s turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 28 Giant Vulture Giant Weasel Armor Class 10 Hit Points 22 (3d10 + 6) Speed 10 ft., fly 60 ft. Armor Class 13 Hit Points 9 (2d8) Speed 40 ft. Large beast, neutral evil STR 15 (+2) DEX 10 (+0) CON 15 (+2) Medium beast, unaligned INT 6 (−2) WIS 12 (+1) CHA 7 (−2) STR 11 (+0) DEX 16 (+3) CON 10 (+0) INT 4 (−3) WIS 12 (+1) CHA 5 (−3) Skills Perception +3 Senses passive Perception 13 Languages understands Common but can’t speak Challenge 1 (200 XP) Skills Perception +3, Stealth +5 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1/8 (25 XP) Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Actions Multiattack. The vulture makes two attacks: one with its beak and one with its talons. Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. A giant vulture has advanced intelligence and a malevolent bent. Medium beast, unaligned Armor Class 12 Hit Points 13 (3d8) Speed 10 ft., fly 50 ft. DEX 14 (+2) Giant Wolf Spider Medium beast, unaligned Armor Class 13 Hit Points 11 (2d8 + 2) Speed 40 ft., climb 40 ft. STR 12 (+1) DEX 16 (+3) CON 13 (+1) INT 3 (−4) WIS 12 (+1) CHA 4 (−3) Skills Perception +3, Stealth +7 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13 Languages — Challenge 1/4 (50 XP) Giant Wasp STR 10 (+0) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. CON 10 (+0) INT 1 (−5) WIS 10 (+0) CHA 3 (−4) Senses passive Perception 10 Languages — Challenge 1/2 (100 XP) Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Actions Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Giant wolf spiders hunt prey across open ground or hide in burrows or crevices to attack from ambush. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 29 Gnoll Goblin Medium humanoid (gnoll), chaotic evil Small humanoid (goblinoid), neutral evil Armor Class 15 (hide armor, shield) Hit Points 22 (5d8) Speed 30 ft. Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) Speed 30 ft. STR 14 (+2) DEX 12 (+1) CON 11 (+0) INT 6 (−2) WIS 10 (+0) CHA 7 (−2) STR 8 (−1) DEX 14 (+2) CON 10 (+0) INT 10 (+0) WIS 8 (−1) CHA 8 (−1) Senses darkvision 60 ft., passive Perception 10 Languages Gnoll Challenge 1/2 (100 XP) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Rampage. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack. Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures. Gnolls are feral, hyena-headed humanoids that attack without warning, slaughtering their victims and devouring their flesh. Grick Goat Armor Class 14 (natural armor) Hit Points 27 (6d8) Speed 30 ft., climb 30 ft. Armor Class 10 Hit Points 4 (1d8) Speed 40 ft. STR 14 (+2) Medium beast, unaligned STR 12 (+1) DEX 10 (+0) CON 11 (+0) INT 2 (−4) WIS 10 (+0) CHA 5 (−3) Senses passive Perception 10 Languages — Challenge 0 (10 XP) Charge. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. Medium monstrosity, neutral DEX 14 (+2) CON 11 (+0) INT 3 (−4) WIS 14 (+2) CHA 5 (−3) Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapons Senses darkvision 60 ft., passive Perception 12 Languages — Challenge 2 (450 XP) Stone Camouflage. The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain. Actions Multiattack. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. Sure-Footed. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. This wormlike monstrosity blends in with the rock of the caverns it haunts. When prey comes near, its barbed tentacles unfurl to reveal its hungry, snapping beak. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 30 Griffon Large monstrosity, unaligned Armor Class 12 Hit Points 59 (7d10 + 21) Speed 30 ft., fly 80 ft. STR 18 (+4) DEX 15 (+2) CON 16 (+3) INT 2 (−4) WIS 13 (+1) CHA 8 (−1) A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths. Skills Perception +5 Senses darkvision 60 ft., passive Perception 15 Languages — Challenge 2 (450 XP) Keen Sight. The griffon has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The griffon makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle. Harpy CON 12 (+1) Tiny beast, unaligned Armor Class 13 Hit Points 1 (1d4 − 1) Speed 10 ft., fly 60 ft. STR 5 (−3) DEX 16 (+3) CON 8 (−1) INT 2 (−4) WIS 14 (+2) CHA 6 (−2) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 0 (10 XP) Keen Sight. The hawk has advantage on Wisdom (Perception) checks that rely on sight. Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Armor Class 11 Hit Points 38 (7d8 + 7) Speed 20 ft., fly 40 ft. DEX 13 (+1) Hawk Actions Medium monstrosity, chaotic evil STR 12 (+1) the Dash action on its turn to move toward the harpy by the most direct route. It doesn’t avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature’s saving throw is successful, the effect ends on it. A target that successfully saves is immune to this harpy’s song for the next 24 hours. INT 7 (−2) WIS 10 (+0) CHA 13 (+1) Senses passive Perception 10 Languages Common Challenge 1 (200 XP) Actions Multiattack. The harpy makes two attacks: one with its claws and one with its club. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage. Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) bludgeoning damage. Luring Song. The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target can take D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 31 Hell Hound Hippogriff Armor Class 15 (natural armor) Hit Points 45 (7d8 + 14) Speed 50 ft. Armor Class 11 Hit Points 19 (3d10 + 3) Speed 40 ft., fly 60 ft. Medium fiend, lawful evil STR 17 (+3) DEX 12 (+1) Large monstrosity, unaligned CON 14 (+2) INT 6 (−2) WIS 13 (+1) CHA 6 (−2) Skills Perception +5 Damage Immunities fire Senses darkvision 60 ft., passive Perception 15 Languages understands Infernal but can’t speak it Challenge 3 (700 XP) STR 17 (+3) DEX 13 (+1) CON 13 (+1) INT 2 (−4) CHA 8 (−1) Skills Perception +5 Senses passive Perception 15 Languages — Challenge 1 (200 XP) Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Keen Sight. The hippogriff has advantage on Wisdom (Perception) checks that rely on sight. Actions Multiattack. The hippogriff makes two attacks: one with its beak and one with its claws. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. A hippogriff is a magical creature possessing the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals. Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions. Hobgoblin Hill Giant Armor Class 18 (chain mail, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. Armor Class 13 (natural armor) Hit Points 105 (10d12 + 40) Speed 40 ft. STR 13 (+1) Huge giant, chaotic evil STR 21 (+5) WIS 12 (+1) DEX 8 (−1) CON 19 (+4) INT 5 (−3) WIS 9 (−1) CHA 6 (−2) Skills Perception +2 Senses passive Perception 12 Languages Giant Challenge 5 (1,800 XP) Medium humanoid (goblinoid), lawful evil DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 9 (−1) Senses darkvision 60 ft., passive Perception 10 Languages Common, Goblin Challenge 1/2 (100 XP) Martial Advantage. Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn’t incapacitated. Actions Actions Multiattack. The giant makes two greatclub attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands. Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage. Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage. Hill giants are selfish, dimwitted brutes that hunt and raid in constant search of food. Their skins are tan from lives spent beneath the sun, and their weapons are uprooted trees and rocks pulled from the earth. Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Hobgoblins are large goblinoids with dark orange or red-orange skin. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except skill and cunning in battle. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 32 Hunter Shark Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Armor Class 12 (natural armor) Hit Points 45 (6d10 + 12) Speed 0 ft., swim 40 ft. The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. Large beast, unaligned STR 18 (+4) DEX 13 (+1) CON 15 (+2) INT 1 (−5) WIS 10 (+0) CHA 4 (−3) Hyena Medium beast, unaligned Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages — Challenge 2 (450 XP) Armor Class 11 Hit Points 5 (1d8 + 1) Speed 50 ft. Blood Frenzy. The shark has advantage on melee attack rolls against any creature that doesn’t have all its hit points. STR 11 (+0) Water Breathing. The shark can breathe only underwater. Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. DEX 13 (+1) CON 12 (+1) INT 2 (−4) WIS 12 (+1) CHA 5 (−3) A hunter shark is 15 to 20 feet long, and usually hunts alone in deep waters. Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Hydra Actions Huge monstrosity, unaligned Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage. Armor Class 15 (natural armor) Hit Points 172 (15d12 + 75) Speed 30 ft., swim 30 ft. Jackal Small beast, unaligned STR 20 (+5) DEX 12 (+1) CON 20 (+5) INT 2 (−4) WIS 10 (+0) CHA 7 (−2) Skills Perception +6 Senses darkvision 60 ft., passive Perception 16 Languages — Challenge 8 (3,900 XP) Hold Breath. The hydra can hold its breath for 1 hour. Multiple Heads. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way. Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks. Armor Class 12 Hit Points 3 (1d6) Speed 40 ft. STR 8 (−1) DEX 15 (+2) CON 11 (+0) INT 3 (−4) WIS 12 (+1) CHA 6 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Keen Hearing and Smell. The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The jackal has advantage on an attack roll against a creature if at least one of the jackal’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 – 1) piercing damage. Wakeful. While the hydra sleeps, at least one of its heads is awake. Actions Multiattack. The hydra makes as many bite attacks as it has heads. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 33 Killer Whale Lion Armor Class 12 (natural armor) Hit Points 90 (12d12 + 12) Speed 0 ft., swim 60 ft. Armor Class 12 Hit Points 26 (4d10 + 4) Speed 50 ft. Huge beast, unaligned STR 19 (+4) DEX 10 (+0) Large beast, unaligned CON 13 (+1) INT 3 (−4) WIS 12 (+1) CHA 7 (−2) STR 17 (+3) DEX 15 (+2) CON 13 (+1) INT 3 (−4) WIS 12 (+1) CHA 8 (−1) Skills Perception +3 Senses blindsight 120 ft., passive Perception 13 Languages — Challenge 3 (700 XP) Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages — Challenge 1 (200 XP) Echolocation. The whale can’t use its blindsight while deafened. Keen Smell. The lion has advantage on Wisdom (Perception) checks that rely on smell. Hold Breath. The whale can hold its breath for 30 minutes. Pack Tactics. The lion has advantage on an attack roll against a creature if at least one of the lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage. Kobold Running Leap. With a 10-foot running start, the lion can long jump up to 25 feet. Small humanoid (kobold), lawful evil Actions Armor Class 12 Hit Points 5 (2d6 − 2) Speed 30 ft. STR 7 (−2) DEX 15 (+2) Pounce. If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. CON 9 (−1) INT 8 (−1) WIS 7 (−2) CHA 8 (−1) Senses darkvision 60 ft., passive Perception 8 Languages Common, Draconic Challenge 1/8 (25 XP) Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Lizard Tiny beast, unaligned Armor Class 10 Hit Points 2 (1d4) Speed 20 ft., climb 20 ft. STR 2 (−4) DEX 11 (+0) CON 10 (+0) INT 1 (−5) WIS 8 (−1) CHA 3 (−4) Senses darkvision 30 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 34 Lizardfolk A mammoth is an elephantine creature with thick fur and long tusks. Armor Class 15 (natural armor, shield) Hit Points 22 (4d8 + 4) Speed 30 ft., swim 30 ft. Manticore Medium humanoid (lizardfolk), neutral STR 15 (+2) DEX 10 (+0) CON 13 (+1) INT 7 (−2) Large monstrosity, lawful evil WIS 12 (+1) CHA 7 (−2) Skills Perception +3, Stealth +4, Survival +5 Senses passive Perception 13 Languages Draconic Challenge 1/2 (100 XP) STR 17 (+3) Hold Breath. The lizardfolk can hold its breath for 15 minutes. Actions Multiattack. The lizardfolk makes two melee attacks, each one with a different weapon. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Lizardfolk are primitive reptilian humanoids that lurk in swamps and jungles. Fiercely territorial, they kill when it is expedient and do whatever it takes to survive. Mammoth Huge beast, unaligned DEX 9 (−1) CON 21 (+5) DEX 16 (+3) CON 17 (+3) INT 7 (−2) WIS 12 (+1) CHA 8 (−1) Senses darkvision 60 ft., passive Perception 11 Languages Common Challenge 3 (700 XP) Tail Spike Regrowth. The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest. Actions Multiattack. The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. Hit: 7 (1d8 + 3) piercing damage. A manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. Its long tail ends in a cluster of deadly spikes that can impale prey at impressive range. Mastiff Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 126 (11d12 + 55) Speed 40 ft. STR 24 (+7) Armor Class 14 (natural armor) Hit Points 68 (8d10 + 24) Speed 30 ft., fly 50 ft. INT 3 (−4) WIS 11 (+0) CHA 6 (−2) Armor Class 12 Hit Points 5 (1d8 + 1) Speed 40 ft. STR 13 (+1) Senses passive Perception 10 Languages — Challenge 6 (2,300 XP) Trampling Charge. If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action. Actions DEX 14 (+2) CON 12 (+1) INT 3 (−4) WIS 12 (+1) CHA 7 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 1/8 (25 XP) Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. Hit: 29 (4d10 + 7) bludgeoning damage. Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 35 Medusa Merfolk Armor Class 15 (natural armor) Hit Points 127 (17d8 + 51) Speed 30 ft. Armor Class 11 Hit Points 11 (2d8 + 2) Speed 10 ft., swim 40 ft. Medium monstrosity, lawful evil STR 10 (+0) DEX 15 (+2) CON 16 (+3) Medium humanoid (merfolk), neutral INT 12 (+1) WIS 13 (+1) CHA 15 (+2) STR 10 (+0) DEX 13 (+1) CON 12 (+1) INT 11 (+0) WIS 11 (+0) Skills Deception +5, Insight +4, Perception +4, Stealth +5 Senses darkvision 60 ft., passive Perception 14 Languages Common Challenge 6 (2,300 XP) Skills Perception +2 Senses passive Perception 12 Languages Aquan, Common Challenge 1/8 (25 XP) Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save. If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze. Amphibious. The merfolk can breathe air and water. Actions Multiattack. The medusa makes either three melee attacks— one with its snake hair and two with its shortsword—or two ranged attacks with its longbow. Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage. A victim of a terrible curse, the serpent-haired medusa petrifies all those who gaze upon it, turning creatures into stone monuments to its corruption. CHA 12 (+1) Actions Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack. Merfolk are aquatic humanoids with the lower body of a fish. They live in small tribes beneath the waves. Minotaur Large monstrosity, chaotic evil Armor Class 14 (natural armor) Hit Points 76 (9d10 + 27) Speed 40 ft. STR 18 (+4) DEX 11 (+0) CON 16 (+3) INT 6 (−2) WIS 16 (+3) CHA 9 (−1) Skills Perception +7 Senses darkvision 60 ft., passive Perception 17 Languages Abyssal Challenge 3 (700 XP) Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. Labyrinthine Recall. The minotaur can perfectly recall any path it has traveled. Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. Their fur stained with the blood of fallen foes, minotaurs are massive, bull-headed humanoids whose roar is a savage battle cry that all civilized creatures fear. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 36 Mule turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours. Medium beast, unaligned Armor Class 10 Hit Points 11 (2d8 + 2) Speed 40 ft. STR 14 (+2) DEX 10 (+0) CON 13 (+1) INT 2 (−4) WIS 10 (+0) CHA 5 (−3) Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. Actions Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Armor Class 15 (natural armor) Hit Points 45 (6d8 + 18) Speed 30 ft. STR 14 (+2) DEX 16 (+3) CON 16 (+3) INT 13 (+1) WIS 10 (+0) CHA 8 (−1) Skills Arcana +3, Insight +4, Perception +2, Stealth +5 Senses truesight 120 ft., passive Perception 12 Languages Undercommon Challenge 2 (450 XP) Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight. Mummy Actions Medium undead, lawful evil Multiattack. The nothic makes two claw attacks. Armor Class 11 (natural armor) Hit Points 58 (9d8 + 18) Speed 20 ft. DEX 8 (−1) Nothic Medium aberration, neutral evil Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. STR 16 (+3) Raised by dark funerary rituals and still wrapped in the shrouds of death, mummies shamble out from lost temples and tombs to slay any who disturb their rest. CON 15 (+2) Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. INT 6 (−2) WIS 10 (+0) CHA 12 (+1) Saving Throws Wis +2 Damage Vulnerabilities fire Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned Senses darkvision 60 ft., passive Perception 10 Languages the languages it knew in life Challenge 3 (700 XP) Actions Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage. Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones. Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist. Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic. Dreadful Glare. The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 37 Ochre Jelly Octopus Armor Class 8 Hit Points 45 (6d10 + 12) Speed 10 ft., climb 10 ft. Armor Class 12 Hit Points 3 (1d6) Speed 5 ft., swim 30 ft. Large ooze, unaligned STR 15 (+2) DEX 6 (−2) CON 14 (+2) Small beast, unaligned INT 2 (−4) WIS 6 (−2) CHA 1 (−5) Damage Resistances acid Damage Immunities lightning, slashing Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8 Languages — Challenge 2 (450 XP) Amorphous. The jelly can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage. Reactions Split. When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly’s, rounded down. New jellies are one size smaller than the original jelly. An ochre jelly is a yellowish ooze that can slide under doors and through narrow cracks in pursuit of creatures to devour. STR 4 (−3) DEX 15 (+2) CON 11 (+0) INT 3 (−4) WIS 10 (+0) CHA 4 (−3) Skills Perception +2, Stealth +4 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 0 (10 XP) Hold Breath. While out of water, the octopus can hold its breath for 30 minutes. Underwater Camouflage. The octopus has advantage on Dexterity (Stealth) checks made while underwater. Water Breathing. The octopus can breathe only underwater. Actions Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can’t use its tentacles on another target. Ink Cloud (Recharges after a Short or Long Rest). A 5-footradius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action. Ogre Large giant, chaotic evil Armor Class 11 (hide armor) Hit Points 59 (7d10 + 21) Speed 40 ft. STR 19 (+4) DEX 8 (−1) CON 16 (+3) INT 5 (−3) WIS 7 (−2) CHA 7 (−2) Senses darkvision 60 ft., passive Perception 8 Languages Common, Giant Challenge 2 (450 XP) Actions Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Ogres are hulking giants notorious for their quick tempers. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 38 Orc Owlbear Armor Class 13 (hide armor) Hit Points 15 (2d8 + 6) Speed 30 ft. Armor Class 13 (natural armor) Hit Points 59 (7d10 + 21) Speed 40 ft. Medium humanoid (orc), chaotic evil STR 16 (+3) DEX 12 (+1) CON 16 (+3) Large monstrosity, unaligned INT 7 (−2) WIS 11 (+0) CHA 10 (+0) STR 20 (+5) DEX 12 (+1) CON 17 (+3) INT 3 (−4) WIS 12 (+1) CHA 7 (−2) Skills Intimidation +2 Senses darkvision 60 ft., passive Perception 10 Languages Common, Orc Challenge 1/2 (100 XP) Skills Perception +3 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 3 (700 XP) Aggressive. As a bonus action, the orc can move up to its speed toward a hostile creature that it can see. Keen Sight and Smell. The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell. Actions Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Multiattack. The owlbear makes two attacks: one with its beak and one with its claws. Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (1d10 + 5) piercing damage. Orcs are savage humanoids with stooped postures, piggish faces, and prominent teeth that resemble tusks. They gather in tribes that satisfy their bloodlust by slaying any humanoids that stand against them. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Owl Panther Tiny beast, unaligned Medium beast, unaligned Armor Class 11 Hit Points 1 (1d4 − 1) Speed 5 ft., fly 60 ft. STR 3 (−4) DEX 13 (+1) A monstrous cross between giant owl and bear, an owlbear’s reputation for ferocity and aggression makes it one of the most feared predators of the wild. CON 8 (−1) INT 2 (−4) WIS 12 (+1) CHA 7 (−2) Skills Perception +3, Stealth +3 Senses darkvision 120 ft., passive Perception 13 Languages — Challenge 0 (10 XP) Flyby. The owl doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Armor Class 12 Hit Points 13 (3d8) Speed 50 ft., climb 40 ft. STR 14 (+2) DEX 15 (+2) CON 10 (+0) INT 3 (−4) WIS 14 (+2) CHA 7 (−2) Skills Perception +4, Stealth +6 Senses passive Perception 14 Languages — Challenge 1/4 (50 XP) Keen Smell. The panther has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 39 Pegasus Plesiosaurus Armor Class 12 Hit Points 59 (7d10 + 21) Speed 60 ft., fly 90 ft. Armor Class 13 (natural armor) Hit Points 68 (8d10 + 24) Speed 20 ft., swim 40 ft. Large celestial, chaotic good STR 18 (+4) DEX 15 (+2) Large beast, unaligned CON 16 (+3) INT 10 (+0) WIS 15 (+2) CHA 13 (+1) STR 18 (+4) DEX 15 (+2) CON 16 (+3) INT 2 (−4) WIS 12 (+1) CHA 5 (−3) Saving Throws Dex +4, Wis +4, Cha +3 Skills Perception +6 Senses passive Perception 16 Languages understands Celestial, Common, Elvish, and Sylvan but can’t speak Challenge 2 (450 XP) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 2 (450 XP) Actions Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) piercing damage. The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. This predatory marine reptile and cousin to the dinosaurs attacks any creature it encounters. Its long, flexible neck lets it twist in any direction to deliver a powerful bite. Phase Spider Large monstrosity, unaligned Poisonous Snake Tiny beast, unaligned Armor Class 13 (natural armor) Hit Points 32 (5d10 + 5) Speed 30 ft., climb 30 ft. STR 15 (+2) DEX 15 (+2) CON 12 (+1) Hold Breath. The plesiosaurus can hold its breath for 1 hour. INT 6 (−2) WIS 10 (+0) CHA 6 (−2) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 3 (700 XP) Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Armor Class 13 Hit Points 2 (1d4) Speed 30 ft., swim 30 ft. STR 2 (−4) DEX 16 (+3) CON 11 (+0) INT 1 (−5) WIS 10 (+0) CHA 3 (−4) Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP) Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 40 Polar Bear Flyby. The pteranodon doesn’t provoke an opportunity attack when it flies out of an enemy’s reach. Large beast, unaligned Actions Armor Class 12 (natural armor) Hit Points 42 (5d10 + 15) Speed 40 ft., swim 30 ft. STR 20 (+5) DEX 10 (+0) CON 16 (+3) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage. INT 2 (−4) WIS 13 (+1) CHA 7 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 2 (450 XP) These flying reptilian cousins to the dinosaurs have no teeth, instead using their sharp beaks to stab prey too large to swallow with one gulp. Quipper Tiny beast, unaligned Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Pony Armor Class 13 Hit Points 1 (1d4 − 1) Speed 0 ft., swim 40 ft. STR 2 (−4) DEX 16 (+3) CON 9 (−1) INT 1 (−5) WIS 7 (−2) CHA 2 (−4) Senses darkvision 60 ft., passive Perception 8 Languages — Challenge 0 (10 XP) Blood Frenzy. The quipper has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Water Breathing. The quipper can breathe only underwater. Medium beast, unaligned Actions Armor Class 10 Hit Points 11 (2d8 + 2) Speed 40 ft. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. STR 15 (+2) DEX 10 (+0) A quipper is a carnivorous fish with sharp teeth. CON 13 (+1) INT 2 (−4) WIS 11 (+0) CHA 7 (−2) Tiny beast, unaligned Senses passive Perception 10 Languages — Challenge 1/8 (25 XP) Armor Class 10 Hit Points 1 (1d4 − 1) Speed 20 ft. Actions Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) bludgeoning damage. Medium beast, unaligned CON 10 (+0) DEX 11 (+0) CON 9 (−1) INT 2 (−4) WIS 10 (+0) CHA 4 (−3) Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell. Armor Class 13 (natural armor) Hit Points 13 (3d8) Speed 10 ft., fly 60 ft. DEX 15 (+2) STR 2 (−4) Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Pteranodon STR 12 (+1) Rat Actions INT 2 (−4) WIS 9 (−1) CHA 5 (−3) Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Skills Perception +1 Senses passive Perception 11 Languages — Challenge 1/4 (50 XP) D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 41 Raven Rhinoceros Armor Class 12 Hit Points 1 (1d4 − 1) Speed 10 ft., fly 50 ft. Armor Class 11 (natural armor) Hit Points 45 (6d10 + 12) Speed 40 ft. Tiny beast, unaligned STR 2 (−4) DEX 14 (+2) Large beast, unaligned CON 8 (−1) INT 2 (−4) WIS 12 (+1) CHA 6 (−2) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) STR 21 (+5) DEX 8 (−1) CON 15 (+2) INT 2 (−4) WIS 12 (+1) CHA 6 (−2) Senses passive Perception 11 Languages — Challenge 2 (450 XP) Mimicry. The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check. Charge. If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Actions Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. Reef Shark Riding Horse Armor Class 12 (natural armor) Hit Points 22 (4d8 + 4) Speed 0 ft., swim 40 ft. Armor Class 10 Hit Points 13 (2d10 + 2) Speed 60 ft. Medium beast, unaligned STR 14 (+2) DEX 13 (+1) CON 13 (+1) Large beast, unaligned INT 1 (−5) WIS 10 (+0) CHA 4 (−3) Skills Perception +2 Senses blindsight 30 ft., passive Perception 12 Languages — Challenge 1/2 (100 XP) Pack Tactics. The shark has advantage on an attack roll against a creature if at least one of the shark’s allies is within 5 feet of the creature and the ally isn’t incapacitated. STR 16 (+3) DEX 10 (+0) CON 12 (+1) INT 2 (−4) WIS 11 (+0) CHA 7 (−2) Senses passive Perception 10 Languages — Challenge 1/4 (50 XP) Actions Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage. Water Breathing. The shark can breathe only underwater. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Reef sharks measure 6 to 10 feet long, and inhabit shallow waters and coral reefs. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 42 Saber-Toothed Tiger Scorpion Armor Class 12 Hit Points 52 (7d10 + 14) Speed 40 ft. Armor Class 11 (natural armor) Hit Points 1 (1d4 − 1) Speed 10 ft. Large beast, unaligned STR 18 (+4) DEX 14 (+2) CON 15 (+2) INT 3 (−4) WIS 12 (+1) Tiny beast, unaligned CHA 8 (−1) Skills Perception +3, Stealth +6 Senses passive Perception 13 Languages — Challenge 2 (450 XP) DEX 11 (+0) CON 8 (−1) INT 1 (−5) WIS 8 (−1) CHA 2 (−4) Senses blindsight 10 ft., passive Perception 9 Languages — Challenge 0 (10 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Actions Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one. Sea Horse Tiny beast, unaligned Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage. Satyr Armor Class 14 (leather armor) Hit Points 31 (7d8) Speed 40 ft. DEX 16 (+3) CON 11 (+0) Armor Class 11 Hit Points 1 (1d4 − 1) Speed 0 ft., swim 20 ft. STR 1 (−5) DEX 12 (+1) CON 8 (−1) INT 1 (−5) WIS 10 (+0) CHA 2 (−4) Senses passive Perception 10 Languages — Challenge 0 (0 XP) Medium fey, chaotic neutral STR 12 (+1) STR 2 (−4) Water Breathing. The sea horse can breathe only underwater. INT 12 (+1) WIS 10 (+0) CHA 14 (+2) Skills Perception +2, Performance +6, Stealth +5 Senses passive Perception 12 Languages Common, Elvish, Sylvan Challenge 1/2 (100 XP) Magic Resistance. The satyr has advantage on saving throws against spells and other magical effects. Skeleton Medium undead, lawful evil Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft. STR 10 (+0) DEX 14 (+2) CON 15 (+2) INT 6 (−2) WIS 8 (−1) Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can’t speak Challenge 1/4 (50 XP) Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Actions Actions Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) bludgeoning damage. Satyrs are raucous fey that resemble stout male humans with the furry lower bodies and cloven hooves of goats. They frolic in wild forests, driven by curiosity and hedonism in equal measure. CHA 5 (−3) Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 43 Spectator Spider Armor Class 14 (natural armor) Hit Points 39 (6d8 + 12) Speed 0 ft., fly 30 ft. (hover) Armor Class 12 Hit Points 1 (1d4 − 1) Speed 20 ft., climb 20 ft. Medium aberration, lawful neutral STR 8 (−1) DEX 14 (+2) CON 14 (+2) Tiny beast, unaligned INT 13 (+1) WIS 14 (+2) CHA 11 (+0) Skills Perception +6 Condition Immunities prone Senses darkvision 120 ft., passive Perception 16 Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 3 (700 XP) Actions Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1) piercing damage. Eye Rays. The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn. 1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn. 2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success. 4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one. Create Food and Water. The spectator magically creates enough food and water to sustain itself for 24 hours. Reactions Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature. A spectator is a lesser type of beholder—a foul and deadly aberration. It resembles a floating sphere with a gaping maw and a single great eye, set within four eyestalks that shoot forth deadly rays. STR 2 (−4) DEX 14 (+2) CON 8 (−1) INT 1 (−5) WIS 10 (+0) CHA 2 (−4) Skills Stealth +4 Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage. Stirge Tiny beast, unaligned Armor Class 14 (natural armor) Hit Points 2 (1d4) Speed 10 ft., fly 40 ft. STR 4 (−3) DEX 16 (+3) CON 11 (+0) INT 2 (−4) WIS 8 (−1) CHA 6 (−2) Senses darkvision 60 ft., passive Perception 9 Languages — Challenge 1/8 (25 XP) Actions Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn’t attack. Instead, at the start of each of the stirge’s turns, the target loses 5 (1d4 + 3) hit points due to blood loss. The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge. This horrid monster looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks to feed on the blood of living creatures. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 44 Stone Golem Swarm of Bats Armor Class 17 (natural armor) Hit Points 178 (17d10 + 85) Speed 30 ft. Armor Class 12 Hit Points 22 (5d8) Speed 0 ft., fly 30 ft. Large construct, unaligned STR 22 (+6) DEX 9 (−1) CON 20 (+5) Medium swarm of Tiny beasts, unaligned INT 3 (−4) WIS 11 (+0) CHA 1 (−5) STR 5 (−3) DEX 15 (+2) CON 10 (+0) INT 2 (−4) WIS 12 (+1) CHA 4 (−3) Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 10 Languages understands the languages of its creator but can’t speak Challenge 10 (5,900 XP) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 1/4 (50 XP) Immutable Form. The golem is immune to any spell or effect that would alter its form. Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing. Magic Resistance. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The golem’s weapon attacks are magical. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain hit points or gain temporary hit points. Actions Actions Multiattack. The golem makes two slam attacks. Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer. Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. Slow (Recharge 5–6). The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Stone golems are magical constructs cut and chiseled from stone to appear as tall, impressive statues. Like other golems, they are nearly impervious to spells and ordinary weapons. Echolocation. The swarm can’t use its blindsight while deafened. Swarm of Insects Medium swarm of Tiny beasts, unaligned Armor Class 12 (natural armor) Hit Points 22 (5d8) Speed 20 ft., climb 20 ft. STR 3 (−4) DEX 13 (+1) CON 10 (+0) INT 1 (−5) WIS 7 (−2) CHA 1 (−5) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 8 Languages — Challenge 1/2 (100 XP) Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm’s space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 45 Swarm of Poisonous Snakes Swarm of Rats Armor Class 14 Hit Points 36 (8d8) Speed 30 ft., swim 30 ft. Armor Class 10 Hit Points 24 (7d8 − 7) Speed 30 ft. Medium swarm of Tiny beasts, unaligned STR 8 (−1) DEX 18 (+4) CON 11 (+0) INT 1 (−5) WIS 10 (+0) CHA 3 (−4) Medium swarm of Tiny beasts, unaligned STR 9 (−1) DEX 11 (+0) CON 9 (−1) INT 2 (−4) WIS 10 (+0) CHA 3 (−4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 10 Languages — Challenge 2 (450 XP) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 30 ft., passive Perception 10 Languages — Challenge 1/4 (50 XP) Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can’t regain hit points or gain temporary hit points. Keen Smell. The swarm has advantage on Wisdom (Perception) checks that rely on smell. Actions Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned Armor Class 12 Hit Points 24 (7d8 − 7) Speed 10 ft., fly 50 ft. Armor Class 13 Hit Points 28 (8d8 − 8) Speed 0 ft., swim 40 ft. DEX 16 (+3) Actions Swarm of Ravens Swarm of Quippers STR 13 (+1) Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points. CON 9 (−1) INT 1 (−5) WIS 7 (−2) CHA 2 (−4) Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses darkvision 60 ft., passive Perception 8 Languages — Challenge 1 (200 XP) Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn’t have all its hit points. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can’t regain hit points or gain temporary hit points. Water Breathing. The swarm can breathe only underwater. Actions STR 6 (−2) DEX 14 (+2) CON 8 (−1) INT 3 (−4) WIS 12 (+1) CHA 6 (−2) Skills Perception +5 Damage Resistances bludgeoning, piercing, slashing Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 15 Languages — Challenge 1/4 (50 XP) Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points. Actions Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm’s space. Hit: 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm’s space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 46 Tiger Troll Armor Class 12 Hit Points 37 (5d10 + 10) Speed 40 ft. Armor Class 15 (natural armor) Hit Points 84 (8d10 + 40) Speed 30 ft. Large beast, unaligned STR 17 (+3) DEX 15 (+2) Large giant, chaotic evil CON 14 (+2) INT 3 (−4) WIS 12 (+1) CHA 8 (−1) STR 18 (+4) DEX 13 (+1) CON 20 (+5) INT 7 (−2) WIS 9 (−1) CHA 7 (−2) Skills Perception +3, Stealth +6 Senses darkvision 60 ft., passive Perception 13 Languages — Challenge 1 (200 XP) Skills Perception +1 Senses darkvision 60 ft., passive Perception 11 Languages Giant Challenge 5 (1,800 XP) Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell. Keen Smell. The troll has advantage on Wisdom (Perception) checks that rely on smell. Pounce. If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action. Regeneration. The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn’t function at the start of the troll’s next turn. The troll dies only if it starts its turn with 0 hit points and doesn’t regenerate. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Triceratops Armor Class 13 (natural armor) Hit Points 95 (10d12 + 30) Speed 50 ft. DEX 9 (−1) CON 17 (+3) Multiattack. The troll makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Fearsome green-skinned giants, trolls eat anything they can catch and devour. Only acid and fire can arrest the regenerative properties of a troll’s flesh. Huge beast, unaligned STR 22 (+6) Actions Twig Blight INT 2 (−4) WIS 11 (+0) CHA 5 (−3) Senses passive Perception 10 Languages — Challenge 5 (1,800 XP) Small plant, neutral evil Armor Class 13 (natural armor) Hit Points 4 (1d6 + 1) Speed 20 ft. STR 6 (−2) Trampling Charge. If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action. Actions Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) piercing damage. Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. Hit: 22 (3d10 + 6) bludgeoning damage One of the most aggressive of the herbivorous dinosaurs, a triceratops possesses great horns and formidable speed, which it uses to gore and trample would-be predators to death. DEX 13 (+1) CON 12 (+1) INT 4 (−3) WIS 8 (−1) CHA 3 (−4) Skills Stealth +3 Damage Vulnerabilities fire Condition Immunities blinded, deafened Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 Languages understands Common but can’t speak Challenge 1/8 (25 XP) False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub. Actions Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. A twig blight is an awakened plant that resembles a woody shrub that can pull its roots free of the ground. Its branches twist together to form a humanoid-looking body with a head and limbs. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 47 Tyrannosaurus Rex Warhorse Armor Class 13 (natural armor) Hit Points 136 (13d12 + 52) Speed 50 ft. Armor Class 11 Hit Points 19 (3d10 + 3) Speed 60 ft. Huge beast, unaligned STR 25 (+7) DEX 10 (+0) CON 19 (+4) INT 2 (−4) Large beast, unaligned WIS 12 (+1) CHA 9 (−1) Skills Perception +4 Senses passive Perception 14 Languages — Challenge 8 (3,900 XP) STR 18 (+4) DEX 12 (+1) CON 13 (+1) INT 2 (−4) WIS 12 (+1) CHA 7 (−2) Senses passive Perception 11 Languages — Challenge 1/2 (100 XP) Actions Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can’t make both attacks against the same target. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can’t bite another target. Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. This enormous predatory dinosaur terrorizes all other creatures in its territory. It chases anything it thinks it can eat, and there are few creatures it won’t try to devour whole. Vulture Medium beast, unaligned Armor Class 10 Hit Points 5 (1d8 + 1) Speed 10 ft., fly 50 ft. STR 7 (−2) DEX 10 (+0) CON 13 (+1) INT 2 (−4) WIS 12 (+1) CHA 4 (−3) Skills Perception +3 Senses passive Perception 13 Languages — Challenge 0 (10 XP) Keen Sight and Smell. The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell. Pack Tactics. The vulture has advantage on an attack roll against a creature if at least one of the vulture’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 48 Water Elemental Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell. Large elemental, neutral Actions Armor Class 14 (natural armor) Hit Points 114 (12d10 + 48) Speed 30 ft., swim 90 ft. STR 18 (+4) DEX 14 (+2) CON 18 (+4) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage. INT 5 (−3) WIS 10 (+0) CHA 8 (−1) Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities poison Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60 ft., passive Perception 10 Languages Aquan Challenge 5 (1,800 XP) Water Form. The elemental can enter a hostile creature’s space and stop there. It can move through a space as narrow as 1 inch wide without squeezing. Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn. Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage. Werewolf Medium humanoid (human, shapechanger), chaotic evil Armor Class 11 in humanoid form, 12 (natural armor) in wolf or hybrid form Hit Points 58 (9d8 + 18) Speed 30 ft. (40 ft. in wolf form) STR 15 (+2) DEX 13 (+1) CON 14 (+2) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Perception +4, Stealth +3 Damage Immunities bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered Senses passive Perception 14 Languages Common (can’t speak in wolf form) Challenge 3 (700 XP) Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. Whelm (Recharge 4–6). Each creature in the elemental’s space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental’s space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental’s turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding. Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Beings native to the Elemental Plane of Water and summoned to the world, water elementals resemble cresting waves that roll across the ground. A water elemental engulfs any creatures that stand against it. Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage. Weasel Tiny beast, unaligned DEX 16 (+3) Multiattack (Humanoid or Hybrid Form Only). The werewolf makes two attacks: one with its bite and one with its claws or spear. Bite (Wolf or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy. Spear (Humanoid Form Only). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack. A werewolf is a savage predator that can appear as a humanoid, as a wolf, or in a terrifying hybrid form—a furred and well-muscled humanoid body topped by a ravening wolf’s head. Armor Class 13 Hit Points 1 (1d4 − 1) Speed 30 ft. STR 3 (−4) Actions CON 8 (−1) INT 2 (−4) WIS 12 (+1) CHA 3 (−4) Skills Perception +3, Stealth +5 Senses passive Perception 13 Languages — Challenge 0 (10 XP) D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 49 Wight Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Medium undead, neutral evil Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Armor Class 14 (studded leather) Hit Points 45 (6d8 + 18) Speed 30 ft. STR 15 (+2) DEX 14 (+2) CON 16 (+3) INT 10 (+0) WIS 13 (+1) CHA 15 (+2) Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Skills Perception +3, Stealth +4 Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 13 Languages the languages it knew in life Challenge 3 (700 XP) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Arctic-dwelling winter wolves are evil and intelligent creatures with snow-white fur and pale blue eyes. Actions Wolf Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack. Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under the wight’s control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time. Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands. Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Wights are intelligent undead humanoids that resemble armed and armored corpses. They never tire in pursuit of their goal of making eternal war against the living. Winter Wolf Cold Breath (Recharge 5–6). The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one. Medium beast, unaligned Armor Class 13 (natural armor) Hit Points 11 (2d8 + 2) Speed 40 ft. STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (−4) WIS 12 (+1) CHA 6 (−2) Skills Perception +3, Stealth +4 Senses passive Perception 13 Languages — Challenge 1/4 (50 XP) Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Large monstrosity, neutral evil Armor Class 13 (natural armor) Hit Points 75 (10d10 + 20) Speed 50 ft. STR 18 (+4) DEX 13 (+1) CON 14 (+2) INT 7 (−2) WIS 12 (+1) CHA 8 (−1) Skills Perception +5, Stealth +3 Damage Immunities cold Senses passive Perception 15 Languages Common, Giant, Winter Wolf Challenge 3 (700 XP) D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 50 Worg Yeti Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Speed 50 ft. Armor Class 12 (natural armor) Hit Points 51 (6d10 + 18) Speed 40 ft., climb 40 ft. Large monstrosity, neutral evil STR 16 (+3) DEX 13 (+1) Large monstrosity, chaotic evil CON 13 (+1) INT 7 (−2) WIS 11 (+0) CHA 8 (−1) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Goblin, Worg Challenge 1/2 (100 XP) Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. A worg is a monstrous wolf-like predator that delights in hunting and devouring creatures weaker than itself. Wyvern CON 16 (+3) INT 8 (−1) WIS 12 (+1) CHA 7 (−2) Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell. Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain. Actions Multiattack. The yeti can use its Chilling Gaze and makes two claw attacks. Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage. Large dragon, unaligned Armor Class 13 (natural armor) Hit Points 110 (13d10 + 39) Speed 20 ft., fly 80 ft. DEX 10 (+0) DEX 13 (+1) Skills Perception +3, Stealth +3 Damage Immunities cold Senses darkvision 60 ft., passive Perception 13 Languages Yeti Challenge 3 (700 XP) Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. STR 19 (+4) STR 18 (+4) CON 16 (+3) INT 5 (−3) WIS 12 (+1) CHA 6 (−2) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages — Challenge 6 (2,300 XP) Actions Chilling Gaze. The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target’s saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour. Yeti are hulking monstrosities that stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. Multiattack. The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. Cousins to the great dragons, wyverns have two scaly legs, leathery wings, and a sinewy tail topped with a poison stinger that can kill a creature in seconds. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 51 Young Green Dragon Zombie Armor Class 18 (natural armor) Hit Points 136 (16d10 + 48) Speed 40 ft., fly 80 ft., swim 40 ft. Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft. Large dragon, lawful evil STR 19 (+4) DEX 12 (+1) CON 17 (+3) INT 16 (+3) WIS 13 (+1) Medium undead, neutral evil CHA 15 (+2) Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Skills Deception +5, Perception +7, Stealth +4 Damage Immunities poison Condition Immunities poisoned Senses blindsight 30 ft., darkvision 120 ft., passive Perception 17 Languages Common, Draconic Challenge 8 (3,900 XP) Amphibious. The dragon can breathe air and water. Actions Multiattack. The dragon makes three attacks: one with its bite and two with its claws. Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Poison Breath (Recharge 5–6). The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one. STR 13 (+1) DEX 6 (−2) CON 16 (+3) INT 3 (−4) WIS 6 (−2) CHA 5 (−3) Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can’t speak Challenge 1/4 (50 XP) Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead. Actions Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Undead zombies move with a jerky, uneven gait. They are clad in the moldering apparel they wore when put to rest, and carry the stench of decay. The most cunning and treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull. D&D DM’s Basic Rules v0.3 | Monsters Not for resale. Permission granted to print and photocopy this document for personal use only. 52 Nonplayer Characters This section contains statistics for various humanoid nonplayer characters (NPCs) that adventurers might encounter during a D&D campaign. These stat blocks can be used to represent both human and nonhuman NPCs. Customizing NPCs There are many easy ways to customize the NPCs in this appendix for your home campaign. Racial Traits. You can add racial traits to an NPC. For example, a halfling priest might have a speed of 25 feet and the Lucky trait. Adding racial traits to an NPC doesn’t alter its challenge rating. For more on racial traits, see the Player’s Handbook or the D&D player’s basic rules. Spell Swaps. One way to customize an NPC spellcaster is to replace one or more of its spells. You can substitute any spell on the NPC’s spell list with a different spell of the same level from the same spell list. Swapping spells in this manner doesn’t alter an NPC’s challenge rating. Armor and Weapon Swaps. You can upgrade or downgrade an NPC’s armor, or add or switch weapons. Adjustments to Armor Class and damage can change an NPC’s challenge rating. Magic Items. The more powerful an NPC, the more likely it has one or more magic items in its possession. A mage, for example, might have a magic staff or wand, as well as one or more potions and scrolls. Giving an NPC a potent damage-dealing magic item could alter its challenge rating. A few magic items are described in this document. Acolyte Armor Class 10 Hit Points 9 (2d8) Speed 30 ft. DEX 10 (+0) Bandit Medium humanoid (any race), any non-lawful alignment Armor Class 12 (leather armor) Hit Points 11 (2d8 + 2) Speed 30 ft. STR 11 (+0) INT 10 (+0) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP) Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage. Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Bandits rove in gangs and are sometimes led by more powerful NPCs, including spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Berserker Medium humanoid (any race), any chaotic alignment STR 16 (+3) CON 10 (+0) DEX 12 (+1) Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft. Medium humanoid (any race), any alignment STR 10 (+0) Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. WIS 14 (+2) CHA 11 (+0) Skills Medicine +4, Religion +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/4 (50 XP) Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. DEX 12 (+1) CON 17 (+3) INT 9 (−1) WIS 11 (+0) CHA 9 (−1) Senses passive Perception 10 Languages any one language (usually Common) Challenge 2 (450 XP) Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. D&D DM’s Basic Rules v0.3 | Nonplayer Characters Not for resale. Permission granted to print and photocopy this document for personal use only. 53 Commoner Actions Medium humanoid (any race), any alignment Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage. Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR 10 (+0) DEX 10 (+0) CON 10 (+0) INT 10 (+0) WIS 10 (+0) CHA 10 (+0) Armor Class 18 (plate) Hit Points 52 (8d8 + 16) Speed 30 ft. Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Cultist Medium humanoid (any race), any non-good alignment CON 10 (+0) STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 11 (+0) CHA 15 (+2) Saving Throws Con +4, Wis +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 3 (700 XP) Brave. The knight has advantage on saving throws against being frightened. Armor Class 12 (leather armor) Hit Points 9 (2d8) Speed 30 ft. DEX 12 (+1) Knight Medium humanoid (any race), any alignment Senses passive Perception 10 Languages any one language (usually Common) Challenge 0 (10 XP) STR 11 (+0) Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Actions Multiattack. The knight makes two melee attacks. INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Deception +2, Religion +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP) Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Actions Leadership (Recharges after a Short or Long Rest). For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Reactions Cultists swear allegiance to dark powers, and often show signs of insanity in their beliefs and practices. Parry. The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon. Guard Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Medium humanoid (any race), any alignment Armor Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. STR 13 (+1) DEX 12 (+1) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 1/8 (25 XP) D&D DM’s Basic Rules v0.3 | Nonplayer Characters Not for resale. Permission granted to print and photocopy this document for personal use only. 54 Mage 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians Medium humanoid (any race), any alignment Actions Armor Class 12 (15 with mage armor) Hit Points 40 (9d8) Speed 30 ft. STR 9 (−1) DEX 14 (+2) CON 11 (+0) INT 17 (+3) Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. WIS 12 (+1) CHA 11 (+0) Saving Throws Int +6, Wis +4 Skills Arcana +6, History +6 Senses passive Perception 11 Languages any four languages Challenge 6 (2,300 XP) Priests are the spiritual leaders of temples and shrines. Thug Medium humanoid (any race), any non-good alignment Armor Class 11 (leather armor) Hit Points 32 (5d8 + 10) Speed 30 ft. Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared: Cantrips (at will): fire bolt, light, mage hand, prestidigitation 1st level (4 slots): detect magic, mage armor, magic missile, shield 2nd level (3 slots): misty step, suggestion 3rd level (3 slots): counterspell, fireball, fly 4th level (3 slots): greater invisibility, ice storm 5th level (1 slot): cone of cold STR 15 (+2) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 10 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/2 (100 XP) Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Actions Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Multiattack. The thug makes two melee attacks. Mages spend their lives in the study and practice of magic. CHA 11 (+0) Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Priest Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Medium humanoid (any race), any alignment Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 25 ft. STR 10 (+0) DEX 10 (+0) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1) Skills Medicine +7, Persuasion +3, Religion +4 Senses passive Perception 13 Languages any two languages Challenge 2 (450 XP) Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary D&D DM’s Basic Rules v0.3 | Nonplayer Characters Not for resale. Permission granted to print and photocopy this document for personal use only. 55 Building Combat Encounters When creating a combat encounter, let your imagination run wild and build something your players will enjoy. Once you have the details figured out, use this section to adjust the difficulty of the encounter. Combat Encounter Difficulty There are four categories of encounter difficulty. Easy. An easy encounter doesn’t tax the characters’ resources or put them in serious peril. They might lose a few hit points, but victory is pretty much guaranteed. Medium. A medium encounter usually has one or two scary moments for the players, but the characters should emerge victorious with no casualties. One or more of them might need to use healing resources. Hard. A hard encounter could go badly for the adventurers. Weaker characters might get taken out of the fight, and there’s a slim chance that one or more characters might die. Deadly. A deadly encounter could be lethal for one or more player characters. Survival often requires good tactics and quick thinking, and the party risks defeat. XP Thresholds by Character Level Character Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th ————— Encounter Difficulty ————— Easy 25 50 75 125 250 300 350 450 550 600 800 1,000 1,100 1,250 1,400 1,600 2,000 2,100 2,400 2,800 Medium 50 100 150 250 500 600 750 900 1,100 1,200 1,600 2,000 2,200 2,500 2,800 3,200 3,900 4,200 4,900 5,700 Hard 75 150 225 375 750 900 1,100 1,400 1,600 1,900 2,400 3,000 3,400 3,800 4,300 4,800 5,900 6,300 7,300 8,500 Evaluating Encounter Difficulty Deadly 100 200 400 500 1,100 1,400 1,700 2,100 2,400 2,800 3,600 4,500 5,100 5,700 6,400 7,200 8,800 9,500 10,900 12,700 Use the following method to gauge the difficulty of any combat encounter. 1. Determine XP Thresholds. First, determine the experience point (XP) thresholds for each character in the party. The XP Thresholds by Character Level table has four XP thresholds for each character level, one for each category of encounter difficulty. Use a character’s level to determine his or her XP thresholds. Repeat this process for every character in the party. 2. Determine the Party’s XP Threshold. For each category of encounter difficulty, add up the characters’ XP thresholds. This determines the party’s XP threshold. You’ll end up with four totals, one for each category of encounter difficulty. For example, if your party includes three 3rd-level characters and one 2nd-level character, the party’s totaled XP thresholds would be as follows: Easy: 275 XP (75 + 75 + 75 + 50) Medium: 550 XP (150 + 150 + 150 + 100) Hard: 825 XP (225 + 225 + 225 + 150) Deadly: 1,400 XP (400 + 400 + 400 + 200) Record the totals, because you can use them for every encounter in your adventure. 3. Total the Monsters’ XP. Add up the XP for all of the monsters in the encounter. Every monster has an XP value in its stat block. 4. Modify Total XP for Multiple Monsters. If the encounter includes more than one monster, apply a multiplier to the monsters’ total XP. The more monsters there are, the more attack rolls you’re making against the characters in a given round, and the more dangerous the encounter becomes. To correctly gauge an encounter’s difficulty, multiply the total XP of all the monsters in the encounter by the value given in the Encounter Multipliers table. For example, if an encounter includes four monsters worth a total of 500 XP, you would multiply the total XP of the monsters by 2, for an adjusted value of 1,000 XP. This adjusted value is not what the monsters are worth in terms of XP; the adjusted value’s only purpose is to help you accurately assess the encounter’s difficulty. When making this calculation, don’t count any monsters whose challenge rating is significantly below the average challenge rating of the other monsters in the group unless you think the weak monsters significantly contribute to the difficulty of the encounter. Encounter Multipliers Number of Monsters 1 2 3–6 Multiplier ×1 × 1.5 ×2 Number of Monsters 7–10 11–14 15 or more Multiplier × 2.5 ×3 ×4 5. Compare XP. Compare the monsters’ adjusted XP value to the party’s XP thresholds. The closest threshold that is lower than the adjusted XP value of the monsters determines the encounter’s difficulty. For example, an encounter with one bugbear and three hobgoblins has an adjusted XP value of 1,000, making it a hard encounter for a party of three 3rd-level characters and one 2nd-level character (which has a hard encounter threshold of 825 XP and a deadly encounter threshold of 1,400 XP). D&D DM’s Basic Rules v0.3 | Building Combat Encounters Not for resale. Permission granted to print and photocopy this document for personal use only. 56 The Adventuring Day Challenge Rating When putting together an encounter or adventure, especially at lower levels, exercise caution when using monsters whose challenge rating is higher than the party’s average level. Such a creature might deal enough damage with a single action to take out adventurers of a lower level. For example, an ogre has a challenge rating of 2, but it can kill a 1st-level wizard with a single blow. Party Size The preceding guidelines assume that you have a party consisting of three to five adventurers. If the party contains fewer than three characters, apply the next highest multiplier on the Encounter Multipliers table. For example, apply a multiplier of 1.5 when the characters fight a single monster, and a multiplier of 5 for groups of fifteen or more monsters. If the party contains six or more characters, use the next lowest multiplier on the table. Use a multiplier of 0.5 for a single monster. Multipart Encounters Sometimes an encounter features multiple enemies that the party doesn’t face all at once. For example, monsters might come at the party in waves. For such encounters, treat each discrete part or wave as a separate encounter for the purpose of determining its difficulty. A party can’t benefit from a short rest between parts of a multipart encounter, so they won’t be able to spend Hit Dice to regain hit points or recover any abilities that require a short rest to regain. As a rule, if the adjusted XP value for the monsters in a multipart encounter is higher than one-third of the party’s expected XP total for the adventuring day (see “The Adventuring Day,” below), the encounter is going to be tougher than the sum of its parts. Building Encounters on a Budget You can build an encounter if you know its desired difficulty. The party’s XP thresholds give you an XP budget that you can spend on monsters to build easy, medium, hard, and deadly encounters. Just remember that groups of monsters eat up more of that budget than their base XP values would indicate (see step 4). For example, using the party from step 2, you can build a medium encounter by making sure that the adjusted XP value of the monsters is at least 550 XP (the party’s threshold for a medium encounter) and no more than 825 XP (the party’s threshold for a hard encounter). A single monster of challenge rating 3 (such as a manticore or owlbear) is worth 700 XP, so that’s one possibility. If you want a pair of monsters, each one will count for 1.5 times its base XP value. A pair of dire wolves (worth 200 XP each) have an adjusted XP value of 600, making them a medium encounter for the party as well. To assist with this approach, appendix B in the Dungeon Master’s Guide presents a list of all monsters in the Monster Manual organized by challenge rating. See also the appendix to this document for a list by CR of the monsters included here. Assuming typical adventuring conditions and average luck, most adventuring parties can handle about six to eight medium or hard encounters in a day. If the adventure has more easy encounters, the adventurers can get through more. If it has more deadly encounters, they can handle fewer. In the same way you figure out the difficulty of an encounter, you can use the XP values of monsters and other opponents in an adventure as a guideline for how far the party is likely to progress. For each character in the party, use the Adventuring Day XP table to estimate how much XP that character is expected to earn in a day. Add together the values of all party members to get a total for the party’s adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest. Adventuring Day XP Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Adjusted XP per Day per Character 300 600 1,200 1,700 3,500 4,000 5,000 6,000 7,500 9,000 Level 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Adjusted XP per Day per Character 10,500 11,500 13,500 15,000 18,000 20,000 25,000 27,000 30,000 40,000 Short Rests In general, over the course of a full adventuring day, the party will likely need to take two short rests, about onethird and two-thirds of the way through the day. Modifying Encounter Difficulty An encounter can be made easier or harder based on the choice of location and the situation. Increase the difficulty of the encounter by one step (from easy to medium, for example) if the characters have a drawback that their enemies don’t. Reduce the difficulty by one step if the characters have a benefit that their enemies don’t. Any additional benefit or drawback pushes the encounter one step in the appropriate direction. If the characters have both a benefit and a drawback, the two cancel each other out. Situational drawbacks include the following: • The whole party is surprised, and the enemy isn’t. • The enemy has cover, and the party doesn’t. • The characters are unable to see the enemy. • The characters are taking damage every round from some environmental effect or magical source, and the enemy isn’t. • The characters are hanging from a rope, in the midst of scaling a sheer wall or cliff, stuck to the floor, or otherwise in a situation that greatly hinders their mobility or makes them sitting ducks. D&D DM’s Basic Rules v0.3 | Building Combat Encounters Not for resale. Permission granted to print and photocopy this document for personal use only. 57 Situational benefits are similar to drawbacks except that they benefit the characters instead of the enemy. Magic Items Fun Combat Encounters Every adventure holds the promise—but not a guarantee—of finding one or more magic items. Lost Mine of Phandelver contains an assortment of magic items that hints at the wider variety of magic items waiting to be found in the worlds of D&D. See the Dungeon Master’s Guide for many more items. The following features can add more fun and suspense to a combat encounter: • Terrain features that pose inherent risks to both the characters and their enemies, such as a frayed rope bridge and pools of green slime • Terrain features that provide a change of elevation, such as pits, stacks of empty crates, ledges, and balconies • Features that either inspire or force characters and their enemies to move around, such as chandeliers, kegs of gunpowder or oil, and whirling blade traps • Enemies in hard-to-reach locations or defensive positions, so that characters who normally attack at range are forced to move around the battlefield • Different types of monsters working together Using a Magic Item A magic item’s description explains how the item works. Handling a magic item is enough to give a character a sense that something is extraordinary about the item. The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does. Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice, meditation, or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time. A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed. D&D DM’s Basic Rules v0.3 | Magic Items Not for resale. Permission granted to print and photocopy this document for personal use only. 58 Item Descriptions Gauntlets of Ogre Power Amulet of Health Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. Wondrous item, uncommon (requires attunement) Gloves of Swimming and Climbing Wondrous item, uncommon (requires attunement) Armor, +1, +2, or +3 Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3) While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. Goggles of Night Wondrous item, uncommon Bag of Holding While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. Wondrous item, uncommon This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. Boots of Striding and Springing Wondrous item, uncommon (requires attunement) While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. Cloak of Elvenkind Wondrous item, uncommon (requires attunement) While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action. Headband of Intellect Wondrous item, uncommon (requires attunement) Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. Keoghtom’s Ointment Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. Potion of Flying Potion, very rare When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. Potion of Invisibility Potion, very rare This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. Potion of Vitality Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat. D&D DM’s Basic Rules v0.3 | Magic Items Not for resale. Permission granted to print and photocopy this document for personal use only. 59 Ring of Evasion Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. Ring of Resistance Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. d10 1 2 3 4 5 6 7 8 9 10 Damage Type Acid Cold Fire Force Lightning Necrotic Poison Psychic Radiant Thunder Gem Pearl Tourmaline Garnet Sapphire Citrine Jet Amethyst Jade Topaz Spinel Spell Scroll Scroll, varies A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell’s components. Otherwise, the scroll is unintelligible. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. Spell Scroll Spell Level Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Rarity Common Common Uncommon Uncommon Rare Rare Very rare Very rare Very rare Legendary Save DC 13 13 13 15 15 17 17 18 18 19 Attack Bonus +5 +5 +5 +7 +7 +9 +9 +10 +10 +11 A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Wand of Magic Detection Wand, uncommon This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn. Wand of Magic Missiles Wand, uncommon While you hold this wand, you can use an action to expend 1 to 3 of its 7 charges to cast the magic missile spell without using any components. For 1 charge, you cast the spell as if you used a 1st-level spell slot, and you increase the spell slot level by one for each additional charge you spend. The wand regains 1d6 + 1 expended charges each day at dawn. However, if you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Weapon, +1, +2, or +3 Weapon (any), uncommon (+1), rare (+2), or very rare (+3) You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. D&D DM’s Basic Rules v0.3 | Magic Items Not for resale. Permission granted to print and photocopy this document for personal use only. 60 Appendix: Monsters by Challenge Rating This index organizes the monsters in this document by challenge rating. Challenge 0 (0–10 XP) Awakened shrub Baboon Badger Bat Cat Commoner Crab Deer Eagle Frog Giant fire beetle Goat Hawk Hyena Jackal Lizard Octopus Owl Quipper Rat Raven Scorpion Sea horse Spider Vulture Weasel Challenge 1/8 (25 XP) Bandit Blood hawk Camel Cultist Flying snake Giant crab Giant rat Giant weasel Guard Kobold Mastiff Merfolk Mule Poisonous snake Pony Stirge Twig blight Challenge 1/4 (50 XP) Acolyte Axe beak Blink dog Boar Constrictor snake Draft horse Elk Flying sword Giant badger Giant bat Giant centipede Giant frog Giant lizard Giant owl Giant poisonous snake Giant wolf spider Goblin Panther Pteranodon Riding horse Skeleton Swarm of bats Swarm of rats Swarm of ravens Wolf Zombie Challenge 1/2 (100 XP) Ape Black bear Cockatrice Crocodile Giant goat Giant sea horse Giant wasp Gnoll Hobgoblin Lizardfolk Orc Reef shark Satyr Swarm of insects Thug Warhorse Worg D&D DM’s Basic Rules v0.3 | Appendix: Monsters by Challenge Rating Not for resale. Permission granted to print and photocopy this document for personal use only. 61 Challenge 1 (200 XP) Animated armor Brown bear Bugbear Death dog Dire wolf Ghoul Giant eagle Giant hyena Giant octopus Giant spider Giant toad Giant vulture Harpy Hippogriff Lion Swarm of quippers Tiger Challenge 2 (450 XP) Allosaurus Awakened tree Berserker Centaur Gargoyle Giant boar Giant constrictor snake Giant elk Grick Griffon Hunter shark Nothic Ochre jelly Ogre Pegasus Plesiosaurus Polar bear Priest Rhinoceros Saber-toothed tiger Swarm of poisonous snakes Challenge 3 (700 XP) Ankylosaurus Basilisk Doppelganger Giant scorpion Hell hound Killer whale Knight Manticore Minotaur Mummy Owlbear Phase spider Spectator Werewolf Wight Winter wolf Yeti Challenge 4 (1,100 XP) Banshee Elephant Flameskull Ghost Challenge 5 (1,800 XP) Air elemental Earth elemental Fire elemental Flesh golem Giant crocodile Giant shark Hill giant Triceratops Troll Water elemental Challenge 6 (2,300 XP) Chimera Cyclops Mage Mammoth Medusa Wyvern Challenge 7 (2,900 XP) Giant ape Challenge 8 (3,900 XP) Frost giant Hydra Tyrannosaurus rex Young green dragon Challenge 9 (5,000 XP) Fire giant Challenge 10 (5,900 XP) Stone golem Challenge 17 (18,000 XP) Adult red dragon D&D DM’s Basic Rules v0.3 | Appendix: Monsters by Challenge Rating Not for resale. Permission granted to print and photocopy this document for personal use only. 62 What Comes Next? aving delved into the depths of character creation, it’s time to consider your next steps. The fun of D&D is in playing the game, not just making up characters (though that’s fun, too). The Starter Set is a great next step if you want to try your hand at being a Dungeon Master and introduce your friends to the game. If you don’t know any DMs, try taking on that role yourself. The Starter Set is the best place to begin your journey. The Player’s Handbook is your essential guide to additional races, classes, backgrounds, and other customization options such as feats and multiclassing. You’ll also find more than two hundred extra spells and a beautiful array of art depicting elements of D&D. The Monster Manual describes the most important monsters in the Dungeons & Dragons universe. The manual is aimed at DMs, but it’s also a useful reference for players. The Dungeon Master’s Guide is the ultimate tome of DM lore. It includes magic items, optional rules, and guidelines for creating everything from a simple dungeon to an entire cosmos for your campaign. Each year brings the publication of new D&D adventures. These scenarios and campaigns are the perfect way to try your hand at running a D&D game with a minimum of work. Looking for a regular D&D game or prefer dropping in when you have time? Check the Store and Event Locator on our website to see if your local game store is running events such as D&D Encounters or D&D Expeditions. Bring your games to life with a suite of enhancements from a robust set of player and DM digital tools to accessories like miniatures, vinyl mats, campaign maps, clothing, and more. It isn’t always possible to gather a regular gaming group. In such situations, Dungeons & Dragons board games present an ideal casual play experience. You’ll also find a variety of digital games that offer a D&D experience across Mac, PC, tablets, and mobile devices. Level up your D&D game by visiting DungeonsandDragons.com to see the suite of Dungeons & Dragons offerings. MONSTER MANUAl . ·, "' .. •' ' .. & , ).J 1f •... ' I ,' 4;\ ~ !1L ¥~ :-. \ '{ ~ ' •:oo>Oo:·.< '' J CREDITS I Additional Co~tri'Butors: Bruce R. Cordell, Kim 'Mohan, Chris D&D Lead Designers: Mike Mearls, Jeremy Crawford Monster Manual Lead: C.hristopher Perkins Stat Block Development: Chris Sims, Rodney Thompson, '• Peter Lee Dup1:1is, Tom La Pille, Miranda Horner, Jennifer Clarke Wilkes, Steve Winter, Chris Youngs, Ben Petrisor, Tom Olsen, R.A . Salvatore Project Management: Neil Shinkle, Kim Graham, John Hay Production Services: Cynda Callaway, Brian Dumas, · Story Development: Robert J. Schwalb, Matt Sernett, Steve Townshend, James Wyatt Jefferson Dunlap, David Gershman, Matt Knannlein, Anita Williams Editing: Scott Fitzgerald Gray Managing Editor: Jeremy Crawford Producer: Greg Bilsland Brand and Marketing: Nathan Stewart, Liz Schuh, Art Directors: Kate Irwin, Dan Gelon, Jon Schindehette, Mari Kolkowsky, Melissa Rapier, Shauna Narciso Graphic Designers: Bree Heiss, Emi Tanji, Barry Craig Cover Illustrator: Raymond Swanland Interior Illustrators: Tom Babbey, Daren Bader, John-Paul Balmet, Mark Behm, Eric Belisle, Michael Berube, Zoltan Boros, Christopher Bradley, Aleksi Briclot, Filip Burburan, Christopher Burdett, Sam B-urley, Mike Burns, Wesley Burt, Milivoj Ceran, Jedd Chevrier, Conceptopolis, Adam Danger Cook, Julie Dillon, Dave Dorman, Jesper Ejsing, Emrah Elmasli, Wayne England, Mike Faille, Toma Feizo Gas, Emily Fiegenschuh, Tomas Giorello, E.M. Gist, Lars GrantWest, E.W. Hekaton, jD, Jo·n Hodgson, Ralph Horsley, Kurt Huggins and Zelda Devon, Lake Hurwitz, Tyler Jacobson, Vance Kovacs, Daniel Landerman, Lindsey Look, Daniel Ljunggren, Raphael Lubke, Titus Lunter, Slawomir Maniak, Andrew Mar, Brynn Metheney, Christopher Moeller, Mark Molnar, Marco Nelor, Jim Nelson, Mark A. Nelson, Hector Ortiz, Ryan Pancoast, Adam Paquette, Jim Pavelec, Kate Pfeilschiefter, Steve Prescott, Vincent Proce, Darrell Riche, Ned Rogers, Scott Roller, Jasper Sandner, Mike Sass, Marc Sasso, llya Shkipin, Carmen Sinek, Craig J Spearing, Annie Stegg, Zack Stella, Matt Stewart, Raymond Swan land, Justin Sweet, Anne Stokes, Matias Tapia, Cory TregoErdner, Autumn Rain Turkel, Cyril Van Der Haegen, David Vargo, Franz Vohwinkel, Richard Whitters, Sam Wood, Ben Wootten, Kieran Yanner, Min Yum, Mark Zug Chris Lindsay, Shelly Mazzanoble, Hilary Ross, Laura Tommervik, Kim Lundstrom, Trevor Kidd Based on the original game created by E. Gary Gygax and Dave Arneson, with Brian Blume, Rob Kuntz, James Ward, and Don Kaye Drawing from further development by J. Eric Holmes, Tom Moldvay, Frank Mentzer, Aaron Allston, Harold Johnson, David "Zeb" Cook, Ed Greenwood, Keith Baker, Tracy Hickman, Margaret We is, Douglas Niles, Jeff Grubb, Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bill Slavicsek, Andy Collins, and Rob Heinsoo Playtesting provided by over 175,000 fans of D&D. Thank you! Additional feedback provided by Robert Alaniz, Anthony Caroselli, Josh Dillard, Curt Duval, Sam E. Simpson Jr., Adam Hennebeck, Sterling Hershey, Paul Hughes, Doug Irwin, Ken J. Breese, Yan Lacharite, Tom Lommel, Jonathan Longstaff, Rory Madden, Matt Maranda, Paul Melamed, Mike Mihalas, David Milman, Daren Mitchell, Claudio Pozas, John Proudfoot, Karl Resch, M. Sean Molley, Sam Sherry, Pieter Sleijpen, David "Oak" Stark, Vincent Venturella, Fredrick Wheeler, Arthur Wright ON THE COVER Raymond Swan land illustrates the Xanathar ambushing explorers in the darkest depths of Undermountain, proving that the beholder crime lord's interests run deep beneath the city ofWaterdeep. 620A9218000001 EN ISBN: 978-0-7869-6561-8 First Printing: September 2014 987654321 CE Disclaimer: Any similarities between monsters depicted in this book and monsters that actually exist are purely coincidental. That goes double for mind jlayers, which absolutely, utterly, and completely do not exist, nor do they secretly run the Da[D team. Do we really need a disclaimer to tell you that? You shouldn't use your brain to consider such irrational thoughts. They only make the mind cluttered, c~nfused, and unpleasantly chewy. A good brain is nice, tender, and barely used. Go ahead, put down this book and watch some reality TV or Internet cat videos. They're really funny these days. You won't regret it. We say this only because we love you and your juicy, succulent gamer brain . DUNGEONS & DRAGONS , D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player's Handbook , Monster Manual, Dungeon Master 's Guide, all other Wizards of the Coast product names, and their re spec tive logos are trademarks of\vizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of th e 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. ©201'4 Wizards ofthe Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boechat 31,2800 Delemont, CH. Represented by Ha sbro Europe 4 The SQuare Stockley Park lJxbrjdge Middlesex lJB11 lET UK PRINTED IN THE USA. Please ·retajn company details for future reference. CONTENTS Introduction .. . .. .. . .. ... ... .. ... 4 Aarakocra ............ . .. ....... 12 Aboleth .. ..... . .... .. . .. .. .. ... 13 Angels ... .... . ..... . ....... .. .. 15 Animated Objects ..... . .... ... . . 19 Ankheg ...... . .. . . .. . .......... 21 Azer .......... ...... . . . ... . .. .. 22 Banshee ......... . . . . ...... . .... 23 Basilisk .............. . .. . . ..... 24 Behir . .. .. ................. .. . . 25 Beholders ........... . .......... 26 Blights .. . ....... ............... 31 Bugbears ....... .. .............. 33 Bulette .. . .. . . ... .... . .......... 34 Bullywug . ..... ......... . .. ..... 35 Cambion .. . .. . ............ . ... . 36 Carrion Crawler ................ 37 Centaur ... . .. . ... . . . .. . . .. ..... 38 Chimera ..... .. .......... .. ... . 39 Chuul .. . .. ... . . .. .. ... . . . .... .. 40 Cloaker ...... . .. . ...... . .. . ... . 41 Cockatrice .. . ... . .... .. .. .. .. .. 42 Couatl . . .. .... . . .. . .. . . ........ 43 Crawling Claw .. .. . ... . . ... ..... 44 Cyclops ..... . .. . .. .. . ...... . ... 45 Darkmantle ... .. ~ ..... . .. . ... .. 46 Death Knight .. . . ... ... . . . .. ... . 47 Demilich .. . ...... . .. . .. .. . . .... 48 Demons ......... ·"· ... .. . .. . . ... 50 Devils .. ......... : . .. . ..... . ... . 66 Dinosaurs . ............ . .. . ..... 79 Displacer Beast ........ ..... .... 81 Doppelganger ........ ..... . ..... 82 Dracolich .. . .. .................. 83 Dragon, Shadow ... . ......... .. . 84 Dragons . . .. .. . .. ............. . 86 Dragon Turtle ............. .. . . 119 Drider . .. . .. ........ . ......... 120 Dryad . .. .... . ......... .... ... . 121 Duergar . .. . .. . .. ............. . 122 Elementals ............. . .. .... 123 Elves: Drow .... . . . ....... . ... . 126 Empyrean ................. . .. . 130 Ettercap ...... . .. . . ..... . .. .. . . 131 Ettin .. ..... .... ... . . . .. . ... . .. 132 Faerie Dragon . ...... . . . . .. .. .. 133 Flameskull ........ . . . ... . .. ... 134 Flumph . .. . . . . .. ...... . . .. .... 135 Fomorian .... .. .. ..... . . . ..... 136 Fungi ............ . .... .... . ... 137 Galeb Duhr ... . ..... . .......... 139 Gargoyle . .. ..... .. ... .. ..... .. 140 Genies . .. .. . .. .. ..... . . .... ... 141 Ghost . .. . .... ...... . . .. .. . .. .. 147 Ghouls ....... . ........... .. .. . 148 Giants ........ .. .... . .. . .. . .. . 149 Gibbering Mouther .... . ...... .. 157 Gith ...... . .......... ..... ..... 158 Gnolls . . .. . .. . . .. ...... . . ..... 162 Gnome, Deep (Svirfneblin) . . .. . . 164 Goblins ................. . ..... 165 Colems ........ ...... . .. .... .. 167 Gorgon ..... .... .. .. .... .. . .. . 171 Grell ... ... ...... .. . . .. ....... . 172 Grick . . ....... .. ... . .. ........ 173 Griffon . . ....... . ... .. .. . ..... . 174 Grimlock . . .. .. .... . ... .. . .... . 175 Hags ............. . ... . ... . .... 176 Half-Dragon .. . .. . ... . .. . ...... 180 Harpy .. . . .. . .. .... ... . . .. ... .. 181 Hell Hound . .. . ....... . . . ... ... 182 Helmed Horror .......... . . .. .. 183 Hippogriff ............. . .... . .. 184 Hobgoblins . . . . ........ .. . .. . . . 185 Homunculus . .. ........ .. .. . ... 188 Hook Horror ... . .... .. ...... . .. 189 Hydra ..... . ... . ... ..... . .. .. .. 190 Intellect Devourer ............ .. 191 Invisible Stalker .. ........... .. 192 Jackalwere .... . .. . ....... ..... 193 Kenku . . ..... . ........ . .... . .. 194 Kobolds ...... .. .. .. . ...... . . .. 195 Kraken ....... . ... .. .... .. . . . . . 196 Kuo-toa ... . ....... . ...... . .. .. 198 Lamia . .... . ....... . .. ... . .... 201 Lich . ......... . .. .. . ..... ... .. 202 Lizardfolk ....... .. .. .. ........ 204 Lycanthropes .... .. .. . ... .. ... . 206 Magmin ................. . ..... 212 Manticore ........... .. ..... . . . 213 Medusa ........... .. .. . ....... 214 Mephits . . ...... ... . ... . ...... . 215 Merfolk .......... .. . . . . ....... 218 Merrow ....... ..... . .... ...... 219 Mimic ........ . .. ... . .. ....... 220 Mind Flayer .. . .... .. .. ..... ... 221 Minotaur . .. . ... .. . .... ........ 223 Modrons ........ . . .... . ..... .. 224 Mummies ... . .... .. . . .... . .... 227 Myconids . ... . .... .. .. .. .. . .... 230 Nagas .. ...... . ... .. ...... . .... 233 Nightmare ..... .... ..... . . .. . . 235 Nothic .... ..... .. .. . ........ . . 236 Ogres ... . . . . .. .. . ... . ...... ... 237 Oni . ........... . .... . ...... . .. 239 Oozes . .... . .... . .. . . . ... .. .. . . 240 Orcs ... . ................ .. .... 244 Oty ugh .. . .. ......... .. . .. .... 248 Owlbear . ......... . . . ......... 249 Pegasus . ... ........ .. .. . ...... 250 Peryton ....... .. . .. .. ......... 251 Piercer .. .. . . ... . .. ........ .. .. 252 Pixie . .. ..... .. . .. .......... ... 253 Pseudodragon ........ .. ... . . .. 254 Purple Worm ..... . ... .. . ... . .. 255 Quaggoth .. . ......... ...... .. . 256 Rakshasa ....... . ... .. ...... .. 257 Remorhazes ....... ... ...... . .. 258 Revenant .. ... . . .... . .. ..... . .. 259 Roc ...... .. ......... . .. ... .... 260 Roper ....... . ......... .. . . . . .. 261 Rust Monster . . . . .... . . . . ...... 262 Sahuagin ....... .... . ...... ... 263. Salamanders . ..... . .... ... . , .' . 265 Satyr . . .. ...... . ... ... . . ....... 267 Scarecrow . .... .... . ..... . .... 268 Shadow . .. . . .. .. ..... ......... 269 Shambling Mound . .. . ... : . .'' .. ·. ~70 S hield Guardian . ........... ... . 271 Skeletons .. . . . .. .. . . .. . ....... 272 Slaadi ............ . . ..... ·. .... 274 Specter ..... . . .. ....... .... . . . 279 Sphinxes .... .. .. . ... . ......... 280 Sprite .. . .. ... . .. •.. . ...... ... . . 283 Stirge ............ . ......... .. . 284 Succubus/ Incubus .. .... ....... 285 Tarrasque ..................... 286 Thri-kreen . ............ . ....... 288 Treant ...... . .. .. ..... . .. . ..... 289 Troglodyte .. . .. . ..... .. . . ...... 290 Troll ...... . ..... . ..... . . . ..... 291 Umber Hulk ... . ............... 292 Unicorn .... ................ . .. 293 Vampires ....... . ............. 295 Water Weird . .. . . .. ......... .. . 299 Wight .. . .. . . . .. .. . ......... . . . 300 Will-o'-wisp . . . ... ....... .. -. ... 301 Wraith .. .. . . . ...... .. ....... .. 302 Wyvern . . .. . .. ... . ..... .. ..... 303 Xorn ... . .. . .. . . . ..... . ........ 304 Yetis .......... .. . . .. . ... .. ... . 305 Yuan-ti ...... . . . . ....... . ...... 307 Yugoloths .................. .. . 311 Zombies ........ . . . .. .. .... .. .' 315 Append ix A: Miscellaneous Creatures ........ ... ........ 317 Appendix B: Nonplayer Characters ...... . .. .. . . ... .. 342 Index of Stat Blocks .. .. .. . .... . 351 INTRODUCTION his bestiary is for storytellers and worldbuilders. If you have ever thought about running a DUNGEONS & DRAGONS game for your friends, either a single night's adventure or a long-running campaign, this tome contains page after page of inspiration. It's your one-stop shop for creatures both malevolent and benign. Some of the creatures that inhabit the worlds of D&D have origins rooted in real-world mythology and fantasy literature. Other creatures are D&D originals. The monsters in this book have been culled from all previous editions of the game. Herein you'll discover classic critters such as the beholder and the displacer beast next to more recent creations such as the chuul and the twig blight. Common beasts mingle with the weird , the terrifying, and the ridiculous. In collecting .mons~ers from the past, we've endeavored to reflect the multifaceted nature of the game, warts and all. D&D monsters come in all shapes and sizes, with stories that not only thrill us but also make us smile. If you're an experienced Dungeon Master (DM), a few of th<'; monster write-ups might surprise you, for we've gone into the Monster Manuals of yore and discovered some long-lost factoids. We've also added a few new twists . Naturally, you can do with these monsters what you will. Nothing we say here is intended to curtail your creativity. If the minotaurs in your world are shipbuilders and pirates, who are we to argue with you? >It's your world, after all. WHAT Is A MoNSTER? How TO UsE THIS BooK A ruined wizard's tower atop a lonely hill riddled with goblin-infested tunnels • A pharaoh's pyramid filled with haunted crypts and secret treasure vaults • A lost city in the jungle, overgrown with vines and overrun with demons and demon-worshiping cultists The icy tomb of a frost giant king A filthy, labyrinthine sewer system controlled by a gang of wererats The best thing about being a DM is that you get to invent your own fantasy world and bring it to life, and nothing brings a D&D world to life more than the creatures that inhabit it. You might read a monster's entry and be spurred to create an adventure revolving around it, or you might have an awesome idea for a dungeon and · need just the right monsters to populate it. That's where the Monster Manual comes in handy. The Monster Manual is one of three books that form the foundation of the DUNGEONS & DRAGONS game, the other two being the Player's Handbook and the Dungeon Master's Guide. The Monster Manual, like the Dungeon Master's Guide, is a book for DMs. Use it to populate your D&D adventures with pesky goblins, stinky troglodytes, savage orcs, mighty dragons, and a veritable horde of creepy crawlies. Guidelines for creating encounters with monsters can be found in the Dungeon Master's Guide. That book also contains wandering monster tables and other goodies to help you use the monsters in this book in interesting ways, as well as advice for modifying monsters and creating your own. If you've never run a D&D adventure before, we recommend that you pick up the DUNGEONS & DRAGONS Starter Set, which demonstrates how to take a bunch of monsters and build an exciting adventure around them. A monster is defined as any creature that can be interacted with and potentially fought and killed. Even something as harmless as a frog or as benevolent as a unicorn is a monster by this definition. The term also applies to humans, elves, dwarves, and other civilized folk who might be friends or rivals to the player characters. Most of the monsters that haunt the D&D world, however, are threats that are meant to be stopped: rampaging demons, conniving devils, soul-sucking undead, summoned elementals- the list goes on. This book contains ready-to-play, easy-to-run monsters of all levels, and for nearly every climate and terrain imaginable. Whether your adventure takes place in a swamp, a dungeon, or the outer planes of existence, there are creatures in this book to populate that environment. WHERE Do MoNSTERS DwELL? If you are new to the D&D game, you might not be familiar with the weird and wondrous places where monsters can be found and fought. DuN GE ON S When most people think of a dungeon, images of dark cells with iron bars and shackles spring to mind. In the D&D game, the word "dungeon" takes on a broader meaning to include any enclosed, monster-infested location. Most dungeons are sprawling underground complexes. Here are a few other examples: THE UNDERDA RK There is no greater dungeon than the Underdark, the underworld beneath the surface world. It is a vast subterranean realm where monsters accustomed to darkness dwell. It is a place filled with lightless caverns connected by tunnels that wind ever downward. One could spend a lifetime (however brief!) exploring the Underdark and find such places as the following: A mind flayer prison or asylum, filled with mindless thralls and raving lunatics A lost dwarven necropolis containing row after row of dusty tombs waiting to be plundered • A fortified outpost br-i stling with armaments, guarding the way to a magnificent drow city A subterranean rift filled with giant fungi and ruled by a megalomaniacal beholder or mad fomorian king • A chain of rocky islands on a vast, sunless sea that's home to aboleths and insane kuo-toa ThE WILDERNESS Not all monsters lurk underground. Many of them inhabit deserts, mountains, swamps, canyons, forests, and other natural settings. The wilderness can be just as dangerous as any dungeon, particularly when there's nowhere to hide! Some wilderness locations are just as memorable as any dungeon: • A roc's nest made of shattered ship hulls, built atop a lonely mountain or rocky hill A vast arctic tundra that serves as a hunting ground for berserkers and yeti A primeval forest protected by treants or corrupted by demon-worshiping gnolls A fog-shrouded swamp haunted by lizardfolk that worship a vile black dragon A jungle island inhabited by dinosaurs and human tribal warriors TOWNS AND CITIES Some of the best adventures unfold in the cradles of civilization. Urban settings afford adventurers the chance to rub shoulders with the rich and powerful, butt heads with the dregs of society, and peel back the veneer of civility to see the monstrous evil lurking beneath. Within a medieval town or city are places as deadly as any dungeon: • A clock tower that serves as a base for a guild of kenku rogues and assassins • A slavers' den hidden in an orphanage run by a rakshasa disguised as the headmaster A wizard's academy rife with corruption and practitioners of the necromantic arts A noble's manor where rich, devil-worshiping cultists gather to perform sacrifices • A temple, vault, or museum watched day and night by animated constructs UNDERWATER Not all adventures take place on land. This book casts light on several creatures that haunt the oceans of the world, from the devilish sahuagin to the peaceful aquatic elves who loathe them. Within this aquatic domain are many surprising adventure locations: • A graveyard of sunken ships haunted by sharks, aquatic ghouls, and angry ghosts • A storm giant's coral castle, beautiful yet foreboding • A lost city on the sea floor, encased in a magic bubble of air and ruled by a medusa queen A kraken's cave or bronze dragon's cavernous lair, filled with ancient treasures A sunken temple of Sekolah, evil god of the sahuagin THE PLANES OF EXISTENCE The Abyss. The Nine Hells. The City of Brass. Such faraway places beckon high-level adventurers to their doorsteps, defying the brave and the foolhardy to overthrow their evil masters and unlock their hidden mysteries. Many powerful, weird creatures live on other planes of existence, from orderly modrons to murderous demons. When it comes to interesting adventure locations, not even the sky is the limit when you pass beyond the boundaries of the world: • A pit fiend's stronghold on Avern us, the first layer of the Nine Hells • A haunted castle in the Shadowfell that serves as a shadow dragon's lair An elf queen's tomb in the Feywild A djinni's palace on the Elemental P lane of Air, filled with marvelous stolen treasures A lich's secret demiplane, where the undead arch mage hides its phylactery and spellbook See the Dungeon Master's Guide for more information on the planes of existence. WHAT MoNSTERS TO UsE? Many monsters inhabit dungeons, while others live in deserts, forests, labyrinths, and other environments. Regardless of which environment a monster traditionally calls home, you can place it anywhere you want. After all, "fish out of water" stories are memorable, and sometimes it's fun to surprise players with gricks hiding under the desert sands or a dryad living in a giant mushroom in the Underdark. STATISTICS A monster's statistics, sometimes referred to as its stat block, provide the essential information that you need to run the monster. SIZE A monster can be Tiny, Small, Medium, Large, Huge, or Gargantuan. The Size Categories table shows how much space a creature of a particular size controls in combat. See the Player's Handbook for more information on creature size and space. SIZE CATEGO RI ES Size Tiny Smal l Medium Large Huge Gargantuan Space 21/2 by 21/2 ft. 5 by 5 ft. 5 by 5 ft. 10 by 10ft. 15 by 15 ft. 20 by 20ft. or larger Exam ples Imp, sprite Giant rat, goblin Ore, werewolf Hippogriff, ogre Fire giant, treant Kraken, purple worm M O DIFYING CREAT U RES Despite the versatile col lection of monsters in this book, you might be at a loss when it comes to finding the perfect creature for part of an adventure. Feel free to tweak an existing creature to make it into something more useful for you, perhaps by borrowing a trait or two from a different monster or by using a varia nt or template, su~h as the ones in this book. Keep in mind that modifying a monster, including when you apply a temp late to it, might change its chal lenge rating. For advice on how to customize creatures and calculate their chal lenge ratings, see the Dungeon Master's Guide. 6 l \,,, '' ' A monster's type speaks to its fundamental nature. Certain spells, magic items, class features, and other effects in the game interact in special ways with creatures of a particular type. For example, an arrow of dragon slaying deals extra damage not only to dragons but also other creatures of the dragon type, such as dragon turtles and wyverns. The game includes the following monster types, which have no rules of their own. Aberrations are utterly alien beings. Many of them have innate magical abilities drawn from the creature's alien mind rather than the mystical forces of the world. The quintessential aberrations are aboleths, beholders, mind fiayers, and slaadi. Beasts are nonhumanoid creatures that are a natural part of the fantasy ecology. Some of them have magical powers, but most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. Celestials are creatures native to the Upper Planes. Many of them are the servants of deities, employed as messengers or agents in the mortal realm and throughout the planes. Celestials are good by nature, so the exceptional celestial who strays from a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to'follow a simple set of instructions, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material of the plane by the will of more powerful creatures. Dragons are large reptilian creatures of ancient origin and tremendous power. True dragons, including the good metallic dragons and the evil chromatic dragons, are highly intelligent and have innate magic. Also in this category are creatures distantly related to true dragons, but less powerful, less intelligent, and less magical, such as wyverns and pseudodragons. Elementals are creatures native to the elemental planes. Some creatures of this type are little more than animate masses of their respective elements, including the creatures simply called elementals. Others have biological forms infused with elemental energy. The races of genies, including djinn and efreet, form the most important civilizations on the elemental planes. Other elemental creatures include azers, invisible stalkers, and water weirds. Fey are magical creatures closely tied to the forces of nature. They dwell in twilight groves and misty forests. In some worlds, they are closely tied to the Feywild, also called the Plane of Faerie. Some are also found in the Outer Planes, particularly the planes of Arborea and the Beastlands. Fey include dryads, pixies, and satyrs. Fiends are creatures of wickedness that are native to the Lower Planes. A few are the servants of deities, but many more labor under the leadership of archdevils and demon princes. Evil priests and mages sometimes summon fiends to tne' material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds, rakshasas, and yugoloths. Giants tower over humans and their kind. They are humanlike in shape, though some have multiple heads (ettins) or deformities (fomorians). The six varieties of true giant are hill giants, stone giants, frost giants, fire giants, cloud giants, and storm giants. Besides these, creatures such as ogres and trolls are giants. Humanoids are the main peoples of the D&D world, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous but far more savage and brutal, and almost uniformly evil, are the races of goblinoids (gol:ilins, hobgoblins, and bugbears), orcs, gnolls, lizardfolk, and kobolds. A variety of humanoids appear throughout this book, but the races detailed in the Player's Handbook- with the exception of drow-are dealt with in appendix B. That appendix gives you a number of stat blocks that you·can use to make various members of those races. -Monstrosities are monsters in the strictest sensefrightening creatures that are not ordinary, not truly natural, and almost never benign. Some are the results of magical experimentation gone awry (such as owlbears), and others ,a re the product-of terrible curses (including minotaurs and yuan-ti). They defy categorization, and in some sense serve as a catch-all category for creatures that don't fit into any other type. Oozes are gelatinous creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most recognizable oozes. Plants in this context are vegetable creatures, not ordinary flora. Most of them are ambulatory, and some are carnivorous. The quintessential plants are the shambling mound and the treant. Fungal creatures such as the gas spore and the myconid also fall into this category. Undead are once-living creatures brought to a horrifying state of undeath through the practice of necromantic magic or some unholy curse. Undead include walking corpses, such as vampires and zombies, as well as bodiless spirits, such as ghosts and specters. TAGS A monster might have one or more tags appended to its type, in parentheses. For example, an ore has the hum~noid (ore) type. The parenthetical tags provide additional categorization for certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work aga~nst any monster that has the demon tag. ALIGNMENT A monster's alignment provides a clue to its di~positiron and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and might attack characters on sight, whereas a neutral monster might be willing to Regotiate. See the Player's Handbook for descriptions of the ' different alignments. , The alignment specified in a monster's stat blo~k 'is· the default. Feel free to depart from it and' ch'ange a monster's alignment to suit the needs of your campaign.Ifyou want a good-aligned green dragon or ari -evil'storm · ' giant, there's nothing stopping you. Some creatures can have any alignment. In ~ther words, you choose the monster's alignment. Some monster's alignment entry indicates a tendency or '' aversion toward law, chaos, good, or evil. For example, a berserker can be any chaotic alignment (chaotic good, chaotic neutral, or chaotic evil), as befits its wild nature. Many creatures of low intelligence have no comprehension of law or chaos, good or evil. They don't make moral or ethical choices, but rather act on instinct. These creatures are unaligned, which means they don't have an alignment. ARMOR CLASS A monster that wears armor or carries a shield has an Armor Class (AC) that takes its armor, shield, and Dexterity into account. Otherwise, a monster's AC is based on its Dexterity modifier and natural armor, if any. If a monster has natural armor, wears armor, or carries a shield, this is noted in parentheses after its AC value. HIT POINTS A monster usually dies or is destroyed when it drops to 0 hit points. For more on hit points, see the ' Player's Handbook. A monster's hit points are presented both as a die expression and as an average number. For example, a monster with 2d8 hit points has 9 hit points on average (2 x 4Y2). A monster's size determines the die used to calculate its hit points, as shown in the Hit Dice by Size table. HIT DICE BY SIZE Monster Size Tiny Small Medium Large Huge Gargantuan Hit Die d4 d6 d8 dlO dl2 d20 Average HP per Die 21/2 31/2 41f2 51/2 61/2 101/2 A monster's Constitution modifier also affects the number of hit points it has. Its Constitution modifier is multiplied by the number of Hit Dice it possesses, and the result is added to its hit points. For example, if a } monster has a Constitution of 12 (+1 modifier) an'd 2cl8 Hit Dice, it has 2d8 + 2 hit points (average 11). r ' "' 7 SPEED A monster's s peed tells you how far it can move on its turn. For more information on s peed, see the Player's Handbook. All creatures have a wa lking s peed , s imply called the monster's s peed. Creatures that have no form of groundbased locomotion have a wa lking s peed of 0 feet. Some creatures have one or more of the following additiona l movement modes. BURROW A monster that has a burrowing s peed can use that s peed to move through sa nd, earth, mud, or ice. A mons ter can't burrow through solid rock unless it has a special tra it that allows it to do so. CLIMB A monster that has a climbing speed can use all or part of its movement to move on vertical s urfaces . The monster doesn't need to s pend extra moveme nt to climb. FLY A monster that has a flyin g s peed can use a ll or pa rt of its movement to fly. Some monsters have the ability to hover, which makes them ha rd to knock out of the air (as explained in the rules on flying in the Player's Handbook). Such a monster stops hovering when it dies. SWIM A monster that has a swimming speed doesn't need to spend extra movement to swim. ABILITY SCORES Every monster has six ability scores (Strength, Dexterity, Constitution, Intelligence, Wisdom , and Charis ma) a nd corresponding modifie rs. For more information on ability scores a nd how they're used in play, s ee the Player's Handbook. SAVING THROWS The Saving Throws entry is reserved for creatures that are adept at resisting certai n kinds of effects . For exa mple, a creature that isn't easily charmed or frightened might ga in a bonus on its Wisdom saving throws . Most creatures don't have special saving throw bonuses , in which case this section is absent. A saving th row bonus is the s um of a monster's relevant ability modifier and its proficiency bonus, which is determined by the mons ter's challenge rating (as s hown in the Proficiency Bonus by Cha llenge Rating table). PROFICIENCY BONUS BY CHALLENGE RATING Challenge Proficiency Bonus Challenge Proficiency Bonus +2 +2 +2 +2 +2 +2 +2 +2 +3 +3 +3 +3 +4 +4 +4 +4 +5 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 +5 +5 +5 +6 +6 +6 +6 +7 +7 +7 +7 -t-8 -t-8 -t-8 +8 +9 +9 0 1/8 1/4 1/2 2 3 4 5 6 7 8 9 10 11 12 13 SKILLS The S kills entry is reserved fo r monsters that are proficient in one or more s k ills. For example, a monster that is very perceptive a nd stealthy might have bonuses to Wisdom (Perception) a nd Dexterity (Stealth) checks . A skill bonus is the s um of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monste r's challenge rating (as s hown in the Proficiency Bonus by Challenge Rating table). Other modifiers might apply. For instance, a monster might have a larger-than-ex pected bonus (us ually double its proficiency bonus) to account fo r its he ightened expertise. VULNERABILITIES, RESISTANCES, AND IMMUNITIES S ome creatu res have vulnerability, resista nce, or immunity to certain types of damage. Additiona lly, some creatures a re immune to certain conditions. If a monster is immune to a game effect that is n't considered damage or a condition, it has a special tra it. SENSES T he S enses entry notes a monster's passive Wisdom (Perception) score, as well as a ny special senses the monster might have. Specia l senses are described below. BLINDSIGHT A monster with blindsight can perceive its s urroundings without relying on s ight, w ithi n a speci fic radius . Creatures without eyes, s uch as grim locks and gray oozes, typically have this s pecial sense, as do creatures w ith echolocation or heightened senses, s uch as bats a nd true dragons. If a monster is natura lly blind, it has a parenthetical note to this effect, indicati ng that the radius of its blinds ight defines the maximum range of its perception. 8 ARMOR, WEAPON, AND TOOL PROFICIENCIES Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its new equipment. For example, a hill giant typically wears hide armor and wields a greatclub. You could equip a hill giant with chain mail and a greataxe instead, and assume the giant is proficient with both, one or the other, or neither. See the Player's Handbook for rules on using armor or weapons without proficiency.