5e Player's Handbook - improved.pdf

139

Transcript of 5e Player's Handbook - improved.pdf

Page 1: 5e Player's Handbook - improved.pdf
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PLAYER'S HANDBOOK®

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CR EDITS

0&0 Lead Designers: Mike Mearls. jeremy Crawror<f

Player's Handbook Lead: jeremy Cr.-wford Rules Development: Rodne>' Thompliion, Peter Lee Writ in&: james Wyatt, Robe rt J. Schwalb. Bruce R. Cordell Editing: Michele Carter. Chris Sims, Scott Fitzgorald Gray.

Christophe-r Perkins P<Oducer. Creg Bilsland

Art Directors-: Kate lrwin. Dan Ce!on. jon Schmdehette. Mari Ko1kowsky. Melissa Rapier, Shauna NarCISO

Graphic DHigners: 3rcc Heiss, Emi Tanjl. Barry Craig Cover Illustrator: Tyler Jacobson Interior Illustrators: Ste'le Argyle. Tom 8abbc:y, Daren Bader.

Drew Baker, Mark Behm, Eric Belisle, Christopher Bradley, No:ih Bradley, Sam Burley, Clint Cearley, Milivoj Ceran, Sldharth Chaturvedi, jedd Chevri• r. )0 , Allen Douglas, jesper Ejsing, Cra:ig Elliot t, Wayne England, SCott (\<1. Fischer, Randy CJIIegos. Justin Gerard, Florian De Cesincourt, Lars Crant·West, Jon Hodgson, Rafph Horsley, l tkc Hurwitz. Ty'er jacobson. Kekai Kot>ki. Oily L•wson. Raphael lobke. Titus Lunter, Slt~womir Manialc, Brynn Metheney. Aaron \A:Uer. Christopher Moeller, Marlt \4olnar. Scott ~urphy, W1lliam O'Connor, Hec:tor Ortiz, David Palumbo. AIE-ssandra Pisano, Claudio Pozas. Rob Rey, Wayne Reynolds. Aaron J. Riley, Chris Seaman, CymhiJ Sheppard, Craig J Spearing, John Stanko. Matt Sta•Ni<ki, Aiel( Stone, Thom Tenery, Cori' Trcgo·Etdner. Beth Trott. Avtumn Rain Turkel. jose Vega. Tyle•· \V;~Ipole . Julian Kol< Joon Wen. Richard Whitte rs, EvJ Wldermann, Ben \>:1oollen, Kietan Yanner

Additional ContributorS: Kim Mohan, M;m Sernett, Chris Dupuis , Tom l aPille, R'chard Bnker. Miranda Homer, Jennifer Clarke Wilkes, Steve Winter. Nina Hess, Steve Townsherld, Chris Youngs. Ben Penisor, Tom Olsen

ProJect Management Neil Shinkle, Kim CriihOJm, john H3y Production Services: Cynda Cal!away, BriCin Dum<Js,

jefferson Dunlap, David Gershman, Anita Willi~ms

Brand and Marketing: Nathan Stew~rt. l iz: Schuh. Chris li11dsay, S~e~y \4~nzanob e , Hilary Ross. uur-a Tornrnervik, Kim b mds1rom, Trevor Kidd

Based on the or-iginal game created by E. Cary Cygax and Dave Atneson, with BriCin Blume, Rob Kuntz, james Ward, and Oon Kaye

Drawing from further development by J. Etic Holmes, Tom Moldva)', Frank Mentzer, Aaron Allsron, Harold johnson, Roger E. Moore, David "Zeb" Cook. Ed Crtenwood, Tracy Hickman, Margaret Weis, Ooug'as Niles, JeffCrubb, Jonatha n Tweet, Monte Cook. Skip Williams. RIChard Baker. Peter Adkison, Keith 81ker, Bill Sfavicsdc, Andy Collirs. and i<ob Heiosoo

Playtuting provided by o v•r 175,000 fans of O&D. Thank you!

Additional consultation provided by Jeff Crubb, Kenneth Hite, Kevin Kulp, Robin l aws, S. John Ross. the RPGPundit, Vincent Vet~turcl la, and Zak S.

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.

n:"f~!"'t'' Wi111r.:!soj:;; ~ (o:a : i: M; rnpora}bf• /111 li!ll40II••"!Id"( IIU< nf ' f.·''niltg vp rftt jXlrry. m~V"S GPP•"'''W ~' iM rl!.e mA.:tlr r.fc ru t i+tf f lU +! d.:lit'l juu , ""~"';"11'1 Ji..,, tr ;,.~; ,ll ::q." !•(•'" lwfoboeo,., ttru-mirzrl:tjtc: t .'lc.'l oj c h11! g;·~~~ ~ Jltt14l+t:' ll••i r' '"f a 4r.1gMtoj .:11)' -"titt(, u nrr.'"J y(J .... ~,. ~~~~ O\t 1H~~. "At~: ~~> ttci.'r tua?'

620A921700000l EN ISBN: 97S·0 ·7869·6S60·1 f ir$! Print · na,: A.JS,iJSt 201"-

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(€ OIJN(:tO~lrl&. OR:o\GONS. O&C. Wi:::.uch ~·1 thorC'O.f1l f O•Ct>lk'll fiea!Ms. tb O:·::;on ~T;~t~lrrd P'lylt\ l"tll•db.,<lk, '-''·~~ru lhil~>"l, O".r~('" .\f#JI~•) Ci'11 of~ af od·ct'.lo'tJ'MJ~ of ' ""' C'OII\ t p•o..to.rt n~ 'l"ec, ~nci til~ r res'Kh''e ·Ui\1'1 ~ · • IN<It'l".lolk~ or w :c:rd~ of :he Co~~~ r 1kc USA ''"d <.~~1-tr ((lVf' l' r~. AI' c.•ou •~-:1en :nd thlr c: 11 n(ti ... ;ltrl"t$~J.tt p-opt •ty c f W :1rd ~ o( tktr CO!~I. f i· .s, ~~~tt!if u ?t.:He~t~l! ~ I'IC: tl Ill• ( OP1rigf, l la,..'S oftht Vnii~O SUtt,~ of A<rfttln Any rcpnJ.d.J(tiOI'Of t;•'.illlhor 7¢Q 111e Oflkt Mllt.ri , J ~; · "-' lwwktor!:: ntd ll ~rtll\ ~~ proMb,t~d .,..i'lhou~ tl-~ !'9fh} w1iUM !Wfl'l'llnlon QfWiurd~ of the CoNs:.

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CONTENTS

PREFACE 4 PART2 171

INT RODUCTION

Worlds of Adventure ......................................................... ...... 5 l sing This Book ...................... . ................... .... 6 How to Play .............................................................................. 6 -\dventurcs .................................................................... ........... 7

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

Ability Scores and Modifie rs .................................... 173 i\dvantag~ and Di-::.arlvaoragf: ........................ ........... 1 i3 Profi<:iency Bonu$ ....................................................... 173 Ability Checks ............................................................... 17 4

Using Each Ability ...................................................... 175

PART l 9 S aving Tbro\VS ............................................ .. .... 179

CHAPTER 8: ADVENTURING ............................... 181 C HAPTE R l: STEP-BY- STEP C HARACTERS ...... ll Time ............................... ............................................... 181

Beyond 1st Level ............................................................ 15 Movement ..................................................................... 181

C HAPTER 2: RACES ................................ ................. ... I7 Choosing a Rar.e. ...................... : ..................................... 17 Dwarf. ............................................................................... 18 Elf. ..................................................................................... 21

The Environment ........................................................ 183 .So<:ial TllteracOon ... ................................................... 185 l{e• tiug ........................................................... .............. 186 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 Damage and H•aliug ................................ 196

CHAPTER 3: CLASSES ...... ................ . ..... .45 Barhat'ian ................. ....................................................... 46

Mount•d Combat ......................................................... l 98 Under watt r Combat ................................................... 198

Bard .................................................................................. 51 Cleric ................ ................... ........................................... 56

PART3 199

Druid ............................................................................... 64 C HAPTER 10: S PELLCASTIN(; ............................. 201 Fighte r .............................................................................. 70 Monk ................................................................................. 76 Paladin ............................................................................ 82 Rangu ................................................... ........................ 89 Rogue ............................................................................... 94 Sorce rer ................................................................. 99

What l s a Spell"! .......................................................... 201 Cas tinp; a S pell ............................................................ 2 02

C HAPTER 11: SPELLS ....... ............... ........................ 207 Spell Lists ..................................................................... 207 Speil Desc ript ions ...................................................... 211

Wal"lock ......................................................................... 105 Wizard .......................................................................... 112 APPENDIX A : CONDITIONS 29 0

C l:l.APTER 4 : l'ERSONALITY AND BACKGROUND ............................................................. l21

Charac te r Deta ils ...................................................... 121

APPEN DIX B: GODS OF THE M ULT!VERSE 293

lnspitatjOJl .................................................................... 125 Backgrounds ................................................................ 125 APPENDIX C:

C HAPTER 5: EQ.Ui l'MBNT ....... .................. ......... . 143 THE PLANES OF EXISTENCE 300 Sca,·ting Eq1.1ipmenl .................................................... 1:13 The Mate ria l Plane .................... ................................ 300 Wealth . . .............................................................. 143 Dcyond the Mate rial .................................................. 3 01 Armo•· and S hieltb ..................................................... 144 VVcapons. ........................................................................ 146 APPENDIXD: Adventuring Gea1· ....................................................... 1'18 CREATURE STATI ST ICS 304 Tools ............................................................................... I 54 Mounts and Veh icles .................................................. l55 ·rradc <.;oods ................................................................. 157 Exp~nsf:s ....................................................................... 157

APPENDix·E :

INSPIRATIONAL READI NG 312

Trinkets ......................................................................... 159

CH APT ER 6: CUSTOMTZATTON OPTIONS ..... 163 INDEX 313

Mu1lic)a~sin~ ................................................................ 163 Feats ............................................... ............................... 165 CHARACTER SHEET 317

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• T

PREFACE ~CL UJ'ON A'JJ~I.t: . LUNG, LO:\'GAGO. IN A

realm callf':d thP. Mi<fwe~lf:l"n Uniled S tates- specifically the s tates of Miun~­sota a nd Wi~comsin-tt uroup of fric.nds ~athcrcd to~cther to forever alter the history of gaming.

It wasn't their inrentrodo so. Tlley were tired of merely reading tale>; about worlds of magic. monsters, and adventure. They wamed co play in those worlds. rather than observe them. That they went on to invem D UNCEONS & DRAGO!\~, and thereby ignile a revolution iu gaming that continues to this day, speaks tu two things.

First. it speaks to che.ir ingenuity And gen ius in f1g­ul"i1,g out t hat game-s were the perCect way to explore worlds that could not otherwise exi:&;.r. /\lmo5t f':W'~ry modern ga me. whether played on a digital c.Je .. ·ice or a cablecop. o"es some debt to 0&0.

Second. it is a testament to the inhr.:rent appeal of the game. they created. DuN<;•~O'IlS & 0RAGO~S sparked a 1hrivlng global phenomeuou.lt i•thc first rolcplayin~ u:amc. and it remains one of the be.st of its breed.

To play D&D. and to play ic well. you don't need to read all (he rules. memorize every detail of the game, or mnster the fine art of rolling funny ltitiking d ice. None of rho~~ rh ings have any bt:ariug on what's best aUout the game.

\\'hat you need arc hvo thin,:r:s. the. fir!iit being friends wirh whom you <"..an share the pme. Playing games with your friends is a lot of fun. but D&D docs something mort" rhan emen:aio.

J>laying D&D is an exercise in collaborative creation. You and your friends crea1e epic $10ries lilled "'ith ten­~ ion ~nd memor~ible <lnumt. You cre ate silly in-jokes t lwt rn\tkc you lau~h years Inter. T he dice will be Cl'uel to you. but you w ill ~oldier <>n. Yo•n· cotlc>:cl ive c te.:niv· ity will build stories that you wiH tcl1 u~ain a nd a~ain. ranain~ from t he Utterly ab~urrJ fO I he $:tUff Of ie.gend.

Tfyou don'1 have (riends intercsl~d in playing. don't ,-.:orr)·. There's a special alchemy that takes place around" D&O cable that nothine else can matcb. l'lay the uarne with someone cnoul(h. and rhe two of you

f'RF. < F

art likeJy lO c:.:nd up friends. It's a cool side effect of [he uurnc. Your next gaminp; group is n~ clo~~ a~ t he nearesl t:tame~tore, online forum, or gnming cotlventiou.

The second rhing yOtl need i!J a live ly imagination or. more iinportantly. the willin&{ncss to use whatevet irna&;:ination you have. You don't need to be a masrer storyteller or a brilliant anist. You ju~r need to aspire to create. to ha\'e the courage of someone who is willing to build something and share ic with others.

Luckily, just as D&D can strcnathcn your friendships, it can help build in you the r.nnfidt.nce cn creote and share. D&D is a game lh~illctt<.:hc$ you to look for the clever s olution. sh~trc the s udden jdca that can ove..-c(lme. u problem. and push yourself to l ma~i n~ what could be. rotht.r chan ~imply a.<:cepl whal i ~.

The first characters and adventures you c.reare wil l probably be a collecti<>n of dirht': ~. Th,qr•s lrue of every· one, from rhe greatest JJw1g(,:un \1astcrs in history on dov.m. Accept this reality and mo\'e on to create lhe second characrer or ach.enture. whi<'h \,Jjll be better. and chen the rhird, which will be beltcr still. Repeat that over the course of time! and soon you'll be able to create :~nything. from a cha ra.c1er's bAc"kKround SlOry to an epic world of f~utasy adventure.

Once you have t hat skill. it'syour!'i fOI'tWel'. Co umles:-; wr iters, arti~ts, and orhe.r creP~IOI'$ CAn l race their bcgin­ni nt~s co a few pages of D&D notes, a handful of dice. aud a kitchen table.

Abo..-e all else. D&D is yours. The friendships you make around the table will be unique to you. The ach·en­tures you embark on. the characters you create. the n"'emoties you make- these will be rours. D&D is your personal corner of the univet'S~. n ptnce where you have (rtt. •"f"ign ro do as yOtl '"ish.

Co forth now. Read the rules of the aame a nd the>: ~lQry of its worlds, but a lway$ rt.mt.mhel' that you are the 011~ who brings lhern to life. They arc nothina without the spark of life that you " ive them.

Mikel>!eat!s May2014

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INTRODUCTION

~ ,,F. Du:~cEoKs & D RAGONS RoU::t•LAYtxc

game is about storyr~U ing in worlds of swords .and sorcery. ft sha,.es elements . WJth ch t1dhood ~ames of makc-bchcve. Ltke I hose gam~s. D& D is driven by ima~ina· tiou. ll's about pic.h.JI'i ng the tow~dngc.astle.

• benea.rh the stormy night s ky and imagining 1'1()\\" a (ant:<tSy adventu re,·mighr react to th~ challenges hat scene prcscnRi.

Dungeon Master (DM): After paS>ing through the craggy peaks, the road takes a sudden turn to the east and Cast le Raven loft towers befoce ;·ou. Crumbling towers of stone keep a silent watch over the approach.

They look like abandoiled guardhouses. Beyond these, a wide chasm gapes, d isappearing into the deep

fog belcvJ. A lowered drawbridge spans the chasm, eading to an arched entrance to the castle courtyard. The chains of the drawbridge creak ia the wind, their rust·eaten iron straining with the weight. From atop

the high strong walls, stone gargoyles stare at you crom hollow sockets and grin hideously. A rotting

wooden portcullis, green with growth, hangs in the entry tunneL Beyond chis, the main doors of Castle

Ravenloft stand open, a rich warm light spilling into the courtyard.

Phillip (playing Gareth): I want to look at the gargoyles. I have a feeling they)re not just statues.

Amy (playing Riva): The drawbridge looks precarious? want to see how sturdy it is. Do I think we can cross

t, or is it going to collapse under our weight?

l11Hke a game o f ruake-bel ieve. 0 & D giv~s srr'HClot·~ the stories, a way of determin ing the cou:;equen('.eS ~the .advenwre.-s' action. P layers roll dk~ ro r~.~olv~ thether the.ir attacks hit or miss or whether their allvcu­

.... rers can sca le a cli ff, 1'Q11 away frorn rhe strike of a agical H~htnin~ bolt. or pull off J;Ome other dangerOllS

.ask. Anyth ing is pos.sibl~. bur rh~. dke make some oul­mes mor~ probable fh<1 11 olhers.

Dungeon Master (OM): OK. one at a time. Phillip,

you're looking at the gargoyles? Phillip: Yeah. Is there any hint they might be

creatures and not decorations?

DM: Make an Intelligence check. Phillip: Does my Investigation skill apply? OM: Sure!

Phillip (rolling a d20): Ugh. Seven. DM: They look like decorations to you. And Amy,

Riva is checking o ut the d rawbridge?

l n thl~ DUNGEONS & DRAGON:S gan1e. each pl~yer creates an adventurer (~d.so c:.dlt~c.l a chara<.:t<.:r) and ft':ams up with other adventurers (played by friends). \+Votking togerhe1·. th~ gmup miglu explore. a dark dun· ~con. a ru ined city. a h~umled caslle. a Josllemple deep in a jungle: or a lava-fi lled cavern beneath a mysteriou.s Ulounta in. The advenw,·e.ts can solvt': puzzles. talk ·with other characte.rs . battle fantastic mon~tcrs. ~md discover fabt~ low; 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. The O.i\·f ~~reates aclvellU.H'es forth~ <:haracters, who nav­igate its hazards and dcd dc which paths lO <.:xplore. lhe Dl\·f might cit':.o;crihe the ~ntrance to Cast le Raven loft: and the {)layer:; decide whal lhey wanllheir adventur~rs to do. Will they walk across the daugcrOuJ;ly wcalhered drawbridge? Tie themselves to~cthcr with rope to mini· mi~e lhe chance that someone will fa ll if the drawbridge ~ivcs way? Or cast a ~pcl1l0 carry lhem over thc chasm?

Then the DM determines the results of [he adventur· cr.s' actious <~.nd narralc;S \vhat lhey expetiellce. Because: the DI\·1 can improvise to react to anythina the player!; a lletnpl. D&D is infinil~ly fl~xihle, and ~ach advenrure can be e2<dting a tltl une;'(pecred.

The game has no real cud: wheu ouc .story or que.Sl wraps up. another one can be~in. creating an ongoin~ • tory called a campaign. M•ny peopl• who play the game ke.ep their c~tmpai~n.s going for month~ or years, mee.ling \vi{h lhelr frjends ~"~''Y wet':k or so ro pic;k up the story where they left oo·. The adventurers grow in n1ight as the campaign continues. Each mon~[er dcfcated. e.ach adven lure compl~ted. aod each 11·ea::;ur~

r~covered not only adds to the continuin~ story: but a lJ;o earllS the a<lvenl m·ets newcapahiliti~s. This increase in power is rctice tcd by an adventurer"~ kvd.

There's no winning and losing in th~ D UNGEONS & DRAGONS game- at least. not lhe way those terms ~re usually understood. Tol(cther. the DM and the player. create an ~xdring $mry of bold advemure.rs who confront deadly perils. Somcti£ncs an advemurer m ighl come to a gt isly t':nd. torn apart hy ferocious monsters or done in by a nefarious: villaiu. Even so, the olher advemurets c;1n St':.arc;h for powerful magic to revive the ir fallen comrade. or the player might choose lO create a new characleT' to carry on. The group m ight fai) lO cornplctl>: an advct•tt.m:: successfully, but if everyone h~-\d a good tim<.: and crt;;:\te<l a memorable story, they all win.

W O RLDS OF ADVENTURE The many worlds of the DUNGEOI<S & DRAGONS game are plac.es of m'agic and rnon~t~r'..~, of brave warriors and s pectacular adventures. Th<.:y begin \Vilh a foundation of m~<fit':val faota5y and then add the creatures, places. <~.nd magic lhat rnake thes~ world$> uniqu~.

Th<.·. world!; of the DUNGUO'JS & DRAGONS game ~xisr \\'i(h io a vast c;o~mo~ called the muJtiverse, connected in strange and mystcriou::; ways to ouc auolher aud lO other planes of existence. such as the Elemental Plane of Fir" and the Infinite Depths of the Abyss. Within

!;..;"l.ROUUCTIO"\

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this multi\'erse are an cndle~ variety of worlds. \ 1anr of 1he1n hnvr- been publishe:d us otlkiul se uiu"s for t he. D& D gam<:. The legend~ of the Forgonen !{calms. Drag­on lance, Greyhawk- Dark S un. Mystara, and f:berron ~cttings ~-tre W1.1vcn together in t he fabric of 1hc mulli· veN>e. Alongside thf'.S<.: worlds are hundreds uf thousands more, cresued by genera l ions of D&D player1:i for (he ir own ~ames. And «m id a ll the richne.~' u f the multivt.r:;c . you might CN-..atc a world of your own.

All these world~ share r.h<~.racreristic~.,., but ea ch wo•·ld is set apart by its own histo ry and cultures. distincrivc monsters and ract.s. fanta~tic geography, aucienr dun­gevns, a nd schemin~ villains. S ume races have unu$;ua1 trnirs in diffe rent worlds. The halfl ings of the Dark Sun s err ing. fo•· example, a re juugle-<hvelling co.-mnlbaJ1:i. a 11d the e lves a rc dc.c;ert nomads. S ome worlds feature race$> unknown in oTher sen ings, such as Ebcrron's war­forged. snld iers r,,·eatcd and imhued wirh life ro l'ight in the Last War. Some worlds a«: dom inated by one great st<>ry, like rhe War of thel.ancc that plays a centra l ro le in the DrAgonlal'lc!C seteiug. Bul they'rt ali o&n worlds . and you can use the rul<:s in this book to create a char· a c ler <tnd play in nny on" of the rn.

Your DM mil!ht set th• campaign on one of these wurlds or on one thar he or she t.·.reale d. Because. rherc is ~o tlluch rJ1,.crsiry among the worlds of D& D. you sbou!d check with rour J.)M about any hous• rules that w ill a f(e;:ct your play o( the game. Uh imately, the Dun· ,:(eon Master is the authority on rhe campaign and its setting. t: \ ·t.~n if the serliug is a pubHsh~d world.

USI NG Thi S BOOK The Pi<<ycr :s Handbook is divid•d into three pal'{S.

Part 1 is about crea\ina a ch~t~crer. prov-idina the ru lts a nd gnid~1n<: t: you need to make the clm racler you'll play in the aame. h includes information on th~ various races. clas:;es. backgrounds, eQuipment, a tld othtr cus tomizat inn optiOilS th at you can choost: frum. Many of the rults in part l rely on material in parts 2 and 3. Tfyou coxnc across a game couccpr in parr 1 that you don't undcrstllud . consult the book's index.

Part 2 details the rules of how to play the aarne, beyond the basic• descrihed in this intt·oduction . 1'hut part covers the kinds or die rolls you make (0 dctemline succes~ o r failure at the task:) )'OUr t:h arar.1c::C' rmernpts. a nd dc.scrihe~ the three hrO~i.d c.megorleSi of acrlvlty in the ga me: cxpk>rat ion. intcractiun , and combat.

Par t 3 I~ all about mag ic. It covers the tla tut·e of magic in the wo l'lds of O&D. the rule• for spell<:asting, and the huifc variety of spells availa ble 10 magic-usini charnc­t<.:rs (a lld monsters) in the game.

H ow To PLAY The play of the DuxGEO~s & Dt<AGONS game unfolds accord ing to th is basic pnuern.

1. The OM describes the e nvironn1ent. The 0 :\1 tells the players where their a tlvcnrurc.rs a re <tnd wh:tt's a r()und tht=r: l'l\ , pre!=>enting 1he basic scope. of uptiOtl.!:i thai present themselH:s (bow many doors 1cad our of a rOC"rru. what's una table. who'$ in the tavern. ~.tnd so <>n).

1'-1 00 l !0~

2. Tbe players describe wbat they want to d o. S ome­limes on<:: player· ~peaks for rht: whole. vnn y . .s~{)'jng, ·We'll take the cast tloor:· for example- Or her times. d iffrrcnt aclvcnturtrs do ciHic.rcnl things: one adventurer might sear·ch a rrcasure chest while a second exam iflt s an esoteric symbol cngnt.vcd on a wall and a third keeps w atch for mons t<.:rs . The playr::ns don't not=r:d to ttl ke turns. but the OM listens to c>-.:ry player and decides how to re:sol\'e rhosc actions.

.Sornetime~. rt·solving u task is easy. Jf an adventur er wants to walk aCf'()SS a room and open a. door. the D"\r1 111is.thr just say that the door opens and dc~o:ocr-ii.Jc what lie• beyond. l:lut the door might he locked, the floor might hide a deadly trap, or some: othf':T' c ircums tance migh1 make ir challt:nging for ~m adventurer to r.otnplete. a t•sk- In those c•ses . the 0~1 dt-cide.'<" ha t happens, often relyina on lhc roll <>f a d ie w df':l trrnine the results of an action.

3. Tbe DM narrates tbe results of the adventurers' actions. Dc!->cl"ii.Jjng the rc~ul t~ ofcen leads to a nother derision pOint. which bring.s the flow of the an me righr back to step I.

Thi$i pa ttcn1 holds whether the advcnturt:ns are cau tiouf01ycxplorina a ruin. t alking I() a. devi(')us prince. or loc ked in rnurt a l cumbat a~ain~1 a rnighly draa-on. In terrain situations., ~rticularly combat. the action is more structured and tht: player~ (and OM) do lttke turns chuosing a.nd resolving action:;. l:3ut most of 1hc t ime. play is Ouid and Hexiblc. adapting ro the c;rcumsrance~ of the adventure .

Orten tht act ion of an ad\·cnture takes plaef> in the imagination of the pla)e" and J.)M, relying on the DM's verbal desrriptinns to se t the sr,.ne. S nme OMs like to use mus ic. art, or recordecl sound eiTect!lt 10 help set th~ mood. a nd rHa ny playc.r5 a nd O"M::. a likt: adopt different voice!-> for the variuus advcmurers. monsters. and other chnractcrs 1hey play in tht. game. S ome times. a O.M m ia:ht lay out a ma p a nd u sc tokt.ns o r rn iniature fi~ures to represent each c rea ture invoh·-cd in a scene to help the players keep crAck of where t.veryont. is .

GAME D ICE

Tht:: ~a me uses polyheci i'UI dice with cliiTcrenl numbers of sides. You can find d ice like these in Jlatuc St(')res and in lll\tnY boukstorr=.:;.

In these rule.c;.the d ifl'crcm dice are referred to by the !err-. d followed by lite number of sides : rl4 . d6. d8. d I 0. d 12 . and d 20. Fo t· insta nce. a d G is a six-sided d ie (the 1ypieal <:11bc tha1 many game.c; u$oe).

Pcrr.eutilc tlicc. ot· (1 \00, work a link different ly. You gent-rate a numbel' bc twt.t.n 1 and 100 by romng two different lt"n·side<l dice numbert-d from 0 to 9. One dit" (dcsig n8(cd before you roll) gives the lcus digit. and the other gives tb~ ones digit. If you roll a 7 and a l , for e,xu mple. the numbF.r rolled is 71. Two Os represent 100. S 011\c ten·$icled dice are numbered in tt.ns (00. tO. 20. aud so on). makinfl it ea~icr to distinguil'Sh the tens digit from I he ones di~it. In th is case. a 1'011 o f 70 and 1 is 71, and 00 and 0 is 100.

When you need to roll <.lice, the rulos tell you how many dice to roll of a certain type. as w• ll as what mod­ifieN; to add. For example. -3<18- s· means you roll

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lhree eight-:;idt:d dice. add them to~ether, and add 5 to the total.

The same d notation appea rs in l.he expression:; "ld3" and "1d2." Tosim.,Jate the roll of l t13, roll a d6 and divide the munbcr rolled by 2 (round up). To simulate the roll of ld2. roll any die and assign a 1 or 2 co the roll depending on wheth~·· it was odd or even. (Aiter.nalive)y, if rhe nun'lber rolled is more tha n half the number of skit~ on the die, it's a 2.)

T __ H_Ep~2~0 ___________________ __ Does an adventure1·'s sword swing ho1'£ a d tagon or ju:;t hounce off its jron-hard sc.alcs'? \Vill the o~re believe an outrageous bluff? Can a. character swim across a raging r iver? Can a chatacter avoid the. main blast of a fireball, or does he or she take full dama~e from the blaze? In cases where the outcome of an action is uncerlain, rht: DuNGI~or-.s & D RAGONS game relics on rolls of a

20-sided die, a d2.0. to determine success or failure. Every character and monste.J' in the game has capa­

bilities d•fined by six ab!llty scores. T he abilities arc Stren.gOl.. Dexterity, Constitution, lnteHi~ence, VY1sdom, and Charisma, anrl they typically range from 3 to 18 for mosl adventurers. (.Monsters m~~ht have scores as low as 1 or as high as 30.) ThE"" .. se ability ~COI'eS, .and lhe ability modifiers rlerived frotn them, are the basis for almost every d20 •·oil that a player m akes on a charac· ter':; or monster's behalf.

Ability checks, attack rolls, and saving th1·ows are the thrf:~ rna in kinds of d20 rolls, fon niug the core of t he rules of the game. AH three follow the ... -se simple steps.

1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the mod-i fier derived fmm one of the six ability scores. and il sometimes indudes a proficiency bonus to reftect a. char­acter's particular skill. {See chapter 1 fo•· detai ls on each abHiry anrl ho\v 10 deletmine an abilily~5 modifier.)

2. Apply circumstantial bonuses and penalties. A cla:;s fea t11re, a spell, a par licular cirCuinstaucc, or some other effect might give a bonus or penalty to the check.

l

3. Compare the total to a target number. If the total eqtt.=tls or excet·.ds the tar~ct number, the ability chec:k. attack roJJ, or saving throw is a succ:~~$S. Otherwise, il 's a failure. The DT\•f is HSHally th~- one whc.1 dctcrmin<.~s tar·get numhe:,·s ~nd tells players whether their ability checks. Mtack rolls . ~md saving th rov .. •s s ucceed or fai l.

The tar~ct number for an ability ch~C'.k or .3 savjng throw is call• <i a Difficulty Class (DC). The tarl(et n.,mber for an attack roll is called an Armor Class (AC).

This simple rule governs the r~solurion of most tasks in D&D play. Chapter 7 provides more detailed rule..o; for using the d20 in the ~arne.

ADVANTAGE AND D I SA DVANTAGE

Sometimes an ability c:heck, a t rack roll, or saving throw is modified by special situations called advantage and c.lisadvanta~c. Advantage reflects the positive circmn­srance.:; sut·roonding a d20 tO H. \vhile disadvama~c reft~cts th~ opposi(e. 'When you have either advamap;e or disadvantage. you roU a second d20 when you mak~ rh~ roll. Use the higher of rh~ rn:o ro11s if you have ad van­rage, and use (he lower roll if you have disadvantage. For cx~unple. if you have disadvantage and 1'011 a 17 .and a 5, you use the 5. Tfyou instead have ad ... anta~e and ro11 those umnbcrs . you use the 17.

More detailed rules for advnntag~ and disad\•anlage are presemed in c:haprer 7.

SPECIFIC BEATS GENERAL

This book c:ontains rules, e$pecla11y in parts 2 and 3! that govern how the game plays. That said, nlany rac•al tt·airs, dass fe:a1ures, spells, magic items. monster abili­lies, and other game clemcms break the .general l'Uies in some way, creating an exceprion to how 1he rest of lhe ga rn~ works. Remember this: If a specific r ule contra­dict:; a general rule, the specific r ule wins.

Exception!'-> to the rules a1·~ o f1en minor. For instance, many adveuturcr!:i don't have proficiencywirh longbows, but every wood elf <foes because of a racial t rait. That t•·ait crea1es a minor exceplion ift the game. Other examples of rule-breaking arc more conspicuous. For instance, an adventurer c:an'r no•·mally 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~nera1 tuleyou Heed to know at the out~er. \¥he::n.e\rer you divide a llt.nnber in the game, t(Jt.uld down if you end up with a fraction, even if rhe fract ion is one-half or greater.

ADVENTURES Tht DuNGEONS. & DRAGONS p;ame consi.:;t$0 o f a g r·oup of characters embarking l)n an arlvenlt.lre that the Duu­gf:on T\·faste•· p1'esenls to them. Each character brinas particul3r capabilities to the adventure in the form of ability scores and skills, c.lass feature!'->, radal lr~its. equipment, and magic items. Every character is dif­ferent: with various str~ngths and weaknesses. so the best par ty of advt·.nturcrs is one in which the charac:ters c:ompf~menr ear.h O{het and cover the \Vt:~-.kncsscs of

r~nonuc-rroN 7

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1 heir companions. The adventurers must cooperate to successfully complete the acivenrure.

The .adventure is the he~rt of the gMne. a stoty with a. be.ginnin~. a middle, and an end. An adventure mjght be cr~ated by the Dungeon !\·laster or purchased off the shelf, tw~.aked and rnodifi~.d ro ~uit the OM's needs and desires. ln either case. an 3dvemure features a fanolstit.-: settin~, whether it's an underground dungeon, a cnun­bling castle, a st retch of wilderness. or a bustling city. Jt featur~s a rich cast of character~: the adventurers created and played by the other players at the table, as well as nonplayer charactet'S (NPCs). Thos" char­acters mi~ht be patrons, allies, enemies. hirelings. or jusr background ext1·as in an advenmre. Often, one of the NPCs is a villain \vhose agend3 ch·ives much of an adventure's action. Ov~r the course of their adventures, the characters

are confronted by a variety of Cl'eatures, objects, and situations that they must deal \Vith in some way. Some· times the adventUJ'ers and m he.r creatures do their bc::>t to kill or capture each o ther in combat. Ac (II he1· times, the adventurers talk to another creature (or even a magical obje.ct) with a goal in mind. And often, the adveu(urers spendlitne lrying 10 solv~ a puzz.le, hypass an obstacle. find ::>omcthing hidden, or unravel the cur­rent situation. Nte.:111While, rhe adventHI'ers explore th~ world1 making decisions about whidt way to travel and what they'll try to do next.

Adventutes v~ty in leng th and complexity. A short adventure might present only 3 few challenges, a11<1 it might take no more than a s ingle g~une se.ssiou to coJllplete. A long adventure <:an involv~ hundreds of combats, interact ions, and other cha11cuge::>. and take dozens of se.ssio11s to play lhl'OHgh , stl'erching ow~1· \Necks o r months of r~d time. U.sual1y, the end of an advent1l1'e is rnark~d by the adventurers heading back to civilization to rest and enjoy the spoils of 1he:it' labor'..~.

But that's not the end of the story. You c<~.u think of an adventure a;:; a single episode of a TV series, made up of nmhiplc exciting scenes. A campaign is the whole series- a string of adventures joined to~cthcr: with a consislellt group of advemul'~rs following the narrative from start to finish.

THE THREE PILLARS OF ADVENT URE

Adventurers can try to do anything their playcrsean imagine;;, but it c""n be helpful to talk aboul rheil' activ­i[ies in three broad categories: exploration. social interact ion, and combat.

Exploration includ~$> both th~- adventurer~· movement through the world and thejr imer~ction with objec1s and situations that require their attention . .Explor~nion is the give.and-rake of the play~r~ describing \Vhat they want their characters to do. and the Dungeon Master telling the playei'S what happens as a 1'esult. On a large seale, that mi~h[ invoJve the characters spending a day cross­ing 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

that a captured scout reveal the sccrd tntram:c to thl~ goblin lair, ~etting information from a rescued prisoner, pl~flding for mercy from an ore chieftain, or persuading a talkative;; magic mirror lO $how a <l isr~nr foca1ion to the adventurer~.

The rules in chapters 7 and 8 s upport exploration and soci.a 1 inrera.ction, as do many d ass features in chapter 3 and personality lraits in chapter 4.

Combat. the focu:; of chapter 9. il)volves cha racter$ and other creatures swingin~ weapons. l~asting spells~ maneuvering (ot position. and so on- a II in an effort to defeat their opponents, whether that means kiUing every enemy, caking captives. o,. forcing a 1'011t . Combat is the most structured clement of a D&D session. with creaw tes taking rums to l'nak~ ~ure that everyon~ gets a chance to act. F:ven in lhe con1ex1 of a pitchr:d ba1 lle, there's st ill plenty of OIJ{)Ortunity (Or advemurers to attempt wacky stunts like surfing down a fl ight of S[airs on a shield, to examine the euvironment (perhaps by pullinp; a mysterious lever), and to interact with other creau.l1'es, including a Hies, en~mies, and neutral partit<> ... ~.

T HE WONDERS OF M AGIC

F~w D&D adventures end without something magical happening. Whether holpful or hannful, magic appears fr~qut:ntly in the lif~ of an adventurer, and it is the focus of chapters J 0 ~nd 11.

ln the worlds of D UNGEONS & DRAGONS, practit ioners of magic are rare, set apart from the masses of people by 1 heir ~x:traordinaty ta leor. Common folk rnight s~e evidence of magic on a regular ba$iS, btll it's usually minor- a fantastic monster, a vis ibly ans\vered prayer, a wizard w~dking through lhe streets with an animated shie:lrl guardian as a bodyguard.

For adventurers. though. magic is key to their S tH··

viva!. Without the healinp; ma~ic of clerics and paladins, ildvenlurt':l'-S would quickly succumh to th~ir wounds. Without the uplifling magical support of b• rds and cler ics, warriors might be overwhelmed by powerful foes. \Vithot.t( the sheet magica l pow~1· ann versalilil:y of wizards and druids. every tlue~d would be mag­nifi•cl t"nfolcl.

1\'la~ic is idso a favored lOo) of villains. Ivlany adven· £111'~s at•e driven by the machimitions of s petlcasters who .are hr:Hb~nl on using magic for 5o me ill end. A cute k.ader seeks to a .. vak.en a god who s h.nnbers beneath rhesea, a hag kidnap5 youth~ to magically drain them of thejr vigor, a mad \vizar·d labor~ to inv~s1 an army of automaton:; with a facsimile or life. a dragon begins$ mystical ritual to rise up as a god of dc.struction- thcsc al'e just a few of the magical threats that adventurers might face. \>Vith magic of their own, in th~ fotm of spcHs and magic items. the adventurers m ighl prevail!

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PART1

i'ARJ'' ClU -\TIN( • .._ ('H R"CTER

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C HAPTER 1: STEP- BY- STEP CHARACTERS

OUR !"UI.Sl' ST£PIN PLAYJKC AN ,, OVF.N'TURF.R IN Til F.

D UNGEONS & DRAGONS g~um; is tO irnagine and create a character of your own. Your c:haraccer is a combinat ion of game ~tatislk:S, rok:playing hooks. and yoor imagination. You choose a race (such as human or halOing) and a class (such as fighrer or wizard). You also

nvent the personality, appearance, and backstory of "lur characte r. Once compl~t~-d, your charac te r serves 5 your representative in the game. your avara1' in the OU~GEONS & D RAGONS world .

Before you d ive into step 1 below, think about the i:nd of adventurer you want to play. Yoo m1ght be a urageo11s fighter, a skulking rogue, a fervent cleric. or 3amboyant wizard . Or you migh( be more interested

nan unconventional character. s uch a~ a brawny rogue ho like~ hand-to-hand combat: or a s harpshooter who ks ofl' enemies from afar. Do you like fantasy fiction

:aturiug dwarvt':S or· elves? Try building a character of ae of those races . Do you want your character to be lhe ,.,ghest advemurer at the table? Consider a class like

..arbarian or paladin. If you don't know where ch;e to egin . take a look at the i l h.JSlral ion~ in chis book to see -hat catches your intcrt:~l. Once you have a character in mind, roll ow l.hese s 1eps

..,. o rder. making decisions that rd lcctlhe character you am. Your conception of your characte r might evolve th each choice you make. What's important is that you

-ome lO the table with a chal'accer you'r~ excited to play. Th roughout this chapte r, we usc the l~nn character

c;heet to meao whaleve1· you us~. m track your character, hether it's a formal character sheet (like rh~ one at the .,d of this book), some form of digita l re;(~ord, or a piece

notehook paper. An official D&D character sheet i~ a ·te place to st~trt until you know what information you eed and how you use it d uring the game.

DUILDING BRUENOR Each step of character creation includc:.s an e.-< ample of ttat step, w ith a player named Bob buildin~ h is dw~uf -.aractcr. Drucnor.

~ . C HO OSE A RACE

... \ery charac ter belongs to a rae~. one of the many telligcnt humanoid species in th~ D&D world. T he

"'I()St common player char3Cter ra<:.e$0 a re <fwarvef>, elve.c;: .a.IOin.gs. and bum~ us. Some races a l.so haw~ subraces1

"'uch as mounta in dwar f or wood elf. Chapter 2 provides 'f"\Qre infotmation abom the~se races, as weU as the less ~de.c;pread races of d ragon born: ~nomes, half-elves. l3lf-orcs, and tieflings.

The ra<":e-y011 <":hoose contributes to your character's entity iu an importam way, by e.!->tablishing a general ppear~ncc ~-uu.l tht: naturalla lents gained from culture nd ancestry. Your clt~uactcr's race grants particular

-acia l t raits, such as special senses1 proficiency \vith ·rtain weapons or tools, prollciency in one 0 1' mor~

... ,.Jlls. or lhe abihly co use minor sp~lls . These t raits ¥Jmetimes doverail with the capabilities of certain

dasses (sces.tcp 2). f'or example. the racial lrairs of lightfoot halflings make them except ional rogues, and high elves rend m be powerful wizards. Somctim~ playing against rype can be fun, too. HalfMorc paladins and mouutain d warf wizard.:;, for ~xample, can be unusual but memorable characters.

Your race also increases on~ or more of your ability sco1·es, which you determine in step 3. Note these increases and remember m apply them later.

Record the traits gr~mted by yOtH rat.~e on yoo r characte r s heet. De su re to note your Slarting langu.age.s and yo1~r base s peed as well.

BUILDING B RUENOR, STEP l Bob is sitring down to create his character. He decides tha t a gruff mountain dwarf fits the clHu·acrer he wants ro play. He notes aH the racia l lraits or dwar ves on his character sheet: including h is speed of 25 k et and the languages h~ knows: Common and Dwarvish.

2. CHOOSE A CLASS

Every adventurer is a member of a class. Class b1·oarlly describes a charact~1·'s vocation: what special talents he or :ihe possesses, and che tactics he or she is most likely to employ when exploring a dungeon, fighting monsters, or engaging in a tense nego1ia1ion. The chal'actel' d as5es a re described in chapter 3.

Your character receives a number of hen~fits from yOU I' choice of class. Tvtany of these benefits arc class features- c<tpabilitics (i ncluding spellcasting) rhat set j'OHI' character aparr from members of other das~es. You also gain a number of proficiencies: a r mor, weapons. ~kilb. saving lhrows, anrl ~ome-ri n"l~$ mols. Your proficiencics define many of the things your character can do panicularly well, from using certain weapons to ceiling a convincin~ lie.

On your character s heet. tecord a ll the featur~s that your class gives you at ltit leve1.

L!!Vli.L

'1Ypically, a charactet· srarcs at 1st level and advances in level by adventuring aud gaining experience points (XP). A lst-level charactor is inexperienced in the adventuring world, althou~h he or she m igln have been a soldi~r or a pirate and done dan~erous thin"s before. Statti ~lg off at l f>t level marks your character's Cntry

lmo 1 he adw:nt1ll'ing life. If you're already familiar with tht: garne, or ifyoH are joining an existing D&D campaign, your DM might decide to have yOtt begin at a higher level, on the assumption that your characte r has a lready 5urvived a few harrowing adventures.

QU ICk BUILD

E;i<:h c::lass description in chapter 3 inc-ludes a section offering suggcsliofls to quickly build a character of that dass., including how to assign your highest ability scores. a background suitable to the d ass. and starting spells.

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

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Record your le.vel on your characrer sheec. If you11'e scarfing at a hight:l' levr:l, record lhe addilional elemetH~ your class give~ you for your lcv<.:.ts past 1st. Abo record your experience points. A lst4 lcvel character has 0 XP. A hi~her~Jevel cha racte r typically begins with the minirnum amount ofXP r~quired co reach rhar level (see ''Beyond 1st Level" later in this chapter).

H IT POI NT S AND HIT D ICE Your character'5 hit poinrs define how tough your character is in combat ami other dangerous situations. Your h it points a re determined by your Hit Dice (5hort for Hit Point Dir.e).

ABILITY SCORE SUMMARY

Strength Me-asures; Natural athleiicism. bodily power fmportant for: Barbarian, l1ghter, paladin Racial increases:

Mountain dwarf (+2)

Dragonborn ("2)

Dexterity

H•lf·o:c (+2)

Human (+1)

Me(Jnm:s: Physic.al agility. reflexes, bJiance, poise

lmpottartt for: rv1otlk, tangcr, rogue Rac.ial fncrcases:

Elf (+2}

HalOing (+2)

Constitution

Forest gnome (+1}

Human (" 1)

Meosures: Health, s tamina, vita! forc;e

lmportam for: Evetyotle Raciof Jncre.ascs:

Dwarf (+2)

Stout halfting (~1)

Rock gnome (·1·1)

Intelligence

Half-ore (+l)

Human ("1)

Measures: Mental acuity, i n(o(mation (e<:all, anatytical s~i ll

Important for: \)'lizard Rociallncreoses:

High elf (~1)

Gnome ("2)

Wisdom

Tiefling (+ 1)

Human (+1)

Measures: Awareness. intuition. insighl

Important for: Cleric, druid Racial ft~ueosts:

Hill dwarf (+1)

Wood elf (+ 1)

Charisma

Human (+1)

Meos·ures: Confidence, eloquetlce, leadeiship Important fOr: Bard. sorcerer. warlock Raciof Jncre;ases:

Half. elf (+2)

Dro'v (" 1) lightfoot hal fling (+1)

Dragonborn (+ lj Human ("1)

Tie Aing (+2)

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

At l sl level, your charact~r hal$ 1 Hit Die, and the die type is determined by you r class. You s tart with hit points equa l to the hi~hest roll of chat die, as Jnd ictlled iT) your class de-~scription. (You also add yot11" Consli{tl lioo modifier, which you'll de1errnine irl s tep 3.) This i::. also your hit poiot r:nax.imum.

Record your characte r's hit points on your cha1·acter sh~er. Also rec:o1·d th~ ryp~ of Hit Di~ your chatacler uses Hnd lhe number of I-I it Dice you have. After you re.o;;t, you can s pend Hie Die~. ro regain h ie points (see "Rest.ing" in chapter· 8).

P ROFICIENCY BONUS The ta ble that appea rs in your class description shows your {Jroficiency bouu8, which is +2 for a l.st~lcvcl characte.r. Your proficiency bonus applies to many of t he numbe1·s you'll be 1'ecor<i i1lg on your characler sheet:

Attack rolls using weapons you·,·e proficienr with At tack !'oils v; ith s pe lls you cast Abilily checks using skill:i you're proficient in Ability checks usina tools you're proficient w ith Saving throw·$; yoo·r~ proficient in Saving lhrow DC~ for spell~ you cast (explained in each s pellcasting class)

Your class determines your weapon proficiencies, your savin~ throw profic iencies, a nd some of your s kill and tool proficiencies. (Skills ar~ described in chapter 7, tools jn chapler 5.) Your background gives you additional skiH and tool proficicncics 1 and some races give you more profici~nci~~s. Be sure to nore al l of lhese proficiencies. as well as your proficiency bonus1 on your charac[er she..ec.

Your proficiency bonu$ can't be added to a sin~le die roll or other number more than once. Occasiona!ly, you1· profici~ncy honus rnight be modi lled {d01.1bled or halved. for exa mple) before you a pply it. lf a circumstance 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 more rha n once* you nevenh~less add it on ly once . multiply it only one~, and htllve i1 only once.

BUILDING BRU.El\OR. STEP 2 Bob imagines Bruenor charging· into hatd~ w irh .an axe, one horn on hi$ helmel broken off. He makes Bruenor a fi~htcr and notes the fi~hter's proficiencies and t.sc-l~vel class features OJl his character sheet.

As a lst-lcvd fighter. Drucnor has 1 H it Die a d!O­~utd starts with hit points equa l to 10 +his Constitution modifier. Dob notes th is1 and will record the final numher after he def~l'mines Brue.nor's Cons{ilulion score (see s tep 3). Bob all$0 notes the protlcicncy bonus for a lst .. Jeve l characte r, which is 7'2.

3 . D ETERMINE ABILITY SCORES

·Much o f whal your character docs in lhe game depends on his or her six abHities: Strength, Dexterity, Constitution, Intelligence. Wisdom, ond Charisma. Each abilily has a score., \\•hich iti: a munbcr you record on you r character sheet.

The six ~i.bililics and their usc in the game a re described in chapter 7. The Ability Score Summary

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rablc provides a quick reference fur what 4\1\d itie~ ue measured by each ability, what nu;c~ increas~ ',\ hich abilities, and what classes cun~idcr each ;:lbility panicuJarJy importnnt.

You gt>nerare your c:haraC"ttr's six ability scores r.~ndomly. Roll four 6·sidecl dice and record the total of ·~ hiahest three dice on il piece of scratch paper. Do hi~ live more times. so that you ha\·e nix numbers. Jf

MJ want to save time or don't like the: idea ur ldlldumh· c'lerminina ability scores. you can usc the following .,

·•ore•in.re•d: 15. 14,13. 12. 10.8. \0\\ take your six numbers and wTile each nUiober

.cside one of your character's six abilities to assign :ores to Strength. Oexterity. ConsLitulion.lmeUigeoce.

':tsdom, and Chari~ma. t\frerwardf make any changes )Our ability scores as a rcl:tuh ur your race choice. After assianina your ability a<:orc:.. dete rmine

JUt ability modifiers usin" the Ability Scores and todifier~ t;'lblc"!. To determint an ability modifier wifhout •nsuhing the t«blc. subtractlO from the ability score

'!d then divide the result by 2 (round down). Write the '<XIifier next to each of your scores.

6UILDINC 8RUllNOR, STEP 3 lob decide• to u•e the .randnt·d set of scores (15. 14. 3. 12. 10, 8) f(w Brueno,..s nbilit i-.s. S ino-. h•s a fightet~

,.. puls his h ighest S<.:Qrc . 15, in S trcu"lh. His ucxt· ~ghcst. 14, goes i n Constitution. Brucnor might be a <ash fightet·, but Bob decides he wants the dwarf to

older. wiser. and .n good leader. so he puts decent .. ores in \¥i~dnm nnrl Chnri~ma. After Z!.pplying his

ial benelits (increftsini Brue-nor's Constitution by - .md h is Strcnjlth by 2). Drucnor·~ :tbility scores and

'!difiers look like this: Strenfith 17 (+3), D.xt.rity 10 f)). Constitution 16 (+J), l ntclligcucc 8 (-1). Wisdom l:J H. Cha ri•m• 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 I hr. 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 enables 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

ABILITY SCORES AND MODIFIERS

Score Modifier SO>re Modifier

1 -5 16-17 -3 2-3 - 4 18- 19 +4

4- 5 - 3 20-21 .s 6- 7 - 2 22-23 +6 8- 9 - 1 24-25 ~7

10- 11 <{) 26- 27 .. a 12- 13 +1 28-29 +9

14-i5 +2 30 •10

averageandnearlyequal (l3.13.13.12.12.12),orany set of oumbers between I hose exl remes.

4 . DESCRIBE YOUR CHARACTER

Once you ktlO"" the basic game aspects of your character. ifs time to flc.sh him or her out as a person. Your character needs a name. Spend a few nlinuces thinking abo~1t what he or she looks li ke and how he or she behaves in general te rms.

Using the infotmation in r:hi!ple.t 4, you can flesh ou1 your character's physical appearance a nd personality t raits. Choose your character's alignment (the moral l":ompasso that guirl~s hi~ or her rl~r:is ion$0) and ideals. Cltapt~r •I a lso hdv• you identify the things your character holds most dear, called bonds, and the 8aws that coukl one day undel'min~ h im or h~1·.

Your character's background describes where he or ~he came from, hi::. o r her odainal occupation, and the character's place in the D&D world. Your DM mi&ht offer additional baclq~roumls beyond the ones included

13

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CHAPTER 2: RACES VTSTT TO ONF OF'THf: ¢RfATC1Tif.S INTHl

wurl<l; uf DUNCEOI'S & 0RAC0"S Watcrdccp. the Free City of Greyhawk, or even uncanny Sillil. rh• City of Ooors­

\~ Q\ er,vhehn:, the senses. Voices chatter in \i- cuuntlcss diffcrcntl~nau~l(<!s. The smells

of c:ookine in do?.tns o( different cuisines ~ingle '' ith the odors of crowded streets and poor

5allitation. BuiJdinAs in myriad archite<::IUrnl ~tylt-~ ..JJS.p1ay the divel"$e orilins of their inhabitants.

And the people thcmsci\'CS people of varying size, 'hape. and C(')lnr, d~s.c;~ in A daulina spec1nnn

r styles and hucs- n;prcscnt many different races, rom diminutive halflings and ~t()Ut dwarw~~ ro maje:..tk::~lly beauti(ul elvc:s. minw:linat a mona a variety

htlman cthnicitics. Scattered amon~ the member~ of rhe~ more common

races are the t•·ut~: ~xn1 ks.: ::t hulkina dr::tg-onborn her<:, mshing hl::> way lhr<.>uUh the cr<.>wd, and a s ly 6cH!n~ ~erc. lurkin~ in the shadow~ w ith m l~r.hlt:f in hf:r t:yes.

-\group of gnon1es hHiihS as Out: <.>f th<.:m activates a ever w<.>odcn toy that move!'t of ir~ ow11 acr.01·<1. Ha lf­

·h•cs a nd half-om~ live nnd work Alongside humaus. 1.\ ithout r,,lly br:1ona1na to the r<tcc.Y o f <.:ith<.:r of their a rents . Ami there. well out o f t he sunli~ht, is a lone row a fu~it ive from the subt~n·a. 11t.nn ~xpnn~e: o f

he Unde rda rk. tryina to ma ke.: his way iu •~ world at fears hi.'J kind.

C HOOSING A RAcE Humans c:u·e the tnO~t common pc.:oplc in the worlds o f '6.0. but they Jive nnd work alnngside rlwarve!i. ~lve$1.

IHin.gs. and r.ountle$.$ other fantastic spc.:cics.. Your aracter lx:luu11• t<> one of these peoples. ~ot every intelligt.nr rar:t. or tht muhiverse is 1ropriate fur a playcr-cuntrollcd adventurer. Dwarves.

t ;cs. halflimts. nnd humnns are the m()~l c:nmmon r ~s to produce the ~rl of advt-nrurt-rs who make up

meal parries. Oragouboni.IIJIUtncs. half·d,'CS. half· n~. and tieflings are le~~ common as Ad'<-""enturers. 1ruw. a S'Ubrace or eh·C$. arc also uncommon.

our choice of race ;~.ffecls many different a~pec:t~ nf ur character. Jt establishc:b furtdarncrual qualities that hl throughout your character's adventuring c:.reer. 1en makinR this decision. keep In mind rhe kincl a(

ractcr you want to play. For example, a halfling coulcl a good choic• for a sneaky rot~ue. a dwarf makes a

.... gh warrior. and an elf can be a master of arcane maaic. \our character race nnt nnly affer.r~ j'<"Uit' abiliry sc-ores d rraits b\1( alsu proviclc$ the cues fur buildina your aractcr's story. Each rar..e·~ c1t.t;Cri('l tinn in I hi~ chap(rr ·tudes in form~tiuu tu help yuu ruJcplay a character of at race. includin~ personality, physical a ppea1·anr..e. aturcs of society. and rac-ia 1 a lignmt:tll t e:nc1~r1Ci i"!}. .

hese d~l a ils /11'e suwa~::sliOIIl~ lO help Y0\1 th ink about ur character: tu.lvcntur~.;r~ cun deviate widely fro m the rm for 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.

RACIAL TRAITS

The description of each race includf" .. s racial trait~ that are common 10 members or that race. The following entries appear among the traits of most race.~

ABILITY Sco R£ lxCREAS£ £\'ery race increases one or more of a character's ability S<..-orcs.

Ac£ The ag~ entry notes the age "'hen a member of the race is considered an adult. as well as the race·~ t.X(M'!Cit..d

life-::opan. Thi~ inform;uion <'..an help y0\1 decide how old your character is a t the s tart of the J,!ame. Ynu can choose any age for your charac1tr. which could pmvide a n ~xp1anation for soo1P. of your ability scur<.:$. For e xample . if you play a young or very old character. your a~c could explain a particularly low S 1rt:t1g1h or Co nstirution ~core. while advanr:ed age could t1ccuuut for a high !ntclHgcncc or \Vi~dom.

A LICNMENT

Most taces have leodcn<:ies lO\v.:-trd certa in ulignmcnt~. dest..r ib~d iu thi~ <.'Jltry. Thcl)c ~uc not bindinr;t for plnyer ch~tr~tctcrs, but considerin~ why your dwarf ir-. r.hno1 ir.. for example, in d~fia nr.e of lawful dwarf soci<:ty e~n lu;lp you be1te1· delioe your char~-tl' lt::r.

S tZE Cha raClers of tnO$l race~ an; \>ledimn. a !:>izc catq(ory including creatures that arc rou~hly 4 to 8 feet ta II. Members of a few ra<es a re Small (between 2 and 4 feel tall), which rneatt• that certain rule• oftbq{ame affect them differe ntly. The mos.t important or th~se rl1le~ i~ thatS man characters have u·oulJie wielding hca\'y weapons. as e xplained in chapter 6.

S PEED

Your ~d d~l~line-.s how far you cau lliQ".'C when traveling (chapter 8) a:.d fighting (chapter 9).

LAXGUAGES By \•irtue of your race. your character can spe:t.k. read. and wrire certain languages. Chapter 4 lists the most common lauguagcs of the D&D multivcrse.

SUB RACES Some races have sul>race~. ~1eml>ers uf a subracc h ave the tra its of the parent race in addition tn rht. trair~ ~per.ifi~ci for thei1' subt'aC"e . Re1cuionship~ amonjl sul>racc:; vary si~nificantly from race to race and world to world. in rhe D1'agon la nce campaign ~clting, for exa mple. mounta in dwarves and hill dwa1·ve::; live to~ether as diffe.rent cla n::; of t he same pt":oplt~:. but ;n t he Forgorten Realms, 1hey live f:-:.1· .3lJttrt ir1 separal<: kingdoms a nd <.:all thcml:idVt:l:i l:i1Licld dw~1 rvcs und ~old dwarves . respectively.

P'\ IH 1 1 R \(':rc.

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18

D WARF "Y~R LATE, ELF!'' CAME TW~ ~OUGH EDGE O F A l'"AMIJ.. I.A'R

voice. Bruen or Bcrrlehommer walked up the back of his dead for. disregarding thejoct that the htw~y monsler l~}' on lop of hi.s eluenfriend. In spite ojtheodded discomjorl.

the dwurj's long, pointed, often-broken nose and gray ­

streaked tl1ough still-fu!~)~ red beard came a.'\ a u;elcome

sight to Vriz;:l. ·'Kt~ew I'd.find_ve in trouble if I came our

on· looked for ye!" - R. A. Salvatore, The C1ystal Shurd

Kingdoms rich in ancienr grandeur, ha11~ carved lnto {he roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a comnlirmt":nt to clan and n·adit ion, and a burning hacred of goblins and orcs-·th~!':~ common threads 1.1nite a ll dwarv~.

T-ART 1 R.AC.t:.S

SHORT AND ST OUT Botd and hardy, ch~'31'\le~ are known as skilled '"'ardors, miners. and wo1·kers of stone and metal. Though they stand well under 5 feet Hd), dw.:u·ve.~ ar~ $0

broad and r.ornpact that they can weigh as much as a hom an standing nearly two feet ta11er. Their cour.ag~ and endurance are also ea$>ily a match for any of the larger folk.

Dwarvcn skin ranges fmm deep brown to a paler hue tinged with red, but the mosr common s hades are li~ht brown or d~e:.p tan, like certain Lones of earth. Their hair. worn long but in $implestyk.s. is usually black, gr<Jy, or brown: though paJer dwa rves often have red hair. Male d warves va lue their beards hjghly <Jnd groom them carefully.

LoNO M EMORY, LoNG G RUDGES Dwarves can live to be more than 400 years old, so the oldest living dv.rar ves ofcen remember a very differemt \VOrld. Por example, some of (he olde$t dwarves living in Citadel Felbarr (in the world 'of the. r'orgouen Reahns) can recall the day. more than chree centur ies ago, when orcsconqueted the fortress and drove them into an exile that la:;ted over 1 50 years. Thi~ lon~cvity grants them a pt:t'$1pect ivc on tht~ world thaL $honer-lived races S\ t(:h as hu man$ and halfiings lack.

Dwarves ar~ solid and enduring lik~ th~ mountains they love. weathering the pa~:;.s.agc of centuries wilh scoic endurance a nd little change. T hey respect the traditions of their clans. tracing [h~ir a ncestry back to 1 he:. founding of ch~.ir mo~t anckut strongholds in the youth of the v.;orld, and don't abandon those traditions lighdy. Par( of chose tradit ions is devorion to the ~ods of the dwarves. who uphold the dwarven id~al$ of indust rious labor, skill in baule, and devotion to the forge.

Individual dwarves Hre determined and loyat true to their word and decisive in ac:tion. sometimes to rhe point of stubbornness. 1vlany dwarves ha·ve a srrong sense

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f jusrice, and they are s lo·w to fot·g~t wrongs they have. .. uffered. A wrong d01)e lO one dv/.:trf is a Wl'Ong done 10

1e dwarf's e ntire clan. s o \Vhat begins as one d\\'a rf's unt for vengeance can become a. full· blown clan feud.

C LANS AND K INGDOMS ~warven kit)gdoms sfl·er(';h d~ep beneath the mountains

here the dwarves m ine gems <t.Ild pn::.ciOu$ mel<tls nd for~c items of wonder. They love the beauty and

..nisrry of pr~dous metals and fine jewelry, and in some .-.arve:; this love festers into av~uice. \Vhatever wealth 1eycan't fi nd in their mountai n~, th~.y gain th rough rade. They dislike boat$, s o cnterpd$iug humans and Wflings frequently handle [fade in dwa rven goods ong water routes. Trust worthy m.embers of other races re welcome in dwarf settlements! though some a rc.as re off limit~ even to th~rn.

The chief unit of dwarven society is the clan, and ·arves h ighly value s ocial s tand in~. Even dwarves

ho live far from 1.hek own kingdoms cher1sh their clan entities and affiliations. recognize related dwarves,

"Ki invoke their ancestors' narnes in oaths and <:urs~$. - be clan less is the worst fate that can befall a dwarf.

Dwarves in mher lands are typica lly artisans, ..;;.-pecially we.apoo-smiths, armo1·ers, and jewel~1-s. Some ~me mercenaries o r body~uards. highly sou~ht after r their courage and loyalty.

Cons, GoLD, AND C L AN

f'\~~~o·arves w ho ta ke up the advenrurinq life mi~ht be .otivated by a desire fot' 11·easurr:- 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 callin~ or simply a esire to bring glor~· to one of the dwarf gods. Cla n and 'Cestry are also important motivalor:s. A ch .. •a1·f might ::ek to restore a clan's lost honor, avenge an ancient rong [he d an suff~reci, or earn a new place \Vithin the 10 after having been exiled. Or a dwarf might search .r the axe wielded by a mighty anc•sror, lost on the field battle centuries ago.

SLOW TO T RUST

Dwarves get along passably '.\'ell •Nith most other ra<es. "The difference between an 3cquaint.1nce .1nd a friend is about a 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 a short·lived race like humans to earn a dwarf's trust.

fives . .,It's not wise to depend on the elves. No telling wh.1t an elf will do next; •Nhen the hammer meets the or.c's head, they're as ~pt to start singing as to pull out a swo:d. They're flighty and frivolous. Two things to be said for them, though: They don't have many smiths, but the OrlcS they have do very fine work. And when or<:s or goblins come streaming down out of the mount~ ins. an elf's good to have at your ba<:k. No! as good as a dwarf. maybe, but no doubt they hate the orc::s JS much as we do.'·

Hatflings. "'Svre. they're pleas;:mt fol~ . Bvt show me a tlalfli ng_ hero. An empire, a triumphant army. Even a treasure for the ~ges made b>• haiAing hands. Nothing. How <:an you take them seriously?"

f-lumGns. "You take the time to ge~ to know a human, and by then the human's on het deathbed. If you're luc~y. she's got kin- a daughter o: granddaughter. maybe- who's got hands and heart as good as hers. That's when you <:an make a human friend. And w~t<:h them go! They set their hearts on something, they'll get it~ whether it's a dragon's hoard ot an empire's throne. You have to admire that kind of dedication. even if tt gets them in trouble more often than not!'

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20

DwARF NAMES

A dwarf's name is granted by a d an ~lder: in accordance with lradit ion. Every proper dwarven il(u n e has been used ~md ret,sed down th rough the ~cncrations. A dwarfs nam~ belongs to th~ clan. not to the illtUv.idual. A dn•a r f who misuses or brings sham~ to a clan namt·. is s lrippe<l of rh~ na me and forbidden by i.aw ro us~ a ny d·warvcu name i n it$; place.

Male Names: Adr ik. Alberi.ch, Bo-.rn, Barendd, Drottor. BrueHor, Dain, Da rrak, Ddg. Ebcrk. EinkH, Farg·r im, F lint, Gardain. li arbek. Kildra k, Morgran, Orsik. Oskar. Rangfim, Rurik, Taklinn1 Thoradiu. Thorin, Tordek, Traubon, Travok. Ulfgar, Veit, Vondal

Female Names: Amber, Artin. Audhild. Bard•'Y"· Dagnal, D ies-3, E.ldet h, Fa lkrunn, Fincllcn, GunnJoda, Gurd is. llclja. J-lliu. Katlli'O, K•·istryd, l!dc, Liftrasa, Ma1'dred, Riswynn. Sanul. 1brbera. Torgga, Vistra.

Clan Names: Rald~rk, Bart lehammcr, Brawnauvil, Dankil, Fircfor~c. Frostbeard. Gor unn, Holdcrhck. lronllst . Loderr, Lutf4chr. Rumnalleim. Su·akeln, Torunn. Ungar{

DWARF T RAITS

Your dwarf clHo:acter ha~ an as..o;orcmcnt of inborn abililies, parr and parcc1 of dwarven nahH'e..

AbiHty Score Increase. Your Constitullon score i n<":reases by 2. A~e. Dwarves mature a t lh~ same r<ue as. humans, but

they're con.sidt:l'~d young until they reach lhe age (Jf 50. On avera~c. th<:y lh·e abo1.H 350 years.

AliSnment. Most dwarv<:~ Hre lawf\1l, b~lieving firmly in the bcnefils of a well-ord~.red society. Th~y tend towar·d good as well: with a s trong sense o ( fair play and a belief that eve1'yone d~~o;;erves to s hare in the. benefks of a j l.ISf order.

Size. Dwarv~.s .stand betv.rccn 4 and 5 feet call and avera~c aboul 150 pound~. Your size is Medium.

Speed. Your ba.sc walking speed is 25 feet. Your svc~d js 1101 l'f.<iuc~.d by we.arin~ heavy armor.

Dark vision. Accuslomed ro life under~round, you have sup~rior vision in dark and dim conditions. You <;.an see in dim lighl \virh in 60 feet of you as if il \Vere br ight light. and in darkness a!:> if il w·ere dim light. You can't di::;cern color in darkness, only shadt:s of gr~y.

Dwarven Resille.nc-e. You have advamagc on saving lhrov..'S against poison. and you have resistance against poison damage (f:xplained in chapter 9).

Dwarvcn Combat Training. You have profid ency with the batt lcaxc. haudaxe, 1h1·owlng hammer. and warhanlmf.r.

PARI 1 R.,<\(.fS

Tool Proficiency. You gaio prolidency with the a1·1isan'5; tools of your choice: srnith"s tool.s, brewer's supplies, or ma;:;on 's tools.

Stonecunlfin4. 'V.'henev~·· you make a n lntcllig~nct: (History) check related to {he ol"ig1o of stonework, you are <":on::;idered proficient in th e H is1ory $>ki ll and add doubl~ yo~n· pmfic1ency bonus to the check. i nstead of your normal prollci en<":y honus.

LanRuages. You can spe0:1 k, read, and write Common and n~\~arvish. Dwarvish is fuU of hard con::;onants and ~uttund sounds. and those charactcrislics spiU over imo whatev~r other lan~uage a dv .. ,a ,·i might speak.

Subrace. Two main suhra<":es o( dwarvc.s populale the worlds of D&D: hill dw<trves and moumain dwarves. Choose one of thes~ .sub races.

H ILL D WARF As a hill dwarf. you have keen s~ns.es, de.ep jnruition. <tud remal'ka.ht~. resilience. The gold ch-var\'f.:S of Faertin in their mighly soul hem kingdom arc hill dwarvc$. as ate rh~- exiled Neidar .and the debas~rl Kla1· of Krynn in the Dragon-lance .sert ing.

Ability Score increase. Y()ur \<Visdom score increa-s~.s hy 1.

Dwar'Ven Toughness. Your hit point maxinwm increases by 1. and jl increases hy J every t ime you g;.in a l~v~.l.

M o uNTAJ N DwARF As a mountaiu dwarf, you'l'e srrong and hardy. accustomed to a difficulllife ill1'ugged terrain. You're probably on th• tall s ide (for a dwar(). and tend rowal'd lighter coloration. The shield dwarves of northern Faerun, as w•ll as the ruling llylar clan and the nohle Daewar clan of Dragon lance, a1'e mountain dwarves.

Ability Score Increase. Your S lrength scor~ increa.scs by '2.

Dwan·en Armor Train In~. You have proficiency with light a nd medium armor.

OUERCiAR

Jn cities deep in the Underdark live the duergar, or gray dwarves. These vicious, ste(llthy slave t raders raid the surface world for cap~ives, then sen their prey to the other races of 11he Underdark. They ha"e innate magical abilities to become invisible and to temporarily g;ow to giant size.

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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 rose jrom 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 CO hold 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 of Autumn Th!ill.~r

of"S are a rnagic;al people of othcnvorldJy grac:C'!, l iving "he world bul no1 enti rely pa.n of it. They Jive iT'I

<I<.:Cl:> Of elhere::~l h~auty, it, the midst of and~nt (Ol't:St~

,. in silvery spires gl ilttril'li with faerie li~ht. 'Nl1crc ft music drifrs t hrouah the air and gende fragrances ah on the breez.f". Elw· ..... l\ love nature and magic, a1'r ~d artistry. music and poetry, and the good things ·he \\Orld.

SLENDER AND GRACEFUL

, ith their unearth ly grt~r.t. nnd fine fcmurcs. clvcl:S >pear hauntin~Ly IJcautiful to humans and members mt~ ny other race~. They me $lightly shortel' rhan

umans on average, rang ing from we ll under 5 feet lito just over 6 feet. Th•y nre more ~Iemler than uman,. weighing only 100 t<.> 1 •15 pounds. Male' and

krnales a r~ ahour rhe same height, aud males are Dnly margi il~-tlly hr:t~viel' t hnn (emnlcs. Elvc:.~i color.~ l ioll e.n(";ompnsscs the norm~d htnn::ul

ran~c ~md al:;o incltldt:r; ~ki1\ in s hades of copper, bronze, and almost bluhsh-whi l~, hai1' of green or blue. aud eyes likt:. pool~ of liquid J.(uld or l:Silver. Elves have no facial and little b ody h air. Tht.y faYo r elegant cloihina in bright color'>'>. and rhey enjoy ,;llnple yet lo•·ely jewelry.

A TntELESS PERSPECTIVE :..:..;_;=-._ __

Eh'cs can live we<: II 0\'~1" 700 years. giving them •~ brosad perspective on events I hAt rnight t rouble the shorter· lived races more deeply. They a re mor~ ofrr:n amused than exdtcU, and more li kt.ly to be curious than greedy. They rend tn remain a loof and un fa•ed by perty ha ppenstance. When pur-~tting a goal, hmvever, whctlu:r

'" '

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adventuring on a rnission Ol'leanling a nt:w skill or art, elves c.an be focused and relentless. They are s low to make friends and enernies, and even slo\vCr to for~et them. They 1·epfy to pelly insults with disdain and to $erious insult:;; with vcn~cance.

Like the branche5 of a young rree, elves are fk:xiblc in the face of dang~1·. They trust in diplomacy and c:omptomise (O resolve tliffcrenccs before ch~y escalare to violence. They hav~. been known to retreat from imrusions imo their woodland homes, c:onfidem that they can simply wait 1he invader s out. But when rhe need atises . elves reveal a stern martia l sid~. dcrnonstratin~ skill w ich swol'd , bow, and :strategy.

HIDD EN W o o DLAND REALMS

Most elves dwell in srnall forest vfltages hid4en ~unon~ the trees. Elves hum game. gather food. and g row vegetabt~. and their skill a nd magic: a llo'v I hem to support rh~mselves without the ueed for clear ing and plowing hmd. They a re calented a•·t isans, crafting finely worked clothes and an objects . ' l'he.ir contact with outsid~.rs is usually limited, though a f<:.w elves make a good living by trad ing crafted icems for me(als (which they have no inte.rest in min ing). Elv~s t':1lCounlered out~idt·. thc.ir own lands are

commonly lraveling minstrels , a rt ists , or 5ages. Hmnan nobles compete for the services of elf instr uctors to ceach swordplay Of' magic to their children.

E X PLORATION A ND A D VENTURE

Elvc~ take up advcmuring out ofwa ndel'lust. S ince they are so long-lived. lhey can enjoy centuries of exploration and d iscovery. They dislike the pace of human society, which is regim~nted from day lO day but c:onstantly changing over decade~. so they find careers that Jet them travel freely a nd set rheir own pace. Elves also enjoy exe1·cis ing their mar tia l pro\vcss o r gaining greacer magical power, and advenluriflg aliO\v~ them

l'.\ RT l R \Gf~

to do so. S ome mjght join with rebels fighting againsl oppression, and others mig ht becorne champions of moral causes.

E LF NAMES Elves at'e (';Onsidered ch ildren until they declare rh~mselves adults. some time after the hundredth birthday, and before this p..riod rhey are called by child 1lames.

On declaring adulthood, an elf selec ts an adult name, a lrhough those \vho knew him or her as a youngste1· might continue to use the child name. Each elf's adult name. is a un ique c:1·ea1 ion. though it 1l1ight reflect the names o f respected individuals or other family m.embers. Little distinction exists betw~en male nam~s a nd f~rna le names: tlte grouping~ here reftec:t only geucral tendcncics. ln addit ion, eve1·y ~I f bears a family name, typically a combination of other Elvish \vords. Some elves travelin~ among humans translate their family names into Cornrnon, but others retain the Elvish version.

Child Names: Ara, I3ryn, Del, Eryn, FaP-n, Tnnil. Lael. !\·fella, Naill, Naeris. Pha un, H.acl, Rinn, Sai, Syliin, Thia, Vall

Male Adult Names: Adran, Aelar, A1'arnil, Arannis. Aust, Beiro, Ber rian, Carrie, Rnialis, Er<hm. Erevan: Galinndan, Hadaral, Hdan. Himo. lmmcral. Ivellios, l..audaJl, Mim.l.artis. P adias. Peren, Quadon, Ri.ardon. Rolen, Sovcliss. Thamior, Tharivol, Theren. Varis

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Although the)' c<m be haughty, eiV'es are g~neratly gracious even to those who fall short of their high expectations­which is most non-elves. Still. ihey can find good in jus t about anyone.

Dwarves. ''O•o,.•arves ar~ dull, d umsy oars. Cut what thEy ad. in humor, sophistication, and manners, they make up in alor. And I mus;r admit, their b--est smiths produce art that

approaches elven quality.'' Haljlings. "Halfl ings arc p~opte of s imple p!easu:es, 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 ·-tmselv~s tougher than they seem \vhen the need aris~s.''

Humans . .. All that haste, th~ir ambition and drive to ~complish something before their brief lives pass away­.. uman endeavors seem so futile sometimes. But then rQIJ look at what they h<:•1e accomplished, and you have to .appre<iate ;rheir achie'.'emcrlt-s. If only the;• could slow down .and le<'lrn some refinemcrH.''

Female Adult Nam_es: Adrie, Althaca. Auastrianna, .\ndra:;te, Antinua , Bcthryuoa, Bir~l, Caelynn, Drusilia , Enna, Felosial, lelenia, j e lenneth, Keyleth, Leshanna. Lia . . Medefe, Mia lee, Ka ivara, Quelenna, QuHiathe, Sariel, Shanairra. S hava. Silaqui, Theirastra, Thia, Vadania., Valanthe. Xanaphia

Family Names (Common Translations): Arnakiir Gemflowet·), i\mastacia (StarJlowet), Galanodel ~1oonwltisper), Holimion (Diamonddew), Tlp helkiir Gemblossom). 1.-iadon (Silverfrond), Mcliamne Oakenheel), Na ilo (Nightbroe•e), Siannodel ~1oonbroo)<), Xilo<r.ient (Goldpctal)

E LF T RAITS

.JUr e lf character h~1~ a v-ariety of natural abilitie~, lhe ~uh of {housands of years of <.:lven refin~menr. Abillty Score lncreas·e. Your Dexterity s<.:ore

...creases by 2. Age. All hough elves reach physical maturity at about ~~e same age as humans, tbe elven understand ing of

.dulthood go~s beyond physical growlh to en<'..ompass 'Orldly experience. An elf typically claims adulrhood ncl an adult name around the age of 100 and can live

be 750 years old. Alignment. Elves love freedom, variety, and sd f· tpression, so rhey lean s t rongly toward th~ gentler s-pects of chaos. They va lue and protect others' reedom as we11 as their own, ~r1d they are more lten good than not . The d ro"v a rc an exception; their 'ilc into t he Uoderdark has made them viciO\tS and

Y.ange rous. Drow ~ue more ofren evil t han not. Size. Elv~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 . and 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 the Perce ption skill.

Fey Ancestry. 'You have advanlage on saving th rows .gainsr bei ng charmed! and magic can't put you to sleep.

I

Trance. Elves don't need to slecp.ln~teatl, (he,y meditate deeply, rernaining semiconscious . for 4 hours a day. (The Common \Vord for such meditation is ''li'ane;e.'') 'While meditating, you can dream after a fashion; such d1'eams arc a<.:tually rnenral ~x~rcises that have become reflexive throup;h years of practjce. After resting in this \vay, you gain rhe same benefit that a human doe,, from 8 hours of sleep.

Languages. You ca n speak= read. and write Cornmon and Elvish. Elvish is Ouid, w ith s ubtle intonat ions and int ricale grammar. Elvcn litt'nHu re i-s rich and varied . a nd their songs a nd po~ms arc famous among oth~1· races. Many ba rds learn theil' languag~ so they can add Elvis h ballads to lheir repertoires .

Subrace. Ancient divides among the elvcn people resulted in l.hret: main subracc~: high e lves, wood e lves, and dark elves, who are. <'..ommonly called drow. Choose 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 e.Jves of t he Porgouen Realms). so if you wish. you c:an choo!'-:~· a narrower subrace.

HIGH E t.F A!'-: a high elf. you have a ke~n mind and a mast~ry of ~-\{ Jeas1 the basics of magic. Tn many of t he worlds of D&D. there are rwo kinds of h igh elves. One type (which includes the gray elves and valley elves of Greyhawk, the Silvancsti of Dragon lance1 and the sun <:.lves of th~ Forgotten Rcahns) is h<t~tghry and r~dusive. believing lhem!'-:e lves to be superior to non-~lvt:s and even other e lves. T he other type (including the high elves of Grcyhawk. the Qt~al i ne.sti of Dragou lance, and the moon c1vc~ of the forgorren Realms) arc more common a nct more fricmiJy, and ofren encountered -.-unoug humans and other races.

The sun elves of Faet·On (also called gold elves or f>unrise elves) have btonz~ f>kin and hair of copper. black . or golden bloud. Thei •· ~ye.:; are ~olden. silver, Ot black. Moon elves {also c,::~lled s ilver e lves or gray elves) a t·~ much paler, with alabasle1' skin sometimes linged with blue. They often have l1air of si lver-white, black, or blue, but various .shades of hlond, brown. and red (U'e

not uncommon. Th<.·.ir eye$ a re blue or ~reen and ik.cked with gold.

Ability Score Inc-rease. Your lntcUigeuce scote inc:rea~es by 1.

£/f Weapon Training. You ha ve proficiency with the lougs\vord, shortsword. shortbo\v, and longbow.

v -l '

,.._

'

PART 1 R.\CES 21

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CDntrip. You know one cantrip of your choice from che wizttrd $\pell li$\t. Tmelligenc~ i~your spellca.sting abili(y for it.

BKtrtt Language. You c~m ::ij)(,:~tk, rc~td, and wrile one:. P.xtrn lanaun~e of your choice.

WOOO ELF A~ lt wood t:l(, you h;:we keen ~~n;Clt-~ tUlcl imuirion. and your ftcct feet carry you quic..:kly ami stealthily through your narive fore..<;t.o;. This category includes the ''ild eh·"" (grugacb) or Gre)'hawk and the Kagonesti of DraJ:(onlancc. as well as the races callc:d "''ood ch:ut in Greyh•wk •nd rhe Forgonen Realm•. In Faenln, wood elves (also <:allcd \'l.tilc.l ch·c~. grccu elves. or forest elves) art. rt.r.lusive a nd di;;.trustin~ of non elves.

\t\1ooc.1 elves' $ki n lends w be coppel'i$h in hue. sometimes with traces of ~rccn. Their hair lends toward bt·ow•'IS nnd bla<:ks, but it is o<".r.a~ lnnnl fy blond or cuvvcr-colored. Their eyes (\f't" llTt::t:n, hr·own, nt haJ-:e.l.

Ability Score Increase. Yuur Wisdurn score inr:N!:a~s by 1.

ElfWeJ>pon Training. You ha'' profi<iency "'irh rhe !onJ(sword. shortsword. shortbuw. and longi..Jo.,v.

Fleet of Foot. Your base walking Sf"'.e<l increases to 35 f<:.ct.

MDsk of the Wild. You can attempt ro hide even when yo\ I A I'~ on ly lighrly ohscUI'ecl hy fnlin,;:e, heavy rain. falli11.t snow. mist, and olhe•· naluntl phenom~na.

DARK. ELF (ORO\\·) 0f"~C"eru1~d from an earlier subracc of dark.skinned t:h-'C.S, the drow we1'e banisht.rl frnm rhc:: $\Htfa<:e .,.•mt'ld f<.>r fo llowing the godde':i!S Lollh down che path to evil nnd corruption. ~uw they h<tvc built lhdr own civlllzmion in the depths of the Underd nrk, patte rned after the Way o f Lo hh. Also r,allecl clark elve•, •h.- drow have black tiokin that rc::;emUl~~ vulished ob:o:;idiau auc.l stark white or pale yellow hair. They commonly have 'ery pale eyes (so pale as 10 b• mi .. akeo for whire) in shades of lilac. sih·cr. pink. red. •nd blue. They lend to ht ~n·u-.ller and thinner than most elves.

Druw adventurers are rare. and tht race does not exisl in nil \Vorlds. Check with you r Ounacon Master to sec i r you can play ~ dl'ow cha1·~r1 ~r.

Ability Score Increase. Yuur Ch••risuw. :;core in<:rtASe$\ hy 1.

Superior Dar.kvision. Your dRrkvi~ion has a radius of 120 feet.

S unliJJht Sensitivity. You have disadvanr"!lc on auack rolls and on Wisdom (P.r«ption) eheek~ rhar rely on siaht When )'OU. the target o£ )'UUr attack. Or whah .• 'YCf

you m·e trying to perceive is in direct sunlight. Drow MaAic.. You know the cllwcing lights cant rip .

\Vht.l'l you reach 3rd JcvcJ. you can cast the faerie fire ~pc:ll ontt': pe:r day. \¥ht=:n you rt.ar.h 5th level, you <:an ahsu casl lhe da.rkne.~s s pt"ll once p;a;r dAy. Cha,·isma is your spcUca~ting a bilily for lhc~c :;pdl:;.

Drow lVeapon Trainin.A. You have proficiency w ith rapiers, shorlswords. ~nrl 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~ subt~rranean depths of tne Unc: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 spider·goddcJts, who sanctions murder 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.c·arted 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 surface·d\\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. --......

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2tl

HALFLING REGIS THE HALFLING, T HJ:: ONLY ONE OF HIS KlND FOR

hundreds of miles in arry <iire<.':tion. locked his. fingers be­

hind his 11ead and leaned back against the mossy blanker

of the tree trunk. Regis was short even ~}l lhe sumdards

of/lis diminutive race. with the fluff of his cur1v brown

locl;s bm·ejy cresting the three-Jcl!>t mark, but his beljy was

amp[v thickened by his love of a good meal. <>r several, as the opporlunllies presented themsell,es. The crooked stick

that served as his.ftshiT\.f:POle rose up above him, clenched

betweert two of his toes, and hung our over /he quiet lake.

min·ored pe(il!tlly in the!,1o~y swface of Maer Dual don.

-R. A. Salvatore. The C(VStal Shard

PA'RT l K:ACFS

Thecomforrsof home arc the goals of mo•t ha lflings' J;ves: a place to settle in peace and quiet. fa r (rom marauding monst~r·s and clashing armies; a blazing fi1'e and a generous meal; fine drink and fine conversalion. Thou~h some halfl ings live out their day~ in remote agricultural <":Ommonitjes, others form nomadic hand$ that f1·avel COO$l<tOlly. lurcd by the open road and the wide horizon to discover the wonders of new lands and peoples. But even rhe~$e wanderers 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_g­offcnse. Standing ahout 3 feet tall. they appear relatively har-rnle.s.~ and so have mana~ed to survive fo1· centuries in the shadow of empires and on rhe edges of wars and political s trife. They 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, and th~ir hair is usua lly brown or sandy brown and wavy. They have brown or hazel eyes. Halfl in~ men often sport long sidebt.lnlS. but' beards are rare among rhem and mustaches even more so. They li ke lO wear s imple, comfortable, and practical clothes, favoring brigh t colors.

Hal Oing practicality extends beyond theirdo1hi1lg. They're concerned with basic need5 and s imple pleasures and have Jiule u-se for ostentalion. Even the wealthiesc of halAings keep their t reasures lock~d in a cellar rather than on d i•play for all to see. They have a knack for finding the mo.st .straightforward 5olurion to a problem, and haVe l ict le patience for dilhering.

K I N D AND C URIOUS

Hal flings a re an affable a11d cheer(ul people. They cherish the bo11ds of family and friendship as well as the comforts of hea rth and home, harboring few dreams of gold or glory. Even adventurers among th~m usually venlure i nto the world for reasons of

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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

rnunity, friendship, wa ndcrlusl, or cul'iosity. They ~ discoverin~ new thjHgs, even s imple th ings, StiCh

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 smiling faces- surely more than they ever fet on."

Humans. ''Humans ace a lot like us. really. At least some of them are. Step out of the cas~les and keeps, go talk to the farmers and herders and you'll find gocd, solid folk. Not that there's anything wrong with the barons and soldiers- )'OU have to admire their conviction. And by protecting their own lands, they protec;t us as well:''

exotic food Ol' an unfamiliar style of clothing. alfHngs a rc C<.i.Sily move d ro pity and hate to see any i 1hing suffer. They arc generous . happily s ha ring they have even in lean times.

i..EN D INTO T HE CROWD

1.ings a rc adept al fJ lting into a communily o(

klns. dwarvc:-... o;, or elves, making lherns~lves valuable v.--elcomc. The cotnbination of their iuherent s 1ea l{h their u nassuming n<H~tt'e helps halfiings to avoid -:tmed an~ntion.

ttalflings work readily with others, and they are loya 1 ~r fr iends, whether halftiug ot otherwise. They can ay remarkable femcity when their friends, families,

:om munitie-... c; are th reatened.

.o\ST O R AL P LEASANTRI E:::S:._ ___ _

~ halfiings live ln.srna11, peaceful comnmnitie$ with ., farms and well·kcpt g roves. T hey rarely build ~oms of theit• own or even hold n~uch land beyond :quiet shires. They lypically don't recognize aoy of b.a iOing nobility or royalty. instead looking«> dyelders to guide th<;tn. Fam ili~s preserve their itiona l '""ays de~pite the rise and fall o f ~mpires.

•any halfiings Hve am.ong other races, where 1he ings' hard work and loyal out look offer them

ndan1 rewards a nd c reature comforts. Some ha llling munitic~ travel as a way of life. d riving wagons or

Jing boars from place to place and maintaining no ~anent home.

E XPLO RING 0PPORTUNI...:T..:.I E=.S:::.." ----lialfijngs usually set out on the adventurer's path to defend their t.~omrnuoi[ies, support their friends, or explore a wkl<:: and \V'Otlrler-filled world . For lhern, adventuring is less a career than an opportunity or sometime~ a necessity.

H ALFLING N AMES A hal Ring has a given name, a family name, and poS$ibJy a n ickname. Fatnily names arc often nicknam~s that stuck so ten~ciou.sty £hey have been passed down through the generarions .

1\tale Names: Alton, Ander. Cade, Corrin, Eldon, Errich, Finnan, Garret. Linda l, Lyle, Merrie, Milo. Osbornt Perrin. Reed, Roscoe. Wellby

Female Name$: And•'Y· Bree, Callie. Cora, Euphemia, JiHiao, Kithri, Lavinia. Udda, Merla, Nedda, Pacta, Portia. Seraphina, Shaena. Trym, Vani, V~rna

Family Names: Rroshga{her~ Goodb~1rrd, Green bottle, High-hill, Hilltopplc. Leagallow, Teoleaf. Thorugage, Tosscobble. Underbough

27

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HALFLINC T RAITS

Your haUling character has a number of t raits in <:omrnon with all other halOitlgS.

Ability Score Increase. Your Dcxlerily sc:ore increases by 2.

Age. A halfi ing reaches ad ulthood at the al(c of 20 ~nd generally lives into the mjddle o f h is or her st~cond cenru1·y.

.4/ignment. Most hal flings at·e lawful good . As a rule. lhey .3re good~heartcd and kind . hate lO see orhe1·5 in pain . and have no lOl~t·ance for oppression. Th~y are also very orderly and traditional. lean ing heavily on lhe support of their community and the c.omfon of their old ways.

Size. Halflings avera~c ~tiJuut 3 feet tall anrl weigh about 40 po1.n1ds. Your 5ize is Small.

Speed. Your base walk.ing speed is 2~ feet . Luc-ky. When you roll a 1 on an atl~-i.Ck r·oll, ahility

check, or saving rhmw, you can rcroll tht: dit! and rnust use the new rol1.

Br:Jve. You have advant~1ge on saving throws against being frightene.d.

Hal/ling Nimb/ene'>S. You can mov• th rough the space of ~ny creatu re that is of a s ize larger than yotu·s .

RACt:O.

Languages. You can speak. read, and w·rit~ Common and Htllfling. The Halflin~ language isn't secret, but halflings are loath ro shar~ it with others. They write very little. so they don'1 have a l'ich body of literature. Their oral t radit ion, however. is ve1'y strong. Almo::;-t all ha lflings speak Common to converse with 1he people in \vhO!:ie lands they dwell or through which they are traveling.

Subrace. The two main kinds of hal fling. lightfoot and stout, are more like clos~ly related families than true subraces. Choose one of these subrar.~$;.

L IGHTFOOT As a li~htfoot halOing, yo11 can easily hide from notice, even using other people as cover. You're itlcltned to be affable and get a long well with others. In the Forgolle.n Realms, li~htfoot h~1lflings have spr~ad the farthest and thus are the mo5t common variety.

Light foots are mot~ prone to wanderlust than other halflinp;s. and often dwell alongside other races or take up tl nomadic life. ln the world of Greyhawk. these halfiings areca lied hairfeet or tallfcllows.

Ability Score Increase. Yout' Chari:::;ma score increases hy 1.

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 than avera~e and have some r~~c;istance to poi!:ion. Some say that srouts have dwarven blood. Jn 1he Forgotten Realms, these halflings a re <:.ailed st ronghcarts. and they1re tnost common in the :;outh.

Abilil}· Score Increase. Your Constitution score inct·eases by 1.

Stout Resilience. You have advantage on saving throws against poison , and you have reo . .sistanr.e ag~1inst poison damage.

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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. Lol~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 these y ellowed .oages were taies of

"te"I'()('S. strange and fierce animals, might-1 prfmitive gods.

~ 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 scene and short·Hvcd in comp~rison w dw.~rv~.s. ~ and dragons. Perhaps it is because of their ~horter

... •hat they s trive to achieve as much as they can in -ears they a re given. Or maybe they feel they have thing lO prove to rhe e1d~r ra<".es, and that's why build their mighty empire ::): on the fotindation of ·Jest and lrade. W hateve r d rives them, humans ~e lnnovalOr!;, the achjevers, anrl1he pion~ers .e worlds.

B ROAD SPECTRUM

their pencham for migration and conquest, ans a re more physica lly d iverse than other common s. There is no typical human. An individua l <:.an rl from 5 f~et to a litt le over 6 fee t tall and weigh

125 to 250 poond s. Human s kin 5hades ran~e -nearly black to vt·.ry pale. and haitcolOl'.S frorn &. lO blond (curJy! kin ky, o r s tra ight): ma lc:.s might ~ facial hair thar is sparse o r thick. A Jot of humans ,. a d ash of nonhuman blood. revealing hints of e lf, or othe r linea~es. Humans reach adulthood in their teens and rarely live even a single century.

VARIET Y IN ALL THINGS Humans a rc the most adaplable and ambitious peop!e a rnong the common races . They have widely va rying tasles, mottllS, and <:ustoms in the many d ifferent lands \vhere they have seu le.d. \~1he11 they settle , rhough, they s tay: they bu ild c.icies to last for the a~cs, and great kin~domS that can persis t for long centur ies . An individua l human might have a relat ively short life span. but a human nalion or cultm·e pr~.serves craditions with orip;ins far beyond the re.ach of any sif)gle homan's m~rnory. They live fully in the present- making lhem wdl su ited to rhe. advemur ing life but a lso plan for the future . striving to Jeave a Jasting Jegacy. Ind ividually and as a group. humans are adap table o pportunists, and lhey stay a le rt to <:hanging polit icaJ and social dynamics.

I'AR r l RACE:'-> 29

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Just as readily as they mix with e;~ch other, liumans mingle with members of other race'S. They get along with almos~ everyo1le, though they might not be d ose to many. Humans serve a5 ambass;~dors, dip!omats, magisttates, mercham:s. and fun<tion<uies of aU kinds.

DwDrves. "They're stout folk, s talw.ut friends. 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 like intruders, and )'ou'll as likely be bewitched as peppered with arrow'S. Siill, if an elf c:an get past that damned racial ~ride ~nd a~tually treat you like an equal, you can learn a lot rrom tnem.

Holfling$, •'' It's hard to beat a meal in a halfling home, as tong as yo~: don't crack your head on t.he ceiling-good food and good stories in front of a nice, warm fire. lfhaiAings had a shred of ambition, the}' might really amount to something."

L ASTING INSTITUTIONS

Whete a !'->ingle e lf or dwarf might take on 1 he respon1;ibilily o f guarding a $ipecial location or a pow~rful s-ecre t, humans found sacted orct~ ..... ~ and instilutions fo•· su<:h pur poses. \Vhilc d\varf clans and halfling elders pass on the anciem cradltion!'-> tQ each ue .. v ge1lt:rarion, human temples, governments. libl'aries, and codes of lav.r fix their t raditions in the bedrock of h iscory. Humans d ream of imnlorta lity, but (except for those few who seek undea.th or divine ascension lO

~.::;cape death's clutches) thev achieve: ir bv ensurintS that they w i 11 be remembered when they are gone. ""' Althou~h some humaus can be xP.nophobic, in

general their societies are inclusive. Human land!'-> wek;om~ la rge numbers of nonhumans ~~ornpared co the proporlion of humans who live in nonhuman lands.

EXEMPLARS OF AMBITION

Humans .. vho seek adventure are the mo::>t daring and arnbitious members of a daring and .ambitiou.!'-0 race. They seck to earn glory in the eyes of their fellows by amassing power. wc.idth. and fame. ?\·lor~. than other people, humans champion causcti: rathe1· than territorie::> or groups.

HUMAN NAMES AND ETHNICJTIES

lla\'illg so much more var iety than other cuh tH'es, htunans as a whole have no typical names. Some human

s•.~RJ 1 RACPS

par~nt.~ give their children names rtom other languages, ~tll'.h a$ D"'1arvish o•· Elvish (pronounced more or le.ss correctly), but most parents giv~ names that are linked co their rep;ion's culture or to the !laming rraciirion.::; of lheir an<:~-!'-imrs.

The mate rial CtJirtl1'~ t1:nd physical characterist ics of humans can chang~ wHdJy from region to reg ion. In the Fo rgotren Realms, for example. the clothing. arch itecture, cuisine. ruu$iC, and l i(eratur~ are different in the northwestern lands of the Silver .Marche.s lha tl in distant Tun n ish or Ttnpi lru r to the east and even more d istjnct ive in far-off Kara-TlJI'. Human physical characteristics, rhough, vary according to the ancient migrat ions of th~ earJiest ht.Jmans, so that t he humans of (he S11vet Marches have every possible v.aria tion of coloration ~-md features.

Tn 1 he Forgotten Realms. nint: htunan ethnic groHps are widr:ly J'f.cognized, though over a dozen others ate found in nl.Ore localiz~.d a1·ea5 of Faerlin. The::>e g roups. and the typical names of their members, can be qsP.ci as inspiration no Jllatte•· which world your human is in.

C ALISHITE Shorter and slighre1· in hu ild than most other humans, Calishitcs have dm;ky browtl skin, hair, and eyes. The~lre found primarily in southwest FaerO.n.

Calishite Names: (Male) Ascir.J:lardeid, Baseid, Khcmed, Mehrnen, Sudeiman: Zashcir; (female) !\tala, Ceidil, l-lama. j asmal, Meilil, Seipora, Yasheira, Za::>heida; {surnarne$:) Basha, Dumcin. jassan1 Khalid, i\•Tosta.na., Pashar, Rdit

C HONOATH AN Chondathans are slelldet, rawny-.skinned folk with btown hair that ranges from almost bfolld to almosr blal·.k. Most are rail and have green or brown tye$. but rhe.se t raits arc hardly unjversal. Humans of Chondathan descent dominare the central lands of Faer(ul, (l1'0Hnci the Inner Sea.

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'hondatban Name..'i: (Male.) Da t•vin, Dorn, Evendur, uorstag. Grim, Helm, .Malark. Morn, Randal, Stedd: (femalc) Arvccnc, Esvclc. jhe,;,;ail. Kerri, ... ureene, Tvfiri~ Rowan, Shandri, Tessele; (surnames) ~bi~.Ct'O\\'n, Buckrnan, Dundragon, Evenwood, ureyc astle, Tallstag

MARAN LWd primarily in the northwest of FaerUn. D~unarans

of moderare hejghc and build, with skin hu~.s _ing from tawny to fair. Their h<tir is usually brO\"-'H ack. a nd t heir eye color varies widely, thou~h brown

-.ost common.

.unaran Names: (Ma l-.) Bor, Fodel, Glar, Grigor. .~n. lvor, Koscf. Mival. Orcl, f'avel, Sergor : (female) ~thra. Kara. Katernin, Mara, Nata1i, Olma, Tana, ra: (stn·nam_es) Be.rsk, Chernil~. Dotsk, Kulenov, trsk. Ncmetsk, Shemov, Starag

;JSKAN

~ns are rail, fa it'--:c;kinned folk with blue or s teely e)es. Most have raven-black hair. b•H those who

..bit the extreme northwest have blond. red, or brown hair .

..skan Names: (Male) Ander, Blat h, Bran, Frat h, .,.h. l.ander, r.,th, Mateer, Sro•·, Taman, Urrh; ..,ale) Amafrey. Betha. Cefrey, Kethra, Mara, Olga,

... ifrey. Westra; (surnames} Brl~hhvood. Hc1dcr. rnrav~n, Lackrnan, Stormwind, \¥indrivver

i ... AN llnam in £h~. ea.stern and southeastern shores of •oer Sea, the Mulan are generally tall, slim, and r·skinned, with eyes of hazel or brown. Their hair ~from hlack ro da1·k hrown, hut in the lands where 'uJau arc mo~t prominent. nobles and maoy other n s have off all their hair.

..an Names: (Male) Aoth, !Jarcri• , Ehput·Ki, "1horh, Mumed, Ramas, So-Kehur, Thaz.at·-De. 1ur; (rem<tlt:) Arizima. Chalhi, Nephis, Nulara. rithl. S cfris. Thola, Umara. Zolis; (surname:;:) khalab, Anskuld, Fe1.im, Hahpet, Nathandem, 'Pret. Uuthrakt

SH£ ~11

often found ca•t of the Inner Sea and often -mingled w ich the Tvlu lan, Ra.shemis tend to be short,

and muscular. They usually have dusky skin, dark and thick black hair.

~emi Names: (Male) !Jorivik, Faurgar.jandar. nithar, Madis lak, Ralm.,vik, Shaumar, Vla dislak;

'tnale) Fycvarra, lluhnarra, lmmilh, lrn•el, \arra, Shevarra, Ta mm irh, Yuldra; (surname~.:;) tergoba. Dyer nina, lltazyara. Murnye.lhara,

'layanoga, Ulmokina

SHOU The Shou ar~ rh~ most numet·ou5 and powerful ecthnic group in Kara:rur. Car lo the easl of PaerUn. They ate yellowish·bronzc in hue. with black hair and da rk eyes. Shou s urnames are usua Hy presented before lhe given na me .

Shou Names: (Male) An. Chen. Chi, Fai . .Jiang.J un. Lian, Long, Meng, On, Shan, Shui, Wen; (fema le) Bai, Chao.Jia, Lei. Mei, Qiao, S h"i, Tai: (~"''names) Chien, Huang, Kao, Kung, Lao. Ling . Mci. Pin. Shin. Sun1, Ta11, Wan

T'ETHYRIAN VVidespread along the entire Sword Coast at the wcsu:.ru e dge of FaerUn, Terhyriaos are of medh.nn bu ild and height, with dusky skin that tends to grow fairer lhe farthe1· non h they dwell. Their hair and eye c;olor varies widely, but brown hair and blue eyes are the mos1 common. Tethyrians primarily usc Chondathan n<tmes.

TURA M J

Nalive lO the SOulhern shore of £he Inner s~.a. the Tu rami pcop1c arc generally l<tll <tuti muscul<tr, wilh dark n1ahoga ny skin, <:.urly black hair: and dark eyes.

Turami Names: (Male) Anton. Dicro. lvlarcon. Pieron • Rhnardo, Romero, .Salazar, Umbero; (female) Bala.ma, Dona. Faila, Ja tana, Lu isa, Mal'<a, Qua~·a, S e lise, Vonda: (surnames) AgoslO. Astorio. CaJabra. Domine . Fa lone, Marivaldi, Pisacar: Ramondo

HUMAN TRAITS lt's hard to make geue.ral i~al ions ilbOu l humans, btn vour human charac[er has th~c tr~1its.

" Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their late teens and live less than a century .

Alijnment. Humans tend towa rd no varticuJar alignment. The besr a nd rh~ worst are found among thcrn.

Size. Humans vary widely in height and build. frolll barely 5 feet to well over 6 fee< tall . R-.gard less of your position in that rangel your size is Medium.

Speed. Your base wa lking5peed is 30 feet. Languages. You can speak, read, and wrile Common

and one extra language ofyour choic:~ .. Humans typically learn the Janguages of Olher people.s 1 hey <lea 1 \'/ifh, including ob:;.cure dialeCl$. 'fh~y are fond of sprinkling t heir sp-eech with words borrowed (ro.m Olher lOngttes: Ore CUI'..o;es, Elvish musical expressions. Dwarvish military phrase<s, an.d so on.

VARIANT HUMAN TRAITS

If )'OUr <ampaign uses. the opiional feat rules from ch3pter 5, your Dungeon Master might allow these v~riant traits, ~II of which replace the human's Ability Score I ncrease trait.

Ability Score Increase. Two diffe rent ability scores of your choice increase by 1.

Sic ills. You gain proiiciency in one skill of your choice. FeAt. You gain one feat of your choice.

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DRAGONBORN } i f:R FATllf.R STOOD OJ' THE FIRST O t-" THE T JIRKESTA.lRS

lhat Jed downjrom lhe portnf. unmoving. Tile scales <~( h is

face had grown paler a round rhe edges. but Cl<mless Mehen

swr looked as if he could wrestle down Q rlire bear him-

self. HisjamUiar well worn armor w<js gone. replaced ~y

violet -rinted scale armor wilh bright silue~~V rrocings. There

wus a blmwn on his arm as well. the mark oj some foreign

house. The sword at his b<Jd;: was rhe same. rhough. Ole one

he had c<Jrried since even befOre he haa'jOund the iwins left

in swodclling at the gates of ;\rush Vqyem.

PART I RACF.~

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

Clan less Mellen's face. l!ut the sl>!ir of scales. tile arch oj a

ridge. rhe sel of his e-::vcs. the gope of his reet.h- her jaliler:'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.van s, TiieAdverswj'

Rorn of dragons: as their name pmcJaim:;;. the dragon born walk proudly through a world that g reet5> t hem \vi(h fearful i1\<:omprchen5>ion. Shaped by dratonic god$: o r the d ragons th em5>e:.lvc:;;. d •'agonbonl ol'iginaHy hatched from d ragon cgg1; as a un ique ra<:e: combining rhe be${ a1 rr ibutc$ of dragon$ and humanoids . Some d ragonboru are faithful Stl'vants 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 in huwanoid fonn, 1 hou~h they lack wings or D. ta il. The Grsr draj4onbor n had $Cales of vibrant hues march ing the colors of their d ragon kin, but -~cneral.ions of imerbrc .. ~ding hav<.:. cnea.ced a rnore u nifonn appearan(:e. The ir small, fine sc~~1e~$ a re us\1aUy brass or hmnze in color~ :;;ometimcs r<t.Jlging to scarlet, rusl, gotci, or coppe•·-grccn. Tht>::y arc t aJI and strongly built. often standing close to 6 ¥.: f~et mil and weighing 300 pound~ or rnore. T1Lei r hands ~-\1\d feet are srro ng: ta lon like claws with three 1Jn.gers and a thu mb on each hand.

T he hlood of a part icular type of drogon runs very s trong through some dr~gonborn dan~. Thcs~ d ragonbo rn often boas1 $>Cales thilt more <:.lo-s.ely match those of th<:.ir d ragon ~uK.estor - bright red: green. hluc. or white, lustrous black: or gleaming me1a llic ~old, :;;Hv~r, brass. copper, or b mnzc.

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'ELF- SUFFICIENT CLANS

any dragonbon l , the clan is mon:: importMH than itself. Dragonborn owe their devotion a nd rc~pcct heir clan above all else, even the gods . Each goo born's <:.oncfu<":t l'eflt':<:tso on the honor of his; 0 1' her 'l. and bringing dishonor w the dan can result in

tMJ.lsion and exile. Each dragonborn knows h is or her 1ion and dulies within lhe clan, and honor demands imainin~ the bounds of that position.

o\. comi011a 1 dr ive fo1' seff-i mprovt>:ment refle<":tS the sufficiency of lhc race a~ a wholt:. Dragonboru value I and excellence in a ll ende.avors. They hate to fa il,

u. 1hey push lhemselves to extreme ellon s before they ~up on somcthin~. A dra~onborn holds mastery of .articular skil l as a lifeti me goal. 1\·f~mbers of other t-S who share the same commitment find it easy to

m the respect of a dragon born. Though all <i1·agonhom srr ive to ht: self-$uffir.ient,

1 recognize that help is sometimes nce<.ittl iu difficult uation~. But the b~st source for sur.h ht:lp is the n, and when a c1an needs help. it turns to ~mother

"'a~onborn clan hefore ~~eking aid from other rar.e5-e\en from the ~ods.

l:> RACONBORN NAM ES

oragonhorn havt: personal nilmt:~$ given ar bi1'ch, they put their clan name~ fi rst a~ a mark of

oor. A childhood name or nickname is often used """''ng cfutchnlMes as a descrtpHve term o t a tetm

·ndcarment. The name might recaH an 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 hcdiun. 1~~rhun, TorilltJ

remaJe Names: Akra, Biri, Daar, Farideh, Ha.rann, 'iavilar, j hcri, Kava, Koriun, Mishann, Nata, Perra, Raiann, So1'<1, Surlna, Thava, Uadjit

The dragonborn and 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. In the co smopolitan cities o f the D&D mu!ti"erse. most

people hard ly look twice at members of even the most exotic races. But the small towns and villages that dot the count')' side .are different. The common folk arcfl't acwstomed to seeing members of these r.aces, and they teact accordingty.

Oragonborn. It's easy to assume that a dragonborn is a monster. especially if his or her scales be~ray a <:htomatic herit.age. Unless the dragonborn starts breathing fire ~nd c-ausing destruction, though, p-eople are likely to ICspond •Nith caution r.ather than outright fear.

Gnome. Gnomes don't look like a threat .and can quickly disarm suspicion \o.:ith good humor. The common fotk are often curious ab~ut gnomes. likely never haYing seen one before, but they are t.arely hostile or fearful.

Half-Elf. Although many pecple have ne,;er seen a haJf.elf. \'irtually evel)'one knows they exist A half-elf str-anger's arrival is followed by gossip behind the haff.c lf's bac~ and sto!en glances a<ross the common room. r.ather th.an .any confrontation or open curiosity.

HalfOrc. It's usuall}' safe to assume that a half~orc is belligerent .and quick to anger~ so people '"'.atch themselves around an unfamiliar half-ore. Shopkeepers mighl surreptitiously hide valuable or fragile goods wheB a haff~orc comes in. and people slo•Niy dear out of a ta:vem . .assuming a iight will break oul soon.

nefling. Half.otcs are greeted with a practical caution. but tieflings are the subject of su pernatural fear. The evil of t:he ir heritage is plainly vi!>ible in th~ir features, and as f ar as most people are concerned, a tic fling could very well be a devil s~raight fro rn the Nine Hells. People m igh t make ward ing signs as a ~icfliog approaches, cross th~ street to avoid passing near, o r bar shop d oors before a tiei1ing can enter.

33

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Childhood Names: CliH1ber, E a1·hender. L•~<t.per, Piou:;, Shieldbiler, Zealous

Clan Names: Clethtinthinllor. Daardendrian, Delmirev, nrachednndion, J:o'enken kabradon. Kcpeshkmolik: Kerchvlon, Kimbatm1l, T .. inxakasendalor, t.·Jyasran, Ncwt~onis, Norixius1 Opbinshta lajiir, Prcxijandi!in, Shestcmlcliath, T1.1 rnuroth, Vcrthisathurgiesh: Yarjcril

DRAGONBORN TRAITS

Your d raconic herHa.ge manifests in a val'iety of t raits you :;har~ with other dragonborn.

Ability Score Increase. Your Strength score increases by 2. and yoor Charisma score incr~ases by 1.

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and dev~lopment of a 10-vear-old human child by the a!(c of 3, and r•ach adulthu"od by 15. They live to be around 80.

Alignme;,t. Dragonbom tend to cxtr¢mes, rna king a consc iow;; choice for one side or the other in the cosmic \var bel wee11 good and evil (rep1·e.c;ente.d by Dahamul and Tiamat. respecrively). Most d ragonbom are good, but thos~ who side with Tiamat can be terrible villa ins.

Size. Dragon born a re taller aod heavier than hutnans, standing well over 6 feet rail and averaging almost 250 pound$. Your ~iz.e is Medium.

Speed. Your base wal kin~ speed is 30 feet.

DRACON IC ANCESTRY

Dragon Damage Type Breath Weapon

Black At:id ; by 30ft. l;nc (Dex. save)

Blue Lightning ; by 30 ft. l;ne {Dex. save) Brass Fire 5 by 30ft. l;ne (Dex. save) Bronze Ughtn;ng 5 by 30 ft.line (Dex. save)

Copper Acid ; by 30 ft. !;nc (Dex. save)

Gold f ire 15 it. cone (Dex. save) Green Poison 1 S ft. cone {Con. save)

Red Fire 15 ft. cone (Dex. sa•,e)

Sii'IN Cold 1 s· ft. cone (Con. save} White Cold 15ft. cone (Con. save)

DRACON I AN$

In the 0(a:gonlance setting, the followers of the evil goddess Takhisis learned a dark ritual that let ihem corrupt the eggs of metallic dragons, p(oducing: e·.• if d:agonborn <:ailed d(a:conians. Five types of draconians, corresponding to the five iy'pes of metallic dragons, fought fo( Takhisis in the War of the Lance: auraks (gold), baaz {brass). bozak (bronte), kapak (coppe(). and sivak (silver;. In place of their draconic breath weapons. ihey have unique magical abilities.

Draconic Ancestry. You have d1·aconic ancest ry. Choo,::;.e one typt: of d ragon from the Draconic An<:est ry table. Your breath weapon and d amage resistance are determined by the dragon type. as shown in ihe [ab1e.

Breath n'eapon. You can use your action lO e:<ha l~ destru<.:tive energy. Your d racon ic ancestry determine~

rhe size, shapt:, aod damage iypc of the exhalation . \Vhe11 you use your br<.·.a th W'eapon, each c.rcature in

[he. area of the exhaJa[ion must tnake a s aving throw, the cype of which js del ermined by your d raconi<": ancestry. The DC for this saving thrmv equals 8 + vour Constiturion modifier + yotrr pm1kiency bonus. A ~reature takes 2d6 damag~ on a failed Sa\'e. and half as much damage on a successful one. The dam~-i.ge increases to 3d-6 a< 6th level, 4tl6 at Jlth level, and 5d6 at 16 th level.

After y0\1 1.1se your breath weapon, you can't usc it again until y0\.1 complete a short or long re$0t .

Damage Resjstance. YoH have rcsi~tance to the darnage type associated \vilh your draconic ancestry.

Languajes. Yoo <':an speak. read, and write Common aud Drac.onic. Draconic is (hought to be one of the oldest languages and is often U!)ed in the srudy of ma~i<.:. The langua~e sounds harsh to most other creatures and includes n1smerous hard cousonams and s ibilants.

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G~OME '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. The front

a·as his workshop. cmd it contuinecl a bewildering

0'1J' of tools: ltammers. chisels, saws. lockpicks,

lenses. jeuu:lr:r:" lou pes, ond j <Jr."l· of powdered and

<ted ingredients for casting spells. A fat gray cal. tile

·s familiar. lay curled atop a grimoire. It opened I~<

;aue Aeron a disdair!{uly ellow stare. til en appeared

back ro sleep.

- Richard l .ee Byers, The Black Bouquet

lif\Stan t hum of busy activity pervades t he w~urcns

neighborhoods t\'here goornes form che.ir close· communit ies. L ouder sounds punctuate the hum:

"'l.lnch of gtinding gears hete, a mino1·explo5ion rt-. a yelp of su rprise or t riumph. and especially 'iS of laughter. Gnomes take deli~ht in life. cnjoyin~

"1') moment of invemion. explotacion, investigation, tion. and piny.

.BRANT EXPRESSION '!lOme's e:n~tgy an<f emhHsia$;m for living s hines 'lllgh every iuch of his or her ti1ly body. Gnomes -rn.ge slightly over 3 fee t tall and v~·cigh 4 0 to 45 nds. Theit (an ot btown faces are usua lly adorn~d broarl smil•.s (h• neath rh•ir prod igious noses), l.beir bright eyes shine with cxcitentent. 'fheir

fair hail" has a tende11Cy ro $;tick out in every dil'eClion, as if expressing the ~nome's lnsatiabk interest iu everything around.

A gnome's personality is \vrit large in hb or her appearance. A male ~nome's beard, in contrast to his w ilci hair, is k~pt carefully trimmed bur often s.tylcd inlo curious forks or neal points. A gnome's clorh ing, £hough usually .made in modest e.arrh tones, il) d aboratdy det:oratcd wilh embroidery. embossing, or g leaming jewels.

D ELIGHT ED D EDICAT ION As far as gnomes are concerned. being alive is a wonderful thing, and che.y sq ueeze every ounce of cnjoymenl oul of their three to five Cenruriesof Hf~ .. Humans might wonder about gdting bored over the course o f suc:h a long life., and elve::; rake plenty of time to savor the beauties of the world in their long years. bul gnomes seefn 1.0 wo1·t·y that ~ven with a .. ll t h ;:H rlm.e, they can't get in enough of the things they want to do ai'Ld see.

Gnome..-; s peak as if they can't ~ct the thoughts our of th~it h~ad::; fa $it e.nough. Even as they offer klc.as <1w.l opinions on a range of subj ects. lhey stil l manage to listen carefully to others: adding the appropriate cxclatnations of surprise and appreciation along the way.

l•ART 1 RAC~S

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Though gnomes love jokes of all kind•, particularly puns and pranks, they're just as dedicated lO the more serious tasks they under cake. io.'lany gnomes are skilled engineers. alchcmi$lS, tinkers, and jnventors. Theire wilJin~ to make m istake.s and lau~h at themselves in the process of pet·fecting what 1 hey do, taking bold (someliines foolhardy) risks and dreaming large.

BRIGHT BURROWS Gnomes. make: their homes in hilly! wooded lands. They Hve underaround but get more fresh air thau dwarves do! enjoying the natural, l ivin~ world on the s urface whe:nevcr they can. T heir homes are well h iddem by both clever constr ucrion and simple illusions. \.Vel come visitors are quickly ushered into the bdght, warm burrows. Tho~:ie who a re not we lcome a rc unlikely t o find the btu·rows in the fi l'St place.

Gnomes ,.vho 5ettlc in human lands are commonly getncutters! cngi1l~~rs, sages, 0 1' linkers. Some human families retain gnome luwrs, ensuring that their pupils enjoy a mix of ser.ious learning and rleli~hted enjoyment. A ~non1e m ight tutor seVt'~ral gcncratiom; of a single human family over the course of his or her long life.

GNOM E N A MES Gnomes love names . and most have half a dozen or :;o. A gnome's molhe1·, father. clan elcfer, aunts, (lod u ndcs each giv~ the anome a name, and v(ltious nicknanle.:; from just about everyone else might or might not stick over li m~. Gnome nam~s a rc typically variant$ oo the names of a ucesro rs o r d istant re..lativcs. lbough some arc purely nc\v inventions. \Vhen dealing with humans and other$ who arc ''s tuffy" about narnes, a gnome learns to use no more thau three names: a pr:rsonal na me, a clan name, a nd a nickname, choosing lh~ one in ea<":h category that's the nlosc fun to say.

P·\ 'RT! U.AC£.5

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.

Male Names: Alsron, Alvyn, floddynock, Broce, Bw·gell, Dimble, E ldon, Erky, Ponkin. Frug, G~rbo, Gimble , Glim,Jc bcddo, Kellen . Nam foodle, Orryn, Roonda r, Seeho, Sinc.lri. ·wat'ryn. Vlrcnn, Zook

Female Names: Birnpooct in. Brt:ena, Caramip, Carlin, Donella. Duvamil. Ella, El lyjobcll, £11ywick, Lilli, Loopmottin, I .orilla , Manlnab, Nissa. Nyx, Orla , Orla, Roywyn: Shamil, lana, \Vay\vOcke£, Za.nna

Clan Names: Be ren, Dacrgel, Polkor, Garrick, Nacklc, Mun >ig, Nin~cl. Rau lnor, Schcppen. Timbers, Turen

Nicknames: Aleslosh, Ashhearth. Badger, Cloak, Doublelock, P'ilchbattcr, Fnipper, Ku! Nim, On~shoe, Pock, S pa rklcgc m, S w mbleduck

SEEING T H E WORLD Cu rious and lmpuls ivcl gnome.:; might ta ke up advenWI'ing as a way ro see the wo1·ld or for the love of exploring. As lovers of g~ms ami other fine items. some ~nome~$ rake to adventtu·in~ al$ a ql.lkk. if dangerous~ path to wealth. Regard less of what spo rs t hem to adventure, gnomes wh~ adopt th is way of life eke as much cnjoyme:nt out of it as they do oul of any other acliviry they uuderrak~. sometimes to the ~reat annoyance of their a dventuring companions.

G N OME T RAITS Your {:tnom~ character h<ts a~rtain cha ra c[eristics in common wilh all othe.r ~nomes.

Ability S core Increase. Your Ttlu:lligencc score increases by 2 .

Age. Gnomes maltH'~ at the sam~ rate humans do. and most a rc cxpecred to settle down into an ado lt life by aro\nld age 40. They can live 350 to almost 500 years.

Ali6nment. Gnomes ar~ most often good. Those who lend toward law are sa~~. engineers . resear<":he.rs: 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

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A LWAYS APPRECIATIVE

fs rafe fof a gnome to be hostile or malidous tmless he or she has suffered a gricvOtiS injUI)'. Gnomes know that -ost r.1ces don't share lheir sense of humor, but lhey enjoy :nyone's company just as the)' enjoy everything else they set out to do.

en t he crickstcn; among them arc more playful an vkious. Size. Gnomes are between 3 a nd 4 feet taH and erage about 40 pouuds. You r s ize is Sm~d1. Speed. Yoo •· base \Valking speed is 25 feet. Da.rkvision. AccuslOm~rl to life undergrOtHld, you have "letiorvision in dark and dirn conrlirions. You t·.an

in dim lighl w'ith in 60 feet of you as if il w~•·e bright ht. and in darkne-SS a$ if if Wf:re dim li~ht. You can't

::;eern color in darkness. only sbades of gray. Gnome Cunning. You have advantagt on all elligence., \Vjsdom. and Cha r isma saving throws 1inst magic.

.Lan.Auages .. You can speak: read. and W1'ire Common d Gnomish. The Gnomish languap;c, which uses the arvish scripr, is renowned for its t~chnical treatises

d its catalo~s of knowledge a bout the ua(tll"<l I world. Subrace. Two subraccs of gnom~s a1'e found a moug

' "'·or1ds of U&D: fo1·est gnomes and r·ock gnomes. 100sc one of these $uhraces.

REST G NOME <.t fol'esl gnome. you have a natural knack for illu~;ion

inherent quickness and stea lth. ln lhe wol'lds of D. forest gnomes a rc rare and ser.retive. They gal her

hidden commu1l iries in sylvan forests, \ISing illusions J uickery to conceal themselv~s from threats or·

1ask 'heir ~.scape should lhey be detected. Forest )mes tend to be friendly with other .good·spirired odland folk, a nd t hey regard • lv• s and ~ood fey as ir most important a llies. These gnomes a tso befriend 111 fores t animals and rely on rh~m for infOrmation 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. Through •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 have 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.

Ability Score Increase. Yotlr Const itution score increases by 1.

Artificer's Lore. \oVhenever you make an lnld lige:nce (History) check related to magic irems, alchemical objects. or t~chnolo~ical devices. you can add tv.rice yotu· proficiency b onus, instead of any proJkiency bonus you normally apply.

Tinker. You have prollciencywirh a rtisan's tools (t inkcr'• tools). Using thosc tools. yOtJ can spend 1 hour and 10 ~P wor lh of materials to const rtll'.l a Tiny clockwork device (AC 5. l hp). The devir.e r.eases m function aner 24 hours (unless you spend 1 hour repa i•·ing it to keep the device func[ionin~), or when you usc your action m dismantle it: althar rime, you can reclaim [he material$ used to creme it. You can have up to three such devices act ive at a time.

\¥hen you creale a device. choose one o( lhe following options:

Clockwork )OJ'· This toy is a clockwork .animal, monster. or person. s uch as a frog, mouse= bird . dragon. or :;old ier. When placed on lhe g1'0Hnci, the toy movts 5 feet acros.s the ground on eadt of your 1urns in a l'MHiom d ircction. ll makes; noises as appropriate to tht·. creah n'e it •·eprescnts.

Fire: Starter. The <.ltv ice produces a miniature flame., w hich you can use lo light a cand le . torch, orcarnpfire. Using the devic~ req uires yOttr act ion.

Jl.,·ftJsic Box. When o{Jened, t his music box plays a single. song a t a JOO<lel'ate volume. The box stops playing wh~n it reaches rh~ song's end or when it is dosed.

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HALF-ELF fLINT SQUIN 1'£ 0 INTO 1 H£ SETTINC SUN. HF. Tl!UUCHT

he smuillefigure q{ u man .<rridirlg up the paiiL Standing.

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 grace. Flint would hUVI! .mid:)'tl the mons bo<(y had the

thiCkness and tight muscles of n human. while the facial

hair« os definitely humankind's. Alllht di1X1rf rould sot

of the man's face bcnenrh a green hood was lun skin and a

bro~r..·ni$1J·red beard. A longf>olu was slungove:r orw t~'houlder

and a sword hung nt hisl~(t sicle. He was dressed in s~{l

lea Iller. carcfiii{Y lOOierl in ihe inlricute designs tile elves

loved. DU! ""elf ill rile worlcl of Krynn could grow a beurd .. no elf. but ...

I I '

"Tanis? .. said Flint hesitoni{y as the man nearecl.

·"nle same." The newcomer's bearded fact 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 old friend close foro bri~(

ir1stanr, then. remembering his dignity. squlrmed andfreerl

himself fmm ;he ilaif-• lfs embrace.

- Margaret Wcis and Tracy Hickman.

IJrogon~ of llutumn Twilight

Walking in two worlds but truly bclonginato neithor. half·ek·e~ 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 ch•es. ~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 with lhc elv~s. growinj.f resriC$.o;s us th~y reach adulthood in the timeless t.lven rcal 1n~. wJailc cheir J)t~crs cominue to live as children. M;.ny half-e lve.s, uuable to fi t inlO either society. c hoose lives of solitury WAndering or join with other rni~fit~ and out<.:f.tsts in thi:' adventuring life.

Or T wo WoRLDS To humans. half-elves look like el""-'1. and 10 el,cs. they look human. In height. they're on por with both parents. though lhey're neirheT as s lende-r as eh·cs nor as broad as human•. They range from under 5 feet to about 6 feel tall, and from 100 10 180 ;x>und~. with men only sli~htly tiiller f.tnd heavier than women. Half elf 1nt-n do haw~ facial ha ir, and :;omerlme!:) grow bean·J~ to mn;cok 1heir clv~n Ancestry. Half-elvcn colo1·ati1J11 «nd (t.aturl!s lie SOllH;whcre be.rween their hulll~-tn and t.lf parent~. fllld thu~ show a variety even more lJI'Onounccd than that found among either race. They tend ro have thf: eyc.s o( I heir e)\:cn parents.

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;)IPLOMATS OR WANDERERS

.Uf-clvc.s have no lands of their O\Wl , though they are .com~ in human cities and ~omewhat less w~k.ome ·lvcn forests. Tn lar~e cities in r~gions where elves

d humans interact Orren, half-elves al'e!iometimcs "TI:em1JS ~no ugh to form smal l communities of thei r '1'1. T hey elljoy the company of other half-elves, lh~ ~-people \vho t1'1.1ly understand what it is to Hvc \\een these two worlds. n most parts oi the world, t hough, half-elves are ommon enough that one m ight live for years bout meeti ng anorher. Some half-elves prefer to ·d company a ltogether, wandering the \Vilrl~ as Jpers. fotesters~ hunters. or adventurers and visiting ization only rar~ly. Like e.lvcs, they are driven by wanderlust that comes of their longevi(y. Others, .. mtrast, throw themselves into the thick of J;Odety, ting their charisrna and social ~ills ro great usc -p1omatic roles 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~ hutnans 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 and fiome that are unique to half-elves .

.tbiJity Score Increase. Your Charisrna score --eases by 2. and two other ability ~cores of your ..ce i ncrease by 1.

-'le· Half-elves mature atl.he ~arne rate. htl llMns nd re3ch arlu lthood a round the age of 20. They much longer thao humans, ho\vevel', often eeding 180 years .

.uignment. lialf·elve.s s hare the chaotic bent of their f! heritage. Th~yvalue both pe•·sonal freedom and

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 half·elf

. of favoring ;he other).

c;reativc expression, demon!)tral ing neither love of l~aders nor dcsine for follower:i. They c;hafe at rules. resent others' den1and~, and sometimes prove unreliable. or allea~t unpredictable.

Size. H;lf.elvc..s are ahout the same :-:.h:e as humans. rangiug from 5 to 6 feet tall. Your size is Medium.

Speed. Your b~St"; walking speed is 30 feet. .Darkvision. Thanks ro your elf blood , }(Ou have

suveriol' vi~ion in dark and dim conditions. You can se~ in d im light within 60 feet of you as if it were brig hi lighl, and in darkncs1; as if invere dim ligbl. You can't dis<'..ern color in darkn~ss, only shades of gray.

Fey Ancestry. You have advanta~c on saving throws against bdng charmed. and magk c;.an't put you to sle~p.

Skill Versatility. Yo11 gain proficiency in 1wo skills of your choice.

Languages. You c;an s pea_k, read, and write Common, Elvish, and one extra langua~e of your choice.

P\RTt 1V.C ES

(

3'J

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·10

TUli WARCHlf.F MHURREN ROUSED H l MSJ.:LJ•' F R(H•:1 H IS

· sleeping-furs and ~lis wom~n and pufleci a ~horl hauberk

of heov)l steel ring·~· oucr his lil ick. well muscled tor . .;;o. He

usual{), rose before mosi of his warriors, since he hud a

strong streak of human i>lood itl him. and he .found the

daylight lfss bothersome !llorl most of /lis tribe did. Among

the Hloo'{y Sktdb·. a warrior wos judged hy his strength. hi~·

fiercene$S. and his wils. Human oncesny ;,t)f.l.<> no blemish

againsr a worrior- prouideci he was eve!)' bit as strong, enduring. and bloodthirSi)r os hisJufl-bloucled lrin. Half­

orcs wilo were weaker th<m their ort comrades didn't fast

long among!11e /lloorfy Skulls or uoy other ore tl'ibe for

riwt matter. Hut ft was <~{len true liw t a hir of humon blond

g<we (I «..1Qrtiorjust rhe right mix of cunning. umbilion, and self -discif>line tQ gu f ur ln<leed. as Mhvrren had. He was

master of a iribe that could muster two liWt!S<.md spears ..

and the stl'ongest chiejin Thar.

- Richard Baker. Swor<image

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

Whether united under the leadership 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~$> into alar~er horde to the terror of civiHzed laud::. nearby. Wh~-n these alliances are s~-aled by marria~es. h~tlf-orcs art: born. Sorne half-orcs rise to become prot1d chi~fs of ore tribes, their hurnan blood giving rhem a n edge over their full-blooded ore r ivals . Some v<.:uu.tre. imo the world to prove their worth among humans and other more civilize<lt<~r.~s. Many of these bee om~ ad'v~nturers= achieving grcatue!6.s for their mighty <.ked$ <uHi no1otiery for their barbaric custom~ and savaac fury.

SCARRED A ND STRON..:.' G::c_ ____ _

Half·ort'.:;' gr<tyish pigmt>:ntation, sJoping foreheads. juttin~ jaws. prominent teeth-, and tower ing builds make thei i'Ol'cish herita~c p)ain for alllo see. Ha lf-01'CS stand bctweetY 6 and 7 feer rail and usually weigh between 180 and 250 pound•. On.~s regard hattie sc.ars as token:; of pride and

or namental scars as lhin!-{S of beat~ty. Other scar,tli, though. ftt~u·k an 01'<': or hatf.orc as a former ~lave or a disgrac.:«.~d exilt:. Any half·Ol'C who has lived among or ncar orcs h<tS $(;(1 1.$, \vht:ther they are marks of humiliation or of pride. rec()unring their past exploits and inju ries. Such a half-ore living among hurnans mi~ht

display lhese se-a rs proud ly or h ide thc1n iu shame.

THE M AR K OF GRUU M SH c.=__:_:_;,;;;;;;__ ___ _

The:. one-eyed god Gr uumsh created the ore:;, and even those ore:; \vho ltu·n away from his worship can't fully escape his influence. The same is true of ha lf4 orcs. though their human blood IJtO<Ie1'ares the impact of their orcish heritage. Some hatf.orcs hear the whi~pers of Gruumsh in their dreams, calliug lhem lO 1.mleash the rage rhar .:;immers within then\. Others feel Gtuumsh's

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tatiou wht:u they join in melee combat- and t ither ! along w ich him or shiver ·wilh fear and loathin~. r-orcs are not evil by nature, but evil does IUI'k within

'"11. '"·hcthcr tht:y em.brace ic or re-bel against it. ~ond the rage of Gruumsh. haJf-orcs feed ~mmion

.-erfuHy. Rage doesn't jU$>1 quicken their pul.se. h tes their bodies burn. Au insuh stings like acid, sadn~-:..:.. ~aps their strength. l:hH they laugh loudly ~earlily, and simple bodily pleasurcs- feasling. king. wrestling, drumming·, and wild dancing- fi ll r hearts with joy. They tend lObe s hore-tempered ~melimes sullen, more inclined to action lhan emplarion and to fi~htin~ lhan a rguing. The most mplisbed half·otcs are those with enough self-rot m get by in a dvilized f.and.

· IBES AND SLUMS

f..orcs most often Jive among orc.s. Of the other races. <111S arc most likely to occept half·orcs. and half-

' almost a lv;ays live in hurnan land-s wh~n nor Hvin~ .,gore tribes. '\Vh~ther proving themselves .among

... h b.."i.rbariau lribes or !'c;r·abbling to survive in the ~of larger cities, half· orcs get by on their physical

t. their endurance, and the sheer detcrmi11ation inheri[ from their human ance...,<)rry.

,\LF-0RC N AMES

~res t.JSt.H=i lly haw~ names appropriate lO I. he c;ulrure ieh they were rais~d. A half-ore who wa1ltS to fi[ in

ng humans might tl"ade an ore name for a human -»e. Some half-orcs with human names decide to

1)1 a gt.n w ra 1 (U'C name because they lhin k it makes 11 more int imidaling.

.Je Ore Names: Dench, Feng, Gell, Hcnk, Holg, Tmsh, e-th. Kr11Sk, 1\•lhur ren, Ront, Shump, 'fhokk

-male Ore Names: Baggi, Emen, Engong. J<ansif. "--ev. Nee~a, Ovak. Own ka, Shautha, Sutha. Vola, olen. Yevelda

ALF- 0RC T RAITS

.. half-o re character has certa in t raits dcrivin~ from r o re ances1ry.

Each half·Of< finds a w:.~y to gain acceptance from those who hate or<s. Some are reserved, tt~·ing not to draw attention to themselves. A few demonstrate piety and good·heartedness as publidy as they can (•Nheth.er or not such demonstrations

' ace genuine). And some simply try to be so tough th~t others just avoid them.

Ability Score f11crease. Your Strength score tnueases by 2. and your Constitut ion s:core i tJ CI't.:<l$~5 by 1.

Age. Half·otcs mature a little fastt:r tltan humans, re.achin!( adulthood around age 14. They age noticeably faster and rarely live I on get• chan 75 years.

Alig11me11t. Half-orcs inherit a tendency toward chaos from theft• ore parents and are not s tt·ongly inclined to,..,ard good. HaH·Ol'<' ... .:; raised among orcs and , • .-iJiing to live out their lives arnong rhem are usually evil.

S/lie. Ha If-orcs are somc.wbat large,· and bu lk ier than humans. and they range from 5 to well over 6 fcel lali. Your siz.e is Medium.

Speed. Yo\U' base walking speed is 30 feet. Darkvision. Thanks to )10Ul' ore blood, you have

superior vi$ion in dark and d im cou<.liOons. 'You can sec in dim light \Vithin 60 fee t of you as if il were brighc light, and in darkness as if it were dim light. You can'l disccru color in darkne~s.s: only shades of gray.

:lfenacing. You gain vr·olk.i~ncy in the lntimidacion skin.

Relentless Endura11ce. When you are reduced lO

0 hil p(,ilH$ hut not killed outrighl, y0\1 can drop co 1 hit point instead. You can't usc this feature again until you fini-sh a long tf:st.

Savage Attacks. When you score a critica) hit \vilh a m~le,e weapon attack. you call •·oil on~ of the weapon's damage dice one addit ional time and add it to the extra damage of che critical hil.

L811/luage$. You can speak, read, and \ .. vrire Common and Ore. Ore is a harsh , grating language with hard consonanls. Tr has no script of its own but is written in the Dwarvish scripl.

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TIE FLING " BtiT YOU DO SEETHE \VAY Pt::O r•LF.l.OOK A.TYOU.

devils child:·

Those blach· eyes. cold o.s o mfntcr storm. were slating

rigllt into her heart and the sudden seriousness in his

voice jolted her. '"\1/hat is it. th~v s<~v?'' he uslred. ;•one's a curiositt~. t.a;o:~

n r.onspira9:-"

"Tilrees a curse,·· shr. finished. "You til in/; i haven·! heord

thor rubbish before?"

··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 gM. Thot. is the burden oj eve;y tie/lir~g. Some break under

it, some mG}ie fl th? millstone around their neck. some

rf:Vel in it." He tilted his head (Jgain, scrutinizing her, wit/1

f'\R": 1 RACES

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

sharpens your 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: this is the lot of the tiefl ing. And ro twist the kni re, ri~fllngs know that thi~ is be.cause a pact st ruck 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 appearance. Ticfiings have large horns that take any of a variety of shapes: :;ome havt>; r.urling horns like a ram. others have straight and tall horns like a gazelle's . a nd some l)piral upwal'd like an antelopes' horns . They have thick tails. four to live fe-et long, which lash or coil a1·ound their lc~s when they gel upse[ or nervous. Their eaniue teeth <u·e !>harply pointed. and their eyes a1·e solid colors- black. red. \vhire. silver, or gold with no vis ible scl~~-a or pupil. Their skin tones cove1' 1he full range of ht.nnan coloration, but also include var iOt.IS

shades of red. Their hair. cascading down from behind thd r horns. is u!;ually dark, from black or bro\'m to dark r~.d, blue, or purple.

SELF- RELIANT AND SUSPICIOUS

TieAings sohsist in small minorities (ovnd mostly in human cities or tov.'ns, of£~n in the roughest qu~ulers of those place.s, v;here they gro\v t iP to be swindlers,

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me lords. Sometimes they live:: a tnong populations in enclaves whe re they arc

""lOre respect . ..Hneland, liellings know that they have

~ cr.~;n way in the world and th.M rh~y have survive. They are not q uick lO trus t

•irns to be a fr iend, but when a t iefling's uemons(rate that they tru:;t hhn or het,

ms lO e xtend rh~ ~am~ trust to the m. Bing gives somcout: loyalty. lhe tiefting or ally for life.

C ~AMES

~ rau into lhree broad <":-ategor!es. TicHing.s her culture typically have names reflecrive Some have name ... ~ derived from the

yage. passed down through generarion~.

·r fiendish hel'irage. /\nd some younger ng to 61u.l <s pl:"ce in 1h~ world: adopt a ifies a vjr tuc:. or othet amr..epr and t he n ·hat concept. For some. lhe chos~n name

- '. For others, it's a grim destiny.

...a X ames: Akmenos. Amnoo, Ral'a kas, c."emon, lados, Kairon, Leuc.is, l'4clcch. ~hos. Pelaios, Skamos. Therai ~I Names: Akra, Anakis, Bryscis, Criclla.

Kallis ta , Lcri!::isa. ~·laka1:la, N~rneia, •laia. Rieta

rmes: Art, Car don, Chant, Creed. Desp~1ir·,

Fear. Glory. Hope . Ideal, Mu5ic, Nowhere, Quest, Random, Reverence. Sorrow.

onent, Weary

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 for 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 this mis~rust throughout youth. a tiefl ing often develops the ability to overcome prejudice through chMm or intimidation.

T IEFLING T RAITS Tiefiingsshal'e c;ertain racial traits as a result of t heir infernal descent.

Ability Score Increase. You r lnle11igence scor~ increases by l. a_nd yow· Charisma score increases by 2.

.4.§e. Tieflings mature at th e same ral.e as hu mans but live a ft:w years long~1·.

Alignment. TieOings m ight not have an innate tendency toward e vil, bul rn.any of rhe:m ~nd up t he re. Evil or nol, an independent nature inclines ntany rie fHngs toward a chaotic a Hgnn1en(.

Siu. TiefHngs are ahout t he same size aud build .as humans. Your s ize is I\'ledhun.

Speed. Yotu· base walkin~ s peed is 30 ket. Darl<vision. 1'h;'ln kSi 10 your infernal heritage, you

have superior vision in dark and dim conditions. You can sec in dim light wilhifl 60 feet of you as if it were brighr lighr, and in darkness a$ if it were dim light. You can't discer-n color in darkness, only shades of gray .

Hellish Resistance. You have l'esistance to fire damage. ·

Infernal Legacy. You kuow the rhaurnamrgy can t rip. Once you reach 3rd level: you can ca!:il lhe lieilish rebuke spdl once pee day as a 2nd·levcJ s pell. Once y0\1

1'each 5t h level. you cau a lso <":asr t he darkness s pell once per day. Charisma is your spellc.a sling .ability for the.se spel1s.

LansuaAes. You can speak, read , and \vrite Cotn mon and Infer nal.

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Page 44: 5e Player's Handbook - improved.pdf

CHAPT ER 3: CLASSES

DVENTURERSARE £ XTRAORO£NARY PFOPT F.

driven by a thirst for excitement into a life that orhe.r5 would never dare lead. T hey <t re heroes, compelled to explore rhe

.ftC> dark pJacc.s of the world and take on the \\. challenges that Jesser women and men

can't stancl again~t

Yoo1' d a:ss givt:~ you a var iety of ~p~dal f~atHrf:~, ~uch as <.-i. iight.;r's mal:itery or weapons and annor, and a v.;iz.ard 's spells. At low lcvds. your <.:lass gives you ouly two or three features, but as you advance in Jeve) you galf~ m(n·e and your exls1ing f~awrf:s often lmpr<w~ . Each cla~.s entry iu th i:; chap ter lncl~u.le$ ~1 tabJc summarizin~ the benefits you gain at every lcvc11 and

· is the primary de finition of wha t your cha ra<.:ler lo. lt's more than a profe!;.;;ion; it 's your character 's .g. Class shapes tbe way you think <tbl'lut the

a d e(ailed explana1lon of ~ach on~-. Adventurers sometimes advance in more than one

d ass. A rogu~- might switch d;rect ion in life and swear th<.~ oath of a paladin. A barba rian nllght discover IMeiH magical ability and dabble in the sorcerer class \Vhile con{lnulng lO advance as a barharian. Elves a re _known to combine mart ia l mastery with magical train ing

and interact \\•ith it and your relat ionship with people and powers in rhe rnultiverse. A fighter,

....mplc. might vi<.;.\ ._, the world in pragmatic term~ ...,tegy and maneuvering, and see hersel f as j ust a

n a •nuch la rget game. A cler ic. by contl'ast, migh1 "'IJ.SCif as a wHling servan t in a god's unfolding plan ..JOOict brewing among va r ious deities. VVhile t he -has conlacts in a mercenary company or anny,

and arlvanc~ as fighters and wiza rds s imultaneously. Optional ntlt>;s for combh~ing classes in this \va.r. catled multiclassing. appear in chapter 6.

Twelve classes listed in the Classes table are found in a lmost every n&n v.'01'kl and defin~ rhe $pect1'\Hn of typical adventurers .

ric might know a number of priests . paladins . and es who s hare his faith.

ASSE S

Hit Primary Oe:scription Die Ability

·an A fierce warrior o( primitive background d l2 Strength

who <an enter a battle fage An inspiring magid an whose po•.ver d8 Ch.:nisma echoes the music of creation

A priest!)' champion who wields di"Jine d8 Wisdom

magic in service of a higher power A priest o( the Old f aith, wielding the d8 Wisdom

powers of nature- moonlight and plarlt growth, fi re and lightning- and adopting animal forms A master of martial combat, skilled with d lO Strength or a variety of weapons and armot Dex~erity

An master of martial arts, harnessing d8 Dex;rerity&

the power of the ~ody in pursuit of \Visdom physical and spiritual perfection A holy warrior bound to a sacted oath dl O Strength &

Charisma A warrior who uses martial prowess and dl O Oe'X'ierity & nature magic to combat threats on the Wisdorn edges of civilization A scoundrel who uses Siealth Jnd d8 Dex-terity tri::;kery to overcome obstacles and enemies A spellcaster who draws on inhcr~nt d6 Charisma magic fcom a gift or bloodline

=< A wielder of mJgi::; that is derived from d8 Charisma a bargain with an cxtraptanar entity A scholarly magi<.user capable of d6 Intelligence

manipulating the structures of reality

Saving Throw Armor and Weapon Proficiend es P-roficiencies

St rength & l ight and medium armor, shields, Constitution simple and man ia! weapons Dexterity& light armor, simple •.-.·capons, hand Charisma crossbov.-s, longswords, rapiers,

shortswords Wisdom& Light and medium armor. shields. Charisma simple weapor.s lntelligenc::e light and medium armor {nonmetal), & \'~'iisdom shields (nonmetal), clubs, daggcfs ,

darts, javelins, maces, quarterstaffs , scimitars, siddes, slings, spears

St rength & All arrnor, shid ds, sirnplc and martial Constitution weapons St rength & Simple weapons, sho:tswords Dexte rity

Wisdom& All arrnor, shields, simple and martial Charisma w~apons

St rength&. Light <ind medium armor, shields, De)(terity simple and martial weapons

Dexterity& light armor, simple wcopons, hand Intelligence crossbov..s. longswords. rapiers,

shortswords

Constitution Daggets, darts, slings. quarters taff's. &Charisma light crossbows Wisdom & light armor, simple w~apons Charisma Intelligence Daggers, darts, slings, quarterstaff's. &Wisdom light crossbows

P '\RT Cl :\SSF.S

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P \ RT ! CT \S$Y:S

B A RBARIAN A wll human t ribe.c;man strides through a hli7.7.at·d. d taped in iur and hefting his axe. He laugh~ as he charge~ toward the frost ~iant who dared poach his people's elk herd.

A half-otcsnads a1 the latest challenger to her authority over their sava~c tribe, ready to brea.k his neck with her bare hands as sh~. diet to the last six rivals.

Prorhing .~I 1he tnO\Ilh, a dwarf slams h i.s hdmct into tbc face of hi~ drow foe, then turns to d r ive h is armored ~lhow into the gut of another.

These barbarians, different as they might be, are defined by thc.ir ra~c: unbridled. unquenchable. and 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' t•age 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 fue•snot just .t.-i. battle frenzy but a lso 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.cd ways set them apart from animal~. 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 weakness. The st rong embrace their animal 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 and hunt.

Barbadans ('.Ome alive in tbt·. chaos of combat. They c.:.u1 enter <t. bcn:.;erk state where ra~e takes over. gjvin~ them superhuman s trenp;th and 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 DANGER 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 rol~ as a prote(:.tor of the people and a leade•· in times of war. Life in tho wild places of the world is fraught with peril: rival tribes, deadly weather. and terrifying

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"">i E BARBARIAN

......t

•.0

Proli:ciency Rage Bonus Features Rages Damage

+2 Rage, Unarmored 2 +2 Defense

+2 Reckless At ta.ck, 2 +2

Danger Sense

+2 Primal Path 3 +2

+2 Ability Scor~ } +2

lmprovcmeclt

+3 £xtra Attack, } +2 Fast Movement

+} Path feature 4 +2

+3 Feralltlstinct 4 ~2

+} Ability Score 4 +2 Improvement

+4 Brutal Critical 4 +3

(1 die)

+4 Paih feature 4 +3

+4 Relentless Rage 4 +3

+4 Abi!it)' Score s +}

lmproveme:~t

+S Brutal Critical 5 +3

(2 d ice)

+S Path feature s +3

+5 Persistent Rage 5 +3

+5 Ability Score 5 +4

Improvement

• 6 Brutal Critical 6 +4 (3 dice)

+6 lr.domit~blc 6 +4

t ... 1ight

+6 Ability Score 6 +4 Improvement

+6 Primal Champion Unlimited +4

"f"S,. Barbar ians char~c headlong inlo rh;u danger teir people don~r have to. 'lurage in the face of danger m.akes barbarians ~uited f(w adventuring. Wandering j!:t of le n a e for their n:.Hive t l'ibe5, and the rootless life of

'Tlturcr i~ l ittle hardsh ip for a barbarian. Some ns miss the close· knit family struc[Ures of the eventually find them replaced by (he bond~

.unong the members of lheil' adventurin~ parties.

.I.TING A BARBARIAN

-ea1ing a hMbaria n character, thhlk about where r.acter CQ)ues ftom and his or her place iu th~

.. alk with your D.M abou1. an appropriate origin • barba1'ian . Did you come from a distant land,

rou a s tranger in the area of the campaign? campaign set in a rough~~md·lumble fronti~r

.arbarians are common?

'

\.Yhalled yot~ to mke up the advenlur ing life? '~'ere you lured to scttlt'.d land$ by the promise of rich<:;$? I Hd you joiu forces with soldiers of those lands to face a shared threat? Did monslets or an invadin~ horde drive yO(I out of your homeland, making you " root less refu~<:.c? Pcrbap~ you \v~re a prisoner of war. brO\Ighl in chains to

"civilized,. Jand~ and only now able to win your frt:edom. Or y0\1 might have been cast out from your people because of a t.:rhne you committed. a taboo you violared. or a <:.oup that removed 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 Const i[ution. Second. choose rhe

outlander hack~round.

CLASS FEATURES As a barbarian. yo1.1 g<titl t he followin~ class features.

HIT POINTS Hit Dice: ld1'2 pt:r barbarian level Hit Points at 1st Level: 12 .f y (IU1' Coostiturion modifier Hit Points at Higher Levels: ld l 2 (or 7) 1 your

Constirution [Jlod ific.r (Jer barbarian level after l~t

PROFICIENCI ES Armor: Li~ht armor. 1ned ium ar mor, shields Weapons: Simple weapons. manial w~apons Tools: None

Sa'\'ing Throws: Strength. Consriwrion Skills: Choose lwo from Aoimal Handling, Athletics,

lnt imi<.lalion, Nature, Perception. and S l.I1'Viva1

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

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EQUIPMENT You start with the foUowing cQuipmenl, io addition to the cquipnwnt g ramed by yO\ll" background:

(a) a greacaxe or(/;>) any mart ial melee weapon (a) two handaxe.s or (b) any simpl~ w~apon An ~xplorer's pack and four javelins

RAGE

ln ballle, you fight tvith primal ferocity. On your turn, you can ente r a ra~c al:.\ a bonus action .

\,Vhile raging, you gain the following bcudHs i ( y0\1

aren't wearing heavy a rmor:

You have advantage on Strength checks and Strength savin~ throws. \Vhen you make a melee weapon attack t.lSing

S trength, you gain a bonus co the damage roll that ioc;reafies as you gain levels as a barbarian, as shown in lhe Rage Damage column of the Barbarian tabl<; . You have. tesistanc.e to blud~eonin~. piercing, and slashing damage.

Jfyou are able to cast s pells . you can't c.astthern or concentrate on them whil~ raging.

Your rage lasts for 1 minute. lt ends early if you ar~ knocked unconscious or if your turn ends and you haven't auacked a hostile crcatun.~ since yotu·last tul'n

or taken damage since then. You can also end you r rage on your turn as a bontiS ac1ion.

Once you have ra{:!cd the number of 1 imes .shown for you r barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again .

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

UNARMORED DEFENSE ·------'While you arc not wearing any ar mor, you r Armor Class equals 10 + ymu· Dexterity modifier + your Con~titution modifier. You can use a sh ield anc1 s till gain this benefit.

RECKLESS ATTACK

S tarting at 2nd level. you can throw aside a ll concem for defense to attack w ith fierce desperation. \Vhen you make your firs t attac.k on you r turn, you can decide to <Htack recklessly. Doing so ~ives you advantage on melee:.~ weapon attack rolls U$1ing Stren~th during this turn, but attack rolls against you have advantage until yotJr next turn.

DANGER SENSE

At 2nd level. you gain an 1.1 11<"....-1nny sense of when th ings nea1·by aren't as they should be. giving you au edge wht!il y01.1 dodge-away from dan~er.

You have advamage. on Dexterity saving throws a~ain!:it d l'ec ts that y01.1 ca n see, such as t raps and spells.. To gain this benefit. you can't be blinded, deafene..ti, or jncap.aciraced.

PRIMAL PATH

At 3rd level. you choose a path thar shapes the nature ol your 1'age. Choose the Path of the Bt·.r:;erker or the Path of the Totem \ 'Var-rior, bol h detailed at the end of the class description. Your dwice gram$: you features a t 3rd level and again at 6th, lOth, and 1•1th level$.

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LITY SCORE IMPROVEMENT

'00 reach 4th level. and again at8th, 12th . 16th, level. you can increase one ability score of yoHr

. 2. o ry011 <:a n in<:1'ease two ability scorts of X:e by l. .~snormal, yon can't increase an ability 0\--e 20 using this feature.

.. A TTACK

.. at 5th level. you c~m a ttack twice, insu·~ad of <O"Joe\et you rake the Attack action on your turu.

~.{OVEMENT

5th level, your spe.ed increases by 10 feet ren't wearin~ heavy armor.

L l:s'STINCT

~our instincts are so honed that you have 'IQ initiative ro11:";.

~y. if you are surprised ai t he beginning of aren't incapacitated. you can ac( 1lormatly ·urn, but on ly i f you ente r your rage before n~ else on that turn.

AL C RITICAL

-·9th level. you can roll one additiona l e die when determining the extra

c-ritical hit with a me-lee attack. ~to two additional d ice at 13th level

itional d ice at 17th level.

~~LESS RAGE

ltb level. yot~r rage can keep you fi~hting >Us wounds . If you drop to 0 h it points

:""ll!ging and don't di~ outright, you can make ::!otitution !:iaving throw. Tf you su<'.cee.d, you """'int ins{ead. :.ou use this feature after the fi'"'· rhe DC 5. \\·hen you finish a short or 1oug rest, th~ 0.

E!'T RAGE

15th levd . your rage is so fierce that '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 can use that of the total.

- C.ttA M PION

J')u embody 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 g1·eatnes!'. Different

barbar ians atlrihute. rhe.ir ra~c w different sources, however. !""or some, it is an inte r na l rese rvoir where pain, ~rief. and anger are forged into a fury hard as Sle~l. Orhen:; see it as a ::;;pir itual blessing, a gi f1 o f a totem a11 imal.

PATH OF THE BERSERKER

'F'or som~ barbarians. rage iti: a ll)tans to an e1l<l- rhat end being violence.. Th~ Path of the Dcrscrkcr is a pa{h of u ntrammeled fury. $liCk wilh blood . .As you enter the berserker 's rage, you thrill in the chao• of ballle. heedless of your own hea 1th or we ll-being.

FR£NZY

S tarting vvhen yo11 <:hoose this path at 3rd level, you can go into a frenzy when yot1 rag~. Tf you do so, for the du1'ation of your rage you can make a $illgle melee weapon a ltack as a bon1.ls action on each of your turns after this one. \Vhcn your rag~ ~nds, you suff~l' one level of exhaustion (as described in append ix A).

MINnt.RSS RACE Beginning a l 6th level, you ~an 't he charmed or frightenO<I wh ile ra~inp;. If you are charmed or fri~htcned \vhen you emer you r rage, the effect is suspended for the duration of the rage.

I NTl~1lDATING l'RESENCF. Beginning at l Oth level, you cau use your action to frighten someolle w ith your menacinp; presence. \tVhen you do so, choose 0 11e creaw re that you can sec within 30 feet of you. Tf the creature can sec or hear you, it must succeed on a VVi$<lOm saving throw (DC equal to 8 .... your pmficiency bonu:; + your Chatjsma modifier) or be frightened of you until the end of your nexc rurn. On subsequent turns, you can u-se your action to cxlend l he duration of this effect on the frig htened

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

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so

creature until the end of your next turn. This eff~ct ends if the creature ~nd~; its turn out of line of ~ight or more than 60 feet away from you.

H the c:reature s ucceeds on its saving throw. you can:t usc this feature on that creahu't': again for 24 hours .

RETALIAT.!Ot\ Startin~ at 14th level. when you take damage ft·om a creature that is within 5 feet of you. you can use your reaction to make a melee weapon attack against that creatHI'e.

PATH OF THE TOT EM WARRIOR

The Path o f the 'forem \ .Varl'ior is a spjritual journey. as the barb;,uian accep ts a .s,pit'it animal at; guide, protector, and inspiration. In battle, your totem spirit fills you with s upernatural m.ight, adding magical fuel to your barbarian r·age.

!\·lost barbarian tribes consider a totem animal to be kin to a particular clan. lu SttCh cases, it is unusual for an ind ividual to have more than one totem animal spil'it, thouah exceptions exist.

SPIRIT SEEKER Yours is a path that seeks arrunem~nt with the natural .. votld, giving you a kinsh ip with beasts. At 3rd level when you adop1 1 his path, you gain the ability to cast thl~ Jx;.a.s t sense and speak with animals spells. but only as r ituals, as de:;crjbed ill t~haptt:r 10.

T OTEM SPIRIT

Al 3rd level, when you adopt this path, you choose a rot~m s pirit and gain its feature. You musr mak~ or acq uirt: a physjca.l torem ohje<":.t- an amulet or similar adornment that incorporates fur or fearhe..rs, claw.=;, (ee1h, or hones of the totem anim~~l. At yOl.tr option, you abo gai fl minor phy5ical att ributes that ~ue reminiscent of your totem spirit. for example, if you have a bear totem spil'it . you m ight be unusual1y hairy and thic.k· skinned. or if your totem is the eagle, your eyes Wt'n bright yeUow .

.t'A:RT} CI.\M;:ts

Yovt w1e.m a nimal might be an a nimal related to those listed here but more app1'opriate co your homeland. For example, you could 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 enough to st<t.nU up to MW punishme.nt.

Eagle. \Vhilc you're raging aud aren't wearing heavy anllOI', orh~t' crearu r~s ha.-..:e disadvanta~c on o pportunity attack rolls against you, and you can use the Dash acl.ioo as a honu!=> acrion on your turn. The spirit of the eagle makes you into a pl'edator who r.an ·weav~

through the fray wich ease. Wolf. W'hi1e y01.111·e i'ag ing, your fr iends have

advantap;c on melee attack rolls against any <":reatute with in 5 fee.t of you chat is hostile to you. The 1;pirit o( the wolf makes 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' choice. You can choo;;.e the same animal you s elected al 3nl Jevel 0 1' a diffe.l'ent onr:.

Bear. You gain the might of a bear. Your carrying capacity (including maxilnum load a net maximum lift) is dotihlerl, and you have advantage on S trength checks made to push, pttll, li ft. 01' b1'eak obje.cts.

Eagle. You ~a in the eyesight of an eagle. You <":an see up to 1 mile away with no difficulty, abk: to Ui:;cern ~vt!n fine df:taHs a~; [hough looking at something no more than l 00 feel awa,y f1'om you. Additionally, dim light doesn't impose <.li~aUvantage on yott1' Wisdorn (Perception) checks.

H'olf. You gain the huntin~ sensibilities of a wolf. You can tra<.:k other creatures w hile traveling at a fast pace. and you can move stealthily while 1 ra.vr:Hog at a normal pace (~•e chapter 8 for rules on t ravel pace).

SJ>tR IT WALKER At 1Oth level, you can cast the commone ·with namrf: ~pcH. but on ly as .a rirual. Wh~n you do so, a spiritual version of one of the anim~ds you chose fot' Tote-m S pirit Ol' Aspecc of the Beast appears to you to t~01Wey the iitfonnation you seek.

T OTEM IC A T TUNEMENT

Al 14th level, you gain a ma~ical benefit based on a totem animal of your choice. You ca n choose the same animal you selecrect previously o r a different one.

Bear. \•Vhile y01.1're raging, any creature within 5 feet of you that's hos1 ile. 10 y011 has disadvanta~e on attack rolls against targets othel' than you or anorher character with chis feature. An enemy is in·unune to this effect if it call.1l see or hear you or if it. can't be fri~ttcwxi.

Eagle. VYhilc ra~in~. you have a flyi ng speed equal co your currem -walking speed. This benefit works only in shott bursts; you falJ if you end your turn io the air and nothing else is holding yot~ aloft.

Wolf. \<\'hile y01.1:re raging, you can use a. bonus action on your turn to knock a Large or sma lle1· r.reature prom when you hit ic with melee weapon ~~ttack.

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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. ured 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 rhem. ughing as she tunes her cittcrn. a p;nomc weaves

:-.ubtle magic over the assembled nobl~s, ~nsuring x r companions• words wiH be wdl receive-d. "tether scholar. skald, 0 1· s<:oundrel, a bard weaves

through words ~md music to inspire allies, ralize foes, manipulate minds, create ns. and e.ve:n he:al woun<ts.

\.ISIC AND MAGIC

·worlds of D&D, words a nd mll::iic; a re ::it vibrations of a ir. but vocaliz.:uious wilh

.., all their 0\'i.'O. The bard i s a master of song, . and th e magic they conta in. Ba;·ds say

lie multivcrse was s poke n into e xiste nce, tha t the ~of the gods gave it s hape, and that echoes of these '«iia 1 \~'ords of CrealiOil sti ll 1·e.~<>ound t hroughout ~mos. The music of bards is an allempt lO :;nalch .arness those echoe.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 themselves in melee if nece.s.sary. using

"1lagic [0 bolster their swords and armor. Their iean lO\vard charms a nd musions rather rhao Jydes.tructive spells. They have ·a wide·rangin~ 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 their minds to perfec ting, "'1\lsical performance to esoteric knowledge.

;.R1'H NG FROM 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. Discove1·ing lhe magic hi<i<ie:n in music -~hard study ami ~ome t neast.J re o f nalt.n·al 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 spent v..~andeting acros:s

nd gathe ring !ore. telling stor ies, and living on lhe de of audiences. much Hke aoy other entenain~r . .:iepth of knowledge, a leve l of musical skilL 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, p1·actice a of skills. enrer long-forgotten tombs, d iscover Jost

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works of magic:, decipher old tome~. travel lO strange places. or ~ucounter exotic:. creatures. Bard!:> love to acconlpany heroes to witness their deeds firstha nd. A bard who C<lll lei I an awe.inspirinp: story from personal expe1'1ence earns renown <tmong o ther hards.lndccd, after telling so many s tories about heroes ~ccornplishing mighty deeds, many bards t~ke these themes to heart and assume hemic roles themselves .

CREATING A BARD

Bards thrive on ~tories, wherh~r those stories arc t rue or not. Your character'~ backgrot1nd and mot ivations arc nol as impol'ranr as the stories that he or she rells .about them. Perhaps you had .a secure and mundane ch ildhood. The•·e's no good story to be told • hour chac, 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 of a story. Some bards acquire their ma~ical music rhmugh extraordinary weans. ind11ding the inspiration of fey or other supcrnalural Cl'ettlures.

Did you serve an apprcntk.eship, srurly ing under a rnaslet. following i he more experienced bard ontil you were ready lO strike out on your own? Or d id you auend a college wher~ you studied bardic lore and prac:tic:ed yot.t1' musical magic? Perhaps you were a young run~nvay or orphan, befrir:nded by a wandering bard who h~.can1e

your mentor. Or you n~ ight have hee.n a spoiled noble <:hild tutored by a master. Pedlaps you stumbled into the clu!Chf:s of a hap;. making ~-i. bargain fot a musical ~ift in ~1.ddilion t.o your lif~ and freedom. but <tl what c:osc?

PART 1 CLASSES.

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, choosc lhe en{erlainet· background. Third, choose the <lancing light< and vicious mockery canrr ip,o:;, alon~ with the followj1lg 1 sc-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: 1 d8 per bard level Hit Points at l st Level: 8 + your Conl:>titution modifier Hit Points at Higher Le•els: 1 d8 (or 5) +your

Consritution modifier per bard level aftt':t' 1st

PROFICTENGT ES Armor: Light armor Weapons: S imple weapons= haud crossbows, lon~swords, rapiers, shor tswords

Tools: Three musical ins truments of your choice

Saving Throws: Dexterity, Charisma Ski.lls: Choose a ny three

E QUIPMENT You Sla l'£ with the foHowing equipment. in addition to the cquiptnelll grant~d hy your background:

(a) a rapier, (b) a longswonl. or (c) any simple weapon (a) a diplomat's par.k or (h) an entertainer's pack (a) a lute or (b) any other musical instrument Leal her armot• and a da.g~cr

SPELLCASTING You have learned to urnangle and reshape the fabric of real!ty in harmony with your \•;ishes and music. Your spells are part of your v.asl rept':rtoire= ma.~ic that you Ctln June to different situat ions. Se~ chapter 10 for the generall'\lle~o:; of 5pellcastin~ and chapter 11 for rhe bard spell list

CANTRIPS You know rwo cantrips of your choic:e from the bard ~pcll lis1. You learn additional bard cant rips of yoo r choice a l. high~t ltwels. as s hown in lhe C.antripsl<nown column of lhe Bard 1ahl~.

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,, 2"d ltd

4th 5th

6th

th

!th 9th ~

Proftc:iency Cantril" Bonus Features known

2 Spel!casting, Bard:c Inspiration (d6} ·2 jack of All TrJ des. Song of Rut (d6)

• 2 Bard College, Expenise +2 Abilily Score Improvement

•J Bardic lnspir>Jtion (d8), Font of Inspiration

I) Countercha:nn, Sard College (cliture

+3

•3 Abilit)' Score Improvement • 4 Song of Rest (d8)

•• Sar'di.c Inspiration (d \0), Expenist.

M.a.g~<al Secrets. 4

• 4 Ability Score Improvement +5 Song o' Re" (d10)

•5 M01gica:l Secr«::ts. Bard College feature

+5 Sardic Inspiration (dl2)

• 5 Ability Score Improvement

• 6 Song o f Rest (d12)

•6 Magical Secrets • 6 Ability Score Improvement +6 Superior Inspiration

L SLOTS

rd lab1e shows how many spe:11 slot..co you ha,·c to .ur ~pcll• or lsr le\'el and higher. To CASt one of -~lis. you must expend a •lot of the spell's le,-.,1 ~r. You N'gain all expended spell slo"' when )'()U

long resl. •ample. if you know the ht-levcl spell~,,-., and have a l <r-le\•el and a 2nd-level spell slot

)le. you can ca!:)t Cut·e vmunds usin" either $lor.

LS K NOW N OF 1ST L EVEl. AN Ll H !CHER

1ow four lst-kvel $pells of your choke f1·om rh~ ~II list. !>pells T<nown column of the Ba,·d table show• 'Ou learn more bard spells of your choice. F.ar.h of

'l>ellS rnust be of a. level for whkh you hnvc spell '.shuwn on 1he table. For iostanC"~. whe.n you

3rd lc"cl iulhis dass. you can learn on~ new spell 2nd le,·el. na11~. when you gain a Je,'e1 in this class. you

JOSC olle of the hard spells you kno\v and replace another spell from the bard spell list. which also "'of a level for which you have spell slor•.

LCASTINC ABILITY ... rna is you1· s pellca.sting abilily for your bard Your m~iMiC COtnf.'S from the hean A1'ci ~nul you

nto the performa nce of you r music or oriltion. -.e you1· Chari::;ma whcn<:.ver a spell re.fcrs tu y0\11' 'ling abi lity. ln addition, you u!;e your Ch<tl'i$ma

2 2

2

3 l

l 3 l

3 4

• • • 4

4

4

4

4

4

Spells - Spell Slots per Spell Level-

Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

4 2 5 3

6 4 2 7 4 3

8 4 3 2

9 4 3 3

10 4 3 3 1

11 4 3 3 2 12 4 3 3 3

14 4 3 3 l 2

15 4 3 3 l 2

15 4 3 3 3 2 16 • 3 3 3 2 18 4 3 3 3 2

19 4 3 l 3 2 19 4 3 3 3 2

20 4 3 3 3 2

22 4 3 3 3 3 1

2Z 4 3 3 3 3 2 1

22 • 3 3 3 l 2 2

modifier when set ling the savinU throw DC for a bard spcll you casr and when makine: an atrack roll with one.

Spell save DC - 8 + yollr profic~-cncy bor; us + your Otansma modifier

Spell attack modifier ... your proficitncy bonus+

your Charisma mod•f1er

R !TUAL CASTING You can cast any bard spdl you knO\V as a ritual if that spoil has the ritua l tag.

SPEJ,r.c .•snNC Focus You can u$e a m1lsical inst rument (found in chapter 5) as a •pellcasting focus for your bard opells.

BARDIC INSPIRATION

You can inspire othe~ throua:h stirrina \v()rds or music. To do so. you use a bonus 8('tion on your turn to choose one creature other than yourself whhin 60 feet of you who can bear you. That creature iatin~ one Bardic lnspi1'arion die. a d6.

Once \\'ithin the nexr 10 minute~. the crearurecan roU the die and acid the number rolled ro one ability check, attack roll. or saving rh row it make~. Tht. c reature can wait until after il rolls 1 h~ d20 before U<.:ciding to use the Bardic Inspirat ion die. but rnu!'lt decide before lhe DM s.<l)'l$ ' "'hcther rh~ t•oll succeeds or filii~. Once the Hard ie Inspiration d ie is rolled , it is lost. A <.:rcalure ca n have only o ne BarUic InspirMion die ttl a thne.

' {

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You can u~e 1 his featu re a number of times equal to vour Char·isma modifier (a m inimum of once). You regain any expended uses when you finish a long r~st.

Your Dardic Inspiration <l i~ changes wht~n you reach ce rtain levels in t his d tl$$. The tlk bc<.:omcs a d8 at 5th level, a diO at 10th level, and a d12 at 15th level.

jACK OF ALL TRADES

Starting ar 2nd level, you t:au add half your profid~nc-..y

bonus, rounded down, to any a hiliry check you make that doesn't already indode yO\Ir proilcicncy bonus.

SONG OF REST

Begin ning at 2nd level, you can usc soothing music Ot

oratior1 to help revitalize your W011nded allies durin~ a s hort rest. Jfyou or any friendly creatures who can hear you r performance regain hit point$> at the end of th<.: .c::hort rest. each of tho$>e C:l'~a11..u·es regains an ext ra 1d 6 hit points.

The P.Xtra h il points iucrt·.asc when you reach c:~r·tain levels in tbi• class: to 1d8 at 9ch level, ro 1 <1 10 at 13th level, and to ld1 2 at 17th level.

BARD COLLEGE

Ar 3rd level, you Udvc into the advanced techniqoes of a bard college of your choice: the College off.ore or the College of Valor, both d.ra iled >t the end of the class description. YotH' c:hoice grauts you features at 3rd level and again at 6 th and 14th level.

EXPERTISE

At 3rd lcvd , choose. m:o ofyotu· skill proficicncics. You r profidP.nc-..y bonus is doubled for any ability check you make lhatu.se~ either of the chosen proficiencies.

At lOth level, you Call choose <mother two skill p1·ofid e:ncie:s to gain this benefit.

ABI LITY SCORE IMPROVEMENT

When you reach 4ch level, and again a t 8th. 1~th. 16th, and 19th level, you can increase on~ ability score of your choke hv 2, or YOu cau increase two a bility scores of your ch~ice by i. As nonna I, you cau't increase an abitiry $>C:Ore a bove 20 using th is feature.

FONT OF I NS::_P..:-_lR~A~T::_IO:::::.:.,:N _____ _

Beginn ing \'-'hen you re.ach 51h le,~el . yOt l regain all of you r expended uses of Bard ic: filSpiratkm when you finish a short or long rest.

COUNTRRC.~H~A~R~M~·-------------At 6th level, you gain the ability to usc musical notes or word:s of power to disrupt mind 4 inflt1encing e ffecls . As an action, y0 11 can $tart a p t:rformance that lasts unril the end of your next tur n. During rhar rirne. you and any friendly creatures within 30 ieet of you have <.-tdvanta~e on saving t hrow$ .~gains( being friWttencd or charmed. A crea1t.u·e must b e able to hear you co gain rhi-s be nefit. The performance ends eatly if you are illl~apac.itatcd or s ilenced or if you voluntarily end it (no acrion J'equired).

PART 1 C!T.:\SSFS

M AGICAL SECRETS

By lOth level. you have plunde•·ecl magic.a l knowledg• from a wide $pec:trHm of dist .iplint·.s. Choose two spells fi'Om any c:lass. including this one. A s pell you c:.h(JOS~ rrU.J$1 be oi a k.vd you can cast. as shown o n 1 he Bard table, or a cantrip.

The d10$>en sp~lls count a~ bard spells for you and a re included in fhe number in the S pells Known coh11nn of the. Bard table.

You le-a rn tvoro additional :;pdls from any das$ .::n 14th level and again a t 18th level.

SUPERIOR INSPIRATION

At 20th level: when yotJ 1'0fl initiative and have no uses of Bardir. JnspirMion left. you rc~ain one ose .

BARD COLLEGES The way of a bard is ~regariou5. Bard$> seek each othc.r out ro swa p songs ~nd s tories. boast of their accomplishments, ~lld sha re their knowledge:. R.ards form loose a~sociations, whkh they t":a11 colleges, to facilitate their gatherings and preserve their rradit ions.

COLLEGE OF LORE

Bards of t he College of Lore know something ahoul n10$11 hings, colkctin~ bits of knowledge f1·om sources as divcr.,c as scholarly tom~s a nd p~asant t<.dcs. \Vhether singing io1k baHads in taverns or elaborat~ <'..Ompositions in royal courts , these bard~ us e their gifts to hold audienc•~ spellbound. When the applause dies dow·n. th e audience members might find thel)lselveti: question in~ everything they held to be lrue. from their faith in the priesthood of tht: lo<.:al temple to their· loyalty to the kin!(.

The loyalty of thes~ bards lie.s in the pursuit of beauty and rruth, 1)0 ( in fealty to a monarch or following the 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 honest tll<Hl p-olitic.

The college's member • .:; gather ill libra ries and somet imes in actual colleges. complete with classrooms and Uonnitorics, to s haJ'f:; t hei1·lote with ouc another. They a lso meet a l fest ivals or affairs of s tate, wh~1·e they cao e.xp o:se corruption, unravel He5, and poke fun at self~ important figures of authority.

BON US P ROFTC TENCIES \¥hen you join t he College of Lore at 3rd JeveJ, you gai n proficiency with th ree skills of your choice.

CUTT! l'\G W ORDS

Also at 3 rd le\'el. you learn hmv to use your wit to distract. confuse. and orherw ise sap the coutidcncc and comp~t~nce of other::.. \<Vhcn a c reature t har you can see withio 60 feet of you makes an a rtack ron, an ability ch eck. or a damage roll, you c aH use your r~-tction to expe nd one of your uses of Bardil~ Inspirat ion, m11iHg a Bal'd it.:: Inspiration die and subrracting th~ number ro11ed from the c:.reature!s roll. You cau choose to use this fea ture after the c reature makes its roll, but before t he DTvf d~rermtnes whether t he attack roll or abil ity

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" .. ~eeds or fa ils. or before the crealUrt deals its The creature is iulnnnle if ir can't hear you or if

.omc to being c;:harmi".d.

JliO:<AL MAGICAL Sj;CRETS \tl. you learn two spells of your choice from any "~Pt11 you choose must be of a level you c:an cast. n on the Bard tablr:, or a cant rip. The chost:n 'unt as bard s pe lls for y01.1 but don't counl the number of bard s p• lls you k now.

£ SS SKILL ~at l4 lh level. whe n you make an abilily check.

n expend one usc of Ba1'dic: Inspiration. R<>ll a Inspiration die and add the numh~r rolled tu ;lity check. You can choose to do"<> after you roll ;or the ability chock. but before the OM tell• you r you succeed or fail.

LLEC.E OF VALOR

,(the College of Valor are daring <kalds whose ·cp alive the memory of rhe ~rcat heroes of the · id ther~by inspire a new generarion of hcr<X.;~. bard~ g•dher in mead halls or around grf!ar 't<> <ing the dcc<lo of the mighty. both pttsl

~n.-~ent . They t ravel the land to witnf:S!1 g reat 'fi rsthand <.m<.l to ensurf: that the memory of

'\'ent$ doesn't pass fromlhe world. \Vith thcjJ•

songs, they inspire others ro reach the same heights of accomplisbmem a• the heroes of old.

SOl'I:S PROFICII!NCIES When youjcrin the Collcp;c of Valor at 3rd level. you gain proficiency with m~dium armor. ~hields. and m.anial weapons.

COMJJAT I NS PI RATION 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 can roll that die and ftdd lhf 11un'1bcr rolled to a v~·eapon d(.ctnage. roll it just made. Alif:l'notively. when an attack roll is made against t he creature. il can usf': irs reaction to roll the Bardic Inspiration die and acJU the number rolled to its AC against 1hat arrack. after seeing the 1'011 but before knowin~ whether i1 hh~ or misses.

EXTRA ATTACK Sraning a£ 6th }c\•cl. )'OU t"..1n anack twice. im;tead or ouce. whenever you take the Ana<:k action on your tunl.

BATTLE MAGIC At 14th level, you have Jfl8!11r.red the art of wc;.n·ing spcUca.stiog and weapon usc irato a .sinate harmonious act. \+Vhen you ust your ~<:rion to c;.ust tl bard spell, you can make one weapon attack !l~ 1'1 honus action.

I -\dl 1 Cl \(:\;,fS

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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 li~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 ~waths lO cut through the ranks of orcs ~u·l"ayed ag.ainst 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 U 111lpanions.

Cle1'i<":S are intermed iaries hetwe en the rnorta l world and the d is tant plane~-s of the god~. As varied as the gods they serve, <:.l~rlcs 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 EALERS AND W .ARRIORS

Divine ma~k. as the name sugge.sls. is the power o(

ch~. gods. flowing 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 divine magic.: doesn't rely on study or t rain ing. A d erlc rnight learn formulaic: prayer::$ and ancient rite s . b ut t he a hi1ity lO cast cleric s pells r~lies on devorion and a11 intuit ive 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 . carrying out their gods' wilJ through prayer and sacrifice , nor by magic and s t re ng'th of arms. ln some cilies. priesthood amounts to a political office, viewed as a stepping s tone to hi~her position~ of auOw rity and involv•ng no comm union wirh a god a l aU. T rue clerics a re rare in most h ierarch ies.

\Vhen a cle.ric 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 involves 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:xpecled to protect

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E CLERIC

Proficiency Bonus Features

·2 Spdkas.ring, Oivin~ Domain •2 Channel DM nity (!{rest).

Divine Domain f~aturt

•2 +2 Ability Store Improvement +3 Destroy Undead (CR 1/ 2) • 3 Channel Divin ity (2/rc>t) .

Divine Domain fe;~ture

3 3 Ability Score lmpr<Wement, Destroy Undtad

(CR 1), Divine Domain feature

-4

•• Di•1mc lntCf \'etl t ion

+4 Des troy Undead (CR 2) +4 Ability Score Improvement

5 ·5 Destroy Undead (CR 3)

·5 • 5 Abil1ty Scor~ Improvement

·6 Destroy Undead (CR 4),

Divine DomJin feature +6 Ch.mnel Divinity (3Jrtst)

·6 Abtlity Score Improvement

·6 Divine Intervention

·~· wOI'8hiper~. ,1j~hich can mc.:an ftghting 1ng o rcs, nc~otialing pe.ar.e between warrjng

1f ~<:i.l. l i lli A portal that WOUlll allOW~ demon emer the world. J\enlu1'ing clerics maintain SOml" connection to d temples and orders of their faiths. A temple

ask Cor a cleric·~ aid. or a high priest might be in;:'! "ldemand it.

£ ATI:-IG A C LERIC

reate n c!eric. the nlOSt importont quc::;t iou lO r i' ''-'hir.h deity to serve and whAI principles you m ch~tr~cler to embody. Appem.li :< R includes "1any ohhc gods of the mu lrh·ersc. Check ";' h

lO learn which deities art: in your campaign. u\t chosen a deity. consider y<>ur cleric's

... hip to thal god. Did you enter lhis setvice ? Or cl irl the ~od choose you, il''npelling you into

with nu l'tljJarcl for your wishc~? How do che priests of your fai(h tegard you: as {\ champion b1emaker? V./hat are your uhitnote goals? Does xy hm·c a :lpecial rask in mind for you? Or are ing 10 pro,·e yourself '"''Orlhy of o .zreat qucst?

K BUILD n make n clerk quickly hy followinU thc~e ~·ions. F'i 1·~1 , \Visdom should be your hip;hcst score. fullowed by Srn•mgth or Cot•l${ilolion . . choose the acolyte bac:.kgrouncl.

Canttips -Spell Slots per Spell Level-

Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

3 2

3 3

3 4 2 4 4 3 4 4 3 2 4 4 3 3

4 4 3 3 1

• 4 3 3 2

4 4 3 3 3 1 5 4 3 3 3 2

5 4 3 3 3 2 5 4 3 3 3 2

5 L 3 3 3 2

5 4 3 3 3 2

5 4 3 3 3 2 5 4 3 3 3 2

5 4 3 3 3 2

s 4 3 3 3 3

s 4 3 3 3 3 2 5 4 3 3 3 3 2 2

CLASS FEATURES A~ a cleric. you gair1 th~ CoJlowiug ch~$$ rentl l l't~~:';.

HIT POINTS Hit Dice: 1 dll per cleric level Hit Points at JSl Level: 8 +your Constitution modifier Hit Points a t Higher Levels: ld8 (or 5) T your

Constitution modifier JX:r' cle ric level after bt

PROFICII!NCIES Armor: Light ::jrmor, medium armor, shit: l cl~ Weapons: AU simple \Vt.apons Tools: None

Saving Throws: Wi1<dom. Charisma S kills: Choose two from History. Insight. Medicine. P~rsuasion, and RcliiiOn

EQUIPMENT Ynu start with the following equipment. in itddil ion to the equ ipment ~ranted by your back~round:

(n) a mace or (b) a warhommcr (if profic ient) (a) scale mail, (b) leather armor_ or (c) chain m:til (if profici~"tlt)

(a) a light crossbow and 20 bolts or (b) any simple ,..-capon (.')a priest's pack or (b) an explorer-s pack A ,h;eld and a holy symbol

7

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6o

As an action. choose one creature that you can see w ith in 60 feet of you . That c reature must make a \Visdom ~aving throw. Jf the c1·eature $U<:<:e e:ds on 1he saving lhrow, you C"'fl' t use this feature oo it <iga in until you fiui:;b a long rest.

If the creature fa ils its save~ you can read its s urface 1houghts (rhose: fore:mosr in its mind. re flec ting its currelll emotiOn$ and wha t it is actively thinking about) \'-.then it is within 60 feet of you. This effect lasts fo.- 1 m inute.

Duriug tha t timc, yo u can u~c your action to end th is e ffect a nd cast the suggestion spell on the c reature witho1H expending a s pefl s lot . The target automatically fail~ it:$ :$avina throw a~ainst t he s pell.

POTENT S P ELLCASTI NC S tarting a t 8 th Je.vet. you ac.1c.1 yo ur Wi~dom modifier to the damage you deal w ith any cleric Cantr ip.

V ISIONS Of' Tll t:: PAST S ta rring at 17th leve l, you can ca ll t1p visions of tbe past that re la te to au objec t you hold or your immed ia te su rroundings . You s pend at least 1 minute in rnerHta rion and praye r, theo. rece ive dream like, shadowy glimp:;c~ of recent events . You can meditate in this way for a numhe:1' o f m ioores equ.a 1 ro your Wis dom score and rHuSl main tain concentrat ion during tha t time.~ . a~ if you were ca:;ting a s pell.

Once you use th is feature, you can't use ir aga in unril you finish a short. 01· long res t.

Okject Reading. lloldinl( an objec t as you meditate . you can se~ visions ohhe object's previous owner. After med itating for 1 minute. you Je~trn how the owner acquired and losr the. obje<:t, asw~ll as the mosr r~cem significan( event involvjng the object and that owner. If t he oQjcc t was owned by another creature in the ··e<:enr past (within a number of day$ equal 1o y0\.11" Wisdom :;core). you can spend 1 additiona1 minute for each owner to lea r n the same information about that creatu re .

Area Reading. As you meditace1 you see vis ions of recent events in your immediate vicinity (a room, s treet. tunnel. clearing. or the like. up to a SO-foot cube). going back a number of days e::qoal to your \<\' isdorn score. Por each minute you mediw.tc. you learn about one s ignificant event: beginn ing with the most recent. S ign ificam events typically involve powerful emotions . s uch as battles and betrayals~ marrjap;es a nd murders: births and funera ls. However~ t hey mi~ht a lso include more mundane events that a re neven he less important in yot.•r currem s ituation .

L I FE D OMAI N The Life domain focuses on the vibrant positive energy- one of the ft.•ndamen ta:J forces of the u niverse­that ~u~tains a ll life . The ~ods of life promote vita lity and healrh through healing rhe • ick a nd wounded , c.ar ing fo•· rhose in need, and driving .aw.ay lhe forces o f death and undeat.h. Almost any non·cvil deity can cla im influence over this domain, pa rticula rly ag ricu ltu ra1 dcitie:; (such as Chaun tca , Arawai~ and Demete r)! sun god$ (s uch a$ Lathander, Pelor. and Re-Horakhty). gods

1'.>\RT i. <.:LAS:->ES

of healing: or endurance (s uch as Ilmate1·, Mishaka I, Apollo, and Diancechr). and gocls of home and conHn uu ity (such as Hestia, tlathor. and Boldrei).

LI FE DO MAl N SPELLS

Cleric Level Spells

1st h/~ss, cure wounds 3rd iesser restoration. spiritual weapo11 Sih be-ooon of hope. revivifY 7th death ward, g"ardion of faith 9[h mass cure wo11nds, raise dead

B ONUS P RO F IC IENCY When you choos e thi~ donn~ in at 1st level. you ~ain proficiency with heavy a r mor.

D ISC I PLE OP L I FE AJso $ta rting at }:;{ lcvt~l. you r hea ling :;pclls are more e ffec tive. Whenever you usc a s pell of 1st level or highe r to restore h it points to a c reature., the ueature rega.i1lS additiona l h ir poiots equal to 2 ; the spell's level.

C HANNEL D IVINITY: P RESERVE L IFE Sra1·ting a t 2 nd leve l, you ca1l HS~ you.- Channel Divinity to heal the badly injured .

As an ac tion. you present your holy symbol and evoke hea ling energy char can restore a nurnh~t of h ir poin1·s eqt.a f to five time:s yot•r c leric level. Choose any creatures within 30 feet of you. and divide those h it points among them. T his feature can restore a <:r~.atu1·e

to no more than half of it~ h it point maximum. You c~m't use. this feature o n a n undead or a const rucr.

B LESSE D H EALER .J:Jc~inning a t 6th level, the hcalin.g s pells you cast on oche rs heal you as well. \Vhen you cast a sp~ll of 1st level or higher th~t restor es hit poin t:s to a crc-.~ture othe r than you, you rega in hit points equa l to 2 + the spell's leve l.

D I VI NE STR I KE

At 8 th level, you ga in the ability to infuse your weapon strikes with di\•ine energy. Once on each of you r turn~ when you h it a c reature w ith a weapon attack , you can cause rhe atta<:k ro d ea l an ext1·a 1d8 radiant damage to the ta rget. \-Vhcn you reach 14th lcvel1 t he ext ra damage increa~es to 208.

SuPtU:M!! H !lAL! N C S ta rting a r 17[h level, when you wou ld normally roll out:. or more di<:e to r<::~tor<:: hit voint:; with a spell. you instead use the highest n umber possible for each d ie. Fo1' example. instead of restori1\g 2d6 hit points to a creatu re . you restore 12.

LIGHT D O MAIN

Gods of lip;ht including Helm, Lathande r, Pholrus, Btan<:hala, thr: S ilve1· Flame, Belenus , Apollo, and Rc·llorakhty- prornotc rhc ideals of rebirth and renewal, tr11th, vigH.ance , and b~aury. o ften using the symbo l of the su n. S ome of these gods a re por tfayed as the sun ilself or as a chario tee r who guides the sun

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ross the s ky. Others a re tireless scnllnc;ls whos.t> ~yt!:; rce e ••ery shadow and see through every dccep•lon. me are deilies of beauty and artisuy. who teach that is a vehicle C<.>r th<.! soul's imprnvement. Clerics or 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•. S««hing ray 5th doy/ight,firtbo/1 itn g•ordion offaith, w<Jfl of fire 9:" flaml suikt, wymg

~us CANTRIP n you choose this domain at 1st ltwt.l, you p;ain the ·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 cnn sec. an use your reaction to impose difla civnmage on uack roll. causing light to flare before the atlackM

f"C it hit~ or miS$eS. An auacker t ho.t can't be blinded mune to th is rcaturc. l can use this feAiure n number of times equal to \\"isdom rnudHie r (a nl ini rrn_un (){once). You rcaain 'pended ust .... '\ when you finish a I on a- rest.

"~'I;L Ot VI N tTY: RADI ANCE OF T H E DAW~ ng at 2nd level. you can use your Channel Divinity .,ess stanlighr, banishing darkness and dealing "t damage to your foes. 10 action. you pre..~ent your holy symbol. and <tny •I darkness within 30 feet of you is d ispelled. onally. each hostile creawre within 30 feet of OL<-t make n Consritutjon savine throw. A c:reature ~•diant damage equal to 2dl0-your cleric le•el

..Uled saving throw. and half as much damage on a ,.rut one. A creature that has total CO\'Cr from you affected.

-.OVED FLARE

ng at 6th lcvcl. you can also use your Warding feature when a crc;ature I hat you can see within t of you attacks a creature other than you.

f"T SPELLCASTINC · ng a t 8th level. you add your Wisdom modifier to

..s.mage you dea.l with uny cleric CIUHrip.

.O~A OF L ICHT Jng at 17th level. you cauuse y0111" nrrinn to activate ra of s unlight that lasts for L m inute or u l)li l ynu -~it usinU anotlu:r action. You emit bri~ht li~ht in foot radiu• and d im light 30 feel b eyond tha t. Your 1ies in the b1·ight light have disadvam~tUt on saving

·"""5 aga inst any !Spell th$l dettl$ it •·~ M radianr dnmage.

NATURE D OMAIN

Gods o f nature are as varied a~ the nal\.lral world itself. from inscrutable gods of the deep forests (such as S ilvanus. Obad-Hai. Chislev. Bali nor. and Pan) to friendly deities associated with particular sprinas and groves {such as Eldath). Druids revere nature a~ it ''-hole and might sen-e ooe of these deities. prncti<:ing mvsterious rite-..s and reciting al.J..IJut·forgotten prayer"$ in th.eir own secret tongue. But mao)· of these gods ha\-e clcri~ as wen. champions who take a more a<:tivc role in advanci.n.g the interests of a particular nature god. The...;:;e c!erics might bunt the evil monstro5ilies that despoil the woodlands. bless the harvest of the faithful. or wither the crops of rhose who anger their gods.

N.ATURE OOM.AIN SPELLS

Cleric Level

1st 3rd 5th 7th 9th

Spells

animoJ f riendship, speo~ w1lh ommals b~tJ:s.~ irt, s,oike grow'h ."fartt growth, wjnd woll .dominate bePs,, grasping vine insc(;t plague, t.rt e stride

l'AIU l 1 LAS,

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6z

A COLYTE OF N ATU RE At 1st level, you learn one druid can11'ip of your choice. You a lso gain proficiency in one of the follov1i ng skills of y01.1r choict<:: Anirnal Handlinp;, Nature. or Survival.

BON US PROFI CIENCY Also at 1st level, you gain pt"oficie:n<:.y wich heavy armor.

C HANNEL DIVINITY: CHARM ANI:\1ALS AND P LANTS Stanin~ at 2nd level. you can use y01.1r Channel Divinity to charm animals and plants.

As an actiOH, you ptesenr your holy symbol and invoke th~. name of your deity. Each bcasl or pla ll{ creatu re thm can see y01.1 within 30 feec of you must make a Wisdom savinp; throw. 1f the creat ure fa i.ls its s.-:wing throw, it is charm~d by you for l minute or until it w.kcs damage. \+Vhik: it is charmed by you, it i-s friendly to you and other creatures you designate.

DAMPEN E LEJ.IENTS S tarting at 6rh level, when you or a creature within 30 fee t of you take~; add. cold, fi re-, tighrning, or thunder damag~. you can use your reaction to grant resistance to the creature against thar insrance of the damage.

DIVI NE STRIKE At 8th level, you ~ain the abiHty to infuse your weapon Slrikes with divine en~rgy. Once on each of your turns 'vhcn you hila crealure wil h a weapon attack, you can cause the attack to deal an extra l d8 cold , firr:, 0 1'

li~hlning damage (ymu· choice) to the target. \ ·Vhcn you reach 14th level, the e.xtra damage increases co 2d8.

i\•f ASTER OF N ATURE At 17th level. you gain the abiliry to command animals anrl plam creatures. 'While creatures are charmed by your Charm Animals and Plants feature! you can take a bonus act ion on your turn to verbally command what each of chose c.r·e.arurt% w ill do on its next t urn.

TEMP~_ST_D _ _?M:.:..·:.:."'-:..:I N:.:__ ______ _

Gods ·whose port fol ios i ndude the Tempest domain­including Talo.s, Umberlec, Kord. Zeboim. the Devourer, 7.eus, a11d Thor- govern storms, sea, and sky. They include !(ods of lightning and thunder, gods of ean hqua kes, some fire gods, and certain ~ods of violence. physical :;trength . .and courage. In some pantheons. a aod of th is dom<t.iu rules ove.r otheJ' deities and is known for swift justice tld ivered by ihun<fe,·bolt:=o.

In lhe panthe.ons of seafar ing people, ~od~ of this domain are ocean deilies and the patrons of sailors. Tempest gods send their clerics to iH$J)i1·e feal' in the conuuon folk, either to keep rhos• folk on the path of

l'AR! l CLASSES.

righ1eou.sne.ss or to encourage them to offer sacrifice~ of propitia tion ro ward off d ivine wrath.

TEMPEST 00MAI N SPELLS

Cleric Level Spells:

l st fog cloud, thunderwave 3rd g.&.~st of wind, shatt.er Sth call lightning, sleet storm 7th control water, ice st-orm 9th destructive wave, ins~c! plague

BO~US P ROFICIENCIES At lst l.ev~l. you gain proficiency with martial weapon~ and heavy armor.

W RATH OF THE ST ORM

Also a t lst level, yoo can thunderously rebu ke a ttackers. 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 cause {he. crearure m make a. Dexterity savin~ thro\v, The crc~durt take$ 2d8lightning Ol' thunciet• darnage {your choice) on a failed saving thrO\v, and half as much damage on a s uccessru l one.

You can use this feature ~1. number of times ecp.ral to your V/i.sdom mocl·ifier (a minimum of once). You rc~~tiu a ll expended tiStS when yoH finish a long resc.

C HANNEL DIVJ1\ITY: D EST RUCTIVE WRATH Starring at 2 nd level. you can u:;e your Channel D ivinity to wjeld che power of rhe 5torm with unchecked fcroci(y.

\.Vhen you roll lightning or tllundel' darn<lge, you can use your Channel Divinity to deal maximum dama~c, instead of rolling.

THUNDERBOLT ST RIKE At 6th level, when you d•al lighming damage to a Large or smaUcr creature, you can also push it up to 10 ft:~t away ftom you .

D IVI NE ST RIJ<E At 8th level. you gaiu the ability to inf11se. yo111' w~apon .sttikes with divine energy. Once on each of your turns when you hit a cre.a ture with a weapon t1trar:k, you r:an r..ause-rhe attack to deal an ext ra l d8 thunder dam age to the target. \Vhen youl'each 14th lev..=d, the extra dama~e inr:.reases to 2d8.

ST ORMBORN At lith 1e.v~l. you have a ftyin~ speed equal to your current walki ng speed whenever you are not under~round or indoors.

TRICKERY DOMAIN

Gods of tticke1'Y- s uch as Tymora: Dcshaba, Olidammara. the Traveler. Garl Glit tergold, and Loki- are mischief.makers and instigators \vlw :;land as a consl:=t rll chall~nge to che accepted order amon~ both aods and mortal:;. They're patron$> of thif;ves, s <:oundrels: ~amblers, rebels. and liberators. Their clerics are a <Hsruprjve fo rce 1n the world, puncturing pride, moc:king tyra nts, 5tealing from the rich! frcd11g capt ives, a nd H.outin~ hollow traditions. They prefe1'

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~ubterfuge., pranks, rl~<'..ept ion, and rheft rather than irect con frontation .

-RICKE RY DOMAIN SPELLS

Cleric Level Spells

1st chomt persor1, disguise self 3rd mirror image. pass without tr&Jc.e 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory

t:SLESSING OF THE TRICKSTER ""'arring when yov choose rh is domain at 1st level, you

n usc your action to touch a w illing crealure other ..an yourself to g ive it advantage on Dexterity (Stea lrh) o«-ks . Th is blessing lasts for 1 hotlr or ttnli l you u-se 1S feature again. '

~HANNEL DIVINITY: i NVOKE D UPLICITY .... :.arting ar 2nd leve1, you ca n t.Jseyour Channel Divinity

crea te an illusory duplica te of yourself. o\s an ac[ion, you <:reate a perfec t illusion of

rse1f that lasts for 1 minute, or umil you lose your "lCentration (a~ if you ·were concentrat.in~ on a spell). -..e illtlSion appears in an unoccupied spa<'..e that you n Ste within 30 fet t of you . As a bomts .aclion on your -n. you can move the illusion up to 30 feet to a space ..J. can see., btU it n1ust remain within 120 feet of you. ~="or the dur~-\tion, you cau cast spe lls as tho·ugh you Te in the illusion's sp~tce, but you must use your own ses. Additionally, when both you and your illusion \\'ithin 5 fee t of a creature that can see the illusion. haw~ advantage on at.ra<:k rolls against that crearure:

ro.n how distracting the illusion is to the target.

HANNEL DIVI NITY: C LOAK OF SHADOWS rting at 6 th level. you can use your Channel inity to vanish. -\5 an action . you become invisible unri l the end of your

turn . You become visible if you attack or cast a spell

\' INE STRI KE ~th level, you gain the ability to in fuse your weapon kes w ith poison a g ift from your deity. Once on each "lllr ru ms when you hit a c reature with a \ve.apon

.ck. you can c"usc the attack to deal an extra ld8 -;on d amage ro 1he ta1·g~t . \¥hen you reach 14th level, ext ra damage increas~s ro 2<18.

PROVED DU PLICITY 17th level. you c~m create. up to f01.1r duplicares o urself, in~tead of one, when you usc lnvokc ,Jicity. As a bonus action on your torn, you can ;e any number of them up to 30 fGct, to a maximum ge of 120 fc~t.

-AR DOMAIN

,.. has tu<tny mau ifesta tions. It can make hero~~$ of ina ry people. It can be desperate and horrific, with

.... of c ruelly and cowardice eclipsing instances of -ellence and courage. In either case, t he gods of war

watch ovcr warrior:; <md re\v(H·cl lhern ror their· greal deeds. The clerics of s uch gods excel in battle, inspiring othr:rs to figh[ the good fi~ht or offerin~ acts of violence as prayers. Gods of ,var inclu<l~ champions of honor and chivalry (~uch as Tonn, Heil'oneous, all<l Kid­Jolith) as wcH as ~ods of dc~;truction anti pillage (such as Erychnul, the Fury, Gruumsh. and Ares) and gods of conquest all<l domination ($iH<:h as Bant':, Hr:xtor, and 11a~lubiyct). Other war gods (s1.1ch as'lbmpus, Nike. and N11arla) rake a more neutral stance, promoting war in all its manifcst~-tt ions and supporting wan·iors in any circu mstance.

WAR DOMAI N SPELLS

Cleric l evel Spells

1st divine f avor, shield of faith 3cd magic wea,!10t1, spiritual weapon 5th ct!lsader's mantle, spirit gur.rdlans 7th frr:edom oj movtmtnr, st.cneskin 9th flame strike, hold mons•er

B ONUS PROFICI ENCIES At 1st level, you gain proficiencywich ma1·tial weapons and heavy armor.

WAR PRIEST !--'rom 1st level, yot.n· god delivers bolt5 of 1nspit·at1on to you while you arc engaged in battle . \Vhen you 1.1se the Auack ac[ion, you can make one weapon attack as a bonus ac(ion .

You can use this feature a nmnbcr of times equal to your \.Visdorn rnodi ller {a mtn!mum of once). You re.gain a ll expended uses when you fin ish a long rest.

CHANNEL D IVINITY: GUIDED ST RIKE S tarting a t 2nd leve l. you can use you.- Chann~l Divin ity to s t rike with supernatural accuracy. VVhen you make an attack 1'0H. you can use your Channel Divinity to gain a +10 bonus to the roll. You m~1ke this choice after yott see the roll, hut hefore [he DM says \vhether the attack bits or misses.

C HANNEL DIVINITY: WAR Goo's BLESSING At 6th level, when a cre-ahJi"~ within 30 feet of you makes an attack roll. you can use your reacti.on to grant that creature a 'i'l 0 bonus to the roll, using your Channel Divinity. You makc this chojce afler y0\1 see the r·oll, bm before the DM says whether the a tta<.:k hit:-:. or mJ!:;.ses.

D IVINE STRIKE At 8th level, you gain the ability to infuse your weapon Slrikes with divine energy. One~ on each of you r tur ns w hen you hit a. c reature with a \Vc~wou alta<.:k. you can cause the a ttack to deal an ext,. a ld8 damage of the ~arne type dealt by the weapon to the targl~t. \Vhell yOtl reach 141 h lev~l, the e.xt1'a damage increases to 2d8.

AVATAR OF BATTLE At 17th level. you gain rc:;is tance to bludgeoning, p iercing, and slashingdamag~ from nonmagical weapons .

t'.J,.Rl l CLASSES

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6.j.

D RUID Hold ing h igh a gnaded staff wreathed with holly, an elf swnmons the fury of the storm .and calls down explosiv~

bohs o f lightning to smite the torch-carryin~ orcs ' 'vho thrc.atcn lu~• forest.

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·. foul creatures lhe mocking $emblance of life..

\Vhcthcr calling on th~ elernemal forces Qf nacure or r:mulating the creatures of the animal world. druids a re an cmbodimenl of nature 's n~sil ience, cunning: and fury. They claim no mastery over nature. Inste.ad. they see themselves as extensions of nature's indomitable w i1L

PoWER OF NAT URE

Druid~ revere nature abot-·e a11, gaining their speJls and or he r mag icaJ powers either from the force of il~H\n·e itsd£ or from (I nat\11'e deity. rvtany druids pursue a rnystic .:=;pi ritua1ity of t ranscendent ullion .,vilh na(ure rather than devotion to a divine entity, v;hile others serve aods of o,vild nature. <tn imal$>, o t· el~nlencal fot·ces. The ancient d ru idk: traditions ar~ s;.ornetirne.s called the Old Faith. in contrast w the \VOt'ship of gods in 1ernples and sh rines.

Druic.l spells are oriented roward nature and animal~­the power of moth and cia\\': of sun aml moon. of fire and 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 TH E BALANCE

For dn1ids. narure exists in a vrec.arious balance. The four elements that make up a world- ail', eanh, fire,

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THE DRUID

Proficiency l evel Bonus Features

l si +2 Druid ic, Spcllcasling 2nd +2 Wild Shape. Druid Circle

l•d - 2

4th +2 Wild Shape improvement,

Abilit)• Score Improvement

5th -t3 6th +3 Druid Cird e feature - th +3 8th <3 Wild Shape impro•.•ement,

Ability Score Improvement

9th +4 10th + 4 Druid Circle feature

""th 14

2th +4 Ability Score Improvement ~jth +5 ,_.~h +5 Druid Cirde feature

5th +S '6th +5 Ability Score Improvement

7th 16 8th +& Timeless Body, Bca~a Spells

9th +6 Ability Score Improvement

.lOth +6 Arc:hdn.Jid

od watcr-mu~t remain in equillb•'hun. If on~ e.l~me.m re to gain power ov~r r.he others: the world could bl~

-.....1 rOyt..o:d. dr<.W·'H into Ol)e of l.he e. lern~nral planes and ken apart jnto its component ck~tnents. 'fhu$. drt~ irl~

)().'5e c11 hs of Elememal Evil a nd others \'l!ho promote c lement to the cxdu::;ion of others .

::>ruirl~ arft ~I so concerned \Vith t he dcJic~i.lc t~.c.:ologic~l

~net that J;u:;ta ins pl.:ult and anlmal I if~. and the need c-iv i liz~cl folk to live in harmony with nature. uot in ~sition 10 i 1. Dr-uicis at":c;~pr that which is cruel jn are, and they hate:. that which is unnatural, includin~ ·rra tions (s uch as beholders and miud Oayers) wu.lcac.l (~uch as zombies and vampi re~). Druids

"'Jletlmes lead raids against such creature~. c.~sp~d.a lly ~en the monsters encroac;h on the dru ids• terr itory.

f')ruids a re often found ~uarc.ling sacred sites (11' t':hi1)g over regions of un$ipOif(!,cJ nature. But whc.n a ific<~.n l Uang1~r ~rises, 1 hre.att:ning nature's bala nce

he land:; tlK·.y pr(ll~•~l. druid~ lake on a more active in combatin~ the tltrc~d. as adventurers.

~ REATING A D RUID en making a dl'uid, c;on~ider why your characwr has h a close bond with nature. l>('.rhap.s yOt.ll' cht~l'act~r

~in <1 sodt':ty wht':re (he Old Faith still thrivt:.s. or was -..cd by a druid a(tl~~· bei1' g abanrlon(!.d in the depths

forest. Perhaps your character h~d <1 d ram ark :ounte.r w ith the spirits of natu re., coming face to ~with a giaut eagle or d ire wolf and !=>urviving the

""Jerienc~. Maybe your character wa:; born dul'ing an storm or a vo]canic eruption, w hich was inte.rpreted

Cantrips - Spell Slots per Spell l eva.l-

Known 1st 2nd 3•d 4th 5th 6th 7th

2 2

2 l

2 4 2

3 4 l

3 4 3 2

3 •I 3 3

3 4 3 3

3 4 3 3 2

3 4 3 3 l

4 4 3 3 3 2

4 4 3 3 3 2 4 ~ 3 3 3 2 4 4 3 3 3 2 4 4 3 3 3 2 4 4 3 3 3 2 4 4 3 3 3 2 4 4 3 3 3 2 4 4 3 3 3 3 1

4 4 3 3 3 3 2

4 4 3 3 3 3

as a si~n that bccomiug a <h'(lid

\"'<IS part of your charac;ter's dcsdny. Hav.c.·. you always been an t~dv~mur~r

a~ pan of your d ru idic t·.alling. or d i<l you fi. l'St spend tim~ as a c;areraker of a sacred ~rove or .spring·! i->erhavs your homel;wd wt~s

8th !lth

b~foo iE=:d hy ~vii, and you took up an adventuring Hfe il) hop(.:..S of lludin.g a new hom~ or pu1·pos~.

Q v l CK B U I LD Yotr c;.an mak~. a druid quickly by follo\vin~ thc:;c sugg<.~:;tiO l JS . FitSl, \Visdom should be you r highest ability ~core. followed by Com;t ilution. Second. choose the h<.·.rmit background. ·

CLASS F EATURES A!:i a druid, you gain t he followin:4 class features.

HIT POI NTS Hit Dice: 1d8 p••· druid level Hit Points at 1st Level: 8 1 yow· Consrirutioo modifier Hit Points at Higher Levels: 1<.18 (or 5) +your Con~titutiou modifier per dniid I E':v~ l after 1st

PROF TC T ENC T ES

Armor: Ligh1 anl )(lr·, me.(Hum a rmor. shields (druids will not wear armor or u~t': sh ie1ci$i rnadt: of meta l)

Weapons: Clubs. da~~c.rs. dart:;, javclirr:-;, H)~Ces.

(ltlarte.J-sta ffs, scimitars. s ickles. slin~s, spears Tools: Hcrbalisrn kit

Saving Throws: lntcUig-crtce. \Vi$dOm

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1

68

Actd irio naHy. you c.an if:!nor~ I he verbal ~utd so mari<': componenls of your d ruid $>pe1b. as wdl as any nHi lt:r·ial <'.<,mponeols lha t lac.k a cosr a nd arcn•t consumed hy a spell. You gain t his h~nt'::f. t i r~ both your normal shape and your bc.ast sha pe from \ViJd S ha pe.

DRUID C IRCLES Though their organization i5 invis ible to most outsidel's, dru ids att>: J)~irt of a society rha1 Sp<tns the land . ignol'itlg politicaf bordt:r~. All druids are notninHBy memb~rs of lh is dn1idic sociP-ry, 1 hongh some individoals are so isolated (hat lhey h~we never seen any high-ranking members of th~ sociely or part icipated in druidic gatheri ngs. Druids rccogni7.e each other as brorhe1·s and 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 oth~r.

J\c a loc:af SC<tle. druids a.re organixed into circle~~ riMI shar~ <:-t>:rlain pcrspecriv~5 on nature. balance, and the­v.·~-i.Y of the d ruid.

C IRCLE OF T H E LAND

Th~ Ch·cle of the Land is mt1de l liJ of myst ics a nd sage1; who :;.a(<.:guard a.nc.it':nl knowlcd~c and rite.s 1 h rough .~ va:;.t ora l tradicio n. Thes~ druids meet wil hi n ~;a<.:rcd circk.s of tree.s <11' .SI anding stones to whisper primal se<:r'ets i n Druidic. The c:il·cle's wi~cst mem bers p1'e.Sidc a!) th<.: chief prie$il$ of commun icie.s rh;u hold to the Old Faith a nd sene a!) ad\•isors to the r ul<.:rs of those folic As a member of this circle. your magic. i~ 11l n1.•eu<.~cd by t he land wh~re you \o,•crc in icia red i ll(O the circJe·s mysterious I'll e.::;.

B ONUS C ANT R!P

When you c:hoose this <.:ircle at 2nd levef. you Jearn one add i1ion.al d r uid eantr ip of your t·.hoicc.

NAT U R A L RECOVERY Start ing ;:u 2ud level. you can regain ::)Orne of yow· magic:al ~nergy by sitting in medi tation and oommunir~g wilh uaturc. During a shor t rest, you choose expt:ndcd speH s lots to 1'eCO\'t'.r. The spell !>lors ~.~an ha ve a (',ombined lcvd t hat i~ eql1al to or less than ha 1f your druid level (•·oml<lcd up), and none of the slots can be 6th 1eve1 or higher'. You can't use this fea ture aj..{ain until you finish a long rest

For exampk, when you ar~ a 4lh-k~vd d ruid: you ~~an recover up to two levels wor·th of spell slors. You can recover e it her a 2nd-level slot or two 1 .Sl-levd ~lots.

C I RCLE S PELLS Your mystical con n~<:.r ion to the la nd infuses you with t he a bi lity to cas t certa in spells. At 3rd. 5th. 7th. and 9rh level y01.1 g<tin access to c.irde spell~ connected to rh~ land where you bec:ame .3 dr uid . Choose thai land- a rctic, coast, d esert. forest, g:·rassla nd, mountain: swamp, or Underdark- a nd con~ult the associ;ned list of s pells.

On<:e you gain access to.., c irc le :;;pcl1, you a lways have it prepared, and it <loeS11't cou nt against t he 1H.Inlberof

spells you <:an prepare each day. If you g~1in access to a 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

ARCT tC

Druid level

3td 5rh 7th

9th

COAST

Druid Level

3rd 5th

7th

9th

DESERT

Druid Level

3rd 5th

7th

9 th

FOREST

Druid Level

3rd ;th

7th

9th

GRAS SL AND

Druid leve l

3rd

5th

7th 9th

M o uNTAIN

Druid l evel

lrd 5th

7th 9th

SWAMP

Druid level

3rd Sth 7th

9th

UNDERDARK

Druid Level

3rd

Sth 7th 9th

Circle Spells

hold pus.on. spike erowth slee! storm, slow freedom of movtment, ic(; storm commune whh nature, t ·one cf cold

Circle Spells

mirror hnage, misry step wQier breathing, water walk

conirol waJer,freedom of movemen• Gonjure elemental, s.crying

Circle Spells

bi~.Jr, silence

cn:ote fOod and water, protection from energy blight., h"ll«cinatory fettoin

iosea plogue, wc;li of none

Circle Spells horkskin, spider climl• col/ lightning, plant growth divina!ion,freedom ofmovemeo! commune wi!h ntJiLAre. free stride

Circle Spells

imisihility, pass without trace daylight, hc;ste divirtatirm,jre-cdom ofmovemen! dream, in:.·ect plagve

Circle Spells

spider r;limb, spike growrh lieht.ning bolt, meld imo s.tone Sfone shape, stoneskin passwall, wQ/1 of stone

Circle Spells dcrkness. Melfs acid arrow water walk, s$inking cloud jfeedom of mow:me.nt, /oca:e creaturt insect plague, scrying

Circlo Spells

spidu climb, web ga.>eo~•sform. stinking cloud greater i.>wisibility. stone shape d ovdkill. insect plague

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->D'S STRIDE ning at 6th level. movi11g lhrough nonma~ical

uh ten ·aio <":ostsyou no extra rnov~m~1U. You can pas~ lhrot.1gh non magical plants wilhout h~i ng

~ by them <tu<.l wit hout takin~ da mage frorn them if have thorns. spines. o r .a shnila r hazard. addition, you have advantage oo saving rhrmvs ag~tinst ... that ~re rnagically cre.aced or manipulated ro impede ·mcnt. such those cretlt~d hy the entangle spel l.

TU RE'S WARU

you rcat:h 10lh ltwel, you can't llc charmed or ened by eJemcntals or fey, and you are immune to 1l and disease.

u RE's SANCTUARY you reach 14th level. crealur~S; of the natural seuse yO\I t connection to n~ture and become

•nt to attack. you. \>Vht:n a he.ast or phutt crc<tlllre ...s you. that crea ture mu8l make a 'Wisdom s~wing against your d ruid s pcH s ave DC. On a failed save.

re.aturc must choos~ a different targ<:.l. or the attack .atically misses. On a ~uecessful $;ave, the creature une to th is ~ffe:ct for 24 hour.s. creature is aware of this effec;t before it makes ils against you.

ii:CLE OF THE MOON

... of the Circle of the Moon are fierc;e guardians wilds. Their ord~r gathers under the fuH moon to news and trade warnings. They haunt the deepest 'the \vildern~!;!;, where they might go f01' w~eks

before crossing paths w ith another humanoid re. let alone another druid. geable as the rnoon. a druid of this drcle might

as a g reat cat one night, soal' over the treetops ~gle the next rlay, and crash thrOtJgh rhe

"lrrowth in bear form to drive off a t respassing •r. The wild is in the d ruid'• blood.

8 .-\T W 'll.D SHAPE

)'OU choose this circle at 2nd level. you g~~in the to use Wild S hape on your turn as a bonus action.

- 1han as a n action . ·tionally, while you a rc traiiSL'ormed by \Vild

you cau use a bonus ac;-tion to expend one ~kn 10 regain 1 d8 h it points per level o f the spell pendcd.

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 challcn~e rating as high as I (you ignore

x.. Cl{ colum1l of the Beast Shapes labfe, bur must by the other limita llons there). rting at {)[h level. yo u can lransfo l'm inro a beast

chalknge rat ing as h igh as your dn.1 id l~ve:l

d by 3. rounded do,vn.

PRIMAL STRI KE Stanin~ at 6th k:vel. y0111' auacks in beast form count as magk,al for [he pur pos<.: of ovr:rc;omi ng resistance and immun ity to nonma~ical attacks and damage..

ELEMRNTAL WILD SHAPE At lOth level, you r.an expend two usc~ of \V~ld S hape ar chesamc tim<.·. to lransform into an air elemental. ~:jll earth el~n1emal. a fi re elementa l, 0 1' a water elemental.

1 i-IOUSAND FORMS By 1 4~:h level. you have learned to use ma~ic to a lter your physical for m in more subOe ways. YoH c;an cast the ~1/rer sclf~pcl1 at wil l.

DRUIDS AND THE GODS

Some druids venerate the forces of nature themsel"es. but most druids are devoted to one of the man)' natu(e deities worshiped in the multiverse (the lists of gods in appendix B include many such deities;. The worship of these deities is often considered a more ancient tradition th:.m the failhs of derics and urbanized peoples. In fact, in the world of Creyhav.'k, fhc druidic faith is -called the Old Faith, and it daims many adheret~ts. among fa rmers, foresters, fishers. and others who live closely with nature. Thts tradition indudes the worship of Nature as a prim.) I force beyond personification, but also encompasses the 'Norship of 8eory. the Ocrth Mother, as well as devotees of Obad.Hai, Ehlonna, and Ulaa.

In the worlds of Greyhawk and the Forgottetl Realms . druidic circles. are not usually <:onnecled to the faith of a single nature deity. Any given d rde in the Forgotte.n ~ealms, for example. might include druids who revere Silvanus, tv1ielik~i. Eldath, Chauntea, or even the harsh Gods of Fury: Tatos, Malar, Auril. aod Umberlec. These nature gods. are often called !he First Cirde, ~he first among the druids, ~nd most dtuids count them all (even the "iotent ones) as worth}' of vct~cration .

The dtuids of Eberron hold animistic beliefs <.ompletely un<:onne<.ted ro iihe Sovereign Host, the Dark Six, or any of the othet teligions. of the •Nortd. The)' believe that evet}' living thing and c.very natural phe:~omenon-sun. moon. wind, fire, and the world itself- has a spirit. Theit spells, then. <tre a means to communk:ate with and command these spirits. Dilferent druidic sects, though, hold different philosophies about the ptoper relatio01ship of these spirits to each other and to the for<.es of civilization. The Ash bound, for example, believe that arcane magic is an abomir.ation against nature, the Children ofWimer vener(lte: the forces of death, and the Gatekeepers preser"e a'1dent traditions meant to protect the world from the incursion of aberrations.

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7<> P.\RT' CJ \SSF.S

FIGHTER A htnnan in c langing 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 half·orc nearby shouts orders, h~.lping

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:uor lights for sp-ort in an arcmt. a master w ich h is t rident a nd net, skilled ar toppling foes and moviJtg them a•'Omld lot lhe c rowd'::$ dcHght- <tnd his own tactkal adv~mta~c. His oppone.nt's sword flare-s \'.'ith hlut'! lighr an i nsran1 before she $ends lightuin~ flashing forOt lO l$HJllt•. him. ~

All of th<.:sc ht·rocs are fip;hte rs . perhaps t he.. mos1 d iverse da.ss of characters in the workl$> of DuNG liONS & D RAGON:=i. Quesring kn \ghlti, conquering overlords, royal champions, e lite. foot so!Oier:s, ha1·de:ned mei·cenarics. a nd bandit kings- as figiLters. lhty all !$ha re an unparalleled mast~ry with \Ve.apon~ and annor, and 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 fighte r can swing an ax~, fenr.~ with a rapiel', wield a longsword or a gn.:.atsword . 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~cializcs 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 ski lls with magic. This combination of broad ~cncral ability and exrensive specia lization rnake~c;. fight~•·s supt.=:1'it1t f:(nnb8la ols on bmdefields a nd in dunge.n•l~ alikr:..

T RAINED FOR DANGER Not t·.vcry member of the c.ity watch, the villag·e mil iria. or the queen's a r.-ny is a figluer. Most of lhcsc 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, dedkare.=:d knight~, .<l 1l<l similar figt.n·es a.l'e fighlers.

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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 ent

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 Indomitable {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 usc thei r train ing as .. e murers . The duugeon ddvlng. monster sh~ying, a nd e t d ;) ngt"!I'OtJ$; work common a11'tc)l)g advemurers is ond nature for a faght~r, not al1 that dHfcrern ftom 1ife he or s he ]eft Ochiuli. 'fhert': ar~ greater risks.

rha ps. b ut ~tlso mt,ch gr~ater rew~m.ls-ft·~, ... iighh~1·s in cicy warch have the opporwniry fl') d iscover a magic

me mogue .;;word, for cx~uHpl<'! .

'.::RE ATINC A fiGHTER

... you build y(Jur Jlghtt':f, rh in k about t\·vo rdt=He <l mems of your c haracter's background: 'Where did

u get your combat tl'a in ing, and what set you ;.pan )ffl the mundane w~urion; ~u·ound you? \ Vc..·re you ~nicularly ruthless? Did yot' gel ~xua. help from a

n1or. p~1·haps because.~ of yotn· exct'!ptional dcdk4{till:{? ha t drove you to thi~ tra.inin~ in the firsl phh-:~? /\ reat m your homclaml, a thit·sr for revenge. or a ueed prove yotu'se:lf might a ll have been fac:rors.

You might ha \'<.:. enjoyed fol'fna l training in a noble's -my or in a lot.~al militia. Per hap:$ you lrainP-d in a ... var ..tdemy, learning s(r~1legy, la t';ck.s, and military h istOI''Y· )'Ou might be se1f-taught- uupoli;;;h.ed but wc.ll tc:-:.h.:d.

d you take up 1 ht<: sword as a way w escape the limits life on a farm . or <sre yo11 fol lowin~ a proud fan1Hy

.Jdition? \ ·Vhe:re d id you acquke your \Veapons au<.l f'lllor? They mighl have bee n military issu<' or family irloom:;. or pel'll<lJ)5i you scrimped and Sa\'~d for years

to buy Lh~m. Your arm~uneuts Al'f: now among your most important poss e;ssions the ouly lh)ngs rhat stand bt<: 1we~n you and Ucath's emhra.r.~.

QUJCK B UI LD You can make.· a lighter quickly by follow in~ th ese suggf.:S( il)I)S. First. make Slrcugth 01' n e:xreriry your hi,ghc..~:;t abiiity ::><:Oft~. de pe nding ou whelher you \Vant to focu~ on !Jielee weapons or on arclK.ry (or fhLcS$1~ weapon$;). Your ncxl·ltigbesc score should be Constitution. or lJltcHigent.~ if you pktn tv adopl ll1e Eldl'itch Kn ight martia l archetypt. S e-cond. choose

t he soldier bac.kgrounc.l.

C LASS FEATURES As a lightf:.t, you aain t he follov.ring cla~c; fe~turcs.

H IT PO INT S Hit Dice: ldlO per fighter level Hit Points at 1st Level : 10 -+ y0\11' Con!-itiwtion mod itkr Hit Points at Higher Levels: l d 10 (or 6) + yeLl<

Cons(iltJL ion modifie r per fightt 1· levc::l a-fter l ::.t

P ROFJC I ENCI ES Armor: AU a rmor. shields \Veapons: S imple wc~tpoJJS. matria l \vea.pons Tools: Now..:

Saving Throws: S t re ngt h. Constitution

PART 1 C.l..ASSfS

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Skill~: CJloose two ~k il l:; from Acrobatics. Animal Handlin~. Athf~1i<,: !;, l l is tory, l1 t~ight. Intimidatio n. Per·ccption, aH(I Surviva l

EQUli'MENT

You !;tan with thr:: follow ing equipment, in addition to t he equipment ~ranre.d by your ba<":kground:

(.:t) chain n1ajl or (b) le-ather. longbow, ancJ 20 arrows (a) a matti~d wea pon a11d a sh ield or (b) two ma1'1ia l w~apon:j

(a) a Jight cro$sbow and 20 bolt~ or (b) t\VO h<i.ndaxes (a) a dungeouccr's pack or (b) an explorer's pack

FIGHTING STYLE

You adopt <.i. par ticHiar· s tyle of fight ing as you1· spr::cialty. Choose on~. of lhc fOllowing options. YoH can't take a Fi~hti ng S tyle option more than onc:c:, r::vcn if you la ter _a:et to choose again.

ARGHERY

You g<.~in a +2 bonus to attack roHs you make v.•ith ranged weapons.

D EFENSE

While you a re wearing a rmor. you gain ~ 1-1 bonw; to AC.

DUULI NG

Wh~n you arc wi~ld ing a melee weapon in on~ haud and no o ther \veapo n:s, you ~ai n a 12 bonus to dama~c rotls with t har weapon .

CJREAT VVEA PO N FIGHTI NG

When you 1"1111 a 1 or 2 on a d;.:una~e d i~ fot an a ttack you make with a mcl~.e weapon that you arc wielding wilh !\VO hands, yoo CMt rcroll £h~ die and mu~;1 tJ.Se t he n~w roil: even if lhe n ew roll is a 1 or a 2. The wea pon rnu~t hav~ rhe t \·vo ·handed or versatile propcny fo1' you to gain tit is bcne.fu.

PROT ECTION

\.Vhen a crcatul't';: you can se~ a I lacks a £arg~l o ther l1l<m you that i:s with in 5 f~el of you, you c.au usc your rcac£ion 1.0 impose d isadvantage on the a ttack ro ll. You must be wielding a shield.

T\1'0-WF.APON FIGHTING

VI/hen you cngt1ge ill two.,v~.apon lighting, you can adct your a.bilily modifier to rhe darnag·~ of 1he ~econd allack.

SECOND W I N D

You hav<.~ a limited well of stamina that you can draw on to prote .. cr yoursdf from harm. On your (urn. you can usc a bon1.1S action to regain hit poi1Hs equal to 1d10 + your fighter lev~l.

Once you use this feature. you mus t finish a short or (oug rest b~fol'e _you can use it a~ain.

ACTION SURGE

Startin~ at 2nd k:vd, you can push yoiH'selfbeyond yotH' normal limits for a moment. On your tur n, you can take ouc addit ional action on top of your ··~go lar act ion and a possible bonus a c:tion.

i'ART 1 CT ASHS

Once yo1t u:sc t his fea1ure, yuu mu$il finish a shon or Jon~ r~~c;1 bel(1rc you can ust.: it a~ain. S tarting at 17th level, you C<tu usc it twice before a l't::Sl. l>ut on ly oocc on the same turn.

M ART!AL A RCflETYPE

At 31'd fevd. you choose <.tn a rche1ypc that you $lrive to entUiatc in your combat s tylf:$ ~utd techniques. Choose Champion, Hattie Masr~r. o r Eldritch K11ight. all rlet<tilcd at t he ~nd of the das.s description . The Hrch~rype you choose grams you features at 3rcl lcvcl and again at 7th, lOth, I 5th, and 18th l•vel.

ABILITY S CORE I MPROVEMENT

When you reach 4th lel•d. a nd again a t 6th, 8th. 12th, 14th, 16th, and l9th lcve.l, you can increase one ahHity score ofy01.1r choice by 2, or you can inc;rease two abjlity scor~s of your choir.e by 1. As normal. you cao'l iu<.:rease an ability scor~ above 20 wo;ing this feature.

EXTRA A T TACK

Regiuning a£ 5th level, you c.:tn attack twice. instead o f one~, \Vheucvcr you 1a kc the Anack action on your turn.

The number of .auacks inuf:ase):i. to thr~~ when you reach 11th level in this dt:lS$ and to fow· wh<.:.n you r'e<cch 20th l~vel in t his clas::;.

lNDOMlTABLE

De~inn ing a t 9th lev~l, you can re roU a ~~wi ng thr·ow that you fait If you do $0 . you must u~c t he n~\\t roH, a nd yOtl

<.:<.tn't us~ 1h is Ct·.ature agairl until you fllli.sh a long re:;t. You cau use this feature twict>: bel ' "'cen long rests

s tart ing at 13th level and three t imes h~lw<.·.cn long t·~st:; .!'ital'£ing a t 17th le.v~l.

MARTIAL ARCHETYPES Diffcrenr fighters choose differe nt approaches to perf~.c:f ing their figh1ing prowess. Thr:: martia l a rchetype yoo choose ro ~mutate refl~cts your a pproach.

CHAMPION

The arch~1ypal Champion focuses on the dcv~.lopmcut of raw physical power honed ro deadly perf~ction. Those who model thcm~.lves ou this a •Y:hetypc combine rigorous traiu ing with physical exc~llencc to d~a 1 d~vastalin~ blow.s.

i MPROVED C !UT!GAL

Begiuning when you choo.se th i:; archetype at 3rd level, your weapon atl acks sco re a critic<.tl h it on a roll o( 19 or 20.

REMARKABLE A T HLET E

S ta r li l)g at 7th f~vel. you can add half you r JWOJlcicncy bonus (round up) to any S 1 tength. Dexterity, or Constitution Cl l<.~ckyou make that do~sn'l a lready tiSe your profic.:kncy bonos.

lu addition. when you make <.t running loug ju mp, che dista1lCe yuu can cover increase.s by a numht:l' of feet et~ual to yo111· Strcn~th rnodifkr.

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-\DDlT!ONAL F IG !:iT l NG STYLE .\t lOth level: you can choose <t sr:<:ond option from the Fighting S tyle class feature.

SuHRJ OR C RITICAL :,.tan iog at l 5th lf.v~l, your weapon attacks sco•·e 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 1 he 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 than half of your hit poinl$ left. You don't ain this benefit 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 techniques passed down through

.. ~nerations. To a Battlr: f\;fa!"-:ter, combat is m1 acaclen'liC td. sometimes includiug subjects b~yonct batcle such

... \veaponsmith ing and calligraphy. Not ~;very fighter bsorbs the Lesson!) of h i:;tory. l.he:ory, and a rtistry .at a re reflected in the BaH It: 1\1as1t:.1' a!'Chetype, but K)Se who do a re well·roundcd 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. whk.h ate detaifed unrle.r "Ivlancuvcr~" below. ~any maneuvers 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 maneuvt>:1' you IOW Wilh a different one. S uperlo.rity 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 1·equire .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:

Maneuv~r save DC - 8 + your proficiency bonus+

your Strenglh or Dexterity modifier (; our ( hoice)

'TU DEN T OF WAR 3rd level. 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

~erving o r inte:tacting with another cr<::atu re ootsi<f~

~1bat. you C~ll lea,·n certain information aboul its pabilitics comp~tr<::d lO yO\lr own. The DM tells you if e c reature js }rottr equal. s uperior, or inferiol' in regard two of rhe following characterislics of your choice:

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Srrt:11gth score Ot:xt<.:riry !;.CQrc (;onstltul i()n SC()rt':

Armor Class Currenl hit points Tm>l elM• levels (if •ny) Fighter rl>>> lev•ls (if ony)

IMPROVED COMBAT SUPERIORITY

At I01h kvel, your superiority dice tur•"l into cflOs. AI 18th level. they turn into dl2~.

R ELENTLESS Stnraittg nr 15th le\"el, when you roll initiath-e ~nd have no Mlpcr iorily dice rermd ning, you re:gain I .superiority di~.

MANEUVERS The mantu..·crs are pre!«':ntcd in ;tlpbnberical order.

Commander$ Strike. \Vhen you lakr. the ,\ l l ~ck

acrion on yom· l u rn, you c-an forgo on~ of your 8ltack~ ant! usc a bonus action to dircc1 one of your cumpanions w strike:. Whe.n you do so. choose ~i. fri t.ndty cr·~<=~~turc

whn can se~ or hca1· you and e;<pend one superiority die. That creature can immec1iatcly use its reaction ro natke one ''leavon at(ti<:l<, add in~ the superiority die lO the auack's dant~de roll.

Disarming Attack. \'\' hen you hit a c reature w ith ' ' \vcapon ;-tttack. you can expend one superiority die to auempt to disarm rhe tar~e1, rorcing it to drop one item of your c:hoicc thi'lt it's h()fdiug. You a<.ld the. ~uperiority die ro the attack·~ damage roll. and the target must make a Stn:.ng-th saving rhrow. On a fuiled save, ir drops the object you choose. The ohject lands at its feel.

Distracting Strike. \Vhen you hit a creature with a wt·.npon auaek, you can exvcnd one ~upf.riority die lO di!'ilr:::tct the c:.rcaturt> .. giving your aJii~ an openina. You adcJ the 5nJ)eriorily die 10 1hc:. attac:.k·!:i damage; roll. The ucxt a Hack roll ..-.gainst t he tara:et by an a ttacker olhcr rha;n you has advantage if rhe attack. i:J made bcfoN"' the :;tart of your n~xl turn.

Evasive Footwork~ When you movt•. you can expend one superiority dl~. rolling 1hc di~ ancJ addinll the uumher'l'olled tO your AC u ntil you stnp llloving.

Fcintin~ Attack. You c•n expend one superiority die and use a bonus action r,.n your 1u rn to f~iHt. choosina on~ crc~tture within 5 feet of you as your taratt. You h;;we advamage on your nc.xt attt:'lck roll against that a eAiorc. Jf th;:,:t '\ClZtc.k hits. add the superiority d ie to 1 he aua~k'.:; do mage roll. Goadi~ Attack. \~'hen Y0\1 h it a <;r¢;1lurt"< with a

weapon a lluck. you can expc.:nd one sup~riodty die to attempt to ~oad the tartrer into attacking you. You ~-tdrl rhe superiority di~ to the a! tack's rlam;.t~e roll. and the tal'get mus1 make a Wisdom sa\·ina throw. On a failc..-d sa\'e, the target hns di:;advantaac on all artack rol l~ ttgainst ta•·"cts other than you until the end of your ucxt tun).

1..-unginA Attack. When you make a rnele~ w<.:apon attack on your curn. you can expend one suvcriorit) die to incrcast: }~our reach for that ;.uta c:k by 5 feel. Jf you hit. you add th e superioriry die to the attac-k's c.l~tmage roll.

Maneuvering Attack. \\'hen you hit t1 creature with ~-c ,,.,capon 4\ttack. you c.a•"l expend one 511J)~riorily

die rn n1aneuvt:r unc of ~'uur comr~tde5 iuto a more advanta~eous position. You add the S\lpcrio1"1ty d ie 10 the a1 tack's d::.••mge roll, and you choose a fr iendly creature who can sec or h~ar you. That cres.ture t:~n use i1l:i

rcar.rion lO move up ro ha lf its speed wi1hour provoking opportun ity auack~ from rhe taraet o f your attack. Menacin~ Attack. \Vhf"n you hi1 a creal\lrc wi1h a

weapon attack. you can ~xpcnd ouc s uperiority d ie to auc:mpt to frighten the rarget. You adc.l the suvc riorit)' die to 1he "'nack'~ damage roll. and the tArget mu.st make a \•Vi!'iclom snv1ng throw. On a f:::t iled save. it is frigluenect of you until the end of your next turn.

Parry. \<Vhen anoth~r creature damaics yotr with a melee attark. you eau use your rcac1ion ancl expend <.me superiority die to rcduc:e: the darn age by 1 t•c number ynu roll on your superiority Uie +your Dexl<:rity mudifier.

Precision Att:Jck. \Vhen you make a wettpon atta.ck roll ac,ain~l a c realure . you ca n expl·.nd ()llt s upf.r·iority die ro add it to the roll. Yuu can usc this maneuver b~forc or after making tht. attack roll, Uut herore any effects of lhc attack are applied.

PushinA Attack- When you bit a creature with a wc~tpon attack. you can exp end one superioriry die to aucmp1 (o drive the targol back. You add the supt"riority die to 1he attack's damage roll, and if rhe ta •·alct is L~trgc or s maJiet'. it mus l l'nakc a Strength saving throw. On a failed sa\·e. you pu~h the target up to 15 fc:.l't aw<=~~y from you.

RMI/y. On your turn. you can use a bun us action ami expend one !=1\lperiority cJic to bolster the resolve of one of your companions. Vv'ht.n you do so, choose O.l fr ie ndly c..:.rcature who can see or hc.ar you. That creature gain~ temporary hit point~ equa l to lhe superiority d ie roll -I your Cha1·isma modifier.

Riposte. \Vhen a creature misses you with a 111clee at1 ~1.~k. you can use you r l"f.action a nd <;X pe nd une superiority die 10 make a melee weapon attack against thf" crca turr. lfyou hit. you a_dc.J the ~uveriol'·i(y d ie to the aH{-tck's d~ma~e t'OH. Sweepi~ Attack. \Vhcn you hit a creature with a

mf':ltc weapon attnc:.k. you c:an <;;X pend one superiority die ro attempt to damage another creature with tbe same attack. Choo~e another creature wirhin 5 feet of the origil tal ta ra:ct and within y()ur rcnr.h. Jfthr: oriainal anack ruJI would hit the second crea10rc. h 1.=. Kcs da m:-cgc e Q\Iltl to the rtumbt.r you mff on yoor superiority die. Tt.c damst~c is o( 1he s..1.me. lypc dealt by the orighud atta~k.

Trip Attack. \Vhen you h it a c rcatu rt. with n wcapan auack. you can expend one superiority die to attempt w knor.k lhc ta rgc:l dowl''l. You add the superioriry die to the attark·s damtlge roll, and if the tar~er is Large: or Sina.lle-r. it mu~f make a Strength saving throw. On a fa iled save. you knock the ta rget pront:..

ELDRITCH KNIGHT Th~ ~ucheryp.al Eldriu.:h Knight combiucs the martial mastery common to all fil{htcrs with a r.~l'cl'u1 Mudy of maak. Elclritch Knight~ use liH.tS{icallcch niques similar to those: pr<lc:.ticcd by ,,iz,ards. They focus their study

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.m t wo of the eight ~t.:hooll'i of U"'B,F(iC: abjuration and evocation. AUjur~ l ion ~pells ~rant nn Eldr itch Knight dditiomtl vrotect ion in hattl~. nnd evocation sl)cll~ de::tl

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 ~mall number of svdhs. commining them to memory ~srearl of keeping them in a •pc;llbuok.

S.PE LLC ASTJ t\C

he:o )OU reach 3rd le\'CI. you augment ~our tll:trtial mw.,;s witb th<: ability to ra.t spells. Sec chapter 10 r the general rules ofspcll~a:~tiug attd chapt.r I I for

wiz.ard spcllli~l. Can trips. You learn two co.ntrips of your choi<"~ from

wizard spcllli:>t. Yuu learn an 1tddit innal wizard .ant rip o f y<>ur choice at lOth le\'cl. Spell Slots. The Eldritch Kni~ht SJ><Ikasting table I)W$ how fnany spell slots you httve to CASt )'Our

.>ells of 1st lcvcl aucl h igher. To raSt one ofthcsc e11s. )'0\1 m 1JS1 expend a. s lot of the svcH':; level or ~ht·r. You rcuain t1.ll exp ,.ndr:d s pe ll slots when you d~h a long r~M. ~or cx ti l tlplt;.. i f .)'011 know 1h t- l!l;t level s pe ll shield ('!ltd vc a l.sHcvd tm d a 2nd·lev~1 $1J'Jl'lll s lot available. you

..tn cas t shield usiug c:ilhr:. t' $101. Spell.s Known of ls t-Levol Hnd Hi~lter. You know rcc lst·lcvcl wizt-trd sv~lt$ o f ynur r.hoice, two of wh ich )U must c.h()OS~ ft·om the a tJjurali()ll .=tlid evo,~ari()n

>ell• Oil t he wizaJ'd $peJi list. The S pells Known column of lite F:lddtch Kn iR"ht

.... ~llcasting table shows when y01.1 lean\ mot c:: w izat•d .ell~ o f h l lcvr.l or highe r. Each oftlu.:sc :$p<.:lls n ) tt$ 1 h~ abjuration or cv()calion ~pell of your choice. and must of~ lc,..cl for whic:h you hnve spell slob~. Fur in5lanc.e,

hen you reach 7th level iu this CIS'I~~. y()u ca n lea rn one " • ve il of 1st o•· 2nd l•v-.1. The spells you learn at 8th. H th. and 20th level can me: from any ~chool of mast:lc. \\ hene' c>:r you aain n le\"el in thhs cia~. you (;.81)

i)lacc one o( the\\ i:t.ard S(')f"ll~ you know with ~mother ell of your choice from the witard sp•U li•t. The w •pc;ll wu.t be of a level for which you have spell ftc;,. and it musr be an abjuratiun or evocation spPtl. Je-ss you're rcplaciua( dt<: S'pell ~·ou e:ninf"<i at 8th, 14th. 20th l•v•l.

SpellcastirJ.4 Ability. lnteUiA:encc is ruur iprlk.a~ling ·lily for )'our wii•.ard SJ>t!IIS. since you learn your ells through study and anemoriJ.JUion. You use your elligencp whene\·er a spcll refers to your spt:lka~ring -lity. lu addition. )'0\1 uR~ ynur l ntclliacncc modifier en setting the savinJ.( throw UC for a wl?.t'trd ~pell you

">t a nd whcu 11Hiki11(i an ~mack roiJ with om:.

Spell save OC - 8 + yo.ur proficiency bonu~ +

your lnte llig~nce modifier

Spell at tac-k modifier - you I' proficie11Cy bonus +

you1 lnlel l igenc~ 1rtodlfier

"EA PON BoND 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'fofm r itua l over t he cour::sc u( 1 hout', w hic:h ca n be done

ElDR ITCH KNI G HT S PELLCAST ING

Fighter Can trips Spells - Spell Slots per Spell Level-

Level Know n Known 1st 2nd Jrd 4th

3rd 2 3 2

<rn 2 4 3

Sth 2 4 3

6th 2 4 3 7t~ 2 s 4 2

8th 2 0 4 2

9:h 2 6 4 2

l O:h 3 7 4 3

lith 3 8 4 3

12t~ 3 8 4 3 13th 3 9 4 3 2

14~h 3 10 4 3 2 15th 3 10 4 3 2

16th 3 11 4 3 3

1 i :h 3 l1 < 3 3 18th 3 11 • 3 3 19th 3 12 4 3 3

20th 3 13 4 3 3

during a s hort res t. The we.ap 011 1ll\ IM be with in you r reach lllrouglwullhe l'it ua l, at the conclu~ion ()f wl•ich you rouch the weapon a mi forge I he bond .

Oucc: y0 \1 have:: h()11cled a. weapon to your,df. yuu c.an'c be d isarmed u f t hat weC~pon tUl les~ you nre l u<:apac.itated . If it is on the ::;amc-; pl('l ue:: IJI' c-;x i~l t':1\C':t: 1 yu1.1 can :sunu non that \vcapon a~ ~1 1JrJU\.1S <.t<.: lioli ()11 you r tur n. c~msing illo te lep()r t instantly to your lmm.l.

You r.an have up to tv • .ro bonded weapons. but r.a n summon only oue al a lime with your bo nus actiuu. 1f y01.1 anempt to bond with a third weapo n. you mu!lit break the bond \\•ilh one o f the oth~r two.

WAR MAGIC Reginning at 7th lc\'CI. \vhcn you u:seyour ac.rion to cast a cam rip . you ca n make o ne wcapou alttic.;k ~sa bonus action.

£LDRITC H STRI KE

At lOth lev-eL yo u learn how to wake yuur weapon strikes undcn .. ·ur a <:teature·s resist an<:e to your ~pell~. \Vhen you hit <t c~alute with a weapon attack. that creature bas disad,•aul<t,ge on I he Of".Xl saving throw it makes .against a spell you cas t before th e end of your next turn.

ARCA~E C HARGE 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'!

your Action Surge. You ca n teJeport before or aflcr the add itiona l ac.tion.

1M PROV ED WAR lvf.~Ct C 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 bonus ac tion .

t· Rl t.l

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MONK Her fists a blur a~ they deflect an incoming 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 lhci r blows aside and s~nding rhern reeliug. until at last she stands afotle.

Taking <.1. deep breath, a human c;ovt~ted io taltoos settles into a battl~ stan<:e. As 1he ll r:;t ch~ugir~ orcs reach him. he e.xhale~ ~nd a bla!;l of tire roars from his mouth. engulfing hi s fo<.:s.

!odovir1g. with the s ilen ce of fh~ nigh1, a black·dad haUling s teps inlO a ~hadow beneath an arch a nd cmcr~cs from another inky shadow on a balcony a smne's rhl'ow away. She slides h<:r blade free of i1s f:fo th­wrapped scabbard and peers throup;h lhe open wtt1c.low at the (~trant prince. so vulnerable in rhe. grip of .sleep.

Wha tever their d iscipline, monks are uniled 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 subtk~r focus of defe.nsive. 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 that suffuses the mulrive.rse-spedlk al1y. rh~ ~lunent that flovvs through living bod ies. T\·lon ks harnt:ss th is power \Virhin themselve~ to cr<~ate magical effects and exceed their hod i t"~· physical c.ap~tb i lities. and some of their .spc>:cia l aua<.:ks <.:an hinder the flow of ki in their OIJpOncnts. Using this e.nergy, monks (:hatlltd uncanny speed and strt'!ngth i1l10 lheir unarmed strikes. As t hey gain e2<.perienec. their 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.

TRA 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 st ill. The mon ks who live tht'!l'~ ~~-ek pel':sonal perfection through contemplt~tion

and rigorous trainin.g. Mt1ny entel'ed lhc mo1wstcry a!-i <:hildre.n, sent to Jive there when their parent~ died. when food couldn't be found 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 ~urround ing

population. s~clt1ded from anylh ing tlt<t( might impede.. their spiritual progm!'->!'->. Others are sworn to lsoJation.

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TH E MONK

Proficiency Martial Ki Unarmored

l evel Bonus Arts Points M ovem ent Features

1st ' 2 1&4 Unarmored Defense. M artial Arts

2nd +2 1d4 2 t l O ft. Ki, Unar mored rv1ovement

3rd +2 1d4 J +10 ft. M onastic Trodit iotl, Deflect M issiles

4th +2 1d4 ~ +10 ft. Abilit )' Score Im provement, Slow Fall

5th . 3 1d6 5 +i O ft. C:xt ra Attack, Stunning Strike

6th +3 1d6 6 +1Sft. Ki-Em powcfed Strikes, t ... 1onasti< Tradit ion 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 Body

lth ·4 1d8 11 +20 ft . M onastic Tradition featu re

' 2th +4 1d8 12 +20 ft . Ab ility Sco :e Im provement

~ 3th ' 5 1d8 13' +20ft. Tot1guc of the Sur' and Moon 14th +5 1d8 14 +25 ft. Diamond Soul

~ sth +5 1d8 15 +25 ft . Timeless Body

16th +5 ld8 16 -+25 fl. Ability Score Improvement

7th +6 ld10 17 +25 ft . Monastic Tradition feature 1 &th +6 ldl O 18 +30ft. Empt)' Bcdy

"9th •6 ldlO 19 +30 ft. Ability Score lm pfovemetlt

20th +6 ld 10 20 +30 ft. Perfe<t Self

""1crging only w !;<.:rvt: as spies o r tlssassin:; at t he mmand of rheir leade.r. a noble patron . or ::.owe othe r )rta1 or divine po .. ver.

The majority of monks don·t s hun their JlcigiJbors, ..aking freq1J('fl l visit5i to n~arby towns or villaacs and ;chan~in~ their service for food ~nd orhet goods. As rsatite wan·io rs, monks often end up protecting tl1d r · ghbor:;: fron1 100n.sters or ry1·a11ts. For a monk1 becom i n~ an adventurer means leaving

.... t rucw red, cornmunal lif~sryle m bec;ome a wanderer. IJ1s can be a harsh t ransition, and monk s don't ~ent1 k<'! it light ly. Those who leave t heir cloisters take toir work l>e riot•Siy, tlppr<>tl<:hing their adventures a.s rsonal tes ts of their physic~tl ~t.nd s pir ilt•a l growth.

... a rult:. mon ks ca m litt le for material wea lth and arc riven by a desire to ae<.·omptish ~~ grea le t mission rhan t"rely slaying m(u1Srt>rs ami pi!Jnder ing thei r t reasure.

C REATING A MONK

.., yot• make. your 1n onk <'htl l't1f:h~•·, t hink a bout your nnc<:tion to t he monal:ih::ry when': you learned your

· ills and s pe nt your format ive years . \Vel'e you an """Pha'l or a <"'hild l~f[ on t he monastery's threshold? Did

I\IT par<.~ms prornisc you lO 1he tn(lnt1Sh'~ •·y in grat itude r a servk~- pt~rformed by the monks? Did you e11te r· =::, sedudcd life lO hi <I~ f1'DJU a crime you committed? r dirl you choose the monastic life for yourse lr? Con:;i<.kr why you le ft. Did 1he h~ad of yo ur monastery tOOsc you fo r a part icula rly impo rt am mission beyond te cloi~ter? Pe rha ps you were cast ou t because ol' me violat ion of lhe community's rul~.s. Did you dread a\'ing. or were you ha ppy to go·? ls lhcrt: .somelh iug 11\J hope to accomplish OHis icle the mona5te ry"? Arc you ~er to return to your home?

As a res ult of the s tructured Hf~ of a mcm11s1 i c~ community and the d i5cipline required to h~trncss ki, moJtks are a lmosl a lw<tys la\"'•fu l in a lignment .

QU IC K B U ILD

You can make a moll k qu ickly by followin~ these su~p;cstions. firs t. make Dexlerit y your h ighr::::;t abiliry sc-:or~. followed by Wisdom. S econd . d1oo~l~ the hermit backgrOtlncJ.

CLASS FEATURES As a monk, you ga in £he foJiowin~ dass features.

HIT POINTS Hit Dice: IdS per monk level Hit Points at 1st Level: 8.~ your Const itution modifier Hit Points at Higher Levels: ld8 (or 5) 1 ymn· Con~tirurion mod ifi~r per monk level a fter 1st

P ROFICIENCI ES Armor: None Weapons: Simpk~ weapon$, .shOI'I$\\'Ol'ds Tools: Choose one type of art isan'.s tools o r o ne

mu:;k-al irtSln nneul

Saving Throws: Stre ngth, Dexte rity Skills: Choose two from Acl'obalic-:s, Athl~ti r.s , History.

l nsighl, Religion, and S tealth

EQUIPMENT You start with the follo\viug eqt1ipmen1, ill additit1n ro 1 ht>: ~quipm~nt grameci by your backgrou nd:

(..?)a s ho rts word or (b) any l)impl<:. w<.·.apou (i~) a duugeoneel''S pack or (b) an ~.xploru's pack 10 d arrs

ii

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78

UNARMORED DEFENSE Begin ning t~.t 1~£ 1~v~l . \Vhile:you tl t f: we:aring no a 1'0l01'

and not wielding~ shield. your AC t:quals 10 1 yO\Ir

Dexterity modifier+ your \Visdom modifier.

MARTIAL ARTS At l s t lcvd . your practic«..~ of marthd art::; give!; you mastery of combat styles t hat use unar med strikes and monkv,reapon~. which are: $ihorr-!W/Ord~ and any f>impf(';_

melee 'veapous that don't have the two·haudt":d or h••vy pro perty.

You gain lhe following benefils \\lhilr.: you ~re unarmed or wk.Lding only monk wcapon..s and you a ren't wea ring armor or wield in~ a shield:

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 monk wt·.a pons. • You ca n roll a. d4 in place of the normal damage of yo1u· unarmt:rl $01 f'ik~ Ol' monk w~ttpoo . Th i::. rl i~ ch.=t 1lgt>:~ as you g::ii n tnonk l evd s, as showtl in lh~

]'.'l<:(rli<i.l Art::. cohunu of lhl~ (\·louk.l~-tblc.

\Vhen you use the Attack action with an unar med s(rike or a monk wt:apon on your lurn . you c~-Ul nlake one unarmed strik~ as a honu5 ttl"':tion. For exampl~. if you lake l he Attack acli(Jil aml allack with a quarlcr4

staff. you can a lso make an unarmed strike as a bonus action. assumin~ you haven't a lready taken a bonus action this tur n.

Certa in IHOJt<:(:;(cries usc spcdalizcd fonns of th<.·. monk weapons. For example. you mig ht use a clnb chat is two len~ths of wood co nnected by a short cha in (caHed a nunchakll) or a sickle wilh a shoner. stJ·aighler blade (c.:tBcd a k~tma). \Vhatcvcr name you usc for a monk weapon. you can use the ,o:ame !·aatistics provided for I he weapon in chapt~l' 5.

Kr Starting at 2 nd level, your training' altow5 you to harneS..'3. 1ht: mystic::. enef·gy of ki. Your ::tccess to 1his energy i::. represt:nwd by a nmnb<.~r of ki pohtt::.. Your monk level determines the number of points you have. .as shO\\'fl in rh~ Ki Poinrs coh1m n of the ?vfoo k table:.

You can 5pcnd these points to fuel va rious ki features. You Sl ttl'f k nowing rh r~-f: ~11c:h ft:au1res: Flurry of Blows, Pat ient Defense. and Step of the \Vind. You !ea rn more 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~il.~hlt: mui l yOl.l fin i$h a ~horl Or long n'!Sf. .~ I I he e nd or whidl you d raw all o( you r CXJJ<.~JuJ,xi ki b~ic:.k. into yourself. You must spend at least 30 minutes of the rest meditat ing to reg<~ in your ki poims .

Some of your ki featu r~s requ ire your target to make ~t saving lhrow to rcsi5t the fea turc'.s cfl'cds. The saviug throw DC i:; c.alr.u lat~rl a.s follow~:

Ki save DC = 8 -+ youf proficiency bonvs -+

your Wisdom modifie:

fLURRY OF BLOWS lrnmc:.dia tt:ly a fler· ym1 1.a ke l)lt: A Hack action on your turn . you can spend 1 ki point to ma ke two unarmed :;cr ikes a:; a bonus action.

PATIENT DEFENSE

You can sp~nd 1 k i poim ro I<Ikt': lht: Dodge aclion as a bonu~ action ou your tur n .

STI!P OF THE WI ND 'You r.an ~p~nd I ki point to ta ke: the Dis~ngage or Dash action as a bomt:; a<.: lion on your turn. <:(JU.I your jump di~ta.nc;e is do ubted for the turn.

UNARMORED MOVEMENT ---·---·--S ta rting at 2 nd level, your 5pe~.d increases hy 10 ff.et while you are not wea ring a rmor or \viekiiug a shield. This bonus increases wh~n you reach cen a in mon k levels, a s showt) in lhe ?vlonk lable.

At 9th k vd , you gain the ability to move a ton~ vert ical surfaces and across liquids on your turn \vithout falling durin~ the move.

MONASTIC TRADITION ------~-------------\Vhcn you readt 3rd JcvcJ. you conuuh yourself to a

monastic tradition: the "Nay of the Open Hand, thf. \~.lay of Shttdow, nr rh~ Way or 1he Pour Elem~n1s, :::til <let.aileO ::!I I he end or l h~ da-ss (l t':S(:ripti on. Y(I1H' tr.adili(lll grants you fea tures :1l 3r d k vd <:(Jtd agaiu al 6th. 11th . and 17th level.

DEFLECT MISSILES S tart ing at 3rd k vcl. you can usc your react ion to deflect or catch the missile ·when you are hit by a ranged weapon atlac;k. \>Vhe:n yo11 do ~o, rh~ darnagf. you lake from the auack i$ re <llt(:ed by ld l O 1 yO\.tr J>t:xterity modifier + your monk level.

Tr you teduce lhe d amage lO 0, you canc~alch lhe m i:;:;ile if it is small enough for you to hold in on~ hand ~nd you have a t leasl one h<tnd free. Tf you c::atch a missile in this way. you can .spend 1 k.i point to make~\ rang;ed atcack with the weapon or piece of ammunition you just <:aughr, as pt~r l of 1he same l'~a<:lion. Yott make t his attack with proficic.ncy. rc~ardlcss of your \\-'Capon profici~ndf.s. aod thf. mis.::.ile C01Jnts a:; a mon k weapon for the attack.

ABILITY SCORE IMPROVEMENT \•Vtu~n yo 1.1 r~a<.:h 4lb lt:.vd , and ag<tin ~~ 8th. 11lb, 16th . and 19th level. you can incre<:.J.s<.:. ouc ability score of your choice by 2, o r you can increase two ability scor~s of your choice by 1. As nonual. you can'l increase a u ability sc:or~ a hove 20 w;ing t~1is f~ar11 1'e.

SLOW FALL Hc::giuning at 4th level, yOtl (:an 1.1Se your n::~clion w hen you fa ll lO rt!dtu.:c <~ny falling damagc you lak.<.·. by ;m amount equal to five t imes your monk leve l.

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Ex TRA ATTACK -eginnina at Stb level, y01.1 can a ttack tw ice. instead of

1'f1Ce. whenever you take the Auack .~crion on your turn.

STUNNING STRIKE ""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.­th a mclc._~ weapon attac:k, you can spe nd 1 ki poiutiO cmpt a stunning ~trike. The ta rger must s ucceed on a mstitution 5aving throw or be stunned until rhe end of ur next tu rn.

'I- EMPOWERED STRIK ES .tning ar 6th !~vel. your unarmed s tr ikes counr tl$;

gica l for lhe p11rpose of overcoming resistance <J1)<1

munity to n oJmn\gica l ~11a<:ks and damag;c .

:vASION - th lcvcl. your ins tinctive agility lets you dod~c of rh~ way of c:~rtain a rea effects. St iCh as a blltf.. gou's lighu1ing bre8lh or a fireball spell. When you subjected to an effect that a llO\VS you to make a

xterity sa ving throw to take on ly h:o~ lf damag~. you .. tead take no <IMn agr: if you s ucceed on th<:. saving row. and only half damage i f you fa il.

TILLNESS OF MIND aning at 7th level, you can usc your· ac1 ioll to r:n<l one le'Cl Oil yourself fhar is <":.au s ing you to be charmed frightened.

U RITY OF BODY lOth level, your mastery of the ki Oowiog rhrough you ·1\cs you immu ne to disease anrl poison.

~ONGUE OF THE SuN AND MOON

.... rtin~ at 13th leve l. yo1.1 learil 10 touch the ki of other 1ds so that you unders tand a ll .spoke:r1 l~nguag~s. reover. any creau u'e fhat can undcr~tand a h~Jlg1.1age

n u nderstand what you say.

::liAMOND SOUL ginn ing at 14th level, your mastery of ki grants you )ficicncy in a ll s~-i.Vi.rig th rows. o\dditiona lly, whenever you make a saving rhrow and

you can ::..pend 1 ki point to reroll it and t ak~ rhe :ond re.sult .

..,-IMELESS BODY

15th level. you r ki :;u$ta jns you s o that you suffer -ne of t he fra ilty of old a~e, and you can'r b~ aged .tgically. You can 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 point~ to become i llvi sihle for J minute.

Durin~ t hat t ime., you al::;o h~ve resista nt.~ to a ll dama.~e hut force dama~c.

Additionally, you can spt~w.18 ki poirusto ca:~l the \i$(ral proJe:r.rion s pell, without n eeding m<tl~rial components . \ ¥ ht>:J) you rio so, you can·t take any other cremu rcs with you .

PERFECT S ELF ~----------------

At 20th level. when you roll for ini l ialive anrl have no ki points remainin~. you rc~ain •1 ki points.

MONASTIC TRADITIONS Th ree tradition~ of nwnastic pr1rst1 ir al'e common in th~ monasrer·i~s $>C',attered across the multi verst· .. Mosl monaste ries practice one tradil ion ~xchtsively. but a few honor the th ree tr~tditioHl:\ and instn Jt.t t>:ach monk according co his o r her a ptitude a nd i nter<:.:;t. All l iH·e~

traditioJlS re ly on t he s~me basic techniques, divergillg as t he student ~rows nlore adept . Thus. a monk need choose a t1·aciirion only upon re<.tchi ng 3rd level.

WAY OF THE OPEN HAND Monk• of the Way of rh• Open Hand are the ultimate masters of mar tial arts combat, whech~r a rmed or una1'1ll~.r1. They learn technique::. to push ancl lrip rh~i r

opponents. man ip111atf: ki to heal dama~c to their bodies. and prac lit:e. adva1)Cecl •-rterlirat ion that can protect 1 hem from ha r m.

O PEN HAND TECHN!Q.UE Sta rt ing \vhcn you choose this t•·arlicion at 3rd leve1. you r.ao manipulate you r enemy's ki when you harness your o\vu. \'Vhenever y011 h it a c reature with one of tl 1e anac.kS- granted by your Flu rry of Blows, yo11 <":an impose one of th e follo .. vjng effec:ts on t hat ta rget:

lt J.UUSt succeed on a Dexte rity savin~ throw or be knocked prone. Tt muse make a S t rength st=wing th row. Tf it fail~. you can J)1.1Sh it up co 15 feet m\>·ay from you. 1t ca n't take reactil)ns until the e.nd of your nc.xt turn.

WHOLENESS Of BODY At 6rh level, you ~ain the ability ro heal you rself. As an acti01l, yo(l can regain h it points equal to th ree lim~s

79

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your monk level. You must finis h a long resr h~fo1·e you can use rhi~ featur~ again.

TRANQUltTTY Ocginuing :~L 11th lt:v~l , you can e nte r a s pecial med itation that ::.tJrrounds yOii w ith an aura of peace. At t he ~nd of a long res t. you gain the e (fecl of a s/mcrunry :;pell tha l la!->r5 umil the sta rt of your nc.xtlong rest (the spell can end eady as normal). The savin~ t h row DC fo1· rh~ spell equals 8 - your \ •Visdom modifie-1· +your proficiency bont1s .

Q UI VERING PALM AI. 1 i th level, you ga in the ability to set up lethal vjbmtions i 1l someone.'s body. \¥hen you hit a creature w ith an u narmed s t rike . you can s pend 3 ki poinrs co l:itar tthese irnperc~ptible vibrations. whiciL last for a number of days equal w yom· monk level. The vibrations aw~ harm less unless you u~;c your ~~ction 10 r:nd tht:m. To do so. you and ihe rar~ct must be on the. same pl.:n1e of cxis l<:.uce. When you use thi s act ion, che creatu re rnust ma ke a Constitution :;~ving lhl'O\'.'. Tf ir fai ls, it is re<hocen ro 0 h it points. If it suc.cccds, it takes JOdi O necrotic damage.

Y01.1 can have only one creature under the effect of rh is fea ture a t a li me. You can choose to end [he vibrations harm lessly wilhou( ~.1:::-ing an .ac:tion.

WAY OF SHADOW

Monks of the Way of Shadow follmv a rradition thm valt1es st~alth and subterfu~e. These monks mig hl be ca11cd n injas or :;hadowdance1'S . .and they se rve as spi~-s tl nd assassins. Sometimes the members of a n inja lrtorn\stery (u'e fami ly membe rs , form in~ a cla n sworn w ~ecr<.:cy about their tll'lS t'!nrl rnis$\ions. Other J r ronaste.ti~s are more like thieves' ~uil<.is . hiring out t heir services to nobles. 1·ich m~rchants, or anyone d sc who can pay their fees . Rc~~u<.l less of their 1nerhods, th~ heads of these m.onasteries ~xp~c.t the unquest ioning ob~di~nce of cheir s tudents.

SHADOW ARTS Starting when you choose th is [radit ion at 3rd level. you can u-s~ you r ki to duplicate the cffcels of cert.(lin sp~lls .

As an action . you can $ip~nd 2 ki points to cast ch1rkm.:!>!>. dnrktrision, p4tss \'o·'itfw ullrace. or silence, without providing material compon~nts. Additionally. you gain the .minor illusion cautrlp if yOt.l <1on'1 a lr~ady know it.

SHADOW STEP Ai 6 th level, you gain the ab i1ity lO step fmm one s hadow into a norhe.r. \Vhen you are in d im light or darkness. as a bonus aclion you can teleport up to 60 feet to an unoccupied space you can sec th at is also in d lrn light or darkness. You then have advanttlg~ on t he first melee at lack you make before the end of the tu rn.

C LOAK OF SHADOW$

By 11th level. you ha ve lea ,·nerl to h~come one with rh~ . .shadows. \•Vhcn you a rc in ~n ~rea of dim l ight or da rkness, you can ~·se you r act ion to become invisiOk:. Yot1remain invi.sihte until you make an attack, ca .sl a spell, or arc in an area of bright lig hl.

0PPORTU NJ S1' At 17th lev~ I. you can exploit a creature's momenta ry d istmctiou when i1 i~ h ir hy tln attack. \•Vhenever a creacurc '''it hin 5 f~el of you is hi t hy an a1 rack marle hy a c.reature other than you. you can use your reaction to ma ke tl m~lee attack a~ainst that erc.~alurc.

WAY OF THE fOUR ELEMENT S

You follow a monastic tradition that teaches you to harness the elements . '"'hen y011 for-us your ki, you can align yourse lf with the forces of crcatjon and bend the four eJe.ments to your wi ll, using: them as an extension of your body. Some me.mber$ of th is tradi tion rl~dicat.~

then'lselv~5 to a ~ingle element. but other~ weave the clements togc:.t1ter.

1vfany monks of th is tradit ion tattoo thett bodies with repre.::.e nlations o f theil' ki powers. commonly imag:incd as coilin~ dragon:$. but ~lso ~s phoe:n ix~s. fi :::;h. planr5, mountains. and crcs.t in~ wave~.

D I SC!fLE OF THE ELE~1ENTS \•Vhcn you choose lh is rradit ion at J rd level, you learn magical d isc iplines that harness the power of lhe fou1· elcJnents. A d i~cipline r'MJuiresyou co s pend ki points each t ime you usc it.

You know t he Elemcnca l Attuncm<.~rrt d i::.cip)i(u;; <111d one Olht>:r ~le.m~ntal discipline of your choice . which arc de tailed iu the "Cierne,ual Disciplines" section below. You learn one addit ional cJcJw;nlal disc ipline of you1·

choice ao 6th, 11th, a nd 17th level. Whenever you learn a new elem~nta I dis.cipJi n~,

y0\1 can also •·eplace.. one e lemental discipli ne that you a lready know with .3 difl'e•·ent di~r.ipline.

Casting Elemental Spells. Some elemenla 1 d i$Cipl ines a llow you to cast s pel1s. S ec <.:hapter 10 for the genera l rules of spellcasti.ng. To cast oo~ of th~se spell~. yoo use.. its casring t ime and other n 1k ::., but y01.1 don't ncc c.l to provide mate l'ia l <'..omponents for it .

Onr..e you reach 5th level in thil:i cl::l.$$, you can spend addition<t.l ki points to inccr:a~~ the level of an e lemental discipline spell tlra l y0\.1 C.'lSl. provirlE"..d rha[ chespell has an enhanced e ffec t at a higher Jc:.vel, <IS burm·ng haarls docs. The s pell's level incl'eose• hy 1 for each addit iona l ki point you spend. For example, if you are a 5th-level monk and use S'\ver:ping Cinder St rike ro cast burninR hands, you can spend 3 ki p-Oints to cast it as tl 2 nc1-level spell (the di:s<iplinP-·, hose co.r of 2 ki points plus ! ).

The rn<~.xi tnum n\ltnht>:t' of ki points you can spend to cast a s pell h• this wi=ly (induding its base ki point cost and any additiona l ki point:; y01.1 spend to 1ocr~ase its level) is dt:t~r·mined by your monk level. a:; :;hovvn in the S pells ;md Ki f'oints table .

S PELLS AN D Kt P O I NTS

Monk levels Sth-81h 9th 12th

13th- 16th

17th- 20th

Maximum Ki Points for a Sp~ll

3

4

5 6

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ELEMF.NT.~L D ! SCTPI.T NES ~he elemenl~d c.li~dpliue:-:. an; prel$ented in alphabel ic.a 1 · rdcr. 1f a d iscipline requires a level. you must be that level in thi~ c.la~~ m learn [he <fi!;cipline ..

Bre"th ofWinter(17th Level Required). You can ... pend 6 ki points lO cast cone otcold.

Clench of the North Wind (6th Le vel Required). You em sp~nd 3 k i point$ to <":ast hold pen:;on.

Elemental Attunemeru. '"{ou can \JSe you r action 10 riefly control elemental forces nearby. causing one of he following effecl-s of you1· choict'::

Creme a harmless, instamaneous sensory effect relat~rl10 a ir. eatth, lire, or \'\'a let, suC':h a$> a show~r of ~park.l:i.. a puff of wind . a spray of light misl. or a gentle rumbl ing o f stone. Instantaneously light or snuff out a candle. a torch. or a small campfire. Chill or wa1"Tn up 10 1 pound of nonlivhlg mfltetia 1 fol' up to 1 hour. Cause earth: fi re: water. or mist that can fit within a 1-foot cuhe to .shap~ irs~ If inro a crude forrn you <f~.sig· *late for 1 rninutt· ..

Eternal Mountain Defense (11th Level Required). ~can spend 5 ki points to cast stoilcsi<in.

a.rgeting you rs.el f. Fan~s oflhe Fire Sttake. W'hell y0\111Se 1he Altack rion on your turn . you can spend 1 ki pointlO cau~c ndrils of flame to stre tch out from your fists a nd feet. our r~.ach wi1 h your unarmed srrikes iHCI'~t.l$~-s by

feet for that act ion, as \vell a~ tb<! rest oftht turn. hh wirh s ur.-h an attack deals fire damage inst~ad of udgconin~ dama~c. and if you spend 1 ki point when

t,e attack hits, i£ also d~al:; an extra ld 10 fire d amage. Fist of Pour Thunders. You c~n spend 2 ki points to st tilundcrwave. Fist of Unbroken Air. 'You can r.r~at~ a hlasr of mpressed ~tir that ~trikes like a ulighty fi:;t. A~ au ~lion. you can spend 2 ki poi nts and choose a cre.ature 'tbin 30 fee t of you. That cn~alure IHU$l make a

... trcngth savin~ th row. On a failed save. the c reature .. kes 3d10 bludgeoning damage, plus an extra 1d10 udgeoning d amage for each additional ki point you

cpend. and you can push the cr~.ature up to 20 feet away N)ffi you and knock it prone. On a $uccessful save, the Te..1.ture takes half as much dama~c, and you don't push or knock it prone. Flames of the Phoenix (11th Level Required). You

an spend 4 ki points to cast fireball. Gong of the Summit (6th Level Required). You can

-.pend 3 ki poims ro cast shauer: llfist Stance (11th Level Required). You can spend 4

k:i poims ro c.ast gaseous form, targeting you rse.lf. Ride the Wind (11th Level Required). You can spend

4 k i points to cast fly, tal'geting yOlii'Sel f. River of Hungry Flame (17th Level Required). You

an spend 5 ki points to cast wall of fire. Rush of the Gale Spirits. You can .:;pend 2 kl poims

o casl .§just of wind.

Shape the Flowing River. As an action. you can s pend 1 ki poim to choose an area of ice or water no larger chan 30 fe~1 on f'l side wirhi n 120 fee l of yo·u. Yoo can change water to icc withiu the ~trt•.a a nd vice ver~a. and you can reshape icc in the area in any manner you choose. You can raise or lower the ice's elevation, c reate o r fi ll in a ll't:nc h, erec1 or flau~n a wall, or fotm a pilla r. The extent of ~my such dtaugcs can't cxcct·.d half the a rea's lar~est dimension. For example. if you affect a 30-foot square, you ca n <:reate a pi llar up to 15 fee1 high, rai~c or )ower the square's elevation by up to 15 feet . di~ a rr~nc:h up to 15 feet deep. and so on . Yot1 c a n'r shape the ic.e to trap or injure a creature in the area.

Sweepin; Cinder Strike. You can spend 2 ki points to cast buroing hands.

Water Whip. You can spend '2 ki points as a bonus acrion to create a wh ip of water thar s hoves and pull.:; a creature to u nbala nce. it. A creature th at you can ~ce that is with in 30 fee t of you must make a Dexterity ~aving throw. On a fa iled ~ave, the cr~.atUI'e takes 3d10 bludgeon ing damage. plus a n extra l dlO bludgeon ing dama~c for each additional ki point you spend. and you can e ither knock it pl'one or pull it up £O 25. fe:~t d o::.er to you. On a :;ucccs~ful save. the creature takes half a~ much damage, and you don't pull it o r knock it prone.

Wave ofRoJllnA Earth (17t1> Level Required). You can spend 6 ki point~ to cas t wall of stone.

MONASTlC ORDERS

The worlds of D&O contain a multitude of mon.asteties .and monastic traditions. In lands with an Asian <.ultur.al ila'IO(, such as Shou l ung far to the east of the Forgotten Realms, these monasteries ate associaled with philosophical traditions and martial arts practice. The Iron Hand School, the Five Stars School, the Northew Fist Schcol, and the Southern Star School of Shou l ung teach different approaches to the physical, mental, .and spiritual disciplines of the rnonk. Some of these monasteries have spread to the w·estern lands of FaerCtn, particularly in place::. with large Shou immigrant communities, suc.h as Thesk and \Vcstgate.

Other rnonastic tr.aditions are associated with deities ·...-ho teach the value of ph)·Sicaf e>tcellence and mental discipline . In the Fotgotien Realms, the order of the Datk fvloon is made up of monks dedicated to Shar {goddess ofloss), Vlho maint.ain secret communitie,s in remote hilts, back allies, and subtettartean hideaways. Monasteries of II mater (god of endurance) are name-d after flowers, and their orders can)' the names of gt~at heroes of the faith; the Disciples of Saint Sollars the Twice-Martyred reside in the fvlonastery of the Yellow Rose near Darnara. The monasleries of Eberron combine the swd}' of mattial Jrts with a life of scholarship. !\•lost .-re devoted to ike deities of the Soverei2n Host. In the •Nodd of Oragonlanc::e, most monks are devoted to "-•1 <1jere, god of meditation and thought. In Cre>•h;;wk, many monasteries are dedicated to Xan Yae, the goddess of twilight and ihe superioriJy of mind o·.•er matte:. or to Zuoken. god of mental and physical mastery.

The evil monks of ~he Scarlet Brotherhood in the world of Greyhawk derive their fanatic z-eal nor from devotion to a god 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 to r1.1le the world.

J'~RT 1 CLASSES· 8J

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PART l C l \Sst:~

PALADIN Clad in plat<:: armol' lhat gle::un ;; in the s unlight des pite l he dust and grime of 1on.g t r:.weJ. a hHman lays down her sword and shif\ld and places her ha nds on a mortally wounded man. Divint: radjance shine~ from her hands. the man's wounds knit closed. and his eyes open wide with ~tmazemetlt.

/\ dwarf crouchts beh ind <l1l 0 11tcrop, 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 shining 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<~dins 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 the 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 jusrk.e and ri~hteousncss. to stand whh the good things of rhf: world against the encroaching darkness, and to hunllhe fotces of ~vii

wherever they Jurk. Diffei·ent pa ladins focus on various aspe.cls oi th~ <:ause of righteousness, bul all at e bound by tht: oa(h$ lhat gram them power to do their sacred work. Althou~h many paladins a1·e 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 the 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 for justice.

BEYOND THE MUNDANE LIFE Almost by definit ion! the life of a p aladin is an advcnluring lif~. Unless a last ing 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

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Proficiency Bonus Features

>t +2 Divine Sense, Lcay on Ha11ds . nd ~2 Fighting Style, Spellcasting. Divine Smite

3d • 2 Divine Health. Sacred Oath

~2 Ability Score Improvement

+3 Extra Attack £:h +3 Aura o: Pro~ectton

+3 Sacred Oath feature

In +3 Ability Score Improvement

9: +4 Oth 14 Aura of Couraae

' n +4 Improved Divine Smite

2th +4 Ability Score l mp,rovemcnt

til +5 ~s Cleansing Tovch

+5 Sacred Oath feature

+5 Ability Score Improvement

+6 +6 Aura Improvements

+6 Ability Scor~ Improvement ., +6 Sac: red Oath feature

Fighters al'e r~re enouj:fh nmvng the ta nk~ of the u.s and armies o( the world. but even fe\<\"Cr people !aim tbe true calling of a paladin. When they do \"e the call. these warrio~ turn from their fonner

>at ions and take up arms to figtu eviL Sometimes oaths lead I hem intO the SCrYiCC Of the (:TOWn as rs of elite groups of kniaht$. hut even then their > is 6rsl to rh~ cause of ri"htcouS1leSS, not co n and count ry . .. e nttlring pala dins cake their ... vork se.riously. A into an ancient rui1' cu· rlu~ty crypt can Ue a cp,1est n by a h igher purpose than1 h~ acquisition of

.. ure. Evil lurks in dungeon~ and primeval forests. ~'Cn the smallest vic rory against it can lilt the IC balance away from oblivion.

'UATDIG A PALADIN

most important aspect of a paladin character is ature of his or her holy qutSt. Althou!(h the class

vres telaced to your oath \h.m!l a ppear umil you h 3rd level, plan ahead for tha t choic• hy readin~ vath descriptions M the': .-.nd of the class. Ate you a ted servant of p;ood. loyal to the gods ofjustk.e and r. a holy knight in shining armvr ventuting forth lite evil? Are you a ~tluriuus champion of the liglH.

rt:-hing c..~"Crylhing be:nHiful that stands againsr rhc j()\\", a knigbr whose oath d escends from traditiOtlS

than many o f the aods? Or are you an embittered r sworn to tll ke v~ngt!anc:e on thost· who have done

.u evil. sent as an a ngel or d~ath by the gods o r drivt!n >ur need for revenge? Appendix R lists many deities

·.,.hiped by pa lad ins thrO\I(thout rhe multivcrse, such

-Spell Slots per Spell Level-

1st 2nd

2

3

J 4

4

4

4

4

4 4

4

4

4 4

4

4

<

4 4

a~ Tot·m. Tyr, Heironeous, Pnlndine. Kiri-Jolith. Dol

2 2

3 3 3 3

3 3 3 3 3 3 3 3 3 3

Al"rah. the Sih·cr Flame. Bahamul •• ~thena. Re-Horakhty. and Heimdall.

3rd

2

2 3 J

3 3

3

3 3

3

Jfow did you experience )Our rail ro

4th

1

2 2

3

J

3

serve as a paladin? Diet you hc.;,tr a whispet

5th

2

from an unseen p;od or ana-el while you were at prayer? l>id another paladin ~cn~e the potenrial within you and decide to t r<tin you n~ a SQuire·? Or d id some te rrible event- the de!ltruction or your home , pf. rhaps drive you to your queSt$? Pt.rhaps you stumbl<:,d in1o a sacred grove or a hi<.klcn t.lv~n enclaYe and found ruurself call•.cl to protect all>uCh refug•.•of goodness anrl beauty. Or you migh• ha\o-e known from your earlif':~t memories 1hat the paladin's life was your c-.a11ing, almost as if you :tad bc..-en sent inro rhe world \\ith that purpo~ ~tamped on your soul.

As guardi;.ms l!gaitlf\1 rh~ forces of \Viekcdness. paladins arc ra rely of 11ny ~wil a lignment. Most of th~m walk the paths of clmrily t~nrl justice. Consider how y t'Hi t"

alignrnenr colors t he '"'aY you pur~ue your holy quest nnd the mannel' in which you conduct yourselfb~fore eods and mortals. Your 08th and alignment might be in harmony, or your oath mil(ht represent standards of ~havior rhat you have not rtt auained.

QUICK BUILD You can make a paladin C)uic:kly by following theSA" suggestions. First. StrenQ:th ~hould be your highest ~tlJili ty score. followed by Charisma. Seconct. choose the nohle background.

g

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CLASS FEATURES A~ a pa ladin. you gain the following class featur~.:;.

HtT PO IKTS Hit Dice: 1<110 per pa ladin leve l Hit Points a t 1st Le\•e l: 10 + your Constitution mod ifier H it Points at Higher Level$: l d10 (or 6) + you r

Con;;;tit ution modifier pe r palad in lcvd a fler l s l

P ROFICJENC I ES Armor: All armor. ~hicld:;

\\'eapons: Simpl~ \Veapons, martial weapon~ Tools: Noue

Saving Throws: Wisdo m, Cha r isma S kills: Choo:;c lwo from Alhlerk-s, l n$>ight, Int imida.rion,

M.:::d icine, Pers uasion. and Religion

E QUI PM ENT You start wilh (he foJlowing ~quipmt:nt, in addition to rhe equ ipment ~ranted by your ba t kground:

(.:i) a martia l vveapon and a sh ield o r (b) two mart ia l \~o•eapons

(a) live jave lins o1· (h) any s imple melee weapon (a) a priest's pack or Q)} an exp lorer's pack Chatn n1ail and a holy symbol

DIVINE S ENSE

T he pr~.:;ence of stron~ evil registers ou your senses like a noxious odor, and powerful good rings like hc<.wcnly music in your ca rs. A~:: an action, you can open you r a wa reness ro d ere<": t su<":h forces. Until the end of yo ur next tur n, yo u kuo\v th e location of any celest ial, fi~nd, or tl nd~ad Wi[h in 60 feet of you that ls not bt:hind to tal cover. You know the type (c~lestial, fie.nd, or u ndead) of a ny he ing whose pre!icncc you s ense. but not its id~nrity

(the vampil'e Count Srrahd von Zarovich . for imstauce). \·Vi t hin the sa nle rad ius, you also derec:T the prt";sence of any place or objeGt [hat has been consecrated or desecrated. as with the hal/ow spel l.

You can usc this feature a uumber o f times e.qua l m l I· yotu' Cha ri5ma modifier. 'vVhcn you finish a long rest. you rega in all expended uses.

L AY ON HA N DS

You r blessed touch can heal wounds. You have a pool of hea ling powt:r tha t r·eplenish~s whe n yo u take a long; res t . \·Vith that pool, you can nt:SIOne a tora l number of hit points equa l to you r pC'I.lad in level x 5.

As an act ion, you can touch a creature a ud d ra\v power fro m the pool to re-sro re a number of hit points to that c rea ture, up to the max.irntun amount rernain ing in yo ur pool.

AlTernat ively, you can expend 5 hil points from your pool of healin.g to cure th~ ta rget of o ne d isease or ne utralize one poi:;ou a fl'ec ting ir. Yot~ <":an c ure. mult iple di.sea-:;es and neutralize multiple p oisons \\dth a single u:;e ofJ,ay on Hands, expe ndinp; hit point~ s eparately for each one.

This feature has no effect on undead an d construc ts .

FIGHTING STYLE

AT 2 nd l<"wel. you ado pt a s tyle of fighting as your spec ia lty. Choose one of t he follov.rin~ o pt ions. You can't take a Fighlhlg S1yt~ option 1ll('We t han once, even if you la[CT ~ct to choo~e again.

DE~£NSI! \~lhile you a re wear in~ armor. you ga ii1 a ..J·l l>OIIU$ to AC.

DUELING \<\1hen you a rc '.viekHug a mdee weapon in on~ hand and no Olh e t weapons, you ga in a +2 bonus to damage roBs with tha t wt:apon .

G RE AT W EAPO N f iGHTING ·when yOtl ro11 a 1 or 2 on a dama~c d ie for an a ttack you make \ .. .oith a md ee weapon that vou a re wielding with Two hands, you can re roll the di~ and tnust use the new roll. The:: \veapon musr have rh~ two -handed o r versat ile prope rty for you to gain lhi$ ben~fit .

PROT I£CTIO N \>Vhen a r.reature you can see attacks a target other than you tha t is withi n 5 feet o f you, you can use. yo ur rea<":tion to impose disadvantage OH th e a ttack roll. 'lou must be \·viekling a shi~ld.

S PELLCASTING

By 2 nd level, you have learned to d raw on divine ma~ic t hrough me<.Hta lion and pray~r to <;.as t spe.Jl~ as a c ler ic does . See chapte r 10 for lhe genera l r·ules of s pe llcasting aud chapter 11 for rh~. pa ladin sp e.U lis t.

PREPARI NG AND C ASTING S r ELLS The Pa l.adin ta ble shows how many s pell s lots you have to cast your !$pell~. To cast ooe of your pa ladin 5pells of 1 $t l~v~l or h igher. you must expend a s lot o f the speW$ kv<.:.l or higher. You rega in a II expended s pell s lots when you fin ish a Ion~ rest.

You pre pare the lis r of pa lad in s pells t hat arc available for you to cast. choosing l'rorn 1h~ pa ladin spell Hst. \~'hen you do so, choose a munber of paladin s peUs equa l to your Cha r isma mod ifier+ ha lf your paladin leve l, rounded down (minimum of one spell}. The spells mu:;t be o f a l~v~l fo1' which you have s pcH s1ots.

For example. if you a re a 5th·level paladin, yo u have four lst·leve l and two 2nd-level spell s lots. With a Cha risma of }4 . y01.11· li$1 o f pr~pared spe lls c.an include four spells of b l or 2nd leve1, in any combinat ion. If yo u prepare the 1st· level spell cure wotmd~, you can casr i1 using a lst·level or a 2nd-level s lot. Casting the spe ll doc~n't remove it from you1' l isr of prepared spc.lls.

Yo u c.an chan~c your lis t of prepared sp ells wh~n you Huish a Jo.ng resr. P rep.ar ing a new list of paladin s pe lls 1·equires t ime s pent in praye r and meditation : a.t least 1 mi nute per sp~ll lewd fo1' each spell on your li~t .

SPELLCASTT NG A BI LITY

Charisma is your spcllcasting abiliry for your paladin $p ells, since their power de rives frolfl th e Slrenglh of

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)OUI' <'..onvictions. Yu1.1 us<" .>'fmr Charismo.t whe1lf'\ (>t a ... pel! rerer~ ro your spcllcaslillli ability. In .addition. you usc your Clu~ri~m:a modifier when sct lil'lg the sa"ing throw DC for a paladin ~pell you ca!:n .ttuO whton makinp; an anack roll with one.

Spell save DC • 8 - your profKitncy bonus ...

your Charisma modifrer

Spell attadc modifitr- your proficiency bonus+ yo.n Charbma modifier

5PELLCASTt>~C Focus "ou can usc a holy symb<>l (found in chapter 5) as a -n<'lka<ting Incus for your paladin spells.

DIVINE SMITE

...,tarting at 2nd I~W1:1 . when yuu hit a c•·t.alure with a --r'lelcc wc.apun auack. you cnn e:qx:m.l um; 1)81adin r-.pell ~lor ro deal radiant dt-tmaie to rh~ tarr;tct. in m.lc.lilion to

f' weapon'$> c1amaac. The extra dAmage is 2d8 for<\ '><·level spell slol. plus IdS for each >Poll lev-.1 higher han 1 ~r. m a maximum or 5dR. The dnmu~c incn:.a:se:c:. , ld8 if thoe tMget is on undead or a foe11cl.

D IVINE HEALT H

~y 3rd ltwel, the tiivlnt. maaic fl<>wir•\f th1'011gh you "'llakes you irnrntlnt~ 1C• rli $1f':n~t..

SACRED 0AT!l

\"hen you reach 3rd level, you •wear the oath thai bi11ds 'u as a pa lAdin rorf:ver. Up to thi~ time you havf< been

n a preparatory sta{le. commi1red to the path lJul llOI

tt sworn 10 kNow you clu.>()$(: tht. Oath of Devotion. ,. Oath of the AnciMt•. or the Oath of Vengeance, all ·tailed ar rhe end of the cl~ss dt~cription. Your choice grant• you feature~ al 3rd le,·e l and again 7th, 15th, and 20th level. Those feature• include oath

'""lis and the Channel Oi"inity fcaiUre.

0.-.TH SPELLS Each oath has a li:;l of associated spells. You gain

cess 10 these spells a1 the levels sp...:ified in the oaU. scriprion. Once you eain att~ ... ~s to an (X-tth spell. you \\3)S ha'" it prepared. Oath spells don"t count againSI

'>e number of spells you can prepare each day. ff }Otl gain an oath spell that doesn't appear on the ~lad in ~;pellli~r. rhe spell is nonelht.:1ess n pa.ladin

·n<:ll fur you.

CHANNEL DtVI N l TV

:our o.arh nllows yuu to ch~nnt:l d ivine energy to f1.1td ~agic<.tl efl'ec1s. F.-n<:h Channel Divinity option pro,•idc:c.l

. your oath explains how to use it. \Vh<:n you use you r Chnnncl Dh•inily. ynu choose

. hich option tu U8c. You IYI\I~t then fini~h a sho•·r or lonp; ~"'SI to u~~ your Chunncll)ivin il y again.

S ome Channel Divinity effect~ l't.CJUi•·e savinp; throw~. When you usc ouch~~~ t ff•cc from thi• cl~ss. !he DC ·quaiS yOl ll" pn lnrlin Spe ll SliVC DC.

ABILITY SCORE I:MPROVEME~T

When you rc«ch ·1th lev•!, and al(ain at 8th. 12th, l61h. anrl 19th le,·eJ. you cau inC1't':tl$>~ one ability score ur you•· choice hy 2. or you ca.n increase 1\\<'0 ahiliry ~ores of your choice by 1. As normal. you can·l lncre:.5t.e <ln ability score above 20 using rhi!=. feature.

EXTRA ATTACK

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.

AURA OF PROTECTION

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 cre.3lt11·e gains a bonus to the S<h'iog rhrow equ:al to your Charisma modifier (1.virh a minimum OOnus or •1). You 11lus1 be conscious to graut 1hi~ honus.

At 181h l.::ve1. the range of th is aura incre.a~f$ to 30 feel.

AURA OF COURAGE

Sl~trting at 1Oth level, you and friendly crearures \Vithin 10 feet of you can·r be fri~htcncd while yon are conscious.

At 18th lt'.vel, lhe: 1'ange ofthis aura increases tn 30 fee t.

I MPRO VED D I VINE SMITE

Dy l llh level, you a re 50 suffu:;ed with righteou~ might that all your mel~e: weapon strikes curry divi l'le J)O\\le r wirh them. \Vhcuever you hiT a creature wilh a melee weapon. lhe c rearure takes an extra ldS rad iant damage. Tf you also usc your Divine Smirc with a11

attack. y01.1 add th1~ dama~e to llle ex1r::t d amage of your Divine Smite.

CLEANSI~G ToucH

J:Jeginning at: 14th k\'cl. you can u~e your action to end one spell on you~ If or on one v.rilling Crtttlur~ thai you lOuch.

You can use this feature a number of rimes equal to your Charisn'la modifier (a minimum of one~). You regain expended uses wben you fini~h a long- rest.

SACRED OATHS Recoming a paladin involw:s~ raking vows that commit the paladin to the cause of righteou~ne.sos, an acli\'C path of fighting wickedness. The final oath, taken when he or she reaches 3rd le~el. ls th~ c:u1minodon o f a ll the paJatlin 's training. Some character$ ""ilh rhis cl.3SS don't consider thcmseh~t~ rr ue paladins until they have reached 3rd level and rmulc this o;uh. For others, the actu.al swearing of rhe oath is a £ormalili't an official s tamp on what has always been t rue in the paladin"; heart .

OATH OF D EVOTION

Th~ Oath of Devot ion bi nds a paladin w the loft icsl idc~tb of justice , vi•·tu~. and 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

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18

TENET S OF VE N GEANC E

The 1ene1s of the Oath of Ve:ngcancc vary by paladin. but <(11 the tt:uet:; r<.:vo)vc around punish ing wrongdo~rs by any means necessary. Paladins who uphold these lenel$ a re willing to sacrifice even t ht>;it f)\VI) r ighteousnes::; to mete omjustir.t: upon th(ISe who do evil. so the paladins ~re oflen neutral or )awful neutral in a lignment. The core principles of che tenets are. brmally -!->imple.

Fight the Greater Evil. Faced with a choice of fight in~ rny sworn (oes or comb~ttin~ a Jesser evil, 1 choose the greater evil.

No iUercy for the Wicked. Ordinary foes might win my mercy. but my sworn enem ies do not.

By Any 1l1eans Neces.r;ary. My qualms l'.an'l get in the way of exterminating my fOes.

Restitution. If my foes w re.ak ruin on the world, it i~ beC;JoSe 1 failed to SlOP lhelll. 1 must help those harmed by lhcir misdeeds. ·

O ATH SPELLS You gain oach sp•l l~ ar rhe paladin levels lis ted.

OATH OF VENGEANCE SPELLS

Paladin Level Spells

3rd bane, hunter's mark

5th hold person, m isty step

9ih hane. protec,jon from e11ergy 13th hcmishmenl, dimension door 17th hold monster, scrying

PART 1 CL\SSr:;;.

C H AN NEL D I V IN ITY

\tVht:n you take this o.::nh a l 3rd le.vd. you gain the followirtg two Ch((JHtd Divinity options.

Abjure Enemy. As an action. you pr~.s.ent yotn· holy symbol and speak a prayer of dt:n1mcia1 ion, using your Chann~l Divinity. Choose one crealure within 60 feet of yOt l that you can see:. That creature must make a \·Visdom savin~ throw. unle.::;5 it h:; i mmon~ to being frighte.ned. Fiends a.nrl 1mdead have disadv~-.ntag:c on th is saving th tO\v.

On a. failed save: the cr~awre is f1·ighte r'led for 1 mi ruJt~ 01· unril ir rakes any d~uuagt· .. \+Vhile frightened, the cr<.~aturc'':i speed is 0, and it can't benefit f1'om any bonus to its spe.erl.

0 1l a successful save. the creature's s peed is ha lved for 1 minute or until the cr~arure take~s any damage.

llowofEtmtity. As a bouu.s action. you can utter a vow 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 on attack rolls agains1 1he cre.:iture (or 1 minute or umil it d t-ops lO 0 hil point~ or falls unconscious.

RELENT LESS AVllNGHR By 7th level, your s t1pernalural focuJS hdps you close otT a foe's retreat. ·when you hit a crea.rure wil h an opponunity attack, you <:an move up lO ha1f your :Speed immerli<uely after the: attac.:k and as part of I he same reac tion. Thi!:i movement doesn't provoke. opportun ity attacks.

SouL 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 nntkcs an attack, you can use your re-tlCiiOil to make a mel~e weapon artack against that creature if it is \vithio range.

AVENGING A NGE L

At 20th level. you can assume the form o f an angdic avenger. Usjn~ your action. you unde1·go a transformat ion. For 1 hour, you gain the 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 4 foot radius. The first time any enemy c reatu re enters the aura 0 1·

s tarts its turn there during a batde: th~ creature must succeed on a \tVisdom saving throw or ht:<:ome !'right· ened of you for l minute. 01· until it rakes any damage. Artack I'Olls against the frightened creature have atlv~mtage.

Once y0\1 use thi~ feature. you can't use it again u ntil you finish a long rest. ·

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RANGER Rough and w ild Jook.ing. a human ~talks alone •hrough 1 he 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 ::thortsword in ~a<:h hand,

1e becomes a whirlwind of ·-. .reel, cu1 ring down one enemy

ft«!r ~uwth~r.

Afrer rumblin~ aw~ty frorn a cooe of ~e:ting .'lit , a n e. If finds her feet and dl'aws ack he r bow to loose an a r mw a t t he white rago1l . Shrugging off the wave of fea r chat eman 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 h•nrl 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 the

ledges that shelttr the most d is tant fa rms from lhe d rrors of the w ild, amid the dense-packed t rees of

rack tess fore..:..t.~ a nd across wide 31\d empty pla ins: · mgtr:;, ke;ep lheit' onending watch.

D EA DLY HuNTE RS

arrior~ of the wildern ess. rangers !'->pe.ciaHze in ..mting lhe monsrer!'-> t hat t hreaten the edges of J'1.;1tzation- humanoid raide r .. .:;, rampaging btaSl$ .and onstrosities , terrible g ia ms. and 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 and hiding themsclvc:;, in 7\~Sh and n tbb1e. Rangers focus the ir corn ba t trainin~

techniques that a re panicula rly usefu1 agains 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 s1 spells that harness na ture's wer. much as a d ruid docs. Their spe lls. like t heir

")(Jlbat abilitie~. cmphasi7.-e spe.ed, s tealth. and the hunt. range .-·s rale.nts and abilitic~ are hone.d with deadly

»eus on tl1<.·. g rim task of pmtectin~ the borde tlands.

::\DEPENDENT A DVENTURERS

hough a range.1' rnight make a living as a hunter. a uide . or a tracker.~ ranger'!'-> t rue ca lling is lO defe nd ~outskirts of civili-zation frotn rhe.. ravages of monslers nd humanoid hordes that press in from the wilrl. In orne places, ranger~ gather in se<:ret:ive orders or join rccs \vith druidic cil'd es . Many ra11gers. ch011gh . a re

'ldepe.ndenr almost 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- and pos~ibly the la!'->t- line of defense. This fierce inde pen<.i<:nce makes rangers well Stlited adve nturing, since they arc ac.:CtlStom~d to life far

··om the comfo rts of a dry bed and 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

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Proficiency Spells - Spell Slots per Spell level-Level Bonus Features Known 1st 2nd 3rd 4th 5th

h t +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 feature 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 12th +4 Abifit;' Score lmprovern.erH 13th +5 14th .. s Favored f flemy improvcrru::nt, Vanish

15th +5 Ranger Arc:hetype feawre-16th ·1·5 Abilitt· Sw rc lrr1provcment 17th +6 18th +6 Feral Senses

•6 Ability Score Improvement Foe Slayet

mixture of a musement, frustrarion, and c.ompassioo. Bur fh~y quickly l~a1·n 1hat Olher advc;nturtrti who can carry lheir own weight in a fight a~ainst civilization's foes are worth any ~xrra bo rden. Coddled c ily foll\ might nol know how to feed themselves or find fresh wate r in the wild. but they make up for it in othf.rways.

CREATING A RANGER .::.::._ ____ _ As you cr~at~ y01.11' 1'anger charac ter, consider the natur e of lhc training t hat ~ave you your partic ular capabilities. Did you train with a :o.inglf. m~-nror, wal)del'ing lhe wHds lOgeth<.·.r u nlil you masterc.d rhe ran::!er's v .. •ays"t Did you leave your apprenticeship, or wa$. your mentor slain­perhaps by the same kind of monsrer l hat h~cam~ yout favored enemy? Oc perhaps you l~arned y0\11' $kills as pan of <l band o( raugcr~ affiiia l<.·.d with ~1. druidic circJe, trained in mystic path s as well as wilderoess lore. You might b~ sf..lf-raughr, a red u$e who learned conlbat skills. tracking. and even a magical connect ion to natur~­through rhe necessity ol surviviug iu the \viltls.

\Vhat's the source of your particular harred of a certain kind of enemy? Did a monste t· kill someone you loved o r d~s1roy your horne village? Or lHd you sec lOo llllll'.h o( lhc <l<;$tructiof1 these monsters cause and commir yourself ro rf:ining in rheir depl'-ed.:HiOn$? Is your ad\'<.:.muring career a continu~tion of your work in protecli ng lhe borderlatH.l.s. or a si~niticant chan~c·?

7 4 3 3 7 4 3 3 8 4 3 3

8 4 3 3 1

9 4 3 3 z 9 4 3 3 2 10 4 3 3 3 1

10 4 3 3 3 1

11 4 3 3 3 2 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 the relief from soJit ude. that they offer?

QUICK nutT.D You can make a ran~cr quickly by following rhese suggf:st inns. Firsr, make Dexle rh y your highc:;t a bility ':Score, followed by \•Visdom. (Some rang-ers who focus on two weapon fighting make Stt·eogth h igher lhao Dextetity.) Second , <.~hoo.o;c the outlander background .

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

HTT POI NTS Hit Dice: ld l O per ran!(cr level Hit Points at lst Level: 10 -t· your Conslituliou modifier Hit Point~ at Higher Levels: ld lO (or 6) + your

Constitution modifier per ran~er level aftet• t st

PROFIC! El\CI ES Armor: Light armor, me-cHum annor, s hields Weapons: Simple weapons. m~trtial weapons Tools: None

Saving Throws: St rength, Dexreriry Skills: Choos~ three fro.-n An imal H~iudliug.

All•1e lk:s, l n:;ight. lnvesti~ation. Nature. Perception, Stealth. and Surviva l

EQUIPM ENT You start wilh the following equipment, in add ition to rhe equipm~nt g1·anted by your backgroun d:

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a) scale mail or (b) lc<•thor a rmor a) rwo shoru;words or (b) two s implt: melee weapon$> a) a <h.1ngeoneer's pack or {b) an explorer·!:> pack ~ longbo\v and a (}\liver o f 20 a1'rmvs

r AVO RED ENEMY

ginning atl s1 level. you have significa.nt cxpt·.ricnce udyiug. t racking, hunting. a nd eve:n ca lking to a certain -pe of enemy. Choose a lype o f favort:<f enemy: aberrations. asts. celes t ia ls. construct:;;, dragons, e:lernentals . fe.y. 4ds. giants. monst rosities, oozes, plants, or undead. e rnat ively, you can selecr rwo rac;e.s of humanoid ~h as gnolls and orcs} as favored enem ies.

ou have advamage on \Vlsciom (Survival) check~ to ""'kyour favored enemies. as well as on Tntelligenc.e

ccks to re:c.all information ab out them. 'Den you ga jn th is fe.aH.u'e, you also learn one guagc of your choice that is spoken by your favored

rmies, if they s peak one at all. ou choose one additiona l favored enemy1 as well al$ cr.ssodatcd l~mguage, at 6 th and 14th l~v~l. As you n levels, your choices should rcfte·ct tht·. types of 'tlSters you have encountered on you r advenrures.

·AT U RAL EXPLORER

u arc {Jarti<.:ubtrly familiar with one type of natural ;ironment and a.rc adept at traveling and $Utviving in .h regions. Choose one type of favored tcrr~-tin: arctic.

-.:)t. destrt, forest, grassland. mountain, swamp, he Underdark. When you make an lntdligcnce or

.:.dom check rdatt·.d to yO\ It favo1·ed terrain, your 6ciency bonus is doubled if you are using a skill thar

-·re pt·oficienr in. ,.bile traveliil!~ for an hour or m.ore in your favored

"':Tain. you gain rhe following benefits:

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. 'you are ll'aveling alone, you can move stealthily at

• normal pace . • \ .hen you forage, you find twice as much food a$ y0\1

norma lly would . • \'bile crackina other crcaturcl:l:. you also learn their exact number, their s izes . and ho\v long ago they pass~d through the area.

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

- ,OHTING STYLE

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

ARC HERY

You gai n a +2 honus to attack rolls you make with ranged weapons.

DEFENSE While you art: \Vtario.g arm01', you gain a +1 bonus mAC.

Du£LI NC W hen you are wieldinp; a melee weapon in oue. hand and no olher weapons, you gain a +2 bonus to damage rolls with that weapon.

T wo -WEAPON F tGHTINC \\'hen you engage in lwO·W~,apon fighting, you can add your ability modifier to the damage of thc ~econd auack.

SPELLCASTING

Hy the lime you reach 2nd level. you have learned to usc the magk:al essenc~ of nature m cast s pells, much as a d ruid doc~. Set chapler 10 for rhe geo~ral rules of spelk asring and chapter 11 fOr the m uger ~pdl li:;{.

SPELL S J.OTS The Ran~er table shows how many spel l slots you have to cast your spt": lls of 1 sr level and hi~hcr. To ca~t one of these spcHs , you must exp~nd a slot of the s pell's leveJ o r hip;her. You regain all e1<pend~d spell slot$; wh~n you finish a long rest.

For example, if y01..1 know the lst~leve) s pell animal friendship a nd have a lsl-level and a 2nd-level spell slot available, you can cast animal frit:Itdslu'p u:;i11g eilher .slot.

S PELLS KNOWN OF !STLEVE L AND HtGHER You know two 1st~ level spell:; of your chojce fron) rhe ranger spe11 1isr.

The Spells Known column of the Range1' table s hows when you learn more ranp;cr spells of your chok e. Each of these spells mu$t be of a level for which you have

>

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• ./

1 C:t .\\St:S

(

9!

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spell slots. !'or instance, wht:n you reach 5th level in [hi~ class, you c.an learn one new spdl of 1st or 2nd lewd.

Additionally, when you g.:~ in a level in this <:.lass, you can choose one of the ranger spe lls you kuow and replace it with another f;pell from. the ranger spell list. which also fHU$1 be 0 1" a kvcl for which YOU

have s pell slots.

SPELLCAST!NG ABILITY \Visdom is you r s pellcasting abilily for your ranger spdl5: since your m.agic draws on your attun~menl lO

naU11'e. You 1.1Se your Wisdom wh~never a speU re.fcr.s to your spcllcasting ahiliry. Tn add ilion. you use your V/ isdom modifier when scttin~ the saving th1'ow DC for a ranger spell you cast and w he.n making a n a ttack roll with one.

Spell save DC = 8 + your proficiency. bonus+

your Wisdom modifier

Spell attack modifier- your proficiency bonus +

your Wisdom modifier

RANGER ARCHETYPE·------At 3,·(1 level. you choose a n ar<:h~rype thal you strive to emulate: Hunter or Bea$l ·Master, both detailed a t the end of the d a$S description . Your choic~- grants you feaUH'es at 3rd level and again a t 7rh , ll lh . and 15 th level.

PRIMEVA L AWARENE SS

Deginning at 3rd level, you can use your action and expend one rangt·.r spell s lot to focus your awarcnc..."S on the region around you . For' 1 minute per level of the $>pefl slot you expend, yoo can sen~c whether the following rypes of c realurc.s are pres-em with iT) 1 mile of you (o r with in up to 6 miles if you are in your favored ten·aio): aberrations, celestials. d ragons, elementals, fey, fiends, and undead. This feature doesn:l reveal the creatur~s· lo<:.at ion or nornber.

ABI LITY SCORE IMPROVEMENT

When you reach 4rh l" •e l. ami again at 8th, 12th, I. 6 th. and 19[h l~vel, you can increase one abiliry score of your choif:e by 2, or yo u can increase two ahi1ity scores of yoo r chok.e l>y 1. As normal. you <:an'l increa~c an ability score above 20 u5ing this fea ture.

EXTRA ATTACK

J:kginning m 5th levt:l, you can attack twice, instead of once, whenever you take the /\tra<:k a<: I ion ou your turn.

LAND'S S T RID E

S tai·ling a l Sth level: moving through notuna~ical d ifficult te rrain <:osrs you no extra movem~nt. You eau a lso pass 1hro ugb nonmagic.al plant$> wilhoul being slo\·vcd by them ancf wirhoul tak.iug d~unage from rhern .if they hav~ tho1'1lS. spines. or a similar hazard.

Tn addition , you have advantage on ~aving throws t1gainsl planls that are magkt1lly cre.:tled or manipulated lO impede mov~m~nr, such those created by rhe. emangle spe ll.

HIDE IN P L AI N SIGHT

Slarting at lOth level, yot~ c.an spend 1 m inute creating camoufta~e for your~e.l f. You must have access to fr·esh mud, d irt, pla rus, sool, and other natu rally occurring mate•·ia1s \vilh which to create your tamoufla~c.

Once you are camouflaged in (h is way. you can t1·y to hide by pressing yoursd f up a~ainst a f;Oiid $Urfacc, such as a tree or wall, that is a l leas( as tan and wide as you are. Yo11 gaiJl a 1-10 bonus to Dext~•·iry(Slealtb)

<:hecks asloug as you remain rh~1'e withoul movin~ or taking actions. Once you move or t<tkc an action or a reaction, you mu.sl camouflage yourself again lO gain this benefit.

VANISH

Starting ar 14th level. you can use the Hid~ action as a bonus action 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, yo11 gai11 pre.tcrnatural senses rha t help you tlghl t~reau.tr<.:.s you can't s~-e. \~'hen you attack a creature you can't see. your inability to see i[ does1l'l impose disadvan1age on your attack rolls agatns1 it.

You at'e a lso aware of the location of any invisible crearu1'e \ Vi thin 30 feet of you, provided (hat the creature isn't h idden f1'om you and you aren't blinded or d•afened.

FoE SLAYER

Al 20th level, you be.come an unparal leled hunte.r of your enemies. One~ on each of your turns. you can add your \<Vi::.dom rnod il1er lO the attack roll or the damage roH of an auack you make aga.in!=:t one o f your favored enemies. You can choos~ to use lhis feature before or after the eoll, but before any effects of the roll are applied.

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RANGER ARCHETYPES e ideal of t he tangt:l' ha~ two classic expressions: ll1e ntcr and the Bea$t r-:f<~ster.

>i UNTER --·- -·----t~laling lhe Htl rlh'~•· archetype means accepting yOln' e as a bulwark b~hveen civiliMtion and che terrors

he wilderness. As you walk the Hunte1·'s pMh. you rn speciali:t.:ed lec ho ique!=i for fightin~ the threats face . from rampaging ogres aJ)d horrl~.:; of orcs to ering gianr~ and terrifying d ragonl:i..

·:n .ER's PREY Jrd level: you p;ain one of the following fearur~$

:our choice. C.olossus Slayer. Your lenacily can wt:ar down

most porent foes. \Vhcn you hii a creature wilh a I.J)On auack. I he: <:•·eaturt~ takes an e.'ara ld8 d~tmage .., bdow it.s hit poh)l maximum . You can deal t his

"'3. damag·e only once pe r turn. Want Killer. \Vhen a Large. or lar~er creature within

~, or vou h its or miS$eS VO\ t \Virh an atcack. you can )OU!'.reac tion to attack that creature immediately ~ its a ttack. provided that you can see the creature.

Horde Breaker. Once on each of your lln·ns when you ""e a weapon attack, you can make another auatk

the same 'veapon against a d ifferent creature that ilhin 5 feet of the origiual targe{ and within range ur weapon .

FENSJVE T ACTICS -rh level. you gain one of t he foHowing features

>ur choice. E.scape the Horde. Oppor tunity a tracks against you

made w ith disarlvancage. Wultiattacl< Defe11se. When a creature hits you

. an anac;k, you gain a +4 bonus to AC against -..ubsequem auacks made by that creature for the

o f rhe turn. Sleet Will. You have advanta~e on saving th.ro\v:;

-nst beiog frightened.

LT IATTACK 1 rh 1e\•el. yOtl gain one of the followin~ features

our choice. \ olley. You can use your action to make a ranged

k against any number of crea1ure.f.> wichin 10 feet point you can sec with in y01.1r weapon'-!o;.J'ange .. You

-.t have ammunition for each H=trgel , as normal, and make a separ;ue attack roll for cac.h target.

\i-'hirlwind Attacl<. You can us~ you r act ion to make a lee mtack ag·ainst any number of creatures within 5 o£ you. with a $eparare atra<:k roll for each target.

PER10R HUNTER'S D EFENSE

5th level, you gain on~ of the following feature~

rour choice . Evt~sion. You can nimbly dodge oul of the \l,.'ay of

·ain area e1iects, su<:h as a red d ragon's fiery bre.a th "'lightning boit s pcl1. \'Vheu you are subjecced to an ~t that ~-tllows you to make a Dexterity saving throw a ke only half d amage, you instead t~tke no dam.age

if you succeed on the saviug lhrow. and Oll ly ha lf damage if you fa il.

Stand AAal11st the Tide. When a hostile creature misses you with a welee auack, you can use your reaction to force that creature lO repeal lhe Stlme attack against anoth~r creature (other than it:-5e1() of yOu1' choice.

U11canny Dodge. \~'hen an atmcke.r that you C.:Ul ~l~e hits you with au attack. you c;an U!":~· you I' reaction to ha lve the nttack's damage agaitJSt you.

BEAST MASTER

The Beast Masrer archetype embodies a fricnd~hlp between the civilized races and the be-asts of the world. Un ired in focus. beast and ranger work a~ one to fight the monstrous foes tha t 1 h1·~-aten civilization and the wi lderness alike. Emulating the Beast M<~sler (H'Ch~type

means commi1 ring yourself to this ideal= working in partnership with an aui1nal as its <:on1panion anrl fr iend.

RANCER' S COMPANION

Al 3rd l~vel, you gain a beast companion that accompanies y0\1 on your adventures and is trained to fighc alongside you. Choo~e a beast t hat i.s no larg~~· than .Metlhun and I. hat ha$0 a challenge ratin~ of 1}4 or lower (appendix D prcscnu; s tatistics fot' rhe ha'"'k. ma.sciff, and pamh~1· as examples). Add your proficiency bom•s to the beasr's AC, anack rolls. and dama~e rolls, as \vell as ro a nv saviu~ throws and s kills ic is proficient in. Its hit poin~ maxi~um equal$ its nonlla1 ma~imum or foUl· tiwes yout range•· level, whichever is hi~her.

The beast obeys your commands as best a$> it can. lt takes its ttn•n on your initiative! though it doesn't lake an act ion u nless you coumlM\d i l to. On your turn, you can verbally command the beast where to move (1)0 ae-rion required by you). You can use your act ion to vcrbaHy command it to take the Attack, Dash, Disengag~. Dodge, or Help action. Once you have the Extra Attack. feahtre . you can m~1ke one \<\•eapon artack yourself when you command rhe beast to take the Attack action.

\·Vhilc traveJiog th rOtJgh yoor favored terrain v • .rith only che beast. you can move s tealthily at a nMmal pace.

Tf the heast dies, you can oblain .31\0lher one by spend ing 8 hours magical ly bonding w ich another bca~t thar isn'r hosrile to you, either the same type of beast as before or a di(ferel\t one.

E x C<:PTIONAL 1RAINING Beginning ar 7th level, on any of your turns when vOtJr bea$1 <:om pan ion doesn't a ttack. you can usc a bonus actiOJl lO command the beast to take the Dash. Disengage, Dodge= or Help action on its w tn.

BESTIAL F u RY

Startin&t at 11th )cvel, yout beasc companion can make rj,•,ro a tracks whe n you command it to U!:ie the Attack act ion.

SH ARE SPELLS Beginn ing at 15th level. \Vhcn you cast a speJi targeting vourse)f. vou can also affect your beast companion with ;he spell lf the heast is wit hi;, 30 feet of you.

93

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J'.·\R l CLASSE'S

ROGUE Signaling fol' he.1· c::ornpanions to waif. a haltling cr·eeps forward through lhe dun~con hall. She prc..."'Ses an ear ro th~ rloo1·, then pu Its o ut a .set of mol5 and picks the Jock in the blini< of an eye. Then she disappears into the shadows as her fi~hter friend moves forward to kick lhe <loot open.

A human lurks iu the shadows of an alley while his accomplice prepares for her part in the 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 fingers and magically lifts the key 1·ing fmm the guaf!l'.s b~lt. l1l a rnomen1, (be keys are in her hand, che cell door is open, and she and her companions are fn:.c to make their escape.

Rogues rely on skill, stealth . and thei•· foes' vulnerabilities to ~et the upper hand in any situation. They have a kHack for finding the sol orion to just aboul any 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 theft combat abilities. g iving them a broad cxpt:rt ise that few other characters can match. Many ro~ucs focus on stealth and deception, while others 1·efine the skills thar help rhern in a dungeon environment, s uch.as climbin~. finding and d isanning rraps, and ope11 ing lo<:.ks.

\Vhcn it comes to combat. rogue!; prioritize cunning over b1·ute srrength .. l.\ rogue would rather make one pr<:.d sc strike. pJadng it exactly where the a ttack will hurt thl~ targe.t most, than wear ao opponent down with a b~uragc of at tacks . Rogues have an almost sup~1·natur.al knack for avoiding danger • .and a few learn magical lrjcks lO supp1entent their other abilities.

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 1'0goes o perate independently, but even they sometimes recruit apprentices 10 help them in their scams and heists. A few rogues make. an honest living as

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Profic;ency Sneak Bonus Attack Future$

+2 ld6 £xperhse. Sneak Attn\::.

Thieves' Cant

b>d +2 ld6 Cunning Act ion

rd +2 2d6 Roguish 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

•• 6d6 Abifity Score Improvement +S 7d6 Roguish Arcl-ctype: .te_atur(!

t 5 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 lmprov~ment

h +6 10d6 Stroke or l uck

' miths. investigators. or exterminators. which cu.n Janp:erou~ job in a world \V-here dire rats and r"a r~h:UIIll che sewers.

henturcrs. rogues fall on both ~des or the law. are hardened criminals who decide to se~k llr t unc in treasure hoards. while olhcns take: up 1f ad\·enture £O escape from the law. Some have •d and p.:r(ec.ted their skills with I he explicit l"'C of infi ltrati n~ ancienr ruins and hidden crypt!;

a rch of 11-ea~ure.

'REATINC A ROGUE

ou create your rogue cha racter. con~itk~r lhc.~

ractcr's reJmion~hip to the law. Do you have a imll past-or present? Are y0\1 on the run f•·om chf >r from an anl=(ry thieves• ftuild master? Or d id you your t:tuilcl in ~earch o f bigger risks and biQ:Rer rd!';? T~ it greed that drives you in your adventure:\. "nt other desire or ideal? tat was the trist~er that led you away from your tOU!';: I if~? Dirl a grt'"at coo or heisl gonE" lerribly g cause you to reevaluate your car<:cr? Maybe:

Wf:rt. lucky and a Stl('.Cessfl.tlrobbt'!ry gavf" you thf' you needed to escape the squalor of your life. wanderlu~t finally call you away from your home? ap!; you suddenly found yoursel f r:ut off f1"(')1ll your

ity or your mentor. and you had to lind a ru:w lfl<.:i4Ho;

~ppOI't. Or mayh~ you made a new fr iend another mbc.:r of yc.mr atlvcuturin!-{ party- who show·ed y0\1

• pfJssibililies for ea l'ning a living and t'!mployina r particular talents .

QUICK BUILD You ('::tn make a rogue qui('kly by followine these suggestion~ first. Dc,..tcrity ~hould be your hi~hest ability score. Make Tntelligence )0\H'" next·hight:st ir ~nu want to excel at lm"CSti.gation or plan to take up the A«an~ Trickster a«hf"typf". Choo~ C:harifi.ma instead if you p]an to cmpha$iZ-c dct"Cption and social int.::rar:tion. S~r:ond. r:hOO$.~ tht" r.h;~rhUilt\ harkgro11nd.

CLASS FEATURES As a rogue. you han· the following cla~~ fc;tturcs.

H tT POINTS Hit Dice: ld8 v~r rogue kvel Hit Poiot.s at 1st Level: 8 +your Comuitution modifier Hit Points at Higher Levels: IdS (or 5) + ynur

Con5aitution modifier per roQ.uf' ltw~l Afrer l~t

PROFICIENCIF.S Armor: Light armor Weapons: Simple weapon~. hand <ro•~bows. 1on~swords. rapiers. shorts words

Tool~: Thie\·~s· •ools

Saving Throws: Dexterity. lntclliJ;tcncc Skills: C:hoo~e four f1'om Ar.rohntir:~. Athlt.l i<'<>.

l>eeeption, lnsight. Intimi (htkm, lnvf•i".tigal ion. Perception. Performance. Pc r:)unsion, Sl(~ i~ht of

Hand. and Stealth

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EQ,u J P ~1ENT You s t.:n·t w irh t he following cquipmelll, in adciirion to the eq uipment granred hy your back~rotmd:

(a) a rapi"'' or (b) a shortsword (a) a shonbow tlnd quiver of20 arrows or (b) a shortswonl (a) a burglar's pack, (b) a dungeonee{, pack, or (c) a n explorer's pack L~ather armor. two daggers. and thieves' tools

ExPERTISE::_ __________ _

Al 1st It-wei, choose two of yol.lr skill pmficiencies, or one of your skill proficiencics and your prolk.ie.ncy with thieves' tool!;. Your profici~ncy bonus is doubled for any ability check you make lhat uses ~itht>:l' of the chosen proticicncies.

A( 6 rh level, you can choose two more of your proficicncies (in skil h; or w ith thieves ' tools) to gain thi$> benefit.

SNEA K A TTACK

Beginning at 1st level. you kno'"' how to strike subtly and exploit a foe's distraction. Once per tutn , you can deal an extra 1d6 d~unage to one cr~arure you hit with an atlack if you have advantagt·. on the attack 1'011. The attack must use .a fin~.sse or a ran~cd weapon.

You don't need advamage on the attack roll if another enemy of lhe targer i s \V'ith in 5 feet of it. that enemy isn't 1ncapacitatcd, <.i.Ild y01.1 don't have d isadvantage::. on th~ a ttack roll .

The amount of (he extra damage increases as you gain levels in ch is class. as s hown in I. he Sneak Attack colmnn of th~ Rogue table.

T HIEVES' CANT

Dur'ing your rogue t rain ing you learned t hieves' cant. a secre t tn ix of dialect, ja1·gon, and code thal allows you to hide messages in seemingly nonn81 conversation. Only another c rcalltre lha l knows thieves' cant underslands sut.h m~ssages. It takes four times tooger to convey such a message 1 hat1 it does to s peak the sarne idea plainly.

In addition, you tn)derstand a set of secret si.gns and s.ymhols used to convey short, simple messa~cs. such as whethet an area is dangerous or the te ,·ritory of a thieves' guild! whether Joot js nearby, or whether the

P \ f:T 1 C L"SSLS

pcopk: in an ar·ea 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 tu1·ns in combat. This a t:tion can be used only to take the nash, Disengage, or Hide action.

ROGUISH ARCHET YPE

Ar 3rd level, you choose an atchetype that you emulate in the exerdse of your ro~uc abi1ities: Thi~f, Assassin, o r Arcane Trickstet, al l detailed at the end of the class descl'iprion. Your archetype choice grant.s you features at 3r<.l level and rh•n again ar 9th. 13th. and 17th lev•l.

ABILITY SCORE IMPROVEMENT

\"lhen you reach 4th l~.vel, and again at 8 th. lOth, 121 h, 16rh, and 19th level. you can i ncrease one ability score of y01.1t choice by 2 . or you can incteas~ two ability scores of your choke by 1. As norm~,}. you can't i1lcrease an ability score above 20 1.1sing rhis feature.

UNCANNY DODGE

S tarl ing at 5ch !eve). whcu au au a<:ke:r that you can sec hits you with an :utack1 you can use yO\II' tea<:l ion to halve the attack's damage against you.

EVASION

Beginn ing at 7th level. you can n in1hly dodge out of the way of cc r lajn area ~ffects, such ati: a red dragon's llery hreath or an ice storm spell. When you arc subjected to an effecr fhac a llows you to tnake a Dexter ity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. a nd only half damage if you fail.

RELIABLE TALE::N~T _ ______ _

By 11th It'. vel , yOtl have r~fined your t:hosen skil ls unti l they approach perfection. VVheneve.r you make an ability check that le ts yoo add your proficicm.:y bonus, you <:an trear a d20 roll of 9 or lower as a 10.

BLINDSENSE S larling at 14th level. if you are able to hear, you are. aware of che location of any hidden o•· invisible c reature withiu lO feet of you.

SLIPPERY MIND

By 15th lcvd. you have acqu ired greater menta l streng th. 'You gain prOficiency in Vljsdom saving throws.

ELUSI VE

Bcgiuil iilg at 18th level, you arc $0 evasiv~ rhat attackers rarely gain lh~ upper hand against you. No attack rol l has advantage agajusr you while you arcn:t incapacita ted.

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ST ROKE OF LUCK

.\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 range. you can turn the m iss into a hit. Alternat ively. if _rou fai l an ability check, you <'..an t re.ac che d20 roll as a 20.

Once. yo11 HSe th is feature, you can·r 1.1se it again until ~tl finish a ~hort or long rest.

R OGUISH ARCHETYPES Rogues have many fe.at u,·es io c:ommon, including theil' ~phasis on per·fecting their ski lJ.s, their pre.Ci!Sc an<.l Je.adly approach to combat, and their increas ing ly quick ooeftexe.::.. But <li fferent rogues steer t.hose talems in -arying directions. embodied by the ro~uc archetypes. ·our c hoice of a rc he£ype i~ a wdie:ct ion of yoor focus­

"'K)t necessarily a n indit.atiou of yq_u r chost·.n profession. IUl a description of your preferred tec hn iques.

T H I EF

'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 'lis a rchetype. but so do rogues who prefer to th ink of 'lernsclves as professiona l tt·easur~ se~kt=:r:s , explorers. .:!elve rs. a nd inves tiga tors. in addition to improvin~ you r ..gi1i(y 3ud l$tcah h, you learn skills useful for delving; into ncie nt ruins~ read inp; u nfamiliar languages, a nd 11sing a~ic items you no~·mally could n't employ.

"A ST HANDS "')tarting m 3rd level, you <:an u::oe t he honus a<:tlon :"'anted by your Cunu iug Action to make a Dc..xtc rity Sleight of Hand) check, use you r thieves' tool5 to

·sarm a t rap 01' open a lo<:k, 0 1· ra ke the Use a n >bject action.

SECOND - STORY WORK "·hen you c hoose this a rc hetype a t 3rd Jevel. you g~-.iu ~ ability to climb faste r t han normal; cJimbing no

..mger cosrs yoH extra movement . In addirion. when you make a r uuning jmnp. t he istanc~ you cover increases by a numbe r of feet equal

o your Dexreriry modifier.

SUPREME SNEAK Siarting at 9rh l~v~l , you have adva ntage on a Dextel'ily Stealth) check if you move no more t ha n ha lf your

.... peed on t he same turn.

J SE MAGIC D EVICE By 13th level, you hav~. l~arn~d ~nough a hour rh~ o~.orki ngs o( m.agic tha t you cau ilnprovise the ust of e ms even 'lvhe n they a re not intended for you. You

.gnore a ll class, race. and leveJ requirements on the use >f magic items.

T H IEF'S REFLEXES

\'h~n y0 1..1 reach 17th level. you have become adept a t 'lyiug ambushes and q uick ly escapin~ d anp;er. You can

lake two tu rns dur ing the fi rst roo nd of a ny combat. You ake your first tur n at your nor mal init iat ive and your

$econd turn a t your init iative minttlj; 10. You can't use this ft·.at urc when you arc surpr ised .

ASSASSIN

You focu$ your lr<t in ing on th~ grim art of death. Those who ad here to this archetype arc diverse : hired killers, spies, bo unty hunte rs , and even specially a110inred pri~.st:s train~rl co e xle t m i11a1e rhe enemies of th eir deity. Stealth, poiJ;ou . a nd d isguise help you eliminate your foes with dead ly efficie ncy.

BOK US PROFIC!ENCI ES \•Vhcn you choos<.'. this arc hetype at 3rd level, you gain proficiency wit h rh~ d isguise': kir a nd lhe poisout~r's kit.

A SSASSINATE Startin~ at 3rd lewd, you a re at your d eadliest when yoo ger rh~ drop on y01.u· e nemies. Yot.l h~we a<.lvanta_uc on a llac.k roll:;; again~t ~my creature that hasn•t rake n a turn in tht•. combat yet. In addit ion. any hit you scor~ agains t a creature rhat is StH'{Wised is. a <':1'-i tica l hit.

lNFTT.TRATJON E XPERTISE Starting at 9th Jeve), you can unfailingly c;r~M~ fa lse ide-n1 it it=:s for yourself. You must sp end l$~v<.·.n days and 25 gp to cst~-.bli~h the history. profession, and affiliations for an ident ity. You can't establish a n identity rha1 be longs to sorneone else. For ~xample, y0\1 ft.light acquire appropria te clothing, lett~n; of iutro duction. and official· lookln~ certificat ion to establish yourself as a m~mhtw o f a trading ho11s~. f•·om a •·e mott": <:iry S(' you can insinua te yourself into the company of other wealthy merchants. Ther~aft~•·. ifyo11 adopt the n~w identh y as a disgui$e,

other creatures believe you to be that person u ntil ~ivcn an obvious reason not to.

I MPOST OR

At 13th level. you ~ain t he ability to unerringly mimic anoth~r p~r .. <;.On's spe~<:h, wriring, and behavior. You must s pend at least three hours studying these t hree components oft he pe rson's behavior. listen ing m s peech, exarnining handwriting, a nd obser ving ma nnerisms.

Your ruse is incfisc~ro ibl~ to rh~- casua l observer. If a. wary creature suspe.cts soinething is ~~miss. you have advantap;e on any Charisma {Deceptio n) chec;k yOtl rnake to avoid derection.

DtATH STRIKE S tarting 3t 17th levd. you l>~l:Omc a master of instant deat h. \Vhcn you attack a nd hit a creature that is s u1·prised. ir rnusr rnake a Consriturion saving throw (DC 8 1 your D~xterity modiller + your profic iency bonus). On a fa iled sav~-, double t he damage of your attack against tlic creature.

ARCANE T RICKSTER

Some ro~ucs c.nhancc their finc·honed skms of ste.alrh a nd agilitywirh magic, lear ning td <:ks of t=:n<:hanlm~nr and Hlusion. These rogues include pickpockets and hurglan:;, btn also prankst~r:s , misd tief.makets, and a s ignificant number of adventurers.

~)7

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S J?ELl.C A STI NG \-Vh<.:n you reach 3rd lcvc], you p;ain the ability to cast spells. See chapter 10 for ch~. g~n~ral rule$ of sp~llr:asting a nd ch aprer 11 fo l" lhe \viza r·cl spell lis t.

Cantripr;. You lea rn lhree cautr ip:;: w age hand and l wo otht r caul rips of your choice from the wizard spell list. You learn another w izard cam rip of you r choice a t 1 Orh 1-.v-.1.

Spell Slots. The Arcane Trickster Spcllcas t inl( table shov·.!S hO\V many speH slots you have to ~ast your spe lls or 1 Sl level and h ighe r. To ca.st one of these spc11s. you m us t c.xpcnd a s lot of t he spetr s level or h ig·her. You regain a ll expenrlt'::d spell s lots w hell you llnish 3 long res t.

For example~ if you know the 1st-level .::;pell <:harm per.5oa and have 8 l Sl-level and a 2ud·lc:.ve1 ~pdl slot available. you can cast charm person usi~ng either .~lor.

Speffs Known of !st.Levef and Hi!Jf>er. Yo" know 1 h ree 1 s t-1eve1 wiz.:trd spell!; of your choice , two of wh ich yo u mus t d toosc from th e <.~nchantment and illusion s pells on the wizard s pe ll l i~t.

T he Spells Known col~lH\H of tlK·. An:.au(~ Trickster Spd lcas ling t~-tblc shows whe n you lea rn more wiz.ard s p•lls of t sr lev•l o•· higher. Each of these spells mu•l be a n enchantment or illusion spell of your choice~ and must be of a level for ' ''hkh you haw: sp~U slors . Fo1· instan<":t\ when you r~ach 71h level in th)s t.Jass, you f.'.an lea rn o ne ne w speH of l :;t or 2nd level.

The • pclls you lea rn at 8th, 14th, and 20rh level can <":om~. from any school of mllgic.

\.Vhenever you ~ain a level in th is class. you can replac~ on~ of t he \~'i ?:.a l'd $pells you knmv with another :;pell of your choice from the wiza rd s pelJ list. The new s pe ll must be of a level for wh ich yo u hav~ sp~ll slots, and it must be an ~nchanl. rnent or illusion spell, unless you'r<.~ rcplacin~ t he speH you gained a t 8th, l4th, or 20th level.

Spellcasting Abillty. lntdli~<.·.ncc is your spcHcasting ability for your '\vizard sp~l l :;, si nce you leal'n yOU I' spells thr·o1..1gh dedica t<:.:tl study and memorizat ion. You usc you r Intelligence whe never a speJI refers to your s pellca.sting ability. In addition, you u~P. yoor Intelligence mocHfier when setting the saving th row DC for a wizard s pell you cas t and when making an au.ack ro ll with one .

Spell save DC= 8 + your proficiency bonus +

your Intelligence modifier

Spell attack modifier - your proficietlC)' bonus + your Intelligence modif ier

MAGE H AND LEGERDEMAIN Start ing at 3rd level. whf'm yo u cast m/1ge hand, you can make the spectra l hand iuvi.sibk-.. and yo u can perform the following additiona l rasks with it:

You ct:m s tow one object the hand is hold inp; in a container worn or carl'i~d by anoth~r c:r~auJl'e. YoH can l'~t,·-ieve an object in a conta iner won' or carried by ~mother creature. You can u~e t hieves' tools to pick locks and d isarm t ra ps at range.

J>ART l <.:LA~St:S

ARCA NE T RICKSTER SP ELLCASTtN G

Rogue Cantrips Spells -Spell Slots per Spell Level-

Level Known Known 1s t 2nd l rd

3rd ) 3 2 4th 3 4 3

5th 3 4 3 6th 3 4 3

7th 3 s 4 2 8th ) 6 4 2

9th 3 6 4 2

10th 4 7 4 )

11th 4 g 4 3 12th 4 8 4 )

13th 4 9 4 ) 2

14th 4 10 4 J 2

15th 4 10 4 3 2 16th 4 11 4 3 3 17th 4 11 4 3 3 18th 4 11 4 3 3

19th 4 12 4 3 3 20th 4 13 4 3 3

You can p~rform on~ of 1he$e ta$k$ wilhout beiug 110 1 iced by a c reature jf you suct:et:d ou a Dexterity (Sleight of Ha nd) check contes ted by rhc c reatu re's Wis dom (Perce ption) check .

4th

Tn acldil.ion, you C.:ill ust: thc bonus ad ion ~ranted by your Cunning Action to control t he hand.

MAGIGALA MRUSH S ta rt ing a t 9th level. if you a rc hidden from a c reature whe n you ca~t a 5pelf o n ic, the crearu re has d isadvantage on any saving throw it makes a~ainst the s pell th is turn.

VERSATI LE T RICKSTH At 13th level. you g~dn the a bility to d istract target~ w ith your m aRe hand. As a bonus act ion on your UJI'n , you <":a n de~ignat~ a <":retlturt>: w ithin 5 fee r of 1 he :spec~tr~l hand created by t he spcB. Doing s o g ives you advantage o n attack rolls aga ins t I. hat Ci'eature \lntj f the end of the turn.

SrELL T H I EF

At 17th l~v~l. you gain rhe ability to magica lly 5tf::tl the knowledge o f how to cast ~ $pell from ~no1.her sp~llcas1er.

loun~diately alkr ~-t creature casts a spell that ta rgets you or includes you in i t~ a rea of ~ffect, you can us e your 1'eacrion ro fo1·ce the Cl'eature to make a $aving th row with its spcHca::5ting ability modifie r. The DC e-.qua ls yoo r spe ll save DC. On .a fa iled S3ve. you neg3te the s pell's e ffec t a~ainst you, and you ~teal the knowledge of t he s pell if it i~ ar fe.ast 1s t level and of a level you can cast (it doesn't need to 1><:.: a wizard spell). For the next 8 hours. you knoV•' the s pell and can cas t it using your s pell s lots. The creatur~ can't <":a~r fha[ s pt>:ll unlil the 8 hours have passed .

Once you use t his fearu re , you can't use it again until you finish a long rest.

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SORCERER 10lden eyes ftash ing, a human retche:s out he.1· hand and u nleashes .e dragonfint lha l btH'1lS in h~1·veins. ~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, ilalf·elf spreads his arms wide and throws .... head back. T,ifting him rnome.ntarily off · ground. a wave of lltagic surges up in hhn, rough him, and 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 ~trike lhe crt·.ature. S he ducks back

ind the rock formation with a drin, unaware that her ld magic has ltH·ned hr:.- skin hl'ight hlue . Sorcerer~ carry a magical bin hrigh1 C01l fer l'ed

n them by an exotic bloodline. s ome otherworldly >Jen~~. or exposur~- to unknown cosmic forces . + can'l study sorcery as one learns a language, ~ny re than on~ c.an learn to l ive a legenda ry life . No one 'Oses sorcery: the power chooses the so1·~ere1'.

AW M AGIC

~ic is a part of every sorcerer, suffusing ho<fy, mind, 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 infu•cd with th e magic of d ragons. ~rs catry a raw. unc.onrrolled magic within 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 ind ividual is a sorcerer. I\:lost

e lime. the t~dents of sorcery appeal' as apparent lf"S. Some sorcerers ~an'r name the 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 mighc 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. ~rccrers have no use for the s pellbooks and a ndent

tes of magic Jorc that \"-'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.

~EXPLAINED POWERS

-rcercrs are rare in th e \vorlc.l. and it's \musua 1 co find rce rer who is not involved in the adventur ing life

some way. People with rnagka 1 pmve.r seethin~ in ·r veins soon disc.ovcr that the povver doesn'( li k~ ro quiet. A sorcerer's magic want.-; to be wielded, and

:.as a tendency to sp ill out i n unpredictable ways if ,n·t called on.

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00

Proficiency Sorcery Cantrips Level Bonus Points Features Known

1st +2

2nd +2

3rd +2

4th +2

5th ·I· 3

6th +3

7th +3

8th !3 9th +4

lOth +4

11th +4

12th t4

13th +S

14th 1S

15th +5 16th +5

17th +6

18th +6

19 th +6

+6

Spdlcasting. So;c.e:ous Origin

2 Font of Magic 3 tv1etamagic

4 Ability Score Improvement

s 6 Sorce!'ous Odgin feature 7

8 Ability Score lrnprovcmetlt

9

10 f\;letarna:gic

11 12 Abilit;· Score lrrlprovement 13

14 Sor<:erous Origin featu re

1$

16 Abilit}' Sco;e Improvement 17 Metamagic 18 SorcerO\J$ Origin reatu(e

19 Ability Scote Improvement 20 Sorcerous Restoration

Sorcerers ort~n hav~ oh5c;ure or quixotic

motivations driving them to adventur~ . .Some seek a ~rcatcr

understanding of lhe Hl<tgi t.~al rorct: that infuses lhenl . OJ' rhe a n5wer to the mystc.ry of it~ origin. Others hope to find a way lO gel r id of it, or ro unleash its full polelltia I. VJhatever thc.ir ~oab. ~orcerers ate ~.v~1·y hit as uscfullo an advenWT'ing party as \Vizards . making up fo1· a c;omparativc lack of breadth in lheir magical knowledge wilh enormous flexibili ty in using the spells they know.

CREATING A SORCERER 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 chal'acter, you'll c hoose an origin lhat ties to a drac;onic bloodline or lhe i nfluenc;~. of wild ma~ic. but the <.:xacl source of your power i~ up to you to decide .. ls it a fami ly curse, pa~~c<.l down to you fl'om distant ancestor~·? Or did some ext raordinary <.:venl le~ve y•)U bl~s;sed with inhcrcu{ magic hm p~rhaps scarre d as '.veH?

Hmv do you fce1 aboul the rnagic.al power coursing through you? Do you e mbrace it. t ry lo master ir, or r~v~l in it..-; unpredictable natul'e? Ts it .a hless ing or a curse? Did you s;eek it out. or did it Hnd you? Did you have the. oplion to i'duse it , and do you v ... ish you had? \Vhat do you intend to do -.vii h 11? Perhaps you r~el iike you'v~ been ~iven this power for $1)1))~ lofcy pur pose. Or you rnighr dec;id~ that the pow<.·r ~ives you lhe right to do what you want. to ta ke what yot1 want from those who lack .sudl powe1'. Perhaps your pov ... cr

P\RT! CLA::>HS

4

4

4

5

5

5 5

5

5

6 6

6

6 6

6 6 6

6

6

6

Spells - Spell Slots per Spell Level-

Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

2 2

3 3

4 4 2

5 4 3

6 4 3 2

7 4 3 3 8 4 3 3

9 4 3 3 2

10 4 3 3 3 1

11 4 3 3 3 2

12 4 3 3 3 2

12 4 3 3 3 2

13 4 3 3 3 2

13 4 3 3 3 2

14 4 3 3 3 2 14 4 3 3 3 2 15 4 3 3 3 2 1

15 4 3 3 3 3 1

lS 4 3 3 3 3 2

15 4 3 3 3 3 2 2

lin ks you to a powerful indhridHal in the world the fey c.realure rh.at bl~ssed you at birth! (he dragon '~'ho put a d rop of its blood inlo your veins. the Hch who created you as an ~xperiment, or the ddty \'vho chose you to carry lhis pow~l'.

Q U ICK B UILD Voo c;an make a sorcerer quickly by follow ing the~~ s ugg.estions. P ir$l, Charisn1a !ihould be your highc~t <~b i lity SiC'..ore, followed by Con~liltHion. Seconrl, choose lhe hermil bac;kgrounci. Third, choose the lij:jht! prcsti<li/;il<fiiOJ), r8J' of fi'<>St, and shockinR grasp c;.antrips. a. lon~ with the lsl-level sp~lls; .~hiefrl and rmif,Jic missile.

CLASS FEATURES As a sorcerer. you gain the followin~ class features.

H IT PotNTS Hit Dice; 1 <16 per sorc~rer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1<16 (or 4) + y0111'

Constilutjon modifi~-1· per sorcerer level alk.r lsl

P RO F1 ClllNCI ES Armor: None Weapons: Daggers. d3r ts. slings, quarterstaffs.

)ighr crossbows Tools: None

Saving Throws: Const itutioJl. Chal'isrna SkiUs: Choose t \vO from Al'cana , Deception: Insight.

Intimidarion, Persuasion, and H.digion

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EQUIPMENT You start \vhh the following equipment. in add irion to the e.quipmcnt grame:d by your background:

(a) a light c rossbow a nd 20 bolts or (b) any s imple \Vl'.<{J)Oll

(a) a componem pouch or (/;) a n arcane fot.\.IS (a) a ctungeonccr's par.k or (b)"" e xplorer's pack Two daggers

S PELLCASTING "\.0 e vent in yotJ r past) or in lhe life of a parenr o r ncestor, left a n indelihle mark on yott, infusing you with rcane rnagic. Th is font of magic= whatever irs ori~in. .1els your spells . SP-e chapter 10 for the ~cncral rule$> of

..;.pellca sting and clu-~.pter 11 for the :;orce.J·er s pelJlist.

~ANTRI!'S 1st lcvcJ, you know four ca utrips of your clwk:e fmm ~sorcerer spcJl li$1. You learn addirional sorcerer nlrips of your c hoice ar h igher levels. as shown in th<:

ant rips Kno,vn column of the Sorcere r table .

'PElL S LOTS e Sorcere1' rable shows hO\'i.' many spdl s lot.s you

.a,·e to cast you r $p~l ls of 1st k vel anci hip;her. To casr Je of these sorct~rer sp~lls: you mus1 expend a slol o f ~spell's l~.vel or h igher. 'You re~ain a JI exp~nded spcl1

s wbt:o you lin ish a lon g re s r. for example. if you know the 1st-level ~pell burning nds anct have a 1st-le vel a nct a 2nd-level spell s lot ailable. you can casr burning bands using either s lot.

'PELt.S KNOWN oF 1sT L~VELANn H 1CHER 'U know l wo 1st-level spt:lls o f your choice from che .,.cerer s pell list. "~'-he S pells Known colt1mn of the Sort.ere1' rable 'OWS when you learn more ::;orcerer spells of your .oice . Ezch of t hese spell~ must be of a level for which .u have sp-ell slots . For ins tance. when you reach 31'd -el in ch is class, y0\1 <:an lea rn one ne.w spe ll of 1:;t 2nd level.

.\dditionally, whe n you ~a in a level in this cla.ss, ... can <:hoose one of t he sorcerer spells you knov.• rd replace il \Vich another spell from the sorcerer ell Jis t . which also mu::;t be of a level for whic.h you 'c s pell s lors.

PELLCASTJNG ABILITY arisma i~ y0\11' s pellcasting 8biHty for your sor<:~rer ells, since the power of your magic r~lies on your 'lity lO 1)1'0ject your will inlo t he \'>.torld. You use your &arisma wheneve:r a spell refers ro your s pellcasrlng 'lily. Tn addition: you use your Cha risma modifier ~en scttlnl-{ lhe saving t hrow DC for a sorcerer spell .u cas1 and when making a n attack roll with one.

Spell save DC = 8 +your proficiem::;y bonus i·

your Charisma modifier

Spell attack modifier - your proficiency bonus+ >'Our Charisma modifier

SJ>ELLCASTI N G Focus You can usc a n a rcane foc us (found in c ha pter 5) as a spelkastin~ focus fot your s or<:crer spe:Us.

SORCEROUS 0 RTGI N Choose a so.rc e1'ous ori~in, wh ie;h describe :-) the :;O\Jl'<:e of your inna1e. n1agic<:~l pO\ve1·: Draconic Dloodt;ne o r Wild Magic. bot h deta iled a t rh• end of the d a&.c;. dc:;cr iplion.

You•· <:hoice ~rams you featu res when you choose il a1 1st lcvd and again at 6th, 14th, a nd 18th level.

F ONT Of MAGIC Ar 2 nd level. you rap imo a deep w~l lsprin~ of Ulaglc \Vilhin yourself. 1'1liS \Vt:llspring i::; re pl'e ... s e:nte..d by .:;orccry points, which ~dlO\v you to c reate a variety of magical effec ts.

SORCERY P OI NTS Yo u have 2 ~orccry points . and you .gaiu mol'~ af> you 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 more ::;otcery points t han shown on the lable ror your level. You rc~~-. in aU sp~.nt sorcery poims when you fini:;b a long rest.

FLEX IBL E CAST ING You can u::;e yow· sorce ry pol,n:; co gain addiliO•la l s pell s lo1 s, or sacriflcl': spc<:ll.:;lots to gain additional sorcery poinlS. Y'-.)tJ learn other ways to ust·. your· SOl'<'..ery pointl:i as you reach higher leve ls.

Creating Spell Slots. You can t mu:;form un~.xpend~d sorce ry po)ms into one s pd l s tm as a borl\ll) <lClion on yO\ll' rurn. T he Crea1 ing Spell SlOI$ 1 able s hows the r,ost of crc~ling a spell s lot of a given level. You can c reate sp~ll s lots no high~.r in lcvd than Srh .

CREATING SPELL SLOTS

Spell Slot Sorcery Level Point Cost

1st 2

2nd 3

3rd 5 4th 6

5th 7

Converting s Spell Slot to Sorcery Points. A• ~ bonus action on you1' t urn, you can expend one spt ll slul and gain a number o f sorcery poinls equal to the. ~lot's level.

M ETA MAGIC

Al 3rd le\•e l, yoU gain t he a bility lO nvist your spells to suit yotlr ne~ds. You gain cwo of t he fol10\o\'ing T\•(e[amagic option:; of your t:hoi<:e . You p;ain ~utothe..J· one at I01h a nd 17t h level.

You can tiS~ only one 1\feramap;ic option Otl a .::.peH w hen you casl it. u nless olherwis~. noted.

'P\RT l CLASH~ i OT

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)').

CAREF U L S PELL

When you cast a spell thal forces olhcr crea lures to make a saving throw, you can protect some of those c reatures from the spell's full force. To do .:;o, you s pe nd 1 !;OfC~·•'Y

point a nd choose. a numbt=:r of those c reau.n·e.s up 10 yO\n

ChaTisma modifier· (min inH.nn of on~ cr~ature). A cho~cn creature automatica lly succeeds on its s.avin~ throw against the s pell.

D ISTA NT S PELL

\·Vhcn you cast a s pell that has a ra nge of 5 fee t or greater, you can spend 1 sorce.1'Y point ro double rhe ,.ange of the spe ll.

V/ hcn you cast a s pell that has a ra nge of touch , you can spend 1 sorcery poinl lO make the range ol the spell 30 fee t.

E MPOWERED S PELL W hen you roll d~rnage for a spell, you can spend 1 sorcery poin t to re roll a m.uubt:r of the dam age d ice up to your Charisma modifie r (min imum of one). You must u5e the new rolls.

You can use Ern powered S pell even if you have a lre.ady used a d iffe rent Meta magic opt ion dur ing th~ casting of rhe s pell.

EXT EN DED S PELL \Vhen you cast a spell that has a durat ion of 1 minute o r longer, you can sp~nd 1 sol'c~ry point to double irs du ration , lO a maximum du ration of 2·1 hours .

H EIGHTENED SPELL \Vhen you cast a spell thal for1~es a creatu re lO makt: a s~win~ th row to resist its effects, you can s pend 3 s orcery points to g ive o ne target of the spe.ll d isadvantagr: on ils fi rst savitlg lhrow made againsl lhespd J.

Q U ICKENED SPELL Vlhen you c;ast a spell t hat has a casHng rime of 1 ac tion . you can :;pend. 2 :;orccry points to change the casting t ime to 1 bo nus action for thi$i c;asring.

SUBT LE SPELL

\<Vhen you cast a s pell, you can spend 1 sorcery point to casr it without any somatic or ve rbal componenls .

T W J!<N ED SPRI.L

\\'hen yo u ca5t a s pe ll rhat targ~ts on ly one crearure and doe.sn't have. a range of self, y0 \1 CM\ sp~nd a n\unber of sorcery point~ r:qua l to I he spe ll's level to ta rget a :;e<.:oud erea ture in range with lhe s.<.-\Ulc !;J>Cll (1 ~ore<.:r_y point if the spell is a cantrip).

ABILITY SCORE I MPROVEMENT

When you reach 4 th leve l, and again at 8 th, 12 th. 16th, and 19th level, yo u can increase one ability score of your ch()icr: by 2, or you <:.an increase 1wo abilily $C~)re-s of your chok.e by 1. A:; nor mal. you <.:an't incrca:;e au ability score above 20 usin~ th is feature.

'P \~T l CJ \SSFS

S ORCEROUS R EST ORAT ION At 2 0ch leve l: you regain 4 expended sorc;e..ry points whenever yot1 fi ni$ih a short rest.

SoRCERo us ORIGINS Differellt son~erers cla im diO.'e rent origins for the ir i nnate rmtgic. Although many varia tions exis t, most of these origins fa11 into rwo c;.ategories : a <i1•ac;oll iC bloodline and wild magic.

DRACON IC BLOODLI NE

Your innate magic comes from d racon ic magic that wa$; mingled with yo ur blood Ol' that of your anceslors . . Most often. ~orcerer.s with lhis ori~in trace their descent back to a mi~hty sorce rer of ancient times who made a barga in \'lit h a <ll'agon or who mighl. even have claimed a dragon parent. Some of these blood lines a re well es tablished in the world: buc mos t are obscur~. Any giv~n sorc;er~t <'Amid b~- che f'u·sr of a ne.w blood line , a:; a result of a pact or :;Omt! other exceptiona l c ircumstance.

D RAGON A NCEST OR At 1st level, you choose (1ne type of dtagon as you r ancestor. The <.lama~c type assoc iated w ith each d ragon is used by features you ga in 1arer.

D RACO N IC A N CESTRY

Dragon Damage Type

Black Acid

Blue lightning Brass. Fire

Bronze lightning

Copper A<id

Cold Fire

Green Poison Red Fire

Silver Cold \Vhite Cold

You can speak, read. and wrile Draconic. AddHioualJy! whenever you make a Char isma yheck when interac;t'ing with <h·agons . you,. p1·ofic iel)cy bonos i:s dO\! bled i ( it applie:; to the check.

D RACON IC R ES ILI EN t; E

A.s magic Rows th m ugh you1· body: it c;auses phy$lca l t l'a il.s o f your rl 1·agon ancesw rs to en1erge .. Al 1st level, your h it poin t maximum increases by 1 a nd increases by 1 aga in whenever you ga in a level in th is class.

Additiona lly, pal'tS of yovr skin ate ~.~overed by a thin sheen of dra~on·likc sca les. V./hen you a ren'c wearing armor. you.- AC equals i3 1 your Dexterity modiilcr.

E LEMENTAL A FFINITY Sta rring at 6th leve l, when you cast a s pe ll that ct~als damagt<: of rh~- 1ype associ a led with you1' d raconic ancestry. add your Charisma modifier to that d amage. At tht<: same t ime:. yoo ca n spend 1 S01'cery point (O gain res istance to that damage type for 1 hour.

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R~C0:-1 WINGS l~th level. you gain the ability to &l)rOut a pair of !~n wings from your back. gaining a ftyint:: ~pc;c:d 1al to your current speed. You can create these wing~ • bonU$ action on yOt.Jr runl . They lase until you

... mi.$5 them as a bonuti action on yO\Jr turn. iou <:an'c man ifE" ... c;c your wings \\'hilc wc:arinfl armor lt::;~ lhc <tfiHOI' is rnade to accommodate them. and ~hin~ not made to acconunodtue your \Ving~ might dt"!'fr()yt'!d wht":n you manifest t hem.

lACONIC PR~SRNCE ,l.innin~ at 18th level. you can channel the dreAd -.tJ'ItC" of yo1Jn1ragon anC'.estor. causin~ those around to bccumc awestruck or frighlened. A f.<. an ncrion .

. can spend 5 sorcery points to draw on this 1)0\\lt:l'

. exude an aura of awe 01" fear (your choice) to a a nee of 60 feet. For I minute or until you~ )OUr

·entration (as if you were casting a concentration ). earh llOSlile CN".ature rhar sran:s its rurn in I his

--~ 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

..., savin~ throw is immune to your aura for 24 hour~.

,.ILD MAGTC ::.:;_:..::.._ _____ _ 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 out lei.

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. I f 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 manipu llll~ the forces of ~nt:f" and 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.

:lEND J UCK 'taninJt at 6th lc\'cl. you ha~o·e;; the abili1y 10 1wi~t fate .. ;ng your wHd magic. \Vhen another creature you rAn 't' make~ an auack 1'011. an ability check. or a savinu: row, you can u::;c your reac.lion and $ip~nd 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

can do so arter the ttearure roll~ but before any effects of the roll occur.

CONTROLLED CHAOS A[ 14th le\·eL you gain a modicum or comrol o~·er the surge5 of your wild ma~ic. \Vhcncvcr you roll on the Wild \1agic Surge rahle. you can rotl twice and usc either number.

SPHL BOMBARDMENT J:kginniog at 18rh leve l, the harn1ful e nergy of your spells int<.'.!lsifics. 'When you roll dsun~at. fol' ~spell and I'Qll l he highe5t number possible <.>n any uf the <.lie<.:. d1oo•c one of those d ice, roll it again and add that roll to the dama~e. You can usc the fealtn·e only once;. pc::r 1u1·n.

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WARLOCK ith a p~eudodragon l":uded o n his shou lder. a young

If in golden robes smiles warmly, weaving a ma~ical -ha rm into his honeyed words and bending 1·he pa1ace ·ntind to his will. As ftame.s sprin~ to life in her hands, a wizened

uroau whispers 1 he secret name of her tk:monic pa1 ron, fusing her s pell \vith fiend ish magic. Sh ift ing h i.s gaze between a battered lOme and the

"id a1ignrnenl of t h~ stars overhead. a wild-eyed lietling ants 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 the mu11 iverse. Through pacts .ade \Vilh mysrerious bein~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. and ien t;Htil\e$ o f the Far Realm, warlock~ pit:t·.e logelht::l' rcane secrets to bol:;ter lheh· own power.

S WORN AND BEHOLDE N

\.\·arlock is defin~.cl hy a pact with ~m otherwotldly eing. Somet imes lhe rel~tionship between warlock nd pacron is like that of a clerk: and a <f~-icy, thou~h

e beings that sel'vt>: a5 pat rons for warlocks a re not !Ods. A warlock might lead a cult dedicated to a demon orince, an a1·chrlevil, or an utterly alien enlity-b~ingfi

ot typically served by cle1·ics. More often, though. lhe !"fangemeot is.simBa.r to that bc twt:en a maste1· and Ln appremice. Thr: warlock lea r ns <Hld grows il) powe1',

the cost of occasional services performed on the ,;uron's behalf.

The ma~ic bt·.slovved on a warlock range~ from minor .uc la~t i ng alterations to the warlock's being (such as te ability lO see in darkne~.s. or to read any language) access to powerful spells. Unlike bookish wizards,

-arlocks S1.1ppleme.nt their ma~ic v .. •ith some racil iry h<IJtd·lO-han<l combat. They arc comfortable in light

'"mor a nd know how 10 u!'e. 5implc weapon::..

D ELVERS INTO SECRETS

\'arloc ks are dr iven by an insatiable ne.ed for knowledge nd power. vvhich <'.om pels t hem into their pacts and

-.hapes their lives . This thirst drives warlocks into their .,.acts and shap~.s their later c.a rccrs as well.

Stories of warlocks binding themsclve~ to fiends are ~idely known. Dut mauy warlocks ser ve patrons that re llOl fiendish. Sometimes 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

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Proficiency level Bonus Features

1 Si <·2 OLhcrworldly Patron, Pact Magic

2nd +2 Eldritch Invocations

3rd •2 Pact Boon

4th +2 Ability Score Improvement

5th +3

6th ! l Otherworldly Patron feature

7t h +3

8th +3 Ability Score Improvement

9th +4 l Oth +4 OLhcrworldly Patron feature 11th +4 M}·Stic Arcanurn {6th level)

12th +4 Ability Score Improvement

13th +5 Mystic Arcanum {7th level)

14th +5 Otherworld!;· Patron feature

15th +5 Mystic Arcanum {8th level)

l&th +5 Ability Score Improvement 17th +6 Mystic A(canum (9Lh level) 18th +6 19th t 6

forhidd~n lol'e, a bl'illiaut but crazed s tudent'5 mind is o pcw .. ·-d to realities beyond rhe material \vorld and to the alie.n h~i ngs rhar dwt:ll io the outer void.

Once a pt1c:( is mad<.:. a warlock's thirst for knowledge and power can't be sJaked with nl~l'e shidy and rc~carch. No on~ makes a pact with :;uch a m ighty pat ron if he or· :;he doesn't intend to us~ t he power thus gained. !<.ather, the vast majorify of wal'locks ~IJ!!Hd their days in active pur:;uil of (heir goa ls. which typic:al ly means some kind of adv~ntul'ing. Furthernwre. the demands of their patrons dtiv~ w<'lrlock:; toward adventure.

CREATING A WARLOCK =:.::::..::::.:... ___ __ _ As you make your warlock ch<t.r<~ctcr. spend some t ime thin k ing about your p~ttron and the obligat ions rha.t your pact imposes upon you. \~'hat Jed you to make the paC'.t, and how did you make contact wirh your patron? ·were you seduced i n to summoning a d<..~vil. or did you seek out rhe titual lha t would a llmv you to mak~ c:ontact

with au aHeu ddcr god"? Did you $eare;h for· your palrou. or d id your patron find anc1 chOO$e you? Do you <..'.hafe unde1· rh~ o bligations u( your pact or serve joyfully i n

anticipation of the r~wards pt·omised to you?

\~'ork wilh your DI\!l to determin~ how big a pan your pact will play in your· chara<:ler:s adventurin~ caree r.

P.\"RT 1 CT -\SS,i:'.S

Can trips Spells Spell Slot Invocations Known Known Slots Level Known

2 2 1 1st 2 3 2 l SI 2 2 4 2 2nd 2 3 s 2 2nd 2 3 6 2 Jrd 3 3 7 2 3rd 3 3 8 2 4th 4

3 9 2 4th 4

3 10 2 5th 5 4 10 2 5th 5 4 11 3 Sth 5 4 11 3 Sth 6 4 12 3 5th 6 4 12 3 5th 6

• 13 3 Sth 7 4 13 3 5th 7 4 14 4 Sth 7 4 14 4 5th 8 4 15 4 Sth 8 4 15 4 Sth 8

Yotlr patrOtl·s demands might driv~ yoo into adventures, or they mi~ht consist ~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 plans"? Do vou know odler servant:; of your parron? ¥

Ho\v docs your parron c:ommonica1e with you·? Jf you hav~ a fam i lial', il mighl occasionally speak wit h

your patron's voice. Some warloc:ks find messages from their patron:; etched on tree~. mingled among rea leaves, O l' adrift itl tl1e clouds-mcssa~es chat onl y I he warlock cau sec. Other warlocks convers.e v.'ith llieir pat rons in d reams 0 1' wakill\1 visions, or deal onlv w irh intermediaries. .,. ¥

QUIC K l:IUILU You can make a warlock quickly by following lbe•o suggestions. First. Cha t'isma sho1.1ld bt: vour hidhest ability score. followed hy CnnsliltJi ion . Second.~hoose the charlatan background . Third. choos<.: the eldritch hlast and c!Ji/J wuc/~ cantrips, a lonj:{ \Vith the 1 sr-level spells ray of sickness and l'dtr;h holt.

CLASS FEATURES As ~-t warlock, you ~ain the following d ass fealure1:i.

H IT POINTS Hit Dice: ld8 P" 'wodock levd H it Points at 1st Levcl: 8 +your Constitution mod ifier Hit Points at Higher Levels: ld8 (or 5) + your

Constilutiou modifier per warloe;k l~vel a(ler 1st

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P ROF'lGIEN<;lES

~rmor: Lighl (11"010 1'

Weapons: S imple \veapon~ Tools: None

Savittg Throws: Vliisdom, Charisma Skills: Choose l WO :sk ills from Arcamt,

Deception, Histor y. !Jttimidalion, Investigation, ~aru r~. and Religion

i:QUIPMENT ou sta rt with the following equipm~nt, in add ition to M! equiprnenr granted by your background:

a) a light c rossbow and 20 bolts or (b) any s imple \\'eapon a) a component pouch o r (b) an arcane focus (a) a scholar's pack or (b) a dungeonee~··s pac;k Leather armor, any :s impl~ weaPon, and two daggers

O THERWORLDLY PATRON

1s t 1evel. y01.1 have struck a bar~ain with an ·herworldly being of your choice:: the J\rchfey, the tend, or rh~ Great Old One. each of whj ch is d~tai led

the end of the class description. Your choice ~nr~ you features at 1st levd and ,:~gain at 6th, 1Oth, nd 14 th level.

PACT MAGIC ?Ut arcane research and the magi<.: bes(O\Ved on you ~ your patron have gjveo YOlJ facility \ovith spells . See 'lapter 10 fo•· the general r ules of spellcasting and haptcr 11 for the warlock spell list.

~A~TRl f'S ou know t\'.'0 r.antrips of your choice from the wa rlock pell lis.t. You learn addiliona 1 warlock cantrips of your .._oice at h igher levels= as shown in the Cantrip!; Known vlumn of the Warlock tahle.

SPELL SLOTS fle Vlarlock table shows how many spel l s lot!': you have. 'lte table a lso shows what the level of those slots is; all ~you r spell s lots a rc the same le\'e l. To cast one of your oarlock spells of 1st lev~l or higher. you must expend a ~II slot. You re~ain an expended spell slots when you ;.nisb a short or long r..<t.

For example, when you are 5th lev~ I, you have rwo 3t·d-level s pell slots. To ca•t the 1st-level spell hundet·wave:, you must s pend oue o f thos~ s lots, and 'Ou cast it as a 3rd-level spell.

S PELLS KNOWN OF 1ST LEv JlL AND HIGHE~ ~~ 1st level, you knmv two l~l·level spells of your choice '"rom the warlock spell list.

The S pells Known column of the Warlock rahle shows A·hcu you learn mot·e wal'lock s pells of your choice of 1st level and hip;her. A spd l you choos.e must be of a level '\0 higher 1han ·what's s hown in lhe lablr:'s S lot Level =olurnu for your level. \¥hen you reach 6 lh level, for exampl~ .• you learn a new warlock spell, which can l>e : s t. 2nd, or 3rd level.

Additionally, when you gain a level in I his da~.!;,

you can choose one of chc warlock spells y01.1 know and replace it with another s peJI from the warlock spell Jist. which a lso u~1.1Sf be: of a level for which you hav• 5pell slots.

SPF.LLCAST!NC ABILITY Charisrn.:~ is your spellcastin~ ability for your warlock speBs. so you use your Charisma \vhcncvcr a spell refers to your 5pellcastin~ abilily. In .addition, you use your Charil)ma modifie r wh~n s.ettin~ the saving throw DC for a warlock~pdl you casl and when making an a ttal'k roll wilh one.

Spell s ave DC = 8 + your profidency bonus + your Charisma modifier

Spell attack modifier = your prof iciency bonus+

your Charisma modifier

SPE LLCASTING f OCUS You can os~ an arc.ane focul) (found in chap1er 5) as a spcHcastiug focus for your war Jock s pells.

ELDRITCH IN VOCATION~S::__ ____ _

Tn your study of occuh lore. you have unearthed eldrit<.:h invocations., fragments of forbidden knowledge chat imbue you w ith an abiding magical ability.

At 2nd lcvc], you gain rwo e ldritch invocations of your choice. Your invocation options ar~. detail~d ac {he end of the class dr:sc;dption. \A/hen you gain certain warlock levels, you gain addilional invocations of your choice, as shown in rhe Invocations Known column o f the Warlock table.

Adrlicionally, when you gai l) .a level in this. class, you eanc.hoose ont": of the invocations you know and replace it with another invocat ion {ha[ you could learn at that level.

PACT BooN

At 3rd Jcvd , y01.1r othen"·orldly pat ron beswws a gift upon you for your loyal service .. You gain one of the following featur.,; of your choice.

PACT OF THE C HAIN . You lea rn che find famili~'1.r spell aJ~d can c;ast it as a ritua l. The spell doesn't count against your number of spells known.

V\1hen you cast the s pell, you can choo.<;.t: on~. of the normal forms fo r your familiar or one of lhe following special forms: irnp, pseudodra~on, qua~it. or sprhe.

Addit ionally! when you lake rh~. Attack action~ you can forgo one of your own attacks lO a llow your familiar to

make one a ttack of its O\Nn .

PACT OF TH E BLA D!l You can usc your aclion 10 cre.ate a pact w~tpon iu your empty hand. You can choose 1 he forn1 that this melee \veapon rakes each t ime you create il (see cha_prer 5 for weapon options). You a r·e proficient with it v.•hile you wield it. Thi.!; weapon counts as magica l fo1' rhe pur pose of overcomin~ rcsislance and immunity to nonmagical attacks and darnage.

?.'..RT ~ . C.LASS~S

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Your pacr w~~pon di:;a ppcars if ic is more than 5 feet away fi'OIH you for 1 minute o r mor~. Tr a lso d isappears if you u~c this feature aga in, if you dismis~ the weapon (no action required), or if y01.1 die.

Yo u can rran$0fo1·rn one wagie weapon into your p t'lct

wearmn by perfonuiug a s pecial r icual wh it~ y011 hold the weap on . You perform the fiuJa1 over the course of 1 hour, which <' .. an be <lone durin~ a short resr. You c;an then d ismiss the weapon, shunting it into an e}(traLHmeu~iona1 s pace. and ir appears whenever you create your pacr weapon thcrcafter. You can 'r affec;t an anifa(:t or a sentient weapon in th i.s way. The weapon C.Ca::5eS bcin~ your pact weapon if you die, if }'OU pe rform the l ·hour ritual on :1 di.Uen:.nt weapon. or if you use a 1-hour ritu al to break your hond lO it. The weapon appears at your fe.et if it is in the extradimensiona l space wh~n the bond bn:.aks.

PACT OF T H E T OME Your patron ~ives you a grirnoir·e calk.d a Dook of Shadow~. Wh~n you g3ii1 this feature, choo!=l~ rh1·ee C(HHri[) S from any dass's s pell li$0t . \Vhile th.~ book is on your person. you c;.an Ct'lSt lho.se cant rips at will. They don't coonr again~t your numbe.r of c;ant1'ips known.

1f you Jose your Book of Shado\vl;, you can pe rform a l +hour cer~mony to receive a replacement from your parron . This certmony can be perfol'm~<l cltll'ing a short or loug re:;t. and it destroy:"; rh~ ptevious book. The book turns to ash when you die.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, a nd again at 8th . 12th. 16th. and 19th level. you can increase one. ability score of your choice by 2, or you t'.an iucrca~e two a bility scores o(

you1' dloice by 1. A~ normal, you c;a n'( increase an a bility score a bove 20 using rhi-s fealur~.

MYSTIC ARCANUM

. .t.\r l 1 t h level, your patron bestows upon you a rnagica1 se(:r~t <.:aik~d an a rcanum. ChotlSe one 6th·lcvdspeU from the wa r1oc.k sp~ll l ist as lhi$ arcanum .

You c;an cast your arcanum spell once without cxpendin~ a spe.JI s lot. You mu.st linish a Ion~ rest hefore you can do so again .

Al higher levels, you gain mol'e warlock s pells of your choice that can be cast in t his way: one 7th.Jeve1 spell at 13th level, one 8th.level spell at 15th le.vd , and one 9th-lcvc.l spdl at 17th level. Yot1regain aJJ uses of your Mystic Arcanum when you finish a long n:.st.

ELDRITCR MASTER

At 20th level, you can d raw on your inner reserve of mystical power while entreating yoHJ' patron lO regain expended spell s lols. You can ~pend 1 minute ~ntrealing your patron for aid to regain a ll you1· expt::ll<led spell slots from your Pact .Magic feawr~. Ollce you regain s pe lJ s lots w ith this fe.acur~ .. y01..1 must 6nish a Ion~ res t be fore yot1 c.an do so again.

PAR

You• PAcT BooN

Each Pact Boon option produ<=:es a special <reature or an obje~t that reflects your patro . .,'s n;;ture.

Pact of the Chain. Your (amiliar is more <:unning than a t)'pic.af familiar. Its default form can be a reflection of your patron, with sprites ""d pseudod(agons tie-d to the A:<::hfe;· .and imps artd quasi!$ tied to ihe Fiend. 8ecaus~ the Cre,:~t Old One's 11aturc is irosccutable, an;• familia' fo;m is suitable for tt.

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. If you ser ... e the Fiend, your weapon could be an ~xc made of black metal artd ~dorneO with de~orative itames. I( )'our patron is the G(eat Old One, your weapon might be ~n ancient-looking sp~ar, with J gemstone embedded in its head. car,,ed to look like a terrible unblinking eye.

Pact of the Tome. Your Book ofSh<Jdows might be a fine, gilt·edged tome with spells of enchantment and illusion, 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 conjuratb n and a wc~lth of forbidden lore about the sinister 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 Great Old O:~e, holding s<r~ps of spells !hat onty your oval burgeo .nillg insanit]' allows you to understand a-nd cast.

OTHERWORLDLY PATRONS Th~ beings that serve as patron:"; for wa l'lo•~k~ ~uc mighty in habita nts of othe1· pl<lnes o( exi:;tcnee not gods, but almo!=lr god like in their po•..vcr. Various pafrons give their warlocks act•.css to d ifferenr powers and invocations. and expect signific:an1 favors in re turn .

Some patrons collect \varlocks. doling our rnyslic koowlcdgc relatively freely 01' boas ling of their ability to bind mortal~ co their will. Other patrons bestow lheir pow~r only grudgingly. and mip;ht make a pact with only one war Jock. Warloc;ks who .serve the s~unc pauon m ight view ~ach other a:; aUics. siblinj4s, or rivals.

THEARCHFEY

Yom· patron is a lord or lady of the (ey. a crt~aturc of legend who holds s~c;rers that were forgotten before the mortal rac;e~~ were boru. This bcin~'s mot ivatiOll$ a re oflen inscr utable, and someti mes wh irnsica1. and m ij4ht involve. a st riving for greater ma~ical powet o1· lhe seuli11g of ag~·old ~rud~es. BeinB:f> of t his son iuc1udc the Prince of FrosT; rh~ Queen of Air <ind Darkness, f 11lel' Of the Gloauling Court; T itania of rhe Summer Court: her consort Oh~I'Ol ) , the Green Lord: Hyrsam, the Prince of Fools: a n<f ancient h.ag~.

E XPANDED SPELL LtST The A•·chf~y l~rs you choose from an expa.ncted lis t of speHs wheu you learn a warloc;k sp~ll . The following s pells a re added ro the warlock spell Hst for you.

ARCHFEY EXPANDED SPELLS

Spelllevel Spells 1st faerie fire, sleep 2nd calm r:motiom. phantasmal force 3rd blink, pfant growth

4th domil"'tHt beast, grcoier invisibifiry

Sth domir;ate person, seeming

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FEY PRUSENCE Staning at 1st lcv<.·.I. your pat rem bestows upon you the .bility tO project the bcguilina: and fearsome pn; ... f"nre of the fey. As an acrion. you can c.:<~use E>.acb creature in a 10 foot cul.Jc originatinR from you to make :t. \V1sdom saving rhrow ugaiust your warlockspd l save DC. The r:re<tllm:s thnt fa il their savina throws arc all chal'med >r friJ:(htcuc:.d by you (your choict:) \11H il the end of 'Our next turn.

Once you use this feature. you t'--an't usc it a pin unril ou finish a $bort or long rest.

.fiSTY ESCAPE '">tarting ;.1 (j1 h ltwel, you ctw vanish in a puff of mi$l in ""esponsc tu harJil. \Vh~n }'()U take damage. you r.nn usc

N.Jr rearrion to t urn invisible and teleport up to GO ft:et an unoccuvied space you can ~e. You remain invisible

!llil the ~tart of your nex1 1um or Until you au ark or ,, a Sfl<'ll. Once y<.>\1 use this feature, yuu c.an'c use it n,:t:ain until

"'ltl finish a shorl or· long re~t.

3EGUI~J:<C DEFENSES

~nninU: at lOth 1e\·el. your patron Leache!i> you how to -m the mind·affct·ting maek ()f your enemies apin.st em. You are immune to being charmed, and when not her crealtn'e attempts to chtt rrn you, you can usc "'ltlr reaction to attempt to w rn the charm bAr.k ()n

t Cl'eMure. The crea ture 1't1USI r;uccecd on u \•VhKiom .-.ing throw against your warluck spell save DC or

charmed by you for 1 minute or until the creature ...;..es an} damage.

')ARK D£L!RIUM -..•arting i'lt 14th level. you C$111 plunge a c rcutu rc:: inlo ""illuwry realm. As an action. choose a creature .:at you can sec withi•-. 60 feet of you. h mus1 make a ~om saving throw a~ain.st )'01Jr warlock spcJI.s.a,e

.C. On a fuilcd .save. it is charmed or frighrentd by you _ .)Ur choice) for 1 minute ur until your concentration .. broken (a~ j( you a re conccntri-tting on a $ipe ll). Thi~ .J'ect ends curly if the r.r~atut·e take:;; any clal'llag:e. vnti l thi~ illusion ends. the Ct"tature thinks it is lost a misty realm. the appt-:lrancc of which you r.hoosc.

- te creaw~ can sec and hear only itself. you. and "'e' ilJusion. You must fin ir;h a shor t o r long rest before you can

...se this fe<tlu•·e again .

:-HE fiEND .:..:;:_ __ )U h<Ke made a pact with a fiend from the Jo"cr

wnes of cx.btence. a beina whuse aims are C\'il.

~n ify()u strive against thO$~ aims. Such bei na~

sire t l1<.: 1.·.orruption or dcstruclion of all thinj:,{~. rimah'dy induding you. Fiet'lds powerful enoua:h to -ge a pact include demon lords such a~ Dcmogurgon.

I!CUS. Fraz'Urb-luu. and Bophomct: archdevils such 'Asmodeus. Oispaler. Mephislophdcs. and Rt-lial: · fieuds and balm·s that arc c~pecially miahty~ ;.:Hid trolorhs ond uther lord~ nf [he yu~oloths.

F.XPAN DJ::D SPELl. LIST

Tlu: F'it"'nd lers you choose from an expanded lil:il of spcll::s when you Jearn a warlock sp~ll. The following <pells arc added"' 1he warlock >'PellliSI for you.

FIEND EXPANDED SPELLS

Spell Level Spells

lst burt1iog Jta1ids, command

2nd blindntss;deofre.ss, s~orc.hmg toy 3rd J~reboll, tflfl"ir.g dcud 4th fire shie!d, t.W}I/ of fire 5th flame strike. h"!Jow

DARK 0KE's B uSSiNG Stnrtin~ at 1st level. wht'n you reduct·~ hustHe r.r~.arurc to 0 hit poims. you aa,in temporary hit points equal to your Charisma modifier "" your warlock le,el (minimum o: 1).

DAKK ONE's O wN LucK

St~rfi ng at 6th level, you r.an call on your patron 10 a lter fa te iu your favor. \~'hen you wak~ an Ahllity check or.:. .:;avin~ throv.•. you can use this feature to ~dct a d 10 to your roll. You can do ow aher seeing 1hc inilial roU bu1 heforc any o( the roll's effects oc.-cur.

Onre you usc this feature. you can•[ usc it again umil you finish a .=;han or long rest.

FIENDISH ReSil .. JllNCE Starting at lOth leH•I, you can choose ont" damage type when you finish a shon or long rest. You gain resis1ance ro rha.t datoage lYJ>t' until you choose a different one with this feature. Darn~ge fmm maJ:(ical weapons or silver we8pon~ ignnrcs this resistanr.a.

H URL T H ROUG H H ELL Slarling at 14th level. when you hit a creature with an anack. you can moe rhis feature to insranrty transport the target through the lower planes. The creat\1re d isappears and hurtles through a. 11ighrmare landscape .

At the end of yu\tr nt"XI turn. che tarllcl rehtrns m the spAr.t. it previously u<;cupie:d, o r t he nc.:ar .. ~:st \lnor..copied space. If 1he targel is nola foend, il takes lOdlO p•ychio damage as it reels from irs horrific experience.

Onc;..-e )OU use this feature. )OU can"t use it again until you finish a long res1.

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 one of the elder gods known only in le(lends .. hs mo•ives ~rt incomprehensible to mortals. and its knowledge so immense and anr.ient rhm even the grt.nte~t libraries pale in compariSon tu the vast $ie.crets it huh.l:;;. The Great Old One might be unaware of your existence or fontireJy indifferelll lo you. but the secret~ you ha\·c lcanlt;d allow you to dra" your magic from it.

Entities of this type include Ghtl1nudar. caJlcd T11at Whirh Lu rks: Tharizci\IO, the Chained God: D•ndar, the Ni~ht Serpenl: za,·gnn. the Rewrner; Groat Clhulhu; and 01 her unfathomable beings.

0

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lO

EX PAN OED SPELl. L IST 'fhe Great Old One le ts you choose from an expanded lis t of spe.Ill$ wh<.~n you lcurn a warlock spell. The followin~ s pells are added to the warlock spell list for you.

GREAT OLD ONE EXPANDED SPELLS

Spelllevel Spells

l st dissonant whispers, Tasha's hideous laughter 2nd d~t~ct thovght-s, ph&JntosmQf force 3rd clairvoyanct, sending 4th dominate be.as~, E!)atd's black te.macles 5th dominr.te person. telekinesis

AWAKENED MIND Starting at 1st level, yoUt' alien knowl~dg~ gives you the ability lO touch th<::·. mimJ.s of other cr~aturcs. You can oommunica[e tele pathically with any creature you can see within 30 feet of you. You rlon'r need to shat e a l~ulgm~ge Wilh lhe creature for il lo mlderslaud your tcJcpathic utterances, but the creature must be abJe to un<fer5tand at lea!;t one language.

ENTRO~IC WARD At 6rh level, you learn to magica1Jy ward your!;.elf agalnsr a Hack and ro tu1·n an enemy's failed Slr ike into good h1ck for yO\ItSelf. \Vhcu a crt;aturc makes an a ttack roll a~ains.t you. you can use your react ion to impos e disadvantage on that roll. If £h~ attack n'lisse.s you, yOHI'

ne~l a u ack rofl againsl lhe cre<tlurc has advantage if you make it before the end of your next turn.

Once you use lhis feature. you can't use il ag~-.in until you finis h a short or long res t.

THOUGHT SHIELD S tarting at lOth level, your thoughts can"! b e read by te le pa£hy or other means un less you a llow it. You a lso have resistance to psychic damage, and whenever a c reature deals psych ic damage to you, that creature la.ke.s lhe same .amount of damage thal you do.

CRRATF. TH RALI.

At 14th level, you ~ain t he ability to infect a humanoid's mil1d with the a lien ll.)agic of your patron. You c.an use your action to touch an incapacitated humanoid. That creature is che.n charmed by yoo tHHil a remove corse spell is cast on it, the charmed condition is removed from it, or you use chis featur~ again .

YoH ca n c.ommunkatt: te.leparhicallywirh 1he charme..() creah1te as long as lhe 1.wo of you are on 1he .same p lane of existence.

ELDRITCH INVOCATIONS If an e ldritch invocation has prerequisites, you must meet them to Jearn it. You can learn the invocation at the same time that you meel its prerequis.iles.

AGONIZING T:\I,AST Prerequisite: c1dritch blas t c:.tntrip

When you cast eldr ilcb bias!. add your Charisma modifier to the d amage it deals on a hit.

J>AR1 1 CJ .. \~$.£$

ARMOR OF SHADOWS You can C:.i.St m~'flic armor on yourself at will, without expending a spe ll s lot or macerial compon~nts.

ASCEN DANT STEP Prereq!Jisite: 9th level

You cau cast JeviU1le on yourself a t wilJ, \ ... ithout expend ing a spell sJot or materja l components.

B~AST SP~~CH You can casl speal< witlr animals at will. without cxpcndin~ a s pell s lot.

BgGU IUN G l NFLt.JENCF.

You gain proficiency in lhc Decept ion and Persuasion skills.

BEWITCH ING W H ISPERS Prcrcquisitt:: 7tlr level

"Yo u can cast compulsion once using a warlock .::;pelt s lot. You <:an'c d0$0 again UJ'IIil y0\1 fl11ish a long r·est.

ROO!< Of ANCI ENT SECRETS Prerequisite: Pact of the Tome fe~srure

Yoo can now inscdbe magica l rituals in your Book of Shadows. Choose two lst·lcvcJ spcHs that have the ritual ta~ from any class'sspelllis t. The s pells app~a1·

in th~ hook and don't <'..ounr aga insl the number of Spt'.lls you k.now. \Vilh your Book of Shadows in hand, you can cast the chosen s pells as rituals. You can't car;;t the spells except as rituals. unless you've learned them by some other means. You can a lso cast a warlo<:k spe ll you know as a titual if il has lhe ritua I lag.

On your adventures, you can add other ritual spells to your Book of Shadows. Wh•n you find s uch a spell, you ,,an add it to the book if the spell"s level is equal to or less than half your wa rlock level (rounded up) and if you can spal'e the time to u·anscribe the spell. For each level of the spclJ, the transcription process takes 2 hours and coSC$ 50 gp for the rar~ ink$; nt:~rled to i n.$;cr'ibe il.

CHAIN S 01' CARCERI

Prcrequi:;itc: 15th lc'vcl .. Pact of the Chain feature

You can casr hold monster at will-largeting a celes tial. fiend. or elementa l-without expend in~ a spe ll slot or mareria l components. You must finish a long t•est before you C(t.U ut::ie thiJ; invocat ion on the s.-1mc c reature aaain.

D Evn:s SIGHT You c.an see normally in <.hukncss. both magical and non magical: to a d istance of 120 feet.

D RF.ADFI.IL WOR n Prerequisite: 7th Jcy·eJ ·

You can cas1 confr.tsion once using a warlock spell slot. "Yo u c:.m't do ~o again until you finish a lon~ rest.

£LDRITCH SIGHT You <:.an c.ast dete-r:r magical w ill, ''lichou{ expending a spell slot.

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~DRITCH SPEAR ""erequisite: eldritch blast c:.mtrip

hen you c;asr ~Jdritch blast, it5 range is 300 feet.

• ES OF TH E R U N E K EEPER

ou can read all .. vriting.

£ !\DISH V IGOR can cast false life on yourself a t '"ill as a le\'el spell, without ~xp~nding a spell slot or er ial components.

•ZE <W T WO M I NOS can use your actioH to touch a w il ling humanoid perceive throu~h its senses until the elld of your

t 1u rn . As long a$; the cr~ature is on the same 11e of existcnc.c.~ as y01.1, y0\.1 C<nl us~ your ac;tion subsequenc turns to mainta in this con nt:c.tion . nding lhe du ration unril tht':. ~nd of your next tur n. ile pt:rcdving through the Olher <: l'eatur~~!-> senses, benefic from any speci~d senses possessed by thal

.ature, and you a re blinded and deafened to you r own -rouudings.

FEDR INKJ::R reqv isile: 12th fe ,:eJ, Pact of the:. Bfad~ f~arure

~n you hit a creature with your pac1 \veapon, rh~. ture takes extra necrot ic damage t:qua1 (0 y01.1r

rlsma n'lod ifie•· {m in imum 1).

SK OF lvfANY PACF-S can ca:;t disgui:.;~ self at wilJ= without cxpcndin!-{ .ell • lot.

STER OF M YRIAD F ORMS reqoisite: 15th lt!vt:l

can cast ;,tlt<.:r sell a t wilt, \vh hot•l t>:xpending oell slot.

!\IONS OF C HAOS requisite: 9th /ci'Cl

c-an e-ast conjure elemental once usin~ a lock s pcll slot. You can!l do $0 again ontil yo u

... h a lo ng rt':.st.

RE T l:l £ MIN I) requisi tf!: Srh /~vel

can cas t .. <;low onr..e using a warlock s pell s lot . You t do .so again 11n lil you finish a Ion~ rest.

'ST Y V ISIONS can cast silent image at vvill, withou l expending a ll slot or rnatetial <'...Ompont':nts .

'E WITH S HADOWS -requisite: 5th feve:l

'ten you an.: in an area o f d im light or darkness. you use your action to become invisible t.n'll.il you rnove

ake an action o r a r~.action.

0 TH£RWORLDLY LEAP Prt:rf'!.qui.~ite: 9th level

You can cast jrtmp on yo111'\~elf at "viii, w ithout expe.ndin~ a spcU slot or ma tc:.rhl.l components .

R EPELLI NG BLAST Prerequisite: cld ritch blast <.-...w trip

\·Vhen you hir a crea ture with eldritch blast. you can push t ht•. t·.rcature up lO 10 feet away fmm you in a srra ight line.

Scu LPTOk OF F LESH Prerequisite: 71h le vetl

You can cast polymorph out.e \ISi llg a wa rlock spell slnt. You C.t'ln't do :;o again uncH you finish a lon~ rest.

SIGN OF Ju . 0MF.N Prerequisite: 5th level

Yo u can ~.~asl l>e$mW cur.c.~ once usinp: a warlock spell s lot. You cau'l d o so again until you finish a long resL

T HIEF OF F IVE FATES You can ca5t bane once us in~ a warlock spe ll s lot. You can't do so again ulllil you finish a lo ng re.::;t.

T HI RSTING BLADE ?n;1~qaisite: 5th let··e/$ Pnct of the Dhtdc fc,.,'lturc

You can auack wit h your pact weapon rwic:e, ins tead of once, '.vhcncvcr you take the AtiM:k a<:lion on your turn.

V iSIONS OF D ISTANT R EALMS f 'rt:reqoisile: 15th level

You can cast nrcane eye at will. without c.~xp~Ju.ling

a s pell slot.

VOICE OF THE C HAIN MASTER Prt'!rf!qoi!>ite: Pact of the Chain fcalurc

You can comrnt.lnicale te lepathica lly w ith your familia r anrl perce ive th ro ugh your familiar::; :;<;;use:; ('IS long as you are on the same plan~ of ~.xistence .. Additio na lly, while p-crctiving th rough you r familiar'S; $iens~.s . yo u c.an a lso speak throu~h your f~uniliar iu your own voi.c.e . even if yo ur familia r js normally incapahle of s peech.

W HISPERS OF THE GRAVE Prerequisite: .9r!Jie:'lel

You c.-an cast speak with dcud at will. wilhOul t~xpending a snell s lot.

W ITCH SIGHT Prer·equi:site: 15rh level

Yo u can sec the true form of any shtlpecht~ ngf!•' or c•·eature <'..oncea le rl by illus ion or transmutat ion magic wh ile the crcatu fc is within 30 feet o f you and w ithin line o f s ight.

Ill

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WIZARD Clad in lht': silv~.- rohes that denote her station) an elf closes her eyes w $hut Ot.Jt th~ disrrac;tions of the battlefield and bep;ins her quiet chanl. t-:ingers \veaviilg in fn)nl of her, she completes her spcH ~md launchc~ ~-~ 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. then $pr inkles powdered iron along <,;very line and graceful cm·ve. \,Vhen 1 he cirde is comple te: he drones a long incantation. A hole opens in space inside the circle, hri~ging a whiff of brimstone from lhe Olhenvodd ly plane beyond.

Crouching on the floor in <t du ngeon intersect ion, a gnome tosses a handful of ~malJ bones iosc.ribed wilh myst ic symbols. llltllterjng a few worc15 of power over them. Closin~ his 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..ards a re supreme ma~dc·uscrs. defined a nd unjted as a <:.lass by (he spells 1hey cast. Drawing on the s ubt le we.ave of ma~ic that permcales the cosmos. wiza•·d$; cast ~pdls of explosive fire, arcing lightning. subtle deception. and brute ·forcc mind control. The ir magic.<'...onjures monste.rs from other planes of cxist~ncc. g liUlpses the future, or I urns slain foes into zombies. Their migbt ie:;t speHs change one substance into anorher, call me te ors dO\VIl from the s ky, o r o pen portals to other worlds.

SCHOLARS OF THE ARCANE

Vv'ild and 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 the ea!:iting of~ lypical s pell require.~ merely lhe utte1'ance of a few strange words. fleetin~ ~esturcs. and !:iOmetimes a pinch or clump of exotic rYta.terials, these sur face components ba rely hint at the exper tise a tta ined aftet yeats o f apprenticeship and coun1le~'SS hours of study.

\o\iizards live and 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 are r->teeped in ma~ie.

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WIZARD

Profidenc.y Cantrlps -Spells Slots per Spell Level-

t.cvcl Bonus Features

lst +2 Spellcasrlna:. Arcane Recovery lnd +2 Ar<:anc Tradition

lrd +2

~~h +2 Ability Score Improvement

5 0 +l

"" + ) Arc~ne Tradition feature

1lh - 3 ith +3 Ability Score Improvement

- 4

+4 Arcant Tradition fce~ture-

+4 +4 Ability Score lmP.rovement

~s

"'-S Arcane Tradition reature

-s +5 Ability Score lmprovcmertl +6

+6 Spell Ma51ery

+6 Ability $(ore Improvement

+6 Signature Spell

IE LURE OF KNOWLEDGE -=.::.::...:=-----rds' lives are seldom mundane. The closest a rd is likely ro come to an ordinary life is working 'ilge or lecture-r in a library or universiry, leachinS{ !"5 the secrets o.f the mulriverse. Oth-er wizards ~II ~rvice5 as diviners. ~ervc in milimry forces. or

..J.C lives of crime 01' ctnmination. l the lure of knowlcd{le and power calls even the unadvenu.n-ou~ wizards out uf the saf~ty of their

ries and laboratories and intn crumbling ruins and ties. T\•fost wizards believe that their r.ounterparts lent civili:~.at ion~ knew secrets of magic rhat have: lost to the ages, and diSC'o\·erinli{ those secrets unlock the path ro a power greater rhan any maaic ble in the present age.

EATING A WIZARD

r11~g a wiz.arrl character dcm~tods a backstory mated by <H let"t::;t one extraordiniiry event. How rour character flr::;t r.ome into coHHtCl wirh magic? did you discover )'0\1 hac! an aptitude for it? no a\e a natural talent. or dicJ you simply study and practice incess:.~ntly? Did you encoumer a ·a1 crearureor an ancient tome that taught you the­~of magic? .at drew you forth from your life of study? Did your a~e of magical knowled«c lc.a'c you hungry for

., Ha, .. c you rceeiw:d ,;vord of a secret repository .owledge not yet plundered by any other wizard? -tp~ you're simply eager to put you 1· n~wfound

•cal5kills to the test in the far.e of dan~cr.

Known 1st 2nd 3rd 4th Sth 6th 7th 8th 9th

3 3

3

4

4

• • 4

4

s s 5 s 5 5 s 5 5 5 s

2 3

4 2 4 3

4 3 2 4 3 3 4 3 3 1

4 3 3 2 4 3 3 3 1

4 3 3 3 2 4 3 3 3 2

• 3 3 3 2

• 3 3 3 2 4 3 3 3 2

• 3 3 3 2

• 3 3 3 2 4 3 3 3 2

• 3 3 3 3 t

4 3 3 3 3 2 4 3 3 3 3 2 2

Qu tCK BUILD You can make a wizard quickly by following these suggestions. hrst.lotellig•nce should be your highe.t ability score. followed by Constitution or Dexterity. If you plan to join the Schoo! of enchantment, make Charisma your next-best ~ore. Second. choose the ~.age background. Third, choose the mage hand, light. and ray of frost can trips. along with the following 1 st-lr:vel spells for your s pcllbook: burning hands, charm person, feather fall~ mage M'mo1~ majJic mi:s~ile. and sleep.

CLASS FEATURES As a wizard, you gain the following class features.

HIT POINTS Hit Dice: ld6 per wizard level Hit Points at lsi Level: 6 - your Constitution modifier Hit Points at Higher Levels: ld6 (or 4} +your

Conslit1Jtion modifier per wi~ard 1eve1 after 1st

PROFICIENCIES

Armor: None Weapons: Daggers, d>rt•. slin""· qu;uterstaffs.

light crossbows Tools: None

Saving T hrows: Jmelli~~encc. Wil>dom Skills: Choose two from Arcana. History. Insight,

lno.1'!srigation. ).1cdiciru;, and Religion

?\RT 1 <- L U f~

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EQUIPMENT You $1~1"1 with the followiua; equipment. in addition to rhe t."<juipment g,-,.nted by your background:

(a) a quarterstaff or (b) • d~ggcr (a) a l~omponent pouch or (b) an arcant. f<,Ctl:i (a)~ ~cholar'• pack or (b) an explorer"s p~ck Aspellbook

8 PELLCASTIKO

As a. stucft.l"'l of arcane mne-ic. you have a ~p¢llbook comainit)" l$pclls ch:u show t he first glinlnu:rinf.{s of your lrUC pow.r. Sec chapter 10 ror the "cneral n r1e• of spellcasrin(l and chapter 11 for the wizard spell list.

CAKTRIPS At 1st level, you know thre~ c~1Hrip~ of you I' <:hoice from the wiutrd sp~lllisl. You lea rn additivual wizard eantrip~ of your c:hoicc at hi,:ther le\·el~. :.ts shown in the Canuips Known column of the \Vizard tolble.

YOUR 5PELL800K

i he spells that you ~dd to your spcllbook as you gain levefs reflect the arcane resea:r<h you condua on your own, as v;ell as intellectual breakthroughs you have had about the nawre ofthe multivcrn. You might (;nd o:her spells during your Jci\•enturts. Yo.J could discover a spell recorded on a scroll in an evil wizafd's chest, for eKample, or in a dusty tome in an ancient library.

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 of a level for \\1tic.h you havo tpell slots and 1f yo• can spa« th.e time to decipher and copy it.

Copying a spell into }'our spell book involves repcoducing the basic fo fm of the spell, then de-ciphering the uniqut: ststem of notation used by the wizard who wrote- it. You must practice the s~l unt1f you understand the sounds or gestures requircc, then tcanscribe: it mto yo<Jr spellboo.~t using your own notation.

For each level of the spell. the precess takes 2 hcurs and costs SO gp. The cost represents material components you exp:end as you experiment with the spell to master it, as well as the fint lnlcs you need to rtcord it. Or.c.e you have spent this tu-re 1nd money, you un prepare the spell JUSt like your other spe Is.

Repladng rhe Book. You can copy a spell from ycur own sp-ell book into another book- for e.xample, if you W'arlt

to ma\ e" backup copy of your spell~ook. This is just like c:::opyi-lg a new syeJI imo your spellm k. but faster and easier, sirce you ur'!detstand your own notation ~nd a,ready kr.ow how to cast the spdl. Yov need spend onl}' 1 hour and 10 gp for each level of the copied spell.

If you lose your spell book, you c::Jn use the same pto<;edure to t(anscribe the sp:ells th:u you have orep.ared into a nev; spellbook. Filling out the remainder of )'OUr spellbook teqJifes you to fird r1ew spel1s to do so. as nQfmal. Fo~ this reason, many wizards keep badcvp speUbooks in a safe place.

The Book's Appearance. Your sp-ell book is a unique compilation of spells, with its own decorative flourishes and margin notts. It might be a plain, functionallca!her vofume that you received as a gift from you: master, a finely bound gilt-edged tome you found in an ~ncient library, or even i loose collect on of no~es sc:ro.Jnged together a(ler you lost your previous spell book in a mish<tp.

~T , S

SPELl.JlOOK At 1st lt\~1. you ba\·e a <.pcollbook containing six Ist.le\"t.:l wi?-.ard !>pclls of your rhoicc.

PREPA RJNG AND CASTING SPELLS The Wizurd tahJ~ show~ how many sv<.:ll slots you IJavc to cast your spells o f l s t levr.l and hij(her. To cast one of the> ... se spells. you must txpend a slot of 1he spcU's level or higher. You regain all expended spc:ll•lots when yuu finish o long rest.

You pl'<.'()itrC the list of wizttrd s pells lfi'H are available l'or you to east. To do ~o. ch()OSt>: a nmubcr ofwi:~.ard spell• from your spell book equal to your lntellil(ence modifier + )-our wi7.ard lc'-cl (minimum <>f one •pel1}. The spells mu~r be of a !<.-vel for which you hovt spell s lots.

Fo1· ex~mr.>lc. if you're (t 3rd-lcvel wi1.an.l. you havt>: l'our 1st level and lwo 2nd·l~vel spdl ~lot~ . \iVilb an lmellig~n~e of 16. you r list of prepared spells can incl\tde ~ix spells of 1st or 2nd te,·el. in any combinatiun. cho.cn from your spcllbook. If you prcp•rc the lst-lcvcl s pell mnlir m1:.:;silc, you r.An cast it using 11 l s t-lcYcl or n 2nd· level '$lOt. Ca~ting t h<.· spcJI dot":5n'l 1'<.'move ic fr·orn your list of prep<> red •pclls.

You ("JU'I chan~c your list or prepared spells when you 6n.i!:ih a long rest. Preparing a tl~v list of wi?-.ard spells re(Juires time spen1 studying your ~fle1JlJQOk and memo,·iz inU the incan1 atklT1s and ~esttu·.e~ you musr rnake to c~tst the5pe11: (il lcust 1 minulc.:: IJCf spell level for each spell on your list.

SPELLCASTING ABILITY

Tmelligcnee i~ your svcllcasring ability for your \vi.,;;ud s pells. r-:ince you learn your s pells throug:h dedicated study aud mcmori7.ation. You use your l utcHi~enct>: whenever a s;.peH refers to ynur spellc~Ling ability. In addition. )OU use your lntdligcnce modifier when setting the saving 1hrow DC for a wh~anJ s pell yOt.1 ca~l and wh~n makln~ an attllrk roll with on~.

Spell save DC = S +your proficiency bonus • youf lntc:llia;ence modifier

Spell attack modifier- your pro~c ency bonus+ )'Our lntflligence modifier

R ITUAL CASTING

You can cast a wizard spell as a ritual if lhat spell ha.s the ritu3ltag and ~·ou ba\-e the speU in your spe llbook. You don·• need to have I he spcU prepaN"t1.

S PELLCASTING FOCUS You can usc tm arcane fo<;us{found in r.hsapl c.~r 5) as a spellcasting f()cus for yuur wizard spe1h$.

LEARNING SPELLS ot· 1ST LEVEL AND HIGHER Each lime you gain a wizard l~\·~1. you can add f\\10

wiza.rct s pells of your choice lo your spell hook. Each of the,t.: .!SI)Cils musr he ur a level for which you have spell •lots. as shown on the Wizard table. On your ad\·enture~. you might finc1 other- spells that y01.1 ca.n add to your spcllbook (see I he "Your Spell hook" sidebar).

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A RCANE R ECOVERY ~have Learnccl to i't:::gain some of your rnagical energy . s1urlying your s pd lbook Once per day when you nish (i s hon rest, you c:.-m choo!=le expended spell slots recover. '!'he spell slots c:.-m h ave: a combined level th at

.... equal to or k .ss tha n half your wiz<~rd le\'el {rounded ;>). • nd none of the s!Ol$ can he 6th k .vel or h igher. For <::xample, if you're a .(lll1-leve l wizard. you COilll rr:cover

p to two levels worth of .speH slot~. You c:an recover either 2nd-level spell slot or two 1 $1-level spell $}0\$.

-\RCANE T RA D:::_I::..;T::..;I:.::O:;N.:....... ______ _

ben you reach 2nd level, you choose a n a rca ne ddirion. shaping yOt11' pract ice of magic lh rough one right s~.-:hools: Abjuration, Conju ration. Dh•ination,

ocha ntmcnt. Evocarion, Illusion. Necromancy~ Transmuration, all de ta iled at t he en d <.1f th e ss desc t iption.

Your <.~hoke granr5 you fc.aturf:.S a l 2nd leve l a nd a~ain

6th. 10th, a nd H th le ve,l.

-\.BI LIT Y S CORE I MPROVEMENT

ten you reach 4th level. and aga in a t 8th. 12th . 16t h, .-...:! 19th level, y0\1 c.a n increase oue a bility score of your

-nee by 2, or you can incrt':ase two a bility $t..ores of r chok~ by 1. As non nal, you can't incrca:;e an ability rc above 20 using t his featu re .

'PELL M ASTERY

18th level. vou have .ach ieved such mastery over -tain spell~-rhac you can ca.Sll.ht':m at w ill. Choose a

level wizard sp ell a nd a 2nd·levd wi7.a rd s pc.ll that in your spellbook. You c.an cast tho.se spells a [ their est level without expending a spe ll slot whe n you e them prcpareU. Tf you wa nt to cast either s pell at a

.,.ber le ve l. you must cxvend a spe ll s lot a~ normal. By spending 8 hou rs in studyl you ca n exchan~cone.

· >e>th of the spe lls yo u chose for d iffere nt s pel ls of same levels .

- IGNATURE S PELLS

hen you reach 20th le vel, you ga in tnaster-y over two .. erful spe.lls and can ca:;( them '"'ith little e n·or t. ":')()Se two 3rd -level w iza rd spells jn you r spc1lbo-ok }Our :s ignawr~ s pells . You a lways ha ve th ese sp~lls 1)ared. they don'c count aga inst !he numbc.r tlf :;pel I::.

have pre pa red, and you ~m <.:~SI each of th em one~ at ..1level \\'ithoul expe nding a spell sfor. \IV hen you do $0. ..a can't do so again until you fi nish a short or long rest. ·ryou \ \'<irtt to Casr either s pd 1 at a h igh er level, you

s1 expend a s pell s lot as normal.

-\RCA N E TRADITIONS ~study of wiz~udry is a ncient . strelt.~h ing back to ea l"liesr mortal di~coveries of ma~ic. 1t js fe rm ly ablishcd in tht':. worlds of D&D, w it h va rious

ditions dediea te<.l to its <'..omp!cx :;h1dy. ~e most conu no n arcane traditions in the n\\Jiriverse :o1ve a rou nd the schooi:S o f magic. \+Vizards throu~h

the agt•.:; htwe C";ataloged thotH;anrls of spells. grouping rhem into cighl Ctlt~.q:orics r;~.Uled schools! as d<:.':i-f~riiJed in chapter lO. ln ~orne p l<1<'..es , thc~t tr~dirions are literally s c:hools : a wi:c.ard rn ighc study ~H th e Schoo! of lllu~io;1 white a noth er :'i-t udies across town at the Sd1ool of Enchant£rlent . Tn other in.slilH! ion~, the s choob ~r·e

mort': like ac.adctn ic d~partment~. •..vith riva l facultic~ t•.otnpe l tng for stud<.~nts ::tnd fund in~. Even w\za1'<i!'-> \vho tra in appre n1 k~.s in the S{llitude of their ov: n tower:S us.e l he d ivision of magic into schools as. a .learning device. s ince the sp~lls of e.ach ~<.:h.oo1 requ ire ma~tcry of different tcdtojque~.

S CH OOL OF A BJURATION

The S c:hooJ of Abjura tion e mphasizes t uagic that hlocks. banish<.:$, (I t protects. Det ractors of th!5 school say l har its t radition i$ abour denial. ncgation r·arh~-r than po~itive as::.ertion. You tuJ.ders ta nd, however. th~l endinp; ha rmful c-..~(fe<: l -::>, p1·otecting the , .... ~ak, a nd banish iug evil influe nces is anything h ut a philosophica l void. It is a pro\ld .!11ld respected vucation.

Called abjur~rs, member::. of 1 his ~d1ool arc soughr w·ht':n ba leful spirits t equire e xorcism . "vhen impor tant locations milsr be guardt~U agains t magical spying, a nd \•;•ht<m portals to o thel' planes of cxis te.nce must be clo~ed .

A Bj URATION SAVANT Begin ning whe n you ~deer this school a t 2nd level, the gold a mi time you must s pend 10 copy a n abjurat ion $peH into you r spe llbook is halved .

A RCAN E WARD Startin.~ a t 2nd levr:l, you c.an Wl~;;We magiC"; a round vours r:lf for protc.t·.tiou. \Vhen you cast ~ul abj111'ation ~pelt of 1M level or h igher. you ca n simu1tan<..:i.'\iSly 11se a s11-and of the suell's magic to create a 0111gka l ward on yourself rhat l~sts until)•0\1 fin ish a long rt·~t. The ward has hit poiuts equa l to cwicc your wi:;:.~rd I eve)+ your lntelligenr.~ modifier. \+Vhen~ver you take daxnage, [he wa rd take~ the d Mnage instead. If this d amage reduces 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 rlnm~v~c but its magic remains. TNh~never you ca$l an abjur~~i~n s pe ll of ist level or higher, the ward rf.gains a number ofh i1 points equal to twi<:e t he leve l of the sp ell .

Once you ert·.atc the wardl you can't create i[ again unt il you lln ish t! long res t.

PROJECTED WARD S tarting a t 6th levt<:l, when a cre3u1 re [ha.t you ca n se~ . ..virh in 30 fee t of you takes damage, you "~:J J) use your reaction 10 c:ause you r Ar<.:an~ Ward to absorb thar da mage. 1f th i::. damage reduce ::. th e \ ),;lafd to 0 hit poims , the warded crea..tu rc take.s. a ny remainin.~ i.hun age.

I MPROVED A BJ URAT ION Beginning at lOth level. when you ca~t an a.bjlll'at ion s pell th<H I'~QHires you w xu~ke an a bility c heck as a part of ca~tiog 1 hal ~peU (a s in coutnerspe/1 and <lispef mtJJjic)1 yot~ adtl your proficiency bonus ro that a hility chc.ck.

l''\RT l CLASSrS

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u6

SPELL RESISTAKCE Staning at 14th level, you have advamag~ on savin~ l hrovlo•s agai nst spells.

Furthermore, you have resh;tancea.gainst the damage of s p.,lls .

SCHOOL OF CONJURATION

As a conjurer. you favor spe lls that produce objects and crealltrcs out of thin air. You can conjure billowing clouds of killing fog or summon <:reatures from e lse.whe1'e to fight on your beha lf. As your mastery grows. you Jearn spells of tram;porlation and can tcJcport yours~lf across vast disrances. even to Q[ht:r planes of exisrence, in an instan t.

CONJURATION SAVANT B~ginoing when you select this school at 2nd Jcvcl, the gold and time you must spend to c.opy a conjuration .spell inro your spdlbook is halved.

M I NOR CONJURAT ION S ta r ting at 2nd JcveJ \\'hen you sd cct this school. you can use your actio n to conjure up an 1nanimalc object in your hand or on lhe ground in an unoccupied spac~ that you can sec within 10 feet of you. This objecl can be no larger than 3 feel on a side and weigh no more than 10 pounds! and its form must be that of a nonrnagical

PART 1 (;t ASSH

obj~cr lhal you have seen. The object is visibly rnaaical, radial lug dim li~ht out lO 5 feet.

The object disappears a fter 1 hout, \Vhen you use this feature again, 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 space rha{ you can se~ .. Alternatively, you can choose a s pace within range that is occupied by a Small or Medium creature . If that c reature is will ing, you both tele.pon, swapping places.

Once you use this feature, you can't use it again until you finish a lon~ rest 0 1' you cast a conjuralion spell of l st level or h igher.

f OCUSED CONJ URATION Beginning at lOth 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 creatUI'e t ha( you summon 0 1' c reate with a <:onjurat ion s pell has 30 tempor(-try hit poinrs.

SCHOOL OF DIVINATION

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

DIV I NATION SAVANT Begin uin:4 when you .select this school en 2nd level, the goJd and [ime you must spend ro copy a divination .spc1l jnm your spdlbook i:; halved.

P ORTENT S ta r ting ;n 2nd level when you choose this school. glimpses of lhc future hegin lO press in on your awareness. \·Vhen you finish a long resl. roll two d20s and record lhc numbers 1'ofled. You can r~place any a llack roll: saving throw, or ability check made by you or a c reature (hat you ca n see wilh one of the.se foretelling rolls. You must choose to do so before (he roB, and y01.1 can repla<:~ a roll in this way only once per w rn.

Each fore..1elling roll can be t iSt<.i on ly once. \Vhcn you finish a long r~t. you lose any unused fore[eJl illg rolls.

EXPERT DIVINATI ON Beginning at 6rh level. casting cfivioa tion spells ('".Qmes so easily lO you that it expends only a fraction of your spe.llcasting efforts. \Vhcn you cast a divination spell of 2nd level or hip;her using a spel1 slot, you regain one e-xpended spells lot. 1hc slot you regain must be of a level lower than (he spell you cas1 and can't be higher than 5th level.

T He THI RD EYE

S ta rting at 10lh level, yo1.1 can use your acrion to increase yo 01· po\vers of per-ception. Vi/hen you do so,

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choose c.mt vf 1 he follow jnu OcnefilS, which last~ until ou arc Jncap~'\cHated or you take (i shon or long rest. ou cao'r use the feature Again until you finish a rest. Darkvlslon. You gain dark vision out to a ran~ of 60

r:et. as dcS<:f"ibed in chapter 8. Ethereal S!Aht. You can sec imo rhe Ethereal Plane irhin 60 feet of you. Greater Comprehension. You can read any language. See Invisibility. You can set invisible crcatu~.s and

"jec« within 10 feet of you that are within line of sight.

.:;REATER POR'T'E~T

.;;,tanina mlt1th le\'~1, the vi,ion~ in your d ream$ tens:.ify a nd paint a more ar.r.uratc pictul"e in ynu r mind

r what is to come. You roll three d20s for your Po1·tenr ~mre. rather than two.

SCHOOLOF ENCHANTME~T .i\S a member of the Sr.ho()l of EnchaJ•tnl~nt. you have

1ned your ability to magicAlly entrance and bt":iuile her people and monsters. Some enchanters ure Pacemakers who bewitr.h the violent to lay down their -.ons and charm the cruel into showing mercy. 01hers -e tyrants who magi<'.ally bind the unwilling inlo their nice. \lo..qt enchanters fall somewhere in bee ween.

-SCHANTM ENT SAVANT

·ginnini when you select thh~ schooJ at 2nd level, lh~ ld and time you must ~pend to copy an enchantment

II into ynur spellbook is hah·ed.

'lYP:\OTIC GAZE ..... arting at 2nd level when you choose this school. your

.>ft worc.ls a nd enchaminf.( J.(ttzt t:an magically t:nthr.flll "llt her creature. As an action, choose one c reature. lhal "U e8n Set' within 5 feet of you. If the target can see or ~you. itmusa succeed on a \Visdom sa\rinf( lhrow ;ainsr your "izard spell sa'" DC or be charmed by you -mil the end of your next turn. The cha rmed creature's

·'?eerl rlrops to 0 . a nd th~ r.re.nturc V:; inc;~pat.ir.nted and 'ibly dAZed. On subsequem turns. you can use your action to ..aimain this effect. extending its duration until the

"ld of )'Our next rurn. Howc,·er. the e.ffect end$ if )OU

.• ,,,,.we more than 5 feet a\-...-ay from the Cf"earure. if the -reatun; can neither sec nor hear you, or if the crt.ature ke~doma~c.

Onr.e 1 he effect end~. o r if 1 he creature sucr.e~ds on its "tial SAving throw against thi~ effect. you can't use this .aturt: on that creature again until you finish a long rest.

:ssTINCTlV:E CHAR~i 3eginningat 6th level. when a creature you can sec

ith in 30 rcet o r you makes an altack roll aauiu~t JU, you CRn use your reaction to d ivert the Attack. '"O\'idcd thtd anorher creature is within the attack's

-ange. The attacker must mnkc a \Visdom s.:l\"ing throw ;.gainst your wizard spell s~we DC. On a railed saxe. fJe attacker must target the creature that is clost-st

.:> ir, nor lncludhtt~ yOt l or 1t$ielf.lfmult ipl~ creatures li.l"e closest. lhe attacker c hooses which one to larger.

Ou ~-~ S\JC:cessful save. you can't use this fcaltH'e on che attacker again umil you iinish a long rest.

You must chOOSI" ro usc this featurt"' before knowing whf"ther the attack hirft M misses. CreatUN"~c; that can't be; <;:harmed arc immune to this effect.

SPLIT ENCHANTl4ENT Starting a l 10th level. when y01f r..a~t an c nch;.uHment r..pell of 1st level or higher that largets only one creature, yuu can have it tar"t:l a &econd creature.

ALTER MEMORIES AI 14rh level, you gain the ability to ma kt. a creature unaware of your maaical influence on it. \Vhen you cast An e nchantment s:.pell to charm on~ or more creatures. you can alter one crcawre's undcrstaru.ling so rhat it remain~ unaware of being cham1eci.

Additionally. once ~fore the spell e.xp;,.,._,, you can usc; your action to try tu make the chosen creature forget !)Otne of the time it !-,penc charmed . The;: crearure must succct:d on an TntelliMc.·nce saving lhrow against your wizard spell :iavc DC or Jose a numbe•· of hours of its wemorie~ equal to 1 1-your Charisma modifier (minimum 1). You can make the creawre forget less tim<.:. and 1he amount oflime can•t e."(cccd the durarion of }'"Our cnchanunt':nt spell.

SCHOOL OF EVOCATION You focus you r srudy on magic rhac creates PO\\'trful elemental effects such as bitter cold. searing fiamc. rolling thunder, crack.liug lightning. and burning acid. Some evokcr~ 6nd employment in military forces . serving as artillery ro blast enemy arm it:$ from afar . Others u~c.: their 5>pectacuhu pow~r to protect the v.r~ak, while some sc.~ek chei r own gain as bAI'IditR adventurers. or aspiring ryrants.

EVOCATION SAVANT

Beginning when you solectthis school at 2nd level, the gnld and t ime you must spend to copy an evocation spell into your spcl1book i$ halved .

SCULPT SP:ELLS Beginning at 2nd 1,\~l. you can creart" pockets of rtlacive safety within I he effects of your t;VOCarion spells . \Vhcn you cast an e\"'Cation spell that affect~ other creatu re5 that you can see, you c~m choose a number of them equal [() 1 +the ~pell'slevel. The chosen crenturcs atltomatically succeed on the.ir saving thtows al(ainstthe spell, and they take no dama~te if they would normally take half damage on a succossful sa•·e.

POTENT CANTR!P Srartinp; at 6th level, your damaging r-ancrips affect even creatures I hut avoid the brunt o f the effect. When a creature succe~c1~ on n savin.g throw against your cant rip. the creature lakes half the cantriJ>'s damage (if any) but suffers no additiollal effect from the camrip.

EMPO'HRED EvOCATION

Beainning at lOth level. you can add )'0\tt' Tnlelligencc !ll()dificr to the damaaP. roll of auywiu1rct evocation spell you ca:;t.

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0VERCHAN N EL

S lartiug at 1 •1 rh level, you can tncn::a~.; lhe power of your simpler spe.Jl:;. \¥hell you ca$t a wizard spell of 5th level or lowe:r that de<t.l~ damaae, you can dea 1 maximum damage \Vith t hat speJJ.

T he first lime you do so, you suffer no adverse effect . lf you usc this featur~ again before you finish a long rest, you take 2012 necrotic damag-e for e.a<:h lc::vel of the spell, i1 Lunediatcly after you C.f"fSI h. Each lime you usc this feature again befOre finish in~ a long l'esr, t he ne.crork dam<tge l)er s pell level increase~~?> by l.d l 2. This damage ignores resistanc~. and immunity.

SCHOOL OF ILLUSION

You fo cus your .:;t;Jdies on magic that daz.zles th~ !;.ense.s, befuddles the mind, a nd tdcks even the wisest lolk. Your ma~ic is !>Ubt lt>:. b\H lhe illusiv-ns crafted hy your ke.en mind make the im possible seem teal . Sontc i llus ioni~t~-includiug many ~nome w i?..ards- arc benign lric.k..stcrs who use t he-i t• .spells to entertain. Others a rc mot•e sini::w;;· masters of decept ion, u-sing theit' i 11usions lO frighten and fool ot het'S fot· lheir persom~l gain.

iLLUSION SAVANT Beginfl ing v.•hen you select t his schoo1 ;H 2nd level. the gold and time you must spend to copy an illusion spell into your speHbook fs hahed.

b1PR0VED M INOR I LLUSION \¥hen you choose this school a t 2nd leve.l. you Jearn the minor i/lu.$iOn canlrip.ifyou a lre.ady know th is Catlttip, youlearu ~~different w i1.ar<i cantrip of your

choice. Th~ can1rip dol~::.n't count againsl_ yov.r n umber o f cant rips known.

When you cast minor il!rt.sion, you can create both a sound and an image w ith a l)inglc casting of rht: $pelt.

MALLEABLE ILLUSIONS Starting at 61h level, \vbcn you cast an illusion s pell t hat has a duration of 1 minute ot· longer, you can use your action to change the nature of that iHusion (w~i ng t he spell's nonna_l param.e lcrs for the illusion), provided that you c~m sec the Hlusion.

ILLUSORY SELF

Begin ning at l Oth level you can cr~-are an illu::.ory duplicate of yourself as an inslam, a lmost instinr.wal reaction ro danger. \·Vhen a creature makt':S an a llack roll againsl you. you can use yout 1'eaction to inte.rpose the i11usory duplicate betwet:n the attacker and yourself. The attack automatically misse.s you, lhcn the illu.sion dissipates.

Once you use this f~at1Jt'e, you can't usc it again unl.il you finish a short or Joug rest.

IlLUSORY REALITY 13y 14th levef, you have learned the secret of weaving shadow magic iuto your i!lusions to givt: lhem a semi~ 1'e.a lily. 'When you cast an illusion spell of 1st Jcvel o r higher. you can choose one inanimate. nonmagical object that is pa1'f of lhe illusion and mak~ thtlt object rea 1. You can do this on your mm as a bonu:;: action while the spell is ongoing. 'fbe object remains real for 1 minure. Por examvk= you can cr~ate an Hlusion of a bridge over a chasm and theu tnakc it real long enough for your a llies to ctoss.

The object can't deal d amage ot· othenvise d irectly ha rm anyone.

S CHOOL OF NECROMANCY

The School of Necromancy explore• ch• cosmic forces of lifl'., death, a nd undeath. As you focu:-;; your studies i1l th is tradition= you learn (0 ul:anipulatc the energy that animates al l living th.iug:-;;. As you progr~$S, you learn to sap the life force from a creature as your magic de.oo:;tro)'"S its body, tt·ansforming that vital energy into magical power you can man ipulace.

Most peopl~ see necroillanccrs as menacing, or even vi11~inou.s, due to the close association \Vith death. Not all necromancers a rt: evil. b ut lhc fOrces they manipulate a re considered liilboo by m~my societies.

NECROMANCY SAVANT Beginn ing w hen you select t his school at 2nd level. the gold and time you mu~r spend lO copy a necromancy s pell inro yoot spellboqk is halved .

G RIM HARVEST At 2nd level, you gain l.he ability to reap life ene-rgy fr·om 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 equa l to twic.e the speJrs levef. or lhrcc t imes it5 l~vel if lh.e spell bc1ongs to rhe School of Nec•·omaucy. You don't gain this benefit for kill in~ constructs o r u ndead.

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U NDEAD ThRALLS At 6th level, you add th~ i:fninUtle de .. 1d spe.ll to you r ~pellbnok if it is not there already. \"i h e11 you cast 31)imate <lr::a<l, you <' .. an target one addition-al corpse vr pile.': of bones. c1·ealing anoche.r zombie or skeleton . .lS appropriate.

\tVhen~ver you create an undead using ll necromancy -.peH, il has additional benefits:

The creature's hit point maximum is increa&.d by an amoum equallo your v.•iz.ard leveL The creature adds your protkien<:y bonus to its '"'-'eapon darnage rolls.

: s U RED TO U N DEATH Beginning a:c lOth lcvc1. you have .tesistan<":e to necrotic tamage. and you r hit poim maximum ca n't be reduced. t.ou have spent so much time deaHng with u ndead and ne fol'ces that animate them that you have becom~ 1'\ured to sorne of their worst e ffects.

Co~D1AND U NDEAD .;;tart in_~ at 14th level, you can t.ISe rnagk to bring

ndead onde•·your control, even those created by othel' i zards. As an a<.: lion. yot1 C<Ul choos~ one unde-ad that ou can 5e~ wich in 60 feet of you. That crealute m1.1st

1.ake a Charisma $aving throw a~ainst you r wizard .:.pel) save DC. Jf it succeeds. you can't use chis feature

:oo it again . If it fails. it becomes friendly to you and beys your commands until you usc th is ft:.ature agaiH. lntclligl·.ntuudead are ha•'de•· ro control in this way.

~the target has an Intelligence of 8 or higher, it has ..advantage on tht: s.aviflg th row. If it fa ils the savin~

row and has an Intelli~cncc of 12 or h ig her, ic can epe:=nlhe. saving chmw at the end of l·.vcry hou r tuHif i1 «ceeds and breaks free.

SCHOOL OF T RANSMUTATION

ou are a sturl~nt of s pe l1s that modify euergy and rnaner. -o you. the world is not a fixed rhing, but eminently ···•,na ble: and you delight in bei11g an a gem of change. ou wield che rmv stuff of c reation and learn ro a leer both 1ysic.al forms and mental qualit ies. Your magic gives

'I}U rhe mols ro become a smith on reality's forge. Some. transmuters a rt>: tinkerers and prankst<.:rs.

-trning people into toads and lransform ing coppe.r into · ·h-·e r for fun and occasional profit. Others pursue theh· ""'lagical studies with dci-\dly seriousness, seek i n~ the 10wer of the gods to make and de.s1roy 'vol'lds.

-:-RANSMIJT AT ION SAVANT Begin ning \vhen you ~elect chis school a t 2nd level, the (Old and time you must spend to r.opy a transmutation -pell inro you r spellbook is ha lved.

>11 :-IOR A LCH EMY ~'aning at 2nd level \Vhcn you ~dett lhis Sl~hool, you an temporarily alter the physic~l proper tic:; of one K>nma~ical objt:ct, changing ir from one substance into not her. You perfor m a special alchemica I proc~dure o one oiJjcct composed entire.ly of wood, s tone (b ut not

- ge rnstone). iron, ('..Opper1 o r s ilver! transforming it imo .. different one of those mate rja ls. For f:ach I 0 minutes

you spend performing the proct':ch1rt:, yo11 c-an transform up ro 1 cubic foot of material. After 1 hour, or until you lose you r concentracion (as if you wc.rc conccntraling on a spc:.U), th<.: Hn\terla l revt>:rt~ to it._~ orip;inal substance.

TRANSMUT.ER'S STONE Staning at 6th Jcvd . you can spend 8 hoUJ'.~ cr~a.rin~ a trans.nH1tt>:r'5 ~tone that storl·.s transmutation rnagir.~ You can b t:uellt from th~ srone yourself or ~ivc it to a notht:r creature. A crc.aturc g~1it:ts a benefit of your choke a.s long as the s tone 1-~ in the c reature's possession . \ •Vhen you <.:rca tt: (he s tone, choo$.e the benefit from the fol lowing options:

Darkvision out to a range of 60 ft:er, as rlescrihe-d in chapter 8 An increase to speed of 10 feec while the c reature is uof:ncumbered Prollciency i1l Const icucion savin~ th rows Resistance to acid, colci, lire, lightning: or thundc.r damage (your choice whenever yot1 choose thi~ benefi r)

Each time you cast a transmulation spell of l$[ l~vel

or h igher, y011 can change the cft'cct of you r stoue i f (he ~cone is on your person .

Tf you create a new transmutcr's s tone. the pre\•ious one <.:eases to function .

SH APECHANGER Ar !Orh level. you add thepo(vmoQ>h spell ro your $pellbook, if it is not t here a lready. You can cas t po(ymorph without expending a sp•l l ~lot. When you d o so, you can ta rget only yourself a nd transfonn in co a beast whost: chaUenge 1'aring is 1 or 10\ver.

Once you cast polymorph in 1.h is w ay, you can't do so again until you finish a short or long TC!$t, though you can still cast it normally using an available spell slot.

1\•fASTER TRANSMUTER Starting at l lJ th le.vel. yot1 can use your action to consume the reserve of t ran:;mtllation magic s1ored v.1il hin your cransmuter's stone in a single burS(. \¥hen you do so. choose one of che foHowing effec ts. Your t1'ansmuter's stone is dcstroye.d and can't be rernade until you Gn ish a long r~.st .

:l1ajor Transformation. You can 11·ansmote one nou magical object- no larger than a 5 -tOot cube- into another nonmaaical object o( s imila•· s i?.e and rnass and of ~qual or lesser value. You musl spen<11 0 minutes handling the objec t to transform it.

Panacea. You remov~ all curses, diseases. aud pojsons affectin~ a crcatur<.: tl1at yoo tOliCh with the transmuter's s tone. Th~ cr-eature a lso rcgaius all its hit points.

Restore Life. You cast the raise de.1d s pell on a c.reaw •·eyou touch with the trausututer's stone. \i\1itho11t expending a :;vcH slot o,· n ee.d ing to have the spcH in your spe ll book.

Restore Youth. You couch the tran!:.imutcr's :;tone h)

a willing creature, and 1hat creature's apparent a~c i!:.i reduced by 3 d l0 years . tv a minimt1rn of 13 y~al"..<;. This dfc<.:t doesn't exlend the crea.cure's Jifes pan.

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, \ COL\ Tl!

'

tltl h:IH 'P''nt \UUI l1tc• tn the• "''I, .. • . I I II c of'' ktnt>l

... , ..,1J4.•c:lhc· Jtc•c elf (Mill ti'Otl nt ltocl ,. ' rv I _ ... .. 'flU h't

ll('fnlt"th.tn hc·rwc·c·n lhc• rc•ulm nlol 1

' ' 1" dU 11 H' lnh 1 1

1c•rt.11 ,,urlcl, pt•rtnnnll1" s.tnrd , 11 .

01lt I \t'

11 _ 1 'nnd utt.-1crjfifr' 10 nrcl<-r hi c·nndun \\ ur,h rmll

'· 1 IJlt .. rs lntu the· r~ ... c·tJCC ell lhc•t 1\ lilt' \nu otic• UcH , ~ p - - - nc tt"s-..anh n

r Jcnr J:H'ffclrtllii1R: .... u·rc·cl ruc•s as HOI 1 ' 1 If' ~.une 11 cilannrlin~ d1\ uu• pn\\t'r 11112. .. , ...

(hoo-.(' .1 god, ,1 J).;UHtu·un nf .:,nd~ . • ur S<llllc nt ht"r

q03..,1.dl\ ith' bt'ina.t lrnm .uunn~ thns<" 1 1 , 1 . . I I .... ' < 111 'N)("n I H or tho..,c• "'fWnhn 1\ vour 1>\1 lnd k · 1 " I

' \\nr wuh \our D\llo ckc.ulc u- naturc• ot \nur n·lo·110·1 .

_ Ill' "'C'f\'J( C', \\t"ft' ,-ou ,tlc·,~c.·r hmc ttonan: m 1 h·m 11

. I . • I e. r.ll,t"d t"rnlll ·luhlhnod t<' a..,..,,~, t w prw ... ..., an the• ..,.. . 1 ~ • ~ .... rt·c rth''-"' Or \H'r1~ \'OU a h1.:h J•rw ... t who ,uddc·nh t'\JI.

• . . . • rH'rWrd ~l c .. all 10 ..,l'f\'t' \'our god an .1 dtflc•n•nt ,,.,, ":1 Pt·rlt·ol

· - . • • • l.., von w,·n· th~ ft'.1dt•r ul ;l ... m.tll <'tth c)UI..,Hit• o l an\ c•..,tahl·a ... lwct u-mpk slnu·tun·, ur c"\'t'tl an otTu lt f,troup that ''T\nl a tkndJ ... h nl•''h"r that you nn\\ dnt\

Skill Proficiencie~: ln~ol!hl. R.-lo~ion Languages: Two ul yuur doooc•· Equipment: 1\ holv ~.vmhol (a gift 10 you wh1•11 vou

<'ntert•d 1 h<' pow~• hood). " I" ayn hook or pra1,.,. wheel. 5 ... rit•k, nf inc•c•n..,P \'t·..,tmc·nt .... a 't't 0 ( cummon clothes. and ;o lwh poudt t'lllllillltong IS gp

FE.~TURE. SHI'I.n.R o~ TH~: FA1TIIFUL

l\s .10 acoly w. yuu C'(Ull lll itnd I he rr!-.Jl('t't of those· who ..,h;Ht your fa at h. and you coli\ pc·rfurnt tht· n·li~auu ... cere mono<"• olynur tk lly You .uotl your :uhnuunng companion..., c:.1n t''pect h' n·cd\'t' lrn• h,·aling ,mel rare ,11 a u·mplt', ...,fuant•. or nrhc·r ,~...,whhsllt•d prt·st·ncc·

of !'OUr faith. 1 hou.:h .~'"" mu-.1 prm ulc ;on~ n1.11t-roal co~oponellh nn·tkd fnr -.pdk lhn-.• who -.h..rt· your r<'lijlion will-.upJlllrl 1011 (hut nnl1 1ou)a1u

mode" lik~t.rlt• \'ou miJ:hl ahn havt• ll~s In a 'fl<'nli<" tt•mpk dt•clit'ill~d

ro 1·our chost'll tkity or p;uuhn>n. and 1 ou hall' a ,..,;idl'ne<' tlwrt·. I" his could h•• tho• l<'lllJll<· 11 lwn• 1 ou used 10 s<'nt•. if you n·m.un on I!On<ltt•ron-. wuh 11. or .1 remph' whc·n· you h;l\t' lnund ;tm·w hnnw \\'lult• llt'.lr

your lt'mplt'. you can o·.tfl upnn th•· pr;,.,., ... tor .1'-lst.ull'<'. prorid••d rho• as-.1,.rann• you a-.k for;,.. nn1 h.ll.lrtf,,u-. .111d you rt•main in good ~t.mdinl{ with nmr tt•mpl<'

SUGGESTED CH,\R·\CTERISTICS At:olyr~~ art• o,hapc•cl b,l lht•rr t•,pt•m•nn• in lt•mplt·~ or 01 ht•r rcligiou" eununu n illl'"· Ttwi r '>1 udy of I hc hi~torv and tt•rwh of rfwir l;uth :~nd thrir n•lall<lllslllll' to lt·n;pfes, shnnco,, or hicr..rchi<'" a!Tt•rt 1lwir mannl'risms and iclt•als. Tlwir flaws lllll{h1 ht' sOill<'

hidden hypoaisy or hrrr•lornl idt•a, or an odt•n l or bond taken to an t'xtn•mc•

d&

2

6

1

d6

2

3

4

s

6

d6

l

2

4

s 6

d6

1

2

3

4

s

6

P~-u:onalir, Tra1\

I ldotll('> .a p.llrtl --liar ~tro f m)' '"' lh aftd Mtanth

refrr to lh•l p~r~on \ dHd\ artd r•Am~ko I Un find ii.lmm-on ~!rOund b~tv..Hn tht'.;. (t\1

m~'"'"~ emp.athiZ•I"'S:"'" th f'lrm and •twly\"' \. "• ~~~rd Ptacr-

1 s~ Otnt'n~ n f'vt'r) t'V:' I and a chon the s;ed" \ , t\\ speo~\ to us Wf' I"'' nH-d to'""" ~oth "£ un ~~\.t .,)' ophm \he; 111: tudr 1 quott> (Of m•'-quott') \1• r-rd tf'-..h 1nd ptm; bt n ,almost h"t'"') S•~.llhon 1 am to1~r~n1 (or 1ntoltr1nt) of other t.a th\ and rt'\JM<l

(Or COrtdemn\ Ike \,;;.:nship or C!lthf'r god\ I' ..,~ C"nl~d flnt" food du \. an h ~h \OC•('>ty ti"''O!'J;

my temp•e s rl•te Roush •v '£ aratn un mr l"\'e 'SPent \0 long •n tht ttmplr- thai I havt' ttlr

pr3ct1cal t'-..perlc-'ltt' dt'.thng w'tl't p-t-op!t n thf' ouh dt' word

ldul Tr:adition. Tt-lt .1nc tnt tr.adtliOni of wonhiJ'I •nd

~acr~rlct mu~t be prtst: ~t"d an~ uphetd \ 1v. :.~1}

Charity. I ~~v.~-,.~ tr' to help tho'r'" nt"«'d, no manrr

wh•t tht' pt'r~on.ll co't (C.ot,d\

Ch•ngo. \\'o mu<~ holp brtng ab<mllho ch•n&r> oh• gods .ue con ... tant!~ wor~.n~ m tht~ '""-urld ((h.h\t ~..) Power. I hop(' to ont dly t1..,f h., thr- top of"'' fJnh' [email protected]' hltr,uchy {l aw[ul\

faith. I Uu't that m) drlt) \\I I Q,uldt" "''f ll..hOn\ I h.1.~f'

fuh 1 .. •1 of I"'"' ~.rd, t'long." II go ~II l••"'t"l) Asplr•tion. I , .. , to poov" ml" I wollhl a!"" Jt>d ' fii~Or b)· m;atch.ng mv ao. uon\ aga1n'St h•\ or hrr

leachongs tAnv)

Bond

I \\'Ou1d d1t" to trio.;Net .., .an ... e t tt c of rn' fa th th.at

.... , lost long ago. 1 wo11 >Omtd•v set rtYeP£0 on I:Oe toor.pllrmple

h<erarchy "he t •nded mo • I.e rtte I owe fn) lofeto t•e p11HI wtlo \()(!l mt ~ "'h~ my p;aoents doed [,~rythorg I do 1~ for lht CU."'mon peep e

wul do an)tll ng 10 prole<. I the tempe wherr I stl'\'.0

I s~k toll'"'""~ o 'acred It• I thll 'l') tnt-not\ .:onsodtr htrtllcal and seello d.-lrO)

Fbw

"a~e others haf>hoy, and myself tve~ mt>rt se,eotl)'

1 put too r>uch trust In ll•ost who 1\ttld pa""' "''thon

nl) temple\ ho~ra•ch) My poely sonoetonoes lrldS "ltlo blondl) I ustthase

thai profess faolh on IT'\ god 1 am onfle.,boe In 11'1) thlnkm~. I .1m suspoc,ous of slrungr~s aftd t•p..CIIht 1\'0tSt af

theM Once 1 pocl a goat 1 becam~ ,\bst>std" th 1110 the

del""'""' ,,f e<.'f'IJL"ong else •~ m\ ft

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I I

f·AVOMIH Sr.H£M£S I u r~ t harl.tt~m hao; an anttk he or f-l llf' trl~'·s 10 .. r" t111 or

I ( hoo'-'. a ;1vurur ,..~~_

prdrtf Of,. 111 othrr sc u mrr;. roll on the tohle bduw.

d6 Sam I cho•t•t g•mts of ctunce

'1 1 1h1vt: ro•ns or forge documenu ) 1 tns nu•t• m

1se ( tnto peQPI< s vU to prey on thttr

we.aknrn ,and s«ure ti"ttr fortunes

4 I put on n~ td..,l b<S !tit cloth<S S run sftt&ht oflund cons on stteeiCOrottS 6 I rnnv•n« people th>l HOtthlen junk" worth thetr

h~rd t~ltned fTioney

I fAlUR! l·ALSE IDENTII"Y

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

2

6

7

g

d6 Ideal indeptndenc<. 1 am a free sptrtt--no Ollelds

2

4

5

6

to do. (ChaotiC) Fairness. 1 never urget people who can't afforcsiD

a few co1ns (Lawful) Charity. 1 dtstnbute the money I acqutre to the~ who really need tt. (Good) Creativity. 1 never run the same con twtce. (Chlllliq Friendship. Material goods come and go. Bandt fnendshtp last forever (Good) Aspiration. I'm determined to ma~e somethlnt

of myself (Any)

d6 Bond 1 fleeced the wrong person and mustwc•rltloa-• thatthtS tnd•v•dual never crosses paths wilh those I care about.

2 I owe everythtng to my mentor· -a hornble 1M'* who's probably rolttng tn J3tl somewhere.

3 Somewhere out there, I have a child ~IOCIOIIIiJ

know me. I'm makmg the world better for 4 I come from a noble fam ily, and one day I'll

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

d6

1

2

3

4

5

6

to forg•ve my\elf.

Flaw

I can't res1st a pretty face .

1' I m a ways •n debt . I spend my ill ·gotten

decadent luxunes faster than 1 bnng

I'm convinced that no one could

1 fool others. I' m too greedy for my own good. I

rtsk tf ther .. ·~ mnnt'y tnvolved

I can't restst swindltna people than me.

I hate lo admtt •t and will hlte and preserve my own hide If the

' 2 3 4

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dS spccl•lly d8 Specialty

81Ackn1JIIrr s H •ghway robber

U•nslnr 6 Hued k1ller

rnforcrl 7 PiCkpocket

Ftlll<' 8 Smuggler

(· I 1rURt CR I MINAL CONTACT \olll h;l\l' ;t n•h.1hk .111<1 t 1 U>;t wur·th) •·untat't who 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

111n ~n•.tt <fro,t,Hh't'~: "l'''nlictlh . \llU knll" tht• local

ntr ... *'''nt:.r•• ~- ,·mrupt (-;travt.Hl rnnstt'rs. and ~tTd~ SiUlors

\\ IHl\ ,Ill clt-1 1\C'f 111('!-!s.tgt•s £ol)011.

SUil\iESl ~p Ctl \RAC'11t R!STICS t l'l!ltlll.lb lllljlhl ,n•m hkt• 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 t•ndt•;\ri n ~. tf nu t rn lt·cming, """'·u·l<'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•,pt•t·t for l:l\\ or ,tuthoril)

dS P~roonality TrJ it

1 Jl\\~Y' h.11·r ~plan lor whJtto 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 1 do on ,r new place •~ note the locations ofo•vclytluns valuable or when~ ~uch thmgs could be

lu.ldr11

• I W<~llltl r.rthcr 11 1 .1~c ,, new rrlend than J 11ew enemy. ~ I~~~~ tll(rt•dtbl) 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 to the rtsks 111 a StiUOlttOn Nevel

tellm~ the odds. I he 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

d6 1

2

4

6

d6

2 l

6

Ideal

Honor 1 d . · o:an t \t~al from other-. m tile trade lUwful)

Freedom Ch h · ollni are m Nnt to bt" bro~tn a 'I. ~re tho\e w 0 would rorge them (Chaott() Charity 1 If • 'lt\ f"i rom lh~ weahhy so that 1 can htlp propte on need (Coad)

Cread. 1 will do wh<nev~r 1t ukts to become _,allhy. (Evol)

P~ple, I'm loy•l 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

Redemption. There'\ a spark of good •n t'Vttyo,e (Good)

Bond

I'm trymg lo pay ofhn o ld deb! I owe to a generous benefactor

My •ll·gotten gams go to support my famoty.

Somethmg •mportan t was taken from mt and t .11m to steal •t back.

I will become the greatest tluef tim ever l1ved.

I'm gutlty o f a temble crt me I hop" I can redeem

myselffor 11.

Someone I loved dte<l because of 1 m•stake I made

That will never happen agatn

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d10 E.ntefUcine< Routine

dlO 6

AC::O' 7 2 Oa"'"' j fi•e-ea:,.r

8 9

• Jrster 10 5 ugg~f'

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 coU£1. 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

2

3

5

6

7 a

'

2

J

• s

6

Page 117: 5e Player's Handbook - improved.pdf

,..-~

-

'> Wh~n I perfn:m. I moke 1he world •- h __ .,~ U"Ctter l ~n

•'"~"- !Couw)

2 t~·t.otL TM 'tor•n.l~er,c:t\, and son'~~'s of lh o t past ,.,.,., ·-• I>< forcone"- (or ~~ •••en us who t we ar~ (u- ~o~

c,..dvit} TM world ~ .... nft'd of ntw ldeJ;s ind bold

~ pootJC)

• G~ 1-r., on'Y n I fOf !he money ond r • ., (E t'' Vll

5 ~I l:e se-e-tttg the,_,, es on people·, f~c~ owhen porior"" Thai • • !hot moners INeutrol)

t Honest'~· ,Art'""" d reflectlhe soul, ot •hould come Nom,. tt>In o:'ld •evu wl>o....., reolly ore (l.ny)

2

3 j

6

d6

)

6

s-1 Mr .m;:rumen: rs my mos: :"'easur~ poss.euton, ind 11

~· .,.. of so~~• I love Som~ stole rry pr«.~ous tnstrument, and somedily

~· ·back w..ant to be f'.arnous whatever t ta1cts. 1®1 :e a hero ohhe old tolos •nd meosure my deeds

~j;Jt.nSt that persons 1"' do anyt_hu>g to pro•• myself superoor to my noted

ri;\IJI

1 ,.ould do ar.) thong for the other memt>ers of my

olcf~upe

Fbw 1"1 do •"rthoeg to won f•me and renown. 1 m a suc~er for a pretty <ace :. sc.af"ld.al pre'ler"ts rT'e rrom ever go,ng home agam. Thatl ~do! troubl" s•.,ms to follow m• around

1 once sat.rozed a noble who still wants my h"ad It was

• m1su<" tho: I w ll.<ely repeal ~trouble <eep ..,g my true fe•longs hdden. My

shorp torgue .ancs .... n trouble Oesp te MY~~ efforts, I am u:uehableto my fnends

\~\i!A:ST ESTERTAI:SER: GLADIATOR ,.\ ;!bd!3t()r ,, a' much an entertainer a, any min~1rel oc arcu- ~rformer,trained to make the ar1s of combat m1oa •pectacle the crowd can enjoy. Tht'> kind of !!.1>1:\'combatiS your entertainer rouune,though you ~l!ht abo ha\-e ,ome ,kills a., a tumbler or actor. L'· -!!your By Popular Demand feature. you can find a place-to ~rform in an) place that features comba1 for

t:::'ertammenl pcrhap-. a gladiatorial a rena or o:;errei Jlll E;rhtmg club. You can replace the musical instrument

in your C'QUipmcnt package w ith an in exp('ns iV<" bu1

anu~ual weapon ... uch as a t rtdcnt or ne t.

f OLK HERO rou come from a humble social rank, bu1 you are

cbuned (or so much more. Already tht' people of

your homt' \1llage rrgard you a s their champion. and

rour desuny calls you to 5ta nd against I he 1yrant:. and

lllOnSters thatthre:ltcn 1he common folk everywhere.

Sk;u Proficienc' . . Tool Pro fi

1 •1~· Annnat HoUld1mtl. ~un·wat

\Chid.., cll enc•es: Onr l)'l>c' of arll"'-""'" HKl\'\ , ' and)

Equlpmem: .-\ [ . a h

c-,.c.t o arta,om-.. tool'§ (om• ul )Our <·hotc~) s 0\'••1 an · belt · aron pot, n ~rt of common c~h~. and a

P<luch contaimng 10 RP

l?£FIN£NG E\'£NT 'lou Prt\;ou 1 · d b ., ) pu~ue a -..unplc proft=ssaon nmona ~he ~~nc~. perhap~ a ... a t .. rmcr. mmf"r. &en'tlnt 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 ,.ou for l(reat h. • . er l mg~. Choo ... c or r.;mdomt)' tl~rr·rmm~ n definln~ e\' ·nt that marked you a~~ ht-ro hf the- ~oplC'

dlO Defining Event

2

3 4

5 6

1

8

9

10

stood up to a tyrant'!. ~&c-nl\.

1 Si:ved people dunng a natur•l d•uster

I stood elone .aga•nst a temble monster stole from a corrupt merchant to help the poo1

I led a m1l•t•ato fight off an 1nvad•ng arn:'ly. I broke into a tyrant's U\tle af'ld stole weapons to ar~n

the peopl•. I trained the peasantry to use farm 1mplc-ment\ as

weapons aga1nst a tyrant's sold1ers.

A lord rescinded an unpopular decrte afu:r I led a symbo1•c act of protect 11gamst It, A telesual, fey. or stmtlar cre;ature g;ave me a blessmg

or revealed my secret oug1n.

Recruited Into a lord·s army, I ros~ lO ltadtr\hlp and

was commended for my hetOI\m

FEATUR£: RUSTIC HOSPITALITY Since you come from th<' ranks uf the rommon folk. you fit in among them wnh ea~e.'l'ou can lind a pl.u·c to hide. rest, or recuperate arnonR. ntht·r c-ummont-rs,

unless you have 'hown your,tll to ben <Ianger to them. The>· will ,hield ) ou from thr• Ia" or :mwn~ else searching for you. though the\ will not risk

their li'~ for you.

SuGGESTED CH.~RACTERtsncs .-\ folk hero is one of the common people for better or for worse. \lo~• folk h<·r~~ look on their humble origins as a nrtue. not n ~hortcormng. nnd thetr home communi1ies remain wry important to them

d8 Personality Trail I 1udge people by the or acuons, not theor -rds

2 If someone os on trouble, I'm always toady to le~d help

3 When I set my m.nd to somethmg, I folklw tl,roug" no

maHer what gets on my woy 4 1 have a strong sense offaor play and always tr) to &nd

the most eo,uotable solutron to arguments

5 I'm confident In my own abolrues and do what I can t o

Instill confidence rn others .

& Th.nking rs for other people. I prefer actron.

7 1 mosuse long words on an attempt to sound smarter

g 1 get bored easrly When am I going to get on wrth mv

destiny?

Page 118: 5e Player's Handbook - improved.pdf
Page 119: 5e Player's Handbook - improved.pdf

meml><"r of '""r guold. vnu kn.,._ th , , \•' d ~ ~ ... u,. •wed 1

· •IC" finishe llf'ffiS tn:nn rav. mntt-n tl• 1 fl. '" rf1'" • , re <'C't <.1 10 ruticwuc:._v \\ rth .1 r:<"na•n kmd of :t- c.. • t" m

tlf P 1 ' "' an s tool~) • II 1, the prtnnp ,.,.. of trnd~ and"~" b . · .. \'"" ~ • . ..-..~"'V\-1 ustnc~ ' "" Tht• <lU"suon now '" "h<Oth<"r ~ b r;lCih-" ... .:r(lU :t and P · r 1~ 1cte tor ad• emur<:. or tak .. on th<· a•tr ff " 11

0 11 • "''' ae on lo ' e ,llhentunng and tradt• together \\'C•1\

·r~TURE: GUILD MEMBERSHIP t til cst~bl ished and respt'CI<"d mcmbt'r of . i\'" · · a RUtld · rd• on certam bl.'nt'fits that m<'mbc.,..ll • \'Ou ,·.111 ' . d b . 'P pro\tdrs , ur tdlow gull mt'm ers woll providt• ,.00 h ,t."' . • \Vtt

l"·'"''"ll and tood If necessaiJ. and pa• ~or r '"'' . . ' )Our uncral 11 nc<dcd. Ill some CIIICs and tO\o\'ns. a guoldhall offe~ a

·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. '1

Guilds often wield tr~mendous political power. If

(lu ·trr accused of a en me. \Our guild w1'JI sup Y ' • ponyou if a 1100d case can be made for your innoct•nce or the crinte i$jusufiable. You can also gam acc-ess 10 powerful p<>litica l ligur:s t11rough the gu1ld. of you are a membcr

10 good standmg. Such co?n~Ct1ons might require the donation of money or ma~!lc ttems to the guild's coffers.

\'ou must pay dues of 5 gp per momh to the guild. If you miss payments. rou mQst make up back dut•s 10 remain in the guild's good graces.

SUGGESTED CHARACTERISTICS Guild artisans are among the most ordinary peoplt• in the world- until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community. butthefre l'ulnerable to sins of greed and co,·etousness.

d8 Personality Trait 1 believe that anything worth domg is worth doong right. I call'! help it-I'm a perfectlonist

2 I'm a snob who looks down on those who can't

appreciate fine art. 3 I always want to know how thmgs work and what

makes people tick. 4 I'm full of w•tty aphorisms and have a proverb for

every occaston. 5 I'm rude to people who lack my comm•tment to hard

work and fair play. 6 I like to talk at length about my profession. 7 1 don't part with my money easily and will haggle

tirelessly to get the best deal possible. 8 I'm well known for my work, and I want to make sure

everyone appreciates it. I'm always taken aback when

people haven't heard of me.

2

6

d6 Bond

2

4

5

6

d6

Tho V.Or"-hop whore I oeaonod ony lf•<k 'IM mo>t •mport.lnt placo '"the wotld to me 1 created~ gr .. t '-'0'~ foo someon~ and thrn fo<~nd them unworthy to rke"e II I m st lloo~ ng lor

someone v.oorth" 1 owo my i'JIId ~ Jlr<~t debt foo forsmg mo nto t~ Pe•~on I ~m today. I pursue woalth to S«yre som..ane's lov~

One d~y I wilt return to my guo d and provo that I am th~ greatest art•un of them all I Will get rovenge on the hll forces th~t destro~ m, placo of busoness and rut ned my h""lthood

Flaw

I'll do anythong to get my hands on someth•na rate 01'

pnceless

2 I'm qu•ck to assume that someont "''""ll to h~t me.

! No one must ever learn that I once stole mon~ r.om gu•ld coffers.

4 I'm Mve1 uusfiedWJth what I have-I alway$ want more

5 I would ktll to acqutte a noble title 6 I'm hornbly tealous of anyone who can outsh ne my

handtwork Everywhete I go. I'm sunoun<led by nva s

VARIANT GUILD ARTISAN: GUILD MERCKA. T

Instead or an artisans' guild, )'OU might ~lona to a guild or traders, caravan masters. or sbopk~pers. ~(IU don't ('raCt items yourself but eam a living by buyma and selling the works of others {or tM raw matenals artisans need to practice! their craft). Your guild ml&ht be a large merchant consonlum (or famt\y) with interests across the "'ttOn Perblps you transpQC'U!d 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 Jbtolu•nt't•~ft!!clld! Itself to advennn tar~ than

Page 120: 5e Player's Handbook - improved.pdf
Page 121: 5e Player's Handbook - improved.pdf

d6

5 6

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:on u .. ed 10 qo.Jen

I om do£mat c '" my t"o~gnl• an.d -'-- ..,. osop•r let my tl~ to"'" argume~ts 0\tTShadow

fr,tndshtps an<lnormony

I d r1sk too "'uch to unc~• a lostlm 0 ; i:=w">c-og• I r,~e iceep,ng sec:r~trs and l\-'On·t sh•re ~ilef"" •;..b -

•nyon•

0TR£R HERMITS Thi' hcrot•l 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 pri•ileze '\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•

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

s

Page 122: 5e Player's Handbook - improved.pdf

ORICII' )ou'u t>crn tn f>lrange pia <"'i anc:l ser.n o1hcr!o r.onnCJI bo·j!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

1

' )

.. s

OriJin

Forester Tnpper Home leader

G ode leOloutcut

d10

6 7

I

Page 123: 5e Player's Handbook - improved.pdf

atl n drawn f•om

' W rn~nn r•d ~

••e rou from • hungry

8 I wu

d6 tdeal ChanJe.lole ,.Ilk~ lh~ 501\<:>11' Ill COn\ I Ani fhlnBC

•1nd Nt rr111\t thanBe wllh ol (Ch•atlc)

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 strong•M 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 1 WI brong temble wr~th d-n on the evildoers who

de 11oyed my homeland • 1 am the lnl of my tube and 11 IS up to me to ensure

thcrr names enter legend S 1 suffer 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 1 am 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 llfmember every Insult I 've~ and nuiiU'.u..t rnerttment IOWird 1nyont ... MI'\VIOIIIIilll ..

• I ~m sl- to trust members of other raCII 1t1111s and

lh " I

dl Specialty ell Sp«••lty 1 Alchomo 1

' Athonomer 6 ) Dos rod1ted

aodem•< &

• libr•nan

Page 124: 5e Player's Handbook - improved.pdf

,.~

I

6

7

do lde•l KnowlediJ"· The p•th 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

Page 125: 5e Player's Handbook - improved.pdf

f'r'Oiic:iencic-.s: ~ " < 11 s. Pc-r , pt"'n :,..., ~ies: ""'' '-·tor~ • ~b .. \t>htcles~\\.Uer) ~~r: .\ btc ·, ... [I n dul1o ::>0 f,·ct 01 silk t"OJ'e.

"' :J. -<ttcll as a r.tbbu f.:>o~ or a ~mall stone tbt- crnler <lt')l:>U m:~~ roll for a r:mdom

we Tno k<"ts table m chapter 5). a S<"t of • ~ and 3 ~It pouch ,·omaining 10 gp

f!'~-XE SWPSP.o.SSAGE ~ .. "'an se-cure fn-c- passage on

oc yuurseH and vour ad' emu ring ~....,"'"".._." \ou mt"h: :;.ad on the ship ~-ou sened on.

~·"ht..-s!rip you lu'-e good relation,. \\ith (r>crhaps =~alj)[lun·l."d rna former ere\\ mat<·). lkcause ~ou rc

~ s f.a•"'f' yoo can 1 be cenain of a schedule or thM" I med )'Our e\ef) need. \our Dungeon

" de~nm ne ho\\ lone n takes to get "hero ~.:to~ ln rt'fum for )'OUr iree passage. you

!21CI ~JU! (:Oillp3GIOOS are e'J)t'cled to aSSISt the CFC!\\

S. vGEITED CRAllACTIRISTICS .- ea be a rou!!h lot but the responsibthues of a;..· , c.~ke them gene-rail) reliable as well. Life

:-d a ,J-_ p sh.1pes the~r outlook and fonns thetr most ·; .. hments.

::& Pe1scN1ity Trait • ef'OS know they can rely on me, no matter wlult.

.. ~ ·k arc! so ttut I can play hard when tht> work

3 er sa ng to new ports and makmg new friends

' a ;~gon of ale

l s.· etc the truth for the sake of a 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

2

3

6

d6

1 2

s

6

d6

1

2 3

4

s

idftl

~ The! thins thatl~p• 1 1n 11 tort~~·;. "''" a "'$P«J l>fl~n Upt• nan<! Ul'W (Good)

Fatrness. \\eo al do tt"1e- v.orl sow~ a \Nre n the •~wareS. (Uiw'ul)

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 crewm•tes not to d .. s (Neutral\

Aspiration. Somed~y I'll o"'n my ov.n shrp and chat\ My own destrny (Any)

Bond

I m loyal to my caplaon first ~rythrng else second

The shop'' most rmportant-<re-.,mates and cap:..ons come and go

1 II always <emember my lirst shtp

In a harbor town I haW! a panmour whose e)eS ne;11ly

stole me from the sea

1 w>s cheated out of my fatr share of the profits. and I

want to get my due

Ruthless p~rates murder~d my apta>n and ctewmales

plundered our shtp and left me to d1e Vengeance woll

be mtne

Flaw

I follow orders even if lthtnk they're wrong

I'll say anythmg to avo1d havong to do extn work

Once someone quest•ons my courage I n~er back

down no maHer how dangerous the Srtuatton

Once I start dnnk•ng. n's hard for me to stop

I an'l help but pocket loose cotns and other trinkets I come across.

6 My pnde will probably lead to my destructton

VARIAMT SAILOR.: PtRATI! You spent your youth under the sway of a dread plrate. a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deservmg soul to a briny gra~'C'. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in man~ a port town.

If you decide that your sailing career involved piracy you can choose the Bad Reputation feat\11'1! (see sidebar) instead of the Ship's Passage feature.

Page 126: 5e Player's Handbook - improved.pdf

d3 s~oAIIy

officrr . . scout 1nf~11111

A Ca~lry

s HrJ!N

SUGCESTED C H A RACTERISTIQit

rJw horrors nf war combined with the militnr} ~ervire lt•avt• thr ir mark on their idea ls. rrt•atin!l st rong bonds, t ll<'ffi 'iC:lrrctl and\ ulm•rable 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

2

Ideal

Grater Good, Our defense of others Ruponslblllty, I do wtllitiloll authority. u .. •wnm

Page 127: 5e Player's Handbook - improved.pdf

" 1101"1

• c

~

tli

• e

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APPENDIX C: THE PLAN1£:S ....,_.. The best-known worlds in the multiver . se are th

nes that have been pubhshed as official c e o · amp~

r NC IH I JI IJLY VA.'-i'l I S 'I H I· CC SMOS OF TH I'

[)lii\IGEON S IV IJ J<N:ONS g:1 n 1e, w h ich l ·e t ~ S w ith <1 ll JUi tituclc o f wod cl s :lS we ll as rnyrwd 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 cnco t n p~l :->~ws every world w h e t·· l)un tJ.CO n M n!:-! tcrs n tn their advenwres, ;..til within tl w rel:tti vc' IY nwnd<llte r ·aim of the Materi<d I )l<ltH.'. Jkyond tl w t pla 11 t: arc domains

of rnw den, c nl ~cllnw lf c l· nnd energy, rcalfllS of pu re thought <t lld f' f hos, 1 he h o lll CS of d •J1l OllS a nd an gels,

:~ nd 1lw cln trlin ions o f I he gods. Mnny spells and tn agic il c li1S ca n draw energy

front these p l i:111 CS, summon th ·crea tures that dwell there, rom!l1unica tc with the ir de ni zens, and a llow ndvcn tu rt· rs lo travcl t h 'rc. As your character achieves grcn l ·r power and h iglt r lev Is, yo u might undertake a qu s t to r scu a f ri cn I from the horri fi e depths of the Abyss, or find yourself hois ting a tankard with the frie ndly giant s of Ysgard . You might walk on s treets made of solid fire or test your mettle on a battlefield where th , fa ll en arc resurrected with each dawn .

THE M ATERIAL PLANE The Materia l P lane is the nexus where the philosophical a ncl clement a! forces that define the other pia nes collide in the jumbled ex is tence of mortal life and mundane ma tter. All the worlds of D&D exis t within the Material P lan , making it the s tarting point for most campaigns a nd adventu res. The rest of the multiverse is defined in

rela tion to the Material Plane. The worlds of the Mate ri al Plane are infinitely diverse,

for they reflect the creati ve imagination of the DMs who s - t the ir ga mes there, as well as the players whose heroes adventure there. They include magic-wasted deser t planets and is land-dotted water worlds, worlds where magic combines with advanced technology and others trapped in a n endless S tone Age, worlds where the gods wa lk and places they have abandoned.

POSITIVE PLANE

OUTER PLANES

f l

set t ings for the D&D game over the years-Gre gn Blackrnoor: Dra_gonlance, the Forgotten Realm~ha\J·k., Mystara, Btrthnght, Dark S un, and Eberro ·

Others Each of these worlds boasts its ownn, arnong · . . cast f

lleroic adventurers and schemtng vtll ains ·t

0

. . . ,1 sown ancient r01 ns and forgotte_n arttfacts, tts own dun and its own dragons . B~t tf your campaign take {;!.eons on one of these worlds, tt belongs to your DM- Place rn ight imagine it as one of thousands of para\} Y1 ou .

. h . h t d ' e vers of the world , whtc mtg tverge wildly from th tons . e

publi shed verswn.

MATERIAL EcHo Es The Material Pla ne is a richly magical place, and .

. fl d . h lts magical nature ts re ecte m t e two planes that h its central place in the multiverse. The Feywild sd are

11 1 d. · an the

S hadowfell are para e tmenstons occupying th e same cosmological space , so they are often called echo 1

h M ·

1 Panes

or mirror planes to t e atena Plane. The world . sand landscapes of these planes mtrror the natural world of the Material Plane but reflect those features into different forms-more marvelous and magical in th Feywild, distorted and colorless in the Shadowfel\ e Where a volcano stands in the Material Plane, a · mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild, and a jagged rock outcropping resembling a skull marks the

spot on the Shadowfell. The ~eywild, also called the Plane of Faerie, is a land

of soft hghts and wonder, a country of little people w'th great desires, a place of music and death. It is a real

1

of eternal twilight, with slow lanterns bobbing in th: gentle breeze and huge fireflies buzzing through groves and fields. The sky is alight with the faded colors of the setting, or perhaps rising, sun. But, in fact, the sun never truly sets or rises; it remains stationary, dusky 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 a: those b:o~ght to the world by conjure woodland beings and s tmtlar spells, dwell in the Feywild.

The Shadowfell, also called the Plane of Shadow .8

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.

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

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oND THE MATERIAL B£Y·he Material Plane. the various planes of

. 0.nd r realms of myth and mystery They·' BC) e are . · re ,.51enc ther worlds. but dtfferent qualities of

ext ly o Ot sifflP d and governed by spiritual and element 1 rr forme h . a

beiflg, bstracted from t e ordmary world.

·pJes a ri flCI

P NAR T RAVEL

pr,A. d nturers travel into other planes of existe n a ve

1 nee,

wne ndertaking a egendary journey across th are u . . . e 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 til~~ of Jegen~. Braving the real~s of the dead, seeking st h celesttal servants of a detty, or bargaining with out t e . . . '11 b .

f eti tn 1ts home ctty w1 e the subject of song and an ere

for years to come. storY b d h . Travel to the planes eyon t e Matenal Plane can be accomplished in two ways: by casting a spell or by using

a planar portal. . . Spe/Js. A number of spell~ allow dtrect or mdirect cess to other planes of existence. Plane shift and

ac d d' gate can transport a .vent~rers trectly to any other plane of existence, wtth dtfferent degrees of precision. Etherealness allows adventurers to enter the Ethereal Plane and travel from there to any of the planes it touches-the Shadowfell, the Feywild, or the Elemental Planes. And the astral projection spell lets adventurers project themselves into the Astral Plane and travel to the Outer Planes.

Portals. A portal is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on another. Some portals are like doorways, a clear window, or a fog­shrouded passage, and simply stepping through it effects the interplanar travel. Others are locations­circles of standing stones, soaring towers, sailing ships,

even whole towns-that exist in multiple planes at or flicker from one plane to another in turn. Some

vortices, typically joining an Elemental Plane with a similar location on the Material Plane, such as the of a volcano (leading to the Plane of Fire) or the

of the ocean (to the Plane of Water).

of force Th d h . · e ept s of the plane, the Deep Ethereal are a regton of · 1. ' swtr mg mists and colorful fogs . ~he A~~ral Plane is the realm of thought and dream.

w ere VtSltors travel as disembodied ouls to reach t~e planes of the divine and demonic. It is a great, St~very sea, the same above and below, with swiriing Wtsps of white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.

INNER PLANES

The Inner Planes surround and enfold the Material Plane and its echoes, providing the raw elemental substance from which all the worlds were made. The four Elemental Planes- Air, Earth, Fire, and Water­form a ring around the Material Plane, suspended within the churning Elemental Chaos.

At their innermost edges, where they are closest to the Material Plane (in a conceptual if not a literal geographical sense), the four Elemental Planes resemble a world in the Material Plane. The four elements mingle together as they do in the Material Plane, forming land, sea, and sky. Farther from the Material Plane, though, the Elemental Planes are both alien and hostile. Here, the elements exist in their purest form-great expanses of solid earth, blaz~ng fire, crystal-clear water, and unsullied air. These reg10n~ are little-known, so when discussing the Plane of Ftre, for example, a speaker usually means just the border region. At the farthest extents of the Inner Planes, the pure elements dissolve and bleed together into an unending tumult of clashing energies and colliding substance, the Elemental Chaos.

OUTER PLANES

If the Inner Planes are the raw matter and energy that makes up the multiverse, the Outer Planes are the direction, thought and purpose for such constru.,ction. Accordingly, many sages refer to the divine planes, spiritual planes, or godly o:la~~S. 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

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Dis ta nce is a virtu a lly mea nin g less concept o n the Ou te r P la nes. Th perccptibl - regio ns of the pl a nes ofte n seem q uite s ma ll , butt hey ca n a lso s lr ' tch o n to wh a t seems like in fi nity. It might be po s ibl · to ta ke a g uided tour of the Niue H JJ s, fro m til ' lir ~J ay · r l o

the n in th , in a s ing le d f!y- if tlt(' power~ of the Hell ~:> des ire it. Or it could ta ke W "' CI s for ~ ravclcrs to m a ke a grue ling trek ac ross a t;i ng le l ~JY ·r.

T h m ost wcl l-1 now n O ut "r Plan s a re a group of sixt "'en pla n "S thnt ~o rrcspond to the eight aJignm "nts (e, eludi ng nC'ut ra lity) and th shades of distinction bet ween th m .

OUTER PLANES

Outer Plane

Mount Ce lestia, th e Seven Heavens of Bytopia, the Twin Paradi ses of Elys ium , th e Blessed Field s of The Beas tl and s, th e Wilderness of Arbo rea , the Olympian Glades of

Ysga rd, the Heroic Domain s of

Limbo, th e Ever-Changing Chaos of Pand emonium, the Windswept Depths of

The Abyss, the Infinite Layers of

Carce ri, the Tarterian Depths of

Hades, the Gray Waste of

Gehenna , the Bleak Eternity of

The Nine Hells (of Baator)

Acheron, the Infinite Battlefield of

Mechanus, the Clockwork Nirvana of

Arcadia , the Peaceable Kingdoms of

Alignment

LG NG , LG

NG NG, CG

CG CN,CG

CN CN,CE

CE NE, CE

NE NE, LE

LE LN, LE

LN LN, LG

The planes with some element of good in their nature are called the Upper Planes. Celestial creatures such as angels and pegasi dwell in the Upper Planes. Planes with some element of evil are the Lower Planes. Fiends such as demons, devils, and yugoloths dwell in the Lower Planes. A plane's alignment is its essence, and a character whose alignmcnl doesn't match the plane's experiences a profound sense of dissonance there. When a good creature visits Elysium, for example, it feels in tune with the plan , but an evil creature feels out of tune and 1110r than a little uncomfortable.

OTHER PLANES

Existing somehow between or beyond the known planes of existence arc a variety of other realms.

SIGIL AND THE OUTLANDS

The Outlands is the plane between the Outer Planes, a plane of neutrality, but not the neutrality of nothingness. Ins tead it incorporates a little of ev rything, keeping it all in a paradoxical balance- simultaneously concordant and in opposition. Jt is a broad region of varied terrain, with oper~ prairi s, towering mountains, and twisting, shalJow nvers, strongly r sembling an ordinary world of the Material Plane.

The Outlands is circular, like a great wheel- in fact those who envision th Outer Plan s as a wheel pain; to the Outlands as proof, calling it a microcosm of th

Ill ~ I

pla nes . Tha t argume nt might be circular h 'bl ·h 1 ' <>Wt•ve for .it is posst e t at t 1e arrange ment of th ' r,

in s pir -d the ide a of the Gre at Wheel in th efiOutland~ . e rst 1 J\rou nd the outs 1de edge of the circle f ' ' P ace. . • ,venty s

8 r e the ga te-towns: stx teen settlem ents h Paced. - , e ae h .1 8 round 8 porta l le ading to one of the Out . Pl \U t cr an tow n s hares ma ny of the charac te ris tics of the )~s . Eac.h whe re its ga te lead s . l anc

At the center of the. Outl<lnds .. like th~ axle of th planar wheel, the Sp1re s hoots tmpossibly hi h. e s ky. Above this thin peak floats the ring·shap~ut~to the Sigil , the City of Doors. This bus tling planar ctty of metropor holds countless portals to other planes and world 18

Sigil is. a trader's ci.ty. Goods, merchandise, ands. informatton come to tl from across the planes Th is a brisk trade in information about the plane.s . ere ,JO particul ar in the command words or items requi d r

f . 1 re aor

the operation o parttcu ar portals. These portal k are highly s~ught after, a~d many travelers within~: city are lookmg for a particular portal or a portal k to allow them to continue on their way. ey

DEMIPLANES Demiplanes are small extradimensional spaces with their own unique rules. They are pieces of reality that don't seem to fit anywhere else. Demiplanes com into being by a variety of means. Some are cr a: spells, such as demiplane, or generated at the '-'VIIHT,U IIiA>J'

powerful deity or other force. They may exist as a fold of existing reality that has been pinched from the rest of the multiverse, or as a baby un:ive1l8 growing in power. A given demiplan can b through a single point where it touches ot Theoretically, a plane shift spell can also to a demiplane, but the proper frequency ......... ~. .... for the tuning fork is extremely hard to acclUlM.; gate spell is more reliable, assuming the ,..Jll-ll'tA1~t-1 of the demiplane.

THE FAR REALM

The Far Realm is beyond the known mtllti~v.erl it might be an entirely separate multiver physical and magical laws. Where stray the Far Realm leak onto another plane, are warped and twisted into alien Sh.lllltl& ordinary geometry and biology.

The entities that abide in the Far for a normal mind to accept witho creatures swim through no1thilllltllei with madness. Unspeakable truths to those who dare n.st•~1:1:.\] of the Far Realm is a tri.~., • .,. .. , . ., boundaries of matter, spa~. 11

There are no ltnjown~ nol at least none that a ... c!&N:II'

pierced the oo11.111Clir.Y·1

Far Realm within but their ciVitli~ati\ld.l the portal forgotten. ali for

lan

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