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PLAYER'S HANDBOOK

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CR EDITS
0&0 Lead Designers: Mike Mearls. j eremy Crawror<f Additional ContributorS: Kim Mohan, M;m Sernett,
Chris Dupuis, Tom l aPille, R'chard Bnker. Miranda Homer,
Player's Handbook Lead: jeremy Cr.-wford Jennifer Clarke Wilkes, Steve Winter. Nina Hess,
Rules Development: Rodne>' Thompliion, Peter Lee Steve Townsherld, Chris Youngs. Ben Penisor, Tom Olsen
Writ in&: james Wyatt, Robe rt J. Schwalb. Bruce R. Cordell
Editing: Michele Carter. Chris Sim s, Scott Fitzgorald Gray. ProJect Management Neil Shinkle, Kim CriihOJm, john H3y
Christophe-r Perkins Production Services: Cynda Cal!away, BriCin Dum<Js,
P<Oducer. Creg Bilsland jefferson Dunlap, David Gers hman, Anita Willi~ms

Art Directors-: Kate lrwin. Dan Ce!on. jon Schmdehette. Brand and Marketing: Nathan Stew~r t. l iz: Schuh.
Mari Ko 1kowsky. Melissa Rapier, Shauna NarCISO Chris li11dsay, S~e~y \4~nza nob e , Hilary Ross.
Graphic DHigners: 3rcc H eiss, Emi Tanjl. Barry Craig uur-a Tornrnervik, Kim b mds1rom, Trevor Kidd
Cover Illustrator: Tyler Jacobson
Interior Illustrators: Ste'le Argyle. Tom 8abbc:y, Daren Bader. Based on the or-iginal game created by
Drew Baker, Mark Behm, Eric Belisle, Christopher Bradley, E. Cary Cygax and Dave At neson,
No:ih Bradley, Sam Burley, Clint Cearley, Milivoj Ceran, with BriCin Blume, Rob Kuntz, james Ward, and Oon Kaye
Sldharth Chaturvedi, jedd Chevri r. )0 , Allen Douglas, Drawing from further development by
jesper Ejsing, Cra:ig Elliot t, Wayne England, SCott (\<1. Fischer, J. Etic Holmes, Tom Moldva)', Frank Mentzer, Aaron Allsron,
Randy CJIIegos. Justin Gerard, Florian De Cesincourt, Lars Harold johnson, Roger E. Moore, David "Zeb" Cook. Ed
CrantWest, Jon Hodgson, Rafph H orsley, l tkc Hurwitz. Crtenwood, Tracy Hickman, Margaret Weis, Ooug'as Niles,
Ty'er jacobson. Kekai Kot>ki. Oily Lwson. Raphael lobke. JeffCrubb, Jonatha n Tweet, Monte Cook. Skip Williams.
Titus Lunter, Sl t~wom i r Manialc, Brynn Metheney. Aaron RIChard Baker. Peter Adkison, Keith 81ker, Bill Sfavicsdc,
\A:Uer. Christopher Moeller, Marlt \4olnar. Scott ~urphy, Andy Collirs. and i<ob Heiosoo
W1lliam O'Connor, Hec:tor Ortiz, David Palumbo. AIE-ssandra
Pisano, Claudio Pozas. Rob Rey, Wayne Reynolds. Aaron J. Playtuting provided by
Riley, Chris Seaman, CymhiJ Sheppard, Craig J Spearing, o vr 175,000 fan s of O&D. Thank you!
John Stanko. Matt StaNi<ki, Aiel( Stone, Thom Tenery, Cori' Additional consultation provided by
TrcgoEtdner. Beth Trott. Avtumn Rain Turkel. jose Vega. Jeff Crubb, Kenneth Hite, Kevin Kulp, Robin l aws,
Tyle \V;~ Ip ol e . Julian Kol< Joon Wen. Richard Whitte rs, EvJ S. John Ross. the RPGPu ndit, Vincent Vet~ t u rcl la, and Zak S.
Wldermann, Ben \>:1oollen, Kietan Yanner

ON THE COVER
In this fiery seen Illustrated by Tyler
Jacobson, the fire giant King Snvrre.
suffering no rools to livt , ca11s his hell
hourtds to join him In confronting
um\ek:ome guests In tus home.

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nrr.'"J y(J ....~,. ~~~~ O\t 1H ~~. "At~: ~~> ttci.' r tua?'

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620A921700000l EN
ISBN: 97S0 78696S601
f ir$! Print na,: A.JS,iJSt 201"-

93 76 S4 32 1

OIJN(:tO~lrl &. OR:o\GONS. O&C. Wi:::.uch ~1 thorC'O.f1l f OCt>lk'll fiea!Ms. tb O:::;on ~ T;~t~lrrd P'lylt\ l"tlldb.,<lk, '-''~~ru lhil~>"l, O".r~('" .\f#JI~) Ci'11 of~ af odct'.lo'tJ'MJ~ of
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CONTENTS
PREFACE 4 PART2 171

INT RODUCTION CHAPTF.R 7: USING A 1\TLI TY SCORES ........... 173


5
Ability Scores a nd Modifie rs.................................... 173
Worlds of Adventure ......................................................... ...... 5 i\dvantag~ and Di-::.arlvaoragf: ........................ ........... 1i3
l sing T his Book ...................... .................... .... 6 Profi<:iency Bonu$ ....................................................... 173
How to Play .............................................................................. 6 Ability Checks............................................................... 174
-\dventurcs .................................................................... ........... 7 Using Each Ability ...................................................... 175
S aving Tbro\VS ............................................ .. .... 179
PART l 9
CHAPTER 8: ADVENTURING............................... 181
C HAPTE R l: STEP-BY- STEP C HARACTERS ......ll T ime ............................... ............................................... 181
Beyond 1st Level ............................................................ 15 Movement ..................................................................... 181
C HAPTER 2: RACES ................................ ................. ... I7 The Environment ........................................................ 183
.So<:ial TllteracOon ... ................................................... 185
Choosing a Rar.e. ...................... :..................................... 17
l{e tiug ........................................................... .............. 186
Dwarf. ...............................................................................18
Elf. .....................................................................................21 Bctwce.n Adventu res ................................................. 186
l"la1Bin$l ............................................................................ 26 CHAPTER 9: COMBAT ..................... ....................... 189
Hunlan ............................................................................. 29 Th Orrl, of Combat ................................................ 189
Oragonborn .................................................................... 32 T\fovemem and Po1:ition ............................................. 190
Gnome........................................................... ...... 35 Actions in Combat .............. ...................................... 192
Hal f-Elf ............................................................................ 38 Making an Attack........................................................ l 93
Half-Ore ................................................. ...... 40 Covcr .............................................................................. 196
Tiefling .................................................. .......................... 12 Dama ge and Haliug ................................ 196
CHAPTER 3: CLASSES ...... ................ ...... .45 Mountd Combat......................................................... l 98
Under watt r Comba t ................................................... 198
Barhat'ian................. ....................................................... 46
Bard ..................................................................................5 1
PART3 199
Cleric................ ................... ........................................... 56
Druid ............................................................................... 64 C HAPTE R 10: S PELLCASTIN(; ............................. 20 1
Fighte r .............................................................................. 70 What l s a Spell"! .......................................................... 201
Monk ................................................................................. 76 Cas tinp; a S pell ............................................................2 02
Paladin ............................................................................ 82
Rangu ................................................... ........................ 89 C HAPTER 11: SPELLS....... ............... ........................ 207
Rogue ............................................................................... 94 Spell Lists..................................................................... 207
Sorce rer ................................................................. 99 Speil Desc ript ions ...................................................... 2 11
Wal"lock ......................................................................... 105
Wizard .......................................................................... 112
APPENDIX A : CONDITIONS 29 0

C l:l.APTER 4 : l'ERSONALITY AND APPEN DIX B:


BACKGROUND ............................................................. l21
Charac te r Deta ils ...................................................... 12 1 GODS OF THE M ULT!VE RSE 293
lnspitatjOJl .................................................................... 125
Backgrounds ................................................................ 125 APPENDIX C:
C HAPTER 5: E Q.Ui l'MBNT ....... .................. ......... . 143 THE PLANES OF EX ISTENCE 300
Sca,ting Eq1.1 ipmenl .................................................... 1:13 The Mate ria l Pla ne .................... ................................ 300
Wealth . ............................................................... 143 Dcyond the Mate rial .................................................. 3 01
Armo and S hieltb ..................................................... 144
VVcapons......................................................................... 146 APPENDIXD:
Adventuring Gea 1....................................................... 1'18 CREATURE STATI ST IC S 304
Tools ............................................................................... I 54
Mounts a nd Veh icles .................................................. l55 APPENDix E :
rradc <.;oods ................................................................. 157
Exp~ nsf:s ....................................................................... 157 INSPIRATIONAL READ I NG 312
Trinkets ......................................................................... 159
CH APT ER 6: CUST OMTZATTON OPTIONS ..... 163 INDEX 313
Mu1l ic)a~sin~................................................................ 163
Fe ats ............................................... ............................... 165 CHARACTER SHEET 3 17
PREFACE
~CL UJ'ON A 'JJ~I.t: . LUNG, LO:\'GAGO. IN A art likeJy lO c:.:nd up friends. It's a cool side effect of [he
realm callf':d thP. Mi<fwe~lf:l"n Uniled uurnc. Your next gaminp; group is n~ clo~~ a~ t he nearesl
S tates- specifically the s tates of Miun~ t:ta me~tore, online forum, or gnming cotlventiou.
sota a nd Wi~coms in-tt uroup of fric.nds The second rhing yOtl need i!J a live ly imagination
~athc rcd to~cther to forever alter the or. more iinportantly. the willin&{ncss to use whatevet
history of gaming. irna&;:ination you have. You don't need to be a ma srer
It wasn't their inrentrodo so. Tlley were storyteller or a brilliant anist. You ju~r need to aspire to
tired of merely reading tale>; about worlds of magic. create. to ha\'e the courage of someone who is willing to
monsters, and adventure. They wamed co play in those build something and share ic with others.
worlds. rather than observe them. That they went on Luckily, just as D&D can strcnathcn your friendships,
to invem D UNCEONS & DRAGO!\~, and thereby ignile a it can help build in you the r.nnfidt.nce cn creote and
revolution iu gaming that continues to this day, speaks share. D&D is a game l h~illctt<.:h c$ you to look for the
tu two things. clever s olution. sh~trc the s udden jdca that can ove..-c(lme.
First. it spea ks to che.ir i ngenuity And gen ius in f1g- u problem. an d push yourself to l ma~i n~ what could be.
ul"i1,g out t hat game-s were the perCect way to explore rotht.r chan ~imply a.<:cepl whal i ~.
worlds that could not otherwise exi:&;.r. /\lmo5t f':W'~ry The first characters and adventures you c.reare wil l
modern ga me. whether played on a digital c.Je..ice or probably be a collecti<>n of dirht':~. Th,qrs lrue of every
a cablecop. o"es some debt to 0&0. one, from rhe greatest JJw1g(,:un \1astcrs in history on
Second. it is a testament to the inhr.:rent appeal of the dov.m. Accept this reality and mo\'e on to create lhe
game. they created. DuN<;~O'IlS & 0RAGO~S sparked a second characrer or ach.enture. whi<'h \,Jjll be better.
1hrivlng global phenomeuou.lt ithc first rolcplayin~ and chen the rhird, which will be beltcr still. Repeat that
u:amc. and it remains one of the be.st of its breed. over the course of time! and soon you'll be able to create
To play D&D. and to play ic well. you don't need to :~nyth ing. from a cha ra.c1er's bAc"kKround SlOry to an epic
read all (he rules. memorize every detail of the game, world of f~u tasy adventure.
or mnster the fi ne art of rolling funny ltitiking d ice. Once you have t hat skill. it'syour!'i fOI'tWel'. Co umles:-;
None of rho~~ rh ings have any bt:ariug on what's best wr iters, a rti~ts, and orhe.r creP~IO I'$ CAn l race their bcgin-
aUout the game. n i nt~s co a few pages of D&D notes, a handful of dice.
\\'hat you need arc hvo thin,:r:s. the. fir!iit being friends aud a kitchen table.
wirh whom you <"..an share the pme. Playing games with Abo..-e all else. D&D is yours. The friendships you
your friends is a lot of fun. but D&D docs something make around the table will be unique to you. The ache n-
mort" rhan emen:aio. tures you embark on. the characters you create. the
J>laying D&D is an exercise in collaborative creation. n"'emoties you make- these will be rours. D&D is your
You and your friends crea1e epic $10ries lilled "'ith ten- personal corner of the unive t'S~. n ptnce where you have
~ion ~nd memor~ible <lnumt. You cre ate silly in-jokes (rtt. "f"ign ro do as yOtl '"ish.
tlwt rn\tkc you lau~h years Inter. T he dice will be Cl'uel Co forth now. Read the rules of the aame a nd the>:
to you. but you w ill ~old i e r <>n. Yon cotlc>:cl ive c te.:niv ~ lQryof its worlds, but a lway$ rt.mt.mhel' that you are
ity will build stories that you wiH tcl1 u~ain a nd a~ain. the 011 ~ who brings lhern to life. They arc nothina
ranain~ from t he Utterly a b~urrJ fO I he $:t Uff Of ie.gend. without the spark of life that you " ive them.
Tfyou don'1 have (riends i ntercsl~d in playing. don't
,-.:orr). There's a special alchemy that takes place Mikel>!eat!s
around" D&O cable that nothine else can matcb. l'lay May2014
the uarne with someone cnoul(h. and rhe two of you

f'RF. <F

T
INTRODUCTION
~ Du:~cEoKs & D RAGONS RoU::tLAYtxc
,,F. l n thl~ DUNGEONS & DRAGON:S gan1e. each pl ~yer
game is about storyr~U ing in worlds of creates an advent urer (~d.so c:.dlt~c.l a chara<.:t<.:r) and
swords .and sorcery. ft sha,.es elements . ft':ams up with other adventurers (played by frie nds).
WJth ch t1dhood ~ames of makc-bchcve. Ltke \+Votking togerhe1. th~ gmup miglu explore. a dark dun
I hose gam~s. D& D is driven by ima~i na ~con. a ru ined city. a h~umled caslle. a Josllemple deep
tiou. ll's about pic.h.JI'i ng the tow~ d n gc.ast le. in a jungle: or a lava -filled cavern beneath a mysteriou.s
benea.rh the stormy night s ky and imagining Ulounta in. The advenw,e.t s can solvt': puzzles. talk w ith
1'1()\\" a (ant:<tSy adventu re,mighr react to th~ challenges other c ha racte.rs . battle fantastic mon~tcrs. ~md discover
hat sc ene prcscnRi. fabt~ l ow; magk . irems and other t reasure.
One player. however, lakes Oil lhe rote (If lhe fh1ngr:on
Ma<rer (DM), the game's lead storyteller and referee.
Dungeon Master (DM): After paS>ing through the The O.i\f ~~reates aclvellU.H'es forth~ <:haracters, who nav-
craggy peaks, the road takes a sudden turn to t he east igate its hazards and dcd dc which paths lO <.:xplore. lhe
and Castle Raven loft towers befoce ;ou. Crumbling D l\f might cit':.o;crihe t he ~ntrance to Cast le Raven loft:
towe rs of stone keep a silent watch over t he a pproach. and the {)layer:; decide whal lhey wanllheir ad ventur~ rs
to do. Will they walk a cross the daugcrOuJ;ly wcalhered
They look like abandoiled guardhouses. Beyond t hese,
drawbridge? Tie themselves to~cthcr with rope to mini
a wide chasm gapes, d isappearing into the deep mi~e lhe chance that someone will fa ll if the drawbridge
fog belcvJ. A lowered drawbridge spans the chasm, ~ivcs way? Or cast a ~pcl1l0 carry lhem over thc chasm?
eading to an arched entrance to the castle courtyard. Then the DM determines th e results of [he adventur
The chains of the drawbridge creak ia t he wind, their cr.s' actious <~.nd narralc;S \vhat lhey expetiellce. Because:
rusteaten iro n straining with the weight. From atop t he DI\1can improvise to react to anythina the player!;
a lletnpl. D &D is infi nil~ly fl~x ihl e, a nd ~ach advenrure
the high stro ng walls, stone gargoyles stare at you
can be e2<dting a tltl une;'(pec red.
crom hollow sockets and grin hideously. A rotting T he game has no real cud: wheu ouc .story or que.Sl
wooden portcullis, green wit h growth, hangs in t he wraps up. a nother one can be~in . creating a n ongoin~
entry tunneL Beyond chis, the main doors of Castle tory called a campaign. Mny peopl who play t he
Ravenloft stand open, a rich warm light spilling into game ke.ep t heir c~t mpai~n.s going for mo nth~ or years,
the courtyard. mee.ling \vi{h lhelr frjends ~"~''Y wet':k or so ro pic;k
up t he story where they left oo. T he advent urers grow
Phillip (playing Gareth): I want to look at the in n1ight as t he campaign continues. Each mon~[er
gargoyles. I have a feeling they)re not just statues. dcfcated. e.ach adven lure compl~ ted. aod each 11ea ::;u r~
Amy (playing Riva): The drawbridge looks precarious? r~covered not only adds to t he continuin~ story: but a lJ;o
want to see how sturdy it is. Do I think we can cross earllS the a<lvenl mets newcapahiliti~s. This increase
t, or is it going to collapse under our weight? in power is rctice tc d by an advent urer"~ kvd.
There's no winning a nd losing in th~ D UNGEONS &
DRAGONS game- at least. not lhe way those terms ~re
l11Hke a game o f rua ke -bel ieve. 0 &D giv~s srr'HClot~ usually understood. Tol(cther. the DM and the player.
the stories, a way of determin ing t he cou:;equen('.eS create a n ~xdring $mry of bold advemure.rs who c onfront
~the .adve nwre.-s' action. P layers roll dk~ ro r~.~olv~ deadly pe rils. Somctincs a n advemurer m ighl come to
thether the.ir attacks hit or miss or whether their allvcu- a gt isly t':nd. torn apa rt hy ferocious monsters or done in
....rers can sca le a cli ff, 1'Q11 away frorn rhe strike of a by a nefarious: villaiu. Even so, the olher advemurets c;1n
agical H~ht nin~ bolt. or pull off J;Ome other dangerOllS St':.arc;h for powerful magic to revive t he ir fallen comrade.
.ask. Anyth ing is pos.sibl~. bur rh~. dke make some oul- or the player might choose lO create a n ew characleT' to
mes mor~ probable fh<1 11 olhers. carry on. The group m ight fai) lO cornplctl>: an advcttt.m::
successfully, but if everyone h~-\ d a good tim<.: a nd crt;;:\te<l
a memorable story, they all win.
Dungeon Master (OM): O K. one at a time. Phillip,
you're looking at the gargoyles? W O RLDS OF ADVENTURE
Phillip: Yeah. Is there any hint they might be
The many worlds of the DUNGEOI<S & DRAGONS game
creatures and not decorations? are plac.es of m'agic and rnon~t~r'..~, of brave warriors and
DM: Make an Intelligence check. s pecta cular advent ures. Th<.:y begin \Vilh a foundation
Phillip: Does my Investigation skill apply? of m~<fit':va l faota5y and t hen add the creature s, places.
OM: Sure! <~.nd magic lhat rnake th es~ world$> u niqu~.
Th<.. world!; of the DUNGUO'JS & DRAGONS game ~ xisr
Phillip (rolling a d20): Ugh. Seven.
\\'i(h io a vast c;o~mo~ called the muJtiverse, connected
DM: They look like decorations to you. And Amy, in strange and mystcriou::; ways to ouc auolher a ud lO
Riva is checking o ut the d rawbridge? other planes of existence. such as the Elemental Plane
o f Fir" and the Infinite Depths of the Abyss. Wit hin

!;..;"l.ROUUCTIO"\
this multi\'erse are an cnd le~ variety of worlds. \ 1anr 2. Tbe players describe wb at t hey want to d o. S ome-
of 1he1n hnvr- been publishe:d us otlkiul s e uiu"s for t he. limes on<:: player ~pea ks for rht: whole. vnn y . .s~{)'jng,
D&D gam<:. The l egend ~ of the Forgonen !{calms. Drag- We'll take t he cast tloor: for example- Or her times.
on lance, Greyhawk- Dark S un. Mystara, and f:berron d iffrrcnt aclvcnturtrs do ciHic.rc nl things: one adventurer
~ ctt ings ~-tre W1.1vcn togethe r in t he fabric of 1hc mulli might search a rrcasure chest while a second exam iflt s
veN>e. Alongside thf'.S<.: worlds are hundreds uf thousands an esoteric symbol cngnt.vcd on a wall and a third keeps
more, cresued by genera l ions of D&D player1:i for (he ir w atch for mons t<.: rs . The playr::ns don't not=r:d to ttl ke
own ~am es. And m id a ll the richne.~' u f the multivt.r:;c . turns. b ut the OM listens to c>-.:ry player and decides
you might CN-..atc a world of your own. how to re:sol\'e rhosc a ctions.
All the se world ~ s hare r.h<~.racreristic~.,., but ea ch wold .S ornetim e~. rtsolving u task is easy. Jf a n adventur er
is set apa rt by its own histo ry and c ultures. distincrivc wants to walk aCf'()SS a room a nd open a. door. the D"\r1
m onsters a nd ract.s. fan t a~tic geogra phy, a ucienr dun- 111is.thr just s ay tha t the door opens a nd dc~o:ocr-ii.Jc wha t
gevns, a nd schemi n~ villains. S ume races have unu$;ua1 lie beyond. l:lut the door might he locked, the floor
trnirs in diffe rent worlds. The halflings of the Dark Sun might hide a d ea dly trap, or some: ot hf':T'c irc ums ta nce
s err ing. fo e xample, a re juugle-<hvelling co.-mnlbaJ1:i. mig h1 m ake ir challt:nging for ~m adventurer to r.otnplete.
a 11d the e lves a rc dc.c;ert nom ads. S ome worlds feature a tsk- In those cses . the 0~1 dt-cide.'<" ha t happens,
race$> unknown in oTher se n ings, such as Ebcrron's war- often relyina on lhc roll <>f a d ie w df':l trrnine the results
forged. snld iers r,,eatc d a nd imhued wirh life ro l'ight in of a n action.
the Last War. Some worlds a: dom inated by one great 3. Tbe DM narrates tbe results of the adventurers'
st<>ry, like rhe War of thel.ancc that plays a centra l ro le action s. Dc!->cl"ii.Jjng the rc~ul t~ ofcen lea ds to a nother
in the DrAgonlal'lc!C seteiug. Bul they'rt ali o&n worlds . derision pOint. which bring.s the flow of the anme righr
and you can use the rul<:s in this book to create a char back to step I.
a c ler <tnd play in nny on" of the rn. Thi$i pa ttcn1 holds whether the advcnturt:ns are cau
Your DM mil!ht set th campaign on one of these tiouf01ycxplorina a ruin. t alking I() a. devi(')us prince. or
wurlds or on one thar he or she t..reale d. Because. rherc loc ked in rnurt a l cumbat a ~ain ~1 a rnighly dra a-on. In
is ~o tlluch rJ1,.crsiry a mong th e worlds of D& D. you terrain situations., ~rticul arly combat. the action is
sbou!d check with rour J.)M about a ny hous rules that more structured and t ht: player~ (and OM) do lttke t urns
w ill a f(e;:ct your play o( the game. Uh imately, the Dun chuosing a.nd resolving action:;. l:3ut most of 1hc t ime.
,:(eon Master is the authority on rhe campaign and its play is Ouid and Hexiblc. adapting ro the c;rcumsrance~
setting. t: \ t.~n if the serliug is a pubHsh~d world. of the adventure .
Orten t ht act ion of an ad\cnture takes plaef> in the
USI NG Thi S BOOK imagination of the pla)e" a nd J.)M, relying on the DM's
verbal desrriptinns to s e t the sr,.ne. S nme OMs like to
T he Pi<<ycr :s Handbook is dividd into t hree pal'{S.
use mus ic. art, or recordecl sound eiTect!lt 10 help set th~
Part 1 is about crea\ina a ch~t~crer. prov-idina the m ood. a nd rHa ny playc.r5 a nd O"M::. a likt: adopt differe nt
ru lts a nd gn id~1 n<: t: you need to make the clm racler
voice!-> for t he variuus advcmurers. monsters. and other
you'll play in the aame. h includes informa tion on th~ chnractcrs 1hey play in tht. game. S om e times. a O.M
various races. clas:;es. backgrounds , eQuipment, a tld
m ia:ht lay out a m a p a nd u sc tokt.ns o r rn iniature fi~ures
othtr c us tomizat inn optiOilS th at you can choost: frum.
to repre sent each c rea ture invoh-cd in a scene to help
Many of the rults in part l rely on material in parts 2
the players keep crAck of where t.veryont. is .
and 3. Tfyou coxnc across a game couccpr in parr 1 th at
you don't undcrstllud . consult the book's index. GAME D ICE
Part 2 details the rules of how to play the aarne,
beyond the basic d escrihed in this inttoduction . 1'hut Tht:: ~a me uses polyheci i'UI dice with cliiTcrenl numbers
part covers the kinds or die rolls you make (0 dctemline of sides. You can find d ice like these in Jlatuc St(')res and
succes~ o r failure at the task:) )'OUr t:h arar.1c::C' rmernpts. in lll\tnY boukstorr=.:;.
a nd dc.scr ihe~ th e three hrO~i.d c.megorleSi of acrlvlty in In t hese rule.c;.the d ifl'c rcm dice a re referred to by the
the ga me: cxpk>rat ion. intcractiun , a nd combat. !err-. d followed by lite number of sides : rl4 . d6. d8. d I0.
Par t 3 I~ all about mag ic. It covers the tla tute of magic d 12 . and d 20. Fo t insta nce. a d G is a six-sided d ie (the
in the wo l'lds of O&D. the rule for spell<:asting, and the 1ypieal <:11bc tha1 many game.c; u$oe).
huifc variety of spells availa ble 10 magic-usini cha rnc- Pcrr.eutilc tlicc. ot (1 \00, work a lin k differe nt ly. You
t<.:rs (a lld monsters) in the game. gent-rate a numbel' bc twt.t.n 1 and 100 by romng two
different lt"nside<l dice numbert-d from 0 to 9. One dit"
H ow To PLAY (dcsig n8(cd be fore you roll) give s the lcus digit. a nd
the other gives tb~ ones digit. If you roll a 7 and a l , for
T he play of the DuxG EO~s & Dt<AGONS game unfolds e,xu mple. the numbF.r rolled is 71. Two Os re present 100.
accord ing to th is basic pnuern. S 011\c te n$icled dice are numbered in tt.ns (00. tO. 20.
1. The OM d escribes t he e nvironn1ent. The 0 :\1 aud so on). makinfl it ea~icr to distinguil'Sh the tens digit
tells the playe rs where their a tlvcnrurc.rs a re <tnd wh:tt's from Ihe ones di~it. In th is c ase. a 1'0 11 o f 70 a nd 1 is 71,
a r()und tht=r:l'l\, pre!=>enting 1he basic s cope. of uptiOtl.!:i thai a nd 00 a nd 0 is 100.
present themselH:s (bow many doors 1cad our of a rOC"rru. When you need to roll <.lice, the rulos tell you h ow
what's una ta ble. who'$ in t he tavern. ~.tnd so <>n). many dice to roll of a certain type. as w ll as what mod-
s
ifieN; to add. For example. -3<18- mean s you roll

1'-1 00 l !0~
lhree eight-:;idt:d dice. add them to~ethe r, and add 5 3. Compare the total to a target number. If t he total
to the total. eqtt.=tls or excet.ds the tar~ct number, the ability chec:k.
The same d notation appea rs in l.he expression:; "l d3" attack roJJ, or saving t hrow is a succ:~~$S. Otherwise, il 's
and "1d 2." Tosim.,Ja te the roll of l t13, roll a d6 and a failu re. The DT\f is HSHally th~- one whc.1 dctcrmin<.~s
divide the munbcr rolled by 2 (round up). To simulate target numhe:,s ~nd tells players whether their ability
th e roll of ld2. roll a ny die and assign a 1 or 2 co the roll c hecks. Mtack rolls . ~md saving th rov..s s ucceed or fail.
depe nding on wheth~ it was odd or even. (Aiter.nalive)y, The tar~ct number for an ability ch~C'.k o r .3 savjng
if rhe nun'lb er rolled is more t ha n half t he number of throw is call <i a Difficulty Class (DC). The ta rl(et
skit~ on the die, it's a 2.) n.,mber for an attack roll is called an Armor Class (AC).
This simple rule governs the r~sol urion of most tasks
T
__
H_Ep~0 _____________________
2~
in D&D play. Chapter 7 provides more detailed rule..o; for
Does an adventure1's sword swing ho1' a d tagon or ju:;t using the d20 in t he ~arne.
hounce off its jron-hard sc.a lcs'? \Vill t he o~re believe an
outrageous bluff? Can a. character swim across a raging ADVANTAGE AND D I SA DVANTAGE
r iver? Can a c hatacter avoid the. mai n blast of a fireball, Sometimes an a bility c:heck, a track roll, or saving throw
or does he or she take full dama~e from the blaze? In is modified by special situations called advantage and
cases where the outcome of an action is uncerlain, c.li sadvanta~c. Advantage reflects t he positive circmn -
rht: DuNGI~or-.s & D RAGONS game relics on rolls of a srance.:; sutroonding a d20 tOH. \vhile disadvama~c
20-sided die, a d2.0. to determine success or failure. re ft~cts th~ opposi(e. 'W hen you h ave either advamap;e or
Every character and monste.J' i n the game has capa- disadvantage. you roU a second d 20 when you mak~ rh~
bilities dfined by six ab!llty scores. T he abilities a rc roll. Use the higher of rh ~ rn:o ro11s if you have advan-
Stren.gOl.. Dexterity, Constitution, lnteHi~ence, VY1sdom, rage, and use (he lower roll if you have disadvantage.
and Charisma, anrl they typically range from 3 to 18 For cx~unple. if you have disadvantage and 1'011 a 17 .and
for mosl adventurers. (.Monsters m~~ht have scores as a 5, you use t he 5. Tfyou instead have ad ...anta~e and ro11
low as 1 or as high as 30.) ThE""..se ability ~COI'eS, .and lhe those umnb crs . you use the 17.
ability modifiers rlerived frotn them, are the basis for More detailed rules for advnntag~ and disad\anlage
almost every d20 oil that a player m akes on a cha rac a re presemed in c:haprer 7.
te r':; or monster's behalf.
Ability c hecks, attack rolls, a nd saving th1ows are the SPECIFIC BEATS GENERAL
th rf:~ rna in kind s of d20 rolls, fon ni ug the core of t he
This book c:ontains rules, e$pecla11y in parts 2 a nd 3!
rules of the game. AH three follow t he...-se simple steps. that govern how the game plays. That said, nl any racal
1. Roll the die and add a modifier. Roll a d 20 and ttairs, dass fe:a1u res, spells, magic items. monster a bili-
add the relevant modifier. This is typically t he mod- lies, and other game clemcms break the .general l'Uies in
i fier derived fmm one of the si x ability scores. and il some way, creating an exceprion to how 1he rest of lhe
sometimes indudes a proficiency bonus to reftect a. char- ga rn~ works. Remember this: If a specific r ule contra-
acter's particu lar skill. {See chapter 1 fo detai ls on each dict:; a general rule, the specific r ule w ins.
abHiry anrl ho\v 10 deletmine an abilily~5 modifier.) Exception!'-> to the rules a1~ o f1en minor. For instance,
2. Apply circumstantial bonuses and penalties. A
many adveuturcr!:i don't ha ve proficiencywirh longbows,
cla:;s fea t11re, a spell, a par licular cirCuinstaucc, or some but every wood elf <foes because of a racial t rait. That
other effect might give a bonus or penalty to the c heck. tait crea1es a minor exceplion ift t he game. Other
examples of rule-breaking arc more conspic uous. For
instance, an adventurer c:an'r nomally pass through
walls. but some spells make that possible. Magic
accounts for most of rh~ major ~xc:eptions to lhe rules.

ROUND DOWN
There's on~ more g~nera 1 t uleyou Heed to know at the
divide a llt.n nber in the game,
out~er. \he::n.e\rer you
t(Jt.uld down if you end up with a fraction, e ven if rhe
fraction is one-half or greater.

ADVENTURES
Tht DuNGEONS. & DRAGONS p;ame consi.:;t$0 o f a g roup
of characters embarking l)n a n arlvenlt.lre that the Duu-
gf:on T\faste p1'e senls to them. Each c haracter brinas
particul3r capabilities to t he adventure in t he form of
ability scores and skills, c.lass feature!'->, radal lr~its.

l equipment, and magic items. Every character is d if-


ferent: with various str~n gths and weaknesses. so the
best par ty of advt.nturc rs is one in which t he cha rac:ters
c:ompf~menr ear.h O{het and cover the \Vt:~-.kncsscs of

r~non u c-r roN


7
1heir companions. The adventurers must cooperate to t hat a capt ured sco ut reveal the sccrd tntram:c to t hl~
successfully complete the acivenrure. goblin lair, ~etting information from a rescued prisoner,
The .adventure is the he~rt o f the gMne. a stoty with pl~ flding for mercy from an ore chieftain, or persuading
a. be.g innin~. a middle, and an end. An adventu re mjght a talkative;; magic mirror lO $how a <l isr~nr foca1ion to
be cr~ated by the Dungeon !\l aster or purchased off the t he adventurer~.
shelf, tw~.aked an d rnodifi~.d ro ~uit t he OM's needs and The rules in chapters 7 and 8 s upport exploration and
desires. ln either case. an 3dvemure features a fanolstit.-: soci.a 1inrera.ction, as do many d ass features in chapter 3
settin~, whether it's an underground dungeon, a cnun- and personality lraits in chapter 4.
bling castle, a st retch of wilderness. or a bustling city. Combat. the focu:; of chapter 9. il)volves cha racter$
Jt featur~s a rich cast of ch aracter~: the advent urers and other creatures sw i ngin~ weapons. l~ast ing spells~
created and played by the other players at the table, maneuvering (ot position. and so on- a II in an effort
as well as nonplayer charactet'S (NPCs). Thos" char- to d efeat their opponents, w hether that means kiUing
acters mi~ht be patrons, allies, enem ies. hirelings. or every enemy, caking captives. o,. forcing a 1'011t . Combat
jusr background ext1as in an advenmre. Often, one of is the most structured clement of a D&D session. with
the NPCs is a villain \vhose agend3 chives much of an creaw tes taking rums to l'nak~ ~ure that everyon ~ gets
adventure's action. a chance to act. F:ven in lhe con1ex1 of a pitchr:d ba1 lle,
Ov~r the course of their adventures, the characters there's still plenty of OIJ{)Ortunity (Or advemurers to
are confronted by a variety o f Cl'eatures, objects, and attempt wacky stunts like surfing down a flight of S[airs
situations that they must deal \Vith in some way. Some on a shield, to examine the euvironment (perhaps by
times the adventUJ'ers and m he.r creatures do their pullinp; a mysterious lever), and to interact with other
bc::>t to kill or capture each o ther in combat. Ac (II he1 creau.l1'es, including a Hies, en~mies, and neutral partit<>...~.
times, the advent urers talk to another creature (or even
a mag ical obje.c t) w ith a goal in mind. And often, the T HE WONDERS OF M AGIC
adveu(u rers spendlitne lrying 10 solv~ a puzz.le, hypass F~w D&D adventures end without something magical
an obstacle. find ::>omcthing hidden, or unravel the cur- happening. Whether holpful or hannful, magic appears
rent situation. Nte.:111While, rhe adventHI'ers explore th~ fr~qut:nt ly in the li f~ of an adventu rer, and it is t he focus
world1 making decisions about whidt way to travel and of chapters J0 ~nd 11.
what they'll try to do next. ln the worlds of D UNGEONS & DRAGONS, practitioners
Adventutes v~ty in leng th and complexity. A short of magic are rare, set apart from the masses of people
adventure might present only 3 few challenges, a11<1 by 1heir ~x:traord inaty ta leor. Common folk rnight s~e
it might take no more than a s ingle g~une se.ssiou to evidence of magic on a regular ba$iS, btll it's usually
coJllplete. A long adventure <:an involv~ hundreds of minor- a fantastic monster, a vis ibly ans\vered prayer,
combats, interactions, and other cha11cuge::>. and take a wizard w~dking through lhe streets with an animated
dozens of se.ssio11s to play lhl'OHgh , stl'erching ow~1 shie:lrl guardian as a bodyguard.
\Necks o r months of r~d time. U.sual1y, the end o f an For adventurers. though. magic is key to t heir S tH
advent1l1'e is rnark~d by the adventu rers heading back to viva!. Without the healinp; ma~ic of clerics and paladins,
civili zation to rest and enjoy the spoils o f 1he:it' l abor'..~. ildvenlurt':l'-S would quickly succumh to th~ir wounds.
But that's not the end of the story. You c<~.u think of Without the uplifling magical support of b rds and
an adventure a;:; a single episode of a TV series, made cler ics, warriors might be overwhelmed by powerful
up of nmhiplc exciting scenes. A campaign is the whole foes. \Vithot.t( the sheet magica l pow~1 ann versalilil:y
series- a string of adventu res joined to~cthcr: wit h a of wizards and druids. every tlue~d would be mag-
consislellt group of ad vemul'~rs following the narrative n ificl t"nfolcl.
from start to finish. 1\'la~ic is idso a
favored lOo) of villains. Ivlany adven
ate driven by the machimitions of s petlcasters
11 1'~s
THE THREE PILLARS OF ADVENT URE who .are hr:Hb~nl on using magic for 5o me ill end. A cute
Adventurers can try to do anything t heir playcrsean k.ader seeks to a ..vak.en a god who s h.nn bers beneath
imagine;;, but it c""n be helpful to talk aboul rheil' activ- rhesea, a hag kidnap5 yout h~ to magically drain t hem
i[ies in th ree broad categories: exploration. social of thejr vigor, a mad \vizard la bor~ to inv~s1 an army o f
interaction, and combat. automaton:; with a facsimile or life. a dragon begins$
Exploration in clud~$> both th~- adventurer~ movement mystical ritual to rise up as a god of dc.struction- thcsc
through the world and thejr imer~ct ion with objec1s and al'e just a few of the magical th reats t hat adventurers
situations that require their attention. .Explor~nion is the might face. \>Vith magic o f their own, in th~ fotm of
give.and-rake of the play~r~ describing \Vhat t hey want spcHs and magic items. the adven turers m ighl prevail!
their characters to do. and the Dungeon Master telling
the playei'S what happens as a 1'esult. On a large seale,
that m i~h[ invoJve the characters spending a day cross-
ing a rolling plain or an hour making their way through
cavents underground. On the sma:lles1.sca le. i1 coukl
mean one character puJling a }ever in a dungeon room to
see whar happens.
Soc-iaJ interaction t<~aturc.s the adventurers ta)kiug to
someone {or something) clsc. l t might mean demanding

iNTJlOJJl C rTON
PART1

i'ARJ'' ClU -\TIN( .._ ('H R"CTER


C HAPTER 1: STEP - BY- STEP CHARACTERS
OUR !"UI.Sl' STPIN PLAYJKC AN ,, OVF.N'TURF.R IN T il F. dasses (sces.tc p 2). f'or example. the racial lrairs of
D UNGEONS & DRAGONS g~um; is tO irnagine lightfoot ha lflings make them except iona l rogues, a nd
and create a character of your own. Your high elves rend m be powerful wizards. Somctim~
c:h araccer is a combinat ion of game ~tat isl k:S, playing against rype can be fun, too. HalfMorc paladins
rok:playing hooks. and yoor imagination. You and mouutain d warf wizard.:;, for ~xample, can be
choose a race (such as human or halOi ng) a nd unusual but memorable characters.
a class (such as fighrer or wizard). You also Your race also increases on ~ or more of your ability
nvent the personality, a ppearance, and backstory of sco1es, which you determine in step 3. Note these
"lur c haracte r. Once compl~t~-d, your charac te r serves increases a nd remember m apply them later.
5 your representative in the game. your avara1' in the Record t he traits g r~mted by yOtH rat.~e on yoo r
OU ~GEONS & D RAGONS world . characte r s heet. De su re to note your Slarting
Befo re you d ive into step 1 below, t hink a bout the langu.age.s a nd yo1~r base s peed as well.
i:nd of adventurer you want to play. Yoo m1g ht be a
urageo11s fighter, a skul king rogue, a fervent cleric. or BUILDING B RUENOR, STEP l
3amboyant wizard . Or you migh( be more interested Bob is sitring down to create his character. He decides
nan unconventional character. s uch a~ a brawny rogue tha t a gruff mounta in dwarf fits the clHuacrer he wants
ho like~ hand-to-ha nd combat: or a s harpshooter who ro play. He notes aH the racia l lraits or dwar ves on his
ks ofl' enemies from a far. Do you like fantasy fiction character sheet: including h is speed of 25 k e t a nd the
:aturiug dwarvt':S or elves? Try building a character of languages h~ knows: Common and Dwarvish.
ae of those races . Do you want your c haracter to be lhe
,.,ghest advemurer at t he table? Consider a class like 2. CHOOSE A CLASS
..arbarian or paladin. If you don't know where ch;e to Every adventurer is a member of a class. Class b1oarlly
egin . take a look at the il h.J Slral ion~ in chis book to see describes a charact~1's vocation: what special talents h e
-hat catches your intcrt:~l. or :ihe possesses, a nd che tactics he or she is most likely
Once you have a character in mind, roll ow l.hese s 1eps to employ when exploring a dungeon, fighting monsters,
..,. o rder. making decisions that rd lcctlhe character you or engaging in a tense nego1ia1ion. The ch a l'actel'
a m. Your conception of your c ha racte r might evolve d as5es a re described in cha pter 3.
th each choice you make. What's important is that you Your character receives a number of h en ~fits from
-ome lO the table with a chal'accer you'r~ e xcited to play. yOUI' c hoice of class. Tvtany of these benefits arc class
Th roughout this chapte r, we usc the l~nn character features- c<tpabilitics (i ncluding spellcasting) rhat set
c;heet to meao whaleve1 you us~. m track your cha racter, j'OH I' c ha racter a parr from members of other das~es.
hether it's a formal c haracter sheet (like rh~ one at the You a lso gain a number of proficiencies: a r mor,
.,d of this book), some form of digita l re;(~ord, or a piece weapons. ~kilb. saving lhrows, a nrl ~ome-ri n"l~$ mols.
notehook paper. An official D&D cha racter sheet i~ a Your proficiencics define many of the things your
te place to st~trt until you know what info rmation you character can do panicularly well, from using certain
eed and how you use it d uring the game. weapons to ceiling a convincin~ lie.
On your c haracter s heet. tecord a ll t he featur~s that
DUILDING BRUENOR your class gives you at ltit leve1.
Each step of character creation i ncludc:.s an e.-< ample of
ttat step, w ith a player named Bob buildi n~ h is dw~uf L!!Vli.L
-.aractcr. Drucnor. '1Ypically, a charactet srarcs at 1st level and advances
in level by adventuri ng a ud gaining experience points
~ . C HO OSE A RACE (XP). A lst-level c ha ractor is inexperienced in t he
... \ery charac ter belongs to a rae~. one of the many adventuring world, althou~h he or she m igln have been
telligcnt humanoid species in th~ D&D world. T he a sold i~r or a pirate a nd done dan~erous thin"s before.
"'I()St common player char3Cter ra<:.e$0 a re <fwarvef>, elve.c;: St a tt i ~l g off at l f>t level marks your c haracter's Cntry

.a.IOin.gs. and bum~us. Some races a l.s o haw~ sub races 1 lmo 1he adw:nt1ll'ing life. If you're already familiar
"'uch as mounta in dwar f or wood elf. Chapter 2 provides with tht: garne, or ifyoH are joining a n existing D&D
'f"\Qre info tmation abom the~se races, as weU as the less campaign, your DM might decide to have yOtt begin at a
~de.c;pread races of d ragon born : ~nomes, ha lf-elves. higher level, on t he assumption t hat your characte r has
l3lf-orcs, and tieflings. a lready 5urvived a few harrowing adventures.
The ra<":e-y011 <":hoose contributes to your character's
e ntity iu an importa m way, by e.!->tablishing a general QU I Ck BUILD
ppear~ncc ~-uu.l tht: naturalla lents ga ined from culture E;i<:h c::lass description in chapter 3 inc-ludes a section
nd ancestry. Your clt~uactcr's race grants particular offering suggcsliofls to quickly build a character of that
-acia l t raits, such as special senses1 proficiency \vith dass., including how to assign your highest ability scores.
rtain weapons or tools, prollciency in one 0 1' mor~ a background suitable to the d ass. and starting spells.
... ,.Jlls. or lhe abihly co use minor sp~ lls. These t raits
Jmetimes doverail with the capabilities of certain

.l'ARi' i &'fFI - RY- STfP (;ft\R:ACT !:RS


Record your le.vel on your characrer s heec. If you 11'e At l sl level, your charact~r hal$ 1 Hit Die, and the
scarfing at a hight:l' levr:l, record lhe addilional elem etH~ die type is determined by you r class. You s tart wit h hit
your class give~ you for your lcv<.:.ts past 1st. Abo record points equa l to the hi~hest roll of chat die, as Jnd ictlled iT)
your experience points. A lst lcvel character has 0
4
your class de-~scription. (You also add yot11" Consli{tl lioo
XP. A hi~ her~Jevel cha racte r typically begins with the modifier, which you'll de1errnine irl s tep 3.) This i::. also
minirnum amount ofXP r~quired co reach rhar level your hit poiot r:nax.imum.
(see ''Beyond 1st Level" later in t his chapter). Record your characte r's hit points on your c ha1acter
sh~er. Also rec:o1d th~ ryp~ of Hit D i~ your chatacler
H IT POI NT S A N D HIT D ICE uses Hnd lhe numb er of I-I it Dice you have. After you
Your character'5 hit poinrs define how tough your re.o;;t, you can s pend Hie Die~. ro regain h ie points (see
c haracter is in combat ami other dangerous situations. "Rest.ing" in chapter 8).
Your h it points a re determine d by your Hit Dice (5hort
for Hit Point Dir.e). P ROF ICIENCY BONUS
The ta ble t hat appea rs in your class description shows
ABILITY SCORE SUMMARY your {Jroficiency bouu8, which is +2 for a l.st~lcvcl
Strength characte.r. Your proficiency bonus applie s to many of t he
Me-asures; Natural athleiicism. bodily power numbe1s you'll be 1'ecor<i i1lg on your characler sheet:
fmpor tant for: Barbarian, l1ghter, paladin Attack rolls using weapons you,e proficienr wit h
Racial increases: At tack !'oils v; ith s pe lls you cast
Mountain dwarf (+2) H lfo:c (+2) Abilily chec ks using skill:i you're proficient in
Dragonborn (" 2) Human (+1) Ability checks usina tools you're proficient w ith
Saving throw$; yoo r~ proficient in
Dexterity Saving lhrow DC~ for spell~ you cast (explained in
Me(Jnm:s: Physic.al agility. reflexes, bJiance, poise
e ach s pellcasting class)
lmpottartt for: rv1otlk, tangcr, rogue Your class determines your weapon proficiencies,
Rac.i al fncrcases: your savin~ throw profic iencies, a nd some of your s kill
Elf (+2} Forest gnome (+1} a nd tool proficiencies. (Skills ar~ described in c hapter 7,
H alOing (+2) Human (" 1)
tools jn chapler 5.) Your background gives you additional
s kiH and tool proficicncics 1 and some races give
you more profici~n ci~~s. Be sure to nore al l of lhese
Constitution
proficiencies. as well as your proficiency bonus1 on your
Meosures: Health, s tamina, vita! forc;e charac[er s he..ec.
lmportam for: Evetyotle Your proficiency bonu$ can't be added to a sin~le die
Raciof Jncre.ascs: roll or other num ber more than once. Occasiona!ly, you 1
Dwarf (+2) Half-ore (+l) profici~ncy honus rnight be modi lled {d01.1bled or halved.
Stout halfting (~1) H uman ("1) for exa mple) before you a pply it. lf a circumstance
Rock gnome (11) sugge.sts that you r proficiency honus app11es mol'e t han
ont'e to tile same roll or that it shou ld be multiplied
Intelligence more rha n once* you nevenh~less add it on ly once .
Measures: Mental acuity, i n(o(mation (e<:all, anatytical s~i ll multiply it only one~ , and htllve i1 only once.
Important for: \)'lizard
BUILDING BRU.El\OR. STEP 2
Rociallncreoses:
Bob imagines Bruenor charging into hatd~ w irh .an axe,
High elf (~1) Tiefli ng (+ 1) one horn on hi$ helmel broken off. He makes Bruenor a
Gnome (" 2) Human (+1) fi~htcr and note s the fi~hter's proficiencies and t.sc-l~vel
class features OJl his character sheet.
Wisdom As a lst-lcvd fighter. Drucnor has 1 H it Die a d!O-
Measures: Awareness. intuition. insighl ~ut dstarts with hit points equa l to 10 +his Constitution
Important for: Cleric, druid modifier. Dob note s th is1 and will record t he final
Racial ft~ueosts: numher after he def~l'mines Brue.n or's Cons{ilulion
Hill dwarf (+1) Human (+1)
score (see s tep 3). Bob all$0 notes the protlcicncy bonus
for a lst..Jeve l characte r, which is 7'2.
Wood elf (+1)

3. D ETERMINE ABILITY SCORES


Charisma
Meosures: Confidence, eloquetlce, leadeiship Much o f whal your character docs in lhe game depe nds
Important fOr: Bard. sorcerer. warlock on his or her six abHities: Strength, Dexterity,
Constitution, Intelligence. Wisdom, ond Charisma.
Raciof Jncre;ases:
Each abilily has a score., \\hich iti: a m unbcr you record
H alf. elf (+2) Dragonborn (+lj
on you r character s heet.
Dro'v (" 1) Human ("1) The six ~i.bil ilics and their usc in the game a re
lightfoot hal fli ng (+1) Tie Aing (+2) described in chapter 7. The Ability Score Summary

P.~RT 1 STF.P- lW-STf f' CTiARACTIRS


rablc provides a quick reference fur what 4\1\d itie~ ABILITY SCORES AND MODIFIERS
ue measured by each ability, what nu;c~ increas~ Score Modifier SO>re Modifier
',\ hich abilities, a nd what classes cun~idcr each ;:lbility
1 -5 16-17 -3
panicuJarJy importnnt.
You gt>nerare your c:haraC"ttr's six ability scores 2-3 -4 18- 19 +4
r.~ndomly. Roll four 6sidecl dice and record the total of 4- 5 -3 20-21 .s
~ hiahest three dice on il piece of scratch paper. Do 6- 7 -2 22-23 +6
hi~ live more times. so that you ha\e nix numbers. Jf 8- 9 -1 24-25 ~7
MJ want to save time or don't like the: idea ur ldlldumh 10- 11 <{) 26- 27 ..a
c'lerminina ability scores. you can usc the following ., 12- 13 +1 28-29 +9
orein.red: 15. 14,13. 12. 10.8. 14-i 5 +2 30 10
\0\\ take your six numbers and wTile each nUiober
.cside one of your character's six abilities to assign average andnearlyequal (l3.13.13.12.12.12),orany
:ores to Strength. Oexterity. ConsLitulion.lmeUigeoce. set of oumbers between I hose exl remes.
':tsdom, and Chari~ma. t\frerwardf make any changes
)Our ability scores as a rcl:tuh ur your race choice. 4. DESCRIBE YOUR CHARACT E R
After assianina your ability a<:orc:.. dete rmine
Once you ktlO"" the basic game aspects of your
JUt ability modifiers usin" the Ability Scores and
todifier~ t;'lblc"!. To determint an ability modifier wifhout
character. ifs time to flc.sh him or her out as a person.
Your character needs a name. S pend a few nlinuces
nsuhing the tblc. subtractlO from the ability score
thinking abo~1 t what he or she looks li ke and how he or
'!d then divide the r esult by 2 (round down). Write the
'<XIifier next to each of your scores. she behaves in general te rms.
Using the infotmation in r:hi!ple.t 4, you can flesh ou1
6UILDINC 8RUllNOR, STEP 3 your character's physical appearance a nd personality
lob decide to ue t he .randntd set of scores (15. 14. t raits. Choose your character's alignment (the moral
3. 12. 10, 8) f(w Brueno,..s nbilit i-.s. S ino-. hs a fightet~ l":ompasso that guirl~s h i~ or her rl~r:is ion$0) and ideals.
,.. puls his h ighest S<.:Qrc . 15, in S trcu"lh. His ucxt Cltapt~r I a lso hdv you identify the things your
~ghcst. 14, goes i n Constitution. Brucnor might be a character holds most dear, called bonds, and t he 8aws
<ash fightet, but Bob decides he wa nts the dwarf to that coukl one day undel'min~ h im or h~1.
older. wiser. and .n good leader. so he puts decent Your c haracter's background describes where he or
..ores in \i~dnm nnrl Chnri~ma. After Z!.pplying his ~he came from, hi::. o r her
odainal occupation, a nd the
ial benelits (increftsini Brue-nor's Constitution by character's place in the D&D world. Your DM mi&ht
- .md h is Strcnjlth by 2). Drucnor~ :tbility scores and offer additional baclq~roumls beyond the ones included
'!difiers look like this: Strenfith 17 (+3), D.xt.rity 10
f)). Constitution 16 (+J), l ntclligcucc 8 (-1). Wisdom l:J
H. Cha rim 12 (..1).
Bob fills in Drucnor's final hit points: 10 +his
mstitutiOil mntiifit.r nf +3. for a total o f 13 hit points.

HI ANT: CUSTOMIZING ABILITY SCORES


:-'Our JJunateon Mctstcr's option. you can use thi~
riam for determininl( your ~bility scores. The method
..-ribed here allows you tO build a charact..,. with a set
ability !->cores you r.hoo~e lndividu<1Jiy.
You have 27 points to spend ou your abitity ..::ore.
T.,., cost of each score is shown on the Ability Score
tnt Cmi.t tahle. For examplt.:. a score of 14 cost.c; 7
1nrs. Using this rnc:lhod, 15 is Ihr. high(".SI ability score
u can end up with. before applvint~ racial increm,e~.
~can't have a score lower than 8 .
Thi" mP.thod of delermininllability s<:or<s ena bles
u to c reate a set of three high nurnbcr::s o.md th ree low
""' (15. 15. 15. 8, 8. 8). a set of numbers th~t a re above

ABILITY SCORE POINT COST


Score Cost Score Cost
8 0 12 4
9 1 ll 5
10 2 14 7
11 3 IS 9

13
CHAPTER 2: RACES
VTSTT TO ONF OF'THf: RfATC1Tif.S INTHl RACIAL TRAITS
wurl<l; uf DUNCEOI'S & 0RAC0"S
Watcrdccp. the Free City of Greyhawk, or T he des cription of each race includf"..s racial trait~ that
even uncanny Sillil. rh City of Ooors- are common 10 members or that race. The following
\~ Q\ er,vhehn:, the senses. Voices chatter in
entries appear among the traits of most race.~
\i- cuuntlcss diffcrcntl~nau~l(<!s. The smells ABILITY Sco R lxCREAS
of c:ookine in do?.tns o( different cuisines
\'ery race increases one or more of a character's
~ingle '' ith the odors of crowded streets and poor
ability S<..-orcs.
5allitation. BuiJdinAs in myriad archite<::IUrnl ~tylt-~
..JJS.p1ay the divel"$e orilins of their inhabitants. Ac
And the people thcmsci\'CS people of varying size, The ag~ entry notes the age "'hen a member of the race
'hape. and C(')lnr, d~s.c;~ in Adaulina spec1nnn is considered an adult. as well as the race~ t.X(M'!Cit..d
r styles and hucs- n;prcscnt many different races,
life-::opan. Thi~ inform;uion <'..an help y0\1 decide how
rom diminutive halflings and ~t()Ut dwarw~~ ro old your character is a t the s tart of the J,!ame. Ynu
maje:..tk::~lly beauti(ul elvc:s. minw:linat a mona a variety can choose any age for your charac1tr. which could
htlman cthnicitics. pmvide a n ~xp1anation for soo1P. of your ability scur<.:$.
Scattered amon~ the member~ of rhe~ more common For e xample . if you play a young or very old character.
races are the tut~: ~xn1 ks.: ::t hulkina dr::tg-onborn her<:, your a~c could explain a particularly low S 1rt:t1g1h or
mshing hl::> way lhr<.>uUh the cr<.>wd, and a s ly 6cH !n~ Co nstirution ~core. while advanr:ed age could t1ccuuut
~erc. lurkin~ in the shadow~ w ith m l~r.hlt:f in hf:r t:yes. for a high !ntclHgcncc or \Vi~dom.
-\group of gnon1es hHiihS as Out: <.>f th<.:m a ctivates a
ever w<.>odcn toy that move!'t of ir~ ow11 acr.01<1. Ha lf- A LICNMENT
hcs a nd hal f-om~ live nnd work Alongside humaus. Most taces have leodcn<:ies lO\v.:-trd certa in ulignmcn t~ .
1.\ ithout r,,lly br:1ona1na to the r<tcc.Y o f <.:ith<.:r of their dest..r i b~diu thi ~ <.'Jltry. Thcl)c ~uc not bindinr;t for plnyer
a rents . Ami there. well out o f t he su nli~ht, is a lone ch~tr~tctcrs, but con siderin~ why your dwarf ir-. r.hno1ir..
row a fu~ itive from the subt~na.11t.nn ~xpn n ~e: o f for example, in d~fia nr.e of lawful dwarf soci<:ty e~n lu;lp
he Unde rda rk. tryina to ma ke.: his way iu ~ world you be 1te1 delioe your char~-tl'lt::r.
at fears hi.'J kind.
S tZE
C HOOSING A RAcE Cha raClers of tnO$l race ~ an; \>ledimn. a !:>izc catq(ory
including cre atures that arc ro u~ h ly 4 to 8 feet ta II.
Humans c:ue the tnO~t common pc.:oplc in the worlds o f
Members of a few ra<e s a re Small (between 2 and 4 feel
'6.0. but they Jive nnd work alnngside rlwarve!i. ~lve$1. tall), which rneatt that certain rule oftbq{ame affect
IHin.gs. and r.ountle$.$ other fa ntastic spc.:cics.. Your
them differe ntly. The mos.t important or th~se rl1le~
aracter lx:luu11 t<> one of these peoples.
i~ thatS man characters have uoulJie wielding hca\'y
~ot every intelligt.nr rar:t. or tht muhiverse is
weapons. as e xplained in chapter 6.
1ropriate fur a playcr-cuntrollcd adventurer. Dwarves.
t ;cs. halflimts. nnd humnns are the m()~l c:nmmon S PEED
r ~s to produce the ~rl of advt-nrurt-rs who make up Your ~d d~l~line-.s how far you cau lliQ".'C when
meal parries. Oragouboni.IIJIUtncs. halfd,'CS. half traveling (chapter 8) a:.d fighting (chapter 9).
n~. and tieflings are le~~ common as Ad'<-""enturers.
1ruw. a S'Ubrace or ehC$. arc also uncommon. LAXGUAGES
our choice of race ;~.ffecls many different a~pec:t~ nf By \irtue of your race. your character can spe:t.k. read.
ur character. Jt establishc:b furtdarncrual qualities that and wrire certain languages. Chapter 4 lists the most
hl throughout your character's adventuring c:.reer. common lauguagcs of the D&D multivcrse.
1en makinR this decision. keep In mind rhe kincl a(
ractcr you want to play. For example, a halfling coulcl SU B RACES
a good choic for a sneaky rot~ue. a dwarf makes a Some races have sul>race~. ~1eml>ers uf a subracc
....gh warrior. and an elf can be a master of arcane maaic. h ave the tra its of the parent race in addition tn rht.
\our character race nnt nnly affer.r~ j'<"Uit' abiliry sc-ores trair~ ~per.ifi~ci for thei1' s ubt'aC"e . Re1cuionship~ amonjl
d rraits b\1( alsu proviclc$ the cues fur buildina your s ul>racc:; vary si~ni ficantly from race to race and
aractcr's story. Each rar..e~ c1t.t;Cri('ltinn in I hi~ chap(rr world to world. i n rhe D1'a gon la nce campaign ~clting,
tudes in form~ tiuu tu help yuu ruJcplay a character of for exa mple. mounta in dwarves and hill dwa1ve::; live
at race. i n cludi n~ personality, physical a ppea1anr..e . to~ether as diffe.rent cla n::; of t he same pt":opl t~:. but ;n
aturcs of s ociety. and rac-ia 1a lignmt:tll t e:n c1~r1Ci i"!}. . t he Forgorten Realms, 1hey live f:-:.1 .3lJttrt ir1 separal<:
hese d~l a ils /11'e suwa~::sliOIIl~ lO help Y0\1 th ink about kingdom s a nd <.:all thcml:idVt:l:i l:i1Licld d w~1 rvcs und
ur character: tu.lvcntur~.;r~ cun deviate widely fro m the ~old dwarve s . respectively.
rm fo r their rnce. ll's W<)l'thwhile 10 con$ider why your
aractcr is different. ns n ht.lpfu l \\'tiY to think :1bout
r character I.H\ekgroun<l <~n<l persona lity.

P'\ IH 1 1 R \(':rc.
S HORT AND ST OUT
Botd and hardy, ch~'31'\le~ are known as
skilled '"'ardo rs, miners. and wo1kers
of stone a nd metal. Though they stand
well under 5 feet Hd), dw.:u ve.~ ar~ $0
broad a nd r.ornpact that they can weigh
as much as a hom an standing n ea rly two
feet ta11er. Their cour.ag~ and endurance
are also ea$>ily a match for any of
t he larger folk.
Dwarvcn skin ranges fm m deep brown to a paler
hue tinged wit h red, but the mosr common s hades are
li~ht brown or d~e:.p ta n, like ce rtain Lones of earth.
Their hair. worn long but in $implestyk.s. is usually
black, gr<Jy, or brown: though pa Jer dwa rves often have
red hair. Male d warves va lue their beards hjghly <Jnd
groom t hem carefully.

LoNO M EMORY, LoNG G RUDGE S


Dwarves can live to be more than 40 0 years old, so the
oldest living dv.rar ves ofcen remember a very differemt
D WARF \VOrld. Por example, some of (he olde$t dwarves living
in Citadel Felbarr (in t he world 'o f t he. r'orgouen Reahns)
"Y~ R LATE, ELF!'' CAME TW~ ~OUGH EDGE O F A l'"AMIJ..I.A'R ca n recall the day. mor e than chree centur ies ago, when
voice. Bruen or Bcrrlehommer walked up the back of his orcsconqueted the fortress and drove them into an e xile
dead for. disregarding thejoct that the htw~y monsler l~}' that la:;ted over 1 50 years. Thi~ lon~cvity g rants th em a
pt:t'$1pectivc on tht~ world thaL $honer-lived races S\ t(:h as
on lop of hi.s eluenfriend. In spite ojtheodded discomjorl. hu man$ and halfiings lack.
the dwurj's long, pointed, often-broken nose and gray - Dwarves ar~ solid and e nduring lik~ th~ mountains
streaked tl1ough still -fu!~)~ red beard came a.'\ a u;elcome t hey love. weathering the pa~:;.s.agc of centuries wilh scoic
endurance a nd little change. T hey respect the traditions
sight to Vriz;:l. 'Kt~ew I'd.find_ve in trouble if I came our
of their clans. tracing [h~ir a ncestry back to 1he:.
on looked for y e!" founding of ch~.ir mo~t anckut strongholds in t he youth
- R. A. Salvatore, The C1ystal Shurd of t he v.;orld, and don't abandon those traditions lighdy.
Par( of chose tradit ions is devorion to t he ~ods of the
Kingdoms rich in ancie nr grandeur, ha11~ carved lnto {he dwa rves. who uphold the dwarven id~al$ of ind ust rious
roots of mountains, the echoing of picks and hammers labor, skill in bau le, a nd devotion to the forge.
in deep mines and blazing forges, a comnlirmt":nt to Individual dwarves Hre determined and loyat true to
clan and nadition, and a burning hacred of goblins and t heir word and decisive in ac:tion. sometimes to rhe point
orcs-th~!':~ common threads 1.1nite a ll dwarv~. of stubbornness. 1vlany dwarves have a srrong sense

T-ART 1 R.AC.t:.S
18
f jusrice, and t hey a re s low to fotg~t wrongs they have. S LOW TO T RUST
..uffered. A wrong d01)e lO one dv/.:trf is a Wl'Ong done 10 Dwarves get along passably '.\'ell Nith most other ra<es. "The
1e dwarf's e ntire cla n. s o \Vhat begins as one d\\'a rf's difference between an 3cquaint.1nce .1nd a friend is about a
u nt for vengeance can become a. full blown clan feud . hundred years,.. is a dwt~ rf saying that might be hyperb-ole,
but <ettainly points to how diRkult it can be for a member of
C LANS AND K INGDOMS a shortlived race like humans to earn a dwarf's trust.
fives. .,It's not wise to depend on the elves. No telling wh.1t
~warven kit)gdoms sfler(';h d ~ep beneath the mountains an elf will do next; Nhen the hammer meets the or.c's head,
here the dwa rves m ine gems <t.Ild pn::.ciOu$ mel<tls they're as ~pt to start singing as to pull out a swo:d. They're
nd for~c ite ms of wonder. They love the beauty a nd fligh ty and frivolous. Two things to be said for them, though:
..nisrry of pr~dous metals a nd fine jewelry, and in some They don't have many smiths, but the OrlcS they have do very
.-.arve:; this love festers into av~uice. \Vhatever wealth fine work. And when or<:s o r goblins come streaming down
1ey can't fi nd in their mou ntai n ~, th~.y gain th rough out of the mount~ ins. an elf's good to have at your ba<:k. No!
rade. They dislike boat$, s o cnterpd$iug humans and as good as a dwarf. maybe, but no doubt they hate the orc::s
JS much as we do.'
Wflings frequently ha ndle [fade in dwa rven goods
Hatflings. "'Svre. they're pleas;:mt fo l~ . Bvt show me a
ong water routes. Trustworthy m.embers of other races tlalfli ng_ hero. An empire, a triumphant army. Even a treasure
re welcome in dwarf settlements! though some a rc.as for the ~ ges made b> haiAing hands. Nothing. How <:an you
re off limit~ even to th~ rn. take them seriously?"
The chief unit of dwarven society is the clan, and f-l umGns. "You take the time to ge~ to know a human, and
arves h ighly value s ocial s ta nd in~ . Even dwarves by then the human's on het deathbed. If you're luc~y. she's
ho live far from 1.hek own kingdoms cher1sh their cl an got kin- a daughter o: granddaughter. maybe- who's got
entities and affiliations. recognize related dwarves, hands and heart as good as hers. That's when you <:an make
"Ki invoke t heir ancestors' na rnes in oat hs a nd <:u rs~$. a human friend. And w~t<:h them go! They set their hearts on
- be clanless is the worst fate t hat can befall a dwarf. something, they'll get it~ whether it's a dragon's hoard ot an
Dwarves in mher lands a re typica lly artisa ns, empire's throne. You have to admire that kind of dedication.
even if tt gets them in trouble more often than not!'
..;;.-pecially we.apoo-smit hs, armo1ers, a nd jewel~1-s. Some
~me mercenaries o r b o dy~uards. h ighly sou~h t after
r their courage a nd loyalty.

Cons, GoLD, AND C L AN


f'\~~~oa rves w ho ta ke up t he advenrurinq life mi~ ht be
.otivated by a desire fot' 11easurr:- fo1 irs own sake, for
....pecific pur pose! or even out of an altru istic desire to
efp others. Other dwa rves are driv~n hy the command
~inspiration of a deity, a direct ca ll in~ or simply a
esire to bring glor~ to one o f t he dwarf gods. Cla n and
'Cestry are also important motivalor:s. A ch ..a1f might
::ek to restore a clan's lost honor, a venge an ancient
rong [he d a n suff~reci, o r earn a new place \Vithin t he
10 after having been exiled. Or a d warf might search
.r the axe w ielded by a mighty a ncsror, lost on t he field
battle centu ries a go.
DwARF NAMES Tool Proficiency. You gaio prolidency w ith the
a11isan'5; tools of your choice: srnith"s tool.s, brewer's
A dwarf's name is granted by a d an ~lder: in accordance s upplies, or ma;:;on's tools.
with lradition. Every proper dwarven il(u n e has been Stonecunlfin4. 'V.'h en ev~ you make a n lntcllig~nct:
used ~md ret,sed down th rough the ~cncrations. A ( History) check related to {he ol"ig1o of stonework, you
dwarfs nam~ belongs to th~ clan. not to the illtUv.idual. are <":on::;idered proficient in th e H is 1ory $>ki ll and add
A dna r f who misuses or brings s ham~ to a clan namt. doubl~ yo~n pmfic1ency bonus to the check. i nstead of
is s lrippe<l of rh~ na m e and forbidden by i.aw ro us~ a ny your normal pr ollci en<":y honus.
dwarvcu name i n it$; place. LanRuages. You can spe0:1 k , read, and write Common
Male Names: Adr ik. Alberi.ch, Bo-.rn, Barendd, Drottor. and n~\~arvish. Dwarvish is fuU of hard con::;onants and
BrueHor, Dain, Da rrak, Ddg. Ebcrk. Ei nkH, Fargr im, ~uttund sounds. a nd those charactcrislics spiU over imo
F lint, Gardain. li arbek. Kildra k, Morgran, Orsik. whatev~r other lan~uage a dv..,a,i might speak.
Oskar. Rangfim, Rurik, Taklinn1 Thoradiu. Thorin, Subrace. Two main suhra<":es o( d warvc.s populale the
Tordek, Traubon, Travok. U lfgar, Veit, Vondal worlds of D&D: hill dw<trves and moumain dwarves.
Female Names: Amber, Artin. Audhild. Bard 'Y" Choose one of th es~ .sub races.
Dagnal, D ies-3, E.ldet h, Fa lkrunn, Fincllcn, GunnJoda,
Gurd is. llclja. J-lliu. Katlli'O, Kistryd, l!dc, Liftrasa, H ILL D WARF
Ma1'dred, Riswynn. Sanul. 1brbera. Torgga, Vistra. As a hill dwarf. you have keen s~ns.es, de.ep jnruition.
Clan Names: Rald~rk , Bartlehammcr, Brawnauvil, <tud remal'ka.ht~. resilience. The gold ch-var\'f.:S of Faertin
Dankil, Fircfor~c. Frostbeard. Gor unn, Holdcrhck. in their mighly soul hem kingdom a rc hill dwarvc$. as
lronllst . Loderr, Lutf4c hr. Rumnalleim. Suakeln, ate rh~- exiled Neidar .a nd th e de bas~rl K la1 of Krynn in
Torun n. Ungar{ the Dragon-lance .sert ing.
Ability Score increase. Y()ur \<Visdom score
DWARF T RAITS inc rea-s~.s hy 1.
Dwar'Ven Toughness. Your hit point maxinwm
Your dwarf clHo:a cter ha~ a n as..o;orcmcnt of inborn increases by 1. and jl increases hy J every time you
abililies, parr and parcc1 of dwarven nahH'e.. g;.in a l~v~.l.
AbiHty Score Increase. Your Constitullon score
i n<":reases by 2. M o uNTAJ N DwA RF
A~e. Dwarves mature a t l h~ same r<u e as. humans, but As a mountaiu dwarf, you'l'e srrong a nd hardy.
they're con.sidt:l'~d young until they reach lhe age (J f 50. accustomed to a difficulllife ill1'ugged terrain. You're
On avera~c. th<:y lhe abo1.H 350 years. probably on th tall s ide (for a dwar(). and tend rowal'd
AliSnment. Most dwarv<:~ Hre lawf\1l, b~lieving firmly lighte r coloration. The sh ield dwarves of northern
i n the bcnefils of a well-ord~.red society. Th~y tend Faerun, as wll as t he ruling llylar clan and the nohle
toward good as well: with a s trong sense o ( fair play and Daewar clan of Dragon lance, a1'e mountain dwarves.
a belief that eve1'yone d~~o;;erves to s ha re in the. benefks of Ability Score Increase. Your S lrength scor~
a j l.ISf order. increa.scs by '2.
Size. Dwa rv~.s .stand be tv.rccn 4 and 5 feet call and Dwanen Armor TrainIn~. You have proficiency with
avera~c aboul 150 pou nd~. Your size is Medium. light a nd medium armor.
Speed. Your ba.sc walking speed is 25 feet. Your
svc~d js 1101 l'f.<iuc~.d by we.arin~ h eavy ar mor.
OUERCiAR
Dark vision. Acc uslomed ro life under~round, you
Jn cities deep in the Underdark live the duergar, or gray
have sup~rior vision in dark a nd dim conditions. You dwarves. These vicious, ste(llthy slave t raders raid the s urface
<;.an see in dim lighl \virh in 60 feet of you as if il \Vere world for cap~ives, then sen their prey to the other races of
br ight light. and in darkness a!:> if il were dim light. You 11he Underdark. They ha"e innate magical abilities to become
can't di::;cern color in d arkness, only shadt:s of gr~y. invisible and to temporarily g;ow to giant size.
Dwarven Resille.nc-e. You have advamagc on saving
lhrov..'S against poison. and you have resistance against
poison damage (f:x plained in chapter 9).
Dwarvcn Combat Training. You have profid ency
with the battlcaxc. haudaxe, 1h1owlng hammer.
and warhanlmf.r.

PARI 1 R.,<\(.fS
20
E LF
HA\T. NF.VER f).fACl!-:ED SUCIIlH.:.AUTY f'XJSTF.T>,"
ldmoon said sojtly. nrc <lqy., mur<'irllad been dijjicult.
the reward all he end was b().onrl their dreams.
companions .<toorl on o high cliff over thefabled
of Qualinosl.
.Jur>1ender spi"s rosejrom thr cr(ys corners like gfisrtn
spindles. their brilliant white >10ne marbled wirll shining
J. Graceful archts. su:oopmgjrom spire to sptre. soared

-ough rhe air. Craj!ed by ancient dwuruen metalsmiths,


y were strong enoug/1 COhold the tGeight of on army..vet
1 appeared so delicate !1101 (7 bird lighting on !hem mil(ilt
rthro<o the balance. These b~lstening ard;es 1vere the
'on!Y boundaries; there was no wall around Qua/inosr.
elten ci!)' opened irs amt> lovingly co the wilderne.<S.
-~fargarct Weis & Traer Hickman.
IJragons ofAutumn Th!ill.~r

of"S are a rnagic;al people of othcnvorldJy grac:C'!, l iving krnales a r~ ahour rhe same height, aud males are Dnly
"he world bul no1 enti rely pa.n of it. They Jive iT'I margi il~-tlly hr:t~vi el' t hnn (emnlcs.
<I<.:Cl:> Of elhe re::~l h~ auty, it, the midst of and~nt (O l't:St~ Elvc:.~i colo r.~ l ioll e.n(";ompnsscs the norm~d htnn::ul
,. in silvery spires gl ilttril'li with faerie l i~ht. 'Nl1crc ra n~c ~md al:;o incltldt:r; ~ ki1\ i n s hades of copper,
ft music drifrs t hroua h the air a nd gende fragrances bronze, and almost bluhsh -whi l~, hai1' of green or blue.
ah on the breez.f". Elw. .l\. love nature and magic, a1'r aud eyes likt:. pool~ of liquid J.(uld or l:Silver. Elves have no
~d artistry. music and poetry, and the good things facial and little b ody h air. Tht.y faYo r elegant cloihina in
he \\Orld. bright color'>'>. a nd rhey enjoy ,;llnple yet loely jewelry.

SLENDER AND GRACEFUL A TntELESS PERSPECTIVE


:..:..;_;=-.__ _

, ith their unearth ly grt~r.t. nnd fine fcmurcs. clvcl:S Eh'cs can live we<: II 0\'~1" 700 years. giving them ~ brosad
>pear hauntin~Ly IJcautiful to humans and members perspective on events I hAt rnight t rouble the shorter
mt~ ny ot her race~. They me $lightly shortel' rhan lived races more deeply. They a re mor~ ofrr:n amuse d
umans on a verage, rang ing from we ll under 5 feet than exdtcU, and more li kt.ly to be curious than
lito just over 6 feet. Thy nre more ~Iemler than greedy. They rend tn remain a loof and un faed by perty
uman,. weighing only 100 t<.> 115 pounds. Male' and ha ppenstance. When pur-~ tting a goal, hmvever, whctlu:r

'" '
adventuring on a rnission Ol'leanling a nt:w skill or art, to do so. S ome mjght join with rebels fighting againsl
elves c.an be focused and relentless. They are s low to oppression, and others mig ht becorne champions of
make friends a nd enernies, a nd even slo\vCr to for~et moral causes.
them. They 1epfy to pe lly in sults with disdain and to
$erious insult:;; with vcn~cance. E LF NAMES
Like t he branche5 of a young rree, elves are fk:xiblc Elves at'e (';Onsidered ch ildren until they declare
in the face of dang~ 1. They trust in diplomacy a nd rh~mselve s adults. some time after t he hundredt h
c:omptomise (O resolve tliffcrenccs before c h~y escalare
birthday, and before t his p..riod rhey a re called
to violence. They hav~. bee n known to retreat from by c hild 1lames.
imrusions imo their woodland homes, c:onfidem On declaring adulthood, an elf selec ts an adu lt name,
t hat t hey can simply wait 1he invader s out. But when alrhough those \vho knew him or her as a youngste1
rhe need atises . elves reveal a stern martia l sid~.
might continue to use t he c hild name. Each elf's adult
dcrnonstratin~ skill w ich swol'd , bow, and :strategy.
name. is a un ique c:1ea1 ion. though it 1l1ight reflect
the n ames o f respected individuals or other family
HIDD E N W o o D LAN D REALMS
m.e mbers. Little distinction exists betw~en male
Most elves dwe ll in srnall forest vfltages hid4en ~unon~ nam~s a nd f~rna le names: tlte grouping~ here reftec:t
the trees. Elves hum game. gat her food . and g row only geucral tendcncics. l n addit ion, eve1y ~I f bears a
vegetabt~. and their skill a nd magic: a llo'v I hem to family name, typically a combina tion of other Elvish
support rh ~mselves without the ueed for clear ing a nd \vord s. Some elves travelin~ among humans translate
plowing hmd . They a re cale nted at isans, crafting fine ly t heir family names into Cornrnon, but others retain the
worked clothes a nd an objec ts . ' l'he.ir contact with Elvish version.
outsid~.rs is usually limited, though a f<:.w elves ma ke a
Ch ild Names: Ara, I3ryn, Del, Eryn, Fa P-n, Tnnil.
good living by trad ing crafted icems fo r me(als (which
Lael. !\fella, Naill, Naeris. Pha un, H.acl, R inn, Sai,
t hey have no inte.rest in min ing).
Syliin, Thia, Vall
Elv~s t':1lCounlered out~idt. thc.ir own la nds are
Male Adult Names: Adran, Aelar, A1'arnil, Arannis.
commonly lraveling minstrels , a rt ists , or 5ages. Hmnan
Aust, Beiro, Ber rian, Carrie, Rnialis, Er<hm. Erevan:
nobles compete for the services of e lf instr uctors to
Galinnda n, Hadaral, Hdan. Himo. l mmcral. Ivellios,
ceach swordplay Of' magic to their children .
l..audaJl, Mim.l.artis. P adias. Peren, Quadon, Ri.ardon .
Rolen, Sovcliss. Thamior, Tharivol, Theren. Varis
E X PLORATION A N D A D VENTURE
Elvc~ ta ke up advcmuring out ofwa nde l'lust. S ince
they a re so long-lived. lhey can enjoy centuries of
exploration a nd d iscovery. They dislike the pace of
human society, which is regi m~nted from day lO day b ut
c:onsta ntly cha nging over d ecade~. so t hey find careers
tha t Jet t hem travel freely a nd set rhe ir own pace. Elves
also enjoy exe1cis ing their mar tia l pro\vcss o r gaining
greacer magical power, and advenluriflg aliO\v~ the m

l'.\ RT l R \Gf~
Trance. Elves don't need to slecp.ln~teatl, (he,y
Although the)' c<m be haughty, eiV'es are g~neratly gracious meditate deeply, rernaining semiconscious . for 4
even to those who fall short of their high expectations- hours a day. (The Common \Vord for such me ditation
which is most non-elves. Still. ihey can find good in jus t is ''li'ane;e.'') 'W hile meditating, you can dream after a
about anyone. fashion; such d1'eams arc a<.:tually rnenral ~x~rcises that
Dwarves. ''Oo,. arves ar~ dull, d umsy oars. Cut what thEy have become reflexive throup;h years of practjce. After
ad. in humor, sophistication, and manners, they make up in resting in this \vay, you gain rhe same benefit that a
alor. And I mus;r admit, their b--est smiths produce art that human doe,, from 8 hours of sleep.
approaches elven quality.'' Languages. You ca n speak= read. a nd write Cornmon
H aljlings. "Halflings arc p~opte of simple p!easu:es, and
a nd Elvish. Elvish is Ouid, w ith s ubtle intonat ions and
~nat is not a quality to scorn. They're good folk.. they care
for each other and tend their gardens, and they have proven int ricale grammar. Elvcn litt'nHu re i-s rich a nd varied .
-tmselv~s tougher than they seem \vhen the need aris~s.'' a nd their songs a nd po~ms arc famous among oth~1
Humans. ..All that haste, th~ir ambition and drive to races. Ma ny ba rds learn theil' languag~ so they can add
~com plish something before their brief lives pass away- Elvis h ballads to lheir repertoires .
.. uman endeavors seem so futile sometimes. But then Subrace. Ancient divides among t he elvcn people
rQIJ look at what they h<:1e accomplished, and you have to resulted in l.hret: main subracc~: high e lves, wood e lves,
.appre<iate ;rheir achie'.'emcrlt-s. If only the; could slow down a nd dark elves, who are. <'..ommonly called drow. Choose
.and le<'lrn some refinemcrH.'' one of rhe.o:;e subraccs. ln some worlds, these subrat~es
arc d ivided s till fun her (such as the suo elves and moon
Female Adult Nam_es: Adrie, Althaca. Au astrianna, e.Jves of t he Porgouen Realms). so if you wish. you c:an
.\ndra:;te, Antinua , Bcthryuoa, Bir~l, Caelynn, choo!'-:~ a narrower subrace.
Drusilia , Enna, Felosial, lelenia, j e lennet h, Keyleth,
Leshanna. Lia . .Medefe, Mia lee, Ka ivara, Quelenna, HIGH E t.F
QuHiathe, Sariel, Shanairra. S hava. Silaqui, A!'-: a high elf. you have a ke~n mind and a mast~ry of
Theirastra, T hia, Vadania., Valanthe. Xanaphia ~-\{ Jeas1 the basics of magic. Tn ma ny of t he worlds
Family Names (Common Translations): Arnakiir of D&D. there are rwo kinds of h igh elves. One type
Gemflowet), i\mastacia (StarJlowet), Galanodel (which includes the gray elves and valley elves of
~1oonwltisper), Holimion (Diamonddew), Tlp helkiir Greyhawk, the Silvancsti of Dragon la nce 1 and the
Gemblossom). 1.-iadon (Silverfrond), Mcliamne sun <:.lves of th~ Forgotten Rcahns) is h<t~tghry and
Oakenheel), Na ilo (Nightbroee), Siannodel r~dusive. believing lhem!'-:e lves to be superior to
~1oonbroo)<), Xilo<r.ient (Goldpctal) non-~l vt:s and even other e lves. T he other type
(including the high elves of Grcyhawk. the
E LF T RAITS Qt~ali ne.s ti of Dragou lance, a nd the moon c1vc~

.JUr e lf character h~1~ a v-ariety of natural abilitie~, lhe of the forgorren Realms) arc more common
~uh of {housands of years of <.:lven refin~menr.
a nct more fricmiJy, and ofren encountered
Abillty Score lncrease. Your Dexterity s<.:ore -.-unoug humans and other races.
The sun elves of FaetOn (also called gold
...creases by 2.
elves or f>unrise elves) have bton z~ f>kin and
Age. All hough elves reach physical maturity at about
~~e same age as humans, tbe elven understand ing of
hair of copper. black . or golden bloud. T hei
~ye.:; are ~olden. silver, Ot black. Moon elves {also
.dulthood go~s beyond physical growlh to en<'..ompass
c,::~lled s ilver e lves or gray elves) a t~ much paler,
'Orldly experience. An elf typically claims adulrhood
ncl a n adult name around the age of 100 and can live with alabasle1' skin sometimes linged with blue.
They often have l1air of si lver-white, black, or blue,
be 750 years old.
Alignment. Elves love freedom, variety, and sd f but various .shades of hlond, brown. a nd red (U'e
tpression, so rhey lean s t rongly toward th~ gentler not uncommon. Th<..ir eye$ a re blue or ~reen and
s-pects of chaos. T hey va lue and protect others' ik.cked with gold.
reedom as we11 as their own, ~ r1d they are more Ability Score Inc-r ease. Your lntcUigeuce scote
in c:rea~es by 1.
lten good than not . T he d ro"v a rc a n e xception; their
/f Weapon Training. You ha ve proficiency with
'ilc into t he Uoderdark has made t hem viciO\tS a nd
the lougs\vord, shortsword. shortbo\v, and longbow.
Y.ange rous. Drow ~ue more ofren evil t han not.
Size. El v~s range from u nder 5 to ov~ 6 feet tall and
ave s lender builds. You r ~ize is Medium.
Speed. Your base walking speed is 30 feet.
Darkv.ision. Accustomed to tv.Hil fores t.s and the night
..._ky. you have superior vision in d ark and dim conditions.
ou caJl see in dim light within 60 feet of you as if it
'"7ere bright light . a nd in da rkness as if it \vere cHrn lighc.
tou ca n't discern color in da rkne.::..s, only s hades of gray.
Keen Ser~ses. You have proticit'.HCy in t he
Perce ption skill.
Fey Ancestry. 'You have advanlage on saving th rows
,.._
v- l
'

.gainsr bei ng charmed! and magic can't put you to sleep. '

I PART 1 R.\CES
21
CDntrip. You know one cantrip of your choice from D ARK. ELF (ORO\\)
che wizttrd $\pell li$\t. Tmelligenc~ i~your spellca.sting 0f"~C"eru1~d from an earlier subracc of dark.skinned
abili(y for it. t:h-'C.S, the drow we1'e banisht.rl frnm rhc:: $\Htfa<:e .,.mt'ld
BKtrtt Language. You c~m ::ij)(,:~tk, rc~td, a nd wrile one:. f<.>r following the godde':i!S Lollh down che pa th to
P.xtrn lanaun~e of your c hoice. evil nnd corruption. ~uw they h<tvc built lhdr own
civlllzmion in the depths of the Unde rd nrk, patte rned
WOOO ELF a fter the Way o f Lo hh . Also r,allecl clark elve, h.- drow
A~ lt wood t:l(, you h;:we keen ~~n;Clt-~ tUlcl i muirion. and have black tiokin that rc::;emUl~~ vulished ob:o:;idiau auc.l
your ftcct feet carry you quic..:kly ami stealthily through stark white or pale yellow hair. They commonly have
your narive fore..<;t.o;. This category includes the ''ild 'ery pale eyes (so pale as 10 b mi.. akeo for whire) in
eh"" (grugacb) or Gre)'hawk and the Kagonesti of shades of lilac. sihcr. pink. red. nd blue. They lend to
DraJ:(onlancc. as well as the races callc:d "''ood ch:ut in ht ~nu-.ller and thinner than most elves.
Greyhwk nd rhe Forgonen Realm. In Faenln, wood Druw adventurers are rare. and tht race does not exisl
elves (also <:allcd \'l.tilc.l chc~. grccu elves. or forest elves) in nil \Vorlds. Check w ith you r Ounacon Master to sec
art. rt.r.lusive a nd d i;;.trust i n~ of non elves. i r you can play ~ d l'ow cha1~r 1 ~r.
\t\1ooc.1 elves' $ki n le nds w be coppel'i$h in hue. Ability Score Increase. Yuur Chrisuw. :;core
sometimes with traces of ~rccn. Their hair le nds toward in<:rtASe$\ hy 1.
btow'IS nnd bla<:ks, but it is o<".r.a~lnnnl fy blond or Superior Dar.kvision. Your dRrkvi~ io n has a
cuvvcr-colored. Their eyes (\f't" llTt::t:n, hrown, nt haJ-:e.l. radius of 120 feet.
Ability Score Increase. Yuur Wisdurn score S unliJJht Sensitivity. You have disadvanr"!lc on auack
inr:N!:a~s by 1. rolls and on Wisdom (P.rption) eheek~ rhar rely on
Elf WeJ>pon Training. You ha'' profi<iency "'irh rhe siaht When )'OU. the target o )'UUr attack. Or whah.'YCf
!onJ(sword. shortsword. shortbuw. and longi..Jo.,v. you me trying to perceive is in direct sunlight.
Fleet ofFoot. Your base walking Sf"'.e<l Drow MaAic.. You know the cllwcing lights cant rip.
increases to 35 f<:.ct. \Vht.l'l you re ach 3rd JcvcJ. you can cast the faerie fire
MDsk ofthe Wild. You can attempt ro hide even whe n ~pc:ll ontt': pe:r day. \ht=:n you rt.ar.h 5th level, you <:an
yo\ I A I'~ on ly lighrly ohscUI'ecl hy fnlin,;:e, heavy rain. ahsu casl lhe da.rkne.~s s pt"ll once p;a;r dAy. Cha,isma i s
falli11.t snow. mist, and olhe na luntl phe nom~n a. your s p cUca~ting a bilily fo r lhc~c :;pdl:;.
Drow lVeapon Trainin.A. You have proficiency w ith
rapiers, shorlswords. ~n rl haf1CI tr()~!->hows; .

.,._._,. THE DARKNESS OF THE 0ROW


Wert t ro: :or ore renowred excq:rtton, the race of crmv
would oe universe .y te"ll cd. To most. :l-ey are a race of
demon-worsh1ping marauders dwe.lirg in th~ sub t~rranean
depths of tne Un c:eraark, emerging only on the bl.:c<cst
l~ights 'o pillage and slaug.ntcr the surface dwellers they
desp ~~e. Their society s dcoretvcd and ptcoccupied with the
favor of Lolth, their spidergoddcJts, who sanctions murd er
and the exterminJtion of enhre amil1cs as no ble houses
vie for position.
Yet one drow, at east. b:okc the mold. In the Nodd of the
Forgotten Re-alms. Dfizzt Oo'Urden, ranger of the North. has
proven his ~!nlit;- as a good.f.carted defender of !he weak
a no 1nnocen:. rtejeding t:s. heritage and adrift in a w-orld that
look~ upon h m with terror .. rd &oath ng. Driz:zt :sa model
fof rhose few Crow wno fo low 1n his footsteps, trying to find
a life ;~part from the evil sot ety of their Underda& homes.
Orow grow up bdicvmg that surfaced\\ftlling races ~rc
in(eriot, worthless except as slaves. Orow who develop a

--
CO:'ISCience or find it necessary t cooperate wiih members of
other races find it hard to overcome that prejudice, especially
when they Jre so often on the receiving end of hat:ed.

......
Thecomforrsof home arc the goals of mot ha lflings'
J;ves: a place to settle in peace and quiet. fa r (rom
marauding monst~rs and clashing armies; a blazing fi1'e
and a generous meal; fine drink and fine conversalion.
Thou~h some halflings live out their day~ in remote
agricult ural <":Ommonitjes, others form nomadic hand$
t hat f1avel COO$l<tOlly. lurcd by the open road and the
wide horizon to discover the wonders of new la nds and
peoples. But even rhe~$e wandere rs love peace, food,
hearth, and home. lhoug h home miaht be a wagon
jostlin~ along an dirt road or a raft Boating downriver.

S~iALL AND P RACTICAL


The d iminutive ha lflings s urvive in a world full of larger
crealures by avoidin~ notice or, barr ing that, avoic.lin_g-
offcnse. Standing ahout 3 feet tall. they a ppear relatively
har-rnle.s.~ a nd so have mana~ed to survive fo1 centuries
in th e shadow of empires a nd on rhe edges of wars and
political strife. T hey arc inclined to be stout, w~ighing
bel ween 4 0 and 45 pounds.
Halflings skin ranges from ran to pa le with a ruddy
cast, a nd th~ir hair is us ua lly brown or sandy brown
and wavy. They have brown or ha zel eyes. Halfl in~ men
often s port long sidebt.lnlS. but' beards are rare among
rhem and mustaches even more so. They li ke lO wear
HALFLING s imple, comfortable, and practical clothes, favoring
REGIS THE HALFLING, T HJ:: ONLY ONE OF H IS KlND FOR brigh t colors.
hundreds of miles in arry <iire<.':tion. locked his. fingers be- Hal Oing practicality e xte nds beyond t heirdo1h i1lg.
T hey're concerned with basic need5 and s imple
hind his 11ead and leaned back against the mossy blanker pleasures and have Jiule u-se for ostentalion. Even the
of the tree trunk. Regis was short even ~}l lhe sumdards wealthiesc of halAings keep their t reasures lock~d in a
of/lis diminutive race. with the fluff of his cur1v brown cellar rather t han on d iplay for all to see. They have
a knack for finding the mo.st .straightforward 5olurion
locl;s bmejy cresting the three-Jcl!>t mark, but his beljy was
to a problem, a nd haVe l ict le patience for dilheri ng.
amp[v thickened by his love of a good meal. <>r several, as
the opporlunllies presented themsell,es. The crooked stick K I N D AND C URIOUS
that served as his.ftshiT\.f:POle rose up above him, clenched Halfli ngs a re an affable a11d cheer(ul p eople. They
betweert two of his toes, and hung our over /he quiet lake. cherish t he bo11ds of family and friendship as well
as t he comforts of hea rth a nd home, ha rboring few
minored pe(il!tlly in the!,1o~y swface of Maer Dualdon.
dreams of gold or glory. Even adventurers among
-R. A. Salvatore. The C(VStal Shard th ~m usua lly venlure i nto the world for reasons of

PA'RT l K:ACFS
2tl
HaiAings try to get along with e ...eryone else and are loath to
make sweeping generalizations-especially negative one'S.
{ Owarves. ''Dwarves make loyal friends, and you can count
on them to keep their word. But would it hurt them to smile
,.- once in a while?"
'Jil!! Elves. "They're so beautiful! Their faces, their music, their
grace and all. It's like they stepped out of a wonderful dream.
But the:e's no telling what's going on behind their s miling
rnunity, friendsh ip, wa ndcrlusl, or cul'iosity. They ~ faces- surely more than they ever fet on."
discoverin~ new thjHgs, even s imple th ings, StiCh Humans. ''Humans ace a lot like us. really. At least some
exotic food Ol' an unfamiliar style of clothing. of them are. Step out of the cas~les and keeps, go talk to the
alfHngs a rc C<.i.Sily m ove d ro p ity and hate to see a ny farmers and herders and you'll find gocd, solid folk. Not that
i 1hing suffer. They arc generous . happily s ha ring there's anything wrong with the barons and soldiers- )'OU
have to admire their conviction. And by protecting their own
they have e ven in lean times. lands, they protec;t us as well:''
i..EN D INTO T HE CROWD
1.ings a rc adept al fJlting into a communily o( E XPLO RING 0PPORTUNI...:
T..:.
IE
=.S:::..
"- - - -
klns. dwa rvc:-...o;, or elves, makin g lherns~lves valuable lialfijngs usually set out on t he adve nturer's path to
v.--elcomc . The cotnbination of their iuherent s 1ea l{h defend their t.~omrnuoi[ies, support their friends, or
their u nassuming n<H~tt'e helps halfiings to avoid explore a wkl<:: and \V'Otlrler-filled world . For lhern,
-:tmed an~ntion . adventuring is less a career than an opportunity or
ttalflings work readily with others, and they a re loya 1 somet ime~ a necessity.
~r friends, whether halftiug ot otherwise. They c an
ay rema rkable femcity when their friends, families, H ALF LING N AMES
:om mun itie-...c; are th reatened. A hal Ring has a given name, a family name, and poS$ibJy
a n ickname. Fatnily names arc often nicknam~s that
.o\ST O R AL P LEASANTR I E:::S:.__ _ __ stuck so ten~ci o u.sty hey have been passed down
~ halfiings live ln.srna11, peaceful comnmnitie$ with through the generario ns .
., fa rms and wellkcpt g roves. T hey rarely build 1\tale Names: Alton, Ander. Cade, Corrin, Eldon, Errich,
~oms of theit own or e ven hold n~uch land beyond
Finnan, Garret. Linda l, Lyle, Merrie, Milo. Osbornt
:quiet shires. They lypically d on't recogn ize aoy Perrin. Reed, Roscoe. Wellby
of b.aiOing nobility or royalty. instead looking> Female Name$: And'Y Bree, Callie. Cora, Euphemia,
dyelders to guide th<;tn. Fam i li~s preserve their JiHiao, Kithri, Lavinia. Udda, Merla, Nedda, Pacta,
itiona l '""ays de~pite t he rise and fall o f ~mpires. Portia. Seraphina, Shaena. Trym, Vani, V~rna
any halfiings Hve am.o ng other races, where 1he Family Names: Rroshga{her~ Goodb~1rrd, Greenbottle,
ings' hard work a nd loyal out look offer them High-hill, Hilltopplc. Leagallow, Teoleaf. Thorugage,
ndan1 rewards a nd c reature comforts. Some ha llling
Tosscobble. Underbough
munitic~ travel as a way of life. d riving wagons or
Jing boars from place to place and maintaining no
~a ne nt home.

27
HA LFLINC T RAITS Languages. You can speak. read, and writ~ Common
and Htllfling. The Hal fl i n ~ language isn't secret, but
Your haUling character has a number of t raits in ha lflings are loat h ro shar~ it with others. They write
<:omrnon with all other halOitlgS. very little. so they d on'1 have a l'ich body of literature.
Ability Score Increase. Your Dcxlerily sc:ore Their oral t radit ion, however. is ve1'y strong. Almo::;-t all
increases by 2. ha lflings speak Common to converse with 1he people
Age. A halfiing reaches ad ulthood at the al(c of in \vhO!:ie lands they dwell or t hrough which they
20 ~nd generally lives into t he mjddle o f h is or her are traveling.
st~cond cenru1y. Subrace. The two main kinds of hal fling. lightfoot and
.4/ignment. Most ha l flings ate lawful good . As a rule. stout, are more like clos~ly related families than true
lhey .3re good~heartcd and kind . hate lO see orhe15 in subraces. Choose one of these subrar.~$;.
pain . a nd have no lOl~tance for oppression. Th~y are
also very orderly and traditiona l. lean ing heavily on L IGHTFOOT
lhe support of their commun ity and the c.omfon of As a li~htfoot halOing, yo11 can easily hide from notice,
their old ways. even using other people as cover. You're itlcltned to be
Size. Halfli ngs avera~c ~tiJuut 3 feet tall a nrl weigh affable and get a long well with others. In the Forgolle.n
about 40 po1.n1ds. Your 5ize is Small. Realms, li~htfoot h~1lflings have sp r~ad the fart hest a nd
Speed. Your base walk.ing speed is 2~ feet. thus are t he mo5t common variety.
Luc-ky. When you roll a 1 on an atl~-i.Ck roll, ahility Light foo ts are mot~ prone to wanderlust t han other
check, or saving rhmw, you can rcroll tht: dit! and rnust halflinp;s. and often d well al ongside other races or take
use the new rol1. up tl nomadic life. ln the world of Greyhawk. these
Br:Jve. You have advant~1ge on saving throws against halfiings areca lied ha irfeet or tallfcllows.
being frightene.d. Ability Score Increase. Yout' Chari:::;ma score
Hal/ling Nimb/ene'>S. You can mov th rough the increases hy 1.
space of ~ ny creatu re t hat is of a s ize larger than yotus . Naturally Stealthy. You can attempt to hide even
\Vheo you are obscured only by a creature that 1s at lea5t
one $lze large [han you.

STOUT
As a stout halfiiug. yOt l1re hardier t han avera~e and have
some r~~c;istance to poi!:ion. Some say that srouts have
dwarven blood. Jn 1he Forgotten Realms, t hese halflings
a re <:.ailed st ronghcarts. and they 1re tnost common
in the :;outh.
Abilil} Score Increase. Your Constitution score
incteases by 1.
Stout Resilience. You have advantage on saving
throws against poison , and you have reo..sistanr.e
ag~1inst poison damage.

RACt:O.
H UMAN
S WERE THE STORU.:> Of A R.CSiLF.SS PF.OPJ.P. '"THO
.;-ego took to the. seas and rivers in longbocrls.firsl to
;;e ond terrorize, then to serrie. Yet there w<Js an cner._ry.
< of adventure, that sangf rom eue1y page. Lo l~i( inro
.ght Liriel read, l(l(hting candle after precious candle.
'd net.er given much thought to humans. bul these
,. fascinated her. In thesey ellowed .oages were taies of
"te"I'()('S. strange andfierce animals, might- prfmitivegods.
1

~ magic that ;vas part and fabric of r/w t distant land.

- Elaine Cunningham, /laughter of the Orow

t.e reckonings of most worlds, humans arc the


gest of the common races, tare to arrive on the
- j sce ne and shortHvcd in comp~rison w dw.~ rv~.s.
~ and d ragons. Perhaps it is because of their ~horter
... hat they s trive to a chieve a s much as t hey can in
-ears t hey a re given. Or maybe they feel they have
thing lO prove to rhe e1d~r ra<". es, a nd t hat's why
build their mighty empire ::): on the fotindation of
Jest and lrade. W hateve r d rives t hem, huma ns
~e lnn ovalOr!;, the a chjevers, anrl1he pion~ers VARIET Y IN ALL THINGS
.e worlds. Human s a rc t he most adaplable and ambitious peop!e
a rnong the common races . T hey ha ve widely va rying
B ROA D SPECTRU M tasle s, mottllS, a nd <:ustoms in t he many d ifferent la nds
their pencham for migration a nd conquest, \vhere they have seu le.d. \~1he11 they settle , rhough,
ans a re more physica lly d iverse than other common they s tay: they bu ild c.icies to last for the a~cs, a nd
s. T here is no typical human. An individua l <:.an great kin~domS that can persist for long centur ies . An
rl from 5 f~et to a litt le over 6 fee t tall and weigh individua l human might have a relatively short life s pa n.
125 to 250 poond s. Huma n s kin 5hades ran ~e but a human nalion or cultme p r~.serves craditions
-nearly black to vt.ry pale. and hait colOl'.S frorn with orip;ins far beyond the re.ach of any sif)gle homan's
&. lO blond (curJy! kin ky, o r s tra ight): ma lc:.s might m ~rnory. They live fully in the pre sent- making lhem
~ facial h air th ar is s parse o r thick. A Jot of humans wdl s u ited to rhe. adve mur ing life but a lso plan for t he
,. a d ash of nonhuman blood. revealing hints of e lf, future . striving to Je ave a Jasting Jegacy. Ind ividu ally a nd
or othe r linea~es. Humans reach a dult hood in their as a group. humans are adap table o pportunists, and
teens a nd rarely live even a single century. lhey stay a le rt to <:hangi ng polit ica J a nd social dynamics.

I'AR r l RACE:'->
29
Just as readily as they mix with e;~ch other, liumans mingle
with members of other race'S. They get along with alm os ~
everyo1le, though they might not be d ose to many. Humans
serve a5 ambas s;~ dors, dip!omats, magisttates, mercham:s.
and fun<tion<uies of aUkinds.
DwDrves. "They're stout folk, stalw.ut frie nds. and t rue to
their word. Their greed for geld is the it downfall, though."
Elves. " It's best not to wander into clven woods. They don't par~nt.~ give their children na mes rtom ot her la ngua ges,
like intruders, and )'ou'll as likely be bewitched as peppered ~tll'.h
a$ D"'1arvish o Elvish (pronounced more or le.ss
with arrow'S. Siill, if an elf c:an get past that damned racial correctly), but most parents giv~ n ames that a re linked
~ride ~nd a~tually treat you like an equal, you can learn a lot co their rep;ion's c ulture or to th e !laming rraciirion.::; of
rrom t nem. lheir a n <:~-!'-im rs.
Holfling$, ''It's hard to beat a meal in a halfling home, as
The mate rial CtJirt l1'~ t1:nd physical c haracterist ics
tong as yo~: don't crack your head on t.he ceiling-good food
and good stories in fron t of a nice, warm fire. lfh aiAings had of humans can chang~ wHdJy from region to reg ion.
a shred of ambition, the}' might really amount to something." In the Fo rgotren Realms, for example. the clot hing.
arch itecture, c uisine. ruu$iC, and l i(eratur~ are differe nt
in the northwestern lands of t he Silver .Marche.s lha tl
L ASTING INSTITUTION S in distant Tun n ish or Ttnpi lru r to t he east and even
Whete a !'->ingle e lf or dwarf might take on 1he more d istjnct ive in far-off Kara-TlJI'. Human physical
respon1;ibilily o f guarding a $ipecial location or a ch aracteristics, rhough, vary according to the a ncient
pow~rful s-ecre t, huma ns fo und sacted orct~ ... ~. and migrat ions of t h~ earJiest ht.Jmans, so t hat t he humans
instilutions fo su<:h pur pose s. \Vhilc d \varf cla ns and of (he S11vet Ma rches have every possible v.aria tion of
ha lfli ng elders pass on the anciem cradltion!'-> tQ each coloration ~-md features.
ue ..v ge1lt:rarion, human temples, governments. libl'aries, Tn 1he Forgotte n Realms. nint: htunan ethnic groHps
and codes of lav.r fix their t raditions in the bedrock of are widr:ly J'f.cognized, though over a dozen others ate
h iscory. Humans d ream of imnlorta lity, but (exc ept for found in nl.Ore localiz~.d a1ea5 of Faerlin. The::>e g roups.
those few who seek undea.th or divine ascension lO and the typical names of their me mbers, can be qsP.ci as
~.::;cape death's clutches) thev achieve: ir bv ensurintS that
inspiration no Jllatte whi ch world your huma n is in.
they w i11 be remembered when they are gone. ""'
C ALISHITE
Althou~h some huma us can be xP.nophobic, in
Shorter and slighre1 in hu ild than most other humans,
general their societies are inclusive. Human land!'->
Calishitcs have dm;ky browtl skin, hair, and eyes.
wek;om~ la rge numbers of non humans ~~ornpared co the
Th e~lre found primarily in southwest FaerO.n.
proporlion of humans who live in nonhuma n la nds.
Calishite Names: (Male) Ascir.J:lardeid, Baseid,
EXE MPLARS OF AMBITION Khcmed, Mehrnen, Sudeiman: Zashcir; (female)
!\tala, Ceidil, l-lama. j asmal, Me ilil, Seipora, Yasheira,
Huma ns ..vho seek adventure a re the mo::>t daring and
arnbitious members of a daring and .ambitiou.!'-0 race. Za::>heida; {surnarn e$:) Basha, Dumcin . jassan1 Khalid,
i\Tosta.na., Pashar, Rdit
They seck to earn glory in t he eyes of t heir fellows
by amassing power. wc.idth. a nd fame. ?\lor~. than C HONOATH AN
other p eople, humans champion causcti: rathe1 tha n Chondathans are slelldet, rawny-.skinned folk with
territorie::> or groups. btown hair that ranges from almost bfolld to almosr
blal.k . Most are rail and have green or brown tye$.
HUMAN NA MES AND ETHNICJTIES but rhe.se t raits arc hardly unjversal. Humans of
lla\'illg so much more var iety than other cuh tH'es, Chondatha n descent domin are the centra l lands of
htunans as a whole have no typical names. Some human Faer(ul, (l1'0Hnci the Inner Sea.

s.~RJ 1 RACPS
'hondatban Name..'i: (Male.) Da tvin, Dorn, Evendur, SHOU
uorstag. Grim, Helm, .Malark. Morn, Randal, The Shou ar~ rh~ most numetou5 and powerful ecthnic
Stedd: (femalc) Ar vccnc, Esvclc. jhe,;,;ail. Kerri, group in Kara:rur. Car lo t he easl of PaerUn. They ate
...ureene, Tvfir i~ Rowan, Shand ri, Tessele; (surnames) yellowishbronzc in hue. with black hair and da rk
~bi~.Ct'O\\' n, Buckrnan, Dundragon, Evenwood, eyes. Shou s urnames are usua Hy presented before
ureyc astle, Tallstag lhe given na m e .

MARAN Shou Names: (Male) An. Chen. Chi, Fai. .Jiang.J un.
LWd primarily in the northwest of FaerUn. D ~unarans Lian, Long, Meng, On, Shan, Shui, Wen; (fema le)
of moderare hejghc and build, with skin hu~.s Bai, Chao.Jia, Lei. Mei, Qiao, S h"i, Tai: (~"''na mes)
_ing from tawny to fair. Their h<tir is usually brO\"-'H Chien, Huang, Kao, Kung, Lao. Ling . Mci. Pin. Shin.
ack. a nd t heir eye color varies widely, thou~h brown Sun1, Ta11, Wan
-.ost common.
T'ETHYRIAN
.unaran Names: (Ma l-.) Bor, Fodel, Glar, Grigor. VVidespread along the entire Sword Coast at the
.~n. lvor, Koscf. Mival. Orcl, f'avel, Sergor : (female) wcsu:.ru e dge of FaerUn, Terhyriaos are of medh.nn bu ild
Kara. Katernin, Mara, Nata1i, Olma, Tana,
~th ra . and height, with dusky skin that tends to grow fairer
ra: (stnnam_e s) Be.rsk, Ch ernil~. Dotsk, Kulenov, lhe fa rthe1 non h t hey dwell. Their hair and eye c;olor
trsk. Ncmetsk, Shemov, Starag varies widely, but brown hair and blue eyes are the mos1
common. Tethyrians primarily usc Chondathan n<tmes.
;JSKAN
~n s are rail, fa it'--:c;kinned
fol k with blue or s teely TURA M J
e)es. Most have raven-black hair. bHthose who Nalive lO t he SOulhern shore of he Inner s~.a. the
..bit the extreme northwest have blond. red, or Tu ram i pcop1c arc generally l<tll <tuti muscul<tr, wilh
brown hair. dark n1ahoga ny skin, <:.urly black hair: and dark eyes.
..skan Names: (Male) Ander, Blat h, Bran, Frat h, Turami Names: (Male) Anton. Dicro. lvlarcon. Pieron
.,.h. l.ander, r.,th, Mateer, Sro, Taman, Urrh; Rhnardo, Romero, .Salazar, Umbero; (female) Bala.ma,
..,ale) Amafrey. Betha. Cefrey, Kethra, Mara, Olga, Dona. Faila, Ja tana, Lu isa, Mal'<a, Qua~a, S e lise,
... ifrey. West ra; (surnames} Brl~hhvood. Hc1dcr. Vonda: (surnames) AgoslO. Astorio. CaJabra. Domine .
rnrav~n, Lackrnan, Stormwind, \indrivver Fa lone, Marivaldi, Pisacar: Ramondo

i ...AN HUMAN TRAITS


llnam in h~. ea.stern and sout heastern shores of
oer Sea, the Mulan are generally tall, slim, and lt's hard to make geue.ral i~al ions ilbOu l humans, btn
rskinned, with eyes of hazel or brown. Their hair vour human charac[er has th~c tr~1 its.
~from hlack ro da1k hrown, hut in t he lands where " Ability Score Increase. Your ability scores each
increase by 1.
'uJau arc mo~t prominent. nobles and maoy other
n s have off all t heir hair. Age. Humans reach adulthood in their late teens and
live less than a century.
..an Names: (Male) Aoth, !Jarcri , EhputKi, Alijnment. Humans tend towa rd no
"1horh, Mumed, Ramas, So-Kehur, Thaz.at-De. varticuJar alignment. The besr a nd rh ~ worst are
1ur; (rem<tlt:) Arizima. Chalhi, Nephis, Nulara. found among thcrn.
rithl. S cfris. Thola, Umara. Zolis; (surname:;:) Size. Humans vary widely in height and build. frolll
khalab, Anskuld, Fe1.im, Hahpet, Nathandem, barely 5 feet to well over 6 fee< tall . R-.gard less of your
'Pret. Uuthrakt position in that rangel your size is Medium.
Speed. Your base wa lking5peed is 30 feet.
SH ~11
Languages. You can speak, read, and wrile Common
often found cat of the Inner Sea and often and one extra language ofyou r choic:~. Humans typically
-mingled w ich the Tvlu lan, Ra.shemis tend to be short, learn the Janguages of Olher people.s 1hey <lea 1 \'/ifh,
and muscular. They usually have dusky skin, dark including ob:;.cure dialeCl$. 'fh~y are fond o f sprinkling
and thick black hair. t heir sp-eech with words borrowed (ro.m Olher lOngttes:
~emi Names: (Male) !Jorivik, Faurgar.jandar. Ore CUI'..o;es, Elvish musical expressions. Dwarvish
nithar, Madis lak, Ralm.,vik, Shaumar, Vla dislak; military phrase<s, an.d s o on.
'tnale) Fycvarra, lluh narra, lmmilh, lrnel,
\arra, Shevarra, Ta mm irh, Yuldra; (sur name~.:;) VARIANT HUMAN TRAITS
tergoba. Dyer nina, lltazyara. Murnye.lhara, If )'OUr <ampaign uses. the opiional feat rules from ch3pter 5,
'layanoga, Ulmokina your Dungeon Master might allow these v~riant traits, ~II of
which replace the human's Ability Sco re I ncrease trait.
Ability Score Increase. Two d iffe rent ability sco res of your
choice increase by 1.
Sic ills. You gain proiiciency in one skill of your choice.
FeAt. You gain o ne feat of your choice.
F<>r ali her l~fe. Farideh Jwd known thal reoding her
jathe.r:..fute was a skill she'd been fortuna te to learn. i\
human who couid<l't .spot the sil~"t <(f her ~yes or lfaviklf~<
would cerlain~y see em{)) the fndijJerence of o dra~on in
Clanless Mellen's face. l!ut the sl>!ir of scales. tile arch oj a
ridge. rhe sel of his e-::vcs. the gopeof his reet.h- herjaliler:'i
.focc spoke volumes.
But muuJ.' scaie of it. this lime. seemed complete!}' srm-
t.he indifference <if a dragon. et.,en to f'Qrideh.
Erin ~vi . f.va n s, TiieAdverswj'

Rorn of dragons: as their na me pmcJaim:;;. the


dragon born walk proudly through a world that g reet5>
t hem \vi(h fearful i1\<:omprchen5>ion. Shaped by dratonic
god$: o r the d ragons th em5>e:.lvc:;;. d 'agonbonl ol'iginaHy
hatched from d ragon cgg1; as a un ique ra<:e: combining
rhe be${ a1rr ibutc$ of dragon$ a nd humanoids . Some
d ra gonboru are faithful Stl'v ants to tl'ue d ragons, othe rs
form the ranks of sokHe;rs in great war$, Mld still othe r!;
ll ncl [hcm$elve~ adrift. Wi[h no clea calling in life.

PROUD DRAGON KI:.;.


N_ _ _ _ __
Dragon horn look very nmch like dragon;:; s t anding ~rect
i n huwanoid fonn, 1hou~h they lack wings or D. ta il. The
Grs r draj4onbor n had $Cales of vibrant hues march ing
DRAGONBORN the colors of their d ragon kin, but -~cneral.ions of
imerbrc..~ding hav<.:. cnea.ced a rnore u nifonn appearan(:e.
} i f:R FATllf.R STOOD OJ' THE FIRST O t-" THE T JIRKESTA.lRS
The ir small, fine sc~~1e~$ a re us\1aUy brass o r hmnze
lhat Jed downjrom lhe portnf. unmoving. Tile scales <~( h is in color~ :;;ometimcs r<t.Jlging to sc arlet, rusl, gotci, or
face had grown paler a round rhe edges. but Cl<mless Mehen coppe-grccn. Tht>::y arc t aJI and strongly built. often
swr looked as if he could wrestledown Q rlire bear him- standing close to 6 .: f~et mil and weighing 300 pound~
or rnore. T 1Lei r hands ~-\1\d feet are s rro ng: ta lon like
self. HisjamUiar well worn armor w<jsgone. replaced ~y claws with three 1Jn.gers a nd a thu mb on ea ch ha nd.
violet -rinted scale armor wilh bright silue~~V rrocings. There T he hlood of a p art icular type of drogon runs
wus a blmwn on his arm as well. the mark oj some foreign very s trong through some dr~gonborn dan~. Thcs~
house. The sword at his b<Jd;: was rhe same. rhough. Ole one d ragonbo rn often boas1$>Cales thilt more <:.lo-s.ely match
those of th<:.ir d ragon ~uK.estor - bright re d: green. hluc.
he had c<Jrried since even befOre he haa'jOund the iwins left or white, lustrous black: or gleaming me1a llic ~old,
in swodclling at the gates of ;\rush Vqyem. :;;Hv~ r, brass. copper, or b mnzc.

PART I RACF. ~
The dragonborn a nd the rest of the races in this chapter a:e
uncommon. The}' don't exist in every world of D&D. and
even v.here !hey are found. thay arc less widesp read than
~ dwarves, elves. haHling$, and h umans.
'ELF - SUFFICIENT CLANS In the c o smopolitan cities o f the D&D mu!ti"erse. m ost
any dragonbon l , the cla n is mon:: importMH than people hard ly look twice at m embers of even the m ost
e xotic races. But the small towns a nd villages that dot
itself. Dragonborn owe their devotion a nd rc~pcct
the count')' side .are different. The common folk arcfl't
heir clan above all else, even t he gods . Each
acwstomed to seeing members of these r.aces, and they
goo born's <:.oncfu<":t l'eflt':<:tso o n the honor of his; 0 1' her
teact accordingty.
'l. and bringing dishonor w the dan can result in Oragonborn. It's easy to assume that a dragonborn is a
tMJ.lsion and exile. Each dragonborn knows h is or her monster. especially if his or her scales be~ray a <:htomatic
1ion and dulies within lhe clan, and honor demands herit.age. Unless the dragonborn starts breathing fire ~nd
imainin~ the bounds of that position. c-ausing destruction, though, p-eople are likely to ICspond
o\. comi011a1 dr ive fo1' seff-i mprovt>:ment refle<":tS the Nith caution r.ather than outright fear.
sufficiency of lhc race a~ a wholt:. Dragonboru value Gnome. Gnomes don't look like a threat .and can quickly
I a nd excellence in a ll ende.a vors. They hate to fail, disarm suspicion \o.:ith good humor. The common fotk are
often curious a b~ut gnomes. likely never haYing seen one
u. 1hey push lhemselves to extreme ellon s before they
before, but they are t.arely hostile or fearful.
~up on somcthin~. A dra~onborn holds mastery of
Half-Elf. Although many pecple have ne,;er seen a haJf.elf.
.articular skil l as a lifeti me goal. 1\f~mbers of other \'irtually evel)'one knows they exist A half-elf str-anger's
t-S who share the same commitment find it easy to arrival is followed by gossip behind the haff.clf's b ac~ and
m the respect of a dragonborn. sto!en glances a<ross the common room. r.ather th.an .any
Though all <i1agonhom srr ive to ht: self-$uffir.ient, confrontation or open curiosity.
1 recognize that help is sometimes nce<.ittl iu difficult HalfOrc. It's usuall}' safe to assume that a h a lf~orc is
uation~. But the b~st source for sur.h ht:lp is the belligerent .and quick to anger~ so people '"'.atch themselves
n, and when a c1an needs help. it turns to ~mot h er around an unfamiliar half-ore. Shopkeepers mighl
"'a~onborn clan hefo re ~~eking aid from other rar.e5-
surreptitiously hide valuable or fragile goods wheBa h af f~orc
e\en from the ~ods. comes in. and people sloNiy dear out of a ta:vem . .assuming a
iight will break oul soon.
nefling. Half.otcs are greeted with a practical caution. but
l:> RACON BORN NAM ES tiefli ngs are the subject of su pernatural fear. The evil of t:he ir
oragonhorn havt: person al nilmt:~$ given ar bi1'ch, heritage is plainly vi!>ible in th~i r features, and as f ar as most
they put t heir clan n ame~ first a~ a mark of people are concerned, a tic fli ng could very we ll be a devil
oor. A childhood name or nickname is often used s~raigh t fro rn the Nine Hells. People m igh t m ake ward ing
"""''ng cfutchnlMes as a descrtpHve term o t a tetm
signs as a ~icfliog approaches, cross th~ street to a void
passing near, o r bar shop d oors before a tiei1ing can enter.
ndcarment. The name might recaHan event or
mer on a habit.
'hie Names: Arjhan, Balasar, Bharash, Donaar, Ghesh,
Heskt'!n, T<riv, Med rash, Mehtl), Nadai'T', Pandjed,
Pau-iu, l{hogar, Shamash. S hcdi un. 1~~rhu n, TorilltJ
remaJe Names: Akra, Biri, Daar, Farideh, Ha.rann,
'iavilar, j hcri, Kava, Koriu n, Mishann, Nata, Perra,
Raiann, So1'<1, Surl na, Thava, Uadjit

33
Childhood Names: CliH1ber, E a1hender. L~<t.per, Piou:;, DRACON I AN$
Shieldbiler, Zealous In the 0(a:gonlance setting, the followers of the evil goddess
Clan Names: Clet htinthinllor. Daardendrian, Delmirev, Takhisis learned a dark ritual that let ihem corrupt the
nrached nndion, J:o'enken kabradon. Kcpeshkmolik: eggs of metallic dragons, p(oducing: e.if d:agonborn <:ailed
Kerchvlon, Kimbatm1l, T..inxakasendalor, t.Jyasran, d(a:conians. Five types of draconians, corresponding to the
five iy'pes of metallic dragons, fought fo( Takhisis in the War
Ncwt~onis, Norixius1 Opbinshta lajiir, Prcxijandi!in, of the Lance: auraks (gold), baaz {brass). bozak (bronte),
Shestcmlcliath, T1.1 rnuroth, Vcrthisathurgiesh: Yarjcril kapak (coppe(). and sivak (silver;. In place of their draconic
breath weapons. ihey have unique magical abilities.
DRAGONBORN TRAITS
Your d raconic herHa.ge manifests in a val'iety of t raits Draconic Ancestry. You have d1aconic ancest ry.
you :;h ar~ with other dragonborn. Choo,::;.e one typt: of d ragon from the Draconic An<:est ry
Ability Score Increase. Your Strength score table. Your breath weapon and d amage resistance are
increases by 2. a nd yoor Charisma score incr~ases by 1. determined by t he dragon type. as show n in ihe [ab1e.
Age. Young dragonborn grow quickly. They walk Breath n'eapon. You can use your action lO e:<ha l~
hours a fter hatching, attain the size and dev~lopment destru<.:tive energy. Your d racon ic an cestry determi ne~
of a 10-vear-old human child by the a!(c of 3, a nd rach rhe size, shapt:, aod d amage iypc of the exha lation .
adult hu"od by 15. They live to be around 80. \Vhe11you use your br<..ath W'eapon, each c.rcature in
Alignme;,t. Dragonbom tend to c xtrmes, rna king a [he.are a of the exha Ja[ion must tna ke a s aving t hrow,
consc iow;; choice for one side or the other in the cosmic the cype of which js del ermined by your d raconi<":
\var bel wee11 good and evil (rep1e.c;ente.d by Dahamul ancestry. The DC for this saving t hrmv equals 8 +
and Tiamat. respecrively). Most d ragonbom are good, vour Constiturion modifier + yotrr pm1kiency bonus. A
but thos~ who side with Tiamat can be terrible villa ins. ~reature takes 2d6 damag~ on a failed Sa\'e. a nd half
Size. Dragon born a re taller aod heavier than hutnans, as much da mage on a successful one. The dam~-i.ge
sta nding well over 6 feet rail a nd averaging almost 250 increases to 3d-6 a< 6th level, 4tl6 at Jlth level, and 5d6
pound$. Your ~iz.e is Medium. at 16 th level.
Speed. Your base wal kin~ speed is 30 feet. After y0\11.1se your breath weapon, you can't usc it
again until y0\.1complete a short or long re$0t.
DRACON I C ANCESTRY Damage Resjstance. YoH have rcsi~tance to the
Dragon Damage Type Breath Weapon darnage type associated \vilh your draconic ancest ry.
Black At:id ; by 30ft. l;nc (Dex. save) Languajes. Yoo <':an speak. read, a nd write Common
Lightning ; by 30 ft. l;ne {Dex. save) a ud Drac.onic. Draconic is (hought to be one of the
Blue
5 by 30ft. l;ne (Dex. save) oldest languages a nd is often U!)ed in t he srudy of ma~i<.:.
Brass Fire
5 by 30 ft.line (Dex. save)
The langua~e sounds harsh to most other creatures and
Bronze Ughtn;ng
includes n1smerous hard cousonams and s ibilants.
Copper Acid ; by 30 ft. !;nc (Dex. save)
Gold f ire 15 it. cone (Dex. save)
Green Poison 1S ft. cone {Con. save)
Red Fire 15 ft. cone (Dex. sa,e)
Sii'IN Cold 1sft. cone (Con. save}
White Cold 15 ft. cone (Con. save)
G~ OM E
'l' A.KD FL-\XEl\-HAIRED. HIS SKIN
ut brown and his ~}es a stari!ing
01se. Burgell stuod hulf as tall usAeron to
'up on a stool ro look out the f"ephole. /..ike most hab-
cJS m Oeble. that particular tenement /lQd been btllll

umons, ond smaller residents coped with the resuWng


ardness o:> hest they could.
ar least lite relative largeness of tile apartment gave
room to pack in all hisgnome-sizcdgeor. Thefront
aas his workshop. cmd it contuinecl a bewildering
0'1J' of tools: ltammers. chisels, saws. lockpicks, fair hail" has a tende11Cy ro $;tick out in every dil'eClion,
as if expressing the ~nome's lnsatiabk interest iu
lenses. jeuu:lr:r:" lou pes, ondj <Jr."l of powdered and
everything a round.
<ted ingredients for casting spells. A fat gray cal. tile A gnome's personality is \vrit large in hb or her
sfa miliar. lay curled atop a grimoire. It opened I~< a ppearance. A male ~nome's beard, in contrast to
;aue Aeron a disdair!{uly ellow stare. til en appeared his w ilci hair, is k~pt carefully trimmed bur often
s.tylcd inlo curious forks or neal points. A gnome's
back ro sleep.
clorh ing, hough usually .made in modest e.a rrh tones,
- Richard l.e e Byer s, The Black Bouquet il) d aboratdy det:oratcd wilh embroidery. embossing,
or g leaming jewels.
lif\Stan t hum of busy activity pervades t he w~urcns
neighborhoods t\'here goornes form che.ir close D ELIGHT ED D EDICAT ION
communit ies. L ouder sounds punctuate the hum: As far as gnomes are concerned. being alive is a
"'l.lnch of gti nding gears hete, a mino1explo5ion wonderful thing, and che.y sq ueeze e very ounce of
rt-. a yelp of su rprise or t riumph. a nd especially cnjoymenl oul o f their th ree to five Cenruriesof Hf~.
'iS of laughter. Gnomes take deli~ht in life. cnjoyin~ Humans might wonder about gdt ing bored over the
"1')moment of invemion. explotacion, investigation, course o f suc:h a long life., a nd elve::; rake plenty of time
tion. and piny. to savor the bea uties of the world in their long years. bul
gnomes seefn 1.0 wo1ty t hat ~ven with a..ll t h ;:H rlm.e, they
.BRANT EXPRESSION can't get in enough of the things they want to do ai'Ld see.
'!lOme's e:n~tgy an<f emhHsia$;m for living s hines Gnome..-; s peak as if they can't ~ct the thoughts
'lllgh every i uch of his or her ti1ly body. Gnomes our of th~it h ~ad::; fa$it e.nough. Even as t hey offer
-rn.ge slightly ove r 3 fee t tall and v~cigh 4 0 to 45 klc.as <1w.l opinions on a range of subj ects. lhey stil l
nds. Theit (an ot btown faces a re usua lly adorn~d manage to listen carefully to others: adding the
broarl smil.s (h neath rhir prod igious noses), appropriate cxclatnations of surprise and appreciation
l.beir bright eyes shi ne with cxcitentent. 'fheir along the way.

lART 1 RAC~S
A third sub race of gnomes, the deep gnomes (or S~Jirfncblin),
live in small communities scattered in the Underdark. Unlike
the duergar and the drow. svirfneblin are as good as thc:ir
surface cous ins. However, their humor and enthusiasm
ar-e dampened b)' their oppressive environment, a:nd theic
inventive expcttise is directed mosdy toward stonework.

Though gnomes love jokes of all kind, particularly Male Names: Alsron, Alvyn, floddynock, Broce, Bwgell,
puns a nd pranks, t hey're just as dedicated lO the more Dimble, E ldon, Erky, Ponkin. Frug, G~rbo, Gimble ,
serious tasks they under cake. io.'l any gnomes are s killed Glim ,Jc bcddo, Kellen . Nam foodle, O rryn, Roonda r,
engineers. alchcmi$lS, tinkers, and jnventors. Theire Seeho, Sinc.lri. w at'ryn. Vlrcnn, Zook
wilJin~ to make m istake.s and lau~h at t hemselves in Female Names: Birnpooctin. Brt:ena, Caramip, Carlin,
the process of petfecting what 1hey do, taking bold Donella. Duvamil. Ella, El lyjobcll, 11ywick, Lilli,
(someliines foolhardy) risks and dreaming la rge. Loopmottin, I .orilla , Manlnab, Nissa. Nyx, O rla , Orla,
Roywyn: Shamil, lana, \Vay\vOcke, Za.nna
BRIGHT BU RROWS Clan Na mes: Be ren, Dacrgel, Polkor, Garrick, Nacklc,
Mun >ig, Nin~cl. Rau lnor, Schcppen. Timbers, Turen
G nomes. make: their homes in hilly! wooded lands. They Nicknames: Aleslosh, Ashhearth. Badger, Cloak,
Hve underaround but get more fresh air t hau dwarves Doublelock, P'ilchbattcr, Fnipper, Ku! Nim, On~shoe,
do! enjoying t he na tural, livin~ world on the s urface Pock, S pa rklcgc m, S w mbleduck
whe:nevcr th ey can. T heir homes are well h iddem by
both clever constr ucrion and simple illusions. \.Velcome SEEING T H E WORLD
visitors are q uickly ushered into the bdght, warm
burrows. Tho~:ie who a re not we lcome a rc unlikely t o Cu rious and lmpuls ivcl gnome.:; might ta ke up
find t he bturows in the fi l'St place. advenWI'ing as a way ro see t he wo1ld or for the love
Gnomes ,.vho 5ettlc in human lands are commonly of exploring. As lovers of g~ms ami other fine ite ms.
getncutte rs! cngi1l~~rs, sages, 0 1' linkers. Some human some ~nome~$ rake to adventtuin~ al$ a ql.lkk. if
families retain gnome luwrs, ensuring that their pupils dangerous~ path to wealth. Regard less of what s po rs
enjoy a mix of ser.ious learning and rleli~hted enjoyment. t hem to adventure, gnomes wh~ adopt th is way of life
A ~non1e m ight tutor seVt'~ral gcncratiom; of a single eke as much cnjoyme:nt out of it as they do oul of any
human family over t he course of his or her long life. other acliviry they uuderrak~. sometimes to the ~reat
annoya nce of their a dventuring compa nions.
GNOM E N A MES
G N OME T RAITS
Gnomes love names . a nd most have half a dozen or :;o.
A gnome's molhe1, fat he r. clan elcfer, a unts, (lod u ndcs Your {:tnom~ c haracter h<ts a~rtain cha ra c[eristics in
each giv~ the anome a name, and v(ltious nickn anle.:; common wilh all othe.r ~nomes.
from just about everyone else might or might not stick Ability S core Increase. Your Ttlu:lligencc score
over li m~. Gnome nam~s a rc typically varia nt$ oo the increases by 2 .
names of a ucesro rs o r d istant re..lativcs. lbough some Age. Gnomes maltH'~ at the sam~ rate humans d o. and
arc purely nc\v inventions. \Vhen dealing with humans most a rc cxpecred to settle down into an ado lt life by
a nd other$ who a rc ''s tu ffy" a bout na rnes, a gnome aro\nld a ge 40 . They can live 350 to almost 500 years.
learns to use no more thau three names: a pr:rsonal Ali6nment. Gnomes ar~ most often good. Those who
na me, a clan name, a nd a nickname, choosing lh~ one in lend towa rd law are sa~~. engineers . resear<":he.r s:
ea<":h category t hat's the nlos c fu n to say. scholar$>, invcstigalOI'S, or invcmor~. Those who tend
toward ch aos ar~ mins trels. tricksters, wanderers.
or fanciful jewelers . Gnomes are good-hearted . a nd

P\ 'RT! U.AC.5
A LWAYS APPRECIATIVE Ability Score Increase. Yotlr Const itution score
fs rafe fof a gnome to be hostile or malidous tmless he increases by 1.
or she has s uffered a gric vOtiS injUI)'. Gnomes know that Artificer's Lore. \oVhenever you make an lnld lige:nce
-ost r.1ces don't share lheir sense of humor, but lhey enjoy (History) check related to magic irems, alchemical
:nyone's company just as the)' enjoy everything else they set objects. or t~chnolo~ical devices. you can add tv.rice yotu
out to d o. proficiency b onus, instead of any proJkiency bonus you
norma lly apply.
en t he crickstcn; among them arc more playful Tinker. You have prollciencywirh a rtisan's tools
an vkious. (t inkcr' tools). Using thosc tools. yOtJ can spend 1
Size. Gnomes are between 3 a nd 4 feet ta H and hour a nd 10 ~P wor lh of materials to const rtll'.l a T iny
erage about 40 pouuds. You r s ize is Sm~d1 . clockwork device (AC 5. l hp). The devir.e r.eases
Speed. Yoo base \Valking speed is 25 feet. m function aner 24 hours (unless you spend 1 hour
Da.rkvision. AccuslOm~rl to life undergrOtHld, you have repa iing it to keep the device func[ionin~), or when
"letiorvision in dark a nd dirn conrlirions. You t.an you usc your action m dismantle it: althar rime, you can
in dim lighl w'ith in 60 feet of you as if il w~e bright reclaim [he material$ used to creme it. You can have up
ht. and in darkne-SS a$ if if Wf:re dim li~ht. You can't to three such devices a ct ive at a time.
::;eern color in darkness. only sbades of gray. \hen you creale a device. choose one o( lhe
Gnome Cunning. You have advantagt on all following options:
elligence., \Vjsdom. and Cha r isma saving throws Clockwork )OJ' This toy is a clockwork .animal, monster.
1inst magic. or person. s uch as a frog, mouse= bird . dragon. or
.Lan.Auages.. You can speak: read. a nd W1'ire Common :;old ier. When placed on lhe g1'0Hnci, the toy movts
d Gnomish. The Gnomish la nguap;c, which uses the
5 feet acros.s the ground on eadt of your 1urns in a
arvish scripr, is renowned for its t~chnical treatises
l'MHiom d ircction. ll makes; noises as appropriate
d its catalo~s of knowledge a bout the ua(tll"<l I world.
to tht. creah n'e it eprescnts.
Subrace. Two subraccs of gnom~s a1'e found a moug
Fire: Starter. The <.ltv ice produces a miniature
' "'or1ds of U&D: fo1est gnomes and rock gnomes. flame., w hich you can use lo light a cand le .
100sc one of these $uhraces.
torch, orcarnpfire. Using the devic~
REST G NOME req uires yOttr act ion.
Jl.,f tJsic Box. When o{Jened, t his music box
<.t fol'esl gnome. you have a natural knack fo r illu~;ion
plays a single. song a t a JOO<lel'ate volume.
inherent quickness a nd ste a lth. ln lhe wol'lds of
D. forest gnomes a rc rare and ser.retive. They gal her The box stops playing wh~n it
hidden commu1l iries in sylvan forests, \ISing illusions reaches rh ~ song's end or
J uickery to conceal themselv~s from threats or
when it is dosed.
1ask 'heir ~.scape should lhey be detected. Forest
)mes tend to be friendly with other .g oodspirired
odland folk, a nd t hey regard lv s a nd ~ood fey as
ir most important a llies. These gnomes a tso befriend
111 fores t animals and rely on rh~m for infO rmation
Kll th rt.at$ that might prowl their land s.
tbility Score Increase. Your Dextt.rity score>:
reases by 1.
\latural Illusionist. You know lhe minor illusion
9"1jTrip. I ntelligencc is your :spellcastin~ ability for il.
Speak with Small Beasts. T hrough ounds and
.;.,tures. vou can communicat~. simpJe ideas with Small
- !'omalleJ: bea$ts. Forest p;nomes love anirnals and often
p squirrels, badgers, rabbits . mole::;, woodpeckers.
d other crca(\lre-s as beloved pets.

OCK G NOME
.!>-a rock gnome, you ha ve a natural inventiveness and
rdincss bt.yond that of other ~nomes. Most gnomes
the world$> of D&D a rc rock gnome-...c;: including the
ker ~nomcs of lhe Dl'agonlance setting.
"Tanis?.. said Flint hesitoni{y as the man nearecl.
"nle same." The newcomer's beardedfact split in u wide
.'l'rin. He held open his arms and. before tile dwarf could
stop/lim, engulferi Flint in a hug tl!at lifted him oJf the
ground. '11le dwa~( clasped his oldfriend close foro bri~(
ir1stanr, then. remembering his dignity. squlrmed andfreerl
himselffmm ;he ilaif- lfs embrace.
- Margaret Wcis and Tracy Hickman.
IJrogon~ of llutumn Twilight

Walking in two worlds but truly bclonginato neithor.


halfeke~ cornbine what wmc s::ty are the be~ qualities
of rheir elf and human parents: human curiosity.
invcntivenes..c;. and ambition tempered by the refined
scn~f:S, love of nawre. and artistic ta:)tcs nf 1he ches.
~Olllc half-elve.s live among humans. Sf'l Al)ltrt by rht=:lr
rmotional a nd physical din'crcnces1 Vlatchina fr if::nds
und loved ones ag~ while t ime harely tuuchf.s them.
OtJ1crs l ive w ith lhc elv~s. growinj.f resriC$.o;s us th~y
reach adulthood in the timeless t.lven rcal1n~. wJailc
HALF-ELF cheir J)t~crs cominue to live as c hildren. M;.ny half-e lve.s,
fLINT SQ UIN 1' 0 INTO 1 H SETTINC SUN. HF. Tl!UUCHT uuable to fit inlO either society. c hoose lives of solitury
WAndering or join with other rni~fit~ and out<.:f.tsts in
he smuillefigure q{ u man .<rridirlgup the paiiL Standing.
thi:' adventuring life.
Fllflt dr.-oJJ back into the .shadow of a taii,Oine to see better.
The man's u;alk wos marked by an eo~grace-on eMsh Or T wo Wo RLDS
grace. Flint would hUVI! .mid:)'tl the mons bo<(y had the To humans. half-elves look like el""-'1. and 10 el,cs. they
thiCkness and tight muscles ofn human. while the facial look human. In height. they're on por with both parents.
though lhey're neirheT as s lende-r as ehcs nor as broad
hair os definitely humankind's. Alllht di1X1rf rould sot
as human. They range from under 5 feet to about 6 feel
of the man's face bcnenrh a green hood was lun skin and a tall, and from 100 10 180 ;x>und~. with men only sli~htly
bro~r..ni$1Jred beard. A longf>olu was slungove:r orw t~'houlder tiiller f.tnd h eavier than women. Half elf 1nt-n do haw~
and a sword hung nt hisl~(t sicle. He was dressed in s~{l facial ha ir, and :;omerlme!:) grow beanJ~ to mn;cok 1heir
clv~n Ancestry. Half-elvcn colo1ati1J11 nd (t.aturl!s lie
lea Iller. carcfiii{Y lOOierl in ihe inlricute designs tile elves
SOllH;whcre be.rween their hulll~-tn and t.lf parent~. fllld
loved. DU! ""elf ill rile worlcl ofKrynn could grow a beurd thu~ show a variety even more lJI'Onounccd than that
.. no elf. but ... found among either race. They tend ro have thf: eyc.s
o( I heir e)\:cn parents.

I I '
EXCELLENT AMBASSADORS
Man)' half-elves. learn at an eady age to get along Nith
everyone. defusing hostility and finding .c;ommon gfound.
As a: race. they have clven grace without clv<:tl aloofness and
human energy without human boorishness. They often make
(
excellent ambassadors and go-bet'Neens (~xcept between
et\'eS. and humans, since each side svspccts the halfelf
. of favoring ;he other).

c;reativc expression, demon!)tral ing neither love


;)I PLOMATS OR WANDERERS
of l~aders nor dcsine for follower:i. They c;hafe at
.Uf-clvc.s have no lands of their O\Wl , though they are rules. resent others' den1and~, and sometimes prove
.com~ in human cities and ~omewhat less w~k.ome un reliable. or allea~t unpredictable.
lvcn forests. Tn lar~e cities in r~gions where elves Size. H;lf.elvc..s are ahout the same :-:.h:e as humans.
d humans interact Orren, half-elves al'e!iometimcs rangiug from 5 to 6 feet tall. Your size is Medium.
"TI:em1JS ~no ugh to form smal l communities of thei r Speed. Your b~St"; walking speed is 30 feet.
'1'1. T hey elljoy the company of other half-elves, lh~ .Darkvision. Thanks ro your elf blood , }(Ou have
~-people \vho t1'1.1ly understand what it is to Hvc s uveriol' vi~ion in dark and dim conditions. You can
\\een these two worlds. se~ in d im light within 60 feet of you as if it were brighi
n most parts oi the world, t hough, half-elves are lighl, a nd in darkncs1; as if invere dim ligbl. You can't
ommon enough that one m ight live for years dis<'..ern color in darkn~ss, only shades of gray.
bout meeti ng a norher. Some half-elves prefer to Fey Ancestry. You have advanta~c on saving t hrows
d company a ltogether, wandering the \Vilrl~ as against bdng charmed. and magk c;.a n't put you to sle~p.
Jpers. fotesters~ hunters. or adventurers and visiting Skill Versatility. Yo11 gain proficiency in 1wo skills
ization only rar~ly. Like e.lvcs, they are driven by of your choice.
wanderlust that comes of their longevi(y. Others, Languages. You c;an s pea_k , read, and write Common,
..mtrast, throw t he mselves into t he thick of J;Odety, Elvish, and one extra l angua~e of your choice.
ting their charisrna and social ~ills ro great usc
-p1omatic role s or <.-i.8 swindlers.

:ALF - ELF N A MES


f-.-elves use ei the..r human or elven naming
entions. As if to ernpha$>ize that they don't really tit
tither society, ha lf-elvc$ raised amon~ hut na ns ar~.
n given clven name~~, and those ra isr:d among clvts
~ {ake human names.

-ALF - E LF TRAlT S
lf' hatf.elf character has ~ome qualilies in common
elves a nd fiome that are unique to half-elves .
.tbiJity Score Increase. Your Charisrna score
--eases by 2. a nd two other a bility ~cores of your
..ce i ncrease by 1.
-'le Half-elves mature atl.he ~arne rate. htl llM ns
nd re3ch arlu lthood a round the age of 20. They
much longer thao humans, ho\vevel', often
eeding 180 years .
.uignment. lialfelve.s s hare th e chaotic bent of their
f! heritage. Th~yvalue both pesonal freedom and

P\RTt 1V.C ES
3'J
Whether united under the leade rship of a mighty
watl (~ck Ol' having fought to a stand!6lill afler years
of couJlict, or<': aod huma n tribes sometime:;: !Orm
aHiance~. joinlug fore~$> into alar~er horde to the terror
of civiHzed laud::. nearby. Wh~-n these allia nces a re
s~-a l ed by marria~es. h~tlf-orcs art: born. Sorne half-orcs
rise to become prot1d chi~fs of ore tribes, their hurna n
blood giving rhem a n edge over their full-blooded ore
r ivals . Some v<.: uu.tre. imo the world to prove their worth
among humans and other more civilize<lt<~r.~s . Many of
these bee om~ ad'v~ntu rers= achieving grcatue!6.s for their
mighty <.k ed$ <uHi no1otie ry for their barbaric custom~
a nd savaac fury.

SCARRED A ND STRON
..:.
'G
: :c__ _ _ __
TUli WARCHlf.F MHURREN ROUSED H l MSJ.:LJ' F R(H:1 H IS
Halfort'.:;' gr<tyish pigmt>:ntation, sJoping fo reheads.
sl eeping-furs and ~lis wom~n and pufleci a ~horl hauberk juttin~ jaws. prominent teeth-, and tower ing bu ilds make
of heov)l steel ring~ oucr his lilick. well muscled tor..;;o. He t hei i'Ol'cish herita~c p)ain for alllo see. Ha lf-01'CS sta nd
bctweetY6 and 7 feer rail a nd usually weigh between
usual{),rose before mosi of his warriors, since he hud a
180 and 250 pound.
strong streak of human i>lood itl him. and he.found the On.~s regard hattie sc.ars as token:; of pride a nd
daylight lfss bothersome !llorl most of /lis tribe did. Among or namental scars as lhin!-{S of beat~ty. Other scar,tli,
the Hloo'{y Sktdb. a warrior wos judged hy his strength. h i~ though . ftt~uk an 01'<': or ha tf.orc as a fo rme r ~lave or
a disgrac.:.~d e xilt:. Any halfOl'C who has lived among
fiercene$S. and his wils. Human oncesny ;,t)f.l.<> no blemish
or ncar orcs h<tS $(;(1 1.$, \vht:ther they a re marks of
againsr a worrior- prouideci he was eve!)' bit as strong, humiliation or of pride. rec()unring their past exploits
enduring. and bloodthirSi)r os hisJufl-bloucled lrin. Half- a nd inju ries. Such a half-ore living a mong hurnans mi~ht
orcs wilo were weaker th<m their ort comrades didn't fast display lhese se-a rs proud ly or h ide thc1n iu shame.

long among!11e /lloorfy Skulls or uoy other ore tl'ibe f or THE M AR K OF GRUU M SH _ _ __
c.=__:_:_;,;;;;;;__
riwt matter. Hut ft was <~{len true liw t a hir of humon blond The:. one-eyed god Gr uumsh created t he ore:;, a nd even
g<we (I ..1Qrtiorjust rhe right mix of cunning. umbilion, and t hose ore:; \vho ltun away from his worship can't fully
self -discif>line tQ gu f ur ln<leed. as Mhvrren had. He was escape his influence. The sa me is true of ha lf orcs.
4

t hough their human blood IJtO<Ie1'ares t he impact of the ir


master of a iribe that could muster two liWt!S<.md spears.
orcish heritage. Some ha tf.orcs hear th e whi~pers of
and the stl'ongest chiejin Thar. Gruumsh in their drea ms, calliug lhem lO 1.mleash the
- Richard Baker. Swor<image rage rhar .:;immers within then\. Others fee l Gtuumsh's

l>:\ RT 1 X:\ Cf.S


10
Each halfOf< finds a w:.~y to gain acceptance fro m those who
hate or<s. Some are reserved, tt~i ng not to draw attention to
tatiou wht:u they join in melee combat- and t ither themselves. A few demonstrate piety and goodheartedness
! along w ich him or shiver wilh fear and loathin~. as publid y as they can (Nheth.er or not such demonstrations
r-orcs are not evil by nature, but evil does IUI'k within ' ace genuine). And some simply try to be so tough th~t others
'"11. '"hct hcr tht:y em.brace ic or re-b el against it. just avoid them.
~ond the rage of Gruumsh. haJf-orcs feed ~mmion
.-erfuHy. Rage doesn't jU$>1 quicken their pul.se. h Ability Score f11crease. Your Strength score
tes their bodies burn. Au insuh stings like acid, tnueases by 2. and your Constitut ion s:core
sadn~-:..:.. ~aps t heir strength. l:hH they laugh loudly itJ CI't.:<l$~5 by 1.
~earlily, a nd simple bodily pleasurcs- fe asling. Age. Halfotcs mat ure a little fastt:r tlta n humans,
king. wrestling, drumming, and wild dancing- fill re.achin!( adulthood around a ge 14. They age
r hearts with joy. They tend lObe s hore-tempere d noticeably faster and rarely live Ion get chan 75 years.
~melimes sullen, more inclined to action lhan Alig11me11t. Half-orcs inherit a tendency toward chaos
emplarion a nd to fi~hti n~ lhan a rguing. The most from t heft ore parents and are not sttongly inclined
mplisbed halfotcs are those with enough self- to,..,ard good. HaHOl'<'....:; raised among orcs and , .-iJiing
rot m get by in a dvilized f.and. to live out their lives arnong rhem are usually evil.
S/lie. Ha If-orcs are somc.wbat large, and bu lk ier than
IBES AND SLUMS humans. and they range from 5 to well over 6 fcel lali.
f..orcs most often Jive among orc.s. Of the ot her ra ces. Your siz.e is Medium.
<111S arc most likely to occept halforcs. and half- Speed. Yo\U' base walking speed is 30 feet.
' almost a lv;ays live in hurnan la nd-s wh~n nor Hvin~ Darkvision. Thanks to ) 10Ul' ore blood, you have
.,gore tribes. '\Vh~ ther proving the mselves .among superior vi$ion in dark and d im cou<.liOons. 'You can
...h b.."i.rbariau lribes or !'c;ra bbling to survive in the sec in dim light \Vithin 60 fee t of you as if il were brighc
~of larger cities, half orcs get by on their physical light, and in darkness as if it were dim light. You can'l
t. their endurance, and t he sheer detcrmi11ation disccru color in darkne~s.s: only shades of gray.
inheri[ from their huma n ance...,<)rry. :lfenacing. You gain vro lk.i~ncy in the
lntimidacion skin.
,\LF- 0RC N AMES Relentless Endura11ce. When you are reduced lO
~res t.JSt.H=illy haw~ names a ppropriate lO I.he c;ulrure 0 hil p(,ilH$ hut not killed outrighl, y0\1 can drop co 1 hit
ieh they were rai s~d. A ha lf-ore who wa1ltS to fi[ in
point instead. You can't usc this feature again until you
ng humans might tl"ade an ore name for a huma n fini-sh a long tf:st.
-e. Some half-orcs with human names decide to Savage Attacks. When you score a critica) hit \vilh
1)1 a gt.n w ra 1 (U'C name because they lhin k it makes
a m~l e,e weapon attack. you call oil on~ of the weapon's
11 more int imidaling.
damage dice one addit iona l time a nd add it to the extra
damage of che critical hil.
.Je Ore Names: Dench, Feng, Gell, Hcnk, Holg, Tmsh, L811/luage$. You can speak, read, and
e-th. Kr11Sk, 1\lhur re n, Ront, Shump, 'fhokk \..vrire Common and Ore. Ore is a
-male Ore Names: Baggi, Emen, Engong. J<ansif. harsh , grating language with
"--ev. Nee~a, Ova k. Own ka, Shauth a, Sut ha. Vola, hard consonanls. Tr has
olen. Yevelda no script of its own
but is written in the
ALF - 0RC T RAITS Dwarvish scripl.
.. half-o re c haracter has certa in t raits dcrivin~ from
r o re ances1ry.
thut wit/;ed glint in his eyes. ..You fight it. don'!you? Lii<e
a little wildcat. I wager. Every lirrle job ond comment just
sharpensyour claws.
- El'in }t1. F.vans. Hrimstone l\ngeis

To be greeted with $tare!; and whi~pcr~. to suffer


violence and insult on the slreet, to see mistrust a nd
fear i n everY eye: t his is the lot of the ti efl ing. And ro
twist the knire, ri~fllngs know that thi~ is be.cause a
pact struck generations ago infu~ed the e.o;;.o;ence of
Asmodeus- overlord of the Nine Hells-into thei1'
bloodline. Their appearance and their nature arc not
their fault bur t he result of an ancient sin , for which
chey a nd their children and their children's children
wi l1 always be held accountable.

INFERNAL B LOODLINE
Tieflings are derived from human hloodlines, and in the
broadest possible sense, t hey still look human. However.
their inferna I heritage has left a clear imprint on their
TIE FLING appearance. Ticfiings have l arge horns that take any
" BtiT YOU DO SEETHE \ VAY Pt::O rLF.l.OOK A.T YOU. of a variety of shapes: :;ome havt>; r.urling horns like a
devils child: ram. others have straight and tall horns like a gazelle's.
a nd some l)piral upwal'd like an antelopes' horns . They
Those blach eyes. cold o.s o mfntcr storm. wereslating
have thick tails. four to live fe-et long, which lash or coil
rigllt into her heart and the sudden seriousness in his a1ound their lc~s when they gel upse[ or nervous. Their
voice jolted her. eaniue teeth <ue !>harply pointed. and their eyes a1e
'"\1/hat is it. th~v s<~v ?'' he uslred. ;one's a curiositt~. t.a;o:~ solid colors- black. red. \vhire. silver, or gold with no
vis ible scl~~-a or pupil. Their skin tones cove1' 1he full
n r.onspira9:-" range of ht.nnan coloration, but also include var iOt.IS
"Tilrees a curse, shr. finished. "You til in/; i haven! heord shades of red. Their hair. cascading down fro m behind
thor rubbish before?" thd r horns. is u!;ually dark, from black or bro\'m to dark
r~.d, blue, or pur ple.
1 know,vou have." When she glared at him. he addec.1,
..ll's not as if I'm plumbing the depths ojyow mind, dear SELF- RELIANT AND SUSPICIOUS
gM. Thot. is the burden oj eve;y tie/lir~g. Some break under
TieAings sohsist in small minorities (ovnd mostly in
it, some mG}ie fl th? millstone around their neck. some human cities or tov.'ns, of~ n in the roughest qu~ulers
rf:Vel in it." He tilted his head (Jgain, scrutinizing her, wit/1 of those place.s, v;here they gro\v t iP to be swindlers,

f'\R": 1 RACES
People tet~d to be suspicious of tieflings. assuming that
their infernal heritage has left: its mark on their personality
and morality, not just their appearance. Shopkeepets keep
a close eye on their goods when ticAing.s crlter theit stotes.
the town watch might follow a ticlling around fo r a while.
and demagogues blame tieAings for strange happenings.
The reality, though, is that a tiefling's bloodline do-esn't affect
his ot her personality to any great degree. Years of dealing
with mistrust does leave its mark on most tieftings. and they
respond to it in different ways. Some choose to live up to the
wicked stereotype, but others are virtuous. Most are s imply
very .aware of how people respond to them. After dealing v.ith
me lords. Sometim es they live:: a tnong this mis~rust throughout youth. a tiefling often develops the
populations in enclaves whe re they arc ability to overcome prejudice through chMm or intimidation.
""lOre respe ct .
..Hneland, liellings know that they have
~ cr.~;n way in the world and th.M rh~y have T IEFLING T RAITS
s urvive. They are not q uick lO trus t Tiefiingsshal'e c;ertain racial traits as a result of t heir
irns to be a fr iend, but when a t iefling's infernal descent.
uemons(rate that they tru:;t hhn or het, Ability Score Increase. You r lnle11igence scor~
m s l O e xtend rh~ ~am~ trust to the m. increases by l. a_nd yow Charisma score increases by 2.
Bing gives somcout: loyalty. lhe tiefting .4.e. Tieflings mature at th e same ral.e as hu mans but
or ally for life. live a ft:w years l ong~1.
Alignment. T ieOings m ight not have an innate
C ~AM E S tendency toward e vil, bul rn.any of rhe:m ~nd up t he re.
~ rau into lhree broad <":-ategor!e s. TicHing.s Evil or nol, an independent nature inclines ntany
her culture typically have nam es reflecrive rie fHngs toward a chaotic a Hgnn1en(.
Some have name...~ derived from the Siu. T iefHngs are ahout t he same size aud build .as
yage. passed down through generarion~. humans. Your s ize is I\'ledhun.
r fiendish hel'irage. /\nd some younger Speed. Yotu base walkin~ s peed is 30 ket.
ng to 6 1u.l <s pl:"ce in 1h~ world: adopt a Darl<vision. 1'h;'ln kSi 10 your infernal heritage, you
ifies a vjr tuc:. or othet amr..epr and t he n have superior vision in dark and d im conditions. You
hat concept. For som e. lhe chos~n name can s e c in dim light wilhifl 60 feet of you as if it were
-'. For others, it's a grim destiny. brighr lighr, and in darkness a$ if it were dim light. You
...a Xames: Akmenos. Amnoo, Ral'a kas, can't discer-n color in darkness, only shades of gray.
c."emon, lados, Kairon, Leuc.is, l'4clcch. Hellish Resistance. You have l'esistance
~hos . Pelaios, Skamos. Therai to fire damage.
~ I Names: Akra, Anakis, Bryscis, Criclla.
Infernal Legacy. You kuow the rhaurnamrgy cant rip.
Kallis ta , Lcri!::isa. ~laka1:la, N~rneia, Once you rea ch 3rd level: you can ca!:il lhe lieilish
laia. Rieta rebuke spdl once pee day as a 2ndlevcJ s pell. Once y0\1
rmes: Art, Car don, Chant, Creed. Desp~1i r, 1'each 5t h level. you cau a lso <":asr t he darkness s pell
Fear. Glory. Hope . Ideal, Mu5ic, Nowhere, once per day. Charisma is your spellc.a sling .ability for
Quest, Random, Reverence. Sorrow. the.s e spel1s.
onent, Weary LansuaAes. You can s peak, read , and \vrite Cotn mon
and Infer nal.
CHA PT ER 3: CLASSES
DVENTURERSARE XT RAORONARY PFOPTF. Yoo1' d a:ss givt:~ you a var iety of ~p~dal f~atH rf:~, ~ uc h
driven by a t hirst for excitement into a as <.-i. iight.;r's mal:itery or weapons and an nor, and a
life t hat orhe.r5 would never d are lead. v.;iz.ard 's spells. At low lcvds. your <.:lass gives you ouly
T hey <t re heroes, compelled to explore rhe two or th ree features, but as you advance in Jeve) you
.ftC> d ark pJacc.s of the world and take on the galf~ m(ne a nd your exl s1i ng f~aw rf:s often lmpr<w~.
\\. challenges t hat Jesser women and men Each cla~.s entry iu th i:; chap ter lncl ~u.l e$ ~1 tabJc
can't stancl a ga i n~t su mmarizin~ the benefits you gain at every lcvc11 and
is the prima ry de fi nition of wha t your cha ra<.:ler a d e(ailed e xpla na1lon of ~ ac h on~-.
lo. lt's more than a profe!;.;;ion; it 's your char ac ter 's Adventurers sometimes advance in more than one
.g. Class shapes tbe way you think <tbl'lut the d ass. A rogu~- mig ht switch d;rection in life a nd swear
and interact \\it h it and your relationship with th<.~ oath of a palad in. A barba rian nllght discover IMeiH
people and powers i n rhe rnultiverse. A fighter, magical ability and d abble in the sorcerer class \Vhile
....mplc. might vi<.;.\._, the world in pragmatic term~ con{lnulng lO adva nce as a barharian. Elves a re _k nown
...,tegy and maneuveri ng, and see hersel f as j ust a to combine martia l mastery with magical train ing
n a nuch la rget gam e . A cler ic. by contl'ast, m igh1 and arlvanc~ as fighters and wiza rds s imultaneously.
"'IJ.SCif as a wHling servan t in a god's unfolding pla n Optional ntlt>;s for combh~ing classes in this \va.r. catled
..JOOict brewing among va r ious deities. VVhile t he multiclassing. appear i n chapter 6.
-has conlacts in a mercenary company or anny, Twelve classes listed in the Classes table are found
ric might know a number of priests . paladins . and in a lmost every n&n v.'01'kl and defin~ rhe $p ect1'\Hn of
es who s hare his faith. typical advent urers .

ASSE S

Hit Primary Saving Throw Armor and Weapon


Oe:scription Die Ability Proficiend es P-roficiencies
an A fierce warrior o( primitive background d l2 Strength St rength & l ight and medium armor, shields,
who <an enter a battle fage Constitution simple and man ia! weapons
An inspiring magid an whose po.ver d8 Ch.:nisma Dexterity & light armor, simple .-.capons, hand
echoes the music of creation Charisma crossbov.-s, longswords, rapiers,
shortswords
A priest!)' champion who wields di"Jine d8 Wisdom Wisdom& Light and medium armor. shields.
magic in service of a higher power Charisma simple weapor.s
A priest o( the Old f aith, wielding the d8 Wisdom lntelligenc::e light and medium armor {nonmetal),
powers of nature- moonlight and & \'~'ii sd om shields (nonmetal), clubs, daggcfs ,
plarlt growth, fi re and lightning- and darts, javelins, maces, quarterstaffs,
adopting animal forms scimitars, siddes, slings, spears
A master of martial combat, skilled with d lO Strength or St rength & All arrnor, shid ds, sirnplc and martial
a variety of weapons and armot Dex~e rity Constitution weapons
An master of martial arts, harnessing d8 Dex;rerity& St rength & Simple weapons, sho:tswords
the power of the ~ody in pursuit of \Visdom Dexte rity
physical and s piritual perfection
A holy warrior bound to a sacted oath dl O Strength & Wisdom& All arrnor, shields, simple and martial
Charisma Charisma w~apo ns

Awarrior who uses martial prowess and dl O Oe'X'i erity & St rength&. Light <ind medium armor, shields,
nature magic to combat threats on the Wisdorn De)(terity simple and martial weapons
edges of civilization
A scoundrel who uses Siealth Jnd d8 Dex-terity Dexterity & light armor, simple wcopons, hand
tri::;kery to overcome obstacles and Intelligence crossbov..s. longswords. rapiers,
enemies shortswords
A spellcaster who draws on inh cr~nt d6 Charisma Constitution Daggets, darts, slings. quarterstaff's.
magic fcom a gift or bloodline &Charisma light crossbows
=< A wielder of mJgi::; that is derived from d8 Charisma Wisdom & light armor, simple w~a po ns
a bargain with an cxtraptanar entity Charisma
A scholarly magi<.user capable of d6 Intelligence Intelligence Daggers, darts, slings, quarterstaff's .
manipulating the structures of reality &Wisdom light crossbows

P '\RT Cl :\SSF.S
B A RBARIAN
A wll human t ribe.c;man strides t hrough a hli7.7.atd.
d taped in iur and hefting his a xe. He laugh~ as he
charge~ toward the frost ~iant who dared poach his
people's elk he rd.
A half-otcsnads a1 the latest c hallenger to her
authority over their sava~c tribe, ready to brea.k his neck
with her bare ha nds as sh~. diet to t he last six rivals.
Prorhing .~I 1he tnO\Ilh, a dwarf slams h i.s hdmct into
tbc face of h i~ drow foe, then t urns to d r ive h is armored
~lhow into the gut of another.
These barbarian s, different as they might be, are
defined by thc.ir ra~c: unbridled. unquenchable. a nd
unthink ing fu ry. ?vfor~ rhan a mere emotion, their anger
is the ferocily of a contcretl {Jredawr. the unrclentinp;
assault of a storm, the chur ning turmoil of the sea.
Fo ~ome, rh ~il' tage springs from a communion
with fierce anitnal spirits. Others draw from a roilin~
reservoir of anger at a world full of pain . Fo1 evety
barbarian, fag~ is a po\ver thal fuesnot just .t.-i. battle
frenzy but also uncanny reflexes, re.silience, and
feats of str~ngr:h.

PRIMAL I NSTINCT
l"'eoph:. of towns and cities take pride in how their
civiliz.c d ways set them apart from anima l ~. as if
denying one's own nau.1 re was a mark of superiority. To
a barlJari<t.n, lhough, civilization is no virtue. but a sign
of weakne ss. The st rong embrace their a nimal nature
keen instincts. prim al physicality, and ft~rocious ra~c.
Barbarians are uncomfortable \Vh~n hedged in by wa lis
and cro\vds. They thrive in the wilds of their homelands:
the tundra. jungle. or p;rasslands where their tribes
live a nd hunt.
Barbadans ('.Ome alive in tbt. chaos of combat.
They c.:.u1 enter <t. bcn:.;erk state where ra~e takes over.
gj vi n~ them superhuman s trenp;th a nd resilience. A
barbarian can draw oo this reSt>:f'voir of f\li')'Oofy a fe\\'
times without re.sling. but tho~c few rages arc usually
sufficient to defeat whatever threa[S adfi.e.

A LIFE OF DANGE R
Not every m.ember of the tribes deemed "barln.trians
by scions of civilized society has the barbarian d a$S. A
ltue barba rian among chese peopte is as uncommon as
<t. skilled fighter in <t. town. a nd he or she plays a s imilar
ro l~ as a prote(:.tor of the people a nd a leade in times
of war. Life in tho wild places of the world is fraught
with peril: rival tribes, deadly weather. and terrifying

P \ RT ! CT \S$Y:S
"">i E BARBARIAN
Proli:ciency Rage
......t Bonus Features Rages Damage
+2 Rage, Unarmored 2 +2
Defense
.0 +2 Reckless At ta.ck, 2 +2
Danger Sense
+2 Primal Path 3 +2
+2 Ability S cor~ } +2
lmprovcmeclt
+3 xtra Attack, } +2
Fast Movement
+} Path feature 4 +2
+3 Fe ralltlstinct 4 ~2
+} Ability Score 4 +2
'
Improvement
+4 Brutal Critical 4 +3
(1 d ie)
+4 Paih feature 4 +3
+4 Relentless Rage 4 +3
+4 Abi!it)' Score s +}
l mproveme:~t

+S Brutal Critical 5 +3
(2 d ice)
+S Path feature s +3
+5 Persistent Rage 5 +3
+5 Ability Score 5 +4 \.Yhalled yot~ to mke up the advenlur ing life? '~'ere you
Improvement lured to scttlt'.d land$ by t he promise of rich<:;$? I Hd you
joiu forces with soldiers of those lands to face a shared
6 Brutal Critical 6 +4
threat? Did monslets or an i nvad in~ horde drive yO(I
(3 dice)
out of your homeland, making you " rootless refu~<:.c?
+6 lr.domit~ blc 6 +4 Pcrb ap~ you \v~re a prisoner of war. brO\Ighl in chains to
t...1ight "civilized,. Jand~ a nd on ly now able to win your frt:edom.
+6 Ability Score 6 +4 Or y0\1 might have been cast out from your people
Improvement because of a t.:rhne you committed. a taboo you violared.
+6 Primal Champion U nlimited +4 or a <:.oup that re moved you from a po..o:;ition of authorily.

QUICK BUILD
You can make a barbarian quickly by following the::;f':.
suggesrions. First, put your highesr ability score in
S{ren~th, followed by Consti[ution. Second. choose rhe
outlander hack~round.
"f"S,.Barbar ians cha r~c headlong inlo rh;u danger
teir people don~r have to.
'lurage in the face of danger m.akes barbarians CLASS FEATURES
~uited f(w adventuring. Wandering j!:t ofle n a As a barbarian. yo1.1 g<titl t he followin~ class feat ures.
e for their n:.H ive t l'ibe5, and the rootless life of
'Tlturc r i~ l ittle hardsh ip for a barbarian. Some HIT POINTS
ns miss the closeknit family struc[Ures of the Hit Dice: l d1'2 pt:r barbarian level
eventually find them replaced by (h e bon d~ Hit Points at 1st Level: 12 .f y (IU1' Coostiturion modifier
.unong the members of lheil' adventurin~ parties. Hit Points at Higher Levels: l d l 2 (or 7) 1 your
Constirution [Jlod ific.r (Jer barbarian level after l~t
.I.TING A BAR BARIAN
PROFICIENCI ES
-ea1ing a hMbaria n character, thhlk about whe re Armor: Li~ht armor. 1ned ium a r mor, shields
r.acter CQ)ues ftom a nd his or her place iu th~ Weapons: Simple weapons. manial w~apons
..alk with your D.M abou1. an appropriate origin Tools: None
barba1'ian . Did you come from a distant land,
rou a s tranger in the area of the campaign? Sa'\'ing Throws: Strength. Consriwrion
campaign set in a rough~~mdlumble fronti~r Skills: Choose lwo from Aoimal Handling, Athletics,
.arbaria ns are common? lntimi<.lalion, Nature, Perception. a nd S l.I1'Viva1

l'AiU 1 Cl. \!;,Sf$


EQUIPMENT UNARMORED DEFENSE
You start with the foUowing cQuipmenl, io addition to - - - - --
'W hile you arc not wearing any a r mor, you r Armor Class
the cquipnwnt g ramed by yO\ll" background:
equals 10 + ymu Dexterity modifier + your Con~titution
(a) a greacaxe or(/;>) a ny mart ial melee weapon modifier. You can use a sh ield anc1 s till gain this benefit.
(a) two handaxe.s or (b) any simpl~ w~apon
An ~xplo rer's pack and four javelins RECKLESS ATTACK
S tarting at 2nd level. you can throw aside a ll concem
RAGE for defense to attack w ith fierce desperation. \Vhen
l n ballle, you fig ht tvith primal ferocity. On your turn, you make your firs t attac.k on you r turn, you can decide
you can e nte r a ra~c al:.\ a bonus action . to <Htack recklessly. Doing so ~ives you advantage on
\,Vhile raging, you gain the following bcudHs i ( y0\1 melee:.~ weapon attack rolls U$1ing Stren~th during this
a ren't wearing heavy a rmor: turn, but attack rolls against you ha ve advanta ge until
You have advantage on Strength checks and Strength yotJr next turn.
savin~ throws.
\Vhen you make a melee weapon attack t.lSing DANGER SENSE
S trength, you gain a bonus co the damage roll that At 2nd level. you gain an 1.1 11<"..1nny
- sense of when th ings
ioc;reafies as you gain levels as a barbaria n, as shown nea1by aren't as they should be. giving you au edge
in lhe Rage Damage column of the Barbarian tabl<; . wht!il y01.1 dodge-away from dan~er.
You have. tesistanc.e to blud~eonin~. piercing, and You have adva mage. on Dexterity saving throws
slashing d amage. a~ain!:it d l'ec ts that y01.1 ca n see, such as t raps and spells..
To gain t his benefit. you can't be blinded, deafene..ti, or
Jfyou are a ble to cast s pells . you can't c.astthern or
jncap.aciraced.
c oncentrate on them whil~ raging.
Your ra ge lasts for 1 minute. lt ends early if you ar~
PRIMAL PATH
knocked unconscious or if your turn ends and you
haven't auac ked a hostile crcatu n.~ since yotulast tul'n At 3rd level. you choose a path thar shapes the nature ol
or ta ken damage since then. You can also end you r rage your 1'age. Choose t he Path of the Bt.r:;erker or the Path
on your turn as a bontiS ac1ion. of the Totem \ 'Var-rior, bol h detailed at t he end of t he
Once you have ra{:!cd the number of 1imes .shown class description. Your dwice gra m$: you features a t 3rd
for you r barbarian level in the Rages column of t he level and again at 6t h, lOth, a nd 11th level$.
Barbarian table, you must finish a long rest before you
can rage again .

P .<\ f.:T, C:I.ASSES


LITY SC ORE IMPROVEMENT barbar ia ns atlrihute. rhe.i r ra~c w different sources,
however. !""or some, it is a n inte r na l rese rvoir where
'00 reach 4th level. and again a t8th, 12th . 16th, pain, ~ rief. a nd anger are forged into a fury hard as
level. you can increase one ability score of yoHr Sle~l. Orhen:; see it as a ::;;pir itual blessing, a gi f1 o f
. 2. o ry011 <:a n in <:1'ease t wo ability scorts of a totem a11 imal.
X:e by l. .~snormal, yon can't incre a se a n ability
0\--e 20 using this feat ure. PATH OF THE BERS ERKER
.. A TTAC K 'F'or som~ barbarians. rage iti: a ll)tans to an e1l<l- rhat
end being violence.. Th~ Path of the Dcrscrkc r is a pa{h
.. at 5th level. you c~m a ttack twice, insu~ad of of u ntrammeled fury. $liCk wilh blood . .As you enter
<O"Joe\et you rake t he Attack action on your tur u. the berserker 's rage, you t hrill in the chao of ballle.
heedless of your own hea 1th or we ll-being.
~.{OVEMENT
5th level, your spe.ed i ncreases by 10 feet FRNZY
ren't wearin~ heavy armor. S tarting vvhen yo11 <:hoose this path at 3rd level, you
can go into a frenzy when yot1rag~. Tf you do so, for
L l:s'STINCT the du1'ation of your rage you c an make a $illgle melee
weapon a ltack as a bon1.ls action on each of your t urns
~our instincts are so honed that you have after this one. \Vhcn your rag~ ~nds, you suff~l' one level
'IQ initiative ro11:";.
of exhaustion (as described i n append ix A).
~y. if you are s urprised ai t he beginning of
aren't incapacitated. you can ac( 1lormatly MINnt.RSS RACE
urn, but on ly i f you ente r your rage before Beginning a l 6th level, you ~a n 't he charmed or
n~ else on that turn.
frightenO<I wh ile ra~i np;. If you are charmed or
fri~htcned \vhen you emer you r rage, t he effect is
AL C R ITICAL suspended fo r the duration of t he rage.
-9th level. you can roll one additiona l
e die when determining the extra I NTl~1lDATING l'RESENCF.
c-ritical hit with a me-lee attack. Beginning at l Oth level, you c au use your action to
~to two additional d ice at 13th level frighten someolle w ith your menacinp; presence.
itional d ice at 17th level. \tVhen you do so, choose 0 11e creaw re that you can sec
within 30 feet of you. Tf the cre ature can sec or hear
~~LES S RAGE you, it must succeed on a VVi$<lOm saving t hrow (DC
equal to 8 .... your pmficiency bonu:; + your Chatjsma
ltb level. yot~r rage ca n keep you fi~hting
modifier) or be frightened of you until th e end of your
>Us wounds . If you drop to 0 h it points
nexc rurn. On subsequent turns, you can u-s e your action
:""ll!ging and don't di~ outright, you can make
to cxlend l he duration of this effect on the frig htened
::!otitution !:iaving throw. Tf you su<'.cee.d, you
"""'int ins{ead.
:.ou use this feature a fter the fi'"'rhe DC
5. \\hen you finish a short or 1oug re st, th~
0.

E!'T RAGE
15th levd . your rage is so fierce t hat
'flly if you fa ll unconseiou::;; or if you

TABLE M rC.ttT
.Sth level, if your total for a Strength
~tan yotn' Strength sc;ore., you c an use t hat
of the total.

- C.ttA M PION
J')u e mbody the power of the wilds. Your
Constitution seon.~s iJll~re!IS~ hy 4. Your
those scores is nO\v 24 .

~L PATHS
e"ery barbarian's heart. a fu rnace
.., or her lO\Vard g1eatnes!'. Differe nt

J:AJf! l ' Cl \S.C:f~


Yovt w 1e.m a nimal might be an a nimal related to those
listed here but more app1'opriate co your homeland.
For example, you cou ld choose~... ha ..vk Ot vull 1.11'e in
p lace oi an eagle.
Bear. \Vhile tagiog, you have resista nce to a ll dama~c
e.xce.pt psychk: damage. 1'h ~ spil'it of che bear makes you
tough e nough to st<t.nU up to MW punish me.nt.
Eagle. \Vhilc you're raging aud are n't wearing
heavy anllOI', orh~t' crearu r~s ha.-..:e disadvanta~c on
o pportunity attack rolls against you, a nd you can use the
Dash acl.ioo as a honu!=> acrion on your turn. The spirit
of the eagle makes you into a pl'e dator who r.an weav~
through the fray w ich ease.
Wolf. W'hi1e y01.111e i'ag ing, your friends have
advantap;c on melee attack rolls against any <":reatut e
with in 5 fee.t of you chat is hostile to you. The 1;pirit o(
the wolf ma kes you a leader of hunt~ I'..<:;.

A SPECT OF THE BEAST


At 6lh level, you gain a. magical benefit based on the
totem animal of y0\11' ch oice. You can choo;;.e t he same
animal you s elected al 3nl Jevel 0 1' a diffe.l'ent onr:.
creature until the end of your next turn. This eff~ct ends Bear. You gain t he might of a bea r. Your carrying
if the creature ~nd~; its turn out of line of ~ight or more capacity (including maxilnum load a net maximum lift)
than 60 feet away from you. is dotihlerl, and you have advantage on S trength checks
H the c:reature s ucceeds on its saving throw. you can:t made to push, pttll, li ft. 01' b1'eak obje.c ts.
usc this feature on that creahu't': again for 24 hours . Eagle. You ~a in the eyesight of an eagle. You <":an
see up to 1 mile away with no diffic ulty, abk: to Ui:;cern
RETALIAT.!Ot\
~vt!n fine df:taHs a~; [hough looking at somet hing no
Startin~ a t14th level. when you take d amage ftom
more than l 00 feel awa,y f1'om you. Additionally, dim
a creature that is within 5 feet of you. you can use
light doesn't impose <.li~aUvantage on yott1' Wisdorn
your reaction to make a melee weapon attack against
(Perception) checks.
that creatHI'e .
H'olf. You gain t he huntin~ sensibilities of a wolf. You
PATH OF THE TOT EM WA RRIO R can tra<.:k other creatures w hile traveling at a fast pace.
and you can move stealthily while 1ra.vr:Hog at a normal
The Path o f the 'forem \.Varl'ior is a spjritual journey. as pace (~e chapter 8 for rules on t ravel pace).
t he barb;,uian accep ts a .s,pit'it a nimal at; guide, protector,
and inspiration. In battle, your totem spirit fills you SJ>tR IT WALKER
with s upernatural m.ight, adding magical fue l to your At 1Ot h level, you can cast the commone with namrf:
barbarian rage. ~pcH. but on ly as .arirual. Wh~n you do so, a spirit ual
!\lost barbaria n tribes consider a totem animal to be version of one of t he ani m~ds you c hose fot' Tote-m S pirit
kin to a particular clan. l u SttCh cases, it is unusual for Ol' Aspecc of the Beast a ppears to you to t~01Wey the
an ind ividual to have more than one totem animal spil'it, iitfonn ation you seek.
thouah exceptions exist.
T OTEM IC A T TUNEMENT
SPIRIT SEEKER Al 14th level, you gain a ma~ical benefit based on a
Yours is a path that seeks arrunem~nt w ith the natural tote m animal of your c hoice. You ca n choose t he same
..votld, giving you a kinsh ip with beasts. At 3rd level when animal you selecrect previously o r a different one.
you adop1 1his pa th, you gain t he ability to cast thl~ Jx;.a.s t Bear. \Vhile y01.1're raging, a ny creature within 5 feet
sense a nd speak with animals spells. but only as r ituals, of you that's hos1ile. 10 y011has disadva nta~e on attack
as de:;crjbed ill t~haptt:r 10. rolls against targets othel' than you or anorhe r c haracter
with chis feature. An enemy is inunune to t his effect if it
T OTEM SPI RIT call.1l see or hear you or if it. can't be fri~ttcwxi.
Al 3rd level, when you adopt this path, you choose a Eagle. VYhilc ra~i n~. you have a flyi ng speed equal co
rot~m s pirit and gain its feature. You musr mak~ or your currem -w alking speed. This benefit works only in
acq uirt: a physjca.l torem ohje<":.t- a n amulet or similar shott bursts; you falJ if you end your turn io the air and
adornment that incorp orates fu r or fearhe..rs, claw.=;, nothing else is holding yot~ aloft.
(ee1h, or hones of t he tote m ani m~~l. At yOl.tr option, you Wolf. \<\'hile y01.1:re raging, you can use a. bonus action
abo gai fl m i nor phy5ical att ributes that ~ue reminiscent on your turn to knock a Large or sma lle1 r.reature prom
of your totem spirit. for example, if you have a bear when you hit ic with melee weapon ~~ttack.
totem spil'it. you m ight be u nusual1y hairy and thic.k
skinned. or if your totem is the eagle, your eyes Wt'n
bright yeUow.

.t'A:RT} CI.\M;:ts
so
BARD
mrnin~ as she traces her fin~crs over au andem
umenr in a long-fo rgotten ruin, a half-elf in rugged
hers finds knowl~dge spri nging 1nco her mind.
ure d fort h by tht magk: of he't song- knowledge
le people who constructed the monumcftt arHJ ti1e
hie saga it depicrs.
!:>tern h\1Tn~1l watl'iOt bangs his-!-;word rhythmically
"1St his scale mail. scttin~ the tempo for his \var chant
exhorting h is con1pan ions co bravery and heroism.
magic of hiSJ;OJlg fortifles and emboldens rhe m.
ughing as s he tunes her cittcrn. a p;nomc weaves
:-.ubtle m agic over the assembled nobl~s, ~nsu ring
x r companions words w iH be wdl receive-d.
"tether scholar. skald, 0 1 s<:oundrel, a bard weaves
through words ~m d music to inspire allies,
ralize foes, manipulate minds, create
ns. and e.ve:n he:al woun<ts.
\.ISI C AN D MAGIC
w orlds of D&D, words a nd mll::iic; a re
::it vibrations of a ir. but vocaliz.:uious wilh
.., all their 0\'i.'O. T he bard i s a master of song,
. and th e magic they conta in. Ba;ds say
lie m ultivcrse was s poke n into e xiste nce, tha t the
~of the gods gave it s hape, and that e choes of these
'iia 1\~'o rds of CrealiOil sti ll 1e.~<>ound t hroughout
~mos. The music of bards is an allempt lO :;nalch
.arness those e choe.o:;, s ubtly woven into their
otnd powers.
qreatest s t re ngt h of harris is their sheer
ity. Ma ny bards prefer lO s tick co r.he sidelin~~~
1bat. usin~ their ma~ic to inspire their ~dlics a nd
-r their foes from a distanc;e. But bards are capable
'11ding t hemselves in melee if nece.s.s ary. using
"1lagic [0 bolster their swords and armor. Their
iean lO\vard charms a nd musions rather rha o
Jydes.tructive spells. They have a widerangin~
edge of many subj ecl.$ and a natural ap[i tude
s them do a lmosl a nylhing well. Ratd s become
'1"'S of the talents t hey set t heir minds to perfec ting,
"'1\lsical performance to esoteric knowledge.
;.R1'H NG F ROM E XPERIENCE
..uds a rc not common in the world. Nol every
"'el singing in a ravern o r jester cavorting in a roya l
t:Sa bard. Discove1ing lhe m agic hi<i<ie:n in music
-~hard study ami ~o me t neast.J re o f nalt.nal tale.nt
ost troubadours and jongleurs lack. lt can be hard
the difference between che.:se performers and true
though. A bard 's life is s pent v..~andeting a cros:s
nd gathe ring !ore. telling stor ies, and living on lhe
de of audiences. much Hke a oy other entenain~r.
.:iepth of knowledge, a leve l of musical s kilL an d ~i.
f magic set bard s apan from their fellows.
: rarely do bards settle in one place for long, and
atural desire to cravel- to find new tales to te ll.
!'i.HIS to learn, and ne-v.rdiscove.1'i~s beyond [he
n-makcs an adventuring career a natural calling.
ad,enlure is an opporw n ity to lear n, p1actice a
of skills. enrer long-forgotten tombs, d iscover Jost

QUICK BUILD
You can make a bard quickly by
following lhese s uggestions. First.
Chal'isma should be your h ighest
abiHty score, followed by Dexterity.
Second, c hoosc lhe en{erlainet
background. Third, choose the <lancing light< a nd
vicious mockery canrr ip,o:;, alon~ with the followj1lg
1sc-level spdls: cbarm pe,.son. detect maRie. healing
wor<l, and thunderwavc.

CLASS FEATURES
As a bard . you gain lhe followin~ cia~~ features.

H tTPOINTS
Hit Dice: 1d8 per bard level
Hit Points at l st Level: 8 + your Conl:>titution modifier
Hit Points at Higher Leels: 1d8 (or 5) +your
Consritution modifier per bard le vel aftt':t' 1st

works of magic:, decipher old tome~. travel lO strange PROFICTENGTES


places. or ~ucounter exotic:. creatures. Bard!:> love to Armor: Light armor
acconlpany heroes to witness their deeds first ha nd. A Weapons: S imple weapons= haud crossbows,
bard who C<lll lei I a n awe.inspirinp: story from personal lon~swords, rapiers, shor tswords
expe1'1ence earns renown <tmong o ther hards.lndccd, Tools: Three musical ins truments of your choice
after telling so many s tories about h eroes ~ccornplishin g
Saving Throws: Dexterity, Charisma
mighty deeds, many bards t~ke these themes to heart
Ski.lls: Choose a ny t hree
and assume hemic roles themselves .
E QUIPMENT
CREATING A BARD You Sla l' with the foHowing equipment. in addition to
Bards thrive on ~tories, wherh~r those stories a rc t rue the cquiptnelll grant~d hy your background:
or not. Your cha racter'~ backgrot1nd a nd mot ivations (a) a rapier, (b) a longswonl. or (c) a ny simple weapon
a rc nol as impol'ranr as the stories that he or she rells (a) a diplomat's par.k or (h) an e ntertainer's pack
.about them. Perhaps you had .a secure a nd mundane (a) a lute or (b) any other musical instrument
ch ildhood. Thee's no good story to be told hour chac, Leal her armot a nd a d a.g~cr
so you mighl paint yOu1'Self as an orphan rais~d by a hag
in a dismal swamp. Or your childhood mig ht be worthy SPELLCASTING
of a story. Some bards acquire their ma~ical music
rh mugh e xtraordinary weans. ind11ding the inspiration You have learned to urn angle and reshape the fabric of
of fey or other supcrnalural Cl'ettlures. real!ty in harmony with you r \;ishes and music. Your
Did you serve an apprcntk.eship, srurly ing under a spells are part of your v.asl rept':rtoire=ma.~ic that you
rnaslet. following i he more experienced bar d ontil you Ctln June to diffe rent situat ions. Se~ chapter 10 for the
were ready lO strike out on your own? Or d id you a uend generall'\lle~o:; of 5pellcastin~ a nd chapter 11 for rhe
a college wh er~ you studied bardic lore and prac:tic:ed bard spell list
yot.t1' musical magic? Perhap s you were a young run~nvay
or orphan, befrir:nded by a wandering bard who h~.can1e CANTRIPS
You know rwo cantrips of your choic:e from the bard
your me ntor. Or you n~ ight have hee.n a spoiled noble
~pcll lis1. You learn additional bard cant rips of yoo r
<:hild t utored by a master. Pedlaps you stumbled into the
clu!Chf:s of a hap;. making ~-i. bargain fot a musical ~ift in choice a l. high~t ltwels. as s hown in lhe C.antripsl<nown
column of lhe Bard 1ahl~.
~1.ddilion t.o your lif~ and freedom. but <tl what c:osc?

PART 1 CLASSES.
- Spell Slots per Spell Level-
Proftc:iency Cantril" Spells

,, Bonus
2
Features
Spel!casting, Bard:c Inspiration (d6}
known
2
Known
4
1st
2
2nd 3rd 4th 5th 6th 7th 8th 9th

2"d 2 jack of All TrJ des. Song of Rut (d6) 2 5 3


ltd 2 Bard College, Expenise 2 6 4 2
4th +2 Abilily Score Improvement 3 7 4 3
5th J Bardic lnspir>Jtion (d8), l 8 4 3 2
Font of Inspiration
6th I) Countercha:nn, Sard College (cliture l 9 4 3 3
th +3 3 10 4 3 3 1
!th 3 Abilit)' Score Improvement l 11 4 3 3 2
9th 4 Song of Rest (d8) 3 12 4 3 3 3
~ Sar'di.c Inspiration (d \0), Expenist.
M.a.g~<al Secrets.
4 14 4 3 3 l 2

4 15 4 3 3 l 2
4 Ability Score Improvement 15 4 3 3 3 2
+5 Song o' Re" (d10)
M01gica:l Secr::ts.
4 16
18
4 3
3
3
3
3
3
2
2
5
Bard College feature
+5 Sardic Inspiration (dl 2) 4 19 4 3 l 3 2
5 Ability Score Improvement 4 19 4 3 3 3 2
6 Song o f Rest (d12) 4 20 4 3 3 3 2
6 Magical Secrets 4 22 4 3 3 3 3 1
6 Ability Score Improvement 4 2Z 4 3 3 3 3 2 1
+6 Superior Inspiration 22 3 3 3 l 2 2

L SLOTS modifier when set ling the savinU throw DC for a bard
rd lab1e shows how many spe:11 slot..co you ha,c to spcll you casr and when makine: an atrack roll with one.
.ur ~pcll or lsr le\'el and higher. To CASt one of Spell save DC - 8 + yollr profic~-cncy bor; us +
-~lis. you must expend a lot of the spell's le,-.,1
your Otansma modifier
~r. You N'gain all expended spell slo"' when )'()U
long resl. Spell attack modifier ... your proficitncy bonus+
ample. if you know the ht-levcl spell~,,-., your Charisma modf1er
and have a l <r-le\el and a 2nd-level spell slot
)le. you can c a!:)t Cute vmunds usin" either $lor. R!TUA L CASTING
You can cast any bard spdl you knO\V as a rit ual if that
LS K NOW N OF 1ST L EVEl. AN Ll H !CHER spoil has the ritua l ta g.
1ow four lst-kvel $pells of your choke f1om rh~
~II list. SPEJ,r.c . sn NC Focus
!>pells T<nown c olumn of the Ba,d table show You can u$e a m 1lsical inst rument (found in c ha pter 5)
'Ou learn more bard sp ells of your choice. F.ar.h of as a pellcasting focus fo r your bard opells.
'l>ellS rnust be of a. level for whkh you hnvc spell
'.shuwn on 1he table. For iostanC"~. whe.n you BARDIC INSPIRATION
3rd lc"cl iulhis dass. you can learn on~ new spell You can inspire othe~ throua:h stirrina \v()rds or music.
2nd le,el. To do so. you use a bonus 8('tion on your turn to choose
na11~. when you gain a Je,'e1 in this class. you one creature other than yourself whhin 60 feet of you
JOSC olle of the hard spells you kno\v and replace who can bear you. That creature iatin~ one Bardic
another spell from the bard spell list. which also lnspi1'arion die. a d6.
"'of a level for which you have spell slor. Once \\'ithin the nexr 10 minute~. the crearurecan roU
the die and acid the number rolled ro one ability check,
LCASTINC ABILITY attack roll. or saving rh row it make~. Tht. c reature can
...rna is you1s pellca.stin g abilily for your bard wait until after il rolls 1 h~ d20 before U<.:ciding to use the
Your m~iM iC COtnf.'S from t he hean A1'ci ~nul you Ba rdic Inspirat ion die. but rnu!'l t decide before lhe DM
nto the pe rforma nce of you r music or oriltion. s.<l)'l$ ' "'hcther rh~ toll succeeds or filii~. Once the Hard ie
-.e you1 Chari::;ma whcn<:.ver a spell re.fcrs tu y0\11' Inspiration d ie is rolled , it is lost. A <.:rcalure ca n have
'ling abi lity. ln addition, you u!;e your Ch<tl'i$ma only o ne BarUic InspirMion die ttl a thne.

' {
You can u~e 1his featu re a number of times equal M AGICAL SECRETS
to vour Charisma modifier (a m inimum of once). You
regain any expended uses when you finish a long r~st. By lOth level. you have plundeecl magic.a l knowledg
Your Dardic Inspiration <li~ changes wht~n you reach from a wide $pec:trHm of dist .iplint.s. Choose two s pells
ce rtain levels in t his d tl$$. The tlk bc<.:omcs a d8 at 5th fi'Om a ny c:lass. including this one. A s pell you c:.h(JOS~
level, a diO at 10th level, and a d12 at 15th level. rrU.J$1 be oi a k.vd you can c ast. as shown o n 1he Bard
table, or a cantrip.
jACK OF ALL TRADES The d10$>en sp~lls count a~ bard s pells for you and a re
included in fhe num ber in the S pells Known coh11nn of
Starting ar 2nd level, you t:au add half your profid~nc-..y the. Bard table.
bonus, rounded down, to a ny a hiliry check you make that You le-a rn tvoro additional :;pdls from any das$ .::n 14th
doesn't already indode yO\Ir proilcicncy bonus. level a nd again a t 18th level.
SONG OF REST SUPERIOR INSPIRATION
Begin ning at 2nd level, you can usc soot hing music Ot
At 20th level: when yotJ 1'0fl initiative and have no uses
oratior1 to help revitalize your W011nded allies durin~ of Bardir. Jns pirMion left. you rc~ain one ose .
a s hort rest. Jfyou or a ny friendly creatures who can
hear you r p erformance re gain hit point$> at the end of
th<.: .c::hort rest. e ach of tho$>e C:l'~a11..ues re gains a n ext ra BARD COLLEGES
1d 6 hit points. The way of a bard is ~regariou5. Bard$> seek each
The P.Xtra h il points iucrt.asc when you reach c:~rtain othc.r out ro swa p songs ~nd s tories. boast of their
levels in tbi class: to 1d8 at 9ch level, ro 1<1 10 at 13th accomplishments, ~lld s ha re their knowledge:. R.ards
level, and to ld1 2 at 17th level. form loose a~sociations, whkh they t":a11 colleges, to
facilitate their gatherings and pre serve their rradit ions.
BARD COLLEGE
Ar 3rd level, you Udvc into the adva nced techniqoes of
COLLEGE OF LORE
a bard college of your choice: the College off.ore or the Bards of t he College of Lore know something a houl
College of Valor, both d.ra iled >t the end of the class n10$11 hings, colkct in~ bits of knowledge f1om sources
description. YotH' c:hoice grauts you feat ures at 3rd level as divcr.,c as scholarly tom~s a nd p~as ant t<.dcs.
a nd again at 6 th and 14th level. \Vhether singing io1k baHads in taverns or elaborat~
<'..Ompositions in royal courts , these ba rd~ us e their gifts
EXPERTISE to hold audienc~ spellbound. When the a pplause dies
At 3rd lcvd , choose. m:o ofyotu skill proficicncics. You r down. th e audience members might find thel)lselveti:
profidP.nc-..y bonus is doubled for any ability check you question in~ everything they held to be lrue. from their
make lha tu.se~ either of the chosen proficiencies. faith in the priesthood of tht: lo<.:al temple to their
At l Oth level, you Call choose <mother two skill loyalty to the kin!(.
p1ofid e:ncie:s to gain t his benefit. The loyalty of thes~ bards lie.s in the pursuit of beauty
a nd rruth, 1)0 ( in fealty to a monarch or following the
ABI LITY SCORE IMPROVEMENT teuct.!:i of a deity. A noble who keeps such a bard as a
herald 01 advisor kuows that t he bard wou ld ra1 her be
When you reach 4ch level, and again a t 8th. 1~th. 16th, hones t tll<Hl p-olitic.
and 19t h level, you can incre ase on~ a bility score of your The college's member.:; gather ill libra ries a nd
choke hv 2, or YOu cau increase two a bility scores of somet imes in actual colleges. complete with classrooms
your ch~ice by i. As nonna I, you cau't increase a n abitiry and Uonnitorics, to s ha J'f:; t hei1lot e with ouc a nother.
$>C:Ore a bove 20 using th is feature. They a lso meet a l fest ivals or affairs of s tate, wh ~1e they
cao e.xp o:se corruption, unravel He5, a nd poke fun at self~
FONT OF I NS::_P..:-_lR
~ A~
T::_
IO:::::.:.,:
N_ _ _ _ __ important figures of authority.
Beginn ing \'-'hen you re.a ch 51h le,~el . yOt l regain all of
you r expended uses of Bard ic: filSpiratkm when you BON US P ROFTC TENCIES
finis h a short or long rest. \hen you join t he College of Lore at 3rd JeveJ, you gai n
proficiency with th ree skills of your choice.
COUNTRRC.~
H~A~R~M
~------------- CUTT! l'\G W ORDS
At 6t h level, you gain the ability to usc m usical notes or Also at 3 rd le\'el. you learn hmv to use your wit to
word:s of power to disrupt mind inflt1encing e ffecls . As
4

distract. confuse. a nd orherw ise sap the coutidcncc and


an action, y 0 11 can $tart a p t:rformance that lasts unril comp~t~nce of other::.. \<Vhcn a c reature t har you can
the end of your next tur n. During rhar rirne. you and any see withio 60 feet of you makes a n a rtack ron, an ability
friendly creatures within 30 ieet of you have <.-tdvanta~e ch eck. or a damage roll, you c aH use your r~-tction to
on saving t hrow$ .~ga i ns( being friWttencd or c harmed. e xpe nd one of your uses of Bardil~ Inspirat ion, m11iHg
A crea1t.ue must b e able to hear you co gain rhi-s be nefit. a Bal'd it.:: Inspiration die and subrracting th~ numb er
The performance ends eatly if you are illl~apac.itatcd or ro11ed from the c:.reature!s roll. You cau c hoose to use
s ilenced or if you voluntarily end it (no a crion J'equired). this fea ture after t he c reature makes its roll, but before
t he DTvf d~re rmtn es whether t he attack roll or abil ity

PART 1 C!T.:\SSFS
" ..~eeds or fa ils. or before the crealUrt deals its songs, they inspire others ro reach the same heights of
The creature is iulnnnle if ir can't hear you or if accomplisbmem a the heroes of old.
.omc to being c;:harmi".d.
SOl'I:S PROFICII!NCIES
JliO:<AL MAGICAL Sj;CRETS When youjcrin the Collcp;c of Valor at 3rd level. you
\tl. you learn two spells of your c hoice from any gain proficiency with m~dium armor. ~hields. and
"~Pt11 you choose must be of a level you c:an cast. m.anial weapons.
n on the Bard tablr:, or a cant rip. The chost:n
'unt as bard s pe lls for y01.1but don't counl COMJJAT I NS PI RATION
the number of bard s p lls you k now. Also at 3rd level. y01.1 learn to in~virc Others in battle.
A c rea ture that has a Bardic inspiration die from you
SS SKILL can roll that die and ftdd l hf 11un'1bcr rolled to a v~eapo n
~at l4 lh level. whe n you make an abilily c heck. d(.ctnage. roll it just made. Alif:l'notively. when an atta ck
n expend one usc of Ba1'd ic: Inspiration. R<>ll a roll is made against t he creature. il can usf': irs reaction
Inspiration die and add the numh~r rolled tu to roll the Bardic Inspiration die and acJU the number
;lity check. You can choose to do"<> after you roll rolled to its AC against 1hat arrack. after seeing the 1'011
;or the ability chock. but before the OM tell you but before knowin~ whether i1 hh~ or misses.
r you succeed or fail.
EXTRA ATTACK
LLE C.E OF VALOR Sraning a 6th }c\cl. )'OU t"..1n anack twice. im;tead or
ouce. whenever you take the Ana<:k action on your tunl.
,(the College of Valor are daring <kalds whose
cp alive the memory of rhe ~rcat heroes of the BATTLE MAGIC
id ther~by inspire a new generarion of hcr<X.;~. At 14th level, you have Jfl8!11r.red the art of wc;.ning
bard~ gdher in mead halls or around grf!ar spcUca.stiog and weapon usc irato a .sinate harmonious
't<> <ing the dcc<lo of the mighty. both pttsl act. \+Vhen you ust your ~<:rion to c;.ust tl bard spell, you
~n.-~en t . They t ravel the land to witnf:S!1 g re at
can make one weapon attack !l~ 1'1 honus action.
'fi rsthand <.m<.l to ensurf: that the memory of
'\'ent$ doesn't pass fromlhe world. \Vith thcjJ

I -\dl 1 Cl \(:\;,fS
C LERIC
Ann:-; aud eyes upraiserl iO\.,~ard lhe :;u n and a praye r
on h is lips, a n e:lf begi.u:; to ~low with a n inner l i~ht t hat
~prUs O\ll lO hcal h is battle-worn compan ions.
Chanting a song of glory~ a dwarf swings his axt.
in wide ~wat hs lO cut through t he ranks of orcs
~ul"ayed ag.a inst h im, shouting pra ise to t he gods wirh
every foe's falL
Calling down a cur:;e upon the forces of tln<.ieath , a
h1l nl(Hl li((s her holy symbol as lighl pour s from it to
drive back the zombies crowdiug in on he r U111lpanions.
Cle1'i<":S are intermed iaries hetwe en the rnorta l world
and the d is tant plane~-s of the go d~. As varied as the gods
they serve, <:.l ~rl cs s trive to embody rhe. handiwork of
their deit ie-s. No ordina ry pd esr, a d erlc is imbued wirh
d ivine magic.

H EA LE RS AND W .ARRIORS
Divine ma~k. as t he name sugge.sls. is the power o(
ch~. gods. flowi ng from t hem into t he world.. Cler ics a r~
conduits for that pow~r, manife-Sliug it as miraculous
effects. The gods don:l g r<.mt this power to e veryone who
seeks 11, bl.H only to t hose chosen to fu lfill a hi~h calling.
Harnessing divi ne magic.: doesn't rely on study o r
t rain ing. A d erlc rnight learn fo rmulaic: prayer::$ and
ancient rite s . b ut t he a hi1ity lO cast cleric s pells r~ lies on
devorion and a11 intuitive sense of a d~iry's wishes.
Cfe rics combine the helpful magic ofhc.a ling a nd
inspiring t heir a llies w ith $p ells that harm and h i11der
foes. They can provoke aw<.. a nd dread, Jay r.1.1 rses of
p lague or poison. and evem call dO\Vll flames from heaven
to consume rheir enemies. For those evildoers who will
benefi( mosl from a mace to t he hr:ad, cl~rics depend on
t heir combat craining lO let t hem wade into rnelee with
t he power of lhc gods on their side.

D I VINE AGENTS
Not every acolyte or oOiciaut a t a temple or $hr i1le il) a
cleric . .Some priests arc called to a s;imple life of temple
service . c arrying out their gods' wilJ through prayer and
sacrifice , nor by magic and s t re ng'th of arms. ln s ome
cilies. priesthood amounts to a political office, viewed
as a stepping s tone to hi~her posi tion~ of auOw rity and
involvng no c omm union wirh a god a l aU. T rue clerics
a re rare in most h ierarch ies.
\Vhen a cle.r ic ta kes up a n adventuring life, il is Ul)ually
hecause his or her .god demands ir. P ursuiug the goals
of the gods often involve s braving da ngers hr:yond the
\vatls of c.iviHzation, smiting evil or seeking ho'ly relics in
a ncient tombs . )..{any clerics are a lso r:xpecle d to prote ct
E CLERIC
-Spell Slots per Spell Level -
Profici ency Canttips
Bonus Feat ures Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
2 Spdkas.ring, Oivin~ Domain 3 2
2 Ch annel DM nity (!{rest). 3 3
Divine Domain f~aturt
2 3 4 2
+2 Ability Store Improvement 4 4 3
+3 Destroy Undead (CR 1/ 2) 4 4 3 2
3 Channel Divin ity (2/rc>t) . 4 4 3 3
Divine Domain fe;~ture
3 4 4 3 3 1
3 Ability Score lmpr<Wement, Destroy Undtad
(CR 1), Divine Domain feature
4 3 3 2

-4 4 4 3 3 3 1
+4 Di1mc lntCf \'etlt ion
Des troy Undead (CR 2)
5
5
4
4
3
3
3
3
3
3
2
2
+4 Ability Score Improvement 5 4 3 3 3 2
5 5 L 3 3 3 2
5 Destroy Undead (CR 3) 5 4 3 3 3 2
5 5 4 3 3 3 2
5 Abil1ty Scor~ Improvement 5 4 3 3 3 2
6 Destroy Undead (CR 4), 5 4 3 3 3 2
Divine DomJin feature
+6 Ch.mnel Divinity (3Jrtst) s 4 3 3 3 3
6 Abtlity Score Improvement s 4 3 3 3 3 2
6 Divine Intervention 5 4 3 3 3 3 2 2

~ wOI'8h i pe r~ . ,1j~h ich can mc.:an ftghting


1ng o rcs, nc~otia ling pe.ar.e between warrjng
CLASS FEATURES
1f ~<:i.l. lill i Aportal that WOUlll allOW~ demon A~ a cleric. you gair1 th~ CoJlowiug ch~$$ rentll l't~~:';.
emer t he world.
J\enlu1'ing clerics maintain SOml" connection to HIT POINTS
d temples and orders of their faiths. A te mple Hit Dice: 1dll per cleric level
ask Cor a cleric~ aid. or a high priest might be in;:'! Hit Points at JSl Level: 8 +your Constitution modifier
"ldemand it. Hit Points a t Higher Levels: ld8 (or 5) T your
Constitution modifier JX:r' cle ric level after bt
ATI:-IG A C LERIC
PROFICII!NCIES
reate n c!eric. the nlOSt importont quc::;t iou lO Armor: Light ::jrmor, medium armor, shit:lcl~
r i' ''-'hir.h deity to serve a nd whAI principles you Weapons: AU simple \Vt.apons
m ch~tr~ c ler to embody. Appem.li :< R includes Tools: None
"1any ohhc gods of the mu lrhersc. Check ";' h
Saving T hrows: Wi1<dom. Charisma
lO learn which deities art: in your campaign.
S kills: Choose two from History. Insight. Medicine.
u \ t chosen a deity. consider y<>ur cleric's
P~rsuasion, and RcliiiOn
... hip to thal god. Did you enter lhis setvice
? Or cl irl the ~od choose you, il''npelling you into EQUIPME NT
with nu l'tljJarcl for your wishc~? How do che Ynu start with the followi ng equipment. in itddil ion to
priests of your fai(h tegard you: as {\ champion the equ ipment ~ranted by your back~round:
b1emake r? V./hat are your uhitnote goals? Does
xy hmc a :lpecial rask in mind for you? Or are (n) a mace or (b) a warhommcr (if profic ient)
ing 10 pro,e yourself '"''Orlhy of o .zreat qucst? (a) scale mail, (b) leather armor_or (c) chain m:til (if
profici~"tlt)
K BUILD (a) a light crossbow and 20 bolts or (b) any simple
n make n clerk quickly hy followinU thc~e ,..-capon
~ions. F'i 1~1 ,
\Visdom should be your hip;hcst (.')a priest's pack or (b) an e xplorer-s pack
score. fullowed by Srnmgth or Cotl${ilolion . A ,h;eld and a holy symbol
. choose the acolyte bac:.kgrouncl.

7
As a n a ction. c hoose one cre ature t hat you can se e of healing: or e ndurance (s uch as Ilmate1, Misha ka I,
w ith in 60 feet of you . That c re ature must make a Ap ollo, a nd Dia ncechr). and gocls of home and
\ Visdom ~aving throw. Jf the c1eature $U<:<:e e:ds on 1he conHn uu ity (such as Hestia, tlathor. a nd Boldrei).
saving lhrow, you C"'fl' t use this feature oo it <iga in until
you fiui:;b a long rest. LI FE DO MA l N SP ELLS
If t he creature fa ils its save~ you c a n read its s urface Cleric Level Spells
1houghts (rhose: fore:mosr in its mind. re flec ting its
1st h/~ss, cure wounds
c urrelll emotiOn$ and wha t it is a ctively t hinking
3rd iesser restoration. spiritual weapo11
a bout) \'-.then it is within 60 feet of you. This effect la sts
fo.- 1 m inute. Sih be-ooon of hope. revivifY
Duriug tha t timc, yo u can u~c your a ction to e nd th is 7th death ward, g"ardion of faith
e ffect a nd cast t he suggestion spell on t he c reat ure 9 [h mass cure wo11nds, raise dead
witho1H exp ending a s pefl slot. The target a utomatically
fail~ it:$ :$a vina throw a~ainst t he s pell. B ONUS P RO F IC I ENCY
When you choos e thi~ donn~ in at 1st level. you ~ain
PO TENT S P ELLCASTI NC proficiency with heavy a r mor.
S tarting a t 8 th Je.vet. you ac.1c.1 yo ur Wi ~d om modifier to
t he damage you deal w ith a ny cleric Ca ntr ip. D ISC I PLE OP L I FE
AJso $ta rting at }:;{ lcvt~l. you r h ea ling :;pclls are more
V ISIONS Of' Tll t:: PAST e ffec tive. Whe never you usc a s pell of 1st level or highe r
S ta rring at 17t h leve l, you can ca ll t1p visions of tbe to restore h it points to a c reature., the uea ture rega.i1lS
past that re la te to a u objec t you hold or your immed ia te a dditiona l h ir poi ots equal to 2 ; the s pell's level.
s u rroundings . You s pend at least 1 minute in rnerHta rion
and praye r, the o. rece ive dream like, shadowy glimp:;c~ C H A NNEL D IVINITY: P RESERVE L IFE
of re ce nt eve nts . You c a n meditate in this way for a Sra1ting a t 2 nd leve l, you ca1l HS~ you.- Channel Divinity
numhe:1' o f m ioore s equ.a 1ro your Wis dom score and to heal the badly injured .
rHuSl main tain concentrat ion during tha t time.~ . a ~ if you As a n ac tion. you prese nt your holy symbol a nd
we re ca:;ting a s pell. evoke he a ling energy char can restore a nurn h~t of h ir
Once you use th is fe at ure, you can't use ir aga in unril poin1s eqt.a f to five time:s yotr c leric level. Choose a ny
you fi nish a short. 01 long res t. creat ures within 30 feet of you. a nd divide those h it
Okject Reading. lloldinl( an objec t a s you meditate . points among them. T his featu re can restore a <: r~.a tu1e
you c a n se~ visions ohhe object's previous owne r. to no more tha n half of it~ h it point ma ximum. You c~m't
After med itating for 1 minute. you Je~trn how t he owner use. this feature o n a n undea d or a const rucr.
acquired a nd losr t he. obje<:t, asw~ll as the mosr r~cem
significa n( e ve nt involvjng the object a nd that owner. B LESSE D H EA LER
If t he oQjcc t was owne d by a nother cre at ure in t he .J:Jc~inning a t6th level, the hcalin.g s pells you c ast on
e<:e nr past (wit hin a number of day$ equa l 1o y0\.11" oche rs heal you as well. \ Vhen you cast a sp~ll of 1st
Wisdom :;core). you c a n spend 1 additiona1 minute level or higher th ~ t re stor es hit poin t:s to a crc-.~ture
for each owne r to lea r n the same information a bout othe r than you, you rega in hit points e qua l to 2 + the
th at creatu re. spell's leve l.
Area Reading. As you me ditace1 you see vis ions
D I VI NE STR I KE
of recent e ve nts in your immediate vicinity (a room,
s treet. tunnel. clearing. or th e like. up to a SO-foo t c ube). At 8 th level, you ga in the ability to infuse your we apon
going back a number of days e::qoal to your \<\' isdorn strikes with di\in e energy. Once on each of you r turn ~
score. Por each minute you mediw.tc. you learn about when you h it a c re ature w ith a weapon attack , you can
one s ignificant eve nt: beginn ing with t he most re ce nt. cause rhe atta<:k ro d ea l a n e xt1a 1d8 radia nt da mage to
S ign ific am e ve nts typically involve powerful emotions . the ta rget. \-Vhcn you reach 14th lcvel1 t he ext ra da mage
increa~es to 208.
s uch a s battles a nd bet rayals~ marrjap;es a nd murde rs:
births a nd funera ls. However~ t hey mi~ht a lso include SuPtU:M!! H !lAL! N C
more mundane events that a re neven he less importa nt
S ta rting a r 17[h level, when you wou ld norma lly roll
in yot.r currem s ituation .
out:. or more di<:e to r<::~ tor<:: hit voint:; with a spell. you
inste ad use t he highest n umbe r possible for e ach d ie.
L I FE D OMAI N
Fo1' e xample . instead of restori1\g 2d6 hit points to a
T he Life domain focuse s on the vibrant positive creatu re . you restore 12.
e nergy- one of the ft.nda men ta:J force s of the u niverse-
t hat ~u~tains a ll life. T he ~ods of life promote vita lity LIGHT D O MAIN
a nd healrh through healing rhe ick a nd wounded ,
Gods of lip;ht including Helm, Latha nde r, Pholrus,
c.ar ing fo rhose in need, a nd driving .aw.ay lhe forces o f
Btan<:hala, thr: S ilve1 Flame , Bele nus , Apollo, a nd
death a nd undeat.h. Almost a ny noncvil deity c an cla im
Rcllorakhty- prornotc rhc ideals of re birt h and
influen ce over t his domain, pa rticula rly ag ricu ltu ra1
renewa l, tr11th, vigH.ance , a nd b~aury. o ften using the
dcitie:; (such a s Chaun tc a , Arawai~ and Demete r)! sun
symbo l of the su n. S ome of t he se gods a re por tfayed
god$ (s uch a $ Lath ander, Pelor. a nd Re -Hora khty). gods
as the sun ilself or a s a c hario tee r who guides t he s un

1'.>\RT i. <.:LAS:->ES
6o
ross the s ky. Others a re tireless scnllnc;ls whos.t> ~yt!:;
rce e ery shadow and see through every dcceplon.
me are deilies of beauty and artisuy. who teach that
or
is a vehicle C<.>r th<.! soul's imprnvement. Clerics a
u. of light are enlightened .souls in(usecl with radiance
the power of their gods' discern in~ vision, charged
chasing away lie.s and burning 3\vay darkness.

- GH T DoMAIN SPELLS
Oonc Levtl Sptlls
, st burrring honds., fouie fire
lrd flaming sphu. Shing ray
5th doy/ight,firtbo/1
itn gordion offaith, w<Jfl offire
9:" flaml suikt, wymg

~us CANTRIP
n you choose this domain at 1st ltwt.l, you p;ain t he
antrip if you don't a lready know it.

<DING fLARE
at 1st level, you cu.n interpose d ivine ligh1 hf.rween
-..elf and an auar.king enemy. 'When you arc atlttcked
creature wilhin 30 feet of ynu that you c nn sec.
an use your re action to impose difla civnmage on
uack roll. causing light to flare before the atla ckM
f"C it hit~ or miS$eS. An a uacker t ho.t can't be blinded
mune to th is rcaturc.
l can use t his feAiure n number of times equal to

\\"isdom rnudHie r (a nl ini rrn_un (){once). You rcaain


'pended ust....'\ when you fin is h a Ion a- rest.

"~'I;L Ot VI N tTY: RAD I ANCE OF T H E DAW ~


ng at 2nd level. you can use your Channel Divinity
.,ess stanlighr, banishing darkness a nd dealing NATURE D OMAIN
"t damage to your foes. Gods o f nature are as varied a~ the nal\.lral world
10 action. you pre..~ent your holy symbol. and <tny itself. from inscrutable gods of the deep forests (such
I darkness within 30 feet of you is d ispelled. as S ilvanus. Obad-Hai. Chislev. Bali nor. and Pan) to
onally. each hostile creawre within 30 feet of friendly deities associated with particular sprinas and
OL<-t make n Consritutjon savine throw. A c:reature groves {such as Eldath). Druids revere nature a~ it
~diant damage equal to 2dl0- your cleric leel ''-hole and might sen-e ooe of these deities. prncti<:ing
..Uled saving throw. and half as much damage on a mvsterious rite-..s a nd reciting al.J..IJutforgotten prayer"$ in
,.rut one. A creature that has total CO\'Cr from you th.e ir own secret tongue. But mao) of these gods ha\-e
affected. clcri~ as wen. champions who take a more a<:tivc role
in advanci.n.g the interests of a particular nature god.
-.OVED FLARE The...;:;e c!erics might bunt the evil monstro5ilies that
ng at 6th lcvcl. you can also use your Warding despoil the woodlands. bless the harvest of the faithful.
featu re when a crc;ature Ihat you can see within or wither the crops of rhose who anger their gods.
t of you attacks a creature other than you.

N.ATURE OOM.AIN SPELLS


f"T SPELLCASTINC
ng a t 8th level. you add your Wisdom modifier to Cleric Level Spells
..s.mage you dea.l with uny cleric CIUHrip. 1st animoJf riendship, speo~ w1lh ommals
3rd b~tJ:s.~irt, s,oike grow'h
.O~A O F L ICHT 5th ."fartt growth, wjnd woll
Jng at 17th level. you cauuse y0111" nrrinn to activate 7th .dominate bePs,, grasping vine
ra of s unlight that lasts for L m inute or u l)li l ynu
9th insc(;t plague, t.rt e stride
-~it usinU a notlu:r action. You e mit bri~ht li~ht in
foo t radiu and d im light 30 feel b eyond tha t. Your
1ies i n the b1ight light have di sadvam~tUt o n saving
"""5 aga inst any !Spell th$l dettl$ it~ M radianr dnmage.

l'AIU l 1 LAS,
~
A COLYTE OF N ATU RE righ1eou.s ne.ss or to encourage them to offer sacrifice~ of
At 1st level, you learn one druid can11'ip of your choice. propitia tion ro ward off d ivine wrath.
You a lso gain proficiency in one of the follov1i ng skills of
y01.1r choict<:: Anirnal Handlinp;, Natu re. or Survival. TEMPEST 00MAI N SPELLS
Cleric Level Spells:
BON US PROF I CIENCY l st fog cloud, thunderwave
Also at 1st level, you gain pt"oficie:n<:.y wich heavy armor.
3rd g.&.~st of wind, shatt.er

C HANNEL DIVINITY: CHARM ANI:\1ALS Sth call lightning, sleet storm


AND P LANTS 7th control water, ice st-orm
Stanin~ at 2nd level. you can use y01.1r Channel Divinity 9th destructive wave, ins~c! plague
to c harm animals and pla nts.
As an actiOH, you ptesenr your holy symbol and i nvoke BO~US P ROFICIENCIES
t h~. name of your deity. Each bcasl or pla ll{ creatu re t hm At l st l.ev~l. you gain proficiency with martial weapon~
can see y01.1within 30 feec of you must make a Wisdom and heavy armor.
savinp; throw. 1f the creat ure fa i.l s its s.-:wing throw, it is
charm~d by you for l minute or until it w.kcs damage. W RATH O F THE ST ORM
\+Vhik: it is charmed by you, it i-s friendly to you and other Also a t lst level, yoo can thunderously rebu ke a ttacke rs.
creatures you designa te. When a creature with in 5 feet of you rhar yott <:a n .see
hltso you with an attack. you cau use your re3Clion to
DAM PEN E LEJ.IENTS cause {he. crearure m make a. Dexterity savin~ t hro\v,
S tarting at 6rh level, when you or a creature within 30 The crc~du rt ta ke$ 2d8lightning Ol' thunciet darnage
fee t of you take~; add. cold, fire-, tighrning, or thunder {your choice) on a failed saving thrO\v, and half as much
damag~. you can use your reaction to grant resistance to damage on a s uccessru l one.
the creature against thar insra nce of t he damage. You can use this feature ~1. number of times ecp.ral to
your V/i.sdom moclifier (a minimum of once). You rc~~tiu
DIVI NE S TRIKE a ll expended tiStS when yoH finish a long resc.
At 8th level, you ~ain the abiHty to infuse your weapon
Slrikes wit h d ivine en~rgy. Once on each of your t urns C H ANNEL DIVJ 1\ITY: D EST RUCTIVE WRATH
'vhcn you hila crealure wil h a weapon attack, you Starring at 2 nd level. you can u:;e your Channel D ivinity
can cause t he attack to deal a n extra l d8 cold , firr:, 0 1' to wjeld che power of rhe 5torm with unchecked fcroci(y.
li~hlning damage (ymu choice) to the target. \Vhcn you \.Vhen you roll lightning or tllundel' darn<lge, you can
reach 14th level, the e.xtra damage increases co 2d8. us e your Channel Divinity to deal maximum d ama~c,
instead of rolling.
i\f ASTER OF N ATURE
At 17t h leve l. you gain the abiliry to command animals THUNDERBO LT ST RIKE
a nrl plam creatures. 'W hile creatures a re c harmed by At 6th level, when you dal lighming damage to a Large
your Charm Ani mals and Plants feature! you can take or smaUcr c reature, you can also push it up to 10 ft:~t
a bonus act ion on your turn to verbally c ommand what away ftom you .
e ach of chose c.re.arurt% w ill do on its next t urn.
D IVI NE S T RIJ<E
TEMP~_
ST_D
_ _?M:.:..:"'-:..:
.:.I N :.:___ _ _ _ _ __ At 8th level. you gaiu the ability to inf11se. yo111' w~apon
.sttikes with divine energy. Once on each of your turns
Gods w hose port fol ios i ndude the Te mpest domain -
when you hit a cre.a ture with a weapon t1trar:k, you r:an
including Ta lo.s, Umbe rlec, Kord. Zeboim. the
Devourer, 7.eus, a11d Thor- govern storms, sea, a nd r..ause-rhe attack to deal an ext ra l d8 thunder dam age to
sky. They include !(ods of lightning and thunder, gods
the targe t. \Vhen youl'each 14t h lev..=d, t he extra dama~e
of ean hqua kes, some fire gods, and ce rtain ~ods of inr:.reases to 2d8.
violence. physical :;trength . .and courage. In some S T ORMBORN
pant heons. a aod of th is dom<t.iu rules ove.r otheJ' deities
At lith 1e.v~l. you have a ftyin~ speed equal to
a nd is known for swift justice tld ivered by ihun<fe,bolt:=o.
your current walki ng speed whenever you are not
In lhe pant he.o ns of seafar ing people, ~od~ of this under~rou nd or indoors.
domain are ocean deilies and the patrons of sailors.
Tempest gods send their clerics to iH$J)i1e feal' in the TRICKERY DOMAIN
conu uon folk, either to keep rhos folk on the path of
Gods of tticke1'Y- s uc h as Tymora: Dcshaba,
Olidammara. t he Traveler. Garl Glit tergold, a nd
Loki- are mischief.make rs and instigators \vlw :;la nd
as a consl:=t rll chall~nge to che accepted order amon~
bot h aods and mortal:;. They're patron$> of thif;ves,
s <:oundrels: ~amblers, rebels. a nd liberators. Their
clerics a re a <Hsruprjve fo rce 1n t he world, puncturing
pride, moc:king tyra nts, 5tealing from the rich! frcd11g
capt ives, a nd H.outin~ hollow traditions. They prefe1'

l'AR! l CLASSES.
6z
~ubterfuge., pranks, rl~<'..eption, and rheft rather than watc h ovcr warrior:; <md re\v(Hcl lhern ror their greal
ire ct con frontation . deeds. The clerics of s uch gods e xcel in battle, ins pirin g
othr:rs to figh[ t he good fi~ht or offerin~ acts of viole nce
-RICKE RY DOMAIN SPELLS as prayers. Gods of ,var inclu<l~ c hampions of honor
Cleric Level Spells and chivalry (~u ch as Tonn, Heil'oneous, all<l Kid-
Jolith) as wcH as ~ods of dc~;truction anti pillage (such
1st chomt persor1, disguise self
as Erychnul, the Fury, Gruumsh. and Ares) and gods of
3rd mirror image. pass without tr&Jc.e
conquest all<l domi nati on ($iH<:h as Ba nt':, Hr:xtor, and
5th blink, dispel magic 11a~lubiyct). Other war gods (s1.1ch as'lbmpus, Nike.
7th dimension door, polymorph a nd N11arla) rake a more neutral stance, promoting war
9th dominate person, modify memory in all its manifcst~-ttions and supporti ng waniors in any
circu mstance .
t:SLESSING OF THE TRICKSTER
""'arring when yov choose rh is domain at 1st level, you WAR DOMA I N SPELLS
n usc your action to touch a w illing crealure other Cleric l evel Spells
..an yourself to g ive it adva ntage on Dexterity (Ste a lrh)
1st divine f avor, shield offaith
o-ks . T h is blessing lasts for 1 hotlr or ttnli l you u-s e
3cd magic wea,!10t1, spiritual weapon
1S feature a gain. '
5th ct!lsader's mantle, spirit gur.rdlans
~HANNEL DIVINITY: i NVOKE D UPLICITY 7th frr:edom ojmovtmt nr, st.cneskin
.... :.arting ar 2nd leve1, you ca n t.Jseyour Channel Divinity 9th flame strike, hold monser
crea te an illusory duplica te of yourself.
o\s an ac[ion, you <:reate a perfec t illusion of B ONUS PROFICI ENCIES
rse1f that lasts for 1 minute, or umil you lose your At 1st level, you gain proficiencywich ma1tial weapons
"lCentration (a~ if you w ere concentrat.in~ on a s pell). and heavy armor.
-..e illtlSion appears in an unoccupied spa<'..e t hat you
n Ste wit hin 30 fet t of you . As a bomts .aclion on your WAR PRIEST
-n. you can move the illusion up to 30 feet to a s pace !--'rom 1st level, yot.n god delivers bolt5 of 1nspitat1on to
..J. ca n see., btU it n1ust remain within 120 feet of you. you while you arc engaged in battle . \Vhen you 1.1se the
~="or the dur~-\tion, you cau cast spe lls as thou gh you Auack ac[ion, you can make one weapon attack as a
Te in the illusion's sp~tce, but you must use your own bonus ac(ion .
ses. Additionally, when both you and your illusion You can use this feat ure a nmnbcr of times equa l to
\\'ithin 5 fee t of a creature t hat can se e t he illusion. your \.Visdorn rnodi ller {a mtn!mum of once). You re.g ain
haw~ advantage on at.ra<:k rolls against that crearure: a ll expended uses when you fin ish a long rest.
ro.n how distracting the illusion is to the target.
CHANNEL D IVINITY: GUIDED ST RIKE
HANNEL DIVI NITY: C LOAK OF SHADOWS S tarting a t 2nd leve l. you can use you.- Chann~l Divin ity
rting at 6 th le vel. you can use your Channel to st rike with supernatural accuracy. VVhen you make
inity to vanish. a n attack 1'0H. you can use your Channel Divinity to gain
-\5 an action . you become invisible unri l the end of your a +10 bonus to the roll. You m~1ke this c hoice after yott
turn . You become visible if you attack or cast a spell see the roll, hut hefore [he DM says \vhether t he attack
bits or misses.
\' INE STRI KE
~th level, you gain the ability to in fuse your weapon C HANNEL DIVINITY: WAR Goo's BLESSING
kes w ith poison a g ift from your deity. Once on each At 6th level, when a cre-ahJ i"~ within 30 feet of you
"lllr ru ms when you hit a c re ature with a \ve.apon makes an attack roll. you can use your reacti.on to gra nt
.ck. you can c"usc the atta ck to deal an extra l d8 that creature a 'i'l 0 bonus to the roll, using your Chann el
-;on d amage ro 1he ta1g~t . \hen you reach 14th level, Divinity. You makc t his chojce afler y0\1see the roll, bm
ext ra damage increa s~s ro 2<18. before the DM says whether the a tta<.:k hit:-:. or mJ!:;.s es.

PROVED DU PLICITY D IVINE S T RIKE


17th level. you c~m create. up to f01.1r duplicares At 8th level, you gain t he ability to infuse your weapon
o urself, in~tead of one, when you usc lnvokc Slrike s with divine energy. One~ on each of you r tur ns
,Jicity. As a bonus action on your torn, you can w hen you hit a. c reature with a \Vc~wou alta<.:k. you can
;e any number of them up to 30 fGct, to a maxi mum cause the a ttack to deal an ext,.a ld8 da mage of the
ge of 120 fc~t. ~arne type dealt by the weapon to t he targl~t. \Vhell yOtl
reach 141 h lev~l, the e.xt1'a damage increases to 2d8.
-AR DOMA IN
AVATAR OF BATTLE
,.. ha s tu<tny ma u ifesta tions. It can make h ero~~$ of
At 17th level. you gain rc:;is ta nce to bludgeoning, p iercing,
ina ry people. It can be desperate and horrific, with
and sl ashi ngdamag~ from nonmagical weapons .
.... of c ruelly and cowardice eclipsing instances of
-ellence and courage. In either case, t he gods of war

t'.J,.Rl l CLASSES
D RUID
Hold ing h igh a gnaded staff wreathe d wit h holly, an elf
swnmons the fury of the storm .and calls down explosiv~
bohs o f lightning to smite the torch-carryin~ orcs ' 'vh o
thrc.atcn lu~ fo rest.
Crouch ing out of sight on a high tree branch in che
for m of a Leopard. a human peers om of rht: jungle at the
strllnge.construction of a temple of Evil Clemenlal Ai l',
keeping a <.:.lose eye on the cu ltists' activitif"...o::..
Swinging a blade formed of pure fi re, a half-elf
charges into a mass of skdelal soldiers, sundering
the unnaHJl\-'ll rnagic chat g ives tht. fou l creatures lhe
mocking $embla nce of life..
\Vhcthcr calling on th~ elernemal forces Qf na cure or
r:mulating t he creatures of the animal world. druids a re
an c mbodimenl of nature 's n~sil ience, cunning: a nd fu ry.
They claim no mastery over nature. Inste.ad. they see
themselves as extensions of nature's indomitable w i1L

PoWER OF NAT URE


D ruid~ revere n ature abot-e a11, gaining their speJls and
or he r mag icaJ powers either from the force of il~H\ne
itsd or from (I nat\11'e deity. rvtany druids pursue a
rnystic .:=;pi ritua1ity of t ranscendent ullion .,v ilh na(ure
rather than devotion to a divine entity, v;hile ot hers
serve aods of o,vild nature. <tn imal$>, o t el~nlencal fotces.
The anc ient d ru idk: traditions ar~ s;.ornetirne.s called
the Old Faith. in c ontrast w the \VOt'ship of gods in
1ernples and sh rines.
Druic.l spells are oriente d rowa rd nature and animal~
the p ower of moth a nd cia\\': of sun a ml moon. of fire
a nd storm. Druids' also gain the ability ro take on anima)
foriJlS, and some rlruids make a part icular study of this
practice, even lO the poi n1. where t hey prefe r animal
form to their natural form .

P RESERVE T H E BALANC E
For dn1ids. narure exists in a vrec.arious bala nce. The
fou r elements t hat make up a world- ail', eanh, fire,

6.j.
THE DRUID
- Spell Slots per Spell l eva.l-
Proficiency Cantrips
l evel Bonus Features Known 1st 2nd 3d 4th 5th 6th 7th 8th !lth
l si +2 Druid ic, Spcllcasling 2 2
2nd +2 Wild Shape. Druid Circle 2 l
ld -2 2 4 2
4th +2 Wild Shape improvement, 3 4 l
Abilit) Score Improvement
5th -t3 3 4 3 2
6th +3 Druid Cird e feature 3 I 3 3
- th +3 3 4 3 3
8th <3 Wild Shape impro.ement, 3 4 3 3 2
Ability Score Improvement
9th +4 3 4 3 3 l
1 0th +4 Druid Circle feature 4 4 3 3 3 2
""th 14 4 4 3 3 3 2
2th +4 Ability Score Improvement 4 ~ 3 3 3 2
~jth +5 4 4 3 3 3 2
,_. ~h +5 Druid Cirde feature 4 4 3 3 3 2
5th +S 4 4 3 3 3 2
'6th +5 Ability Score Improvement 4 4 3 3 3 2
7th 16 4 4 3 3 3 2
8th +& Timeless Body, Bca~a Spells 4 4 3 3 3 3 1
9th +6 Ability Score Improvement 4 4 3 3 3 3 2
.lOth +6 Arc:hdn.Jid 4 4 3 3 3 3

od watcr-mu~t remain in equillb'hun. If on~ e.l~me.m as a si~n that bccomiug a <h'(lid


re to gain power ov~r r.he others: t he world could bl~ \"'<IS part of your charac;ter's dcsdny.
-.....1 rOyt..o:d. dr<.W'H into Ol)e of l.he e.lern~ n ral pla nes and Hav.c.. you always been a n t~dv~mur~r
ken apart jnto its component ck~tnents. 'fhu$. d rt~ irl~ a~ pan of your d ru idic t.alling. or d i<l you
)().'5e c11hs of Elememal Evil a nd others \'l!ho promote fi.l'St s p end tim~ as a c;areraker of a sacred
c leme nt to the cxdu::;ion of others . ~rove or .spring! i->erhavs your homel;wd wt~ s
::>ru irl~ arft ~ I so concerned \Vith t he dcJic~i.lc t~.c.:olog ic~ l b~foo iE=:d hy ~vii, a nd you took up an adventuring Hfe il)
~net that J;u:;ta ins pl.:ult and a nlmal Iif~. and the need hop(.:..S of lludin.g a new hom~ or pu1pos~.
c-iv i l iz~cl folk to live in harmony with n ature. uot in
~sit ion 10 i 1. Dr-uicis at":c;~pr that which is cruel jn Q v l C K B U I LD
are, and they hate:. that which is unnatural, includin~ Yotr c;.a n mak~.
a druid quickly by follo\v i n~ thc:;c
rra tions (s uch as beholders and miud Oayers) sugg<.~:;tiOl JS .
FitSl, \Visdom should be you r highest
wu.lcac.l (~uch as zombies and vampi re~). Druids ability ~core. followed by Com;t ilution. Second. choose
"'Jletlmes lead raids against such crea t u re~. c.~sp~d.a lly the h<..rmit background.
~en the monsters encroac;h on t he dru ids terr itory.
f')ru ids a re often found ~uarc.ling sacred sites (11' CLASS F EATURES
t':hi1)g over regions of un$ipOif(!,cJ nature. But whc.n a
A!:i a druid, you gain t he followin:4 class feat ures.
ific<~.nl Uang1~r ~ ri ses, 1hre.att:ning nature's bala nce
he land:; tlK.y pr(ll~~l. drui d ~ lake on a more active HIT POI NTS
in com bati n ~ the tltrc~d. as adventurers. Hit Dice: 1d8 p druid level
Hit Points at 1st Level: 8 1 yow Consrirutioo modifier
~ REATING A D RU ID Hit Points at Higher Levels: 1<.18 (or 5) + you r
en maki ng a dl'uid, c;o n~ider why your characwr has Con~titutiou modifier p er dniid IE':v~l a fter 1st
h a close bond with nat ure. l>('.rhap.s yOt.ll' c ht~l'a ct~r
~i n <1 sodt':ty wht':re (he Old Faith still thrivt:.s. or was
PROF TC TENC TES

-..cd by a druid a(t l~~ bei1'g abanrlo n(!.d in the depths


Armor: Ligh1 anl )(lr, me.(Hum a rmor. shields (druids will
fo rest. Perhaps your character h~d <1 d ram ark not wear armor or u~t': sh ie1ci$i rnadt: of meta l)
:ounte.r w ith the s pirits of natu re., coming face to Weapons: Clubs. d a~~c.rs. dart:;, javclirr:-;, H) ~Ces.
~with a giaut eagle or d ire wolf a nd !=>urviving the (ltlarte.J-sta ffs, scimitars. s ickles. slin~s, spears
""Jer ienc~. Maybe your cha racter wa:; born dul'ing an Tools: Hcrbalisrn kit
storm or a vo]canic eruption, w hich was inte.rprete d Saving Throws: lntcUig-crtce. \Vi$dOm
1
Actd irio naHy. you c.an if:!nor~ I he verbal ~utd so mari<': ARCT tC
componenls of your d ruid $>pe1b. as wdl as any nHi lt:rial
Druid level Circle S pells
<'.<,mponeols lha t lac.k a cosr a nd arcnt consumed hy a
spell. You gain t his h~nt'::f. t ir~ both your normal shape 3td hold pus.on. spike erowth
and your bc.ast sha pe from \ViJd S ha pe. 5rh slee! storm, slow
7th freedom ofmovtment, ic(; storm
DRUID C IRCLES 9th commune whh nature, t one cfcold

Though their organization i5 invis ible to most outsidel's, COAST


dru ids att>: J)~irt of a society rha 1Sp<tns the land . ignol'itlg
Druid Level Circle Spells
politicaf bordt:r~. All druids are notninHBy memb~rs
of lh is dn1idic sociP-ry, 1hongh some individoals are so 3rd mirror hnage, misry step
isolated (hat lhey h~we never seen any high-ranking 5th wQier breathing, water walk
members of t h~ sociely or participated in druidic 7th conirol waJer,freedom ofmovemen
gatheri ngs. Druids rccogni7.e each other as brorhe1s and 9th Gonjure elemental, s.crying
sistt.rs. Like cl'eatures of the wild~rnr:ss. ho,vevcr, d ruids
somecirn~$0 <:Ofnpdc wich or ev~n p rey on each ot h~ r. DESERT
J\c a loc:af SC<tle. drui ds a.re organixed into circle~~ riMI Druid Level Circle Spells
shar~ <:-t>:rlain pcrspecriv~5 on nature. balance, and the- 3rd bi~.Jr,
silence
v.~-i.Y of the d ruid.
5th cn:ote fOod and water, protection from energy
C IRCLE OF T H E LAND 7th blight., h"llcinatory fettoin
9 th iosea plogue, wc;li ofnone
Th~ Chcle of the Land is mt1de l liJ of myst ics a nd sage1;
who :;.a(<.:guard a.nc.it':nl kn owlcd~c and rite.s 1h rough FOREST
.~ va:;.t ora l tradicio n. Thes~ druids meet wil hi n ~;a<.:rcd
Druid Level Circle Spells
circk.s of tree.s <11' .SI anding stones to whisper primal
se<:r'ets i n Druidic. The c:ilcle's wi~cst mem bers p1'e.Sidc
3rd horkskin, spider climl
a!) th<.: chief prie$il$ of commun icie.s rh;u hold to the Old ;th col/ lightning, plant growth
Faith a nd sene a!) ad\isors to the r ul<.:rs of those folic 7th divina!ion,freedom ofmovemeo!
As a member of this circle. your magic. i~ 11l n1.eu<.~cd 9th commune wi!h ntJiLAre. free stride
by t he land wh~re you \o,crc in icia red i ll(O the circJes
mysterious I'll e.::;. GRAS SL AND
Druid leve l Circle Spells
B ONUS C ANT R!P
3rd imisihility, pass without trace
W hen you c:hoose this <.:ircle at 2nd levef. you Jearn one
5th daylight, hc;ste
add i1ion.al d r uid eantr ip of your t.hoicc.
7th divirtatirm,jre-cdom ofmovemen!
NAT U R A L RECOVE RY 9th dream, in:.e ct plagve
Start ing ;:u 2ud level. you can regain ::)Orne of yow
magic:al ~nergy by sitting in medi tation and oommunir~g M o uNTAIN
wilh uaturc. During a shor t rest, you choose expt:ndcd Druid l evel Circle Spells
speH s lots to 1'eCO\'t'.r. The spell !>lors ~.~an ha ve a lrd spider r;limb, spike growrh
(',ombined lcvd t hat i~ eql1al to or less than ha 1f your 5t h lieht.ning bolt, meld imo s.tone
druid level (oml<lcd up), and none of the slots can be 7th Sfone shape, stoneskin
6th 1eve1or higher'. You can't use this fea ture aj..{ain until
9th passwall, wQ/1 ofstone
you finish a long rest
For exampk, when you ar~ a 4lh-k~vd d ruid: you ~~an SWAMP
rec over up to two levels worth of spell slors. You can
Druid level Circle Spells
r ecover e it her a 2nd-level slot or two 1.Sl-levd ~lots.
3rd dcrkness. Melfs acid arrow
C I RC LE S PELLS Sth water walk, s$inking cloud
Your mystical con n~<:.r ion to the la nd infuses you with 7th jfeedom of mow:me.nt, /oca:e creaturt
t he a bi lity to cas t certa in spells. At 3rd. 5th. 7th. and 9th insect plague, scrying
9rh level y01.1 g<tin access to c.irde spell~ connecte d
to rh~ land where you bec:ame .3 dr uid . Choose thai
UNDERDARK
land- a rctic, coast, d esert. forest, g:rassla nd, mountain:
swamp, or Underdark- a nd con~ult t he associ;ned Druid Level Circlo Spells
list of s pells. 3rd spidu climb, web
O n<:e you gain access to.., c irc le :;;pcl1, you a lways have Sth ga .>eo~sform. stinking cloud
it prepared, and it <loeS11't cou nt a gainst t he 1H.Inlberof 7th greater i.>wisibility. stone shape
spells you <:an prepar e each day. If you g~1in access to a 9th d ovdkill. insect plague
sp~ll rh;u doesn't a ppear on tht: dntid ~pcH list. the spell
i$ nonetheless a druid $pe.ll fo r you .

i'ART 1 C:T \S~ES


68
->D'S STRIDE PRIMAL STR I KE
ning at 6t h level. movi11g lhrough nonma~ical Stani n~ at 6th k:vel. y0111' a u acks in beast form count as
uh ten aio <":ostsyou no extra rnov~m~1U. You can magk,al for [he pur pos<.: of ovr:rc;omi ng resistance and
pa s~ lhrot.1gh non magical plants wilhout h~i ng immun ity to nonma ~ical attacks and damage..
~ by them <tu<.l wit hout takin~ da mage frorn them if
have thorns. spines. o r .a shnila r hazard. ELEMRNTAL WILD SHAPE
addition, you have advantage oo saving rhrmvs ag~tinst At lOth level, you r.an expend two usc~ of \V~ld S hape
... that ~re rnagically cre.aced or manipulated ro impede ar chesamc tim<.. to lransform into an a ir elemental. ~:jll
mcnt. such those cretlt~d hy t he entangle spel l. earth el~n1ema l. a fi re elementa l, 0 1' a water elemental.

TU RE'S WA RU 1 i-IOUSAND FORMS


you rcat:h 10lh ltwel, you can't llc charmed or By 1 4~:h level. you have learned to use ma~ic to a lter
ened by eJem cntals or fey, and you are immune to your physical for m in more subOe ways. YoH c;an cast t he
~1/rer sclf~pcl1 at wil l.
1l a nd disease.

u RE's SANCTUARY DRUIDS AND THE GODS


you reach 14th level. crea lur~S; of t he natural Some druids venerate the forces of nature themsel"es. but
seuse yO\I t connection to n~ture and become most druids are devoted to one of the man)' natu(e deities
nt to attack. you. \>Vht:n a he.ast or phutt crc<tlllre worshiped in the multiverse (the lists of gods in appendix
...s you. that crea ture mu8l ma ke a 'Wisdom s~wing B include many such deities;. The worship of these deities
against your d ruid s pcH s ave DC. On a failed save. is often considered a more ancient tradition th:.m the failhs
re.aturc must choos~ a different targ<:.l. or the atta ck of d erics and urbanized peoples. In fact, in t he world of
.atically misses. On a ~u ecessful $;ave, t he creat ure Creyhav.'k, fhc druidic faith is -called the Old Faith, and it
daims many adheret~ts. among farmers, fo resters, fishers.
une to th is ~ffe:ct for 24 hour.s.
and others who live closely with nature. Thts tradition
creature is aware of this e ffec;t before it makes ils indudes the worship of Nature as a prim.) I force beyond
aga inst you. personification, but also encompasses the 'Norship of 8eory.
the Ocrth Mother, as well as devotees of Obad.Hai, Ehlonna,
ii:CLE OF THE MOON and Ulaa.
... of the Circle of the Moon are fierc;e gua rdia ns In the worlds of Greyhawk and the Forgottetl Realms.
wilds. T heir ord~r gathers u nder the fuH moon to druidic circles. are not usually <:onnecled to the faith of a
single nature deity. Any given d rd e in the Forgotte.n ~ea lms ,
news and trade warnings. They haunt the deepest
for example. might include druids who revere Silvanus,
'the \vil dern~!;!;, where they might go f 01' w~eks
tv1ielik~i. Eldath, Chauntea, or even the harsh Gods of Fury:
before crossing paths w ith another huma noid Tatos, Malar, Auril. aod Umberlec. These nature gods. are
re. let alone another druid. often called !he First Cirde, ~he first among the druids, ~nd
geable as the rnoon. a druid of this drcle might most dtuids count them all (even the "iotent ones) as worth}'
as a g reat cat one night, soal' over the treetops of vct~cration.
~gle the next rlay, and c rash thrOtJgh rhe The dtuids of Eberron hold animistic beliefs <.ompletely
"lrrowth in bear for m to drive off a t re spassing un<:onne<.ted ro iihe Sovereign Host, the Dark Six, or any of
r. The wild is in the d ruid' blood. the othet teligions. of the Nortd. The)' believe that evet}' living
thing and c.very natural phe:~omenon -sun. moon. wind,
8 .-\T W 'll. D SHAPE fire, and the world itself- has a spirit. Theit spells, then. <tre
a means to communk:ate with and command these spirits.
)'OU choose this circle a t 2nd le vel. you g~~in the
Dilferent druidic sects, though, hold different philosophies
to u se Wild S ha pe on your turn as a bonus action.
about the ptoper relatio01ship of these spirits to each other
- 1han as a n a ction . and to the for<.es of civilization. The Ash bound, for example,
tionally, while you a rc traiiSL'ormed by \Vild believe that arcane magic is an abomir.ation against nature,
you cau use a bonus ac;-tion to expend one the Children ofWimer vener(lte: the forces of death, and the
~kn 10 regain 1d8 h it points per level o f t he spell Gatekeepers preser"e a'1dent traditions meant to protect the
pendcd. world from the incursion of aberrations.

LE FORMS
cs of your drde grant you the ability lO transform
ore dangerous aniu1al fotms. Star[in~ at 2nd
:ou can use your \VHd Shape to lransfo rrn into a
,.,;th a cha llcn~e rating as high as I (you ignore
x.. Cl{ colum1l of t he Beast Shapes labfe, bur must
by t he other limita llons there).
rting at {)[h level. yo u c a n lransfo l'm inro a beast
chalknge rat ing as h igh as your d n.1 id l~ ve:l
d by 3. rounde d do,vn.
FIGHTER
A htnnan in c la nging plate ~umor ho1ds her sh ield
before hc.r as she r uns towa rd the massed goblins . An
e1f beh ind her. clad in :;t u<.i<.lcd leather armor, peppe:rs
the goblins with nrrows Joosed from his. exqui sile
bow. The halforc nearby shouts orders, h~.l pi ng
the two combatants coordinate. their assault to tht:
bc;.sr adv.am.age.
A d\varf in chain mail interposes his sh ield bet\Vt<.:u
the ogn~s <:.lub and his cotnpattiOJI, k.uockin~ the deadly
blow aside. His companion, a haff.elf in :;r:.ale annor,
swings two sd m ira1'-S i n a blinding wh irl a:; .she circles
the og,e, loc,ki ng f<w ::t blind spot in its defenses.
A gh=tdi:uo r lights for sp-ort i n an arcmt. a master w ich
h is t rident a nd net, skilled ar toppling foes a nd moviJtg
t hem a 'Omld lot lhe c rowd'::$ dcHght- <tnd his own
ta ctkal adv~mta~c. His oppone.n t's sword flare-s \'.'it h
hlut'! lighr a n i nsran1 before she $ends lightui n~ flashing
forOt lO l$HJllt. him. ~
All of th<.:sc htrocs are fip;hte rs . perhaps t he.. mos1
d iverse da.ss of characters in t he workl$> of DuNG liONS &
D RAGON:=i. Quesring k n \ghlti, conquering overlords, royal
champions, e lite. foot so!Oier:s, ha1de:ned meicenarics.
a nd bandit kings- as figiLters. lhty all !$ha re an
u nparalleled mast~ry with \Ve. apon~ and annor, a nd a
1horoogh knowledge of the kill of combat. And they
arc \Nell ~K.qu~dntcd with death. both mefing it out .3;:<1
starin~ it defiantly in the face.

WELL-ROUNDED SPECIALIST S
Fighrer-s learn rhe basics of .311 combat s tyle:$. Every
fig hte r can swing an ax~, fenr.~ with a rapiel', wield a
longsword or a gn.:.a tsword . usc a bow. a nd even trap foes
in a net v..ith some dcaree of skilL Likewise. a lighU:r is
~1.dcpt with sh ields and every form of a rnhw. Br:yond lhal.
basic degree. of familia r i1 y, ea~..~h fighlet sp~ci alizcs in a
cerlaiu Slyle of combat. S ome concentrate on an;he.y,
some on fightin~ with two weapons at onC'..e, and some
on augmenrlng rhei1' mani<~1 s ki lls with magic. T his
combination of broad ~cncral a bility and exrensive
specia lization rnake~c;. fight~s supt.=:1'it1t f:(nnb8la ols
on bmdefields a nd in dun ge.n l~ a likr:..

T RAINED FOR DANGER


Not t.vcry member of the c.ity watch, the villa ge mil iria.
or t he queen's a r.-ny is a figluer. Most of lh csc t roops arc
re la liveJy UJltntiucd soldiers \Vith only the most bask
combat kno..,vlcd ~c. Veteran soldiers. milita y oillcers,
t rained body~uards, ded kare.=:d knight~, .<l 1l<l similar
figt.nes a.l'e fighlers.

P.\RT' CJ \SSF.S
7<>
TH E FIGHTER
Proficiency
level Bonus Features
ht +2 Fighting Style, Second Wind
2nd +2 Action Surge (one usc)
3rd +2 Mar'ti"'l Archetype
4th +2 Ability Score Improvement
5th ~3 E>ttra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype fe-ature
S: h +3 Ab ilit)' Sco ;e Improvem e nt
9th +4 ln.domii.:tble (one usc)
Oth 1-4 Martial Archetype feawre
th -4 Extra Attack (2)
2th +4 Ability Score lmprovcrrterll
3th .s Indo mitable {two uses)
4:h +5 Ability Score Improvement
' 5th +5 l\1<trti.:tl Archetype feature
6th +5 Ability Score lrnprovemem
'"'ih +6 Action Surge {two uses). Indomitable
(th1ee uses)
~&th +6 tv1ar t iJI Arc;hetypc featu re
9ih ~6 Ability Score hnprovement
~th +6 Exm Attack (~)

:x>me fighters ft'!f:1 drawn to us c thei r train ing as to buy L h ~m . Your a rm~un eu ts Al'f: now among your
.. e m urers . The duugeon ddvlng. monster sh~ying, a nd most important poss e;ssions the ouly lh)ngs rhat stand
e t d ;) ngt"!I'OtJ$; work common a11'tc)l)g advemurers is bt<: 1we~n you and Ucath's emhra.r.~.
o nd nature for a faght~r, not al1 that dHfcrern ftom
1ife he or s he ]eft Ochiuli. 'fhert': ar~ gre ater risks. QUJC K B UI LD
rha ps. b ut ~tlso mt,ch gr~ater rew~m.ls-ft~,.. iighh~1s in You c an make. a lighter quickly by follow i n~ th ese
cicy warch have the opporwniry fl') d iscover a magic suggf.:S( il)I)S. First. make Slrcugth 01' n e:xreriry your
me mogue .;;word, for cx~uHpl<'! . hi,ghc..~:;t abiiity ::><:Oft~. de pe nding ou whel her you
\Vant to focu~ on !Jielee weapons or on arclK.ry (or
'.::RE ATINC A fiGHTER fhLcS$1~ weapon$;). Your ncxlltigbes c s core should be
Constitution. or lJltcHigent.~ if you pktn tv adopl ll1e
... you build y(Jur Jlghtt':f, rh in k about t\vo rdt=He <l Eldl'itch Kn ight martia l archetypt. S e-c ond. choos e
mem s of your c haracter's background: 'Where did
t he soldier bac.kgrounc.l.
u get your combat tl'a in ing, and what set you ;.pan

)ffl the mundane w~urion; ~uound you? \ Vc.. re you

~n icularly r uthless? Did yot' gel ~xua. help from a C LA SS FEATURES


n1or. p~1haps because.~ of yotn exct'!ptional dcdk4{till:{? As a lightf:.t, you aain t he follov.ring cla~c; fe~turcs.
ha t drove you to thi~ tra.inin~ in the firsl phh-:~? /\
reat m your homclaml, a thitsr fo r revenge. or a ueed H IT PO INT S
prove yotu'se:lf m ight a ll have been fac:rors. Hit Dice: l dlO per fighter level
You m ight ha \'<.:. enjoyed fol'fna l training in a noble's Hit Points at 1st Level : 10 -+ y0\11' Con!-itiwtion mod itkr
-my or in a lot.~a l militia. Per hap:$ you lrainP-d in a ...var Hit Poi nts at Higher Levels: l d 10 (or 6) + yeLl<
..tdemy, le arning s(r~1 legy, la t';ck.s, and military h istOI''Y Cons(iltJL ion modifie r per fightt 1 levc::l a-fter l ::.t
)'Ou might be s e1f-taught- uupoli;;;h.ed but wc.ll tc:-:.h.:d.
d you take up 1ht<: sword as a way w escape the limits P ROFJC I ENCI ES
life on a farm . or <sre yo11 fol lowin~ a proud fan1Hy Armor: AU a rmor. shields
.Jdition? \ Vhe:re d id you acquke your \Veapons au<.l \Veapons: S imple wc~tpoJJS. m atria l \vea.pons
f'lllor? They m ighl have bee n m ilitary issu<' or fam ily Tools: Now..:
irloom:;. or pel'll<lJ)5i you scrimped and Sa\'~d for years Saving Throws: S t re ngt h. Constitution

PART 1 C.l..ASSfS
Skill~: CJloose two ~k ill:; from Acrobatics. Animal Once yo1t u:sc t his fea1ure, yuu mu$il finish a shon or
Handlin~. Athf~1i<,:!;, l l is tory, l1t~ight. Intimidatio n. Jon~ r~~c;1 bel(1rc you can ust.: it a~ain. S tarting at 17t h
Perccption, aH(I Surviva l level, you C<tu usc it twice before a l't::Sl. l>ut on ly oocc on
the same turn.
EQUli'MENT
You !;tan wit h thr:: follow ing equipment, in addition to M ART!AL A RC flETY PE
t he equipment ~ranre.d by your ba<":kground:
At 31'd fevd. you choose <.t n a rc he1ypc that you $lrive to
(.:t) chain n1ajl or (b) le-ather. longbow, ancJ 20 arrows entUiatc in your combat s tylf:$ ~utd techniques. Choose
(a) a matti~d wea pon a11d a s h ield or (b) two ma1'1ia l Champion, Hattie Masr~r. o r Eldritch K11ight. all rlet<tilcd
w~a pon :j
at t he ~nd of the das.s description . The Hrch~rype you
(a) a Jight cro$sbow a nd 20 bolt~ or (b) t\VO h<i.ndaxes choose grams you feat ures at 3rcl lcvcl and again at 7t h,
(a) a dungeouccr's pack or (b) an explorer's pack lOth, I 5th, and 18th lvel.
FIGHTING STYLE ABI LITY S CORE I MPROVEME NT
You adopt <.i. par ticHiar s tyle of fight ing as you1 spr::cialty. When you reach 4th leld. a nd again a t 6th, 8th. 12th,
Choose on~. of lhc fOllowing options. YoH c a n't take a 14th, 16th, a nd l9th lcve.l, you can increase one ahHity
Fi~hti ng S tyle option more than onc:c:, r::vcn if you la ter
score ofy01.1r c hoice by 2, or you can inc;rease two abjlity
_a:et to choose again.
scor~s of your c hoir.e by 1. As normal. you cao'l iu<.:rease
ARGHERY a n ability scor~ above 20 wo;ing this feature.
You g<.~in a +2 bonus to atta ck roHs you make v.ith EXTRA A T TACK
ranged weapons.
Regiuning a 5th level, you c.:tn attac k twice. instead o f
D EFENSE one~, \Vheucvcr you 1akc the Anack action on your turn.
While you a re wearing a rmor. you gain ~ 1-1 bonw; to AC. T he num ber of .au acks inuf:ase):i. to thr~~ when you
reach 11th level in this dt:lS$ and to fow wh<.:.n you r'e<cch
DUULI NG 20th l~vel in t his clas::;.
Wh~n you arc wi~ld ing a me lee we apon in on~ haud a nd
no o ther \veapo n:s, you ~ai n a 12 bonus to dama~c rotls lNDOMlTABLE
with t har weapon .
De~inn ing a t 9t h lev~l, you can re roUa ~~wi ng t hrow that
CJREAT VVEA PO N FIGHTI NG you fait If you d o $0 . you must u~c t he n~\\t roH, a nd yOtl
When you 1"1111 a 1 or 2 on a d;.:una~e d i~ fot an a ttack you <.:<.tn't us~ 1h is Ct.ature agairl until you fllli.sh a long re:;t.
make with a mcl~.e weapon that you arc wielding wilh You cau use t his feature twict>: bel ' "'cen long rests
!\VO hands, yoo CMt rcroll h~ die and mu~;1 tJ.Se t he n~w s tart ing at 13th level and three t imes h~lw<..cn long t~st:;
roil: even if lhe n ew roll is a 1 or a 2. The wea pon rnu~t .!'ital'ing a t 17th le.v~l.
hav~ rhe t \vo handed or versatile propcny fo1' you to gain
tit is bcne.fu. MARTIAL ARCHETYPES
Diffcrenr figh ters choose differe nt approaches to
PROT ECTION
perf~.c:fing their figh1ing prowess. Thr:: martia l a rchetype
\.Vhen a crcatul't';: you can se~ a Ilacks a arg~l o ther yoo choose ro ~mutate refl~cts your a pproach.
l1l<m you that i:s with in 5 f~el of you, you c.au usc your
rcacion 1.0 impose d isadvantage on the a ttack ro ll. You CHAMPION
must be wielding a shield.
The arch~1ypal Champion focuses on the dcv~.lopmcut
T\1'0-WF.APON FIGHTING of raw physical power honed ro deadly perf~ction.
VI/hen you c ngt1ge ill two.,v~.apon lighting, you ca n adct T hose who model thcm~.l ves ou this a Y:hetypc combine
your a.bilily modifier to rhe darnag~ of 1he ~econd allack. rigorous traiu ing wit h physical exc~llencc to d~a 1
d~vast a l i n~ blow.s.
SECOND W I N D
i MPROVED C !UT!GAL
You hav<.~ a limited well of stamina that you can draw on Begiuning when you choo.se th i:; archetype at 3rd
to prote..cr your sdf from harm. On your (urn. you can usc
level, your weapon atl acks sco re a critic<.tl h it on a
a bon1.1S action to regain hit poi1Hs equal to 1d1 0 + your roll o( 19 or 20.
fighter lev~l.
Once you use this feature. you mus t fin ish a s hort or REMARKABLE A T HLET E
(oug rest b~fol'e _y ou can use it a~ain. S ta r li l)g at 7th f~vel. you can add half you r JWOJlcicncy
bonus (round up) to any S 1tength. Dexterity, or
ACTION SURGE Constitution Cl l<.~ckyou make that do~sn'l a lready tiSe
Startin~ at 2nd k:vd, you can push yoiH'self beyond yotH' your profic.:kncy bonos.
normal limits for a moment. On your tur n, you can take lu addition. when you make <.t running loug ju mp, che
ouc a ddit ional action on top of your ~go lar act ion a nd a dista1lCe yuu c an cover increa se.s by a numht:l' of feet
possible bonus a c:tion. e t~ual to yo111 Strcn~t h rnod ifkr.

i'ART 1 CT ASHS
-\DDlT!ONAL F IG !:iT l NG S TYLE
.\t lOth level: you can choose <t sr:<:ond option from the
Fighting S tyle class feature.

Su HRJ O R C RITICAL
:,.tan iog at l 5th lf.v~l, your weapon attacks scoe a
<itic" J h it on a roll of 18 - 40.

SURVIVOR
\t 18th lc\'cl, you a lla in the p innacle of rcsHicm.:c in
ol)atde . At 1he s ta r t of each of your lurns. you regain hit
JOints equal to 5 + your Constir(lt1on mod ifier lf you
a\'e no more t han ha lf of your hit poinl$ left. You don't
ain this be nefit if you have 0 hil points .

BAT T LE MAST E R
-bose who emula te the aw:h~typa.l B.:I.Ctlc Master
mploy martial te chniques passed down through
.. ~nerations. To a Battlr: f\;fa!"-:ter, combat is m1 acaclen'liC
td. someti mes includi ug subjects b~yonct batcle such
... \veaponsmith ing a nd calligraphy. Not ~;very fighter
bsorbs the Lesson!) of h i:;tory. l.he:ory, a nd a rtistry
.at a re refle cted in the BaH It: 1\1as1t:.1' a!'Chetype, but
K)Se who do a re wellroundcd lighters o f gre:ar skill
Kl knowledge.

~o~!BAT SUPERIORITY
hen you choose this arc.he[ype at 3rd lcvd. you
a rn maneuvers tha t are fueled by sp~cia l d ice catted
uperioricy dice.
Jfaneuvers. You Jearn three maneuvers o f your
.oice. wh k.h ate detaifed unrle.r "Ivlancuvcr~" below.
~any ma ne uvers e nhance an a ttack. in some way. You
..m u~c only one Jllaueuver pe l' a ttack.
You l~a rn two additiona1 maneuvers of your choice
/th. lOth, and 15th level. E~ch t ime you Jearn new
aneuvers, you can also replace o ne ma neuvt>:1' you
IOW Wilh a different one.
S uperlo.r ity Dice. You have four ~upcriorily dice.
hich are d8s. A supcr iorily d ie is exp~nded when you
...e it. You regain all of your expended superiori{y d ice
hen you finish a shor t Ot' long rest.
You gain anothe, supe<iority die at 7th level and one
ore al 15th level.
Saving Throws. Some of your matle1.1vers 1equire
.ur targer tn rnake a. savin~ throw lO r<::sis t 1h e
dneuvc.r's effects. 'fhe saving llwow DC is calculatcc.l
~follows:

Ma neuv~r save DC - 8 + your proficiency bonus+


your Strenglh or D exterity modifier (; our ( hoice)

'TU DEN T OF WAR


3rd leve l. you gain proficiency with one lype of
"":lisan's tools of your choice.

:O..SOW YOU!l J'.NEMY


... a nlng ar 7th level, if you ::>pend at least 1 minlJ[e
~er ving o r inte:tacting wit h anot her cr<::atu re oo tsi<f~
~1bat. you C~ll lea,n c ertain information aboul its
pabilitics comp~tr<::d lOyO\lr own. The DM tells you if
e c reature js }rottr e qual. s uperior, or inferiol' in regard
two of rhe following characterislics of your choice:
Srrt:11gth score Maneuvering Attack. \\'hen you hit t1 creature with
Ot:xt<.:riry !;.CQrc ~-c
,,.,capon 4\ttack. you c.a"l expend one 511J) ~riorily
(;onstltul i()n SC()rt': die rn n1aneuvt:r unc of ~'uur comr~tde5 iuto a more
Armor Class advanta~eous position. You add the S\lpcrio1"1ty d ie 10 the
Currenl hit points a1 tack's d::.mge roll, and you choose a fr iendly creature
Tm>l elM levels (if ny) who can sec or h~ar you. That cres.ture t:~n use i1l:i
Fighter rl>>> levls (if ony) rcar.rion lO move up ro ha lf its speed wi1hour provoking
opportun ity auack~ from rhe taraet o f your attack.
IMPROVED COMBAT SUPERIORITY Menacin~ Attack. \Vhf"n you hi1 a creal\lrc wi1h a

At I01h kvel, your superiority dice tur"l into cflOs. AI weapon attack. you ca n ~x pcnd ouc s uperiority d ie to
18th level. they turn into dl2~. auc:mpt to frighten the rarget. You adc.l the suvc riorit)'
die to 1he "'nack'~ damage roll. and the tArget m u.st
R ELENTLESS make a \Vi!'iclom snv1ng throw. On a f:::t iled save. it is
Stnraittg nr 15th le\"el, when you roll initiath-e ~nd frigluenect of you until the end of your next turn.
have no Mlpcr iorily dice rermd ning, you re:gain I Parry. \<Vhen anoth~r creature damaics yotr with a
.superiority d i~. melee attark. you eau use your rcac1ion ancl expend <.me
superiority die to rcduc:e: the darn age by 1tc number ynu
MANEUVERS roll on your s uperiority Uie +your Dexl<:rity mudifier.
The mantu..crs are pre!':ntcd in ;tlpbnberical order. Precision Att:Jck. \Vhen you make a wettpon atta.ck
Commander$ Strike. \Vhen you lakr. the ,\ l l ~ck roll ac,ain ~l a c realure . you ca n expl.nd ()llt s upf.riority
a crion on yom l u r n, you c-an forgo on~ of your 8ltack~ die ro add it to the roll. Yuu can usc this maneuver
ant! usc a bonus action to dircc1 one of your cumpanions b~forc or after making tht. attack roll, Uut herore a ny
w strike:. Whe.n you do so. choose ~i. fri t.ndty c r~<=~~t u rc effects of lhc attack are applied.
whn can se~ or hca1 you and e;<pend one superiority die. PushinA Attack- When you bit a creature with
That creature can immec1iatcly use its reaction ro natke a wc~t pon attack. you can exp end one superioriry
one ''leavon at(ti<:l<, add in~ the s uperiority die lO the die to aucmp1 (o drive the targol back. You add the
auack's dant~de roll. supt"riority die to 1he attack's damage roll, and if rhe
Disarming Attack. \'\' hen you hit a c reature w ith ' ' ta alct is L~trgc or s maJiet'. it mus l l'n akc a Strength
\vcapon ;-tttack. you can expend one superiority die to saving throw. On a failed sa\e. you pu~h the target up
auempt to disarm rhe tar~e1, rorcing it to drop one item to 15 fc:.l't aw<=~~y from you.
of your c:hoicc thi'lt it's h()fdiug. You a<.ld the. ~uperiority RMI/y. On your turn. you can use a bun us action ami
die ro the attack~ damage roll. and the target must expend one !=1\lperiority cJic to bolster the resolve of one
make a Stn:.ng-th saving rhrow. On a fuiled save, ir drops of your companions. Vv'ht.n you do so, choose O.l fr ie ndly
the object you choose. The ohject lands at its feel. c..:.rcature who can see or hc.ar you. That creature gain~
Distracting Strike. \Vhen you hit a creature with a temporary hit point~ equa l to lhe superiority d ie roll -I
wt.npon auaek, you can exvc nd one ~ upf.ri ority die lO your Cha 1isma modifier.
di!'ilr:::tct the c:.rcaturt>.. giving your aJii~ an openina. You Riposte. \Vhen a creature misses you with a 111clee
adcJ the 5nJ)eriorily die 10 1hc:. attac:.k!:i damage; roll. The at1 ~1.~k. you can use you r l"f.a ction a nd <;X pe nd une
ucxt a Hack roll ..-.gainst t he tara:et by an a ttacker olhcr superiority die 10 make a melee weapon attack against
rha;n you has advantage if rhe attack. i:J made bcfoN"' the thf" crca turr. lfyou hit. you a_dc.J the ~uveriol'i(y d ie to the
:;tart of your n~xl turn. aH{-tck's d~ma~e t'OH.
Evasive Footwork~ When you movt. you can expend Sweepi~ Attack. \Vhcn you hit a creature with a
one superiority dl~. rolling 1hc di~ ancJ addinll the mf':ltc weapon attnc:.k. you c:a n <;;X pend one s uperiority
uumher'l'olled tO your AC u ntil you stnp llloving. die ro attempt to damage another creature with tbe
Fcintin~ Attack. You cn expend one superiority die same attack. Choo~e another creature wirhin 5 feet
and use a bonus action r,.n your 1u rn to f~iHt. choosina of the origil tal ta ra:ct and within y()ur rcnr.h. Jfthr:
on~ crc~tture within 5 feet of you as your taratt. You oriainal anack ruJI would hit the second crea10rc. h
h;;we advamage on your nc.xt attt:'lck roll against that 1.=. Kcs da m:-cgc e Q\Iltl to the rtumbt.r you mff on yoor
a eAiorc. Jf th;:,:t '\ClZtc.k hits. add the superiority d ie to 1he superiority die. Tt.c damst~c is o( 1he s..1.me. lypc dealt by
aua~k'.:; do mage roll. the orighud atta~k.
Goadi~ Attack. \~'hen Y0\1 h it a <;r;1lurt"< with a Trip Attack. \Vhen you h it a c rcatu rt. with n wcapan
weapon a lluck. you can expc.:nd one sup~riodty die to auack. you can expend one superiority die to attempt
attempt to ~oad the tartrer into attacking you. You ~-tdrl w knor.k lhc ta rgc:l dowl''l. You add the superioriry die
rhe superiority di~ to the a!tack's rlam;.t~e roll. a nd to the attarks damtlge roll, and if the tar~er is Large: or
the tal'get mus1 make a Wisdom sa\ina throw. On a Sina.lle-r. it mu~f make a Strength saving throw. On a
failc..-d sa\'e, the target hns di:;advantaac on all artack failed save . you knock the ta rget pront:..
rol l~ ttgainst ta"cts other than you until the end of
your ucxt tun). ELDRITCH KN I GHT
1..-unginA Attack. When you make a rnel e~ w<.:apon Th~ ~ucheryp.al E ldriu.:h Knight combiucs the martial
attack on your curn. you can expend one suvcriorit) die mastery common to all fil{htcrs with a r.~l'cl'u1 Mudy of
to incrcast: }~our reach for that ;.uta c:k by 5 feel. Jf you hit. maak. Elclritch Knight~ use liH.tS{icallcch niques similar
you add th e superioriry die to the attac-k's c.l~tmage roll. to those: pr<lc:.ticcd by ,,iz,ards. They focus their study
.m t wo of the eight ~t.:hooll'i of U"'B,F(iC: abjuration and ElDR ITCH KNI G HT S PELLCAST I NG
evocation. AUjur~ l ion ~pel ls ~ra nt nn E ldr itch Knight - Spell Slots per Spell Level-
dditiomtl vrotect ion in hattl~. nnd evocation sl)cll~ de::tl Fighter Cantrips Spells
Level Know n Known 1st 2nd Jrd 4th
iamage to many foes :.H ouc.:e. t:xtending the fi~hter's
reach in cotnbal. Tht!!st kniS(hts learn a c<.nuvartttiH'"ly 3rd 2 3 2
~mall number of svdhs. commining them to memory <rn 2 4 3
~srearl of keeping them in a pc;llbuok. Sth 2 4 3
6th 2 4 3
S.PE LLC A STJ t\C 7t~ 2 s 4 2
he:o )OU reach 3rd le\'CI. you augment ~our tll:trtial 8th 2 0 4 2
mw.,;s witb th<: ability to ra.t spells. Sec chapter 10 6 4 2
9:h 2
r the general rules ofspcll~a:~tiug attd chapt.r I I for 4
l O:h 3 7 3
wiz.ard spcllli~l.
lith 3 8 4 3
Cantrips. You learn two co.ntrips of your choi<"~ from
12t~ 3 8 4 3
wizard spcllli:>t. Yuu learn an 1tddit innal wizard
.ant rip o f y<>ur choice at l Oth le\'cl. 13th 3 9 4 3 2
S pell Slots. The E ldritch Kni~ht SJ><Ikasting table 1 4~h 3 10 4 3 2
I)W$ how fnany spell slots you httve to CASt )'Our 15th 3 10 4 3 2
.>ells of 1st lcvcl aucl h igher. To raSt one ofthcsc 16th 3 11 4 3 3
e11s. )'0\1 m 1JS1 expend a. s lot of the svcH':; level or 1i :h 3 l1 < 3 3
~htr. You rcuain t1.ll exp ,.ndr:d s pe ll slots when you
d~h a long r~M.
18th 3 11 3 3
19th 3 12 4 3 3
~or c x ti ltlplt;.. i f .)'011 know 1h t- l!l;t level s pe ll shield ('!ltd 13 4 3 3
20th 3
vc a l.sHcvd tm d a 2 nd l ev~1 $1J'J l'lll s lot available. you
..tn cas t sh ield usiug c:ilhr:.t' $101. during a s hort res t. The we.ap 0 11 1ll\IM be with in you r
S pell.s Known of l s t-Levol Hnd Hi~lter. You know reach lllrouglwullhe l'it ua l, at the conclu~ion ()f wlich
rcc lstlcvcl wizt-trd sv~lt$ o f ynur r.hoice, two of wh ich you rouch the weapon a mi forge Ihe bond .
)U must c.h()OS~ ftom the a tJjurali()ll .=tlid evo,~ari() n Oucc: y 0 \1 have:: h()11cled a. weapon to your,df. yuu
>ell Oil t he wizaJ'd $peJi list. c.an'c be d isarmed u f t hat weC~pon tUl l es~ you nre
The S pells Known column of lite F:lddtch Kn iR"ht l u<:apac.itated . If it is on t he ::;a mc-; pl('l ue:: IJI' c-;xi~l t':1\C':t: 1
.... ~llca st ing table shows when y01.1lean\ mot c:: w izatd yu1.1can :sunu non that \vc apon a~ ~1 1JrJU \.1 S <.t<.:lioli ()11 you r
.ell~ o f h l lcvr.l or highe r. Each oftlu.:sc :$p<.:lls n ) tt$ 1 h ~
tur n. c~msing illo te lep()r t instantly to your lmm.l.
abjuration or cv()calion ~pell of your c hoice. and m us t You r.an have up to tv.ro bonded weapons. but r.a n
of~ lc,..cl for whic:h you hnve spell slo b~. Fur in5la nc.e,
summon only oue al a lime wit h your bo nus actiuu.
hen you reach 7th level iu this CIS'I~~. y()u ca n lea rn one 1f y01.1anempt to bond with a third weapo n. you mu!lit
o
" ve il of 1st 2nd lv-.1. break the bond \\ilh one o f the oth~r two.
The spells you learn at 8th. H th. and 20th level can
me: from any ~chool of mast:lc. WAR MAGIC
\\ hene' c>:r you aain n le\"el in thhs cia~. you (;.81) Reginni ng at 7th lc\'CI. \vhcn you u:seyour ac.rion to
i)lacc one o( the\\ i:t.ard S(')f"ll~ you know with ~mother cast a cam rip . you c a n make o ne wcapou alttic.;k ~sa
ell of your choice from the witard spU lit. The bonus action.
w pc;ll wu.t be of a level for which you have spell
ftc;,. and it musr be an abjuratiun or evocation spPtl. LDRITC H STRI KE
Je-ss you're rcplaciua( dt<: S'pell ~ou e:ninf"<i at 8th, 14th. At l Oth lev-eL yo u learn how to wake yuur weapon
20th lvl. strikes undcn..ur a <:teatures resist an<:e to your ~pell~.
SpellcastirJ.4 Ability. lnteUiA:encc is ruur iprlk.a~ling \Vhen you hit <t c~alute with a weapon attack. that
lily for )'our wii.ard SJ>t!IIS. since you learn your creature bas disad,aul<t,g e on I he Of".Xl saving throw
ells through study and anemoriJ.JUion. You use your it makes .against a s pell you cas t before th e end of
elligencp whene\er a spcll refers to your spt:lka~ring your next turn.
-lity. lu addition. )'0\1 uR~ ynur l ntclliacncc modifier
en setting the savinJ.( throw UC for a wl?.t'trd ~pell you ARCA~E C HARGE
">t a nd whcu 11Hiki11(i an ~mack roiJ with om:. At 15th leveL you gain the ability to teleport up to 30
ket to an \lHO(:<':ul)if:rl s pace you can sec when )'U\1 \IM'!
Spell save OC - 8 + yo.ur proficiency bonu~ +
your Action Surge. You ca n teJeport before or aflcr the
your lntellig~nce modifier add itiona l ac.tion.
Spell at tac-k modifier - you I' proficie11Cy bonus +
1M PROV ED WAR lvf.~Ct C
you1 lnlel l igenc~ 1rtodlfier
S lal'(ing at 18t h leve l. .,vhcu you u~e yO\tt' action to
cast a spdl. you CM\ mak~ one wea pon attack a~ ~t
"EA PON BoND
bonus ac tion .
3rd leve l. you learn u r ilua l t lHH r.r~S'IU:s n ma~ical
Dnd between yourse lf und one wc~-t!JUII, You pc::l'fof m
r itua l over t he cour::sc u( 1 hout', w hic:h c a n be done

t Rl t.l
MONK
Her fists a blur a~ they deflect an i ncoming h::.il o( ~irTO\v:-;;.
a half-elf springs ow:~1 t1 barticade and t hrows herself
into the massed rauks of hob~obl ins on the orhet s ide.
She \Vhirls among ch~m. knockillg l hci r blows aside and
s~nding rhern reeliug. until at last she stands afotle.
Taking <.1. deep breath, a huma n c;ovt~ted io taltoos
settles into a battl~ stan<:e. As 1he ll r:;t ch~ugir~ orcs
reach him. he e.xha l e~ ~n d a bla!;l of tire roars from his
mouth. engulfing hi s fo<.: s.
!odovir1g. with the s ilen ce of fh~ nigh1, a blackdad
haUling s teps inlO a ~hadow beneath an arch a nd
cmcr~cs from a nother inky shadow on a balcony a
smne's rhl'ow away. She slides h<:r blade free of i1s f:fo th-
wrapped scabbard and peers t hroup;h lhe open wtt1c.low
at the (~trant princ e. so vulnerable in rhe. grip of .sleep.
Wha tever their d iscipline, monks are u niled in their
ability ro magkally h11rness the energy that flows in
their bodies. Whether channelccl as a s~riking display
of combat prowess or a subt k~r focus of defe.n sive. abil i1y
and :;peed. this energy infuses ali i h11r a monk do<.~.

THE MAGIC O F Kr
Ivlouk:; make careful study of a magk11 l energy lh<H most
monastic t raditions cail ki. This en~rgy is an element
or the magic t hat suffuses the mulrive.rse-spedlk al1y.
rh~ ~lunent that flovvs through living bod ies. T\l on ks
harnt:ss th is power \Virhin th emselve~ to cr<~ate magical
effects and exceed their hod it"~ physical c.ap~tb i lities.
and some of their .spc>:cia l aua<.:ks <.:an hinder the flow of
k i in their OIJpOncnts. Using this e.n ergy, monks (:hatlltd
uncanny speed and strt'!ngth i1l10 lheir unarmed strikes.
As t hey gain e2<.perienec. t heir man ia) tra ining and lheil'
mastery of ki giv~s them more power over t hc.ir bodie.s
.and the bodies of their foes.

TR A I NI NG A ND AS:.::C::.:E::,:T
~I::;C::_:I:;:
S,::
M:..,__ _ __
Small waHcd cloister.sdot lht'! landscape-S uf the worlds
of D&D. tiny .-~foges from (ht: L1ow of o rd inary life.
wl1erc liJne seems to stand still. The mon ks who live
tht'!l'~ ~~-ek pel':sonal perfection through contemplt~tion
a nd rigorous trainin.g . Mt1ny entel'ed lhc mo1wstcry
a!-i <:hildre.n, sent to Jive there when t heir pa rent ~ died.
when food couldn't be fou nd lO suppon lht-:m, o r in
return for some kind ness thar the rnonk:.; had pcrJOrnwd
for their families.
Some monk$ live entirdy a p<trt from the ~ur round ing
population. s~clt1ded fro m anylh ing tlt<t( might impede..
their spiritual progm!'->!'->. Ot hers are sworn to lsoJation.
TH E MONK
Proficiency Martial Ki Unarmored
l evel Bonus Arts Points M ovem ent Features
1st ' 2 1&4 Unarmored Defense. M artial Art s
2nd +2 1d4 2 t l O ft. Ki, Unar mored rv1ovement
3rd +2 1d 4 J +10 ft. M o nastic Troditiotl, Deflect M issiles
4 th +2 1d4 ~ +10 ft. Abilit)' Score Im p rovement, Slow Fall
5th .3 1d6 5 +i O ft. C:xt ra Attack, Stunning Strike
6th +3 1d6 6 +1Sft. Ki-Em p owcfed Strikes, t...1onasti< Traditio n fe.1ture
7th 3 1d6 ) ,, Sft. :Evasion. Stillness of Mind
8th +3 1d6 8 +lS ft. Ability Score Improvement
9th !4 1d6 9 +15 ft. Unarmotcd M<wement improvement
10th +4 1d6 10 +20 ft. Purity of Bod y
lth 4 1d8 11 +20 ft. M o nastic Traditio n featu re
' 2th +4 1d8 12 +20 ft. Ab ility Sco :e I m provement
~ 3th
'5 1d8 13' +20ft. Tot1guc of the Sur' and Moon
14 th +5 1d8 14 +25 ft. Diamo nd So ul
~ sth +5 1d8 15 +25 ft. Timeless Bod y
16th +5 ld8 16 -+25 fl. Ability Score Improvemen t
7th +6 ld10 17 +25 ft . Monastic Trad itio n feature
1 &th +6 ld l O 18 +30ft. Empt )' Bc dy
"9th 6 ldlO 19 +30 ft. Ability Score lm pf ovemetlt
20th +6 ld 10 20 +30 ft. Perfe<t Self

""1crgi ng only w !;<.: rvt: as spies o r tlssassi n:; at t he As a res ult of the s tructured Hf~ of a mcm 11s1 i c~
m mand of rheir lea de.r. a noble patron . or ::.owe othe r community and the d i5cipline re quired to h~t rn css ki,
)rta1 or divine po ..ver. moJtks are a lmosl a lw<tys la\"'fu l in a lignment .
The majority of monks dont s hun t heir JlcigiJbors,
..aking freq1J('fll visit5i to n~a rby tow ns or villaacs and QU IC K B U I LD
;chan~in ~ their service for food ~nd orhet goods. As You can make a moll k qu ickly by followin~ these
rsatite wa nio rs, mon ks often end up protecting tl1d r su~p;cst ions. firs t. make De xlerit y your h ighr::::;t
ghbor:;: fron 1100n.sters or ry1a11ts. abiliry sc-:or~. followed by Wisdom. S econd . d1oo~l~ the
For a monk1 becom i n~ a n adventu rer means leaving hermit backgrOtlncJ.
....t rucw red, cornmu n al lif~sryle m bec;ome a wanderer.
IJ1s can be a harsh t ra nsition, and monk s don't CLASS FEATURES
~en t1 k<'! it light ly. Those w ho leave t heir cloisters take As a monk, you ga in he foJiowin~ dass feat ures.
toir work l>e riotSiy, tlppr<>tl<:hing their adventures a.s
rsonal te s ts of their physic~t l ~t.nd s pir ilta l growth. HIT POINTS
... a rult:. mon ks ca m litt le for material wea lth and arc H it Dice: IdS per monk level
riven by a desire to ae<.omptish ~~ gre a le t mission rha n H it Points at 1st Level: 8.~ your Constitution modifier
t"rely slayi ng m(u1Srt>r s am i pi!Jnder ing thei r t r easure. Hit Points at Highe r Levels: ld8 (or 5) 1 ymn
Con~tirurion mod ifi ~r per monk level a fter 1st
C REATI NG A MONK
.., yot ma ke. your 1n onk <'htll't1f:h~, t hink a bout your P ROFICIENCI ES
nnc<:tion to t he monal:ih::ry when': you learned your Armor: None
ills a nd s pe nt your format ive yea rs . \ Vel'e you a n Weapons: Si m pk~ weapon$, .shOI'I$\\'Ol'ds
"""Pha'l or a <"'hild l~f[ on t he monastery's threshold? Did
Tools: Choose one type of art isan'.s tools o r o ne
I\IT pa r<.~ms prornisc you lO 1he tn (ln t1S h'~ y in grat itude
mu:;k-al irtSln nneul
r a se rvk~- pt~ rfo r med by the monks? Did you e11te r Saving Throws: Stre ngth, Dexte rity
=::, sedudcd life lO hi <I~ f1'DJU a crime you committed? Skills: Choose two from Acl'o balic-:s, Athl~t ir.s, History.
r dirl you choose the monastic life for yourse lr? l nsig hl, Religion, and S tealth
Con:;i<.kr why you le ft. Did 1he h~ad of yo ur monas tery
tOOsc you fo r a part icula rly im po rt am mission beyond EQUIPMENT
te cloi~ter? Pe rha ps you were cast ou t bec ause ol' You s tart with the follo\viug eqt1ipmen1, ill additit1n ro
me violat ion of lhe community's rul~.s. Did you dre ad 1ht>: ~quipm~nt grameci by your backgrou nd:
a\'ing. or were you ha ppy to go? ls lhcrt: .some lh iug (..?)a s ho rts word or (b) a ny l)impl<:. w<..apou
11\J hope to acc omplish OHisicle t he mona5te ry"? Arc you
(i~) a duugeoneel''S pa ck or (b) a n ~.xploru's pack
~er to return to your home? 10 d arrs

ii
UNARMORED DEFENSE fLURRY OF BLOWS
Begin ning t~.t 1~ 1~v~l. \Vhile:you tl t f: we:aring no a 1'0l01' lrnmc:.dia tt:ly a fler ym1 1.a ke l)lt: A Hack action on your
a nd not wielding~ shield. your AC t:quals 10 1 yO\Ir turn . you can spend 1 ki point to m a ke two unarmed
Dexterity modifier+ your \Visdom modifier. :;cr ikes a:; a bonus action.

PATIENT DEFENSE
MARTIAL ARTS
You can sp~nd 1 k i poim ro I<Ikt': lht: Dodge aclion as a
At l s t lcvd . your pra ctic..~ of marthd art::; give!; you bonu ~ action ou your tur n .
master y of combat styl es t hat use unar med s trikes and
monkv,rea p on~ . which a re: $i h o rr-!W/Ord~ and any f>impf(';_ STI!P OF THE W I ND
melee 'veapous th at don't have the t wohaudt":d or 'You r.an ~p~nd I ki point to ta ke: the Dis~n gage or Dash
hvy pro perty. action as a bom t:; a<.: lion on your turn. <:(JU.I your jump
You gain lhe following benefils \\lhilr.: you ~ re una rmed d i ~ ta. nc;e is do ubte d for the turn.
or wk.Lding only monk wcapon..s and you a ren't wea ring
armor or wield in~ a shield: UNARMORED MOVEMENT
---- --- -
S ta rting at 2 nd level, your 5pe~.d increases hy 10 ff.et
You c<-m U!;C Dexterity in::.tcad of Stn..n~th for the
arr~ck and damtlgt: rolls of your mM1'm(';.d !;1'i k~s and while you are not wea ring a rmor or \viekiiug a shield.
monk wt.a pons. This bonus increases wh~n you reach cen a in mon k
You ca n roll a. d4 in place of the normal damage levels, a s showt) in lhe ?vlonk lable.
of yo1u unarmt:rl $01f'i k~ Ol' monk w~ttpoo . Th i::. rli~ At 9th k vd , you gain the ability to move a ton~ vert ical
ch.=t 1lgt>:~ as you g::ii n tnonk l evd s, as showtl i n l h~ surfaces and across liquids on your t urn \vithout falling
]'.'l<:(rli<i.l Art::. cohu nu of l hl~ (\lou k.l~-tblc. durin~ the move.
\Vhen you use the Attack action wit h an unar med
s(rike or a monk wt:apon on your lurn . you c~-Ul nla ke MONASTIC TRADITION
one unarmed strik~ as a honu5 ttl"':tion. For exampl~. if \ Vhcn you re adt 3rd------~-------------
JcvcJ. you conuuh yourself to a
you lake l he Attack acli(Jil aml allack with a quarlcr 4

monastic tradition: the "Nay of the Open Hand, t hf. \~.lay


staff. you can a lso make an unarmed strike as a bonus of Shttdow, nr rh~ Way or 1he Pour Elem~n 1s, :::til <let.aileO
action. assum i n~ you haven't a lready ta ke n a bonus ::!I I he end or l h~ da-ss (l t':S(:ripti on. Y(I1H' tr.adili(lll
action t his tur n. grants you fea tures :1l 3r d k vd <:(Jtd agaiu al 6th. 11th .
Certa in IHOJt<:(:;(cries usc spcdalizcd fonns of th<.. a nd 17t h level.
monk weapons. For exa mple. you mig ht use a clnb
chat is two len~ths of wood co nnecte d by a short c ha in DEFLECT MISSILES
(caHed a nunchakll) or a sickle wilh a shoner. stJaighler S tart ing at 3rd k vcl. you can usc your react ion to
blade (c.:tBcd a k~t ma) . \Vhatc vcr name you usc for a deflect or catch the missile w hen you are hit by a ranged
monk weapon. you can use the ,o:ame !aatistics provided wea pon atlac;k. \ > Vhe:n yo11 do ~o, rh~ darnagf. you la ke
for I he weapon in ch ap t~l' 5. from the auack i$ re <llt(:ed by ld l O 1 yO\.tr J >t:xterity
modifier + your monk level.
Kr Tr you teduce lhe d amage lO 0, you c anc~alch lhe
Starting at 2 nd level, your training' altow5 you to m i:;:;ile if it is small enough for you to hold in on~ hand
harneS..'3. 1ht: mystic::. enefgy of ki. Your ::tccess to 1his ~ nd you have a t leasl one h<tnd free. Tf you c::atch a
energy i::. represt:nwd by a nmn b <.~r of ki pohtt::.. You r missile in this way. you can .spend 1 k.i point to make~\
monk level determines t he number of points you have. rang;ed atcack with the we apon or piece of ammunition
.as shO\\'fl in rh~ Ki Poinrs coh1m n of the ?vfoo k table:. you just <:aughr, as pt~rl of 1he same l'~a<:lion. Yott make
You can 5pcnd these points to fuel va rious ki features. t his attack with proficic.ncy. rc~ardlcss of your \\-'Capon
You Sl ttl'f k nowing rh r~-f: ~11c:h ft:a u1res: Flurry of Blows, profi ci~ndf.s. aod t hf. mis.::.ile C01Jnts a:; a mon k weapon
Pat ient Defense. and Step of the \Vi nd. You !ea rn more for the attack.
k i feahn~s ~s y011 gtt in lt>:vels in 1his cl.l'lSS.
Wht.:n you spend :i ki p(linl, ir i$ unav~ i l.~ hl t: mui l ABILITY SCORE IMPROVEMENT
or
yOl.l fin i$h a ~horl Or long n'!Sf. .~ I I he e nd whidl you \Vtu~n y o 1.1 r~a<.:h 4lb lt:.vd , and ag<tin ~~ 8th. 11lb, 16th .
d raw all o( you r CXJJ<.~J uJ,xi ki b~ic:.k. into yourself. You and 19th level. you can incre<:.J.s<.:. ouc ability score of your
must spend at least 30 minutes of the rest meditat ing to choice by 2, o r you can increase two ability scor~s of
reg<~ in your ki poims . your choice by 1. As nonual. you can'l increase a u ability
Some of your ki featu r~s re qu ire your target to make sc:or~ a hove 20 w;ing t~1is f~ar111'e.
~t saving lhrow to rcsi5t the fea turc'.s cfl'cds. The saviug
throw DC i:; c.alr.u l a t~rl a.s foll ow~: SLOW F ALL
Ki save DC = 8 -+ youf proficiency bonvs -+ Hc::giuning at 4th level, yOtl (:an 1.1Se your n::~ cl ion w hen
your Wisdom modifie: you fa ll lO rt!dtu.: c <~ ny falling damagc you lak.<.. by ;m
amount equal to five t imes your monk leve l.

78
Du ri n ~ t hat t ime., you al::;o h ~ve resista nt. ~ to a ll d ama.~e
E x TRA ATTACK hut force dama~c.
-eginnina at Stb level, y01.1 can a ttack tw ice. instead of Additionally, you can sp t~w.18 ki poiru sto ca:~l the
1'f1Ce. whenever you ta ke the Auack .~ crion on your turn. \i$(ral proJe:r.rion s pell, without n eeding m<tl ~rial
com ponents . \ ht>:J) you rio so, you c ant ta ke a ny other
STUNN ING STRIKE crem u rcs wit h you .
""arting at 5th level, you cau i nterfere w irh t he flow of
in atl opponent's body. Vlhen you hi t a nothercrealure.- PERFECT S ELF
th a mclc._~ weapon atta c:k, you can s pe nd 1 ki poiutiO ~----------------
At 20th level. when you roll for i ni l ialive anrl have no ki
cmpt a stunning ~trike. The ta rger must s ucceed on a points remainin~. you rc~ain 1 ki points.
mstitution 5aving throw or be s tunned until rhe end of
ur next tu rn. MONASTIC TRADITIONS
' I- EM POWERED STRI K ES Th ree tradition~ of nwnastic pr1rst1 ir al'e common in
th~ monasreri~s $>C',attered across the multiverst.. Mosl
.tning ar 6 th !~vel. your unarmed s tr ikes counr tl$; monaste ries practice one tradil ion ~ xchtsively. but a
gica l for lhe p11rpose of overcoming resistance <J1)<1 few honor t he th re e tr~tditioHl:\ and instn Jt.t t>:ach monk
munity to n oJmn\gica l ~11a<:ks and damag;c . a ccording co his o r her a ptitude a nd i nter<:.:;t. All l i He~
traditioJlS re ly on t he s~me basic techniques, divergillg
:vASION a s t he student ~rows nlore adept . Thus. a monk need
- th lcvcl. your ins tinctive agility lets you dod~c choose a t1aciirion only upon re<.tchi ng 3rd level.
of rh~ way of c:~rtain a rea effects. St iCh as a blltf..
gou's lighu1ing bre8lh or a fireball s pell. When you WAY OF THE OPEN HAND
s ubjected to a n effect that a llO\VS you to make a Monk of the Way of rh Open Hand are the ultimate
xterity sa ving throw to take on ly h:o~ lf damag~. you masters of mar tial arts c ombat, whech~r a rmed or
.. tead ta ke no <IMn agr: if you s uccee d on th<:. saving u na1' 1ll~.r1. They learn technique::. to push ancl lrip rh ~i r
row. and only half damage i f you fail. opponents. man ip111atf: ki to heal dama~c to their
bod ies. and prac lit:e. adva1)Cecl -rterlirat ion that can
TI LLNESS OF MIND protect 1hem from ha r m.
aning at 7th level, you can usc your ac1ioll to r:n<l one
le'Cl Oil your self fhar is <":.ausing you to be c harmed O PEN HAND TECHN ! Q.UE
frighte ned. Sta rt ing \vhcn you choose this tarlicion at 3rd leve1.
you r.ao manipulate you r e nemy's ki when you harness
U RITY OF BODY your o\vu. \'Vhenever y011 h it a c re ature with one of tl 1e
anac.kS- granted by your Flu rry of Blows, yo11 <":an impose
lOth level, your mastery of the ki Oowiog rhrough you
one of th e follo ..vjng effec:ts on t hat ta rget:
1\cs you immu ne to disease a nrl poison.
lt J.UUSt s uccee d on a Dexte rity savin~ throw or be
~ONGUE OF THE SuN AND MOON knocked prone.
Tt muse make a S t rength st=wing th row. Tf it fa il~. you
.... rtin~ at 13th leve l. yo1.1learil 10 touch the ki of other
1ds so t hat you unders tand a ll .spoke:r1 l ~nguag~s. can J)1.1Sh it up co 15 fe et m\>ay from you.
1t ca n't take reactil)ns until the e.nd of your nc.xt turn.
reover. any creau u'e fh at can un dcr~tand a h~Jlg1.1age
n u nderstand what you say.
WHOLENESS Of BODY
At 6rh level, you ~ain the ability ro heal you rself. As a n
::liAMON D SOUL acti01l, yo(l ca n regain h it points e qual to th re e lim~s
ginn ing at 14th level, your mastery of ki grants you
)ficic ncy in a ll s~-i.Vi.r ig th rows.
o\dditiona lly, whe never you make a saving rhrow a nd
you c a n ::..pend 1 ki point to reroll it and t ak~ rhe
:ond re.sult.

..,-I MEL ESS BODY


15th level. you r ki :;u$ta jns you s o that you s uffer
-ne of t he fra ilty of old a~e, and you can'r b~ a ged
.tgically. You c an s till die of o ld age, however. Jn
Jdition, you no longer need food or \v,:uer.

=~1 PTY BODY


e-ginnlng at 18th lev~ I, you can usc your ~-i.clion (O
tend 4 ki poi nt~ to become i llvi sihle fo r J minute.

79
your monk level. You must fin is h a long resr h~fo1e you 0PPORTU NJ S1'
can use rhi~ featur~ again. At 17th lev~ I. you can exploit a creature's momenta ry
d istmctiou when i1 i~ h ir hy tln attack. \V henever a
TRANQUltTTY creacurc '''it hin 5 f~el of you is hi t hy an a1rack marle hy
Ocginuing :~L 11th lt:v~ l, you can e nte r a s pecial a c.reat ure other t han you. you can use your reaction to
med itation that ::.tJrrounds yOii w ith an aura of peace. At ma ke tl m~lee attack a~ainst that erc.~alurc.
t he ~ nd of a long res t. you gain the e (fecl o f a s/mcrunry
:;pell tha l la!->r5 umil the sta rt of your nc.xtlong rest (the WAY OF THE fOUR ELEM ENT S
spell can end eady as normal). T he savin~ t h row DC
fo1 rh~ spell e quals 8 - your \ Visdom mod ifie-1 +your
You follow a monastic tradition that teaches you to
harness the elements . '"'hen y011 for-us your ki, you can
proficiency bont1s .
align yourse lf wit h the forces of crcatjon and bend the
Q UI VERING PALM four eJe.ments to your wi ll, usi ng: them as an extension
AI. 1i th level, you ga in the ability to set up lethal of your body. Some me.mber$ of th is tradi tion rl~dicat.~
vjbmtions i 1l someone.'s body. \hen you hit a creature then'lselv~5 to a ~in gle element. but other~ weave the
w ith a n u narmed s t rike . you can s pend 3 ki poinrs co clements togc:.t1ter.
l:itar tthese irnperc~ptible vibrations. whiciL last for a 1vfany monks of th is tradit ion tattoo t hett bodies w ith
number of days equal w yom monk level. The vibrations repre.::.e nlations o f theil' ki powers. c om monly imag:incd
aw~ harm less unless you u~;c your ~~ction 10 r:nd tht:m. as coilin~ dragon:$. but ~lso ~s phoe:n ix~s. fi:::;h. pla nr5,
To do so. you and i he rar~ct m ust be on the. same pl.:n1e mountains. and crcs.t i n~ wave~.
of cxis l<:.uce. When you use thi s a ct ion, che creatu re
D I SC!fL E OF THE ELE~1ENTS
rnust ma ke a Cons titution :;~ving lhl'O\'.'. Tf ir fai ls, it is
\Vhcn you choose l h is rradit ion at J rd level, you learn
re<hocen ro 0 h it points. If it suc.c ccds, it ta kes JOdi O
magical d isc iplines that harness the power of lhe fou 1
necrotic damage.
Y01.1 can have only one creature under the effect of rh is elcJnents. A d i~ciplin e r'MJuiresyou co s pend ki points
each t ime you usc it.
fea ture a t a li me. You can choose to end [he vibrations
You know t he Elemcnca l Attu n cm<.~rr t d i::.cip)i(u;; <111d
harm lessly wilhou( ~.1:::-i n g an .ac:tion.
one Olht>:r ~le.m~ntal d isci pline of your choice . which arc
WAY OF SHA D OW de tailed iu the "Cierne,ual Discipline s" section below.
You learn one addit ional cJcJw;nlal disc ipline of you1
Monks of the Way of Shadow follmv a rradition thm c hoice ao 6t h, 11th, a nd 17t h level.
valt1es st~alth and subter fu~e. These monks mig hl Whenever you learn a new e l em ~ nta I dis.cipJi n~,
be ca11cd n injas or :;hadowdance1'S . .and they se rve as y0\1 can also eplace.. one e lemental discipli ne that you
spi~-s tl nd assassins. So metimes the members of a a lrea dy know with .3 difl'e ent di~r.ipline.
n inja lrtorn\stery (u'e fami ly membe rs , form in~ a cla n Cas ting Elemental Spells. Some elemenla 1
s worn w ~ecr<.:cy about their tll'lS t'! nrl rnis$\ions. Other d i$Cipl ines a llow you to cast s pel1s. S ec <.:hapter 10 for
Jr ron aste.ti~s are more like thieves' ~uil<.is. hiring out the genera l r ules of spellcasti.ng. To cas t oo ~ of t h~se
t heir services to nobles. 1ich m~rch ants, or a nyone d sc spell~. yoo use.. its casring t ime a nd other n 1k ::., but y01.1
who can pay their fees . Rc~~u<.lless of their 1nerhods, th~ don't ncc c.l to provide mate l'ia l <'..omponents for it .
heads of these m.onasteries ~xp~c.t the unques t ioning Onr..e you reach 5th level in thil:i cl::l.$$, you can s pend
ob~d i~nce of cheir s tudents. addition<t.l ki points to inccr:a~~ the level of a n e lemental
discipline s pell tlra l y0\.1 C.'lSl. provirlE"..d rha[ chespell has
SHADOW ARTS
a n enha nced e ffec t at a higher Jc:.vel, <IS burmng haarls
Starting when you choose th is [ra dit ion at 3rd level. you docs. The s pell's level incl'e ose hy 1 for each addit iona l
can u-s~ you r ki to duplicate the cffcels of cert.(lin sp~lls. ki point you spend. For example, if you are a 5t h-level
As a n action . you can $ip~n d 2 ki points to cast ch1rkm.:!>!>.
monk and use S'\ver:ping Ci nder St rike ro cast b urninR
dnrktrision, p4tss \'o' itfw ullrace. or silence, without hands, you can spend 3 ki p-Oints to cast it as tl 2 nc1-level
providing material compon~nts. Additionally. you gain s pell (the di:s<iplinP-, hose co.r of 2 ki points plus ! ).
t he .minor illusion cautrlp if yOt.l <1on'1a lr~ady know it. T he rn<~.xit num n\ltnht>:t' of ki points you can spend to
S HADOW STEP ca st a s pell h this wi=ly (induding its base ki point cost
and any additiona l ki point:; y01.1spend to 1 ocr~ase its
Ai 6 th level, you gain the ab i1ity lO step fmm o ne s hadow
level) is d t:t~rmi n ed by your monk level. a:; :;hovvn in the
into a norhe.r. \Vhen you are in d im light or darkness.
S pells ;md Ki f'oints table .
as a bonus aclion you can teleport up to 60 fe et to a n
unoccupied space you can sec th at is also in d lrn lig ht
or darkness. You then have adva nttlg~ on t he first melee
S PELLS AN D Kt P O I N TS

at lack you ma ke before the end of the tu rn. Monk levels Maximum Ki Points for a Sp~ll
Sth-81h 3
C LOAK OF SHADOW$ 9th 12th 4
By 11th level. you ha ve lea ,nerl to h~come one wit h 13th- 16th 5
rh~..shadows. \Vhcn you a rc in ~n ~ rea of di m l ight or
17th- 20th 6
da rkness, you ca n ~se you r a ct ion to become invisiOk:.
Yot1remain invi.sihte until you ma ke a n attack, ca .sl a
s pell, or arc in a n area of bright lig hl.
E LEMF.NT.~L D ! SCTPI.T NES Shape the Flowing River. As an action. you can
~he elemenl~d c.li~ dpliue:-:. an; prel$ented in alphabel ic.a 1 s pend 1 ki poim to choose an area of ice or water no
rdc r. 1f a d iscipline requires a level. you must be that larger chan 30 fe~1 on f'l side wirhi n 120 fee l of you . Yoo
level i n th i ~ c.l a~~ m learn [he <fi!;cipline. can change water to icc withiu the ~trt.a a nd vice ver~a.
Bre"th ofWinter(17th Level Required). You can and you can reshape icc in t he area in any manner you
... pend 6 ki points lO cast cone otcold. c hoose. You can raise or lower t he ice's elevation, c reate
Clench ofthe North Wind (6th Le vel Required). You o r fill in a ll't:nc h, erec 1 or flau~n a wall, or fotm a pilla r.
em sp~nd 3 k i point$ to <":ast hold pen:;on. The extent of ~my such dtaugcs can't cxcct.d ha lf the
Elemental Attunemeru. '"{ou can \JSe you r action 10 a rea's lar~est dimension. For example. if you affect a
riefly control eleme nta l forces nearby. causing one of 30-foot square, you ca n <:reate a pi llar up to 15 fee1 high,
he follow ing effecl-s of you1 choict':: rai~c or )ower t he square's elevation by up to 15 feet. d i~
a rr~nc:h up to 15 feet deep. and so on . Yot1 c a n'r shape
Creme a harmless, instamaneous sensory effect
the ic.e to trap or injure a creature in the area.
relat~rl1 0 a ir. eatt h, lire, or \'\'a let, suC':h a$> a show~r of
Sweepin; Cinder Strike. You can spend 2 ki points to
~park.l:i.. a puff of wind . a s pray of light misl. or a gentle
cast buroing hands.
rumbl ing o f stone.
Water Whip. You can spend '2 ki points as a bonus
Instantaneously light or snuff out a candle. a torch. or a crion to create a wh ip of water thar s hoves a nd pull.:;
a small campfire.
a creature to u nbala nce. it. A creature th at you can ~ce
Chill or wa1"Tn up 10 1 pound of nonlivhlg mfltetia 1 fol' t hat is with in 30 fee t of you must make a Dexterity
up to 1 hour. ~avi ng throw. On a failed ~ave, t he c r~.atUI'e takes 3d10
Cause earth: fi re: water. or mist that can fit within a bludgeon ing damage. plus a n extra l dlO bludgeon ing
1-foot cuhe to .shap~ irs~ If inro a crude forrn you <f~.sig
dama~c for each additional ki point you spe nd. and you
*late for 1 rninutt..
can e it her knock it pl'one or pull it up O 25. fe:~t d o::.er
Eternal Mountain Defense (11th Level Required). to you. On a :;ucccs~ful save. the creature takes half a~
~can spend 5 ki points to cast stoilcsi<in. much damage, and you don't pull it o r knock it prone.
a.rgeting you rs.el f. Wave ofRoJllnA Earth (17t1> Level Required). You
Fan~s oflhe Fire Sttake. W'hell y0\111Se 1he Altack can spend 6 ki poi nt~ to cas t wall of stone.
rion on your t urn . you can spend 1 ki pointlO cau~c
ndrils of flame to stre tch out fro m your fists a nd feet. MONASTlC ORDERS
our r~.ac h wi1 h your unarmed srrikes iHCI'~t.l$ ~-s by The worlds of D&O contain a multitude of mon.asteties
feet for that act ion, as \vell a~ tb<! rest oftht turn. .and monastic traditions. In lands with an Asian <.ultur.al
hh wirh s ur.-h a n attack dea ls fire damage i nst~ad of ila'IO(, such as Shou l ung far to the east of the Forgotten
udgconin~ dama~c. and if you spend 1 ki point when Realms, these monasteries ate associaled with philosophical
t,e attack hits, i also d ~al:; an extra l d 10 fire d a mage. traditions and martial arts practice. The Iron Hand School,
Fist of Pour Thunders. You c~ n spe nd 2 ki points to the Five Stars School, the Northew Fist Schcol, and
st tilundcrwave. the Southern Star School of Shou l ung teach different
Fist of Unbroken Air. 'You can r.r~ at~ a hlasr of approaches to the physical, mental, .and spiritual disciplines
mpressed ~tir th at ~trikes like a ulighty fi:;t. A~ au of the rnonk. Some of these monasteries have spread to the
western lands of FaerCtn, particularly in place::. with large
~lion . you can spend 2 ki poi nts and c hoose a cre.a ture
Shou immigrant communities, suc.h as Thesk and \Vcstgate.
'tbin 30 fee t of you. That cn~alure IHU$l make a Other rnonastic tr.aditions are associated with deities ...-ho
...trcngth savin~ th row. On a failed save. the c reature teach the value of ph)Sicaf e>tcellence and mental discipline.
..kes 3d10 bludgeoni ng damage, plus an extra 1d10 In the Fotgotien Realms, the order of the Datk fvloon is
udgeoning d a mage for each additional ki point you made up of monks dedicated to Shar {goddess ofloss), Vlho
cpend. a nd you can push the cr~.ature up to 20 feet away maint.ain secret communitie,s in remote hilts, back allies,
N)ffi you and knock it prone. On a $uccessful save, the and subtettartean hideaways. Monasteries of II mater (god
Te..1.ture takes half as much dama~c, a nd you don't push of endurance) are name-d after flowers, and their orders
or knock it prone. can)' the names of gt~at heroes of the faith; the Disciples of
Flames ofthe Phoenix (11th Level Required). You Saint Sollars the Twice-Martyred reside in the fvlonastery of
the Yellow Rose near Darnara. The monasleries of Eberron
an spend 4 ki points to cast fireball. combine the swd}' of mattial Jrts with a life of scholarship.
Gong of the Summit (6th Level Required). You can !\lost .-re devoted to ike deities of the Soverei2n Host.
-.pend 3 ki poims ro cast shauer: In the Nodd of Oragonlanc::e, most monks aredevoted to
llfist Stance (11th Level Required). You c an spend 4 "-1<1jere, god of meditation and thought. In Cre>h;;wk, many
k:i poims ro c.ast gaseous form , targeting you rse.lf. monasteries are dedicated to Xan Yae, the goddess of twilight
Ride the Wind (11th Level Required). You can spend and ihe superioriJy of mind o.er matte:. or to Zuoken. god of
4 k i points to cast fly, tal'geting yOlii'Sel f. mental and physical mastery.
River ofHungry Flame (17th Level Required). You The evil monks of ~he Scarlet Brotherhood in the world of
an spend 5 ki points to cast wall offire. Greyhawk derive their fanatic z-eal nor from devotion to a god
R ush ofthe Gale Spirits. You can .:;pend 2 kl poims but f:om dedication to the pri:1cipfes of their nation and their
rac::e- the belief that the Svel st.rar.d ofhvmaoity are meant
o casl .just of wind. to r1.1le the world.

J'~R T 1 CLASSES
8J
PALADIN
Clad in plat<:: armol' lhat gle::un ;; in the s unlight des pite
l he dust a nd g rime of 1on.g t r:.w eJ. a hHman lays down
her sword and shif\ld and places her ha nds on a mortally
wounded man. Divi nt: radjance shin e~ from her hands.
the man's w ounds knit closed. and hi s eyes open wide
wit h ~t mazemetl t.
/\ dwarf crouchts beh ind <l1l 0 11t crop, his black d oak
making him nearly invisible in the night, and \Vatc hes
an ore wa r band cefebraring its recent victory. S ik:ntly,
he!>ralks into their m ids t and 'vhisper!> a n oach, a nd two
orcs are-dead before t hey even realize he is there.
Silver h~r shi ning in a shaft of light that seems to
illuminare on ly him: a n eJflau~hs with exulta tion . H is
s pear flashes like: his eyes as he ja bs again <t.n<.l again
at a twisted g ianl, t.Wtil at last his light overcomes its
hideous darkness.
Whatevet 1hr:ir origin and their mission. pal<~di n s are
united by th<..ir oalhs to sra nd against the forces of evil.
Whether sworn before a g<>d's altar and the w itness of
a priest, in a s~1.cred g lade befol'e na tu re s pirits and fey
beings, or in a mome nt of desperation and gt'i~f w ith t he
dead as lhe only witness, a paladin'~ oalh js a powerftil
hond. It is a s ource of po,ver thar curns a devo ut warr ior
into a bles~~d c hampion.

T HE CAUSE OF RIGHTEOUSNESS
A paladin swears lO uphold j usrk.e and r i~hteousncss.
to stand whh the good things of rhf: world against the
encroaching darkness, and to hunllhe fotces of ~vii
wherever they Jurk. Diffeient pa ladins focus on various
aspe.cls oi th~ <:ause of righteousness, bul all at e
bound by tht: oa(h$ lhat gram t hem power to do their
sacred work. Althou~h many paladins a1e devoted to
gods of ~ood. a paladin's pow~l' comes as much from a
commitment to jus t ice hse1f as 11 does from a ~od.
Pa ladins train for year:; to leatn t he s kills of combat.
masleriog a va riety of weapons and a rmor. Even so,
t heir martial skil ls al'e se..condary to the magical po\ver
they wield: power to heal lhe s ick a nd injured, to smite
the wicked and the undead, and to protecl the innocf:nt
anrl those who join lhem in lhe fight fo r j ustice.

BEYOND T HE MUN DANE LIFE


Almost by definition! the life of a p aladin is an
advcnluring lif~. Unless a lasting injury has taken him
or her away frotn adventutiog for a time, every paladin
lives on the front lines of the cosmic stn 1ggle againsr

PART l Cl \Sst:~
Proficiency
-Spell Slots per Spell Level-
Bonus Features 1st 2nd 3rd 4th 5th
>t +2 Divine Sense, Lcay on Ha11ds
. nd ~2 Fighting Style, Spellcasting. Divine Smite 2
3d 2 Divine Health. Sacred Oath 3
~2 Ability Sco re Improvement J
+3 Extra Attack 4 2
:h +3 Aura o: Pro~ectton 4 2
+3 Sacred Oath feature 4 3
In +3 Ability Sco re Improvement 4 3
9: +4 4 3 2
Oth 14 Aura of Couraae 4 3 2
'n +4 Improved Divine Smite 4 3 3
2th +4 Ability Sco re l mp,rovemcnt 4 3 J
til +5 4 3 3
~s Cleansing Tovch 4 3 3 1
+5 Sacred Oath feature 4 3 3 2
+5 Ability Score Improvement 4 3 3 2
+6 4 3 3 3
+6 Aura Improvements < 3 3 J
Ability Scor~ Improvement 4 3 2
., +6
+6 Sac: red Oath feature 4 3
3

Fighters al'e r~re enouj:fh nmvng the ta nk~ of the a~ Totm. Tyr, Heironeous,
u.s and armies o( the world. but even fe\<\"Cr people Pnlndine. Kiri-Jolith. Dol
!aim tbe true calling of a paladin. When they do Al"rah. the Sihcr Flame.
\"e the call. these warrio~ turn from their fonner Bahamul~thena. Re-Horakhty.
>at ions and take up arms to figtu eviL Sometimes and Heimdall.
oaths lead I hem intO the SCrYiCC Of the (:TOWn as Jfow did you experience )Our rail ro
rs of elite groups of kniaht$. hut even then their serve as a paladin? Diet you hc.;,tr a whispet
>is 6rsl to r h~ cause of ri"htcouS1leSS, not co from an unseen p;od or ana-el w hile you were at
n and count ry. prayer? l>id another paladin ~cn~e the potenrial within
.. e nttlring pala dins cake their ...vork se.riously. A you and decide to t r<tin you n~ a SQuire? O r d id some
into an ancient rui1' cu rlu ~ ty crypt can Ue a cp,1est or
te rrible event- the de!ltruction your home , pf. rhaps
n by a h igher purpose th a n1 h~ acquisition of drive you to your queSt$? Pt.rhaps you stumbl<:,d in1o
.. ure. Evil lurks in dungeon~ and primeval forests. a sacred grove or a hi<.klcn t.l v~n enclaYe and found
~ 'Cn the smallest vic rory against it can lilt the ruurself call.cl to protect all>uCh refug.of goodness
IC balance away from oblivion. anrl beauty. Or you migh ha\o-e known from your earlif':~t
memories 1hat the paladin's life was your c-.a11ing, almost
'UATDIG A PALADIN as if you :tad bc..-en sent inro rhe world \\ith that purpo~
most important aspect of a paladin character is ~tamped on your soul.

ature of his or her holy qutSt. Althou!(h the class As guardi;.ms l!gaitlf\1 rh~ fo rces of \Viekcdness.
vres telaced to your oath \h.m!l a ppear umil you paladins arc ra rely of 11ny ~wil a lignment. Most of th~m
h 3rd level, plan ahead for tha t choic hy readin ~ walk the paths of clmrily t~nrl ju stice. Consider how y t'Hi t"
vath descriptions M the': .-.nd of the class. Ate you a alignrnenr colors t he '"'aYyou pur~ue your holy quest
ted servant of p;ood. loyal to the gods ofjustk.e and nnd the mannel' in which you conduct yourselfb~fo re
r. a holy knight in shining armvr ventuting fo rth eods and mortals. Your 08th and alignment might be
lite evil? Are you a ~tluriuus champion of the liglH.
in harmony, or your oath mil(ht represent standards of
rt:-hing c..~"Crylhing be:nHiful that stands againsr rhc ~havior rhat you have not rtt auained.

j()\\", a knigbr whose oath d escends from traditiOtlS


QUICK BUILD
than many o f the aods? Or are you an embittered
You can make a paladin C)uic:kly by following theSA"
r sworn to tll ke v~ngt!anc:e on thost who have done
suggestions. First. StrenQ:th ~hou ld be your highest
.u evil. sent as an a ngel or d~at h by the gods o r drivt!n
~tlJility score. followed by Charisma. Seconct. choose the
>ur need for revenge? Appendix R lists many deities
nohle background.
.,.hiped by pa lad ins thrO\I(thout rhe multivcrse, such

g
CLASS FEATURES FIGHTING STYLE
A~ a pa ladin. you gain the following cla ss featur~.:;. AT2 nd l<"wel. you a do pt a s tyle of figh ting a s your
s pec ia lty. Choose one of t he follov.ri n~ o pt ions. You can't
HtT PO IKTS take a Fighlhlg S 1yt~ option 1ll('We t han once, even if you
Hit Dice: 1<110 per pa la din leve l la[CT ~ct to choo~ e again.
Hit Points a t 1st Le\e l: 10 + your Constitution mod ifier
H it Points at Higher Le vel$: l d10 (or 6) + you r DE~NSI!
Con;;;tit ution modifier pe r palad in lcvd a fler l s l \~lhil e you a re wear in~ armor. you ga ii1 a ..Jl l>OIIU$ to AC.

P RO FICJ ENC I ES DUELING


Armor: All armor. ~hicld:; \<\1hen you a rc '.viek Hug a mdee weapon in o n ~ ha nd a nd
\\'eapons: Simpl~ \Veapons, mar tial weapon~ no Olh e t weapons, you ga in a +2 bonus to damage roBs
Tools: Noue with tha t wt:apon .

Saving Throws: Wisdo m, Cha r isma G RE AT W EAP O N f iGHTING


S kills: Choo:;c lwo from Alhlerk-s , l n$>ight, Int imida.rion, w hen yOtl ro11 a 1 or 2 on a dama~c d ie for a n a ttack you
M.:::d icine, Pers ua sion. and Religion ma ke \ ...oith a md ee weapon that vou a re wielding with
Two ha nds, you can re roll the di~ a nd tnust use the new
E QUI PM ENT
roll. The:: \veapon m usr have rh~ two -ha nded o r versat ile
You start wilh (he foJlowing ~quipmt:nt, in a ddition to prope rty for you to gain lhi$ ben ~ fit .
rhe equ ipment ~ra nted by your ba t kground:
(.:i) a martia l vveapon and a s h ield o r (b) two mart ia l PROT ICTIO N
\~oea pons \>Vhen a r.reature you ca n se e attac ks a target other
(a) live jave lins o1 (h) a ny s imple melee weapon tha n you tha t is withi n 5 feet o f you, you can use.yo ur
(a) a priest's pack or Q)} a n exp lorer's pack rea<":tion to im pose disa dva ntage OH th e a ttack roll.
Chatn n1ail a nd a holy symbol 'lou must be \viekling a shi~ld.

DIVINE S ENSE S PELLCASTING


T he pr~.:;ence of stron~ e vil registers ou your senses like By 2 nd level, you have le arned to d raw on divine
a noxious odor, a nd powerful good rings like hc<.w cnly ma~ic t hrough me<.Hta lion a nd pray~r to <;.a s t spe.Jl~ as
m usic in your c a rs. A~:: an action, you c a n open you r a c ler ic does . See chapte r 10 for lhe genera l rules of
a wa rene ss ro d ere<":t su<":h forces. Until the end of yo ur s pe llcasting a ud chapter 11 for rh~. pa ladin s p e.U lis t.
next tur n, yo u kuo\v th e location of any celest ial, fi~ n d,
or tl n d~ ad Wi[h in 60 feet of you that ls not bt:hind to tal PREPARI NG AND C ASTIN G S r ELLS
cover. You know the type (c~lesti al, fie.nd, or u ndead) of The Pa l.adin ta ble s hows how ma ny s pell slots you have
a ny he ing whose pre!icncc you s ense. but not its id~ nrity to c ast your !$pell~. To cast ooe of your pa la din 5pells of
(the vampil'e Count Srrahd von Zarovich . for imstauce). 1$t l~v~l or h igher. you mus t expend a slot o f the speW$
\Vit hin the sa nle rad ius, you also derec:T the prt";sence kv<.:.l or higher. You rega in a II e xpended s pell slots when
of any pla ce or objeGt [hat has been c onsecrated or you fi n is h a Ion~ rest.
desecrated. as with the hal/ow s pel l. You pre pare the lis r of pa lad in s pells t hat arc available
You c a n usc this fe at ure a uumber o f times e.q ua l m for you to cast. choosing l'rorn 1 h~ pa la din spell Hst.
l I yotu' Cha ri5ma modifier. 'vVhc n you fi nish a long rest. \~'h en you do so, c hoose a m unber of pala din s peUs

you rega in all expende d uses. equa l to your Cha r is ma mod ifier+ ha lf your paladin
le ve l, rounded down (minimum of one spell}. The s pells
L AY ON HA N DS m u:;t be o f a l~v~l fo1'which you have s pcH s1ots.
For example. if you a re a 5thlevel paladin, yo u have
You r blessed touch can heal wounds. You have a pool four lstleve l a nd two 2nd-level s pell s lots. With a
of he a ling powt:r tha t replenish~s whe n yo u take a long; Cha risma of }4 . y01.11 li$1o f pr~pared s pe lls c.an include
re s t . \Vith that pool, you c a n nt:SIOne a tora l num ber of four spells of b l or 2nd leve1, in any combinat ion. If yo u
hit points equa l to you r pC'I.lad in level x 5. prepare the 1stlevel s pell cure wotmd~, you can casr
As an a ct ion, you can touch a cre ature a ud d ra\v i 1 usi ng a l stlevel or a 2nd-level slot. Casting the s pe ll
power fro m the pool to re-s ro re a number of hit points doc~n't remove it from you1' l isr of pre pared spc.lls.
to that c rea ture, up to the max.irntun amount rernain ing Yo u c.an chan~c your lis t of prepared s p ells wh ~n you
in yo ur pool. Huish a Jo.ng resr. P rep.ar ing a new list of paladin s pe lls
AlTernat ively, you can expend 5 hil points from your 1e quires t ime s pent in praye r and meditation : a.t least 1
pool of healin.g to c ure t h~ ta rget of o ne d isease or mi nute per sp~ll lewd fo1' each spell on your li~t.
ne utralize one poi:;ou a fl'e c ting ir. Yot~ <":an c ure. m ult iple
di.sea-:;es a nd neutralize m ultiple p oisons \\dth a single S PELLCASTT NG A BI LITY
u:;e ofJ,ay on Hands, expe ndinp; hit point~ s eparately Charis ma is your s pcllcasting abiliry for your pala din
for e ac h one. $p ells, since their power de rives frolfl th e Slrenglh of
This feature has no effect on undead a n d cons truc ts .
)OUI' <'..onvictions. Yu1.1 us<" .>'fmr Charismo.t whe1lf'\ (>t a ABILITY SCORE I:MPROVEME~T
...pel! rerer~ ro your spcllcaslillli ability. In .addition. you
When you rcch 1th lev!, and al(ain at 8th. 12th, l61h.
usc your Clu~ri~m:a modifier when sct lil'lg the sa"ing
anrl 19th le,eJ. you cau inC1't':tl$>~ one ability score ur you
throw DC for a paladin ~pell you ca!:n .ttuO whton makinp;
choice hy 2. or you ca.n increase 1\\<'0 ahiliry ~ores of
an anack roll with one.
your choice by 1. As normal. you canl lncre:.5t.e <ln ability
Spell save DC 8 - your profKitncy bonus ... score above 20 using rhi!=. feature.
your Charisma modifrer
EXTRA ATTACK
Spell attadc modifitr- your proficiency bonus+
yo.n Charbma modifier Beginning at 5 th 1~e1, you can anack twice. iuSI~d of
ouc;(:. wh~never you rake the Au::rck ;:rc:rion on your tun1.
5PELLCASTt>~C Focus
"ou can usc a holy symb<>l (found in chapter 5) as a
AURA OF PROTECTION
-n<'lka<ting Incus for your paladin spells. Starting at 61h le,~et. whcnC\o-cr you or a frif"ndty r.rcaturc
wirhin 10 :ect o f you wus1 make a sa\ina throw, the
DIV INE SMITE cre.3lt11e gains a bonus to the S<h'iog rhrow equ:al to your
...,tarting at 2nd I~W1:1. when yuu hit a ct.alure with a Charisma modifier (1.virh a minimum OOnus or 1). You
11l us1 be conscious to graut 1h i ~ honus.
--r'lelcc wc.apun auack. you cnn e:qx:m.l um; 1)81adin r-.pell
A t 181h l.::ve1. the range of th is aura in cre.a~f$ to 30 feel.
~lor ro deal radiant dt-tmaie to rh~ tarr;tct. in m.lc.lilion to
f' weapon'$> c1amaac. T he extra dAmage is 2d8 for<\
'><level s pell slol. plus IdS for e ach >Poll lev-.1 higher
AURA OF COURAGE
han 1~r. m a maximum or 5dR. The dnmu~c incn:.a:se:c:. Sl ~trting at 1Oth level, you and friendly crearures
, ld8 if thoe tMget is on undead or a foe11cl. \Vit hin 10 feet of you canr be fri~htcncd while yon
are conscious.
D IVINE HEALT H At 18th lt'.vel, lhe: 1'ange ofthis aura increases tn 30 fee t.
~y 3rd ltwel, the tiivlnt. maaic fl<>wir\f th1'011gh you
"'llakes you i rnrntl n t~ 1C rli $1f':n~t..
I MP RO VED D I VINE SMITE
Dy l llh level, you a re 50 suffu:;ed with right eou~
SA CRED 0AT!l might t hat all your mel~e: weapon strikes curry divi l'le
J)O\\le r wirh t hem. \Vhcuever you hiTa creat ure wilh a
\"hen you reach 3rd level, you wear t he oath thai bi11ds
'u as a pa lAdin rorf:ver. Up to th i~ time you havf< been melee weapon. lhe c rearure takes a n extra l dS rad ia nt
n a preparatory sta{le. commi1red to t he path lJul llOI
damage. Tf you also usc your Divine Smirc with a11
tt sworn 10 kNow you cl u.>()$(: tht. Oath of Devotion. attack. y01.1 add th1~ dama~e to llle ex1r::t d amage of your
,. Oath of the AnciMt. or t he Oath of Vengeance, all Divine Smite.
tailed ar rhe end of the cl~ss dt~cription.
Your choice grant you feature~ al 3rd le,e l and again
CLEANSI~G ToucH
7th, 15th, and 20th level. Those feature include oath J:Jeginning at: 14th k\'cl. you can u~e your action to
'""lis and the Channel Oi"inity fcaiUre. end one s pell on you~If or on one v.rilling Crtttlur~
thai you lOuch.
0.-.TH SPELLS You can use this feature a number of rimes equal
Each oath has a li:;l of associated spells. You gain to your Charisn'la modifier (a minimum of one~). You
cess 10 these spells a1 the levels sp...:ified in the oaU. regain expended uses wben you fini~h a long- rest.
scriprion. Once you eain att~...~s to an (X-tth spell. you
\\3)S ha'" it prepared. Oath spells don"t count againSI SACRED OATHS
'>e number of spells you can prepare each day.
ff }Otl gain an oath spell that doesn't appear on the
Recoming a paladin involw:s~ raking vows that commit
~ladin ~;pellli~r. rhe spell is nonelht.:1ess n pa.ladin
the paladin to the cause of righteou~ne.sos, an acli\'C
n<:ll fur you. path of fighting wickedness. The final oath, taken
when he or sh e reaches 3rd le~el. ls th~ c:u1minodon
CHANN EL DtVI N l TV o f a ll the paJatlin 's training. Some character$ ""ilh rhis
:our o.arh nllows yuu to ch~nnt:l d ivine e nergy to f1.1td cl.3SS don't consider thcmseh~t~ rr ue paladins until
~agic<.tl efl'ec1s. F.-n<:h Channel Divinity option pro,idc:c.l they have reached 3rd level and rmulc this o;uh. For
. your oath explains how to use it. others, the actu.al swearing of rhe oath is a ormalili't
\Vh<:n you use you r Chnnncl Dhinily. ynu choose a n official stamp on what has always been t rue in t he
. hich option tu U8c. You IYI\I~t then fini~h a shor or lonp; paladin"; heart.
~"'SI to u~~ your Chunncll)ivin il y again.
S ome Channel Divinity effect~ l't.CJUie savinp; throw~ . OATH OF D EVOTION
When you usc ouch~~~ t ffcc from thi cl~ss. !he DC Th ~ Oath of Devot ion bi nds a paladin w the lofticsl
quaiS yOl ll" pn lnrlin Spe ll SliVC DC. idc~tb of justice , vitu~. a nd order. Somet imP.!1 called
<:aval iers, whire knip;hts. or holy warriors, t hese
paladins meet the. idea l of rhe kni~ht in shining t~ nnor,

T
TENET S OF VE N GEANC E C H AN NEL D I V IN ITY
T he 1ene1s of the Oath of Ve:ngcancc vary by paladin. but \tVht:n you take this o.::nh a l 3rd le.vd. you gain the
<(11 the tt:uet:; r<.:vo)vc around punish ing wrongdo~rs by followirtg two Ch((JHtd Divinity options.
any means necessary. Paladins who uphold these lenel$ Abjure Enemy. As an action. you pr~.s.ent yotn holy
a re willing to sacrifice even t ht>;it f)\V I) righteousnes::; to symbol and speak a prayer of dt:n1mcia1ion, using your
mete omjustir.t: upon t h(ISe who do evil. so t he paladins Chann~ l Divinity. Choose one crealure within 60 feet
~ reoflen neutral or )awfu l ne utral in a lignment. The of yOt l that you can see:. That creature must ma ke a
core principles of che tenets are. brmally -!->imple. \Visdom savi n~ throw. unle.::;5 it h:; i mmon~ to being
Fight the Greater Evil. Face d with a choice of fight in~ frighte.n ed. Fiends a.nrl 1mdead have disadv~-. ntag:c on
rny sworn (oes or comb~tti n~ a Jesser evil, 1 choose the th is saving th tO\v.
greater evil. On a. failed save: the cr~awre is f1ighte r'led for 1
No iUercy for the Wicked. Ordinary foes might win mi ru Jt~ 0 1 unril ir rakes any d~uuagt.. \+Vhile frightened,
my mercy. but my sworn enem ies do not. the cr<.~a tu rc'':i speed is 0, and it can't benefit f1'om a ny
By Any 1l1eans Neces.r;ary. My qualms l'.an'l get in the bonus to its spe.erl.
way of exterminating my fOes. 0 1l a s uccessful save. t he creature's s peed is ha lved
Restitution. If my foes w re.a k ruin on the world, it i~ for 1 minute or until the cr~arure take~s any damage.
beC;JoSe 1 failed to SlOP lhelll. 1 must help t hose harmed llowofEtmtity. As a bouu.s action. you can utter a vow
by lhcir misdeeds. of enmity ag~tinst a creature you can .::;e~ w irh ill 10 feet
of you. usinp; your Channel Divinity. You g;.lu advanta~c
O ATH SPELLS on attack rolls agains1 1he cre.:iture (or 1 minute or umil
You gain oach spl l~ ar rhe paladin levels lis ted. it d t-ops lO 0 hil point~ or falls unconscious.

OATH OF VENGEANCE SPELLS RELENT LESS AVllNGHR


Paladin Level Spells By 7th level, your st1pernalural focuJS hdps you close
3rd bane, hunter's mark
otTa foe's retreat. w hen you hit a crea.rure wil h an
opponunity attack, you <:an move up lO ha1f your
5th hold person, m isty step
:Speed immerli<uely after the: attac.:k and as part of
9ih hane. protec,jon from e11ergy
Ihe same reac tion. T hi!:i movement doesn't provoke.
13th hcmishmenl, dimension door opportun ity attacks.
17th hold monster, scrying
So uL O V E!<OE ANC R
S tarting a t 15th l<.:.vd. the authority with which you
speak your Vow of Enmi1y gives you greate r power over
your f,)e. V\'hen a crealurc under the e ffect of your Vow
of Enmity nnt kcs an attack, you can use your re-tlCiiOil to
make a mel~e weapon arta ck against that creat ure if it is
\vithio range.

AVENG ING A NGE L


At 20th level. you can assume the form o f an
angdic avenger. Usj n~ your action. you unde1go a
transformat ion. For 1 hour, you gain t he followiog
bene fi t:$!:
\~lings sprout from your back a.nd grant you a flying:
speed of 60 feet.
You emanate an au ra of menace in a 30 foot radius.
4

T he first time a ny enemy c reatu re enters the aura 0 1


s tarts its turn t here during a batde: th~ cre ature must
succeed on a \tVisdom saving throw or ht:<:ome !'right
ened of you for l m i nute. 01 until it rakes any damage.
Artack I'Olls against the frightened creature have
atlv~mtage.

Once y0\1 use th i~ feature. you can't use it again u ntil


you finish a long rest.

PART 1 CL\SSr:;;.
18
RANGER
Rough a nd w ild Jook.ing.
a human ~ta l ks alone
hrough 1he shadows of
lTCCS . hunting I ht: O I'<":S he
1\.nows a rc pla nning a ra id
n a nt:a rhy fa rm. Clutchiug
::thorts word in ~a<:h ha nd,
1e becomes a whirlwind of
-..reel, cu1ri ng down one enemy
ft!r ~uw th ~r.
Afrer rumblin ~ aw~ty frorn a cooe of
~e:ting .'lit, a n e. If finds her feet a nd dl'aws
ack he r bow to loose a n a r m w a t t he white
rago1l . Shrugging off the wa ve of fea r chat e man ates
~m the dragon like the cold of its breath, she s~nd~
'fle arrow after another to find th ~ gaps between the
.-agon's l hi<:k scales.
Hold ing h is hnrl h igh, a ha lf-elf wh is tle.s ro the hawk
at c ircles hi~ h above h im . <":a iling t he bird back to his
de. Vlhispering instructious in F.:lvish, he points to
~ O\vlbea r he's bee.n cracking a nd sends the hawk to
stracr t he creature while he readies his bow.
far from lhe bustle of cities and lowns. past t he
ledges t hat s helttr the most d is tant fa rms from lhe
rrors of the w ild, a mid the dense-pa cked t re es of
d
rack tess fore..:..t.~ a nd across wide 31\d empty pla ins:
mgtr:;, ke;ep lheit' onending watc h.

D EA DLY Hu NTE RS
arrior~ of t he wildern ess. rangers !'->pe.ciaHze in
..mting lhe monsrer!'-> t hat t hreaten the edge s of
J'1.;1tzation- huma noid raide r...:;, ra mpaging bta Sl$ .and
onstrosities , terrible g ia ms. a nd deadly d ragons. The.y
arn to lraek the ir q11a r ry as a preda tor does. moving
:eahhily th rou~h t he wilds a nd hiding t hemsclvc:;, in
7\~Sh and n tbb1e. Ra ngers focus the ir cornba t trai nin~
techniques that a re panicula rly usefu1agains t lheir
,.eci fic favorf.d foes.
Thanks lO lht:ir familia rity with the wilds, range rs
quire the a bHily to c a s1spells that harness na ture's
wer. m uch as a d ruid docs. Their s pe lls. like t heir
")(Jlbat abilitie~. cmph asi7.-e spe.e d, s tealth. and the hunt.
range .-s rale.nts and abilitic~ are hone.d with dea dly
eus on tl1<.. g rim task of pmtectin~ the borde tlands.

::\DEPEN DEN T A DV E N TUR ERS


hough a range.1' rnight make a living as a hunter. a
uide . or a tracker.~ ra nger'!'-> t rue ca lling is lOdefe nd
~outsk irts of civili-zation frotn rhe.. ravages of monslers
nd humanoid horde s that press in from the wilrl. In
orne places, ranger~ gather in se<:ret:ive orders or join
rccs \vith druidic cil'd es . Ma ny ra 11gers. ch011gh . a re
'ldepe.ndenr almos t to a fault. k now ing that. when a
.-agon Oi' a ba nd of orcs atta c.ks. a ranger m ight be the
rst- a nd pos~ibly the la!'->t- line of defense.
This fierce inde pen<.i<:nce ma kes rangers well Stlited
adve nturing, since they arc ac.:CtlStom~d to life far
om t he comfo rts of a dry bed a nd a hot bath . Faced
iith cily-brcd adventurers who grouse and whine about
e har<l$ih ips of the wild. rangers respond with some

8q
Proficiency Spells - Spell Slots per Spell level-
Level Bonus Features Known 1st 2nd 3rd 4th 5th
ht +2 i=avo:ed l:emy. Natural Explorer
2nd ..z Fighting Sryle. Spellcasting 2 2
Jrd +2 Ranger Archetype, Primeval AwJreness 3 3
4th ..z Ability Sc.ote Improvement 3 3
5th +3 Extra Atta<:k 4 4 2
6th +3 f avored Enemy and Natural Explorer improveme-nts 4 4 2
7th +3 Ranger Atchclypc featu re s 4 3
8th +3 Abilii>'Score Improvement, land's Stride 5 4 3
9th +4 6 4 3 2
l Oth 14 Nalural Exptorct improvement, Hide in Plain Sight 6 4 3 2
11th +4 Ranger Ar<hetype featwe 7 4 3 3
12th +4 Abifit;' Score lmprovern.erH 7 4 3 3
13th +5 8 4 3 3
14th ..s Favored f flemy improvcrru::nt, Vanish 8 4 3 3 1
15th +5 Ranger Arc:hetype feawre- 9 4 3 3 z
16th 15 Abilitt Sw rc lrr1provcment 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
6 Ability Score Improvement 11 4 3 3 3 2
Foe Slayet 11 4 ) 3 3 2

What made you join up with a band of advenrorers?


Do you find it challenging to 1each new allie::o lhe ways
of lhe wild. or do you welcome t he relief from soJit ude.
that they offer?

QUICK nutT.D
You can make a ra n~cr q uickly by following rhese
mixture of a museme nt, fr ustrarion, and c.ompassioo.
suggf:st inns. Firsr, make Dexle rh y your highc:;t a bility
Bur fh~y quickly l~a1n 1hat Olher advc;nturtrti who can
':Score, followed by \Visdom. (Some rang-ers who focus
carry lheir own weight in a fight a~ainst civilization's
on two weapon fighting make Stteogth h igher lhao
foes are worth any ~xrra bo rden. Coddled c ily foll\ might
Dextetity.) Second , <.~hoo.o;c the outlander background .
nol k now how to feed themselves or find fresh wate r in

.::.::._
CREATING A RANGER _____
the wild. but they make up for it in othf.rways.

As you cr~at~ y01.11' 1'anger c harac ter, consider the natur e


CLASS FEATURES
As a ranger, you gain the. following class fearu res.

HTT POI NTS


of lhc training t hat ~ave you your partic ular capabilities.
Hit Dice: ld l O per ran!(cr level
Did you train wit h a :o.i nglf. m~-nror, wal)del'ing lhe wHds
Hit Points at lst Level: 10 -t your Conslituliou modifier
lOgeth<..r u nlil you masterc.d rhe ran::!er's v..ays"t Did you
Hit Point~ at Higher Levels: ld lO(or 6) + your
leave your apprenticeship, or wa$. your mentor slain-
Constitution modifier per ran~er level aftet t st
perhaps by the same kind of monsrer l hat h~cam~ yout
favored enemy? Oc perhaps you l~ arn ed y0\11' $kills as PROFIC! El\CI ES
pan of <l band o( raugcr~ affiiia l<..d with ~1. druidic circJe, Armor: Light armor, me-cHum annor, s hields
trained in mystic path s as well as wilderoess lore. You Weapons: Simple weapons. m~trtial weapons
might b~ sf..lf-raughr, a red u$e who learned conlbat Tools: None
skills. tracking. a nd even a magical connect ion to natur~
through rhe nec essity ol surviviug iu the \viltls. Saving Throws: St rengt h, Dexreriry
\Vhat's the source of your particular harred of a Skills: Choos~ three fro.-n An imal H~iudliug.
certain kind of enemy? Did a mons te t kill someone All1e lk:s, l n:;ight. l nvesti~ation . Nat ure. Perception,
you loved o r d~s1roy your horne village? Or lHd you sec Stealth. and Surviva l
lOo llllll'.h o( lhc <l<;$tructiof1 the se monsters c ause and
EQUIPM ENT
commir yourself ro rf:i ning in rheir depl'-ed.:HiOn$? Is
your ad\'<.:.muring care er a cont i nu~tion of your work You s tart wilh the following e quipment, in add ition to
in protecli ng lhe borderlatH.l.s. or a s i~niticant chan~c?
rhe equip m~nt g 1anted by your backgroun d:
a) scale mail or (b) lc<thor a rmor ARC HERY
a) rwo shoru;words or (b) two s implt: melee weapon$> You gai n a +2 honus to attack rolls you make with
a) a <h.1ngeoneer's pack or {b) an explorer!:> pack ranged weapons.
~ longbo\v and a (}\liver o f 20 a1'rmvs
DEFENSE
r AVO RED ENEMY While you art: \Vtario.g arm01', you gain a +1 bonus mAC.
ginning atl s1 level. you have significa.nt cxpt.ricnce DuLI NC
udyiug. t racking, hunting. a nd eve:n ca lking to a certain W hen you are wieldinp; a melee weapon in oue. ha nd and
-pe of enemy. no olher weapons, you gain a +2 bonus to damage rolls
Choose a lype o f favort:<f enemy: aberrations.
wit h that weapon.
asts. celes t ia ls. construct:;;, dragons, e:lernentals . fe.y.
4ds. giants. monst rosities, oozes, plants, or undead. T wo -WEAPON F tGHTINC
e rnat ively, you can selecr rwo rac;e.s of humanoid \\'hen you engage in lwOW~,apon fighting, you can add
~ h asgnolls and orcs} as favored enem ies. your ability modifier to t he damage of thc ~econd auack.
ou have advamage on \Vlsciom (Survival) check~ to
""'k your favored enem ies. as well as on Tntelligenc.e SPELLCASTING
ccks to re:c.all information ab out them.
Hy the lime you reach 2nd level. y ou have learned to
'Den you ga jn th is fe.aH.u'e, you also learn one
guagc of your c hoice that is sp oken by you r favored usc the magk:al essenc~ o f n ature m cast s pells, much
rmies, if they s peak one a t all. as a d ru id doc~. Set chapler 10 fo r rhe geo~ral rules of
spelk asring and c ha pter 11 fOr the m uger ~pdl li:;{.
ou choose one additiona l favored enemy1 as well al$
cr.ssodatcd l~mg uage, at 6 th and 14th l~v~l. As you S PELL S J.OTS
n levels, you r c hoices should rcftec t tht. types of
The Ran~er table shows how many spel l slots you have
'tlSters you have encountered on you r advenrures.
to cast your spt":lls of 1sr level and hi~hcr. To ca~t one of
these spcHs , you must exp~nd a slot of the s pell's leveJ
AT U RAL EXPLORER o r hip;her. You regain all e1<pend~d spell slot$; wh ~ n you
u arc {Jarti<.:ubtrly familiar w ith one type of natural fi nish a long rest.
;ironment and a.rc adept at traveling and $Utviving in For example, if y01..1 know the lst~leve) s pell animal
.h regions. Choose one type of favored tcrr~-tin: a rctic. friendship a nd have a lsl-level a nd a 2nd-level spell slot
-.:)t. destrt, forest, grassland. mountain, swamp, available, you can cast animal frit:Itdslu'p u:;i11g eilher .slot.
he Underdark. W hen you make an l ntdligcnce or
.:.dom check rdatt.d to y O\ It favo1ed terrain, your S PELLS KNOWN OF !STLEVE L AND HtGHER
6ciency bonus is doubled if you a re using a skill thar You know two 1st~level spell:; of your chojce fro n) rhe
-re ptoficienr in. ranger s pe11 1isr.
,.bile traveliil!~ for an hour or m.ore in your favored The Spells Known column of the Range1' table s hows
"':Tain. you gain rhe followi ng benefits: w hen you learn more ranp;cr spells of your c hok e. Each
of these spells mu$t be of a level for which you have
Difficult terrain doesn't slov. your group's (1'8Vel.
rour group can't become lost except by magical
-means.
Even when you are engaged in another aclivity while
traveling (su<:h as foraging, navigatin~. or tracking),
;ou remain alert to danger.
'yo u are ll'aveling alone, you can move stealthily at
normal pace .
\.hen you forage, you find tw ice as much food a$ y0\1
norma lly would .
\'bile crackina other crcaturcl:l:. you also lea rn their
exact numbe r, their s izes . and ho\v long ago t hey
>
pass~d through t he a rea.

You c hoose additional favored terrain typ~$> at 6th
'ld 1Oth le ve l.
"' ,, (

- ,OH TI NG STYLE
2nd level, you adopt a parlicuJ.ar style of fighting as
./
:rur specia lry. Choose one of t he following options.
1u can't take a Pighl ing S tyle option more than once,
~en if you later ~ct to c hoose agai n.

1 C:t .\\St:S
9!
spell slots. !'or instance, wht:n you reach 5th level in [hi~ ABI LITY SCORE IMPROVEMENT
class, you c.an learn one n ew spdl of 1st or 2nd lewd.
Additiona lly, when you g.:~ in a level in this <:.lass, When you reach 4rh l" e l. ami again at 8th, 12t h, I.6 th.
you ca n choose one of the ranger spe lls you kuow and 19[h l~vel, you c an increase one a biliry score of your
and replace it with another f;pell from. the ran ger c hoif:e by 2, or yo u can increase two a hi1ity scores of
spell list. which also fHU$1 be 0 1" a kvcl for whic h YO U yoo r chok.e l>y 1. As norma l. you <:an'l increa~c an ability
have s pell slots. score above 20 u5ing this fea ture.

SPELLCAST!NG ABILITY EXTRA ATTACK


\Visdom is you r s pellcasting a bilily for your ranger J:kginning m 5th levt:l, you c a n attack twice, instead of
spdl5: since your m.agic draws on your attun~menl lO once, whenever you take t he /\tra<:k a<: Iion ou your turn.
naU11'e. You 1.1Se your Wisdom wh~never a speU re.fcr.s
to your spcllcasting a hiliry. Tn addilion. you use your LAND'S S T RID E
V/ isdom modifier when scttin~ t he saving th1'ow DC for
a ranger spell you cast and w he.n making a n a ttack roll S ta iling a l Sth level: moving t hrough notuna~ical
with one. d ifficult te rrain <:osrs you no extra movem~nt. You eau
a lso pass 1hro ugb nonmagic.al plant$> wilhoul being
Spell save DC = 8 + your proficiency. bonus+ slo\vcd by them ancf w irhoul tak.iug d~unage from rhern .i f
your Wisdom modifier t hey h av~ tho1'1lS. spines. or a similar ha zard.
Tn addition , you have advantage on ~av ing throws
Spell attack modifier- your proficiency bonus +
t1gainsl planls that are magkt1lly cre.:tle d or manipulated
your Wisdom modifier
lO impede mov~m~nr, such those created by rhe.
emangle spe ll.
RANGER ARCHETYPE - - - - - -
At 3,(1 leve l. you choose a n ar<:h~rype thal you strive HIDE IN P L AI N SIGHT
to emulate: Hunter or Bea$l Master, both detailed a t Sla rting at lOth level, yot~ c.an spend 1 m inute creati ng
the e nd of the d a $S d escription . Your choic~- grants camoufta~e for your~e.l f. You must have access to fresh
you fea UH'es at 3rd level and again a t 7rh , ll lh . mud, d irt, pla rus, sool, a nd other natu rally occurri ng
and 15 th level. mateia1s \vilh which to create your tamoufla~c.
Once you are camouflaged in (h is way. you can t1y
PRIMEVA L AWARENE SS to hide by pressing yoursd f up a~ainst a f;Oiid $Urfacc,
Deginning at 3rd level, you can use your action a nd such as a tree or wall, that is a l leas( as tan and wide
expend one rangt.r spell s lot to focus your awarcnc..."S on as you are. Yo11 gaiJl a 1-10 bonus to Dext~iry(Slealtb)
the region around you . For' 1 minute per level of the $>pefl <:hecks asloug as you remain rh~1'e withoul movin~ or
slot you expend, yoo can sen~c whether t he following taking actions. Once you move or t<tkc an a ction or a
rypes of c realurc.s are pres-em with iT) 1 mile of you (o r reaction, you mu.sl c amouflage yourself again lO gain
with in up to 6 miles if you are in your favore d tenaio): t his benefit.
aberrations, celestials. d ragons, elementals, fey, fiends,
a nd u ndead. This feature doesn:l reveal the creatur~s VANISH
lo<:.a t ion or nornber. Starting ar 14th leve l. you can use the Hid~ action as a
bonus a ction on your turn. Also, you can '1 be tracked by
non magical means. unless you choose ( O leave a trail.

F ERA L SENSES
At 18th level, yo11gai11 pre.tcrnatural senses rha t help
you tlghl t~reau.tr<.:.s you can't s~-e. \~'hen you attack a
creat ure you can't see. your inability to se e i[ does1l'l
impose disadvan1age on your attack rolls agatns1 it.
You at'e a lso aware of t he location of any invisible
crearu1'e \ Vi thin 30 feet of you, provided (hat the
c reature isn't h idden f1'om you and you are n't
blinded or dafened.

FoE SLAYER
Al 20th level, you be.c ome an unparal lele d hunte.r of your
enemies. One~ on each of your turns. you can add your
\<Vi::.dom rnod il1er lO the attack roll or t he da mage roH of
an auack you make aga.in!=:t one o f your favored e nemies.
You can choos~ to use lhis feature before or a fter the
eoll, but before any effe cts of the roll are a pplied.
if you succeed on the saviug lhrow. and Oll ly ha lf
RA NGER ARCHETYPES damage if you fa il.
e ideal of the tangt:l' h a~ two classic expressions: ll1e Stand AAal11st the Tide. When a hostile creature
ntcr and the Bea$t r-:f<~ster. misses you with a welee a uack, you can use your reaction
to force that creature lO repeal lhe Stlme atta ck against
>i UNTER anoth~r creature (other t han it:-5e1() of yOu1' choice.
--- means
t~laling lhe Htl rlh'~ archetype
--accepting
- -yOln'- U11canny Dodge. \~' hen an atmcke.r that you C.:Ul ~l~e
e as a bulwark b ~hveen civiliMtion and che terrors hits you with au attack. you c;an U!":~ you I' reaction to
he wilderness. As you walk the Hunte1's pMh. you ha lve the nttack's damage agaitJSt you.
rn speciali:t.:ed lec h o ique!=i fo r fightin~ the t hreats
face . from rampaging ogres aJ)d horrl~.:; of orcs to BEAST MASTER
ering gi anr~ a nd terrifying d ragonl:i.. The Beast Masrer archetype embodies a fricnd~h lp
between the civilized races and the be-a sts of t he world.
:n .ER's P REY Un ired in focus. beast and ranger work a~ one to fight
Jrd level: you p;ain one of the follow ing fearur~$ the monstrous foes tha t 1h1~-aten civilization and the
:our choice. wi lderness alike. Emulating the Beast M<~sler (H'Ch~type
C.olossus Slayer. Your lenacily can wt:ar down means commi1 ring yourself to this ideal= working in
most porent foes. \Vhcn you hii a creature wilh a part nership with an aui1nal as its <:on1panion anrl fr iend.
I.J)On a uack. I he: <:eat urt~ takes an e.' ara ld8 d~tmage
.., bdow it.s hit poh)l maximum . You can deal t his RANCER' S COMPANION
"'3. damage only once pe r turn. Al 3rd l~vel, you gain a beast companion that
Want Killer. \Vhen a Large.or lar~er creature within accompanies y0\1on your a dventures a nd is trained to
~, or vou h its or miS$eS VO\ t \Virh an atcack. you can fighc alongside you. Choo~e a beas t t hat i.s no larg~~ than
)OU!'. reac tion to attack that creature immediately .M etlhun and I.hat ha$0 a challenge ratin~ of 1}4 or lower
~ its a ttack. provided that you can see t he creature. (appendix D prcscnu; s tatistics fot' rhe ha'"'k. ma.sciff,
Horde Breaker. Once on each of your llnns when you and pamh~1 as examples). Add your proficiency boms
""e a weapon attack, you can make another auatk to the beasr's AC, a nack rolls. and dama~e rolls, as \vell
the same 'veapon against a d ifferent creature that as ro a nv saviu~ throws and s kills ic is proficient in. Its
ilhin 5 feet of the origiual targe{ a nd wit hin range hit poin~ maxi~um equal$ its nonlla1 ma~imum or foUl
ur weapon . tiwes yout range level, whichever is hi~her.
The beast obeys your commands as best a$> it can. lt
FENSJVE T A CTICS
takes its ttnn on your initiative! though it doesn't lake an
-rh level. you gain one of t he foHowing features act ion u nless you coumlM\d i l to. On your turn, you can
>ur choice. verbally command the beast where to move (1)0 ae-rion
E.scape the Horde. Oppor tunity a tracks against you required by you). You can use your act ion to vcrbaHy
made w ith disarlvancage. command it to take the Attack, Dash, D isengag~. Dodge,
Wultiattacl< Defe11se. When a creature hits you or Help action. Once you have the Extra Attack. feahtre .
. a n anac;k, you gain a +4 bonus to AC against you can m~1ke one \<\eapon artack yourself when you
-..ubse quem a uacks made by that creature for the command rhe beast to take the Attack action.
o f rhe turn. \Vhilc traveJiog th rOtJgh yoor favored terrain v.rith only
Sleet Will. You have advanta~e on saving th.ro\v:; che beast. you can move s tealthily at a nMmal pace.
-nst beiog frightened. Tf the heast dies, you can oblain .31\0lher one by
spend ing 8 hours magical ly bonding w ich another bca~t
LT IATTACK
thar isn'r hosrile to you, either the same type of b east as
1rh 1e\el. yOtl gain one of t he followin~ features
before or a di(ferel\t one.
our c hoice.
\ olley. You c an use your a ction to make a ranged E x C<:PTIONAL 1RA INING
k against any number of crea1ure.f.> wichin 10 feet Beginning ar 7th level, on any of your turns when
point you can sec with in y01.1r weapon'-!o;.J'ange. You vOtJr bea$1<:ompan ion doesn't a ttack. you can usc a
-.t have ammunition for e ach H=trgel , as normal, and bonus actiOJl lO command t he beast to take the Dash.
ma ke a separ;ue attack roll for cac.h target. Disengage, Dodge=or Help action on its w tn.
\i-'hirlwind Attacl<. You can us~ you r act ion to make a
lee mtack aga inst any number of creatures within 5 BESTIAL F u RY
o you. with a $eparare atra<:k roll for each target. Startin&t at 11th )cvel, yout beasc companion can
make rj,,ro a tracks whe n you command it to U!:ie the
PE R10R HU NTER'S D EFENSE
Attack act ion.
5th level, you gain on~ of the following feat ure~
rour choice . S H ARE SPELLS
Evt~sion. You can nim bly dodge oul of the \l,.'ay of Beginn ing at 15th level. \Vhcn you cast a speJi targeting
ain area e1iects, su<:h as a red d ragon's fiery bre.a th vourse)f. vou can also affect your beast companion with
"'lightning boit s pcl1. \'Vheu you are subjecced to an lf
;he spell the heast is wit hi;, 30 feet of you.
~t that ~-tllows you to make a Dexterity saving t hrow
a ke only half d amage, you instead t~tke no dam.age

93
ROGUE
Signaling fol' he.1 c::ornpanions to waif. a haltling creeps
forwa rd through lhe dun~con hall. She prc..."'Ses a n ear
ro t h~ rloo1, t hen pu Its o ut a .set of mol5 a nd picks t he
Jock in the blini< of a n eye. Then she disappears into
the shadows as her fi~hter frie nd moves forward to kick
lhe <loot open.
A hu man lurks iu the shadows of a n alley while his
accomplice prepares for her part in t he ambush. \\>'hen
tht=:it rarge-t- a notoriou~ s;lave1- passes the all~yway.
the acc.oxoplice cries out. the slaver comes w investigate.
a nd the assassin's blade cuts his throat before he can
make a sotuld.
Supprcssina a ~ig-~ lc, a ~nome wag~lcs her finge rs
a nd magically lifts the key 1ing fmm t he guaf!l'.s b~lt.
l1l a rnomen1, (be keys are in her hand, che cell door is
open, a nd she a nd her companions are fn:.c to make
t heir escape.
Rogues rely on skill, stealth . and thei foes'
vulnerabilities to ~et the upper ha nd in any situation.
They have a kHack for finding the solorion to just aboul
a ny problem. dcmonstratin~ a resourcefulness and
v~1.sati!ity that is che cornerstone of any successful
adventuring pany.

SKILL AND PRECISION


Rogues devote as much effort to mastering the use of
a variety of s ki lls as they do to perfecting t heft combat
abilities. g iving them a broad cxpt:rt ise t hat few other
characters can match. Many ro~ucs focus on stealth an d
deception, while others 1efine the skills t har help rhern
in a dungeon e nvironment, s uch .as climbin~. finding and
d isanning rraps, a nd ope11 ing lo<:.ks.
\Vhcn it comes to combat. rogue!; prioritize c unn ing
over b1ute srrength ..l.\ rogue would rather make one
pr<:.d sc strike. pJadng it exactly where the a ttack will
hurt t h l~ targe.t most, than wear ao opponent down
with a b~uragc of at tacks . Rogues have a n almost
sup~1natur.al knac k for avoiding danger .and a few learn
magical lrjcks lO supp1entent t heir other a bilities.

A SHADY LIVING
Every town .and ciry has its share of rogues. Most of
them Jive up to the WOI'$t stereotypes of the class,
making a living <.U$ burglars . assa:;sins. cutpurses. and
<'..On artists. Ofte.n: the.o:;e scoundrels are or~anized
into (h ieves guilds 01 crime fa.milie~<). Plenty of 1'0 goes
o perate independently, but even they somet imes
recruit apprentices 10 help them in their scams
and heists. A few rogues make. an honest living as

J'.\R l CLASSE'S
Profic;ency Sneak
Bonus Attack Future$
+2 ld6 xperhse. Sneak Attn\::.
Thieves' Cant
b>d +2 ld6 Cunning Act ion
rd +2 2d6 Rogu ish Archetype
+2 2d6 Abilit}' Score Improvement
I) Jd6 Uncanny Dodge
+l Jd6 Expertise
+3 4d6 w:sion
I) 4d6 Abilit}' Scote Improvement
+4 566 Roguish Archetype future
+4 5<!6 A.bihty Score lmproo;em~nt
+4 6d6 Reliable Ta tnt

+S
6d6
7d6
Abifity Score Improvement
Roguish Arcl-ctype: .te_atur(!
t5 7d6 Blin<ls.ense
.s 8d6 Sf'pp ry Mind
+S 8d6 Abitrty Score lmprovomant
+6 9d6 Roguish Archetype (eaturc
16 9d6 Elusive
+6 10d6 Abilif}' Score lmp rov~m ent
h +6 10d6 Stroke or l uck

' miths. investigators. or exterminators. which cu.n QUICK BUILD


Janp:erou~ job in a world \V-here dire rats and You ('::tn make a rogue qui('kly by followine
r"a r ~h:UIIll che sewers. these suggestion~ first. Dc,..tcrity ~hould
henturcrs. rogues fall on both ~des the law. or be your hi~hest ability score. Make
are hardened criminals who decide to se~k Tntelligence )0\H'" nexthight:st ir ~nu want to
llr t unc in treasure hoards. while olhcns take: up excel at lm"CSti.gation or plan to take up the
1f ad\enture O escape from the law. Some have Aan~ Trickster ahf"typf". Choo~ C:harifi.ma
d a nd p.:r(ec.ted their skills with Ihe explicit instead if you p]an to cmpha$iZ-c dct"Cption and social
l"'C of infi ltrati n~ ancienr ruins and hidden crypt!; int.::rar:tion. S~r:ond. r:hOO$.~ tht" r.h;~rhUilt\ harkgro11nd.
a rc h of 11-ea~ure.

'REATINC A ROGUE
CLASS FEATURES
As a rogue. you han the following cla~~ fc;tturcs.
ou create your rogue cha racter. con~ i tk~r l h c.~
ractcr's reJmion ~ hip to the law. Do you have a H tT POINTS
imll past-or present? Are y0\1 o n the run fom chf Hit Dice: l d8 v~r rogue kvel
>r from an anl=(ry thieves ftuild master? Or d id you Hit Poiot.s at 1st Level: 8 +your Comuitution modifier
your t:tuilcl in ~earch o f bigger risks a nd biQ:Rer Hit Points at Higher Levels: IdS (or 5) + ynur
rd!';? T~ it greed that drives you in your adventure:\. Con5aitution modifier per roQ.uf' ltw~l Afrer l~t
"nt othe r desire or ideal?
tat was the trist~er that led you away from your PROFICIENCIF.S
tOU!';: Iif~? Dirl a grt'"at coo or heisl gonE" lerribly Armor: Light armor
g cause you to reevaluate your car<:cr? Maybe: Weapons: Simple weapon~. hand <ro~bows.
Wf:rt. lucky and a Stl('.Cessfl.tlrobbt'!ry gavf" you thf' 1on~swords. rapiers. shortswords
you needed to escape the squalor of your life. Tool~: Thie\~s ools
wanderlu~t finally call you away from your home? Saving Throws: Dexterity. lntclliJ;tcncc
ap!; you suddenly found yoursel f r:ut off f1"(')1ll your Skills: C:hoo~e four f1'om Ar.rohntir:~. Athlt.l i<'<>.
ity or your mentor. and you had to lind a ru:w lfl<.:i4Ho;
l>eeeption, l nsight. Intimi (htkm, l nvfi".tigal ion.
~ppOI't. Or mayh~ you made a new friend a nother
Perception. Performance. Pc r:)unsion, Sl (~i~ht of
mbc.:r of yc.mr atlvcuturin!-{ party- who s howed y0\1
Hand. and Stealth
pfJssibililies for ea l'ni ng a living and t'!mployi na
r particular talents .
pcopk: in an area are easy mark..s or wiU provide a .safe:
house for thjeve$ o n the run.

CUNNING ACT ION


Startiug at 2nd level1 your quick thiokiolg and agility
allow you to move and act quickly. You t:an take a
hoous act ion on t:ach of your tu1ns in combat. This
a t:tion can be used only to ta ke the nash, Disengage,
or Hide action.

ROGUISH ARCHET YPE


A r 3rd level, you c hoose an atchetype that you emulate
in the exerdse of your ro~uc abi1ities: Thi~f, Assassin,
o r Arcane Trickstet, al l detailed at t he end of the class
EQ,u J P~1ENT descl'iprion. Your a rchetype choice grant.s you feature s
You s t.:nt w irh t he followi ng cquipmelll, in adciirion to at 3r<.l level a nd rhn again ar 9th. 13th. and 17th levl.
t he eq uipment gra nred hy your back~rotmd:
(a) a ra pi"'' or (b) a shortsword
AB ILITY SCORE IMPROVEMENT
(a) a shonbow tlnd quiver of20 a rrows or (b) a \"lhen you reach 4th l~.vel, a nd again at 8 th. lOth, 121 h,
shortswonl 16rh, and 19th level. you can i ncrease one a bility score
(a) a burglar's pack, (b) a dungeonee{, pack, or (c) a n of y01.1t c hoice by 2 . or you can incteas~ two a bility
explorer's pack scores of your choke by 1. As norm~,}. you can't i1lcrease
L~ather armor. two daggers. and thieves' tools an ability score above 20 1.1si ng rhis feat ure.

ExPERTISE
::__ __ __ ______ UNCANNY DO DGE
Al 1st It-wei, choose two of yol.lr skill pmficiencies, or S tarl ing at 5ch !eve). whcu au au a<:ke:r that you can sec
one of your skill proficie ncics and your prolk.ie.ncy with hits you with an :utack1 you can use yO\II' tea<:l ion to
t hieves' tool!;. Your profici~ncy bonus is doubled for any ha lve t he attack's d ama ge against you.
a bility ch eck you make lhat uses ~itht>:l' of t he chosen
proticicncies. EVASION
A( 6 rh level, you can choose two more of your Beginn ing at 7th level. you can n in1hly dodge out of the
proficicncies (in skil h; or w ith thieves ' tools) to gain way of cc r lajn area ~ffects, such ati: a red dragon's llery
thi$> benefit. hreath or a n ice storm spell. When you arc subjected
to an effecr fhac a llows you to tnake a Dexter ity saving
SNEA K A TTACK t hrow to take only ha lf damage, you instead ta ke no
Beginning at 1st level. you kno'"' how to strike subtly damage if you succeed on the saving throw. a nd only
and exploit a foe's distraction. Once per tutn , you can half damage if you fail.
deal a n extra 1d6 d~unage to one cr~arure you hit with
a n atlack if you have advantagt. on the attack 1'011. The RELIABLE TALE::
N~T_ _ _ _ _ _ __
attack must use .a fin~.sse or a ran~cd weapon. By 11th It'.vel , yOtl h ave r~fined your t:hosen skil ls unti l
You don't need advamage on the attack roll if anoth er they approach perfe ction. VVheneve.r you make a n ability
enemy of lhe targer i s \V'ith in 5 feet of it. that enemy c heck that le ts yoo add your proficicm.:y bonus, you <:an
isn't 1ncapacitatcd, <.i. Ild y01.1don't have d isadvantage::. on trear a d 20 roll of 9 or lower as a 10.
th~ a ttack roll .
The amount of (he extra damage increases as you BLINDSENSE
gain levels in ch is class. as s hown in I.he Sneak Attack
colmnn of th~ Rogue table. S larling at 14th level. if you are able to hear, you are.
aware of che location of a ny hidden o invisible c re ature
T HIEVES' CANT withiu lO feet of you.
Dur'ing your rogue t rain ing you learned t hieves' cant. a SLIPPERY MIND
secre t tn ix of dialect, ja1gon, and code tha l allows you to
hide messages in seemingly nonn81conversation. Only By 15th lcvd. you have acqu ired greater menta l
a nother c rca lltre lha l knows t hieve s' cant undersland s streng th. 'You gain prOficiency in Vljsdom savi ng throws.
sut.h m~ssages. It takes four times tooger to convey such
a message 1hat1 it does to s peak the sarne idea plainly. ELUSI VE
In addition, you tn)derstand a set of sec ret si.g ns and Bcgiuil iilg at 18t h level, you arc $0 evasiv~ rhat
s.y mhols used to convey short, simple messa~cs. such attackers rarely gain lh~ upper hand against you. No
as whethet an area is dangerous or the te,ritory of a attack rol l has advantage agajusr you while you arcn:t
thieves' guild! wheth er Joot js nearby, or whet her the incapacita ted.

P \ f:T 1 C L"SSLS
ST ROKE OF LUCK $econd turn a t your init iative minttlj; 10. You can't use
this ft.at urc when you arc surpr ised .
.\t 20th level , yOtl have a l uncanny knack for StiCCeediJag
whe n you nt:ed w. lf you r attack miss<.:s a target -.vith in ASSASSIN
range. you can t urn the m iss into a hit. Alternat ively. if
_rou fail an ability check, you <'..an t re.ac che d20 roll as a 20. You focu$ your lr<t in ing on th~ grim art of death. Those
Once.yo11 HSe th is feature, you canr 1.1 se it again until who ad here to this archetype arc divers e : hired killers,
~tl finish a ~hort or long rest. spies, bo unty hunte rs , and even specially a110inre d
pri~.st:s train~rl co e xle t m i11a1e rhe enem ies of th eir deity.
Stealth, poiJ;ou . a nd d isguise help you eliminate your
R OGUISH ARCHETYPES foes with dead ly efficie ncy.
Rogues have many fe.a t u,es io c:ommon, including theil'
~p hasis on perfecting their ski lJ.s, their pre.Ci!Sc an<.l BOK US PROFIC!ENCI ES
Je.adly a pproach to combat, and t heir incre a s ing ly quick \ Vhcn you choos<.'. this arc hetype at 3rd level, you gain
ooeftexe.::.. But <li fferent rogues steer t.hose talems in proficiency wit h rh~ d isguise': kir a nd lhe poisout~r's kit.
-arying directions. embod ied by t he ro~u c archetypes.
our c hoice of a rc heype i~ a wdie:ct ion of yoor focus- A SSASSINATE
"'K)tnecessarily a n indit.atiou of yq_u r chost.n profe ssion. Startin~ at 3rd lewd, you a re at your d ea dliest when yoo
IUl a description of your preferred tec hn iques. ger rh~ drop on y01.u e nemies. Yot.l h~we a<.lvanta_uc on
a llac.k roll:;; aga in~t ~my creature that hasnt rake n a turn
T HI EF in tht. combat yet. In a ddit ion. any hit you scor~ a gains t
a creature rhat is StH'{Wised is. a <':1'-itica l hit.
'u hone your skiHs in t he larcenous a rts. Burgla rs ,
.andits. cutpurs~~o;, a nd otht=:r <:l'imi na lstypica lly foJlow lNFTT.TRATJON E XPERTISE
'lis a rchetype. but so do rogues who prefer to th ink of Starting at 9th Jeve), you can unfailingly c;r~ M~ fa lse
'lernsclves as professiona l tteasur~ se~kt=:r:s, explorers. ide-n1 itit=:s for yourself. You must sp end l$~v<..n days and
.:!elve rs. a nd inves tiga tors. in addition to improvi n~ you r 25 gp to cst~-.bli~h the history. profession, and affiliations
..gi1i(y 3ud l$tcah h, you learn skills useful for delving; into for an ident ity. You can't establis h a n identity rha1
ncie nt ruins~ re ad inp; u nfamiliar languages, a nd 11sing be longs to sorneone else. For ~xample, y0\1 ft.light a cquire
a~ ic items you no~mally could n't employ. appropria te clothing, lett~n; of iutro duction. and official
lookln~ certificat ion to establish yourself as a m~mhtw o f
"A ST HANDS
a trading ho11s~. fom a e mott": <:iry S(' you can insinua te
"')tarting m 3rd level, you <:an u::oe t he honus a<:tlon
yourself into the company of other wealthy merchants.
:"'anted by your Cunu iug Action to make a Dc..xtc rity
Ther~aft~. ifyo11 adopt the n~w identh y a s a disgui$e,
Sleight of Hand) che ck, use you r thieves' tool5 to
other cre atures believe you to be that person u ntil ~ivcn
sarm a t rap 01' open a lo<:k, 0 1 ra ke t he Use a n
an obvious reason not to.
>bject action.
I MPOST OR
SECOND - STORY WORK
At 13t h level. you ~ain t he ability to unerringly mimic
"hen you c hoose this a rc hetype a t 3rd Jevel. you g~-.iu
anoth~r p~r..<;.On's spe~<:h, wriring, and behavior.
~ ability to climb faste r t han normal; cJimbing no
You must s pend at least three hours studying
..mger cosrs yoH extra movement .
these t hree components oft he pe rson's behavior.
In addirion. when you make a r uuning j m np. t he
listen ing m s peech, exarnining handwriting, a nd
istanc~ you cover incre ase s by a numbe r of fe et equal
obser ving m a nnerisms.
o your Dexreriry modifier.
Your ruse is i ncfisc~ro ibl~ to rh~- casua l observer. If a.
SUPREME SNEAK wary cre ature suspe.cts soinething is ~~miss. you have
Siarting at 9rh l ~v~l, you have adva ntage on a Dextel'ily advantap;e on any Charisma {Deceptio n) chec;k yOtl rnake
Stealth) check if you move no more t ha n ha lf your to avoid derection.
....peed on t he same turn.
DtATH STRIKE
J SE MAGIC D EVICE S tarting 3t 17th levd. you l>~l:Omc a master of instant
By 13t h level, you h av~. l~a rn ~d ~n ough a hour rh~ deat h. \Vhcn you attack a nd hit a cre ature that is
o~.orki ngs o( m.agic tha t you cau ilnprovise the ust of s u1prised. ir rnusr rnake a Consriturion saving throw
e ms even 'lvhe n they a re not intended for you. You (DC 8 1 your D~xterity modiller + your profic iency
.gnore a ll class, race. and leveJ requirem ents on the use bonus). On a fa iled sav~-, double t he damage of your
>f m agic items. attack against tlic creature.

T H I EF'S REFLEXES ARCANE T RICKSTER


\'h ~n y0 1..1 reach
17th level. you have become adept a t Some ro~ucs c.nhancc their fin choned skm s of ste.alrh
'lyiug ambushes and q uick ly escapin~ d anp;er. You can a nd agilitywirh magic, lear ning t d <:ks of t=: n<:hanl m~nr
lake two tu rns dur ing t he fi rst roo nd of a ny combat. You and Hlusion. T hese rogues include pickpockets and
ake your first tur n at your nor mal init iat ive and your hurglan:;, btn also prankst~r:s, misd tief.makets, and a
s ignificant number of adventurers.

~)7
S J?ELl.C A STI NG ARCA NE T RICKSTER SP ELLCASTtN G
\-Vh<.:n you reach 3rd lcvc], you p;ain the ability to -Spell Slots per Spell Level-
cast spells. See chapter 10 for ch~. g~ n ~ra l rule$ of Rogue Cantrip s Spells
Level Known Known 1s t 2nd l rd 4th
sp~ll r:asti n g a nd
ch aprer 11 fo l" lhe \viza rcl s pell lis t.
3rd ) 3 2
Cantripr;. You lea rn lhre e ca utr ip:;: w age hand a nd
l wo otht r caul rips of your choice from the wizard spe ll 4th 3 4 3
list. You learn another w izard ca m rip of you r choice 5th 3 4 3
a t 1Orh 1-.v-.1. 6th 3 4 3
Spell Slots. T he Arcane Tricks ter Spcllc as t inl( 7th 3 s 4 2
table shov.!S hO\V many speH slots you have to ~as t 8th ) 6 4 2
your s pe lls or 1Sl level a nd h ighe r. To ca.st one of these 9th 3 6 4 2
spc11s. you m us t c.xpcnd a s lot of t he spetr s level or 10th 4 7 4 )
h igher. You r egain a ll expenrlt'::d spell s lots w hell y ou 4 g
11th 4 3
llnish 3 long re s t.
12th 4 8 4 )
For example~ if yo u know the 1s t-level .::;pell <:harm
13th 4 9 4 ) 2
per.5oa and have 8 l Sl-level and a 2udlc:.ve1 ~pdl slot
14th 4 10 4 J 2
availa ble. you can cast charm p erson usi~ng e it her .~lor.
Speffs Known of !st.Levef and Hi!Jf>er. Yo" know 15th 4 10 4 3 2
1h ree 1s t-1eve1 wiz.:trd s pell!; of your choice , two of wh ich 16th 4 11 4 3 3
yo u mus t d toosc from th e <.~ncha ntment and illusion 17th 4 11 4 3 3
s pells on t he wizard s pe ll l i ~t. 18th 4 11 4 3 3
T he Spells Known col~lH\H of tlK. An:.au(~ Trickster 19th 4 12 4 3 3
Spd lcas ling t~-tblc shows whe n you lea rn more wiz.a rd 20th 4 13 4 3 3
s plls of t sr levl o
higher. E a ch of these s pells m ul
be a n enchantment or illusion s pell of your choice~ and
m us t be of a le vel for ' ''hkh you haw: sp~ U slors . Fo1 You can p~rfo rm on~ of 1he$e ta$k$ wilhout beiug
instan<":t\ when you r~a ch 71h level in th)s t.J ass, you f.'.an 110 1iced by a c re ature jf you suct:et:d ou a Dexterity
lea rn o ne ne w s peH of l :;t or 2nd level. (Sleight of Ha nd) check c onte s ted by rhc c reatu re's
The pclls you lea rn at 8th, 14th, and 20rh level c a n Wis dom (Perce ption) c heck .
<":om~. from a ny school of mllgic.
Tn acldil.ion, you C.:ill ust: thc bonus ad ion ~ranted by
\.Vhenever you ~ain a level in th is class. you can
your Cu nning Action to control t he ha nd.
repla c~ on ~ of t he \~'i?:.a l'd $pells you knmv with a nother
:;pell of your choice from the wiza rd s pelJ list. The MAGIGALA M RUSH
new s pe ll must be of a level for wh ich yo u h av~ sp~ll S ta rt ing a t 9th level. if you a rc hidde n from a
slots, a nd it m ust be a n ~ n c han l. rne nt or illusion s pell, c re ature whe n you ca~t a 5pelf o n ic, the crearu re has
unless you'r<.~ rc placin~ t he speH you gained a t 8t h, l4th, d isa dvantage on any saving throw it makes a~a ins t the
or 2 0th level. s pell th is turn.
Spellcasting Abillty. lntd li~<..ncc is your spcHcasting
ability for your '\vizard sp~l l:;, si nce you leal'n yOUI' VERSATI LE T RICKSTH
spells thro1..1gh dedica t<::. tl study a nd memorizat ion. At 13th level. you g~dn the a bility to d istract target~ w ith
You usc you r Intelligence whe never a s peJI refers to your m aRe hand. As a bonus act ion o n your UJI' n , you <":a n
your s pellca.sting ability. In addition, you u~P. yoor d e~i gnat~ a <":retlturt>: w ithin 5 fee r of 1he :spec~tr~l hand
Intelligence mocHfier when setting the sa ving th row created by t he spcB. Doing s o g ives you advantage o n
DC for a wizard s pe ll you ca s t a nd when making an atta ck rolls aga ins t I.hat Ci'eature \lntjf the end of the turn.
au.ack ro ll with one .
Spell save DC= 8 + your proficiency bonus + SrELL T H I EF
your Intelligence modifier At 17t h l ~v~l. you gain rhe ability to magica lly
5tf::tl the knowledge o f how to c ast ~ $pell from
Spell attack modifier - your proficietlC)' bonus + ~ n o 1. h er sp~ll c a s1e r.
your Intelligence modif ier lou n~d iatel y alkr ~-t creature casts a spell that ta rgets
you or includes you in it~ a rea of ~ffect, you c a n us e your
MAGE H AND LEGERDEMAIN 1'ea crion ro fo1c e the Cl'e ature to make a $a ving th row
Start ing at 3rd level. whf'm yo u cast m/1ge hand, you ca n with its spcHca::5ting ability modifie r. The DC e-.qua ls
ma ke the s pectra l ha nd iuvi.sibk-.. a nd yo u can perform yoo r s pe ll save DC. On .a fa iled S3ve. you neg3te the
t he following additiona l rasks with it: s pell's e ffec t a~ainst you, and you ~teal the knowledge
You ct:m s tow one object the ha nd is hold inp; in a of t he s pell if it i~ ar fe.a st 1s t le vel a nd of a level you c an
container worn or carl'i~d by anoth~ r c:r~auJl'e. cast (it doesn't need to 1><:.: a wizard s pell). For the next
YoH can l'~t,-ieve an object in a conta iner won' or 8 hour s. you knoV' the s pell and can ca s t it using your
carried by ~mother creat ure. s pell slots. T he c rea tu r~ can't <":a ~r fha[ s pt>:ll unlil the
You can u~e t hieves ' tools to pic k loc ks a nd d isarm 8 hours have pa sse d .
t ra ps at range. Once you use t his fea ru re , you can't use it again until
you fin is h a long rest.

J>ART l <.:LA~St:S
SORCERER
10lden eyes ftash ing, a human
retche:s out he.1 hand and u nleashes
.e dragonfi nt lha l btH'1lS in h~1veins.
~au inferno ragt':::> around her foes,
.athery wings spread from her back and
.e takes ro rhe air .
~ng hair whipped by a conjured \vind,
ilalfelf spreads his arms wide and th rows
.... head back. T,ifting him rnome.ntarily off
ground. a wave of lltagic surges up i n hhn ,
rough him, a nd out from h im in a mighty b)al$t
ighlning.
....rouching be hind a stalagmite, a haUling poims a
~r a1 a charging troglodyn::. /\ hlast of fire springs
m her finger to ~t rike lhe crt.ature. S he ducks back
ind the rock formation with a drin, unaware that her
ld magic has ltHned hr:.- s kin hl'ight hlue .
Sorcerer~ carry a magical bin h righ1 C01l fer l'ed
n them by an exotic bloodline. s ome ot herworldly
>Jen~~ . or ex posur~- to u n known cosmic force s .
+ can'l study sorcery as one learns a language, ~ ny
re than on~ c.an l earn to l ive a legenda ry life . No one
'Oses sorc ery: the power chooses the so1~ere1'.

AW M AGIC
~ic is a part of every sorcerer, suffusi ng ho<fy, m i nd,
spirit with a laten t power that wait~ to be t<lpped.
. e sorr..ere.rs wi~l<f magk that sprin~s from an
~nt bloodline infucd with th e magic of d ragons.
~rs catry a r aw. unc.onrrolled magic wit hin them,
aotic storm that manifes ts in \lnexpected ways.
The appearance of sorcerous power~ is wildly
>redictable . Some d raconic bloodlines produce
..-tJy one sorcerer in every generation, bul jn o ther
~of descent every i nd ividual is a sorcerer. I\:lost
e lime. the t ~dents of sorcery appeal' as apparent
lf"S. Some sorcerers ~an'r name t he origin of their
er, while others trace it tostnl nge t>:vents in t heir
- Jives. The touch of a d emon, the blessing of a
ad at a baby's birch, or a taste of the wate r from
:sterious priug might $pari< the gift of sorc-ery.
0 m ighc ch~ g ift of a deity of map;ic. exposure
~ elem.ental forces of the Jnnel' P lanes or th~
.:lden ing chaos of Limbo, or a glimpse iuto the
r worki.ugs of re.a lity.
~rcc rers have no use for the s pellbooks and a ndent
tes of magic Jorc t hat \"-'i :t,~uds rely on. n ol' do they
on a pacron to grant their spells a~ w<tr1o<.:ks do.
Lean1ing to harne-S-S and chano ~l cheir own inborn
~ic. they can d iscover ne\v and s taggerjng \),ays
nleash t hat powe.r.

~ EXPLAIN ED POWERS
-rcercrs are rare in th e \vorlc.l. and it's \musua 1 co find
rce rer who is not involved in the advent ur ing life
some way. People w it h rnagka 1 pmve.r seethin~ in
r veins soon disc.o vcr that the povver doesn'( li k~ ro
quiet. A sorcerer's magic want.-; to be wielded, and
:.as a tendency to s p ill out i n unpredictable ways if
,nt called on.

99
- Spell Slots per Spell Level-
Proficiency Sorcery Cantrips Spells
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spdlcasting. So;c.e:ous 4 2 2
O rigin
2n d +2 2 Font of Magic 4 3 3
3rd +2 3 tv1etamagic 4 4 4 2
4th +2 4 Ability Score Improvement 5 5 4 3
5th I 3 s 5 6 4 3 2
6th +3 6 Sorce!'ous Odgin feature 5 7 4 3 3
7th +3 7 5 8 4 3 3
8th !3 8 Ability Score lrnprovcmetlt 5 9 4 3 3 2
9th +4 9 5 10 4 3 3 3 1
lOth +4 10 f\;letarna:gic 6 11 4 3 3 3 2
11th +4 11 6 12 4 3 3 3 2
12th t4 12 Abilit; Score lrrlprovement 6 12 4 3 3 3 2
13th +S 13 6 13 4 3 3 3 2
14th 1S 14 Sor<:erous Origin featu re 6 13 4 3 3 3 2
15th +5 1$ 6 14 4 3 3 3 2
16th +5 16 Abilit}' Sco;e Improvement 6 14 4 3 3 3 2
17th +6 17 Metamagic 6 15 4 3 3 3 2 1
18th +6 18 SorcerO\J$ Origin reatu(e 6 15 4 3 3 3 3 1
19 th +6 19 Ability Scote Improvement 6 lS 4 3 3 3 3 2
+6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2

Sorcerers ort~n lin ks you to a powerful indhridHal in the world the fey
h av~ oh5c;ure or quixotic c.realure rh.at bl~ssed you at birth! (he dragon '~'ho put
motivations driving them a d rop of its blood inlo your veins. the Hch who created
to adventu r~ . .Some seek a ~rcatcr you as an ~xperiment, or the ddty \'vho chose you to
understanding of lhe Hl<tgit.~al rorct: that infuse s carry lhis pow~l'.
lhenl . OJ' rhe a n5wer to the mystc.ry of it~ origin. Ot hers
hope to find a way lO gel rid of it, or ro unleash its full Q U ICK B UILD
polelltia I. VJhatever thc.ir ~oab. ~orcerers ate ~.v~1y hit Voo c;an make a sorc erer quickly by follow ing the~~
as uscfullo an advenWT'ing party as \Vizards . making s ugg.estions. P ir$l, Charisn1a !ihould be your highc~t
up fo1 a c;omparativc lack of breadth in lheir magical <~bi lity SiC'..ore, followed by Con~liltHion. Seconrl,
knowledge wilh enormous flexibili ty in using the choose lhe hermil bac;kgrounci. Third, choose the
s pells they know. lij:jht! prcsti<li/;il<fiiOJ), r8J' of fi'<>St, and shockinR grasp
c;.a ntrips. a.lon~ with the lsl-level sp~lls; .~hiefrl and
CREATING A SORC ERER rmif,Ji c missile.

The most important ques t ion to <.:OU!;it.ler wht:n Cl'f:ating


your sorcerer is tbe otigin of your power. As a ~tarting CLASS FEATURES
chal'acter, you'll c hoose an origin lhat ties to a drac;onic As a sorcerer. you gain the followin~ class features.
bloodline or lhe i nfluen c;~. of wild ma~ic. but the <.:xacl
source of your power i~ up to you to decide.. ls it a fami ly H IT PotNTS
curse, pa~~c<.l down to you fl'om distant ancestor~? Or Hit Dice; 1<16 per sorc~rer level
did some ext raordinary <.:venl le~ve y )U bl~s;sed with Hit Points at 1st Level: 6 + your Constitution modifier
inhcrcu{ magic hm p~rhaps scarre d as '.veH? Hit Points at Higher Levels: 1<16 (or 4) + y0111'
Hmv do you fce1 aboul the rnagic.al power coursing Constilutjon modifi~-1 per sorcerer level alk.r lsl
through you? Do you e m brace it. t ry lo master ir, or
r~v~l in it..-; unpred ictable natul'e? Ts it .a hless ing or
P RO F1 ClllNCI ES
a curse? D id you s;eek it out. or did it Hnd you? Did Armor: None
you have the. oplion to i'duse it , and do you v..ish you Weapons: Daggers. d3r ts. slings, quarterstaffs.
had? \Vhat do you intend to do -.vii h 11? Perhaps you )ighr crossbows
r~el ii ke you'v~ been ~iven this power for $1)1))~ lofcy
Tools: None
pur pose. Or you rnighr dec;id ~ that the pow<.r ~ives you Saving Throws: Const itutioJl. Chal'isrna
lhe right to do what you want. to ta ke what yot1want SkiUs: Choose t \vO from Al'cana , Deception: Insight.
from those who lack .sudl powe1'. Perhaps your pov..cr Intimidarion, Persuasion, and H.digion

P\RT! CLA::>HS
00
EQUIPMENT SJ>ELLCASTI NG Focus
You start \vhh the following equipment. in add irion to You can usc a n a rcane foc us (found in c ha pter 5) as a
the e.q uipmcnt grame:d by your background: spelkastin~ focus fot your s or<:crer spe:Us.

(a) a light c rossbow a nd 20 bolts or (b) any s imple


SORCEROUS 0 RTGI N
\Vl'.<{J)Oll
(a) a componem pouch or (/;) a n arcane fot.\.IS Choose a so.rc e1'ous ori~i n, wh ie;h describe :-) the
(a) a ctungeonccr's par.k or (b)"" e xplorer's pack :;O\Jl'<:e of your inna1e. n1agic<:~l pO\ve1: Draconic
Two daggers Dloodt;ne o r Wild Magic. bot h deta iled a t rh end of the
d a&.c;. dc:;cr iplion.
S PELLCASTING You <:hoice ~rams you featu res when you choose il a1
1st lcvd and again at 6th, 14th, a nd 18th level.
"\.0 e vent in yotJ r past) or in lhe life of a parenr o r
nce stor, left a n indelihle mark on yott, infusing you with
F O NT Of MA GIC
rcane rnagic. T h is font of magic=whatever irs ori~in.
.1els your s pells. SP-e chapter 10 for the ~cncral rule$> of Ar 2 nd level. yo u rap i mo a deep w~l lsprin~ of Ulaglc
..;.pellca sting and clu-~.pter 11 for the :;orce.Jer s pelJlist. \Vilhin yourself. 1'1liS \Vt:lls pring i::; re pl'e...s e:nte..d by
.:;orc cry points, which ~dlO\v you to c reate a variety of
~A N T RI !'S magical effec ts.
1st lcvcJ, you know four ca utrips of your clwk:e fmm
~sorcerer spcJl li$1. You learn addirional sorcerer SORCERY P OI NT S
nlrips of your c hoice ar h igher levels. as shown i n th<: Yo u have 2 ~orccry points . and you .gaiu mol'~ af> you
ant rips Kno,vn column of the Sorcere r table . r-each higl1er tev~ls, as shown in the Sorct.ry J>oinrs
t:olumn of t he Sorcer~1 cable . Yotl can never ha ve
'PEl L S LOTS more ::;otcery points t han s hown on the lable ror your
e Sorcere1' rable shows hO\'i.' many spdl s lot.s you level. You rc~~-.in aU sp~.nt sorcery poims when you
.a,e to cast you r $p~l l s of 1st k vel anci hip;her. To casr fini:;b a long rest.
Je of these sorct~rer sp~lls: you mus1expend a slol o f
~spell's l~.vel or h igher. 'You re~ain a JI exp~nded s pcl1 FLEX IBL E CAST ING
s wbt:o you lin ish a lon g re s r. You can u::;e yow sorce ry pol,n:; co gain addiliOla l s pell
for e xample. if you know the 1st-level ~pell burning s lo1 s, or sacriflcl': spc<:ll.:;lots to gain additional sorcery
nds anct have a 1st-le vel a nct a 2nd-level spell s lot poinlS. Y'-.)tJ learn other ways to ust. your SOl'<'..ery pointl:i
ailable. you can cas r burning bands using either s lot. as you reach higher leve ls.
Creating Spell Slots. You can t m u:;form un~.xpend~d
'PELt.S KNOWN oF 1s T L~VELANn H 1CHER sorce ry po)ms into one s pd l s tm as a borl\ll) <lClion on
'U know l wo 1st-level s pt:lls o f your choice from che yO\ll' rurn. T he Crea1ing Spell SlOI$ 1able s hows the r,ost
.,.cerer s pell list. of crc~ling a s pell s lot of a given level. You can c re ate
"~'-he S pells Known colt1mn of the Sort.ere1' rable sp~ll s lots no high~.r i n lcvd than Srh .
'OWS when you learn more ::;orcerer spells of your
.oice . Ezch of t hese spell~ must be of a level for which CREATING SPELL SLOTS
.u have s p-ell slots . For ins tance. when you reach 31'd Spell Slot Sorcery
-el in ch is class, y0\1 <:an lea rn one ne.w s pe ll of 1:;t Level Point Cost
2nd level. 1st 2
.\dditionally, whe n you ~a in a level in this cla.s s,
2nd 3
... can <:hoose one of t he sorcerer s pells you knov.
3rd 5
rd replace il \Vich another spell from the sorcerer
4th 6
ell Jis t . which also mu::;t be of a level for whic.h you
5th 7
'c s pell s lors.
PELLCASTJNG ABILITY Converting s Spell Slot to Sorcery Points. A ~
aris ma i~ y0\11' s pellcasting 8biHty for your sor<:~r er bonus action on you1' t urn, you can expend one spt ll
ells, since the power of your magic r~lies on your slul and gain a number o f sorcery poinls equal to the.
'lity lO 1)1'0ject your will inlo t he \'>.torld. You use your ~ l ot 's level.
&arisma wheneve:r a spell refers ro your s pellcasrlng
'lily. Tn addition: you use your Cha risma modifier M ETA MAGIC
~en scttlnl-{ lhe saving t hrow DC fo r a sorcerer s pell Al 3rd le\e l, yoU gain t he a bility lO nvist your spells
.u cas1and when making a n attack roll with one. to s uit yotlr n e~ds. You gain cwo of t he fol10\o\'ing
Spell save DC = 8 +your proficiem::;y bonus i T\(e[amagic option:; of your t:hoi<:e . You p;ain ~utothe..J one
your Charisma modifier at I01h a nd 17t h level.
You can tiS~ only one 1\feramap;ic option Otl a .::.peH
Spell attack modifier - your proficiency bonus+ w hen you casl it. u nless olherwis~. note d.
>'Our Charisma modifier

'P\RT l CLASH~
i OT
CAR EF U L S PELL S ORCE ROU S R EST ORAT ION
When you c ast a spell th al forces olhcr crea lures to ma ke
a sa ving t hrow, you can prote ct some of those c reature s At 2 0ch leve l: you regain 4 e xpended sorc;e..r y points
from the s pell's full force. To do .:;o, you s pe nd 1 !;OfC~'Y whenever yot1 fi ni$ih a short rest.
point a nd choos e. a numbt=:r of thos e c reau.ne.s up 10 yO\n
ChaTisma m odifier (min inH.nn of on~ cr~ature). A cho~cn SoRCERo us ORIGINS
creature automatica lly succeeds on its s.avin~ t hrow Differellt son~erers cla im diO.'e rent origins for the ir
against the s pell. i nn ate rmtgic. Although many varia tions exis t, most
of t he se origins fa11 into rwo c;.ategories : a <i1ac;oll iC
D ISTA NT S PELL bloodline and wild magic.
\Vhcn you ca st a s pell th at has a ra nge of 5 fee t or
greater, you can spend 1 s orce.1'Y point ro double rhe DRACON IC BLOOD LI NE
,.ange of the s pe ll.
V/ hcn you cast a s pell t hat has a ra nge of touch , you Your innate magic comes from d racon ic magic that wa$;
can spend 1 sorcery poinl lO make t he range ol the
mingle d wit h yo ur blood Ol' that of your a nce slors . .Most
spell 30 fee t. often. ~orcerer.s with lhis ori~in trace their desce nt
bac k to a mi~hty sorce rer of a ncient time s who ma de a
E MPOWERED S PEL L barga in \'lit h a <ll'agon or who mighl. e ven ha ve claimed
W hen you roll d ~rnage for a spell, you c an spend 1 a dragon parent. Some of these blood lines a re well
sorcery poin t to re roll a m.uubt:r of the dam age d ice up es tablished in the world: buc mos t are ob scur~. Any
to your Charisma modifie r (min imum of one). You must giv~n sorc;er~ t <'Am id b ~- che f'usr of a ne.w blood line , a:; a
u5e t he new rolls. result of a pact or :;Omt! other exceptiona l c irc umstance.
You can use Ern powered S pell even if you have
D RAGON A NCEST OR
a lre.ady used a d iffe rent Me ta magic opt ion dur ing th~
casting of rhe s pell. At 1st level, you choose (1ne type of dt agon a s you r
a ncestor. T he <.lama~c type assoc iated w it h e ach d ragon
EXT EN DED S PELL is used by features you ga in 1arer.
\Vhen you c ast a s pell t hat has a durat ion of 1 minute
o r longer, you can sp~n d 1 sol'c~ry point to double irs D RACO N I C A N CESTRY
du ration , lO a maximum du ration of 21 hours . Dragon Damage Type
Black Acid
H EIGHTENED SPELL
Blue lightning
\Vhe n you c ast a s pell thal for1~es a cre atu re lO makt: a
Brass. Fire
s~win~ th row to resist its effe cts, you can s pend 3 s orcery
points to g ive o ne target of the s pe.ll d isadvanta gr: on ils Bronze ligh tning
fi rst savitlg lhrow made agai nsl lhespd J. Cop per A<id
Cold Fire
Q U ICKENED SPELL Green Poison
Vlhe n you c;ast a s p ell t hat has a c asHng rime of 1 ac tion . Red Fire
you ca n :;pend. 2 :;orccry points to cha nge th e casting Silver Cold
t ime to 1 bo nus a ction for t hi$i c;a sring.
\Vhite Cold
SUBT LE SPELL
\<Vhen you ca st a s pell, you ca n s pe nd 1 sorcery point to You c an spea k, re ad. a nd wrile Draconic. AddHioualJy!
casr it without any somatic or ve rbal compone nls . whenever you make a Cha r isma yhe ck when interac;t'ing
with <hagons . you,. p1oficiel)cy bonos i:s dO\!ble d i ( it
T W J!<N ED SPRI.L applie:; to the c heck.
\\'hen yo u ca5t a s pe ll rhat targ~ts on ly one cre arure a nd
doe.s n't have. a range of self, y 0 \1 CM\ sp~nd a n\unber of D RACON IC R ES I LI EN t; E
sorcery poi nt ~ r:qua l to I he s pe ll's level to ta rget a :;e<.:oud A.s magic Rows th m ugh you1 body: it c;auses phy$lca l
erea ture in ra nge with lhe s.<.-\Ulc !;J>Cll (1 ~ore<.:r_y point if t l'a il.s o f your rl 1agon ance sw rs to en1erge. Al 1st level,
the s pell is a c antrip). your h it poin t maximum increases by 1 a nd incre ase s by
1 a ga in whenever you ga in a level in th is class.
ABILITY SCORE I MPROVEMENT Additiona lly, pal'tS of yovr skin ate ~.~overed by a thin
shee n of dra~on li kc sca le s. V./hen you a ren'c wearing
When you reach 4 th le ve l, and again at 8 th, 12 th. 16th,
armor. you.- AC equals i3 1 you r Dexterity mod iilcr.
and 19th level, yo u c an increase one ability score of your
ch()icr: by 2, or you <:.a n increa se 1wo a bilily $C~)re-s of E LEMENTAL A FFINITY
your ch ok.e by 1. A:; nor ma l. you <.:an't incrca:;e a u ability Sta rring at 6t h leve l, whe n you cast a s pe ll that ct~ als
sc ore a bove 20 usin~ th is feature. da magt<: of rh~- 1ype associa led with you1' d raconic
ancestry. a dd your Charisma modifier to that d amage.
At tht<: same t ime:. yoo ca n s p end 1 S01'c ery point (Ogain
res istance to t hat damage type for 1 hour.

'P \~T l CJ \SSFS


)').
R~C0:-1 WINGS can do so arter the ttearure roll~ but before any effects
l~th level. you gain the ability to &l)rOut a pair of of the roll occur.
!~n wings from your back. gaining a ftyint:: ~pc;c:d
1al to your current speed. You can create these wing~ CONTROLLED CHAOS
bonU$ action on yOt.Jr runl. They lase until you A[ 14th le\eL you gain a modicum or comrol o~er the
... mi.$5 them as a bonuti action on yO\Jr turn. surge5 of your wild ma~ic. \Vhcncvcr you roll on the
iou <:an'c man ifE"...c;c your wings \\'hilc wc:arinfl armor Wild \1agic Surge rahle. you can rotl twice and usc
lt::;~ lhc <tfiHOI' is rnade to accommodate them. and either number.
~hin~ not made to acconunodtue your \Ving~ might
SPHL BOMBARDMENT
dt"!'fr()yt'!d wht":n you manifest t hem.
J:kginniog at 18rh leve l, the harn1ful e nergy of your
lACONIC PR ~SRNCE spells int<.'.!lsifics. 'W hen you roll dsun~at. fol' ~spell and
,l.innin~ at 18th level. you can c hannel the dreAd I'Qll l he highe5t number possible <.>n any uf the <.lie<.:.
-.tJ'ItC" of yo1Jn1ragon a nC'.estor. causin~ those around
d1ooc one of those d ice, roll it again and add that roll to
to bccumc awestruck or frighlened. A f.<. an ncrion . the dama~e. You can usc the fealtne only once;. pc::r 1u1n.
. can spend 5 sorcery points to draw on this 1)0\\lt:l'
. exude an aura of awe 01" fear (your choice) to a
or
a nee of 60 feet. For I minute until you~ )OUr
entration (as if you were casting a concentration
). earh llOSlile CN".ature rhar sran:s its rurn in Ihis
--~ mu!$t ~uccccd on a \Visdom saving throw or be
rmed (if you chose awe) or frightened (if you chose
~ untiltlle a\1ra ends. A cr~.arure rhar succeeds on

,.ILD MAGTC
::.:;_:..::.._______
. ., savin~ throw is immune to your aura for 24 hour~.

ur innate ma,:(ic comes from the wild forces of ht~ O~


u unclt. l'li~ rhC": 01-der of creation. You miah[ htwc
durcd cxpu::;ure lO some form of l'aw rnagir., perhaps
..,lUJlh n planar portal leading to Limbo, the i=;lenlC::nla l
nes, or lhC mysterlous Far R~alm. Perhaps you
re blessed by a powerful fey creature or marked by a
\On. Or )'OUr magic could be a ftuke of your birth, witb
pparcnt cau~ or reason. Hovoe\er il came to be. rhis
)lie magic churns within you. wailing for any outlei.

LD MAGIC SURCE
ning when you choo!Sc thi!) origin at 1st level. your
llrastina can unleash 5urges of untamed mnaic.
mcdhucly after you ca~t a tiOrcerer ~pe:ll o( 1~c lt.vt.l
htghcr. the OM can have you roll a d20. If you roll a
roll on the \1Vild Magic Surge table w c reate u rundum
tgical effect.

DRS Of CHAOS
.. artinj.t at 1st level, you can mani pu l lll~ the forces of
~nt:f" a nd chaos to gain advanta~c on one atu~ck rult.
lily check. or saving 1hrow. Once you do so. you must
1.. h a long res1 before you can use this feature a ::fain.

o\ny Lirnc lx.:forc )'0\1 regain the use of thi!; feature. the
\I can ha,e you roll on the Wild Magic Surge table
mediately after you r.asr a sorcerer spell of 1st IC\'CI or
. her. You then regain the use of ll>is feature.

:lEN D J UCK
'taninJt at 6th lc\'cl. you ha~oe;; the abili1y 10 1wi~t fate
..;ng your wHd magic. \Vhen another creature you rAn
't' make~ an auack 1'011. a n ability check. or a savinu:

row, you can u::;c your reac.lion and $ip~n d 2 ~nrcery


oitll" to roll 1<14 and apply t he number rolled as a
onus or p(;nalty {your choice) to lhe ueal\ll'e's rol l. You
W ARLOCK
ith a p~eudodragon l":uded o n his shou lder. a young
If in golden robes smiles wa rmly, weaving a ma~ical
-ha rm into his honeyed wor ds and bendi ng 1he pa1ace
ntind to his will.
As ftame.s spri n~ to life in her h and s, a wize ned
uroau whispers 1he sec ret name of her tk:monic pa1ron,
fusing her s pell \vith fiend ish magic.
Sh ifting h i.s gaze between a battered lOme a nd the
"id a1ignrnenl of t h~ stars ove rhead. a wild-eyed lietling
a nts the rnystk: ritual rhar w i 11 o pen a door way to a
J.Stant world.
\Vartocks are $et':kf::rs of the knowlcdg~; that lies
idden in the fa bric of th e mu11 iverse. Through pacts
.ade \Vilh mysrerious b ei n~s of supernatural pov.er.
rarloc ks unlock magical efft>::<:ts bot h s ubtle a nd
:opec lacular. Drawing on the ancient komvledge of
i ngsSIIt..h as fe.y nobles. demon::.. devils, hags. a nd
ien t;Htil\e$ o f t he Far Realm, warlock~ pit:t.e logelht::l'
rcane se crets to bol:;ter lheh own power.

S WORN AND BE HOLDE N


\.\arlock is defin~.cl hy a pact with ~m otherwotldly
eing. Somet imes lhe rel~tionship between warlock
nd pacr on is like t hat of a clerk: a nd a <f~-icy, thou~h
e beings t hat sel'vt>: a5 pat rons for wa rlocks a re not
!Ods. A warlock might lead a c ult dedicated to a demon
orince, an a1chrlevil, or an utterly alien enlity-b~ingfi
ot typically served by cle1ics. More often, though. lhe
!"fangemeot is.simBa.r to t hat bc twt:en a maste1 and
Ln apprem ice. Thr: warlock lea r ns <Hld grows il) powe1',
the cost of occasional services performed on the
,;uron's beha lf.
The ma~ic bt.slovved on a warlock range~ from minor
.uc la~t i ng a lterations to t he warlock's being (such as
te a bility lO see in darkne~.s. or to read a ny language)
access to powerful spells. Unlike bookish wizards,
-arlocks S1.1ppleme.nt their ma~ic v..ith some raciliry
h<IJtdlO-han<l combat. T hey arc comfortable in light
'"mor a nd know how 10 u!'e.5im plc weapon::..

D ELVE RS INTO SECRETS


\'arloc ks are dr iven by an insatiable ne.ed for knowledge
nd power. vvhich <'.omp els t hem into their pacts a nd
-.hapes t heir live s . This thirst drives warlocks into their
.,.acts and shap~.s their later c.a rc crs as well.
Stories of warlocks binding themsclve~ to fiends are
~idely known. Dut mauy warl ocks ser ve patrons that
re llOl fiendish. Some times a traveler in the wilds
orne.;; to a strangely beautifu l rower=meets it~ ft-.y lord
r lady, and s tumbles into a pact \vithoul being fully
a\\'a re of ic. And sometime:;. \vhjle poring ove.r tomes of

f' \XT 1 < LA:S::.lS


105
Proficiency Can trips Spells Spell Slot Invocations
level Bonus Features Known Known Slots Level Known
1Si <2 OLhcrworldly Patron, Pact M agic 2 2 1 1st
2nd +2 Eldritch Invocations 2 3 2 l SI 2
3rd 2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 s 2 2nd 2
5th +3 3 6 2 Jrd 3
6th !l Otherworldly Patron feature 3 7 2 3rd 3
7t h +3 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 3 10 2 5th 5
l Oth +4 OLhcrworldly Patron feature 4 10 2 5th 5
11th +4 M}Stic Arcanurn {6th level) 4 11 3 Sth 5
12th +4 Ability Score Improvement 4 11 3 Sth 6
13th +5 Mystic Arcanum { 7th level) 4 12 3 5th 6
14th +5 Otherworld!; Patron feature 4 12 3 5th 6
15th
l&th
+5
+5
Mystic Arcanum {8th level)
Ability Score Improvement

4
13
13
3
3
Sth
5th
7
7
17th +6 Mystic A(canum (9Lh level) 4 14 4 Sth 7
18th +6 4 14 4 5th 8
19th t6 4 15 4 Sth 8
4 15 4 Sth 8

Yotlr patrOtls demands might driv~ yoo into adventures,


or they m i~ht con sist ~ nrirefy o f srnaU favors you can do
between advenlures.
\'Vhat kind of relationship do you have with your
parron? ls if ftiendly, anlagonistic. uneasy, or romantic?
How important docs your patron coosidet you lO be?
What part do you play in your patron's pla ns"? Do vou
know odler servant:; of your parron?

Ho\v docs your parron c:ommonica1e with you? Jf


forhidd~n lol'e, a bl'illiaut but crazed s tudent'5 mind is you hav~ a fam i lial', il mighl occasionally speak wit h
o pcw..-d to realities beyond rhe material \vorld and to the your patron's voice. Some warloc:ks find messages
alie.n h~i ngs rhar dwt:ll io the outer void. from their patron:; etched on tree~. mingled among rea
Once a p t1c:( is mad<.:. a wa rlock's thirst for knowledge leaves, O l' adrift itl tl1e clouds-mcssa~es chat onl y Ihe
and power can't be sJaked wit h nl~l'e shidy and rc~carch. warlock cau sec. Other warlocks convers.e v.'ith llieir
No on~ makes a pact with :;uch a m ighty pat ron if he or pat rons in d reams 0 1' wakill\1 visions, or deal onlv w ir h
:;he doesn't intend to us~ t he power thus gained. !<.ather, intermediaries. .,.

t he vast majorify of wal'locks ~IJ!!Hd their days in active


pur:;uil of (heir goa ls. which ty pic:al ly means some kind QUIC K l:IUILU
of adv~ntul'ing. Furthernwre. the demands of their You can make a warlock q uickly by following lbeo
patrons dtiv~ w<'lrlock:; toward a dventure. suggestions. First. Cha t'isma sho1.1ld bt: vour hidhest
a bility score. followed hy CnnsliltJi ion . Second.~hoose
=:.::::..::::.:..._ __
CREATING A WARLOCK __ _ t he charlatan background . Third. choos<.: the eldritch
hlast and c!Ji/J wuc/~ cantrips, a lonj:{ \Vith t he 1sr-level
As you make your warlock ch<t.r<~ctcr. spend some t ime s pells ray ofsickness and l'dtr;h holt.
thin k in g about your p~ttron and the obligat ions rha.t
your pact imposes upon you. \~'hat Jed you to make t he
paC'.t, and how did you make contact wirh your patron? CLASS FEATURES
w ere you seduced i n to summoning a d<..~vil. or did you As ~-t warlock, you ~ain the following d a ss fealure1:i.
seek out rhe titual lha t would a llmv you to mak~ c:ontact
with au aHeu ddcr god"? Did you $eare;h for your palrou. H IT POINTS
or d id your patron find anc1 chOO$e you? Do you <..'.hafe Hit Dice: l d8 P" 'wodock levd
unde1 rh~ o bligations u( your pact or serve joyfully i n H it Points at 1st Levcl: 8 +your Constitution mod ifier
a nticipation of t he r~wa rds ptomised to you? Hit Points at Higher Levels: ld8 (or 5) + your
\~'ork wilh your DI\!l to determin~ how big a pan your Constilutiou modifier per warloe;k l~vel a(ler 1st
pact will play in your chara<:ler:s adventuri n ~ care e r.

P.\"RT 1 CT -\SS,i:'.S
P ROF'lGIEN<;lES Additionally, when you gain a level in I his da~.!;,
~ rmo r: Lighl (11"010 1' you can c hoose one of chc warlock spells y01.1know
Weapons: S imple \vea pon ~ and replace it with another s peJI fro m the warlock
Tools: None spell Jist. which a lso u~1.1 Sf be: of a level fo r which you
hav 5pell slots.
Savittg Throws: Vliisdom, Charisma
Skills: Choose l WO :sk ills from Arcamt, SPF.LLCAST!NC ABILITY
Deception, Histor y. !Jttimidalion, Investigation, Charisrn.:~ is you r s p ellcastin~ a bility for your warlock
~aru r~. a nd Religion speBs. so you use your Cha risma \vhcncvcr a spell re fers
to your 5pellcastin~ abilily. In .addition, you use your
i:QUIPMENT Charil)ma modifie r wh~n s.ettin~ t he saving throw DC
ou sta rt with the following equipm~nt, in add ition to for a wa rlock~pdl you casl and when making an a ttal'k
M! equiprnenr grante d by your background: roll wilh one.
a) a light c rossbow and 20 bolts or (b) any s imple
Spell s ave DC = 8 + your profidency bonus +
\\'eapon
your Charisma modifier
a) a c omponent pouch o r (b) a n arcane foc us
(a) a scholar's pack or (b) a dungeon ee~s pac;k Spell attack modifier = your prof iciency bonus+
Leather armor, any :simpl~ weaPon, and two daggers your Charisma modifier

O T HERWORLDLY PATRON SPE LLCASTING f O CUS


1s t 1evel. y01.1 have stru ck a bar~ain with a n You can o s~ an arc.ane focul) (found in chap1er 5) as a
he rworldly be ing of your choice:: the J\rchfey, the spcHcastiug focus for your warJoc k s pells.
tend, or rh~ Great Old One. each of whj ch is d~tai led
the end of the class description. Your choice ELDRITCH INVOCATION~S::___ _ _ __
~nr~ you features at 1st le vd a nd ,:~gain at 6th, 1Oth, Tn your study of occuh lore. you have unearthed eldrit<.:h
nd 14 th level. invocations., fragments of forbidden knowledge chat
imbue you w ith an abiding magica l a bility.
PACT MAGIC At 2nd lcvc], you gain rwo e ldritch invocations of your
?Ut arcane research and the magi<.: be s(O\Ved on you choice. Your invocation options a r~. detail~d ac {he end
~ your patron have gjveo YOlJ facility \ovith spells . See of the class dr:sc;dption. \A/h en you gain certain wa rlock
'lapter 10 fo the genera l r ules of spellcasting and levels, you gain addilional invocations of your c hoice,
ha ptcr 11 for the warlock spell list. as shown in rhe Invocations Known column o f t he
Warlock table.
~A ~TRl f'S Adrliciona lly, whe n you gai l) .a level in this. class,
ou know t\'. '0 r.a ntrips of your c hoice from the wa rlock you eanc.hoose ont": of t he invocations you know and
pell lis.t. You learn addiliona 1wa rlock cantrips of your re place it with a nother invocat ion {ha[ you could learn
.._oice at h igher levels= as shown in the Cantrip!; Known at that level.
vlumn of the Warlock tahle.
PACT BooN
SPELL SLOTS
At 3rd Jcvd , y01.1r othen"orldly pat ron beswws a gift
fle Vla rlock table shows how many spel l s lot!': you have.
upon you for your loyal service. You ga in one of the
'lte table a lso shows what the level of those slots is; all
following feat ur.,; of your choice.
~you r sp ell s lots a rc the same le\'e l. To cast one of your
oarlock spe lls of 1st lev~l or highe r. you must expend a P ACT OF THE C HAIN .
~II slot. You re~ain an expended spell slots when you You lea rn che find famili~'1. r spell aJ~d can c;ast it as a
;.nisb a short or long r..<t. ritua l. The spell doesn't count against your number of
For example, when you are 5th l ev~ I, you have sp ells known.
rwo 3td-level s pe ll slots. To cat the 1st-level spell V\1hen you cast the s pe ll, you can choo.<;.t: on~. of t he
hundetwave:, you must s pend oue o f thos~ s lots, and normal forms fo r your familiar or one of lhe following
'Ou c ast it as a 3rd-level spell. spec ial forms: irnp, pseudodra~on, qua~it. or sprhe.
Addit ionally! when you lake rh~. Attack action~ you can
S PELLS KNOWN OF 1ST LEv JlL AND HIGHE~
forgo one of your own attacks lO a llow your familiar to
~~ 1st level, you knmv two l~llevel spe lls of your choice
make one a ttack of its O\Nn .
'"rom the warlock spell list.
The S pells Known column of the Warlock rahle shows PACT OF TH E BLA D!l
Ahcu you learn mote wal'lock s pells of your choice of 1st You can usc your aclion 10 cre.ate a pact w~tpon iu your
level and hip;her. A spd l you choos.e must be of a level empty hand. You can choose 1he forn1 t hat t his melee
'\0 highe r 1ha n what's s hown in lhe lablr:'s S lot Level
\veapon rakes each t ime you create il (see cha_prer 5 for
=olurnu for your leve l. \hen you reach 6 lh level, for weapon options). You a re proficie nt with it v.hile you
exa mpl~. you learn a new warlock spell, which can l>e
wield it. T hi.!; weapon counts as magica l fo1' rhe pur pose
: st. 2nd, or 3rd level. of overcomin~ rcsislance a nd immunity to nonmagical
attacks and darnage.

?.'..RT ~ . C.LASS~S
Your pacr w~~pon di:;a ppcars if ic is more than 5 feet You PAcT BooN
away fi'OIH you for 1 minute o r mor~. Tr a lso d isappears Each Pact Boon option produ<=:es a special <reature or an
if you u~c this feature a ga in, if you dismis~ the weapon obje~t that reflects your patro..,'s n;;ture.
(no action re quired), or if y01.1die. Pact of the Chain. Your (amiliar is more <:unning than a
Yo u can rran$0fo1rn one wagie weapon into your p t'lct t)'pic.af familiar. Its default form can be a reflection of your
wearmn by perfonuiug a s pecial r icual wh it~ y011 hold patron, with sprites ""d pseudod(agons tie-d to the A:<::h fe;
the weap on . You perform the fi uJa1over the course .and imps artd quasi!$ tied to ihe Fiend. 8ecaus~ the C re,:~t Old
of 1 hour, which <'..an be <lone durin~ a short re sr. One's 11aturc is irosccutable, an; familia' fo;m is suitable for tt.
You c;an then d ismiss the weapon, s hunting it into an Pact of the Blade. I f your pa~ron is the Ar<hfey. your
weapon might be a slender b!Jde wrapped in leafy vines.
e}( traLHmeu~iona1 s pace. and ir appears whenever you
If you ser...e the Fiend, your weapon could be an ~xc made
create your pacr weapon thcrc after. You can'r affec;t an of black metal artd ~dorneO with de~orative itames. I( )'our
anifa(:t or a sentient weapon in th i.s way. The weapon patron is the G(eat Old One, your weapon m ight be ~n
C.Ca::5eS bcin~ your pact weapon if you die, if }'OU pe rform ancient-looking sp~ar, with J gemstone embedded in its
the l hour ritual on :1 di.Uen:.nt we apon. or if you use head. car,,ed to look like a terrible unblinking eye.
a 1-hour ritu al to break your hond lO it. The weapon Pact of the Tome. Your Book ofSh<Jdows might be a fine,
a ppears at your fe.e t if it is in the extradimensiona l s pace gilted ged tome with spells of enchantment and illusion,
wh ~n the bond bn:.aks. gifted to you by the lordly Ar<:hfey. It could be a weight}' tome
b-out~d in demon hide studded with iron, hofding spells of
PACT OF T H E T OME conjuratb n and a wc~lth of forbidden lore about the sinister
Your patron ~ives you a grirnoire calk.d a Dook of regions of ~he <osmos, a gift of the Fiend. Or iT could be Lhe
fattered di<>ry of a lunatic driven mad by cont<><::i with the
S hadow~. Wh~n you g3i i1 this feature, choo!=l~ rh 1ee
Great Old O:~e, holding s<r~ps of spells !hat onty your oval
C(HHri[) S from any dass's s pell li$0t . \Vhile th.~ book is on burgeo .nillg insanit]' allows you to understand a-nd cast.
your person. you c;.an Ct'lSt lho.se cant rips at will. T hey
don't coonr again~t your numbe.r of c;a nt1'ips known.
1f you Jose your Book of Shado\vl;, you ca n pe rform OTHERWORLDLY PATRONS
a l +hour cer~mony to receive a replacement from your
Th~ beings that serve as patron:"; for wa l'lo~k~ ~uc
parron . This certmony can be perfol'm~<l cltll'ing a short
mighty in habita nts of othe1 pl<lnes o( exi:;tcnee not
or loug re:;t. and it des troy:"; rh~ ptevious book. The book gods, but al mo!=lr god like in their po..vcr. Various pafrons
turns to ash when you die. give their warlocks act.c ss to d ifferenr powers and
invocations. and expect signific:an1 favors in re turn .
ABI LITY SCORE IMPROVEMENT Some patrons collect \va rlocks. doling our rnyslic
When you reach 4th level, a nd a gain at 8th . 12th. 16th. koowlcdgc relatively freely 01' boas ling of their ability
and 19th level. you can increase one. ability score of your to bind morta l~ co their will. Other patrons bestow lheir
choice by 2, or you t'.an iucrca~e two a bility scores o( pow~r only grudgingly. a nd mip;ht make a pact with
you1' dloice by 1. A~ normal, you c;a n'( increase an a bility only one warJock. Warloc;ks who .serve the s~unc pauon
score a bove 20 using rhi-s fealur~. m ight view ~a ch other a:; aUics. siblinj4s, or rivals.

MYSTIC ARCANUM THEARCHFEY


.t\. r l 1t h level, your patron bestows upon you a rnagica1 Yom patron is a lord or lady of the (ey. a crt~aturc of
se(:r~t <.:aik~d an a rcanum. ChotlSe one 6thlcvdspeU legend who holds s~c;rers that were forgotten before
from t he wa r1oc.k sp~ll list as lhi$ arca num . the mortal rac;e~~ were boru. This bci n~'s mot ivatiOll$
You c;an cast your arca num spell once without a re oflen inscr utable, and someti mes wh irnsica1. and
cxpendin~ a s pe.JI s lot. You mu.st linish a Ion~ rest hefore m ij4ht involve. a st riving for greater ma~ical powet o1 lhe
you can do so again . seuli11g of ag~old ~rud~es. BeinB:f> of t his son iuc1udc
Al higher levels, you gain mol'e warlock s pells of your t he Prince of FrosT; rh~ Queen of Air <ind Darkness,
choice that can be cast in t his way: one 7th.Jeve1spell f 11lel' Of the Gloauling Court; T itania of rhe Summer
at 13th level, one 8th.level spell at 15th le.vd , and one Court: her consort Oh~I'Ol), the Green Lord: Hyrsam,
9th-lcvc.l spdl at 17t h level. Yot1regain aJJ uses of your the Prince of Fools: a n<f ancient h.ag~.
Mystic Arcanum when you fi nish a long n:.st.
E XPANDED SPELL LtST
ELDRITCR MASTER The A ch f~y l~rs you choose from an e xpa.ncted lis t of
At 20th level, you can d raw on your inner re serve of speHs wheu you learn a warloc;k sp~ll. The following
s pells a re added ro the warlock spell Hst for you.
mystical power while e ntreating yoHJ' patron lO regain
expende d s pell s lols. You can ~pend 1 minute ~ ntrealin g
ARCHFEY EX PANDED SPELLS
your patron for aid to regain a ll you1 expt::ll<led s pell slots
from your Pact .M agic feawr~. Ollce you regain s pe lJ s lots Spelllevel Spells
w ith this fe.acur~. y01..1 must 6nish a Ion~ re s t be fore yot1 1st faerie fire, sleep
c.an do so again. 2nd calm r:motiom. phantasmal force
3rd blink, pfant growth
4th domil"'tHt beast, grcoier invisibifiry
Sth domir;ate person, seeming

PAR
FEY PRUSENCE F.XPAN DJ::D SPELl. LIST
Staning at 1st lcv<..I. your pat rem bestows upon you the Tlu: F'it"'nd lers you choose from an expanded lil:il of
.bility tO project the bcguilina: and fearsome pn; ...f"nre spcll::s when you Jearn a warlock sp~ll. The following
of the fey. As an acrion. you can c.:<~use E>.acb creature in <pells arc added"' 1he warlock >'PellliSI for you.
a 10 foot cul.Jc originatinR from you to make :t. \V1sdom
saving rhrow ugaiust your warlockspd l save DC. The FIEND EXPANDED SPELLS
r:re<tllm:s thnt fail their savina throws arc all chal'med Spell Level Spells
>r friJ:(htcuc:.d by you (your choict:) \11H il the end of
lst burt1iog Jta1ids, command
'Our next turn.
Once you use this feature. you t'--an't usc it a pin unril 2nd blindntss;deofre.ss, s~orc.hmg toy
ou finish a $bort or long rest. 3rd J~reboll, tflfl"ir.g dcud
4th fire shie!d, t.W}I/ offire
.fiSTY ESCAPE 5th flame strike. h"!Jow
'">tarting ;.1 (j1h ltwel, you ctw vanish in a puff of mi$l in
""esponsc tu harJil. \Vh~n }'()U take damage. you r.nn usc DARK 0KE's B uSSiNG
N.Jr rearrion to t urn invisible and teleport up to GO ft:et Stnrtin~ at 1st level. wht'n you reduct~ hustHe r.r~.arurc
an unoccuvied space you can ~e. You remain invisible to 0 hit poims. you aa,in temporary hit points equal to your
!llil the ~tart of your nex1 1um or Until you au ark or Charisma modifier "" your warlock le,el (minimum o: 1).
,, a Sfl<'ll.
Once y<.>\1 use this feature, yuu c.an'c use it n,:t:ain until DAKK ONE 's O wN LucK
"'ltl finish a shorl or long re~t. St~rfi ng at 6th level, you r.an call on your patron 10 a lter
fa te iu your favo r. \~' hen you wak~ a n Ahllity check or.:.
3EGU I~J:<C DEFENSES .:;avin~ throv.. you can use this feature to ~dct a d 10 to
~nninU: at lOth 1e\el. your patron Leache!i> you how to your roll. You can do ow aher seeing 1hc inilial roU bu1
-m the mindaffctting maek ()f your enemies apin.st heforc any o( the roll's effects oc.-cur.
em. You are immune to being charmed, and when Onre you usc this feature. you can[ usc it again umil
nother c realtn'e attempts to chtt rrn you, you can usc you finish a .=;han or long rest.
"'ltlr reaction to attempt to w rn the cha rm bAr.k ()n
t Cl'eMure. The crea ture 1't1USI r;uccecd on u \VhKiom FIENDISH ReSil.. JllNCE
.-.ing throw against your warluck spell save DC or Starting a t lOth leHI, you can choose ont" damage type
charmed by you for 1 minute or until the creature when you finish a shon or long rest. You gain resis1ance
...;..es an} damage. ro rha.t datoage lYJ>t' until you choose a different one
with this feature. Darn~ge fmm maJ:(ical weapons or
')ARK DL!RIUM silver we8 pon~ ignnrcs this resistanr.a.
-..arting i'lt 14th level. you C$111 plunge a c rcutu rc:: inlo
""illuwry realm . As an action. choose a creature H URL T H RO UG H H ELL
.:at you can sec withi-. 60 feet of you. h mus1 make a Slarling at 14th level. when you hit a creature with an
~om saving throw a~ain.st )'01Jr warlock spcJI.s.a,e anack. you can moe rhis feature to insranrty transport
.C. On a fuilcd .save. it is charmed or frighrentd by you the target through the lower planes. The creat\1re
_ .)Ur choice) for 1 minute ur until your concentration d isappears and hurtles through a. 11ighrmare landscape .
.. broken (a~ j( you a re conccntri-tting on a $ipe ll). Th i~ At the e nd of yu\tr nt"XI turn. che tarllcl rehtrns m the
.J'ect ends curly if the r.r~atute take:;; any clal'llag:e. spAr.t. it previously u<;cupie:d, o r t he nc.:ar..~:st \lnor..copied
vnti l thi~ illusion ends. the Ct"tature thinks it is lost space. If 1he targel is nola foend, il takes lOdlO pychio
a misty realm. the appt-:lrancc of which you r.hoosc. damage as it reels from irs horrific experience.
- te creaw~ can sec and hear only itself. you. and Onc;..-e )OU use this feature. )OU can"t use it again until
"'e' ilJusion. you finish a long res1.
You must fi n ir;h a shor t o r long rest before you can

.:..:;:_
:-HE fiEND __
...se this fe<tlue again .

)U h<Ke made a pact with a fiend from the Jo"cr


THE GREAT O LD ONE
Vnur patron is a my$1erinus entity whose nature is
Utl~rly forei~ to the (abric of reality. 1t rnighl come from
he far Realm. the space beyond realiry. or il could be
wnes of cx.b tence. a beina whuse aims are C\'il. one of the elder gods known only in le(lends.. hs moives
~n ify()u strive against thO$~ aims. Such be i na~ ~rt incomprehensible to mortals. and its knowledge so
sire t l1<.: 1.. orruption or dcstruclion o f all thinj:,{~. immense and anr.ient rhm even the grt. nte~ t libraries
rimah'dy induding you. Fiet'lds powerful enoua:h to pale in compariSon tu t he vast $ie.crets it huh.l:;;. The
-ge a pact include demon lords such a~ Dcmogurgon. Great Old One might be unaware of your existence
I!CUS. Fraz'Urb-luu. and Bophomct: archdevils such or fontireJy indifferelll lo you. but the secret~ you ha\c
'Asmodeus. Oispaler. Mephislophdcs. and Rt-lial: lcanlt;d allow you to dra" your magic from it.
fieuds and balms that arc c~pecially miahty~ ;.:Hid Entities of this type include Ghtl1nudar. caJlcd T11at
trolorhs ond uther lord~ nf [he yu~oloths. Whirh Lu rks: Tharizci\IO, the Chained God: Dndar, the
Ni~ht Serpenl: za,gnn. t he Rewrner; Groat Clhulhu;
and 01 her unfathomable beings.

0
EX PAN OED SPELl. L IST ARMOR OF SHADOWS
'fhe Great Old One le ts you choose from an expanded lis t You can C:.i.St m~'flic armor on yourself at will, without
of spe.Ill$ wh<.~n you lcurn a warlock s pell. The followin ~ expending a s pe ll s lot or macerial compon~ nts.
s pells are added to the warlock s pell list for you.
ASCEN DANT STEP
GREAT OLD ONE EXPANDED SPELLS Prereq!Jisite: 9th level
Spelllevel Spells You cau cast JeviU1le on yourself a t wilJ, \ ...ithout
l st dissonant whispers, Tasha's hideous laughter expend ing a spell sJot or materja l components.
2nd d~ t~ct thovght-s, ph&JntosmQf force
B~AST SP~~CH
3rd clairvoyanct, sending You can casl speal< witlr animals at will. without
4th dominate be.as~, E!)atd's black te.macles cxpcndin~ a s pell slot.
5th dominr.te person. telekinesis
BgGU I UN G l NFLt.JENCF.
AWAKENED MIND You gain proficiency in lhc Decept ion and
Starting at 1st level, yoUt' alien knowl~dg~ g ives you Persuasion skills.
the ability lO touch th<::. m imJ.s of other cr~atu rcs. You
can oommunica[e tele pathically with any creature you BEW ITC H ING W H ISPERS
can see withi n 30 feet of you. You rlon'r need to shat e Prcrcquisitt:: 7tlr level
a l~ulgm~ge Wilh lhe creature for il lo mlderslaud your "Yo u can cast compulsion once using a warlock .::;pelt s lot.
tcJcpathic utterances, but the creature must be abJe to You <:an'c d0$0 again UJ'IIil y0\1 fl11ish a long rest.
un<fer5tand at lea!;t one language.
ROO!< Of ANCI ENT SECRETS
ENTRO~IC WARD Prerequisite: Pact of the Tome fe~srure
At 6rh level, you learn to magica1Jy ward your!;.elf a galnsr
Yoo can now inscdbe magica l rituals in your Book of
aHack a nd ro tu1n an enemy's failed Slr ike into good
Shadows. Choose two lstlcvcJ spcHs t hat have the
h1ck for yO\ItSelf. \Vhcu a crt;aturc makes a n a ttack
ritual ta~ from any class'sspelllis t. T he s pells ap p~a 1
roll a~ains.t you. you can use your react ion to impos e
in th~ hook a nd don't <'..ounr aga insl the number of Spt'.lls
disadvantage on t hat roll. If h~ atta ck n'lisse.s you, yOHI'
you k.now. \Vilh your Book of Shadows in hand, you
ne~l a u ack rofl againsl lhe cre<tlurc has advantage if you
can cast t he chosen s pells as rituals. You can't car;;t the
make it before the e nd of your next turn.
s pells except as rituals. unless you've learned them by
Once you use lhis feature. you can't use il ag~-.in until
some other means. You can a lso cas t a warlo<:k s pe ll
you fi nis h a s hort or long res t.
you know as a titual if il has lhe rituaI lag.
THOUGHT SH IE LD On your adventures, you can add other ritual s pells to
S tarting at lOth level, your thoughts can"! b e read by your Book of Shadows. Whn you fin d s uch a spell, you
te le pahy or other means un less you a llow it. You a lso ,,an add it to the book if the spell"s level is equal to or
have re sistance to psychic damage, and whenever a less than half your wa rlock level (rounded up) a nd if you
c reature deals psych ic damage to you, that creature can spal'e t he time to uanscribe the spell. For each level
la.ke.s lhe same .amount of damage thal you do. of the spclJ, the transcription process take s 2 hours and
coSC$ 50 gp for the ra r~ ink$; nt:~rl ed to in.$;cr'ibe il.
CRRATF. TH RA LI.
CHAIN S 01' CARCERI
At 14th level, you ~ai n t he ability to infect a humanoid's
mil1d with the a lien ll.)agic of your patron. You c.an use Prcrequi:;itc: 15th lc'vcl. Pact ofthe Chain feature
your action to touch an incapacitated humanoid. That You can casr hold monster at will-largeting a celes tial.
creature is che.n charmed by yoo t HHil a remove corse fiend. or elementa l-without expend in~ a spe ll slot or
s pell is cast on it, the c harmed condition is remove d mareria l components. You must fi nish a long test before
from it, or you use chis featu r~ a gain . you C(t.U ut::ie thiJ; invocat ion on the s.-1mc c reature aaain.
YoH ca n c.o mmunkatt: te.leparhicallywirh 1he charme..()
creah1te as long as lhe 1.wo of you are on 1he .same p lane D Evn:s SIGHT
of existence. You c.an see normally in <.hukncss. both magical and
non magical: to a d istance of 120 feet.
ELDRITCH INVOCATIONS D RF.ADFI.IL WOR n
If an e ldritch invocation has prerequisites, you must Prerequisite: 7th JcyeJ
meet them to Jearn it. You can learn the invocation at the You can cas1confr.tsion once using a warlock s pell slot.
same time that you meel its prerequis.ile s. "Yo u c:.m't do ~o again until you fin ish a lon~ rest.
AGONIZING T:\I,AST
LDRITCH SIGHT
Prerequisite: c1dritch blas t c:.tntrip
You <:.an c.a st dete-r:r magical w ill, ''lichou{ expending
When you cast eldr ilcb bias!. a dd your Charisma a spell slot.
modifier to the d a ma ge it deals on a hit.

J>AR1 1 CJ..\~$.$
lO
~DRITCH S PEAR 0 THRWORLDLY LEAP
""erequisite: eldritch blast c:.m trip Prt:rf'!.qui.~ite: 9th level
hen you c;asr ~Jdritch blast, it5 r ange is 300 feet. You can c ast jrtmp on yo111'\~el f at "viii, w it hout expe.n din~
a s pcU slot or ma tc:.rhl.l components .
ES OF TH E R U N E K EEPER
ou can read all ..vriting. R EPELLI NG BLAST
Prerequisite: cld ritc h blast <.-. .w trip
!\DISH V IGOR
\Vhen you hir a crea ture w ith eldritch blast. you can pus h
c an c ast false life on yourself a t '"ill as a t ht. t.rcature up lO 10 feet away fmm you in a srra ight line.
le\'el spell, without ~xp~ndin g a spell slot or
er ial components. Sc u LPTOk OF F LESH
Prerequisite: 71h le vetl
ZE <W T WO M I NOS
can use your actioH to touch a w il li ng humanoid You c a n cast polymorph out.e \ISi llg a wa rlock s pell slnt.
perceive t hrou~h its se nse s until the elld of your You C.t'ln't do :;o agai n uncH you fi nis h a lon~ r est.
t 1u rn . As long a$; t he cr~ature is on t he sam e
11e of existcnc.c.~ as y01.1, y0\.1C<nl us~ y our ac;tion
SIGN OF Ju . 0M F.N
subse quenc turns to mainta in this con nt:c.tion . Pre requisite: 5th level
nding lhe du ration unril tht':. ~nd of your next tur n. Yo u c an ~.~asl l>e$mW cur.c.~ once usi np: a warloc k spell
ile pt:rcdvi ng thr ough the Olher <:l'eatu r~~!-> senses, s lot. You cau'l d o so agai n until you fi nish a long resL
benefic from any s p eci~d senses possessed by thal
.ature, a nd you a re blinded and deafene d to you r own T HIEF OF F IVE FAT ES
-rouudings. You can ca5t bane once us in~ a warlock s pe ll s lot. You
c an't do so aga in ulllil you fin is h a lo ng re.::;t.
FEDR INKJ::R
reqv isile: 12th fe ,:eJ, Pact o f the:. Bfad~ f~arure T HI RSTING BLADE
?n;1~qaisite: 5th lete /$ Pnct of the Dhtdc fc,.,'lturc
~n you hit a creat ure with your pac1 \veapon, rh~.
ture take s extra necrot ic dam age t:qua1 (0 y01.1r You can auack wit h your pact weapon rwic:e, ins tead of
rlsma n'lod ifie {m in imum 1). once, '.vhcncvcr you ta ke the Ati M:k a<:lion on your turn.

SK OF lvfANY PACF-S V iS IONS OF D ISTANT R EALMS


can ca:;t disgui:.;~ self at wilJ=without cxpc ndin!-{ f 'rt:reqoisile: 15t h level
.ell lot. You ca n cast nrcane eye at will. without c.~x p ~Ju.li ng
a s pell slot.
STER OF M YRIAD F ORMS
reqoisite: 15th lt!vt:l VOICE OF THE C HAIN MASTER
can ca s t ;,tlt<.:r sell a t wilt, \vh hotl t>:xpend ing Prt'!rf!qoi!>ite: Pact of the Chai n fcalurc
oell slot. You can comrnt.lnicale te lepathica lly w ith your fa milia r
anrl perce ive th ro ugh you r familiar::; :;<;;use:; ('IS long as
!\IONS OF C HAOS you are on th e sa me plan~ of ~.x istence. Additio na lly,
requisite: 9th /ci'Cl while p-crctiving th rough you r fa miliar'S; $iens~.s . yo u c.an
c-an e-ast conjure elemental once usin~ a a lso s peak th rou~h your f~un ilia r iu your own voi.c.e . even
lock s pcll slot. You can!l do $0 again ontil yo u if yo ur familia r js normally incapahle of s pe ec h.
... h a lo ng rt':.st.
W HISPERS OF THE GRAVE
RE T l:l MIN I) Prerequisite: .9r!Jie:'lel
requisi tf!: Srh /~vel You c.-an c ast speak with dcud at will. wilhOul t~x pen ding
can c as t ..<;low onr..e using a warlock s pell slot . You a snell s lot.
t do .so again 11n lil you fi nish a Ion~ rest.
W ITCH S IGHT
'ST Y V ISIONS Prere qui:site: 15rh level
can c ast silent image at vvill, withou l expending a Yo u c a n sec the true form of a ny s htlpec ht~ n gf!' or
ll slot or rnatetial <'...Ompont':nts . c e ature <'..oncea le rl by illus ion or transmutat ion magic
wh ile the crcatu fc is within 30 feet o f you a nd w it hin
'E WITH S HADOWS
line o f sight.
-requisite: 5th fe ve:l
'ten you a n.: in a n area o f d im light or darkness. you
use your action to bec ome invisible t.n'll.il you rnove
a ke an a ction o r a r~.act i on.

Ill
WIZARD
Clad in l ht': silv~.- rohes t hat denote her station) an
elf closes her eyes w $hut Ot.Jt th~ disrrac;tions of the
battlefield and bep;ins her quiet c hanl. t-:ingers \veaviilg
i n fn)nl of her, she completes her spcH ~md lau nchc~ ~-~
tiny bead o( 1i re to\\'.ard !he enemy ranks: where it erupts
into a confta~ration that engul fs (he soldiers.
Checking a nd rE>..checking h is work. a human :o;cribc~
an intr icate magic circle jn ch.a lk on the bare.stone.
noot. t hen $pr in kles powdered iron along <,;v ery line a nd
graceful cmve. \,Vhen 1he cirde is comple te: he drones a
long incantation. A hole opens in space inside t he circle,
hri~ging a wh iff of brimstone from lhe Olhenvodd ly
plane beyond .
Crouch ing on the floor in <t du ngeon intersect ion, a
gnome tosses a ha ndful of ~malJ bones iosc.ribed wilh
myst ic symbol s. llltllterjng a few worc15 of power over
them . Closin~ h is eyes to sec the visions more clearly.
h~ nods slowly, then op~n~ his eyes and point~ down the
passa~c to h is l~ft.
\11li7..a rds a re supreme ma~dcuscrs. defined a nd unjted
as a <:.lass by (he spells 1hey cast. Drawing on t he s ubt le
we.ave of ma~ic that permcales the cosmos. wizad$; cast
~pdls of explosive fire, arcing lightning. subtle dece ption.
a nd brute forcc min d control. The ir magic.<'...onjures
monste.rs fro m other planes of cxist~ncc. g liUlpses the
futu re, or I urns slain foes into zombies. Their migbt ie:;t
speHs change one substance into a norher, call me te ors
dO\VIl from t he s ky, o r o pen portals to other worlds.

SCHO LARS OF THE ARCANE


Vv'ild a nd enigmat ic, varied in form and function, che
power of n1agic draws students who seek to master
ilS my:;te.des. Some aspire to bccom<:! like the gods,
shaping 1'eal iry it:=;.elf. Though t he ea!:iting of~ lypical
s pell require.~ merely lhe utte1'ance of a few strange
words. fleetin~ ~esturcs. and !:iOme times a pinch or
clump of exotic rYta.terials, these sur face components
ba rely hint at the e xper tise a ttained aftet yeats o f
apprenticeship and coun 1le~'SS hours of study.
\o\iizards live a nd d ie by their spells. Everyrhing else
is secondary. They learn new !:ipclls 3S they expedrnent
and grow in expr:rle.nce. They can also learn them from
other wizards. from ancienl tomes o im;criptions,
and from a ncient cream res (such a~ the (e.y) that a re
r->teeped in ma~ie.
WIZARD
-Spells Slots per Spell Level-
Profidenc.y Cantrlps
t.cvcl Bonus Features Known 1st 2nd 3rd 4th Sth 6th 7th 8th 9th
lst +2 Spellcasrlna:. Arcane Recovery 3 2
lnd +2 Ar<:anc Tradition 3 3
lrd +2 3 4 2
~~h +2 Ability Score Improvement 4 4 3
50 +l 4 4 3 2

""
+) Arc~ne Tradition feature 4 3 3
1lh
ith
-3
+3 Ability Score Improvement

4
4
4
3
3
3
3
1
2
-4 4 4 3 3 3 1
+4 Arcant Tradition fce~ture- s 4 3 3 3 2
+4 s 4 3 3 3 2
+4 Ability Score lmP.rovement 5 3 3 3 2
~s

"'-S Arcane Tradition reatu re


s
5

4
3
3
3
3
3
3
2
2
-s 5 3 3 3 2
+5
+6
Ability Score lmprovcmertl s
5

4
3
3
3
3
3
3
2
2
+6 Spell Ma51ery 5 4 3 3 3 3 t
+6 Ability $(ore I mprovement 5 3 3 3 3 2
+6 Signature Spell s 4 3 3 3 3 2 2

IE LURE OF KNOWLEDGE Qu tCK BUILD


-=.::.::...:=-- - - - You can make a wizard quickly by followi ng these
rds' lives are seldom mundane. The closest a
suggestions. hrst.lotellignce should be your highe.t
rd is likely ro come to an ordinary life is working
ability score. followed by Constitution or Dexterity.
'ilge or lecture-r in a library or universiry, leachinS{
If you plan to join the Schoo! of enchantment, make
!"5 the secrets o.f the mulriverse. Oth-er wizards ~II
Charisma your next-best ~ore. Second. choose the ~.age
~rvice5 as diviners. ~ervc in milimry forces. or
background. Third, choose the mage hand, light. and
..J.C lives of crime 01' ctnmination.
ray of frost can trips. along with the following 1st-lr:vel
l the lure of knowlcd{le a nd power calls even the
spells fo r your s pcllbook: burning hands, charm person,
unadvenu.n-ou~ wizards out u f the saf~ty of their
feather fall~ mage M'mo1~ majJic mi:s~ile. and sleep.
ries and laboratories a nd intn c rumbling ruins and
ties. T\fost wizards believe that their r.ounterparts
lent civili:~.ation~ knew secrets of magic rhat have: CLASS FEATURES
lost to the ages, and diSC'o\erinli{ those secrets As a wizard, you gain the following class features.
unlock the path ro a power greater rhan any maaic
ble in the present age. HIT POINTS
Hit Dice: ld6 per wizard level
EATING A WIZARD Hit Points at lsi Level: 6 - your Constitution modifier
Hit Points at Higher Levels: ld6 (or 4} +your
r11~g a wiz.arrl c haracter dcm~tods a backstory
Conslit1Jtion modifier per wi~ard 1eve1after 1st
mated by <H let"t::;t one extraordiniiry event. How
rour character flr::;t r.ome into coHHtCl wirh magic? PROFICIENCIES
did you discover )'0\1 hac! an a ptitude for it? no Armor: None
a\e a natural talent. or dicJ you simply study Weapons: Daggers, d>rt. slin"" qu;uterstaffs.
and practice incess:.~ntly? Did you encoumer a light crossbows
a1 crearureor an ancient tome that taught you the- Tools: None
~of magic?
.at drew you forth from your life of study? Did your Saving T hrows: Jmelli~~encc. Wil>dom
a~e of magical knowledc lc.a'c you hungry for Skills: Choose two from Arcana. History. Insight,
., Ha,..c you rceeiw:d ,;vord of a secret repository lno.1'!srigation. ).1cdiciru;, and Religion
.owledge not yet plundered by any other wizard?
-tp~ you're simply eager to put you 1 n~wfound
cal5kills to t he test in the far.e of dan~cr.

?\RT 1 <- L U f~
EQUIPMENT SPELl.JlOOK
You $1~1"1 with the followiua; equipment. in addition to At 1st lt\~1 . you ba\e a <.pcollbook containing six Ist.le\"t.:l
rhe t."<juipment g,-,.nted by your background: wi?-.ard !>pclls of your rhoicc.
(a) a quarterstaff or (b) d~ggcr PREPA RJNG AND CASTING SPELLS
(a) a l~ompon ent pouch or (b) an arca nt. f<,Ctl:i The Wizurd tahJ~ show~ how many sv<.:ll slots y ou IJavc
(a)~ ~cholar' pack or (b) an e xplorer"s p~ck to cast your s pells o f l s t levr.l a nd hij(her. To cast one of
Aspellbook the>...se spells. you must txpend a slot of 1he spcU's level
or higher. You regain all expended spc:lllots when yuu
8 PE LLCASTIKO finish o long rest.
As a. stucft.l"'l of arcane mne-ic. you have a ~pllbook You pl'<.'()itrC the list of wizttrd s pe lls lfi'H are available
com ai nit)" l$pclls ch:u show t he first glinlnu:rinf.{s of l'o r you to east. To do ~o. c h()OSt>: a nmubcr ofwi:~.ard
your lrUC pow.r. Sec chapter 10 ror the "cneral n r1e of spell from your spell book equal to your lntellil(ence
spellcasrin(l and chapter 11 for the wizard spell list. modifier + )-our wi7.ard lc'-cl (minimum <>f one pel1}. The
spells mu~r be of a !<.-vel for which you hovt spell slots.
CAKTRIPS Fo1 ex~mr.>lc. if you're (t 3rd -lcvel wi1.an.l. you havt>:
At 1st level, you know th re~ c~1H rip~ of you I' <:hoice l'o ur 1st level a nd lwo 2ndl~vel spdl ~lot~ . \iVilb an
from the wiutrd sp~llli sl. You lea rn additivual wizard lmell i g~n~e of 16. you r list of prepared spells can
eantrip~ of your c:hoicc at hi,:ther le\el~. :.ts shown in the incl\tde ~ix spells of 1st or 2nd te,el. in any combinatiun.
Canuips Known column of the \Vizard tolble. cho.cn from your spcllbook. If you prcprc the lst-lcvcl
s pell mnlir m1:.:;silc, you r.An cast it using 11 l st-lcYcl or n
YOUR 5PELL800K 2ndlevel '$lOt. Ca~t ing t h<. spcJI dot":5n'l 1'<.' move ic frorn
i he spells that you ~dd to your spcllbook as you gain levefs your list of prep<> red pclls.
reflect the arcane resea:r<h you condua on your own, as v;ell or
You ("JU'I chan~c your list prepared spells when
as intellectual breakthroughs you have had about the nawre you 6n.i!:ih a long rest. Preparing a tl~v list of wi?-.ard
ofthe multivcrn. You might (;nd o:her spells during your spells re(Juires time spen1 studying your ~ fl e1JlJQOk and
Jci\enturts. Yo.J could discover a spell recorded on a scroll in memo,iz inU the incan1 atklT1s and ~esttu.e~ you musr
an evil wizafd's chest, for eKample, or in a dusty tome in an rnake to c~tst the5pe11: (il lcust 1 mi nulc.:: IJCf spell level
ancient library.
for each spell on your list.
Copyina o Spell into the Book. When you flnd a wizard spell
ofls~ level orh~ghet. fOU c1n add it to your s~llbook if it is
SPELLCASTING ABILITY
of a level for \\1tic.h you havo tpell slots and 1f yo can spa
th.e time to decipher and copy it. Tmelligcnee i~ your svcllcasring a bility fo r your \vi.,;;ud
Copying a spell into }'our spell book involves repcoducing s pells. r-:ince you learn your s pells throug:h dedicated
the basic fo fm of the s pell, then de-ciphering the uniqut: study aud mcmori7.ation. You use your l utcHi~en ct>:
ststem of notation used by the wizard who wrote- it. You whenever a s;.peH refers to ynur spellc~Li ng ability.
must practice the s~l unt1f you understand the sounds In addition. )OU use your lntdligcnce modifier when
or gestures requircc, then tcanscribe: it mto yo<Jr spellboo.~t setting the saving 1hrow DC for a wh~anJ s pell yOt.1 ca~l
using your own notation. and wh~n makl n~ an attllrk roll with on~.
For each level of the spell. the precess takes 2 hcurs and
costs SOgp. The cost represents material components you Spell save DC = S +your proficiency bonus
exp:end as you experiment with the spell to master it, as well youf lntc:llia;ence modifier
as the fint lnlcs you need to rtcord it. Or.c.e you have spent
this tu-re 1nd money, you un pre pare the spell JUSt like your Spell attack modifier- your pro~c ency bonus+
other spe Is. )'Our lntflligence modifier
Repladng rhe Book. You can copy a spell fro m ycur own
sp-ell book into another book- fo r e.xample, if you W'arlt R ITUAL CASTING
to ma\ e" backup copy of your spell~ook. This is just like You can cast a wizard spell as a ritual if lhat spell ha.s
c:::opyi-lg a new syeJI imo your spellm k. but faster and easier, the ritu3ltag and ~ou ba\-e the speU in your spe llbook.
sirce you ur'!detstand your own notation ~nd a,ready kr.ow You don need to have I he spcU prepaN"t1.
how to cast the spdl. Yov need spend onl}' 1 hour and 10 gp
for each level of the copied spell. S PELLCASTING FOCUS
If you lose your spell book, you c::Jn use the same pto<;edure You can usc tm arcane fo<;us {found in r.hsaplc.~r 5) as a
to t(anscribe the sp:ells th:u you have orep.ared into a nev; spellcasting f()cus for yuur wizard spe1h$.
spellbook. Filling out the remainder of )'OUr spellbook
teqJifes you to fird r1ew spel1s to do so. as nQfmal. Fo~ this LEARNING SPELLS ot 1ST LEVEL AND HIGHER
reason, many wizards keep badcvp speUbooks in a safe place.
Each lime you gain a wizard l~\~1. you can add f\\10
The Book's Appearance. Your sp-ell book is a unique
compilation of spells, with its own decorative flourishes and wiza.rct s pells of your c hoice lo your spell hook. Each
margin notts. It might be a plain, functionallca!her vofume of the,t.: .!SI)Cils musr he u r a level for which you have
that you received as a gift from you: master, a finely bound spell lots. as shown on the Wizard table. On your
gilt-edged tome you found in an ~ncient library, or even i ad\enture~. you might finc1 other- spells that y01.1 ca.n add
loose collect on of no~es sc:ro.Jnged together a(ler you lost to your spcllbook (see Ihe "Your Spell hook" sidebar).
your previous spell book in a mish<tp.

~T , S
the agt.:; htwe C";ataloged thotH;anrls of s pells. grouping
A RCANE R ECOVERY rhem into cighl Ctlt~.q:orics r;~.Uled schools! as d<:.':i-f~riiJed
~ h ave Learnccl to i't:::gai n some of your rnagical ener gy in chapter lO. l n ~ orn e p l<1<'..es, thc~t tr~dirions are
. s1urlyi ng your s pd lbook Once per day when you literally s c:hools : a wi:c.ard rn ighc study ~H th e Schoo! of
nish (i s hon rest, you c:.-m choo!=le expended spell slots lllu~io;1 white a noth er :'i-t udies across town at th e Sd1ool
recover. '!'he spell slots c:.-m h ave: a combined level th at of Enchantrlent . Tn other in.sl ilH! ion ~, the s choob ~re
.... equal to or k .ss tha n half your wiz<~rd le\'el {rounded mort': like ac.adctn ic d~partment~. ..vith riva l facultic~
;>). nd none of the s!Ol$ can he 6th k .vel or h igher. t.otnpe l tng for stud<.~nts ::tnd fu nd in~. Even w\za1'<i!'-> \vho
For <::xample, if you're a .(lll1-leve l wiza rd. you COil ll rr:cover tra in appre n1 k~.s in the S{llitude of their ov: n tower:S us.e
p to two levels worth of .speH slot~. You c:an recover either l he d ivision of magic into s chools as. a .learning device.
2nd-level spell slot or two 1$1-level spell $}0\$. s ince the sp~lls of e.ach ~<.:h.oo1 re qu ire ma~tcry of
different tcdto jque~ .
-\RCA NE T RA D
:::_I::..;T::..;I:.::
O:;N.:......._ _ _ _ _ __
ben you reach 2nd level, you choose a n a rca ne S CH OO L OF A BJURATION
ddirion. sha ping yOt11' pract ice of magic lh rough one The S c:hooJ of Abjura tion e mphasizes t ua gic that hlocks.
right s~.-:hools: Abjuration, Conju ration. Dhination, banish<.:$, (I t protects. Det ractors of th!5 school say
ocha ntmcnt. Evocarion, Illusion. Necromancy~ l har its t radition i$ abour denial. ncgation rarh~-r than
Transmuration, all de ta ile d at t he en d <.1f th e po~itive as::.ertion. You tuJ.ders ta nd, however. th~ l endinp;
ss desc t iption. ha rmful c-..~(fe<:l-::>, p1ote cting the , ....~ak, a nd banish iug evil
Your <.~hoke granr5 you fc.aturf:.S a l 2nd leve l a nd a~a in influe nces is a nyth ing h ut a philos ophica l void. It is a
6th. 10th, a nd H th le ve,l. pro\ld .!11ld res pected vucation.
Called abjur~rs, member::. of 1his ~d1ool a rc soughr
-\.BI LIT Y S CORE I MPROVEMENT wht':n ba leful s pirits t e quire e xorcis m . "vhen impor tant
ten you rea ch 4th level. and aga in a t 8th. 12th . 16t h, locations milsr be guardt~U agains t ma gical spyi ng, a nd
.-...:! 19th level, y0\ 1 c.a n incre ase oue a bility score of your \;ht<m portals to o thel' planes of cxis te.n ce must be clo~ed.
-nee by 2, or you can incrt':ase two a bility $t..o res of
r chok~ by 1. As non nal, you can't incrc a:;e an ability A Bj URATION SAVANT
rc above 20 using t his featu re . Begin ning whe n you ~deer this s chool a t 2nd level, the
gold a mi time you m us t s pend 10 copy a n abj urat ion
'PELL M ASTERY $peH into you r s pe llbook is halved .

18th level. vou have .ach ieved such ma s tery over A RCAN E W ARD
-tain spell~-rhac you can ca.Sll.ht':m at w ill. Choose a Star tin.~ a t 2nd levr:l, you c.an Wl~;;We m a giC"; a round
level wizard s p ell a nd a 2ndlevd wi7.a rd s pc.ll tha t vours r:lf for protc.t.tiou. \Vhen you cast ~ul abj111'ation
in your spellbook. You c.a n cast tho.se s pells a [ their ~pelt of 1M level or h igher. you ca n simu1tan<..:i.'\iSly 11se a
est level without expending a s pe ll slot whe n you s11-and of the s uell's magic to cre ate a 0111gka l ward on
e them prcpareU. Tf you wa nt to cast either s pell at a yourself rhat l~sts until)0\1fi n ish a long rt~t. T he wa rd
.,.ber le ve l. you m us t cxvend a spe ll s lot a~ normal. has hit poiuts equa l to cwicc your wi:;:.~rd Ieve)+ your
By spending 8 hou rs in studyl you c a n exchan~cone. lntelligenr.~ modifier. \+Vhen~ver you take daxnage, [he
>e>th of the s pe lls yo u chose for d iffere nt s pel ls of wa rd take~ the d Mnage instead. If this d amage re duces
same levels . th~- ward to 0 hit poini.::;. you tak.t. auy remaining d amage .
\ Vh ile the wa rd ha~ 0 hit pointsl it c.an't ab sorh
- IGNATURE S PELLS rln m~v~c but its magic remains. TNh ~n ever you ca$l an
hen you reach 20th le vel, you ga in tnaster-y over two abjur~~i~n s pe ll of ist level or higher, the ward rf.gains a
.. erful spe.lls and can c a:;( them '"'ith little e no r t. number ofh i1 points e qual to twi<:e t he leve l of the sp ell .
":')()Se two 3rd -level w iza rd spells jn you r s pc1lbo-ok Once you ert.atc the wardl you c an't create i[ again
}Our :signawr~ s pells . You a lways ha ve th ese sp~lls unt il you lln ish t! long res t.
1)ared. they don'c c ount aga inst !he num bc.r tlf :;pel I::.
have pre pa re d, a nd you ~m <.:~SI each of th em one~ at PROJECTED WARD
..1level \\'ithoul expe nding a s pell s for. \IV hen you do $0. S tarting a t 6th levt<:l, when a cre3u1 re [ha.t you c a n se~.
..a can't do so again until you fi nish a s hort or long rest.
..v irh in 30 fee t of you takes damage, you "~:J J) use your
ryou \ \'<irtt to Casr either s pd 1 at a h igh er level, you rea ction 10 c:ause you r Ar<.:an~ Ward to absorb thar
s1 expend a s pell s lot as normal. da m age. 1f th i::. damage reduce ::. th e \ ),;l afd to 0 hit poims ,
the warded crea..tu rc take.s. a ny remaini n.~ i.hun age.

-\RCA N E TRADITIONS I MPROVED A BJ URAT ION


~study of wiz~udry is a ncient . strelt.~hing back to Begin ning at l Oth level. when you ca~t an a.bjlll'ation
e a l"liesr mortal di~coveries of ma~ic. 1t js ferm ly s pell th<H I'~QHires you w xu~ ke an a bility c heck a s
ablishc d in tht':.worlds of D&D, w it h va rious a part of ca~tiog 1hal ~peU (a s in coutnerspe/1 an d
ditions dediea te<.l to its <'..omp!cx :;h1dy. <lispef mtJJjic)1 yot~ adtl your proficiency bonus ro that
~e m ost c onu no n arca ne traditions in the n\\Jiriverse a hility chc.ck.
:o1ve a rou nd t he schooi:S o f magic. \+Vizards throu~h

l''\RT l CLASSrS
obj~cr lhal you have seen. T he object is visibly rnaaical,
radial lug dim li~ht out lO 5 feet.
The object disappears a fter 1 hout, \Vhen you use t his
feat ure a gain, or if it takes any damage.

BEN IG N TRA NSPOSITION


Start ing a t 6th Jcvc1. you <:an use your ac[ion to tcJeport
op to 30 feet to an unoccupied s pace rha{ you can se~.
Alternatively, you c an choose a s pace within range
that is occupied by a Small or Medium creature . If that
c reature is will ing, you bot h tele.pon, swapping places.
Once you use this feature, you c an't use it again until
you finish a lon~ rest 0 1' you cast a conjuralion s pell of
l st level or h igher.

f OCUSED CONJ URATION


Beginning at l Ot h level. \vhilc you a re conc.cnt rating on
a conjuration spell~ your con<:emration can't be broken
as a re.sult or taking darnage.

D URA8LE SUMMOKS
Slartin_u at 14th level, any creat UI'e t ha( you
summon 0 1' c reate wit h a <:onjurat ion s pell has 30
tempor(-try hit poinrs.

SCHOOL OF DIV INATION


The counse l of a d iviner is sought by royalty and
c ommoners a like. for all seek a cleare r undersra nditig
of the past, pn.~scnt, and fuwre. As a diviner. you st rive
to part t he veHs of space, t ime, a nd conscjousness so
that you can see clearly. You \VOtk lO 1Uaste r spells of
discenuucnt, re mote viewin~t supernatu ral knowledge,
a nd foresight.

DIV I NATION SAVANT


SPELL RESISTAKCE Begin uin:4 whe n you .select this school en 2nd level, the
Staning at 14th level, you have advamag~ on savin~ goJd and [i me you must spend ro copy a divination .spc1l
jnm you r spdlbook i:; halved.
l hrovlos agai nst spells.
Furthermore, you have resh;tancea.gainst the P O RTENT
damage of s p.,lls .
S ta r ting ;n 2nd level when you choose this school.
glimpses of lhc future hegin lO press in on your
SCHOOL OF CONJURATION awareness. \Vhe n you fi nish a long resl. roll two d20s
As a conjurer. you favor s pe lls that produce objects and record lhc numbers 1'ofled. You can r~place any
and crealltrcs out of t hin air. You can conjure billowing a llack roll: saving throw, or a bility check made by you or
clouds of killing fog or summon <:reatures from a c reature (hat you ca n see wilh one of the.s e foretelling
e lse.whe1'e to fight on your beha lf. As your mastery rolls. You must choose to do so before (he roB, and y01.1
grows. you Jearn spells of tram;porlation and can can repla<:~ a roll in this way only once per w rn.
tcJcport yours~lf across vast disrances. even to Q[ht:r Ea ch fore..1elling roll can be t iSt<.i on ly once. \Vhcn you
planes of exisre nce, in an instan t. fin ish a long r~t. you lose a ny unused fore[eJl illg rolls.
CONJURATION SAVANT EXPERT DIVINATI O N
B~ginoing when you select this school at 2nd Jcvcl, the Beginning at 6rh level. casting cfivioa tion s pells ('".Qmes
gold and time you must spend to c.opy a conjuration .spell so easily lO you that it expends only a fraction of your
inro your spdlbook is halved. spe.llcasting efforts. \Vhcn you cast a divination spell
of 2nd level or hip;her using a spel1 slot, you re gain one
M I NOR CONJURAT ION e-xpended spells lot. 1hc slot you regain must be of a
S ta r ting at 2nd JcveJ \\'hen you sd cct this school. you level lower tha n (he spell you cas1 and c an't be higher
can use your actio n to conjure up a n 1nanimalc object than 5th level.
in your hand or on lhe ground in a n unoccupied spac~
t hat you can sec wit hin 10 feet of you. This objecl c an be T He THI RD EYE
no larger than 3 feel on a side a nd weigh no more than S ta rting at 10lh level, yo1.1 can use your acrion to
10 pounds! and its form must be t hat of a nonrnagical increase yo 01 po\vers of per-ception. Vi/hen you do so,

PART 1 (;t ASSH


u6
choose c.mt vf 1he follow jnu OcnefilS, which last~ until Ou ~-~ S\JC:cessful save. you can't use t his fcaltH'e on che
ou arc Jncap~'\cHated or you take (i shon or long rest. attacker again umil you iinish a long rest.
ou cao'r use the feature Again until you finish a rest. You must chOOSI" ro usc this featurt"' before knowing
Darkvlslon. You gain dark vision out to a ran~ of 60 whf"ther the attack hirft M misses. CreatUN"~c; that can't
r:et. as dcS<:f"ibed in chapter 8. be; <;:harmed arc immune to this effect.
Ethereal S!Aht. You can sec imo rhe Ethereal Plane
irhin 60 feet of you. SPLIT ENC HA NTl4ENT
Greater Comprehension. You can read any language. Starting a l 10th level. when y01f r..a~t an c nch;.uHment
See Invisibility. You can set invisible crcatu~.s and r..pell of 1st level or higher that largets only one creature,
"jec within 10 feet of you that are within line of sight. yuu can have it tar"t:l a &econd creature.

.:;REATER POR'T'E~T ALTER MEMORIES


.;;,tanina mlt1th le\'~1, the vi,ion~ in your d ream$ AI 14rh level, you gain the ability to ma kt. a creature
tens:.ify a nd paint a more ar.r.uratc pictul"e in ynu r mind unaware of your maaical influence on it. \Vhen you cast
r what is to come. You roll three d20s for your Po1 tenr An e nchantment s:.pell to charm on~ or more creatures.
~m re. rather than two. you can alter one crcawre's undcrstaru.ling so rhat it
remain~ unaware of being cham1eci.
SCHOOLOF ENCHANTME~T Additionally. once ~fore the spell e.xp;,.,._,, you can
usc; your action to try tu make the chosen creature
.i\S amember of the Sr.ho()l of EnchaJtnl~nt. you have
forget !)Otne of the time it !-,penc charmed . The;: crearure
1ned your a bility to magicAlly entrance a nd bt":iuile
must s uccct:d on a n TntelliMc.nce saving lhrow against
her people and monsters. Some enchanters ure
your wizard spell :iavc DC or Jose a numbe of hours
Pacemakers who bewitr.h the violent to lay down their
of its wemorie~ equal to 1 1-your Charisma modifier
-.ons and charm the cruel into showing mercy. 01hers
(minimum 1). You can make the creawre forget less
-e tyrants who magi<'.ally bind the unwilling inlo their
tim<.:. and 1he amount oflime cant e."(cccd the durarion
nice. \lo..qt enchanters fall somewhere in bee ween.
of }'"Our cnchanunt':nt spell.
-SCHANTM ENT SAVANT
ginnini when you select thh~ schooJ at 2nd level, lh~ SCHOOL OF EVOC ATION
ld and time you must ~pend to copy an enchantment You focus you r srudy on magic rhac creates PO\\'trful
II into ynur spellbook is hahed. elemental effects such as bitter cold. searing fiamc.
rolling thunder, crack.liug lightning. and burning acid.
'lYP:\OTIC GAZE Some evokcr~ 6nd employment in military forces .
..... arting at 2nd level when you choose this school. your serving as artillery ro blast enemy arm it:$ from afar.
.>ft worc.ls a nd enchaminf.( J.(ttzt t:an magically t:nthr.flll Others u~c.: their 5>pectacuhu pow~r to protect the v.r~ak,
"llt her creature. As an action, choose one c reature. lhal while some sc.~ek chei r own gain as bAI'IditR a dventurers.
"U e8n Set' within 5 feet of you. If the target can see or or aspiring ryrants.
~you. itmusa succeed on a \Visdom sa\rinf( lhrow
;ainsr your "izard spell sa'" DC or be charmed by you EVOCATION SAVANT
-mil the end of your next turn. The cha rmed creature's Beginning when you solectthis school at 2nd level, the
'?eerl rlrops to 0 . a nd th~ r.re.nturc V:; i nc;~pa t.ir.nted and gnld and t ime you must spend to copy an evocation spell
'ibly dAZed. into your spcl1book i$ halved .
On subsequem turns. you can use your action to
..aimain this effect. extending its duration until the SCULPT SP:ELLS
"ld of )'Our next rurn. Howc,er. the e.ffect end$ if )OU Beginning at 2nd 1,\~l. you can creart" pockets of
.,,,,.we more than 5 feet a\-...-ay from the Cf"earure. if the rtlacive safety within Ihe effects of your t;VOCarion spells .
-reatun; can neither sec nor hear you, or if the crt.ature \Vhcn you cast an e\"'Cation spell that affect~ other
ke~do ma~c. creatu re5 that you can see, you c~m choose a number
Onr.e 1he effect end~. o r if 1he creature sucr.e~ds on its of them equa l [() 1 +the ~pell'slevel. The chosen
"tial SAving throw against t hi~ effect. you can't use this crenturcs atltomatically succeed on the.ir saving thtows
.aturt: on that creature again until you finish a long rest. al(ainstthe spell, and they take no dama~te if they would
normally take half damage on a succossful sae.
:ssTINCTlV:E CHAR~i
3eginningat 6th level. when a creature you can sec POTENT CANTR!P
ith in 30 rcet o r you makes an altack roll aauiu~t Srartinp; at 6th level, your damaging r-ancrips affect
JU, you CRn use your reaction to d ivert the Attack. even creatures I hut avoid the brunt o f t he effect. When
'"O\'idcd thtd anorher creature is within the attack's a creature succe~c1 ~ on n savin.g throw against your
-ange. The attacker must mnkc a \Visdom s.:l\"ing throw cant rip. the creature lakes half the cantriJ>'s damage (if
;.gainst your wizard spell s~we DC. On a railed saxe. any) but suffers no additiollal effect from the camrip.
fJe attacker must target the creature that is clost-st
EMPO'HRED EvOCATION
.:> ir, nor lncludhtt~ yOt l or 1t$ielf.lfmu ltipl~ creatures
li.l"e closest. lhe attacker c hooses which one to larger. Beainning at lOth level. you can add )'0\tt' Tnlellige ncc
!ll()dificr to the damaaP. roll of auywiu1rct evocation
spell you ca:;t.
0VERCHAN N EL choice . Th~ can1rip dol~::.n't count againsl_yov.r n umber
S lartiug at 11rh level, you can tncn::a~.; lhe power of o f cant rips known .
your simpler spe.Jl:;. \hell you ca$t a wizard spell of When you cast minor il!rt.sion, you can create bot h a
5t h level or lowe:r t hat de<t.l~ damaae, you can dea 1 sound and an image w ith a l)inglc casting of rht: $pelt.
maximum damage \Vith t hat speJJ.
T he first lime you do so, you suffer no adverse effect. MALLEABLE ILLUSIONS
lf you usc this featur~ again before you finish a long Starting at 6 1h level, \vbcn you cast an illusion s pell t hat
rest, you take 2012 necrotic damag-e for e.a<:h lc::vel of has a duration of 1 minute ot longer, you can use your
the spell, i1Luned iatcly after you C.f"fSI h. Each lime you action to change the nature of th at iHusion (w~i ng t he
usc this feature again befOre fin ishin~ a long l'esr, t he spell's nonna_l param.e lcrs fo r t he illusion), provided that
ne.c rork dam<tge l)er s pell level increase~~?> by l.d l 2. This you c~m sec the Hlusion.
damage ignores resistanc~. and immunity.
ILLUSORY SELF
SCHOOL OF ILLUSION Begin ning at l Oth level you can cr~-are an illu::.ory
duplicate of yourself a s an inslam, a lmost instinr.wal
You fo cus your .:;t;Jdies on magic that daz.zles th ~ reaction ro da nger. \Vhen a creat ure makt':S an a llack
!;.ense.s, befuddles the mind, a nd tdcks even the wisest roll againsl you. you can use yout 1'eaction to inte.r pose
lolk. Your ma~ic is !>Ubt lt>:. b\H lhe illusiv-ns cra fted hy the i11usory duplicate betwet:n the atta cker and
your ke.e n mind make th e im possible seem teal. Sontc yourself. The attack automatically misse.s you, lhc n the
i llusioni~t~-in cludiug many ~nome w i?..ards- arc illu.sion dissipates.
benign lric.k..stcrs who use t he-i t .spells to entertain. Once you use this f~at1Jt'e, you can't usc it again unl.il
Others a rc mote sini::w;; masters of decept ion, u-s ing you fin ish a short or Joug rest.
theit' i11usions lO frighten and fool ot het'S fot lheir
persom~l gain. IlLUS ORY REALITY
13y 14t h levef, you have learned the secret of weavi ng
iLLUS ION SAVANT
shadow magic iuto your i!lusions to givt: lhem a semi~
Beginfling v.hen you select t his schoo1 ;H 2nd level. the 1'e.a lily. 'When you cast an illusion spell of 1st Jcvel o r
gold and time you must spend to copy an illusion s pell higher. you can c hoose one inanimate. nonmagical
into your speHbook fs hahed. object t hat is pa1'f of lhe illusion a nd mak~ thtlt object
b1PR0VED M INOR I LLUSION rea 1. You can do this on your mm as a bonu:;: action
while t he spell is ongoing. 'fbe object remains real for
\hen you choose this school a t 2nd leve.l. you Jearn
1 minure. Por examvk= you can cr~ate an Hlusion of a
t he minor i/lu.$iOn c anlrip.ifyou a lre.a dy know th is
bridge over a chasm a nd theu tnakc it real long enough
Catlttip, youlearu ~~di fferent w i1.ar<i cantrip of your
for your a llies to ctoss.
The object can't deal d a mage ot othenvise
d irectly ha rm a nyone.

S CHOOL OF NECROMANCY
The School of Necroma ncy explore ch cosmic forc es
of lifl'., death, a nd undeath. As you focu:-;; your studies i1l
th is tradition=you learn (0 ul:anipulatc the e nergy that
animates al l living th.iug:-;;. As you progr~$S, you lea rn to
sap the life forc e from a creature as your ma gic de.oo:;t ro)'"S
its body, ttansforming that vital energy into magical
power you can man ipulace.
Most peopl~ se e necroillanccrs as menacing, or even
vi11~inou.s, due to the close association \Vith death.
Not all necromancers a rt: e vil. b ut lhc fOrc es they
manipulate a re considered liilboo by m~my societies.

NECROMANCY SA VANT
Beginn ing w hen you select t his school at 2nd level. the
gold and time you mu~r spend lO copy a n ecromancy
s pell inro yoot s pellboqk is ha lved .

G RIM HARVEST
At 2nd level, you gain l.he a bility to reap life ene-r gy from
c reatures you kill with your spells. Onc;e per Hun when
vou kill one or more c reatures wirh a spell of 1st level
~r h igher. you re.gain h il points e qua l to twic.e t he speJrs
levef. or lhrcc t imes it5 l~vel if lh.e spell bc1ongs to rhe
School of Necomaucy. You don't gain t his benefit for
killin~ constructs o r u ndead.
U NDEAD ThRALLS you spend performing the proct':ch1rt:, yo11 c-an transform
At 6th level, you add th~ i:fninUtle de..1d spe.ll to you r up ro 1 cubic foot of material. After 1 hour, or until you
~pellb nok if it is not there already. \"i h e11 you cast lose you r concentracion (as if you wc.rc conccntraling on
31)imate <lr::a<l, you <'..an target one addition-al corpse a spc:.U), th<.: Hn\terla l revt>: rt~ to it._~ orip;inal substance.
vr pile.': of bones. c1ealing anoche.r zombie or skeleton .
TRANSMUT.ER'S STONE
.lS appro priate.
\tV hen~ver you create an undead using ll necromancy
Staning at 6th Jcvd . you can spend 8 hoUJ'.~ cr~a.rin~ a
trans.nH1tt>:r'5 ~tone that storl.s transmutation rnagir.~ You
-.peH, il has additional benefits:
can b t:uellt from th~ srone yourself or ~ivc it to a notht:r
The creature's hit point maximum is increa&.d by an creature. A crc.aturc g~1it:ts a benefit of your c hoke
amoum equallo your v.iz.a rd leveL a.s long a s the s tone 1-~ in the c reature's possession .
The creature adds your protkien<:y bonus to its \ Vhen you <.:rca tt: (he s tone, choo$.e t he benefit from the
'"'-'eapon d arnage rolls. fol lowing options:
: s U RED TO U N DEATH Darkvision out to a range of 60 ft:er, as rlescrihe-d in
Beginning a:c lOth lcvc1. you have .tesistan<":e to necrotic c hapter 8
tamage. and you r hit poim maximum ca n't be reduced. An increase to s pee d of 10 feec while the c reature is
t.ou have spent so much time deaHng with u ndead and uof:ncumbere d
ne fol'ces that animate them that you have becom ~ Prollciency i1l Const icucion savin~ th rows
1'\ured to sorne of their worst e ffects. Resistance to acid, colci, lire, lightning: or thundc.r
damage (your choice whenever yot1choose thi~
Co~D1AND U NDEAD benefi r)
.;;tart i n_~ at 14th level, you can t.ISe rnagk to bring Each time you cast a transmulation spell of l$[ l~vel
nde ad ondeyour control, even those created by othel' or h igher, y011 can c hange the cft'cct of you r stoue i f (he
i zards. As an a<.: lion. yot1 C<Ul choos~ one unde-ad t hat ~con e is on your person .
ou c an 5e~ wich in 60 feet of you. That crealut e m1.1st Tf you create a new transmutcr's s tone. the pre\ious
1.ake a Charisma $aving throw a~ainst you r wizard one <.:eases to function .
.:.pel) save DC. Jf it succeeds. you can't use chis feature
:oo it again . If it fails. it becomes friendly to you and SH APECHANGER
beys your commands until you usc th is ft:.ature agaiH. Ar !Orh level. you add thepo(vmoQ>h s pell ro your
lntclligl.ntuudead are ha'de ro control in this way. $pellbook, if it is not t here a lready. You can cas t
~t he target has an Intelligence of 8 or higher, it has po(ymorph without expending a spl l ~l ot. When you
..advantage on tht: s.aviflg th row. If it fa ils the savin~ d o so, you can ta rget only yourself a nd transfonn in co a
row a nd has an Intelli~cncc of 12 or h ig her, ic can beast whost: chaUenge 1'aring is 1 or 10\ver.
epe :=nlhe. saving chmw at the end of l.vcry hou r tuHif i1 Once you cast polymorph in 1.h is w ay, you can't do so
ceeds a nd breaks free. again until you fin ish a short or long TC!$t, though you
can still cast it norma lly using an available spell slot.
SCHOOL OF T RANSMUTATION
ou are a sturl~nt of s pe l1s that modify euergy a nd rna ner. 1\f ASTER TRA NSMUTER
-o you. the world is not a fixed rhing, but eminently Starting at l lJ th le.vel. yot1 can use your action to
,na ble: and you delight in bei11g an a gem of change . consume the re serve of t ran:;mtllation magic s1ored
ou wield che rmv stuff of c reation a nd learn ro a leer both v.1il hin your cransmuter's stone in a single burS(. \hen
1ysic.al forms and mental qualit ies. Your magic gives you do so. choose one of che foHowing effec ts. Your
'I}U rhe mols ro become a smith on reality's forge.
t1'ansmuter's stone is dcstroye.d and can't be rernade
Some. transmuters a rt>: tinkerers and prankst<.:rs. until you Gn ish a long r~.st .
-trning people into toads a nd lransform ing coppe.r into :l1ajor Transformation. You can 11ansmote one
h-e r for fun a nd occasional profit. Others purs ue theh nou magical object- no larger than a 5 -tOot c ube- into
""'la gical studies with dci-\dly seriousness, seek i n~ the a nother nonmaaical object o( s imila s i?.e a nd rnass and
10wer of the gods to make a nd de.s1roy 'vol'lds. of ~qual or lesser value. You musl spen<11 0 minutes
handling t he objec t to transform it.
-:-RANSM IJT AT ION S AVANT Panacea. You remov~ all c urses, diseases. aud pojsons
Begin ning \vhen you ~elect chis school a t 2nd level, the affectin~ a crcatur<.: tl1at yoo tOliCh with the transmuter's
(Old and time you must spend to r.opy a transmutation s tone. Th~ cr-eature a lso rcgaius all its hit points.
-pell i nro you r spellbook is ha lved. Restore Life. You cast t he raise de.1d s pell on a
c.reaw eyou touch with the trausututer's stone. \i\1itho11t
>11 :-IOR A LC H EMY expending a :;vcH slot o, n ee.d ing to have t he spcH in
~'a ning at 2nd level \Vhcn you ~dett l his Sl~hool, you your s pe ll book.
a n temporarily alter the physic~l proper tic:; of one Restore Youth. You couch the tran!:.imutcr's :;tone h)
K>nma~ica l objt:ct, changing ir from one s ubs tance into a willing creature, and 1hat creature's apparent a~c i!:.i
not her. You perfor m a special alchemica I proc~dure reduced by 3 d l0 years . tv a minimt1rn of 13 y~al"..<;. This
o one oiJjcct composed entire.ly of wood, s tone (b ut not dfc<.:t doesn't exlend the crea.cure's Jifes pan.
- ge rnstone). iron, ('..Opper1 o r silver! transformi ng it imo
.. different one of those mate rja ls. For f:ach I 0 minutes
d& P~-u:onalir, Tra 1\
~tro f m)' '"' lh aftd
I ldotll('> .a p.llrtl --liar Mtanth
, \ COL\ Tl! refrr to lhl p~r~on \ dHd\ artd rAm~ko
2
tltl h:IH 'P''nt \UUI l1tc tn the "''I, .. I Un find ii.lmm-on ~!rOund b~tv..Hn tht'.;. (t\1
.
rv I _
Jtcc I elf (Mill Iti'Otl nt ltoclII c ,.'flU
' ... , ..,1J4.c:lhc
... ..
of'' ktnt>l
h't
' m~'"'"~ emp.athiZI"'S:"'" th f'lrm and twly\"' \. "
1
('fnlt"th.tn hcrwccn lhc rculm nlol ' ' " dU ~~~rd Ptacr-
11ll H' 1lnh 0 1 1
1
crt. 11 ,,urlcl, ptrtnnnll1" s.tnrd , 11 1 . 1lt I \t'
1 s~ Otnt'n~ n f'vt'r) t'V:' I and a chon the s;ed" \ , t\\
11 _ 'nnd utt.-
1crjfifr' 10 nrcl<-r hi cnndun \\ ur,h rmll
' 1 IJlt..rs lntu the speo~\ to us Wf' I"'' nH-d to'"""
r~ ... ctJCC ell lhct 1\ lilt' \nu otic UcH , ~
p - - - nc tt"s-..anh n ~oth " un ~~\.t .,)' ophm \he; 111: tudr
r Jcnr J:H'ffclrtllii1R: .... urccl rucs as HOI 11If' ~.une ' 11 1 quott> (Of m'-quott') \1 r-rd tf'-..h 1nd ptm; bt n
cilannrlin~ d1\ uu pn\\t'r 11112. .., ...
,almost h"t'"') S~.llhon
(hoo-.(' .1 god, ,1 J).;UHtuun nf .:,nd~ . 6 1 am to1~r~n1 (or 1ntoltr1nt) of other t.a th\ and rt'\JM<l
ur S<llllc nt ht"r
bt'ina.t lrnm .uunn~ thns<" 1 1 , .
q 03 .., 1.dl\ ith'
. II .... ' <1 111 'N)("n1I or
(Or COrtdemn\ Ike \,;;.:nship C!lthf'r god\
H or tho..,c "'fWnhn 1\ vour 1>\1 lnd k " 1 I'
' \\nr wuh \our ..,~ C"nl~d flnt" food du \. an h ~h \OC('>ty ti"''O!'J;
D \llo ckc.ulc Iu- naturc _
ot \nur nlo 1101Ill' "'C'f\'J(
.
C', my tempe s rlte Roush v ' aratn un mr
\\t"ft' ,-ou ,tlc,~c.r hmc ttonan: m 1 hm 11
. I . I e. r.ll,t"d t"rnlll l"\'e 'SPent \0 long n tht ttmplr- thai I havt' ttlr
luhlhnod t<' a..,..,,~, t w prw ......, an the ..,.. . 1 ~
~ .... rtc rth''-"' Or pr3ct1cal t'-..perlc-'ltt' dt'.thng w'tl't p-t-op!t n thf' ouh dt'
\H'r1~ \'OU a h1.:h Jrw ... t who ,uddcnh t'\JI.
. .. rH'rWrd ~l c . all word
10 ..,l'f\'t' \'our- god an .1 dtflcnnt. ,,.,, ":1 Ptrltol
l.., von w,n
th~ ft'.1dtr ul ;l ...m.tll <'tth c)UI..,Hit o l an\ c..,tahla ... lwct
d6 ldul
u-mpk slnutun, ur c"\'t'tl an otTu lt f,troup that ''T\nl a
tkndJ ... h nl''h"r that you nn\\ dnt\ Tr:adition. Tt-lt .1nc tnt tr.adtliOni of wonhiJ'I nd
~acr~rlct mu~t be prtst: ~t"d an~ uphetd \ 1v. :.~1}
Skill Proficiencie~: ln~ol!hl. R.-lo~ion 2 Charity. I ~~v.~-,.~ tr' to help tho'r'" nt"'d, no manrr
Languages: Two ul yuur doooc
wht tht' pt'r~on.ll co't (C.ot,d\
Equipment: 1\ holv ~.vmhol (a gift 10 you wh 1 11 vou 3 Chngo. \\'o mu<~ holp brtng ab<mllho chn&r> oh
<'ntertd 1h<' pow~ hood). " I" ayn hook or pra1,.,.
gods .ue con ... tant!~ wor~.n~ m tht~ '""-urld ((h.h\t ~..)
wheel. 5 ... ritk, nf inccn..,P \'t..,tmcnt .... a 't't 0 ( cummon
4 Power. I hop(' to ont dly t1..,f h., thr- top of"'' fJnh'
clothes. and ;o lwh poudt t'lllllillltong IS gp
rel1@.lOu' hltr,uchy {l aw[ul\
FE.~TURE. SHI'I.n.R o~ TH~: FA1TIIFUL s faith. I Uu't that m) drlt) \\I I Q,uldt" "''f
ll..hOn\ I h.1.~f'

l\s .10 acoly w. yuu C'(Ull lll itnd I he rr!-.Jl('t't of those who fuh 1.. 1 of I"'"' ~.rd, t'long." II go ~II l"'t"l)
..,h;Ht your fa at h. and you coli\ pcrfurnt tht nli~auu ... 6 Asplrtion. I , .., to poov" ml" I wollhl a!"" Jt>d '
cere mono<" olynur tk lly You .uotl your :uhnuunng fii~Or b) m;atch.ng mv ao. uon\ aga1n'St h\ or hrr
companion..., c:.1n t''pect h' ncd\'t' lrn h,aling ,mel leachongs tAnv)
rare ,11 a umplt', ...,fuant. or nrhcr ,~...,whhslltd prtstncc
of !'OUr faith. 1hou.:h .~'"" mu-.1 prm ulc ;on~ n1.11t-roal d6 Bond
co~oponellh nntkd fnr -.pdk lhn-. who -.h..rt l I \\'Ou1d d1t" to trio.;Net .., .an... e t tt c of rn' fa th th.at
your r<'lijlion will-.upJlllrl 1011 (hut nnl1 1ou)a1u ...., lost long ago.
mode" lik~t.rlt 2 1 wo11 >Omtdv set rtYeP0 on I:Oe toor.pllrmple
\'ou miJ:hl ahn havt ll~s In a 'fl<'nli<" ttmpk dtclit'ill~d
h<erarchy "he t nded mo I.e rtte
ro 1our chost'll tkity or p;uuhn>n. and 1ou hall' a I owe fn) lofeto te p11HI wtlo \()(!l mt ~ "'h~ my
,..,;idl'ne<' tlwrt. I" his could h tho l<'lllJll< 11 lwn 1 ou p;aoents doed
used 10 s <'nt. if you nm.un on I!On<lttron-. wuh 11. or .1
4 [,~rythorg I do 1~ for lht CU."'mon peep e
remph' whcn you h;l\t' lnund ;tmw hnnw \\'lult llt'.lr
your lt'mplt'. you can o.tfl upnn th pr;,.,., ... tor .1'-lst.ull'<'.
s wul do an)tll ng 10 prole<. I the tempe wherr I stl'\'.0
6 I s~k toll'"'""~ o 'acred It I thll 'l') tnt-not\
proridd rho as-.1,.rann you a-.k for;,.. nn1 h.ll.lrtf,,u-. .111d
.:onsodtr htrtllcal and seello d.-lrO)
you rtmain in good ~t.mdinl{ with nmr ttmpl<'

SUGGESTED CH,\R\CTERISTICS d6 Fbw


At:olyr~~ art o,hapccl b,l lhtrr t,ptmnn in ltmplt~ 1 "a~e others haf>hoy, and myself tve~ mt>rt se,eotl)'
or 01 htr rcligiou" eununu n illl'" Ttwi r '>1 udy of Ihc 2 1put too r>uch trust In llost who 1\ttld pa""' "''thon
hi~torv and ttrwh of rfwir l;uth :~nd thrir nlall<lllslllll' nl) temple\ ho~rach)
to ltn;pfes, sh nnco,, or hicr..rchi<'" a!Ttrt 1lwir 3 My poely sonoetonoes lrldS "ltlo blondl) I ustthase
mannl'risms and icltals. Tlwir flaws lllll{h1 ht' sOill<' thai profess faolh on IT'\ god
hidden hypoaisy or hrrrlornl idta, or an odtn l or bond 4 1am onfle.,boe In 11'1) thlnkm~.
taken to an t'xtnmc
s I .1m suspoc,ous of slrungr~s aftd tp..CIIht 1\'0tSt af
theM
Once 1 pocl a goat 1 becam~ ,\bst>std" th 1110 the
6
del""'""' ,,f e<.'f'IJL"ong else ~ m\ ft
2

6
7

d6 Ideal
indeptndenc<. 1 am a free sptrtt--no Ollelds
to do. (ChaotiC)
Fairness. 1 never urget people who can't afforcsiD
2
a few co 1ns (Lawful)
Charity. 1 dtstnbute the money I acqutre to the~
who really need tt. (Good)
4
Creativity. 1 never run the same con twtce. (Chlllliq
Friendship. Material goods come and go. Bandt
'
2
5 3
fAVOMIH Sr.HMS
fnendshtp last forever (Good)
I u r~ t harl.tt~m hao; an anttk he or f-lllf' trl~'s 10 .. r" t111 or Aspiration. I'm determined to ma~e somethlnt 4
( hoo'-'. a ;1vurur ,..~~_ 6
prdrtf Of,. 111 othrr sc Iu mrr;. of myself (Any)
roll on the tohle bduw.

d6 Sam d6 Bond
I chott gmts of ctunce 1 fleeced the wrong person and mustwcrltloa-
'1 11h1vt: rons or forge documenu thatthtS tndvdual never crosses paths wilh
) 1tns nut m se ( tnto peQPI< s vU to prey on thttr those I care about.
1
we.aknrn ,and sure ti"ttr fortunes 2 I owe everythtng to my mentor -a hornble 1M'*
4 I put on n~ td..,l b<S !tit cloth<S who's probably rolttng tn J3tl somewhere.
S run sftt&ht oflund cons on stteeiCOrottS 3 Somewhere out there, I have a child ~IOCIOIIIiJ
6 I rnnvn people th>l HOtthlen junk" worth thetr
know me. I'm makmg the world better for
h~rd t~ltned fTioney
4 I come from a noble fam ily, and o ne day I'll
I fAlUR! lALSE IDENTII"Y lands and tttle from those who stole them
5 A powerful person ktlled someone I love
soon, I'll have my revenge.
6 I swtndled ;md rut ned a person who di<ln'ttlo!
~eek to atone for my mt~deed~ but might
to forgve my\elf.

d6 Flaw

I 1
2
I can't res1st a pretty face .
1'm aIways n debt . I spend my ill gotten
decadent luxunes faster than 1bnng

I f C()flo;(:!~fl(
3

4
I'm convinced that no one could
1 fool others.
I'm too greedy fo r my own good. I
rtsk tf ther.. ~ mnnt'y tnvolved
5 I can't restst swindltna people
than me.
6 I hate lo admtt t and will hlte
and preserve my own hide If the
d6 Ideal
1 Honor 1 d .
o:an t \t~al from other-. m tile trade lUwful)
2 Freedom
h Ch ollni are m Nnt to bt" bro~tn a'I. ~re tho\e
w 0 would rorge them (Chaott()
Charity 1 'lt\f"i Ifrom lh~ weahhy so that 1 can htlp
propte on need (Coad)
4
Cread. 1 will do wh<nev~r 1t ukts to become
_,allhy. (Evol)
P~ple, I'm loyl to my fnends. not to any d ..ls, and
ev~ ryone else c;~n t.Jk~ a tr1p do-.vn the Styx for alii
Cire (Neut<aiJ
6 Redemption. There'\ a spark of good n t'Vttyo,e
(Good)

d6 Bond
I'm trymg lo pay ofhn o ld deb! I owe to a generous
benefactor
2 My llgotten gams go to support my famoty.
l Somethmg mportan t was taken from mt and t .11m to
steal t back.
I will become the greatest tluef tim ever l1ved.
spccllly d8 Specialty I'm gutlty o f a temble crt me I hop" I can redeem
dS
81Ackn1JIIrr s Hghway robber myselffor 11.
6 Hued k1ller 6 Someone I loved dte<l because of 1 mstake I made
Unslnr
7 PiCkpocket That will never happen agatn
rnforcrl
Ftlll<' 8 Smuggler

( I 1 rURt CR I MINAL CONTACT


\olll h;l\l' ;t nh.1hk .111<1 t 1U>;t w u rth) untat't w ho acts as
\ \1urh.li~nn C\l<l l lC't\\\ll'k o1 n1lwr rrhllln:tls, You k now
lu"' hl ~c'l tH<'''aJl.c~ to ;tnd I rona your contacl, evf'n
n ~n.tt <fro,t,Hh't'~: "l'''nlictlh . \llU knll" tht local
111
ntr ...*'''nt:.r ~- ,mrupt (-;travt.Hl rnnstt'rs. and ~tTd~ SiUlors
\\ IHl\ ,Ill clt-1 1\C'f 111('!-!s.tgts ol)011.

SUil\iESl ~p Ctl \RAC'11t R!STICS


t l'l!ltlll.lb lllljlhl ,nm h kt 1 rllains <111 tI ll' " urf:w<'.
;tllll m.HI) ''' ihrm '"'' 1 ,JI,r nl<lu" to iht r.nre. But ~om<'
h.ll <' .111 <lhuml.tnn ttl tndt;\ri n ~. tf nu t rn ltcming,
"""'ul<'ri..,uro,. l'lwre 1111~111 lw lw 11o r a m c>llfl thi<'w~. but
,. 1111111 ~;1 1 ' 1,11r'l) "h'"' , 1m n,pttt for l:l\\ or ,tuthoril)

dS P~roonality TrJ it
1Jl\\~Y' h.11r ~plan lor wh Jtto do when thongs go
1\'Hlllg
1""' ~lwJ~\ cairn, no matter what the sotuatoon I neveo
r"r Ill) vot< p or lrl my cot1otoons control me
!he ti" l thong 1do on ,r new place ~ note the locations
of ovclytluns valuable or when~ ~uch thmgs could be
lu.ldr11
I W<~llltl r.rthcr 111 .1~c ,, new rrlend than J 11ew enemy.
~ I~~~~ tll(rtdtbl) slow to tru~l 1 ho~t! who seem the
laiiC\loll~n h;r\<' the ono'l to hode
b I don't pay olllcntoO I1 t o the rtsks 111 a StiUOlttOn Nevel
tellm~ the odds.
Ihe bP't w~) " ' get illC to do somethong os to tell me
1

r~n't thl. It
I ulow " I' .ot thr shghtcsl tnsult
'

2
dlO
E.ntefUcine< Routine J
d10 6
AC::O'
7
2 Oa"'"' 8
j
fie-ea:,.r s
9
Jrster
10 6
ugg~f'
5

FEATURE: BY PoPTJL.o\R DEMAND


You can alwa) s find a place to perform.
100 or ;a\"t"ftt but possibly \\;th a
,,~n m a noble's coU1. At such a .,...ooc:. 'II
Jod~:wg and food of a modest or co,mflxt.ii
depending on rhe quality of the eSI:abllilliillll
long as you perform each night. In ad4ilili
performance makes you something of a
\\hen strangers recogruze vou in a ,,.,_...a:
perio~d. the~ ~-picall~ tili a liking
SuGGESTED CHAR.o\CTIRtSTtCS
Successful emenainers have to be
and hold an audiences attention. 50
ha"e flambo~ am or forceful pe1'S(lllaliti-=
mclined toward the romantic and
high-mmded ideals about the pr;K:tiiceci
appreciation of beaut).

d8 Personality Trait

5
6
7
a
,..-~ Sk;u Proficienc'1 . .
'> Wh~n Tool Pro fi ~ Annnat HoUld1mtl. ~unwat
__ .,~ I perfn:m. I moke 1he world -
U"Ctter l h ~n 1
\Chid.., cll enc es: Onr l)'l>c' of arll"'-""'" HKl\'\,
'"~"- !Couw) ' and)
-
t~t.otL TM 'torn.l~er,c:t\, and son'~~'s
o
of lht past Equlpmem: .-\ c-,.c.t o [ arta,om-..
. tool' (om ul )Our <hotc~)
2
,.,.,., -t I>< forcone"- (or ~~ en us who we a sh0\'1 an
belt aron pot, n ~rt of common c~h~. and a
ar~ (u- ~o~ P<luch contaimng 10 RP
c,..dvit} TM world ~ .... nft'd of ntw ldeJ;s ind bold
l?FINNG E\'NT
~ pootJC)
'lou
b Prt\;ou .,1) pu~ued a -..unplc proft=ssaon nmona
G~ 1-r., on'Y n I fOf !he money ond r .,t'' (E Vll
~he ~~nc~. perhap~ a ... a t.. rmcr. mmf"r. &en'tlnt
~ I l:e se-e-tttg the,_,, es on people, f~c~ owhen
5
porior"" Thai !hot moners INeutrol)
h ep erd. V.oodcuner. or Rra\edlggrr. But wmcthm2
appene-d that "tt you on a daffr.r~nt path and mar\u"d
t Honest'~ ,Art'"""d reflectlhe soul, ot hould come ,.ou for
. l(reater lh.mg~. Choo...c or r.;mdomt)' tl~rrrmm~ n
Nom,. tt>In o:'ld evu wl>o....., reolly ore (l.ny) definln~ e\' nt that marked you a~~ ht-ro hf the- ~oplC'

dlO Defining Event


s-1
stood up to a tyrant'!. ~&c-nl\.
Mr .m;:rumen: rs my mos: :"'easur~ poss.euton, ind 11
2 1 Si:ved people dunng a naturl duster
~ .,.. of so~~ I love
3 I stood elone .aganst a temble monster
Som~ stole rry pr.~ous tnstrument, and somedily
2 4 stole from a corrupt merchant to help the poo1
~ back 5 I led a m1ltato fight off an 1nvadng arn:'ly.
w..ant to be f'.arnous whatever t ta1cts. 6
3 I broke into a tyrant's U\tle af'ld stole weapons to ar~n
11 :e a hero ohhe old tolos nd meosure my deeds
j the peopl.
~j;Jt.nSt
that persons 1 I trained the peasantry to use farm 1mplc-ment\ as
1"' do anyt_hu>g to pro myself superoor to my noted weapons aga1nst a tyrant's sold1ers.
ri;\IJI 8 A lord rescinded an unpopular decrte afu:r I led a
,.ould do ar.) thong for the other memt>ers of my symbo1c act of protect 11gamst It,
6 1

olcf~upe 9 A telesual, fey. or stmtlar cre;ature g;ave me a blessmg


or revealed my secret oug1n.
d6 Fbw 10 Recruited Into a lords army, I ros~ lO ltadtr\hlp and
1"1 do "rthoeg to won fme and renown. was commended for my hetOI\m
1m a suc~er for a pretty <ace
:. sc.af"ld.al pre'ler"ts rT'e rrom ever go,ng home agam. FEATUR: RUSTIC HOSPITALITY
)
Thatl ~do! troubl" s.,ms to follow m around Since you come from th<' ranks uf the rommon folk.
1once sat.rozed a noble who still wants my h"ad It was you fit in among them wnh ea~e.'l'ou can lind a pl.uc
m1su<" tho: I w ll.<ely repeal
to hide. rest, or recuperate arnonR. nthtr c-ummont-rs,
unless you have 'hown your,tll to ben <Ianger to
~trouble <eep ..,g my true felongs hdden. My
them. The> will ,hield ) ou from thr Ia" or :mwn~
shorp torgue .ancs .... n trouble else searching for you. though the\ will not risk
Oesp te MY~~ efforts, I am u:uehableto my fnends their li'~ for you.
6

\~\i!A:ST ESTERTAI:SER : GLADIATOR SuGGESTED CH.~ R ACTERtsncs


,.\ ;!bd!3t()r ,, a' much an entertainer a, any min~1rel .-\ folk hero is one of the common people for better
oc arcu- ~rformer,trained to make the ar1s of combat or for worse. \lo~ folk h<r~~ look on their humble
m1oa pectacle the crowd can enjoy. Tht'> kind of origins as a nrtue. not n ~hortcormng. nnd thetr home
!!.1>1:\'combatiS your entertainer rouune,though you communi1ies remain wry important to them
~l!ht abo ha\-e ,ome ,kills a., a tumbler or actor.
d8 Personality Trail
L' -!!your By Popular Demand feature. you can find a
I 1udge people by the or acuons, not theor -rds
place-to ~rform in an) place that features comba1 for
2 If someone os on trouble, I'm always toady to le~d help
t:::'ertammenl pcrhap-. a gladiatorial a rena or o:;errei
3 When I set my m.nd to somethmg, I folklw tl,roug" no
Jlll E;rhtmg club. You can replace the musical instrument
in your C'QUipmcnt package w ith an in exp('ns iV<" bu1 maHer what gets on my woy
4 1 have a strong sense offaor play and always tr) to &nd
anu~ual weapon ... uch as a t rtdcnt or ne t.
the most eo,uotable solutron to arguments
5 I'm confident In my own abolrues and do what I can t o
f OLK HERO
Instill confidence rn others .
rou come from a humble social rank, bu1 you are
& Th.nking rs for other people. I prefer actron.
cbuned (or so much more. Already tht' people of
7 1 mosuse long words on an attempt to sound smarter
your homt' \1llage rrgard you a s their champion. and
rour desuny calls you to 5ta nd against Ihe 1yrant:. and g 1get bored easrly When am I going to get on wrth mv
lllOnSters thatthre:ltcn 1he common folk everywhere. destiny?
meml><"r of '""r guold. vnu kn.,._ th , ,
\' d ~ ~... u,. wed 1
rf1'"
finishe llf'ffiS tn:nn rav. mntt-n tl, 1refl.<'C't <.1 '"
IC"
10 ruticwuc:._v \\ rth .1 r:<"nan kmd of :t- c.. t" m
P ' "' an s tool~)
.. tlf II , the prtnnp 1,.,.. of trnd~
\'"" ~1 .
and"~" b .
..-..~"'V\-
1
ustnc~

""... Tht <lU"suon now '" "h<Oth<"r .:r(lU
' r;lCih-" ~ b
:t and 11
1
P r ~ 1cte tor ad emur<:. or tak.. on th< atr ff "
11 "''' ae on lo 2
'0 e ,llhentunng and tradt together
\\'C1\

r~TURE: GUILD MEMBERSHIP


ti\'"til cst~bl ished and respt'CI<"d

mcmbt'r of .
a RUtld
rd on certam bl.'nt'fits that m<'mbc.,..ll \'Ou
,.111 ' .d b . 'P pro\tdrs
,,t."' ur tdlow gull
. mt'm ers woll providt ,.
00 \Vtt h
"'"''"ll
l'"''
and tood If necessaiJ.
.. and pa' ~or )Our runcral
nc<dcd. Ill some CIIICs and tO\o\'ns. a guoldhall offe~ a 6
11
ntraf place to meet ather members of \OUr r . '
c< d I . prooessoon
"htch can .be~ goo Pace to meet potemial patrons.
Uies. or htrchngs. d6
' Guilds often wield tr~mendous political power. If
1 Bond
trr accused of a en me. \Our guild w 1'JI supponyou Tho V.Or"-hop whore I oeaonod ony lf<k 'IM mo>t
Y(lu '
if a 1100d case can be made for your innoctnce or the mport.lnt placo '"the wotld to me
crinte i$jusufiable. You can also gam acc-ess 10 powerful 2 1created~ gr..t '-'0'~ foo someon~ and thrn fo<~nd
p<>litica l ligur:s t11rough the gu1ld. of you are a membcr them unworthy to rke"e II I m st lloo~ ng lor

10
good standmg. Such co?n~Ct1ons might require the someone v.oorth"
donation of money or ma~!lc ttems to the guild's coffers. 1 owo my i'JIId ~ Jlr<~t debt foo forsmg mo nto t~
\'ou must pay dues of 5 gp per momh to the guild. If Pe~on I ~m today.
you miss payments. rou mQst make up back duts 10 4 I pursue woalth to Syre som..ane's lov~
remain in the guild's good graces. 5 One d~y I wilt return to my guo d and provo that I am
th~ greatest artun of them all
SUGGESTED CHARACTERISTICS 6 I Will get rovenge on the hll forces th~t destro~ m,
Guild artisans are among the most ordinary peoplt in
placo of busoness and rut ned my h""lthood
the world- until they set down their tools and take up
an adventuring career. They understand the value of
d6 Flaw
hard work and the importance of community. butthefre
l'ulnerable to sins of greed and co,etousness. I'll do anythong to get my hands on somethna rate 01'
pnceless
d8 Personality Trait 2 I'm quck to assume that someont "''""ll to h~t
1believe that anything worth domg is worth doong me.
right. I call'! help it- I'm a perfectlonist ! No one must ever learn that I once stole mon~ r.om
2 I'm a snob who looks down on those who can't guld coffers.
4 I'm Mve1 uusfiedWJth what I have-I alway$ want
appreciate fine art.
more
3 I always want to know how thmgs work and what
5 I would ktll to acqutte a noble title
makes people tick.
6 I'm hornbly tealous of anyone who can outsh ne my
4 I'm full of wtty aphorisms and have a proverb for
handtwork Everywhete I go. I'm sunoun<led by nva s
every occaston.
5 I'm rude to people who lack my commtment to hard VARIANT GUILD ARTISAN: GUILD MERCKA. T
work and fair play. or
Instead an artisans' guild, )'OU might ~lona to a
6 I like to talk at length about my profession. guild or traders, caravan masters. or sbopk~pers. ~(IU
7 1don't part with my money easily and will haggle don't ('raCt items yourself but eam a living by buyma
tirelessly to get the best deal possible. and selling the works of others {or tM raw matenals
8 I'm well known for my work, and I want to make sure artisans need to practice! their craft). Your guild ml&ht
everyone appreciates it. I'm always taken aback when be a large merchant consonlum (or famt\y) with
interests across the "'ttOn Perblps you transpQC'U!d
people haven't heard of me.
goods from one place to anothet: by ship, wqon. or
caravan. or bought them hm ~ tradoNand sold
them ln your little sbop.ln IMilM _,..the t.-.tl.na
Jbtolunt't~ft!!clld! Itself to advennn tar~ than
d6 FJ&W
Now !~41t 1\"t' retur11ed to th~ world. 1
a ~ttlt too 'tluch. ~ oy 11 de .gf-:s

I hl<bor dor~. bloodthirst!


... thou"~ts
~ "'1iih~
..... ISO ,:.,.o;-
o~od rned~t-.t:onu .. ed 10 qo.Jen
I om domat
- c '" my t"o~gnl an.d ..,.
-'- osopr
let my tl~ to"'" argume~ts 0\tTShadow
fr,tndshtps an<lnormony
5 I d r1sk too "'uch to unc~ a lostlm 0 ; i:=w">c-og
6 I r,~e iceep,ng sec:r~trs and l\-'Ont shre ~ilef"" ;..b -
nyon

0TRR HERMITS
Thi' hcrotl background :~s;.uml">- a oomemplativt- ~on
of ,;edu::.tOn that allows room for ::-~ud~ and ~ '".r u l"'a
\\:lOll<' pla) a rut::ged "ilderne~ n.-du:>e who fu"eSC!fi
the 1.1nd "hill" shunnml! the compan) of other~
Jool.. at the outlander background. On the otoo haOO ..r
\"OU \\ani to ~o in a more rcligiou~ direcuon.the soo1ne
m~hl b<" "h:.t you'relooking for. Or you could n= be a
charlatan. posing as a wise and hoi) pe10.on and le!U!!l!
;-'ou$ roob suppon you.

:\OBLE
\'o .mder,.tand w!".,hh. power. and priileze '\ou
carry a noble tttle. and your famtly own~ land. co!lect,
u1~ ..s. and'' ir:-ld5 "'gnificant political mfiu~ce. '\oo
mi;:hl bt- a pamJ'M'red ari.. tocral unfaiTUliar "'ith
worJ.. or d;.,comfon. a former merchant ju"1 ~ed
10 rhe nob:liry. or a di:>mheriled 5oC'OUndrcl wnh a
dJ<;propomonate ~~nst- of enntlernent Or yo1.1 oould be
an hones!, hard-worlung landowne-r\\ ho cart'>o ~
about the people who ln-e and work on yow-land J..t=:lly
aware of your re..;ponsibtlll) to them.
\\ork "tth your D \ 1 to come up \\ith ao appi opHar s
mle and de-term me hO\\ mU<'h autborit) that utle
came~ A noble Iitle doe..,.n 1 :-land on it~ <m'll- tt ~
ronorcted to an entrre famtl} and whs::t"~r otk ~.J
hold. you'' 1ll pass it d0\\11 to your own cluldrm. 1\ot
~ do rou need to determine \"OUr noble trtle. bu1 you
'hould .dso work with me OM ~o descnbe rour fanu~
and lht-tr mftueoce on )OIL

Is your ~mb old and cSlllbl~ed. or \\'a" yaur t t1r
onl} rcrcmh lxstow~d? HO\\ much toftU('D(lt' do tbc:!
""'c d. nod over \\hal area" \\'bat kmd of rrputanon

ORICII'
)ou'u t>crn tn f>lrange pia <"'i anc:l ser.n
o1hcr!o r.onnCJI boj!IIIIO falhom Consider
1h~ ani lands you ha~c \ 1!\oled and how
you You can roll un the fnllowma table
your oocupnuon during your tune in
one thatl.e!\1 fils >our charar1 r

dlO OriJin d10


1 Forester 6
Tnpper 7
'
) Home leader I
.. G ode
s leOloutcut
atl n drawn fom

' W rn~nn rd ~
e rou from hungry

lh " I

dl Specialty ell Splty


1 Alchomo 1
8 I wu
'
)
Athonomer
Dos rod1ted
6

d6 tdeal aodem< &


ChanJe.lole ,.Ilk~ lh~ 501\<:>11' Ill COn\ I Ani fhlnBC
nd Nt rr111\t thanBe wllh ol (Chatlc)
librnan
1
Greater Good. It I~ t.ch per"'"'' II'Span\lblllly 1o
makr 1hr mO'It happ!nr\~ for I he whul~ 111bo (Good)
Honor. Ill d1,flonor rnyscll I d1\honor my whc>le
, tan (L wful)
Misht. The strongM arr- muntto 1ule (fv1l)
Nature. Th~ natural world IS more 1mpor1ant than all
the (OI1WuC IS of Clvlilzatoon (Neutral)
6 Glory. I must earn glory m billie lor myself and
my clan (Any)

d6 Bond
My family clan or lr be IS the most1mpor1an1 th1ng1n
my I fe even when they arc f1r from me
2 A11 1n ury to the unspo1led wtlderness of my home 15 an

n ury lome
1WI brong temble wr~th d-n on the evildoers who
de 11oyed my homeland
1am the lnl of my tube and 11 IS up to me to ensure
thcrr names enter legend
S 1suffer awful vis1ons of a com1ng disaster and Will do
anylhmg 10 prevent II
6 II is my duly to prov1de ch1ldren to ~ustatn my tribe

d6 Flaw
1am too en1mored of ale wine. and other Jnl'Oilic:IJib.
2 There's no room for cauuon In 1 life lived to the fullest
J llfmem ber every Insult I've~ and nuiiU'.u..t
rnerttment IOWird 1nyont. . . MI'\VIOIIIIilll..
I ~m sl- to trust members of other raCII 1t1111s and
,.~

do ldel
KnowlediJ" The pth to power and
) tt>rough ltnowledge !Neutral)
2 8e3Uty. \\"at os buutoful poonts us
tO''" rei" ldt I\ true (C.:>od)
Logoc. Emotool'5 must not cloud our
1LJ" ful)
~ No umots. Noth ns ~hould fetter tht
nhrrent ,,. ~II ~'"trnce (ChJotoc)
s Power I\ no" edge: os the path to PGWIIril
"' ~tton Evo )
., Self. Improvement. The goal of a I (e
n' mrr~t of onrself (Any)

d6 Bond
I
2
idftl
~ The! thins thatl~p 1 1 n 11 tort~~;. "''" a
"'$PJ l>fl~n Upt nan<! Ul'W (Good)
2
Fatrness. \\eo al do tt"1e- v.orl sow~ a \Nre n the
~wareS. (Uiw'ul)
3
lftedom Th~ ~ " freedom-the fr~edom 10 10
n>wher~ and do anythtnz (Cnaot~)
Mastery. I'm a predator and the other shrps on t.,e ua
are my prl') (Ev )
People. I m committed lo my crewmtes not to d .. s
(Neutral\
6 Aspiration. Somed~y I'll o"'n my ov.n shrp and chat\
My own destrny (Any)

d6 Bond
1 I m loyal to my caplaon first ~rythrng else second
f'r'Oiic:iencic-.s: ~ " < 11 s. Pc-r , pt"'n 2 The shop'' most rmportant-<re-.,mates and cap:..ons
:,..., ~ies: ""'' '-tor~ ~b.. \t>htcles~\\.Uer)
come and go
~~r: .\ btc , ... [I n dul1o ::>0 f,ct 01 silk t"OJ'e.
1II always <emember my lirst shtp
"' :J. -<ttcll as a r.tbbu f.:>o~ or a ~mall stone
tbt- crnler <lt')l:>U m:~~ roll for a r:mdom In a harbor town I haW! a panmour whose e)eS ne;11ly
we Tno k<"ts table m chapter 5). a S<"t of stole me from the sea
~ and 3 ~It pouch ,omaining 10 gp s 1 w>s cheated out of my fatr share of the profits. and I
want to get my due
f!'~-XE SWPSP.o.SSAGE 6 Ruthless p~rates murder~d my apta>n and ctewmales
~ .. "'an se-cure fn-c- passage on plundered our shtp and left me to d1e Vengeance woll
oc yuurseH and vour ad' emu ring be mtne
~....,"'"".._." \ou mt"h: :;.ad on the ship ~-ou sened on.
~"ht..-s!rip you lu'-e good relation,. \\ith (r>crhaps d6 Flaw
=~alj)[lunl."d rna former ere\\mat<). lkcause ~ou rc 1 I follow orders even if lthtnk they're wrong
~ s f.a"'f' yoo can 1 be cenain o f a schedule or 2 I'll say anythmg to avo1d havong to do extn work
thM" I med )'Our e\ef) need. \our Dungeon 3 Once someone questons my courage I n~er back
" de~nm ne ho\\ lone n takes to get "hero
down no maHer how dangerous the Srtuatton
~.:to~ ln rt'fum for )'OUr iree passage. you
4 Once I start dnnkng. n's hard for me to stop
!21CI ~JU! (:Oillp3GIOOS are e'J)t'cled to aSSISt the CFC!\\
s I an'l help but pocket loose cotns and other trinkets I
come across.
S. vGEITED CRAllACTIRISTICS 6 My pnde will probably lead to my destructton
.- ea be a rou!!h lot but the responsibthues of
a;.. , c.~ke them gene-rail) reliable as well. Life VARIAMT SAILOR.: PtRATI!
:-d a,J-_ p sh.1pes the~r outlook and fonns thetr most You spent your youth under the sway of a dread plrate.
;.. hments. a ruthless cutthroat who taught you how to survive in a
world of sharks and savages. You've indulged in larceny
::& Pe1scN1ity Trait on the high seas and sent more than one deservmg soul
ef'OS know they can rely on me, no matter wlult. to a briny gra~'C'. Fear and bloodshed are no strangers
.. ~ k arc! so ttut I can play hard when tht> work to you, and you've garnered a somewhat unsavory
reputation in man~ a port town.
If you decide that your sailing career involved piracy
3 er sa ng to new ports and makmg new friends
you can choose the Bad Reputation feat\11'1! (see sidebar)
' a ;~gon of ale instead of the Ship's Passage feature.
l s. etc the truth for the sake ofa good story
S ~ a tavern brawl s a ntee wq to set to know a

~ pass up a fnendly wager.


guage .s as foul as an ot1uah nest.
l ea b we- I done. especially tfl can convince
>..."'''TleeN! else to do it
s~oAIIy
d3

.. officrr
scout
1nf~11111

A Ca~lry

s HrJ!N

SUGCESTED C H A RACTERI STIQit


rJw horrors nf wa r combined with the
militnr} ~ervire ltavt thr ir mark on
t heir idea ls. rrtatin!l st r ong bonds,
tll<'ffi 'iC:lrrctl and\ ul mrable tO fear.

d8 Personality Trait
I'm always po!ote and re!ipectfilll. .
2 I'm haunted by memoroes
of voolence out of my mond
3 I've lost too many fnends and
ones
4 I'm full of onsporong and catllicii!IIIYII
mohtary experoence relevant to

d6 Ideal
Grater Good, Our
defense of others
2 Ruponslblllty, I do wtllitiloll
authority. u..wnm
"
1101"1

2
!


5
c
~

!
tli
eli

!

~
e

l}RCHI:'\ 5

~- ~

~ 8oad

:t

J
secret panems and Bow 10 CJlJr$ and an
rough tbe utban sprawl thai ocbers would "s
) are not an oombaL ,au (and~......., 6
tr1n"d befwt;cn llllfiWO kic MIOO$ m tbe c6f
as rour speed would... Ay ..,._
APPENDIX C: THE PLAN1:S ....,_..
The best-known worl ds. in the multiver se are th
o nes that have been pubhshed as official c amp~ e
NC IH I JI IJLY VA.'-i'l I S 'I H I CC SMOS OF TH I' se t t in gs for the D&D game over the years-Gre gn
[)lii\IGEON S IV IJ J<N:ONS g:1 n 1e, w h ic h l e t ~ S Blackrnoor: Dra_gon lance, the Forgotten Realm~ha\Jk.,
w ith <1 ll JUi tituclc o f wod cl s :lS we ll as rnyrwd Mystara, Btrthnght, Dark S un, and Eberro
r a lt l'rna te di rn nsions of rea l i t , c<'tl !ecl t he pla n es
o f exis te nc". I I cncot n p~l :->~ws every worl d O
thers Each of these worlds boasts
roic adventurers
. and schemtng
.
.
. its ownn,cast
vtll ains
.
arnong
,1t sown
0f

w h e t l)un tJ.CO n M n!:-! tcrs n tn th eir advenwres, lle


ancient r 01 ns and forgotte_n arttfacts, tts own dun
;..til wit hin tl w re l:tti vc' IY nwnd <llte r aim of t he and its own drago ns . B~t tf yo ur campaign take {;!.eons
Materi<d I )l <ltH.'. Jkyo nd tl w t pl a 11 t: arc domains on one of these worl ds, tt belongs to your DM- Place
of rnw den, c nl ~clln w lf c l nnd energy, rcalfll S of pu re rn ight imagine it as one of thousands of para\} Y1 ou .
th o ug ht <t lld f' f hos, 1he h o lll CS of d J1l OllS a nd a n gels, . h . ht d' e vers
of the world , whtc
.
mtg tverge w ildly from th e tons
:~ nd 1lw cln trlin io ns o f I he gods.
Mnny spells and tn ag ic il c li1 S ca n draw energy publi s hed verswn.
front th ese p l i:1 11 CS , sum mon th crea tures that dwell
there, rom!l1unica tc with th e ir de ni zens, a nd a llow MATERIAL EcH o Es
ndvcn tu rt rs l o travcl t h 'rc. As you r character achi eves The Materi al Pla ne is a richly magical place, and .
. fl d. h lts
grcn l r p owe r a nd h iglt r lev Is, yo u might und erta ke m agical nature ts re ecte m t e two planes that h
a qu s t to r sc u a f ri cn I from the horri fi e depth s of its central place in the multiverse.
. The Feywild ansd are
the
t he Abyss, or find yo urself hois ting a ta nk a rd with the 1 d
S hadowfell are para 11e tmenstons occupying th e same
frie nd ly gia nt s of Ysga rd . You mi ght walk on s treets cosmological space , so they are 1
often called echo Panes
ma de of solid fire or test yo ur mettle on a battlefield or mirror planes to t h e M atena. 1 Plane. The world sand
where th , fa ll en arc resurrected with each dawn . landscapes of these planes mtrror the natural world
of the Material Plane but reflect those features into
THE M ATERIAL PLANE different forms-more marvelous and magical in th
T he Ma teria l P la ne is th e nexus where the philos ophical Feywild, distorted and colorless in the Shadowfel\ e
a ncl clement a! forces th at define the other pia nes collide Where a volcano stands in the Material Plane, a
in the jumbled ex is tence of mortal life and mundane mountain topped with skyscraper-sized crystals that
ma tter. All th e worlds of D&D exis t within the Material glow with internal fire towers in the Feywild, and a
P la n , m akin g it th e startin g point for most campa igns jagged rock outcropping resembling a skull marks the
a nd adventu res. T he res t of th e multiverse is defin ed in spot on the Shadowfell.
rela ti on to th e Ma terial Pl a ne. The ~eywild, also called the Plane of Faerie, is a land
The worlds of t he Mate ri al Pl ane are infinitely diverse, of soft hghts and wonder, a country of little people w'th 1

for th ey reflect th e creati ve imagination of the DMs great desires, a place of music and death. It is a real
who s -t the ir ga mes th ere, as well as th e players whose of eternal twilight, with slow lanterns bobbing in th:
he roes adventure th ere. Th ey include magic-wasted gentle breeze and huge fireflies buzzing through groves
deser t pl ane ts a nd is la nd-dotted wa ter worlds, world s and fields. The sky is alight with the faded colors of
w here magic combines with adva nced technology and the setting, or perhaps rising, sun. But, in fact, the sun
others trapped in a n e ndless S tone Age, world s where never truly sets or rises; it remains stationary, dusky
th e gods w a lk and places th ey have abandon ed. and low in the sky. Away from the settled areas ruled b
the Seelie Court, the land is a tangle of sharp-toothed i'f
brambles and syrupy fens-perfect territory forth
Unseelie to hunt their prey. Fey creatures, such those
b:o~ght to the world by conjure woodland beings and
a:
s tmtlar spells, dwell in the Feywild.
The Shadowfell, also called the Plane of Shadow .8
POSITIVE PLANE a darkly lighted dimension, a world of black and whi~
where color has been leached from everything. It is a
plac: of toxic darkness that hates the light, where the
sky ts a black vault with neither sun nor stars.
OUTER PLANES
POSITIVE AND NECiATIVE PLANES
Like a dome above the other planes, the~
sou.rc.e of radiant energy and the raw life forte
all hvl~g b~ings , from the puny to the sub\im~.
reflection IS the Negative Plane, the source of
that destroys the living and animates the

f l
oND THE MATERIAL of force Th d
. e epth s of the plane, the Deep Ethereal are
BYhe Material Plane. the various planes of a regton of swtr 1mg
.
mists and colorful fogs . '
BC).0 .nd re are realms of myth and. mystery They' re ~he A~~ral Plane is the realm of thought and dream.
,. 51enc ther worlds. but dtfferent qualities of w ere VtSltors travel as disembodied ouls to reach
ext ly o
t sifflP
rrO forme
d and governed by spiritual and element 1
h . a
t~e planes of the divine and demonic. It is a great,
eiflg,
b pJes a
bstracted from t e ordmary world. St~very sea, th e same above and below, with swiriing
riflCI Wtsps of white and gray streaking among motes of light
P NAR T RAV EL resembling distant stars. Erratic whirl pools of color
pr,A.n adve nturers travel into othe r planes of existe nee, flicker in midair like spinning coins. Occasional bits of
solid matter can be found here, but most of the Astral
wneare undertaking.
a 1e ge ndary journey across th
. . e Plane is an endless, open domain.
rneY Jds of extstence to a mythtc destmation where
.hresho l h .
v strive to camp ~te t etr quest. Such a journey is the INNER PLANES
til~~ of Jegen~. Braving the real~s of the dead, seeking
st h celesttal servants of a detty, or bargaining with
The Inner Planes surround and enfold the Materi al
out t eeti tn . w1'11 b e the subject
. .ts home ctty . Plane and its echoes, providing the raw elemental
1 of song and
an eref substance from which all the worlds were made. The
for years to come.
four Elemental Planes- Air, Earth, Fire, and Water-
Travel to the planes b eyon d t h e Matenal
storY . Plane can be
form a ring around the Material Plane, suspended
accomplished in two ways: by casting a spell or by using
within the churning Elemental Chaos.
a planar portal. . . At their innermost edges, where they are closest
Spe/Js. A number of spell~ allow dtrect or mdirect to the Material Plane (in a conceptual if not a literal
cess to other planes of existence. Plane shift and geographical sense), the four Elemental Planes
gate can transport a d.vent~rers d'trectly to any other
ac
resemble a world in the Material Plane. The four
plane of existence, wtth dtfferent degrees of precision. elements mingle together as they do in the Material
Etherealness allows adventurers to enter the Ethereal Plane, forming land, sea, and sky. Farther from the
Plane and travel from there to any of the planes it Material Plane, though, the Elemental Planes are both
touches-the Shadowfell, the Feywild, or the Elemental alien and hostile. Here, the elements exist in their
Planes. And the astral projection spell lets adventurers purest form-great expanses of solid earth, blaz~ng fire,
project themselves into the Astral Plane and travel to crystal-clear water, and unsullied air. These reg10n~
the Outer Planes. are little-known, so when discussing the Plane of Ftre,
Portals. A portal is a general term for a stationary for example, a speaker usually means just the border
interplanar connection that links a specific location region. At the farthest extents of the Inner Planes,
on one plane to a specific location on another. Some the pure elements dissolve and bleed together into an
portals are like doorways, a clear window, or a fog- unending tumult of clashing energies and colliding
shrouded passage, and simply stepping through it substance, the Elemental Chaos.
effects the interplanar travel. Others are locations-
circles of standing stones, soaring towers, sailing ships, OUTER PLANES
even whole towns-that exist in multiple planes at If the Inner Planes are the raw matter and energy that
or flicker from one plane to another in turn. Some makes up the multiverse, the Outer Planes are the
vortices, typically joining an Elemental Plane with a direction, thought and purpose for such constru.,ction.
similar location on the Material Plane, such as the Accordingly, many sages refer to the
of a volcano (leading to the Plane of Fire) or the divine planes, spiritual planes, or godly o:la~~S.
of the ocean (to the Plane of Water). Outer Planes are be~t known as the bo1tne$:,.C!t;~~
When discussing a thing to do
language used must M highly m.e1:at>lil
actual homes are not litet~l'N
exennplifytheideathatfh~
thought and spirit. As
c311 imagine the oerceTJitt.QJI
a.sort 'Sfbotcl.er
pla nes . Th a t argume nt might b e circular h
Dis ta nce is a virtu a lly mea nin g less concept o n th e for .it is posst' bl e th at t11e arrange m e nt of 'th <>Wtve
' r,
Ou te r P la nes. Th pe rccptibl - regio ns of th e pl a n es in s pir - d the id e a of th e Gre at Wh eel in th efiOutland~
ofte n seem q uite s m a ll , butt hey ca n a lso s lr ' tc h o n to . e rst 1
J\rou nd the outs 1de .edge of the circle f ,venty
' '
sP ace.
wh a t see m s like in fi nity. It might be po s ibl to ta ke ga te-towns: st x tee n settl em ents- , e ae h h Paced.
r e th e
8 .
a g uided to ur o f the Niu e H JJ s, fr o m til ' lir ~J ay r l o ro und 8 port a l le ading to one of the Out cr . Pl an\U 1t
8
the n in t h , in a s in g le d f!y- if tlt(' p ower~ of the Hell ~:> tow n s hares m a ny of the charac te ris tics of the )~s. Eac.h
des ire it. Or it could ta ke W "' C I s for ~ ravclcrs to m a ke a wh e re its ga te lead s . l anc
gr ue ling tre k ac ross a t;i n g le l ~JY r. At th e center of the. Outl<lnds .. like th~ axle of th
T h m os t wcl l-1 now n O ut "r Pl an s a re a gro up of planar wheel, the S p1re s hoots tmpossibly hi h. e
sixt "'e n pla n "S thnt ~o rrcsp o nd to th e eight aJignm "nts s ky. Above this thin peak floats the ringshap~ut~to the
(e, eludi ng nC'ut ra lity) and th shades of distinction Sigil , th e C ity of Doors. This bus tling planar ctty of
betwee n th m . metropor
18
holds countless portals to other planes and world
S igil is. a trader's ci.ty. Goods, merchandise, ands.
OUTER PLANES
informatton come to tl from across the planes Th
Outer Plane Alignment is a bris k trade in information about the plane.s ,JO . ere
LG particul ar in the command words or items requi
Mo unt Ce lestia, th e Seven Heavens of
. 1 re d raor
Bytopia, the Twin Paradi ses of NG , LG the operation o f parttcu ar portals. These portal k
Elys ium , th e Bles sed Fi eld s of NG are highly s~ught after, a~d many travelers within~:
The Beas tl and s, th e Wild ern ess of NG, CG city are lookmg for a particular portal or a portal k
Arbo rea , the Olympian Glades of CG to allow them to continue on their way. ey
Ysga rd, the Heroi c Dom ain s of CN,CG
DEMIPLANES
Limbo, th e Ever-Changing Chaos of CN
Demiplanes are small extradimensional spaces with
Pand emonium, the Windswept Depths of CN,CE
their own unique rules. They are pieces of reality that
The Abyss, the Infinite Layers of CE don't seem to fit anywhere else. Demiplanes com
Carce ri, the Tarterian Depth s of NE, CE into being by a variety of means. Some are cr a:
Hade s, the Gray Waste of NE spells, such as demiplane, or generated at the '-'VIIHT,U IIiA>J'
Gehenna , the Bleak Eternity of NE, LE powerful deity or other force. They may exist
The Nine Hells (of Baator) LE as a fold of existing reality that has been pinched
Acheron, the Infinite Battlefield of LN, LE from the rest of the multiverse, or as a baby un:ive1l8
Mechanus, the Clockwork Nirvana of LN growing in power. A given demiplan can b
Arcadia , the Peaceable Kingdoms of LN, LG through a single point where it touches ot
Theoretically, a plane shift spell can also
The plan es with some element of good in their nature to a demiplane, but the proper frequency ......... ~.....
are call ed the Upper Planes. Celestial creatures such for the tuning fork is extremely hard to acclUlM.;
as angels and pegasi dwell in the Upper Planes. Planes gate spell is more reliable, assuming the ,..Jll-ll'tA1~t-1
with some element of evil are the Lower Planes. Fiends of the demiplane.
s uch as demons, devils, and yugoloths dwell in the
THE FAR REALM
Lower Planes. A plane's alignment is its essence, and
a character whose alignmcnl doesn't match the plane's The Far Realm is beyond the known mtllti~v.erl
expe riences a profound sense of dissonance there. it might be an entirely separate multiver
When a good creature visits Elysium, for example, it physical and magical laws. Where stray
feels in tune with the plan , but an evil creature feels the Far Realm leak onto another plane,
out of tune and 1110r than a little uncomfortable. are warped and twisted into alien Sh.lllltl&
ordinary geometry and biology.
OTHER PLANES The entities that abide in the Far
for a normal mind to accept witho
Existing somehow between or beyond the known planes
creatures swim through no1thilllltllei
of existence arc a variety of other realms.
with madness. Unspeakable
SIGIL AND THE OUTLANDS truths to those who dare n.st~1:1:.\]
The Outlands is the plane between the Outer Planes, a of the Far Realm is a tri.~.,.,...,..,
plane of neutrality, but not the neutrality of nothingness. boundaries of matter, spa~. 11
In s tead it incorporates a little of ev rything, keeping it There are no ltnjown~ nol
all in a paradoxical balance- simultaneously concordant at least none that a...c!&N:II'
and in opposition. Jt is a broad region of varied terrain, pierced the oo11.111Clir.Y1
with oper~ prairi s, towering mountains, and twisting, Far Realm within
shalJow nvers, strongly r sembling an ordinary world but their ciVitli~ati\ld.l
of the Material Plane. the portal
The Outlands is circular, like a great wheel- in fact forgotten.
those who envision th Outer Plan s as a wheel pain; ali for
to the Outlands as proof, calling it a microcosm of th lan

Ill ~ I

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